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Apocalyptica - 2010 (feat. Dave Lombardo)

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pingvin13579
Extra looked, my self-esteem fell again
Zaphkael


yo, from my queue

Lower hitsound volume, my ears are bleeding :P
Easy
That's a long intro, consider cutting the mp3

This really isn't an easy, consider renaming it.

Really nice and solid map, nothing to say about it.
Normal
Long intro, this is more a hard, you've heard this before.

You had so many chances to do a blanket, yet you don't. I suggest going trough the map and making blankets where possible, it would really help.

again, a nice diff, but this one seems a lot more messy because of the weird stacks. Looks horrible in editor, but plays pretty nice.

Hard
Why the sudden 1/3 if you mapped everything in 1/4 before?

01:48:618 (4) - place this somewhere else, it's way too low now.

Gosh why are you so good at this, I dont feel like having anything to say :o

Insane
01:42:285 (1) - This might be nazi modding, but place the lower anchor point more to the right so you alert the player for the next jump

again, perfect map
extra
00:56:785 (1) - up with the right anchor point for flow

02:35:618 (1) - maybe make this 2 notes since it would fit the sound much better

Nice and intense map

Extreme
01:15:368 (7,8) - maybe stack these perfectly on the slider, right now they are easily lost

Sadly that's everything I can tell you. If it's me, I would say that this is already ready for ranking. Good luck, starred!
Topic Starter
pishifat
SPOILER

inspectorscout wrote:



yo, from my queue

Lower hitsound volume, my ears are bleeding :P perfect B)
Easy
That's a long intro, consider cutting the mp3 the actual intro is 35 seconds longer; i already cut that off ;-; now it's the same length as https://osu.ppy.sh/s/199452 whcih worked out

This really isn't an easy, consider renaming it. may end up doing this if people complain about it. since the difficulty is "designed" as an easy by having only 1/1 spacing and low sv, it can still be named an easy technically. same as the easy here https://osu.ppy.sh/s/323961

Really nice and solid map, nothing to say about it.
Normal
Long intro, this is more a hard, you've heard this before. does that make my hard an insane lol

You had so many chances to do a blanket, yet you don't. I suggest going trough the map and making blankets where possible, it would really help. u serious

again, a nice diff, but this one seems a lot more messy because of the weird stacks. Looks horrible in editor, but plays pretty nice.

Hard
Why the sudden 1/3 if you mapped everything in 1/4 before? idk what this is referring to

01:48:618 (4) - place this somewhere else, it's way too low now. sure lol

Gosh why are you so good at this, I dont feel like having anything to say :o

Insane
01:42:285 (1) - This might be nazi modding, but place the lower anchor point more to the right so you alert the player for the next jump for whatever reaosn things don't really look that great at ~45degree angles, which is why everything on the map is about +-10 degrees on each axis. my mapping ideals are stupid

again, perfect map
extra
00:56:785 (1) - up with the right anchor point for flow easier to move 2 down isnteadz

02:35:618 (1) - maybe make this 2 notes since it would fit the sound much better i get your point but like i do the same thing 50 times it's nbd

Nice and intense map

Extreme
01:15:368 (7,8) - maybe stack these perfectly on the slider, right now they are easily lost doesnt really have the intended movement if i stack them:( people at this level can figure out where those objects are for sure tho

Sadly that's everything I can tell you. If it's me, I would say that this is already ready for ranking. Good luck, starred!

pingvin13579 wrote:

Extra looked, my self-esteem fell again
same
-Makishima S-
Greetings pishifat,

Here is requested mod, wish it will help. If you will have truble with opening image or any link is broken, please contact me.

General

Default hitsounds/music volume settings: after many repeats of song, my ears.. arhg. I would suggest making main song hitsounds a bit lower (-10% sounds ok if you ask me)

Side note about difficulty names (just free idea):
To avoid confusion, i would name diffs like:
Easy -> Normal
Normal -> (let's say) Normal+ / Advanced
I already saw maps with this spread and they are named similar to my proposition.

Easy

02:16:285 (3,4) - I would personaly replace this part with single slider. Ex. http://puu.sh/jgXy6.jpg

02:21:618 (3,4) - ^
Following one time used slider to point this music part 02:10:951 (3) looks better for gameplay and create better flow.


Rest is nice and clean for me.

Normal

01:51:785 (4) - how you feel with moving this circle a bit higer ex. http://puu.sh/jh1ki.jpg, doesn't it look better in this pattern? (just cosmetic thing)

Hitsounds:

01:05:451 (5) - whistle hitsound (addition drum) makes weird effect (or it's just over 50 repeats of this section with and without hitsounds Oo). I would change addition into auto, sounds right this way.


Nicely done sir!

Hard

00:59:785 (2,3) - actual positioning is little confusing, to avoid this and make more intuitive follow, i would change them with places ex. http://puu.sh/jh2b1.jpg

02:14:285 (1,2,3,4,5) - repositioning this combo makes it easier to follow from 02:14:118 (5) and transitioning into 02:15:618 (1) combo later on, looks better imo. ex. after change - http://puu.sh/jh39B.jpg

02:48:285 (3,4) - not nesesery, looks good, personaly i see good option to change this into slider (expl: music section started with 2 sliders and finished with slider, double in betwin might be too harrash)


Nice job with this diff, reminds me fun to play grumd igorrr maps.

Apocalyptica is good :3
Good luck on ranking this!

Cheers!
Topic Starter
pishifat
T

[Taiga] wrote:

Greetings pishifat,

Here is requested mod, wish it will help. If you will have truble with opening image or any link is broken, please contact me.

General

Default hitsounds/music volume settings: after many repeats of song, my ears.. arhg. I would suggest making main song hitsounds a bit lower (-10% sounds ok if you ask me) if necessary i will but changing volumes for 7 diffs is gonna take me years so ill see what others say lol.

Side note about difficulty names (just free idea):
To avoid confusion, i would name diffs like:
Easy -> Normal
Normal -> (let's say) Normal+ / Advanced
I already saw maps with this spread and they are named similar to my proposition. i need to make my lower difficulties easier damn changed them

Easy

02:16:285 (3,4) - I would personaly replace this part with single slider. Ex. http://puu.sh/jgXy6.jpg

02:21:618 (3,4) - ^
Following one time used slider to point this music part 02:10:951 (3) looks better for gameplay and create better flow. i actually prefer the circles so i changed the slider instances to circles consistency woo


Rest is nice and clean for me.

Normal

01:51:785 (4) - how you feel with moving this circle a bit higer ex. http://puu.sh/jh1ki.jpg, doesn't it look better in this pattern? (just cosmetic thing) goes against general spacing so cant really do it gg

Hitsounds:

01:05:451 (5) - whistle hitsound (addition drum) makes weird effect (or it's just over 50 repeats of this section with and without hitsounds Oo). I would change addition into auto, sounds right this way. there's some really high pitch drum thing so id rather emphasize that than using a normal whistle


Nicely done sir!

Hard

00:59:785 (2,3) - actual positioning is little confusing, to avoid this and make more intuitive follow, i would change them with places ex. http://puu.sh/jh2b1.jpg made it less confusing

02:14:285 (1,2,3,4,5) - repositioning this combo makes it easier to follow from 02:14:118 (5) and transitioning into 02:15:618 (1) combo later on, looks better imo. ex. after change - http://puu.sh/jh39B.jpg i think that screenshot just lowered the spacing of the jumps? if so, all jumps are the same thing (1.6x) while regular spacing is all 1.3x, so making these smaller kinda defeats the purpose

02:48:285 (3,4) - not nesesery, looks good, personaly i see good option to change this into slider (expl: music section started with 2 sliders and finished with slider, double in betwin might be too harrash) there's a new drum sound that comes in there so circles are there to bring it out ya


Nice job with this diff, reminds me fun to play grumd igorrr maps.

Apocalyptica is good :3
Good luck on ranking this! eythanks

Cheers!
gregest
zor
[Insane]

00:40:004 (1,2,3,4,1,2,3,4,1) - I feel like the sound in increasing at every single note

01:43:285 (3,4,5,6) - maybe something like this would be better

I didn't find anything else here


[Extra]

00:40:004 (1,2,3,4,1,2,3,4) - same as insane

00:45:618 (4) - this is sligthly out of the stack

01:17:951 (3) - move this to X:316 Y:220 maaaaaaybe?

01:20:618 (6,7,8,9,1) - this looks boring, I would add a shape to it

01:39:618 (1) - move this to X:224 Y:346

02:19:785 (2,3,4) - mmmmmm this looks ugly, I would stack them

02:20:285 (6,7,8) - ^


[Extremeeeeee]

00:40:004 (1,2,3,4,1,2,3,4,1) - blablabla sound increase

01:34:285 (1) - move this to X:120 Y:204

02:27:618 (1) - move this to X:208 Y:64

02:57:951 (4) - idk, give this silder some kind of shape because of that last sound


hope it helped anything!
Topic Starter
pishifat

CptBlackBird wrote:

zor
[Insane]

00:40:004 (1,2,3,4,1,2,3,4,1) - I feel like the sound in increasing at every single note makes like no difference but 0k

01:43:285 (3,4,5,6) - maybe something like this would be better unstacked now but spacing that much nah

I didn't find anything else here


[Extra]

00:40:004 (1,2,3,4,1,2,3,4) - same as insane e

00:45:618 (4) - this is sligthly out of the stack O

01:17:951 (3) - move this to X:316 Y:220 maaaaaaybe? supposed to be larg spacing between 01:17:951 (3,4) - so na

01:20:618 (6,7,8,9,1) - this looks boring, I would add a shape to it i am bore

01:39:618 (1) - move this to X:224 Y:346 it's the same distance away from objects as the rest of the stream why do

02:19:785 (2,3,4) - mmmmmm this looks ugly, I would stack them a stack plays so much differently than that tho lol

02:20:285 (6,7,8) - ^


[Extremeeeeee]

00:40:004 (1,2,3,4,1,2,3,4,1) - blablabla sound increase yeeeeeeeeeeee

01:34:285 (1) - move this to X:120 Y:204 "hey that object in the middle of the circular stream is probably intentional let's move it somewhere else"

02:27:618 (1) - move this to X:208 Y:64

02:57:951 (4) - idk, give this silder some kind of shape because of that last sound curved now B)

when you give suggestions, reasoning = good idea. saying "move this to x;y" is lame but saying "move this here because it emphasizes certain beat better" or something works

modding ur mod^


hope it helped anything! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ok
Chaoslitz
M4M

sorry for late mod = w=/

[General]
  1. Your map made my uhc crash
  2. fine
[Normal]
  1. There are duplicated green lines
  2. 02:10:285 (2,3,4) - I don't suggest you to use triangle pattern here that built up a sharp angle ,perhaps you can place 02:11:285 (4) higher for a smoother flow
  3. Although I expected to see 1/2 patterns, but you skipped Easy diff so I guess it is fine
[Advanced]
  1. Duplicated green lines
  2. 01:14:285 (4,5,6,7,1,2,3) - The combo here might be too long, consider reduce it?
  3. 01:20:451 - The drum here is quite strong in my opinion, try this pattern, so that you wont skip 01:20:451, also having consistence with 01:18:951 (3) -
[Hard]
  1. 01:44:951 - linesss
  2. Fine
[Insane]
  1. 01:04:285 (4,5) - Increase ds here, it is short after an anti jump 01:03:951 (3,4)
  2. 01:11:618 (1,2) - Try placing like this, the flow is better with a more linear jump here
  3. 01:12:951 - Damn I was scared
  4. 01:26:118 (5) - Place more to the right? Flow built up in 01:25:785 (3,4,5,1) is quite weird
[Collab Insane]
  1. 01:41:285 (2,3) - I would suggest a more circular flow here so that the anti-jump in 01:41:618 (3,4) will be smoother
[Extra]
  1. 00:44:952 (1) - Bent down for better flow with next objects
[Extreme]
  1. 01:33:118 (1,2,3,4) - I guess curving up this a little bit will help the flow between 01:32:951 (5)

I hope it helps o3o
Topic Starter
pishifat
so i did everything
Aerous
I'll mod tmrw after my exam tmrw , wanna give back since you fked helped me so much with timing + test plays.
MirinH
quick m4m

General

  1. should disable widescreen support
  2. in case you did a break in the lower diffs,you should also do in the higher diffs(or fill the lower diff breaks),see previous dq example: t/307620/start=60

Normal

  1. not necessary,but better hitsound the sliderticks when clap by using green lines like 01:08:951 (1) - 01:45:618 (2) - or whatever,im sure that gives a quality bonus to the diff it self
  2. 02:16:618 (4) - this touch the hp bar,lower it down a bit

Advanced

  1. fine

Hard

  1. 02:01:951 (5) - this is the only slider that doesnt parallel with the previous one in this part lol,suggest keep doing parallel,ik the rhythm is different,but still
  2. 02:08:951 (1,2) - better avoid overlap like this,overlapping 60% of the hit circle is too much for hard imo
  3. 02:57:618 (3) - yeah you should do something similar to you did in the other diffs

Insane

  1. 01:17:618 (3,4) - i think you also need a jump here, yes,it sounds different than 01:17:951 (5,6) - ,but you did a jump 00:49:618 (3,4) - well not jump but at least dont do a stack here, suggest do like a triangle shape for 01:17:618 (3,4,5) - or something else,yea dont stack them
  2. 02:16:285 (1,2) - kinda like ^, but the reason is kinds different because those drums are high tone drum beats and shouldnt be stacked imo,really suggest separate them a bit

Collab Insane

  1. 01:05:951 (1,2,1) - kinda subjective but i dont feel that kind of turn is nice, you did 1 and 2 same as the previous pattern and some player may thought that this pattern is similar to 01:04:951 (1,2,3,1,2,3) - too, so they may just move to 417,304 because of their muscle memories,i do suggest you do the pattern here in a same way of 01:04:951 (1,2,3,1,2,3) -

Extra

  1. 00:42:787 (2) - why not nc due to the instant spacing and speed change :<
  2. 01:23:285 (1,2,3,4,1) - actually plays not fine lol
  3. 01:56:785 (8,1) - distance of this should be larger than 01:56:451 (6,7) - since what youve did for your previous downbeats
  4. 02:14:951 (2) - if you are really following the music i would suggest you nc at here lol but i saw your patterns,so do nc here if you still want take my suggestion

Extreme

  1. 02:04:285 (6,7,8,9) - should turn these into stream because what youve did at 01:59:951 (3,4,5,6,1) - ,always keep your rhythm and pattern unified lol
  2. 02:20:785 (10,11,12,13,1) - ^
  3. 02:54:285 (1,2,3,4,1,2,3,4) - i feel those sliders are too loud, try 02:54:285 25% 02:54:951 35% 02:55:618 45% 02:56:285 55%,much better
anyways nice map
take my star and good luck
Topic Starter
pishifat
the struggle4bubble continues

Mackenzie wrote:

quick m4m

General

  1. should disable widescreen support doesnt matter but yea
  2. in case you did a break in the lower diffs,you should also do in the higher diffs(or fill the lower diff breaks),see previous dq example: t/307620/start=60
qat pls

Normal

  1. not necessary,but better hitsound the sliderticks when clap by using green lines like 01:08:951 (1) - 01:45:618 (2) - or whatever,im sure that gives a quality bonus to the diff it self i find slidertick hitsounds kinda misleading, so i try to never use them
  2. 02:16:618 (4) - this touch the hp bar,lower it down a bit did

Advanced

  1. fine

Hard

  1. 02:01:951 (5) - this is the only slider that doesnt parallel with the previous one in this part lol,suggest keep doing parallel,ik the rhythm is different,but still it's to indicate how many repeats there are, since having them parallel makes them seem like they should be the same
  2. 02:08:951 (1,2) - better avoid overlap like this,overlapping 60% of the hit circle is too much for hard imo 0k
  3. 02:57:618 (3) - yeah you should do something similar to you did in the other diffs ol

Insane

  1. 01:17:618 (3,4) - i think you also need a jump here, yes,it sounds different than 01:17:951 (5,6) - ,but you did a jump 00:49:618 (3,4) - well not jump but at least dont do a stack here, suggest do like a triangle shape for 01:17:618 (3,4,5) - or something else,yea dont stack them unstacked
  2. 02:16:285 (1,2) - kinda like ^, but the reason is kinds different because those drums are high tone drum beats and shouldnt be stacked imo,really suggest separate them a bit this one should be fine since it's a stack on a sound that repeats for both objects

Collab Insane

  1. 01:05:951 (1,2,1) - kinda subjective but i dont feel that kind of turn is nice, you did 1 and 2 same as the previous pattern and some player may thought that this pattern is similar to 01:04:951 (1,2,3,1,2,3) - too, so they may just move to 417,304 because of their muscle memories,i do suggest you do the pattern here in a same way of 01:04:951 (1,2,3,1,2,3) - made it more triangular

Extra

  1. 00:42:787 (2) - why not nc due to the instant spacing and speed change :< 2 ncs iin a row is pretty eh
  2. 01:23:285 (1,2,3,4,1) - actually plays not fine lol truuuuuuuu
  3. 01:56:785 (8,1) - distance of this should be larger than 01:56:451 (6,7) - since what youve did for your previous downbeats lol it was like barely different
  4. 02:14:951 (2) - if you are really following the music i would suggest you nc at here lol but i saw your patterns,so do nc here if you still want take my suggestion made stuff less shit

Extreme

  1. 02:04:285 (6,7,8,9) - should turn these into stream because what youve did at 01:59:951 (3,4,5,6,1) - ,always keep your rhythm and pattern unified lol the 2 parts you linked aren't the same thing tho. 02:04:618 (1,2,3,4) - should be the same as 01:59:951 (3,4,5,6) - , but 02:04:285 (6,7,8,9) - relates more to 01:59:452 (10,11,1) - so stuff is unified i guess
  2. 02:20:785 (10,11,12,13,1) - ^
  3. 02:54:285 (1,2,3,4,1,2,3,4) - i feel those sliders are too loud, try 02:54:285 25% 02:54:951 35% 02:55:618 45% 02:56:285 55%,much better lowered the section overall
anyways nice map
take my star and good luck
Milan-
good luck
Topic Starter
pishifat
spammed stars just for you cb
Cherry Blossom
Hello from my queue.
Please, reply to this mod and tell me why you didn't change without saying "it's my style" or "there are already ranked maps with the same kind of pattern" or other reasons like this.

Normal


  • Nothing to say.

Advanced

  1. 02:12:951 (4,5) - It could be better if you keep the consistency with other patterns, i mean these objects should be stacked, i didn't see another pattern like this which has unstacked objects like this.

Hard

  1. 01:21:618 (4,5) - I don't really agree with these 2 kick sliders, this part is enough stressful for hard players with the previous 1/4, and note that a reversed slider with 2 reverse is fast and surprising, the player should play them with alternating fingers. It could be better if you get rid of this reversed slider 01:21:951 (5) - and extend 01:21:618 (4) - to 01:22:201 -. There will be the same sliders with the same length, and it will be less confusing and stressful to the hard player. Same for 02:04:285 (4,5) -

Insane


  • Nothing to say.

Collab Insane


  • Nothing to say.

Extra

  1. 00:55:118 (2,1,2) - This looks a little confusing because of the antijump here 00:55:285 (1,2) - , there is nothing really outstanding on the song which can justify that, excepted the way you used hitsounds. Also, it will be more logical if there is a higher distance between 00:55:285 (1,2) - , because the notes are stronger than 00:54:951 (1,2) - or equivalent, and i didn't really get why there is an antijump here.
  2. 01:33:451 (5,1) - There should be a higher distance between these streams because there is a high distance here between 01:32:951 (5,1) - , and it makes the player hit this stream too early 01:33:618 (1,2,3,4,1,2,3,4) - (I hit it too early too). The distance between 01:33:451 (5,1) - looks like an antijump between streams, so a little slowdown. And if the player is not accurate at all, he will just hit this stream too early and spam a little if he doesn't know how to aim this shape, which is a little dificult to aim. A higher distance could help the player to read it properly. Same for 02:26:451 (1,2,3,4,5,1,2,3,4,1,2,3,4) -

Extreme

  1. 01:20:618 (7,8,9,10,1) - If you don't really want to make the next pattern a little difficult to read, expecially with 01:20:951 (1,5) - , just change a little this 5 circles stream shape and make it manually straight like this :

Nothing much to say.
Call me back.
Topic Starter
pishifat
c b

Cherry Blossom wrote:

Hello from my queue.
Please, reply to this mod and tell me why you didn't change without saying "it's my style" or "there are already ranked maps with the same kind of pattern" or other reasons like this.

Normal


  • Nothing to say.

Advanced

  1. 02:12:951 (4,5) - It could be better if you keep the consistency with other patterns, i mean these objects should be stacked, i didn't see another pattern like this which has unstacked objects like this. yo

Hard

  1. 01:21:618 (4,5) - I don't really agree with these 2 kick sliders, this part is enough stressful for hard players with the previous 1/4, and note that a reversed slider with 2 reverse is fast and surprising, the player should play them with alternating fingers. It could be better if you get rid of this reversed slider 01:21:951 (5) - and extend 01:21:618 (4) - to 01:22:201 -. There will be the same sliders with the same length, and it will be less confusing and stressful to the hard player. Same for 02:04:285 (4,5) - yoooooooo

Insane


  • Nothing to say.

Collab Insane


  • Nothing to say. ringating is a professional mapper right

Extra

  1. 00:55:118 (2,1,2) - This looks a little confusing because of the antijump here 00:55:285 (1,2) - , there is nothing really outstanding on the song which can justify that, excepted the way you used hitsounds. Also, it will be more logical if there is a higher distance between 00:55:285 (1,2) - , because the notes are stronger than 00:54:951 (1,2) - or equivalent, and i didn't really get why there is an antijump here. the second grouping is smaller to represent instrument pitches getting lower. it's like this on extreme too. similar thing with slider velocity represnting that on insane as well
  2. 01:33:451 (5,1) - There should be a higher distance between these streams because there is a high distance here between 01:32:951 (5,1) - , and it makes the player hit this stream too early 01:33:618 (1,2,3,4,1,2,3,4) - (I hit it too early too). The distance between 01:33:451 (5,1) - looks like an antijump between streams, so a little slowdown. And if the player is not accurate at all, he will just hit this stream too early and spam a little if he doesn't know how to aim this shape, which is a little dificult to aim. A higher distance could help the player to read it properly. Same for 02:26:451 (1,2,3,4,5,1,2,3,4,1,2,3,4) - yeeeee

Extreme

  1. 01:20:618 (7,8,9,10,1) - If you don't really want to make the next pattern a little difficult to read, expecially with 01:20:951 (1,5) - , just change a little this 5 circles stream shape and make it manually straight like this : does that one angled circle actualy make things more difficult to read lol

Nothing much to say.
Call me back. pls
i also did some aesthetic changes (like 01:08:951 (1,2) - are curved instead of straight, 01:15:785 (2,3,4,6,7,8,10,11,1) - are barely unstacked, etc). the only big change is 02:24:951 (1) - on extreme, which is just positioned differently
Cherry Blossom
Recheck.

- Normal diff :
It should be better if you use AR4 instead of 3, because 3 looks a little slow for a Normal diff with 180BPM.

- Hard :
HP6 for hard is a little overkill, HP should be nerfed, like 5.

Call me back²
A Mystery
²
Topic Starter
pishifat
did both
Topic Starter
pishifat
i now realize cb doesn't subscribe to threads
Cherry Blossom

pishifat wrote:

i now realize cb doesn't subscribe to threads
I told you to call me back, that means you're finally ready ;w;

Bubbled.
Nathan
2015 (feat. pishifat)

metadata if anyone wants
Bearizm
Mao
Congrats pishi!
BOUYAAA
finallyyy
Hula
Fucking great mapset, but the offset's off obviously by like 5 ms :(
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