Modding done:
[Moki]
00:00:632 (3,1) - Should normally be spaced same as/ or even wider than these 00:00:115 (1,2) - but they flow breaks there to transit into the next hitobject so that can be left like it is.
00:01:321 (3) - Place at (448,192).
00:02:701 (3) - Move at (76,344).
00:05:459 - Replace with a note and use a slider on the next 1/4 beat.
00:06:494 (2,1) - Small DS here does not fit.
00:07:528 (4,1) - The transition here plays well but looks bad. Make it smoother or sharper. Something like this would be perfect. Here is the exact pattern.
- Make sure that 00:00:804 (1) - and 00:01:321 (3) - and 00:02:011 (3) - are at (360,144).
00:09:252 - Move (4) to (84,304).
00:09:425 (5,1) - Fix the blanket.
00:11:494 (1) - Rotate -110, Ctrl+J and Ctrl+G and replace at (284,109)
00:12:183 (1,2) - Fix the blanket.
00:12:183 (1,1) - Bad overlap.
00:13:218 (1,1) - Bad overlap.
00:13:908 (1,2,3,1,2,3,1,2,3,1,2,3,1,2) - The whole thing is not symmetrical.
00:16:149 (2,3,4) - The anti-jump here can work, but it will not be fun to play.
00:17:011 (2,3) - The blanket here is not the same as 00:18:046 (2,4) - here.
00:19:339 - When possible, make sure the remains of a hitobject does not touch other hitobjects.
00:19:942 (1) - Ctrl+G.
00:21:322 (2,2) - Stack.
00:22:528 (3,6) - Bad overlap.
00:24:597 (6,7,1) - There will be readability problems here.
00:25:632 (4,5) - Bad overlap.
00:25:804 (5,6) - It does not play well, rotate 90deg. and stack the end with 00:26:666 (3) -.
00:27:270 (6,7) - There will be readability problems here.
00:30:115 (7,8,1) - If you are still going with this, the player should have learned by now.
00:30:977 (3,4) - At least blanket that.
00:30:977 (3,4,5) - Why not make all of this symmetrical? Make sure you blanket well!
00:39:252 (3,4) - Reduce the DS by 0.1.
00:43:046 - I feel like you could make a cool small DS battern here.
00:43:735 - And here.
00:45:804 (2,3,4) - Make sure (3,4) are perpendicular to (2).
01:09:425 (1,2) - I would stack these.
01:11:838 (1) - Place a slider here, a slow one.
01:16:321 - Don't skip that beat!
01:20:115 (1,2) - Egh, stack these at the place of (1).
01:20:632 (4,5) - Stack these at the place of (4).
01:29:080 (3,4) - Nothing wrong here. It's usually more comfortable if overlapped notes face downwards instead of diagonally.
01:36:321 (7,8) - Don't kill the tension increase! Use a high DS for these two.
01:39:252 (4) - Ctrl+G.
01:51:149 (1,2) - I am not sure about that huge jump. There is no increased tension to back it up.
01:51:494 (3,2) - Bad overlap.
01:52:183 (3,1) - Make a fake blanket here. Don't alter the slider!
02:03:908 (6,2,3) - It's not symmetrical.
02:06:666 (8,9,1) - That one is a big no-no though.
02:07:873 (7,1) - Bad overlap.
02:08:390 (1,3) - If you keep the previous overlap, make sure this one overlaps as much as the previous one did.
02:08:908 (4,5,6,7,8) - More curvy is sexier.
02:09:770 (1,2,3,4,5,6) - Make sure they all overlap the same portion.
02:10:804 (7,8,1) - Another huge no-no.
02:13:046 (4,5,6,7,8) - I couldn't read that well the first time I saw it. I think I won't be the only one.
02:14:770 (7,8) - Have 2 of 1/4 beat sliders away while they are 1 of 1/4 beats apart is cool. But this one is just weird. You can keep it though.
02:15:804 (4,5,6,7,8) - I see that you stack the middle one, but still, make it curvy. It will feel and look better and not forced.
02:18:390 (3,4,5,6,7) - Egh, if you kept the previous one, the player should know what to do here.
02:28:735 (8,9,1) - Do not space the (2) that far apart, the player uses both fingers for (8,9) and usually puts more pressure (reflex due to fast pace) so, hitting (1) will be a pain.
02:28:735 (8,9,1,6,9) - Remains.
02:32:356 (3,4,5,6,7,8) - Try blanketing (8).
02:34:253 (8,9) - This jump is another no-no.
02:44:252 (1,2,3,4,1,2,3,4,5) - It looks cool, but I am not sure if it plays so too...
02:48:390 (1) - It looks like it's handicapped.
02:49:770 (1,2) - The blanket is 95% perfect.
03:04:425 (1,2,3,4) - You could have made this so much prettier. Now it's full of hitobjct and remain overlaps.
03:06:839 (6) - Don't mute that.
03:22:356 - Don't skip that!
03:22:528 - Nor that.
03:22:701 - Nor that.
03:27:701 - I would map that.
03:49:770 (3,1) - Almost.
03:51:494 (2,1) - Same.
03:51:839 (1) - Avoid that.
04:25:287 (2,1,2,1,2,1,1,1,2,1,2,1,1,2) - I love that.
04:30:287 (4,1) - You can avoid the overlap.
04:30:459 (1,2) - Blanket?
04:35:459 (1,2,3) - Have them evenly spaced.
04:35:632 (2,1) - Bad overlap.
04:39:080 (2,1) - You might aswell stack these two (at the end of the slider).
04:42:528 (3,4,1) - You go from circular to linear flow and then you break it. That does not play well.
04:46:666 - I think it's cool, but I have not seen using the kiai like that before in any ranked maps. Ask a BN about it.
04:49:770 (1) - Ctrl+G.
04:50:115 (2) - Ctrl+G.
04:50:459 (3,5,1) - Make sure the same portion of each hitobject is overlapped.
04:51:839 (3) - Place at (260,292).
04:52:356 (6) - Place at (224,232).
04:53:218 (3,5) - Make the (5) more appearing.
04:57:356 (5,6,7) - It would play much better if you used a DS of 2 for each one of them.
04:57:528 (6,1) - Bad overlap.
05:13:390 (1,2) - Recheck that blanket.
05:13:390 (1,2) - Bad overlap.
05:17:011 (1,2) - Fix the blanket.
05:25:632 (1,1) - Why force the player do something so fast after all the tension decrease?
[General]
- Set AR to 9.
- Set SL to 5.
- Set OD to 8 or 8.5.
- Disable Widescreen Support.
- Set preview point!
- Delete "MitiS - Living Color (Kuki).osb".
Sweet map overall, I see great potential in it.
Mind your blankets and get testplayers to give you further feedback on the flow.
Ask me in-game for anything you might wanna ask!
We also did some stuff though IRC.
00:00:632 (3,1) - Should normally be spaced same as/ or even wider than these 00:00:115 (1,2) - but they flow breaks there to transit into the next hitobject so that can be left like it is.
00:01:321 (3) - Place at (448,192).
00:02:701 (3) - Move at (76,344).
00:05:459 - Replace with a note and use a slider on the next 1/4 beat.
00:06:494 (2,1) - Small DS here does not fit.
00:07:528 (4,1) - The transition here plays well but looks bad. Make it smoother or sharper. Something like this would be perfect. Here is the exact pattern.
- Make sure that 00:00:804 (1) - and 00:01:321 (3) - and 00:02:011 (3) - are at (360,144).
00:09:252 - Move (4) to (84,304).
00:09:425 (5,1) - Fix the blanket.
00:11:494 (1) - Rotate -110, Ctrl+J and Ctrl+G and replace at (284,109)
00:12:183 (1,2) - Fix the blanket.
00:12:183 (1,1) - Bad overlap.
00:13:218 (1,1) - Bad overlap.
00:13:908 (1,2,3,1,2,3,1,2,3,1,2,3,1,2) - The whole thing is not symmetrical.
00:16:149 (2,3,4) - The anti-jump here can work, but it will not be fun to play.
00:17:011 (2,3) - The blanket here is not the same as 00:18:046 (2,4) - here.
00:19:339 - When possible, make sure the remains of a hitobject does not touch other hitobjects.
00:19:942 (1) - Ctrl+G.
00:21:322 (2,2) - Stack.
00:22:528 (3,6) - Bad overlap.
00:24:597 (6,7,1) - There will be readability problems here.
00:25:632 (4,5) - Bad overlap.
00:25:804 (5,6) - It does not play well, rotate 90deg. and stack the end with 00:26:666 (3) -.
00:27:270 (6,7) - There will be readability problems here.
00:30:115 (7,8,1) - If you are still going with this, the player should have learned by now.
00:30:977 (3,4) - At least blanket that.
00:30:977 (3,4,5) - Why not make all of this symmetrical? Make sure you blanket well!
00:39:252 (3,4) - Reduce the DS by 0.1.
00:43:046 - I feel like you could make a cool small DS battern here.
00:43:735 - And here.
00:45:804 (2,3,4) - Make sure (3,4) are perpendicular to (2).
01:09:425 (1,2) - I would stack these.
01:11:838 (1) - Place a slider here, a slow one.
01:16:321 - Don't skip that beat!
01:20:115 (1,2) - Egh, stack these at the place of (1).
01:20:632 (4,5) - Stack these at the place of (4).
01:29:080 (3,4) - Nothing wrong here. It's usually more comfortable if overlapped notes face downwards instead of diagonally.
01:36:321 (7,8) - Don't kill the tension increase! Use a high DS for these two.
01:39:252 (4) - Ctrl+G.
01:51:149 (1,2) - I am not sure about that huge jump. There is no increased tension to back it up.
01:51:494 (3,2) - Bad overlap.
01:52:183 (3,1) - Make a fake blanket here. Don't alter the slider!
02:03:908 (6,2,3) - It's not symmetrical.
02:06:666 (8,9,1) - That one is a big no-no though.
02:07:873 (7,1) - Bad overlap.
02:08:390 (1,3) - If you keep the previous overlap, make sure this one overlaps as much as the previous one did.
02:08:908 (4,5,6,7,8) - More curvy is sexier.
02:09:770 (1,2,3,4,5,6) - Make sure they all overlap the same portion.
02:10:804 (7,8,1) - Another huge no-no.
02:13:046 (4,5,6,7,8) - I couldn't read that well the first time I saw it. I think I won't be the only one.
02:14:770 (7,8) - Have 2 of 1/4 beat sliders away while they are 1 of 1/4 beats apart is cool. But this one is just weird. You can keep it though.
02:15:804 (4,5,6,7,8) - I see that you stack the middle one, but still, make it curvy. It will feel and look better and not forced.
02:18:390 (3,4,5,6,7) - Egh, if you kept the previous one, the player should know what to do here.
02:28:735 (8,9,1) - Do not space the (2) that far apart, the player uses both fingers for (8,9) and usually puts more pressure (reflex due to fast pace) so, hitting (1) will be a pain.
02:28:735 (8,9,1,6,9) - Remains.
02:32:356 (3,4,5,6,7,8) - Try blanketing (8).
02:34:253 (8,9) - This jump is another no-no.
02:44:252 (1,2,3,4,1,2,3,4,5) - It looks cool, but I am not sure if it plays so too...
02:48:390 (1) - It looks like it's handicapped.
02:49:770 (1,2) - The blanket is 95% perfect.
03:04:425 (1,2,3,4) - You could have made this so much prettier. Now it's full of hitobjct and remain overlaps.
03:06:839 (6) - Don't mute that.
03:22:356 - Don't skip that!
03:22:528 - Nor that.
03:22:701 - Nor that.
03:27:701 - I would map that.
03:49:770 (3,1) - Almost.
03:51:494 (2,1) - Same.
03:51:839 (1) - Avoid that.
04:25:287 (2,1,2,1,2,1,1,1,2,1,2,1,1,2) - I love that.
04:30:287 (4,1) - You can avoid the overlap.
04:30:459 (1,2) - Blanket?
04:35:459 (1,2,3) - Have them evenly spaced.
04:35:632 (2,1) - Bad overlap.
04:39:080 (2,1) - You might aswell stack these two (at the end of the slider).
04:42:528 (3,4,1) - You go from circular to linear flow and then you break it. That does not play well.
04:46:666 - I think it's cool, but I have not seen using the kiai like that before in any ranked maps. Ask a BN about it.
04:49:770 (1) - Ctrl+G.
04:50:115 (2) - Ctrl+G.
04:50:459 (3,5,1) - Make sure the same portion of each hitobject is overlapped.
04:51:839 (3) - Place at (260,292).
04:52:356 (6) - Place at (224,232).
04:53:218 (3,5) - Make the (5) more appearing.
04:57:356 (5,6,7) - It would play much better if you used a DS of 2 for each one of them.
04:57:528 (6,1) - Bad overlap.
05:13:390 (1,2) - Recheck that blanket.
05:13:390 (1,2) - Bad overlap.
05:17:011 (1,2) - Fix the blanket.
05:25:632 (1,1) - Why force the player do something so fast after all the tension decrease?
- Set AR to 9.
- Set SL to 5.
- Set OD to 8 or 8.5.
- Disable Widescreen Support.
- Set preview point!
- Delete "MitiS - Living Color (Kuki).osb".
Sweet map overall, I see great potential in it.
Mind your blankets and get testplayers to give you further feedback on the flow.
Ask me in-game for anything you might wanna ask!
We also did some stuff though IRC.