forum

YUZU - REASON

posted
Total Posts
47
show more
Little
Topic Starter
Osuology
ok I updated
Little
Part 2 of mod.
Flow and aesthetic are important aspects of a map, and are a significant part of how the QAT judges the quality.

[Riyuu]
  1. The approach rate is too high, and should be lowered to at most 9.0.
  2. 00:13:270 (1,2) - Could be better, aesthetically. I recommend moving (2) to x:352|y:300 so they are symmetrical.
  3. 00:17:198 (1,2,3) - I recommend moving these lower so they are not so close to 00:16:484 (2) Try x:108|y:228.
  4. 00:18:984 (1,2,3) - Try moving these so they don't overlap with 00:17:913 (4) Edge overlaps like this look sloppy.
  5. 00:22:913 (3,4) - Move (3) and the repeat of (4) further apart.
  6. 00:29:698 - You said you wouldn't add a slider here because you were following guitar, but there is no guitar at 00:28:984 (1) either. The current rhythm is just awkward to play.
  7. 00:38:608 (3,1,1,2,5,6) - Combo usage inconsistency.
  8. 00:52:640 (1,2,3,4,1) - I strongly recommend using distance snap for things like this. It will look much neater.
  9. 00:54:576 (3) - Give it a bit of a concave down curve for flow leading. It will be more comfortable to play.
  10. 00:56:269 (3,1) - Increase distance spacing here for emphasis on downbeat.
  11. 00:59:415 - I think a circle should be added here. It goes with the drum, and makes the rhythm much more intuitive to play.
  12. 01:00:382 - It would be much better to have a click here for the start of a phrase.
  13. 01:00:503 (1,1) - Increase distance spacing to avoid confusion. Match with 00:58:568 (2,1)
  14. 01:01:592 (1,1) - Unstacked is better. The stack just doesn't seem to fit how the music feels.
  15. 01:03:044 (4,1) - To look better, either stack or overlap by half like this: http://puu.sh/iFMhz/51b85d630f.jpg Small overlaps are ugly.
  16. 01:03:044 (4,3) - Avoid overlapping these.
  17. 01:06:068 (3,1,2,3,4,5,1) - The distance spacing change is too dramatic and unpredictable. If you're going to use spaced streams, I strongly recommend increasing the distance spacing at 01:03:527 (1,2,3,4,1,2) to make the change less abrupt. Also, map out the rhythms in 01:06:068 (3) because the way you've used a slow and long slider here tricks the player into slowing down, and makes the spaced streams unexpected.
  18. 01:08:124 (1,2) - Rhythm here doesn't make sense. There's nothing significant to put the head of a longer slider at (2). Emphasis should be on either 01:08:487 or 01:08:608
  19. 01:08:971 (5,6,7) - This is way too sharp, and uncomfortable to play. Please make the pattern smoother.
  20. 01:06:068 (3,2) - Avoid edge overlap.
  21. 01:09:818 (1,2,3,4,1,2,3,4,1,2,3,1) - Looks very messy, and also doesn't flow very well. Try to use some kind of recognizable flow/visual pattern.
  22. 01:16:350 (2,3,4,5,6) - This is also really uncomfortable.
  23. 01:20:221 (5,6,7) - Same here.
  24. 01:20:463 (7,8,9,1) - This overlap looks really messy. Each circle is overlapping the slider in a different way, and non-parallel. I recommend moving the slider somewhere else, where it won't be overlapping.
  25. 01:22:398 (1,2,3,4,5) - Uhh.. can we make them evenly spaced and parallel?
  26. 01:28:447 (3,4) - The drop-off flow here makes the distance spacing feel extremely small, and it's tricky to play. I'd try to space it out by moving (4) higher up on the screen.
  27. 01:30:866 (2,3) - Increase distance spacing and avoid overlap.
  28. 01:32:318 (2,3,4,5,6) - Flow here is pretty weird. I think this would play much nicer: http://puu.sh/iFMXt/61b7451966.jpg
  29. 01:33:769 (7,8,9,1,2,3,4,1,2) - Spacing feels really random, and disconnected from the music, making it unintuitive to play. Think about using larger spacing leading into stronger notes, and smaller spacing into weaker notes.
  30. 01:36:915 (1) - I think it's not necessary to have a circle here. Leaving and empty space will help to give stronger emphasis to 01:37:156 (1)
  31. 01:37:156 (1,2,3,4) - Not really important, but why not make this a perfect square?
  32. 01:42:963 - Slider velocity in this section feels too low, making the sliders awkward to play. I recommend 1.5x multiplier.
  33. 01:43:568 (6,7) - This flows nicer: http://puu.sh/iFNeg/b832db02fd.jpg
  34. 01:44:415 (5,6,7,1,2,3,4) - Flow between these two streams is too sharp, and hard to catch. Try to make it smoother.
  35. 01:45:382 (5,6,7,1,2,3,4) - Same here.
  36. 01:45:866 (1,2,3,4,5,6,7) - Shape of the stream seems random. Try to make a cleaner and more defined shape.
  37. 01:48:769 (1,2,3) - Make the distance spacing more even. (2,3) is a lot smaller now, and I don't see a reason for it. It just hurts the flow.
  38. 01:49:253 (3,1) - Space it out? I think the looks and plays better.
  39. 01:50:221 (5,6) - Flow is too rigid. Move (6) and the stream down to make it rounder and smoother.
  40. 01:51:431 (2,3,4) - This is really awkward to play, and doesn't look good either.
  41. 01:51:673 (4,5,6) - Don't vary distance spacing so much like this. Try to keep it somewhat consistent so the player can read the rhythm with certainty.
  42. 01:52:640 (1,2,3,4) - I think larger distance spacing (jumps) would fit the music better here.
  43. 01:54:455 - Circle here? It covers the vocal note, and also helps to make (1) feel stronger.
  44. 01:57:479 (7,1,2) - Same stuff about distance spacing.
  45. 01:58:447 - End kiai here.
  46. 02:02:318 (1,2) - Blanket can be improved. Blankets should be evenly spaced all the way around. That is to say, every point on the inner edge of (1) should be equidistant from (2).
  47. 02:04:253 (1,2) - Antijump feels awkward to play here. I think you should just space it out. Also, the way the edge of (2) is close to (1) makes it unpleasant to look at.
  48. 02:05:705 (1) - Widen the curve and make a regular, non-overlapping blanket. It will look much better.
  49. 02:13:931 (5,6) - Should increase distance spacing here.
  50. 02:17:899 (1,2,3) - Triples emphasize the third note, which in this case, I don't really think is worth of emphasis. Rather, I think the rhythm should look like this: http://puu.sh/iFNV5/e54e87e0f6.jpg
  51. 02:26:035 (3,2,2,2) - Make them perfectly stacked.
  52. 02:27:815 (1,2,3,4,5) - Increase the separation a bit so they aren't so close to touching.
  53. 02:33:662 (6,1,2) - High slider velocity leading into low distance spacing is really uncomfortable to play here. Consider decreasing the slider velocity, increasing the distance spacing, or both.
  54. 02:39:001 (2) - Curve is too tight, and doesn't look good. The path of the slider will be much clearer if you widen the curve.
  55. 02:40:781 (1,2,3) - Same thing about distance spacing.
  56. 02:42:052 (1,2,3,4,5,6,7,8) - Why vary the spacing like this? Can't you make it rotationally symmetrical?
  57. 02:44:594 (1,2,1) - The distance spacing is really confusing. Set the distance according to beat spacing.
  58. 02:45:865 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,5) - The way everything overlaps here is really messy. Try to put some space between things so they don't overlap so much in such a short period of time.
  59. 02:48:916 (2,3) - Plays better if you increase the distance.
  60. 02:50:950 (2,3) - Same here.
  61. 02:52:221 (2,3,4,5) - Try to avoid rectangular jumps like this. Right angles are not comfortable to play.
  62. 02:56:798 (8) - Rotate counterclockwise a bit for smoother flow from (7).
  63. 02:58:069 (1,2) - Looks a lot like 02:56:543 (7,8) but the rhythm is different, which could be confusing. Maybe you can stack these instead?
  64. 02:59:340 (3,4,5) - Even out the spacing (visually, not distance spacing).
  65. 03:01:374 (5,1) - Potential for a triple here, as the drum note on the blue tick is quite loud.
  66. 03:03:916 (1,2) - Try to avoid the overlap.
  67. 03:09:255 (3,4,5) - Flow between these feels weird to me. Just try to rearrange it in a way that allows for smoother cursor movement.
  68. 03:10:272 (1,3) - I think it would be good if (3) blanketed the end of (1). Maybe something like this: http://puu.sh/iFOPT/561071c24d.jpg
  69. 03:13:323 (5,6,7) - Flow could be made smoother by making the curve of (7) fit the motion from (5,6).
  70. 03:14:594 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - Distance spacing feels really random. Please reconsider with beat emphasis in mind.
  71. 03:29:086 (3,4) - Avoid overlap.
  72. 03:30:103 (4,1) - Increase distance spacing.
  73. 03:33:154 (3,4) - Same here.
  74. 03:45:833 (3) - Shape will look better if you rearrange the points like this: http://puu.sh/iFP2J/8cbdb3e57a.jpg
  75. 03:49:462 (1,2) - Can space these out a bit more. You had really large spacing at 03:45:591 (1,2,3) so make it similar.
  76. 03:49:704 (2,3,4) - Unstack (3,4) from the repeat of (2). The distance is really small, and it's better note to cover the circles completely.
  77. 03:58:776 (2,3,4,5) - Space your stream consistently.
  78. 04:00:470 (3,4,5,6,7) - Angle is too sharp for spaced stream. When you use spaced streams, the shape of the stream becomes less obvious, so you need to use simpler shapes to make it playable. Otherwise, it may look to the player like you are just spamming circles randomly.
  79. 04:00:954 (7,1,2,3) - Space it out.
  80. 04:04:946 (1,2,3,4,5) - Can we make this a rounder shape? Straight spaced stream doesn't feel that great to play, and also (5) is way up in the corner, at risk of overlapping with the score counter.
  81. 04:17:768 (3,1) - Space out or stack.
  82. 04:28:171 (1,2,3) - Spacing is unexpected. Overlap or stack them.
  83. 04:31:317 - End kiai here and restart at 04:37:123
  84. 04:36:518 (6,1) - I don't think it flows well to have it straight like this. I recommend moving (1,2) kind of like this: http://puu.sh/iFPYB/087be31f42.jpg
  85. 04:48:252 (1,2,3,4) - Really harsh flow at the head of (4). Please make it smoother.
  86. 04:56:478 - End kiai here.
You should probably look for more mods.
You can call me back for more when you've applied these.
Topic Starter
Osuology

CloudSplash16 wrote:

Part 2 of mod.
Flow and aesthetic are important aspects of a map, and are a significant part of how the QAT judges the quality.

[Riyuu]
  1. The approach rate is too high, and should be lowered to at most 9.0. For now, I will say no because of spaced stream. AR9.0 is too low in my opinion.
  2. 00:13:270 (1,2) - Could be better, aesthetically. I recommend moving (2) to x:352|y:300 so they are symmetrical. ok
  3. 00:17:198 (1,2,3) - I recommend moving these lower so they are not so close to 00:16:484 (2) Try x:108|y:228. The notes match up in my mind in terms of how they sound so I did this.
  4. 00:18:984 (1,2,3) - Try moving these so they don't overlap with 00:17:913 (4) Edge overlaps like this look sloppy. they don't even overlap, they just touch.
  5. 00:22:913 (3,4) - Move (3) and the repeat of (4) further apart. ok
  6. 00:29:698 - You said you wouldn't add a slider here because you were following guitar, but there is no guitar at 00:28:984 (1) either. The current rhythm is just awkward to play. LOL, there's a guitar if you listen, there's like a scratch.
  7. 00:38:608 (3,1,1,2,5,6) - Combo usage inconsistency. ok
  8. 00:52:640 (1,2,3,4,1) - I strongly recommend using distance snap for things like this. It will look much neater. doesn't look that much better but ok
  9. 00:54:576 (3) - Give it a bit of a concave down curve for flow leading. It will be more comfortable to play. ok
  10. 00:56:269 (3,1) - Increase distance spacing here for emphasis on downbeat. ok
  11. 00:59:415 - I think a circle should be added here. It goes with the drum, and makes the rhythm much more intuitive to play. ok
  12. 01:00:382 - It would be much better to have a click here for the start of a phrase. yes
  13. 01:00:503 (1,1) - Increase distance spacing to avoid confusion. Match with 00:58:568 (2,1) ok
  14. 01:01:592 (1,1) - Unstacked is better. The stack just doesn't seem to fit how the music feels. ok
  15. 01:03:044 (4,1) - To look better, either stack or overlap by half like this: http://puu.sh/iFMhz/51b85d630f.jpg Small overlaps are ugly. first of all, overlaps aren't ugly. Secondly, the slider appears well after the hit circle. There is no way.
  16. 01:03:044 (4,3) - Avoid overlapping these. you just told me to half overlap on the SAME thing
  17. 01:06:068 (3,1,2,3,4,5,1) - The distance spacing change is too dramatic and unpredictable. If you're going to use spaced streams, I strongly recommend increasing the distance spacing at 01:03:527 (1,2,3,4,1,2) to make the change less abrupt. Also, map out the rhythms in 01:06:068 (3) because the way you've used a slow and long slider here tricks the player into slowing down, and makes the spaced streams unexpected. in my opinion I don't see how the first helps, and secondly the long slider is like that mysterious calm then the storm if you know what I mean.
  18. 01:08:124 (1,2) - Rhythm here doesn't make sense. There's nothing significant to put the head of a longer slider at (2). Emphasis should be on either 01:08:487 or 01:08:608 singer.
  19. 01:08:971 (5,6,7) - This is way too sharp, and uncomfortable to play. Please make the pattern smoother. It would help if you made a suggestion.
  20. 01:06:068 (3,2) - Avoid edge overlap. it represents 1/4 distance in my opinion. You also don't list any reasons to do so.
  21. 01:09:818 (1,2,3,4,1,2,3,4,1,2,3,1) - Looks very messy, and also doesn't flow very well. Try to use some kind of recognizable flow/visual pattern. It's a bunch of triangles, they aren't right triangles but eh.
  22. 01:16:350 (2,3,4,5,6) - This is also really uncomfortable. I figured that one. I tried to make it better.
  23. 01:20:221 (5,6,7) - Same here. It's a straight line except for one note. How is that hard in any way?
  24. 01:20:463 (7,8,9,1) - This overlap looks really messy. Each circle is overlapping the slider in a different way, and non-parallel. I recommend moving the slider somewhere else, where it won't be overlapping. Why does everyone have to hate on overlaps? They look good to my eyes, and many others not just me.
  25. 01:22:398 (1,2,3,4,5) - Uhh.. can we make them evenly spaced and parallel? tried to fix spacing that I could see, but I think reversing directions kinda takes off of the hitsounds changing every beat
  26. 01:28:447 (3,4) - The drop-off flow here makes the distance spacing feel extremely small, and it's tricky to play. I'd try to space it out by moving (4) higher up on the screen. ok
  27. 01:30:866 (2,3) - Increase distance spacing and avoid overlap. First of all, THEY AREN'T OVERLAPPING. Secondly, no reason to do this, but I stacked 3 and next 1.
  28. 01:32:318 (2,3,4,5,6) - Flow here is pretty weird. I think this would play much nicer: http://puu.sh/iFMXt/61b7451966.jpg weird can be funner. I also don't completely understand your pattern.
  29. 01:33:769 (7,8,9,1,2,3,4,1,2) - Spacing feels really random, and disconnected from the music, making it unintuitive to play. Think about using larger spacing leading into stronger notes, and smaller spacing into weaker notes. I tried
  30. 01:36:915 (1) - I think it's not necessary to have a circle here. Leaving and empty space will help to give stronger emphasis to 01:37:156 (1) it sounds just wrong to me.
  31. 01:37:156 (1,2,3,4) - Not really important, but why not make this a perfect square? ok
  32. 01:42:963 - Slider velocity in this section feels too low, making the sliders awkward to play. I recommend 1.5x multiplier. I hesitated, but ok
  33. 01:43:568 (6,7) - This flows nicer: http://puu.sh/iFNeg/b832db02fd.jpg no, it's too sharp
  34. 01:44:415 (5,6,7,1,2,3,4) - Flow between these two streams is too sharp, and hard to catch. Try to make it smoother. changed slider direction
  35. 01:45:382 (5,6,7,1,2,3,4) - Same here. ok
  36. 01:45:866 (1,2,3,4,5,6,7) - Shape of the stream seems random. Try to make a cleaner and more defined shape. I tried slightly
  37. 01:48:769 (1,2,3) - Make the distance spacing more even. (2,3) is a lot smaller now, and I don't see a reason for it. It just hurts the flow. ok
  38. 01:49:253 (3,1) - Space it out? I think the looks and plays better. ok
  39. 01:50:221 (5,6) - Flow is too rigid. Move (6) and the stream down to make it rounder and smoother. I changed SV it seemed to help
  40. 01:51:431 (2,3,4) - This is really awkward to play, and doesn't look good either. It's foreshadowing to 04:06:639 (1,2,3,4,5) -
  41. 01:51:673 (4,5,6) - Don't vary distance spacing so much like this. Try to keep it somewhat consistent so the player can read the rhythm with certainty. maybe I should leave it as it is because 1. It feels better. c. It sounds good with Music theory. and 29. It's hitsounded to be like that.
  42. 01:52:640 (1,2,3,4) - I think larger distance spacing (jumps) would fit the music better here. ok
  43. 01:54:455 - Circle here? It covers the vocal note, and also helps to make (1) feel stronger. sounds weird but ok
  44. 01:57:479 (7,1,2) - Same stuff about distance spacing. Same stuff about distance spacing.
  45. 01:58:447 - End kiai here. ok
  46. 02:02:318 (1,2) - Blanket can be improved. Blankets should be evenly spaced all the way around. That is to say, every point on the inner edge of (1) should be equidistant from (2). tried a little bit
  47. 02:04:253 (1,2) - Antijump feels awkward to play here. I think you should just space it out. Also, the way the edge of (2) is close to (1) makes it unpleasant to look at. space it out why. The overlap doesn't even visually happen
  48. 02:05:705 (1) - Widen the curve and make a regular, non-overlapping blanket. It will look much better. I like it I guess
  49. 02:13:931 (5,6) - Should increase distance spacing here. ok
  50. 02:17:899 (1,2,3) - Triples emphasize the third note, which in this case, I don't really think is worth of emphasis. Rather, I think the rhythm should look like this: http://puu.sh/iFNV5/e54e87e0f6.jpg but then it doesn't match drum
  51. 02:26:035 (3,2,2,2) - Make them perfectly stacked. yep
  52. 02:27:815 (1,2,3,4,5) - Increase the separation a bit so they aren't so close to touching. again what's so bad about touch
  53. 02:33:662 (6,1,2) - High slider velocity leading into low distance spacing is really uncomfortable to play here. Consider decreasing the slider velocity, increasing the distance spacing, or both. I did second
  54. 02:39:001 (2) - Curve is too tight, and doesn't look good. The path of the slider will be much clearer if you widen the curve. ok didn't really help but whatever
  55. 02:40:781 (1,2,3) - Same thing about distance spacing. Same thing about distance spacing.
  56. 02:42:052 (1,2,3,4,5,6,7,8) - Why vary the spacing like this? Can't you make it rotationally symmetrical? ok
  57. 02:44:594 (1,2,1) - The distance spacing is really confusing. Set the distance according to beat spacing. accentuation ever heard of it?
  58. 02:45:865 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,5) - The way everything overlaps here is really messy. Try to put some space between things so they don't overlap so much in such a short period of time. I saw no overlaps
  59. 02:48:916 (2,3) - Plays better if you increase the distance. not possible in it's situation
  60. 02:50:950 (2,3) - Same here. somebody else recommended this.
  61. 02:52:221 (2,3,4,5) - Try to avoid rectangular jumps like this. Right angles are not comfortable to play. "JI ka KU"
  62. 02:56:798 (8) - Rotate counterclockwise a bit for smoother flow from (7). ok
  63. 02:58:069 (1,2) - Looks a lot like 02:56:543 (7,8) but the rhythm is different, which could be confusing. Maybe you can stack these instead? it has larger DS so it's fine I think
  64. 02:59:340 (3,4,5) - Even out the spacing (visually, not distance spacing). ok
  65. 03:01:374 (5,1) - Potential for a triple here, as the drum note on the blue tick is quite loud. ok
  66. 03:03:916 (1,2) - Try to avoid the overlap. try to avoid saying this over and over again.
  67. 03:09:255 (3,4,5) - Flow between these feels weird to me. Just try to rearrange it in a way that allows for smoother cursor movement. it's fine
  68. 03:10:272 (1,3) - I think it would be good if (3) blanketed the end of (1). Maybe something like this: http://puu.sh/iFOPT/561071c24d.jpg I kindof did that
  69. 03:13:323 (5,6,7) - Flow could be made smoother by making the curve of (7) fit the motion from (5,6). ok I tried
  70. 03:14:594 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - Distance spacing feels really random. Please reconsider with beat emphasis in mind. ok
  71. 03:29:086 (3,4) - Avoid overlap. I'm not going to reply to these anymore unless I fix them
  72. 03:30:103 (4,1) - Increase distance spacing. ok
  73. 03:33:154 (3,4) - Same here.no
  74. 03:45:833 (3) - Shape will look better if you rearrange the points like this: http://puu.sh/iFP2J/8cbdb3e57a.jpg ok
  75. 03:49:462 (1,2) - Can space these out a bit more. You had really large spacing at 03:45:591 (1,2,3) so make it similar. ok
  76. 03:49:704 (2,3,4) - Unstack (3,4) from the repeat of (2). The distance is really small, and it's better note to cover the circles completely. what are you trying to say?
  77. 03:58:776 (2,3,4,5) - Space your stream consistently. ok
  78. 04:00:470 (3,4,5,6,7) - Angle is too sharp for spaced stream. When you use spaced streams, the shape of the stream becomes less obvious, so you need to use simpler shapes to make it playable. Otherwise, it may look to the player like you are just spamming circles randomly. what else am I supposed to do with the flow from 2 before?
  79. 04:00:954 (7,1,2,3) - Space it out. why?
  80. 04:04:946 (1,2,3,4,5) - Can we make this a rounder shape? Straight spaced stream doesn't feel that great to play, and also (5) is way up in the corner, at risk of overlapping with the score counter. ok
  81. 04:17:768 (3,1) - Space out or stack. nah
  82. 04:28:171 (1,2,3) - Spacing is unexpected. Overlap or stack them. now you tell me to overlap something
  83. 04:31:317 - End kiai here and restart at 04:37:123 kiai is the mapper's choice. Not objective, but subjective.
  84. 04:36:518 (6,1) - I don't think it flows well to have it straight like this. I recommend moving (1,2) kind of like this: http://puu.sh/iFPYB/087be31f42.jpg I like it sorta
  85. 04:48:252 (1,2,3,4) - Really harsh flow at the head of (4). Please make it smoother. hard to do that without a suggestion
  86. 04:56:478 - End kiai here.
You should probably look for more mods. all the mods I got were just random stuff but ok I'll see.
You can call me back for more when you've applied these.
Lasse
m4m from my queue

AR 9.3 feels definitely too high, the slow parts are pretty awkward with it and there are no parts to justify such high ar, 9 most likely would be sufficient
consider upping the OD

00:20:055 (4) - slider would fit the vocals better
00:33:286 feels like there should be something, or maybe add a break?
00:46:350 this beat feels to significant to be left out
00:53:124 (3,4) - curcing those the same would look better
01:05:705 (2,3) - this looks a bit weird
01:08:366 (2) - rotate sliderend a bit down for a bettertransition
01:30:866 (2) - ^ left
01:36:915 (1) - removing this would emphasize the part after much better
01:42:963 (1,2,3,4,5,6,7) - this would flow and play much better
01:44:535 (6,7) - this transition feels a bit awkward to play
01:45:503 (6,7) - here too
02:33:662 (6) - (soft/normal) whistle instead of clap?
02:44:721 (2) - stac kthis like the ones before?
02:45:103 (2) - stack on 02:44:340 (2,1) - ?
03:04:679 (2) - make this sldier look better
03:06:713 (1) - start the spinner on the blue tick already
03:10:781 (3,2) - that overlap looks bad, put 2 on the slider or below it
03:33:154 (3,4) - blanket those with each other
03:59:381 (7,2) - blanket?
04:00:470 (3,7,1) - increase distance
04:20:671 (9) - move a bit upwards
Topic Starter
Osuology

Lasse wrote:

m4m from my queue

AR 9.3 feels definitely too high, the slow parts are pretty awkward with it and there are no parts to justify such high ar, 9 most likely would be sufficient Yes it would, except that the circle density varies a lot in the beatmap. The low parts are bad, yes, but the high dense parts need higher than 9 IMO
consider upping the OD I already have from the original so I'm not sure.

00:20:055 (4) - slider would fit the vocals better ok done
00:33:286 feels like there should be something, or maybe add a break? too short for a break.
00:46:350 this beat feels to significant to be left out ok
00:53:124 (3,4) - curcing those the same would look better ok
01:05:705 (2,3) - this looks a bit weird not sure why? maybe overlap but overlap is not bad
01:08:366 (2) - rotate sliderend a bit down for a bettertransition I like foreshadowing
01:30:866 (2) - ^ left nah, if you are talking about flow, you need to keep in mind that no one actually stays until the end of the slider.
01:36:915 (1) - removing this would emphasize the part after much better ehh, no. Because there is a jump, I feel it emphasizes it even more.
01:42:963 (1,2,3,4,5,6,7) - this would flow and play much better I would, maybe if you FINSHED THE SUGGESTION
01:44:535 (6,7) - this transition feels a bit awkward to play I don't feel it
01:45:503 (6,7) - here too here neither
02:33:662 (6) - (soft/normal) whistle instead of clap? doesn't finish or match up with the whole picture of hitsounds.
02:44:721 (2) - stac kthis like the ones before? I'd rather not.
02:45:103 (2) - stack on 02:44:340 (2,1) - ? no thanks
03:04:679 (2) - make this sldier look better it looks fine
03:06:713 (1) - start the spinner on the blue tick already too much wasted time IMO. It also ignores the beat later.
03:10:781 (3,2) - that overlap looks bad, put 2 on the slider or below it what overlap?
03:33:154 (3,4) - blanket those with each other I overlapd a little
03:59:381 (7,2) - blanket? not sure how to
04:00:470 (3,7,1) - increase distanceok
04:20:671 (9) - move a bit upwards ok thanks for mod! :)
Lasse

Osuology wrote:

Lasse wrote:

01:42:963 (1,2,3,4,5,6,7) - this would flow and play much better I would, maybe if you FINSHED THE SUGGESTION
[/color][/notice]

forgot the image:

http://lasse.s-ul.eu/hOu1iJGl.png
Topic Starter
Osuology

Lasse wrote:

forgot the image: lol

http://lasse.s-ul.eu/hOu1iJGl.png
sorry, but it doesn't really match the other streams that are like that then.
eironeia
Hi, this is for M4M :)
General
That first red timing point is off. It is not BPM 70 there, I tried normalizing it to 88 as your next red point and it works perfectly with your current first slider.
(In which case you should let first red be 889, and delete second red)
There are many SV irregularities that I did not expect and were not backed up by enough musical reason either, so if you could standardize the SV to 3 or 4 speeds that would be great. E.g. I get why 01:52:640 (1,2,3,4) would be slow but not why the next slider 01:54:576 (1) still is, because ordinary drum beats have come back.
There are parts where the difficulty level just drops way too significantly. Consider making it a little bit more uniform.
Many patterns in your map do not come off to me as following the music. I'm sure many others would agree. Consult similar ranked maps to get an idea whether something is musically sound or not, because at the moment, due to this fact mostly, it could be quite a while before this gets ranked. But I'm sure you will improve!
Riyuu
00:03:092 (2) - Head of slider is mistimed. Try 00:03:007 then lengthen slider by 1 tick.
00:10:413 (1) - Not sure why you would want a finish here, song has barely started.
00:11:841 (4) - ^ as above, also at 00:21:841 (1) and many other finishes in this intro
00:17:555 (3) - Consider putting a slider here instead of at the next red as the change of chord is on this beat.
00:22:913 (3) - ^
00:33:286 - I'm pretty sure that timing point is not snapped properly, it should be at 33:270. Consequently move all other timing points back by 16 (I can hear everything after this being slightly late)
00:52:640 (1) - This finish is out of place, your trend here is to put finishes every 2 bars. (plus there are no cymbals going off in the music)
00:54:576 (3) - e.g. a finish here would be a lot better. (no more hitsound mods after this, you get my idea)
01:06:068 (3) - Consider putting a circle here for the vocals, then the slider on 01:06:189 for the drum.
01:06:189 (3) - Actually your stream should starts here 'coz that's when vocalist starts singing at 1/4.
01:07:277 (3,4,5) - This part shouldn't be here at all, because he's not singing at 1/4. Always map to the music, even if they might be boring to play at first, it will come to you that by doing so you will make your map that much more fun to play.
01:08:124 (1) - ^ stream
01:08:971 (5,6,7) - ^ no stream
01:10:060 (2) - ^ start stream here
01:11:027 (2,3,4,1) - try this (also for music's sake):

01:42:963 (1) - I'm against this very long stream because it feels to me as if you're making this hard for the sake of it being hard. Again, the map does not supersede the music.
01:52:398 (7) - So in the middle of all that chaos you missed the vocals on this point so that (7) there was my extra circle.
02:29:086 (1) - End the slider stream here and put a circle here instead, and start again at (2) because he starts singing again.
02:30:103 (5) - Let this be just a circle instead; you're not mapping anything after this sound anyway.
02:41:543 (4) - You're missing a drum beat here, and
02:41:798 (5) - here.
02:55:527 (3) - Consider making this jump bigger 'coz there's a bigger note jump too.
03:00:103 (6) - No object here? Feels hanging.
03:40:873 (8) - Better if you had this turn back to map the guitar sound on 03:40:994
04:00:470 (3) - The stream here should have started at the tail of slider (2)
04:02:405 (6) - ^ avoid starting your streams on weak/blue beats as a general rule.
04:13:897 (1) - Suddenly easier? It's still kiai.
Similar mod points I leave for you to identify and consider yourself. Great song. Good luck!
Topic Starter
Osuology

eironeia wrote:

Hi, this is for M4M :)
General
That first red timing point is off. It is not BPM 70 there, I tried normalizing it to 88 as your next red point and it works perfectly with your current first slider.
(In which case you should let first red be 889, and delete second red) just because it works doesn't mean it's right or RANKABLE
There are many SV irregularities that I did not expect and were not backed up by enough musical reason either, so if you could standardize the SV to 3 or 4 speeds that would be great. E.g. I get why 01:52:640 (1,2,3,4) would be slow but not why the next slider 01:54:576 (1) still is, because ordinary drum beats have come back. Hitsounds tricked me into this one
There are parts where the difficulty level just drops way too significantly. Consider making it a little bit more uniform. The ehck
Many patterns in your map do not come off to me as following the music. I'm sure many others would agree. Consult similar ranked maps to get an idea whether something is musically sound or not, because at the moment, due to this fact mostly, it could be quite a while before this gets ranked. But I'm sure you will improve!
Thanks for the compliment because I'm a mapping hipster!
Riyuu
00:03:092 (2) - Head of slider is mistimed. Try 00:03:007 then lengthen slider by 1 tick. meh doesn't need it
00:10:413 (1) - Not sure why you would want a finish here, song has barely started. lol is that really your reasoning?
00:11:841 (4) - ^ as above, also at 00:21:841 (1) and many other finishes in this intro Yes there are "^ as above"
00:17:555 (3) - Consider putting a slider here instead of at the next red as the change of chord is on this beat. Don't know how to make that fit properly
00:22:913 (3) - ^ ehh
00:33:286 - I'm pretty sure that timing point is not snapped properly, it should be at 33:270. Consequently move all other timing points back by 16 (I can hear everything after this being slightly late) I'm just going to ignore all timing point related stuff no offense
00:52:640 (1) - This finish is out of place, your trend here is to put finishes every 2 bars. (plus there are no cymbals going off in the music) LOL I did it before, why didn't you complain then?
00:54:576 (3) - e.g. a finish here would be a lot better. (no more hitsound mods after this, you get my idea) this was good, everythin else wasn't
01:06:068 (3) - Consider putting a circle here for the vocals, then the slider on 01:06:189 for the drum. I feel like mine gives time to realize a section change and yours doesn't do as good a job
01:06:189 (3) - Actually your stream should starts here 'coz that's when vocalist starts singing at 1/4. I'm not mapping to vocalist....
01:07:277 (3,4,5) - This part shouldn't be here at all, because he's not singing at 1/4. Always map to the music, even if they might be boring to play at first, it will come to you that by doing so you will make your map that much more fun to play. There is 1/4 in the bg tho
01:08:124 (1) - ^ stream^
01:08:971 (5,6,7) - ^ no stream^
01:10:060 (2) - ^ start stream here^
01:11:027 (2,3,4,1) - try this (also for music's sake):
NOPE
01:42:963 (1) - I'm against this very long stream because it feels to me as if you're making this hard for the sake of it being hard. Again, the map does not supersede the music. um your right in that the map doesn't supersede the music because THERE IS 1/4!!!!
01:52:398 (7) - So in the middle of all that chaos you missed the vocals on this point so that (7) there was my extra circle. Doesn't fit
02:29:086 (1) - End the slider stream here and put a circle here instead, and start again at (2) because he starts singing again. Nah, because it's overmap of drum
02:30:103 (5) - Let this be just a circle instead; you're not mapping anything after this sound anyway. Why? What reason? "you're not mapping anything after this sound anyway." WTH is that supposed to mean?
02:41:543 (4) - You're missing a drum beat here, and ok to both
02:41:798 (5) - here.
02:55:527 (3) - Consider making this jump bigger 'coz there's a bigger note jump too. again what does this mean? :?: :?: :?:
03:00:103 (6) - No object here? Feels hanging. That's because it IS!
03:40:873 (8) - Better if you had this turn back to map the guitar sound on 03:40:994 but it already does :(
04:00:470 (3) - The stream here should have started at the tail of slider (2) well, it kinda already does
04:02:405 (6) - ^ avoid starting your streams on weak/blue beats as a general rule. But that's the accentuated note so...
04:13:897 (1) - Suddenly easier? It's still kiai. lol kiai doesn't mean "harder than the rest of the song" it means a special part of the song
Similar mod points I leave for you to identify and consider yourself. Great song. Good luck!
Thanks for mod! :) Don't worry that I rejected most, it happens to most people anyways so don't be discouraged! GOT THAT? 8-)
Exa
Alright






Let's see if that cry for attention is really worth it.

Riyuu:

00:07:556 (1,2) - I will conduct my mod under the assumption that you are mapping the instruments when they are most noticeable since that's what you do at the very beginning.
00:10:413 (1,2) - I would appreciate it if you explained why the slider's tail is not directly facing (2) so it can support a nice, pleasant, circular flow.
00:10:413 (1,4) - Is this a genuine attempt for a hidden blanket?
00:12:377 - Why are you skipping that?
00:12:555 - And that.
00:12:675 - And that.
00:12:734 - And that. Before starting the creation of a beatmap, it's usually good if you first think about how you are going to deal with this kind of sounds. A good alternative is to map the vocals in this section, mostly because they are far more prominent prominent. This way you won't have to worry about skipping these random (yeah, they are not consistent throughout the song) sounds.
00:13:389 - Like you did here for example.
00:12:555 - Going though past mods, I noticed that many people were asking you to fill this in and a couple of them actually explain why, but you replayed with a "I am mapping other stuffs". You are mapping the song' and if the song asks for a filler, you should give it one. You are leaving a huge break there that can't be justified due to the existence of actual vocalic lines! If you pay close attention they are sorted according to the song's ticks and they are not simply "random" or "not worth mapping". So please, add a slider here and let the player actually play the song.
00:08:984 - Same thing could apply to this.
00:14:698 - Vocals + Guitar beat here. No idea why it's empty. I would like to see a slider here, ending at the upcoming red tick.
00:15:413 - Add a filler note for the same reason you should add a slider before.
00:15:770 (1) - I get that you want the player to click at the guitar scratch but I don't see what you are mapping with this slider's body. Not only it's empty, but you end up ending the slider at the next white tick white tick which contains a long, hold sound. So I suggest replacing the slider with a note here.
00:16:127 - And start a slider here.
00:16:484 - Ending it here.
00:17:198 (1,2,3) - The vocals ask for a hold here, you can make that happen AND map the guitar at the same time with a nice reverse slider.
00:17:913 (4) - In case you've replied to any of my previous suggestion with "I am mapping the guitar" (which I know you have), this reverse slider you've placed here proved that statement wrong. So please recheck.
00:18:984 (1,2) - You could have EASILY placed these anywhere else (keeping true to the spacing ofc) so they would not overlap. I saw somewhere that you take inspiration from HW's mapping style. Most of her maps that have hit the lightspot have had sounds that support weird slider shapes and as a result of that, occasional overlapping. In your case, this is simply untidy and uncared for.
00:21:484 - There is a sound here, place a note to map it since that's what you've done to similar sounds before.
00:22:913 (3,4) - Why use movement that requires snapy back-and forth movement (which is forced due to the sliderbody's shape) even though the music remains calm?
00:23:270 (4) - Use a noemal (not reverse slider) since there is noticeable alternation in the tension of the vocals.
00:27:555 (1) - Replace with a slide because there is an echoing sound following up.
00:28:984 (1) - Ugh. You are starting a slider a the guitar scratch which barely lasts for a 1/4 beat gap. Not only that but you also end it on a non-existent beat. Either remove it or justify it's placement by using the vocals. (That would require you to map the rest of the vocalic lines before this and the one after).
00:33:270 - What.
00:33:527 - Happened.
00:33:769 - To.
00:34:011 - These. (And some after)
00:34:253 - Beats. (And some before)
00:35:221 (1,2) - Same as the beginning, why place the note slightly upwards from where the slider's tail is facing? I could use a nice metaphor to explain why this is bad: Imagine that you are trying to pour water in a cup but you are holding it slightly sideways. This way not all the water gets in and you might end up being a bit less satisfied from how much you drunk :(
00:36:673 (3) - If you map this, please also map 00:34:737 - this for the sake o hitobject consistency.
00:39:092 (1,2) - Why not use a slider here? Did something change in the music? Make sure you don't reply with "Rhythmical variety" because the song does not change, therefore nor there rhythm should.
00:40:544 (1,2) - Same goes for this instance.
00:42:479 (1,2) - And this.
00:43:447 (3,4) - On a side note, you propose steady cursor movement her while you make the player move (even a bit) on the previous instances. This is inconsistent and does not make sense. I am pretty sure you did not run out of ideas on how to place 2 sliders after you've already placed 4 before.
00:45:382 (3,4) - And same goes for these 2.
00:46:350 - Why start a slider here? Nothing in the song is asking for tension increase YET or has sounds that can't be mapped with normal objects.
00:46:834 - You could have easily started it here (but don't since a spinner does not fit what-so ever (explained before)) but you choose to skip that guitar beat instead, despite guitar being what you've been mainly mapping this whole time.
00:49:737 - And you generally skip the whole buildup up until now with the use of a slider, killing the tension increase this part has potential for.
00:49:979 - While sounds like these are cool to leave out since they are not in order with the song's nature, you should at least try placing a low-SV slider to emphasize the upcoming beats.
00:50:705 (1,2,3,4) - Now this. It's pretty clear that anyone could complete this pattern by going linearly down and just tapping on the sliderhead's. Such extreme abuse of slider leniency right off the bat is in general a tension killer and most certainly, the low cursor movement does not fit with the strong beats provided by the song.
00:51:673 (1,2) - Aside from the different lyrics that the vocals provide, what is different from 00:52:156 (3,4) - these 2? You treat them completely different, one with steady cursor movement and the other with a mini jump. (Yes, it can be considered a mini-jump since you have not provided such spacing in the chorus).
00:52:640 (1,2,3,4) - Again, going though the mods that took place on your map, I saw someone saying that this pattern is untidy and you replied with "It's not even a pattern!". That even worse if it was not a pattern, but the succession of the objects and the way they are placed for a singular flow template that classifies these 4 objects as a whole pattern. Aside from what it is' it is indeed untidy. You revert the flow 4 times in different direction and you switch from vertical to horizontal and AGAIN to vertical movement all at once in so little space. This makes the whole thing feel campy and the flow extremely forceful. On another note, the slider velocity you use does not fit with the spacing since you force the player to slow down to transit in every slider, resulting in a really weird fluctuation of cursor speed which is weird and really unpleasant to play to.
00:54:576 (3,4,5) - Ok here I got really confused while playing. The tempo of the song makes it possible for the player to single-tap these, and according to the high (x2.0) slider velocity (which could be a factor of difficulty representation) that's what the player should do. But, with the use of high(er than should be) AT and spacing them like a stream, you make them seem like an actual stream! This is a quite confusing and not easy - more so unpleasant and confusing - to play to. Make up your mind and either space them so it's clear that they are a mini-stream (A bit less DS or stack them) or space them out so they don't touch each other to clarify that they are a single-tap pattern. (Mini-stream as in- propose key alternation)
00:55:785 (1,2) - Again, why are these different from 00:56:269 (3,1) - these and you treat them so differently? It's ok to spend more than 4 seconds thinking what objects you need to place and with what spacing each since that's how much time it seems that you took for these.
00:56:511 (1,2,3) - Same as the last slider+mini-stream.
00:57:479 - What the heck? Do you even know or have decided on what you are going to map in this song? Or did you just skip this to make fun of BN who "hate you" when you humbly ask them to consume valuable time from their lives to check your map?
00:57:721 - Why skip that? You map the same sound numerous times before and suddenly skip it now.
00:56:874 (2) - Example.
00:58:205 - There is another sound here. In case you did not know, you can open up the "compose" tab from the menu on the upper left of the screen and set the audio rate to something smaller so you can hear all these nice beats which you apparently completely ignored.
01:03:044 (4,1) - Seriously, why not simple stack them or more (1) a ini-tiny-further so it does not overlap with (1)? People even take into consideration the remains overlapping while mapping, so there must be a reason to not overlap whole hitobjects with no reason!
01:03:285 - And there is another beat here, are you mapping to the beat or the vocals after all? I would really be disappointed if you genuinely replied with "both" because that would mean that my mod went in deaf ears since you clearly have no fucking idea of what you are doing. Even so, if you still decide to reply with "both" let me explain why you SHOULD NOT map to both of them at the same time (that means using vocalic lines to justify the placement of objects on non-existent beats. I am NOT talking about using the tension of the vocals to choose what hitobject you'll use (hold or tap) on a beat). It's quite simple really, vocals are inconsistent while the instruments most of the time are not and follow a general structure. By mapping both, you interfere with that structure, resulting in a confusing mass of hitobjects with no general sense. Not only that, but by doing this, you also make it impossible for the player to feel the rhythm of the song (which is what you should be trying to achieve in the long run).
01:04:011 - This and 01:04:253 - this are the same with 01:04:737 - this and 01:04:979 - this. It's pretty obvious that they are completely rhythmically different and they shouldn't be. I've explain why before.
01:05:221 - Beat here! Follow the structure!
01:06:068 (3) - Yup, you are mapping both the vocals and the instruments. There is no other way to explain a slider on a blue tick. Again, think of what you want to do and choose.
01:06:189 - There is a beat here, you could begin the slider here and place a note in-between the 2 sliders. There is actual vocalic alternation that also supports this rhythm.
01:06:068 (3,1,2) - Ok. If you did not have combo numbers or the approach circles (hypothetical speaking) would you be able to know ow you are supposed to react to tumor that ferociously grew on your beatmap? In reality, no you wouldn't. So please it more readable by taking rid of the slider leniency by making the slider directly face the note and equalize the distance between the note and the 2 sliders since they don't have individual tension or do they have a different time gap between them.
01:05:705 (2,3) - If you've placed a note between these 2 make sure you use the same spacing on my previous suggestion to make it even more consistent and readable.
01:07:277 - There is no instrument here nor vocal alternation. Vocals are steady and therefore do not justify the use of a note
01:07:519 - Same goes for this.
01:08:124 (1,2) - Again, this asks for a a slider+note+slider since there is a beat that must be tapped to on the red tick and also another beat that is accompanied by vocals and must also be tapped.
01:08:729 (3,4,5,6,7,8) - I get it, you are mapping the alternating vocals. But why use such high DS if you represented such rhythms with stream like patterns. Sure, some people (like myself) will still treat this like a stream, but you should make your patterns more clear and readable by using DS in the same way.
01:10:302 (3,1) - Aside from this pattern being pointless 1/4 slider spam you could have at least avoided that overlap by spacing (1) out since the vocals go nuts there.
01:11:511 (4,1) - Same vocalic tension -> Increased spacing.
01:11:753 (1,2) - Much higher vocalic tension -> Lower spacing. It does not make sense to me and I would really like it if you could explain your thinking behind such easy decisions.
02:32:377 - Unsnapped green line.

I will conclude my mod here since it ended up being too painful and too time consuming. I have most certainly given multiple examples for everything I feel should be changed and detailed explained why.

General

- Remove OSB file.
- AR should be at maximum 9 since the BPM and general spacing (which affects cursor's overall movement) throughout the map do not fit with the tension created by the - as high reflexes needed reflexes to perfectly respond to a hitobject's appearance.
- The difficulty's title does not state how hard the map is. "Riyuu" is just another name for "Reason" in Japanese.
- Fifth timing point should be at 33264.
- I did not bother commenting on the hitsounding since it's clear that you have no idea what you are doing and probably won't listen to how "people hitsound these days" since I lack the ability to explain. (Not a music theorist so...). If you'd still like to know how to hitsound this well enough or have anything else to ask/say. Hit me up in-game.

Don't open unless you wish to be rightfully offended
I could keep going and make a whole page post by pointing out BASIC STUFF that you should have known.
It's pretty clear that you do not realize how bad your mapping is but you still talk shit about those who tell you to map differently and are trying to help you improve. "All BNs hate me" you say. Well they are people who have greatly contributed to making this community a better place by modding and have achieved to enter a group that consists of very EXPERIENCED people. They don't hate you, unless you give them a reason to. "Look about all that hate I am getting"... Dude your first beatmap was uploaded 11 months ago and from what I've seen you have made little to no progress, meaning that you still map the same as you did when you first began mapping.

Mapping is truly an art. This, this and this is art. This, this and this is also art. Judge for yourself what you are going for and what you really wan't to create. Be open for ideas and new suggestions and don't be stubborn. This is advice, essential not only for beat-mapping but for life in general, you can either take it and see yourself improve or ignore it and stay at the same point without any progression what-so-ever.

Also stop crying for attention by saying "Oh look all these people hate" "Haters gonna hate". You remind of these white blond girls that you see on American teenage drama series that complain over anything but they are no better.

Having said all these, hit me up in-game if you want me to mod the rest of the map, taking for granted that you'll actually listen to my reasoning and at least take the time to think about it.
Topic Starter
Osuology

Exa wrote:

Don't open unless you wish to be rightfully offended
I could keep going and make a whole page post by pointing out BASIC STUFF that you should have known.
It's pretty clear that you do not realize how bad your mapping is but you still talk shit about those who tell you to map differently and are trying to help you improve. "All BNs hate me" you say. Well they are people who have greatly contributed to making this community a better place by modding and have achieved to enter a group that consists of very EXPERIENCED people. They don't hate you, unless you give them a reason to. "Look about all that hate I am getting"... Dude your first beatmap was uploaded 11 months ago and from what I've seen you have made little to no progress, meaning that you still map the same as you did when you first began mapping.

Mapping is truly an art. This, this and this is art. This, this and this is also art. Judge for yourself what you are going for and what you really wan't to create. Be open for ideas and new suggestions and don't be stubborn. This is advice, essential not only for beat-mapping but for life in general, you can either take it and see yourself improve or ignore it and stay at the same point without any progression what-so-ever.

Also stop crying for attention by saying "Oh look all these people hate" "Haters gonna hate". You remind of these white blond girls that you see on American teenage drama series that complain over anything but they are no better.
The whole hate thing is mostly just a joke. MOSTLY. I proved to monstrata why the beginning is fine, and he wouldn't even reply because he was wrong. This is not good. Also, maybe take a look at my other maps, I have progressed. But this map is the best of my works. BASIC STUFF??? Lol, I know basics. Accentuation, music theory, etc. Also, I take suggestions and ideas, but only if they are good! Most of the time they aren't!
Exa
I still want a full reply to my mod with explaining why you rejected anything that you might have rejected.

Although I can't speak for him, I am pretty sure monstrata just stopped caring after you "Explained" your stuff.

Also people take courses for music theory for years so you can't know that and it's not basic.

Things such us tension handling, object placement, patterning, user-friendly flow, correct rhythms, aesthetics are considered basic stuff but your map still lacks those.

Also be clear that whatever you are saying is a joke. Something can't be partly a joke and partly serious.
Topic Starter
Osuology

Exa wrote:

I still want a full reply to my mod with explaining why you rejected anything that you might have rejected.

Although I can't speak for him, I am pretty sure monstrata just stopped caring after you "Explained" your stuff.

Also people take courses for music theory for years so you can't know that and it's not basic.

Things such us tension handling, object placement, patterning, user-friendly flow, correct rhythms, aesthetics are considered basic stuff but your map still lacks those.

Also be clear that whatever you are saying is a joke. Something can't be partly a joke and partly serious.
A full reply is coming.

Ok, I mean I know basic, basic music theory which encompasses tension handling. Object placement? I spent many hours on that. Don't assume I didn't think of it at all. User-friendly flow? Flow is very subjective, monstrata's maps are very sharp IMO and not well flowing sometimes because of it. Correct rhythms? Also subjective, you can map whichever rhythm you want, so long as it exists. Aesthetics? Overlaps. I don't see any missing aesthetics.
Topic Starter
Osuology

Exa wrote:

Alright






Let's see if that cry for attention is really worth it.

Riyuu:

00:07:556 (1,2) - I will conduct my mod under the assumption that you are mapping the instruments when they are most noticeable since that's what you do at the very beginning. Eh no
00:10:413 (1,2) - I would appreciate it if you explained why the slider's tail is not directly facing (2) so it can support a nice, pleasant, circular flow. lol are you gonna be that picky it's not like every player is like auto and follows EVERY TIME to the end of the slider then goes to the next circle lol
00:10:413 (1,4) - Is this a genuine attempt for a hidden blanket? fixed
00:12:377 - Why are you skipping that? Because, the section is very empty feeling (not in map, in the SONG) and mapping vocals feels very redundant.
00:12:555 - And that.
00:12:675 - And that.
00:12:734 - And that. Before starting the creation of a beatmap, it's usually good if you first think about how you are going to deal with this kind of sounds. A good alternative is to map the vocals in this section, mostly because they are far more prominent prominent. This way you won't have to worry about skipping these random (yeah, they are not consistent throughout the song) sounds. Using your reasoning, I could claim all maps are mapped to randomness, considering that you say they aren't consistent throughout the song, since through that I could claim any map is mapped to random vocals in the same way.
00:13:389 - Like you did here for example. Guitar is there, that's why not because of vocals
00:12:555 - Going though past mods, I noticed that many people were asking you to fill this in and a couple of them actually explain why, but you replayed with a "I am mapping other stuffs". You are mapping the song' and if the song asks for a filler, you should give it one. You are leaving a huge break there that can't be justified due to the existence of actual vocalic lines! If you pay close attention they are sorted according to the song's ticks and they are not simply "random" or "not worth mapping". So please, add a slider here and let the player actually play the song. You are playing part of the song, mapping a whole song with all instruments is impossible so you might as well just choose one or two instruments to map
00:08:984 - Same thing could apply to this.
00:14:698 - Vocals + Guitar beat here. No idea why it's empty. I would like to see a slider here, ending at the upcoming red tick. There is no guitar beat there, or at least, as far as I can hear.
00:15:413 - Add a filler note for the same reason you should add a slider before. no
00:15:770 (1) - I get that you want the player to click at the guitar scratch but I don't see what you are mapping with this slider's body. Not only it's empty, but you end up ending the slider at the next white tick white tick which contains a long, hold sound. So I suggest replacing the slider with a note here. This is a good suggestion, however I'm not open to replacing it with a note, sorry! Mainly because the scratch is also, similarly, a long hold sound.
00:16:127 - And start a slider here.
00:16:484 - Ending it here.
00:17:198 (1,2,3) - The vocals ask for a hold here, you can make that happen AND map the guitar at the same time with a nice reverse slider. Accentuation does not agree with this considering downbeats and upbeats and etc.
00:17:913 (4) - In case you've replied to any of my previous suggestion with "I am mapping the guitar" (which I know you have), this reverse slider you've placed here proved that statement wrong. So please recheck. The guitar is a hold sound here. Seriously. I did make hitsounds for it tho
00:18:984 (1,2) - You could have EASILY placed these anywhere else (keeping true to the spacing ofc) so they would not overlap. I saw somewhere that you take inspiration from HW's mapping style. Most of her maps that have hit the lightspot have had sounds that support weird slider shapes and as a result of that, occasional overlapping. In your case, this is simply untidy and uncared for. I EASILY took care that they would overlap. Overlaps are not bad. Also, I do take a lot of inspiration from HW. That's part of where I errored in this map, because I wanted to be like HW, and now I realize to be like HW is to not be like HW.
00:21:484 - There is a sound here, place a note to map it since that's what you've done to similar sounds before. Once again, that was because the guitar was there before, now it's not.
00:22:913 (3,4) - Why use movement that requires snapy back-and forth movement (which is forced due to the sliderbody's shape) even though the music remains calm? because they're just notes. Honestly, I don't see why snapyness is bad in a calm part of a song.
00:23:270 (4) - Use a noemal (not reverse slider) since there is noticeable alternation in the tension of the vocals. There is also noticeable alternation in the accentuation of the BG instrument which is opposite to that of the vocals.
00:27:555 (1) - Replace with a slide because there is an echoing sound following up. Ehhhh, not sure how that flows into the next slider well
00:28:984 (1) - Ugh. You are starting a slider a the guitar scratch which barely lasts for a 1/4 beat gap. Not only that but you also end it on a non-existent beat. Either remove it or justify it's placement by using the vocals. (That would require you to map the rest of the vocalic lines before this and the one after). Either way, I can just do the hitsounding again, make it sound not like a beat. Which I will
00:33:270 - What.
00:33:527 - Happened.
00:33:769 - To.
00:34:011 - These. (And some after)
00:34:253 - Beats. (And some before) I was lazy in early map, plus this drum going from calm to 4 seconds of not calm back to calm is a little far fetched IMO
00:35:221 (1,2) - Same as the beginning, why place the note slightly upwards from where the slider's tail is facing? I could use a nice metaphor to explain why this is bad: Imagine that you are trying to pour water in a cup but you are holding it slightly sideways. This way not all the water gets in and you might end up being a bit less satisfied from how much you drunk :( Only if you're an auto bot who always makes sure the slider ends before you leave, except no one does that. Everyone leaves before the slider ends.
00:36:673 (3) - If you map this, please also map 00:34:737 - this for the sake o hitobject consistency. I would except he starts on a 1/8 beat uueuooooueohohoeo
00:39:092 (1,2) - Why not use a slider here? Did something change in the music? Make sure you don't reply with "Rhythmical variety" because the song does not change, therefore nor there rhythm should. Because it fits just as well as the sliders do
00:40:544 (1,2) - Same goes for this instance.
00:42:479 (1,2) - And this.
00:43:447 (3,4) - On a side note, you propose steady cursor movement her while you make the player move (even a bit) on the previous instances. This is inconsistent and does not make sense. I am pretty sure you did not run out of ideas on how to place 2 sliders after you've already placed 4 before. Stacks can be the same as a little move. It's honestly so I could put symmetry nicely with stacks on the last one
00:45:382 (3,4) - And same goes for these 2.
00:46:350 - Why start a slider here? Nothing in the song is asking for tension increase YET or has sounds that can't be mapped with normal objects. Yeah, but it feels just fine. With hit objects it feels like an essential element is missing, such as the spinner.
00:46:834 - You could have easily started it here (but don't since a spinner does not fit what-so ever (explained before)) but you choose to skip that guitar beat instead, despite guitar being what you've been mainly mapping this whole time. Spinner is not skipping beats, it's almost like how you use a slider in easy to encompass music "phrases" as I call them
00:49:737 - And you generally skip the whole buildup up until now with the use of a slider, killing the tension increase this part has potential for. I didn't like how when I mapped this, it just couldn't turn out well, it really couldn't. Considering the spinner fits well, I'm leaving it there.
00:49:979 - While sounds like these are cool to leave out since they are not in order with the song's nature, you should at least try placing a low-SV slider to emphasize the upcoming beats. Yeah, I like leaving them out.
00:50:705 (1,2,3,4) - Now this. It's pretty clear that anyone could complete this pattern by going linearly down and just tapping on the sliderhead's. Such extreme abuse of slider leniency right off the bat is in general a tension killer and most certainly, the low cursor movement does not fit with the strong beats provided by the song. Ok, I made something up
00:51:673 (1,2) - Aside from the different lyrics that the vocals provide, what is different from 00:52:156 (3,4) - these 2? You treat them completely different, one with steady cursor movement and the other with a mini jump. (Yes, it can be considered a mini-jump since you have not provided such spacing in the chorus). I think I changed this
00:52:640 (1,2,3,4) - Again, going though the mods that took place on your map, I saw someone saying that this pattern is untidy and you replied with "It's not even a pattern!". That even worse if it was not a pattern, but the succession of the objects and the way they are placed for a singular flow template that classifies these 4 objects as a whole pattern. Aside from what it is' it is indeed untidy. You revert the flow 4 times in different direction and you switch from vertical to horizontal and AGAIN to vertical movement all at once in so little space. This makes the whole thing feel campy and the flow extremely forceful. On another note, the slider velocity you use does not fit with the spacing since you force the player to slow down to transit in every slider, resulting in a really weird fluctuation of cursor speed which is weird and really unpleasant to play to. I'd disagree. Personally, this is not a pattern. A pattern is something that is repeated. This is not repeated from anywhere, thus it is not a pattern
00:54:576 (3,4,5) - Ok here I got really confused while playing. The tempo of the song makes it possible for the player to single-tap these, and according to the high (x2.0) slider velocity (which could be a factor of difficulty representation) that's what the player should do. But, with the use of high(er than should be) AT and spacing them like a stream, you make them seem like an actual stream! This is a quite confusing and not easy - more so unpleasant and confusing - to play to. Make up your mind and either space them so it's clear that they are a mini-stream (A bit less DS or stack them) or space them out so they don't touch each other to clarify that they are a single-tap pattern. (Mini-stream as in- propose key alternation) They are 1/4 so why would I do so?
00:55:785 (1,2) - Again, why are these different from 00:56:269 (3,1) - these and you treat them so differently? It's ok to spend more than 4 seconds thinking what objects you need to place and with what spacing each since that's how much time it seems that you took for these. I spent probably over 2 hours on this part. You have no idea how much time I've spent on this map. Anyways, it fits just perfectly like the sliders before
00:56:511 (1,2,3) - Same as the last slider+mini-stream.
00:57:479 - What the heck? Do you even know or have decided on what you are going to map in this song? Or did you just skip this to make fun of BN who "hate you" when you humbly ask them to consume valuable time from their lives to check your map? Maybe all other mappers need to be told this, since NO ONE ACTUALLY MAPS THE SAME INSTRUMENT THROUGH OUT THE WHOLE FREAKING SONG
00:57:721 - Why skip that? You map the same sound numerous times before and suddenly skip it now. Yeah, I do admit. But it just makes the map worse, it just cannot flow into the next note I'm afraid
00:56:874 (2) - Example.
00:58:205 - There is another sound here. In case you did not know, you can open up the "compose" tab from the menu on the upper left of the screen and set the audio rate to something smaller so you can hear all these nice beats which you apparently completely ignored. Oh yes, believe me, I know that feature. Beats to ignore are only because there are others to empathize.
01:03:044 (4,1) - Seriously, why not simple stack them or more (1) a ini-tiny-further so it does not overlap with (1)? People even take into consideration the remains overlapping while mapping, so there must be a reason to not overlap whole hitobjects with no reason! Overlapping is great, plus stacking them is not appropriate in this situation
01:03:285 - And there is another beat here, are you mapping to the beat or the vocals after all? I would really be disappointed if you genuinely replied with "both" because that would mean that my mod went in deaf ears since you clearly have no fucking idea of what you are doing. Even so, if you still decide to reply with "both" let me explain why you SHOULD NOT map to both of them at the same time (that means using vocalic lines to justify the placement of objects on non-existent beats. I am NOT talking about using the tension of the vocals to choose what hitobject you'll use (hold or tap) on a beat). It's quite simple really, vocals are inconsistent while the instruments most of the time are not and follow a general structure. By mapping both, you interfere with that structure, resulting in a confusing mass of hitobjects with no general sense. Not only that, but by doing this, you also make it impossible for the player to feel the rhythm of the song (which is what you should be trying to achieve in the long run). I don't reply with "both", I reply with neither. I'm not mapping the beat or vocals. I'm mapping drum + significant notes. By drum, I mean drum that's mostly not beat.
01:04:011 - This and 01:04:253 - this are the same with 01:04:737 - this and 01:04:979 - this. It's pretty obvious that they are completely rhythmically different and they shouldn't be. I've explain why before. It's either a repeat slider or a long one which, either one is deviating
01:05:221 - Beat here! Follow the structure! I'm not sure how to add these in without looking stupid
01:06:068 (3) - Yup, you are mapping both the vocals and the instruments. There is no other way to explain a slider on a blue tick. Again, think of what you want to do and choose. This is most significant here, and is used to transition to the new section
01:06:189 - There is a beat here, you could begin the slider here and place a note in-between the 2 sliders. There is actual vocalic alternation that also supports this rhythm.
01:06:068 (3,1,2) - Ok. If you did not have combo numbers or the approach circles (hypothetical speaking) would you be able to know ow you are supposed to react to tumor that ferociously grew on your beatmap? In reality, no you wouldn't. So please it more readable by taking rid of the slider leniency by making the slider directly face the note and equalize the distance between the note and the 2 sliders since they don't have individual tension or do they have a different time gap between them. As I've explained before, you are not an auto bot. You should not need this, and if you do, you need help.
01:05:705 (2,3) - If you've placed a note between these 2 make sure you use the same spacing on my previous suggestion to make it even more consistent and readable. I would have if I did
01:07:277 - There is no instrument here nor vocal alternation. Vocals are steady and therefore do not justify the use of a note That's because, now that this is a new section, I've switched what I'm mapping. I'm now mapping the feint 1/4 in the BG + mixed vocals
01:07:519 - Same goes for this.
01:08:124 (1,2) - Again, this asks for a a slider+note+slider since there is a beat that must be tapped to on the red tick and also another beat that is accompanied by vocals and must also be tapped. I don't quite understand this
01:08:729 (3,4,5,6,7,8) - I get it, you are mapping the alternating vocals. But why use such high DS if you represented such rhythms with stream like patterns. Sure, some people (like myself) will still treat this like a stream, but you should make your patterns more clear and readable by using DS in the same way.These are spaced streams, like can... have you never heard of a spaced stream before? Well, anyways, DS is not needed so much here since I would say that the feint 1/4 is pointless to map unless you are already overmapping
01:10:302 (3,1) - Aside from this pattern being pointless 1/4 slider spam you could have at least avoided that overlap by spacing (1) out since the vocals go nuts there. Overlaps are just fine
01:11:511 (4,1) - Same vocalic tension -> Increased spacing. It would be nice if you can hear what I hear, because I hear more vocalic tension
01:11:753 (1,2) - Much higher vocalic tension -> Lower spacing. It does not make sense to me and I would really like it if you could explain your thinking behind such easy decisions. seems like lower vocalic tension or accentuation to me
02:32:377 - Unsnapped green line. Thanks for that!

I will conclude my mod here since it ended up being too painful and too time consuming. I have most certainly given multiple examples for everything I feel should be changed and detailed explained why. Yeah, sorry! Don't worry tho, I appreciate very much!!! <3 <3 :) ;) ;)

General

- Remove OSB file. Lol, I forgot.
- AR should be at maximum 9 since the BPM and general spacing (which affects cursor's overall movement) throughout the map do not fit with the tension created by the - as high reflexes needed reflexes to perfectly respond to a hitobject's appearance. Nah, 9.3 matches spaced streams better. It's a little too intimidating with just 9
- The difficulty's title does not state how hard the map is. "Riyuu" is just another name for "Reason" in Japanese. Is that a requirement? I thought maybe. Well, I'm not changing for now, since it's the hardest diff in the set, I can pick what name I want
- Fifth timing point should be at 33264. Wait what, how did you get this? That would be after the sixth timing point wth?
- I did not bother commenting on the hitsounding since it's clear that you have no idea what you are doing and probably won't listen to how "people hitsound these days" since I lack the ability to explain. (Not a music theorist so...). If you'd still like to know how to hitsound this well enough or have anything else to ask/say. Hit me up in-game. I like flashy hitsounds, and, really, there is no right way to map hitsounds.

Don't open unless you wish to be rightfully offended
I could keep going and make a whole page post by pointing out BASIC STUFF that you should have known.
It's pretty clear that you do not realize how bad your mapping is but you still talk shit about those who tell you to map differently and are trying to help you improve. "All BNs hate me" you say. Well they are people who have greatly contributed to making this community a better place by modding and have achieved to enter a group that consists of very EXPERIENCED people. They don't hate you, unless you give them a reason to. "Look about all that hate I am getting"... Dude your first beatmap was uploaded 11 months ago and from what I've seen you have made little to no progress, meaning that you still map the same as you did when you first began mapping.

Mapping is truly an art. This, this and this is art. This, this and this is also art. Judge for yourself what you are going for and what you really wan't to create. Be open for ideas and new suggestions and don't be stubborn. This is advice, essential not only for beat-mapping but for life in general, you can either take it and see yourself improve or ignore it and stay at the same point without any progression what-so-ever.

Also stop crying for attention by saying "Oh look all these people hate" "Haters gonna hate". You remind of these white blond girls that you see on American teenage drama series that complain over anything but they are no better.

Having said all these, hit me up in-game if you want me to mod the rest of the map, taking for granted that you'll actually listen to my reasoning and at least take the time to think about it.
THANKS SO MUCH!!!! I LOVE YU <3 <3 <3 :) :)
Exa
A big pile of poor attempts to dissagree. I will try to get my kds denied since I don't feel I helped this map get better nor helped you improve.
Topic Starter
Osuology

Exa wrote:

A big pile of poor attempts to dissagree. I will try to get my kds denied since I don't feel I helped this map get better nor helped you improve.
No you helped with a few points. Also explain the timing point you talked about in general I don't understand for some reason
Kroytz
mod
00:01:213 (1,2) - I'm not an expert on timing but I'm sure these few timing sections aren't so correct. I should also point out how non complimentary these sliders are. You could create a curve slider blanket a longer one around it or something as a simple suggestion.
00:08:984 - I would continue with 1/4 circles to fill in this awkward gap because there are still beats underneath it. Circles because they "weigh less" compared to your sliders who contain the dominant beats.
00:11:127 (2,3,4) - Here you might do the same: Slider Slider, Circle x4 for consistency's sake.
00:13:270 (1,2) - ^
00:15:770 (1) - Here on out is mapped too still in the center when you have the whole playfield available to you, try utilize more of the sides.
00:24:698 (1,2,3,4) - Experiment with a timeline like this because it captures the sudden change of rhythm in the vocals: http://puu.sh/ljdr2/f458dfbf95.jpg
00:28:627 -
00:29:698 -
00:30:055 - ^ I'd hit the vocals for these
00:33:286 - Hit this too
00:38:608 (3,1,2,3,1,2,3,4,1,2,3,4,1,2,3,4) - When I highlight these, I see a pattern sure, but it doesn't work well here because firstly, there's too many circles, and second, it's very boring to copy horizontally as a means to capture repetition in the music. Vary out sliders and circles and stuff.
00:46:350 (1) - This doesn't need to exist and you could hit the beats inside this spinner.
00:51:673 (1,2,3,4) - It's okay to follow the vocalsby hitting the 1/4 but don't try to neglect the beats behind the music too. And to prevent some spammy af rhythm, use long sliders and neglect the vocals a little. Sort of ironic but creating diversity makes a map really fun! how boring would it be to just have 1/4 the whole time, need to add some 1/2 or even 1/1
00:55:544 - missing beat
I also hear some triples around this section you can add to make it more exciting. Triples tend to start on red and end on white. I won't point out the rest of the missing beats in the song but strictly following the vocals is a very very old and dead style of mapping that simply just doesn't work well anymore (not to say that it worked well to begin with but let's just say it was the 'meta' back then)
01:10:060 (2) - Pattern should start on the new measure aka downbeat. Also, this slider pattern isn't at all polished as there is a clear lack of structure. If I imagine them as circles, it seems almost random
01:19:979 (4,5,6,7,8,9) - Here's an example of playfield neglect since most of the attention is the top center.
01:23:608 (1,2,3,4) - You'd best be ctrl-shift-d'ing a square and make it perfect rather than a rectangle this is because the DS feels inconsistent towards the music.
01:29:415 (1) - Just make slider zz
01:30:382 (1) - and a lot more of neglected beats
01:40:060 (1,2,3,4,5,6,7,8,9) - This doesn't really look too pleasing. With a bpm this low, you could even create small jumps with this.
01:47:197 (5,6,7) - this is some kill flow because of how sharp you have to turn. But even before fixing this, create a simple rhythm for each measure or two so that players can feel the map with the music together.
01:52:640 (1,2,3,4) - Here's an emphasizing part of the music that feels very lackluster with these sliders.
01:53:487 - missing vocal could be hit here for more emphasis
01:55:544 (2) - if you curve out the slider some more, you could have this be inside the blanket
01:58:447 (3) - Here is appropriate for a spinner or a long slider. But not a note.
02:02:318 (1) - This section that same as the first with lack of missing beats
From here up until the second chorus it's really just the same with a lot of missing beats and the imbalance of circles to sliders. Having too many circles is just as bad as having too many sliders so you gotta try mix them up ;;
02:17:899 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,10,1,2) - too many circles
02:27:815 (1,2,3,4,5,1,2,3,4,5) - Too many sliders
03:14:594 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1) - I really don't understand what's going on too much over here when the music is really quiet. A break could work or long slow sliders to capture the rhythm in the back works too.
03:18:980 (1) - I'm unsure about the usage of this spinner when you could still ignore/hit all of these depending on what you chose from before at 3:14:594 -
03:27:052 (1,2,3,4,1,2,3,4) - These are all not complimentary. When I say complimentary, I mean, slider shapes or direction that make these look nice and stand out well. But currently it all looks thrown in there for whatever reason. The last two sliders are close to being complimentary but they're still off visually.
If I ctrl-a this map, everything is highlighted in that center lol. gotta fix that. also work with patterns and flow so themap doesn't look so boring (subjective) but really, you need to maintain a balanced structure so that the map doesn't fall so flat. And again, I think the offset/bpm isn't correct lol.
That's all I got. All in all, practice practice practice and map more ;w; :?
ferret irl
remap
kds pls
[Bau]
Your map is a very shit, remap please :^)
Topic Starter
Osuology

bauhelloxd wrote:

Your map is a very shit, remap please :^)
I know, I plan to remap this eventually. My latest maps are much better than this.
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
Please sign in to reply.

New reply