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aran - Ripples (DJ Noriken Remix)

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pishifat
the frequency spectrum idk name at the second kiai looks so weird in the upper half of the screen lol
00:31:380 (3,1) - 00:37:027 (3,1) - what vinxis said
01:32:086 (3) - would be cool to express the build up cymbal or whatever it is with mr slider here by extending it to the downbeat and using some shape that doesnt associate it with your previous 3/2 stuff. right now it's ending 1/2 before the sound stops and its kinda weird
02:18:322 - 02:18:675 - stacked circles for the snares i dare u
02:19:115 (2) - section here is the same as 02:07:733 (1) - where you're leaving out the second circle so um why's it here now
03:03:144 (1) - should like give this one different spacing so it's not associated with all your weird pitch related dips
03:30:586 (4,1) - kinda silly for this one to have more spacing than the following more spaced thingy 03:31:292 (4,1) - . also u didnt even space it at 03:19:292 (4,1) - d d d d d
04:56:792 (5) - tbh slider for the beep like u did with 04:51:145 (5) - beeps are important
05:03:145 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - doesnt really build up much if you start with mega huge spacing. going with 05:02:439 (5,6) - as your starting point here then ending where you currently do is actual build up instead of omgjumps
05:08:439 (1,2,3,4,1) - symmetry impact

(Play with the map's hitsounds for the best experience!)
Topic Starter
Side

pishifat wrote:

the frequency spectrum idk name at the second kiai looks so weird in the upper half of the screen lol sexnuns said something about this being the playfield center so its different than the editor idk.
00:31:380 (3,1) - 00:37:027 (3,1) - what vinxis said fishi don't make me change this ;-;
01:32:086 (3) - would be cool to express the build up cymbal or whatever it is with mr slider here by extending it to the downbeat and using some shape that doesnt associate it with your previous 3/2 stuff. right now it's ending 1/2 before the sound stops and its kinda weird Well that reverse cymbal sound thing whatever it is starts at 01:32:439 - and to me it sounds like it ends on that red tick and echoes through slightly longer. Also TECHNICALLY 01:32:616 - all of those red ticks have that final piano note there so there's also that :v
02:18:322 - 02:18:675 - stacked circles for the snares i dare u edit: on second thought xd
02:19:115 (2) - section here is the same as 02:07:733 (1) - where you're leaving out the second circle so um why's it here now damn it quit exposing me ;-;
03:03:144 (1) - should like give this one different spacing so it's not associated with all your weird pitch related dips interesting
03:30:586 (4,1) - kinda silly for this one to have more spacing than the following more spaced thingy 03:31:292 (4,1) - . also u didnt even space it at 03:19:292 (4,1) - d d d d d yeah it was mentioned before. I can't really fix it without ruining a lot of the patterns here. From testplays this seems fine I haven't really seen anyone mess up here so I'll just keep it :(

04:56:792 (5) - tbh slider for the beep like u did with 04:51:145 (5) - beeps are important beep
05:03:145 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - doesnt really build up much if you start with mega huge spacing. going with 05:02:439 (5,6) - as your starting point here then ending where you currently do is actual build up instead of omgjumps k redid the first few jumps and adjusted a few later ones for better buildupz
05:08:439 (1,2,3,4,1) - symmetry impact hoyl

(Play with the map's hitsounds for the best experience!) :v
Thanks! :)
Natsu
General:

  1. there is a storyboard problem:
Diff:

  1. 00:17:263 (5,6,1,2,3,4,1) - this pattern feels really uncomfortable when playing, the flow builded from 5 to 6 is going nice, but then get the stream i super uncomfotable, can you move it to the right to have a better zig zag pattern? I know you are trying to follow this line 00:16:557 (1,3,5,1) - , but idk what you prefer if keep the pattern or improve playability
  2. 00:22:204 (1) - no hitsound? I think a drum finish would fit nicely the song, since you have one with a similar sound in the music at 00:23:616 (1) -
  3. 00:31:380 (3,1) - mmm nop, missleading and the rhythm is basically wrong + the playability is really bad.
  4. 00:37:733 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - there is a crescendo in the song, using the same spacing don't make much sense, also using the similar spacing as the before calm section make less sense atleast to me
  5. 01:10:910 (1) - this NC seems unnecesary and just create an unnecessary HP boost, just keep it as part of the previous combo
  6. 01:27:851 (3,1,2) - can you make the spacing a bit different to make the different gaps in the time line more noticeables if you don't want pls atleast don't tell me that the NC help with readability, since isn't a big problem, but I guess will be more intuitive if you make them different.
  7. 02:01:380 (2,3,4,5,1) - the stream shape can be reworked the current one looks like manually done and with grid snap on.
  8. 02:08:792 (1) - There is a point were the slider curves starts to looks ugly and this one reached that point, try to don't curve sliders until this point to keep a better looking
  9. 02:19:645 (2,3) - so you randomly decide to ignore the music and your previous rhythm pattern? the sad part is that strong sounds like 02:19:733 are being ignored and your previous similar parts that were mapped with different rhythm make alot more sense with the song, rhythm should be taked more iun consideration than making a pattern IMO, this is alot better: 02:20:439 (1,2) -
  10. 02:30:233 (6) - ignoring two noticeables beats before, but mapping this one, doing weird rhythms because yes don't make you creative, but make a weird gameplay in general
  11. 02:41:969 (1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4,1,2,1) - this was really nice
  12. 03:26:792 (1,2,3,4,1) - really bad to play, the cursor movement you need to do is uncomfortable, but more important is what's the reason for this stream to be not overlaped? since other similar ones in the music are overlaped, consistency is a good thing when mapping, anyways the one at 03:31:028 (1,2,3,4) - play better, try to do something similar here.
  13. 03:39:057 (4,1) - circles aren't lenient as sliders, so jumps are hard to play with circle to slider (this is well know) , that make this kind of patterns really uncomfortable to play, other people can agree with this I personally don't.
  14. there are somethings that apply to multiple patterns
Need to the see the reply to my mod first, before taking a decision of what to do with this map
Topic Starter
Side

Natsu wrote:

General:

  1. there is a storyboard problem:
    I'll have xenans check that later (idk about boarded stories)
Diff:

  1. 00:17:263 (5,6,1,2,3,4,1) - this pattern feels really uncomfortable when playing, the flow builded from 5 to 6 is going nice, but then get the stream i super uncomfotable, can you move it to the right to have a better zig zag pattern? I know you are trying to follow this line 00:16:557 (1,3,5,1) - , but idk what you prefer if keep the pattern or improve playability I see your point but at the same time it doesn't feel quite as difficult or uncomfortable to me and haven't heard anything about this from any mod prior. If I moved it over to the right some more it would make this part look a bit messy and considering how clumped up the notes are I'd rather avoid that.
  2. 00:22:204 (1) - no hitsound? I think a drum finish would fit nicely the song, since you have one with a similar sound in the music at 00:23:616 (1) - Oh well its not the same actually 00:23:616 (1) - I had originally planned on using a custom hitfinish for this to follow that wavy sounding finish sound but I didn't find anything that fit what I was looking for ;-; as for 00:22:204 (1) - there's no finish sound like that and on the contrary it's very quiet
  3. 00:31:380 (3,1) - mmm nop, missleading and the rhythm is basically wrong + the playability is really bad. AAAAA that 1/2 vs 1/4 difference is NOT the problem. the rhythm sure I agree with and I changed it so that there is a clickable object on the slider end but the similar gap is NOT misleading anyone that is at a level where they can play 5.5* or higher maps adequately can easily distinguish a 1/2 gap vs a 1/4 gap so I'm not changing that pattern but I will change it so it's a 5s stream and thus makes more sense.
  4. 00:37:733 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - there is a crescendo in the song, using the same spacing don't make much sense, also using the similar spacing as the before calm section make less sense atleast to me remapped pattern
  5. 01:10:910 (1) - this NC seems unnecesary and just create an unnecessary HP boost, just keep it as part of the previous combo Well there's more to it than that. It's a thing I do on the pauses that lead to the next verse in the music and the biggest reason I do this is to eliminate the follow point. It might seem petty but it's kind of a nice effect I wanted to add there to sort of give the pause some suspence.
  6. 01:27:851 (3,1,2) - can you make the spacing a bit different to make the different gaps in the time line more noticeables if you don't want pls atleast don't tell me that the NC help with readability, since isn't a big problem, but I guess will be more intuitive if you make them different. Lol I meant to put it closer but forgot to do that at some point. So fixed that spacing thing but the NC stays not for readability but for cleanliness with the combo color hax effect. Actually a bit weird to explain this one but the combo colors are all done in a way to kinda represent downbeats and upbeats as well as the intensity of the song but yeah uh...I guess just trust me xd
  7. 02:01:380 (2,3,4,5,1) - the stream shape can be reworked the current one looks like manually done and with grid snap on. Um...fixed? I think? lol
  8. 02:08:792 (1) - There is a point were the slider curves starts to looks ugly and this one reached that point, try to don't curve sliders until this point to keep a better looking lol okay madethe curve not ugly xd
  9. 02:19:645 (2,3) - so you randomly decide to ignore the music and your previous rhythm pattern? the sad part is that strong sounds like 02:19:733 are being ignored and your previous similar parts that were mapped with different rhythm make alot more sense with the song, rhythm should be taked more iun consideration than making a pattern IMO, this is alot better: 02:20:439 (1,2) - noononononononono and this is why I wanted the ticket instead of passing this map to you cuz I knew you'd really not like this xd. I've explained this a few times in previous mods but the gist of it is 01:11:616 - we will call rhythm1 and 01:34:204 - we will call rhythm2 so this part is a combination of both rhythms. Now I could've mapped this like rhythm2 because it is more noticeable than the piano but it would just be boring as fuck to do this same thing over and over again and considering this is 5 minutes of repetitive progressive hardcore it'd get even more boring xd so this was a way to spice it up by sort of combining both rhythms with both emphasis on rhythm1's piano groove and rhythm2's 5-note stream all in a slight read-section type of thing. It's hit and miss some people really like this some people don't so I hope you understand at least my point of view on this and why I did it in this way.
  10. 02:30:233 (6) - ignoring two noticeables beats before, but mapping this one, doing weird rhythms because yes don't make you creative, but make a weird gameplay in general it's not about creativity it's about readability. 02:29:969 (4,5) - (4) follows the drum and (5) follows the piano so it adds this doubles rhythm and if I were to leave 02:30:233 - it would leave a 3/4 gap which in most cases is very hard to sightread and in a section as active as this one and so far into the map it'd be a slap to the players face to just do this. Now I could do like a slider but I'd rather have some variety too and that 6 note stream coming out of a double at 02:30:233 (6,1,2,3,4,1) - feels great :v
  11. 02:41:969 (1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4,1,2,1) - this was really nice thanks!
  12. 03:26:792 (1,2,3,4,1) - really bad to play, the cursor movement you need to do is uncomfortable, but more important is what's the reason for this stream to be not overlaped? since other similar ones in the music are overlaped, consistency is a good thing when mapping, anyways the one at 03:31:028 (1,2,3,4) - play better, try to do something similar here. This is also something I've had to explain a few times before. So from 03:15:851 - to 03:27:145 - is an 8 (or 16 depending how you wanna count them) bar stanza where at 03:27:145 - it repeats the same sort of melody again. I wanted to express the upbeat of 03:26:792 (1,2,3,4) - kind of the way people like to add a more insense jump section in anime tv sizes right before they change verses so it does have more spacing as a result. Also 03:26:792 (1,2,3,4) - is mapped to the pitch of the song with the notes rising and falling in a nice diamond shape to boot! so tldr it's just a really nice way for me to express this part. It doesn't even play as hard as it looks I was worried when I first mapped this how it would play but surprisingly like 4 out of 5 testplays would nail this easily I would assume its cuz it's just a small circular flow and 03:27:145 (1) - adds enough leniency to avoid mistakes coming out of the stream. Uh...I explained it a bit better in previous mods if maybe this didn't make much sense or just for a different wording
  13. 03:39:057 (4,1) - circles aren't lenient as sliders, so jumps are hard to play with circle to slider (this is well know) , that make this kind of patterns really uncomfortable to play, other people can agree with this I personally don't. You probably don't care but one thing I plan on doing is remapping this song once I rank this version in a rather "different" way. It will make more sense (hopefully) what I was going for in that version ofc because it's technically gonna be unrankable lol but anyway back to the topic. When I mapped this, the idea I wanted to express in these sections that sound like 03:38:439 - is that 03:38:439 (1) - the synth is a slow and separate sound from the short 4-note pattern 03:38:792 (1,2,3,4) - so what I did when i mapped this was make each part progressively harder to this final point where by now I tried to make it clear that I did not want the slider or the 4 note stream to be considered as the same. I understand it's not as confortable to play this frankly I did not intend for this map to be comfortable to begin with (this should be clear by how the jumps aren't as flowy and how the streams aren't as friendly as in other maps) And the theme of this song is just that. Also another thing I wanted to showcase with this map is alternating. 04:12:322 (1,1,2,3,4,1,1,2,3,4) - Take this for example lets assume you use keyboard and your main clicking finger is z so how you would want to play this is z zxzx z xzxz x zxzx z xzxz etc basically alternating your "main" tapping finger each 4s stream. This is one of the two reasons these things are unconfortable to many players (the other being that jump streams in general play tricks on players minds) so I mapped this as sort of a practice map if you will to practice this kinda thing in what I think is a friendly way to learn to alternate these things

    tldr: it's mapped in this way to express the difference of the synth vs the 4 note stream and also to teach players to alternate :v
  14. there are somethings that apply to multiple patterns looked over similar parts where changes were made to adjust.
Need to the see THE reply to my mod first, before taking a decision of what to do with this map :(
Thanks for the mod! :)(feel free to PM me if you need clarification on any points)
Natsu

Side wrote:

Natsu wrote:

General:

[*]00:31:380 (3,1) - mmm nop, missleading and the rhythm is basically wrong + the playability is really bad. AAAAA that 1/2 vs 1/4 difference is NOT the problem. the rhythm sure I agree with and I changed it so that there is a clickable object on the slider end but the similar gap is NOT misleading anyone that is at a level where they can play 5.5* or higher maps adequately can easily distinguish a 1/2 gap vs a 1/4 gap so I'm not changing that pattern but I will change it so it's a 5s stream and thus makes more sense. lol ofc the spacing isn't missleading I never said that, i tho was going to be obviously that was cause of your rhythm
Thanks for the mod! :)(feel free to PM me if you need clarification on any points)
Anyways thanks for the explain, butI still don't agree with these points, so I'll leave this to other BN, gl with this
hehe
i don't repeat myself

00:20:439 (7) - could blanket this note with the stream
00:50:439 - instead of having 00:50:439 (1,4) - both these notes have the same impact you could stack 00:50:263 (6,1) - since the sound here isn't as loud. this would give 00:51:145 (4) - more impact in relation to 00:50:439 (1) - . you might disagree with me on the impact of the sound, but even some variation would be good to highlight their difference
01:02:792 (5,6) - consistency with 00:57:145 (5) -
01:34:910 (1) - imo all these single slider NCs are unnecessary, they don't look too good even with the colorhax. maybe drop the nc on the stream start or the sliderstart like 01:45:498 -
01:54:322 (5,6,7,8,1,2,3,4) - would be cool if this was actually a octagon lol
01:58:027 (2) - stop in music doesnt warrant a jump spacing imo, an antijump or just a stack would be very fitting same for the rest
02:11:263 (2,3) - and the spacing drops when the synths still continue, would be cool to hace higher spacing here instead
02:19:027 (1,2,3,4) - a slider would be more suitable since stream notes with this spacing has only been used for the 'quint sound' or percussion streams.
02:19:380 (1,4) - stacking this feels terrible to read/play imo, and this gimmick isn't being used more so id suggest changing it to something more playable like the others
02:21:586 (4,5) - i really dislike this rhythm since there isn't actually a double sound but just two sounds paired together, so palying a double feels weird. sticking to a slider like 02:25:822 (4) - is better
02:29:263 (1,2,3,4,5,6) - same thing here, you could just have http://i.imgur.com/1P7s5Za.png if you wanted variation right before the kiai restarts, the player would have been accustomed to the 3/4 rhythm already do this is fine, not necessary to stick in doubles that don't fit
basically same for the rest of the kiai, i strongly feel that doubles are not the way to go here, there isn't a double sound that sticks out and forcing it is really uncomfortable to play
02:41:969 - just my preference but i'd map to the percussion here since its different to 01:22:292 (4) - but is mapped the same lol, if you don't change it shouldn't 02:41:969 (1,2,3,4) - be the gray combocolour instead of 02:43:027 (1,2) - (with reference to 01:22:292 (4))
03:15:586 (4,5,6,1) - listen carefully to the music and its somehting like this lol http://i.imgur.com/d5kPIdQ.png might wanna remove 4
03:16:910 (1,2,3,4) - 1/8 sliders have much more stress and pressure than regular circle streams, would be weird to place it on some soft synths, this would be better 03:24:675 (1,2) -
03:26:792 (1,2,3,4,1) - really odd diff spike
04:23:616 - feels significantly harder than the one the the intro

disliek the nc spam
Topic Starter
Side

handsome wrote:

i don't repeat myself

00:20:439 (7) - could blanket this note with the stream I would if it was easy but if I centered the note it would ruin the octagon jump things and if I rotate the stream the bottom notes would be too low to be in the playfield :(
00:50:439 - instead of having 00:50:439 (1,4) - both these notes have the same impact you could stack 00:50:263 (6,1) - since the sound here isn't as loud. this would give 00:51:145 (4) - more impact in relation to 00:50:439 (1) - . you might disagree with me on the impact of the sound, but even some variation would be good to highlight their difference I think I understand your point. It's not that I disagree with the impact of the sound it's that these jump sections are meant to be all jumps with the jumps from note (6) to (1) for all of these being kind of uncomfortable to play. I wanted that to be consistent here so I personally decided against using different patterns here.
01:02:792 (5,6) - consistency with 00:57:145 (5) - oh no the consistency is actually with only 00:56:792 (4,5,1) - and 01:08:086 (4,5,1) - or the 7th beat. I did get suggestions before to change those two to match but idk I didn't like that personally for the first and third one.
01:34:910 (1) - imo all these single slider NCs are unnecessary, they don't look too good even with the colorhax. maybe drop the nc on the stream start or the sliderstart like 01:45:498 - I thought they'd look good especially because of colorhax ;-;
01:54:322 (5,6,7,8,1,2,3,4) - would be cool if this was actually a octagon lol I thought it was ;-;
01:58:027 (2) - stop in music doesnt warrant a jump spacing imo, an antijump or just a stack would be very fitting same for the rest its more to represent the wub sound. Stack could work but idk I like the 1/4 jumps here.
02:11:263 (2,3) - and the spacing drops when the synths still continue, would be cool to hace higher spacing here instead Oh uh...I spaced it I think idk I moved it a bit xd
02:19:027 (1,2,3,4) - a slider would be more suitable since stream notes with this spacing has only been used for the 'quint sound' or percussion streams. Yeah I meant to change that from pishi's mod too lol. Changed.
02:19:380 (1,4) - stacking this feels terrible to read/play imo, and this gimmick isn't being used more so id suggest changing it to something more playable like the others I didn't think so but I can change that especially after the change made to the previous part.
02:21:586 (4,5) - i really dislike this rhythm since there isn't actually a double sound but just two sounds paired together, so palying a double feels weird. sticking to a slider like 02:25:822 (4) - is better :( I like the doubles rhythm tho. Idk it seems most mods now are saying they don't like it more than they do. so I guess I'll redo this part to have less doubles. I did them for readability cuz some rhythm does have doubles but maybe the one before doesn't so it'd be weird to have a 3/4 pause. Anyway I won't change this now but I'll do it over time.
02:29:263 (1,2,3,4,5,6) - same thing here, you could just have http://i.imgur.com/1P7s5Za.png if you wanted variation right before the kiai restarts, the player would have been accustomed to the 3/4 rhythm already do this is fine, not necessary to stick in doubles that don't fit
basically same for the rest of the kiai, i strongly feel that doubles are not the way to go here, there isn't a double sound that sticks out and forcing it is really uncomfortable to play Mentioned above will redo this. I love that 6 note stream though 02:30:233 (6,1,2,3,4,1) - ;-;
02:41:969 - just my preference but i'd map to the percussion here since its different to 01:22:292 (4) - but is mapped the same lol, if you don't change it shouldn't 02:41:969 (1,2,3,4) - be the gray combocolour instead of 02:43:027 (1,2) - (with reference to 01:22:292 (4)) Yeah natsi's mod broke the color hax fixed that :v As for the percussion I'd rather this kinda be a referrence to the earlier part and do the 3/4 stuff
03:15:586 (4,5,6,1) - listen carefully to the music and its somehting like this lol http://i.imgur.com/d5kPIdQ.png might wanna remove 4 Yeah those are weird. I guess I'll have to remove (4) since that snap would be too hard to sightread although after having it like this so much I do really like this 4 note stream it feels sort of intuitive especially after the double at 03:15:145 (1,2) - and while it might not be snapped to 1/4, (4) does sort of have that effect like "okay this makes sense to play" so idk I'll ask some people if this can be kept for playability's sake otherwise I'll remove it. Same for the later part
03:16:910 (1,2,3,4) - 1/8 sliders have much more stress and pressure than regular circle streams, would be weird to place it on some soft synths, this would be better 03:24:675 (1,2) - the stress comes from slightly misaiming the stream more than the 1/8. They play almost identical to 1/4 stream but require a bit more aiming accuracy to avoid slider breaks. Still I prefer this 5s stream tapping rhythm over a hold.
03:26:792 (1,2,3,4,1) - really odd diff spike everyone will mention this LOL. Sorry I explained it a lot already (check natsi's mod I re-explained it there for quick reference)
04:23:616 - feels significantly harder than the one the the intro Don't think it's a big issue. A lot of maps usually increase in difficulty the later on it goes even on similar sounding parts. Jumps are slightly farther but other than that it's the same patterns so there's nothing unexpected imo other than slightly harder jumps.

disliek the nc spam ;-;
Things still left to fix will update thread when they're ready. Thanks for the mod! :)
Topic Starter
Side
Made some changes to 1st and 3rd kiai as suggested by handsome's mod. I didn't fully remove the doubles rhythm after debating it because it keeps the slider rhythm going and keeps it from being a stale slider spam kiai as was originally my intension however I did make it so the difficulty was consistent throughout both kiais and that the beginning of both made it clear that this rhythm would be a thing.
Xenans
did bad things to the sb so it behaved
Arphimigon
Screw it I know I wont mod this unless I just do something short and to the point so lets just do it \o/

[ARAN - NIPPLES]
00:01:028 - to 00:12:322 - could do with some simple drum-finish/claps on their heads, perhaps in finish, clap, finish, clap order over and over. It'd add a bit of punch to a section with 0 hitsounding.
00:45:145 (3,4,5) - 90degree angle here doesnt really make note 5 feel all too good since its on a sound with a drum-beat I'd sharpen the angle more by moving it slightly to the left
Well 00:55:733 (5,6,1) - you might not notice it in play but I do, -if you can- make that slider more spaced than the jump of the two notes before it? Strong downbeat emphasis seems legit here and this is one of the more visible cases where the downbeat is much closer than the jumps before it.
01:51:675 (3,2) - A little offputting that these touch by only a few pixels, pls remove touchy!
02:19:380 - The transitioning here is a little weird, because when you hit 02:19:645 (2) - , which already is a 1/4 snap way above any other 1/4 snap before it, there is no really obvious hitsound clue to confirm it is 1/4 straight away, thus I suggest you start all these sliders that are like this with soft-whistles to make the rhythm more obvious way quicker. I read these as 1/2 for the first pattern then adjusted after, but adding whistles on each slider head would probably have made me fix tapping by the 3rd slider. Also soft-whistles on each of the slider heads would boost the music here \o/
02:41:263 - I know why you missed this sound here, but in-play it just plainly feels better to tap to it. I'd put a note here and add a hitsound on it. Missing taps like these are weird \o/
The 4 notes after it are good tho they seem logical in play since there was a gap of time before and after them so ez to adjust to unlike first which was kinda just... right after a lot of 5 taps
03:16:910 (1,2,3,4,1) - This sound here feels, actually a lot calmer and less bassy than the others with a lot less punch, it feels like right here the spacing and 1/8 sliders is emphasising this sound too much. Can you try two reverse sliders instead?
03:26:086 (1,2,3,4,1) - see THIS works i like this
03:49:998 - And again here with the soft whistles, this spacing really comes out the blue so it'd help

I actually really like this map, probably one of the best I've seen this entire year. You got my support on this one! \o/
Topic Starter
Side

Arphimigon wrote:

Screw it I know I wont mod this unless I just do something short and to the point so lets just do it \o/ c-can it be??? the fabled arphi mod?? they say his mods only come once per eoae remap :^)

[SAMUS ARAN - NIPPLES]
00:01:028 - to 00:12:322 - could do with some simple drum-finish/claps on their heads, perhaps in finish, clap, finish, clap order over and over. It'd add a bit of punch to a section with 0 hitsounding. When I first started hitsounding it I actually did it similar to this way using drum hitnormal and claps but then I hear this section and though it's actually just really quiet and the "punch" is only on the slider heads so I decided instead to play around with the volume by halving the ends so you still get the punch from the hitnormals and then the slider ends are softened so that they stand out more. I thought that was a better effect so I stuck with that. I also personally don't like using finishes in that way.
00:45:145 (3,4,5) - 90degree angle here doesnt really make note 5 feel all too good since its on a sound with a drum-beat I'd sharpen the angle more by moving it slightly to the left did that somewhat. Also repositioned other notes to compensate the change.
Well 00:55:733 (5,6,1) - you might not notice it in play but I do, -if you can- make that slider more spaced than the jump of the two notes before it? Strong downbeat emphasis seems legit here and this is one of the more visible cases where the downbeat is much closer than the jumps before it. To me it feels the same so I moved it to stack over 00:54:586 (4) - instead lol
01:51:675 (3,2) - A little offputting that these touch by only a few pixels, pls remove touchy! but the triangle :( #monstratadidnothingwrong (still touching but I made it a cleaner triangle)
02:19:380 - The transitioning here is a little weird, because when you hit 02:19:645 (2) - , which already is a 1/4 snap way above any other 1/4 snap before it, there is no really obvious hitsound clue to confirm it is 1/4 straight away, thus I suggest you start all these sliders that are like this with soft-whistles to make the rhythm more obvious way quicker. I read these as 1/2 for the first pattern then adjusted after, but adding whistles on each slider head would probably have made me fix tapping by the 3rd slider. Also soft-whistles on each of the slider heads would boost the music here \o/ Honestly I've hardly seen anyone misread this. Because of the AR and the fact that all the sliders are still within vision (as in the general direction you would be looking while you're playing 02:19:380 (1) - ) the slider appearing and the approach circle would appear in time for players to react properly as 1/4. Also if that really wasn't enough and players might misread this, the leniency with this being a slider in general would still allow players to still likely 300 or at worst slider break but not combo break and get like a 100 or something. Also with the change made to 02:19:027 (1,2,1) - the spacing for 1/4 here is really big so that already sets a lot of momentum going into this section.
02:41:263 - I know why you missed this sound here, but in-play it just plainly feels better to tap to it. I'd put a note here and add a hitsound on it. Missing taps like these are weird \o/
The 4 notes after it are good tho they seem logical in play since there was a gap of time before and after them so ez to adjust to unlike first which was kinda just... right after a lot of 5 taps It actually feels weirder to me to make this a 5s stream. Maybe players when sightreading this might naturally stream it as a 5s even though its just 4 notes but this doesn't lead to a miss since there's no note there lol.
03:16:910 (1,2,3,4,1) - This sound here feels, actually a lot calmer and less bassy than the others with a lot less punch, it feels like right here the spacing and 1/8 sliders is emphasising this sound too much. Can you try two reverse sliders instead? I'm not so sure tbh for some reason I play this stream very well when I testplay but the next one I can't do consistently xd In general you have to play these 1/8 short sliders like a normal stream and that's kind of the effect I wanted to go for anyway. I'd do it but I'd have to reverse it here 03:24:675 (1,2) - and that would mean remapping a lot of stuffs :(
03:26:086 (1,2,3,4,1) - see THIS works i like this me too :v to bad I can't do it consistently xd
03:49:998 - And again here with the soft whistles, this spacing really comes out the blue so it'd help This ones actually a lot friendlier than the first kiai and I'd say the first kiai would give good indication that the spacing is gonna be nutty again

I actually really like this map, probably one of the best I've seen this entire year. You got my support on this one! \o/ woo!!! now rank eoae /runs
Thanks for the mod! :)
Mint
M4M, sorry for delay. You know how much I love these type of songs (not)

[Expert]
  1. 00:12:322 (1) - Uhh, might just be me (it's midnight here aa), but I found that this whole section is like super off? Might need some timing tweaks here and there, sounds like almost 20 ms off to me o_o
  2. 00:42:675 (4,1) - Could be spaced out more tbh, due to SV changes, previous patterns that didn't have a gap look really similar now.
  3. 01:57:851 (1) - Hmm, the main instrument track seems to be 1/3. Not sure whether the other track is just 1/4 tho, it's all a bit vague... This sound comes back so many times tho..
  4. 02:21:763 (5,1) - Perhaps you could use a custom stack here instead, quite hard to read this as a double the first few times. You do this in the rest of your map like 100 times, but it'd be nice to have one of the first patterns custom stacked to know what's coming up.
  5. 03:26:792 (1,2,3,4) - Cruel after 1/8 sliders if you ask me :c
  6. 03:32:792 (1,1) - Also hard to predict whether this has a gap or not, because even if this slider were to have a slider tick, it wouldn't even be visisble due to (4) being overlapped.
  7. 05:03:145 (1,2,3,4,5,6,7,8,1) - If you're going to copy 80% of the beginning anyways, would you mind lowering the spacing for these? Unlike the intro, the 1/2 spam spacing already starts up quite large here. I find that if you decrease the spacing a tad it becomes more consistent & the notes later on will have more power/emphasis to them. (compare to 00:17:969 (1,2,3,4,5,6,7) - lol)
GL
Topic Starter
Side

appleeaterx wrote:

M4M, sorry for delay. You know how much I love these type of songs (not) same tbh

[Expert]
  1. 00:12:322 (1) - Uhh, might just be me (it's midnight here aa), but I found that this whole section is like super off? Might need some timing tweaks here and there, sounds like almost 20 ms off to me o_o nope its right maybe its the little digital sound kinda thing echoing that throws you off idk but I've never seen anyone getting 100s or 50s on this
  2. 00:42:675 (4,1) - Could be spaced out more tbh, due to SV changes, previous patterns that didn't have a gap look really similar now. Sure
  3. 01:57:851 (1) - Hmm, the main instrument track seems to be 1/3. Not sure whether the other track is just 1/4 tho, it's all a bit vague... This sound comes back so many times tho.. It definitely sounds like 1/4 to me especially because there are definitely four sounds and if it was 1/3 the fourth sound would end up at 01:58:204 - which wouldn't make sense. It sounds weird though cuz of the wubby effect used in the music though.
  4. 02:21:763 (5,1) - Perhaps you could use a custom stack here instead, quite hard to read this as a double the first few times. You do this in the rest of your map like 100 times, but it'd be nice to have one of the first patterns custom stacked to know what's coming up. Sure I offstacked it slightly hopefully it helps improve readability. Open to suggestions there if it could be better still.
  5. 03:26:792 (1,2,3,4) - Cruel after 1/8 sliders if you ask me :c I looooove that so much ;-; I even wrote a book called "Why I love 03:27:498 (1,2,3,4) - by Side"
  6. 03:32:792 (1,1) - Also hard to predict whether this has a gap or not, because even if this slider were to have a slider tick, it wouldn't even be visisble due to (4) being overlapped. Well the SV changes are consistent for that specific section so it shouldn't come as a surprise but in any case I did separate the combo right after so it's more evidently 1/2
  7. 05:03:145 (1,2,3,4,5,6,7,8,1) - If you're going to copy 80% of the beginning anyways, would you mind lowering the spacing for these? Unlike the intro, the 1/2 spam spacing already starts up quite large here. I find that if you decrease the spacing a tad it becomes more consistent & the notes later on will have more power/emphasis to them. (compare to 00:17:969 (1,2,3,4,5,6,7) - lol) Well I did want the jumps to be emphasized I didn't do it that harshly in the intro because it starts off really calm and it would be random to have big jumps here whereas in the ending the players have already gone through the map and are full of momentum and stuff so a bigger finisher is needed. I suppose if it's necessary I can increase the spacing of the jumps in the intro or remap it in a way that better expresses the buildup but I'd like to check that with you first :v
GL
Thanks! :D
Topic Starter
Side
Remapped the 1st and 3rd kiai to better indicate what it follows. Map should be good now.
Chaoslitz
M4M

[General]
  1. Unused hitsounds: normal-hitnormal9.wav, soft-hitwhistle9.wav
[Shockwave]
  1. 00:17:616 (1,2,3,4,1) - Can you have a smaller ds in this stream for better overlapping?
  2. 00:48:675 - 01:11:616 - Yea same as above as the music is quite calm is this stanza so reducing the ds of streams fit more (and to make a difference with kiais)
  3. 01:28:380 (2,1) - Higher ds please, it is difficult to read during testplay, you may want to unstack 01:29:086 (2) as they have different time interval between
  4. 01:40:910 (1,2,3,4) - 01:41:616 (1,2,3,4) - switch the distance of this two stream (pitch of the music)
  5. 01:45:498 to 02:13:027 - again talking about the spacing, and some of the 1/2 slider are overlapping with streams badly.. 01:46:910 (1) - 01:47:616 (1) - 01:48:322 (1) -
  6. 02:17:616 (5,6,7,8,1) - 03:14:086 (5,6,7,8,1) - 03:47:969 (5,6,7,8,1) - you may want to curve it a bit?
  7. 02:58:822 (4) - I think it is placed too low...
  8. 03:23:263 (1,2,1,2) - Try a better patterning (like they are not parallel.. :v)
  9. 03:26:792 (1,2,3,4,1) - The flow here is really weird...
  10. 03:37:733 - add a 3/4 slider like 03:37:027 (1) ?
  11. 03:38:439 - ok this is the part I worried the most.
    Tbh I don't suggest you to place 1/4 jumps 03:39:057 (4,1) - 03:39:763 (4,1) - etc.
    not only want you to keep consistent in the entire map, it actually affects the playability for example 03:38:792 (1,2,3,4,1,1), there are two jumps, 03:39:057 (4,1) - 03:39:145 (1,1) - the momentum needed for streams is much higher than hitting the slider due to the large spacing, huge difference in momentum feels uncomfortable to play with (sorry for poor explanation :<)
  12. 04:07:204 (3,4) - weird flow after the circular flow in 1 and 2
  13. 04:11:263 (1,2,3,4) - low spacing with lowwwwww pitch
  14. 04:12:322 - same as 03:38:439
  15. 04:24:674 (5) - Place it more to left for better flow
  16. 04:28:910 (1,2,3,4,1) and stream after - spacing for difference with kiai

Apart from streams spacing and 1/4 jumps the rest is fine, call me back if you are willing to fix it :3
Topic Starter
Side

Chaoslitz wrote:

M4M

[General]
  1. Unused hitsounds: normal-hitnormal9.wav, soft-hitwhistle9.wav
[Shockwave]
  1. 00:17:616 (1,2,3,4,1) - Can you have a smaller ds in this stream for better overlapping? Sure. Gotten this suggestion before also so applied for all the same sounds
  2. 00:48:675 - 01:11:616 - Yea same as above as the music is quite calm is this stanza so reducing the ds of streams fit more (and to make a difference with kiais) ye
  3. 01:28:380 (2,1) - Higher ds please, it is difficult to read during testplay, you may want to unstack 01:29:086 (2) as they have different time interval between LOL added more ds
  4. 01:40:910 (1,2,3,4) - 01:41:616 (1,2,3,4) - distance of this two stream (pitch of the music) I know what you mean with this but I decided to keep the 1-2-1-2 pattern with the 5s stream spacing for consistency since for the other streams the even sounds are stronger than the odd sounds so doing that differently here would look a bit weird to most others.
  5. 01:45:498 to 02:13:027 - again talking about the spacing, and some of the 1/2 slider are overlapping with streams badly.. 01:46:910 (1) - 01:47:616 (1) - 01:48:322 (1) - I think you meant to lower the distance right? I hope so cuz thats what I did lol
  6. 02:17:616 (5,6,7,8,1) - 03:14:086 (5,6,7,8,1) - 03:47:969 (5,6,7,8,1) - you may want to curve it a bit? Oh those were intentionally flat because they all lead to the kiais xd
  7. 02:58:822 (4) - I think it is placed too low...Oh actually here I went straight down because the pitch from 02:58:733 - to 02:58:822 - changes super drastically so it's a 90 degree rotate down to kinda indicate it
  8. 03:23:263 (1,2,1,2) - Try a better patterning (like they are not parallel.. :v) lol okay fixed (I hope) and also moved a bit more to improve blanket with 03:23:969 (1) - slider end
  9. 03:26:792 (1,2,3,4,1) - The flow here is really weird...It's amazing I love this flow and pattern. IMO it perfectly follows the pitches in the music as it goes up and down to the music plus it closes that stanza pretty well with a strong somewhat difficult pattern. I've explained it in greater detail in previous mods as well if you would like I can link them in response.
  10. 03:37:733 - add a 3/4 slider like 03:37:027 (1) ? It could work but I usually have pauses before the next music segments such as 00:22:204 - 01:10:204 - 01:32:086 (3) - etc. so it's consistent with the music (for the most part)
  11. 03:38:439 - ok this is the part I worried the most.
    Tbh I don't suggest you to place 1/4 jumps 03:39:057 (4,1) - 03:39:763 (4,1) - etc.
    not only want you to keep consistent in the entire map, it actually affects the playability for example 03:38:792 (1,2,3,4,1,1), there are two jumps, 03:39:057 (4,1) - 03:39:145 (1,1) - the momentum needed for streams is much higher than hitting the slider due to the large spacing, huge difference in momentum feels uncomfortable to play with (sorry for poor explanation :<) I understand your concern with this part. I hope you trust me when I say I've put the most thought into this part and the part at 04:12:322 - before even considering trying to rank this map. I've also extensively gotten testplays of this and I know it's a bit challenging but I'm certain this is playable. I've explained it before but I think I should explain it again here for clarity. So the gimmick I went for throughout the map was on the sections that sound like 01:34:204 - 03:04:557 - etc. Where the slider represents the long synth sound and the 4 note stream represents the digital piano notes. I wanted to separate these two sounds so I tried to make these sections progressively harder and harder until finally 04:12:322 - it's expressed perfectly in this fashion while still playable. It's tricky for sure but the rhythm is consistent and the snaps are also lenient so that it's easier to play than it looks. This is especially true for players that alternate but is also doable if they don't. Basically the slider is slow and snaps directly to and from each stream in order to keep it simple to play while looking kinda tricky. It's a small gimmick that I truly wish to keep if possible as it's as best as I can express this part in the song while keeping it playable.
  12. 04:07:204 (3,4) - weird flow after the circular flow in 1 and 2 Very true. Changed patterns up. Should be good now.
  13. 04:11:263 (1,2,3,4) - low spacing with lowwwwww pitch lol yep
  14. 04:12:322 - same as 03:38:439
  15. 04:24:674 (5) - Place it more to left for better flow Sure
  16. 04:28:910 (1,2,3,4,1) and stream after - spacing for difference with kiai Yup lowered spacing

Apart from streams spacing and 1/4 jumps the rest is fine, call me back if you are willing to fix it :3
Thanks for the mod! I hope you understand what I meant with that 1/4 section but other than that all else was applied in some way :v
Akali
iuhiuh
19:57 Akali: 01:45:498 (1) - straighten a bit so it's like 01:46:204 (1) -
19:58 Akali: 01:49:733 (1,1) - same
19:58 Side: lol okay
19:59 Akali: 02:17:616 (5,6,7,8,1) - this plays like ass but maybe I'm bad idk
20:00 Akali: rotate 30 cw or maybe keep looping everything so it's circular
20:00 Side: aaaaa
20:00 Akali: 02:22:733 (3,4) - too crooked again but w/e
20:01 Akali: 02:27:851 (1) - this one is good
20:01 Akali: 02:37:733 (1,2) - random, weird, no reason, no funny sounds or anything go standard shapes
20:02 Akali: unless I don't hear something
20:03 Side: don't mean to sound rude but you caught me at a bad time. I was about to cover myself in chocolate
20:04 Akali: 03:13:645 (8,1,2,3,4,5) -
20:04 Akali: make everything part of the same circle
20:04 Akali: ok I will post in thread
20:04 Akali: 03:13:557 (7,8,1) - this being in straight line as the only thing here is random
20:06 Akali: 03:26:792 (1,2,3,4,1) - spacing is ok but I would go with shape/direction you used throughout the whole map, this is too sharp comparing
20:06 Akali: 03:47:969 (5,6,7,8,1) - again kinda kills momentum, but technically fine I guess
20:07 Akali: 03:53:969 (1) - again too crooked
20:07 Akali: 03:58:469 (2,4) - too much curve
20:08 Akali: 04:08:086 (1) - too weird again
20:08 Akali: 04:17:616 (1,2,3,4) - use standard shape
20:09 Akali: ye gl god bless
Topic Starter
Side

Akali wrote:

20:03 Side: I was about to cover myself in chocolate
me irl

Cleaned up some sliders (not the streams though cuz I'm straight unlike akali :^)

Noted regarding the other points but most were intentional (like that last point)
Chaoslitz
Recheck

  1. 01:28:380 (2,1) - still need a higher ds lol (~1.3x)
  2. 01:50:792 (2,3,4,5) - Isn't this stream have a lower spacing according to the music
  3. 02:58:822 (4) - I know but it is not looking well when it overlaps with 02:58:645 (2)
  4. 03:23:263 (1,2,1,2) - I think it should look better when 03:23:616 (1,2) has same ds as 03:23:263 (1,2)
  5. 03:26:792 (1,2,3,4,1) - Still it is a no-go for me, i am not talking about how it followed the song to be mapped, but it is n't look well in terms of aesthetic. Morever the flow is not good that it is not comfortable to play with the sharp angel after the circular flow 03:26:439 (1,2)
Topic Starter
Side

Chaoslitz wrote:

Recheck

  1. 01:28:380 (2,1) - still need a higher ds lol (~1.3x) Sure
  2. 01:50:792 (2,3,4,5) - Isn't this stream have a lower spacing according to the music Oh I forgot to use 1.5x on 01:50:086 (2,3,4,5) - and 1.45x for 01:50:792 (2,3,4,5) - lol good catch
  3. 02:58:822 (4) - I know but it is not looking well when it overlaps with 02:58:645 (2) that's not so bad though ;-;
  4. 03:23:263 (1,2,1,2) - I think it should look better when 03:23:616 (1,2) has same ds as 03:23:263 (1,2) yeah true. Should be closer to the same now. Moved 03:22:557 (2) - up a bit also so it adds jump to the downbeat
  5. 03:26:792 (1,2,3,4,1) - Still it is a no-go for me, i am not talking about how it followed the song to be mapped, but it is n't look well in terms of aesthetic. Morever the flow is not good that it is not comfortable to play with the sharp angel after the circular flow 03:26:439 (1,2) Okay I think I know what the problem is and it's not necessarily the flow. The jump from 03:26:439 (1,2) - is way too small compared to the 1/4 spacing at 03:26:792 (1,2,3,4) - so the momentum isn't there. I also didn't like how 03:26:439 (1,2) - looked so what I'm gonna do is change the look of these two sliders and make the jump bigger and slightly less circular movement so that the momentum breaks from 03:26:616 (2) - to 03:26:792 (1) - and the snap of this stream is easier. I'll upload this change and if you can test it for feedback that'd be great :^)
Thanks for rechecking! Please let me know if that last change is better! :)
Xenans
Hi, storyboarder here

About the SB load: it does go over 5x at certain points, but I can assure you that it does not do so unnecessarily. The effects are stacked on top of each other and all of them use a transparent version of the bg that has a different motion. As such, I cannot remove or trim any of the effects without actually changing the impact, and as such am unable to reduce the SB load. If there are any suggestions to reduce SB load or improve the effects, I would be glad to listen.

05-08-16 Edit:
removed bgDark, as it was unnecessary after messing with fade values and replaced it with the default bg with adjusted fades. Did not change or remove the layered bgs are that would still impact the effect, but at least the entire osz should be smaller by one image now.
Topic Starter
Side
Made a few test changes to the first and third kiai. Mostly to improve flow and momentum. I uploaded these as a separate diff for now just in case tho

edit: got some good feedback from testplays and overall prefer the changes so I've moved them over to the main version.
squirrelpascals
why isnt this ranked yet
Chaoslitz
Sorry for late recheck ;;

[Storyboard]
  1. 01:34:204 - 03:04:557 - 03:38:439 -
    1. The black glow.png is not really necessary, it is difficult to see under the background, so remove it and reduce sb load
    2. For those particle.png instead of using fade 0.6 I think you can increase it into 1? so that it will looks brighter and you don't need to much for the effect
  2. Some of the section you scale up 2 backgrounds at once for the effect which cause huge load, I believe using one is enough

I hope it helps :3
Xenans

Chaoslitz wrote:

Sorry for late recheck ;;

[Storyboard]
  1. 01:34:204 - 03:04:557 - 03:38:439 -
    1. The black glow.png is not really necessary, it is difficult to see under the background, so remove it and reduce sb load
    2. For those particle.png instead of using fade 0.6 I think you can increase it into 1? so that it will looks brighter and you don't need to much for the effect
  2. Some of the section you scale up 2 backgrounds at once for the effect which cause huge load, I believe using one is enough

I hope it helps :3
I changed the particle note effect a bit based off of your suggestions:
Glow from the effect removed to save SB load (not sure why it was there in the first place)
SB\glow.png removed from storyboard files as it is now unused
Removed the fade-in one tick before the effect so it now instantly appears
Reduced particle count to 8 from 12
Increase fade factor from .6 to .8

Again, I cannot change the effects where there are multiple backgrounds being scaled because they persist for different durations or are scaled for different scale factors. To do so would mean changing the impact greatly, which can't be done because the effects suck.

Thank you for the storyboard mod, this was helpful.
Chaoslitz
Bubble #1~
Topic Starter
Side
IT BEGINS!!!

Thanks again Chaos!!! :D
Strategas
00:49:027 (1,2,3) - 00:49:733 (4,5,6) - 00:50:439 (1,2,3) - 00:51:145 (4,5,6) - etc. are suppose to have reversed emphasis. what I mean is the snare beats are clearly stronger but always spaced less for some reason, the only occasion where you emphasize the snare is at 00:53:263 (1,2,3) - which better represents what's more important. It kinda applies for the whole section until 01:10:204 (1) - so better if you could adjust all of them
oh and it applies to this section aswell 04:23:616 (1) -

01:16:910 (1,2) - I'm slightly confused how come you switched the spacing here(and later) to this, you always had it like small triangles to indicate that they were 1/2. it's alright if you want to keep because you did it consistantly after, but I just want reasoning behind it

01:22:910 (1,2) - 01:24:322 (1,2) - would be cool if you could map them differently, having same stack for 3/2 and 1/1 gap can lead to confusion, not everyone might know the rhythm here

01:50:792 (2,3,4,5,1) - this curve though, maybe you can try something else, as you didn't really use it elsewhere

02:13:380 (2,3,1) - these objects seem really close for me, if you compare to other ones

02:18:322 - this feels really empty, would be better if you mapped 5 notes burst here imo

02:46:204 (1) - 02:47:616 (1) - these two are rather inconsistant with what you did in this section 02:43:204 (2,1) - 02:44:616 (2,1) - 02:50:263 (2,1) - etc

03:15:145 (1,2,3) - I'm quite sure it's suppose to be 4 notes :X I can clearly hear it on the red tick
03:49:027 (1,2,3) - same I guess but just quieter

03:16:733 (2) - don't need to space so much it sounds weak, like 03:16:910 (1) - is much stronger but has same spacing

03:30:586 (4,1) - there wasn't such a stream jump at 03:19:292 (4,1) - :(

03:59:880 (2,3,4,5,6,7) - pls you don't need to invent rhythm that doesn't exist, sticking to what the music provides is better even if it seems boring to be repetive, it would kinda be okay if you did it much more, but it just stands out

yea if I don't make sense somewhere you can pm me
Topic Starter
Side
Thanks a lot for the help Strategas. Fixed a lot of inconsistencies. IRC Log got a bit too personal for me to post but basically I applied all minus a few points.

Hoping for the best moving forward.
Strategas
#2
Voxnola
hai nipples
Cerulean Veyron
ay

05:00:321 (1) - & 05:00:674 (2) - Unsnapped SV-change sliders

:^)))))
Topic Starter
Side

Cerulean Veyron wrote:

ay

05:00:321 (1) - & 05:00:674 (2) - Unsnapped SV-change sliders

:^)))))
Not sure if you have an older version b/c I have the latest and they are snapped correctly :o

edit: nvm I know what you mean. I'll change these on the last update before qualify :v

Thanks! :)
Cerulean Veyron
:VVVVVVVVVVVVV

Topic Starter
Side
V:
Pho
Only things I want to mention:

  1. 03:26:792 (1,2,3,4,1) - This plays pretty bad or at least very forced. You just had pretty intense movement previously at 03:26:439 (1,2,1) - and force players into this sharp angle movement at 03:26:880 (2,3,4) - which is really hard to control since you just created so much momentum. This is probably the most difficult part of the map due to that fact, i'd prefer if you go with something less forced and keep the flow going on this stream:
  2. 05:00:321 (1,2,3,4) - These sliders are not snapped properly to what you intended to do as they are snapped BEFORE the greenlines with the SV increasements. Also I don't see why you don't do the same at 04:57:498 (1,2,3,4) - since it's at this point where the music starts to go up in pitch.
The rest of the map looks fine i guess (that meme ending tho)
Call me back.
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Pho wrote:

Only things I want to mention:

  1. 03:26:792 (1,2,3,4,1) - This plays pretty bad or at least very forced. You just had pretty intense movement previously at 03:26:439 (1,2,1) - and force players into this sharp angle movement at 03:26:880 (2,3,4) - which is really hard to control since you just created so much momentum. This is probably the most difficult part of the map due to that fact, i'd prefer if you go with something less forced and keep the flow going on this stream:
    To be honest your suggestions pretty good since it still kind of does what I was trying to do but idk. For some reason it doesn't play as well as I thought it would. Also I really like the inflection (is that the right word?) that 03:26:969 (3,4) - gives in following the pitch dropping drastically so I feel it represents it pretty well this way over the other suggestion. I might be wrong in this but when I increased the spacing in 03:26:616 (2) - the extra momentum added here really seemed to help with 03:26:792 (1,2,3,4) - because while it's sharp movement going up then down, you still kinda carry all that movement with you so I feel that helps to play this somehow. I won't argue that it's one of the hardest patterns in the map but I also feel if someone's good enough to be FCing up until this point then a pattern like this isn't all that hard anyway.
  2. 05:00:321 (1,2,3,4) - These sliders are not snapped properly to what you intended to do as they are snapped BEFORE the greenlines with the SV increasements. Also I don't see why you don't do the same at 04:57:498 (1,2,3,4) - since it's at this point where the music starts to go up in pitch. Fixed the unsnaps. Thanks CV/Pho :v

    as for the buildup in the first four sliders (this applies to the intro too) I was gonna do that but the increase is by .05x each and I didn't really want 00:12:322 (1,2,3,4) - and 04:57:498 (1,2,3,4) - to be too short cuz the first one would have to be .65x and by that point the slider ends touch and it could kinda be visually confusing at a first glance considering I don't really use very short looking sliders that aren't 1/4
The rest of the map looks fine i guess (that meme ending tho)Indeed ;)
Call me back.
Thanks! :)
Pho
Cerulean Veyron
DUDE NICE VVVVVVV:
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Pho wrote:

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