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Wakeshima Kanon - World's End, Girl's Rondo(Asterisk DnB Rem

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Topic Starter
koliron

CLSW wrote:

04:55:142 (1,2,3) - These are deserved to be HDashed, why don't you try it? well i changed this pattern probably you didnt update xD
00:43:827 (5) - HDash zone here, consider to add it. sure
00:49:484 (8,1) - Heretic HDash, the others don't have any hypers. Try to remove it. huh i think the hyper is necessary following the vocal
01:51:713 (1) - This one has pretty big spacing though, I would like to move it to x : 312. It'll take a balance either. ok changed a bit
01:58:227 (1,2) - The SV here is too long, so I can't feel the real difference between jump and SV. Try to reduce the slider distance to make an actual accent. true, now seems better
03:16:570 (1,2) - Same as above hum here i will change the distance, just a bit
03:22:227 (3,4) - ^ ^

You may consider to set low volume on the calm part sliderticks, like I did on my own mapset :) mh i like the how the sliderticks sounds :/ maybe if more people suggest that

Looks like it's done for me, nothing really have to point on flows tbh.
Thank you ^^
-Sh1n1-


M4M!! I'm still waiting :c well you asked for normal mod, so let's make a fast check.

Wishing


  1. 00:11:942 (2,3) - wrong place of the current hyperdash, would be better if you remove the current hyperdash and add between 00:12:113 (3,4) -, consistency with 00:13:485 (3,4) - 00:14:685 (2,3) - 00:16:056 (2,3) -
  2. 00:43:827 (5,1) - you could add a new hyperdash, because at 00:44:170 - is the beginning of a new section. Also there is a strong beat.
  3. 00:48:113 (3,1) - following your previous patterns, could be a good idea if you add hyperdash here too, I'll give you my reason: I saw that you were adding hyperdashes every 8 fruits ( 00:45:370 (4,1) - 00:46:570 (4,1) -), consistency pls.
  4. 01:51:199 - to 01:54:113 - you get worse the whole map with these patterns, a bit dissapointed.
  5. 02:03:370 (5) - ctrl+G to catch a better rhythm.
  6. 02:04:742 (4,1,2,3,4,5,6,7) - transition are too straight, 1: 02:04:742 (4,1,2) - to the right, 2: 02:05:085 (2,3) - to the left, 3: 02:05:427 (3,4) - to the right, 4: 02:05:770 (4,5,6,7) - to the left, and it's boring because there isn't a movement that reflect the song. I suggest you to press Ctrl+G at 02:04:913 (1,2) - and 02:05:427 (3,4) - I know that wasn't your purpose since the beginning but you can follow voice in certain places of the map, something like 00:23:256 (2,3,4,5,6) - 00:29:942 (4,5,6) - ,etc
  7. 02:14:342 (7,1) - first of all I don't think that both notes should be on the same axis, if you added a hyperdash previously the distance should increase on each note, so 02:14:513 (8,1) - could have more distance than 02:14:342 (7,8) -, also 02:14:342 (7,8) - the jump is too big and unnecessary, you can move 02:14:513 (8) - to x:64 keeping the hyperdash but reducing the distance a bit.
  8. 02:31:142 (1,2,3,4) - I know that you want variety but be consistent with your hyperdashes, looks awkward 'cause before you did 02:28:399 (1,2,3) - basically with the voice and sound pitch, hope you will reconsider, sorry but you know I love consistency a lot :'( , don't forget 02:32:513 (1,2,3,4) - too.
  9. 03:03:285 (8,1) - only for consistency, feels weird that you were adding hyperdashes every 8 fruits and you skipped this one. I think would be beter if you add a hyperdash here.
  10. 03:06:799 - 2.00 si so evil tbh, also because you have a hyperdash previously, Your map must theoretically be SSable but I think that here is a the best place the miss droplets.
  11. 03:30:113 (1) - I'm a bit wonder because I saw on your maps that you like hard slider, refer to 01:26:685 (1) -, my suggestion will be to add more movement with such slider.
  12. 04:47:299 (2,1) - ouch so hard, I suggest you to ctrl+G 04:47:599 (1) - but keep the hyperdash between 04:47:299 (2,1) - It will be more playable.
  13. 05:01:485 (4,1,2) - double hyper doesn't fit the song very well to be honest, 05:01:485 (4,1) - feels random, in the other hand, 05:01:656 (1,2) - this hyper sounds and looks much better, you could remove the first one.

Basicamente el mapa es rankeable, a excepcion de ese stream que te mencione, para colmo lo usas dos veces xD pero bueno, mucha suerte y espero rankees este mapa tambien, ya que adoro la cancion orz, me ganaste, pensaba hacerla pero ya esta y encima vi mas de 4 versiones asi que meh, no quiero aburrir a la gente con la misma cancion xd, stars :3
Topic Starter
koliron

-Sh1n1- wrote:



well you asked for normal and no long mod, so let's make a fast check. "no long mod" wat xD and we said m4m O__O

Wishing


  1. 00:11:942 (2,3) - wrong place of the current hyperdash, would be better if you remove the current hyperdash and add between 00:12:113 (3,4) -, consistency with 00:13:485 (3,4) - 00:14:685 (2,3) - 00:16:056 (2,3) - well its true
  2. 00:43:827 (5,1) - you could add a new hyperdash, because at 00:44:170 - is the beginning of a new section. Also there is a strong beat. sure
  3. 00:48:113 (3,1) - following your previous patterns, could be a good idea if you add hyperdash here too, I'll give you my reason: I saw that you were adding hyperdashes every 8 fruits ( 00:45:370 (4,1) - 00:46:570 (4,1) -), consistency pls. huh, i dont know why is necessary be consistent, the vocal is not strong at all :/
  4. 01:51:199 - to 01:54:113 - you get worse the whole map with these patterns, a bit dissapointed. lmao fii helped me with this pattern (or something like that) and i changed this, now is much better i dont know why you said that, but i'd consider it if more modders suggest about htis patterns
  5. 02:03:370 (5) - ctrl+G to catch a better rhythm. what do you mean with "better rhythm"? sorry i cant get it, i think this plays well and follow correctly the song
  6. 02:04:742 (4,1,2,3,4,5,6,7) - transition are too straight, 1: 02:04:742 (4,1,2) - to the right, 2: 02:05:085 (2,3) - to the left, 3: 02:05:427 (3,4) - to the right, 4: 02:05:770 (4,5,6,7) - to the left, and it's boring because there isn't a movement that reflect the song. I suggest you to press Ctrl+G at 02:04:913 (1,2) - and 02:05:427 (3,4) - I know that wasn't your purpose since the beginning but you can follow voice in certain places of the map, something like 00:23:256 (2,3,4,5,6) - 00:29:942 (4,5,6) - ,etc ok i htink i understand your point xD i changed a bit the distances, now feels better, but i will not change 02:04:913 (1,2,3) - because i prefer start the sliders in 1/1 following the strong sounds there
  7. 02:14:342 (7,1) - first of all I don't think that both notes should be on the same axis, if you added a hyperdash previously the distance should increase on each note, so 02:14:513 (8,1) - could have more distance than 02:14:342 (7,8) -, also 02:14:342 (7,8) - the jump is too big and unnecessary, you can move 02:14:513 (8) - to x:64 keeping the hyperdash but reducing the distance a bit. if i use different distances, that would be so hard to read, so i prefer keep the same distances, and about the distance sure, reduced slightly
  8. 02:31:142 (1,2,3,4) - I know that you want variety but be consistent with your hyperdashes, looks awkward 'cause before you did 02:28:399 (1,2,3) - basically with the voice and sound pitch, hope you will reconsider, sorry but you know I love consistency a lot :'( , don't forget 02:32:513 (1,2,3,4) - too. sorry, the music is so repetitive here, i prefer not be perfectly consistent because that would be so boring, so i tried to vary a bit with the hypers, also since 02:31:142 - you can listen a sound which is increacing until 02:33:885 - , so i think add hyper only to these sounds (+ 02:32:513 - ) is a good way to notice it
  9. 03:03:285 (8,1) - only for consistency, feels weird that you were adding hyperdashes every 8 fruits and you skipped this one. I think would be beter if you add a hyperdash here. ayy yeah is strong there too, why not
  10. 03:06:799 - 2.00 si so evil tbh, also because you have a hyperdash previously, Your map must theoretically be SSable but I think that here is a the best place the miss droplets. i ctrl+g the previous sldier now is not so hard, but i still feel like a hard movement is necessary
  11. 03:30:113 (1) - I'm a bit wonder because I saw on your maps that you like hard slider, refer to 01:26:685 (1) -, my suggestion will be to add more movement with such slider. sure \:D/
  12. 04:47:299 (2,1) - ouch so hard, I suggest you to ctrl+G 04:47:599 (1) - but keep the hyperdash between 04:47:299 (2,1) - It will be more playable. not really, some updated ago that was the pattern but i changed it a bit because a testplayer suggest me that, and i agree, 1/2 walk after 1/4 hyper would be uncomfortable, so with different direction feels better, here is an example of this: 02:06:456 (1,2) - here i didnt add hyper because would be weird :s (aaand here is not possible to ctrl+g because is 1/1.. or maybe?)
  13. 05:01:485 (4,1,2) - double hyper doesn't fit the song very well to be honest, 05:01:485 (4,1) - feels random, in the other hand, 05:01:656 (1,2) - this hyper sounds and looks much better, you could remove the first one. mmh, i will change the distances, but the hypers feels totally fine, to me

Basicamente el mapa es rankeable, a excepcion de ese stream que te mencione, para colmo lo usas dos veces xD pero bueno, mucha suerte y espero rankees este mapa tambien, ya que adoro la cancion orz, me ganaste, pensaba hacerla pero ya esta y encima vi mas de 4 versiones asi que meh, no quiero aburrir a la gente con la misma cancion xd, stars :3 ayy graciaaas, voy a preguntar más gente sobre estos patrones, en mi opinión se ven bien :/
Thank you ^^
Ascendance
[
General
]

Tags
  1. You could add: Mari Okada Takuya Satō infected
Metadata
  1. good~
Spread/Other
  1. I'd reduce the AR just slightly down to something like 9.2 or even 9.1
Hitsounds
  1. good :3

[
Wishing
]

General



  1. 00:08:513 (1) - You randomly started using 1/2 here even though the music doesn't change here at all compared to the previous parts. I'd suggest either changing everything to the 1/1 style you used previously, or all of it to 1/2.
  2. 00:12:285 (4,1) - This is a really REALLY dangerously high distance. either force an hdash or reduce it a LOT.
  3. 00:14:685 (2,3,1) - This flow is a bit counterintuitive, the player is expecting to go right but instead has a really sharp turn going back left and it really breaks the flow and makes it quite difficult.
  4. 00:37:999 (6,1) - You could probably put an hdash here like you did previously on this sound.
  5. 00:51:027 (1,2,3,4,5) - same here, you've added no hdash here when you did it previously, I think you can really add it.
  6. 00:52:398 (1,2,3,4,5) - same as above
  7. 01:01:828 (8,1) - check this distance, it seems a bit too high, since you're more likely to catch this only with the edge.
  8. 01:26:685 (1) - no
  9. 01:51:199 (1,2,3,4,5) - This seems to not really follow the music and also it's really a bit too hard. You could just make these follow like the standard version and it would probably sound better.
  10. 02:34:999 (8,9,10,1) - This seems really difficult and it doesn't play very well at all, I think you should rework this stream a bit.
  11. 03:57:542 (1) - the vocal that i think you should really move this note to starts on 03:57:370 - . It sounds much better moving it to here anyways :D
  12. 04:29:085 (1) - no
  13. 04:53:599 (1,2,3,4,5) - same as before with these notes, they sounds really wrong D:
  14. 04:55:142 (1,2) - By using these notes, you're really missing a strong stream noise which is much more important imo.
  15. 05:03:713 (3) - You could probably just replace this with a 1/2 repeat slider, since it feels kind of weird with the rhythm and music.
  16. 05:40:399 (1) - This sounds a bit better if it ends on 05:41:599 -

gl~
Topic Starter
koliron

Ascendance wrote:

[
General
]

Tags
  1. You could add: Mari Okada Takuya Satō infected sure
Metadata
  1. good~
Spread/Other
  1. I'd reduce the AR just slightly down to something like 9.2 or even 9.1 O___O!! noo that would be so slow for an overdose!! the bpm is more than enough for 9.3, and has 1/6 streams, even could be 9.4, but 9.3 is enough
Hitsounds
  1. good :3

[
Wishing
]

General



  1. 00:08:513 (1) - You randomly started using 1/2 here even though the music doesn't change here at all compared to the previous parts. I'd suggest either changing everything to the 1/1 style you used previously, or all of it to 1/2. this is because since 00:08:513 - there is a sound which is increacing until 00:11:256 -
  2. 00:12:285 (4,1) - This is a really REALLY dangerously high distance. either force an hdash or reduce it a LOT. ayy done, the next distance too
  3. 00:14:685 (2,3,1) - This flow is a bit counterintuitive, the player is expecting to go right but instead has a really sharp turn going back left and it really breaks the flow and makes it quite difficult. well i think there is good way to notice the strong sound and new stanza in 00:15:370 - , i tested this many times just in case, and i dont know why this could be unexpected, is just 1/1, when oyu catch (3) you already can see the next note, this could be valid if is 2/1 or more, when you cant see the position of the next note
  4. 00:37:999 (6,1) - You could probably put an hdash here like you did previously on this sound. that would be force the distance just to add the hyper :/ here is 1/1, so that would be like wall to wall, there is a dash distance, so the sense of movement is not lost
  5. 00:51:027 (1,2,3,4,5) - same here, you've added no hdash here when you did it previously, I think you can really add it. true this is a noticeable inconsistency, i removed the previous hyper because this one dont fit to me, for the vocal
  6. 00:52:398 (1,2,3,4,5) - same as above ^
  7. 01:01:828 (8,1) - check this distance, it seems a bit too high, since you're more likely to catch this only with the edge. humm, i think is so easy to catch o__o but okay why not reduced
  8. 01:26:685 (1) - no ye! i already asked many opinions about these sliders to be sure, if they are good, i change 2 of them, now players are fine with these, and they follow correctly the song with the curves, if you really think this could be changed, please make a good argument, if you say "no" is like a "fix this shit" xD
  9. 01:51:199 (1,2,3,4,5) - This seems to not really follow the music and also it's really a bit too hard. You could just make these follow like the standard version and it would probably sound better. i removed the notes of the middle to notice the strong sounds, with them are just unnoticeable for the high density of notes, but i will consider this if more modders suggest me to change it
  10. 02:34:999 (8,9,10,1) - This seems really difficult and it doesn't play very well at all, I think you should rework this stream a bit. ok changed aaaa
  11. 03:57:542 (1) - the vocal that i think you should really move this note to starts on 03:57:370 - . It sounds much better moving it to here anyways :D ayy noo ;__; with that feels weird, yeah the vocal starts there, but there is a sound in 03:57:542 - which start the instrument of this section, this is totally necessary
  12. 04:29:085 (1) - no same as before
  13. 04:53:599 (1,2,3,4,5) - same as before with these notes, they sounds really wrong D: same as before
  14. 04:55:142 (1,2) - By using these notes, you're really missing a strong stream noise which is much more important imo.
  15. 05:03:713 (3) - You could probably just replace this with a 1/2 repeat slider, since it feels kind of weird with the rhythm and music. sure
  16. 05:40:399 (1) - This sounds a bit better if it ends on 05:41:599 - aaa

gl~
thank you! >u<
Sc4v4ng3r
Placeholding~

Modding as requested in-game.
Well I guess I'll treat this as a M4M as you've helped me with my map as well :D

[General]
  1. Looks fine.
[Wishing]
  1. 00:10:570 (5) - There should be a whistle here to keep the hitsounding consistent in this section. Or if you do not want to, well disregard this suggestion if so.
  2. 00:15:885 - You could add a circle here to keep consistency with 00:12:627 (1,2,3,4) - this rhythm, as well as creating a build-up effect for the sound increment.
  3. 00:27:541 (7) - This circle could be removed, as there is technicially no vocals or piano landing here, as well as to keep consistency with 00:33:027 - . Even at 00:38:513 - the tick was empty, so why not keep the consistency?
  4. 01:01:999 (1) - Kinda expected a hyper here as this is the downbeat, and since all others had hypers, I've thought you would keep the consistency here. Since there is a piano here(as well as the other downbeats), why not add a hyper? It might be more predictable, leading in a more smoother gameplay.
  5. 01:12:284 (5) - This note has so much potential to have a hyper on, as the strong vocal in the background is quite noticeable to players, and they might expect a hyper here. Well, just a suggestion though, if you want to keep the consistent pattern, it's fine. (Or if you think they are not strong enough to be a hyper, you could just make them have normal dashes as well.)
  6. 01:13:313 (3) - If you've applied the above, this note should be a hyper as well for consistency of following the similar vocal pitches.
  7. 01:31:485 (5,9) - Perhaps you could use some NCs on these notes to signify the downbeat/the strong instrument, as well as to keep the fruit count consistent for all combos.
  8. 01:39:370 (2) - I personally don't agree with the usage of a kick slider instead of a long(potentially faster) slider. As the vocal in the background is actually held, not repeated in quick succession, this should technically be a long slider. Listening at lower playback rates can actually prove this. If you are changing this up, I would suggest you to make a SV change as well to emphasize on that sound more closely.
  9. 01:41:770 (1,3,4,6,3) - Expected to see some kind of kick sliders like you did at 01:36:799 (2,3,4,5) - as the sounds are the same. Inconsistency of rhythm is not too welcome in gameplay... so I think you should try to make (3), (4), (6) and the 2nd (3) as all 1/8 kick sliders to emphasize on those sounds.(Of course, if you are doing this, (1)'s tail should be equally emphasized as well.)
  10. 01:44:899 (2) - Like I've mentioned at 01:39:370 (2) - , this should be a long slider, as the vocals again isn't repeated, but held. Again, try to have a SV change if you are applying this.
  11. 01:51:199 (1,2,3,4,5) - Back at 01:40:913 (2,1) - , all the beats were emphasized, but here, some of the beats are getting skipped. Try to have these as kick sliders instead of 1/6 sliders to emphasize all beats, in order to keep consistency.
  12. 01:53:313 - 01:53:370 - Looks like all the beats of the sound is getting emphasized on the stream, but why is these getting left out? Same goes for 01:53:999 - and 01:54:056 - . As the sound is still heard on these ticks, I would suggest you to add circles to emphasize on these. It just doens't feel right to leave the same sound out.
  13. 03:34:913 (4) - This isn't a potential, but a should-have-a-whistle on the head of this slider as the piano beats that you emphasized with whistles are landing here as well. In fact, in this section, this issue is recurring on similar notes(like 03:36:970 (3) - 's head if I were to take an example). I think those piano beats should all be emphasized with whistles, as they are all the same instruments. I'll give a list of notes that should be having whistles if you were to follow my suggestion :
    aaaaa notes
    1. 03:34:913 (4) -
    2. 03:36:970 (3) -
    3. 03:39:713 (3) -
    4. 03:42:456 (3) -
    5. 03:44:055 (3) -
    6. 03:45:199 (6) -
    7. 03:47:942 (1) -
  14. 03:47:942 (1,1,3,4,6,3) - Like I've mentioned in 01:41:770 (1,3,4,6,3) - , kick sliders should be used instead of these objects as the sound that should be getting emphasized by that is clearly present, and you did emphasize it for this whole section.
  15. 04:47:299 (2) - And for this, like I've said in 01:39:370 (2) - , as the sound here isn't repeated, this should be a long slider instead of a kick slider.
  16. 04:53:599 (1,2,3,4,5) - And again for this, like I've said in 01:51:199 (1,2,3,4,5) - ... You know what's up now shouldn't you... Just apply this for consistency's sake.
  17. 04:55:713 - 04:55:770 - 04:56:399 - 04:56:456 - And these as well, like I've mentioned in 01:53:313 - 01:53:370 - , apply the same for consistency.
  18. 05:29:427 (5) - Yea I know, the hitsound samples won't actually allow this, but the piano on this note is just too good to skip. Well, I mean, for consistency(yet again), I would create a duplicate of the file 'soft-hitwhistle', then name the duplicate 'soft-hitwhistle5', then add whistle onto this slider's head. Kinda meddlesome, but it doesn't take up too much time.
Overall the map's fine. Due to my lack of knowledge on Overdoses though, I kinda put all my focus onto rhythm, that I didn't point out anything on movement ;-;
GL!
Topic Starter
koliron

[Sc4v4ng3r] wrote:

Placeholding~

Modding as requested in-game.
Well I guess I'll treat this as a M4M as you've helped me with my map as well :D

[General]
  1. Looks fine.
[Wishing]
  1. 00:10:570 (5) - There should be a whistle here to keep the hitsounding consistent in this section. Or if you do not want to, well disregard this suggestion if so. ouch i forgot here
  2. 00:15:885 - You could add a circle here to keep consistency with 00:12:627 (1,2,3,4) - this rhythm, as well as creating a build-up effect for the sound increment. mmh, i think feels better with the current rhythm, i mean, i want to vary here, this section is repeated 3 times, so i tried to use an interesting rhythm, but is still a good idea, i will use it if more modders suggest about this ^.^
  3. 00:27:541 (7) - This circle could be removed, as there is technicially no vocals or piano landing here, as well as to keep consistency with 00:33:027 - . Even at 00:38:513 - the tick was empty, so why not keep the consistency? aaa true, is overmap
  4. 01:01:999 (1) - Kinda expected a hyper here as this is the downbeat, and since all others had hypers, I've thought you would keep the consistency here. Since there is a piano here(as well as the other downbeats), why not add a hyper? It might be more predictable, leading in a more smoother gameplay. ayyy yeah why not
  5. 01:12:284 (5) - This note has so much potential to have a hyper on, as the strong vocal in the background is quite noticeable to players, and they might expect a hyper here. Well, just a suggestion though, if you want to keep the consistent pattern, it's fine. (Or if you think they are not strong enough to be a hyper, you could just make them have normal dashes as well.) mmh yeah could work, but i prefered follow the piano here, and there is nothing strong here, the hyperdash and piano rhythm here is "1/1 1/1 1/1 1/1, and again, also because with that would be an hyper in every 1/1, and thats just so boring xD
  6. 01:13:313 (3) - If you've applied the above, this note should be a hyper as well for consistency of following the similar vocal pitches. not exactly but changed the pattern in a bit
  7. 01:31:485 (5,9) - Perhaps you could use some NCs on these notes to signify the downbeat/the strong instrument, as well as to keep the fruit count consistent for all combos. done
  8. 01:39:370 (2) - I personally don't agree with the usage of a kick slider instead of a long(potentially faster) slider. As the vocal in the background is actually held, not repeated in quick succession, this should technically be a long slider. Listening at lower playback rates can actually prove this. If you are changing this up, I would suggest you to make a SV change as well to emphasize on that sound more closely. woo really good idea! done
  9. 01:41:770 (1,3,4,6,3) - Expected to see some kind of kick sliders like you did at 01:36:799 (2,3,4,5) - as the sounds are the same. Inconsistency of rhythm is not too welcome in gameplay... so I think you should try to make (3), (4), (6) and the 2nd (3) as all 1/8 kick sliders to emphasize on those sounds.(Of course, if you are doing this, (1)'s tail should be equally emphasized as well.) keep consistency would be weird, because not all of these are possible to 1/8 like 01:42:799 (5) - 01:43:313 (2) - , so in game would seems so bad, and vary with 1/8-1/2 and 1/2-1/2 hypers is not comfortable :/
  10. 01:44:899 (2) - Like I've mentioned at 01:39:370 (2) - , this should be a long slider, as the vocals again isn't repeated, but held. Again, try to have a SV change if you are applying this. mmh but here feels better with this imo
  11. 01:51:199 (1,2,3,4,5) - Back at 01:40:913 (2,1) - , all the beats were emphasized, but here, some of the beats are getting skipped. Try to have these as kick sliders instead of 1/6 sliders to emphasize all beats, in order to keep consistency. i tried it, but the flow is a shit with this, thats why i changed it with these sliders.. mmh i think follows correctly the strong sounds there, but yeah maybe could be better, i will aks more people about this later owo
  12. 01:53:313 - 01:53:370 - Looks like all the beats of the sound is getting emphasized on the stream, but why is these getting left out? Same goes for 01:53:999 - and 01:54:056 - . As the sound is still heard on these ticks, I would suggest you to add circles to emphasize on these. It just doens't feel right to leave the same sound out. wait lmao why these are streams xDD i wanted normal sliders following the strongest sounds here, because this seciton is not kiai, so reduce the density of notes is a good way to notice it
  13. 03:34:913 (4) - This isn't a potential, but a should-have-a-whistle on the head of this slider as the piano beats that you emphasized with whistles are landing here as well. In fact, in this section, this issue is recurring on similar notes(like 03:36:970 (3) - 's head if I were to take an example). I think those piano beats should all be emphasized with whistles, as they are all the same instruments. I'll give a list of notes that should be having whistles if you were to follow my suggestion : i understand your point, but i tried to reduce the density of hitsounds because this part is so calm~ but i changed some hitsounds around here, now sounds better
    aaaaa notes
    1. 03:34:913 (4) -
    2. 03:36:970 (3) -
    3. 03:39:713 (3) -
    4. 03:42:456 (3) -
    5. 03:44:055 (3) -
    6. 03:45:199 (6) -
    7. 03:47:942 (1) -
  14. 03:47:942 (1,1,3,4,6,3) - Like I've mentioned in 01:41:770 (1,3,4,6,3) - , kick sliders should be used instead of these objects as the sound that should be getting emphasized by that is clearly present, and you did emphasize it for this whole section. huh you used the first (1) of the previous suggestion, so idk where is this, but probably in the last kiai? haha if is that then i think i get your point, changed xD
  15. 04:47:299 (2) - And for this, like I've said in 01:39:370 (2) - , as the sound here isn't repeated, this should be a long slider instead of a kick slider. same as above, i think here fits good, but i still will change 04:41:770 - for the consistency, because would be a noticeable inconsistency ingame
  16. 04:53:599 (1,2,3,4,5) - And again for this, like I've said in 01:51:199 (1,2,3,4,5) - ... You know what's up now shouldn't you... Just apply this for consistency's sake. same as before
  17. 04:55:713 - 04:55:770 - 04:56:399 - 04:56:456 - And these as well, like I've mentioned in 01:53:313 - 01:53:370 - , apply the same for consistency. changed too
  18. 05:29:427 (5) - Yea I know, the hitsound samples won't actually allow this, but the piano on this note is just too good to skip. Well, I mean, for consistency(yet again), I would create a duplicate of the file 'soft-hitwhistle', then name the duplicate 'soft-hitwhistle5', then add whistle onto this slider's head. Kinda meddlesome, but it doesn't take up too much time. done
Overall the map's fine. Due to my lack of knowledge on Overdoses though, I kinda put all my focus onto rhythm, that I didn't point out anything on movement ;-; do not worry lol this was a helpful mod
GL!
Thank you!
Moeruattack
#modreqs from Koli
Since i rarely mod Overdos/Deluge so I try out:

00:54:113 (2) - I really expecting to see something like H-Dash or stream in this section but I don`t know, ignore this :p

01:51:199 (1,2,3,4) - I don`t know about this, this is passable, but this is very easy to miss. Probably me I think. Prefer if move both 01:51:199 (1,3) to x:224 so the form stays almost near to (2) and (4) but at 5.0x distance.
04:53:599 (1,3) - Same ^ but move to x:288.

02:49:999 (2) - I wonder if you can try make this slider CTRL+G and move to x:448 to make jump pattern required to catch.

03:01:485 (2,2) - I just thinking both have similar pattern, but this is harder than next 03:02:685 (1) pattern. Try move the 03:01:485 (2) to x:144 and 03:02:171 (2) move to x:368, and see how it goes.

01:45:370 (4) - I prefer if move this to x:336 or 344 since I think this might be easy to miss too.

Doesn`t seem anything much I can do I guess :)
Topic Starter
koliron

murutattack wrote:

#modreqs from Koli
Since i rarely mod Overdos/Deluge so I try out:

00:54:113 (2) - I really expecting to see something like H-Dash or stream in this section but I don`t know, ignore this :p i added a note to empathize these sounds but i cant add more because would be overmap

01:51:199 (1,2,3,4) - I don`t know about this, this is passable, but this is very easy to miss. Probably me I think. Prefer if move both 01:51:199 (1,3) to x:224 so the form stays almost near to (2) and (4) but at 5.0x distance. changed
04:53:599 (1,3) - Same ^ but move to x:288. ^

02:49:999 (2) - I wonder if you can try make this slider CTRL+G and move to x:448 to make jump pattern required to catch.yeah cool idea

03:01:485 (2,2) - I just thinking both have similar pattern, but this is harder than next 03:02:685 (1) pattern. Try move the 03:01:485 (2) to x:144 and 03:02:171 (2) move to x:368, and see how it goes. i dont seems this as an issue, the vocal is stronger in the first stream

01:45:370 (4) - I prefer if move this to x:336 or 344 since I think this might be easy to miss too. that would plays weird, the first jump is 1/4 and the second is 1/2, if i make same distances, the second hyper would be less intense

Doesn`t seem anything much I can do I guess :)
Thank you!
Absolute Zero
TBC

00:29:942 (4,5,6) - Voice stays on the same note here, but you lower the distance instead. I would make all of these distances equal instead. It also strengthens the hyper to the next note.
01:00:627 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - These movements are a little repetitive. I would suggest alternating distances by keeping (1,2) , (5,6) (etc.) the same but (3,4) etc. larger.
01:23:942 (1) - This slider covers a voice note that feels important, make this a 1/2 repeat slider instead?
01:51:199 (1,2,3,4,5) - You hit all the notes in the next combo, so why not make these 1/6 repeat sliders instead to hit all the notes?
03:06:799 (1) - The sharp turn on this slider feels very awkward and the large droplet could be easy to miss.
03:07:656 (2,3,1) - These screen jumps are a little uncomfortable--I know it's the entrance to the kiai, but it feels so unnaturally far to hit (1).
03:57:456 - Add a hitcircle here to hit the note right before the main voice comes in? (If you listen closely, there's another note that hits right before the main melody.
04:13:999 (1) , 04:15:370 (1) , 04:16:742 (1) - I personally disagree with the usage of these sliders. They cover up important melody voice that you have been following before, and I don't quite see where it follows.
04:30:456 (5) - NC here to prevent stacking on a calm section to the buildup?
05:36:285 (1) - Make this 2 1/1 sliders for consistency instead? The pattern before features similar music, so it might be a good idea to continue that.
Topic Starter
koliron

Absolute Zero wrote:

TBC

00:29:942 (4,5,6) - Voice stays on the same note here, but you lower the distance instead. I would make all of these distances equal instead. It also strengthens the hyper to the next note. hum the volume of the vocal is reducing here o.o
01:00:627 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - These movements are a little repetitive. I would suggest alternating distances by keeping (1,2) , (5,6) (etc.) the same but (3,4) etc. larger. sure i will make a different pattern aaa
01:23:942 (1) - This slider covers a voice note that feels important, make this a 1/2 repeat slider instead?ayy actually this section had a bad rhythm, now is better
01:51:199 (1,2,3,4,5) - You hit all the notes in the next combo, so why not make these 1/6 repeat sliders instead to hit all the notes? this is to follow the strong sounds which i used to add hypers, thats why 01:51:885 (5) - is 1/4
03:06:799 (1) - The sharp turn on this slider feels very awkward and the large droplet could be easy to miss. lol i dont know why i did this slider
03:07:656 (2,3,1) - These screen jumps are a little uncomfortable--I know it's the entrance to the kiai, but it feels so unnaturally far to hit (1). true, changed
03:57:456 - Add a hitcircle here to hit the note right before the main voice comes in? (If you listen closely, there's another note that hits right before the main melody. yeah, only listen closely, that means 25%, players wil play in 100% xD in a not-intense rhythm like this i prefer add notes only to obvious sounds
04:13:999 (1) , 04:15:370 (1) , 04:16:742 (1) - I personally disagree with the usage of these sliders. They cover up important melody voice that you have been following before, and I don't quite see where it follows. is following the vocal, but i do not want to add a lot of notes because the song is pretty calm here -w-
04:30:456 (5) - NC here to prevent stacking on a calm section to the buildup? ayy sure, added
05:36:285 (1) - Make this 2 1/1 sliders for consistency instead? The pattern before features similar music, so it might be a good idea to continue that. it's the same, they would be 4 notes even without sliders
I love how this looks like nothing accepted ): acually i agreed with 50% c.c

thank you!
Ascendance
call me when you get 9 other bn to check and +300SP
Topic Starter
koliron

Ascendance wrote:

call me when you get 9 other bn to check and +300SP
i will be those bns )^:
Xinely
placeholder

Wishing :
- 00:03:027 - maybe you can increase the volume like use 75% instead so the bell hitsound is easily to hear
- 00:05:770 - 00:08:513 - 00:09:885 - 05:22:570 - 05:25:313 - 05:28:056 - 05:29:427 - 05:30:799 - 05:33:542 - 05:36:285 - 05:39:027 - 05:40:399 - same as above if you agree
- 00:05:085 (7,8) - click all them and move to x:136? so you can emphasis 00:05:770 - downbeat with higher spacing
- 00:14:685 (2) - i think you can give more movement for this slider like tail x:4, so ppl's hand are easily to ready catch hdash when the flow is antiflow
- 00:22:227 (1) - i think you can give a bit further distance at least for emphasis the cymbal more. x:464?
- 00:25:827 (2) - remove? i dont hear any vocal or music for follow this
- 00:48:285 (1) - altho you dont need hdash here but im expecting higher distance for jump because downbeat
- 00:51:712 (5) - 00:53:085 (5) - basically their piano are same with stuff like 00:49:656 - 00:48:285 - so im expecting (at least) higher spacing :C
- 00:54:799 (5) - can be changed to 1/4 slider repeat since you follow 00:54:370 - which appears for 00:54:885 - also
- 00:58:227 - till 00:58:399 - if you follow the vocal breathe too, actually you can map 1/6 for them
- 01:10:913 (1) - remove nc since you dont do for 01:08:170 (5) -
- 01:30:113 (3) - i think transition is better with ctrl+g
- 01:36:199 - can add note here so you can make hdash for catch 01:36:285 -
- 01:37:313 (4) - a bit hard to catch for me. how about x:100 for be more friendly?
- 01:51:199 (1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6) - i think their snap should be 1/6, not sure. my ears are dumb
- 02:10:570 (1) - having no movement for this slider suddenly feels weird for me, how about move the tail to x:248?
- 02:58:570 (1) - x:192 for give higher spacing emphasis the downbeat?
- 03:21:713 (5) - how about x:192 so you can see more clear hdash for 03:21:885 (1) - ? it emphasis the cymbal more
- 03:38:342 (1) - x:360? for emphasis the vocal more
- 03:41:085 (1) - x:48 maybe. emphasis the vocal and piano
- 04:03:027 (1) - maybe give a bit more movement for the slider, it feels a bit bored for me ;;
- 04:53:599 (1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,) - same as 01:51:199 (1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6) -
- 05:41:770 - this greenline can be removed

call me back after get confirmation about the snapping i really hate snap stuff
Topic Starter
koliron

Xinely wrote:

placeholder

Wishing :
- 00:03:027 - maybe you can increase the volume like use 75% instead so the bell hitsound is easily to hear oh sure! now is easier to hear
- 00:05:770 - 00:08:513 - 00:09:885 - 05:22:570 - 05:25:313 - 05:28:056 - 05:29:427 - 05:30:799 - 05:33:542 - 05:36:285 - 05:39:027 - 05:40:399 - same as above if you agree same
- 00:05:085 (7,8) - click all them and move to x:136? so you can emphasis 00:05:770 - downbeat with higher spacing sure changed
- 00:14:685 (2) - i think you can give more movement for this slider like tail x:4, so ppl's hand are easily to ready catch hdash when the flow is antiflow ok i changed the pattern now is more consistent with the previous one
- 00:22:227 (1) - i think you can give a bit further distance at least for emphasis the cymbal more. x:464? yaaa i'll add an hyper
- 00:25:827 (2) - remove? i dont hear any vocal or music for follow this huh actually i can hear the vocal even in 100% easyly o.o, you can be sure because the notes in 00:22:227 - to 00:32:856 - are exactly the same as 00:33:199 - to 00:43:142 - , just with different patterns
- 00:48:285 (1) - altho you dont need hdash here but im expecting higher distance for jump because downbeat oko added~
- 00:51:712 (5) - 00:53:085 (5) - basically their piano are same with stuff like 00:49:656 - 00:48:285 - so im expecting (at least) higher spacing :C now you need dash to catch them
- 00:54:799 (5) - can be changed to 1/4 slider repeat since you follow 00:54:370 - which appears for 00:54:885 - also yeah its true, added
- 00:58:227 - till 00:58:399 - if you follow the vocal breathe too, actually you can map 1/6 for them ayyy tbh im not sure if that fits with 1/6, sounds like 1/4 so i prefer to keep this
- 01:10:913 (1) - remove nc since you dont do for 01:08:170 (5) - ayy i forgot this one
- 01:30:113 (3) - i think transition is better with ctrl+g hm the movement would be exactly the same with ctrl+g, the current direction is just for aesthetic, like in 00:08:513 (1,2,3,4) - or 00:34:913 (4,5,6) -
- 01:36:199 - can add note here so you can make hdash for catch 01:36:285 - added hyper but not the note because i cant find a good pattern without make 01:35:942 (6) - vertical, and that would be realy weird because that sound is pretty strong
- 01:37:313 (4) - a bit hard to catch for me. how about x:100 for be more friendly? sureee reduced
- 01:51:199 (1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6) - i think their snap should be 1/6, not sure. my ears are dumb lol it's already in 1/6 XD
- 02:10:570 (1) - having no movement for this slider suddenly feels weird for me, how about move the tail to x:248? ok changed, now is 100% horizontal
- 02:58:570 (1) - x:192 for give higher spacing emphasis the downbeat? added
- 03:21:713 (5) - how about x:192 so you can see more clear hdash for 03:21:885 (1) - ? it emphasis the cymbal more ok replaced those notes with a slider
- 03:38:342 (1) - x:360? for emphasis the vocal more mhh yeah added
- 03:41:085 (1) - x:48 maybe. emphasis the vocal and piano addded but not to x48 because would be a hard jump x_x, x70 is enough to me
- 04:03:027 (1) - maybe give a bit more movement for the slider, it feels a bit bored for me ;; ayy sure curved a bit more, now is necessary to move the ryuuta
- 04:53:599 (1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,) - same as 01:51:199 (1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6) - same
- 05:41:770 - this greenline can be removed lol i dont know why there was a greenline here

call me back after get confirmation about the snapping i really hate snap stuff sure they are 1/6 as i said in the mod, you can be sure checking CLSW's and Hareimu's, P A N's and Meg's maps, both have 1/6 here :3
Thank you for the check x3
Xinely
Nice, have my bubble ~
#1
Sc4v4ng3r
Ahh have ascendance bubble first, I'll come back after that.
CLSW
girl's rondo pandemic
Topic Starter
koliron

CLSW wrote:

girl's rondo pandemic
Topic Starter
koliron
ok now i should wait another week :cry: :cry: :cry:
Ascendance
ue
Topic Starter
koliron

Ascendance wrote:

ue
bubbled?
Ascendance
lel
gonna mod after CLSW's set goes through
CLSW
now you can do it gogogogo
Topic Starter
koliron

CLSW wrote:

now you can do it gogogogo
gogogogo ascendance <3<3
Ascendance
at long last

bub 2

overmapper extraordinaire
2016-06-25 01:59 Ascendance: ACTION is editing [https://osu.ppy.sh/b/953957 Wakeshima Kanon - World's End, Girl's Rondo(Asterisk DnB Remix) [Wishing]]
2016-06-25 01:59 Ascendance: 00:05:428 (8,1) - can be hard distance if a person is sightreading, seems a bit far
2016-06-25 02:00 koliron: sure reduced
2016-06-25 02:01 Ascendance: 00:12:285 (4,1) - same could be here
2016-06-25 02:02 koliron: ya its true, unfortunely the beginning has a low density of sounds to map ):
2016-06-25 02:02 koliron: reduced
2016-06-25 02:02 Ascendance: :(
2016-06-25 02:02 koliron: same in 00:13:656 (4,1) -
2016-06-25 02:02 Ascendance: same goes for the same one after that which you copy pasted
2016-06-25 02:02 Ascendance: ya
2016-06-25 02:02 Ascendance: B)
2016-06-25 02:03 Ascendance: 01:17:427 - starting from here, you have sounds on slider ends that are really strong
2016-06-25 02:04 Ascendance: I'd suggest making them 1/2 slider + circle
2016-06-25 02:04 Ascendance: 01:18:113 (4) - this slider sounds really weird with the vocal starting in the middle of the slider
2016-06-25 02:04 Ascendance: so maybe circle + slider works here instead
2016-06-25 02:05 koliron: wait
2016-06-25 02:06 koliron: ah
2016-06-25 02:06 koliron: that was to vary, you can see a consistent rhythm 01:17:085 - to 01:22:570 - , it has 4 sliders, the rhythm starts again in 01:19:827 -
2016-06-25 02:07 koliron: i think would be better to not make a repetitive rhythm but if you think is necessary i could change
2016-06-25 02:07 Ascendance: yeah but i cuts the vocal in half :<
2016-06-25 02:07 koliron: who said i was following the vocal(?
2016-06-25 02:07 koliron: xD ok changed
2016-06-25 02:08 koliron: should i change all of them?
2016-06-25 02:08 Ascendance: nah
2016-06-25 02:08 Ascendance: well
2016-06-25 02:08 Ascendance: actually ye
2016-06-25 02:08 Ascendance: there's only 3 i can find so
2016-06-25 02:08 Ascendance: no big deal
2016-06-25 02:08 koliron: xD
2016-06-25 02:09 Ascendance: 01:51:542 (3,4) - no emphasis for hdash between these
2016-06-25 02:10 Ascendance: or 01:51:713 (4,5) -
2016-06-25 02:10 koliron: wait im fixing a pattern with the previous suggestion
2016-06-25 02:14 koliron: kk sorry
2016-06-25 02:14 koliron: done
2016-06-25 02:14 Ascendance: npnp
2016-06-25 02:15 koliron: mmh
2016-06-25 02:15 koliron: what do you mean?
2016-06-25 02:16 Ascendance: forget the first one
2016-06-25 02:16 Ascendance: but
2016-06-25 02:16 Ascendance: 01:51:713 (4,5) - there is nothing that change here to promote an hdash
2016-06-25 02:16 koliron: o.O? huhh i can hear a really strong sound there
2016-06-25 02:17 koliron: in every 1/2 and 1/1
2016-06-25 02:17 Ascendance: the music doesnt change at all there lol
2016-06-25 02:18 koliron: huh maybe i dont understand your point
2016-06-25 02:18 Ascendance: the point is
2016-06-25 02:18 Ascendance: remove the hdash between them
2016-06-25 02:18 koliron: what do you mean with change? is a strong beat in every of them
2016-06-25 02:18 Ascendance: ,
2016-06-25 02:18 koliron: i asked clsw for it
2016-06-25 02:18 Ascendance: clsw is overmapper -_ -
2016-06-25 02:18 Ascendance: i slap him
2016-06-25 02:18 koliron: XD
2016-06-25 02:18 koliron: but not with hypers(?
2016-06-25 02:19 koliron: anyway that would destroy the pattern ):
2016-06-25 02:19 Ascendance: between 01:51:827 - and 01:51:885 -
2016-06-25 02:19 Ascendance: there is NO change in music
2016-06-25 02:19 koliron: i prefer to keep it as how it is
2016-06-25 02:19 Ascendance: ,
2016-06-25 02:19 Ascendance: i dont
2016-06-25 02:19 Ascendance: :/
2016-06-25 02:19 koliron: aaaaaah
2016-06-25 02:19 koliron: there
2016-06-25 02:19 Ascendance: i said forget the first one =w=
2016-06-25 02:19 koliron: there is a sound too, you can hear it in 01:51:885 - and 01:51:970 - but i mapped it in 1/6 as well to not make changes of timeline between hypers
2016-06-25 02:20 koliron: that would be so uncomfortable imo
2016-06-25 02:20 Ascendance: im talking about between 01:51:713 (4,5) -
2016-06-25 02:20 Ascendance: there shouldn't be a hdash at all
2016-06-25 02:20 Ascendance: not even clsw hdash there :V
2016-06-25 02:20 koliron: before was 1/4 because im a rhythm nazi but everyone slapped me
2016-06-25 02:21 koliron: mh
2016-06-25 02:22 koliron: naaa i think is strong enough :/ this is the end of the kiai so i tried to emphasize a lot of sound to make a build up
2016-06-25 02:22 koliron: as it
2016-06-25 02:22 koliron: as in* 04:53:599 -
2016-06-25 02:22 Ascendance: what do you mean it's strong enough
2016-06-25 02:22 Ascendance: there's nothing there that change :V:V:V:V:V:V
2016-06-25 02:23 koliron: i can hear a strong sound in 01:51:885 - aaa did you check your volume?
2016-06-25 02:23 koliron: anyway if you want i could add a hitsound to emphasize it more
2016-06-25 02:24 Ascendance: yeah but is not the same as 01:52:056 - or similar bass sound you emphasized
2016-06-25 02:24 Ascendance: whatever
2016-06-25 02:24 koliron: no is not the same XD i guess i can emphasize different sounds
2016-06-25 02:25 Ascendance: 02:39:027 (7) - no sound
2016-06-25 02:25 Ascendance: i said the same in clsw's girl's rondo
2016-06-25 02:25 Ascendance: just delete
2016-06-25 02:25 koliron: whoops
2016-06-25 02:25 koliron: true
2016-06-25 02:26 Ascendance: wew
2016-06-25 02:26 koliron: oh but there is a hitsounds(?
2016-06-25 02:26 koliron: removed xD
2016-06-25 02:26 Ascendance: =w=
2016-06-25 02:27 koliron: 03:06:799 (1) - i needed 3 years to make this slider
2016-06-25 02:27 koliron: and anyway is not perfect
2016-06-25 02:27 koliron: )':
2016-06-25 02:27 Ascendance: 03:57:370 - the vocal starts on here, and it seems you're following vocals this whole time
2016-06-25 02:27 Ascendance: maybe is best to move the slider back to here
2016-06-25 02:28 koliron: mmh
2016-06-25 02:28 koliron: yeah i was a doubt here
2016-06-25 02:28 koliron: because 03:57:542 - here starts the background sounds
2016-06-25 02:29 koliron: but ok i will change
2016-06-25 02:29 koliron: done
2016-06-25 02:31 Ascendance: ok rest is fine
2016-06-25 02:31 Ascendance: update
2016-06-25 02:31 koliron: :DD
2016-06-25 02:31 koliron: lemme check hitsounds
2016-06-25 02:32 Ascendance: okok
2016-06-25 02:36 koliron: 01:18:113 - added clap for the consistency, i forgot there
2016-06-25 02:37 koliron: thats all, updated
2016-06-25 02:38 Ascendance: :3
2016-06-25 02:38 Ascendance: sorry I had to release groups
2016-06-25 02:39 koliron: yeah i noticed XD
2016-06-25 02:39 Ascendance: B)
2016-06-25 02:41 Ascendance: k bub
2016-06-25 02:42 koliron: k bub
Sc4v4ng3r
Wee placeholdered to be sniped
Equim
catcha
precisely 6.00 stars and precisely equal to CLSW's one

I don't want to talk more about this map.... but
Just one point:
03:02:685 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - a better stream here:
176,96,182685,5,0,0:0:0:0:
122,110,182770,1,0,0:0:0:0:
120,166,182856,1,0,0:0:0:0:
173,184,182942,1,0,0:0:0:0:
248,216,183027,1,0,0:0:0:0:
192,256,183112,1,0,0:0:0:0:
154,298,183198,1,0,0:0:0:0:
175,351,183284,1,0,0:0:0:0:
231,355,183369,1,0,0:0:0:0:
271,328,183456,1,0,0:0:0:0:
192,144,183542,1,0,0:0:0:0:
249,138,183627,1,0,0:0:0:0:
268,85,183713,1,0,0:0:0:0:
227,45,183799,1,0,0:0:0:0:
168,8,183885,2,0,L|256:8,1,60.0000022888184
take it and remember the hitsounding.
Topic Starter
koliron

Equim wrote:

catcha
precisely 6.00 stars and precisely equal to CLSW's one actually mine was 6.00 first xD memes \:D/

I don't want to talk more about this map.... but
Just one point:
03:02:685 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - a better stream here:
176,96,182685,5,0,0:0:0:0:
122,110,182770,1,0,0:0:0:0:
120,166,182856,1,0,0:0:0:0:
173,184,182942,1,0,0:0:0:0:
248,216,183027,1,0,0:0:0:0:
192,256,183112,1,0,0:0:0:0:
154,298,183198,1,0,0:0:0:0:
175,351,183284,1,0,0:0:0:0:
231,355,183369,1,0,0:0:0:0:
271,328,183456,1,0,0:0:0:0:
192,144,183542,1,0,0:0:0:0:
249,138,183627,1,0,0:0:0:0:
268,85,183713,1,0,0:0:0:0:
227,45,183799,1,0,0:0:0:0:
168,8,183885,2,0,L|256:8,1,60.0000022888184
take it and remember the hitsounding. as we talk in game, i will ask scavanger about this pattern and i will try to make a build-up to make a better sense, also thank you for your opinions ^^
Xinely
will sc4 get ninja'ed again? :P
Topic Starter
koliron

Xinely wrote:

will sc4 get ninja'ed again? :P

No ninjas in my maps <3
Ascendance
i blame xinely, she ninja sc4 >:c

and she tried to give 2 approval bubble to 57 second map
Sc4v4ng3r
Now I'll have to make another post cause my former post is buried up there ;-; neva gettin sniped again

Ascendance wrote:

i blame xinely, she ninja sc4 >:c

and she tried to give 2 approval bubble to 57 second map
And I didn't get to taste ikazuchi heart any map of yours xD

[General]
  1. You could add 'infected' into the tags as that's the part of the title of the first season of the anime, and since CLSW's ranked set included it too.
[Wishing]
  1. 00:00:285 (1) - Here the bell sound isn't emphasized with one of your bell hitsound, when it is super prominent. I would set the sampleset of the hitsound here to S:C5 and the volume to 75%, then add another green line at 00:00:370 - with volume 60%, sampleset S:C1 to keep consistency in hitsound emphasizement.
  2. 00:11:256 (1) - Here too, since the bell's present, I would do a similar thing like above. But since that wouldn't allow the finish of cymbal not be present, so instead I would add another finish hitsound and name it 'soft-hitwhistle5', then change the green line on this tick to sampleset S:C5. Make sure too add whistle onto the head of this slider to emphasize on the bell after this change.
  3. 00:49:656 (1) - This whole section actually lacks of a lot of potential hypers on the pianos, especially when you did that for the previous section. This is one example of the places you could add hypers on; as it has a piano sound on it, it would be nice for emphasizement.
  4. 00:51:027 (1) - Like above, since you'd been placing hypers on those piano sound and on every big white tick, you might be better off following the consistency here.
  5. 00:52:398 (1) - This one especially should be having a hyper as that piano pitch is quite high, compared to others.
  6. 01:08:856 (1) - Potential place to have another hyper as there's the bell which is having a similar strength like 01:11:599 (1) - .
  7. 01:10:227 (1) - Meaning this should be having a hyper as well as the pitch of the bell here is way more higher than any other bells in this whole section.
  8. 01:40:913 (2) - This object's end is actually supposed to be at 01:41:199 - , as the percussion sound is still present at that tick. Even by referring to CLSW's ranked set(which uses similar rhythm), you will see that on this same timestamp this object's end is snapped to that tick.
  9. 01:44:899 (2) - Pretty sure I did mention this on my first mod on the map, but I believe the vocals are not percussion beats, so therefore this should technically not be a kick slider - besides, there are no real beats at 01:44:899 - 01:44:942 - and at 01:44:985 - which really supports the kick slider's use, so I think it doens't really fit in there.
  10. 01:49:999 (1,2) - On the contrary, I believe those wubbing sound in the background could be emphasized here as they are quite loud; I would go for this rhythm or alike, to emphasize on those sounds.
  11. 01:57:542 (5) - Since it looks like you are following the vocals for hyper placement in this section of the chorus, I belive yet another hyper could be added here to emphasize on the high pitch of the vocals. If you are applying this make sure to do it for 02:08:170 (3) - and 05:02:856 (5) - as well.
  12. 02:09:542 (2) - If you are following the vocals for the hypers for the chorus, I strongly recommend you to add one hyper here as the vocal's pitch is really high, which demands for empahsizement. If you are applying make sure to do it for 03:22:227 (3) - as well.
  13. 02:16:570 (1,2) - Comparing these 2 notes, (1) isn't too strong relatively to (2) in terms of strength in beats, so I believe that (2) deserves the NC more than (1) does. If you are applying this do it for 03:29:257 (1,2) - and 05:18:971 (1,2) - as well.
  14. 02:31:656 (2,3) - I don't really get why these are emphasized differently with 02:30:285 (1,2) - (as well as 02:33:027 (2,3) - these), when their synth is similar. To keep consistency in emphasizement, either make all of them have hypers on them, or have none at all for all of them.
  15. 02:47:427 (5) - You could totally have a hyper here as it contains a hyper that you'd been emphasizing with hypers for this whole section.
  16. 03:02:685 (1,2,3,4,5,6,7,8) - Lol I couldn't apply the code that Equim provided so idk what does the suggested pattern look like ;w; Maybe take a picture or something then I'll try to see what can I say about it.
  17. 03:41:085 (1) - It could be nice if you were to add more distance to this note, as the piano's pitch is the highest here.
  18. 04:13:485 (4,1) - I feel that the rhythm here gets a little bit inconsistent here, as you were following the vocals solely for this whole section. If you were to follow the vocals more closely you would get a rhythm like this. This applies to all the similar notes in this section like 04:15:027 (3,4,1) - and 04:16:399 (2,3,1) - , so if you are applying the new rhythm on these notes, apply for these as well.
  19. 04:43:313 (2) - Like I'd mentioned at 01:40:913 (2) - , this should be ending at 04:43:599 - .
  20. 04:47:299 (2) - And that point on 01:44:899 (2) - applies to these as well.
And that's all. Mostly just improvements around emphasizement would make the map better.
Call me back :3
Topic Starter
koliron

[Sc4v4ng3r] wrote:

Now I'll have to make another post cause my former post is buried up there ;-; neva gettin sniped again

Ascendance wrote:

i blame xinely, she ninja sc4 >:c

and she tried to give 2 approval bubble to 57 second map
And I didn't get to taste ikazuchi heart any map of yours xD

[General]
  1. You could add 'infected' into the tags as that's the part of the title of the first season of the anime, and since CLSW's ranked set included it too. added
[Wishing]
  1. 00:00:285 (1) - Here the bell sound isn't emphasized with one of your bell hitsound, when it is super prominent. I would set the sampleset of the hitsound here to S:C5 and the volume to 75%, then add another green line at 00:00:370 - with volume 60%, sampleset S:C1 to keep consistency in hitsound emphasizement. ayy i forgot this one, added!
  2. 00:11:256 (1) - Here too, since the bell's present, I would do a similar thing like above. But since that wouldn't allow the finish of cymbal not be present, so instead I would add another finish hitsound and name it 'soft-hitwhistle5', then change the green line on this tick to sampleset S:C5. Make sure too add whistle onto the head of this slider to emphasize on the bell after this change. mmhh not here, i prefer to make a difference since 00:11:256 - because is a new stanza and section, also if i add here i should add in like 10 more after this, when the music changes a lot, that would sounds weird imo
  3. 00:49:656 (1) - This whole section actually lacks of a lot of potential hypers on the pianos, especially when you did that for the previous section. This is one example of the places you could add hypers on; as it has a piano sound on it, it would be nice for emphasizement. added
  4. 00:51:027 (1) - Like above, since you'd been placing hypers on those piano sound and on every big white tick, you might be better off following the consistency here. consistency? huh the consistency in this section is an hyper in every 2/1 :/ also the sound is not strong enough imo
  5. 00:52:398 (1) - This one especially should be having a hyper as that piano pitch is quite high, compared to others. same reason as above
  6. 01:08:856 (1) - Potential place to have another hyper as there's the bell which is having a similar strength like 01:11:599 (1) - . sure, added
  7. 01:10:227 (1) - Meaning this should be having a hyper as well as the pitch of the bell here is way more higher than any other bells in this whole section. no but added dash
  8. 01:40:913 (2) - This object's end is actually supposed to be at 01:41:199 - , as the percussion sound is still present at that tick. Even by referring to CLSW's ranked set(which uses similar rhythm), you will see that on this same timestamp this object's end is snapped to that tick. ok remapped, now they are normal streams
  9. 01:44:899 (2) - Pretty sure I did mention this on my first mod on the map, but I believe the vocals are not percussion beats, so therefore this should technically not be a kick slider - besides, there are no real beats at 01:44:899 - 01:44:942 - and at 01:44:985 - which really supports the kick slider's use, so I think it doens't really fit in there. replaced with a slider
  10. 01:49:999 (1,2) - On the contrary, I believe those wubbing sound in the background could be emphasized here as they are quite loud; I would go for this rhythm or alike, to emphasize on those sounds. aaay 1/8 DDD: noo that rhythm would be too weird xD i prefer keep it as how it is now
  11. 01:57:542 (5) - Since it looks like you are following the vocals for hyper placement in this section of the chorus, I belive yet another hyper could be added here to emphasize on the high pitch of the vocals. If you are applying this make sure to do it for 02:08:170 (3) - and 05:02:856 (5) - as well. huh i dont know if those sounds are enough to have hyper, but anyway i added a little more distance no notice better those sounds :3
  12. 02:09:542 (2) - If you are following the vocals for the hypers for the chorus, I strongly recommend you to add one hyper here as the vocal's pitch is really high, which demands for empahsizement. If you are applying make sure to do it for 03:22:227 (3) - as well. i prefered to only add in 01:44:513 (1) - (third of these kiais) to make a build up :/
  13. 02:16:570 (1,2) - Comparing these 2 notes, (1) isn't too strong relatively to (2) in terms of strength in beats, so I believe that (2) deserves the NC more than (1) does. If you are applying this do it for 03:29:257 (1,2) - and 05:18:971 (1,2) - as well. sureee
  14. 02:31:656 (2,3) - I don't really get why these are emphasized differently with 02:30:285 (1,2) - (as well as 02:33:027 (2,3) - these), when their synth is similar. To keep consistency in emphasizement, either make all of them have hypers on them, or have none at all for all of them. ok added
  15. 02:47:427 (5) - You could totally have a hyper here as it contains a hyper that you'd been emphasizing with hypers for this whole section. added!
  16. 03:02:685 (1,2,3,4,5,6,7,8) - Lol I couldn't apply the code that Equim provided so idk what does the suggested pattern look like ;w; Maybe take a picture or something then I'll try to see what can I say about it. i talked with equim about change this pattern, so i agreed to replace with 03:01:313 - to make a build up, done
  17. 03:41:085 (1) - It could be nice if you were to add more distance to this note, as the piano's pitch is the highest here. added a little
  18. 04:13:485 (4,1) - I feel that the rhythm here gets a little bit inconsistent here, as you were following the vocals solely for this whole section. If you were to follow the vocals more closely you would get a rhythm like this. This applies to all the similar notes in this section like 04:15:027 (3,4,1) - and 04:16:399 (2,3,1) - , so if you are applying the new rhythm on these notes, apply for these as well. ayy true
  19. 04:43:313 (2) - Like I'd mentioned at 01:40:913 (2) - , this should be ending at 04:43:599 - . yap for consistency
  20. 04:47:299 (2) - And that point on 01:44:899 (2) - applies to these as well. done
And that's all. Mostly just improvements around emphasizement would make the map better.
Call me back :3
aaaa thank you!!!

edit: removed kds because you did a mod here, i forgot x-x
Sc4v4ng3r
Alrighty re-check time.
Just few more suggestions, the map's great already :3

[Wishing]
  1. 00:52:399 (1) - If the hyper's placed every 2/1 beat, there should be a hyper here as it belongs to one of those 2/1 beats. Besides, I really do feel that the sound of this note here feels loud(incluing piano and other instruments).
  2. 02:09:542 (2) - I know this kiai isn't too strong as the third one, but still, in this musical section alone, the vocals here are quite loud and prominent over the other vocal syllabuses, as well as in the second kiai(on 03:22:227 (3) - ), so to show that prominence I suggest you to add hyper on this note and the second kiai's note one more time. Not adding it here just feels like undermining the loudness of the vocals.
  3. 02:55:485 (3) - Not too sure what's the hyper following in this section, but if they are following the snares, this note should be having a hyper as the snare suggests it.
  4. 02:58:227 (3) - If applied the above you should do it here as well.
  5. 02:59:599 (4) - When compared to 02:56:856 (4) - , the snare's synth are the same(and the vocal on the former note doesn't actually land there so I don't see how's the vocal supporting the hyper other than the snare), so I would add a hyper here as well for consistency. my logic of consistency is broken
  6. 03:01:313 (1,2,3,4,5,6,7,8) - Mm I did update the map but I don't see any changes on the stream itself, maybe it's just me idk.
That's it. Call me back again :3
EDIT : Ascendance got a kudos for this first post on his earlier mod here, so denied the recent kudos you gave to him.(My mod and his mod's gap is just 2 days lol)
Ascendance
rip my kudosu :(
Topic Starter
koliron
all fixed!

about the last suggestion
2016-06-27 11:50 koliron: 03:01:313 (1,2,3,4,5,6,7,8) - 
2016-06-27 11:51 koliron: about this, i replaced the stream in 03:01:313 - with 03:02:685 - and 03:02:685 - with 03:01:313 -
2016-06-27 11:51 koliron: just to make a build up
2016-06-27 11:51 koliron: nothing differnt in the stream individually
2016-06-27 11:52 [Sc4v4ng3r]: ah okay
2016-06-27 11:52 [Sc4v4ng3r]: you gave me the same pairs of ticks lol
2016-06-27 11:52 [Sc4v4ng3r]: oh okay nvm I am understanding wrongly xD
2016-06-27 11:52 koliron: xD
Sc4v4ng3r
Log
2016-06-27 22:43 koliron: can you enter in the editor?
2016-06-27 22:43 koliron: ACTION is editing [https://osu.ppy.sh/b/953957 Wakeshima Kanon - World's End, Girl's Rondo(Asterisk DnB Remix) [Wishing]]
2016-06-27 22:43 koliron: i have a question
2016-06-27 22:43 [Sc4v4ng3r]: lol okay
2016-06-27 22:43 [Sc4v4ng3r]: ACTION is editing [http://osu.ppy.sh/b/953957 Wakeshima Kanon - World's End, Girl's Rondo(Asterisk DnB Remix) [Wishing]]
2016-06-27 22:43 koliron: 02:09:542 (2,3,4) - in x 204 its fine? that would be add the hyper to 02:09:542 - and remove to 02:10:227 -
2016-06-27 22:44 [Sc4v4ng3r]: mm yea that seems fine
2016-06-27 22:48 koliron: 02:58:227 (3) - here you mean hyper to this note, right?
2016-06-27 22:48 [Sc4v4ng3r]: yeap, for consistency
2016-06-27 22:49 koliron: you are a consistency nazi xD
2016-06-27 22:49 koliron: ok wait
2016-06-27 22:49 [Sc4v4ng3r]: I love consistency :3
2016-06-27 22:50 koliron: x
2016-06-27 22:50 koliron: x3
2016-06-27 22:50 koliron: and
2016-06-27 22:50 koliron: 03:01:313 (1,2,3,4,5,6,7,8) -
2016-06-27 22:51 koliron: about this, i replaced the stream in 03:01:313 - with 03:02:685 - and 03:02:685 - with 03:01:313 -
2016-06-27 22:51 koliron: just to make a build up
2016-06-27 22:51 koliron: nothing differnt in the stream individually
2016-06-27 22:52 [Sc4v4ng3r]: ah okay
2016-06-27 22:52 [Sc4v4ng3r]: you gave me the same pairs of ticks lol
2016-06-27 22:52 [Sc4v4ng3r]: oh okay nvm I am understanding wrongly xD
2016-06-27 22:52 koliron: xD
2016-06-27 22:54 koliron: updated
2016-06-27 22:54 koliron: lemme test again to see if there is a pixel jump or something
2016-06-27 22:54 [Sc4v4ng3r]: alright
2016-06-27 22:56 koliron: waaai
2016-06-27 22:57 koliron: 01:20:856 (7,1,2,3) -
2016-06-27 23:01 koliron: remapped that pattern
2016-06-27 23:01 koliron: lemme update
2016-06-27 23:01 koliron: the rest jumps are fine
2016-06-27 23:01 koliron: be sure of check that pattern after the icon
2016-06-27 23:03 koliron: updated
2016-06-27 23:04 koliron: now*

Koli asked me few questions on the updated patterns, as well as the pixel jump that koli fixed through the last testplay.
Checked over all the updated patterns again, so let's do this :D
Flamed~
MoelittleC Hime
Congrats ! The song, the map both awesome :)
wajinshu
Congrats !
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