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Black Sun Empire - Inpeak (Telekinesis Remix)

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Topic Starter
FCL

Lasse wrote:

Hi FCL, M4M as reqauested in my queue

General

  1. FCL wrote:

    Probably this mp3 is shit, pm me if u found better
    sounds fine to me for 192kbit
    also looks like a proper 192 one: http://i.imgur.com/uQv8wT2.jpg
    cuts off at ~19kHz which is normal for that bitrate it's shit because of offset
  2. Metadata: looks fine, for reference: really low quality scan of the tracklist on the cover
    itunes
    amazon
  3. hitsounds are fine and have no delay
  4. idk how relevant the bg is and there was quite some "drama" about irrelevant backgrounds in the last months I want to keep it until as Loctav not come and make me to change it haha
  5. that dark blue combocolor kills my eyes tbh, maybe it looks fine with your skin/monitor settings, but to me the color feels a bit painful http://i.imgur.com/m7K7ZO9.jpg it'S also much more saturated than the other 3 colors, making it feel unfitting.
    How about sth like this:
    http://i.imgur.com/5viTMUj.jpg it fits the bg, goes better with the others and is nicer on the eyes
    => 115, 145, 141 okay


Shadow

  1. could you silence the normal-sliderslide? It sound really awful with the default one nice idea
  2. 00:00:002 (1) - this doesn't work, you have a negative offset but you can't put anything before 0:00.000, well theoretically you could by editing the .osu: http://i.imgur.com/Ezjq9Wa.jpg but I don't think that is rankable
    but putting objects before the song actually starts makes no sense either way every time when i done it, patters autodeleting when i go out from the map. So i just have deleted the slider to these position and put circle to next white tick
  3. 00:07:399 - ignoring this makes the rhythm feel awkward here as it is so audible. When I played I totally expected a double here ok
  4. 00:16:537 (1) - you couldve saved so much work by putting that hitsound as drum.whistle or something instead and only changing additions instead of sampleset number I am very hardworking Kappa
  5. 00:24:123 - sure it is a bit weaker here, but considerung you mapped it at 00:29:468 (3,4) - you could add a circle here nah
  6. for 00:26:882 - 00:32:399 - those are even weaker, but the rhythm would still feel much niver with doubles imo okay, maybe i will add it... later
  7. 00:34:986 - and 00:35:158 - skipping those really takes some of the buildin pressure in this part away :'(
  8. 00:37:572 (2) - same here, also the intro is picking up pressure and you decide to lower density with this?
  9. 00:49:641 - so much empty drain, I guess you can't put a pause for approval reasons? (too lazy to claculate drain) if so, how about filling this part up with 2x repeating 1/2 sliders (maybe grtadually increasing sv) for the buildup => http://i.imgur.com/1gaMjyF.jpg or something similar?
    would make the whole buildup nicer i don't like this idea -_-
  10. 01:11:710 (1,2,1) - I get whyt you want to do here, but this reads too much like akickslider for my taste, how about moving it closer to 01:12:054 (1) - for example like http://i.imgur.com/hPT5ofI.jpg or more like 01:14:468 (1,2,1) - fine for me
  11. 01:15:330 (3) - I'd space this a bit more as it is nearly as strong as 3 +
  12. 01:16:882 (1,2,1,2) - now this pattern should be fine as they were properly introduced before, but removing nc on 01:17:227 (1) - would help readabilty since it would assure players that the second sv is probably the same em, okay i try it
    same for other occurances where you put this pattern multiple times in a row like 01:39:296 (1) -,
  13. 01:27:572 (1,2) - skipping the 1/4 on the blue ticks after both of those notes feel a bit awkward, maybe try a triple + kickslider pattern? http://i.imgur.com/Y77vCG4.jpg
    same for 03:39:986 (1,2,3,4) - i could not listening it before lol, okay changed
  14. 01:38:779 (8,9) - replacing this with a kickslider would be great since 01:38:779 (8) - feels so strong and that would put more emphasis on it
    sure, it is consistent with 03:50:330 (1,2,3,4,5,6,7,8,9,1) - but that one sounds a bit different, so having them mapped slightly different would be fine I don't see difference
  15. 01:31:882 - so sometimes you map this 1/2 and sometimes not? can't really see a logic behind it :/
    that pretty much continues through the whole map so I won't mention it anymore since it looks intentional, even if I dont get the intention

  16. 01:36:192 (1) - the pitch of this would make a higher sv instead of alower one (1.5x) more reasonable for me, also would make it consitent with similar sounds as 01:41:710 (1) - sure
  17. 01:48:951 (1) - 1/1 slider would be better as the red tick feel quite empty, I'd also recommend a lower sv for 01:48:951 (1,2) - as it feel slower musically, maybe 0.75x? would also give 01:50:330 (1) - more impact like that nice idea about sv
  18. 01:57:917 (4,5) - the way those sliders will be played makes the spacing feel a little low here compared to surrounding parts made a larger
  19. 01:59:986 (1,2) - same sv suggestion, but the 1/2 sldier is fine here as the red tick actually has some sound
  20. 02:22:054 (1,2) - same here and for the similar ones that will probably follow, lower sv would fit much better
  21. 02:34:468 (1) - simply extending the spinner to here and deleting this would be fine no
  22. 03:18:003 (6) - kickslider on blue tick makes the whole thing weird to play. splitting the pattern from 03:17:917 (5,6,7,8,9,10,11,12) - into a 4-4 pattern instead would fit the music and be ncier to play, for example an 8 note stream with a spacing change after 4 or sth, or two kicksliders and a 4 note stream stuff like this fine for playing, also pls listening it carefully, this model right for rhythm
  23. 03:27:744 (3,4) - yeah 4 is strong, but the spacing of this jump feel a bit huge compared to others, ~ 3.4x ds might be nicer fixed
  24. 03:31:020 (1) - could be spaced a bit more for emphasis compared to the notes before, 03:33:606 (5,1) - for example has the same sounds and spacing like that makes more sense and would also be much more consistent same
  25. 04:30:330 (1) - ctrlg on this would make movement from before into it nicer , if applied move 04:30:675 (2) - a bit down-left to adjust idk it's nice now too
  26. 04:33:089 (1) - I would't sacrifice sensible spacing to blanket this, if you really want to keep the blanket, roatting it by 30-45° would be a good solution
    low spacing on this just feel so unfitting with the music and how your normally space those
  27. 05:18:606 (1,2,1,2,1) - why nc spam? you never nc spamemd this musical pattern before, even though you nromally mapped it as two 1x repeating 1/2 sliders added sv change now
hope this could help you, good luck with the map!

Rakuen wrote:

( =`・ω・´) Rakuen's Modding Queue

Legend
Default = Normal mods
Blue = Strongly recommended
Red = Unrankable issue

Offset

  • Try -5 offset to (-19), sounds more accurate for me

Shadow

  • Objects are not snapped:
  1. 00:00:002 (2) - Slider start
  2. 00:00:346 (346) - Slider end f9xed before
    ___
    Inherit (green) timing line is unsnapped:
  3. 01:33:857 -
  4. 03:48:610 - fixed
    ___
  5. 01:12:399 (2,3,4,5,1,2) - This jump pattern's a bit weird imo, how about this (arrange the distance on your own):
    changed to something else
  6. 01:27:658 - Sounds like it can use a circle here fixed before
  7. 01:33:089 (4) - Ctrl+G? okay
  8. 01:36:882 - 01:37:572 (4) - 01:38:951 - Claps missed o.o, fixed
  9. 01:44:123 (4,5) - Ctrl+G looks better oh, not think so
  10. 01:53:089 (1) - Try avoiding the overlap with 01:52:399 (4) - , or at least not to hide the slider track. Adding a bit distance wouldn't be a problem idk, it's fine for mee
  11. 02:15:158 (1) - For me I'd reverse this, don't like the force change from anticlockwise to clockwise
  12. 02:17:572 (6) - Maybe can put this further from 02:17:744 (7) - , like a zig-zag ladder to 02:17:917 (1) - :
    okaay
  13. 02:18:951 (5,6) - Try this:
    don't like, my model looks intrested imo
  14. 02:20:330 (5,6) - Ctrl+G this for a square/rectangle jump? Because there's a similar pattern behind it already > 02:21:020 (2,3,4,5) - nah, i like it
  15. 03:04:813 - Can put a spinner here if you like but it is really weak reason for spinner
  16. 03:17:227 (1,2,3,4) - The jumps are too big just after a long rest and a long spinner, plus the tiny recovery time given. It also doesn't match with the stream here 03:17:917 (5,6,7,8,9,10,11,1) - as they don't really have a huge spacing between each other but it's fun
  17. 03:19:986 (1) - Blanket with 03:20:503 (3,4,5) - looks more clean sure
  18. 03:27:917 (4,5) - Ctrl+G for clockwise jump pattern, coz the distance is quite big (sorry for lots of Ctrl+G mod) fixed before
  19. 03:49:296 - 03:49:986 (4) - 03:51:365 - Claps
  20. 04:31:365 (5) - Stack with slider head of 04:30:675 (2) - fixed
  21. 04:36:882 (5,6) - Maybe can move this slightly to the left +

Interesting jumps, keep up!

Good luck!
~(=^・ω・^)/。・:*:・゚★,。・:*:・゚☆
Thanks for modding guys!
09kami
Hi FCL, M4M in you queue

[General]

[Shadow]

00:04:463 (2) - Why not pull the slider to the red line?

00:12:739 (2) - ▲

00:09:981 (2,3,4) - I feel this kind of rhythm is very strange.Maybe it should be a slider.

01:05:756 (3) - Delete

01:27:567 (1,2) - I personally am not very much like this

01:27:912 (3,4) - There is no need to repeat.

01:55:843 (1,2,3,4) - The angle is too big.

02:29:291 (2,3,4,5,6) - ▲

02:30:670 (2,3,4,5,6) - ▲

04:59:636 (2,3,4,5,6) - ▲

02:34:463 (1) - 03:11:705 (1) - Rest time is too long. This will make the player feel bored.maybe you should add some simple rhythm.

03:17:049 - Here should add a circle

05:27:049 (4) - Move to 05:26:015 (2) - The tail

good luck
Topic Starter
FCL
fixed something
Thanks!
Starset
[Shadow]
-00:55:153 (1,2) - make them parallel to match the rest of the patterns
-01:00:325 (5,6) - make same DS as these 00:59:981 (3,4) -
-01:11:360 (7) - make another slider shape since u used the same for 3 patterns already
-01:18:256 (5) - ctrl+h for better flow maybe
-01:20:584 - is it me or im hearing a beat here that u missed?
-01:23:343 - same here
-01:23:429 (2,3) - more DS between these and less between these 01:23:084 (1,2) - since ud want to emphsize more the strong drum here 01:23:601 (3) -
-01:26:187 (2,3) - well same issue here if u could fix spacing would be great
-02:08:774 (3,4) - cant see why so much spacing
-02:13:774 (1) - since its a big white tick and a new combo leading to a strong note, i think this needs more spacing then anything :)
-02:32:567 (5) - x509 y250
-03:21:963 - well i wont point out anymore of these missing drums but let me know in your reply if its intended
-03:33:084 (2,3) - spacing thingie
-03:33:774 (1,2) - dont really like how this is flowing, maybe ctrl+g on 03:33:774 (1) - better
-03:53:429 (2,3,4,5) - well pretty much the spacing make no sense here as this note 03:53:774 (4) - have the most larger DS for no reason
-04:41:360 (1) - sth like this could be better, also for the flow:
-05:16:015 (4,5) - blanket them with that slidersnake:

well that all from me, nice map tbh
Topic Starter
FCL

HB24 wrote:

[Shadow]
-00:55:153 (1,2) - make them parallel to match the rest of the patterns nice patterns, i don't see reasons to make their parallel
-01:00:325 (5,6) - make same DS as these 00:59:981 (3,4) - no sure, since i try to increased tension, but same ds will right too
-01:11:360 (7) - make another slider shape since u used the same for 3 patterns already changed to elbow
-01:18:256 (5) - ctrl+h for better flow maybe sure
-01:20:584 - is it me or im hearing a beat here that u missed? it is intentionally
-01:23:343 - same here
-01:23:429 (2,3) - more DS between these and less between these 01:23:084 (1,2) - since ud want to emphsize more the strong drum here 01:23:601 (3) - okay
-01:26:187 (2,3) - well same issue here if u could fix spacing would be great
-02:08:774 (3,4) - cant see why so much spacing idk
-02:13:774 (1) - since its a big white tick and a new combo leading to a strong note, i think this needs more spacing then anything :) fixed
-02:32:567 (5) - x509 y250 nice
-03:21:963 - well i wont point out anymore of these missing drums but let me know in your reply if its intended
-03:33:084 (2,3) - spacing thingie
-03:33:774 (1,2) - dont really like how this is flowing, maybe ctrl+g on 03:33:774 (1) - better okay
-03:53:429 (2,3,4,5) - well pretty much the spacing make no sense here as this note 03:53:774 (4) - have the most larger DS for no reason _____))__)+
-04:41:360 (1) - sth like this could be better, also for the flow: fine for me
-05:16:015 (4,5) - blanket them with that slidersnake:
i tried

well that all from me, nice map tbh
your mod is helpfull tbh
Thanks! :)
Shohei Ohtani
I mod a lot of your maps lmfao

Diff:
00:00:000 - It might be a good idea to go into audacity and possibly add some time in the mp3 so you can map this first note? I don't know if that'll sound weird or not, but it's worth a shot.
00:00:325 - I'd prefer soft hitsounds here since the drums in the background are pretty muted atm. Pretty much soft hitsounds work for everything preceding the break.
01:09:032 (2) - not sure why you're doing this lol. Apply to all similar patterns.
02:11:015 (1) - Addition:Soft finish works better here
02:45:498 (1) - you can just go ahead and omit this lol
02:53:774 (1,1,1) - ok so I get why you're doing this and like while I disagree with having long as fuck breaks, there really isn't much you can do, lol. Maybe consider having some long pretty sliders or spinners during the breaks???
04:23:429 (1) - same as previous time.

It's a good map lol
Topic Starter
FCL

Reditum wrote:

I mod a lot of your maps lmfao

Diff:
00:00:000 - It might be a good idea to go into audacity and possibly add some time in the mp3 so you can map this first note? I don't know if that'll sound weird or not, but it's worth a shot. Okay, i really should find other mp3 with good offset
00:00:325 - I'd prefer soft hitsounds here since the drums in the background are pretty muted atm. Pretty much soft hitsounds work for everything preceding the break. hm, i like normal hitsounds here, not wanna change it
01:09:032 (2) - not sure why you're doing this lol. Apply to all similar patterns. i often making testplays and these pattern work pretty fine for playing, don't worry
02:11:015 (1) - Addition:Soft finish works better here not sure, but well, Changed
02:45:498 (1) - you can just go ahead and omit this lol
02:53:774 (1,1,1) - ok so I get why you're doing this and like while I disagree with having long as fuck breaks, there really isn't much you can do, lol. Maybe consider having some long pretty sliders or spinners during the breaks??? too much peoples said me this. Okay, I will trying to do something
04:23:429 (1) - same as previous time.fixed

It's a good map lol
Thanks a lot CDFA Reditum
Yoges
Yo, M4M

[General]
Combo colour 4 is a bit unfitting with the rest of the colours. Ik you're trying to like match it with the background but like dull it down or darken it a little.

[Shadow]
  1. 01:12:912 (5,1,2) - You want jumps to have sharp changes in direction you do not want them to just go in one direction. And if you do want to do something like this for when it does suit the music then you want the spacing to be consistent. Your spacing is not consistent. I'd just move the (2) to somewhere like (40,8) and do something like this with the notes after.
  2. 01:23:774 (4,5,1) - That doesn't flow well at all. Plays quite awkwardly.
  3. 01:27:567 (1,2,3,4) - That is really hard to read.
  4. 03:39:981 (1,2,3,4) - ^
Those are just issues which stood from the rest of the map. The whole map is quite monotonal.

Few things to consider
  1. It doesn't look all that apealing
  2. You're not being very creative with your sliders either you're just sticking to straight and curved stuff
  3. A lot of the times your patterns are very random but other times they're just so repetitive. Examples 02:56:532 (1) - 03:18:601 (1) - Like idk what's going on with the spacing in that kiai time.
  4. You're not making use of SV changes. Like this is a Neuro DnB track (Lots of wubs). I'd have high and low fluctuating SVs all over the place and dick around making crazy looking shit.
Topic Starter
FCL

Yoges wrote:

Yo, M4M

[General]
Combo colour 4 is a bit unfitting with the rest of the colours. Ik you're trying to like match it with the background but like dull it down or darken it a little.

[Shadow]
  1. 01:12:912 (5,1,2) - You want jumps to have sharp changes in direction you do not want them to just go in one direction. And if you do want to do something like this for when it does suit the music then you want the spacing to be consistent. Your spacing is not consistent. I'd just move the (2) to somewhere like (40,8) and do something like this with the notes after. did something else
  2. 01:23:774 (4,5,1) - That doesn't flow well at all. Plays quite awkwardly. ok
  3. 01:27:567 (1,2,3,4) - That is really hard to read. okay, i made a little unstack
  4. 03:39:981 (1,2,3,4) - ^
Those are just issues which stood from the rest of the map. The whole map is quite monotonal.

Few things to consider
  1. It doesn't look all that apealing
  2. You're not being very creative with your sliders either you're just sticking to straight and curved stuff
  3. A lot of the times your patterns are very random but other times they're just so repetitive. Examples 02:56:532 (1) - 03:18:601 (1) - Like idk what's going on with the spacing in that kiai time.
  4. You're not making use of SV changes. Like this is a Neuro DnB track (Lots of wubs). I'd have high and low fluctuating SVs all over the place and dick around making crazy looking shit. what?
Thanks for modding!
Slayed_old_1
генерал

хп 6.5 для 5* марафона с пятисекундным спиннером в конце? пожалей хр плееров. максимум 6, а то и 5.5

да, да блич онеме для днб песенки анранк плис

я бы еще что-нибудь в теги засунул, electronic там или что-то типа того

дифа

00:21:015 (2,3,4) - вот енти 3 ноты лучше выделить нк, потомушо у тебя вторая нота на синем тике и это очень неудобно играть без какого-то выделения (нк). ну и это фактически касается всех таких моментов в начале

00:44:118 (1) - опять ты со своими гейскими нотами после спиннеров? можно же просто закончить спиннер тут 00:44:118 - и обойтись без соток

кстати дальше хз, я бы не стал ставить брейки. звуки в музыке такие шо можно и поставить пару спиннеров

01:04:808 (1) - конец этого слайдера слишком громок по отношению к 01:05:498 (1,2,3,4) -. заглуши его и я бы сделал 01:05:498 (1,2,3,4,1,2,3) - эти ноты чуточку погромче

01:30:670 (1) - http://cs622616.vk.me/v622616809/436cd/AxDv036DAtQ.jpg что-то типа такого будет смотреца лучше

01:38:084 (2,3,4,5,6,7,8,9) - эти барабаны звучат как-то слииишком тихо по сравнению с другими нотами в этой части

01:44:291 (5,6) - классные джампы и паттерны интересные!!! по сравнению со спейсингом 01:44:463 (6,7) - тут выглядит оч странно и forced jumps dq pls

01:48:601 (4,1) - тут немного стак неправильный (поскольку ты везде юзал чето типо такого 01:45:498 (2,3) - )

02:11:015 (1) - очень громкий финиш для этого момента. что-то типа 55% будет в самый раз

02:34:463 (1) - ))) ну и на самом деле в эти брейки тоже бы вписались спиннеры (хотя лучше не надо, дашь отдых игрокам)

02:56:532 (1,2,3,1,2,3,1,2,3,1) - простите, а вы что, h o l l o w w i n g s?

03:07:739 (1) - тут нк лишнее, походу

03:17:912 (5,6,7,8,9,10,11) - опять же звучат очень тихо, сам видишь. лучше не юзать такие нормалхиты чтобы получить то, что ты хочешь. переделай их в вистлы или клэпы и юзай стандартные нормалхиты

04:23:429 (1) - ну и снова громко, поставь 55% или что-то около того

04:45:498 (1) - может какой-нибудь красивый слайдер? а то спиннер довольно неожиданный, да и после него еще нотки тыкать

05:02:049 (1,2) - какой-то тут маловатый спейсинг между слайдерами. 04:39:981 (1,2) - вот, к примеру, тут и то больше

05:36:187 - логичнее будет закончить спиннер тут, посмотри сам. лично мое мнение. 05:37:567 - или тут. тоже неплохо
Topic Starter
FCL

Slayed wrote:

генерал

хп 6.5 для 5* марафона с пятисекундным спиннером в конце? пожалей хр плееров. максимум 6, а то и 5.5 в колыбельной (Lullaby) такой же хп, а я люблю следовать традициям

да, да блич онеме для днб песенки анранк плис ненадо плс, нееееет

я бы еще что-нибудь в теги засунул, electronic там или что-то типа того Это который из БЛ'а? Kappa

дифа

00:21:015 (2,3,4) - вот енти 3 ноты лучше выделить нк, потомушо у тебя вторая нота на синем тике и это очень неудобно играть без какого-то выделения (нк). ну и это фактически касается всех таких моментов в начале нк спам какой-та получается, да и читается это нормально на самом деле, сам проверял

00:44:118 (1) - опять ты со своими гейскими нотами после спиннеров? можно же просто закончить спиннер тут 00:44:118 - и обойтись без соток ну а хули бы и нет, но могу убрать, если еще кто-то возмутится

кстати дальше хз, я бы не стал ставить брейки. звуки в музыке такие шо можно и поставить пару спиннеров идея интересная, может добавлю потом

01:04:808 (1) - конец этого слайдера слишком громок по отношению к 01:05:498 (1,2,3,4) -. заглуши его и я бы сделал 01:05:498 (1,2,3,4,1,2,3) - эти ноты чуточку погромче насчет слайдера все верно, но повышать громкость как-то не хочется

01:30:670 (1) - http://cs622616.vk.me/v622616809/436cd/AxDv036DAtQ.jpg что-то типа такого будет смотреца лучше а по моему каеф

01:38:084 (2,3,4,5,6,7,8,9) - эти барабаны звучат как-то слииишком тихо по сравнению с другими нотами в этой части странно, у меня все ок

01:44:291 (5,6) - классные джампы и паттерны интересные!!! по сравнению со спейсингом 01:44:463 (6,7) - тут выглядит оч странно и forced jumps dq pls нихера не понял что ты имеешь ввиду, но анстакнул семерку на всякий случай

01:48:601 (4,1) - тут немного стак неправильный (поскольку ты везде юзал чето типо такого 01:45:498 (2,3) - ) да ето так, но тут немного другая ситуация, так почему не сделать исключение с правил

02:11:015 (1) - очень громкий финиш для этого момента. что-то типа 55% будет в самый раз нуок

02:34:463 (1) - ))) ну и на самом деле в эти брейки тоже бы вписались спиннеры (хотя лучше не надо, дашь отдых игрокам)

02:56:532 (1,2,3,1,2,3,1,2,3,1) - простите, а вы что, h o l l o w w i n g s? ну мне все такие говорят, пиздуй этот брейк мапать, ну я замапал на отсутствие звука, а такое только через стиль хв можно мапать (хв лучший маппер)

03:07:739 (1) - тут нк лишнее, походу не, т.к. тут звук капли

03:17:912 (5,6,7,8,9,10,11) - опять же звучат очень тихо, сам видишь. лучше не юзать такие нормалхиты чтобы получить то, что ты хочешь. переделай их в вистлы или клэпы и юзай стандартные нормалхиты у тебя что-то не так с восприятием реальности, у меня все отлично слышно dunno

04:23:429 (1) - ну и снова громко, поставь 55% или что-то около того окц

04:45:498 (1) - может какой-нибудь красивый слайдер? а то спиннер довольно неожиданный, да и после него еще нотки тыкать не, это тебе не монк, тут только суровые спиннеры

05:02:049 (1,2) - какой-то тут маловатый спейсинг между слайдерами. 04:39:981 (1,2) - вот, к примеру, тут и то больше таки да

05:36:187 - логичнее будет закончить спиннер тут, посмотри сам. лично мое мнение. 05:37:567 - или тут. тоже неплохо но там нет нихуа
Замечательный мод, спасибо за уделенное время!!!!!
Milan-
-why dont u map the beat at the very beginnign? ;;
-01:16:877 (1,2) - altho i dont really with any of similar patterns, this one sounds worse due to the lack of sound to be holded. it's mapping to nothing consistent at all
-01:17:222 (3,4,1) - in addition, spacing between super slow and normal sv is better to be short ;_; large spacing is awkward to play cuz you have to hold in the same place then suddenly jump to the next slider. stuff like 01:19:981 (1,2,1) - is better cuz you keep using the same movement the whole pattern, k
-01:30:670 (1) - i was actually suprise that it wasnt an extended slider lul
-01:48:946 (1,2,3,4) - have u tried using less stuff here? like http://puu.sh/niRh0/de95aa34fc.jpg so it actually feels like a breakdown something and not like 'i like jumps' kinda thing ;( or atleast reduce spacing.. same 01:59:981 (1,2,3,4) - and after
-03:07:567 (1,1,2) - could use a variation on the pattern here, this section is kinnda dull with the stack-slider spam.. so atleast here, where you even added extra nc could be different
-03:54:118 (1,1,2) - more spacing plz, it's like you saying GO, but i have to stop and break my combo ;;
-04:23:084 (6,7,1) - this actually fits more with decreasing spacing. song suddenly stop+instruments get lower volumen and stuff i have no idea of sooo, maybe smthing like http://puu.sh/niRZO/53d7bd57b0.jpg
-intro having similar spacing to the rest of the map is kinda eh imo
hope it helps a bit, gl<3
Topic Starter
FCL

Milan- wrote:

-why dont u map the beat at the very beginnign? ;; because i have negative offset and... can't. Will add after chaging the mp3
-01:16:877 (1,2) - altho i dont really with any of similar patterns, this one sounds worse due to the lack of sound to be holded. it's mapping to nothing consistent at all I disagree since music shows some vibration sounds. Also it's fun imo
-01:17:222 (3,4,1) - in addition, spacing between super slow and normal sv is better to be short ;_; large spacing is awkward to play cuz you have to hold in the same place then suddenly jump to the next slider. stuff like 01:19:981 (1,2,1) - is better cuz you keep using the same movement the whole pattern, k okay, made a less spacing
-01:30:670 (1) - i was actually suprise that it wasnt an extended slider lul nah, it's will to hard if i did that
-01:48:946 (1,2,3,4) - have u tried using less stuff here? like http://puu.sh/niRh0/de95aa34fc.jpg so it actually feels like a breakdown something and not like 'i like jumps' kinda thing ;( or atleast reduce spacing.. same 01:59:981 (1,2,3,4) - and after okay, less spacing will fine
-03:07:567 (1,1,2) - could use a variation on the pattern here, this section is kinnda dull with the stack-slider spam.. so atleast here, where you even added extra nc could be different music is not diverse in this section, so i can't add some other patterns, they will boring too
-03:54:118 (1,1,2) - more spacing plz, it's like you saying GO, but i have to stop and break my combo ;; sure
-04:23:084 (6,7,1) - this actually fits more with decreasing spacing. song suddenly stop+instruments get lower volumen and stuff i have no idea of sooo, maybe smthing like http://puu.sh/niRZO/53d7bd57b0.jpg okay
-intro having similar spacing to the rest of the map is kinda eh imo eh
hope it helps a bit, gl<3
Thanks!
Natsu
yo

Diff:

  1. 00:00:017 - you have to use the same sample at both timing lines
  2. 00:07:517 (4,5) - polarity issue, usually change of polaritys like this can cause alot of confusion to hit the next object which is the case here, I'd suggest you to do this changes with sliders instead. Thinking this better just use a slider here 00:07:430 (3,4) -
  3. 00:08:292 (1,2,3,1,2,3,4,5) - as I comment previously the intro has so much changes of polarity and make the gameplay a bit uncomfortable, I'd suggest a better usage of sliders for this kind of transitions in order to make the gameplay more enjoyable, unless you want playes to retry alot the intro of this map.
  4. 00:10:534 (4,5,1) - why the spacing between 4 and 5 is larger despite 1 being the louder sound in the music?
  5. 00:21:741 (5,6,1) - basically the same as above, this case is worst tho
  6. 00:26:827 (2,3,4) - visually the same gap between objects, but in the timeline the gaps are different, if this on purpose? because things like this make this intro super uncomfortable to play
  7. 01:04:758 (8,1) - I don't see any special reason for this spacing usage, circles aren't lenient as sliders so the movement from 01:04:758 (8) - to 01:04:844 (1) - is super uncomfortable to do, also 1 isn't a strong beat in the music, but a slowdown (even you did a slow down here) just overlap them even a bit.
  8. 01:25:620 (2,1) - tails can be stacked a bit better
  9. 01:36:223 (1,1,2,1) - be more careful with spacing, 1/2 is smaller than the 1/4
  10. 01:39:413 (2) - ? what are you following there, just follow the hold that start at 01:39:327 (1) - , clicking the strong sound at 01:39:327 (1) - and then being forced to click a tiny sound at 01:39:413 (2) - isn't nice rhythmically talking
  11. 02:28:982 (1,3) - there is a tiny overlap that can be avoid easily
  12. 02:56:741 (2) - can you up the volume of this object? or make a slider with the previous one, is really hard to hear atm
  13. 03:29:327 (1,2,3,4) - in all the map I didn't get this kind of rhythm tbh using a 3/4 slider would work better, but making the blue tick clickable don't fit too much imo
  14. 03:46:310 (2,1) - tails can be stacked better
  15. last part can keep combos more consistent tho, I guess you know what I mean
  16. map is really solid, but i really dislike the intro and some rhythm usages, anyways GL with this
Topic Starter
FCL

Natsu wrote:

yo

Diff:

  1. 00:00:017 - you have to use the same sample at both timing lines fck, I forgot
  2. 00:07:517 (4,5) - polarity issue, usually change of polaritys like this can cause alot of confusion to hit the next object which is the case here, I'd suggest you to do this changes with sliders instead. Thinking this better just use a slider here 00:07:430 (3,4) -
  3. 00:08:292 (1,2,3,1,2,3,4,5) - as I comment previously the intro has so much changes of polarity and make the gameplay a bit uncomfortable, I'd suggest a better usage of sliders for this kind of transitions in order to make the gameplay more enjoyable, unless you want playes to retry alot the intro of this map. Okay, I think you are right. I had did remapping and now it's should looks playable
  4. 00:10:534 (4,5,1) - why the spacing between 4 and 5 is larger despite 1 being the louder sound in the music?
  5. 00:21:741 (5,6,1) - basically the same as above, this case is worst tho
  6. 00:26:827 (2,3,4) - visually the same gap between objects, but in the timeline the gaps are different, if this on purpose? because things like this make this intro super uncomfortable to play
  7. 01:04:758 (8,1) - I don't see any special reason for this spacing usage, circles aren't lenient as sliders so the movement from 01:04:758 (8) - to 01:04:844 (1) - is super uncomfortable to do, also 1 isn't a strong beat in the music, but a slowdown (even you did a slow down here) just overlap them even a bit. okay, fixed
  8. 01:25:620 (2,1) - tails can be stacked a bit better ?
  9. 01:36:223 (1,1,2,1) - be more careful with spacing, 1/2 is smaller than the 1/4 fixed too
  10. 01:39:413 (2) - ? what are you following there, just follow the hold that start at 01:39:327 (1) - , clicking the strong sound at 01:39:327 (1) - and then being forced to click a tiny sound at 01:39:413 (2) - isn't nice rhythmically talking asad
  11. 02:28:982 (1,3) - there is a tiny overlap that can be avoid easily okay
  12. 02:56:741 (2) - can you up the volume of this object? or make a slider with the previous one, is really hard to hear atm sure added
  13. 03:29:327 (1,2,3,4) - in all the map I didn't get this kind of rhythm tbh using a 3/4 slider would work better, but making the blue tick clickable don't fit too much imo okay, I had assumed that these patterns are overmapped. Well I was should to do that
  14. 03:46:310 (2,1) - tails can be stacked better noice
  15. last part can keep combos more consistent tho, I guess you know what I mean not sure what you mead, but I tried D:
  16. map is really solid, but i really dislike the intro and some rhythm usages, anyways GL with this
Thanks for modding
Kibbleru
kihl me

bg is so terrifying :X
00:29:585 (3,4) - i think this should have a bit more distance, at least to be able to tell the 3/4
00:32:775 (3,1) - maybe dont overlap xD?. just for asthetics. i think
00:37:603 (2,4) - ^
01:04:154 (1,2,3,4,5,6,7,8) - this part in general could use a lower distance since the music gets uhm.. idk how to describe it. (higher pitch?)
01:05:879 (1,2) - consider swapping nc here, the lower pitch drums start here 01:05:965 -
01:12:344 - no note here?
01:20:620 - ^
01:23:379 - ^ ill stop pointing these xD u should stay consistent though with ur triplets
01:27:603 (1,2) - might look better if u just spaced it out completely
01:38:120 (2,3,4,5,6,7,8,9,1) - u can do increasing spacing here.
03:50:534 (2,3,4,5,6,7,8,9,1) - ^
Topic Starter
FCL

Kibbleru wrote:

kihl me srlly?

bg is so terrifying :X
00:29:585 (3,4) - i think this should have a bit more distance, at least to be able to tell the 3/4 ok
00:32:775 (3,1) - maybe dont overlap xD?. just for asthetics. i think ok
00:37:603 (2,4) - ^
01:04:154 (1,2,3,4,5,6,7,8) - this part in general could use a lower distance since the music gets uhm.. idk how to describe it. (higher pitch?) Yes, I understood what you mean, but anyway structure of beats doesn't got some changing
01:05:879 (1,2) - consider swapping nc here, the lower pitch drums start here 01:05:965 - ok
01:12:344 - no note here? ok
01:20:620 - ^
01:23:379 - ^ ill stop pointing these xD u should stay consistent though with ur triplets all shit like that was fixed
01:27:603 (1,2) - might look better if u just spaced it out completely I thought about it, so ok
01:38:120 (2,3,4,5,6,7,8,9,1) - u can do increasing spacing here. ok
03:50:534 (2,3,4,5,6,7,8,9,1) - ^ not ok, since they located enough far
Thank u
Mint
[General]
  1. Any metadata proof? I can only find this (1 2). Couldn't find 'Telekinesis' within any artist or title field from a reliable source.
  2. Consider adding 'bse' to the tags.
[Shadow]
  1. 00:05:361 (4,1) - 00:22:085 (1) - Jump could be bigger here. In the whole intro, everytime this special sound comes - you put a larger jump than usual.
  2. 01:04:844 (1) - Unsnapped.
  3. 01:05:534 (1,2,3,4,1,2,3) - Due to the song itself, these sounds are barely audible as they blend in with the song too much. Please use hitsounds or different volume/sampleset here.
  4. 01:16:913 (1,2,1) - 03:29:327 (1,2,1) - No matter how many times I look at these patterns, it just seems really strange to me. The new section / KIAI begins on (2)... so for me it'd make sense to start the new section there with the new SV instead? It's basically 01:06:136 (3,1,2,3,4) - ...
  5. 01:27:775 (2) - 03:40:189 (2) - There's thing ongoing sound here that makes this barely audible - even with the whistle.
  6. 02:00:017 (1) - 02:22:085 (1) - 04:12:430 (1) - 04:34:499 (1) - 04:56:568 (1) - 05:29:672 (1) - Slider end could use a clap instead, or the normal sampleset like 02:01:051 (3) - .
  7. 02:56:568 (1,2,3,1,2,3,1,2,3) - Ehhh.. didn't really like that this has exactly the same density as 03:13:810 (1,2,3,1,2,3) - which is much stronger and actually has audible sounds here at 100% to go with. It also adds to the extreme repetitiveness of this section, but it's all up to you.
  8. 03:07:603 (1,1) - 03:07:603 (1,1) - NC spam is not really needed imo, as the rest of the patterns also consistent of just (1,2,3). It looks really strange in-game due to the stack o_o
  9. 03:18:896 (2) - Why would you overmap this, if there's a clear 1/4 beat between 03:18:982 (2,3) - ?
  10. 04:29:844 (4,5) - Kinda expected a jump here, since you do that all the time here. Might take away the 'variety' here, but I feel like it doesn't really matter anymore after 4 minutes of the same thing going on to be honest and it only takes away the great overall consistency you have :?
  11. 05:28:810 (2,3,4,5,6) - Larger jump at (5,6) instead for the clap?
Overall OK, but a bit too repetitive for my taste /me blames song

Good luck!
Kyubey
01:04:849 (1) - анснапнуто
03:30:706 (5,6,1) - движение как-то не нравится, неудобно идёт. как насчёт такого? ещё и выглядит интересно http://kyubey.s-ul.eu/bQSWLjAG.jpg
03:42:603 (3,4) - если свапнуть их, то движение от пятёрки к слайдеру потом будет приятнее
03:47:258 (3,1) - зачем делать такой большой джамп из ничего? в похожих местах ты так не делал, не надо так
04:42:430 (5,6) - как насчёт свапа, чтобы потом к слайдеру выделение спейсингом сильнее было, перед громким-то битом?
Ну и мету поменяй, как выше сказали, если у тебя нет достоверных сурсов. В целом аккуратно, хоть и спейсинги здоровые какие-то, ну да фиг с ними. Позовёшь потом.
Topic Starter
FCL
metadata sources Lasse made great job with that

appleeaterx wrote:

[General]
  1. Any metadata proof? I can only find this (1 2). Couldn't find 'Telekinesis' within any artist or title field from a reliable source.
  2. Consider adding 'bse' to the tags. sure


[Shadow]
  1. 00:05:361 (4,1) - 00:22:085 (1) - Jump could be bigger here. In the whole intro, everytime this special sound comes - you put a larger jump than usual. agree
  2. 01:04:844 (1) - Unsnapped. oups
  3. 01:05:534 (1,2,3,4,1,2,3) - Due to the song itself, these sounds are barely audible as they blend in with the song too much. Please use hitsounds or different volume/sampleset here. But I used lower volume at 01:05:964 (1,2,3) - , so it should work
  4. 01:16:913 (1,2,1) - 03:29:327 (1,2,1) - No matter how many times I look at these patterns, it just seems really strange to me. The new section / KIAI begins on (2)... so for me it'd make sense to start the new section there with the new SV instead? It's basically 01:06:136 (3,1,2,3,4) - ... They have same sounds plus I didn't used lower sv only after stream part, that gave some stability. Maybe I will changing this if it a ass pain
  5. 01:27:775 (2) - 03:40:189 (2) - There's thing ongoing sound here that makes this barely audible - even with the whistle. my bad, increased volume to 40%
  6. 02:00:017 (1) - 02:22:085 (1) - 04:12:430 (1) - 04:34:499 (1) - 04:56:568 (1) - 05:29:672 (1) - Slider end could use a clap instead, or the normal sampleset like 02:01:051 (3) - . also it's my bad, fixed
  7. 02:56:568 (1,2,3,1,2,3,1,2,3) - Ehhh.. didn't really like that this has exactly the same density as 03:13:810 (1,2,3,1,2,3) - which is much stronger and actually has audible sounds here at 100% to go with. It also adds to the extreme repetitiveness of this section, but it's all up to you.
  8. 03:07:603 (1,1) - 03:07:603 (1,1) - NC spam is not really needed imo, as the rest of the patterns also consistent of just (1,2,3). It looks really strange in-game due to the stack o_o sure, fixed
  9. 03:18:896 (2) - Why would you overmap this, if there's a clear 1/4 beat between 03:18:982 (2,3) - ? damn, this cirlcse shouldn't be here
  10. 04:29:844 (4,5) - Kinda expected a jump here, since you do that all the time here. Might take away the 'variety' here, but I feel like it doesn't really matter anymore after 4 minutes of the same thing going on to be honest and it only takes away the great overall consistency you have :? That placement is fine imo
  11. 05:28:810 (2,3,4,5,6) - Larger jump at (5,6) instead for the clap? y
Overall OK, but a bit too repetitive for my taste /me blames song

Good luck!
Thank u for modding
Topic Starter
FCL
oups, double post
@Kyubey fixed all
Kyubey
Bubble #1.

Первый же?
Pereira006
[Shadow]

Hitsound:

  1. 00:35:017 (2,3,4) - (2) and (4) in sampleset should be auto, because the soft is don't sound good, but as respect you style hitsound consistency, if you wanna keep this as soft, i wonder why other object like 00:40:534 (2) is not soft, but the rhythm are repetive too much. look like this part 00:35:017 (2,3,4) is inconsistency, need change to auto in sampleset
  2. 01:26:741 (5) - should add whistle imo, because in 01:15:706 (5) - have beat + instruments strong but in 01:26:741 (5) have strong instrument but without beat, whistle would be nice here IMO
  3. 03:38:637 (2,3,4,5) - ^ same happen
Gameplay:

  1. 01:05:792 (3,4) - the spacing would be same as 01:05:534 (1,2), would be nice because this part don't feel like starting more higher.
  2. 03:17:948 (5) - isn't should be NC like happen first kiai ? because the beats is change.
  3. 03:42:775 (4,5) - the spacing is very low, make 1.50x like you did before pattern example 03:40:361 (3,4), 03:48:292 (4,5) and many more
  4. 03:53:465 (2,3) - ^ same happen
[]
poke when done
Topic Starter
FCL

Pereira006 wrote:

[Shadow]

Hitsound:

  1. 00:35:017 (2,3,4) - (2) and (4) in sampleset should be auto, because the soft is don't sound good, but as respect you style hitsound consistency, if you wanna keep this as soft, i wonder why other object like 00:40:534 (2) is not soft, but the rhythm are repetive too much. look like this part 00:35:017 (2,3,4) is inconsistency, need change to auto in sampleset
  2. 01:26:741 (5) - should add whistle imo, because in 01:15:706 (5) - have beat + instruments strong but in 01:26:741 (5) have strong instrument but without beat, whistle would be nice here IMO
  3. 03:38:637 (2,3,4,5) - ^ same happen all fixed there
Gameplay:

  1. 01:05:792 (3,4) - the spacing would be same as 01:05:534 (1,2), would be nice because this part don't feel like starting more higher. not absolutely agree, but I can change them, it not so important
  2. 03:17:948 (5) - isn't should be NC like happen first kiai ? because the beats is change. oh sure
  3. 03:42:775 (4,5) - the spacing is very low, make 1.50x like you did before pattern example 03:40:361 (3,4), 03:48:292 (4,5) and many more
  4. 03:53:465 (2,3) - ^ same happen yep, changed
[]
poke when done
Thanks!
Pereira006
there no nothing problem, all look consistency

bubble #2
Topic Starter
FCL
Thank you :D
Shiranai
Hello~
Small sugestion,

Shadow
  1. 01:05:964 (1,2,3,1) - Maybe you can compressed the stream on that one into 0.40x or something? to make it more fit with stream there which is have lower volume? something like http://puu.sh/ohXrQ/248d1ef735.jpg
  2. 01:38:465 (5,6,7) - The flows will be better if you try to ctrl+g that and a bit move to x:257 y:106 to readjust the spacing http://puu.sh/ohXXN/c86bcd3088.jpg
  3. 01:46:913 (4,5) - and 03:59:327 (4,5) - I think the rhythm on that one better to be like http://puu.sh/ohXOR/4a053d5313.jpg , so the whole fast and slow slider on that part is more consistent
  4. 02:10:620 - Set sampleset into soft http://puu.sh/oi0qT/71ed64c37e.jpg so the hithound will sound softer
  5. 02:56:568 - until 03:04:499 - Umm I don't really understand what did you try to follow on that part, literally they just a static or noise sound nothing to be mapped imo so just using another spinner will looks more reasonable http://puu.sh/ohZMc/2c3fc28fa1.jpg. Furthermore if you want to make a build up from the noise sounds I think the rhythm better be start on 03:04:844 - as the song itself begin to change http://puu.sh/ohZJ6/de603a3b85.jpg
  6. 03:51:999 - Set sampleset into soft http://puu.sh/oi0qT/71ed64c37e.jpg so the hithound will sound softer
  7. 03:57:085 (6) - That drum clap kinda out of place imo comparing to previous same part after second kiai
  8. 04:00:361 - Missing clap
Topic Starter
FCL

Mako Sakata wrote:

Hello~
Small sugestion,

Shadow
  1. 01:05:964 (1,2,3,1) - Maybe you can compressed the stream on that one into 0.40x or something? to make it more fit with stream there which is have lower volume? something like http://puu.sh/ohXrQ/248d1ef735.jpg did something other. Just increase spacing betwee (3) and (4) to 0.7
  2. 01:38:465 (5,6,7) - The flows will be better if you try to ctrl+g that and a bit move to x:257 y:106 to readjust the spacing http://puu.sh/ohXXN/c86bcd3088.jpg did somthing similar
  3. 01:46:913 (4,5) - and 03:59:327 (4,5) - I think the rhythm on that one better to be like http://puu.sh/ohXOR/4a053d5313.jpg , so the whole fast and slow slider on that part is more consistent Don't agree since these sounds has another structure, you may listening carefully and understood that they have trying to end at white ticks
  4. 02:10:620 - Set sampleset into soft http://puu.sh/oi0qT/71ed64c37e.jpg so the hithound will sound softer fixed
  5. 02:56:568 - until 03:04:499 - Umm I don't really understand what did you try to follow on that part, literally they just a static or noise sound nothing to be mapped imo so just using another spinner will looks more reasonable http://puu.sh/ohZMc/2c3fc28fa1.jpg. Furthermore if you want to make a build up from the noise sounds I think the rhythm better be start on 03:04:844 - as the song itself begin to change http://puu.sh/ohZJ6/de603a3b85.jpg no, the song sounds at these patterns, but he's sounds a pretty quiet. Also I can't represent how I can use spinner after sound of drop 02:56:568 (1) -
  6. 03:51:999 - Set sampleset into soft http://puu.sh/oi0qT/71ed64c37e.jpg so the hithound will sound softer fixed
  7. 03:57:085 (6) - That drum clap kinda out of place imo comparing to previous same part after second kiai okay
  8. 04:00:361 - Missing clap fixed
Thank you Mako!
Shiranai
Sorry it take a long time;;

Recheck,
01:26:913 - until 01:28:292 - and 03:39:327 - until 03:40:706 - Try to increase the volume those parts around ~10%? both hitsound and music volume kinda too quite imo, raise the volume a bit would be nice for a better feedback

Let me know again :)
Topic Starter
FCL
alright, fixed
Also added marathon in tags cuz it's 5+ minut map lol
Shiranai
Seems great, qualified!
Topic Starter
FCL
Thank you <3
Electoz
z
Namki
Ура, поздравляю!
Narrow Minds
Gratz (:
wajinshu
Поздравляю \w/
Doj
this is some good stuff m8, very well done
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