Due to too many mods, and to slow PC, I can't reply to each of you
I fixed most of the things mentioned though
I fixed most of the things mentioned though
Thanks!-Nya- wrote:
M4M~General:
- Add widescreen support in all the diffs. You missed a few.
- The normal-hitwhistle’s wave is shorter than 100ms which is unrankable. I suggest you try to find a different hitsound to use in its place.
The wave ends at approximately 0:00.075 but it has to end at 0:00.10 at least otherwise the wave is too short.- Change your audio lead-in to 2000ms, just to be safe.
- There’s quite a big SV jump from Insane to Extreme of 0.60. This makes the spread a bit unbalanced imo, since the SV differences looks like this: Easy- Normal: 0.40 . . . Normal-Advanced: 0.20 . . . Advanced-Hard: 0.20 . . . Hard-Insane: 0.20 . . . Insane-Extreme: 0.60. The jump from Easy to Normal is fine cuz it’s not that big, but a sudden SV jump of 0.60 may be a problem. This is just my own opinion though. You can decide if you want to make a change there or not. I think I would suggest a SV of 2.00 or perhaps 2.20. I disagree here. Between ENAHI the rhythm changes to being more complex, but here only the SV changes, to complement the "not-change" in rhythm. Also, this diff is quite slider based to its' probably fine
- Is maps that are shorter than 45 seconds rankable?? It is0-0
Extreme:
- I couldn’t play this diff AT ALL. Lol. So difficult >.<
- Check AiBat. Apparently the repeats of this slider: 00:26:705 (1) – is not snapped. I don’t know how to judge is. Perhaps it would be best if you consult an expert. It is. It's snapped to 1/32, which is seen as unsnapped. It's the same as the ranked map
- 00:08:512 (1,2,3,4) –Personally, I think you should rather place these circles like you placed these: 00:09:286 (1,2,3,4) - 00:10:446 (1,2,3,4) - 00:10:834 (1,2,3,4) – for consistency.
- 00:11:608 (1,2,3,4,1,2,3,4,1) –etc – The placement of these circles I also don’t advise since the objects are packed so closely together that they look crammed and just confusing to play. I highly suggest you space the pattern out more so the circles can be seen more clearly.
- 00:13:834 (2,2) –Perhaps try to stack here by moving the tail of 00:14:318 (1) – a bit higher up.
- 00:17:802 (3,4) –Avoid their tails from slightly touching by maybe doing this instead?
The above placement also looks better to me overall anyways.- 00:18:770 (1,1) –Such a huge jump when the pause between the two objects aren’t that long . . . I know it’s an Extreme but still . . .
- 00:22:350 (2,2,2) –Why not stack here?
- 00:24:189 (1) –I don’t think it’s a good idea to suddenly increase the SV like that when the SV of 00:23:608 (1,1) – is quite slower. It might throw players off while playing. True, but it's a build up to the later part. However, I do see the 1.5 is inappropriate, so I made it slow
- 00:24:382 (1) –Imo this jump is too big since a stream follows after the jump and since 00:24:189 (1) – has a higher SV.
Insane:
I don’t really have anything to say about this diff, but I guess that some of the jumps just bugs me considering how fast the rhythm is. Especially here: 00:24:770 (8,9) - 00:25:544 (4,5) Meh, sliderjumps are easy due to the leniency they have–Hard:
- 00:20:512 (1,2) –Why is the distance between these two objects not similar to the distance between these objects: 00:18:963 (1,2,4,5) - ? I suggest you fix the distance there for consistency and to avoid confusion while playing.
- 00:26:221 (1,1) –I suggest you rather space these two notes out normally (even if they are NC’ed) since players (me included) might think they have to click it earlier than they actually have to. Placements like that works more in Insanes than in Hards imo.
- 00:26:802 (1) – You managed to make the tail of this spinner completely silent in Advanced, but in this diff it’s still audible. Try to silence the tail in this diff as well.
Advanced:
- 00:25:834 (1,1) –I would stack these two on top of each other and I think you should rather remove NC here: 00:25:834 (1) The NC is done for better readability due to it being on the blue ticks and offbeat. Becuae the claps are quite strong, a stack doesn't complement that, hence why I used a spacing –
Normal:
- 00:26:705 (1) –Same as in Hard about the tail of the spinner that can be silenced.
Easy:
- With the DS you currently have, most of the objects are touching each other which is not advised. In Normals it’s okay since the rhythm where the objects touch is much faster. Perhaps try a DS of 1.1X here. The entire will look much better then imo. Did something else (CS 2 is too big )
- 00:25:931 (3) –Move this slider a bit more to the left for better flow.
Not such a bad mapset overall. I guess it’s just the Extreme that’s bugging me the most, and also the DS in Easy.
Good luck, baraatje~!
Thanks!!!HappyRocket88 wrote:
Hellow, fellow BN! I'm here because you requested a mod. _:3_>_
[ General][ Easy]
- There's a hitsound which has a possible delay > 5ms "normal-hitwhistle.wav". I really don't know if this is a really big issue but try to go in hand of what ranking criteria states. Uhmm. Already changed it, a few days ago ;w;
According to AutoMod it's fine, I'll check it again later O.o[ Normal]
- There's an unsnapped inherited timing point at 00:29:439 which should've been snapped to 00:29:415. Snapped to :512, so the first spinner in unsilenced (which is why it's snapped to 1/16
- 00:06:576 (1) The way you gave NC to this object breaks the NC combing you manage during the whole song. The NC goes over each two big white ticks and this is not following the NC combing pattern. So It would be better if you removed the NC here to keep consistency.
- 00:18:576 (2,3) Just a nazi suggestion, but the DS of these two objects is off by 0.01x. It would be nicer if you kept the 0.99x here as well as you did with the previous objects.
- 00:20:512 (1,2,3) This is just a visual suggestion, but I think it would look better if you make smoother sliders rather than linear. You could've followed the sliders ends to improve the flow and made something like this.
- 00:25:157 (1) Same NC suggestion here. I think you wanted to emphasize the instruments here, but this looks confusing for beginner players because you break the NC combing. It would make more sense if you kept the NC combing and had removed the NC over that slider. I really want to keep this actually, because of the emphasis
[ Advanced]
- HP -0.5 to have consistency with the way you increase the HP Drain time among the Diffs. Look that the Easy has in 2, Advanced on 4, Hard on 5... so it would make more sense if the Normal would have it on 3.
- There's an unsnapped inherited timing point at 00:29:439 which should've been snapped to 00:29:415.
- 00:06:576 (3) Just a mini-visual suggestion, but this slider looks a bit odd because most sliders are curve and smooth. Not even lineal. So what do you think about making it a little bit more curvy to keep consistency with the other sliders? For example.
- 00:09:479 (3) This finish here sounds weird and doesn't fit properly here. I think you're doing well emphasizing the sliders' head with a finish hitsound at every white tick. The fact of placing finishes at the red ticks is a bit odd and sounds overset. I highly suggest to replace the finish with another hitsound that let players realize that the important beats are the sliders. What about a whistle? Consider doing the same with this circle 00:11:028 (3) | As well as you did it here 00:14:318 (1,2,3) and here 00:15:866 (1,2,3)
- 00:12:770 (1) Shouldn't this circle have a finish instead of a clap as long as you place finish at each white bid ticks?
- 00:20:512 (1) This slider is pretty weird. Despite knowing there's no sound at the tail it seems it is missing something to be complete. I think it would flow better if you made a 1/1 slider and emphasizing the white end tick with a clap or a whistle with the auto sample set.
[ Hard]
- AR -1 to have consistency with the increasing of Approach Rate among the difficulties and reducing the velocity of the incoming objects in this diff. AR 7 is a bit high for this 2.61 stars that had fit better over 6. Notice that the Easy has it on 2, Normal on 4, Hard on 8... so it would make more sense if this diff kept on 6.
- OD - 5. Does it change something by setting the OD over 5.5? I think it would make stuffs easier in the spinner at the end if the OD was 5.
- 00:04:253 (3,4) Just a minor suggestion here, but the distance snap between these objects is off by 0.01x. /u\ You know you can make this square polygon perfect in the functions of the editor. :3 LOOOOL. But I used that ;___;
- 00:07:544 (3,4) Same distance snap problem. But this one is very notable and you can separate them a bit more.
- 00:09:673 (1,2,3) The distance between the 00:10:253 (2,3) and the 00:09:673 (1,2) isn't the same. It would look better if you keep the same DS among these objects to improve visually the patterns.
- 00:09:673 (1,2) Remove the clap here. It sounds very over-hitsounded and would make more sense if it were only the finish to keep the finish combing you managed before. I'm just following the music
- 00:16:641 (3,1) A very nazi suggestion here, but you can improve the blanket among these objects to improve the visually flow here. Like this.
- 00:18:190 (2,1) Same here. It doesn't hurt to make a neat look of these sliders to reduce the almost-overlap of these sliders. For example.
- 00:23:608 (1) This slider is very curvy and doesn't fit properly here. I guess the grade of curve of that slider is very high compared to the rest of the other sliders. It would look visually better if you try out something smoother like this.
- 00:26:705 (1) I highly suggest to remove this circle as long as the rest of the difficulties make start the spinner here 00:26:705
[]
- 00:06:964 (2,3,4) Consider to make the distance space between these objects bigger as well as you did here 00:06:576 (1,2)
- 00:11:995 (2,3) These two current sliders don't fir properly with the instruments here. Because there's no important beats to be emphasized on the blue tick 00:12:286 where the main beats goes over the red tick. It would make more sense if you emphasized this beat by reducing the length of the slider (2? until here 00:12:189 and making a 1/4 that makes emphasis on the blue ticks as the song suggests. Like this.
- 00:21:770 (6) Rhythmically talking, this two sliders fit perfectly here but the flow is not good. You made players go into a hard and non-perceptive flow that mislead the purpose with those 1/4 sliders, which I think they would flow better if you did Ctrl + G'ed this slider 00:21:770 (6) to improve the flow of this pattern.
- 00:24:770 (6,7) You might need to make this circles audible as long as the flow is awkward to follow. The song doesn't emphasize the red and white ticks well and it would be better if you placed a whistle or a clap. A 1/2 slider would fit better here imo.
I couldn't pass the harder difficulties. /u\ Nice map! Despite osu! has an already ranked version, I liked more the creativity of this map. Good job!
Thanks!HappyRocket88 wrote:
Sorry for the late >w< [ Easy]
- As I said in the last mod, 00:22:060 (3) this slider's reverse doesn't fit properly here because there's no sound to emphasize over here 00:22:641 . Besides, it breaks the 1/1 you managed during the whole set. So It would have a better rhythm if you try out to keep 1/1 notes. For example.
- 00:23:608 (1) Remove the whistle on this slider's head. It's very noisy and seems to be overset. I think it would rather be only with the whistle of the slider's reverse. That one sound really nice imo.
- 00:26:899 (1,1) o_o Irreversible, I choose you! Now, use broken kokoro.
[ Normal]
- 00:13:157 (2) The current clap over this slider's head sound a bit weird, because there's no beat to be emphasized at this section. Try to remove it as long as you followed the instruments in the next slider 00:13:544 (3) Actually there is a loud sound which sounds like a clap, thus it fits. It may feel weird, as there is no beat, but I'm using it to accentuate the highpitched sound here
- 00:23:608 (1) Remove the whistle. It sound really over-set and it doesn't make sense if you were placing whistles on every slider's reverse.
[ Advanced]
- Unsnapped green line at 00:29:439. You should snap it on 00:29:415 It's suppoesed to be later, so the end of the first spinner isn't silenced, changed it thou
- 00:18:190 (2,1) Just a mini visual suggestion, but you can make a neater blanket imo. The current sliders almost touch each other and look odd. What about this?
[ Hard]
- Unsnapped green line at 00:29:439. You should snap it on 00:29:415 Snapped to 1/16
- 00:22:834 (4) This slider doesn't play bad, but I think it could have flowed better if you tried to make a slider which players can notice when starts and ends. Like this.
- 00:24:963 (7) Remove the clap here. I think it's really unnecessary because you already emphasized the strong beat on 00:25:157 (1) one.
[ Insane]
- OD - 1 Better to have consistency with the standard incresing of OD among the diffs. (Hard = 6) (Extra = 8) So it would make sense if the OD of this diff be 7.
- Unsnapped green line at 00:29:439. You should snap it on 00:29:415
- 00:12:770 (1) You could make an interrogation mark for a neater slider here. Like this.
- 00:21:286 (5,7) The current overlap here plays a bit weird. The hidden stack just makes this pattern hard to read. It would be better if you do something similar as you did in the previous patterns 00:19:737 (5,6,7) or 00:18:189 (5,6,7) . What about this? Consider doing something similar in this pattern 00:22:834 (5,6,7)
[ Extreme]
- HP 7 maybe? The drain time is very short and I don't think this would be a problem for players.
- 00:15:092 (1,2,1,2,1) this pattern was really hard to play. I think that the problem resides of the spacing. Take account that this section is mapped on 1/4 ticks and the way you give flow to this section isn't really intuitive.
- 00:20:899 (3,4) The way you made a jump here doesn't play bad, but I think it would flow better if you do Ctrl + G over those two sliders.
Call me back! (•_•) ( •_•)>¬■-■ (¬■_■)
Fanzhen's diff uses 1/16 and not 1/32. Also, hitting this slider is harder than getting a 300 on an OD10 circle, and you will miss if you are 12 miliseconds too late or too early, which is ridiculous.Baraatje123 wrote:
Thanks!
In extreme it's a 1/32 (which is why it gives unsnaps in AutoMod)
This is also used in the ranked version, so it's not unrankable or such (Fanzhen's diff I believe)
This is also why I used 1:/16 in Insane, also used in the ranked one (Angelhoney IIRC)
Yes you could retry but 12 milliseconds is really short. Why don't you use 1/16? I know you think 1/32 fits, but playability is a factor as well that should not be ignored. I only see disadvantages in your choice and no advantages.Baraatje123 wrote:
Oh wait, you're right
AHO used 1/8, fanzhen 1/16, the difference is what caught me ;w;
Still, there is nothing in the RC that says anything about 1/32 snappings, so I'm sure it's fine
About the 300 hit, It's already a really hard diff, and quite short. It's not a pain to redo it, as it happens at 26 seconds (with a 1/2 break between the notes here as well, making it perfectly fine to read) I never once missclicked this when playing it (in 10-20 times)
Thanks!Irreversible wrote:
Hey baraatje, I found some stuff I wanted to discuss about;
DISTORTIONAbout the other diffs, they sometimes have weird NCing, currenty talking to you about that in game.
- 00:01:737 - How about adding a circle here to emphasize the relatively strong beat here? Up to you, though.
- 00:06:576 (1,1) - These NC's are fine, but you should remove 00:07:737 (3) - this one because it's in the flow with those. I know what you tried to create (NC every downbeat), but it feels better the way I'm suggesting it.
- 00:10:834 (1,2,3,4) - I'd move this combo a bit closer to the other stream, to maintain consistency between these patterns. If you compare, the spacing on the rest is quite a bit smaller.
- 00:11:415 (2,2,2) - It's personal experience, but from what I've seen / played / heard, sharp angles play way better with these patterns, so why not going with : http://puu.sh/l4GQU/d7bbc7c890.jpg
- 00:13:544 (1,2,3) - This rhythm can be indicated better with 1) higher spacing 2) equal spacing.
Now the kiai, it generally is okay but the thing is you try to create speed and then go with really close spacing, in my honest opinion there is potential in this part, but we need to get there eventually.- 00:14:705 (3,4,1) - First example, those three objects. It's okay, but if you think about it, movement is almost 0 here. You don't have to go to any end of the sliders, and the starts of the sliders are so close together, in conclusion, you only made a weird shaped triangle here.
- 00:15:576 (2,1) - Another thing is emphasis, where does the huge jump come from here, but you got such a small jump 00:15:673 (1,1) - here, where it should emphasize ?
- 00:15:673 - I also suggest to remove all those single NCs because they just look completely out of place, being the only combo around. It fits for the combo before anyways.
- 00:16:931 (1,1) - why the sudden decrease of spacing? The pitch here is much lower then in the previous parts, thus a lower DS feels in place
- 00:18:189 (1,2,1,2,1,1,2,1,2,1,1,2,1,2) - talked to you ingame about this
- 00:23:028 (2,2) - are you aware of that you've put a decreased spacing with each slider here? there are placements which play better imo >_<
- 00:24:189 (1) - hahaha no, 1/8 (if even) or something but not 1/16
- Re-check the NCing and the flow in general please
Good luck with further processing!
Thanks!HootOwlStar wrote:
*Random mod pops out from nowhere*
Mod this beatmap set because why not
Mostly suggestions + stuffs according to personal tho
[Easy][Normal]
- 00:05:028 (1,2,3) - Not sure but the pattern seems quite random to me. I think it should at least be symmetry. You could try to make 00:05:802 (2) - is on the line x:256 and 00:06:576 (3) - has same y-coordinate as 00:05:028 (1) - It's a stack with 00:08:124 (1) -
- 00:13:544 (2,1) - Suggestion: https://osu.ppy.sh/ss/3899570 and https://osu.ppy.sh/ss/3899573 This flows better
- 00:18:963 (3) - Should Ctrl+H for better design and flow Nope, it starts with circular flow at first, and becomes straight flow
[Advanced]
- 00:01:931 (1,2,3) - Not sure whether this is rankable + not a good symmetry pattern with connecting heads and tails tbh It's fine
- 00:05:028 (1,2,3) - The note placement is too random. You could try connecting 00:05:028 (1,2) - to form a slider and add circle at 00:06:189 - to form sth like this https://osu.ppy.sh/ss/3899635 and https://osu.ppy.sh/ss/3899637 I actually prefer my "random" placement
- 00:08:124 (1,2) - Might be better if you remove the curvature of the sliders to improve both 00:07:737 (5,1) - and 00:08:899 (2,3,1) - at the same time
- 00:16:641 (3) - hasn't faded away completely but 00:18:190 (2) - appears, making like the sliders are crashing into each other
- 00:25:157 (1) - The claps in the slider seems not necessary
Should polish more in the note placement and design for the diff imo[Hard]
- 00:07:737 (4) - Should reverse the slider until 00:08:028 - imo
- 00:18:963 (1,2) - A really uncomfortable distance change tbh
- 00:25:834 (1,1) - It would be a lot less confusing if you stack them together and remove the NC of 00:25:834 (1) -
[Insane]
- 00:13:157 - Should add a note here Doesn't really fit imo
- 00:11:995 (2,3,1) - The distance is different compared to the notes b4
- 00:13:544 (2,3,4) - imo making the notes as a single slider would emphasize better + improve in flow eg. https://osu.ppy.sh/ss/3899768 imo circles emphasize more then sliders)
- 00:25:447 (2,3,4,5,1) - Suggestion: https://osu.ppy.sh/ss/3899784 I prefer movement
[Distortion]
- 00:05:028 (1,2) - It feels so blank at this part lel why not making them into 1/1 sliders as Hard It's fine. On hard it gives a bit weird feeling, which are fine if those feeling miss in insane
- 00:13:544 (2,3,4) - As stated in Hard why should be made into a slider. Optional tho nope
- 00:23:608 (1,2) - idk BEST MOD LINE EVER
Distort = pervert ALRIGHT ALRIGHT ALRIGHT VERY WELL
Alright I distorted you with this mod very well ya I mislead you very well thoI tried ya but I started to be pointing out optional stuffs too much as I really can't pass since Hard lel
- Why not place both 00:05:415 (2,3,4) - and 00:06:189 (2,3,4) - at x:256 y:320 for more fun flow I prefer this stack
- 00:10:446 (1,2,3,4,1,2,3,4) - The flow seems not smooth enough tho It's fine for streams like this
- 00:13:157 - Should add a note here nah
- 00:13:544 (1,2,3) - As mentioned in hard why it should be made a slider. It brings out similar #feels represented as in 00:25:931 (1) - imo. Still optional nah
Anyway good luck tho
Using tho instead of though becos why not idk yay
Not really, the only testing that will affect the state of the map if by the QATs, if the map seems unworthy by them it will be dq'd.markenergie wrote:
congrats on the qualification! ( now a noob question C: what is left to be done when its qualified? just some public testing see how it is for people? )