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Camellia - Why do you hate me?

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Topic Starter
Nerova Riuz GX

hanyuu_nanodesu wrote:

Hi from my modding Q
wow such song .-.

[Abandoned one]
  1. Don't you think the combo colors kinda blend with the background? .-. I think it's pretty hard to see the approach circle... Maybe change it to something else like dark blue, dark purple or anything. And I think the red is kinda out of place since it's the only light color here:/ maybe if you want to use red, you could make two shades of red (normal one and the darker one) and use it during the chorus. i think it's fine, but i'll keep watching on these colors (and idk why those colors in kiai are wrong blended, i fixed that now)
  2. Nazi mod : maybe you could capitalize the "O" in "one" at the diff's name (Abandoned One). It'll be better. It kinda itch me somehow xD No it should be like that because "one" means a person which feels depressed and helpless. It will fit better without uppercase.
  3. 00:49:601 (3) - reduce the SV like this 00:22:172 (1) - ? It's pretty nice imo They are too far and belong to different parts, i'll keep the current
  4. 01:24:315 (1) - End this here 01:25:922 to support the drum sound as well not that good imo :/
  5. 01:31:172 (1) - ^
  6. 03:30:744 (1) - Somehow I think this fit more with circle since the sound is pretty big :/ ummm i won't change that but you did mention something important on this note. thanks.
  7. 04:13:815 Wow, there's a pretty big sound got ignored here o-o maybe you could end (2) here and add a note afterwards im pretty sure they are fit and playable, im going to keep them
  8. Wow, cool map dude :D

Short mod -w- that's all
Cool map, have stars~
Good luck~
Milan-
-00:29:458 (1,1) - would be cool if these were in the same line xd
-01:37:172 (1,2) - not sure why you decided to use 1/4 sliders when you use 1/2 for the same rhythm here 01:36:315 (1,2) -
-01:44:887 (1,2,3,4,5,6,7,8) - not sure what you're exactly mapping here. You're totally ignoring how the drums are ;; aka map blue ticks and less white
-01:52:601 (1) - since you use extended slider here, why dont do the same with 01:52:815 (2) - ? so there's actually 4 1/12 sliders uhm that'd mean change a lot of patterns too, dunno
-02:02:780 (2,1,2) - i think it'd play a bit more natural like this http://puu.sh/kAe9S/3274f13edc.jpg
-02:11:405 (5) - it'll be better without this note cuz, in addition that there's nothing there and 280 bpm xd, you do a 1/6 right after. so it's kinda hard to tell whenever it's 1/8 or 1/6 in that sense. Or maybe you could do a repeater for the 1/6 so it's easier to play, espcially in parts like these 02:18:101 (6) -
-02:22:601 (1,1,2,3,1) - the distance usage here is quite weird... Short gap using high ds but long gap use low ds, it should be the other way around
-02:24:101 - you shouldn't miss this drum, the melody you're trying to map is also in this spot
-02:26:887 (1) - i was surprised that it didnt end at 02:27:422 - like others patterns
-02:31:172 (1,2,3) - the snapping during these is so variable that i think it's better to just ignore them using a long weird slider maybe
-03:51:744 (1,2,1) - flow tho ;,
-also i didnt like too much these 1/4 sliders that ends on nothing, feels like an artificial rhythm to me 04:14:887 (1) - 04:28:601 (1) - and similars spots at the beginning
-some stuff repeats in the map in case you apply them

solid stuff tho i dont like some patterns personally cuz im weird
gl <3
Topic Starter
Nerova Riuz GX

Milan- wrote:

-00:29:458 (1,1) - would be cool if these were in the same line xd my fault, fixed
-01:37:172 (1,2) - not sure why you decided to use 1/4 sliders when you use 1/2 for the same rhythm here 01:36:315 (1,2) - stacking up the tapping speed, connect the short stream after this two sliders and also for accelerating.
-01:44:887 (1,2,3,4,5,6,7,8) - not sure what you're exactly mapping here. You're totally ignoring how the drums are ;; aka map blue ticks and less white Basically it's following the guitar here, the sliders in previous part are also for the guitar. no change.
-01:52:601 (1) - since you use extended slider here, why dont do the same with 01:52:815 (2) - ? so there's actually 4 1/12 sliders uhm that'd mean change a lot of patterns too, dunno yeah this problem was discussed before, and some people said there should be 4 1/12 sliders. But imo the FIRST one is a little bit different - not that long and unique - and can't fit with a 1/12 long slider. and surely the pattern is also another important consideration.
-02:02:780 (2,1,2) - i think it'd play a bit more natural like this http://puu.sh/kAe9S/3274f13edc.jpg The current flow is better imo. sure it still flows well in that case you use, but the movement will be forced to be back-forth between 3 and 4. there is nothing should be emphasized like that.
-02:11:405 (5) - it'll be better without this note cuz, in addition that there's nothing there and 280 bpm xd, you do a 1/6 right after. so it's kinda hard to tell whenever it's 1/8 or 1/6 in that sense. Or maybe you could do a repeater for the 1/6 so it's easier to play, espcially in parts like these 02:18:101 (6) -
Not about the difficulty, triples in 280 are definitely playable (triple is much more easier than long streaming on gameplay.). There's a continuous sound here in 1/8 and all of them are on the same tier. using slider for this pattern is a bad choice imo. and because it's a song with 1/4, 1/6, 1/8 streams (yes there are some sounds in 1/12 but not that important), imo playing hold sliders in each of them are much more harder then stream on reading.
-02:22:601 (1,1,2,3,1) - the distance usage here is quite weird... Short gap using high ds but long gap use low ds, it should be the other way around considering about those bursts and accelerations, i just fixed them slightly. it was discussed before, too.
-02:24:101 - you shouldn't miss this drum, the melody you're trying to map is also in this spot yeah this was also discussed before. this placement can "DEFINITELY" be played. no doubt.
-02:26:887 (1) - i was surprised that it didnt end at 02:27:422 - like others patterns ok fixed.
-02:31:172 (1,2,3) - the snapping during these is so variable that i think it's better to just ignore them using a long weird slider maybe nope, just because i think they are better in current
-03:51:744 (1,2,1) - flow tho ;, it's great. i think i don't have to explain about this, there's no problem on flow in gameplay.
-also i didnt like too much these 1/4 sliders that ends on nothing, feels like an artificial rhythm to me 04:14:887 (1) - 04:28:601 (1) - and similars spots at the beginning i understand, but it will be pretty awkward if i change it into a circle. for the patterns.
-some stuff repeats in the map in case you apply them also checked the whole map and found some stuff should be fixed.

solid stuff tho i dont like some patterns personally cuz im weird
gl <3 Thanks.
Monstrata
[Abandoned one]

  1. 00:17:244 - You miss out on this drum hit with the 1/1 repeat slider. You seem to map this drum hit to slider-heads on the other sliders 00:15:744 (1,2,3,4) - so its a good idea to map it here too.
  2. 00:20:672 - ^Etc.. Other places too.
  3. 00:31:815 - This slider-end begins the 1/6 quad though :P I would map it to a circle instead because you are clicking all the other beats of the quad, but you are releasing on the first beat right now cuz it's a slider-end.
  4. 00:49:172 (1,2) - Slider 2 sounds quite different from 1 because there are two drum hits. You could make them circles instead to show the difference.
  5. 00:56:244 (2) - Here too
  6. 00:53:458 (1,2,3) - Split this into a 1/4 slider and a circle. 00:53:887 - and 00:53:994 - follow the synth but the slider-end 00:54:101 - is following the percussion. If you split them up you can appreciate both instruments rather than skipping the synths.
  7. 01:15:101 - This is the beginning of the drums though. You have a habit of mapping the slider-end to the start of a new instrument pattern which i personally don't enjoy. You can hear four distinctive drum beats here that form a set.
  8. 01:24:315 (1,2) - Idk. I find these really undermapped cuz you can still hear the drums clearly. Try mapping them out with a lower SV instead of something this simple.
  9. 01:38:994 - There's a drum here too that you just miss out on because you extend the slider-ends to the sounds rather than ending them 1/4 a beat earlier.
  10. 01:49:601 (1) - You could do a slider-stream here instead of a 1/8 repeat. Would make more sense imo since you have that nice stream-build up going.
  11. 01:52:815 (2,1,2,3) - Yea these just don't make sense rhythmically for me because you misuse slider-ends. You hear the strong beats on: 01:53:030 -
  12. 01:53:137 - 01:53:351 - 01:53:458 - . There is a bass drum on 01:53:244 - but it's a different sound so you should do something different for it.
  13. 02:05:458 (1,1) - You could blanket the bump of the long slider with the smaller slider. Would look cool.
  14. 03:27:744 - Okay the streams here are good. You pair the music with the sets correctly instead of having them start on slider ends and stuff. Wish you could apply this to other parts of your map.
  15. 03:53:244 (4) - This sound is noticeably higher than the other 3 sliders so it should have a larger jump (or other sliders shouldn't be so largely spaced)
Stuff i mentioned applies to a lot of places in your map. I'm not going to bother listing them. If you agree, you should know where to fix them.

Good luck with the set.
Topic Starter
Nerova Riuz GX

monstrata wrote:

[Abandoned one]

  1. 00:17:244 - You miss out on this drum hit with the 1/1 repeat slider. You seem to map this drum hit to slider-heads on the other sliders 00:15:744 (1,2,3,4) - so its a good idea to map it here too.
  2. 00:20:672 - ^Etc.. Other places too.
    These "drums" you called are actually not that clear as you think, and those sounds on like 00:15:744 - 00:16:172 - 00:17:030 - ......are much clearer than those sounds. btw the sounds i followed might can't be heard if you use the original skin and didn't turn off hitsounds. They are too similar.
  3. 00:31:815 - This slider-end begins the 1/6 quad though :P I would map it to a circle instead because you are clicking all the other beats of the quad, but you are releasing on the first beat right now cuz it's a slider-end.
    I don't think there are any problems if I didn't put them in a quad, they stacked between two sliders for two reasons: 1. to confirm "This is a 1/6 stream" 2. to make them become a triple. actually they did make players won't miss that much notes on 1/6.
  4. 00:49:172 (1,2) - Slider 2 sounds quite different from 1 because there are two drum hits. You could make them circles instead to show the difference.
  5. 00:56:244 (2) - Here too
    The reason why this map has so much sliders is the sounds. There are so many different kinds of sounds behind the drums, especially that guitar, and some wail/scream. Sliders can contain both drums and some long effects. and this one is for the guitar, im not going to change that.
  6. 00:53:458 (1,2,3) - Split this into a 1/4 slider and a circle. 00:53:887 - and 00:53:994 - follow the synth but the slider-end 00:54:101 - is following the percussion. If you split them up you can appreciate both instruments rather than skipping the synths.
    Technically 00:53:994 - is not that clear because of 00:53:887 - , and i found that 1/4 might be a little bit mess and unnecessary when i met this one at the first time.
  7. 01:15:101 - This is the beginning of the drums though. You have a habit of mapping the slider-end to the start of a new instrument pattern which i personally don't enjoy. You can hear four distinctive drum beats here that form a set.
    NO. They are all "drums" but they are different kinds of "drums". This pattern is mainly based on Snares, not Kicks. Snares start on 01:14:887 - (the beginning of the slider), 01:16:065 - (the beginning of the singletaps), 01:16:601 - and 01:16:922 - (the beginning of the hold sliders).
  8. 01:24:315 (1,2) - Idk. I find these really undermapped cuz you can still hear the drums clearly. Try mapping them out with a lower SV instead of something this simple.
    Drums are still not intense enough to remove that important speed change here. I'll keep them.
  9. 01:38:994 - There's a drum here too that you just miss out on because you extend the slider-ends to the sounds rather than ending them 1/4 a beat earlier.
    Umm. Guitars are important here, as I see.
  10. 01:49:601 (1) - You could do a slider-stream here instead of a 1/8 repeat. Would make more sense imo since you have that nice stream-build up going.
    1/8 is stupid here because those 8 sounds are all in the same tier. slider-stream will be like forcing the difficulty here.
  11. 01:52:815 (2,1,2,3) - Yea these just don't make sense rhythmically for me because you misuse slider-ends. You hear the strong beats on: 01:53:030 -
  12. 01:53:137 - 01:53:351 - 01:53:458 - . There is a bass drum on 01:53:244 - but it's a different sound so you should do something different for it.
    I really want to explain this again but I feel tired. let's do this with some old pictures.




  13. 02:05:458 (1,1) - You could blanket the bump of the long slider with the smaller slider. Would look cool.
    Nice. fixed.
  14. 03:27:744 - Okay the streams here are good. You pair the music with the sets correctly instead of having them start on slider ends and stuff. Wish you could apply this to other parts of your map.
    I know you want tell me that from 01:38:030 - 01:50:030 - should be mapped like this, but they are totally different. the second one is much more intense on guitars.
  15. 03:53:244 (4) - This sound is noticeably higher than the other 3 sliders so it should have a larger jump (or other sliders shouldn't be so largely spaced)
    imo not that important. also i like the current one and it is not strange. I think I'll keep it.
Stuff i mentioned applies to a lot of places in your map. I'm not going to bother listing them. If you agree, you should know where to fix them.

Good luck with the set. Thanks.
alacat
M4M

[Abandoned one]
  1. I feel the OD rate is low for this song. if you increase that rate, it's more cool :>
  2. 00:32:458 (1) - flow suggestion : Please try to rotate by -30 like this
    or use more spacing for nex slider like this. It would be better for playing.
  3. 00:34:601 (1) - ,00:35:458 (1) - You added new combo for changing slider speed too much. I feel it's a waste. So you should consider removing them at some part.
  4. 00:49:601 (3) - hmm, I prefer to use low speed like your previous part 00:22:172 (1) -
  5. 00:55:172 (1) - ,00:56:030 (1) - I feel red color does not fit at this part. Please try to set color 2.
  6. 01:10:601 (1) - design suggestion : How about making a curve slider to follow the sound effect at here ? 01:12:101 -
  7. 01:28:065 (2) - try to bend slider to the opposite direction for the flow like this
  8. 02:39:315 (3) - Same as here 00:49:601 (3) -
  9. 02:46:601 (1) - White or Gray color is better to me.
That's all, Good luck~
Topic Starter
Nerova Riuz GX

alacat wrote:

M4M

[Abandoned one]
  1. I feel the OD rate is low for this song. if you increase that rate, it's more cool :> i'll think about that
  2. 00:32:458 (1) - flow suggestion : Please try to rotate by -30 like this k fixed
    or use more spacing for nex slider like this. It would be better for playing.
  3. 00:34:601 (1) - ,00:35:458 (1) - You added new combo for changing slider speed too much. I feel it's a waste. So you should consider removing them at some part. umm i'll do that
  4. 00:49:601 (3) - hmm, I prefer to use low speed like your previous part 00:22:172 (1) - because it's mentioned for over 1 time so i'm going to slow down but not that slow as the previous one
  5. 00:55:172 (1) - ,00:56:030 (1) - I feel red color does not fit at this part. Please try to set color 2. k i'll reset colors
  6. 01:10:601 (1) - design suggestion : How about making a curve slider to follow the sound effect at here ? 01:12:101 - ummm nice suggestion but im satisfied with the current shape so......I'll keep it.
  7. 01:28:065 (2) - try to bend slider to the opposite direction for the flow like this fixed
  8. 02:39:315 (3) - Same as here 00:49:601 (3) - same
  9. 02:46:601 (1) - White or Gray color is better to me. reset colors
That's all, Good luck~
Also found some other problems on combo colors. all of them are fixed.
thanks.
Bara-


[General]
All clear
The BG scares me

[Abandoned One]
  1. 01:25:922 - I see you map this part calmly, but this is 1/4, so why not add a circle here?
  2. 01:40:815 (4) - Having this to the right of the next slider feels much better, tru 144:184 for example
  3. 01:51:315 (1) - Ctrl G? I think it feels much better and more awesome if the movement is calm, and then it goes up for the slider's speed, bot for the jump to reach the slider
  4. 03:15:637 - I see you map this part calmly, but this is 1/4, so why not add a circle here?
  5. 03:34:601 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Nice stream! But consider constantly changing spacing up (like you do in the next patterns) for an even better build up
  6. 04:05:030 (1) - Is the 7/8 intended?
  7. 04:50:030 (1) - O.O How can someone ever do it, I'd get sick with it after the first 5 green lines because it takes so long O.o Nice sldier, and awesome hitsounds!
  8. 05:00:315 (1) - Extend by 1/8? That seems to be the end of the scratch
This map is soooo good
Call me back (note: I won't be available next week, so it may take some time. Feel free to call an other BN for a bubble (or 2 BN, then I can qualify)
HappyRocket88
good luck \o
Topic Starter
Nerova Riuz GX

Baraatje123 wrote:



[General]
All clear
The BG scares me lmao you're not the first one

[Abandoned One]
  1. 01:25:922 - I see you map this part calmly, but this is 1/4, so why not add a circle here? I tried that before, but the problem is, There's no note on 01:32:780 -. and i can't add a note on 01:32:780 - because of 01:34:601 (1,2) - . basically it's a consistency problem, and add that note will be strange.
  2. 01:40:815 (4) - Having this to the right of the next slider feels much better, tru 144:184 for example k
  3. 01:51:315 (1) - Ctrl G? I think it feels much better and more awesome if the movement is calm, and then it goes up for the slider's speed, bot for the jump to reach the slider meh it's cool i don't want to change it lol. Also it makes a small jump, and that's what i want.
  4. 03:15:637 - I see you map this part calmly, but this is 1/4, so why not add a circle here? ^^^
  5. 03:34:601 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Nice stream! But consider constantly changing spacing up (like you do in the next patterns) for an even better build up in background that crescendo starts clearer on 03:36:315 - so i change that spacing from here. (but i found a failure on 03:36:315 (1,2,3) - and i fix it)
  6. 04:05:030 (1) - Is the 7/8 intended? yes, to me it sounds better than 3/4
  7. 04:50:030 (1) - O.O How can someone ever do it, I'd get sick with it after the first 5 green lines because it takes so long O.o Nice sldier, and awesome hitsounds! thanks
  8. 05:00:315 (1) - Extend by 1/8? That seems to be the end of the scratch k nice i have never thought about that
This map is soooo good
Call me back (note: I won't be available next week, so it may take some time. Feel free to call an other BN for a bubble (or 2 BN, then I can qualify)
Ayana Hana
so cool map о.о
Shiguri
y do u h8 me osu?
Natsu
Hi, sorry for delay

General:

  1. normal-hitclap has a little delay, if you want you can try a fixed ver: http://puu.sh/kVKrt/e420af8a62.wav
  2. white combo color cause problems duren kiai, you will need to replace it
  3. combo color 2 is too similar to background and its really hard to notice, probably you will need to change this one as well
Diff:

  1. Really low OD, go atleast with 8
  2. 00:24:958 (4,1,1) - sometimes around the map your spacing its really short and make really hard to notice the difference between 1/2 and 1/4 gaps, maybe you can recheck the rest of your map about this
  3. 00:32:030 (1,1,1) - same as above, its basically the same spacing for different gaps in the time line, plesea reconsider and make the spacing more noticeable
  4. 01:24:315 (1) - I would extend this to the bluetick at 01:25:922 - reason just because the music suggest that.
  5. 01:37:172 (1,2,1) - will looks alot better if you avoid the overlaps here, like you did with your previous pattern, also make rhythm in 01:37:172 - consistent with 01:36:315 - use 1/4 for both or 1/2 but inconsistencys for similar rhythms must be a No, imo-
  6. 01:46:601 (1,2,3,4,1) - personally I don't agree with this kind of spacing tbh, just make the gameplay really stressful, this 01:48:315 (1,2,3,4,1,2,3,4,1,2,3,4) - is ok since you increasing the spacing, but the previous one just comes without warning
  7. 01:53:887 (1) - should be 1/4 not 1/8, there are more cases where this happen, maybe you can check for yourself
  8. 02:21:530 (3,4,5,1) - a bit nazi, but a perfect straight pattern is what this is supposed to be right?
  9. 02:24:208 there is nothing in the music here, that's why make 0 sense that you ignore the drum beat at 02:24:101 - mapping to the beats is alot better than ignoring and extending sliders without much reason
BG and those Help me?? are so scary LOL, hope this help
Topic Starter
Nerova Riuz GX

Natsu wrote:

Hi, sorry for delay

General:

  1. normal-hitclap has a little delay, if you want you can try a fixed ver: http://puu.sh/kVKrt/e420af8a62.wav
    i've check all of those hitsounds and i think it's pretty fine, since it has only 1 ms blank
  2. white combo color cause problems duren kiai, you will need to replace it
    make it not that white, but i think it's gonna be fine :/
  3. combo color 2 is too similar to background and its really hard to notice, probably you will need to change this one as well
    same above
Diff:

  1. Really low OD, go atleast with 8 k
  2. 00:24:958 (4,1,1) - sometimes around the map your spacing its really short and make really hard to notice the difference between 1/2 and 1/4 gaps, maybe you can recheck the rest of your map about this fixed
  3. 00:32:030 (1,1,1) - same as above, its basically the same spacing for different gaps in the time line, plesea reconsider and make the spacing more noticeable moved for a little bit, i think it won't cause big trouble
  4. 01:24:315 (1) - I would extend this to the bluetick at 01:25:922 - reason just because the music suggest that. I tried that and it became much more terrible than the current one, so i decided to keep
  5. 01:37:172 (1,2,1) - will looks alot better if you avoid the overlaps here, like you did with your previous pattern, also make rhythm in 01:37:172 - consistent with 01:36:315 - use 1/4 for both or 1/2 but inconsistencys for similar rhythms must be a No, imo- I received some suggestions about this before, and i decided to keep it. when the sound goes higher, i think i can increase the tapping speed instead of using varieties of distance to make that sound stronger.
  6. 01:46:601 (1,2,3,4,1) - personally I don't agree with this kind of spacing tbh, just make the gameplay really stressful, this 01:48:315 (1,2,3,4,1,2,3,4,1,2,3,4) - is ok since you increasing the spacing, but the previous one just comes without warning
    I thought that is a warning for the spaced stream :/
  7. 01:53:887 (1) - should be 1/4 not 1/8, there are more cases where this happen, maybe you can check for yourself i can be sure it's better in 1/8, 1/4 sounds too balanced and a little bit terrible, since the first one is longer than the second one
  8. 02:21:530 (3,4,5,1) - a bit nazi, but a perfect straight pattern is what this is supposed to be right? i copied the previous slider and turned it into a stream. a special point, if i got more about this i'll replace it with a straight stream.
  9. 02:24:208 there is nothing in the music here, that's why make 0 sense that you ignore the drum beat at 02:24:101 - mapping to the beats is alot better than ignoring and extending sliders without much reason i got this problem like 1,000,000 times and im sure it's fine, lel. not going to explain this drum beat more. And that 1/4 is for both balance and for better looking, maybe? that slider end will be strange if i put that on somewhere else.
BG and those Help me?? are so scary LOL, hope this help
S C A R Y
thanks
Glyphic
sexy map make me go good :)
Bara-

Bubbled
Millhi, am I breaking the forum again?

Xinchii
來了

先來超爆幹恭喜
arronchu1207
太神啦
Chaoslitz
  1. 01:35:458 (2) - NC有sv change
  2. 01:37:601 (1,2,3,4) - 為啥這4連放這麼近啊,你不是用了音效來把這突顯了嗎, 都比其他的1/4 例如01:39:315 (5,6,1) 相差太多
  3. 01:46:601 (1,2) - 01:47:244 (1,2) - 沒必要的跳
  4. 01:50:030 (1) - 放滑條下面更易玩
  5. 01:51:315 (1,1) - 個人認為像這樣放更突顯01:51:744 (1)
  6. 02:26:887 (1,1) - 這個放近比較好,音不太強
  7. 03:27:315 (1) - 不像01:37:601 (1,2,3,4) 放4連?

改完叫我
Topic Starter
Nerova Riuz GX

Chaoslitz wrote:

  1. 01:35:458 (2) - NC有sv change 原本有,但是從alacat摸之後就註銷掉了,過多的NC看起來像spam,另外也有combo上色問題,就斟酌選了一些點取消NC。0.7-0.9中間的差距不大,實際玩起來也不會有問題,大致上就是這樣。
  2. 01:37:601 (1,2,3,4) - 為啥這4連放這麼近啊,你不是用了音效來把這突顯了嗎, 都比其他的1/4 例如01:39:315 (5,6,1) 相差太多 這四個與後面滑條原先應該是要疊起來的,可是因為stack leniency太低不能直接疊,所以手動換成這種短間距,事實上是要在滑條上製造一個由低往高加速的效果
  3. 01:46:601 (1,2) - 01:47:244 (1,2) - 沒必要的跳 不少人提到這個,還是改掉吧
  4. 01:50:030 (1) - 放滑條下面更易玩 K
  5. 01:51:315 (1,1) - 個人認為像這樣放更突顯01:51:744 (1) 原先的頭對頭平行是一開始就故意疊成那樣的,中間有讀圖差距
  6. 02:26:887 (1,1) - 這個放近比較好,音不太強
  7. 03:27:315 (1) - 不像01:37:601 (1,2,3,4) 放4連?後面一組全部都是連打,做四連覺得效果沒有比較好

改完叫我
Chaoslitz
Bubble #2
HappyRocket88
wao hype! \o.o
Side

Bubbles hyype!
Yuii-
Let's avoid DQs, k?

  1. 04:50:030 (1) - Do not use sliderslide, sliderwhistle, and spinnerspin hitsounds in a way that would replicate a hitsound on a circle, slider start, slider end, slider tick, or slider repeat. Sliderslide, sliderwhistle, and spinnerspin hitsounds are considered continuous hitsounds, meaning that their files play from start to end and loop as one continuous sound for the length of the held object. Do not alter any section of a held object to play a single hitsound.
normal-sliderslide13.wav is not a continuous slider so this is unrankable.

To be honest, I don't like these type of music, but I will give you a couple of advices:

  1. 01:53:137 (1,2,3) - Do not use these. Never. They are super unfun to play and hard to hit as well. Don't use them.
  2. 02:46:172 (3,1) - They could be a bit more spaced, emphasis.
  3. 02:46:708 (1) - Maybe adding a break would be way better rather than just placing this spinner.
  4. 03:05:351 (1,2) - 03:12:208 (1,2) - 03:19:065 (1,2) - Players should be able to distinguish when there's a break or when notes are placed in 1/4, so you could either stack them or separate them. Because there's a big difference.
  5. 03:26:672 (3,1) - Why are you not using your custom stack here?
  6. 04:13:815 - 04:20:672 - Clickkkkableeee please!
  7. HP7,2 is too high and random. Let me suggest you 6, instead.
---------

Good luck on further processing!
-Atri-
What so funny is, that slider actually has same concept as this map , which is ranked this year, both map was hitsounded for the static effect, which is great for using multiple hitsounds

IDK does you mean by that

But i kinda agree about normal-sliderslide13.wav , Which is a silent hitsound, and it only used in parts in low volume, using default hitsounds and turn it to 5% is already enough because it's barely audible

Sorry for my bad English
Topic Starter
Nerova Riuz GX

Yuii- wrote:

Let's avoid DQs, k?

  1. 04:50:030 (1) - Do not use sliderslide, sliderwhistle, and spinnerspin hitsounds in a way that would replicate a hitsound on a circle, slider start, slider end, slider tick, or slider repeat. Sliderslide, sliderwhistle, and spinnerspin hitsounds are considered continuous hitsounds, meaning that their files play from start to end and loop as one continuous sound for the length of the held object. Do not alter any section of a held object to play a single hitsound.
normal-sliderslide13.wav is not a continuous slider so this is unrankable.

I can't be sure that's unrankable tbh, (maybe it's because of my poor English) that rule explanation is not clear enough to me.
I think i only switch between different sliderslides, which are all continuous hitsounds, not single ones.
And yeah, Skystar's dreamless wanderer is a proof for that.
Well i have already considered about the possibility on "rule changes", and i got that rule change is applied in March: t/271245/
But dreamless wanderer is ranked in June.
idk if qats made any mistakes on that map, but for now i'll keep them atm, also ask more information about this.
I'll remove those changes if someone can give me an unrankable proof which is strong enough.


================================

To be honest, I don't like these type of music, but I will give you a couple of advices:

  1. 01:53:137 (1,2,3) - Do not use these. Never. They are super unfun to play and hard to hit as well. Don't use them. skillful stuff.
  2. 02:46:172 (3,1) - They could be a bit more spaced, emphasis. ok
  3. 02:46:708 (1) - Maybe adding a break would be way better rather than just placing this spinner. drain time problem
  4. 03:05:351 (1,2) - 03:12:208 (1,2) - 03:19:065 (1,2) - Players should be able to distinguish when there's a break or when notes are placed in 1/4, so you could either stack them or separate them. Because there's a big difference. readable, you have enough reaction time for that
  5. 03:26:672 (3,1) - Why are you not using your custom stack here? better looking for that pattern, maybe?
  6. 04:13:815 - 04:20:672 - Clickkkkableeee please! no. that's totally not worth.
  7. HP7,2 is too high and random. Let me suggest you 6, instead. it's for preventing any possible pass with HR mod.
---------

Good luck on further processing!
good, now i think everything is stucked on that hitsound problem
Natsu

Nerova Riuz GX wrote:

it's for preventing any possible pass with HR mod.
what don't do that.. you must lower the hp, I don't see what is fun in let a player pass all the diff with HR and then make him die in last slider + spìnner thing:


TBH that should be unrankable... and the fact that you do it on purpose make it worst, reduce hp pls.
Chaoslitz
Ok so here


It should be followed, do not trust a map which is approved in last year, it has been proved to be unrankable
Example: p/4648976
Not even a month ago

Also, you need to lower the hp, maps are not mapped to fit mods, but at least if you can control it in the difficulty settings, do it.
Increasing HR just because you want to kill any players to pass it with HR actually doesn't make sense at all

Anyway, you can call me for a re-bub once you fixed these issues
Topic Starter
Nerova Riuz GX
I read the whole pop post again

Yuii- wrote:

normal-sliderslide13.wav is not a continuous slider so this is unrankable.
if "normal-sliderslide13.wav is not a continuous sound" is the only reason that cause the bubble pop, then everything should be wrong.
that file is a 44kb blank file for silencing the slider.

Ranking Criteria wrote:

Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable. The end of a spinner (or even the entire spinner) the sliding sound of a slider, and the end of a slider can be silent, but only do it if it makes sense. Finally, you cannot silence both slider ticks and slider slides together.

Ranking Criteria wrote:

Every .wav file must be at least 100ms long to prevent issues with soundcards. If you want a silent/blank hitsound, then you must use a 0-byte .wav file.
NOTE: Due to a technical issue having any files that are 0 bytes in size in the beatmap folder will cause files after the (first) 0-byte file to be missing. Please do NOT use any 0-byte files. The one linked above is 44kb in size and won't cause issues.
According to those two quotes from ranking criteria, we can know that silencing sliders with a 44kb file is rankable.
and i didn't silence both slider slide and slider tick.
if you mean normal-sliderslide13.wav is not a continuous hitsound, then i must say that you're wrong. You shouldn't say that a silenced file is not a continuous sound.
BUT, if you mean that .wav sound is not used in a single slider from the beginning to the end, then you shouldn't point out only 1 of them (because i used 3 kinds of slider slide sounds.) and that trick is not unrankable too.
Also, about that example above (dreamless wanderer, https://osu.ppy.sh/s/286414)

Chaoslitz wrote:

It should be followed, do not trust a map which is approved in last year, it has been proved to be unrankable
Example: p/4648976
Not even a month ago
that map is approved in this year, not last year.
the rule started from 2015-03-12, and dreamless wanderer is approved in 2015-6-4, that means the map is still under this rule.
and, that DQ post in the Chaoz's post is about a not-continuous sliderslide sound, this case still cannot be compared with the silenced one.

I think dreamless wanderer is a proof for this hitsound trick, which does make sense and goes well.
if the normal-sliderslide13.wav is the main reason that makes you pop the bubble, then i can't agree with it.
Chaoslitz
Do you still remember our chat?

2015-11-24 18:04 Nerova Riuz GX: 如果要讓sliderslide無聲 不是要放一個44kb的wav嗎
2015-11-24 18:04 Nerova Riuz GX: sliderslide13就是一個空的wav,就是要拿來消音用的
2015-11-24 18:06 Chaoslitz: 他應該想說11和12
2015-11-24 18:06 Chaoslitz: 不能這樣用

I believe Yuii- want to mention about 11 and 12 but not 13
Charles445
Silenced sliderslides are allowed.

normal-sliderslide13 is the classic silence.wav used in the Custom Hitsounds Library that is meant to serve this exact purpose.

For the rule that goes
Do not use sliderslide, sliderwhistle, and spinnerspin hitsounds in a way that would replicate a hitsound on a circle, slider start, slider end, slider tick, or slider repeat. Sliderslide, sliderwhistle, and spinnerspin hitsounds are considered continuous hitsounds, meaning that their files play from start to end and loop as one continuous sound for the length of the held object. Do not alter any section of a held object to play a single hitsound.
That is meant to demotivate people from playing full samples during sliders, ones that don't loop properly.
It's NOT meant to completely stop people from switching legitimate sliderslides.
For an example, I use it at 2:53:773 in https://osu.ppy.sh/b/419551, where the slider switches from a normal slide to a slide with a whistle.
It's a terribly written rule and, quite frankly, shows signs of age. I'll work on getting it removed. Nobody enforces it since it never comes up.



Okay so for stuff like 01:53:137 (1) - yes, avoid these, their hitbox is very small due to the slider finishing completely before they are clicked on. If these were 1/8 they would be much easier.
Monstrata

Natsu wrote:

Nerova Riuz GX wrote:

it's for preventing any possible pass with HR mod.
what don't do that.. you must lower the hp, I don't see what is fun in let a player pass all the diff with HR and then make him die in last slider + spìnner thing:


TBH that should be unrankable... and the fact that you do it on purpose make it worst, reduce hp pls.
Then again, it would totally fit the song's title "Why do you hate me?" when the HR player fails no matter what at the end. xDD

(I'm kidding though, listen to Natsu)
Topic Starter
Nerova Riuz GX
ok. I believe Charles had already explained everything clear and im going to push this forward.

...and i've already changed HP from 7.2 to 7.
That's a big change, at least it did raise the possibility on passing the map on HR.
I still think making it tough with mods is needed.
Chaoslitz
As requested


  1. For me HP7 is still too high, especially when HR is on, it is HP9.8, I have testplayed it and after playing 00:56:994 (1,1), at least half of the scorebar lost, it will be very tough to play spaced streams afterwards, HP around 6.5 will fit, and it is still challenging
  2. And yea, as Charles mentioned, sliders like 01:53:137 (1) are very hard to hit due to their length, please change it into some other patterns
  3. For the sliderslide I think it should be fine now, I won't take that as a rule but a guidelines, as it is used properly so I have nothing to complain with

Feel free to call me back after fixing these!
Topic Starter
Nerova Riuz GX
  1. HP is lowered to 6.5
  2. All of the 1/12 sliders are replaced by 1/8 ones, now they won't be bugged by the hit window.
  3. for listening, those new 1/8 sliders' end are all settled in 30% volume.
  4. slightly fixed some inconsistency problem and spacings.
That's all.
ConsumerOfBean
"Why do you hate me"
CUZ ITS WUBS
Chaoslitz
Should be fine now
I guess it will be #1 since there is quite a lot changes

Bubble #1
Ambient
The more camellia the better, kappa
DreaM117er
HP還是太高,開HR自己看一次,要飛穩一點的話,以開HR最後有剩1/3左右為準
開Auto最後的滑條都要爆炸了,這肯定無法起飛

也就是ACC沒有100%就一定死
下個來BN再一次改

加油
Sonnyc
Random bubble check.
[Abandoned one]
  1. I know this is not a good reasoning to ask such modifications, but strongly consider adjusting your hp drain lower than 6.5, preferably 6. Auto can barely pass the map using HR mod due to the final slider. Maps are meant to be made for none mod, but still to fulfill the needs of HR players, assuring them at least to successfully pass for their performance would never harm. Well I guess it's already lowered. Totally up to you anyways!
  2. Several 1/6 snapping after a slider had inconsistent spacing at the beginning such as 00:31:601 (2,3,4,1) - 00:45:315 (2,3,4,1) - 00:52:172 (2,3,4,1) - 02:12:315 (1,2,3,1) - 04:02:030 (1,2,3,1) - (last two are a must fix for readability). Even I've stated the last one as a must fix, actually making all spacings consistent is highly recommended since 1/6 rhythm is an abnormal rhythm for players to read, and is unexpected. Assuring readability with a consistent spacing would make your patterns better organized.
  3. 00:02:030 - Let's make the volume of the redline and the greenline consistent.
  4. 00:22:172 (1,1) - 04:42:744 (1,1) - Consider using a closer spacing for a spacing consistency with 00:18:744 (1,1).
  5. 00:56:994 (1) - 02:46:708 (1) - 10+ seconds spinner..? Is this the best?
  6. 01:23:458 (1,2,3) - 03:06:315 (1,2,3) - Spacing could be better.
  7. 01:25:922 - 01:32:780 - 03:15:637 - 03:22:494 - A note could be added.
  8. 01:52:386 (5) - This rhythm feels redundant according to the song since the major song kinda ends at 01:52:279 (4). Rather using a 1/4 slider from (4) would suit better.
  9. 01:53:887 (1,1,1) - The spacing knowledge here felt less organized here imo. This may not have reading issues considering the way how the rhythm and the pattern are formed, but the object placement isn't reflecting properly the rhythm changes, and feels it damaged the quality. I might make a discussion regarding this patterns, but I'd like you to show your opinion too.
  10. 02:24:101 - 03:57:208 - This rhythm could've been expressed enough imo.
  11. 04:16:172 (2,3) - The rhythm here is 1/12 actually. Consider expressing them if you want to. Keeping is also fine.
Really nicely organized beatmap! Popping the bubble for now for bold ones.
I'll keep an eye on here.
Topic Starter
Nerova Riuz GX

Sonnyc wrote:

Random bubble check.
[Abandoned one]
  1. I know this is not a good reasoning to ask such modifications, but strongly consider adjusting your hp drain lower than 6.5, preferably 6. Auto can barely pass the map using HR mod due to the final slider. Maps are meant to be made for none mod, but still to fulfill the needs of HR players, assuring them at least to successfully pass for their performance would never harm. Well I guess it's already lowered. Totally up to you anyways!
    lots of people mentioned this thingy and I think it would be better to me if I decide to adjust it. but for my own intentions, I'd like to keep it higher as possible as it can. Now it's 6.3, and I think it will be the last change on HP.
  2. Several 1/6 snapping after a slider had inconsistent spacing at the beginning such as 00:31:601 (2,3,4,1) - 00:45:315 (2,3,4,1) - 00:52:172 (2,3,4,1) - 02:12:315 (1,2,3,1) - 04:02:030 (1,2,3,1) - (last two are a must fix for readability). Even I've stated the last one as a must fix, actually making all spacings consistent is highly recommended since 1/6 rhythm is an abnormal rhythm for players to read, and is unexpected. Assuring readability with a consistent spacing would make your patterns better organized. rebuild all of the 1/6s. I guess it's now enough for people to recognize them correctly.
  3. 00:02:030 - Let's make the volume of the redline and the greenline consistent. done.
  4. 00:22:172 (1,1) - 04:42:744 (1,1) - Consider using a closer spacing for a spacing consistency with 00:18:744 (1,1). intentionally. I'm using to different spacing to separate them (two different screams? or parts, whatever), they are arranged to reflect two things
  5. 00:56:994 (1) - 02:46:708 (1) - 10+ seconds spinner..? Is this the best? considering that these parts should be calmer than those following sliders, I'll tend to use some more spinners. it doesn't make more sense if you have to click more during a calmer part.
  6. 01:23:458 (1,2,3) - 03:06:315 (1,2,3) - Spacing could be better. I feel the first one is fine, but slightly adjusted the second one. they are kinda out of place.
  7. 01:25:922 - 01:32:780 - 03:15:637 - 03:22:494 - A note could be added. this would be a no from me. i guess the intention is obviously enough.
  8. 01:52:386 (5) - This rhythm feels redundant according to the song since the major song kinda ends at 01:52:279 (4). Rather using a 1/4 slider from (4) would suit better. replaced those 1/4 notes with a long slider for consistency. this might not be the best solution, but I feel I should do that while I was mapping this part.
  9. 01:53:887 (1,1,1) - The spacing knowledge here felt less organized here imo. This may not have reading issues considering the way how the rhythm and the pattern are formed, but the object placement isn't reflecting properly the rhythm changes, and feels it damaged the quality. I might make a discussion regarding this patterns, but I'd like you to show your opinion too. fuk my life. I should git gud. slightly rearranged, the spacings should make more sense now.
  10. 02:24:101 - 03:57:208 - This rhythm could've been expressed enough imo. to me that's not really necessary. (and i guess the reason why people keep mentioning it is because I placed a drum sound in storyboard sound samples)
  11. 04:16:172 (2,3) - The rhythm here is 1/12 actually. Consider expressing them if you want to. Keeping is also fine. the reason behind those 1/4 sliders is that the 1/12s are "not exact 1/12s if you directly hear them" aka can't be recognized as 1/12s easily (wtf my english). So I did 1/4 sliders for consistency. i hope that explanation is good enough for your understanding.
Really nicely organized beatmap! Popping the bubble for now for bold ones.
I'll keep an eye on here.
god asdf we need more bns like u or more bubbled maps will be come dead dank memes
Rohit6
Sonnyc
00:02:030 - Volume setting for here isn't fixed yet. Redline is 91% while greenline being 20%.
01:25:922 - 01:32:780 - 03:15:637 - 03:22:494 - I'd like to expect another response from you here. Maybe the long slow sliders were intending to best express the long melodies, but these drum sounds were pretty strong enough to get ignored. I'd like you to reconsider.
02:12:315 (1,2,3,1) - 04:02:030 (1,2,3,1) - The spacing of (3,1) isn't actually consistent due to the sv change of (1). Check yourself by temporarily removing the greenline.
03:55:172 (1,2,3,1) - Could be a consistent spacing.
01:52:601 (1,2,1) - 01:53:887 (1,1,1) - 01:56:030 (1,2,1) - 01:59:458 (1,2,1) - etc - Maybe you didn't got what I intended in my modding here. So, the main point here is that 01:56:030 (1,2,1) for example, (1,2) has got 1/8 interval while (2,1) is 1/4. Nevertheless, the actual spacing of these tree objects are the same. Players might not have problems since it can be tolerated with slider leniency, but it's pretty doubtful that the current pattern is good to intuitively know what the actual rhythm is. tl;dr 1/8 and 1/4 spacing needs some kind of a difference.

I'm not personally confident with the last issue in your map, and I probably won't give you my nomination with that remaining. But you'll need a major adjustment if you decide to change. In that case, maybe you can contact the original nominator.

Good luck with this map!
Topic Starter
Nerova Riuz GX
dat 1/8 and 1/4
the link in first mod was pointing out the wrong thing lmao
Topic Starter
Nerova Riuz GX

Sonnyc wrote:

00:02:030 - Volume setting for here isn't fixed yet. Redline is 91% while greenline being 20%.
i remember i've already fixed that.....alright, fixed
01:25:922 - 01:32:780 - 03:15:637 - 03:22:494 - I'd like to expect another response from you here. Maybe the long slow sliders were intending to best express the long melodies, but these drum sounds were pretty strong enough to get ignored. I'd like you to reconsider.
......i discussed with some people and i got the same conclusion. I've already ignored enough beats (ofc intentionally) so i should add something at that place. that does make sense so I'll add them. btw using 1.0 ds and some triangles to specify the change.
02:12:315 (1,2,3,1) - 04:02:030 (1,2,3,1) - The spacing of (3,1) isn't actually consistent due to the sv change of (1). Check yourself by temporarily removing the greenline.
ok.
03:55:172 (1,2,3,1) - Could be a consistent spacing.
changed
01:52:601 (1,2,1) - 01:53:887 (1,1,1) - 01:56:030 (1,2,1) - 01:59:458 (1,2,1) - etc - Maybe you didn't got what I intended in my modding here. So, the main point here is that 01:56:030 (1,2,1) for example, (1,2) has got 1/8 interval while (2,1) is 1/4. Nevertheless, the actual spacing of these tree objects are the same. Players might not have problems since it can be tolerated with slider leniency, but it's pretty doubtful that the current pattern is good to intuitively know what the actual rhythm is. tl;dr 1/8 and 1/4 spacing needs some kind of a difference.
I think I understand what you mean but some changes were made before the timing so i got wrong information. whatever.
so the main thing is about separating 1/4 and 1/8 in short, and i did some changes for that in kiai.
Also, made some spacing changes like 02:29:030 (1) - for that 1/4 and 1/8 problem too


I'm not personally confident with the last issue in your map, and I probably won't give you my nomination with that remaining. But you'll need a major adjustment if you decide to change. In that case, maybe you can contact the original nominator.

Good luck with this map!
Side
Hi here's a thing (as requested) :v

[H8]

Don't think AR9.5 is that necessary for this bpm or density. 9.2/9.3 would do imo.

tfw no sb :/ especially when you use colorhax red sliders for the wubs could do something with the bg changing color idk just a petty pointless suggestion I suppose

01:24:315 (1,2,3) - I know why you did this but honestly there is room for so much here. The first two at 01:10:601 (1) - 01:17:458 (1) - make a lot of sense because there's nothing else to map to but this one here there is so much going on in the song. You can still have a similar effect but it makes more sense to map this rather than having long sliders while the music is doing something. Just as some options you could end (1) at 01:25:065 - then start another slow slider or better just a note and antijump at 01:25:172 - then make 01:26:030 (3) - like 1/2 swing sliders and stuff you know to follow the rhythm ofc. Otherwise to me i'm just like aww look at all this musics that I can't tap to :/

01:44:887 - And in this section there's a good missed doubles opportunity 01:45:101 - 01:45:208 - 01:45:422 - 01:45:530 - Like currently what is (3) following? the guitar? but 01:45:422 - is such a strong sound yet a weak sound like the guitar gets an active object so why doesnt this stronger beat get one? If you were to move 01:45:315 (3) - to 01:45:422 - it would make a really nice section that better follows the actual rhythm here in the music. This of course would need to apply to this whole section but it is worth it as it will follow the music a lot better.

01:52:601 (1) - 01:53:887 (1) - 01:54:744 (1) - etc for sliders like these ending in the 1/8 tick that act as 3/4 slider wannabes it sounds better if you mute the slider end. Especially for 01:54:744 (1) - 01:58:172 (1) - 02:01:601 (1) - etc. Of course this would apply to any future ones

02:26:887 (1) - Nice idea but a different shape might look better. idk I'm not good at slider art xd

02:31:172 (1,2,3) - TBH here I was expecting either a long slow slider or just a note at 02:31:172 - then a pause into 02:32:458 - if anything I think those two things would go better than this. I guess you're trying to follow the broken up vocal thing but meh doesn't sound that good even as inactive objects since the thing with the vocals isn't 1/4.

03:44:458 (1) - Just a reminder about muting some slider ends :v

04:49:601 (1) - not sure why this slider is much louder than the others. I think its because the tick hitsound at 04:49:655 - is pretty damn loud like the volume sounds really good here 04:47:886 (3,4) - its not so harsh and keeps the effect but at 04:49:601 (1,1) - both of these the tick hitsound or whatever that is is really loud. I know you're doing increasing volume but its not so noticeable because the sliders are so short for 04:47:886 (3,4) - so instead you should keep those at like 5% and then 10% respectively that way you can lower the tick volumes to like 15% for 04:49:601 (1) - then use 20% starting at 04:50:030 (1) - and lowering like usual and I think then it sounds okay.

05:00:851 (1) - Shame you did a static effect with the slider ticks but not with this :/
inb4nochanges

Hope this helps. Good luck! :)
Topic Starter
Nerova Riuz GX

Side wrote:

Hi here's a thing (as requested) :v

[H8]

Don't think AR9.5 is that necessary for this bpm or density. 9.2/9.3 would do imo. uhh i feel people will get problem with stacks so i use 9.5

tfw no sb :/ especially when you use colorhax red sliders for the wubs could do something with the bg changing color idk just a petty pointless suggestion I suppose idk i have no plan for that tbh

01:24:315 (1,2,3) - I know why you did this but honestly there is room for so much here. The first two at 01:10:601 (1) - 01:17:458 (1) - make a lot of sense because there's nothing else to map to but this one here there is so much going on in the song. You can still have a similar effect but it makes more sense to map this rather than having long sliders while the music is doing something. Just as some options you could end (1) at 01:25:065 - then start another slow slider or better just a note and antijump at 01:25:172 - then make 01:26:030 (3) - like 1/2 swing sliders and stuff you know to follow the rhythm ofc. Otherwise to me i'm just like aww look at all this musics that I can't tap to :/ The basic intention here is to separate two different kinds of parts: fast parts, and slow parts. I want people to pay attention on those changes (mainly on the overall momentum, not just some detail). that's because it contains such a huge amount of feelings and I want to express them as possible as I can.

01:44:887 - And in this section there's a good missed doubles opportunity 01:45:101 - 01:45:208 - 01:45:422 - 01:45:530 - Like currently what is (3) following? the guitar? but 01:45:422 - is such a strong sound yet a weak sound like the guitar gets an active object so why doesnt this stronger beat get one? If you were to move 01:45:315 (3) - to 01:45:422 - it would make a really nice section that better follows the actual rhythm here in the music. This of course would need to apply to this whole section but it is worth it as it will follow the music a lot better. Changed some of them, but still mapped for guitars. This should make more sense now.

01:52:601 (1) - 01:53:887 (1) - 01:54:744 (1) - etc for sliders like these ending in the 1/8 tick that act as 3/4 slider wannabes it sounds better if you mute the slider end. Especially for 01:54:744 (1) - 01:58:172 (1) - 02:01:601 (1) - etc. Of course this would apply to any future ones umm not necessarily needed?

02:26:887 (1) - Nice idea but a different shape might look better. idk I'm not good at slider art xd ok changed, based on your design

02:31:172 (1,2,3) - TBH here I was expecting either a long slow slider or just a note at 02:31:172 - then a pause into 02:32:458 - if anything I think those two things would go better than this. I guess you're trying to follow the broken up vocal thing but meh doesn't sound that good even as inactive objects since the thing with the vocals isn't 1/4. using a plain slider is not that good as I thought, it can't provide enough changes for those complex sounds. and yes, they are not 1/4, but you can't find a correct divisor for that so let's just keep 1/4.

03:44:458 (1) - Just a reminder about muting some slider ends :v later maybe

04:49:601 (1) - not sure why this slider is much louder than the others. I think its because the tick hitsound at 04:49:655 - is pretty damn loud like the volume sounds really good here 04:47:886 (3,4) - its not so harsh and keeps the effect but at 04:49:601 (1,1) - both of these the tick hitsound or whatever that is is really loud. I know you're doing increasing volume but its not so noticeable because the sliders are so short for 04:47:886 (3,4) - so instead you should keep those at like 5% and then 10% respectively that way you can lower the tick volumes to like 15% for 04:49:601 (1) - then use 20% starting at 04:50:030 (1) - and lowering like usual and I think then it sounds okay. uhh slightly lowered the volume? that works fine for me but idk about the audiences

05:00:851 (1) - Shame you did a static effect with the slider ticks but not with this :/ ahh, they are different. I only do that when there's a person yelling "why do you hate me" in the back ground. also, the spinnerspin.wav i used is great enough for this spinner part. (plz play the spinner at least once or you'll never know)
inb4nochanges

Hope this helps. Good luck! :)
nice
den0saur
That background is too creepy imo :(
Topic Starter
Nerova Riuz GX
it will be back in a different form.
C00L
gud
Lunicia

C00L wrote:

gud
BanchoBot
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