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cYsmix - Dovregubben's Hall

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Topic Starter
Ciyus Miapah

Chaoslitz wrote:

M4M

[General]
  1. (Captured from Standard diff)
  2. If I remembered correctly bitrate above 192 is acceptable for this song? peppy said this okay http://puu.sh/kx6Ce/736d939941.png
  3. Unnecessary Green Lines: 00:01:786
[Standard]
  1. 00:09:928 (3) - I don't really see this slider match with the song, the downbeat 00:10:357 should be clickable in order to emphasize it

    Something like this make more sense in my opinion im just focusing click drain on 00:11:214 (4) - so it can be interesting
  2. 00:36:928 (2) - A denser rhythm in 1/1 fit with the song more, like what you did in 00:39:500 (1,2) ummm it looks good but maybe it can be too much 1/1 sliders because of 00:36:071 (1) - so im put 2/1 reverse there
  3. 00:54:928 (1,2) - The flow built up here is pretty hard to play in lower diffs, try placing like this to provide a more smoother flow fixed
    Probably you need to adjust the spacing of those previous objects
  4. 01:00:071 (5) - NC for consistency
  5. 01:00:928 (6) - It is better to place it higher for a better overlapping between two sliders
  6. 01:00:071 (5,6) - 01:06:928 (5,6) - I don't really suggest you end sliders in red ticks, especially you didn't do it in the kiai parts
    you 1/2 rhythm provided a denser rhythm compared with kiai parts, which is not recommended
  7. 01:34:357 (5) - NC
  8. 01:37:786 (1) - Lower the volume of the spinner end? looks on music has some whistle sound so im gonna keep volume :3
  9. 02:42:928 (5) - NC fixed
[Advanced]
  1. 00:05:214 (1) - The jump is too large when compared with the intro of the music maybe im gonna keep this for jumping boom lol
  2. 01:51:500 (1) - Please blanket with the osu! logo properly dem blanket lol, done
[Hyper]
  1. 00:05:214 (6) - NC
  2. 00:13:786 - Break is not needed here thus you didn't add it in Standard and Advanced diffs but im put it at another diff D:
  3. 00:27:500 (6) - NC
[Another]
  1. 00:09:500 (4,5,6,7,8) - I think the spacing in 00:11:214 (3,4,5,6,7) should be larger when the music is in a higher pitch ummm im notsure it can be good flow if i keep put high spacing alternate on there, but it can be covered with 00:11:643 (7,8) - jump
  2. 00:20:643 (1,2) - The music is soft here so I don't suggest a large jump here oh i feel that part need some jumps :3
  3. 00:33:286 (3) - Placing this at the right hand side of 00:33:071 (2) plays more better fixed
  4. 00:21:500 (4,5,6) - This pattern works fine but I don't think it is suitable to use as it is too difficult for an Insane diff (Those patterns are fine in the kiai parts, tho.), try this one: fixed
  5. 01:07:571 (4,5) - Well still the spacing is not necessary to be that large, placing around x:268|y:228 will be fine fixed
  6. 01:10:786 (3,4,5) - Same as 00:21:500 (4,5,6) ummm im gonna keep this because i think it can be good speed with 01:10:357 (1,2) - at playing
  7. 01:37:357 (2) - It looks weird imo lol fixed
  8. 01:59:857 (6,1) - It is kinda hard to read when the slider end is pointing to the next reverse head, try this: same lol, it can be simple i guess
  9. 02:11:214 (6,7,8) - Same as 00:21:500 (4,5,6)
[Electrolization]
  1. 00:53:214 (1) - Using a straight slider should be fine when the points in this slider is not necessary at all a bit curved
  2. 00:57:286 (4,5) - For me I will suggest you to use an anti jump, as to provide a better flow after another anti jump in 00:57:071 (3,4) rip my unique movement, it can be easy to hit than doing zigzag movement
  3. 00:57:714 (6,7,8) - The flow don't really works well here, try this?: that distance is enough to make player stop jumping to prepare this anti jump at 00:57:928 (7,8) -
  4. 00:57:714 (6,7) - The spacing here is way too far, which is really hard to hit dont worry this 00:57:500 (5,6) - can be works to to make player move faster
  5. 01:37:786 - I think using a note is bettet that slider like what you did in other diffs im gonna say i'd love to make slider on highest diff because wooosh lol
  6. 01:57:071 (3,4) - RIP spacing, it contradicts with the loudness of the music, try placing it around x:512|y:158 fixed
  7. 02:03:928 (3) - Place this more to the right, a more circular flow should work better than this when 02:03:714 (2) is curving to the left, adjust the placement of sliders behind once you have fixed it im just following music pattern change so it can be interesting to play
  8. 02:33:500 (5) - Another slider which points to the right after 02:33:286 (4) will provide better flow between fixed
  9. 02:46:357 (1) - Same as 01:37:786 same lol


There are messy NC stuffs, mostly in lower diffs, I didn't point out all here, but it is better to have a through check
I suggest you to find some more mods in Electrolization diff as well, to make sure the flow in this works well

Feel free to call me back once you are ready :3
thank you for this mod, chaos im fix all except red one
okay updated now

Sweetie Belle wrote:

your maps are always so nice in their own unique way \o/

15:38 *Sweetie Belle is playing [http://osu.ppy.sh/b/793816 cYsmix - Dovregubben's Hall [Electrolization]]
15:41 Fort: gimana rasanya?
15:41 Sweetie Belle: asik
15:41 Sweetie Belle: seperti biasa
15:41 Sweetie Belle: sasuga map Fort
15:41 Fort: ada sesuatu yg aneh kah? :D
15:41 Sweetie Belle: hmmmm
15:41 Sweetie Belle: ngga juga sih
15:41 Sweetie Belle: cuma tadi ada yg pertama2
15:41 Sweetie Belle: gw kira bolak balik gitu
15:42 Fort: yg mana?
15:42 Sweetie Belle: ternyata gaada circle
15:42 Sweetie Belle: bntr
15:42 Sweetie Belle: gw main lagi ntar gw pause kalo nyampe
15:43 Fort: di editor aja atuh
15:43 Fort: ok lah
15:43 Sweetie Belle: itu tuh
15:43 Fort: oh itu
15:43 Fort: anti jump itu kurang kebaca kah?
15:43 Sweetie Belle: hmmmm
15:43 Sweetie Belle: mungkin gitu
15:43 Sweetie Belle: soalnya malah gw kira
15:43 Sweetie Belle: ada harus jump balik lagi
15:43 Fort: mungkin halusinasi wkwkwk
15:44 Sweetie Belle: HAHAHAH
15:44 Sweetie Belle: betul
15:44 Fort: soalnya di lagunya emang kaya gitu
15:44 Sweetie Belle: tapi gpp kok
15:44 Sweetie Belle: malah keren
15:44 Fort: asek
15:44 Sweetie Belle: udah enak kok mapnya
15:44 Sweetie Belle: cuma gw bingung aja kenapa gw malah bacanya masih ada jump balik lagi
15:44 Sweetie Belle: gw sampe ngetap juga loh
thanks for testplaying sweetie :3
Chaoslitz
Recheck

  1. Why did you only add first break in Hyper and Another diff? .-.
[Electrolization]
  1. 00:53:214 (1) - This is still looks weird lol, i mean when the red point is unnecessary since it changed the direction of the reverse arrow
  2. 01:27:500 (1,2) - I suggest you to decrease the distance between here, the jump is larger than other similar patterns in this diff
[Another]
  1. 00:11:214 (3,4,5,6,7) - For this then you could just simply decrease ds in 00:09:500 (4,5,6,7,8) lol
Charles445
If you're hoping to get a set that has the potential to be bundled, you're going to need to use hitsounds that cann be attributed to creative commons / fair use, or stick to defaults entirely.

As it is now, your map couldn't be bundled even if it was ranked due to the sounds it contains.


As far as map quality itself goes, it's a weird choice to ask for 280bpm singletapping on a 5.5 star difficulty.

Most of your streams have inconsistent spacing, even ones that are simple compressed streams (for example, 0:40 on another http://puu.sh/kGJD8/bd3d65fcf5.jpg)
Holding ALT to pick a distance snap and turning off grid snap lets you make these easily with consistent spacing.
Or, if the stream is going in a straight line, copy the first two circles and keep chaining them, deleting the extra circles as you go.


And one last thing, keep in mind your audience.
Who is going to be evaluating the difficulties for inclusion into the game?
The blog post where this was announced says "we" which implies a committee, but under conditions is the line "Unlike standard contests, I have the final judgement on winners."
So bottom line, whatever you do has to fly with peppy.
Topic Starter
Ciyus Miapah
lol im not joining the contest

edit: i will go forward and take a risk with this hitsounding
D33d

Charles445 wrote:

Or, if the stream is going in a straight line, copy the first two circles and keep chaining them, deleting the extra circles as you go.
This is the way to go if you're not comfortable with making things freehand or using slider2stream. The rotate tool's also good as an extra step if you're making funky stream shapes. Then again, choosing a distance snap and using that as a SV change for slider2stream might work better.
-Atri-
No kd since nothing changed

16:14 KuranteMelodii: I'll start with PM since i don't wanna stuff #modhelp with crap
16:14 Fort: okay
16:15 KuranteMelodii: First off all, i think he means that SDVX hitsounds
16:15 *Fort is editing [http://osu.ppy.sh/b/793816 cYsmix - Dovregubben's Hall [Electrolization]]
16:15 Fort: what
16:15 KuranteMelodii: Since SDVX is konami's content, he's afraid that hitsounds has copyright uses
16:15 Fort: SDVX is not copyrighted
16:15 KuranteMelodii: Then maybe his misconfiguration
16:16 Fort: it's konami but it's okay to use because many Hardcore fast song has used it on some songs
16:16 Fort: like a music producer compose music with SDVX samples
16:16 Fort: it's okay
16:17 KuranteMelodii: 00:42:500 (2) - Altough you want same pattern, but why not emphasize the finish by using faster SV or put it further away?
16:18 Fort: because distance spacing
16:24 KuranteMelodii: 02:04:143 (4,5,6) - maybe make them look like [http://puu.sh/kIzcP/a9691f19e5.jpg this] so it can be more circular flowy?
16:26 Fort: too far
16:26 Fort: zigzag movement is enough
16:27 KuranteMelodii: welp
16:27 KuranteMelodii: I don't found anything then
16:27 Fort: lol
16:28 KuranteMelodii: I am a true shitty modder
16:28 Fort: post this please since im fix something
Topic Starter
Ciyus Miapah

Chaoslitz wrote:

Recheck

  1. Why did you only add first break in Hyper and Another diff? .-. okay all diff except Electrolization has break time, but the problem is at standard and advanced diff has bug in game, so i can put break on it
[Electrolization]
  1. 00:53:214 (1) - This is still looks weird lol, i mean when the red point is unnecessary since it changed the direction of the reverse arrow #NEVERFORGETSLIDERARROW xDDDDDD
  2. 01:27:500 (1,2) - I suggest you to decrease the distance between here, the jump is larger than other similar patterns in this diff done with another way, so i can do some maximum emphasize on 01:27:714 (2,3) -
[Another]
  1. 00:11:214 (3,4,5,6,7) - For this then you could just simply decrease ds in 00:09:500 (4,5,6,7,8) lol lemme explain this one, ummm at first im doing higher space on 00:09:500 (4,5,6,7) - because it has jumps on 00:09:071 (2,3,4) - so it can be normal speed, but at 00:11:214 (3,4,5,6,7) - the previous pattern was slider 00:10:357 (1,2) - so it's really effective im put lower DS to prevent sudden movement on 00:11:214 (3,4,5,6) - so im gonna keep this one :3
okay already fix all things except red one

KuranteMelodii wrote:

No kd since nothing changed

16:14 KuranteMelodii: I'll start with PM since i don't wanna stuff #modhelp with crap
16:14 Fort: okay
16:15 KuranteMelodii: First off all, i think he means that SDVX hitsounds
16:15 *Fort is editing [http://osu.ppy.sh/b/793816 cYsmix - Dovregubben's Hall [Electrolization]]
16:15 Fort: what
16:15 KuranteMelodii: Since SDVX is konami's content, he's afraid that hitsounds has copyright uses
16:15 Fort: SDVX is not copyrighted
16:15 KuranteMelodii: Then maybe his misconfiguration
16:16 Fort: it's konami but it's okay to use because many Hardcore fast song has used it on some songs
16:16 Fort: like a music producer compose music with SDVX samples
16:16 Fort: it's okay
16:17 KuranteMelodii: 00:42:500 (2) - Altough you want same pattern, but why not emphasize the finish by using faster SV or put it further away?
16:18 Fort: because distance spacing
16:24 KuranteMelodii: 02:04:143 (4,5,6) - maybe make them look like [http://puu.sh/kIzcP/a9691f19e5.jpg this] so it can be more circular flowy?
16:26 Fort: too far
16:26 Fort: zigzag movement is enough
16:27 KuranteMelodii: welp
16:27 KuranteMelodii: I don't found anything then
16:27 Fort: lol
16:28 KuranteMelodii: I am a true shitty modder
16:28 Fort: post this please since im fix something
okie thanks for this :)
Chaoslitz
If Fort is not going to join the contest then I think it will be fine.

Rechecked, and it is good enough to push forward

Bubbled
Topic Starter
Ciyus Miapah

Chaoslitz wrote:

If Fort is not going to join the contest then I think it will be fine.

Rechecked, and it is good enough to push forward

Bubbled
oh thanks for bubble :3
Piine
Hitsounds are sexy. Keep up the good work Fort.
Topic Starter
Ciyus Miapah

Sulker wrote:

Hitsounds are sexy. Keep up the good work Fort.
thank you sulker :3
pkk
n i ce e
HabiHolic
Hi. your map tag is forgot

please add "beatmapping contest"

Call me.
Topic Starter
Ciyus Miapah

HabiHolic wrote:

Hi. your map tag is forgot

please add "beatmapping contest"

Call me.

Chaoslitz wrote:

If Fort is not going to join the contest then I think it will be fine.

Rechecked, and it is good enough to push forward

Bubbled
is this okay?

Fort wrote:

lol im not joining the contest
just make sure for something :)
HabiHolic
Hmm..... Ok... Rebubbled..
Topic Starter
Ciyus Miapah
oh thanks
PatZar

ayyy
Chaoslitz
Rebubble due to the self-pop

Topic Starter
Ciyus Miapah

Chaoslitz wrote:

Rebubble due to the self-pop

oh thanks :3
hehe
123
Topic Starter
Ciyus Miapah
wow thanks handsome xDDDDDDDDDDDD
Natsuki Nanaka
Gratz Fort <3
Okoratu
why would you think that hitsounding fx wooshs in would be a great idea loool
Irreversible
And yet again, a totally overdone map. I'm here to discuss several matters concerning your map, hence why I'm disqualifying it.

Electrolization

  1. 00:03:928 (2,3) - Having everything full with 1/4 jumps already, you give the player almost the same spacing here, but with 1/2. I doubt its readablity.
  2. 00:03:071 (5,1) - These reverses are somewhat questionable too, while you use the first one for a certain sound, second one is being used for a different one. You should keep it consistent.
  3. 00:06:071 (1,2,3,4) - BPM allows that, but is it really needed. It fits to certain songs, but here it feels nothing else than forced. However, I suppose that's up to you.
  4. In this part, you're following so many different kind of sounds, change the spacing between completely arbitrary, I do not think there are many consistencies, it appears honestly random to me.
  5. 00:36:607 (3) - It's a general thumb of rule not to put 1/4 sliders to blue ticks, because the strong beats are mostly covered on white, and as you know, strong beats should be clickable. You've got many of those, so make sure you double check that.
  6. 00:36:821 (4) - Why jump? There is nothing to be emphasized.
  7. 00:39:500 (1,2) - Where does that rhythm come from now? Why changing back to 1/2 without any real rhythm pattern?
  8. 00:42:500 (2) - It's not really understandable for me why this does not get emphasis, you have even put a special hitsound on it. However, spacing and slider shape stays the same. Don't get me wrong, I don't want you to emphasize stuff you don't want, but you've emphasized so many other things which didn't deserve any emphasis at all.
  9. 00:56:428 (5) - Same as above.
  10. 01:11:857 (1) - wrong NC
  11. 00:56:643 (1) - The song is calling for jumps, yeah. But not as exaggerated as here, not even in the tiniest way. 01:24:071 (1) - And then you even add circles to the jumpfest, something else than this being forced for difficulty does not come into my mind here. And you got LOADS of wrong emphasis. if you add a gunshot hitsound, there should be some jumps, or at least different spacing to the rest. Multiple times, you've even decreased it, why?
  12. 01:38:107 (1) - Terrible lead off imo. You should map it because you miss so many great beats with this spinner.
  13. 01:58:357 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - That part is almost as jumpy as the pre-kiai, and is way less heavy. Again, it seems forced.
  14. ..and so on.
Another is more or less fine, it has some jumps which definitely add unneeded difficulty to the map, but in general, it seems to follow the song better.

Good luck with further processing.
Secretpipe
why do extra diff on 140 bpm song?

meh
Topic Starter
Ciyus Miapah
the

Irreversible wrote:

And yet again, a totally overdone map. I'm here to discuss several matters concerning your map, hence why I'm disqualifying it.

Electrolization

  1. 00:03:928 (2,3) - Having everything full with 1/4 jumps already, you give the player almost the same spacing here, but with 1/2. I doubt its readablity. im sure it's really readable because basically this patterning 00:02:214 (1,2,3,4,5) - based on 1/2 pattern so it can be right on patterning and readability
  2. 00:03:071 (5,1) - These reverses are somewhat questionable too, while you use the first one for a certain sound, second one is being used for a different one. You should keep it consistent. umm yes? looks it's really didnt necessary if i switch Arrow flow, this just an hold slider who can be good at this jump pattern
  3. 00:06:071 (1,2,3,4) - BPM allows that, but is it really needed. It fits to certain songs, but here it feels nothing else than forced. However, I suppose that's up to you. maybe im gonna keep this part to keep consistencies with 00:07:786 (1,2,3,4) -
  4. In this part, you're following so many different kind of sounds, change the spacing between completely arbitrary, I do not think there are many consistencies, it appears honestly random to me. yeah basically i follow kick sound so i didnt have problem by mixing some pattern and it's should be good at game play, many testplayers test this map and didnt complain about this jumps and patterning, it's really basic pattern for players i think
  5. 00:36:607 (3) - It's a general thumb of rule not to put 1/4 sliders to blue ticks, because the strong beats are mostly covered on white, and as you know, strong beats should be clickable. You've got many of those, so make sure you double check that. umm sure :3
  6. 00:36:821 (4) - Why jump? There is nothing to be emphasized. auto fixed
  7. 00:39:500 (1,2) - Where does that rhythm come from now? Why changing back to 1/2 without any real rhythm pattern?
  8. 00:42:500 (2) - It's not really understandable for me why this does not get emphasis, you have even put a special hitsound on it. However, spacing and slider shape stays the same. Don't get me wrong, I don't want you to emphasize stuff you don't want, but you've emphasized so many other things which didn't deserve any emphasis at all. im sure this is just subjective which didnt really make sense if you put some default skin hitsounding, it just only normal hitfinish without anything. but yeah looks this can be good, fixed.
  9. 00:56:428 (5) - Same as above. 00:56:214 (4,5,1) - i prefent missread on 00:55:357 (2,3) - so i keep sv like that, and for 00:56:643 (1,2,3,4) - you already know what i mean there pls
  10. 01:11:857 (1) - wrong NC ow haha, probably im doing NC on that because SV changes, but maybe we can try remove this
  11. 00:56:643 (1) - The song is calling for jumps, yeah. But not as exaggerated as here, not even in the tiniest way. 01:24:071 (1) - And then you even add circles to the jumpfest, something else than this being forced for difficulty does not come into my mind here. And you got LOADS of wrong emphasis. if you add a gunshot hitsound, there should be some jumps, or at least different spacing to the rest. Multiple times, you've even decreased it, why?
  12. 01:38:107 (1) - Terrible lead off imo. You should map it because you miss so many great beats with this spinner. take a look Background music please, it's really suitable with that pattern. but yea, i fix Slider before that pattern can be help maybe
  13. 01:58:357 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - That part is almost as jumpy as the pre-kiai, and is way less heavy. Again, it seems forced. im map that pattern like that because song transition looks really nice and suitable here, it has unique 1/4 pattern which it can be possible if i put fast 1/4 sliders instead of slow 1/4 slider patterning (and the kiai has 1/4 circle jumps which it can be harder than this part, this part is really low on patterning because it has basically on 1/2 jumps if you change at slider head to circle)
  14. ..and so on.
Another is more or less fine, it has some jumps which definitely add unneeded difficulty to the map, but in general, it seems to follow the song better.

Good luck with further processing.
okay maybe this can be replied, sorrry if i rejected many suggestions. but seems it looks okay for me, probably im 100% sure of it
updated! :)
Len
music
Sonnyc
mix
Hula
I'm not going to bother with modding because I don't like the responses I get from Fort.

But, I feel like 'modding with rewards' should be taken out of the description, because it could look like he's entered the thing and people think it might be bundled/peppy-approved, it looks like it's playing the system.

Edit: Just looked at the thread and there's only been ONE reasonably sized mod including the higher difficulties. The other kds are given to like 3/4 line mods.
Bearizm
I think this DQ is a bit deserved. also, I saw some inconsistencies such as 01:11:857 (1) - 01:13:571 (8) - 01:13:571 (8) - 01:13:571 (8) -

and these are quite unnecessary to click tbh:

01:24:393 (3,8) -
01:28:250 (5) -
01:29:536 (3) -
01:32:107 (7) -

etc you should be able to understand the circles that i point out, i'm not going to point each and everyone of them.

I actually wanted to tell you this but this song is for osu but you're using hitsounds from another rhythm game xd.
Liiraye
This is how maps should look like

edit: low bpm maps
riktoi

Liiraye wrote:

This is how ranked low bpm maps should look like
edit: wow
Topic Starter
Ciyus Miapah

Bearizm wrote:

I think this DQ is a bit deserved. also, I saw some inconsistencies such as 01:11:857 (1) - 01:13:571 (8) - 01:13:571 (8) - 01:13:571 (8) -

and these are quite unnecessary to click tbh:

01:24:393 (3,8) -
01:28:250 (5) -
01:29:536 (3) -
01:32:107 (7) -

etc you should be able to understand the circles that i point out, i'm not going to point each and everyone of them. yeah, but it's not really unnecessary, that pattern can be helping on gameplay tbh

I actually wanted to tell you this but this song is for osu but you're using hitsounds from another rhythm game xd. idk with this how to hitsound with default hitsounding lel
PatZar
less than a day, AND THE DISQUALIFY CAME, NANI THE FUCK `-`
Zevioz-

PatZr wrote:

less than a day, AND THE DISQUALIFY CAME, NANI THE FUCK `-`
nani the f*ck lel
Topic Starter
Ciyus Miapah
ah still i dont get why my map is bad like this

finally i can update
Hula
01:33:928 (7) -
no.
PatZar

Zevioz- wrote:

PatZr wrote:

less than a day, AND THE DISQUALIFY CAME, NANI THE FUCK `-`
nani the f*ck lel
hi viqra
Bearizm

Hula wrote:

01:33:928 (7) -
no.
Topic Starter
Ciyus Miapah

Hula wrote:

01:33:928 (7) -
no.
lol
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