peppy save us all
Others have fixed, thanks!Storm- wrote:
01:00:479 (4,5,6) - maybe change
01:17:146 (2,3) - lead off note, maybe ur intention not sure but it feels strange I think it's fine enough.
01:52:145 (7,8) - maybe make into jump? it feels pretty good, example > https://osu.ppy.sh/ss/3073485
01:57:479 (3) - anti flow
04:52:979 (1) - try to make this entire section different to this 04:10:313 (1) - , it sort of feels the same, play around with it a bit to change it up a bit.
overall good map, it's a marathon to challenge skilled players in slider jumps, i like the flow, just try to do something different with the 2nd deathstream
GAMI wrote:
mod req in-game...하십시오, 날 죽여..00:48:479 (2) - don't make this slider become HDash? It's too exaggerated. I don't prefer like that.
02:27:313 (6) - move this to x:128 for nice HDash? Not really necessary imo.
05:03:646 (1) - make this note become shocked note for players since it's fit with the beat though It's enough lol
05:36:813 (3) - move this note to x:384 for a little hard jump Not necessary. Players need a break after the deathstream.
05:45:646 (3) - move this to x:86 for shocking HDash x:112 instead.
05:46:979 (2) - you dont make this note become HDash ? if you want , move to x:96 too Same reason as 05:36:813 (3) - , it doesn't look good for me.
sorry if this didn't help... Good luck !
You know...I can agree of that!CLSW wrote:
Waiting for Ashasaki's finished SB, and most of them were fixed. Very nice mod! Thanks!
* 01:31:646 (1,2,3,4,5,6,7,8,1,2,3,4) - This one will be fixed either in next update.
EDIT : Just a words about the endless deathstream part, yea I know it's almost overdone.
But time has passed, players need harder and maniac maps since their overall skills were increased very much, and there's still no 'real challenge map' in CtB like Std and o!m mode, so I decided to rank this map.
Well there're pretty much ranked CtB specific maps in osu nowadays, so isn't okay with counting 1 or 2 of these kind of maps either as Ranked mapset? If this map successfully ranked, I'll be appreciate with another new era of CtB.
Can you send a replayCLSW wrote:
Well, Spectator and me HDFC'ed this either lol
I think it's fine. It's basically like Nervous Breakdown with an easier version of HR - don't have to worry about the ridiculous AR10, and CS value is actually slightly smaller than CS4/4.1 with HR.Febryan_48 wrote:
Can you decrease Circle Size?
21:14 CLSW: Hello there, can I ask you for a sex check on the map?
21:14 Krfawy: which one \o/
21:14 Krfawy: sex please
21:14 *CLSW is listening to [http://osu.ppy.sh/b/686192 onoken - P8107]
21:14 Krfawy: there is no quality on it
21:14 Krfawy: because there is no standard diffs : /
21:14 Krfawy: XD
21:15 CLSW: Wut okay
21:15 Krfawy: k but on a serious note
21:15 Krfawy: I am not a person who is capable of CtB D:
21:16 CLSW: I know, just some kinda hs check or something is needed
21:16 Krfawy: oooo hitsounding
21:16 Krfawy: that is my thing o3o
21:17 CLSW: And also I heard you can icon it, but well
21:17 Krfawy: ofc I can icon
21:17 Krfawy: but why should I be so risky anymore if I want to become a standard QAT =w=
21:17 CLSW: I'm not going to gather icon until I get Deif's mod
21:18 CLSW: Cuz it's EZ rank after Deif's check lol
21:18 CLSW: Even Deif said it's really a great map to be fly
21:18 Krfawy: also Deif said HW's Genryuu Kaiko is a great map
21:19 Krfawy: sadly all I can do is HSing in other modes XD
21:19 CLSW: :< Alright, then just check HS pls
21:24 *Krfawy is editing [http://osu.ppy.sh/b/686192 onoken - P8107 [Nervous Breakdown]]
21:24 Krfawy: 00:53:313 (2,3) - To be honest I am wondering how it works
21:25 Krfawy: 00:53:479 (3) - like please, there is a REAL ring sound on the head
21:25 CLSW: 00:53:479 (3) - Maybe add whistle on this one
21:25 Krfawy: 00:53:313 (2) - and this is way lower
21:25 CLSW: ?
21:25 CLSW: Alright. Changed
21:25 Krfawy: yeah, that's what I want you to do \w/
21:26 Krfawy: 00:58:813 (7) - BTW there is the same sound so it might include a whistle sound as well (you know, the head of the slider)
21:27 CLSW: Cool. Added
21:27 Krfawy: 01:09:479 (3) - here as well www
21:28 CLSW: Done
21:29 Krfawy: 01:50:979 (3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8) - Cute pattern \o/
21:29 Krfawy: Just make sure Jenny or Hollow Wings will never see it so they would become even more inspired
21:30 CLSW: Already they inspired from my maps
21:30 CLSW: Hollow Wings saw my Genryuu Kaiko and inspired
21:30 CLSW: Skystar either, he saw my neuronecia lol
21:30 CLSW: so RIP
21:30 Krfawy: Jesus Christ I think it's time for Krfawy to start mapping playable Extras
21:31 CLSW: Hope it's Playable
21:31 Krfawy: you know, I make Extras which are playable with DT for people with 45k ranks
21:32 Krfawy: so I think they are XD
21:32 CLSW: Confirmed lol
21:41 Krfawy: owgay I think that's all I can suggest
21:41 Krfawy: sadly I can't banana, too strong for me : /
21:41 CLSW: :/
21:41 CLSW: Anyways thank you!
21:42 Krfawy: you're welcome \w/
21:42 Krfawy: ESPECIALLY WITH STANDARD MAPS
Yeah, what a bad mod.CLSW wrote:
Don't worry lol
Yuii- wrote:
I'm here to explain CtB mapping (?)
Actually I fucking suck at this game mode, somebody help me, please.
7th mod! If I say something stupid, please, let me know, that way I can improve!
[DIFFICULTY]-----------
- Yeah, this is cute enough.
- Nope, I swear I wasn't high.
- I did told my mom about this.
- normal-hitfinish3.wav and normal-hitfinish2.wav are the SAME sound. Same goes to soft-hitclap2.wav and soft-hitclap3.wav in fact I'd say that 3 sounds better in case you want to choose between them. soft-hitnormal.wav and soft-hitnormal3.wav are the same too. soft-hitwhistle2.wav has an "unused" action of 1.5 seconds after finishing, so that could be reduced. soft-hitwhistle2.wav and soft-hitwhistle3.wav are the same. Eh? I can't understand. Are those really necessary to fix?
- 00:01:063 (1) - I know... I'm starting the mod from the spinner. Why? Because I think the volume could increase gradually every 3 white ticks and then decrease it again. That'd be super cool. added
- 00:06:313 (1,2) - Okay, okay. Yes, this is serious. I mean... you can't be serious. The transition from (1,2) is supposed to be a slowdown, there's a stress in the music so there's no room for a HDash here. Not even a dash-y movement, that'd completely kill the pace of the song as a whole and it'll make a really awkward intro for any map. I don't think this part doesn't deserve the level of HDash and flow with small jumps, but rather it's badass beginning for me. And it's impossible to add HDash on 00:06:146 , so gonna keep this with the 'just timing' flow.
- 00:11:313 (3,1,2) - The transition here is questionable. This is a very similar case to what I said at 00:06. The strong beat is in 00:11:646 (1) - that means that the jump should be reflected in the song at that spot and not where it's finally stressed. Could you place (1) on x336 and see if you like that? More spacing would be quite too much, and less would not be a HDash, and I'm sure you really want one. Also, 00:11:646 (1) - please, no normal-hitwhistle, it sounds really bad. It should only be used in very special occasions and even with that, it'll still sound weird. Try "Soft" Whistle+Clap. Same reason as above, if I use HDash for 00:11:313 (3) - 's end then obvious inconsistent with 00:06:313 (1,2) - , already pointed by Eclipst and No492_Shaymin. Also the whistle sounds look very nice for me, since Kloyd's original std mapset also uses normal whistle.
- 00:14:146 (3) - This doesn't make any sense. It's an over-mapped object with nothing in the background music to even support a minimum dash or anything. It just sounds bad due to the fact that there's NOTHING to be placed in that spot. And even if you would like to place something, you should place it almost in a similar place to where 00:13:479 (2) - ends. Why? Because right after a pause if there's a tiny sound or literally NO sound (like this case), leaving a major spacing in the middle, would create a jump. I'm not going into depth into this, if you REALLY want a 20 pages mod, I will rewrite some things you might not understand. Overall flow will be messed if I change the direction, if 00:14:146 (3) - this object was placed on the left side, then I should replace 00:14:313 (1,2,3,4,1,2,3,4,1,2,3,4,1) - them with the flipped place for the flow, and next, and next, and next.....
- 00:22:979 (4) - Would you actually consider replacing it for 3 circles up to 00:23:146 - ? Alright, I'll make a whole explanation again (I'm too lazy for maps like this zzz). Okay, the instrument or whatever you're following there finishes in 00:23:146 - , so supposing you'd finish the slider there, you'll be missing how important is emphasising 00:23:146 - because there's a clear audible beat that could be dashable. The other problem comes when you say "Alright, I get your point, I'll make a 1/4 slider and then a jump from 00:23:063 - to 00:23:146 - , right?" and that's another fact, because in CtB a 1/4 slider is the same as having 2 circles, just that you can't control the distances. So the question is: how do I make something similar to what I have but with your criteria? Well, it won't be the same, but I have this. You have everything divided into doubles and you're properly emphasising and flowing every beat. This time I wanna emphasize the SE, not instrumental sounds. The streams doesn't lookin good for me tho.
- 00:59:646 (1) - This would make much for sense if it'd be a HDash, after all that's why you're putting a Finish. done
- 01:22:979 (4) - Sounds pretty bad, I'd turn it into a circle on 01:23:146 - . It'll definitely sound better with the music, and making the red tick "clickable" would emphasise the beat properly. My own special placements, some kinda try of my variety.
- 01:50:979 (3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8) - You're the expert here, but this plays really bad. For the first notes you literally have to stand still without any x-movements, but suddenly... BAM! You have this 01:51:979 (5,6,7,8,1) - back and forth that wasn't in the previous pattern (even though there're the same beats in both sections). That's really counter intuitive and unfun to play. I tried to make an alternative for this but I suck at mapping, here you go, anyway: https://osu.ppy.sh/ss/3714979 . I'll explain you how do I came up with this. Every white and red tick you have a new beat, completely different from the previous one. That means that a new movement should be done by the player, always avoiding jerky and forced movement, I decided to separate into groups on 2 and adding a little ds every double. This will also help you maintain the HDash in 01:52:229 (8,1) - but also it'll create a more creative pattern that it'll fell good. Aw, you touched one of the best part in this map, how can I say, my language wasn't able to explain why this is cool and perfect.
- 02:54:646 (3,4,5,6,3,4,5,6) - I have a really big expectation to see something different for this. Do I really need to explain this, too? Aww maaannnn, come on! jk, let's get into it. Just imagine yourself playing this, I mean... LOOK AT THAT! You are playing a super jumpy section, when suddenly you've to stay quiet, in x-point while the fruits are falling. You are supposed to move at every section, that way you'll avoid jerky movements. For example, what you did in 02:52:979 (1,2,3,4,5,6,7,8) - is certainly okay, because after all (1,2,3,4) requires a bit of effort since they are not stacked against each other. But the problem comes when after you've finally finished the last burst, you have a shit ton of random jumps that come out of nowhere, since you were mapping a complete different thing. You could try to do something really cool with circles, spacing them out or whatever, I did this although I'd love to see you mapping it, because you're the one who'll teach me mapping in the future, right (?). Looks not pretty cool than mine. Mine is some kinda useful pattern in most of my maps, and their flows were usually good. Random jumps? Sorry, you have to see all 12 people are taking those patterns very well in CWC finals and it's really easy.
- 03:07:813 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Oh, God, not texts again, nooo. I'll make it short. The spacing here should increase gradually, because the music starts getting louder and louder, so emphasising it wouldn't be bad. However, that's NOT the most important thing in this timestamp. The problem comes in 03:17:813 (3,4,1) - . Just imagine yourself playing the calmest section of a 180 BPM AR9.6 map when all of a sudden you hit this pattern, what would you think? Just a walkable section and pum, a HDash because we want! That's why the spacing should increase, emphasising IS important in this game mode. Additionally, 03:18:146 (4) - should be distanced from the previous object, as it's worth emphasising. A very good example of a well-built pattern is 03:39:313 (3,4,1) - because you're making use of the spacing properly while also taking into account spacing and flow of the previous / next patterns. Oooh, and please... 03:18:146 (4) - "Soft" Whistle+Clap, no Normal whistle, please. Symmetrical design and flow. Sorry but I don't get why this is wrong... It's really an enjoyable pattern and well-deserved as a break time. Not really need some additional, or maybe my English reading skills aren't enough to understand this?
- 03:39:646 (1,2) - I don't understand this jump. This is supposed to be a very nice and calm section, why would you do that? It flows really bad. 03:38:646 (2,3,4,1,2,3,4) - all that flows very bad. You have 2 back and forth in only two seconds, that's unpleasant to play. Removed HDash on 03:39:646 (1) - 's end.
- 04:10:313 - From this point I want to thank you because it plays really good, enjoyable and entertaining. I really had fun with the final. Just want to point out 2 more things about this last section. The very first one is 04:18:313 (1,2,3,4,1,2,3,4) - that requires 0 movement from the player for a couple of seconds... I mean!!! You are making a super jumpy ending, why would you let them rest only ONE time in 2 minutes? If it'd be something consistent, then it'd make sense, because adding little breaks to the map just to rest a bit isn't a bad idea, y'know.
And the second thing is 04:42:146 (4,1) - ... what a CRAZY jump coming out of nowhere. That jump is even bigger than the ones from the very end of the map. Consider nerfing it a bit. Here are the rest parts.
04:28:979 (1,2,3,4,1,2) -
04:39:646 (1,2,3,4,1,2) -
04:42:313 (1,2,3,4,1,2,3,4,1,2,3) -
04:52:313 (1) -
And 04:42:146 (4,1) - its spacing is quite long, but not really hard to catch. You have to know well about the HDash system.
That's all from me!
Good luck~