forum

Brad Breeck - Gravity Falls Theme Song

posted
Total Posts
106
show more
polka

You asked me to look at insane so here we go~

[General:]
  • Anything to prove that's the title of this track?
[Insane:]
  • -Why are clap samples not on claps in the song in the beginning?
    -I would get a custom clap sample that's a quieter version of the original, that way, the claps don't overpower, and you can still hear the whistle and finish.
    00:01:515 (3) - Make this a 1/2 slider to avoid the awkward pause and misspacing.
    [list:1337]00:00:068 (1) - ^
    00:02:963 (3) - ^
00:15:267 (1,2,3,1,2,3,1,2,3) - Make the sliders go faster every time because this is a build up to the chorus.
00:18:523 (5) - Not only is this too close, it just doesn't fit there. You can keep your circular flow if you move it to the right of (4). Keeps it from looking cramped too.
00:17:800 (3,4,5,1,2) - Why copy and paste? Keep the gameplay varied and make new patterns
Curved sliders would add some nice varied game play.[Afterword:]
  • Cool patterns. Good luck.
Hollow Delta

PolkaMocha wrote:


You asked me to look at insane so here we go~

[General:]
  • Anything to prove that's the title of this track?
[Insane:]
  • -Why are clap samples not on claps in the song in the beginning? I didn't hitsound it, so I don't know.
    -I would get a custom clap sample that's a quieter version of the original, that way, the claps don't overpower, and you can still hear the whistle and finish. Sounds cool.
    00:01:515 (3) - Make this a 1/2 slider to avoid the awkward pause and misspacing. It's the beginning though, I don't wanna make it more intense than it really is.
    [list:1337]00:00:068 (1) - ^ ^
    00:02:963 (3) - ^ ^
00:15:267 (1,2,3,1,2,3,1,2,3) - Make the sliders go faster every time because this is a build up to the chorus. In reality this part isn't really building up or falling down, yet I wanted to show the Kiai was about to show up. If I made it faster instead of slower it would've been overdone. Making the sliders slower however allows me to show a change while staying pure to the song.
00:18:523 (5) - Not only is this too close, it just doesn't fit there. You can keep your circular flow if you move it to the right of (4). Keeps it from looking cramped too. This slight difference in spacing is justified. If I move it any forther it would make 1 of the next combo seem weaker than it actually is.
00:17:800 (3,4,5,1,2) - Why copy and paste? Keep the gameplay varied and make new patterns I only copied a single slider so I could keep an exact degree to the curves of my sliders, I just mapped it like the previous pattern.
Curved sliders would add some nice varied game play. I create themes with my sliders. I use the red ones for the whistles, and the curved ones for the rest.[Afterword:]
  • Cool patterns. Good luck.
Sorry, but none applied. :(
Topic Starter
Aistre

PolkaMocha wrote:

  • Anything to prove that's the title of this track?
I did a quick google search and found this https://soundcloud.com/bradbreeck/gravity-falls-theme-song

Sure it's not exactly the same title but there's already a ranked map with "Gravity Falls Main Title Theme"
tomadoi
hi from #modreqs

[Bubblun's Insane]

00:19:971 (4,1) - 1/1 Slider instead

00:22:866 (4,5) - ^

cant find anything else :/

Good luck :D
Hollow Delta

Tomadoi wrote:

hi from #modreqs

[Bubblun's Insane]

00:19:971 (4,1) - 1/1 Slider instead Why?

00:22:866 (4,5) - ^ ^

cant find anything else :/

Good luck :D
Sorry, nothing applied. Maybe next time. :(
HappyRocket88
Ohayo~ Modding Bubblun's diff as per my request with the fantastic m4m I promised with Mr. Abcdefghijklmnopqrstuvwxyz >3<

[ Bubblun's Insane]
Comment: Really solid difficulty! >w< Astonishing work with the flows and the overall transition you've built up here. \(>◡<)/ Some arrangements and minor aesthetics can be slightly improved. Let's start:

  1. First of all, the Approach Rate seems somewhat fast considering how fluent the difficulty is. Raising it to 8.6 would just make things unnecessary hard to read when most of the patterns transit well among each other. Therefore, I do believe reducing it to 8.2 or even 8 would feel way better. :)
  2. Regarding the Overall Difficulty, I see you wanted to have it on a high value seeing the density of jumps but considering the spread, it would make more sense if there were more 1/4 rhythms so the 7.5 would be actually justified. Hence, I think it would be more suitable if we reduced it until 7 so the value would fit much better with the actual density of the objects of the difficulty. what do you think? o:
  3. I think this is a general stuff, but thanks to the small CS you decided to map this difficulty, the Combo Color 3 blends too much with the background which ends making patterns like these 00:07:667 (2,3,4,5,6,7) - 00:33:361 (1,2,3,4,5,6) - unnecessary hard to read. Setting a darker color would replace nicely this color or even a bright green one to complement the actual colors Mr. Alphabet set up for his map. Here's the code with various screenshots of different colors that may appeal better the visibility of the objects:
    Image + codes
    Combo4 : 128,255,128

    []
    Combo4 : 0,64,128
  4. I find it really interesting the first segment of the map with the anti-flows patterning; however, I'm afraid is a good idea considering the high-spacing it uses. Apparently, this kind of transitions are unexpected to people to click due to distance not being clearly enough among the 1/2 objects. Issue that would made players lose their combo because the 1/1 and 1/2 aren't suggesting a perceptive transition here, that is to say a better arrangement could be done here instead. I reckon to analyze the possibility to make something smoother and more catchy to player instead of the pattern in matter. For instance, what about using stacks in order to separate one beat from another? That would be making these beats 00:02:058 (4,1) - 00:00:610 (2,1) - 00:03:505 (4,1) - to be on top of each other in order to make a more comfortable pattern to click and follow.

    Spacing related Issues
    In the following list, you'll read some minor inconsistencies that the actual difficulty represent that differ form the way I see things. Nothing of them are a must-change-thing since they correspond to the eye of the beholder but they're worth to give them a try: :)
  5. 00:06:943 (5,1) - Distance between these two objects can be higher just as well as you've built up the spacing over previous patterns which were actually quite similar. Just to put a examples can be: 00:05:858 (1,2) -
  6. 00:12:552 (4,1) - Frankly speaking, the lower distance here, while it might look intended, played awkwardly confusing since the hitburst of the non-stack object 00:12:371 (3) - plus the lower distance made this transition not really appealing to look nor play. I do believe managing higher spacing as you've done previously would soothe the actual momentum this section reckons.
  7. 00:15:267 (1,2,3) - Here the distance was relative shorter compared to the others slider-circle-circle patterns. Minor but I think it would hurt no one to actually make them consistent. Give it a try! :oops:
  8. *quick note* I loved like holy jesus the transition you created here 00:15:267 (1,2,3,1,2,3,1,2,3) - through the slowing the sv to give the kiai much more emphasis and a nice entrance with this lowering. Creative arrangement! :3 However, I'm not really sure of the distance between of the slider-circle-circle pattern. It seems to be the same but I don't really get is why if the sliders have less impact in terms on how fast players will click them, the spacing og the stacks of circle remains the same? I know this might be up to your style but I feel managing a larger DS 00:16:714 (1,2) - seems over-spaced. Therefore, I think using lower distance to each pair of slider-circle-circle pattern would fit way more better and would keep up nicer the idea you've brought up in this segment.
  9. 00:31:189 (3,4) - I'm not sure why the distance here was reduced considerably even knowing the pretty nice 00:30:466 (1,2,3) - arrangement you've built up here. For it, I think it would play better if this distance actually kept up the spacing you aimed over this segment.
  10. 00:32:999 (5,1) - Something similar occurs here. The main spacing doesn't feel right with this low DS imo.

    New Combos
    Nothing much to say regarding the usage of new combos since most of them are nicely placed and give players a sense of why they are there. Nonetheless, I don't know whether the following ones are inconsistencies or may have a subliminal intention behind them I didn't catch and I'd love to hear in case it does:
  11. 00:12:733 (1) - I think this NC is not needed according to how you placed the previous NC. Then, I think if we remove it there and add it here instead 00:13:095 (2) - would fix up this issue. :3
  12. 00:23:228 (5) - Similar issue but I think, in order to keep consistent the way you placed NC, this beat deserves to be a (1) instead as well as you've followed up the NC till now. Do not forget to remove the NC on 00:23:590 (1) - in case you agree.
  13. 00:35:532 (4) - This one isn't an inconsistency but what about adding NC here? The idea here is to explain the raising of the spacing with a new combo since it increases among the objects appear over this section. What do you think? o:

    Blanket Related Issues
    Nazi Nation have come and minor arrangements, off-pixels and overall placement of objects have the floor now. Really minor to point out since most of the difficulty is aesthetically attractive and look tidy, except from these ones:
  14. 00:02:239 (1,2) - Blanket can be slightly improved here. An easy way could be by moving the first and last move some pixels to the left in order to make the approach rate of the circle cover nicely the slider-body of (2) making an arrangement like:
  15. 00:03:686 (1,2) - Same goes here. /u\ Moving the second grey node would fix this quickly. owo7
  16. 00:04:410 (1,2,3) - 1 and 2 seems really off. ;w; By moving the second point of each slider we can make more appealing blankets among this kawaii pattern. \:3/ Give it a try! ;w;
  17. 00:27:571 (1) - Stack if possible. ;w; Looks somewhat in tidy in the right side of the slider-ends imo.
  18. 00:19:247 (2,3) - Move 00:19:609 (3) - ctrl + ← two times.
  19. 00:29:380 (3,5) - They can be parallel instead of making a weird angle among the sliderborders. ;w; This can be fixed by moving the second grey node of (5) to the left until they make a visual parallel version with the sliderborder of (3)

    Hitsounds suggestions desu!
    Yes, I'm tired but still looked up some hitsounds that may be added according to the way you hear them. Although Alphabet hitsounded it, some beats feel weird since the hitsound copier isn't perfect yet. ;w;
  20. 00:36:075 (7) - This clap is unnecessary since the track itself doesn't support it, it would be better if you switched it with 00:36:256 (1) - instead.
  21. 00:36:346 (1) - What about a whistle here to highlight the sound of this beat? o:
Best of success with the diff! Thanks Again Alphabet for the m4m. :3 Good luck and happy mapping! STARRRR! :D

BubbleGum, did you ever play Puzzle Bobble Bust-A-Move? Your nick really reminds me to that old game! /u\
Cosmolade
woo
Gravity Falls
Take my star! :3/
Heil Bill

/me runs*
Hollow Delta

HappyRocket88 wrote:

Ohayo~ Modding Bubblun's diff as per my request with the fantastic m4m I promised with Mr. Abcdefghijklmnopqrstuvwxyz >3<

HOLY this mod is bigger than how my school projects turn out. RESPECT!
[/]b


[ Bubblun's Insane]
[b]Comment: Really solid difficulty! >w< Astonishing work with the flows and the overall transition you've built up here. \(>◡<)/ Some arrangements and minor aesthetics can be slightly improved. Let's start:

  1. First of all, the Approach Rate seems somewhat fast considering how fluent the difficulty is. Raising it to 8.6 would just make things unnecessary hard to read when most of the patterns transit well among each other. Therefore, I do believe reducing it to 8.2 or even 8 would feel way better. :) I was kinda thinking the same thing, because it was an Insane like Mystery, yet slightly easier, so I thought just slightly lower AR than that would do. But 8.2 sounds more consistent though. Fixed.
  2. Regarding the Overall Difficulty, I see you wanted to have it on a high value seeing the density of jumps but considering the spread, it would make more sense if there were more 1/4 rhythms so the 7.5 would be actually justified. Hence, I think it would be more suitable if we reduced it until 7 so the value would fit much better with the actual density of the objects of the difficulty. what do you think? o: I personally just like how OD7.5 plays, While you're right it's slightly overboard, I find that fun personally.
  3. I think this is a general stuff, but thanks to the small CS you decided to map this difficulty, the Combo Color 3 blends too much with the background which ends making patterns like these 00:07:667 (2,3,4,5,6,7) - 00:33:361 (1,2,3,4,5,6) - unnecessary hard to read. Setting a darker color would replace nicely this color or even a bright green one to complement the actual colors Mr. Alphabet set up for his map. Here's the code with various screenshots of different colors that may appeal better the visibility of the objects:
    Image + codes
    Combo4 : 128,255,128

    []
    Combo4 : 0,64,128
    Although I'll let Alphabet handle the coloring since they have the metadata, I like the bright green because not only does it contrast the BG it's visible on a dimmed BG as well. Consider this, Alpha!
  4. I find it really interesting the first segment of the map with the anti-flows patterning; however, I'm afraid is a good idea considering the high-spacing it uses. Apparently, this kind of transitions are unexpected to people to click due to distance not being clearly enough among the 1/2 objects. Issue that would made players lose their combo because the 1/1 and 1/2 aren't suggesting a perceptive transition here, that is to say a better arrangement could be done here instead. I reckon to analyze the possibility to make something smoother and more catchy to player instead of the pattern in matter. For instance, what about using stacks in order to separate one beat from another? That would be making these beats 00:02:058 (4,1) - 00:00:610 (2,1) - 00:03:505 (4,1) - to be on top of each other in order to make a more comfortable pattern to click and follow. I wanted this section to be snappy, which is why I chose this spacing. And I tried making it easier to read by applying NC on notes like 00:03:686 (1) - but I guess the song doesn't justify the snappiness, so I'll fix it.

    Spacing related Issues
    In the following list, you'll read some minor inconsistencies that the actual difficulty represent that differ form the way I see things. Nothing of them are a must-change-thing since they correspond to the eye of the beholder but they're worth to give them a try: :)
  5. 00:06:943 (5,1) - Distance between these two objects can be higher just as well as you've built up the spacing over previous patterns which were actually quite similar. Just to put a examples can be: 00:05:858 (1,2) -
  6. 00:12:552 (4,1) - Frankly speaking, the lower distance here, while it might look intended, played awkwardly confusing since the hitburst of the non-stack object The player doesn't have as much momentum here as 00:05:858 - where the kick sliders force the player to speed up, and thus larger spacing so they don't miss-read. 00:12:371 (3) - plus the lower distance made this transition not really appealing to look nor play. I do believe managing higher spacing as you've done previously would soothe the actual momentum this section reckons. Can't think of anything better to do but this. The jump hopefully shows enough emphasis; http://puu.sh/swYsZ/39c0ed4ad0.jpg

    Fixed.
  7. 00:15:267 (1,2,3) - Here the distance was relative shorter compared to the others slider-circle-circle patterns. Minor but I think it would hurt no one to actually make them consistent. Give it a try! :oops: Fixed.
  8. *quick note* I loved like holy jesus the transition you created here 00:15:267 (1,2,3,1,2,3,1,2,3) - through the slowing the sv to give the kiai much more emphasis and a nice entrance with this lowering. Creative arrangement! :3 However, I'm not really sure of the distance between of the slider-circle-circle pattern. It seems to be the same but I don't really get is why if the sliders have less impact in terms on how fast players will click them, the spacing og the stacks of circle remains the same? I know this might be up to your style but I feel managing a larger DS 00:16:714 (1,2) - seems over-spaced. Therefore, I think using lower distance to each pair of slider-circle-circle pattern would fit way more better and would keep up nicer the idea you've brought up in this segment. The reason I didn't change the distance between the circles and the slider was because while yes, the distance didn't change, but the TOTAL distance between the slider and the circles decreased, which seemed like enough to show we're building up for something. I did fix that minor mistake you pointed out.
  9. 00:31:189 (3,4) - I'm not sure why the distance here was reduced considerably even knowing the pretty nice 00:30:466 (1,2,3) - arrangement you've built up here. For it, I think it would play better if this distance actually kept up the spacing you aimed over this segment. You're right. Don't know what I was thinking. Fixed.
  10. 00:32:999 (5,1) - Something similar occurs here. The main spacing doesn't feel right with this low DS imo. ^

    New Combos
    Nothing much to say regarding the usage of new combos since most of them are nicely placed and give players a sense of why they are there. Nonetheless, I don't know whether the following ones are inconsistencies or may have a subliminal intention behind them I didn't catch and I'd love to hear in case it does:
  11. 00:12:733 (1) - I think this NC is not needed according to how you placed the previous NC. Then, I think if we remove it there and add it here instead 00:13:095 (2) - would fix up this issue. :3 I placed NC here because of the 'whistle' *Did you also notice when I mapped the whistles I used corner-sliders instead of basic curves? :o But there makes sense as well. Fixed.
  12. 00:23:228 (5) - Similar issue but I think, in order to keep consistent the way you placed NC, this beat deserves to be a (1) instead as well as you've followed up the NC till now. Do not forget to remove the NC on 00:23:590 (1) - in case you agree. Fixed.
  13. 00:35:532 (4) - This one isn't an inconsistency but what about adding NC here? The idea here is to explain the raising of the spacing with a new combo since it increases among the objects appear over this section. What do you think? o: I didn't feel I had to because it was a gradual rise, and thus the player wouldn't need NC to help them read, but the unique sound there justifies it. Fixed.

    Blanket Related Issues
    Nazi Nation have come and minor arrangements, off-pixels and overall placement of objects have the floor now. Really minor to point out since most of the difficulty is aesthetically attractive and look tidy, except from these ones:
  14. 00:02:239 (1,2) - Blanket can be slightly improved here. An easy way could be by moving the first and last move some pixels to the left in order to make the approach rate of the circle cover nicely the slider-body of (2) making an arrangement like:
    I applied your change from earlier, so it's not really a blanket now. :P
  15. 00:03:686 (1,2) - Same goes here. /u\ Moving the second grey node would fix this quickly. owo7 ^
  16. 00:04:410 (1,2,3) - 1 and 2 seems really off. ;w; By moving the second point of each slider we can make more appealing blankets among this kawaii pattern. \:3/ Give it a try! ;w; Fixed.
  17. 00:27:571 (1) - Stack if possible. ;w; Looks somewhat in tidy in the right side of the slider-ends imo. They were supposed to be stacked, whoops! Fixed.
  18. 00:19:247 (2,3) - Move 00:19:609 (3) - ctrl + ← two times. Fixed.
  19. 00:29:380 (3,5) - They can be parallel instead of making a weird angle among the sliderborders. ;w; This can be fixed by moving the second grey node of (5) to the left until they make a visual parallel version with the sliderborder of (3) You mean to simply fix the alignment? I don't need two sentences to know that you goof! Fixed.


    Hitsounds suggestions desu!
    Yes, I'm tired but still looked up some hitsounds that may be added according to the way you hear them. Although Alphabet hitsounded it, some beats feel weird since the hitsound copier isn't perfect yet. ;w;
  20. 00:36:075 (7) - This clap is unnecessary since the track itself doesn't support it, it would be better if you switched it with 00:36:256 (1) - instead.
  21. 00:36:346 (1) - What about a whistle here to highlight the sound of this beat? o:
Fixed all hitsounds!

Best of success with the diff! Thanks Again Alphabet for the m4m. :3 Good luck and happy mapping! STARRRR! :D

BubbleGum, did you ever play Puzzle Bobble Bust-A-Move? Your nick really reminds me to that old game! /u\
I HIGHLY respect you for making such a large, yet high-quality mod. Why is everyone only modding my diff though?

Yea, I've played Puzzle Bobble, which is a spin-off of the game Bubble Bobble, where player one is a green dragon named 'Babby' and in the Japanese version, 'Bubblun' hence the name. A game me and my mom have enjoyed for ages.

Edit: Realizing I accidentally applied color to the mods along with my response. xD I apply mods with blue, so if you can't see the response immediately I probably did it. lol

Updated diff: http://puu.sh/swZzs/bf79ffcccb.osu
Topic Starter
Aistre

Cosmolade wrote:

woo
Gravity Falls
Take my star! :3/
Heil Bill

/me runs*
Ayy thanks <3

@Bubblun, updated

@Happyrocket88, I really liked the idea of the bright green so I've added that~ :)

Thanks!
Spork Lover
Mod coming up! Just a sec <3
Hello! :3

General


The first inherited point on every diff that starts with 1x is unnecessary, remove those xd

I found no other general issues :o


Easy

00:05:858 (1,2,3,4,1) - The hitsound rhythm you use here with the clap should be used a lot more throughout the song, 'cause as a whole, I think you copy pasted, and then it scrambled a lot of the hitsounds around (The hitsounds sound a bit randomly placed on the easy diff) xd Listen through the easy diff, and readjust the hitsounds so they have a consistent rhythm in that regard, so they aren't random. :) You should be able to get some sick rhythms out of it. (The other diffs are fine, because there are more notes)

00:17:438 (1,2,3,4) - This is an example where the hitsounding is a little weird imo xd

00:25:399 (4,1) - It looks a little closer than it is DS wise making it fairly reading based for a new player - I'd probably ctrl+G 00:24:675 (3,4) - , so the spacing is more obvious.

Apart from that it's fine :3

Normal

No important issues here, in a rankable state :)

Hard

00:00:068 (1,2,3,4,1) - move the two sliders to the right and left up juuust a bit https://osu.ppy.sh/ss/6686142
00:12:733 (3,1,2,3) - https://osu.ppy.sh/ss/6686121 This picture doesn't look too good aesthetically if you look at the visual distance between the sliders. Try to make it like this picture instead ---> https://osu.ppy.sh/ss/6686123
00:25:037 (3,4,5) - It's not as bad here, but I feel that it could still be improved a bit
00:35:532 (3,4,1) - I think the pattern would flow a little better like https://osu.ppy.sh/ss/6686134 this, since you have to backtrack from the slider, if the first note is in the blanket xd You can probably come up with better ideas than me though :^)

bubbelubInsane


00:00:610 (2,1,2) - and 00:02:058 (4,1,2) - are different spacing wise xd I don't understand why lol - You should probably consider spacing the first one :3
00:28:656 (5) - The overlaps aren't really too great here xd
00:31:913 (1,2,3) - This should definitely be spaced a lot more when you compare it to other patterns :) The overlap on 2 ruins the actual spacing a liiittle too much here xd
00:39:151 - Unnecessary green line

Apart from that, I think we're good :3 <3

Uuuuuu Mysteryyyyy

00:13:095 (1,3) - I don't understand why the second one is sharp lol xd Looks a little funny (Oh yeah, also, TRIGGERED (look at the overlap lol)) https://osu.ppy.sh/ss/6686167 I'd probably just make the longer slider a curve too, but less steep :3
00:36:256 (1) - ILLUMINATI CONFIRMED

(Didn't find much :3)

Good luck! :)
Topic Starter
Aistre

Spork Lover wrote:

Mod coming up! Just a sec <3
Hello! :3

General


The first inherited point on every diff that starts with 1x is unnecessary, remove those xd

I found no other general issues :o


Easy

00:05:858 (1,2,3,4,1) - The hitsound rhythm you use here with the clap should be used a lot more throughout the song, 'cause as a whole, I think you copy pasted, and then it scrambled a lot of the hitsounds around (The hitsounds sound a bit randomly placed on the easy diff) xd Listen through the easy diff, and readjust the hitsounds so they have a consistent rhythm in that regard, so they aren't random. :) You should be able to get some sick rhythms out of it. (The other diffs are fine, because there are more notes)

00:17:438 (1,2,3,4) - This is an example where the hitsounding is a little weird imo xd

00:25:399 (4,1) - It looks a little closer than it is DS wise making it fairly reading based for a new player - I'd probably ctrl+G 00:24:675 (3,4) - , so the spacing is more obvious. I don't think that's the case because I've had a few beginner players test the map and they've handled that part fine without any slip-ups.

Apart from that it's fine :3

Normal

No important issues here, in a rankable state :)

Hard

00:00:068 (1,2,3,4,1) - move the two sliders to the right and left up juuust a bit https://osu.ppy.sh/ss/6686142
00:12:733 (3,1,2,3) - https://osu.ppy.sh/ss/6686121 This picture doesn't look too good aesthetically if you look at the visual distance between the sliders. Try to make it like this picture instead ---> https://osu.ppy.sh/ss/6686123
00:25:037 (3,4,5) - It's not as bad here, but I feel that it could still be improved a bit
00:35:532 (3,4,1) - I think the pattern would flow a little better like https://osu.ppy.sh/ss/6686134 this, since you have to backtrack from the slider, if the first note is in the blanket xd You can probably come up with better ideas than me though :^)

bubbelubInsane


00:00:610 (2,1,2) - and 00:02:058 (4,1,2) - are different spacing wise xd I don't understand why lol - You should probably consider spacing the first one :3
00:28:656 (5) - The overlaps aren't really too great here xd
00:31:913 (1,2,3) - This should definitely be spaced a lot more when you compare it to other patterns :) The overlap on 2 ruins the actual spacing a liiittle too much here xd
00:39:151 - Unnecessary green line

Apart from that, I think we're good :3 <3

Uuuuuu Mysteryyyyy

00:13:095 (1,3) - I don't understand why the second one is sharp lol xd Looks a little funny (Oh yeah, also, TRIGGERED (look at the overlap lol)) https://osu.ppy.sh/ss/6686167 I'd probably just make the longer slider a curve too, but less steep :3
00:36:256 (1) - ILLUMINATI CONFIRMED :OO

(Didn't find much :3)

Good luck! :)
Thanks~<3
Everything unmentioned = fixed!
Hollow Delta

Spork Lover wrote:

Mod coming up! Just a sec <3
Hello! :3

[notice]

bubbelubInsane


00:00:610 (2,1,2) - and 00:02:058 (4,1,2) - are different spacing wise xd I don't understand why lol - You should probably consider spacing the first one :3 I was probably just off when eye-balling it. Fixed.
00:28:656 (5) - The overlaps aren't really too great here xd Okay?
00:31:913 (1,2,3) - This should definitely be spaced a lot more when you compare it to other patterns :) The overlap on 2 ruins the actual spacing a liiittle too much here xd Fixed.
00:39:151 - Unnecessary green line Removed.
Good luck! :)
I like the overlaps because I was exaggerating the last part of the Kiai by not only preserving the rise in spacing, but by adding a slight challenge in readability. I did change up some bits to make that 'gimmick' more consistent.

Updated diff; http://puu.sh/syFbL/ed364f30ee.osu
Karen
Mystery
  1. 00:07:848 (2,3,4,5,6) - flow looks kinda weird, try something else: example1 example2
  2. 00:10:743 (3,5) - too closed, move 00:10:200 (1,3) - right a bit to make it look better
  3. 00:34:084 - missing whistle?
  4. 00:36:256 - add clap or something, feels empty here, also increase the volume a bit, 00:38:427 - this one too (all diff)
Bubblun's Insane
  1. ar8 is enough, plus it's cs5, small circle size requires lower ar
  2. 00:04:772 (2,3) - flow would be more interesting if you exchange their placements o_o
  3. 00:14:905 (2,3) - stack them better
  4. 00:17:257 (3,4) - ^
  5. 00:28:294 (4,1) - not straight
  6. reduce your detailed problems :<
Normal
  1. rework your new combo system, there're too many NCs in this diff, you may add new combo on every 2 big white lines not 1, like your Easy diff
call me back
Hollow Delta

Karen wrote:

Bubblun's Insane
  1. ar8 is enough, plus it's cs5, small circle size requires lower ar We talked about the AR over IRC.
  2. 00:04:772 (2,3) - flow would be more interesting if you exchange their placements o_o Considering how close these notes are. Having 'questionable' flow isn't a big deal. Because the player is expected to play much better for the rest of the map. Relative to the difficulty it's supposed to be, it's fine. Also it would ruin the swirl concept.
  3. 00:14:905 (2,3) - stack them better Fixed.
  4. 00:17:257 (3,4) - ^ Fixed.
  5. 00:28:294 (4,1) - not straight It's really hard to keep it straight while extending the length. lol. Fixed.
  6. reduce your detailed problems :< Yea I see what you mean now. I'll go over this diff tonight, so it should be ready by the time Alphabet gets on.
call me backYou got my number? ;)
Thanks for the mod, buddy.

Updated Diff: http://puu.sh/sKjR5/c847a508f8.osu
Topic Starter
Aistre

Karen wrote:

Mystery
  1. 00:07:848 (2,3,4,5,6) - flow looks kinda weird, try something else: example1 example2 I went with example 2 as example 1 has a significantly smaller DS which looks kinda odd compared to the rest of the map.
  2. 00:10:743 (3,5) - too closed, move 00:10:200 (1,3) - right a bit to make it look better Yeah, fixed.
  3. 00:34:084 - missing whistle? Oops, must have accidentally changed it, fixed :p
  4. 00:36:256 - add clap or something, feels empty here, also increase the volume a bit, 00:38:427 - this one too (all diff) Sure.
Normal
  1. rework your new combo system, there're too many NCs in this diff, you may add new combo on every 2 big white lines not 1, like your Easy diff I can agree, changed
call me back
Thanks alot :)
~Updated
Karen
@Bubblun
00:28:656 (5) - you made it staight but forgot a new combo here
Hollow Delta

Karen wrote:

@Bubblun
00:28:656 (5) - you made it staight but forgot a new combo here
Oops. I'll get to it as soon as I get out of bed. Thanks.

Edit: PC is taking a while to boot up. @Alphabet can you apply that for Me
please?
Hollow Delta
http://puu.sh/sLsX1/9099875d3b.osu We did some IRC and pointed out some minor issues.
Topic Starter
Aistre
Updated~
Karen
bubble
Topic Starter
Aistre

Karen wrote:

bubble
Thanks! ^^
Seijiro
Since apparently short songs somewhat need more attention (sarcasm. Please map something worth playing next time <.<)

Mystery:
- 00:12:733 (5,6) - the long sound suggests me a slider instead. 00:11:648 (1,1) - These are just close by and they do it, so why not doing it consistently?
- 00:15:267 - duh, and you keep doing it. It's consistent and what not, but it ignores song and my first rule for mapping is "song is your supreme overlord". Up to you
- in kiai time this stuff is repeated: you first start off with following long sounds with sliders and then just give up on them and go with circles. It's not wrong nor bad, but just not properly expressing the song imo. Whether you fix something or not it doesn't change much to me, the map is yours and you have the right to choose what you want for it, but keep in mind my opinion for future maps at least.
- 00:38:427 (1) - just really abstract, but the sound seems to be descending here, not ascending, so why not make it go downwards instead?

Bubblun:
- 00:17:438 (1,2) - ctrl + g for better emphasis on 1? It's a really strong beat, with both finish and clap on it too
- 00:36:075 (4,1) - probably just personal, but I feel like the rhythm suddenly calms down on 1, so why not decreasing the jump? It's not a pp map, right? The more reason to actually follow the song better imo

Hard:
- 00:05:496 (5,6) - I honestly think that circles would work far better than this clustered mess here. BPM is not that fast, so it's not a problem, but if you really don't like a mini-stream, please use a 1/4 slider with 2 repeats instead, because this alternating tapping requires far more control than streaming.

Normal:
- rhythm-wise, 00:16:714 (4) - is not the same as 00:17:076 (5) - in the song. More specifically, I think 4 should be just a circle instead, since there's n sound at 00:16:895 - in the music

Easy is fine

General:
- 00:05:858 - (Mystery diff) I'll assume that the unsnapped timing section here still does its job even if it is unsnapped so you can leave it if you don't want to bother (just making sure. Give it a look anyway)
Topic Starter
Aistre

MrSergio wrote:

Since apparently short songs somewhat need more attention (sarcasm. Please map something worth playing next time <.<)

Mystery:
- 00:12:733 (5,6) - the long sound suggests me a slider instead. 00:11:648 (1,1) - These are just close by and they do it, so why not doing it consistently?
- 00:15:267 - duh, and you keep doing it. It's consistent and what not, but it ignores song and my first rule for mapping is "song is your supreme overlord". Up to you I agreed with the first one above, but my reason for keeping this one is because I intended to make the jumps build up to the kiai which is the highlight of the song. It's a new section and I like to represent my map so it shows that each section is new in a little way. If anybody has a major problem (which I don't think it is personally) with this I'll change it.
- in kiai time this stuff is repeated: you first start off with following long sounds with sliders and then just give up on them and go with circles. It's not wrong nor bad, but just not properly expressing the song imo. Whether you fix something or not it doesn't change much to me, the map is yours and you have the right to choose what you want for it, but keep in mind my opinion for future maps at least. If you're talking about the jumps after the patterns in the middle of the kiai, I felt that it played really weird to have lots of jumps and then proceed to immediately calm down with sliders right after since it seemed like it ended so abruptly. I'll keep this in mind for future maps as I can see this as a way of improving my consistency but for this instance it just played too weirdly for me.
- 00:38:427 (1) - just really abstract, but the sound seems to be descending here, not ascending, so why not make it go downwards instead?

Bubblun:
- 00:17:438 (1,2) - ctrl + g for better emphasis on 1? It's a really strong beat, with both finish and clap on it too
- 00:36:075 (4,1) - probably just personal, but I feel like the rhythm suddenly calms down on 1, so why not decreasing the jump? It's not a pp map, right? The more reason to actually follow the song better imo

Hard:
- 00:05:496 (5,6) - I honestly think that circles would work far better than this clustered mess here. BPM is not that fast, so it's not a problem, but if you really don't like a mini-stream, please use a 1/4 slider with 2 repeats instead, because this alternating tapping requires far more control than streaming.

Normal:
- rhythm-wise, 00:16:714 (4) - is not the same as 00:17:076 (5) - in the song. More specifically, I think 4 should be just a circle instead, since there's n sound at 00:16:895 - in the music

Easy is fine

General:
- 00:05:858 - (Mystery diff) I'll assume that the unsnapped timing section here still does its job even if it is unsnapped so you can leave it if you don't want to bother (just making sure. Give it a look anyway) Fixed xd
Everything unmentioned was fixed.
Cheesecake

MrSergio wrote:

Please map something worth playing next time <.<
thats just rude
Hollow Delta

MrSergio wrote:

Since apparently short songs somewhat need more attention (sarcasm. Please map something worth playing next time <.<) It's hard for new mappers like us to get attention with anything longer.

Bubblun:
- 00:17:438 (1,2) - ctrl + g for better emphasis on 1? It's a really strong beat, with both finish and clap on it too Done.
- 00:36:075 (4,1) - probably just personal, but I feel like the rhythm suddenly calms down on 1, so why not decreasing the jump? It's not a pp map, right? The more reason to actually follow the song better imo I'm surprised nobody pointed this out. I was expecting at least a few to, but... here we are with a bubble. I'll try to get across to why I did this, as it wasn't just an error.
One thing I'd like to get out of the way first is I don't care if it is a pp map. It's a light-Insane, so it's not like I had much room for creativity. Regardless, I don't care about pp, I'd just like to make sure this map is top-quality before it gets ranked, so lets try to focus on the quality, okay?

Anyways, time for the explaination.
00:15:267 - It is here I prepare the player for the Kiai by shortening the sliders each down beat. It would've been overmap if I made the sliders increase, so instead I made them decrease. Even though this decrease isn't support by the song, it's under mapped to the point where nobody cares. Same concept applies 00:17:438 (1) - here. Only mapped in a different way. Not only did I increase the sv this time, the pattern increases with it. You can hear the whistles in the song get louder, which is why this slight change was made, and is also why the jumps were so big. The rhythm was simplified, but I didn't leave out the important parts of the song. The under map was mainly so I could map these jumps though. They work because they show emphasis on both ends, while giving the player temporary muscle memory to play it. So even if these jumps are big, the player has plenty of windup from 00:33:361 (1,2,3,1,2,3,1,2,3) - and is lucky enough the jumps are on the same horizontal plane, so no awkward snaps. If the player misses these jumps, they only have themselves to blame, not the map.
Thanks for the mod, bud.
Here's the poopy diff; http://puu.sh/sPK8r/73c4d3128e.osu
Seijiro
Metadata: https://soundcloud.com/bradbreeck/gravi ... falls-reel

not sure if you need "bradbreeck" in tags, but it's not a problem to leave it there.
Consider adding "reel" into tags, since the album of this song is called "Gravity Falls Reel" (as you can see from my link.

Maybe make 00:05:496 (5,1) - on Hard a bit closer to each other for ~ aesthetics ~


@Bubblun
if you were to map anything longer like you mapped this I don't see where the problem would be :p
I talk by experience, that's why I said what I said
Mismagius
aw man too bad i just noticed this mapset now, i have a difficulty here but now it's a bit too late

good luck!
Hollow Delta

Blue Dragon wrote:

aw man too bad i just noticed this mapset now, i have a difficulty here but now it's a bit too late

good luck!
wut

Edit: He just got off. He might accept it. I can mod it for you so we don't stall time, assuming he will accept it. Also you blocked PMs so I can't reach you. :(
Seijiro
diff additions require a bubble pop and additional modding to make sure btw...
It basically means re-starting the modding process from 0 for the new diff
Hollow Delta

MrSergio wrote:

diff additions require a bubble pop and additional modding to make sure btw...
It basically means re-starting the modding process from 0 for the new diff
I'm pretty sure it's safe to say Blue Dragon would produce a high quality diff. So it would only need a few mods.
Seijiro
well, regardless of the mapper, I meant that the process would start again.
If he can get through it faster than others it's a different matter :p

In the process, this means that you also have to ask for a rebubble from the first BN (or in any case, you still need 2 icons/BNs. I can't directly qualify it)
Hollow Delta

MrSergio wrote:

well, regardless of the mapper, I meant that the process would start again.
If he can get through it faster than others it's a different matter :p

In the process, this means that you also have to ask for a rebubble from the first BN (or in any case, you still need 2 icons/BNs. I can't directly qualify it)
Yea I didn't think that through. Makes sense.
Mismagius
this diff is actually from tarrasky's mapset, but i believe he doesn't intend on getting it ranked, so

http://puu.sh/sQbTb/678e624098.rar

however adding in this diff would make you need to change the Mystery diffname (as it's not the hardest diff anymore) and maybe will cause some issues with the spread, might need to ask mrsergio about that :x

also the style is... well, obviously based off HW's style and not too conventional. in the end, it's up to you if you wanna put it in the set!
Topic Starter
Aistre

MrSergio wrote:

Metadata: https://soundcloud.com/bradbreeck/gravi ... falls-reel

not sure if you need "bradbreeck" in tags, but it's not a problem to leave it there.
Consider adding "reel" into tags, since the album of this song is called "Gravity Falls Reel" (as you can see from my link.

Maybe make 00:05:496 (5,1) - on Hard a bit closer to each other for ~ aesthetics ~ Done.


@Bubblun
if you were to map anything longer like you mapped this I don't see where the problem would be :p
I talk by experience, that's why I said what I said
I don't think leaving "bradbreeck" in the tags would do any harm so I'll keep it. Added the Reel tag too. :)


Blue Dragon wrote:

this diff is actually from tarrasky's mapset, but i believe he doesn't intend on getting it ranked, so

http://puu.sh/sQbTb/678e624098.rar

however adding in this diff would make you need to change the Mystery diffname (as it's not the hardest diff anymore) and maybe will cause some issues with the spread, might need to ask mrsergio about that :x

also the style is... well, obviously based off HW's style and not too conventional. in the end, it's up to you if you wanna put it in the set!
As much as I love the style and the GD itself, I think I might decline due to the spread issues that it will make. I'd be more than happy to put it in the desc as an extra diff though if you want. I'm Sorry :(
If at any stage the map gets disqualified (if it ever gets to that stage) I might add it in
Karen
re
Seijiro
I believe there was no need for re'bub but ok lol.
See you tomorrow
Topic Starter
Aistre

Karen wrote:

re
Thanks again lo
Seijiro
I'm back
Topic Starter
Aistre

MrSergio wrote:

I'm back
Ayy thank you <3
Namki
congrats!
show more
Please sign in to reply.

New reply