forum

Jeff Williams - When It Falls (feat. Casey Lee Williams)

posted
Total Posts
23
Topic Starter
Pho
This beatmap was submitted using in-game submission on Sonntag, 12. Juni 2016 at 11:12:24

Artist: Jeff Williams
Title: When It Falls (feat. Casey Lee Williams)
Source: RWBY
Tags: season volume 3 three opening red white black yellow tv size tvsize
BPM: 105,3
Filesize: 2985kb
Play Time: 01:16
Difficulties Available:
  1. Easy (1,48 stars, 76 notes)
  2. Hard (2,88 stars, 192 notes)
  3. Hyper (3,89 stars, 259 notes)
  4. Insane (4,78 stars, 303 notes)
  5. Normal (2,16 stars, 132 notes)
  6. Shattered (5,83 stars, 343 notes)
Download: Jeff Williams - When It Falls (feat. Casey Lee Williams)
Information: Scores/Beatmap Listing
---------------
rekt
Smokeman
NM from muh q

Shattered

couldnt really play this since no tablet (rip). Tried to play it with mouse and relax on so most of it isnt rly tested so... ye more like thoughts and observations.

00:10:354 (5,6) - I know you that you mapped the bass with the slider and it fits musicaly but i think if you actually reversed the rythm you would get a much better payoff on 00:10:744 (1) - like this.. I like how this looks if you just move the objects in the itmeline (thing), so mayb you could change the start point of the jumps 00:09:835 (1,2,3,4) - instead of moving 00:10:354 (5,6) - on the playfield.
00:12:692 (6) - personal thing: move this to ~ 200|141. Fits the music more since you keep the whole patern ina circular motion. Because you keep things rotating in one direction breaking out of it with the slider way out there feels/looks more rewarding. The way you have it now, you are putting more stress on 00:12:692 - and so jumping to 00:12:822 - feels kinda kinda awkward :/
00:15:679 (4,5) - make the curve of 5 look more in sinc with the flow. example
00:16:847 (3,1) - move these a bit more apart? They are almost touching so it looks more clear
00:21:133 (1) - There are a lot of thise rythms in this song. But The vocals in this one make it sound a bit off imo. You could move it 1/2 later and add a stacked note over the slider head (00:21:133 - ). Depending how you feel like you could either change the new slider on 00:21:263 - to be 1/2 or stick with the 1/1.
00:27:302 (5,6,1) - move 5 and 6 a bit further down so you have better circle :^)
00:38:276 (2) - it does look good ...but i think its too fancy for this part. The guitar stroke is nearly inaudible. normal linear or slightly curved slider should do the trick.
00:39:964 (1,2,1,2) - custom off-stack? It looks kinda wierd ingame. 00:39:964 (1,2) - looks stacked but 00:41:782 (1,2) - not
00:45:937 (3) - You could keep the momentum of this part going for little longer if you put 3 over 00:46:067 (1) - . It looks kinda cooler imo
00:47:885 (4,1) - trigger the blanketfags ayy
00:50:352 (1,2) - Dont you think the spacing between these too is a bit too low concidering the intensity of the rest of the part? The "above" 00:50:742 - starts on a slider-end so there should be some buildup for the next part. OR just change 00:50:612 (2) - with a circle and a slider to fit more.
00:52:300 - You could enhance the strength of this part by mapping a kickslider to the vocals. The scream (outcry?) would flow into the 5-note stream which would be kinda cool imo. You dont need to do it here 00:54:378 - since the outcry starts with the streamm... oh well.
00:56:326 - i think this should beclickable so it flows cooler into 00:56:456 (1) - :/
00:59:703 (1,2,3,4,5,6,1,2,3) - you are slowly increasing the spacing as the vocals get more intense. but the vocals get less intense here 01:01:261 (4,5,6) - so it would be kinda fitting to reduce the spacing of these 01:01:261 (4,5) - .
01:16:326 (5) - some dump shit: change it to a 1/2 slider to follow the guitar note till it gets palm-muted.

Insane

00:21:133 (1) - same thing like above
00:52:430 (1,1,2,3,4) - why are these different?
00:55:547 (1,2,1,2,1,2,3) - I think these are a bit to hard to hit for an insane on 230BPM :/
00:57:625 (1,2) - move these 1/2 earlier so they play on the lyrics?
00:59:703 (2) - this feel just as off as 00:21:133 (1)
01:05:937 (1,2,1,2,1,2,3,4) - difficulty is kinda subjective but this is kinda overkill (8 1/2 notes on 230 bpm)
01:16:326 - same shitty quirck suggestion

Hyper

00:34:899 - its rly wierd to let this space open like this in such an intense section out of the blue :/
00:45:547 (2,3) - hwy not swap this rythm like this. This feel more intuitive imo
00:52:430 (1) - do you rly need to map the drums here. Tbh they are so silent i had to double check. smth like this instead
00:53:469 (1,2,3) - these caught me by surprise. You stack alot of things so it was kinda wierd to have a 1/1 stack all of a sudden. Dunno how you could fix this since its a sightread problem more than anything.
00:54:508 (5,6) - this one is kinda fine and i dont know why. But you could change it to a similar fashion as the one before
01:00:352 (4,5) - 01:02:041 (2,1) - these have visually the same spacing although they have different rythms


All you ppl start mapping these offbeat sliders...
Sorry if i didnt see some intentions, i haven't experimented with these myself
Topic Starter
Pho

Smokeman wrote:

NM from muh q

Shattered

couldnt really play this since no tablet (rip). Tried to play it with mouse and relax on so most of it isnt rly tested so... ye more like thoughts and observations.

00:10:354 (5,6) - I know you that you mapped the bass with the slider and it fits musicaly but i think if you actually reversed the rythm you would get a much better payoff on 00:10:744 (1) - like this.. I like how this looks if you just move the objects in the itmeline (thing), so mayb you could change the start point of the jumps 00:09:835 (1,2,3,4) - instead of moving 00:10:354 (5,6) - on the playfield. I'd like to keep it as it is right now due to said reason. The offbeat slider here works really well with the bass, and I want to keep it in this way.
00:12:692 (6) - personal thing: move this to ~ 200|141. Fits the music more since you keep the whole patern ina circular motion. Because you keep things rotating in one direction breaking out of it with the slider way out there feels/looks more rewarding. The way you have it now, you are putting more stress on 00:12:692 - and so jumping to 00:12:822 - feels kinda kinda awkward :/ I cleaned up the spacing for the jump, but the motion stays the same. Pure circular motion doesn't feel too rewarding for me .
00:15:679 (4,5) - make the curve of 5 look more in sinc with the flow. example
00:16:847 (3,1) - move these a bit more apart? They are almost touching so it looks more clear
00:21:133 (1) - There are a lot of thise rythms in this song. But The vocals in this one make it sound a bit off imo. You could move it 1/2 later and add a stacked note over the slider head (00:21:133 - ). Depending how you feel like you could either change the new slider on 00:21:263 - to be 1/2 or stick with the 1/1. It's actually following the bass line here.
00:27:302 (5,6,1) - move 5 and 6 a bit further down so you have better circle :^)
00:38:276 (2) - it does look good ...but i think its too fancy for this part. The guitar stroke is nearly inaudible. normal linear or slightly curved slider should do the trick. That's rather subjective, for me the stroke is noticeable enough for the shape.
00:39:964 (1,2,1,2) - custom off-stack? It looks kinda wierd ingame. 00:39:964 (1,2) - looks stacked but 00:41:782 (1,2) - not That's due to their timeline distance but I guess I'll arrange it anyway.
00:45:937 (3) - You could keep the momentum of this part going for little longer if you put 3 over 00:46:067 (1) - . It looks kinda cooler imo The current motion brings more momentum in the pattern, stacking them would cause a reset in flow which i really don't want to do here.
00:47:885 (4,1) - trigger the blanketfags ayy Blankets are for nubs. is intentional xd
00:50:352 (1,2) - Dont you think the spacing between these too is a bit too low concidering the intensity of the rest of the part? The "above" 00:50:742 - starts on a slider-end so there should be some buildup for the next part. OR just change 00:50:612 (2) - with a circle and a slider to fit more.
00:52:300 - You could enhance the strength of this part by mapping a kickslider to the vocals. The scream (outcry?) would flow into the 5-note stream which would be kinda cool imo. You dont need to do it here 00:54:378 - since the outcry starts with the streamm... oh well. Feels weird to play for me at this bpm. I'd rather leave it as is.
00:56:326 - i think this should beclickable so it flows cooler into 00:56:456 (1) - :/ I'd like the current repeatslider more as the music's calming down at this point.
00:59:703 (1,2,3,4,5,6,1,2,3) - you are slowly increasing the spacing as the vocals get more intense. but the vocals get less intense here 01:01:261 (4,5,6) - so it would be kinda fitting to reduce the spacing of these 01:01:261 (4,5) - . Intensity is still high at this point, only the pitch went down.
01:16:326 (5) - some dump shit: change it to a 1/2 slider to follow the guitar note till it gets palm-muted. Circle puts better emphasis on the cymbal which is more prominent to me.

Insane

00:21:133 (1) - same thing like above Same reasoning as above.
00:52:430 (1,1,2,3,4) - why are these different? I'm not sure what you mean by this
00:55:547 (1,2,1,2,1,2,3) - I think these are a bit to hard to hit for an insane on 230BPM :/ Doesn't look as difficult to play as it looks imo, but I'll think about it
00:57:625 (1,2) - move these 1/2 earlier so they play on the lyrics? Would feel weird at this point as it leaves the dominant beats unclickable.
00:59:703 (2) - this feel just as off as 00:21:133 (1) I think this is fine, doesn't feel misplaced to me.
01:05:937 (1,2,1,2,1,2,3,4) - difficulty is kinda subjective but this is kinda overkill (8 1/2 notes on 230 bpm) only for hardcore bois
01:16:326 - same shitty quirck suggestion ^xd

Hyper

00:34:899 - its rly wierd to let this space open like this in such an intense section out of the blue :/ The gap is for gameplay purposes to take a small break. Doesn't feel too bad to leave this out.
00:45:547 (2,3) - hwy not swap this rythm like this. This feel more intuitive imo I'd like to keep the rhythm as is, that offbeat slider feels weird.
00:52:430 (1) - do you rly need to map the drums here. Tbh they are so silent i had to double check. smth like this instead Clearly notable for me, I'd like to keep this repeatslider.
00:53:469 (1,2,3) - these caught me by surprise. You stack alot of things so it was kinda wierd to have a 1/1 stack all of a sudden. Dunno how you could fix this since its a sightread problem more than anything. I agree that this is tricky to read but at this difficulty stage I expect players to play this properly. Might change if more players share the same issue though.
00:54:508 (5,6) - this one is kinda fine and i dont know why. But you could change it to a similar fashion as the one before That's pretty much like the previous one lol.
01:00:352 (4,5) - 01:02:041 (2,1) - these have visually the same spacing although they have different rythms


All you ppl start mapping these offbeat sliders... Well, as long as there is a proper reasoning behind using offbeat sliders, I don't know what the issue is.
Sorry if i didnt see some intentions, i haven't experimented with these myself
Woop, thanks for checking the set out Smokeman, really appreciate it! No mentions = fixed!
Mekki
Hey, from my queue!

[General]
  1. You have a green point snapped on the wrong snap that contains volume changes, to make a better impression, snap it correctly: 00:31:718 (1) -
  2. Do not forget of disabling Widescreen Support on your diffs, some of them has it activated, and you don't have any SBs.
[Easy]
Seems fine :3

[Normal]
  1. 00:14:770 (4) - Add a note here maybe
  2. 00:31:653 (1) - You could create a interesting rhythm by doing somethign like that here http://puu.sh/nGsKx/9571e43d7b.jpg
  3. 00:36:847 (3) - This one is too strong for being stacked, even for a Normal, consider unstacking it of (1).
  4. 00:38:925 (6) - ^ o3o
  5. 00:48:144 (1,2,3) - This rhythm seems better to emphasize vocals http://puu.sh/nGsWG/364140fc9c.jpg
Sweetie diff :3

[Hard]
  1. 00:23:211 (1) - Following the background guitar seems very weird at this part, maybe you could try rhythms like that http://puu.sh/nGrsI/803d04d604.jpg | http://puu.sh/nGruG/388458dc99.jpg
  2. 00:29:575 (1) - Move shape to down for better flow :3 http://puu.sh/nGrFu/dc4041f98d.jpg
  3. 00:46:716 (3,4,5,1) - Those overlaps makes a really ugly section, that is very noticeable in gameplay, those are not good kind of overlaps. Try to do something more clear here.
  4. 01:16:326 (1) - Add a NC :3
Wow! Seems fine to my eyes, sorry for being nazi o3o

[Hyper]
  1. 00:07:952 (1) - You missed a NC here.
Perfect!

I don't feel secure to mod other diffs cuz they are too hard for me, what a nice map you have there :3 GL~
Topic Starter
Pho

MkGuh wrote:

Hey, from my queue!

[General]
  1. You have a green point snapped on the wrong snap that contains volume changes, to make a better impression, snap it correctly: 00:31:718 (1) - It's purposely set this way so the cambal 1/4 earlier still has the higher volume.
  2. Do not forget of disabling Widescreen Support on your diffs, some of them has it activated, and you don't have any SBs.
[Easy]
Seems fine :3 :3

[Normal]
  1. 00:14:770 (4) - Add a note here maybe
  2. 00:31:653 (1) - You could create a interesting rhythm by doing somethign like that here http://puu.sh/nGsKx/9571e43d7b.jpg
  3. 00:36:847 (3) - This one is too strong for being stacked, even for a Normal, consider unstacking it of (1). Fits really well for the vocal though as it is the same pitch.
  4. 00:38:925 (6) - ^ o3o I prefer stacking here for consistency with the previous one.
  5. 00:48:144 (1,2,3) - This rhythm seems better to emphasize vocals http://puu.sh/nGsWG/364140fc9c.jpgReworked in another way as the offbeat sliders were actually pretty bad lol.
Sweetie diff :3 !:3

[Hard]
  1. 00:23:211 (1) - Following the background guitar seems very weird at this part, maybe you could try rhythms like that http://puu.sh/nGrsI/803d04d604.jpg | http://puu.sh/nGruG/388458dc99.jpg I prefer sticking to the guitar in the background here.
  2. 00:29:575 (1) - Move shape to down for better flow :3 http://puu.sh/nGrFu/dc4041f98d.jpg
  3. 00:46:716 (3,4,5,1) - Those overlaps makes a really ugly section, that is very noticeable in gameplay, those are not good kind of overlaps. Try to do something more clear here.
  4. 01:16:326 (1) - Add a NC :3 Doesn't really matter at the end tbh, so I left it out.
Wow! Seems fine to my eyes, sorry for being nazi o3o

[Hyper]
  1. 00:07:952 (1) - You missed a NC here.
Perfect!

I don't feel secure to mod other diffs cuz they are too hard for me, what a nice map you have there :3 GL~
Neat, thanks for the mod MkGuh! :) Applied everything else that I didn't comment!
Xinying
Hi , from my queue NM request ^^


General

  1. BPM and Offset : ✓
  2. Aimod : ✓
  3. Metadata : ✓
  4. Tags : ✓ , but maybe wouldn't hurt to add 'Ruby' , 'Weiss' , 'Blake' and 'Yang' because that is the full RWBY.
  5. Background Image : ✓
  6. Kiai : - , since the song is basically 'the same' , I think having no kiai is a good choice. However , I would also suggest a kiai like this. Since in the RWBY site , they stated that 'As the song approaches the hook, the guitar riff continues on until the last line, where it slows down, until the chorus picks up the pace by increasing the tempo and the backing vocals until they finally slow down.'.
  7. Hitsound : ✓
  8. Video : -

Easy

  1. 00:42:041 (3,4) - Just a small suggestion to play with blanket here.
  2. 01:06:976 (1,2) - Same. Try this maybe.

Normal

  1. 00:51:131 - Maybe add a note here for consistency? Since there's a clap sound.

Hard

  1. 00:30:614 (1,1) - They overlap abit. Consider shifting one.
  2. 01:05:937 (1,2,3,1,2,3) - Woah .. don't you think its a little bit too hard for this difficulty? Maybe just stack them will do?
  3. 01:15:807 (2) - Since this is a linear slider , I suggest 3 to be placed like this. An alternative would be to have a little 'hat' flow by curving 2. Like this.

Hyper

  1. 01:02:041 (2,1) - Because they don't follow DS , I think it'll be a little confusing to play.
  2. 01:07:495 (2) - Minor error , but stack to 01:06:456 (1) - properly xd .

Overall

  1. I have nothing to say about the last 2 difficulties , they are both really enjoyable.
  2. Nice selection of combo colors , since they fit the RWBY theme :)
  3. Really good spread overall , good luck to you! :)
Topic Starter
Pho

Chocox wrote:

Hi , from my queue NM request ^^


General

  1. BPM and Offset : ✓
  2. Aimod : ✓
  3. Metadata : ✓
  4. Tags : ✓ , but maybe wouldn't hurt to add 'Ruby' , 'Weiss' , 'Blake' and 'Yang' because that is the full RWBY.
  5. Background Image : ✓
  6. Kiai : - , since the song is basically 'the same' , I think having no kiai is a good choice. However , I would also suggest a kiai like this. Since in the RWBY site , they stated that 'As the song approaches the hook, the guitar riff continues on until the last line, where it slows down, until the chorus picks up the pace by increasing the tempo and the backing vocals until they finally slow down.'. That sounds plausible, but I 'd rather stick with not including a kiai time due to the constant intensity throughout the whole track as you already said.
  7. Hitsound : ✓
  8. Video : -

Easy

  1. 00:42:041 (3,4) - Just a small suggestion to play with blanket here. Blankets force flow too much for me, hence why I often don't blanket at all. The same goes for similar suggestions.
  2. 01:06:976 (1,2) - Same. Try this maybe.

Normal

  1. 00:51:131 - Maybe add a note here for consistency? Since there's a clap sound. I think it's good to have a gap here for newer players to have a small break considering how intense the previous part is.

Hard

  1. 00:30:614 (1,1) - They overlap abit. Consider shifting one.
  2. 01:05:937 (1,2,3,1,2,3) - Woah .. don't you think its a little bit too hard for this difficulty? Maybe just stack them will do? I will certainly think about this one, but I like this 'spike' right at the end of the song as it fits well into the musical context.
  3. 01:15:807 (2) - Since this is a linear slider , I suggest 3 to be placed like this. An alternative would be to have a little 'hat' flow by curving 2. Like this. I like what I have, flow doesn not always have to be this smooth.

Hyper

  1. 01:02:041 (2,1) - Because they don't follow DS , I think it'll be a little confusing to play.
  2. 01:07:495 (2) - Minor error , but stack to 01:06:456 (1) - properly xd .

Overall

  1. I have nothing to say about the last 2 difficulties , they are both really enjoyable.
  2. Nice selection of combo colors , since they fit the RWBY theme :)
  3. Really good spread overall , good luck to you! :)
Did everything not mentioned, thanks for checking out Chocox! :)
Jon
nooby mapper and modder, please be gentle
ooh rwby <3

easy
00:27:497 (1,2,3,4) - pretty cool pattern but might be hard to play for an easy player (maybe try something simpler but still different from other patterns like this?:

01:10:092 (2) - maybe keep it like before and change it to a circle to maintain some consistency? you did this for all the other patterns like this at the end

rest looks fine to me

normal
00:17:886 (3) - at least attempt to make this look like a blanket please? this looks pretty cool:
00:49:833 (5,1) - why not make (5) extend for two more beats so it's like the other patterns (example: 00:45:677 (4,1) - )
01:05:417 (2) - i don't hear this repeat in the music, but i might be wrong

hard
00:03:547 (3) - since this part ends with a new note in the music, why not make this slider repeat only once, and add a circle here?
00:31:263 (3) - maybe make this repeat only once?
rest seems good

hyper
00:07:952 (1) - why is there even a break after this note?
00:14:899 (1) - don't wanna be too picky here but this sounds pretty meh without hitsound here
00:23:211 (1) - ^
00:52:300 (4,1) - this sounds really random, but it's mostly because of this note here 00:52:430 (1) - a possible fix could be removing a (1) repeat from the slider
00:54:508 (5) - ^
01:02:300 (1,2,3,4) - why not a square here? or even better a parallelogram

insane
again i wonder 00:07:952 (1) - why is there a break after this
00:13:990 (1,2) - spread this out to keep the back and forth feel
00:52:430 (1) - this happened in the last diff and the same solution seems to work
00:55:547 (1,2,1,2,1,2) - maybe instead of that trianglish pattern you put, what about 2 triangles rotated a bit like this
follow up to ^ if you do that, remember to remove NC off of 00:55:677 (1,1,1,1) -
everything else looks nice to me

i can't mod the highest diff

this map is great, keep up the good work pho :)
Topic Starter
Pho

zshadowjon wrote:

nooby mapper and modder, please be gentle
ooh rwby <3

easy
00:27:497 (1,2,3,4) - pretty cool pattern but might be hard to play for an easy player (maybe try something simpler but still different from other patterns like this?: Rhythm should be easy to follow even for beginner players considering it's just multiple long sliders to be followed.

01:10:092 (2) - maybe keep it like before and change it to a circle to maintain some consistency? you did this for all the other patterns like this at the end

rest looks fine to me

normal
00:17:886 (3) - at least attempt to make this look like a blanket please? this looks pretty cool: I dont like to blanket on most occasions, it looks neat already.
00:49:833 (5,1) - why not make (5) extend for two more beats so it's like the other patterns (example: 00:45:677 (4,1) - ) Music is less intense here and the break is there for new players to rest a little.
01:05:417 (2) - i don't hear this repeat in the music, but i might be wrong guitars

hard
00:03:547 (3) - since this part ends with a new note in the music, why not make this slider repeat only once, and add a circle here? It's still part of the previous measure and not an accentuated beat in the music either, circle would be too much here.
00:31:263 (3) - maybe make this repeat only once? Feels weird considering the other instruments going on in the music.
rest seems good

hyper
00:07:952 (1) - why is there even a break after this note? but it's like this on every diff? xd
00:14:899 (1) - don't wanna be too picky here but this sounds pretty meh without hitsound here hmm, there should be a finish hs at this point already.
00:23:211 (1) - ^ this doesn't really need one imo
00:52:300 (4,1) - this sounds really random, but it's mostly because of this note here 00:52:430 (1) - a possible fix could be removing a (1) repeat from the slider it's there for the main vocal.
00:54:508 (5) - ^ this is for the drums in the background.
01:02:300 (1,2,3,4) - why not a square here? or even better a parallelogram that's rather subjective, i like triangle here

insane
again i wonder 00:07:952 (1) - why is there a break after this It's just the way breaks work when the time gap is too big.
00:13:990 (1,2) - spread this out to keep the back and forth feel I prefer current one.
00:52:430 (1) - this happened in the last diff and the same solution seems to work density is heavier here so that's why it feels more fitting. but there actually are drums for these 1/4 beats in the track.
00:55:547 (1,2,1,2,1,2) - maybe instead of that trianglish pattern you put, what about 2 triangles rotated a bit like this
follow up to ^ if you do that, remember to remove NC off of 00:55:677 (1,1,1,1) - I prefer the current pattern
everything else looks nice to me

i can't mod the highest diff

this map is great, keep up the good work pho :)
Wew, sorry for the delay i just came back. Thanks for the random mod zshadowjon, was pretty helpful! No comment = fixed! :)
SkinnyJommy
hi xDDDDDDDDDDDDDDD

[Shattered]
  1. 00:09:835 (1,2,3) - This first half of this pattern feels really good but 00:10:224 (4,5,6) - this flow going downward feels really awkward and doesn't play very well imo
  2. 00:10:484 (6) - Also I think this would be better to be 2 circles with greater spacing then the previous pattern because of the guitar build up and also the build up in vocals, seems nice!
  3. 00:12:692 (6) - I think this would flow better if it were placed at 380, 268
  4. 00:15:679 (4,5) - hmm I think ctrl g these would be really nice so that the slider hits on the start of the vocal
  5. 00:21:133 (1) - I think it's worth it to move this over to the big white tick at 00:21:263 - so that you can keep following the vocals, if anything you can make a triple before the big white tick with the slider like i mentioned becauuse i can hear this weird guitar roll thing
[Insane]
  1. 00:48:144 (1) - I think this should be reduced to a 1/2 slider to keep the flow going? i dont really know how to explain it but it sounds to me like the song intensifies at this part and having a long slider here kinda kills the mood
[Hyper]
  1. 00:18:666 (1,2,3) - hmmm maybe you should save all the stacks for similar parts, this is a build up in intensity part and i think the regular distance snap spacing you use would better fit here
[Hard]
  1. 00:23:211 (1) - This should definitely be moved to the big white tick i feel, just to keep the simple rhythm
[Normal]
  1. 00:43:989 (1) - This slider seems rather long, i think shortening it to the previous white tick would be pretty good
[Easy]nothing spotted here that's wrong![/list]

anyways thats it for my mod, i havent done this is a really long time and i only mostly find things wrong with flow and stuff like that in the highest difficulty, so sorry for the really short mods on the other diff's they are not my specialty at all :/ but good luck with this! the song is awesome
Milan-
Easy
-Don't you think the BPM changes in the intro is somewhat hard to handle for newbies? Why not start later when BPM is steady?
-01:09:053 (1) - cancel NC?, like 01:13:209 (3) -
-01:14:768 (5) - curved looks cooler for reasons.
-AR 4 seems a bit much for how easy your rhythms are tbh. Maybe same on normal?

Hard
-00:35:029 (1) - Because how low volumen the drums are, I'd try 1/2 like http://puu.sh/ombv7/b80ecf4ca7.jpg boths seem correct but 1/2 is less confusing.
-01:05:937 (1,2,3,1,2,3) - This actually creates a noticeable diff spike. Maybe try http://puu.sh/ombFa/5f37245d2b.jpg ? Seems less annoying to play

Hype
-00:34:770 (5,1) - I'd move (5) a bit more apart. As you use similar distance for mini jumps like 00:33:471 (4,1) - . Around 307/176 probably?
-00:59:313 (4,5,1) - I guess it'd make more sense if you use similar pattern to 01:00:352 (4,5,1) - (and also looks cleaner)

Insane
-00:47:755 (3,4,5,1) - xd?
-01:04:898 (1,2,3,4) - Fits your hitsounding much better as http://puu.sh/omc8o/7e5e7ea984.jpg imo

Shatu
-00:31:393 (4,5,6,7,1) - Use osu!tools for this stream please ;;
-00:35:029 (1,2) - Was surprised that it wasn't a 1/3 reverse + circle. It'd actually sound better.
-01:16:196 (3,4,5) - no spaced triple?????????
Topic Starter
Pho
Jimjim

SkinnyJommy wrote:

hi xDDDDDDDDDDDDDDD

[Shattered]
  1. 00:09:835 (1,2,3) - This first half of this pattern feels really good but 00:10:224 (4,5,6) - this flow going downward feels really awkward and doesn't play very well imo It seems fine to me. It doesn't even flow straight downward either and the flow stays pretty linear.
  2. 00:10:484 (6) - Also I think this would be better to be 2 circles with greater spacing then the previous pattern because of the guitar build up and also the build up in vocals, seems nice! I like the slider for the guitar here though.
  3. 00:12:692 (6) - I think this would flow better if it were placed at 380, 268
  4. 00:15:679 (4,5) - hmm I think ctrl g these would be really nice so that the slider hits on the start of the vocal Would set a strong drum beat on a sliderend, i really want to avoid doing that.
  5. 00:21:133 (1) - I think it's worth it to move this over to the big white tick at 00:21:263 - so that you can keep following the vocals, if anything you can make a triple before the big white tick with the slider like i mentioned becauuse i can hear this weird guitar roll thing It's actually there for the weird guitar roll thing xd It adds more variety to the map since it follows this special sound, so i'd like to keep it.
[Insane]
  1. 00:48:144 (1) - I think this should be reduced to a 1/2 slider to keep the flow going? i dont really know how to explain it but it sounds to me like the song intensifies at this part and having a long slider here kinda kills the mood I don't think so, 1/2 would sound overdone to me and this slider follows both vocal and guitar line really well hence i keep this.
[Hyper]
  1. 00:18:666 (1,2,3) - hmmm maybe you should save all the stacks for similar parts, this is a build up in intensity part and i think the regular distance snap spacing you use would better fit here
[Hard]
  1. 00:23:211 (1) - This should definitely be moved to the big white tick i feel, just to keep the simple rhythm
[Normal]
  1. 00:43:989 (1) - This slider seems rather long, i think shortening it to the previous white tick would be pretty good I like to make a smoother transition into this segment of the music.
[Easy]nothing spotted here that's wrong![/list]

anyways thats it for my mod, i havent done this is a really long time and i only mostly find things wrong with flow and stuff like that in the highest difficulty, so sorry for the really short mods on the other diff's they are not my specialty at all :/ but good luck with this! the song is awesome

xd

Milan- wrote:

Easy
-Don't you think the BPM changes in the intro is somewhat hard to handle for newbies? Why not start later when BPM is steady? Consistency reasons. I keep this pattern as it is, but lowered the OD by 0.5 os it should be handable now.
-01:09:053 (1) - cancel NC?, like 01:13:209 (3) -
-01:14:768 (5) - curved looks cooler for reasons.
-AR 4 seems a bit much for how easy your rhythms are tbh. Maybe same on normal? Decreased by 0.5 for Easy, but for Normal it should be fine.

Hard
-00:35:029 (1) - Because how low volumen the drums are, I'd try 1/2 like http://puu.sh/ombv7/b80ecf4ca7.jpg boths seem correct but 1/2 is less confusing. I don't think it's that hard to comprehend, but I'll keep it in mind.
-01:05:937 (1,2,3,1,2,3) - This actually creates a noticeable diff spike. Maybe try http://puu.sh/ombFa/5f37245d2b.jpg ? Seems less annoying to play Did something slightly different.

Hype
-00:34:770 (5,1) - I'd move (5) a bit more apart. As you use similar distance for mini jumps like 00:33:471 (4,1) - . Around 307/176 probably?
-00:59:313 (4,5,1) - I guess it'd make more sense if you use similar pattern to 01:00:352 (4,5,1) - (and also looks cleaner) i like the antijump here though, doesn't look that bad either.

Insane
-00:47:755 (3,4,5,1) - xd? dx
-01:04:898 (1,2,3,4) - Fits your hitsounding much better as http://puu.sh/omc8o/7e5e7ea984.jpg imo

Shatu
-00:31:393 (4,5,6,7,1) - Use osu!tools for this stream please ;;
-00:35:029 (1,2) - Was surprised that it wasn't a 1/3 reverse + circle. It'd actually sound better.
-01:16:196 (3,4,5) - no spaced triple????????? it is? xd

Ayy thanks for the mods guys! :) No comment = fixed!
Hidden-
Easy
SPOILER
Nothing much to say about this, diff seem balanced for someone new and look pretty well made and designed so that new player don't lose interrest while playing the map
Normal
SPOILER
Everything up until the end is fine:
01:06:976 (1) - 01:09:053 (1) - 01:11:131 (1) - 01:13:209 (1) - 01:15:287 (1) -
at this part, I would advice that you either mute the end of the slider or use a regular note, because since there's not a single sound there, it feels out of place, I know it's a held note in the music that's why I say either muting the end of them or do note-slider-note, or reverse slider-note(like you did in the Easy one):
Hard
SPOILER
00:04:687 (1,1,1,1) - I can't see the direction of these slider, they aren't the distance and shape don't show a direction.
00:43:989 - in this part, it's hard to see which voice you are trying to give a priority over the rest, the switch between them happens fast and makes it hard to follow.
01:06:976 (1) - <...> same as Normal, if you could mute the slider end
Hyper
SPOILER
Diff is really fun and nice
00:18:666 (1,2,3,1) - shape is weird and feel off to play, maybe if the snap was identical for all of them.
00:26:458 (1,2,1,2) - Really good sound here, good job.
00:59:183 (3,4,5,1,2,3,4,5,1) - Shapes here, makes it a bit hard to play, maybe having a bit more solid direction if possible.
01:06:976 (1) - <...> Apply here too
Really good sound chart and this diff is pretty nice to play
Insane
SPOILER
00:00:129 (1,2,3,4,1,2,3,4) - Lack a direction in those jumps in my opinion
00:03:547 (1,2,3,4) - Maybe a similar direction for the two groups of jumps or a similar DS
00:28:146 (1,2,3,1,2,3,4,1) - Good pattern and really fun
00:54:508 (1,2,3,4,1) - This stream should be Distance snapped instead of grid snapped
01:06:976 (1) - <...> same
Shattered
SPOILER
00:03:548 (5,6,7,8,1,1,1,1) - everything before that is beautiful but this should have more direction.
00:26:458 (1,2,3,4,1,2,3,4,5,1,2,3,4,5) - this stream is weirdly snapped, not in a way that makes it hard, but awkward to play.
00:36:588 (3,4,5,6) - love the direction of this stream but would be a bit better if it was Distance snapped in my opinion.
00:57:755 (2,3,4,5,6,7,1) - hard to follow, you make a lot of interresting jump pattern in this version but some lack fluency, making them hard to land or read.
Overall, most of them are opinions so it's your decision if you want or not to take them in consideration, I really like your mapping style, the only thing is the direction you take and also the lack of distance snap with stream, some of them are really awesome other could need a little tweek :) .

Really good job, hoping to see this get ranked !!
Topic Starter
Pho

TvSize225 wrote:

Easy
SPOILER
Nothing much to say about this, diff seem balanced for someone new and look pretty well made and designed so that new player don't lose interrest while playing the map
Normal
SPOILER
Everything up until the end is fine:
01:06:976 (1) - 01:09:053 (1) - 01:11:131 (1) - 01:13:209 (1) - 01:15:287 (1) -
at this part, I would advice that you either mute the end of the slider or use a regular note, because since there's not a single sound there, it feels out of place, I know it's a held note in the music that's why I say either muting the end of them or do note-slider-note, or reverse slider-note(like you did in the Easy one): There are actually faint sounds at these mentioned sliderends when the guitarrist is going to change the riffs. I'd like to keep the volume on them for better feedback on these notes. Same applies for the other maps.
Hard
SPOILER
00:04:687 (1,1,1,1) - I can't see the direction of these slider, they aren't the distance and shape don't show a direction. This is intentional. It doesn't always have to show a clear direction and the objects are visually close enough to each other to determine where the next one starts.
00:43:989 - in this part, it's hard to see which voice you are trying to give a priority over the rest, the switch between them happens fast and makes it hard to follow. Focus lies on the background music and percussions. set a 00:49:054 - beat here so this should be more plausible.
01:06:976 (1) - <...> same as Normal, if you could mute the slider end
Hyper
SPOILER
Diff is really fun and nice
00:18:666 (1,2,3,1) - shape is weird and feel off to play, maybe if the snap was identical for all of them. K
00:26:458 (1,2,1,2) - Really good sound here, good job. Thanks!
00:59:183 (3,4,5,1,2,3,4,5,1) - Shapes here, makes it a bit hard to play, maybe having a bit more solid direction if possible. Pattern should be fine as is, I didn't feel it's that hard to play.
01:06:976 (1) - <...> Apply here too
Really good sound chart and this diff is pretty nice to play
Insane
SPOILER
00:00:129 (1,2,3,4,1,2,3,4) - Lack a direction in those jumps in my opinion Not sure what you want me to fix here, the jumps are set to the highest pitched piano beats.
00:03:547 (1,2,3,4) - Maybe a similar direction for the two groups of jumps or a similar DS I'd like to keep what I have here.
00:28:146 (1,2,3,1,2,3,4,1) - Good pattern and really fun :3
00:54:508 (1,2,3,4,1) - This stream should be Distance snapped instead of grid snapped K.
01:06:976 (1) - <...> same
Shattered
SPOILER
00:03:548 (5,6,7,8,1,1,1,1) - everything before that is beautiful but this should have more direction. It has? At least I don't feel like I put a random pattern in here, and this is done purposely to add emphasis on the piano beats.
00:26:458 (1,2,3,4,1,2,3,4,5,1,2,3,4,5) - this stream is weirdly snapped, not in a way that makes it hard, but awkward to play. It felt fine to play for me and fits well to the music, I can't see a problem with it.
00:36:588 (3,4,5,6) - love the direction of this stream but would be a bit better if it was Distance snapped in my opinion. whoops fixed
00:57:755 (2,3,4,5,6,7,1) - hard to follow, you make a lot of interresting jump pattern in this version but some lack fluency, making them hard to land or read. Making them hard to aim is actually on purpose to fit the character of the song on the final difficulty. Flow is subjective and I feel the patterns I used in here should provide enough fluency.
Overall, most of them are opinions so it's your decision if you want or not to take them in consideration, I really like your mapping style, the only thing is the direction you take and also the lack of distance snap with stream, some of them are really awesome other could need a little tweek :) .

Really good job, hoping to see this get ranked !!
Sorry for the late reply TvSize, but thank you really much for this mod! :)
Kyubey
[General]
I'm sure you could use more tags, like "red white black yellow tv size tvsize".
Your hitsounds are being way too loud. This track is kinda quiet, and your hitsounds are just being way louder than the track itself, and it makes listening to the music hard. Try to reduce their overall volume. Or find the louder mp3 (I tried to search for that but couldn't find it). Or increase the volume of current mp3 (better don't, I tried to do that, it was still quiet yet distorted). Or make normal-hitnormal and normal-hitclap quiet by editing them.
Consider increasing OD for Hyper to 6.5-7, for Insane to 7.5-8 and for Shattered to 8.5-9, since it's a high BPM map, it would be logical to increase the difficulty of getting 300s as well.
[Normal]
00:16:977 (1,3) - honestly it looks like you tried to make a blanket here. so it'd be better to make a proper blanket
00:23:081 (4,1) - don't use 230 BPM 1/2 tapping in normals, it's way too fast for beginners. just try using rhythm like 00:13:990 (3,4,1) - this
01:00:612 - shouldn't you start a long slider here?
01:10:872 (5) - this is a 1/4 slider in normal. it's fast and unexpected for this kind of difficulty, especially because you never used this in this diff before, and player can get nervious at the end of the map. let's undermap this place and use note instead with skipping blue tick.
[Hard]
00:11:912 (3,4) - you should move them further just like you did later in almost all same patterns: 00:16:588 (5,1) - 00:24:899 (5,1) - 00:31:263 (3,1) - etc etc
00:35:419 (2,1) - and this actually looks like needed to be moved closer a little to be like in examples i mentioned for previous line. your spacing used in 1/2 gaps is kinda inconsistent
01:00:222 (6,1) - this too, it can be easily mistaken as 1/1
[Hyper]
01:16:196 (3,4,5) - this sounds bad, all these claps are way too loud and don't feel like something good that would finish the map well. leaving the clap+finish only on last note will feel much better, even if there's some vague 1/4 sound in the background, which actually doesn't sounds that loud as well to be emphasized with claps. also, since you used it in higher difficulties too, this line is related to them as well
[Insane]
00:21:133 (1) - this sounds weird on red tick. i can hear vocal on big white tick, but not on red one, so moving the slider 1/2 forward will make it sound better
00:39:705 (4,5,1) - i'm personally not a fan of shapes like this, stacking 5,1 with the tail of slider will look neater
00:52:300 - using 1/1 slider here would be the better idea, it's louder than that vague 1/4 drum, and you mostly followed vocals like this with sliders, so not having one here feels inconsistent. or you can just use a rhythm like this: https://qb.s-ul.eu/mYAdz3Eg.png
00:54:508 - and here
00:54:768 - also, not needed NC, it's still the same measure
00:55:807 (1,1) - this NC spam doesn't look like emphasizing something special, it feels random since you didn't use things like this before, so deleting highlighted NCs will be better
00:59:573 - vocal starts here, so placing a 1/1 slider here is better idea than placing it on big tick. or do something like 00:57:495 - there
01:00:612 - this vocal is pretty strong as well, starting a slider here will sound better
01:06:196 - again not needed NC spam. if you want to restore some hp before the hard pattern with that, it's not needed too, since a part before it isn't hard and won't drain much of hp
01:16:196 (3,4,5) - just a reference to line in hyper in case if you forgot
[Shattered]
00:21:263 - this sounds weird on red tick. i can hear vocal on big white tick, but not on red one, so moving the slider 1/2 forward will make it sound better (yes i copied that from insane)
00:49:183 - since i always use the same reason for 1/1 sliders on vocals on red ticks like this, i won't repeat all the reasoning and will just say 1/1 slider feels better started on it
00:50:222 - actually same about vocals, but two 1/2 sliders on red ticks feel better here
00:52:300 - using 1/1 slider here would be the better idea, it's louder than that vague 1/4 drum, and you mostly followed vocals like this with sliders, so not having one here feels inconsistent. or you can just use a rhythm like this: https://qb.s-ul.eu/mYAdz3Eg.png (copied again, rhythm before and after might appear different but you get the idea)
00:54:378 - and same goes here
00:58:534 - 1/1 slider feels nice
01:00:612 - ending a slider on vocals starting sounds weird, making it clickable with some 1/1 slider (or even two 1/2 sliders) feels better
01:01:651 - this is a legit place for 1/1 slider
01:16:196 (3,4,5) - quick reminder about the line in hyper
This diff also has a lot of NC spam, but since it's harder, I'll leave that to help player to restore HP.

Call me back.
Topic Starter
Pho

Kyubey wrote:

[General]
I'm sure you could use more tags, like "red white black yellow tv size tvsize".
Your hitsounds are being way too loud. This track is kinda quiet, and your hitsounds are just being way louder than the track itself, and it makes listening to the music hard. Try to reduce their overall volume. Or find the louder mp3 (I tried to search for that but couldn't find it). Or increase the volume of current mp3 (better don't, I tried to do that, it was still quiet yet distorted). Or make normal-hitnormal and normal-hitclap quiet by editing them. Lowered the overall volume by 10% in each diff instead, should be cool now.
Consider increasing OD for Hyper to 6.5-7, for Insane to 7.5-8 and for Shattered to 8.5-9, since it's a high BPM map, it would be logical to increase the difficulty of getting 300s as well. Adjusted
[Normal]
00:16:977 (1,3) - honestly it looks like you tried to make a blanket here. so it'd be better to make a proper blanket
00:23:081 (4,1) - don't use 230 BPM 1/2 tapping in normals, it's way too fast for beginners. just try using rhythm like 00:13:990 (3,4,1) - this Not sure how this circle ended up there but fixed. Kept the polarity switch though since it has a nice touch to the music.
01:00:612 - shouldn't you start a long slider here? Reworked the rhythm around this part a bit as well sinceit didn't correlate too great with the music.
01:10:872 (5) - this is a 1/4 slider in normal. it's fast and unexpected for this kind of difficulty, especially because you never used this in this diff before, and player can get nervious at the end of the map. let's undermap this place and use note instead with skipping blue tick.
[Hard]
00:11:912 (3,4) - you should move them further just like you did later in almost all same patterns: 00:16:588 (5,1) - 00:24:899 (5,1) - 00:31:263 (3,1) - etc etc
00:35:419 (2,1) - and this actually looks like needed to be moved closer a little to be like in examples i mentioned for previous line. your spacing used in 1/2 gaps is kinda inconsistent Stronger accentuated parts in the music are distanced 1.4x instead of 1.1x actually, I tried to stick closer to this principle. Fixed it for this case to catch the rhythm better.
01:00:222 (6,1) - this too, it can be easily mistaken as 1/1
[Hyper]
01:16:196 (3,4,5) - this sounds bad, all these claps are way too loud and don't feel like something good that would finish the map well. leaving the clap+finish only on last note will feel much better, even if there's some vague 1/4 sound in the background, which actually doesn't sounds that loud as well to be emphasized with claps. also, since you used it in higher difficulties too, this line is related to them as well
[Insane]
00:21:133 (1) - this sounds weird on red tick. i can hear vocal on big white tick, but not on red one, so moving the slider 1/2 forward will make it sound better there is a pretty notable 'wub' sound in the track which I was going to follow here and also in the highest difficulty.
00:39:705 (4,5,1) - i'm personally not a fan of shapes like this, stacking 5,1 with the tail of slider will look neater
00:52:300 - using 1/1 slider here would be the better idea, it's louder than that vague 1/4 drum, and you mostly followed vocals like this with sliders, so not having one here feels inconsistent. or you can just use a rhythm like this: https://qb.s-ul.eu/mYAdz3Eg.png
00:54:508 - and here
00:54:768 - also, not needed NC, it's still the same measure
00:55:807 (1,1) - this NC spam doesn't look like emphasizing something special, it feels random since you didn't use things like this before, so deleting highlighted NCs will be better
00:59:573 - vocal starts here, so placing a 1/1 slider here is better idea than placing it on big tick. or do something like 00:57:495 - there It's not that remarkable as the one you mentioned below, so I stick with my current rhythms to emphasize the initial words of each verse.
01:00:612 - this vocal is pretty strong as well, starting a slider here will sound better
01:06:196 - again not needed NC spam. if you want to restore some hp before the hard pattern with that, it's not needed too, since a part before it isn't hard and won't drain much of hp
01:16:196 (3,4,5) - just a reference to line in hyper in case if you forgot
[Shattered]
00:21:263 - this sounds weird on red tick. i can hear vocal on big white tick, but not on red one, so moving the slider 1/2 forward will make it sound better (yes i copied that from insane) there is a pretty notable 'wub' sound in the track which I was going to follow here and also in the highest difficulty. (same)
00:49:183 - since i always use the same reason for 1/1 sliders on vocals on red ticks like this, i won't repeat all the reasoning and will just say 1/1 slider feels better started on it
00:50:222 - actually same about vocals, but two 1/2 sliders on red ticks feel better here I like to lift this principle up a bit at parts where I believe guitar & percussions have high prominence as well. And here it should be fine, I also dislike having sliders end on big white ticks when there's a notable beat on them.
00:52:300 - using 1/1 slider here would be the better idea, it's louder than that vague 1/4 drum, and you mostly followed vocals like this with sliders, so not having one here feels inconsistent. or you can just use a rhythm like this: https://qb.s-ul.eu/mYAdz3Eg.png (copied again, rhythm before and after might appear different but you get the idea)
00:54:378 - and same goes here
00:58:534 - 1/1 slider feels nice Would take quite some tension away, but I put a 1/2 slider for the vocals instead.
01:00:612 - ending a slider on vocals starting sounds weird, making it clickable with some 1/1 slider (or even two 1/2 sliders) feels better
01:01:651 - this is a legit place for 1/1 slider
01:16:196 (3,4,5) - quick reminder about the line in hyper
This diff also has a lot of NC spam, but since it's harder, I'll leave that to help player to restore HP. Reduced the amount at some parts, some were not intentional.

Call me back.
Awesome, thanks Kyubey! No comment = fixed!
Kyubey
Great, bubbled.
Monstrata
Shattered

00:10:744 (1,2,3) - Aesthetically, I think you could improve the positions of 2 and 3
00:26:912 (4,5,6) - The spacing here just looks really weird to me. I think you were going for a linear pattern but somehow the spacing became a bit uneven. idk. the rest of the stream looks intuitive, just this part.
00:42:951 (3,4,5) - The timing here sounds a bit off to me... 00:42:951 (3) - sounds too late if you hear on like 50% speed. Can you doublecheck? I think its 1/6 here not 1/8.

Insane

00:34:770 (1,2,3) - This arrangement just looked weird for me xP. Like the spacing between objects doesn't look well structured, and the two repeats, i think you could use some sort of parallel arrangement to tie them together.

Hard

01:03:339 (2,3) - I would swap these two sliders in timeline so theres a larger jump towards 01:04:378 (4) - . You can emphasize the additional vocal on 4 that way. Right now you're arranged it so that its really easy to land 4. I think people at this level can already play with slider-leniency knowledge.

Normal

00:58:534 (1,2) - Spacing inconsistency here.


[]

Call me back!
Topic Starter
Pho
Pretty much applied everything. The snapping on 'Shattered' is more accurate with 1/6 snapping, I agree with that - changed it for the other difficulties as well!

Edit 2: Listened again and agree with oko too, so overall vol. reduced again by 10% for all maps
Okoratu
volume of the song and the volume of your hitsounds seems rather imbalanced to me (as in everything with the normal sampleset appears really fucking loud at 100/100), is that intentional / necessary?
Sorceress
Hey, noticed in the tags it says "season 2 two" but this is the opening for season 3. Also might be an idea to add "volume" to the tags as the seasons are officially referred to as volumes.
Monstrata
This only took a whole month longer than it needed to...

Qualified~ sry for the horrible wait LOL.
Battle
ayy more rwby maps
Please sign in to reply.

New reply