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TK from Ling tosite sigure - unravel (TV edit)

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Topic Starter
kristi71111
This beatmap was submitted using in-game submission on 18. januar 2015 at 19:05:42

Artist: TK from Ling tosite sigure
Title: unravel (TV edit)
Source: Tokyo Ghoul
Tags: opening 東京喰種 トーキョーグール supernatural Gexigamma Kenterz Fatfan Kolek
BPM: 135
Filesize: 12234kb
Play Time: 01:25
Difficulties Available:
  1. Easy (1,45 stars, 68 notes)
  2. Fatfan Kolek's Insane (4,15 stars, 269 notes)
  3. Gex's Hard (2,77 stars, 172 notes)
  4. Kenterz's Insane (3,58 stars, 261 notes)
  5. Normal (1,8 stars, 125 notes)
Download: TK from Ling tosite sigure - unravel (TV edit)
Download: TK from Ling tosite sigure - unravel (TV edit) (no video)
Information: Scores/Beatmap Listing
---------------

Thanks to Gexigamma, Kenterz and Fatfan Kolek for Guest diffs ヾ(⌐■_■)ノ♪

Thanks to kakifly for hitsound help.

SPOILER
Easy - 100% done
Normal - 100% done
Gex's Hard- 100% done
Kenterz's Insane- 100% done
Fatfan Kolek's Insane- 100% done
Changelog

SPOILER
14.8.2014: Changed circle size on hard + changed overall difficulty to 9 on hard.
14.8.2014: Changed BPM to 135
14.8.2014: Fixed some timing on hard diff.
15.8.2014: Fixed some timing on easy diff.
15.8.2014: More fixes on easy diff.
16.8.2014: Used Gexigamma's mod.
17.8.2014: Resnaped beats.
18.8.2014: Used Gexigamma's mod"Easy".
18.8.2014: Remade normal.
20.8.2014: Used Pulse's mod.
20.8.2014: Changes to normal and easy!
21.8.2014: Added hard diff.
21.8.2014: Used Gexigamma's mod (IRC).
22.8.2014: Fixed AiMod issues (only 2 left on hard and one on easy).
22.8.2014: Used beeboy123's mod.
23.8.2014: Added better quality video.
24.8.2014: Used Shurelia's mod (Easy diff).
25.8.2014: Changes to Normal.
28.8.2014: Moved to pending (deleted hard diff)
28.8.2014: Changes to Easy (Gray Veyron's mod)
28.8.2014: Added Gex's Hard
30.8.2014: Used Kenterze's and Sky Triase's mod
30.8.2014: Added Kenterz's Insane
31.8.2014: Used appleeaterx's mod
1.9.2014: Used -Mo-'s and PuttyoU's mod.
2.9.2014: Used Xanandra's and Fluttershy03's mod
3.9.2014: Used Kiiwa's mod
6.9.2014: Used TaikuGx's mod
6.9.2014: Used -Nya-'s mod and [ Setsuna ]'s mod
7.9.2014: Used Oyatsu's mod
8.9.2014: Used Project Railgun's mod and skinnyjimmy's mod
11.9.2014: Used Bakari's mod
17.9.2014: Used -Nanaka-'s mod
19.9.2014: Used Tarrasky's and xxdeathx's mod
22.9.2014: Used Lally's mod
2.10.2014: Used Aka's mod
2.11.2014: Used Aleks719's mod
3.11.2014: Used Aka's recheck
3.11.2014: Changed title to unravel (TV edit)
5.11.2014: Change's to normal
8.11.2014: Added custom hitsounds
8.12.2014: Added Fatfan Kolek's Extra
15.12.2014: Changes to timing
30.12.2014: Changes to timing, mp3 change.
13.1.2015: Applied Mao's mod
18.1.2015: Applied -MO-'s mod, kakifly's mod, [-Asuna-]'s mod
18.1.2015: IRC with Satellite
19.1.2015: Applied Pereira006's mod
Thanks to:

SPOILER
Red color = Helped alot

Gexigamma

Pulses

beeboy123

pishifat

Shurelia

Gray Veyron

Sky Trias

Kenterz

kakifly

appleeaterx

-Mo-

PuttyoU

Fluttershy03

Xanandra

Kiiwa

TaikuGx

nabnab

-Nya-

Setsuna

Oyatsu

Project Railgun

skinnyjimmy

-Bakari-

-Nanaka-

xxdeathx

Tarrasky

Lally

Aka

Aleks719 (Star, Buble)

Fatfan Kolek

ProfessionalBox

fanzhen0019

Mira-san

smallboat (Buble)

Gero (Qualify)

Mao

Pho

-[ Asuna ]-

Satellite (Buble)

Pereira006 (Qualify)
24.4.2015: 1000 favourites :)
Redowload if you dowloaded the map before dec 30th 2014
SkyperOne
cant wait this to finish :D
Gexigamma
Hi! ^.^ Here is my mod as requested

I won't mod specifically the diffs but the whole mapset itself because there are some flaws that need to be fixed before enter in detail.

  1. The artist should be TK from 凛として時雨. Leave the romanized artist as it is.
  2. Your audio file has a very low quality. Here you have a better one: http://puu.sh/aUjIg/44b30d3697.mp3
  3. The background must be exactly 1366x768 and yours is 1365x768. This image has the right resolution: http://puu.sh/aUjZf/22125b9362.jpg Also I deleted the text that was at the top-right corner for a nicer looking.
  4. BPM is okay, but offset should be 8100. When you are timing a song you wanna make sure that the first timing point (red line) matches with the first note of the song, this is very important because it makes mapping a lot easier. Also make sure that you change the offset in every diff or else you will get errors.
  5. The hitsounds hurt my ears ;w; They are too loud. Please go to "song setup > audio" and decrease the sample volume to 50%. Do this in all the diffs.
  6. I like to encourage people to use nice combo colors, the default ones never fit well...
  7. Consider adding a preview point. You can do this by going to the timing menu and selecting "Set Current Position as Preview Point". I'd recommend to set it at 00:55:006
  8. You haven't added any tags to the song. You could add "anime, opening" and anything else that is somewhat related to the song.
  9. The countdown is not needed here, disable it in all diffs from "song setup > design" and uncheck "Enable Countdown"
These are some basic things that need to be fixed asap. When you finish with all that poke me ingame so I can help you in more detail with the diffs.

GL :D
Topic Starter
kristi71111

Gexigamma wrote:

Hi! ^.^ Here is my mod as requested

I won't mod specifically the diffs but the whole mapset itself because there are some flaws that need to be fixed before enter in detail.

  1. The artist should be TK from 凛として時雨. Leave the romanized artist as it is.
  2. Your audio file has a very low quality. Here you have a better one: http://puu.sh/aUjIg/44b30d3697.mp3
  3. The background must be exactly 1366x768 and yours is 1365x768. This image has the right resolution: http://puu.sh/aUjZf/22125b9362.jpg Also I deleted the text that was at the top-right corner for a nicer looking.
  4. BPM is okay, but offset should be 8100. When you are timing a song you wanna make sure that the first timing point (red line) matches with the first note of the song, this is very important because it makes mapping a lot easier. Also make sure that you change the offset in every diff or else you will get errors.
  5. The hitsounds hurt my ears ;w; They are too loud. Please go to "song setup > audio" and decrease the sample volume to 50%. Do this in all the diffs.
  6. I like to encourage people to use nice combo colors, the default ones never fit well...
  7. Consider adding a preview point. You can do this by going to the timing menu and selecting "Set Current Position as Preview Point". I'd recommend to set it at 00:55:006
  8. You haven't added any tags to the song. You could add "anime, opening" and anything else that is somewhat related to the song.
  9. The countdown is not needed here, disable it in all diffs from "song setup > design" and uncheck "Enable Countdown"
These are some basic things that need to be fixed asap. When you finish with all that poke me ingame so I can help you in more detail with the diffs.

GL :D
Thanks :)
Gexigamma
K here is my recheck. I'll point out everything I can ;) Don't give kds

[Easy]
  1. First of all, there are some problems with the timing points and kiai time. You changed the offset, and because of that you have to change the timing points in the timing section. But before that, you have to decide where the kiai time will be, and tbh I don't think the current ones fit well with the song. I'd suggest to delete the timing points and set another 2 at 00:56:099 - and 01:20:988 - because here the song feels more powerful than the other 2 kiai segments you marked. However, if you decide to keep the other kiai times, plz ensure that they start and end in a big white tick.
  2. There are some notes that you didn't fixed :/ Some are placed in blue ticks, which is definitely not a good idea for an easy diff. Others are placed in red ticks, which are possible, but should be avoided to keep things easier for the player. Here's a list of wrong placed notes:
    1. 00:27:433 (6) - Move to the next white tick.
    2. 00:37:655 (6) - Move to the previous white tick. 00:37:877 (7) - Move to the next white tick. 00:39:655 (9) - 00:40:211 (10) - These are badly placed.
    3. 00:48:877 (1) - Badly placed :/
    4. 00:51:766 (1) - ^^^
    5. 01:06:877 (1) - ^^^
    6. 01:12:099 (1) - Slider end is on blue tick.
  3. Once everything from above is fixed I'd like to recommend some rhythm changes here and there:
    1. 00:18:099 - Consider add note here to fill this gap. You can either add a note or repeat the slider. You choose.
    2. 00:19:655 (1) - This slider should end at 00:20:544 - imo
    3. 00:23:655 - Add note here again to fill gap.
    4. 00:24:544 (4) - You could make this a repeating slider.
    5. 00:27:211 - You can hear here the drums remarking, to achieve the same effect I'd suggest to add two hitcircles at 00:27:211 - and 00:27:655 -
    6. 01:12:988 (2,1) - You aren't following the music here. Consider remapping this part.
    7. 01:20:988 (1) - After this note you could add a spinner.
  4. Combos should be based on the sound (drumming, guitar-streaming, singing) of the music in some way. I'm not sure if I can explain this, but you can look it as if they were verses in the lyrics of the song. When a verse ends, the combo ends. More or less.
[Normal & Hard O.o]
I'm afraid that you'll have to redo both :S The main issue is the rhythm, the notes are bad time-spaced and the sliders seems to be randomly placed. idk what can I do to help you with those ;w;

I'd recommend you to read these links with useful info if you are really willing to remap.
https://osu.ppy.sh/wiki/Beatmapping
https://osu.ppy.sh/wiki/Music_Theory
Topic Starter
kristi71111

Gexigamma wrote:

K here is my recheck. I'll point out everything I can ;) Don't give kds

[Easy]
  1. First of all, there are some problems with the timing points and kiai time. You changed the offset, and because of that you have to change the timing points in the timing section. But before that, you have to decide where the kiai time will be, and tbh I don't think the current ones fit well with the song. I'd suggest to delete the timing points and set another 2 at 00:56:099 - and 01:20:988 - because here the song feels more powerful than the other 2 kiai segments you marked. However, if you decide to keep the other kiai times, plz ensure that they start and end in a big white tick.
  2. There are some notes that you didn't fixed :/ Some are placed in blue ticks, which is definitely not a good idea for an easy diff. Others are placed in red ticks, which are possible, but should be avoided to keep things easier for the player. Here's a list of wrong placed notes:
    1. 00:27:433 (6) - Move to the next white tick.
    2. 00:37:655 (6) - Move to the previous white tick. 00:37:877 (7) - Move to the next white tick. 00:39:655 (9) - 00:40:211 (10) - These are badly placed.
    3. 00:48:877 (1) - Badly placed :/
    4. 00:51:766 (1) - ^^^
    5. 01:06:877 (1) - ^^^
    6. 01:12:099 (1) - Slider end is on blue tick.
  3. Once everything from above is fixed I'd like to recommend some rhythm changes here and there:
    1. 00:18:099 - Consider add note here to fill this gap. You can either add a note or repeat the slider. You choose.
    2. 00:19:655 (1) - This slider should end at 00:20:544 - imo
    3. 00:23:655 - Add note here again to fill gap.
    4. 00:24:544 (4) - You could make this a repeating slider.
    5. 00:27:211 - You can hear here the drums remarking, to achieve the same effect I'd suggest to add two hitcircles at 00:27:211 - and 00:27:655 -
    6. 01:12:988 (2,1) - You aren't following the music here. Consider remapping this part.
    7. 01:20:988 (1) - After this note you could add a spinner.
  4. Combos should be based on the sound (drumming, guitar-streaming, singing) of the music in some way. I'm not sure if I can explain this, but you can look it as if they were verses in the lyrics of the song. When a verse ends, the combo ends. More or less.
[Normal & Hard O.o]
I'm afraid that you'll have to redo both :S The main issue is the rhythm, the notes are bad time-spaced and the sliders seems to be randomly placed. idk what can I do to help you with those ;w;

I'd recommend you to read these links with useful info if you are really willing to remap.
https://osu.ppy.sh/wiki/Beatmapping
https://osu.ppy.sh/wiki/Music_Theory
Thanks I'l redo normal and hard diff and fix the easy dif :o
Pulses_old
Easy:
SPOILER
You should change the beat snap divisor to 1/3 or 1/4 for mapping this map.

1- 00:39:877 - Should move a note earlier
2- 00:40:211 - ^ same
3- 00:53:877 - should replace the spinner with circles or sliders... just don't spinner :D

Normal:
SPOILER
You should mod/map this diff under beat snap 1/6.

and nothing's wrong :D
Topic Starter
kristi71111

Pulses wrote:

Easy:
SPOILER
You should change the beat snap divisor to 1/3 or 1/4 for mapping this map.

1- 00:39:877 - Should move a note earlier
2- 00:40:211 - ^ same
3- 00:53:877 - should replace the spinner with circles or sliders... just don't spinner :D

Normal:
SPOILER
You should mod/map this diff under beat snap 1/6.

and nothing's wrong :D
Thanks for the easy fixes (Did not notice them)
beeboy123
Easy
00:38:322 (3,4,5,6) - Odd spacing
00:56:099 (1,2,3) - ^
01:01:433 (2,3,4) - ^
01:13:877 (1,2,3,4,5,6) - ^
01:19:211 (4,5) - Make these sliders mirror each other

Normal
00:08:099 (1,2,3) - 1st and 3rd note should overlap
00:16:099 (3) - Move this down 1 square
00:30:322 (3,4,1,2,3,4) - inconsistent spacing
00:34:766 (1) - 00:36:544 (1) - these 2 sliders should be the same
00:45:433 (1,2) - these sliders are not blanketing eachother
00:59:655 (1) - move this up one grid square to match the previous pattern
01:10:322 (1,2,3) - These sliders do not mirror eachother and 1 and 3 are not in the same spot
01:19:211 (4,5,6) - Give each note there own combo

Hard
00:08:099 (1,2,3,4,5) - 1st and 5th note should overlap to make the combo nicer
00:15:211 (1,2,3,4,5,6,7,8,9) - spacing here is weird try making the grid smaller
00:23:655 (6,7,8,9) - spread this out so it is easier to identify each note
00:25:877 (1,2,3,4,5) - redo this combo
00:30:766 (6) - too close to previous note
00:35:655 (2,3,4,5,6) - spread this out so it is easier to identify each note. Stuff like this can be hard to read with hidden and it also makes the streams seem more intimidating
00:46:322 (2,3,4,5,6) - ^
00:56:099 (1,2,3,4,5) - ^
00:57:877 (1,2,3,4,5) - ^
01:07:655 (2,3,4,5,6) - ^
01:10:322 (1,2,3) - Make 1 and 3 the same and you could make them more symmetrical
01:19:211 (4,5,6) - give each one of these notes there own combo


Other Comments
You should toggle the grid size temporarily to fix some distance inconsistencies

Really good beatmap set :D Good luck getting it ranked.
pishifat
well, i was going to do a regular mod thing pointing out details and usual stuff, but there's a lot of general things that i think need to be addressed before that. whenever i made my first map, i got a lot of people modding specifics (like the last couple of mods you've gotten), but really, it's more necessary to have the main ideas pointed out instead of that minor stuff. it may be less work to get mods that point out tiny things, but they won't be as useful in the long run if you don't have the major concepts down. that being, here's just some information that may or may not be useful for your this mapset. it's in no particular order, sohere:

  1. so the first difficulty i testplayed was easy, and i noticed that you hadn't used distance snap the whole time. on easy/normal diffs, distance snap is necessary throughout the entire map, with the exception of large gaps/stacks. by large gaps, i mean something like 00:19:655 (2,1) - since the length of time given between these two objects is enough to read the approach circle on 00:21:877 (1) - . stacks... well you know what those are. so, in the easy, something like 00:24:544 (4,1) - which is a sudden jump of 1.5x should be reduced to 1.0x, which seems to be your base distance snap. something like 00:44:544 (5,1) - , which is a .8x jump, should be increased to 1x and so on for everywhere in this difficulty and the normal.
  2. when opening your map in the editor, the first thing i noticed was your grid level was really low. increase your grid level to 4 while you're mapping. this is just a technical thing that will make everything a lot easier for you in regards to spacing. right now you use 1x mostly, but because grid level is set to 2, spacing is more variable. for example, 00:56:099 (1,2,3) - there should be equal spacing between the tail of 1, 2, and the head of 3. visually, from this to this. pretty much all minor spacing inconsistencies can be fixed if you go through your map after adjusting your grid size to 4 then using the distance snap thing. sometimes you'll even want to turn off grid snap to get precise stuff with sliders, so don't be afraid to do that.
  3. last thing about spacing here - your hard diff. on hards, you don't have to follow distance snap the whole time, but it's recommended that you do so for a lot of it. when things are consistent in the music, make them consistent with your spacing. 00:49:877 (3,4,5) - and 00:51:655 (2,3,4) - represent the same rhythm, but the first is spaced at .7x distance snap and the latter 1x. for the most part, you used 1x distance snap on this diff, so it's not something you need to worry about too much.
  4. since i just mentioned 00:56:099 (1,2,3) - above, i thought i should say something about symmetrical patterns. when doing symmetrical stuff, make sure they're exactly symmetrical. it's really obvious when something isn't symmetrical, like this place currently isn't, so use keyboard shortcuts like ctrl+h and ctrl+j when working with horizontal or vertical symmetry respectively. so, in this instance, you can create 00:56:099 (1) - as your first slider, then copy/paste it to 00:57:877 and finally then press ctrl+H to have perfect symmetry between 1 and 3
  5. next, a bit on your "new combo" usage. in most cases, you'll want to follow a pattern of some sort. what fits best for the way you've currently mapped is a 2 measure NC pattern for easy/normal and a 1 measure pattern for hard. if you're unfamiliar with music terminology, a "measure" is just the period between large white ticks. what i mean by this is you'll want to start a new combo on every other measure for your easy/normal difficulties and one on every measure for your hard diff. combos affect how fast your health drains, so you really should keep them consistent throughout the entire map, excluding places where you're pointing out inconsistencies in the music with slider velocity changes, 1/3 or 1/6 rhythms, or anything else that's just abnormal.
  6. neeeext, sliders with red anchors/sharp curves. this is referring to sliders shaped like 00:15:211 (1,2) in the easy diff. the red anchors there are... well, unnecessary. when making sharp curves with red anchors like these, it should be done to emphasize something strong, but these aren't emphasizing anything. they're just there, i guess. since there's rhythmic stuff on the 1/2 beats during this song, you could move it so that the curve changes on the 1/2 beats, but it would probably be more appropriate to just have an ordinary curve here. there's nothing to indicate something strong or abnormal, which red anchors are used for in sliders like these.
  7. not too major since you didn't do this much, but make sure you avoid overlaps with slider bodies in easy/normal. of course there are some exceptions, but overlapping circles with the slider body, an example being 00:42:544 (2,3,4,5) - on the easy, is pretty much a no-go. as i said, you don't really do this much, but yeah. just remember to avoid that. those playing easy/normal diffs are mentally handicapped and can't read that kind of object placement
  8. i hope you like reading. next thing is hitsounding. there's some places where you've got some claps, but aside from that, you've got pretty much no hitsounds, which is unrankable. similarly to new comboing, you'll want to create a pattern of some sort with your hitsounds based on the repetitive instrumental stuff going on in the backbeats (so the drums). in the easy difficulty, you've got a pattern going for a bit at 00:56:099 (1) - with a clap on every third beat of a measure, but you stopped that after a few measure and went back to no hitsounds at all. a simple pattern like claps on beats 1 and 3 works, but it's best to create something that sounds good in accordance to the actual song. in silent parts like 00:41:877 (1) - that kind of clap pattern wouldn't really fit, so you'll want to do something different. whatever you do happen to decide on doing, make sure it's consistent throughout the section. if you don't know what i mean by that, take 00:48:988 (1,2,3,4,1,2,3,4) - as an example of a "section." you've got a bunch of claps spammed on every beat for 00:48:988 (1,2,3,4,1) - , but you don't have any claps on 00:52:544 (2,3,4) - . nothing in the music has changed between these, so it doesn't make much sense to stop your hitsounding pattern. you can probably tell where the "sections" of the song are just by listening, so judge for yourself and see what you think would work for a hitsounding pattern for each section. BeatOfIke wrote some stuff about specific hitsounds, so that's located in the box below.
    BeatofIke's hitsounding tips. ignore any timestamp examples he gives since they're for another map

    BeatofIke wrote:

    For Finish hitsounding, I like to add them in parts where I can hear the cymbal crashes (like a loud "pssshh" sound) in the music. The finish hitsounding is often the easiest to do, since most of the time you just add finishes for cymbal crashes or just any loud prominent sound your hear in the music.

    For clap hitsounding, almost ANY type of music (other than those with complex beats, break rhythms, guitar riffs, and what not such as in dnb, metal, etc.) will sound good if you add claps on every 2nd and 4th beats in respect with a 4/4 measure (4 beats per measure). More often, you will hear a constant percussion (drum) sounds on every 2nd and 4th beats. This is also considered to be relatively easy to hitsound if used carefully. Again, you can use any type of clap hitsound you like (soft-clap is often my personal preference, but I sometimes use normal-claps and drum-claps if I feel that it sounds better on some parts of the music). And lastly, they the whistle hitsounding.

    Whistle hitsounding - You can use whistles for keysounds (piano for example), synths, vocals, guitar, finger snaps, and any other melodic sounds out there. You can even use whistles as the same for claps (every 2nd and 4th beats for example), usually for softer parts of the music like in 02:16:815 - 02:40:088 (the slow part you did is good btw). There are obliviously many other ways to use whistles, but for now....only focus on the softer parts of the music since this is instrumental (non-vocal) music with no keysounds in it. It may helpful to look at other ranked mapsets to discover other ways you can use whistles. Anyways, that's all I can really help you with. Hope this advice helps and good luck!
  9. still about hitsounds -- one thing that i'm not sure if you know about is the ability to change between the normal/soft/drum samplesets. by creating a new uninherited timing point (these green lines) you can change between the pre-existing samplesets under the "Audio" tab. there's a lot of extremely soft sections in this song which would definitely benefit from usage fo the soft sampleset.
  10. another thing about htisounds (i could include them in the same bullet point but i think it may be better to separate lol). whenever you have a hitsound pattern that you're using, make sure that you don't ignore any beats that have hitsounds based on your pattern. going back to your clap on every third beat hitsound pattern in the easy diff at 00:56:099 (1) - you're emphasizing every third beat of a measure by including the clap hitsound there. however, you adjust some rhythm stuff and end up with a slider going through the place where a clap should be at 01:05:877 - , leading to a lack of expected emphasis on that part. so yeah, there should be an object of some kind in the middle of the slider at 01:05:433 (2) - to support the emphasis provided by the clap hitsound in your pattern thing (assuming that was the pattern you were going with).
  11. last thing (and most important in my opinion) would be your rhythms. to start, in the hard diff, you're only following the vocals for a large portion, which leaves huge gaps, like the one between 00:09:433 (5,1) - . if you listen, you can hear there are some pretty strong beats that are being ignored which you really should consider adding objects to. notice that i also circled the end of 00:09:433 (5) - because slider ends usually don't allow for much emphasis. when the player actually "clicks" on an object, they're able to actually feel/produce the emphasis, but having a slider end on an important beat like this kind of messes that up. you can read more about that on Jenny's userpage since it's explained a lot better there. anyway, back to the point of this - when you're mapping vocals, don't map so that you're ignoring the backbeats. they're more important than vocals (in most cases), so you'll really want to map with those in mind first, then vocals as additional rhythmic somethingsomething.
  12. last last thing (still about rhythms). gaps in rhythms. throughout the entire hard diff there's unnatural gaps in your rhythm placement that are not apparent in the song, such as 01:04:988 (6,7,8,9,10,11,1) - 01:08:544 (1,2) - 00:20:544 (5,1) - etc. since the map is supposed to represent the song, it would be a good idea to fill in those gaps. like a reeeally good idea. if you were to take a look at some of the recently ranked hards, you'll be able to see that there's nothing majorly ignored as you've done so a lot throughout this difficulty. pretty much wherever you've got a gap, think to yourself whether or not there's something that actually indicates so in the music. something like 00:54:322 (1,2) - is deserving of the gap since there's a definite stop in the music, but other places not quite as much.
  13. lastlastlast thing. i was hoping this was not the case, but it became pretty obvious while writing things that your normal difficulty is a copy/paste of the hard diff with some objects removed and a few areas changed. doing that is a really bad idea for reasons that i don't even know how to explain. it's just... don't. for the sake of mankind. i don't know what i'm talking about anymore but yeahdon'tdothat
uh
the end

there's a lot you'll need to do to get this map ranked, but if you're willing to put in the time to do so, it can definitely happen.

i like your background if that means anything
Shurelia
おっす!やったよ!
From my Moddinq queue~

[Easy]
  1. 00:24:544 (3,1) - This is too hard to be read for beginner players. Stack is not recommended for Easy diff. I suggest to move the object somewhere else.
  2. 00:43:211 (4,1) - ^^^
  3. 00:45:433 (3) - (Nazi) I suggest to move this a bit to x:160 , y:316
  4. 00:56:099 (1) - Add Finish on the head to emphasize the song.
  5. 01:10:322 (2) - ^^^
  6. 01:15:655 (1,2) - Make the position look straight. so it'll looks prettier.
  7. 01:19:211 (1,2) - Same reason with 00:24:544
  8. 01:21:433 (1) - I suggest to reduce the spinners sound to 15-20% because it's the end of the song.

[Hard]
  1. 00:08:099 (1,2) - Bad Overlay. I suggest to move (2) to somewhere else.
  2. 00:13:877 (4,5,6) - These stacks is too hard for a normal diff. Player can get suprised by this one. I highly suggest to move these elsewhere.
  3. 00:28:544 (5) - This is too hard to be read and the object is too close with the previous one. Please fix the distance using Distance snapping.
  4. 00:30:322 (2,3) - Fix the distance a bit.
  5. 00:32:544 (6,1) - These too is a bit too far away from each other. I suggest to fix this with distance snapping.
  6. 00:43:655 (1,1) - Distances problem. I highly suggest to fix these.
  7. 00:56:099 (1) - Add Finish to empahize with the song.
  8. 01:06:766 (1) - Object is too close with the previous one~ i suggest to fix this.
  9. 01:10:322 (1) - Same with 00:56:099 (1) (on the head)
  10. 01:21:433 (1) - Same with Spinner on Easy diff.

[Hard]
  1. 00:18:766 (2) - Fix this slider~ It looks weird imo.
  2. 00:27:655 (5) - Add Finish to emphasize with the song.
  3. 00:56:099 (1) - ^^^
  4. 01:10:322 (1) - ^^^ on the head
    This diff is really lack of Rhythm variations. And there's too many stacked stream. I would suggest to remap this diff so you can make more pretty diff and fun diff to play.

That's all for me, Hope this help. And good luck!
Cerulean Veyron
Hi, From my mod form, sorry for a late mod, I don't check them much >_>

[> General <]
  1. - I think the Source should be "東京喰種(トーキョーグール)". I'm not sure, but have a try.
  2. - You should add more tags for the map > "Studio Pierrot" - "op" - "supernatural". Also, Remove "anime" from tags, It'll be on the song genre later on.
  3. - Uncheck Letterbox and Widescreen Support, You don't use any Storyboard files.
  4. - I see the mapset's Difficulty Spread looks too much like... "map is too easy, it needs to have the hardest diff on a map". So yeah, Try planning to make a Hard or Insane, or ask someone to make one for you.
[> Easy <]
  • CS +1 and OD -1.
  1. 00:09:433 (2,3) - I didn't like this flow much, Try making a symmetry or a blanket here.
  2. 00:11:655 (4,5) - Rotate slider (5) -30 clockwise, or make a blanket here.
  3. 00:18:766 (1,2) - Sharp to soft? Are you serious? you should remake this like how you did on 00:10:766 (3,4) -
  4. 00:19:655 (2,3,4) - Make a triangle formation here, and a blanket on circle (5).
  5. 00:22:322 (1,2) - I recommend this kind of pattern for your parallel reasons > http://puu.sh/bcSjD/e3caa177fb.png
  6. 00:23:655 (2,3) - ^, make a good parallel here.
  7. 00:27:655 (3) - Move to x:312|y:216? looks to straightic.
  8. 00:32:988 (1,2,3,4,5,6,1,2,3) - These notes almost stayed on one grid place, which would look boring to players, try making something stylish here.
  9. 00:40:099 (7,1) - Swap NC, new track.
  10. 00:41:877 (1,2,3) - Blanket the sliders each other, and move circle (5) a bit further to avoid overlap with slider (1).
  11. 00:48:988 (1,2,3,4) - Correct the symmetry here, looks awkward when playing.
  12. 00:51:655 (5,6) - Blanket each other?
  13. 00:56:099 (1,2,3,4,1,2,3,4,1,2) - Same as 00:32:988 (1,2,3,4,5,6,1,2,3) -, repeated rhythms would sound boring.
  14. 01:05:877 (4) - Move this leftgrid on x:68 or x:64, to keep the flow smoother.
  15. 01:16:544 (5,1) - Make a symmetry here, Curve or uncurve, it's still symmetrical.
  16. 01:19:211 (4,5,6) - Blanket each other? Also, move the circle (6) front of slider (5)'s tail.
  17. - Well, it should be a nice diff, but it literally needs a bit of work, This is all i can say for this diff.
[> Normal <]
  1. HP -2 CS +1 OD -2, The diff consistency looks overrated.
  2. 00:08:099 (1,2) - The starting looks really the same as Easy, at least make a different pattern for that.
  3. 00:15:211 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - Same reason as the previous diff, repeated rhythms would be bad for players, also might be bored staying on a single place for the gameplay.
  4. 00:24:988 (5,1,2) - Make a triangle formation here, or blanket.
  5. 00:28:544 (5,2) - Overlap, split or stack, since It's a normal diff btw...
  6. 00:32:099 (5,6,3) - ^
  7. 00:34:766 (4,5,6,7,1,2,3,4,5,6,7,1) - Same as 00:15:211 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) -
  8. 00:40:988 (2,3,4,5,6) - Correct the Retangle-Triangle formation here, also, Ctrl + G on 00:42:322 (5,6) - to avoid flow breaking.
  9. 00:43:655 (1,1) - Stack
  10. 00:48:988 (1,2,3,4,5,6,7,8,1,2,3,4) - Too straighting patterns, Curve the flow here for smoother playing.
  11. 00:54:322 (5) - Add NC, new track.
  12. 00:55:211 (6,7,1,2,3,4,5,6,1,2,3,4) - Same as 00:15:211 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) -
  13. 01:01:433 (4,6,1) - Is this overlap on purpose, it looked really bad and unfittable for the song track, why not make something like a blanket?
  14. 01:09:433 (2,1,2,3) - Too straightic, keep the parallel, but change few positions of them.
  15. 01:17:433 (1,2,3) - Make a triangle formation here.
  16. - Same reason as Easy, but a little more work for this.

I think that's it for me, Great song!
Good Luck
Sky Trias
[Hi .. From #modreqs]

  • [Easy]
  1. 00:39:211 (5) - remove Clap ?
  2. 01:05:877 (4) - repeat this Slider
  3. 01:06:766 (1) - move this Spinner to 01:06:988 until 01:09:877
  • [Normal]
  1. 00:41:877 (4,5) - Change to Slider , and put the slider in 00:41:877 (4) place
    ( like this http://puu.sh/bdWve/5a06b850d9.png )
  2. 00:42:766 (6) - Put in end of slider

  • [Gex's Hard]
  1. 00:21:766 (7) - move this to 00:21:655
  2. 00:21:877 - add a note
    make like this ( http://puu.sh/bdVLD/ce7816e917.png )
Hope this help you :)
Good Luck ! ;)
Topic Starter
kristi71111

Sky Trias wrote:

[Hi .. From #modreqs]

  • [Easy]
  1. 00:39:211 (5) - remove Clap ? Done
  2. 01:05:877 (4) - repeat this Slider I disagree
  3. 01:06:766 (1) - move this Spinner to 01:06:988 until 01:09:877 I disagree
  • [Normal]
  1. 00:41:877 (4,5) - Change to Slider , and put the slider in 00:41:877 (4) place Done
    ( like this http://puu.sh/bdWve/5a06b850d9.png )
  2. 00:42:766 (6) - Put in end of slider I disagree made a blanket instead

  • [Gex's Hard]
  1. 00:21:766 (7) - move this to 00:21:655 I disagree
  2. 00:21:877 - add a note
    make like this ( http://puu.sh/bdVLD/ce7816e917.png )I disagree
Hope this help you :)
Good Luck ! ;)
Anyway Thanks for moding :)
AruOtta
Hey, mod from my queue

Easy

  1. 00:41:877 (2,3) - Maybe you can try to fix this overlap by making a blanket ? Exemple :
  2. 00:59:655 (1,3,1) - I think you can try to stack these 3 sliders with 00:56:099 (1,3) ? Then the pattern you made is gonna be cleaner and prettier.
  3. 01:05:877 (4) - Maybe you can add a hitclap on this slider's head, it'll follow the hitsound pattern you made before

Normal

00:08:099 (1,2) - You can increase the flow of this pattern I think, maybe if you move (2) in (1)'s movement (it's hard to understand, here is an exemple :)
[*]01:01:433 (6,2) - Try to avoid the overlap here, for exemple by moving (2) at x196|y196
[*]01:12:988 (4) - Not really important, but you may stack it with 01:11:211 (2) ?[/list]

Gex's Hard

  1. 00:14:322 (6,7) - I think you can avoid the overlap here, try to move (7) around x300|y224
  2. 00:16:544 (5,6) - The flow is quite bad here, (5)'s slider's movement goes at the opposite way of 00:16:988 (6), so maybe you could reverse the curve ? Like this exemple :
  3. 00:19:655 (3,4) - Same problem here, as I said you can reverse the slider's curve (and maybe make a blanket with 00:18:766 (1)'s tail ?)
  4. 00:49:322 (2,3,4) - I think these kinds of distance for 1/4 is very hard, it's only used for Extra, so I really think you should use a shorter distance between these objects :
    Try to fix the other ones in this part : 00:51:099 (2,3,4) - and 00:52:877 (2,3,4,5,1).
  5. 01:05:655 (6,7) - I think you can make a cleaner blanket, try to move (7) at x168|y72.
  6. 01:13:211 (8) - I suggest a clap on this slider's tail ? :3
  7. 01:19:877 - Maybe you can add a circle here, it'll follow the voice ; I was thinking 01:20:099 (6) was at 01:19:877, so it'll avoid these kinds of fail.

I really like the song, I think maybe you can add an Insane here ?

Anyway, good luck for rank \:D/
Topic Starter
kristi71111

Kenterz wrote:

Hey, mod from my queue

Easy

  1. 00:41:877 (2,3) - Maybe you can try to fix this overlap by making a blanket ? Exemple :
  2. 00:59:655 (1,3,1) - I think you can try to stack these 3 sliders with 00:56:099 (1,3) ? Then the pattern you made is gonna be cleaner and prettier.
  3. 01:05:877 (4) - Maybe you can add a hitclap on this slider's head, it'll follow the hitsound pattern you made before
Done

Normal

00:08:099 (1,2) - You can increase the flow of this pattern I think, maybe if you move (2) in (1)'s movement (it's hard to understand, here is an exemple :)
[*]01:01:433 (6,2) - Try to avoid the overlap here, for exemple by moving (2) at x196|y196
[*]01:12:988 (4) - Not really important, but you may stack it with 01:11:211 (2) ?[/list]
Done

Gex's Hard

  1. 00:14:322 (6,7) - I think you can avoid the overlap here, try to move (7) around x300|y224
  2. 00:16:544 (5,6) - The flow is quite bad here, (5)'s slider's movement goes at the opposite way of 00:16:988 (6), so maybe you could reverse the curve ? Like this exemple :
  3. 00:19:655 (3,4) - Same problem here, as I said you can reverse the slider's curve (and maybe make a blanket with 00:18:766 (1)'s tail ?)
  4. 00:49:322 (2,3,4) - I think these kinds of distance for 1/4 is very hard, it's only used for Extra, so I really think you should use a shorter distance between these objects :
    Try to fix the other ones in this part : 00:51:099 (2,3,4) - and 00:52:877 (2,3,4,5,1).
  5. 01:05:655 (6,7) - I think you can make a cleaner blanket, try to move (7) at x168|y72.
  6. 01:13:211 (8) - I suggest a clap on this slider's tail ? :3
  7. 01:19:877 - Maybe you can add a circle here, it'll follow the voice ; I was thinking 01:20:099 (6) was at 01:19:877, so it'll avoid these kinds of fail.
Leaving it to gexi

I really like the song, I think maybe you can add an Insane here ?

Anyway, good luck for rank \:D/
Gexigamma

Kenterz wrote:

Gex's Hard

  1. 00:14:322 (6,7) - I think you can avoid the overlap here, try to move (7) around x300|y224 why should be avoided? it's ok imo
  2. 00:16:544 (5,6) - The flow is quite bad here, (5)'s slider's movement goes at the opposite way of 00:16:988 (6), so maybe you could reverse the curve ? I look at it again and yeah you're right
  3. 00:19:655 (3,4) - Same problem here, as I said you can reverse the slider's curve (and maybe make a blanket with 00:18:766 (1)'s tail ?) I made someting different
  4. 00:49:322 (2,3,4) - I think these kinds of distance for 1/4 is very hard, it's only used for Extra, so I really think you should use a shorter distance between these objects. Try to fix the other ones in this part : 00:51:099 (2,3,4) - and 00:52:877 (2,3,4,5,1). You're right, all fixed here
  5. 01:05:655 (6,7) - I think you can make a cleaner blanket, try to move (7) at x168|y72. I rotated things a bit to get a better blanket
  6. 01:13:211 (8) - I suggest a clap on this slider's tail ? :3 Oh I missed that ;w; Fixed
  7. 01:19:877 - Maybe you can add a circle here, it'll follow the voice ; I was thinking 01:20:099 (6) was at 01:19:877, so it'll avoid these kinds of fail. hmmmk
kakifly
alright mod here :D



Normal

try CS 3.5 for better difficulty spread and lower AR by 1 or 2 since its too high for Normal

- 00:08:099 (1,2) - these two sliders are not arranged so nicely; i suggest blanketing them or put them in some way that they look more organized; heres a guide by Inverness if you need suggestions t/208596

- 00:11:655 (1,2,3) - maybe try a rhythm similar to this? i find the current one unfitting to the music and vocals
- 00:15:211 (1) - again this slider can be made to look nicer; heres what i suggest
- 00:16:988 (4,5) - i suggest merging these into a 2/1 beat slider, the current rhythm is very 'choppy' you have to try and have a smooth flow of notes if that makes sense..

- 00:18:766 (1,2,3,4) - listen carefully to the music; you are overmapping a bit. The only places where a major sound starts is at 00:18:766 and 00:20:544

- 00:22:322 (1,2,3,4) - similar to above ^

- 00:25:877 (1,2,3,4,5) - i suggest a spinner here instead

- 00:29:433 (1,2,3,4,5) - maybe something like this?
- 00:35:655 (5,6,7) - make these into a 1/2 repeat slider instead

- 00:36:544 (1,2,3,4,5,6,7) - try not to repeat the same thing too many times..their even mainly in the same spot lol xD

- 00:40:099 (1,2,3,4,5) - maybe something like this ??
- 00:43:655 (1,2,3) - this doesnt follow the beat, try making it into a slider like this
- 00:45:433 (1,2,3,4,5) - again; doesnt fit the music or anything, maybe try something like this
- 00:49:877 (2,3,4) - 00:51:655 (6,7,8) - make into 1/2 repeat sliders

- 00:52:544 (1,2,3,4) - try this?
- 00:56:099 (4) - NC because its the start of kiai time , also i really suggest increasing the SV at kiai time; the music builds up some kind of pressure and it is most natural if the kiai time SV is higher (maybe 1.20? or at least 1.10)

- 00:54:322 (1,2) - merge into a 2/1 slider

- 00:56:099 (4,5) - try this?
- 01:01:433 (6) - add repeat? if you do remove 01:02:322 (1) - obv

- 01:04:988 (1,2) - try the exact same thing as what i suggested for 00:56:099 (4,5)

- 01:06:766 (3,4) - merge into a 2/1 slider

- 01:10:322 (1,2,3) - please dont overlap these in a normal.. try this?
- 01:13:433 (4,5) - i dont think these are necessary

thats all i suppose; your beatmap still needs some improvement ill be honest >_< hope that helped a bit, feel free to pm me if you need help and good luck !!
Mint
from #modreq

:idea: General


* Clean

:arrow: Testplay


* Easy (+DT,HR) - Score ~ Replay
* Normal (+DT,HR) - Score ~ Replay
* Gex's Hard - Score ~ Replay
* Kenterz's Insane - Score ~ Replay

Easy


* 00:11:655 (3,4) - This blanket is done a little bit sloppy,
make a perfect blanket by placing (4) a little closer to (3), and maybe move
some slider points of (3)
* 00:15:211 (1,2) - Hmm, make more interesting sliders here, try this?
* 00:21:877 (5,1) - This blanket can be improved by moving some slider points
of (1)
* 00:59:655 (1,2,3) - Same as previous, which imo should be (a little) different than the previous combo - try making a similar, but different pattern here
* 01:20:988 (1) - End spinner on blue tick like the Insane diff.

Normal


* 00:15:211 (1,2,3,4,5,6,1,2,3,4,5,6) - This is way too repetitive, I really recommend changing the second combo into a different pattern. Maybe try this?
340,76,22322,6,0,P|272:92|240:84,1,100
152,120,23211,1,0,0:0:0:0:
220,192,23655,1,0,0:0:0:0:
180,284,24099,2,0,P|229:277|276:293,1,100
368,332,24988,1,0,0:0:0:0:
368,232,25433,1,0,0:0:0:0:
* 00:36:544 (1,2,3,4,5,6,7) - Same as above - but ofcourse, this time come up with something yourself :)
* 00:58:766 (1,2,3,4,5,6) - Again, the same as the two suggestions above.
To help you - I suggest remapping this pattern into the left corners - they are empty

* 01:12:099 (3) - Again, repetitive - I'd move this to x308,y140.
* 01:20:988 (1) - End spinner on blue tick like the Insane diff.

This diff needs a little more attention to the variety of patterns, but once some more patterns are added, it should be good to go!

Gex's Hard


* 00:14:322 (6,7) - I don't really like this overlap, and I strongly suggest to change this. But if you decide to do this, you'll have to space everything evenly again - you can use the code if you want.

376,272,14322,2,0,P|436:264|468:248,1,85
388,180,14766,2,0,P|328:188|296:204,1,85
284,296,15211,6,0,P|352:352|444:340,1,170
396,252,15877,1,0,0:0:0:0:
476,192,16099,1,8,0:0:0:0:
412,112,16322,1,0,0:0:0:0:
312,100,16544,2,0,P|308:40|280:0,1,85
216,80,16988,2,0,P|160:48|48:80,1,170
124,152,17655,2,0,P|79:203|114:305,1,170
184,236,18322,1,8,0:0:0:0:
248,156,18544,1,0,0:0:0:0:
* 00:20:544 (6,7,8) - Sudden change of rhythm here (blue-tick) - I recommend adding a NC to indicate this, but you can leave it as it is.
* 00:22:988 (2) - Distance Snap allows this to be a blanket, so I recommend making a good blanket here.
* 00:35:322 (4) - I'm not a big fan of sliders starting on the blue tick, but I guess the song allows it.
* 00:40:766 (2) - Move this note to x116,y92, so it has the same spacing as * 00:41:655 (4,1)
* 00:47:877 (1) - Do something more interesting here - maybe a SV change, or a more unique slider.
* 00:57:877 (4) - Move to x0,y264 for a better blanket.
* 01:01:433 (4) - Move to x276,y348 for a better blanket.
* 01:20:988 (1) - End spinner on blue tick like the Insane diff.

Kenterz's Insane


* 00:11:655 (1) - Adding another slider point makes the slider prettier imo.
* 00:15:211 (1) - The begin of the slider is missing a hitsound. Find a deep finish hitsound to make it sound better. (I suggest the standard drum finish)
* 00:27:211 (1,2,3,4,5) - Maybe you did this on purpose, but I don't really understand the spacing in this small stream.
* 00:53:877 (1,1,1,1,1,1) - I see that you are NC all notes on 1/8 streams, but don't do this too much.

Nice mapset, work a little more on the easier diff's patterns and it should be good to go! Good luck :)

EDIT: Just saw it, but the difficulty settings need to be checked by a high-skilled modder/BAT imo.
AruOtta

appleeaterx wrote:

from #modreq

:idea: General


* Clean

:arrow: Testplay


* Easy (+DT,HR) - Score ~ Replay
* Normal (+DT,HR) - Score ~ Replay
* Gex's Hard - Score ~ Replay
* Kenterz's Insane - Score ~ Replay

Kenterz's Insane


* 00:11:655 (1) - Adding another slider point makes the slider prettier imo.
* 00:15:211 (1) - The begin of the slider is missing a hitsound. Find a deep finish hitsound to make it sound better. (I suggest the standard drum finish) Okey
* 00:27:211 (1,2,3,4,5) - Maybe you did this on purpose, but I don't really understand the spacing in this small stream. Then fixed
* 00:53:877 (1,1,1,1,1,1) - I see that you are NC all notes on 1/8 streams, but don't do this too much. It's to warning people about the 1/6 because they can think it's 1/4

Nice mapset, work a little more on the easier diff's patterns and it should be good to go! Good luck :)

EDIT: Just saw it, but the difficulty settings need to be checked by a high-skilled modder/BAT imo.[/color]
Thank you for the mod :3

Update : http://puu.sh/bfMoT.rar
Topic Starter
kristi71111

Easy


* 00:11:655 (3,4) - This blanket is done a little bit sloppy,
make a perfect blanket by placing (4) a little closer to (3), and maybe move
some slider points of (3) Fixed
* 00:15:211 (1,2) - Hmm, make more interesting sliders here, try this?
Fixed
* 00:21:877 (5,1) - This blanket can be improved by moving some slider points
of (1) Fixed
* 00:59:655 (1,2,3) - Same as previous, which imo should be (a little) different than the previous combo - try making a similar, but different pattern here Fixed ( I think)
* 01:20:988 (1) - End spinner on blue tick like the Insane diff.Fixed

Normal


* 00:15:211 (1,2,3,4,5,6,1,2,3,4,5,6) - This is way too repetitive, I really recommend changing the second combo into a different pattern. Maybe try this?
340,76,22322,6,0,P|272:92|240:84,1,100
152,120,23211,1,0,0:0:0:0:
220,192,23655,1,0,0:0:0:0:
180,284,24099,2,0,P|229:277|276:293,1,100
368,332,24988,1,0,0:0:0:0:
368,232,25433,1,0,0:0:0:0:
Fixed also thanks
* 00:36:544 (1,2,3,4,5,6,7) - Same as above - but ofcourse, this time come up with something yourself :) Fixed
* 00:58:766 (1,2,3,4,5,6) - Again, the same as the two suggestions above. Fixed (my own way)
To help you - I suggest remapping this pattern into the left corners - they are empty

* 01:12:099 (3) - Again, repetitive - I'd move this to x308,y140. Fixed
* 01:20:988 (1) - End spinner on blue tick like the Insane diff. Fixed

This diff needs a little more attention to the variety of patterns, but once some more patterns are added, it should be good to go!
-Mo-
Since you helped me with my first beatmap, I'll give my first modding a go here. I guess I gotta start somewhere.

Orange Notes = Not so important, ignore if you really want.

Easy
00:08:099 (1) - You're missing a Clap at the slider start, and it is inconsistent with the combo.
00:43:655 (3,4) - Replacing it with a reverse slider that lands on White|Blue|Red ticks matches with the vocals better.
01:19:211 (4,5) - The Claps sounds out of place. Either make it consistent with everything after the first spinner, or consider replacing with Finishes.

Normal
00:08:099 (1,2) - I would have it like the second combo so it is consistent.
00:13:433 (3) - Replacing with a circle has a better feel to it.
00:16:544 (3) - Moving this to the left a bit, possibly past 2, would have a better flow.
00:41:877 (4,5) - Similar to the Orange in Easy. Slider at White|Blue|Red matches better.
00:43:655 (1,2,3) - Same as above. If you do this, having a slider instead of three circles will have better polarity.
00:45:433 (1,2,3,4,5) - This just doesn't sound like it goes with the music. I would personally redo this and incorporate red ticks.
00:53:877 (4) - Move diagonally Left+Up one or two grid spaces to make the triple look better.
00:56:099 (4) - New combo since it starts Kiai.
01:02:766 (2) - Is behind the slider and is possibly confusing for newer players.
01:19:211 (1,2,3) - I would personally have this as one combo.

Gex's Hard
00:20:544 (6,7,8) - The polarity is difficult to follow when playing blind (http://youtu.be/53PkFLrK8Ws).
00:27:655 (1,2,3) - Same as above.

Didn't spot anything too jarring in Kenterz's Insane. I'm inexperienced so I apologise for that.
Topic Starter
kristi71111

-Mo- wrote:

Since you helped me with my first beatmap, I'll give my first modding a go here. I guess I gotta start somewhere.

Orange Notes = Not so important, ignore if you really want.

Easy
00:08:099 (1) - You're missing a Clap at the slider start, and it is inconsistent with the combo. Fixed
00:43:655 (3,4) - Replacing it with a reverse slider that lands on White|Blue|Red ticks matches with the vocals better.
01:19:211 (4,5) - The Claps sounds out of place. Either make it consistent with everything after the first spinner, or consider replacing with Finishes.
There are no clap sounds (it sounds just fine to me )

Normal
00:08:099 (1,2) - I would have it like the second combo so it is consistent. I want it this way
00:13:433 (3) - Replacing with a circle has a better feel to it. Fixed
00:16:544 (3) - Moving this to the left a bit, possibly past 2, would have a better flow.
00:41:877 (4,5) - Similar to the Orange in Easy. Slider at White|Blue|Red matches better.
00:43:655 (1,2,3) - Same as above. If you do this, having a slider instead of three circles will have better polarity.
00:45:433 (1,2,3,4,5) - This just doesn't sound like it goes with the music. I would personally redo this and incorporate red ticks. Gona keep it as it is for now
00:53:877 (4) - Move diagonally Left+Up one or two grid spaces to make the triple look better. Fixed
00:56:099 (4) - New combo since it starts Kiai. Gona keep it as it is for now
01:02:766 (2) - Is behind the slider and is possibly confusing for newer players. U can still see it though (keeping it as it is for now)
01:19:211 (1,2,3) - I would personally have this as one combo. Fixed (if u mean the last combo)


Didn't spot anything too jarring in Kenterz's Insane. I'm inexperienced so I apologise for that.
Thanks for moding :)
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