forum

Komiya Mao - (can you) understand me?

posted
Total Posts
71
show more
Okoratu
üüüüü

[gnrl]
ur custom clap is fricking annoying, the default claps actually sound better
whistlespam in the very beginning makes it seem like "idk how to hitsound this so here have whistles", would search for something that is less focused on spamming 1/2 whistles
youre incapable of doing the sb properly i see

[uhh.]
od 9 is totally possible for this song B)
00:04:650 (1,1) - combospam seems unnecessary, and so does it seem in most of this map
00:04:650 (1,2,1,2,1,2,3,1,2,3,4,5,6,7) - that these are bigger / more intense than 00:11:137 (1,2,3,4,1,2,3,4) - makes little sense, it should actually the other way around because the 2nd pattern is a burst in intensity with new instruments, but you got that backwards
00:20:218 - that this and 01:22:488 - are so drastically different in terms of difficulty is odd mapdesign tbh.
that the kiai is focused on instruments instead of vocals makes me as someone who mapped this already a bit sad, mainly because stuff like 00:54:434 (2,3,4) - has vocals on all ticks and 01:00:920 (2,3,4,5,6) - would give room for 2 sliders for vocals but whatever (01:00:920 (2,3,4,5,6) - ) seems random btw

the way you organise spacing is pretty neat to play but i would have welcomed more intensity for parts such as 00:33:191 - where new instruments and overall more intensity kick in, but you keep on doing consistent stuff with the previous section which is different in that regard but w/e

00:42:191 (5) - 00:39:596 (6) - given their context both seem kinda random, but the first one i linked seems more random than the 2nd one because it doesn't serve much of a purpose

I think that loving blankets too much is a bad thing, would instead recommend to use them wherever they would look neat as a pattern thing instead of just everywhere
Topic Starter
Sotarks

Okorin wrote:

üüüüü

[gnrl]
ur custom clap is fricking annoying, the default claps actually sound better ok i removed that clap, and using the default one
whistlespam in the very beginning makes it seem like "idk how to hitsound this so here have whistles", would search for something that is less focused on spamming 1/2 whistles tbh i'm following something on those whistle, but i didn't know how could I place them propelly, i tested and it fits okay, so I guess I left them like that.
youre incapable of doing the sb properly i see wait, why? i'm not a pro SBer, btu I like playing with backgrounds...

[uhh.]
od 9 is totally possible for this song B) od8.2 trademark, and yeah od9 is way to high for that, it's totally not me putting high od.
00:04:650 (1,1) - combospam seems unnecessary, and so does it seem in most of this map the fact that i'm using lots of nc spam, it's for the readability of my jumps in my map, and to make the play smoother. I tried some patern here with those, and seems weird in my eyes, like the way I placed them, needs to be emphasised by a NC. But I can understand some poeple won't agree with me about that.
00:04:650 (1,2,1,2,1,2,3,1,2,3,4,5,6,7) - that these are bigger / more intense than 00:11:137 (1,2,3,4,1,2,3,4) - makes little sense, it should actually the other way around because the 2nd pattern is a burst in intensity with new instruments, but you got that backwards yes you are totally right here, I changed those, like you said.
00:20:218 - that this and 01:22:488 - are so drastically different in terms of difficulty is odd mapdesign tbh. the fact is I wanted to keep the full single taps jumps for the last ending jump, so i changed the rythmn for the previous one with an other style of paterning, that makes sense to my eyes.
that the kiai is focused on instruments instead of vocals makes me as someone who mapped this already a bit sad, mainly because stuff like 00:54:434 (2,3,4) - has vocals on all ticks and 01:00:920 (2,3,4,5,6) - would give room for 2 sliders for vocals but whatever (01:00:920 (2,3,4,5,6) - ) seems random btw I don't think that part feels random, because this section the vocal is higher than the previous one where I put sliders, so I wanted to emphasis this section by putting a jump here with full notes, makes sense.

the way you organise spacing is pretty neat to play but i would have welcomed more intensity for parts such as 00:33:191 - where new instruments and overall more intensity kick in, but you keep on doing consistent stuff with the previous section which is different in that regard but w/e the fact is we all have different ways to five intensity to their maps, I know seems you mapped the same song, so I guess you probably have a different way of thinking than me. And I totally accept that because, while I mapped Historia, I disagree with the other mapset of it. We all want to gives intensity where we feel like it has to be, and I feel like the emphasis of this map makes sense to my eyes, and every patern of mine has a meaning.

00:42:191 (5) - 00:39:596 (6) - given their context both seem kinda random, but the first one i linked seems more random than the 2nd one because it doesn't serve much of a purpose Yeah I agree, I removed those. And tbh, I didn't like those triples that much xdd

I think that loving blankets too much is a bad thing, would instead recommend to use them wherever they would look neat as a pattern thing instead of just everywhere I know you don't like blankets to much, but I like the way I can structure paterns by blanketing stuff. I like watching maps nice and structured in the editor.
thanks for the mod oko!
Mazziv
hi oko!
Xinely
m4m thing

Normal :
- maybe you can reduce the HP to 3,5? i think your setting is a bit high for diff which is easiest diff here
- 00:02:056 - remove greenline please, definitely unrankable when you dont use it for sv change
- 00:03:028 (2) - whistle for consistency with 00:04:325 (2) - , the music supports it as well
- 00:04:650 (1,3) - not really recommended for easiest diff, the combo score is hiding the (3)'s head for while when you know newbie's respond is very slow
- 00:08:218 - add note i guess, the music is quite important for me and weird to skip, you mapped similar things with this too like 00:03:028 (2,2) -
- 00:11:137 (3,4,5) - not really recommended for easiest diff too, you can try more relax rhythm like http://puu.sh/p7yFV/49abecc42a.jpg
- 00:17:623 (1) - 0,94x inconsistency spacing
- 00:34:488 (3,4,1,2) - make easier and shorter rhythm please, very not recommended for easiest diff baka
- 00:37:407 (4,5,1,2) - ^
- 00:39:677 (3,4,1,2) - ^
- 01:17:299 (1) - flip the slider and move to 264,264 so flow to next circle will be smoother and natural

Hard :
- 00:17:623 (1) - kinda weird and unusual shape, hmm try like this http://puu.sh/p7yZC/515d69b61f.jpg ?
- 00:30:272 (1,2) - swap nc for consistency nc in stanza, you didnt do for stacking pattern like 00:27:839 (3,1) - so i cant understand why this nc is inconsistency
- 01:08:218 (1) - 268,292 for consistency spacing, i do cri see 1,5x spacing for next lol
- 01:17:299 (1) - make cuter flow please http://puu.sh/p7zdK/ff08bd5c48.jpg
- 01:24:920 (4,1) - flow feels better and more friendly with your current flow if ctrl+g'ed

Insane :
- damn cs 5

good luck, i extremely hate cs 5 btw lol
Topic Starter
Sotarks
(nely)?

Xinely wrote:

m4m thing

Normal :
- maybe you can reduce the HP to 3,5? i think your setting is a bit high for diff which is easiest diff here sure
- 00:02:056 - remove greenline please, definitely unrankable when you dont use it for sv change sure
- 00:03:028 (2) - whistle for consistency with 00:04:325 (2) - , the music supports it as well sure
- 00:04:650 (1,3) - not really recommended for easiest diff, the combo score is hiding the (3)'s head for while when you know newbie's respond is very slow okkk
- 00:08:218 - add note i guess, the music is quite important for me and weird to skip, you mapped similar things with this too like 00:03:028 (2,2) - i don't wanna start too big, since it's lower diff, and a build up rythmn like that makes sense
- 00:11:137 (3,4,5) - not really recommended for easiest diff too, you can try more relax rhythm like http://puu.sh/p7yFV/49abecc42a.jpg ok, nice
- 00:17:623 (1) - 0,94x inconsistency spacing woops
- 00:34:488 (3,4,1,2) - make easier and shorter rhythm please, very not recommended for easiest diff baka
- 00:37:407 (4,5,1,2) - ^
- 00:39:677 (3,4,1,2) - ^
ok fixed all those rythmn, sorry i'm bad at normals xdxd
- 01:17:299 (1) - flip the slider and move to 264,264 so flow to next circle will be smoother and natural pro xinely

Hard :
- 00:17:623 (1) - kinda weird and unusual shape, hmm try like this http://puu.sh/p7yZC/515d69b61f.jpg ? you're weird
- 00:30:272 (1,2) - swap nc for consistency nc in stanza, you didnt do for stacking pattern like 00:27:839 (3,1) - so i cant understand why this nc is inconsistency sure
- 01:08:218 (1) - 268,292 for consistency spacing, i do cri see 1,5x spacing for next lol ok lol
- 01:17:299 (1) - make cuter flow please http://puu.sh/p7zdK/ff08bd5c48.jpg lol cute xd
- 01:24:920 (4,1) - flow feels better and more friendly with your current flow if ctrl+g'ed alright!

Insane :
- damn cs 5

good luck, i extremely hate cs 5 btw lol

ohhh tyty for the mod nely!
Iceskulls
[normal]
  1. 00:35:785 (1,2) - not sure if this intentional but it really inconsistent with 1/2 spacing that you do all over the map here , so it should be 1.0x :o ?
  2. 00:37:893 - no circle here ? I think add a circle here will make the rhythm here consistent with 00:32:704 (5) -
  3. 00:40:650 - you can add a note here , I think it can make rhythm sound better
  4. 00:45:839 (3,1) - 01:09:515 (1,2) - tiny spacing error ee
[hard]
  1. 00:27:353 (2,3) - I don't think this is a really good jumps since (3) doesn't seems to like sound strong , it sound very weak so using jumps here just feel a bit awkward imo , consider lowering spacing there a bit
  2. 00:25:407 (2) - nc should be here instead of 00:25:083 (1) - ?

    with the amount of jumps in insane I think you may need to add some more jumps in this diff for spread
[insane]
  • cs5 insane d
  1. 00:10:488 (3,4) - that (4) is so hard to see and notice in-game o: looks like it got cover by (3) sliderend lol maybe you could try manual stack instead
  2. 00:31:569 (1,2) - aesthetic wise , doesn't looks really good when the tail is nearly close to each other like that , perhaps you can move (2) to around x192 y104 for better aesthetic imo
  3. 00:37:407 (3,1,2,3) - somehow this can be a bit confusing since you mash up the bell sound with the snare jumps there but I guess the problem with this mashup is the spacing 00:37:893 (1,2,3) - ok now this one I think you can treat it as three bell sound cus I think player would expect something like that so maybe you can try make their spacing somehow like similiar or like try move 00:38:218 (3) - to around x480 y280
  4. 00:47:785 (2,1) - doesn't this jumps (?) feel a bit too big or something ? I think it play a bit weird at the current spacing so maybe lower spacing a bit there ?
[huh]
  1. 00:09:839 (1,2) - (2) sound pretty weak and the pitch also weak too so why do you use high spacing here ? it make this feel weird and not good to play , consider lower spacing
  2. 00:10:488 (1,2) - same ^ but this is worse , 00:10:164 (1,2,1) - this is when spacing correlation done right
  3. 00:15:515 (4,5) - this doesn't play good imo , the way you use high spacing here seems like not really work somehow since 00:15:677 (5) - sound much softer than (4) and I think the pitch there also doesn't sound really strong to make the big jumps like this play good so consider lowering the spacing here a bit , maybe try move (5) to around x256 y288 ?
  4. 00:16:326 (1,2,1,2,1,2) - consider your hitsound here 00:16:650 (1,2,1,2) - it seems like you just map for the pattern itself not the corralation with the music imo ok so 00:16:326 (1,2) - (2) here doesn't sound so strong so high spacing won't works here 00:16:812 (2,1) - this one (1) sound more softer so higher spacing seems doesn't make sense somehow so guess u know what to do
  5. 00:20:542 (1,2) - I see it pretty weird that you use the same spacing as 00:20:218 (1,2) - when the those (2) aren't sound same so I guess 00:20:542 (1,2) - this should have higher spacing or more acute angle
  6. 00:21:515 (1,2) - (2) sound very weak not good for jumps like this :C
  7. 00:22:326 (1,2,3,1) - this is an example of good correlation with the music
  8. 00:42:272 (1,2,3,4,1,2,3) - mmm why the spacing just go decrease when the beat here still stay the same tone and intensity :s , consider using similiar spacing for this pattern
  9. 00:43:569 (1) - lol d doesn't looks that good , try this ?
    SPOILER
    [img]puu.sh/p9aqW/cb9c49dc1e.jpg[/img]
  10. 00:52:650 (1,2,1,2,1,2) - I think starting with sudden big jumps like this is not really fit the music here , I think it better to just try to gradually increase spacing or make angle go gradually more acute to make this jumps fit the music
  11. 00:53:623 (1,2,1) - I think arrange like this make cursor movement better
  12. 01:01:245 (4,5) - flow here not really good if it come after the acute one 01:00:920 (2,3,4) - since I guess (5) is the strong beat one here and then u just use large angle suddenly here it make this flow a bit awkward imo , perhaps you can make the angle there more acute for better correlation with the music
  13. 01:23:137 (1,2,1,2,1,2,3,4) - ok 01:23:137 (1,2,1,2,1,2) - I don't think the jumps really work with those (2) being a weak beat like that consider lower spacing there or just use 1/2 slider ( yea )

    alright I think the spacing correlation with the music not really good tbh lots of stuff feel like map just for the being difficult jumps or just for some desire specific pattern which not really my thing here , you should try to make each rhythm play accordingly to the beat in the music like express how strong this beat is ? how high is this beat pitch ? or something like that , always questiong every rhythm you put in , is this spacing can express the beat there good enough or is this angle can express the beat there good enough yea I hope you get the idea here
gl!
Topic Starter
Sotarks
(celsiusLK)?

CelsiusLK wrote:

[normal]
  1. 00:35:785 (1,2) - not sure if this intentional but it really inconsistent with 1/2 spacing that you do all over the map here , so it should be 1.0x :o ? oh holy it was a mistake here, didn't see that one xd
  2. 00:37:893 - no circle here ? I think add a circle here will make the rhythm here consistent with 00:32:704 (5) - yea, sure thing
  3. 00:40:650 - you can add a note here , I think it can make rhythm sound better na i don't wanna map that sound on normal diff
  4. 00:45:839 (3,1) - 01:09:515 (1,2) - tiny spacing error ee yep fixed them
[hard]
  1. 00:27:353 (2,3) - I don't think this is a really good jumps since (3) doesn't seems to like sound strong , it sound very weak so using jumps here just feel a bit awkward imo , consider lowering spacing there a bit ok reduced
  2. 00:25:407 (2) - nc should be here instead of 00:25:083 (1) - ? yep

    with the amount of jumps in insane I think you may need to add some more jumps in this diff for spread ok i'll add some jumps a bit but not too much, just to buff a little bit
[insane]
  • cs5 insane d
  1. 00:10:488 (3,4) - that (4) is so hard to see and notice in-game o: looks like it got cover by (3) sliderend lol maybe you could try manual stack instead ok
  2. 00:31:569 (1,2) - aesthetic wise , doesn't looks really good when the tail is nearly close to each other like that , perhaps you can move (2) to around x192 y104 for better aesthetic imo ok but i moved (1) instead
  3. 00:37:407 (3,1,2,3) - somehow this can be a bit confusing since you mash up the bell sound with the snare jumps there but I guess the problem with this mashup is the spacing 00:37:893 (1,2,3) - ok now this one I think you can treat it as three bell sound cus I think player would expect something like that so maybe you can try make their spacing somehow like similiar or like try move 00:38:218 (3) - to around x480 y280 Ok I'll decline this suggestion and I'll explain you why, on 00:35:299 (1,2,3) - this patern, the bell 00:35:623 (3) - is harder than 00:38:218 (3) - this one, so I inversed the spacing patern, since they doesn't need to have the same emphasis. For me that patern makes sense, and I won't change the actual spacing of those.
  4. 00:47:785 (2,1) - doesn't this jumps (?) feel a bit too big or something ? I think it play a bit weird at the current spacing so maybe lower spacing a bit there ? ok sure thing
[huh]
  1. 00:09:839 (1,2) - (2) sound pretty weak and the pitch also weak too so why do you use high spacing here ? it make this feel weird and not good to play , consider lower spacing I reduced spacing a bit, but still there's a bell sound here, and it's not so weak.
  2. 00:10:488 (1,2) - same ^ but this is worse , 00:10:164 (1,2,1) - this is when spacing correlation done right ok I fixed this one
  3. 00:15:515 (4,5) - this doesn't play good imo , the way you use high spacing here seems like not really work somehow since 00:15:677 (5) - sound much softer than (4) and I think the pitch there also doesn't sound really strong to make the big jumps like this play good so consider lowering the spacing here a bit , maybe try move (5) to around x256 y288 ? ok gud idea
  4. 00:16:326 (1,2,1,2,1,2) - consider your hitsound here 00:16:650 (1,2,1,2) - it seems like you just map for the pattern itself not the corralation with the music imo ok so 00:16:326 (1,2) - (2) here doesn't sound so strong so high spacing won't works here 00:16:812 (2,1) - this one (1) sound more softer so higher spacing seems doesn't make sense somehow so guess u know what to do dude like this whole patern makes sense the whole section is a intense part with bells / kicks and claps, why would I reduce spacing to this? Like this makes sense to my eyes.
  5. 00:20:542 (1,2) - I see it pretty weird that you use the same spacing as 00:20:218 (1,2) - when the those (2) aren't sound same so I guess 00:20:542 (1,2) - this should have higher spacing or more acute angle yeah i agree
  6. 00:21:515 (1,2) - (2) sound very weak not good for jumps like this :C ok
  7. 00:22:326 (1,2,3,1) - this is an example of good correlation with the music
  8. 00:42:272 (1,2,3,4,1,2,3) - mmm why the spacing just go decrease when the beat here still stay the same tone and intensity :s , consider using similiar spacing for this pattern ok i changed that patern
  9. 00:43:569 (1) - lol d doesn't looks that good , try this ? sure
  10. 00:52:650 (1,2,1,2,1,2) - I think starting with sudden big jumps like this is not really fit the music here , I think it better to just try to gradually increase spacing or make angle go gradually more acute to make this jumps fit the music okk
  11. 00:53:623 (1,2,1) - I think arrange like this make cursor movement better ok
  12. 01:01:245 (4,5) - flow here not really good if it come after the acute one 01:00:920 (2,3,4) - since I guess (5) is the strong beat one here and then u just use large angle suddenly here it make this flow a bit awkward imo , perhaps you can make the angle there more acute for better correlation with the music i really like this actual flow and the way this (5) is emphasized
  13. 01:23:137 (1,2,1,2,1,2,3,4) - ok 01:23:137 (1,2,1,2,1,2) - I don't think the jumps really work with those (2) being a weak beat like that consider lower spacing there or just use 1/2 slider ( yea ) wat? it's a strong bell beat

    alright I think the spacing correlation with the music not really good tbh lots of stuff feel like map just for the being difficult jumps or just for some desire specific pattern which not really my thing here , you should try to make each rhythm play accordingly to the beat in the music like express how strong this beat is ? how high is this beat pitch ? or something like that , always questiong every rhythm you put in , is this spacing can express the beat there good enough or is this angle can express the beat there good enough yea I hope you get the idea here
gl!

tyty!
dqs01733
could u pls do something else for the sb on 00:43:569 - ?? Really hurts eyes when it has to adjust to brightness so much, especially in the dark :( :(

00:46:164 - 00:51:353 - is rly rly bad experience
Mint
Hello! M4M from my queue.

[General]
  1. Storyboard image file dimensions are more than allowed maximum (640x1440 or 1920x480 for scrolling images) or (1366x768)
    * SB\white.jpg (1920x1080)
  2. 00:02:056 - In H/I/X, the uninherited timing section and the inherited one's hitsound value is not consistent.
  3. I personally do not have any problem with the brightness issue mentioned above, but it can be considered.
[Normal]
  1. 00:09:191 (4) - Try to stay away from polarity errors as much as possible when mapping easier difficulties. Consider using this instead? http://puu.sh/phWda/ac84312242.jpg
  2. 01:04:326 (1,2) - This rhythm works quite well, especially for simplifying stuff. The weird thing to me is, that this is introduced in the 2nd part of the KIAI, and repeated constantly. But not in the first part at all? Should be easily fixed, makes things more consistent + makes the diff more considerable as easiest diff of the set.
[Hard]
  1. 01:18:596 (1,2,3,4,5) - Try to avoid heavy single-tapping in Hard difficulties when not needed. Stuff like this is more appropriate when used sliders, or done at part which actually require it such as 01:24:434 (3,4,1) - .
[Insane]
  1. 00:42:596 (1,2,1,2,3) - Jumps became significantly larger - keep in mind stuff like this will play harder in CS5.
  2. 01:15:677 (3,1,2) - Mixed feelings on this. Having these all stacked, while the gaps are in different snaps might hurt readability as the approach circle overlaps can become a bit deceiving / messy here.
[Expert]
  1. What I generally wasn't a big fan of was the 1/2 chunks in the intro of the map (example at 00:04:650 (1,2,3,4,5,6) - ). All are highly spaced, which gives me 1) an overdone feel, 2) I'm just not sure what you're trying to emphasize. Most of the times, everything's just a jump - it leaves some stuff overemphasized over the stuff that should be that spacing.
  2. 00:20:218 (1,2,3) - According to almost every jump pattern like this in the intro, shouldn't these be spaced a bit larger? (00:08:542 (1,2) - 00:09:839 (1,2) - etc.)
  3. 00:52:650 (1,2,3,4,5,6) - Could use a small nerf to be honest... the jumps at the end are the same, or even easier, compared to this - and the parts are quite different. This chunk of notes is harder than your whole KIAI I think lol
  4. Apart from the numerous antiflow usage and 1/2 chunks, still enjoyable for playing.
Good luck for now!
Topic Starter
Sotarks

appleeaterx wrote:

Hello! M4M from my queue.

[General]
  1. Storyboard image file dimensions are more than allowed maximum (640x1440 or 1920x480 for scrolling images) or (1366x768)
    * SB\white.jpg (1920x1080) Alright, I made it 1366x768.
  2. 00:02:056 - In H/I/X, the uninherited timing section and the inherited one's hitsound value is not consistent. Ok, I made them consistent !
  3. I personally do not have any problem with the brightness issue mentioned above, but it can be considered. What do you mean?
[Normal]
  1. 00:09:191 (4) - Try to stay away from polarity errors as much as possible when mapping easier difficulties. Consider using this instead? http://puu.sh/phWda/ac84312242.jpg ok I fixed that, and rearanged the patern so it looks cleaner!
  2. 01:04:326 (1,2) - This rhythm works quite well, especially for simplifying stuff. The weird thing to me is, that this is introduced in the 2nd part of the KIAI, and repeated constantly. But not in the first part at all? Should be easily fixed, makes things more consistent + makes the diff more considerable as easiest diff of the set. Yeah sure thing, I made the whole kiai consistent ! Looks better now.
[Hard]
  1. 01:18:596 (1,2,3,4,5) - Try to avoid heavy single-tapping in Hard difficulties when not needed. Stuff like this is more appropriate when used sliders, or done at part which actually require it such as 01:24:434 (3,4,1) - . Alright ! I made the 2 circles in between a 1/2 slider, so it makes the patern easier !
[Insane]
  1. 00:42:596 (1,2,1,2,3) - Jumps became significantly larger - keep in mind stuff like this will play harder in CS5. I wanted to emphasis 00:43:245 (3) - this note to make since it's the end of this rythmn patern, so it makes the gameplay more intense at this section, but as you can see the only hard point on this diff is the CS5, otherwise the paterning itself is not that hard reading etc.
  2. 01:15:677 (3,1,2) - Mixed feelings on this. Having these all stacked, while the gaps are in different snaps might hurt readability as the approach circle overlaps can become a bit deceiving / messy here. With the NC on 01:16:001 (1) - it makes the patern easier to read, and the plays will be used to have those clap + pause since I did this the whole map, so yeah I can understand it may be confusing, but I want to keep it like this too keep the harmony of those overlaping paterns of this diff.
[Expert]
  1. What I generally wasn't a big fan of was the 1/2 chunks in the intro of the map (example at 00:04:650 (1,2,3,4,5,6) - ). All are highly spaced, which gives me 1) an overdone feel, 2) I'm just not sure what you're trying to emphasize. Most of the times, everything's just a jump - it leaves some stuff overemphasized over the stuff that should be that When I use high jump sections like that is too emphasis a rythmn, and in this current section I'm trying to make that "piano??" sound more intense. Like you exemple in my whole diff, I'm emphasizing all the kicks, all of them are clicable in this diff.
  2. 00:20:218 (1,2,3) - According to almost every jump pattern like this in the intro, shouldn't these be spaced a bit larger? (00:08:542 (1,2) - 00:09:839 (1,2) - etc.) Changed (1) to make a consistence spacing, but kept the emphasis on clap and kick.
  3. 00:52:650 (1,2,3,4,5,6) - Could use a small nerf to be honest... the jumps at the end are the same, or even easier, compared to this - and the parts are quite different. This chunk of notes is harder than your whole KIAI I think lol Okay I did a small nerf on this jump spacing ! Because you're ass is always right xd
  4. Apart from the numerous antiflow usage and 1/2 chunks, still enjoyable for playing. :D
Good luck for now!

dqs01733 wrote:

could u pls do something else for the sb on 00:43:569 - ?? Really hurts eyes when it has to adjust to brightness so much, especially in the dark :( :( nah I won't, I think this is not THAT bright, if you're really sensitive to that then don't play with the SB enabled. And I even put a warning at the begining of the map so...

00:46:164 - 00:51:353 - is rly rly bad experience oh well, I feel sad for your experience, but u didn't explain why it's a bad experience, so I don't know what to fix tbh. xD
Thanks for now!
Ipas
Hello I'm late aw

[normal?]
  1. 00:09:839 (1) - 00:07:245 (1,2) - Imo they have similar rhythm, so why 00:09:839 (1) - doesn't get the 1/2?
  2. 01:03:028 (3,4,5) - Inconsistent here with other same pattern like 01:17:299 (1,2,3) - bothered me. The one that stacked is in the kiai (imo which means you need to more inetense) then the one that unstacked is outside of the kiai (which feels less-accentuate imo)
[hard?]
  1. 00:54:434 (2,3) - According to my movement while playing, the transition broke the flow. It's rather sharp movement because the slider direction is contrasted with 3
  2. 01:17:299 (1) - Are you sure you want to skip beat at 01:17:785 ? I think that this long vocal have similar with vocal that started here 01:18:596 but you're mapping it differently. It's not because the inconsistency. It just because you're skipping beat
[insane?]
  1. 01:05:623 (1,2,3,4,5,6,7) - Maybe I need explanation why these are placed. I mean, this is the only part in kiai that placed with jumps while the other similar parts placed with simple spacing way
  2. 01:19:569 (4) - Compared with 01:18:272 (5) - , 4 could be has jump. It would be awesome and catch the same momentum (which I feel it's awesome)
[uhh?]
  1. 00:53:785 (2,1) - Movement is too rough here for me. I'm a fan of circular one so why don't try to stack 2 under 00:52:650 (1) - ? It would create higher spacing too so you won't lost the accentuate
[]
Good Luck owo/
Topic Starter
Sotarks

Ipas wrote:

Hello I'm late aw

[normal?]
  1. 00:09:839 (1) - 00:07:245 (1,2) - Imo they have similar rhythm, so why 00:09:839 (1) - doesn't get the 1/2? :arrow: Because that first rythmn is not the same and I don't want to spam 1/2 everywhere.. And for the build up of the first rythmn, I think that sldier makes sense.
  2. 01:03:028 (3,4,5) - Inconsistent here with other same pattern like 01:17:299 (1,2,3) - bothered me. The one that stacked is in the kiai (imo which means you need to more inetense) then the one that unstacked is outside of the kiai (which feels less-accentuate imo) :arrow: it's not the same ruthmn at all, like the kicks are not it the same order, just like the claps, I wanted to give a bit more intensity to those kicks by stacking it on the slider, even tho the clap is not clicable i think it's fine for the ending of this section.
[hard?]
  1. 00:54:434 (2,3) - According to my movement while playing, the transition broke the flow. It's rather sharp movement because the slider direction is contrasted with 3 :arrow: ok got it, I ctrl + h that slider so it makes a better flow.
  2. 01:17:299 (1) - Are you sure you want to skip beat at 01:17:785 ? I think that this long vocal have similar with vocal that started here 01:18:596 but you're mapping it differently. It's not because the inconsistency. It just because you're skipping beat :arrow: Alright I made those beat clicable, just like this clap.. Looks better now :V
[insane?]
  1. 01:05:623 (1,2,3,4,5,6,7) - Maybe I need explanation why these are placed. I mean, this is the only part in kiai that placed with jumps while the other similar parts placed with simple spacing way :arrow: Okay so the fact that I decided to jump here is that the section before is really slow, and i wanted to give thoses kicks/clap and voice a little bit more emphasis, since the voice aswell is getting louder on that section, so yeah I guess this makes sense.
  2. 01:19:569 (4) - Compared with 01:18:272 (5) - , 4 could be has jump. It would be awesome and catch the same momentum (which I feel it's awesome) :arrow: I didn't really understand what you said here lol "4 could be has jump" but I guess I got it, so I emphasised (4) by increasing the spacing here, I guess you'll prefer that.
[uhh?]
  1. 00:53:785 (2,1) - Movement is too rough here for me. I'm a fan of circular one so why don't try to stack 2 under 00:52:650 (1) - ? It would create higher spacing too so you won't lost the accentuate :arrow: Yeah I can agree with you I did an alternative patern without stacking on that (1) note, but it create a circular flow and I made those kicksliders blanket with the first one of the kiai start.
[]
Good Luck owo/
Thanks for the mod Ipas! :3
Mint
Still looks fine to me. Good luck!

Bubbled!
Topic Starter
Sotarks
Thanks apple ♥

EDIT : Made hitsounds change on normal, and 2 paterns adjustments and some NC on hard/normal. (self-popped)
Xinely
lets giving a try
Topic Starter
Sotarks
Haruto
ayy pro mapper xdd

grats sotarks!
Okoratu
at least flipt the goddamn banner and the description holy damn do i really have to explicitedly tell you that
Topic Starter
Sotarks
#BlameJanpai
Kyouren
Grattz lol xD

Revialink, when you want ranked your map?
Kibbleru
¿ shoulda used this instead of ?
Akitoshi
ʞɔnɟ ǝɥʇ ʇɐɥʍ sʞɹǝʇoS
Chalwa
Congratz!
Dilectus
Well done cutie <3
dqs01733
gz
Janpai
Congrats senpai! I suck xD
Cellina
(what is) rank?
Froskya

KittyAdventure wrote:

Grattz lol xD

Revialink, when you want ranked your map?
BNs busy >^<

Anyway, gracias, Sota!~ <3
SnowNiNo_
(can you) understand me?

no

i

cant

;w;
Underforest
gratz :)
Topic Starter
Sotarks
Thanks guys!
LigerZero
Gratz....!

Done download for collection not for play
Topic Starter
Sotarks


WE DID IT REDDIT!
Haruto
Grats on getting it the most played beatmap!!!111!
Aldwych
gj dude
goink
Do you know how much pp you're giving people with this map
Topic Starter
Sotarks

itsamemarioo wrote:

Do you know how much pp you're giving people with this map
Do you know how much pp my own map gaves me ?
goink

Sotarks wrote:

itsamemarioo wrote:

Do you know how much pp you're giving people with this map
Do you know how much pp my own map gaves me ?
yeah
ac8129464363
yeah
Please sign in to reply.

New reply