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raja - the light

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Aka
so


general

・add damnae ayu to tags? mbc8 too? as last renatus and evanescent had mbc in tags lol
・02:08:141 - i would also suggest ending the diffs here, as having the last circle on thse spot where that calm part start would provide something like.. fullness, more logical completion, like the last main note in the musical compositions, etc o͡͡͡͡͡͡╮(。>_<。)╭o͡͡͡͡͡͡ ᵑ৹

normal

・00:25:807 - i would recommend adding a note here. nowhere else you have ignored that Boom in the diff and overall, cause of that, the whole short part 00:23:474 (5,1,2,3,4) - feels like it has too many 1/2 breaks. would be more natural to have a click on a timestamp i mentioned, so the part gets better rhythmically ;; maybe a kind of pattern like you have later here 00:48:807 (3,4,5,6) - would fit:


hard

・hp5? its same as in- aaaactually desperate stole my catch, so yeah, i would recommend lowering the hp and ar, as mentioned in the previous modpost. it would provide a smaller gap between this and normal difficulty, smoother transition to the next diff
・02:07:807 (3,4) - the (4) circle is completely out of place and there is no sound, nothing what would fit for an object. ninjaed by desp as well
・everything else i wanted to mention has already been said


insane

・01:46:474 (10,1) - more spacing before (1) to emphasize the downbeat and the main part of the song would be cool. you could move the whole 01:44:141 (1,2,3,4,5,6,7,8,9,10) - structure a bit the right to make it happen easier
・the diff is great as the Great Damnae greatly is but the only thing which kept bothering me was those 3 sections of overlaps. maybe its going to something personal from here, but 00:48:141 (1,2,3,4,5,6,7,8,1,2) - 01:05:474 (5,6,7,8,1,2) - 01:48:141 (5,7) - part are catching the eye with the first play, in first 2 cases you are continuously moving around the same corner and and third is just completely personal, as (7) could be moved to the left to form a blanket and therefore make the part neater. i would suggest to stack some of those objects instead
unless you are completely OK with the your stuff, for sure.



01:57:141 - bananana
Myxo
I agree with Lanturn that the Hard's density should be toned down a bit. Try to include more 1/2-gaps that serve as little breaks for the players. I disagree that not a huge difference between Hard and Insane can be felt, as Insane is a lot more jumpy than Hard.
I also forgot to mention that the combo colors could be made consistent. Ayu's fit a lot better to the background, so I would recommend you to use them for all difficulties.
Kibbleru
nitpicking

same as lanturn's comment (spead thingy)
u could use the same combo colours as insane for consistency butt i guess thats up to u.

insane
  1. 00:58:474 (1,2,3,1,2,3) - i found this part rather weird. you ignored the piano beat and went with the (arguably weaker) vocals :X especially how u just omitted this 01:00:141 - completely (not even putting a slider over it or something)
  2. 01:36:974 (2) - this soft whistle felt a bit weird here, dunno what you're trying to emphasize with it
    01:38:474 - ^ but with the finish
  3. 01:49:974 - am i the only one who noticed that these sound slightly off lol. (slightly later than the blue tick). w/e it's probably fine
hard
  1. 00:52:474 (1,2) - you can space this out a little more. like so maybe. to keep the jumps more consistent
  2. 01:47:807 (3,4) - nazi, why are these not copy pasted (not perfectly anyway)
  3. 02:07:974 (4) - i feel like just removing this wud be better
normal
  1. fine i think
Topic Starter
Damnae

Lanturn wrote:

Grats Damnae & Ayu
Thanks \:D/

Kinshara wrote:

Damnae please make a storyboard!
Not likely if this map is supposed to be ranked this year :D


Only updated tags / artist / cleaned green lines in normal at the moment, looking at everything else now.
Kyubey
The Mappest.
Charles445
I like the map design as-is so this is a hitsound mod only

[Normal]
00:21:807 - Remove whistle, too many hitsounds too early on.
00:25:141 - Remove whistle, sounds corny
00:30:474 - Remove whistle, these doubles man
00:41:141 - Keep this one, double whistle is good for the transition.
00:53:474 - Add normal finish for consistency or remove the finishes entirely
00:56:141 - Add normal finish for consistency or... you read this already
01:04:474 - Remove whistle, again too many hitsounds early on. It's coming off a break so it needs to ease in.
01:09:807 - Whistle here is odd. I recommend removing it.
01:13:141 (2) - Remove whistle, double corn double flavor corn flakes buy now
01:25:141 - Maximum corn, overdrive! Replace finish with whistle.
01:38:807 - Remove finish.
01:40:474 - This should be a soft clap, shouldn't it?
01:46:807 - Replace this finish with a soft finish, as the other difficulties do as part of the transition.
01:47:807 - Remove whistle, sounds weird. Less is more here.
01:49:474 - Add normal finish, pow pow
01:50:474 - Remove whistle, no time for corn flakes we got dramatic shit going down
01:53:141 - Add whistle so the slider doesn't feel so empty
01:54:474 - Add whistle for maximum drama for the next object
01:54:807 - Add normal finish to complete maximum drama
01:57:141 - Add whistle for drama 2 electric boogaloo
01:57:474 - The normal finish sequel is out, critics are raving
02:00:141 - Add normal finish, cmon
02:00:474 - Whistle too soon after a large hit, remove whistle
02:02:807 - Add normal finish BOOM
02:03:141 - Remove whistle BOOM
02:05:807 - Remove whistle as usual

[Hard]
02:08:141 (1) - Consider replacing with whistle so the ending is calmer. If so, also remove the whistle at 02:07:807 - for contrast.

[Insane]
00:46:141 (3) - Remove whistle, restricting whistles to blue ticks is a good idea here.
00:57:141 - Remove whistle
01:33:974 - Remove drum, make auto
01:36:974 (2) - Remove whistle, sounds really corny to have two in a row
01:38:474 - No reason to have a weird finishes section here, remove the finishes and make the volume normal again.
01:39:807 - Remove whistle, sounds better as only the endpoint
01:40:307 - Consider adding whistle to this endpoint
02:08:141 - Consider adding an object here with a whistle. A red tick works fine but it's a little awkward to end the map like that. If you do add an object here, remove the finish on the previous circle. If you don't add an object, replace the finish with a soft whistle like the Normal.
Sonnyc

Kyubey wrote:

The Mappest.
Ayu
tfw you forgot about difficulty settings all along
Birdy
Yet another nitpick mod.

[Normal]
01:46:474 (1) - I think the repeat should be removed and a standalone hitobject added to the current end, as it would emphasize the strong sound in the start of the new bar.
01:51:807 (1) - ^
01:57:474 (1) - Shouldn't this have a finish at the head?

[Hard]
02:07:974 (4,1) - Could be removed to keep consistency with the other two diffs.

Insane looks good enough from the first glance and I'm lazy to look through it thoroughly.
Ayu
I'm completely demotivated to do anything lately because of some personal stuff, actually. Looking through the mods after some sleep, will discuss most with Damnae.

edit: oh, we're at 5~6 mods already
Myxo
Call me as soon as the mods are applied.
ztrot
Yes please contact him asap :D
Topic Starter
Damnae
Applied most of Charles' hitsound changes

for the insane:
00:43:474 (3,4) - The jump isn't that big since you don't have to follow 3 until its end. It also gives some speed to make 4 5 play nicely.
01:46:474 (10,1) - imo doesn't need more spacing, at this point you already start immobile from the previous stack and get a sv increase.
01:38:474 (5) - I don't really get mods about this finish, I feel like it fits the voice well? lowered volume a bit and removed the one on 01:38:807 (1) -

01:25:141 (6) - normal's elite popcorn finish

Ayu's diff is updated too.
Charles445
Hard
01:13:641 (6) - Missing drum hit or is this intentional?

..

That's it, noticed some structure changes in the Hard (the vocalist beat placement) and a lot of hitsound changes.
Good AR 7.5 for the Hard, that's nice.
I guess update/verify/deny the hitsound change on the hard and I can bubble.
Ayu

Charles445 wrote:

Hard
01:13:641 (6) - Missing drum hit or is this intentional?
nice catch
Charles445
Okay, there's the bubble.

Note to whoever is wanting to rank this, DON'T RANK THIS unless you are ztrot.
ztrot will be ranking this and making the announcement at the same time (finalizing contest results and whatnot).
Birdy
Yes cool nice.
Myxo
I still think inconsistent combo colors, inconsistent ending point for the maps, and the spread seem a bit unprofessional for a map that's going to be bundled, but whatever. It's nice that it could be bubbled so fast! :3
Avena

Desperate-kun wrote:

I still think inconsistent combo colors, inconsistent ending point for the maps, and the spread seem a bit unprofessional for a map that's going to be bundled, but whatever. It's nice that it could be bubbled so fast! :3
I actually agree, delaying the rank by around a day or two will be worthy if the set is improved.
Charles445
Don't worry I got the unprofessional spread thing covered
Liquid is 1.63, 1.81, 2.75, 3.61 8-)

Nah in all seriousness if you have minor suggestions that will overall help the map, go for it, I just want to avoid big changes since the map won the contest with its overall design.

Worth noting, the varied endpoints were intentional (I pointed them out in my mod, didn't get changed) and the Hard has different HP mechanics than the Normal and Insane. The Hard has no break in the center, so the drain section makes the HP less fierce overall (that is, the HP doesn't drain as fast as it would if it was a break).
Myxo
Alright then, I suppose the spread can't be improved with "minor suggestions" so it's better to leave it as is.
Still, I personally think that things like combo colors or endpoints should be consistent between all diffs, no matter if guest diff or not, atleast for a map that should represent the game in a way, but I suppose it doesn't matter too much..
Topic Starter
Damnae
I like where each of the 3 diffs end, and I don't think changing that for the sake of consistency would improve anything. More like the opposite. It also makes sense that Ayu's diff ends where it does, since it follows more of the piano.
ztrot
Lets see what the QAT think approved!
Lanturn
Ranked at a good pace this time :)
Mao
Woooh, grats o/
-kevincela-
Grats Damnae <3
Dainesl
congrats Damnae + Ayu
Cerulean Veyron
GJ! Gratz, both of you~
Ayu
I obviously carried Damnae

Alarido
Gratz Dam ~.~
Voxnola

Ayu wrote:

I obviously carried Damnae

x) ........

AHAHAHAHH HAAHAHAHAHAHAHAHHAHAHWUHWHAHAHAHWHUAHHWAUHAHAHAAHAHAHAHAHAHH HAAHAHAHAHAHAHAHHAHAHWUHWHAHAHAHWHHAHWHUAHHAHAHH HAAHAHAHAHAHAHAHHAHAHWUHWHAHAHAHWHUAHHAHAHH HAAHAHAHAHAHAHAHHAHAHWUHWHAHAHAHWHUHAHWHUAHHAHAHH HAAHAHAHAHAHAHAHHAHAHWUHWHAHAHAHWHUAHHAHAHH HAAHAHAHAHAHAHAHHAHAHWUHWHAHAHAHWHUHAHWHUAHHAHAHH HAAHAHAHAHAHAHAHHAHAHWUHWHAHAHAHWHUAHHAHAHH HAAHAHAHAHAHAHAHHAHAHWUHWHAHAHAHWAHAHAHAHAHAHHAHAHWUHWHAHAHAHWHUAHHAHAHH HAAHAHAHAHAHAHAHHAHAHWUHWHAHAHAHWHUAHHWAHAHAHAHAHAHHAHAHWUHWHAHAHAHWHUAHHAHAHH HAAHAHAHAHAHAHAHHAHAHWUHWHAHAHAHWHUAHHWHUUAHHAHAHH HAAHAHAHAHAHAHAHHAHAHWUHWHAHAHAHWHUAHHAHAHH HAAHAHAHAHAHAHAHHAHAHWUHWHAHAHAHWHUAHHWUHA
meii18
Congratulations winner o3o
Natteke desu
congrats Damnayu
Kinshara
Congratulations!
Kibbleru

Ayu wrote:

I obviously carried Damnae

Topic Starter
Damnae

Ayu wrote:

I obviously carried Damnae

Thanks mommy you're the best carry eu
- Marco -
Elite StoryMapper
Myxo
Congratz :3
Gamu
congrats~ \:D/
Charles445
Waiting for results to go up so you can see the funny judging comments :(
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