Yay thank you for mod and star -w-N0thingSpecial wrote:
ok M4M is done, I guess2sad2mod goodbyeConsidering it is still 172 BPM why not OD 7.5-8? < 7 would work fine too imo
00:03:000 (4) - considering the spacing I feel like the angle is too sharp for an intro, I would say ctrl+g but it plays weirdly into 00:03:349 (5,6,1) -, maybe think of something else < actually it's true .-. but I disliked the ctrl+g option so I just moved a few things there, fix it a bit I guess...
00:05:268 (2,3) - intro is the best place to add stacks and add more (not that you don't have it's just not enough imo) flavor to the spacing, this is one the place you can add them, it work really well if you already have auto stacked triplets around < are you telling me to stack these? .-. I think it's good enough unstacked, not a big fans of stack and antijumps tho....
00:07:011 (5,6) - ^ especially when the vocal is a passive pitch change < this one form a nice star pattern ;-;
00:07:535 (7,1) - not necessarily stack it but I don't understand why is there increased spacing on nothing. < this one to emphasize big white tick tho .-.
00:14:163 (4) - suggest curving it like 00:13:291 (1,2) - these, to relief the sharp angle you have here < Honestly I want some straight slider in my map since I barely have any, but I originally disliked this one too so fixed~
00:39:105 (4,5,6) - you could easily add a flow break here to represent to guitar by crtl+g 00:39:105 (4,5) - and ctrl+g on 00:39:454 (6) - < hmmm kinda unnecessary imo, gotta keep the flow here...
00:57:768 (4,6,5,5,5) - I highly suggest unifying the timing for these 3 so it would be more intuitive to play, especially when it is 1/8. personally I like 00:59:163 (6,1) - the most < I don't really get what you're telling me to do .-. what is unifying timing? damn my English sucks >~<
01:34:919 (4,6) - a bit nazi here but do you mind putting 01:34:919 (4) - exactly in between 01:35:268 (6) - < fix
02:00:384 (5) - personally I would ctrl+g this cause the angle is a but too sharp, plus you had anti flow right here 01:59:686 (2) - makes it a but uncomfortable rather than adding flavor, also it adds emphasis on 02:00:733 (1) - < not really that sharp imo, look http://puu.sh/pUqMJ/d5ba268c54.jpg it's kinda like round-about flow and I love those ctrl+g-ing would make it even sharper imo, and I think the spacing to (1) would be waayyy too far.
02:15:907 (4,7,6,5,4) - same thing as above < still don't get it
02:56:198 (7,1) - stack these, people rarely follow through the entire slider, considering this is a squashed up slider people would expect the note after it to appear here: < Okay moved it a bit to the left but not as much as the pict since it would do way too much re-spacing and I'm to lazy to do it :p
03:38:058 (7) - can it curve to the right so the angle is less sharp going into the rest? < that seems to be more sharp .-. rotated it a bit so it would be (I guess) less sharp
03:46:779 (3,1) - stack these, creates hang effect good for intuitive gameplay < 'kay
plays really well overall, now rank it so I can FC it and get some pp < lol'dHard00:16:779 (7,8,1) - constant DS, slider leniency make it so that 00:17:477 (1) - would still be emphasized and would still be intuitive to play < okay then
00:35:442 (4,5) - reduce DS and make 00:35:093 (3,4,5) - a triangle with their slider end < it would make kinda sharp angle tho but fixed anyway~
ok up until here I can start to see why this is relatively high in SR, you need more constant DS, and only put increase DS in places that is actually important enough to emphasized
I'll just point out some of the many unimportant emphasis imo
00:49:570 (4,5) - mainly 00:49:919 (5) - is too spaced out imo < reduced a bit... I don't know how I should reduce it while maintaining good pattern ;-;
00:58:814 (8,9) - < fix
01:01:082 (6,7) - this could easily be a slider < wanna keep the star pattern here...
01:06:663 (3,4,5) - plus it looks a bit untidy atm, could change 01:06:663 (3,4) - into a slider, and put all the important jumps in kiai < I think they cover too big sound to be slider... and I want circle for a lead-up-for-the-next-verse part
01:48:000 (4,5) - constant drum beat would kinda suggest more or less constant DS, considering you're using similar DS as Kiai < what should I do here .-.
after looking through the entire map, I think there are 2 things you can do to reduce SR
- use more sliders, your current representation is accurate rather than simple, which if you decide to be accurate your spacing would be shafted, to maintain those high DS emphasis I suggest you to use more sliders to do those emphasis rather than using circles
- use more stacks, same explanation as above.
your normal and easy looks good imo, have a star :3
I guess I have to let the Hard SR for how it is >~<
Thank you for mod, I'll mod yours later ^^Naxess wrote:
M4M From Queue
Tried modding the earlier difficulties, but it seems it's just blankets and some minor things, so I'll try the harder difficulties.
[ Hard]SPOILER00:01:954 - Guitar is here, it's syncopation. Consider mapping it. Something like this could work, for example: < wtf is syncopation xD btw I think I'll stick at white tick for quieter part, the guitar is minor tho, so it's not really worth mapped with a slider head
00:03:000 - Consider extending this so it repeats. There's a sound at 00:03:349 - which you could easily cover this way. < what o-o
00:05:268 - This part is parallel to 00:02:477 - in terms of rhythm.
You placed a note at 00:03:000 - , and this means you should also place one at 00:05:791 - if you want to keep consistent.
Plus I hear a sound there which might be mistaken for the circle. < well okay, I guess I'm following vocal for this part. There's vocal at 00:03:000 - but nothing at 00:05:791 - so I would make the rhythm different.00:09:803 - The fact that you're skipping some guitar sounds and instead follow vocal better makes me think you might actually want to map vocals.Read your description lol < okay I'll change it later, the "guitar" you're pointing out is minor since it's a quiet intro and during this part, vocal is the lead, so yeah, I map the lead sound.
So I'll point out some strong vocals that I think should be clickable:
00:01:954 -
00:07:535 -
00:10:326 -
If you're not following vocals, feel free to ignore these.
Well, in which case, 00:09:803 - make this clickable. < ^ about lead sound part
00:10:326 - Again, this is syncopation from the guitar, there's actually no strong sound at 00:10:500 - , even if it's a downbeat. You may argue that there's a pitch change, but don't you think the actual impact itself is more important? < I think I'll stick at white tick for quieter part, it's easier to hit that way even though the sounds are minor and can be barely hear.
00:11:198 - I think you should map this, the guitar changes pitch and has an impact here. < 1/1 reverse slider fit that part too damn well~!
00:10:500 - I'll give an example of how the previous two suggestions could be solved: < ^
Use circle (6) as an anti-jump to (7) to emphasize the guitar sound at 00:11:198 - better.There's more vocals around here that you seem to be missing, so I'm just going to assume you don't want to map vocals.
00:13:117 -
00:14:512 -
00:15:907 -
But by not following vocals, things like making some of them 1/1 randomly makes no sense, so consider making these clickable.
For example, it doesn't make sense unless you're following vocals that 00:15:210 (2,3,4) - would be circles but 00:16:605 - isn't even mapped even though they both have instruments on them.
00:14:686 (1,2,3,4,5,6,7,8) - tbh this is kind of confusing, it feels like you're trying to follow vocals. Consider doing it something like this:
Where (2) and (3) are stacked in this example. < changed (3) and (4) to 1/2 slider, changed nothing else after that00:21:140 - Make this clickable if you're following vocals, otherwise ignore it. imo 00:20:791 - should be a 1/2 slider to emphasize it better as well.
00:27:244 - I don't see why there is a repeat here. There's no distinct sound so it makes no sense imo. < yeah right, just assume it as some kind of variation and since I ran out of place there, so.... I silenced the reverse so it should be alright
00:31:779 (2,3) - I'm sure this can still be indicated better. It's not an insane difficulty so I doubt players at this difficulty level will see this coming.
I'd suggest you NC this anti-jump.
^ 00:32:651 (6,7) -
Like how you did it at 04:35:442 (6,1) - < kay
00:31:431 (1,2,3,4,5,6,7,8,9,10,11) - This whole part is also a transition to vers, which usually includes an additional NC. < I don't get your selection .-. seems so random...
Speaking of NCs, you may feel that using NCs like I suggested would "give the player too much health", but in that case I'd suggest you increase HP instead of avoiding to NC complex patterns like these. < HP is high enough and the verse part is not that "complicated"
00:34:919 (2,3) - Same sound, would've stacked them. < unstacked works well too imo, not giving much difference
00:35:617 - 00:35:791 - These are also similar sounds to 00:34:919 - 00:35:093 - , but they're mapped differently. Consider at least keeping the click rhythm (where both a clickable), for consistency. (or visa versa, up to you) < it's called variation, and lol, they are different, if you want to make comparison do it with 00:34:919 (2,3) - and 00:37:710 (3) - or 00:35:617 (5,6) - with 00:38:407 (5,6,7) - but well, it doesn't really matter they are clickable or not, as long as the notes covers the sound perfectly and the big sound emphasized correctly, it'll still fit. Same below
^ 00:37:710 (3) -
^ 00:36:314 - 00:36:489 -
You may not be following drums, but you're not following anything else, so these parts would make no sense in that case.
Before you go on about "variation", I'm going to quote another mod I did recently: (keep in mind that some things may be out of context)
Well, I think that's enough of rhythm. I'll try pointing some other stuff out instead. < but actually in gameplay, people don't really care about how all the beats should be clickable or not, as long as the notes follow significant sound, it should be predictable. It's not like player wouldn't be able to read 00:37:710 (3) - because it's different from 00:34:919 (2,3) - . If you insisted on keeping the same rhythm over and over again, it would just cause repetitive boring pattern that's not fun to play. Map is meant to be played. (sorry to sound harsh but) If you can read different (but fitting) rhythm for same sound, you may go back playing easier diffs. Remember, "consistency" don't mean you have to map the same sound the same way, that would be dammn boring because song basically have 4 different part, verse, pre-chorus, chorus, and bridge. And the sound at the same part tend to sound the same, so if you would like to keep the rhythm the same for the same sound, it's equivalent to mapping the same part with exactly the same rhythm and it's not a good thing. "Consistency" mean keeping the sound that should be mapped, mapped. Which mean if I map the sound like the drum here 01:42:593 before but I don't map it here 01:45:384 - , it's inconsistent (let this part be inconsistent tho), not only about clickable or not.
02:13:814 - Wouldn't it be better if the repeat was here? It's sort of the last guitar note, and imo 02:14:338 - is a strong drum so place a circle there. < I want to keep the sliders at white tick. And I want to keep the guitar mapped with circles and 02:13:989 (9) - solely map the drum so a 1/2 reverse slider is more fit there to differentiate the drum sound with guitar.
03:11:896 - In this case it's not actually syncopation, so the downbeat should be clickable... but I'm sure you got the idea at this point, so I'll continue ignoring it. < the sound at downbeat here 03:11:896 is not as big as the drum sound at the slider's head and tail, so it would be fitting enough to just ignore it, try to delete the slider and listen.
That's all I guess.
There's a lot of rhythm stuff you should take a look at. Try making strong beats clickable, and consider prioritizing which instrumental layer you're going for (drums, vocal, 1st guitar, 2nd guitar, etc) (you can still map other instruments when it makes sense, note "prioritize").
So in your description you say you want to make it easier, in which case I would recommend you try cutting down on the circles a bit.
Try only mapping what is strongly emphasized in order to reduce the "Speed" (one of the variables determining the SR).
For example this part 01:41:198 (1,2,3,4,5,6,7,8,9,10) - :
Before:
After:
Alternatively:
Note how you can make use of multiple sounds by simply making them a slider. (just keep in mind that you want to end the slider on a slightly weaker beat than what it started on, if possible. Also it cuts down on the difficulty quite a lot by covering multiple sounds with the use of repeats rather than circles.
Another thing you might want to look at is how you've spaced things. The higher spacing, the more your SR will increase, because of "Aim" (another variable determining the SR). This is why stacking can help reduce it. Try stacking when two sounds are similar. < I given up on reducing it, I guess I'll just strike it...
[ Reunion of Goodbye]SPOILERI feel it's a bit strange how you, in hard, NCed every OTHER measure, but here you're NCing EVERY measure.Speaking of NCs, you may feel that using NCs like I suggested would "give the player too much health", but in that case I'd suggest you increase HP instead of avoiding to NC complex patterns like these.I'd much rather prefer it if hard NCed EVERY measure like this difficulty, because it'll allow you to indicate advanced concepts such as anti-jumps and SV changes without worrying as much about having too much NC compared to the rest of the map.
If you're worried about the NC health boost, consider increasing the HP to counteract it. < nah
Now for the mod on insane:00:01:954 - So this is basically confirmed that you're not prioritizing vocal,I'm going to assume guitar from here on. < I'm prioritizing big sound
00:09:803 - Oh, and here's it's confirmed you're not prioritizing guitar (I thought you said you'd prioritize percussion?). Switching prioritized layer should only happen when the music suggests it, which hasn't exactly happened yet imo. Consider making this clickable. < the vocal is bigger here
00:10:326 (4,1) - Would've switched places with these on the timeline to follow the guitar and vocal better. < that just don't feel right00:17:477 - So from here I'm going to assume you're prioritizing drums...didn't notice the description, but yeah you're basically following drums steadily from here, still think the beginning is a bit of a mess though in terms of rhythm, but that's just my opinion. I'd have tried prioritizing the guitar up until this point, since it's a type of percussion instrument. < I'll remove percussion from description.
00:57:942 - I still think players would want to feel a click here, since it's a pretty strong beat. Try shorting down the repeat by a step and placing a circle here.
Or do it like you did at 00:59:163 (6,1) - with two steps instead
^ 01:00:733 -
^ 01:03:524 -
^ 01:06:314 -
^ 02:16:082 - and so on... < gotta keep these, don't want to much stuff after 1/8
01:17:477 (2) - NC; new measure. Plus it's a transition to chorus, so having double NC here is fine imo. < nah, it's fine
01:48:000 - I'd have NCed and made this a slider to follow the melody like you did at 01:42:419 (1) - , 04:32:651 - , 04:27:070 - and 04:29:861 - < different from 00:24:279 (1) - , the guitar sound at this part is weaker than the drum so I'll just map the drum. This one 01:42:419 (1) - seems unfitting for me honestly, but just let it be for some variation. And about NC, I'll keep it at big white tick.
02:31:431 (1,2) - A jump right after a longer stream seems a bit excessive imo, because you'd often want to give the player a brief break to adjust from alternating and get back into the rhythm. < no jump after stream feels so weird imo kinda feels like anti jump, and I disliked it
^ 03:21:662 (1,2) - The strong impact is also on the note at the end of the stream, not the following red tick. imo it makes no sense to jump to a weaker beat. < ^
02:36:140 - I'm sure a 1/2 slider could cover the guitar, since it ends at 02:36:314 - < the guitar ends here 02:36:140 (2) - , 02:36:314 - is just vocal.
03:12:244 - 03:12:942 - Usually you'd want to map sounds the same way, for example by having both be slider heads (or at the very least having both clickable).
^ 03:13:640 - < I don't see any problem here....
Rest looks fine, though I think rhythm can be improved in the beginning by prioritizing an instrument and following it until the drums kick in.
After reading through the description, which I apparently missed, I'll find some blankets for you. (don't worry this is next level blanket modding) < ugh I hate these @-@
[ Normal]SPOILERBasically use the control point positions noted above the pictures for the same results. (always of the blanketing slider)
00:03:175 (5,1) - 2nd point: (511; 110), 3rd and last point: (504; 184). Then copy pasta and flipperino 00:03:524 (1) - so it's symmetrical with 00:04:221 (2) - < this one is nah since it's unblanketed on purpose
00:08:628 - 2nd (317; 198), 3rd (275; 248).
00:15:918 - 2nd (107; 194), 3rd (157; 162). < nah too ^
00:29:163 - 2nd (289; 366), 3rd (213; 345).
00:30:941 - 2nd (75; 180).
00:58:506 - 2nd (347; 315), 3rd (281; 301).
00:59:511 - 2nd (167; 190), 3rd (109; 225).
01:05:704 - 3rd (47; 186).
01:26:638 - 2nd (186; 60), 3rd (125; 51).
02:53:269 - 2nd (94; 163), 3rd (90; 120).
02:54:628 - 2nd (436; 206), 3rd (447; 241).
03:21:149 - 2nd (296; 31), 3rd (373; 57).
Only pointed out blankets you could easily fix without messing up DS. < shit, really too lazy to do this @-@ most of them looked fine enough tho. Fixed some but not totally following your (x,y) since I'm too lazy to do it, lol
By the way, you should tend to the distance spacing problems.
Normals should always keep DS so newer players can get used to the time to distance principle. < I do, I guess the distance problems you said is just missed 0.02 or something, it mostly fine as long as the AiMod don't mention it (AiMod sucks tho)
Small note: Normal is 0.01 SR above the limit for a normal, so right now it has a hard icon in your mapset.
Reducing it by 0.01 or 0.02 will give it it's normal icon. < let that be
[ General]SPOILERSound files, background resolution, tags, etc. Everything looks fine, gj.
Spread too, so I don't see why you want to make hard easier...
Take the average SR of Normal and Reunion of Goodbye, for instance:
(2.26 + 4.82) / 2 = 3.54 (which is almost 3.59 anyway) < yeah, it's tend to Insane more than Normal, but I guess it's fine, gotta just strike it.
Good luck!
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