o shit bn deny the kds i gave to -Vanilla thanks i got confused p/5740713
_orange wrote:
HiWhat Do We Hear?
[DTM9 Nowa]
- 01:00:454 (4,5) - Ctrl+g the rythm? To emphasize the white tick (it's stronger) I prefer following the vocals whenever it's possible since the beat is sooooo boring for the first minute and half. I have followed the gasps before 00:54:829 (3,4) - 00:57:172 (4) - so why wouldn't i do it here aswell?
- 01:08:657 (1,2,3,4,1,2) - Sliders have always started on red ticks Yeah, my mistake
- 01:20:141 (1,2,3,4) - This should start on the downbeat? Done
- 01:34:907 (2,3) - There's a sound in the middle of the slider Tweaked the pattern
- 04:35:376 (1,2) - Make spacing equal with 04:35:844 (1,2) - Done
- 04:36:782 (1) - The blue ticks on this slider have the same drum sounds as the red and white ticks so you should add the same hitsounds Done
also make the gap from this slider to the next 1/4 or a smaller gap because of this 1/4 spacing 04:35:961 (2,3) - (compare with 04:36:782 (1,1) - ) No? The current version has obvious reasons why it is like so and i hope i don't have to explain them here- 04:38:657 (3,4) - Looking at your other patterns, these should be the same shape Found my own way to do it but fixed it to follow what you pointed out
- 04:51:665 (2,3,4,5) - Just personal but maybe try this? Doesn't really go with your style tho, just flows nicely imo
- 04:51:665 (2) - If not, ctrl+h this like 04:47:563 (1,2) - Is there something wrong with the current way? Sure i can ctrl H it but i don't really see anything wrong with the pattern. I don't necessarly have a "style" anyway because i just try to create a map that follows the song with a grain of good feel to the gameplay through flow
Good luck to all of you! This is one of my favourite pending maps right now
I'm not in the best mood and if you think i blatantly denied your suggestion could you open why is it wrong and how it could be improved? Thanks for modding anywaySharkie wrote:
[diff thingy xd DTM9 Nowa's parts]Really not much else to say, good work.
- 00:44:633 - I would silence that slider end, cuz there's no note on the blue tick. I don't really think that is necessary. Like with the overmaps i cover later on the extra sound fills up there quite nicely
- 00:52:133 - same thing here, 00:54:829 (3,4) - here, 00:55:532 (2,3) - here, 00:57:172 (4) - here ^
- 01:00:454 (4,5) - This rhythm seems kinda inconsistent because there's nothing different about this part of the song, and I don't see this rhythm used anywhere else in this phrase, from 00:44:751 - to 01:29:751 - . Consider taking what the mapper wants to follow into the count
- 01:14:165 (6) - This sounds overmapped. It probably is but it fits there quite well imo
- 01:41:118 (1) - Really not a fan of this spinner here, I'd map the hi-hat sound that's on each beat. I'll keep it consistant with yoshi and what is he doing for this spinner 04:11:118 (1) - . I guess it can be mapped either way
- 04:22:719 (3) - I'd Ctrl+G this I don't really see a reason to do so... Maybe if there would be a solid reason to do so
- 04:36:782 (1) - Hmm, this really doesn't have a buzz sound, just regular 1/4 (4 - 16th note) fill. Like with the "overmaps" before it just works there. The other one may be removed later on for not begin necessarly placed on beats but slider's reversepoints are not obligated to be on any beats
Sure the rhythm may be little bit harder to follow but it's not necessarly a bad thing. As i already indirectly addressed this in response to orange but yeah "I prefer following the vocals whenever it's possible since the beat is sooooo boring for the first minute and half" and i'd like to include the echoes to the vocals which is why i'm keeping it like soA s h e m u wrote:
- overall the slider tends to end on the white lines, making the rhythm of the map hard to follow. You may want to change the patterns to help the players.
01:19:438 (5,1,2,3,4,1,2,3,4) - look at :3
tbh i have noooooo fucking idea hahaha, but when i was putting in tags i pretty much just put in whatever Puppet used in his tags when uploading to soundcloud, so idk i checked multiple sources and im very positive all of the people you listed have nothing to do with the song but im going to leave them until told otherwise_orange wrote:
hey just curious
why are " porter robinson pierce fulton the eden project" these in the tags?
Parachute wrote:
Hey, heres the mod!SPOILERGeneral
Idk if its a problem with not using widescreen but i literally cant see the full name of dtm9 nowa in the storyboard, even when playing. the only way i could see it fully is when i go on the design panel. but idk if this is important or not i just wanted to say that it looks really weird and it might be because its not with widescreen but i really dont know it might be my laptop/osu settings. idk lemme c w/ vanilla guy
What do we do?
01:13:579 (4) - Why did you destory the pattern and make this one round suddenly? It may be a bit worse for the flow but it looks much better and i dont think its a big change anyways..
01:37:016 (3) - Ctrl+g maybe?
02:04:907 (3,4) - This looks weird. You could maybe do it like https://osu.ppy.sh/ss/7169529 the effect starting from 02:03:969 (3) - is that everything moves outwards as part of the same ripple, spreading across the screen, this would ruin the effect and i think it looks alright
02:05:376 (1,1,1) - These ones are really loud and .. you should really lower this for such a section where you put less objects in... this loud hitsound do not support this at all :/ for the most part i'd agree with you but puppet used some loud ass samples too lmao
02:27:876 (1) - Maybe put this in the middle of the of the spinner.. it kinda looks weird like it is now imo. ruins the back and forth flow
02:36:079 (4,2) - I think you should put this abit more up/left to make a bigger jump from 02:36:313 (1) - to 02:36:665 (2) - to make a more interesting pattern and make the circle stand out more for the next pattern. if i spaced it farther away, it would ruin the formatting. also, it's not the element i want to be emphasizing with spacing. right now, i have spacing emphasis / sharp flow emphasis on kicks and snares(which occurs immediately following this slider, right here: 02:36:313 (1) - )
02:38:540 (2) - Same here.. about 2,5 would be better (like you did it the first time you did that pattern) i suppose i can buff it a bit c: i placed it equidistant to 02:38:188 (1) - and 02:39:126 (1) -
02:41:001 (1) - This should be x:44 y:72 to make a better circle the geometry is already perfect, i used 45 degree rotation on all of these
03:57:876 (1,2,1,2,3,4) - Consider lowering the volume by 20 or something. 90% for a change to normal hitsounds is really loud and really not fitting to the music here imo, even if the claps in the music are loud but already the change to the normal hitsounds are alot here and its really just too loud. same as stated before, i argue that it does fit the music and if you delete the notes and listen to the music, you'll find that puppet really does use these loud samples to break lead into another musical chunk
04:03:266 (3) - Ctrl+g maybe? same pattern techniques i have going on over here: 02:07:251 -
04:09:829 (3) - ^^
04:35:493 (2,1,2,3) - Remove the sliderwhistles for these 3 sliders. Really doesnt fit for this slower section. sure c:
04:38:891 (4) - and 04:39:829 (4) - is this are mistake or is there supposed to be no sliderwhistles? because they are kinda missing since you did them later too so i would also put them on these sliders.
04:46:157 (3,4,5) - I really dont like this flow used here, its just weird to play that and i think something like https://osu.ppy.sh/ss/7169675 would be better
04:50:024 (3,4,5) - These a bit round maybe?
Sorry for not putting it in diff parts for both ppl but i really just realised that its a collab a bit too late ^^'
anyways, hope the mod helps, gl with the map big thank mr Parachute for mod! c:
nyu - wrote:
but why a deep sea girl bg
im sure she wont find the answer underwater :^) she's trying to find nemo
only modding yoshiparts o ok thanks loli guess
Can you help me finding the answer?
01:44:047 (1) - you could add a red anchor in the middle of the slider, looks cool https://nyu.s-ul.eu/Buz05Wmp but then aesthetically it would disproportionately favor 01:44:399 (2,1) - :c
01:48:852 (2) - this circle here feels really weird to play.. dunno maybe place it at the beginning of 01:48:969 (3) - and put 3 where 2 started? hmm well i dont feel like its any more uncomfortable to play the any of the other combos of the same structure, and moving it to 3 would throw off the aesthetic balance of the combo. i also feel like it would hinder flow, because then i wouldn't have as much of a rotational reverse impact that i have all throughout my first kiai
01:50:376 (1,2) - https://nyu.s-ul.eu/t3MPmaXp feels better o i suppose it does haha
02:08:188 (1,1) - fix overlap on the sliderends boom gottem
02:29:751 (1) - if you make this a straight line, and the others not, why not make the curve of the others more intense, slider by slider? - same for the others i think im misunderstanding something, i dont quite get your point :c if you want justification of the straight slider, its really just personal preference here, and i think it does a good job of resetting the musical / aesthetic chunk since it sticks out way more than the curved sliders
02:47:915 (2,1) - they are very hard to read not any harder than the others
02:52:251 (1) - heycanyouteachmehowtosliderartplsplspls? firstwhatyouhavetodoisdownloadallofthemomstratmapsandthenspend3daysstudying
03:05:376 (1) - not sure if its rankable both ends are distinguishable...
03:42:641 (2) - maybe make this slider "special" because its such a high pitched sound? made it sharp curved
03:47:797 (1) - ^ ^
04:05:844 (2,3) - decrease spacing .. like this https://nyu.s-ul.eu/C8A8Uudo no need to space them thaat much applied small nerf (2.12x -> 1.97x)
05:22:251 - maybe decrease spacing for each stream by 0,10x? actually, they're already doing that. the only reason the DS caluclator thing says they're not changing is because the slider velocity is changing as well, so i guess i've already applied this
okay thats all i could find.. not so pro with extra diffs
i hope its enough uwu plenty enough, big thank nyu C:
alright thanks for mods c: waiting on nowa for updateHikan wrote:
so, m4m return <3Yoshimaro
02:29:516 (1,2) - at least please unstack this, how to read this lol o this is kinda pretty too c:
02:40:415 (2,1) - this , doesn't matter but pls fix, it triggered me OK DAD
02:48:032 (1,2,3,4) - are you just too hype? xd There are no sound which you are following by that spaced stream, so I prefer to change it into the double 1/4 sliders like what you did on the other parts hahahaha sheeeeit maybe... although i mapped it the same way here and here 02:03:032 - 02:25:532 - so it is rhythmically consistent...
02:50:493 (1) - you skipped lots of beat here, why rising distortion and limiter
02:52:251 (1,1) - waa nice shell xD thank www
03:40:297 (1,2,3) - Ctrl G for rhythm imo the sliders in this part are place on that distant high pitched whatever the hell noise, beep noise? the sliders start on the beep noises
03:51:313 (2,1) - ye same, Ctrl G NO MOM STOP
03:59:047 (2) - seems a bit overmapped here, 1/4 slider with that distance is too hard for a noob like me yeh there's a whirring/scratching sort of noise that justifies the 1/4 slider and i aimed the slider towards 03:59:282 (3) - as to avoid slider end dropping
04:12:876 (1,1,2) - and 01:42:876 (1,2,1,2,3) - inconsistent yeah but there aren't beat kicks here :c i wanted to map beat kicks too lmao but they just aren't here RIPPPPPPPPPPP
create a empty wav and mute that spinner end? Tho volume is 5% but I still hear it clearly. If you do that, end the spinner at 05:43:813 - will be fine sure
nice map, good luck big thank hikan, gl to you as well
also nice storyboard
sry because i'm nub </3
Parachute wrote:
Hey, heres the mod!
What do we do?
01:13:579 (4) - Why did you destory the pattern and make this one round suddenly? It may be a bit worse for the flow but it looks much better and i dont think its a big change anyways.. I can't remember what the original exuse was for me to map like that lol, probably it was just easier to continue from a curve but i should just make it straight and find a new way to continue xd
01:37:016 (3) - Ctrl+g maybe? I don't think it would work with that pattern
04:35:493 (2,1,2,3) - Remove the sliderwhistles for these 3 sliders. Really doesnt fit for this slower section. I'm not the one making hitsounds, asking yoshi about this
04:38:891 (4) - and 04:39:829 (4) - is this are mistake or is there supposed to be no sliderwhistles? because they are kinda missing since you did them later too so i would also put them on these sliders. ^
04:46:157 (3,4,5) - I really dont like this flow used here, its just weird to play that and i think something like https://osu.ppy.sh/ss/7169675 would be better Well i don't really see it as a problem. Though if i have to tweak it at some point i will most likely adjust the slidertail3|4|5|sliderhead1 to be in single circular flow
04:50:024 (3,4,5) - These a bit round maybe? Meh i can't really find a way to make it look good. If the straight stream becomes a problem later on i will try to suit this
Sorry for not putting it in diff parts for both ppl but i really just realised that its a collab a bit too late ^^'
anyways, hope the mod helps, gl with the map
Thanks for le mods :>Hikan wrote:
so, m4m return <3nice map, good luck
00:32:563 (1,2,3,4) - Ctrl J this, since the pattern you are using here have the symmetry Oh yeah xd, fixed
00:49:672 (3) - use reverse slider on this to make 00:50:376 - clickable, since skip a downbeat is not a good idea I constantly skip downbeats because i follow the vocals/echoes whenever i can which is what i'm doing over these sliders 00:49:204 (2,3,4) - and pretty much in every other similiar vocal pattern 00:52:954 (3,4,5) - and 01:07:954 (3,1,2) - (for example)
00:51:313 (1,2,3) - I prefer to stack this triplet, some players will be misunderstood that that is the 1/2 circles spam like what you did on the first part Since the 1/2 spam was in the first part i don't really think they can be compared like so. Though i personally think people should be able to figure out from the spacing change between the general 1/2 spacing on the second part and the single triplet
00:52:251 (1,2) - this sounds a bit weird while playing. Try Ctrl G it, idk but it is just my sense Ugh, now that i think about that one those both are pretty much incorrect. I'll try with a 1/2 reverse slider on 00:52:251 - . It should do the trick
01:00:454 (4,5) - how about Ctrl G? Since you shouldn't start a object on blue tick unless that is audible 01:00:571 (5) - *gasp*
04:32:094 (3) - do sth with this to make it like 04:31:157 (3,4) - unless you want to keep it , I like that 04:31:157 (3,4) - pattern, it's up to you I like diversity ^_^ the beat patterns are already boring enough so different kinds of ways to do it are preferred
also nice storyboard
sry because i'm nub </3
thank neoskylove c: none of that was really a rejected mod as much as stuff to keep in mind, good post ill be referring back to this probably in the futureNeoskylove wrote:
K m4m
[What can we do?]
i think you should emphasize 00:22:954 - 00:23:891 - 00:24:594 - ....etc. Don't make jump just at downbeat. looks not so good foe music.
00:48:969 - How about add a circle here instead of slidertail? could be much better to play.
00:51:313 (1,2,3) - make consistency DS since it's 1/4 beats.
00:55:297 (1) - I think you should emphasize here. But you make really low DS , make some big DS with avoiding overlap. like 00:55:766 (3,1) -
01:00:688 - why this is slicertail? ooks weird.
01:27:641 (4,3) - avoid overlap
01:30:571 (5,1) - really hard to read this, players will not think this could be 1/4 beats since you didn't express about that.
01:44:282 (1,2,1,2) - I can't sure players can read it. as I sait it ^ haven't seen anyone misread it yet, but i've definitely seen people miss it c:
01:48:032 (1,2,3,4) - really hard beats, you can make jumps. both Nowa and I are consistent in mapping these parts to the melody, although i agree that they're really hard beats, jumps would spike the SR much more than necessary in my section
01:51:782 (1,2,3,4) - 01:53:657 (1,2,3,4) - 01:55:532 (1,2,3,4) - ....^ ^^ eek sry :c
02:00:219 (3) - could be hard to read, it's stacked with sliderbody, I can';t sure players can read this well. ill keep in mind as we continue
02:05:376 (1,1,1) - How about make Antijump here? could be match with music like stacked notes? i suppose that would fit in the sense of negative space being used to emphasis heavy beats but when i mapped it i felt like they were strong enough to warrant cursor movement
02:07:719 (3,4) - flow looks really Hard tor me, imo. it is if you actually follow the entire slider, but it's not supposed to be played like that. if you play it by just hitting the slider start then it makes much more sense and is easier to land. in that entire section i've only seen breaks on the circles, not the sliders. i think in general, this section sliders are easier than the previous section
02:15:102 (2,4) - blanket oh woops, i actually didn't mean for blanket here but i moved 02:15:336 (3) - to make it seem like i did c:
03:42:172 (1,2) - make same slidershape someone earlier suggested that i should have that element stand out because it was much higher pitched, which makes sense to me (they were the same slider originally)
04:18:032 - should be clickable, looks strong beat, make consistancy with collab mappers.
04:59:751 (1) - really weird pattern imo. you didn't used this slider style, It could be bad for concept?
GL
thank hmlHML wrote:
Overall
Make HP higher, like HP6 or maybe even HP6.5. Too easy to pass things you should fail. not going higher than HP6
AR is better set at 9.6 imo. With 128 1/4, it's easier to read and keeps it less crammed. not going higher than AR9.5, i think this is fast enough to remove the clutter but slow enough to synthesize the aesthetic impact
-- Yoshimaro -
01:44:751 (1) - These sliders are ugly define ugly
01:58:813 (1,2,1) - This transitions akwardly imo. The bent flow feels really forced. not really any harder to land than any of the others and the flow is unique because the melody synth follows a different pattern of notes
02:10:063 (1,2,1,2,3,4) - This feels super forced and uncofortable to play. it sets the vibe for the section, and difficult and uncomfortable are 2 different things
02:31:040 (2,3,4) - I think you should map to the background noise here it's not possible to map that noise without ruining the progressive beat, it's a background noise for a reason
03:14:751 (1,2,1,2,3) - I think this could be a better pattern that plays better. wow insightful and helpful suggestion! and no, 03:15:219 (1) - gets spacing emphasis because of the faded synth
03:26:235 (2,3) - Fix overlap. Maybe by having 03:26:469 (1,2,3) - Blanket 03:26:235 (2) - ? it wasn't really noticeable during play before and since i just raised AR it's even less noticeable
03:59:047 (2) - Overmapped slider end. Make a normal note, no reason for it to be a 1/4 slider. 03:59:047 - white noise music element gets dragged emphasis
04:00:219 (2,3,4,5) - Swap these out for sliders because it's hard to read from the 1/2 gap to the 1/4. Easy fix for the alternating patterns. i started out the exact same way nowa did in the beginning of the map here: 01:29:751 - , it's not different and not difficult to read. and im not sure what nowa will say but the reason there is no 1/4 rhythm expressed before this is because there is no 1/4 rhythm to be mapped lol
04:13:461 (1,2) - Do something like THIS. It looks better and is easier to play. k
thank delis c:Delis wrote:
[General]
can I have the source of metadata? sure, https://www.youtube.com/watch?v=sGdDpMYS7sA , https://soundcloud.com/puppet/answers-feat-koo , https://soundcloud.com/monstercat/puppet-answers
clip the unnecessary blank on GLOW.PNG like https://puu.sh/u5Fmb/a8bb6e9b36.png I'm not sure if it's actually not blank, but it's not really noticeable so. vanilla wya
[wut do i do]
a break is good for mouse players and somebody like me who can't keep playing minutes because of eyes. 03:07:368 (1) - is one of removable ones as you keep making sliderarts in the section so spinner is out of place a bit. keep making more sliderart? ok ill make a conch shell c:
00:27:876 (1,2,3,4,1,2,3,4) - I don't really get why you suddenly made a linear circles back here, this feels ruining the flow which made by circlar ones. https://osu.ppy.sh/ss/7337974 something like this one should play better isn't it?
00:31:626 (1,2,3,4,1,2,3,4) - the music goes strongest in the section but the pattern isn't, zig-zag pattern must be nicer to express how the music plays and more variety on patterns.
00:44:516 (4) - minor stuff, but I really prefer this to be linear with 00:43:813 (1,2,3) - so it'll look pretty nice.
00:51:313 (1,2,3) - you could consider to remove triplets because it's overmapped while the song is calm obviously. a 1/4 slider like you did in this section should be fitting better. 01:14:047 (5,6,1) - this one too, in the honest I don't think "a triplet" is too weak to follow the vocals here.
02:05:376 - maybe decrease the volume into around 40%, it's currently too loud even though the song is very quiet. lowered to 60% there is a loud staccato element there but i suppose it's not 100% loud lol
02:10:532 (1,2,3,4) - this has too much weirdness in flow, the jump between 02:10:063 (1,2,1) - is really huge even though 1/4s are incoming, and after all, the 1/4s themselves are also really hard to tap. https://osu.ppy.sh/ss/7338028 this one is simply more playable while the pattern itself is almost the same. while i agree with your suggestion, i mapped the same intensity in the first section as well, just a different pattern type. 02:10:532 (1) - gets its own spacing and direction emphasis because its a huge beat. i tried your suggestion and i thought it would be a nice way to introduce a newer type of pattern but it felt cramped all in that one corner, and in the end, the emphasis is in the right place. it's emphatically consistent with the first kiai section, just different in shape
02:14:165 (2,1,2,3,4) - same as above, they are really strange in playing. (ok won't mention now so find it yourself by testplays. the 3rd kiai is really good example as you mapped it nicely.) i think this is the most technically challenging portion of the map, so i will be keeping this in mind for testplays for sure
02:26:235 - the volume decreasing isn't fitting because the music doesn't really have a structure that it fits, not like 02:03:735 - imo. hmm i suppose so
02:52:251 - lovely ones! I really like them! weeee c:
03:33:266 (1) - the flow is forced because of 03:32:797 (1,2) -, maybe you could give a try to map a triangle with them, or 03:33:032 (2) - move this up to map a jump like 03:30:922 (1,2,1) - this one which flows very nice. mmm i think im missing something but those are structured the exact same, back and forth circles with the 3rd being a slider in outwards direction, no?
04:14:751 (1,2,3) - in my opinion you don't really need to map kinda large jump when there's only one circle between sliders, placing them at x1.2 could be considered for best in the section. https://osu.ppy.sh/ss/7338074 I hope you'll see how it looks nice while plays much better as well. so making the parts to be "slider jump mapping" is an idea what I got here.
04:35:376 - same as 02:05:376 -
beautiful map with the sliderarts and SB! a few things that I wanna give you opinion about SB, is you could've made the bubbles shaking like actual bubble does. and better avoid SB load rate over 5x I felt lagging while playing SB on, a little. idk how to solve it but 7x is too much lol. PREACH THAT SHIT HOMIE LOL
c: big thank on behalf of us bothCSGA-DarkArchon wrote:
holy shit this map is NICE
Neoskylove wrote:
K m4m
[What can we do?]
i think you should emphasize 00:22:954 - 00:23:891 - 00:24:594 - ....etc. Don't make jump just at downbeat. looks not so good foe music. The start is pretty much just repeating the same note for about 30 seconds so there isn't really anything to be emphasized over something else. Though i think a solid 30 second 1/2 stream style spam would be reaaaaally boring. Though i do think my way of doing it is after all working little bit better since it's dividing those few notable changes between two notes like here 00:31:391 (4,1) - and here 00:35:141 (4,1) - for example
00:48:969 - How about add a circle here instead of slidertail? could be much better to play. I prefer to follow the vocals and it's kinda on the grey area as is it better to map that under a sildertail (with the hold effect i in the first point want from that) or a clickable. It covers the "falling" quite well imo right now :/
00:51:313 (1,2,3) - make consistency DS since it's 1/4 beats. Consistant with what? I personally think that change isn't hard to react to at all if that is the case
00:55:297 (1) - I think you should emphasize here. But you make really low DS , make some big DS with avoiding overlap. like 00:55:766 (3,1) - Yeaaaaaaaaaaaah... fix'd
01:00:688 - why this is slicertail? ooks weird. The gasp?
01:27:641 (4,3) - avoid overlap Stacked them
01:30:571 (5,1) - really hard to read this, players will not think this could be 1/4 beats since you didn't express about that Will make it more clear
04:18:032 - should be clickable, looks strong beat, make consistancy with collab mappers. Yeah didn't think about that. I need some time to change these
04:59:751 (1) - really weird pattern imo. you didn't used this slider style, It could be bad for concept? I personally like that kind of sliders :<
GL
HML wrote:
-DTM9 Nowa
00:22:016 (1) - I think this plays/sounds better without this note. The sound is very small, and not really noticeable. tbh it doesn't really hurt to be mapped since it's still audible
00:22:251 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - I don't like how you change the spacing because the song doesn't really change pitch as drastically or frequently as you change DS. Yeah but following the music as closely as you can on parts like that is fckin boring to me and probably to the players. I'm planning on making some changes to it when i find a good way to execute it (See the response to Delis)
00:51:430 (2) - This is mapped to nothing. There is no sound on this tick. Overmapping is not always a bad choice. Imo it works there quite well since the vocal theoretically starts from the blue tick
00:54:829 (3,4) - ^ If you're mapping to the reverb here, I think you should make a single 1/2 repeat because it takes away from the emphasis of the vocals at 00:55:532 (2,3) - wat
01:04:438 (1,2,3,4,1,2,3,4,1,2,3,4) - I think this looks ugly and could be made better/ Thanks for the suggestion captain positive
01:14:165 (6) - This is overmapped. I think you're mapping to the start of the vocal, but you should map to the strong part of the vocals, and NOT the start-up. It makes it easier to read and acc. Why can't i map the "start of the vocals"? I don't see anything wrong with that and it works quite well for that pattern. Plus there is not a specific "strong part" in the vocal since it's one of those less powerful ones
01:22:954 (4,1,2) - Make this a lot lower spaced. The song doesn't change, so the pattern shouldn't this early. It also takes emphasis away from 01:23:422 (2,3) - by making the rest of the pattern more spaced than the rest like it. Done (i guess?)
01:30:219 (2,3,4,5) - I recommend switching these to sliders. It's hard to read the change from 1/2 to 1/4. It will conflict with your alternating pattern, but that's a simple fix! I don't think making them sliders is the best possible way to do it. I think i found a good way to represent the change
01:34:907 (2,3,4) - This is odd here. It's the only part like it in this section and feels out of place. Blame the vocals lol
04:18:852 (2,1) - Tiny overlap that triggers me It's barely visible =_= w/e since it's so small
04:22:719 (3,4) - These feel really close compared to the rest of the section. Yeah i agree, I'll have to remap some of the kiai anyway so that should get fixed with it
04:34:790 (2,3,4,5,1) - It would be super cool if you decreased the spacing each note to fit with the song fading. That was the original idea, maybe can try it again
Thanks a lot for modding, yoshi hmu ingame for stuffDelis wrote:
[General]
[wut do i do]
00:27:876 (1,2,3,4,1,2,3,4) - I don't really get why you suddenly made a linear circles back here, this feels ruining the flow which made by circlar ones. https://osu.ppy.sh/ss/7337974 something like this one should play better isn't it? The section here is made in two similar patterns, two similar patterns and so on. The flow isn't really the
00:31:626 (1,2,3,4,1,2,3,4) - the music goes strongest in the section but the pattern isn't, zig-zag pattern must be nicer to express how the music plays and more variety on patterns. The music goes strongest over the two patterns 00:31:626 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - here. I don't want to represent any sort of difficult movement yet since the beat is so simple thus the mapping should represent it
00:44:516 (4) - minor stuff, but I really prefer this to be linear with 00:43:813 (1,2,3) - so it'll look pretty nice. Sure i can try that
00:51:313 (1,2,3) - you could consider to remove triplets because it's overmapped while the song is calm obviously. a 1/4 slider like you did in this section should be fitting better. 01:14:047 (5,6,1) - this one too, in the honest I don't think "a triplet" is too weak to follow the vocals here. I may do this in the future but the main reason i do not want to do anything like this to the triplet since the vocal starts from the blue tick instead of the red or white. And since i focus on the vocals i'd rather follow the vocals as closely as possible
04:14:751 (1,2,3) - in my opinion you don't really need to map kinda large jump when there's only one circle between sliders, placing them at x1.2 could be considered for best in the section. https://osu.ppy.sh/ss/7338074 I hope you'll see how it looks nice while plays much better as well. so making the parts to be "slider jump mapping" is an idea what I got here. My section is so much less difficult than yoshi's that i literally cant do this, sorry :< Also the high spacing is the theme for the song and the map
04:35:376 - same as 02:05:376 - I guess yoshi can fix this for me aswell since he already did it by himself
Thanks for modding, update soon™Naxess wrote:
Greetings
I have to say, this theme is pretty cool; complemented by fitting slider art and everything.
DTM9 NowaI'll return later and see how things have been going.
- 00:48:501 (1) - Considering that the constant 1/2 rhythm is still going, I'd have covered 00:48:969 - with a circle. The second vocal impact would also be reflected this way. Done
- 00:55:532 (2,3) - These are different sounds, unlike 00:54:829 (3,4) - , so could optionally have 00:55:766 (3) - be a circle stacked on 00:56:001 (1) - , for example like this. Would accent the vocal pretty well, in my opinion. I guess that kinda fits
- 01:03:501 (1,2,3,4) - Shouldn't their distance between each other be like 01:04:438 (1,2,3,4,1,2,3,4,1,2,3,4) - ? I hear no change in pitch or anything around here. If anything they'd be done in groups of two, as was done with 00:41:001 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - OH YEAH i'm dumb, fixed
- 01:07:251 - This section apparently has less circles than that of 00:44:751 - . Compare parts like 00:46:626 (1,2,3,4,1) - 00:50:610 (1,2,3,1) - to 01:07:954 (3,1,2,3,4) - 01:12:172 (1,2,3,4) - . Preferably similar parts in the song would use similar principles for rhythmical density.
This is caused by the fact that the vocals nor the echoes are not similar as in the first part, whenever the echoes are too long to reasonably follow i put more circles to represent the 1/2 beat and whenever there are no vocals i put more circles to represent the 1/2 beat. I can always (try to) justify something specific but it's kinda hard to say anything on this sparse suggestion. I did do some changes for the ones you mentioned
- 01:09:360 (3) - 01:09:829 (4) - Turn (3) into two circles and (4) into the same thing as 01:00:454 (4,5) - . Then move the NC from 01:08:422 (1) - to 01:09:360 - , in consistency with parts like 00:45:688 - 00:46:626 - or 00:49:672 - 00:50:610 - .
- 01:12:172 (1,3) - Similar stuff applies here and so on, you get the idea.
- 01:15:454 - Since this is a lengthened sound, could try a 1/2 repeat slider followed by a circle. Alrighty
- 01:16:391 (3,4,5) - There's also something different about the echos this time around. 01:16:626 - 01:17:094 - 01:17:563 - have a notably higher pitch here, so could try adapting patterns to that. Of course that is true but the sliders currently focus on the repeats of the echoes which start from where the sliders start from
- 01:19:204 (4,5) - There are still regular echos here like there were at 01:07:954 (3,1,2) - , but this time 01:20:376 - is changing pitch, so could try something like you did at 01:02:329 (1,2) - , or this. I'm not 100% sure what do you mean by this, could you try to explain little bit more
E: this 01:19:204 (4) - is not part of the echoing if you meant that it should be changed- 01:20:376 (1,2,3,4,1,2,3,4) - Again, try keeping the spacing of these in groups of two. The pitch doesn't change until 01:22:251 - . Gradually changing the spacing wouldn't really give the same effect. On the other hand, there is a slight build-down here I suppose, so could justify it either way. I'll try something else, also the pitch does change on both of these 01:21:313 (1,1) - points
- 01:22:251 (1,2,3,4,1) - Should probably avoid having that (1) in the same pattern as the other combo. In comparison to the grouping concept the map started with and has been enforcing ever since, this looks a bit random. I'd recommend you keep 01:23:188 (1,2) - together and spaced slightly from 01:22:954 (4) - . Could space 01:23:422 (2,3) - to reflect the vocals. I reworked the pattern already but stuff should be emphasized by the spacing TO the object most of the time and imo the "what" sound after the longer silence needs to be emphasized much over the do
- 01:29:516 - Might be able to move around the placements here in order to fill this with a 1/4 slider instead of a tail. Otherwise this is also possible, even if it's head is overlapped. Cool idea, moved around stuff instead of stacking though
- 04:14:751 - Probably a good idea to look into what was said in the other kiai, as much of it has to do with consistency between the two and their enormous difference in difficulty. Try discussing this with each other and finding some compromise, the difference is a bit too much at the moment for being the same sections in the song, difficulty-wise. Seaking of inconsistencies, 04:56:821 (6,1) - is sort of how things would look if you balance it between kiais, even if there's no other disconnect like this in this specific kiai.I kinda knew this was bound to happen eventually even after reworking the kiais (trust me they were much more inconsistant before that), i will do some spacing buffs here and there while still trying to keep my mapping style relatively the same as they are now. The huge differenct between the kiais has happened because we are two different mappers, we think differently, we map differently (we aren't too experienced either so... xd). I prioritize flow and general structure over most of the things when it comes to patterning and yoshi is more of a fan of technical mapping
Will still want to check through hitsounds, as well, but for now focus on getting the difficulty spike inconsistencies in the kiais sorted.
ProEzreal wrote:
random mod, just a couple of things that came to mind hi there c:hi
- the second set of kiais starting from 04:14:751 - seems very underwhelming compared to the set of kiais before. the second set contains good flow and good momentum fittingly to the song. the first kiai however, contains too many flow breaks, lot of sharp movements where i think the flow should move like water just like the theme of the bg and sb. second kiai seems way too forced with the anti flow everywhere, it seems way too hard compared to the second kiai. yeah i've been spending about a week since i came back from spring break on naxess's mod (which pretty much just went more into detail on exactly what you just wrote here...) it's much more manageable with way less sharp flow breaks, ill try and update it again some time tonight, im really close
gl big thank!
Map dropped from 5.95* to 5.73* and went up hecka in quality imo, that was the most grueling mod i've ever applied LOL. again, huge huge thanks for waiting sooo long, nowa finished his part so long ago, so i apologize to nowa and vanilla for such a long wait too haha, mb mb mb plz forgib... ill update -Vanilla storyboard again when he has finished itNaxess wrote:
Greetings
I have to say, this theme is pretty cool; complemented by fitting slider art and everything. big thank c:
[General]I'll return later and see how things have been going.
- Title would be shorter if you used the artist's own metadata, "Answers Feat. Koo". Either way works, though. Going to guess you prefer the current one? no actually im going to switch this this because it's nicer to look at
- Since there's neither any drum timingsection nor drum samplesets applied, drum-sliderslide.wav is currently unused. Unless you're planning to use it, consider removing it. gottem
[Storyboard]- The letters of the name sprites seem a bit aliased, and are also not cut too well in terms of transparency. I would fix that for you, but might be easier to simply recreate them yourself, with anti-aliasing before applying a shadow, since you have the font and everything. actually haha, i made these lol, ill fix them and put them in when -Vanilla updates the SB
[What Do We Do?]
- Yoshimaro -- 01:48:383 (4,1) - So I had Spork Lover test play the map and give some opinions. We agreed that the disconnects and jumps between the spaced streams is a rather major problem. It's spiking the difficulty quite a lot in this kiai, yet with the second kiai spiking at completely different places. Things like 01:54:008 (4,1) - 01:55:883 (4,1) - are way further spaced than the same kind of patterns in the other kiai, 04:22:133 (6,1) - 04:24:008 (6,1) - . I would highly recommend you find a compromise to balance this appropriately between the two. Currently one is rather smooth and the other is very disconnected, which is a bit odd since they're the same sections in the song. Now that I have actually gone and heavily remapped it, I couldn't agree more tbh. the jumps were honestly violent before, so yeah 100% agree
- 01:45:102 (2) - I'm fine with using these as a stepping stone for rhythm, but at least try not spacing them too much. They're still relatively weak in comparison to other sounds. Thinking perhaps something like 01:48:501 (1,2) - would be more appropriate. At most something like this, try not going above 3 follow points from the previous slider when working with these. this is the only thing in this mod that i will contend with. I had a very lengthy discussion with melloe on slider types affecting emphasis and flow and this is basically what we both came to realize:
01:45:688 (1,2) - sliders like this leading into notes behind it are harder to hit because the flow at the tip of the slider is sharper, so there is more of a need to focus on where to direct your cursor next... However, 01:46:626 (1,2) - sliders like these that lead naturally, using the curvature of the slider, into the next note require much less attention on where to aim next, because the flow of the slider is more (blatantly) indicative of where the next note will be. as such, for slider -> note combinations such as 01:45:688 (1,2) - , i have gone and nerfed the note after the slider. however, for slider -> note combinations such as 01:46:626 (1,2) - , i have chosen to to nerf them very minimally.- 01:47:915 (2,1,2,3,4) - Also when initating streams with them, keep them relatively close to the start of the stream, don't do stuff like 01:57:290 (2,1) - , where it's even flowing in the wrong direction. No need to change it too much, something simple like changing 01:53:540 (2) - to this would be fine. Other than that, you'd also want this to be relatively consistent with the other kiai in terms of difficulty, ofc. Alternatively, 04:26:938 (1,2,3,4,5,6) - is how you'd avoid having a circle there in the first place. Nowa and i both have anti directional starts to our streams but for basically all of mine i fixed. just to clarify 01:48:032 (1,2,3,4,1) - , i used this because i need to to begin the clockwise counter clockwise clockwise counter clockwise every 2/1 for this section.
- 02:27:993 - Also perhaps the spinner should be the same in both, 04:57:993 - ? Spinners are usually pretty recognizable so would be a good idea to keep the two parts similar, with or without spinners. this was really nothing more than an interpretational thing, which i let nowa have full control over. i've discussed it with nowa but neither of us see a huge necessity for that
- 02:33:383 (4,1) - The intensity hasn't quite reduced this much here to be this much smaller. At least have it be a small disconnect if anything, it is still a prominent beat, after all. Same goes for the others. agreed, buffed
- From 03:52:251 - to 03:57:641 - , while there is somewhat of a buildup, I don't think it's as intense as what is being expressed here. The beginning looks fine, but the other end of the buildup would probably look more like this, than this. Adjust 03:57:876 (1,2,1,2) - accordingly ofc. agreed, nerfed
- 04:06:782 (2,3) - Seems a bit anti-climactic that this part is less difficult than other parts like 04:07:719 (2,3,4,5) - and 04:03:969 (2,3,4,5) - . They all have emphasis on white-blue-blue anyway, so I don't see why this would be a special case. agreed fixed
Will still want to check through hitsounds, as well, but for now focus on getting the difficulty spike inconsistencies in the kiais sorted.
big thank spork lover!Spork Lover wrote:
Mod eks dee :3
I'm here to help out cleaning out a few things from back when I testplayed the map pre-Naxess' mod, and I can already say at first glance that the map is a lot most clean and evenly distributed than before, which is a joy to see
Testplay I did after a small warm-up with HD https://osu.ppy.sh/ss/7970719 jeeez, nice lol
The map is really fun, with only a few parts that can feel jarring/unfair. I'll get to those points in my mod
We mod:
Yoshi:
03:01:626 (1,1) - Those two shapes don't really synergize well imo in terms of paralell slider borders and stuff :^)
03:12:876 - Very minor, but some mappers like to add emphasis to turns on sliderart too, which is definitely a possibility here the shape of the slider ended up slightly altered but it should still be pretty obvious what it is considering the context given by 02:52:251 (1) - , so i applied, i wanted to avoid this before because i didnt want to be constrained to keeping the flow changes consistent throughout the slider, but you're right. 03:12:876 - is a really good spot to add this feature
03:41:001 - I wouldn't ignore this, the downbeat sliderend earlier on 03:35:141 (1) - for example makes a lot more sense 'cause the sound on the red tick is stronger than the downbeat there (vocals) It's especially important since you actually do that on 03:44:516 (2,1) - i have it set up from 03:14:751 - 03:37:016 - that the beep noise gets the attention. 03:40:766 - by this point, it should be intuitive to the player that im emphasizing the beeps (or maybe im fuckng dumb ill ask some people after i post the mod and clean it up in another post if necessary). also, 03:44:516 (2,1) - is like that because i need it to refresh the sections rhythm again. if you refer to 03:21:547 (1,2,3) - and 03:36:547 (1,2,3) - , i had to do the same thing in order to repeat the rhythm (imo this is justified, readable, and warranted). while i agree with you that the vocals and the beat occur on the downbeat in a more emphatic manner than the rest, i think it would actually be more jarring and thematically inconsistent with what i have established up until that point
03:50:141 (2) - You do sharp sliders on higher notes/more jarring sounds, so maybe make this slider sharp too? yes i agree
04:06:782 (2,3) - copy-paste is your friend (small but noticeable) xd https://osu.ppy.sh/ss/7970913 LOOL i had to fix it somehow, it just happened to flow nicely hahaha
04:11:001 (1) - Might be the end of the disconnect train, but I wouldn't ignore it here imo https://osu.ppy.sh/ss/7970920 sure, although imo it flows nicer in the opposite direction since that is what is dictated by the slant of 04:10:532 (2,3,4,5) -
That's what I got for now :3 Just poke me if you have any questions, gl guys )
Thanks for the mod fam, kinda tired so if you feel i denied something that should've been implemented let me knowSpork Lover wrote:
Novva:
00:14:751 (1) - Sound progression on spinner? The song increases a little bit in volume, so I feel that the spinner should do the same to an excessive degree. I'm not really the one deciding on the sound levels and stuff .-.
00:48:969 (2,3) - this compared to 01:00:454 (4,5) - makes the player think that 1:00 is a 1/1 break and not 1/2 which you're doing here. i'd make the 4,5 on 1:00 less spaced, or make the pattern more quirky. A quirky suggestion would be something like https://osu.ppy.sh/ss/7970801 where the 5-slider is on the spot where the (4) was previously Only changing 00:48:969 (2,3) - to be kinda different since i like the current way 1/4s are
01:04:204 (4,1) - compare this to the slow section and you'll realize that you're emphasizing in two completely different ways - I'd probably space the 4,1 parts of the more intense section more. https://osu.ppy.sh/ss/7970813 This or a little more is fine. The beats are all the same... no matter the way other objects have been emphasized they do not need that kind of emphasis with the exception of 01:06:313 (1) - where the beats change the tone
01:09:829 (3,4,5) - not as problematic here, but if you do the quirky thing or space stuff differently, you could do the same here. I guess this got solved with the other problem lol
01:16:626 - I wouldn't ignore this, since the vocal sound on 01:16:391 (3) - isn't even being emphasized by this sadly xd All of the holds start from the lowest point of the hold. Here they create this kind of back and forth movement to represent the repetitive sounds which imo represents the song much better than other ways of representing the beat
01:23:188 (1,2) - intensity doesn't really increase, so this is a little weird as a snappy jump. something linear would be more suitable I think: https://osu.ppy.sh/ss/7970831 Fixed
01:34:438 (1) - I'd place this a little more up since this is the first introduction to a disconnect/bend during the map. https://osu.ppy.sh/ss/7970848 If you dislike the overlap, you can curve the stream instead or rotate the slider in some way :3 I'll introduce the players to the style on the prior pattern but i do lower this one aswell to achieve that linear ascending in the space
04:33:032 (3,4) - rhythm should be swapped here 'cause you mostly follow the (3) when you do patterns like this (and the sound is also quite strong compared to 04:33:149 - which I feel should maybe be a slider end instead xd If the hold starts on 04:33:149 - there is no reason to not have it mapped
04:36:782 (1) - I would find it really cool if you did 1/8 sliders with ascending SV or something, that would make that build-up a lot more fun than just making a buzz slider (or jumps like before xd) https://osu.ppy.sh/ss/7970964 random super unpolished idea, but for consistency's sake jumps are probably better. D O N E
05:15:688 (1,2,3) - Spacing feels a little odd momentum wise. random idea that makes the momentum between 1,2 better: https://osu.ppy.sh/ss/7970980 Changed it up a bit by my way
That's what I got for now :3 Just poke me if you have any questions, gl guys )