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onoken - P8107 [CatchTheBeat]

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Smudge
peppy save us all
Cuvelia
Big Boss CLSW.
taoizmysenpai
Mercy to mankind.
Topic Starter
CLSW
Reminder :

This map is not an intended pp map.
iiyo
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
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
Topic Starter
CLSW

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
Others have fixed, thanks!
Badis
Hello boss , so this is it , the time has come , I'll do my best

04:53:979 (3) - how about X=304 , dunno I feel it better that way

04:10:979 (1,2) - more curved ? , the movement isn't right with linear streams

05:06:979 (1,2,3,4,1) - same suggestion here , I have the feeling you made all these streams technical to be sure its gonna be damn intense , but sometimes add some fun please ;w;

I'm ok with that : from 01:31:646 - to 01:42:313 - you empasize the music , then do the same thing between 01:42:313 - and 01:50:979 - with different pattern with than the other one

from 01:52:979 - to 02:08:979 - I would say the same thing , but there is 2 music in the same time , its more chaotic so its a good idea to not emphasize so...you have the choise there x)

02:15:313 - hear that beat ? I think there should be a hyper for each beat like that , and about the hitsound , how about a normal-hitnormal , your soft hitclap 3 is too low to feel it

Thats all I got , thats really detail in my opinion this map is already ready to be ranked , I'm like silynn when he saw RLC's pretender

Ready for round 2 folks 8)
Topic Starter
CLSW
Everything has fixed except hitsounds, thank you!
GAMI
mod req in-game...

하십시오, 날 죽여..

00:48:479 (2) - don't make this slider become HDash?

00:56:479 (4,5) -I don't know how to explain this but the point is this note is off beat & the placement is weird expecially when you use soft hitsound, hope you understand that

01:07:313 (5) - move this note to x:423 for nice HDash since distance before really not make uncomfortable

01:26:313 (1) - same as suggest above , this note distance is uncomfortable, maybe put to x:80 for kinda nicer?

01:42:313 until 01:50:146 - some slider you put is offbeat like 01:43:146 (3,1) - the jump is not fit , try make like 02:01:479 (3,4) - <

02:09:479 (2,3,4) - try make this notes unique like this

02:27:313 (6) - move this to x:128 for nice HDash?

04:52:313 (1) - why dont make this slider become "C" pattern/style slider since slider "\" not really make some player get rage

05:03:646 (1) - make this note become shocked note for players since it's fit with the beat though

05:36:813 (3) - move this note to x:384 for a little hard jump

05:45:646 (3) - move this to x:86 for shocking HDash

05:46:979 (2) - you dont make this note become HDash ? if you want , move to x:96 too

05:47:979 - Since I hear a beat at here , why dont add note at here?

05:50:146 (3) - move a bit to x:128

05:52:646 (4,1) - this note follow beat the song of what? I kinda confused at here..

sorry if this didn't help... Good luck !
Topic Starter
CLSW
GAMI

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 !

Anything else have fixed, thank you!
iiyo
RANK SOON!?!
He Ang CTB
CWC15 FINALS HYPE \o/

secretly wishing for an epic tie-breaker XD
iiyo
nice
Rocma
ㄷㄷㄷㄷ 몇번을 계속 돌려봐도 나오질 않네요.
아 이렇게 하면 좋을거같다 하고 그 부분을 다시 돌려보면 절 놀리듯이 이미 완벽하게 짜여져있는 느낌..

Nervous Breakdown
00:06:313 (1) - 스피너도 맘대로 못받는 더러운 세상.
01:02:646 (2,3) - 전 차라리 1/4들이 여기보다 01:02:979 여기에 놓는게 낫다 보는데
02:18:812 (4) - 무빙할때 뭔가 걸리듯이 찝찝한 느낌이 있어요.
02:56:313 (1) - 이부분이 02:55:646 (1) - 02:55:979 (1) - 얘네들의 하이라이트인데 대쉬가 오히려 덜쓰이는거같아요.
04:06:646 (1) - 님 악마라구요. 아니 뭐 그렇다구요. 테스트하는동안 다틀림 ㅠㅠ
04:53:479 (4) - 좀만 각도 완만하게 해주실수 있나요.. 이거 너무 받기 힘든데
Topic Starter
CLSW
다 고쳤습니다. 감사합니다!
crystalshower
SPOILER
00:55:979 (2) - hitclap? it's very weird with hitwhistle
00:59:979 (2) - put hit clap
01:00:146 (3) - put normal whistle (additions)
01:11:313 (5) - remove whistle

sorry if it not helped
Elira
fun map, take a star!
Topic Starter
CLSW
All done, and now get ready guys.
Time to call BNs for the party!
Bunnrei
Will you delete [Display Title Test] diff?

GL with approved! :3
Kimitakari
ROUND 2 IS COMING
Tadashi
Fun Map!
Equim
CLSW, the best ctb mapper ever :)
This song reminds me of DDR.
Vhy
placeholder for the boss. mod coming soon ww

Salutatuons!
as in-game request :D

Note: i do not mod general and hitsound thing. sorry!

[hi big boss!]
00:06:313 (1) - what a tricky. is this intentional to be placed far from the last fruits on spinner? its not that "not recommended" even though its kinda hurt to see this thing. but nah its actually a good purpose to contest for the highest score. well whatever as its just on early part lol
01:12:479 (4,5,6) - almost like a pixel jump due how close the spacing for a Hyper and between the spacing for a jump
01:21:979 (7,1,2,3,4,5,6) - the timeline choice is kinda inconsistent here, im pretty sure you can easily notice how odd they're by playing it. there's even no slight beat on blue tick so i guess it a bad choice for kind of a pattern like 01:22:313 (1,2) and 01:22:979 (4,5). nah you should know how to fix this though :p
01:31:646 (1,2,3,4,5,6,7,8,1,2,3,4) - these pattern looks good in editor but not when in game play, it makes some of their jump doesn't represent well the current drum sound which is they're likely a random placed to me. a something like you did at 01:42:313 (1,2,1,2) - or 01:52:979 (1,2,3,1) was far better than this
01:36:479 (6) - why you placed a triplet here? please map this as a 1/2 as following the drum beat because its the typical of this part so please pay attention to them more. same as 01:47:146 (2) and 02:08:479 (5)
01:52:313 (1) - for a long slider, it needs more accelerate to emphasize the movement after a Hyper. umhh smth like this http://osu.ppy.sh/ss/3532910
02:10:979 (1,2,3,4,5,6,7) - quite a sharp angle there. either reduce the spacing of (3,4) or (6,7) to make it a bit natural
02:54:146 (4,1,2,3,4,5,6,1) - nice stream build there. i like it the most
04:10:313 (1) - 05:35:479 (4) - gaaah not this part! well, i'd better leave as it is, as i know you wouldn't listen from what my thought. sorry boss :3
05:33:479 (4) - i wonder how they feel when fail catching this lol

[an additional modding]
00:11:646 (1) - x:32 because a little back movement is always works better after catching a note after Hyper
00:20:396 - may add a note here a there's a slight beat on music
00:33:813 (4) - make it Hyper? and the next one too maybe?
00:36:646 (6) - shorten it to a 1/2 long? i feel the Hyper is fitting more as a 1/2
00:48:479 (2) - extend this slider length to 00:48:896? since the beat on the next note is really loud so i guess a 1/4 Hyper would be more yeah
00:53:313 (2,3) - lower it a bit
00:54:146 (5,1) - a Hyper to one of them?
01:13:646 (5,6,7) - the transition between the pair of 5,6 to 7 is quite harsh, is because its spacing were a bit too much for a 1/4. please make it smoother a bit by lower their spacing slightly, i'd say a 1.5x between (6,7)
01:17:479 (4) - x:320
01:38:979 (5,6) - was expecting an antiflow between those slider
02:28:479 (5) - x:256
05:47:479 (1,2) - somehow these two feels undermapped

wew i can't quantity mod :3
Topic Starter
CLSW
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.
Gordon123
안녕하세요
잘했어
행운을 빌게~ ;)
Kimitakari

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.
You know...I can agree of that!

I don't know BNs can understand it or not but I'll try to give an useful information.

I know it have A LOT OF Jumps(especially sliders),but overall I would like to rank if I can be a Nominator.
For example if you can remember a CtB player lineqtxz on CWC 2015 he Dominated this song(Well...AlmostFull Combo) and some pro players knew that they need "A New Era Of Mapping" to test and train their skills and to find their weaknesses(low stamina,jump improve etc.),for example we have D(ABE3) - MANIERA by iJinjin made a new style of mapping "O2Jam Notes"(Never played,but I know it).Yes,yes,yes BN are ignored it because it's *ahem* Impossoble,but when BNs playing other maps witch are possoble they are thinking of something new and they are right and AFTER when this map is Ranked an Osu!Mania player jhlee0133 got A LOT amout of pp.

But if you wish that you want "A New Era of CtB Mapping it would be very hard.

Wish you luck with that journey of The New Era. :D

Topic Starter
CLSW
Well, Spectator and me HDFC'ed this either lol
Kimitakari

CLSW wrote:

Well, Spectator and me HDFC'ed this either lol
Can you send a replay
I wanna watch. :)
ExGon
cs5 dream
undo
Crystal making 'em 8* op streams. Let the most durable fingers win
crystalshower
Can you decrease Circle Size?
Dianthus

Febryan_48 wrote:

Can you decrease Circle Size?
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.
Yuii-
Mod ASAP?



Who knows!
Topic Starter
CLSW
RIP CS5
Welcome CS 4.2 lol
Krfawy
Because I am an honest and nice blonde grill I had a small chat with CLSW senpai so I suggested a few whistles. Hope it works KDS please. www

LEWD STUFF HERE
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
Yuii-
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]

  1. Yeah, this is cute enough.
  2. Nope, I swear I wasn't high.
  3. I did told my mom about this.
  4. 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.

  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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 (?).
  14. 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.
  15. 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.
  16. 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.
-----------

That's all from me!

Good luck~
Topic Starter
CLSW
Don't worry lol
Yuii-

CLSW wrote:

Don't worry lol
Yeah, what a bad mod.
me irl
Topic Starter
CLSW
Yuii-

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]

  1. Yeah, this is cute enough.
  2. Nope, I swear I wasn't high.
  3. I did told my mom about this.
  4. 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?

  5. 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
  6. 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.
  7. 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.
  8. 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.....
  9. 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.
  10. 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
  11. 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.
  12. 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.
  13. 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.
  14. 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?
  15. 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.
  16. 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.
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That's all from me!

Good luck~

Thank you!
YesMyDarknesss
Wating for my next challenge really i need a 'New drug' for my life
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