Damn good map. Really liked the triples and hard reading parts, makes map more exclusive comparing to mass. Great work!
Thanks for the mod!Kibbleru wrote:
extra
00:40:585 (5) - nc? why not?
00:44:408 (1) - why not stack it on 00:44:555 (2) - ? better to read I have a prejudice against stacking lol
( seriously though, I had a bunch of playtesters and this was not one of the places they lost combo )
01:10:438 - why skip this? i was going to emphasize the triple drum ta-ta-ta, but there is a faint drum too
01:18:673 (3,1) - you can try a triplet here if u'd like I see that it's there, but the fact that it took me a lot of effort to recognize it even after you pointed it out to me makes me think its better of as is
01:36:320 (6) - how bout stack it on 01:36:614 (1) - to make an antijump if you want to emphasize that pause, that could work I'll think about it, but right now stacking it will make the 01:36:173 (5,6) less "big", which is something I tried to emphasize
normal
00:02:644 (4,5) - gotta curve the slider more for a blanket q: tru
00:59:996 (1,2,3) - dont do these spacing traps in normal space it normally
01:04:702 (1,2,3) - ^
01:35:879 (19) - i guess u havent added combos to this part yet?
I was in a rush last night and quit before getting the pattern right, let alone the combo colors
easy
00:10:585 (1,1) - not enough time after the spinner, you should have at least 1 measure
01:30:585 (1,2,1) - use consistent spacing?
why does ur spacing change here? 01:32:938 -
LOL I done fuckd up when I was mapping
Thanks for the mod! It would be nice if you could take a look at the diffs; they're the things that will need work!Lumael wrote:
Hello! As I choosed your request as an extra (I was only going to choose 2 to mod, but your map called my attention) I'll only help you with General and Metadata Stuff, but I can mod the diffs later if you want
[General]Shit.... I was going to have ringating fix my mp3 and BG, but it's like he's been dead from community lately
- Your background is bigger than 1366x768, it should be 1366x768 if you aim to rank this
- MP3 quality exceeds 192kbps, I reencoded your mp3 to 192kbps (rankeable quality), here it is: http://puu.sh/jTnwb/cd6810f510.mp3
- Untick Countdown, Widescreen Support and Letterbox during breaks on Song Setup > Design
Also, fixed all that quality of life stuff in the design
[Metadata]
- Artist: Riot (since it was their composers that did the song)
idk about this; the official mp3 off of their official promo page has League of Legends has the artist- Title: Bit Rush
- Source: League of Legends
LoL I'm gonna change this- Tags: Remove "~~~~~~~[]=¤ԅ( ◔益◔ )ᕗ" "Riot"
I'm getting rid of the troll tag, but keeping Riot until I'm sure that the metadata is incorrect.
Thanks for the mod =w=[ Rizen ] wrote:
hey o/ from queue
[General]oshit this is actually WiP but I submitted as pending
- The difficulty gap between Normal to Hard and Hard to Extra could pose a problem. You may want to get GD's or map an Advanced and Insane to address this issue (however, that would require effort)
[Easy](omfg, my browser crashed and deleted this mod not once, but twice.)
- 00:01:761 (2) - Maybe move the middle red anchor to the middle of the slider. This is to emphasize the beat at 00:02:349 . I know that at the moment, you are blanketing 00:01:173 (1) - with the slider but I think moving the bump so it's emphasising the beat would be best. If you apply this, remember to move the surrounding circles/sliders around to account for the distance spacing change It's hard to emphasize a beat with the bend of a slider, but w/e, CHANGED
- 00:10:585 (4) - NC this to follow the "One NC every two measures" rule fixed
- 00:38:820 (5) - ^ fixed
- 01:15:291 (2) - move the red anchor so it's over the top of the tick in the slider. Then move the entire slider to x:371 y:67. This is to improve flow I moved the red anchor, it does look better. However, I didn't move the slider because the original intention of this slider was to make a straight line from the previous slider tail to the straight portion of this slider.
- If applying the above mod, move 01:16:467 #1# - to x:454 y:10 to fix the blanket. Remember to move the circles after that to fix distance spacing ^^
- 01:37:644 (5) - NC fixed
- 01:35:879 (2,3,4,5) - Maybe try placement like this?. That'll fix the awkward flow at 01:35:879 (2,3) - (just a suggestion) I leik mah edgy flow >:C
- 01:47:055 (1,1,1,1,1,1,1,1,1,1) - uh... I get what you are trying to do, but I'm not sure if it's appropriate in the Easy Difficulty. May need to get an expert on this Sure, I'll consider another opinion for this
- 02:10:585 (1,2,3) - maybe something like [url=http://puu.sh/jV4sw/570ab91171.jpg]this?[url] (suggestion) If you do apply this, consider blanketing 02:12:938 (1) - with 02:11:761 (3) - and moving 02:13:820 (2) - somewhere else more appropriate I'll consider this, but for now, I'll keep it edgy =w=
- 02:15:291 (1,2,3,4,1,2,3,4,1,2,3,4) - If you move this entire pattern by x:5 y:-17 (relative movement), then you can get symmetry with 02:22:349 (1) - (remember to move 02:22:349 (1) - so the distance spacing fits)
I see your point, so I rotated it instead of moving it because I wanted to keep some things constant.
[Normal][Hard]
- 01:37:644 (7) - You've forgotten to NC this fixed
- 01:55:585 (4) - move this to x:234 y:279 to get it aligned with 01:54:114 (1,2) - ? fixed
- 01:58:820 (1) - maybe curve this the other way to improve flow edgeeeeeee (maybe I'll fix considering other mods)
In summary, your rhythm is very nice. The mapping style also fits the song type. However, I think it may be a little bit clustered (i.e. forced flow movement) eg. in the normal, 02:08:232 (1,2) - slider 1 points away from slider 2; the flow is in the wrong direction.
- 00:31:761 (1,2,1,2) - spacing is a bit weird. maybe keep it consistent? (applies to upcoming series of sliders as well) I did it on purpose, but I'll get more playtesters to check this out
- 00:39:996 (2) - not too sure about this. Covering the slider head with a slider is uh... a bit messy. Might need to ask an expert yup, I'lll wait more mods for this
- 01:37:644 (4) - NC this? fixed
- 02:07:202 (2) - move to x:254 y:243 for neatness
- 02:07:644 (1) - move to x:456 y:209 for neatness thanks for the nazi fixes! I'm honestly too tired to get them down right xD
EDGEEEEEEEE
I would of never thought you were a first time mapper with a mapset like this
A lot of my maps are submitted because they're shit xD
I had some IRL friends give me IRL mods before getting this stuff down cause mapping is so hard ;-;
Good Luck!
star4u
Thanks for your mod! =w=)bSynpoo wrote:
hey, m4mNormal
- 01:05:879 - Recommend not skipping this beat fixed, I agree it sounds better
- 01:11:761 (1) - ctrl+J for better flow into 2 fixed in my own way
- 01:22:202 (2,3,4) - A little nazi but 1.15-1.16 DS is a bit too far from 1.1, fix this ooops drunk mapping is drunk
Hard
- 00:07:055 - Missed a pretty important beat this was on purpose to map the synth rhythm
- 00:57:938 - 1/1 slider? sure, 1/1 repeating added
- 01:34:261 (2,1) - Not that nice of an overlap, just move 4 and 1 to the right more xD RIP ds
- 01:37:644 (1) - This needs more spacing, or reduce the spacing of 01:37:055 (2,3) - fixed my own way
- 01:56:467 (1,2,3,1,2,3) - The jump from 2 to 3 is pretty large, you could stack 3 on the tail of 4 instead fixed my own way
- 02:07:055 (1,2,3,4) - This pattern is hard as shit for this sr, tone this down by a lot. It's literally one of your extra patterns in this hard diff xD to be honest, I think I was just thinking of ways to buff the diff. Its constant ds now
Rush
- 00:25:144 (4,3,3) - All of these should be starting on the white tick that they currently end on this was intended, because making it like the other is to boring hehe
- 00:56:246 - Could use a note I agree, so remapped
- 00:59:702 (4,5,6,7) - I highly disagree with this stream, it doesn't fit with the clear 1/2 rhythm of...everything here xd
holy shit this is so drunk. Legit whenever I testplay I think "where is this in the music? I thought it was there when I mapped it...
Pretty nice map, gl~
Thanks so much for the mod! I will edit later when I have a chance to mod my map!Sirade wrote:
from my mod queue
Express modding
Hard
00:06:320 (2) - How about move to X 206 / Y 131 to form a perfect triangle? fixed
00:27:644 (3) - How about move to X 181 / Y 71 to form a perfect triangle? fixed
00:32:349 (2) - You could turn this into blanket sliders. Either way works i guess. blanketed.
Well, nothing to mod much, your map is well polished.
Good luck on getting ranked.
Also, looks like you have a potential to be a one of the best mappers, from my perspective. I've had lots of help from some close friends for this map, so it would be a lie to say its my natural talent =w=
Thanks for the mod!UndeadCapulet wrote:
General
You cannot silence both the sliderslide and the slidertick of a slider; one of them needs to be audible for the map to be rankable. Remove soft-slidertick.wav and soft-slidertick2.wav or replace them with audible custom samples. Will fix!
You can remove "electronic" from the tags, since that will be set by staff as the music genre if this map gets ranked. Fixed
I'd recommend moving the preview point to 00:12:864 , the blue tick before the current preview point. The game add a bit of fade-in when scrolling through song select, so the downbeat is basically silenced when you put the preview point directly on it. Fixed
---Rush
imo there's no point in having a custom difficulty name if it's just the song title ww ==> Extra
00:43:820 (5,1) - Swap NC here since 5 is the better place in the music to be NC'ing. Ideally you'd just put it at 00:43:526 (4) - , since it's the downbeat, but that'd clash with your object placements so I think 00:43:820 (5) - is fine. Sure
00:44:555 (2) - Add NC for consistency with 00:46:908 (1) - , 00:49:261 (1) - , etc. Sure
00:56:173 (4,5,6,7,1) - I think 4 should be the NC instead of 1 since these are all connected together musically (and patternwise). I also think you should move the stream down some, perhaps so 1 is located at y=270, lining up with 00:56:614 (2) - . The current 00:56:467 (1,2) - angle is strange, the motion looks like it should be a snappy motion, but the angle is so small out of the stream that it plays more as a curve, which seems really clunky to me. I'll wait for other opinions, because some ppl tell me to make NC on the white ticks even tho pattern. Figuring out a new flow too atm
01:03:526 (1,1) - Creating a curved motion out of this doubled repeat isn't the best idea, the doubled repeat is very hard to predict from musical cues, so people will just curve out of the initial repeat, letting go of the slider early and sliderbreaking. Try stacking 01:04:114 (1) - onto 01:02:791 (2) - 's head, so the player just makes a straight line out of the repeated slider, there's a better chance they'll hold onto the slider fully. changed my own way for better flow
01:18:526 (2) - Move this so that it fits into the 01:15:585 (2,2,2,2,2) - pattern, breaking the repetition off at the 01:18:673 (3) - jump would be a better solution. I'll think about how to solve this
02:25:732 (5,6) - I'd switch these so the triplet is moving upwards into the sliderhead, right now the 02:25:732 (5,6,1) - angle is small and clunky, by having the sliderbody create a direction change, it'll give off a better finishing effect. cool
---Insane
In general, your rhythm choices come off as rather arbitrary throughout the map. In places like 00:25:144 (2,3,1,2,3,4) - , every slider is starting on a weaker beat of the music (no drum hits, no real instrumental sounds being emphasized by the sliderhead). The head of the slider is what the player is clicking down on, so it's generally best to make that the stronger beat of the slider, with the tail being the weaker beat. (This advice also applies to Rush diff btw, but I didn't bring it up because it seemed more intentional there. But in this diff, a lot of rhythms don't seem to have any clear purpose).
00:43:820 (5) - Again, in this section of the song, you should make your NC's more consistent, with each NC lining up on the same musical beat. Inconsistent NC's messes up your HP drain, but mostly just looks messy and unfocused
The reason my NC are fucked up is because if you notice, the color haxing between soft and hard parts reside in blue/green versus red/yellow. However, I didn't want the colors to contrast each other, so I always went yellow => green or vise versa, even if it meant fucking around with NC a bit.
Also, new rhythm cause I felt like doing a rhythmic changeup. Even though it was the "weak beat", I considered the chiptude as pickups to the major beat, so I picked up the rhythm using sliderheads.
---
That's all from me. I won't be looking at the lower difficulties because you seem to have a very good grasp of object placement. It's mostly the rhythm choices and NC's you have to be more considerate of. And there's no real point in me pointing out those again, since I expect them to be the same issues as the higher difficulties. If this is really your first map, then wow, good work, you're kind of a natural ww
Good luck!
I swear, everywhere I searched states League of legends -.-Martinchooo wrote:
artist's name may be Riot Games imo
Thanks so much for coming back to mod this! Sorry for bothering you so much xPBaraatje123 wrote:
A bit late (read as: Wayyyy to late)
[General]
• Unused hitsounds:
{drum-hitnormal.wav}
• The following hitsounds not proper blank (0 - 5 ms lenght):
{soft-sliderslide2.wav} {soft-sliderslide.wav}
Easy:
• Inherit (green) timing line is unsnapped:
02:22:379 {142379}
Hard:
• Object is unsnapped:
01:48:233 {108233} Circle
01:52:939 {112939} Circle
01:53:527 {113527} Circle
02:00:880 {120880} Slider start
02:01:027 {121027} Slider edge
02:03:233 {123233} Slider start
02:03:380 {123380} Slider edge
Insane:
• Object is unsnapped:
00:05:733 {5733} Circle
00:21:027 {21027} Circle
01:03:380 {63380} Circle
02:13:233 {133233} Slider start
02:13:380 {133380} Slider edge
Rush:
• Object is unsnapped:
00:05:733 {5733} Circle
00:20:733 {20733} Circle
00:20:880 {20880} Circle
00:21:027 {21027} Circle
01:25:586 {85586} Circle
01:30:439 {90439} Circle
02:00:880 {120880} Circle
All fixed
[Easy]Great diff!
- 00:16:467 (2,2) - Quite a bad looking overlap. Consider stacking them, as it's currently quite confusing for beginners k fixed
- 01:47:055 (1,1,1,1,1,1,1,1,1) - This part must be evenly spaced, as it's easy! No changes in DS just for aesthetics. DS is really important! fixed
[Normal]
Quite many incorrect stacks. Please look for all stacks, and correct them where possible! IDK WHAT YOU MEAN :<Good diff, just needs more polishing
- 00:12:938 (1) - Too soon after a spinner. There should be ±2 beats between spinner and next object in normal. I know it's low BPM, but it's still under the limit (750 ms) I'll fix soon
- 01:18:526 (5,1,2,1,2,3) - Distance! As the next note is already visible after the previous one needs to be hit, there must be an even spacing between objects With current DS, the objects will go outa screen or just look weird. So no fix (yet)
[Hard]This reminds me of Gero and Krisom, I like it
- 00:14:996 (4) - Why is there a jump? Nothing in the music justifies it, Ctrl G sure, why not
- 00:18:820 (1) - Quite confusing spacing. Why not move (1) so it's a blanket with the previous slider? ooohh, they'd better get used to it because there's more where that came from
- 00:44:114 (2,1) - Please don't overlap, it looks rather sloppy k fixed
Will finish other diffs later
Ah, I see~ :3 but Always add Leagues of Legends in source~[ owo] wrote:
Thanks for the test!
Tags added, but not changing the artist just yet...
The mp3 straight from rito's download page gives me this metadata:
thanks for the mod!Peachtrees wrote:
quick mod
EZ
01:12:644 (2) - mapping the red ticks here when both of the surrounding white ticks are strong is pretty meh I think :/
I dont plan on emphasizing that rhythm; the rhythm i want to bring out is at 01:12:349 01:12:644 and 01:13:820
01:18:232 (4) - consider making this a 1/2 slider to catch the sound on the red tick. Would more accurately follow the song without making the whole thing too hard It doesn't do 01:18:526 justice to have it mapped by a slider tail, so for now no change
01:28:232 (1,2,3,1,2,1,2,3,1,2,3,4,1) - I don't really agree with the rythm this section employs. The strong claps are being either put on repeats or just completely ignored for the red tick which I don't think are strong enough here to warrant doing this. Something like https://osu.ppy.sh/ss/3768578 would be one possibly alternative changed
01:57:644 (1) - remove NC y u gotta go around ruining my color hax? :< I can only shift color polarity using yellow to greensssss and it looks ugly with anything else...
02:05:879 (3) - y just ignore this mapped
NM
00:10:585 (1,1) - I THINK that a Normal needs atleast 2 white ticks of recovery time after a spinner i purposely looked at a couple ranked normals this year to make sure that other ranked maps DO have recovery times like this
00:24:261 (6) - having this cover the red tick when the sound on the blue ticks here is audibly weaker does not make whole lot of sense :/ try https://osu.ppy.sh/ss/3768626 instead the red tick has nothing on it while the blue ticks have things i want. A 1/1 slider on the white tick here makes even less sense to me color]
00:46:467 (2) - consider making this a 1/1 with a circle on the white tick, having the finish clickable would be noice
01:29:408 (3) - huh? why just ignore this one remappppepddd
02:05:585 (4) - consider starting a 1/2 on this with a circle on the downbeat. Would allow you to catch the sound on the blue tick but make it less awkward to hit for the player since now the sound on the red tick is being mapped to, which I think is the sound that the player might try and hit 2 and imo I just think that the sound landing on the downbeat is way too strong to simply be ignored nothing exists on 02:05:585 except a background drum stream, so i dont plan on adding anything here
HD
00:09:849 (2,3,4) - try https://osu.ppy.sh/ss/3768750 for a more fitting rythm. Skipping the white tick here when it is as strong as the previous blue tick, which I think is nice to have clickable just like you did, is meh my variations are primarily for including rhythmic diversity in all difficulties, so that each one "feels different". Here, I purposely followed the base, so when it stopped, theres no hitsounds and no more clicking, tho the slider is still there
00:28:085 (2) - reaaallly don't think that skipping this white tick is a good idea, something like https://osu.ppy.sh/ss/3768773 would be more fitting back to my argument about expression
00:30:438 (2) - ^^^ though I feel even stronger about this one since this one is so high pitched that it stands out even more >< xD back to the diversity thing. this difficulty was mainly about following the drum/bass sample. If you want to see the chiptune part get mapped, the extra has plenty of that :>
01:04:114 (1) - no NC needed color haxing purposes. geez, no one uses the actual colors i gib dem deez days
01:06:173 (2) - I really think that the player would want to have this one clickable, especially since there is nothing in the song that would indicate or justify skipping this but the drumsssssss
01:56:467 (1,2,3,4) - questionable speed-up I think. Not only is the rythm here pretty dense when compared to the previous section, it's also very hard to tell that this 01:56:761 (3,4) - is a 1/2 and not 1/4. Something like https://osu.ppy.sh/ss/3768840 (did not work this out competely, it's just to give you an idea of how it could look like) would work better I think remapped so the 1/2 is more obvious, but im not planning on changing density.
02:05:879 (4) - again, would NOT ignore this :/ having the gap start after having the player click on this would be much more fitting but its on purpose :
o and it says Tags for this are messed up so I'd fix that
will end mod right here, Good Luck!
Sorry for the late reply... busybusybusy ><KASUM1 wrote:
Hello~! from my queue
sorry for the delay!
[Easy]
00:01:761 (2) - I think this slider's going down so the beginners gonna predict the next object is down 00:03:526 (1) - this one is on the right of it fine fixed
00:31:761 (1) - ^^ fineeee
00:55:291 (1) - ^ arggggh
[Normal]
00:14:555 (4) - this slider ends on a strong beat it would be good if the slider end is clickable i changed the later one for rhythmic diversity
00:15:291 (1) - ^ nah, these two should be fine imo
00:17:644 (1) - ^
00:19:261 (4) - ^ I can't mention anymore you know what to do changed
00:44:408 (3) - this is just breaking the flow because 00:43:820 (2) - is pointing up i had beginners test it out and they didnt break there
02:03:526 (1) - 1 tick longer sounds good i put it there on purpose i think it plays well for the diff, especially looking at the others
[Hard]
00:18:967 (2) - ends on strong beat changed
01:24:849 (2) - ^ these too 01:25:879 (1,2) - purposely to decrease note density
well other diffs are fine
good mapset and good luck!
Thanks for the mod! good luck in the future =w=bmr tribble wrote:
Hullo :3
Over all I really could not find anything major wrong with your map set, I really like it
Easy:
I would set the ds to 1 just because it is an easy. but 1.1 is ok i guess
02:15:291 (1,2,3,4,1,2,3,4,1,2,3,4) - since this is an easy I would just replace a couple of them with sliders. I'll see what I can do!
Normal:
00:20:879 (2,3) - Not that there is anything wrong with what you did but i would make this a repeating slider instead. Just personal preference hm, I wanted to emphasize the white and red ticks on purpose. no change
Hard:
00:37:055 (2,3) - these seem a little far apart in comparison to the rest of the sliders increase intensity >> increase ds
00:37:644 (3,4) - 00:38:232 (4,1) - ^ same
Insane:
00:43:232 (2,3,4) - This would make a nice triangle :3 i agree, so changed
Rush:
01:37:644 (1,1,2,1,2,1,2,1,2,1) - I mean, this is fine, it fits the music, but i would like to see it more varied than this on purpose, so no change
01:42:349 (1,1,2,1,2,1,2,1,2,1) - ^ same
sorry I could not be more helpful, it is really good
Thanks a lot for the mod!Lasse wrote:
m4m reply
[general]
shouldnt the artist be "Riot Games" or sth? I can't really find a source for metadata though I searched everywhere but could not find more "correct" meta data T-T
pretty sure having the skin in a seperate folder in the map isn't rankable. either put it in the song folder or remove it and add an external DL link?
hitsound files are fine and have no noticeable delay I'll plan on uploading it separately and putting a link or smth
I think you could increase od of your diffs a little, like using ~8.5 for extra since it's mostly singletap and simple rhythm 8 seems a bit low I'll consider it
00:10:585 (1) - you could add some volume changes to this spinner to make it transition nicely into the next part, maybe start from ~25% until 60%
Good idea!
[Rush]
00:05:879 (1,4) - I'd move them a bit to make the linear flow nicer ~330|340 so 00:05:879 (1) - leads better into 00:06:173 (2) - I couldn't find a way to improve this without making things "meh", so I kept this
00:06:908 (5,1) - I get the triangle structure here, but spacing seems just so low for how strong 1 is. you could stack 00:06:908 (5) - on either 00:07:349 (2) - or 00:08:085 (6) - to keep the structure but get a jump to 1 Personally, I wasn't trying to emphasize 1, instead trying to highlight the synth continuous melody through close ds
00:09:702 (2,3,2,3) - moving both of those way more right like http://i.imgur.com/nvkEkZr.jpg plays so much nicer because it works better with the circular movement from 00:08:967 (4,5,1) - I like this- changed
00:16:173 (4,1) - spacing here is really low again, how about ctrlg on 00:16:173 (4) - ? Again, I was not trying to emphaizae this beat, so no change
00:29:996 (1,1,1) - gradually incresing sv (like 1.1, 1.2x etc) would work so well with how the pitch gets higher, 01:15:879 (1) - same here Good suggestion! Changed accordingly
00:55:291 (1) - making this edge-based instead of curved would look so much better with 00:54:702 (5) - Really does look better now, but now I'm a bit worried about flow... whatever
00:57:055 (3) - def too low spacing for clap after slider etc. remapped with a new pattern
01:18:673 (3,1) - rip triple : ( D': I can't hear the triple
01:40:144 (1) - this is weird 01:40:291 - has a way stronger sound than the head. sth like http://i.imgur.com/v5DTYl0.jpg works better (or make 1-2 a slider if you want) // 01:44:849 (1) - too I see what you mean and I remapped a bit
02:05:879 - should still be clickable This was on purpose, but lets see what other modders have to say
woah this is actually pretty clean Thanks! ^^
don't particularly agree with some spacing choices but you could argue most work well with the patterns/structure, so nice job on that
[insane]
00:05:585 (5,6) - ctrlg to make it consistent with 00:04:996 (2,3) - , music is so similar that it fits better that way This was done on purpose because the music tones reverse, and because it leads into 00:05:879 (1) melodically
00:24:702 (1,2,3,1,2,3,4) - bleu tick polarity feels kinda off. I doesn't follow the synth that well and puts claps on sliderends Oh but this was done on purpose
other rhythms around this are better // 01:11:761 (1,2,3,1,2,3,4) - similar // 02:08:232 (1) -
01:02:055 - would work so much better if clickable cause the sound is so differen from the ticks before I agree and remapped
01:09:408 (1) - finish really demands more spacing
01:44:849 - like extra I prefer to keep it this way for this diff, but changed in Extra
01:55:144 (3,2) - can you make them not touch ;_; Oh shoot, didn't realize that they were o_o;;
seems decent besides some polarity issues
[hard]
00:06:908 (4) - feels so weird cause tail is stronger and it doesnt follow any held sound I'm following the bass here
00:09:408 (1) - bit questionable rhythm http://i.imgur.com/eQa9Zif.jpg or similar works better In this diff, I'm specifically not following the background 1/4 rhythm
00:14:114 (1) - even if it is for the pattern, jump seems too big here. how about stacking on 00:13:526 (2) - tail instead? Persoanlly, I don't think these jumps are too big for hard, but time will tell
01:03:526 (1,1) - those 2x repeats are so unexpected ;_; and 01:03:526 (1) - would work much better just as one long slider or sth with how weak the ticks are and 01:04:114 (1) - is weird cause you never mapepd it like this anywhere before // 02:24:702 (1,2) - here they actually fit Remapped
01:15:144 (4,3) - could be problematic with this ar cause the hitburst of 4 covers the reverse so much. just rotate the tail somewhere else Remapped
[normal]
01:29:702 (4,1) - big spacing error here makes this easy to misread as 1/4 or something# whoooops
01:18:820 (1,2,1,2) - gap between those is most likely not big enough to allow such a ds change on normal. just using 1.1 would be much more readable for new players fixed
[easy]
sv gap to normal is kinda big, but might be fine considering it's basically a half bpm map so the difference is closer to actual 0.4x than 0.8x
just your 1/2 sliders get so short ; \
readability and rhythm seemed fine
gl
Don't worry about the delay and thanks so much for the mod!regN wrote:
hei fra min kø. A bit late but MEH[General]
I think you've stayed quite consistent with your style in the final difficulty, even though it isn't my type of map I think whatever you've done is done well and stays consistent. I'll make a few personal comments that you can decide whether you like/agree or not. If you're pushing this for ranked I can comment a bit about your lower difficulties
[Easy]
You need to keep the DS the same throughout the easy diffictulty. You are swapping a bit between 1x and 1.1xAll fixed... whooooops!
- 00:15:291 (1,2,1,2,1) - everything here is 1x DS.
- 00:22:349 (1,2) - 1x DS
[Rush]
- 00:02:349 (1) - I feel like you're not highlighting this note at all. The DS is the same as the previous 00:02:055 (7,8) - . I've seen that you put the extra DS to each whistle, but even if this isn't a whistle its still a stronger note that 7 and 8 and warrants some more space. Your argument has merit, but I can't find a way to make this work without breaking my other patterns
- 00:07:644 (4) - this is inconsistent with the rest of the whistles as the DS has remained the same, while on things such as 00:01:761 (6) - and 00:02:938 (4) - etc have a bigger spacing. Same here ;-;
- 01:34:702 (5,6) - this flow is very iffy. I think if you want that sudden movement up you might have to straighten the 5 slider (with red slider points or have it straight) to show the sharp movement. I also think it gives too much emphasis on 6 which isn't warranted I personally enjoy this flow, but this is subject to change based on future mods.
Sorry for the delay again. Honestly, I'd try to get a BN soon for this mapset it looks pretty ready, very nitpicky things that I've mentioned. Good luck
Thanks so much for the mod!Lanturn wrote:
League of Legends - Bit Rush
[Easy]
I'd recommend using 2 measures per NC so the combos get to around 4-5 instead of 2-3. If I do that though, sometimes I have NC on every different note. I'll ask other modders[Normal]
- 00:09:996 (3) - You could delete this since the crash sound goes completely blank here. What it would do is emphasize on 00:10:585 (1) - more, while also giving a bit more variety in spacing. You'll have to adjust for DS and such though. For now, no change, because the hitcircle itself has no hitsound for emphasis, but there is music there.
- 00:59:996 (1) - Try throwing just a reverse on this. I feel like if you try to catch the offbeat rhythm instead of following the main melody, or the drums, you'll catch more players off guard. Also the music is pretty slow at this point, so even 3/2 sliders would be most effective at this point. It would only really be for these first two measures. Also you missed a combo here, unless you use 1 per 2 measures like I suggeseted. It's not quite offbeat and will force me to use 1/4 rhythm to get the repeat in. Because I don't wanna throw 1/4 rhythm in easy, I'll think about it more.
- 01:14:114 (1,2) - For this you follow two different sounds. What you want to be following plays at 01:15:585 - So you'd want to move this 1/2 forward starting at 01:15:585 - If you feel 01:15:585 - is a bit rough to hit, then maybe just a reverse on 01:14:114 (1) - would fit better since it'll naturally carry you into the snare. I'm not sure what you mean, so I'll hit you up when you have better and more reliable connection to clarify.
- 01:29:996 (4) - Just a circle? Don't want this to be too 1/2 heavy. Sure
- 01:34:702 (4) - ^ These two feel more integral to the melody, so no remove
- 01:37:055 (4) - ^ ^
- 02:02:349 (3,1) - This feels.. a bit lazy imo. Idk. I don't really have any suggestions, but yeah... okeiiiii remappped
- 02:22:349 (1) - Try making the bounce points at 02:22:644 - and 02:23:232 - so they're all even! It fits perfectly with the song. done!
[Hard]
- 00:16:467 (3) - Pretty big sound playing at 00:16:908 - Maybe extend this? done
- 00:31:761 - This feels like it could be slowed to a 0.9 or 0.8 even. I know its a normal.. but it feels way too fast during this slow section. done
- 00:45:144 (5) - That tail really wants to be a clickable. You should probably split these and make a 1/2 slider at 00:45:291 - (delete (6)) I'll leave this be, cause I already used rhythm as such multiple times... ._.;;
- 01:22:202 (2,3) - Nothing supports 01:22:496 - and 01:23:085 - so it's a bit forced. It sounds cool otherwise. For the song though, I'd remove the reverses. can do and done
- 01:24:702 (2) - This single note will kill everyone because of the rhythm change here. If you want, throw a reverse on the (1).. or you can just let the poor players suffer Let them burn >:D
- 01:29:261 (3) - 1/4 shorter to catch the drums properly? I think I'm following bass here, so I'll keep slider how it is to bring out the bass at 01:29:555
- 02:05:144 (3) - I definitely wouldn't put the reverse on this. It makes 02:05:732 (4) - only playable with polarity, and the offbeat and low sounds from it will destroy it anyways. You'd almost want to add a reverse 1/4 at 02:05:585 - instead or something if you want to play with polarity here. Remapped to keep rhythm but observe polarity
- 02:15:291 (1) - again, maybe lower the SVM? Not this time, cause it just feels different
[Insane]
- 00:23:967 - pretty troll actually. This is basically a random gap that will catch players off guard. The main melody thing that's playing is actually louder here as well since it leads into the upcoming note. The ending of this diff is pretty difficult anyways, and it has no breaks in it. Remappppped
- 01:04:114 (1) - can remove this NC. NC vital for the aesthetics (blue -> green -> yellow combo color)
- 00:43:232 (2) - Two circles is much more effective. If players can't tap this 200 bpm, then they can easily alternate through it. If you want, just stack them on 00:43:526 (1) ok fine
- 00:44:555 (1) - Not the best idea for a jump. You come off of 00:43:526 (1,2) - which was 1/2s and immediately go into these offbeat sliders. ok
- 00:47:791 (2) - is a bit dangerous as well. The head isn't really supported that deeply by the song, where as the tail has a much more defined beat to play. done
- 01:25:879 (1,2) - would make good blankets around the 01:26:908 (1) - ok
- 01:32:349 (3) - Is this meant to be perfectly vertical? It's off a bit if it is. fixed
- 01:55:585 (1) - Try a 1/1 circular slider here instead. The repeat doesn't really hit anything in the music. done
- 01:56:467 (1,2,1,2) - Try swapping the 1's and 2's here so the gap between 01:57:055 (4,1) - is further apart. good idea
- Damn, that's quite a tough ending you got there... Compare the note density with your other diffs... This might be a bit too much for a hard imo... You should really put in a few more 1/2 sliders in and such if possible. I tweaked the very very end a bit, but I'll see how it works out.
[Rush]
- 00:12:938 (1) - Very minor nitpick, but you could move the red node in the middle to like 166,219 or something and make it blanket the 00:13:379 (2) - slightly better. fineeee
- 00:25:144 (2,3,1,2,3,4) - That's a lot of offbeat in a row. Are you sure? 00:25:879 - for example should be dominant in this case. I'm not budging
- 00:30:438 (5) - and here on the reverse? I also want to bring out the melody a bit
- 00:41:173 - like you have in Rush. A circle would fit just fine here. K
- 00:56:271 - This sounds like 1/6 here. All 1/6 stuff fixed and in Rush too
- 01:14:996 (1,2,3,4) - This is definitely 1/6.
- 01:19:261 (2) - would make more sense at 01:20:438 - like how you did 01:28:232 (1,2) - The latter I was following the bass, which reinforces the melody. The first, I'd rather not.
- 02:02:129 (5,6,7) - Definitely 1/6 again.
Cool patterns. Good luck getting this ranked Have a pointless star.
- 00:56:173 (4,5,6,7,1) - Double check this for 1/6 as well.
- 01:14:996 (1,2,3,4) - This is definitely 1/6.
- 02:02:129 (5,6,7) - Definitely 1/6 again.
- 00:21:173 (1,2,3,4) - maybe space these out a bit larger so it builds up to 00:21:761 (1,2,3,4) - Otherwise 00:21:761 (1,2,3,4) - feels a bit forced after playing the previous patterns. If not, then maybe nerf 00:21:761 (1,2,3,4) - a little bit because they all sound exactly the same.
- 00:34:555 (2,3) - Try these two around x124 y200 so they flow a little smoother. K
- 01:13:967 (4) - Jump should be from (4,5) not, (3,4) from the drum kicks. Remapped
- 01:15:217 (7) - Such an odd curve. If you want to curve this, I'd recommend curving the whole stream, not just that one note! Fixed
- 01:32:864 (7) - maybe remove? no sound here. ok
Thanks a lot for the unexpected mod! You've made my day!Hylocereus wrote:
woooo league! have a random mod, hope it helpsEasyI agree with the mod above: it's a little weird that most of your combos end on (2) or (3), and doing NC every two measures instead of every one would solve this. Ooops, I missread the mod's suggestion, so I got the wrong idea. Anyway, fixed.
- 00:38:820 (1) - Adjust the placement on this to be symmetrical with the last combo, would definitely look nicer I think done
- 00:59:996 (1) - Personally I'd follow the drumline instead of the melody, since the rhythm is sort of wonky and doing stuff with 1/4 beats seems a little much for an Easy. Or you can use the rhythm you use a few measures later; that works pretty well The 1/4 beat was a blooper whoooops (it was 1/4 too long) Anyway, I'm keeping the rhythm like this to establish how the rhythm follows later.
- 02:20:585 (2) - Move this so you're blanketed by the other (2) better? Something like x:320 y:237 (same as slider end of other (1)) would look nicer, but then you have to adjust (3), (4) to keep them in a straight line or do something else screw the straight line. I blanketed it.
Normal
- 00:08:820 (2) - I'd move this slightly left/up so that it's evenly spaced between the slider end and (5) changed
- 00:09:702 (3) - Maybe stick on a reverse? I really want something to do on that downbeat! seems like the bass line dosent want to satisfy people with a downbeat note x_x
- 01:11:761 (1) - A little nitpicky, but maybe move this to be in line with (2), (3), (4)? sure thing!
- 01:56:467 (1) - I really really like this part. thanks!
- 02:22:349 (1) - This is not quite symmetrical D: I have no idea what I just did, but it's perfect now!
HardI really like the rhythms you did in this diff!
- 00:23:967 (2) - This note caught me off-guard; the spacing difference between (2) and (3) isn't large enough to clearly signal a jump, but it's still easy to note that it's not the same as from (1) to (2). I'd change it so either the spacing is roughly equal or (2) to (3) has a distance of 2.2-2.4, which is what you used for your other jumps.
- 02:03:967 (2) - I'm not sure if going out of DS is good here; the rhythm you're mapping to is just a bunch of consecutive sixteenth notes, so it seems consistent spacing would make the most sense. I'll ask other play testers, but I purposefully emphasized the loud synth note here.
- 02:09:261 (4) and 02:09:849 (2) - These two notes look a little off to me; maybe move (4) a few ticks right and (2) a little bit down? I mapped them like that to fit in the hex(agon) grid. Maybe I'll find a better way to put it so it's not as awkward.
- 02:25:879 (1) - I think adjusting the position of this note to sit nicely on top of the previous two sliders would look better; if it's important to keep this at the very center, moving (or changing the angle of) the sliders before would work as well. Working with the hex grid, 02:25:879 (1) goes well with the previous two sliders while being in the center, with the added benefit that 02:25:291 (2) points straight to it.
Thanks a lot for the mod! It's really helpful!EphemeralFetish wrote:
NM from queue.
Super late. All my time was going on a new map. Sorry about that.Rush
Pretty tidy all in all. GL.
- 00:02:938 (4,3) - These are rather out of place for me. Im not sure why you decided to throw in 2 longer streams when the majority are all 1/4. It wouldnt be so bad if you used one for every other loop but just having 2 back to back and then never doing it again is just meh for me. The longer sliders have the slider sound that "fit the music", but I focused on a different motif half way through so thats why you dont see more of them.
(00:07:644 (4) would be 1/2 if I were more consistent :/ )- 00:02:791 (3) - May has well have this be a perfect stack, you do it everywhere else in the intro so may as well keep it consistent. You dont have to worry about it "Not being Sightreadable" because its so early in the song. Alright
- 00:24:702 (1,2,3,4) - This is very very awkward to play, specifically the 2 3 4. Having to snap back and then alter speed multiple times while going in the same direction plays jerky. its not as bad in the later combos because you arent having to snap back to the 2. I tried a different remap
- 00:44:555 (1) - Feels weird that your skipping drum beats here. Changed to repeating slider
- 00:46:908 (1,2) - You can definitely have an object on this white tick. This is a rather unexpected pause with that gap. Keeping it for emphasis
- 00:56:271 (5,6) - This is gonna be a total pain in the ass for you, but this is a 1/12 triple. You'll probably want to discuss how you can get around this with a BN when the time comes. I'm hearing 1/6, but I'll definitely ask for more opinions x_x
- 01:37:644 (1,1,2,1,2,1,2,1,2,1) - Not sure about all this being stacked. Theres more interesting things you can do with this anyways. Changed, but still a bit ugly to me. I'll maybe tweak it some more.
- 01:51:761 (8,1) - May wanna space this more so the pause is more obvious. With the AR, I dont think readability will be an issue.
- 01:55:291 (4,1) - Same here, this one is actually really weird because of the speed you have from previous notes. Same.
Thanks for the mod!!!!11pishifat wrote:
that is some nasty bg compression
easy
introduce 1/2 usage earlier (not including 1/2 repeating sliders). a baby diff shouldn't really have this much of a difference in density within itself, especially involving what gameplay elements it uses I'll look into some different rhythms
02:22:349 (1,1) - 2/1 spacing that's the same as your usual 1/1 spacing:( not gonna work. following distance snap exactly isn't necessary, just make sure it's clearly not 1/1 Spacing made larger
normal
00:51:173 (2) - rip clap same tbh. I originally didnt put clap on purpose but i forgot why so readded.
01:22:202 (2,3,4,1) - gonna sound silly, but this sort of placement is kind of pain to understand spacing=wise. Incorporated symmetry sorta like your recommendation. btw, I love your combo numbers.
scrubs here are measuring distance from the tail to the next object, but visually it looks smaller than it should because the head is so close to the next object.
holy explaining this sounds so dumb. https://osu.ppy.sh/ss/5709367 is like alternative with symmetry
hard
00:57:644 (1,2) - 01:32:938 (1,2) - i know spacing requirements are looser on hards but dood u gotta indicate things somehow fixed very lazily while keeping combos nice. reversed everything to make this ds larger :^)
01:50:585 (1,1,1) - these ones i can live with tho they're pretty cool yay
02:23:526 (1,2,1,2,1,2) - i remembered seeing this in another map so i thought i could copy paste what i wrote in my mod but after checking i realized this was what i wrote
but he figured it out cuz he knew that approach-circle-reading-based patterning is how2not make hard diffs Remapped. Hopefully easier to read now.
insane
00:25:144 (2,3,1,2,3,4) - like nothing's really encouraging offbeat rhythms here:( stuff like 00:08:673 (3,4) - is perfect for offbeats but when it's just constant beepbeepbeep onbeats >
Offbeats were there mainly cause the synth is louder on those particular notes, even though musically its not supposed to be off beat emphasis. I think it plays more interesting this way so i'll keep it unless otherwise. I'll definitely think about it tho
00:28:232 (1) - i dont wanna be that guy but would be neater if you managed to do the b word blanket Alright alrighty
00:56:173 (4) - the song is so ugly on these 1/3 things lol what can I do?
01:12:496 (3,1,2,3,4) - 02:08:967 (3,1,2,3,4) - again the offbeat stuff at least 01:12:202 (2) - is supported but the others not so muchj
super insane
oh you do the offbeat stuff here too ugh
00:07:496 (3,4) - tbh spacing is garbo i was aiming for more of a continuity here for the 1/4 stream
00:43:820 (1,2) - just making sure u do know that stacking is the easiest way to show that stuff isn't 1/4 spam naymore right
cuz it works perfectly for stuff like this yet ur doing the lolspacing ehehe i cant think of a way off the top of my head to stack and make it flow sorta well so i'll leave it like this for now
01:08:673 (6) - same hitsounding as 01:07:496 (2) - sounds less ew tbh. doing the double clap to represent the clap you're skipping is weird af i agree
01:56:320 (1,2,3) - ur spacing is screwed. try to make it at least look visually consistent cuz numbers in the top right will be broken using different sv values
02:02:938 (1) - hello star rating hello PP
overall everything looks really pretty. the way you handle spacing emphasis makes me sad tho lol
LoL