This map has been deleted on the request of its creator. It is no longer available.
thank you for your mod!Parachute wrote:
no 18+ warning fixxed
Kotori-Chan wrote:
Modden in Deutsch fühlt sich so unnatürlich an =w=...
Normal
Slider der über 2 bpms geht, habe noch keine Ahnung wie man sowas behebt^^ ist aber vermerkt!
00:06:181 - würde hier 1/1 slider,damit consistent mit den vorherigen patterns Ziemlich intense der Part und auch anders von der Musik her, verstehe worauf du hinaus willst, da ich aber mit spacing nix regeln kann in ner Normal lieber bisschen mehr klicken
00:15:051 - das ist so ein starker Vocal sound,sollte definitiv clickbar sein D:
00:16:634 (2,3) - anstatt das da,lieber 00:13:449 (3) - klingt und passt besser find ich Hab den bass da gemappt, bleibt erst einmal so
00:22:025 - In normal müssen mindestens 2 white ticks nach dem spinner sein,der spinner macht zwar finde ich generell kein sinn,aber ich weiß nicht wirklich mit was man den ersetzen kann,vllt. fällt dir was ein ;w; In den anderen diffs habe ich dort die gitarre gemappt, da das aber eine normal ist und der Rhytmus immer aus einer Zwischenzählzeit ist, habe ich mich dort für einen Spinner entschieden. Da es 90 Bpm ist reichen auch 1,5 weiße aus, hoffe ich mal, muss ich nochmal genauer nachforschen^^
00:43:338 (1) - that hitsound.....lmao :3 ich such noch nach nem besseren :/
Hard
check ai mod >.<....object not snapped~
00:04:610 (5) - mach das lieber combo 1 und platzier danach 2 circle so vllt. hat besseren flow https://osu.ppy.sh/ss/7879084 Sektion geändert
00:08:853 (4,1,2,3) - gleiches ^^^^^^ hat besseren flow ^
00:06:959 (5,1) - lass 5 lieber in richtung 1 zeigen,auch besser für flow D:
00:13:609 (5) - lieber hier 00:13:449 - dann ist der vocal auf dem slidertail 00:13:609 - klingt besser~
00:31:661 (5) - bitte sinn dahinter erklären :3... ?
Insane
Wieso ist das die einzige diff mit anderem hintergrund :> ?
ai mod schon wieder D:
00:03:806 (2) - sollte lieber 00:03:645 - klingt viel besser
00:05:245 (2,3) - glaube nicht das soooooooo ein großer jump nötig ist~
00:08:062 (3) - hier pls 00:07:904 -
00:06:959 (6) - lieber hier 00:06:646 -
00:08:853 (2) - lieber hier 00:08:695 -
00:43:338 (1) - kein hentai sound dieses mal :> ?
ziemlich viel rhythm problem,aber gut structured~
Extra PPussy
00:03:002 (5) - sollte hier sein 00:02:841 -
00:03:806 (2) - ^^^^00:03:645 - ^
eig. ebenfalls sehr viele rhyhtm errors die ich nicht nochmal alle zeigen brauch,achte mal besser darauf wo die starken sounds sind ,braucht wahrscheinlich ziemlich viel remap genau wie die insane ;w;
ansonsten recht oky map,gefällt mir das die sich wie 2010 map anfühlt <3
good luck :3
Naja noch paar kleine andere sachen gefixt, thx für mod :3Kotori-Chan wrote:
Insane
Wieso ist das die einzige diff mit anderem hintergrund :> ? Uhm, rin wollte davor ein cancer-bg benutzen und deshalb hab ich ihm meins für meine diffs gegeben, konnte ihn doch dazu umstimmen ein normales bg zu benutzen auch für seine diffs
ai mod schon wieder D: Das is nich meine schuld ._.
00:03:806 (2) - sollte lieber 00:03:645 - klingt viel besser
00:05:245 (2,3) - glaube nicht das soooooooo ein großer jump nötig ist~ Uhm also um ehrlich zu sein find ich das nichmal als jump, da ja hier ne pause dazwischen is. Auch wenn das spacing bisschen größer is glaub ich das is richtig easy zu spieln und deswegen änder ichs auch ned^^
00:08:062 (3) - hier pls 00:07:904 -
00:06:959 (6) - lieber hier 00:06:646 -
00:08:853 (2) - lieber hier 00:08:695 -
00:43:338 (1) - kein hentai sound dieses mal :> ? ... pls xD
ziemlich viel rhythm problem,aber gut structured~ Naja.. 2 sachen hab ich mal geändert aber ich hab halt meistens am anfang den bass gemappt deswegen versteh ich das auch nich so, da ich find dass der bass auch eher raussticht als sone gitarre die jetz nur 1 mal pro takt vorkommt o.o deshalb bei den meisten dingern kein change.
Extra PPussy Extra ppussy?... really xD
typisch rin desu :3
00:03:002 (5) - sollte hier sein 00:02:841 -
00:03:806 (2) - ^^^^00:03:645 - ^
eig. ebenfalls sehr viele rhyhtm errors die ich nicht nochmal alle zeigen brauch,achte mal besser darauf wo die starken sounds sind ,braucht wahrscheinlich ziemlich viel remap genau wie die insane ;w; Wie schon gesagt, auch hier hab ich eher den bass gemappt weil er einfach raussticht,
und bei teilen bei denen der bass aussetzt hab ich dann zb slider über die pausen gemacht anstatt die slider zu machen wie die gitarre is. Ich finds einfach besser so und hab auch beim mappen gar nich die gitarre bemerkt um ehrlich zu sein aber ich behalts mal im hinterkopf![]()
ansonsten recht oky map,gefällt mir das die sich wie 2010 map anfühlt <3 <3
good luck :3
IIEL_GamingII wrote:
Hello There!
M4M my map: https://osu.ppy.sh/s/590143
insane
00:03:002(2) - note here but slider is in the waymapped the bass here so no..
00:08:062(2) - same ^^ ^
00:11:856(4) - ^^ (thats the only time i would understand your reasoning since theres a clap-sound in the bg but i wont change this one since its the ending before the next section and yea. i still mapped the bass so no change
00:22:663(1) - make 1/4 slider and add 1/4 slider at 00:22:982
00:23:946(1) - make the slider a 1/4 and maybe add another slider at 00:24:267
00:25:230(1) - end slider on the red tick mapped singing
Parachute`s Extra PP
00:12:969(2) - no note but, creating own rhythm, start note here instead 00:13:129 Mapped singing here
00:15:528(2) - same ^^ same :p
thanks for mods :padlol wrote:
Insane00:16:324 (1,2,3,4,5,6,7,8) - unnecessary number of notes Idk the guitar is pretty intense here so.. no change
00:26:824 (3,6) - this got me confused Im keeping this for now, i dont think its too hard
00:09:644 (5,3) - same^ maybe you should replace these notes or higher the stack latency ^
00:28:124 (3) - too many gaps can ruin the flow place a note after this
00:29:092 (1) - after this too Not here because of the bg noises ^^
00:33:917 (4) - a note between this and the 1
00:34:579 (1) - 3 notes going up to the 00:35:551 (1) - not here, since i wanted to complement the bg singing here like i did before ^^
00:39:439 (1) - a note between this and the 00:40:087 (1) -
consider fixing the NCs and the note/slider placement after each note additionParachute's Extra PP00:37:492 (1,2,3,4) - rotate by -180
00:39:439 (5) - an unexpected gap, add a note after the 5
00:22:184 (5,6,7) - its annoyting tbh, shorten the spacing
00:11:382 (2,3,4) - here too
00:20:103 (1,2,3,4,1) - i think these should be harder, maybe better spacing
00:42:687 (5,6,7,8,1) - you should do a better pattern here to finish the map with in my opinion.
thats pretty much what i noticed ^^
Thanks for mod ^^Seiji wrote:
Insane
- 00:02:359 (1,2) - This could be match better like this. I honestly dont see a reason to convert the second slider into 2 objects? i didnt map the drums at all nearly the whole map long so why would i do it here?
- 00:24:588 (3) - This will match better in X:48 Y:188 Dont really see why.
- 00:29:092 (1,2) - Try not to overlap. Lol its stacked...
- 00:42:035 (1,2,3,4,5,6,7,8) - You're repeating so much this pattern, try to be more creative. Well, i did that at the beginning and then at the end... but ill keep that in mind
Parachute's Extra PP
Good luck with your map.
- Is really weird to see this CS in this kind of maps. Why?
- 00:08:537 (6,3) - Overlap. Its stacked? whats wrong with stacking objects?
- 00:10:119 (2,3,4,6,7,1,3,4) - ^. The only objects that actually overlap others are 00:11:540 (3,4) - and its intentional and it doesnt even look bad or is confusing or something so i dont really see the problem here?
- 00:13:609 (4,2) - Press ctrl + g in these two ones sliders, will continue the flow better. Nah i want the jump here because of the singing being so "weird" at this point.
- 00:16:479 (2,4,2,4) - Overlap. Thats stacking again
- Add notes in this Red tick, 00:21:059 - and this White tick 00:21:381. Fixed that
thanks for your modadlol wrote:
well first of all i wanna point out to the number of red timing points.
if you already tried to decrease the amount of them and it didnt work then leave it as it is.
there was no other wayNormal00:26:824 (3) - consider placing a slider after this to fill the gap changed that part
sorry for lack of mod material :pHardthe spinner represented the guitar, i dont change it for now00:15:687 (2) - fix blanket done
00:31:701 (1) - place a note instead of the spinned beginning and move the slider ahead a bit
thats pretty much what i noticed ^^
Thank you for your Mod!Seiji wrote:
Hey dude, your M4M request is here.General
- First of all, Try to have at least one spinner in each difficulty to create variety in the map and fluctuation among scores. However, if a spinner just doesn't fit anywhere in the song, then there's no need to force one.
- You should put rhythm divisor in 1/4.
- Offset is 2.360. i guess if somebody within the song makes an count in i have to time it to^^
- Disable Widescreen support and Countdown. done
Hard
- 00:13:929 (1) - This sliders should end in red tick, I will give you an example of how they could be look, this is just an example, you can do another thing similar.dunno the voice doesnt stop on red why i should stop the slider there :X
- 00:16:324 (1,2,3,4) - This should end in red tick too, like this and fix DS.
- You can add one circle in this Red tick 00:21:059, and in this White tick 00:21:381.
- 00:22:982 (1,2) - Fix DS.
- 00:25:230 (1) - Press ctrl + g in that slider the flow will continue very good. reworked that area
- 00:25:550 (2,3) - DS ^. its not that much for a better visual look. i dont think anybody notice 0.03 while playing^^
- 00:28:124 (1,2) - DS ^.
- 00:33:266 (1,2) - DS ^.
- 00:35:872 (2,3) - DS ^.
- 00:38:466 (1,2) - DS ^.
- And what the fuck that orgasm at the end, xD.
![]()
Good luck with your map.
Thanks for mod.. ^^kingdom5500 wrote:
hello :3 simple m4m, nothing fancy
insane diff:
any reason why hp is 5.8 and nothing regular like 6?
00:05:870 (3,4,1) - the combo colours look strange here Not changing that since i did the combo colours to the music
00:07:430 (1,2) - these might look better if you made them blanket 6 like this https://osu.ppy.sh/ss/7892588
00:07:904 (2,3) - may be hard to read Dont think so :/
00:26:987 (4,5) - the sudden (inconsistent) space change here may be difficult to read Why? Dont think so tbh. The only thing that might be a bit harder to read is the stacked 6 after that but even that fine imo.
00:28:124 (3,4) - same as before No change too, i dont think a stacked note is hard to read ^^
00:41:059 (4,5) - might be difficult to read? not sure Dont think so :/
parachute's extra pp
the CS in this diff is strange (6.3?) i recommend lowering it to 6 or 5.5. it also seems like it is high solely to make the map hard Uhm thats what the difficulty setup is always there for lol. I just wanted it to be a low cs jumpmap thats all. Making it cs 6 makes it not even an extra anymore and not hard at all, which the extra diff is supposed to be. so no change here.
the HP is too high imo, i think 6 would be enough made it a bit easier
00:11:856 (5,6) - hard to read no... ._.
00:16:479 (2,3,4) - ^
00:17:099 (2,3,4) - ^ the only hard thing to read here imo is the transition to the next slider pattern, but whyd i change it when theres something completely different in the song there so i dont see why there shouldnt be kind of a flow change here.
00:20:578 (4,1,2,3,1) - spacing here is strange Why? Its a star pattern easy to read and the spacing in it is fairly consistent in the whole pattern so idk what you mean?
00:22:344 (6,7) - this is a little confusing, as it's a sudden direction change Dont really think this is confusing .. :/
00:25:872 (2,3) - hard to read Hows that confusing xD
00:36:193 (2,3) - ^^
00:41:059 (3,4) - ^^
also, the amount of straight sliders in this diff is strange. doesn't matter much though. good luck :3
took most of your visual advices thanks alot!kingdom5500 wrote:
hello :3 simple m4m, nothing fancy
normal diff:
00:26:186 (2) - this could blanket 1 a bit better (the slider tail just needs slight adjustment)
00:28:124 (1,2) - this straight alignment isn't the best but it's not important. maybe you could rotate it a few degrees?
00:31:661 (4) - polish the curve in this a bit, like this https://osu.ppy.sh/ss/7892058
00:38:141 (1,2) - these are so close to being parallel, just copy-paste one to make them equal
00:40:411 (1) - interesting design, but i think you should stop it from touching itself as it's not very pretty maybe? i think you should move the first point to the right a little like so https://osu.ppy.sh/ss/7892075
hard diff:
00:07:430 (1) - there is no sound where this repeats?
00:11:540 (6,7) - this may be difficult for players to read.
00:15:049 (1,2) - looks bad. i'd recommend doing something like this https://osu.ppy.sh/ss/7892537
00:17:564 (1) - same as before, the repeats don't seem to be mapped to anything
00:20:103 (4) - the curve in this slider is so small it's almost pointless. either curve it more or make it straight
00:41:059 (1) - i dont think the self-overlap here looks as bad as the one in the normal diff, but it still might look better without.
If u have any Problems or Questions feel free to ask me anytime. Im normally not that rude if i got u wrong talk to me im allways try to understand ppls point of view. But i dont support such half-hearted mods.MBmasher wrote:
my m4m queueNormalCS 3, OD 3, HP 3 - use these values (CS should be 3 but OD and HP can vary)
00:21:059 (1) - too short for beginners, besides a spinner doesn't fit here
00:18:516 (1) - Why NC?
Not actually that bad of a mapHardWhere? beside im pretty confident my spacing isnt random, you should atleast point out an exampleDecent map, but there are some spacing inconsistencies. Usually, you can only change spacing to emphasize sounds but it seems like the spacing is a bit random. Use one spacing, until a strong sound. Use a big spacing for that strong sound to emphasize it. I hope you understand because i suck at explaining things.
other diffs have a lot to improve, for example consistent rhythm. I won't go in a lot of detail as you can just search this stuff up. I guess you dont have any clue about it if u cant even give an example for it... Its not my diff but i guess the creator will tell you the same.
about m4m, at least do a quick check please, https://osu.ppy.sh/s/600818
You did a Mod for 2 of 4 diffs in an outrageously way without giving examples.. and now i shall do a mod on your 5 minutes map?
i wont moderate it until i get a serious mod.When i do a Mod ill do it serious and take some time, think about your ideas and why u placed the objects as they are. to improve your map and myself while thinking about your ideas.
Good luck
-Space- wrote:
m4m, I will make it quick because I have so much to do after and I don't wanna forget about this
[General]
- Good job on the BPM is all I will say for this
- pp127126736223.jpg is a very small image in terms of dimensions, can you not find a larger image of this? ill change the Bgs later anyway^^
- Your hard diff has conflicting tags with the other difficulties thanks
[Normal]
00:21:059 (1) - Spinner is dangerously short, even people playing normal need about 500ms-1000ms to react to a spinner (totally didn't pull those numbers out my ass) but still they usually need a bit more time to react to a spinner than your average osu player since they're still new. I am not sure how to change this other than finding more room for it (not sure if this is the best idea) or making it a slider. Auto gets 4K and i dont know a better solution. if its unranked ill change it ASAP
00:31:661 (4) - I think the curve can be make smoother and the apex of the curve can also be centralised better, just for aesthetics and stuff, putting the anchor for this curve at (X:112 Y:228) changed it
00:35:551 (1) - Another aesthetic suggestion (at least that's the word I am going to pull out of the hat, aesthetic) you can move the slider to (X:108 Y:196) in order to keep consistency with the triangle shapes you've done previously in the map. now it looks much better!
00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) - 00:43:338 (1) -
uhh?~ xD
[Hard]
00:07:430 (1) - Don't really think this works, I think you should keep the style similar to the first part of what you've mapped because this part of the song is a repeat, I don't mean copy+pasting massive sections but just keeping the style the same so players are sure on what they're following with the song.
00:13:449 (3,2) - I think you could do something to make these sliders 'interact' with eachother better. Perhaps making the angle of them parallel to eachother? reworked that part
00:15:687 (2) - It's discouraged to hide slider-ends over sliders like this. Some players have opaque skins and this can be really confusing and jarring for said players when trying to play this section in particular. reworked that part
00:21:542 (1,2,3) - I would space these out for two reasons, I think there is a mild buildup that can be addressed better with this spacing and it will avoid the overlaps of the slider borders. reworked that part
00:22:982 (1,2,3) - I'm not sure on the spacing here, it changes without any form of change to the song. As in, the song isn't changing tempo or speed in this section so I think the spacing here should be consistent in order to reflect the song. reworked that part
00:34:910 (6,7) - I would keep the spacing here the same as before so as to keep consistency, I understand the buildup here though so my suggestion is a little more opinionated / subjective here. Still I would consider this the same as everything above, just with more tasteful reasoning reworked that part
00:36:517 (4) - Moving the third red anchor back two tiny grid spacings would keep the parts on which the slider changes direction consistent, you can then use this and copy+paste it for 00:37:167 (6) to achieve something like this: used it thanks!
00:39:115 (3) - I think keeping this slider shape for the next slider coming up would be better and looks much more pleasing aesthetically for the player.
00:39:763 (5) - Curve this the other way around so the direction of the cursor feels more fluid and naturally flowing in play.
Great little mapset, I love the map style you've used and all diffs look pretty neat so far. Best of luck
Thanks for mod :3-Space- wrote:
[Insane]
00:03:324 (3,4) - Space these a little bit more apart so the note isn't overlapping the slider border, will look and play much better in my opinion if you do thisTrue, didnt even notice that xD
00:22:184 (5,6,7) - Maybe change this part to a slider? I think it will better reflect the sound of the vocals that flow into the main part of this song, you could also consider ramping up the slider velocity since it's an insane to better reflect how this part of the song sounds. Oh im actually not really sure what you meant here. Did you mean this slider 00:23:946 (1) - into 2 small sliders? Im.. im keeping it in mind but no change for now, i think its better to have that "party" as full slider xD
00:23:305 (3) - Ehh. Reconsider this finish sound, kind of feels 'late' and out of place. Plus you haven't used it in other parts like 00:33:586 (3) for example.
Well, this "finish" sound is exactly like this in the song so ill not change it because it will sound really off if i to the finish here and then theres nearly the same finish in the song next slider xD
[Parachute's Extra PP]
00:12:969 (2) - Normal sampleset here feels a bit overpowering in relation to the music. Since it's on a 1/4 it feels a bit more out of place because blue ticks don't usually have a strong beat on them to begin with. I mean it's all up to you and if you want to keep them that's cool, but I would make them a little bit more quieter on the blue ticks if these are a consistent rhythm in your song. Oh my dog, ill redo the hitsounding like i made them in the other diffs soon :/
00:23:305 (2) - I think putting the finish on the first slider is more appropriate, even though it's on a red tick in this instance I think it works much better with the song.
00:28:124 (1) - ^
00:33:266 (1) - ^ Humm? I didnt even put finishes here. And i only made finishes when they are in the songs since i dont want to overuse them, and when i want to be creative im doing it with the claps/whistles and i think its enough like this ^^
00:38:466 (1) - New combo this note instead so its more consistent with the new combo patterns you've used before.
00:40:411 (2) - ^ Fixed ncs.
Great little mapset, I love the map style you've used and all diffs look pretty neat so far. Best of luck
CucumberCuc wrote:
Hi :3
M4M
[Insane]
00:04:775 (6) move slightly up and left? Why? changed it very slightly though. Not sure if you just want the jump here to be removed or something?
00:12:969 (2) ^ That would destroy the blanket so.. why?
00:23:141 (2) 1 times left Oh. fixed.
[Extra]
00:04:932 (1) maybe stack with 00:04:289 (3)? Good idea actually. Done
Aximes wrote:
Hi! Melde mich für deine M4M Anfrage.
InsaneSPOILERHat es einen gewissen Grund, dass bei der Difficulty irgendwie ganz komische Kommazahlen angegeben wurden? 5.8 HP 8.8 AR 7.5 OD Gegenfrage, warum sollte sie nicht solche zahlen haben lol?
Außerdem rate ich dazu niemals 100% Hitsoundvolume zu verwenden wie in deinem Timingpunkt bei 42.687 Das war warscheinlich drin weil rin mal die timing points noch geändert hatte. Dennoch fand ich war das nich wirklich was zum changen weils das ende is und es insgesamt nichtmal wirklich laut is im gegensatz zum lied. Habs mal 90% gemacht.
Ansonsten hast du sehr viele, ziemlich umbequeme Jumps in deiner Map. Find ich jetz leider nicht so ^^''
00:04:289 (3,4,5,6) - Uhm? Wenn dann sind das anti-jumps da sie 1,3 spacing haben, was weniger is als davor. Ich glaub du meinst den jump von 6 zum nächsten combo? wenn ja dann kann ich leider nur sagen dass ich nicht versteh warum das "unbequem" sein sollte. Dieser "flowchange"
passt meiner meinung nach sogar zur musik und ich weiß leider nicht was daran unbequem sein soll wenn man einfach nur son stückchen nach oben links muss.
00:05:870 (3,4,1,2,3,4) - Ok? was soll an links-rechts "jumps" jetz "unbequem" sein? Find ich leider nicht so. Ist easy zu spieln und besonders hier seh ich nicht was daran am flow falsch sein sollte oder so.
00:09:328 (3,4,5,6,1,2,3) - und so weiter. Solche Patterns kann man mal einbauen, aber auf Dauer sind die echt unangenehm für die Hand und erinnert dann auch eher an 2010 Mapping. Sollen sie ja auch? Der flow an sich ist definitiv nicht schlecht und nur weil der flow nicht so ist wie in jeder anderen map heißt es nicht dass es schleht ist. Die map is vll nich eine der besten maps aber übertreiben kann mans dann auch mal. Und lol? unangenehm für die hand? please stop, die insane is richtig easy zu spieln und sicher nich schlecht für die hand... würde lieber noch bisschen hard üben gehn wenn man bei sowas handschmerzen oder so bekommt... Guck dir am besten mal die Videos von Pishi an bezüglich Angles und Jumps. Da erklärt er das ziemlich gut. So werden deine Jumps dann interessanter und machen dann auch mehr Spaß zu spielen. Nö? Hab die map getestet und wenn da iein cancer-jump drin wär hät ich den zu 80% entfernt. Seh das leider nicht so dass die schlecht zu spieln sind und soaber gut, danke für den vorschlag trotzdem ^^
Außerdem machst du auch ziemlich oft solche Sachen hier: 00:15:049 (1) - Der Beat (Der bei deinem Timing aus irgendeinem Grund auf Rot liegt.) sollte spätestens ab der Hard difficulty immer Klickbar sein. Ein Sliderende hat da dann nichts mehr zu suchen. Ok und warum? Der slideranfang ist an nem weißen takt, dazu ist hier der gesang gemappt und auf dem roten beat ist kein starker sound der nen klick verdient hat? Ich seh da echt keinen einzigen grund was zum klicken zu machen?
00:17:564 (1,2,3,4,1) - Die ganze Sektion sieht sehr linear / Statisch aus. Vielleicht ein bisschen mit Winkeln etc arbeiten, dann sieht das auch etwas schöner aus. Aktuell erinnert es dann doch zu sehr an 2010 Mapping. Nö find das gut so und weiß nich was an nem kleinen linearen part iwie lw oder so sein soll. Es is gut zu spieln, passt zur musik, sieht gut aus, no change.
00:24:427 (2,3,4,5,6) - Hier hast du ein gutes Beispiel wie Jumps aussehen könnten. Wenn du öfters sowas einbauen würdest (Nicht exakt das gleiche Pattern natürlich...) Dann würde das die Qualität der Map sehr zugute kommen.
00:43:175 (8) - Welchen Beat hörst du da? Ich höre da nichts und für mich wäre das eine Pause. Der gesang?
Das ist so weit alles, was ich finden konnte. Viel Glück bei deiner Map.
Thanks anyways for all 3 ppl <3MBmasher wrote:
oh alright then
First im just going to say that extra pp diff is fine, it's not too bad
About the "consistent rhythm", listen to 00:22 - 00:32, then listen to 00:32 to 00:42. Practically the same right? Then by "consistent rhythm", I mean use the same rhythm (Not the same spacing/patterns though, don't just copy and paste). I hope you can figure out the rest because i made it painfully obvious there. I dont really see whats wrong with using different rhythms for songs that have different thing in them. Theres not only 1 thing you can map to map the music. And i really dont see whats wrong with doing slightly different things? Besides, its not much different and im not gonna do twice the same stuff because this is boring and lazy and why would i do that when theres a lot more ways to emphasize things of the music with mapping.
Next, about the spacing in Hard diff. Usually, Hard diffs are like easy/normal diffs by which i mean spacing. You use distance spacing for MOST of the map (most being the keyword). But what separates it from easy/normal diffs is EMPHASIS. Specific sections are EMPHASIZED through different (usually larger) spacing to represent loud and strong sounds. Here's a quick example: 00:15:049 (1) - You can clearly hear the loud voice there right? That's where you use spacing larger than normal to emphasize the sound. Makes sense right? Meanwhile, the sounds which AREN'T emphasized use the same distance spacing which is usually consistent through the whole map. Also, I see that spacing is 1.5x for the first half then suddenly jumps to something larger after 00:14. Then suddenly goes back to 1.5 after 00:18? Use ONE distance snap throughout the whole map, and use a different larger spacing to emphasize certain sounds.
Sorry but I dont really understand what you meant here? He emphasized the special parts of the song actually. So imo i think you didnt listen to the song or didnt look at the map quite good enough. And with the thing about "hard is just like easy/normal", no. If you argue like this, insane/extra is just like easy/normal too, just emphasizing some other sounds. Hard is just like that, its just an easier version of that, to get used to these mechanics. And imo he did it quite nice. He reflected the song with the spacing and beat placement and i dont understand how you say that the distances he used are bad or something like that? Theres far more than "4" parts to emphasize until 22 seconds.
Here are examples of "emphasizable" sounds
00:15:049
00:17:564
00:21:542
00:22:982
OK, pm me if you don't understand something or need something explained. Good luck with your mapset!
thanks for your Mod!CucumberCuc wrote:
Hi :3
M4M
[Normal]
00:04:932 (1,1,2,3,4) far and fix it
00:08:379 (2,1) slightly far
00:12:490 (2,3) ^
00:21:059 (1) after the end of the spinner should be 3 to 4 white tick free space ikr but dunno how to solve this atm
00:28:449 (2,3) are close
00:29:092 (3,4,5) slightly far
00:31:661 (4,1) ^
00:40:411 (1) end slider not on tick i rerange some elements of the map
[Hard]
00:04:932 (1) remove Finish sound done
00:17:564 NC °^
00:22:184 (3,1,2) far no .___. i guess it reflects the guitar really good
00:41:059 (1) end slider not on tick ikr its mention in map description, i have to calculate that because its taking part over 2 bpm points :X
thanks for your modAximes wrote:
Hi! Melde mich für deine M4M Anfrage.
NormalSPOILER00:02:359 (1,2) - Blankets fix
00:06:803 (4,1) - ^ fix
00:30:699 (2,3) - ^ fix
00:34:910 (5,1) - ^ fix
00:40:411 (1) - Slider repräsentiert irgendwie nicht wirklich die Musik. :/ i guess it fits for the singing and lyrics lel
HardSPOILERErstmal generell... Gibt es einen Grund, warum deine Normal diff eine CS von 4.5 hat (welche laut Guide nicht empfohlen wird btw) deine hard diff jedoch nur 4? Kommt mir unbalanced vor. its not forbidden and i dont want to use this big plates. it looks good and places nice and even beginner should get an intro in smaller circles. If there is a reason to actually change it i will asap
00:31:661 (1) - Repräsentiert die Musik nicht background vocals and follow up on lead vocals i guess its actually pretty good at this point
00:41:059 (1) - Selbiges wie schon in Normal same as above
Anyway thanks for your helpful Mod!Mazziv wrote:
hey from the m4m
[Normal]
check aimod for some metadata stuff im aware^^
00:06:181 - make this a 1/2 slider to emphasize the guitar change better? i followed the bass
00:04:932 (1) - no need for nc here true
00:08:695 (1) - ^
00:11:224 (1) - ^
00:23:625 (3) - give this a clap+finish too? clap
rest looks fine i guess
[Hard]
00:29:252 (4) - put a note here (like u did before) thanks
00:29:413 (5,6,7) - maybe use the rotation function and turn the first one by 120 degree and then copy that and rotate it 120 degree again so u have a symmetric pattern did it
besides the blankets there are little to no real noticeable patterns in itmhhh^^
![]()
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why are insane and extra filled with symmetry and normal and hard dont have a single symmetrical part.maybe you should put the whole symmetry thing into those diffs too (as far as ranking criteria allows it ofc)cause they are GDs from Parachute Senpai![]()
if the insane is done by parachute you should call the insane ''Parachute's Insane'' or atleast mention it in the description of the mapRin Desu wrote:
Anyway thanks for your helpful Mod!Mazziv wrote:
hey from the m4m
[Normal]
check aimod for some metadata stuff im aware^^
00:06:181 - make this a 1/2 slider to emphasize the guitar change better? i followed the bass
00:04:932 (1) - no need for nc here true
00:08:695 (1) - ^
00:11:224 (1) - ^
00:23:625 (3) - give this a clap+finish too? clap
rest looks fine i guess
[Hard]
00:29:252 (4) - put a note here (like u did before) thanks
00:29:413 (5,6,7) - maybe use the rotation function and turn the first one by 120 degree and then copy that and rotate it 120 degree again so u have a symmetric pattern did it
besides the blankets there are little to no real noticeable patterns in itmhhh^^
![]()
----------
why are insane and extra filled with symmetry and normal and hard dont have a single symmetrical part.maybe you should put the whole symmetry thing into those diffs too (as far as ranking criteria allows it ofc)cause they are GDs from Parachute Senpai![]()
i cant force him, cause he dont want to.Mazziv wrote:
if the insane is done by parachute you should call the insane ''Parachute's Insane'' or atleast mention it in the description of the map