Hula, your tone is shit. You're the only person I've considered to have a bad mod, and I'm fairly sure it's obvious why.
given that there are literally 15 mods since it has been DQ'd, it's hard to keep track when I am doing literally 4-5 at the same time and they all overlap and meld together. This may not be something you can really imagine, but it happens.
So basically, let me archive here:
Millhiore's mod: Response
Mazziv: Nobody cares
Silynn: Response
fieryrage: Response
Nube: IRC mod
Anxient: Response
Zexous: As it was purely blankets, I didn't respond, and attempted to do them all. Shouldn't need to directly reply here.
phaZ: IRC mod
Arphimigon: Mostly a theory-based mod, can't really directly respond to anything. The NC suggestions were taken into account, and most of the "are there even sounds here" or "what noises are being mapped" were more about disagreements in emphasis rather than direct suggestions
And from there on, responses:
I'll get to hula's later
Natsu wrote:
I'd love to see you reply to mod, specially to the ones you ignore (Hula's one for example), to be honest without reply its hard to know what is going on with the map.
given that there are literally 15 mods since it has been DQ'd, it's hard to keep track when I am doing literally 4-5 at the same time and they all overlap and meld together. This may not be something you can really imagine, but it happens.
So basically, let me archive here:
Millhiore's mod: Response
Mazziv: Nobody cares
Silynn: Response
fieryrage: Response
Nube: IRC mod
Anxient: Response
Zexous: As it was purely blankets, I didn't respond, and attempted to do them all. Shouldn't need to directly reply here.
phaZ: IRC mod
Arphimigon: Mostly a theory-based mod, can't really directly respond to anything. The NC suggestions were taken into account, and most of the "are there even sounds here" or "what noises are being mapped" were more about disagreements in emphasis rather than direct suggestions
And from there on, responses:
WORSTPOLACKEU
00:17:478 (1,2,3,4,5,6) -
Extremely awkward to play.
You can for example ctrl-g 00:17:895 (3,4) - those and it's much better.
I have played this part so many times and I still can't get it straight because the pattern is overshadowed by the most distinct sound. This pattern was reworked as part of this mod and a few other mods.
00:44:665 (5,1) - This flow is very weird, and the next note is just spaced but is the same, I would ctrl-g 00:44:770 (1) - . Accepted.
00:48:520 (5) - Why is it placed like that. Why not?
00:51:645 (4,5,1) - This pattern is really awkward situated, pattern before it is different and there is no change to the song really but the movement required is not jumpy anymore, it's linear and it makes it very weird to play. This pattern was reworked as part of this mod and a few other mods.
00:54:874 (7,1,2,3) - This looks like you placed random notes to a different song, flow and rhythm is terror This area was changed around a bit due to BD's mod and discussion with me on the map, but was not changed due to this mod in particular.
01:05:395 (4,5,6,7) - :/ even the whole pattern 01:05:395 (4,5,6,7,8,9) - is just weird. This was modified, but again, was not changed due to this mod in particular.
01:18:936 (1,2,3) - I think I hear 1/6 rhythm. Also 01:19:040 (3,4,5) - spacing increases when the song goes down. 01:32:895 (4,5) - Same here, why so? Confirmed the timing as 1/8, and that the volume doesn't necessarily equate to the burst of the end of this part of the kiai.
01:20:915 (1,2,3,4,5,6,7) - This doesn't play as well as the one before it, the tones are not fit for this pattern. Not changed as more people find this good than find this bad.
01:23:311 (5) - looks like a dick xdddd
01:23:728 (1) - and this would be balls I guess Not worth a response
01:28:103 (3,4) - slider first then white tick note please Following the voice, not every bass hit needs a click
01:29:040 (6,7,1) - Stuff like this in the map makes it awkward to play at many places, the flow is just off. This was modified, but again, was not changed due to this mod in particular.
01:32:270 (6,1) - Blanket. Done
01:32:895 (4) - I would ctrl-g Don't remember if I did or not
01:33:311 (1,2) - This just doesn't go well, why such big spacing? At some points it feels like you are spacing the map way higher than it should be and then when something special comes when imo you should increase it, you decrease it. Moved a few of the circles closer while staying with the snap patterning.
01:34:874 (4) - I don't like this one, ends at big white tick and that doesn't work that well, why not go 3 sliders in a row and a single tap at the end to accentuate the big white tick? Same as before, vocal > bass
01:35:082 (1,2,3) - The sound at your triple is not a triple also you just jump towards 01:35:395 (4,5,6) - . Moved 4.
Mapping to different rhythms in one combo, don't know if that's a good idea.
01:17:478 (1,2) - Why not slider on white tick and note on red? It fits so much better. These are offbeat in accordance with the synth. The bass being on-beat is just a sad side effect.
Extremely awkward to play.
You can for example ctrl-g 00:17:895 (3,4) - those and it's much better.
I have played this part so many times and I still can't get it straight because the pattern is overshadowed by the most distinct sound. This pattern was reworked as part of this mod and a few other mods.
00:44:665 (5,1) - This flow is very weird, and the next note is just spaced but is the same, I would ctrl-g 00:44:770 (1) - . Accepted.
00:48:520 (5) - Why is it placed like that. Why not?
00:51:645 (4,5,1) - This pattern is really awkward situated, pattern before it is different and there is no change to the song really but the movement required is not jumpy anymore, it's linear and it makes it very weird to play. This pattern was reworked as part of this mod and a few other mods.
00:54:874 (7,1,2,3) - This looks like you placed random notes to a different song, flow and rhythm is terror This area was changed around a bit due to BD's mod and discussion with me on the map, but was not changed due to this mod in particular.
01:05:395 (4,5,6,7) - :/ even the whole pattern 01:05:395 (4,5,6,7,8,9) - is just weird. This was modified, but again, was not changed due to this mod in particular.
01:18:936 (1,2,3) - I think I hear 1/6 rhythm. Also 01:19:040 (3,4,5) - spacing increases when the song goes down. 01:32:895 (4,5) - Same here, why so? Confirmed the timing as 1/8, and that the volume doesn't necessarily equate to the burst of the end of this part of the kiai.
01:20:915 (1,2,3,4,5,6,7) - This doesn't play as well as the one before it, the tones are not fit for this pattern. Not changed as more people find this good than find this bad.
01:23:311 (5) - looks like a dick xdddd
01:23:728 (1) - and this would be balls I guess Not worth a response
01:28:103 (3,4) - slider first then white tick note please Following the voice, not every bass hit needs a click
01:29:040 (6,7,1) - Stuff like this in the map makes it awkward to play at many places, the flow is just off. This was modified, but again, was not changed due to this mod in particular.
01:32:270 (6,1) - Blanket. Done
01:32:895 (4) - I would ctrl-g Don't remember if I did or not
01:33:311 (1,2) - This just doesn't go well, why such big spacing? At some points it feels like you are spacing the map way higher than it should be and then when something special comes when imo you should increase it, you decrease it. Moved a few of the circles closer while staying with the snap patterning.
01:34:874 (4) - I don't like this one, ends at big white tick and that doesn't work that well, why not go 3 sliders in a row and a single tap at the end to accentuate the big white tick? Same as before, vocal > bass
01:35:082 (1,2,3) - The sound at your triple is not a triple also you just jump towards 01:35:395 (4,5,6) - . Moved 4.
Mapping to different rhythms in one combo, don't know if that's a good idea.
01:17:478 (1,2) - Why not slider on white tick and note on red? It fits so much better. These are offbeat in accordance with the synth. The bass being on-beat is just a sad side effect.
phaZ
First off, Ongaku replied to his diff. All Extra suggestions done, very helpful.
Comfort:
All NC-related stuff denied
Hitsound related stuff done
Most note-related stuff done, some not, like it's really frustrating to go over every single little thing in this density of information does it really matter? he was very helpful and a lot of his stuff is useful but a lot of it wasnt and thats just how modding goes
Comfort:
All NC-related stuff denied
Hitsound related stuff done
Most note-related stuff done, some not, like it's really frustrating to go over every single little thing in this density of information does it really matter? he was very helpful and a lot of his stuff is useful but a lot of it wasnt and thats just how modding goes
Yauxo
■ 00:09:561 (1,2) - 00:10:082 (1,2) - The map looks like it's going full-on for flow, at least that's what I assume all these blankets and rounded Sliders are for. If that's so, then these kinds of Sliders just dont fit in. They most likely could be thrown into the anti-flow chest, as the map (generally fast paced) and the mentioned combo ((1 -> 2) and (2a -> 2b), the slow forced back and forth) dont work well together. Even if you tried to blame this on the music, because of whatever silent note in the song, it just doesnt fit. Weird antiflow objects and fast flowy maps dont like each other. These were partially reworked to not stack on top of eachother so hard, combining this and BD's suggestions
■ 00:15:290 (2,3,4) - Whats up with that spacing? Both seperate combos are like a family that lost each other at a park or something. Put them back together, they dont like to be seperated. (really though, random speedups for seemingly no reason dont feel good) This was an oversight from a previous mod. Fixed.
■ 00:18:103 (4,5,6,7) - Compared to what kind of sounds made 00:13:936 (1,2,1,2,1,2,3) - so jumpy, this one shouldnt be this spaced. This is the highlight of the early parts of the map.
■ 00:28:624 (2,3,4) - Strong sound is on (3), jump is on (4). It's the small things that make things feel weird. That fits to me. Bass hit -> synth jump.
■ 00:52:270 (3,4,5) - 01:13:728 (3,4,5) - Similar thing as above. Even though it has the shiny sound on it (which would explain the jump), I still dont think that mid-alternate (is that a word) jumps like these are any good. Maybe I just really like spacial equality. Yeah, I'm not quite up to speed with the modern sensation of "Notes need to either be perfectly equidistant from eachother or random direction/spacing PP jumps"
■ 00:55:186 (2) - Sliderhead on the end of a strong beat feels "meh" as well. 00:55:082 (1) - 's sound is too strong to have something on where (2) sits. Probably wouldve been better if this (1) was a longer Slider. I don't understand. This was already fine. Maybe it was fixed earlier.
■ 01:23:207 (4,5) - Not sure where that comes from, but my head tells me that this would feel much better if the combo/slider was released towards the right. Quick up/down movements are usually somewhat shaky and not precise, so having a less hard/fixed jump pattern (-> not always to the left) might be easier. Probably nonsense. Probably indeed. I don't know what to say here.
■ 00:15:290 (2,3,4) - Whats up with that spacing? Both seperate combos are like a family that lost each other at a park or something. Put them back together, they dont like to be seperated. (really though, random speedups for seemingly no reason dont feel good) This was an oversight from a previous mod. Fixed.
■ 00:18:103 (4,5,6,7) - Compared to what kind of sounds made 00:13:936 (1,2,1,2,1,2,3) - so jumpy, this one shouldnt be this spaced. This is the highlight of the early parts of the map.
■ 00:28:624 (2,3,4) - Strong sound is on (3), jump is on (4). It's the small things that make things feel weird. That fits to me. Bass hit -> synth jump.
■ 00:52:270 (3,4,5) - 01:13:728 (3,4,5) - Similar thing as above. Even though it has the shiny sound on it (which would explain the jump), I still dont think that mid-alternate (is that a word) jumps like these are any good. Maybe I just really like spacial equality. Yeah, I'm not quite up to speed with the modern sensation of "Notes need to either be perfectly equidistant from eachother or random direction/spacing PP jumps"
■ 00:55:186 (2) - Sliderhead on the end of a strong beat feels "meh" as well. 00:55:082 (1) - 's sound is too strong to have something on where (2) sits. Probably wouldve been better if this (1) was a longer Slider. I don't understand. This was already fine. Maybe it was fixed earlier.
■ 01:23:207 (4,5) - Not sure where that comes from, but my head tells me that this would feel much better if the combo/slider was released towards the right. Quick up/down movements are usually somewhat shaky and not precise, so having a less hard/fixed jump pattern (-> not always to the left) might be easier. Probably nonsense. Probably indeed. I don't know what to say here.
BD
see this mod is great because i can unironically say "accepted all" and it's actually true, ilu buddy. Some of the suggestions weren't taken pixel for pixel, but used to improve the patterns as a whole.
I'll get to hula's later