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SO SUS + KONKA - ACORN

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Topic Starter
squirrelpascals

abanes16 wrote:

M4M
INSANE
00:13:796 (2) - stack with 00:12:463 (1,2,3,7) - Okay, done
00:15:130 (3) - change slider's chape.I dont know it's a bit uncomfortable It flows okay right now
00:24:463 (3) - put it in x:368 y:328 The back and forth is okay here

EXTRA
00:05:352 (3) - why noy make it like this Isn''t uncomfortable to play, shapes are more interesting too
01:35:463 (3) - add circle This is okay. Goes well with the snap

NUT
00:15:130 (2) - end slider at the white tick This is drawn out with the lead
00:21:574 (2) - move it a little higher Did this
00:34:907 (2) - - put it in here 00:34:685 (1) - and remove 00:34:685 (1) - Better like this. Mapped to the pitch, and if you listen closley it starts again at 00:34:907
01:08:463 (4,5) - make it something like this Shape repetitiveness is okay because of repetitive kick pattern

01:46:130 (3) - end this slider at the white tick Wow, done. And doing this for the other few snap beats that I missed also.

Good Luck :)
Thank you for the mods!! :)
Ataraxia
Hii :)

Easy

00:02:241 (3) - Open ai mod and check distance snap, you will see the snap indiference (but i think is irrelevant, just a "warning")

01:08:907 (5,1,2,3) - i Don't like this section, the Nc is confuse ;s

01:59:574 (1,2,3) - Same ^

02:29:352 (4) - NC here, to correctly the section,if have a NC her, Should be in 02:08:018 (1) - , in 02:15:130 (1) - and in 02:21:352 (1) - )

02:20:463 (3,1,2,3) - This section should be good like This

Normal

The tags on normal are incorrect on the other diffs, you should fix this

00:03:352 (3,1) - Little nazi, but you should Stack correctly?

00:22:907 (2) - Ds error? Ai mod...

01:34:241 (1) - NC

01:45:796 (5) - NC

02:33:130 (3) - NC

02:48:907 (3) - Ds error? Ai mod...²

02:48:018 (2) - move the red point(bezier) to x396 y36, its to "Place" correctly with 02:46:241 (4) - ( http://osu.ppy.sh/ss/4984977 )

Uh... the sv on normal and hard is the same... i do not know if this aceitable, i just warning to you btw...

Hard

00:29:130 (2) - Nc

00:42:241 (1) - i think her should have a diferent slider velocity, i think 1.0x Is cool

02:22:241 (1) - Nc, to emphase better

02:37:352 (4) - Stack better with 02:37:130 (3) -

Insane

02:41:685 (1) - i think her could be better a stack with 02:41:796 (2) -

02:48:796 (1) - Same ^

Extra

00:01:241 (4,5) - Just a simple stack, because is random on the map :s

01:13:352 (5) - Nc

01:16:907 (5,7,11) - do a Nc fix to be a Unique combo

01:20:463 (5) - Nc

01:24:907 (1) - uh... Nc because of the slide velocity alteration, but i do not think is good at all, i recomend to you delete the sv alteration or do like the 01:23:574 (1) - veolocity

NUTS

01:24:907 (1) - NC

01:38:685 (1) - The kiai on this diff is diferent from the set, i think you add the kiai all the same on the mapset or cut like you do in this diff in the set

01:49:796 (5) - Need Nc her because in 01:46:463 (5) - is nothing, should be same on this moment

wow Nice Set, all the diffs is creative ! i really hope this rank, good luck !
Topic Starter
squirrelpascals
Orange color signifies changes that had previously been made, since a lot of what you suggested has a) already been applied or b) contains something nonexistent in the set

Ataraxia wrote:

Hii :)

Easy

00:02:241 (3) - Open ai mod and check distance snap, you will see the snap indiference (but i think is irrelevant, just a "warning") Error from last mod i guess. Fixed

01:08:907 (5,1,2,3) - i Don't like this section, the Nc is confuse ;s Put nc on 01:08:018 (4) instead

01:59:574 (1,2,3) - Same ^ This one is fine

02:29:352 (4) - NC here, to correctly the section,if have a NC her, Should be in 02:08:018 (1) - , in 02:15:130 (1) - and in 02:21:352 (1) - ) Timing points are diffrent for this section for some reason, it already has an nc for me

02:20:463 (3,1,2,3) - This section should be good like This Don't see what's wrong with it now.

Normal

The tags on normal are incorrect on the other diffs, you should fix this No, they're similar

00:03:352 (3,1) - Little nazi, but you should Stack correctly? No lol, fixed

00:22:907 (2) - Ds error? Ai mod... Excuse me for not checking ds on AI. fixed

01:34:241 (1) - NC Done

01:45:796 (5) - NC Already did. (Maybe you have an older version..?)

02:33:130 (3) - NC Same^

02:48:907 (3) - Ds error? Ai mod...² Fixed all

02:48:018 (2) - move the red point(bezier) to x396 y36, its to "Place" correctly with 02:46:241 (4) - ( http://osu.ppy.sh/ss/4984977 ) Doesn't need to be exactly similar to previous slider

Uh... the sv on normal and hard is the same... i do not know if this aceitable, i just warning to you btw... Not the same. I use sv x1.5 on hard

Hard

00:29:130 (2) - Nc Already did this?

00:42:241 (1) - i think her should have a diferent slider velocity, i think 1.0x Is cool Would be too surprising to the player

02:22:241 (1) - Nc, to emphase better Done

02:37:352 (4) - Stack better with 02:37:130 (3) - Lol fixed

Insane

02:41:685 (1) - i think her could be better a stack with 02:41:796 (2) - This offset stack is consistent throughout the whole outro. Unneeded

02:48:796 (1) - Same ^ ^

Extra

00:01:241 (4,5) - Just a simple stack, because is random on the map :s You're right. (This spacing was said to be needed from a previous mod for exaggeration but turned out to be a bad idea)

01:13:352 (5) - Nc Already is one here..?

01:16:907 (5,7,11) - do a Nc fix to be a Unique combo Wtf, I never had a combo of 11 on this map. I don't know where you're getting these random combos from.

01:20:463 (5) - Nc Already here

01:24:907 (1) - uh... Nc because of the slide velocity alteration, but i do not think is good at all, i recomend to you delete the sv alteration or do like the 01:23:574 (1) - veolocity Throughout the whole mapset, the color green signifies a shift in intensity of the song. So it is unneeded.

NUTS

01:24:907 (1) - NC See above

01:38:685 (1) - The kiai on this diff is diferent from the set, i think you add the kiai all the same on the mapset or cut like you do in this diff in the set Done

01:49:796 (5) - Need Nc her because in 01:46:463 (5) - is nothing, should be same on this moment Already is here

wow Nice Set, all the diffs is creative ! i really hope this rank, good luck !
Thank you for the mods!! :)
Topic Starter
squirrelpascals
Lithium from modhelp discord gave a mod, adding +1 sp in it's honor.

Extra:

increase AR to ~9.4
lower OD to ~8.7
00:12:741 (4,5) - maybe make a slider for. this part is really hard to read with only singletaps
00:20:018 (5) - insert a slider ( http://i.imgur.com/aIHQ6Qy.png ) too hard pattern for Extra
00:28:167 (2,3) - higher spacing for easier readabilty ( http://i.imgur.com/WV9HAjV.png )
01:02:463 - this sound can be mapped in an Extra (maybe similar to your NUTS)
01:09:574 - same as above
01:28:685 (5) - move on (2) from the next combo due to spacing + timing difference
01:59:907 (2) - remove, no sound to map it to
02:21:796 (1,2,3,4) - higher spacing for different timings inbetween notes ( http://i.imgur.com/8nzNfly.png )
02:36:018 (1) - blanket ( http://i.imgur.com/ZNaal5E.png )
02:41:685 (1) - move above (2) from this combo due to calm sound and doubletap
02:42:463 (4) - same as above, just move it under
02:48:796 (1,2,3,4) - same as the above


NUTS:

00:20:018 (1,2,3,4) - just normal circles
00:27:574 (1,2,3,4) - same as above
00:34:018 (1,2,3,4,5,6) - probably the 6.6* part. make it a little bit easier/smaller. its just random to have a so hard part at the beginning of the song
00:37:130 (2,3,4) - stack 2 and 3 because soft sounds
01:21:574 (3,4) - maybe rotate them so they fit the triangle theme of the combos before ( http://i.imgur.com/TdMvNSM.png )
01:34:796 (4) - move it a little bit so you get a nice triangle ( http://i.imgur.com/A3aJ2YK.png ) //Maybe intended by u not to look like a triangle
01:47:240 (4) - on slideron of (5) of previous combo
01:57:907 (2,3,4) - repeat slider instead?
02:00:463 (7) - place like this maybe ( http://i.imgur.com/IS6tfXK.png ) because timing gap
02:01:463 (2,3,4) - look 2 above
02:06:685 (1,2,3,4,5,6) - maybe pattern like this ( http://i.imgur.com/FXRPflQ.png )
02:13:574 (1,2,3,4,5,6) - normal circles, maybe smaller distance snap
02:16:907 (3,4,5,6,7) - normal circles, but maybe gut arrange them like ( http://i.imgur.com/75J0n1i.png )
02:20:463 (1,2,3,4,5) - repeat sliders ( http://i.imgur.com/oOLGERH.png ) //(4) is palced on (1) from next combo
02:21:796 (1,2,3) - switch (2) and (3) and place (2) onto (3) from previous combo ( http://i.imgur.com/fq8TLRn.png )
02:35:574 (1,2,3,4) - move like this ( http://i.imgur.com/ibzMKwc.png )
02:40:907 (2,3,4) - not perfect on (5) of prev combo
Topic Starter
squirrelpascals

squirrelpascals wrote:

Lithium from modhelp discord gave a mod, adding +1 sp in it's honor.

Extra:

increase AR to ~9.4 Did this
lower OD to ~8.7 Did this also
00:12:741 (4,5) - maybe make a slider for. this part is really hard to read with only singletaps I don't map/play for singletaps (I alternate) so I'm going to ask some singletappers about this.
00:20:018 (5) - insert a slider ( http://i.imgur.com/aIHQ6Qy.png ) too hard pattern for Extra Fast singletapping is okay
00:28:167 (2,3) - higher spacing for easier readabilty ( http://i.imgur.com/WV9HAjV.png ) No, this uses the same ds as the previous pattern, unnesessary
01:02:463 - this sound can be mapped in an Extra (maybe similar to your NUTS) Put a slidertail here
01:09:574 - same as above same
01:28:685 (5) - move on (2) from the next combo due to spacing + timing difference Fixed spacing/timing correlation
01:59:907 (2) - remove, no sound to map it to Yes there is. Turn off effect volume
02:21:796 (1,2,3,4) - higher spacing for different timings inbetween notes ( http://i.imgur.com/8nzNfly.png ) The ds slready increases by 1 here
02:36:018 (1) - blanket ( http://i.imgur.com/ZNaal5E.png ) Fixed this
02:41:685 (1) - move above (2) from this combo due to calm sound and doubletap Don't see why I would have to do this
02:42:463 (4) - same as above, just move it under ^
02:48:796 (1,2,3,4) - same as the above ^


NUTS:

00:20:018 (1,2,3,4) - just normal circles Exaggerates increasing intensity of the pattern with the kick at 00:20:018
00:27:574 (1,2,3,4) - same as above This one keeps the pattern less humdrum and more intresting for the player to play (I elaborated below)
00:34:018 (1,2,3,4,5,6) - probably the 6.6* part. make it a little bit easier/smaller. its just random to have a so hard part at the beginning of the song I deleted this pattern and the rest of the map was 6.5, so it wasnt too drastic of a diffrence. I reduced size by like 5 or 10% but I don't want to reduce it anymore
00:37:130 (2,3,4) - stack 2 and 3 because soft sounds Don't need to do this
01:21:574 (3,4) - maybe rotate them so they fit the triangle theme of the combos before ( http://i.imgur.com/TdMvNSM.png ) No, need to keep fluctuating patterns to keep these parts intense and more intresting/exciting
01:34:796 (4) - move it a little bit so you get a nice triangle ( http://i.imgur.com/A3aJ2YK.png ) //Maybe intended by u not to look like a triangle It is a triangle but triangles dont have to be part (barley any of them are in this whole section :P )
01:47:240 (4) - on slideron of (5) of previous combo Did this
01:57:907 (2,3,4) - repeat slider instead? Don't see why I should change this
02:00:463 (7) - place like this maybe ( http://i.imgur.com/IS6tfXK.png ) because timing gap I repleced 02:00:241 (6) instead
02:01:463 (2,3,4) - look 2 above Same as 2 above
02:06:685 (1,2,3,4,5,6) - maybe pattern like this ( http://i.imgur.com/FXRPflQ.png ) Don't see why this would be any better of an alternative
02:13:574 (1,2,3,4,5,6) - normal circles, maybe smaller distance snap I made spacing consistent. Like I said earlier but I'll elaborate a little more. The kickslider streams brings more variety in the maps rhythm to keep it interesting and to continue engaging with the player in different ways. This is why there are more kicksliders in the second part of the map; to keep the pattern variety less stagnant. I realize there is a difference between using these when necessary and using these randomly; I'm going to look more into that.
02:16:907 (3,4,5,6,7) - normal circles, but maybe gut arrange them like ( http://i.imgur.com/75J0n1i.png ) I didn't use your alternative but I made spacing here consistent
02:20:463 (1,2,3,4,5) - repeat sliders ( http://i.imgur.com/oOLGERH.png ) I haven't use repeats for this section; that would be inconsistent//(4) is palced on (1) from next combo Here you have 5 positions for hitobjects, 02:20:907 (5) is on 02:21:352 (1) and 02:20:463 (1) is on 02:21:796 (1) (Might be harder to see bc of nc)
02:21:796 (1,2,3) - switch (2) and (3) and place (2) onto (3) from previous combo ( http://i.imgur.com/fq8TLRn.png ) Then spacing from 3 would be ridiculous
02:35:574 (1,2,3,4) - move like this ( http://i.imgur.com/ibzMKwc.png ) Don't see why
02:40:907 (2,3,4) - not perfect on (5) of prev combo Made it so it is
Thank you for the mod!! :)
Starset
[NUTS]
-did actually someone mentioned about this blanket 00:00:019 (1,2) -
-00:15:907 (3,4,5,6,7,8) - idk why spacing is decreasing especially with the claps on 00:16:241 (6,8) - i think it should have more emphasis
-00:34:352 (4,5) - how about ctrl+g for a nice flow
-01:02:241 (1,2) - sry blanket
-01:02:574 (3,4) - ^
-01:03:352 - im hearing 1/8 here but its up to u if u feel like mapping it, i think it would be less boring in that part if u do so :v (there are other parts too ofc but i think u can find em alone)
-01:08:463 (4,5) - not really fan of this transition, feels like u ran out of ideas here xd basically change this one 01:08:796 (5) - maybe like http://puu.sh/oz0ci/37a4cec618.jpg
-01:24:907 (2) - dont u think it calls for NC?
-01:26:685 (1,2) - why not symmetrical o_O
-01:28:018 (1,2) - lol these too, i just noticed u arent using copy and past, its very helpful to build ur asthetics u know :v
-01:29:241 (3) - dunno why placed on red tick and also its making this clap 01:29:352 - not clickable
-01:30:241 (3) - wtf here its okey y u do dis xd
-01:31:018 (3) - well...actually i think u follow that drum but imo that clap is the most hearable instrument for the player :v o well
-01:37:796 (1,4) - u could avoid this overlap
-01:40:463 (1) - ehh i dont really like that corner on the end its really forced...
-01:42:907 - why not continue as a slider like u did here 01:50:018 (2) - ?
-01:50:241 (1,3,5) - wat inspired u in the music to do such things? basically this pattern is meant to represent a repetitive rythme or vocal tone but here its not it :/
-01:52:018 - can i ask why the sudden decrease of sv here? nothing in the song makes me feel like it needs to slow done tho
-02:08:463 (3) - NC
-02:46:907 (6,1) - u should work on ur blankets really

[EXTRA]
-00:13:204 (1,2,3,4) - well here i guess u should slowly decrease spacing as the beats are fading
-00:27:130 (5) - how about x160 y304 to allow some more space for that clap and ofc emphasis
-00:32:907 (1) - personal asthetic suggestion but i really feel like u should try diffrent shape for these slow sliders to kinda make the diffrence and so they feel unique
-00:56:907 - this part seems harder then the highest diff wtf xd
-01:24:907 (2) - pls nc
-01:32:018 (3) - i would flip it sideways like this http://puu.sh/oz1p0/3bd72f82e2.jpg
-01:37:796 (6) - either stack on previous note or go for more space since its baiting to click 1/4...
-02:06:981 (4,5,6) - not too much movement in this transition it seems and i dont like jumps with cursor not changing much direction :/
-02:08:463 (3) - nc
-02:20:907 (5) - x180 y336

[INSANE]
-00:13:204 (7) - dont really like this placement, try this instead x204 y228
-00:13:796 (2) - pls dont forget NCs
-00:27:130 (2) - why stacked
-00:35:241 (2) - overmap, didnt see this on ur higher diffs
-02:06:981 (3) - should nc here and here 02:07:278 (5) - to make reading easier for this kind of jumps

well gud luck
Topic Starter
squirrelpascals

HB24 wrote:

[NUTS]
-did actually someone mentioned about this blanket 00:00:019 (1,2) - Yes and everybody said to remove it >_< Im going to try and put it back because it looks tacky without the blanket, and I'll place 1 and 2 better as well
-00:15:907 (3,4,5,6,7,8) - idk why spacing is decreasing especially with the claps on 00:16:241 (6,8) - i think it should have more emphasis Spacing decreases with the pitch of the lead + the silence that comes after it
-00:34:352 (4,5) - how about ctrl+g for a nice flow Ruins the hexgon pattern
-01:02:241 (1,2) - sry blanket fixed
-01:02:574 (3,4) - ^ same
-01:03:352 - im hearing 1/8 here but its up to u if u feel like mapping it, i think it would be less boring in that part if u do so :v (there are other parts too ofc but i think u can find em alone) No way, this is way to quiet. I just now noticed this lol
-01:08:463 (4,5) - not really fan of this transition, feels like u ran out of ideas here xd basically change this one 01:08:796 (5) - maybe like http://puu.sh/oz0ci/37a4cec618.jpg No, the sliders are the same but 5 is slightly rotated. Pattern looks nicer and transitions works just fine.
-01:24:907 (2) - dont u think it calls for NC? Not in this case. This is the only instance the green combo color is used in the song; it signifiez change in the music
-01:26:685 (1,2) - why not symmetrical o_O okay
-01:28:018 (1,2) - lol these too, i just noticed u arent using copy and past, its very helpful to build ur asthetics u know :v Okay, did this. (I used to be lazy and not use ctrlc+v but dont worry im past that xp
-01:29:241 (3) - dunno why placed on red tick and also its making this clap 01:29:352 - not clickable There is a very prominent kick on the red tick. I like the way the snap is mapped to the sliders release anyways.
-01:30:241 (3) - wtf here its okey y u do dis xd lol. Used ctrlc+v on 4 plus transformations to replace this
-01:31:018 (3) - well...actually i think u follow that drum but imo that clap is the most hearable instrument for the player :v o well Yeah :P see previous mod for thsi
-01:37:796 (1,4) - u could avoid this overlap opps fixed
-01:40:463 (1) - ehh i dont really like that corner on the end its really forced... Does not interfere with playability + a e s t h e t i c
-01:42:907 - why not continue as a slider like u did here 01:50:018 (2) - ? Lol why did I do that. Done
-01:50:241 (1,3,5) - wat inspired u in the music to do such things? basically this pattern is meant to represent a repetitive rythme or vocal tone but here its not it :/ The pitch in the bass rises. This is pretty prominent in the music.
-01:52:018 - can i ask why the sudden decrease of sv here? nothing in the song makes me feel like it needs to slow done tho Yes, the pitch of the bass goes downwards here, and slows the player down before the next slower section of the map.
-02:08:463 (3) - NC WOw how do did I miss this xp fixed
-02:46:907 (6,1) - u should work on ur blankets really Im sorry >,< fixed lol til i was horrible at blanketing

[EXTRA]
-00:13:204 (1,2,3,4) - well here i guess u should slowly decrease spacing as the beats are fading It's fine like this
-00:27:130 (5) - how about x160 y304 to allow some more space for that clap and ofc emphasis No, this will kinda kill the triangle pattern. Unnedded.
-00:32:907 (1) - personal asthetic suggestion but i really feel like u should try diffrent shape for these slow sliders to kinda make the diffrence and so they feel unique K I added a bezier
-00:56:907 - this part seems harder then the highest diff wtf xd Is this sarcastic? Elaborate more plaese, I think this part is fine...
-01:24:907 (2) - pls nc See above mod
-01:32:018 (3) - i would flip it sideways like this http://puu.sh/oz1p0/3bd72f82e2.jpg Flippedd 1 instead
-01:37:796 (6) - either stack on previous note or go for more space since its baiting to click 1/4... Done
-02:06:981 (4,5,6) - not too much movement in this transition it seems and i dont like jumps with cursor not changing much direction :/ Changed this part before your mod
-02:08:463 (3) - nc Done
-02:20:907 (5) - x180 y336 Don't see why

[INSANE]
-00:13:204 (7) - dont really like this placement, try this instead x204 y228 Don't see why this isn't okay as it is
-00:13:796 (2) - pls dont forget NCs wow im bad xd fixed
-00:27:130 (2) - why stacked Approaches a silence in the song
-00:35:241 (2) - overmap, didnt see this on ur higher diffs There's a pitch change on each tick here
-02:06:981 (3) - should nc here and here 02:07:278 (5) - to make reading easier for this kind of jumps Perfectly readable as it is with the offset stack.

well gud luck
Thank you for the mods!! :)
Topic Starter
squirrelpascals
Some self-modding and why I changed / reverted some things in NUTS. I thought it would be important to write these down so that no one asks "Why u do this argh xp" Shouldn't be too much

Box 'o' stuff
• 00:23:130 (1,2,3,4,5) - Changed back to the original pattern. Originally asked to change back because of awkwardness, but this suits the mapset well because of it's linear flow and just an added jump. Nothing here should really stop this from being ranked, it's just the direction of the pattern.

• 00:30:241 (3,4,5,6,7) - spacing reduction from -.2 -> -.1. Wayyy too awkward at -.2 (Not in preranked vers. but thought I'd add this here).

• 00:38:241 (2,3) - readded the 1/8 timing here: more fun to play to music and no one really modded for it. Was trying to be overconsistent with my timing when I changed this

• 00:34:018 (1,2,3,4,5,6) - I reverted to larger spacing. This was the 6.6 star part, but it only buffed the diff by .1 stars. The pattern plays smoothly and this diff has large spacing as it is already. This part felt too underwhelming after the nerf, and the sharp angles fit the songs style.

• 00:35:796 (1,2,3,4,5,1) - Changed this part to feel less stagnant :P

• 01:16:463 - Here I added the back and forths back here! (I never really liked what I changed this to) Originally these were removed entirely because they were cross screen and ridiculous, and I was too stubborn to solely change the spacing. Now I know how to utilize these better and gave the most intense combo back and forth the same spacing as 01:21:352 (1,2,3,4) , which has come across as okay. As I previously said, the increase in spacing matches with the increase in spacing.

That seems to really be it, besides changing some minor stuffs and removing unnecessary timing points I found.
Fraye
Hey squirrel :3
I'm not sure how to mod maps like these D:

General

Nothing I could think of pointing out tbh :D

NUTS
00:19:907 (4,1) - this is pretty hard to read and not really good to look at imo
00:19:796 (3,2) - I suggest stacking
00:19:907 (4,1) - same
00:19:574 (2) - move this a 'lil bit to the right to compensate for the distance between it and 00:19:796 (3) - if you stacked
00:34:018 (1,2,3,4,5,6) - these jumps tho, consider nerfing a bit?
00:35:796 (1,2,3,4) - idk about the flow here tho, consistent DS is something I'd suggest
00:56:907 (1) - this part onwards is gorgeous tbh <3 (ignore this)
01:17:352 (1,2,3,4,1,2,3,4) - hardcore back and forths (ignore this)
01:40:463 (1,2) - ctrl + G?
01:42:241 (1,2,3,4,1) - use consistent DS?
02:13:574 (1,2,3,4,5,6) - nerf the spacing?

--Damn, this map is dope af--

EXTRA
00:59:907 (2,1) - the way their touching bothers me lmao

--Nothing else worth complaining about-- :o

INSANE
02:55:130 (4) - ctrl + G?

--*speechless*--

Awesome map! :D
Those hitsounds were on-point!
Topic Starter
squirrelpascals

flawful wrote:

Hey squirrel :3
I'm not sure how to mod maps like these D:

General

Nothing I could think of pointing out tbh :D

NUTS
00:19:907 (4,1) - this is pretty hard to read and not really good to look at imo Agreed. Made it look a lot nicer. I also made it so that 4 was not on top of 1
00:19:796 (3,2) - I suggest stacking No, the overlap looks good and doesn't interfere
00:19:907 (4,1) - same ^
00:19:574 (2) - move this a 'lil bit to the right to compensate for the distance between it and 00:19:796 (3) - if you stacked Changed these sliders entirely
00:34:018 (1,2,3,4,5,6) - these jumps tho, consider nerfing a bit? nerfed spacing again by x.95
00:35:796 (1,2,3,4) - idk about the flow here tho, consistent DS is something I'd suggest Uneven jumps are fine in an extra
00:56:907 (1) - this part onwards is gorgeous tbh <3 (ignore this) Thank you!
01:17:352 (1,2,3,4,1,2,3,4) - hardcore back and forths (ignore this) i like to party hard
01:40:463 (1,2) - ctrl + G? Flows fine as it is
01:42:241 (1,2,3,4,1) - use consistent DS? Opps, fixed
02:13:574 (1,2,3,4,5,6) - nerf the spacing? Don't think this spacing is as bad, but I nerfed it by x.95 anyways

--Damn, this map is dope af-- Thanks!

EXTRA
00:59:907 (2,1) - the way their touching bothers me lmao fixed :P

--Nothing else worth complaining about-- :o yeet

INSANE
02:55:130 (4) - ctrl + G? No reason to really :P

--*speechless*--

Awesome map! :D
Those hitsounds were on-point!
[/color]
Thank you for the mods!! :)
Hollow Wings
m4m

NUTS

  1. 00:10:241 (3) - unsnapped.
  2. 01:10:796 (3,4,5) - change these order into 435 can be better in aiming and flow.
  3. well... the diff is mainly filled with spread objects with less flow but more aiming patterns, so i just mention something about distance: 00:04:463 (3,4) - and 00:04:574 (4,5) - : as a really large distance spaced beatmap, you really need to take more attention to the distance setting than other works, because it effects playing and reading directly. the map has lots of 1/4 spaced jumps, that means you need to set much more large distance at 1/2 gaps to figure that out, otherwise that may cause ds pattern appeared and people may confused about that if there're no really special reason to use them. here jump at 34 and 45 are really similar, but with different gap. you did some of these well, but almost not. even you wanna give really large 1/4 jumps, i think you need to notice that by other objects nearby a bit. despite all 1/4 jumps at some kiai, choosing common settings to abnormal patterns may be the best choice.
  4. uh, idk if i've overmodded this, just mention some personal idea, since i've mapped something like that before as well.

EXTRA

  1. some kind of same words as the top diff's mod... how to get 01:26:685 (4,1) - 's distance larger? how to give a better version to distinguish 02:40:685 (3,4) - and 02:41:685 (1,2) - 's jump? and ofc you can keep that if you really did something to notice that as a markble series of patterns on purpose... ←that may be enough if you really understand my idea.
  2. and btw, the distance of 1/4 jumps' setting is more appropriate than the top diff imo, not only the value of distance, but using at the exact where and when.

Insane

  1. 00:06:907 (5,1) - overlapping the arrow is unrankble.
  2. watch 01:31:130 (3,1) - and 01:32:019 (3,1) - , guess what? www.
  3. when the map became in normal style, the settings seems fine as well, some of 5-notes stream can be spaced a bit thou.

Hard

  1. 01:18:018 (2,3) - and 01:18:241 (3,4) - , in a hard level map i think snap ds more can be better and friendly to the players at this level... well it effects less than other maps thou, because this song's bpm is not very high. patterns like 02:52:463 (1,2,3) - are fine to me btw.

Normal

  1. 00:28:018 (5) - highly recommend you not add some complex rhythm into normal level diff, noobs may get into panic when they see some different stuff suddenly. same to 02:06:685 (2,3) - and 02:21:796 (3) - as well.
  2. generally fine.

Easy

  1. 01:38:675 kiai's inherited line must be snapped on tick.
this is really an easy song to map imo, because its tracks are so special and have various kinds of beats or special sources of melody.

good luck
Topic Starter
squirrelpascals

Hollow Wings wrote:

m4m

NUTS

  1. 00:10:241 (3) - unsnapped. fixed this again :P
  2. 01:10:796 (3,4,5) - change these order into 435 can be better in aiming and flow. It flows well as it is. I also like the flow form 123
  3. well... the diff is mainly filled with spread objects with less flow but more aiming patterns, so i just mention something about distance: 00:04:463 (3,4) - and 00:04:574 (4,5) - : as a really large distance spaced beatmap, you really need to take more attention to the distance setting than other works, because it effects playing and reading directly. the map has lots of 1/4 spaced jumps, that means you need to set much more large distance at 1/2 gaps to figure that out, otherwise that may cause ds pattern appeared and people may confused about that if there're no really special reason to use them. here jump at 34 and 45 are really similar, but with different gap. you did some of these well, but almost not. even you wanna give really large 1/4 jumps, i think you need to notice that by other objects nearby a bit. despite all 1/4 jumps at some kiai, choosing common settings to abnormal patterns may be the best choice. Remodded for this. I've modded for this many times before and I'm starting to wonder why I keep getting this
  4. uh, idk if i've overmodded this, just mention some personal idea, since i've mapped something like that before as well.

EXTRA

  1. some kind of same words as the top diff's mod... how to get 01:26:685 (4,1) - 's distance larger? how to give a better version to distinguish 02:40:685 (3,4) - and 02:41:685 (1,2) - 's jump? and ofc you can keep that if you really did something to notice that as a markble series of patterns on purpose... ←that may be enough if you really understand my idea. I fixed the outro for this. I notice this issue is a lot more prominent in this diff
  2. and btw, the distance of 1/4 jumps' setting is more appropriate than the top diff imo, not only the value of distance, but using at the exact where and when.

Insane

  1. 00:06:907 (5,1) - overlapping the arrow is unrankble. Added a large offset from the stack so arrow is obvious now
  2. watch 01:31:130 (3,1) - and 01:32:019 (3,1) - , guess what? www. Fixed this one :P
  3. when the map became in normal style, the settings seems fine as well, some of 5-notes stream can be spaced a bit thou. Sounds good, but streams are spaced fine right now in insane

Hard

  1. 01:18:018 (2,3) - and 01:18:241 (3,4) - , in a hard level map i think snap ds more can be better and friendly to the players at this level... well it effects less than other maps thou, because this song's bpm is not very high. patterns like 02:52:463 (1,2,3) - are fine to me btw. Spaced that equally

Normal

  1. 00:28:018 (5) - highly recommend you not add some complex rhythm into normal level diff, noobs may get into panic when they see some different stuff suddenly. same to 02:06:685 (2,3) - and 02:21:796 (3) - as well. Friend who plays Normal maps said that they played oka. Plus this is a hold rhythm so it makes it a lot easier on them (all mentioned are 1/3 pattern)
  2. generally fine.

Easy

  1. 01:38:675 kiai's inherited line must be snapped on tick.Fixed
this is really an easy song to map imo, because its tracks are so special and have various kinds of beats or special sources of melody.

good luck
Thank you for the mod! :)
-[ Prxzm ]-
INSANE
  • Remap all
EXTRA
  • Perfect map
NUTS
  • Perfect map
kds pls <3
-[ Prxzm ]-
Omg will you have the honor of being the person that gives me my first kudosu? owo
A REAL mod for my little squirrel friend~
NUTS
00:15:907 (3,4,5,6,7,8) - Inconsistent spacing between 7 and 8. Only place in the map with this type of inconsistency (in other parts the spacing gradually decreases or increases, this one is sudden).
02:08:463 (3) - Consider putting a New Combo here to signify the SV change.


EXTRA
00:41:351 (1,2,3,4) - Pattern doesn't flow well and is uncomfortable to play. Consider either making it straight or curve smoothly.
01:01:352 (1,2,3) - Aesthetic/consistency issue. 1 points straight to 2, but 2 doesn't point straight to 3. Consider arching the 2 by -30 degrees then repositioning it accordingly. (208,256) flows better but (204,256) gives more consistent spacing.
01:35:130 (2,3) - Very minor flow issue. Consider moving it 30 degrees then placing it at (138,289).
01:36:018 (1) - If you make the above change, move this to (192,12) to fix the inevitable flow inconsistency.
01:57:352 (4) - Perhaps make this a New Combo to signify the spacing change.
02:50:463 (6,1) - Maybe not perfectly stack these for HD/HDHR players.


INSANE
00:26:685 (1,2) - Don't perfectly stack these. Consider moving the circle slightly Northwest of the slider.
00:35:241 (2,3) - Same here. Consider moving the circle slightly Southwest of the slider.
01:28:686 (4) - Minor readability issue. Consider making this a New Combo to signify the spacing change.
02:56:018 (1,2,3,4,5) - Combo inconsistency. Consider making 02:57:241 (4) - a New Combo as you did here 02:53:130 (3,1,2,1) -


HARD
01:46:130 (4) - There's a strong note between the slider start and slider end. Consider making this a circle then a slider. (01:46:241 (1) - Strong note)
01:49:352 (2,3) - Consistency issue. See above.
02:08:241 (5) - Merely an opinion. Consider removing this to keep consistent with the musical style (dramatic pause).
02:39:796 (6) - Consider making this a New Combo.
02:53:685 (4,1) - Consider making the slider a New Combo and the circle a part of that combo to keep consistent with the musical style.
02:54:574 (2) - If you go through with the above change, make this a New Combo.
02:57:241 (4,1,2) - Same here.
03:00:796 (4,1,2) - Same here.


NORMAL
00:27:574 (4,5) - Consider making the 4 a New Combo
00:33:796 (1) - Slider starts on a weak beat and ends on a strong beat. Consider starting the slider here 00:33:796 (1) - but ending at the same point.
01:21:796 (1,2) - Look buddy, I know you like your fancy sliderart but don't make new players struggle playing fancy sliders :P
02:20:463 (1,2) - This is awkward to a new player. The end of a reverse slider should end in the same direction as the next note in a Normal difficulty.
02:53:685 (2,3) - Consider making this a New Combo to keep consistent with the musical style.
02:56:018 (3) - Same here.
02:57:241 (4) - Same here.
02:59:574 (3) - Same here.
03:00:796 (4) - Same here.


EASY
00:05:796 (2) - Please keep the slider point inside the slider.
00:09:796 (3) - Same here.
00:17:796 (2) - Same here.
00:27:574 (2) - Consider making this a New Combo.
00:37:352 (1) - Please keep the slider point inside the slider.
00:53:352 (1) - Why is there no iconic spinner in here like the rest of the difficulties?
00:58:241 (2) - Please keep the slider point inside the slider.
00:59:574 (3) - Same here.
01:18:241 (1,2,3,1,2) - I'm not going to ask you to fix the fancy sliderart since they're slow, but I'll have my mother play them tomorrow and if she finds them difficult I'll pm you asking you to fix them.
02:08:018 (1) - Consider using a silent hitsound on the sliderend.
02:32:018 (4,1,2,3) - Very minor spacing inconsistency.
02:35:574 (2) - Please keep the slider point inside the slider.
02:42:685 (4) - Same here.
02:47:130 (1) - You're just mocking me with this one.
Topic Starter
squirrelpascals

-[ Snowflake ]- wrote:

INSANE
  • Remap all :(
EXTRA
  • Perfect map <3
NUTS
  • Perfect map <3
kds pls <3 yus gud mod

-[ Snowflake ]- wrote:

Omg will you have the honor of being the person that gives me my first kudosu? owo
A REAL mod for my little squirrel friend~
NUTS
00:15:907 (3,4,5,6,7,8) - Inconsistent spacing between 7 and 8. Only place in the map with this type of inconsistency (in other parts the spacing gradually decreases or increases, this one is sudden). The space decrease is on purpose, however i found that 4&5 should have been spaced by 1.4 rather than 1.3, so thanks for pointing out
02:08:463 (3) - Consider putting a New Combo here to signify the SV change. Did this


EXTRA
00:41:351 (1,2,3,4) - Pattern doesn't flow well and is uncomfortable to play. Consider either making it straight or curve smoothly. 1 gives a nice transition into 234
01:01:352 (1,2,3) - Aesthetic/consistency issue. 1 points straight to 2, but 2 doesn't point straight to 3. Consider arching the 2 by -30 degrees then repositioning it accordingly. (208,256) flows better but (204,256) gives more consistent spacing. This is fine. I don't want to modify 2 because I think it's positioned well atm, and then I would have to move 3 too low
01:35:130 (2,3) - Very minor flow issue. Consider moving it 30 degrees then placing it at (138,289). Repositioned 3 instead
01:36:018 (1) - If you make the above change, move this to (192,12) to fix the inevitable flow inconsistency. Had to reposition this pattern anyways bc spacing
01:57:352 (4) - Perhaps make this a New Combo to signify the spacing change. Done (for timing in song)
02:50:463 (6,1) - Maybe not perfectly stack these for HD/HDHR players. I don't map for hdhr players(ik, the irony right)


INSANE
00:26:685 (1,2) - Don't perfectly stack these. Consider moving the circle slightly Northwest of the slider. Changed back (error from prev. mod)
00:35:241 (2,3) - Same here. Consider moving the circle slightly Southwest of the slider. ^
01:28:686 (4) - Minor readability issue. Consider making this a New Combo to signify the spacing change. No spacing change here..
02:56:018 (1,2,3,4,5) - Combo inconsistency. Consider making 02:57:241 (4) - a New Combo as you did here 02:53:130 (3,1,2,1) - Fixed consistency (although in a different manner).


HARD
01:46:130 (4) - There's a strong note between the slider start and slider end. Consider making this a circle then a slider. (01:46:241 (1) - Strong note) Okay, I'll put another double here
01:49:352 (2,3) - Consistency issue. See above. No, I don this in other parts also
02:08:241 (5) - Merely an opinion. Consider removing this to keep consistent with the musical style (dramatic pause). No, I would miss an important beat
02:39:796 (6) - Consider making this a New Combo. No, combo on white ticks
02:53:685 (4,1) - Consider making the slider a New Combo and the circle a part of that combo to keep consistent with the musical style. ^see above
02:54:574 (2) - If you go through with the above change, make this a New Combo. ^
02:57:241 (4,1,2) - Same here. ^
03:00:796 (4,1,2) - Same here. ^ How combos correlate with the music is more important than visual appeal (same combo colors, etc.)


NORMAL
00:27:574 (4,5) - Consider making the 4 a New Combo Done for both parts
00:33:796 (1) - Slider starts on a weak beat and ends on a strong beat. Consider starting the slider here 00:33:796 (1) - but ending at the same point. No, there's a big kick on slider beat
01:21:796 (1,2) - Look buddy, I know you like your fancy sliderart but don't make new players struggle playing fancy sliders :P This is okay, it's very readable to a new player
02:20:463 (1,2) - This is awkward to a new player. The end of a reverse slider should end in the same direction as the next note in a Normal difficulty. Done. Also modded this part for rhythm
02:53:685 (2,3) - Consider making this a New Combo to keep consistent with the musical style. See above
02:56:018 (3) - Same here. ^
02:57:241 (4) - Same here. ^
02:59:574 (3) - Same here. ^
03:00:796 (4) - Same here. ^


EASY
00:05:796 (2) - Please keep the slider point inside the slider. Wtf was that o.O
00:09:796 (3) - Same here. Matters less but okay
00:17:796 (2) - Same here. K
00:27:574 (2) - Consider making this a New Combo. Don't see why I should
00:37:352 (1) - Please keep the slider point inside the slider. Fine
00:53:352 (1) - Why is there no iconic spinner in here like the rest of the difficulties? Wow I don't know :P fixed
00:58:241 (2) - Please keep the slider point inside the slider. Don't need to, don't feel like messing w/ curve
00:59:574 (3) - Same here. ^
01:18:241 (1,2,3,1,2) - I'm not going to ask you to fix the fancy sliderart since they're slow, but I'll have my mother play them tomorrow and if she finds them difficult I'll pm you asking you to fix them. Okay XD
02:08:018 (1) - Consider using a silent hitsound on the sliderend. Unneeded, helps keep rhythm for new players too
02:32:018 (4,1,2,3) - Very minor spacing inconsistency. By x.01, it doesn't matter XD
02:35:574 (2) - Please keep the slider point inside the slider. Don't want to mess with curve
02:42:685 (4) - Same here. ^
02:47:130 (1) - You're just mocking me with this one. Sorry if this bugs you XD
Thank you sooo much for the mod!! :)
just click
It's cool to see that you've improved a lot with your mapping!
Topic Starter
squirrelpascals

Breezy wrote:

It's cool to see that you've improved a lot with your mapping!
Thanks dude! :D
MikasaSerket
I have a tiny little bear right next to me for motivation :D/

nutz:
6.62 my GLUTEUS MAXIMUS. Make that 6.66 because I'm TRIGGERED.
oki I read something about how you wanted the sliders to be weird like that to emphasize the song (or that you feel it's right like that.) Good job!1111one! I encourage you to do that. So instead, I won't be an ignorant mapper and mod the sliders.
The sliders remind me of Notch Hell SO MUCH HOLY-
Anyways, on to actual modding.

02:00:907 - oki so since from here to 02:00:907 (1) - here is building up hype and tension for the kiai time, I thinking having slider multipliers would boost the added effect. What I mean by this is having slider multipliers start very low, let us say .65 or something, and then gradually becoming higher, .75, .90 1.00 and so on.
02:37:352 (4) - Imo, you shouldn't have 4 have similar spacing with 02:37:574 (5,6) - this is because 5 and 6 are on the part where the music sounds bubbly and 4 is on a strong clap. A suggestion would to have four slightly spaced out from the rest of the combo to provide more emphasis on that strong clap.
02:40:907 (2) - The same goes for here ^.
01:34:241 (1,2,3,4,5) - Okay this is going to be some really bad explanation :d. Anyways, the transitioning from slider to hitcircle is...uh... How do I say this... Awkward? I mean visually. I don't know how it actually plays out because I don't have a tablet to play. 01:34:241 (1,2,3) - has a really sharp edge to it forming a triangle which causes the player to move pretty quickly? I'm not sure if this was the objective you were going for, if so, that's okay I guess but maybe position the slider so that it does not have such a sharp turn. Same goes for 01:34:574 (3,4,5) - .

Normal:
00:00:019 (1) - I was thinking this should end 00:00:463 - imo. Same thing for 00:01:796 (1) - I was thinking it should end on the white tick before it. But that's just what it sounds like to me.

Submitting for now, I am getting back to it.
Topic Starter
squirrelpascals

MikasaSerket wrote:

I have a tiny little bear right next to me for motivation :D/

nutz:
6.62 my GLUTEUS MAXIMUS. Make that 6.66 because I'm TRIGGERED. Not going to map for difficulty (It already was 6.6 but triggered a lot of modders :l
oki I read something about how you wanted the sliders to be weird like that to emphasize the song (or that you feel it's right like that.) Good job!1111one! I encourage you to do that. So instead, I won't be an ignorant mapper and mod the sliders.
The sliders remind me of Notch Hell SO MUCH HOLY- >I was the og 8-)
Anyways, on to actual modding.

02:00:907 - oki so since from here to 02:00:907 (1) - here is building up hype and tension for the kiai time, I thinking having slider multipliers would boost the added effect. What I mean by this is having slider multipliers start very low, let us say .65 or something, and then gradually becoming higher, .75, .90 1.00 and so on. Good idea actually. Added some small boosts starting at 02:04:463
02:37:352 (4) - Imo, you shouldn't have 4 have similar spacing with 02:37:574 (5,6) - this is because 5 and 6 are on the part where the music sounds bubbly and 4 is on a strong clap. A suggestion would to have four slightly spaced out from the rest of the combo to provide more emphasis on that strong clap. Jump from 3 to 4 already emphasizes that
02:40:907 (2) - The same goes for here ^. ^ I buffed their spacing a bit xd
01:34:241 (1,2,3,4,5) - Okay this is going to be some really bad explanation :d. Anyways, the transitioning from slider to hitcircle is...uh... How do I say this... Awkward? I mean visually. I don't know how it actually plays out because I don't have a tablet to play. 01:34:241 (1,2,3) - has a really sharp edge to it forming a triangle which causes the player to move pretty quickly? I'm not sure if this was the objective you were going for, if so, that's okay I guess but maybe position the slider so that it does not have such a sharp turn. Same goes for 01:34:574 (3,4,5) - . They're just triangles. Test players didn't have much of a problem with this; this pattern stays

Normal:
00:00:019 (1) - I was thinking this should end 00:00:463 - imo. Same thing for 00:01:796 (1) - I was thinking it should end on the white tick before it. But that's just what it sounds like to me. Did the second one only. No beat on white tick in first one.

Submitting for now, I am getting back to it. Sounds good, you requested no kd till then. Take yo time
Pereira006
[Easy]

Gameplay:

  1. 00:31:130 (2,1,1) - you use normal spacing is 0.80 but this part is -0.10, is inconsistency spacing
  2. 00:53:352 (1,1) - this objects is too much near and difficulty play for this level as easy, that spinner need reduce by -1/1 i mean to 00:55:574
  3. 01:45:796 (5,1) - inconsistency spacing
  4. 01:59:574 (1) - I really don't see why there NC, remove NC
  5. 02:04:463 (3) - missing NC, the part song is changing
[Normal]

Gameplay:

  1. 00:04:463 (2,1) - inconsistency spacing
  2. 00:22:241 (1,2,3) - ^ same
  3. 00:27:574 (1,2) - ^ same
  4. 00:56:907 (1) at 01:20:018 (3) - that rhythm is too much to clicks and very hard to play, because this level should be as Normal, I feel that is hard or advance. I really don't support this rhythm, need reduce something
  5. 01:23:574 (2,1) - inconsistency spacing
  6. 01:27:130 (1,2,3,1,2) - ^ same
  7. 01:33:352 (2,1) - ^ same
  8. 01:39:574 (1,2,3,1,2,3,4,1) - same happen before as 00:56:907 (1) at 01:20:018 (3), need reduce rhythm
this need huge work, there lot parts rhythm need reduce.

[Hard]

Gameplay:

  1. 00:25:796 (1,2,3) - inconsistency spacing, keep it use 1.30x
  2. 00:33:574 (1,2,3) - ^ same
  3. 01:12:907 (1,2,3) - i really don't get it why reduce so much this part, feel better if keep same spacing like you did in 01:11:574 (2,3,4,5) (jump) or use normal spacing
  4. 01:36:018 (1,2) - you blanket is off

[Insane]

Gameplay:

  1. 01:34:241 (1,2,3) - inconsistency spacing, use same spacing like 01:32:463 (1,2,3)
[]
Other diff's look fine, very insteresting your style and is actually pretty funny to play this map, but I feel this mapset need more work
Good luck
Topic Starter
squirrelpascals
I did a self-mod before I saw this for Easy/Normal diffs so things I changed might overlap

Pereira006 wrote:

[Easy]

Gameplay:

  1. 00:31:130 (2,1,1) - you use normal spacing is 0.80 but this part is -0.10, is inconsistency spacing Fixed in self mod
  2. 00:53:352 (1,1) - this objects is too much near and difficulty play for this level as easy, that spinner need reduce by -1/1 i mean to 00:55:574 done
  3. 01:45:796 (5,1) - inconsistency spacing fixed
  4. 01:59:574 (1) - I really don't see why there NC, remove NC ok, done
  5. 02:04:463 (3) - missing NC, the part song is changing Okay, moved the nc from 02:06:241
[Normal]

Gameplay:

  1. 00:04:463 (2,1) - inconsistency spacing fixed in self mod
  2. 00:22:241 (1,2,3) - ^ same fixed in self mod
  3. 00:27:574 (1,2) - ^ same If your talking about the 1.2x spacing on the next slider, then fixed
  4. 00:56:907 (1) at 01:20:018 (3) - that rhythm is too much to clicks and very hard to play, because this level should be as Normal, I feel that is hard or advance. I really don't support this rhythm, need reduce something Okay, I'm going to see more about this in teh future and get some more opinions on this
  5. 01:23:574 (2,1) - inconsistency spacing Fixed in self mod
  6. 01:27:130 (1,2,3,1,2) - ^ same ^^ omg
  7. 01:33:352 (2,1) - ^ same fixed
  8. 01:39:574 (1,2,3,1,2,3,4,1) - same happen before as 00:56:907 (1) at 01:20:018 (3), need reduce rhythm Found a circle I could delete, I'll look for more later like above
this need huge work, there lot parts rhythm need reduce.

[Hard]

Gameplay:

  1. 00:25:796 (1,2,3) - inconsistency spacing, keep it use 1.30x done
  2. 00:33:574 (1,2,3) - ^ same also done
  3. 01:12:907 (1,2,3) - i really don't get it why reduce so much this part, feel better if keep same spacing like you did in 01:11:574 (2,3,4,5) (jump) or use normal spacing done
  4. 01:36:018 (1,2) - you blanket is off fixed

[Insane]

Gameplay:

  1. 01:34:241 (1,2,3) - inconsistency spacing, use same spacing like 01:32:463 (1,2,3) okay
[]
Other diff's look fine \o/, very interesting your style and is actually pretty funny to play this map, but I feel this mapset need more work fair enough
Good luck Thanks!
Next goal 45+ sp
unless other bn says its okay
Ireiisu
hi m4m,

EASY
  1. 01:53:352 (2) - 02:42:241 (3) - 02:50:241 (5,2) - 03:00:018 (5) - 02:52:908 (5) - 02:53:796 (1,3) - 02:56:463 (6) - 02:57:352 (1) - 03:00:018 (5) - 03:00:907 (1) - 03:03:574 (5) - 03:03:574 (5) - These few circles sounds like its 10ms off (slow) , try setting the playback rate at 25% and you can hear the difference. It would sound correct if it is at 1/4 beat snap but this is easy diff. The only idea i an think of is that use sliders to cover these parts
NUTS
  1. OD 9.7 seems too high for this kinds of map, set it to about OD 9..?
  2. 01:20:018 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - this part seems like its all cramped up in one area and its a bit difficult to read , note this diff is ar 9.4 and its mostly 270 bpm and it goes the opposite direction at 01:21:352 (1,2,3,4) -
Sorry if the mod is really short , I don't think there is much problem to the map .(its just the combo being a bit weird for me but i think its suppose to be like this ) The map seems unique from the others and the hit sound sounds really nice to the song.
good luck!
Topic Starter
squirrelpascals

Ireiisu wrote:

hi m4m,

EASY
  1. 01:53:352 (2) - 02:42:241 (3) - 02:50:241 (5,2) - 03:00:018 (5) - 02:52:908 (5) - 02:53:796 (1,3) - 02:56:463 (6) - 02:57:352 (1) - 03:00:018 (5) - 03:00:907 (1) - 03:03:574 (5) - 03:03:574 (5) - These few circles sounds like its 10ms off (slow) , try setting the playback rate at 25% and you can hear the difference. It would sound correct if it is at 1/4 beat snap but this is easy diff. The only idea i an think of is that use sliders to cover these parts Yeah, that's because of the huge 3/4 rhythms in the song. I deleted some of the notes you mentioned that caused a discrepancy between the 3/4 and 1/1 rhythm
NUTS
  1. OD 9.7 seems too high for this kinds of map, set it to about OD 9..? No, The OD was already adjusted for reasons, works well with spread
  2. 01:20:018 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - this part seems like its all cramped up in one area and its a bit difficult to read , note this diff is ar 9.4 and its mostly 270 bpm and it goes the opposite direction at 01:21:352 (1,2,3,4) - No, it might seem cramped when selected and I see what your saying, but in gameplay (with fast AR) its a triangle that spreads outwards. The jumps are no bigger than 01:17:796 (1,2,3,4) . Plus, 01:21:352 (1,2,3,4) - doesn't flow the opposite direction, it just changes it's angle
Sorry if the mod is really short , I don't think there is much problem to the map . It's okay! You looked at the map for a while(its just the combo being a bit weird for me but i think its suppose to be like this ) The map seems unique from the others and the hit sound sounds really nice to the song.
good luck!
Thank you for the mod! :)
Shiguma
Weeks late, but here we go: (A lot (if my mod is even "a lot") of this will be opinion, but if I mention it, I think it's worth at least thinking about)

Easy
00:00:019 (1,2,3) - Do this: https://osu.ppy.sh/ss/5345061 Reason: Looks/flows better.
00:03:574 (1,2) - https://osu.ppy.sh/ss/5345070 Reason: More circular.
00:09:796 (4) - Similar to the others. I think the lead in to the next circle/slider should be nice and consistent for this difficulty, because it is Easy.
00:22:241 (2) - Turn this into a slider maybe? You are making beats on all the snaps except this one.
00:29:352 (2) - I think this is a good slider, but I think THIS 00:32:018 (1) - is an uglier one. Don't put two red points so close like that. I'd change the first one to a white point. Also the angle you have to go to for the next note is kinda meh as well.
00:37:352 (2) - By this point you might be asking why the fuck I'm saying all these nazi things, well here is my reason. So this note is pretty high up. I think it should be lower because of the way the player will most likely go: http://i.imgur.com/fx2nGdq.jpg (<--- only an example... but still imo better than how far up you put it.)
00:56:907 (1,2) - - Gonna stop mentioning stuff like this from now on because you probably figured out what I mean with all these examples at this point... This is not too great, but this is: 00:58:241 (2,3)

I get the song is sporadic but that shouldn't be displayed too much in the easy difficulty, and not like this.

01:05:352 (2) - I keep forgetting, but is this allowed to go under? I thought you weren't allowed to go outside of the screen.
01:21:796 (1,2) - These two are good. Use these as reference for your other special sliders.

tl;dr- Does this need remap? I don't think so. Buuuut I think you should take a good look at the flow of your map, and reposition several of the notes.

Normal
The "flow" things I said about Easy apply here too.
01:11:352 (2) - I think it would be better if 01:11:130 (1) - was a slider than went up to 01:11:463 (1) (blue tick) and then if there was a circle on 01:11:796 (2) instead.
02:29:352 (1) - I said I wouldn't mention things like this again but just another example, move this up. https://osu.ppy.sh/ss/5345305

Hard
00:06:352 (2) - Wait what? Isn't this like pls no for a Hard?
00:24:907 (1) - This should be the slider until that red tick, 00:25:352 (2) - this should be a hitcircle
00:30:130 (4) - Move circle here and slider 00:30:241 (5) - here.
02:07:574 (4) - Generally, you want the strong beats to be clickable. Putting slider end on white bar is usually a no-no. White ticks are usually where you'd put a circle or sliderhead.

Insane
00:28:463 (1) - Feel like this would be better if it was stacked on 00:28:018 (2) - instead of 00:27:574 (1)
02:06:685 (1,2,3,4,5,6) - Really hard to read :( Don't know if you should change it, add NC or something, idk.

Extra
00:28:167 (2,3) - Make these go in this direction pls: https://osu.ppy.sh/ss/5345465 (obviously shouldn't be how I did in picture but just the general idea)
01:23:574 (1) - Good slider, this works really well I think.
01:33:130 (3) - Bad angle imo. The first two were good as an example.

Nuts
00:20:685 (2) - This one doesn't work I feel like because the first red point goes up way too high.
00:25:796 (1) - This one is good.
00:34:018 (1,2,3,4,5,6) - Consider a movement like this: https://osu.ppy.sh/ss/5345532
01:16:685 (3) - You have this peeking out, why not 01:16:796 (4) this one?
01:17:240 (4) - Same story, why not make it further away?
01:19:796 (3) - HIGHLY recommend not stacking anything on this when you start the triangle stream. Either move all the triangles or move the slider. Reason? Hard to see that the triangle stream began.
01:34:241 (1,2,3) - Whatever you're trying to do here isn't working. It's extremely hard to read compared to read of the map because of the stacking and stuff.
02:13:574 (1,2,3,4,5,6) - Kick sliders are fine to have, but the way you've placed them is pls no tier. To fix, I think there are a few options that pop up in my head (I haven't tested them because bpm is way too high for me but yeah)
a) If you want to keep this circular style, decrease distance spacing on it
b) zigzag style instead
c) don't have the distance spacing be linear for the section
d) ???
02:16:907 (3,4,5,6,7) - Similar complaint here
02:20:463 (1,2,3,4,5) - For some reason, I feel like this one works! Don't know why though.
02:30:241 (1) - Doesn't work I don't think.

If you need more from me you can pm me and I'll eventually look at it again... maybe. Sorry for short mod. Good luck! :D
Monarch
modddd
[Easy]

00:22:685 I don't think you should leave a gap here and I think something like the slider leading up to this tick (00:21:352 (1) - ) should be used instead of 00:22:241 (2) -

As a side note, you've chosen to use reverse sliders here 00:23:130 (2,1) - which land on sounds which carry across the beat. I think it would be better suited to instead use two sliders , both of which start at what would have been the end of the reverse slider and end at the circle between the two sliders (00:24:463 (3,2) - although I can understand if you do not want to do this

00:29:352 (2) - you could move the end of this slider upwards to leave room to blanket the 3 on the slider, looks nicer that way

00;35;907 I really don't think you should be leaving out these loud click sounds

01:05:352 (2) - this doesn't really work as the previous slider is the one that starts on a heard note whereas this sliders hard note (the long white tick) is where it reverses, maybe place a circle where the slider 01:05:352 (2) - starts, move it down 1 white tick and then remove the reverse (reposition too to leas to slider 3 01:06:685 (3) - )

02:43:574 (1,2) - maybe extend these two by 1 more reverse? (and move closer if you do)

[Normal]

00:15:130 (1) - maybe make this a reverse slider, move 00:16:018 (3) - 1/2 down and make it a normal slider

01:06:685 (4) - move this slider end slightly down and then blanket the next slider?

01:11:130 (1,2) - I think you should use a slider that is a ctrl+g ctrl+ h of 01:10:685 (2) - as the second circle isnt as intense as the first circle

[hard]

01:37:796 (3) - this should land on the white tick

01:39:018 (2) - this should be a double

01:45:796 (2,3) - these should be removed, replaced with one of these 00:37:352 (3,4) - and 01:46:130 (4) - should be moved 1/4 forward and shortened by 1/4

maybe turn this 02:18:018 (2,3) - into a slider?

[insane]

01:11:130 (1,2) - I think you should place a note between these

01:12:685 (6,1) - I think this gap should be removed as the song is still only building up and even the kiai time 01:49:130 (3,1) - doesn't have these jumps

01:32:019 (3) - this should be turned into a circle and a short slider place on where the slider end was to emphasise the breath

01:35:574 (2) - I think you should do the same here

02:30:241 (1) - blanket the end of the slider before onto the start curve of this slider?

[Extra]

00:22:018 (4) - maybe place this above 00:21:574 (2) -

I think this 00:27:574 (1,2,3,4) - should go in the same clockwise direction as the previous triangle..

01:58:241 (1,2,3,1) - this part doesn't really sound right but I'm not 100% sure on what you should do to change it

02:08:241 (2) - maybe ctrl+h ctrl+g and blanket with the next slider?

nice map :o
Topic Starter
squirrelpascals

Shiguma wrote:

Weeks late, but here we go: (A lot (if my mod is even "a lot") of this will be opinion, but if I mention it, I think it's worth at least thinking about)

Easy
00:00:019 (1,2,3) - Do this: https://osu.ppy.sh/ss/5345061 Reason: Looks/flows better. Nice suggestion, fixed
00:03:574 (1,2) - https://osu.ppy.sh/ss/5345070 Reason: More circular. Don't see the intended change here
00:09:796 (4) - Similar to the others. I think the lead in to the next circle/slider should be nice and consistent for this difficulty, because it is Easy. Changed to make flow a little better, as well as the next notes
00:22:241 (2) - Turn this into a slider maybe? You are making beats on all the snaps except this one. Done
00:29:352 (2) - I think this is a good slider, but I think THIS 00:32:018 (1) - is an uglier one. Don't put two red points so close like that. I'd change the first one to a white point. Also the angle you have to go to for the next note is kinda meh as well. I like this one :c
00:37:352 (2) - By this point you might be asking why the fuck I'm saying all these nazi things, well here is my reason. So this note is pretty high up. I think it should be lower because of the way the player will most likely go: http://i.imgur.com/fx2nGdq.jpg (<--- only an example... but still imo better than how far up you put it.) Change d angle of the slider as an alternative
00:56:907 (1,2) - - Gonna stop mentioning stuff like this from now on because you probably figured out what I mean with all these examples at this point... This is not too great, but this is: 00:58:241 (2,3) This one's okay

I get the song is sporadic but that shouldn't be displayed too much in the easy difficulty, and not like this.

01:05:352 (2) - I keep forgetting, but is this allowed to go under? I thought you weren't allowed to go outside of the screen. Not outside screen. Last slidernode is inside the grid.
01:21:796 (1,2) - These two are good. Use these as reference for your other special sliders. mkay

tl;dr- Does this need remap? I don't think so. Buuuut I think you should take a good look at the flow of your map, and reposition several of the notes. Noted

Normal
The "flow" things I said about Easy apply here too.
01:11:352 (2) - I think it would be better if 01:11:130 (1) - was a slider than went up to 01:11:463 (1) (blue tick) and then if there was a circle on 01:11:796 (2) instead. Only made 01:11:130 (1) a slider
02:29:352 (1) - I said I wouldn't mention things like this again but just another example, move this up. https://osu.ppy.sh/ss/5345305 Didn't do exactly this because of the placement of 02:28:018 (5) - but I adjusted the rest of the combo after it to flow better

Hard
00:06:352 (2) - Wait what? Isn't this like pls no for a Hard? Doubles/triples are okay in hard
00:24:907 (1) - This should be the slider until that red tick, 00:25:352 (2) - this should be a hitcircle No, that red tick should definitely be clickable I made 00:25:352 - clickable tho
00:30:130 (4) - Move circle here and slider 00:30:241 (5) - here. No, the circles are on the strong kicks
02:07:574 (4) - Generally, you want the strong beats to be clickable. Putting slider end on white bar is usually a no-no. White ticks are usually where you'd put a circle or sliderhead. I really like the sliderend here because of how you release the slider during this slow-down part. No change

Insane
00:28:463 (1) - Feel like this would be better if it was stacked on 00:28:018 (2) - instead of 00:27:574 (1) Tried it, but it makes the placement of 00:27:574 (1) - look ugly
02:06:685 (1,2,3,4,5,6) - Really hard to read :( Don't know if you should change it, add NC or something, idk. A lot of people said the same. Added nc at 02:06:981 and 02:07:278

Extra
00:28:167 (2,3) - Make these go in this direction pls: https://osu.ppy.sh/ss/5345465 (obviously shouldn't be how I did in picture but just the general idea) Don't see why this is necessary
01:23:574 (1) - Good slider, this works really well I think. thanks!
01:33:130 (3) - Bad angle imo. The first two were good as an example. Flows perfect into 01:33:352 (4,5,6,7) , this is the better angle to use

Nuts
00:20:685 (2) - This one doesn't work I feel like because the first red point goes up way too high. But this flows really well from 00:20:463 (1) -
00:25:796 (1) - This one is good. cool
00:34:018 (1,2,3,4,5,6) - Consider a movement like this: https://osu.ppy.sh/ss/5345532 Don't see why I should change this
01:16:685 (3) - You have this peeking out, why not 01:16:796 (4) this one? Made these more evenly peak out
01:17:240 (4) - Same story, why not make it further away? Done
01:19:796 (3) - HIGHLY recommend not stacking anything on this when you start the triangle stream. Either move all the triangles or move the slider. Reason? Hard to see that the triangle stream began. Added a small offset
01:34:241 (1,2,3) - Whatever you're trying to do here isn't working. It's extremely hard to read compared to read of the map because of the stacking and stuff. You complain that this part is hard to read because of the stacking, yet this whole middle section of the map has stacks everywhere. No change.
02:13:574 (1,2,3,4,5,6) - Kick sliders are fine to have, but the way you've placed them is pls no tier. To fix, I think there are a few options that pop up in my head (I haven't tested them because bpm is way too high for me but yeah)
a) If you want to keep this circular style, decrease distance spacing on it
b) zigzag style instead ??
c) don't have the distance spacing be linear for the section
d) ??? Please be more specific about this. I don't know what you don't like about these. You haven't tested them, so how would you know how they play?
02:16:907 (3,4,5,6,7) - Similar complaint here
02:20:463 (1,2,3,4,5) - For some reason, I feel like this one works! Don't know why though. Sweet.
02:30:241 (1) - Doesn't work I don't think. Don't see why not

If you need more from me you can pm me and I'll eventually look at it again... maybe. Sorry for short mod. Good luck! :D Thank you!! Your mod was great :) I'll take another look at that flow stuff soon

jamiesalvador wrote:

modddd
[Easy]

00:22:685 I don't think you should leave a gap here and I think something like the slider leading up to this tick (00:21:352 (1) - ) should be used instead of 00:22:241 (2) - No, the big white tick at 00:21:352 - should be clickable, and 00:22:241 - and 00:23:130 - are also important beats

As a side note, you've chosen to use reverse sliders here 00:23:130 (2,1) - which land on sounds which carry across the beat. I think it would be better suited to instead use two sliders , both of which start at what would have been the end of the reverse slider and end at the circle between the two sliders (00:24:463 (3,2) - although I can understand if you do not want to do this I see what your saying, but it would be best not to place a slider on the silence at 00:27:130

00:29:352 (2) - you could move the end of this slider upwards to leave room to blanket the 3 on the slider, looks nicer that way Okay, gave this a try

00;35;907 I really don't think you should be leaving out these loud click sounds Have to stick to 1/1 rhythm on Easy tho

01:05:352 (2) - this doesn't really work as the previous slider is the one that starts on a heard note whereas this sliders hard note (the long white tick) is where it reverses, maybe place a circle where the slider 01:05:352 (2) - starts, move it down 1 white tick and then remove the reverse (reposition too to leas to slider 3 01:06:685 (3) - ) Agreed with that, fixed

02:43:574 (1,2) - maybe extend these two by 1 more reverse? (and move closer if you do) Would rather end the sliders on the stronger beat

[Normal]

00:15:130 (1) - maybe make this a reverse slider, move 00:16:018 (3) - 1/2 down and make it a normal slider No, I want 00:16:018 to be clickable

01:06:685 (4) - move this slider end slightly down and then blanket the next slider? This is already blanketed in they way they intercept eachother

01:11:130 (1,2) - I think you should use a slider that is a ctrl+g ctrl+ h of 01:10:685 (2) - as the second circle isnt as intense as the first circle Adjusted from Shiguma mod already (Deleted 2 circles and made a slider)

[hard]

01:37:796 (3) - this should land on the white tick There's a kick at 01:38:130 which is what's being mapped to at the time, what I have would go better with that rhythm

01:39:018 (2) - this should be a double This would be confused with the stack at 01:38:463 (4,1)

01:45:796 (2,3) - these should be removed, replaced with one of these 00:37:352 (3,4) - and 01:46:130 (4) - should be moved 1/4 forward and shortened by 1/4 This is mapped to the bass kicks, no change

maybe turn this 02:18:018 (2,3) - into a slider? Could be, but I would rather map to the very strong kicks at 02:18:018 and 02:18:241

[insane]

01:11:130 (1,2) - I think you should place a note between these I tried this and it's a good thought, but I don't like the awkward pause that would come after it

01:12:685 (6,1) - I think this gap should be removed as the song is still only building up and even the kiai time 01:49:130 (3,1) - doesn't have these jumps Done

01:32:019 (3) - this should be turned into a circle and a short slider place on where the slider end was to emphasise the breath The slider is mapped to the bass kick, and I think the short breath sounds cool during the short pause

01:35:574 (2) - I think you should do the same here Same, I like the breathupon release of the slider

02:30:241 (1) - blanket the end of the slider before onto the start curve of this slider? Done

[Extra]

00:22:018 (4) - maybe place this above 00:21:574 (2) - Isn't it like this already?

I think this 00:27:574 (1,2,3,4) - should go in the same clockwise direction as the previous triangle.. Made it this way to flow into the stream 00:28:018 (1,2,3) -

01:58:241 (1,2,3,1) - this part doesn't really sound right but I'm not 100% sure on what you should do to change it 01:58:241 (1) - is mapped to the impact, and 01:58:574 (2,3) - Are mapped to the clicks and go along with the riser

02:08:241 (2) - maybe ctrl+h ctrl+g and blanket with the next slider? I like it better this way

nice map :o Thank you!! I'll finish your mod as soon as possible
Thanks guys! :)
Cryptic
Kind of late I guess? M4M.

Nuts
  1. OD 9.4 is probably a bit too high for the way you've mapped this. OD 9 should suffice.
  2. 1. We'll start with a rhythm mod and then go into spacing/design later depending on how long this is.
  3. First things first. Be consistent with what instruments you map to. A good example of weird rhythm variation comes up in the first few measures. 00:00:019 (1,2,3,4,5,6,7,8) - In this combo you seem to be following the hollowish drum in the background. However in this combo 00:01:796 (1,2,3,4,5,6,7) - you ignore some of those hollow drum sounds. Being consistent with the instruments you follow and emphasize is important. You don't have to follow the hollowed drums throughout the entire map, but it shouldn't switch back and forth haphazardly as its hard for the player to "read" the map.
  4. 00:00:019 (1,2) - I recommending deleting 1, sliding 2 to 1's position, and making it a repeat slider. Doing this will help the player be introduced into a somewhat rhythmically odd song. (Its important to note that you should also be consistent with the way you map it.)
  5. 00:01:574 (7,8) - These notes, no matter how loud I turn up my volume, do not exist. The 7 has a faint echo attached to it way in the background, but this is definitely overmapping. (And if you decided to map the faint noise at 7 why did you ignore the one at 00:00:463 ?)
  6. 00:01:796 (1) - You have a strong drum beat on the repeat part of a slider on your highest diff. This is like undermapping, especially compared to the rest of the map.
  7. 00:02:130 - As mentioned earlier, you change up your rhythms here and decide to skip this beat. I do not advise this.
  8. 00:04:241 (2) - I think it'd be better if you did what I mentioned earlier and just reversed 00:03:574 (1) - this slider since the 2 is so quiet.
  9. 00:05:130 (7) - This noise is honestly too quiet to put as a circle. Maybe as a slider end or something.
  10. 00:06:130 (4) - Does this note exist? I don't hear it.
  11. 00:06:241 (5) - If anything, this should be a 1/4th slider as theres a note on the blue tick and none of the red tick.
  12. 00:06:907 (8,9) - Refer to my earlier point about this being too quiet and mostly nonexistent.
  13. 00:08:685 (2) - Are you mapping the weird fade in the background? Thats not a distinct instrument.
  14. 00:08:685 (2,3,4,5,6,1,2,3,4) - These sliders are rhythmically bad. They don't prioritize any particular instrument and seem to be there just to emphasize the weird whining noise in the background that would typically be ignored.
  15. 00:15:130 (2) - You ignore a strong drum beat in this slider, which I'm aware you hit with the tick, but hes mega strong. Its not the kind of thing you ignore. I get that you're mapping to the "whrrrr" noise in the background, but technically that noise doesn't end until 00:16:018 . My suggestion would be to map the entire noise or none at all.
  16. 00:16:685 (1) - I love inaudible noises tbh.
  17. 00:17:796 (1,2,3,4,5) - You and I both know that the rhythm in the background is not what you have mapped. Your rhythm is not a representation of the music here. Theres a few things wrong here, firstly the only clear beats that you did hit are 1 and 5. The "beat" 4 is mapped to actually lands after 4, more around 00:18:167 . The next issue is that 5's slider end lands on nothing. If anything make it a 3/4th slider with a silence slider end if you're trying to map the noise because it clearly ends where the next note begins (00:18:685 (1) - ).
  18. 00:18:685 (1) - I don't really know what this is mapped to? There also seems to be a 1/6th triplet in the background starting where you have the slider. Not 100% positive on that though.
  19. 00:19:352 (1,2) - What are these slider ends hitting? Why are they there?
  20. 00:20:018 (1,2,3,4) - Overmapped no matter how you look at it.
  21. 00:21:352 (1) - I'm fine with mapping clear strong breathing noises (like this), but at least silence the slider end since its not hitting anything.
  22. 00:24:685 (4) - Same thing, slider end hits nothing, silence it or change your patterning.
  23. 00:24:907 (1) - Nope. Nope. Nope. Theres nothing here except a faint echo in the background?
  24. 00:27:574 (1,2,3,4) - Overmapped. I really don't see an argument for this staying. It plays poorly (which I'll get to later) and it also makes no sense design wise (which I'll also get to later).
  25. 00:29:130 (2) - Same thing as I said earlier with the breathing, this is okay if you silence the slider end.
  26. 00:29:352 (1) - Okay, with this note I now see that I'm getting into the area where I'll be repeating myself, so lets go back over the first 30 seconds for rhythm and patterning below this point.
  27. 2. Now on to the wonderful world of patterns and design. Assuming that your map doesn't severely change from fixing rhythms, here goes some clear issues I noticed in the first 30 seconds pattern wise.
  28. 00:00:019 (1,2,3,4,5,6,7,8) - So lets just break this pattern down in general. 00:00:019 (1,2) - I addressed this previously, but it applies here. This works better as just a single reverse slider. 00:00:907 (3,4,5,6,7,8) - Musically speaking, there is nothing that warrants spacing that large, whether its in relation to the "doubles" (3>4, 5>6, 7>8) or the doubles to each other (34>56>78). I see that you've used a consistent DS but its just really spaced out for the sake of difficulty, which is no bueno (especially in an opening bit of a song). Just to nail home the point, you have a 2.3 DS to a inadubile sound 00:01:574 (7,8) . A spacing that large you would typically use to denote something of importance, like the drum at 00:01:352 (6) - which you've done nothing to emphasize.
  29. 00:01:796 (1) - Two huge strong drum beats on the repeat and the slider end, in a song like this they should definitely be clickable.
  30. 00:01:796 (2,3,4,5,6,7) - Just read above for that paragraph.
  31. 00:03:574 (1,2,3,4,5,6,7,8) - ^
  32. 00:05:352 (1,2,3) - These notes are much stronger than 00:06:241 (5,6,7) - these yet they're mapped the same way. Why? One should emphasize instrument and song intensity via spacing variation, which is not being done here.
  33. 00:07:130 (1,2,3,4,5) - I actually like this bit. I think its a bit under/over mapped (depending on where you look) but I think out of all the patterns in the map this is probably one of the few that feels comfortable/natural to play.
  34. 00:08:685 (2,3,4,5,6,1,2,3,4) - I don't really know what to say about this design wise other than why? Note placement makes no sense to me here. It flows very haphazardly. 00:08:463 (1,2,3) - Is a curving pattern that goes into a zig-zag pattern at 00:08:907 (3,4,5,6) - and then another curve from 00:09:574 (6,1) - into another weird zig zag at 00:09:796 (1,2,3,4,1) . It just feels clunky.
  35. 00:12:463 (1,2,3,4,5,6,7,1,2,3,1) - This isn't intuitive at all. Firstly, the 3 largest jumps should be your last 3, 1>2, 2>3, 3>1 (00:13:352 (1,2,3,1) - ). The song is getting louder there and thats when the notes are getting the lowest (which is the way this song builds up I guess). Spacing is a bit random (I don't get why 00:12:759 (4,5) - is spaced so differently from 00:13:056 (6,7) - when they're essentially the same sound) and so is your flow (00:13:204 (7,1) - you randomly switch from ccw to cw movement here and it just seems very forced). I'd take a step back and evaluate how a pattern moves from one circle to the next.
  36. 00:13:352 (1) - Why the NC? Either NC 00:12:907 (5) - or remove the NC.
  37. 00:15:130 (2) - SQUIGGLES JUST FOR THE SHIGGLES AMIRIGHT? No but seriously theres no good reason for the slider being like this other than to be edgy or something. What I'd recommend is making the squiggles consistent with your (have your slider bend to the ticks kind of like you did on the white tick, but for the entire slider). I think that would help emulate the noise in the background and overall just give you a more pleasant playing experience.
  38. And actually, that covers all points patterning design wise. The map's issues (in my opinion) boil down to everything I've mentioned here. I think these apply to all your upper diffs in various ways. Overall I'd suggest a remap, but keep in mind this is purely my opinion so feel free to ignore it.

Sorry for it seeming so "nazi," I'm just trying to help. Feel free to ask me questions in game if needed.
Topic Starter
squirrelpascals

Cryptic wrote:

Kind of late I guess? M4M.

Nuts
  1. OD 9.4 is probably a bit too high for the way you've mapped this. OD 9 should suffice. Already discussed, already sufficed. I can get some more opinions tho
  2. 1. We'll start with a rhythm mod and then go into spacing/design later depending on how long this is.
  3. First things first. Be consistent with what instruments you map to. A good example of weird rhythm variation comes up in the first few measures. 00:00:019 (1,2,3,4,5,6,7,8) - In this combo you seem to be following the hollowish drum in the background. However in this combo 00:01:796 (1,2,3,4,5,6,7) - you ignore some of those hollow drum sounds. Being consistent with the instruments you follow and emphasize is important. You don't have to follow the hollowed drums throughout the entire map, but it shouldn't switch back and forth haphazardly as its hard for the player to "read" the map. In this particular situation, you only have 2 instruments holding rhytym; the bongos and the kick. The kick is a very strong beat and takes priority over the bongos. I had your recommendation before, but I agree with this change.
  4. 00:00:019 (1,2) - I recommending deleting 1, sliding 2 to 1's position, and making it a repeat slider. Doing this will help the player be introduced into a somewhat rhythmically odd song. (Its important to note that you should also be consistent with the way you map it.) This isn't detrimental. I don;t think I should have to worry about this is a 6.6*
  5. 00:01:574 (7,8) - These notes, no matter how loud I turn up my volume, do not exist. The 7 has a faint echo attached to it way in the background, but this is definitely overmapping. (And if you decided to map the faint noise at 7 why did you ignore the one at 00:00:463 ?) Agreed, changed 00:01:352 (6) into a slider
  6. 00:01:796 (1) - You have a strong drum beat on the repeat part of a slider on your highest diff. This is like undermapping, especially compared to the rest of the map. I feel like the slider personally satisfies these kicks
  7. 00:02:130 - As mentioned earlier, you change up your rhythms here and decide to skip this beat. I do not advise this. Your first mod already encompasses this
  8. 00:04:241 (2) - I think it'd be better if you did what I mentioned earlier and just reversed 00:03:574 (1) - this slider since the 2 is so quiet. Good point, but I wanted to keep the kicks specific to the sliders, like 00:03:352 (7,1)
  9. 00:05:130 (7) - This noise is honestly too quiet to put as a circle. Maybe as a slider end or something. But it exists, and there's no problem reading it with the current reading patterns
  10. 00:06:130 (4) - Does this note exist? I don't hear it. It does exist, but it was too quiet so I got rid of it
  11. 00:06:241 (5) - If anything, this should be a 1/4th slider as theres a note on the blue tick and none of the red tick. changed to something different
  12. 00:06:907 (8,9) - Refer to my earlier point about this being too quiet and mostly nonexistent. yes
  13. 00:08:685 (2) - Are you mapping the weird fade in the background? Thats not a distinct instrument. made 1 a sliderl
  14. 00:08:685 (2,3,4,5,6,1,2,3,4) - These sliders are rhythmically bad. They don't prioritize any particular instrument and seem to be there just to emphasize the weird whining noise in the background that would typically be ignored. I changed this part overall to be sure each slider lands on a particular note
  15. 00:15:130 (2) - You ignore a strong drum beat in this slider, which I'm aware you hit with the tick, but hes mega strong. Its not the kind of thing you ignore. I get that you're mapping to the "whrrrr" noise in the background, but technically that noise doesn't end until 00:16:018 . My suggestion would be to map the entire noise or none at all. The whirr noise is literally the embodiment of the song and is just as strong as the kick (it comes on the drop of the song). 00:15:907 (3,4,5,6,7,8) is mapped to a prominent gate effect applied to the whir noise (why i didnt end the slider at 00:16:018
  16. 00:16:685 (1) - I love inaudible noises tbh. Mapped to the reverse clap; audible
  17. 00:17:796 (1,2,3,4,5) - You and I both know that the rhythm in the background is not what you have mapped. Your rhythm is not a representation of the music here. Theres a few things wrong here, firstly the only clear beats that you did hit are 1 and 5. The "beat" 4 is mapped to actually lands after 4, more around 00:18:167 This change in sound starts happening on the note. The next issue is that 5's slider end lands on nothing. If anything make it a 3/4th slider with a silence slider end if you're trying to map the noise because it clearly ends where the next note begins (00:18:685 (1) - ). extended
  18. 00:18:685 (1) - I don't really know what this is mapped to? There also seems to be a 1/6th triplet in the background starting where you have the slider. Not 100% positive on that though. What? There's nothing on this slider
  19. 00:19:352 (1,2) - What are these slider ends hitting? Why are they there? There's pitch changed on the slider starts and ends
  20. 00:20:018 (1,2,3,4) - Overmapped no matter how you look at it. Not overmapped. Each kickslider is mapped to the gate effect of the whir noise
  21. 00:21:352 (1) - I'm fine with mapping clear strong breathing noises (like this), but at least silence the slider end since its not hitting anything. sure
  22. 00:24:685 (4) - Same thing, slider end hits nothing, silence it or change your patterning. No, this sound stops here, even though there's a small echo.
  23. 00:24:907 (1) - Nope. Nope. Nope. Theres nothing here except a faint echo in the background?
  24. 00:27:574 (1,2,3,4) - Overmapped. I really don't see an argument for this staying. It plays poorly (which I'll get to later) and it also makes no sense design wise (which I'll also get to later). Same as above mod for this
  25. 00:29:130 (2) - Same thing as I said earlier with the breathing, this is okay if you silence the slider end. Not same as the breathing. Pitch change
  26. 00:29:352 (1) - Okay, with this note I now see that I'm getting into the area where I'll be repeating myself, so lets go back over the first 30 seconds for rhythm and patterning below this point. I explained this above
  27. 2. Now on to the wonderful world of patterns and design. Assuming that your map doesn't severely change from fixing rhythms, here goes some clear issues I noticed in the first 30 seconds pattern wise.
  28. 00:00:019 (1,2,3,4,5,6,7,8) - So lets just break this pattern down in general. 00:00:019 (1,2) - I addressed this previously, but it applies here. This works better as just a single reverse slider Explained above, also threw same rhythm in at 00:07:130 - . 00:00:907 (3,4,5,6,7,8) - Musically speaking, there is nothing that warrants spacing that large, whether its in relation to the "doubles" (3>4, 5>6, 7>8) or the doubles to each other (34>56>78). I see that you've used a consistent DS but its just really spaced out for the sake of difficulty, which is no bueno (especially in an opening bit of a song). Not spaced for difficulty. You acct like I made these jumps; it's not difficult to hit at all and is small in comparison to the more tense part of the song, 00:14:907 and onward. Just to nail home the point, you have a 2.3 DS to a inadubile sound 00:01:574 (7,8) . A spacing that large you would typically use to denote something of importance, like the drum at 00:01:352 (6) - which you've done nothing to emphasize. already turned this into slider (dont know if i already said so)
  29. 00:01:796 (1) - Two huge strong drum beats on the repeat and the slider end, in a song like this they should definitely be clickable. No, repeat arrow is okay
  30. 00:01:796 (2,3,4,5,6,7) - Just read above for that paragraph. Explained it above
  31. 00:03:574 (1,2,3,4,5,6,7,8) - ^ ^
  32. 00:05:352 (1,2,3) - These notes are much stronger than 00:06:241 (5,6,7) - these yet they're mapped the same way. Why? One should emphasize instrument and song intensity via spacing variation, which is not being done here. They're not mapped the same, I used sliders to emphasize the strong kicks on 00:05:352 (1,2,3)
  33. 00:07:130 (1,2,3,4,5) - I actually like this bit. I think its a bit under/over mapped (depending on where you look) but I think out of all the patterns in the map this is probably one of the few that feels comfortable/natural to play. Remapped lol [color=#4080](i dont remember if this was apart from your mods or not because I replied to this mod in 2 portions)[/color]
  34. 00:08:685 (2,3,4,5,6,1,2,3,4) - I don't really know what to say about this design wise other than why? Note placement makes no sense to me here. It flows very haphazardly. 00:08:463 (1,2,3) - Is a curving pattern that goes into a zig-zag pattern at 00:08:907 (3,4,5,6) - and then another curve from 00:09:574 (6,1) - into another weird zig zag at 00:09:796 (1,2,3,4,1) . It just feels clunky. It's just a zig zag that has a circular motion to it, it plays fine
  35. 00:12:463 (1,2,3,4,5,6,7,1,2,3,1) - This isn't intuitive at all. Firstly, the 3 largest jumps should be your last 3, 1>2, 2>3, 3>1 (00:13:352 (1,2,3,1) - ). The song is getting louder there and thats when the notes are getting the lowest (which is the way this song builds up I guess). Spacing is a bit random (I don't get why 00:12:759 (4,5) - is spaced so differently from 00:13:056 (6,7) - when they're essentially the same sound Why would I space everything so similarly anyways?) and so is your flow (00:13:204 (7,1) - you randomly switch from ccw to cw movement here and it just seems very forced). I'd take a step back and evaluate how a pattern moves from one circle to the next. Plays okay to me, I don't see such a durastic need to make any spacing changes here
  36. 00:13:352 (1) - Why the NC? Either NC 00:12:907 (5) - or remove the NC. I nc every 2 beats from the point 00:09:796 - i nc 00:13:796 (1) also because of the sv change
  37. 00:15:130 (2) - SQUIGGLES JUST FOR THE SHIGGLES AMIRIGHT? No but seriously theres no good reason for the slider being like this other than to be edgy or something. What I'd recommend is making the squiggles consistent with your (have your slider bend to the ticks kind of like you did on the white tick, but for the entire slider don't think this would make too much of a difference without just killing the slider). I think that would help emulate the noise in the background and overall just give you a more pleasant playing experience. Have you read the description? Well, read that. The only thing I'm able to use to express the outlandishness of this music are lines dude, lines.
  38. And actually, that covers all points patterning design wise. The map's issues (in my opinion) boil down to everything I've mentioned here. I think these apply to all your upper diffs in various ways. Overall I'd suggest a remap, but keep in mind this is purely my opinion so feel free to ignore it. I won't ignore it, but I want to consider it

Sorry for it seeming so "nazi," I'm just trying to help. Feel free to ask me questions in game if needed.

Alrighty, thanks. I'm going to upload what I have and see how I can apply this all around in the morning not like it's already been the morning
Monstrata
NUTS

00:15:907 (3,4,5,6,7) - If you want to do a decreasing DS pattern, Make the shape more simple? Like a line or a curve? this just looks really messy.
00:17:685 - Nothing here?
00:17:907 (2,3,4) - These sound quite overmapped though... I don't even hear anything, whereas the part above, there's actually a note that goes unmapped.
00:30:130 (3,4,5,6,7,8) - Same as earlier, the structure just doesn't look like anything...
00:32:018 (1,2,3,4,5) - This is quite uneven too. Make the structure nicer?
00:32:130 (2,3,4) - They sound overmapped just like before. and 00:31:907 - is neglected.
00:34:575 (6,1) - I never understood why you always use low spacing going into this glass-shattering sound... Don't you want to emphasize it?
00:37:574 (5,6,1) - This spacing is just going to confuse ppl imo... you're mapping both 1/4 and 1/2 rhythms to the same visual spacing.
01:14:130 (2,3,4,5,6,1) - The spacing increment is too large imo... and your curve is poorly constructed.
01:57:907 (2) - Doesn't sound like anything... I'd just begin on 01:58:018 (3) - .
02:19:241 (4,6) - These sound overmapped too..
02:21:796 (1,2,3) - You could make these bigger tbh

Idk man. This just looks like a mess to me... Some parts just sound overmapped. While the majority of your notes actually do exist in the music though, it just feels really exaggerated. For me, the map really lacks structure. Many patterns look like they are manually placed, rather than a product of some sort of copy/paste /Ctrl+Something function. As a result, the map really suffers on a structural level. Maps can be chaotic, yes, but they should still have some underlying thread of structure and consistency tying all objects together. Here, I don't see any really good flow choices, many are simply "acceptable" as it, they work, and no one will complain about them in testplays. The rhythms are okay, but some are rather questionable, and there are many places where I just feel objects are overmapped. Honestly, this needs work, but more than anything, I feel you need to gain more experience as a mapper before taking on a song like this, because extremely high bpm/alternator mapping does require a good sense of flow, rhythm, and being able to tie object placements together cohesively.

EXTRA

00:01:796 (1) - Kinda weird how the repeat and tail are quite a different sound to the head.
00:08:685 (1,2) - Sounds overmapped to me..
00:19:796 (3,4,5,6,7,8) - This is okay, but structurally, you can still make the pattern better. Spacing's still off, as are alignments
00:41:351 (1,2,3,4) - Try and give this a single movement too, like the other 4 note streams. Either make this linear, or curved, but stick to one fluid movement.
01:10:018 (3,1,2) - This spacing is so confusing honestly... you're already making a mistake by putting 1 so close to 3 since you're mapping that kind of spacing to 1/4 jumps, like compare it with 01:09:352 (1,2) - . It's really hard to read the rhy thm here.
01:16:685 (3,4,1) - Spacing change here but not 01:17:574 (3,4,1) - ?
01:27:796 (1,2) - I would swap NC's and begin the NC pattern on 01:28:018 - instead. It sounds better rhythmically.
01:29:574 (1,2) - Same. And what happened to the Orange?
01:31:574 (1,2,3) - You do it right here. Okay basically NC is inconsistent in this section. There are other places where its inconsistent, i trust you know where.
01:51:130 (5) - NC
02:14:241 (5) - NC
02:21:796 (1,2,3) - Spacing can be more consistent here.

This one's a bit better. The patterns are at least more structurally sound, though yea they still need a lot of polishing up because your structures aren't really consistent in spacing.

INSANE

00:08:685 (1) - Idk what this is following at all. I can only guess it's the whirring sound int he back, but you don't map it earlier so its really weird switching into it so abruptly. (If you are mapping to that whirring, I think its a mistake too... you should stick with the instruments since you dont map the whirring sound elsewhere in the intro).
00:33:574 (1) - You should really map 00:33:796 - to something clickable xP mapping it to a 2nd repeat is too passive imo.
00:57:796 (4,5) - Blanketting would look a lot nicer.
00:59:574 (1) - Your NC pattern is really inconsistent throughout this section. Are you doing 2 measures? 00:56:907 (1,2,3,4,5,6) - 01:00:463 (1,2,3,4,5) - or one measure?00:58:685 (1,2,3) - 01:05:796 (1,2,3) -
01:17:352 (5,1) - Swap NC's.
01:40:464 (4) - NC and do something more interesting? 01:44:018 (1,2,3) - was nice.
01:51:130 (1) - Man, you're really inconsistent about mapping this to 3 sliders or to 1 repeat slider. 3 sliders is less lame imo.

HARD

00:05:130 (6) - This doesn't actually exist imo... Use a 1/2 slider instead with 00:04:907 (5) -
00:14:907 (1,2) - Just sounds overmapped.
01:10:241 (1,2,3,4,5,6) - This is such a complicated rhythm for a Hard... Can you do something simpler? Use 1/4 repeats and don't use streams that begin on blue ticks, especially when they're coming right out of a 1/4 repeat slider. Also spacing them this far apart is just not good either, especially since the 1/4's are so quiet.
01:40:463 (2,3,4) - Why's the spacing so different.

NORMAL

NC'ing is really off for me...
00:22:241 (3) - This should be the start of a new NC pattern, considering the music.
00:24:018 (6) - I would NC here too, remove on 00:24:907 (1) - and NC on 00:25:796 (3) - . Basically stick to single measures.
This song is really off in terms of its rhythm so I don't blame you, but try and NC when theres a start of a new measure, or where it sounds like a new measure starts. Places like 00:36:463 - 00:38:241 - 00:40:018 - 00:41:796 - Your NC pattern after 01:25:352 - is a lot better since you NC a lot more frequently, which makes more sense with a song like this.
01:55:574 (3) - NC Stick to one measure. 01:52:018 (1) - follow this pattern.

EASY

Looks alright, I would prefer if you were more consistent about mapping the crashes to something clickable. Right now, sometimes you map it to a circle/slider-head and other times it's passive like on a slider-tail.
Talking about 00:15:130 (1) - (sliderhead) vs 00:17:796 (1) - slidertail
00:31:130 (3) - Clickable, 00:32:018 (1) - Not clickable 00:34:685 (3) - Clickable

Okay good luck.
Topic Starter
squirrelpascals

Monstrata wrote:

NUTS

00:15:907 (3,4,5,6,7) - If you want to do a decreasing DS pattern, Make the shape more simple? Like a line or a curve? this just looks really messy. While the shape still looks the same, I put structure behind it and used 45 degree rotation increments in between each circle.
00:17:685 - Nothing here? Put a slider end there
00:17:907 (2,3,4) - These sound quite overmapped though... I don't even hear anything, whereas the part above, there's actually a note that goes unmapped. I know this needs to be changed except I don't know how, so I'm going to keep it until I think of something.
00:30:130 (3,4,5,6,7,8) - Same as earlier, the structure just doesn't look like anything... I don't understand how it doesn't look like anything; it's a zig zag pattern so it doesn't look like anything too random. I perfected the angles on the zig zag tho using copy + paste
00:32:018 (1,2,3,4,5) - This is quite uneven too. Make the structure nicer? I perfected it by using 63 degree angles evenly between each circle
00:32:130 (2,3,4) - They sound overmapped just like before. and 00:31:907 - is neglected. Sliderend added on neglected beat, See comment above
00:34:575 (6,1) - I never understood why you always use low spacing going into this glass-shattering sound... Don't you want to emphasize it? Sure, moved it more to the left
00:37:574 (5,6,1) - This spacing is just going to confuse ppl imo... you're mapping both 1/4 and 1/2 rhythms to the same visual spacing. Opps, fixed
01:14:130 (2,3,4,5,6,1) - The spacing increment is too large imo... and your curve is poorly constructed. If the spacing increment on 01:12:907 (1,2,3,4,1,2,3,4) isn't too large then why did you choose to comment on this? This specific curve uses a logarithmic spacing pattern and I like the way it bleeds into 01:14:685 (1)
01:57:907 (2) - Doesn't sound like anything... I'd just begin on 01:58:018 (3) - . I just removed it
02:19:241 (4,6) - These sound overmapped too.. I hear notes here. Turn off effect volume
02:21:796 (1,2,3) - You could make these bigger tbh Sure

Idk man. This just looks like a mess to me... Some parts just sound overmapped. While the majority of your notes actually do exist in the music though, it just feels really exaggerated. For me, the map really lacks structure. Many patterns look like they are manually placed, rather than a product of some sort of copy/paste /Ctrl+Something function. As a result, the map really suffers on a structural level. Maps can be chaotic, yes, but they should still have some underlying thread of structure and consistency tying all objects together. Here, I don't see any really good flow choices, many are simply "acceptable" as it, they work, and no one will complain about them in testplays. The rhythms are okay, but some are rather questionable, and there are many places where I just feel objects are overmapped. Honestly, this needs work, but more than anything, I feel you need to gain more experience as a mapper before taking on a song like this, because extremely high bpm/alternator mapping does require a good sense of flow, rhythm, and being able to tie object placements together cohesively. Yeah I understand, I did map this like 6 months ago and I've improved a lot since then. Back then even when I did map this, although I was able to envision structure in this map, I didn't know how to apply it to a map as well as I do today. That's why I'm going to use the experience that I gain as I move on with this to the map itself; I still believe that this map can go somewhere. I think more mods from experienced mappers in general will help a lot as well as just using what I learn and applying it to this map. I don't believe that song choice should exactly confine me to what type of maps I should make, there's nothing wrong with going out on a limb as that's always part of a learning process.

EXTRA

00:01:796 (1) - Kinda weird how the repeat and tail are quite a different sound to the head. They're different but they're both percussional, so they're not too alienated from eachother
00:08:685 (1,2) - Sounds overmapped to me.. Removed
00:19:796 (3,4,5,6,7,8) - This is okay, but structurally, you can still make the pattern better. Spacing's still off, as are alignments I don't understand this comment. 3,4,5 is copy pasted and ctrl+h'ed to finish the pattern, and the only possible way I can improve spacing here is by moving 6 one picel to the right. But still, this pattern is okay
00:41:351 (1,2,3,4) - Try and give this a single movement too, like the other 4 note streams. Either make this linear, or curved, but stick to one fluid movement. Alright, sure
01:10:018 (3,1,2) - This spacing is so confusing honestly... you're already making a mistake by putting 1 so close to 3 since you're mapping that kind of spacing to 1/4 jumps, like compare it with 01:09:352 (1,2) - . It's really hard to read the rhy thm here. Agreed, replaced
01:16:685 (3,4,1) - Spacing change here but not 01:17:574 (3,4,1) - ? Applied the spacing change
01:27:796 (1,2) - I would swap NC's and begin the NC pattern on 01:28:018 - instead. It sounds better rhythmically. Okay that fine. i tried to preserve the 1/2 nc pattern here but its okay i guess
01:29:574 (1,2) - Same. And what happened to the Orange? Theres already an nc? And orange cc is used for claps specifically here (I improved that consistency by a lot)
01:31:574 (1,2,3) - You do it right here. Okay basically NC is inconsistent in this section. There are other places where its inconsistent, i trust you know where. I got it figured out
01:51:130 (5) - NC Done
02:14:241 (5) - NC Done also
02:21:796 (1,2,3) - Spacing can be more consistent here. Made consistent

This one's a bit better. The patterns are at least more structurally sound, though yea they still need a lot of polishing up because your structures aren't really consistent in spacing. Okay

INSANE

00:08:685 (1) - Idk what this is following at all. I can only guess it's the whirring sound int he back, but you don't map it earlier so its really weird switching into it so abruptly. (If you are mapping to that whirring, I think its a mistake too... you should stick with the instruments since you dont map the whirring sound elsewhere in the intro). Okay, I remapped this bit
00:33:574 (1) - You should really map 00:33:796 - to something clickable xP mapping it to a 2nd repeat is too passive imo. Sure, added another slider I tried not to do this to differentiate
00:57:796 (4,5) - Blanketting would look a lot nicer. True
00:59:574 (1) - Your NC pattern is really inconsistent throughout this section. Are you doing 2 measures? 00:56:907 (1,2,3,4,5,6) - 01:00:463 (1,2,3,4,5) - or one measure?00:58:685 (1,2,3) - 01:05:796 (1,2,3) - I know this is sad but I kind of forgot what was intended here. I think it was 2 measures so i changed to that
01:17:352 (5,1) - Swap NC's. opps fixed
01:40:464 (4) - NC and do something more interesting? 01:44:018 (1,2,3) - was nice. Applied nc. and I think this slider fits the sound really well see below
01:51:130 (1) - Man, you're really inconsistent about mapping this to 3 sliders or to 1 repeat slider. 3 sliders is less lame imo. Actually yeah ill switch to 3 sliders

Man I just realized how inconsistent I was when I mapped this; i always check for consistency nowadays but i think i forgot about this diff when checking for it in nuts and extra

HARD

00:05:130 (6) - This doesn't actually exist imo... Use a 1/2 slider instead with 00:04:907 (5) - Good idea
00:14:907 (1,2) - Just sounds overmapped. Changed to 1/2 slider
01:10:241 (1,2,3,4,5,6) - This is such a complicated rhythm for a Hard... Can you do something simpler? Use 1/4 repeats and don't use streams that begin on blue ticks, especially when they're coming right out of a 1/4 repeat slider. Also spacing them this far apart is just not good either, especially since the 1/4's are so quiet. Agreed, made 2 repeat sliders
01:40:463 (2,3,4) - Why's the spacing so different. Changed along with all other intended jumps. they just looked messy

NORMAL

NC'ing is really off for me... It was originally intended to ouse an nc on each count of 8, but I agree the music may call for something different
00:22:241 (3) - This should be the start of a new NC pattern, considering the music.
00:24:018 (6) - I would NC here too, remove on 00:24:907 (1) - and NC on 00:25:796 (3) - . Basically stick to single measures.
This song is really off in terms of its rhythm so I don't blame you, but try and NC when theres a start of a new measure, or where it sounds like a new measure starts. Places like 00:36:463 - 00:38:241 - 00:40:018 - 00:41:796 - i think this ones fine but the rest i agree with Your NC pattern after 01:25:352 - is a lot better since you NC a lot more frequently, which makes more sense with a song like this.
01:55:574 (3) - NC Stick to one measure. 01:52:018 (1) - follow this pattern. Sounds good

Okay, I renovated the nc patterns for this diff to go more with the song

EASY

Looks alright, I would prefer if you were more consistent about mapping the crashes to something clickable. Right now, sometimes you map it to a circle/slider-head and other times it's passive like on a slider-tail.
Talking about 00:15:130 (1) - (sliderhead) vs 00:17:796 (1) - slidertail
00:31:130 (3) - Clickable, 00:32:018 (1) - Not clickable 00:34:685 (3) - Clickable okay ill put this on my to do list cuz im tired now

Okay good luck.
Alright, thanks for the mod! I'll try to push this forward with more experience and ask some better mappers to come by and look at the map.
Only goal for now is that^
Monstrata
Well, you say you mapped this 6 months ago when you did not have a lot of experience. Have you considered remapping parts of the map instead of just looking for more mods? Essentially, modding will improve your mod by a set percentage. Lets say your map is a 3/10 right now, mods can improve it by 50%, but that'd still only be 4.5/10 Whereas if your map was already a 6/10 mods would improve it to a 9/10. Basically what I'm saying is modding will help polish up what you have, but only you can really give modders a better baseline for what to mod.

I'm not saying remap everything, but if you see things that you yourself wouldn't do nowadays, or know how to do better, I would consider just remapping it to better reflect how you'd handle such things today.
Topic Starter
squirrelpascals
posted 2 comments by accident
Topic Starter
squirrelpascals

Monstrata wrote:

Well, you say you mapped this 6 months ago when you did not have a lot of experience. Have you considered remapping parts of the map instead of just looking for more mods? Essentially, modding will improve your mod by a set percentage. Lets say your map is a 3/10 right now, mods can improve it by 50%, but that'd still only be 4.5/10 Whereas if your map was already a 6/10 mods would improve it to a 9/10. Basically what I'm saying is modding will help polish up what you have, but only you can really give modders a better baseline for what to mod.

I'm not saying remap everything, but if you see things that you yourself wouldn't do nowadays, or know how to do better, I would consider just remapping it to better reflect how you'd handle such things today.
To be honest, I'll admit that changing things in general is a big weakness of mine just because it's hard for me to stretch away from my original ways of doing things (not just mapping). I'm trying to keep this map specifically closer to it's origins though, because I still stand close to the original way this map reflects the music. A lot of players like it a lot, also. But although I can easily shy away from a remap, I've still redone some parts of this mapset, especially 00:23:130 (1,2,3,4,5) and 01:16:463 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) as well as some parts after 01:53:796- (NUTS diff). But I changed the first two back, because those were patterns that I am closer to and am confident that I can better execute them.

With all this in mind though, I have to remember my first statement, and that changing things is one of my weaknesses, so remapping something might be one of the hardest things to do for me, at least. But if I absolutely have to change an overall theme of the map (unrankable), such as the spaced streams or the weird sliders, then I wouldn't feel any point to continue with this, because I feel like the uniqueness of the map overall would just be thrown in the trash. I want to do what i do in this mapset to the best possible ability; of course I'm still trying to learn how to do it better. And if I do see a change in this map I can make for the better that I personally like, then shoot, I'll totally remap it. I have considered remapping things to a way I would handle them now; and I'm still changing things about this mapset, even if it's very slowly. But to be honest, this far into the set and after everything I've considered, I don't think I would handle them too much differently. Is that a bad thing? I don't know, I hope not. Of course I'm trying to learn as much about mapping as I can right now; so who knows, maybe in the future I'll look at this mapset as trash. But not now.

I'm not saying that I disagree with what you said about mods only improving a mapset to a certain point because I actually totally agree. If I bothered to use a completely safe mapping style for this song in the first place then I know it could have been a 9/10 + by now. And from experience, an insane amount of people have shied away from modding this because of song choice/mapping style, so I would have gotten many more mods as well. So to that I completely understand. But whether they like it or not, this is the baseline that I give players to mod; I don't want to change what I have only to appeal to the modder.

Sorry this ended up long, I felt like speaking my mind. If anything I said sounds completely wrong and ridiculous then shoot, let me know. Thank you for taking your time to come back and reply by the way :)

---

e: Since I don't want to shy away from change in the map completley and want to change this map for the better, I'm working with Spork Lover to brainstorm some changes that would be beneficial for the map, mainly for the top diffs. The maps theme is still staying though, it'll just be a lot more organized and hopefully make a bit more objective sense.

(Note to self: structure = how hitobjects visually correspond to eachother)
Spork Lover
I'm helping Squirrel out with doing entire reworks to a lot of sections of his song. vvvv the log below displays a lot of those changes, and I'm gonna help him out later with even more ideas and concepts that he can add.

TO SQUIRREL FOR LATER:
Intensity =/= More notes <-- Remind me that I wrote this later.

Also, DON'T give me kudosu, since I modded your map like 4 months ago lol :^)

Map rework IRC
21:27 squirrelpascals: o/
21:27 Spork Lover: o/
21:30 Spork Lover: :3
21:31 squirrelpascals: E:
21:31 squirrelpascals: wtf
21:32 Spork Lover: xD
21:36 *squirrelpascals is editing [https://osu.ppy.sh/s/413701 SO SUS + KONKA - ACORN [fkin alt diff]]
21:36 squirrelpascals: lol
21:37 squirrelpascals: i still have no clue on what to do for this one part, rhythm wise
21:38 squirrelpascals: my main dilemma is over whether 00:18:018 should be clickable or not
21:39 Spork Lover: diff doesn't show for me
21:39 squirrelpascals: oh thats right
21:40 squirrelpascals: across all diffs its at 00:18:018 -
21:40 Spork Lover: Why shouldn't it be clickable?
21:40 Spork Lover: To me, that sounds like 2 kicksliders
21:40 Spork Lover: or something along those lines
21:41 squirrelpascals: look at monstrata mods
21:41 squirrelpascals: i did this
21:41 squirrelpascals: https://osu.ppy.sh/ss/5509341
21:41 squirrelpascals: do you know how to keep an irc log btw
21:41 Spork Lover: Write /savelog
21:41 Spork Lover: When convo is over
21:42 squirrelpascals: oh okay
21:42 squirrelpascals: i can link you to mods of concern
21:42 Spork Lover: could you upload the diff you've done so far?
21:42 Spork Lover: So I get an idea
21:43 squirrelpascals: t/417365/start=73 all mods from there
21:43 squirrelpascals: the screenshot i sent is the only thing ive made xD
21:43 squirrelpascals: what idea
21:43 Spork Lover: of what concepts you're thinking of
21:44 squirrelpascals: oh okay
21:44 squirrelpascals: let me come up with some more ;P
21:44 Spork Lover: Like
21:44 Spork Lover: Lemme come up with an example
21:44 Spork Lover: For the first two notes
21:44 squirrelpascals: okay
21:46 Spork Lover: http://osu.ppy.sh/ss/5509382
21:47 Spork Lover: First two notes of the entire song
21:47 Spork Lover: :p
21:47 Spork Lover: Again, concept idea
21:47 Spork Lover: Don't have to follow it in any way
21:47 squirrelpascals: okay
21:47 squirrelpascals: i dont think the first two notes are a problem though
21:48 Spork Lover: But I mean
21:48 squirrelpascals: im really focusing on the questionable stuff for now
21:48 squirrelpascals: yeah?
21:48 Spork Lover: "Remapping" literally means reworking stuff to an extent where it's completely different while still being the same style
21:48 Spork Lover: I remapped an entire map
21:48 Spork Lover: And most aesthetics/rhythms changed for the better
21:49 Spork Lover: (The brain power chorus/drunk section)
21:49 Spork Lover: I literally deleted the whole thing
21:49 Spork Lover: And started from stratch xD
21:49 squirrelpascals: Some parts that I like are okay for sure, though, so I'm trying to do this in chunks
21:49 squirrelpascals: yeah like you said
21:52 squirrelpascals: https://osu.ppy.sh/ss/5509409 final change for this part
21:53 Spork Lover: Yeah that rhythm is fine
21:54 Spork Lover: Transition is a bit weird 'cause of the angle of the reverse and the long slider
21:54 Spork Lover: But yeah
21:54 Spork Lover: https://osu.ppy.sh/ss/5509423
21:55 squirrelpascals: well its treated as a hold
21:55 squirrelpascals: so i dont think its detrimental
21:55 squirrelpascals: yeah that type of thing that you did
21:55 squirrelpascals: also, for 00:32:018 -
21:55 Spork Lover: Sent it as a pattern idea
21:55 squirrelpascals: https://osu.ppy.sh/ss/5509430
21:56 squirrelpascals: sounds good
21:56 Spork Lover: The downward angle on the slider gives that "hold" feel
21:56 Spork Lover: That's good too
21:56 squirrelpascals: yeah, its a 1/8 repeat xD
21:56 Spork Lover: I mean the long one
21:56 squirrelpascals: yeah, i have like 2 more of those to do
21:57 squirrelpascals: o i just realiced
21:57 squirrelpascals: realized*
21:58 squirrelpascals: 02:11:574 - is the same rhythm as 00:17:796 -
21:58 Spork Lover: Yeah
21:58 Spork Lover: Rework 1 and 2
21:58 Spork Lover: The shape on 2 should be somewhat similar
21:58 Spork Lover: To the long sliders you did before
21:58 squirrelpascals: wait on the first timestamp?
21:59 Spork Lover: 2 should be like 00:18:241 (6) -
21:59 squirrelpascals: it already is similar :p
21:59 squirrelpascals: oh i see
21:59 squirrelpascals: i think it is pretty similar as far as angles and curviture goes, i just make it correspond with 1
22:00 Spork Lover: Random question
22:00 Spork Lover: 02:13:574 (1,2,3,4,5,6) -
22:00 Spork Lover: What do you think about those as a whole?
22:00 Spork Lover: After the suggestion I gave you earlier today
22:01 squirrelpascals: what was your suggestion?
22:01 squirrelpascals: i didnt know you gave a suggestion for that part in particular
22:02 Spork Lover: https://osu.ppy.sh/ss/5509468
22:02 Spork Lover: Look at first 4
22:02 squirrelpascals: oh right i remember
22:02 Spork Lover: Like
22:02 squirrelpascals: jump from 4 to 5 xD
22:02 Spork Lover: nononono
22:02 Spork Lover: I just did the first 4
22:02 Spork Lover: lmfao
22:02 squirrelpascals: i kno lol
22:02 Spork Lover: xD
22:02 Spork Lover: But yeah
22:03 squirrelpascals: do you just not like the spacing?
22:03 Spork Lover: Think of it as a 1/4 stream
22:03 squirrelpascals: its a slider stream..?
22:03 Spork Lover: Yeah but I mean
22:03 Spork Lover: 02:14:018 (5,6) - Being 1/8 sliders, the spacing IS really large
22:04 Spork Lover: And is a choke fest 'cause it's linear :p
22:04 Spork Lover: Which is why the suggestion I gave forces people to do small sharp turns
22:04 Spork Lover: It's a 135 bpm "jump" lel
22:04 Spork Lover: but yeah brb
22:04 Spork Lover: Gotta walk doge :3
22:04 squirrelpascals: okay wait
22:05 squirrelpascals: alright c:
22:05 Spork Lover: I'll be back in like 15 min
22:05 squirrelpascals: coo
22:05 Spork Lover: you can just write the response I'll come back to it
22:06 squirrelpascals: alrigth
22:08 squirrelpascals: waht am i doing https://osu.ppy.sh/ss/5509504
22:09 squirrelpascals: omg this works https://osu.ppy.sh/ss/5509512
22:21 Spork Lover: Yeah that works
22:21 squirrelpascals: okay
22:22 squirrelpascals: but if that works going backwards then why doesnt the former pattern work?
22:22 Spork Lover: Mainly the uneven spacing
22:25 squirrelpascals: what if i evened it out then :p
22:25 Spork Lover: Would still be weird with the turn
22:25 Spork Lover: If you switched the 1/8 sliders out with a single tap
22:25 Spork Lover: It would feel really weird
22:25 Spork Lover: And that shouldn't be the case
22:26 squirrelpascals: oh okay
22:26 squirrelpascals: what if i mapped it as a stream first
22:26 squirrelpascals: lol
22:27 Spork Lover: What do you mean
22:27 Spork Lover: lol
22:28 squirrelpascals: map that ome part as a stream
22:28 squirrelpascals: and add the sliderends after
22:29 Spork Lover: 1/4 stream?
22:29 Spork Lover: Yeah
22:29 Spork Lover: Just throwing this out there
22:30 squirrelpascals: mkay
22:30 Spork Lover: But the extra diff is really good compared to nuts
22:30 Spork Lover: And imo the Nuts diff could just be an amplified version of the extra
22:30 squirrelpascals: isnt it tho, with the spaced streams and all
22:30 Spork Lover: Bit larger spacing, bit more density in spots where it makes sense
22:30 Spork Lover: Like
22:30 Spork Lover: There are some inconsistent things
22:31 Spork Lover: And also
22:31 Spork Lover: 00:15:907 (3,1,2,3,4,5) -
22:31 Spork Lover: On extra
22:31 Spork Lover: You're symmetric
22:31 Spork Lover: You're not symmetric on Nuts
22:31 Spork Lover: In many cases if at all
22:31 squirrelpascals: symmetry =/= good
22:31 Spork Lover: I mean
22:32 squirrelpascals: its a different style. you dont need to be symmetric to compliment a rhythm correctly or make a pattern work
22:32 squirrelpascals: thats my take on that
22:32 Spork Lover: There's more structure on the extra :p
22:32 squirrelpascals: whats your definition of structure then
22:33 Spork Lover: 00:26:685 (1,2,3,4,5,1,2,3,4) -
22:33 Spork Lover: Stuff like the overlaps here
22:33 Spork Lover: Or erm
22:33 squirrelpascals: okay thats an example but how does structure apply to the patterns
22:33 Spork Lover: Like
22:34 Spork Lover: The overall looks was in my eyes what I meant
22:34 Spork Lover: It looks messy, due to stuff like erm
22:34 Spork Lover: 00:20:685 (2) -
22:35 Spork Lover: This overlapping, and not blanketing etc etc with 00:19:907 (4,1) -
22:35 Spork Lover: Or something along those lines
22:35 Spork Lover: There are a lot of examples
22:35 Spork Lover: 00:16:685 (1,3) -
22:36 squirrelpascals: if i moved 00:17:574 (3) - to x260 y76 would taht be better
22:37 Spork Lover: It would add a triangle pattern yes
22:37 Spork Lover: Or like
22:37 Spork Lover: Aesthetic triangle
22:37 Spork Lover: x)
22:37 squirrelpascals: and also, in the first example you mentioned those objects are a beat and a half apart. Does it still matter at that point?
22:37 Spork Lover: It does
22:37 Spork Lover: If it was blanketing you would notice
22:38 squirrelpascals: my point is, the notes fade by the time you get to 00:20:796 - right?
22:38 Spork Lover: Yeah
22:39 Spork Lover: But you still get the feel that it's overlapping in a weird
22:39 Spork Lover: way
22:39 squirrelpascals: okay what if i placed it here
22:39 squirrelpascals: https://osu.ppy.sh/ss/5509690
22:39 Spork Lover: Is better yes
22:39 squirrelpascals: okay
22:40 Spork Lover: Looks more structured that way due to the sharp angle being in the middle of the note
22:40 squirrelpascals: so if structure is the visual way notes correspond to eachother, i guess i know what it is. but i just dont do it well here
22:41 Spork Lover: 00:09:796 (1,2,3,4,5,1) - Emphasis is wrong, but you could do a small rework here
22:41 squirrelpascals: ugh cryptics mods encompassed that
22:42 squirrelpascals: would it be fine with the 1/2 slider spam again
22:42 Spork Lover: http://osu.ppy.sh/ss/5509715
22:42 Spork Lover: That's my idea
22:42 squirrelpascals: eh, i want kick sliders to emphasize the whiney sound
22:43 squirrelpascals: WAIT
22:43 Spork Lover: It would also make the player think "oh this song is legit underrated"
22:43 Spork Lover: SR wise
22:43 Spork Lover: x)
22:43 squirrelpascals: nvm
22:43 squirrelpascals: i had a good idea
22:44 Spork Lover: Can I hear about it? :o
22:44 squirrelpascals: just using repeat sliders instead of notes
22:44 squirrelpascals: it would make the beats too passive though
22:44 Spork Lover: Would be weird imo
22:45 Spork Lover: A spaced 135 BPM stream is better
22:45 Spork Lover: Or like erm
22:45 squirrelpascals: if a kickslider stream doesnt work here neither would a stream of any kind
22:45 squirrelpascals: https://osu.ppy.sh/ss/5509734
22:45 squirrelpascals: i did that, it got rid of the awkward spacing :P
22:45 Spork Lover: http://osu.ppy.sh/ss/5509736
22:45 Spork Lover: This would work
22:46 squirrelpascals: ohh i like that
22:46 Spork Lover: Spacing from first slider is off
22:46 Spork Lover: But you get me
22:46 squirrelpascals: but i feel like i shouldnt space notes yet at all here though
22:46 squirrelpascals: i dont want to give 00:09:796 - and 00:16:018 - the same emphasis
22:46 Spork Lover: Also, do some aesthetics rework to the 4 first sliders (00:08:907 (2,3,4,5) - )
22:47 Spork Lover: 'Cause it feels like they're turned in a random way
22:47 squirrelpascals: no, let me draw a picture real quick
22:48 Spork Lover: 9:796 is really intense imo
22:48 Spork Lover: And because you do decreased spacing on 16:018, it feels harder as well
22:48 Spork Lover: Than the other one
22:49 squirrelpascals: http://imgur.com/CKOeUuP red = flow
22:49 Spork Lover: I mean
22:50 Spork Lover: The slider direction is random
22:50 Spork Lover: Not the placement
22:51 Spork Lover: http://osu.ppy.sh/ss/5509759
22:51 squirrelpascals: my point is that the slider direction goes right to left of the flow
22:51 squirrelpascals: if that works
22:51 Spork Lover: Idea for spacing ideas
22:51 Spork Lover: 'cause the part after the spinner is increased in intensity
22:51 squirrelpascals: okay i might just do something like that
22:51 Spork Lover: Also, the "stream" I made after 5 overlaps 4
22:51 Spork Lover: So it's back n' forth
22:52 Spork Lover: Linear flow on a plain section is rarely a nice thing to play
22:52 Spork Lover: But that's just my opinion
22:52 Spork Lover: :p
22:52 squirrelpascals: why does nobody like linear flow
22:52 squirrelpascals: geezus
22:52 Spork Lover: Feels unfair if you choke
22:53 Spork Lover: :p
22:53 Spork Lover: And the transition is kinda awkward
22:53 Spork Lover: When you do linear flow
22:55 Spork Lover: 00:33:574 (1,2,1,2,3,4,5,6) - If I talk about structure like before, how does the single taps 1, 3, 6 look?
22:55 squirrelpascals: are you talking abot the overlap of 00:33:574 (1) -
22:56 squirrelpascals: 00:33:796 (2,6) - seems fine
22:56 Spork Lover: Just the fact that they seem really close together
22:56 Spork Lover: Without having anything to do with each other
22:56 Spork Lover: 00:32:463 (5,1) -
22:56 squirrelpascals: i just fised that
22:57 squirrelpascals: i positioned 5 more appropriatley
22:57 Spork Lover: Idea:
22:57 Spork Lover: http://osu.ppy.sh/ss/5509812
22:57 Spork Lover: 2 perfectly overlaps the single tap 6
22:58 Spork Lover: And slider 1 isn't in the way
22:58 squirrelpascals: im trying to keep 1 kind of out of the middle
22:58 squirrelpascals: but i like what you did with 2
22:59 Spork Lover: You should overlap 1 with one of the notes too then
22:59 Spork Lover: Or make it do an obscure blanket somehow
22:59 squirrelpascals: okay how about this
22:59 Spork Lover: 00:35:796 (1,2,3,4,5) - Weird transition due to two things:
23:00 squirrelpascals: https://osu.ppy.sh/ss/5509824
23:00 squirrelpascals: 2 overlaps 6 in the same way 1 does with 1
23:00 squirrelpascals: transition to what
23:01 Spork Lover: 3-4-5 is linear
23:01 Spork Lover: + triangle pattern for a 4-note section
23:01 Spork Lover: Is kinda weird
23:01 Spork Lover: imo
23:01 Spork Lover: http://osu.ppy.sh/ss/5509833
23:02 Spork Lover: Weird idea
23:02 Spork Lover: I'd do it a lot differently
23:02 Spork Lover: (Didn't move 1-slider
23:02 squirrelpascals: i dont think this will get in the way too much, because 1234 is so distinguished from 5
23:02 Spork Lover: I mean
23:02 squirrelpascals: your idea feels cluttered
23:02 Spork Lover: Yeah it is
23:02 squirrelpascals: overlap 5 tail more with 3
23:03 Spork Lover: But I think that a 4-note with a 1,4 overlap is weird if it's not 1/3
23:03 Spork Lover: I'm thinking playability wise rn
23:04 squirrelpascals: so the 1,4 overlap is the problem?
23:05 Spork Lover: that on top of the triangle shape in a 1/4 4-note section
23:05 Spork Lover: It basically shouldn't be formed like a triangle
23:05 Spork Lover: But yeah
23:05 Spork Lover: :p
23:05 squirrelpascals: so then that means 01:20:018 (1,2,3,4,1,2,3,4,1,2,3,4) - is also a problem?
23:05 Spork Lover: http://osu.ppy.sh/ss/5509855 (Look at singletaps only)
23:05 Spork Lover: This would be acceptable
23:06 squirrelpascals: i asked smoothie world specifically about that pattern a while back and he said there wasnt a prob
23:06 Spork Lover: 01:21:352 (1,2,3,4) - These four are technically fine
23:07 Spork Lover: 01:20:018 (1,2,3,4,1,2,3,4,1,2,3,4) - But I'd do 3 squares here
23:07 Spork Lover: Or do back n' forths
23:08 squirrelpascals: okay i see what your saying
23:08 Spork Lover: Like
23:08 Spork Lover: You're basically forcing 3-note patterns when it's actually 4
23:08 squirrelpascals: yeah
23:09 Spork Lover: But if you do squares, make it overlap nicely or don't make them overlap at all
23:09 Spork Lover: Like...
23:09 Spork Lover: EITHER
23:11 Spork Lover: https://osu.ppy.sh/ss/5509892
23:12 Spork Lover: http://osu.ppy.sh/ss/5509897
23:12 Spork Lover: To me, the first suggestion is a lot better to play
23:13 Spork Lover: 'cause the way I made the second suggestion is very linear while also being super spaced
23:14 squirrelpascals: okay
23:14 Spork Lover: (On the first, I used polygon, then ctrl+c and ctrl+v, then scaled next square 1,1, and then turning it 10 degrees (All from selection centre)
23:14 Spork Lover: And then scaled by 1,08 on the second square, and turned by 10 degrees as well
23:14 Spork Lover: third I mean*
23:15 squirrelpascals: okay, im going to try that patttern in a variety of ways
23:15 Spork Lover: Yeah
23:15 Spork Lover: generally, don't make it look messy
23:16 Spork Lover: and don't force other x-note patterns apart from 4
23:16 Spork Lover: :3
23:16 squirrelpascals: gotcha, unless music calls for it
23:16 Spork Lover: Yes
23:16 squirrelpascals: im just redoing parts that i had in the alt diff not
23:16 squirrelpascals: now
23:16 Spork Lover: If 1/3, triangles are bliss
23:16 Spork Lover: Sounds good
23:17 squirrelpascals: oh if you like 1/3 triangles
23:17 Spork Lover: 00:26:685 (1,2) - On the insane, my god that's an annoying choke
23:17 squirrelpascals: im gonna have you playtest a mappu
23:17 squirrelpascals: im gonna redo this pattern first
23:18 Spork Lover: Yeah I'm just gonna write stuff down since you're savelogging anyway
23:18 Spork Lover: :p
23:18 Spork Lover: 00:27:574 (1,2) - Same with this
23:18 Spork Lover: ^ It's a baaad idea to place a note like that under the slider if it's a 4-way slider
23:18 Spork Lover: It's fine if it's a 3-way slider
23:19 squirrelpascals: its treated like a hold iirc
23:19 squirrelpascals: brb
23:19 Spork Lover: A sightreader will choke 100% on that reverse
23:19 Spork Lover: Or get a 100
23:19 Spork Lover: 00:34:463 (5) - Turn gradually, so it flows nicely with 00:33:574 (1,3) -
23:20 Spork Lover: Looks a lot better
23:20 Spork Lover: http://osu.ppy.sh/ss/5509933
23:21 Spork Lover: I get the "mirrored" idea, but 5 feels out of place
23:22 squirrelpascals: uhhm i gtg
23:22 Spork Lover: 00:56:907 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - NC's inconsistent with all other diffs (extra)
23:22 Spork Lover: Aight
23:22 Spork Lover: Savelog this :3
23:22 squirrelpascals: can you do me a favor and save these logs and put them in the thread so i can get back to them?
23:22 Spork Lover: And we'll pick off where we left later
play rainworld
m4m

general
01:11:130 - maybe turn volume to 50%
03:04:018 (1) - don't see much point in a spinner here
NUTS' audio preview time conflicts with every diff
No use in having widescreen support without actual storyboarding
normal
Maybe mute slider ticks with a silent hitsound?
This object is too far from the previous object. 01:12:796
This object is too far from the previous object. 01:13:574
This object is too far from the previous object. 02:21:685
This object is too far from the previous object. 02:27:019
00:41:796 (4,1) - maybe blanket these?
00:19:352 (1) - nc
00:33:574 (1) - ^
02:27:352 (1) - ^
00:19:574 (2) - delete nc
00:33:796 (2) - ^
02:27:574 (1) - ^
00:25:352 (4,1) - imo these sliders overlapping doesn't look very nice
hard
imo I think the doubles should be changed to the short slider like in the insane diff
02:51:574 (4) - move to X:163 Y:76
02:58:685 (4) - move to X:326 Y:209
03:02:241 (4) - move to X:408 Y:155
00:58:463 (4) - move to X:228 Y:180
02:39:130 (4,5) - kinda hard to read
01:22:018 (2) - maybe put kick sliders here instead?
00:17:796 (3) - remove nc
00:32:018 (3) - ^
01:22:018 (2) - ^
00:40:907 (3) - ^
02:22:907 (2) - ^
02:23:130 (1) - nc
01:24:907 (1) - maybe nc
00:08:907 (1,2,3,4,5) - might be overmapped, but tbh, you can get away with it nowadays
01:20:018 (1,2,3,4,1,2,3,4,5,6) - ^
00:04:796 (4,5) - stack maybe?
00:34:685 (5) - maybe move 2nd anchor point to x:223 y:7 to make the first curve look a little better
ZekeyHache

m4m thingy

I guess I don't have to ask you why you decided to map a song called "Acorn" :v

r u nuts?

Easy
  1. 00:04:463 (2) - The sound at the end of this slider (which falls on a downbeat) is too powerful to just leave it as the end of a slider, you should give it a proper emphasis by placing either a circle or make it the beginning of another slider, in other words, make it clickeable.
  2. 00:15:130 (1) - You have been taking the third downbeat before, so I suggest to remove NC here~
  3. 01:07:574 (1) - You have been starting combos with a slider in this particular part of the song and you suddenly start with a circle here, what about using a slider instead?
  4. 01:10:241 (1) - Why did you add NC here? ;w;
  5. 01:38:685 (1,2) - Emphasizing such small parts of a song with NC doesn't fit on easy diffs since they have short combos~
  6. 02:00:018 (5) - You have been making this clappy sound as the beginning of a slider previously, why not here? ;w;
  7. 02:40:907 (1,2) - Switch NC cuz the downbeat is at (2)

Normal
  1. 00:03:352 (4,1) - The transition from (4) to (1) feels uncomfortable because of the curve you created on the slider. This would feel more natural imo~
  2. 01:10:241 (1,2) - This doesn't feel important enough here to place NC
  3. 01:36:685 (2) - Check your spacing on this note
  4. 01:56:463 (2) - Maybe add a small curve to make a more natural movement towards (3)?
  5. 02:19:574 (1) - Unnecessary NC again
  6. 02:21:796 (3) - Slant it to the right, it will flow better for both surrounding notes, like this
  7. 02:33:796 (1) - why nc? ;w;

Hard
  1. 00:01:796 (1) - This is very high up almost touching the life bar by a bit, idk if you would like to consider moving it a bit down~
  2. 00:04:796 (4,5) - The stack should look like this
  3. 00:10:685 (5) - NC here would be nice :3
  4. 01:00:463 (3,5) - Oh my.. this overlap doesn't look good to the eyes u.u
  5. 02:39:463 (5,6,1) - This stack feels confusing because the objects on the timeline are not separated by the same amount of time :<
  6. 02:50:685 (1,2,3,4) - ^
  7. 02:54:241 (1,2,3,4) - ^ O_O I wasn't expecting to see this again ;w; Think about it, there are more of these but I don't need to point them out~

Insane
  1. 00:35:796 (1,2,3,1,2,3) - Any particular reason for using different distances?
  2. 01:01:130 (3) - Avoid the overlap to be consistent with the pattern (cuz you didn't overlap (1) & (2) and is kinda the same sound)
  3. 01:10:463 (3) - I can barely notice this slider, consider separating it from the stack ;w;
  4. 01:14:685 (1) - Why don't you just delete the white point between the red points and let the curve be sharp? The way you have it doesn't look very appealing imo~
  5. 02:22:093 (3) - This note might be hard to find at first glance~
  6. 02:49:796 (5) - The transition to (1) would feel a bit better with a curve like this

Nuts
I don't go beyond Insane, but here's something that called my attention
  1. 00:16:352 (7,8) - This spacing ;w;

Good luck!
Topic Starter
squirrelpascals

SnivehNDraegonz wrote:

m4m

general
01:11:130 - maybe turn volume to 50% no, not appropriate if you compare it to 01:10:241 - or teh outro
03:04:018 (1) - don't see much point in a spinner here ambiance holds out, turn up yo music volume
NUTS' audio preview time conflicts with every diff fixed
No use in having widescreen support without actual storyboarding fixed this
normal
Maybe mute slider ticks with a silent hitsound? Why? Slider ticks go over useful beats like at 00:29:352 (1) -
This object is too far from the previous object. 01:12:796
This object is too far from the previous object. 01:13:574
This object is too far from the previous object. 02:21:685
This object is too far from the previous object. 02:27:019 i was able to fix all except 3. And idk why those 3 are put in ai mod b/c it says they're all 1.3x in the top right. I'll see whats up with this
00:41:796 (4,1) - maybe blanket these? No, curviness of 1 is intended to go wtih that bass kick
00:19:352 (1) - nc
00:33:574 (1) - ^
02:27:352 (1) - ^ No, all of these combos are seperated according to gaps in the melody, seperated by kicks i used nc on. This also regards the next 3 mods
00:19:574 (2) - delete nc
00:33:796 (2) - ^
02:27:574 (1) - ^
00:25:352 (4,1) - imo these sliders overlapping doesn't look very nice Didn't get rid of it but made it look more intentional
hard
imo I think the doubles should be changed to the short slider like in the insane diff
02:51:574 (4) - move to X:163 Y:76 Okay
02:58:685 (4) - move to X:326 Y:209 Done
03:02:241 (4) - move to X:408 Y:155 Yes
00:58:463 (4) - move to X:228 Y:180 hl is broken D:
02:39:130 (4,5) - kinda hard to read applied some spacing
01:22:018 (2) - maybe put kick sliders here instead? no, a slider is appropriate here
00:17:796 (3) - remove nc melody starts at current nc
00:32:018 (3) - ^
01:22:018 (2) - ^
00:40:907 (3) - ^
02:22:907 (2) - ^ All of these are okay, the song doesn't use a usual 1/1 nc pattern because of its unusual melody arrangement. Also see nc comment for normal
02:23:130 (1) - nc
01:24:907 (1) - maybe nc no, did same thing throughout all diffs with green color
00:08:907 (1,2,3,4,5) - might be overmapped, but tbh, you can get away with it nowadays [/color]
01:20:018 (1,2,3,4,1,2,3,4,5,6) - ^ this one goes to the plucks
00:04:796 (4,5) - stack maybe? opps fixed
00:34:685 (5) - maybe move 2nd anchor point to x:223 y:7 to make the first curve look a little better moved it up
Going to edit in ezek mods when I get the time to mod this more :o edited

ezek wrote:


m4m thingy

I guess I don't have to ask you why you decided to map a song called "Acorn" :v

r u nuts? yes
Easy
  1. 00:04:463 (2) - The sound at the end of this slider (which falls on a downbeat) is too powerful to just leave it as the end of a slider, you should give it a proper emphasis by placing either a circle or make it the beginning of another slider, in other words, make it clickeable. put another circle
  2. 00:15:130 (1) - You have been taking the third downbeat before, so I suggest to remove NC here~ I don't see why, this is a very significant beat.
  3. 01:07:574 (1) - You have been starting combos with a slider in this particular part of the song and you suddenly start with a circle here, what about using a slider instead? done
  4. 01:10:241 (1) - Why did you add NC here? ;w; removed
  5. 01:38:685 (1,2) - Emphasizing such small parts of a song with NC doesn't fit on easy diffs since they have short combos~ okay, removed
  6. 02:00:018 (5) - You have been making this clappy sound as the beginning of a slider previously, why not here? ;w; good catch, fixed
  7. 02:40:907 (1,2) - Switch NC cuz the downbeat is at (2) No, im doing nc every 8 beats, which would be at 02:40:018 - but the slider i nc'ed is closest to that point in time

Normal
  1. 00:03:352 (4,1) - The transition from (4) to (1) feels uncomfortable because of the curve you created on the slider. This would feel more natural imo~ Good catch, I kept the slider but it feels natural now
  2. 01:10:241 (1,2) - This doesn't feel important enough here to place NC
  3. 01:36:685 (2) - Check your spacing on this note Perfected w/o grid snap
  4. 01:56:463 (2) - Maybe add a small curve to make a more natural movement towards (3)? No, unneeded. Transitions are already pretty smooth
  5. 02:19:574 (1) - Unnecessary NC again Not here, the nc i had to fix was at 02:20:463
  6. 02:21:796 (3) - Slant it to the right, it will flow better for both surrounding notes, like this
  7. 02:33:796 (1) - why nc? ;w; important beat here

Hard
  1. 00:01:796 (1) - This is very high up almost touching the life bar by a bit, idk if you would like to consider moving it a bit down~ Okay, did this
  2. 00:04:796 (4,5) - The stack should look like this fixed in last mod
  3. 00:10:685 (5) - NC here would be nice :3 Good point, but the emphasis is at 00:10:463
  4. 01:00:463 (3,5) - Oh my.. this overlap doesn't look good to the eyes u.u Put 5 to the right
  5. 02:39:463 (5,6,1) - This stack feels confusing because the objects on the timeline are not separated by the same amount of time :< FIxed in last mod, and removed a circle now also
  6. 02:50:685 (1,2,3,4) - ^ removed spacing but stack stays
  7. 02:54:241 (1,2,3,4) - ^ O_O I wasn't expecting to see this again ;w; Think about it, there are more of these but I don't need to point them out~ Here I switch to using a 3/4 pattern for stacking to coincide with the kick pattern, so no change for now but I'll get opinions about 3/4 stacking in hard

Insane
  1. 00:35:796 (1,2,3,1,2,3) - Any particular reason for using different distances? Yes, there is larger emphasis on the notes with larger spacing in the music
  2. 01:01:130 (3) - Avoid the overlap to be consistent with the pattern (cuz you didn't overlap (1) & (2) and is kinda the same sound) removed
  3. 01:10:463 (3) - I can barely notice this slider, consider separating it from the stack ;w; sure, made a small stream
  4. 01:14:685 (1) - Why don't you just delete the white point between the red points and let the curve be sharp? The way you have it doesn't look very appealing imo~ i like this here .n.
  5. 02:22:093 (3) - This note might be hard to find at first glance~ moved the triangle and made something cool
  6. 02:49:796 (5) - The transition to (1) would feel a bit better with a curve like this
did something like this

Nuts
I don't go beyond Insane, but here's something that called my attention
  1. 00:16:352 (7,8) - This spacing ;w; There is a spacing decrease coming from the last stream, so compare that spacing to the objects at 00:16:352 (7,8)

Good luck!
Thanks for the mods guys!! :)
Gloria Guard
Hello M4M

[General]

This image is not suitable to the song. because this music has a strong rhythm sound.



[Easy]

00:36:907 Add note here, The same part 00:22:685 (1,2,3) this point. I think the rhythms consistency is better.
01:19:574 (2) I don't understand this slider rhythm, Where you follow this slider rhythm? also 01:20:018 the drum sound ignore is empty feeling this rhythm. I hope to change the other rhythm patterns it.


[Insane]

00:15:130 (2) The slider end move to 00:15:574. Idk, why you ignore 00:15:574 this point drum rhythm.
00:19:796 (1,2,3,4) This is sliders stack a litte confusing here, I hope to the sliders jump spacing is increase
00:29:352 (2) The same suggestion here.
00:32:463 (3) inconsistent slider spacing.
01:14:685 (1) The slider shape is a little awkward here, I think you enough improve to slider shape here.



Normal and hard is pass mods. because this two diff is fine to me. but Extra and Nuts this two diff, I can't find basic things. Spacing, incosisent pattern rhythms and A little empty feel sliders shape. You need to have basic skills. If you do not agree, I can't say anymore.

Anyways Good luck this mapset for ranking :3
Topic Starter
squirrelpascals
After some talk, I don't think it would be good to carry on with this mapset anymore for right now. I feel put in a really awkward position.

What Monstrata commented about mods was right, they will only improve the baseline to a certain extent. And I think like I've maxed out the quantity of mods to that extent. A lot of people, as far as modding goes, don't seem to agree with the baseline in general, except for me and some other players outside of the ranking process (and 1 bn, but 1 bn can't really get me anywhere). I've only really been able to remap individual parts of the set. So if I continue with mods, I'll be ignoring a very important comment, and I for one don't feel like this needs a complete remap right now.

A lot of people say "You need experience before ranking things like this." That could be true, but let me ask: If the mapset, especially the highest diff, were the same besides for a creator with and without experience, would that really change this maps rankability? As far as the map itself goes, no. But as far as the creator's arguments for what he did in the mapset, then maybe. That's my opinion though.

Since I appear to have hit a wall, I'll go for rank on something more standard than this, and return to this someday or another and see if my outlook on this map has changed. It sucks because I kind of wanted this to be my debut map, but what can I do. So grave for now.
Cryptic

squirrelpascals wrote:

A lot of people say "You need experience before ranking things like this." That could be true, but let me ask: If the mapset, especially the highest diff, were the same besides for a creator with and without experience, would that really change this maps rankability? As far as the map itself goes, no. But as far as the creator's arguments for what he did in the mapset, then maybe. That's my opinion though.
Yes. I would still strongly disagree with the way this map was made if it was made by literally any other mapper ever. The reason this map isn't getting anywhere isn't because you're a new mapper, its because like Monstrata said, you aren't changing the baseline. In order for a map like this to get ranked, it typically needs to be aesthetically and structurally pleasing to the eye. This map is really neither (specifically the top two diffs). Nuts and Extra have (from a player perspective) spastic and random note placements. While it may make sense in the editor, it also needs to make sense to a player sight-reading through the map.

I dunno though, this is just my opinion.
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