forum

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

posted
Total Posts
111
show more
[-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


heh. hehehhe. hahhahahhhahhahhhahahhahhhhahhahhahahhahahahahahahhahhahhhahhahahhahhahhahha. hahhahhhahahhahhhhaahhhhahhahahahahahahahhahhahhhahhahahhahhahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhahhahhhahhahahhah
hahhahhhahhaahahhhhahahhahhhhahhahhahahhahahahahahahhahhahhhahhahahhahhahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhhah
hahhahhhahhahahhahhhhahhahhahahhahahahahhahhahhhahhahahhahhahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhahhahhhahhahahhah
hahhahahhahhhahhahhhahahhahhhhahhahhahahahahahahhahhahhhahhahahhahhahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhhah
hahhahhhahahhahhahhhhahhahhahahhahaahahahhahhahhhahhahahhahhahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhahhahhhahhahahhah
hahhahhhahahahhahhhahahhahhhhahhahhahahhahahahahahahhahhahhhahhahahhahhahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhhah
hahhahhhahahhhahahhhhahhahahhahahahahahahhahhahhhahhahahhahhahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhahhahhhahhahahhah
hahhahhhahhahhhahahahhahhhhahhahhahahhahahahahahahhahhahhhahhahahhahhahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhhah
hahhahhhahahhahhhahhahhahahhahahahahahahhahhahhhahhahahhahhahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhahhahhhahhahahhah
hahhahhhahhahhhahahhahhhhahhahhahahhhahahahahahahahhahhahhhahahahhahahhahhahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhhah
hahhhahhahhahhahahhahhahhhahahahahahahhahhahhhahhahahhahhahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhahhahhhahhahahhah
hahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhahhahhhhahahhahahhahhahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhhah
hahhahhhahhahhhahhahhahahhahahahahahahhahhahhhahhahahhahhahhahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhahhahhhahhahahhah
hahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhahhahhhahahhahhhahahhahhahhahhhahhahhhahahhahhhhahhahhahahhahahahahahahhhah
HaHAHhhhahAHAHahAhAHAHAHHhaAhAHHAahAHAHAHAHhAHHhahhaHahAHAHAHAHahahAHhaHHahHahAhaHahAHAhAhHAHHahahHhahHaHAHhhhah
AHAHahAhAHAHAHHhaAhAHHAahAHAHAHAHhAHHhahhaHahAHAHAHAHahahAHhaHHahHahAhaHahAHAhAhHAHHahahHhahHaHAHhhhahAHAHahAhAHAH
AHHhaAhAHHAahAHAHAHAHhAHHhahhaHahAHAHAHAHahahAHhaHHahHahAhaHahAHAhAhHAHHahahHhahHaHAHhhhahAHAHahAhAHAHAHHhaAhAHHAa
hAHAHAHAHhAHHhahhaHahAHAHAHAHahahAHhaHHahHahAhaHahAHAhAhHAHHahahHhahHaHAHhhhahAHAHahAhAHAHAHHhaAhAHHAahAHAHAHAHhAH
HhahhaHahAHAHAHAHahahAHhaHHahHahAhaHahAHAhAhHAHHahahHhahHaHAHhhhahAHAHahAhAHAHAHHhaAhAHHAahAHAHAHAHhAHHhahhaHahAHA
HAHAHahahAHhaHHahHahAhaHahAHAhAhHAHHahahHhahHaHAHhhhahAHAHahAhAHAHAHHhaAhAHHAahAHAHAHAHhAHHhahhaHahAHAHAHAHahahAHh
aHHahHahAhaHahAHAhAhHAHHahahHhahHaHAHhhhahAHAHahAhAHAHAHHhaAhAHHAahAHAHAHAHhAHHhahhaHahAHAHAHAHahahAHhaHHahHahAhaHa
hAHAhAhHAHHahahHhahHaHAHhhhahAHAHahAhAHAHAHHhaAhAHHAahAHAHAHAHhAHHhahhaHahAHAHAHAHahahAHhaHHahHahAhaHahAHAhAhHAHHa
hahHhahHaHAHhhhahAHAHahAhAHAHAHHhaAhAHHAahAHAHAHAHhAHHhahhaHahAHAHAHAHahahAHhaHHahHahAhaHahAHAhAhHAHHahahHhahHaHAHh
hhahAHAHahAhAHAHAHHhaAhAHHAahAHAHAHAHhAHHhahhaHahAHAHAHAHahahAHhaHHahHahAhaHahAHAhAhHAHHahahH. HAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHA
HHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAH
AHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAH
HAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHA
HAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAH
AHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHH
AAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAH
AHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHA
HAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHA
HHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAH
AHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAH
HAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHA
HAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHA
HHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAH
AHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHAHAAHAHAHHAHAHAHAHHAHAHHAHAHAHHAHAHAHHAAHAHAHAHHAHAHAHHA.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHH. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHhhhhhhhhh. AAAAHHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH.

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
Luvdic
Hello

[Insane]

The following hitsound suggestions is mainly because in my opinion, it sounds better if it follows the cymbals
00:20:091 - Add whistle
00:20:553 (5) - Take out whistle
00:21:014 - Add whistle
00:21:937 - Add whistle

00:34:860 (3,4,1,2,3,4,5) - Same as above
00:45:014 - Add whistle?

01:00:245 - Add a filler note here with finish?


[Hard]

Same comments about hitsounds from insane

00:48:706 (1) - How about something like this? http://puu.sh/aQ6bz/5efe9456a8.jpg
00:52:860 - This beat shouldnt be skipped imo
01:07:168 - 01:18:245 - A very personal suggestion, I understand if you dont like it at all. Maybe add claps every white tick? This way the notes will give more focus to the percussions (and they actually do) and it plays more awesome this way imo.
01:37:168 (1) - Try this: http://puu.sh/aQ72y/596f7fcb50.jpg

[Easy]

Same comments about hitsounds from insane

01:03:245 (7) - This is an easy, and if I were you, Id try to avoid using filler notes as much as possible. And yes, this is a filler note, as in it doesn't contribute anything to your map's rhythm

This is all, nice song ;)
Topic Starter
pishifat
re

Xanandra wrote:

Hello

[Insane]

The following hitsound suggestions is mainly because in my opinion, it sounds better if it follows the cymbals did hitsound stuff on all diffs
00:20:091 - Add whistle
00:20:553 (5) - Take out whistle
00:21:014 - Add whistle
00:21:937 - Add whistle

00:34:860 (3,4,1,2,3,4,5) - Same as above
00:45:014 - Add whistle?

01:00:245 - Add a filler note here with finish? rather keep the gap here. the only instruments i've mapped are guitar/drums, of which neither make a sound between 00:59:783 (1,2) -


[Hard]

Same comments about hitsounds from insane

00:48:706 (1) - How about something like this? http://puu.sh/aQ6bz/5efe9456a8.jpg would rather keep this as is. makes it inconsistent with 00:45:014 (1) - , so i'd have to do it twice, then there's lots of object congestion, which i'd rather not have on a hard difficulty
00:52:860 - This beat shouldnt be skipped imo the beats are actually on the blue ticks, which is why i ignored them initially. but yeah did stuff now
01:07:168 - 01:18:245 - A very personal suggestion, I understand if you dont like it at all. Maybe add claps every white tick? This way the notes will give more focus to the percussions (and they actually do) and it plays more awesome this way imo. i think they're pretty much the same whether claps or finishes, but if someone likes claps more then why not
01:37:168 (1) - Try this: http://puu.sh/aQ72y/596f7fcb50.jpg yesyesyes

[Easy]

Same comments about hitsounds from insane

01:03:245 (7) - This is an easy, and if I were you, Id try to avoid using filler notes as much as possible. And yes, this is a filler note, as in it doesn't contribute anything to your map's rhythm easy in disguise* removed it

This is all, nice song ;)
Hollow Wings
from Scorpiour's Modding Queue

Insane

  1. i have to say this is an interesting map, thou those composing still have space to develop imo
  2. hmm, thou i can hardly find issues, and it looks fun to play. as a newbie map by u, i'd like to shoot a star for this.

Hard

  1. 00:48:706 (1) - a bit offscreen imo... just move the arrow little up
  2. hmm, some patterns like 01:12:245 (5,6,1,2,3) - , haven't u think of stacking 3 and 5 here? u can do that with other objs arranged, and the composing will be cleaner much more. it's just some kind of suggestion to u, maybe u can consider this in ur other maps next time.

Normal

  1. generally fine, thou i think in lower diffs, u may use less objs set near the edge of screen, it's just a bit hard in aim to noobs imo.
thou it's not a really excellent map, it's good enough to me as a newbie one.

pm me when u finished checking all ur mods, Scorpiour may mod this map later

good luck
Topic Starter
pishifat
re

Hollow Wings wrote:

from Scorpiour's Modding Queue

Insane

  1. i have to say this is an interesting map, thou those composing still have space to develop imo
  2. hmm, thou i can hardly find issues, and it looks fun to play. as a newbie map by u, i'd like to shoot a star for this. the hollow wings stamp of approval (for scrubs)

Hard

  1. 00:48:706 (1) - a bit offscreen imo... just move the arrow little up yeah did that
  2. hmm, some patterns like 01:12:245 (5,6,1,2,3) - , haven't u think of stacking 3 and 5 here? u can do that with other objs arranged, and the composing will be cleaner much more. it's just some kind of suggestion to u, maybe u can consider this in ur other maps next time. i actually had them stacked earlier, but doing so really screws with the zig zag pattern and is just a pain to manage. it's not noticable ingame since they're so far apart, just in the editor, so i thought it was fine.

Normal

  1. generally fine, thou i think in lower diffs, u may use less objs set near the edge of screen, it's just a bit hard in aim to noobs imo.tried compressing stuff a bit, but probably not as much as you wanted lol
thou it's not a really excellent map, it's good enough to me as a newbie one.

pm me when u finished checking all ur mods, Scorpiour may mod this map later if you're serious i love you

good luck
Moo-Chan
From my modding queue~

[Hard]
  1. 00:33:014 (5,1) - You could blanket these better
  2. 00:50:553 (3) - The beginning of this slider looks kinda unappealing
  3. 00:51:476 (4) - ^
  4. 00:54:245 (1) - I wouldn't make the end of the slider look like that, it just makes it look ugly
  5. 00:58:860 (3,1) - You could blanket these better
  6. 01:11:553 (3,4) - I would blanket these instead of using a red slider point
  7. 01:12:476 (6,1) - ^
  8. 01:12:476 (6,2) - ^
  9. 01:21:014 (3) - Make this neater, this shape isn't very good looking
  10. If you wanted you could put a spinner after 01:49:629 (4) - that would go from 01:50:091 - to 01:50:783 -
[Insane]
  1. 00:27:476 (4) - I'd just blanket this normally with 1 white point instead of a white and red
  2. 00:45:245 (2,3) - I'd space these a little bit more
  3. 00:50:553 (5,1) - I'm not entirely sure that this is rankable, but even if it is I wouldn't do it
  4. 00:57:245 (7,8) - Stack these please
  5. 01:04:629 (8,9) - ^
  6. 01:09:014 (1,2) - I'd space these out a tiny bit more
  7. 01:21:014 (3) - I wouldn't make the slider a shape like this cause it's unattractive
  8. 01:38:552 (6,1) - I'd blanket these
  9. 01:39:706 (3,4) - Blanket these better
  10. 01:46:398 (1) - Just stick to simpler shapes, they look and play better

Good luck with your map
Mao


As requested Ingame~ Cool song '^'


  1. Unrankable Issue/Highly Suggested
  2. Comment/Minor

General
  1. Meh, your blank .wav can't be opened in my players and it has got more filesize than the normal 44kb one. Please use the blank .wav linked in the Ranking Criteria. You are on the safer side if you are doing this.

    Ranking Criteria wrote:

    Every .wav file must be at least 100ms long to prevent issues with soundcards. If you want a silent/blank hitsound, then you must use a 0-byte .wav file.
  2. If I'm not mistaken, post hardcore should be written with a hyphen inbetween. Also Alternative could be added to the tags.
  3. Your preview point is unsnapped :V

Normal
  1. Heck, watch your spacing a bit better. Stuff like 01:24:245 (4,5,1) - , 01:31:629 (4,5,1) - shouldn't be like this ;_;
  2. 00:14:553 (4,1) - I love such stuff <3
  3. 00:58:860 (7) - /Minor/ - Removing the anchor point after the red one would represent the guitar much better than such a smooth "ellbow"-Slider.
  4. 01:21:014 (3) - Please, I know there's a cut you want to cover with the whistle on the tail. But the cut there isn't very noticeable and the whistle just sounds so out of place ;_; Please consider to remove it. (Applies for all Diffs.)
  5. 01:44:552 (3) - This Slider here feels pretty much out of place if you ask me as it looks like it's just randomly there without making sense with the actual previous pattern. Going with a 120°-Rotation of 01:43:629 (2) - would be pretty neat.
  6. 01:48:245 (3) - The music changes pretty drastically here so a NC would fit pretty good. Please consider to add it.
  7. Well done smooth flowing diff. Not much to say here (:

Hard
  1. I'd check my overall Spacing a bit again. Stuff like 01:03:014 (4,1,2) - can be avoided easily. Also, I don't know if it's inentional, some patterns could have a much smoother flow as their movement feels really harsh. For example 01:11:322 (2,3,4) - plays pretty unstable to me due to the zigzag movement being just so slight. It would play so much better if 4 is located lower like this. These might be just very personal opinions thoigh.
  2. 00:21:014 (5,6,7,8) - Meh, this plays pretty harsh. I guess you want the circular movement with the previous objects but it would be much more natural to have them in a line as this feels kinda unstable. Example
  3. 00:52:399 (1,2,3) - I'm not really a friend of these to be honest since you are ignoring the note at 00:52:976 - but map one at 00:52:629 - where's actually no real sound whcih makes this section play so confusing >.< Something like this or 3/4-Repeats play and support the music much better.
  4. 01:10:860 (1) - Why are there two anchor points at the end? lol
  5. 01:44:552 (1,2,3) - Consider to map the blue tick between 2 and 3 as well since you've always mapped it (e.g. 01:37:168 (1,2) - ). This note is much stronger than the one on the red tick which makes it pretty weird to be ignored. I suggest you to either do a 3/4-Slider + Circle to be consistent or just simply add a note to make a triplet.
  6. Not much to say here. This one section is kinda confusing which should be changed imo but the rest is very well done :p

Insane
  1. After reading through the mods I've seen that there seem to be some differences in the opinions about the HP-Settings so that might be a personal thing. My opinion on this is to use HP7.5 to support the aggressive feeling of the song. It would also fit the Spread pretty nice imo.
  2. The Spacing in the Section at the Beginning could be a bit more even. Especially at Patterns like 00:13:629 (3,4,5) - and 00:18:245 (5,6,1,2) - (where you've used 1,8 DS randomly) should be adjusted.
  3. Several objects are hitting the HP-Bar. You might want to avoid that as it destroys some aesthetical aspects.
  4. 00:23:783 (3) - The shape with the low red anchor point kink looks a bit random here if you ask me. It would look pretty cool if the second part of the shape is more like 00:24:706 (5) - . Example
  5. 00:41:322 (1) - /Minor/ - This might be my person preference but it would actually be pretty cool if you'd rotate it by -10° (Selection Centre) to get a kind of ovalish shape with 00:40:399 (5) - . Example
  6. 00:45:017 - You've got an unsnapped inherited Section here o/
  7. 00:53:553 (6,7) - It would be pretty cool to see these two spaced like 00:57:245 (7,8) - to be consistent and to give the pattern a neat feeling (:
  8. 01:34:860 (1) - This line lol
  9. Just a few things here, I don't really want to become too nitpicky ;_; Good job!

Wow, the set is very good. There's not much left to say after so many mods and as I've already said, I don't want to become too nitpicky. Good luck and take a star '^'
Topic Starter
pishifat
remao

Mao wrote:



As requested Ingame~ Cool song '^'


  1. Unrankable Issue/Highly Suggested
  2. Comment/Minor

General
  1. Meh, your blank .wav can't be opened in my players and it has got more filesize than the normal 44kb one. Please use the blank .wav linked in the Ranking Criteria. You are on the safer side if you are doing this. i just took them from another map, so i assumed it would be fine. kay

    Ranking Criteria wrote:

    Every .wav file must be at least 100ms long to prevent issues with soundcards. If you want a silent/blank hitsound, then you must use a 0-byte .wav file.
  2. If I'm not mistaken, post hardcore should be written with a hyphen inbetween. Also Alternative could be added to the tags. tags are stupid
  3. Your preview point is unsnapped :V you're a preview point

Normal
  1. Heck, watch your spacing a bit better. Stuff like 01:24:245 (4,5,1) - , 01:31:629 (4,5,1) - shouldn't be like this ;_; how am i so bad
  2. 00:14:553 (4,1) - I love such stuff <3
  3. 00:58:860 (7) - /Minor/ - Removing the anchor point after the red one would represent the guitar much better than such a smooth "ellbow"-Slider. uh sure why not
  4. 01:21:014 (3) - Please, I know there's a cut you want to cover with the whistle on the tail. But the cut there isn't very noticeable and the whistle just sounds so out of place ;_; Please consider to remove it. (Applies for all Diffs.) it's a completely different noise from when desperate modded (one that actually fits o.o) but if you think it's meh then i'll kill it
  5. 01:44:552 (3) - This Slider here feels pretty much out of place if you ask me as it looks like it's just randomly there without making sense with the actual previous pattern. Going with a 120°-Rotation of 01:43:629 (2) - would be pretty neat. honestly prefer this how it is. making a pattern of these 3 objects would be like grouping the two measures together and i'd rather have them be separated by different types of objects (so straight line on 3). i also did a similar thing at 01:15:476 (2,3,4) - :P
  6. 01:48:245 (3) - The music changes pretty drastically here so a NC would fit pretty good. Please consider to add it. Shiro pls
  7. Well done smooth flowing diff. Not much to say here (:

Hard
  1. I'd check my overall Spacing a bit again. Stuff like 01:03:014 (4,1,2) - can be avoided easily. it was using the distance snap of the previous sv change fml Also, I don't know if it's inentional, some patterns could have a much smoother flow as their movement feels really harsh. For example 01:11:322 (2,3,4) - plays pretty unstable to me due to the zigzag movement being just so slight. It would play so much better if 4 is located lower like this. These might be just very personal opinions thoigh.made the zigzag ziggier/zaggier
  2. 00:52:399 (1,2,3) - I'm not really a friend of these to be honest since you are ignoring the note at 00:52:976 - but map one at 00:52:629 - where's actually no real sound whcih makes this section play so confusing >.< Something like this or 3/4-Repeats play and support the music much better. did something different than that since i don't want any 1/4 sliders (excluding repeatingthings)
  3. 01:10:860 (1) - Why are there two anchor points at the end? lol good question
  4. 01:44:552 (1,2,3) - Consider to map the blue tick between 2 and 3 as well since you've always mapped it (e.g. 01:37:168 (1,2) - ). This note is much stronger than the one on the red tick which makes it pretty weird to be ignored. I suggest you to either do a 3/4-Slider + Circle to be consistent or just simply add a note to make a triplet. dood 3/4 sliders dooood
  5. Not much to say here. This one section is kinda confusing which should be changed imo but the rest is very well done :p

Insane
  1. After reading through the mods I've seen that there seem to be some differences in the opinions about the HP-Settings so that might be a personal thing. My opinion on this is to use HP7.5 to support the aggressive feeling of the song. It would also fit the Spread pretty nice imo. every modder: "change hp drain!" me: "fine i dont even care -.-"
  2. The Spacing in the Section at the Beginning could be a bit more even. Especially at Patterns like 00:13:629 (3,4,5) - and 00:18:245 (5,6,1,2) - (where you've used 1,8 DS randomly) should be adjusted. did stuff
  3. Several objects are hitting the HP-Bar. You might want to avoid that as it destroys some aesthetical aspects.
  4. 00:21:014 (5,6,7,8) - Meh, this plays pretty harsh. I guess you want the circular movement with the previous objects but it would be much more natural to have them in a line as this feels kinda unstable. Example i do like that more (even though this should be in the hard diff section lol)
  5. 00:23:783 (3) - The shape with the low red anchor point kink looks a bit random here if you ask me. It would look pretty cool if the second part of the shape is more like 00:24:706 (5) - . Example changed this differently. vocals suck
  6. 00:41:322 (1) - /Minor/ - This might be my person preference but it would actually be pretty cool if you'd rotate it by -10° (Selection Centre) to get a kind of ovalish shape with 00:40:399 (5) - . Example i'd actually like this pointed down more so the insturmental pitch change is expressed more
  7. 00:45:017 - You've got an unsnapped inherited Section here o/ 3 milliseconds -.-
  8. 00:53:553 (6,7) - It would be pretty cool to see these two spaced like 00:57:245 (7,8) - to be consistent and to give the pattern a neat feeling (: the custom stacks are there depending on the direction the cursor is coming from. this one is a normal stack since it's from the left and the other two are custom since they're from the right :/
  9. 01:34:860 (1) - This line lol I DON'T CARE IT'S BEAUTIFUL
  10. Just a few things here, I don't really want to become too nitpicky ;_; Good job!

Wow, the set is very good. There's not much left to say after so many mods and as I've already said, I don't want to become too nitpicky. Good luck and take a star '^'

remoo

Moo-Chan wrote:

From my modding queue~

[Hard]
  1. 00:33:014 (5,1) - You could blanket these better
  2. 00:50:553 (3) - The beginning of this slider looks kinda unappealing
  3. 00:51:476 (4) - ^
  4. 00:54:245 (1) - I wouldn't make the end of the slider look like that, it just makes it look ugly
  5. 00:58:860 (3,1) - You could blanket these better
  6. 01:11:553 (3,4) - I would blanket these instead of using a red slider point
  7. 01:12:476 (6,1) - ^
  8. 01:12:476 (6,2) - ^
  9. 01:21:014 (3) - Make this neater, this shape isn't very good looking
  10. If you wanted you could put a spinner after 01:49:629 (4) - that would go from 01:50:091 - to 01:50:783 - uh that's kind of half a second of spinning

[Insane]
  1. 00:27:476 (4) - I'd just blanket this normally with 1 white point instead of a white and red was changed from mao's mod
  2. 00:45:245 (2,3) - I'd space these a little bit more distnace snap tho
  3. 00:50:553 (5,1) - I'm not entirely sure that this is rankable, but even if it is I wouldn't do it #emphasis
  4. 00:57:245 (7,8) - Stack these please they're not stacked for a reason :/
  5. 01:04:629 (8,9) - ^
  6. 01:09:014 (1,2) - I'd space these out a tiny bit more uh pretty sure that's fine
  7. 01:21:014 (3) - I wouldn't make the slider a shape like this cause it's unattractive
  8. 01:38:552 (6,1) - I'd blanket these
  9. 01:39:706 (3,4) - Blanket these better
  10. 01:46:398 (1) - Just stick to simpler shapes, they look and play better

keeping the slider designs i have since a lot of them are used to emphasize notes on 3/4 rhythms or just stylistic choices :/ otherstuff like blankets modified tho

Good luck with your map
Nines
Yahello~ from my queue

[Insane]
  1. I like this a lot. I like songs that have pauses, and you mapped the pauses well.
  2. 01:10:860 - move this more to the 'center' of 5 and 6 (x=320)
  3. 01:12:706 - ^ (x=396 y=324)
  4. Crap, this is refined enough, that my mods will be kind of small looking :<
[Hard]
  1. 00:23:783 - I think you should line this up with 1
[Normal]
  1. 00:52:745 - There's a drum beat here, but it's not mapped. This song would probably be harder map a Normal for, but I think it's fine if you a circle for this. Or maybe you could do something by changing how you mapped it. However, even a newer player might anticipate the slider 00:52:860 earlier than it is because of this beat.
  2. 00:56:437 - ^
  3. 01:03:822 - ^
You've got the support from other people! I wish you well getting ranked :DD
Topic Starter
pishifat
re
SPOILER

Tsuchimikado wrote:

Yahello~ from my queue

[Insane]
  1. I like this a lot. I like songs that have pauses, and you mapped the pauses well. aww shucks
  2. 01:10:860 - move this more to the 'center' of 5 and 6 (x=320)you see, i am blind
  3. 01:12:706 - ^ (x=396 y=324) didthingsobviously
  4. Crap, this is refined enough, that my mods will be kind of small looking :<
[Hard]
  1. 00:23:783 - I think you should line this up with 1 i really don't like patterns that line up perfectly horizontally/vertically tbh. since this is just an aesthetic thing i'd rather not do it
[Normal]
  1. 00:52:745 - There's a drum beat here, but it's not mapped. This song would probably be harder map a Normal for, but I think it's fine if you a circle for this. Or maybe you could do something by changing how you mapped it. However, even a newer player might anticipate the slider 00:52:860 earlier than it is because of this beat. for these, mapping something on the blue ticks would probably cause more confusion due to polarity issues. keeping stuff on white/red ticks is a lot easier to read, therefore it probably makes more sense to not include these beats.
  2. 00:56:437 - ^
  3. 01:03:822 - ^
You've got the support from other people! I wish you well getting ranked :DD we'll see... not enough bats to mod some random's first beatmap :/

just in case
TicClick
So I finally had a chance to test your map, and yes, the timing is correct! Hard is an unsnapped mess, though.
show more
Please sign in to reply.

New reply