Kocari
Kocari wrote:
Just a random mod to see if I am still terrible at these kind of things
[Normal]
00:36:261 (2) - Not sure if this note is stretched too far past the sound played at the blue tick. It seems weird to end it that way but for some reason it sounds the best intentional really, and doesn't matter, the transition to next note would be better.
00:48:235 - Following vocals here sounds like best. What sounded best to me was to start 00:48:235 and make one long reverse slider, the BG music glides with the vocals instead of the choppy 1/2 reverse slider. (You can change anyhow you want) Sadly no, I wanted to keep it simple and continue mapping white ticks, but added a spice because red tick after that has strong sound people will click at.
00:51:393 (2) - To me moving it a tick over to the right wouldn't bite. I just don't like how you can almost see it touching even though it's a really tight gap.
00:57:182 (2,3) - These two sliders doesn't follow the rhythm that you had at 00:54:551 (1,2), throws off the essential rhythm you once had. I wanted a twist.
01:32:445 (1) - Slidertick clap? To follow the pattern clap blends in really well, i think its ok without it.
01:58:761 (3) - At here the combination of both vocals and music kicks in; I did something like this to get the best out of that area for the same reason above Example Thats pretty hard for a normal, I'd prefer if leave like this.
02:15:077 (2,3,4) - Jumps aren't consistent to jumps you had at the end of the first kiai, it's fine but I'd like to keep it similiar (My Preference) totally fine, they're basically the same movement.
02:55:603 - To me it feels like a note here would be nice to stay the route as the others your had but it's fine as it is because it brings uniqueness to the flow Slow part, a pause here would work well with it.
03:29:814 (3,2) - Adjust the slider to be about parallel; move slider tail of (2) up a tad bit so it looks better
04:06:788 (2) - Same as above, feels the slider extends too long or maybe I just can't hear the sound ~
[Advanced]
Currently not sure how I can help mod this because I don't know what to expect coming into it. (1st time)
[Hard]
*General Thoughts on Hard - I feel it's a bit over the top. It has a good sense of rhythm and where notes should be at to get the music, but in general the difficulty on it is really high. Some parts I believe can be changed to kill down the difficulty a tad bit so it doesn't affect the high spread that's occurring. Basically what I find hard to be was an alternate map, where you use both dominant and non-dominant fingers to play the notes because of the high SV and the way the rhythm is mapped out. This is only how I felt about it. I do agree with Setz on this one, if SV was a tad bit faster and AR was 1 shift higher and the way the shapes of the sliders are formed, it could be considered a Val0108 map. Personally Val's maps are fun but if implemented into a hard difficulty would not be like a Tari map at all to me (ಥ﹏ಥ)
01:10:735 (3,4,5,6,1) - I believe this transitions too quickly. First we have a blue tick notes being played and to me it feels awkward. It fits with the rhythm but playing them as a stream spread is quite difficult especially from slider to the note spread to the mini jump to play the next sequence. What felt the best to me was take out the single note spread and replace with a long slider. I might be killing the rhythm that way but it make its simple and clean
02:01:393 (7,9,1) - I feel keeping the same spacing consistency visually looks more appealing. (OCD)
02:15:603 (5,6) - Move over to the right a bit to keep same spacing as previous combo at around 1.64 DS
02:34:288 (4,7,8,9,10) - These stacks seems difficult and hidden. It really will cause the deaths of many, I'd follow the same pattern you had at the start of the map, with something like this Example I thought this was okay, I did stacks previously in this part, and the pause helps with the difficulty.
[Insane]
Love the way the anti jumps were changed. Feels a lot better
00:48:235 (1) - Sliderwhistle?
I don't see anything that would be of an issue to me so it's fine.
I thoroughly took 2 hours to fully examine this to all of your previous maps. So I hope this mod will help; I do always wish for you to succeed my friend. These are just what seems to me like easy fixes, but don't take my word for it, it's your map and your choice. I have yet to achieve anything, but one day I will ♥‿♥
Wafu
Wafu wrote:
Mod as requested Red - UnrankableGeneral
Blue - Highly recommended
Black - Suggestion
- Because the kiai times are inconsistent within the difficulties, I think it should end on downbeat, because a new part always starts on it. For example 01:28:235 should be end on all diffs, not 01:27:709, applies to all kiai times.
- Some tags regarding the song would be appropriate, I recommend adding 'Powerless' as he composed the song, you might also add his alias 無力P and MuryokuP, but at least Powerless, as representing on the album shall be added.
- I also thought the album shall be added, but then I realized the album name is just 「N」, so it might be maybe too short.
- The artist's name should be ナノ and the romanised one should be nano. Firstly, he is japanese artist, so he should use his japanese name, for more confirmation, he lists himself on other albums as ナノ and also calls him like that on the official website, he only has 'nano' on CD labels if he prints his logo there, because only his logo actually is romanised. ナノ is also used on his official twitter, youtube and facebook, so it is definitely the right form of usage.
- It will also be appropriate if you add FlyingDog to the tags as it is the main publisher, but that's not extremely important.
NormalI liked this diff, only thing I did not like was just mapping notes which were not in the song, or were not very significant, that means style over following song, what's not very proper choice, but anyway, it happened only few times, so I think you it shall be okay.
- 00:36:261 (2) - I know you wanted to keep symmetry in this pattern, but the problem is there is no significant sound on 00:36:656, thus this slider does not make much sense. In my opinion, it is fine if you just shorten it to 1/2 slider and form it to normal straight slider, eventually you can rotate it.
- 01:32:445 (1) - Just a little issue, but reversing the slider with CTRL+J definitely improves the flow from both left and right side, currently the slider would always aim against the flow, so this is probably more intelligent usage.
- 04:06:788 (2) - Same issue as 00:36:261 (2)
AdvancedWhat to say, nice difficulty.
- Increase the AR to 6, because the combination of this BPM and stacks can make really mess and confusion if you see that many approach circles at once.
- 01:51:393 (1,2,3) - This is one of not many things I wanted to talk about in this diff. Also applies to 01:51:919 (3,4,1) obviously, as it is the same pattern. Within most of your map, the lead to next object is mostly defined by the shape of the patterns - where does the slider point to, there is another object, but in this part, the way player is forced to play seems a lot unnatural. I mean you have to play against the flow and you have to make a really sharp movement with cursor, thus the movement will not be so accurate. Considering you needed to make a diff what would fill in the spread, it shall be pleasure for newbies to play when it is just above normal but under hard, but maybe you might feel it as a weird point of view.
- 02:46:130 (1,2) - A little issue, but you might consider fixing the blanket.
- 03:09:288 (1) - The start of the slider has a bit unsymmetrical shape and it looks like it is more flat on one side, please move the 2nd point in the center of 1st and 3rd point (321;293)
HardNothing important to mention.
- Increase the AR to 8 for the same reason as Advanced, it really messes in some parts.
- 00:25:735 (3,4,5,6) - As this happened only once, I am going to say it. You used, you used 2 stacks really in the time, but one is 1/2 and the second is 1/4 so in haste, many players will miss on this place, because they will tend to play 1/4 instead of 1/2 or reversed, thus I recommend making some difference between 1/2 and 1/4 stacks when they are both visible (also one of reasons to increase the AR), for example you can put a low DS on 1/2 stacks, like you did on 01:27:709 (1,1), but that was 1/2. The combination of BPM and stacking notes with different divisor can make just more confusion, so it is better to differ them if both types of stacks are visible.
InsaneWell mapped anyway.
- I think you should increase the HP since it is the same as previous difficulty and also, when playing, even after missing some notes, I felt like the HP is not changing. There must be a gap within the diffs.
- Here I am going to mod hitsounding too, as Insane is difficulty where it is able to have the most hitsounds and other diffs can just be based on it. Anyway, just on the start, there is 50% volume, then it changes on 30%, because there is a finish, I actually agree on muting finish sound a bit to make it not so loud, but here, I doubt it is much audiable, so I recommend using at least 40%, but the bigger problem is the inherited point on 00:23:103. You increased the volume to 60% while the music is exactly the identical volume as the part before the finish, so either change the first point's volume to 60%, or the second to 50%, however I feel the first option is better, I would personally increase the volume of both parts to 70% so the hitsounds are really audiable. For the finish, it does not emphasize anything in song - There is a cymbal in the song, but you actually muted it so it is less audiable than regular hitnormal, so you should increase it to volume so it sounds a bit louder than regular notes, else it is insensible.
- 00:35:998 - Similar as above, but you kept the low volume for both finish notes and regular ones, that again means there are the notes of the same volume in music, but you mute them, even if they had different volume before in the map. Easy solution might be adding louder timing point on 00:36:788 to make it sensible with previous part.
- 00:53:498 (1,2,3,4,5,6) - This part seems to be fine, but if you listen to the song, you can hear there is no sound at all on 00:53:761 apart from voice, but it is the same volume as others, so your hitsounds make a feel like there actually is a drum, but there's only voice, so you should decrease the volume just on this one note, but put it back to previous volume on 00:53:893, because the drums start here again. Second solution could be using soft sampleset just on this note, but still I feel it would be too loud. Third possible solution is probably the best - Map the drums in this part. It is better to map the thing you are mapping just right after it, combining voice-mapping and drum-mapping might be fine if they fit together and have similar rhythm, but firstly, the voice is out of the offset in this song (that's becuase drummers are more accurate about rhythm than singers, obviously) and additionally you cannot tell when are the voices ending, becuase those are fading down slower than drums, so I think you should follow guitar and drums as you did in the most of map, in this case, it would look like this.
- 01:34:551 (7,8) - Another similar part as before. If you listen to how you mapped 01:32:445 (1,2,3,4,5,6), you can hear it obviously, you mapped a drums and bass, but afterwards, you just ignore it, start the slider on 01:34:945, instead of 01:35:077, which would be a better choice, since now you can hear just snare in the middle of the slider, so I recommend adding 2 circles, on 01:35:077 and 01:35:209 instead of this slider, obivously the first with normal sampleset and second with finish and make them into the stack as 01:35:472 (1,2), because they use the same drum sequence, so it fits if they are mapped the same way.
- 02:54:551 (1,2,3) - Yes, there is a problem with rhythm, I agree with mapping vocals in previous part, because there was no other song, but then after piano came in, you started to map it on 02:51:919 (4,5,1,2,3,4,5,6), then mapping the vocal and came back to piano on 02:56:130 (4,5,1,2,3,4,5) etc. You should remove 02:54:945 (2) and put circle on 02:55:077 just like screenshot below. The reason is the change from piano to vocals and then back to piano. If there is instrument, you should follow that, because the voice is not on 02:54:945, you cannot exactly tell where it is, because it is not accurate, he is singer, he does not hold the rhythm the best. So basically his voice starts somewhere on 02:54:989, not 02:54:945, obviously, I used 1/12 divisor so I am near, but it is still obviously out. If you start to map piano, keep it over voice mainly in such parts, also you mapped only one slider of voice here, so I do not see a special reason for it. I do not think it is good to make 1/4 spaces between sliders just to make it creative, when there is not a sound which would deserve the mapping, instead it might be better if you had a jump here which also followed the music properly.
- 03:03:630 (3) - Nothing big, but there is nothing in music, not the piano, drum nor the voice, so I recommend to delete this note and keep just 1/2 stack.
- 03:11:788 (2,3) - Also similar to 02:54:551 (1,2,3), you followed guitar before, and then started to follow inaccurately the voice, while guitar on 03:11:919 might have been followed way better with adding circle on 03:11:919 and making 03:12:182 (3) end on 03:12:709.
Conclusion: Rankable
I kind of liked the map, the style choice was fine spread will also not be much problem, but main thing I did not like was the rhythm following. Sometimes you followed voice over other instruments, I might sound like I do not like following voice, but the problem is every voice is not accurate, it is always a bit out, while other instruments are mostly fine, that was one of reasons why did I not like the rhythm, but the bigger problem was its combination. You followed the voices in some parts just because there were 1/4 gaps (which were not even 1/4, but a bit later than 1/4). I do not know why do some mappers feel it is creative, but anyway, it was not appropriate as you was coming from instrument to voice and back. There were some parts, where following the voice was the only choice so it was fine, but I think it is really pity to ignore the main instruments, thus making some hitsounds ignored and having non-accurate rhythm and some errors in consistency of following. Anyway I pretty much enjoyed the map, this was only thing bothering me. When I get the kd, I will give you a star.
Good luck with your map :3
If there is some misunderstanding, feel free to PM me in-game, eventually through forums and I can explain anything what was not obvious.
@Wafu Fixed everything really! Thanks so much, about the hitsounds on insane, I thought they were okay. following certain sounds for certain parts is strange, only if they're really unique I'll probably change so only a certain hitsound plays!
@Kocari : Thanks for your time, although I rejected many of your suggestions.