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Cartoon - Whatever I Do (feat. Kostja)

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Topic Starter
Buttercup

baysman wrote:

Hi

Easy
00:44:415 (1) - Maybe instead that spiner put break it's a repetition so I don't think it is a good idea

Normal
00:44:415 (1) - the same as in Easy same


Hard
00:24:415 (1,2,3) - Try to do somthing like that I prefer the current 1/1 :p

Insane
01:07:174 (2,3,4,1,2) - What about stream on that place? overmap
moph:
normal
01:25:795 (1,2) - What about circle between those sliders ?

insane
01:18:381 (2,3,1,2,3,4,5,6) - ^ (01:07:174 (2,3,4,1,2) - What about stream on that place?)


Exote wrote:

here I come

Easy

The NCs which start from the 2nd chorus part seem kinda weird, and by weird I mean not really consistent looking with the first chorus part.
Neat diff. tried to improve a bit

Normal

*fixed all ds stuff*
01:30:278 (1,2,3) - rip blankets ; maybe it's ok now? idk xD

Went nitpicky here, overall pretty cool sliderart and diff. <3

Freedom

nic name
jk
01:14:933 - I feel like (plus for overall consistency within similar breaks) if you remove this circle, the whole pattern is gonna get easier and more enjoyable there is a sound on this note :<
01:14:761 (7,8,1,2,3,4,5,6,1,2,3,4,5,6,1) - wooooo huge, I mean HUUUUUUUUUUUUGE. I personally like such back-forth patterns, but that's getting very repetitive in a short duration of time, maybe try some other jumperinos? hey, it's fun!!!!!!!!
01:34:415 (3) - missed clap? yes xd fixed thanks
moph:
normal
00:35:105 (2) - 1/2? More consistent with 00:24:071 (2) and a bit more challenging to play, since the diff seems way too easy for a spread like this.

hard:
00:55:450 (1,2) - 00:56:829 (1,2) - whaaaaat xd honestly, that could be pretty confusing. 00:55:450 (1,2) is a 1/2, 00:56:829 (1,2) is not a 1/2 yet has the same spacing, if I were to change something it'd definitely be the the first pattern I mentioned, since the 2nd one is repeating all over the map 01:17:519 (4,1) and 01:20:278 (1,2) and many more, just space out 00:55:967 (2) somewhere, or make a triangle with previous slider's end and next slider's head.
01:04:071 (1,2) - Space those out at least twice as much from the previous ones? Emphasis and the timeline gap above

thanks guysssss
moph

baysman wrote:

Normal
01:25:795 (1,2) - What about circle between those sliders ? rather keep it as is sorry

Insane
01:07:174 (2,3,4,1,2) - What about stream on that place? don't think the music supports that
01:18:381 (2,3,1,2,3,4,5,6) - ^
@Exote nice catch, fixed everything

Thanks for modding :)
BN time? o3o
Update
Topic Starter
Buttercup

moph wrote:

BN time? o3o
+2 mods and max's sb www
Asserin
Normal:
  1. 00:38:209 (4,5,1) - Imo its mistake cus im care about new player who cant read maps and they will looks two way there becouse 00:38:553 (5) - and 00:38:898 (1) - are really close for 00:38:209 (4) - Its the same distance at all and they will feel lost.
  2. 00:58:898 (2,3,4) - Same for it ^
  3. 01:03:036 (2,3) - Not at all but a bit ^
Thats all becouse Im useless :D Nice mapset!
Net0
Como agente tinha combinado, aqui está o mod. Espero que possa te ajudar o/

MOD
Timing

Quando eu testei o mapa teve uma parte que o ritmo ficou um pouco estranho foi aqui: 01:17:519 - ~ 01:17:864 -

O mapping está correto mas dando uma olhada eu percebi que a música estava acabando em um tick branco grande e iniciando em um pequeno achei estranho e vi que isso estava ocorrendo em todo o kiai. Uma sugestão caso queira é essa;

Adicionar um timing point aqui: 01:06:829 - . Isso pode ajudar com o ritmo nessa parte. Fazendo isso todas as retomadas fiquem em ticks grandes;
01:17:864 (1) - 01:28:898 (1) - 01:39:933 (1) -

Easy

Nazi Blankets (estão muito bons só mude se quiser estiver afim :D)

00:27:864 (1) -



00:38:898 (1) -


01:47:864 (1) -

Normal
Agora esse blanket eu realmente recomendo vc dar uma olhada;


01:23:726 (2) -

Hard

Essa vai ser a única sugestão sobre o mapping.

Esse pattern 01:13:898 (2,3,4,1) -



A distância entre 3 e 4 quase duplica no DS, o que eu recomendo aqui é o seguinte: Pegue o slider 01:14:071 (3) - . Rotacione ele selection centre em 45° ou qualquer angulo até 60° ou aproxime mais o slider 01:14:415 (4) - .

Eu não vou moddar as outras dificuldades, porque simplesmente não tem o que ser feito além de rankear logo esse set lol. Boa sorte e fico aguardando o ranking disso ;)
Topic Starter
Buttercup
@asserin: all for moph

@net0: o timing está correto, acho que não é necessário aqueles timing points
tentei mudar os blankets do easy
no hard, naquele parte o ds ficou um pouco maior propositalmente pelo fato de ser uma parte enfatizada

@moph:
normal (net0):

01:23:726 (2) -
blanket
thanks guys <3
moph
@Asserin no changes sorry, everything sticks to DS so I think it should be easily readable unless i misunderstood what you meant.
@Nhawak could you fix that blanket for me ;;

Thanks guys!
Affirmation
maybe m4m?

[Easy]
00:24:760 - I think you should add a beat here, It has strong voical, I think.
00:40:278 (2,3) - flow looks little bit hard, Could you make better flow for Easy playing?suggestion
00:55:450 (1) - make better wave slider?
01:07:864 (1) - http://osu.ppy.sh/ss/6012274
Nice diff, But your Easy diff looks beginner diff XD

[Normal]
00:32:691 (1) - delete NC.
01:16:140 (2,2) - stack looks lottle bit Hard to read. I think it should not to be stacked.
Nice diff!

[Hard]
00:58:209 (1,1) - It looks too near, So I think if 00:58:209 (1) - tail is at 318.47, map should be better?
01:14:071 (3,1) - overlap seems bad in Here, avoid overlap or try this
01:37:519 (4) - ctrl G here. map will be fun.
01:45:105 (1,5) - Yes,,, overlap looks messt, too.
i could see many overlaps, But good map, too.

[Insane]
00:29:243 (1) - why this is in 00:27:864 (1) - sliderbody? stack with slidertail...
01:19:415 - add a beat.
Really nice diff!

[Freedom]
00:28:553 (1) - It don't need NC.
01:04:071 (1) - how about put at 313. 175?
actually, I can't mod Extra diff lol

Good luck :)
BounceBabe
Small mod ~ Request from my NON-Japanese Queue

Icon Meaning
[]
  1. Suggestion:
  2. I recommend that you fix this:
  3. Unrankable, so you have to fix this:
  4. Not unrankable but I strongly disagree with this:
  5. I'm not sure why you used this. Explain it to me please:
General
[]

  1. What difficulty did morph map? You didn't include his name in any of the difficulties to show which one he mapped, nor did you mention it in the beatmap thread. The only thing that you did is add him to the tags. Give him more credit and add his name to the difficulty he mapped and also to the beatmap thread message!
  2. The Hard difficulty partially plays like an Insane due to all the jumps and wide DS in general @.@ Sometimes there are way too many jumps in one section for it to be a Hard. The star rating might disagree but the jump from Normal to Hard gameplay wise is really big. Normal has the standard characteristics of having 1 constant DS setting, while Hard can have more variations and also jump. Definitely not a Hard with so many jumps tho through the whole difficulty. Now and again some jumps is fine for a Hard but not through the whole difficulty. It will make the level much harder, thus making it nearly Insane. I don't know if you'd want to bring up that effort to fix this difficulty so it is less like an Insane and has more characteristics of a Hard difficulty. Personally, I'd reduce the amount of jumps. The AR is also not appropriately chosen for a Hard difficulty. 7+ is already Insane. 6,5 would be better. OD could also be 5,5 considering how hard it's mapped. If you do this, definitely reduce the amount of jumps by at least half to match the difficulty with it's level name. It will also make the mapset spread better, as the gameplay level from Normal to Hard won't be that intense.
  3. Add "edm" and "base" to the tags, as they are commonly used as well.
Freedom
[]

Combo:
  1. 01:08:898 (5) - 01:41:657 (4,6) - 01:43:381 (5) - 01:44:760 (5) - 01:10:105 (4) - 01:10:967 (3) - 01:14:243 (4) - 01:24:071 (5) - These should have a NC as well. Same like here 01:36:829 (1,2,1,2,1,2,1,2) - (you did this perfectly here) since the spacing gradually increases. Would only make more sense and be consistent. It will also help the player to notice the spacing increase better since the NCs will serve as indicators. Your pattern placement / spacing is really consistent and gradually increasing so it would only make sense to indicate them as such. No harm in doing so. "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding (01:15:105 (1,2,3,4,5,6,1,2,3,4,5,6) - These for example don't need this kind of indicator as it is clearly visible that the spacing gradually increases with each note)
  2. 00:27:864 (1,1) - Bit too much combo spam here. Remove those to keep it less busy and consistent. The slider also doesn't change it's SV, so no need to add a NC here.
  3. 00:31:312 (1) - (this is still is part of the "whatever it means" sentence) Remove this NC. No SV or spacing change that requires a NC indicator.
  4. 01:39:502 (8,1) - Brown and orange are really close colour combos. To make the SV change more visible use a different colour instead, like the greenish yellow colour that is more highlighting.

    Other Issues:
  5. 01:12:691 (3) - Slightly overlaps with the HP bar (interface). Move it lower so it doesnt overlap. (Also found some on other difficulties. Go through them and adjust wherever needed. Overlapping isn't recommended as it may cause confusion, especially on easier difficulties. Same goes for other interface elements such as the accuracy bar at the bottom when it's turned on. Please take those into consideration.)

    Overall
    []

    1. The whole mapset apart from the Hard difficulty is nicely mapped. Rhythmically correct patterns, wonderful hitsound choice and hitsounding that emphasise the song perfectly, a vast variety of different patterns, consistent and reasonable spacing. Really, really nice mapset! But I strongly recommend that you fix the Hard to make the mapset spread more balanced.
fieryrage
hey remember that nm you requested me neither

disable widescreen support on like literally every diff but the top one ya

free
  • i loved it all
    00:23:726 (3,1) - idk this is pretty underwhelming considering the vocals start a new verse / line here, i wouldn't stack this tbh
    00:26:829 (1) - u dont really need to silence this one cuz of that 1/8
    00:29:243 (1,2,3) - imo stuff like this would just be better as a repeat slider, the spacing is kind of awkward and big comparatively speaking
    00:37:519 (3) - not following vocal track here is kind of weird since u followed it all the way here :p
    00:38:209 (4) - nc
    00:39:933 (3) - ^
    00:55:450 (1,2) - why is the sv so fast here dam
    01:04:071 (1,2) - make this a slider maybe?
    01:14:761 (7,8) - idk why this isn't the start of a new pattern, it feels like the downbeat should be here
    01:22:346 (4,5,6,7) - honestly this pattern is pretty awkward to hit, the spacing i feel should be consistent for 01:22:519 (5,6,7) - instead of decreasing sharply at 7; while there's not much emphasis there it's mainly for playability reasons, the pattern here is really hard to hit lol
    01:34:071 (1,2) - stack here is kind of misleading and bad flow-wise imo, would just make this a tiny jump or smth
    01:36:829 (1,2,1,2,1,2,1,2) - idk why these increase in spacing when the song doesn't increase in intensity here
insane
  • 00:23:726 (3,1) - same thing as freedom
    00:26:829 (1,2) - not adding a kickslider here is kind of bleh that 1/4 (or 8th) is really really noticeable
    00:32:346 (1,2,3) - same deal here
    00:36:829 (2,3) - why stack here tbh
    01:04:071 (1,2) - move this away from 01:03:553 (4) - the low ar kind of makes this awkward to play on sightread
    01:09:243 (1,2) - this should be spaced out way more holy
    01:13:381 (1,2) - ^ ya stuff like this basically tho you do it a lot so idk
    01:15:105 (3,4) - stacking stuff like this during this part of the song is pretty questionable, jumps would fit a lot better here imo for both rhythm and flow
    01:33:381 (3,1) - why didn't you map the 1/2 here?
    01:35:450 (1,2,1,2,1,2,1,2) - same thing as freedom
ok
Topic Starter
Buttercup
waiting max finish the sb to move it around
Topic Starter
Buttercup

Neoskylove wrote:

maybe m4m?

[Easy]
00:24:760 - I think you should add a beat here, It has strong voical, I think. it ruins my rhythm consistency
00:40:278 (2,3) - flow looks little bit hard, Could you make better flow for Easy playing?suggestion moph
00:55:450 (1) - make better wave slider? moph
01:07:864 (1) - http://osu.ppy.sh/ss/6012274looks better than my current slider :3
Nice diff, But your Easy diff looks beginner diff XD

[Normal]
00:32:691 (1) - delete NC. sure
01:16:140 (2,2) - stack looks lottle bit Hard to read. I think it should not to be stacked. moph
[b]Nice diff!


[Hard]
00:58:209 (1,1) - It looks too near, So I think if 00:58:209 (1) - tail is at 318.47, map should be better? moph
01:14:071 (3,1) - overlap seems bad in Here, avoid overlap or try this I remapped this part
01:37:519 (4) - ctrl G here. map will be fun. I remapped this part
01:45:105 (1,5) - Yes,,, overlap looks messt, too. moph
i could see many overlaps, But good map, too.

[Insane]
00:29:243 (1) - why this is in 00:27:864 (1) - sliderbody? stack with slidertail... cuz it's beautiful xd
01:19:415 - add a beat. moph
Really nice diff!

[Freedom]
00:28:553 (1) - It don't need NC. I removed it
01:04:071 (1) - how about put at 313. 175? moph
actually, I can't mod Extra diff lol

Good luck :)

BounceBabe wrote:

Small mod ~ Request from my NON-Japanese Queue

Icon Meaning
[]
  1. Suggestion:
  2. I recommend that you fix this:
  3. Unrankable, so you have to fix this:
  4. Not unrankable but I strongly disagree with this:
  5. I'm not sure why you used this. Explain it to me please:
General
[]

  1. What difficulty did morph map? You didn't include his name in any of the difficulties to show which one he mapped, nor did you mention it in the beatmap thread. The only thing that you did is add him to the tags. Give him more credit and add his name to the difficulty he mapped and also to the beatmap thread message! he mapped all diffs with me, sb names are coming
  2. The Hard difficulty partially plays like an Insane due to all the jumps and wide DS in general @.@ Sometimes there are way too many jumps in one section for it to be a Hard. The star rating might disagree but the jump from Normal to Hard gameplay wise is really big. Normal has the standard characteristics of having 1 constant DS setting, while Hard can have more variations and also jump. Definitely not a Hard with so many jumps tho through the whole difficulty. Now and again some jumps is fine for a Hard but not through the whole difficulty. It will make the level much harder, thus making it nearly Insane. I don't know if you'd want to bring up that effort to fix this difficulty so it is less like an Insane and has more characteristics of a Hard difficulty. Personally, I'd reduce the amount of jumps. The AR is also not appropriately chosen for a Hard difficulty. 7+ is already Insane. 6,5 would be better. OD could also be 5,5 considering how hard it's mapped. If you do this, definitely reduce the amount of jumps by at least half to match the difficulty with it's level name. It will also make the mapset spread better, as the gameplay level from Normal to Hard won't be that intense. I remapped some parts, the diff is easier now. About the diff settings, they are perfectly fine since a lot of people choose these settings for their hards, ar 6,5 looks a bit slow for me.
  3. Add "edm" and "base" to the tags, as they are commonly used as well. edm ok, but what does ''base'' mean?
Freedom
[]

Combo:
  1. 01:08:898 (5) - 01:41:657 (4,6) - 01:43:381 (5) - 01:44:760 (5) - 01:10:105 (4) - 01:10:967 (3) - 01:14:243 (4) - 01:24:071 (5) - These should have a NC as well. Same like here 01:36:829 (1,2,1,2,1,2,1,2) - (you did this perfectly here) since the spacing gradually increases. Would only make more sense and be consistent. It will also help the player to notice the spacing increase better since the NCs will serve as indicators. Your pattern placement / spacing is really consistent and gradually increasing so it would only make sense to indicate them as such. No harm in doing so. "Combos are usually placed to either match the vocal/musical phrases or to indicate the downbeat of each measure. In special cases, combos are used in indicating any discrepancies in spacing or slider velocity." Source: https://osu.ppy.sh/wiki/Modding (01:15:105 (1,2,3,4,5,6,1,2,3,4,5,6) - These for example don't need this kind of indicator as it is clearly visible that the spacing gradually increases with each note)
  2. 00:27:864 (1,1) - Bit too much combo spam here. Remove those to keep it less busy and consistent. The slider also doesn't change it's SV, so no need to add a NC here.
  3. 00:31:312 (1) - (this is still is part of the "whatever it means" sentence) Remove this NC. No SV or spacing change that requires a NC indicator.
  4. 01:39:502 (8,1) - Brown and orange are really close colour combos. To make the SV change more visible use a different colour instead, like the greenish yellow colour that is more highlighting. all applied (except those that are moph's parts)

    Other Issues:
  5. 01:12:691 (3) - Slightly overlaps with the HP bar (interface). Move it lower so it doesnt overlap. (Also found some on other difficulties. Go through them and adjust wherever needed. Overlapping isn't recommended as it may cause confusion, especially on easier difficulties. Same goes for other interface elements such as the accuracy bar at the bottom when it's turned on. Please take those into consideration.) oki

    Overall
    []

    1. The whole mapset apart from the Hard difficulty is nicely mapped. Rhythmically correct patterns, wonderful hitsound choice and hitsounding that emphasise the song perfectly, a vast variety of different patterns, consistent and reasonable spacing. Really, really nice mapset! But I strongly recommend that you fix the Hard to make the mapset spread more balanced.
ok it's back, I'm answering fieryrage tomorrow coz I'm tired now, thanks a lot for the mods guys!
moph
applied pretty much everything mentioned for hard/insane/extra
Thanks!

Update
Topic Starter
Buttercup

fieryrage wrote:

hey remember that nm you requested me neither

disable widescreen support on like literally every diff but the top one ya

free
  • i loved it all
    00:23:726 (3,1) - idk this is pretty underwhelming considering the vocals start a new verse / line here, i wouldn't stack this tbh
    00:26:829 (1) - u dont really need to silence this one cuz of that 1/8 since I'm following the vocal here, I want to keep it muted
    00:29:243 (1,2,3) - imo stuff like this would just be better as a repeat slider, the spacing is kind of awkward and big comparatively speaking in my opinion, both style would fit perfectly
    00:37:519 (3) - not following vocal track here is kind of weird since u followed it all the way here :p moph
    00:38:209 (4) - nc moph
    00:39:933 (3) - ^ moph
    00:55:450 (1,2) - why is the sv so fast here dam it's x0,60 lol
    01:04:071 (1,2) - make this a slider maybe? moph
    01:14:761 (7,8) - idk why this isn't the start of a new pattern, it feels like the downbeat should be here I'm following another thing here
    01:22:346 (4,5,6,7) - honestly this pattern is pretty awkward to hit, the spacing i feel should be consistent for 01:22:519 (5,6,7) - instead of decreasing sharply at 7; while there's not much emphasis there it's mainly for playability reasons, the pattern here is really hard to hit lol moph
    01:34:071 (1,2) - stack here is kind of misleading and bad flow-wise imo, would just make this a tiny jump or smth
    01:36:829 (1,2,1,2,1,2,1,2) - idk why these increase in spacing when the song doesn't increase in intensity here I believe it follows this part in a nice way for an extra diff
insane
  • 00:23:726 (3,1) - same thing as freedom
    00:26:829 (1,2) - not adding a kickslider here is kind of bleh that 1/4 (or 8th) is really really noticeable I opted to follow only vocal here
    00:32:346 (1,2,3) - same deal here same
    00:36:829 (2,3) - why stack here tbh moph
    01:04:071 (1,2) - move this away from 01:03:553 (4) - the low ar kind of makes this awkward to play on sightread moph
    01:09:243 (1,2) - this should be spaced out way more holy nah, the ''2'' circle isn't in a strong beat
    01:13:381 (1,2) - ^ ya stuff like this basically tho you do it a lot so idk same
    01:15:105 (3,4) - stacking stuff like this during this part of the song is pretty questionable, jumps would fit a lot better here imo for both rhythm and flow these stacks are following the instrumental
    01:33:381 (3,1) - why didn't you map the 1/2 here?
    01:35:450 (1,2,1,2,1,2,1,2) - same thing as freedom same, there are a lot of strong beats here, jumps fit perfectly
ok
thanksss
updated
BounceBabe
3 months for a reply. :o
Topic Starter
Buttercup

Nhawak wrote:

waiting max finish the sb to move it around
Aleksander92
Hi! Wanna mod this :)

[General]
  1. There are many files in the folder, some are unused like soft-hitwhistle20, you should manage it up
[Freedom]
  1. 01:14:243 (1,2,3) - This 90 degrees jump angle looks wierd (relatively to any other part of the map), maybe even like 2009 jump in 2016(2017) map) I think it was done to make it hard jump at the end of the part but still looks weird :/
  2. 01:14:761 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3) - Wow, these horizontal jumps are the most strange thing in the map, cause as for me they don't express the music in any way. They could, but this part is so looooong... If it were only 4-8 jumps it might be ok. Maybe you can rework this part, like, change the first/second section into classic jumps, maybe stack some notes
  3. 01:33:036 (1) - 01:38:036 (2) - Many horizontal jumps as well... And I didn't actually get the need of changing combo colours ._.
[Hard]
  1. 00:22:346 (1,2,1) - Strange change of combo colour, shouldn't there be no combo change at all?
  2. 00:26:829 (1,2,3) // 00:22:346 (1,2) - Here you try to change combo colour on three notes (i think you got what I mean) and 00:32:346 (6,7,8) // 00:37:864 (5,6,7) - here it's not a separate combo, hmmmm
  3. 00:22:346 (1) // 00:27:864 (1) // 00:33:381 (1) - Don't you want to press strong beat at the end of the slider (like doing slider + circle instead of reversed slider or smth like this)? At least for this slider 00:27:864 (1) -
  4. 01:16:312 (6) - Something is wrong with this note :D Guess it was supposed to be on the big white tick. Or it can (can it??) be start of a new combo, but if so, it should be unstacked with the previous note
  5. 01:34:933 (5,6) - Does this jump supposed to be slightly bigger than other in that combo? (other jumps have equal length)
[Normal]
  1. 00:59:588 (4) - soft-slidertick60 actually misleaded me, cause it's the same as normal hitsound with whistle (same in hard). But if it differs from normal hs it's cool, like here 01:10:622 (1) - . So maybe you should just change 60 to smth. (I know in kiai part you've used same way but somewhy it doesn't mislead there, at least me)
Overall interesting map, good luck further :)
Topic Starter
Buttercup

Aleksander92 wrote:

Hi! Wanna mod this :)

[General]
  1. There are many files in the folder, some are unused like soft-hitwhistle20, you should manage it up lol yes wtf where the fuck did these files come? LOL
[Freedom]
  1. 01:14:243 (1,2,3) - This 90 degrees jump angle looks wierd (relatively to any other part of the map), maybe even like 2009 jump in 2016(2017) map) I think it was done to make it hard jump at the end of the part but still looks weird :/ oki
  2. 01:14:761 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3) - Wow, these horizontal jumps are the most strange thing in the map, cause as for me they don't express the music in any way. They could, but this part is so looooong... If it were only 4-8 jumps it might be ok. Maybe you can rework this part, like, change the first/second section into classic jumps, maybe stack some notes it's the best part of the map for me, they follow the instrumental very well imo
  3. 01:33:036 (1) - 01:38:036 (2) - Many horizontal jumps as well... And I didn't actually get the need of changing combo colours ._. why would horizontal jumps be a problem? it's just my style XD and the NCs are to notify the spacing changes
[Hard]
  1. 00:22:346 (1,2,1) - Strange change of combo colour, shouldn't there be no combo change at all? NCs are on the beginning of new sections/passage for new patterns
  2. 00:26:829 (1,2,3) // 00:22:346 (1,2) - Here you try to change combo colour on three notes (i think you got what I mean) and 00:32:346 (6,7,8) // 00:37:864 (5,6,7) - here it's not a separate combo, hmmmm well, yes, I forgot to NC 00:32:346 (6) - , but 00:37:864 (5) - is in moph's part, I need to ask him if he agree to add a NC
  3. 00:22:346 (1) // 00:27:864 (1) // 00:33:381 (1) - Don't you want to press strong beat at the end of the slider (like doing slider + circle instead of reversed slider or smth like this)? At least for this slider 00:27:864 (1) - nope, it's not necessary, since the vocal asks for these reverses, if you understand what I mean '.'
  4. 01:16:312 (6) - Something is wrong with this note :D Guess it was supposed to be on the big white tick. Or it can (can it??) be start of a new combo, but if so, it should be unstacked with the previous note hm yes, it looks empty
  5. 01:34:933 (5,6) - Does this jump supposed to be slightly bigger than other in that combo? (other jumps have equal length) these last 2 notes have more emphasis because of the strong beat, so I represented it increasing more spacing
[Normal]
  1. 00:59:588 (4) - soft-slidertick60 actually misleaded me, cause it's the same as normal hitsound with whistle (same in hard). But if it differs from normal hs it's cool, like here 01:10:622 (1) - . So maybe you should just change 60 to smth. (I know in kiai part you've used same way but somewhy it doesn't mislead there, at least me) I don't want to change the hitsound here because it would be inconsistent since I used the same hitsound before in a sequence. Break this sequence with another hitsound suddenly would be weird
Overall interesting map, good luck further :)
ty man!

@moph: do I have your permission to NC 00:37:864 (5) - on hard diff?
moph
sure go ahead
Strategas
[g]

Unused hitsounds:
soft-sliderslide20.wav


[freedom]

00:32:346 (1) - strange you used a 1/1 slider when you usually follow vocals here and have them clickable

00:49:933 (1) - could make the shape better nearing it's end, the current curve starting the middle looks lame tbh lol

01:30:967 (4) - having a slider end on a powerful downbeat is not the best rhythm choice when there are many other better ways to emphasize that beat

generally most of the diff is good except for the dumb spikes that happen at 01:14:243 (1,2,3,1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3) - 01:34:071 (1,2,3,4,1,2,1,2) - because they really don't fit with the song here

[insane]

01:25:795 (1,2,3,4) - this whole patern has really weird flow

01:32:691 (1,2,3,4) - probably reconsider rhythm here, it doesn't sound right to me atleast

01:47:519 (1,2,3,4,5,6,7) - flow is weird again

[hard]

00:44:415 (1) - similar thing as in highest diff where the last part of slider looks meh

01:15:967 (5,6,7) - I mean these are three different sounds and stacking them doesn't really show that

01:34:071 (1,2,3,4,5,6) - like the rhythm is okay but you keep using 1/2 and 1/1 stacks often which look identical, at this AR it really will confuse some players at this level, somehow making them different and staying consistant with it throughout the map makes it easier to read

01:50:278 (3) - kinda anticlimatic way to end the diff, changing this into 1/2 slider + circle would be much better

[normal]

00:24:071 (2) - 00:27:519 (6) - 00:35:105 (2) - I mean you really don't need a slider here, circle is enough.
00:39:933 (2) - this one more or less fits because of vocal

00:44:415 (1,1) - you probably forget who is your target audience, spinners for noobs is hard and intense, which completely doesn't fit in a empty part like this, having a break is gooud enough.

[easy]

00:44:415 (1,1) - same as normal

you can call me if you fix the bolded stuff
Topic Starter
Buttercup

Strategas wrote:

[g]

Unused hitsounds:
soft-sliderslide20.wav
ok

[freedom]

00:32:346 (1) - strange you used a 1/1 slider when you usually follow vocals here and have them clickable I did something that made the strong beat clickable

00:49:933 (1) - could make the shape better nearing it's end, the current curve starting the middle looks lame tbh lol I made a new slider style, looks better

01:30:967 (4) - having a slider end on a powerful downbeat is not the best rhythm choice when there are many other better ways to emphasize that beat fixed

generally most of the diff is good except for the dumb spikes that happen at 01:14:243 (1,2,3,1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3) - 01:34:071 (1,2,3,4,1,2,1,2) - because they really don't fit with the song here I remapped 01:34:071 (1,2,3,4,5) - , and nerfed 01:15:105 (2,3,4,5,6,7,1,2,3,4,5,6,1,2,3) - a bit, should be ok now

[insane]

01:32:691 (1,2,3,4) - probably reconsider rhythm here, it doesn't sound right to me atleast oki

[hard]

00:44:415 (1) - similar thing as in highest diff where the last part of slider looks meh this is ok for my taste, but I tried to improve a bit

01:15:967 (5,6,7) - I mean these are three different sounds and stacking them doesn't really show that fixed

01:34:071 (1,2,3,4,5,6) - like the rhythm is okay but you keep using 1/2 and 1/1 stacks often which look identical, at this AR it really will confuse some players at this level, somehow making them different and staying consistant with it throughout the map makes it easier to read I did something only at 01:34:071 (1,2,3,4,5,6) - since there are a lot of circles in a once, and I agree it can be confuse to read. But the rest I believe they are ok since they are only 1~2 circles, not very challenging

[normal]

00:24:071 (2) - 00:27:519 (6) - 00:35:105 (2) - I mean you really don't need a slider here, circle is enough. put the velocity of the song at 25%, the singer closes the words at these 1/2 ticks
00:39:933 (2) - this one more or less fits because of vocal

00:44:415 (1,1) - you probably forget who is your target audience, spinners for noobs is hard and intense, which completely doesn't fit in a empty part like this, having a break is gooud enough. oki, I removed the spinners

[easy]

00:44:415 (1,1) - same as normal yess

you can call me if you fix the bolded stuff
ty man

I separated moph's parts:

insane
01:25:795 (1,2,3,4) - this whole patern has really weird flow

01:47:519 (1,2,3,4,5,6,7) - flow is weird again

hard
01:50:278 (3) - kinda anticlimatic way to end the diff, changing this into 1/2 slider + circle would be much better

hey mophu, I added a note at 00:44:415 (1) - on easy and normal since I removed the spinners, feel free to change their location if u don't like where I put xd
when you apply your parts, I will ask zerss to fix some sb lights and call strategas back
moph

Strategas wrote:

[insane]

01:25:795 (1,2,3,4) - this whole patern has really weird flow

01:47:519 (1,2,3,4,5,6,7) - flow is weird again

[hard]

01:50:278 (3) - kinda anticlimatic way to end the diff, changing this into 1/2 slider + circle would be much better
Applied everything, thanks Strategas!!

update

Edit: for sb only last note in hard needs fixing for me
Topic Starter
Buttercup
all updated~
Strategas
gl
Topic Starter
Buttercup
ay
thank you :3/
moph
hype \o/
Chaoslitz
m4m :3 (Sorry for delay)

[General]
  1. Use .jpg instead of .png :v for elemtents without transparent (i.e BG.png, Slider_Blur.png Square.png)


[Easy]
  1. 00:55:450 - Add more hitsounds on objects? Right now only slidertick hitsounds is supporting this section, they give less feedback than the hitsounds on objects as slider ticks are not clickable


[Hard]
  1. 00:59:588 (1) - Rather than using the slidertick sound try shorten the slider 00:59:933 - and a note on 01:00:105? It gives proper feedback on vocal 01:00:105
[Insane]
  1. 01:29:760 (4,1) - This jump is too large compared to the others

call me back :3
Topic Starter
Buttercup

Chaoslitz wrote:

m4m :3 (Sorry for delay)

[General]
  1. Use .jpg instead of .png :v for elemtents without transparent (i.e BG.png, Slider_Blur.png Square.png) changed BG.png and Slider_Blur.png, I saw that Square.png has a bit of transparency on the edges so I didn't change it


[Easy]
  1. 00:55:450 - Add more hitsounds on objects? Right now only slidertick hitsounds is supporting this section, they give less feedback than the hitsounds on objects as slider ticks are not clickable oki, I added some whistles


[Hard]
  1. 00:59:588 (1) - Rather than using the slidertick sound try shorten the slider 00:59:933 - and a note on 01:00:105? It gives proper feedback on vocal 01:00:105 moph allowed me to fix it
[Insane]
  1. 01:29:760 (4,1) - This jump is too large compared to the others nerfed!!

call me back :3 <3
all updated~
Chaoslitz
D: you forget to remove BG.png
Topic Starter
Buttercup
should be ok now :D
Chaoslitz
Qualified!
Venix
first after q, gg
Topic Starter
Buttercup
thanks a lot chaoslitz :D
moph
woo thanks Chaoslitz!!
Kuron-kun
vsf Nhawak so faz mapa igual mano -_________________________________-''''''

brincadeira, ti amuuuuuu >w<
Trynna

Kuron-kun wrote:

vsf Nhawak so faz mapa igual mano -_________________________________-''''''
Kyouren
Gratzz! :3
Kuron-kun
Metadata is incorrect, should be Cartoon - Whatever I Do (feat. Kóstja) as you can see in the following official websites:

soundcloud

bandcamp

Even though both are official, the soundcloud states that "Feat" is correct, whereas the bancamp states that "feat." is the correct metadata. I don't know if both are acceptable so I'll leave that to the QATs. Nevertheless, Kóstja should have an accent.

thx pappy, lov u
Topic Starter
Buttercup
rip
iMega

Nhawak wrote:

rip
im already sad
show more
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