Reditum
Reditum wrote:
Overall:
46. Offset: 220,433ms BPM: 163.00
why is this here???
Lunatic:
So the thing with these ambient sections in the beginning is that ambience is really counter-intuitive to a rhythm game, because the game is intended to follow beats and rhythms, and you're pretty much trying to do that within a big open void of sound. Which isn't your fault, that's how the song is. Try adding some soft-hitwhistle sounds to spice it up. Right now, I'm hearing a lot of the soft-hitnormals and it's really kind of boring
00:16:506 (1,1) - It'd probably work better if the spinner ended on the red tick and there was a note on the big white tick. Mostly so the notes go together with the phrasing. Right now it's awkward to start tapping on the first red tick when the phrase starts on the first big white tick
00:29:390 (1,2) - ok who taught you that this was a good idea because defying flow is not a good idea it makes me sad. Apply this to all other instances where you do things similar to this.
01:08:960 (5) - ok so a little thing about flow. And similarly, apply this to the rest of the song. The thing about sliders is that sliders will move a player's mouse in a certain direction, and they will have momentum in that direction. There is a natural desire to move the mouse in a certain path, angle, or anything else. Generally, it's kind of like an arrow. If I go <-, then you're going to want to go to the left. Right now what you're doing at instances like this is forcing the person to go against intuition and jerk awkwardly down to the bottom right. Which isn't fun. even if you're trying to make the map difficult, this is not the way to achieve that.
01:38:684 (6) - ok so I expect this to be a kick slider. It's not. Tricking the player isn't fun, and it's not the right way to make your map harder. If you're going to make it like this, make the spacing show that off.
01:41:813 (1) - hitsound pls
01:55:157 - like the cool thing about FELT is the cool stuff in the drums at times like this. Right now you're not harnessing that and using it to make a better experience. And that makes me sad. Hitsounds pls
02:21:660 (1,2,3,4,1) - ok if this is a star you're gonna need to make it a star
02:46:046 (1,1,2,3,4) - This would probably work out better just having the spinner end on the next white tick and removing the (1,2,3)
03:19:819 - kiai??? why kiai here??
03:22:764 - Kiai should here!!
Solid map
Hard:
00:08:040 (4,5,6) - The phrasing of these notes better calls for 3 1/2 sliders. . . also, hitsounds.
Also solid. You could always put more in the soft sections, though, in terms of hitsounding
Decent mapset. I'd definitely spend some time on the hitsounding for Lunatic. It's tough taking on songs like this because, when presented with such rich material, it's pretty much a requirement that you take advantage of that to the fullest potential.
Also, read this as to why I'm giving you 2 kudosu stars: p/4361133
Del05
Del05 wrote:
Hi...hi...
Sorry for long delay xD.
And sorry if it is a short mod xDGeneral
- BPM and Offset : × (please read Reiki's mod
i agree with reiki too about the offset xD)
- Aimod : Check again. Have tag conflict issue
- Kiai : About 3rd kiai part, how about start from 03:22:764 -
- Metadata : ✓
- AudioLeadIn : try 800 or 850
Hard
- 00:06:200 - change audio to soft default, please . Cause the custom one not fit with piano sound xD
- 00:10:433 (3) - add whislte at slider head (if you change to default)
- 00:13:377 (3) - ^^
- 00:33:255 (2) - move to x:224;y:300 ??
- 00:56:261 (4) - how about use blanket with 00:56:629 (5)
- 01:10:065 (3,4) - i think better not use straight slider
- 02:06:199 (5) - NC
- 02:42:089 (5) - bad overlap with 02:43:009 (1) tail. so move it
- 03:26:261 (2,3) - Why have different distance with 03:25:708 (1) ?? (03:26:261 (2) is closer to 03:25:708 (1) than 03:26:629 (3) , it looks bad for xD)
- 03:49:267 (1) - try curve slider
- 03:56:813 (5) - move to x:360;y:156 ??
- 03:58:469 (1) - how about this -->
--> remove whistle from spinner and add whistle+finsih for circle
Overall
- Hmm... For easy and normal are look good
and i like it. But for hard still can be improve
- I cant mod >4 star but i cant mod the insane even it have 3.7 stars xD (sorry)
Reiki
Reiki wrote:
Heyo. Modding from my queue.
As I've started modding right after the previous mod, some of the things I've found might've been already mentioned. Just double-check to make sure. :3
[Overview]
- Offset 6,186 works great for the first red (uninherited) timing section. After that, place the second red section with offset 142,382 (right above the beat on 02:22:382 - ) and remove the third one (the one with offset 220,433, placed on 03:40:433 - ). That timing fits better IMO, since the actual one seems to be a little late. And the third section isn't really needed since BPM doesn't change, nor there's any metronome reset at all.
>To change the timing, just move all sections on the timing setup panel by -14, and remove the third red one.Actually, forget that. I was too tired while timing. You'll have to move every line manually, as doing as I said screws with the second red line. Sorry for my mistake! */me praying that you notice this* ;w; And sorry for the bonus work ;w;- You might want to place your preview point on 01:07:258 - since the previous instrument (drum) is still audiable on the beat the point is actually on. That way, players have a clearer preview of what is the song like.
- I think the third Kiai fits best as how Fizz did it on their Insane, starting on 03:22:764 - since that's where the actual chorus starts. But you can decide, since it's personal preference. :p
- Combo colors 1, 2 and 4 blend a lot with the BG. It's actually bothersome to play it using the default skin. I suggest you to make those colors a bit darker so that they don't blend a lot with BG (especially during Kiai, since everything flashes at that time).
- Disable the Widescreen Support on all diffs. You aren't even using a Storyboard, so that option isn't needed.
Alright, let's begin.
[Hard]
- 00:01:414 (1) - I think the acual sound starts at 00:01:782 - so you may want to start the spinner there.
- 00:40:433 (5) - You might want to end the slider on 00:40:801 - since that's where the vocal fades out. You should place a soft-whistle on the end if you do, to emphatize the chime sound on the beat there. After that, place a 1/2 beat slider on 00:40:985 - to follow the melody. Your rhythm would look like this if you do as I've said (note: first circle you can see there is 00:40:249 (4) - ).
- 01:09:328 (1) - Remove the NC here. Keep your NC pattern of two measures, since if you alter your pattern without any apparent reason, HP drain is affected.
- 01:12:089 - You should place a circle here. The beat here's like screaming to be emphatized. On a Hard, it's pretty important to map everything you can hear, so that you can prepare players to the highest diffs of the set. Don't make really complex patterns, but don't stick to just mapping the vocals.
>After saying that, you should know by now that you need to increase the density (amount of notes) on your diff. Focus on both the instruments and the vocals, but avoid really complex patterns (and you should really place more notes on the red ticks, as those are very important on harder diffs). Note density seems to be okay starting from 02:49:083 - but you might wanna nerf the jumps... just keep reading below.- 01:13:930 (1,2,3,4,5,6) - Idk. I just liked this pattern here. I wonder if the jumps are okay for a Hard, tho. They might be too hard, I dunno.
- 01:20:371 (2,3,4,5,6,7) - I've noticed you use lots of straight 1/2 sliders (not only here, but on many other parts as well). Players (and maybe some other modders) will notice this and compare it to an old map (I think this song was already mapped by someone in the past, but I haven't checked). You might want to give your patterns a bit more of variety, to make it more fun and entertaining. And yeah, this applies to any other areas with lots of straight sliders as well.
- 01:41:905 (1) - Place custom soft-whistle and soft-clap here? I think it fits perfectly.
- 02:28:285 (1,2,3,4,5,6,7) - I think this kind of spacing is actually hard for a Hard. You might wanna remake this pattern, and avoid using many jumps. Players of this level of diffs aren't fully used to continuous jumps yet. :p
- 02:48:899 - And this place sounds so really weird if you skip this strong downbeat. Don't ignore those beats at all unless there isn't any melody or if the melody is too faint. Those beats mark the changes on tempo, so they're musically important.
- 03:01:230 (2,3,4) - I would leave this kind of rhythms for Insane kind of diffs. 3/4 timing is very tricky to be played, especially on this level. You might wanna replace the slider (2) for a circle, and then place a slider on 03:01:414 - , end it on 03:01:690 - and add a reverse to it. This emphatizes the melody and is easier to play for this level. You might really want to use this.
- 03:45:218 (5,1) - This overlap is way too tricky for this diff. Players might slider-break easily, considering the slow-down and the way the head is covered. You should like, place the slider (1) somewhere else and make the slow-down less sudden (make the slider a little faster, for example).
- Before the second Kiai, the note density is quite low and focuses itself on vocals. During/after that Kiai, the density is okay, but the patterns become way too tricky for a Hard. My overall suggestion for this diff is to increase a bit more the note density on parts that seem like you can (use 1/1 sliders too, to avoid monotonous 1/2 spam) and nerf the patterns after the second Kiai a bit. You should study the recently-ranked Hards and use some of the patterns used on them to nerf your patterns. As how this map is right now, it really reminds me of an old-type of map. (kinda how I mapped before :v)
- Other thing: I noticed many blankets were off (maybe by little, some few ones by a lot). I didn't mentioned them to avoid making an useless blanket-mod, so I ask of you to check your blankets on the diff and fix them as appropiate.
[Lunatic]
- Well... I tried to mod this diff, but most of the things I took on Hard are present on this diff as well (you mainly focus on vocals, reducing note density; your patterns make it look like an old map). I really suggest of you to consider mapping more to the instrument, while keeping an emphasis on vocals to give this diff more variety. And you need more triplets; long streams are just streams, but triplets can make the diff more interesting. You might wanna take a look at the Insane and try to play with some of the musical patterns there to make this diff a bit more interesting.
Uh... I'll end mod later (most likely during night), as I have things to do (I'm a busy person, yeah ;w;). Mod for Easy and Normal is already finished, tho. :pFINISHED!
Overall, the set still needs a bit of work. Most of it can be done by yourself, but getting more mods won't hurt anyone.
Good luck!
ZLO
ZLOdeuka- wrote:
heeey ~ From my mq
[General]
- Preview badly chosen. Try to place the preview here 02:21:660
- Kiai time - 03:19:819 - the beginning of this KiAi move here 03:22:764 ( how in Fizz's Insane )
- http://puu.sh/j5SYd/aed96a1e4c.png unranked (for Easy and Normal) and http://puu.sh/j5T3s/86eb60a5c3.png (for Hard and Insane and Lunatic) . Green section can be located in one place with a timing section only when the speed changes. remove the green section
- remove tick here http://puu.sh/j5Tyf/8e889bcdd0.png (Song Setup)
- add * F ant * for tags
[Hard]
01:12:089 (3) - there is clearly not enough notes. the simplest is to put here circle
[Lunatic]
00:08:408 (x) - there should be a note, but here the slider. Ends this slider 00:08:224 (2) here 00:08:408( 00:08:592 here absolutely do not need notes )
00:18:715 (3) - ^ again missed a note with a red tick. ends here slider and make a return
00:21:660 (3) - ^ ( I just want you to read it https://osu.ppy.sh/wiki/Music_Theory and fix the like. ) do not need to skip strong sounds. Because the player relies on them
03:45:586 (1) - not very appropriate spinner. Replace it with a slider
good luck~
Haven't reply to it but soon...
Thanks for the mod guys
