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TRakker - Countdown to the Blue

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Topic Starter
Kibbleru
This beatmap was submitted using in-game submission on April 18, 2016 at 6:05:17 PM

Artist: TRakker
Title: Countdown to the Blue
Tags: Taishi Aoba Ringo 青葉りんご TRanswing -The Inner Gaze-
BPM: 178
Filesize: 11146kb
Play Time: 06:20
Difficulties Available:
  1. Azure (5.88 stars, 1666 notes)
Download: TRakker - Countdown to the Blue
Information: Scores/Beatmap Listing
---------------
TRakker - Rootus
TRakker - Trail of Dust
TRakker - Countdown to the Blue


enjoy my tryhard mappu :3

this is a gimmick map - only intended for those who enjoy a little challenge :3
if ur playing for pp go somewhere else q:




Kibbleru inc.™
Topic Starter
Kibbleru
depths i took ur mp3 btw, if u have anything against that, let me know, ill try to find a new one owo.
Depths
you know u should pm me xd, its ok though.

I took Cilvery's mp3 xd
ItashaS13
This map its awesome, I played like 3 times
only thing I feel wtf was
01:59:398 (1,2,3,1,2,3) - 03:17:601 (1,2,3,1,2,3) - and 05:20:297 (1,2,3,1,2,3) -
add " TRanswing -The Inner Gaze- " to the tags maybe xd?
the rest of the map its 10/10 imo
I give you a star

SPOILER
If you need help to find hitsounds maybe I can help you *^*?
Topic Starter
Kibbleru
haha yeah i thought it might be those 1/3.
honestly i like how it fits with the music but if it proves too much of a problem i will change

ty for kds xd
pkk
this is a gimmick map - only intended for those who enjoy a little challenge :3

enjoy a little challenge :3

:3



:3
I Must Decrease
I was told to mod this shit by a little fairy.

[General]

Ok, so these comments were directly from my play through:

you should really revert to old meta data http://puu.sh/mbbys/0f2020972b.jpg A+ diffname

01:47:432 (1,2,3) - these honestly feel really anticlimatic. i understand their usage but they always feel jarring and.. not hype, which i think is what its missing. There are two ways to fix this. Increase SV, or increase spacing. Personally I think it would be much more exciting to see something like:


Which I used with 1.0x SV multiplier ( you can change it to really w/e tho as long as the SV change isnt jarring, stylzing the sliders with red ticks might help readability. ). This allows for a powerful jolt that feels WAY more satisfying to play than just these puny little circle sliders (no offense)

01:59:398 (1,2,3,1,2,3) - i still hate you

03:17:601 (1,2,3,1,2,3) - i actually fc'd this one tho so its k

04:04:117 (1,1,2) - i really feel like this just a mood killer. Going back to break very :*( to me. I feel like you could map a simple somethin here and it would still be better than going back to break. follow the voice or something,

04:14:904 (1) - this sections lacks a huge amount of variety. If you're interested, a solution that could be utilized would be to follow the more phaser-esq lead in the background for maybe a sections or two of this beat.


this could definitely allow for some variety as this section is rly boring as is

05:21:308 (1) - since this map is already skysta copier!!!1!1! i think a stream section in this part would feel a lot better as an ultimatum. There is a steady 1/4th high hat thing going on that could really make this an interesting and exciting finisher to the song. While what you have is fine, I just don't think it packs much of a punch as the music here does in this finale

Really those are my only BIG gripes within this map. It's a kibbleru map so the aesthetics are on point and the hitsounding is satisfactory. I'll leave this mod at that and hope you'll make those gameplay changes. [/list]
gracefu
All aboard the modding train! toot toot!
gracefu-Rohit6: Joyride
Rohit6-toybot: LegenD
toybot-Xexxar: Hengen Jizai no Magical Star (TV Size)
Xexxar-kuaib: Countdown to the Blue (You are here) (Last stop!)
Kroytz
azul
00:21:983 (1) - The rhythm from here feels 'empty' seeing as how there are beats unmapped as well as the downbeat being applied to a slider-end. I found this sort of rhythm to be quite good but you could also change (3) to a 1/1 slider and 4 to a 1/1 on red to hit that one background beat http://puu.sh/msvol/80c9fabf85.jpg

00:24:342 (7) - The vocal here is too strong to have on a slider-end orz

00:39:679 (5) - space lower for anti-jump aesthetic like you did with the rest?

00:41:702 - adding circle here beside the slider-end of (2) helps fill in the awkward rhythm gap from 2->3

00:41:870 (4,5) - Not sure how to combat this awkward rhythm gap but its possible to map 00:42:039 - beat, tho it's be weird to map that one so idk lol

01:04:454 (1,2,1) - that's quite the jump there oo

01:10:185 (2) - I think this is supposed to be Additional Normal Clap? Sounds weird having two different claps for the same pattern

01:25:859 (1) - could flow better if this was rotated 90 and repositioned a little

01:44:567 (2,1) - these jumps are incredibly large... you do this repeatedly so I won't point them out but jeez

01:56:196 (2) - ctrl-g would work better for the direction you're going. you could literally ctrl-h all of this 01:56:533 (3,4,1,2,1,2,1,2,3) - and nothing would be damaged lol. You do it properly in the next similar section as well so i think changing would be good idea : p

01:59:511 (2,3) - ctrl-g'ing the direction of these two so it's continuing clock-wise hurts the player less for this rhythm I believe.

02:31:926 (1) - this might work better in terms of rhythm: http://puu.sh/mswCb/dccc8a7a2b.jpg

02:53:331 (3) - it'd be cool to have this on the slider-end

04:58:387 (1) - This imo works much better http://puu.sh/msx3m/9b0e695f25.jpg no sense in having the sliders start at blue tick and ignore the strong vocal there >>

06:06:814 (1) - gotta hit that downbeat like you did here 06:09:848 (1) -

06:12:207 (1) - ^ those strong beats on slider-ends is ugh

06:15:241 (1) - I don't think a spinner is necessary here but it creates a neat effect so I guess its okay? I'd personally just lower volume every so often and reduce spacing more instead of the spinner until the song ends.

This song sounds hard to map ;;
-Tochi
Really not for ranked? :>
Topic Starter
Kibbleru

-Tochi wrote:

Really not for ranked? :>
not sure haha xD
UndeadCapulet
From my queue:

Azure

Going to break this mod into two sections, one for regular modding stuff, and the other for personal suggestions that I think would fit well with the mapping style.

Regular modding stuff:
00:32:769 (1,2,1,2,3,1,2,1,2,3,1,2,3,1,2,1,2,3,1,2) - These triangles are pretty tedious to play because they're constantly rotating in the same direction. I think it'd be more fun if 00:34:454 (2,3,1,2,3) - traveled clockwise instead of counterclockwise. This gives the dividing sliders a lot more purpose, too, since they point out when the triangles change direction (00:33:106 (2,1,2,3,1,2) - counterclockwise, 00:34:117 (1) - slider, 00:34:454 (2,3,1,2) - clockwise, 00:35:129 (3,1) - slider, 00:35:803 (2,1,2,3,1,2) - counterclockwise).
01:03:949 (2,3,4,5,1) - Have the stream form a smooth curve with 01:03:949 (2) - 's head. Most players will just hover over the sliderhead of these kinds of sliders, especially when preparing for a spaced stream. Your current arrangement makes that really awkward to play out of.
01:04:707 (2,1) - Please change this. It doesn't really fit in your map, you don't do any other 1/4 snapping stuff out of a circle. And even still, the player just got done with the first spaced stream in the map, don't also have them force their way through the first 1/4 circle snap, it's too big of a difficulty spike.
01:11:870 (1,2) - Swap NC to be consistent with 01:10:522 (2,1) - .
01:16:252 (2,3) - This jump feels excessive compared to 01:18:949 (2,3) - .
01:59:230 (2,1,2,3) - Hmm idk about this angle, pretty hard to snap to, especially considering this is the first time 1/3 shows up. I tried a 30 degree rotation, seems to work a lot better.
02:21:983 (1) - A lower slider velocity would be better, right now there isn't enough difference from the earlier section (02:21:140 (6,7) - had just happened).
02:30:578 (1) - Remover NC for obvious reasons.
02:38:836 (5,6,1) - I think you should stack these. Spacing them out kills the vocal emphasis at 02:39:005 (1,2) - , since there's a constant motion.
02:44:567 (2) - I feel like this should be NC'd?
04:14:904 (1) - Shouldn't this start at 04:14:735 ?
04:30:747 (1) - This feels out of place since every other time it's a jump pattern (Though tbh I don't really think any of them should be jump patterns... but I guess that's up to you).
06:06:308 (5,6,7,1) - These jumps feel overdone at this part, it's the least intense part of the song, doesn't really need any jumps at all. To be honest, I think you should just do the same kind of thing you did in the intro.


Suggestions:
00:02:263 (5) - I think you should NC here, and in any similar place. It makes your map feel more cohesive, because it matches up with NC's like 00:43:218 (1) - , 00:45:578 (1,2,1,2) - , 00:48:275 (1) - , and all the other pattern-based NC's that happen shortly before new measures start.
01:48:949 (4) - NC's here, and all similar sliders, seems like a good idea. It breaks it up from the rotated slider pattern and makes for a good lead into the next kick sliders.
03:41:196 (1,2,3,4) - I feel like the DS should be decreasing instead of increasing, because each drum hit is quieter than the previous.
05:05:129 (1,2,1,2,1,2,3,4,1,2,1,2,1,2,1,2,3,4) - Reusing these patterns over and over throughout your map kinda kills the power they have, I think you should do some other arrangement here not based on symmetry jumps.
05:36:814 (1,2,3) - I know you do a lot of slidertail on dowbeat stuff, but I really don't think it works here. It's better to just fully emphasize the guitar with sliderbodies.

---
Hope I explained everything well enough...

Kibbleru wrote:

-Tochi wrote:

Really not for ranked? :>
not sure haha xD
Do it this map is cool ^^
Topic Starter
Kibbleru

UndeadCapulet wrote:

From my queue:

Azure

Going to break this mod into two sections, one for regular modding stuff, and the other for personal suggestions that I think would fit well with the mapping style.

Regular modding stuff:
00:32:769 (1,2,1,2,3,1,2,1,2,3,1,2,3,1,2,1,2,3,1,2) - These triangles are pretty tedious to play because they're constantly rotating in the same direction. I think it'd be more fun if 00:34:454 (2,3,1,2,3) - traveled clockwise instead of counterclockwise. This gives the dividing sliders a lot more purpose, too, since they point out when the triangles change direction (00:33:106 (2,1,2,3,1,2) - counterclockwise, 00:34:117 (1) - slider, 00:34:454 (2,3,1,2) - clockwise, 00:35:129 (3,1) - slider, 00:35:803 (2,1,2,3,1,2) - counterclockwise). im kinda going for a repetitive structure here imo. and its not really easy to change it anymore xD
01:03:949 (2,3,4,5,1) - Have the stream form a smooth curve with 01:03:949 (2) - 's head. Most players will just hover over the sliderhead of these kinds of sliders, especially when preparing for a spaced stream. Your current arrangement makes that really awkward to play out of.
01:04:707 (2,1) - Please change this. It doesn't really fit in your map, you don't do any other 1/4 snapping stuff out of a circle. And even still, the player just got done with the first spaced stream in the map, don't also have them force their way through the first 1/4 circle snap, it's too big of a difficulty spike.
01:11:870 (1,2) - Swap NC to be consistent with 01:10:522 (2,1) - .
01:16:252 (2,3) - This jump feels excessive compared to 01:18:949 (2,3) - . imo it's pretty called for, also its not too hard difficulty wise. i want to remphasize the strength of the slider head
01:59:230 (2,1,2,3) - Hmm idk about this angle, pretty hard to snap to, especially considering this is the first time 1/3 shows up. I tried a 30 degree rotation, seems to work a lot better. did something else
02:21:983 (1) - A lower slider velocity would be better, right now there isn't enough difference from the earlier section (02:21:140 (6,7) - had just happened). makes sense but i want to keep this for personal preferense, i dont really like excessively short sliders haha ><
02:30:578 (1) - Remover NC for obvious reasons.
02:38:836 (5,6,1) - I think you should stack these. Spacing them out kills the vocal emphasis at 02:39:005 (1,2) - , since there's a constant motion. lower DS instead i like the way it currently looks
02:44:567 (2) - I feel like this should be NC'd? would be kinda spammy
04:14:904 (1) - Shouldn't this start at 04:14:735 ?
04:30:747 (1) - This feels out of place since every other time it's a jump pattern (Though tbh I don't really think any of them should be jump patterns... but I guess that's up to you). hmm not sure lol, kinda wanted a symmetry thing
06:06:308 (5,6,7,1) - These jumps feel overdone at this part, it's the least intense part of the song, doesn't really need any jumps at all. To be honest, I think you should just do the same kind of thing you did in the intro.


Suggestions:
00:02:263 (5) - I think you should NC here, and in any similar place. It makes your map feel more cohesive, because it matches up with NC's like 00:43:218 (1) - , 00:45:578 (1,2,1,2) - , 00:48:275 (1) - , and all the other pattern-based NC's that happen shortly before new measures start. it kinda ruins my pattern im going for
01:48:949 (4) - NC's here, and all similar sliders, seems like a good idea. It breaks it up from the rotated slider pattern and makes for a good lead into the next kick sliders.
03:41:196 (1,2,3,4) - I feel like the DS should be decreasing instead of increasing, because each drum hit is quieter than the previous. i think increasing DS is better for buildup
05:05:129 (1,2,1,2,1,2,3,4,1,2,1,2,1,2,1,2,3,4) - Reusing these patterns over and over throughout your map kinda kills the power they have, I think you should do some other arrangement here not based on symmetry jumps. lol. idk i wana stay consistent, it feels more structured if i kep it this way
05:36:814 (1,2,3) - I know you do a lot of slidertail on dowbeat stuff, but I really don't think it works here. It's better to just fully emphasize the guitar with sliderbodies k ill consider this one.

---
Hope I explained everything well enough...

Do it this map is cool ^^
no comment is fixed

helpful ty!


Kroytz wrote:

azul
00:21:983 (1) - The rhythm from here feels 'empty' seeing as how there are beats unmapped as well as the downbeat being applied to a slider-end. I found this sort of rhythm to be quite good but you could also change (3) to a 1/1 slider and 4 to a 1/1 on red to hit that one background beat http://puu.sh/msvol/80c9fabf85.jpg its kinda the structure im going here for, looking for the empty fill

00:24:342 (7) - The vocal here is too strong to have on a slider-end orz ^

00:39:679 (5) - space lower for anti-jump aesthetic like you did with the rest? not sure wt u mean

00:41:702 - adding circle here beside the slider-end of (2) helps fill in the awkward rhythm gap from 2->3 thats a bit of an overmap imo.

00:41:870 (4,5) - Not sure how to combat this awkward rhythm gap but its possible to map 00:42:039 - beat, tho it's be weird to map that one so idk lol ^

01:04:454 (1,2,1) - that's quite the jump there oo

01:10:185 (2) - I think this is supposed to be Additional Normal Clap? Sounds weird having two different claps for the same pattern i think they sound a bit different

01:25:859 (1) - could flow better if this was rotated 90 and repositioned a little that screws up my structure :x

01:44:567 (2,1) - these jumps are incredibly large... you do this repeatedly so I won't point them out but jeez i dont think they're that hard cuz slider leniency, and its consistent

01:56:196 (2) - ctrl-g would work better for the direction you're going. you could literally ctrl-h all of this 01:56:533 (3,4,1,2,1,2,1,2,3) - and nothing would be damaged lol. You do it properly in the next similar section as well so i think changing would be good idea : p

01:59:511 (2,3) - ctrl-g'ing the direction of these two so it's continuing clock-wise hurts the player less for this rhythm I believe.

02:31:926 (1) - this might work better in terms of rhythm: http://puu.sh/mswCb/dccc8a7a2b.jpg i wana start the slider on the guitar thing

02:53:331 (3) - it'd be cool to have this on the slider-end ill think about this one, doesnt seem bad actually

04:58:387 (1) - This imo works much better http://puu.sh/msx3m/9b0e695f25.jpg no sense in having the sliders start at blue tick and ignore the strong vocal there >> i was going for some cool effect thing here, dunno actually lol. if more ppl complain ill change

06:06:814 (1) - gotta hit that downbeat like you did here 06:09:848 (1) - uhm. the way i have it is better for my pattern sttructure of slider things idk

06:12:207 (1) - ^ those strong beats on slider-ends is ugh

06:15:241 (1) - I don't think a spinner is necessary here but it creates a neat effect so I guess its okay? I'd personally just lower volume every so often and reduce spacing more instead of the spinner until the song ends. its more for score diversity.

This song sounds hard to map ;;
Shohei Ohtani
FIND THE BRUUUUUUUUUUUUUUUUUUU

Diff:
00:21:645 (1) - but like why though lol there's no reason to do this
00:21:983 (1) - Wopuld be better as a longer slider since she holds out the note for longer than 1 beat, and the cymbals aren't choked on beat 2
00:27:207 (1,2,3) - oh jesus
00:41:365 (1) - the hitsofts sound REALLY out of place here
00:54:342 (1) - u have so much space you don't have to have this overlap
01:17:432 (2) - please do not do this
02:56:365 (1) - like readability is more important than aesthetic
04:04:117 (1,1,2) - DO NOT DO THIS like if you want to put a break then put a break but if you don't then dont

It's mostly fine and while the gimmicks are really weird and hard to play I've kind of given up on trying to enforce a 2012 mapping style on people so uhhhh yeah :P. Good stuff
Narcissu
[Azure]
  1. delete 4 bookmark and osb【【【
  2. 00:51:983 (3) - 01:02:769 (5) - clap ?
  3. 01:04:202 (3,4,5,1) - only once ??
  4. 01:05:634 (2,3) - 01:07:657 (4,5,1) - i will add drum sampleset …… soft addition about 01:05:634 - 01:05:971 - 01:07:825 -
  5. 01:06:983 - look like add whistle when click …… i prefer and whistle here follow voice ↑↑↑
  6. 01:15:578 (1,2,1) - just more fun ↓↓↓

  7. 01:37:151 - like soft clap
  8. 01:38:162 (1) - ctrl+g ?
  9. 01:49:286 (1) - about this , i prefer use soft-clap same as 01:49:454 (2) - for the symmetry
  10. 02:22:320 - miss drum ? look like it's 24clap
  11. 02:27:713 - 02:31:758 - ↑↑↑
  12. 02:31:926 - i prefer add drum too ↑↑↑
  13. 03:05:634 (1,2,3) - more point ? ↓↓↓

  14. 03:36:645 (1,2) - i prefer use 1/2slider + 1/4note to follow guitar
  15. 03:40:101 - add note ???
  16. 04:47:432 - miss drum 233
  17. 04:58:808 (1,2,1,2) - e …… sound like guitar unsnap , but white link more sense ↓↓↓

  18. 05:08:331 (1,2,3) - different with 01:47:432 (1,2,3) - ???
  19. can't pass :o
ailv
[Azure]

00:41:365 (1,2,3,4) - To be honest, I don't really know what this is mapped to. Either way it seems that you're missing out on mapping the guitar on the red ticks, but if its deliberately left out for emphasis of something i'm not hearing then theres no reason to change it.

01:14:904 - and 01:13:556 - I'm aware that these are deliberately left out, but they have the same intensity as the red ticks as well, it might be better to just map it instead.

01:47:432 (1,2,3) - These feel like they are lacking emphasis. Consider higher SV or bigger spacing

01:59:398 (1,2,3,1,2,3) - I feel this is a really big difficulty spike that probably doesn't belong.

02:00:409 (1) - I don't really see the reasoning for a break here tbh

02:27:039 (5) - This probably should end on the blue tick, or you could split it up into two sliders? I don't really know how to change this though, but there is a sound on the blue tick for sure, especially since you have 02:29:988 (6) - here.

02:39:005 (1,2) - You could probably use a greater spaced jump, because theres a lot more emphasis on the vocal here, especially since a less intense part 02:37:572 (4,5) - has a large spacing.
02:39:174 (2) - This also feels intense, could probably use a high SV here as well.

02:32:685 (1) - This note should start on the white tick instead, since the bandpass on the bass filters in starting there, extend the previous note 02:31:926 (1) - onto the blue tick if it matters.

02:33:949 - I'm not sure if it matters or not, but i'd map this vocal start here.

03:05:634 (1,2,3) - Feels like it should be more intense, same thing as above 01:47:432 (1,2,3)

03:17:601 (1,2,3,1,2,3) - I really don't like this either

04:40:016 (1,2) - 04:41:702 (2,3,4,5,1) - 04:42:713 (3,4) - 04:50:971 (1,2,3) - is there really a reason to make these so wide? They don't fit the rest of the sections mapping and they aren't particularly emphasized in the music either, they seemed to be put in there randomly. This lies in contrast with 04:52:994 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - where the increased spacing is actually mapped to the increasing intensity of the kickdrum.

05:08:331 (1,2,3) - Same as above, needs more emphasis

05:20:297 (1,2,3,1,2,3) - Look at above.

05:21:308 (1) - Starting here is imho the most intense part of the song, you could do a quick toggle of kiai if you don't want to place a full kiai here instead.

Good luck Kibble bby <3
Topic Starter
Kibbleru

Reditum wrote:

FIND THE BRUUUUUUUUUUUUUUUUUUU

Diff:
00:21:645 (1) - but like why though lol there's no reason to do this uh nerf a bit, i wanted to emphasize vocals
00:21:983 (1) - Wopuld be better as a longer slider since she holds out the note for longer than 1 beat, and the cymbals aren't choked on beat 2 i kinda wanted to hit the instrument on the white tick. ahh
00:27:207 (1,2,3) - oh jesus
00:41:365 (1) - the hitsofts sound REALLY out of place here uhm. which ones?
00:54:342 (1) - u have so much space you don't have to have this overlap it looks kinda nice to me tbh
01:17:432 (2) - please do not do this the overlap? or the kickslider?
02:56:365 (1) - like readability is more important than aesthetic i think this is readable tbh, there is an nc on the slider so u can see it through the circles
04:04:117 (1,1,2) - DO NOT DO THIS like if you want to put a break then put a break but if you don't then dont personally, i don't really find a problem with this stuff ;x the music becomes strong for an instant to i mapped it

It's mostly fine and while the gimmicks are really weird and hard to play I've kind of given up on trying to enforce a 2012 mapping style on people so uhhhh yeah :P. Good stuff

Narcissu wrote:

[Azure]
  1. delete 4 bookmark and osb【【【
  2. 00:51:983 (3) - 01:02:769 (5) - clap ?
  3. 01:04:202 (3,4,5,1) - only once ?? ya, this is the only part where i thought it would work :X
  4. 01:05:634 (2,3) - 01:07:657 (4,5,1) - i will add drum sampleset …… soft addition about 01:05:634 - 01:05:971 - 01:07:825 -
  5. 01:06:983 - look like add whistle when click …… i prefer and whistle here follow voice ↑↑↑
  6. 01:15:578 (1,2,1) - just more fun ↓↓↓ will try, may or may not change it back later.

  7. 01:37:151 - like soft clap
  8. 01:38:162 (1) - ctrl+g ?
  9. 01:49:286 (1) - about this , i prefer use soft-clap same as 01:49:454 (2) - for the symmetry
  10. 02:22:320 - miss drum ? look like it's 24clap
  11. 02:27:713 - 02:31:758 - ↑↑↑
  12. 02:31:926 - i prefer add drum too ↑↑↑
  13. 03:05:634 (1,2,3) - more point ? ↓↓↓

  14. 03:36:645 (1,2) - i prefer use 1/2slider + 1/4note to follow guitar i like my way better, more emphasis on drum
  15. 03:40:101 - add note ???
  16. 04:47:432 - miss drum 233
  17. 04:58:808 (1,2,1,2) - e …… sound like guitar unsnap , but white link more sense ↓↓↓ i wanted to experiment with blue tick here, i think it fits nicely imo but i will change if too many people complain about them :x

  18. 05:08:331 (1,2,3) - different with 01:47:432 (1,2,3) - ??? yeah, since 2nd kiai a bit different i thinkkk? usually thats how it goes at least for most songs.
  19. can't pass :o

ailv wrote:

[Azure]

00:41:365 (1,2,3,4) - To be honest, I don't really know what this is mapped to. Either way it seems that you're missing out on mapping the guitar on the red ticks, but if its deliberately left out for emphasis of something i'm not hearing then theres no reason to change it. this is for the drums

01:14:904 - and 01:13:556 - I'm aware that these are deliberately left out, but they have the same intensity as the red ticks as well, it might be better to just map it instead. that would ruin the intensity of the percussions

01:47:432 (1,2,3) - These feel like they are lacking emphasis. Consider higher SV or bigger spacing imo the slow sv in its own way provides good emphasis to this part too. because of the mechanic ish sounds i think slower sv fits better

01:59:398 (1,2,3,1,2,3) - I feel this is a really big difficulty spike that probably doesn't belong. yeah. uhm still considering haha~

02:00:409 (1) - I don't really see the reasoning for a break here tbh honestly its just because the song gets so repetitive here, it would be kinda boring.

02:27:039 (5) - This probably should end on the blue tick, or you could split it up into two sliders? I don't really know how to change this though, but there is a sound on the blue tick for sure, especially since you have 02:29:988 (6) - here. there is a sound on the red tick, also 2 sliders doesn't fit the structure i was going for

02:39:005 (1,2) - You could probably use a greater spaced jump, because theres a lot more emphasis on the vocal here, especially since a less intense part 02:37:572 (4,5) - has a large spacing.
02:39:174 (2) - This also feels intense, could probably use a high SV here as well.

02:32:685 (1) - This note should start on the white tick instead, since the bandpass on the bass filters in starting there, extend the previous note 02:31:926 (1) - onto the blue tick if it matters. its really hard to pinpoint where it starts, but at least to me it seems like the sound its self builds up from the blue tick o_O which is why there is that wave part of the first half of the slider

02:33:949 - I'm not sure if it matters or not, but i'd map this vocal start here. the song doesn't really build up until the downbeat

03:05:634 (1,2,3) - Feels like it should be more intense, same thing as above 01:47:432 (1,2,3)

03:17:601 (1,2,3,1,2,3) - I really don't like this either

04:40:016 (1,2) - 04:41:702 (2,3,4,5,1) - 04:42:713 (3,4) - 04:50:971 (1,2,3) - is there really a reason to make these so wide? They don't fit the rest of the sections mapping and they aren't particularly emphasized in the music either, they seemed to be put in there randomly. This lies in contrast with 04:52:994 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - where the increased spacing is actually mapped to the increasing intensity of the kickdrum.
its more for the structure im building up in this section, with the large spacing im more grouping certain sections together.

05:08:331 (1,2,3) - Same as above, needs more emphasis

05:20:297 (1,2,3,1,2,3) - Look at above.

05:21:308 (1) - Starting here is imho the most intense part of the song, you could do a quick toggle of kiai if you don't want to place a full kiai here instead. but there is a kiai burst here :<

Good luck Kibble bby <3
thanks guys!

no comment are fixed
ailv

ailv wrote:

[Azure]

02:32:685 (1) - This note should start on the white tick instead, since the bandpass on the bass filters in starting there, extend the previous note 02:31:926 (1) - onto the blue tick if it matters. its really hard to pinpoint where it starts, but at least to me it seems like the sound its self builds up from the blue tick o_O which is why there is that wave part of the first half of the slider
So i looked at this in Live, and the note does start on the white tick, the low freq are visible if you put a visualizer on top.
SuperMIC
3/3

---

[Azure]

00:04:454 (4) - have this facing the other way? (like a ctrl+h sort of thing)
00:05:297 (6) - the synth is now on the white tick, not the red one. I think the player should be clicking on the strong beat
00:10:690 (6) - ^
00:16:084 (6) - ^
00:37:488 (1) - I think this should be spaced further away
00:41:365 (1,2,3,4) - I don't get why these are sliders instead of circles because there's nothing in the music on the blue ticks ;w;
00:45:747 (2) - facing the other way? (same ctrl+h idea)
01:26:702 (1) - awkward flow from (3) to here, move it further right and maybe a little bit down?
01:30:999 (2) - i kind of think this should just be two circles because blue tick sliders suk
01:59:559 - I recommend having this as a slider or a slider and a circle because sudden 1/3 can be unreadable
02:37:572 (4) - same argument about two hitcircles instead
03:17:601 (1,2,3) - same 1/3 argument about readability
03:45:831 (2) - for some reason this plays better than the previous blue tick sliders but i still recommend two hitcircles
03:50:971 (1,2) - ctrl+g for better flow?
04:58:808 (1,2,1,2) - eeeeeeeeeeee really suggest a circle and then 1/4 sliders on red/white ticks. at least the white tick 04:59:314 (2) ends on should be clicked on
05:20:297 (1,2,3) - same 1/3 thing
06:01:758 (1,2,3) - flow should really have you going from (1) to (3)'s position. Basically ctrl+g (2) and (3) then respace?
06:14:567 (6) - maybe for stronger effect have this as two stacked 1/1 hitcircles?

---

cool map! and im done :D

-SMIC
Topic Starter
Kibbleru

SuperMIC wrote:

3/3

---

[Azure]

00:04:454 (4) - have this facing the other way? (like a ctrl+h sort of thing) kinda ruins my structure owo
00:05:297 (6) - the synth is now on the white tick, not the red one. I think the player should be clicking on the strong beat im mapping the background thing idk what its called
00:10:690 (6) - ^
00:16:084 (6) - ^
00:37:488 (1) - I think this should be spaced further away ahh idk how to do this one without fking up the previous pattern ;w;
00:41:365 (1,2,3,4) - I don't get why these are sliders instead of circles because there's nothing in the music on the blue ticks ;w; slider heads more emphasis :>
00:45:747 (2) - facing the other way? (same ctrl+h idea)
01:26:702 (1) - awkward flow from (3) to here, move it further right and maybe a little bit down? did something
01:30:999 (2) - i kind of think this should just be two circles because blue tick sliders suk prefer sliders here cuz theres two different drum sounds. same with the rest
01:59:559 - I recommend having this as a slider or a slider and a circle because sudden 1/3 can be unreadable ahha still debating for this one ><
02:37:572 (4) - same argument about two hitcircles instead
03:17:601 (1,2,3) - same 1/3 argument about readability
03:45:831 (2) - for some reason this plays better than the previous blue tick sliders but i still recommend two hitcircles
03:50:971 (1,2) - ctrl+g for better flow? ruins the consistency with the previous pattern.
04:58:808 (1,2,1,2) - eeeeeeeeeeee really suggest a circle and then 1/4 sliders on red/white ticks. at least the white tick 04:59:314 (2) ends on should be clicked on ok
05:20:297 (1,2,3) - same 1/3 thing
06:01:758 (1,2,3) - flow should really have you going from (1) to (3)'s position. Basically ctrl+g (2) and (3) then respace?
06:14:567 (6) - maybe for stronger effect have this as two stacked 1/1 hitcircles? ok, but i didnt stack

---

cool map! and im done :D

-SMIC
Shiirn
Suggestions
Major suggestions
Aesthetic suggestions
Unrankable issues

Azure
  1. 00:41:365 (1,2,3,4) - The scaled spacing of these can cause players to misread (3). maybe flip 2 to make the difference more apparent.
  2. 00:49:202 (2,3) - Even spacing from the previous and next notes yet different timing. Hard to read. Move it closer to (1).
  3. 00:55:522 (7) - no reason for sv change? you do this a few times
  4. 01:16:421 (3) - ridiculously high spacing considering what you normally do, seems more of an oversight than intended play
  5. 01:47:432 (1,2,3) - these aren't triangular, if you care
  6. 02:34:623 (3) - ctrl + g this so that 4 isn't ridiculously far away and 100 bait? also lets this be a jump and flow snap from 2->3.
  7. 04:31:758 (2) - this entire section, i understand the whole "scaling distance" thing but this starts to really overkill it especially since the highest point isn't at the end, but this particular note here.
  8. 04:43:050 (4) - nvm this is a tiny bit higher but its also far later and actually pointed at by a slider so ok
  9. 05:08:331 (1,2,3) - ew triangle again
  10. 05:24:511 (4,5) - these aren't parallel if they were meant to be
  11. 06:06:814 (1) - deserves a click on the end, don't you think? it's the high pitch of the pattern.
  12. 06:12:207 (1) - ^
Topic Starter
Kibbleru

Shiirn wrote:

Suggestions
Major suggestions
Aesthetic suggestions
Unrankable issues

Azure
  1. 00:41:365 (1,2,3,4) - The scaled spacing of these can cause players to misread (3). maybe flip 2 to make the difference more apparent. ye
  2. 00:49:202 (2,3) - Even spacing from the previous and next notes yet different timing. Hard to read. Move it closer to (1). spaced out the next notes instead
  3. 00:55:522 (7) - no reason for sv change? you do this a few times its for the wubby sounds, but i significantly nerfed the sv change
  4. 01:16:421 (3) - ridiculously high spacing considering what you normally do, seems more of an oversight than intended play nerfed
  5. 01:47:432 (1,2,3) - these aren't triangular, if you care adjusted a bit, same with the other
  6. 02:34:623 (3) - ctrl + g this so that 4 isn't ridiculously far away and 100 bait? also lets this be a jump and flow snap from 2->3.
  7. 04:31:758 (2) - this entire section, i understand the whole "scaling distance" thing but this starts to really overkill it especially since the highest point isn't at the end, but this particular note here. nerfed some of the larger ones by a good amount
  8. 04:43:050 (4) - nvm this is a tiny bit higher but its also far later and actually pointed at by a slider so ok
  9. 05:08:331 (1,2,3) - ew triangle again
  10. 05:24:511 (4,5) - these aren't parallel if they were meant to be did something
  11. 06:06:814 (1) - deserves a click on the end, don't you think? it's the high pitch of the pattern. the way i have it gives a better structure imo, it can work.
  12. 06:12:207 (1) - ^
no comment is fixed

thanks :D
Jebok_old
From my modding queue. There is little I can mod in a map that I can't play due to the difficulty but hopefully you'll find something from here helpful in improving your map. If its simply not enough that I put on the table, no need for kudos.

[Azure]
Shouldn't make jumps bigger than 4.5x unless they really worth addressing. Don't make casual bits of the song with huge spacing of x5 and such.
01:13:724 - Remove NC and place NC at 01:14:061 instead.
01:15:072 - Remove NC and place NC at 01:15:578 instead.
01:24:511 (1) - Place the end closer to (2). Next circle at around 3.0 - 3.2 spacing feels better.
01:27:039 - Remove NC there is literally nothing that happens to make you put new combo here. It shouldn't be about nice colour schemes...
01:29:735 - ^
02:17:938 (1) - Take it out of completely under (7). Maybe x:264 y:344
02:57:039 - To many combos in this bit. Groups of 4 circle or 2 circles and a slider look much better and make more sense to the player. That would be no NC at fallowing points: 02:57:376, 02:58:050, 02:58:724, 02:59:398, 03:00:072, 03:00:747, 03:01:421 .
03:11:870 (1,3) - No whistle at (1) but add a whistle at (3).
04:59:230 - No NC.
05:27:039 - ^

Wow that's done. Hope you found that useful and you considered every change. Good luck!
Topic Starter
Kibbleru

Jebok wrote:

From my modding queue. There is little I can mod in a map that I can't play due to the difficulty but hopefully you'll find something from here helpful in improving your map. If its simply not enough that I put on the table, no need for kudos.

[Azure]
Shouldn't make jumps bigger than 4.5x unless they really worth addressing. Don't make casual bits of the song with huge spacing of x5 and such.
01:13:724 - Remove NC and place NC at 01:14:061 instead. these nc make sense to me, also seperates the antijump
01:15:072 - Remove NC and place NC at 01:15:578 instead.
01:24:511 (1) - Place the end closer to (2). Next circle at around 3.0 - 3.2 spacing feels better. not sure what u mean about the 2nd part cuz if i place it close to 2 its gunna have further spacing but done i think?
01:27:039 - Remove NC there is literally nothing that happens to make you put new combo here. It shouldn't be about nice colour schemes... its more about seperating the pattern here.
01:29:735 - ^
02:17:938 (1) - Take it out of completely under (7). Maybe x:264 y:344
02:57:039 - To many combos in this bit. Groups of 4 circle or 2 circles and a slider look much better and make more sense to the player. That would be no NC at fallowing points: 02:57:376, 02:58:050, 02:58:724, 02:59:398, 03:00:072, 03:00:747, 03:01:421 . for better readability on the back and forth patterns
03:11:870 (1,3) - No whistle at (1) but add a whistle at (3).
04:59:230 - No NC. to seperate the 2 slider sections.
05:27:039 - ^

Wow that's done. Hope you found that useful and you considered every change. Good luck!
no comment = fix

thansk!
Deppyforce
m4m from your queue lol

[Extra]
00:00:410 (1) - maybe you could mute the slidertail of this extended slider because the sound on the blue tick is feint
^ applies to all extended slider at the beginning part
00:41:870 (3) - idk, maybe nc this note? bcuz the spacing in this combo looks like a buildup, so people might misread that this whole combo is all 1/2 gaps buildup, so ncing this would be a bit nicer imo
00:45:662 - drum got ignored :v maybe split this to a double instead (the sound at 00:45:831 - is weaker so i guess this one is fine)
00:50:971 (1) - ^
00:53:668 (1,2,3) - shouldnt spacing here be either buildup or even instead? makes more sense with the repeating rhythm imo
01:01:758 (1) - drum got ignored
01:02:432 - downbeats work better if theyre clickable instead of landing on it????
01:10:016 (1,2) and 01:10:353 (1,2) are different but you copypaste the combo so it technically means that these has same rhythms so maybe make them different?
01:37:657 (2,1) - not sure why spacing is low here, but shouldnt it be bigger than that? (atleast 2x ds imo) maybe try something like this https://osu.ppy.sh/ss/4781990
01:45:241 (1,2) - and 01:46:926 (1,2) - should have same spacing?
02:31:926 (1) - could split at start another slider at 02:32:263 - tbh
02:57:039 - could make a 1/4 kiai fountain effect thing here, to make the kiai's start constant with the other ones (kinda
03:25:016 (1,2,3,4) - listend with 25 playback, pretty sure these sounds are on 1/3 not 1/4
03:53:162 - this shouldnt be ignored imo zxxzzx
04:55:690 (1,2) - is this one a bit undermapped compared to the others idk

05:40:690 (4) - pretty strong, a bit undermapped
06:04:202 - since theres still sound here, change 06:04:117 (2) - to a kick slider would work better, and would be a nice thing to lead the player to the slower part of song imo

pretty fun map, good luck!
SnowNiNo_
  • [Azure]
  1. try OD8.5 instead of OD7 since is 5.92 ★
  2. 00:47:769 (2) - move to 192 368 to consist the spacing 00:48:022 (3,4,5,1) -
  3. 01:07:741 (5) - delete, here doesnt really got a beat tho
  4. 01:10:690 (1) - well this sound really weird imo although you add a hs on it, since you are matching the beat so i think the slider should be at 01:10:522 -
  5. 01:33:275 (5,6,1) - since you are match vocal here so i think here shouldnt be a triplet
  6. 01:47:432 (1,2,3,1) - there doesnt got a beat at sliderend so i think you should mute it
  7. 02:39:005 (1) - move to 214 312 to consist the spacing with 02:38:836 (5,6) -
  8. 02:58:050 (1,1,1) - mute on sliderend
  9. 03:05:634 (1,2,3,1) - same with 01:47:432 (1,2,3,1) -
  10. 04:39:174 (5,6) - make spacing bigger, im modding this cause you do the same thing at 04:28:387 (3,4) - 04:33:780 (3,4) -
  11. 05:08:331 (1,2,3,1) - same with 01:47:432 (1,2,3,1) -
  12. 05:27:039 (1,2) - well the spacing here should be smaller then 05:26:702 (1,2) - cause the electric guitar that you are matching got lower tone
  13. 05:28:218 (2,3) - same here
  14. 05:44:230 (5) - NC this instead of 05:44:398 (1) -
  15. 05:51:308 (3,4) - awkward spacing imo, try to consist the spacing with the previous pattern
  16. 06:06:814 (1) - i prefer 2 notes instead of a 1/1 slider
  17. 06:12:207 (1) - ^
  18. 06:14:904 (2) - NC here instead of NC at 06:14:567 (1) -
idk if your 5 slot include me but any ill still mod it ><
take my star XD
GL
FCL
ok
  • [ok]
  1. 00:26:870 (5,6,2,3,4) - Tbh these jumps are not so needed in this part. The Song is feels pretty calm, but you used jumps that will work good in kial sectionr or something similar. Redusing of jumps would be good
  2. 00:27:207 (1) - Do you really sure in whistle on slidertail? Sound of guitar doen't provide sound so hard on tail imo, whistle on head will be enough
  3. 00:43:556 (1,2) - Is big gap between them really so needed? (2) hasn't some hard sound of something
  4. 00:46:168 (2) - Looks pretty odd. Firstly you had used sliderend of kickslider on downbeat, what mean that you make strong beat not clickable. Secondly you had made clickable blue tick plus also has added hs's for him. But blue tick hasn't any sounds if you listen. Given that kickslider would be good fit with song on downbeat I can suggest you just move 00:46:168 (2) - to 00:46:252, seems better for rhythm
  5. 00:47:432 (1) - selection of rhythm is pretty odd imo. I can understand that you use slider here to fit with some wuub effect, but donwbeat and next blue tick is feels pretty strong. Anyway I think you can save the wub effect if you will use kickslider instead the slider. Something like this https://osu.ppy.sh/ss/4782196
  6. 00:49:202 (2,2) - Btw I can't say same words that before for similar patterns since they good fit with sound, but I still think that before they issure should be fixed since they doesn't fit
  7. 03:20:634 (5) - Unlike of your previous patterns the song has provide some other sounds here. Concerning of this I think that 03:20:718 should be clickable
  8. 03:23:668 (6) - The end of the slider feels good to be clickable since also has hard guitar sound
  9. 03:25:016 (1,2,3,4,1) - What about to increase ds to 1.2x for example? Guitar feels differens that before and a bit stronger
  10. 03:37:488 (1) - Could you make it a bit smoother by moving highest a lower points closer to middle of the slider?
  11. 04:30:578 (2) - This placement has killing structure a bit, so maybe move him to 136;7? seems better
  12. 06:04:286 (1) - Given that sliderend has ended at hard melody sound it really look odd. 2 circles instead this looks more wisely

Hope it's helpful, gl
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