forum

Camellia - d:for the DELTA

posted
Total Posts
48
Topic Starter
Voxnola
This beatmap was submitted using in-game submission on Saturday, November 21, 2015 at 11:46:05 PM

Artist: Camellia
Title: d:for the DELTA
Tags: cametek かめるかめりあ kamelcamellia C88 Kamel dnb PLANET//SHAPER PLANET SHAPER dubstep drumstep drum bass
BPM: 174
Filesize: 13055kb
Play Time: 05:06
Difficulties Available:
  1. Contamination (5.46 stars, 1238 notes)
Download: Camellia - d:for the DELTA
Information: Scores/Beatmap Listing
---------------
I apologize to anyone who have liked any of my previous maps... Now for something completely different.

Every mod is a blessing
Side
Fort
Fuccho
UndeadCapulet
phaZ
pishifat
handsome
Charles445
Charles445
pishifat
handsome
Side
Hey here's a thing :v

SPOILER
So I mentioned some things already via that quicky IRC mod. I'll go a bit more in detail in a few things and stuff I think I might not have explained well but for the most part I covered pretty much everything. Anyway...

IRC Stuff
16:07 Side: and then for 04:11:825 (2,3,4,5,6) - the spacing could increase for the same reason 
16:08 Side: 05:00:015 (1) - >_>
16:09 Side: just map this like you did the intro imo
16:09 Naitoshi: `I thought about doing that
16:09 Side: considering your current drain is at 4:58 anyway
16:09 Naitoshi: figured I wouldn't do it cause I wanted to post it
16:09 Naitoshi: well the spinner
16:10 Side: otherwise it would end up like jenny's crythunder thing
16:10 Naitoshi: counts as drain
16:10 Naitoshi: I've already ranked two things like that
16:10 Side: then you could start the spinner like 05:10:963 -
16:10 Side: since thats where the fadeout starts
16:12 Side: I mean it would also help with consistency considering the song structure basically went back to the first pattern then it would be fine to repeat the pattern used in the intro and would play well too
16:12 Side: but u know, your map of course
16:12 Side: I might mod this in more detail later just wanted to throw that out there
16:13 Naitoshi: I'm a bit confused on what you said about this 01:09:239 (6,7) - though
16:13 Side: 01:09:584 - is the upbeat
16:13 Side: and you're basicaly holding through it with 7
16:13 Naitoshi: you don't like it because the slider's end is on the first downbeat?
16:13 Side: instead of tapping there which would make more sense considering it's naturally a strong beat
16:14 Side: yeah I guess tahts how they say it here
16:14 Naitoshi: ah I see.
16:14 Side: I'd rather see 2 notes
16:14 Side: or maybe 6 being the 1/2 slider if you prefer
16:16 Naitoshi: I don't follow that "rule" here because of the triangle sounding thing. I figure it needs a slider to match the one before it
16:16 Side: also maybe hard to explain but 01:17:170 (3,4,5) - you use this pattern a few times and it's cool but I think it plays more interesting if you also have a note at 01:17:601 -
16:16 Naitoshi: at the end of the map I specifically follow that pattern too
16:17 Naitoshi: Because I think it's so special
16:17 Side: yea I noticed. Personally I don't agree but again it's your map and your patterns so you can do what you think is best
16:19 Side: but yeah in that other example something like [http://puu.sh/l9z1q/76433ec9ad.jpg this] would play pretty interesting
16:23 Side: part of the reason I mention that is because of the difference in spacing with 01:17:170 (3,4) - and 01:17:429 (4,5) - which makes 4 > 5 look like a 1/4 jump even though there's a pause.
16:26 Naitoshi: I think I'll just keep the triplet rhythm. The effect is generally the same throughout cause the approach circles appear at even times. The player will hopefully hear that rhythm too
16:26 Naitoshi: I feel that the tiny tick at 01:17:601 - isn't significant enough to add between the wubs
16:28 Side: yeah I figured thats why it was left empty but it goes back to the point about the spacing.
16:29 Side: also lewd bg. plz :(
16:30 Side: I'd rather not bring animu onto camellia
16:30 Side: unless its the vocaloid stuff or the nanahira stuff x_x
16:30 Naitoshi: yeah I already used this one too
16:30 Naitoshi: I didn' feel like finding another one though lol
16:30 Naitoshi: so I just used it
16:31 Naitoshi: I'll find a new bg soon lol
16:31 Side: :v
16:38 Naitoshi: You're welcome to post on my thread if you want kds. I appreciate this very much. I'll update later with a new bg
16:39 Side: yeah I'll savelog and add a few other comments when I get home


For the REAL mod :v

[Contamination]

Consider AR9.3 or maybe at most 9.5. The map's BPM isn't so high and the patterns aren't as complex as to need that high of an AR imo.
...and cmon man at least use OD8. I'd say 8.5 preferrably though maybe even 8.7 or 9 cuz PP :v players at this level should imo know how to single tap 174 BPM consistently.

It was mentioned in the IRC chat but just try to avoid black and super dark blue assuming the BG changes or is similar. Maybe do something more like this color but since most people play with some/full dim this would be pretty hard to read. also if you change bg plz no animu ;_;

Change romanized title to "d: for the delta" like in the submission page. Lowercase d of course.

Add drumstep to the tags.

Remove countdown. No real need for it imo.


00:06:135 (7,8) - I don't feel these sliders have any synergy whereas the other sliders do. The jump from 6 to 7 is pretty awkward and then 7 points away from 8 on top of that. What I suggest is ctrl+g (7) where and then ctrl+j (8) then have the slider end be where it is something like this. This keeps the pattern consistent and doesn't make the jump feel awkward considering this is still a pretty quiet part.

00:19:929 (7) - NC since you had that pattern at 00:14:239 (7,1) -

00:22:687 (7) - ^

00:25:446 (1,2) - 00:36:480 (1,2) - Personally I'd rather keep this part consistent especially since it sounds the same as 00:39:239 (1,2) - which is 1/1 sliders. So basically either use 5/4 sliders or 1/1 sliders throughout but don't switch between them.

00:47:860 (6) - Maybe personal preference but I think you could NC here to both assist with the readability but also to emphasize that little synthy instrument thing that plays here. If you do that then also NC here. 00:50:618 (6) - . Of course it's not wrong the way it is currently but I think it might be neat :v

00:59:066 (4,7) - Maybe it's not a triangle pattern but I'd say it could match the NC pattern you have at 01:01:653 (1,1) -

01:06:825 (7) - NC for readability.

01:08:204 - I mentioned this in the IRC mod and also maybe more of a personal view but I really think that you should use slightly higher slider velocity here. This is technically where the chorus starts so I feel this is also where the kiai could start. It's not as intense as it is at 01:30:273 because it doesn't have the loud synth instrument but I could still see 1.3x or even 1.4x SV for this section.

01:17:170 (3,4,5) - So I mentioned this pattern at a different timeline in the IRC mod but I really want to emphasize that currently the spacing in this pattern does not read very well. From 3 to 4 you have a 1/4 jump basically so players would immediately assume that this is also a 1/4 jump but it's actually not. I suggested adding a note at 01:17:601 - And stacking it over 01:17:687 (5) - slider head like so to avoid a pattern rework...idk I like the idea but I don't like the spacing. It doesn't read as well as it could.

02:36:480 (1) - I feel this slider could have move curves towards the middle to compliment the synth instrument its mapped to. Same for 02:38:894 (1) - Basically something more shapely like this 02:47:515 (1) - or this 02:49:929 (1) -

03:03:722 (9,10) - Plays pretty neat with ctrl+g :3

03:22:515 (4,7) - Same NC suggestion as 00:59:066 (4,7) - if you went through with it.

03:26:135 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,5,1) - I don't like this motion. It takes away completely from the increased stream spacing since it makes it hard to see it and makes the stream jumps almost unnoticeable because everything is stacked. Consider adding more movement in this section. think dreamless wanderer. Nothing wrong with copying a good pattern /me runs

03:30:273 (7) - NC

03:31:653 - If you for some reason listened to me for the suggestion I made at 01:17:170 (3,4,5) then you're crazy you should do it here too.

03:40:618 (3,4,5) - Same suggestion as 01:17:170 (3,4,5). You do this a few more times later in the map so i won't mention them but again I highly suggest reworking the pattern or increasing the spacing.

03:50:963 (3,4,5,2,1,2) - I think you could add more movement and increased jump spacing here personally.

04:10:618 (2,3,4,5,6,7,1,2,3,4,5,6) - Made this suggestion in the IRC mod too but it would be soo cool if the first combo was higher spacing that decreases then the next combo was lower spacing and increases to kinda compliment the synthy thing.

05:00:015 (1) - Also made this suggestion in the IRC mod but I really wanna emphasize that you should map this part :( Besides currently the spinner ends in a pretty meh spot anyway.


Pretty fun map. Played it a few times and besides my 50s and 100s in that one part everything read pretty naturally. No major complaintsespecially since there's finally a good version of this map!


Thank you for not making me map this!! Really. It wouldn't have been good anyway :v

Good luck with this! Hope this gets ranked! :)
Topic Starter
Voxnola
Side mod
[Contamination]

Side wrote:

Consider AR9.3 or maybe at most 9.5. The map's BPM isn't so high and the patterns aren't as complex as to need that high of an AR imo.
...and cmon man at least use OD8. I'd say 8.5 preferrably though maybe even 8.7 or 9 cuz PP :v players at this level should imo know how to single tap 174 BPM consistently. Changed to 9.3. 9.6 was purely experimental based on the fact that I found 9 to be too slow for it (forgot to change OD)

It was mentioned in the IRC chat but just try to avoid black and super dark blue assuming the BG changes or is similar. Maybe do something more like this color but since most people play with some/full dim this would be pretty hard to read. also if you change bg plz no animu ;_; lol It's changed.... maybe will change again

Change romanized title to "d: for the delta" like in the submission page. Lowercase d of course. It already is. There is no space though

Add drumstep to the tags. It's already there

Remove countdown. No real need for it imo.
oops

00:06:135 (7,8) - I don't feel these sliders have any synergy whereas the other sliders do. The jump from 6 to 7 is pretty awkward and then 7 points away from 8 on top of that. What I suggest is ctrl+g (7) where and then ctrl+j (8) then have the slider end be where it is something like this. This keeps the pattern consistent and doesn't make the jump feel awkward considering this is still a pretty quiet part. No, the flow is ok

00:19:929 (7) - NC since you had that pattern at 00:14:239 (7,1) - Less nc for growth. I'll do it if more people suggest this though

00:22:687 (7) - ^

00:25:446 (1,2) - 00:36:480 (1,2) - Personally I'd rather keep this part consistent especially since it sounds the same as 00:39:239 (1,2) - which is 1/1 sliders. So basically either use 5/4 sliders or 1/1 sliders throughout but don't switch between them. ? The rhythms are consistent to each other. Change makes it more interesting

00:47:860 (6) - Maybe personal preference but I think you could NC here to both assist with the readability but also to emphasize that little synthy instrument thing that plays here. If you do that then also NC here. 00:50:618 (6) - . Of course it's not wrong the way it is currently but I think it might be neat :v I'm compiling a list of NC suggestions. And changing them a bit later in this map's life. (NCs are difficult to change because of the way they're laid out)

00:59:066 (4,7) - Maybe it's not a triangle pattern but I'd say it could match the NC pattern you have at 01:01:653 (1,1) -

01:06:825 (7) - NC for readability.

01:08:204 - I mentioned this in the IRC mod and also maybe more of a personal view but I really think that you should use slightly higher slider velocity here. This is technically where the chorus starts so I feel this is also where the kiai could start. It's not as intense as it is at 01:30:273 because it doesn't have the loud synth instrument but I could still see 1.3x or even 1.4x SV for this section. No way. It's nowhere near intense enough to be higher sv for the way it's mapped.


01:17:170 (3,4,5) - So I mentioned this pattern at a different timeline in the IRC mod but I really want to emphasize that currently the spacing in this pattern does not read very well. From 3 to 4 you have a 1/4 jump basically so players would immediately assume that this is also a 1/4 jump but it's actually not. I suggested adding a note at 01:17:601 - And stacking it over 01:17:687 (5) - slider head like so to avoid a pattern rework...idk I like the idea but I don't like the spacing. It doesn't read as well as it could. Nah, this is ok. I think this might actually be pretty hard to misread.

02:36:480 (1) - I feel this slider could have move curves towards the middle to compliment the synth instrument its mapped to. Same for 02:38:894 (1) - Basically something more shapely like this 02:47:515 (1) - or this 02:49:929 (1) - I think it's ok, but I'll consider

03:03:722 (9,10) - Plays pretty neat with ctrl+g :3 I love too much <3

03:22:515 (4,7) - Same NC suggestion as 00:59:066 (4,7) - if you went through with it.

03:26:135 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,5,1) - I don't like this motion. It takes away completely from the increased stream spacing since it makes it hard to see it and makes the stream jumps almost unnoticeable because everything is stacked. Consider adding more movement in this section. think dreamless wanderer. Nothing wrong with copying a good pattern /me runs Hell no. That's insulting.

03:30:273 (7) - NC

03:31:653 - If you for some reason listened to me for the suggestion I made at 01:17:170 (3,4,5) then you're crazy you should do it here too.

03:40:618 (3,4,5) - Same suggestion as 01:17:170 (3,4,5). You do this a few more times later in the map so i won't mention them but again I highly suggest reworking the pattern or increasing the spacing.

03:50:963 (3,4,5,2,1,2) - I think you could add more movement and increased jump spacing here personally. It's still the same as before but I think I might like the suggestion

04:10:618 (2,3,4,5,6,7,1,2,3,4,5,6) - Made this suggestion in the IRC mod too but it would be soo cool if the first combo was higher spacing that decreases then the next combo was lower spacing and increases to kinda compliment the synthy thing. I enjoy this idea. I'll need time to attempt incorporating

05:00:015 (1) - Also made this suggestion in the IRC mod but I really wanna emphasize that you should map this part :( Besides currently the spinner ends in a pretty meh spot anyway. The spinner ends when the high-frequency ambiance ends. I feel like if I map the end, it'll take away from the cooler feeling at the last circle.


Pretty fun map. Played it a few times and besides my 50s and 100s in that one part everything read pretty naturally. No major complaintsespecially since there's finally a good version of this map!


Thank you for not making me map this!! Really. It wouldn't have been good anyway :v
Don't think so lowly of yourself >.> I'm sure you can make anything as good as any mapper.

Thank you so much, Side ^^ I really appreciate the help
(other minor changes were made in response...)

UPDATED
Ciyus Miapah
hey

[Contamination]
maybe i can put 2 list on here
on General:
  1. combo 6 looks really close to black, i can say maybe you can change that color to brighter one and make combo 7 more brighter
  2. mostly it has pattern errors i think, you can see my mod below
  3. 01:39:239 (3,4,5) - , 01:50:273 (3,4,5) - , 04:02:687 (3,4,5) - 04:24:756 (3,4,5) - , 04:35:791 (3,4,5) - i really noticed this pattern, and i guess you need to considering this, and this pattern kinda questionable, just like "why you put (4) like that?"
on Gameplay:
  1. 00:33:722 (4) - this can be New combo'd because it landed on big beat, yeah i think it can be good
  2. 00:50:618 (6) - need to move this slider like this 00:47:515 (5) - (anti overlap can be consistant enough to deal with 00:50:618 (6,7) - jump)
  3. 00:53:377 (6) - same with above but i think that sound less emphasized compare with previous pattern
  4. 01:14:239 (3,4) - really weird flow for song emphasize since i cant really hear any unique melody at 01:14:239 (3) - compared with 01:14:066 (2) - with has some wub sound, you can change (3) to circle or just change 01:14:066 (2,3) - to circle only to make better transitioning at that pattern
  5. 01:17:170 (3,4,5) - kinda weird pattern choice for this one, 01:17:429 (4) - this circle is like nothing support rhythm on there, compare with 01:17:515 - which has really strong kick sound, it can possible if you mapped 01:17:429 (4) - at 01:17:515 - (this kinda makes some big difference at patterning)
  6. 01:25:015 (1,1) - really strong jump i think, maybe read below
  7. 01:25:273 (1,1) - yeah this is really unique pattern, you can do like this http://puu.sh/la5MB/c0efdb16d2.jpg, yeah this kinda close to 01:25:618 (1) - . But, im really sure this 01:25:618 (1) - slider should be mapped at high slider velocity (well analyzing with song at pattern it can possibly mapped on high speed slider), maybe 1.50x can be good and maybe try this one https://osu.ppy.sh/ss/3917114 (just example)
  8. 01:39:239 (3,4,5) - looks you have same problem with 01:17:170 (3,4,5) -
  9. 01:50:273 (3,4,5) - maybe i need some explanations why you put pattern like this so i can understanding you
  10. 02:02:342 (2) - this can be some problem at reading i think, you need to make that reverse slider clearly visible or just dont totally hidden it
  11. 02:25:446 - to 02:35:101 - i think this pattern is VERY AWKWARD, conpared with previous pattern it has less dense and slower tense, this pattern can be questionable because for previous pattern consistency (you need to considering this one as your watch list or you can swap transition like starting this part at 02:14:411 - it can be some relax time for players after doing some adrenaline thing at kiai time) yeah this one kinda can be helped a lot in gameplay
  12. 02:36:480 - to 02:43:377 - spamming kiai time makes gameplay on slow part really ruined (i think about players using some skin which it can be epileptic pattern without any intense emphasize on that song, yeah this kinda slow one compared with your previous kiai time), yeah i suggest you didnt use kiai on here, maybe just color hax can make emphasizing song more better
  13. 02:47:515 - to 02:54:411 - same problem with above
  14. 03:49:066 (1) - put same SV as i suggest before in 01:25:273 (1,1) -
  15. 04:13:377 (2) - you need to make this pattern intense with pattern before to make players easier to deal with 04:13:722 (3,1,1,1,1,1,1) - this pattern, but how? maybe try this pattern http://osu.ppy.sh/ss/3917154 it can be increase density and makes players more energetic to clear that spacing stream
  16. 04:24:239 - you need to map this growl sound please, it's really cool if you mapped it (and it's really better than this pattern 04:24:756 (3,4,5) - )
  17. 04:36:825 (2,3,4,5,6,7) - so sad you didnt some epic melody here, yeah this song is kinda dubstep, so why you let this chance go? map it for fun pls :3 (yeah but many sound like this you skipped, yeah you let it all gone RIP dubstep thing)
  18. 05:00:015 (1) - nice 5 min spinners ending

okay that's it i can tell to you, everything except above its fine for me.
goodluck with your map!

and once again for reminder note
01:39:239 (3,4,5) - , 01:50:273 (3,4,5) - , 04:02:687 (3,4,5) - 04:24:756 (3,4,5) - , 04:35:791 (3,4,5) -
you need to consider this pattern, and you can do even better than this, think about some cool patterns instead of this, yeah you will got idea for this

see ya later o/
Topic Starter
Voxnola
Fort mod

Fort wrote:

hey

[Contamination]
maybe i can put 2 list on here
on General:
  1. combo 6 looks really close to black, i can say maybe you can change that color to brighter one and make combo 7 more brighter Lightened again.
  2. mostly it has pattern errors i think, you can see my mod below
  3. 01:39:239 (3,4,5) - , 01:50:273 (3,4,5) - , 04:02:687 (3,4,5) - 04:24:756 (3,4,5) - , 04:35:791 (3,4,5) - i really noticed this pattern, and i guess you need to considering this, and this pattern kinda questionable, just like "why you put (4) like that?" I probably won't change these at all. I've done them before and even now they seem ok to me. Plus I like them
on Gameplay:
  1. 00:33:722 (4) - this can be New combo'd because it landed on big beat, yeah i think it can be good Compiling the list of NC changes to change at a later date because of the haxing
  2. 00:50:618 (6) - need to move this slider like this 00:47:515 (5) - (anti overlap can be consistant enough to deal with 00:50:618 (6,7) - jump) changed the first one to match instead.... though they're on different parts anyway.... the second one is one slider after where the first one would be in the song
  3. 00:53:377 (6) - same with above but i think that sound less emphasized compare with previous pattern ^ They're on different parts of the song anyway. two are on 6 and one's on 5
  4. 01:14:239 (3,4) - really weird flow for song emphasize since i cant really hear any unique melody at 01:14:239 (3) - compared with 01:14:066 (2) - with has some wub sound, you can change (3) to circle or just change 01:14:066 (2,3) - to circle only to make better transitioning at that pattern It is for the two wubs there, and I feel it is seamless given the low sv here
  5. 01:17:170 (3,4,5) - kinda weird pattern choice for this one, 01:17:429 (4) - this circle is like nothing support rhythm on there, compare with 01:17:515 - which has really strong kick sound, it can possible if you mapped 01:17:429 (4) - at 01:17:515 - (this kinda makes some big difference at patterning) Weird is good, maps shouldn't be mapped robotically or logically. There is triplet wub rhythm here. I will not change this. That's a clap and not a kick.
  6. 01:25:015 (1,1) - really strong jump i think, maybe read below
  7. 01:25:273 (1,1) - yeah this is really unique pattern, you can do like this http://puu.sh/la5MB/c0efdb16d2.jpg, yeah this kinda close to 01:25:618 (1) - . But, im really sure this 01:25:618 (1) - slider should be mapped at high slider velocity (well analyzing with song at pattern it can possibly mapped on high speed slider), maybe 1.50x can be good and maybe try this one https://osu.ppy.sh/ss/3917114 (just example) The suggestion loosens the tension between sliders. Also, the style is lower sv with higher-sounding things and higher sv with lower wubby things
  8. 01:39:239 (3,4,5) - looks you have same problem with 01:17:170 (3,4,5) -
  9. 01:50:273 (3,4,5) - maybe i need some explanations why you put pattern like this so i can understanding you Because it's cool, isn't completely generic, and doesn't play terribly
  10. 02:02:342 (2) - this can be some problem at reading i think, you need to make that reverse slider clearly visible or just dont totally hidden it Yeah I thought about this while mapping it. I'll probably move it to where it's more visible
  11. 02:25:446 - to 02:35:101 - i think this pattern is VERY AWKWARD, conpared with previous pattern it has less dense and slower tense, this pattern can be questionable because for previous pattern consistency (you need to considering this one as your watch list or you can swap transition like starting this part at 02:14:411 - it can be some relax time for players after doing some adrenaline thing at kiai time) yeah this one kinda can be helped a lot in gameplay Yeah it is relax time, but it gets even less dense after that. Thought it'd be cool to reduce density over time because of what lies ahead. I'll consider reversing
  12. 02:36:480 - to 02:43:377 - spamming kiai time makes gameplay on slow part really ruined (i think about players using some skin which it can be epileptic pattern without any intense emphasize on that song, yeah this kinda slow one compared with your previous kiai time), yeah i suggest you didnt use kiai on here, maybe just color hax can make emphasizing song more better I'm not sure how it would get ruined BECAUSE it's on a slow (and loud) part. But also holding on to this suggestion for the future
  13. 02:47:515 - to 02:54:411 - same problem with above
  14. 03:49:066 (1) - put same SV as i suggest before in 01:25:273 (1,1) - nooooo
  15. 04:13:377 (2) - you need to make this pattern intense with pattern before to make players easier to deal with 04:13:722 (3,1,1,1,1,1,1) - this pattern, but how? maybe try this pattern http://osu.ppy.sh/ss/3917154 it can be increase density and makes players more energetic to clear that spacing stream Ok I see watcha mean. I'll think of a way to increase density
  16. 04:24:239 - you need to map this growl sound please, it's really cool if you mapped it (and it's really better than this pattern 04:24:756 (3,4,5) - )
  17. 04:36:825 (2,3,4,5,6,7) - so sad you didnt some epic melody here, yeah this song is kinda dubstep, so why you let this chance go? map it for fun pls :3 (yeah but many sound like this you skipped, yeah you let it all gone RIP dubstep thing) I was contemplating that while mapping. The reason I didn't map it was because there was no wub "melody" and long, stupid, fast sliders aren't my thing
  18. 05:00:015 (1) - nice 5 min spinners ending ahahaha

okay that's it i can tell to you, everything except above its fine for me.
goodluck with your map!

and once again for reminder note
01:39:239 (3,4,5) - , 01:50:273 (3,4,5) - , 04:02:687 (3,4,5) - 04:24:756 (3,4,5) - , 04:35:791 (3,4,5) -
you need to consider this pattern, and you can do even better than this, think about some cool patterns instead of this, yeah you will got idea for this This will not change for now. The rhythm will probably not change at all though

see ya later o/
Thank you so much for modding, Fort ^^ Much appreciated




UPDATED
Ciyus Miapah

Naitoshi wrote:

on General:
  1. 01:39:239 (3,4,5) - , 01:50:273 (3,4,5) - , 04:02:687 (3,4,5) - 04:24:756 (3,4,5) - , 04:35:791 (3,4,5) - i really noticed this pattern, and i guess you need to considering this, and this pattern kinda questionable, just like "why you put (4) like that?" I probably won't change these at all. I've done them before and even now they seem ok to me. Plus I like them
well still we need to considering this pattern, because the white line has more priority than blue line to have a clickable objects.
lemme say this is my last suggestion for this one because im really care for this map

01:39:498 (4) - move this notes to 01:39:584 - so it can be follow snare sound then put a circle on 01:39:498 - and stack it with slider head, so it can be like this


(yeah it's really better on gameplay because it can emphasize Melodical + snare sound + add some good flow at 01:39:584 (5,6,1) - jump.)
well you can fix hitsound on that pattern too (move clap sound to slider head so it can make some better feedback at players (better than put hitsounding on slider tail)

this just something weird for me, why you put 01:39:239 (3,4,5) - like that, it's kinda like anti jump with click error on gameplay.
good luck with your map! :)
captin1
sick
melon boy
  • Helloo! NM from my modding queue:

    Contamination

      1. 00:01:998 - ... There are no hit sounds. I'm pretty sure this is unrankable.
        Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable. Finally, you cannot silence both slider ticks and slider slides together.
        So you'd probably want to increase the audio a bit. Making it 40% like the next section should be fine.
      2. 00:13:722 (4,5,6,7) - This pattern. Nearly every time you use it you have different angles between the notes and that could really use some fixing. Try having the same angle between all 4 circles.
      3. 01:18:894 (1,2,3,4) - It can be really nasty to do a stream jump after a 1/8 kickslider. I don't know if you agree on changing it but I'll just say it. Same goes for all of the other ones.
      4. 01:29:584 (1,2) - Have these last two a bit higher? Like this or something. I think it'd be nice to emphasize the increase in intensity.
      5. 02:57:170 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I've never been a fan of this stream shape. Maybe making the turn sharper would fix it so that the stream changes direction on a single note.
      6. 03:52:343 (1,2) - Same here as before.
      7. 04:43:291 (4,5) - This might be difficult to read. A 3/4 slider to circle might be better.
      8. 04:48:204 (1,2,3,4,5,6,7,8,1) - Now this I don't think is okay. it's way too sudden in such a calm part of the map. I'd at least suggest a repeat slider to 1/8 stream instead.
      9. 04:54:066 (3,4,5) - ^
        -
        That's really all I could find and you might not even like half of it. I'll just go ahead and say that I absolutely love this map especially the hit sounds. Best of luck from me on the ranking!
Topic Starter
Voxnola
Fuccho mod

Fuccho wrote:

  • Helloo! NM from my modding queue:

    Contamination

      1. 00:01:998 - ... There are no hit sounds. I'm pretty sure this is unrankable. The head had audible sounds. That was it. added sounds to the ends though.
        Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable. Finally, you cannot silence both slider ticks and slider slides together.
        So you'd probably want to increase the audio a bit. Making it 40% like the next section should be fine.
      2. 00:13:722 (4,5,6,7) - This pattern. Nearly every time you use it you have different angles between the notes and that could really use some fixing. Try having the same angle between all 4 circles. Don't know what to tell ya. They were copy-pasted from the beginning
      3. 01:18:894 (1,2,3,4) - It can be really nasty to do a stream jump after a 1/8 kickslider. I don't know if you agree on changing it but I'll just say it. Same goes for all of the other ones. I think it flows right into it, but a change for these is definitely doable
      4. 01:29:584 (1,2) - Have these last two a bit higher? Like this or something. I think it'd be nice to emphasize the increase in intensity. I think the slider speed accounts for this
      5. 02:57:170 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I've never been a fan of this stream shape. Maybe making the turn sharper would fix it so that the stream changes direction on a single note. I think I'll just go ahead and make it more symmetrical
      6. 03:52:343 (1,2) - Same here as before.
      7. 04:43:291 (4,5) - This might be difficult to read. A 3/4 slider to circle might be better. Nah bro this is cool
      8. 04:48:204 (1,2,3,4,5,6,7,8,1) - Now this I don't think is okay. it's way too sudden in such a calm part of the map. I'd at least suggest a repeat slider to 1/8 stream instead. I thought the same thing while mapping. This will be changed one way or another
      9. 04:54:066 (3,4,5) - ^
        -
        That's really all I could find and you might not even like half of it. I'll just go ahead and say that I absolutely love this map especially the hit sounds. Best of luck from me on the ranking!

Thank you so much for modding, Fuccho ^^ Good insight


UPDATED
Yauxo
Isnt it s:for the DELTA and not d? (s/σ for Sigma)
Topic Starter
Voxnola

Yauxo wrote:

Isnt it s:for the DELTA and not d? (s/σ for Sigma)
No. There was some confusion about that. The artist has delta on his website, not sigma. I think it was a mistake with the album file names or something.
UNLESS IT IS WRONG ON HIS WEBSITE TOO THEN I DON'T EVEN KNOW ANYMORE
UndeadCapulet
From my queue:

Contamination

00:10:273 (5) - I think you should NC here because of the huge change in pitch. I know it wouldn't be consistent across the measures, but it would be more fitting with the song itself. Same for 02:33:722 (5) - .
00:25:446 (1,2,3) - The way these are extended really doesn't make sense, since you don't also extend them at 00:28:204 (1,2,3) - , even though the sounds work in the same way. Imo the second rhythm choice is more fitting here, because of the sounds on their tails, but if you really want to extend them, then you should at least make these two rhythms consistent. Same for 00:36:480 (1,2,3,1,2,3) - .
00:33:722 (4,1) - Swapping NC would be better, to stay consistent with 00:44:584 (1) - .
01:06:825 (7) - NC to be consistent across measures, this isn't weak enough to attach to the previous measure. Same for 03:30:273 (7) - .
01:16:135 (1) - Make it grey? Same for 03:39:584 (1) - .
01:36:135 (2,3,4,5,6,7,8,1,2,3,4,5) - lol awesome
01:37:170 (8,1) - Swap NC to be consistent with 01:35:791 (1,2) - and with 04:00:618 (1,2) - .\
01:40:963 (1,2,3,4,1) - For the sake of playability, make sure the final slider is following the exact same curve that the heads of the 1/8 sliders follow. When people play this sort of pattern, they aim follow along the innermost curve to ensure everything gets hit. So there's a good chance they won't end up hitting the 1/2 slider with this current arrangement. Oh, and it also looks nicer, lol. This applies to all patterns of this style. I know this seems like a really minor thing, but I broke here when I first played this, and it was for this very reason.
01:53:722 (1,2,3,4,5,6) - The directions the kick sliders are aimed in seem pretty random. Since 1 and 2 are aiming in the same direction, I think you should structure this part so that you pair the other sliders in this manner. Here's an example, but you might want to move things around as well. This can also apply to other kickslider arrangements.
01:56:135 (1) - I think a 1/2 repeat fits better for this part. It reversing makes the cutoff on the downbeat feel better, and the synth sounds like it starts decreasing in pitch slightly at the red tick.
02:01:998 (1,2) - This is pretty troll.
02:11:308 (1,1) - ctrl+h this so the snap to the first slider is more natural, and so the second slider fits in with the upcoming pattern.
02:44:411 (3,1) - I feel like stacking these heads together fits the synths better.
02:57:687 (7,1) - Swap NC to match up better with the synths? (I guess this is fine because of the volume change on the drums tho so whatever)
03:15:273 (2,3) - I don't really like this because you didn't do it at 03:16:653 (2,3) - .
03:28:463 (1,2) - Swap NC for obvious reasons
03:50:963 (3,4) - NC both to be consistent with 01:27:515 (1,1) - .
03:59:584 (2,3,4,5,6,7,1,2,3,4,5,6) - even more awesome
04:57:687 (1,2,3,4,5) - This clashes pretty hard with the earlier rhythms.
04:59:411 (4,5,6,7) - I think arranging these notes like this fits better, because now the 3,4,5 motion mimicks the 2,3 motion. If it isn't clear by the picture, I ctrl+g'd 5 and 6, and then stacked 7 under 3's tail.

---
Cool stuff :D
Xilver15
.
Topic Starter
Voxnola
UndeadCapulet mod

UndeadCapulet wrote:

From my queue:

Contamination

00:10:273 (5) - I think you should NC here because of the huge change in pitch. I know it wouldn't be consistent across the measures, but it would be more fitting with the song itself. Same for 02:33:722 (5) - . More NC changes being compiled because haxing. Changing them after the next mod
00:25:446 (1,2,3) - The way these are extended really doesn't make sense, since you don't also extend them at 00:28:204 (1,2,3) - , even though the sounds work in the same way. Imo the second rhythm choice is more fitting here, because of the sounds on their tails, but if you really want to extend them, then you should at least make these two rhythms consistent. Same for 00:36:480 (1,2,3,1,2,3) - . There's nothing wrong with extension. But the inconsistent rhythms were for variation
00:33:722 (4,1) - Swapping NC would be better, to stay consistent with 00:44:584 (1) - .
01:06:825 (7) - NC to be consistent across measures, this isn't weak enough to attach to the previous measure. Same for 03:30:273 (7) - .
01:16:135 (1) - Make it grey? Same for 03:39:584 (1) - .
01:36:135 (2,3,4,5,6,7,8,1,2,3,4,5) - lol awesome (´・ω・`)
01:37:170 (8,1) - Swap NC to be consistent with 01:35:791 (1,2) - and with 04:00:618 (1,2) - .\
01:40:963 (1,2,3,4,1) - For the sake of playability, make sure the final slider is following the exact same curve that the heads of the 1/8 sliders follow. When people play this sort of pattern, they aim follow along the innermost curve to ensure everything gets hit. So there's a good chance they won't end up hitting the 1/2 slider with this current arrangement. Oh, and it also looks nicer, lol. This applies to all patterns of this style. I know this seems like a really minor thing, but I broke here when I first played this, and it was for this very reason. Oh this is a good point. I rotated 1/8 sliders across difficulty, but it will have the same or close to the same spacing from the end of the stream to the slider
01:53:722 (1,2,3,4,5,6) - The directions the kick sliders are aimed in seem pretty random. Since 1 and 2 are aiming in the same direction, I think you should structure this part so that you pair the other sliders in this manner. Here's an example, but you might want to move things around as well. This can also apply to other kickslider arrangements. Eh I experimented a lot with this pattern, and I felt like this one played like the least shit out of my experiments, but I could experiment more
01:56:135 (1) - I think a 1/2 repeat fits better for this part. It reversing makes the cutoff on the downbeat feel better, and the synth sounds like it starts decreasing in pitch slightly at the red tick. I don't feel it's necessary
02:01:998 (1,2) - This is pretty troll. Heh ^^;; Yeah....
02:11:308 (1,1) - ctrl+h this so the snap to the first slider is more natural, and so the second slider fits in with the upcoming pattern. I've tested this while mapping. Feels worse for some reason
02:44:411 (3,1) - I feel like stacking these heads together fits the synths better. Nah, this is kewl
02:57:687 (7,1) - Swap NC to match up better with the synths? (I guess this is fine because of the volume change on the drums tho so whatever)
03:15:273 (2,3) - I don't really like this because you didn't do it at 03:16:653 (2,3) - . Only the rhythm matters. The orientation is the same
03:28:463 (1,2) - Swap NC for obvious reasons wtfffff
03:50:963 (3,4) - NC both to be consistent with 01:27:515 (1,1) - . yeah
03:59:584 (2,3,4,5,6,7,1,2,3,4,5,6) - even more awesome (´・ω・`)
04:57:687 (1,2,3,4,5) - This clashes pretty hard with the earlier rhythms. It's just for the ending note density
04:59:411 (4,5,6,7) - I think arranging these notes like this fits better, because now the 3,4,5 motion mimicks the 2,3 motion. If it isn't clear by the picture, I ctrl+g'd 5 and 6, and then stacked 7 under 3's tail. I'm probably gonna rework this

---
Cool stuff :D
Thank you very much, Capulet! ^^




UPDATED
pkk
ah yes the good ol delta epsilon proofs ty kill me now

buce map btw
-kevincela-
δ
Nathan

captin1 wrote:

sick
Charles445
holy shit
Topic Starter
Voxnola

Charles445 wrote:

phaZ
sick map so i didnt intended to mod. but then you requested..

  1. 00:13:722 (4,5,6,7) - 00:15:101 (4,5,6,7) - 00:16:480 (4,5,6,7) - make them all be propably rotated? eg (4,5);(5,6) = 50° or sth
  2. 00:24:066 - to 00:46:135 (1) - could coloured because: 1) 02:36:480 (1) - to 02:36:480 (1) - is coloured. 2) 00:44:756 (3,4) - this is kinda "not grey" lol
  3. 00:31:308 (1,2,3,4,5) - i can see that the circles go upwards together with the melody, so i suggest you to stack 00:23:377 (9,1,1) - with 00:35:101 (1) as they are one the same tone (they are already close so yeah~)
  4. 00:40:273 (3,1,2,3) - i believe that (3,3) should be stacked (compare 00:29:239 (3,1,2,3) - ), so rearrange 00:39:239 (1,2,3) - so it can be done :p
  5. ]01:00:618 (5,6,7,1,2,3,1,2,3,1,2,3) - what are these triangles, especially the 3-in-a-row-NC's doing here? they are completely unfitting to the rhythm given by the music :(. use different pattern and definitely not those 3-NC's
  6. 01:02:687 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,1,2,1,2,3,4,5,6) - spacing should propably only increase or only decrease (except 01:06:480 (3,4,5,6) - ).
  7. 01:02:687 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - not fitting in too good with the rest as they play completely differently. whats fitting is the low spacing, but the jumps are completely different from the other streampart
  8. 01:17:860 (1) - if this sound is getting a special sv i guess this 01:16:825 (2) - should too
  9. 01:17:170 (3,4,5) - seems to be off somehow. 01:17:170 - 01:17:342 - feel like two different beats i want to click separately.. recommend http://puu.sh/lmBZq/2189ecd611.jpg - http://puu.sh/lmC68/50917e2c5f.jpg - http://puu.sh/lmCfm/92437601d1.jpg ( (2) is slowed down, (3) is speeded up)
  10. 01:25:618 (1,1,2) - they should both be either white or grey. they are similiar (you also are slowed down)
  11. 01:35:273 (6) - slider like at 01:32:515 (6) - ?
  12. 01:46:308 (6) - ^
  13. 01:36:135 (3,4,5,6,7,8) - 01:37:342 (1,2,3,4,5,1) - not quite mapped the same actually. 01:36:135 (3,4,5,6,7,8) - should start two ticks earlier and (6). should be something "special" like 01:38:204 (1) -
  14. 01:47:170 (2,3,4,5,6,7,1,2,3,4,5,6) - ^
  15. 01:39:239 (3,4,5) - you used that pattern already before but i think the ds doesnt make sense at all, there is nothing in the song that would indicate/suggest that. when i see that pattern i think that (4) is one tick later so the strong drum is on the slider-head (i mean wtf is a strong beat doing on the slider-tail D:)
  16. 01:40:273 (1) - is skipping some beats. together with ^ = confusion level 100
  17. 01:59:756 (1) - remove NC or change 01:53:722 (1,2,3,4,5,6) - ? same for 02:08:894 (1,2,3,4,5,6,7,8) - and 02:10:273 (1,2,3,1,2,3) - . the first three times it feels always the same (no build-up/drum). so that should be consistent.
  18. 02:14:411 - to 02:35:618 - i think the two sections in this part should be switched so its like in the beginning :?
  19. 03:25:102 (1,2,3,1,2,3) - mentioned already
  20. 03:26:135 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,1,2,1,2,3,4,5,6,7) - now thats done properly <3
  21. 03:40:273 (2) - same suggestion like at 01:16:825 (2) -
  22. 03:40:618 (3) - here you made a speed up like i suggested at 01:17:170 (3) -
  23. 03:59:584 (2,3,4,5,6,7,1,2,3,4,5,6) - same issue as mentioned above. this is really a nice pattern, but the first part 03:59:584 (2,3,4,5,6,7,1) - feels off, because it starts 2 ticks late~
  24. 04:10:618 (2,3,4,5,6,7,1,2,3,4,5,6) - ^
  25. 04:02:687 (3,4,5) - well you dont give a fuck i guess
  26. 04:24:756 (3,4,5) - ~
  27. 04:32:687 (2,3,4,5,6,7,1,2,3,4,5,6,1) - ~
  28. 04:35:791 (3,4,5) - ~
map is too good/
Topic Starter
Voxnola
phaZ mod

phaZ wrote:

sick map so i didnt intended to mod. but then you requested..

  1. 00:13:722 (4,5,6,7) - 00:15:101 (4,5,6,7) - 00:16:480 (4,5,6,7) - make them all be propably rotated? eg (4,5);(5,6) = 50° or sth These are ok
  2. 00:24:066 - to 00:46:135 (1) - could coloured because: 1) 02:36:480 (1) - to 02:36:480 (1) - is coloured. 2) 00:44:756 (3,4) - this is kinda "not grey" lol This is actually a really good idea. The whole song is based off of those tones. I'll give this serious consideration when applying nc mods next
  3. 00:31:308 (1,2,3,4,5) - i can see that the circles go upwards together with the melody, so i suggest you to stack 00:23:377 (9,1,1) - with 00:35:101 (1) as they are one the same tone (they are already close so yeah~) LOL what a weird suggestion. I like it
  4. 00:40:273 (3,1,2,3) - i believe that (3,3) should be stacked (compare 00:29:239 (3,1,2,3) - ), so rearrange 00:39:239 (1,2,3) - so it can be done :p lmao k
  5. ]01:00:618 (5,6,7,1,2,3,1,2,3,1,2,3) - what are these triangles, especially the 3-in-a-row-NC's doing here? they are completely unfitting to the rhythm given by the music :(. use different pattern and definitely not those 3-NC's Triangle delta >w>
  6. 01:02:687 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,1,2,1,2,3,4,5,6) - spacing should propably only increase or only decrease (except 01:06:480 (3,4,5,6) - ). I'll think about changing this. Though I like how it plays, apparently consistency is a thing
  7. 01:02:687 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - not fitting in too good with the rest as they play completely differently. whats fitting is the low spacing, but the jumps are completely different from the other streampart Not completely different, but I like more how this one plays compared to the other one
  8. 01:17:860 (1) - if this sound is getting a special sv i guess this 01:16:825 (2) - should too The tones are different, but I think I could come up with an sv change for this
  9. 01:17:170 (3,4,5) - seems to be off somehow. 01:17:170 - 01:17:342 - feel like two different beats i want to click separately.. recommend http://puu.sh/lmBZq/2189ecd611.jpg - http://puu.sh/lmC68/50917e2c5f.jpg - http://puu.sh/lmCfm/92437601d1.jpg ( (2) is slowed down, (3) is speeded up) I'm not going to change this rhythm. I makes sense to me and it should make rhythmic sense.
  10. 01:25:618 (1,1,2) - they should both be either white or grey. they are similiar (you also are slowed down) That breaks consistency
  11. 01:35:273 (6) - slider like at 01:32:515 (6) - ? no, the kiai should change regularity throughout
  12. 01:46:308 (6) - ^
  13. 01:36:135 (3,4,5,6,7,8) - 01:37:342 (1,2,3,4,5,1) - not quite mapped the same actually. 01:36:135 (3,4,5,6,7,8) - should start two ticks earlier and (6). should be something "special" like 01:38:204 (1) - uhhh no. That sounds like a bad idea
  14. 01:47:170 (2,3,4,5,6,7,1,2,3,4,5,6) - ^
  15. 01:39:239 (3,4,5) - you used that pattern already before but i think the ds doesnt make sense at all, there is nothing in the song that would indicate/suggest that. when i see that pattern i think that (4) is one tick later so the strong drum is on the slider-head (i mean wtf is a strong beat doing on the slider-tail D:) It's cause the blue tick is the best here ^^
  16. 01:40:273 (1) - is skipping some beats. together with ^ = confusion level 100 Just keeping consistency
  17. 01:59:756 (1) - remove NC or change 01:53:722 (1,2,3,4,5,6) - ? same for 02:08:894 (1,2,3,4,5,6,7,8) - and 02:10:273 (1,2,3,1,2,3) - . the first three times it feels always the same (no build-up/drum). so that should be consistent. This isn't true though. The first and third are the same, the second and fourth are the same, so I mapped them in the same way
  18. 02:14:411 - to 02:35:618 - i think the two sections in this part should be switched so its like in the beginning :? Yeah, I've considered switching, but I really like how it gradually calms down
  19. 03:25:102 (1,2,3,1,2,3) - mentioned already
  20. 03:26:135 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,1,2,1,2,3,4,5,6,7) - now thats done properly <3 aaay
  21. 03:40:273 (2) - same suggestion like at 01:16:825 (2) - I might consider adding sv changes in here actually.
  22. 03:40:618 (3) - here you made a speed up like i suggested at 01:17:170 (3) - This is for the shape, but I will consider changing the others to match
  23. 03:59:584 (2,3,4,5,6,7,1,2,3,4,5,6) - same issue as mentioned above. this is really a nice pattern, but the first part 03:59:584 (2,3,4,5,6,7,1) - feels off, because it starts 2 ticks late~ I think this is good as is. No rhythmic changes inc
  24. 04:10:618 (2,3,4,5,6,7,1,2,3,4,5,6) - ^
  25. 04:02:687 (3,4,5) - well you dont give a fuck i guess (•_•) ( •_•)>⌐■-■ (⌐■_■) Thug life
  26. 04:24:756 (3,4,5) - ~
  27. 04:32:687 (2,3,4,5,6,7,1,2,3,4,5,6,1) - ~
  28. 04:35:791 (3,4,5) - ~
map is too good/

Good, good
Thank you so much for modding, phaZ ^^ I greatly appreciate it

UPDATED
Azer
tfw you want to throw a mod but you cant find anything
phaZ
some suggestion that went lost somehow, tho i doubt you'll change^^

01:52:342 (1,2) - 01:57:860 (1,2) - 02:03:377 (1,2) - 02:08:894 (1,2) - the melody of which the following objects are mapped on does indeed play in a 1/2-rhythm, but not right here. there it is just one 1/1, so i cant agree the way you mapped it the whole melody like it wouldnt be different (hope you get what im saying :D)
01:07:859 (12,1) - compared with 03:31:308 (12,1) - well i think you know what i mean...
lost also some other suggestions which i striked, so yea they werent really important anyway
no kd obv
Topic Starter
Voxnola
hii again

phaZ wrote:

some suggestion that went lost somehow, tho i doubt you'll change^^

01:52:342 (1,2) - 01:57:860 (1,2) - 02:03:377 (1,2) - 02:08:894 (1,2) - the melody of which the following objects are mapped on does indeed play in a 1/2-rhythm, but not right here. there it is just one 1/1, so i cant agree the way you mapped it the whole melody like it wouldnt be different (hope you get what im saying :D) I can kind of understand. But there is pulses in the wubs. I am not completely mapping to the wubs though. the second slider of each of those are mapped to a triangle sound. And the reason it is clickable is because of the wub pulsation. There's no linear way to go about the rhythms in this song. Listen for the triangle sound on the second slider (without hitsounds) I just happened to put a triangle sound in it too lol

01:07:859 (12,1) - compared with 03:31:308 (12,1) - well i think you know what i mean... You mean that one is curved and one is straight? That's so nazi >~>
pishifat
d

unused hitsounds
- soft-sliderslide3.wav
- soft-slidertick5.wav
- normal-slidertick2.wav
- soft-slidertick3.wav
- normal-slidertick4.wav
- soft-slidertick2.wav

normalwhistle4 has a 10ms delay

can't silence both sliderslide and slidertick, so do something about soft samplesets 1-4

gonna probably need 02:02:342 (2) - 's reverse arrow to be actually visible

whenever you deal with that ez bub
Topic Starter
Voxnola
Thank god, I needed a hitsound check ty
Topic Starter
Voxnola

pishifat wrote:

d

- soft-sliderslide3.wav
- soft-slidertick5.wav
- normal-slidertick2.wav
- soft-slidertick3.wav
- normal-slidertick4.wav
- soft-slidertick2.wav
all fixed

normalwhistle4 has a 10ms delay fixed

can't silence both sliderslide and slidertick, so do something about soft samplesets 1-4 fixed (I think)

gonna probably need 02:02:342 (2) - 's reverse arrow to be actually visible fixed

whenever you deal with that ez bub
Edit:
some minor changes nobody will care about along with blue reply changes
[Blue reply changes]
04:48:204 (1,2,3,4,5,6,7,8) - decreased sv to better match -by Fuccho
04:58:549 (1,2,3,4,5,6,7) - pattern rework -by UndeadCapulet
and some nc stuff in the beginning -by Side
ty guys
maybe more blues throughout life. But this is it for now

UPDATED
pishifat
D
Topic Starter
Voxnola
aaayyyy
Side
here we gooooooo :v
hehe
2
2015-11-19 18:58 handsome: f a m
2015-11-19 18:58 handsome: pm if u am alife
2015-11-20 21:52 Naitoshi: O I'm awake
2015-11-20 22:06 handsome: o
2015-11-21 08:38 handsome: d
2015-11-21 08:55 Naitoshi: d
2015-11-21 08:55 handsome: for
2015-11-21 08:55 Naitoshi: the
2015-11-21 08:55 handsome: nmigger
2015-11-21 08:56 Naitoshi: >~> pls
2015-11-21 08:57 handsome: 01:04:410 (1) - r u not gonna jump dis boy
2015-11-21 08:57 Naitoshi: nah, just because it plays nice. I sacrificed consistency for it
2015-11-21 08:57 handsome: 01:13:635 (6,1) - stacking this makes everyones life easier
2015-11-21 08:58 handsome: 01:16:135 (1) - maybe lowering sv EVEN more
2015-11-21 08:59 Naitoshi: I'll significantly lower spacing there. I just found out that the ds at these parts weren't consistent
2015-11-21 09:00 Naitoshi: Oooooo lower sv :>
2015-11-21 09:00 handsome: 01:45:963 (4,5,6) - wtf D:
2015-11-21 09:01 Naitoshi: Dis is da best ting
2015-11-21 09:01 handsome: 01:53:032 (5,6,7,8) - suddenly linear flow why
2015-11-21 09:02 handsome: 02:04:066 (5,6,7) - ahhh
2015-11-21 09:02 Naitoshi: I think that's rather circular until 7 8
2015-11-21 09:02 handsome: as in
2015-11-21 09:02 handsome: yea its circular but
2015-11-21 09:02 handsome: uh
2015-11-21 09:03 Naitoshi: ohhhh
2015-11-21 09:03 handsome: well what do you think about having it just going up down all the way lol
2015-11-21 09:03 Naitoshi: I know what you mean
2015-11-21 09:03 handsome: it would have more kick to it
2015-11-21 09:03 handsome: 02:09:929 (7,8,1) - here too
2015-11-21 09:03 Naitoshi: yeah I gotcha
2015-11-21 09:04 Naitoshi: Oh I like this specifically though :>
2015-11-21 09:04 handsome: arlite
2015-11-21 09:04 handsome: 01:57:515 (7) -
2015-11-21 09:05 Naitoshi: arlite?
2015-11-21 09:05 handsome: maybe just hsortening it to 1/2 and ahving a circle on 1
2015-11-21 09:05 Naitoshi: o
2015-11-21 09:06 Naitoshi: 01:57:515 - mapped to nasty-sounding wub in the bg between drums. I'd rather keep it a long slider for that
2015-11-21 09:07 handsome: rip
2015-11-21 09:07 handsome: 03:28:204 (1,1) -
2015-11-21 09:07 handsome: rip here as well
2015-11-21 09:07 Naitoshi: oh what's that?
2015-11-21 09:08 handsome: needs
2015-11-21 09:08 handsome: more
2015-11-21 09:08 handsome: jumpstreams
2015-11-21 09:08 handsome: 03:32:860 (1) - rip nc consistency
2015-11-21 09:08 Naitoshi: LOL
2015-11-21 09:08 Naitoshi: I can fix that
2015-11-21 09:08 Naitoshi: wtf
2015-11-21 09:08 handsome: it happens in this whole section
2015-11-21 09:08 handsome: kinda
2015-11-21 09:09 handsome: I DONT GET IT
2015-11-21 09:09 Naitoshi: yeah I does
2015-11-21 09:09 Naitoshi: I got it
2015-11-21 09:09 handsome: whyu does this have to be so hard
2015-11-21 09:09 handsome: 01:45:963 (4,5,6,7,8,1) -
2015-11-21 09:10 Naitoshi: Is it that hard? >.> I never found it that hard
2015-11-21 09:10 handsome: every other time it happens its the
2015-11-21 09:10 handsome: regular
2015-11-21 09:10 handsome: ezpz
2015-11-21 09:11 handsome: slider leads into circle
2015-11-21 09:11 handsome: 04:48:204 (1,2,3,4,5,6,7,8) - and the last thing would be this
2015-11-21 09:12 handsome: find it unnecessary lol
2015-11-21 09:12 handsome: as in the
2015-11-21 09:12 handsome: super short sliders
2015-11-21 09:12 Naitoshi: Yeah I thought this might be the case too
2015-11-21 09:12 handsome: its calm
2015-11-21 09:12 handsome: so
2015-11-21 09:12 Naitoshi: Someone suggested repeating 1/8s
2015-11-21 09:12 handsome: circles
2015-11-21 09:12 handsome: would be fine
2015-11-21 09:12 Naitoshi: or that
2015-11-21 09:12 handsome: i dont think theres a need to really emphasize the 1/8
2015-11-21 09:13 handsome: its bling bling not hard drums
2015-11-21 09:13 Naitoshi: Yeah. I didn't stick the the triangle ding like I should've lol
2015-11-21 09:13 handsome: thqats abotu it
2015-11-21 09:14 Naitoshi: Alright let me fix those things real quick
2015-11-21 09:39 Naitoshi: okie 1/8 sliders removed, those objects you told me to stack are closer, but not stacked, the wubby 1/4 pattern has less generic flow, which is still pretty good feeling, ncs were fixed, sv change applied across two objects
2015-11-21 09:39 Naitoshi: I think that's about it
2015-11-21 09:40 handsome: ok nice
2015-11-21 09:41 Naitoshi: check me though. I'm sure the ncs are consistent between parts.
2015-11-21 09:41 Naitoshi: but I kept the kiai from the 1/8 slider thing in >~> should I remove it?
2015-11-21 09:41 handsome: waht
2015-11-21 09:41 handsome: ??
2015-11-21 09:41 Naitoshi: nvm update
2015-11-21 09:41 handsome: ok
2015-11-21 09:42 handsome: SeemsGood
2015-11-21 09:43 handsome: hf ~!
2015-11-21 09:43 Naitoshi: :D awesome thanks
2015-11-21 09:46 Naitoshi: want kds for that?
2015-11-21 09:46 Naitoshi: lol
2015-11-21 09:46 handsome: nah im goud
2015-11-21 09:48 Naitoshi: rip
2015-11-21 09:48 Naitoshi: too late
2015-11-21 09:48 handsome: dammit
2015-11-21 09:48 handsome: then i have to
2015-11-21 09:48 handsome: post evidence
2015-11-21 09:48 handsome: ahhhh
Topic Starter
Voxnola
\:D/


(Fixes)
Nathan
gogo
Charles445
If you re-encode your wav files to 1411 kbps with Audacity or something you could save some significant file space.
Because of the hitsounding this map takes a while to download... so like, every 100 kb saved counts.

Also that JPG seems to be a high quality setting for a JPG. Usually they don't go over 500 kb, lol

01:06:825 (7) - Add new combo (gray one), makes it easier to read. If you do, add one to 01:06:480 (3) - as well (keeps it in pairs)
01:06:825 (1) - 22 ms repeats are pretty rough, you gotta hit them early or get combo broken at 22ms late... I'd go with 1/8 for a buzz here, especially one that is barely audible. Ut also makes it easier to see the repeat.
01:25:618 (1,1) - Not sure about this slider stream jump... I think the first slider ending at 01:25:963 - would be pretty cool
02:00:791 (1,2) - Switch these new combos please. 1 and 2 don't look like they're 1/2 . IMO this is a better combo layout -> https://osu.ppy.sh/ss/4001871
02:44:756 (1) - I'd make this go clockwise, not counter clockwise. The previous (1,2,3) combo is supportive of linear movement, so it's expected that 3 to 1 would continue going upwards.
03:29:929 (3,7) - Again, maybe add two new combos for readability.
03:30:273 (7) - Again, 1/8 would be less painful and easier to see.
04:13:894 (1,1,1,1,1,1) - Not great. New combo spam causes HP drain issues and this spaced stream is kinda a big F U 4 minutes into the set. Map would be better without the pattern or with a significantly easier version of it.
04:42:860 (2,3,4,5) - Not sure about these, the 3/4 is a pain to read, especially with the overlap.
04:48:204 - Oh, no more 1/8 here? I think you could just do really easy repeats here to make up for it. It feels empty without something on 1/8.
04:58:549 (1,3) - TBH I think 1/2 is better for these sliders. Makes the end on the percussion and less sliderbreaks.

Uhh popping for big suggestions but, no unrankable stuff that screams out immediately so the others can come back.
Topic Starter
Voxnola
Charles mod

Charles445 wrote:

If you re-encode your wav files to 1411 kbps with Audacity or something you could save some significant file space.
Because of the hitsounding this map takes a while to download... so like, every 100 kb saved counts.

Also that JPG seems to be a high quality setting for a JPG. Usually they don't go over 500 kb, lol

fixed

01:06:825 (7) - Add new combo (gray one), makes it easier to read. If you do, add one to 01:06:480 (3) - as well (keeps it in pairs) okie
01:06:825 (1) - 22 ms repeats are pretty rough, you gotta hit them early or get combo broken at 22ms late... I'd go with 1/8 for a buzz here, especially one that is barely audible. Ut also makes it easier to see the repeat. okie
01:25:618 (1,1) - Not sure about this slider stream jump... I think the first slider ending at 01:25:963 - would be pretty cool I gotta get that extended slider cursor dance before I go on to the next one. The slider will flow right into the next
02:00:791 (1,2) - Switch these new combos please. 1 and 2 don't look like they're 1/2 . IMO this is a better combo layout -> https://osu.ppy.sh/ss/4001871 okie
02:44:756 (1) - I'd make this go clockwise, not counter clockwise. The previous (1,2,3) combo is supportive of linear movement, so it's expected that 3 to 1 would continue going upwards. oh this is like a pendulum flow. I feel it works either way. I just happen to like the flow it gives on the counter-clockwise motion
03:29:929 (3,7) - Again, maybe add two new combos for readability. done from the last suggestion
03:30:273 (7) - Again, 1/8 would be less painful and easier to see. ^
04:13:894 (1,1,1,1,1,1) - Not great. New combo spam causes HP drain issues and this spaced stream is kinda a big F U 4 minutes into the set. Map would be better without the pattern or with a significantly easier version of it.Decreased spacing and amount of ncs. There will still be ncs because of the important part
04:42:860 (2,3,4,5) - Not sure about these, the 3/4 is a pain to read, especially with the overlap. the space in time is wide enough and doubles are love <3
04:48:204 - Oh, no more 1/8 here? I think you could just do really easy repeats here to make up for it. It feels empty without something on 1/8. I've experimented with many of the suggestions throughout maps's life. Turns out, 1/8 sliders (without repeats) here just suck, repeating 1/8 sliders is unfitting for the calmness in the map (regardless of sv), so I just put in a kiai there to make up for it.
04:58:549 (1,3) - TBH I think 1/2 is better for these sliders. Makes the end on the percussion and less sliderbreaks. you are correct. Applied and hitsounded

Uhh popping for big suggestions but, no unrankable stuff that screams out immediately so the others can come back. This is the first time my bubble has been popped o~o
ty ty



UPDATED


6 stars + 8 mods = 19 sp?
Charles445
Had to look up the metadata like five times to make sure it was correct

Rebubbled #1, good luck
Topic Starter
Voxnola
[post not found]
pishifat
d:2
hehe
d
show more
Please sign in to reply.

New reply