Thanks
The beatmap management forum is there, use it. If there is an issue that requires a bubble pop then it should be posted there so you could get more of your precious feedback.Hinsvar wrote:
Ugh, I know this will happen.
I would let this map pass and rank it if it was so perfect I can't mention any problem. The problem is... there are a few right now. With such a low amount of feedback, and since I can still see some room for improvement (although admittedly not much, but it's there), I would like to hear a little more opinion. I don't ask much because I do know and realize the map's quality, but I still ask because it can be made a little better before bubbling.
EDIT: Posted this before I saw Lust's post. No, I'm not doing this because of the bonus. I know that the stuff I mentioned was pretty minor, and some might even seem to be extremely trivial, but I can still see this improved a little. I'm not trying to say that it's wrong for you to bubble this by popping your bubble, but I believe this can be better.You think this could be improved a little? Sweet! Why don't you get you and your little friends to help you mod this instead of resorting to a needless bubble pop? You could do all the improvements yourself, but instead you rely on others to do the work for you. Do you know how hard it was for Shulin to get to this point? Finding two or three experienced modders is like putting the nails on this map's coffin.
And uh, I asked Natsu and Lexia's opinion before doing this just to make sure. This is not based on my belief alone.
I'm sorry for causing you guys to lash out and rant at me. It's okay anyway; don't worry.
Well tbh I was left confused by your mod and how to move it forward but if there's anything else you wanna discuss let me know.Hinsvar wrote:
Hello! Random bubble check.
...I am honestly not sure if this should be bubbled right now, though. The map can be slightly be more polished. It is pretty okay-ish as is, and definitely rankable, but the amount of mods is too low for a bubbled map.
No, I am not saying that mod amount correlates to the quality of the modded map, but it'd be nice to get more opinions before this is bubbled, right? This looks pretty rushed to me, honestly. But what you're practically saying is the number of mods correlates to the quality of a map in a roundabout way lol
Well, after saying that, let's begin the mod.
*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>Normal
- Consider decreasing the BG's filesize? 825 KB seems to be very bloated for a background file, IMO... Is it important? I don't want to compress the image to make it look worse and it's not that big imo
- Use a custom silenced soft-sliderslide for the entire song? The current slider slide's sound is unfitting with how calm the song is, so it'd be better if the soft-sliderslide were silenced. Use the silent hitsound file in the Ranking Criteria wiki page for this! Okay I checked with a few people and the response was split so I'm going to keep it as is. I am using a soft-sliderslide and after using a silent one it makes the ticks feels very exposed so I'd have to lower the tick volume too. Normal starts to sound considerably worse imo because it feels something is missing. I see where you are coming from but I don't think it's necessary and it's personal preference really...
- Try 240ms for the offset (-10ms from the current one)? The objects seem to be a little off overall, IMO. If I -10 on the offset it feels more off to me, I'll leave this as it is
- 02:11:544 - 02:49:661 - Would be cool to add a (or keep the, based of what I've seen from Lust's mod) kiai time here since the music does get stronger there. Up to you, though, since this is indeed a calm song, but the increase of the power in the music here is noticeable. Hm, no I've thought about this since Lust's mod and I've decided to keep the kiai removed
>Hard
- 00:00:250 (1,2) - Uh, what are you trying to make, exactly? If you want to make a blanket, it can be done better. Right now, it looks kinda weird. (While we're here, some blankets are off in this diff, and probably the Hard diff too. Review every blanket pattern please!) It's a slider and a circle? I wasn't trying to make a blanket (I think it must come across that I always am lol) and I like it how it is. My thinking is that if all the sliders in the diff were the same and intended to make blankets it would get boring pretty quick. But if there's any particular blanket you want me to look at let me know
- 00:19:309 - Not sure why would you place a finish here... The instrument that plays on this tick doesn't even resemble a cymbal. Try removing the cymbal and use a whistle instead. That fits way better. (Applies for similar cases.) Unfortunately I don't agree, the finish adds variation to the hitsounds and adds a kick to the end of the slider. Too much whistle would get annoying imo
- 02:23:897 (5,1) - Try to make (5) follow (1)'s curve as if you're making a blanket pattern by moving (1) to (120,352)? That'd look nicer. Well moving (5) makes 02:22:485 (3,4,5,1) - like a failed triangle pattern. That, and I don't want to create a blanket lol
So yeah, this is a pretty simple and nice map (not that there's anything bad with it), but I'd like to see more feedback on the quality of this map in the form of mods from experienced modders, preferably around 2-3 or so, and of course preferably detailed and helpful ones. It's pretty much okay to bubble at this state, but it'd be nicer to see opinions from more people. Also, the blanket patterns can still be improved; that's a problem that appears a lot throughout the mapset. Are you trying to imply the people who modded it are not experienced? I don't think that's fair. Who would you consider an experienced modder? I'm confused by this. Although it may not appear this way I did ask quite a lot of people to mod it, some posted, some didn't, some ignored me; I can't help that and I can't look for mods 24/7. If it wasn't for Lust (thanks Lust!) I think I'd have hit a brick wall with this map lol. As for blanket patterns you're going to have to be specific because as I said I may not have even been intending to make a blanket
- 00:39:073 (1,2,3) - Umm, I know it isn't that noticeable, but the spacing is inconsistent, and I don't think the inconsistency is necessary for any reason here. Hm, it's mostly x1.4... and any spacing change is minor... so what do you mean exactly? If you mean 00:40:485 (3) - then it's there so it's in the same place as 00:39:073 (1) - started in and that's intentional.
- 02:28:485 (1) - Don't you think it'd flow better if the slider was made to be like this? But okay, this'll break the flow (a little) to 02:29:191 (2) so you might have to readjust the notes a little I don't agree with this because as you said it'd break the flow..
I hope you don't feel annoyed by this (sorry if you do), but I'd just like to make sure we don't rush things...
Get back to me once you're done with the mods (and make sure you do it before November 29th). Why November 29th? I think finding 2-3 mods from "experienced modders" in a week would be difficult.
Good luck on the way!
20:06 Hinsvar: Hello :)
20:06 Hinsvar: Sorry for the little drama in your map's thread.
20:06 Hinsvar: I went full retard and shit happened.
20:07 Shulin: Don't worry about it =P
20:07 Hinsvar: I can assure you that it won't happen again.
20:07 Hinsvar: About the silent slider slide, though, I agree that it'd make the ticks stand out too much later in the song.
20:08 Hinsvar: But from the beginning until 00:17:191 -, I think the slide sound can get... a little annoying.
20:08 Hinsvar: What do you feel?
20:08 Hinsvar: After 00:17:191 - , it'd be fine to not have the slide silenced, though.
20:08 Hinsvar: But if you also don't want the beginning to have silenced sliderslide, it's fine.
20:09 Shulin: Okay let me try it out again :)
20:09 Hinsvar: Sure.
20:10 Hinsvar: Oh, and for 01:13:661 (3,4,5,6,7) - in Hard, I know that the current pattern looks nice, but what about making a square out of (4,5,6,7) like [http://osu.ppy.sh/ss/2262761 this]?
20:10 Hinsvar: Only if you want ofc.
20:13 Hinsvar: And btw, in Normal, at 00:25:651 (1,2) - the spacing is just 1.33x.
20:13 Shulin: Well I can change the slider slide and reduce the volume of the ticks by using a silent tick
20:13 Hinsvar: Just a liiiiiittle too small from the default DS.
20:13 Shulin: custom* not silent
20:13 Hinsvar: Hmm okay then.
20:14 Shulin: I'll reduce the volme but it should still be audible
20:14 Hinsvar: Sure, go ahead.
20:15 Hinsvar: 01:50:357 (1,2) - This is also just a little too big from 1.4 (1.47x) :P
20:15 Hinsvar: Not that noticeable, but definitely would be cool to fix.
20:18 Shulin: 01:13:309 (2,3,4,5,6,7) - I've spaced this apart a little but it's not quite a square xD
20:19 Shulin: 00:25:661 (1,2,3,4,1,2) - On normal I've re-distance snapped to x1.4
20:19 Hinsvar: Hmm okay.
20:20 Shulin: 01:50:367 (1,2) - In normal is x1.4 now
20:20 Shulin: 01:52:485 (3,4,1,2,1,2,3) - all adjusted
20:20 Shulin: I'll upload the new slider tick
20:23 Hinsvar: One more thing on Hard: 02:21:073 (3,4) - inconsistent spacing, and I can't really see you intending to make a jump here, so... might as well perfect it while we're still here.
20:25 Hinsvar: lol we got disconnected I guess
20:25 Hinsvar: Okay, that would be all.
20:25 Shulin: Oh, that's an intentional pattern xD
20:26 Shulin: I'm trying to make like a square?
20:26 Shulin: 02:21:426 (4) - is kinda on the same level as 02:20:367 (2) -
20:26 Shulin: similiar angle
20:26 Shulin: it's hard to explain xD
20:27 Shulin: Is the tick and silent slider slide okay?
20:27 Shulin: I can increase the volume on the tick if it's too quiet
20:30 Hinsvar: Okay, I'm fine with your reasoning; re-DL-ing the map now.
20:34 Hinsvar: Hard: 01:15:779 (7,1) - Sorry if I look too nazi, but the spacing here is 1.33x.
20:34 Hinsvar: I think you know what that means :P
20:34 Hinsvar: But okay, doesn't look like a must-fix anyway.
20:34 Hinsvar: What do you think?
20:35 Hinsvar: Oh, also, a sudden usage of 1.3x at 01:44:720 (6,7,1) - ... is there a reason? :D
20:35 Hinsvar: No need to change (and again, not so noticeable), but I'm curious lol
20:38 Hinsvar: Sorry, disconnected again.
20:41 Hinsvar: Ah btw, just realized that you seem to use a lot of different DS value (not counting jumps) for the diff... Everything should be okay then, I guess.
20:41 Shulin: 01:16:485 (1,2,3,4,5,6,7) - I want to keep this level so it's hard to have it 100% x1.4 xD
20:42 Shulin: x1.4 is only a guideline for me I go under and over a bit
20:42 Hinsvar: Well okay then; too bad though, it only needs a veeery slight adjustment :P
20:42 Hinsvar: But I'm fine with that.
20:44 Shulin: Cool :)
20:48 Hinsvar: Well let's do a veeeery last check just to make sure.
20:48 Hinsvar: ...I'm a little perfectionist; sorry for that lol
20:49 Shulin: That's fine lol xD
20:52 Shulin: I'm adding a timing section at 02:49:485 - to make it consistent xD
20:53 Shulin: 25%
20:53 Shulin: in case you get an update
20:53 Hinsvar: Ah okay.
20:53 Shulin: and wonder what it is lol
20:56 Hinsvar: :D
20:56 Hinsvar: Well okay, everything looks fine to me.
20:57 Shulin: =D
20:57 Hinsvar: uh wait did you update
20:58 Shulin: the timing section
20:58 Shulin: at 02:49:485
20:58 Shulin: 02:49:485 -
20:58 Shulin: I added one so it's consistent with 01:24:779 -
20:58 Hinsvar: Ah okay.
20:58 Hinsvar: Anyway, bubbled!
20:58 Hinsvar: Enjoy :)
20:58 Shulin: Thank you :)
20:58 Hinsvar: Also, again, I'm sorry for the little hiccup.
20:58 Hinsvar: You're welcome.
20:59 Hinsvar: I learned a lot from this.
20:59 Shulin: :)
20:59 Hinsvar: :)
20:59 Hinsvar: With that, have a good day, and I wish the map gets ranked quickly!
Thanks for moddingTari wrote:
[General]
- Remove the countdown? I don't think its neccessary here. (or tell me its intended, I personally don't think countdown is good here) Removed countdown
- There is no SB in this map? why is tbe Widescreen support enabled here, please remove it. Removed from Normal, not sure why that was there
- Colors 1 and 3 look awfully similar, I wish you could change combo color 3, its really bad on the eyes. I've added more color to Combo 3, it should be less harsh on the eyes but I do like it and this is the first complaint I've had so I'd like to keep this similar color if possible xD
- Add 2000 Audio-leadin for both diffs, there not enough (and just to be safe) Added manually via .osu (when did they remove it from editor?)
Note : Make sure you do it for all difficulties.
[Normal][Hard]
- 00:41:191 (5,6) - This kinda breaks the whole pattern here, I would or really liked it if you could of continued that up and down motion without stacking, I think this is better : http://puu.sh/d1eYo.jpg Well that breaks my pattern, I was rotating them by 32 degrees xD
- 01:15:073 (3) - Oh these kinds of back and forth patterns aren't a safe pick for normal players, I would think it'll be much better if you overlapped them to make them more visible. Hm I think they are easily visible, the song is slow and the AR is not so high. I don't think new player will have difficulties with this because it's clear where to go.
- 01:44:720 (5) - Oh nvm, they should be okay! ^^
- 01:51:779 (2) - Don't stack them here? and place it directly above the previous note? it would make a nice pattern and prevent some confusion since you never used stacks before. I'm not sure what you're suggesting here; if you mean placing 01:51:779 (2) - above 01:50:367 (1) - then I don't think it plays very well and also looks bad. I did stack at 01:46:132 (1,2,3,4,5,6) - so the stack should be okay?
Nice job. really clean
- 02:39:073 (4) - Sorry, but this definintely needs to be overlapped a little bit, maybe move this farther to the left. Hm, I don't see the problem with this. Moving it left looks ugly as it's supposed to be in the same place as 02:37:661 (2) - I don't think there should be a problem with reading the the approach circle or seeing where to go because the AR is 7 and the song is slow
As I explained before I'm not overlapping them because overlapping does not achieve anything but making it more ugly.Tari wrote:
One last note on Hard :
02:31:661 (8) - Totally a no no for me, at least make them overlap slightly.
02:39:073 (4) - Same here. make them overlap.
Can you see the approach circle clearly? Yes. During gameplay the approach circle of both 02:30:603 (6) - 02:31:309 (7) - and 02:31:661 (8) - are completely clear so there's no confusion where to hit. You can also see the '8' clearly. The same applies to 02:39:073 (4) -Tari wrote:
Players get confused when playing that, and can you totally see the sliderpath?
Glad you enjoyed itProject Railgun wrote:
Nice Hard, it's really fun.
Thanks for checking Sakura. The fact that you FC'd it first try tells me that there really isn't a problem hereSakura wrote:
Tari asked me to look into the so called overlap, so I playtested the map and didn't have any issue FCing it 1st try.
I'd still suggest fixing that overlap tho.
Each case is separate so I'm not going to compare to a QAT opinion on a map I know nothing about.Tari wrote:
After gathering some opinions (other BATs etc.)
How is that even possible?
Well I'd like to quote something from a QAT member , to back up even more what I said about it. (just as evidence and to put some "light" into your doubt) p/3501032
As here, I'd like to say argument, The slider just simply doesn't fade away fast enough for us to see the slider path clearly, if you truly want to keep this. You better give some "strong evidence" rather than it looks ugly. Everything can pretty much be ugly from someone, it just depends on who you show it.
And Yes, I did look at it at a player's point of view, when checking if it faded fast enough and no it did not, and considering you didn't touch stack leniency.
It's a pretty basic and standard patternNotes and sliders stacked with stack leniency close to zero were always a pain in the ass to read, hence the suggestion to unstack/make a manual stack/apply new combo/remap/etc, etc.
Okay, I've put new combo markers on the sliders, hopefully that will help. I'll also be careful with this pattern in the future lolTicClick wrote:
Basically everything Shulin said in their defense is correct, except:It's a pretty basic and standard patternNotes and sliders stacked with stack leniency close to zero were always a pain in the ass to read, hence the suggestion to unstack/make a manual stack/apply new combo/remap/etc, etc.
Although I don't see much of a problem here, due to low BPM and the fact that these sliders are spaced out in time, it'd be cool if you highlighted 02:31:661 (8) and 02:39:073 (4) with new combo markers.
It matches the flow, direction and rhythm I wanted and there's no special reason not to have them like that and that pattern is fine. Everyone (except Tari) has had no issues playing the map or pattern and by all accounts it's an easy map so I'd say it's pretty intuitive already.Kibbleru wrote:
i didnt find any issues while playtesting either since the bpm is fairly low.
however i don't see a special reason for them to overlap like that in the first place other than just for the sake of having that pattern.
so tldr i don't think its all that intuitive.
Thank you, I really appreciate itPereira006 wrote:
hi
[General][Normal]
- 02:03:073 ( T ) - this timing is nothing, this timing is same from on 01:29:191, this don't have kiai time, volume different, etc... deleted this on 02:03:073 ( T ) for all diff's Done
hitsounds:Gameplay
- 02:16:838 (2) - in begin like this pattern, don't have clap, so this slider should be remove clap in begin to keep consistency Fix
- 02:02:367 (3) - missing add finish in end Done
- 02:36:250 (5) - there clap but in body... when you listen or playtest you won't listen the hitsound... add clap in begin Hm, I left this as it was because too much whistle and to keep consistent with earlier parts like 00:51:073 (1) - to 01:12:250 (1) - etc.
- 02:39:073 (3) - missing add clap in end slider Done
- 02:43:309 (2) - ^ same And done
I trying looking hard, they are fine for me
- 02:15:779 (1) - this slider should be stack in 02:13:661 (3) on the begin You're right, fixed
- 02:36:250 (5) - (just suggestion) this slider can be blanket with 02:36:956 (1) ? or is intentional ? lol I don't know - the angle aligns with 02:34:838 (4) - so I think it was intentional (it's been a while); not sure if anything I'd do would make a huge difference and I'm sick of blankets lol so left this one
After done this, poke me or pm in mensagem
Any question if you don't understand ask me
Ho no need kudosu pls
Thanks again!Pereira006 wrote:
one more thing, sorry if I again mod lol
[hard]
Gameplay:[]
- 01:52:485 (3,4,5) - the space are different you can see from (3) and (4) that near is more together and (4) and (5) is is long example this pic http://puu.sh/e72d9/5d1bcfc160.jpg so you can fix this to same space ? you can stay if you wanna I moved 01:53:897 (5) - right a bit; 01:52:485 (3,4) - are supposed to be in the same place as the end of 01:54:603 (1) - and 01:50:367 (1) -
- 02:04:838 (4,6,8) - ^ same, you will space are different Well it's the same distance snap but I did move (4) and (6) so it should look more equal now
Only this, the hitsound is consistency now, call me after you done this
as long it's no N/I shit or something similar it's fine uhLust wrote:
Qualified.
As for the spread with two N icons - it should be fine. They are two very distinct difficulties both offering varying levels of well, difficulty (their star difficulty is pretty borderline already anyway).