fixed all except 04:16:036 - things cause I like them and yes
score v2 that's what's going on
score v2 that's what's going on
Glad you like itXantaria wrote:
Love this map so much!
Think this will be in my all time top 5, seriously man, amazing work! Playing it nonstop :')Maakkeli wrote:
Glad you like itXantaria wrote:
Love this map so much!
cuz i don't
Thanks for the mod and thanks Xantaria for your support! Really appreciated!Reditum wrote:
H A R D F O L K
R O C K M E T A L
Diff:
00:01:550 –It may be in your best interest to have this section be just grey colors until the background appears - ye good idea
01:33:877 – JESUS FUCKING CHRIST I ALMOST LITERALLY FUCKING SHIT MYSELF like turn the volume down a little bit pls - but that's the idea
02:17:513 –any reason for the lack of pulsing here and the change in combocolors? (Also I guess we’re in 1/3 now????? I honestly can’t tell if you’re just mapping it wrong or if they literally just change meters here lol) - idk about the pulsing ask ComfyWolf but combocolors are explained on my first post
03:57:011 (6) –you’re so close to not overlapping sliderends with (1) that you might as well not overlap them. Apply to all similar patterns. - but i want to do that kind of overlaps. I'll check them and try to make them a bit cleaner though
06:03:436 (2) – You might want to find a sample that’s appropriately pitched to the key of the last chord, lol. It’s a problem I have with the new trend that people are doing when they are using chimes. Chimes are a pitched instrument, and as such, if they are not in the right key, they’re going to sound pretty stupid. Pls find. - i'm trying but i have no idea on how to hitsound. I have no idea what that sound even is. I can only read guitar tabs and this is getting annyoing
Overall this is a gr8 map go get it approved tbh - trying my best to do that after ComfyWolf is done with SB
Thanks for the mod my favorite food!Spaghetti wrote:
[Metadata][Files]
- Artist: Check! - Check!
- Title: Check! - Check!
- Diff Name: Check! - Check!
- Tags: Check! - Check!
[Timing]
- Check!
[Hitsounding]
- BPM: Check! - Check!
- Offset: Check! - Check!
- Red Points: Check! - Check!
- Green Points: Check! - Check!
[Difficulty]
- 00:30:583 (1) - Missing the bell finish. - Check!
- 00:31:873 (1) - This isn't on the downbeat but, there is a bell in the BG of the music. I'd add a bell finish here too. - Check!
- 03:00:050 (1,2,3,4,5,6) - This section would sound better if you removed the whistle at 03:00:050 (1) - . It doesn't sound right with the transition.
- The snare on 05:19:799 (5) - this slider tick gets cut out by the end of the slider. I'm not exactly sure how to fix this but it sounds really ugly, maybe you should look into it and find a solution. - Check!
- 05:24:163 (5) - Missing clap. - Check!
- 05:26:618 (5) - What I said above about the red tick. - Check!
- 05:26:890 (1) - Missing whistle. - Check!
- 05:44:344 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,11,12,13) - Just an idea for this stream. Maybe find some tom hitsounds and compliment the drum fill? It'd sound super cool. - nononononononononnonono stupid hitsounding nonononononononon
[NC's]
- HP: Check! - Check!
- CS: Check! - Check! this is subjective
- AR: Check! - Check!
- OD: Check! - Check!
[Relentless Brutality] - omg
- Check!
- 00:26:066 (3) - Why not compliment the triplet like you did before?
- 00:28:647 (3) - ^ - slider sounds better?
- 00:59:615 (5) - This is my opinion but this slider looks ugly being so diagonal. Rotating it by 21 degrees clockwise looks much better.
- ^ - you are right but you forgot the timestamp lol. Either way I fixed these by hand so lol i'm too lazy to start using these fancy editor rotation things
- Ctrl+G'ing 01:53:240 (6) - , Ctrl+G'ing 01:53:513 (1) - , and stacking 01:53:513 (1) - 's head over the end of 01:52:967 (5) - would play much better and not affect aesthetic. - ok i'll trust you
- 02:05:240 (6) - Ctrl+G'ing this would also play nicer. - i don't want to ctrl+g all of these since this is my trademark LOL
- 02:17:513 (1) - This section is evil LOL.
- 03:27:322 (1) - ^ - vikings don't care and hey at least i introduce it with sliders and even have orange combocolor for that
- 03:40:036 (3,4) - This can be easily is misread as a 1/4 jump but it might just be me with my shitty reading.
- 03:45:011 (4) - ^
- 03:47:060 (3,1) - ^ (They wouldn't misread it any of these other times, but I'm just pointing it out for consistency if you decide to fix it.)
- 03:49:402 (3,4) - ^
- 03:54:085 (3,4) - ^ - i have not yet seen anyone missread this but i'll change it if people seriously come knocking on my door and acting like vikings
- 05:19:799 (5) - I think this would play better as a 1/4 jump with a triplet after. Something like this? - I don't really like that flow you have in your picture and if I remove that slider I would be following something random instead of that guitar. And I'd be overmapping a triple
Good luck!General Thoughts
rank pls. /
.
i actually remapped that with those sv changes but then came to a conclusion with myself that I didn't like it and reverted it xD-Kanzaki wrote:
01:05:421 (1) - Did you forgot to make SV changes for these parts?
Lasse wrote:
countermeme
manual stacks are cute
thanks for mapping full version of one of my favorite anime openings! - np
map:
ü. 01:19:937 - how about adding a timing point for a normal sampleset around here where you silence the tick instead of the slide? since it makes for a nice fading in effect with that sound in the music
might seem really useless but works quite well imo http://lasse.s-ul.eu/vexcShe4 - i tried
0. 01:33:602 - could silence spinnerend since it doesnt rly end on anything - i actually have no idea why it isn't silenced
f. 01:40:422 (1,2,3,4) - don't you want some kind of pattern here? sound for those are pretty much the same so having 1 not arranged with others feels weird.
probably not like http://i.imgur.com/aJWe98A.jpg but I guess you see what I mean - ehh i don't really see the problem here. I feel like that the current pattern fits fine and emphasizes the sounds fine
%. 01:53:513 (1,2,3) - current angle seems a bit unfitting, with how movement goes onto 3, maybe try sth like http://i.imgur.com/Y57k5V0.jpg ? - did other stuff
ii. 01:55:149 (1) - you put all that powerful hitsounding on this but then just use the old 2x ds from the weaker sounds before compared to similar sounds like 02:04:422 (1) - which get better fitting spacing - those have a higher sv so the spacing is going luls but i have it a bigger jump
zzz. 01:55:422 (2,1,2) - plays like it has nearly no spacing at all due to slider leniency which doesnt work that well with how strong it is. maybe move 1 a bit like http://i.imgur.com/8csAzE2.jpg ? - y
xd. 02:25:422 (2,3,4,5,6,7) - hacing the lower stack as a mirrored version of the upper one would look nicer imo http://i.imgur.com/BPpFVR8.jpg - i like the current more
=. 02:26:504 (2,3) - 02:29:777 (2,3) - 02:30:322 (5,6) - pretty similar, so why is 02:29:777 (2,3) - the only stacked one?
after seeing 02:38:504 (2,3) - and following it seems to be some kind of pattern I don't get - i wanted to give some kind of an emphasis to that repeating guitar sound back then and i still feel like it fits. Just so it differs from the others.
ä. 03:00:322 (2,3,4,5,6) - if you want to follow the toms here, then making 03:00:459 - also clickable would be nice - well i'd have to make both 1/2 sliders circles and that would be dumb since i'm following the other sound (i'm being so clear) but i'm hitsounding drums cause drums
8. 03:02:232 (1,2,3) - could reduce whistle spam (k you actually set the as finish it seems) here, seems a bit too noisy and makes it lose some of it's impact. like for the whole following part, or use a different whistle for the 2s and 3s maybe. at least a weaker version of this one might work better - i'll do edit a weaker version of it. if i remember tomorrow
). 03:16:959 (3,1) - rip manual stacks - why did i miss this?
/. 04:15:447 (5) - having the shape of this aligned with 04:14:569 (5,1,3) - would look nice like http://i.imgur.com/VabNo7W.jpg - my sense for visuals prevents me from doing this.
iv. 04:16:618 (4) - don't really like the rhythm choice tbh, to me putting the drums into pairs of 2+2 or just as a pattern of 4 seems to make more sense, instead of making them 3+1. but at least it's consistent for the part xd - but i like iiiiitt asäidghäahg
lol. 04:27:155 (4,5) - if you use so many nodes for you waves at make them blanket stuff proper ly (blanket mod dddd) http://i.imgur.com/VLfgeDH.jpg
04:54:667 (1) - and probably some others too. it's not very noticeable for many, but those really stand out in a bad way - i tried
uuu. 04:33:008 (4) - why only 2x ds, it's so strong - massive buffings
!. 04:33:594 (1,2) - starting the manual stack here already would look better - k
#. 04:59:350 (1) - shape is so different form the whole section but the sound is no unique at all, so having this as the only time for a more unique shape feels unfitting - p
$. 05:11:057 (1) - can you put soft sampleset on the sliderbody? normal ticks feel really unfitting here - p
§. 05:20:618 (3,4,3,4) - how about stacking them in a different directio to have the spacing for those four consitent? would look really nice => http://i.imgur.com/gvU08yC.jpg - tbh i think it would be kinda hard to read. maybe... idk i'll change this if it isn't
again. 05:53:889 (5,3) - no manual stack here? - what's going on
finallly done. 06:02:889 (1) - soft sampleset for sliderbody again? - p
so much minor stuff means it's pretty nice already, lol - thanks for the mod outta nowhere
gl
sb:Sorry, I just don't feel like those drum beats stand out enough, nor do they work for what I wanted like doing for the storyboard. Usually I find that the method I used here works for metal songs like this.
how about also using some flash for those strong hitosunded drums like 01:55:149 (1) - 02:00:058 (1) - 02:04:422 (1) -
like you did for 02:07:695 (1,2,3,4,5,6,7,8,9,10,11,12) -
same for other similar parts like 02:43:686 (1) - 02:52:413 (1) - etc
you broke there didn't you lol : Dwzxxzw wrote:
06:02:890 (1,2) -
10/10
i actually had a bigger reply but bancho is being a massive asswipe right now so have this insteadBonsai wrote:
oops
You already know me but I'll just write it anyways: Don't be scared by the length xd, as always a lot is just minor suggestions, you also don't need to give detailed reason when denying stuff lol
oh, this looks way less scary in the forum than it did when I wrote it in Word lol hf
timingstuff
- nvm a small point that can easily be changed: For better experience in converts or with Nightcore (as if anyone would ever play this map with any of those lol), add the 200BPM-section already at 05:11:047 and add one at 05:13:798 so you can delete the one in-between and still be at the right offset afterwards (the not-mapped guitar is still following the offset of the first section, but the drums set in with different offset, that's why the reset is unavoidable ) - not sure if i'm just dumb but if i put the 220bpm-section at 05:11:047 already then it would fuck up the snapping of that sliderend and that circle there.
Wow, haven't done this in a while lol
- 01:49:149 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10) - As you have seen I am terrible at streams and don't know that much about them, but afaik patterning it like this gives pmuch zero emphasis to 01:49:422 (5,9,1) but instead gives it to 01:49:695 (7,11,2) since that's where you need to jump to - As reference, look at how I did it in this map at 00:17:458 (7,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6) - (and pls ignore the rest lol damn), I think that fits better emphasis-wise, or maybe just ask some other modder who knows how streams work xd (I'll actually try to ask fartownik when he's on) - imo it would be super weird for the snare to be a circle here. Like for me it's more "natural" to emphasize the snares with kicksliders here rather than jumps.
- 02:34:004 (3) - doesn't make much difference but I feel like making this just a circle would fit better since the note at the tail isn't audible at all when not supported by hitsounding - i like this random ebin gimmick idk imo it emphasizes the triple stuff nicely for some reason
- 03:57:291 - extremely minor but from here on, at the parts where you do the back&forth-jumps, like 03:58:462 (1,2,3) - 04:01:096 (2,3,1) etc, I don't really hear the stuff in the music that those jumps seem to be mapped after bc they're so quiet, so I'd find it pretty cool if you could maybe support that a bit by some sort of hitsounding? - throw me cool hitsounds for this and i'll do it
- 04:12:218 (4,1,2) - This flows reeaally weird for me, I instincitvely moved right to (2), maybe bc (4,1) is so close but suddenly (1,2) is so far away? dunno - idk man this flow always felt natural to me
- Again not any real issue but a suggestion: Imo the section from 04:25:389 on would work very well as a slightly more calm section for the player to rest a bit, like by lowering spacing/SV by a bit - Right now, it seems to be exactly as hard as the section from 04:34:755 on although there is much more happening there - i'm not gonna reduce sv cause i suck with slow sv nowadays and i think i reduced the spacing when i mapped this