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onoken - felys

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Bara-
Since when can posts in Ranked-subforum receive kudosu? O.o
Topic Starter
Shiirn

Baraatje123 wrote:

Since when can posts in Ranked-subforum receive kudosu? O.o
If you take a look at KD history, Gero, the italian GMT, gave it to him literally seconds after he posted. Before I even saw the post and I have email notifications.


Kyubey also received KD from someone because I'm unable to KD but the post deserved it.
jawns
Wait, what? Did andrea kudosu himself, or did i miss something?

Edit* Nvm, guess I'm just an idiot XD
Lally
yeah italian sure, you see mafia everywhere now
Charles445
Checked offset, seems like it's fine as is, maybe -3 or -2, not more than that.
Make sure the hitsounding isn't tricking you into hitting earlier, soft-hitwhistle can do that.

For now if you're hitting early, try setting local offset to -3, it might help you.
Keep in mind this is OD 9, it's very picky.

(also offset can be fixed in global settings, not a reason to disqualify unless it's very very off so please don't cite that as a reason to)
Topic Starter
Shiirn
I only glanced at the flag and saw red, white, and green, so sorry for not noticing it was Mexico.
Lally
and by the way BN are not GMT ( is not like 3 years ago ) wake up sweety ♥
Topic Starter
Shiirn
Placeholder for any future faux pas i make
jawns
It's not just me who's hitting early, looking at replays 7/8 (or something similar) is hitting early.
Also in the editor, i can clearly hear the offset is late, compared to something like 33,384 (using the metronome, not the hitsounds)
Te Amo
Bad.
Irreversible
Hey! Checked the points and some of them seemed valid (the ones that Shiirn agreed on especially).

Fix these up and you should be able to get it rolled again.
Kuuma
rip, good luck getting re-qualified
Topic Starter
Shiirn
Changed 03:18:905 (1,2) - from a 1/4 slider to a single circle at the end of the following slider with the clap hitsound.
Rotated 03:49:572 (2,3,4) - a few degrees and moved it out of the following flower pattern's position.

Had a brief discussion with Irreversible about some oversights to patterns that were missed during the editting process. This will include a future re-do of all of the new combos.

I would like to see Andrea's kudosu revoked as these two changes were the only thing he brought to the fore and I'm sure someone else could have noticed just as readily. It was completely and utterly rude to kudosu him literally seconds after the post to basically force me to accept his points or get him or Gero in trouble for circumventing kudosu rules. Not they would ever get in trouble for it.

I am not expecting any sort of special treatment and to imply I am doing otherwise by muttering "speedrank" behind the curtain is extremely insulting. Part of the qualification process is specifically to bring to the fore these types of issues so that they are caught. There is no reason to treat me like I'm trying to break the law here.

Thank you for your time.
Yuii-

Shiirn wrote:

Gero, the italian GMT.

Shiirn wrote:

the italian GMT.

Shiirn wrote:

italian
Mexico.
Sonnyc
Dropping some points passing by:

  1. 00:53:405 (3,1) - Not sure if this close patterning represents the instrument of 00:53:739 effectively.
  2. 00:54:739 (1,3) - Regarding this slider pattern and anything similar to this afterwards, I think you can consider some manual stacks for a better readability, but not a major issue afterall since there is sufficient time to make the path fully visible. http://puu.sh/mr8Mg/017a1ee582.jpg
  3. 02:02:405 (1,2) - 02:02:655 (3,1) - 02:18:405 (6,7,8,1) - Consider giving a similar spacing each to give a similar feeling in pattern. Like something you've done at 02:07:739 (4,5,6,1) - 02:23:572 (4,5,6,1).
  4. 02:28:072 (1,2,3,4) - Not sure myself if this pattern has the best readability.
  5. 03:53:905 (3,4,5) - Is this spacing intended for playability?
  6. 04:19:739 (1,1) - Strongly reconsider this overlap. Slider tick is one of the intuitive signals of a sv change, but due to the overlap, players get 0 information regarding the sv change. Random suggestion http://puu.sh/mracN/0a3509577a.jpg
  7. 04:44:572 (4,5) - Reversing the position of these two objects felt more natural for me in flow, but this is highly personal.
  8. 05:09:405 (1,2) - I think the visual could be better as 04:58:739 (1,2).
  9. 05:19:572 (5,6,1) - Check if this uneven spacing of triple was intended. Anyways having a different setting for 3 objects felt less effective for me.
gl
Charles445
Oh looks like the mp3 got changed, had to redownload
yeah that shit's late

jawns doin good


Go -10
Topic Starter
Shiirn

Sonnyc wrote:

Dropping some points passing by:

  1. 00:53:405 (3,1) - Not sure if this close patterning represents the instrument of 00:53:739 effectively. Normally I wouldn't bother, as this snare isn't what this pattern is following, but for the sake of consistency I modified the pattern a bit.
  2. 00:54:739 (1,3) - Regarding this slider pattern and anything similar to this afterwards, I think you can consider some manual stacks for a better readability, but not a major issue afterall since there is sufficient time to make the path fully visible. http://puu.sh/mr8Mg/017a1ee582.jpg These are fine. I tried manually stacking before and the initial comments were always "how ugly" or "you know its not stacked right?"
  3. 02:02:405 (1,2) - 02:02:655 (3,1) - 02:18:405 (6,7,8,1) - Consider giving a similar spacing each to give a similar feeling in pattern. Like something you've done at 02:07:739 (4,5,6,1) - 02:23:572 (4,5,6,1).
  4. 02:28:072 (1,2,3,4) - Not sure myself if this pattern has the best readability.
  5. 03:53:905 (3,4,5) - Is this spacing intended for playability?
  6. 04:19:739 (1,1) - Strongly reconsider this overlap. Slider tick is one of the intuitive signals of a sv change, but due to the overlap, players get 0 information regarding the sv change. Random suggestion http://puu.sh/mracN/0a3509577a.jpg I have already pointed out my formal logic for this particular slider. To reiterate, the slider itself is so short and the player's natural instinct to follow the slider track means you'd literally need to have a muscle spasm mid-slider to get a 100 on either of these sliders without specifically trying. This is an alternative way to let them know that the slider velocity is cut in half and also allows me to follow the instrument that initially bursts twice at the start and end of the first slider, and on the second, bursts three times with the second being much less audible. It's the same instrument with different beat placement and volume and allows me to very accurately represent that while still being completely playable. I'm just going to copy+paste this to anyone who comments on this slider, because it is perfectly functional and does exactly what I intend it to do to represent the music at this point in time.
  7. 04:44:572 (4,5) - Reversing the position of these two objects felt more natural for me in flow, but this is highly personal. The way these patterns are structured, at some point in time you'd need to swap from the easy flow curve and start moving in another direction to get back into the triangle spam. So I chose these notes.
  8. 05:09:405 (1,2) - I think the visual could be better as 04:58:739 (1,2).
  9. 05:19:572 (5,6,1) - Check if this uneven spacing of triple was intended. Anyways having a different setting for 3 objects felt less effective for me.
gl

Thank you for your time.



Also -10'd.
Yuii-
Before requal, check these things:

1. Nice .osb file.
2. sectionfail.wav and sectionpass.wav are blank files, why would you mute them? Remove them as they are very unnecessary (or they do have a reason behind which I don't know).
3. 00:14:396 - 00:27:063 - What's that? To be honest, I'd start mapping from 00:33:396 - onwards. The beginning sounds really random and low. (If you do it, remember to delete that .wav slider file since it won't be used).
4. 00:42:395 (1,2,3) - Already told you, but this pattern looks hella counter-intuitive. Isn't there a way of convincing you to make a similar or even a bigger spacing from 00:41:895 (1,2,3) - from the sake of consistency and readability?
5. That whistle hitsound is almost inaudible on the right ear during gameplay. Can you poke monstrata in order to fix it, please?

No kudos!
Topic Starter
Shiirn
1.
I have no .osb file in my folder. I've submitted time and time and time and time and time again with no osb file. If it isn't sticking I don't know what to tell you. Isn't a blank .osb file like <1kb?

2. Kyubey recommended I use them as they make very loud noises during the introduction of the map, and the very calm break.

3. As it is right now, they're literally there to push the drain over 5 minutes as I really don't want to spend 20 seconds winding down after the final kiai to reach a point where it fells good to end the map. If I am straight up told that it is a gimmicky and wrong way to extend the length of the map to over 5 minutes, I will go back and map the last 20 seconds or so after the final kiai.

4. This is a tough one because while it's inconsistent with the rest of this section in terms of "predictably getting bigger and bigger", in this particular case it'd bunch up into the next pattern. I've increased the spacing to what would be similar with the earlier patterns.


5. I have no problem hearing the hitsounds. They are direct copies of the default skin, except in the case of the normal-hitnormal I used as a soft-hitclap, which was reduced in volume by 30%.
Kyubey

Shiirn wrote:

I have no .osb file in my folder. I've submitted time and time and time and time and time again with no osb file. If it isn't sticking I don't know what to tell you. Isn't a blank .osb file like <1kb?
Probably Yuii- accidentally clicked the Design tab, and .osb generated after that.
riffy
Stop hunting down empty .osb files, they are fine. Unless they are old or there're more than one, in these cases they should be l killed.
Ongaku

Gero wrote:

Lally wrote:

nice speedank ♥
Luel Roseline
Jeez
Faust
Offset has shifted for the better, and that's great.


Introductory IRC log:


08:50 Shiirn: mod my map
08:52 Faust: which one
08:52 Shiirn: felys
08:52 Shiirn: just to ge tmore mods so people shut the fuck up about speedranks
08:56 Faust: ok.
08:57 Shiirn: thanks.
08:57 Shiirn: also
08:57 Shiirn: https://osu.ppy.sh/ss/4311896
08:57 Shiirn: IF THAT ISN'T SOME BEAUTIFUL STRUCTURE
08:57 Faust: honeycomb ?
08:57 *Shiirn is editing [https://osu.ppy.sh/b/877056 Camellia - Routing [Comfort]]
08:57 Shiirn: it's a huge jump section
08:58 Shiirn: that uses the honeycomb pattern as a rigid frame to allow for the back-and-forth jumps to flow and be predictable
08:58 Faust: feel like nazi modding but at the same time not like nazi modding because that will take more time.
08:58 Faust: ;;
08:58 Shiirn: you can see how 123456 are patterned
08:58 Shiirn: for felys?
08:58 Shiirn: nazi mod only shit people will notice
08:58 Shiirn: remember its inconsistent in some patterns on purpoe
08:59 Faust: the intro is well done but I strongly feel some of the variation shouldn't be used.
08:59 Faust: there's this feeling of friction
09:00 Shiirn: well i strongly disagree in this case as I'm tired of dealing with a bazillion conflicting mods because of how felys is mapped inconsistently
09:00 Shiirn: because it's several different representations of the same music
09:00 Shiirn: its different styles
09:00 Faust: a song like felys I'd feel it should have a very shallow resistance going
09:01 Faust: I always thought it was good when it came to the quieter sections
09:01 Faust: the lead-up to the streams seem to feel disproprotionate.
09:02 Faust: 03:33:229 (8,9,1,2,3,4,5,6) - now this is really weird to me
09:04 Faust: even the hitsounding
09:04 Shiirn: uhh
09:04 Shiirn: are you going to savelog and post
09:04 Shiirn: before we go any further
09:04 Shiirn: because uhhh
09:04 Faust: sure I'll log this and include this in a post
09:05 Faust: it's a so-so at best to me :l
09:05 Shiirn: well i mean
09:05 Faust: if I were you I'd stack 4 5 6
09:05 Shiirn: so-so is what you're going to get
09:05 Shiirn: from felys
09:05 Shiirn: cuz it's a so-so track
09:06 Faust: :/
09:06 Shiirn: also stacking 456 does NIGHTMARES
09:06 Faust: what kind of reasoning is that !
09:06 Shiirn: for readability
09:06 Faust: but your map is cluttered as fuck
09:06 Faust: and you're saying that affects readability
09:06 Faust: lol
09:07 Shiirn: well
09:07 Shiirn: it's clustered but it'd be far worse if i stacked 456
09:07 Shiirn: :I
09:07 Faust: eh
09:07 Shiirn: cuz it's ltierally
09:07 Shiirn: directly under 1
09:08 Faust: :CC
09:08 Shiirn: )
09:08 Faust: sure
09:10 Shiirn: uhhh
09:11 Shiirn: lol
09:11 Shiirn: whatever
09:11 Faust: ; ;
09:11 Shiirn: <3
09:13 Faust: did you have some sort of structure in mind for this
09:14 Shiirn: for...felys?
09:14 Faust: mhmm
09:14 Shiirn: tbh not really, it's just lots of artistic patterns threaded together
09:14 Faust: yeah that's what I thought.
09:15 Shiirn: Routing is the structure map, REANIMATE is pretty much an eldritwgah'nagl fhtagn h'nglui mglw'nafh
09:15 Faust: the rhythm is established sure, I just can't help but think the presentation could be much better
09:15 Faust: it is.
09:15 Shiirn: [progressively more eldritch speech]
09:15 Faust: see the way it looks just becomes counter-productive to the map.
09:16 Faust: it's making itself disadvantageous.
09:16 Shiirn: uh
09:16 Shiirn: what
09:17 Faust: 01:09:395 (1,2,3,4,5,6,7) -
09:17 Faust: like I get this is a conscious pattern
09:17 Faust: but like why use this sort.
09:17 Shiirn: because it's there?
09:18 Faust: :C
09:19 Faust: 01:14:229 (1,2,1,2,1,2) - and why is this even needing a combo change
09:19 Shiirn: technically it doesn't, but people get uppity if 2-note streams arent patterned right
09:19 Shiirn: i mean i can totally just 123456 (do) it and leave it as is
09:20 Faust: feeling a wave of deja vu now
09:21 Shiirn: ?
09:21 Faust: post will be ready in a few hours
09:21 Faust: long *
09:23 Shiirn: ?
09:23 Shiirn: ;A;
09:23 Shiirn: plst don't sallt the earth with a wall of text
09:23 Faust: what you dont want a long post
09:23 Shiirn: tbh i don't
09:23 Faust: short ver then
09:23 Shiirn: i mean
09:23 Shiirn: objectively speaking
09:23 Shiirn: is this map bad
09:23 Shiirn: did you read the beatmap description?
09:24 Faust: my first post in your thread was 70% serious
09:24 Faust: 30% is just my reaction/impression
09:25 Faust: but yeah I really thought you could do better
09:25 Faust: "am i being trolled"
09:25 Shiirn: i mean
09:25 Shiirn: i mapped it while banned
09:25 Shiirn: i was experimenting a lot
09:25 Shiirn: and not really putting tons of effort into it
09:25 Faust: I'm just asking if this is the final product you're satisfied with
09:26 Faust: and if you can't give yourself a straight yes it's better to make a bunch of changes
09:26 Shiirn: Now, that's a question I can't answer directly, so let me put it this way
09:27 Shiirn: If there are any actual, definitive mistakes in the patterning or new combos or whatever, the kind of OBJECTIVE OVERSIGHTS or MISTAKES in the map
09:27 Shiirn: i want them gone
09:27 Shiirn: but OTHER THAN THOSE
09:27 Shiirn: I am satisfied with this map
09:27 Faust: I see
09:27 Faust:
09:27 Faust: anyway have a hot girl
09:27 Shiirn: 2d
09:27 Shiirn: pd
09:27 Faust: she's 3d u dick
09:28 Shiirn: i missed a number
09:28 Shiirn: 3dpd
09:28 Faust: your loss
09:28 Faust: k back to asian girls
09:29 Faust:
09:29 Faust: this is turning to be a good irc mod
09:29 *Faust prepares post
09:36 Faust: hm
09:36 Faust: why use this shit level grid ?
09:36 Faust: restricts your layout imo
09:36 Shiirn: ?
09:36 Shiirn: i usually
09:36 Shiirn: don't
09:36 Shiirn: use grid
09:37 Shiirn: i eyeball things
09:37 Faust: okay.
09:37 Shiirn: i only use grid to make sliders before scaling them to pixel perfect
09:38 Faust: hm, no custom HS. Final decision yes ?
09:38 Shiirn: why, was it on grid3?
09:38 Shiirn: i mean
09:39 Shiirn: idk what a custom hitsound would do for felys unless i wanted to keysound it which FUCK THAT
09:39 Faust: mm no I just think a higher grid surface would give you a better choice for fine-tuning some objects
09:39 Shiirn: i usually don't snap at all
09:39 Faust: think the custom hitnormal for my Icarus being used at certain points
09:39 Shiirn: i'll snap to make sure things are linear/slider construction/etc you know
09:39 Faust: this song has lots of tings etc
09:39 Shiirn: mmm
09:40 Shiirn: i dont usually emphasize them tho
09:40 Faust: that's why I'm saying
09:40 Faust: lol
09:42 Shiirn: i mean
09:43 Shiirn: they're going to be on hitfinish
09:43 Shiirn: because i already liberally use wistles and claps
09:43 Faust: isnt there an option to stack em
09:43 Shiirn: i mean
09:44 Shiirn: you can have as many cusotm sets as you want
09:44 Shiirn: but short of swapping on the fly
09:44 Shiirn: idk how to add any hitsounds that wont be under hitfinish and i use a lot of hitfinish too
09:45 Shiirn: this is ignoring the fact that i think the hitsounds are already pretty decent
09:45 Shiirn: and it'd be a lot more effort to put in any additional hitsounds and they'd be another thing the BNs/QAT would need to check along the path
09:45 Shiirn: etc etc
09:45 Faust: lol
09:45 Faust: okay
09:45 Shiirn: also do you think my logic here is sound
09:46 Shiirn: p/4807485
09:46 Faust: a simple fix to appease any asshole is to reverse selection
09:46 Faust: lol
09:47 Shiirn: yeah but fuck those guys
09:47 Faust: anyway it's a single command
09:47 Faust: seems okay to me
09:47 Shiirn: i legitimately do
09:47 Shiirn: really like how it is right now
09:47 Shiirn: its not just me bullshitting to not have to fucking rotate it 90 degrees
09:47 Shiirn: i legitimately like it how it is
09:47 Faust: if you like it you can keep it blahblah


Continuing from there:


I always felt this map was having some sort of weird identity crisis, between having some mismatched slider/note patterning that seemed to follow on the 'hard' rigid design choices and the 'soft' object placement and movements.

As it is, I also think the latter is more advantageous in readability if only so the map looks smoother to play.
Presentation suffers.

Some patterns feel like they're around because they can eg. Highly inconsistent note spacing at particular points bearing the same rhythm.
Doesn't feel like the best you can give. Satisfactory at most.

- 03:44:062 (1,2,3,4,5,6,7,1) - Hitsounding is rather blockish at this point.

Clear it of all hitsounding.

- 03:44:062 (1) - Clap + Whistle
- 03:44:312 (2) - Clap
- 03:44:562 (3) - Whistle
- 03:44:895 (6) - Whistle
- 03:45:062 (7) - Clap at start. Whistle at end.
- 03:45:395 (1) - Whistle.
- 03:45:562 (2) - Remove Whistle.

Already mentioned, but I've always thought the best portions are the less intensive moments of the song.

Okay.
Topic Starter
Shiirn
In regards to Faust's observations, I want to point out that I am fully aware that the beginning of the song is much more rigid and "hard". The start uses heavy amounts of linear sliders and raw, hard geometric shapes on purpose while the later parts are much more free and loose - the most obvious example is the start's very rigid and directly structured, perfectly-angled triangles that do not overlap at all, while the later, calm part has cascading triangles of slightly increasing or decreasing size along with small rotations that leave them very much overlapping. This is part of the inconsistencies mentioned in the beatmap description.

The interpretation of this "transforming identity" in the map is something I'd rather leave up to the observer, but this map has always been, from the very start, more of an artistic statement than a direct "Music -> Game" translation using the mapper as a codex. I've made many little changes and tweaks to try my best to make sure the map is as playable and comfortable as possible whilst still retaining that identity.

If doing so is a serious problem, if this form of expression is not allowed, do let a QAT (or BNs) tell me so and I will gladly completely remap the earlier parts of the map to they styles used later on so that it is a completely smooth identity start to finish. I know this is kind of an ambitious stance to take considering my situation, but I wouldn't be Shiirn if I wasn't pushing boundaries in some way. I'm just trying to do it without being a certified pain in the ass this time.

Also disclaimer: I am not saying this simply because "wow he must be too lazy to remap the beginning parts", but because this is how I honestly feel. I wasn't kidding when I said I'd remap it if it was seriously a problem.
Ongaku
.!report Faust
Nyxa
Don't report Faust, Faust is good.
Spaghetti
.!report Tess
yam_old_1
god bless Shiirn
Kyubey


Idk how it appeared but we fixed it. And stuff was addressed during DQ, some things were fixed and I don't really mind to bring this map back.

Bubble #1.
BeatofIke
Not bad (it is hard and tricky though). Bubble #2~
Mercurial
Posting in Legendary comeback map.
Monstrata
Flaming in Legendary comeback map.
Intelli
ayyyy requalify boys
Topic Starter
Shiirn

Notice:

Just to keep things neat, I will put this information here, again.

I want to point out that I am fully aware that the beginning of the song is much more rigid and "hard". The start uses heavy amounts of linear sliders and raw, hard geometric shapes on purpose while the later parts are much more free and loose - the most obvious example is the start's very rigid and directly structured, perfectly-angled triangles that do not overlap at all, while the later, calm part has cascading triangles of slightly increasing or decreasing size along with small rotations that leave them very much overlapping. This is part of the inconsistencies mentioned in the beatmap description.

The interpretation of this "transforming identity" in the map is something I'd rather leave up to the observer, but this map has always been, from the very start, more of an artistic statement than a direct "Music -> Game" translation using the mapper as a codex. I've made many little changes and tweaks to try my best to make sure the map is as playable and comfortable as possible whilst still retaining that identity.

If doing so is a serious problem, if this form of expression is not allowed, do let a QAT (or BNs) tell me so and I will gladly completely remap the earlier parts of the map to they styles used later on so that it is a completely smooth identity start to finish. I know this is kind of an ambitious stance to take considering my situation, but I wouldn't be Shiirn if I wasn't pushing boundaries in some way. I'm just trying to do it without being a certified pain in the ass this time.


As such, any mods taken during qualification that are in regards to the following:
  1. Slightly awkward spacing early on in the map.
  2. Inconsistency "errors" between patterns as the map goes further on, this includes errant spacing.
  3. Very nazi suggestions such as blankets or streams being off by a few pixels
  4. The usage of a short section of 8 hit objects early on to push the drain time over 300 seconds to avoid mapping over 20 seconds of an unnecessary wind down after the final kiai
  5. The removal of the slider at 03:22:895 -
Will be preemptively declined unless a QAT forces a derank. Sorry if I seem arrogant by doing/saying this, I just figure it'll save us all any possible headaches in the near future!
P1F5P3S7
頑張ります~!
Birdy
Yay, congrats. You're officially back now.
Luel Roseline
The legend is back!!!
Mercurial
Don't be too harsh on yourself, dude. You're doing great things over here.

Keep it up, we all missed ya and we all are glad that you're back.

Enjoy the year, m8.
Nyxa
Hey Shiirn.

Sorry to be a cockblocker but I don't think this map is ready for ranking yet.

Home
Rhythms & Patterns
  1. 00:35:396 (1,2,3,4,5) - Are you sure you want to follow the exact same style of patterning that you did before this, considering this is the end of a phrase in the song? It's clearly different yet mapped the same other than a stacked triple. You could accentuate it somehow while still maintaining low spacing.
  2. 00:37:062 (1,2,3) - I know what you're doing here but (2) definitely needs to be higher, the angles go from sharp snap triangles to a soft round curve, which makes no sense here, since the music doesn't change.
  3. 00:38:729 (1,2,3,1,2,3,1,2,3,1,2,3) - ^As mentioned here, you use jagged angles in the parts before this which is fine, since all mappable sounds are staccatos, but suddenly you go from jagged angles to soft angles, and it makes very little sense. The music hasn't changed. You mentioned your consistency in mapping which is generally true but that should go for this pattern as well, I feel. Try sharpening the angles here while keeping the same general shape. It'll make everything more consistent and overall more solid. Either that, or use soft curves for all the initial patterns since the staccatos get a sudden boost in treble in the second part of this section.
  4. 00:51:229 (3) - Why isn't this a 1/4 slider as well? This pattern felt rather disappointing in the buildup, consider making it a straight 1/4 slider angled towards 00:51:395 (1) - for consistency's, flavor's, and fun's sake. Also, the stacking here is suddenly offset by a few osupixels and it was noticing while playing, try fixing it to make the map overall cleaner. It's not large enough to be considered a stylistic thing.
  5. 00:56:645 (4) - ^Same here.
  6. 00:55:229 (3) - Here as well, though this is less of a problem. It could either be spaced out more to actually make it look like an overlap or stacked with 00:54:729 (1) - , right now it just looks sort of unclean. Of course this'd count for all similar patterns, same for above.
  7. 01:01:395 (1,2,3,4,1,2,3) - You suddenly deviate from the rhythm here while it stays the same, I listened without hitsounds to doublecheck. 01:02:062 (1,2) - This is actually a whole 1/4 quint ending on 01:02:395 (3) - , I'm not sure why you skipped it other than for the sake of forming a square. I mean, it's not evil and forbidden, just inconsistent, and doesn't really follow the music since the music didn't change here. I'm not sure if you should change this but it's definitely worth considering making another pattern. Squares are kind of cliche, anyway.
  8. I kind of noticed by now that there's a lot of undermapping going on here, which isn't really a problem but for reference's sake - I don't think that's really a reason to map inconsistently, if you're gonna follow your own rhythm then it's still best to do so in accordance with the atmosphere of the song.
  9. 01:11:979 (9,1,2,3,4,1,2,3) - It's good that you're being consistent with the squares, but this time the squares themselves aren't consistent. The shape is random and there's no change in the song, once again. Mostly starting with (1) you suddenly take another direction, there's no reason for this. If you're not changing the squares, then please at least try giving them consistent shapes across the board. If you are you'd have more room for mapping a decent quint here where it belongs.
  10. 01:33:312 (6,1,2,3,4,1,2,3) - In this case the flow is even more inconsistent than last time. If you do apply the above mods make sure to do it throughout the map to make things cleaner.
  11. 01:36:062 (1,2,1,2,1,2) - I think this would flow a lot smoother if you Ctrl + G'd 01:36:062 (1,2) - and 01:36:729 (1,2) - , and then placed 01:36:729 (1) - where the sliderhead of 01:36:895 (2) - currently is, and made a downwards angled straight slider where 01:36:729 (1) - currently is, like this.
  12. I actually have no problem with the streams, but 01:58:729 (1) - starting from here, the music grows more intense, and, even if you don't want to change anything about the streams playwise (i.e. higher spacing or 1/4 sliders at the ends) I feel like you should at least make them visually different from before, to match the noticeable change in the music. If you're open to more changes I suggest increasing the spacing for all streams after the intensity change.
  13. 02:04:562 (4) - This could really do with an NC, both for aesthetic and reading improvements.
  14. 02:15:229 (4) - ^If you do apply the above, make sure to make it consistent across the entire section.
  15. 02:21:229 (6) - You actually do increase the spacing here but it feels waaaaaay too late, and at this point the music has once again not noticeably changed so the increase in spacing makes far less sense.
  16. 03:16:562 (2) - This is a highly accentuated 1/2 staccato, and instead you opt for a slider that ends on a strong beat, which I don't understand. I think you'd be better off replacing the sliderhead and tail with circles, it'd match the music a lot more without changing much of anything gameplay wise. Also justified variety is good.
  17. 03:19:895 (4,5) - ^These aren't staccatos but the point is the same, they're accentuated drum notes that are left hanging by sliders that end on strong ticks. The spacing you use here would only add to the experience if you made them into circles instead, imo.
  18. 03:49:895 (1,2,3,4,5) - This pattern is great but the linkage from before it is kind of meh. I mean it's playable by the players that this was designed for but 03:49:562 (2,3,4) - just feels like it was "kinda placed there", there doesn't seem to be any real purpose for it other than to not have silence. I'm 100% sure you could do better and make it lead into 03:49:895 (1) - a lot more smoothly.
  19. Have to add that in the kiai you followed the drums very well, good job!
  20. 04:21:395 (1,2,3,4) - Is the incosistent spacing here done for internal symmetry? If so then that's fine, if not you may want to fix it.
  21. 04:29:395 (1) - This overlap is pretty horrible, it's probably best to either move it or align it with 04:28:562 (2) -
  22. 04:48:895 (4) - Not sure about the 1/4 slider here as well but you should at least consider it, it'd match the song really well imo but I'm not sure where you could place it without making major changes elsewhere.
  23. 04:55:562 (5,6,7,8,9,10,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Nice stream
  24. 05:02:395 (1,2,3,4) - This part is actually a crescendo, not sure why you decreased spacing here but honestly it's not worth changing. I just wanted to point this out for future reference, it's always more fitting to follow crescendos with spacing/pressure increases, for obvious reasons.
  25. 05:14:729 (1,2,3,1,2,3,1,2,3) - Really love this pattern, not sure how I feel about the last slider but I can't think of anything better so good job.
  26. 05:31:895 (6) - Why not make this a jump upwards instead of better linkage? Try placing it around x348 y21 and see how that feels.
  27. 05:34:562 (4,1) - I know what you were trying to do here, and I love the idea, it fits the song perfectly, but I'm not sure if it's too much of a spike or not. Considering someone already FC'd it (I think? didn't watch the replay) I'll assume it's fine, but it's definitely worth thinking twice (or even three times) about this pattern and whether you really want this massive of a spike for this kind of song.
Hitsounding
  1. Nothing wrong to me, well done!

Summary
None of the points you really mentioned in your disclaimer earlier seemed like much of an issue to me, I tried following your style with my modding and honestly most of it was fine, the map is just, so much in need of polishing, even if you applied all of my mods I feel like one or two additional QATmods or 3-4 more BN mods would definitely improve it still. This map isn't in its highest quality state yet and it'd be a shame if it were ranked being less than everything it can be. I like this map so I hope you'll fix things and improve it if it gets unranked.

Good luck! ~
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