OK, so let's shoot a STAR for luckW h i t e wrote:
No, G.G will make Normal diff. SorryReFaller wrote:
Hay, there is a free slot for Normal? XD
OK, so let's shoot a STAR for luckW h i t e wrote:
No, G.G will make Normal diff. SorryReFaller wrote:
Hay, there is a free slot for Normal? XD
모딩 감사합니다 ^^HabiHolic wrote:
your request!
[Over Cash]
00:41:822 (3,4) - 제 입장에서 보기에는 간격이 다른곳 비해 넓다고 생각합니다. 간격을 그대로 유지하고싶으시면 최소 플로우라도 개선해주세요. 00:42:217 (4) - 이 슬라이더를 내리면 되겠네요 네
01:33:072 (4) - 같은 리듬을 가진 00:25:507 (1) - 요 파트에서는 저 부분과 동일한 곳에 노트가 존재하지 않았는데 지금 존재해야하는 타당한 이유를 찾을수가 없네요. 저는 삭제를 추천드립니다. 전 너무 잘들리는데...
01:48:665 (1,2,3,4,5) - 모양 떄문인지는 모르겠지만 모양에 있어서는 효과적이지만 패턴면으로 생각했을때는 역시 점프가 넓어요.. 2,4,5번의 노트를 중앙에 배치하셔서 점프간격을 줄여주시는게 어떨까요? ㅇㅋ
[Extra]
00:32:743 (3) - 아주 간단한 요소이긴 합니다만. 상당히 nazi 입니다.. 00:33:007 (4) - 얘량 모양 동일시시켜서 모양 알맞게 맞춰주시는게 어떨까요? 120도로 돌린겁니다. 딱히 같게 할 필요는 없어보여요.
[Insane]
00:26:296 (3) - Ctrl+G 하시는게 흐름도 좋고 플레이도 알맞습니다. 아무래도 간격이 좁아서 플레이가 약간 불편한 요소이기도 하거든요.. g보다는 간격을 좀 넓혔습니다.
01:20:243 (1) - 별거 아닌데 모양 약간 다듬어주시는게 보기에 편할거같아요 네
01:33:664 (3) - 동일의견입니다. 이부분 패턴 복사하신거같은데.. ^
[G.G's Light Insane]
00:12:349 (6) - 반복슬라를 사용하셨는데 전 개인적으로 00:12:480 - 여기 음 자체가 안들리는것 같아서요 1/2 슬라이더로 만드시는 편이 좋을것 같아요 네
00:26:296 (4) - 점프간격 좀 넓은데 조금만 줄여주세요. 네
[Hard]
00:13:665 (2) - 스택 잘 안되어있는거같은데 스택해주세요 네
01:18:401 (2) - 약간 박자가 다른데 앞부분 리듬이랑 동일하게 설정해주시는건 어떨까요? 저것만 딸랑있어서 통일성이 떨어지는 부분이었습니다. 버그 ㅠㅠ
[G.G's Normal]
00:41:822 (4) - 이지나 노멀은 아무래도 보컬위주의 패턴을 짜야된다고 생각되므로 00:40:770 (2) - 이것과 동일한 리듬으로 바꿔주시는걸 추천드려요. 이 정도는 괜찮다고 생각합니다.
[Easy]
fine.
Good Luck!
Namki wrote:
Hello. Hope it helps.
Easy
01:37:086 (1,2) - those two sliders with the same form look not good aesthetically imo . I'd suggest you just ctrl+J this one 01:37:086 (1) - instead of the copy. great!
Normal
00:56:033 (2,3,1) - I totally dislike this flow, it feels unnatural. ok
Maybe do it this way.
Hard
00:20:770 (2) - nazi thing, but why not just copy of 00:20:243 (1) - . I want to parallel with after slider.
01:15:507 (1) - maybe NC this one for the sake of emphasis. I want to match the combo color :/
Light Insane
00:05:638 (3) - as I can hear quite strong here 00:05:638 - and here 00:05:770 - as well, I suggest do the same pattern as here 00:03:007 (3,4) - .
ok
00:19:849 (4,5) - why did you decide to do this pattern instead of this one 00:11:428 (3,4) - . 00:11:428 (3,4) - it's pretty good, maybe do this instead?
Otherwise consistency is bad ;w; imo ok
01:11:822 (1,2) - I honestly do not like this overlap, it looks awful, I'd like you to avoid itI think it is his mapping style.
01:47:086 (5,1) - ^^^ ^
Insane
00:33:007 (6) - quite strong, make two circles instead. I don't think so. In this part, higher diffs are sliders.
01:40:375 (6) - ye, same here. ^
Else looks perfect :3
good luck~
Fanteer wrote:
Hi
M4M
Easy
On Easy diff can not be changed SV
00:17:086 (1) - Why make such a Slider,there is no bit to do it I improve this slider
00:38:138 (1) - it Easy diff, everything should be simple I don't think so.
00:06:559 (2,1,2,1) - You can not break the spacings on easy diff ?
G.G's Normal
00:36:033 (1,1) - fix blanket. Put slider on x224 y144 No, It doesn't matter. Pls don't nazi mod.
Over Cash
00:26:691 (2,1) - WHAAAAT ??? fix pls Why?
00:50:507 (2) - slider pls I think you need more expreesion.
00:58:138 (1) - sound goes to Red tick No...
All that is found.
Good Luck
Rizevim wrote:
i love the song*-*
the storyboard was cool *-*G.G's Normal00:08:138 - add slider here / add circle at 00:08:401
00:10:507 - you can add notes here
00:24:717 - add slider here / add circle here & 00:24:980
01:17:875 - you can add notes here
01:26:296 - you can add notes here
01:31:822 (3) - change it to slider , like this
01:38:928 - add notes here
01:47:349 - add notes here
모딩 감사합니다.Beomsan wrote:
asmyrequest #2
[G.G's Light Insane][Insane]
- 00:35:507 (3) - 이거는 시원하게 뻗어서 굉장히 보기 좋았는데 00:31:296 (5) - 요것은 제가 생각하는 글로리아 가드님의 매핑에 의하면 모양 수정의 여지가 있지 않나 생각됐습니다. @가드님 : 네, 알겠습니다
역시 굉장히 잘 만드시네요.[Extra]
- 00:42:217 (4) - 정말 약간의 자리 이동을 추천드려요. x358 y76 정도인데 꼭 이 좌표를 말씀드리는게 아니고 00:41:296 (1,2,3,4) - 이 슬라이더들의 헤드가 보다 완벽한 사각형이 되도록 배치하시면 깔끔함이 2배가 될거라고 생각합니다. 이 상태로 놔두는게 더 깔끔해보인다고 생각합니다.
- 01:04:980 (1) - 저는 처음에 여기 1.5x sv 안쓰신 줄 알았습니다. 슬라이더 모양때문에 속도감이 저하된게 아닌가 했어요. 수정완료
소름[Over Cash]
- 01:07:546 - 노트 추가를 강력하게 추천드립니다. 음이 너무 명백한거도 있지만 음이 약했더라도 저는 노트를 추천드렸을 것 같습니다. 뭔가 플레이어로서의 감 같은거라 논리적 설명을 첨부하지는 못하겠네요. 어떠한 난이도도 어떠한 곳에도 이곳에 노트는 없습니다. 넣어도 어색하고요...
- 01:07:612 (1) - 이거 1.5x 배속 써보세요. 이건 정말 적어도 1.00x보다는 빨라져야한다고 봅니다. 이런 배속 조절 자체가 feel에 맡기는 부분이 많아서 이 것 또한 논리적 설명은 죄송합니다.. 이 부분 또한 다른 파트엔 변속주는 효과가 없습니다.
- 01:37:086 (1,2,3,4,1,2,3,4) - 그냥 막연하게 말씀드리고 싶었던건데 제가 이 맵에서 본 어느 점프보다 이게 더 어려워보였습니다. 그 만큼 이렇게 길게 쭉 이어지는 단타패턴이 굉장히 껄끄러울 수 있다는게 제가 하고싶은 말. 근데 이건 고치라는거도 아니고 왜 적는지 모르겠다.(?) 수정완료
- 01:39:980 (2) - 정말 개인적인 제안입니다. 01:39:191 (1,2,1,2,3,4,1,2) - 이 한 세트 안에서 01:39:980 (2) - 이 음이 정점을 찍고 01:40:112 (3) - 많이 낮아졌다가 01:40:375 (4,1,2) - 다시 올라갑니다. 이렇게 정리해놓고 생각하니까 01:39:980 (2) - 이 노트의 강조가 굉장히 아쉽게 느껴졌어요. 이걸 그냥 쉽게 말하면 디스턴스가 좁아보인다는 말입니다. 그리고 01:39:980 (2) - 이 노트의 디스턴스가 지금보다 넓어지고 01:40:112 (3) - prev 디스턴스를 유지하며 수정한다면 저음의 삘도 더욱 충만해 질 거라고 생각했어요. 굉장히 좋은 제한입니다 ㅠ 하지만 이 부분을 수정하면 대부분의 패턴들이 붕괴되기 때문에 냅두겠습니다. 좋은 설명이셨는데 죄송 ㅠ
ㅁ오ㅛㅁㅇ효ㅕㅁㅇㅁ효ㅕㅇㅎ묘ㅕㅁㅎ요ㅕㅎ묘ㅕㅇ효ㅕㅁ요혀눈 정화 제대로 하고갑니다. 오늘 잠자리가 편하겠네요.
- 00:58:138 (1) - wow
제가 이 맵 보고 화이트님을 진지하게 닮고싶다고 생각했습니다.
모딩할게 하나도 없네요. (저거 모딩 아님)
edit: 집 가기전에 별 쏘고 갑니다.
아놔 ㅡㅡ 모딩 감사합니다!HelloSCV wrote:
[Over Cash]아 귀찮아서 하나만 함 ㅅㄱ
- 00:07:612 (2) - 노말 샘플셋쓰시고 에디션만 소프트로 해두시면 더 깔끔해지는거 같아요 클랩쓰니 좀 어색한거 같고 샘플셋바꾸는게 젤 무난할거같아여 넵
- 00:26:954 (2,1) - 이건 어디까지나 제 기준이에여, 2번 노트를 오른쪽 상단 쪽으로 옮기시면 더 플레이가 재밌을거같아요, 바로 뒤에 슬라이더는 앞뒤만 바꿔주시면 다음 배치하고도 그럭저럭 알맞고 괜찮아보여요 그냥 리매핑 해버림
- 01:07:612 (1) - 동선 반대로 하시는건 어떨까여 좀 더 부드러워지는거 같은데 굿
- 01:39:717 (1) - 리듬 http://puu.sh/qEiBB/793711f8fc.jpg 이렇게 하시는게 더 음악하고 맞는거같아여, 네 배치요? 저도몰라요^^
ㄴㄴ 안맞는거 같음요~ 00:32:349 (1,2,3,4) - 이 파트도 같은 부분이라... 그리고 다른 난이도 다 고치려면 힘듦 ㅠ
아맞다 그리고 슬라이더 슬라이드로 힛사쓰는건 언랭아니에요? 옛날에 막 힛사파일 전체길이를 못담는다니 뭐라니 말많았는데
그런가용... 님 맵에는 상당히 많은걸로 알아요 ㅋㅋ
HelloSCV wrote:
아니 저 랭맵에 그런건 없거든여????????? 언랭맵에만 많음ㅋ
W h i t e wrote:
Super Ultra Elite of Elite Gorgeous God Legend HelloSCV
W h i t e wrote:
Super Ultra Elite of Elite Gorgeous God Legend HelloSCV
thanks~HighTec wrote:
i noticed a few things while playing over cash diff, no kd unless somthin helpd
00:02:086 (3) - rly hard to hit on your first run, when the song is this silent u dont expect sv changes rly red combo can expect this style, also slider tick, too.
00:09:454 (3) - i feel like notes like these deserve a NC, there is a p big change in the songg (i know its done consistent but then u can also change it consistently :^) ) No... If i do, i changed all kinds of the new combo stuff.
00:28:533 (2,1) - the spacing here felt way too low while playing. having such a spacing reduction feels weird after having jumps like 00:28:401 (1,2) - yaya
ok
01:03:007 (3,4) - should have more spacing than 01:03:138 (4,5) - imo due to the pitch of the main soundd ok
yes the jumps play so sweet i lovvv em
cant wait to see this bubbled~
No reply means Fixed. almost fixed!Lasse wrote:
from m4m
tickrate4 seems a bit much at most spots, not sure if it's actually needed for hitsounding at any spot. if not, str 2 would be fine I changed to tick rate 2!
[hitsounding]
(based on highest diff)
00:01:296 - if anything, hitsounded sliderticks should be lower volume, this gives more feedback than head/tail right now
probably happens a few more times
[over cash]
00:01:033 (2) - weird stack intentional? all others are autostacked
00:07:349 (1,2) - why not something like vhttp://i.imgur.com/hhQ5FTQ.jpg ? really feels like 00:07:349 (1) - should have a bit more emphasis cause music is building up slightly
00:12:217 (2) - such a weak sound, but it gets a huge jump and then drum 00:12:349 (3) - gets barely any spacing? how about stacking this on 00:12:875 (1) - head or something? // similar for 01:19:586 (2,3) - and 01:49:059 (2,3) - I want to keep these patterns. I think it doen't need more spacing ;w;...
00:25:507 (1) - mapping a repeat feel so weird here since white/blue tick are way more important. 1/4 slider would be nicer
00:32:612 (2) - really don't get why you sometimes drop spacing so much on such strong beats?
01:01:165 (2) - barely audible sound but the jump is quite big. doesnt really fit
01:01:954 (2,1,2) - really strong spacing increase with such obtuse angles is really hard to snap to properly. could try something like http://i.imgur.com/lZ9ockT.jpg (might need to adjust 01:02:349 (1) - a bit then)
01:15:507 (1,2) - drums are so similar here, so 2x repeat, 2x 1/4 slider or 4 circles all seem better than this
01:31:296 (3,4) - seems kinda huge for the intensity of the song here
00:24:980 (1,2,3,4) - 01:32:349 (1,2,1,2) - no idea why the idea behind both pattern (except rhythm) is completely different, when the song does the same thing It is starting of jumping parts, imo. these kiai parts have a lot of jump patterns before the 1st kiai. so added like this.
01:46:559 (1) - why does this suddenly drop spacing so much when song is very consistent?
01:47:612 (1,2,3,4,1,2,3,4) - this doesn't really fit the overall spacing/movement you used in this part
[extra]
00:07:349 (1) - similar to highest diff, something like http://i.imgur.com/UMkUPhd.jpg works better with emphasis here I think
00:12:217 (2) - stack feels even more unfitting than low spacing on highest // 01:22:743 (2,3) - also doesn't really fit with how you use stacks in other cases
quite similar spacing concerns overall as highest diff, lots of thing apply here too I think stack makes good flows, i don't wanna change these.
00:29:717 (1) - shouldn't this be stacked like you did on 01:37:086 (1) - and other similar spots?
00:33:138 (5) - part of the main melody but suddenly like no spacing at all?
I can understand some pattern>spacing things, but often it ends up feeling really unfitting and doesn't play that well..
01:03:928 (2,3,4,5) - sounds are so similar, but 5 suddenly has such huge spacing. seems kinda random when you could at least do http://i.imgur.com/SmjtRWo.jpg I think huge spacing like the highest diff seems much better
01:38:138 (1) - ctrlg on this makes angles overall way nicer
01:41:691 (4) - you had jumps on this sound all the time, so why a stack here? it doen't need to be consistant. stacks are kind of patterns those hit more comfortable.
[another]
some of the emphasis things from highest diff apply here again in this case, i don't wanna change.
00:12:217 (2,3) - think something like http://i.imgur.com/62FFtZu.jpg would play nice and fit a bit better emphasis wise
00:17:875 (2,3) - 00:18:270 (4,5) - are like the same thing musically, but once normally spaced and once stacked?
00:34:717 (3,4) - more random feeling stacks // 00:36:822 (3,4) - I just don't think suddenly forcing stop when the music is so consistent and your movement is so jumpy fits or plays well... same with above opinions
00:58:138 - ending this 1/8 earlier and putting something here would fit much better as the sound is so different
01:26:822 (1,2) - pls no http://i.imgur.com/hpnQPSk.jpg -- autostack on 01:27:087 (2,4,1) - kills your pattern
Yes, this diff has a lot of stacks, so i changed a little bit doesn't have stacks.
[gg hyper]
00:13:665 (2,3,4) - idk what your rhythm is supposed to follow, but doing http://i.imgur.com/XBuMXs7.jpg like you did on 00:11:033 (1,2,3,4) - makes more sense to me
00:22:086 - similar here, http://i.imgur.com/qv4aq2O.jpg would fit the melody much better
00:27:086 (5) - making this shorter so you can make 00:27:612 - would be great as it starts a new phrase. and all the other times this happens, downbeat is clickable
01:03:928 (2) - similar rhythm thing, http://i.imgur.com/eDmGtbO.jpg seems better. or maybe what you did on 01:08:138 (2,3,4) -
01:49:717 - making this clickable would be great with how important the beat is
[adv]
patterns like 00:01:033 (2,3,4) - and 00:02:612 (2,3,4) - seems way nicer to read with some more spacing
00:14:059 (4) - ctrlg would make it way easier to follow/play and still fit fine // 00:31:033 (2) -
01:21:033 (2) - something is wrong with this stack, circle becomes really hard to see ingame http://i.imgur.com/cHlACRa.jpg
01:49:717 - no click?
[gg standard]
fine
[beginner]
gap to standard feels quite big at some spots like 01:03:401 (1) - , but since the diff isn't really needed for the spread it might be okay that way
fine besides that
All fixed it! expect ARLen wrote:
adv
00:19:717 (3) - add rev 1 and note here 00:20:112 -
01:27:086 (3) - same as abov
hypr
00:15:770 (3) - ctrl g
00:28:401 (5) - distance is too big. its hyer not other highest
01:12:875 (1) - ctrl g
anthr
00:09:849 (5) - 309 122
00:20:638 (2) - 114 123
01:16:033 (1) - bok buk out zz
01:44:059 (2,3) - ctrl g and stack 34
ex
ar9.4
ovr
ar9.7
01:32:963 (2,3) - 1/8 01:33:007 - and 01:33:072 -
01:41:296 (1,2,1,2,1,2,1,2,1,2) - make easier or make pattern like this 01:47:612 (1,2,3,4,1,2,3,4) -
01:42:612 (1,2) - suddenly changed distance it makes hard imo
01:43:401 (1,2,1,2,1,2,1,2,1,2) - ^
01:44:717 (1,2) -
poke me freely
grats!Sonnyc wrote:
Nominated.
handsome wrote:
grats!
do u even tostitos?Flask wrote:
Doritos
ur 87k rank. and have the audacity to talk about reading problems on a 7 star map that arent even problems lolBounceBabe wrote:
SV changes need better indication on the harder difficulties, namely 00:02:086 (3) -, 00:03:401 (3) - etc on Over Cash, 01:02:349 (1,2) - 01:04:980 (1,2) - 01:10:770 (1,2) - etc on Extra since they are hard to read and also are bigger SV changes.
Yet, they are a mapper and they have a right to voice their opinion. This probably should be checked as well.Momoka wrote:
ur 87k rank. and have the audacity to talk about reading problems on a 7 star map that arent even problems lolBounceBabe wrote:
SV changes need better indication on the harder difficulties, namely 00:02:086 (3) -, 00:03:401 (3) - etc on Over Cash, 01:02:349 (1,2) - 01:04:980 (1,2) - 01:10:770 (1,2) - etc on Extra since they are hard to read and also are bigger SV changes.
not surprised.
I never said they don't have the right to voice their opinion. Please don't change my words.Bakari wrote:
Yet, they are a mapper and they have a right to voice their opinion. This probably should be checked as well.
Bakari wrote:
Also, it seems somewhat alarming to me that during the ranking process we didn't hear much from high-rank players who would be capable of playing a 7* map.
And that's why I don't mod anything above Insane. Not my diffs that I play nor my mapping policy. Sadly, a lot of mappers can't even play their own maps nor are there many mapper that mod Extras in detail. It's just a bunch of end-game mapping for end-game players - a scene that justifies rejected mods with the "freedom" they have when mapping Extras. Most surprisingly, many map for quantity and not quality. Oh well, live and let live.Bakari wrote:
but I know nothing about difficulties this hard
Because I don't like to play nowadays crap mapping. 'Tis all. Still enjoying to map, mod, SB - the creative side of osu. Never was a player either way so don't say that I haven't played for X-years, cus in fact, I never tried toMomoka wrote:
I don't think an 87k rank player can even play a regular typical insane diff properly, especially this guy. He hasn't played since 4~5 years ago, and still can't fc any 100+ pp.
So, how does he know what's readable and not?
본격 멘티가 멘토를 멘토링.jpgbbj0920 wrote:
이게 랭크로 넘어가기 전에 몇 가지 집고 싶습니다.
over cash
00:08:665 (2) - 굉장히 1/4 점프가 많고 활기찬 맵에서 본격적으로 곡으로 들어가는 파트인데 그 도입부가 이렇게 루즈할 수가 없습니다. https://osu.ppy.sh/ss/6305089 (이 사진을 꼭 따르라는 건 아니에요) 제가 제안해드리고 싶은 패턴은 대략 이렇습니다. 겟 '다운!' 하는 거를 변속으로 강조하고 1/2 갭이 있으면 솔직히 어색한 느낌이 개인적으로는 지워지지가 않아서 넣었습니다. 00:12:875 (1,2) - 같은 부분도 포함입니다.
이런게 한 두개가 아니고 그렇게 루즈하다고 생각하진 않습니다. 의견 감사하지만 고치진 않겠습니다.
00:38:138 (1,2,1,2,1,2,1,2) - 곡 분위기 상 디스턴스가 점점 주는 편이 낫지 않을까 합니다 저도 그렇게 생각합니다만 패턴의 다양성을 위해서라도 이 패턴은 버리고 싶지는 않습니다.
01:08:401 (1) - 01:08:138 (2) - 랑 가까이 두는 게 좋을 것 같아요.. 이건 좋은 거 같아요! 감사합니다 ㅋㅋ
01:15:507 (1,2) - 음악을 들었을 때 back-and-forth? 넣기 딱 좋아 보이는 부분입니다 쉬는 부분... 마치 하이스코어 처럼 ㅋㅋ...
00:42:217 (4) - 01:49:586 (4,1) - 일관적으로 부탁드려요 쉬운 부분 어려운 부분 구분한 것입니다. 일관성을 지킬 필요는 없다고 생각합니다.
If I understood exactly about what you said, It doesn't matter I guess.Ranking Criteria wrote:
A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username. Mapsets may also use a complete set of custom difficulty names that clearly indicate their level of difficulty to the player. Marathon maps with a single difficulty may use free naming.
Good catch. Anyway, congrats to Fort for your qualified beatmap...Kyubey wrote:
00:49:000 - shouldn't the time in storyboard become 00:49 here?
Thank you for your opinion :d...Kyubey wrote:
00:49:000 - shouldn't the time in storyboard become 00:49 here?