oh. yes. thank u!
Thanks.Wafu wrote:
[EruJazz's Easy]
- 00:09:658 (1) - I would end this slider on 00:10:158 - or 00:10:658 - as these spots are the main sounds in such a drum pattern and ending it on a minor one doesn't sound that well. It's a blue tick, but still, you can use the first option. I'd say the second option is better, even though the time between next object is little lower, should be fairy playable though. That was my first approach, but I felt it was not appropriate for a Easy diff, because its feels inconsistent. Finishing in 00:10:492 - is better imho.
- 00:21:825 (1,2) - The gap between these two objects is too high. I think you probably wanted some little pause, but if you mapped 00:27:158 (1,2) - like this, there's essentially no reason to keep the first one completely unmapped. Sorry, Im not agree. This pause feels very appropriate for me, since song is veeery calmly here.
- 01:09:825 (1,3) - That's a little, just personal opinion, but I don't really like shapes of these sliders with three points in center. They look like having some weird bump in the middle, maybe it could work better if replaced with regular wave slider with red anchor rather than three white anchors. lol, not change.
- When it comes to hitsounds, this difficulty had really some poor gaps. I'd welcome if slidertick hitsounds were used, that would fill really big amount of skipped hitsounds and the map could sound really well with them. Maybe, but personally, I dislike slidertick hitsounding u.u
Wafu wrote:
[340's Hard]
- 00:32:492 (2,1) - The new combo seems to be set improperly. It's musically the same as 00:21:825 (1) - and in addition, the first note starts a new variation, making it more appropriate for a new combo. yeah, fixed it somehow
- 00:32:492 (2,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1) - I'd say this part is way too much about the vocals. I am not saying mapping vocals is wrong, but you definitely ignore many important sounds, especially kick drums and those parts feel really empty. Such as 00:33:658 - 00:35:158 - 00:36:325 - 00:36:658 - . Mapping them would make a some variety between the calm part and the part with drums, that would be a little bit more unique and fun to play. Also 00:38:158 (2,3) - seems really out of the song. It maps exactly the least significant parts of this part in my opinion and mapping it to those foreground instruments would offer you many good rhythms, which sound much better than this one. as i think, that's gonna be a mess for a newbie player if i'd map every beat on a calm part. calm part should play calm at least at easy difficulties imo. also i fixed the last thing which you mentioned about slider that is out of the song
- The map style itself is quite good to be honest, but if you'd limit those vocal-based rhythms, I would probably not have to point out much. At this point, it lacks the emphasis on drums, but is instead on soft instruments such as vocals. If that's how you intended the map to look, then I'm a little bit disappointed, but if you keep the same style and map it a little bit more into important instruments, I'll be more than satisfied.
Sorry to deny so much, but I think you've missed the concept of my map.. I map to the vocals emotion. I tried to adjust hitsounds a bit, would be good to get more feedback maybeWafu wrote:
[Irre's Insane]
- 00:23:158 (1) - The new combo doesn't fit that much to me. Sometimes you seem to stick to music, sometimes you seem to stick to vocals, but this only makes logic with a pattern that you put into a map, which doesn't make much sense to me. Moreover, there's essentially no reason to put such a big jump on 00:22:825 (3,1) - . I undestand that you put jumps on places like 00:11:825 (2) - because the clap asks for it, it stands out a lot in the song, so why not making it stand out even in map, but this part sounds very calm, if not almost silent, but it still has a big focus on it. no fixes
- 00:25:158 (3,1) - Just the same scenario as above.
- 00:28:158 (2,1) - Same as above. no fixes
- 00:33:158 (3,4,5) - 00:35:825 (3,4,5) - These have a problem when it comes to the jump too. What is special in this part are the drums - these just came in, these are what makes the part unique. Jumps on vocal, which was there even before, in the same form makes it inconsistent and doesn't make sense with the song's intensity. Same as above, I map to the vocals emotions and not to the drums o_O
- 00:38:158 (1,2) - This sounds really out of place because you're putting strong sounds in the middle of slider, but soft sounds are right on the parts of slider which you interact with. It plays and fits the music more if 00:38:158 (1) - is mapped as a 1/2 slider, because that way it at least ends on quite significant synth on 00:38:492 - and then 00:38:825 (2) - can be moved on 00:38:658 - to emphasize a little softer synth, but end on 00:39:158 - , which is equivalent for the first synth when it comes to the impact. Then, 00:39:325 - will be ignored, which makes a lot of sense, because you cannot tell any sound that's landing on this timestamp. Obviously, you can say there is "something", but no sound with a peak is present here. ?
- 00:46:492 (2) - There are many snares in the background which you mapped, however, this seems to be the only one that is not using any kind of a jump, which would be cool, because you did so in other cases such as 00:43:825 (2) - 00:45:158 (6) - 00:47:825 (1) - 00:49:158 (2) - 00:50:492 (6) - 00:53:158 (3) - nice catch
- Hitsounds seem to be done a little bit immaturely here. The beginning was cool, but you started to use a lot of kicks when there was literally nothing that would indicate that in the song, such as 00:16:992 - 00:17:492 (2) - 00:24:992 (2) - 00:25:492 (1,2) - 00:29:825 (4) - 00:49:158 (2) - 00:50:492 (6) - 00:51:825 - Be sure to check similar things.
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Creator:Kyubey
Version:Irre's Insane
Source:宇宙パトロールルル子
Tags:space uchuu patrol luluco ending ed tv size tvsize evilelvis ErunamoJAZZ 340 ryuu irreversible
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Wafu wrote:
[Elvis' Insane]Thanks for mod! We got different opinions about this song it seems
- I want you to look at the kick hitsounds as I already recommended in last point of Irre's difficulty. Many of them don't fit to actual arrangement of the song and sound really loud if it doesn't follow the real sound properly.
Well, they wasn't supposed to follow any sample of the song at the first place, i tried to bring something new to the song and since i like what i got at the end i have to deny, sorry- 01:13:325 (3) - I am not quite sure, but since this is the only Normal whistle used in the map and it doesn't sound that great if it's use only once, I must assume that it was placed by a mistake.
there were more, this whistle was used in pruporse of finishing hitsounding pattern so i'd keep it- 00:12:325 (6,1) - First of all, I think if you want to place a new combo here, you should do that on the first note as the musical pattern which brings some change or diversity starts on 00:12:325 (6) - . Second thing is that 00:12:325 (6,1) - is identic with 00:12:825 (3) - while 00:13:158 (4) - is completely different from these two. For this reason, I recommend to put the new combo to 00:12:325 (6) - and then make it a 1/2 slider. That will ensure some logic between 00:12:825 (3) - . And in the and, you could transform 00:13:158 (4) - into circles due to having the heavy snare on the beginning and to differenciate it from the previous sliders. I also thing that you should not add a jump on 00:12:658 (2) - , but 00:12:325 (1) - , because currently it's on a hi-hat, which is barely audible, so that makes a little bit less sense.
Okay, firstly, new combo was used mostly on design purporses me being nazi about geometry, as for jump, you can hear like vocalist sighs 00:12:158 - here and since d e s i g n t h i n g s, i decided to go in a bit other way than increasing distant snap exactly at this point, i emphasised it a bit later 00:12:492 (1) - here, what could look strange for the first sight, but i do believe it works fine, it's just uncommon, as for rhythm changes, sorry i don't really think 1/2 would fit because main idea here was mapping hi-hats, since this part of the song is somehow intense, either i can't agree on 00:13:158 (4) - because i'd like to keep vocals emphasised as well as hi-hats- 00:17:825 (1,2,3,1,2,3) - I know that you probably wanted to give a player some challenge, but with the amount of stacks you use, this is already overexaggerated pattern. I feel like the attempt is to create a map challenging by decreasing its readability rather than increasing the note density or using more difficult rhythms and patterns, which I am not really a big fan of.
Personally i don't find it any challenging, maybe a bit harder to read than something more common, but not really much so i'd like to keep it.- 00:21:825 (1,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4) - You could maybe use some sliders in this part, because stacks that look all very similar over and over may be a little bit boring and lazy, but let's assume you want to keep that for whatever reason - Then, I don't understand why 00:32:492 (1,2,1,2,3,4,1,2,1,2,3,4,1) - , which has more things to map and is much stronger, but the previous part requires you to be quicker and more accurate, while here, you jump into a very chilly part of map, instead of the opposite, so it would be more proper according to the song.
Circle stacks were made on pruporses of emphasising synth, which hardly works well with sliders in my opinion, when the reason behind sliders is shitton of circles would be too much and my intention of present second half of this part as some kind of "bridge" for upcoming more intensive part- 00:58:825 (1) - This is quite a lot out. These drums start on 00:58:992 - in the song or somewhere around that, we cannot probably tell accurately whether it's this place, because I cannot guess whether it's 1/16, but probably yes, however, it definitely isn't there bofere that timestamp. You should just map the second half of the slider.
I'd agree on this point if making stuff http://puu.sh/p3hql/be365f5b0f.jpg like this wasn't that awkward to play as it is (that 1/16or not even 1/16 can't say myself but i think it is stuff starts from 00:58:992- as i hear it. I guess i need more opinions about that one- The kiai however is quite cool, there are some random jumps, but not that random so I'd want to point it out as much as these things. Cool otherwise.
You don't need to apologize for not fixing stuff, just pointing out that I didn't understand concept of your map is nothing you should mention when it comes to responding to issues. And to your reason, "I map to the vocals emotion" - First of all, emotion or intensity? Making to emotion would essentially make no sense as it's almost impossible to detect any emotion unless the voice sounds like suffering or happiness, but none of emotions usually tell you whether it deserves a jump or not. You most likely mean intensity of the voice. If that's what you really map, then that means 00:33:158 (3,4,5) - doesn't make sense, because 00:33:492 (4,5) - are almost equally intense, 00:33:492 (4) - however has much smaller jump. Then 00:36:492 (5,6,7) - 00:33:825 (5,6,7) - are mapped exactly the same way, while 00:36:492 (5,6,7) - is much more lively, previous is somehow fading out when it comes to intensity and the accent, but the latter one is more like fading in when it comes to intensity, accent, pitch etc.Irreversible wrote:
Sorry to deny so much, but I think you've missed the concept of my map.. I map to the vocals emotion. I tried to adjust hitsounds a bit, would be good to get more feedback maybe
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Title:Pipo Password
TitleUnicode:Pipo Password
Artist:TeddyLoid feat. Bonjour Suzuki
ArtistUnicode:TeddyLoid feat. ボンジュール鈴木
Creator:Kyubey
Version:Irre's Insane
Source:宇宙パトロールルル子
Tags:space uchuu patrol luluco ending ed tv size tvsize evilelvis ErunamoJAZZ 340 ryuu irreversible
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ArtistUnicode:TeddyLoid feat. ボンジュール鈴木
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Version:EruJazz's Easy
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applied xDNatsu wrote:
EruJazz's Easy
- 00:24:492 (1) - El nuevo combo rompe tu patrón y no es recomendable para una easy, remover 00:24:492 (1) - . okay xD
- 01:23:158 (1) - lo mismo aquí esto rompe tu patrón y no tenes necesidad de hacerlo, es solamente una easy mantenela ordenada ^
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136,56,48492,6,0,P|230:84|321:49,1,200,0|0,1:0|0:0,0:0:0:0:
372,136,50492,1,8,0:0:0:0:
364,236,51158,2,0,L|428:268,2,50,0|0|8,1:0|0:0|0:0,0:0:0:0:
184,148,53158,1,8,0:0:0:0:
84,160,53825,6,0,B|68:127|68:127|45:103|45:103|32:75,2,100,2|8|0,1:3|0:0|0:0,0:0:0:0:
52,256,55825,1,8,0:0:0:0:
109,336,56492,2,0,B|141:332|141:332|174:316|174:316|204:313,1,100,2|8,3:0|0:0,0:0:0:0:
307,313,57825,2,0,B|337:316|337:316|370:332|370:332|403:335,1,100,0|8,0:0|0:0,0:0:0:0:
456,248,59158,6,0,L|484:196,2,50,2|2|8,3:0|3:0|0:0,0:0:0:0:
368,196,60492,2,0,L|396:144,2,50,2|2|8,3:0|3:0|0:0,0:0:0:0:
280,147,61825,2,0,P|196:172|109:172,1,175,4|4,1:0|0:0,0:0:0:0:
287,35,64492,6,0,P|328:64|375:81,1,100,4|8,1:0|0:0,0:0:0:0:
436,159,65825,2,0,P|395:188|348:205,1,100,0|8,0:0|0:0,0:0:0:0:
256,248,67158,2,0,P|271:295|301:335,2,100,0|8|0,1:0|0:0|0:0,0:0:0:0:
256,148,69158,1,8,0:0:0:0:
267,48,69825,6,0,B|226:42|194:60|172:81|177:83|183:86|155:114|120:124|90:120,1,200,0|0,1:0|0:0,0:0:0:0:
20,192,71825,1,8,0:0:0:0:
90,263,72492,2,0,B|120:259|155:269|183:297|177:300|172:302|194:323|226:341|267:336,1,200,0|0,1:0|0:0,0:0:0:0:
256,236,74492,1,8,0:0:0:0:
343,187,75158,6,0,P|379:222|427:234,1,100,4|8,1:0|0:0,0:0:0:0:
427,134,76492,2,0,P|440:86|426:38,1,100,0|8,0:0|0:0,0:0:0:0:
340,87,77825,2,0,P|292:99|257:134,2,100,0|8|0,1:0|0:0|0:0,0:0:0:0:
344,188,79824,1,8,0:0:0:0:
287,272,80491,6,0,P|201:315|113:276,1,200,0|0,1:0|0:0,0:0:0:0:
108,176,82491,1,8,0:0:0:0:
192,120,83158,1,4,1:0:0:0:
256,192,83825,12,0,86825,0:0:0:0:
Natsu wrote:
340's Hard
- 00:11:158 (1,2) - 00:12:158 (1,2,3,4) - 00:13:492 (1,2,3,4,5,6,7,8) - 00:16:158 (1,2,3,4,5) - 00:17:825 (1,2,3) - your combos are really inconsistent, try to: 00:12:158 (1) - remove NC, 00:17:825 (1) - remove NC appplied
- ar 7,5 is better. is 0.1AR make any difference?
- 00:21:492 (8,9) - I'd use a slider instead to bring more emphasis to 00:21:825 (1) - as a single circle. i dont want to use a slider instead of circles, but i can put a small jump to pick it out
- 00:32:492 (1) - 00:37:825 (1) - you are mapping those, but ignoring 00:35:158 being this the same in the music, sounds really weird. i didnt want to but uhhhh applied
- 00:41:825 (1,1) - stack this properly wow is it really noticable? applied
- 00:45:492 (4) - NC should be here not in 00:46:992 (1) - , 00:50:825 (5,1) - same applied
- 00:57:992 (1) - NC is unnecesary and doesn't make much sense with the music, just remove it applied
- 01:09:492 (1,2) - if you trying to blank stuff, then do it the best you can, since this isn't pleasant to see applied
- 01:10:825 (4) - the normal whistle in the tail is so annoying, do you mind using a soft one or using the same as the other diffs? I BET IT WASNT HERE so yeah applied
- 01:17:658 (6,1) - blanket is super off, design is a super important part in mapping, so try to care more about this tiny stuff applied
- You also have the same OD as Irre's insane, use 5,5 instead? or something different. changed it to 5.7
Natsu wrote:
01:23:325 (1) - add a hitsound or make the hitnormal audible. apply to every diff using sc5 why? any sound there doesn't fit the track well, and silent spinner sounds much better for me. if you think it's unrankable, it's rankable
https://qb.s-ul.eu/Wk1yaXrQ.png — meta in video itself.RC wrote:
The end of a spinner (or even the entire spinner) the sliding sound of a slider, and the end of a slider can be silent, but only do it if it makes sense.
Kyubey wrote:
Natsu wrote:
01:23:325 (1) - add a hitsound or make the hitnormal audible. apply to every diff using sc5 why? any sound there doesn't fit the track well, and silent spinner sounds much better for me. if you think it's unrankable, it's rankableRC wrote:
The end of a spinner (or even the entire spinner) the sliding sound of a slider, and the end of a slider can be silent, but only do it if it makes sense.
Namki wrote:
Поздравляю, няш!