Nino
SnowNiNo_ wrote:
M4M
- [Together]
- 01:48:827 - the finish hs sound pretty werid here, maybe lower the volume or remove the hs not my hitsounds don't wanna touch unless thzz has better option
- 02:59:424 (2,3,1) - structure here seem pretty weird lol, hoe about just follow the vocal
- 03:18:139 - ill replace this with a note since is a pretty strong sound, using sliderend to express isnt a good choice probably gonna change this but not right this second
- 04:03:827 (4,3) - lul
- 04:12:084 (1,2,1) - same
- pretty nice diff xd
- [Insane]
GL, i rly like the top diff xd thanks ;o
- 01:37:681 (5,6,1) - linear flow :<, try this
- 01:51:580 - structure here should be like this, the current structure us just rly weird lol like ur following instrument at 01:51:717 (2,1) - and vocal 01:52:130 (2) -, and the spacing of 1/1 gap is smaller then the 1/2s, just no xd
- 01:57:772 (1,2,3) - meh
- 02:52:543 (4) - 04:04:928 (3,4) - should have larger spacing for emphasis
- 03:48:277 (3,4) - flow is better if ctrl + g
- 04:06:855 (2,3,4) - hmm try this?
Mir
Mir wrote:
M4M so I don't forget after I get back from holiday lo.
[General]
- Battle's Normal has a different video offset. Every other difficulty is -50, but his is 0. nice catch, thanks
- bg.jpg seems to be unused. you have old dl i think
- soft-hitclap2.wav could have a delay of over 5ms. Check this in audacity and fix it or something (cuz I suck at that stuff.) will ask thzz but i think it's okay
- For the difficulties I'm modding (Hard and the lower Insane) your combos are very short. Considering the bpm and the density you mapped I would suggest using an NC every two downbeats rather than every one. if someone else thinks the same i'll change, though i love small combos
- Agenthzz's Insane plays better with AR 9.2 considering how dense the map is, there's a lot of objects on the screen with AR 9. don't wanna use high ar on lowdiffs
[Hard][Hard]
[Nothing else I noticed.
- 01:18:002 (4,1) - This jump seems really far compared to what you've been doing so far. Maybe nerf it a bit?
- 01:18:139 (1,1) - This overlap of the slider body on the reverse could cause misreading. Especially because the head of the second slider appears first while the reverse is still visible. I recommend moving it somewhere else. Like https://mir.s-ul.eu/V95EKl5m maybe.
- 01:41:671 (2,3) - This overlap makes this pattern seem very sudden, since it's only visible after 01:40:983 (3) - disappears completely. I recommend not overlapping these for the sake of readability.
- 01:44:286 - Do you want to skip this? You could make 01:44:011 (3) - a 1/2 slider to capture that vocal sound. Maybe slow SV and then bump it up at 01:44:561 (1) - to emphasize the strong note too?
- 01:42:084 (4,1) - Spaced noticeably more than other kiais. Could be fine due to slider leniency though, up to you.
- 01:50:616 (3) - Ends on a really strong note, try this?: https://mir.s-ul.eu/PwdaI4Dd
- NC whatever ends up on 01:50:616 - if you intend to keep the 1 downbeat NC thing you have going here.
- 01:50:616 (3,4) - This timeline gap is larger yet the spacing for 01:51:717 (1,2) - right after is the same but the gap in the timeline is shorter.
- 01:53:919 (3) - Skips a really noticeable kick. Maybe a reverse slider here to capture that? This actually happens a lot before, so it could be intentional. If it is, ignore it. intentional, i had to sacrifice a lot of clickable drum stuff in this diff because when you try to make all the powerful stuff clickable your hard diff ends up at 4 stars.
- 02:09:332 (3) - This vocal is on a slider end and is much stronger than the drums here. Maybe something like this? https://mir.s-ul.eu/q9KsM4gu i like how this sounds to lead into the drum part
- 02:25:295 (1,2) - The flow from 1 into 2 is bad here imo because 1 ends on the opposite side to 2, which plays really awkward.
- 02:32:314 (3) - Why are the strongest drum beats on the reverse and tail? Try this?: https://mir.s-ul.eu/3phUQsEP You do this rhythm for a lot of the kiais and I don't really see why because there's nothing strong on the slider head to click, but on the reverse and tail there is? I only noticed it now, but it's also done at 01:16:350 (3) - and similar places. I feel like this rhythm could have been chosen a bit better. the reason i had to do some shitty rhythms like this is because originally there were a loooooot more clickable drum sounds in this diff, but with those kind of rhythms combined with the high bpm and the spiky nature of the song, the difficulty was way too high for what would be considered a traditional hard. it essentialy played like a shitty light insane or something, and it was kinda gross. if someone can point out a better way or some suggestions rhythmically, i might mess around with them but i think that these rhythms fit the job well enough.
[Agenthzz's Insane][Insane]
- 00:40:777 (1) - HNNNG. This rhythm choice is HNGSDKsladgadg. This spinner ends on such a strong note I literally cringed when I heard it. Please make 00:41:809 - an active note. Tbh just remove the spinner completely, it's just... so out of place imo.
- 00:43:323 (2) - No sound here, overmapped. 00:44:424 (2) - same, and it continues for this entire section. I think you should remove this because it isn't the kiai and in the kiai you can have more rhythm density, but here it's just not fitting to overmap these notes at all.
- 00:50:616 (1) - You've got to be kidding me, just make this a straight slider for the love of god. (just kidding it's not a huge deal)
- 01:17:038 (1,2) - This is really big jump for not being a strong note.
- 01:19:929 (2,1) - Stacking this would have more impact and also make this space easier to read. Applies for similar cases later on.
- 01:19:929 (2) - Is unsnapped by a tiny bit.
- If you do take the suggestion, you should probably nerf 01:19:791 (1,2) - a bit more since that would become a huge jump.
- 01:35:204 (3) - Are you missing a kick here?
- 02:08:506 (4) - Why suddenly skip the kick on 02:08:644? fix
- 02:39:607 (1,3) - :thinking: Same angle maybe? i like how it looks, im weird
- 03:24:057 (2,3) - This spacing confused me when playing, I think you should space 3 a bit more so it's clear that there's a 1/1 gap here. fix
- 03:25:846 (1,2) and 03:28:048 (1,2) - have the same spacing but different timeline gap. Space the latter out more to prevent misreading. fix
- 03:41:259 (1,4) - Nice stack. *runs* fixfixfixfix
- 03:45:387 (4,1) - This is the only time you ever stack like this, any reason why? Before you never did this. Also this flow 03:45:112 (3,4) - is linear compared to the rest of the map where it's more angular.
- 03:48:552 (1,2,3) - Introducing kicksliders of this speed and this spacing so late into the map is unfair. I didn't expect kicks at all since they never appeared in previous kiais, and I broke due to this. I recommend doing something else here or adding kicks in previous kiais so these aren't such a surprise.
- 03:51:992 (4) - Really strong note on this downbeat here. Are you sure you want to keep this and no do slider + circle instead?
- 03:53:781 (3,4) - Strong note on the slider end makes this part play weird. Try a reverse or swapping this rhythm altogether to circle then slider.
everything else in the collab diff isn't my part
Good mapset really. I like it, but the rhythm choice in general doesn't sit right with me. I feel a lot of it can be done differently to prioritize sounds better. A recurring theme is having a reverse where the head is on a weak sound but the reverse tick and the end have stronger sounds. I pointed a few out in the Hard but it's recurring. Similar poor rhythm choice exists in the Insane, but not as frequently as in the Hard. yeah there were some thoughtful sacrifices made in the rhythm department but ultimately i think the diffs hit their mark for the target audience without being overwhelming due to the bpm
Good luck!~ thaaaaaank
Lilu
[ Lilu ] wrote:
hoi this is from your mod queue
Together
00:47:726 (2,4) - Overlap here is kind of messy looking. maybe just move the 2 over a little
00:58:598 (2,3,4,5,6,7) - the spacing on this jumps is all over the place. 00:59:148 (6,7) - should be swapped. i think that's all that needs top be fixed. fix
01:02:038 (3,5) - the way these overlap is uneven, i dont know if its intentional or not, but if the 5 was moved to flow outwards from the 4 it would look and play better imo. moved the circle out more
01:10:020 (7,8,9,1) - the odd spacing between these is kinda awkward to play. maybe even them out a little, also the way the green 1 overlaps the yellow 6 is a bit messy imo. made the jumps play better
01:10:983 (1,1) - maybe reduce the spacing between these done
01:15:249 (3,4,1) - this section has bad flow imo. maybe change the way the sliders flow so they flow into eachother rather than away from eachother. https://puu.sh/sXFnB/f7f2276f4b.jpg this kind of flow is used to emphasize the vocals
01:28:048 (1,2,3,4) - ctrl g to make it flow better? its jarring to play when you have downward motion accompanied by upward sliders.
01:29:148 (1) - make this apart of the stream? https://puu.sh/sXFvu/47a36573dd.jpg don't plan on doing this, made the stream a lil jump on purpose
02:26:947 (1,1) - reduce spacing between these as well maybe?
02:31:213 (3,4) - bad flow again, maybe just ctrl g to fix same as earlier
02:45:043 (8,1) - make it apart of the stream too?
03:47:864 (1,2,3,4) - theres the same issue here with the vertical movement, going down, but the sliders are moving up.
03:52:681 (2,3) - Flow is off here
03:57:772 (1) - starting to think maybe you want your sliders like this, i think its awkward to play, since there isnt a larger space between the end of the stream and the slider, so it would make sense to have the slider at the end of the stream, rather than having to jump to it.
04:04:791 (2,4) - Overlap looks kinda eh imo
dean
deantuesday wrote:
To start, I like the map. Well done. I have very few changes I would recommend for any of the difficulties. This post will focus on difficulty: Insane (5.13)
00:41:259 - would put a circle here. I know you're zeroed in on the drums, but you have nothing to represent when the singer starts singing and hes the actual focus of the music. don't think those vocals are important enough to represent with a circle, and it feels much stronger when you click with the drum alone
01:10:983 (1,1) - I'm always a fan of this style. But completely silence the back half of the first slider. the extra click is still audible at 70% volume and out of place. also if it is silent, you can even shorten it by 1/4 of a note so people won't miss the back half of the slider trying to move on to the next one because the jump is pretty ham compared to others. i think it sounds fine, also i didn't mess with hitsounds or volumes so
01:51:717 (2) - vocals are the most prominent noise. Consider adding a note on the previous half note and moving this note back half of a note.(1-2 and and 3) changes
02:01:075 (1) - getting rid of the back half of this slider and leaving it as a circle will emphasize the singer pausing. just feels better. not trying to let a pause happen here, this section immediately feeds into the drums
02:22:818 (4) - get rid of circle. but there's a cymbal crash here
02:26:947 (1) - same slider as 1:10. silence back half, can make shorter by 1/4 note if silenced same as earlier
03:12:359 (4) - lengthen this and get rid of 5 i like clicking on the piano
03:35:616 (4,1) - randomly long jump compared to rest of the section fix
03:48:415 (4) - get rid of 4 and start the slider (currently note 5 of the combo) where 4 is. then add 2 more bounces to the slider that'd be untrue to the music though
Difficulty: Together
I take back what I said in my previous post this is my favorite difficulty lol thanks
01:02:595 (5) - 01:03:008 (6) - just feels empty, possibly connect with a slow slider
03:34:659 (1) - This part feels awkward. emphasize vocals here true
Also I wanted to say for your future maps:
01:28:466 (4) - These sections of the song are great.
01:52:824 (1) - Utilizing slider speed in this way is great.
Don't be afraid to utilize volume changes like you do speed changes.
Good luck getting ranked, I'd say this map deserves it.
PM if you ever need something else looked at. thanks!
thanks for mods everyone, colors are standard and i've also remapped a couple parts and tweaked a few others to improve it further.