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Omoi - Snow Drive

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Topic Starter
Saoji

Feb wrote:

SPOILER
hi m4m from my queue - sorry, I was sick this week so the mod got delayed a bit :(

[General]
would love to see this ranked soon. Me too !! XD
I nc different than you in higher diffs i notice lol, so uh i'll only point out those who bugged me reading etc.

[Freeze]
  1. hp6? You have a lot of 1/4 sliders which give you not enough hp if you hit them and if you miss 2 u ded. jk, its not that harsh but gaining hp again. Gotta think about it, but I think it's pretty much appropriate (it was 8 at the beginning!)
  2. 01:11:270 (1,1) - I missread that multiple times to be ctrl+g and it plays more innutitive that way. Aa, I don't think there's a really reading problem here tbh, it flows pretty great imo. I really like the pattern actually, I don't want to change it xD But yes, to be honnest I don't have problem on this one so yep
  3. 02:32:431 (5) - current flow suggests ctrl+g as a better solution. I think the pattern flows great!
  4. 03:41:271 (1,2,3) - looks very cramped can you give 3 more space maybe? I think that if I would have gave (3) "more space" the flow with 03:41:806 (4) - would be exactly what I don't want. BUT I agree that it wasn't that neat (even though I actually liked the idea of the pattern) so I actually put (3) on the other side of 03:41:271 (1) - and I think it looks and plays way better now!
  5. 04:11:271 (1,2,3,4,1,2,3,4,1) - I wondered why u never silenced the ends? I mean u don't have to xd, but the clapping at the ends is super annoying to hear. Just a personal thing tho. Fixed with previous mod ^^ wait.. there's no clapping at the end? Do you think the claps at the beginning of the sldiers are too loud? Or is it ok now? If you come check my answer let me know please xD
[Extra]
  1. AR9.3 felt better for me in playtest. Mhh, I don't mind changing it buuut, I don't think it's that much of a difference and now it's proportional between Insane, Extra and Freeze soo, I'd like to keep it if most of people are fine with it.
  2. 00:40:869 (1,1,1) - it was actually harder to read for me bcs u ncd this. It's to electrifies the pattern as the music feels really spontaneous! The NC doesn't, indeed, help the reading but I feel that it's kinda the effect I want as well (as long as it's still readable at the end!)
  3. 02:03:235 (1,2,3) - I'd reduce the spacing a bit since you have bigger spacing before for 1/1 pause between the notes and suddenly 1/2 snapping with exact same distance might be confusing for some people. Fixed in another way
  4. 03:35:913 (1) - make same overlap like 02:44:217 (2) - here? with the slider being after the circle i mean. just a stylish thing lol It was like this but someone suggested me to change it like this and I think it looks way better in gameplay this way! And it "feels" that it flows better this way I think (it's obviously just a feel, the movement is the same).

    nice can't find more. Nice, I was a bit worried about this diff as it's the last one I made so I got pretty bored XD
[Insane]
  1. 01:38:458 (4) - stack properly. OOPS
  2. 03:35:913 (1) - ^ Ah, I prefer the custom stack here ! It's pretty much the same as the one you pointed out in Extra!
    04:02:968 (2) - uhm clap? Fixed!
    04:04:039 (2) - ^same Fixed!
  3. 04:13:480 - delete that line it has no effect whatsoever It does, end of the kiai after the fountain :p
[Hard]

  1. 00:19:306 (3,4) - imo this flows better with 2 two 1/2 sliders since the sounds you map to occur every 1/2 beat and not 1/1 like 00:18:770 (1,2) - here Right, good point
  2. 00:20:913 (1) - tbh i think you should just stay with overlaping this completely like you did 00:14:351 (4,1) - here (just for consistency) But I also did some other customs stacks 02:45:556 (1) - etc. I don't think it's a real problem, those stacks are omnipresent in the set even though they're not always present.
  3. 00:33:770 (1) - its funny how this section is actually harder to play than in the hardest diff xd - just bcs you used distance snapping. Mhhh... I kinda feel that if I would stack as I did in Freeze for example, the pattern would be more technique to hit, so actually way harder.
  4. 00:55:467 (2,3,4) - it's quite confusing that you use this double stack never again (u kinda have to know it's there if you play hidden) even though it fits the vocal well. Added another one at the beginning by fixing another point, maybe it'll be better then... I agree that it does fit the vocal that's why I don't really want to change it lol
  5. 01:15:288 (3) - same like before. same ^
  6. 01:50:645 (1) - idk i feel like you should do it like in insane having a reverse here. I know its hard diff, but alone it should be fine. Idea is good but I feel that the slider starting on red tick like this for a hard isn't catchy at all though I prefer keeping this pattern the way it is, just to be safe.
  7. 02:45:556 (1) - this barely overlapping here doesn't look good imo, maybe make it like the others or just stack it. Ahh I really like it though XD
  8. 03:11:806 (1) - that nc is kinda weird tbh or idk why u ncd this. How about not Ncing this at all? Fixed !
  9. 03:23:458 (2,3) - why u change the stlye of how you overlap this? i kinda don't get that :( It was for dumb reasons, fixed.
  10. 03:33:770 (1,2,3,4,1,2,3,4) - I'd make 03:33:770 (1,2,3,4) - sliders and 03:34:842 (1,2,3,4) - leave them as circles. You want to emphasize the first ones not as much as the others. You already do that well with the spacing you choose, but I feel like with the sliders it makes it more intiutive for the player. I get what you mean but I don't think that the sliders are fitting that much I'm not sure how to explain it but it feels that the vocal are going a bit out of the constant flow the chorus made here. And I'm showing it with the 1/1 circles.
  11. 04:10:199 (1,2) - uh why no whistles when you use them for exact same sound 04:09:931 (4) - here. fixed

nice set - sorry couldn't find more :( - I guess thats a good thing actually.
feels ready for me - most things are just objectively in my opinion.

Good Luck! o/
Thank you very much! Your mod was really helpful!
I hope you got better! o/
Feb
04:11:271 (1,2,3,4,1,2,3,4,1) - that's what i meant! yep that's cool now.
I meant the sliderends hitting on the next head produced a "claping" sound which was not nice for the ears, but now its cool :^D
Topic Starter
Saoji

Feb wrote:

04:11:271 (1,2,3,4,1,2,3,4,1) - that's what i meant! yep that's cool now.
I meant the sliderends hitting on the next head produced a "claping" sound which was not nice for the ears, but now its cool :^D
Thanks!
Milan-
freeze
02:24:261 - before this point there isnt streams at all, there are some triples like 02:21:918 - 02:22:052 - could be a stream but rest is just overmapped so heavily... and from 02:25:199 - drums sound more like 1/3 tbh you can hear 2 beats between upbeats, not 3. same for extra
02:43:413 (1,2,3) - no need to end on 1/8, 1/4 is enough at this high bpm. adding some more ms to acc is better than this tbh and simlar patterns the same
02:04:842 (1,2,3,4,1) - 02:46:360 (3,4,5,6,1) - 02:50:645 (4,5,6,7,1) - overmap, triple is enough
03:14:485 - same as before, there are some triples and like 1 possible stream, rest is just overmapped, you should know why. same for extra

extra
00:10:199 - increase volumen on all diffs here, like freeze is fine. right now is basically unaudible

insane
01:58:413 (1,1,1) - sounds much better like http://puu.sh/nmkG1/b238cd15f1.jpg tbhxd right now the main melody is stopping in every slider, which doesnt sound good

normal
00:53:056 (3) - - and the other one after - dont use multi reverse at this difficulty, and even high bpm. you can get the same effect with 1 reverse less and plays much much better

most of those sections with lines <40~50% volumen are quite hard to hear cuz you use hitsounds that are sooo similar to the music (in addition that the music is loud lul). increasing those lines by 10% would be niceeee

i just pointed out the most noticiable stuff so ya, if you don't want to change the overmapped parts, i'll say glllll
Topic Starter
Saoji

Milan- wrote:

SPOILER
freeze
02:24:261 - before this point there isnt streams at all, there are some triples like 02:21:918 - 02:22:052 - could be a stream but rest is just overmapped so heavily... and from 02:25:199 - drums sound more like 1/3 tbh you can hear 2 beats between upbeats, not 3. same for extra
02:43:413 (1,2,3) - no need to end on 1/8, 1/4 is enough at this high bpm. adding some more ms to acc is better than this tbh and simlar patterns the same
02:04:842 (1,2,3,4,1) - 02:46:360 (3,4,5,6,1) - 02:50:645 (4,5,6,7,1) - overmap, triple is enough
03:14:485 - same as before, there are some triples and like 1 possible stream, rest is just overmapped, you should know why. same for extra

extra
00:10:199 - increase volumen on all diffs here, like freeze is fine. right now is basically unaudible

insane
01:58:413 (1,1,1) - sounds much better like http://puu.sh/nmkG1/b238cd15f1.jpg tbhxd right now the main melody is stopping in every slider, which doesnt sound good

normal
00:53:056 (3) - - and the other one after - dont use multi reverse at this difficulty, and even high bpm. you can get the same effect with 1 reverse less and plays much much better

most of those sections with lines <40~50% volumen are quite hard to hear cuz you use hitsounds that are sooo similar to the music (in addition that the music is loud lul). increasing those lines by 10% would be niceeee

i just pointed out the most noticiable stuff so ya, if you don't want to change the overmapped parts, i'll say glllll
Thank you very much for checking the set (sorry for the spam as well haha)

Soooo,
About Freeze, I'm pretty sure the streams aren't overmapped. There's a drumroll (This is also why you can't say if it's 1/4, 1/3 or 1/2). But there is clearly a drumroll. That part is really intense so EVEN IF there wasn't a drumroll, the part would call for a stream as it DOESN'T sound overmapped here. I was pretty sure of myself but I still collectedlots of opinions to be really sure from average players, to top players, including mappers, as well as people who has a really nice approach of music in general), Answers? 100% told me it's fine. (I have the screenshots if needed xD)

About this one 02:05:177 (2,3,4,1) - There's no beat, indeed, but considering the "background" of the music I think it's totally appropriate. Same goes for 03:14:150 (2,3,4,5,6) -
Then about 02:50:645 (4,5,6,7,1) - and 02:46:360 (3,4,5,6,1) - The explanation I'm going to make also apply for the points above. Well, this one is overmapped. Yet I don't like this expression as I don't think it sounds like some 1/16 on a calm 130 bpm songs. And also, the fact that you're suggesting me to change for triples proves that the definition itself of "overmapped" is really subjective ;) But I don't think it's a bad thing to map as I did. Overmapping this way can add some speed up to the rhythme to help you show what you want to show in the music. I can give you a few maps that used this techniques and are still big big masterpiece! ( Yousei Teikoku - Hades: The Rise -> (Talk about Bikko's and thelewa's score: 3x 100 on a map full of 5 circles burst totally overmapped [I guess it didn't sound that bad right]). And please, PER PITY, don't tell me "but it's old" Because the last thing I want to map, is those maps full of triangles that all look the same nowadays. )
So.. Yes, to me, they keep the speed and doesn't even sound awful or something. I didn't overused them and placed at some wisely choosen spots. So tell me, why shall I change something that I like for the sake of a word which has a definition that nobody in this game seem to get???

About the 1/8 sliders. They're clearly not 1/4. I tried and it sounds really, really bad. I also think that, considering the burst of the music, 1/8 is more approriate and accurate to the music. Players are also used to hit 1/8 sliders for this kind of sound.

After that, gotta fix the hitsounds as requested, interesting point.

Also fixed this part 01:58:413 (1) - on insane as suggested

Fixed the reverses on Normal diff.

To finish, I'd like to thank you a lot for the time you spent as well on this set (it's the second time you're modding it!!) and I'd also like to thank you for accepting my request to check it!!
blissfulyoshi
M4M of 1 diff...

And sorry, I know I'm not a good enough player to play this diff that well, but I think what I said applies. (Only get 20-30 combos)

Freeze:
00:08:458 (2,1) - why is the spacing so small between these 2 compared to all the previous combos?
00:08:994 (2,1) - ^
00:30:288 (1,1,1,2,1,2,3,4,5,1,2,1,2) - Felt weird to go something super easy like a short slider stack all the way back to full blown jumps when the music doesn't really change much.
00:32:699 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2) - with your hp7 drain this section really takes away from your hp. Please add more notes or lower the drain
00:50:913 (1,2,3,4) - these sliders are really slow in comparison to the speed needed to do the previous jumps 00:49:842 (1,2,3,4,5,1,2,3) - You should probably speed them up a bit
01:36:985 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - because of your tick rate 1, this section plays really strangely.With tick rate 1, I just need to do about half the slider to get the 300, wait a period of time to hit 2, and then accelerate to hit 3, and then go slightly slower to hit 1. However, the music mostly has the stresses on 1 or 2 (depending which phrase), which is pretty much the opposite of your pattern. You should probably rearrange these notes.
02:54:931 (4,1) - this felt a bit weird since I think it is the only slider that leads directly away from the next note in this section. Ruined the flow for me
03:43:146 (4) - flows a little bit better if you put 4 under the end of 3 (you can move 5 further to keep the jump distance)

Wish I had the skill level to pass this map. It feels fun from my current skill level.
Topic Starter
Saoji

blissfulyoshi wrote:

SPOILER
M4M of 1 diff...

And sorry, I know I'm not a good enough player to play this diff that well, but I think what I said applies. (Only get 20-30 combos)

Freeze:
00:08:458 (2,1) - why is the spacing so small between these 2 compared to all the previous combos? To me, what it matters on this pattern is that the spacing after the slider is x2. Before, it can be x4 or x1 the impact stays the same in my point of view.
00:08:994 (2,1) - ^
00:30:288 (1,1,1,2,1,2,3,4,5,1,2,1,2) - Felt weird to go something super easy like a short slider stack all the way back to full blown jumps when the music doesn't really change much. I don't think the sliders stacked are that easy, but it has less movement for sure. Just showing the intensity of the drums, might sound a bit exagerate but I think it's a good transition between 2 totally different sections (not to mention that one of them is really slow :c)
00:32:699 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2) - with your hp7 drain this section really takes away from your hp. Please add more notes or lower the drain Mhh, interesting... I don't dislike drain section, they're part of the challenge (also, from what I can play, that part was passable with hr od10). After that, the hp bar goes down yes, but just before the kick sliders were supposed to made it full. And at the middle of the section there's 3 other kick sliders which makes the hp bar full again. But well, I'm not against lowering the drain, just need a bit more opinions (at the beginning the drain was 8 so.. :D)
00:50:913 (1,2,3,4) - these sliders are really slow in comparison to the speed needed to do the previous jumps 00:49:842 (1,2,3,4,5,1,2,3) - You should probably speed them up a bit Mhh.. I feel that the jump just before is too harsh actually, so the slower sliders are kinda welcome (the spacing is the same though so I don't think there's a problem of constanticity!)
01:36:985 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - because of your tick rate 1, this section plays really strangely.With tick rate 1, I just need to do about half the slider to get the 300, wait a period of time to hit 2, and then accelerate to hit 3, and then go slightly slower to hit 1. However, the music mostly has the stresses on 1 or 2 (depending which phrase), which is pretty much the opposite of your pattern. You should probably rearrange these notes. Wooo, I didn't even know that XD I just put tick rate 1 because everyone's doing it XD ! I've learned something. After that I'm not sure to agree with your point. From what I can testplay, as well as the testplays I saw, because the sliders have a high SV the player tends to fully follow it. I think you just stop at the middle of the slider, when they're pretty small/slow. So I don't know, I don't really have this problem tbh. I really like the pattern which might not be that much objective imo XD. I'll keep in mind your opinion for sure though!
02:54:931 (4,1) - this felt a bit weird since I think it is the only slider that leads directly away from the next note in this section. Ruined the flow for me Mhh, that's good to know. But I don't think it kills the flow. To me, it just changes the flow, not in a bad way.
03:43:146 (4) - flows a little bit better if you put 4 under the end of 3 (you can move 5 further to keep the jump distance) Didn't want to put (5) too much away from the next slider, but your point is fair enough, gotta work on that!

Wish I had the skill level to pass this map. It feels fun from my current skill level.
Some interesting points!
Thank you very much!
Monstrata
[Freeze]

  1. 00:10:467 (1) - 00:10:869 (1) - Removing NC's could help with identifying the rhythm change, since the section here just sounds like two combo's, not 4 lol.
  2. 00:15:824 (2,3) - I don't think this jump is warranted...
  3. 00:19:306 (5,6,7,8) - Try and emphasize these drum hits more. Make the jump from 00:19:038 (3,4) - smaller because 4 doesn't really fit in... so having the same spacing makes the other circles feel not as important (even though musically theyre much stronger).
  4. 00:30:288 (1,1,1) - Idk. This doesn't seem like a good design choice imo :P.
  5. 00:32:699 (1,2,3,1) - etc... This part is really cool though
  6. 02:07:119 (2,3,4) - This just looks kinda weird... Can you make the triplet linear?
  7. 02:21:315 - 02:24:128 - Yea this still sounds overmapped... The parts that sound warranted are 02:24:328 (4,5,6,7,8,1) - . The rest just a really light and ambiguous drum roll and not something that has a very definitive snapping. It just sounds nothing like 01:24:395 (1,2,3,4,1,2,3) - and not nearly as distinctly 1/4.
  8. 03:11:404 (3,4,5) - Not liking this switch to kicksliders xP. What you did with 03:10:735 (1,2,3,1) - was a lot better imo.
  9. 03:14:485 (1,2,3,4,5,6,1,2,3,4,5,6) - There's such a distinct 1/2 rhythm here but your rhythm choice is frankly all over the place here xP.
  10. 03:41:672 (3) - Can you position this elsewhere, the position is quite awkward and it feels like you ran out of room or something on the screen xP.
  11. 04:09:128 (1,2,3,4,1,2) - Keep your spacing consistent.
  12. 04:11:271 (1,2,3,4,1,2,3,4,1) - Okay this just isn't a good way to emphasize those notes imo...
[Extra]

  1. 00:14:619 (2,4,2,4) - I don't really see the necessity of these 1/2's... 1/2 sliders would have worked just as well here without feeling forced since there isn't a clear 1/2 beat in the song right here. 00:19:306 (5,6,7,8) - Here is good though since it's well supported.
  2. 00:40:869 (1,1,1) - NC spam isn't necessary :P.
  3. 01:26:940 (7,8,9,10,11,1) - The shape of that ending part of the stream just looks quite off :S.
  4. 02:02:163 (3,4,5,6) - 1/2 sliders here would help maintain intensity. Right now it just feels empty.
  5. 02:35:780 (4,1) - Wish you broke your spacing structure here to create a jump. It just feels really inconsistent compared to 02:37:252 (2,1) -
  6. 03:17:967 (1) - No slow slider?
  7. 03:27:208 (8,1) - Same as earlier.
  8. 03:44:485 (1,2) - Why not Ctrl+G them and follow vocals? It just feels really off right now. I don't even normally map to vocals but they just feel so crucial here.
  9. 04:11:270 (1,2,1,2,1,2,1,2,1) - 1/2 sliders to maintain rhythmic density.
[Insane]

  1. 00:52:520 (3,4) - You could just use 1/4 repeats here imo. Switching from 1/2 to 1/8 is a bit of a jump in slider-lengths.
  2. 01:31:895 (2,3) - This jump isn't emphasizing much, but it's detracting from the next downbeat.
  3. 01:35:645 (3,1) - You should space them further if you want a 1/1 gap because this looks like a 1/2 jump atm due to how soon this pattern follows 01:34:842 (1,2) -
  4. 02:31:628 (1) - Would look better if you made them mroe parallel (tail and head sections)
  5. 02:47:431 (3,4,1,2) - The instruments are at a high pitch here. Idk, for me this means it's still quite intense. Use 1/2 sliders and stuff so it dosn't feel as empty.
  6. 03:27:342 (1,2,3,4) - This is so undermapped, makes me sad :P.
  7. 03:34:842 (1,1,1,1) - No need for NC spam here. You don't spam them on Extra or Freeze anyways.
[Hard]

  1. 00:08:994 (3,4) - This spacing just looks too close together :P. You can use a higher spacing here imo.
  2. 01:02:699 (1,3) - Can they not be so close? xP. Looks cramped lol.
  3. 01:11:003 (4,1) - If you could incorporate this into a blanket, it would look pretty nice.
  4. 03:29:217 (6,1,2,3,4) - You ignore the vocals so hard here just to follow a rhythm that is literally the metronome xP. 1 2 3 4.
[Normal]

  1. Nothing inherently wrong here, but the diff feels more like a typical Easy with the very occasional 1/2 sliders. It doesn't even contain any 1/2 clicking rhythm. What I mean by 1/2 clicking rhythm is anything that looks something like this in terms of note density. Players are forced to click twice in half a beat.
  2. Since none of that even occurs in the Normal, I think theres a rhythm gap between Normal > Hard :P.
[Easy]

  1. 00:57:342 (1) - This wave slider just looks really ugly :P. There are a variety of ways to do wave sliders, but this technique is best for long wave sliders (spanning more than half the screen)
  2. 01:30:556 (1,3) - These sliders not being parallel really hurts the pattern.
  3. 02:24:128 (1) - Slider. Okay quite a few of them look off so please fix them.
Alright, good luck!
Topic Starter
Saoji

Monstrata wrote:

SPOILER
[Freeze]

  1. 00:10:467 (1) - 00:10:869 (1) - Removing NC's could help with identifying the rhythm change, since the section here just sounds like two combo's, not 4 lol.
  2. 00:15:824 (2,3) - I don't think this jump is warranted... It really doesn't destabilize me in gameplay
  3. 00:19:306 (5,6,7,8) - Try and emphasize these drum hits more. Make the jump from 00:19:038 (3,4) - smaller because 4 doesn't really fit in... so having the same spacing makes the other circles feel not as important (even though musically theyre much stronger). I think that having a bunch of 1/4 is way more stronger than just increasing spacing. Also, I'd say it's rather the sound of the drums that changes rather than the intensity
  4. 00:30:288 (1,1,1) - Idk. This doesn't seem like a good design choice imo :P. It difinetely is to me.
  5. 00:32:699 (1,2,3,1) - etc... This part is really cool though Not sure what's wrong?
  6. 02:07:119 (2,3,4) - This just looks kinda weird... Can you make the triplet linear? I think it looks really floyw though
  7. 02:21:315 - 02:24:128 - Yea this still sounds overmapped... The parts that sound warranted are 02:24:328 (4,5,6,7,8,1) - . The rest just a really light and ambiguous drum roll and not something that has a very definitive snapping. It just sounds nothing like 01:24:395 (1,2,3,4,1,2,3) - and not nearly as distinctly 1/4. I asked mutliple people, to be really sure, and they all told me this sounds like a steam, and I agree with them. spamming 1/2 here would just feel way too empy.
  8. 03:11:404 (3,4,5) - Not liking this switch to kicksliders xP. What you did with 03:10:735 (1,2,3,1) - was a lot better imo. Not sure to get it?
  9. 03:14:485 (1,2,3,4,5,6,1,2,3,4,5,6) - There's such a distinct 1/2 rhythm here but your rhythm choice is frankly all over the place here xP. I'm fine with my rhythm
  10. 03:41:672 (3) - Can you position this elsewhere, the position is quite awkward and it feels like you ran out of room or something on the screen xP. It's not positionned out of place..
  11. 04:09:128 (1,2,3,4,1,2) - Keep your spacing consistent. Fixed
  12. 04:11:271 (1,2,3,4,1,2,3,4,1) - Okay this just isn't a good way to emphasize those notes imo... Why? I think it sounds nice though. And it reproduces the logo of "Omoi".
[Extra]

  1. 00:14:619 (2,4,2,4) - I don't really see the necessity of these 1/2's... 1/2 sliders would have worked just as well here without feeling forced since there isn't a clear 1/2 beat in the song right here. 00:19:306 (5,6,7,8) - Here is good though since it's well supported. Same than Freeze, ]I think it's more the sounds of the drums that changed, rather that the intensity.
  2. 00:40:869 (1,1,1) - NC spam isn't necessary :P. It is. To electrfies the pattern
  3. 01:26:940 (7,8,9,10,11,1) - The shape of that ending part of the stream just looks quite off :S. Fixed a bit
  4. 02:02:163 (3,4,5,6) - 1/2 sliders here would help maintain intensity. Right now it just feels empty. It's to give more impact on 02:03:235 (1) -
  5. 02:35:780 (4,1) - Wish you broke your spacing structure here to create a jump. It just feels really inconsistent compared to 02:37:252 (2,1) - Fixed
  6. 03:17:967 (1) - No slow slider? No, most people tends to break, or almost break first try on freeze.
  7. 03:27:208 (8,1) - Same as earlier. Fixed
  8. 03:44:485 (1,2) - Why not Ctrl+G them and follow vocals? It just feels really off right now. I don't even normally map to vocals but they just feel so crucial here. Okay
  9. 04:11:270 (1,2,1,2,1,2,1,2,1) - 1/2 sliders to maintain rhythmic density. And my stream with a drumroll but "not a blatant one" were overmapped... I don't understand. Anyway, the whole map is kind of 1/2. Sometimes it's better to make things easier in order to give more impact.
[Insane]

  1. 00:52:520 (3,4) - You could just use 1/4 repeats here imo. Switching from 1/2 to 1/8 is a bit of a jump in slider-lengths. I don't know, I'd rather stay constant with the other diff. Not to mention that what I'm trying to show via those sliders is clearly not some 1/4 rhythm.
  2. 01:31:895 (2,3) - This jump isn't emphasizing much, but it's detracting from the next downbeat. My bad, got out of place, fixed.
  3. 01:35:645 (3,1) - You should space them further if you want a 1/1 gap because this looks like a 1/2 jump atm due to how soon this pattern follows 01:34:842 (1,2) - Right, fixed.
  4. 02:31:628 (1) - Would look better if you made them mroe parallel (tail and head sections) Fixed a bit
  5. 02:47:431 (3,4,1,2) - The instruments are at a high pitch here. Idk, for me this means it's still quite intense. Use 1/2 sliders and stuff so it dosn't feel as empty. I feel that those 1/1 are another way to show how intense it is, instead of just spamming 1/2 the whole map. Everything is intense in this song anyway. XD
  6. 03:27:342 (1,2,3,4) - This is so undermapped, makes me sad :P. I don't know, focusing on stronger beats. Maybe I'll change it.
  7. 03:34:842 (1,1,1,1) - No need for NC spam here. You don't spam them on Extra or Freeze anyways. Talking about intensifying pattern, I like to use every tool at my dispostion.
[Hard]

  1. 00:08:994 (3,4) - This spacing just looks too close together :P. You can use a higher spacing here imo. Fixed just a bit... I guess
  2. 01:02:699 (1,3) - Can they not be so close? xP. Looks cramped lol. Same
  3. 01:11:003 (4,1) - If you could incorporate this into a blanket, it would look pretty nice. Okay, Fixed
  4. 03:29:217 (6,1,2,3,4) - You ignore the vocals so hard here just to follow a rhythm that is literally the metronome xP. 1 2 3 4. lol, idk, maybe I'll change it.
[Normal]

  1. Nothing inherently wrong here, but the diff feels more like a typical Easy with the very occasional 1/2 sliders. It doesn't even contain any 1/2 clicking rhythm. What I mean by 1/2 clicking rhythm is anything that looks something like this in terms of note density. Players are forced to click twice in half a beat.
  2. Since none of that even occurs in the Normal, I think theres a rhythm gap between Normal > Hard :P.
    Blame the star rating.
[Easy]

  1. 00:57:342 (1) - This wave slider just looks really ugly :P. There are a variety of ways to do wave sliders, but this technique is best for long wave sliders (spanning more than half the screen) Fixed, looks way better now *-*
  2. 01:30:556 (1,3) - These sliders not being parallel really hurts the pattern. You mean ctrl+h? I don't know know I prefer this way I think, I don't really see what's wrong.
  3. 02:24:128 (1) - Slider. Okay quite a few of them look off so please fix them. Yep, fixed them all
Alright, good luck! Ye... I need it.
Thanks for the mod!
Myxo
[General]

  1. I know from your mods that you are a fan of high AR, however I really think some of the ARs in this mapset are set too high. Mappers often think high BPM requires high AR but in reality your mapping style isn't hard to read at all with slightly lower AR, I would even say it reads better. What I suggest is the following:
    1. Extra could use AR9, only some simple jump and stream patterns here.
    2. Insane is what bothers me the most. AR9 for a map like this? AR8.5 is much better here if you ask me.
    3. Hard could also use AR7.5 or even AR7.
[Freeze]

  1. 00:32:699 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - Actually this section is very boring to play for this difficulty level. Don't get me wrong, I am a big fan of undermapping and the rhythm is perfectly fine here it's just that this section requires almost no cursor movement due to slider leniency, and the movement it requires seems to come at the wrong times. These groups of objects 00:33:503 (3,1,2) - 00:34:574 (3,1,2) - etc. all play like a one-measure long stack and the only emphasis in this section is on those beats 00:33:503 - 00:34:574 - etc. What I would recommend is either having a jump before the big white ticks instead (which would mean stacking two circles under the slider and then have the jumps) or replacing the 1/2-sliders with circles somehow. Just try to create a more interesting cursor movement that emphasizes the music better.
  2. 01:36:985 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - So why does this pattern emphasize every second white tick (by repetition) when the music clearly repeats every 3 white ticks.. You did it much better all the other times this part comes up in the music so this one really sticks out and should be changed somehow. Try to making something similar to 02:35:913 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - ?
  3. 03:11:136 (1) - Hmm this slider fits the music well however I think it harms playability. This map is supposed to be difficult to play however what I enjoy about it is that it generally has very simple patterns that are easy to understand, it doesn't throw around with weird spacing or rhythms etc. This slider is the only thing in the map that doesn't fit this rhythm simplicity because it starts on a red tick and is located in the middle of a 1/4-section. Getting into streams / 1/4-rhythms after red-tick-sliders is kind of hard and I recommend you to change the rhythm around here to something more regular, like this: http://puu.sh/nsgU7/739e8c7964.jpg (cursor position is where the slider originally started)
  4. Actually, I love this diff, it's so much fun to play (well I just played it once because I just came back from work and my hand hurts a bit, but it's already fun to look at and move the cursor to the map in edit).. I really like the 'overmapped' stream and the 1/8 gimmicks you used, they fit the song well for me, I wouldn't worry about those. Just the issues above are what still bothers me a bit.
[Extra]

  1. 00:15:958 (3) - I'd recommend to move this slider 1/2 tick later so that it starts on the white tick. You can have a circle stack on 00:15:824 - instead then: http://puu.sh/nslSk/696525dad8.jpg I just don't really see a reason why that slider starts on the red tick right now, it would follow the beat and melody much better if you change it. Same applies for 03:57:744 (3) -
  2. 01:15:556 (1,2,1,2) - That intense jump / antijump pattern caught me by surprise. It's much harder to play than it looks like because of the really fast movement required in between the combos. I think ctrl+g on 01:15:824 (1,2) - would help a lot to make this more intuitive.
  3. 01:36:985 (1,2,3,4,1,2,1,2,3,4,5,1,2) - I find these patterns underwhelming in this difficulty. It's not even so much that you are undermapping - in Freeze you had such a cool idea (repeating patterns to emphasize the repeated vocals) and here it's mapped just like the rest of the chorus. Same applies for the rest of this difficulty, when this music shows up again, except for 03:44:485 (1,2,3,1,2,3,1,2,3,1,2,3) - which is very well done. Note: This basically applies for Insane too.
I found the other diffs fine as they are (except what was already mentioned in the mods of the other diffs). I have to agree with Monstrata though that Normal could use some 'real' 1/2 to improve the difficulty spread.

Alright so I explained many issues more in-depth than I normally would. The reason is that I see some miscommunication happening between the previous modders and you. They brought up some valid points that were important to them and you often replied very short and a bit meaningless (best example is Monstrata's concern about the difficulty spread). So to solve this problem I tried to give longer explanation but I expect the same from you when you reply and deny - to give proper reasoning for your denial.

Seeing how much effort you already put into this mapset, fixing up the spread issue and the other issues shouldn't be a problem for you. I am willing to bubble this mapset if the spread issue gets fixed and if you provide reasonable explanations for everything you denied from this mod. :3
Topic Starter
Saoji

Desperate-kun wrote:

[General]

  1. I know from your mods that you are a fan of high AR, however I really think some of the ARs in this mapset are set too high. Mappers often think high BPM requires high AR but in reality your mapping style isn't hard to read at all with slightly lower AR, I would even say it reads better. What I suggest is the following:
    1. Extra could use AR9, only some simple jump and stream patterns here.
    2. Insane is what bothers me the most. AR9 for a map like this? AR8.5 is much better here if you ask me.
    3. Hard could also use AR7.5 or even AR7. Fixed them all (7.5 for hard) I hope it's still ok with the new patterns... I guess so :O
[Freeze]

  1. 00:32:699 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - Actually this section is very boring to play for this difficulty level. Don't get me wrong, I am a big fan of undermapping and the rhythm is perfectly fine here it's just that this section requires almost no cursor movement due to slider leniency, and the movement it requires seems to come at the wrong times. These groups of objects 00:33:503 (3,1,2) - 00:34:574 (3,1,2) - etc. all play like a one-measure long stack and the only emphasis in this section is on those beats 00:33:503 - 00:34:574 - etc. What I would recommend is either having a jump before the big white ticks instead (which would mean stacking two circles under the slider and then have the jumps) or replacing the 1/2-sliders with circles somehow. Just try to create a more interesting cursor movement that emphasizes the music better. Ah, I get your point in a way that when I ask a top-player to play it, at this part I'm always a bit scared that he finds it boring and just quit it xD. On the other hand it really fits the idea I have of the music here. First of all, changing the 1/2 for some circles is no-go because I really want a faster rhythm from 00:41:270 (1) - . And then I tried your suggestion of stacking both notes under the reverse 00:33:235 (2,3) - but, to me at least, it feels that it gives less impact actually. 00:33:235 (2) - Stacked because it's really low, it's basically just the vocal right. 00:33:503 (3) - There's a pretty audible beat here so I use this opportunity to change position. And I insist on "changing position" to me it's almost like this beat was here for this reason lol. Instead of moving your cursor constantly, try to stay at the position of 00:33:235 (2) - and "jump" to that (3) at the last moment.. It's pretty much the flow I have in mind. After that, you don't move at all, in a way that it will give more impact to the movement (as little it is) on the 1/2 here 00:33:770 (1) - A bit hard to explain but... ye, hope you got me xD
  2. 01:36:985 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - So why does this pattern emphasize every second white tick (by repetition) when the music clearly repeats every 3 white ticks.. You did it much better all the other times this part comes up in the music so this one really sticks out and should be changed somehow. Try to making something similar to 02:35:913 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - ? Mhh, a bit sad to change the pattern but sounds fair enough. Fixed, I hope it's good enough though *-* Those patterns are kinda hard to create xD ! BUT Remapping the extra diff gave me an idea, so I also remapped this part 03:27:342 (1) - on freeze that I've always found a bit poor of flow.
  3. 03:11:136 (1) - Hmm this slider fits the music well however I think it harms playability. This map is supposed to be difficult to play however what I enjoy about it is that it generally has very simple patterns that are easy to understand, it doesn't throw around with weird spacing or rhythms etc. This slider is the only thing in the map that doesn't fit this rhythm simplicity because it starts on a red tick and is located in the middle of a 1/4-section. Getting into streams / 1/4-rhythms after red-tick-sliders is kind of hard and I recommend you to change the rhythm around here to something more regular, like this: http://puu.sh/nsgU7/739e8c7964.jpg (cursor position is where the slider originally started) Really nice point *-* (maybe that's what monstrata wanted to say as well but didn't get it). Fixed it in another way, a bit. We'll see if that works too!
  4. Actually, I love this diff, it's so much fun to play (well I just played it once because I just came back from work and my hand hurts a bit, but it's already fun to look at and move the cursor to the map in edit).. I really like the 'overmapped' stream and the 1/8 gimmicks you used, they fit the song well for me, I wouldn't worry about those. Just the issues above are what still bothers me a bit.
[Extra]

  1. 00:15:958 (3) - I'd recommend to move this slider 1/2 tick later so that it starts on the white tick. You can have a circle stack on 00:15:824 - instead then: http://puu.sh/nslSk/696525dad8.jpg I just don't really see a reason why that slider starts on the red tick right now, it would follow the beat and melody much better if you change it. Same applies for 03:57:744 (3) - Right, sounds fair, indeed: fixed both!
  2. 01:15:556 (1,2,1,2) - That intense jump / antijump pattern caught me by surprise. It's much harder to play than it looks like because of the really fast movement required in between the combos. I think ctrl+g on 01:15:824 (1,2) - would help a lot to make this more intuitive. Kinda disagree here. First of all, it would flow really bad with the next slider, but that's not the main reason why I don't want to change it. I think that the flow as it is here represents a bit better the music. The way you're suggesting is a really circular movement, I don't think that's what the music calls for here. The music feels really "electrfied" and this pattern represents pretty well this I think. Also, the vocals seem to repeat the same tone/pitch each 1/2 ticks. So going twice from bottom to the top represents this as well (from this percpective you could tell me that I could have kept going on with this pattern and...yes I could have done it but it would be too hard imo xD)
  3. 01:36:985 (1,2,3,4,1,2,1,2,3,4,5,1,2) - I find these patterns underwhelming in this difficulty. It's not even so much that you are undermapping - in Freeze you had such a cool idea (repeating patterns to emphasize the repeated vocals) and here it's mapped just like the rest of the chorus. Same applies for the rest of this difficulty, when this music shows up again, except for 03:44:485 (1,2,3,1,2,3,1,2,3,1,2,3) - which is very well done. Note: This basically applies for Insane too. Fixed, insane as well... Gotta recheck if everything's fine on insane ><
I found the other diffs fine as they are (except what was already mentioned in the mods of the other diffs). I have to agree with Monstrata though that Normal could use some 'real' 1/2 to improve the difficulty spread. I added a few "triple-like" I wonder if it's enough, I told you (should have told monstrata too ><) IRC why I didn't do it from the get-go, you told me it was ok if it gets hard icon, but rating is still going high pretty fast, added like 2 or 3 and it took 0.5 ... So yep, I hope it's enough ><

Alright so I explained many issues more in-depth than I normally would. The reason is that I see some miscommunication happening between the previous modders and you. They brought up some valid points that were important to them and you often replied very short and a bit meaningless (best example is Monstrata's concern about the difficulty spread). So to solve this problem I tried to give longer explanation but I expect the same from you when you reply and deny - to give proper reasoning for your denial.

Seeing how much effort you already put into this mapset, fixing up the spread issue and the other issues shouldn't be a problem for you. I am willing to bubble this mapset if the spread issue gets fixed and if you provide reasonable explanations for everything you denied from this mod. :3
Once more thank you very much!!
Myxo
02:35:913 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - in Extra is missing hitsounds. Fix that and I'll blebub.
Topic Starter
Saoji

Desperate-kun wrote:

02:35:913 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - in Extra is missing hitsounds. Fix that and I'll blebub.
Oops, I was sure I did them o.o
Fixed!
Myxo
>w<~
Topic Starter
Saoji
smallboat
Need to pop bubbled because found a unsnapped in extra, and do a IRC with mapper Rebubbled

IRC
2016-03-08 10:53 smallboat: Well, I has no new map need to be modded now. Are you call me check this map? https://osu.ppy.sh/s/323522
2016-03-08 10:53 Yales: If possible!
2016-03-08 10:56 Yales: Music is a bit noisy, and it's a big set... But that would help me a lot x)
2016-03-08 10:57 smallboat: This sound like fine to me, not bad
2016-03-08 10:57 smallboat: ACTION is editing [http://osu.ppy.sh/b/790249 Omoi - Snow Drive [Extra]]
2016-03-08 10:57 smallboat: 01:54:663 (1) - hey, unsnapped?
2016-03-08 10:57 smallboat: : )
2016-03-08 10:57 Yales: wuuut ><
2016-03-08 10:57 Yales: fixing , just saw there were another note unsnapped.. how i.i
2016-03-08 10:58 smallboat: okay
2016-03-08 10:58 smallboat: i will reb it and you call D-kun to do qua it?
2016-03-08 10:58 Yales: sure!
2016-03-08 10:59 smallboat: why i see have the unsnapped in insane?
2016-03-08 10:59 smallboat: aimod
2016-03-08 11:00 Yales: in insane too o.o I have clue why, fixing
2016-03-08 11:00 smallboat: Freeze too
2016-03-08 11:02 Yales: alright, fixed them all, thanks, really have no clue how that happened tbh
2016-03-08 11:04 smallboat: okay i still are checking xD
2016-03-08 11:04 Yales: sure ~ !
2016-03-08 11:16 smallboat: ENH fine
2016-03-08 11:17 Yales: yay!
2016-03-08 11:26 smallboat: In Extra (00:48:636 (5) - ), maybe can del this note make it play better, feel this note drum sound not so previous imo
2016-03-08 11:28 Yales: mhh, what about if I put it around x16 y116? It would add more flow. It bothers me to not map it because I can hear the beat so it feels a bit empty
2016-03-08 11:28 smallboat: okay sure
2016-03-08 11:29 smallboat: 01:26:270 (4) - NC not the same with Freeze, want keep it?
2016-03-08 11:29 Yales: Okay fixed :D
2016-03-08 11:29 Yales: ah, good point...
2016-03-08 11:30 smallboat: yes let you consider it
2016-03-08 11:30 Yales: I think I'm going to add a NC indeed!
2016-03-08 11:30 Yales: would make sense!
2016-03-08 11:30 smallboat: okay agree~
2016-03-08 11:31 Yales: fixed ^^
2016-03-08 11:48 smallboat: Accidently the Freezz diff has no problem want say imo o.o
2016-03-08 11:48 smallboat: So specail style
2016-03-08 11:48 smallboat: special
2016-03-08 11:48 Yales: Is it a good thing .. or not? :x
2016-03-08 11:49 smallboat: yes good :D
2016-03-08 11:49 Yales: Yayy! Happy x)
2016-03-08 11:49 smallboat: x )
2016-03-08 11:50 smallboat: Okay already confirm unsnapped are fix
2016-03-08 11:50 Yales: yep, and updated the points above as well
2016-03-08 11:52 smallboat: okay confirm
Akiyama Mizuki
YES YES YES it's happening
Myxo
NAITE NANKA NAITE NANKA NAITE NANKA NAITE NANKA NAI NO SA
Topic Starter
Saoji
Yaaaay !

Thank you very much !! :3
Okoratu
congrats
Mao
Grats!
Feb
congrats yales!
caren_sk
congratz
Secretpipe
Congratz bro you did it!
wajinshu
Grats
Haruto
Congrats~
DeathHydra
Nice. Just when I thought "Why no ranked Snow Drive maps?"

I like the other version of the song better though. But this is good nonetheless
dqs01733
:DD
AruOtta
Congratz :D
Asahina Momoko
gratz :oops:
Zero__wind
oh it's ranked
pretty cool.
Noya
Late but congrats ;D
Kawashiro
Cool! <3
Congratz :)
Bearizm
Hate to be the guy here but I see a big flaw in this map's spread (and mp3 quality) despite the fact that the star difficulty shows a good spread.

Easy SV: 0.60
Normal SV: 1.00
Hard SV: 1.50

Insane SV: 1.60
Extra SV: 1.70
Extreme SV: 2.00

? Maybe this is just me but in a 224 BPM, this is such a massive difference. I personally think that this is a no brainer. to have such a massive SV gap between each lower difficulties in 224 BPM but apparently some people see it as fine which i don't understand.. even by just looking at auto play the map, hard and normal have such a HUGE difference in gameplay. hello am i the only who thinks this way. I think the only reason why the spread seems fine according to the star difficulty is because the system doesn't really consider SV? only how far the objects are placed between each other.
Enon
don't bully qualified mappers
Bearizm

Enon wrote:

don't bully qualified mappers
Might as well not have a qualified section, right? Just rank every map that is given a heart! Also I'm not bullying or anything, I'm expressing what I think about the map, and how it can be better. How is that bullying?

I also forgot to mention what's the point of having 4 combo colors with is barely different? or am i color blind
Topic Starter
Saoji

Bearizm wrote:

I also forgot to mention what's the point of having 4 combo colors with is barely different? or am i color blind
Why does the color "gray" even exist? We have "white" after all.

"Might as well not have a qualified section" ... There were none not a long time ago and the majority will agree that it was better that way... Just sayin'

-------

Thanks guys for your support :D (Sorry to not map the version some people seem to prefer, but that's not my case and there's already a map of it anyway >.<)
Bearizm

Yales wrote:

Bearizm wrote:

I also forgot to mention what's the point of having 4 combo colors with is barely different? or am i color blind
Why do the color "gray" even exist? We have "white" after all.
Because they're different, but that's not my point, is it? I mean, you're given the option to have more than 1 combo color for a reason... I get it if it's a pair of similar colors, but 2 pairs? 2-3-4 is very similar so I couldn't see any reason to have just 1 pair. if it's uhm... say as an example; light and dark grey with light and dark blue then i get it, that's cool imo. of course u gotta do the color hax to make it work. Also, you forgot to address my first post here.

Oh again, insane and extra has the exact same OD eventhough they're different by a margin. Ever consider of reducing the OD by 1 on ENHI diffs? I think it would be better that way, wouldn't it?
Topic Starter
Saoji
To be honnest I find hard to give a proper answer because your point has... no point.

The fact there's 4 colors won't be heavier in your folder anyway. I don't know what I have to explain between shades of blue (cyan/blue), and shades of pink (purple/pink). It's some colors you can also find in the background, but they're totally readable on it. Can you explain me the point of your remark please? What's really disturbing you in it? I mean, being questioned about the utility of shades of color isn't something that has to deal with osu! but with school...?

About your first point. Normal and hard diff both respect the DS. And as you said "the system doesn't really consider SV? only how far the objects are placed between each other." So, therefore, it does take into account the SV (as the DS is on both diffs 1.00 or something). Since DS is based on SV.
I suggest you to have a look on other sets around this BPM. You'll see that it usually takes the same gap from normal to hard. (Here's a few I could quote. https://osu.ppy.sh/b/348551 https://osu.ppy.sh/b/220231 https://osu.ppy.sh/b/291430 etc.) Not that much of a difference with my set right?

Also, the od is high enough to avoid notelock.

You could have made those kind of research before coming grumbling here (and basically asking me to map another diff) on a set of 6 diffs, 4 minutes drain time that I fully mapped by myself... I'm totally willing to get feedback, it's even appreciated but at least put the form. Cause when you say "I hate to be that guy" ... actually you love it don't you?
Myxo
Personally I think the spread is fine. The gap between Normal and Hard is indeed high, but the gap between Easy and Normal is equally big (there is a HUGE difference in density and speed). From Hard up to Freeze the gaps are much smaller, since the set is more focused on the higher difficulties.

The combo colors seem different enough to me.

I don't find this disqualify-worthy at the moment but if another QAT disagrees feel free to do it of course.
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