#2~
Lets go
Lets go

Yuii- wrote:
Hellaaaw~
You asked me to mod this... 4 months ago.
Here I am.
Map's clear. Not any general issues need to be address other than the typical "Toggle Widescreen Support and Letterbox off".
Okay, so we both know how much effort you put onto this and I am not the best modder to analyze this beatmap, but I will try it because why not. Before you start reading this modding, I want to tell you how I will mod this: based on every pattern, transition and angle, that may affect playability or reading very hard up to the point of being impossible to get an FC. Basically, before saying something, trying to understand what was your thinking while you were placing every single object, let's try it.Thanks for the mod.
- The combos in the beginning of the map are random, let me tell you why. Up to 00:06:049 - everything seems fine, but then comes the problem. 00:06:049 (1,2,3) - is a 1/4 pattern, a'ight? Although, the distance from (2,3) is similar to 00:10:510 (3,4) - and they do have the same combo as well. Thing is, there's no way of detecting any of these patterns with such a low spacing when the 1/2, 1/4 or even the 1/6 (on 00:07:536 (3,4) - ) have the same combo. How can anyone know that 00:12:644 (4,1,2,3,4) - is not 1/4? Huh, blame Loctav for this. Basically, the comboing is not based on musical phrases as I usually do, but based on groups of notes, separated by silences. That's not actually proper comboing, but in this case, it's the best I could do without having longass combos.
- 00:49:884 (7,8) - Quite a big and unnecessary jump, in my opinion. What about moving (7) somewhere close to 00:49:109 (2) - ? Nope, the jumps emphasizes the switch from guitar to the weird big stringed instrument. This is extremely important for 00:50:272 (1,2,3,4,5,6) - to be more intuitive, as it follows the same instrument.
- 01:07:988 (8) - I wouldn't have mapped this considering there's an extended sound from 01:07:729 (7) - , there's literally nothing to make clickable on (8), so maybe extending or adding a repeater to (7) wouldn't be a bad idea at all. There's a drum hit, which are all important. Also, for the sake of the consistency in rhythms, I need this white tick clicked.
- 01:11:479 (6,8) - Have you thought on curving these a bit? Sometimes curved sliders give players an intuitive moment in which they can imagine where the following object is going to be, especially when you are not placing that object below the previous slider, as said, you are placing 01:11:350 (5,7) - from above (6,8)'s head. I wanted to curve them and forgot, thanks
- 01:12:514 (4,5) - You're spacing this pattern gradually but suddenly woop, distance gets decreased. Intentional? Also, you want to take a look at 01:37:341 (10,11) - since (5) and (11) have a similar connotation rhythm-wise, and whilst one is being very emphasised, the other is being overshadowed. Both are intentional. In the first pattern 01:12:255 (2,3,4,5) - the kick sample on 01:12:643 (5) - makes it barely audible in the song, which makes it a good break point, and that's why the distance is decreased: it doesn't emphasize 01:12:643 (5) - at all and allows for the break with the stack. On the other hand, 01:37:212 (9,10,11) - is introduced by a vocal line that goes higher in pitch, so 01:37:212 (9,10,11) - is more emphasized than the other pattern and that's why I used jumps for one and not the other.
- 01:25:315 (3,4,5,6,7,8,1) - I don't know what do you think about these, but from my point of view, all these angles are quite sharp. Map is built around sharp angles and back and forth patterns.
- 01:33:333 (12,1) - I thought you were stacking notes after pauses
hmm good points ill change this a bit
- 01:43:936 (3,4) - Oh, love these. Good flow over here, well done! of course it's good flow, it's a Shiro map 8)
- 01:55:703 (4,5,1) - Quite a bad transition, imho. What about http://puu.sh/lgoqx/ffd645aa87.jpg ? The flow reset on 01:56:091 (1) - is intended to isolate the new sentence in the vocals and reset the flow at that point. It also introduces the angle 01:56:091 (1,2,3,4) - use to make 01:57:126 (1,2,3,4,5,6,7,8) - more intuitive.
- Time to compare, yaaaay! 02:10:574 (1,2) - 1/1 spacing not stacked; 02:10:833 (2,3) - 1/1 spacing stacked; 02:11:867 (2,3) - 1/1 spacing not stacked. You are evil, Shiro
:D
- You know which is the difference between 02:25:057 (1,2) - and 02:25:445 (3,4) - when you play it? There's no difference, and regarding the high BPM this map has, maybe placing 02:25:703 (4) - on x208 y240 would play way more better. changed, but not your way
- 02:43:678 (7,1) - Maybe you can combine them into one object, I can't literally hear anything on (1)'s head at all. ah, my rhythm was wrong
- Time to compare... again, wiiiiii! 03:09:022 (3,1) - there's a stack over here; but there's no stack on 03:11:091 (3,1) - 03:13:160 (3,1) - . How evil can you be? That is actually a mistake on my end - it's fixed
- 03:58:160 (1,2,3,4,5,6,1,2,3,4) - I had a lot of troubles when playing this part. There's no clear path between each object, you mapped them the same way when they play way too different. That's something to take note of. Y'know, when you place a stack on the same section that other stack, you gotta make them more or less feel the similar way, if you are inconsistent with all your patterns, playing them will hurt a lot and it will be unfun and counter-intuitive to the player. okay, changed this
- 04:20:660 (3,4) - Want to hear the reason behind these not being stacked with 04:20:402 (1,2) - <3. Just myself being too picky, sorry sorry! huh, original pattern was way different and i forgot to change them
- 04:20:919 (1) - You know what would be AMAZING? Finish it on 04:22:772 - (1/6) because there's a super loud beat over there! Maybe you could even add a hitsound if you feel confident enough. ok but no hitsound
- 04:28:807 (6,7,8) - Awww, linear flow? Come on, give these objects something... a pattern, make a triangle, make something more funny. ok
- 04:39:281 (3) - I'm so sorry for this... curve it, curve it, Shiro! ok
- 04:55:129 (3) - Random whistle maybe? There's literally nothing on this circle, no need to hitsound it. oups, yes
- 04:56:342 (4,5) - I can't tell how off (4)'s tail and (5)'s head are, but... they are not timed correctly, to my ears! Maybe 20~ms off? fixed
---------------
Sorry for not explaining myself very good on some points, you may find some things quite hard to understand maybe on how I mod. I'm a bit nervous because I have my job interview in 1 hour and hell... soooo nervous. Good luck to both of us!
Peace, Shiro!
Thanks for the mod!Kroytz wrote:
00:01:265 (1) - I wanna ask why this exists. Triple starting 00:01:394 - sounds more reasonable though I know it doesn't accomplish what you were trying to do, though, what you were trying to do also doesn't sound fitting so idk Well, the problem here is the flute player is completely off (like, he should have used a metronome lol) and timing his notes properly is near impossible, so I had to compromise and choose intuitive rhythms that the flute player was trying to go for. On top of that, the flute doesn't have a clear start, so it's very difficult to time this properly. I think what I did is the closest I can get to a compromise between fittingness and playability. A triple would sound a bit weird considering I hear held notes for the flute, hence the sliders!
00:10:510 (3) - I also wanna ask what inspired you to create this thing of all shapes. Perhaps we interpret the song different but this is some 2010 stuff as are the rest of the slider in this short 10 second intro I honestly have no idea. I was just messing around creating random sliders, and I eventually found this shape. My idea was that the circle part follows the crescendo and the pitch going higher, while the wave part follows the held note. Overall the slider looks weird but it isn't a problem... right ? ;w;
00:23:101 (5) - NC for read okay
00:36:566 (1) - This spacing is misleading due to how you played out that last sequence. I'd rather see it elsewhere but I doubt you'd want to remap parts for this. This is just a technical thing. For consistency with the rest of the intro, I turned this into a triple.
00:38:763 (4) - Same goes here. I'd rather leave the former downward structure you did with (2) and the former (3) and space this out more to give more emphasis in that 1/2 pause. okay
00:41:351 (6,1) - You could easily make a perfect square with these to the previous notes. done
00:44:971 (1) - Idk bout this spacing. Why didn't you space this further? As the song goes to a complete halt at this point, spacing is irrelevant. Anywhere I could place the object would be an anti-jump, and the player has more than enough time to dance around with the cursor if they want to. I placed this to conform to my idea of symmetry for the next patterns, so it's on the vertical axis, and the angle of the slider mimicks the angles before (like 00:44:066 (4) - ) to still link the patterns together.
00:49:497 (5) - the dominant beat is on the white tick. You could also add a note here 00:49:820 - as a triple. But the sliders starting on the red tick feel awkward just cuz you're not hitting the dominant beat but playing it out for some pattern thingy in the next section. I'm sure there's a better way to go about this. I'm following the weird big stringed instrument here, and what I hear is what's being clicked. It's a new instrument in the chord and it's the most interesting one to follow.
00:49:497 (5,8) - Y'see how 5 and 8 go upwards, why not continue that with 00:50:919 (4,6) - cuz otherwise it looks cluttered. ah, good catch, they originally did but after I modified the pattern, I forgot to re-place those objects
01:12:902 (1) - could anti-jump this I prefer the stack here, because the vocals, which I'm following, come to a complete halt. I don't think an anti-jump would work here because the whole song has a short break here, so I thought the map should too.
01:20:919 (1) - I thought this section was pretty neat but why not space 01:23:893 (1) - higher up like the other sliders you did Huh, this is the first slider of the section, and the other objects gradually move to the top right. I can't place them any further up in the corner.
01:33:591 (1) - This could also function well as anti-jump but I suppose it's a matter of style here. This goes for all the other little 1/2 pause thingies you did Well, my idea was to go for a total stop as I said, so I don't want to change those, not having stacks wouldn't fit with what I was trying to do.
02:02:169 (4,1,2) - spacing is quite high here to fit a pattern where the music doesn't feel so threatening. Her vocals go deep and slow I wanted this to link the two kiai together, so I chose high spacing but easy jumps to make this part feel different (with the easy jumps and lots of sliders) but without completely breaking the energetic atmosphere I created with the first kiai.
02:10:833 (2) - if this went the other way where it end where you had 02:10:186 (3) - I think it'd be better but the spacing gets closer and this pause doesn't feel quite right when the DS is this low. Doesn't make for a good buildup imo. changed
02:21:953 (1,2,3,4,1,2,3,4) - jesus, now I know why the SR is so high. This would be good if there was a much more proper buildup into this rather than throwing this so suddenly at the players. I'd suggest moving these sliders 02:19:884 (1,2,3,4) - around the playfield more so that those jumps may work a little better because the slider leniancy right now makes those sliders easy to hit and then you get fukd in the ass by airman whirlwinds. Good point. Changed.
02:27:643 (6) - could space elsewhere for more emphasis and have the other follow suit ah, this is a pattern that plays with the sliders and circles. The sliders are getting closer while the circles get further apart from one another. It forms a contradicting buildup that goes well with the contrast between the held vocal and the spamming drum.
03:09:410 (1) - maybe space this more to the corner as well I augmented the spacing, not quite to the corner though
03:25:057 (1) - yo, this stream could be much more original lol. It's fitting I suppose and that's enough of an argument to keep it but this could easily be more exciting originally was exciting, players complained T_T
03:46:781 (1) - this some rabbit shet lol idk what to say can I at least be credited for my own patterns ? T_T
04:00:229 (1,2,3,4,5,6,7,8) - this could probably be more intense with airman shit ah this is a recurring pattern in the difficulty, it gives it a nice structure and the player will be very happy to see patterns they've played before I think
04:06:178 (5,6) - (5) could be center upward slider and NC on 6 for a different pattern cuz yknow, downbeats n stuff I'll have to deny that, the comboing follows the phrases in the vocals, and the slider positions are consistent with the first kiai (with the symmetry)
04:07:471 (6) - same here with the NC stuff I changed that one
04:15:488 (7) - I think anti-jumping these parts would be cool, like if they went more outward to the top left corner as a means to emphasize the distance from the note to the streams. idk i like it they already do !
04:20:402 (1,2,3,4) - y not continue pattern downwards? done, also increased distance from last jumps
04:20:919 (1) - could just use a long slider and then follow into all the rekt beats you murdered from 04:21:695 - I'm not a big fan of super long sliders, I'd rather keep the spinner here >.<
04:27:643 (1) - slider? This is an isolated note because to me the song really resumes at 04:27:902 (2) - so this one shouldn't be emphasized or moved
04:44:712 (1) - this part here could be more intense too rather than overlapping your previous notes changed
04:45:617 (4) - this should get the most emphasis imo it does! kinda
05:01:926 (1) - you could create a jump thing like http://puu.sh/lgKap/c6a1b270d9.jpg i think this fits better than killing the beats like you did with that spinner :/// done
Kroytz wrote:
hype hype hype
And you didn't hear the intro was completely off while mapping it? By something like 60ms at times? Come on now..Shiro wrote:
Lucky for me, I am a timing expert, so I'll take a look at it.
I mostly ignored it because it's based on a flute and timing flutes is horrible because unlike drum hits they don't have a strong start. I knew it was approximative but didn't think it would be a problem. Every testplayer I've seen has hit the intro correctly, so I just didn't bother re-timing the map. Now I will though.GoldenWolf wrote:
And you didn't hear the intro was completely off while mapping it? By something like 60ms at times? Come on now..Shiro wrote:
Lucky for me, I am a timing expert, so I'll take a look at it.
Dreamtwolf wrote:
00:15:618 (5) - This note is actually random, I really don't know what part of the music it matches so remove this note. I wanted to mimic 00:10:510 (3,4) - (replacing the slider with a circle) because it sounded really cool to me and ended the long slider in a much more interesting way. I don't think the note is too much of a problem, so I'll keep it for now.
00:37:730 (2,3) & 00:38:247 (1,2,3,4) - These notes are kind of unreadable since it's hard to snap with ar10 especially when the jumps change elevation each time. These are extremely easy to read.
01:12:126 (1,2,3,4) - change back to the triangles since these hourglass jumps come unexpected from where they're placed. Again, not a problem to read. The jumps are built like this: 01:12:126 (1,2) - medium spacing to keep the map going at a fairly fast pace, then 01:12:384 (3,4) - big jumps for those to emphasize the double snare hit, then 01:12:514 (4,5) - lower jump to avoid emphasizing 01:12:643 (5) - which isn't emphasized in the song, then a stack 01:12:643 (5,1) - because the song basically stops for a short moment at that point.
01:39:540 (4,5,6) - Hitsound for Note 5 does not blend in with 4 because of Note 6. replaced for a slider
02:31:652 (6) & 02:31:782 (1,2,3,4) & 02:32:298 (1,2,3,4) & 02:32:815 (1,2,3,4) - The old version of these jumps(1,2,3,4,5 into notes that went up and down) were actually easier than this version since the notes make the player read more and aim and snap more in this version making the old version better than this. I went over this part over 5 times with 0.25 speed and I did see the correlation between the old version. I'm aware, but testplayers said the jumps as they were before were a bit boring, so I did that to improve them!
02:39:152 (4) - this slider should be smaller and the slider end hitsound should be this note's (02:30:229 (1))
hitsound which is soft&finish I like the slider being smaller here but I don't understand what you mean with the hitsound
03:08:505 (1,2) - decrease the distance between these notes O_O :|
03:10:057 (4,5,6,7) - will look better if 03:10:402 (8,9) looked the same and connected I actually don't understand what you mean here. ?_?
03:32:945 (1,2,3) - shouldn't be a new combo only because 03:33:333 (1) starts and new combo fast and notes with the number 1 give more health than notes that have a number 2 or 3 etc... removed the new combo
04:09:022 (1) - No new combo here but instead, here 04:09:540 which had already been done and it matches the part of the music in which you are following since the notes that the actual drummer is playing gets a tad bit higher
04:10:057 (1) - No new combo but the drummer is still playing the note that is higher
04:33:850 (1) - No new combo but instead..... ok you get it it's the same as the part 04:09:022 (1) i mentioned
04:34:884 (1) - same deal here, no new combo but instead the notes should continue to be numbered instead of a new combo
For all three: I'm keeping the comboing on those patterns consistent, see
04:43:678 (1) to the spinner - Really I mean really, the rule ^^ should not apply here because it matches the singer and it's so good, really great job!(leave it as it is since it's really good) thank you
- Amazing Song Selection and Hitsound Selection. This map can truly become something astounding. Thank you, it makes me fairly happy to hear something like this about one of my maps
fieryrage wrote:
i should've modded this before it got qualified but i didn't know this was actually a fun map whoops
short mod though
00:15:553 - pretty sure I hear a note here which could make 00:15:618 (5) - a lot easier to sightread
00:35:273 (1,2,3,4,5,6) - this sounds really off, like, 50 ms off, could just be me though
00:39:539 (1,2,3,4,5) - ^
00:50:272 (1,2) - am I the only person that misread this first try like I seriously thought this would be a different back and forth pattern like 00:49:238 (3,4,5,6,7,8) -
This will be fixed with the new timing
02:27:514 - shouldn't there be a note here along with every other part like this? doesn't really make sense that you added notes on the later parts at 04:39:928 (6) - and not anywhere else
04:15:100 - ^
No, this is actually a growing pattern that structures the map. If you look at rhythms, you've got xxxxx x (x x) for the first occurence, then xxxxx x x, then xxxxx x x x, which means the pattern becomes denser as the map progresses and requires more clicks!
i legit actually love this map i'm surprised i didn't find this earlier Thank you!
jodmangel wrote:
Like someone said above, quite a few notes near the start sound mistimed if I'm not completely deaf. Here are some of the ones I noticed:
00:31:911 (4) -
00:34:885 (9,10,11) -
00:35:273 (1) -
00:35:661 (3,4,5,6) -
00:37:213 (4,5,6,7,1) - Aren't these four notes?
00:39:799 (2,3,4,5) -
00:43:161 (12,13,14,15,16) - Seems like four notes as well, though with different timing.
00:43:937 (3,5) -
00:44:971 (1) -
Edit: Forgot to say, those are all timed early I believe.
There's a few more that I'm unsure about. I'd really suggest someone that is actually good at timing to take a look at this.
All this will be fixed with the new timing. As I said in a post previous, I am a timing expert but I didn't bother looking at the timing I got from Faust's version. This is a mistake on my end, as I should have at least checked it. I considered the introduction to be easy enough not to require very accurate timing, as every testplayer got everything right on their first try.
EDIT: for the three modders (except Desperate-kun who already got his kd) can you re-post in the thread so I can award you kd?Desperate-kun wrote:
I have to take this map down for questionable timing.
The intro part has messed up timing, most of the time it's early. I will point out some examples below:
00:31:264 (1,2,3,4,5) - the offset seems early on (2) and (4), not as extreme as the following ones though
00:32:558 (3,4,5,6) - early
00:34:497 (7) - early
00:34:885 (9,10,11,12,1,2,3,4,5,6) - very early
etc.. this happens in almost every measure until 00:47:815 - the intro is over. There might be timing issues later in the song as well.
Charles and myself are looking at the timing. We will issue a better one.
There are also wrongly snapped objects and other rhythm issues. Again there might be more than that:
00:31:264 - The part up until this point is pretty questionable. The rhythms are hard to read and feel pretty awkward to play. The slidershapes mostly look pretty odd and random. 00:19:885 (1,2,1,2,3,4) - These sliders feel to fast for the calm sounds. I'm not going to change any of the sliders nor remove the introduction, which is needed for the map to reach 5 minutes drain time. One could argue that the introduction (as well as the end) are t themselves fairly random, but I didn't map them with that in mind. The use of MANY sliders in the introduction allows for a big error margin for the approximative flute playing. Unlike what you said, the rhythms are neither hard to read nor awkward to play. None of the testplayers (before or after qualification) complained about such things, so I'm not going to change them.
00:32:428 (1,2,3,4,5) - vs 00:40:703 (1,2,3) - The first one feels odd because the intentional overmap for the flute and the much stronger drum triplet are combined in one stack. The second one feels odd because the drum triplet was ignored. Changed both to match the drums.
00:34:885 (9,10,11,12) - Should be 1/6 I'm not too sure about that. I'll wait for the new timing.
00:42:644 (11) - Why does this slider end on a blue tick? There was a note at 00:42:901 - but it seems I deleted it by accident x_x
00:47:298 (3,4,5,6,7,8,9,10) - A slider would fit much better here, the overmap doesn't fit well. To you. This goes with the trill in the flute and provides an amazing introduction to the first part of the map that is actually energic. I'm not changing this.
I am not a timing expert, but these issues are clearly hearable when listening on 50% and they are noticable in gameplay too. This map definitely needs to be checked by timing experts before it can go back to qualified. Good luck! As I said earlier, the timing is being looked at by Charles and myself. We'll get the new timing ready asap. Thanks for taking the time to look at this.
Thanks for looking at this. You seem to have missed two major things about the map: its structure and its cores. The structure I explained above, but you don't seem to have caught that the map revolves around two things: the back-and-forth (as there are many repeating rhythms in the song) and the patterns that are "difficult" to read (as in more than my usual mapping). =(a loli wrote:
shouldn't the kiai times start at 02:14:710 and 04:02:296 instead? The sections just before these timestamps are weak sections of the song used to emphasise the upcoming chorus, and I believe you should only be using kiai time on only one section (the strong section), not both. That's... where they're already starting ?_?
I also think the preview point should be 02:14:193, but that doesn't bother me. I didn't recognise the song because you had it previewed at such a weird part, though. Changed it, thanks.
also a lot of subjective modding coming:
00:07:533 (3) - I see that you ended the slider on another flute beat, but the spacing to the next slider is awkward since the spacing is 1/2. Personally I'd make the slider repeat to remove that awkward pause, as well as making the spacing similar I like the idea of making the slider repeat (once). Changed.
00:09:983 (1) - any reason why you chose not to sustain the flute to 1/4 like the others? The timing section, mostly, which make this unplayable if it had another circle
00:10:508 (3) - slider end should be 1/4 shorter huh no? why would it o_o
00:13:814 (2) - remove this, completely unnecessary Wouldn't be if I could get that damn sliderend snapped
00:15:624 (5) - ^ Not going to debate on this for the 32738124961726487961946981th time. It's staying.
00:22:534 (3) - either move this closer to the slider, or move the upcoming sliders a bit further. This 1/4 spacing is way too similar to the 1/2 spacing of the upcoming sliders. Changed spacings
00:31:542 (2) - would play a lot better and flow better if it were stacked onto the next slider imo would also emphasize the wrong sound, which is a big no-go
00:31:930 (4) - ^ ^
00:42:894 (12) - way too much spacing for a 1/4 This is a lot easier to play than it looks, and achieves perfectly the go-and-stop motion I want for those two and 00:43:146 (13) - .
00:51:415 (1,2,3,4) - why is this spaced much more than 00:55:563 (1,2,3,4) Spaced them equally
01:03:839 (9) - NC? Nothing actually warrants a new combo here
01:06:046 (9) - NC should start here Didn't do exactly this but I reworked the pattern to be more accurate to the vocals.
01:06:434 (1) - change this to 1/2 slider, random 1/1s are very awkward to play if you do it in the middle of a section The spacing allows this to be readable, and I want my stop on that short "yo" note.
01:18:330 (4) - you could do something with this, maybe a 1/8 or 1/6 repeat slider huh no that would play like shit
01:18:460 (5,6,7,8,9,10) - this stream doesn't really fit the music, I'd do kick sliders instead to emphasise the heavy beats It fits the map and provides awesome build up to the next section
01:24:538 (4,5,6,7,8,9,10,11,1) - this plays to nothing, and you missed a very good opportunity to put some nice jumps to emphasise the beats! can you not hear the big stringed instrument?
01:28:482 (3) - remove this, plays to nothing It emphasizes the snare hit and introduces a short break in the movement that helps the square after it to be more sudden, as are the drums in that section
01:42:124 (1,2,3,4,5) - I assume you were following the vocals on the previous part before, so why the sudden change? Because the drums are the main hits at this point, and the vocals are fairly uninteresting, while the durms provide, again, very good build up for the next section.
01:44:193 (4) - as said before, the 1/4 spacing is very similar to the upcoming 1/2 spacing That's made on purpose, it emphasizes the beginning of each repeat of this pattern
01:44:710 (7,10) - ^, you could also add NC to these repeating patterns nope, see reasoning above
01:59:969 (4,5,6,7,1) - why is this a stream? If you're going to add a stream on sustained notes, then the stream should be connected to the slider before it oh, very good catch, thank you, I reworked this part
02:00:357 (2) - ctrl + g for better flow, back and forth patterns with sliders are terrible to play and plus this is the only section where you did it like this for some reason
02:00:745 (4) - ^
02:01:132 (6) - ^
02:01:520 (8) - ^ and also understates the huge spacing spike from 02:01:779 (1) onward
All 4 above: hell no. The whole point of the pattern is this sharp contrast between the jump and the slider
02:04:236 (4) - the vocal actually starts on the blue tick Which is unintuitive and unplayable as fuck, that's why I made it start on the red tick
02:05:270 (4) - ^ ^
02:07:985 (2) - if you're emphasising vocals, the NC should start here instead No. The slider I NC'd starts a new word and a repeated rhythm in the song
02:09:408 (4) - the vocal actually starts on the blue tick see above
02:11:219 (4,5) - these beats should be moved on the blue tick to the right. Also take this chance to do something creative with it see above
02:12:253 (4,5,6) - this sounds really weird? could be same as ^ see above
02:27:512 - add 1/2 circle there is a beat there
02:28:546 - ^
02:29:581 - ^
02:30:615 - ^
To all 4 above: read my answer to a previous mod regarding the structure of the map
02:53:632 (5) - remove this, it looks like you're strictly following vocals so this is completely unnecessary It would introduce a much unwanted hole in the rhythm
03:06:046 (5,6,7,8,9,10) - like 01:18:460 (5,6,7,8,9,10) if you're going to put streams on sustained beats, then start the stream on the sustained beat. this goes with the drums
03:09:408 (1,2,3) - very very very very very hard to read patterns like this, please change it or add some sort of indication emphasising the 1/1 going to 1/2.
03:11:477 (1,2,3) - ^
03:13:546 (1,2,3) - ^
03:32:684 (2,3,4,5) - ^
No. The whole point of this part is that it's somewhat hard to read. Hell, I have yet to see someone fail to read this on first try.
04:14:710 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7) - what I said about the previous kiai, you're missing some 1/2 beats between some of the quin streams read answer above
04:20:917 (1) - looks like you wanted to avoid mapping the rest of that section tbh. Shorten this spinner so that you can map the beats that come after it, or better yet just use a slider for 04:20:788 (4) and map 04:21:693 Yeah I wanted to avoid the awkward stream -> stream transition but ok.
04:26:219 (1,2,3,4,5,6,7) - streams sound very offputting if you silent-hitsound every second note. Please don't I do not have any silent hitsounds.
04:26:606 (7) - I think this should be a slider to emphasise the sustaining vocal, because the instrument is still playing. 04:27:124 (8) is very appropriate though yay more gimmick
04:27:641 (1) - I think you should map the two 1/2s that come before it, to give emphasis to the upcoming kiai I want a hard reset with 04:27:641 (1) - . That was the idea behind the circles, but I guess sliders work too.
04:27:641 (1) - this would sound better with a 1/2 slider instead, or at least another 1/2 note coming after it ^
04:39:926 (6,6,6,6) - wtf now you start mapping that 1/2 lol readtheansweraboveaboutstructureffs
04:46:522 (1) - I'd map the vocals as sliders, spinners should only be used for very long sustained notes okay
Thanks for the mod.freebird42 wrote:
Dont give kudosu if you rejected more than half of mod
00:44:984 (1) - i'm not sure, but this sounds a litle bit off time, maybe i'm deaf though It technically is, but at this point the drums are way too unstable to even be timed perfectly. This is the best compromise!
00:47:316 (3) - maybe clap is better instead of finish? also maube folowing note NC? oooooh I like the clap here thanks! Also, no new combo on blue ticks ever unless you're mapping a superlowBPM song (like Firesong)
00:49:734 (6,7) - sounds a bit too late, maybe its 1/12 left on the time scale? not sure though, also how about adding finish to 7 to emphasize this note? They are too late but again, it's not possible to perfectly time this section. What I did is a compromise between "perfect" timing and playability. Also, (6) has the finish.
if you agreed with hitsounding of previous notes then maybe its better to move finish from end of 00:50:649 (3) - to the folowing note, if you disagreed - ignore this I did move the finish
00:51:798 (4) - maybe remove finish hitsound and put it on the beginning of folowing slider? you can also add finish to 00:51:670 (3) - but its optionally hmm okay, that makes sense
00:51:926 (1,2,3) -is this spacing okey?actually nwm, you use spacing like this a lot, so guess its ok yeah it's fine, it emphasizes 00:52:317 (3) - without emphasizing 00:52:186 (2) -
00:53:882 (3) - better put finish on the previous note no I'm following the finishes in the song and this one's here
00:56:856 (1) - how about moving finish from end to beginning and also adding finish to the beginning of the folowing slider, i think it goes well enough with the flute moved finish but didn't add another one because there's simply no cymbals at that point
00:57:761 (6) - maybe this slider ends 1/12 left on time scale? no that would be unplayable
00:58:408 (4) - add finish no cymbals
00:58:925 (3) - maybe finish in the beginning? reworked this part
00:58:537 (1,2,3) - maybe 1- finish in the end, 2 - finish, 3 - finish in the beginning and in the end? no cymbals
01:00:994 (4) - maybe add finish to this note and to the beginning of folowing slider ^
01:03:839 (9) -new combo?sorry, i didnt read previous post
02:14:193 (1) - maybe + clap? That doesn't fit at all, there's no snare here
02:39:020 (3,4) - meybe + finish at the beginning to emphasize flute? already emphasized with whistles
02:43:676 (1) - add finish to the beginning no cymbals
02:44:451 (1,2) - flute sound here, so maybe add finish to the beginning of sliders? flute is emphasized via whistles, finishes only go with cymbal crashes in the song
02:45:593 (1,2) - maybe these notes also needs to be moved left 1/12, also how about adding finish to 2? that would be unplayable D:
02:46:908 (3) - add finish to the end
02:47:555 (3) - add finish
02:49:107 (2) - finish to the beginning
all three: again, no cymbals
03:49:494 (10) - new combo? huh that doesn't really make sense, the stream finishes the previous patterns
04:01:779 (1) - maybe add clap? again, there's a reason why this has no hitsounds =P
04:18:848 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - maybe change all these jumps toora ora orastar form pattern, so it would be more fun to aim? no, the whole idea of these patterns is to be increasing back and forths
04:23:891 (1,2,3,4,5,6,7,8,9) - same = =
04:56:334 (4) - i personally think that this slider is reversal and folowing is not, but i can be wrong ??? o.O
also aimod thinks this 04:20:917 (1) - spinner is too short, but guess its fine, no one will SS this map anyway I'll have to see with BNs/QATs for this, auto does get 1000 bonus for me o.O
i cant say anything about flow, i never played 7* maps (relax doesnt count), when i tryed to aim this i got nearly ~150 misses, but still think that note placement is good
i tried to change some hitsounds in order to make map more energetic and shared my thoughts above, but you can ignore all of this if you want, because your map sounds well enough
also i agree with previous post about kiais
if noone of my sugestions is helpful im sorry for wasting your time
thanks third time for helping with timing
Faust wrote:
Filesize is too big. What an absolute kill-joy.
As I explained on IRC, the back and forth patterns are one of the two cores of the map. I don't want to lose them (for various reasons) for squares, which would be less consistent in terms of structure. Thanks for your input, though!tyom wrote:
SPOILER02:21:046 IMO I think the use of squares would be much better here, but make them go square-diamond-square-diamond pattern
02:31:262 Squares could be used here again
Some of your combos go past 10, try aiming for 6-9 on combo.
03:29:193 Again with the back-forth jumps, where i'd see a great use of squares. The squares would work here especially because 03:31:262 - 03:33:331 uses squares, would make that entire section consistent.
These same square and pattern related things occur later in the song but I think you get the idea from what i've currently addressed.
I really like squares and polygons and sliders, I like the polygon and star jumps but the backwards and forwards jumps make the map at some parts look ugly, just at those parts though. The rest of the map is great. This is just my opinion.
Pokoulie wrote:
amazing map.
about timemonstrata wrote:
Fixed up some snapping issues. Lets get this rebubbled!
2015-12-18 00:45 Shiro: poke owo
2015-12-18 00:46 Natsu: yo!
2015-12-18 00:46 Shiro: Gero bubbled
2015-12-18 00:46 Shiro: ._.
2015-12-18 00:46 Natsu: what
2015-12-18 00:46 Natsu: so fast LOL
2015-12-18 00:46 Natsu: oh he just told me lmao
2015-12-18 00:46 Shiro: I expected a mod
2015-12-18 00:47 Natsu: mmm
2015-12-18 00:47 Natsu: /np
2015-12-18 00:53 Shiro: are you going to irc mod it
2015-12-18 00:53 Shiro: or make a post ?
2015-12-18 00:53 Natsu: i ask u for link :c
2015-12-18 00:53 Natsu: and u ignore me, how I do feel about that!
2015-12-18 00:53 Shiro: I didn't receive that
2015-12-18 00:54 Natsu: lol idk maybe irc
2015-12-18 00:54 Shiro: ACTION is listening to [https://osu.ppy.sh/b/816327 Wagakki Band - Tengaku]
2015-12-18 00:54 Shiro: http://puu.sh/lZTdm/63096e7224.jpg
2015-12-18 00:55 Natsu: weird O.o, well my net did fail a it in morning, so probably still not working fine
2015-12-18 00:55 Natsu: you have correct metadata and timing now?
2015-12-18 00:55 Shiro: metadata was always correct
2015-12-18 00:56 Shiro: timing has been checked by Charles and me
2015-12-18 00:57 Natsu: oh then cool, really different from my ver xD
2015-12-18 00:57 Shiro: ye
2015-12-18 00:57 Shiro: ah
2015-12-18 00:57 Shiro: redownload
2015-12-18 00:57 Shiro: I fixed a delay on a hitsound
2015-12-18 00:58 Shiro: after the DQ
2015-12-18 00:58 Natsu: yes I did :p
2015-12-18 00:58 Shiro: okay
2015-12-18 00:58 Natsu: BTW, you really want to keep this diff name?
2015-12-18 00:59 Shiro: yeah it's funny
2015-12-18 01:00 Natsu: 00:39:548 - u dont need this green line, anyways let me check hitsounds delay as well, tbh I don't think i can suggest much stuff, since the map is well structured
2015-12-18 01:01 Natsu: normal-hitfinish7.wav 8 and 9 still have like 4 - 5 ms delay
2015-12-18 01:03 Shiro: o.o these are the standard hitsounds
2015-12-18 01:03 Shiro: ill fix them
2015-12-18 01:03 Natsu: really o.o, check them out i just did, is between 4 and 5, but people complain about them nowadays
2015-12-18 01:04 Natsu: soft-hitfinish 9 too
2015-12-18 01:04 Natsu: seems is the same
2015-12-18 01:08 Shiro: updated
2015-12-18 01:08 Natsu: 00:33:338 (6,1) - areu sure about the overlap? I'd just avoid it, ot atleastadd a bit more spacing, maybe too hidden atm
2015-12-18 01:09 Shiro: ill change the slider a bit
2015-12-18 01:09 Shiro: too
2015-12-18 01:09 Natsu: 01:03:839 (9) - no NC?
2015-12-18 01:10 Shiro: http://puu.sh/lZTOC/7e3af05aa9.jpg looks better
2015-12-18 01:10 Natsu: Yeah it does
2015-12-18 01:10 Shiro: no, the stream ends the pattern, it shouldn't have a nc
2015-12-18 01:12 Natsu: 01:34:236 (4,5) - you didn't overlap here,. so 01:34:882 (7,8) - looks a bit weird being overlaped tbh
2015-12-18 01:12 Shiro: ah good point
2015-12-18 01:12 Shiro: didn't notice when i redid that pattern
2015-12-18 01:14 Natsu: 02:10:831 (2,3,4) - the different stacks are a bit troll to play sometimes even a low bpm, but I guess is part of the map difficulty
2015-12-18 01:16 Natsu: 02:38:762 (2,3) - flow feels really forced here
2015-12-18 01:16 Natsu: tbh not sure how the stack leniency will play at this point !?
2015-12-18 01:16 Shiro: hmmm
2015-12-18 01:16 Shiro: stacked 2 on 02:10:572 (1) -
2015-12-18 01:17 Shiro: ah that's on purpose
2015-12-18 01:17 Shiro: the whole pattern has good flow but 02:39:020 (3,4) - go against it so it isolates them
2015-12-18 01:17 Shiro: that's why they're sliders and not circles
2015-12-18 01:17 Shiro: it enforces it
2015-12-18 01:20 Natsu: 03:32:426 (1,2) - vs 03:32:943 (3,4) -
2015-12-18 01:21 Natsu: maybe make the spacing different?
2015-12-18 01:21 Shiro: huh why
2015-12-18 01:22 Natsu: different gaps in timeline,. but maybe still readable, up to you
2015-12-18 01:23 Natsu: 04:02:296 (2) - really mising the NC here, but I know why u doing it tho
2015-12-18 01:23 Shiro: ya that's not a problem to read
2015-12-18 01:24 Shiro: theres no nc on 02:14:710 (2) - either
2015-12-18 01:24 Shiro: because it's still the same vocal phrase
2015-12-18 01:24 Natsu: ye i know wasfiguring what to do, but your way is best
2015-12-18 01:25 Natsu: 04:47:815 (7,8) - reduce volume a bit?
2015-12-18 01:27 Natsu: 04:56:600 (5) - remove the repeat?
2015-12-18 01:28 Natsu: and updated lets see if we survive haha
2015-12-18 01:29 Shiro: removing the repeat would make the spacing kind of confusing
2015-12-18 01:29 Shiro: also don't you see the symmetry with 04:55:982 (3,4,5) -
2015-12-18 01:30 Natsu: Yeah, but still think the music sounds better without it, anyways your call!
about timeNatsu wrote:
Lets try again!
a mapAiceo wrote:
I'm sorry to be rude but, what the actual fuck is this?
Raiden wrote:
a mapAiceo wrote:
I'm sorry to be rude but, what the actual fuck is this?
no problem mate, anytime
Thanks for taking the time to go through this. I didn't apply everything because I still have strong opinions, but there were quite a few changes that I liked and some others that I didn't agree with but changed anyway because your ideas objectively brought improvements in the map.Mazzerin wrote:
ok i don't know where to begin maybe you should have begun by posting this before it was qualified
, lets start with hitsounds/green lines for example okay first of all, unless they are kiai times, green lines do not need to be snapped. I pretty much ignored all this but I removed the useless/duplicate lines.
01:04:292 (16) - this really shouldn't have the same hitsound as the rest of the stream, there's no snare drum here, only the guitar 1/4 sound changed
rhythm selection
- alright this section here 00:47:841 - seems to switch downbeats around by 1 1/2 every few measures.
00:48:734 (1) - here you seem to emphasize it well, (here it switches 1 1/2 back) but the next few are wrong:
00:49:755 (6) - this note is much stronger yet unemphasized I'm focusing on the big stringed instrument here. Emphasizing the (rather faint) cymbalish sound would be confusing. I used a circle to give it proper emphasis (as opposed to a sliderend) but I do not believe it requires to be spaced away.
00:50:649 (3) - this slider here.. it ends on the downbeat and is unclickable, along with having no hitsounds, then there's a circle right after it that stole the actual downbeats finisher hitsound 00:50:904 (4) - Ah good catch, I didn't notice. Not sure about the pattern now tough.
next two at 00:51:926 - and 00:52:839 - are fine, but lack of emphasis repeats on 00:53:882 (3) - yet again.
00:58:020 (1) - ^
See my reasoning above.
01:01:124 (5) - ^, but this one also lacks a finish hitsound and 01:01:253 (6) - for some reason has one. oups, added
00:56:856 (1) - this sliderhead isnt the strong sound here, the end of it is which is, again, unclickable and unhitsounded. I will disagree with this one. I'm not following the drums here. Did you even try to understand that or are you just assuming everything is based on the drums (which I never do) ?
00:58:925 (3) - ^ ^
01:20:917 - same applies to this section
02:43:676 - first problem i noticed in the 3rd section was here, missing a finish hitsound, then the next downbeat here 02:44:451 (1) - is unclickable etc.
also, for these sections, change the NCs to fit the "new" downbeats because right now they're literally random from what i see. for example why is this 00:50:011 - nc'd? move it to 00:49:755 (6) - and so on. fixed as best I could- next up we have this section 01:04:625 - it seems to heavily focus on vocals and i guess that's okay I map a lot to the most prominent instrument - often vocals
but it has this little outro/intro into the next section that would feel better with 01:18:848 (1) - 01:19:365 (3) - these being converted to 2 circles because the guitar riff suggests 3 clicks (3 strong sounds with the last one extended = 1/2 or 3/4 slider). you do it here successfully 01:43:676 - . 02:02:296 - in this section you randomly decide to focus on the vocals after mapping the guitar riffs which obviously stand out the most here 2 times, i do NOT understand why. highly suggest making it consistent and actually follow the instrument that is most audible/dominating. that is a really good idea, im doing that, thank you
03:06:434 (1) - ^ changed too
03:49:882 (1) - ^ I won't change this one because I'm (again) following the vocals here with the sliders, and replacing the first slider with two circles feels anticlimatic and weird to me. I'd rather keep what I have right now.- 02:27:124 - these sections.. first of all this 02:27:124 (1,2,3,4,5) - obviously isn't 1/4, the only burst in this first section that is 1/4 is this one 02:29:193 (1,2,3,4,5) - , and the one that obviously exposes that the rest are 1/3 is this one 02:30:227 (1) - . you can clearly hear 3 sounds every beat 2 times by the guitar from this one.
the other object you use in this section is the slider, which is a reverse slider 02:27:641 (6) - . first of all, it does not have any sound at all on any of the reverse arrows. secondly, both sounds are of equal strength which suggests you to use something that would require sufficient force for each.. yes, those are either 2 circles or 2 1/2 sliders, but 1/2 sliders wont fit here as there are no other sounds there and the primary target (the bass drum) isn't an extended sound, that's why circles fit the best.
04:15:227 (6,7) - here it's done right, but the previous burst is supposed to be 1/3 (this one 04:14:710 (1,2,3,4,5) - ) and it only repeats once here, the following beat is 1/2 meaning that it needs a note which is clearly audible and strong here 04:15:098 - and so on.
04:39:796 (5,6,7) - here it's done perfectly (!), except for the fact that this burst isn't 1/3 04:39:538 (1,2,3,4,5) - but luckily that's easy to fix
Only fixed the wrong snapping. You didn't understand the structure behind these patterns and why the slider slowly turns into circles, and that I am not willing to change.- 02:51:111 - this triple is very audible, even a 1/4 slider covering it would be good, or just make it a full triple since the stronger sound in this 2 note guitar riff is the second one, meaning it would support the second extended note (02:51:176 (4) - ) well. I heard it but decided to ignore it to again focus on the lead instrument and keep the repeating pattern.
- 03:16:779 (1,2,3,4,5,6,7,8) - this is definitely 1/3
03:17:296 (9,10,11,12) - seems like 1/2s but meh keep them as 1/4 sliders since flute sounds are kinda extended
changed
03:17:813 (1,2,3,4,5) - 1/3
03:18:071 (5) - the rest from here looks like http://puu.sh/m5Xe8/084319064c.jpg
made everything 1/3 with sliders for clarity
03:25:055 (1) - also 1/3, most easy to tell from the first 4 notes here 03:25:055 (1,2,3,4,5) - (they're actually 5 now because its 1/4 not 1/3)
also asked mr. pishifat to check it http://puu.sh/m5XrG/b14eb2a0ab.png
this part is actually like really asshole rhythm- 03:32:038 (4) - shouldn't be a slider, make 2 circles because 2 strong sounds instead. I don't hear it. The way I see it, my rhythm is correct. I don't hear a strong sound at 03:32:167 -
- 04:46:522 (1,2,3) - 04:47:815 (7,8) - you cant just follow vocals like that when theres nothing in the background, if youre not removing them at least make the hitsounds really low volume and fit them or something because right now it feels REALLY awkward ye I thought it was awkward but couldn't come up with a better alternative, I replaced it with a spinner, hopefully that works
- 05:01:610 (1,2) -why is this not a triple, what makes this bass drum hit 05:01:610 (1) - weaker than the one at 05:01:688 - ??? Their volume ?...
timing stuff
- 04:22:468 (4,5,6,7,8,9,10) - this isn't even close to being on time. also it has 6 notes not 7 fixed
- 04:48:565 (1) - insufficient timing, goes off when the drummer takes a pause right here 04:49:211 (11) - , meaning everything else after that is off and feels weird. the whole section is really varied since the drummer basically goes rambo mode, i'd suggest using a spinner instead This isn't actually fixable. What Charles did is the best approximation that remains playable. I don't want to change the end for a spinner because I like the rambo end, so I'll keep that.
stuff that is weird
- to begin this, ill mention that this statement http://puu.sh/m5YPf/95cfcd10b0.png infuriates me. ill try to explain why i feel like it right here, now. I'll just ignore this entire section, sorry. I chose the 1/4 to complete and emphasize specific things in the vocals and the drums. While they are technically overmapped I suppose, they go well with the song and the map and actually add to it. I don't usually do this, but in this case, I firmly believe they are good additions.
- diff name. is it relevant? if it is, why? it sounds extremely cringey for a song like this. also capitalize every letter or only the first word and nouns, it's random as of now. It is relevant, fun, and I'm keeping it.
stuff that looks weird
- after using grey nodes or simply straight sliders for most of the song after the intro, here you decide red nodes would be a good idea 01:18:848 (1) - . these two 01:19:107 (2) - 01:19:624 (4) - look fine, but these two 01:18:848 (1) - 01:19:365 (3) - just scream "hello 2008" to me. and no, i mean it in the bad way. removed the red nodes
- 03:10:055 (4,5,6,7,8,9,1) - do these 1/3 burst shapes follow anything because they look awful without any reason right now yeah they made more sense when i mapped them as 1/4 and wanted to keep the same shape, but I guess I'll change
- 03:25:055 (1) - can you atleast use slider to stream conversion tool when you change these, because right now it looks awful because of the fact it is obviously manually hand-placed with just DS on, which makes it uncircular/uneven everywhere. changed
Eh... the Lyrics?Mazzerin wrote:
diff name. is it relevant? if it is, why?
I would like to point out that the difficulty name - "Uncompressed Fury of a Raging Japanese God" - is properly capitalized for a title.Mazzerin wrote:
[*]diff name. is it relevant? if it is, why? it sounds extremely cringey for a song like this. also capitalize every letter or only the first word and nouns, it's random as of now.
You can find more information on it hereMLA Style wrote:
Capitalizing Titles
Capitalize the first letter of the major words of titles. Minor words, such as articles, prepositions, and coordinating conjunctions, are not capitalized unless they are the first word of a title or subtitle.
“Why Boys Don’t Play with Dolls” (a short essay)
In the Heat of the Night (a film)
Isn't 00:56:856 (1,2) exactly equivalent to 00:48:734 (1,2) in the song? I don't hear the instrument that you say you're focusing on at 00:57:115 so I don't see a reason for it to be a sliderhead when you even left it completely out at 00:48:862 - Emphasizing the downbeat here should work just as well as before. Claiming that Mazzerin 'didn't even try to understand' is kinda rude when he takes so much effort into modding it don't you thinkShiro wrote:
Mazzerin wrote:
00:56:856 (1) - this sliderhead isnt the strong sound here, the end of it is which is, again, unclickable and unhitsounded. I will disagree with this one. I'm not following the drums here. Did you even try to understand that or are you just assuming everything is based on the drums (which I never do) ?
This is the mindset which seperates who likes the map from who doesnta loli wrote:
provided it looks like a mess, it actually plays very well
Report for racismBearizm wrote:
d
fieryrage wrote:
i wanna get this shit back on qualified
jesus these timing sections was the first version actually that off-timed
00:50:266 (1,2,3,4,5,6) - i don't know if it's just because i got used to the other pattern but damn this pattern is nearly impossible to sightread properly now and just in general feels a lot more awkward, idk how to really go about fixing it though I rolled back the change, I definitely liked it more before
02:10:572 (1,2) - not really a fan of how these two overlap, might be better off doing something like this so as to not break flow as much look at the construction of the pattern, the overlaps are 100% voluntary
02:16:068 (3) - what is this note following? i can't hear anything significant here this highlights the 1/2 vocals (and is a recurring thing in the map) because it's much faster than the other vocals at that point, so it needed proper emphasizing and I chose a triple
02:29:193 (1,2,3,4,5) - i don't know why this isn't 1/3 and everything else is considering the chorus after it has all of these mapped in 1/3 because it's 1/4 in the song
02:31:262 (1,2,3,4,5) - ^ same
02:39:279 - yoo why is the flute sound not mapped here????? it's a better effect for playability to have a 1/4 slider for 02:39:150 (4) - . A long slider is fairly annoying to play at that point, the small break is more than welcome
03:10:055 (4,5,6,7,8,9,1) - might be better if it's spaced a bit more to give emphasis that it's 1/3 since basically everything prior was 1/4 streams (same goes for the next one, the last one in this section is alright i think) tbh I don't really want to do it, if I space this more (and the next one) I'll lose the small speedup on the 1/3 that slowly drives the player into the spaced 1/3 for the solo part
03:16:779 (1) - this stream section onwards until the chorus does not sound like 232 bpm in some parts, i'm not a timing expert though this would be extremely difficult to time *perfectly*. This timing is correct, but having it timed perfectly would be unplayable.
03:58:158 (1,2) - same thing here as for 02:10:572 (1,2) - i really don't think this flows that well same remark
04:03:653 (3) - same thing as 02:16:068 (3) =(
just suggestions, not that good at modding yet but i really wanna see this map ranked goddamn. i double-checked everything with mazzerin's mod so hopefully there shouldn't be repeats unless i missed something
also i just gained a lot of respect for you because i just realized how godawful it is to time this song on a rhythm game Charles did most of the timing so respect goes to him !
Bonsai wrote:
Isn't 00:56:856 (1,2) exactly equivalent to 00:48:734 (1,2) in the song? I don't hear the instrument that you say you're focusing on at 00:57:115 so I don't see a reason for it to be a sliderhead when you even left it completely out at 00:48:862 - Emphasizing the downbeat here should work just as well as before. Claiming that Mazzerin 'didn't even try to understand' is kinda rude when he takes so much effort into modding it don't you think I'm following the big stringed instrument and the koto, and there is no sound from either instruments on 00:48:862 - but there is on the other ones
Also, since Mazzerin pointed out the timing at 04:22:468 (4,5,6,7,8,9,10) - From there on until 04:29:189 everything still sounds way more correct to me with +10ms, but then again I didn't listen to the whole timing so maybe you're just generally timing a bit early, dunno you know what I think you may be correct
Good luck anyways ^^
Riven wrote:
Hi, I noticed that there were quite a few things wrong this map that I had to address.
[General]
Basically I feel like there are some parts that are overmapped. The way I perceive overmapping is mapping to nothing. It has nothing to do with spacing, so you won't see me refer to that as such. However, there are some spacing issues and inconsistencies that you could look into, too.
[Uncompressed Fury of a Raging Japanese God]
00:15:624 (5) - I don't hear anything here. Read my previous posts.
00:14:072 (4) - Should end here: 00:16:400 - . huh no the flute becomes faint much sooner
00:36:585 (1,2) - This doesn't sound like a triple, you avoided this here 00:32:569 (1,2,3) - and here 00:40:857 (1,2,3) - so I don't know you decided to put a triple there. I suggest making 00:36:714 (3) - a 1/2 slider. ??? all three are triples, also the first flute note doubles on each of those
00:42:639 (11,12) - Why such sudden spike in spacing? There is no change in rhythm. this highlights the sudden stop from the instrument and the fact that (12) is significantly more high-pitched than the rest
01:24:538 (4,5,6,7,8,9,10,11,1) - Please remove this stream. It is overmapped. It follows the logic of the map and is used to highlight the (suddenly) rapid string instrument notes.
02:16:003 (2,3,4) - You haven't used such wide spacing on a triple in a previous part, so why do it now? It seems random, and the rhythm is the same. Because this one highlights the vocals in the most intense part of the song (the chorus). It highlights both the first (with the jump) and last notes (with the "big" spacing) while keeping the note in the middle clicked to emphasize the sudden 1/2 in the voice more.
02:49:431 (3,4,5,6,7,8,9,1) - I don't hear any beat here the suggests a stream. the weirdass sound that goes WOOOOO is what this is for
02:51:757 - You missed a beat here. This should be a 5-note stream. I explained my reasoning in my reply to Mazzerin for this
04:26:215 (1,2,3,4,5,6) - The rhythm is the same as 04:25:051 (1,2,3,4,5,6) - so I don't understand why you mapped this as a stream. It actually isn't, the koto goes with full 1/2 as opposed to xx xx xx.
04:48:565 - 04:56:934 - This part is not timed correctly, and I don't think it is playable in its current state. The rhythm is constantly changing and is not steady at all. This part cannot be timed perfectly. This is a compromise that allows this be played correctly as a 1/4 stream without having to constantly change between 1/3, 1/4, 1/5 and 1/6. Trying to map this perfectly would make it literally unplayable, while this is very intuitive to play (simple 1/4 stream) and still provides very good fittability.
To add to my mod, I agree with most of what Mazzerin said but since you declined those parts I agree with, I won't bother rephrasing them. However if you decide to go through it again and fix some them it would be great. That concludes my mod, good luck!
Thanks all three of you for the mods (and Kotori-Chan for the hitsound suggestion). I'll try what I can to get this ranked, but I'm not happy about a few of the changes I was "forced" to make (following the DQ) and I want to see if I can revert some of them (mostly the big 1/4 stream that I really liked).Kotori-Chan wrote:
just one very little thing on this 02:01:779 (1,2,3,4) - like you did it on 02:05:917 (4,5,6,7) -
if i remember right there was normal hitwhistle 8 on this and it suits pretty well imo ;w; I guess that works, I had other ideas in my head when I mapped this and missed the big drum thing
ragedeletedDanielDimitrov wrote:
Almost hard attack when i saw not submitted D:
Thanks for the check! I'm surprised I forgot those hitsounds you mentioned =(Pereira006 wrote:
[Uncompressed Fury of a Raging Demon God]
Hitsound:
- 01:18:201 (3) - Dunno why you didn't add clap because the beat is similiar in 01:17:943 huh I forgot to readd the hitsound after I reworked the pattern >.<
- 01:19:365 (4) - missing add clap, the beat is there but as you style you did add clap in 01:19:882 (1), that I can hear the beat in 01:19:365 is same sound as in 01:19:365 ;w; again
- 02:51:046 (3) - Where whistle with Normal sampleset and Soft additions the sound like you did in 02:50:787 and more is there, look like you missing add here again
Gameplay:[]
- 01:05:659 (7) - I feel this placement is out space with 01:05:529 (6) and 01:05:012 (3) because the part 01:05:529 (6,7) - look like isn't same placement and symentric as with 01:05:012 (3,4), I feel this 01:05:529 (6,7) could be more symentric and placements, like this http://puu.sh/mcZ6N/dd420f4ae0.jpg reworked the pattern
- 03:02:296 (1,2,3) - could you fix spacing ? I mean the placement look different the 03:02:555 (2) - is too far outt with 03:02:296 (1) and too near much with 03:02:813 (3) , this could be fix placement because you do many pattern placement like 02:56:995 (4,6,8) and many more because I don't see this part have inconsistency placement but in 03:02:296 (1,2,3) is inconsistency placement. fixed
there no issues for me.
Any question or you don't understand my english pm me in-game
Call me when you done
idk but I think its because the diff name offended people..? idk man its a weird changeCodeS wrote:
Edit: The new diffname is so bad compared to the old one, and less related to the lyrics than before. lmao
in this day and age you have to watch out for people getting offended by random shit over the internet because that's just how it goeszshadowjon wrote:
idk but I think its because the diff name offended people..? idk man its a weird change