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Linkin Park - Guilty All The Same (feat. Rakim)

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Vert
水摸
这么几把长,我就看最高难度了
[K.I.A]
00:30:540 (2,3) - 往上挪吧,让2叠在00:29:790 (7) - 结尾
01:11:190 (6,7,8,1,2) - 强烈建议前面的5滑条尾能按,其次后面12换成滑条,这音完全不一样却用一样的间距,(或者你把678做成小跳也可
02:12:840 (1,2,3,4) - 建议不要和前面四个完全重叠,错开一点或者再大一圈比较好
03:35:040 (1,2) - 这俩可以放个跳,理由还是音变了
03:36:240 (5,6,7) - ^
不过我又看到了后面有类似的(摊手,不是很懂你们对称

没啥了,好像有一些没叠好,反正我也不是强迫症就没仔细找,提一句好了,美丽拿2个kd跑路
Wing My Way
神图
Nezzar
1pc fc
Topic Starter
pw384

DenierNezzar wrote:

1pc fc
Wow I don't even... I have to say that you're really pro!
And also thank you for testing the beatmap! ;w;

sahuang wrote:

你还是人吗
臭老婆你还是人吗???
sahuang
你还是人吗
臭老婆你还是人吗???

INSANE
00:16:140 (2,3,4) - 太难读了。。
00:32:340 (2) - 或者 00:32:940 (4) - 可以2个圈替代
01:19:740 (4,2) - 位置关系可以再改善一下

HARD
00:03:990 (5,6) - 其实我觉得不好看诶
00:10:140 (4) - NC?

NORMAL
01:55:590 (3,4) - 还是跟一下DS好。。

EASY
05:47:604 (1,2,3) - DS

其实没什么好摸的。。很好啊,但是AI里面一堆问题,unsnap啊,tag conflict啊什么的(尤其是insane

太强了,star
Topic Starter
pw384

sahuang wrote:

你还是人吗
臭老婆你还是人吗???

INSANE
00:16:140 (2,3,4) - 太难读了。。 :arrow: 先留着
00:32:340 (2) - 或者 00:32:940 (4) - 可以2个圈替代 :arrow: 跟主难度 不改
01:19:740 (4,2) - 位置关系可以再改善一下 :arrow: 改了

HARD
00:03:990 (5,6) - 其实我觉得不好看诶 :arrow: 大抵是还行的
00:10:140 (4) - NC? :arrow: fixed

NORMAL
01:55:590 (3,4) - 还是跟一下DS好。。 :arrow: 跟ds的话反而容易读错

EASY
05:47:604 (1,2,3) - DS :arrow: fixed

其实没什么好摸的。。很好啊,但是AI里面一堆问题,unsnap啊,tag conflict啊什么的(尤其是insane

太强了,star

Vert wrote:

水摸
这么几把长,我就看最高难度了
[K.I.A]
00:30:540 (2,3) - 往上挪吧,让2叠在00:29:790 (7) - 结尾 :arrow: 不好
01:11:190 (6,7,8,1,2) - 强烈建议前面的5滑条尾能按,其次后面12换成滑条,这音完全不一样却用一样的间距,(或者你把678做成小跳也可 :arrow: 有道理
02:12:840 (1,2,3,4) - 建议不要和前面四个完全重叠,错开一点或者再大一圈比较好 :arrow: 这一段re了
03:35:040 (1,2) - 这俩可以放个跳,理由还是音变了 :arrow: 跟吉他的 不改
03:36:240 (5,6,7) - ^
不过我又看到了后面有类似的(摊手,不是很懂你们对称

没啥了,好像有一些没叠好,反正我也不是强迫症就没仔细找,提一句好了,美丽拿2个kd跑路

[Crz]Sword wrote:

没人摸,为什么会这样呢?(
00:04:890 (20,21,22,23,24) - 可以换成大饼 :arrow: 感觉没必要吧,这里还是比较弱的
00:17:790 (84) - 这个别用k吧,d就好 :arrow: fixed
00:38:865 - 这放个d显得不突兀 :arrow: fixed
00:42:390 (229,230,231) - 这三个 音重了一些吧 用d大概好点? :arrow: 就是要重 不重 不玩
01:14:640 - 音还是补上吧 后面那个白线也是 :arrow: 有点怪orz
05:11:640 - kiai end :arrow: 我再想想...[/i]
05:23:340 - 这里空的也挺奇怪的...建议补上
柑橘节奏比较怪摸不出什么东西来...水摸别打死我

Hollow Wings wrote:

from pending

我tm。。。对称流有什么好摸的。。。算了还是看看

NO KD

KIA

  1. 00:53:340 (1,2,3,4,5,6) - 这里跳那么大干嘛。 :arrow: 我要思考一下
  2. 01:48:990 (2) - 反向更好。 :arrow: 不好,想出鼓的时候把flow调换过来而不是现在的时候

EXTREME

  1. 01:44:640 (1,2,3,4) - 前面错开了这里不错开么。。。 :arrow: fixed
  2. 02:23:640 (4) - 这边没用的绿线该删删。 :arrow: 工程量太大,懒
  3. 03:51:090 (1,2) - 挡箭头建议改了。 :arrow: 这个rankable

没啥想说的,对称流柑橘好省力啊,哪天我也试试。。。

good luck.
鞋鞋各位大佬的摸
Foxy Grandpa
Hi, from my queue~

KIA
Storyboard is really cool :O
00:52:440 (1,2,3,4,5,6,1,2,3,4,5,6) - These jumps look good but the second set increase a lot from the first set of jumps, it say either increase the distance of the just set of jumps or nerf the distance of the second
00:59:640 (1) - Love this :P
01:16:440 (1,2) - Overlapping on 1 and 2 feels weird, maybe move 1 up a bit more?
This map is so fucking cool :o, looking through the whole thing i could barley find anything except for those. I can really tell there was A LOT of work put into this. Looks really sweet

Extreme
01:56:940 (10,11) - NC here
05:07:440 (5,6,7,8) - Spacing on 8 doesn't feel very natural compared to the other jumps

Insane
After playing through the whole thing, here are some of the things i found that were odd / weird
05:40:440 (1,2,3,4,5,6) - This part just kind of jumped out at me, with the sliders in the part before my suggestion would be just to shorten the distance between 6 and 7
05:42:690 (4) - ???. this slider seems reallllly out of place

Love the storyboard / mapset. Good luck!
Topic Starter
pw384

FoxyGrandpa wrote:

Hi, from my queue~

KIA
Storyboard is really cool :O
00:52:440 (1,2,3,4,5,6,1,2,3,4,5,6) - These jumps look good but the second set increase a lot from the first set of jumps, it say either increase the distance of the just set of jumps or nerf the distance of the second :arrow: you're right
00:59:640 (1) - Love this :P :arrow: haha
01:16:440 (1,2) - Overlapping on 1 and 2 feels weird, maybe move 1 up a bit more? :arrow: that's intentionally made, with the slidertail covering the tick
This map is so fucking cool :o, looking through the whole thing i could barley find anything except for those. I can really tell there was A LOT of work put into this. Looks really sweet

Extreme
01:56:940 (10,11) - NC here :arrow: add it at another place
05:07:440 (5,6,7,8) - Spacing on 8 doesn't feel very natural compared to the other jumps :arrow: adjust a bit

Insane
After playing through the whole thing, here are some of the things i found that were odd / weird
05:40:440 (1,2,3,4,5,6) - This part just kind of jumped out at me, with the sliders in the part before my suggestion would be just to shorten the distance between 6 and 7 :arrow: I reduced the spacing
05:42:690 (4) - ???. this slider seems reallllly out of place :arrow: oh ok fixed

Love the storyboard / mapset. Good luck!
thank you for your modding!! :)
Wishkey
Heyo!
From my queue, respect for mapping a full spread marathon song! :D
For hitsound stuff imma only do the beginner diff and then you can copy them to the others whichever you accept, gonna skim through

Beginner
  1. 00:08:790 (2) - no clap or something here for all the buildup to this? you do it with similar stuff like 02:21:240 (3) -
  2. 00:10:890 (1,2,3,1,2) - bit curious why you stopped with the finishes here, since its basicly a louder version of the intro with all the finishes aswell. You could add some soft addition finishes on these aswell imo
  3. 00:14:490 (3,1) - this is the only time the your using a 1/1 in the entire diff, best to make it atleast 1.5 aswell like shortening 00:14:490 (3) - by 1/1
  4. 00:41:640 (4) - would be cool to express the drum dropping here in the middle by making the slider something like this
  5. 00:56:040 (5) - middle here deserves a clap imo, it stands out from the rest
  6. 01:14:040 (2) - drum finish on the tail? since its the end of a section and into a little break
  7. 01:42:840 (2) - extend to the red tick with a whistle here, this is the only diff in which you decided to put emphasizes on the withe tick here instead the red
  8. 01:54:840 (1) - soft addition instead of normal here? since the symbals are playing for while aswell like 01:59:640 (1) -
  9. 02:03:240 (1) - wouldn't make this a return if you compare it to easy and normal where its a buildup like the song suggests, here you make it seem like it stops halfway with the buildup, just a slider art or something fits better here imo
  10. 02:39:240 (2) - remove whistle on tail like in all the other diffs or add one to the others (last option best I think following the next notes)
  11. 02:54:840 (2) - check DS
  12. 03:43:440 (1) - this middle sound during this section is just asking for claps dude, I mean if this was a live performances people would clap to this beat :D
  13. 04:21:840 (1) - ^
Easy
  1. seems fine but you got some small >+-0.05 ds probs which can be ez fixed check AI for this or well here are all of them
  2. 00:07:440 (2) - ds
  3. 02:55:440 (2,3) - check ds move a bit to the right
  4. 03:08:040 (3,4) - ds
  5. 03:22:440 (2) - ds
  6. [03:32:640 (2,1) - DS here, might need to adjest the tail of 03:33:090 (1) - a little to get the blanket right
  7. 03:35:040 (4,1) - ^
  8. 03:35:490 (1) - clap on tail? it stands out from the rest here
  9. 04:56:640 (4) - ds
  10. 05:10:440 (2) - 05:21:090 (1,1) - ds again just copy paste them from the 3:32 part
  11. 05:43:140 (3,1,2,3) - euhm what NC pattern are you following here? seems a bit out of place with the rest of the map
  12. seems fine
normal
  1. Check AI for ds prob, you got some more noticalbe ones like 01:56:040 (4) - and 00:11:865 (2,3) - and 05:03:240 (3) -
  2. 01:39:540 - why not map this aswell if your gonna map 01:39:390 (4) -
  3. 01:47:040 (3) - add a clap in ADVANCED diff aswell
  4. 01:48:990 (3) - reduce this by 1/2 and add a 1/2 on the current end of the slider, 01:49:590 - should be mapped here imo since these are really loud drums
  5. 03:35:040 (4,5,1) - wouldn't make this kind of repeated stacking in a normal diff, move 1 away
  6. 03:37:740 (4) - change into a circle + slider fits better here for the extended sound and it'll play the same as 03:36:990 (2,3) -
  7. 04:22:890 (3) - wouldn't skip the really loud beat in the middle here in the diffs, you have it emphasized in some diffs like KIA and haven't even mapped it in some bit weird
  8. 04:40:590 (4) - NC
  9. 05:23:490 (1) - same as 03:35:040 (4)
Advanced
  1. 00:17:340 (1,2) - could switch the places of these so you also have a jump and direction change at 1 where the music gets louder, right now really large jump 00:17:790 (2) feels kinda off when you don't have anything at (1), tho it fits the pattern, just bit of a unexpted huge jump for me
  2. 00:36:840 (1,2,3,4) - why split these in groups of 2, since 12 and 34 are the same sound
  3. 01:11:640 (1,2) - slider instead here? kinda loses the impact of the previous drums with this being the exact same
  4. 02:19:740 (3,4,5) - would be nice if these were starting from the tail instead to indicate the change in (3) in the music since its bulding up to this and then going back down
  5. 03:00:840 (1) - why not move this to the top right, dunna why you decided to break the flow here when its building to this
  6. 03:52:590 (5) - consistent NC with 03:47:790 (1) -
  7. 04:01:890 (1) - and 03:57:090 (3) - ^
Hard
  1. 01:10:740 (4,5,6) - 01:11:190 (5,6) - should basicly start at the end of (4) instead now since here start the drums so try to make these clickable
  2. 01:16:440 (2) - why not control g this aswell like on 01:17:640 (2) - that being the same as (1) is kinda weird with the change in intensity
  3. 04:37:440 (3,1) - can blanket these by making (3) a bit steeper if you want, make 04:36:240 (3) - the same afterwards if you do
  4. 05:45:240 (1) - you can control h and move a bit closer to 128/312 so 05:45:240 (1,2,3) - is kinda mirrored with 05:47:019 (3,4,1,2) -
  5. nice diff!
insane
  1. 00:17:940 (2) - seems a bit out of place compared to the rest, would rearrange this a bit. Small suggestion
  2. 00:23:490 (1) - drum is 1/4 here bit of an overmap like here 00:39:390 (2,3,1) - you use 1/4 aswell, same for kia/extreme diff
  3. 01:34:440 (1,2) - ha was kinda expting these to be control +g'd bc of the switch in the music
  4. 02:22:440 (9) - NC like the rest of the diffs
  5. 03:00:690 (8) - ^
  6. 04:23:040 - wouldn't ignore this beat here loudest in all the song or smthing
  7. 05:23:340 - , - 05:23:640 - missed the drum beat, knew you are trying to mirror that previous part but that part didnt had a drum so should be mapped here since its really audible imo
KIA
  1. that symmetrie hnggg
  2. 01:01:840 (3,4,1) - bit weird that (3,4) has the biggest acceleration 0.4 to 1.0 when emphasis is on 01:02:040 (1) - here would make that the biggest
  3. 01:05:490 - circle here or do what you did with 01:03:240 (3,4) -
  4. 03:13:065 (2) - bit random to be the only one not stacked in this diff
  5. 03:59:490 (1,2) - reduce the spacing a bit, was a weird jump during this section and these notes
  6. 05:09:240 (1,2,1,2,1,2,1,2) - its fine as it is but you can increase the spacing here/change direction if you want because of the change in pitch since you did something with this pitch in the other diffs here
  7. 05:34:440 (7) - NC
Extreme
  1. some stuff alrdy got mentioned in other mods so only some stuff
  2. 01:11:640 (4,5) - same as advanced and NC 4 here instead of 01:11:940 (1) - like in advanced
  3. 03:59:115 (3,1) - blanket can be improved here
  4. 05:34:440 (8) - NC
  5. seems fine
Thats about it, GL with ranked dude! love the song :D
Topic Starter
pw384

Wishkey wrote:

Heyo!
From my queue, respect for mapping a full spread marathon song! :D
For hitsound stuff imma only do the beginner diff and then you can copy them to the others whichever you accept, gonna skim through

Beginner
  1. 00:08:790 (2) - no clap or something here for all the buildup to this? you do it with similar stuff like 02:21:240 (3) -
  2. 00:10:890 (1,2,3,1,2) - bit curious why you stopped with the finishes here, since its basicly a louder version of the intro with all the finishes aswell. You could add some soft addition finishes on these aswell imo :arrow: that's fine cuz soft finishes feel a bit out of place
  3. 00:14:490 (3,1) - this is the only time the your using a 1/1 in the entire diff, best to make it atleast 1.5 aswell like shortening 00:14:490 (3) - by 1/1
  4. 00:41:640 (4) - would be cool to express the drum dropping here in the middle by making the slider something like this
  5. 00:56:040 (5) - middle here deserves a clap imo, it stands out from the rest
  6. 01:14:040 (2) - drum finish on the tail? since its the end of a section and into a little break
  7. 01:42:840 (2) - extend to the red tick with a whistle here, this is the only diff in which you decided to put emphasizes on the withe tick here instead the red
  8. 01:54:840 (1) - soft addition instead of normal here? since the symbals are playing for while aswell like 01:59:640 (1) -
  9. 02:03:240 (1) - wouldn't make this a return if you compare it to easy and normal where its a buildup like the song suggests, here you make it seem like it stops halfway with the buildup, just a slider art or something fits better here imo :arrow: a return here can also make an awesome build-up, one that leads to the calm part
  10. 02:39:240 (2) - remove whistle on tail like in all the other diffs or add one to the others (last option best I think following the next notes)
  11. 02:54:840 (2) - check DS
  12. 03:43:440 (1) - this middle sound during this section is just asking for claps dude, I mean if this was a live performances people would clap to this beat :D :arrow: nice idea!!
  13. 04:21:840 (1) - ^
Easy
  1. seems fine but you got some small >+-0.05 ds probs which can be ez fixed check AI for this or well here are all of them :arrow: i don't mind DS problems cuz no one's able to tell the difference between 1.00x and 1.05x when playing
  2. 00:07:440 (2) - ds
  3. 02:55:440 (2,3) - check ds move a bit to the right
  4. 03:08:040 (3,4) - ds
  5. 03:22:440 (2) - ds
  6. [03:32:640 (2,1) - DS here, might need to adjest the tail of 03:33:090 (1) - a little to get the blanket right :arrow: i fixed this.
  7. 03:35:040 (4,1) - ^
  8. 03:35:490 (1) - clap on tail? it stands out from the rest here
  9. 04:56:640 (4) - ds
  10. 05:10:440 (2) - 05:21:090 (1,1) - ds again just copy paste them from the 3:32 part
  11. 05:43:140 (3,1,2,3) - euhm what NC pattern are you following here? seems a bit out of place with the rest of the map
  12. seems fine
normal
  1. Check AI for ds prob, you got some more noticalbe ones like 01:56:040 (4) - and 00:11:865 (2,3) - and 05:03:240 (3) -
  2. 01:39:540 - why not map this aswell if your gonna map 01:39:390 (4) -
  3. 01:47:040 (3) - add a clap in ADVANCED diff aswell
  4. 01:48:990 (3) - reduce this by 1/2 and add a 1/2 on the current end of the slider, 01:49:590 - should be mapped here imo since these are really loud drums
  5. 03:35:040 (4,5,1) - wouldn't make this kind of repeated stacking in a normal diff, move 1 away :arrow: in fact this normal is quite like a Hard- diff due to 1/2s, and i believe those who can deal with 1/2s will be able to handle such stacks
  6. 03:37:740 (4) - change into a circle + slider fits better here for the extended sound and it'll play the same as 03:36:990 (2,3) -
  7. 04:22:890 (3) - wouldn't skip the really loud beat in the middle here in the diffs, you have it emphasized in some diffs like KIA and haven't even mapped it in some bit weird
  8. 04:40:590 (4) - NC :arrow: "ty" is here unable to be isolated
  9. 05:23:490 (1) - same as 03:35:040 (4) :arrow: the same
Advanced
  1. 00:17:340 (1,2) - could switch the places of these so you also have a jump and direction change at 1 where the music gets louder, right now really large jump 00:17:790 (2) feels kinda off when you don't have anything at (1), tho it fits the pattern, just bit of a unexpted huge jump for me
  2. 00:36:840 (1,2,3,4) - why split these in groups of 2, since 12 and 34 are the same sound
  3. 01:11:640 (1,2) - slider instead here? kinda loses the impact of the previous drums with this being the exact same
  4. 02:19:740 (3,4,5) - would be nice if these were starting from the tail instead to indicate the change in (3) in the music since its bulding up to this and then going back down
  5. 03:00:840 (1) - why not move this to the top right, dunna why you decided to break the flow here when its building to this :arrow: Breaking the flow, to suggest the start of chorus, or not, to keep the rhythm of drums, are both okay
  6. 03:52:590 (5) - consistent NC with 03:47:790 (1) -
  7. 04:01:890 (1) - and 03:57:090 (3) - ^
Hard
  1. 01:10:740 (4,5,6) - 01:11:190 (5,6) - should basicly start at the end of (4) instead now since here start the drums so try to make these clickable
  2. 01:16:440 (2) - why not control g this aswell like on 01:17:640 (2) - that being the same as (1) is kinda weird with the change in intensity
  3. 04:37:440 (3,1) - can blanket these by making (3) a bit steeper if you want, make 04:36:240 (3) - the same afterwards if you do :arrow: yeah it's not meant to be a blanket
  4. 05:45:240 (1) - you can control h and move a bit closer to 128/312 so 05:45:240 (1,2,3) - is kinda mirrored with 05:47:019 (3,4,1,2) - :arrow: ahh i use another symmetrical pattern here
  5. nice diff!
insane
  1. 00:17:940 (2) - seems a bit out of place compared to the rest, would rearrange this a bit. Small suggestion
  2. 00:23:490 (1) - drum is 1/4 here bit of an overmap like here 00:39:390 (2,3,1) - you use 1/4 aswell, same for kia/extreme diff :arrow: i need to check the multitrack file to see whether it's 1/4 or 1/6. too busy with temporary jobs recently to do this
  3. 01:34:440 (1,2) - ha was kinda expting these to be control +g'd bc of the switch in the music :arrow: that's tooooooo difficult for players to sightread it out
  4. 02:22:440 (9) - NC like the rest of the diffs
  5. 03:00:690 (8) - ^
  6. 04:23:040 - wouldn't ignore this beat here loudest in all the song or smthing
  7. 05:23:340 - , - 05:23:640 - missed the drum beat, knew you are trying to mirror that previous part but that part didnt had a drum so should be mapped here since its really audible imo
KIA
  1. that symmetrie hnggg
  2. 01:01:840 (3,4,1) - bit weird that (3,4) has the biggest acceleration 0.4 to 1.0 when emphasis is on 01:02:040 (1) - here would make that the biggest
  3. 01:05:490 - circle here or do what you did with 01:03:240 (3,4) -
  4. 03:13:065 (2) - bit random to be the only one not stacked in this diff
  5. 03:59:490 (1,2) - reduce the spacing a bit, was a weird jump during this section and these notes
  6. 05:09:240 (1,2,1,2,1,2,1,2) - its fine as it is but you can increase the spacing here/change direction if you want because of the change in pitch since you did something with this pitch in the other diffs here :arrow: the singer goes on repeating "there's no one else to blame" here so i think there's no need to change ds.
  7. 05:34:440 (7) - NC
Extreme
  1. some stuff alrdy got mentioned in other mods so only some stuff
  2. 01:11:640 (4,5) - same as advanced and NC 4 here instead of 01:11:940 (1) - like in advanced
  3. 03:59:115 (3,1) - blanket can be improved here
  4. 05:34:440 (8) - NC
  5. seems fine
Thats about it, GL with ranked dude! love the song :D
Yeah, non-reply means being fixed. I can't thank you more for your useful mod! :)
Pata-Mon
from 小星星

[another]
  1. 00:34:140 (1,1) - stack?
  2. 03:12:840 (1,2) - 感觉危险
  3. 03:43:890 (1) - 加次折返?
  4. 04:11:190 - 感觉前后跟的话这里空着没道理
美丽 gl
Crystal

Pata-Mon wrote:

from 小星星

[another]
  1. 00:34:140 (1,1) - stack? on purpose
  2. 03:12:840 (1,2) - 感觉危险
  3. 03:43:890 (1) - 加次折返?为什么
  4. 04:11:190 - 感觉前后跟的话这里空着没道理
美丽 gl
thanks!
Kencho
水摸 還是認真查了一遍unrankable的東西
[General]
  1. 之前不是有個SB嗎,怎麼刪了

  2. BEGINNER、EASY、NORMAL、ADVANCED、HARD、和INSANE這幾個難度裡面有一些沒用的綠線(no SV changes):
  3. 05:45:240
  4. 05:46:434
  5. 05:48:775
  6. 05:50:005
  7. 05:52:255

  8. HP方面NORMAL改成3,ADVANCED改成4,這樣幾個難度的HP就變成12345,挺好的

[BEGINNER]
  1. 05:07:440 (2) - 這個物件超出屏幕了

[EASY]
  1. DS誤差超過+-0.05x的我列出來
  2. 00:07:440 (2) - 00:24:540 (2) -
  3. 00:27:240 (2) - 00:51:240 (4) -
  4. 00:54:240 (1) - 01:14:040 (3) -
  5. 01:23:640 (1) - 01:33:240 (1) -
  6. 01:44:940 (3) - 02:23:340 (2) -
  7. 太多了太多了看不過來,如果是認真考慮DS的話後面的自己查一遍吧

[NORMAL]
  1. 同樣有些地方有DS誤差,特別是AiMod指出的那些是比較嚴重的必須要改,別的自己看一下吧

[ADVANCED]
  1. Looks fine

[HARD]
  1. Looks fine

[INSANE]
  1. Looks fine

[Crystal's ANOTHER]
  1. 03:28:590 - 這裡空了打起來怪難受的,我建議把03:28:440 (5) - 移後1/2,,然後在03:28:290 - 加個圓圈,這樣比較好
  2. 04:45:240 - 建議和主難度一樣加個轉盤比較好
  3. 05:25:440 (3,4,1) - 這間距有點不太好,前面1/2後面1/1,我建議把34間距縮小然後41加大這樣
  4. 05:49:852 (6,1,2) - 這個大鈍角打的時候也是不太好打,或許想個辦法改一下比較好

[EXTREME]
  1. OD改成8.2,這樣和星星的難度有個差別比較好

  2. 05:41:640 (7) - 這個物件超出屏幕了,主要因為是MA裡面檢查出來的所以必須要改。你可以稍微把05:41:040 (5,6,7,8) - 縮小一點,順便最好和05:40:440 (1,2,3,4) - blanket一下,這樣就沒事了

[K.I.A.]
  1. Looks fine
很神的對稱,Good Luck
Topic Starter
pw384

Kencho wrote:

水摸 還是認真查了一遍unrankable的東西
[General]
  1. 之前不是有個SB嗎,怎麼刪了 :arrow: 做到一半没梗了233

  2. BEGINNER、EASY、NORMAL、ADVANCED、HARD、和INSANE這幾個難度裡面有一些沒用的綠線(no SV changes):
  3. 05:45:240
  4. 05:46:434
  5. 05:48:775
  6. 05:50:005
  7. 05:52:255
    :arrow: fixed
  8. HP方面NORMAL改成3,ADVANCED改成4,這樣幾個難度的HP就變成12345,挺好的 :arrow: fixed

[BEGINNER]
  1. 05:07:440 (2) - 這個物件超出屏幕了 :arrow: 改了

[EASY]
  1. DS誤差超過+-0.05x的我列出來
  2. 00:07:440 (2) - 00:24:540 (2) -
  3. 00:27:240 (2) - 00:51:240 (4) -
  4. 00:54:240 (1) - 01:14:040 (3) -
  5. 01:23:640 (1) - 01:33:240 (1) -
  6. 01:44:940 (3) - 02:23:340 (2) -
  7. 太多了太多了看不過來,如果是認真考慮DS的話後面的自己查一遍吧 :arrow: 唔,因为我用3号格作图所以难免有DS误差,我一般只保证玩家不会读错以及不影响对称

[NORMAL]
  1. 同樣有些地方有DS誤差,特別是AiMod指出的那些是比較嚴重的必須要改,別的自己看一下吧 :arrow: AIMod指出来的几处是故意的,不然强行跟DS的话pattern看上去会很别扭

[ADVANCED]
  1. Looks fine

[HARD]
  1. Looks fine

[INSANE]
  1. Looks fine

[Crystal's ANOTHER]
  1. 03:28:590 - 這裡空了打起來怪難受的,我建議把03:28:440 (5) - 移後1/2,,然後在03:28:290 - 加個圓圈,這樣比較好
  2. 04:45:240 - 建議和主難度一樣加個轉盤比較好
  3. 05:25:440 (3,4,1) - 這間距有點不太好,前面1/2後面1/1,我建議把34間距縮小然後41加大這樣
  4. 05:49:852 (6,1,2) - 這個大鈍角打的時候也是不太好打,或許想個辦法改一下比較好

[EXTREME]
  1. OD改成8.2,這樣和星星的難度有個差別比較好 :arrow: fixed

  2. 05:41:640 (7) - 這個物件超出屏幕了,主要因為是MA裡面檢查出來的所以必須要改。你可以稍微把05:41:040 (5,6,7,8) - 縮小一點,順便最好和05:40:440 (1,2,3,4) - blanket一下,這樣就沒事了 :arrow: fixed

[K.I.A.]
  1. Looks fine
很神的對稱,Good Luck
谢谢肯球! :)
Crystal

Kencho wrote:

水摸 還是認真查了一遍unrankable的東西

[Crystal's ANOTHER]
  1. 03:28:590 - 這裡空了打起來怪難受的,我建議把03:28:440 (5) - 移後1/2,,然後在03:28:290 - 加個圓圈,這樣比較好
  2. 04:45:240 - 建議和主難度一樣加個轉盤比較好
  3. 05:25:440 (3,4,1) - 這間距有點不太好,前面1/2後面1/1,我建議把34間距縮小然後41加大這樣
  4. 05:49:852 (6,1,2) - 這個大鈍角打的時候也是不太好打,或許想個辦法改一下比較好 这个感觉还行 某种程度上来说是故意这么放的

很神的對稱,Good Luck
no comment = fixed
thanks!
Topic Starter
pw384
uploaded the gd!
Kencho
Recheck一下低難度,低難度穩了整個圖就穩了

  • Black is Personal comments.
    Bold Black is Highly recommended to fix.
    Red is Unrankable that you should fix.

[BEGINNER]
  1. 02:50:040 (1) - 還是覺得換個滑條形狀和方向比較好,因為滑條尾和02:52:440 (1) - 堆疊了

[NORMAL]
  1. 01:51:840 (3,1) - 這種滑條尾後面直接堆疊下一個滑條的類型建議改一改,保持DS比較好
  2. 03:02:040 (1,2) - 03:54:840 (1,2) - 這些地方也是
  3. 02:57:840 (2,3) - 04:50:040 (1,2) - 05:35:640 (1,2) - 另外個人不太喜歡在低難度放這樣的滑條組合,滑條頭最好不要堆疊吧
  4. 04:25:440 (3,2) - 滑條尾折返堆疊了,建議04:27:090 (2) - 改個形狀吧

Call me back when you are ready :)
Topic Starter
pw384
all fixed, thank you again!
Kencho
Great symmetry style map, Good Luck!

Bubbled!
Topic Starter
pw384
Great thanks to kencho!
and btw the metadata is right, including the non-capitalized "feat" and the brackets. reference
sahuang
羡慕,7星app全set
Pata-Mon
羡慕给皇羡慕7星app全set

384 来个mu可好
I Must Decrease
Hello!

I have some concerns regarding the top diff of this mapset. (Hitsounds apply to the map as a whole assuming they are consistent between difficulties)

There seems to be a lack of feedback provided by the hitsound. This is a moderately heavy rock song that could be utilizing a lot more hitnormals to provide better feedback to the player. While I understand that you seem to have wanted to do some interchanging between hitnormal and hitsoft to provide feedback on snares of the drum and what not, this could be much better with custom hitsounded claps and hitnormal throughout the intense parts. I also believe that the soft hit finish could also be exchanged with better custom hitsounding. 02:22:440 (1) - Things like this are very jarring and feel out of place and almost fake. In addition, it seems you're overusing the soft finish to force some intensity that may not be present in the song.

In short: Hitnormal and clap usage can be improved.

While I understand that the style of symmetry can warrant some pretty high spacing for maintaining the "style" and design, it's important to still maintain consistency in your overall beatmap. As this map stands right now, there are very high spikes in difficulty that occur rather inconsistently. While I know that you want to capture the intensity and the back and forth movement created by the cymbals and drums, you seem to mistake intensity from flow. The song does not get exponentially more intense: aka the difference between: 02:30:840 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - and 02:27:240 (1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,6) - . The pattern 03:14:040 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - does a much better job of capturing this concept, as it uses jumps that fit the intensity of the section compared to others, but maintain a pattern that reflects the back and forth feeling of the cymbals as mentioned earlier.

In short: Spacing is overdone and chaotically inconsistent.

Now understand, I am not a fan of symmetry style, but if you are going to use it, make sure that your jumps properly reflect intensity and are not whatever spacing you want that preserves your design.
Ascendance
Congrats on your first icon, Xexxar!
Pata-Mon
first icon...
sahuang

Ascendance wrote:

Congrats on your first icon, Xexxar!
Gratz
When can I have one as well lul
Topic Starter
pw384
About the spacing, I think I need to provide all my reasons for them to show my idea in this diffculty. In fact, this difficulty is not my style but I just want to experiment some intensified jumps on this song. (to be honest, I prefer the INSANE)

00:47:640 - As the electro guitar getting louder, the song is intensified step by step and thus it reached the first climax of the song, the guitar solo. To reflect the theme "guilty", jumps are larger to emphasize the intensity and difficulty, in the way the official MV does (it contains a game called SPARK and the attack from GUILT is amplified here).

01:16:440 - Yeah the left-to-right-and-right-to-left pattern. I feel like giving it a try when I first listened to this song. Objectively, the song, especially the drums, bursts here, after a short calm part (where the GUILT stops any attack and gives its appearance), along with blame and anger. So the left-to-right pattern aims to let the player feel caught between guilt and uneasiness. In addition, this pattern originates from LP's previous song, 'Skin to Bone', where they sing "As the starlight fades to gray, I'll be matching far away. Right to left and left to right nahhhhh..." (see https://osu.ppy.sh/s/162800). In particular, 01:23:640 - cymbals and drums become loudest here, together with the guitar reaching its highest pitch, so I use left-to-right-and-right-to-left circles instead of sliders.

02:00:840 - Undoubtedly I follow the drums, and it feels much more awesome along with the prolonged vocal "know" and the increasingly stronger bass. I think the jumps here are not controversial.

02:20:940 - I also follow the drums here, which is getting louder and stronger, and use the increased spacing to indicate this advance in volumn. Then the jumps face a sudden stop as the instrument line meets a total silence, in contrast with the intensive jumps.

02:30:840 - You are right and I avianize the unreasonable huge jumps.

02:52:440 - Drums are emphasized and intensified here, different from 01:54:840 - , so I follow the drums totally to indicate the change and pave the way for jumps here 02:59:640 - , the silence here 03:00:840 - , and the chorus. Uncontrovertibly, jumps here 02:59:640 - are reasonable.

03:04:440 - Not only did I indicate the back and forth in cymbals and drums, but also the repeatedly changed pitch in bass line. The same goes with 03:09:240 - , 03:14:040 - and 03:18:840 - . In particular, the lyric "there's no one else to blame" repeats once here 03:21:240 - , so in order to show the apparent anger and hatred, I put circles at the heads of previous sliders.

03:23:490 - YES I LOVE THE GUITAR HERE. Everything goes into pure anger and uneasiness, and the player SHOULD feels caught by guilt and frustration here, so again, the left-to-right-and-right-to-left jumps. And in addtion to this, the character in the MV is killed in action (K.I.A.) here by guilt and thus I want the osu players feel the pressure from pain, guilt, and death by forcing them to keep their right hands moving. What's more, everything gets weakened here 03:33:090 - since it paves the way for "THE REBORN" in MV later on. So the previous jumps are placed in contrast with this part.

04:52:440 - Why square jumps here? They are another form of back-and-forth jumps as they are placed diagonally.

04:57:240 - I find no reason for this but I think that's okay.

05:02:040 - The same as that in the previous chorus.

05:06:840 - Jumps are angrily placed here in clockwise. That's a metaphor for the inextricably guilt as the cursor finds no way out but just confined by the guilt. That's in line with the lyric, "there's no one else to blame", as "you" is the one who makes cheating, fraud and excuse and that he should reap what he has sown and suffer from his own guilty conscience.

05:11:490 - previously mentioned.

05:35:640 - Jumps here follow the pitch of guitar.

As for the "inconsistency": I feel totally the opposite as I try to make things consistent and I don't know how come you feel the "inconsistency".

And about the hitsounding, I'll reconsider it, though I just hitsounded the map the way I used to and no one has ever find fault in it. But to be honest, I am a huge fan of default hitsounds.

No, feedbacks are enough. I find some testplays from players ranking ~#1000 and few ever complains to me about the hitsound. Some even said that they are a bit noisy. On the other hand, I don't want to increase the volumn, utilize the normal hitsound, or using custom hitsounds, otherwise the hitsounds will end up covering the guitar and the original drums, or that's to say, the wrangling guest robs the place of the host. That's quite frustrating, isn't it?

tl;dr: I only changed the jumps here 02:30:840 - .

Anyway, thank you for your help and concerning!

EDIT: modificated the jumps at 03:15:240 - 05:03:240 - to improve gameplay, as is adviced by Skystar.

EDIT2: self-modding, I fixed a missing new combo in BEGINNER and a missing finish in ADVANCE.
Kencho

BNG Rules wrote:

Do only purposefully pop a bubble if the map contains unrankable issues or is severely erroneous or lacking of quality.
Anyway, let's try again.
Rebubbled!
Rizia
qualified
Topic Starter
pw384
thank you!
Pata-Mon
nb
HootOwlStar
congrats! kinda refreshing to see some English rock music in the ranked section.
EncoreW
niubi
Nakano Itsuki
niubi a
Lobelia
屌!
Wishkey
Oh hell yeah gratz dude!
Topic Starter
pw384
oh i love you all for your support, help and anything that push forward my first qualified set after the long 2-year afk!
Frey
The symmetry is kinda sick, 384 is Zapy v2(confirmed
Garden
!!
karstgalvis
grats, last diff is clean and fun! don't know about others haha, gratz!
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