In the insane: 00:43:949 (6) - is unrankable because it is off-screen on 4:3 resolution.
fixed.Xexxar wrote:
In the insane: 00:43:949 (6) - is unrankable because it is off-screen on 4:3 resolution.
i hitdounded for it :3MrSergio wrote:
Why didn't you use this hitsounding on the Easy?
MrSergio wrote:
5 mod projectGeneral
________________
Easy
I'll leave hitsounding for later I guess
- 00:17:896 (3) - in case of fast beats on lower diffs it is common practice to start the slider on the first one of these beats, or make it end on the last one of them. This is so you cover the other beat you're skipping with the slider: it gives the sensation the players plays such beat even tho they don't click.
In this case, make this one finish at 00:19:080 - so you catch both notes yeah
00:25:001 (1,3) - swap NC
00:28:159 (1,2) - same (how to place NCs on lower diffs: for example take 00:19:475 - . Count all the white ticks you encounter (obviously count also the current one you're on right now. Once you reach "9" white ticks you gotta place a NC)
00:30:922 (1) - remove NC
00:41:580 (3,1) - swap NC (although this is not the correct order here, this is the best solution, since you skipped the NC at 00:38:422 - and everything went how it went)
00:44:738 - I hope you can fix the kiai on your own, cause it's kinda a waste of time to point them all out myself lol
00:44:738 (1,2,3) - this doesn't belong to Easy diff. Too many 1/2 snaps and it is really inconsistent with the rest of the diff
00:51:054 (1,2,3) - same
01:14:738 (2) - remove the whistle from the slider body here
01:24:212 (1,2) - better using circles imo, so you can avoid that 1/2 snap
01:27:370 (1,2,3) - idk... this one feels a bit strange. What about a 3/2 repeat slider instead of these?
@everything about 1/2 snaps, i dont think it is really that needed cuz it's pretty slow song, and they are sliders too so it can be mistimed click but still not miss the note. if this is seriously unrankable or something it could be changed but i think that this follows the music in the best way possible. also, for
00:44:738 (1,2,3) - this doesn't belong to Easy diff. Too many 1/2 snaps and it is really inconsistent with the rest of the diff
00:51:054 (1,2,3) - same
this is at the climax of the kiai, i think it is the most intense part of the song. so it's harder than the rest. the ending, also, contrasts hard with the slow part before the drum bursts.________________
Normal
Why didn't you use this hitsounding on the Easy? see thzz post
- 00:31:317 - I'd add a beat here to make the player still follow somehow the drop on 00:31:712 - , otherwise it feels too empty (vocals only is boring) added circle
00:32:106 (2,3) - same here, vocals only get boring and make you create unnatural rhythms. It would feel more natural to hold the slider from the white tick, and not the red one hmmm i think here since the slider still ends on the red tick, it's okay, cuz that red tick it starts on has a lot of vocal emphasis too
00:41:975 (1) - why NC mistake
00:55:791 (5,6,1,2,3) - this section is just too easy now, because you skipped a lot of beats that could have made sense with the song. The diff must be consistent in note density i think the grave is sealed on that first pattern but i did change the second one 00:57:370 (1) - into more representative
again, the kiai feels a bit empty somehow but I don't think you can do much here, since you went and mapped just the chorus (and adding some other instruments now would clutter up the map)
Visuals of this one kinda triggers me. Maybe it's your style, but stuff like 00:12:370 (1,2,1,2) - feels really forced on the player flow-wise
that kind of thing would put emphasis on the 2, which makes sense imo. idk i think its ok.________________
Hard
aaaa, structure.
- 00:03:685 (1,2) - keep your spacings constant please: 00:00:528 (1,2) - , at l east visually yes
00:18:685 (6,1) - try making something like this instead stack 5,6 and made it into a triangle with 1, 2 to emphasize them both
00:35:856 (1) - stuff like this is just to get you changed it anyway lol. It touches the HP bar: https://osu.ppy.sh/ss/6419822 (you can also notice the blanket being off :p) fixed blanket.
01:09:014 (2,3) - this is too awkward to click, since you put emphasis on the red tick with your second slider. Sliders starting on red ticks and not supported but strong beats play like ass, and you do this repeatedly here, but also in the Normal from what I can remember
Just as a comparison, check 01:19:080 (3,1) - and you'll see how it plays better (due to the sliders starting on white ticks, aka strong beats) i would love to see a way to make this play without it having a repeat slider into a circle which would play badly imo. i put slider here so that it would be easier to acc and play, even if it would not be the perfect representation (i assume you would like a circle on the red tick then slider on white > red after it.)
01:25:791 (1) - I bet you don't like parallel stuff, right? x) no.
01:27:370 (1,2,3,1,2,3,1,2,3) - umh... you barely used any triplet in the whole map and you pack me 3 at once for the ending? Please make the first 2 triplets into repeat sliders and the last one can easily be left like that yeah.
For example take patterns like 00:04:475 (4,5,6,1,2,3,4,1) - and tell me why they are like that, or why 00:07:238 (2,4) - have those directions, or 00:08:423 (1,2,3) - or... well, you get it I believe. Maybe it's something people doesn't want to get told, but remapping at least once this diff would help. A lot.
i do not understand this. you know that if you say "remap" then i would end up with the same thing, so i will explain why i put those like that in hopes you can explain why you think they are wrong...
00:04:475 (4) -
emphasis here cuz the guitar comes down and starts new part in my interpretation
00:07:238 (2,4) - have those directions
because i made transitions between phrases with sharp direction changes. so 3 has emphasis, but 2 and 4 do not cuz they are continuation of previous sounds.
00:08:423 (1,2,3) -
same thing here, with 1 having emphasis cuz of that loud piano, 2 also having piano and 3 has vocal starting. 4 is continuation and 00:10:001 (1) - has piano and stronger vocal so sharp angle there.________________
Insane
Hitsounding is... decent enough I'd say, so I'll avoid going over it now since I'm seriously tired after all those screens. Just make sure to apply it on the Easy too, 'cause I don't think just one diff deserves such treatment, right?
- 00:02:402 - rip cool beat. Please be consistent and either map this beat or remove 00:00:528 (1,2) - this pattern and place a simple 1/1 slider (I suggest the first option) changed..
00:08:422 (1) - just... try something like this please. That slider has no meaning whatsoever and it sucks, but it is better than the circle + slider starting on red tick stuff. Pleeeeease, avoid this damn sliders on red ticks. the reason i put your so hated red tick slider here is because there was no emphasis on the red,white,red ticks after that circle. so i put something weak to cover it. but i changed it to your rhythm instead.
00:10:396 (2,3) - and yes, this stuff is correct, just make sure to check if there's a strong beat when you place a slider (aka, think more about what you're going to do with the map) (which incidentally is the same process to improve structure, hue) despite what you appear to think, i did actually think a lot about where i put the notes down ._.
00:20:264 (3,4) - making this sort of jumps reduces the emphasis you place on the slider. Why?
Because you'd normally continue on the jump's direction (right?) but if you follow the slider's direction you end up creating a cushion effect which makes everything less emphatic. Explanation yes, i agree... the slider was facing right to make the player have a sharp angle but i guess they would just snap to the slider anyway so that effect is lost
00:25:791 (1) - missing whistle on head
00:31:416 (1) - who taught you to place NCs on blue ticks? =w= i did this because those 4 circles follow something pretty different and i didn't want to make a 2 circle NC and when i left that other combo 00:32:106 (1) - not nc'd then someone said it was way too long combo
00:46:317 (1,2) - aaaaaa, red ticks agaaaaaain there is strong emphasis on that second syllable of the word, and there isnt even a strong sound on the white tick
00:47:896 (1,2,3) - try something like this to make a better flow (you can also do the opposite and change direction of 1 and 3) sure
00:49:277 (5) - if you're going to keep this damn red tick at least make the slider long enough to match the vocals, aka 1/1 slider. Really crude example disagree. there are two very clear words here, both followed with sliders. that's the only way i can follow them both accurately in my opinion.
00:52:633 (1,2) - you can't imagine how this stuff triggers me (and you keep doing it everywhere). It is not a natural flow at all because 1) you use a jump on a red tick (00:53:225 (2) - hi there) and 2) moreover you even place this stuff in the opposite direction of what you slider is indicating (00:52:633 (1) - hi there too) i do not see the issue of putting a sharp angle jump onto a drum burst on a red tick. players do not consider "here is a red tick, there shouldn't be a jump here" vs "here is a strong drum sound, there should be a jump here." they would just hear the drum sound and the jump goes with it to emphasis its start.
00:52:633 (1) - already tried something like this to create a nice "8 figure flow"? (yes, it is stacked on 6)\ i think that that might flow better but it would also put a lot more emphasis on 2 and 5, which i already did with spacing.
01:02:106 (1,2,3,4) - one of the many patterns I could take as example of missing structure why is this? the first slider follows the vocal (ima)and then the circles go on the next ones. i didnt put a red tick slider there because i thought the emphasis of the word shiinjite was on the second part so i put slider on that.
01:09:014 (2) - let's give it some more meaning like this, shall we? i do not think that this would work, because it would put a lot more emphasis on 2 when it's just a simple burst.
01:13:159 (1,3) - first time seeing this overlap and that shape used for 3 is just too cramped, come on D: yes fixed
01:15:429 (3) - DS
01:25:791 - no, from here you resume t he previous SV since it's the same rhythm and pace of the song. It's not dying out yet. i heard this as 3 descending held vocals, so i lowered sv accordingly. the drum bursts provide a spike in intensity, but the vocals there are still following that decreasing pattern.________________
Send me a PM in case something wasn't clear.
Consider that I skipped some stuff because 1) it's your map and I can't always give you examples and 2) it is a pain to type the same stuff over and over x)
Nice BG and song.
Lasse wrote:
my part of them m4m
nearly 4ms delay on drum-hitwhistle and 2, though still rankable, not having delay would be much better to make it more responsive: http://puu.sh/s6ha1/77a2131a59.zip
insane
nc usage seemed a bit weird in some spots like for example 00:02:106 (2) -00:08:422 (6) - 00:53:620 (1,3) - where you deviate from your usual 1 measure pattern for no apparent reason yeah just errors i guess, changed
01:29:047 - timing point conflicts with other diffs, no idea why it would even be there lol actually completely unnecessary red points is my mapping style, just because you do not understand it does not mean it is bad
00:02:501 (3) - missing clap according to music/pattern (it's also there on lower diffs)
00:04:475 (3,4) - since the things you do here seem to focus more on guitar, ctrlg on this rhythm would be reasonable http://i.imgur.com/maBitu7.jpg i think they have equal focus, changed though for a better pattern
00:07:238 (2) - doesn't make too much sense to have such a comparatively big (though passive) jump here, seems like you intended to just ctrlg this (or even if not, that seems to make more sense as this doesn't stand out more than your even spaced things) ya
00:08:817 (1,2,3,4,5,6) - first half of this has no vocals, second half does. so making them stand out, be it bei patterning and/or rhythm or whatever would be great. You kinda did it by suddenly having linear movement, but it didn't really feel fitting to me and just felt like a kinda random pattern when playing. talking about something like http://i.imgur.com/1nvvyUF.jpg for example, which keeps the hexgrid idea you had but would make vocals stand out more while also feeling cleaner (though there are many other solutions to this= changed to something similar (smaller spacing, but still slightly larger since I want to keep big spacing for the piano slider things)
00:11:382 (5) - has pretty much everything, vocals, drums, piano. yet you suddenly drop spacing and that just didn't seem to fit at all. how about stacking this on 00:12:172 (2) - head or doing something like http://i.imgur.com/EsIyc5Z.jpg ? yes
00:13:554 (2) - this one makes sense in comparison as cause it lacks so many key sounds
00:15:330 (2,3,4) - drum sampleset didn't seem intentional here side effect of me remapping without paying attention to hitsounds at all yea
00:17:896 - how about trying a rhythm like http://i.imgur.com/5YIrAmW.jpg which still follow kicks, but also maps the piano and makes the snares at the end of the combo stand out more because you don't click 00:18:685 - the issue there is that there's still a pretty light but noticeable drum sound under that white tick slider end there. i made it into small spacing circles. i dont want to put a slider there either because at that time i'm switching from piano = slider to guitar = slider.
00:23:225 (3,4) - though not very important, but making such 90° rotated patterns with curved sliders of noticeably different curvature doesn't look very clean to me minor change but yeah no reason not to, just oversight
00:25:593 (5,1) - stack which forces sudden stop in movement didn't feel very fitting here because of the very pronounced guitar on the end stacked 5 on the start of 2 or something, fixed.
00:28:751 (5,1) - this felt much nicer
00:35:856 (3,1,2,3,4) - this was pretty nice ayy thanks
00:39:014 (3,4,5) - pattern just looks so random because of seemingly random slider rotation and weird visual distance between objects, how about just going with 120° and even visual spacing while making a pattern that plays very similar: http://i.imgur.com/exHrJ6p.jpg this was like that that slider just got rotated somewhere along the way and i didnt notice it till now rip
00:57:172 (4,5,1) - just a personal suggestion, but how about doing something like http://i.imgur.com/GWXDq7K.jpg would look a bit cleaner here lasse slider™
01:00:922 (2,3,1) - compared to how you spaced the rest of the chorus this seemed unreasonably low
01:01:514 (1,2,3,4,5,6) - kinda looks like a badly made wave converted into stream, just doesn't seem polished at all. could go with something like http://i.imgur.com/IFzPY1M.jpg which also has a nicer transition into the slider improved shape, and move the other thing before this up more to fit it.
01:04:672 (3) - another one of these things where the slider doesn't support the movement at all (mainly visually), when you could something like http://i.imgur.com/JNeYWCf.jpg idk about this, i wanted to push the cursor upwards. adjusted to make it look a little more even though.
01:28:751 (3) - might as well make this 2 circles cause you made all other snares before clickable and the weird polarity after doesn't matter cause the map ends anyways no fuck quads i like triples sry, besides the song cuts off rather abruptly so i think this reflects it.
h
some things from insane might apply here too
00:02:106 (1,2,3) - the way sliderbodies are utilized here creates a really forced feeling movement http://i.imgur.com/G8kvphw.jpg which feel really out of place my suggestion for 00:01:712 (4,5,1,2,3) - would be something likehttp://i.imgur.com/jIF3kMI.jpg (obv. with cleaner angles, just a quick sketch) fixed this and the other one too
00:06:843 (1,2,3,4) - 00:08:027 (4,1) - whole part just feel so unstructured visually with the angles, shapes not really working together etv. when
things like http://i.imgur.com/yy1tack.jpg could just be http://i.imgur.com/PqTyOj1.jpg etc. but that's pretty subjective so I'll leave it at that (just having cleaner structure for such things is something I personally think is great) should be better now. i thought the flow was fine but the slider shapes i improved.
things like 00:20:462 (6,1,2) - actually look pretty nice, because the shapes fit together, the angles the sliderbodies make is nice etc. yay
but some patterns like the one mentioned above just stand out in a weird way (and also where standing out doesn't make much sense with the song)
00:33:685 (1,2,3) - first point again
00:35:856 (1) - rankable, but doesn't look very clean with how much it overlaps hp bar, could move things here a little if you want to avoid this yeah moved around so that it is a sharp angle away from 6 going down and some other stuff
00:43:949 (4) - drums are pretty consistent, so only having a jump on the last doesn't seem that fitting, feels to emphasized compared to before, how about something like http://i.imgur.com/7pkYdsb.jpg or http://i.imgur.com/lKyds0C.jpg ? both of those things do the same thing except put a larger jump on 3 anyway, but i think 4 has emphasis because it's the last chord, like a finale in the phrase. so i will keep this.
feels like chorus lacks some 1/4 rhythms when insane uses some kinda spaced 5 note patterns already, though that would make the gap to normal kinda bit so I don't really know diff spread was my concern here.. since normal uses mostly 1/1 rhythms anyway i thought sticking 1/4s everywhere would be excessive and kicksliders are kind of meh on this ar anyway. so no change in rhythm i think.
01:27:370 (1,1) - last beat isn't trally stronger, so removing the circles at the end of each and adding another repeat would make more sense this is indeed true that the last beat isnt stronger, but i wanted to keep it a bit more interactive, so players dont hear giant drum sounds and just sit there holding down on a repeat slider.
n
my main issue is the ds you decided to use, especially things like 00:09:212 (4,5,1) - just end up feeling extremely clumped and it also makes small spacing inconsistencies really noticeable cause things nearly overlap. just increasing to 1.3 already would look much better and also be easier to read while not muc harder to aim. wee time to remap half the diff but ok i agree
if you are not going to change that (though I'd really recommend it) at least increase cs a bit ya did it
00:09:212 (4,5,1) - patterns like this just end up being really hard to read for beginners, it's clumped, movement doesn't really incorporate the slider/repeat http://i.imgur.com/PXl9a93.jpg etc. when you could do something like http://i.imgur.com/fmY6kcT.jpg changed
00:17:896 (3,1,2) - similar thing with not caring about the path on the slider at all making 3-1 a really awkward transition compared to something like http://i.imgur.com/WO9020q.jpg this was originally because i wanted to make a sharp angle to highlight the drums that 1,2 is on. but i lowered the angle a bit to make it less irritating to play.
00:20:462 (2,3,4,1) - why to no use this kind of ds.jpeg (also same issue as above) T_T
00:31:317 (7) - hard to read cause sliders have hitbursts at their ends (00:30:330 (5) - ) theres still the approach circle, even default skin the 300 does not cover the full circle. i think it's OK.
00:33:488 (2,3,4) - example of what I meant with slight ds inconsistencies becoming really noticeable due to the ds used (and ugly) i dont think its ugly =( equalized DS a bit more.
01:00:922 (2,3,4) - only 1/2 pattern with 3 clicks in the whole map, don't think that is needed it is during the kiai but yeah changed
01:14:738 (3,4,1) - so uncomfortably close, would also be solved by the ds thing i dont think it's uncomfortably close, there's an entire sliderbody worth gap between them. but the DS thing changed it anyway.
other things are pretty much same as what has already been stated above i took a lookout for other instances of that kind of thing and changed a few, hopefully better now.
e
00:00:528 - to 00:22:633 - could do someting to avoid the first quarter of the map being all circular clockwise flow lol
The idea of clockwise-only flow came from Murasakibara's "Thor's Hammer" dunk, where he spins + dunks, but also from the idea that mouse-drift occurs when using clockwise flow. Mouse-drift is really difficult to overcome, and it acts like a kind of hindrance that the mouse player constantly has to battle against, whether through pausing to reposition, or playing with an awkward wrist angle. Mouse-drift is being used here to create a difficulty element that causes the player to have to defend against it.
jk changed dont shoot me pls
Logic Agent wrote:
im counting this as from #modreqs
yehaj
[General]no
- you could upscale bg to new size if you want
[Easy][Normal]
- 00:10:001 (3,1) - as a general rule in easy diffs it's usually best to keep sliders pointing towards where the new objects will be. it's not like it's the biggest deal in the world but when you have "issues" like this, it makes other things more noticeable as well that entire pattern triangle has that thing, i think players can figure it out.
- 00:25:791 (1) - i wouldn't make this a repeater because it's ending on the start of a new vocal, which denies the logic of where you started this slider. 2 sliders works better here if i could do a 2b slider here i could but like i cant, and i wanted to keep the rhythm really simple here
- 00:58:949 - not a fan of the 1/2 spam here because it's an easy diff and all. this is a pretty enormous spike for someone new to the game, and I think you'd be better off just sticking to the rhythm you were using earlier if you mean the 00:44:738 (1) - thing then i don't think it's too difficult, based on star rating alone and the fact that that rhythm appears very consistently. otherwise, the 1/1 spam is because 2/1 stuff is really boring and it's the kiai and the drums are going ham and stuff.
- 01:02:106 (3) - should prob nc here
- the map itself plays fine it's just the aesthetics aren't the best, which is probably the biggest problem of all in my eyes. stuff like 00:04:080 (2,3) looking strange visually or seeing 00:17:896 (3,1,2) patterns like this used a lot isn't that great in my opinion.ya fuck aesthetics ur write.
[Hard]
- 00:04:080 (1) - maybe do 2 1/2 sliders here? you could catch the noise that's repeating twice changed 1/2 slider + circle + circle
- 00:11:185 (3) - don't like how this slider ends on a powerful vocal, and 00:11:975 this circle seems like there's nothing there to justify it, in my eyes it'd be better as a slider end
- 00:13:554 - 1/2 sliders fill these gaps so well, there's music going on in the background that you could map though you want to focus on vocals. i think it's best to fill the rhythm up as much as possible here, because it's so easy focus on vocal here, i could put 1/2 slider but that would put the strong piano note on a slider end which is like meh, better to be clear about focusing vocal here imo
- 00:21:054 (5) - this repeater doesn't really fit imo, i would do like a 1/1 with a 1/2 after it with an nc on the 1/1. the first repeater works because there's lyrics going on throughout the entire slider, but on this one there is a definite stop before the slider is finished. ya
- 00:23:817 (3,4) - maybe switch these two? start the slider on the drawn out vocal and have the circle (or change it to a 1/2 slider) on the shorter one
- 00:26:185 - same as earlier, with filling up the rhythm ya
- 00:26:580 (3) - nc
- 00:30:330 - what about mapping the vocal here with a 1/1 slider and then continuing on with the music? like this (maybe without the repeater at the end though) that guitar thingy is super loud so i think having a slider cover it entirely is better.
- 00:31:712 (1) - starting here, maybe a rhythm like this would work better but that wouldnt follow vocals which is what i tried here
- 00:38:422 (1) - try this here? vocal vocal vocal vocal also thats super dense imo but changed to something similar
- 00:44:738 (1) - more rhythm suggestions wee changed something similar
- 00:48:685 (3) - make this a repeater instead? meh i think its fine to have emphasis on that syllable plus spacing ya
- aesthetics in this diff were better (except the ending with all the redtick symmetry stuff, not into that) but the rhythm choices seemed weird to me. i offered some changes, but even if you don't accept them maybe it'll help you think of ways to clean up what you already have in place yeah i need to reconsider some stuff lol
hitsounding needs work though
- 00:11:580 (1) - i think it's better if you break flow a bit here, because of the change with the vocals. also this doesn't look the best aesthetically ok
- 00:35:264 (1) - nc?
- 00:36:646 (3) - actually if you nc there it makes this weird for ncing so nvm yehaj
- 01:06:054 - you could probably do something more interesting than just a 1/1 slider here, because of the piano in the background as well as the drums doing some fun stuff hm but like there isnt a drum on the 1/1 and i dont want a 1/6 slider or w/e for the piano, plus having opposing 1/1 sliders in pairs is a major theme in the map.
- this diff seems overall okay. i could have said more but it would have been a lot more subjective nitpicky type things than the last two diffs. so yeah, not that bad. yehaj
the hitsounding was completely fucked up from my remapping and it was unfixed..
2016-11-18 22:41 HighTec: okok
2016-11-18 22:41 HighTec: u redy
2016-11-18 22:41 Nao Tomori: yehaj
2016-11-18 22:42 HighTec: 00:00:528 (1,2) - i dont think this is a good way to start a hard diff rythm-wise
2016-11-18 22:42 Nao Tomori: w8
2016-11-18 22:42 Nao Tomori: its not updated
2016-11-18 22:42 HighTec: o
2016-11-18 22:43 HighTec: ):
2016-11-18 22:43 Nao Tomori: sec
2016-11-18 22:43 Nao Tomori: ok
2016-11-18 22:44 HighTec: yea first thing i mentioned still applies
2016-11-18 22:44 HighTec: :^>
2016-11-18 22:45 Nao Tomori: ok
2016-11-18 22:45 Nao Tomori: why not?
2016-11-18 22:45 HighTec: i think that a 1/4 rythm right of the bat
2016-11-18 22:45 HighTec: doesn't really fit in witht he difficulty that the map is in
2016-11-18 22:45 HighTec: a bit too hard to begin with for the SR
2016-11-18 22:45 Nao Tomori: i see
2016-11-18 22:45 HighTec: dont think players would be ready for it
2016-11-18 22:45 Nao Tomori: so 1/2 slider i guess
2016-11-18 22:45 Nao Tomori: would pfit better
2016-11-18 22:46 HighTec: yea
2016-11-18 22:46 Nao Tomori: cuz i did that rhythm later
2016-11-18 22:46 Nao Tomori: kk
2016-11-18 22:46 HighTec: 00:08:422 (1) - this angle makes the slider look,,, kinda bad imo
2016-11-18 22:46 HighTec: also it doesnt catch flow the best that it can
2016-11-18 22:47 HighTec: rotating it like 13-15 degrees
2016-11-18 22:47 HighTec: would imo be a bit better
2016-11-18 22:47 Nao Tomori: to be more horizontal?
2016-11-18 22:47 HighTec: yea
2016-11-18 22:47 HighTec: or maybe you can equal it out
2016-11-18 22:47 HighTec: with 00:08:817 (2) -
2016-11-18 22:47 HighTec: because blankets make it look cooler
2016-11-18 22:47 Nao Tomori: ya
2016-11-18 22:48 Nao Tomori: it was blanketed but kinda wrong i guess
2016-11-18 22:48 HighTec: yea
2016-11-18 22:48 HighTec: https://gabepower.s-ul.eu/bqrML9NC something to this extend
2016-11-18 22:49 HighTec: 00:11:185 (2,3,4) - would make these sliders curve a slight bit too, just so you kinda keep the same slidershape for the whole section
2016-11-18 22:49 Nao Tomori: https://osu.ppy.sh/ss/6600251 probably fine ?
2016-11-18 22:49 HighTec: ya better
2016-11-18 22:50 Nao Tomori: 00:15:725 (4) - same thing
2016-11-18 22:50 Nao Tomori: right?
2016-11-18 22:50 HighTec: ya
2016-11-18 22:51 HighTec: 00:17:896 (4) - for this slider maybe just mirror00:16:317 (1) - perfectly to get a sorta symmetry setting which should be cooler
2016-11-18 22:51 HighTec: so said otherwise same y coordinate pls
2016-11-18 22:51 HighTec: blanket has to be reapplied tho ;w;
2016-11-18 22:52 Nao Tomori: ya this makes sens
2016-11-18 22:53 HighTec: 00:22:238 (4,1) - im doubting wheter this flow
2016-11-18 22:53 HighTec: rly works or not
2016-11-18 22:53 Nao Tomori: its kind of slider leniency abuse
2016-11-18 22:53 Nao Tomori: hmm
2016-11-18 22:53 Nao Tomori: 00:21:054 (1,2) - same thing
2016-11-18 22:53 HighTec: yea i know but its just
2016-11-18 22:53 HighTec: the negative setting
2016-11-18 22:54 HighTec: makes me doubt a lot
2016-11-18 22:54 Nao Tomori: negative setting?
2016-11-18 22:54 HighTec: yea, slider points other way than that the flow is going
2016-11-18 22:54 HighTec: --> negative
2016-11-18 22:54 Nao Tomori: o
2016-11-18 22:54 Nao Tomori: i see
2016-11-18 22:54 Nao Tomori: how would you change that
2016-11-18 22:54 Nao Tomori: reverse 4?
2016-11-18 22:54 Nao Tomori: like ctrl j
2016-11-18 22:54 HighTec: ctrl+j would be easy fix yea
2016-11-18 22:55 HighTec: also tbh u can keep 00:21:054 (1,2) - since the drum here is stronger, tho it isnt on 00:22:238 (4,1) - becus then the drum hit is on (4) [not sure if HS but if, yea]
2016-11-18 22:55 HighTec: 00:27:370 (1,2,3) - why not equal spacing!!
2016-11-18 22:56 Nao Tomori: 00:24:212 (1) - what do you think about this
2016-11-18 22:57 HighTec: would kinda change that too
2016-11-18 22:57 HighTec: if u changed 00:21:054 (1,2) -
2016-11-18 22:57 HighTec: to keep it consistent
2016-11-18 22:57 Nao Tomori: ya
2016-11-18 22:58 HighTec: 00:30:330 (6,1,2,3) - o boi, eventhough the flow change is completely fine because of the song changing to a complete other instrument here
2016-11-18 22:58 HighTec: i'd rather ctrl+j 00:30:330 (6) - and ctrl+h 00:30:725 (1,2,3) -
2016-11-18 22:58 HighTec: becus then u get the sweet circular movement back
2016-11-18 22:59 Nao Tomori: hmm
2016-11-18 22:59 Nao Tomori: gimme a sec
2016-11-18 23:00 Nao Tomori: i feel like doing that
2016-11-18 23:00 Nao Tomori: really makes the pattern visually dense
2016-11-18 23:01 Nao Tomori: cuz then 5 goes into it as well
2016-11-18 23:01 HighTec: ya u changed ?
2016-11-18 23:02 HighTec: the reverse is the flow change point so yea
2016-11-18 23:02 Nao Tomori: mm
2016-11-18 23:02 HighTec: i guess it should be fine
2016-11-18 23:02 Nao Tomori: https://osu.ppy.sh/ss/6600338how about this
2016-11-18 23:02 HighTec: u did however ctrl+j 00:30:330 (6) -
2016-11-18 23:02 HighTec: becus then it'd be completely fine
2016-11-18 23:03 Nao Tomori: `would you stack 3 on 6 head
2016-11-18 23:03 Nao Tomori: 00:30:330 (6,3) -
2016-11-18 23:03 HighTec: in the pattern you created
2016-11-18 23:03 HighTec: yea u can
2016-11-18 23:03 HighTec: wait
2016-11-18 23:03 HighTec: no stack tail of (6) on (3)
2016-11-18 23:03 Nao Tomori: mmk
2016-11-18 23:04 HighTec: should be a little better for the spacing of 00:29:935 (4,5,6) -
2016-11-18 23:04 HighTec: btw u should keep that equal
2016-11-18 23:05 Nao Tomori: what do you think of ctrl j on 5
2016-11-18 23:05 Nao Tomori: so its less dense over there
2016-11-18 23:06 Nao Tomori: https://osu.ppy.sh/ss/6600368
2016-11-18 23:06 HighTec: if u like it u can do it
2016-11-18 23:06 Nao Tomori: should be better ya
2016-11-18 23:06 HighTec: o wait that looks good
2016-11-18 23:06 HighTec: keep that
2016-11-18 23:06 HighTec: definitely better xd
2016-11-18 23:07 HighTec: 00:37:435 (1) - misses the cool shape 00:35:856 (1) - has :(
2016-11-18 23:07 Nao Tomori: no space there tbh
2016-11-18 23:07 Nao Tomori: i think the rhythm is more important than keeping this slider
2016-11-18 23:08 HighTec: oki ;w;
2016-11-18 23:08 HighTec: 00:38:422 (3) - NC for rythm change indication?
2016-11-18 23:08 HighTec: 00:41:580 (3) - LUL symmetry xd d d
2016-11-18 23:09 Nao Tomori: isnt it symmetrical
2016-11-18 23:09 HighTec: its not symmetrical
2016-11-18 23:09 Nao Tomori: fuck
2016-11-18 23:09 HighTec: left side is longer
2016-11-18 23:09 Nao Tomori: ok now it is
2016-11-18 23:10 HighTec: 00:54:014 (1) - looks odd because u didnt catch these drums anywhere else before
2016-11-18 23:10 HighTec: + the NC makes it look weird too
2016-11-18 23:10 Nao Tomori: hmm
2016-11-18 23:10 HighTec: since it doesnt feel like a drastic rythm change xd
2016-11-18 23:10 Nao Tomori: ya, removed nc
2016-11-18 23:10 Nao Tomori: but that is because that vocal has that uh
2016-11-18 23:10 Nao Tomori: "whipping" sound
2016-11-18 23:11 Nao Tomori: if you know what i mean
2016-11-18 23:11 HighTec: uu tru
2016-11-18 23:11 HighTec: o wel lthen
2016-11-18 23:11 Nao Tomori: if you look at insane in the same spot you'll see i did something similar
2016-11-18 23:11 Nao Tomori: but i think it fit better there
2016-11-18 23:11 Nao Tomori: cuz i didnt wanna put a triple or a kickslider in this
2016-11-18 23:11 HighTec: you can actually
2016-11-18 23:11 HighTec: put a stacked triple in
2016-11-18 23:11 HighTec: song is at its climax anyways
2016-11-18 23:12 Nao Tomori: hmm
2016-11-18 23:12 Nao Tomori: ok
2016-11-18 23:13 HighTec: 01:02:106 (1,2,3,4,5) - this rythm choice
2016-11-18 23:13 HighTec: feels so similar to what u had before
2016-11-18 23:13 HighTec: that it doesnt rly
2016-11-18 23:13 HighTec: feel chill
2016-11-18 23:13 HighTec: but i feel like the song is asking for a way slower rythm here
2016-11-18 23:13 Nao Tomori: huh
2016-11-18 23:13 Nao Tomori: you think it's too dense?
2016-11-18 23:14 HighTec: yea
2016-11-18 23:14 HighTec: maybe some
2016-11-18 23:14 HighTec: 1/1 gaps would be nice
2016-11-18 23:15 HighTec: 01:06:843 (1) - wouldt make this slider be the same as 01:06:054 (3) - , because now (3)'s shape doesnt indicate the cool piano as well as its supposed todo
2016-11-18 23:15 Nao Tomori: hmm
2016-11-18 23:15 Nao Tomori: the song has a 1/4 drum stream going on though
2016-11-18 23:16 HighTec: yea but to indicate the instruments kinda dropping away
2016-11-18 23:16 Nao Tomori: hmm
2016-11-18 23:17 HighTec: so to indicate that
2016-11-18 23:17 HighTec: tbh i'd even drop the kiai there xd
2016-11-18 23:17 Nao Tomori: i dont think it's necessary cuz there's 1/2 vocals happening as well
2016-11-18 23:17 Nao Tomori: it feels like the last part before a guitar solo would be more dense than just dropping entirely
2016-11-18 23:17 HighTec: 01:11:971 -
2016-11-18 23:17 HighTec: uu
2016-11-18 23:17 HighTec: ¯\_(ツ)_/¯
2016-11-18 23:18 HighTec: wait
2016-11-18 23:18 HighTec: is that note unsnapped
2016-11-18 23:18 Nao Tomori: whats wrong with that
2016-11-18 23:18 Nao Tomori: no
2016-11-18 23:18 HighTec: o
2016-11-18 23:18 HighTec: maybe i placed it there
2016-11-18 23:18 HighTec: mb
2016-11-18 23:18 Nao Tomori: o
2016-11-18 23:18 HighTec: 01:27:370 (1,2,1,2) - consistency pLS
2016-11-18 23:19 Nao Tomori: ok i moved 2 over
2016-11-18 23:19 Nao Tomori: on the second one
2016-11-18 23:19 HighTec: g.
2016-11-18 23:19 HighTec: guess that kinda sums it up for the diff then
2016-11-18 23:20 Nao Tomori: mm
2016-11-18 23:20 Nao Tomori: that was helpful
2016-11-18 23:20 Nao Tomori: thanks
2016-11-18 23:20 HighTec: want me to post log?
2016-11-18 23:20 Nao Tomori: sure
Silverboxer wrote:
m4mEasy
00:00:528 (1,2,1) - should put circles on the white ticks between these, first slider throws me off because I expect it to end at the blue tick to match the guitar, but it is matching the drums. it's hard to tell because there is no circle on the next white tick ok
00:08:422 (2,3) - might flow a bit better if you switch the order of these tbh
rip spacing + that back and forth movement is repeated on the slider after it too 00:11:580 (1) -Normal
00:22:633 (4) - new combo
00:55:593 (4) - check ds here
01:01:909 (4) - ds here is 1.3 instead of 1.2? seems you randomly switch between 1.2 and 1.3 in the map? all fix
01:05:264 (1,2,3,1) - you specifically told me dont look at hitsounds but this stood out too much to me lol. I think finish should only go on the heads of these notes, not the ends. changed, might change back but it doesnt sound too different.. the ends are still strong notes.
01:06:843 (1,2,3) - would look better if one of the sliders was flipped horizontally, could also maybe center this pattern along the y-axis if you do this symmetry? dont think so, looks fine to me. also y axis symmetry would fuck up the entire spacing of the map so yea.
01:10:001 (1,3) - fix blanket k
01:13:159 (1,2,3) - pattern doesn't look good to me. horizontal symmetry, but not along an axis, just randomly in the corner. also the angle from the sliders to the circle is awkward too. also looks weird that the circle is not centered between the sliders ok changed
01:17:896 (1) - might as well remove nc because symmetrical pattern k
01:26:975 (1) - no nc here, nc on next object kHard00:14:738 (1,2,3,4) - could make an even diamond out of these to look nicer?not sure why it doesn't look like it's symmetrical, but it is apparently
00:15:725 (4,5,1) - looks a bit weird, also circle too close to slider 1 should look less a bit weird now
00:16:317 (1,2,3) - spacing is too big for such a low sound equal spacing at 1.4
00:19:870 (2,3,4) - pattern is so close to being symmetrical, pls move a little bit and center along y-axis. it's so close to being symmetrical that you kinda have to do it lol
00:21:449 (2,3,4) - same as above
this is already symmetrical
I think I see a problem with the structure in this difficulty. It's hard to pinpoint exactly what is wrong. I think some parts it seems random what the angle or flow is going to be between notes. an example: compare 00:19:475 (1,2) - to 00:21:054 (1,2) - to 00:22:238 (4,1)
Seems like more random angles and orientation of the sliders: 00:23:817 (4,1,2,3,4),
I'm not saying all patterns have to be the same, or really similar, but there are so many different combinations that it seems random for the most part:
00:04:277 (3,4,5,6,1,2) - this is pretty structured. circles seem to be to the inside of the last slider, or the next note is 45 degrees apart.
00:19:870 (2,3,4) - much slighter angle between these notes, but horizontal between the ends
00:27:370 (1,2,3) - very slight angle again, but now in a linear flow through all of the notes
00:38:422 (1,2,3) - sharper angle between these, with the flow leading into slider 3
00:39:014 (3,1,2) - now there is a big angle between these, and the last slider is now facing the opposite direction of the flow.
00:47:896 (1,2,3) - completely linear flow (no pattern seen like this again in the map, and this isn't a special part of the song. just happens to be a pattern with completely different structure than all of the others)
ending it here for the mean time, I hope seeing my description of these different patterns can help you understand why it seems like an unstructured difficulty. if this sounds like meaningless rambling then I can message you and explain myself better. it's hard to put this into words properly so definitely bother me about this diff again some timeInsane
same deal as Hard diff. seriously, this type of thing to fix is confusing to explain here in a mod rather than us talking in chat somewhere. pls if I forget to message you, harass me to help you with Hard and Insane more
good luck
applied all of these changes actually thanks.MourningChap wrote:
Feels very complete right now.Easy00:00:528 (1,2,3) - small movement of these three sliders to a more symmetrical design.
- (1) to begin at "256,23" bend at "203,101" and end at "199,193"
- (2) to begin at "85,314" bend at "176,312" and end at "255,273"
- (3) does not need movement.
HardGood luck Nao.00:43:159 (1,2,3,4,5) - The spacing of the jump from 4 to 5 seems a bit too large for a Hard difficulty map. Perhaps nerfing the jumps from 1 through 4 could lessen distance from 4 to 5. (talked about in game already.)
01:23:620 (3,1) - okay... this slider - (3) - felt too long. perhaps halving the length of the slider and adding a (4) to the combo before the NC would work better rhythmically. Placement could be between the end of (3) and beginning of (1), or on the opposite side of (3) from (1).
Karen wrote:
quick check from memehelp
top diff
00:44:738 - 5%???? woops fixed
01:02:501 (2,3) - why no stream here like 01:03:291 (2,3,4,5) - , they sound literally the same added burst here too but didnt want to make hard density
01:06:054 (3) - 1/8 sounds better ok
01:25:791 (1,2) - i don't think they need any lower sv lower sound = lower sv, and more contrast to next bit, i think fine
01:23:422 - should make this clickable i guess, the finish sound on the slider tail is quite weird ya
good luck
PolkaMocha wrote:
[General:][Easy:]
- Watch your NCs.
Is there proof the title be capitalized like that?
metadata link in description[Normal:]
- 00:11:580 (1) - Move this out from under the HP bar. k
00:35:264 (1,2) - Confusing for beginners. Try:
changed good suggestion
00:44:738 (1,2,3) - Normal mode should have these. Never easy mode. Keep to 1/1 patterns.
01:24:212 (1,2,3,1,2,3) - ^ hopefully this makes it easier for accurian or whoever the fuc kactually plays easy diffs because nobody gives two flying fucks about them anyway[Hard:]
- 00:38:027 (3) - x479 y261 ok
00:39:804 (4) - Place a circle after this. ok
00:43:949 (3,1) - Proper spacing please. think its fine cuz long break
00:49:870 (1) - Remove NC
00:58:949 (1) - Remove NC
01:06:449 (3,1) - Remove this stack. k[Insane:]
- 00:10:001 (1,1) - Remove NCs removed 2nd one
00:39:409 (1) - Remove NC removed
00:43:949 (5,1) - Proper spacing. stacked more
01:05:067 (4,5,1) - This jump feels strange to play. should be less of a weird angle now
01:27:370 (1,2,1,2,1,2,3) - Remove the circles and just keep to the repeat sliders i did this to make it more interactive, there is no point to have giant drum solo thingy and just be sitting there holding down a repeat slider, that's pretty boring. at least this way you play the start and end on the first two and the actual thing on the third.[Afteword:]
- No kiai? this is my mapping style sorry (that was a joke i fixed it)
00:54:014 (6,1) - Triplet does better here. i wanted to capture the "whipping" sound in her voice, if that makes sense. sudden snapping for a triple is not consistent with that motion needed for the 1/4
01:28:554 (1,2,3) - Just do a stream here. fuck quads, triples are better.
VERY consistent difficulties. Love that. A bit shaky on the form of your map, but that gets better the more you map. Good luck. This definitely has a chance at being ranked.
joker- wrote:
hi from my Q
[General][Easy]
- should remove checking "Enable Countdown" at all diffs, if you have the thought, plz ignore my suggestion sure w/e
[Normal]
- 01:27:370 (1) - spinner end is here(01:28:554 - )
[Hard]
- 00:19:475 (3,1) - this overlap is weird for me woops fixed
- 00:30:330 (2,4) - you should avoid this stack on Normal diff. they confuse newbie changed
- 01:28:159 - umm...I think i hear strong sound, therefore why don't you take this sound? it's covered by drums, so i just keep that pattern.
[Insane]
- 00:40:593 (1) - missing stack fix
- 01:24:212 (1,1,1) - SV become slowly gradually, but i think you dont need to be them so that
just aesthetic thing, since the song has massive slowdown + the pitch of vocals decreases.GL~
- 00:03:685 (1) - slider shape is weird i feel. my opinion is image below. maybe interesting to use blanket just imo
changed.. rip sliderart T_T- 00:13:751 (3,4,1) - i think you basically take vocal sound so can you change like pic below? 00:13:751 - add note or not it's up to you
Or better choice, you take the rhythm as same part(00:26:777 - )
for that intro, i followed piano heavily. so, pure piano focus = no vocal focus = no change- 01:24:212 (1,1,1,2) - same suggestion with hard diff