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Mili - Nine Point Eight

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Topic Starter
JeZag

baraatje123 wrote:

My name is in the tags for the hitsounds right?
Maybe also add to description?
Also, if you changed the hitsounds completely, you may delete me from tags xD
Yah changed the hitsounds >.>
gonna change the tags later
FlobuFlobs
well you asked for a testplay

ive tested reunion

Personaly, the spacing between the jumps is way too high, its a smooth calm song with low bpm and those jumps are like x2 ~ x3 spaced? i would decrease the spacing

its just over emphasizing stuff

also xD

00:10:247 (1,2,3) - whats up with this spacing ?

01:14:637 - 01:26:345 - you should probably map it like the beginning, it the exactly same part of the song
same with 02:15:003 -

Some slidershapes are unintuitiv like 02:07:686 (2) - 02:11:710 (1) - 02:12:442 (1) -

i wouldnt make a jump part out if 02:20:491 -

Some jump pattern are really hard to play cuz weird flow
00:46:832 (4,5,1) - triangle flow here then a flowbreak 00:47:199 (1,2) - here and the slider is even poiting to the wrong direction of the next objects
it makes you thing the next object after 00:47:381 (2) - is somewhere on the right side

Well, its late but i will testplay the other diff tommorow :P
Topic Starter
JeZag
ty for the testplay ^_^
I can't tell that its over mapped and stuff because I know where everything is when i test play it ._.
Also I can't even tell when readability is bad because ^^^^^^^^^^^^^^^^^^^^^^^^^
xD
Topic Starter
JeZag

JeZag wrote:

ty for the testplay ^_^
I can't tell that its over mapped and stuff because I know where everything is when i test play it ._.
Also I can't even tell when readability is bad because ^^^^^^^^^^^^^^^^^^^^^^^^^
xD
EDIT: some fixes

FlobuFlobs wrote:

well you asked for a testplay

ive tested reunion

Personaly, the spacing between the jumps is way too high, its a smooth calm song with low bpm and those jumps are like x2 ~ x3 spaced? i would decrease the spacing
I made spacing huge because I wanted ppl to feel excited just like I do when playing deemo with super fast approach rates owo

its just over emphasizing stuff

also xD

00:10:247 (1,2,3) - whats up with this spacing ? same as beginning spacing

01:14:637 - 01:26:345 - you should probably map it like the beginning, it the exactly same part of the song
same with 02:15:003 -
the problem with mapping slow like the beginning sorta kills the mood that its at in the beginning
besides, this part is relatively easier than the rest of the song, to recreate a more peaceful mood


Some slidershapes are unintuitiv like 02:07:686 (2) - 02:11:710 (1) - 02:12:442 (1) - changed lol

i wouldnt make a jump part out if 02:20:491 - i sorta did something about that but its still a bit of a jump; besides its supposed to mapt he piano

Some jump pattern are really hard to play cuz weird flow
00:46:832 (4,5,1) - triangle flow here then a flowbreak 00:47:199 (1,2) - here and the slider is even poiting to the wrong direction of the next objects
it makes you thing the next object after 00:47:381 (2) - is somewhere on the right side I'll think about this a bit; never thought like this before o.o

Well, its late but i will testplay the other diff tommorow :P
HanzeR
rebubble plz
pishifat
jezag plz
Topic Starter
JeZag
Working on the new diff T^T
and life is giving me no time to work on it
RIP maybe I can pick this up after January SAT

Back in pending ^__^ mostly because I can't wait a month
123alert
JeZag pls
Birdy
By pishifat's recommendation.

[General]
02:14:729 (1) - (The four easiest diffs) Should start 1/4 later. It appears a tad too soon after the last hitobject.
01:38:143 (1) - Same.

[Easy]
00:13:174 (1) - End point x292 y92, middle point x328 y52 for better blanket.
00:30:369 (1) - I think the bar start should have its own hitobject, and not a sliderend.
00:35:125 (3) - Should be a little higher for a better flow. x400 y88 works fine IMO, for example.
01:32:198 (1) - I feel like the slider track should not overlap the next slider's end.

[Normal]
00:26:162 (4) - The slider should not end on the beat which should be clickable.
00:28:723 (3) - Extend by 1/2.
00:30:735 (1,2,3) - This rhythm again doesn't really work. You should use something similar to the 00:32:198 (4,5,6,7) here too.
00:54:149 (1,2,3) - Replace (2) with a 1/1 slider and put a circle where (3) currently ends. That would fit the vocals better (and I'm fairly sure you want to match the vocals more than the beat).
01:11:345 (2) - Should be moved 1/2 forward.
01:57:076 (1) - Would be better reversed. Adjusting the next objects might take time, but I'd say it's worth it.

[Intermediate]
00:17:198 (3,1) - The order should be reversed. The repeat slider is pushing the next object 1/2 late, which is why the reversed order should match the music way better.
00:24:515 (4) - Replace with a 1/2 slider and a circle. The new section at the current sliderend should start with a clickable hitobject.
00:56:710 (4) - Replace with circles in the start and the end. Again, the current sliderend is at a point where there's already a bar start.
01:01:101 (4) - Refer to the second thing mentioned (Replace with a 1/2 slider and a circle etc.).
01:02:564 (4) - ^
01:37:686 (3) - First, Ctrl+G. Then shorten by 1/2 and add a circle to the end. Normal has just fine finish there, not sure why did you put a long slider here in a supposedly tougher difficulty.
01:56:710 (4) - Refer to the second thing mentioned (Replace with a 1/2 slider and a circle etc.).
02:08:418 (4) - ^

[Hard]
00:35:857 (3,4,1) - The jump should be kept consistent. The distance between 3,4 is shorter than 4,1.
01:27:625 (2,3) - The order should be reversed. The 3,4 should be same as with 01:26:345 (1,2) to match the piano, this one doesn't really fit it.
02:05:492 (1,2,3,4,1,2,3,4,5,1) - Think about these streams. They don't really fit a Hard difficulty, especially since there's really nothing in the music supporting this fast buttonsmashing.

[Hanzer's Insane]
Could use the same kind of combo colour system as other diffs (one scheme in choruses, one in verses).
00:34:485 (3) - This doesn't fit the pattern or the music?!?
01:44:088 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Probably a tad controversial stream because the music definitely isn't in 1/4. I don't know what to do with this section tbh. Needs some heavy pondering.

[Reunion]
01:43:906 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Same stream again. I guess this should be discussed with someone from QAT maybe.
02:20:491 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - I heavily dislike this, but that might be just my opinion. Back and forth jump patterns always work well, so maybe consider that. I like the overall flowyness of this difficulty, and here it's just ruined IMO.
Topic Starter
JeZag

Static Noise Bird wrote:

By pishifat's recommendation.

[General]
02:14:729 (1) - (The four easiest diffs) Should start 1/4 later. It appears a tad too soon after the last hitobject. Fixed
01:38:143 (1) - Same. Fixed
There was another slider in normal, intermediate, hard like that so i fixed that too

[Easy]
00:13:174 (1) - End point x292 y92, middle point x328 y52 for better blanket. Oh gosh that was a bad blanket
00:30:369 (1) - I think the bar start should have its own hitobject, and not a sliderend. Fixed (my own way)
00:35:125 (3) - Should be a little higher for a better flow. x400 y88 works fine IMO, for example. Fixed
01:32:198 (1) - I feel like the slider track should not overlap the next slider's end. Fixed

[Normal]
00:26:162 (4) - The slider should not end on the beat which should be clickable. Fixed
00:28:723 (3) - Extend by 1/2. Fixed
00:30:735 (1,2,3) - This rhythm again doesn't really work. You should use something similar to the 00:32:198 (4,5,6,7) here too. Fixed
00:54:149 (1,2,3) - Replace (2) with a 1/1 slider and put a circle where (3) currently ends. That would fit the vocals better (and I'm fairly sure you want to match the vocals more than the beat). Fixed
01:11:345 (2) - Should be moved 1/2 forward. Fixed
01:57:076 (1) - Would be better reversed. Adjusting the next objects might take time, but I'd say it's worth it. Fixed

[Intermediate]
00:17:198 (3,1) - The order should be reversed. The repeat slider is pushing the next object 1/2 late, which is why the reversed order should match the music way better. Fixed; plays tons better
00:24:515 (4) - Replace with a 1/2 slider and a circle. The new section at the current sliderend should start with a clickable hitobject. Fixed
00:56:710 (4) - Replace with circles in the start and the end. Again, the current sliderend is at a point where there's already a bar start. Fixed
01:01:101 (4) - Refer to the second thing mentioned (Replace with a 1/2 slider and a circle etc.). Fixed
01:02:564 (4) - ^ Fixed
01:37:686 (3) - First, Ctrl+G. Then shorten by 1/2 and add a circle to the end. Normal has just fine finish there, not sure why did you put a long slider here in a supposedly tougher difficulty. Fixed
01:56:710 (4) - Refer to the second thing mentioned (Replace with a 1/2 slider and a circle etc.). Fixed
02:08:418 (4) - ^ Fixed

[Hard]
00:35:857 (3,4,1) - The jump should be kept consistent. The distance between 3,4 is shorter than 4,1. fixed
01:27:625 (2,3) - The order should be reversed. The 3,4 should be same as with 01:26:345 (1,2) to match the piano, this one doesn't really fit it. fixed
02:05:492 (1,2,3,4,1,2,3,4,5,1) - Think about these streams. They don't really fit a Hard difficulty, especially since there's really nothing in the music supporting this fast buttonsmashing. fixed

[Hanzer's Insane]
Could use the same kind of combo colour system as other diffs (one scheme in choruses, one in verses). Finished haxing
00:34:485 (3) - This doesn't fit the pattern or the music?!?
01:44:088 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Probably a tad controversial stream because the music definitely isn't in 1/4. I don't know what to do with this section tbh. Needs some heavy pondering.

[Reunion]
01:43:906 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Same stream again. I guess this should be discussed with someone from QAT maybe.
02:20:491 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - I heavily dislike this, but that might be just my opinion. Back and forth jump patterns always work well, so maybe consider that. I like the overall flowyness of this difficulty, and here it's just ruined IMO. fixed
Thanks for the mod x.x
Okoratu
reminder thing stuff thing yes
Eni
Hi from my queue
testing http://waa.ai/46ff

[Easy]
  1. 00:27:808 (1,2,3,4,5,6,7,8,9) - Check your New Combos here. It is a bit longer than the rest..
  2. 00:20:125 (2,1) - Avoid stacking here as the AR makes Slider 1's Approach Circle appear before the End of Slider 2. Alternatively, you can adjust the pattern of 00:21:954 (1,2,3) - so it flows instead of stacks. You should be able to maintain your Distance Snap without changing anything major via this method.


    ~
  3. 00:55:613 (2,1) - Slider 2 points directly at Slider 1, which may be confusing for the novice player. I did a quick check of your Normal and did not see many similar patterns featured there ( I only saw 00:53:052 (2,1) - ), so it does not make since to introduce this pattern to the player in Easy. Instead of blanketing the Slider 3 at 00:56:345 (3) -, you need to make it more playable by increasing the horizontal distance spacing between the objects so the player has a clear path from Slider 2 to Slider 3. You may need to adjust your next pattern to fit the new Distance Snap.
  4. 01:08:784 (2) - Most of the Approach Circle is cut off here, which should be avoided in the Easy difficulty. Try to raise the Slider a bit so the Approach Circle is more visible.
  5. 01:14:637 (1) - Instead of going back to the previous for a stack, try using x:204 y:24 instead for a continuous square motion.
  6. 01:30:735 (3,1) - Similar to mentioned above, you should not use such pattern in Easy because the next Slider is shown before the previous ends. In this case, Slider 1 shows before Slider 3's repeat occurs. I strongly recommend that you Ctrl+H the next pattern ( 01:31:832 (4,1,2,1,2,3,4,5) - ) and move as you see fit to flow with Slider 3 and make it more playable. An example is below.


    ~
[Normal]
  1. 00:01:467 - to 00:24:881 - Try using a bigger variety of sliders (e.g: add another vertex, add a red vertex, etc.)
  2. 00:20:126 (3,1) - Stack these objects. Adjust Slider 5 if needed.
  3. 00:45:370 (1,2,1,2,1,2) - Remove the other two New Combos? I think consistency is more important than emphasis here.
  4. 01:13:174 (1) - Instead of "blanketing" or "stacking" this object, I suggest that you try something completely different: flow it!


    ~
  5. 02:00:004 (1,1) - Don't overlap like this in lower difficulties, it is confusing in which the player thinks they have already played the part.
  6. 02:03:845 (3) - The sharp curve here occurs too soon. You must make it more readable like e.g: 02:07:320 (1) -.
[Intermediate]
  1. 01:56:527 - Relatively bad overlap here with Slider 3 and Slider 2. I suggest that you alter the pattern to stack or change it to something else.
  2. 02:01:466 (1) - x:194 y:210 to stack with 02:02:564 (5) -, 02:04:210 (4) -.
okoratu will probably mod the higher difficulties I looked through them and saw nothing in particular, good job.

Good overall, Good luck :)
HanzeR
@SNB -- found no issues other than combo colors (jezag fixed this) . I think it's fine to approximate the stream like that, it would be fcking hard as fck to play otherwise because i don't think the solo was timed to a metronome and wouldn't be fair to players at all.
Topic Starter
JeZag

Project Railgun wrote:

Hi from my queue
testing http://waa.ai/46ff

[Easy]
  1. 00:27:808 (1,2,3,4,5,6,7,8,9) - Check your New Combos here. It is a bit longer than the rest.. Oops... even my combos after that were screwy
  2. 00:20:125 (2,1) - Avoid stacking here as the AR makes Slider 1's Approach Circle appear before the End of Slider 2. Alternatively, you can adjust the pattern of 00:21:954 (1,2,3) - so it flows instead of stacks. You should be able to maintain your Distance Snap without changing anything major via this method. fixed


    ~
  3. 00:55:613 (2,1) - Slider 2 points directly at Slider 1, which may be confusing for the novice player. I did a quick check of your Normal and did not see many similar patterns featured there ( I only saw 00:53:052 (2,1) - ), so it does not make since to introduce this pattern to the player in Easy. Instead of blanketing the Slider 3 at 00:56:345 (3) -, you need to make it more playable by increasing the horizontal distance spacing between the objects so the player has a clear path from Slider 2 to Slider 3. You may need to adjust your next pattern to fit the new Distance Snap. fixed
  4. 01:08:784 (2) - Most of the Approach Circle is cut off here, which should be avoided in the Easy difficulty. Try to raise the Slider a bit so the Approach Circle is more visible. fixed
  5. 01:14:637 (1) - Instead of going back to the previous for a stack, try using x:204 y:24 instead for a continuous square motion. changed
  6. 01:30:735 (3,1) - Similar to mentioned above, you should not use such pattern in Easy because the next Slider is shown before the previous ends. In this case, Slider 1 shows before Slider 3's repeat occurs. I strongly recommend that you Ctrl+H the next pattern ( 01:31:832 (4,1,2,1,2,3,4,5) - ) and move as you see fit to flow with Slider 3 and make it more playable. An example is below. fixed


    ~
[Normal]
  1. 00:01:467 - to 00:24:881 - Try using a bigger variety of sliders (e.g: add another vertex, add a red vertex, etc.) fixed
  2. 00:20:126 (3,1) - Stack these objects. Adjust Slider 5 if needed. fixed in the name of art
  3. 00:45:370 (1,2,1,2,1,2) - Remove the other two New Combos? I think consistency is more important than emphasis here. fixed
  4. 01:13:174 (1) - Instead of "blanketing" or "stacking" this object, I suggest that you try something completely different: flow it! fixed


    ~
  5. 02:00:004 (1,1) - Don't overlap like this in lower difficulties, it is confusing in which the player thinks they have already played the part. fixed
  6. 02:03:845 (3) - The sharp curve here occurs too soon. You must make it more readable like e.g: 02:07:320 (1) -. fixed


[Intermediate]
  1. 01:56:527 - Relatively bad overlap here with Slider 3 and Slider 2. I suggest that you alter the pattern to stack or change it to something else. fixed
  2. 02:01:466 (1) - x:194 y:210 to stack with 02:02:564 (5) -, 02:04:210 (4) -. fixed
okoratu will probably mod the higher difficulties I looked through them and saw nothing in particular, good job.

Good overall, Good luck :)
Thanks for the mod >w<
Okoratu
over the course of 4 days several irc things happened, proof is in next post
Topic Starter
JeZag
A Bunch of Logs
2015-01-05 19:48 Okoratu: good you're here
2015-01-05 19:48 Okoratu: so i can obtain information about what i actually do
2015-01-05 19:48 JeZag: *^*
2015-01-05 19:48 JeZag: irc mod?
2015-01-05 19:49 Okoratu: no rather
2015-01-05 19:49 Okoratu: which diff do i even
2015-01-05 19:49 Okoratu: the hard
2015-01-05 19:49 JeZag: :O
2015-01-05 19:49 Okoratu: is that one new
2015-01-05 19:49 Okoratu: or
2015-01-05 19:49 JeZag: redownload
2015-01-05 19:49 JeZag: i made a new diff entirely
2015-01-05 19:49 JeZag: "intermediate"
2015-01-05 19:49 Okoratu: i don't even have
2015-01-05 19:49 Okoratu: I called my retarded hard Advanced
2015-01-05 19:49 Okoratu: because it was 2 sophisticated to be a normal
2015-01-05 19:49 JeZag: yeah i have naming troubles >.<
2015-01-05 19:50 JeZag: that was one wacky update
2015-01-05 19:50 Okoratu: all i know
2015-01-05 19:50 Okoratu: is i own pishi some mods
2015-01-05 19:50 Okoratu: or something
2015-01-05 19:50 Okoratu: or used to
2015-01-05 19:50 Okoratu: so he summoned me to this mapset
2015-01-05 19:50 JeZag: i see >w< gotta thank him for that
2015-01-05 19:50 JeZag: this diff has no mods
2015-01-05 19:50 JeZag: so expect some rocky and shady flow
2015-01-05 19:50 JeZag: and rhythm
2015-01-05 19:51 Okoratu: can't you like get rid of edgy things before
2015-01-05 19:51 Okoratu: whatever
2015-01-05 19:51 Okoratu: :D
2015-01-05 19:51 JeZag: time?
2015-01-05 19:51 JeZag: :?
2015-01-05 19:52 Okoratu: i think pishi bashed your comboing
2015-01-05 19:52 Okoratu: i see this making sense now
2015-01-05 19:52 JeZag: xD i hope i learned from his super mod
2015-01-05 19:53 Okoratu: \:D/
2015-01-05 19:53 JeZag: is it alright?
2015-01-05 19:53 JeZag: :<
2015-01-05 19:53 Okoratu: [http://puu.sh/e7YKT/c1ebd32175.png \:D/]
2015-01-05 19:54 JeZag: -O-
2015-01-05 19:54 Okoratu: it's a guideline so you may break it
2015-01-05 19:54 Okoratu: it will look incredibly lazy though
2015-01-05 19:54 JeZag: idk i wanted to make the "extra" extra special
2015-01-05 19:54 Okoratu: one question
2015-01-05 19:55 JeZag: and also im super laZy
2015-01-05 19:55 JeZag: go ahead
2015-01-05 19:55 Okoratu: why is Hanzer's diff not color Haxed
2015-01-05 19:55 Okoratu: while your diffs seem to be
2015-01-05 19:55 JeZag: :<
2015-01-05 19:55 JeZag: idk i never bothered to ask
2015-01-05 19:55 JeZag: i can hax it for him tho
2015-01-05 19:55 Okoratu: ask him
2015-01-05 19:55 Okoratu: before
2015-01-05 19:55 JeZag: tbh im too afraid to touch other ppls gd
2015-01-05 19:55 Okoratu: ask him
2015-01-05 19:55 Okoratu: before
2015-01-05 19:55 JeZag: because ppl are like "i see that you updated my diff"
2015-01-05 19:55 Okoratu: what is so unclear
2015-01-05 19:55 Okoratu: i dunno
2015-01-05 19:56 JeZag: yeah imma just send a forum pm
2015-01-05 19:56 JeZag: or get him irc
2015-01-05 20:02 Okoratu: wait hanzer diff is colorhaxed
2015-01-05 20:02 JeZag: is it?
2015-01-05 20:02 JeZag: it seems random to me
2015-01-05 20:02 Okoratu: nvm
2015-01-05 20:02 Okoratu: i am retarded
2015-01-05 20:02 JeZag: jk that would be me
2015-01-05 20:02 JeZag: im always retarded
2015-01-05 20:03 Okoratu: was looking at reuninion because i thought hanzer would have highest diff
2015-01-05 20:03 JeZag: xD i wanted the personal pride
2015-01-05 20:03 JeZag: of beating his star difficulty
2015-01-05 20:03 JeZag: bsides dont want another "insane"
2015-01-05 20:05 Okoratu: dunno for the Intermediate from just playing it once i would say slightly higher ar but people are always mad at me for suggesting higher ar
2015-01-05 20:05 Okoratu: so maybe "that will be just fine"
2015-01-05 20:05 JeZag: xD
2015-01-05 20:06 JeZag: im afraid of making the normal to intermediate jump too big
2015-01-05 20:06 JeZag: i really need the oppinion of a new player
2015-01-05 20:07 JeZag: but imo the normal to intermediate AR jump would be too much it was any more
2015-01-05 20:07 Okoratu: wait a moment
2015-01-05 20:07 Okoratu: it's 6.5
2015-01-05 20:07 Okoratu: nvm should be fine
2015-01-05 20:07 Okoratu: lmao
2015-01-05 20:08 JeZag: kk
2015-01-05 20:08 Okoratu: [http://puu.sh/e80P1/421d90f992.png just remembering that i did this to my own advanced]
2015-01-05 20:08 JeZag: is it:
2015-01-05 20:08 JeZag: normal < advanced < hard
2015-01-05 20:08 Okoratu: ye
2015-01-05 20:09 JeZag: ok better do some renaming again
2015-01-05 20:09 JeZag: ಠ益ಠ
2015-01-05 20:09 Okoratu: at leat i thought it was
2015-01-05 20:09 Okoratu: dunno i have no ranked sets kappa
2015-01-05 20:10 JeZag: all the ranked sets with advanced
2015-01-05 20:10 JeZag: are BMS
2015-01-05 20:10 JeZag: and dont follow the regular names -_-'
2015-01-05 20:10 Okoratu: yes
2015-01-05 20:10 Okoratu: i just needed a name which would indicate it's harder than normal
2015-01-05 20:10 Okoratu: and i thought Advanced < Hard
2015-01-05 20:11 JeZag: i think advanced = hard in bms
2015-01-05 20:11 JeZag: but it seems like charles445 does normal < advanced < hard
2015-01-05 20:12 Okoratu: http://puu.sh/e81l5/6d8884f402.png
2015-01-05 20:12 Okoratu: did u find that too
2015-01-05 20:12 JeZag: https://osu.ppy.sh/b/103565
2015-01-05 20:12 JeZag: ^
2015-01-05 20:12 Okoratu: 2011
2015-01-05 20:12 JeZag: i kno
2015-01-05 20:12 JeZag: :?
2015-01-05 20:12 Okoratu: Maddy
2015-01-05 20:12 Okoratu: did Beginner Standard Advanced Hyper Another
2015-01-05 20:12 Okoratu: where Another supposedly is insane
2015-01-05 20:13 JeZag: i always though hyper was insane
2015-01-05 20:13 JeZag: w/e
2015-01-05 20:14 JeZag: would you suggest renaming "intermediate" to "advanced"?
2015-01-05 20:14 Okoratu: a spread must reflect the difficulty of each diff through their names and the hardest in the set can have a custom name
2015-01-05 20:14 Okoratu: using common sense i arrive at no you don't have to rename
2015-01-05 20:15 Okoratu: because Intermediate is clearly something harder than Normal
2015-01-05 20:15 JeZag: :>
2015-01-05 20:15 Okoratu: and hard is something harder than Intermediate
2015-01-05 20:15 JeZag: i hope i dont get language busted by some other BAT >o<
2015-01-05 20:15 Okoratu: language busted ?
2015-01-05 20:16 JeZag: idk maybe intermediate
2015-01-05 20:16 JeZag: is too harsh or lenient or something
2015-01-05 20:16 JeZag: or not official enough
2015-01-07 19:13 JeZag: can i has a mod?
2015-01-07 19:13 Okoratu: it's 1 am
2015-01-07 19:13 JeZag: >.<
2015-01-07 19:14 JeZag: later then
2015-01-07 20:15 Okoratu: a
2015-01-07 20:16 JeZag: ay
2015-01-07 20:19 Okoratu: is snb's hearing broken or something
2015-01-07 20:19 JeZag: maybe he (she?) has bad speakers
2015-01-07 20:20 Okoratu: 00:28:174 (2,3) -
2015-01-07 20:20 Okoratu: this annoyed me
2015-01-07 20:20 Okoratu: greatly
2015-01-07 20:20 Okoratu: like
2015-01-07 20:20 Okoratu: yea
2015-01-07 20:20 Okoratu: why
2015-01-07 20:20 JeZag: in intermediate?
2015-01-07 20:20 Okoratu: yes
2015-01-07 20:20 Okoratu: strong vocals on both sliderends
2015-01-07 20:20 Okoratu: just
2015-01-07 20:20 Okoratu: ugh
2015-01-07 20:20 JeZag: i was following the drum part
2015-01-07 20:21 Okoratu: vocals are much more obvious imo
2015-01-07 20:21 Okoratu: and the red tick thing is even held for 1/1
2015-01-07 20:21 JeZag: i guess i wanted to make it sorta different from the other diffs
2015-01-07 20:21 JeZag: bc sometimes things get boring
2015-01-07 20:22 Okoratu: k
2015-01-07 20:23 Okoratu: you will surely hear similar things from pishi check then
2015-01-07 20:23 Okoratu: lel
2015-01-07 20:23 JeZag: :<
2015-01-07 20:23 JeZag: only time can tell
2015-01-07 20:23 Okoratu: 00:45:918 (2) - having vocal on white tick here is also ugh
2015-01-07 20:24 JeZag: i can remap that part easy
2015-01-07 20:24 Okoratu: and you also have strong drum on white tick and
2015-01-07 20:24 Okoratu: yea
2015-01-07 20:26 Okoratu: also i really think you should be able to click 00:38:601 -
2015-01-07 20:26 Okoratu: similarly to 00:39:332 (3,1) -
2015-01-07 20:26 Okoratu: :/
2015-01-07 20:27 JeZag: might be hard to do 39:332 without making it seem "hard"
2015-01-07 20:27 JeZag: also i wanted 00:38:052 (1)
2015-01-07 20:27 JeZag: to reflect 00:36:588 (1) -
2015-01-07 20:28 Okoratu: oh it's symmetry
2015-01-07 20:28 Okoratu: hail symmetry
2015-01-07 20:28 Okoratu: x.x
2015-01-07 20:28 JeZag: yeh i tried ;-;
2015-01-07 20:28 Okoratu: you often times just use 1/1 patterns sometime to remove some of the pressure from the player or something
2015-01-07 20:29 Okoratu: i like that
2015-01-07 20:29 Okoratu: but on the other hand then 00:57:076 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,5) - felt like they would do 1/2 things too much
2015-01-07 20:30 JeZag: oh brb in 10 mins x.x
2015-01-07 20:30 JeZag: i get what you mean tho
2015-01-07 20:30 Okoratu: dunno how much sense replacing 00:59:637 (4) - with just one circle makes
2015-01-07 20:30 Okoratu: and how important that one whistle is to you
2015-01-07 20:38 JeZag: ok im back ._.
2015-01-07 20:39 Okoratu: 02:13:906 (4,5) - i think rotating t hings here a bit to make edge in flow less harsh would be flowyier
2015-01-07 20:39 Okoratu: yes
2015-01-07 20:39 JeZag: i thought it would be importent for flow
2015-01-07 20:39 JeZag: but it certainly wont be missed if it were gone
2015-01-07 20:39 Okoratu: which one
2015-01-07 20:39 Okoratu: first or 2nd
2015-01-07 20:40 Okoratu: i suggested to take 00:59:637 (4) - our for a circle because
2015-01-07 20:40 JeZag: 0:59:637
2015-01-07 20:40 Okoratu: 01:05:857 (1,2) - is kind of similar in terms of vocal thing
2015-01-07 20:40 Okoratu: (and it's in middle)
2015-01-07 20:41 Okoratu: 01:00:552 (3,2) - :|
2015-01-07 20:41 JeZag: :O
2015-01-07 20:41 Okoratu: last thing is overlap thing
2015-01-07 20:41 Okoratu: yes
2015-01-07 20:41 Okoratu: xD
2015-01-07 20:42 Okoratu: also for a blanket only diff a lot of these are off
2015-01-07 20:42 JeZag: yeah i mapped this in a rush x.x
2015-01-07 20:42 JeZag: isnt as polished as other diffs
2015-01-07 20:42 Okoratu: like 00:22:503 (2,3) - are not even perfectly parallel
2015-01-07 20:42 Okoratu: why would kjdsghfal;
2015-01-07 20:42 JeZag: now they are ;)
2015-01-07 20:43 Okoratu: a lot of other things are just slightly offfff you could be good with not having me recheck every damn detail of every blanket at nearly 3 am
2015-01-07 20:43 Okoratu: and just go over this on your own
2015-01-07 20:43 Okoratu: maybe
2015-01-07 20:43 Okoratu: idk
2015-01-07 20:43 JeZag: yeah
2015-01-07 20:43 JeZag: k
2015-01-07 20:43 JeZag: take your time :x
2015-01-07 20:43 JeZag: you can make a forum post
2015-01-07 20:43 Okoratu: sometimes i don't understand how you rhythm
2015-01-07 20:44 JeZag: sometimes i dont either
2015-01-07 20:44 JeZag: drunk mapping
2015-01-07 20:44 JeZag: also i tried to make this diff focus on other instruments/parts
2015-01-07 20:44 JeZag: not found in the other difficulties
2015-01-07 20:45 Okoratu: good for consistency with set
2015-01-07 20:45 Okoratu: i bet it looks like a gd by someone else
2015-01-07 20:45 JeZag: xD
2015-01-07 20:45 Okoratu: xD
2015-01-07 20:45 JeZag: "creativity"
2015-01-07 20:46 Okoratu: that's all i have for now before sleeping
2015-01-07 20:46 Okoratu: a forum post together with this log might appear randomly tomorrow
2015-01-07 20:46 JeZag: gnight
2015-01-07 20:50 Okoratu: so yeah
2015-01-07 20:50 Okoratu: gn
2015-01-09 20:21 JeZag: are you going to post the irc?
2015-01-09 20:21 Okoratu: nearly forgot about that
2015-01-09 20:21 Okoratu: lol
2015-01-09 20:21 JeZag: >w<
2015-01-09 20:22 JeZag: i need to give kudosu to something
2015-01-09 20:38 Okoratu: 00:01:467 (1) - is dis missing clap on head
2015-01-09 20:38 JeZag: lol
2015-01-09 20:38 JeZag: i updated that
2015-01-09 20:38 JeZag: or i will
2015-01-09 20:39 JeZag: here comes a new wave of updates
2015-01-09 20:40 JeZag: you dont need to mod right now
2015-01-09 20:40 JeZag: especially if you're tired
2015-01-09 20:40 JeZag: :x
2015-01-09 20:40 JeZag: make a forum post sometime
2015-01-09 20:40 Okoratu: my circumstances today are special
2015-01-09 20:40 Okoratu: today
2015-01-09 20:40 Okoratu: i napped from 3pm to 8pm
2015-01-09 20:40 Okoratu: now it's 3 am and i am awake like yes
2015-01-09 20:40 JeZag: i'm thankful to have your time ^_^
2015-01-09 20:43 Okoratu: 00:02:381 - missing a whistle
2015-01-09 20:43 Okoratu: or no
2015-01-09 20:43 Okoratu: wait
2015-01-09 20:43 Okoratu: i stupid nvm
2015-01-09 20:43 Okoratu: or not
2015-01-09 20:43 Okoratu: idk
2015-01-09 20:43 JeZag: i think i used some whistle in other diffs
2015-01-09 20:43 Okoratu: sometimes you do whistles on sliderends and others you don't
2015-01-09 20:43 JeZag: oh yeah
2015-01-09 20:43 JeZag: i alternated based on the piano
2015-01-09 20:43 Okoratu: like 00:09:332 (2) -
2015-01-09 20:44 Okoratu: 00:07:869 (3) -
2015-01-09 20:44 JeZag: should i be consistent?
2015-01-09 20:44 Okoratu: dunno
2015-01-09 20:44 JeZag: my rule was whistle when there is a slider after
2015-01-09 20:44 JeZag: because there are moving notes thus the whistle emphasis
2015-01-09 20:45 Okoratu: 00:02:015 (2) - and 00:04:942 (2) - only don't have whistle on end
2015-01-09 20:45 JeZag: yeah because 00:02:564 (3) - and 00:05:491 (3) - are single hit circles
2015-01-09 20:45 Okoratu: i thought hitsounding was about making sense with song and not empathising movement
2015-01-09 20:46 JeZag: i meant moving piano notes in the song x.x
2015-01-09 20:46 JeZag: but idk how music works
2015-01-09 20:46 Okoratu: i'm not the music expert either
2015-01-09 20:46 Okoratu: and when it comes to whistles
2015-01-09 20:46 JeZag: yeah adding a whistle doesn't change much so it wont hurt to add it
2015-01-09 20:46 Okoratu: i'm kinda clueless how to do those
2015-01-09 20:46 JeZag: i can sorta whistle
2015-01-09 20:46 Okoratu: like there are so many things you could place whistles on
2015-01-09 20:47 JeZag: but i hate the normal whistle hitsounds
2015-01-09 20:47 Okoratu: claps and finishes are easier to comprehend
2015-01-09 20:47 JeZag: ^
2015-01-09 20:47 JeZag: i just soft whistle to emphasize certain beats in the music
2015-01-09 20:47 JeZag: https://osu.ppy.sh/s/143491
2015-01-09 20:48 JeZag: this was actually my guide for making hitsounds for my map
2015-01-09 20:48 JeZag: a while ago
2015-01-09 20:48 JeZag: the person is real good at making the hitsounds go with the song
2015-01-09 20:48 Okoratu: might be good at hitsounding
2015-01-09 20:48 Okoratu: but
2015-01-09 20:48 Okoratu: mili in artist and tags
2015-01-09 20:48 Okoratu: good
2015-01-09 20:49 Okoratu: also t/234576/start=75
2015-01-09 20:49 Okoratu: this will probably reranked faster than your your set hits ranking
2015-01-09 20:49 JeZag: T-T
2015-01-09 20:49 Okoratu: so you would have to wait for a week until it leaves qualified
2015-01-09 20:50 JeZag: well thats bc the mania mapper is pro mapper
2015-01-09 20:50 JeZag: and im sucky
2015-01-09 20:50 Okoratu: the mapper of that mania set told me not to rank your set
2015-01-09 20:50 JeZag: :O
2015-01-09 20:50 Okoratu: as he saw me modding the intermediate diff
2015-01-09 20:50 JeZag: bc im bad or in the spirit of competition?
2015-01-09 20:51 Okoratu: because he would then have to wait for a week with his basically ready set
2015-01-09 20:51 Okoratu: and i dunno what piishihihih is gonna do
2015-01-09 20:51 JeZag: wait so two of the same song cant be in qualified
2015-01-09 20:51 JeZag: at once?
2015-01-09 20:51 Okoratu: or when he will take a look at it
2015-01-09 20:51 Okoratu: yes
2015-01-09 20:51 JeZag: i can wait a week
2015-01-09 20:51 Okoratu: even if they are the same game mode
2015-01-09 20:51 Okoratu: i thought so
2015-01-09 20:51 JeZag: *different?
2015-01-09 20:51 Okoratu: i mean different yes
2015-01-09 20:55 Okoratu: 00:18:113 (2) - i don't really like how this skips instuments btw
2015-01-09 20:55 Okoratu: but you constantly do that
2015-01-09 20:55 JeZag: so you prefer split to 1/2 and circle?
2015-01-09 20:56 Okoratu: i would prefer cuz guitar
2015-01-09 20:56 JeZag: i'd have to redo alot
2015-01-09 20:56 JeZag: 00:15:186 (2) -
2015-01-09 20:56 JeZag: 00:21:040 (2) -
2015-01-09 20:56 JeZag: ;-;
2015-01-09 20:56 Okoratu: 00:21:040 (2) -
2015-01-09 20:56 JeZag: i was mapping to the drums rather than guitar
2015-01-09 20:56 Okoratu: well current thing is consistent in skipping uitar
2015-01-09 20:56 Okoratu: guitar
2015-01-09 20:57 JeZag: for the guitar you can go to hard plssssssssss
2015-01-09 20:57 JeZag: ACTION hugs intermediate diff
2015-01-09 20:57 Okoratu: that's 4 sliders
2015-01-09 20:57 Okoratu: but whatsoever lol
2015-01-09 20:58 JeZag: if i emphasized guitar now
2015-01-09 20:58 Okoratu: i got to that thing because apparently 00:17:564 (1) - repat of this maps guitar right
2015-01-09 20:58 Okoratu: 00:14:637 (1) -
2015-01-09 20:58 JeZag: oh
2015-01-09 20:58 JeZag: that was following drums
2015-01-09 20:59 Okoratu: it's also following part of guitar
2015-01-09 20:59 JeZag: or maybe what i thought the drums would sound like x.x
2015-01-09 20:59 Okoratu: but i get the idea
2015-01-09 20:59 JeZag: there are parts later where i followed drums
2015-01-09 20:59 JeZag: like the place where it completely defied the vocal part
2015-01-09 20:59 JeZag: and pishi might not like
2015-01-09 21:01 Okoratu: any things happened to the part in first kiai where i thought that you could use a 1/1 break to remove some pressure from players
2015-01-09 21:01 JeZag: im still thinking about how to map drums
2015-01-09 21:02 Okoratu: 01:50:857 (4,2) - is that thing avoidable anyhow
2015-01-09 21:02 Okoratu: because that's what people will notice when playing
2015-01-09 21:03 Okoratu: 01:50:125 (2,2) - doesn't matter that much
2015-01-09 21:06 Okoratu: is argument
2015-01-09 21:06 Okoratu: sense
2015-01-09 21:07 Okoratu: 00:24:881 (5) - shouldn't this better be soft finish instead of drum claps
2015-01-09 21:08 Okoratu: 00:30:003 (2) - missing clap on head ?
2015-01-09 21:10 JeZag: sorry x.x
2015-01-09 21:11 JeZag: gtg but i copy pasted this chat
2015-01-09 21:11 JeZag: afk orz
2015-01-09 21:11 Okoratu: lolk
2015-01-10 20:26 Okoratu: efklgrdgj
2015-01-10 20:26 Okoratu: my keyboard died today
2015-01-10 20:26 JeZag: hey
2015-01-10 20:26 JeZag: owo
2015-01-10 20:27 Okoratu: rest in pepperoni
2015-01-10 20:27 JeZag: w8
2015-01-10 20:27 JeZag: let me update
2015-01-10 20:27 JeZag: jk
2015-01-10 20:27 JeZag: i already did
2015-01-10 20:27 Okoratu: im writing mouse only via windows screenwriter
2015-01-10 20:27 JeZag: OH
2015-01-10 20:27 Okoratu: k
2015-01-10 20:27 JeZag: like the one for access convenience?
2015-01-10 20:27 Okoratu: yes
2015-01-10 20:28 Okoratu: i click each key
2015-01-10 20:28 JeZag: >.>
2015-01-10 20:28 Okoratu: lol
2015-01-10 20:28 Okoratu: so
2015-01-10 20:28 JeZag: i dont feel your pain but i can sympatize
2015-01-10 20:28 Okoratu: what did you do
2015-01-10 20:28 JeZag: lol copy and paste will be a pain
2015-01-10 20:28 JeZag: some remapping
2015-01-10 20:28 Okoratu: to intermediate thing
2015-01-10 20:28 JeZag: i redid the part during kiai
2015-01-10 20:28 JeZag: that was sorta overmapped
2015-01-10 20:29 JeZag: idk if its any better now tho
2015-01-10 20:29 Okoratu: just saying
2015-01-10 20:29 Okoratu: that the stream mentioned by snb
2015-01-10 20:29 Okoratu: really does stupid non 1/4 stuff
2015-01-10 20:30 JeZag: like the music or the map
2015-01-10 20:30 Okoratu: music is stupidly offbeat
2015-01-10 20:30 JeZag: god damnit all
2015-01-10 20:31 JeZag: y the soloist gotta do dis
2015-01-10 20:31 JeZag: do i need to time it if there are still other instruments in tempo?
2015-01-10 20:34 Okoratu: would ask pishi
2015-01-10 20:34 Okoratu: if he is able to fix the np3
2015-01-10 20:34 Okoratu: mp3
2015-01-10 20:35 Okoratu: 00:30:003 (2) -
2015-01-10 20:36 Okoratu: still missing the clap
2015-01-10 20:36 Okoratu: ?
2015-01-10 20:36 JeZag: oh yeah
2015-01-10 20:36 JeZag: there was a reason
2015-01-10 20:36 JeZag: 00:29:271 (1) -
2015-01-10 20:36 JeZag: slider tail already has a whistle
2015-01-10 20:36 JeZag: i didnt want to spam it
2015-01-10 20:36 Okoratu: just
2015-01-10 20:36 Okoratu: listen
2015-01-10 20:36 Okoratu: to
2015-01-10 20:37 Okoratu: the sound
2015-01-10 20:37 Okoratu: there
2015-01-10 20:37 Okoratu: dafuq
2015-01-10 20:37 JeZag: * 00:29:271 (1) - has clap
2015-01-10 20:37 JeZag: you win
2015-01-10 20:37 JeZag: ._.
2015-01-10 20:38 Okoratu: even if last sliderend has a clap its so strssed
2015-01-10 20:38 JeZag: yeh
2015-01-10 20:42 Okoratu: i dunno what else to say about it
2015-01-10 20:44 Okoratu: it looks better than your hard
2015-01-10 20:44 JeZag: well hard was mapped when i just started
2015-01-10 20:44 JeZag: tbh i prefer to call them "different"
2015-01-10 20:45 JeZag: with no distinguishment about which is "better"
2015-01-10 20:45 Okoratu: i think the hard lacks a lot of hitsounds
2015-01-10 20:45 JeZag: i sorta got better at hitsounding over time too
2015-01-10 20:45 Okoratu: in certain parts
2015-01-10 20:45 JeZag: and i havent redone any hitsounds yet
2015-01-10 20:46 Okoratu: the intermediate is better in terms of looks
2015-01-10 20:46 JeZag: completely understandible
2015-01-10 20:50 Okoratu: do you have logs
2015-01-10 20:50 Okoratu: of these 4 conversations
2015-01-10 20:50 JeZag: yeah
2015-01-10 20:51 Okoratu: cuz in my current state its painful to post these
2015-01-10 20:51 JeZag: xD i can post them but can you comment so i can give kudosu?
2015-01-10 20:51 Okoratu: would it be k to post that i ircd
2015-01-10 20:52 Okoratu: and you post logs in next post
2015-01-10 20:52 JeZag: yeah
2015-01-10 20:53 JeZag: pretty sure you can edit it in after you regain functionality
2015-01-10 20:53 JeZag: but for now i can post the logs
Thanks for the hard work =w=
HanzeR
bubble plz
pishifat
ok




wait no
HanzeR

pishifat wrote:

ok




wait no

omg




mean ;_;
sheela
Hey JeZag!

Easy

  1. 00:41:710 (1,2) - The new combo should be switched to get the consistency.
  2. 01:30:735 (3) - I think putting the curve to down and blanketing with (2) may result a better flow for (3,4).
    SPOILER

    There's something wrong with my puush, so I can't upload a smaller image.
  3. 01:40:979 - Placing the break here seems to be weird, since I don't see a link with the music. You can just return the break to the object before it.
  4. 01:51:223 (1) - If you remove the node in the middle, it would improve a tiny bit the flow to (2). It'll also shoot to (2) instead of (3).
Pretty difficulty you got there!

Normal

  1. 00:05:857 (2) - This slider seems to sound pretty weird. You should follow the rhythm like the other sliders like 00:04:393 (1) . Since there's no beat on 00:06:588 -, I don't think an object should be on that beat.
  2. 00:11:710 (2) - I'd remove the repeat and extend to 00:12:442 and remove the circle on 00:12:808 (3) . I think the circle isn't need. It makes it awkward for me to hear it, and the beats stop on 00:12:442 .
  3. 00:23:784 (4) - The whistle should be a drum whistle, and the one on tail of 00:23:053 (3) should be removed. It sounds weird.
  4. 01:32:198 (1,2) - This rhythm sounds really weird to me. It doesn't follow the vocal in my opinion. Try putting the slider first then the circle after 1/2 a beat. It would sound better. This also goes for 01:33:662 (1,2) -, but the rhythm suggested isn't good. Maybe extend the slider so it could be a 3/1 slider?
  5. 01:49:759 (1,2) - Lower the volume for these notes. The beats in the music aren't loud, and the hitsounds are too loud for it.

Intermediate

  1. 00:14:637 (1,2) - The beat on 00:14:820 should be clickable with 00:15:369 . I think the correct rhythm would go like this: it hits the guitar notes.
    This also goes for 00:20:491 (1,2,3) .
  2. 00:57:259 (2,3,4,5) - To me, it seems too much for this difficulty. You should do should like you did to 01:08:784 .
  3. 01:32:198 (1) - Curve it to the opposite direction, so the 2nd node can be on x:23 y:153. This will shoot to the next slider, instead so returning to the previous one, so it can make a minor improvement in the cursor's movement.
  4. 01:40:979 - Same suggestion in the Normal mod, and this goes through the mapset.
  5. 01:49:759 (1,2) - Add finishes to keep the consistency through the mapset.

Hard

  1. 00:07:137 (1) - The downbeat should have something to click on, so placing the tail won't be right. I suggest to start the slider on that beat, and a circle on 00:07:137 so it won't be awkward.
  2. 00:22:503 (2) - The tail is off-field, but I don't see the problem. Else, just in case, rotate the slider to avoid it.
  3. 00:36:223 (1,2,3,4,5) - It feels that this stream is more in the "Insane-type". What I meant is that the stream seems to be harder than Insane. Maybe remove the circle before the the slider? This also goes to 02:11:345 (1,2,3,4,5) .
  4. 01:08:052 (3,4) - The distance must be reduced in order to avoid the confusion.
  5. 01:51:223 (1) - After clicking (6), the process to (1) is uncomfortable due to the distance. I suggest that you add some distance between 01:50:857 (6,1) .

Reunion

  1. 00:11:345 (5) - The slider seems to be too far from the previous slider, compared to the others like 00:09:332 (4,5) . I suggest you move it to x:232 y:348 to get a better flow and get the blanket with the tail and (4).
  2. 00:19:943 (5,6) - I would switch the places for these circles for a better movement, but it's the fault of my skills, so you don't have to follow this.
  3. 01:25:979 (3,1) - Try adding space between them, so it could make a jump? It would emphasize the strong beat. Or, extend it to the blue tick to get that long note that starts from 01:25:979 .
  4. 01:43:906 - The stream isn't fitting with the music, due to multiple time signature. But, keep it there, and we'll see in the future.
I don't have anything to say for HanzeR's difficulty, it's perfect.

Anyways, your difficulties are really pretty! The pattern and such are, simple but beautiful. I'd like to give a star for this map! Good luck for the ranking process! Ask me if you have questions.
Topic Starter
JeZag

sheela901 wrote:

Hey JeZag!

Easy

  1. 00:41:710 (1,2) - The new combo should be switched to get the consistency. Oops
  2. 01:30:735 (3) - I think putting the curve to down and blanketing with (2) may result a better flow for (3,4). Like it. Fixed
    SPOILER

    There's something wrong with my puush, so I can't upload a smaller image.
  3. 01:40:979 - Placing the break here seems to be weird, since I don't see a link with the music. You can just return the break to the object before it. fixed
  4. 01:51:223 (1) - If you remove the node in the middle, it would improve a tiny bit the flow to (2). It'll also shoot to (2) instead of (3). fixed
Pretty difficulty you got there! Thx >w<

Normal

  1. 00:05:857 (2) - This slider seems to sound pretty weird. You should follow the rhythm like the other sliders like 00:04:393 (1) . Since there's no beat on 00:06:588 -, I don't think an object should be on that beat. fixed. I was mapping to a previous mapping rhythm
  2. 00:11:710 (2) - I'd remove the repeat and extend to 00:12:442 and remove the circle on 00:12:808 (3) . I think the circle isn't need. It makes it awkward for me to hear it, and the beats stop on 00:12:442 . fixed. I hope polarity wont be a problem though
  3. 00:23:784 (4) - The whistle should be a drum whistle, and the one on tail of 00:23:053 (3) should be removed. It sounds weird. Agreed; Im no pro myself
  4. 01:32:198 (1,2) - This rhythm sounds really weird to me. It doesn't follow the vocal in my opinion. Try putting the slider first then the circle after 1/2 a beat. It would sound better. This also goes for 01:33:662 (1,2) -, but the rhythm suggested isn't good. Maybe extend the slider so it could be a 3/1 slider? I like your idea! Remapped
  5. 01:49:759 (1,2) - Lower the volume for these notes. The beats in the music aren't loud, and the hitsounds are too loud for it. Other diffs have it too but i changed a bit; RIP headphone users kappa

Intermediate

  1. 00:14:637 (1,2) - The beat on 00:14:820 should be clickable with 00:15:369 . I think the correct rhythm would go like this: it hits the guitar notes.
    This part is mapped to the drums, not guitar (mostly because I didnt want players to get too comfortable :>
    This also goes for 00:20:491 (1,2,3) . ^^^^
  2. 00:57:259 (2,3,4,5) - To me, it seems too much for this difficulty. You should do should like you did to 01:08:784 . I wanted certain emphasis here; besides I did the same thing later anyway :<
  3. 01:32:198 (1) - Curve it to the opposite direction, so the 2nd node can be on x:23 y:153. This will shoot to the next slider, instead so returning to the previous one, so it can make a minor improvement in the cursor's movement. Yeah yeah before i was going from 01:31:832 (3,1) instead of other way around
  4. 01:40:979 - Same suggestion in the Normal mod, and this goes through the mapset. ofc
  5. 01:49:759 (1,2) - Add finishes to keep the consistency through the mapset. fixed

Hard

  1. 00:07:137 (1) - The downbeat should have something to click on, so placing the tail won't be right. I suggest to start the slider on that beat, and a circle on 00:07:137 so it won't be awkward. I saw this happening eventually ._.
  2. 00:22:503 (2) - The tail is off-field, but I don't see the problem. Else, just in case, rotate the slider to avoid it. oops fixed
  3. 00:36:223 (1,2,3,4,5) - It feels that this stream is more in the "Insane-type". What I meant is that the stream seems to be harder than Insane. Maybe remove the circle before the the slider? This also goes to 02:11:345 (1,2,3,4,5) . I'll wait to see what others think
  4. 01:08:052 (3,4) - The distance must be reduced in order to avoid the confusion. nerfed .-.
  5. 01:51:223 (1) - After clicking (6), the process to (1) is uncomfortable due to the distance. I suggest that you add some distance between 01:50:857 (6,1) .so... its too easy? buffed

Reunion

  1. 00:11:345 (5) - The slider seems to be too far from the previous slider, compared to the others like 00:09:332 (4,5) . I suggest you move it to x:232 y:348 to get a better flow and get the blanket with the tail and (4). fixed my own way
  2. 00:19:943 (5,6) - I would switch the places for these circles for a better movement, but it's the fault of my skills, so you don't have to follow this. That looks harder and weirder o.O
  3. 01:25:979 (3,1) - Try adding space between them, so it could make a jump? It would emphasize the strong beat. Or, extend it to the blue tick to get that long note that starts from 01:25:979 . Liked the idea of extending it
  4. 01:43:906 - The stream isn't fitting with the music, due to multiple time signature. But, keep it there, and we'll see in the future. I agree (mostly as a lazy person)
I don't have anything to say for HanzeR's difficulty, it's perfect.

Anyways, your difficulties are really pretty! The pattern and such are, simple but beautiful. I'd like to give a star for this map! Good luck for the ranking process! Now if I were only this good on my first try x.x
Ask me if you have questions.
Thx for the mod :D
LordRaika
Hitsound Mod request from my Modding Queue


osuu~ ^^/
Here is my check as request :

Hitsound Mod AND....
[General Stuff first,]
  • Glad that i've checked them XD
  1. 01:43:906 - the electric guitar stream from this part, on 'Reunion" and "HanzeR's Insane"
    the fact is they are not 1/4 , This map got disqualify once because i mapped full 1/4 there....
    its actually starting from 1/2 to 1/6 to 1/8 to 1/6 and there was like twice of 1/8 , then back again.... which is absurb...
    yeah as mapper our very first reason is to make it simple by making consistent 1/4 , but some people are jst being to nerd...
    ask a STD BAT or QAT first before they disagree on this XD

[Hitsound]
  • I like how you guys can change sampleset manually into drum with the current timing of Soft...
    but i got some tips to improve on what you've hitsound so far.... by simply add this :
  1. Download and rename this as drum-hitwhistle.wav and This , rename as drum-hitnormal.wav, this will take immediate effect here : 00:13:540 - , 00:14:271 - and similar part ^^ , see if u like them....
  2. For additional, u can add this by renaming into drum-hitfinish.wav and will automatically fix this part : 00:18:662 - and 00:18:845 - this is suggest having the drum-finish as well, because both are the same sound.... if u think finish is not enough, u can add whistle as well, assuming you add the custom hitsound above ^^
  3. Also at "Reunion" , if u did follow and use the drum-hitnormal above ^ , u can add new timing here : 00:30:186 - till 00:30:735 - into D:C1 with 52% volume ^^b and hear the awesome and simple effect.
    01:37:320 - same ^ , with D:C1

and at the first glance i really really didnt hear anything need to be mod further on hitsound at Reunion ^^
beside on HanzeR's Insane some chorus got soo many soft finish spam XD hehe... not really a problem thou....

GL for ranked ^^b
really doesnt find anything weird, because u guys really add the hitsound, i jst help with custom to enhance it~
Topic Starter
JeZag

LordRaika wrote:

Hitsound Mod request from my Modding Queue


osuu~ ^^/
Here is my check as request :

Hitsound Mod AND....
[General Stuff first,]
  • Glad that i've checked them XD
  1. 01:43:906 - the electric guitar stream from this part, on 'Reunion" and "HanzeR's Insane"
    the fact is they are not 1/4 , This map got disqualify once because i mapped full 1/4 there....
    its actually starting from 1/2 to 1/6 to 1/8 to 1/6 and there was like twice of 1/8 , then back again.... which is absurb...
    yeah as mapper our very first reason is to make it simple by making consistent 1/4 , but some people are jst being to nerd...
    ask a STD BAT or QAT first before they disagree on this XD

I got the great PishiBat to edit in notes there... now they can't say it's not a straight stream >:D

[Hitsound]
  • I like how you guys can change sampleset manually into drum with the current timing of Soft...
    but i got some tips to improve on what you've hitsound so far.... by simply add this :
  1. Download and rename this as drum-hitwhistle.wav and This , rename as drum-hitnormal.wav, this will take immediate effect here : 00:13:540 - , 00:14:271 - and similar part ^^ , see if u like them....
  2. For additional, u can add this by renaming into drum-hitfinish.wav and will automatically fix this part : 00:18:662 - and 00:18:845 - this is suggest having the drum-finish as well, because both are the same sound.... if u think finish is not enough, u can add whistle as well, assuming you add the custom hitsound above ^^
  3. Also at "Reunion" , if u did follow and use the drum-hitnormal above ^ , u can add new timing here : 00:30:186 - till 00:30:735 - into D:C1 with 52% volume ^^b and hear the awesome and simple effect.
    01:37:320 - same ^ , with D:C1

and at the first glance i really really didnt hear anything need to be mod further on hitsound at Reunion ^^
beside on HanzeR's Insane some chorus got soo many soft finish spam XD hehe... not really a problem thou....

GL for ranked ^^b
really doesnt find anything weird, because u guys really add the hitsound, i jst help with custom to enhance it~
Gonna edit later with actual edits hehe
Changes have been changed =w=
Pappy
Uhh look plz

JeZag wrote:

LordRaika wrote:

  • Glad that i've checked them XD
  1. 01:43:906 - the electric guitar stream from this part, on 'Reunion" and "HanzeR's Insane"
    the fact is they are not 1/4 , This map got disqualify once because i mapped full 1/4 there....
    its actually starting from 1/2 to 1/6 to 1/8 to 1/6 and there was like twice of 1/8 , then back again.... which is absurb...
    yeah as mapper our very first reason is to make it simple by making consistent 1/4 , but some people are jst being to nerd...
    ask a STD BAT or QAT first before they disagree on this XD

I got the great PishiBat to edit in notes there... now they can't say it's not a straight stream >:D
But...Changing this stream into 1/4 won't move drums? This can be confusing on easier difficulties D: Or I am wrong?

Mod as requested!


General

  1. My favourite song from Deemo ;w;
  2. 01:38:021 - Why this line is snapped on 1/12? D: To avoid some mod posts which says it's unsnapped snap it to 01:38:052
  3. Why not to add 533 Audio Lead-In? It'll create 2 seconds before playing map (AiBat says that 2 seconds is minimum)
  4. 01:49:759 (1,2) - 00:49:759 (1,2) - Whistles instead of finishes? Sounds too noisy/

Easy

  1. 02:20:491 - Unused green line, remove it.
  2. 01:43:906 - ^
  3. 01:44:637 - ^
  4. 01:45:003 - ^
  5. 01:45:369 - ^
  6. 01:49:576 - ^
  7. It's fine diff

Normal

  1. 02:20:491 - Unused green line, remove it.
  2. 01:43:906 - ^
  3. 01:44:637 - ^
  4. 01:45:003 - ^
  5. 01:45:369 - ^
  6. 01:49:576 - ^
  7. 00:19:027 (1,2,3,4,5,1,2,3,4,5) - Strange rhytm used here, I suggest to place sliders at 1st and 3rd white ticks.
  8. 01:33:662 (3) - This will work better as normal curved slider.

Intermediate

  1. This is my favourite diff from this mapset TwT Keep your works as this!
  2. 00:56:710 (4) - Stack at the tail of (1)?
  3. 02:20:491 - Unused green line, remove it.
  4. 01:43:906 - ^
  5. 01:44:637 - ^
  6. 01:45:003 - ^
  7. 01:45:369 - ^
  8. 01:49:576 - ^

Hard

  1. 02:07:321 (1,2) - RIP my combo eh, too far.
  2. You used nice rhytm, nice usage of jumps, the only problem is asthetics - I can't help you with this. :<

HanzeR's Insane

  1. Typical HanzeR, funny map. uh sorry but can't find problems D:

Reunion

  1. 00:20:126 (6,1) - You used strange rhytm here, try to do something like this, plays better \o/
  2. 00:24:332 (6,7,8) - Change it into stream please, I can't do 3x300 on this pattern >w<
  3. 00:32:199 (1,2) - What do you think about this rhytm? It can emphasize rhytm better.
  4. 00:31:649 (4,5) - (5) is too far from (4) for me, it's not a moment for doing high jump... D:
  5. 00:35:125 (5,6,7,8,9) - What do you think about this placement? Here's code if you want this:
    uwu
    233,281,35125,5,0,0:0:0:0:
    106,240,35308,1,0,0:0:0:0:
    233,64,35491,1,0,0:0:0:0:
    312,173,35674,1,0,0:0:0:0:
    106,106,35857,1,0,0:0:0:0:
  6. 00:50:857 (5,6) - Uh there's no any beat at blue and red lines, consider delete second slider and replace first with circle, plays better.
  7. 00:53:235 (3,4,5,6,7) - Strange rhytm you used here, triplet definietly sounds better when starts at 00:53:601 so I suggest doing this.
  8. 01:45:734 (5,6,7,8,1,2,3) - Move all these notes to x:204|y:200 together for better stream shape
  9. 01:51:040 (7,8) - I suggest to remove it, leaving blank space plays and sounds better
  10. 02:01:466 (1,2,3,4,5,6) - Try this pattern, looks/plays better. :3
    380,236,121466,53,0,0:0:0:0:
    285,90,121649,1,0,0:0:0:0:
    458,81,121832,1,0,0:0:0:0:
    289,195,122015,37,0,0:0:0:0:
    368,40,122198,1,0,0:0:0:0:
    462,185,122381,1,0,0:0:0:0:

That's all, lovely mapset! o3o You should focus more on astetic in all diffs, Reunion is the only diff with other problems.

01:26:345 - Only I hear here "fuck" instead of "look"? xDD
This song have scary lirycs uhh ;_;
Topic Starter
JeZag

Pappy wrote:

Uhh look plz

LordRaika wrote:

  • Glad that i've checked them XD
  1. 01:43:906 - the electric guitar stream from this part, on 'Reunion" and "HanzeR's Insane"
    the fact is they are not 1/4 , This map got disqualify once because i mapped full 1/4 there....
    its actually starting from 1/2 to 1/6 to 1/8 to 1/6 and there was like twice of 1/8 , then back again.... which is absurb...
    yeah as mapper our very first reason is to make it simple by making consistent 1/4 , but some people are jst being to nerd...
    ask a STD BAT or QAT first before they disagree on this XD

I got the great PishiBat to edit in notes there... now they can't say it's not a straight stream >:D
But...Changing this stream into 1/4 won't move drums? This can be confusing on easier difficulties D: Or I am wrong?
I don't get what you mean by "move drums" :<
The added drums are there so BATs can't complain, yet soft enough so it doesn't really take much out on the guitar solo for the diffs without a stream (easy normal intermediate and hard)

Mod as requested!


General

  1. My favourite song from Deemo ;w; Mine too owo
  2. 01:38:021 - Why this line is snapped on 1/12? D: To avoid some mod posts which says it's unsnapped snap it to 01:38:052 Oops
  3. Why not to add 533 Audio Lead-In? It'll create 2 seconds before playing map (AiBat says that 2 seconds is minimum) Fixed
  4. 01:49:759 (1,2) - 00:49:759 (1,2) - Whistles instead of finishes? Sounds too noisy/ I think it sounds nice but I'll ask around for second opinions too

Easy

  1. 02:20:491 - Unused green line, remove it.
  2. 01:43:906 - ^
  3. 01:44:637 - ^
  4. 01:45:003 - ^
  5. 01:45:369 - ^
  6. 01:49:576 - ^
  7. It's fine diff
Oopsies most of these were from laziness after hitsound copy lol

Normal

  1. 02:20:491 - Unused green line, remove it.
  2. 01:43:906 - ^
  3. 01:44:637 - ^
  4. 01:45:003 - ^
  5. 01:45:369 - ^
  6. 01:49:576 - ^ All fixed
  7. 00:19:027 (1,2,3,4,5,1,2,3,4,5) - Strange rhytm used here, I suggest to place sliders at 1st and 3rd white ticks. No change because this was meant to be like rhythm in 00:13:174 (1,2,3)
  8. 01:33:662 (3) - This will work better as normal curved slider. I personally can't tell nor do I care much so changed lel

Intermediate

  1. This is my favourite diff from this mapset TwT Keep your works as this! It's my most recently mapped, so its bound to be better >w<
  2. 00:56:710 (4) - Stack at the tail of (1)? Personally I don't like stacking ever (at least immediately afterwards) because I think it's easier to read a bit further away. Feel free to correct me though
  3. 02:20:491 - Unused green line, remove it.
  4. 01:43:906 - ^
  5. 01:44:637 - ^
  6. 01:45:003 - ^
  7. 01:45:369 - ^
  8. 01:49:576 - ^ All fixed

Hard

  1. 02:07:321 (1,2) - RIP my combo eh, too far. ehehehe
  2. You used nice rhytm, nice usage of jumps, the only problem is asthetics - I can't help you with this. :< I wish my map were beautiful then I wouldn't need so many mods x_x

Reunion

  1. 00:20:126 (6,1) - You used strange rhytm here, try to do something like this, plays better \o/ I use strange rhythms to spice ppls lives :D (anyway this is supposed to be the "extra")
  2. 00:24:332 (6,7,8) - Change it into stream please, I can't do 3x300 on this pattern >w< I'll wait to see how the "pros" react :3
  3. 00:32:199 (1,2) - What do you think about this rhytm? It can emphasize rhytm better. It emphasizes the rhythm, but I was emphasizing the lyrics x_x
  4. 00:31:649 (4,5) - (5) is too far from (4) for me, it's not a moment for doing high jump... D: There are even bigger jumps in this diff >:D So no nerf pl0x
    I also think it looks rather big because 00:31:284 (3,4) is sorta anti-jump
  5. 00:35:125 (5,6,7,8,9) - What do you think about this placement? Good pattern, but rearranged to make flow better IMO
    Here's code if you want this:
    uwu
    233,281,35125,5,0,0:0:0:0:
    106,240,35308,1,0,0:0:0:0:
    233,64,35491,1,0,0:0:0:0:
    312,173,35674,1,0,0:0:0:0:
    106,106,35857,1,0,0:0:0:0:
  6. 00:50:857 (5,6) - Uh there's no any beat at blue and red lines, consider delete second slider and replace first with circle, plays better. But the extra diff challenge doh.... I'll see how the 9k pros react :P
  7. 00:53:235 (3,4,5,6,7) - Strange rhytm you used here, triplet definietly sounds better when starts at 00:53:601 so I suggest doing Seems legit so changed BUT no slider rather jumps to emphasize the drum part (and to make it harder :3)this.
  8. 01:45:734 (5,6,7,8,1,2,3) - Move all these notes to x:204|y:200 together for better stream shape LoL I originally wanted 01:45:369 (1,2,3,4,5) - to be a consistant curve then 01:45:734 (5,6,7,8,1) be same curve but smooth change works better so changed
  9. 01:51:040 (7,8) - I suggest to remove it, leaving blank space plays and sounds better sometimes silence is the best note, even in an extra so changed -w-
  10. 02:01:466 (1,2,3,4,5,6) - Try this pattern, looks/plays better. :3
    380,236,121466,53,0,0:0:0:0:
    285,90,121649,1,0,0:0:0:0:
    458,81,121832,1,0,0:0:0:0:
    289,195,122015,37,0,0:0:0:0:
    368,40,122198,1,0,0:0:0:0:
    462,185,122381,1,0,0:0:0:0:
    idk because I wanted to emphasize 02:01:466 (1,4) hence bigger jumps but I'll keep this in mind!

That's all, lovely mapset! o3o You should focus more on astetic in all diffs, Reunion is the only diff with other problems.

01:26:345 - Only I hear here "fuck" instead of "look"? xDD Gratz now whenever I get here that's all I can hear too TwT
This song have scary lirycs uhh ;_;
Thanks for the mod! I wish i were artzy though OTZ
Nathan
[HanZer's Insane]
  1. 00:21:954 (1,2) - Spacing is a bit weird compared to 00:16:101 (1,2) and 00:19:027 (1,2)
  2. 00:38:784 (3,4) - Move this somewhere else as a pair so 00:38:784 (3) isn't covered by 00:38:052 (1)
  3. 00:42:076 (2) - Bump this up a tiny bit with 00:41:710 (1) so it looks neater without the tiny overlap onto 00:42:442 (3)
  4. 01:42:259 (1,2,3,4,5,6) - fun pattern owo
[Reunion]
  1. 00:01:467 (1,2,3,4) - This sequence is repeated 8 times throughout the start, it's fine but some reverse sliders or something like that would be nice for variety ._.
  2. 00:24:881 (1) - Use finish instead?
  3. 01:08:418 (3) - Why not add finish on the head if you used it on 00:24:515 (7)
  4. 01:56:893 (3) - Add clap?
  5. 02:08:601 (5) - ^
You can have a star since I didn't find much I guess :c
Topic Starter
JeZag

sukiNathan wrote:

[Reunion]
  1. 00:01:467 (1,2,3,4) - This sequence is repeated 8 times throughout the start, it's fine but some reverse sliders or something like that would be nice for variety
    There'se tons more variety later and this is the "extra" diff so I wanted to model some of the consistency found in Deemo
    ._.
  2. 00:24:881 (1) - Use finish instead? In the music, there is a cymbals crash, so I put a finish at 00:24:515 and 00:24:881 (don't wanna finish spam this early on
  3. 01:08:418 (3) - Why not add finish on the head if you used it on 00:24:515 (7) no cymbals crash here so nah
  4. 01:56:893 (3) - Add clap? clap doesn't fit as well as the whistle hitsound IMO
  5. 02:08:601 (5) - ^ ^
You can have a star since I didn't find much I guess :c
Thanks for the mod! owo
cytusmusic
i don't know how to mod just a quick question uwu

[reunion]

01:43:906 -- this stream is hard to play, the electric guitar solo doesn't match up well with it and the background rhythm isn't really audible.
01:49:942 (1,2) -- why are these two notes here? they don't seem to have any place in the song.
HanzeR

sukiNathan wrote:

[HanZer's Insane]
  1. 00:21:954 (1,2) - Spacing is a bit weird compared to 00:16:101 (1,2) and 00:19:027 (1,2)
  2. 00:38:784 (3,4) - Move this somewhere else as a pair so 00:38:784 (3) isn't covered by 00:38:052 (1)
  3. 00:42:076 (2) - Bump this up a tiny bit with 00:41:710 (1) so it looks neater without the tiny overlap onto 00:42:442 (3)
  4. 01:42:259 (1,2,3,4,5,6) - fun pattern owo
[Reunion]
  1. 00:01:467 (1,2,3,4) - This sequence is repeated 8 times throughout the start, it's fine but some reverse sliders or something like that would be nice for variety ._.
  2. 00:24:881 (1) - Use finish instead?
  3. 01:08:418 (3) - Why not add finish on the head if you used it on 00:24:515 (7)
  4. 01:56:893 (3) - Add clap?
  5. 02:08:601 (5) - ^
You can have a star since I didn't find much I guess :c
Didn't make any change ty
Pappy
Oh also I saw some tags that you can use.
~~~~~~~~~~~~~~~~~~~~~~
  1. The company that made Deemo is named Rayark games, not Rayark. So you should add games.
  2. The song comes from Collection 1: Deemo selection. So suggested tags: collection, collection_1 and selection.
  3. Rayark Games made also Cytus, older brother of Deemo. Why not add Cytus in tags?
Why Winek in tags? He made any diff?

EDIT: Forgot to say no kds it. ;;
Topic Starter
JeZag

Pappy wrote:

Oh also I saw some tags that you can use.
~~~~~~~~~~~~~~~~~~~~~~
  1. The company that made Deemo is named Rayark games, not Rayark. So you should add games.
  2. The song comes from Collection 1: Deemo selection. So suggested tags: collection, collection_1 and selection.
  3. Rayark Games made also Cytus, older brother of Deemo. Why not add Cytus in tags?
Why Winek in tags? He made any diff?
Check the credits :D

cytusmusic wrote:

i don't know how to mod just a quick question uwu

[reunion]

01:43:906 -- this stream is hard to play, the electric guitar solo doesn't match up well with it and the background rhythm isn't really audible.
If there were another, more enjoyable way to map this, I would definitely do it but for now, there seems to be a guitar stream here and so I mapped it :< [btw I kno that 01:43:906 (1) might be an awk start to the stream, but it fits the guitar, so tap the slider with the less dominant key first then stream or whatever]
01:49:942 (1,2) -- why are these two notes here? they don't seem to have any place in the song.
I'm guessing that you're referring to 01:49:759 (1,2) instead of 01:51:223 (1,2) (which happens to be where your link is redirected :?) Anyway, there are two cymbal clashes in the background, not the music, that I'm mapping
Gratz on your first mod -w-
pishifat
3 years later and the offbeat stream at 01:43:906 (1) - is now rankable

JeZag wrote:

so I guess I'm finally ready for a re-mod =o=
[general]
  1. letterboxing during breaks just cuts off bg girl's face so maybe don't do that
  2. winek being an inspiration isn't really a reason to include him in the tags. you don't see hanzer putting fanzhen in all his maps' tags right yea no
  3. preview point unsnapped :/
  4. um the "wav" folder in your beatmap folder... do something about it. right now the hitsounds inside aren't used cuz they're in that folder. if you do plan on using them, they blend so much with the song that they provide no feedback at all, so that wouldn't really work. deleting the drum-hitnormal file and allowing the default drum hitnormal to be used would fix that
  5. kiai in reunion/easy are different from normal/intermediate/hard. needs to be the same for all diffs except the gd
  6. should be using the standard silent hitsound instead of those weird ones you're using now. get it here
  7. OD on normal/intermediate/hard should be increased by 1. reunion could also be 8
[easy]
  1. 00:02:930 (2,1) - 00:17:198 (2,3) - 01:10:247 (3,1) - 02:13:174 (3,4) - spacing inconsistencies
  2. 01:08:052 (1,2) - probably should swap new combos. it's acceptable at like 00:41:710 (1,2) - since vocal phrases are separated on the place you have a new combo, but in this instance that's not a thing. also it's the same as 02:08:052 (4,1) - musically (despite pitch whatever) and combos are good there so
  3. 01:14:637 (1) - don't need the new combo since you don't include one on 02:14:637 (5) - 01:38:052 (5) - which are the same sort of thing. other diffs don't include new combos on this either. dunno why spinner should indicate new combo or not
  4. 01:38:235 (1) - 5% volume on this spinner makes no sense. here music is continuing and you've just got silent spinner on a loud part. leaving it at 40% volume is k
  5. 01:51:223 (1,2,3,4) - spacing is so broken damn
  6. 02:14:820 (1) - would make sense to increase volume to like 20% and have a whistle. piano sound yes
[normal]
  1. 00:16:102 (1,2) - 01:57:991 (3,1) - spacing inconsistencies
  2. 00:39:881 (2,4) - stackign of these = super confusing. just anything so they aren't stacked would work
  3. 01:14:820 (1) - 01:38:235 (1) - 02:14:820 (1) - same as easy. silent spinner stuff pointless. also whistle on the first and last ones piano
  4. 01:06:223 (2,3,1) - arrangement of stuff here is also unnecessarily confusing. like anything where things aren't spaced so they're almost on top of each other is fine
  5. 01:32:198 (1,2,3) - adjusting your spacing to look like it did with the regular slider velocity would just work better (that would be 1.4x spacing) https://osu.ppy.sh/ss/2802702
[intermediate]
  1. spinners
  2. 01:01:466 (1,2) - 01:03:479 (3,4) - spacing inconsistencies
  3. 00:58:906 - seems really weird to not cover this. it's like reflective with 00:57:442 - which you have covered. second kiai also covers both. i dunno what you'd do about a pattern there but something should happen. a possibility
  4. 01:26:339 - should probably snap the unsnappedline
  5. 01:50:857 (4,1) - stacking is kind of not great when you're breaking spacing like this :/ would be better to just ignore the stack completely since it's not gonna be noticeable ingame and use 1.5x spacing like the other 1/1 gaps before this
  6. 01:58:174 (4) - rhythm here just seems weird cuz of the passive end. something like this would work. removing the reverse on 4, moving 1 back by 1/2 and stacking a circle on 2.
[hard]so i said before that there were a lot of jump related issues before. you made a diff so the gap between normal and hard isn't huge, but that doesnt change how unintuitive/inappropriate some jumps are still. i'll be posting what i think about certain jumps (like increase/decrease spacing) as well as screenshots of possible changes. you dont need to do what the screenshots show, just anythign that would solve the problem. those are just exampels okokokok
  1. spinnerssssss
  2. previous mod wrote:

    00:01:471 (1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,1,2,3,4) - whole section has a lot more object density than it really should. it's pretty much the same as the section starting at 00:13:178 (1) - yet the music is waaaaaaaaaaay different. the "reunion" difficulty even has less movement than this, which is not right at all. you'll probably want to create less intense rhythms here.
    this still applies. overmapping in a hard diff while insanes don't is just not a thing
  3. 00:13:174 (1,2,3,4,5,1,2,3,4,1,2,3) - so much congestion here that it's a major pain to read. like you're sticking everything in 1/4 of the playfield and every object overlaps. some major rearranging needs to be done. would also be good to include spacing variation of some sort since you start doing that everywhere after these objects :/
  4. 00:17:564 (1,2) - would be easier to read that this is a jump by moving 1 further away from 00:17:198 (3) - . right now it just looks like a 1/1 gap cuz everything prior to this was distance snapped. remap the intro bit up to here if you really need to cuz it's worse than like everything that comes afterwards
  5. 00:24:881 (1) - you've got rhythmic gaps during the four measures starting here, then the four measures starting at 00:30:735 (1) - have no gaps at all. makes no sense since the song is the exact same in both places
  6. 00:25:247 (2,3) - would be easier to read that this isn't a jump by moving 3's head further from 2's tail. like 1.4x spacing is good so it's the same as the previous 1/1 gap
  7. 00:35:857 (3,4,1) - large jumps between multiple circles on hards uh not gonna go well. something like this would work, or anything that
  8. 00:36:223 (1,5) - should swap new comboz
  9. 00:43:540 (5,1) - if your comboing around here is supposed to be following vocal phrases, combos here should be swapped
  10. 00:50:491 (2,3) - these kind of 1/4 jumps in hard diffs not gonna work. needs to be consistent spacing for the entire 1/4 crap
  11. 00:53:418 (3,4) - spacing should be reduced. something like this would work well.
  12. 01:02:747 (1,3) - new combos should be swapped
  13. 01:02:747 (1,2,3) - pretty sure you didnt intend for these to underlap with 01:02:198 (3) - . stack is evil. something should be moved
  14. 01:02:931 (3,4) - spacing shoudl be reduced. something like this is possible
  15. 01:10:248 (1,2,3) - something about spacing toolarge. moving 01:09:699 (3,1) - to the right and getting rid of 01:10:613 (2) - with a reverse on 1 is an alternative
  16. 01:12:259 (2,3) - 01:12:991 (4,1) - jumps that rely entirely on momentum change don't really work very well. like anything else would work. literally anything
  17. 01:27:259 (1,3) - shoudl swap new comboz
  18. 01:28:723 (1,2) - zzzz^ if you were trying to follow vocal phrases it doesn't work when you start doing downbeat comboing right afterwards :/
  19. 01:32:564 (2) - would be cooler if more to the left to avoid overlap with 4
  20. 01:35:674 (3,4,5,1,2,3,4,5) - pretty much all the spacing here is too much. i can't say it any other way
  21. 01:56:162 (2,3,4,5) - spacing should be reduced. stacking 2 and 4 may not work. having 4 closer to 5 would be more practical. or somthing like this which is like move everything
  22. 02:02:565 (4) - 02:03:296 (2) - 02:03:845 (4) - 3 objects stacked in the same place so soon after each otehr super confusing. anything else would be better with less object congestion. extremely large spacing around all of this doesn't help either
  23. 02:10:796 (3,4) - spacing something between 4 and stream too large this
  24. 02:11:345 (1,5) - should swap new combos
  25. 02:13:174 (1,2,3,4) - so um most people i ask say this is pretty hard to read and combobreaking on the last objects is not so good. anything that gives the same effect as this just without the overlapping slider ends would be great. pattern is too cool to rank
variation in slider velocity, even if slight, could also help at times since you use the exact same thing throughout the whole song :/
[reunion]
  1. 00:45:369 (1) - if this section's comboing is following the vocals, new combos should be on 00:46:466 (3) - and 00:47:564 (3) - instead of 00:46:101 (1) - and 00:47:199 (1) -
  2. 00:56:710 (8) - should probably new combo for the major sv change
  3. 01:26:345 (1,2,3,4) - spacing here seems weird. if you wanted a jump from 3->4, make that clearer. constant spacing between them is also ok
  4. 02:17:564 (1) - would work better as a straight slider cuz curve of 3 makes everything look gross.
  5. 00:36:588 (1) - drums go into a half bpm sort of thing here, so lowering sv is expected. can just lower the sv multiplier to 1.25x and recalculate slider lengths, then you'll be good without any remapping bs. if you wanted to go lower though please do
[]

so all the diffs are good except hard. apply whatever you want and we'll see what needs to be changed from there
Topic Starter
JeZag
Thx for the mod
Just give me a couple days for me to recover =o=

pishifat wrote:

3 years later and the offbeat stream at 01:43:906 (1) - is now rankable

JeZag wrote:

so I guess I'm finally ready for a re-mod
[general]
  1. letterboxing during breaks just cuts off bg girl's face so maybe don't do that fixed
  2. winek being an inspiration isn't really a reason to include him in the tags. you don't see hanzer putting fanzhen in all his maps' tags right yea no fixed
  3. preview point unsnapped :/ fixed
  4. um the "wav" folder in your beatmap folder... do something about it. right now the hitsounds inside aren't used cuz they're in that folder. if you do plan on using them, they blend so much with the song that they provide no feedback at all, so that wouldn't really work. deleting the drum-hitnormal file and allowing the default drum hitnormal to be used would fix that fixed
  5. kiai in reunion/easy are different from normal/intermediate/hard. needs to be the same for all diffs except the gd fixed
  6. should be using the standard silent hitsound instead of those weird ones you're using now. get it here fixed
  7. OD on normal/intermediate/hard should be increased by 1. reunion could also be 8 fixed
[easy]
  1. 00:02:930 (2,1) - 00:17:198 (2,3) - 01:10:247 (3,1) - 02:13:174 (3,4) - spacing inconsistencies oops fixed
  2. 01:08:052 (1,2) - probably should swap new combos. it's acceptable at like 00:41:710 (1,2) - since vocal phrases are separated on the place you have a new combo, but in this instance that's not a thing. also it's the same as 02:08:052 (4,1) - musically (despite pitch whatever) and combos are good there so fixed
  3. 01:14:637 (1) - don't need the new combo since you don't include one on 02:14:637 (5) - 01:38:052 (5) - which are the same sort of thing. other diffs don't include new combos on this either. dunno why spinner should indicate new combo or not idk so fixed
  4. 01:38:235 (1) - 5% volume on this spinner makes no sense. here music is continuing and you've just got silent spinner on a loud part. leaving it at 40% volume is k fixed
  5. 01:51:223 (1,2,3,4) - spacing is so broken damn oops fixed
  6. 02:14:820 (1) - would make sense to increase volume to like 20% and have a whistle. piano sound yes im going to have to ask you later about this
[normal]
  1. 00:16:102 (1,2) - 01:57:991 (3,1) - spacing inconsistencies oopsies fixed
  2. 00:39:881 (2,4) - stackign of these = super confusing. just anything so they aren't stacked would work fixed
  3. 01:14:820 (1) - 01:38:235 (1) - 02:14:820 (1) - same as easy. silent spinner stuff pointless. also whistle on the first and last ones piano i'm going to have to ask for clarification again
  4. 01:06:223 (2,3,1) - arrangement of stuff here is also unnecessarily confusing. like anything where things aren't spaced so they're almost on top of each other is fine fixed
  5. 01:32:198 (1,2,3) - adjusting your spacing to look like it did with the regular slider velocity would just work better (that would be 1.4x spacing) https://osu.ppy.sh/ss/2802702 fixed
[intermediate]
  1. spinners going to need to ask
  2. 01:01:466 (1,2) - 01:03:479 (3,4) - spacing inconsistencies oops
  3. 00:58:906 - seems really weird to not cover this. it's like reflective with 00:57:442 - which you have covered. second kiai also covers both. i dunno what you'd do about a pattern there but something should happen. a possibility give me a while to figure what to do with this
  4. 01:26:339 - should probably snap the unsnappedline fixed
  5. 01:50:857 (4,1) - stacking is kind of not great when you're breaking spacing like this :/ would be better to just fixedignore the stack completely since it's not gonna be noticeable ingame and use 1.5x spacing like the other 1/1 gaps before this
  6. 01:58:174 (4) - rhythm here just seems weird cuz of the passive end. something like this would work. removing the reverse on 4, moving 1 back by 1/2 and stacking a circle on 2. fixed
[reunion]
  1. 00:45:369 (1) - if this section's comboing is following the vocals, new combos should be on 00:46:466 (3) - and 00:47:564 (3) - instead of 00:46:101 (1) - and 00:47:199 (1) - fixed
  2. 00:56:710 (8) - should probably new combo for the major sv change fixed
  3. 01:26:345 (1,2,3,4) - spacing here seems weird. if you wanted a jump from 3->4, make that clearer. constant spacing between them is also ok completely unintended so fixed
  4. 02:17:564 (1) - would work better as a straight slider cuz curve of 3 makes everything look gross. I'll reconsider
  5. 00:36:588 (1) - drums go into a half bpm sort of thing here, so lowering sv is expected. can just lower the sv multiplier to 1.25x and recalculate slider lengths, then you'll be good without any remapping bs. if you wanted to go lower though please dofixed
[]

so all the diffs are good except hard. apply whatever you want and we'll see what needs to be changed from there
Hard diff is gross right now x_x
I'm probably going to do some mass remapping later, but real life is too hard
Also, Imma need to ask you what you mean by the spinner sounds
Thx for the mod and I'll ask for more after a while
HanzeR
This map needs to get ranked :D
pishifat
oh hey that's a really good idea!!
Topic Starter
JeZag
Sorry, I'm sort of dead IRL
Everything is fixed as of now BESIDES hard, which I can't find time to remap x.x
Manimani_old_1
some suggestion>.<
[easy]
02:10:247 (2) - blanket with end of 02:08:783 (1) ?
[hard]
00:55:247 (3) - blanket with 00:54:698 (2) ?
[reunion]
00:11:345 (5) - how about that?
02:07:321 (1) - blanket with end of 02:08:052 (3) ?

hope this map get ranked>.<
Topic Starter
JeZag
Thanks for the mod! It's going to be a while until this is ranked though.... I'm sort of dead
It would really be nice if somebody made a hard GD, but o well
HanzeR
*HanzeR uses revive on JeZag*
Topic Starter
JeZag

HanzeR wrote:

*HanzeR uses revive on JeZag*
It is not very effective...

dw guiz I have Okoratu working with me on a colab hard to ease my IRL arrow in the knee
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