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Au5 & Fractal - Halcyon

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Topic Starter
lazygirl
This beatmap was submitted using in-game submission on Sunday, November 27, 2016 at 4:54:22 PM

Artist: Au5 & Fractal
Title: Halcyon
Tags: Monstercat Dubstep Drumstep Basses Gimmick Stream Jump Jumpstream calm slider velocity changes spaced
BPM: 184
Filesize: 10017kb
Play Time: 05:17
Difficulties Available:
  1. Halcyon (6.68 stars, 968 notes)
Download: Au5 & Fractal - Halcyon
Information: Scores/Beatmap Listing
---------------
One of the most brilliant duos ever, and a nice bassdrop

Yes I know this description is long

And the map's done and hitsounded (I'll maybe do a simple SB and the two jumping sections will be nerfed) If you wanna mod it, go ahead! Feel free to ask for M4M too :)

Testplayers:
- Rohulk
- Haganenno
- Phyloukz
- Mysterious
Alexia-
hi, from q

[General]
  1. Cut the mp3 D:
[Halcyon]
  1. 00:07:846 (1,2,3,4) - Notice how on every slider tail, the beat is strong than the head of the slider. You should have the slider heads being clicking on the strong beat to emphasis the strong sound.
  2. 01:07:846 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - This whole jumpy jump thing is pretty stupid and really doesn't reflect the song at all, atop that it feels dreadful in terms of flow. I recommend you remap from the start of the break to 01:23:335 using much smaller spacing that gradually increases.
  3. 01:30:672 - Not sure why you are using such small spacings between the sliders where as everything else in the kiai time is big. Especially when the difficult is this high. Feels very underwhelming to play.
  4. 03:13:064 - jumpy jump is bad
  5. 04:13:064 (1) - This slider is so out of place, it's the only slider like this in the map. Change it to something that fits more with the map (i.e using a slider that you have used lots of time previously.)
  6. 04:53:824 (3) - Strong beat on tail of slideryes.
  7. 05:02:629 (1,2) - I recommend stacking these and the circles following, makes it easier to read and hit.
Topic Starter
lazygirl

Alexia- wrote:

hi, from q

[General]
  1. Cut the mp3 D: Don't need to, I mapped more than 80% of it
[Halcyon]
  1. 00:07:846 (1,2,3,4) - Notice how on every slider tail, the beat is strong than the head of the slider. You should have the slider heads being clicking on the strong beat to emphasis the strong sound. I'm mapping the pluck bass in the background during almost the entirety of that section
  2. 01:07:846 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - This whole jumpy jump thing is pretty stupid and really doesn't reflect the song at all, atop that it feels dreadful in terms of flow. I recommend you remap from the start of the break to 01:23:335 using much smaller spacing that gradually increases. I am not satisfied with both jumping sections tbh, I will be remapping those
  3. 01:30:672 - Not sure why you are using such small spacings between the sliders where as everything else in the kiai time is big. Especially when the difficult is this high. Feels very underwhelming to play. I decided to do this for every time this rhythm comes up, and I feel it's more adapted
  4. 03:13:064 - jumpy jump is bad I know :c
  5. 04:13:064 (1) - This slider is so out of place, it's the only slider like this in the map. Change it to something that fits more with the map (i.e using a slider that you have used lots of time previously.) Fixed, didn't notice that one
  6. 04:53:824 (3) - Strong beat on tail of slideryes. I'm mapping to the synth, the snare isn't the main focus here
  7. 05:02:629 (1,2) - I recommend stacking these and the circles following, makes it easier to read and hit.If you can play this map you should be able to read this imo, this is about the easiest thing in the map :p
Thanks a lot for your mod ^^
Hoa
My end of the M4M!

Halcyon


  • 00:14:368 (5) - Tiny (and probably unwanted overlap). Move (5) to here and move (6) accordingly should be better, I believe.
    00:21:705 (4) - Why not angled to the other side? Make better flow
    01:26:759 (5,6,7,8,9,10,11,12,1) - Maybe blanket (1) would be better than overlap?
    01:28:227 (4,5,6,1) - Align (5) straight, and blanket (1) with (6) would make it look more beautiful!
    01:44:205 (2) - Move it up a little bit to avoid overlap.
    02:06:379 (8,1,2) - Why the sudden stacking? How about this? The same goes to 04:11:596 (8,1,2) -
    02:18:281 (1) - Need better blanket. :o :o
    02:24:151 (1) - I think you should make its end blanket to 02:24:803 (1) - would look nicer, but leave it as it's now is still OK I guess.
    02:28:390 (1,2) - Maybe rotate (1) by 25 degree clockwise and move (1) accordingly would create cleaner pattern?
    03:35:454 (9) - Why not just overlap (9) above 03:35:890 (1) - tail?
    03:41:596 (2) - Maybe just copy 03:41:107 (1) - and Ctrl + < would be nice.
    03:52:846 (1) - Moving it to here would make it look better imo.
    04:30:998 (7) - 25 degree counter-clockwise would be nice, though.
    05:18:281 (1) - You can add a spinner here to 05:18:281 (1) - would create a very nice ending.
Overall, very nicely done. Love to see this get ranked!!
Topic Starter
lazygirl

LeKhanhHoa wrote:

My end of the M4M!

Halcyon


  • 00:14:368 (5) - Tiny (and probably unwanted overlap). Move (5) to here and move (6) accordingly should be better, I believe. Agreed
    00:21:705 (4) - Why not angled to the other side? Make better flow ye
    01:26:759 (5,6,7,8,9,10,11,12,1) - Maybe blanket (1) would be better than overlap? Moved 1 to remove overlap
    01:28:227 (4,5,6,1) - Align (5) straight, and blanket (1) with (6) would make it look more beautiful! Moved 5, but kep 1 as is
    01:44:205 (2) - Move it up a little bit to avoid overlap. yep
    02:06:379 (8,1,2) - Why the sudden stacking? How about this? The same goes to 04:11:596 (8,1,2) - 3 times the same sound, feels reasonable to stack I think ^^
    02:18:281 (1) - Need better blanket. :o :o it's blanketted to the tail of 02:17:955 (1) - find it ok as is ^^
    02:24:151 (1) - I think you should make its end blanket to 02:24:803 (1) - would look nicer, but leave it as it's now is still OK I guess. I think it's ok like this ;3 rounded the end of it a bit though
    02:28:390 (1,2) - Maybe rotate (1) by 25 degree clockwise and move (1) accordingly would create cleaner pattern? agreed
    03:35:454 (9) - Why not just overlap (9) above 03:35:890 (1) - tail? yeah fits well
    03:41:596 (2) - Maybe just copy 03:41:107 (1) - and Ctrl + < would be nice. it's the same shape though
    03:52:846 (1) - Moving it to here would make it look better imo. yep
    04:30:998 (7) - 25 degree counter-clockwise would be nice, though. ye
    05:18:281 (1) - You can add a spinner here to 05:18:281 (1) - would create a very nice ending. don't like that though :(
Overall, very nicely done. Love to see this get ranked!! Approved ya mean ;3 thanks a lot! great mod ^^
LwL
Hey, M4M from my q~

Halcyon
  1. If you're going for approval, the drain time isn't long enough, with the two breaks it comes down to less than 5 minutes. You could map the breaks imo, it would fit as a buildup. Or you could just map some of the outro.
  2. 00:07:846 (1,2,3) - All of these start on a barely audible sound and ends on a really strong one. You could make 00:07:683 (6) a 1/1 slider and then move the rest of the sliders so that the strong sound is on the sliderstart, it would fit much better.
  3. 00:15:020 - this has a pretty strong sound that you've previously mapped to, you shouldn't skip it entirely. You could make it like 00:19:585 (4,5,6), would fit nicely imo.
  4. 00:28:064 (5) - Could make this a 1/1 slider and have the strong sound on 00:28:553 clickable, I think it'd fit better, it's ok since the sliderstart here is also strong, but I find it awkward since it's also a 3/2 gap where you wouldn't normally expect a strong sound on a sliderend.
  5. 00:33:280 (5) - ^
  6. 01:07:846 (1) - I feel a bit conflicted about this entire jump section (03:13:064 (1) as well), it's a build up so it makes sense to have it as a building jump section, but it's also really quiet, so I don't think having these as the hardest parts of the map by far really is appropriate, I'd suggest nerfing it.
  7. 01:34:585 (2,3,4,5,6,7,8,9,10) - This ties in a bit with the above point regarding where the difficulty spikes are, you could make all of these 1/3 streams small jumps and they'd play fine. The strength of the beat justifies it imo (it's basically the same as 01:29:531 (1,2,1,2,1)), and (potentially along with nerfing the previous point) it would put more difficulty in the kiai instead of the buildup after the break.
  8. 01:50:890 (1,2,3,1,2,3,1,2) - Also goes along with the previous ones, you could make these quite a bit larger if you wanted (the other occurences of this as well ofc) (you made them proper jumps here 02:05:237 (1,2,3,4,5,6,7,8) which I find to be much better). All three of these points apply to the next set of kiais as well where appropriate.
  9. 04:00:998 (4,5,1) - This is a bit annoying to read with the sliderend directly underneath the circle, it becomes easy to mistake the slider for a circle.
  10. 04:06:542 (1) - There's quite a strong sound on the red tick here that you could and the slider on, and then make it a jump or sth idk. Just an idea, would emphasize it nicely imo.
  11. 04:17:629 (6,7,8) - The spacing here is kinda counterintuitive, having a 1/4 jump followed by a 1/2 stack.

Good Luck! :)
Topic Starter
lazygirl

LawL4Ever wrote:

Hey, M4M from my q~

Halcyon
  1. If you're going for approval, the drain time isn't long enough, with the two breaks it comes down to less than 5 minutes. You could map the breaks imo, it would fit as a buildup. Or you could just map some of the outro. Do breaks not count in the drain time?
    didn't know that D: will map something in the breaks

  2. 00:07:846 (1,2,3) - All of these start on a barely audible sound and ends on a really strong one. You could make 00:07:683 (6) a 1/1 slider and then move the rest of the sliders so that the strong sound is on the sliderstart, it would fit much better. Well I guess every modder so far mentionned it, may as well change it
  3. 00:15:020 - this has a pretty strong sound that you've previously mapped to, you shouldn't skip it entirely. You could make it like 00:19:585 (4,5,6), would fit nicely imo. yeah feels nicer
  4. 00:28:064 (5) - Could make this a 1/1 slider and have the strong sound on 00:28:553 clickable, I think it'd fit better, it's ok since the sliderstart here is also strong, but I find it awkward since it's also a 3/2 gap where you wouldn't normally expect a strong sound on a sliderend. done
  5. 00:33:280 (5) - ^ same
  6. 01:07:846 (1) - I feel a bit conflicted about this entire jump section (03:13:064 (1) as well), it's a build up so it makes sense to have it as a building jump section, but it's also really quiet, so I don't think having these as the hardest parts of the map by far really is appropriate, I'd suggest nerfing it. Yeah I am remapping those two sections, idk how yet, probably with more sliders and less spaced jumps overall, I got kinda carried away when making those :p
  7. 01:34:585 (2,3,4,5,6,7,8,9,10) - This ties in a bit with the above point regarding where the difficulty spikes are, you could make all of these 1/3 streams small jumps and they'd play fine. The strength of the beat justifies it imo (it's basically the same as 01:29:531 (1,2,1,2,1)), and (potentially along with nerfing the previous point) it would put more difficulty in the kiai instead of the buildup after the break. I agree this is good to spike the difficulty here, but these streams are already quite hard to aim as is (plus with the ones that change spacing later) when I saw testplayers play it that was where the most misses occured besides the stupidly spaced jumps sections that I need to nerf
  8. 01:50:890 (1,2,3,1,2,3,1,2) - Also goes along with the previous ones, you could make these quite a bit larger if you wanted (the other occurences of this as well ofc) (you made them proper jumps here 02:05:237 (1,2,3,4,5,6,7,8) which I find to be much better). All three of these points apply to the next set of kiais as well where appropriate. I like those triangles, as the song kinda comes to a small drop in intensity, so these triangles are also small on spacing. also notice how 02:05:237 (1,2,3) - and 04:10:455 (1,2,3) - are the same notes and same spacing ^^
  9. 04:00:998 (4,5,1) - This is a bit annoying to read with the sliderend directly underneath the circle, it becomes easy to mistake the slider for a circle. I may apply this if it's mentionned again but I mostly think this should be fine
  10. 04:06:542 (1) - There's quite a strong sound on the red tick here that you could and the slider on, and then make it a jump or sth idk. Just an idea, would emphasize it nicely imo. sounds like a continous sound to me :p it's the bass that distorts weirdly I think
  11. 04:17:629 (6,7,8) - The spacing here is kinda counterintuitive, having a 1/4 jump followed by a 1/2 stack. May change this, but I think it's fine ^^

Good Luck! :)
Thanks a lot :D helpful mod ^^
LwL

lazyboy007 wrote:

01:34:585 (2,3,4,5,6,7,8,9,10) - This ties in a bit with the above point regarding where the difficulty spikes are, you could make all of these 1/3 streams small jumps and they'd play fine. The strength of the beat justifies it imo (it's basically the same as 01:29:531 (1,2,1,2,1)), and (potentially along with nerfing the previous point) it would put more difficulty in the kiai instead of the buildup after the break. I agree this is good to spike the difficulty here, but these streams are already quite hard to aim as is (plus with the ones that change spacing later) when I saw testplayers play it that was where the most misses occured besides the stupidly spaced jumps sections that I need to nerf Do consider that low angle jumps/highly spaced streams are generally hard to aim, so depending on the players' strengths small jumps might actually not feel much harder. I don't think the streams are unfitting though.
emilia
can't really mod this, will give general opinions because i think this map is in dire need of a restructure

  1. from 00:05:238 (1) - to 00:46:324 (5) - , the SV is really really slow, and the occasional huge distance made it very disconcerting and uncomfortable to play. also, the distance is much smaller at times, and yet it doesnt really emphasise anything in the music, which can be rather unreadable at times, eg. 00:07:683 (6,1) - compared to 00:05:238 (1,2) - , where the music is of similar intensity but the distances are vastly different for whatever reason. inconsistencies make this whole bit quite difficult to play in general, which i dont really like

  2. from 00:46:976 (1) - to 01:07:194 (2) - it was very unclear as to why you had to use extended sliders (3/4 sliders) at certain places and not the others when the music sounded basically the same. not just that, the visual distance between sliders is also very muffled, in the sense that it was unclear as to what the rhythmic difference of the sliders were, be it 1/4 or 1/2. some examples can include 00:47:955 (4,1,2) - , where 4 ->1 looks the same from 1->2 but 4 ->1 is in fact a 1/4 time difference and 1 ->2 is a 1/2 time difference. this makes this whole section rather unreadable. the whole switch to non extended sliders here 00:54:477 (3,4,1,2,3,1,2,3,4,1,2,3,4) - felt very unnatural as well, because you just completely threw the structure you originally intended away and suddenly jumping back to it again after. its alright to have rhythmic variability, but its not when it makes your map unreadable

  3. from 01:07:846 (1) - to 01:23:335 (8) - felt highly unnecessary. the jumps were completely overdone and mapped JUST for difficulty (blatantly). even though i can say that they do increase in intensity with respect to the song, you were missing out on a lot of important beats that couldve been mapped to make the map at least a tad more interesting than whatever is mapped here. there was no rhythmic emphasis in the slightest, it seemed like every white AND red tick in this whole section had to be clickable despite the music not supporting it at all. not only was the rhythm lacklustre, i didnt understand your use of triplets here 01:14:531 (2,3,4) - 01:15:509 (9,10,1) - where the music supports it in no way at all. there is no emphasis, no triplet beat, but for whatever reason you've smacked a triplet on there. right after that, the sudden transition into 01:23:498 (1,2,3,4,1,2,3,4) - where you were, again, mapping clickbeats to nothing thats very much emphasised and the resultant reduction of note density and distance completely threw me off as compared to the previous section it was still a buildup. coming to the intense portion, 01:26:107 (1,2,3,4) - this is of a much smaller distance compared to the previous jumps in the softer portion, yet again i can't see the reasoning behind it

  4. from 01:27:411 (1) - to 02:28:797 (1) - , i felt like this whole section is just completely unreadable, unplayable and too mindless in general. just take note that NC spam here 01:29:531 (1,2,1,2,1) - is highly unnecessary, while NC for SV changing here 01:32:629 (1,2) - is much more important. as the former issue isnt big enough to take precedence over the latter, i'll talk more about the latter issue more in this section. the point of NCing is so that the player can see that the sections you've segregated with NC is different from the one before, be it that its from a new bar, a new sort of rhythm, a new SV, a new distance, or a new emphasis etc. etc. if you were to NC everything it'd kinda be pointless, and its very much more important that you understand that NCing should not be abused and should be used appropriately instead. sections such as 1/3 rhythms 01:34:585 (2) - can be NCd as well to make playing it more obvious. the massive distance change 01:49:096 (5) - can be NCd as well. i'm sure you get the gist of what i mean. some other issues that have been repeated were within this section as well, such as the unplayable nature of weird distances matched with SV, 02:02:628 (1,2,3,4,5,6) - , sudden changes in distance without indication of the music, 02:07:357 (6,7,8,1) - , etc. i'm sure you can catch these issues yourself. one tip i can give you is to have a certain combo colour for fast sliders and have a different set of colours for slower ones, which will make playing this much more of a breeze than a pain.

  5. 02:28:797 (1,1) - also i'm pretty sure these are too close to be played properly, consider leaving more space for the next slider by shortening the spinner


    the music/map basically repeats itself at this point

    good luck
Topic Starter
lazygirl

[ Emillia ] wrote:

can't really mod this, will give general opinions because i think this map is in dire need of a restructure

  1. from 00:05:238 (1) - to 00:46:324 (5) - , the SV is really really slow, and the occasional huge distance made it very disconcerting and uncomfortable to play. also, the distance is much smaller at times, and yet it doesnt really emphasise anything in the music, which can be rather unreadable at times, eg. 00:07:683 (6,1) - compared to 00:05:238 (1,2) - , where the music is of similar intensity but the distances are vastly different for whatever reason. inconsistencies make this whole bit quite difficult to play in general, which i dont really like I feel the low SV fits the calmness of the track outside of the drops, it's just a track I felt was too calm to have high SV on. As for the spacing, it's mostly due to me placing things where it might look best, and the map plays just fine in my opinion in these parts

  2. from 00:46:976 (1) - to 01:07:194 (2) - it was very unclear as to why you had to use extended sliders (3/4 sliders) at certain places and not the others when the music sounded basically the same. not just that, the visual distance between sliders is also very muffled, in the sense that it was unclear as to what the rhythmic difference of the sliders were, be it 1/4 or 1/2. some examples can include 00:47:955 (4,1,2) - , where 4 ->1 looks the same from 1->2 but 4 ->1 is in fact a 1/4 time difference and 1 ->2 is a 1/2 time difference. this makes this whole section rather unreadable. the whole switch to non extended sliders here 00:54:477 (3,4,1,2,3,1,2,3,4,1,2,3,4) - felt very unnatural as well, because you just completely threw the structure you originally intended away and suddenly jumping back to it again after. its alright to have rhythmic variability, but its not when it makes your map unreadable Yeah I'm not happy with that part for exactly the reasons you mentionned, I'm remapping it

  3. from 01:07:846 (1) - to 01:23:335 (8) - felt highly unnecessary. the jumps were completely overdone and mapped JUST for difficulty (blatantly). even though i can say that they do increase in intensity with respect to the song, you were missing out on a lot of important beats that couldve been mapped to make the map at least a tad more interesting than whatever is mapped here. there was no rhythmic emphasis in the slightest, it seemed like every white AND red tick in this whole section had to be clickable despite the music not supporting it at all. not only was the rhythm lacklustre, i didnt understand your use of triplets here 01:14:531 (2,3,4) - 01:15:509 (9,10,1) - where the music supports it in no way at all. there is no emphasis, no triplet beat, but for whatever reason you've smacked a triplet on there. right after that, the sudden transition into 01:23:498 (1,2,3,4,1,2,3,4) - where you were, again, mapping clickbeats to nothing thats very much emphasised and the resultant reduction of note density and distance completely threw me off as compared to the previous section it was still a buildup. coming to the intense portion, 01:26:107 (1,2,3,4) - this is of a much smaller distance compared to the previous jumps in the softer portion, yet again i can't see the reasoning behind it I didn't intend to make this just for difficulty initially. The plan was to make the kiais hard and the rest calm, but I overshot the jump section by a lot and want to remap it, but with a non pure jump part (as it doesn't fit the map the way it should) will be changed, as for the triplets, there's a snare roll that justifies it clearly to me, these are justified I think. The part where the tapping becomes 1/1 is also good imo.

  4. from 01:27:411 (1) - to 02:28:797 (1) - , i felt like this whole section is just completely unreadable, unplayable and too mindless in general. just take note that NC spam here 01:29:531 (1,2,1,2,1) - is highly unnecessary, while NC for SV changing here 01:32:629 (1,2) - is much more important. as the former issue isnt big enough to take precedence over the latter, i'll talk more about the latter issue more in this section. the point of NCing is so that the player can see that the sections you've segregated with NC is different from the one before, be it that its from a new bar, a new sort of rhythm, a new SV, a new distance, or a new emphasis etc. etc. if you were to NC everything it'd kinda be pointless, and its very much more important that you understand that NCing should not be abused and should be used appropriately instead. sections such as 1/3 rhythms 01:34:585 (2) - can be NCd as well to make playing it more obvious. the massive distance change 01:49:096 (5) - can be NCd as well. i'm sure you get the gist of what i mean. some other issues that have been repeated were within this section as well, such as the unplayable nature of weird distances matched with SV, 02:02:628 (1,2,3,4,5,6) - , sudden changes in distance without indication of the music, 02:07:357 (6,7,8,1) - , etc. i'm sure you can catch these issues yourself. one tip i can give you is to have a certain combo colour for fast sliders and have a different set of colours for slower ones, which will make playing this much more of a breeze than a pain. I disagree with most of what you say here. NC on the SV changes are done (almost) everywhere. But the spacing changes such as the 02:02:628 (1,2,3,4,5,6) - feel justified to me (the vocal gets choppy and weird in that spot, suggesting some increase in intensity). Also NC on my 1/3 rhythms aren't really needed I don't think, as I NC every non 1/3 rhythm (so the 1/3 stands out by lacking NC)

  5. 02:28:797 (1,1) - also i'm pretty sure these are too close to be played properly, consider leaving more space for the next slider by shortening the spinner Shortened spinner a bit


    the music/map basically repeats itself at this point

    good luck Thanks ^^
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