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David Wise - Title Theme

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Wishkey
Yow! From queue :D

General

-For the volume drops etc use the inhireted timing points (green lines that control+shift+p stuff) instead of uninhireted ones you got now since these are solely meant for the timing points and that doesnt change (now your ending here 00:29:684 (1) - messes up the downbeats for example)
-Euhm I kinda put some stuff about how to make perfect wave sliders right at the end since I saw a lot of shapes where you wanted to use wave sliders were a bit messy so might want to read that first before adjust the shapes a little since the map will look a lot cleaner while playing the same

Easy

  1. Check AI bot, it gives a lot of (minor) unsnapped objects
  2. 00:07:464 (2) - extend to the red tick like you did here 00:13:390 (3) - same sound and gives you better playability with all gaps being 3/2
  3. 00:10:427 (2) - would also place a red anchor point on the last slidertick here since its stands out aswell like you did with the previous ones
  4. 00:13:389 (3) - your previous wave slider looked better imo, would just copy paste that one and rotate it. I kinda noticed how you changed them so just put a straight line in the middle of the slider with the 2 anchor points instead and then just rotate them to get perfect waves
  5. 00:18:019 (1,2,3,4) - going by your NC style these should be indivuadlly NC'd since you have NC'd these aswell for the changes 00:23:945 (1,2,1,2,1,2,1,2) -
  6. 00:29:871 (1) - since the song fades out completly you can add a 5% soft setting at the end here to mute the spinner end
  7. 00:15:055 (1,2,3) - the density here might cause issues for an easy diff even if it fits, I wouldn't change it right now but if it ever becomes an issue just change this into a 1/1 return
Normal

  1. 00:06:908 (3) - add clap here aswell for consistency with the other 2 diffs
  2. 00:09:130 (1,2,3) - copy the hitsounds from ^ , same sounds
  3. 00:10:427 (1) - started of nice with representing the skipped beats in the song here, dunno why you decided to stop halfway though, here you did it nicely 00:16:353 (1) -
  4. 00:12:833 (3) - add clap
  5. 00:15:797 (3) - ^
  6. 00:21:906 (1) - remove NC messes with your NC pattern
  7. 00:21:906 (1,2) - inconsistent hitsounding accros diffs
Hard
  1. 00:00:242 (1) - would just start on the timing point here even if you have a those 2 1/6s buildup the slider lenght throws you off unnesserary (those beats aren't really noticable since its the intro) and this will make all diffs start at the same time
  2. 00:01:353 (4,4) claps would sound a lot better here since the finish sound is an extended one and that currently sounds a bit off since there aren't any cymbyls or anthing inthe song
  3. 00:03:204 (1) - stuff like this some1s gonna mention anyway but your blankets are a bit off mainly because of the slight misshape of the wave slider
  4. 00:05:797 (5,6,7) - no need for hitsounds here (definitly not finishes) since you haven't hitsounded these sounds before and it'll give 00:06:167 (1) - more impact if the previous ones aren't hitsounded
  5. 00:05:982 (7,1) - these should be start of your 1.6 (emphasizing the note you're jumping too, which is 1 here) same reason you decided to back to 1.2 here 00:06:907 (3,4) - and not later
  6. 00:11:908 (6,1) - ^
  7. 00:13:389 (1) - ds here + ugly wave (also not stopping on the red tick here like earlier and in all prev diffs?)
  8. 00:18:019 (1,2) - 2 1/2 sliders sound a lot better with the music here since the middle of the return is really weak and now you emphasized the last red tick instead of the stronger white ones this way
  9. 00:19:501 (1,2) - ^
  10. 00:22:464 (4) - NC here judging from your NC pattern
  11. 00:23:945 (1,2) - etc similar to above, emphasizing the weak red note on (2) instead of the stronger white ones doesnt really sound well with the song. If you want a rythm change for diversity here, try something like this for example and see how that sounds when hitsounded
  12. Double check your hitsound consistency across diffs incase I missed some btw
Random wave slider example 00:03:204 (1) - last diff easiest method
  1. Put the slider in the middle
  2. Make 2 vertical anchor points on the middle line aswell (depending on how much you want to curve you can make the line larger etc usually touching slider borders is mostly done) like
  3. Pick and hold the slider end and control + h => drag the slider end your holding on to the beginning
  4. Control + h again and release the slider point
  5. Now its symmetrical wave slider which you can check by control + g, after that just reposition as you like with control + r and stuff like here for example

I checked your metal map and a lot of it applies aswell btw so I'd suggest changing that first
GL with the map man and call me back if you want a mod on the metal map! :D
Topic Starter
Maelstrrom

Wishkey wrote:

Yow! From queue :D

General

-For the volume drops etc use the inhireted timing points (green lines that control+shift+p stuff) instead of uninhireted ones you got now since these are solely meant for the timing points and that doesnt change (now your ending here 00:29:684 (1) - messes up the downbeats for example) done
-Euhm I kinda put some stuff about how to make perfect wave sliders right at the end since I saw a lot of shapes where you wanted to use wave sliders were a bit messy so might want to read that first before adjust the shapes a little since the map will look a lot cleaner while playing the same

Easy

  1. Check AI bot, it gives a lot of (minor) unsnapped objects lol idk how did that happened. I had just added kiai point without offset changing
  2. 00:07:464 (2) - extend to the red tick like you did here 00:13:390 (3) - same sound and gives you better playability with all gaps being 3/2 done
  3. 00:10:427 (2) - would also place a red anchor point on the last slidertick here since its stands out aswell like you did with the previous ones this part is not like previous
  4. 00:13:389 (3) - your previous wave slider looked better imo, would just copy paste that one and rotate it. I kinda noticed how you changed them so just put a straight line in the middle of the slider with the 2 anchor points instead and then just rotate them to get perfect waves Had i just got an instruction how to make a slider in osu editor ? :D fixed by Ctrl+C -> Ctrl+V
  5. 00:18:019 (1,2,3,4) - going by your NC style these should be indivuadlly NC'd since you have NC'd these aswell for the changes 00:23:945 (1,2,1,2,1,2,1,2) - i'll think about it
  6. 00:29:871 (1) - since the song fades out completly you can add a 5% soft setting at the end here to mute the spinner end Made some additional volume points instead
  7. 00:15:055 (1,2,3) - the density here might cause issues for an easy diff even if it fits, I wouldn't change it right now but if it ever becomes an issue just change this into a 1/1 return what is 1/1 return ?
Normal

  1. 00:06:908 (3) - add clap here aswell for consistency with the other 2 diffs fixed
  2. 00:09:130 (1,2,3) - copy the hitsounds from ^ , same sounds fixed
  3. 00:10:427 (1) - started of nice with representing the skipped beats in the song here, dunno why you decided to stop halfway though, here you did it nicely 00:16:353 (1) - changed
  4. 00:12:833 (3) - add clap fixed
  5. 00:15:797 (3) - ^ ^
  6. 00:21:906 (1) - remove NC messes with your NC pattern made NC 00:22:462 (1) - instead
  7. 00:21:906 (1,2) - inconsistent hitsounding accros diffs fixed
Hard
  1. 00:00:242 (1) - would just start on the timing point here even if you have a those 2 1/6s buildup the slider lenght throws you off unnesserary (those beats aren't really noticable since its the intro) and this will make all diffs start at the same time they are noticable! hope this isn't critical for ranking
  2. 00:01:353 (4,4) claps would sound a lot better here since the finish sound is an extended one and that currently sounds a bit off since there aren't any cymbyls or anthing inthe song done
  3. 00:03:204 (1) - stuff like this some1s gonna mention anyway but your blankets are a bit off mainly because of the slight misshape of the wave slider fixed
  4. 00:05:797 (5,6,7) - no need for hitsounds here (definitly not finishes) since you haven't hitsounded these sounds before and it'll give 00:06:167 (1) - more impact if the previous ones aren't hitsounded wanted to keep them but OK since you're not the first who mentioned it
  5. 00:05:982 (7,1) - these should be start of your 1.6 (emphasizing the note you're jumping too, which is 1 here) same reason you decided to back to 1.2 here 00:06:907 (3,4) - and not later done
  6. 00:11:908 (6,1) - ^ ^
  7. 00:13:389 (1) - ds here fixed + ugly wave (also not stopping what do you mean under stopping ? on the red tick here like earlier and in all prev diffs?)
  8. 00:18:019 (1,2) - 2 1/2 sliders sound a lot better with the music here since the middle of the return is really weak and now you emphasized the last red tick instead of the stronger white ones this way interesting. Never thought about it this way.
  9. 00:19:501 (1,2) - ^ done
  10. 00:22:464 (4) - NC here judging from your NC pattern fixed
  11. 00:23:945 (1,2) - etc similar to above, emphasizing the weak red note on (2) instead of the stronger white ones doesnt really sound well with the song. If you want a rythm change for diversity here, try something like this for example and see how that sounds when hitsounded ok
  12. Double check your hitsound consistency across diffs incase I missed some btw
Random wave slider example 00:03:204 (1) - last diff easiest method Didn't get the point, sorry. Holding end -> ctrl+h -> to the remembered beginning point -> ctrl+h -> looking at the same slider i had at the beginning :? mb i'll try again later with a clear head
  1. Put the slider in the middle
  2. Make 2 vertical anchor points on the middle line aswell (depending on how much you want to curve you can make the line larger etc usually touching slider borders is mostly done) like
  3. Pick and hold the slider end and control + h => drag the slider end your holding on to the beginning
  4. Control + h again and release the slider point
  5. Now its symmetrical wave slider which you can check by control + g, after that just reposition as you like with control + r and stuff like here for example

I checked your metal map and a lot of it applies aswell btw so I'd suggest changing that first
GL with the map man and call me back if you want a mod on the metal map! :D okay
Full hitsound mod is exactly what i needed

Thanks!
Seto Kousuke
m4m~

[general]
Consider working more on slider shapes and flow, there are many patterns that could've been more well designed >.<

[easy]
  1. 00:13:389 (3) - extend this for 1/2 like the other ones? the sound finishes at 00:14:685 -
  2. 00:16:353 (4) - extend this for 1/4 ? the sound finishes at 00:17:648 -
[normal]
  1. 00:07:464 (1) - the DS of the map is kinda big, these stacks will make players confuse, it's still a normal diff, do stuff like 00:10:427 (1) -
  2. 00:13:390 (1) - same thing as above, but also looks kinda ugly and weird because of 00:15:056 (1,2) - . They're touching and the entire slider looks weird, you could do better
  3. 00:15:797 (3,1) - inconsistent DS, they're too close, consider using the Same DS during entire map, it's a normal diff.
[Hard]

  • There are many inconsistencies and problems with this difficulty, for example:
  1. There are many bad made blankets, for example 00:03:204 (1,3) - this one being the most crucial. 00:25:425 (1,2) - and 00:26:906 (1,2) -
  2. 00:05:241 - there is a sound here not used, it's vital for the intensity
  3. Unecessary overlaps, for example: 00:11:908 (6,3) -, 00:13:204 (4,1) -
  4. inconsistent DS and Structure of patterns, the map is using a really High DS and SV, while not having a proper structure tu support it, so you may have to do a lot of work on this diff


consider taking opinion of other people and tips about structure, flow and DS, Hard needs a lot of work, normal needs too (although not so much several like hard) and easy could take some work on shapes and rythms, but it's not thaaaat ''critical''

good luck <3
DeletedUser_2179411
Hi .. M4M from #Modreqs ..

IRC
09:53 Rose Melody: Hey
10:18 Maelstrrom: hey
10:20 Rose Melody: hi
10:20 Rose Melody: wanna M4M ?
10:22 Maelstrrom: sure
10:22 Maelstrrom: u mod first
10:22 Rose Melody: ok d you accept IRC ?
10:22 Rose Melody: i mean in this chat here
10:23 Maelstrrom: yea its ok
10:24 Rose Melody: ok in Easy
10:24 Rose Melody: 00:05:797 - i suggest to end the spinning here !
10:24 Rose Melody: cause i still here something in the background
10:25 Rose Melody: 00:06:537 - here i here really strong beat ..
10:26 Rose Melody: my suggetion is to remove this slider .. and put in every white line a circle ..
10:27 Rose Melody: 00:09:129 - ^ Same ..
10:27 Rose Melody: are you with me ?
10:27 Maelstrrom: i'm here
10:27 Rose Melody: Good
10:29 Maelstrrom: New player need some time to recover after spinner so this pause is ok
10:29 Maelstrrom: i'll consider changing this slider's point 00:06:167 (1) -
10:29 Rose Melody: idk i feel the ending of the spinner is wrong .. cause i still here a sound ! its up to you .. or ask someone to see if its ok or not
10:30 Rose Melody: and yeah this part make it like this part 00:15:055 (1,2,3) -
10:30 Maelstrrom: no this is easy diff, newbies cannot act so fast
10:31 Maelstrrom: there is a guideline about easy/normal spinners in ranking criteria
10:32 Rose Melody: how about if you made is a slider with reverse ?
10:35 Maelstrrom: i'm just following https://osu.ppy.sh/wiki/Easy_(Difficulty)
10:35 Maelstrrom: and kick slider would also be a combobreaker
10:36 Rose Melody: ok
10:36 Rose Melody: lets move to Normal then
10:37 Rose Melody: 00:07:463 (1) - i think this slider is hard for the begginers to play ... cause its really tall .. make a new shape please ..
10:39 Rose Melody: thats all in normal .. i see the rest are fine
10:39 Maelstrrom: it is large but predictable
10:39 Rose Melody: yeah .. but you know if you made a new shape
10:39 Rose Melody: would be great
10:40 Maelstrrom: for example ?
10:40 Maelstrrom: what shape
10:41 Rose Melody: https://osu.ppy.sh/forum/t/37194
10:41 Rose Melody: ^ this really beautiful shapes .. you can use them
10:42 Rose Melody: in Hard diff ..
10:43 Rose Melody: 00:00:056 (1) - Why this slider not following any line in the timing line ?
10:44 Maelstrrom: because ofset is here 00:00:242 -
10:44 Rose Melody: snap it .. and i make it start with the red line (Timing line )
10:44 Rose Melody: idk i feel like its wired .. just ask BN for your offset ..
10:44 Maelstrrom: if i'll start this with red line i'll miss part of the beginning long sound
10:44 Rose Melody: cause you know it should be organized
10:45 Maelstrrom: i will
10:45 Rose Melody: ik .. so chage the offset
10:45 Rose Melody: ok
10:45 Rose Melody: good
10:45 Maelstrrom: mb i need another 0,2 sec bpm point :)
10:46 Maelstrrom: i meant offset
10:46 Rose Melody: i see
10:46 Rose Melody: 00:11:815 - add note here please i hear something ..
10:48 Rose Melody: 00:25:055 - , 00:26:536 - , 00:28:017 - , 00:29:499 - you are missing notes here .. please add circle ..
10:49 Rose Melody: 00:25:425 (1,2) - fix blanket between these 2 notes
10:50 Maelstrrom: you're not the first who mentioned 00:11:815 - maybe that would be consistant with the previous triple
10:50 Maelstrrom: i'll do this
10:50 Rose Melody: ok ^^
10:50 Rose Melody: and thats all i have
10:53 Maelstrrom: those notes could actually be but i would prefer to leave that space empty
10:53 Rose Melody: ok
10:55 Maelstrrom: micro blanket fix done^^
10:55 Maelstrrom: ok
10:55 Maelstrrom: gimmie ur map now
10:55 Rose Melody: ok
10:56 Rose Melody: https://osu.ppy.sh/s/467295
11:01 Maelstrrom: good
11:01 Maelstrrom: i'll do this later today
11:01 Rose Melody: ok
11:01 Maelstrrom: don't forget to post this irc mod on forum :)
11:01 Rose Melody: i will
Topic Starter
Maelstrrom

Seto Kousuke wrote:

m4m~

[general]
Consider working more on slider shapes and flow, there are many patterns that could've been more well designed >.< ok

[easy]
  1. 00:13:389 (3) - extend this for 1/2 like the other ones? the sound finishes at 00:14:685 - fixed
  2. 00:16:353 (4) - extend this for 1/4 ? the sound finishes at 00:17:648 -using 1/4 in easy is not a good idea
[normal]
  1. 00:07:464 (1) - the DS of the map is kinda big, these stacks will make players confuse, it's still a normal diff, do stuff like 00:10:427 (1) - changed
  2. 00:13:390 (1) - same thing as above changed, but also looks kinda ugly and weird because of 00:15:056 (1,2) - . They're touching and the entire slider looks weird, you could do better seems good to me
  3. 00:15:797 (3,1) - inconsistent DS, they're too close, consider using the Same DS during entire map, it's a normal diff. this is kinda rectangular blanket. Distance for another parts like this reduced to 1.0
[Hard]

  • There are many inconsistencies and problems with this difficulty, for example:
  1. There are many bad made blankets, for example 00:03:204 (1,3) - this one being the most crucial. 00:25:425 (1,2) - and 00:26:906 (1,2) - fixed
  2. 00:05:241 - there is a sound here not used, it's vital for the intensity it's not vital but excess
  3. Unecessary overlaps, for example: 00:11:908 (6,3) -, 00:13:204 (4,1) - idk what you've meant by the first one but second was made intentionally
  4. inconsistent DS and Structure of patterns, the map is using a really High DS and SV, while not having a proper structure tu support it, so you may have to do a lot of work on this diff don't see any examples of those words in your mod for hard diff


consider taking opinion of other people and tips about structure, flow and DS, Hard needs a lot of work, normal needs too (although not so much several like hard) and easy could take some work on shapes and rythms, but it's not thaaaat ''critical'' can only agree that flow could be better in some places and i've made some improvements

good luck <3
Topic Starter
Maelstrrom
@Seto Kousuke @Rose Melody
Thank you guys for modding. Will do both m4m a bit later when i have enough time for it

And Seto sorry for not answering ingame. Sometimes i can be afk for hours.
Venix
For queue!
Legend
Normal Suggestion
Strong Suggestion
Unrankable

General

  1. Meta is good
  2. Set -10 offset for all points and elements
  3. Delete 2 and 3 timing point

Easy

  1. 00:07:463 (2) - move this to left white timeline tick, and place 00:08:749 - circle here
  2. 00:13:194 (3,4) - ^

Normal

  1. 00:10:241 - place circle here and stack with start of slider
  2. 00:13:204 - ^
  3. 00:16:166 - ^

Hard

  1. 00:13:204 (4,1) - blank it
~GL!
Topic Starter
Maelstrrom

Venix wrote:

For queue!
Legend
Normal Suggestion
Strong Suggestion
Unrankable

General

  1. Meta is good
  2. Set -10 offset for all points and elements can't hear this problem. If someone else will mention it then i'll probably change smth
  3. Delete 2 and 3 timing point so how can i make kiai time without it ? Idk if it's possible, please let me know UPD:accepted

Easy

  1. 00:07:463 (2) - move this to left white timeline tick, and place 00:08:749 - circle here background is not on the first place
  2. 00:13:194 (3,4) - ^

Normal

  1. 00:10:241 - place circle here and stack with start of slider that's possible but not necessary
  2. 00:13:204 - ^
  3. 00:16:166 - ^

Hard

  1. 00:13:204 (4,1) - blank it nah i'll keep it
~GL!
Thanks
Wishkey
Yow! randomly stumbled upon this thread again
"Delete 2 and 3 timing point so" "how can i make kiai time without it ?" "Idk if it's possible, please let me know"
Green lines dude :D
Topic Starter
Maelstrrom

Wishkey wrote:

Yow! randomly stumbled upon this thread again
"Delete 2 and 3 timing point so" "how can i make kiai time without it ?" "Idk if it's possible, please let me know"
Green lines dude :D
Lol that beacame an available option only after switching off "Inhereit previous timing settings" and on again.
Must be bug or smth.
Blitzfrog
General:
This is part of the NES collection, should go on the title as there are other versions e.g Battletoad Genesis (Or maybe I just don't know what I am talking about)

Easy
well mapped

Normal
00:25:427 (1,1,1) - Keep these the same distance from each other

hard
00:05:427 (3,4,5,7) - Strong beats, could do with claps
00:05:982 (7) - Whistle here would be good, raises the pitch to match the music
00:16:723 (2,3,4,5,6,7,8) - Claps here would be good as well
00:08:760 (4) - Blanket this to complete the set
Topic Starter
Maelstrrom

Blitzfrog wrote:

General:
This is part of the NES collection, should go on the title as there are other versions e.g Battletoad Genesis (Or maybe I just don't know what I am talking about)
that was actually made by WiiGuy but this is not even full remix. It's just a stereo version so idk should i put him in title or in tags. Concerning to other versions: battletoads genesis="battletoads genesis" in title; battletoads="battletoads" in title :)

Easy
well mapped good

Normal
00:25:427 (1,1,1) - Keep these the same distance from each other ok

hard
00:05:427 (3,4,5,7) - Strong beats, could do with claps done
00:05:982 (7) - Whistle here would be good, raises the pitch to match the music ok
00:16:723 (2,3,4,5,6,7,8) - Claps here would be good as well added whistles instead
00:08:760 (4) - Blanket this to complete the set already blanket
Thanks
Fanteer
General

поменяй оффсет на 212, а то у тебя кривой
большая разница между дифами Normal и Hard (1.58) Ты спокойно можешь сделать еще одну дифу на 2.3-2.7 старрейта, но это на твое усмотрение




Hard
00:02:093 (2) - некрасивый слайдер, он очень согнутый
00:07:464 (1,2,3) - 00:13:390 (1,2) - у тебя 2 одинаковых момента замапаны по разному

Normal
Поставь АР 4.5-5.5

Easy
00:06:167 (1) - 00:12:464 (1,2) - тут тоже нужно замапать по одинаковому
00:18:019 (1,1,1) - фиксани бланкеты
00:10:427 (2) - хз насчет этого слайдера в изике, в изике сложные слайдеры запрещены, но я точно не знаю, такой слайдер сложный или нет.
00:23:945 (1,2,1,2,1,2,1,2) - замапай тут не как в 2010 году ( квадратными паттернами )

GL :)
Topic Starter
Maelstrrom

Fanteer wrote:

General

поменяй оффсет на 212, а то у тебя кривой поставил 221 вроде получше стало
большая разница между дифами Normal и Hard (1.58) Ты спокойно можешь сделать еще одну дифу на 2.3-2.7 старрейта, но это на твое усмотрение нет спасибо :)




Hard
00:02:093 (2) - некрасивый слайдер, он очень согнутый мне норм
00:07:464 (1,2,3) - 00:13:390 (1,2) - у тебя 2 одинаковых момента замапаны по разному попробую сделать второй момент более похожим

Normal
Поставь АР 4.5-5.5 поставил 4.5

Easy
00:06:167 (1) - 00:12:464 (1,2) - тут тоже нужно замапать по одинаковому ^
00:18:019 (1,1,1) - фиксани бланкеты фиксед
00:10:427 (2) - хз насчет этого слайдера в изике, в изике сложные слайдеры запрещены, но я точно не знаю, такой слайдер сложный или нет. он только с виду сложный
00:23:945 (1,2,1,2,1,2,1,2) - замапай тут не как в 2010 году ( квадратными паттернами ) в 2010 я еще не добавил изящный наклон, теперь никто не скажет что они квадратные!

GL :)
Спасибо
Vivyanne
easy
00:12:072 - is a beat that should be clickable when looking at the rest of the map, it breaks the consistency with the rest of the map, which is usually not preferred. i personally suggest ending 00:10:406 (2) - on maybe 00:11:702 - to fix the problem~
00:19:480 (1,1) - can i ask you to remove these NCs? they serve for no purpose in this section. as all sliders take the same amount of time, none of them has a SV change and have the same timing gaps between them, it makes the map look more of a mess
00:23:924 (1,2,1,2,1,2) - as for this pattern: 00:23:924 (1,2,1,2) - tryna make these point towards each other, a bit like this and make 00:25:406 (1,2) - point up directly, so super straight. it should make a nice symmetry pattern if done well and so that would look spicy af. not sure if possible but please give it a try~

normal
idk why people asked for a higher AR but 4 would be perfect to me, would fit the density of the notes nicely here

00:19:480 (1,1,1,1) - you can remove the NCs here, reasons same as in the easy =w=
nothing fundamentally wrong so wont complain

hard
00:00:103 (1,2,3,4,1,2,3,4,1,2,3,4) - can i ask you here to instead of mixing the rythm up use the same ryhtm for 3 times in a row? that'd fit the map better, as eventhough the repetivity then would then come might look retarted it can help the player that should play these maps a lot since there are no random heavy suprises~
00:07:443 (1,2,3) - consider spacing these out more, this looks really boring
00:08:369 (3,4) - you can fix this a well as a sort of further-seeing blanket
00:11:702 (5,6,7) - i'd suggest stacking this, or have a way better connection so that it connects 00:11:517 (4) - with 00:12:072 (1) - , basically making the triple inbetween the line of those notes perfectly. having weird cutting flow isn't really cool for beginning players
00:13:183 (4,1) - can you please avoid these from overlapping? looks ugly ;;
00:18:924 (3,1) - tryna swap these NCs around. it might look weird with your original intention but it'd make the nice timing gaps a little more clear, having the extra emphasis on the biggest timing gap in the section!
00:22:813 (1,1) - pERFECT staCK plS
repeadetly the same zzzz

ok thats it bye!
deadpon3
Heya, m4m req. :D

Easy:

00:10:406 (2) - I mentioned this in chat. The slider's end can not be placed on a big 1/1 beat tick. It's uncomfortable while playing, especially for begginers.
This 1/1 tick has to be clickable, here's my suggestion how you could time it: http://puu.sh/r4mmI/8c28976f32.jpg or http://puu.sh/r4nwI/27a5707c19.jpg if you want to keep it minimal.

00:16:332 (2) - In my opinion this slider should end at 00:17:628 - (White tick). Seems to fit better.

00:17:998 (1,1,1,1) - Overall, this is a copypast of the same slider, flow of the pattern forces the last note to be placed in a really strange corner. Maybe modify the last slider flow and shape, and place the circle higher?

00:23:924 (1,2,1,2,1,2,1,2) - Be more creative here, curve the sliders, make everything more natural etc. here's my suggestion in few screenshots:
Normal:

I think sliders are too fast, try 0,9x.

00:07:443 (1) - You skipped 1/1 big tick, remap this so players can click this 1/1 tick. (Same as easy diff)

If 00:07:443 (1) - was suppose to blanket with 00:09:480 (2) - then it's broken :/.

00:13:369 (1) - Fix blanket with 00:15:406 (2) -

00:10:406 (1) - Again skipped it :/ This is just wrong, I know it looks cool with the melody but ya know :/

00:20:961 (1) - 00:22:443 (1) - I don't think normal diff should have stacked overlaps.

Hard:

00:00:103 (1) - Start this slider from 00:00:221 -

00:00:103 (1,2) - Fix blanket

00:07:443 (1) - Skipped the 1/1 big tick, it's not really that disturbing on hard diff, but timing consistency is important so consider remapping it.

00:10:406 (1) - Again unclickable big tick.

The problem with breaking the timing consistency is the most important issue in this mapset, please fix it.

Good luck!
Topic Starter
Maelstrrom

HighTec wrote:

easy
00:12:072 - is a beat that should be clickable when looking at the rest of the map, it breaks the consistency with the rest of the map, which is usually not preferred. i personally suggest ending 00:10:406 (2) - on maybe 00:11:702 - to fix the problem~ you're not the first who mention it so ok. Changed
00:19:480 (1,1) - can i ask you to remove these NCs? they serve for no purpose in this section. as all sliders take the same amount of time, none of them has a SV change and have the same timing gaps between them, it makes the map look more of a mess but they are consistant with the next pattern. I'll consider this
00:23:924 (1,2,1,2,1,2) - as for this pattern: 00:23:924 (1,2,1,2) - tryna make these point towards each other, a bit like this and make 00:25:406 (1,2) - point up directly, so super straight. it should make a nice symmetry pattern if done well and so that would look spicy af. not sure if possible but please give it a try~ already tried. Impossible to do this and keep reasonable distance between 00:24:850 (2,1) - and 00:26:332 (2,1) -

normal
idk why people asked for a higher AR but 4 would be perfect to me, would fit the density of the notes nicely here 4,5 seems perfect

00:19:480 (1,1,1,1) - you can remove the NCs here, reasons same as in the easy =w= nah
nothing fundamentally wrong so wont complain

hard
00:00:103 (1,2,3,4,1,2,3,4,1,2,3,4) - can i ask you here to instead of mixing the rythm up use the same ryhtm for 3 times in a row? that'd fit the map better, as eventhough the repetivity then would then come might look retarted it can help the player that should play these maps a lot since there are no random heavy suprises~ i prefer diversity
00:07:443 (1,2,3) - consider spacing these out more, this looks really boring same spacing all over the map is boring
00:08:369 (3,4) - you can fix this a well as a sort of further-seeing blanket already blanket isn't it ?
00:11:702 (5,6,7) - i'd suggest stacking this, or have a way better connection so that it connects 00:11:517 (4) - with 00:12:072 (1) - , basically making the triple inbetween the line of those notes perfectly. having weird cutting flow isn't really cool for beginning players hardest diff btw :)
00:13:183 (4,1) - can you please avoid these from overlapping? looks ugly ;; it's fine
00:18:924 (3,1) - tryna swap these NCs around. it might look weird with your original intention but it'd make the nice timing gaps a little more clear, having the extra emphasis on the biggest timing gap in the section! consistancy>gaps
00:22:813 (1,1) - pERFECT staCK plS fixed
repeadetly the same zzzz

ok thats it bye!
Thanks
Topic Starter
Maelstrrom

deadpon3 wrote:

Heya, m4m req. :D

Easy:

00:10:406 (2) - I mentioned this in chat. The slider's end can not be placed on a big 1/1 beat tick. It's uncomfortable while playing, especially for begginers.
This 1/1 tick has to be clickable, here's my suggestion how you could time it: http://puu.sh/r4mmI/8c28976f32.jpg or http://puu.sh/r4nwI/27a5707c19.jpg if you want to keep it minimal. yeah changed

00:16:332 (2) - In my opinion this slider should end at 00:17:628 - (White tick). Seems to fit better. considered before. Red one is better

00:17:998 (1,1,1,1) - Overall, this is a copypast of the same slider, flow of the pattern forces the last note to be placed in a really strange corner. Maybe modify the last slider flow and shape, and place the circle higher? fits music

00:23:924 (1,2,1,2,1,2,1,2) - Be more creative here, curve the sliders, make everything more natural etc. here's my suggestion in few screenshots: Seems good! Remaked my way a little
Normal:

I think sliders are too fast, try 0,9x. fast enough and spacing is decent but i have easy diff for those who cannot manage and big gap between normal and hard

00:07:443 (1) - You skipped 1/1 big tick, remap this so players can click this 1/1 tick. (Same as easy diff) this one is not so critical

If 00:07:443 (1) - was suppose to blanket with 00:09:480 (2) - then it's broken :/. it wasn't but good remark anyway

00:13:369 (1) - Fix blanket with 00:15:406 (2) - how ? can't see anything to fix here

00:10:406 (1) - Again skipped it :/ This is just wrong, I know it looks cool with the melody but ya know :/ 00:12:072 (1) - here is the strong beat we won't skip. The ones u mentioned can be sacrificed for making other patterns

00:20:961 (1) - 00:22:443 (1) - I don't think normal diff should have stacked overlaps. i'm not quite sure about that but seems readable for everyone

Hard:

00:00:103 (1) - Start this slider from 00:00:221 - i was trying to keep this slider different ways through those 3 mod pages. But it's time to give up. Goodbye my dear :(

00:00:103 (1,2) - Fix blanket ok

00:07:443 (1) - Skipped the 1/1 big tick, it's not really that disturbing on hard diff, but timing consistency is important so consider remapping it. not following background here

00:10:406 (1) - Again unclickable big tick. ^

The problem with breaking the timing consistency is the most important issue in this mapset, please fix it. i guess listening music is much more important than watching on ticks

Good luck!
Thanks
Seto Kousuke

Maelstrrom wrote:

And Seto sorry for not answering ingame. Sometimes i can be afk for hours.
NP c: as mentioned, in case you want more opinions/examples, feel free to poke anytime
Pickkle
m4m req ok

EASY

  1. 00:10:406 (2) - It would make sense if the slider would end at 00:11:332 and add a circle at 00:11:702. And maybe do this with the rest of the sliders that have
  2. the same rhythmic pattern, What you have now can be confusing for begging players.
  3. 00:23:183 - Maybe add a circle and move some of the stuff ahead? Just a suggestion.
  4. 00:23:924 (1,2,1,2,1,2,1,2) - Too confusing for beginners, maybe do the slider pattern that you did at 00:17:998 (1,2,3,4)
    Overall: Good easy difficulty, but keep in mind that beginners play this difficulty, barely any experienced players play easy diffs.
NORMAL

  1. 00:28:369 (1,2) - maybe add two circles in between these two
  2. Overall: Wow, nothing really stood out to me when I was modding. Great normal difficulty, probably one of the best I've seen.
HARD

  1. 00:05:591 (4,5,6,7) - Maybe make this in line with each other, like this https://gyazo.com/fadf909009f99ac08522322016ac4855
  2. 00:13:369 (1,2,3) - ^
  3. 00:16:332 (1,2,3,4) - Make it something like this. https://gyazo.com/8d0c2d6a27aa60414c7f61f88104800c
  4. Overall: Placement isn't the best, but a decent difficulty.
INSANE

I have no complaints about this diff! Great work!
Topic Starter
Maelstrrom

Pickkle wrote:

m4m req ok

EASY

  1. 00:10:406 (2) - It would make sense if the slider would end at 00:11:332 and add a circle at 00:11:702. And maybe do this with the rest of the sliders that have
  2. the same rhythmic pattern, What you have now can be confusing for begging players. your suggestion has the same level of confusing as it is rught now :)
  3. 00:23:183 - Maybe add a circle and move some of the stuff ahead? Just a suggestion. good place for pause
  4. 00:23:924 (1,2,1,2,1,2,1,2) - Too confusing for beginners, maybe do the slider pattern that you did at 00:17:998 (1,2,3,4) some diversity is needed and i don't think it's confusing
    Overall: Good easy difficulty, but keep in mind that beginners play this difficulty, barely any experienced players play easy diffs.
NORMAL

  1. 00:28:369 (1,2) - maybe add two circles in between these two no reason
  2. Overall: Wow, nothing really stood out to me when I was modding. Great normal difficulty, probably one of the best I've seen.
HARD

  1. 00:05:591 (4,5,6,7) - Maybe make this in line with each other, like this https://gyazo.com/fadf909009f99ac08522322016ac4855 fit's fine
  2. 00:13:369 (1,2,3) - ^
  3. 00:16:332 (1,2,3,4) - Make it something like this. https://gyazo.com/8d0c2d6a27aa60414c7f61f88104800c
  4. Overall: Placement isn't the best, but a decent difficulty. explanations ? examples ?
INSANE

I have no complaints about this diff! Great work!
If you suggest something questionable please explain your position to increase the chanse of your modification to be accepted.
Thank you for the effort. Will do M4M tomorrow
_IxApplePie_
m4m req .-. doing yours first since i have the time now :D

Going for blanket mods as i think the beats are finealready :/

Insane
  1. 00:05:406 (1,2,3,4) - you could blanket these tgt. http://puu.sh/r8f76/2e9777e2a2.jpg
  2. 00:07:443 (3,4,5) - nicer blankets
  3. 00:09:479 (1,1) - nazi blanket
  4. 00:13:369 (3,4,5) - ^
  5. 00:18:924 (1) - not suggested to start on red line btw, same with the sliders that start on red line at the back
  6. The hitsounds starting from 00:19:850 (1) - gives a very weird feedback to the players.
    Cause some of the hitsounds start on white line while others start on red line (eg : 00:17:998 (1) - and 00:18:924 (1) - )
  7. Other than that is fine i guess
Hard
  1. 00:00:221 (1,2) - blanket
  2. 00:03:183 (1,2) - ^
  3. 00:07:443 (1,2,3,4) - these 4 notes are too cramped up imo, maybe give a little more spacing for 1>2 and 2>3
  4. 00:13:369 (1,2,3,4) - ^
Topic Starter
Maelstrrom

_IxApplePie_ wrote:

m4m req .-. doing yours first since i have the time now :D

Going for blanket mods as i think the beats are finealready :/

Insane
  1. 00:05:406 (1,2,3,4) - you could blanket these tgt. http://puu.sh/r8f76/2e9777e2a2.jpg no thx
  2. 00:07:443 (3,4,5) - nicer blankets fixed
  3. 00:09:479 (1,1) - nazi blanket flow>blankets
  4. 00:13:369 (3,4,5) - ^ ^
  5. 00:18:924 (1) - not suggested to start on red line btw, same with the sliders that start on red line at the back why
  6. The hitsounds starting from 00:19:850 (1) - gives a very weird feedback to the players.
    Cause some of the hitsounds start on white line while others start on red line (eg : 00:17:998 (1) - and 00:18:924 (1) - ) changed
  7. Other than that is fine i guess
Hard
  1. 00:00:221 (1,2) - blanket fixed
  2. 00:03:183 (1,2) - ^ ^
  3. 00:07:443 (1,2,3,4) - these 4 notes are too cramped up imo, maybe give a little more spacing for 1>2 and 2>3 seems good to me
  4. 00:13:369 (1,2,3,4) - ^ ^
Thanks
LMT
Hi, M4M from my queue.
  • First of all turn off your effect volume so you can't hear the hitsounds. That is to understand that sliderheads are a lot lot more important than slidertails and they should be mapped to the sounds that you want to highlight.
    [Insane]
  1. 00:05:406 (1) - I think you should map triples into this slider to follow the synth sound (and also the drums) better.
  2. 00:07:998 (4,5,6,7) - not entirely sure which line you're trying to follow, it's not drums , not synth because the synth stresses as equal 1/2s like this https://osu.ppy.sh/ss/6077969 , the drums go like this: https://osu.ppy.sh/ss/6077981 .
  3. 00:17:823 (15,1) - you can fix the problem with discontinuous timing points after a stream by making this a 1/4 slider. https://osu.ppy.sh/ss/6078012 this should do.
  4. 00:18:031 (1,2,3,1) - I assume you want to follow the synth. You want to highlight the synth sounds by putting sliderheads on them , not slidertails. Try this https://osu.ppy.sh/ss/6078045 . it's a cool pattern too :> . If you think it's good, you need to change the whole pattern for the same sounds as well , like these 00:19:512 (1,2,3,1) - , 00:20:993 (1,2,3,1) - and basically this whole pattern here 00:23:956 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1) - which are the same stuff (this whole section has sliderheads that are not mapped to the targeted rhythm, I think you have to remap this part, try using the rhythm I suggested).
  5. 00:21:919 (1) - this slider is off the screen xd.
    [Hard]
  6. 00:10:406 (1,2,3) - rhythm here is very underwhelming as synth sounds are on the slidertails. Try this rhythm https://osu.ppy.sh/ss/6078119 .
  7. 00:17:998 (1,2) - same remark as in Insane for this whole section.
  8. 00:22:813 (1,2,3) - sliderheads and slidertails are correct here, but the reverse arrow is considered overmapping because there aren't sounds on the blue tick.
    [Normal]
  9. 00:10:406 (1) - In Normal you should not use sliders with a weird shape to make it more intuitive to the new players. 00:16:332 (1) - same thing applies to this pattern.
    [Easy]
  10. 00:15:035 (1) - this should be consistent with the rest of the previous sliders (like this 00:12:072 (1) - ), or you want to change everything else to this.
  11. Same remark about weird sliders in lower diffs.
I think the rhythm in higher diffs need a bit of a rework.
Aesthetics are quite nice in general though.
Good luck!
Topic Starter
Maelstrrom

LMT1996 wrote:

Hi, M4M from my queue.
  • First of all turn off your effect volume so you can't hear the hitsounds. That is to understand that sliderheads are a lot lot more important than slidertails and they should be mapped to the sounds that you want to highlight. i'll explain my style with this slider 00:18:031 (1) - It represents two sounds. First of them is primary and second is dependent. So the primary is always in head but the following one doesn't need much emphasize so it can be in tail.
    [Insane]
  1. 00:05:406 (1) - I think you should map triples into this slider to follow the synth sound (and also the drums) better. that would break spacing. Not worth it
  2. 00:07:998 (4,5,6,7) - not entirely sure which line you're trying to follow, it's not drums , not synth because the synth stresses as equal 1/2s like this https://osu.ppy.sh/ss/6077969 , the drums go like this: https://osu.ppy.sh/ss/6077981 . following synth 00:07:998 (4,5) - and filling the gaps with drums 00:08:739 (6,7) -
  3. 00:17:823 (15,1) - you can fix the problem with discontinuous timing points after a stream by making this a 1/4 slider. https://osu.ppy.sh/ss/6078012 this should do. that's not a problem
  4. 00:18:031 (1,2,3,1) - I assume you want to follow the synth. You want to highlight the synth sounds by putting sliderheads on them , not slidertails. Try this https://osu.ppy.sh/ss/6078045 . it's a cool pattern too :> . If you think it's good, you need to change the whole pattern for the same sounds as well , like these 00:19:512 (1,2,3,1) - , 00:20:993 (1,2,3,1) - explained above and basically this whole pattern here 00:23:956 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1) - which are the same stuff (this whole section has sliderheads that are not mapped to the targeted rhythm, I think you have to remap this part, try using the rhythm I suggested). will do
  5. 00:21:919 (1) - this slider is off the screen xd. fixed
    [Hard]
  6. 00:10:406 (1,2,3) - rhythm here is very underwhelming as synth sounds are on the slidertails. Try this rhythm https://osu.ppy.sh/ss/6078119 . interesting suggestion. Yes it could be mapped like this but i don't think my version is worse. Will consider it
  7. 00:17:998 (1,2) - same remark as in Insane for this whole section. same reply
  8. 00:22:813 (1,2,3) - sliderheads and slidertails are correct here, but the reverse arrow is considered overmapping because there aren't sounds on the blue tick. but it fits the music
    [Normal]
  9. 00:10:406 (1) - In Normal you should not use sliders with a weird shape to make it more intuitive to the new players. 00:16:332 (1) - same thing applies to this pattern. made it a bit more soft and clear
    [Easy]
  10. 00:15:035 (1) - this should be consistent with the rest of the previous sliders (like this 00:12:072 (1) - ), or you want to change everything else to this. replaced by 1/1 reverse slider
  11. Same remark about weird sliders in lower diffs.
I think the rhythm in higher diffs need a bit of a rework.
Aesthetics are quite nice in general though.
Good luck!
Thanks
lazygirl
Oy from Lazyboy's and Phyloukz' queue for NM!

You should look at blanketting techniques, your map is completely lacking in that perspective. Slider design is weird, at least in the Easy diff. Globally I'd suggest you just map more, look at many recently ranked maps.

Also, take the time to check out pishifat's tutorials on youtube, they're really good :)

Hope you can make this set better, I like the music ^^
Topic Starter
Maelstrrom

lazyboy007 wrote:

Oy from Lazyboy's and Phyloukz' queue for NM!

You should look at blanketting techniques, your map is completely lacking in that perspective. Slider design is weird, at least in the Easy diff. Globally I'd suggest you just map more, look at many recently ranked maps.

Also, take the time to check out pishifat's tutorials on youtube, they're really good :)

Hope you can make this set better, I like the music ^^
At the beginning this map was full of blankets. But later i decided that flow>>>blankets so this is my mapping style atm.
HML
Just a mod

Insane
00:00:221 (1,2,3) - 00:01:702 (1,2,3) - 00:03:183 (1,2,3) - 00:04:665 (1,2,3) - All of these are overmapped
00:10:812 (2,3,4,5,6) - Jumps are way too big for how calm this part of the song is
00:16:553 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - This stream is really messy. Mainly the curve, which is too pointed. (Around 00:17:479 (11,12) - )
00:18:031 (1) - Rotate ~17° and move it to x148 y280
00:19:512 (1,2,3,1) - Make DS even here
00:20:993 (1,2,3,1) - ^Ditto
00:22:475 (1,2) - These shouldn't be so far away, maybe a slider here? The jump pattern shouldn't start til 00:22:845 (1) -
00:29:327 (1) - Make this a slider until 00:29:605 with a silenced end?
Topic Starter
Maelstrrom

HML wrote:

Just a mod

Insane
00:00:221 (1,2,3) - 00:01:702 (1,2,3) - 00:03:183 (1,2,3) - 00:04:665 (1,2,3) - All of these are overmapped listen carefully at 25%. There's 1 strong beat and 2 weak ones
00:10:812 (2,3,4,5,6) - Jumps are way too big for how calm this part of the song is quarter screen jumps had been put here as a culmination of all the previous flow switching to make a contrast
00:16:553 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - This stream is really messy. Mainly the curve, which is too pointed. (Around 00:17:479 (11,12) - ) changed to more suitable shape
00:18:031 (1) - Rotate ~17° and move it to x148 y280 accepted
00:19:512 (1,2,3,1) - Make DS even here intended
00:20:993 (1,2,3,1) - ^Ditto ditto
00:22:475 (1,2) - These shouldn't be so far away, maybe a slider here? The jump pattern shouldn't start til 00:22:845 (1) - why not ? this is a distanse between 2 different patterns and music parts
00:29:327 (1) - Make this a slider until 00:29:605 with a silenced end? done
Thanks
BounceBabe


Weekly Lottery Queue


Only modding the Insane, since I modded the rest already~

Icon Legend
[]
  1. Suggestion:
  2. I recommend that you fix this:
  3. Unrankable, so you have to fix this:
  4. Not unrankable but I strongly disagree with this:
  5. I'm not sure why you used this. Explain it to me please:
General
[]

  1. Like the previous combo colours better. The purple doesn't match with the colours in your BG image so you might want to change it to green or red.
  2. Forgot to tell you this last time. You should capitalise the letter T for theme in your title as song titles usually have every word capitalised. Btw, did you check the song's originial title? https://osu.ppy.sh/p/beatmaplist?q=theme http://downloads.khinsider.com/game-sou ... -nes-1991- https://www.youtube.com/watch?v=LCFqF-IeeAk I'm pretty sure it's "Title Theme". The game itself is already in the source. Once you get a BN he will tell you to confirm the metadata anyway in order to bubble it. So better change it now :)
Insane
[]

Your stack leniency is on max. I don't recommend using this when you try to stack objects properly like here 00:13:924 (2,4) - The stacking looks horrible and you can't make a nice looking pattern that you intended to make. Change your Stack Leniency in your settings to around 5. Before: http://puu.sh/rbblH/14a9e5c551.jpg After: http://puu.sh/rbbnr/9d0bc70188.jpg

You've got quite a lot of wrong placed NCs that need fixing. I'll list them below. Some of them are just not following your combo pattern or are overused due to no SV changes like 00:06:146 (1,1,1) - . They also have consistent and readable spacing so there is no need to use a NC as indicator.


  • Combo:
  1. 00:05:406 (1) - 00:09:479 (1,1) - 00:12:443 (1,1) - 00:15:405 (1,1) - 00:18:956 (1) - 00:20:438 (1) - 00:21:919 (1) - 00:24:882 (1) - 00:26:363 (1) - 00:27:845 (1) - 00:29:327 (1) - Remove NC . They all belong to the previous pattern.
  2. 00:07:443 (3) - Add NC like you did correctly at 00:13:369 (1) -

    Appearance, Flow & Transition:
  3. 00:00:221 (1,2,3,4) - Flows badly because the triple is to the left and the slider starts on the right. It's just a little harsh with the cursor movement. Something like that would improve the flow: http://puu.sh/rbbwO/44d94b97fa.jpg
  4. 00:05:406 (1,2) - Same here. The slider is pretty long so the cursor needs to follow the slider's body to get to the end without combo break. This makes it hard to reach the triple that comes next. The slider directs to the left again. Try to fix this a bit. Aim for a natural cursor movement.

    Spacing:
  5. 00:14:665 (4,5,1) - You broke your spacing here. It's really noticeable. Make the spacing consistent between them. I know you wanted to stack 00:13:924 (2,4) - but not only are they not stacked they also break your spacing so you should fix this. If you change the Stack Leniency it will be fixed. Try to aim for this kind of spacing like you did at 00:15:776 (1,2,3,1) - that's consistent.

    Hitsounds:
  6. 00:05:406 (1,2,3,4) - Here is a musical change at this point. This pattern should have some hitsounds to emphasise them.
  7. 00:10:776 (2,3,4,5,6,7,8,9) - Here also are no hitsounds. You should add some. Try to have a consistent hitsounding pattern through the whole difficulty. (00:12:072 (1,1,1,2,1,2,3) - This for example is pretty fitting)

    Other issues:
  8. 00:04:294 (6) - Hits the interface. I recommend that you don't overlap objects with interface elements.

Overall
[]

  1. Needs more mods on Insane. Good luck :) No kudo since I've already got one on my last mod.
Topic Starter
Maelstrrom
delete
Topic Starter
Maelstrrom

BounceBabe wrote:



Weekly Lottery Queue yay


Only modding the Insane, since I modded the rest already~

Icon Legend
[]
  1. Suggestion:
  2. I recommend that you fix this:
  3. Unrankable, so you have to fix this:
  4. Not unrankable but I strongly disagree with this:
  5. I'm not sure why you used this. Explain it to me please:
General
[]

  1. Like the previous combo colours better. The purple doesn't match with the colours in your BG image so you might want to change it to green or red. will change
  2. Forgot to tell you this last time. You should capitalise the letter T for theme in your title as song titles usually have every word capitalised. Btw, did you check the song's originial title? https://osu.ppy.sh/p/beatmaplist?q=theme http://downloads.khinsider.com/game-sou ... -nes-1991- https://www.youtube.com/watch?v=LCFqF-IeeAk I'm pretty sure it's "Title Theme". The game itself is already in the source. Once you get a BN he will tell you to confirm the metadata anyway in order to bubble it. So better change it now :) changed
Insane
[]

Your stack leniency is on max. I don't recommend using this when you try to stack objects properly like here 00:13:924 (2,4) - The stacking looks horrible and you can't make a nice looking pattern that you intended to make. Change your Stack Leniency in your settings to around 5. Before: http://puu.sh/rbblH/14a9e5c551.jpg After: http://puu.sh/rbbnr/9d0bc70188.jpg lol

You've got quite a lot of wrong placed NCs that need fixing. I'll list them below. Some of them are just not following your combo pattern or are overused due to no SV changes like 00:06:146 (1,1,1) - . They also have consistent and readable spacing so there is no need to use a NC as indicator. ok


  • Combo:
  1. 00:05:406 (1) - 00:09:479 (1,1) - 00:12:443 (1,1) - 00:15:405 (1,1) - 00:18:956 (1) - 00:20:438 (1) - 00:21:919 (1) - 00:24:882 (1) - 00:26:363 (1) - 00:27:845 (1) - 00:29:327 (1) - Remove NC . They all belong to the previous pattern. mostly fixed
  2. 00:07:443 (3) - Add NC like you did correctly at 00:13:369 (1) - fixed

    Appearance, Flow & Transition:
  3. 00:00:221 (1,2,3,4) - Flows badly because the triple is to the left and the slider starts on the right. It's just a little harsh with the cursor movement. Something like that would improve the flow: http://puu.sh/rbbwO/44d94b97fa.jpg changed
  4. 00:05:406 (1,2) - Same here. The slider is pretty long so the cursor needs to follow the slider's body to get to the end without combo break. This makes it hard to reach the triple that comes next. The slider directs to the left again. Try to fix this a bit. Aim for a natural cursor movement. flow's direction here is consistent according to the previous triples (even undermapped)

    Spacing:
  5. 00:14:665 (4,5,1) - You broke your spacing here. It's really noticeable. Make the spacing consistent between them. I know you wanted to stack 00:13:924 (2,4) - but not only are they not stacked they also break your spacing so you should fix this. If you change the Stack Leniency it will be fixed. Try to aim for this kind of spacing like you did at 00:15:776 (1,2,3,1) - that's consistent. spacing seems reasonable to me as it's separating different music parts

    Hitsounds:
  6. 00:05:406 (1,2,3,4) - Here is a musical change at this point. This pattern should have some hitsounds to emphasise them. changed to drum (for hard as well)
  7. 00:10:776 (2,3,4,5,6,7,8,9) - Here also are no hitsounds. You should add some. Try to have a consistent hitsounding pattern through the whole difficulty. (00:12:072 (1,1,1,2,1,2,3) - This for example is pretty fitting) whistled

    Other issues:
  8. 00:04:294 (6) - Hits the interface. I recommend that you don't overlap objects with interface elements. i don't think player will experience any significant discomfort from a split second interface overlap

Overall
[]

  1. Needs more mods on Insane. Good luck :) No kudo since I've already got one on my last mod. But why :( both of them were useful and deserves kudo
Thanks
BounceBabe

Maelstrrom wrote:

BounceBabe wrote:

  1. Needs more mods on Insane. Good luck :) No kudo since I've already got one on my last mod. But why :( both of them were useful and deserves kudo
"Did you not already give the modder kudosu for a mod post on the same map recently, and if you did, has the map vitally changed between the two mod posts (adding a difficulty, remapping a difficulty)?" "Please be aware that beatmap nominators may revoke your kudosu if they deem that your post should not have been awarded kudosu!" Source: https://osu.ppy.sh/wiki/Kudosu

I've recently modded your map. This means that so shortly after this mod you're not supposed to/allowed to give another kudosu as it may be considered as kudo abuse for you map. Image if i had made 5 different posts with 1 difficulty modded on each post and you gave me a kudosu for every post that I made.

This is why :)
FCL


Оценивая из полезности твоего мода, напишу мод только на хайгест диффу

  • [insane]
  1. 00:00:221 (1,2,3) - придется открыть страшную правду, но все эти триплы должны быть снапнуты как 1/3 ритм. Прислушавшись ты можешь понять, что 2 и 3 звучат немного раньше битов в музыке, но если их снапнуть с 1/3, то они лежат идеально. Так что придется практически половину концепта мапы переделывать
  2. на самом деле это все, ибо как-то моддить это дальше смысла нет из-за неправильного ритма. Могу лишь дать несколько рекоммендаций на будущее
  3. 00:05:313 - этот бит мог бы быть кликабельным, звучит довольно сильно
  4. 00:08:369 (3,1) - по возможности в таких моментах лучше стакать концы слайдеров, будет выглядеть аккуратнее
  5. 00:09:479 (2,1) - избегать подобных оверлапов по причине, описанной выше
  6. 00:11:146 (4,5) - андермапать ради подобных джампов конечно допускается, но я бы так не делал, ибо выглядит довольно странно
  7. 00:14:665 (4,5,6) - подобное почти линейно флоу играется довольно неудобно, старайся в подобных моментах делать угол острее, например так http://puu.sh/rcdE1/8cf5774c7f.jpg , хотя даже сейчас не идеально, но выглядит приемлемо
  8. 00:16:517 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - подобный стрим конечно отлично подходит по смыслу, но я думаю его можно еще больше импрувнуть, сделав повороты более последовательными. Например как тут https://osu.ppy.sh/s/420765 в диффе слоунино
  9. 00:18:031 (1) - не рекомендую заканчивать слайдера на сильных битах, звучит и выглядит так себе. Конкретно тут два слайдера 1/2 зашли бы лучше
  10. 00:18:586 (2,1) - также лучше подобных оверлапов избегать, если они не имею смысл, конечно
  11. 00:20:993 (2,3,4) - так-же как и ранее, линейный спейсинг подобно этому очень неудобно играть, сделай угол больше между кругами. Ну или же сделать постоянный спейсинг между этими объектами
Topic Starter
Maelstrrom

FCL wrote:



Оценивая из полезности твоего мода, напишу мод только на хайгест диффу на инсейн как раз самый высокий приоритет, забыл сказать что он совсем недавно добавлен и на него пока немного модов

  • [insane]
  1. 00:00:221 (1,2,3) - придется открыть страшную правду, но все эти триплы должны быть снапнуты как 1/3 ритм. Прислушавшись ты можешь понять, что 2 и 3 звучат немного раньше битов в музыке, но если их снапнуть с 1/3, то они лежат идеально. Так что придется практически половину концепта мапы переделывать не пугай так, переделывать там совсем немного :P только эти триплы и только на этой диффе а вообще даже хз если честно, стоит ли их трогать ибо я после этого изменения так и не смог идеально отыграть вступление (пытался раз 20)
  2. на самом деле это все, ибо как-то моддить это дальше смысла нет лол из-за неправильного ритма. Могу лишь дать несколько рекоммендаций на будущее
  3. 00:05:313 - этот бит мог бы быть кликабельным, звучит довольно сильно добавил
  4. 00:08:369 (3,1) - по возможности в таких моментах лучше стакать концы слайдеров, будет выглядеть аккуратнее фиксед
  5. 00:09:479 (2,1) - избегать подобных оверлапов по причине, описанной выше полностью избежать оверлапа там тяжело, да и не заметно все равно
  6. 00:11:146 (4,5) - андермапать ради подобных джампов конечно допускается, но я бы так не делал, ибо выглядит довольно странно ты хотел сказать овермапать или я чего-то не понимаю ?
  7. 00:14:665 (4,5,6) - подобное почти линейно флоу играется довольно неудобно, старайся в подобных моментах делать угол острее, например так http://puu.sh/rcdE1/8cf5774c7f.jpg , хотя даже сейчас не идеально, но выглядит приемлемо принял к сведению
  8. 00:16:517 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - подобный стрим конечно отлично подходит по смыслу, но я думаю его можно еще больше импрувнуть, сделав повороты более последовательными. Например как тут https://osu.ppy.sh/s/420765 в диффе слоунино переделал немного
  9. 00:18:031 (1) - не рекомендую заканчивать слайдера на сильных битах, звучит и выглядит так себе. Конкретно тут два слайдера 1/2 зашли бы лучше мне этот реверс слайдер больше нравится
  10. 00:18:586 (2,1) - также лучше подобных оверлапов избегать, если они не имею смысл, конечно и какой смысл они должны иметь ?
  11. 00:20:993 (2,3,4) - так-же как и ранее, линейный спейсинг подобно этому очень неудобно играть, сделай угол больше между кругами. Ну или же сделать постоянный спейсинг между этими объектами ок
Спасибо
Nickelony
M4M here.

[Easy]

00:07:443 (2) - fix blanket here like this: https://puu.sh/rdwaV.png (for some reason you need to create a new slider since this one is a little buggy. Also remember to go with the approach circle)
00:09:109 (1) - maybe a slightly softer curve? (a straight line would be good here imo.)
00:15:035 (1) - ^ https://puu.sh/rdwDN.png
00:23:956 (1) - ^ https://puu.sh/rdwLV.png
00:26:919 (1) - ^
00:10:406 (2) - this slider doesn't look good at all but it's only my opinion.
00:16:332 (2) - ^
00:13:369 (2) - slider curve broken. Try to make a new slider like this: https://puu.sh/rdwuu.png

[Normal]

00:07:443 (1) - I prefer to remake this slider since it doesn't look that good. maybe something like this: https://puu.sh/rdxpd.png or this: https://puu.sh/rdxy6.png (cleaner shapes) If you want to make good looking rounder sliders, try to use a hitcircle like this: https://puu.sh/rdxEh.png
00:10:406 (1) - ^
00:13:369 (1) - ^
00:16:332 (1) - ^
00:22:845 (1,2,3) - try to make the curves slightly softer.

[Hard]

00:00:221 (1) - Maybe make just a simple curve? https://puu.sh/rdxSY.png
00:02:072 (2) - softer slider and maybe blanket? https://puu.sh/rdxZ5.png
00:03:183 (1) - broken slider again. Align to blanket please. https://puu.sh/rdy3t.png
00:18:956 (3) - ^ broken slider (I have no idea how you've done this *O*)
00:16:332 (1) - blanket to this? - 00:16:146 (4)
00:19:512 (1) - softer curve please.
00:22:845 (1,2,3) - ^
00:28:401 (1) - blanket to this - 00:28:956 (2)

[Insane]

00:00:591 (4) - broken slider
00:02:072 (4) - ^
00:03:553 (4) - ^
00:05:035 (4,1) - ^
00:19:512 (2) - softer curve please.
00:18:031 (1) - ^
00:23:956 (1) - ^
00:25:437 (2) - ^
00:26:919 (2) - ^
00:28:401 (2) - ^
00:11:702 (7,8,9) - maybe make it a straight line?

That's everything I could find.

Good luck :)
Topic Starter
Maelstrrom

Nickelony wrote:

M4M here.

[Easy]

00:07:443 (2) - fix blanket here like this: https://puu.sh/rdwaV.png (for some reason you need to create a new slider since this one is a little buggy. Also remember to go with the approach circle) ok
00:09:109 (1) - maybe a slightly softer curve? (a straight line would be good here imo.) no
00:15:035 (1) - ^ https://puu.sh/rdwDN.png ^
00:23:956 (1) - ^ https://puu.sh/rdwLV.png ^
00:26:919 (1) - ^ ^
00:10:406 (2) - this slider doesn't look good at all but it's only my opinion. made it straight
00:16:332 (2) - ^ no
00:13:369 (2) - slider curve broken. Try to make a new slider like this: https://puu.sh/rdwuu.png ok

[Normal]

00:07:443 (1) - I prefer to remake this slider since it doesn't look that good. maybe something like this: https://puu.sh/rdxpd.png or this: https://puu.sh/rdxy6.png (cleaner shapes) If you want to make good looking rounder sliders, try to use a hitcircle like this: https://puu.sh/rdxEh.png no
00:10:406 (1) - ^ ^
00:13:369 (1) - ^ ^
00:16:332 (1) - ^ ^
00:22:845 (1,2,3) - try to make the curves slightly softer. why

[Hard]

00:00:221 (1) - Maybe make just a simple curve? https://puu.sh/rdxSY.png ok
00:02:072 (2) - softer slider and maybe blanket? https://puu.sh/rdxZ5.png no
00:03:183 (1) - broken slider again. Align to blanket please. https://puu.sh/rdy3t.png fixed
00:18:956 (3) - ^ broken slider (I have no idea how you've done this *O*) fixed
00:16:332 (1) - blanket to this? - 00:16:146 (4) nothing to fix ?
00:19:512 (1) - softer curve please. ok
00:22:845 (1,2,3) - ^ no
00:28:401 (1) - blanket to this - 00:28:956 (2) no

[Insane]

00:00:591 (4) - broken slider wtf ? explain please why is it broken ?
00:02:072 (4) - ^ ^
00:03:553 (4) - ^ ^
00:05:035 (4,1) - ^ ^
00:19:512 (2) - softer curve please. no
00:18:031 (1) - ^ ^
00:23:956 (1) - ^ ^
00:25:437 (2) - ^ ^
00:26:919 (2) - ^ ^
00:28:401 (2) - ^ ^
00:11:702 (7,8,9) - maybe make it a straight line? no

That's everything I could find.

Good luck :)
" No" means not accepted since it was my personal preference.

Thanks! Will do M4M soon.
Shunao
Hi!

M4M

  • [Easy]
  1. Check AiMod
  2. 00:16:332 (2) - for a better rythm i have a suggestion you can try this

  • [Normal]
  1. 00:07:443 (1) - you can put notes to make a big slider try something like this
  2. 00:10:406 (1) - ^
  3. 00:11:702 - Add a circle
  4. 00:13:369 (1) - tha same as before for the long slider
  • [Hard]
  1. It's a nice diff!
This is a short map and it's a good mapping so that all
GOOD LUCK!
Topic Starter
Maelstrrom

ShogunMoon wrote:

Hi!

M4M

  • [Easy]
  1. Check AiMod forgot to apply some changes for all the diffs
  2. 00:16:332 (2) - for a better rythm i have a suggestion you can try this
    that would make a rythm only worse imo

  • [Normal]
  1. 00:07:443 (1) - you can put notes to make a big slider try something like this
    changed other way
  2. 00:10:406 (1) - ^ no
  3. 00:11:702 - Add a circle no significant difference between this note and other slider's parts
  4. 00:13:369 (1) - tha same as before for the long slider changed other way
  • [Hard]
  1. It's a nice diff!
This is a short map and it's a good mapping so that all
GOOD LUCK!
Thanks!
Will do short mod back today or tomorrow
CookieBite
Hi there, from my queue

[General]
  1. The first BPM offset is too early, try 237 maybe?

[Easy]
  1. 00:06:146 (1) - change the hitsound to finish?
  2. 00:07:443 (2) - end at 00:08:739 -
  3. 00:07:628 (2,1) - blanket improve
  4. 00:10:406 (2) - move the red nod more centre to the slider tick
  5. 00:13:369 (2) - same thing
  6. 00:16:358 (2) - fix this slider, looks weird
  7. 00:26:919 (1,2,1,2) - i suggest do this pattern (although putting notes on the red line is not recommend)

[Normal]
  1. check ai-mod (distance snap)
  2. 00:06:146 (1,2,3) - change the hitsound to finish
  3. 00:12:072 (1,2,3) - same change hitsound
  4. 00:13:924 (5,6) - do this?
  5. 00:18:024 (1,2,1,2,1,2) - , 00:23:956 (1,2,1,2,1,2,1,2) - do this?

[Hard]
  1. wow the AR is too fast, maybe try 7.5?
  2. 00:10:776 (2,6,7) - overlap
  3. 00:16:913 (3,1) - ^
  4. 00:22:845 (1,2,3) - I cannot hear any actual sound though the music (the arrow)

[Insane]
  1. 00:13:924 (2,4) - overlap
  2. 00:17:191 (8) - NC?
  3. 00:18:586 (2,1) - overlap
  4. 00:20:068 (3,1) - ^
  5. 00:22:845 (1,2,3,4,5,6) - man the jump is too far, scale them
  6. 00:22:845 (1,6) - and lol what is the problem here just stack them

gl with your map!
and please mod my map within 7 days
show more
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