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Charlie Clouser - Hello Zepp

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Raphalge
Twist
00:39:538 (3,4,5,6) - Monstrata memes aside, I feel like a triangle(http://puu.sh/nIxYl/2edae0422e.jpg like this) would fit better here than your current back'n'forth pattern
01:06:009 (5,6) - Having a note on the sliderend of this tiny slider might be a bit hard for your intended playerbase to read (probably fine though)
02:48:170 (1,2,3,4,5,6) - I'm getting some Red Like Roses vibes from this which might not be good for a 4.6* map
teko8
From my NM modding queue. Quick mod of your mapset.


General Modding

All difficulties:

Kiai Timings: 02:49:920 - I don't know if this kiai is necessarily the best.

Normal:

02:38:107 (5,6) - This doesn't look right. I would rotate 6.

Advanced:

01:34:666 (1) - Center this?
02:20:606 (2,3,4) - If the intention of these three beats is to be a straight line, it's 1 off in y positioning to being a perfect straight line, just really minor, no change needed.

Hard:

00:40:414 (1,1,2,3) - Space out a bit further so 00:40:414 (1,1) - don't touch. I suggest rotating 00:41:070 (1,2,3) - so you can maintain the blanket with 00:41:726 (4) - .
01:34:666 (1) - Center this?
01:34:776 (1) - Start this on the next red tick instead.
02:46:420 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Same as comments on Insane and Twist at this time.
02:53:420 (1) - Center this?

Insane:

01:10:165 (1) - I would move this somewhere else (under one of the slider ends for example). Right now it seems inconsistent with all other instances of this pattern.
01:34:666 (1) - Center this?
01:34:776 (1) - Start this on the next red tick instead.
02:12:949 (1) - Same as Twist comment.
02:46:420 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - Same as Twist comment.

Twist:

Increase the AR by just a little bit I think.
02:12:949 (1) - Start this spinner at 02:13:168 - instead.
02:46:420 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - This part gets progressively louder. I would add an inherited point every white tick (two beats) and increase volume each time. Then reset it back so 02:46:420 (1) - and 02:48:170 (1) - are at the same volume or are close to the same.

This difficulty looks really good. One other comment I have is how far the jumps are spaced at times like 02:29:356 (3,4) - . These are jumps that probably push the difficulty up by a pretty large margin. I would suggest trying to make the jump spacing a little shorter.

Solid set overall. Should be close to being ready to go for rank. Good luck~ ;)
Topic Starter
Arf

Raphalge wrote:

Twist
00:39:538 (3,4,5,6) - Monstrata memes aside, I feel like a triangle(http://puu.sh/nIxYl/2edae0422e.jpg like this) would fit better here than your current back'n'forth pattern Agreed
01:06:009 (5,6) - Having a note on the sliderend of this tiny slider might be a bit hard for your intended playerbase to read (probably fine though) It's not the only time I do this but hmm will consider.
02:48:170 (1,2,3,4,5,6) - I'm getting some Red Like Roses vibes from this which might not be good for a 4.6* map B-but this is so much slower! As I said before I can defo change this if it's well-disliked, but I'd like to keep it if possible.

teko8 wrote:

From my NM modding queue. Quick mod of your mapset. Hello hello


General Modding

All difficulties:

Kiai Timings: 02:49:920 - I don't know if this kiai is necessarily the best. I think it's another part of the song where it fits.

Normal:

02:38:107 (5,6) - This doesn't look right. I would rotate 6. This pattern is something I use a lot in higher diffs because I think it flows well, so I tried it here too. I think it works as is.

Advanced:

01:34:666 (1) - Center this? Sure, why not. Adjusted some things here
02:20:606 (2,3,4) - If the intention of these three beats is to be a straight line, it's 1 off in y positioning to being a perfect straight line, just really minor, no change needed. Adjusted this.

Hard:

00:40:414 (1,1,2,3) - Space out a bit further so 00:40:414 (1,1) - don't touch. I suggest rotating 00:41:070 (1,2,3) - so you can maintain the blanket with 00:41:726 (4) - . Adjusted.
01:34:666 (1) - Center this? I can't fiddle with this one without creating an overlap that I wouldn't want.
01:34:776 (1) - Start this on the next red tick instead. All right.
02:46:420 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Same as comments on Insane and Twist at this time. Agreed
02:53:420 (1) - Center this? Nah this makes a half baked straight line which I want to keep.

Insane:

01:10:165 (1) - I would move this somewhere else (under one of the slider ends for example). Right now it seems inconsistent with all other instances of this pattern. I see what you mean, there's nothing like this anywhere else. Moved.
01:34:666 (1) - Center this? Made it a line-of-sight line instead.
01:34:776 (1) - Start this on the next red tick instead. As it's a continuation of the sound I'd like to leave it here. Changed in the Hard since it's a Hard.
02:12:949 (1) - Same as Twist comment. Done.
02:46:420 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - Same as Twist comment. Okay.

Twist:

Increase the AR by just a little bit I think. Fine, it's 8.2 again.
02:12:949 (1) - Start this spinner at 02:13:168 - instead. Someone earlier pointed out that the sound sort of starts from the red tick and I liked the quick continuation idea he had. Originally this did actually start on the white tick. After several listens I swapped it back to the old one.
02:46:420 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - This part gets progressively louder. I would add an inherited point every white tick (two beats) and increase volume each time. Then reset it back so 02:46:420 (1) - and 02:48:170 (1) - are at the same volume or are close to the same. Sure, I like this idea.

This difficulty looks really good. One other comment I have is how far the jumps are spaced at times like 02:29:356 (3,4) - . These are jumps that probably push the difficulty up by a pretty large margin. I would suggest trying to make the jump spacing a little shorter. Thanks! The idea behind this map is to increase the intensity of the map as the song builds up by slowly upping the spacing till it hits a breaking point. That pattern and the last set of back and forths are the apex of the difficulty in the map, as they should be. I don't know if nerfing them any more than they are would be necessary, I could push them a bit here and there but the result wouldn't be much different.

Solid set overall. Should be close to being ready to go for rank. Good luck~ ;) I appreciate that :D Thanks very much for the quality mod \O
Warpyc
eyo mod arrival

Twist
00:27:725 (4) - http://puu.sh/nKSXH/4282fdff2b.jpg triggered
00:32:758 (4,5,6,7,8) - Rotate stream for cooler looks and flow? http://puu.sh/nKT1V/5c90007aec.jpg
01:09:509 (5,3) - are you even trying?
01:10:603 (3) - sacrifice a bit of blanket for sexier overlap? (overlap with 01:11:915 (1) - slider end)
01:55:667 (2) - idk if this matter since theres quite a bit of time to readjust aim but thats quite a big spacing differance compared to earlier in the slow section
02:19:075 (4) - this flow is akward, cursor wants to keep rotating same direction, ctrl h and obviously readjust following notes
02:20:169 (1) - this ends on a yellow tick, extend to blue tick?
02:49:482 (1,2,3) - I will never forgive you

Insane
00:31:663 (1) - Imo but this slider looks bad to me, very personal though
02:20:169 (1) - Is it intentional that this ends on yellow tick, doesnt work well imo
02:47:514 (6,1) - the spacing decrerase here feels weird and this doesnt look good imo http://puu.sh/nKTFX/260d771f42.jpg taht (6) triggers me so hard

Hard diff is fine

Advanced
http://puu.sh/nKTJI/66ad6e2e06.png you obviously intended for this but just having two parts that breaks the ds just feels weird and unconsistant imo

Normal
Idk you are kind of smart so I guess you found some kind of loophole or something I'm unaware about but iirc dont you need an easy diff unless the normal is below 2*, which this isnt

Set looks good otherwise imo, I'm awaiting my first 300pp play, good luck with rank 8-)
Topic Starter
Arf

Warpyc wrote:

eyo mod arrival Hello hello, you're totally not here just to circlejerk some SP on the map, no sir, not at all. thanks for modding

Twist
00:27:725 (4) - http://puu.sh/nKSXH/4282fdff2b.jpg triggered Oh no.
00:32:758 (4,5,6,7,8) - Rotate stream for cooler looks and flow? http://puu.sh/nKT1V/5c90007aec.jpg Hmm, I like the current downward motion from 3 plus the circle back to 1. Can adjust if needed later.
01:09:509 (5,3) - are you even trying? MOFO. As a matter of fact, no I didn't even notice that when making it `-`Unintentional half assed blanket fixed.
01:10:603 (3) - sacrifice a bit of blanket for sexier overlap? (overlap with 01:11:915 (1) - slider end) Ah yeah why not
01:55:667 (2) - idk if this matter since theres quite a bit of time to readjust aim but thats quite a big spacing differance compared to earlier in the slow section Oh oops this was an oversight from a previous fix.
02:19:075 (4) - this flow is akward, cursor wants to keep rotating same direction, ctrl h and obviously readjust following notes Hmm agreed. Changed.
02:20:169 (1) - this ends on a yellow tick, extend to blue tick? THAT'S why this sounded slightly off. Dammit.
02:49:482 (1,2,3) - I will never forgive you Git gud :^) If this is really a problem, I've heard ten or so opinions on this here pattern and I have a couple ideas to change it but I reeeeally don't want to :(

Insane
00:31:663 (1) - Imo but this slider looks bad to me, very personal though I like cane sliders....though I do relent that they are kinda situational
02:20:169 (1) - Is it intentional that this ends on yellow tick, doesnt work well imo Nope, not intentional
02:47:514 (6,1) - the spacing decrerase here feels weird and this doesnt look good imo http://puu.sh/nKTFX/260d771f42.jpg taht (6) triggers me so hard Moved the 6. I treated the two patterns as separate instances of the drums, hence the drop in spacing between them, since it goes up down up.

Hard diff is fine Eyy

Advanced
http://puu.sh/nKTJI/66ad6e2e06.png you obviously intended for this but just having two parts that breaks the ds just feels weird and unconsistant imo Both those patterns rely to some extent on slider leniency, it's a common practice in most of my higher diffs, this shouldn't be a problem imo.

Normal
Idk you are kind of smart so I guess you found some kind of loophole or something I'm unaware about but iirc dont you need an easy diff unless the normal is below 2*, which this isnt Hmm, what are you on about, this isn't more than 2 stars :^) there was a slight problem with the diff which was fixed, dw dw

Set looks good otherwise imo, I'm awaiting my first 300pp play, good luck with rank 8-) It will not be 300pp! You're deluding yourself >:(
sorciere
wow spooky bg

Normal
  1. 00:37:570 (5,6) - The distance spacing seems alright on paper, but circle 6 is right below slider 5 which gives the illusion that circle 6 is a lot closer. So two things can happen : player doesn't follow slider 5 fully to go to circle 6, or player follows slider 5 and encounters difficulty turning such an acute angle to the next pattern. to fix this, you can simply adjust slider 5 to be pointing downwards to circle 6 via any good way you think of, or just ctrl+g 5 and moving 6.
  2. 01:02:290 (5) - Maybe bring the start of this circle higher up so it's more comfortable to move the cursor, given the direction of the second half of the previous slider being way different. (ctrl+g is great too, but the next slider is well.. meh to travel to.)
  3. 01:16:728 (6) - the pattern seems okay, but this 1/2 slider breaks your consistency throughout that section since it's two beats instead of just one. In case you're wondering, 01:30:729 (6) - is okay as the next part is already something new.
  4. 02:14:918 (1,2) - Circle 2 is frankly pretty shocking. For about 1 1/2 minutes, you've been mapping only 3 1/2 beats for that part (which is slider 1), and now, not only it's 4 beats, the circle is on a tricky red tick. I'm aware that for the kiai section, it has changed to 4 beats, but still I'd rather play 2 1/2 sliders than a circle at red tick.
  5. 02:37:669 (4) - MY EYES (just a small blanket fix please!)
  6. 02:49:920 (1,2) - You placed a kiai section here, should you make it 4 beats here just like before? At the moment there isn't much rise in intensity, I mean the patterns are as light as the non-kiai parts.
Advanced
  1. 00:27:069 (2,3,4) - Gah you only placed this pattern here once and replaced it with just a 1/2 rhythm for the rest, this irritates me so bad. Make up your mind whether you want to use this pattern in the other repetitions or just remove it entirely, there is just no consistency there.
  2. 01:30:291 (4,5) - Just a personal preference, but if you want this part to be easier than the other two parts (which is nonstop circles), then I'd recommend changing this to a reverse slider instead. (i don't know why, but circle 5 seems wrong to me too)
  3. 01:33:354 (2,3,4,5,6) - I don't think tilting this by 5 degrees work that well as the angle change from 5->6->1 is feels somewhat weird, like if 1 is right on top of 4 the angle change feels so much better imo. Also, do you think tilting the entire thing by 10 degrees (or just 5) feels better? For me it does.
  4. 02:21:919 (1,2) - and 02:25:419 (1,2,3) - I think there should be a note in between these two (1 and 2, 2 and 3) since a 1/1 rhythm isn't really intense for a kiai section.
  5. 02:29:794 (5) - I feel this slider can be better emphasised if it is positioned with a directional change from circle 4. Something like this can work.
Hard
  1. 01:00:977 (4) - That slider looks like it's suffocating itself.
  2. 01:17:165 (1,2,1) - and 01:20:666 (1,2,3) - , one of these is not like the other... or at least start off with the jump with the smaller distance spacing, it's kind of awkward intensity-wise.
  3. 01:17:603 (1) - Rotate by 90 degrees or something similar for a better angle of movement after that massive jump.
  4. 02:29:794 (5) - This position don't really fit due to it being super close to circle 2. Maybe this works better.
  5. 02:49:482 (6) - Perhaps have this point to the direction of circle 1 to help the player prep for the jumps afterwards.
Insane
  1. 00:46:539 (3,4,5,6) - These kicksliders are pretty close together to the point of feeling a bit cramped and boring to play. Maybe you can spread them out and have them like jumps, that sounds a lot more interesting to me.
  2. 01:03:165 (1,2,3) - Pretty confusing to read and hard to hit imo, the position of 2 can be a lot better too. Try placing 2 on top of 4, maybe you'll find it better.
  3. 02:43:357 (3) - This jump is significantly higher than the rest of the map I feel... To be exact, this part does not warrant a jump this intense (when you have a kiai that intense that doesn't include jumps like this) with the jump leading to a 1/1 slider. Try something simple, like this instead.
  4. Not much else to mention since the jumps are okay to play.
Twist
  1. 01:00:758 (4,5,6,7,8) - This direction of the burst is confusing ingame really, I'd say either move it to the sliderend of slider 1 or something like this.
  2. 01:04:696 (5) - Straight line is x:104 y:84 goddamn (just nitpicking)
  3. 01:08:196 (5) - ^, only just by 1 pixel to the right now though. (you know what, this is pointless, i'll stop mentioning these)
  4. 02:27:169 (1,2,3,4,5,6,1,2,3,4,5,6) - I'm only commenting that there's T O O M A N Y horizontal jumps here, it just doesn't look really interesting. But that's not a problem really, rest assured it's fine.
  5. 02:49:482 (1,2,3) - Don't you think ctrl+g'ing this part is better? Like it's a back and forth jump, at this moment the direction should be towards 2,4 and 6.
Mapset is pretty fine, I enjoyed specifically Hard a lot. Good luck!
Topic Starter
Arf

Rokkea wrote:

wow spooky bg Hue hue

Normal
  1. 00:37:570 (5,6) - The distance spacing seems alright on paper, but circle 6 is right below slider 5 which gives the illusion that circle 6 is a lot closer. So two things can happen : player doesn't follow slider 5 fully to go to circle 6, or player follows slider 5 and encounters difficulty turning such an acute angle to the next pattern. to fix this, you can simply adjust slider 5 to be pointing downwards to circle 6 via any good way you think of, or just ctrl+g 5 and moving 6. This is the second complaint about this so adjusted.
  2. 01:02:290 (5) - Maybe bring the start of this circle higher up so it's more comfortable to move the cursor, given the direction of the second half of the previous slider being way different. (ctrl+g is great too, but the next slider is well.. meh to travel to.) Fine.
  3. 01:16:728 (6) - the pattern seems okay, but this 1/2 slider breaks your consistency throughout that section since it's two beats instead of just one. In case you're wondering, 01:30:729 (6) - is okay as the next part is already something new. Yeah, the filler beat there is meant to show the rise in intensity with an extra beat at the end of the pattern.
  4. 02:14:918 (1,2) - Circle 2 is frankly pretty shocking. For about 1 1/2 minutes, you've been mapping only 3 1/2 beats for that part (which is slider 1), and now, not only it's 4 beats, the circle is on a tricky red tick. I'm aware that for the kiai section, it has changed to 4 beats, but still I'd rather play 2 1/2 sliders than a circle at red tick. Changed to two sliders.
  5. 02:37:669 (4) - MY EYES (just a small blanket fix please!) Gah, adjusted.
  6. 02:49:920 (1,2) - You placed a kiai section here, should you make it 4 beats here just like before? At the moment there isn't much rise in intensity, I mean the patterns are as light as the non-kiai parts. The 4 beat at the last section was actually due to the drum beat that lands on that 4th tick. It's off beat compared to everything else but loud enough that not mapping it would sound weird, so I was forced to make two four beat patterns out of the myriad of three beats. Everywhere else, that off beat drum doesn't exist, so mapping it here would be an overmap :P
Advanced
  1. 00:27:069 (2,3,4) - Gah you only placed this pattern here once and replaced it with just a 1/2 rhythm for the rest, this irritates me so bad. Make up your mind whether you want to use this pattern in the other repetitions or just remove it entirely, there is just no consistency there. Oh this was oversight from me getting rid of all the triplets in the map. My bad my bad.
  2. 01:30:291 (4,5) - Just a personal preference, but if you want this part to be easier than the other two parts (which is nonstop circles), then I'd recommend changing this to a reverse slider instead. (i don't know why, but circle 5 seems wrong to me too) Eh I like the way this one displays a pattern and then the next one is the same pattern but all circles, to show a clear increase in difficulty,
  3. 01:33:354 (2,3,4,5,6) - I don't think tilting this by 5 degrees work that well as the angle change from 5->6->1 is feels somewhat weird, like if 1 is right on top of 4 the angle change feels so much better imo. Also, do you think tilting the entire thing by 10 degrees (or just 5) feels better? For me it does. Hmm, why not.
  4. 02:21:919 (1,2) - and 02:25:419 (1,2,3) - I think there should be a note in between these two (1 and 2, 2 and 3) since a 1/1 rhythm isn't really intense for a kiai section. I agree!
  5. 02:29:794 (5) - I feel this slider can be better emphasised if it is positioned with a directional change from circle 4. Something like this can work. All right.
Hard
  1. 01:00:977 (4) - That slider looks like it's suffocating itself. Adjusted....
  2. 01:17:165 (1,2,1) - and 01:20:666 (1,2,3) - , one of these is not like the other... or at least start off with the jump with the smaller distance spacing, it's kind of awkward intensity-wise. Ah dammit looks like the lower SV fucked the numbers so I looked at it wrong.
  3. 01:17:603 (1) - Rotate by 90 degrees or something similar for a better angle of movement after that massive jump. Something went wrong here with these sliders, adjusted.
  4. 02:29:794 (5) - This position don't really fit due to it being super close to circle 2. Maybe this works better. The thing about these last three beats in this pattern is, the buildup and bass drops off right before the last three violin notes, meaning those three are less intense than the previous four. Hence why this is a slider and why it is closer to 4 than 4 is to 3. The anti jump is intentional. If it looks bad I could fiddle with it maybe but the spacing is on purpose.
  5. 02:49:482 (6) - Perhaps have this point to the direction of circle 1 to help the player prep for the jumps afterwards. Could have sworn it was....
Insane
  1. 00:46:539 (3,4,5,6) - These kicksliders are pretty close together to the point of feeling a bit cramped and boring to play. Maybe you can spread them out and have them like jumps, that sounds a lot more interesting to me. Eh all right. If anyone complains about spreading, because I don't have them in Twist, I invite them to look at the quint spam that isn't present here \O/
  2. 01:03:165 (1,2,3) - Pretty confusing to read and hard to hit imo, the position of 2 can be a lot better too. Try placing 2 on top of 4, maybe you'll find it better. This is used repeatedly throughout the map though, it can be a bit jarring to begin with but you can't play the map without being able to play this pattern >.<
  3. 02:43:357 (3) - This jump is significantly higher than the rest of the map I feel... To be exact, this part does not warrant a jump this intense (when you have a kiai that intense that doesn't include jumps like this) with the jump leading to a 1/1 slider. Try something simple, like this instead. /Moved 2 closer instead to avoid an overlap with 4, though I liked the idea I'll grant.
  4. Not much else to mention since the jumps are okay to play. Eyy thanks.

Twist
  1. 01:00:758 (4,5,6,7,8) - This direction of the burst is confusing ingame really, I'd say either move it to the sliderend of slider 1 or something like this. I really wanted to preserve the back n forth motion here, I think it works.
  2. 01:04:696 (5) - Straight line is x:104 y:84 goddamn (just nitpicking) Geh, fine fine.
  3. 01:08:196 (5) - ^, only just by 1 pixel to the right now though. (you know what, this is pointless, i'll stop mentioning these) Adjusted. I don't really mind to be honest, I don't dislike nazi mods, as long as there's other substance to it as well :P
  4. 02:27:169 (1,2,3,4,5,6,1,2,3,4,5,6) - I'm only commenting that there's T O O M A N Y horizontal jumps here, it just doesn't look really interesting. But that's not a problem really, rest assured it's fine. I could always make a huge star here somewhere. The point of the similar pattern was to highlight the large spacing changes between the patterns. How best to see a spacing change? Same pattern, different spacing, right? \O/
  5. 02:49:482 (1,2,3) - Don't you think ctrl+g'ing this part is better? Like it's a back and forth jump, at this moment the direction should be towards 2,4 and 6. But the 1 starts after 6, which means the direction should be towards 5, right?
Mapset is pretty fine, I enjoyed specifically Hard a lot. Good luck! Thanks for the mod, it was a good one! I also really like making Hard difficulties, so hearing that you enjoyed it makes me very happy :D
Setz
[General]
  1. even though your normal is under 2 stars, I think you are going to end up needing an easy. remember that this is as much of rule as it is a guideline. and the main reason the map is under 2 stars is because of the bpm, while you have some patterns and rhythms here not fit for the lowest diff
[Normal]
  1. 00:45:226 (6,1,2,3,4,5) - maybe you can shift this pattern to the left, so that the flow to 6 doesnt feel so stiff coming from the previous note. I know this will take some re arranging of stuff, but I think it will improve this part significantly.
  2. 01:14:978 (3,4,5) - i am actually not sure about this, if this set had an easy, this would be fine, but seeing as this is the lowest diff in the set, having the 5 appear before the 4 in the playfield might be something that could cause a DQ.
  3. 01:27:666 (1) - perhaps move this down some, looks and plays nicer
  4. 02:14:918 (1) - the kiai is supposed to be more intense than the other parts of the map, and yet, it is actually much easier than say 00:28:163 (1,2,3,4,5,6,7) - due to the object density.
    Pretty cool map overall , very rarely that I see symmetry used correctly, its just the diff spread that is the main concern
[Advanced]
  1. 00:52:664 (1,2) - nazi blanket
  2. 00:57:039 (3) - ctrl + g here plays nice with the up and down motion
  3. 01:17:165 (1,2,3,4,5,6,1,2,3,4,5) - maybe try to use a couple of sliders in sections like these that are very circle heavy just to give the player a break
[Hard]
  1. 00:27:288 (2) - should maybe change the angle of this slider, would improve the flow here so it doesnt feel so stiff
  2. 01:17:603 (1) - not really sure about this drastic of a slowdown for these sliders, it doesnt really make much sense
  3. 02:43:795 (4) - kinda weird inconsistent spacing here
[Insane]
  1. some of the jumps in the starting section are pretty huge imo, it doesnt really fit since the song starts clam and builds up. examples 00:29:913 (1) - 00:31:663 (1) -
  2. 00:47:195 (3,1) - this plays really badly. the motion from 3 to 1 is very fast because of the jump, and then 1 is a slow slider that stops all that momentum. you can fix this by reducing the distance of this jump
[Tweeeeeeeeeeeeest]
  1. 00:36:257 (4,5,6) - should make this evenly spaced, i kinda get the effect you are going for here, but the distance is so small that it doesnt make a difference and just looks sloppy
  2. alot of random spacing changes that I dont really agree with, example 01:12:353 (2,3,4,5,6) - is the same as 01:15:853 (2,3,4,5,6) - in the music, but the spacings are very different. I know the concept of build up etc etc, but these increases are overdone imo
the lower diffs are cool, I just dont know about those slow sliders you have, they really dont make much sense to me but maybe i am missing something here. anyway good luck with the map!
Topic Starter
Arf

Setz wrote:

[General]
  1. even though your normal is under 2 stars, I think you are going to end up needing an easy. remember that this is as much of rule as it is a guideline. and the main reason the map is under 2 stars is because of the bpm, while you have some patterns and rhythms here not fit for the lowest diff I've actually been thinking about this one, when I originally made the Normal I took it as a lucky chance that it ended up below 2 stars and didn't ask too many questions. The slow BPM makes the SR behave out of the ordinary so it makes sense. I really hope I don't need an Easy though, the Normal isn't that bad I don't think.
[Normal]
  1. 00:45:226 (6,1,2,3,4,5) - maybe you can shift this pattern to the left, so that the flow to 6 doesnt feel so stiff coming from the previous note. I know this will take some re arranging of stuff, but I think it will improve this part significantly. Shifted to make a triangle type thing here.
  2. 01:14:978 (3,4,5) - i am actually not sure about this, if this set had an easy, this would be fine, but seeing as this is the lowest diff in the set, having the 5 appear before the 4 in the playfield might be something that could cause a DQ. Agreed. Did something different here.
  3. 01:27:666 (1) - perhaps move this down some, looks and plays nicer Okay why not.
  4. 02:14:918 (1) - the kiai is supposed to be more intense than the other parts of the map, and yet, it is actually much easier than say 00:28:163 (1,2,3,4,5,6,7) - due to the object density. You are correct, those harder parts are relics left over from the very first incarnation of this difficulty, remapped a bit to keep them from being the densest part of the map.
    Pretty cool map overall , very rarely that I see symmetry used correctly, its just the diff spread that is the main concern Hey, I appreciate it. (Symmetry is love). I nerfed the beginning of the map some to try and keep it under control, we'll see I suppose.
[Advanced]
  1. 00:52:664 (1,2) - nazi blanket Adjusted
  2. 00:57:039 (3) - ctrl + g here plays nice with the up and down motion I like the sort of "bendy flow" I have going on here atm though,
  3. 01:17:165 (1,2,3,4,5,6,1,2,3,4,5) - maybe try to use a couple of sliders in sections like these that are very circle heavy just to give the player a break Hmm I had a pseudo symmetrical thing happening there but that's a lot of circles in a row for Advanced. Adjusted.
[Hard]
  1. 00:27:288 (2) - should maybe change the angle of this slider, would improve the flow here so it doesnt feel so stiff Why not.
  2. 01:17:603 (1) - not really sure about this drastic of a slowdown for these sliders, it doesnt really make much sense The reason for this pattern being present in all the higher diffs is because of how all three diffs start. The original slowdowns at 00:26:413 (1) - and 00:33:413 (1) - etc, are based on the bass sound in the BG which happens at those locations. As the violin became more prominent, the mapping of the bass disappeared slowly, and only showed up if there was a slider on the bass sound. When that happened, a slowdown was added to maintain the mapping consistency from the first section. This holds true for all three diffs.
  3. 02:43:795 (4) - kinda weird inconsistent spacing here Flipped some things.
[Insane]
  1. some of the jumps in the starting section are pretty huge imo, it doesnt really fit since the song starts clam and builds up. examples 00:29:913 (1) - 00:31:663 (1) - Hmm, you're right. Nerfed 3 or 4 sets of these.
  2. 00:47:195 (3,1) - this plays really badly. the motion from 3 to 1 is very fast because of the jump, and then 1 is a slow slider that stops all that momentum. you can fix this by reducing the distance of this jump I think I am missing something here, there is a kickslider pattern in this section that goes up to 6. I could not find a pattern where a 3 is followed by a very slow slider.
[Tweeeeeeeeeeeeest] eeeeeeeeeeeeeeeeeee
  1. 00:36:257 (4,5,6) - should make this evenly spaced, i kinda get the effect you are going for here, but the distance is so small that it doesnt make a difference and just looks sloppy Okay
  2. alot of random spacing changes that I dont really agree with, example 01:12:353 (2,3,4,5,6) - is the same as 01:15:853 (2,3,4,5,6) - in the music, but the spacings are very different. I know the concept of build up etc etc, but these increases are overdone imo Hmm well the whole point of that spacing change is the buildup, it was manually adjusted to increase bit by bit and then finally explode right before a break followed by a super slow section. If they feel a bit overdone, I can understand that, I suppose. This was the first difficulty mapped for this mapset, and it was intended to be like 4.2 or 3 or something. I never imagined I'd get a 4.6 out of a slow ass song like this one but when I followed my gut to place notes it got me this <.< I tweaked these jumps a lot after getting many testplays and opinions on what worked and what didn't. The prevailing opinion seemed to be that they were justifiable, at least. Whether they were good or not was more mixed, but I got the vibe that while slightly too much maybe, they sort of work. I can always poke around with them a bit more, but in my honest opinion there isn't much more adjusting to be done unless a remap of certain sections is necessary.
the lower diffs are cool, I just dont know about those slow sliders you have, they really dont make much sense to me but maybe i am missing something here. anyway good luck with the map! Thanks! Again, those slow sliders are for the bass sound that shows up in the background, that deep rumbling noise. I didn't get too many complaints about those, but if they feel ungainly I could do something different there. As the song is insanely repetitive I think the different structures are appreciated a bit more though. :D
Warfu
Hey sup! From my Timing Queue ^_^

The Offset is perrrrfect!!! There's no need of a second offset.
I didn't find anything bad with the Timing, the fact that it has that .136 made it seem a bit suspicious at the Start but it is completely accurate with the song. Two things you can use to prove your Timing and Offset are these two factors that mark the rhythm of the song:
  1. That echo-like sound (in [00:07:162] [00:21:163] [01:50:471] etc.)
  2. The drums in 02:14:918.
That single Timing Point is very accurate to these two factors in the song at every moment.

Woooah, wonderful piece of soundtrack, I love movie soundtracks <3 (I often listen to movie soundtracks :P )
Topic Starter
Arf

Warfu wrote:

Hey sup! From my Timing Queue ^_^

The Offset is perrrrfect!!! There's no need of a second offset.
I didn't find anything bad with the Timing, the fact that it has that .136 made it seem a bit suspicious at the Start but it is completely accurate with the song. Two things you can use to prove your Timing and Offset are these two factors that mark the rhythm of the song:
  1. That echo-like sound (in [00:07:162] [00:21:163] [01:50:471] etc.)
  2. The drums in 02:14:918.
That single Timing Point is very accurate to these two factors in the song at every moment.

Woooah, wonderful piece of soundtrack, I love movie soundtracks <3 (I often listen to movie soundtracks :P )
Thank you, I appreciate it very much! The slow section in particular threw me off a bit when I was trying to check the timing, and I asked around a lot to see if it was all right or not. You have my eternal gratitude :D

I love movie soundtracks too! I feel they are sometimes forgotten or underappreciated despite helping to set the mood so much \O/
Warfu

Arf wrote:

I love movie soundtracks too! I feel they are sometimes forgotten or underappreciated despite helping to set the mood so much \O/
Exactly!!! *w*
Frostmourne
m4m from my modding queue

General
in Normal 02:08:355 (1) -
in Hard 02:07:918 (1) -
They should be grey color to match up with the rest difficulties? also as in the same verse before the chorus.

Normal
fine, ignored some blankets as they are unnecessary to game-play wise

Advanced
00:50:695 (5) - could go up a grid for spacing to maintain 1.2x, mentioned here because they are noticeable by the mirrored pattern on 00:49:164 (1,2,3) -

Hard
I don't think slower sliders like 00:26:413 (1) - 00:33:413 (1) - 00:40:414 (1) - 00:47:414 (1) - 00:54:414 (1) - 01:01:415 (1) - would work for Hard diff at any cost. It depends on you whether you want to keep them or not.
Or if you persist to keep them, a kick slider after it wouldn't be good. I would replace 00:27:069 (1) - by 2 circles to be a triple as I find it read easier like what you did at 00:41:070 (1,2) - 00:55:070 (1,2,3) - and 01:02:071 (1,2,3) - . It is not making it easier to use slider for stream like that. Simple triple with 2 circles and 1 slider after is good to play enough. Don't forget it applies to other mentioned points above.
01:10:603 (3) - move up 2 grid to make it 1.08x consistent with the previous ones
01:11:478 (5) - ^

Insane
fine, would be fun for DT

Twist
Might as well use OD9 to be more challenging, besides that I don't get most of jumps in this difficulty. The music wasn't composed in monotone, varieties exist in this song, and thus spacings can be different to follow music. However, all I see in this difficulty is a bunch of jumps that don't correlate with the music in most parts, but I guess that's what makes people love playing them.
Topic Starter
Arf

FrostxE wrote:

m4m from my modding queue

General
in Normal 02:08:355 (1) -
in Hard 02:07:918 (1) - This is gray already? Oh you meant Advanced
They should be grey color to match up with the rest difficulties? also as in the same verse before the chorus. All right

Normal
fine, ignored some blankets as they are unnecessary to game-play wise Eh, I feel like they should be fixed even if they aren't super important, unless it's like a single pixel or something.

Advanced
00:50:695 (5) - could go up a grid for spacing to maintain 1.2x, mentioned here because they are noticeable by the mirrored pattern on 00:49:164 (1,2,3) - Sure.

Hard
I don't think slower sliders like 00:26:413 (1) - 00:33:413 (1) - 00:40:414 (1) - 00:47:414 (1) - 00:54:414 (1) - 01:01:415 (1) - would work for Hard diff at any cost. It depends on you whether you want to keep them or not. I feel they are sort of needed for both spread and keeping the rhythm among the higher difficulties similar and/or consistent. I can kind of see why they can pose an issue, but also, having the beginning be too much easier than the ending is also something I wanted to avoid - even if it means being difficult in different ways.
Or if you persist to keep them, a kick slider after it wouldn't be good. I would replace 00:27:069 (1) - by 2 circles to be a triple as I find it read easier like what you did at 00:41:070 (1,2) - 00:55:070 (1,2,3) - and 01:02:071 (1,2,3) - . It is not making it easier to use slider for stream like that. Simple triple with 2 circles and 1 slider after is good to play enough. Don't forget it applies to other mentioned points above. Okay, I can agree with this, from my personal experience also. I changed the ones after the slow sliders as they pose more of a challenge, I did keep the other normal ones though, as I feel that some variety may be desirable.
01:10:603 (3) - move up 2 grid to make it 1.08x consistent with the previous ones Okay.
01:11:478 (5) - ^ All right.

Insane
fine, would be fun for DT I can't play DT >.<

Twist
Might as well use OD9 to be more challenging, besides that I don't get most of jumps in this difficulty. The music wasn't composed in monotone, varieties exist in this song, and thus spacings can be different to follow music. However, all I see in this difficulty is a bunch of jumps that don't correlate with the music in most parts, but I guess that's what makes people love playing them. I feel that you may believe that this is just another "jump map for all pp" or something similar, I hope this is not what you think as that was not the intention behind this map :( I think OD 9 is unsuitable for a number of reasons, it ruins the linear progression of the OD (Insane is 7, Hard is 6) and also at this sort of low BPM, OD 9 nomod is an absolute pain in the bum. The map is not challenging enough to warrant it imo, it would feel (if I may use the word) cancerous. Improperly high OD was the main reason I was unable to enjoy the last difficulty of this map and I wish to learn from past mistakes, not repeat them. If you feel this was mapped for some sort of DT meta, well, I cannot convince you of my intentions of course, but it is not the case. I relent that it may look that way but I cannot do anything about the impression it may give :(

As for the spacing, I must admit I am a bit confused as to your assertion that it could vary more. As the map progresses, the spacing increases slowly in keeping with the rising intensity of the music, so it does vary, albeit slowly and one dimensionally. I may be misunderstanding your words here, but to my knowledge, the spacing does follow the music as it rises, not necessarily with each and every pitch change, but to the best of my ability. I feel that this correlates with the music, but if you feel differently I would love to hear your thoughts.
Frostmourne

Arf wrote:

I feel that you may believe that this is just another "jump map for all pp" or something similar, I hope this is not what you think as that was not the intention behind this map :( I think OD 9 is unsuitable for a number of reasons, it ruins the linear progression of the OD (Insane is 7, Hard is 6) and also at this sort of low BPM, OD 9 nomod is an absolute pain in the bum. The map is not challenging enough to warrant it imo, it would feel (if I may use the word) cancerous. Improperly high OD was the main reason I was unable to enjoy the last difficulty of this map and I wish to learn from past mistakes, not repeat them. If you feel this was mapped for some sort of DT meta, well, I cannot convince you of my intentions of course, but it is not the case. I relent that it may look that way but I cannot do anything about the impression it may give :(
It's because your Insane is good. It fits the music represents (in my opinion) in a way that isn't making the map too overdone. OD8 on Insane would be cool if such Twist didn't exist. As you said that it is not "challenging enough", I would regard this one not only the way OD is, but also the way you map. That's why I think you shouldn't make anything more challenging than the current Insane.

Arf wrote:

As for the spacing, I must admit I am a bit confused as to your assertion that it could vary more. As the map progresses, the spacing increases slowly in keeping with the rising intensity of the music, so it does vary, albeit slowly and one dimensionally. I may be misunderstanding your words here, but to my knowledge, the spacing does follow the music as it rises, not necessarily with each and every pitch change, but to the best of my ability. I feel that this correlates with the music, but if you feel differently I would love to hear your thoughts.
You could say your spacing follows the music as it rises over the song, unfortunately, as a result, it will be out of place when your default spacing becomes something outrageous, for example, 3x or more. In that way I don't think I can find any differences in the way you map anymore, especially in choruses when object placements are everywhere on the screen, would I call that full-screen jumps? Beat placements are fine but hey I think you could tone them down a little bit? However, I respect your thoughts that you put into this map, it plays fine by player's aspect but OD9 would be nicer since rhythms are simple, the way it plays wouldn't be that much different between OD8 and 9, but it may result in noticeably different amount of pp at the end. I'm not joking to ask you for an OD9 but that's up to you.
Nevertheless, good luck with your map o/
Topic Starter
Arf
Hmm the fact of the matter is, Twist was actually created first :P
That is the main reason why Insane is in many respects a nerfed version of Twist. (After finishing Insane, I did bump Twist's difficulty a bit to keep it okay spread wise though). It is overdone, I suppose I can concede that. When I first mapped the song, Twist was the very first difficulty I did and then Hard followed by Normal. The spread had issues (1.99->3.3->4.6 seemed perfect by numbers but the maps themselves were obviously too far apart) so I needed filler diffs, namely Advanced and Insane. Since the original difficulties were designed with a spread of N-H-T in mind, some things don't make sense (Normal is CS 3.5 because Hard was 4, but now Advanced is also 4 instead of 3.5, because Normal is 3.5 instead of 3) and the Twist difficulty is I suppose one of them. If it feels like an unnecessary difficulty now that Insane exists, I'm not sure what to do :( Should I delete Twist? I feel it sort of completes the set as a difficulty beyond the threshold of Insane, which sort of goes with the song's theme as well (I'm reaching for straws a bit here, but bear with me). I did do my best to make it an accessible difficulty to players for whom Insane would be too easy, and you mentioned it isn't too bad from a player's POV, so I think I achieved what I wanted by keeping Twist in the set.

As for the spacing, yeah I guess I can understand how some of the emphasis is lost if the general spacing is very high, since the distances mesh together and become indistinguishable. I can tone it down some without making it too close to Insane I suppose. You have way more experience than me in mapping and playing so I guess you know better about how the OD would play, I don't really mind making it OD9 all that much. I just really don't want to make it as hard to play nomod as Gargantia was >.<
Ah okay OD 9 it is. Bumped the other ODs to compensate the spread, if the values feel a bit high I can do something with decimals to tone them down.

Thanks for the mod and the reply, I appreciate you taking the time to share your thoughts and answer some of my points :D
Congratulations on qualifying your Erased map too \O/
Frostmourne
Thank you for that, I hope the map will pass qualified zone c:

However, just to mention that I understood most of your points, OD9 is just a suggestion that I have strong reasons behind. But if you are told it's not comfortable to play, or you feel reluctant to use OD9, you should use the OD that you feel wanting the most, and please don't be considerate by what I wrote, I'm ok with that c:
have a star o/
Topic Starter
Arf

FrostxE wrote:

Thank you for that, I hope the map will pass qualified zone c:

However, just to mention that I understood most of your points, OD9 is just a suggestion that I have strong reasons behind. But if you are told it's not comfortable to play, or you feel reluctant to use OD9, you should use the OD that you feel wanting the most, and please don't be considerate by what I wrote, I'm ok with that c:
have a star o/
It'll get through just fine \O/
No worries, if I get problems with it I could always revert back, I'm not going to be super stubborn about OD. I'll try to keep everyone's ideas and opinions in mind if this poses an issue in the future.
Thanks for the star :D
Silverboxer
from my modding queue

Normal

00:22:038 (2,3) - blanket is slightly off
00:29:038 (2,3) - ^
00:35:163 (1,2,3,4,5) - blanket between 4 and 5 is bigger than the ones between 1 and 2 or 3 and 4
00:42:164 (1,2) - spacing and blanket slightly too big. if it looks weird from moving slider 2 closer, then rotate it a bit
00:48:289 (5) - make the spacing here 1.27 and not 1.2 so it matches the other two blankets in this combo (or make the other two smaller)
01:05:352 (4,5) - these aren't snapped to grid, or symmetrical
01:08:852 (4,5) - ^
02:46:420 (1,2) - blanket slightly off

the style of this map makes it hard to find stuff wrong with it. mostly just moving stuff around a bit and it will be fine

Advanced

00:21:163 (1,2,3,4) - all the blankets look awkward in this pattern
00:26:413 (1) - not even blanket with 00:25:538 (3)
00:27:288 (3) - ctrl + > flows better maybe
02:53:420 (1) - move to x:340, y:56

Hard

00:22:475 (4,1) - fix blanket
00:24:663 (1,2,3) - sliders 1 and 3 aren't snapped to grid or symmetrical
00:27:069 (1,2,3) - overlap with last slider
00:33:194 (4) - too close to next slider. move it a bit
01:00:540 (3,4) - these slider shapes are bad for short sliders in my opinion. looks a bit messy
01:34:666 (1) - why is this in this spot? not sure where you should put it, but make it line up with the previous pattern or put it on x:256 or something
01:53:917 (1,2) - not snapped to grid or symmetrical
02:23:669 (1,2,3,4,5,6) - supposed to be a star shape? or just happens to almost be one? looks a bit uneven to me. maybe something like this? http://puu.sh/nTLoL/8eb45c0e42.jpg
02:27:606 (2,3,4,5) - these are quite close together when the rest of this section is much further apart
02:37:232 (3,1,2,3) - ds is all over the place here. only reason I mention it is because it's so close to being consistent, but it isn't and the look of being so close to consistent distance snap makes it look odd
02:40:732 (3,1) - ds is .9 instead of 1.0
02:41:607 (2,3,4,5,6) - move this all up a bit so circle 2 is closer to slider 1
02:48:826 (3,4,5,6) - these should make a perfect triangle. then have the next pattern a bit moved away so it doesn't overlap
02:53:420 (1) - not sure why this is here :P

I didn't find much wrong with normal and advanced so I will come back and do insane and twist
Topic Starter
Arf

Silverboxer wrote:

from my modding queue

Normal

00:22:038 (2,3) - blanket is slightly off Sort of adjusted
00:29:038 (2,3) - ^ Adjusted
00:35:163 (1,2,3,4,5) - blanket between 4 and 5 is bigger than the ones between 1 and 2 or 3 and 4 I can't budge this without making the DS 1.17 which is too different from the requisite 1.2 in this section for my liking.
00:42:164 (1,2) - spacing and blanket slightly too big. if it looks weird from moving slider 2 closer, then rotate it a bit Moved closer
00:48:289 (5) - make the spacing here 1.27 and not 1.2 so it matches the other two blankets in this combo (or make the other two smaller) All right.
01:05:352 (4,5) - these aren't snapped to grid, or symmetrical Somewhat adjusted
01:08:852 (4,5) - ^ Remade
02:46:420 (1,2) - blanket slightly off Adjusted

the style of this map makes it hard to find stuff wrong with it. mostly just moving stuff around a bit and it will be fine Not 100% sure what you meant but all right.

Advanced

00:21:163 (1,2,3,4) - all the blankets look awkward in this pattern There's only one real blanket, and it looks fine imo
00:26:413 (1) - not even blanket with 00:25:538 (3) Adjusted
00:27:288 (3) - ctrl + > flows better maybe Did something different here
02:53:420 (1) - move to x:340, y:56 Eh, I prefer the straight line.

Hard

00:22:475 (4,1) - fix blanket Sort of adjusted but I'm not going the whole nine yards because that ruins everything about this pattern and slider.
00:24:663 (1,2,3) - sliders 1 and 3 aren't snapped to grid or symmetrical Adjusted
00:27:069 (1,2,3) - overlap with last slider Doesn't particularly matter, and non overlapping pattenrns point the wrong way. My bad I thought you mean the 3 slider overlapping with the previous one I didn't realize you meant the stack itself. My sincere apologies.
00:33:194 (4) - too close to next slider. move it a bit Adjusted
01:00:540 (3,4) - these slider shapes are bad for short sliders in my opinion. looks a bit messy I guess I can understand the opinion and one other person said something as well, but I like these shapes and I don't like constantly having the same shapes so keeping for now.
01:34:666 (1) - why is this in this spot? not sure where you should put it, but make it line up with the previous pattern or put it on x:256 or something Oh this got moved looks like, was a straight line
01:53:917 (1,2) - not snapped to grid or symmetrical Adjusted.
02:23:669 (1,2,3,4,5,6) - supposed to be a star shape? or just happens to almost be one? looks a bit uneven to me. maybe something like this? Nah, not supposed to be a star, the jump distance increase is intentional, don't want them to be the same distance. Bit ugly, true, but what do.
02:27:606 (2,3,4,5) - these are quite close together when the rest of this section is much further apart Adjusted.
02:37:232 (3,1,2,3) - ds is all over the place here. only reason I mention it is because it's so close to being consistent, but it isn't and the look of being so close to consistent distance snap makes it look odd Eh, I don't see much of a problem here, the rhythm is beyond well established by this point and any minuscule adjustments here don't change anything
02:40:732 (3,1) - ds is .9 instead of 1.0 All right.
02:41:607 (2,3,4,5,6) - move this all up a bit so circle 2 is closer to slider 1 Done
02:48:826 (3,4,5,6) - these should make a perfect triangle. then have the next pattern a bit moved away so it doesn't overlap Imperfect triangle is for the gradual spacing increase, it's not the prettiest way but it gets the point across.
02:53:420 (1) - not sure why this is here :P Moved to keep the spacing more even.

I didn't find much wrong with normal and advanced so I will come back and do insane and twist That would be much appreciated \O/ Thank you for the polish checks, Devil's in the details after all. :D
Jonarwhal
NM from my queue
Edit: New page whyyyy

Normal~
  1. 01:06:665 (1,2,3,4,5) - Ctrl+h all of this. It makes the flow more comfortable 01:05:790 (5,6,1) - here as well as 01:09:290 (5,6,1) - here.
  2. 02:38:107 (5,6) - These are sooo close to overlapping, curve it less.
  3. 02:45:107 (4,5) - ^^^
Advanced~
  1. 00:34:288 (3,1) - To avoid having this point away from the next object, consider this or this.
  2. 01:05:790 (5,1) - ^
Hard~
  1. 00:25:319 (2) - Why is the spacing different?
  2. 00:27:069 (1,2,3) - I wouldn't stack this. The overlap doesn't look good.
  3. 00:41:070 (1,2,3,4) - It looks like you spaced this away to prevent an overlap, but it doesn't really follow ds, which is confusing. Unstacking it would make it look more clear.
  4. 00:48:070 (1,2,3) - Same thing about the overlap. At this point, you either agree or disagree, so I'll stop mentioning it.
  5. 01:05:352 (4,5,6) - Are you sure about this? You could just lower (6) if you wanted.
  6. 01:17:603 (3) - Remember that you don't have to NC every time SV changes. I think you used a lot of NCs around here.
I'll have to stop there. I can't find anything in Insane. Good Luck~!! :D
Topic Starter
Arf

jonawaga wrote:

NM from my queue Heyo \O
Edit: New page whyyyy Ahahahaha :P

Normal~
  1. 01:06:665 (1,2,3,4,5) - Ctrl+h all of this. It makes the flow more comfortable 01:05:790 (5,6,1) - here as well as 01:09:290 (5,6,1) - here. Hmm All right. I like the different direction from the previous instance of the same pattern too, I should have thought of that. Nice!
  2. 02:38:107 (5,6) - These are sooo close to overlapping, curve it less. Adjusted in a different way
  3. 02:45:107 (4,5) - ^^^ Moved very slightly
Advanced~
  1. 00:34:288 (3,1) - To avoid having this point away from the next object, consider this or this I like the second idea very much! Good plan :D.
  2. 01:05:790 (5,1) - ^ This one I'd rather keep as the entire structure of this part sort of depends on the symmetric/asymmetric nature of the pattern and it's really hard to adjust without remaking many notes, but I'll brainstorm over the weekend and see if I can't make it better.
Hard~
  1. 00:25:319 (2) - Why is the spacing different? Adjusted.
  2. 00:27:069 (1,2,3) - I wouldn't stack this. The overlap doesn't look good. Ohhhhh the stacking is what Silverboxer meant. I owe him an apology. Adjusted.
  3. 00:41:070 (1,2,3,4) - It looks like you spaced this away to prevent an overlap, but it doesn't really follow ds, which is confusing. Unstacking it would make it look more clear. I'm not sure about this breaking DS? 0.99 on my end. I also do not want any unstacks in this difficulty to maintain consistency of difficulty as this sort of BPM triple is weird for Hard players and unstacking ups the difficulty a bit.
  4. 00:48:070 (1,2,3) - Same thing about the overlap. At this point, you either agree or disagree, so I'll stop mentioning it. I don't really like how it kind of overlaps 4....I map without stacking so I didn't notice this at the time. I think I may have to do something about this one, I might not blanket 4. Will see.
  5. 01:05:352 (4,5,6) - Are you sure about this? You could just lower (6) if you wanted. I can see why this poses as an "ehhh" moment. I can't lower 6 because it destroys the entire idea of this section, with the spacing slowly going up. I don't want to have a single inconsistent jump in a section built on build-up ;_;
  6. 01:17:603 (3) - Remember that you don't have to NC every time SV changes. I think you used a lot of NCs around here. While you're correct about NC spam, I have every single slow down slider as a gray or dark gray color to facilitate reading and I don't want to change that >.<
I'll have to stop there. I can't find anything in Insane. Good Luck~!! :D I appreciate the mod! Thank you for your time :D
Deppyforce
[Normal]
idk i dont like the choices in rhythm here, like
00:21:163 (1,2) -1 is obviously stronger than 2, but theyre both mapped the same
00:24:006 - theres obviously a sound here but it got ignored + 3 and 5 mapped the same even tho theyre different sounds
00:25:100 - ignored upbeat
00:27:725 - pretty strong, even emphasized with hitsounds, but not its not clickable
etc
these stuffs keep happening and i wont point them all cuz lazy

i dont quite understand why kiai have 3/2 gaps (02:15:793 -02:19:293 - ) while the other part doesnt have 3/2 + why is note emphasized with finish sound isnt clickable, cuz kiai suppoed to be most intense part, try make 02:15:356 - a circle and make 1/2 slider at 02:15:575 + 02:19:293 here too

02:11:418 (1) - try end this at 02:14:043 - and add circle or 1/2 at 02:14:481 - to cover more rhythm

[Adv]
since this is a advanced diff, u can use as much 1/2 as hard diff, so try use 1/2s to cover more sounds like
00:22:694 - deserves to be clickable, since u can use more 1/2s and theres a sound and there no held sound at 00:22:475 -
00:24:006 - theres obviously a sound here but u ignored it
00:32:976 (4) - this jump makes no sense here since u didnt use it in other part with similar sounds 00:39:538 (3,4) -
00:51:789 - theres a held sound here, try make it a 1/2 slider
01:04:915 - downbeat not clickable which is bad
etc
these keeps happening

00:50:695 (5,1) - isnt this supposed to be triangle?
01:13:665 (1,2,3) - try make straight line for aesthetics dood
02:15:356 (2) - same with normal
02:18:856 (2) - ^

[Hard]
the rhythm suggestions in adv diff also applies here

00:26:413 (1) - 1.0x -> 0.5x sv change is too much for a hard diff, u can use max 0.75x in hard if i remember correctly
00:33:413 (1) - ^
00:40:414 (1) - ^ theres more, u can fix those on your own, ima stop mentioning them
02:25:638 (2,5) - barely overlapping looks shittyawkward pls

i dont like when u copypaste extra long sliders when the sounds are different, it makes no sense in terms of rhythm (copy paste 1/4 or 1/2 is fine

[Twist]
theres too much stuff to point about overlap aesthetics so i wont point them at all cuz lazy

01:15:853 (2,3,4,5,6) - why is this spike doesnt keep increasing the spacing like previous ones

zxzzxz
Topic Starter
Arf

Deppyforce wrote:

[Normal]
idk i dont like the choices in rhythm here, like
00:21:163 (1,2) -1 is obviously stronger than 2, but theyre both mapped the same
00:24:006 - theres obviously a sound here but it got ignored + 3 and 5 mapped the same even tho theyre different sounds This is a really really soft percussion that only becomes louder further on (and it's mapped in those places). It's a Normal difficulty, you have to follow the main foreground beat because that's what a Normal player will hear. They haven't learned to respond to such soft cues in the background yet.
00:25:100 - ignored upbeat Same problem
00:27:725 - pretty strong, even emphasized with hitsounds, but not its not clickable This is for the same reason that the violin three beats use repeat sliders. Technically the last beat is more intense in those sets too, but it's a normal I can't have everything be clickable and this sort of pattern emphasizes the sound they hear first.
etc
these stuffs keep happening and i wont point them all cuz lazy

i dont quite understand why kiai have 3/2 gaps (02:15:793 -02:19:293 - ) while the other part doesnt have 3/2 + why is note emphasized with finish sound isnt clickable, cuz kiai suppoed to be most intense part, try make 02:15:356 - a circle and make 1/2 slider at 02:15:575 + 02:19:293 here too While I admit you have a bit of a point here with the 3/2 gaps, the reason for those is the off beat drum on the end of the second slider. Nowhere else does that show up and it throws off the rhythm just slightly in that section. However it is too loud to ignore so the two times it shows up I have to go hard with the foreground beat in those sections.

02:11:418 (1) - try end this at 02:14:043 - and add circle or 1/2 at 02:14:481 - to cover more rhythm While I hear the slight drum, there's nothing after it to justify a 1/2 in my opinion, so the current pattern works best.

[Adv]
since this is a advanced diff, u can use as much 1/2 as hard diff, so try use 1/2s to cover more sounds like
00:22:694 - deserves to be clickable, since u can use more 1/2s and theres a sound and there no held sound at 00:22:475 - I could make this 2 circles but it's a bit too dense for my liking, can always adjust later if need be.
00:24:006 - theres obviously a sound here but u ignored it To emphasize the foreground whatever-it-is, I skipped the softer percussion, yes.
00:32:976 (4) - this jump makes no sense here since u didnt use it in other part with similar sounds 00:39:538 (3,4) - You're right.
00:51:789 - theres a held sound here, try make it a 1/2 slider I see what you mean, but this is again for the foreground whatever-it-is that makes that quick two note sound. Would be inconsistent to not have it mapped here compared to other places.
01:04:915 - downbeat not clickable which is bad I figured this would come up somewhere down the line. I mapped the downbeat bass in the first section but after that the violin becomes the centrepiece of the track. All other noises slowly but surely fall to the background. The song is mapped in sections, it goes beat-violin-slow section-beat+violin. The three note violin has to be represented in some way that accentuates the nature of the three and I can't see a better way than the repeat slider. Mapping the bass there would be wrong in my opinion.
etc
these keeps happening

00:50:695 (5,1) - isnt this supposed to be triangle? Eh, no, it's a pseudo symmetrical pattern with the previous notes, not meant to be a triangle.
01:13:665 (1,2,3) - try make straight line for aesthetics dood Adjusted.
02:15:356 (2) - same with normal Same as Normal.
02:18:856 (2) - ^

[Hard]
the rhythm suggestions in adv diff also applies here

00:26:413 (1) - 1.0x -> 0.5x sv change is too much for a hard diff, u can use max 0.75x in hard if i remember correctly
00:33:413 (1) - ^
00:40:414 (1) - ^ theres more, u can fix those on your own, ima stop mentioning them I mean, I've never heard that there's a hard limit on SV changes in Hards, as long as it makes sense it should be fine. Also 0.75 isn't really slow enough for what I'm going for here. The main reason Advanced even exists is so that anyone uncomfortable with Hard's more intermediate difficulty level has a fallback difficulty.
02:25:638 (2,5) - barely overlapping looks shittyawkward pls Adjusted

i dont like when u copypaste extra long sliders when the sounds are different, it makes no sense in terms of rhythm (copy paste 1/4 or 1/2 is fine There's a school of thought that says copy pasta is best used to emphasize rhythms that are the exact same and nothing else. I like to think that most of my long copied sliders are being used in scenarios where it makes sense to use them, even if it isn't the exact rhythm from the previous one.

[Twist]
theres too much stuff to point about overlap aesthetics so i wont point them at all cuz lazy You could have at least given one. I'm not even entirely sure what you mean by overlap aesthetics. If it's the note to note to slider where all the notes are on the slider head and tail, then I can't do much about that, it's intentional.

01:15:853 (2,3,4,5,6) - why is this spike doesnt keep increasing the spacing like previous ones Oh good point.

zxzzxz
thanks for modding.
Electoz
Ahhhh this song+bg are so catchy

[General]

  1. 02:46:420 - Two green lines exist in Insane and Twist.
  2. Imo OD is quite high in Normal, Advanced and Hard considering you didn't have Easy+star rating, I would -1 all 3 of them.
[Normal]

  1. 00:42:164 (1,2) - Maybe you can make a curved blanket here? Well that red anchor looks kinda random and since the blanket here 00:43:476 (3,4) is kinda curved so why not do the same with this one? Oh I just noticed that you used the same shape as what I pointed out below right? So up to you then.
  2. 00:50:039 (2,5) - Almost overlapped, maybe space them a bit.
  3. 01:31:166 (1,2) - Grr the angle is kinda awkward imo, but I doubt there's anything much you can do except rotating the tail on 01:31:166 (1) cuz you seemed running out of space there.
  4. 02:17:106 (5,6) - Hmm I thought you would blanket this since you crammed almost everything within the same combo in that kiai.
  5. Just an idea, maybe you can mute a sliderslide sound on those "quiet" sliders like 00:22:038 (2) - 00:23:788 (5) - 00:29:038 (2) - and so on because I saw you used a whistle sliderslide sound occasionally there so why not.
[Advanced]

  1. 00:34:726 (4,1) - This stack is kinda random imo, I didn't see you stack this in any other places with a similar rhythm, also this could be confusing with some 1/2 stacks.
  2. 01:00:977 (4,1) - Dude fix blanket pls thanks. http://puu.sh/nX3iD/40657a067b.jpg
  3. 01:30:072 (3,4) - Ehh not sure if it's just me but the angle is kinda a bit uncomfortable compared to 01:33:572 (3,4,5) .
  4. 02:10:981 (5,1) - ^ http://puu.sh/nX3V2/e9ca5e0b18.jpg
  5. 02:28:919 (1,2,3,4,5) - Just my preference but maybe you can emphasis things differently here with stacks, like what you did on 01:26:353 (2,3,4,5,6) .
  6. I don't even know why I even bother to puush those blankets zzz
[Hard]

  1. 01:05:352 (4,5,6) - Dude are you sure you really wanted to do this? O_o At least can you avoid this overlap 01:05:352 (4,6) ?
  2. 01:17:603 (1) - 01:18:915 (1) - 01:22:416 (1) - Tbh I really don't know why you have to use slow sliders here, or at least if you're going to do it, better do sth with 01:25:916 (1) for the sake of consistency.
  3. 02:48:607 (2,3,4,5,6) - Actually I prefer a consistent spacing here, like what you just did on 02:45:107 (2,3,4,5,6) .
  4. 02:52:108 (2,3,4,5,6) - Ehhh I don't really get it, it's probably the most intense part in the song yet you keep a consistent DS.
Remember when I was modding your map for the first time and I said I was very sleepy? Yeah that is happening to me right now so sorry for modding only 3 diffs lol, good luck~
Topic Starter
Arf

Electoz wrote:

Ahhhh this song+bg are so catchy Yeee I know right

[General]

  1. 02:46:420 - Two green lines exist in Insane and Twist. Ah! You're right.
  2. Imo OD is quite high in Normal, Advanced and Hard considering you didn't have Easy+star rating, I would -1 all 3 of them. Hmm you are correct, I did something here.
[Normal]

  1. 00:42:164 (1,2) - Maybe you can make a curved blanket here? Well that red anchor looks kinda random and since the blanket here 00:43:476 (3,4) is kinda curved so why not do the same with this one? Oh I just noticed that you used the same shape as what I pointed out below right? So up to you then. Eh I think this looks good as is, but I can adjst it if necessary I suppose.
  2. 00:50:039 (2,5) - Almost overlapped, maybe space them a bit. Sort of adjusted, running out of room :P
  3. 01:31:166 (1,2) - Grr the angle is kinda awkward imo, but I doubt there's anything much you can do except rotating the tail on 01:31:166 (1) cuz you seemed running out of space there. I adjusted this entire space a little and made a small blanket thing.
  4. 02:17:106 (5,6) - Hmm I thought you would blanket this since you crammed almost everything within the same combo in that kiai. Okay, adjusted this.
  5. Just an idea, maybe you can mute a sliderslide sound on those "quiet" sliders like 00:22:038 (2) - 00:23:788 (5) - 00:29:038 (2) - and so on because I saw you used a whistle sliderslide sound occasionally there so why not. I have never tinkered with silencing slider slides or ticks, are they unrankable under certain circumstances? I have seen many debates over this so I will try to get a clearer picture before implementing anything like that.
[Advanced]

  1. 00:34:726 (4,1) - This stack is kinda random imo, I didn't see you stack this in any other places with a similar rhythm, also this could be confusing with some 1/2 stacks. Hmm, this was a pattern suggestion from a previous mod, it was originally a repeat slider pointing in the opposite direction but I agreed with this pattern more. I guess I could try to do something different here but I don't know if it's all that problematic at the moment.
  2. 01:00:977 (4,1) - Dude fix blanket pls thanks. http://puu.sh/nX3iD/40657a067b.jpg Adjusted
  3. 01:30:072 (3,4) - Ehh not sure if it's just me but the angle is kinda a bit uncomfortable compared to 01:33:572 (3,4,5) . But I like straight lines :( I can adjust this if it gives more trouble, or rotate it slightly or something. For now though I want to keep my lines if possible :D
  4. 02:10:981 (5,1) - ^ http://puu.sh/nX3V2/e9ca5e0b18.jpg Sort of adjusted. I hate this slider D:
  5. 02:28:919 (1,2,3,4,5) - Just my preference but maybe you can emphasis things differently here with stacks, like what you did on 01:26:353 (2,3,4,5,6) . I didn't want to stack the intense ending to a kiai, it felt wrong.
  6. I don't even know why I even bother to puush those blankets zzz Haha no worries, someone's gotta fix em you know ;)
[Hard]

  1. 01:05:352 (4,5,6) - Dude are you sure you really wanted to do this? O_o At least can you avoid this overlap 01:05:352 (4,6) ? Okay everyone hates this so I did something different here.
  2. 01:17:603 (1) - 01:18:915 (1) - 01:22:416 (1) - Tbh I really don't know why you have to use slow sliders here, or at least if you're going to do it, better do sth with 01:25:916 (1) for the sake of consistency. Oh God I see what you mean here hmm. I'd really like to keep this as is for now but it's something to note and I will probably need to find a remedy for it.
  3. 02:48:607 (2,3,4,5,6) - Actually I prefer a consistent spacing here, like what you just did on 02:45:107 (2,3,4,5,6) . Hmm okay third comment about this so changed.
  4. 02:52:108 (2,3,4,5,6) - Ehhh I don't really get it, it's probably the most intense part in the song yet you keep a consistent DS. Hmm you're right. Adjusted.
Remember when I was modding your map for the first time and I said I was very sleepy? Yeah that is happening to me right now so sorry for modding only 3 diffs lol, good luck~ Ahahaha no worries man I appreciate you taking the time out to do this. In my experience your modding is pretty much on point most of the time, so I was being serious when I said you'd make a good BN. Best of luck :D

By the way, you've modded like all of my maps, so if you ever want a mod (can't guarantee it'll be good >.<) you can always poke me, no strings attached. We're friends after all, right? ;D
CyberX
Here we go my mod
argh i dont really get used mod slow map like this
note that everythings here is just my opinons
Insane
i prefer ar9
02:15:575 (4) - i dont know why you put finish at here?

Twist
i prefer this diff to be ar9,3
01:33:354 (2,3,4,5) - even the song is intense here,i still think this is overdo
well i cant find anything problematic here, you did a Good job expect for the AR


Thanks in advance for choosing my ModQ
Come again next time
Topic Starter
Arf
Thanks for modding :D

Adjusted that pattern very slightly

The main reason for the lower AR is the BPM. At 137.136 BPM, I personally believe AR 9 is far too high. I mean, come on D:
Over the years, it has become more comfortable for the average player to play higher Approach Rate no matter the BPM or density. So even on slow jumpy maps, AR 9 is often requested despite a lack of speed to justify it. I am not a believer in this, so I would like to keep AR 8 or something close to 8 on anything below 150 BPM. While it's not really an excuse, there are even recent 160 BPM maps which are AR8, despite being densely stream/triple/jump heavy. This map is in my opinion not dense enough for AR 9.
Warpyc
Twist
I prefer this diff to be ar10
kdpls
SnowNiNo_
From my queue

  • [Twist]
  1. 00:27:725 (4) - make this to a note? you map a note here at all the parts after, and 00:27:964 - this beats soent sound that obvious, so i yhink a slider isnt necessary
  2. 00:29:913 (1) - move red node a little bit down to blanket more nicer
  3. 00:48:070 (1,2,3,4) - why no space change here lol, you do it with the previous part tho, and i think it fit really well with the music
  4. 01:02:071 (1,2,3,4) - ^
  5. 01:17:165 (1,2) - the sapcing here should be smaller then 01:16:509 (5,6) - imo, the pitch actually got lower so i think make the ds smaller will fit the music, or are you emphasizing sth?
  6. 01:18:478 (1,2) - same above, but bigger then 01:18:478 (1,2) - since the pitch got higher
  7. 01:20:666 (1,2,3) - same as 01:17:165 (1,2) -, make sapcing smaller, just like sth you do it 01:23:291 (1,2,3,1,2) -
  8. 01:59:167 (1) - spin 90 degree? the flow is better imo, same 02:00:042 (2) - here
  • [Insane]
  1. 00:52:664 (1) - move the red node a little bit upward to make the blanket look nicer
  2. 01:26:353 (2,3,4,5) - samke the spacing increasing? sth like 01:15:853 (2,3,4,5) - 01:12:353 (2,3,4,5) - since the pitch got higher and highrt tho
  3. 02:24:544 (4) - stick with 02:24:981 (6) - sliderend?
  4. 02:30:013 (6,1) - make spacing bigger, in order to emphasize 02:30:232 (1) -
i saw lots of PP on this map lol
anyway hope my mod helps you XD
GL~
EDIT:oh i prefer AR8.5 on Twist, +DT to AR10 is just sooooo perfect lol ( /me runs
Topic Starter
Arf

Warpyc wrote:

Twist
I prefer this diff to be ar10
kdpls
Why you do this :(


SnowNiNo_ wrote:

From my queue Alloo \O

  • [Twist]
  1. 00:27:725 (4) - make this to a note? you map a note here at all the parts after, and 00:27:964 - this beats soent sound that obvious, so i yhink a slider isnt necessary Hmm, you are correct, the filler note here is a little inconsistent if you look at it that way but I think a note is more emphasis than a slider and as the song gets intense, should be more notes in place of sliders in most places.
  2. 00:29:913 (1) - move red node a little bit down to blanket more nicer Done.
  3. 00:48:070 (1,2,3,4) - why no space change here lol, you do it with the previous part tho, and i think it fit really well with the music Hmm I agree
  4. 01:02:071 (1,2,3,4) - ^ Okay.
  5. 01:17:165 (1,2) - the sapcing here should be smaller then 01:16:509 (5,6) - imo, the pitch actually got lower so i think make the ds smaller will fit the music, or are you emphasizing sth? Yeah the BGM rises consistently so the spacing slowly gets higher and higher.
  6. 01:18:478 (1,2) - same above, but bigger then 01:18:478 (1,2) - since the pitch got higher As you wish.
  7. 01:20:666 (1,2,3) - same as 01:17:165 (1,2) -, make sapcing smaller, just like sth you do it 01:23:291 (1,2,3,1,2) - Sort of adjusted
  8. 01:59:167 (1) - spin 90 degree? the flow is better imo, same 02:00:042 (2) - here I prefer the straight to straight, it feels more natural imo.
  • [Insane]
  1. 00:52:664 (1) - move the red node a little bit upward to make the blanket look nicer Okay.
  2. 01:26:353 (2,3,4,5) - samke the spacing increasing? sth like 01:15:853 (2,3,4,5) - 01:12:353 (2,3,4,5) - since the pitch got higher and highrt tho Agree.
  3. 02:24:544 (4) - stick with 02:24:981 (6) - sliderend? Okay
  4. 02:30:013 (6,1) - make spacing bigger, in order to emphasize 02:30:232 (1) - The BGM starts to drop off here even though the pitch is rising, which is why the spacing drops off.
i saw lots of PP on this map lol Not you too >.<
anyway hope my mod helps you XD Thank you very much :D
GL~
EDIT:oh i prefer AR8.5 on Twist, +DT to AR10 is just sooooo perfect lol ( /me runs Ahahahaha I'll consider, but I think 8.5 is too fast >.>
P A N
[Twist]
  1. 00:26:413 (1) - tbh since first time I heard this, it's too loud. reconsidering decrease the volume down. and imo, change this to 1/1 slider is really give more impact to that stretch sound. look at how weak of you (1) circle is and how strong of other three circles. it's your choice, you already did it all.
  2. 00:34:288 (2,3) - this still bugging me, the strong beat at (2) have less spacing than weaker beat (3). please reconsider about this. ez to fix.
  3. 00:48:289 (2,3) - same as above. I want you to try playing this and yours. it also depends on people taste so it's fine if you don't want to fix. I want to mention because you did great at 00:27:069 (1,2,3,4) and 00:41:070 (1,2,3,4) . I really love that.
  4. 00:51:789 (3,4,5,6,7) - also about this. I quiet sure that it's overmapped but maybe you try something with your rhythm, it's fine. but imo if you remove (4) is more playable and stream five circles. so it will be circle then triple.
  5. 01:02:508 (3) - around 77|302 will be more fit with the song and more playable.
  6. 01:05:352 (2,3,4,5,6) - I'm not sure if you follow something that you love to but for me, the spacing is wrong. you made the stronger of beat the shorter of spacing. and yes, I really testplayed it and feel weird so i mentioned this. pls apply to all if you agree. such as 01:08:852 (2,3,4,5,6) .
  7. 01:11:696 (6) - make it liner with 01:11:915 (1,2) will improve the flow which is more playable. like this. yea see, you also did it at the previous pattern.
  8. 01:15:415 (1) - liner (move tail a bit up). if you don't want, ok. not change much anyway.
  9. 01:57:417 (3) - I understand it's slow part so it's kinda ok to use reverse but, please reconsider about this. 01:58:292 is really fit for clickable note. if circle is too much, at least use 1/2 slider. better imo. but if you want the note(rhythm) to be various, fine then you can keep it. not affect that much but not that little as well.
  10. 02:02:230 (4) - replace with this. I found it really weird when playing long slider but there have other beat in it.
  11. 02:15:575 (4) , 02:19:075 (4) - are you sure about their spacing? they have cymbal. the spacing is too short, even shorter than weaker beat. (even it's not that weaker or maybe even louder than cymbal) but come on. it's cymbal.
  12. 02:21:919 (1) - spacing too short?
  13. 02:20:825 (3) - finish on head.
  14. 02:24:106 (2) - finish.
  15. 02:26:731 (7) - ^
  16. 02:50:358 (3) - finish on tail.
  17. 02:52:545 (4) - finish
[Normal]
  1. 02:30:232 (1) - no need NC if look at how you add it on the previous pattern.
sleepy, good luck :D
Topic Starter
Arf

P A N wrote:

[Twist]
  1. 00:26:413 (1) - tbh since first time I heard this, it's too loud. reconsidering decrease the volume down. and imo, change this to 1/1 slider is really give more impact to that stretch sound. look at how weak of you (1) circle is and how strong of other three circles. it's your choice, you already did it all. Lowered volume. Yeah I guess I can understand that the 1/1 would have more emphasis. I did something like that in the Normal to further accentuate the stretched beat, in the higher diffs I felt that the 1 circle was something that needed to be represented as a clickable sound, even if it is noticeably weaker than the other three beats in the same measure. I also did not want to miss the implied noise on the white tick right before the red tick on which the 1 rests.
  2. 00:34:288 (2,3) - this still bugging me, the strong beat at (2) have less spacing than weaker beat (3). please reconsider about this. ez to fix. Yeah you are correct as I did the similar thing after this one.
  3. 00:48:289 (2,3) - same as above. I want you to try playing this and yours. it also depends on people taste so it's fine if you don't want to fix. I want to mention because you did great at 00:27:069 (1,2,3,4) and 00:41:070 (1,2,3,4) . I really love that. Thank you! I also like this pattern you made very much, even more than my crossbow style triangle :P Fits my horizontal trapezium style too, extra bonus.
  4. 00:51:789 (3,4,5,6,7) - also about this. I quiet sure that it's overmapped but maybe you try something with your rhythm, it's fine. but imo if you remove (4) is more playable and stream five circles. so it will be circle then triple. I made the position of the quint and the circle switch, to be more consistent with the quints that show up later, and to follow that noise in the background.
  5. 01:02:508 (3) - around 77|302 will be more fit with the song and more playable. Okay why not.
  6. 01:05:352 (2,3,4,5,6) - I'm not sure if you follow something that you love to but for me, the spacing is wrong. you made the stronger of beat the shorter of spacing. and yes, I really testplayed it and feel weird so i mentioned this. pls apply to all if you agree. such as 01:08:852 (2,3,4,5,6) . I agree that this pattern, while I did like it, doesn't fit to anything that I should be following in terms of spacing. The spacing in the later patterns is more of a "steadily increasing to denote rising intensity" type of spacing. I made the spacing in the yellow pattern more consistent instead of weirdly high and low, and made slight adjustments to the red pattern. The spacing in patterns following this one such as 01:12:353 (2,3,4,5) - is built on the idea of increasing intensity so I'm not very sure hmm.
  7. 01:11:696 (6) - make it liner with 01:11:915 (1,2) will improve the flow which is more playable. like this. yea see, you also did it at the previous pattern. Oh yeah, my mistake. By the way I think the puush link is the incorrect one ;P
  8. 01:15:415 (1) - liner (move tail a bit up). if you don't want, ok. not change much anyway. Why not.
  9. 01:57:417 (3) - I understand it's slow part so it's kinda ok to use reverse but, please reconsider about this. 01:58:292 is really fit for clickable note. if circle is too much, at least use 1/2 slider. better imo. but if you want the note(rhythm) to be various, fine then you can keep it. not affect that much but not that little as well. Hmm okay I can make it clickable why not.
  10. 02:02:230 (4) - replace with this. I found it really weird when playing long slider but there have other beat in it. Mmm the slow section is meant to follow violin over all else, hence the longer sliders instead of percussion breaks. If it is really weird I can change it, it isn't a huge deal, but it's the first time anyone has ever found it very jarring hmm.
  11. 02:15:575 (4) , 02:19:075 (4) - are you sure about their spacing? they have cymbal. the spacing is too short, even shorter than weaker beat. (even it's not that weaker or maybe even louder than cymbal) but come on. it's cymbal. Hmm the cymbal is to fit the noise in the background more than anything else. I really hate this off beat drum that shows up here twice, it is the only thing like it in the whole song and because of that inconsistency I felt the need to denote it with a drop in spacing. If it feels too drastic, again, I don't really mind changing it all that much, but I feel it works, in way. Even if it is a finish hitsound the sudden off rhythm-ness should be dealt with in some way, right?
  12. 02:21:919 (1) - spacing too short?
  13. 02:20:825 (3) - finish on head.
  14. 02:24:106 (2) - finish.
  15. 02:26:731 (7) - ^
  16. 02:50:358 (3) - finish on tail.
  17. 02:52:545 (4) - finish Applied all hitsound suggestions to every difficulty.
[Normal]
  1. 02:30:232 (1) - no need NC if look at how you add it on the previous pattern. Well I NC'd this note consistently through all the difficulties, and in particular, at the end of every beat section in every difficulty there is an NC, so it would feel a bit strange to not have this one here in my opinion.
sleepy, good luck :D
Thank you very much for modding, I appreciate it :D Hope I can find a BN soon to get this one off my hands :P
Sonnyc
[Normal]
  1. 01:38:166 - (All) This has a sound in the music. I strongly recommend making this hitsound audible, which is louder than 10%.
  2. 02:53:420 (1) - Consider placing this at the right side of the screen. Due to the previous pattern being in the left side, it feels pretty unbalanced.
[Advanced]
  1. 01:20:666 (1,2) - Spacing.
  2. 02:04:418 (1,2) - Since the last control point of (1) is not at the tail of the slider, these two slider has a different shape.
  3. 02:13:168 - Consider a whistle. Feels a bit empty.
  4. 02:45:982 (6) - Grid down.
  5. 01:34:666 (1,1) - 02:53:420 (1,1) - Let's make the interval of note - spinner consistent.
[Hard]
  1. 00:26:413 (1) - 00:33:413 (1) - 00:40:414 (1) - 00:47:414 (1) - 00:54:414 (1) - 01:01:415 (1) - I guess this pattern was a no-go from me in this level of difficulty. The speed down was way too much compared to the song, and though you are using a different combo color, it had low intuition. Maybe a tick 2 might help, but I don't think it would be the ultimate solution.
  2. 01:50:417 (1,2,3,4) - Spacing here could be better consistent.
  3. 02:28:919 (1,2,3,4,5) - I'd like to see an improvement in this random spacing/patterning.
  4. 02:52:108 (2) - Missing hitsound.
[Insane]
  1. 00:48:726 (4,1) - Is this missed stack intended? It feels little ineffective imo.
  2. Personally until 01:02:727, your patterning felt a little weak compared with the other parts.
  3. 02:20:169 (1) - I doubt if this rhythm demands a 1/8. 1/4 would be enough. Same for Twist.
[Twist]
  1. 00:23:678 - 00:27:178 - 00:34:179 - etc - Even this was your highest difficulty, it was little disappointing that these rhythms weren't expressed.
  2. 01:57:417 (3) - I think the combo got messed up from here. Check again the combo cycle.
Normal feels too much to be the lowest difficulty in this mapset. The way the rhythm is constructed is mostly 1/2 along a wide spacing. I wouldn't nominate this set with that difficulty. Besides with that, some huge spaced patterns for the higher difficulties felt less organized for me. Maybe I could consider a pass if this was your first attempt for a ranked map, but I think I'll have to say I won't be the one to nominate this. Still patterns after 02:35:919 in Insane felt nicely organized enough. Maybe you can earn an idea there.

Good luck for this set!
Topic Starter
Arf

Sonnyc wrote:

[Normal]
  1. 01:38:166 - (All) This has a sound in the music. I strongly recommend making this hitsound audible, which is louder than 10%. Applied to all diffs
  2. 02:53:420 (1) - Consider placing this at the right side of the screen. Due to the previous pattern being in the left side, it feels pretty unbalanced. Done.
[Advanced]
  1. 01:20:666 (1,2) - Spacing. Adjusted
  2. 02:04:418 (1,2) - Since the last control point of (1) is not at the tail of the slider, these two slider has a different shape. Fixed and re pasted
  3. 02:13:168 - Consider a whistle. Feels a bit empty. Okay
  4. 02:45:982 (6) - Grid down. Good catch
  5. 01:34:666 (1,1) - 02:53:420 (1,1) - Let's make the interval of note - spinner consistent. Agreed
[Hard]
  1. 00:26:413 (1) - 00:33:413 (1) - 00:40:414 (1) - 00:47:414 (1) - 00:54:414 (1) - 01:01:415 (1) - I guess this pattern was a no-go from me in this level of difficulty. The speed down was way too much compared to the song, and though you are using a different combo color, it had low intuition. Maybe a tick 2 might help, but I don't think it would be the ultimate solution. I have changed the slow downs there to make it 0.75x now since I did not want to remove it entirely. I felt that with the existence of the Advanced diff I could aim this at players with a little more skill than a typical hard only difficulty and got some positive comments about that so I wanted to keep it. However, this can be removed in its entirety if needed, just felt it helped the spread a bit too.
  2. 01:50:417 (1,2,3,4) - Spacing here could be better consistent. Okay
  3. 02:28:919 (1,2,3,4,5) - I'd like to see an improvement in this random spacing/patterning. Made it a triangle. The spacing there increased as the song increased in intensity, as they were the final notes before a break (even the new triangle has that increase a bit) except for the last slider because the BGM drops off there and vanishes even though the violin pitch is higher. I felt that it made sense to make bigger spacing for the rising BGM and drop it when the BGM dropped
  4. 02:52:108 (2) - Missing hitsound. Added
[Insane]
  1. 00:48:726 (4,1) - Is this missed stack intended? It feels little ineffective imo. Oops, missed that. Fixed.
  2. Personally until 01:02:727, your patterning felt a little weak compared with the other parts. I felt that the opening of the song is sort of like the most "weak" part of the song as it starts to build up it feels stronger and the music demands a bit more structure hence the rather free form and slightly generic beat patterning in the beginning. If you feel it is bland and boring then I don't know, I thought it was somewhat workable and fit to the music as best as I could put it :(
  3. 02:20:169 (1) - I doubt if this rhythm demands a 1/8. 1/4 would be enough. Same for Twist. Changed in both.
[Twist]
  1. 00:23:678 - 00:27:178 - 00:34:179 - etc - Even this was your highest difficulty, it was little disappointing that these rhythms weren't expressed. After checking Insane, I found you are correct and it would make a strange spread to not have those mapped. Changed all of the points where I heard the noise to triples except for one pattern because the backing percussion single note echoes felt stronger in my opinion.
  2. 01:57:417 (3) - I think the combo got messed up from here. Check again the combo cycle. Rechecked. One NC every two measures is the main idea in the slow section
Normal feels too much to be the lowest difficulty in this mapset. The way the rhythm is constructed is mostly 1/2 along a wide spacing. I wouldn't nominate this set with that difficulty. Besides with that, some huge spaced patterns for the higher difficulties felt less organized for me. Maybe I could consider a pass if this was your first attempt for a ranked map, but I think I'll have to say I won't be the one to nominate this. Still patterns after 02:35:919 in Insane felt nicely organized enough. Maybe you can earn an idea there.

I have added an Easy which is entirely 1/1, slower SV, bigger circles, all that good stuff. It is 1.64 stars apparently but despite the seemingly small gap between it and Normal I think it is now a fitting easiest difficulty. I had this started ever since Setz said something about the Normal being too hard, but now hopefully I think the issue of the Normal being too hard should be countered by the new difficulty. About the comment on the huge spaced patterns, I must confess, I did not fully understand the points about "less organized". Did you mean less structured, less polished? Boring, bland, uninteresting? I am not sure of the full meaning but I will take my best guess and try to explain some of the reasoning behind my choice of "ugly" patterns compared to some patterns which may have a cleaner look or clearer shape.

In the Twist difficulty, this pattern at 02:28:919 (1,2,3,4,5,6,1) - looks rather wonky and weird, doesn't have a lot of finesse, I admit that. The reason for its shape is because it is supposed to be a higher spaced version of 02:27:606 (2,3,4,5) - before it, to show that the music has built up even further while still being the same beat. The horizontal linear jump is something I feel is often ignored in favor of sharp angle jumps (which also have a place in this map). As for looks, well perhaps it doesn't look the best but for its intended purpose of conveying intensity I think it does better than a large star pattern for example, since the difference in the rising spacing is very very clear this way. The spacing throughout this map depends highly on the background beat. This is why the square in 02:29:575 (4,5,6,1) - is less spaced than the huge jumps before it, as the BGM is actually dropping off there and leaving the violin on its own. Some of the later jump patterns such as 02:46:420 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - may be huge but I like to believe they have structure and organization too, they do follow a linear pattern after all, not a haphazard placement or anything. By your comment on the Insane perhaps you meant that the patterns in Twist are not as consistently similar like in Insane, which employed rigorous back and forth increasing jumps of a very similar style throughout the whole Insane difficulty. I felt that the highest diff enabled for even more variation as it would demand more from the player than simply the skill to play similar patterns.

I guess I can understand your hesitation to push this set forward but I hope you will share your thoughts on the matter a little more to help me understand and improve what you feel may be lacking :D


Good luck for this set! Thank you :)
Topic Starter
Arf
Double post

After going over the map a little with Sonnyc via PM, he came to the conclusion that the main 2 general points of the map which gave him pause for thought were the (in his words) disorganized spacing in the last difficulty, particularly in the opening where similarly rhythm'd patterns had varying different spacings, and the visual aspect of some of the linear horizontal/vertical/sharp angled cross jump patterns.

Since it was mainly the last difficulty we spoke about (note: this was more of a debrief talk and was not a full in depth IRC mod or anything) and he stressed the spacing of similar patterns in particular, I have reworked the spacing in the opening of the Twist difficulty up until around 1:02 to be more stringent between patterns (He did comment that the lower difficulties were generally fine on these points, the use of Distance Snap is the most likely reason). Excluding jumps and quints after sliders, the general spacing up until the 49 second mark follows a close value of 1.25x. At this point there is a pitch change so the general spacing of patterns (again, excluding jumps and quints which follow sliders) is changed to 1.40x up until 1:02, at which point the song switches to the steady increasing spacing associated with the rising BGM. Quints which come after sliders follow a unified spacing of 1.65x from the previous sliderend, as they all follow the same sound and are represented as such . Quints which are not after sliders are following sounds different from the other quints so the spacing on those is equal to the general spacing of the section they fall in (1.25x or 1.40x).

As for the visual aspect, I must admit to being a little in distress over this as the map follows a very specific format of linear back and forth flow and the lack of more "interesting" shapes was mainly a product of consistency taking precedence in my way of pattern style placement. I do admit that the very straight to straight patterns are not for everyone and may look like a product of laziness or general lack of creativity but in my head at least they are better for representing the spacing changes that make this map what it is and for inducing the intended feelings associated with those changes.

Maps are never the same for everyone and of course, people have different feelings and ideas about it so, as such, I believe I have tried my best to incorporate improved elements and patch it up as best as I can. If a person/mapper/player/BN/QAT disagrees with the general ideas or style of a map then of course it makes sense that they would be uncomfortable pushing it further.
Thanks for being patient with me Sonny :D
BoatKrab
My favorite movie >w<
Your map is getting close to rank
Good luck >w<
MattMoo
I can only hope this map will be ranked in the future! :) I love the song and beatmap and wish you all the best of luck. ;)
Warpyc
Never forget od9, anyways I too cannot wait for the pp to be released to the public
Topic Starter
Arf

BoatKrab wrote:

My favorite movie >w<
Your map is getting close to rank
Good luck >w<
Thanks for the star!I like the movie too \O/
Good luck with Shut up and Dance, good song :D

MattMoo wrote:

I can only hope this map will be ranked in the future! :) I love the song and beatmap and wish you all the best of luck. ;)
I believe! Hopefully it shouldn't be much longer :P

Warpyc wrote:

Never forget od9, anyways I too cannot wait for the pp to be released to the public
Ack, enough about the pp >.<
Soon though. Soon.
OD 9 will be in our hearts forever.
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