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DragonForce - Defenders

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Topic Starter
Spaghetti
Peachtrees

Peachtrees wrote:

  • asddgasfddhfghsdfr sdf sd sdf sd tuhzrtfjh

    Legend
  1. 00:04:065 (1,2) - would probably just make the angles between these a little less sharp to make the stream easier to catch and just make the whole thing play a little smoother (or perhaps just increase the distance a little, something like 465/220) Fixed, but I want this map to have a rough feel to it, it makes the music and the map all the more epic.
  2. 00:08:486 (6,7) - could try something like https://osu.ppy.sh/ss/3476740 for the rythm since this way that little dull 'pop' on the red tick is not being ignored (it does feel quite noticeable)anymore. If you want to purely focus on the guitar though I guess that is kayyy Guitar ;w;.
  3. 00:15:433 (1) - pretty petty complaint, but could you slightly adjust this to form on straight line with the stream? (or was that what you were going for anyways cant tell ><) Fixed.
  4. 00:15:749 (2,3) - why not try something like https://osu.ppy.sh/ss/3476761 ? would play a little less..rigid I think, there are a lot of sharp angles in the current pattern which is why it might end up being kinda uncomfortable to play But I like how this plays. ,_,
  5. 00:16:697 (1) - missing finish @Yuii-
  6. 00:31:854 (1) - I'm pretty sure this has a VERY VERY faint cymibcal on it, though I'm personally not sure if this is enough to support a finish @Yuii-
  7. 00:33:276 (1) - can't really see why this would have a finish on it I don't really think there is anything in the song calling for it @Yuii-
  8. 00:47:012 (1) - missing finish @Yuii-
  9. 00:49:539 (1) - pretty sure this has a cymbical on it too but it is less audible so idk about finishing this @Yuii-
  10. 00:50:249 (4) - why not just extend this to the white tick? don't really think that the circle really lands on anything that calls for something clickable Fixed.
  11. 00:54:275 (6,7,1) - a little weird I think coming from a rather big jump like this to having 7->1 rather close, it's like a little (I'm guessing unintended?) slowdown I think Fixed.
  12. 00:54:591 (1,2,3,4,5,6) - try something like https://osu.ppy.sh/ss/3476875 for the rythm? feels like this more accurately goes along with the vocals I like the rhythm I chose here.
  13. 01:00:591 (6) - I think the finish here is supposed to go along with the slight peak of the guitar? I honestly don't really think this is too fitting :/ @Yuii-
  14. 01:22:381 (1) - missing hitsound? @Yuii-
  15. 01:28:697 (1,2) - honestly I'd rather have both of these as 1/1 to follow vocals here, I really don't think that whatever is landing on the blue/white tick is calling for a circle here, it just feels overdone to me Fixed.
  16. 01:32:486 (1) - 75% sure this supports a finish @Yuii-
  17. 01:44:802 (5,1) - aren't these a little close?:/ would be a bit nicer if going into these triplets would be a little more intense Nah it's okay.
  18. 01:49:223 (3,4) - this one the other hand seems a liiiitttle too much. I mean the player really doesn't have a lot of momentum when going into this (everything is rather close during the previous pattern) and then suddenly there is this huge 6.28 gap Fixed.
  19. 02:02:802 (1) - missing finish @Yuii-
  20. 02:08:328 (4,5,6,1,3,4,5) - why not blanket theseeeeeee
  21. 02:11:486 (6,1) - personally not reeeaaally a fan of starting a stream with a sharp angle like this make it a little uncomfortable cuz the streams moves in the opposite direction so the movement required is overall kinda uncomfortable I like how it plays but I see what you mean, I'd fix it if I could find a good way to.
  22. 02:12:907 (1) - missing finish @Yuii-
  23. 02:15:907 (3,4,5,7,8,9,10,1) - why no blanket these 2 It is?
  24. 02:17:960 (1) - pretty sure this needs a finish @Yuii-
  25. 02:23:012 (1) - ^ @Yuii-
  26. 02:34:381 (1) - I don't think there is anything in the song calling for a finish here @Yuii-
  27. 02:49:539 (1) - y no finish @Yuii-
  28. 02:53:328 (1) - this too might support a finish, though I'm kinda hesitant to suggest putting one on here as I don't think the sound in the song sounds as..'explosive'. your call! @Yuii-
  29. 03:12:276 (5) - finish @Yuii-
  30. 03:12:749 (2) - dunno if a finish here is needed imo, nothing in the song really calls for it, especially considering how slow paced/peaceful this section of the song is @Yuii-
  31. 03:17:328 (7) - missing hitsound? @Yuii-
  32. 03:17:802 (2) - 03:12:749 (2) - Wat.
  33. 03:38:723 (4) - does this really need a circle? takes away emphasize from the triplet rythm I think + I don't really think there is a distinct sound landing on this that would call for a circle Transition.
  34. 03:40:065 (1) - finish @Yuii-
  35. 03:45:118 (1) - ^ @Yuii-
  36. 03:52:144 (5) - veeery noticeable guitar here on the red tick, not sure if skipping this is a good idea, especially since I think this is what you're following Fixed.
  37. 03:56:802 (2) - I don't really think there is anything calling for a finish here @Yuii-
  38. 04:05:328 (1,2,3) - use 1.2 spacing for these too? don't really think that slightly de-creasing spacing for the has any effect on how it plays anyways and even spacing looks better I think What, listen to the guitar. Listen to that huge change in the solo.
  39. 04:16:223 (5,6) - aren't these a little close? Fixed.
  40. 04:25:539 (1) - finish I think @Yuii-
  41. 04:29:802 (5,6,1) - having the same spacing between 1/2 and 1/4 here might be a little confusing imo, same kinda goes for 04:29:802 (5,6,1) - I don't think it's a problem considering the way most people play with kicksliders.
  42. 04:41:960 (7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22) - combo here seems pretty long when compared to how frequently you've been NCing especially during streamy parts, so I'm guessing this is missing an Comobo somewhere? Oh shit, I placed that stream last mod and I forgot to add the combos :P.
  43. 04:58:381 (1) - I kinda think this supports a finish 2 @Yuii-
  44. 05:00:591 (3) - isn't this missing a whistle on the second repeat here? @Yuii-
  45. 05:08:486 (8) - NC for kiai? Nice catch.
  46. 05:09:749 (1,2,3) - same suggestion as 01:28:697 (1,2) - Fixed.

    better double-ckeck all the hitsounds stuff I pointed out, don't wanna make you spam finishes when you feel like they're not needed @Yuii-

    Good Luck
Thanks!
Yuii-

Peachtrees wrote:

asddgasfddhfghsdfr sdf sd sdf sd tuhzrtfjh - agryarkja faiufs naf jsakfasjio ayy!

  1. 00:16:697 (1) - missing finish - And emm ammm... why didn't you point out 00:15:433 (1) - ? You have to follow the music and the beats. This beat isn't as strong as 00:17:960 (1) - in which I'm emphasising it properly.
  2. 00:31:854 (1) - I'm pretty sure this has a VERY VERY faint cymibcal on it, though I'm personally not sure if this is enough to support a finish - Sounds way too loud.
  3. 00:33:276 (1) - can't really see why this would have a finish on it I don't really think there is anything in the song calling for it To be honest, you are, somehow, right. But, on the other hand, you are not. Why? Basically you are suggesting me to change this for a Clap or Whistle, however, if you compare this one with beats like 00:34:381 (1) - these, they sound louder, and for that reason they should be more emphasised. Would you help me?
  4. 00:47:012 (1) - missing finish - Yup, 'ight. Removed Whistle and add Finish because there's no need to add so much hitsounds into that note.
  5. 00:49:539 (1) - pretty sure this has a cymbical on it too but it is less audible so idk about finishing this - Following something different to 00:50:012 (3) - so there's no need to do so.
  6. 01:00:591 (6) - I think the finish here is supposed to go along with the slight peak of the guitar? I honestly don't really think this is too fitting :/ - As you can hear, the drums are clearly overshadowing the guitar, that's the reason for it. I could change it if more people are against this thing.
  7. 01:22:381 (1) - missing hitsound? Yup, completely right. I don't know how did I miss this one. Added a Finish, what do you think about it?
  8. 01:32:486 (1) - 75% sure this supports a finish - Right, too! As I also did it 01:37:539 (1) - over there, I added the Finish but I didn't remove the Whistle.
  9. 02:02:802 (1) - missing finish - Not using any Finishes in that section, that's why :(
  10. 02:12:907 (1) - missing finish - u r mad bro
  11. 02:17:960 (1) - pretty sure this needs a finish - I'm following a certain pattern on streams, only Whistles because that'd completely kill what I'm trying to do.
  12. 02:23:012 (1) - ^ - Explained.
  13. 02:34:381 (1) - I don't think there is anything in the song calling for a finish here - I did it in 02:33:118 (1) - and also 02:35:644 (1) - over there. In order to mantain the section cleared, I added one too, do you think it's a bad idea? Just a question, let me know!
  14. 02:49:539 (1) - y no finish - y ur right
  15. 02:53:328 (1) - this too might support a finish, though I'm kinda hesitant to suggest putting one on here as I don't think the sound in the song sounds as..'explosive'. your call! - Y'know that I actually thought about THIS one in particular since I've been adding some Finishes at the very end of the streams when it comes to sliders. However, this one isn't as strong as the other ones, that's why I skipped it.
  16. 03:12:276 (5) - finish - Sounds quite overhitsounded for such a calm part. If you also listen to it, carefully, you'll notice that it's "hitting" with 03:12:749 (2) - 's Whistle, so it sounds quite baaaaad. Put it in the thassssh.
  17. 03:12:749 (2) - dunno if a finish here is needed imo, nothing in the song really calls for it, especially considering how slow paced/peaceful this section of the song is - Whistle.
  18. 03:17:328 (7) - missing hitsound? - Nap, that's following the same thing as the other part.
  19. 03:40:065 (1) - finish - y u streams.
  20. 03:45:118 (1) - ^ - ^
  21. 03:56:802 (2) - I don't really think there is anything calling for a finish here - Since I used 03:57:433 (5) - Clap there, I did the same with this one. Thanks o/
  22. 04:25:539 (1) - finish I think - THE STMREMASKRF,ABFK,
  23. 04:58:381 (1) - I kinda think this supports a finish 2 - THE STMREMWARSKFBNKAJFASJ
  24. 05:00:591 (3) - isn't this missing a whistle on the second repeat here? - OH YEAH, THIS IS SPAGHETTI'S FAULT! I TOLD YOU TO HITSOUND BOTH 1 AND 3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

    better double-ckeck all the hitsounds stuff I pointed out, don't wanna make you spam finishes when you feel like they're not needed - Will do that asap! I checked everything from your list and also made some other changes in other parts.

    Good Luck - Thank you so much for your help, really appreciate it. I'd like you to answer to some questions I left above. Also, I owe you a mod, let me know when do you want it o/
@Pasta: Offset 286? Seems better than the current one.

http://puu.sh/jn24r/d310c8207e.osu
Peachtrees
  1. 00:16:697 (1) - missing finish - And emm ammm... why didn't you point out 00:15:433 (1) - ? You have to follow the music and the beats. This beat isn't as strong as 00:17:960 (1) - in which I'm emphasising it properly.


    pretty sure 00:15:512 (1) - is where the cymbical lands on, so it's on the blue tick not on the downbeat (I was assuming you were hitsounding the guitar and thus putting a finish on this made no sense to me)
    00:16:697 (1) - however has a cymical land on the downbeat itself which is why I thought that both the peak in the guitar + the actual cymbical/start of a new track (kinda) would warrant a finish on this

  2. 01:22:381 (1) - missing hitsound? Yup, completely right. I don't know how did I miss this one. Added a Finish, what do you think about it?


    01:22:381 (1) - http://osu.ppy.sh/ss/3479284 still missing for me :c not sure if this bugged out while updating or anything. finish works well for me though

  3. 02:34:381 (1) - I don't think there is anything in the song calling for a finish here - I did it in 02:33:118 (1) - and also 02:35:644 (1) - over there. In order to mantain the section cleared, I added one too, do you think it's a bad idea? Just a question, let me know!


    hmm that's a though one. I think with how fast/strong/whatever you wanna call it the song feels during the particular parts, finish aren't exactly noisy and I guess they kinda go along with the peaks in vocals. works for me c: oh btw if shouldnt 01:40:065 (1) - 05:21:118 (1) - be consistent with how they're hitsounded (they aren't for me)

    tried explaining myself, if there is anything else I'll gladly do so again c:
Topic Starter
Spaghetti

Peachtrees wrote:

  1. 01:22:381 (1) - missing hitsound? Yup, completely right. I don't know how did I miss this one. Added a Finish, what do you think about it?


    01:22:381 (1) - http://osu.ppy.sh/ss/3479284 still missing for me :c not sure if this bugged out while updating or anything. finish works well for me though.
It isn't his map, I haven't been at home, so I haven't updated the changes yet :P.

EDIT: Applied Yuii-'s changes and increased offset by 10, go ahead and check now if you'd like.
Bearizm
Legend
02:28:233 (3) - the rest of the stream in this part has triples with 1/4 slider in the end, why not make this one a 1/4 slider to stay consistent like 02:28:549 (3,3,3) - ?

03:37:549 (1,2,3) - space this to be consistent with 03:36:286 (1) -

03:37:549 (1,2,3,1,2,3,1,2,3) - it's better if you make these into 1/2 because i can't hear any 1/4s in this part, except for 03:37:864 (1,2,3) - so I guess remove 03:37:628 (2) - and 03:38:259 (2) - to prevent overmapping

04:13:864 (1) - any reason why you spaced this? it seems unnecessary. you spaced that but you made an anti jump here 04:14:180 (1) - which wouldn't play very well i'd imagine, considering that 04:14:180 (1) - sounds very strong.

04:31:154 (6) - on blue tick. just change this to 2 circles.

04:36:207 (6) - ^

04:34:312 (6) - ^



04:20:654 (3,6,3,6,3,6,3,6) - change these circles to 1/4 sliders? :^)

that's all, it's not much. I suck at modding. Good luck!
Topic Starter
Spaghetti
Bearizm

Bearizm wrote:

02:28:233 (3) - the rest of the stream in this part has triples with 1/4 slider in the end, why not make this one a 1/4 slider to stay consistent like 02:28:549 (3,3,3) - ? Because the other ones go with how the vocals are singing, I would change if that wasn't the case though :P.

03:37:549 (1,2,3) - space this to be consistent with 03:36:286 (1) - Totally different rhythms :c.

03:37:549 (1,2,3,1,2,3,1,2,3) - it's better if you make these into 1/2 because i can't hear any 1/4s in this part, except for 03:37:864 (1,2,3) - so I guess remove 03:37:628 (2) - and 03:38:259 (2) - to prevent overmapping Huh? The guitar produces obvious triples.

04:13:864 (1) - any reason why you spaced this? it seems unnecessary. you spaced that but you made an anti jump here 04:14:180 (1) - which wouldn't play very well i'd imagine, considering that 04:14:180 (1) - sounds very strong. Nice catch, fixed.

04:31:154 (6) - on blue tick. just change this to 2 circles. Fixed.

04:36:207 (6) - ^ Fixed.

04:34:312 (6) - ^ Fixed.



04:20:654 (3,6,3,6,3,6,3,6) - change these circles to 1/4 sliders? :^) Nah, as much as I want to, it'd be overmapped.

that's all, it's not much. I suck at modding. Good luck!
Thanks!
Yuii-

Peachtrees wrote:

  1. 00:16:697 (1) - missing finish - And emm ammm... why didn't you point out 00:15:433 (1) - ? You have to follow the music and the beats. This beat isn't as strong as 00:17:960 (1) - in which I'm emphasising it properly.


    pretty sure 00:15:512 (1) - is where the cymbical lands on, so it's on the blue tick not on the downbeat (I was assuming you were hitsounding the guitar and thus putting a finish on this made no sense to me)
    00:16:697 (1) - however has a cymical land on the downbeat itself which is why I thought that both the peak in the guitar + the actual cymbical/start of a new track (kinda) would warrant a finish on this
Right^
@Pasta: Add Finish to 00:16:707 (1) - but don't remove the Whistle. Also set both "Sampleset" and "Additions" to Auto.
@Pasta 2: Also delete that arrow2.png argh
Topic Starter
Spaghetti
kkfixed
ktgster
totally a hitsound mod
21:33 Spaghetti: hey, can you do a hitsound mod for me and Yuii
21:34 Spaghetti: people have been telling us to get one
21:34 ktgster: lol
21:34 Spaghetti: is that a yes :^)
21:34 ktgster: no idea
21:35 ktgster: i don't really do hitsound mods
21:35 ktgster: why would you need one anyways
21:35 Spaghetti: idk I think they're fine but 3 modders have told me to get one just in case
21:35 Spaghetti: so there must be some flaws floating around
21:37 ktgster: uhh idk
21:39 Spaghetti: ,_,
21:39 ktgster: what map?
21:39 Spaghetti: Defendeurz
21:41 ktgster: well gotta play it first
21:41 *ktgster is playing [http://osu.ppy.sh/b/718156 DragonForce - Defenders [Legend]]
21:45 Spaghetti: have fun
21:45 ktgster: well first i can't hear the hitsounds well enough
21:45 ktgster: my music volume is at 90% and hitsounds are at 100%
21:51 ktgster: can you like not make your jumpstreams so dumb to play
21:51 Spaghetti: but you didnt even fail on it rip
21:51 Spaghetti: which one
21:51 Spaghetti: (s)
21:52 ktgster: like everyone one of them
21:52 ktgster: they don't flow well and they are random with the guitars
21:52 Spaghetti: lol
21:52 Spaghetti: what they arent random
21:52 ktgster: no idea, i can't hear the hitsounds
21:52 Spaghetti: most of them are when the guitar has a large jump between notes
21:52 Spaghetti: if not all
21:53 ktgster: 01:07:154 (4,1) - random jump here idk why considering your previous 16 notes that aren't
21:53 ktgster: 01:22:707 (1,2,3,4,1,2,3,4,1,2,3,4,1) - what are you doing
21:54 Spaghetti: its going from verse to prechorus but icwhatyoumean
21:55 ktgster: 02:01:549 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - what?
21:55 ktgster: 02:11:654 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - another part which you missed your chance of jumpstreams
21:56 ktgster: the inconsistency hurts a lot
21:56 ktgster: 02:28:075 (1,2,3,4,1) - why isn't 3,4 not a slider?
21:56 Spaghetti: this is a weird hitsounding mod ::^^)
21:57 ktgster: well theres nothing wrong with the hitsounds
21:57 ktgster: its too quiet though
21:58 Spaghetti: alright lol
21:58 ktgster: or rather
21:58 Spaghetti: keep going on the suggestions
21:58 ktgster: there are parts with hitsounds that are too loud too
21:58 ktgster: 04:23:022 -
21:58 Spaghetti: so I can gib you kd's and count it as a full mod
21:58 ktgster: i don't even do full mods unless you want me to destroy your map as a whole
21:59 Spaghetti: thanks Arphimigon
21:59 Spaghetti: jkjk that's alright
22:00 ktgster: 03:33:759 (1,2) - this sucks
22:00 ktgster: guess why?
22:01 ktgster: 03:42:917 (1,2,1,2,3,4) - really confusing
22:01 Spaghetti: im fixing other stuff rn so just tell me
22:01 Spaghetti: i havent looked at the point lol
22:02 ktgster: slider ends is landing on a downbeat
22:02 ktgster: let alone, starting the stream is more annoying and less natural to the player
22:03 ktgster: 03:51:128 - this part looks like you didn't know the rhythms on this part very well
22:03 ktgster: creating inconsistency toward your streamy parts
22:03 ktgster: 04:05:338 (1,2) - why isn't this a slider
22:04 ktgster: 04:05:970 (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) - really random jumpstreams
22:04 ktgster: 04:08:496 (1,2,3,4,1,2,3,4,5) - here too
22:05 ktgster: and if you for some reason deny the 1/4 jumps, then 04:33:286 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - becomes confusing
22:05 ktgster: 04:41:970 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - why is this not higher spaced?
22:11 ktgster: also slowdown sliders seem to ruin your pacing of the map like 00:41:654 (1) -
22:11 ktgster: the hold is so subtle its pretty pointless to even slow it down
22:13 ktgster: 01:35:970 (1) - i don't get your 1 object with its only NC
22:23 Spaghetti: that NC was a mistake
22:23 Spaghetti: fixed what I thought needed fixing
22:23 Spaghetti: most suggestions were takin
22:23 Spaghetti: taken*
22:23 ktgster: well it was just light modding taking care of the inconsistent gameplay issues
22:24 Spaghetti: alrighty
22:24 Spaghetti: thanks :D
22:24 Spaghetti: post le log
Irreversible
M4M, hi

[Legend]

00:02:812 (2) - I do see what you are trying, yet I think you should place it on the other side, because like this the player will be forced to play the slider entirely, which is a quite cool option imo. All beats in the slider are strong ,that's why I'm pointing it out. You could try emphasizing 00:02:812 (2) - by moving it to 36 192, where it has an increased spacing.
00:08:496 (6) - This spacing is a tad too high for my taste, because if you compare 00:08:496 (6,1) - this spacing, it looks the same, although it should be clearly distinguished by 1/4 and 1/2
00:11:022 (3) - Awkward spacing decrease again.
00:14:812 (7,1) - Again, would increase the spacing in order not to make the player feel stopped.
00:15:759 (2) - This sound is similar to00:15:443 (1) - , why not making a pattern out of it? I'd personally use the same slider twice, going from up to the bottom. Maybe something like http://puu.sh/jsTMh/e5be8c1adc.jpg will work? You'd have to rearrange stuff then, tho.
00:20:101 (6,7,1,2) - Something in this hitsound section sounds wrong, but I cannot manage to get it better. Maybe you'll find something, if not, nvm. I think the NC belongs 00:20:180 (7) - tho.
00:21:286 (2,3) - Angles pretty sharp here, why? I don't hear something like that honestly. I'd loosen it up.
00:29:654 (2,3) - Stacking takes all the important movement away, please unstack it. Stacks should be used solely for sounds which actually require that.
00:32:496 (4) - Same.
00:33:286 (1,2,3,4) - Spacing here is horribly off, isn't it intended to be equal? It would give a neat pattern imo.
00:33:996 - Spacing to here seems slightly exaggerated to me, you might want to get another pattern here. Maaaybe http://puu.sh/jsTVQ/5a44453442.jpg ?
00:34:707 (2,3,4) - Again, would move further away. 256 308 should be about right, it will also have better flow.
00:41:970 (1) - In order to make the slow slider look more intuitive, place this way closer to 00:41:654 (1) - . Like this the player will be able to read it better. http://puu.sh/jsTYD/d2c16b3c6f.jpg
00:47:022 (1,2,3,4,5,6,7,8,1) - I don't see much sense behind this pattern, sadly.. I do see increased and decreased spacing, yet it's rather random, so I'm having a hard time spotting a nice pattern here. If it's intended, you're free to leave it, but I feel like pointing it out.
00:50:259 (4) - Definitely wrong rhthm. Belongs to the white tick before.
00:55:470 (5) - Never heard a whistle before. You sure it's right?
01:01:864 (1,1) - Same as above.
01:07:549 (5) - You missed a NC.
01:08:812 (1) - Same, it would perfectly emphasize the vocals. Up to you, I guess.
01:11:654 (1,2,1,2) - This looks really cramped, I'd increase spacing a bit to make it less clustered.
01:14:812 (1) - You have no jump here, although there definitely is a strong beat which requiers some emphasis. 01:14:970 (2) - This doesn't, so you should reconsider this pattern too.
01:22:391 (1,1) - Again, this really low spacing just doesn't match your way of placing high spacing, and then sudden small spacing.. You should try emphasising vocals and strong beats better..
01:29:970 (1,2) - 1) Really misleading spacing 2) I'm not quite sure about the rhythm, because streams starting on a blue after a slider end are always a bit jerky to play. Imo a triplet is not even needed here.
01:40:075 (1,2,3,4,5) - Really nice! I would like to see stuff like this more often.
01:47:180 (8,9) - Again, your 1/4 spacing is = 1/2 spacing, which is not technically correct, and which makes it really weird to read, also, the player will accellerate really much, and then has to stop again, which does not feel nice.
01:51:680 (1) - remove nc
01:51:759 (2) - add nc
03:47:970 (1,2,3,4) - Small spacing error

I've looked through the whole map, and spotted the same "errors" in my opinion over and over again, so please, go over your map again and try to rework your emphasis / movement stops again. The map is not bad per se, but from my point of view a song like this requiers much movement, and not so many stops, sadly you created them a lot. If you need further help I can assist you, but for now I'm asking you to go over the map yourself again and see what you want to do or not. I tried understanding the way you did it, but there is a lot of potential in the map yet to be unleashed (is that too poetic?).

Good luck, and don't hesitate asking me for further help.
Arphimigon
[Legend]
Eh your NCs are completely weird idc they aren't important

00:08:338 (5,6) - and 00:13:391 (5,6) - Should be around the same distancing, and if you take leniency to abuse into account (likely for second example) that means the distancing is completely different like half of the first.
(00:10:707 (2,3) - lol blanket)
00:12:443 (1,2,3,4,5) - Only stream thing in this section to have 4 notes before aaaaah blue tick sliders and that really makes this section awkward (it was worse before when they were just random but w/e)
00:18:286 (2,4,5,6) - These are touching visibily during play, could you try moving the stack?
00:25:549 (5) - This loops middle loopy point isnt... very symettrical i guess idk
These random stacks are really annoying me after here so I'm just gonna mention the first one
00:27:917 (7,1) - Can you remove this stack it's just weird (00:27:917 (7) - x:68 y:64 idk i dont care how you do it)
00:28:707 (4,5,6,1) - This placement makes it really feel like the new comboed slider should be pointing waaaay more right but instead its pointing... down... aaaaaah i dont care make it point left and break this pattern but make it flow nicer or keep the pattern idk
00:34:391 (1,2,3,4) - All last triplets have been short-jumps so this is out of place + stack leniency brings it even closer to the last slider
00:37:707 (5,6) - Why arent these straight
00:39:128 (6,1,2) - An believably massive curve or a totally unnatural snap would be needed to hit that straight slider, please rotate slider 1 more anti-clockwise to make this flow better, thanks
00:41:022 (2,1) - These touch by like 2 pixels
00:45:759 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Not gonna disagree with the stream at all, but since its basically the first stream, could you make it simpler to aim? Perhaps progressive DS or just a simpler curved motion. I personally myself wouldve changed the stream into a lot of triples on 1/4 sliders but thats a preference
00:49:549 (1,2,3,4,5,6) - Very awkward rhythm, imo a passive sound should be at 00:49:943 - like you did 00:48:680 - and there is a downbeat missed at 00:50:180 - i'd suggest you remake this section with a clearer rhythm
00:55:233 (4,5) - Almost perfect but i'd make 5 juuuuuust a little lower to make the leniency needed to hit it curve nicer
00:55:233 (4,5,6,1) - Large jump into 5 (considering 1/4 snap) then a really small distancing into the stream after that note (being a 1/2 snap) makes that feel really... slow I guess. Can you start the stream further from 6?
00:57:917 (5,6) - Not a straight line (end 00:58:075 (6) - final point at x:386 y:117)
01:00:286 (4,5) - Ctrl-g these to add a simpler curved motion here and to make the jump to 01:00:601 (6) - more intuitive
01:05:338 (5) - Make into short jump because downbeat if possible?
01:11:654 (1,2,1,2) - All the sections like this kinda look bad, can you make them more like this? (reduce ar for convienience)
01:12:838 (4,1,2) - and 01:13:154 (4,1,2) - are kinda just weird DS reductions, if you are going for curved here you'll need to just change the stream but awkward DS reductions are awkward
01:23:654 (1,2,1,2,1,2,1,2) - It feels soooooooooooooooooooooooooo much nicer to start the holds on the white ticks and make the first hits of each on the blue before ahhhhhh
01:32:970 (3) - Two notes since this offbeat slider is a bit weird to hit rhythmically?
01:33:286 (4,1) - Fix stack lol
01:35:496 (1) - Tbh remove this NC since 01:35:022 (1,2,3,1,2) - both of those are so short
01:40:075 (1,2,3,4,5,1) - Some quite large jumps then a really short one to that stream...
01:48:917 (1,2,3,4) - I've seen
01:51:443 (1) - Unreadably slow way too suddenly with no musical queue beforehand for the player to understand so randomly please use 0.75xSV instead at least
02:02:733 (4,1) - DID YOU EVEN KNOW ABOUT THIS?
02:02:338 (3,4,1,2,3) - Imo this angle on the stream is a little too much w/e
02:35:496 (6,1) - This doesn't follow 100% correct, almost a proper curved motion but not quite
02:40:707 (1,2,3,4,5,1) - This curved motion really makes that stream start awkward too lol, start it around x:140 y:192
02:56:654 (1,2,3,1,2,3,4) - Manually stack that triplet to follow the stream thanks
omg
02:59:654 - start the slider here and end the spinner 02:59:496 - please dont start sliders on blue ticks unless totally necessary and spinner ends arent really hittable beats
03:04:075 (1) - Separate this from last triangle pls
03:11:654 (1) - ^
03:12:286 (5) - NC perhaps? idk
03:14:180 - Its fine if you follow the vocal but try not to miss downbeats
03:19:864 (1,2,3) - Increase spacing to follow the finishes and higher emphasis
03:55:864 (4,1) - Second is less curved make it a tiiiiny bit more curved for aesthetic
04:05:970 (1,2,3,4,1,2,3,4,1,2,3,4) - I know you want to keep with the trend of stream jumps but there isnt really any call in the music for them (plus you missed one at 04:06:838 (4,1) - if you were trying to do them anyway) but I can't stop you so whatever
04:09:128 (5) - NC pls
04:18:601 - End curve isnt nice slap a circle in the middle and blanket it pls
04:32:812 (8) - 1.5 is a bit high when there has been nothing over 1 and this is 4:30 in, can you use 1.25?
04:47:022 - Lol this is gonna be such a baaaaaaad suggestion but what about a suuuuuper slow slider here haaha (you can end at 04:47:970 - or 04:48:128 - )
04:52:707 (1,2,1,2) - Mentioned earlier
05:09:443 (5,1) - Try blanket?
05:42:601 (1,2) - Increase spacing lol haha

As Irre had mentioned above most of the problems in this map are reoccurring ones mostly involving spacing inconsistency to me.
Yuii-

Irreversible wrote:

M4M, hi - HI IRRE, MY LOVE!

[Legend]


00:20:101 (6,7,1,2) - Something in this hitsound section sounds wrong, but I cannot manage to get it better. Maybe you'll find something, if not, nvm. I think the NC belongs 00:20:180 (7) - tho. - You are completely right about this. Swapped NCs and moved the Whistle from (2) to (1). The strongest beat is in 00:20:180 - and for that reason it should be emphasised other than 00:20:259 - . That's why it sounded so bad.
00:50:259 (4) - Definitely wrong rhthm. Belongs to the white tick before. - Should I reply to this?
00:55:470 (5) - Never heard a whistle before. You sure it's right? - Nope, you are right. This is the third slider I found out with this problem. I guess this is the last one. Aaa sorry, Pasta! Added Whistle in sliderhead, of course.
@Irreversible: I don't know if you are going to see this message, but anyway: 01:48:917 (1,2,3,4) - What do you think about the full Whistles in that section?
@Arphimigon: Having something as a "personal preference" is something that you have to respect a lot and you will learn how much important it is once you have finally learnt modding properly. To be honest, I always got mad when somebody didn't explain the reason on that "preference", but it's all into the mapper's style, and you just can't make change their map like that, is not that simple. It took me a looong time to learn how to convince someone in this game. But once you have the key for that, it's easy game, my boy!
@Pasta: I changed some patterns by myself, such as 01:51:680 (1,2) - . It's about hitsounding anyway, don't worry.
@Pasta 2: Code below!

http://puu.sh/jt1sl/1d117373d7.osu
Irreversible
The whistles in this part are okay for me, because it's a unique part which requiers unusual hitsounding.
Trident
I like this map.

I hope it gets ranked.
toybot
uh i'll wait until those mods get replied to then
Topic Starter
Spaghetti
Irreversible
Fixed everything but this:

Irreversible wrote:

00:47:022 (1,2,3,4,5,6,7,8,1) - I don't see much sense behind this pattern, sadly.. I do see increased and decreased spacing, yet it's rather random, so I'm having a hard time spotting a nice pattern here. If it's intended, you're free to leave it, but I feel like pointing it out.
Left how it is because the spacing is emphasizing every repeat of the same vocal melody, I don't see anything wrong with it.

Arphimigon
There were like 4 small things I didn't change because I couldn't really see the issue but besides those all fixed.
Yuii-
Kk let the modders come!
Open the gates!
Yuii-
OKAY OKAY!

Can I call you "Elite Mapper"? You are really amazing, Pasta. This is your 2nd map and it's... so fucking good. Even though there are some mistakes, you will definitely hit that title one day, I swear!

[toybot where are you]

Unnecessary green line: 00:36:917 - .

OD "8,5" would work better!

  1. 00:27:286 (3,4,5) - Can I suggest you to rotate this 180° and then move it to the left-top? The current jump of (5,6) is rather questionable, I don't know why you are using such low spacing when this is supposed to have it!
  2. 00:33:759 (4,5,6) - For the sake of readability, you could make this pattern more readable. Even though the actual AR helps a lot to read this, it could cause some unnecessary misreads.
  3. 00:35:180 - A circle here would fit perfectly! (Add Whistle if you agree).
  4. 00:37:707 (5,6,1) - NICE!
  5. 00:40:233 (4,5,6) - Listen to the accentuation rhythm in this part! (4,5) should be much more emphasised. Take into account that 00:40:549 (6,1) - has almost a 2x ds, when the beats are almost the same as in (4,5). Aaaand last but not least, the current spacing 00:40:391 (5,6) - there is really random, there's nothing in (6) to add such spacing.
  6. 00:48:286 (1) - Try to make this a 1/4 instead, since 00:48:522 (2) - starts at a random spot, the vocals are definitely in 00:48:443 - .
  7. 01:37:864 (2) - Gotta go nazi. Could you center this with (1) better?
  8. 01:51:128 (5) - This could be curved in order to flow better with both (4) and (1). Additionally, I'd really appreciate if you stack it with the slidertail of 01:50:180 (1) - .
  9. 02:03:364 (4) - Call me crazy, but this triplet would sound way better if you move it 02:03:207 - . By the way, add a Clap 02:03:286 (3) - . Same goes to 02:04:628 (4) - . Check triplets in this part!
  10. 02:06:601 (1,2,3,4,5,6,7) - The spacing here is, overall, too big. Consider reducing it by some pixels, especially 02:06:917 (3,4,5,6) - .
  11. 02:17:022 (3) - You forgot to NC here? Just a question~
  12. 02:26:733 - So sad! Try adding a triplet here, it'd sound perfect.
  13. 02:40:707 (1,2,3,4,5,6) - COOOL! This is my Pasta! Although (6) sounds a bit off and it's only adding an unnecessary difficulty to the map, it is intended?
  14. 02:46:707 (1,2,3,4,1,2,3,4,1,2,3,4,1,2) - I completely disagree with this part. Why would decrease and then decrease the stream? I'd just make a nice build-up stream as the ones you are doing throughout the map.
  15. 02:56:654 - The Combos and the stream is quite screwed in this part. You could either ignore the NC in 02:56:654 (1) - and then NC 02:56:812 (3) - or make a new combo in 02:56:812 (3) - .
  16. 03:29:654 (6,1) - I... am not sure about this. I mean, it looks fucking awesome, and after some testplays I found out that Ctrl+G'ing this flows a lot better. It's up to you!
  17. 03:35:022 (2) - NC!
  18. 04:09:759 (5) - Definitely NC! You're reducing the SV, the players won't know about this if this keeps looking like this.
  19. 04:15:838 - Try making a triplet instead. The current jump is too big for the beats that are audible in the song, so is a rather questionable section. Ctrl+G'ing (4) could also work, but you will still miss a beat in that point. Same goes to 04:17:101 - .
  20. 04:49:233 (3) - You still haven't changed this aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa! Whistle only in sliderhead and 2nd reverse (Soft + Normal), as the previous two sliders.
  21. 05:03:759 - This stream gave me an orgasm. Y'know when I'm being honest... and this is perfect.
  22. 05:37:549 (1) - The SV here is suddenly reduced "in a blow", it's quite counter-intuitive for the players as it can result in a misread.
-----------------------------------

I can't bubble / qualify this, but you can ask me for a re-check, that's obvious <3
I love you, cutie!
Topic Starter
Spaghetti
Yuii-

Yuii- wrote:

00:35:180 - A circle here would fit perfectly! (Add Whistle if you agree). I don't agree :c I find it better just centered around the vocals, this part has weird enough rhythms already imo.

Yuii- wrote:

04:15:838 - Try making a triplet instead. The current jump is too big for the beats that are audible in the song, so is a rather questionable section. Ctrl+G'ing (4) could also work, but you will still miss a beat in that point. Same goes to 04:17:101 - . The jumps compliments how the guitarist bends the string on that note where the slider is to produce that sound.

Yuii- wrote:

05:37:549 (1) - The SV here is suddenly reduced "in a blow", it's quite counter-intuitive for the players as it can result in a misread. AHHH I WANNA CHANGE IT SO BAD BUT IDK HOW TO FIX IT ( -̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥᷄◞ω◟-̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥̥᷅ )
toybot
hello

these are more like comments on the map more than anything else, there's nothing for me to really give advice since the previous modders have already done so. i just hope you've followed their advice well

[i'm busy rn omg yuii]
  1. would've been cool if you used more differentiation in stream DS for parts like the stream lead-in to 01:07:233 (1,2,3,4,1) -
  2. also, since the song is percussion-heavy, maybe you could turn all the 3/4 slider tails into soft sampleset so it's not as awkwardly noisy?
  3. 00:23:338 (2,3,4) - it'd be cool if you just changed this to a 1/2 slider + circle tbh, or something that rather accentuates the white ticks, rightnow you have it where you skip 00:23:654 - when it's a rather major beat. also, the triplet ending on a red tick doesn't really, in my opinion, fit how drums are played lol
  4. 00:25:549 (5) - use soft-sampleset on the tail?
  5. 00:27:759 (6,7,1) - eh, i think (7)'s too close to (1) to really get any emphasis from the vocals. you should make it closer to (6) instead
  6. 00:32:812 (5,6,7) - again, you skip a major beat with the slider end D:
  7. 00:34:864 (4,1,2,3,1) - this could potentially cause the player to click the circles too early, since same spacing but different beat distances and all that, + it's pretty awkward in the middle of a constant 1/2 beat. i think turning 00:35:259 (2) - into a triplet would fix it while following the music, but up to you
  8. 00:55:233 (4,5) - ;; at least decrease the spacing a bit, this looks pretty much like a 1/2 jump, especially in comparison with (3) -> (4)
  9. 01:07:549 (1,2,3) - U N I T E D
  10. 00:59:970 (1,2,3,4,5,6,7) - (1) curves into (2) like how a normal slider would flow into a circle, but since (2,3) are placed as such, you have to dropoff from slider (1) to have any sort of smooth flow, which makes the pattern pretty awkward to play. maybe move 00:59:654 (1) - to like x0 y104? somewhere where the curve of slider (1) is able to flow into (2,3,4) well
  11. 01:17:654 (5) - 01:18:917 (5) - & 01:20:180 (5) - NC these? you NC'd these reverses in patterns like these throughout the entire map
  12. 01:23:654 (1,2,1,2,1,2,1,2) - how the heck do these doubles follow the music in any sort of way?, you should just remove the circles and make the reverse sliders all 4 beats each
  13. 01:28:707 (1,2) - this is kind of a density drop in the map that doesn't really suit the song's heavy nature, you should make these into more 1/2 beats
  14. 01:35:496 (4,5) - eh, this is confusing, since it's ambiguous whether or not (5) is a 3/4 slider because of the SV change. at the very least it'll cause some hesitation going into the stream. maybe NCing it would help, but really it should just be a 1/2 slider with the same velocity as 01:35:496 (4) -
  15. 01:45:128 - 01:46:391 - 01:47:654 - people are likely not going to enjoy these kiai fountains really, this map needs heavy focus since CS5 and constant movement, and random stars shooting out of the screen aren't going to help.
  16. 01:47:180 (8,9) - you should distance this away from 01:47:654 (1) - , it's way too close for any kind of smooth movement
  17. 01:55:864 (4,5,6) - the flow here's kinda questionable, wasn't expecting an upwards curve from slider end (4) through (5) and (6) like that. try this? http://puu.sh/jA2uA/91cf012487.jpg
  18. 02:00:917 (1,2,3) - make these equally spaced/make (1) -> (2) bigger? or just use the suggestion i provided earlier for 00:35:022 (1,2,3) -
  19. 02:40:391 (5) - maybe move this so that it doesn't overlap with circle (2)? namely so that there's more distance going into 02:40:707 (1,2,3,4,5) -
  20. 02:41:180 (3,5) - slider end stacks look a bit off
  21. 02:41:654 (5,1,2,3,4) - okay, entering this stream here is realllyyy asadgadgdsfasdf. i don't really feel like describing what i'd do, here's just a picture of what i'd do instead: http://puu.sh/jA2Fp/d38c512df6.jpg. you should work on making your stream entrances flow smoothly at least, spacing here from (5) -> (1) causes pretty awkward cursor movement
  22. 02:56:654 (1,2,1,2,3,4,5) - this acceleration is pretty weird and doesn't fit the song much since the song doesn't suddenly rise in pitch or anything, and i'd just use a normal equally spaced stream, but w/e works for you
  23. 02:57:207 (1) - is there a need for this to end on the blue tick right before the slider.. just give at least like a 1/1 break, the player just finished an intense section lol
  24. 03:22:233 (1,2) - remove NC from first circle and add it to 2nd circle? kinda mark that it's a different measure and will use a different spacing accordingly
  25. 03:33:759 (1) - lol you could've just made the slider tail soft-sampleset, no need to reduce the volume that much
  26. 03:37:707 (3,3,3) - would be cool if you turned these into kick sliders, so you don't need to be so accurate in timing when making the jump from (3) -> (1)
  27. 03:43:391 (2,3) - ctrl+g these two would make the entrance into the next stream a bit more smooth, due to the angle at which you're entering at
  28. 03:51:443 (2,3) - make these both 1/2 sliders separated by a 1/4 beat? to follow the rhythm better
  29. 03:55:549 (2,3,4) - 03:56:812 (2,3,4) - these are pretty awkwardly linear compared to the same patterns afterwards , it's not really necessary to change but yea doesn't really feel right
  30. i'm not even going to talk about the jumps midstream, i can't handle playing them well anyway
  31. 04:24:286 - 04:25:470 - maybe use a softer volume here? that would be neat lol
  32. 04:26:812 - 04:28:075 - and in contrast make these a bit louder
  33. 05:19:075 (3) - this seems like a pretty misplaced whistle, looking at the rest of the section here
  34. 05:42:601 (1,2,3) - you should rearrange these a bit so (2) doesn't overlap with the slider while keeping an equal distance
i personally think the map could use a lot more polishing especially regarding spacings, but yeah it's cool, gl
Yuii-

toybot wrote:

hello - I love you

these are more like comments on the map more than anything else, there's nothing for me to really give advice since the previous modders have already done so. i just hope you've followed their advice well - I'm too pro, I know... sorry!

[i'm busy rn omg yuii - you play osu! what rn are you talking about omg]
  1. 00:25:549 (5) - use soft-sampleset on the tail? - Drum-Soft aww
  2. 03:33:759 (1) - lol you could've just made the slider tail soft-sampleset, no need to reduce the volume that much - u mad
  3. 04:24:286 - 04:25:470 - maybe use a softer volume here? that would be neat lol - You have a point. Added a green line with 85%. Do you think is okay?!
  4. 04:26:812 - 04:28:075 - and in contrast make these a bit louder - 85% is enough okay... O K A Y?
  5. 05:19:075 (3) - this seems like a pretty misplaced whistle, looking at the rest of the section here - THE RANDOM WHISTLE STRIKES AGAIN
i personally think the map could use a lot more polishing especially regarding spacings, but yeah it's cool, gl - Give me your kids.
@toybot 1: Do you think 85% is okay?
@toybot 2: Have I told you I love you?
@Pasta: http://puu.sh/jAozG/d7a7415f26.osu

~
Topic Starter
Spaghetti
kk, I fixed some nice suggestions from toybots mod, but besides that I decided to void the last two mods and thoroughly polish the map either later tonight or tomorrow before qualification since the mod posts now are suggesting pretty small things that I personally do not think are an issue.

It's time.
Yuii-
Let's rock and roll!
clayton
It's time!
pkk
mfw I'm on vacation
mfw I still didn't mod this map
mfw
Yuii-

pkk wrote:

mfw I'm on vacation
mfw I still didn't mod this map
mfw
And I modded yours, you owe me a cookie mod
Topic Starter
Spaghetti
okok i guess i should mention that I went over and polished the map 4 times

byby pls ,_,
Monstrata
[Legend]

  1. Why is normal-hitclap .mp3???
  2. 00:19:549 (2,3) - This is pretty lame :P I think you could have done something to capture the pitch increase here. Maybe a jump? Also making 00:19:707 - clickable would be cool too.
  3. 00:26:812 (1,2,3) - A jump from 1>2 would make more sense than 2>3.
  4. 00:27:917 (7,1) - Tbh some of your spacing seems weird, like here, no jump? but jumps for the previous two notes?
  5. 00:32:338 (3,4) - ^ Compare it to what you did with 00:31:075 (3,4) - You've been putting emphasis onto the 3rd white tick with a lot of your patterns which is good, but it's not always consistent.
  6. 00:35:022 (1,2,3,1,2,3,4) - These jumps are really small actually... And there are audible beats on the 1/2's so spacing's like 00:34:864 (4,1,2) - can become confusing.
  7. 00:41:654 (1) - That was random :S.
  8. 00:42:443 (3,4) - Try p utting 4 on 196||178
  9. 00:55:233 (4,5,6) - Why is there a jump from 4>5 but normal DS from 5>6 even tho theres a pitch increase lol. The sliders are fine imo, but i would severely buff the jump from 5>6 to give better momentum into the stream. You could even increase spacing on 00:54:601 (1,2,3) - to set up this DS increase better rather than just have a jump from 4>5
  10. 00:59:970 (2,3,4,5,6,7,1) - Maaaan, as much as I like hexagons, you're not using the flow structure to it's potential and rather just using 1.0x DS for large sections of these patterns. :P. Not gonna ask you to change any of these patterns because most of them work, but it's just something you can build on for future maps because this kind of pattern is something I used on like my 1st/2nd ranked map too lol.
  11. 01:12:286 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This entire stream is just really weird. There are many parts where DS changes dramatically. Examples: 01:12:601 (1) - 01:12:838 (4) - 01:12:996 (2) - You can see DS changing by almost 0.4x. I really recommend just remaking this stream cuz it's just really wonky right now lol.
  12. 01:15:917 (1,2,3) - Seems quite strange... why not just make the stream normal?
  13. 01:17:259 (4,1) - I would have liked to see a more drastic directional change here because this is a start of a new measure and not following the streams before it.
  14. 01:23:654 (1,2,1,2,1,2,1,2) - This polarity is just offfff x___x. 01:23:970 (1) - These jumps should occur on blue ticks so you can click and hold on white ticks which would be a much more player-friendly rhythm to use.
  15. 01:37:233 (1,2,3,4,1) - Mind making this DS consistent? It increases from 1.30 to 1.40 and ends with 1.30 again, kinda weird.
  16. 01:49:864 (6,1) - Oh come on.... You have this nice build up going with 01:48:917 (1,2,3,4,5,6) - and then you do this lame basically 1.00x spacing here, its really anticlimactic lol.
  17. 02:00:917 (1,2) - How about buffing this jump too?
  18. 02:40:707 (1,2,3,4,5) - Whyyy :C. Please use a jump from 02:41:022 (2,3) - and 02:41:496 (4,5) - :C.
  19. 02:48:759 (3,4) - I'd rotate this like 20 degrees from selection center just for better visual flow.
  20. 03:02:180 (1,2,3,1,2,3,1,2,3,1,2,3) - NIIICE
  21. 03:04:707 (1,2,3,1,2,3,1,2,3,1,2,3) - THANK YOU
  22. 03:21:759 (1,2,3) - I would have placed them like this instead: So theres a subtle jump from 03:21:601 (3,1) - and a more fluid motion from 03:22:075 (3,1,2) - because imo, the 180 degree flow break doesn't really fit when the melody is still rather quiet. The jump should be enough to capture the intensity.
  23. 03:37:470 (4,1) - How about a slight jump here like you did with 03:36:207 (4,1) - to indicate a change in rhythm.
  24. 03:42:601 (1,2,3,4,1,2,3,4) - Here would have been a good opportunity to use kick sliders.
  25. 03:52:549 (9,1) - People just don't like starting streams on blue ticks xPP. Can you find a way to get this stream to begin on 03:52:707 - ?
  26. 03:54:759 (3,4,1) - Random drop in spacing here to 0.90. I feel like ur intention was to keep it at 1.00 lol.
  27. 04:08:022 (3,4,5) - This kind of motion actually doesn't play well for kick-sliders :P Why not just switch back to triplets here, they would fit well. Something like 03:37:549 (1,2,3,1,2,3,1,2,3) - ~
  28. 04:14:180 (1) - Another good opportunity for two kick sliders cuz of the guitar on 04:14:338 - .
  29. 04:15:128 (6) - Ctrl+G'ing this would flow a looot cooler lol.
  30. 04:24:759 (3,4,1) - You should keep this part as 0.80 DS and swap to 0.6 on the next combo :P
  31. 04:26:338 (3) - Move this to 93||145 so the spacing is more even.
  32. 04:52:391 (5,6,1) - Ehh.. this motion too...It doesn't play well imo. Generally kick sliders that are pointed in the direction the pattern is headed, and don't have particularly sharp angles, they just feel weird for me to play :P.
  33. 05:06:207 (4,1,2,3,4) - This motion felt really random, and really sharp xPP. Like 05:06:128 (3,4,1) - especially, the angle is so sharp xPP and it isn't really supported by previous streams because you used a wave shape with not a whole lot of angle change right before it :P.
  34. 05:08:180 (3,4) - Why the jump here?
  35. 05:27:996 (4) - This circle just looks misplaced because it's the only one in the combo that's jutting out like that due to the 0.50x spacing.
That should be all.
Milan-
so uh my opinion about the hitsounding

when i jsut opened the map
2015-08-23 21:51 Milan-: uhm
2015-08-23 21:52 Milan-: it sounds and looks inconsistent
2015-08-23 21:52 Milan-: and randomly placed to me
-
2015-08-23 21:56 Milan-: snares are placed on most of the red ticks
2015-08-23 21:56 Milan-: but he hitsounds some of them
2015-08-23 21:56 Milan-: and sometimes none of them
2015-08-23 21:56 monstrata: x___x
2015-08-23 21:57 Milan-: or other times he swewrq between clap-whistle
2015-08-23 21:57 Milan-: switches
2015-08-23 21:59 monstrata: ah yea i see them
2015-08-23 21:59 monstrata: btw do you think the hitsounding is a bit loud?
2015-08-23 21:59 monstrata: lol
2015-08-23 21:59 monstrata: mainly stream parts
2015-08-23 22:00 Milan-: normal sampleset is so annoying ><
2015-08-23 22:00 Milan-: maybe 55%?
2015-08-23 22:00 monstrata: i feel like drum samplsets would be better
2015-08-23 22:01 Milan-: the other thing is that normal-hitclap kinda blends with this sampleset xd
2015-08-23 22:01 Milan-: if u care about that
2015-08-23 22:01 monstrata: i don't even know if the normal hitclap is being used
2015-08-23 22:01 monstrata: its .mp3
2015-08-23 22:01 monstrata: not .wav
2015-08-23 22:01 monstrata: :S
2015-08-23 22:01 Milan-: oh yea
2015-08-23 22:01 Milan-: use .wav
2015-08-23 22:01 Milan-: .mp3 is death
2015-08-23 22:01 monstrata: lol
2015-08-23 22:02 monstrata: yea
2015-08-23 22:02 monstrata: lmao
2015-08-23 22:02 monstrata: what do you think of drum-sampleset on the streams?
2015-08-23 22:02 Milan-: but it's used xd it just doesnt resalt so much cuz the sampleset
2015-08-23 22:02 monstrata: yea
2015-08-23 22:03 Milan-: sounds cool
2015-08-23 22:03 Milan-: i'd use it for the whole song/w\
2015-08-23 22:03 monstrata: same lol
2015-08-23 22:04 monstrata: drum-sampleset on streams usually sounds nice haha
2015-08-23 22:04 Milan-: and more when the u use it not only on streams xd
2015-08-23 22:04 monstrata: yaaaa
-
2015-08-23 22:14 Milan-: xd but just listen to the snares
2015-08-23 22:14 Milan-: and how yui hitsound them every time differently
2015-08-23 22:15 Milan-: cuz that's the only thing that he's hitsounding
2015-08-23 22:15 Milan-: others drums are not

more words:
-you could use more of the defaults drum-sampleset hitsounds. for example here 00:04:075 (1,2) - a mix of claps and finishes fits very well, like clap on (1)'s tail and finish, clap on (2). Or here 00:23:654 (3,4,5,6) - where you could've used them as well. This enhance the overall hitsounding and player enjoyment. (you could find others types of toms and stuff if you dont like the defaults.)
-some cymbals like 00:06:601 (1) - 00:11:654 (1) - 00:26:812 (1) - could use finish as well. You missed several though the map and sounds pretty plain as is right now
-00:08:496 (6) - i dont really recommend you to use soft-sample as randomly as it is. bgm stuff and also for players. you miss feedback by doing this and make the player get lost, cuz the soft samp in contrast with the normal samp is quite different, isnt it?. Specially when you do it on downbeats on strong beats like 00:15:443 (1) - .
-The way you switch between your custom whistle and claps isn't too good either. They are totally different kind of hitsounds but used for the same sound.
-to elaborate a bit more about the whistles/snares being randomly placed, let's take this as an example, compare 00:06:759 (2,3,4,5,6,7) - vs 00:11:812 (2,3,4,5,6,7) - . On the first one you decided to use this hitsound on both red ticks which is fine, while on the other not. Other example which sounds really bad is here 00:47:338 (2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,5,6) - , here you decided to hitsound (4) and (8) so i was "uh ok, so he doesnt want to spam 1/1 snares, that's ok", but then it becomes inconsistent when you just used this hitsound on 00:49:075 (5) - on the next combo, and then it just sounds random on the next combo by using this hitsound on the white ticks (00:49:549 (1,2) - ) which is a totally different component of the drums.
-00:36:917 - from here and similars sections. Dunno what's the point on just hitsounding the 4th beat when the snares are on the 2nd beat aswell. specially if you add whistle to the downbeat when it doesnt fit all. It sounds really poor executed due to the nature of the song in general.
-In general, you should identify when it's a snare or a kick at least, and hitsound them more properly so it doesnt sound like "uh let put this here cuz it sounds cool" kind of thing.

gl
Topic Starter
Spaghetti
monstrata

monstrata wrote:

00:41:654 (1) - That was random :S. I don't understand, it compliments the guitar's huge accent and I use it every time this section plays.
00:42:443 (3,4) - Try putting 4 on 196||178 Breaks the pattern I'm using ,_,
01:17:259 (4,1) - I would have liked to see a more drastic directional change here because this is a start of a new measure and not following the streams before it. I'm not asphyxia srry :^(
04:08:022 (3,4,5) - This kind of motion actually doesn't play well for kick-sliders :P Why not just switch back to triplets here, they would fit well. Something like 03:37:549 (1,2,3,1,2,3,1,2,3) - It moves forward with the momentum of the stream i dont get it
04:15:128 (6) - Ctrl+G'ing this would flow a looot cooler lol. I dont want to remap anymoooooooore
04:52:391 (5,6,1) - Ehh.. this motion too...It doesn't play well imo. Generally kick sliders that are pointed in the direction the pattern is headed, and don't have particularly sharp angles, they just feel weird for me to play :P. I disagree.

@Yuii-: I remapped some parts so they're missing hitsounds, can you go over while checking Milan's mod and fix it up? Thanks!
Yuii-
Sorry, I have to delete this. It was just me being salty. I apologise for the inconvenience.

The .mp3 hitsound was suggested by a random guy, originally I hitsounded this with ONLY default hitsounds. That's why it was .mp3 instead. The file wasn't even added by me.
Thanks.

@Pasta: Add a Whistle 00:12:128 (5) - as well as the timestaps he mentioned for his second point. Also change 00:49:549 (1) - for a Clap (only the head).
@Pasta 2: Will take a look at the WHOLE map tomorrow. If people are not able to understand what the hell hitsounding is, I will make it a standard shit.

Note: I will probably just stop hitsounding maps. When I mod them people are like "holy shit, this guy is so good"... but when I DO IT... "nope, who hitsounded this shit! Yuii-? My God, that guy can't even map". Seriously, guys, hitsounding is a complete different thing from what you think :D
Monstrata
Alright, after a lot of debate, we finally decided to fix those 3/4 jumps to be easier to differentiate from the 1/2 jumps.

We also reduced the hitsound volume of some very loud sections (90-100%) to 80% so the hitsounds don't overpower the music.

Bubble #1!

Good luck Spaghetti and Yuii- :)
Topic Starter
Spaghetti
Thanks monstrata! <3
Topic Starter
Spaghetti
tidied up hitsounds and fixed some wonky stream
Monstrata
Tbh this bubble rule is just a myth but okay.
Monstrata
Nvm the rule is on the official rules now. Weird there was no official announcement but okay.
Topic Starter
Spaghetti
JuStInCaSeItGeTsEnFoRcEdBySoMeOnE
Cherry Blossom
It could be better if you avoid this NC spam here : 04:43:233 (1,1,1,1,1,1,1) -
Topic Starter
Spaghetti

Cherry Blossom wrote:

It could be better if you avoid this NC spam here : 04:43:233 (1,1,1,1,1,1,1) -
Not intentional, but nice catch. I'll fix once ByBy checks for bubble.
kkk
this is just... magnificent
best DF map I've ever played
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