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Topic Starter
koliron

-Sh1n1- wrote:



Manzanas Congeladas

  1. 01:26:349 (6,7,8) - if you hear carefully sounds like you need a straigh transition here, but looking to your patterns you did the opposite, also at 01:26:784 - there is a high pitch and a hyperdash between 01:26:639 (8,1) - is done, but why the transition is straigh here if there is a strong sound after such patterns? I recommend you to press ctrl+g at 01:26:494 (7,8) - and move to x:320, follow the song much better and you don't need to change other parts. there is a strong and different sound as 1 and 4 o.o
  2. 01:47:074 (4,1) - unconfortable and doesn't deserve a jump imo, change into 1 reverse slider a bit vertical to make it more easy to catch. done
  3. 01:45:624 (2,3) - and 01:46:494 (2,3) - add more distance between such notes to add more movement, the current pattern looks like stacked and you don't need to jump to catch the fruits. that's the idea D:
  4. 02:39:682 (6) - don't stop suddenly on an intense part, (no necesitas seguir todos los sonidos al pie de la letra) in my opinion, 02:39:827 - deserve a note, not at 02:39:972 -, break here feels more confortable to add more enphasis to the next strong sounds: 02:40:117 (1,2) -. changed
  5. 03:21:132 (4) - 03:23:451 (5) - press ctrl+G for a better transition, also a mirrored pattern is more confortable to catch, you don't need to change lot of patterns, is easy to fix imo, so, if you find more patterns like these try to fix it too. without those movements would be sooo boring
  6. 03:28:958 - add NC and remove at 03:29:248 - is following the vocal, not the instrument, as the rest
  7. 03:35:335 (4,5) - structure is wrong cuz the current break is offbeat, are you following guitar with breaks? what do you think about this pattern, 03:35:335 - note, 1 slider from 03:35:480 - to 03:35:480 - to follow guitar, sounds much better imo. naaa i like the current rhythm :3 also that 1/1 is not enough strong to have a note
  8. 03:30:552 (3,4) - you miss a hyperdash here, you did on the first ( 02:07:074 (4,5) - ) and the last ( 05:34:610 (3,4) - ) kiai, I suggest you to keep order. changed in a dash, i prefer dont add hyper to vary, in this part there are a lot of hypers
  9. 03:47:509 - add NC and remove at 03:47:798 -, there are lots of NC issues like this, please recheck, I'll leave it to you. combos are following the vocal, not the instrument ):
  10. 04:31:132 (1,2) - Koli please, don't do this, this is not fun, (no me imagino pasarme la mitad del mapa para perder con unos sliders a la mitad, me daria colera) change the SVM into 1.50 or 1.60 bhuahaha im evil :3 changed in a bit to be more comfortable, but i like these sliders
  11. Hyperdash is between 05:04:610 (2,3) - not between 05:03:595 (1,2) - keep consistency with your previous patterns. there is a dash to (3), so the sense of dash is not lost
  12. 06:28:958 (2,1,2) - should be mapped like 06:31:277 (2,3,1,2,1) - because is the same sound imo. not exactly, there is not a strong sound in the 1/1 of the long slider, as the others, so i triend to vary since there
  13. 06:36:639 (1) - to be honest I prefer an slider here and them spin to finish at 07:11:277 - aaaa okokokkk i will do a sldier here this night, i need some time to do it tbh xD is so hard if i want it fun done, badly but doneee

Invisible mod? :3 hope to help you Koli, structure and jumps are fine, maybe some esthetic patterns could be added but it's fine as it is, GL, ya que krah me gano en estrellas xd y no tengo casi nada de kudosu para dar lol recibe mis dos estrellitas humildemente D:
Thank you for the mod and stars!
SYAHME
Which want I want to pick koliron or Chara's map.
StickyPicky
+star

Best CtB beatmap 2016? :D
Topic Starter
koliron

newtoniorock8 wrote:

+star

Best CtB beatmap 2016? :D
ayy thank you <3 already 100 SP! (and almost all of them shooted lmao)
-Sh1n1-

koliron wrote:

bhuahaha im evil :3
Idk why but it was so cute :3

Don't slap me please :c
Surono
p`ro, .
autofanboy
Hello! Finally back from examination

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Combo Colors
  1. Combo Color 2 is so dark and it is hard to notice by players during their gameplay. Please change it to the one with lighter color.

    Tags
  2. I think it is better to include 'Dystopia' and 'Ground' in separate. I cannot find this map with either one of the word, but the combined one 'DystopiaGround' so it is a good reason to do so.

    Preview Point
  3. It feels like the preview point at 02:03:451 - is much suitable then the current one. However it is fine with your personal choice as it doesn't affect much.

[ Freezing]

  • Difficulty Settings
  1. In my opinion AR and OD can be increased slightly, maybe 9.5? The map is covered with a lot of intense jumps and streams so it is better to increase the AR to suit the patterns.

    Gameplay
  2. 00:35:335 (7,8,1) - I see your point of adding HDash at (8,1) but it feels surprising to see the patterns after 00:35:480 (8) - . I guess you want to make this hard, and keep in mind that making a map difficult doesn't mean you have to add tons of HDashes, simply a dash can create much diversity and harder to predict the upcoming patterns. Right in the case, I think it is better to add a small pause (recommended) or a little dash as the sound of 00:35:480 (8) - is quite prolonging and it is still going on until 00:35:769 -
  3. 00:44:320 (2,3,4) - This is the same part in the rhythm with 00:39:972 (4,5,6) - so they are consistent in beat. While it seems impossible / troublesome to fix 00:39:972 (4,5,6) - with 2 HDashes like 00:37:798 (5,6,1) - (Of course it is much appreciated to do that so this whole part is with the same consistent 2-HDash pattern). Maybe you can alter 00:44:320 (2,3,4,1) - to contain only 1 HDash in order to keep its consistency?
  4. 00:46:929 (4,5,6,1) - ^, maybe it is better with a 2-HDash pattern too? It seems like you are using such pattern in this whole stanza. Probably you can do something like 00:48:088 (5,6,7) - for an idea.
  5. 00:50:117 (2,3,4,5,6,7) - It seems like this part is so plain and not as intense as the previous patterns since this part has not much HDashes. In fact maybe you want to add a HDash at 00:50:552 (6,7) - ? So a 2-HDash pattern can be adopted and be consistent throughout the intro stanza.
  6. 01:00:987 (3,4,1) - It feels inconsistent with the previous patterns and also the later ones regarding to the 2-HDash pattern. While this part is in a new stanza it can be slightly different. So I suggest changing the HDash place, to add one at 01:01:132 (4,1) - instead of (3,4). It is weird to see HDash landing on a strong drum beat since this part is already in vocal and it feels like mapping the vocal with HDashes match the rhythm more.
  7. 01:03:306 (4,5,1) - ^, You may do the same if the above one did so.
  8. 01:05:190 (1,2,3) - This is so uncomfortable to play because (1,2) forms a pretty weak pattern where players can actually catch both the heads and tails without moving the plate during the slider. In that way they can easily fail here because 01:05:480 (2,3,1) - is then a big HDash jump which is very surprising for them to encounter. I suggest increasing the slope of 01:05:190 (1,2) - for easier following of the coming up HDashes.
  9. 01:08:958 (3,1,2) - Like what I have mentioned ago. Oh and 01:10:117 (1,2,3) - is different from the above mods as HDashes are placed on vocal parts, so in case you don't agree with my suggestions, you should change this.
  10. 01:13:740 (3,4,5) - Add HDash at (4,5) instead of (3,4).
  11. 01:35:769 (3,4,5) - I feel like this part should add a 2-HDash pattern here as it sounds much prominent than the previous parts.
  12. 01:36:494 - 01:42:871 - This whole stanza do not contain any 2-HDash patterns as you have done a bit earlier. I suggest adding 1 or 2 to keep the consistency. Moreover this whole part is less-dense with notes comparing to 01:26:784 - 01:33:595 - so please check carefully and maintain a consistency between the two parts.
  13. 01:47:074 (4,1) - I thought there would be a HDash here as you did at 01:46:204 (4,1) - and it felt more suitable with a HDash here. If you did the suggestion you can actually remove the HDash between 01:47:219 (1,2) - as you are trying to focus HDashes on rhythmic jumps but not the vocal intensity.
  14. 01:50:697 (3,4,5) - A bit strange as the HDash should be placed at (4,5) since (5) is the prominent note but not (4).
  15. 02:20:842 (3,4,5,1) - I see what you tried to do here but this part is very timed right now, like you really need a precision to get through this one. In addition this is also a harsh part where players can actually fail right the way if they miss the HDashes, since parts after 02:21:277 (1) - are accessible when you can catch the HDash at 02:21:132 (5,1) - and mostly players may get lost when they miss the HDash left-right jumping. I suggest reworking on this part to make it more easier and tolerant to play.
  16. 02:22:581 (1,2) - This is consistent with 02:06:349 (1,2) - where there were no HDash before but you suddenly added one here. Pretty much removing the HDash here to maintain consistency. In fact they heard like the same rhythm with the same vocal intensity so it has no point increasing the HDash density.
  17. 02:24:900 (1,2) - ^
  18. 02:25:914 (1) - Again, this is consistent with 02:09:682 (1,2) - , please change to the same timeline as mentioned.
  19. 02:33:306 (5,1) - I think it is better to add HDash here, otherwise 02:33:306 (5,1,2) - this part feels really similar and it is hard to distinguish the different stanza.
  20. 02:35:624 (5,1,2) - ^, you may do the same if you fixed so. In fact if you didn't agree, please change this to fit consistency though.
  21. 02:38:813 (1,2,3,4,5) - To be honest this is really minimal, that I don't see any difference by replacing the sliders into circles, since they are with the same distance but only a droplet difference for first slider. I don't think it is appropriate as they actually sounding the same in rhythm so why not just map with the same notes like all with sliders? Or you can just change the pattern, too.
  22. 02:49:248 (1,2,3,4,5,6,7,1) - I know you want to make this difficult but it somehow is too timed. What about removing some of the HDashes and replace them with normal dashes?
  23. 02:53:885 (1,2,3,4,5,6,7) - I don't understand why there is a HDash at (1,2). (2) is not even sounding strong to be emphasized by HDash. In fact this pattern is similar to 02:51:856 (1,2,3,4,5,6,7,8,9,10) - with the similar rhythm so why not just change this 1/3 stream to somewhat like this?
  24. 02:58:813 (3,4) - I wonder if there is a HDash as 02:59:103 (4,5,6) - are sounding really strong.
  25. 03:00:697 (2,3,1) - Add HDash between (2,3)? Consistent with 02:59:538 (1,2,3) - .
  26. 03:01:856 (2,3,1) - ^
  27. 03:25:914 (4,5,1,2,3,4) - I wonder if this part can be a bit more intense since 03:26:349 (1,2,3,4) - are with strong drum beats. Perhaps adding a HDash at 03:26:277 (5,1) - would be recommended too.
  28. 03:30:552 (3,4) - Did you miss out a HDash here?
  29. 03:39:827 (3,4) - Add HDash? Just like what you have done at 03:37:653 (5,6) - .
  30. 03:57:653 (1,2,3) - Add HDashes as you did at 03:55:335 (1,2,3) - and also most of the patterns in the Kiai Time earlier.
  31. 04:36:494 (4,5,6) - This makes the whole 1/3 stream weird. In fact I think changing this to 1/3 stream work much better.
  32. 04:47:364 (3,4) - This can really cause a fail when catching the stream as this part is too close, players can easily overshoot and miss the HDash at 04:47:436 (4,1) - , subsequently miss the whole chunk of stream and fail. Please increase the slope of this 2-circle part to make it easier.
  33. 05:02:436 (1,2,3) - I don't think it is a good point to add HDashes here as you started another map pattern style at 04:58:958 - so I guess you are trying to add HDash every 4 red ticks.
  34. 05:03:595 (1,2,3) - ^ so I think adding HDash at (2,3) is better than adding the one at (1,2).
  35. 05:36:639 (2,3) - Add HDash? You may move 05:36:204 (1,2) - a bit to the right to add so. Note that this is consistent with 05:33:885 (1,2,3) - .
  36. 05:41:277 (2,3) - ^
  37. 05:50:117 (1,2,3) - ^. It feels like you are making this part much easier than what you did earlier before at first Kiai Time.
  38. 05:52:436 (1,2,3) - ^
  39. 06:03:161 (2,1) - Add HDash here? (1) is a strong drum beat and it starts with a new vocal.
  40. 06:05:480 (2,3) - What about a HDash here too? This is somewhat similar as 06:09:393 (3,1) - .
  41. 06:19:827 (6,7) - Add HDash to create a 2-HDash pattern? This stanza covered a lot of double HDash patterns so it is better to keep consistency.
  42. 06:36:349 (7,1) - This ending is really troll because the HDash is very strong that players can overshoot and miss the slider. That is also harsh for those who have already FC the previous parts and they miss here because of a very slow slider start like this. I suggest curving the start of the slider a bit.

    Be aware of the consistency, make sure to do a double check by yourself after the fix. For the combos, try not to cut combos into really small slices, especially during the jumpy part, as the splashing of fruits can really confuse players and block their views of the next jumps.

Good luck!

AFB
Topic Starter
koliron

alienflybot wrote:

Hello! Finally back from examination

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Combo Colors
  1. Combo Color 2 is so dark and it is hard to notice by players during their gameplay. Please change it to the one with lighter color. now all combos are in lum. 45

    Tags
  2. I think it is better to include 'Dystopia' and 'Ground' in separate. I cannot find this map with either one of the word, but the combined one 'DystopiaGround' so it is a good reason to do so. good idea :3

    Preview Point
  3. It feels like the preview point at 02:03:451 - is much suitable then the current one. However it is fine with your personal choice as it doesn't affect much. aaaaa, i like the current preview point, because the voice in the first and 3rd kiai is a bit different, the seconds hears much better :D

[ Freezing]

  • Difficulty Settings
  1. In my opinion AR and OD can be increased slightly, maybe 9.5? The map is covered with a lot of intense jumps and streams so it is better to increase the AR to suit the patterns. Ah, i don't agree, the there are not much 1/4 notes except the guitar solo, in that part i tried to do readable streams, i think its fine being 9.4

    Gameplay
  2. 00:35:335 (7,8,1) - I see your point of adding HDash at (8,1) but it feels surprising to see the patterns after 00:35:480 (8) - . I guess you want to make this hard, and keep in mind that making a map difficult doesn't mean you have to add tons of HDashes, simply a dash can create much diversity and harder to predict the upcoming patterns. Right in the case, I think it is better to add a small pause (recommended) or a little dash as the sound of 00:35:480 (8) - is quite prolonging and it is still going on until 00:35:769 - changed
  3. 00:44:320 (2,3,4) - This is the same part in the rhythm with 00:39:972 (4,5,6) - so they are consistent in beat. While it seems impossible / troublesome to fix 00:39:972 (4,5,6) - with 2 HDashes like 00:37:798 (5,6,1) - (Of course it is much appreciated to do that so this whole part is with the same consistent 2-HDash pattern). Maybe you can alter 00:44:320 (2,3,4,1) - to contain only 1 HDash in order to keep its consistency? not exactly ono 00:44:900 (4) - has a different drum
  4. 00:46:929 (4,5,6,1) - ^, maybe it is better with a 2-HDash pattern too? It seems like you are using such pattern in this whole stanza. Probably you can do something like 00:48:088 (5,6,7) - for an idea. done
  5. 00:50:117 (2,3,4,5,6,7) - It seems like this part is so plain and not as intense as the previous patterns since this part has not much HDashes. In fact maybe you want to add a HDash at 00:50:552 (6,7) - ? So a 2-HDash pattern can be adopted and be consistent throughout the intro stanza. donee
  6. 01:00:987 (3,4,1) - It feels inconsistent with the previous patterns and also the later ones regarding to the 2-HDash pattern. While this part is in a new stanza it can be slightly different. So I suggest changing the HDash place, to add one at 01:01:132 (4,1) - instead of (3,4). It is weird to see HDash landing on a strong drum beat since this part is already in vocal and it feels like mapping the vocal with HDashes match the rhythm more. changed!
  7. 01:03:306 (4,5,1) - ^, You may do the same if the above one did so. oko
  8. 01:05:190 (1,2,3) - This is so uncomfortable to play because (1,2) forms a pretty weak pattern where players can actually catch both the heads and tails without moving the plate during the slider. In that way they can easily fail here because 01:05:480 (2,3,1) - is then a big HDash jump which is very surprising for them to encounter. I suggest increasing the slope of 01:05:190 (1,2) - for easier following of the coming up HDashes. good idea, changed in a bit
  9. 01:08:958 (3,1,2) - Like what I have mentioned ago. Oh and 01:10:117 (1,2,3) - is different from the above mods as HDashes are placed on vocal parts, so in case you don't agree with my suggestions, you should change this. aaa
  10. 01:13:740 (3,4,5) - Add HDash at (4,5) instead of (3,4). yes why not
  11. 01:35:769 (3,4,5) - I feel like this part should add a 2-HDash pattern here as it sounds much prominent than the previous parts. okay, i will remove some hyper before this section since i added a lot until here hahhahh
  12. 01:36:494 - 01:42:871 - This whole stanza do not contain any 2-HDash patterns as you have done a bit earlier. I suggest adding 1 or 2 to keep the consistency. Moreover this whole part is less-dense with notes comparing to 01:26:784 - 01:33:595 - so please check carefully and maintain a consistency between the two parts. huh, changed in a bit about the dash
  13. 01:47:074 (4,1) - I thought there would be a HDash here as you did at 01:46:204 (4,1) - and it felt more suitable with a HDash here. If you did the suggestion you can actually remove the HDash between 01:47:219 (1,2) - as you are trying to focus HDashes on rhythmic jumps but not the vocal intensity. aaaa if i add here would be a lot of hypers in this section! i added hyper when i could, not in all, in some cases i prefer dont add to not be so repetitive, obviously i added always at least a dash to not miss the sense of distance and jump :3
  14. 01:50:697 (3,4,5) - A bit strange as the HDash should be placed at (4,5) since (5) is the prominent note but not (4). done
  15. 02:20:842 (3,4,5,1) - I see what you tried to do here but this part is very timed right now, like you really need a precision to get through this one. In addition this is also a harsh part where players can actually fail right the way if they miss the HDashes, since parts after 02:21:277 (1) - are accessible when you can catch the HDash at 02:21:132 (5,1) - and mostly players may get lost when they miss the HDash left-right jumping. I suggest reworking on this part to make it more easier and tolerant to play. hum, changed in a bit but i will keep the hypers, tbh i cant see why is so hard ;A; i reduced the distances so will be easier to read
  16. 02:22:581 (1,2) - This is consistent with 02:06:349 (1,2) - where there were no HDash before but you suddenly added one here. Pretty much removing the HDash here to maintain consistency. In fact they heard like the same rhythm with the same vocal intensity so it has no point increasing the HDash density. not really here ono becaaaause i dont want to add hyper in each 1/1, and 02:06:784 (2) - is the lowest consonant, so i prefer only keep a dash here
  17. 02:24:900 (1,2) - ^ oh here is true XD
  18. 02:25:914 (1) - Again, this is consistent with 02:09:682 (1,2) - , please change to the same timeline as mentioned. Ah?
    O___O is different D: maybe you put an wrong time, anyway vary with this is not so bad XD especially because in 02:25:914 (1) - the voice is so strong and llllonggg
  19. 02:33:306 (5,1) - I think it is better to add HDash here, otherwise 02:33:306 (5,1,2) - this part feels really similar and it is hard to distinguish the different stanza. truee
  20. 02:35:624 (5,1,2) - ^, you may do the same if you fixed so. In fact if you didn't agree, please change this to fit consistency though. oki
  21. 02:38:813 (1,2,3,4,5) - To be honest this is really minimal, that I don't see any difference by replacing the sliders into circles, since they are with the same distance but only a droplet difference for first slider. I don't think it is appropriate as they actually sounding the same in rhythm so why not just map with the same notes like all with sliders? Or you can just change the pattern, too. changed the pattern in a bit
  22. 02:49:248 (1,2,3,4,5,6,7,1) - I know you want to make this difficult but it somehow is too timed. What about removing some of the HDashes and replace them with normal dashes? i asked a lot of people about this pattern, and no one can think another option for this, i tried with what you suggested when i mapped this XD and is uncomfortable, the only way is not follow the increacing of the sounds, and that would be so obvious ): i prefr keep this pattern aaa. But if the second bn or deif suggest something that fit i will do it
  23. 02:53:885 (1,2,3,4,5,6,7) - I don't understand why there is a HDash at (1,2). (2) is not even sounding strong to be emphasized by HDash. In fact this pattern is similar to 02:51:856 (1,2,3,4,5,6,7,8,9,10) - with the similar rhythm so why not just change this 1/3 stream to somewhat like this? ok, was a bit strong but its true, is not possible to notice in game
  24. 02:58:813 (3,4) - I wonder if there is a HDash as 02:59:103 (4,5,6) - are sounding really strong. done
  25. 03:00:697 (2,3,1) - Add HDash between (2,3)? Consistent with 02:59:538 (1,2,3) - . done too
  26. 03:01:856 (2,3,1) - ^ tototoo
  27. 03:25:914 (4,5,1,2,3,4) - I wonder if this part can be a bit more intense since 03:26:349 (1,2,3,4) - are with strong drum beats. Perhaps adding a HDash at 03:26:277 (5,1) - would be recommended too. 1/2 jump after 1/4 hyper would be so uncomfortable D: and i cant add hyper in each note XD hyper is not the only way to add difficulty :3 strong dash are fine too
  28. 03:30:552 (3,4) - Did you miss out a HDash here? trueeee~
  29. 03:39:827 (3,4) - Add HDash? Just like what you have done at 03:37:653 (5,6) - . done
  30. 03:57:653 (1,2,3) - Add HDashes as you did at 03:55:335 (1,2,3) - and also most of the patterns in the Kiai Time earlier. changed with dash
  31. 04:36:494 (4,5,6) - This makes the whole 1/3 stream weird. In fact I think changing this to 1/3 stream work much better. okay is a weird sound but now is 1/3, i discussed about this note already with deif and clsw XD map rock songs is hard in some sections
  32. 04:47:364 (3,4) - This can really cause a fail when catching the stream as this part is too close, players can easily overshoot and miss the HDash at 04:47:436 (4,1) - , subsequently miss the whole chunk of stream and fail. Please increase the slope of this 2-circle part to make it easier. ok since a lot of people suggested it
  33. 05:02:436 (1,2,3) - I don't think it is a good point to add HDashes here as you started another map pattern style at 04:58:958 - so I guess you are trying to add HDash every 4 red ticks. hum, i will keep the first 1/1 since is so strong about the drum, but about the rest i will change it is true
  34. 05:03:595 (1,2,3) - ^ so I think adding HDash at (2,3) is better than adding the one at (1,2). yep
  35. 05:36:639 (2,3) - Add HDash? You may move 05:36:204 (1,2) - a bit to the right to add so. Note that this is consistent with 05:33:885 (1,2,3) - . yes why not
  36. 05:41:277 (2,3) - ^ nooot exactly here, because i think the voice is not neough strong for an hyper, also i didnt to this in the other kiais
  37. 05:50:117 (1,2,3) - ^. It feels like you are making this part much easier than what you did earlier before at first Kiai Time. added both, and yeah XD sorry for that, i will add distances, and some hypers more in this final kiai
  38. 05:52:436 (1,2,3) - ^ added
  39. 06:03:161 (2,1) - Add HDash here? (1) is a strong drum beat and it starts with a new vocal. yeah but i prefer add hyper only to 06:03:740 - because the instrument is much stronger there :3 but still changed this pattern, now will feels better
  40. 06:05:480 (2,3) - What about a HDash here too? This is somewhat similar as 06:09:393 (3,1) - . done
  41. 06:19:827 (6,7) - Add HDash to create a 2-HDash pattern? This stanza covered a lot of double HDash patterns so it is better to keep consistency. done
  42. 06:36:349 (7,1) - This ending is really troll because the HDash is very strong that players can overshoot and miss the slider. That is also harsh for those who have already FC the previous parts and they miss here because of a very slow slider start like this. I suggest curving the start of the slider a bit. changed

    Be aware of the consistency, make sure to do a double check by yourself after the fix. For the combos, try not to cut combos into really small slices, especially during the jumpy part, as the splashing of fruits can really confuse players and block their views of the next jumps. i added more difficulty in the last kiai as you suggested, and keep consistency in obvious hypers, also check all ncs and removed when is not necessary :3 the guittar kiai now have almost all combos of 8, is much better

Good luck!

AFB
Done! thank you, almost all changed
autofanboy
Recheck!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Combo Colors
  1. Is it just me that the second combo color is still very dark? It can be unrankable as the fruit can be difficult to be noticed.

    Kiai Time
  2. For the inherited timing section at 03:44:175 - , it should be starting at 03:44:320 - to be consistent with 02:20:842 - .

[ Freezing]

  • Gameplay
  1. 00:35:045 (4,5,6,7,8) - This part is totally fine but it feels a bit strange when catching the intro part, since the movement of 00:35:045 (4,5) - is not in a backward motion, like what you did at 00:33:885 (4,5) - and 00:34:465 (4,5) - . Hence what about changing to something like *this?
  2. 01:00:987 (3,4,1) - It is still not changed while you mentioned that it was changed. Please add HDash at (4,1) instead of (3,4), just like what you did at 00:59:972 (3,1) - .
  3. 01:10:552 (3) - This is perfectly okay but I suggest remapping this with somewhat like 01:09:393 (2,3) - since they are similar in rhythm and I don't understand the reason to use a long slider here, it doesn't give any special effects.
  4. 01:23:595 (2,3) - There should be no HDashes as there are only 3 sliders with HDashes attached in the previous two parts, i.e. 01:18:813 (1) - and 01:21:132 (1) - .
  5. 01:32:436 (4,5) - Add HDash? You did the same at 01:04:610 (4,5) - , which is also the same part in same rhythm.
  6. 01:33:740 (4) - Same as 01:10:552 (3) - .
  7. 02:14:030 (3,1) - Perhaps you can add a HDash here? You did the same at 02:16:349 (3,1) - and I find it more appropriate to do so.
  8. 02:58:088 (4,5) - Add a HDash if possible, you did 2-HDash patterns at this whole stanza so why not for this one?
  9. 03:31:277 (5,1) - HDash?
  10. 03:44:610 (1,2,3,4,5,6,7,8,1,2,3,4) - This part feels much easier than 02:20:262 (1,2,3,4,5,1,2,3,4,5,6) - in terms of the amount of HDashes. Please add some HDashes at this point to create consistent difficulty level here.
  11. 04:37:980 (2) - If you hear clearly, this should be at 04:37:992 - .
  12. 05:49:393 (4,1) - This distance can be smaller as it is really easy to overshoot here and miss (1). What about keeping the distance same as 00:33:885 (4,5) - ? In addition 05:49:538 (1,2) - is different from 02:22:001 (1,2) - and 03:45:480 (1,2,3,4) - in timeline, so I suggest having the same timeline, maybe changing this part to 1/2 sliders? Or you do the same for the first two stanzas.
  13. 06:28:958 (2,1) - I suggest changing this part with some patterns new here, it feels like 06:27:509 - 06:31:422 - is a bit predictable as players will just dash to and fro. Changing this part seem a bit appropriate and it fits the current rhythm too.

Good luck!

AFB
Topic Starter
koliron
All fixed! (kiais nowe are consistent when the intrument start), except
  1. 01:33:740 (4) - Same as 01:10:552 (3) - . I did it in 01:10:552 (3) - but in 01:33:740 (4) - in my opinion feels better with the current rhythm, with another sldier is just weird because the next sldiers arelong too, and thats not possible to change, as you said "is totally fine" \o/
    05:49:393 (4,1) - This distance can be smaller as it is really easy to overshoot here and miss (1). What about keeping the distance same as 00:33:885 (4,5) - ? In addition 05:49:538 (1,2) - is different from 02:22:001 (1,2) - and 03:45:480 (1,2,3,4) - in timeline, so I suggest having the same timeline, maybe changing this part to 1/2 sliders? Or you do the same for the first two stanzas. I did the first suggestion but i think its fine vary with these 1/4 sliders because the voice is different, also to add more difficulty in the last kiai as you suggested :3
  2. 06:28:958 (2,1) - I suggest changing this part with some patterns new here, it feels like 06:27:509 - 06:31:422 - is a bit predictable as players will just dash to and fro. Changing this part seem a bit appropriate and it fits the current rhythm too. just are a biiit different, in game feels good, i changed the rhythm and patterns since 06:31:711 - because in 06:31:856 - there is not a strong sound as the rest 1/1 and because 06:31:711 - this 1/2 is so, so strong
Updated
autofanboy
Had some discussion with koliron, right now the map is alright to me

Chat Information
2016-03-20 00:21 koliron: if you has another comment just say it here :3
2016-03-20 00:21 alienflybot: ya im checking
2016-03-20 00:21 alienflybot: so tired
2016-03-20 00:21 alienflybot: my eyes are like they are swollen
2016-03-20 00:21 koliron: ay D:
2016-03-20 00:22 alienflybot: it is 00:22 here
2016-03-20 00:23 koliron: sorry for it, the next time when you have a map ready i will help you too in exchage :D
2016-03-20 00:23 koliron: o rip
2016-03-20 00:23 koliron: at least is weekend
2016-03-20 00:24 alienflybot: I went school today
2016-03-20 00:25 koliron: in sunday!? O__O
2016-03-20 00:25 alienflybot: as i am a prefect and there are something official today like every prefects have to attend
2016-03-20 00:25 alienflybot: i mean yesterday if precisely
2016-03-20 00:25 alienflybot: saturday
2016-03-20 00:25 koliron: x.x
2016-03-20 00:25 alienflybot: and I have to go to do some voluntary work today
2016-03-20 00:26 alienflybot: sunday I mean
2016-03-20 00:26 alienflybot: lel
2016-03-20 00:26 koliron: DDD: afb life is hard
2016-03-20 00:26 alienflybot: at least
2016-03-20 00:26 alienflybot: next week there will be holiday
2016-03-20 00:26 alienflybot: after wednesday
2016-03-20 00:27 koliron: yeah :3
2016-03-20 00:29 alienflybot: actually I wonder if 05:30:407 (1,2) - can be more slanter
2016-03-20 00:29 alienflybot: it feels so straight and uncomfortable when hdashing
2016-03-20 00:30 alienflybot: i think the slope like 05:44:900 (1) - would be enough
2016-03-20 00:31 koliron: do you mean... more horizontal?
2016-03-20 00:31 koliron: ahh
2016-03-20 00:31 koliron: ok :3
2016-03-20 00:31 koliron: changed
2016-03-20 00:32 alienflybot: anyways want to make this clear
2016-03-20 00:32 alienflybot: 06:28:958 (2,1) -
2016-03-20 00:33 alienflybot: it is somewhat consistent as 06:31:277 (2,3) - and 06:33:595 (2,3) -
2016-03-20 00:33 alienflybot: hence I suggest changing the part here like changing (1) into circles or whatever
2016-03-20 00:33 alienflybot: it feels more fitter to the rhythm and also more consistent with the ending
2016-03-20 00:34 koliron: the difference is not much
2016-03-20 00:34 koliron: you already suggested it 3 times XD
2016-03-20 00:34 alienflybot: it feels so spammy now
2016-03-20 00:34 alienflybot: :(
2016-03-20 00:34 koliron: i want to keep it x:
2016-03-20 00:34 alienflybot: so clsw
2016-03-20 00:34 alienflybot: ,
2016-03-20 00:34 koliron: ayy
2016-03-20 00:34 koliron: lol
2016-03-20 00:35 koliron: is not my problem that that part is in the end of the song XD
2016-03-20 00:35 alienflybot: this is just genryuu kaiko 2nd
2016-03-20 00:35 alienflybot: huehue
2016-03-20 00:35 koliron: i would do it even if is in the middle
2016-03-20 00:35 alienflybot: the last part
2016-03-20 00:35 koliron: rip
2016-03-20 00:35 alienflybot: i can tell
2016-03-20 00:35 alienflybot: you probably following the pattern
2016-03-20 00:35 alienflybot: :)
2016-03-20 00:35 alienflybot: https://osu.ppy.sh/ss/4750179
2016-03-20 00:35 koliron: the sldiers in genryuu are longest xdd
2016-03-20 00:36 koliron: yeah the idea is taken of genryuu
2016-03-20 00:36 koliron: but thats so bad?
2016-03-20 00:36 alienflybot: nah just to point it out
2016-03-20 00:36 koliron: XD
2016-03-20 00:37 alienflybot: i think 06:16:494 (3,4) - can be larger
2016-03-20 00:38 alienflybot: it feels the distance is so similar with 06:16:204 (1,2,3) -
2016-03-20 00:38 alienflybot: when gameplay
2016-03-20 00:38 koliron: good idea
2016-03-20 00:39 alienflybot: you can drag 06:14:465 (2,3,4,5,6,7,1,2,3,4,1,2,3) -
2016-03-20 00:39 koliron: fixed
2016-03-20 00:39 alienflybot: ok
2016-03-20 00:43 alienflybot: 01:09:393 (2) -
2016-03-20 00:43 alienflybot: nc this instead of 01:09:248 (1) -
2016-03-20 00:43 alienflybot: ok also messed up with 01:10:117 (1,2,3,4) -
2016-03-20 00:43 alienflybot: the nc
2016-03-20 00:43 alienflybot: check this whole part
2016-03-20 00:43 koliron: sure why not
2016-03-20 00:44 alienflybot: until 01:12:726 -
2016-03-20 00:44 koliron: ah?
2016-03-20 00:44 alienflybot: you started the nc a bit late and the previous stanza you NC based on the vocal
2016-03-20 00:44 alienflybot: but now it is drum
2016-03-20 00:45 alienflybot: for instance 01:10:552 (3) - and 01:11:711 (3) - should be the one placed with nc
2016-03-20 00:45 koliron: do you mean in 01:10:117 (1,2,3,4) - ?
2016-03-20 00:45 koliron: oh ok
2016-03-20 00:45 koliron: both changed
2016-03-20 00:47 alienflybot: 01:59:972 (1,2) - i think you can nc at 02:00:407 (2) - and remove the nc at 01:59:972 (1) -
2016-03-20 00:47 alienflybot: like you did at 02:01:567 (1) -
2016-03-20 00:47 koliron: done
2016-03-20 00:48 alienflybot: checking nc is the hardest process of the mod xd
2016-03-20 00:48 alienflybot: because my images are so blurry now at night
2016-03-20 00:48 alienflybot: 02:41:422 (1) - remove nc
2016-03-20 00:48 koliron: are ncs, is not necessary be 100% consistent, that is not so noticeable in game except if is a real obvious inconsistency XD
2016-03-20 00:49 alienflybot: same as 02:42:581 (2) -
2016-03-20 00:49 koliron: oh sure
2016-03-20 00:49 alienflybot: but some are really redundant like this with only 1 note as a combo
2016-03-20 00:49 koliron: done
2016-03-20 00:49 alienflybot: ok
2016-03-20 00:49 koliron: yeah that 02:41:422 (2) - was an error haha
2016-03-20 00:50 alienflybot: 03:32:146 (3) - nc ee
2016-03-20 00:50 koliron: done ee
2016-03-20 00:51 alienflybot: 04:14:755 (1) - remove nc? 1 note here too
2016-03-20 00:51 alienflybot: just fit it with the previous combo
2016-03-20 00:51 koliron: lmao what happened there
2016-03-20 00:51 koliron: done
2016-03-20 00:54 alienflybot: yea thats it
2016-03-20 00:54 koliron: yai
2016-03-20 00:54 koliron: wait me i will update

get hyped m80s (yes pp!!!111oneone11one!)

Bubble #1
Topic Starter
koliron

alienflybot wrote:

(yes pp!!!111oneone11one!)
hahahah thank you!
Sey
IRC mod with koliron.
We mainly fixed a few spacing issues, a bit of hitsounding and a few timeline issues.

IRC mod
18:44 *Sey is editing [https://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]]
18:44 *koliron is editing [https://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]]
18:44 Sey: 00:49:610 - I suggest to add a note here to have a similar triplet as on previous sections as 00:47:943 (3,4,5) - , 00:46:639 (2,3,4) - , 00:45:624 (3,4,5) - and so on
18:45 Sey: Make sure to change the pattern that you have 0,88 distance snap between the notes.
18:45 koliron: but the drum there is not so clear as the others o.o
18:45 koliron: in 00:47:943 (3,4,5) - is so obvious
18:46 Sey: Yeah but you did map it like that in subsequent patterns again, you only skipped it there.
18:46 Sey: And since you only used a slider there and nowhere else it's inconsistent.
18:47 koliron: do you really can listen a clear soudn there? sorry i usually agree with all with you but this sound is not obvious to add a note, imo
18:47 Sey: Well I can clearly hear a sound there, yes. lol
18:48 koliron: well, sorry i cant XDD anyway is not necessary add notes in all sounds (i remember with you teached me it) :D
18:48 koliron: whe*
18:48 koliron: when*
18:48 koliron: nice keyboard
18:48 Sey: Its not necessary, nah. Thats why its a suggestions. Welp moving on.
18:49 koliron: :3
18:49 Sey: 00:54:393 (8,1) - Might be a little harsh, i prefer a more consistent spacing, so for 00:54:465 (1) - I suggest around x360, this wont really destroy the hyper as well.
18:50 koliron: done
18:50 Sey: Man modding this diff isn't easy lol
18:51 koliron: XD
18:52 koliron: your mod for my xi overdose was nice so i think you could here without problems
18:52 Sey: 01:33:740 (4,5,1,2) - This is a little confusing. I clearly see you mapped vocals at 01:33:740 (4,5) - , but then you kinda swap to drums again at (1) and (2) again, clearly the vocals are elongated at (1), so this slider should end at around 01:35:480 -
18:52 Sey: I really want you to consider if you wanna map on vocals here or on drums, make up your mind
18:54 Sey: The same could of course be said for 01:35:769 (3,4,5) - , actually I would prefer if you map it purely on drums, oh well-
18:54 koliron: hum, i followed vocal and drum in this song, will not be a problem for experienced players, ithink they can feels both, anyway i will change that pattern a bit
18:54 Sey: Just make sure there is something that follows the end of the vocals at 01:35:480 - , please
18:55 Sey: The argument that experienced players understand won't count here, because we could basically use that one for overdoses all the time to defend a mapset, it is a reason that you cannot really defeat on the logic of overdoses
18:56 koliron: sure
18:58 koliron: rip XD i mean, in cup-salad-platter you need follow the vocal orr the intrument, but rain and especially in overdoses you can follow both, feels good at least for me
18:58 Sey: 02:02:509 (4,5,1) - Do you really wanna do that?
18:58 Sey: I dislike it a lot from playability terms
18:58 Sey: The current hyper at 02:02:581 (5,1) - feels extremely spiky
18:58 Sey: Like you could at least make a bit softer I guess.
18:59 koliron: mh, is 1/5 hyper and then 1/2 but is not possible to not follow one of them
19:00 koliron: are so strong
19:00 koliron: 1/4*
19:00 Sey: Yeah it just plays a little awkward
19:00 Sey: Anyway, your decision-
19:01 Sey: Moving on, I think 02:10:117 (2,3,4) - can have far more increased distances, like we are in the Kiai. All in all this Kiai is really nice to play but these low distances feel extremely out of place for a Kiai tbh.
19:01 koliron: i wil try to reduce it to be easier
19:01 koliron: donee
19:01 Sey: They are just too squeeted, think you can increase the difficulty there a bit?
19:01 Sey: squeezed*
19:02 koliron: ok is true the third is possible to catch without dash
19:02 koliron: changed
19:02 Sey: xD yeah
19:02 Sey: It was too easy :p I normally use that pattern for platters :D
19:02 koliron: XD is a nice pattern :D
19:03 Sey: Yeah it is :p
19:04 Sey: 02:19:538 - I think this tick is very weak, listen to the vocals
19:05 Sey: I am not even sure if it should be emphasized with a slider tail, I try to rework the timeline, give me a sec.
19:05 Sey: Yeah basically just delete (2) and add a single note at 02:19:393 - . There is no clearly audible beat at 02:19:538 -
19:06 Sey: OPTIONALLY you can leave 02:20:117 - empty for consistency but the beat here is a little more audible.
19:06 koliron: hum, i cant listen the final of word there XD also the pattern would be totally broken if i use only a circle there
19:06 koliron: can*
19:06 koliron: lmao
19:06 koliron: is the same as 02:20:117 -
19:06 koliron: try to listenb it in 100%, not in 25%
19:07 koliron: i think in 100% is enough clear :3
19:07 Sey: but not in 25% playback rate, its a rhythm game afterall ._.
19:07 koliron: yeah thats what i mean XD
19:08 Sey: Oh well, I dont consider this single note overmapping, as you wish.
19:09 koliron: i will ask the next check what think about this notes, but for me are totally fine
19:09 Sey: next check?
19:09 Sey: eh I wanna approve it, koli. There will be no next check.
19:10 koliron: mh?
19:10 koliron: but
19:10 koliron: q
19:10 koliron: marathons need 3 checks
19:10 koliron: XD
19:10 koliron: bubble bubble flame right?
19:10 Sey: Oh wait, there was a new rule or something? I think I forgot
19:11 koliron: at least since a year ago marathons neeed be ranked with 3 icons
19:11 koliron: its pretty ilogic because spreads of 6 min 4803089 diffs can be ranked with 2 bns
19:11 koliron: but yeah
19:11 Sey: i ask the others about that
19:11 koliron: go discord
19:12 Sey: Anyway, until the next kiai the map is fine, make sure 03:43:161 (2,3) - is more distanced out of a similar reason as in the first kiai
19:13 Sey: And that is basically exactly the same pattern: 03:49:827 (2,3,4) -
19:13 Sey: you little copycat ;)
19:13 Sey: I see what you did there
19:13 koliron: changed o3o
19:13 Sey: 03:55:769 (2,3) - ^
19:13 koliron: yeah i love that pattern :3 but distances changed in a bit too
19:14 koliron: changed too
19:14 Sey: 04:04:030 (3) - You should consider to ctrl+g this slider to have a better direction towards 04:04:465 (1) -
19:15 Sey: The current antiflow movement is pretty awkward.
19:15 koliron: i will change a bit the distance but i like the direction
19:16 koliron: done
19:16 Sey: Alright, as you wish.
19:17 Sey: Uhm, one thing about hitsounds
19:17 Sey: 04:15:624 (1) - , 04:16:204 (1) - 04:16:784 (1) - 04:17:364 (1) - AND SO ON; ALL OF THEM
19:17 Sey: All the (1)'s, got it?
19:18 Sey: The normal sounds are pretty annoying, I suggest to go drum sampleset on all of them and give each of them a clap hitsound or something
19:18 koliron: do you want me to add in those?
19:18 koliron: ok feels good too
19:18 koliron: added
19:18 koliron: oh wait
19:18 koliron: are already clap
19:19 koliron: aaa
19:19 Sey: not all of them have a clap
19:19 Sey: Make sure its drum sampleset
19:19 Sey: not normal clap
19:19 Sey: It sounds better, believe me
19:19 koliron: oki
19:19 koliron: wait
19:19 koliron: only for those hitsounds right? the rest in normal
19:19 Sey: mhh
19:19 Sey: But for some reason it still sounds weird when they all have drum, let me try something
19:20 koliron: XD oki
19:20 koliron: i added drum claps when the drum is different
19:20 koliron: dont know if fit here
19:20 Sey: No wait... I try to find a solution on this
19:21 koliron: are the same sounds as 04:26:929 (1) -
19:21 koliron: and those have clap
19:21 koliron: normal clap*
19:21 koliron: if i change it maybe could be so different o.o
19:22 Sey: Give them normal sampleset, nothing more.
19:22 Sey: Remove all the hitsounds from them, even claps
19:22 koliron: yai
19:22 Sey: Thats the way it sounds the best.
19:22 koliron: o
19:22 Sey: You had a few claps on them before. Remove them completely
19:22 Sey: Then it should be fine
19:23 Sey: 04:19:103 (1) - Not the one here though, from this moment on start using hitsounds as before again. Then remove hitsounds again on any (1)
19:23 Sey: from 04:20:262 -
19:23 koliron: without hitsounds?
19:23 koliron: DD:
19:23 koliron: is a long time!
19:23 koliron: 04:14:900 - 04:23:161 -
19:23 koliron: 10 seconds aaa
19:23 Sey: And so on.
19:23 Sey: just remove the claps aaaa
19:23 koliron: mh ok
19:24 koliron: done
19:25 Sey: 04:37:992 (2) - Are you 100% sure this note is properly snapped?
19:25 Sey: I find it pretty difficult to determine if that one really is 1/12
19:25 Sey: probably, to be on the safe side it will be better to just erase this note
19:25 koliron: deif suggested me that in his mod :3
19:26 koliron: before it was 1/4 so noob
19:26 Sey: lol
19:26 Sey: I was not sure what it was tbh, i find it extremely difficult, but okay
19:26 koliron: XD
19:26 Sey: It still sounds a little off to me lol
19:28 Sey: Ok reaching last kiai now, we are almost done I think.
19:29 koliron: :3
19:31 Sey: 06:26:567 (4,1) - This is tricky
19:32 Sey: I dislike the sudden brake after the hyper, suggesting highly to increase the stream movement a bit more.
19:32 koliron: ok i will add a bit more distances in 06:26:639 (1,2,3,4,5,6) -
19:32 koliron: but the idea is not press the dash when you are in (1)
19:33 Sey: Of course, but its still easy to miss here and at the very ending of the beatmap it will be depressing
19:33 koliron: nono, is better with the previos distances
19:33 koliron: if i add more is not obvious
19:34 Sey: Ok let me make a screenshot.
19:34 koliron: and the player could keep the dash
19:34 koliron: but still distance changed a bit
19:34 koliron: ah?
19:35 Sey: You dont necessarily need to increase distances, an easy curved stream will make the player aware he needs to stand to reach the stream. if the stream goes purely to the right the player will automatically think he needs to move to the right, this one seems a little more obvious: https://osu.ppy.sh/ss/4751027
19:37 koliron: i could reduce the distance
19:37 koliron: then would be almmost unnecessary move the ryuuta
19:37 Sey: I think that will make it look even more ugly
19:37 koliron: but i like that pattern XD
19:37 koliron: ay
19:37 Sey: Alright, upload it then.
19:37 koliron: then i prefer keep the current :C

Bubble#2

Good luck!
Topic Starter
koliron

Sey wrote:

IRC mod with koliron.
We mainly fixed a few spacing issues, a bit of hitsounding and a few timeline issues.

IRC mod
18:44 *Sey is editing [https://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]]
18:44 *koliron is editing [https://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]]
18:44 Sey: 00:49:610 - I suggest to add a note here to have a similar triplet as on previous sections as 00:47:943 (3,4,5) - , 00:46:639 (2,3,4) - , 00:45:624 (3,4,5) - and so on
18:45 Sey: Make sure to change the pattern that you have 0,88 distance snap between the notes.
18:45 koliron: but the drum there is not so clear as the others o.o
18:45 koliron: in 00:47:943 (3,4,5) - is so obvious
18:46 Sey: Yeah but you did map it like that in subsequent patterns again, you only skipped it there.
18:46 Sey: And since you only used a slider there and nowhere else it's inconsistent.
18:47 koliron: do you really can listen a clear soudn there? sorry i usually agree with all with you but this sound is not obvious to add a note, imo
18:47 Sey: Well I can clearly hear a sound there, yes. lol
18:48 koliron: well, sorry i cant XDD anyway is not necessary add notes in all sounds (i remember with you teached me it) :D
18:48 koliron: whe*
18:48 koliron: when*
18:48 koliron: nice keyboard
18:48 Sey: Its not necessary, nah. Thats why its a suggestions. Welp moving on.
18:49 koliron: :3
18:49 Sey: 00:54:393 (8,1) - Might be a little harsh, i prefer a more consistent spacing, so for 00:54:465 (1) - I suggest around x360, this wont really destroy the hyper as well.
18:50 koliron: done
18:50 Sey: Man modding this diff isn't easy lol
18:51 koliron: XD
18:52 koliron: your mod for my xi overdose was nice so i think you could here without problems
18:52 Sey: 01:33:740 (4,5,1,2) - This is a little confusing. I clearly see you mapped vocals at 01:33:740 (4,5) - , but then you kinda swap to drums again at (1) and (2) again, clearly the vocals are elongated at (1), so this slider should end at around 01:35:480 -
18:52 Sey: I really want you to consider if you wanna map on vocals here or on drums, make up your mind
18:54 Sey: The same could of course be said for 01:35:769 (3,4,5) - , actually I would prefer if you map it purely on drums, oh well-
18:54 koliron: hum, i followed vocal and drum in this song, will not be a problem for experienced players, ithink they can feels both, anyway i will change that pattern a bit
18:54 Sey: Just make sure there is something that follows the end of the vocals at 01:35:480 - , please
18:55 Sey: The argument that experienced players understand won't count here, because we could basically use that one for overdoses all the time to defend a mapset, it is a reason that you cannot really defeat on the logic of overdoses
18:56 koliron: sure
18:58 koliron: rip XD i mean, in cup-salad-platter you need follow the vocal orr the intrument, but rain and especially in overdoses you can follow both, feels good at least for me
18:58 Sey: 02:02:509 (4,5,1) - Do you really wanna do that?
18:58 Sey: I dislike it a lot from playability terms
18:58 Sey: The current hyper at 02:02:581 (5,1) - feels extremely spiky
18:58 Sey: Like you could at least make a bit softer I guess.
18:59 koliron: mh, is 1/5 hyper and then 1/2 but is not possible to not follow one of them
19:00 koliron: are so strong
19:00 koliron: 1/4*
19:00 Sey: Yeah it just plays a little awkward
19:00 Sey: Anyway, your decision-
19:01 Sey: Moving on, I think 02:10:117 (2,3,4) - can have far more increased distances, like we are in the Kiai. All in all this Kiai is really nice to play but these low distances feel extremely out of place for a Kiai tbh.
19:01 koliron: i wil try to reduce it to be easier
19:01 koliron: donee
19:01 Sey: They are just too squeeted, think you can increase the difficulty there a bit?
19:01 Sey: squeezed*
19:02 koliron: ok is true the third is possible to catch without dash
19:02 koliron: changed
19:02 Sey: xD yeah
19:02 Sey: It was too easy :p I normally use that pattern for platters :D
19:02 koliron: XD is a nice pattern :D
19:03 Sey: Yeah it is :p
19:04 Sey: 02:19:538 - I think this tick is very weak, listen to the vocals
19:05 Sey: I am not even sure if it should be emphasized with a slider tail, I try to rework the timeline, give me a sec.
19:05 Sey: Yeah basically just delete (2) and add a single note at 02:19:393 - . There is no clearly audible beat at 02:19:538 -
19:06 Sey: OPTIONALLY you can leave 02:20:117 - empty for consistency but the beat here is a little more audible.
19:06 koliron: hum, i cant listen the final of word there XD also the pattern would be totally broken if i use only a circle there
19:06 koliron: can*
19:06 koliron: lmao
19:06 koliron: is the same as 02:20:117 -
19:06 koliron: try to listenb it in 100%, not in 25%
19:07 koliron: i think in 100% is enough clear :3
19:07 Sey: but not in 25% playback rate, its a rhythm game afterall ._.
19:07 koliron: yeah thats what i mean XD
19:08 Sey: Oh well, I dont consider this single note overmapping, as you wish.
19:09 koliron: i will ask the next check what think about this notes, but for me are totally fine
19:09 Sey: next check?
19:09 Sey: eh I wanna approve it, koli. There will be no next check.
19:10 koliron: mh?
19:10 koliron: but
19:10 koliron: q
19:10 koliron: marathons need 3 checks
19:10 koliron: XD
19:10 koliron: bubble bubble flame right?
19:10 Sey: Oh wait, there was a new rule or something? I think I forgot
19:11 koliron: at least since a year ago marathons neeed be ranked with 3 icons
19:11 koliron: its pretty ilogic because spreads of 6 min 4803089 diffs can be ranked with 2 bns
19:11 koliron: but yeah
19:11 Sey: i ask the others about that
19:11 koliron: go discord
19:12 Sey: Anyway, until the next kiai the map is fine, make sure 03:43:161 (2,3) - is more distanced out of a similar reason as in the first kiai
19:13 Sey: And that is basically exactly the same pattern: 03:49:827 (2,3,4) -
19:13 Sey: you little copycat ;)
19:13 Sey: I see what you did there
19:13 koliron: changed o3o
19:13 Sey: 03:55:769 (2,3) - ^
19:13 koliron: yeah i love that pattern :3 but distances changed in a bit too
19:14 koliron: changed too
19:14 Sey: 04:04:030 (3) - You should consider to ctrl+g this slider to have a better direction towards 04:04:465 (1) -
19:15 Sey: The current antiflow movement is pretty awkward.
19:15 koliron: i will change a bit the distance but i like the direction
19:16 koliron: done
19:16 Sey: Alright, as you wish.
19:17 Sey: Uhm, one thing about hitsounds
19:17 Sey: 04:15:624 (1) - , 04:16:204 (1) - 04:16:784 (1) - 04:17:364 (1) - AND SO ON; ALL OF THEM
19:17 Sey: All the (1)'s, got it?
19:18 Sey: The normal sounds are pretty annoying, I suggest to go drum sampleset on all of them and give each of them a clap hitsound or something
19:18 koliron: do you want me to add in those?
19:18 koliron: ok feels good too
19:18 koliron: added
19:18 koliron: oh wait
19:18 koliron: are already clap
19:19 koliron: aaa
19:19 Sey: not all of them have a clap
19:19 Sey: Make sure its drum sampleset
19:19 Sey: not normal clap
19:19 Sey: It sounds better, believe me
19:19 koliron: oki
19:19 koliron: wait
19:19 koliron: only for those hitsounds right? the rest in normal
19:19 Sey: mhh
19:19 Sey: But for some reason it still sounds weird when they all have drum, let me try something
19:20 koliron: XD oki
19:20 koliron: i added drum claps when the drum is different
19:20 koliron: dont know if fit here
19:20 Sey: No wait... I try to find a solution on this
19:21 koliron: are the same sounds as 04:26:929 (1) -
19:21 koliron: and those have clap
19:21 koliron: normal clap*
19:21 koliron: if i change it maybe could be so different o.o
19:22 Sey: Give them normal sampleset, nothing more.
19:22 Sey: Remove all the hitsounds from them, even claps
19:22 koliron: yai
19:22 Sey: Thats the way it sounds the best.
19:22 koliron: o
19:22 Sey: You had a few claps on them before. Remove them completely
19:22 Sey: Then it should be fine
19:23 Sey: 04:19:103 (1) - Not the one here though, from this moment on start using hitsounds as before again. Then remove hitsounds again on any (1)
19:23 Sey: from 04:20:262 -
19:23 koliron: without hitsounds?
19:23 koliron: DD:
19:23 koliron: is a long time!
19:23 koliron: 04:14:900 - 04:23:161 -
19:23 koliron: 10 seconds aaa
19:23 Sey: And so on.
19:23 Sey: just remove the claps aaaa
19:23 koliron: mh ok
19:24 koliron: done
19:25 Sey: 04:37:992 (2) - Are you 100% sure this note is properly snapped?
19:25 Sey: I find it pretty difficult to determine if that one really is 1/12
19:25 Sey: probably, to be on the safe side it will be better to just erase this note
19:25 koliron: deif suggested me that in his mod :3
19:26 koliron: before it was 1/4 so noob
19:26 Sey: lol
19:26 Sey: I was not sure what it was tbh, i find it extremely difficult, but okay
19:26 koliron: XD
19:26 Sey: It still sounds a little off to me lol
19:28 Sey: Ok reaching last kiai now, we are almost done I think.
19:29 koliron: :3
19:31 Sey: 06:26:567 (4,1) - This is tricky
19:32 Sey: I dislike the sudden brake after the hyper, suggesting highly to increase the stream movement a bit more.
19:32 koliron: ok i will add a bit more distances in 06:26:639 (1,2,3,4,5,6) -
19:32 koliron: but the idea is not press the dash when you are in (1)
19:33 Sey: Of course, but its still easy to miss here and at the very ending of the beatmap it will be depressing
19:33 koliron: nono, is better with the previos distances
19:33 koliron: if i add more is not obvious
19:34 Sey: Ok let me make a screenshot.
19:34 koliron: and the player could keep the dash
19:34 koliron: but still distance changed a bit
19:34 koliron: ah?
19:35 Sey: You dont necessarily need to increase distances, an easy curved stream will make the player aware he needs to stand to reach the stream. if the stream goes purely to the right the player will automatically think he needs to move to the right, this one seems a little more obvious: https://osu.ppy.sh/ss/4751027
19:37 koliron: i could reduce the distance
19:37 koliron: then would be almmost unnecessary move the ryuuta
19:37 Sey: I think that will make it look even more ugly
19:37 koliron: but i like that pattern XD
19:37 koliron: ay
19:37 Sey: Alright, upload it then.
19:37 koliron: then i prefer keep the current :C

Bubble#2

Good luck!
Thank you!
Sunkiss
:o
JBHyperion
Wow this is moving along pretty quickly, better give some suggestions before it's too late lol:

Freezing
  1. 00:45:045 (1,2,3) - Quite annoying to hit this antiflow pattern after the hdash, I'd move 00:45:624 (3,4,5) to x-376 to balance out these spacings a little and make this more comfortable
  2. 01:19:538 (5,6) - This is slightly sharp coming off of the antiflow and leading into a strong hyper, perhaps move (6) to somewhere like x-120
  3. 01:25:624 (1,2,3,4,5,6,7,8) - These are a little too spaced to walk without dash, and using dash can make this very unstable, especially considering how strong the hypers are here. I'd prefer if (2) and (5) were moved slightly closer towards (1,2) and (4,6) respectively, say x-8 for both - and 01:26:059 (4,5,6) was moved to around x-144
  4. 01:53:451 (1,2,3) - Yikes these are easy to overshoot, could you weaken them a tiny bit? (2) at x-280 would be more appropriate imo
  5. 02:12:001 (3,4) - Feel like I'm missing some spacing here, is this flowstop intentional? Try something like this - https://osu.ppy.sh/ss/4751361
  6. 03:05:769 (1,2) - I really expect (2) to be to the left of (1), catches me out every time lol. I'd move this to the left, or at least reduce the distance here so i can actually react to it, since 1/1 at AR9.4 really comes out of nowhere lol
  7. 03:41:856 (2,3) - Missing some spacing here too I think, perhaps curve 03:41:422 (1) more to the left and move (2) to around x-232 would improve the flow
  8. 04:03:306 (7,1) - This is a real flowkiller for me finishing off the kiai, I'd really like for (1) to be moved to x-256 or so for a more normal spacing. If you really need a bit more space, 04:03:958 (2,3) can be reduced a little, the hyper strength here is a tiny bit uncomfortable at the moment
  9. 04:21:567 (2,3,4,5,6) - 04:22:146 (2,3,4,5,6) - Nice idea, but I don't feel like the aesthetic effect really comes off. Curved or angled stream would be more interesting here I think since the music doesn't really indicate a flowstop
  10. 04:31:132 (1,2) - Holy shit I thought I was the only person who trolled droplets like this, I love it xD
  11. 04:56:349 (3,4,1,2) - I guess that this is supposed to be tap dashed? Feels a little awkward in the middle of the stream but I don't hate it. I would space out the doublets a tiny bit more though, maybe 04:56:421 (4,2) to x-228 so it's a little harder to break flow here
  12. 05:01:277 (1,2) - Spacing here is quite low compared to 05:00:117 (1,2) - considering the intensity of the guitar is still building, and the antiflow movement isn't present here, it would make more sense to have the same or slightly higher spacing here, so maybe x-168 for 05:01:856 (2,3,4)
  13. 05:06:639 (2,3,4,1) - This is so underwhelming it really takes away a lot of the buildup you've been creating, there should surely be a hyper to (1) at the very least considering the weaker sound at 05:06:639 (2) has one? (2,3,4) could also be increased if you keep a similar pattern
  14. 05:12:436 (3) - Consider flipping this so the head is at x-264 (keep tail roughly the same) since the spacing from 05:12:001 (2) to end the solo is really low at the moment, and this will avoid an awkward pause at the end
  15. 06:26:639 (1,2,3,4,5,6) - Not a fan of this tap-sideways stream, spils the flow for me a little. Considering you're reaching the end of the song, a nice big curve would fit much better here imo
  16. 06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - Hi Genryuu Kaiko, nice to see you again (^: I think you could vary some of these to make this more interesting though, alternating between vertical(ish), flowing horizontal, vertical, antiflowing horizontal, etc. would work really nicely here
  17. 06:36:349 (7,1) - It really sucks to overshoot and miss a slidertick here, like "I want to actually hang myself right now" sucks ): Please angle (7) slightly towards vertical and reduce the strength of the hyper a little to make this more comfortable. Try (7) at x-336 with a 30 degree rotation, then (1) at x-160
Awesome map, seriously good job. Shouldn't be a need to rebubble even if you accept all of this, but if you still need an icon later feel free to call me back. Otherwise good luck! (:

2805x max combo, Hi Genryuu Kaiko x2 lmao
Ascendance
hey koli



my mod

lo
ctrl+a
ctrl+h
change bg cause its not spook like the map /me runs

ok thats it gl!


@jbhyperion check augoeides
Deif
Sup
20:26 Deif: 04:03:161 (6) - Aquí te olvidaste del hyperdash?
20:26 Deif: Queda algo raro no usarlo aquí después del de 04:02:798 (3,4) -
20:26 koliron: te referis a 04:03:161 (6) - ?
20:27 Deif: Sí
20:27 koliron: pasa que no quiero hacer 1/4 hyper y despues 1/2
20:27 koliron: hay alguno por ahí, pero solo cuando practicamente no puedo ignorar el sonido
20:27 Deif: Lo hiciste antes del primer kiai también
20:27 koliron: este no es taan fuerte
20:27 koliron: o
20:28 koliron: bueno voy a agregarlo entonces :3
20:29 koliron: http://osu.ppy.sh/ss/4751431
20:29 koliron: algo asi?
20:31 Deif: Prueba a mover 04:03:161 (6) - a x:160 para que el hyper no sea tan fuerte
20:31 Deif: Si no tienes luego el slider de después que podría dar algún problema
20:31 Deif: Si lo aumentas mucho quizá no puedas ni con 04:03:306 (7) -
20:33 koliron: listo
20:33 koliron: todavia no se si 04:03:161 (6) - es suficientemente fuerte para hyper pero esta bien XD
20:34 Deif: Es más fuerte que 04:02:871 (4) -
20:34 Deif: Definitivamente
20:35 koliron: fldjsf
20:36 Deif: La parte siguiente ha mejorado bastante
20:36 Deif: El único salto que resulta raro es el de 04:07:798 (1,2) - que no tiene tanta distancia
20:36 koliron: :3
20:36 Deif: No lo cambiarás :((
20:37 koliron: por qué no? XD
20:37 koliron: hecho
20:37 Deif: Funcionó hue
20:38 koliron: yo no tengo problemas con cambiar las cosas de mi mapa, al fin y al cabo menos del 10% se cambio con los mods, no es como si fuera a darme cuenta de la diferencia
20:38 Deif: Luego casi ni lo jugarás
20:38 Deif: Has oído la canción tantas veces que la acabarás odiando
20:38 koliron: eso es verdad XD
20:39 koliron: voy a tener que jugar con solo los hitosunds(?
20:39 Deif: :^)
20:39 koliron: hito
20:39 koliron: :3
20:42 Deif: 04:26:349 (1) - Ese random slider para hacer hyperdash con la siguiente nota :DD
20:42 koliron: ah?
20:42 koliron: no entendi
20:43 Deif: Necesita estar tan alejado?
20:43 koliron: tanto 04:26:349 - como 04:26:494 - son suficientemente fuertes para hyper
20:43 koliron: pero no se por qué hay doble nc lol
20:43 Deif: Ni idea :DD
20:44 koliron: combo en 14
20:44 koliron: huh
20:44 koliron: un poco alto
20:44 Deif: Se puede vivir con ello
20:44 koliron: :^3
20:55 koliron: tengo una pregunta
20:56 koliron: 04:14:900 -
20:56 koliron: en esta parte
20:56 koliron: sey me insistio de quitar los hitsounds
20:56 koliron: excepto el del medio
20:56 koliron: pero creo que o sea es mucho tiempo sin hitsounds xD
20:56 Deif: Queda bien como está
20:57 koliron: ah bien :^)
20:57 Deif: No hace falta el hitsound al final del slider
20:57 koliron: q
20:58 Deif: Todo bien
20:58 koliron: hum jbh acaba de postear el mod
21:03 Deif: 04:56:204 (1,2,3,4,1,2,1) - Ésta es la única parte que cambiaría del stream
21:03 koliron: que tiene?
21:03 Deif: Al menos el (3,4) en otra posición
21:04 Deif: Es lo que mata el flow de ahí
21:04 koliron: lo voy a hacer como 04:47:364 (7,8) -
21:05 Deif: okidoki
21:09 Deif: El último slider me encantó :DD
I'll be checking the thread!
Topic Starter
koliron

JBHyperion wrote:

Wow this is moving along pretty quickly, better give some suggestions before it's too late lol:

Freezing
  1. 00:45:045 (1,2,3) - Quite annoying to hit this antiflow pattern after the hdash, I'd move 00:45:624 (3,4,5) to x-376 to balance out these spacings a little and make this more comfortable changed a bit
  2. 01:19:538 (5,6) - This is slightly sharp coming off of the antiflow and leading into a strong hyper, perhaps move (6) to somewhere like x-120 ^ a bit too why not
  3. 01:25:624 (1,2,3,4,5,6,7,8) - These are a little too spaced to walk without dash, and using dash can make this very unstable, especially considering how strong the hypers are here. I'd prefer if (2) and (5) were moved slightly closer towards (1,2) and (4,6) respectively, say x-8 for both - and 01:26:059 (4,5,6) was moved to around x-144is intentional D: are so strong!
  4. 01:53:451 (1,2,3) - Yikes these are easy to overshoot, could you weaken them a tiny bit? (2) at x-280 would be more appropriate imo a bit
  5. 02:12:001 (3,4) - Feel like I'm missing some spacing here, is this flowstop intentional? Try something like this - https://osu.ppy.sh/ss/4751361 yeah is intentional XD
  6. 03:05:769 (1,2) - I really expect (2) to be to the left of (1), catches me out every time lol. I'd move this to the left, or at least reduce the distance here so i can actually react to it, since 1/1 at AR9.4 really comes out of nowhere lol changed a bit
  7. 03:41:856 (2,3) - Missing some spacing here too I think, perhaps curve 03:41:422 (1) more to the left and move (2) to around x-232 would improve the flow same as above, is intentional aaa
  8. 04:03:306 (7,1) - This is a real flowkiller for me finishing off the kiai, I'd really like for (1) to be moved to x-256 or so for a more normal spacing. If you really need a bit more space, 04:03:958 (2,3) can be reduced a little, the hyper strength here is a tiny bit uncomfortable at the moment changed
  9. 04:21:567 (2,3,4,5,6) - 04:22:146 (2,3,4,5,6) - Nice idea, but I don't feel like the aesthetic effect really comes off. Curved or angled stream would be more interesting here I think since the music doesn't really indicate a flowstop i like them ): and the idea is do movememnt there lmao
  10. 04:31:132 (1,2) - Holy shit I thought I was the only person who trolled droplets like this, I love it xD this is a suggestion(?
  11. 04:56:349 (3,4,1,2) - I guess that this is supposed to be tap dashed? Feels a little awkward in the middle of the stream but I don't hate it. I would space out the doublets a tiny bit more though, maybe 04:56:421 (4,2) to x-228 so it's a little harder to break flow here yeah i like it :3
  12. 05:01:277 (1,2) - Spacing here is quite low compared to 05:00:117 (1,2) - considering the intensity of the guitar is still building, and the antiflow movement isn't present here, it would make more sense to have the same or slightly higher spacing here, so maybe x-168 for 05:01:856 (2,3,4) changed a bitttt
  13. 05:06:639 (2,3,4,1) - This is so underwhelming it really takes away a lot of the buildup you've been creating, there should surely be a hyper to (1) at the very least considering the weaker sound at 05:06:639 (2) has one? (2,3,4) could also be increased if you keep a similar pattern i tried to ad but feels a bit weird :x
  14. 05:12:436 (3) - Consider flipping this so the head is at x-264 (keep tail roughly the same) since the spacing from 05:12:001 (2) to end the solo is really low at the moment, and this will avoid an awkward pause at the end not exactly but changed in a bit
  15. 06:26:639 (1,2,3,4,5,6) - Not a fan of this tap-sideways stream, spils the flow for me a little. Considering you're reaching the end of the song, a nice big curve would fit much better here imo i like it \:D/ the idea is not use the dash, is walkable without problems
  16. 06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - Hi Genryuu Kaiko, nice to see you again (^: I think you could vary some of these to make this more interesting though, alternating between vertical(ish), flowing horizontal, vertical, antiflowing horizontal, etc. would work really nicely here no! i like it :3
  17. 06:36:349 (7,1) - It really sucks to overshoot and miss a slidertick here, like "I want to actually hang myself right now" sucks ): Please angle (7) slightly towards vertical and reduce the strength of the hyper a little to make this more comfortable. Try (7) at x-336 with a 30 degree rotation, then (1) at x-160
sure
Awesome map, seriously good job. Shouldn't be a need to rebubble even if you accept all of this, but if you still need an icon later feel free to call me back. Otherwise good luck! (: thank you!

2805x max combo, Hi Genryuu Kaiko x2 lmao
Topic Starter
koliron
Updated!
rostld
hype
Topic Starter
koliron

Jimmy Rustler wrote:

hype
hype hype hype

go deif go!
MBomb
right ok hi again i got told not to wait until it was qualified as much as i love to cause drama :(((((((((((((((((((((((

[fucking kill me]

00:53:885 (1,2,3,4,5,6,7,8) - 1,2,3,4 is the same sounds as 5,6,7,8. Please get rid of the HDash from 6 to 7. (Whilst I won't be commenting on HDash usage much, I'm just gonna point at the less subjective things).
01:01:711 (2) - A bit of a curve, like this would be nicer for flow.
01:04:755 (5) - Same as above, but the other way. These slider ticks are far too prone to overdashing.
01:19:682 (6) - The current movement to this feels a tiny bit too strong considering it's followed by an antiflow hyper in the opposite direction. Maybe try moving it to like x:112.
01:24:175 (7) - Hmm, feels a bit too strong to this too. A reduction like x:144 would be nice.
01:36:059 (5) - Curve this a bit to the left, please, the flow on this right now breaks the niceness of the movement so badly.
01:53:451 (1,2) - I'd recommend making these curve a bit too, mainly because of the big ticks being very hard to catch if you follow correct flow right now.
02:17:653 (4) - Tilt it a tiny bit vertically, keep in mind complete antiflow is very annoying to play, so having this a tiny bit easier would be a lot less frustrating.
02:26:639 (2,3) - x:384 on this would be a lot more comfortable to play, currently the small spacing between 1 and 2 feels awkward, but doing this makes it feel a lot nicer.
02:35:914 (1) - A bit more horizontal on this would be nice, because it's currently very likely to overdash this slider end due to the small amount of movement between head and tail.
03:06:349 (2,1,2,3,4) - 2 is a very troubling note right now, as the flow indicates a movement to the left, and so flow to the right is kinda unpredictable. However, this could be fine if you give the player more reaction time, so maybe moving this section to x:448 could be nicer for the flow there.
03:17:364 (1) - Again, a bit of curve on this would play nicely.
03:45:914 (4) - Move this to x:296, to make the antiflow movements play more flowy (Still keeps the HDash afterwards too :D)
03:50:697 (5) - More curve on this would be nice.
04:56:349 (3,4) - Flow to these notes really doesn't work with the rest of the stream at all, this part is so much harder than the rest of the stream because of the weird tap-dash effect. 3 to x:288 and 4 to x:224 plays a lot better.
05:55:335 (1) - Remove NC.
05:55:624 (2) - I really dislike how you used such a strong sound as a slider end, it just sounds really off (At first I thought you actually missed the note, because of how weak the way you mapped it makes it feel). Try making this two circles with a dash between, or something?
06:20:117 (1) - Again, curve please.
06:24:755 (1) - ^
06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - ...this is so boring? Feels really bad, I would recommend remapping this section to make it a bit more interesting to play, it currently feels really anticlimatic.

And that's it. Whilst I still disagree with your hyper usage quite a lot, I know this is more of a stylistic thing, so I'll let it be.

However, I do have to say, the guitar solo feels far too... easy? It doesn't really convey the song much at all, considering how energetic the song is, and then the map is just easier than most other parts there, but idk.

Anyway, hope this helped.
Ascendance

- Magic Bomb - wrote:

06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - ...this is so boring? Feels really bad, I would recommend remapping this section to make it a bit more interesting to play, it currently feels really anticlimatic.
This. This a thousand times. Please change it. you can even do some directional changes and some horizontal sliders, but 16 left rights in a row is horribly boring and not a fitting ending for the hardest ranked ctb map.

Not trying to be mean here, but I haven't seen any valid reason for keeping these the way they are besides "I like it". Really? At least provide some reasoning to why you like it rather than reject when people have asked for change countless times. If it's been suggested enough, clearly there's something wrong with it.
Topic Starter
koliron

- Magic Bomb - wrote:

right ok hi again i got told not to wait until it was qualified as much as i love to cause drama :(((((((((((((((((((((((

[fucking kill me]

00:53:885 (1,2,3,4,5,6,7,8) - 1,2,3,4 is the same sounds as 5,6,7,8. Please get rid of the HDash from 6 to 7. (Whilst I won't be commenting on HDash usage much, I'm just gonna point at the less subjective things). naaa feels good :3 there are different soudns there \o/
01:01:711 (2) - A bit of a curve, like this would be nicer for flow. i like these sldiers ):
01:04:755 (5) - Same as above, but the other way. These slider ticks are far too prone to overdashing. no but distance changed
01:19:682 (6) - The current movement to this feels a tiny bit too strong considering it's followed by an antiflow hyper in the opposite direction. Maybe try moving it to like x:112. was changed in jbh mod jfdsklfjdlik
01:24:175 (7) - Hmm, feels a bit too strong to this too. A reduction like x:144 would be nice. a bit
01:36:059 (5) - Curve this a bit to the left, please, the flow on this right now breaks the niceness of the movement so badly. nooo as i said i like them
01:53:451 (1,2) - I'd recommend making these curve a bit too, mainly because of the big ticks being very hard to catch if you follow correct flow right now. same as above
02:17:653 (4) - Tilt it a tiny bit vertically, keep in mind complete antiflow is very annoying to play, so having this a tiny bit easier would be a lot less frustrating. no ldkjslkjdsa i like it too
02:26:639 (2,3) - x:384 on this would be a lot more comfortable to play, currently the small spacing between 1 and 2 feels awkward, but doing this makes it feel a lot nicer. changed in a bit
02:35:914 (1) - A bit more horizontal on this would be nice, because it's currently very likely to overdash this slider end due to the small amount of movement between head and tail. was already changed too
03:06:349 (2,1,2,3,4) - 2 is a very troubling note right now, as the flow indicates a movement to the left, and so flow to the right is kinda unpredictable. However, this could be fine if you give the player more reaction time, so maybe moving this section to x:448 could be nicer for the flow there. ^ rip
03:17:364 (1) - Again, a bit of curve on this would play nicely. i like them! ))):
03:45:914 (4) - Move this to x:296, to make the antiflow movements play more flowy (Still keeps the HDash afterwards too :D) changed in a bit
03:50:697 (5) - More curve on this would be nice. i said no! hahah
04:56:349 (3,4) - Flow to these notes really doesn't work with the rest of the stream at all, this part is so much harder than the rest of the stream because of the weird tap-dash effect. 3 to x:288 and 4 to x:224 plays a lot better. you suggested me to change that circle +2 grid? lol the difference is almost nothing and doing a big change fels weird
05:55:335 (1) - Remove NC. o
05:55:624 (2) - I really dislike how you used such a strong sound as a slider end, it just sounds really off (At first I thought you actually missed the note, because of how weak the way you mapped it makes it feel). Try making this two circles with a dash between, or something? is following the drum!
06:20:117 (1) - Again, curve please. same reason
06:24:755 (1) - ^ ^
06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - ...this is so boring? Feels really bad, I would recommend remapping this section to make it a bit more interesting to play, it currently feels really anticlimatic. lol ño, i like it );

And that's it. Whilst I still disagree with your hyper usage quite a lot, I know this is more of a stylistic thing, so I'll let it be. fdsfdsdfs

However, I do have to say, the guitar solo feels far too... easy? It doesn't really convey the song much at all, considering how energetic the song is, and then the map is just easier than most other parts there, but idk. frlkejfrliklk

Anyway, hope this helped. fjfhui
Thank you!

Ascendance wrote:

- Magic Bomb - wrote:

06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - ...this is so boring? Feels really bad, I would recommend remapping this section to make it a bit more interesting to play, it currently feels really anticlimatic.
This. This a thousand times. Please change it. you can even do some directional changes and some horizontal sliders, but 16 left rights in a row is horribly boring and not a fitting ending for the hardest ranked ctb map.

Not trying to be mean here, but I haven't seen any valid reason for keeping these the way they are besides "I like it". Really? At least provide some reasoning to why you like it rather than reject when people have asked for change countless times. If it's been suggested enough, clearly there's something wrong with it.
Yeah! i like it, is my map :3
ZiRoX
I'm gonna post my suggestions for this before it gets its flame

  1. 00:46:204 (1,2,3,4) - Antiflow movements here feel a bit forced, and it makes this part feel unnecessarily dashy compared to the rest. I think you could Ctrl+G 00:46:204 (1) - and move it to x:344, Ctrl+G 00:46:639 (2) - and then move 00:46:856 (3,4) - to x:64. The overall movement feels more consistent with the rest of this part and the hyperdash series created at 00:46:929 (4,5,6) - fits the drums nicely.
  2. 00:48:523 (1) - A normal flow movement feels better here, imo. I think Ctrl+G'ing 00:48:523 (1) - and then moving to x:128 (it's original position) makes for a really nice movement.
  3. 01:07:074 (1) - The way this slider is placed makes it a bit awkward to play. The momentum of the hyperdash makes player finish the movement a bit to the right of the sliderhead center. Since the slider is near vertical, it doesn't induce the player to move back to the left, making the sliderend a bit easy to miss because it's out of the position where players stop. For this reason, I would either makes this more vertical or make the need to move more noticeable (as you did on 01:02:436 (1) - ).
  4. 01:07:653 - Why did you decide to skip this note? It stands out too much being left out and doesn't fit with the way you mapped the rest of this part.
  5. 01:11:132 - ^Same
  6. 01:18:813 (1) - I think doing some normal flow feels better with the patterns used on this part. You can try Ctrl+G'in this and moving it to x:144.
  7. 01:24:465 (1) - Same, maybe normal flow fits better here (so try Ctrl+G'ing this)
  8. 01:25:190 (4,5,1) - I think having two hyperdashes isn't the best here. First, the two hyperdashes are different in strenght which makes it flow a bit bad (that may be because I'm a bad player, though). Secondly, the most important emphasis on this part is on the 01:25:624 (1,2,3,4,5,6,7) - triplets, which makes (5) lose strenght and its reason to be an hyperdash. For these two reasons, I think putting (5) around x:184, as a normal dash, feels better.
  9. If you decide to apply the above suggestion, I think you could also move 01:26:204 (5) - a bit to the left (x:208 or x:216 are both okay), since the 01:25:914 (3,4) - hyperdash would be a bit stronger than 01:25:480 (5,1) - one, making the second antiflow movement a bit harder to catch if they both keep the same distance.
  10. 01:32:581 (5,1) - The way (5) is oriented makes the move to (1) very awkward to play, and really unexpected. I think you could Ctrl+H 01:33:016 (1) - to correct this, and it will also add a fitting hyperdash between 01:33:016 (1,2) -
  11. 01:44:175 (1,2,3,4,5,6,7,1,2,3,4) - I really expected a stronger pattern, with more movement (maybe some left-rights would be fitting). The drums (and the clap hitsounds you used to emphasize them) offer the possibility to add something less bland.
  12. 01:45:624 (2,3) - I know that this part is a bit calmer compared to the rest, but this distance is to small compared to your overall (as in the whole map) spacing, making it a bit unexpected. For example, moving 01:45:914 (3,4,1,2) - to x:256 already makes it feel better.
  13. Same could be said for 01:46:784 (3,4) - . On this one, you could move 01:47:074 (4,5) - a bit to the right.
  14. Same goes for 01:47:798 (1,2,3) -
  15. 01:53:451 (1,2) - These feel better as 1/2 sliders to me. You won't miss the downbeat that way and the sounds they are mapped to starts fading out on after 1/2.
  16. 02:10:987 (1) - In my opinion, I think a curved slider would follow the vocals better, and it should also flow a bit better.
  17. 02:12:001 (3,4,5,1) - The small distances break the flow completely, it's a weird "slow down". I think you could take advantage of the drums at 02:12:001 - and 02:12:291 - to make for a stronger pattern. For example, something like this:
  18. 02:17:653 (4) - I'm not really fond of this antiflow movement. I'd prefer if you Ctrl + G'ed this for a normal flow.
  19. 02:19:393 (2,4) - Same for these two. And I don't think they deserve the hyperdash, as the stronger sounds are on 02:18:378 (2) - and 02:18:378 (2) - . Maybe you could do something like the following and emphasize only (1) and (3) through hyperdashes:
  20. 03:12:726 (3) - Why did you kill the flow this way ;_; This would feel much better and consistent with the whole section if curved to the left.
  21. 03:35:914 (6,1,2) - This overall movement is awkward to play. I would make the slider less curved so it flows better into the next note, too. Something like this:
  22. 03:37:798 (6) - This isn't a strong note, so I wouldn't add an hyperdash to it. I'd Ctrl+G it and move it to the left, maybe x:144 or so.
  23. 03:45:914 (4) - I think you could move this note a bit to the left (x:312 or so) to make this movement a bit more lenient after the hyperdash.
  24. 04:04:030 (3) - I wouldn't recommend an antiflow movement like this after an 1/4 hyperdash, so I suggest you Ctrl+G this.
  25. 04:23:595 (5,6,7,8) - I think the song isn't strong enough to justify this pattern, but it doesn't play that bad. I suggest you make it a bit more lenient by moving 04:23:740 (6,8) - to x:224.
  26. 04:31:132 (1,2) - While I think the high SV fits overall, I think you overdid it a bit. This extremely high SV plus the Tick Rate 2 add an excessive ammount of precision to catch all the big droplets and mantain combo. Even more for the first one, considering you're expected to turn 1/2 after a giant 1/4 hyperdash.
  27. 04:44:538 (4) - While this note isn't overmapped, I think the pattern feels better without it, as it serves as a break before starting the 1/4 stream on a downbeat.
  28. Streams starting on 04:45:190 - : My main issue with this is that your hitsounding doesn't merge with the way you placed the hyperdash. This part is built upon structures of 2 stanzas: note how 04:45:190 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - are sounds around the same pitch, while the next half stanza (04:46:349 (1,2,3,4,5,6,7,8) - ) is a bit higher and the last half stanza (04:46:929 (1,2,3,4,5,6,7,8) - ) is a lower sound. Note how the same structure repeats on 04:47:509 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - and every other 2 stanzas after that. What you did the first time this structure showed up was good: you put your claps every 1/2 in the last half stanza at 04:46:929 (1,2,3,4,5,6,7,8) - and you emphasized that with hyperdashes. Your hitsounding and your hyperdash placement merge, they support each other. But then you lost the consistency, and messed things up. For example, on the third repetition of this structure, you placed your hyperdash burst on the third half stanza at 04:50:987 (1,2,3,4,5,6,7,8) - , but the claps went on the 4th half stanza at 04:51:567 (1,2,3,4,5,6,7,8) - . The claps are right there, they serve as a transition to the next repetition, but the hyperdashes feel out of place, as they don't have the claps to support them. Give this a thought and improve this part!
  29. 05:58:451 (1) - This clap feels out of place.
  30. 05:49:103 (2,3,4,1) - I'm sure you can think of something nicer, this pattern is really awkward to play. One option would be removing the note at the blue tick, making this a simpler 1/2 pattern.
  31. 06:26:639 (1,2,3,4,5,6) - Really underwhelming distance. It doesn't blend well with the previous pattern.
  32. 06:36:494 (1) - Just wanted to say that it's really interesting that the slider turns each time the guitar plays a new sound.
Yuii-

ZiRoX wrote:

/list
same.
Ascendance

Yuii- wrote:

ZiRoX wrote:

/list
same.
hi @yuii-
Topic Starter
koliron

ZiRoX wrote:

I'm gonna post my suggestions for this before it gets its flame

  1. 00:46:204 (1,2,3,4) - Antiflow movements here feel a bit forced, and it makes this part feel unnecessarily dashy compared to the rest. I think you could Ctrl+G 00:46:204 (1) - and move it to x:344, Ctrl+G 00:46:639 (2) - and then move 00:46:856 (3,4) - to x:64. The overall movement feels more consistent with the rest of this part and the hyperdash series created at 00:46:929 (4,5,6) - fits the drums nicely. yes why not
  2. 00:48:523 (1) - A normal flow movement feels better here, imo. I think Ctrl+G'ing 00:48:523 (1) - and then moving to x:128 (it's original position) makes for a really nice movement. zirox i like some antiflows, even i didnt use it so much ):
  3. 01:07:074 (1) - The way this slider is placed makes it a bit awkward to play. The momentum of the hyperdash makes player finish the movement a bit to the right of the sliderhead center. Since the slider is near vertical, it doesn't induce the player to move back to the left, making the sliderend a bit easy to miss because it's out of the position where players stop. For this reason, I would either makes this more vertical or make the need to move more noticeable (as you did on 01:02:436 (1) - ). ooo
  4. 01:07:653 - Why did you decide to skip this note? It stands out too much being left out and doesn't fit with the way you mapped the rest of this part. because is so low klfjlkdj
  5. 01:11:132 - ^Same ^
  6. 01:18:813 (1) - I think doing some normal flow feels better with the patterns used on this part. You can try Ctrl+G'in this and moving it to x:144. same reason as before
  7. 01:24:465 (1) - Same, maybe normal flow fits better here (so try Ctrl+G'ing this) ^
  8. 01:25:190 (4,5,1) - I think having two hyperdashes isn't the best here. First, the two hyperdashes are different in strenght which makes it flow a bit bad (that may be because I'm a bad player, though). Secondly, the most important emphasis on this part is on the 01:25:624 (1,2,3,4,5,6,7) - triplets, which makes (5) lose strenght and its reason to be an hyperdash. For these two reasons, I think putting (5) around x:184, as a normal dash, feels better. ok i will change this pattern in a bb--i---t-t-t
  9. If you decide to apply the above suggestion, I think you could also move 01:26:204 (5) - a bit to the left (x:208 or x:216 are both okay), since the 01:25:914 (3,4) - hyperdash would be a bit stronger than 01:25:480 (5,1) - one, making the second antiflow movement a bit harder to catch if they both keep the same distance. no but changed in a bit this pattern too
  10. 01:32:581 (5,1) - The way (5) is oriented makes the move to (1) very awkward to play, and really unexpected. I think you could Ctrl+H 01:33:016 (1) - to correct this, and it will also add a fitting hyperdash between 01:33:016 (1,2) - changed
  11. 01:44:175 (1,2,3,4,5,6,7,1,2,3,4) - I really expected a stronger pattern, with more movement (maybe some left-rights would be fitting). The drums (and the clap hitsounds you used to emphasize them) offer the possibility to add something less bland. huh, i think these sound are not so strong, but still changed a bit
  12. 01:45:624 (2,3) - I know that this part is a bit calmer compared to the rest, but this distance is to small compared to your overall (as in the whole map) spacing, making it a bit unexpected. For example, moving 01:45:914 (3,4,1,2) - to x:256 already makes it feel better. no i like it ;A; also this part is calm as you said, i think the current pattern is fine :3
  13. Same could be said for 01:46:784 (3,4) - . On this one, you could move 01:47:074 (4,5) - a bit to the right. ^
  14. Same goes for 01:47:798 (1,2,3) - ^
  15. 01:53:451 (1,2) - These feel better as 1/2 sliders to me. You won't miss the downbeat that way and the sounds they are mapped to starts fading out on after 1/2. i prefer keep 1/4 hypers for those strong sounds XD but still changed in a bit, the final of the guitar is in 1/4 i think :3
  16. 02:10:987 (1) - In my opinion, I think a curved slider would follow the vocals better, and it should also flow a bit better. sure
  17. 02:12:001 (3,4,5,1) - The small distances break the flow completely, it's a weird "slow down". I think you could take advantage of the drums at 02:12:001 - and 02:12:291 - to make for a stronger pattern. For example, something like this: hum i like this pattern D: to me feels good
  18. 02:17:653 (4) - I'm not really fond of this antiflow movement. I'd prefer if you Ctrl + G'ed this for a normal flow. cmon zirox this overdose has not much antiflow ): i want to vary with that is fun too aaaaa anyway changed in a bit
  19. 02:19:393 (2,4) - Same for these two. And I don't think they deserve the hyperdash, as the stronger sounds are on 02:18:378 (2) - and 02:18:378 (2) - . Maybe you could do something like the following and emphasize only (1) and (3) through hyperdashes: same ^ lol even this is a really nice pattern imo :3 wihtout changes here jklfsdljk
  20. 03:12:726 (3) - Why did you kill the flow this way ;_; This would feel much better and consistent with the whole section if curved to the left. basically ^ XD only one of these sliders has an antiflow movement, is not so bad or hard :3
  21. 03:35:914 (6,1,2) - This overall movement is awkward to play. I would make the slider less curved so it flows better into the next note, too. Something like this: okkkk changed
  22. 03:37:798 (6) - This isn't a strong note, so I wouldn't add an hyperdash to it. I'd Ctrl+G it and move it to the left, maybe x:144 or so. o.o? is strong in instrument and voice, huh maybe you putted an incorrect time
  23. 03:45:914 (4) - I think you could move this note a bit to the left (x:312 or so) to make this movement a bit more lenient after the hyperdash. changed a bit
  24. 04:04:030 (3) - I wouldn't recommend an antiflow movement like this after an 1/4 hyperdash, so I suggest you Ctrl+G this. fdsfds not exactly but changed
  25. 04:23:595 (5,6,7,8) - I think the song isn't strong enough to justify this pattern, but it doesn't play that bad. I suggest you make it a bit more lenient by moving 04:23:740 (6,8) - to x:224. dfdsf changed a tiny bit
  26. 04:31:132 (1,2) - While I think the high SV fits overall, I think you overdid it a bit. This extremely high SV plus the Tick Rate 2 add an excessive ammount of precision to catch all the big droplets and mantain combo. Even more for the first one, considering you're expected to turn 1/2 after a giant 1/4 hyperdash. an evil pattern bhuahaha :3 the song feels literally "evil", hard pattern are allowed \o/
  27. 04:44:538 (4) - While this note isn't overmapped, I think the pattern feels better without it, as it serves as a break before starting the 1/4 stream on a downbeat. mmh, good option, i will try to change the positions but i want to keep that note
  28. Streams starting on 04:45:190 - : My main issue with this is that your hitsounding doesn't merge with the way you placed the hyperdash. This part is built upon structures of 2 stanzas: note how 04:45:190 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - are sounds around the same pitch, while the next half stanza (04:46:349 (1,2,3,4,5,6,7,8) - ) is a bit higher and the last half stanza (04:46:929 (1,2,3,4,5,6,7,8) - ) is a lower sound. Note how the same structure repeats on 04:47:509 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - and every other 2 stanzas after that. What you did the first time this structure showed up was good: you put your claps every 1/2 in the last half stanza at 04:46:929 (1,2,3,4,5,6,7,8) - and you emphasized that with hyperdashes. Your hitsounding and your hyperdash placement merge, they support each other. But then you lost the consistency, and messed things up. For example, on the third repetition of this structure, you placed your hyperdash burst on the third half stanza at 04:50:987 (1,2,3,4,5,6,7,8) - , but the claps went on the 4th half stanza at 04:51:567 (1,2,3,4,5,6,7,8) - . The claps are right there, they serve as a transition to the next repetition, but the hyperdashes feel out of place, as they don't have the claps to support them. Give this a thought and improve this part! to be honest, i think (almost) all 1/2 and 1/1 could have hyper, some for drum and others for guitar, and a lot for both, and i basically CANT follow perfectly the song, would be so, so boring, the hitsounds are following only the drum, thats why are different, i added hyper only when i can, but not in all, and about the finial part the hitsounds are different, following some drum with less volume because the song is strongest here :3 thats why hardest patterns too
  29. 05:58:451 (1) - This clap feels out of place. lmao idk why there were an nc and clap there
  30. 05:49:103 (2,3,4,1) - I'm sure you can think of something nicer, this pattern is really awkward to play. One option would be removing the note at the blue tick, making this a simpler 1/2 pattern. changeed distances in a biiit
  31. 06:26:639 (1,2,3,4,5,6) - Really underwhelming distance. It doesn't blend well with the previous pattern. but i like it :3 and the drum is so different here, so i tried with a different pattern :x i think is the only stream with these positions aaaa
  32. 06:36:494 (1) - Just wanted to say that it's really interesting that the slider turns each time the guitar plays a new sound. thank you :3 was hard to map hahah
Thank youuuu

Alright, updated!
Ascendance
An actual advice - remove Suigintou from the tags. It has no correlation to the song, only to the background. If we used background tags for songs, things would be a lot different for some maps. Especially ones like this https://osu.ppy.sh/s/282345 which have a different bg for each difficulty, and NONE OF THEM are from the song's anime.
Topic Starter
koliron

Ascendance wrote:

An actual advice - remove Suigintou from the tags. It has no correlation to the song, only to the background. If we used background tags for songs, things would be a lot different for some maps. Especially ones like this https://osu.ppy.sh/s/282345 which have a different bg for each difficulty, and NONE OF THEM are from the song's anime.
Here is only one bg, use tags for things of the backgroud its good, people who knows her would find this map with her name :3
Ascendance

koliron wrote:

Ascendance wrote:

An actual advice - remove Suigintou from the tags. It has no correlation to the song, only to the background. If we used background tags for songs, things would be a lot different for some maps. Especially ones like this https://osu.ppy.sh/s/282345 which have a different bg for each difficulty, and NONE OF THEM are from the song's anime.
Here is only one bg, use tags for things of the backgroud its good, people who knows her would find this map with her name :3
but it has nothing to do with the song, therefore it's an irrelevant tag ???
-Sh1n1-
where is the flame? :3
Sey
I normally agree it should be removed from tags because it doesn't have a correlation with the song. However, tags are an extremely sensitive topic and if the mapper wants to keep it that's fine imo. As long as it's not totally irrelevant it's okay. Some people maybe like to play beatmaps with her in the background, that only makes the search easier.
Topic Starter
koliron

Sey wrote:

I normally agree it should be removed from tags because it doesn't have a correlation with the song. However, tags are an extremely sensitive topic and if the mapper wants to keep it that's fine imo. As long as it's not totally irrelevant it's okay. Some people maybe like to play beatmaps with her in the background, that only makes the search easier.
Exactly, tags are to help the people to find the maps, it's fine :3
Shululu
really fun map
Kagari
F L A M E
L
A
M
E
JBHyperion
Reviewed some of the previous mods, as I feel that personally, some of the reasoning given was insufficient and needed further clarification:

Chat Log
21:05 koliron: fkljlk now can you help me in my map? :D
21:05 koliron: sey said me that he will wait for the second bubble
21:05 JBHyperion: I just got asked to check another map, sorry xD
21:05 JBHyperion: maybe in a bit
21:05 JBHyperion: <3
21:06 koliron: okok i will wait here cuz im nothing to do, let me know here or in discord
21:15 JBHyperion: okie doke
21:38 koliron: a a a
21:38 koliron: sorry i didnt noticed your message in discord Xd
21:38 koliron: im here
21:39 JBHyperion: k gimme 5
21:40 koliron: sure :3
21:42 JBHyperion: ok
21:42 koliron: ko
21:42 JBHyperion: I'm gonna go through every mod you got since mine
21:43 JBHyperion: don't mean to be rude, but I see a lot of flimsy excuses for some of the denial reasons, and I want to know more
21:43 JBHyperion: if this is a problem, say so now
21:43 JBHyperion: and we'll stop
21:43 koliron: flimsy excuses?
21:43 koliron: what do you mean
21:44 koliron: i think that word doesnt exist in spanish Xd
21:44 JBHyperion: as in "not very good"
21:44 JBHyperion: for example "yeah is intentional"
21:44 koliron: oh
21:44 JBHyperion: why is it intentional? what are you trying to do here? why would <x> not be better?
21:44 JBHyperion: etc.
21:44 koliron: sorry i had not much time
21:44 JBHyperion: I know you were in a hurry
21:44 koliron: i could explain you what you want
21:44 koliron: :3
21:45 JBHyperion: but if this is going to be done, it will be done right
21:45 koliron: nono
21:45 koliron: is not that
21:45 koliron: XD
21:45 JBHyperion: let's start from here - p/4975634
21:45 koliron: 02:12:001 (3,4) - here
21:46 koliron: this is because i want a mini break
21:46 koliron: because the song feels like a different section since (4)
21:47 koliron: 01:25:624 (1,2,3,4,5,6,7,8) - here, because i think all sounds are so so strong, i think dash in all are fine to highlight it
21:47 JBHyperion: that ^ I accept
21:47 JBHyperion: fine
21:47 JBHyperion: I was just playing badly xD
21:47 JBHyperion: 02:11:422 (2) - this is near vertical, it provides enough break imo
21:47 koliron: 03:41:856 (2,3) - here is because the same reason as 02:12:001 (3,4) -
21:48 JBHyperion: please
21:48 JBHyperion: let me take this one at a time
21:48 koliron: aaa
21:48 JBHyperion: 02:12:001 (3,4,5,1) - this is just an awkward pause to play though imo
21:48 JBHyperion: I get that you want a pause, but you then have to start up again
21:48 koliron: okok i will add some distance
21:48 JBHyperion: not a lot, but some, just so it's more flowing with walk
21:49 koliron: yeah now you need walk all the time lemme fix in the second
21:49 JBHyperion: 03:41:856 (2,3,4) - this could be ok
21:49 JBHyperion: there is no long slider beforehand to provide that short pause
21:49 koliron: welp
21:49 JBHyperion: I would prefer more spacing of course
21:49 JBHyperion: but I can understand the reasons for keeping this
21:50 koliron: yeah anyway i added a bit to not be the only
21:50 koliron: cldkjfkdl
21:50 JBHyperion: 04:21:567 (2,3,4,5,6) - 04:22:146 (2,3,4,5,6) - if you want this effect, why didn't you just use a repeat slider lol
21:51 koliron: oh
21:51 koliron: yeah that could be another way to do it
21:51 koliron: but is the same, right(?
21:51 JBHyperion: I'm not a huge fan, but if you like as I think they look squashed and they create a weird flow stop, but if you like them I guess they're not awful
21:51 JBHyperion: whoops
21:51 JBHyperion: remove first "but if you like"
21:51 koliron: lfjdlkfs
21:51 JBHyperion: can't type shnbdaksdf
21:52 koliron: XD
21:52 JBHyperion: 04:31:132 (1,2) - this was not a suggestion, just me saying the pattern is awesome and I love you lol
21:52 koliron: haha yeah
21:53 koliron: was nerfed because before was a bit hard to catch some seeds
21:53 koliron: but now is fine i think
21:53 JBHyperion: k
21:54 JBHyperion: 05:06:639 (2,3,4) - you said you couldn't think of something to do here, how about (3) at x-88 and (4) at x-408?
21:54 JBHyperion: creates a hyper to 05:07:219 (1) - which is really needed here
21:56 koliron: ok also 05:06:639 (2) - in x 256 to not make a hard dash to (3)
21:56 JBHyperion: kk
21:56 koliron: done
21:56 JBHyperion: geez that's so much better
21:56 JBHyperion: phew
21:56 JBHyperion: xD
21:56 koliron: lkfdjfdlk
21:56 JBHyperion: 06:26:639 (1,2,3,4,5,6) - I find this sooooooooo easy to overshoot but meh, mad because bad perhaps
21:57 JBHyperion: but then we have the infamous 06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) -
21:57 koliron: kjfdfdksjh those drums are different, i think a different pattern fits good :D
21:57 JBHyperion: literally 3 people in a row suggested the same thing and you still ignore it :-:
21:58 koliron: ;__;
21:58 koliron: ok
21:58 koliron: i have an idea
21:58 koliron: i could reduce those distances
21:58 koliron: then would be obvious to not use the dash or walk so muc
21:58 koliron: ch*
21:58 JBHyperion: at the very least use 06:30:987 (1,2,3,1) - at 06:28:668 (1,2,1,2) - here
21:58 JBHyperion: since the guitar rhythm is the same there
21:58 JBHyperion: it will help break it up a LOT
21:59 koliron: noo ;__; i like that pattern seriously
21:59 JBHyperion: please I am literally begging you here
21:59 JBHyperion: it's so unbelievably boring and totally unfitting the climax to this song
22:00 koliron: you cant live with that? ;A; are just some seconds and personally i like that pattern
22:01 JBHyperion: it's 5 seconds of literally nothing ):
22:01 koliron: pleaaaseee accept it ):
22:01 JBHyperion: three other people all suggested the same thing, how can I just ignore it?
22:03 koliron: dont try to force me to change it ): seriousy even if other people dont like it, fit with the song because in all 1/1 are strong sounds to have hyper
22:03 koliron: the map will not be broken only for that pattern XD
22:03 JBHyperion: what about here - 06:29:682 (2) - ? the guitar is clearly stronger there and you have it as a slider tail
22:04 JBHyperion: it's exactly the same sound as 06:31:711 (1) - yet you just ignored it completely
22:04 JBHyperion: and continued your generic left rigth 1/2 slider spam
22:04 koliron: 06:31:711 (1) - her is different because in 06:31:856 - there is not a strong sond as the rest
22:04 koliron: here*
22:05 koliron: ;__;
22:06 koliron: sey afb and deif accepted it, why not youuu ))))):
22:06 JBHyperion: because I think the whole pattern is totally unfitting
22:06 JBHyperion: it's the climax to the song in an intense guitar section
22:07 JBHyperion: why would you have such simple and repetitive patterns?
22:07 koliron: still i think are fun, dont understand why other people dont like, after 7 mins of playing easy pattern like this feels good
22:08 koliron: waaa
22:08 JBHyperion: the music there doesn't call for an easy pattern though
22:08 JBHyperion: the rhythm is intense as hell xD
22:08 koliron: pattern are easy, distances no XD
22:08 JBHyperion: well I can see you're not gonna change your mind so no point arguing further
22:09 koliron: for people who start to play a map like this to survive, for example, this could be interesting
22:09 koliron: fkjdhfdsjk
22:11 JBHyperion: considering how tricky the tap dashing on 04:54:030 (3,4,1,2) - is, 04:54:247 (2,1) - is really strong and way too easy to overshoot
22:12 koliron: mmh its maybe
22:12 JBHyperion: same at 04:56:349 (3,4,1,2,1) -
22:12 koliron: maybe with 04:54:247 (2) - this note to the left the dash feels better
22:12 JBHyperion: making those two sliders more horizontal (keep tails in same place) would play much better
22:12 koliron: oh
22:12 koliron: thats another way too, ok
22:12 JBHyperion: the flow is fine, but the hyper strength is too much imo
22:14 koliron: same in 04:57:798 (1) -
22:14 koliron: done
22:14 JBHyperion: ok
22:14 JBHyperion: 05:55:624 (2) - looking at MB's mod, I see what he meant about this feeling weird
22:15 JBHyperion: having such a strong vocal sound on slider end is really odd, perhaps 1/2 slider + circle would work better to emphasize that more?
22:15 koliron: mh
22:15 koliron: ok
22:15 koliron: wait
22:15 *JBHyperion waits
22:16 koliron: with a hyper to that circle
22:16 JBHyperion: wooo
22:17 JBHyperion: hmm MB just complained about a lot of vertical sliders
22:17 JBHyperion: don't really have a problem with those
22:17 koliron: i personally like them :3 hahah
22:18 JBHyperion: what the vertical sliders
22:18 JBHyperion: or MB's suggestions
22:18 JBHyperion: lol
22:18 koliron: vertical sldiers XD
22:18 koliron: hha
22:18 koliron: ok done
22:20 JBHyperion: Zirox mentioned a bunch of flow and antiflow stuff, yadda yadda
22:21 koliron: i fix when i think not fit
22:21 koliron: but when i denied in my opinion the sounds deserves it
22:22 koliron: also, there is not much antiflow o.o he mentioned almost all XD
22:22 JBHyperion: lol
22:22 JBHyperion: brb
22:23 koliron: mh?
22:26 JBHyperion: most of the other stuff I can agree with
22:26 koliron: :D
22:27 koliron: fdkjdflsk then lemme update
22:27 JBHyperion: gonna post logs and stuff
22:27 koliron: yep

I'm pretty happy with everything now except the aforementioned ending. No need to repeat myself or others, but seeing that multiple people are all complaining about the same section and you're best reasoning for not changing it is "I like them, it's a nice (unfitting, imo) rest at the end of a long map", I am unwilling to rebubble this currently. I would like to hear Deif and Sey's opinions on this first, and I advise you to discuss the recent mods with the involved parties as we have done.

Good luck.
Topic Starter
koliron

JBHyperion wrote:

Reviewed some of the previous mods, as I feel that personally, some of the reasoning given was insufficient and needed further clarification:

I'm pretty happy with everything now except the aforementioned ending. No need to repeat myself or others, but seeing that multiple people are all complaining about the same section and you're best reasoning for not changing it is "I like them, it's a nice (unfitting, imo) rest at the end of a long map", I am unwilling to rebubble this currently. I would like to hear Deif and Sey's opinions on this first, and I advise you to discuss the recent mods with the involved parties as we have done.

Good luck.
Pattern changed
JBHyperion
Amazing how swapping 3 sliders for 6 circles made the ending so much more interesting to play... And you managed to keep your current pattern for most part, just breaking it up to make it feel less monotonous.

Also fixed a couple of weird flow instances and some NC parity, let's start again with #1 since there were quite a lot of changes

Rebubbled~ #1
Topic Starter
koliron
Thank youuu
Sey
I think 04:02:291 (2) - isn't snapped correctly, considering there is no beat at 04:02:702 - and to follow the actual drums better it should probably end at 04:02:744 - . Can someone please confirm this?
BoberOfDarkness

Sey wrote:

I think 04:02:291 (2) - isn't snapped correctly, considering there is no beat at 04:02:702 - and to follow the actual drums better it should probably end at 04:02:744 - . Can someone please confirm this?
04:02:726 - here for me lol
Topic Starter
koliron

Sey wrote:

I think 04:02:291 (2) - isn't snapped correctly, considering there is no beat at 04:02:702 - and to follow the actual drums better it should probably end at 04:02:744 - . Can someone please confirm this?
LOL done
I totally dont know why was in 1/16 now is 1/2 again

Updated
BoberOfDarkness
Some suggestions of me

Nice diff
02:12:001 (3,4) - it would be better for me as slider instead.
02:12:436 (4,1) - This pattern is kinda weird, small anti-flow + rush'n'stop pattern is not comfortable (to me at least) maybe try something like this? So how to fix that? 02:12:436 (4,1) - swamp their positions. Also curve (1) so it will be nicer to play.

03:15:480 (1) - Droplets are easy to over-shot so maybe try to curve beginning of slider

03:19:103 - Feel like you should extend previous slider to it (by adding reverse)

04:36:204 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2) - 1/3 stream does fit but only for guitar, I swear every of those drums are missed 04:36:639 -, 04:36:929 -, 04:37:219 -, 04:37:798 -

06:26:639 (1,2,3,4,5,6) - I talked about this before, maybe you could change it to a bit curved or shaped in different way (I can suggest you This

06:27:436 - 06:27:726 - 06:28:885 - 06:31:204 - 06:33:523 - did you skipped those notes for purpose?

Sorry if I am unwanted here :|
Topic Starter
koliron
huh

BoberOfDarkness wrote:

Some suggestions of me

Nice diff
02:12:001 (3,4) - it would be better for me as slider instead. humm, i think being a slider the mini-break is besically missed :/
02:12:436 (4,1) - This pattern is kinda weird, small anti-flow + rush'n'stop pattern is not comfortable (to me at least) maybe try something like this? So how to fix that? 02:12:436 (4,1) - swamp their positions. Also curve (1) so it will be nicer to play. hmm, ok i will change the positions just in a bit

03:15:480 (1) - Droplets are easy to over-shot so maybe try to curve beginning of slider changed the position in a bit, now feels better i think :3

03:19:103 - Feel like you should extend previous slider to it (by adding reverse) huhhh noo, feel much better with the current rhythm x.x

04:36:204 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2) - 1/3 stream does fit but only for guitar, I swear every of those drums are missed 04:36:639 -, 04:36:929 -, 04:37:219 -, 04:37:798 - yeah as you said lol, i followed only the guitar, i dont want to follow the drum, first because would feels so weird in patterns, and the rhythm could be so confusing

06:26:639 (1,2,3,4,5,6) - I talked about this before, maybe you could change it to a bit curved or shaped in different way (I can suggest you This changed the positions, again just in a bit

06:27:436 - 06:27:726 - 06:28:885 - 06:31:204 - 06:33:523 - did you skipped those notes for purpose? yeah the rhythm could be so uncomfortable as in 04:36:204

Sorry if I am unwanted here :| dont think that, just i want to know why everyone want to mod this only when is bubbled ;__;
thank you! updated, as i see i need ask hyperion again
JBHyperion
Keep modding guys so we can get most bubbles ever placed on a single map (^:

Rebubbled~
Sey

JBHyperion wrote:

Keep modding guys so we can get most bubbles ever placed on a single map (^:

Rebubbled~
Yeah I think this must be my 1000th bubble in this thread. Okay then :!:

Bubble#2
Topic Starter
koliron
Thank youuuu both! time to wait deif bhuahaha
Deif
Some smalls modifications and...

Qualified!!
Yuii-
5.4!!!!!
Ascendance
o
MBomb
5.3

oh wait shit i messed this up again
Surono
( 2 day ago I auto this map, and my brain is nothing... and spect kolorin.. And I get scolding from korilon cuz my shoorrttttt post. K, I make yhis long on "short" )

Thx to teh musik.. And blame metal tohow gitar n kawaeed nep nep voice
And this map happening..

Well I feel enough for rhtym game today
btw grats koriron :U

n I get mad cuz writting on phonr, fk kursor n lag typ
-rage
CONGRATS!!!!!!
Moeruattack
Congratzzzz :3
Xinely
Grats koli ~
Taeyang
YEAH~! congrtz lol
StickyPicky
DystopiaPPGround. Congrats!! :D
Equim
Hello, here are some suggestions which I think can make it better, even if its quality has already reached rank level. It may be a bit subjective but I hope it helps.

Recommend
Suggestions

[Freezing]
  1. 00:59:682 (2) - move the tail to x252 and move 00:59:972 (3) - to x32. A vertical slider leading to an anti-flow is a bit unpleasant, and the anti-jump here is not so significant. Also, the retardation effect of the verticality makes players "slow down", which doesn't match the dynamic rhythem and break the flow. Such sliders can be seen throughout the map, but not all of them need such fixing.
  2. 01:00:117 (1) - move to x328 and make it like this. The curved slider helps buffering the changing vocal and make it not so awkward for its verticality (see above).
  3. 01:01:711 (2,3) - http://osu.ppy.sh/ss/4769940, move (3) to x152, ^.
  4. 01:05:407 - This distance is a bit wide. 01:05:190 (1) - x112.
  5. 01:07:798 (3,4,5) - imo it should be in a reverse way, that means (4) should be at the right side of (3) and (5) should be at left.
  6. 01:07:509 (2,3,4) - make most players have to hold shift to pass, but the music here doesn't require such movement, and even it does, the vacuum in 01:07:653 - can be confusing.
  7. 01:08:958 (3) - same as 00:59:682 (2) -.
  8. 01:10:117 (3) - move to x336. If you are following the vocal, the HDash should be at here.
  9. 01:14:465 (1,2) - Suddenly cut into a pair of vertical sliders. They break the flow somehow. 01:14:755 (2) - move tail to x112 can make it better.
  10. 01:16:349 (1) - same as 01:00:117 (1) - , but in this case you can not curve it, but just make it more horizontal.
  11. 01:32:146 (3) - same as 00:59:682 (2) -.
  12. 01:32:581 (5) - you can make it more curved to the right to nerf the retardation effect, as http://osu.ppy.sh/ss/4770068.
  13. 01:37:653 (4,3) - you can make them HDashes; it flows better and satisfy the needs of consistency, since you also made a HDash at
  14. 01:39:972 (3) - . My solution: 01:37:653 (4) - x168, 01:38:378 (2,3) - http://osu.ppy.sh/ss/4770087.
  15. 01:45:480 (1,2,3,4,1,2,3,4,5,6,1,2,3,4) - This part needs more works. It doesn't flow well, as it is slow-and-fast move-and-stop in a
  16. strange way that doesn't going well with the rhythem. 01:45:914 (3) - x256. 01:46:784 (3) - x360. 01:48:233 (2) - x136. 01:48:523 (3,4) - ctrl+G and x264. Try it and decide whether it should be accepted.
  17. 01:53:451 (1,2,3,4,5,6) - strange pattern. It looks like it wants the player to make some tricky dashes, meanwhile it is like it wants the player to stop and stand. My solution: http://osu.ppy.sh/ss/4770146 (make (1) and (2) more horizontal and (4) a HDash, may not be the best solution).
  18. 02:02:001 (1,2,3,4) - same as above.
  19. 02:05:769 (1) - same as 00:59:682 (2) - .
  20. 02:10:117 (2,3) - same as 01:05:407 - . move 02:09:682 (1,2) - to x112.
  21. 02:11:422 (2) - the hit is really strong enough here to make a HDash. My solution: 02:10:697 (4) - x272, 02:10:987 (1) - x96 and curve it (http://osu.ppy.sh/ss/4770181), 02:11:422 (2,3) - x32.
  22. 02:12:581 (1) - this doesn't flow well with the next object. ctrl+G and x176.
  23. 02:18:378 (2) - x48, in this way it flow better with both the previous and the next object, though it may not be the best solution.
  24. 02:35:914 (1) - same as 00:59:682 (2) - .
  25. 02:40:987 (1) - curve it to the left can flow better. This verticality is too unexpected for players who are shifting into this new section.
  26. 02:43:740 (2,3) - same as 01:53:451 (1,2,3,4,5,6) -.
  27. 02:59:972 (2) - same as 01:05:407 - .
  28. 03:02:291 (3) - same as 00:59:682 (2) - .
  29. 03:17:364 - From here to 03:26:929 - , there are some issues same with 01:53:451 (1,2,3,4,5,6) -.
  30. 03:35:335 (4) - move the tail to x16, otherwise it's too close to the next object and it doesn't require such a stop here.
  31. 03:40:552 (5) - the anti-flow is strange, try to move it to x136, though it may not be the best solution.
  32. 04:02:291 (2) - you don't have to make it end at 04:02:798 - . Ending at 04:02:726 - is fine and less strange.
  33. 04:02:871 (3,4,5) - same as 01:53:451 (1,2,3,4,5,6) - again.
  34. 05:09:827 - I suggest here should make a similar pattern like 05:08:233 (1,2,3) - .
  35. 05:12:436 (3) - move the head to x272.
  36. 05:39:393 (5) - move the tail to x0 to make it flow well to the next object, though it may not be the best solution.
  37. 05:44:900 (1) - this HDash doesn't seem so significant, and its verticality..... move to x128 and move the tail to x208.
  38. 05:54:755 (5) - tail x512.
  39. 05:55:914 (3) - in this case this HDash should be stronger than the previous one at 05:55:624 (2) - , because the vocal is stronger, so widen the distance of this HDash. Move it to x464 and move 05:56:204 (4) - to x344 with tail at x248.
  40. 06:00:987 - too wide. 06:01:132 (1) - x208.
  41. 06:02:146 (1,2,1) - same as 01:53:451 (1,2,3,4,5,6) -.
  42. 06:11:277 (2,3) - x360, or it is too wide to the previous.
  43. 06:11:711 (4) - too close to the prev, x256.
  44. 06:35:480 (2,3,4,1,2,3,4,5,6) - too far from each others, and it's not so necessary for such usage.

Good luck.
MBomb
Takes quite a bit of courage to post on a map like this during qualified, honestly. Whether your mod helps or not, having someone that is willing to say what they think is nice, and I hope for more people like you, Equim.
Topic Starter
koliron
I will look at this in some mins
BoberOfDarkness
I agree with Equim that aesthetic values of map should be increased and of course quality of some patterns could be improved q.q
Ascendance

BoberOfDarkness wrote:

I agree with Equim that aesthetic values of map should be increased and of course quality of some patterns could be improved q.q
Agree, there's quite some times where holding dash is encouraged, and then player is forced to randomly stop for a walkable antiflow pattern. In the streams, there's also parts that punish you for holding dash (or as mbomb says, "playing correctly") and force the player to have to tap dash sometimes difficult or quick patterns. Just my 2c here, gl.
CLSW
Disqualify first, and go through the discussion.
Taeyang
what?
Riari

CLSW wrote:

Disqualify first, and go through the discussion.

As of now, there is no discussion. Equim has posted their thoughts about specific parts within the map, they have not opened up a discussion.

It takes two to tango.



EDIT: To clarify, if posting a mod after qualification was all it took to get a map DQ'd, the community would be rampant with more 'blatant' attempts at derailing maps. It may not be the case here so I do not think a DQ is deserved as of this moment.
BoberOfDarkness

Ascendance wrote:

Agree, there's quite some times where holding dash is encouraged, and then player is forced to randomly stop for a walkable antiflow pattern. In the streams, there's also parts that punish you for holding dash (or as mbomb says, "playing correctly") and force the player to have to tap dash sometimes difficult or quick patterns. Just my 2c here, gl.
Well, generally streams are very well-made but not this one 04:36:204 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2) - < very uncomfortable


CLSW wrote:

Disqualify first, and go through the discussion.
This is more like commenting, there is no discussion since there isn't any opposite point :^
Ascendance

Riari wrote:

CLSW wrote:

Disqualify first, and go through the discussion.

As of now, there is no discussion. Equim has posted their thoughts about specific parts within the map, they have not opened up a discussion.

It takes two to tango.



EDIT: To clarify, if posting a mod after qualification was all it took to get a map DQ'd, the community would be rampant with more 'blatant' attempts at derailing maps. It may not be the case here so I do not think a DQ is deserved as of this moment.
There's discussion in the disqus as well as some comments here, so I don't think it's completely uncalled for. Generally, people have issues with the map beyond it being a "pp map". Also, I dunno if this can be classified as blatant, since it seems that Equim has respect for the map and wants to see it improved, as well as other people I'm sure. As for the DQ, then discuss point, rather than calling people salty or whatnot, here's a post from a fairly contested beatmap in osu!standard which was dq'd after some serious points made about the highest difficulty. t/397698

Natsu wrote:

Broccoly wrote:

The highest difficulty feels totally fine to me.

You guys are basically ignoring the higher-ranked players' right to fully enjoy the music... since they perceive jumps differently.
Have you guys ever thought about what you feel appropriately mapped may feel boring and uninteresting to those higher-ranked players?
And yes, I am talking about those players because that's the difficulty's intended audience.

I may sound like an asshole but this discussion is going nowhere if there's no input from those players.. about how they feel about the difficulty.

P.S. So QATs now DQ a map when someone mods it? lol
if this were a song that support the jumps around the screen I'd agree with you, this song doesn't that's the problem. Check Doyak example, will you think that's appropiate? no right, if you want to make a hardcore map then look for a song that allow you to.
And yes DQ are done to discuss maps now, DQ first then Discuss.

Edit: Overkill based on the music he is mapping, not in the map dificulty, you will no map a Jumpudding https://osu.ppy.sh/s/90068 diff, on this kind of song, map can be harderst as it can, but making sense with the music he is mapping

@Broccoly: Under your logic I can take any 100 bpm song and make a 6 stars diff, because top players will be bored, but we all know that isn't righ
Topic Starter
koliron
Discussed with Equim until 2:10, he need sleep so i will answer the rest here, until now we discuss, and nothing of these suggestions make a real change to be an "issue"

2016-03-22 13:33 Equim: I'm sorry for that
2016-03-22 13:34 koliron: i will look that now
2016-03-22 13:34 Equim: if you have any question, just ask me.
2016-03-22 13:34 koliron: yeah i will
2016-03-22 13:36 koliron: can you enter?
2016-03-22 13:36 koliron: ACTION is editing [https://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]]
2016-03-22 13:36 koliron: 00:59:682 (2) - you said antiflow here
2016-03-22 13:36 koliron: huh
2016-03-22 13:36 Equim: I am
2016-03-22 13:36 koliron: where? xD
2016-03-22 13:37 Equim: do you feel 00:59:972 (3) - too sudden?
2016-03-22 13:37 koliron: lol obviously no
2016-03-22 13:37 Equim: it looks like 00:59:682 (2,3) - are not in the same speed
2016-03-22 13:37 koliron: is a normal hyper
2016-03-22 13:38 koliron: yeah that is because 00:59:827 - is not enough strong to have the same distance
2016-03-22 13:38 Equim: then do you think my suggestion make it better?
2016-03-22 13:38 koliron: not really
2016-03-22 13:39 koliron: 01:00:117 (1) - hum i cant understand your suggestion here D:
2016-03-22 13:39 Equim: yeah
2016-03-22 13:39 Equim: 00:59:682 (2,3,1) - are as one unit
2016-03-22 13:39 koliron: do you mean
2016-03-22 13:40 koliron: make a curve in (1)?
2016-03-22 13:40 Equim: the "expected speed" is not so accordant
2016-03-22 13:40 koliron: eh?
2016-03-22 13:40 koliron: why speed
2016-03-22 13:40 Equim: yes
2016-03-22 13:40 koliron: 01:00:117 (1) - ther rest of the sound of this lsider is so calm, following the voice
2016-03-22 13:41 koliron: you cant expect speed if there is not a convincing sound to do it
2016-03-22 13:41 koliron: :/
2016-03-22 13:41 koliron: lemme see the rest
2016-03-22 13:41 koliron: 01:01:711 (2,3) - basically here is the same
2016-03-22 13:42 Equim: a curved here is a buffer
2016-03-22 13:42 koliron: 01:07:509 (2,3,4,5) - a reverse pattern here why?
2016-03-22 13:42 Equim: no, in patterns, they are different
2016-03-22 13:42 koliron: i think plays good and, is not so hard
2016-03-22 13:42 koliron: considering the strong drums these movements are fine
2016-03-22 13:42 Equim: ctrl+A and ctrl+H and play again
2016-03-22 13:43 koliron: (about the previous, nope, are almsot the same Xd just with less distance)
2016-03-22 13:43 koliron: Hum lol, as i said different directions are not a real problem
2016-03-22 13:43 koliron: o.o
2016-03-22 13:44 Equim: no, it doesn't match the music well
2016-03-22 13:44 Equim: 01:07:798 (3,4) -
2016-03-22 13:44 koliron: why?
2016-03-22 13:44 Equim: then why?
2016-03-22 13:44 Equim: why did you put that way?
2016-03-22 13:45 koliron: still waiting to know why not
2016-03-22 13:45 Equim: okay, this one is just a suggestion
2016-03-22 13:45 koliron: its to vary with the movemevnts
2016-03-22 13:45 koliron: ok
2016-03-22 13:45 Equim: why do you need to vary here?
2016-03-22 13:45 koliron: 01:07:509 (2,3,4) - here is intentional, on all of then there are strong drums
2016-03-22 13:46 koliron: hum
2016-03-22 13:46 Equim: then okay
2016-03-22 13:46 koliron: because if a map is not varied, would be so boring
2016-03-22 13:46 Equim: but no need to vary if it is not necessary for the song
2016-03-22 13:47 koliron: 01:08:958 (3) - here you suggested the same as the first suggestions
2016-03-22 13:47 koliron: tion*
2016-03-22 13:47 koliron: and if you see well
2016-03-22 13:47 koliron: 01:08:668 (2) - clearly the tail deserves more distance than in (3)
2016-03-22 13:47 Equim: yes
2016-03-22 13:47 koliron: the voice is much more strong
2016-03-22 13:48 Equim: but for gameplay
2016-03-22 13:48 Equim: it is not so suitable
2016-03-22 13:48 Equim: a tail of a slider is linked to the next object
2016-03-22 13:49 koliron: to me, feels totally well, seriously a cant see that movement as a problem
2016-03-22 13:49 Equim: but isn't it better if you make it more pleasant?
2016-03-22 13:49 koliron: 01:09:827 (2,3,4) - about this
2016-03-22 13:49 Equim: and not so forced
2016-03-22 13:50 koliron: 01:10:262 (4) - is much more strong than (3) lol
2016-03-22 13:50 koliron: (and with your previous message, really the different would be almost impossible to notice)
2016-03-22 13:50 koliron: diference*
2016-03-22 13:51 Equim: I'm modding this
2016-03-22 13:51 koliron: mh?
2016-03-22 13:51 Equim: for make it look and play better
2016-03-22 13:51 Equim: none of these are unrankable
2016-03-22 13:51 Equim: but you need to understand
2016-03-22 13:53 koliron: im fine with the current flow, i will not accept suggestions if the result is not noticeable or dont make it better
2016-03-22 13:53 Equim: and I have to say I'm not a good modder
2016-03-22 13:53 Equim: But I'm sure it can still be improved a lot
2016-03-22 13:54 koliron: dont worry about that, i appreciate your effort to try to improve it
2016-03-22 13:54 koliron: huh lol
2016-03-22 13:54 Equim: and I think I am not the only one
2016-03-22 13:54 koliron: 01:14:465 (1,2,3) - is this a real issue?
2016-03-22 13:55 Equim: yes
2016-03-22 13:55 Equim: exactly
2016-03-22 13:55 koliron: why
2016-03-22 13:55 Equim: go-and-stop
2016-03-22 13:55 Equim: it breaks the flow
2016-03-22 13:55 Equim: even if you keep 01:14:465 (1,2) -
2016-03-22 13:55 Equim: 01:15:045 (3) - needs to be on the left of (2)
2016-03-22 13:56 koliron: first of all, is for only 0.13 sec
2016-03-22 13:56 koliron: i think that couldnt "break" the flow
2016-03-22 13:56 Equim: even 0.13sec
2016-03-22 13:56 Equim: may reduce a player's impression
2016-03-22 13:57 Equim: when they play for more times, the reduce will add up
2016-03-22 13:57 koliron: no i think no lol this pattern is so usual on a lot of maps, even in rains and overdoses, i played a lot of them and i think is not a bad movement, at all :c
2016-03-22 13:58 Equim: if there are more patterns like 01:14:465 (1,2) - in the near part
2016-03-22 13:58 Equim: then it's okay
2016-03-22 13:58 Equim: but in this case, it's too sudden
2016-03-22 13:59 Equim: without even transition
2016-03-22 13:59 Equim: Maybe you will complain why I only take notice on these small issues
2016-03-22 14:00 Equim: your map will be affective to following new mappers
2016-03-22 14:00 koliron: 01:16:349 (1) - 01:16:349 (1) - okay these are the same suggestion as 00:59:682 (2) - 01:00:117 (1) - and i explained both, the only difference is 01:15:914 (2) - and is not a problem :T
2016-03-22 14:00 Equim: for its star rating
2016-03-22 14:00 koliron: lol
2016-03-22 14:00 koliron: dont care about the star rating please..
2016-03-22 14:00 Equim: that means you have the responsibility to make it better
2016-03-22 14:00 Equim: no, others will care
2016-03-22 14:00 koliron: lol
2016-03-22 14:00 Equim: but now as far as I'm concerned, most patterns are not good to follow in other maps
2016-03-22 14:01 koliron: sorry but that argument about "your map will be affective to following new mappers" is not valid, is totallt subjetive if they want to follow my map and style or not
2016-03-22 14:02 Equim: how
2016-03-22 14:02 Equim: if they are beginners
2016-03-22 14:02 Equim: "hey, that sort of style can be ranked"
2016-03-22 14:02 koliron: yeah
2016-03-22 14:02 koliron: because can be lol
2016-03-22 14:03 koliron: until now, nothing is a problem
2016-03-22 14:03 Equim: it can be
2016-03-22 14:03 Equim: but do we map only for rank?
2016-03-22 14:03 koliron: in my case, yes
2016-03-22 14:03 Equim: your map reached the level for ranking, I know, and there is no unrankable issue
2016-03-22 14:04 Equim: fast rank, even for such a marathon overdose?
2016-03-22 14:04 Equim: I understand your effort and hard work.....
2016-03-22 14:04 koliron: 01:32:581 (5) - this is to not make an antiflow, some of these movements are fine, take in care that is an overdose, which players should have enough experience to can play these patterns, which also are not hard lol
2016-03-22 14:05 koliron: fast rank means nothing
2016-03-22 14:05 koliron: has 20 mods
2016-03-22 14:05 koliron: as a lot of maps
2016-03-22 14:05 koliron: just i recolected them fast
2016-03-22 14:05 Equim: don't mean to make it hard
2016-03-22 14:05 Equim: catch the rhythem, first
2016-03-22 14:05 Equim: make it funny and pleasant, second
2016-03-22 14:05 Equim: make it balenced with the difficulty it should be, third
2016-03-22 14:06 koliron: funny*
2016-03-22 14:06 koliron: ?
2016-03-22 14:06 koliron: do you mean fun
2016-03-22 14:06 Equim: maybe another word
2016-03-22 14:06 Equim: A ranking process doesn't only rely on the mods
2016-03-22 14:06 Equim: but, mostly, yourself
2016-03-22 14:06 Equim: testplay and self-mod
2016-03-22 14:06 Equim: it's a long-term process
2016-03-22 14:06 Equim: modding is just assistance
2016-03-22 14:07 koliron: yeah i did it a lot of times lol
2016-03-22 14:07 koliron: still i cant see a real problem
2016-03-22 14:07 koliron: lets cotonue
2016-03-22 14:07 Equim: no no no
2016-03-22 14:07 Equim: 01:32:581 (5) -
2016-03-22 14:08 Equim: a vertical slider
2016-03-22 14:08 Equim: no movement
2016-03-22 14:09 Equim: is it consecutive to prev, next?
2016-03-22 14:09 Equim: as the music is consecutive
2016-03-22 14:09 koliron: is not necessary follow perfectly the song
2016-03-22 14:09 koliron: some things for the flow are allowed, too
2016-03-22 14:09 koliron: the head is floowing it without problems
2016-03-22 14:09 Equim: okay, not necessary
2016-03-22 14:09 koliron: yeah, not necessary
2016-03-22 14:09 Equim: then what about those
2016-03-22 14:10 Equim: you mentioned
2016-03-22 14:10 koliron: even if i change the tail, the difference would be almsot nothing
2016-03-22 14:10 Equim: they add up
2016-03-22 14:10 koliron: and hard to od without anti flow, and here i dont want to add
2016-03-22 14:11 koliron: 01:39:972 (3,4,1) - ?
2016-03-22 14:11 koliron: 4 in x 160? D:
2016-03-22 14:11 koliron: that is hyper and hyper dont fit here aaa
2016-03-22 14:11 koliron: oh wait
2016-03-22 14:12 koliron: lol the next point is other
2016-03-22 14:12 koliron: do you meant 01:37:653 (4) -
2016-03-22 14:12 koliron: is still dash
2016-03-22 14:12 Equim: yes
2016-03-22 14:12 koliron: is not hyper because i dont want to add hyper to ALL strong sounds
2016-03-22 14:12 koliron: iadded when i can
2016-03-22 14:12 Equim: 01:37:074 (2,4) -
2016-03-22 14:13 koliron: but if i add in all, basically the map will be 70% of hyper xD
2016-03-22 14:13 koliron: oh also for that
2016-03-22 14:13 koliron: 01:37:074 (2,3,4) - clearly 3 deserves more the hyper than 2
2016-03-22 14:13 Equim: not 2
2016-03-22 14:13 Equim: 4
2016-03-22 14:13 koliron: than 4* sorry
2016-03-22 14:14 Equim: why?
2016-03-22 14:14 koliron: following the voice? XD
2016-03-22 14:14 koliron: 01:45:480 (1,2,3,4,1,2,3,4,5,6,1,2,3,4) - about this section
2016-03-22 14:14 Equim: yes
2016-03-22 14:14 koliron: the voice and instrument are so so calm
2016-03-22 14:14 Equim: oh why skip?
2016-03-22 14:14 koliron: why i need add more distances?
2016-03-22 14:15 Equim: calm
2016-03-22 14:15 koliron: the idea is walk there
2016-03-22 14:15 Equim: hdash
2016-03-22 14:15 Equim: ?
2016-03-22 14:15 koliron: yeah why not 01:46:349 (1) - is enough strong for it
2016-03-22 14:15 Equim: the speed, again
2016-03-22 14:15 Equim: it is legal
2016-03-22 14:15 koliron: is the only sound that ithink deserves strong movement XD
2016-03-22 14:16 Equim: but not good
2016-03-22 14:16 koliron: why not?
2016-03-22 14:16 Equim: I don't mean to make those like 01:45:914 (3) - hdash
2016-03-22 14:16 Equim: 01:45:914 (3,1) -
2016-03-22 14:17 Equim: (1) is just a bit stronger than (3)
2016-03-22 14:17 koliron: voice
2016-03-22 14:17 Equim: how could they be so different?
2016-03-22 14:17 koliron: 01:45:480 (1,1) - both are hyper for the voice XD
2016-03-22 14:17 Equim: 01:45:914 (3) -
2016-03-22 14:17 Equim: is a drum hit
2016-03-22 14:18 Equim: with this 01:45:769 - space
2016-03-22 14:18 Equim: no distance, that's too awkward
2016-03-22 14:18 koliron: yeah, the idea is can walk there :3
2016-03-22 14:18 koliron: basically this and05:12:775 - are the only calm sections
2016-03-22 14:18 koliron: even in this second dash is neccessary many times
2016-03-22 14:18 koliron: be an overdose dont mean dasah everytime
2016-03-22 14:19 Equim: lol
2016-03-22 14:19 Equim: just
2016-03-22 14:19 Equim: you conflicted yourself
2016-03-22 14:19 koliron: ah? xD
2016-03-22 14:19 Equim: sometimes "not necessary to follow perfectly"
2016-03-22 14:19 Equim: sometimes "dashes aren't always needed in overdose"
2016-03-22 14:20 koliron: hum
2016-03-22 14:20 Equim: but these can be my views
2016-03-22 14:20 koliron: why cant be both?
2016-03-22 14:20 koliron: is exactly
2016-03-22 14:20 Equim: for what I mentioned
2016-03-22 14:20 koliron: that
2016-03-22 14:20 koliron: is not necessary follow the song perfectly
2016-03-22 14:20 koliron: thats why i didnt add dash
2016-03-22 14:20 koliron: if i add dash always when can fit
2016-03-22 14:20 koliron: basically the dash woulkd be used all the time
2016-03-22 14:20 koliron: thats not fun
2016-03-22 14:21 Equim: dash can be divided
2016-03-22 14:21 koliron: do not forget that we map for players, follwo the song is necessary to feel it correctly but minor changes like this are not possible to notice
2016-03-22 14:21 Equim: hyperdash, large dash, small dash, minor dash
2016-03-22 14:21 Equim: lol
2016-03-22 14:21 Equim: I mod for players
2016-03-22 14:21 Equim: since I think they are not pleasant
2016-03-22 14:22 Equim: most unpleasant part is 01:48:233 (2,3,4) -
2016-03-22 14:22 Equim: 01:47:798 (1,2,3) -
2016-03-22 14:22 koliron: the song is still relax :D
2016-03-22 14:22 Equim: are you sure for this?
2016-03-22 14:22 koliron: yeap :3
2016-03-22 14:22 Equim: the distance
2016-03-22 14:23 koliron: yes XD
2016-03-22 14:23 Equim: the drum hit so strong
2016-03-22 14:23 koliron: but the voice is still calm
2016-03-22 14:23 Equim: 01:47:798 (1,2,3) - very slow
2016-03-22 14:23 koliron: imo would be weird
2016-03-22 14:23 Equim: 01:48:668 (4) - very strong
2016-03-22 14:23 Equim: voice?
2016-03-22 14:23 Equim: do you think voice is stronger than drum here?
2016-03-22 14:24 koliron: nah but when you map you can follow what you want
2016-03-22 14:24 koliron: expect if is so different
2016-03-22 14:24 Equim: no
2016-03-22 14:24 koliron: i added hyper in 01:45:480 (1,1,6,1,4) -
2016-03-22 14:24 koliron: all of these have loud voice
2016-03-22 14:24 Equim: you should follow what is the most representative
2016-03-22 14:25 koliron: huh, no, you can vary with that if both are noticeables
2016-03-22 14:25 koliron: XD
2016-03-22 14:25 Equim: but in this case
2016-03-22 14:25 Equim: drum >= vocal
2016-03-22 14:26 koliron: not for me :b
2016-03-22 14:26 Equim: 01:47:798 (1,2,3,4) -
2016-03-22 14:26 Equim: still this part
2016-03-22 14:26 koliron: i have no more ideas how to explain it again XD
2016-03-22 14:26 Equim: It's late now and I'm going to sleep after solving this
2016-03-22 14:26 koliron: hum ok
2016-03-22 14:26 koliron: then can we be more objetives?
2016-03-22 14:26 Equim: modding itself is subjective
2016-03-22 14:27 koliron: because discuss about some grids of all circles is much time
2016-03-22 14:27 koliron: v
2016-03-22 14:27 koliron: 01:53:451 (1,2,3,4,5,6) -
2016-03-22 14:27 koliron: 01:53:668 -
2016-03-22 14:27 koliron: 01:53:958 - 01:54:175 -
2016-03-22 14:27 koliron: all of them
2016-03-22 14:28 koliron: is the final of the guitar
2016-03-22 14:28 koliron: cant have more distance XD
2016-03-22 14:28 koliron: also plays well, to me
2016-03-22 14:28 Equim: ...
2016-03-22 14:28 Equim: pls
2016-03-22 14:28 koliron: 02:02:001 - here hum you said the same, so i have the same reason
2016-03-22 14:29 koliron: is following correctly the guitar
2016-03-22 14:29 Equim: I'm not a BN
2016-03-22 14:29 koliron: and i think plays well, cant see the reason to change it
2016-03-22 14:29 Equim: that means I'm probably not going to "recheck"
2016-03-22 14:29 koliron: lol i didnt say it
2016-03-22 14:29 Equim: but keep in mind
2016-03-22 14:29 koliron: yeah im just talking with you about your suggestions
2016-03-22 14:29 Equim: it's not that all what I said was nothing
2016-03-22 14:30 Equim: still 01:47:798 (1,2,3,4) -
2016-03-22 14:30 koliron: no obviously, but i dont want to waste the time of the people who checked this many times for changes which are almost impossible to notice in game
2016-03-22 14:30 koliron: that would be so rude of my part
2016-03-22 14:31 Equim: I don't mean that
2016-03-22 14:31 koliron: 02:02:001 (1,2,3,4) - same as above. 02:05:769 (1) - same as 00:59:682 (2) - . 02:10:117 (2,3) - same as 01:05:407 - . move 02:09:682 (1,2) - to x112. ok lemme see if something of these are a diffrent case
2016-03-22 14:32 koliron: 02:10:117 (2,3) - what do you mean here?
2016-03-22 14:32 koliron: there is a convincing movement D:
2016-03-22 14:32 koliron: (for the rest, are the same case)
2016-03-22 14:33 Equim: I need to sleep
2016-03-22 14:33 Equim: too tired
2016-03-22 14:33 koliron: ok sorry
2016-03-22 14:33 koliron: the rest i will answer in forum
2016-03-22 14:34 koliron: good night!

  1. 02:11:422 (2) - the hit is really strong enough here to make a HDash. My solution: 02:10:697 (4) - x272, 02:10:987 (1) - x96 and curve it (http://osu.ppy.sh/ss/4770181), 02:11:422 (2,3) - x32. In this short clam section i prefer follow the vocal, and seriously i think is not enough to have hyper, obviously i started to follow the instrument since 02:12:001 - because there is no voice
  2. 02:12:581 (1) - this doesn't flow well with the next object. ctrl+G and x176. ok you suggested me move this 10 grids huh, i played both options and seems and feels exactly the same, even if i put it more to the left, i prefer keep the dash here
  3. 02:18:378 (2) - x48, in this way it flow better with both the previous and the next object, though it may not be the best solution. aaa that hyper would be so hard, im fine with the current movement, an hyper dont fit so good, for example try to compare 02:18:378 (2,4) - can you listen the same? i think no, the voice is still in (2) but since (3) there is no voice, so 4 is much more noticeable to have hyper
  4. 02:35:914 (1) - same as 00:59:682 (2) - . ok i explained this many times, btu i all in game so, there you suggest that needs the same movement, that is notpossible to do because 02:36:059 - here the only thing strong is the drum (and not much) you need understand again that feels good following the voice
  5. 02:40:987 (1) - curve it to the left can flow better. This verticality is too unexpected for players who are shifting into this new section. hum, i can understand your idea but the idea is when you are in 02:40:987 - you need stop the dash, not in 02:41:059 - or 02:41:132 - do not forget that this is a rhythm game, you need keep it corretly with al movements, walk, dash, hyper
  6. 02:43:740 (2,3) - same as 01:53:451 (1,2,3,4,5,6) -. ok this not the same as 01:53:451 (1,2,3,4,5,6) - lol if you want to mod something please explain why, anyway i think i understand your point here, i prefer keep the direction of 02:43:740 (2) - first because the idea is not keep the dash, the next sound is not strong at all, and second because if i do it 02:43:958 (3,4) - this could be hard to catch
  7. 02:59:972 (2) - same as 01:05:407 - . and here is wide yeah lol you are being ironic XD this is what you suggested before, but here there is a convincing reason to have, 02:59:972 (2,3) - the voice in these sliders are strong enough to have these movements, also, even if it wouldn't, is this a real change in game? i think no, the change will be 10 grids or something like that ): thats not noticeable xD
  8. 03:02:291 (3) - same as 00:59:682 (2) - . ok same reason, even here is not antiflow as the first
  9. 03:17:364 - From here to 03:26:929 - , there are some issues same with 01:53:451 (1,2,3,4,5,6) -. issues? you already said that are not issues, the change of them, again would be almost even if i do those 100% horizontal, aalso, jsut i want to said that those movements are not comfrotable, i tried to make them, are not better :/
  10. 03:35:335 (4) - move the tail to x16, otherwise it's too close to the next object and it doesn't require such a stop here.
  11. 03:40:552 (5) - the anti-flow is strange, try to move it to x136, though it may not be the best solution. ok basically the same as above :c this not improve the flow, and not improve the following of the song because 03:35:480 - is not strong at all, in voice or intrument
  12. 04:02:291 (2) - you don't have to make it end at 04:02:798 - . Ending at 04:02:726 - is fine and less strange. this was disscussed with sey, the sound in 1/2 is not so clear, is between 1/2 ~ 1/16, so i prefer dont add there, the sound is not so strong so i think feels good
  13. 04:02:871 (3,4,5) - same as 01:53:451 (1,2,3,4,5,6) - again. yeah again the same reason x.x the flow is much better being more vertical
  14. 05:09:827 - I suggest here should make a similar pattern like 05:08:233 (1,2,3) - . is following the guitar correctly, there is not a sound guitar sound there, i think feels good without it, do not forget, is not necessary add notes in all sounds
  15. 05:12:436 (3) - move the head to x272. why? dont deserve much movement, and the current dash is fine to highlight the start of this new stanza, in 05:13:016 -
  16. 05:39:393 (5) - move the tail to x0 to make it flow well to the next object, though it may not be the best solution. that would be almost no movement, is inconsistent with what you suggested before, second i dont like put objects in the wall, and third as i see you suggested it to not do aonther direction, why not? is not hard , just you need keep the rhythm, again
  17. 05:44:900 (1) - this HDash doesn't seem so significant, and its verticality..... move to x128 and move the tail to x208. 05:44:900 - voice is still strong here, and also the intrument is so different and acute here, i think this is a good way to highlight it
  18. 05:54:755 (5) - tail x512. again, i dont like put objects in the wall, second as i said, in my opinion feels totally good, is not an important issue and the change is not so much, try to respect my style and what i want to use in my map if is not a real issue, please
  19. 05:55:914 (3) - in this case this HDash should be stronger than the previous one at 05:55:624 (2) - , because the vocal is stronger, so widen the distance of this HDash. Move it to x464 and move 05:56:204 (4) - to x344 with tail at x248. you put this in "recommended" so you are like you want me to follow perfectly the song, yeah maybe could be better with more distance, but really is so noticeable at play to be an issue?
  20. 06:00:987 - too wide. 06:01:132 (1) - x208. if i do that, the movement would be almsot nothing between (6,1)
  21. 06:02:146 (1,2,1) - same as 01:53:451 (1,2,3,4,5,6) -. already a lot of sliders ahve curves, i cant put without? are to vary more, also are fun and the flow is bad to me
  22. 06:11:277 (2,3) - x360, or it is too wide to the previous. hum, the pattern would be broken with that and if i add only walk to 06:11:277 (2) - feels not better because there is a strong drum, keep the dash is better to me
  23. 06:11:711 (4) - too close to the prev, x256. if i put it more to the middle, i cant do a strong hyper to 06:09:538 (1) - which i think is so necessary for that strong sound in voice and instrument
  24. 06:35:480 (2,3,4,1,2,3,4,5,6) - too far from each others, and it's not so necessary for such usage. Yeah maybe is not the best way to map here, but still the song is followed feel to the strong notes in 06:35:769 (1,4) - and if i add notes in those 1/4 the pattern wouldn0t be so good, 1/4 normal dash are so weird, at least i dont like them for patern like this, sometimes can fit but i think here not much
Ok, thank you so much for try to improve it,, im sorry but i cant see nothing of this as a real issue, almost all was about the flow and im totally fine with pattern which you suggested (ok, basically were 2 short sections and 2~3 patterns and you suggested in all of them) and as you said "nothing of this is a real issue" seems like you want me to waste the time of people who checked this (many times), that would be so rude of me

Again, thank you
Ascendance

koliron wrote:

seems like you want me to waste the time of people who checked this (many times), that would be so rude of me
what lmao
Topic Starter
koliron
from* dkfjdlsfkj
Ascendance
Well, I'm going to look like the bad guy here, because honestly I think the rejection reasons to the mod were quite flimsy and inadequate in an effort to keep the map in qualified.

  1. 02:18:378 (2) - x48, in this way it flow better with both the previous and the next object, though it may not be the best solution. aaa that hyper would be so hard, im fine with the current movement, an hyper dont fit so good, for example try to compare 02:18:378 (2,4) - can you listen the same? i think no, the voice is still in (2) but since (3) there is no voice, so 4 is much more noticeable to have hyper Yeah I can hear the same sound there, because you've been using the same sound for hyperdashes (a sound that has no correlation to vocal, but instead to the background noise) but for some reason remove the hyper here, and then give a response that it's because of the vocal? Then you also say it's "too hard" for a hyperdash, when you have nearly wall-to-wall hypers everywhere in this map? Why is 02:17:943 (1,2) - walking distance anyways? Even if you don't want the hyper, a dash here is clearly sufficient if you've given almost every other noise of the same feedback a hyperdash anyways?
  2. 02:40:987 (1) - curve it to the left can flow better. This verticality is too unexpected for players who are shifting into this new section. hum, i can understand your idea but the idea is when you are in 02:40:987 - you need stop the dash, not in 02:41:059 - or 02:41:132 - do not forget that this is a rhythm game, you need keep it corretly with al movements, walk, dash, hyper Really? "This is a rhythm game" is the best argument here? Even in your other argument, it makes no sense. Why should you stop a dash there anyways, if you have that much emphasis on it? At least in a left flowing slider, (which would be much better anyways out of an almost wall-to-wall hyperdash from 02:40:697 (6) - and into 02:41:422 (2) - (which should be more horizontal imo because it plays quite awkwardly like a straight slider), there is no point in declining it if you plan on giving it the emphasis you give it and still forcing a stop dash.
  3. 03:35:335 (4) - move the tail to x16, otherwise it's too close to the next object and it doesn't require such a stop here. You didn't even reply to this one? Why? This was a good suggestion that amplified the flow of the map by not having a random vertical slider, and it wasn't even given the time of day :( To me, it feels like you quickly replied to these comments in order to not get it dq'd.
  4. 02:59:972 (2) - same as 01:05:407 - . and here is wide yeah lol you are being ironic XD this is what you suggested before, but here there is a convincing reason to have, 02:59:972 (2,3) - the voice in these sliders are strong enough to have these movements, also, even if it wouldn't, is this a real change in game? i think no, the change will be 10 grids or something like that ): thats not noticeable xD ??? Not only is the flow at 03:00:262 (3,1,2) - awful, but you gave the reasoning that it wouldn't show a change in game. Even more, "10 grids" being an unnoticeable change sure made a big difference when I tried it, because it felt much better if you decide to move that (1) to the right side to make up for the abysmal flow.
I woke up around 30 minutes ago and looked at this thread to find this, so I haven't eaten, showered, or anything. Tbh, I'd like to go eat now, so, if you find that my arguing isn't satisfactory, anyone, please let me know and I'll come back and provide more reasoning as to why I feel the way I do about this reply. I want to leave this shiirn quote here on the same map I referenced earlier, because I believe it fits here.

Shiirn wrote:

I can't really find a nicer way to put this.
I really tried, so all I can say is that I really don't mean this to be offensive.
But...

Just because you're able to explain your reasoning, doesn't make your reasoning right. And you already know this.

I'm fine if you come out and say "I want to make it really hard so it gets played a lot by pp farmers" or whatever. I'm just not fine with you lying about it. And I think that's partially why you're getting so much flak for it.
Except in this case, "hard" isn't the right word for it. gl here.
Ascendance
let's keep this thread drama free, everyone. Let's not be disrespectful to the creator's map and try to handle things peacefully and respectfully.
Topic Starter
koliron

Ascendance wrote:

let's keep this thread drama free, everyone. Let's not be disrespectful to the creator's map and try to handle things peacefully and respectfully.
duh
Kurokami
Koliron requested the disqualification. Go on and improve those jumps. /o/
Ascendance

Kurokami wrote:

Koliron requested the disqualification. Go on and improve those jumps. /o/
you forgot the icon
Underforest
It's weird to see flamed maps on WIP ROFLMAO not anymore
Doyak
I don't see a heartbroken icon lol
Topic Starter
koliron
Iconed, now please dont make drama ): i will change when those jumps are a issue (not for me, at all, for me are totally fine but as i see no on like them bluh)
Ascendance
For people that had actual issues with the map, please speak up rather than waiting this time. I don't want to see this map DQ'd again, so please, if you have valid statements, put them forth and don't cause dramas :(
Topic Starter
koliron

Ascendance wrote:

For people that had actual issues with the map, please speak up rather than waiting this time. I don't want to see this map DQ'd again, so please, if you have valid statements, put them forth and don't cause dramas :(
Yeah please, if someone want to give mods, ideas, suggestions, PLEASE do it BEFORE a bubble or a heart/flame, i HATE ask bns to recheck maps (ok im a bit dumb for it but i hope you can understand)
Empress Junko
Jumps needs to be a bit sharper, at least in my opinion. Take a look at Razor Sharp's maps.
That map has potential. I'm looking forward to see it ranked one day.
//message brought to you by non-sarcastic and dramaless service, thank you for your time.


Though little word could help, it isn't offtopic.
Kurokami
Can you guys try to contribute to the map instead of posting something which not related? This won't help the mapper at all. Thanks.
Topic Starter
koliron

Kurokami wrote:

Can you guys try to contribute to the map instead of posting something which not related? This won't help the mapper at all. Thanks.
Yeah hahah dont worry im recolecting mods

Until now, updated i hope i got the idea, i changed the direction of like 200 sliders, to me the flow is not better, at all, but al least i think i removed all of those "empy" of movement before a hyper/jump
Ascendance
omg ascendance why did you dq this map fuck you

why don't you rank your own maps instead of shit on others maps

omg ascendance u suck

ok here's our irc good luck <3

bad modder v2
2016-03-22 18:20 Ascendance: shall we? :3
2016-03-22 18:21 koliron: wait
2016-03-22 18:21 koliron: im fixing some more
2016-03-22 18:22 Ascendance: okok
2016-03-22 18:25 koliron: now
2016-03-22 18:25 koliron: ACTION is editing [https://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]]
2016-03-22 18:26 Ascendance: ACTION is playing [https://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]] <CatchTheBeat>
2016-03-22 18:26 Ascendance: kk
2016-03-22 18:26 Ascendance: editing
2016-03-22 18:27 Ascendance: 00:42:219 (3,4,5,6) - In previous sections, you've had 5 on the right side of 4, but in this section you have them in a linear flow
2016-03-22 18:27 Ascendance: or perhaps, 6
2016-03-22 18:27 Ascendance: I think you can put 6 on the left side of 5 and then move 00:42:726 (1) - to the left grid
2016-03-22 18:28 koliron: do you mean 6 to the right?
2016-03-22 18:28 koliron: because is in the left
2016-03-22 18:28 Ascendance: yes oops
2016-03-22 18:28 Ascendance: sorry still tired xD
2016-03-22 18:28 koliron: sure why not
2016-03-22 18:28 koliron: wait
2016-03-22 18:30 koliron: tired? D:
2016-03-22 18:30 koliron: aayy
2016-03-22 18:30 Ascendance: ayy
2016-03-22 18:31 Ascendance: :3[_]
2016-03-22 18:31 Ascendance: you did that then?
2016-03-22 18:31 koliron: yes XD
2016-03-22 18:31 Ascendance: whoops xD
2016-03-22 18:32 Ascendance: 01:09:393 (1,2,3) - especially at 2,3 there is little movement compared to 01:11:277 (3,4,1) - where you emphasize the same style of sound and plays much better imo
2016-03-22 18:32 Ascendance: I think you can copy this pattern of dash+hyperdashing to the one at 1:09 for much better effect
2016-03-22 18:33 koliron: i will add some distance to the dash but i prefer dont add
2016-03-22 18:33 Ascendance: what about the vertical slider? I was more concerned with the lack of movement there coming out of the dash
2016-03-22 18:34 koliron: done
2016-03-22 18:34 koliron: uh
2016-03-22 18:34 koliron: where
2016-03-22 18:34 Ascendance: 01:09:827 (2) -
2016-03-22 18:34 koliron: i tried to change the direction of all
2016-03-22 18:34 koliron: oh i missed that xD
2016-03-22 18:34 Ascendance: You could maybe turn 01:09:827 (2,3) - into a repeat slider that is horizontal
2016-03-22 18:34 Ascendance: imo, it plays much better like that, but it's your choice
2016-03-22 18:35 koliron: ugh now this map has a lot of movement :C
2016-03-22 18:35 Ascendance: but movement is fun :3
2016-03-22 18:35 koliron: ok why not
2016-03-22 18:35 Ascendance: awesome
2016-03-22 18:36 koliron: welp i forgot 01:14:465 (1,2) -
2016-03-22 18:36 Ascendance: 01:13:306 (2,3,4,5) - I think we can change a bit the repeated back and forths
2016-03-22 18:36 Ascendance: I did something like this https://osu.ppy.sh/ss/4773411
2016-03-22 18:38 koliron: nahh i like the current movement, add a hyper maybe is not so good, some secs ago the voice was so calm XD
2016-03-22 18:38 koliron: i tried to not add double hyper here
2016-03-22 18:38 koliron: ldjflfklj
2016-03-22 18:39 Ascendance: hmm ok
2016-03-22 18:39 Ascendance: 01:14:465 (1,2) - I think you can add a bit more distance between these two
2016-03-22 18:39 Ascendance: as of right now, it's nearly walkable
2016-03-22 18:39 Ascendance: also, for 01:14:755 (2,3) - this, I think you could maybe turn it into a repeat or maybe simply move 3 to the left side for a less awkward movement out of the pattern previously
2016-03-22 18:40 koliron: yeah thats what i said some mins before
2016-03-22 18:40 Ascendance: ah
2016-03-22 18:40 koliron: i missed those lsiders haha
2016-03-22 18:40 koliron: http://osu.ppy.sh/ss/4773421
2016-03-22 18:40 koliron: now is better i gues
2016-03-22 18:41 Ascendance: 01:29:538 (1,2,3) - I think maybe moving 2 on the right silde of the slider, then a dash back to 3 into a hyperdash to 4 would play better as well as give nice leading up emphasis to the 01:30:262 (1) -
2016-03-22 18:42 Ascendance: I have 01:29:972 (2) - at x:240 and 01:30:117 (3) - at x:72
2016-03-22 18:42 Ascendance: but any positions around there could work as well
2016-03-22 18:44 koliron: sry im here
2016-03-22 18:44 koliron: lemme see
2016-03-22 18:44 Ascendance: np \:D/
2016-03-22 18:45 koliron: ok not exact as you suggested but changed
2016-03-22 18:45 Ascendance: okaaaaaay
2016-03-22 18:46 Ascendance: 01:34:465 (5) - this slider is really easy to miss droplets on since the player wants to speed up to hit the hyperdash, but if you speed up too fast, it's easy to miss droplets. I think you can make it a bit more horizontal? :3
2016-03-22 18:48 koliron: ok why not
2016-03-22 18:48 koliron: }
2016-03-22 18:48 Ascendance: (?
2016-03-22 18:49 Ascendance: 01:44:900 (1,2,3,4) - I think there is no reason really to curve here, the last 2 notes being so close maybe makes it a bit awkward, but I think a straight like with equal spacing is a bit better :D
2016-03-22 18:49 koliron: these sounds are a bit low each one
2016-03-22 18:49 koliron: drum*
2016-03-22 18:49 Ascendance: well maybe do reducing spacing but straight line instead
2016-03-22 18:49 Ascendance: the curve reduces it too drastically
2016-03-22 18:50 koliron: ok
2016-03-22 18:50 koliron: changed
2016-03-22 18:50 Ascendance: okaaay
2016-03-22 18:50 Ascendance: 02:12:436 (5,1) -
2016-03-22 18:50 Ascendance: The distance here is really low despite the noise and the fact that is kiai
2016-03-22 18:51 koliron: wait no
2016-03-22 18:51 Ascendance: I think maybe increasing distance and tilting (1) to the left for a bit better play into antiflow 02:13:016 (2) -
2016-03-22 18:51 koliron: ok better
2016-03-22 18:51 koliron: wait
2016-03-22 18:51 koliron: ok
2016-03-22 18:52 koliron: added
2016-03-22 18:52 Ascendance: 02:33:595 (1) - I think you can make it horizontal just as the previous patterns you do, so you can make this 02:33:595 (1,2) - play a bit less rigid
2016-03-22 18:53 koliron: whops i missed these sliders
2016-03-22 18:54 koliron: kkk done
2016-03-22 18:54 Ascendance: okk
2016-03-22 18:54 Ascendance: 02:39:682 (6) - with this slider you miss a really strong note at 02:39:827 -
2016-03-22 18:54 Ascendance: I think you can separate them to emphasize this note much better
2016-03-22 18:54 koliron: waat
2016-03-22 18:54 koliron: XD
2016-03-22 18:54 koliron: is not so noticeable
2016-03-22 18:55 Ascendance: I noticed it >>
2016-03-22 18:55 koliron: just the guitar is less acute since 1/2
2016-03-22 18:55 Ascendance: it sounds better also ;w;
2016-03-22 18:55 koliron: that is the famous almost-overmapped
2016-03-22 18:55 koliron: XD
2016-03-22 18:55 koliron: i prefer dont add
2016-03-22 18:56 Ascendance: 03:26:784 (4,5) - 5 has a strong sound and is also the finisher of this section, i think you can add some more distance or even an hdash to this sound
2016-03-22 18:57 koliron: yeah its true but has not guitar or drum there, in the first version has hyper, but some people suggested me to remove
2016-03-22 18:57 koliron: and is true i think
2016-03-22 18:57 koliron: i prefer keep a normal dash
2016-03-22 18:57 Ascendance: perhaps a bit more distance then?
2016-03-22 18:57 Ascendance: I think it's worthy of it
2016-03-22 18:59 koliron: ok why not
2016-03-22 18:59 koliron: doneee
2016-03-22 18:59 Ascendance: 03:53:595 (4,5) - this movement is really weird because it forces players to nearly stop due to its low distance
2016-03-22 19:00 koliron: added only a bit
2016-03-22 19:00 Ascendance: 04:31:132 (1) -
2016-03-22 19:00 koliron: now is better walkable
2016-03-22 19:01 Ascendance: ;;
2016-03-22 19:01 Ascendance: This curve is so sharp
2016-03-22 19:01 koliron: o wait
2016-03-22 19:01 koliron: dfldjl
2016-03-22 19:01 koliron: no its fine :V
2016-03-22 19:01 Ascendance: :V
2016-03-22 19:01 koliron: is an overdose, here i can add hard distances, at least some times
2016-03-22 19:02 koliron: even, is not soo hard to catch xD
2016-03-22 19:02 koliron: just oyu need keep the dash
2016-03-22 19:02 Ascendance: but so easy to miss droplet
2016-03-22 19:02 koliron: huh, no? XD
2016-03-22 19:03 Ascendance: meh
2016-03-22 19:03 Ascendance: anyways
2016-03-22 19:03 Ascendance: 04:47:798 (5,6,7,8) -
2016-03-22 19:03 koliron: 04:36:204 - now this is better?
2016-03-22 19:04 Ascendance: 04:47:798 (5,6,7,8) -
2016-03-22 19:04 Ascendance: 04:47:798 (5,6,7,8) -
2016-03-22 19:04 Ascendance: 04:47:798 (5,6,7,8) -
2016-03-22 19:04 Ascendance: these are
2016-03-22 19:04 koliron: changed in a bit
2016-03-22 19:04 Ascendance: kind of hard because its not a good enough curve
2016-03-22 19:04 koliron: IN A BIT
2016-03-22 19:04 Ascendance: >w<
2016-03-22 19:05 koliron: people already dislike that this is so easy ;__; why you guys try to do this even easier and more stars
2016-03-22 19:05 Ascendance: i just point things out that are play awkwardly
2016-03-22 19:05 Ascendance: >w>
2016-03-22 19:06 koliron: then suggest me pattern to be less farm(?
2016-03-22 19:06 koliron: i think i dont know how todo them XD
2016-03-22 19:07 koliron: because when i tried it everyone is like NO THIS PATTERN IS A SHIT REMAP NOOWW
2016-03-22 19:07 Ascendance: just make it regular curve
2016-03-22 19:07 Ascendance: 04:52:146 (1,2,3,4) -
2016-03-22 19:07 Ascendance: like this
2016-03-22 19:07 koliron: ño ):
2016-03-22 19:07 koliron: y nerfed it already
2016-03-22 19:07 Ascendance: ;w;
2016-03-22 19:08 Ascendance: just curve it differently is all ;;
2016-03-22 19:08 koliron: xD
2016-03-22 19:08 koliron: next suggestion(?
2016-03-22 19:08 Ascendance: 04:52:436 (5,6,7,8) -
2016-03-22 19:09 koliron: mh?
2016-03-22 19:09 Ascendance: you're forcing a tapdash here when every other part of the stream has been holdable
2016-03-22 19:09 Ascendance: even the catcher is forced to stop to catch the end and the hyperdsah
2016-03-22 19:10 koliron: not really
2016-03-22 19:10 koliron: for exmaple
2016-03-22 19:10 koliron: 04:53:016 (5,6,7,8,1,2,3,4) -
2016-03-22 19:10 koliron: you need stop the dash for the seconds fruit lol
2016-03-22 19:10 Ascendance: I can hold the stream the entire time
2016-03-22 19:10 Ascendance: or tapdash
2016-03-22 19:11 Ascendance: never hold
2016-03-22 19:11 Ascendance: besides those note
2016-03-22 19:11 Ascendance: why should you have to stop anyways
2016-03-22 19:11 Ascendance: in an intense stream
2016-03-22 19:11 Ascendance: >>
2016-03-22 19:12 koliron: http://osu.ppy.sh/ss/4773582
2016-03-22 19:12 koliron: (?
2016-03-22 19:12 Ascendance: ok
2016-03-22 19:12 koliron: ultra antiflow
2016-03-22 19:12 koliron: :V
2016-03-22 19:12 Ascendance: 05:44:900 (1,2) - this seems too high distance to me
2016-03-22 19:12 Ascendance: I'm barely catching with the edge
2016-03-22 19:13 koliron: oh should be hyper
2016-03-22 19:13 koliron: thank you
2016-03-22 19:13 Ascendance: :3
2016-03-22 19:13 Ascendance: 05:58:740 - even though there's no note here, you should probably add one anyways, it makes it flow much better ...
2016-03-22 19:13 koliron: kkk done
2016-03-22 19:13 koliron: o
2016-03-22 19:14 koliron: nahh
2016-03-22 19:14 koliron: i think feels better without
2016-03-22 19:14 koliron: also that sound is not so noticeable as the previous
2016-03-22 19:14 Ascendance: e
2016-03-22 19:14 koliron: because the rest are drum
2016-03-22 19:15 koliron: lkfdk
2016-03-22 19:15 Ascendance: 06:26:422 -
2016-03-22 19:15 Ascendance: doesnt have a note there but you have a note on it
2016-03-22 19:15 Ascendance: (?
2016-03-22 19:16 koliron: the flow will be broken if i remove it xD at least there is a guitar tone
2016-03-22 19:16 koliron: note*
2016-03-22 19:17 Ascendance: there is a bass tone at the previous stream too
2016-03-22 19:17 Ascendance: it doesn't break flow, but can improve it if you add it >>
2016-03-22 19:17 koliron: i like the current :C
2016-03-22 19:18 koliron: aaa
2016-03-22 19:18 koliron: hahah
2016-03-22 19:18 koliron: also because
2016-03-22 19:18 Ascendance: ==
2016-03-22 19:18 koliron: there, the no.drum is much more noticeable
2016-03-22 19:18 koliron: :D
2016-03-22 19:18 koliron: fdljfdskl
2016-03-22 19:18 Ascendance: ok then
2016-03-22 19:18 Ascendance: thats all from me I guess
2016-03-22 19:19 koliron: yaaii
2016-03-22 19:19 koliron: thank you!
2016-03-22 19:19 Ascendance: :)
Equim

koliron wrote:

Ascendance wrote:

For people that had actual issues with the map, please speak up rather than waiting this time. I don't want to see this map DQ'd again, so please, if you have valid statements, put them forth and don't cause dramas :(
Yeah please, if someone want to give mods, ideas, suggestions, PLEASE do it BEFORE a bubble or a heart/flame, i HATE ask bns to recheck maps (ok im a bit dumb for it but i hope you can understand)
I didn't expect this.
When you asked me for mod (not too long ago) I thought it was still far from ranking, and I thought I could mod it when it got a breakthrough. But what is unexpected is that you were so rashy, without prettifying and polishing most patterns that have potential to be better than they currently are.

koliron wrote:

seems like you want me to waste the time of people who checked this (many times), that would be so rude of me
This is rude to me as well, and can't be a valid reason for not accepting more mods.Just like any other modder/Bn, I'm here to help because I think it could be better. I'd say, in a very compromised way, sorry for the lateness.
Topic Starter
koliron

Equim wrote:

I didn't expect this.
When you asked me for mod (not too long ago) I thought it was still far from ranking, and I thought I could mod it when it got a breakthrough. But what is unexpected is that you were so rashy, without prettifying and polishing most patterns that have potential to be better than they currently are.
`

wow i dont remember it, but ok, i already change almost all of them, i want to know your opinion about that, can you see it again? i will ask some people about the current flow

I still think the previous version has a better flow, follow better the song and feels better in everything, now is changed so i need opinions if this version is better or the previous
Ascendance
No need for more dramas ~ Equim, feel free to leave more suggestions if you have them


Equim - 彼女は既に彼女は失礼されていたことを指摘しましました。あなたがこれをさらに変更する場合、あなたは今それを行うべきだと思います。うまくいけば、あなたは英語より日本語よりよく理解しています。;w;
Deif
Keep a civilized and constructive discussion in order to get this beatmap requalified and just post in order to help improving this beatmap towards a possible requalification, or else don't even bother posting. Cleaned a bit the thread from the nonsense and useless posts. This will be my only warning.
Crystal
04:29:248 (1,2,3,4) - 04:52:436 (5,6,7,8) - walks curved like this don't seem to provide fluency while playing, you may just reconsider about this.
also it seems that hitsounds are too silent for the song, maybe you can consider increase volumes (or just increase volumes for hitsound files, it do work well i guess) through the whole song by 10%~25%.
still good map though, good luck! :D
Equim
I've just tested the latest ver and it's been much better. In my opinion the strangest part so far is only

  1. 06:35:480 (2,3,4,1,2,3,4,5,6,7) - particularly the distance at 06:36:277 - , it is wide for such an anti-flow. You may say 06:36:277 - has the same distance as 06:35:987 - , but they are different patterns. 06:36:059 (4,5,6) - are tilted to the left, in this way players don't have to move to the exact position of 06:36:059 (4) - ; they can just shift and catch it at the right edge of the plate and quickly walk to the left. However, 06:36:349 (7) - is tilted to the right, and not to mention the next dash at 06:36:494 - requires a precise movement; this makes 06:36:277 - "wider" than 06:35:987 - . I'd nerf it or make a HDash
I'm looking forward to more discussions.
I'm not a BN so maybe I won't do a "recheck" for that. Also honestly I'm not a good modder as well; sometimes I know there are problems but I can't explain it well and give proper suggestion. I am sorry if I can't help much.

But I hope more modders, including yourself, can be aware of its potential and improvablility, and most importantly, not to be fickle, since you have put so many efforts in it, and we are always glad to help, why not just try to make it closer to a perfect shape as you can? ;w;

koliron wrote:

2016-03-22 14:03 Equim: but do we map only for rank?
2016-03-22 14:03 koliron: in my case, yes
I won't discourage you for holding that view different from me - it's your map after all, just in case we make drama for that.

Ascendance - 私はずっとdramaを回避して、自分の意見を礼儀正しく申し立てます、大丈夫と思います。ちなみに、Stevenさんの話すは充分に正しいと思います、rankだけを目指すのマッピングは取るべきところがない。
BoberOfDarkness
Mirror improvement suggestions:

  1. 01:00:117 (1) - maybe curve it for better flow
  2. 01:48:233 (2,3) - could be mapped as slider since there is vocal line to follow
  3. 02:12:436 (5,1) - maybe try this? it flows much better q.q
  4. both 02:26:349 - and 02:26:639 - are strong drums so 1/1 hyper between 02:25:914 (1,2) - would be nice:Something like this: Also it will diversify your patterns here
  5. 02:40:407 (3,4,5) - a bit curved and more spaced triplet is better here
  6. 02:52:509 (10) - maybe nazi but move it one grid to right (x:208) looks better
  7. 03:15:480 (1) - try to curve it too
  8. 03:19:248 (1) - move this to sliders head (03:19:682 (3) - ) it was supposed to be hyper, right?
  9. 03:54:755 (1,2,3,4,1,2,3,4) - spaced it more
  10. 04:36:204 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2) - just curve it, and that anti-flow there is just bad
  11. 04:58:233 (1,2,3,4) - this looks ugly tbh
  12. 06:29:393 (4) - x:208 for that won't hurt but will make it more comfortable

good luck!
He Ang CTB
Fantastic map! Amongst Last Bubble, Flandre Scarlet-, Chara, and CLSW version of this song, this is the only version I can aspire for SS. The only minor problem was that somewhere around 1800+ combo there are two very fast S-shaped sliders that have me to lose a droplet 70% of the time (played this map from head to toe about 15 times last Friday night) :C This map has been updating very frequently, it's getting better and better, I'm not sure whether it still exists, just hope that if it still does it might be better to make it slightly slower. Once again this is the map I enjoyed the most out of all the others even though I love all of them (even the standard convert map!) I'm sure within no time it'll be ranked o/ Though I will be sad to see Genryuu Kaiko get dethroned QAQ
BoberOfDarkness

He Ang Erika wrote:

Fantastic map! Amongst Last Bubble, Flandre Scarlet-, Chara, and CLSW version of this song, this is the only version I can aspire for SS. The only minor problem was that somewhere around 1800+ combo there are two very fast S-shaped sliders that have me to lose a droplet 70% of the time (played this map from head to toe about 15 times last Friday night) :C This map has been updating very frequently, it's getting better and better, I'm not sure whether it still exists, just hope that if it still does it might be better to make it slightly slower. Once again this is the map I enjoyed the most out of all the others even though I love all of them (even the standard convert map!) I'm sure within no time it'll be ranked o/ Though I will be sad to see Genryuu Kaiko get dethroned QAQ
just wait for ppv3 soon(tm)
Topic Starter
koliron

Crystal wrote:

04:29:248 (1,2,3,4) - 04:52:436 (5,6,7,8) - walks curved like this don't seem to provide fluency while playing, you may just reconsider about this.
also it seems that hitsounds are too silent for the song, maybe you can consider increase volumes (or just increase volumes for hitsound files, it do work well i guess) through the whole song by 10%~25%.
still good map though, good luck! :D
Hum, volume changed, about those pattern ok i nerfed them a bit, but the current movement feels good enough

Equim wrote:

I've just tested the latest ver and it's been much better. In my opinion the strangest part so far is only

  1. 06:35:480 (2,3,4,1,2,3,4,5,6,7) - particularly the distance at 06:36:277 - , it is wide for such an anti-flow. You may say 06:36:277 - has the same distance as 06:35:987 - , but they are different patterns. 06:36:059 (4,5,6) - are tilted to the left, in this way players don't have to move to the exact position of 06:36:059 (4) - ; they can just shift and catch it at the right edge of the plate and quickly walk to the left. However, 06:36:349 (7) - is tilted to the right, and not to mention the next dash at 06:36:494 - requires a precise movement; this makes 06:36:277 - "wider" than 06:35:987 - . I'd nerf it or make a HDash
I'm looking forward to more discussions.
I'm not a BN so maybe I won't do a "recheck" for that. Also honestly I'm not a good modder as well; sometimes I know there are problems but I can't explain it well and give proper suggestion. I am sorry if I can't help much.

But I hope more modders, including yourself, can be aware of its potential and improvablility, and most importantly, not to be fickle, since you have put so many efforts in it, and we are always glad to help, why not just try to make it closer to a perfect shape as you can? ;w;

koliron wrote:

2016-03-22 14:03 Equim: but do we map only for rank?
2016-03-22 14:03 koliron: in my case, yes
I won't discourage you for holding that view different from me - it's your map after all, just in case we make drama for that.

Ascendance - 私はずっとdramaを回避して、自分の意見を礼儀正しく申し立てます、大丈夫と思います。ちなみに、Stevenさんの話すは充分に正しいと思います、rankだけを目指すのマッピングは取るべきところがない。
After some discuss in game some patterns were changed :b

BoberOfDarkness wrote:

Mirror improvement suggestions:

  1. 01:00:117 (1) - maybe curve it for better flow a bit
  2. 01:48:233 (2,3) - could be mapped as slider since there is vocal line to follow huh, if i do a sldier the distance will be altered, i prefer the current
  3. 02:12:436 (5,1) - maybe try this? it flows much better q.q changed just in a tiny bit
  4. both 02:26:349 - and 02:26:639 - are strong drums so 1/1 hyper between 02:25:914 (1,2) - would be nice:Something like this: Also it will diversify your patterns here distance changed
  5. 02:40:407 (3,4,5) - a bit curved and more spaced triplet is better here changed too
  6. 02:52:509 (10) - maybe nazi but move it one grid to right (x:208) looks better huh not exactly but i changed this stream
  7. 03:15:480 (1) - try to curve it too fklhdjksj i think fels better without more
  8. 03:19:248 (1) - move this to sliders head (03:19:682 (3) - ) it was supposed to be hyper, right? ay
  9. 03:54:755 (1,2,3,4,1,2,3,4) - spaced it more a bit
  10. 04:36:204 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2) - just curve it, and that anti-flow there is just bad changed just some distances in a bit
  11. 04:58:233 (1,2,3,4) - this looks ugly tbh ... no? there are a lot of these streams and feels so good
  12. 06:29:393 (4) - x:208 for that won't hurt but will make it more comfortable ok why not, reduced

good luck!
Thank you!

He Ang Erika wrote:

Fantastic map! Amongst Last Bubble, Flandre Scarlet-, Chara, and CLSW version of this song, this is the only version I can aspire for SS. The only minor problem was that somewhere around 1800+ combo there are two very fast S-shaped sliders that have me to lose a droplet 70% of the time (played this map from head to toe about 15 times last Friday night) :C This map has been updating very frequently, it's getting better and better, I'm not sure whether it still exists, just hope that if it still does it might be better to make it slightly slower. Once again this is the map I enjoyed the most out of all the others even though I love all of them (even the standard convert map!) I'm sure within no time it'll be ranked o/ Though I will be sad to see Genryuu Kaiko get dethroned QAQ
Ok i think i got it xD i changed that slider in a tiny bit, but the current movement feels good following the so intense guitar :3
And thank you so much for that words ^^

---

Thank you everyone!
Ascendance
w まあ、私はすべてがここに罰金になると思います。いつものように、ありがとう!

poke me if you need anything more koli, happy to help as usual :P
BoberOfDarkness

Ascendance wrote:

w まあ、私はすべてがここに罰金になると思います。いつものように、ありがとう!

poke me if you need anything more koli, happy to help as usual :P
Same tbh
Topic Starter
koliron
Mmh yuii given some stars
Equim

BoberOfDarkness wrote:

Ascendance wrote:

w まあ、私はすべてがここに罰金になると思います。いつものように、ありがとう!

poke me if you need anything more koli, happy to help as usual :P
Same tbh
^
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