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Pierce The Veil - May These Noises Startle You In Your Sleep

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Ringating
non mawd

steamy logs
15:57 - 『Ringating』: 00:58:861 (5,6,7,1) -
15:57 - 『Ringating』: seems like it should follow guitar
15:57 - 『Ringating』: yet doesn't
15:57 - pishizor.: is this legit
15:57 - 『Ringating』: yes
15:57 - pishizor.: what diff
15:57 - 『Ringating』: ionsane
15:57 - 『Ringating』: -o
15:58 - 『Ringating』: not 1 btw
15:58 - 『Ringating』: just highlighted too much
15:58 - pishizor.: i see
15:58 - pishizor.: it is like
15:58 - pishizor.: on blue tick
15:59 - pishizor.: must delete SV change first
15:59 - 『Ringating』: end of 5 should be beginning of 6
15:59 - pishizor.: i think ur high
15:59 - pishizor.: http://gyazo.com/bc0d0cc984856e93b358926e4f62b687
15:59 - pishizor.: that's guitar
16:00 - 『Ringating』: http://gyazo.com/b37e6372bf6ecb0d2f8643ba57c22735
16:00 - pishizor.: with each note change on start of tick
16:00 - pishizor.: yes
16:00 - pishizor.: except keeping 1
16:00 - 『Ringating』: 6 starts on end of old 5
16:00 - pishizor.: hmm
16:00 - pishizor.: i misinterpreted originally
16:00 - pishizor.: as make 5
16:01 - pishizor.: go to where 6 started before
16:01 - 『Ringating』: i see
16:01 - 『Ringating』: u were right about the high part tho #420blazedtoshit
16:02 - pishizor.: le changed
also on the hard diff 01:33:014 (1,2,1,2) - seems like it should be similar to 01:40:860 (1,2,3,4) - (including the lack of middle NC)
Topic Starter
pishifat

Ringating wrote:

non mawd

steamy logs
15:57 - 『Ringating』: 00:58:861 (5,6,7,1) -
15:57 - 『Ringating』: seems like it should follow guitar
15:57 - 『Ringating』: yet doesn't
15:57 - pishizor.: is this legit
15:57 - 『Ringating』: yes
15:57 - pishizor.: what diff
15:57 - 『Ringating』: ionsane
15:57 - 『Ringating』: -o
15:58 - 『Ringating』: not 1 btw
15:58 - 『Ringating』: just highlighted too much
15:58 - pishizor.: i see
15:58 - pishizor.: it is like
15:58 - pishizor.: on blue tick
15:59 - pishizor.: must delete SV change first
15:59 - 『Ringating』: end of 5 should be beginning of 6
15:59 - pishizor.: i think ur high
15:59 - pishizor.: http://gyazo.com/bc0d0cc984856e93b358926e4f62b687
15:59 - pishizor.: that's guitar
16:00 - 『Ringating』: http://gyazo.com/b37e6372bf6ecb0d2f8643ba57c22735
16:00 - pishizor.: with each note change on start of tick
16:00 - pishizor.: yes
16:00 - pishizor.: except keeping 1
16:00 - 『Ringating』: 6 starts on end of old 5
16:00 - pishizor.: hmm
16:00 - pishizor.: i misinterpreted originally
16:00 - pishizor.: as make 5
16:01 - pishizor.: go to where 6 started before
16:01 - 『Ringating』: i see
16:01 - 『Ringating』: u were right about the high part tho #420blazedtoshit
16:02 - pishizor.: le changed
also on the hard diff 01:33:014 (1,2,1,2) - seems like it should be similar to 01:40:860 (1,2,3,4) - (including the lack of middle NC)
best mod yet. two changes that took stupidly long to actually implement
Gaia
Hi from my queue
Not exactly my type of music but I did promise that I'd mod it so here goes..

[General]
Suggenstion at around 00:45:014 - since the music gets louder here why not crescendo your hitsounds ? maybe by like 3% each time or something?
derp nice sb though I didn't notice the bg changed color till I finished modding

[Normal]
Check ur DS with AIMod
00:17:322 (3) - best if it reflects 00:15:476 (1) -
00:20:091 (1) - hitsounds a bit loud
00:34:399 (1) - ^
00:45:014 (1) - ^ and change to top one? http://puu.sh/a0dHJ/89d9c8c04c.jpg
00:50:553 (3,1,1) - center these
Not much to say here, quite nicely done

[Hard]
00:36:707 (6,1) - blanket
00:52:399 (1) - not enough emphasis on this note
01:34:860 (1,1) - blanket

[Insane]
01:39:937 (4) - Ctrl +G
meh good job [:

Map wise you've done a nice job, I don't see any problems with the rhythms either.. so sry for a short ass mod lmao
Hitsounds tho I think there's room for improvement. I guess just listen to cinema/auto and hear for urself? (I'm pretty bad at it too tho)
anyways im out pce
Topic Starter
pishifat
re

Gaia wrote:

Hi from my queue
Not exactly my type of music but I did promise that I'd mod it so here goes.. woo

[General]
Suggenstion at around 00:45:014 - since the music gets louder here why not crescendo your hitsounds ? maybe by like 3% each time or something? did something like that. should be better now with a change to the first volume
derp nice sb though I didn't notice the bg changed color till I finished modding lol

[Normal]
Check ur DS with AIMod don't know how that moved over like 5 pixels -.-
00:17:322 (3) - best if it reflects 00:15:476 (1) - changed this to something different since old way was gross
00:20:091 (1) - hitsounds a bit loud haven't gotten around to changing those yet. was planning to already
00:34:399 (1) - ^
00:45:014 (1) - ^ and change to top one? http://puu.sh/a0dHJ/89d9c8c04c.jpg this was supposed to be at 30% :/
00:50:553 (3,1,1) - center these did
Not much to say here, quite nicely done awwshucks:3

[Hard]
00:36:707 (6,1) - blanket not supposed to be a blanket :P would destroy the distance snap
00:52:399 (1) - not enough emphasis on this note can't do much with this. best way i've found to emphasize would be a stack (like in normal/insane), but then the new SV/DS would be unreadable :/ i'll definitely change it if i can find something that works though
01:34:860 (1,1) - blanket same as other one. 3/4 slider to circle wouldn't play very nicely with that spacing :P

[Insane]
01:39:937 (4) - Ctrl +G breaks the kind of flow i was going for, so rather not :/
meh good job [:

Map wise you've done a nice job, I don't see any problems with the rhythms either.. so sry for a short ass mod lmao
Hitsounds tho I think there's room for improvement. I guess just listen to cinema/auto and hear for urself? (I'm pretty bad at it too tho) already had plans for hitsound changes. i know i'm bad with them lol
anyways im out pce
sullyjhf
Yo, from my Modding Queue

[Normal]
Consider lowering the approach rate a tiny bit

00:17:322 (3) - Excellent slider and use of the slider tick btw :D

00:33:014 (3,1) - Blanket this slider a bit better
(move first point to x:256 y:156
second point to x:296 y:188
final point to x:360 y:188
seems to do it quite nicely however if you find it looks better elsewhere then do that instead).

Other than that it seems pretty good!

[Hard]
00:17:322 (4) - Again I want to start off by saying this is a really cool use of the slider tick :)

00:22:168 (8) - Change this into a single note at 00:22:168 and a slider from 00:22:399 to 00:22:629

00:47:783 (5) - make this start hitsound the same as 00:49:630 (2)

01:04:399 (3) - Move close to the repeating slider

01:19:399 (2,3,4) - Spread these apart a little?

01:23:207 (4,5) - Make these closer together
01:25:053 (3,4) - ^
01:26:899 (4,5) - ^
01:30:591 (4,5) - ^
01:32:437 (4,5) - ^
01:34:860 (1,1) - ^

[Insane]
00:50:553 (5) - Consider moving this to the right a bit so it's not 100% overlapping this 00:51:476 (1)

01:01:630 (1,2) - Make these more of a stacked double rather than being so far apart
01:02:092 (3,4) - ^
01:04:630 (7,8) - Because having these two like this makes it feel odd

01:19:399 (2,3,4) - I thought this was a stream on my first play

01:21:014 (3) - This slider looks strange but it fits so you could change it's shape if you wanted to

01:22:745 (5) - Move this so it's on the red tick and also make it closer to this 01:22:284 (4) It feels strange where it is at the moment

Generally a lot of your notes go out of the playing field, you could bring them in a smidge to please the BATs but I think it's fine how it is.

Nice first map to kick off my modding queue, not my type of music but the map was still fun to play :)
Good Luck!
Topic Starter
pishifat
re

sullyjhf wrote:

Yo, from my Modding Queue yo

[Normal]
Consider lowering the approach rate a tiny bit used to be a 9,7,5 spread, but i changed insane to 8.5 so lowered this to 4.5

00:17:322 (3) - Excellent slider and use of the slider tick btw :D :3

00:33:014 (3,1) - Blanket this slider a bit better didn't use your coordinates since they break distance snap a little, but yeah i fixed it
(move first point to x:256 y:156
second point to x:296 y:188
final point to x:360 y:188
seems to do it quite nicely however if you find it looks better elsewhere then do that instead).

Other than that it seems pretty good! woo

[Hard]
00:17:322 (4) - Again I want to start off by saying this is a really cool use of the slider tick :) :3

00:22:168 (8) - Change this into a single note at 00:22:168 and a slider from 00:22:399 to 00:22:629 rather keep the reverse slider in there since there's a triplet sort of thing with pitches (like an a->b->a pattern), but i noticed i actually had the reverse in the wrong place, so it was inconsistent with insane. long story short i changed something lol

00:47:783 (5) - make this start hitsound the same as 00:49:630 (2) changed

01:04:399 (3) - Move close to the repeating slider that's where it is with every other repeating slider. 1.2x spacing just like everything else o.o

01:19:399 (2,3,4) - Spread these apart a little? antijumps work pretty well tehre for emphasis from waht i've seen. testplayers haven't misread it and i like it so i'm keeping it :P

01:23:207 (4,5) - Make these closer together these are distance snapped so it would be kind of weird to have different spacing for each one. the map's only 130bpm and there's not a gap between them really so it shouldn't be a big issue :P
01:25:053 (3,4) - ^
01:26:899 (4,5) - ^
01:30:591 (4,5) - ^
01:32:437 (4,5) - ^
01:34:860 (1,1) - ^

[Insane]
00:50:553 (5) - Consider moving this to the right a bit so it's not 100% overlapping this 00:51:476 (1) that's the point of it though :P emphasizes the build up a lot more like that

01:01:630 (1,2) - Make these more of a stacked double rather than being so far apart would contradict with the other anti-jump type stacks i've got. if i were to make those into jumps, they would have to be really large and bad for readibility :/
01:02:092 (3,4) - ^
01:04:630 (7,8) - Because having these two like this makes it feel odd

01:19:399 (2,3,4) - I thought this was a stream on my first play same as hard

01:21:014 (3) - This slider looks strange but it fits so you could change it's shape if you wanted to best slider 2014

01:22:745 (5) - Move this so it's on the red tick and also make it closer to this 01:22:284 (4) It feels strange where it is at the moment guitar stuff is on offbeats, just like the last section. i changed the location of htis though since it may have been hard to read at that distance

Generally a lot of your notes go out of the playing field, you could bring them in a smidge to please the BATs but I think it's fine how it is. did that for normal and hard. for insane, i assume if you can play it that kind of stuff isn't a problem :P

Nice first map to kick off my modding queue, not my type of music but the map was still fun to play :) nobody likes this music on osu ;-; thanks for the mod though :3
Good Luck!
Venellys
hi, from V&V's modding queue

[Normal]
  • 00:25:630 (5) - smooth like the next slider for good flowing.
    00:27:476 (2,5) - overlap
    01:15:476 (2,4) - stack slider's tail
[Hard]
  • 00:13:630 (4,1) - stack to avoid overlap like this
    01:11:553 (2,3) - make blanket here, if no, sharpen the slider.
    01:31:168 (1) - this slider is too sharp for this flow, smooth like the slider on 01:29:322 (1) -
sorry if my mod is small or helpless, too perfect for a newbie modder..... good luck~
Topic Starter
pishifat
re

VeeLaHee104 wrote:

hi, from V&V's modding queue

[Normal]
  • 00:25:630 (5) - smooth like the next slider for good flowing. moved 1 down and to the left so it does that
    00:27:476 (2,5) - overlap not really significant since you can't see it ingame :P
    01:15:476 (2,4) - stack slider's tail oops. fixed
[Hard]
  • 00:13:630 (4,1) - stack to avoid overlap like this moved 1,2,3 lower
    01:11:553 (2,3) - make blanket here, if no, sharpen the slider. blanketted
    01:31:168 (1) - this slider is too sharp for this flow, smooth like the slider on 01:29:322 (1) - yeah, changed
sorry if my mod is small or helpless, too perfect for a newbie modder..... good luck~ fixed most things, so was useful :P
jyu
Hi, from queue :3
dat title

mostly shitty suggestions. and pardon my bad english

[Insane]

  • 00:23:784 (3) - not a problem though, but i thought this was a straight slider. only suggestion, but maybe you can make this slider flow upward like this :
    SPOILER

    and it also makes the flow more challenging idk
    00:36:707 (7) - the song makes me want to click on something. only suggestion, but why not make it into a series of circles? i think it's kinda fun for insane
    00:48:707 (1) - add finish? kinda suits the hitsound pattern at 00:46:861 (5,6) -
    00:52:514 - the hitsound is barely audible for me :cry: and at this part the song goes really loud and it makes me want to hear louder hitsounds. i suggest to make the hitsound louder 60%-70%
    01:00:706 - to 01:06:706 - ^
    01:02:553 (5) - fits the song better if you switch finish with whistle
    01:03:707 (2) - add whistle at slider's tail?
    01:35:552 (3) - ^
    01:37:629 (2) - add whistle?
    01:46:398 (1,2) - add whistle at slider's tail?
    01:48:245 (1,2,3,4,5,6,7,8,1,2,3,4) - it feels much cooler if you add whistles

    hella this is a fun insane. you might want to improve the aesthetics a bit. but since that area is really biased, so i choose not to focus on that. as long as the map plays well
[Hard]

  • 00:48:707 (1) - only suggestion, add finish at slider's head? kinda fits these two 00:46:860 (3,4) -
    00:51:476 (1) - why would you nc this? idk since it's hard diff, i think people will notice the change in sv even without nc
    00:52:514 - same like insane. why's the hitsound so quite :cry:
    00:53:322 (3) - add whistle? same hitsound pattern like insane diff
    00:56:783 - add a circle?
    00:57:014 (2) - add whistle?
    01:00:707 (2) - ^
    01:04:399 (3) - ^
    01:05:322 (1,2,3) - ^
    01:11:783 (3) - only suggestion for slider's shape idk maybe you want to re-arrange the next pattern if you follow
    01:35:783 (2) - add whistle at slider's head?
    01:36:706 (4) - add whistle?
    01:38:552 (3) - add whistle at slider's head? idk it kinda fits the song more, and i see that you already add whistles at every 1st and 3rd white line. but it feels kinda weird when you don't add whistle at 2nd and 4th white line especially when the song clearly indicates the strong hitsound at those points, so yeah
    01:39:475 (2) - ^
    01:40:398 (4) - ^
    01:43:168 (2) - ^
    01:44:091 (4) - ^
    01:44:091 (4,1) - small spacing issue
    01:45:014 (3,7) - add whistle?
    01:46:860 (2,5) - ^

    ok idk if my hitsound suggestions would help, but yeah
[Normal]

  • 00:33:014 (3) - only suggestion. you might have to adjust the next pattern if you follow
    SPOILER

    copypaste 00:32:091 (2) - ->ctrl+H -> rotate by 45 degree anti-clockwise -> ctrl+G
    00:46:860 (5) - why not make the hitsound pattern the same like hard and insane? i like it better. add finish at 00:46:860 - 00:47:322 - and whistle at 00:47:783 -
    00:52:514 - same like hard and insane about the hitsound volume :cry:
    00:52:860 (2) - add whistle at slider's tail?
    00:55:168 (5) - add whistle?
    00:57:014 (3) - ^
    01:00:707 (2) - ^
    01:04:399 (2) - ^
    01:35:322 - to 01:48:245 - it really feels weird when you don't add whistle at 2nd and 4th white line :cry: same reason like hard. i strongly suggest you to remove whistle from 1st and 3rd white line and add them at 2nd and 4th white line. also apply for hard and insane
good mapset :3 might be better if you improved the pattern structure. especially in insane, everything is really abstract. but well, it's up to you
goodluck~
Topic Starter
pishifat
re

AlpacaCokelat wrote:

Hi, from queue :3 :3
dat title title length world record right here

mostly shitty suggestions. and pardon my bad english

[Insane]

  • 00:23:784 (3) - not a problem though, but i thought this was a straight slider. only suggestion, but maybe you can make this slider flow upward like this : sure. fits well
    SPOILER

    and it also makes the flow more challenging idk
    00:36:707 (7) - the song makes me want to click on something. only suggestion, but why not make it into a series of circles? i think it's kinda fun for insane i am a fan
    00:48:707 (1) - add finish? kinda suits the hitsound pattern at 00:46:861 (5,6) - was sounding kind of empty
    00:52:514 - the hitsound is barely audible for me :cry: and at this part the song goes really loud and it makes me want to hear louder hitsounds. i suggest to make the hitsound louder 60%-70% increased most stuff past the beginning by like 10%
    01:00:706 - to 01:06:706 - ^
    01:02:553 (5) - fits the song better if you switch finish with whistle correct
    01:03:707 (2) - add whistle at slider's tail? you're too good at this
    01:35:552 (3) - ^ asdf
    01:37:629 (2) - add whistle? asdf
    01:46:398 (1,2) - add whistle at slider's tail? asdf
    01:48:245 (1,2,3,4,5,6,7,8,1,2,3,4) - it feels much cooler if you add whistles did it on the 1,2,3,4 slider stuffs. the stream already has it on the white ticks so yeah

    hella this is a fun insane. you might want to improve the aesthetics a bit. but since that area is really biased, so i choose not to focus on that. as long as the map plays well don't really know how i would improve visuals since i like how it is. if someone else mentions stuff to help that though i'd definitely change
[Hard]
i applied all hitsound things so i'm not gonna comment on every single one :P
  • 00:48:707 (1) - only suggestion, add finish at slider's head? kinda fits these two 00:46:860 (3,4) -
    00:51:476 (1) - why would you nc this? idk since it's hard diff, i think people will notice the change in sv even without nc i dont even know
    00:52:514 - same like insane. why's the hitsound so quite :cry:
    00:53:322 (3) - add whistle? same hitsound pattern like insane diff ]
    00:56:783 - add a circle? added
    00:57:014 (2) - add whistle?
    01:00:707 (2) - ^
    01:04:399 (3) - ^
    01:05:322 (1,2,3) - ^
    01:11:783 (3) - only suggestion for slider's shape idk maybe you want to re-arrange the next pattern if you follow wasn't liking the old angle too much anyway.
    01:35:783 (2) - add whistle at slider's head?
    01:36:706 (4) - add whistle?
    01:38:552 (3) - add whistle at slider's head? idk it kinda fits the song more, and i see that you already add whistles at every 1st and 3rd white line. but it feels kinda weird when you don't add whistle at 2nd and 4th white line especially when the song clearly indicates the strong hitsound at those points, so yeah
    01:39:475 (2) - ^
    01:40:398 (4) - ^
    01:43:168 (2) - ^
    01:44:091 (4) - ^
    01:44:091 (4,1) - small spacing issue scumbag distance snap
    01:45:014 (3,7) - add whistle?
    01:46:860 (2,5) - ^

    ok idk if my hitsound suggestions would help, but yeah very yeah
[Normal]
same thing about hitsound stuffs as hard
  • 00:33:014 (3) - only suggestion. you might have to adjust the next pattern if you follow i like
    SPOILER

    copypaste 00:32:091 (2) - ->ctrl+H -> rotate by 45 degree anti-clockwise -> ctrl+G
    00:46:860 (5) - why not make the hitsound pattern the same like hard and insane? i like it better. add finish at 00:46:860 - 00:47:322 - and whistle at 00:47:783 -
    00:52:514 - same like hard and insane about the hitsound volume :cry:
    00:52:860 (2) - add whistle at slider's tail?
    00:55:168 (5) - add whistle?
    00:57:014 (3) - ^
    01:00:707 (2) - ^
    01:04:399 (2) - ^
    01:35:322 - to 01:48:245 - it really feels weird when you don't add whistle at 2nd and 4th white line :cry: same reason like hard. i strongly suggest you to remove whistle from 1st and 3rd white line and add them at 2nd and 4th white line. also apply for hard and insane all hitsounds are now consistent yay
good mapset :3 might be better if you improved the pattern structure. especially in insane, everything is really abstract. but well, it's up to you
goodluck~ ty for the fantastic mod
[-Sophie-]_old
From my moe queue
Not my type of song..
[Hard]
Fine!
[Insane]
Fine!
Topic Starter
pishifat
re?

[-Sophie-] wrote:

From my moe queue
Not my type of song..
[Hard]

Fine!
[Insane]
Fine!
well... thanks for checking at least. i can't give kudosu for just showing me a screenshot of aimod though :/ especially since there's nothing wrong hard having those DS breaks
Seijiro
Mod request from my modding queue :)

[General]

- Remove Widescreen Support: you don't have a SB for your Beatmap ;)

The diffs were fine for me :)
Let me suggest few things: How do you think about adding crescent volume for the first spinner? And what about some "sliderslide" hitsounds for Normal's long sliders?

Well, that's all :)
Good Luck ;)
Topic Starter
pishifat
re

[-MrSergio-] wrote:

Mod request from my modding queue :)

[General]

- Remove Widescreen Support: you don't have a SB for your Beatmap ;) uh... there is a storyboard o.o

The diffs were fine for me :)
Let me suggest few things: How do you think about adding crescent volume for the first spinner? sure, why not And what about some "sliderslide" hitsounds for Normal's long sliders? if i were to follow the hitsound pattern there, there wouldn't be hitsounds on the ticks anyway, so not too necessary
Well, that's all :)
Good Luck ;)
Myxo



  • General
  1. 01:33:014 - It's not a must-fix, but I would definitely end the kiai here already. What follows seems like a less emphasized transition from the kiai-part to the following one, that doesn't have the beat fromt the kiai.
  2. 01:35:322 - Umm, I might not get it, but what purpose has this uninherited timing section? The BPM / Offset doesn't change, neither does the metre.
  3. When I look at this (awesome) storyboard, the most obvious idea comes in my mind: You could have used different combo colours in different sections of the map, for example two or three tones of blue until 00:52:399 and from there on more brown / red combo colours. If you are bored and don't know what to do then try this out, it will look amazing :)


  • Normal
  1. I'm a bit worried about your density in some sections of this diff. In the calm sections at the beginning, you mapped to white ticks only, which is very good. Then, starting here 00:52:399 you were mapping to red ticks a lot more. 01:07:168 - Here you went back to white-tick mapping, because it's a rather basic transition-section leading to the chorus. What bothers me is the chorus itself: You've only mapped to white ticks in that section, although it is definitely the most emphasized and aggressive section in the song. To me, it feels like you wanted to keep the white-tick mapping throughout the whole song but just didn't know how to do it in this section 00:52:399, because some red-tick beats were too strong to ignore them. Now there are two methods that could fix this problem:
    1. First one would be to reduce the density of notes in this part 00:52:399, to make the whole diff rely on white-tick mapping very much. The advantage would be that it would make this diff easier, which wouldn't hurt since it's the easiest diff of the mapset. The disadvantages would be that this section would have rather weird rhythm then and it's just not cool :)
    2. Or the second solution: Add notes in the kiai to make the density higher and just make the map more balanced. Disadvantage is obviously that the diff would get pretty hard, especially for an easiest diff of the mapset. But since this is 130 BPM, some more red-tick mapping in the kiai shouldn't be too difficult to handle for the newbies. Advantage would be that it would make the diff much more interesting and balanced.
    I hope you decided for solution #2. Now, how to do this: Following the drums wouldn't make much sense, since there is an emphasized drum beat at every red tick. But, you could notice that the main instrument has an emphasized beat always at the red tick before the big white line, for example here 01:23:553 + 01:25:399 + 01:27:245. If you would add circles at these spots, it would sound super-nice! You don't have to do it on every of these beats, but every second one or something like that would also work.
  2. 00:32:091 (2,3) - I really like how you used curved sliders and smooth flow in the calm sections, and red-anchor-sliders with drop-offs in the aggressive parts. This transition here breaks your smooth flow a bit though, so you might want to change it. For example: http://puu.sh/a9uhT/27e5b113f4.jpg
  3. 00:58:860 (7) - Minor, but if you rotate this slider a bit to the left, the transition to the following objects will improve imo. http://puu.sh/a9uHF/080b26a844.jpg
  4. 01:02:553 (6) - This rhythm could be improved. 01:03:014 seems to be a rather emphasized guitar beat, while there isn't really anything important at 01:03:245, so a 1/1-slider would do the job. http://puu.sh/a9tPy/90f1175dc7.jpg
  5. 01:48:245 (3) - The end really sounds different from the section before, so this could use a NC.


  • Hard
  1. 00:13:630 (4,5) - Minor, but currently these look like they are supposed to be copy-pasted and flipped versions of each other, which they aren't. It makes them look a bit untidy.
  2. 00:36:707 (6) - Uhh, in my opinion this slidershape doesn't represent the scream very well (and looks a bit sloppy made in general). I know those multiple-white-anchorpoint sliders are getting common again, but something like this http://puu.sh/a9v4z/299df4c058.jpg would look better and fit the song more.
  3. 00:50:553 (1) - Hmm, I don't think this rhythm fits here. Since you follow the vocals, and they clearly end at 00:51:014, the slider should go on until this point. http://puu.sh/a9vXW/923dae2277.jpg
  4. 01:01:630 (1,2,3) - Minor, but the placement of these looks a bit random. The 1/4-sliders clearly belong together, so it would be nice if you created a sort of pattern with them, for example http://puu.sh/a9w5Q/173fc55b6b.jpg - It would also improve the movement here a bit.
  5. 01:06:707 (4) - In the Hard diff I wouldn't simplify the rhythm like this. A 3/4-slider, silenced like in the Insane, sounds much better here. You also did that at 01:34:860, so changing it here would make it more consistent. http://puu.sh/a9tYi/ddc3c0dc7e.jpg
  6. 01:10:860 (1,2,3) - Those sound a bit too empty compared to the measures before (01:07:168 (1,2,3,4,5) + 01:09:014 (1,2,3,4,5) + the rest of the section) although it is basically the same rhythm, so I'd recommend you to map on all 1/2 beats here for consistency.
  7. 01:21:014 (3) - This slider looks a bit random, especially for what it represents in the music. The sound effect would be better represented if most of this slidershape would be a curve, like this http://puu.sh/a9vq9/81e2634588.jpg
  8. 01:45:014 (3,4) - Is the lower spacing intentional? It looks rather random if you ask me.
  9. 01:48:245 (1,2,3,4,5,6,7,8) - Simplifying constant 1/4-beats, where every beat sounds the same, to triplets seems weird and unlogical. Either do it all with 1/4-repeatsliders or decide for something like this http://puu.sh/a9vHS/0d911dde27.jpg to emphasize the end more or something similiar that covers all beats.


  • Insane
  1. I'd definitely go with HP8. It would make playing this diff twice as awesome as before. First of all, you also chose pretty high HP-drain settings for the Normal & Hard diff. Secondly, and more important, this is a very aggressive song, so HP8 feels much more appropriate. You might worry about the calm section until the middle of the map, but there is nothing to worry about. You won't fail even when you miss two objects in a row, and you would expect players of this difficulty level not to miss more objects in such a calm section. It just has an awesome effect seeing the HP-bar going down so far and then jumping back up, especially in the calm section.
  2. Second and probably more personal setting would be AR9. I know that I'm the only one who said this yet, but I want you to view this from a different point of view: In this section 01:21:937 the density of notes is very high. Also, the slider velocity is really high (2 x 1,4 = 2,8), which makes the sliders feel way to fast for AR8,5. Imagine how you would map a 260BPM song; It would probably be like this section. It would have a similiar slider velocity, it would have similiar spacing and similiar rhythm. You might worry now about the calm section again, but in my opinion higher AR doesn't make a calm section less playable ; Instead, it adds much to the atmosphere this section provides. When hearing it, you are getting prepared for the fast part of the song, you sort of really expect it to happen. To summarise it: When I first played this map, I did tons of sliderbreaks in the kiai-section because I didn't expect them to be so fast. When I tested it with AR9, it played all fine.
  3. 00:13:630 (3,4) - It would be nice to have 1,7x spacing between these as well, it would give this pattern 00:13:629 (3,4,5,6,1) more structure.
  4. 00:19:168 (1) - If seems strange that you ignored this beat 00:19:629, because that's where the guitar starts to play the constant 1/2-beats. This rhythm would sound better: http://puu.sh/a9wwg/d0bf69fbf2.jpg
  5. 00:21:015 (6) - A combo of 10 seems a bit much for a calm section like this. Adding an NC here would be a good solution, especially since your pattern changes here as well (since the head of 00:21:015 (6) breaks the perfect curve 00:20:092 (2,3,4,5))
  6. 00:35:783 (5) - I'd add a NC for the same reason as 00:21:015
  7. 01:01:629 (1,2,3,4,5,6) - It might be personal preference, but having these doubles with a relatively high 1/4-spacing in connection with jumps in between them plays a bit less smoothly than your other patterns, if you understand what I mean. To make your diff more accessible for the generic players, you might change these to 1/4-sliders. http://puu.sh/a9wTd/c420e6ff6c.jpg
  8. 01:03:015 (7) - SV-changes are likely to be misread when they are not NCd, atleast it's common to NC those. Therefore you should probably NC this object.
  9. 01:06:707 (6) - Same.
  10. 01:07:976 (4) - This would definitely play better if you use Ctrl+G, since it would create a more oval movement which works well together with big spacing like this. Also (!minor!) this slidershape could be a bit less regular, since you always used more special slidershapes for these sliders (for example 01:09:822 (3) + 01:15:361 (4)), and something like this http://puu.sh/a9xiQ/39228fa8dd.jpg would just complement the other sliders better.
  11. 01:08:438 (5,6,7) - Nice idea I suppose, but the angle from (5) to (6) feels a bit overdone if you ask me, so something like this would improve the flow: http://puu.sh/a9xpk/d05ea333b5.jpg
  12. 01:21:014 (3) - The whistle at the end sounds really random and doesn't seem to have a purpose.

I explained some things in a little wall of text to make it really clear and show all advantages / disadvantages. I hope you don't mind reading through that. If you have any further question about that, ask ingame.
I can't describe how much I love this song and the map tho! Good luck :)
Topic Starter
pishifat
re

Desperate-kun wrote:


  • General
  1. 01:33:014 - It's not a must-fix, but I would definitely end the kiai here already. What follows seems like a less emphasized transition from the kiai-part to the following one, that doesn't have the beat fromt the kiai. gonna have to decline because musically, it doesn't make much sense. the sort of "sections" are divided into 8 bars (marked by bookmarks here), so if i were to cut this one short and make it 6 bars, it would be leaving 2 bars off of the end of the phrase. they would then be grouped with the next 8 bar phrase, which is yaknow not good.
  2. 01:35:322 - Umm, I might not get it, but what purpose has this uninherited timing section? The BPM / Offset doesn't change, neither does the metre. for whatever reason, there's a 1/1 bar stuck right in the middle of the song, so the downbeat was off by a white tick after that point without the new timing tick. i've decided to add a new section that just changes the metre to 1/1 for that bar then switches back to 4/4 since it's actually right and it may clear up confusion (or cause more -.-)
  3. When I look at this (awesome) storyboard, the most obvious idea comes in my mind: You could have used different combo colours in different sections of the map, for example two or three tones of blue until 00:52:399 and from there on more brown / red combo colours. If you are bored and don't know what to do then try this out, it will look amazing :) i always edit with combo colors off so i never even thought about that. will do


  • Normal
  1. I'm a bit worried about your density in some sections of this diff. In the calm sections at the beginning, you mapped to white ticks only, which is very good. Then, starting here 00:52:399 you were mapping to red ticks a lot more. 01:07:168 - Here you went back to white-tick mapping, because it's a rather basic transition-section leading to the chorus. What bothers me is the chorus itself: You've only mapped to white ticks in that section, although it is definitely the most emphasized and aggressive section in the song. To me, it feels like you wanted to keep the white-tick mapping throughout the whole song but just didn't know how to do it in this section 00:52:399, because some red-tick beats were too strong to ignore them. Now there are two methods that could fix this problem:
    1. First one would be to reduce the density of notes in this part 00:52:399, to make the whole diff rely on white-tick mapping very much. The advantage would be that it would make this diff easier, which wouldn't hurt since it's the easiest diff of the mapset. The disadvantages would be that this section would have rather weird rhythm then and it's just not cool :)
    2. Or the second solution: Add notes in the kiai to make the density higher and just make the map more balanced. Disadvantage is obviously that the diff would get pretty hard, especially for an easiest diff of the mapset. But since this is 130 BPM, some more red-tick mapping in the kiai shouldn't be too difficult to handle for the newbies. Advantage would be that it would make the diff much more interesting and balanced.
    I hope you decided for solution #2. Now, how to do this: Following the drums wouldn't make much sense, since there is an emphasized drum beat at every red tick. But, you could notice that the main instrument has an emphasized beat always at the red tick before the big white line, for example here 01:23:553 + 01:25:399 + 01:27:245. If you would add circles at these spots, it would sound super-nice! You don't have to do it on every of these beats, but every second one or something like that would also work. went with option 2. the reason why i put everything on whtie ticks here was that the main melody is on blue ticks most of the time, which are pretty much forbidden in a normal
  2. 00:32:091 (2,3) - I really like how you used curved sliders and smooth flow in the calm sections, and red-anchor-sliders with drop-offs in the aggressive parts. This transition here breaks your smooth flow a bit though, so you might want to change it. For example: http://puu.sh/a9uhT/27e5b113f4.jpg rip blanket
  3. 00:58:860 (7) - Minor, but if you rotate this slider a bit to the left, the transition to the following objects will improve imo. http://puu.sh/a9uHF/080b26a844.jpg looks good.
  4. 01:02:553 (6) - This rhythm could be improved. 01:03:014 seems to be a rather emphasized guitar beat, while there isn't really anything important at 01:03:245, so a 1/1-slider would do the job. http://puu.sh/a9tPy/90f1175dc7.jpg gonna have to deny here. in most instances it maeks sense to have an object on that kind of a beat, but here, having a slider end would just make it emphasized less since the player still isn't clicking on the beat. the sharp turn makes it so that the player has to do something on the emphasized part though, which i think is more suitable. having two 1/2 sliders also just makes for object congestion, which isn't great
  5. 01:48:245 (3) - The end really sounds different from the section before, so this could use a NC. true


  • Hard
  1. 00:13:630 (4,5) - Minor, but currently these look like they are supposed to be copy-pasted and flipped versions of each other, which they aren't. It makes them look a bit untidy. should be better now
  2. 00:36:707 (6) - Uhh, in my opinion this slidershape doesn't represent the scream very well (and looks a bit sloppy made in general). I know those multiple-white-anchorpoint sliders are getting common again, but something like this http://puu.sh/a9v4z/299df4c058.jpg would look better and fit the song more. same slider i had in insane actually. i don't know why i made them different like that
  3. 00:50:553 (1) - Hmm, I don't think this rhythm fits here. Since you follow the vocals, and they clearly end at 00:51:014, the slider should go on until this point. http://puu.sh/a9vXW/923dae2277.jpg this will probably make the transition between slow/fast sections easier too
  4. 01:01:630 (1,2,3) - Minor, but the placement of these looks a bit random. The 1/4-sliders clearly belong together, so it would be nice if you created a sort of pattern with them, for example http://puu.sh/a9w5Q/173fc55b6b.jpg - It would also improve the movement here a bit. didn't even notice how stupid those angles were
  5. 01:06:707 (4) - In the Hard diff I wouldn't simplify the rhythm like this. A 3/4-slider, silenced like in the Insane, sounds much better here. You also did that at 01:34:860, so changing it here would make it more consistent. http://puu.sh/a9tYi/ddc3c0dc7e.jpg yeah. i added that 3/4 slider there somewhat recently, so i wasn't thinking about consistency with that earlier part
  6. 01:10:860 (1,2,3) - Those sound a bit too empty compared to the measures before (01:07:168 (1,2,3,4,5) + 01:09:014 (1,2,3,4,5) + the rest of the section) although it is basically the same rhythm, so I'd recommend you to map on all 1/2 beats here for consistency. yus
  7. 01:21:014 (3) - This slider looks a bit random, especially for what it represents in the music. The sound effect would be better represented if most of this slidershape would be a curve, like this http://puu.sh/a9vq9/81e2634588.jpg changed and rotated slightly. the straight-upness doesn't look very good imo
  8. 01:45:014 (3,4) - Is the lower spacing intentional? It looks rather random if you ask me. don't know how that got there. i used the create polygon thing for those o.o
  9. 01:48:245 (1,2,3,4,5,6,7,8) - Simplifying constant 1/4-beats, where every beat sounds the same, to triplets seems weird and unlogical. Either do it all with 1/4-repeatsliders or decide for something like this http://puu.sh/a9vHS/0d911dde27.jpg to emphasize the end more or something similiar that covers all beats. did the second one.


  • Insane
  1. I'd definitely go with HP8. It would make playing this diff twice as awesome as before. First of all, you also chose pretty high HP-drain settings for the Normal & Hard diff. Secondly, and more important, this is a very aggressive song, so HP8 feels much more appropriate. You might worry about the calm section until the middle of the map, but there is nothing to worry about. You won't fail even when you miss two objects in a row, and you would expect players of this difficulty level not to miss more objects in such a calm section. It just has an awesome effect seeing the HP-bar going down so far and then jumping back up, especially in the calm section. did
  2. Second and probably more personal setting would be AR9. I know that I'm the only one who said this yet, but I want you to view this from a different point of view: In this section 01:21:937 the density of notes is very high. Also, the slider velocity is really high (2 x 1,4 = 2,8), which makes the sliders feel way to fast for AR8,5. Imagine how you would map a 260BPM song; It would probably be like this section. It would have a similiar slider velocity, it would have similiar spacing and similiar rhythm. You might worry now about the calm section again, but in my opinion higher AR doesn't make a calm section less playable ; Instead, it adds much to the atmosphere this section provides. When hearing it, you are getting prepared for the fast part of the song, you sort of really expect it to happen. To summarise it: When I first played this map, I did tons of sliderbreaks in the kiai-section because I didn't expect them to be so fast. When I tested it with AR9, it played all fine. changed to 8.8. the beginning section seems a little too fast at 9 (and i know 8.8 isn't much different but i like it more :3)
  3. 00:13:630 (3,4) - It would be nice to have 1,7x spacing between these as well, it would give this pattern 00:13:629 (3,4,5,6,1) more structure. yes. yes it would
  4. 00:19:168 (1) - If seems strange that you ignored this beat 00:19:629, because that's where the guitar starts to play the constant 1/2-beats. This rhythm would sound better: http://puu.sh/a9wwg/d0bf69fbf2.jpg i must have terrible hearing. the beat is no longer ignored, but i didn't do anything like your screenshot
  5. 00:21:015 (6) - A combo of 10 seems a bit much for a calm section like this. Adding an NC here would be a good solution, especially since your pattern changes here as well (since the head of 00:21:015 (6) breaks the perfect curve 00:20:092 (2,3,4,5)) did these here and the other spot it happens
  6. 00:35:783 (5) - I'd add a NC for the same reason as 00:21:015
  7. 01:01:629 (1,2,3,4,5,6) - It might be personal preference, but having these doubles with a relatively high 1/4-spacing in connection with jumps in between them plays a bit less smoothly than your other patterns, if you understand what I mean. To make your diff more accessible for the generic players, you might change these to 1/4-sliders. http://puu.sh/a9wTd/c420e6ff6c.jpg would get confusing with the previous rhythm using 1/4 sliders. i've got it so that all 1/4 sliders are 1/4 distance from the next note, so using doubles here works best. distance spacing between the two patterns was the same so i was hoping it would be easy enough to read
  8. 01:03:015 (7) - SV-changes are likely to be misread when they are not NCd, atleast it's common to NC those. Therefore you should probably NC this object.
  9. 01:06:707 (6) - Same. i thought they were fine, but adding NCs on those doesn't hurt so why not
  10. 01:07:976 (4) - This would definitely play better if you use Ctrl+G, since it would create a more oval movement which works well together with big spacing like this. Also (!minor!) this slidershape could be a bit less regular, since you always used more special slidershapes for these sliders (for example 01:09:822 (3) + 01:15:361 (4)), and something like this http://puu.sh/a9xiQ/39228fa8dd.jpg would just complement the other sliders better. did something completely different here. ctrl+g-ing makes spacing screwed up because flow is... umm... too smooth? i dunno how i would explain it. makes the next suggestion irrelevant tho
  11. 01:08:438 (5,6,7) - Nice idea I suppose, but the angle from (5) to (6) feels a bit overdone if you ask me, so something like this would improve the flow: http://puu.sh/a9xpk/d05ea333b5.jpg
  12. 01:21:014 (3) - The whistle at the end sounds really random and doesn't seem to have a purpose. nobody likes the whistle ;-; it's really there just to be loud and cover up the crappy cut in the song i have there. you could say cut it better, but... there are reasons why that's not possible (there's other cuts in teh song that you probably can't notice, but without the whistle, this one is obvious). anyway i'll get a better hitsound sample to replace it with.

I explained some things in a little wall of text to make it really clear and show all advantages / disadvantages. I hope you don't mind reading through that. of course not :3 If you have any further question about that, ask ingame.
I can't describe how much I love this song and the map tho! Good luck :) ty for the megamod :3
Myxo

pishifat wrote:

  1. 01:35:322 - Umm, I might not get it, but what purpose has this uninherited timing section? The BPM / Offset doesn't change, neither does the metre. for whatever reason, there's a 1/1 bar stuck right in the middle of the song, so the downbeat was off by a white tick after that point without the new timing tick. i've decided to add a new section that just changes the metre to 1/1 for that bar then switches back to 4/4 since it's actually right and it may clear up confusion (or cause more -.-) OMG It's so embarassing that I didn't notice that. I've been looking at this thing for ages, asking myself why it exists. Duh
  2. 01:21:014 (3) - The whistle at the end sounds really random and doesn't seem to have a purpose. nobody likes the whistle ;-; it's really there just to be loud and cover up the crappy cut in the song i have there. you could say cut it better, but... there are reasons why that's not possible (there's other cuts in teh song that you probably can't notice, but without the whistle, this one is obvious). anyway i'll get a better hitsound sample to replace it with. The cut isn't obvious if you don't know it exists. I don't even hear it when just listening to the song without hitobjects
Thanks for the detailed reply :)
Topic Starter
pishifat

Desperate-kun wrote:

The cut isn't obvious if you don't know it exists. I don't even hear it when just listening to the song without hitobjects
i did a good job of faking it then :3 even so, i'd like to have a hitsound there that stands out to transition into the kiai... just don't know what yet :/

also where i said 1/1 i meant 1/4 -.-
Cerulean Veyron
Hi, From my Modding Form. Oh, you modded my formuu :333

[> Normal <]
  1. 00:25:629 (5) - Curve this slider for symmetry with the next curved slider, and a bit of Blanket on the circle (3).
  2. 00:27:476 (2,5) - Bad overlap, or on purpose?
  3. 00:34:860 (2) - Unsharpen this slider, since it's between some soften/curved sliders.
  4. 00:46:860 (5) - This slider is almost under the healthbar. Try moving it somewhere else(not talking about a jump, okay?)
  5. 00:50:553 (3,1,1) - I think stacking like this is sometimes boring, make a triangle formation here.
  6. 00:51:476 (1) - Remove NC, The song track is still the same.
  7. 01:05:322 (4,1) - Same as 00:27:476 (2,5) -
  8. 01:09:937 (4) - , 01:12:706 (5) - Stack?
  9. - Great diff anyway! no suggestions.
[> Hard <]
  1. 00:56:091 (1,2,3,4) - Make a square or diamond formation, also, Curve the slider (4).
  2. 00:58:860 (3) - I suggest to keep this slider curve instead of sharp-curved slider for blanket.
  3. 01:07:399 (2) - Move this circle to x:396|y:304, it's kinda close from the current one, but this will flow a triangle formation.
  4. 01:08:553 (5,5) - Stack?
  5. 01:10:860 (1,2,3,4) - Weird flow here, just move the slider (4) down, for a zig-zag flow.
  6. 01:21:014 (3,2) - A little overlap there.
  7. 01:34:860 (1) - Remove NC, The song track is likely the same.
  8. 01:44:552 (1,2,3,4,5,6,7,8) - Nice pattern, but such pure hits like this might tire players. Remove some circles and add at least one or two sliders.
  9. 01:49:629 (4,5,6,7) - Make this as a 1/4 slider, You never did this on the other parts.
  10. - Another great diff! no suggestions..
[> Insane <]
  1. 00:09:015 (2,3) - A jump on start of track? you've made a diamond here, but just make a square instead.
  2. 00:15:015 (6,1,2) - Weird spacing here.
  3. 00:51:476 (1) - Same reason on the previous diff. Remove NC 'cause it's still the same track.
  4. 01:06:707 (1) - ^
  5. 01:07:515 (3,5,6) - Overlap, Make a triangle here like what you did on other parts.
  6. 01:13:976 (7,8) - Likely and overlap, move them away for blanket, and a bit of jump.
  7. - Again~ no suggestion.

I was wondering in this song track's chorus on 01:21:937 -, The Track's BPM changed here, around 260BPM. You can keep the current BPM if you want. This is just my suggestion.
Good Luck!
Topic Starter
pishifat
re

Gray Veyron wrote:

Hi, From my Modding Form. Oh, you modded my formuu :333 :3

[> Normal <]
  1. 00:25:629 (5) - Curve this slider for symmetry with the next curved slider, and a bit of Blanket on the circle (3). was supposed to be parallel... but i did something else that fit better :3
  2. 00:27:476 (2,5) - Bad overlap, or on purpose? dsf
  3. 00:34:860 (2) - Unsharpen this slider, since it's between some soften/curved sliders. 00:36:707 (5) - was supposed to be sharp actually
  4. 00:46:860 (5) - This slider is almost under the healthbar. Try moving it somewhere else(not talking about a jump, okay?) moved a little lower
  5. 00:50:553 (3,1,1) - I think stacking like this is sometimes boring, make a triangle formation here. stacking is the best way for emphasis, otherwise it would be the same as the rest of the early section :/
  6. 00:51:476 (1) - Remove NC, The song track is still the same.
  7. 01:05:322 (4,1) - Same as 00:27:476 (2,5) - changed slightly. still a bit of an overlap, but it was supposed to be there :P
  8. 01:09:937 (4) - , 01:12:706 (5) - Stack? uhkay
  9. - Great diff anyway! no suggestions.
[> Hard <]
  1. 00:56:091 (1,2,3,4) - Make a square or diamond formation, also, Curve the slider (4). shape is fine as is imo, but i realized that the previous slider that's a reflection of 4 was curved, so i uncurved it. it's meant to be straight :P
  2. 00:58:860 (3) - I suggest to keep this slider curve instead of sharp-curved slider for blanket. eh
  3. 01:07:399 (2) - Move this circle to x:396|y:304, it's kinda close from the current one, but this will flow a triangle formation. fine imo. not meant to be a triangle really
  4. 01:08:553 (5,5) - Stack? such a large gap that it's not really necessary
  5. 01:10:860 (1,2,3,4) - Weird flow here, just move the slider (4) down, for a zig-zag flow. i thought it was fine, but did that anyway
  6. 01:21:014 (3,2) - A little overlap there. can't exactly do anything about that :P
  7. 01:34:860 (1) - Remove NC, The song track is likely the same. SV change
  8. 01:44:552 (1,2,3,4,5,6,7,8) - Nice pattern, but such pure hits like this might tire players. Remove some circles and add at least one or two sliders. supposed to be the exact opposite of 01:42:706 (1,2,3,4) -
  9. 01:49:629 (4,5,6,7) - Make this as a 1/4 slider, You never did this on the other parts. asdf
  10. - Another great diff! no suggestions..
[> Insane <]
  1. 00:09:015 (2,3) - A jump on start of track? you've made a diamond here, but just make a square instead. did...something
  2. 00:15:015 (6,1,2) - Weird spacing here. made 1 further away
  3. 00:51:476 (1) - Same reason on the previous diff. Remove NC 'cause it's still the same track. on an sv change like that? o.o
  4. 01:06:707 (1) - ^ ^
  5. 01:07:515 (3,5,6) - Overlap, Make a triangle here like what you did on other parts. not really that significant. you'll never see it ingame since you're looking more towards 4, which is on the other side of the screen
  6. 01:13:976 (7,8) - Likely and overlap, move them away for blanket, and a bit of jump. wut. they're 1/4 away from each other, so a blanket would be really weird
  7. - Again~ no suggestion.

I was wondering in this song track's chorus on 01:21:937 -, The Track's BPM changed here, around 260BPM. You can keep the current BPM if you want. This is just my suggestion. pretty sure it's teh same bpm. the guitar thing i'm following hasn't changed from the previous section (except that it's louder), so doubling bpm wouldn't make much sense
Good Luck! ty :3
Fuuyu
Sorry for the Late Reply From . . xLoupGarou's Modding Queue


Mod Starts Here
[General]

*Mp3 --> File Link

What I did?
-Audio Boost by 150%
-Changed your audio bitrate from 160 to 192 kbps
-Improved your frequency to 48 kHz

*BG --> Clear

[Normal]
01:48:245 (1,2,3,4) - Suggestion


[Hard]
00:14:553 (5) - Move ( x:368 y:84 )
00:15:476 (1) - Move ( x:208 y:132 )
00:15:937 (2) - Move ( x:112 y:156 )
00:30:245 (1) - Move ( x:256 y:192 )
00:31:630 (3) - Move ( x:352 y:240 )
00:32:091 (4) - Move ( x:220 y:276 )
00:33:014 (5) - Move ( x:156 y:96 )
00:40:399 (5) - Move ( x:410 y:254 )
00:40:860 (6) - Move ( x:316 y:296 )
01:20:553 (2) - Re-Shape . .

Good Luck~
Topic Starter
pishifat
SPOILER

xLoupGarou wrote:

Sorry for the Late Reply From . . xLoupGarou's Modding Queue


Mod Starts Here
[General]

*Mp3 --> File Link

What I did?
-Audio Boost by 150%
-Changed your audio bitrate from 160 to 192 kbps
-Improved your frequency to 48 kHz pretty sure the volume of this is fine. if i did use this file, i'd have to adjust hitsounds by 1.5x as well, which would mean some items go above 100% (so it's impossible)

*BG --> Clear

[Normal]
01:48:245 (1,2,3,4) - Suggestion uh... not really sure why. 2,1 and 2,3 are supposed to be parallel to 4, which this breaks


[Hard]
00:14:553 (5) - Move ( x:368 y:84 ) is this supposed to make the blanket... worse?
00:15:476 (1) - Move ( x:208 y:132 ) did this one. should probably give hte right coordinates for a stack tho :/
00:15:937 (2) - Move ( x:112 y:156 ) distance snap -.-
00:30:245 (1) - Move ( x:256 y:192 ) uh..blanket
00:31:630 (3) - Move ( x:352 y:240 ) it's directly across from the straight slider why move it there
00:32:091 (4) - Move ( x:220 y:276 ) wat
00:33:014 (5) - Move ( x:156 y:96 ) watwatwat
00:40:399 (5) - Move ( x:410 y:254 ) made using the compose polygon circles tool :/
00:40:860 (6) - Move ( x:316 y:296 ) ^
01:20:553 (2) - Re-Shape . . that... is the exact same shape that's here

Good Luck~
Shiro
As per your request.
Please reply to this mod saying what you didn't fix (and what you did) and why.
Also, if you have any questions, feel free to ask me in-game. :)

General
  • Why is normal-hitwhistle a .ogg file ? Should be .wav.
  1. 00:52:399 - methinks this is where you should introduce the coloured background, with a kind of abrupt and eye-catching to mark the transition between hitsounds better, and emphasize the change in the song from calm melody to heavy metal kind of thing.
  2. Offset is 2561. Single red line at 01:35:330 - is enough to fix the downbeat.
Normal
  1. 00:08:091 (1,2,3,4,1,2,3,4) - I'm not sure why these rhythms are different when the song is basically the same. In the second combo, the 2/1 slider should first starting at 00:11:783 - then a repeat slider for 00:13:630 (4) -
  2. 00:17:322 (3) - I'm not sure what the hitsounds are following in the beginning until this slider. I think it'd be better to have one whistle on every new measure to emphasize the main beat and structure of the song up until that point. It'd also give more impact to the hitsounding you start doing after 00:20:091 (1) - :3
  3. 00:17:322 (3) - Also, this slider ruins the comboing. The new combo should be on its end, but the repeat makes it impossible. Remove the repeat, at a circle at 00:19:168 - with a new combo, and remove the new combo on 00:20:091 (1) - .
  4. 00:25:168 (4) - This whistle feels weird. It doesn't follow anything and breaks your pattern. You should remove it to keep the hitsounding consistent.
  5. 00:30:245 (1) - The blanket here is completely off. Also, don't introduce such massive gaps in the rhythm (3/1 gap, when everything was 1/1 before this), it feels empty. You could follow the song more easily be replacing this by a circle and a 2/1 slider. A repeat slider would be better to avoid missing a whistle hitsound at 00:31:168 -
  6. 00:33:014 (3) - Another slider that ruins the comboing.
  7. 00:35:783 (3,4,5) - This could be made into a perfect triangle, it'd look visually better.
  8. 00:41:783 (2) - This slider causes you to miss a whistle hitsound at 00:42:245 -
  9. 00:45:014 (1) - This change in hitsounding is absolutely random. There is no change whatsoever in the song and you're introducing the drum hitsounds, which should have been kept for the "faster" part of the song for better emphasis. Remove these samples and keep using soft-whistles, which work great. This obviously goes true for all difficulties.
  10. 00:51:476 (1) - Remove that new combo for consistency.
  11. 00:48:245 - There should be a circle here (stacked with 00:45:937 (3) - ), this gap ruins the effect you tried to go for with 00:50:553 (3,4,1) - by introducing a hole in the rhythm before it actually affects the map.
  12. 00:52:399 (1) - This is where you should have introduced the drums !
  13. 00:52:514 - I suggest you raise the hitsound volume at this point, it's hard to hear them under the drums of the song.
  14. 00:54:706 - There needs to be an object at this point. This part of the song is a lot denser than the part before, so the map itself shouldn't have such gaps in the rhythm that weren't even present before.
  15. 00:58:168 (6) - Turn this into a repeat slider so as not to miss the very heavy drums at this point.
  16. 01:02:553 (6) - Don't. Silence. Sliderends. In. A. Normal. I would actually suggest to shorten this slider by 1/2 and add a circle at 01:03:245 - to follow the song better, get rid of the weird 3/2 slider, and make this more intuitive to play.
  17. 01:21:937 - you really need to raise the hitsound volume at this point, it's hard if possible at all to hear the hitsounds.
  18. 01:48:245 (1) - Remove new combo to keep your comboing consistent.
Hard
  1. 00:08:091 (1,2,3,4,5,1,2,3,4,5,1,2,3,4) - This is exactly the same as Normal (and you made the same mistake twice), please do something different for this. Try adding some 1/2 to introduce your higher density after 00:19:630 (1) -
  2. 00:25:630 (5) - This slider is breaking the comboing. There's no reason why you should go over 00:26:091 - too, it's a beat in the song as strong as the rest.
  3. 00:33:014 (5) - This slider is breaking the comboing.
  4. 00:36:707 (6) - I'd advice to make this slider 1/1 and add a circle at 00:37:399 - to follow the song more closely and make this a bit more entertaining to play, especially after the high density part, but that's up to you.
  5. 00:50:553 (1,1) - Remove new combos to keep your comboing consistent.
  6. 00:52:399 (1) - Fix your comboing after this. It becomes inconsistent. Keep the one new combo every two measures patterns, like in Normal, it'd be the best. You could halve the comboing too, but beware of HP drain =P
  7. 01:06:707 (4) - 01:34:860 (1) - Extended sliders are meh. Also DO NOT SILENCE THE END OF A SLIDER IN ANYTHING OTHER THAN INSANE. This is just horribly confusing and plays terrible.
  8. 01:15:937 (5,6,1) - Make these three a perfect triangle so it's visually more appealing.
  9. 01:19:399 (2,3,4) - Anti-jumps are a problem in a Hard diff. I'd recommend to either stack or keep using normal spacing, maybe just make a line or something, but this is confusing.
Insane
  1. AR8 is enough. AR 8,8 is plain stupid and doesn't make sense. Who the fuck implemented decimal ARs ? Jeez. Just use 8.
  2. HP8 is overkill. The map isn't very dense and the BPM is low, you should use lower HP drain.
  3. 00:19:637 (2,3) - This kind of spacing is really weird to read and play, especially in this part that's really calm, no one expects this kind of spacing shenanigan. Try to keep the spacing consistent, at least until the drums kick in. Especially that kind of thing: 00:27:484 (4,5,6) - it doesn't make sense and it's a pain to play.
  4. 00:32:100 (6) - hugging hp bar aaaa
  5. 00:53:100 (4,5,6,7) - This is confusing. (6,7) appears too close to the rest of the pattern and looks like it's 1/4 apart. You need to move the stack away to make this more readable. Same for 00:56:792 (5,6,7,8) - and (7,8).
  6. 00:58:868 (5,6,7,1) - That was really hard to read because of all the self-overlapping and stuff. Space this out more to make the 1/2 more apparent. Also don't silence the ends of the slider, it's confusing as all hell.
  7. 01:00:715 (2,3,4) - This is confusing as well. The spacing is almost the same but the time difference is not, and it's too sudden to be read properly.
  8. 01:01:753 (2,4) - I think it'd be better to replace these with 1/1 sliders, it will make this play a bit better and bit less empty. The gaps starting on blue ticks feel really weird. You could add jumps at the end of slider (between the end of the slider and the next object) if you see fit.
  9. 01:03:023 (1) - 01:06:715 (1) - Don't silence the end of sliders. Every beat counts here, and removing some arbitrarily is just making this unneededly confusing.
  10. 01:03:484 (1,2,3,4,5,6,7) - This plays harshly, which contradicts what you did before with the stream and the slider. Reverse (2,3), maybe, to have a back-and-forth movement that leads naturally into 01:04:061 (4,5,6,7) - .
  11. 01:06:715 (1,3) - This is not visually appealing, and also really confusing. You have a whole playfield to toy with, try to do something that looks better and plays less confusingly.
  12. 01:09:369 (2,3) - These two sliders should be the same to keep your pattern consistent.
  13. 01:12:484 (8,4) - (4) is entirely hidden under (8).
  14. 01:13:061 (3,4,5,6) - You should turn this into a more snappy movement, maybe back and forth like 01:10:407 (5,6) -
  15. 01:14:561 (1,2,3) - You never did this before, especially not for this part, and it comes out as extremely confusing. Reduce the spacing between (1) and (2) to make it less confusing.
  16. 01:19:407 (2,3,4) - Move these downwards so that they make a stack with 01:20:099 (1) - to make the pattern more consistent. Otherwise, the jumps i very sudden and ruins the effect introduced by the anti-jumps.
Topic Starter
pishifat
re

Shiro wrote:

As per your request.
Please reply to this mod saying what you didn't fix (and what you did) and why.
Also, if you have any questions, feel free to ask me in-game. :)

General
  • Why is normal-hitwhistle a .ogg file ? Should be .wav. uhkay
  1. 00:52:399 - methinks this is where you should introduce the coloured background, with a kind of abrupt and eye-catching to mark the transition between hitsounds better, and emphasize the change in the song from calm melody to heavy metal kind of thing. rtydfgh fghdfgh
  2. Offset is 2561. Single red line at 01:35:330 - is enough to fix the downbeat. bothdone
Normal
  1. 00:08:091 (1,2,3,4,1,2,3,4) - I'm not sure why these rhythms are different when the song is basically the same. In the second combo, the 2/1 slider should first starting at 00:11:783 - then a repeat slider for 00:13:630 (4) - did
  2. 00:17:322 (3) - I'm not sure what the hitsounds are following in the beginning until this slider. I think it'd be better to have one whistle on every new measure to emphasize the main beat and structure of the song up until that point. It'd also give more impact to the hitsounding you start doing after 00:20:091 (1) - :3 what is logic
  3. 00:17:322 (3) - Also, this slider ruins the comboing. The new combo should be on its end, but the repeat makes it impossible. Remove the repeat, at a circle at 00:19:168 - with a new combo, and remove the new combo on 00:20:091 (1) - . combo consistency overrides music k then
  4. 00:25:168 (4) - This whistle feels weird. It doesn't follow anything and breaks your pattern. You should remove it to keep the hitsounding consistent. you even said on the stream you knew it was following vocals lol (and removed)
  5. 00:30:245 (1) - The blanket here is completely off. Also, don't introduce such massive gaps in the rhythm (3/1 gap, when everything was 1/1 before this), it feels empty. You could follow the song more easily be replacing this by a circle and a 2/1 slider. A repeat slider would be better to avoid missing a whistle hitsound at 00:31:168 - did a different rhythm. somehow you didn't catch it, but it was 1.2x spacing instead of the usual 1x (which was why the blanket was off completely). no idea how that happened but it's gone anyway
  6. 00:33:014 (3) - Another slider that ruins the comboing. but there was a reason ;-;
  7. 00:35:783 (3,4,5) - This could be made into a perfect triangle, it'd look visually better. what is a triangle
  8. 00:41:783 (2) - This slider causes you to miss a whistle hitsound at 00:42:245 - re-worked rhythm to avoid that
  9. 00:45:014 (1) - This change in hitsounding is absolutely random. There is no change whatsoever in the song and you're introducing the drum hitsounds, which should have been kept for the "faster" part of the song for better emphasis. Remove these samples and keep using soft-whistles, which work great. This obviously goes true for all difficulties. "no change whatsoever in the song" - lol it does tho. a snare drum roll starts there. i've changed this anyway.
  10. 00:51:476 (1) - Remove that new combo for consistency. why kibbleru why
  11. 00:48:245 - There should be a circle here (stacked with 00:45:937 (3) - ), this gap ruins the effect you tried to go for with 00:50:553 (3,4,1) - by introducing a hole in the rhythm before it actually affects the map. yaya
  12. 00:52:399 (1) - This is where you should have introduced the drums ! you're a drum
  13. 00:52:514 - I suggest you raise the hitsound volume at this point, it's hard to hear them under the drums of the song. +10%'d to the end
  14. 00:54:706 - There needs to be an object at this point. This part of the song is a lot denser than the part before, so the map itself shouldn't have such gaps in the rhythm that weren't even present before. this instance yes. other instances no for reasons you said in stream
  15. 00:58:168 (6) - Turn this into a repeat slider so as not to miss the very heavy drums at this point. ouuuuukay
  16. 01:02:553 (6) - Don't. Silence. Sliderends. In. A. Normal. I would actually suggest to shorten this slider by 1/2 and add a circle at 01:03:245 - to follow the song better, get rid of the weird 3/2 slider, and make this more intuitive to play. i was like "this slider is awesome" and you're like "this isn't even a slider" and now im sad
  17. 01:21:937 - you really need to raise the hitsound volume at this point, it's hard if possible at all to hear the hitsounds.
  18. 01:48:245 (1) - Remove new combo to keep your comboing consistent. why desperate-kun why
Hard
  1. 00:08:091 (1,2,3,4,5,1,2,3,4,5,1,2,3,4) - This is exactly the same as Normal (and you made the same mistake twice) mistake that i didn't know was a mistake ;-;, please do something different for this. Try adding some 1/2 to introduce your higher density after 00:19:630 (1) - i only know what you're talking about because you explained it on the stream tbh. what you wrote here makes no sense lol (so ya fixed stuff)
  2. 00:25:630 (5) - This slider is breaking the comboing. There's no reason why you should go over 00:26:091 - too, it's a beat in the song as strong as the rest. green
  3. 00:33:014 (5) - This slider is breaking the comboing. c-c-c-combo breaker
  4. 00:36:707 (6) - I'd advice to make this slider 1/1 and add a circle at 00:37:399 - to follow the song more closely and make this a bit more entertaining to play, especially after the high density part, but that's up to you. keeping this as it is. follows the vocal thing as 00:35:791 (5,6) - did and acts as a cool-down into the slower section
  5. 00:50:553 (1,1) - Remove new combos to keep your comboing consistent. sneaky SV changes
  6. 00:52:399 (1) - Fix your comboing after this. It becomes inconsistent. Keep the one new combo every two measures patterns, like in Normal, it'd be the best. You could halve the comboing too, but beware of HP drain =P uh... there's a new combo every measure. no variation ever. then you say i should half the combos, which would result in 12+ combos so no, then you say beware of halfing the combos and i really just wat o.o your sentence consistency needs more work than my combo consistency k
  7. 01:06:707 (4) - 01:34:860 (1) - Extended sliders are meh. Also DO NOT SILENCE THE END OF A SLIDER IN ANYTHING OTHER THAN INSANE. This is just horribly confusing and plays terrible. OKAY THEY ARE NOW LOUD LIKE THIS
  8. 01:15:937 (5,6,1) - Make these three a perfect triangle so it's visually more appealing. i TRIed. get it i know its funny
  9. 01:19:399 (2,3,4) - Anti-jumps are a problem in a Hard diff. I'd recommend to either stack or keep using normal spacing, maybe just make a line or something, but this is confusing. consistnecedpsciangi
Insane
  1. AR8 is enough. AR 8,8 is plain stupid and doesn't make sense. Who the fuck implemented decimal ARs ? Jeez. Just use 8. i'm going with 8.5. this song is far too variable to stick with just 8. you said yourself that the part near the kiai turned into a double bpm thing, which plays really poorly with that note density and ar8. 8.5 is the best i can find for a mix between the slow early section and fast later section. also the way you decided to change the approach rate then testplay was completely stupid. a testplay should be testing how it plays before changes occur and you know that
  2. HP8 is overkill. The map isn't very dense and the BPM is low, you should use lower HP drain. ffs i change hp drain with like every mod. everyone has their own opinions about it because they either care about hp in the slow section or fast section -.- either way lowered it and if someone else tells me to change it again i will mmmmmmmmm death will happen in one way or another
  3. 00:19:637 (2,3) - This kind of spacing is really weird to read and play, especially in this part that's really calm, no one expects this kind of spacing shenanigan. Try to keep the spacing consistent, at least until the drums kick in. Especially that kind of thing: 00:27:484 (4,5,6) - it doesn't make sense and it's a pain to play. while watching the stream i completely disagreed, then once i changed it i changed my mind
  4. 00:32:100 (6) - hugging hp bar aaaa got completely changed when spacing stuffhappend
  5. 00:53:100 (4,5,6,7) - This is confusing. (6,7) appears too close to the rest of the pattern and looks like it's 1/4 apart. You need to move the stack away to make this more readable. Same for 00:56:792 (5,6,7,8) - and (7,8). i thought it was compeltely readable tbh. did some distance snap magic tho
  6. 00:58:868 (5,6,7,1) - That was really hard to read because of all the self-overlapping and stuff. Space this out more to make the 1/2 more apparent. Also don't silence the ends of the slider, it's confusing as all hell. dunno how ends of sliders being silenced makes things confusing but yeahokay
  7. 01:00:715 (2,3,4) - This is confusing as well. The spacing is almost the same but the time difference is not, and it's too sudden to be read properly. the distance. it has been snapped
  8. 01:01:753 (2,4) - I think it'd be better to replace these with 1/1 sliders, it will make this play a bit better and bit less empty. The gaps starting on blue ticks feel really weird. You could add jumps at the end of slider (between the end of the slider and the next object) if you see fit. really... no. this makes no sense. i've been following the main guitar/drum stuff the whole time, which you've already seen has gaps (you didn't comment them in those places), but now you're saying to fill the gap with a slider even though it's the same as the other places where there's gaps watwatwat. doubles are easy enough to play
  9. 01:03:023 (1) - 01:06:715 (1) - Don't silence the end of sliders. Every beat counts here, and removing some arbitrarily is just making this unneededly confusing. no idea why this is confusing and i don't even care
  10. 01:03:484 (1,2,3,4,5,6,7) - This plays harshly, which contradicts what you did before with the stream and the slider. Reverse (2,3), maybe, to have a back-and-forth movement that leads naturally into 01:04:061 (4,5,6,7) - . did a something with distance and snapping and k. really tho: "what you did before with the stream and the slider" is the most generic thing i've ever read lol
  11. 01:06:715 (1,3) - This is not visually appealing, and also really confusing. You have a whole playfield to toy with, try to do something that looks better and plays less confusingly. your taste in sliders is puke. i changed it because it didn't play very well but it was beautiful and you know it
  12. 01:09:369 (2,3) - These two sliders should be the same to keep your pattern consistent. ugh my sliders ugh
  13. 01:12:484 (8,4) - (4) is entirely hidden under (8). (4) doesn't even exist anymore
  14. 01:13:061 (3,4,5,6) - You should turn this into a more snappy movement, maybe back and forth like 01:10:407 (5,6) - completely remapped this cuz it was crap. it was already "snappy" tho so reasoning kind of not sense
  15. 01:14:561 (1,2,3) - You never did this before, especially not for this part, and it comes out as extremely confusing. Reduce the spacing between (1) and (2) to make it less confusing. i did it before but i guess you didn't notice (and it was for the exact same part...). changed it in both parts because reasons
  16. 01:19:407 (2,3,4) - Move these downwards so that they make a stack with 01:20:099 (1) - to make the pattern more consistent. Otherwise, the jumps i very sudden and ruins the effect introduced by the anti-jumps. ddsfdf
Cloudchaser


Hello :3

General
  1. Everything seems ok!
Insane
  1. 00:58:868 - How about a NC here? here's a strong note and I would put one for give emphasis in the guitar. Also remove NC here 00:59:791 (4) - if you use this point.
  2. 01:28:291 (3) - I think this slider looks better in this way, imo Good diff.
Hard
  1. 00:09:022 (2) - Put this note in the middle
Nothing else to say, I hope this get ranked soon :3 gl
Topic Starter
pishifat
re

Cloudchaser wrote:



Hello :3 unexpected mod o.o i thought you ignored this since i requested like 3 weeks ago lol

General
  1. Everything seems ok! woo
Insane
  1. 00:58:868 - How about a NC here? here's a strong note and I would put one for give emphasis in the guitar. Also remove NC here 00:59:791 (4) - if you use this point. starting combos on the downbeats of every measure so would rather not break that here :/
  2. 01:28:291 (3) - I think this slider looks better in this way, imo definitelyGood diff.
Hard
  1. 00:09:022 (2) - Put this note in the middle uhsure
Nothing else to say, I hope this get ranked soon :3 gl ty :3
Hinsvar
Hello; modding here!

*Bolded = Unrankable or very, very strongly suggested; red = Highly suggested or questionable (still weaker than the bolded ones); black = Minor suggestions/rants; blue = Notes/advices to avoid/fix repeated problems. Also note that hitsound suggestions on a diff may apply on similar parts of the song and the other diffs of the mapset.

>General
  1. 01:33:022 - What about ending the kiai time here instead? I feel that the song gets noticeably weaker here, and thus, keeping the kiai time is just unfitting. Try adding a kiai flash at 01:35:330 - 01:35:445 if you want.
>Normal
  1. 00:08:099 (1,2,3) - The flow here is unnatural due to (1)'s curve and the straight movement from (1)'s tail to (2) and then to (3)'s head which conflicts with the curve of (1). Try something like this?
  2. 00:20:561 - Try adding a whistle? I think the instrument sound supports it quite well here.
  3. 00:45:945 (3) - ^
  4. 00:46:868 - ^ (I know these two ticks already have finishes on them. However, I think these are not enough to emphasize the notes here, and coupling them with whistles would work better.)
  5. 01:00:253 - Any reason of leaving this unmapped? There is a clear cymbal sound here, and I also see no reason why should you leave this out in the stronger part of the song.
  6. 01:03:945 - ^
  7. 01:49:983 - I'm sure a drum clap would fit more than a finish since the clap definitely resembles the instrument's sound more than the finish here.
>Hard
  1. 00:25:637 (5) - Rotate 25 degrees clockwise (with Selection Centre) for a better flow from 00:25:176 (4)?
  2. 00:55:176 (3) - Move to (354,223)? Again, creates a better flow (and more natural cursor movement, which in turn means a more comfortable play), and it also looks neater.
  3. 01:02:099 (2) - Consider moving this to 01:01:984 and add a circle at 01:02:330. This rhythm fits the music nicely, and is easier to follow by players.
  4. 01:35:330 (1) - Try using a 1/2 slider? It'll create a better transition from 01:35:330 (1), and I think 01:35:560 should be mapped because it just... feels more natural I guess, and it'll also create a sense of consistency since you mapped 01:36:022 (the tick that has basically the same sound as 01:35:560).
>Insane
  1. 00:50:561 (5) - Make it a 1/1 slider to follow the vocal? Usign a 1/2 slider doesn't really work since it's ambiguous about what the slider is trying to follow.
  2. 00:53:561 (6,7) - Try spacing them normally, but place them in the same x-axis value so they'll be in line horizontally? I know what are you trying to do with this anti-jump, but it can be uncomfortable since the instrument is quite strong and constant. Also, making them horizontally parallel would make sure these notes fit the music nicely. (Applies to similar anti-jumps.)
  3. 00:59:561 (7) - Is there any need of using a 1/4 slider? There is nothing at 00:59:676, and I personally can't see any reason why should you overmap this. Try changing this slider to a circle instead?
  4. 01:01:984 (3,4) - Similar to what I've said on the same spot in Hard, but with a difference: Add two circles at 01:02:214 - 01:02:330 after moving 01:01:984 (3,4) to create a small stream.
And uh, yeah, that's pretty much it. This mapset is already quite polished (and there are also many skilled modders giving their suggestions and stuff already), so there's not a lot to complain about.

Good luck on the way 8-)
Topic Starter
pishifat
re

Hinsvar wrote:

Hello; modding here!

*Bolded = Unrankable or very, very strongly suggested; red = Highly suggested or questionable (still weaker than the bolded ones); black = Minor suggestions/rants; blue = Notes/advices to avoid/fix repeated problems. Also note that hitsound suggestions on a diff may apply on similar parts of the song and the other diffs of the mapset.
>General
  1. 01:33:022 - What about ending the kiai time here instead? I feel that the song gets noticeably weaker here, and thus, keeping the kiai time is just unfitting. Try adding a kiai flash at 01:35:330 - 01:35:445 if you want. i've reasons to keep it going through next 2 bars... but pretty much everyone mentions this now, so it's time to change. not gonna do the flash thing tho
>Normal
  1. 00:08:099 (1,2,3) - The flow here is unnatural due to (1)'s curve and the straight movement from (1)'s tail to (2) and then to (3)'s head which conflicts with the curve of (1). Try something like this? changed this up. 1's on the right instead of left
  2. 00:20:561 - Try adding a whistle? I think the instrument sound supports it quite well here.
  3. 00:45:945 (3) - ^
  4. 00:46:868 - ^ (I know these two ticks already have finishes on them. However, I think these are not enough to emphasize the notes here, and coupling them with whistles would work better.) did whisltethings throughout all diffs
  5. 01:00:253 - Any reason of leaving this unmapped? There is a clear cymbal sound here, and I also see no reason why should you leave this out in the stronger part of the song. emphasizes the rhytmic difference between this section and the one at 01:07:176 (1) - . the first is disjointed, which is why there are spaces everywhere (which follow the wtfrhythm of guitar), while the latter is very clear, which is why pretty much every white tick is mapped
  6. 01:03:945 - ^
  7. 01:49:983 - I'm sure a drum clap would fit more than a finish since the clap definitely resembles the instrument's sound more than the finish here. was a custom finish actually, but did the clap anyway cuz it does fit better
>Hard
  1. 00:25:637 (5) - Rotate 25 degrees clockwise (with Selection Centre) for a better flow from 00:25:176 (4)? 5 is now straight instead of a curve (with that same flow implemented)
  2. 00:55:176 (3) - Move to (354,223)? Again, creates a better flow (and more natural cursor movement, which in turn means a more comfortable play), and it also looks neater. do like. you forgot to change distance snap to 1.2 for the faster section tho, so your coordinates are broken :3
  3. 01:02:099 (2) - Consider moving this to 01:01:984 and add a circle at 01:02:330. This rhythm fits the music nicely, and is easier to follow by players. i'd really rather keep this as is. adding the circle would mean mapping something other than the guitar, which is what i'm trying to make clear by the repetition/parallel stuffs. same goes for insane
  4. 01:35:330 (1) - Try using a 1/2 slider? It'll create a better transition from 01:35:330 (1), and I think 01:35:560 should be mapped because it just... feels more natural I guess, and it'll also create a sense of consistency since you mapped 01:36:022 (the tick that has basically the same sound as 01:35:560). what is music
>Insane
  1. 00:50:561 (5) - Make it a 1/1 slider to follow the vocal? Usign a 1/2 slider doesn't really work since it's ambiguous about what the slider is trying to follow. yeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeaaaaaaaaaokay
  2. 00:53:561 (6,7) - Try spacing them normally, but place them in the same x-axis value so they'll be in line horizontally? I know what are you trying to do with this anti-jump, but it can be uncomfortable since the instrument is quite strong and constant. Also, making them horizontally parallel would make sure these notes fit the music nicely. (Applies to similar anti-jumps.) i get what you're saying, but i really don't like the look of horizontal/vertical... things. like they just seem really gross aesthetically imo, which is why i've gone with this sort of diagonal stack opposite stack thing
  3. 00:59:561 (7) - Is there any need of using a 1/4 slider? There is nothing at 00:59:676, and I personally can't see any reason why should you overmap this. Try changing this slider to a circle instead? using that logic, 00:58:868 (5,6) - would also be overmapped :/ it's a 1/4 slider to express the way the guitar note is held out. 5 and 6 are held out for 3/4 beats while 7 is held out for 1/2. using a circle means no length expressed which means me sad
  4. 01:01:984 (3,4) - Similar to what I've said on the same spot in Hard, but with a difference: Add two circles at 01:02:214 - 01:02:330 after moving 01:01:984 (3,4) to create a small stream.
And uh, yeah, that's pretty much it. This mapset is already quite polished (and there are also many skilled modders giving their suggestions and stuff already), so there's not a lot to complain about. thanks for modding music i know you don't like :3

Good luck on the way 8-)
riffy
Yo, as requested.

[Storyboard]
  1. Storyboard images must be at a reasonable size for their usage. For most uses (e.g. full-screen images). For widescreen mode (recommended) the maximum is 960x540 pixels for 16:9 aspect ratio images and 960x600 for 16:10 images. The editor is 640x480 at default, so there's really no need to use anything larger for full-screen purposes.
    Note: it means that you should resize your 1366x768 bluetree.jpg. Since the editor is 640x580, recommended size for fullscreen 16:9 picture would be 854x480. If you do so, you'll be able to disable scaling of the image which will slightly improve performance of the SB on low-end machines.
    Note2: it's one of your very first mapsets, so it might be hard for you to deal with the editor. In that case, just download the fixed version of your storyboard here. and don't forget to re-start osu if the SB seems glitchy!
[General]
  1. Could you try to increase volume of your mp3 in the beginning? Something like +30-40% of the volume will make it more audible since it sounds way too quite.
  2. I like the idea of 2 different sets of colours. Good job! ♥
  3. drum-hitwhistle4.wav is way too long. having a 6 seconds long hitsound is not a good idea. Try to pause the game while this hisound is playing and you get weird noises in pause-menu + it just doesn't match with the song.
[Normal]
  1. Please, reduce OD and HP by 0,5 or even by 1. This is the easiest diff and it should be a bit easier than an average Normal-diff.
  2. 00:52:753 - try to listen to this part with 25% playback rate. The pattern you have is too tricky and really consfuses me. I thnk that there's a 3/4 sound, since 00:52:868 (2) - feels off. You can solve the problem here if you replace (1) and (2) with a 3/4 slider. example
    Note: 00:56:099 (1,2,3) - sounds like you hould do the same here.
  3. 01:03:484 (1,2) - I see your point in using these 1/2s but I'm sure that 3/4 will match better with the music and make your patterns more understandable. example
    Note: there are afew more patterns like this, I think you will be able to find and fix them yourself if you agree with me. :)
  4. 01:15:484 (2,3) - minor - the transition between these two feels unnatural and a bit forced comparing with the rest of the patterns. Why don't you try to improve it a bit? Here's an example of what I have on my mind, see if you like it or not!
  5. 01:29:330 (1,2) - these sliders are too long and don't look really cute, in my opinion. You can map them just like you've mapped 01:25:637 (1,2,3,4,5) - it will give you more interesting and consistent rhythm.
  6. 01:38:099 (5) - minor - mind moving this slider down a bit? Changing curve of the slider to make it go lower would be fine, too. The reason to do this is the overlap we get with the default HP-Bar.
    Note: in case if you can't confirm it, try 1024x768 or any other 4:3 screen resolution .
  7. 01:44:560 (3) - minor - if you applied the suggestion for 01:15:484 (2,3) - you might want to do a similar thing here. Example
    Note: it's really easy to do them. Jut take one slider, copy it and rotate it 120 degrees. Then repeat it and you'll get a cute pattern like this one. :)

    Pretty nice diff. The 1/2s I've mentioned were weird, evrything else is quite good.
[Hard]
  1. 00:52:407 (1,2) - the same thing about 3/4s happens here. I think I've already explained how to fix that and you will be able to do so, if you accept the suggestion.
  2. 01:01:637 (1,2) - in order to make your rhythm match better with the rhythm of the song and to make the pattern more natural and intuitively playable add repeats to both sliders. You'll get something like this
    Note: so, how do 1/2s play better than 3/4s? Polarity explains it all.
  3. 01:12:714 (1,2) - minor - looks like (1) is overlapped with the HP Bar. Also the pattern can be slightly improved, so re-adjusting the pattern is a win-win idea. A rough example
  4. 01:21:945 - that was really a lot of fun, I had some doubts about this part at first, but meh, I liked how it plays! ♥

    Not much to say, just a couple of minor fixes and the tricky pattern. Great diff!
[Insane]
  1. Reduce HP by 0,5 or 1. Your patterns and rhythm make current HP a bit too agressive.
  2. 00:52:637 (2,3,4,5) - quite a similar thing, try to select them all and press Ctrl+G. It will make the stronger beats stressd, which will fit here quite cool.
  3. 00:57:253 (7,8) - minor - more like a matter of preference, but I'd really be happy to see jumps here. THe jumps would fit better, just in my opinion. Try to place them and see if you like them or not. :)
  4. 01:01:637 (1,2,3,4) - just like on the hard diff. Replacing them with repeated 1/4 sliders would fit here + polarity.
    Note: it's fine to use 3/4s here since it gives some challenge and sounds rather interesting, so you can leave it as it is, but having 3/4s on the [Hard] feels too complicated.

    Well, that's pretty much it. Just a couple of things you should consider. Good job! :P
All diffs are decent and there's not too much to say. The only thing that REALLY needs attention is your storyboard.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Best of luck!
Legxis
Try decreasing the offset by at least -20, the parts from 00:51:464 (1) onward sound very late, it's less noticable at the end and start especially, but it sounds way better with -20 already, especially on reduced speed. I believe the right amount should be somewhere between 2530 and 2540 *when I make a typo, it's at an important part
Topic Starter
pishifat
re1

-Bakari- wrote:

Yo, as requested. yoooooooo

[Storyboard]
  1. Storyboard images must be at a reasonable size for their usage. For most uses (e.g. full-screen images). For widescreen mode (recommended) the maximum is 960x540 pixels for 16:9 aspect ratio images and 960x600 for 16:10 images. The editor is 640x480 at default, so there's really no need to use anything larger for full-screen purposes.
    Note: it means that you should resize your 1366x768 bluetree.jpg. Since the editor is 640x580, recommended size for fullscreen 16:9 picture would be 854x480. If you do so, you'll be able to disable scaling of the image which will slightly improve performance of the SB on low-end machines.
    Note2: it's one of your very first mapsets, so it might be hard for you to deal with the editor. In that case, just download the fixed version of your storyboard here. and don't forget to re-start osu if the SB seems glitchy!

    this really does not make much sense. there is definitely a noticeable difference between what i had originally and your resized version. i know in the storyboard i've got my image scaled by 0.625, but it still shows up as a 1366x768 image ingame, which is what i would want if it's supposed to blend in with the 1366x768 bg. about the performance on low-end machines -- if my 5 line storyboard lags someone's computer, they need a new one. sorry about rejecting the one thing you recommend, but SB images are noticably lower quality at the "recommended" resolution. if i'm missing something important, please tell
[General]
  1. Could you try to increase volume of your mp3 in the beginning? Something like +30-40% of the volume will make it more audible since it sounds way too quite. +'d
  2. I like the idea of 2 different sets of colours. Good job! ♥ <3
  3. drum-hitwhistle4.wav is way too long. having a 6 seconds long hitsound is not a good idea. Try to pause the game while this hisound is playing and you get weird noises in pause-menu + it just doesn't match with the song. meh i thought it was cool, gone now tho
[Normal]
  1. Please, reduce OD and HP by 0,5 or even by 1. This is the easiest diff and it should be a bit easier than an average Normal-diff. did
  2. 00:52:753 - try to listen to this part with 25% playback rate. The pattern you have is too tricky and really consfuses me. I thnk that there's a 3/4 sound, since 00:52:868 (2) - feels off. You can solve the problem here if you replace (1) and (2) with a 3/4 slider. example that works rhythmically, but just causes more confusion on the playfield with that many reverse sliders and overlapping object congestion stuff. currently looking into a way to fix this, but a 3/4 reverse won't do
    Note: 00:56:099 (1,2,3) - sounds like you hould do the same here.
  3. 01:03:484 (1,2) - I see your point in using these 1/2s but I'm sure that 3/4 will match better with the music and make your patterns more understandable. example
    Note: there are afew more patterns like this, I think you will be able to find and fix them yourself if you agree with me. :)
  4. 01:15:484 (2,3) - minor - the transition between these two feels unnatural and a bit forced comparing with the rest of the patterns. Why don't you try to improve it a bit? Here's an example of what I have on my mind, see if you like it or not! tried something else that i think worked well
  5. 01:29:330 (1,2) - these sliders are too long and don't look really cute, in my opinion. You can map them just like you've mapped 01:25:637 (1,2,3,4,5) - it will give you more interesting and consistent rhythm. this song is on a new level of cute, as expressed by those sliders made this the same rhythm as the first 2 measures of the kiai
  6. 01:38:099 (5) - minor - mind moving this slider down a bit? Changing curve of the slider to make it go lower would be fine, too. The reason to do this is the overlap we get with the default HP-Bar. got this out of the hp bar
    Note: in case if you can't confirm it, try 1024x768 or any other 4:3 screen resolution .
  7. 01:44:560 (3) - minor - if you applied the suggestion for 01:15:484 (2,3) - you might want to do a similar thing here. Example the thing i changed the previous one to was similar to this, since i think this works pretty well
    Note: it's really easy to do them. Jut take one slider, copy it and rotate it 120 degrees. Then repeat it and you'll get a cute pattern like this one. :)

    Pretty nice diff. The 1/2s I've mentioned were weird, evrything else is quite good.
[Hard]
  1. 00:52:407 (1,2) - the same thing about 3/4s happens here. I think I've already explained how to fix that and you will be able to do so, if you accept the suggestion.
  2. 01:01:637 (1,2) - in order to make your rhythm match better with the rhythm of the song and to make the pattern more natural and intuitively playable add repeats to both sliders. You'll get something like this most people mention this, but this has been the best fix so far i think, so i'm going with it
    Note: so, how do 1/2s play better than 3/4s? Polarity explains it all. i am familiar :P i thought it wasn't too weird to play tho since they were sliders with negligible tails that begin on white ticks.
  3. 01:12:714 (1,2) - minor - looks like (1) is overlapped with the HP Bar. Also the pattern can be slightly improved, so re-adjusting the pattern is a win-win idea. A rough example uhfixed
  4. 01:21:945 - that was really a lot of fun, I had some doubts about this part at first, but meh, I liked how it plays! ♥ <3

    Not much to say, just a couple of minor fixes and the tricky pattern. Great diff!
[Insane]
  1. Reduce HP by 0,5 or 1. Your patterns and rhythm make current HP a bit too agressive. oke
  2. 00:52:637 (2,3,4,5) - quite a similar thing, try to select them all and press Ctrl+G. It will make the stronger beats stressd, which will fit here quite cool. did that and re-arranged positions of stuff, fixed on the next time it happened too
  3. 00:57:253 (7,8) - minor - more like a matter of preference, but I'd really be happy to see jumps here. THe jumps would fit better, just in my opinion. Try to place them and see if you like them or not. :) tried it out, doesn't really fit too well imo. there's a bunch of other things with the same sound that i just used as stacks, like this, so i'd feel it's better to keep it as it is
  4. 01:01:637 (1,2,3,4) - just like on the hard diff. Replacing them with repeated 1/4 sliders would fit here + polarity. didn't think i'd like it, but i did
    Note: it's fine to use 3/4s here since it gives some challenge and sounds rather interesting, so you can leave it as it is, but having 3/4s on the [Hard] feels too complicated.

    Well, that's pretty much it. Just a couple of things you should consider. Good job! :P
All diffs are decent and there's not too much to say. The only thing that REALLY needs attention is your storyboard.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Best of luck! ty :3

re2

Legxis wrote:

Try decreasing the offset by at least -20, the parts from 00:51:464 (1) onward sound very late, it's less noticable at the end and start especially, but it sounds way better with -20 already, especially on reduced speed. I believe the right amount should be somewhere between 2530 and 2540
i think Shiro told me to use the current timing, but looking closer it is definitely wrong. i would have never noticed since my universal offset is purposely off by 20 ms (don't question it). will implement once i'm done with bakari's mod
P o M u T a
Hi.m4m
[General]
  1. Why you usen't symbal hitsound. this song really much. you use custon hitsound. It's blast.
[Normal]
  1. what CS3.2... usually 3 better. i don't like use decimal point CS,HD,OD.
  2. 00:09:476 - (2) - add whistle. fit guitar sound. also this part really nothing hitsound. feel sad.
  3. 00:09:937 (3) - ^ slider end.
  4. 00:13:168 (2) - ^
  5. 00:13:629 (3) - slider end.
  6. 00:16:860 (2) - ^
  7. 00:17:322 (3) - ^ slider end.
  8. 00:20:091 (2) - add whistle slider head instead.
  9. 00:21:937 (4) - ^ but, slider end.
  10. 00:36:706 (3,4) - (3) red point remove better and same shape (3,4). so, this is slow song part. really not fit red slider.
  11. 00:41:783 (2,5) - should perfect stack. seems bad.
  12. 00:45:937 (3,6) - ^
  13. 01:14:553 (1,2,3,4) - all same slider shape better.
  14. 01:42:706 (1) - slider head is symbal part. you add symbal hitsound better.
[Hard]
  1. 00:09:476 (3) - add whistle. (other this part hitsound please compare Normal)
  2. 01:03:014 (4) - try add slider point and curve. guitar sound match.
  3. 01:33:014 (1,2,3,4) - all slider head want symbal sound.
  4. 01:40:860 (1,2,3,4) - distance different. same better.
[Insane]
  1. 00:25:168 (6,7) - (6) Ctrl+G. (7) Ctrl+G. more sounds fit and player fun.
  2. 01:38:091 (4) - if follow drum sound, syould 1/2 slider. i can't hear reverse beat.
    If follow guitar, should add note 01:38:437 x) - .
Topic Starter
pishifat
re

P o M u T a wrote:

Hi.m4m
[General]
  1. Why you usen't symbal hitsound. this song really much. you use custon hitsound. It's blast. you mean the drum-whistle hitsound? i'd really rather use the current one over the default, since the default is pretty weak when it comes to emphasizing anything. something like the normal-finish hitsound is also really annoying imo, so i'd rather not use something like that. if you're talking about something else do tell
[Normal]
  1. what CS3.2... usually 3 better. i don't like use decimal point CS,HD,OD. i thought it looked better with slightly smaller circles. don't really see why people hate decimals :/
  2. 00:09:476 - (2) - add whistle. fit guitar sound. also this part really nothing hitsound. feel sad. well it's slow and quiet. i wanted there to be a change between here and when the vocals come in at 00:22:860 (1) - , but adding these whistles would destroy that
  3. 00:09:937 (3) - ^ slider end.
  4. 00:13:168 (2) - ^
  5. 00:13:629 (3) - slider end.
  6. 00:16:860 (2) - ^
  7. 00:17:322 (3) - ^ slider end.
  8. 00:20:091 (2) - add whistle slider head instead.
  9. 00:21:937 (4) - ^ but, slider end.
  10. 00:36:706 (3,4) - (3) red point remove better and same shape (3,4). so, this is slow song part. really not fit red slider. that's the one bar with 1/2 rhythms :/ was the same at 00:20:091 (2) -
  11. 00:41:783 (2,5) - should perfect stack. seems bad. lolyeah
  12. 00:45:937 (3,6) - ^ ^
  13. 01:14:553 (1,2,3,4) - all same slider shape better. 01:17:322 (4) - has a drum thing in the music, which is why it's a different shape
  14. 01:42:706 (1) - slider head is symbal part. you add symbal hitsound better.
[Hard]
  1. 00:09:476 (3) - add whistle. (other this part hitsound please compare Normal) ya
  2. 01:03:014 (4) - try add slider point and curve. guitar sound match. asdf
  3. 01:33:014 (1,2,3,4) - all slider head want symbal sound.
  4. 01:40:860 (1,2,3,4) - distance different. same better. pixel master
[Insane]
  1. 00:25:168 (6,7) - (6) Ctrl+G. (7) Ctrl+G. more sounds fit and player fun. not meant to flow like that.
  2. 01:38:091 (4) - if follow drum sound, syould 1/2 slider. i can't hear reverse beat.
    If follow guitar, should add note 01:38:437 x) - . did a something
AlexaBM
hi~ from my queue

[Normal]
  1. 00:09:476 (2,3,4) - Make a perfect triangle
  2. 00:13:168 (2,1) - blanket could be a bit better
  3. 00:24:706 (3,5) - ^
  4. 00:29:322 (5) - Move it at x:292 y:228 for better blanket
  5. 00:31:168 (3,5) - Blanket
  6. 00:39:476 (4,5) - ^
  7. 01:25:629 (1,2) - ^
  8. 00:49:629 (2) - Move it at x:320 y:252 for better flow
[Hard]
  1. 00:29:322 (6,1) - Blanket
  2. 00:52:629 (2,3) - ^
  3. 01:29:322 (1,2) - ^
Sorry for the short mod, I really can't find anything here (nazi only)
So hardcore song, I like it <3
You can call a BAT btw
Topic Starter
pishifat
re

AlexaBM wrote:

hi~ from my queue

[Normal]
  1. 00:09:476 (2,3,4) - Make a perfect triangle i
  2. 00:13:168 (2,1) - blanket could be a bit better think
  3. 00:24:706 (3,5) - ^ you
  4. 00:29:322 (5) - Move it at x:292 y:228 for better blanket have
  5. 00:31:168 (3,5) - Blanket a
  6. 00:39:476 (4,5) - ^ blanket
  7. 01:25:629 (1,2) - ^ fetish
  8. 00:49:629 (2) - Move it at x:320 y:252 for better flow blanketting (3) so wat
[Hard]
  1. 00:29:322 (6,1) - Blanket yeah
  2. 00:52:629 (2,3) - ^ you
  3. 01:29:322 (1,2) - ^ do
Sorry for the short mod, I really can't find anything here (nazi only)
So hardcore song, I like it <3
You can call a BAT btw

You can call a BAT btw

You can call a BAT btw
You can call a BAT btw


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ur funny
AlexaBM
Idk how to explain how much I understand you..
Koiyuki


From my queue of Normal Mod

  1. Grey——Just some complaints.
  2. Black——My personal suggestions.
  3. Bold——Highly recommended.
  4. Red——(Maybe) Unrankable, you have to fix it.

[General]
  1. Enable the eplipsy warning because of the shining sb at 00:52:399 -

[Normal]
  1. 00:31:168 (3) - remove whistle on the head
  2. 00:46:399 (4) - whistle
  3. 01:00:706 (2,3) - stack them together?
  4. 01:21:937 (1) - I prefer to change this to a 1/2 slider, same as 01:23:783 (3) - and so on

[Hard]
  1. 00:55:399 (4) - that may be hard to read, I recommend to change it in this way: http://puu.sh/aJjud/a3e6fa74c3.jpg
  2. 00:58:168 (2) - ^
  3. 01:03:706 (2) - 01:13:860 (4) - 01:17:553 (4) - ^
  4. 01:10:399 (5) - add a reverse to fit the song

[Insane]
  1. 00:57:245 (7,8) - stack them because you have stacked 00:53:553 (6,7) - before
  2. 01:04:629 (8,9) - ^
  3. 01:22:629 - I think that you should add a note here to let the rhythm fit the song more, also same as 01:24:476 - and so on.
  4. 01:44:322 (4) - too close to 01:44:091 (3) - and quite far from 01:44:552 (1) - ,try make another blanket?

good luck
Insane diff is quite good but looks in a mess. That may be a big problem to deal with.
Topic Starter
pishifat
re

Minakami Yuki wrote:



From my queue of Normal Mod

  1. Grey——Just some complaints.
  2. Black——My personal suggestions.
  3. Bold——Highly recommended.
  4. Red——(Maybe) Unrankable, you have to fix it.

[General]
  1. Enable the eplipsy warning because of the shining sb at 00:52:399 - OBEY OUR LEADER

[Normal]
  1. 00:31:168 (3) - remove whistle on the head uh... following the whistle on 1 and 3 pattern like everywhere else o.o
  2. 00:46:399 (4) - whistle ^
  3. 01:00:706 (2,3) - stack them together? rather not use stacks on something that's supposed to look linear for the sake of readability and aesthetics
  4. 01:21:937 (1) - I prefer to change this to a 1/2 slider, same as 01:23:783 (3) - and so on tried it out and there's a lot of object congestion with that many notes between each other on 1/2 ticks (and it reveals how much i'm butchering the rhythms during the kiai since they're on blue ticks lol)

[Hard]
  1. 00:55:399 (4) - that may be hard to read, I recommend to change it in this way: http://puu.sh/aJjud/a3e6fa74c3.jpg considering all of these reverse sliders are the same length, once you know the length of the first one, that knowledge carries over to the rest of them. it also doesn't make much sense to change the rhythm in the middle of the drum roll :/
  2. 00:58:168 (2) - ^
  3. 01:03:706 (2) - 01:13:860 (4) - 01:17:553 (4) - ^
  4. 01:10:399 (5) - add a reverse to fit the song yes, you're right

[Insane]
  1. 00:57:245 (7,8) - stack them because you have stacked 00:53:553 (6,7) - before these are custom stacked due to the direction the cursor is coming from. 00:53:553 (6,7) - is just a regular stack because the cursor is coming from the left, while 00:57:245 (7,8) - and 01:04:629 (8,9) - are coming from the right.
  2. 01:04:629 (8,9) - ^
  3. 01:22:629 - I think that you should add a note here to let the rhythm fit the song more, also same as 01:24:476 - and so on. so... add a note on every tick for the entire kiai... sounds kind of painful
  4. 01:44:322 (4) - too close to 01:44:091 (3) - and quite far from 01:44:552 (1) - ,try make another blanket? yeah made distances better

good luck
Insane diff is quite good but looks in a mess. a hot mess That may be a big problem to deal with.
hehe
m4m :)

uhm, combo6 don't fit in comparison with other colours, maybe darken c2 and c4, or lighten c6 :I

[INSANE]
00:21:476 (2,3,4,5) - minor, but the flow is weird here.
00:23:783 (3) - make it regular 1/2 slider. i feel that 00:24:245 - is better suited to a hitcircle.
00:24:706 (5,6,7) - probably requested many times, but it would be cool to have these 3 in alternating directions, helps with flow! happens again in 00:31:168 (4,5,6) -
00:27:245 (3,4) - minor ugly overlap
00:35:322 (4) - this is off by a very small margin, if you are following the pattern observed in 00:34:399 (2,3). move it to (355,136).
00:38:553 (2) - this should be a copypaste of 00:37:629 (1), unless it already it and i am blind.
00:40:399 (5,1) - ^
00:42:245 (2,3) - ^ (nitpicking, but its really for neatness' sake. they do go in pairs :) )
00:45:245 (2,3) - you're gonna hate me for this, but blanket is ever so slightly off. left side has a smaller gap and right side 00:49:168 (3,4) - imperfect blanketing here as well.
00:53:206 (5,6) - this is too large a jump for a 4-star map, consider reducing
00:55:860 (8) - this is rotated too much. rotate it by selection centre -11.
00:56:322 (2,3) & 00:56:668 (4,5) - keep spacing for the doubles constant.
01:00:937 (3,4) - in accordance with the music, i feel that (4) should be shifted higher. something like: 01:04:860 (9,1) - confused me on my first play. maybe ctrl+g (1), and subsequent sliders.
01:49:168 (1,2,3,4) - to me it feels iffy when (4) ends facing up, it would really suit much better if it faced down.

[HARD]

00:36:706 (7) - weird unnecessary kink slider. double repeat slider could work, but may be confusing.
01:15:706 (4,5) - replace with 1/4 repeat slider.
01:23:783 (1,2,3,4) - i don't feel it, change
can't see much problems in normal. that is all! :) good luck!! ☆
Topic Starter
pishifat
will apply the mod and get to your map tomorrow (hopefully)

re

handsome wrote:

m4m :)

uhm, combo6 don't fit in comparison with other colours, maybe darken c2 and c4, or lighten c6 :I need some contrast between 4 and 6, otherwise they blend into each other way too much

[INSANE]
00:21:476 (2,3,4,5) - minor, but the flow is weird here. matches guitar pitches, so yeah. if there's something better, do tell
00:23:783 (3) - make it regular 1/2 slider. i feel that 00:24:245 - is better suited to a hitcircle. don't want to cut short of the vocal, which is on a blue tick in the middle of the slider. making it a 1/2 slider would be ignoring that
00:24:706 (5,6,7) - probably requested many times, but it would be cool to have these 3 in alternating directions, helps with flow! happens again in 00:31:168 (4,5,6) - exact opposite of intentional flow :P
00:27:245 (3,4) - minor ugly overlap didsomething
00:35:322 (4) - this is off by a very small margin, if you are following the pattern observed in 00:34:399 (2,3). move it to (355,136). lolk
00:38:553 (2) - this should be a copypaste of 00:37:629 (1), unless it already it and i am blind. pretty sure htey are lol
00:40:399 (5,1) - ^
00:42:245 (2,3) - ^ (nitpicking, but its really for neatness' sake. they do go in pairs :) )
00:45:245 (2,3) - you're gonna hate me for this, but blanket is ever so slightly off. left side has a smaller gap and right sidelolk 00:49:168 (3,4) - imperfect blanketing here as well. tried to improve? looks pretty exact already...
00:53:206 (5,6) - this is too large a jump for a 4-star map, consider reducing didslightly
00:55:860 (8) - this is rotated too much. rotate it by selection centre -11. -.-
00:56:322 (2,3) & 00:56:668 (4,5) - keep spacing for the doubles constant.thenazi is real
01:00:937 (3,4) - in accordance with the music, i feel that (4) should be shifted higher. something like: didsomething 01:04:860 (9,1) - confused me on my first play. maybe ctrl+g (1), and subsequent sliders. keeping this as it is. i haven't seen any of my testplayers mess it up :P
01:49:168 (1,2,3,4) - to me it feels iffy when (4) ends facing up, it would really suit much better if it faced down. i had 4 and 3 switched before, so 4 was facing down, but it plays a lot nicer when 4 is on the bottom of the pattern, even though it's facing up

[HARD]

00:36:706 (7) - weird unnecessary kink slider. double repeat slider could work, but may be confusing.
01:15:706 (4,5) - replace with 1/4 repeat slider. uh...wat why. nothing in the music says to do that
01:23:783 (1,2,3,4) - i don't feel it, change trying to avoid doubles spam everywhere. makes it uncomfortable to play
can't see much problems in normal. that is all! :) good luck!! ☆ <3
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