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Muzzy - Play (feat. UK:ID)

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CircleFairy
Hi I came from #modreqs :3

Insane
00:22:277 (4) - This small part can fit better with the song, like having that slider a reverse slider followed by a note on the red tick (see picture).

This was really all I could find out of all the difficulties, nice map set, good luck! :-)
Topic Starter
Mitkoff

CircleFairy wrote:

Hi I came from #modreqs :3 Hello O/

Insane
00:22:277 (4) - This small part can fit better with the song, like having that slider a reverse slider followed by a note on the red tick (see picture). Actually why not? xD

This was really all I could find out of all the difficulties, nice map set, good luck! :-)
Thanks for check!
P.S. i'm not sure about kudosu for that :lol: but i did a change and i'm not greedy. If i'm wrog, for sure, someone denies it :roll:
Smewo
INSANE
тут если на определенных местах заострять внимание вечность уйдет, просто скажу.
Правь ритм в определенных местах 00:55:192 (5,6) - тут например, 01:02:392 (7,1) - или тут, 01:33:248 (2,3,4,5) - тут четкая 1\2 хз зачем стрим

Еще проблема в выделении нот спейсингом у которых звук сильнее, у тебя идет все под ряд, что ни есть хорошо 01:39:420 (4) - вот например круг, поставь его в конец слайдера и слайдер {ctrl + G} так будет лучше например

Если затрагивать тему ненужных оверлапов, никакой жизни не хватит все написать ( утрирую офк я просто жопа ленинвая лол )

Сам попробуй посмотреть на карту, логически, подумать почему эта нота стоит тут а не тут, почему тут такой спейсинг, ну ты понял надеюсь

P.S. Песня просто отличная, удачи с мапой <3
Lami
Hello there, I come here for m4m.


  • [General]

    Overally volume is too loud.(especially, it doesn't make sense which used 100% volume in non-kiai section.)
    Recommend to adjust volume about reducing 10%~30%.

    [Insane]

    AR 9.2 is too high, at this diffculty. I highly recommend to use AR 9.
  1. 00:13:706 (2,3) - Might be minor issue, but they can be more polished. Yea, it just blanket off-ed.
    It looks unstable about visually. You can compare with 00:16:449 (4,5) - .
  2. 00:21:592 (3,4) - First, at 00:20:563 (2,3) - stacking isn't good idea, since music still continues instrument after vocals.
    At continous instrument, Stacking may occured killing movement(flow), and it give opposite feedback to players. Therefore, i would like to recommend to replace 00:21:592 (3) - . And about 00:22:277 (4) - , you may want to follow vocal in here.....? if it's right, this rhythm usage doesn't make sense about skipping another vocal 'te' 00:22:792 - .
  3. 00:23:649 (2,3) - would be better, if you try something here. as starting pitchy beat at here (00:23:992 - )
  4. 00:33:934 (1) - This slider shape looks so messy, even if you try something for expressing special sound.
    Because overall shape looks like randomly twisted rope, player may feel meh from this visual.
    I wish you can try more regular neat shape, like https://puu.sh/v9RWh.png
  5. 00:36:677 (1,2) - pretty improvable blanket. you can judge this whether it is wrong or not, from approach circle https://puu.sh/v9S4s.png
  6. 00:39:934 (2,3) - same above blanket issue
  7. 00:44:906 (1,2,4) - This overlapped partten isn't neat, imo. Unregular overlapping looks so weird on visual.
  8. 00:46:105 (6) - This down-beat slider feel so awkward. Because there is no motivation(vocal, instrument, etc..) for choose down-beat rhythm. You need to consdier to swap(ctrl+G) this rhythm 00:45:934 (5,6) - .
  9. 00:48:334 (4,5,6) - same ^.
  10. 00:51:420 (5,6) - same ^ .
  11. 00:46:276 (6,1) - I don't think that this jump was placed suitable. Because this jump is just unique partten at this whole section (00:44:906 - ~ 00:55:877 - ) Adittionally, you should be reconsider to flow, too.
  12. 00:44:906 - ~ 00:55:877 - Overally, almost of note just repeating similar partten with same DS.
    Consistent is good for logic of mapping, but it's too much, imo.
    I think that It feels so bored for playing. If you have time, I would like to recommend to remapping this section.
  13. 00:59:820 (4) - What is the basis of this acceleration? This sound follow pretty similar sound 01:00:163 (5) - without acceleration.
  14. 01:02:392 (7) - Slider's end point are snapped on 3/8 beat.? Well, i think you should be mapped 01:02:563 - , 01:02:649 - instead of uncommon rhythm. Because of 01:01:877 (1,2,3,4,5,6) - , they already mapped snare sound. then, why don't you follow 01:02:563 - , 01:02:649 - , too?
  15. 01:03:077 (2,3,4,5,6) - i suppose that you can make more natural circling flow, if you adjust note that 01:03:420 (6) - 's end point move right a little.
  16. 01:05:306 (1,2,3,4,5,6) - Nazi staff, They don't have consistent shape with each other. It's noticable different for player.(include for me. xd)
  17. 01:05:306 (1,3) - Swap NC?? Regular NC cycle is just white rhythm line tho..
  18. 01:06:334 (10,11,12) - According to music, I suggest that you can consider to mapping two stressed beat.
    1) 01:06:420 - This blue tick sound have pretty stronger than 01:06:334 (10) -
    2) 01:06:592 - Really similar sound with 01:06:763 (13) - , which you already make clickable beat.
  19. 01:10:106 (2,3,4,5,6,7) - About visually, I don't think that they really need overlapped partten in here.
    If they have some purpose from overlapped, then okay. But there is not something, imo.
  20. 01:12:849 (4,5,6,7,8,9,10,11,12,13) - Overlapped partten sometimes make weird about visual, if they don't have special purpose(mapper's intention). I think they can be better than looking, if you don't use overlapping here. also, 01:13:878 (8,10) - is more weird, as ambiguous overlapping, than others.
  21. 01:15:077 (1,2) - Consider buff DS here, as 01:15:420 (2) - have strong beat, and you already follow this policy at many point..
    I think changing DS is more good, since 01:15:077 (1,2,3,4,5,6) - have too consistent DS. feel kinda strict
  22. 01:15:591 (3) - This down-beat slider don't have big problem. But, since 01:15:763 - have more strong beat, it will required clickable here, than making clickable 01:15:592 - ...
  23. 01:19:534 (6) - Already, you keep some consistent shape at 01:17:820 (1,2,3,4,5) - , but (6) placed only off-shape with (1,2,3,4,5). Since they don't have big changing music, I think you should be better to keeping consistent place. (x60, y48 is right place)
  24. 01:21:163 (3) - Since 01:21:249 (4) - start new sound here, you may better to put click something here, than current. some example, https://puu.sh/va1bC.png or https://puu.sh/va1ca.png
  25. 01:20:905 (2,3,4) - , 01:23:649 (2,3,4) - They have same rhythm usage, but they have tiny different DS. Every note don't have to place same DS, But tiny different DS don't make any effect for playing. Make consistent DS, then looks good.
  26. 01:28:192 (6) - Im not sure abut this, just my opinion. Even number stream notes feel awkward for playing. Since 01:28:192 (6) - don't have pitch sound, you can consider to remove this, then it will give more clean feedback to player.
  27. 01:34:791 (3) - Just personal opinion, this slider curved too much. I think straight slider is better in this case.
  28. 01:38:391 (1,2,3,1,2,3,1,2,3) - They didn't polished about DS. Just example 01:38:391 (1,2) - ,is bigger DS than 01:38:477 (2,3) - . but the other way, 01:38:820 (2,3) - is bigger DS than 01:38:734 (1,2) - . I don't think they have some logic for that. You may should be check DS here.
  29. 01:49:363 (1,2,3,4,5,1,2,3,4,5) - it just personally, if you make more curved stream in here, it's more good flow, I think. Because this curvature only smaller than your style.(i intend more curved stream.) Nothing wrong here, just your choice whether you change or not.
  30. 01:55:877 (6,1) - Just nazi blanket, you can check this by approach circle.
  31. 02:01:706 (1) - Maybe you intend to place in center on the screen, but this place kinda weird by this 02:00:505 (3,3,3,3) - square. if you place this note on 02:00:505 (3,3,3,3) - square's center, it looks more neat.
I hope this modding help your map.
Good luck your further process of mapping.
DarkChoupinou
i like
Topic Starter
Mitkoff

Lami wrote:

Hello there, I come here for m4m. hey


  • [General]

    Overally volume is too loud.(especially, it doesn't make sense which used 100% volume in non-kiai section.)
    Recommend to adjust volume about reducing 10%~30%. my hs a bit lower volume and music abit higher than normal... but i guess i can lower it abit

    [Insane]

    AR 9.2 is too high, at this diffculty. I highly recommend to use AR 9. i want to get a good reason for it
  1. 00:13:706 (2,3) - Might be minor issue, but they can be more polished. Yea, it just blanket off-ed.
    It looks unstable about visually. You can compare with 00:16:449 (4,5) - . k
  2. 00:21:592 (3,4) - First, at 00:20:563 (2,3) - stacking isn't good idea, since music still continues instrument after vocals.
    At continous instrument, Stacking may occured killing movement(flow), and it give opposite feedback to players. Therefore, i would like to recommend to replace 00:21:592 (3) - . And about 00:22:277 (4) - , you may want to follow vocal in here.....? if it's right, this rhythm usage doesn't make sense about skipping another vocal 'te' 00:22:792 - . changed i guess
  3. 00:23:649 (2,3) - would be better, if you try something here. as starting pitchy beat at here (00:23:992 - ) i don't get it, if metion high sound here, so i don't want to highlight it because it's vocal follow section, i guess make it clicable enough here
  4. 00:33:934 (1) - This slider shape looks so messy, even if you try something for expressing special sound.
    Because overall shape looks like randomly twisted rope, player may feel meh from this visual.
    I wish you can try more regular neat shape, like https://puu.sh/v9RWh.png fine
  5. 00:36:677 (1,2) - pretty improvable blanket. you can judge this whether it is wrong or not, from approach circle https://puu.sh/v9S4s.png k
  6. 00:39:934 (2,3) - same above blanket issue k
  7. 00:44:906 (1,2,4) - This overlapped partten isn't neat, imo. Unregular overlapping looks so weird on visual. i fix it
  8. 00:46:105 (6) - This down-beat slider feel so awkward. Because there is no motivation(vocal, instrument, etc..) for choose down-beat rhythm. You need to consdier to swap(ctrl+G) this rhythm 00:45:934 (5,6) - . what? there is strong sound
  9. 00:48:334 (4,5,6) - same ^. ^
  10. 00:51:420 (5,6) - same ^ . ^
  11. 00:46:276 (6,1) - I don't think that this jump was placed suitable. Because this jump is just unique partten at this whole section (00:44:906 - ~ 00:55:877 - ) Adittionally, you should be reconsider to flow, too. i don't follow drums... 00:46:105 (6,1,6,1,6,1) - strong synth sounds what i highlight there
  12. 00:44:906 - ~ 00:55:877 - Overally, almost of note just repeating similar partten with same DS.
    Consistent is good for logic of mapping, but it's too much, imo. A lot of people are saying me to be more consistent... even with this kind of patterns... overall i guess i have now smthing between consistent and original
    I think that It feels so bored for playing. If you have time, I would like to recommend to remapping this section. That what i don't want to do
  13. 00:59:820 (4) - What is the basis of this acceleration? This sound follow pretty similar sound 01:00:163 (5) - without acceleration. 00:59:134 (2,3,4,5) - 1st slider have very big intense, 2nd - low intense, 3rd - big but less then 1st, and 4th equal to 2nd. Thats how i heard it
  14. 01:02:392 (7) - Slider's end point are snapped on 3/8 beat.? Well, i think you should be mapped 01:02:563 - , 01:02:649 - instead of uncommon rhythm. Because of 01:01:877 (1,2,3,4,5,6) - , they already mapped snare sound. then, why don't you follow 01:02:563 - , 01:02:649 - , too? I simply fogot recheck snaping after fixing blanket
  15. 01:03:077 (2,3,4,5,6) - i suppose that you can make more natural circling flow, if you adjust note that 01:03:420 (6) - 's end point move right a little. let it be
  16. 01:05:306 (1,2,3,4,5,6) - Nazi staff, They don't have consistent shape with each other. It's noticable different for player.(include for me. xd) k
  17. 01:05:306 (1,3) - Swap NC?? Regular NC cycle is just white rhythm line tho.. i swap to another instrument here, and it's reads easier imo
  18. 01:06:334 (10,11,12) - According to music, I suggest that you can consider to mapping two stressed beat.
    1) 01:06:420 - This blue tick sound have pretty stronger than 01:06:334 (10) - are You seriously?
    2) 01:06:592 - Really similar sound with 01:06:763 (13) - , which you already make clickable beat. it's sounds more like echo , there 2 strongs sounds and i guess i snap it correctly
  19. 01:10:106 (2,3,4,5,6,7) - About visually, I don't think that they really need overlapped partten in here.
    If they have some purpose from overlapped, then okay. But there is not something, imo. Noone like it :( Fine for me imo
  20. 01:12:849 (4,5,6,7,8,9,10,11,12,13) - Overlapped partten sometimes make weird about visual, if they don't have special purpose(mapper's intention). I think they can be better than looking, if you don't use overlapping here. also, 01:13:878 (8,10) - is more weird, as ambiguous overlapping, than others. i like overlaps here, i can make it more neat but not too much so...
  21. 01:15:077 (1,2) - Consider buff DS here, as 01:15:420 (2) - have strong beat, and you already follow this policy at many point..
    I think changing DS is more good, since 01:15:077 (1,2,3,4,5,6) - have too consistent DS. feel kinda strict k
  22. 01:15:591 (3) - This down-beat slider don't have big problem. But, since 01:15:763 - have more strong beat, it will required clickable here, than making clickable 01:15:592 - ... lets i lie that i follow vocal here... lol... it plays fine so
  23. 01:19:534 (6) - Already, you keep some consistent shape at 01:17:820 (1,2,3,4,5) - , but (6) placed only off-shape with (1,2,3,4,5). Since they don't have big changing music, I think you should be better to keeping consistent place. (x60, y48 is right place) all this pattern this pattern a bit clock turned if You don't metion
  24. 01:21:163 (3) - Since 01:21:249 (4) - start new sound here, you may better to put click something here, than current. some example, https://puu.sh/va1bC.png or https://puu.sh/va1ca.png So i have some stuff here, 1st - kick shuld be clicable as strongest beat here, 2nd - 01:22:534 (3,4,5) - i used for variativity with section, 3rd - it's unusuall pattern for insane let it be easier to catch as 1st in section , and 4th - it's a kind a funny to have 1 thing for word "kick" before kick in music...
  25. 01:20:905 (2,3,4) - , 01:23:649 (2,3,4) - They have same rhythm usage, but they have tiny different DS. Every note don't have to place same DS, But tiny different DS don't make any effect for playing. Make consistent DS, then looks good. okay
  26. 01:28:192 (6) - Im not sure abut this, just my opinion. Even number stream notes feel awkward for playing. Since 01:28:192 (6) - don't have pitch sound, you can consider to remove this, then it will give more clean feedback to player. hmm, i feel like it really easier to catch for player... hmm let's try to do another variation, i guess
  27. 01:34:791 (3) - Just personal opinion, this slider curved too much. I think straight slider is better in this case. i like how it is
  28. 01:38:391 (1,2,3,1,2,3,1,2,3) - They didn't polished about DS. Just example 01:38:391 (1,2) - ,is bigger DS than 01:38:477 (2,3) - . but the other way, 01:38:820 (2,3) - is bigger DS than 01:38:734 (1,2) - . I don't think they have some logic for that. You may should be check DS here. k
  29. 01:49:363 (1,2,3,4,5,1,2,3,4,5) - it just personally, if you make more curved stream in here, it's more good flow, I think. Because this curvature only smaller than your style.(i intend more curved stream.) Nothing wrong here, just your choice whether you change or not. so i keep, at least for now
  30. 01:55:877 (6,1) - Just nazi blanket, you can check this by approach circle. k
  31. 02:01:706 (1) - Maybe you intend to place in center on the screen, but this place kinda weird by this 02:00:505 (3,3,3,3) - square. if you place this note on 02:00:505 (3,3,3,3) - square's center, it looks more neat. let it be, and it's not square btw :P
I hope this modding help your map. Sure it does
Good luck your further process of mapping.
Thank for modding!

Smewo wrote:

INSANE
тут если на определенных местах заострять внимание вечность уйдет, просто скажу.
Правь ритм в определенных местах 00:55:192 (5,6) - тут например А что тут? сначала инерция затем лазер, вроде нормально , 01:02:392 (7,1) - поправил снайпинг или тут, 01:33:248 (2,3,4,5) - тут четкая 1\2 хз зачем стрим стрим чтобы следовать за вокалом при интесивной предыдущей секции

Еще проблема в выделении нот спейсингом у которых звук сильнее, у тебя идет все под ряд, что ни есть хорошо 01:39:420 (4) - вот например круг, поставь его в конец слайдера и слайдер {ctrl + G} так будет лучше например Имо fine

Если затрагивать тему ненужных оверлапов, никакой жизни не хватит все написать ( утрирую офк я просто жопа ленинвая лол )

Сам попробуй посмотреть на карту, логически, подумать почему эта нота стоит тут а не тут, почему тут такой спейсинг, ну ты понял надеюсь

P.S. Песня просто отличная, удачи с мапой <3
Спасибо.
Smokeman
NM from q

EDIT: INSANE

00:11:992 (1,2) - Emphasising the Melody rather than the wierd hi-hat at 00:12:677 - sounds like a better idea to tbh. 00:12:506 - The second note plays here so you would only need to shorten 00:11:992 (1) - and move 00:12:677 (2) - accordingly. Or you could try this rythm instead https://puu.sh/vczTR/ffcd1d057d.png
00:22:963 (1,2) - these play kinda awkward if you ask me, the break in the flow doesnt really add to anything in the song either. https://puu.sh/vcAeb/59e2f9a822.png
00:24:334 (4) - i dont think this slider art thingy adds to anything either. imo just a regular curved one would be just fine (keeping visual consitency) https://puu.sh/vcAmu/f6f96ac109.png (liek this 00:27:077 (1) - somehow)
00:31:877 (2) - this is pedantic but trust me, the curve on this one is kinda buged. Try removing the second white square and putting it back, you should be able to see the difference then.
00:33:249 (6,7,8,9) - putting 1/4 slider would allow you to create some nice feedback clicking 00:33:592 (1) - cuz there is this buildup drum sound on 00:33:420 - https://puu.sh/vcBoH/861233de4a.png
00:36:677 (1) - the slider end looks kinda off.. what happened xD https://puu.sh/vcBrV/bcc14fb04d.png
00:42:848 (5,6) - you can make the transition between those two a bit more dramatic by moving 00:43:191 (6) - to the left
00:44:220 (7,8,9) - not really a big fan of how this 90° angle feels. (also NC smth here its quite a long combo)
00:45:763 - the rythms after this point felt rather unintuitive to play. I think you tried to follow both thte drums and the vocals with each respective 1/2 snapping.
00:56:220 (2,3,4,5,1) - the visual flow might look good but the emphasis is all over the place.
00:57:077 (6) - NC here (same for the similar patterns following)
00:59:134 (2,3,4,5) - all the important sounds are on the tails : < try a rythm like this https://puu.sh/vcDf1/6a72a69f4a.png Alseo there is no visual clue that 00:59:134 (2) - is sped up, it looked more like a 3/4 slider which was quite confusing to play
01:22:534 (3,4,5,6) - try having more dramatic angle changes. What i mean by this: now https://puu.sh/vcEgj/461411358b.png a bit more dramatic https://puu.sh/vcEtM/cfe2c7c198.png up-down movement baisicly lol
01:29:820 (5) - also mute all those 3/4 slider ends (picked it up just now prolly did this earlier in the map, dunno)
01:51:077 (2,3,4,5,6) - 01:52:106 (1,2,3,4,5,6) - 01:53:477 (1,2,3,4,5) - 01:56:220 (1,2,3,4,5) - i think you could try to have circular the other way around aswell from time to time xD

this map is untitidy at some point e.g. 01:12:677 (3,4,5,6,7,8,9,10) - but i dont want to point out all of them. You can look at it yourself and find out which patterns might need to be cleaned up a little bit :^)

Didnt look at other diffs cuz lazy :^)

modded cuz mumei in BG

baaai
Topic Starter
Mitkoff

Smokeman wrote:

NM from q Hello O/ some late feedback

EDIT: INSANE

00:11:992 (1,2) - Emphasising the Melody rather than the wierd hi-hat at 00:12:677 - sounds like a better idea to tbh. 00:12:506 - The second note plays here so you would only need to shorten 00:11:992 (1) - and move 00:12:677 (2) - accordingly. Or you could try this rythm instead https://puu.sh/vczTR/ffcd1d057d.png k
00:22:963 (1,2) - these play kinda awkward if you ask me, the break in the flow doesnt really add to anything in the song either. https://puu.sh/vcAeb/59e2f9a822.png Not a big deal
00:24:334 (4) - i dont think this slider art thingy adds to anything either. imo just a regular curved one would be just fine (keeping visual consitency) https://puu.sh/vcAmu/f6f96ac109.png (liek this 00:27:077 (1) - somehow) It looks fine and it's just 2 times curved slider nothing uncommon with map's visual consitency
00:31:877 (2) - this is pedantic but trust me, the curve on this one is kinda buged. Try removing the second white square and putting it back, you should be able to see the difference then. okay
00:33:249 (6,7,8,9) - putting 1/4 slider would allow you to create some nice feedback clicking 00:33:592 (1) - cuz there is this buildup drum sound on 00:33:420 - https://puu.sh/vcBoH/861233de4a.png 00:33:420 (8,9) - i don't want to make 2 equal beat as slider and this alone 1/4 slider will be bad decision
00:36:677 (1) - the slider end looks kinda off.. what happened xD https://puu.sh/vcBrV/bcc14fb04d.png i have no idea lol
00:42:848 (5,6) - you can make the transition between those two a bit more dramatic by moving 00:43:191 (6) - to the left Nope thx
00:44:220 (7,8,9) - not really a big fan of how this 90° angle feels. (also NC smth here its quite a long combo) it's not a 90 , it's around 70, plays fine... added NC
00:45:763 - the rythms after this point felt rather unintuitive to play. I think you tried to follow both thte drums and the vocals with each respective 1/2 snapping. huh
00:56:220 (2,3,4,5,1) - the visual flow might look good but the emphasis is all over the place. ?
00:57:077 (6) - NC here (same for the similar patterns following) let it be
00:59:134 (2,3,4,5) - all the important sounds are on the tails : < try a rythm like this https://puu.sh/vcDf1/6a72a69f4a.png Alseo there is no visual clue that 00:59:134 (2) - is sped up, it looked more like a 3/4 slider which was quite confusing to play i have no idea how to do it more readble And it's not drum follow section
01:22:534 (3,4,5,6) - try having more dramatic angle changes. What i mean by this: now https://puu.sh/vcEgj/461411358b.png a bit more dramatic https://puu.sh/vcEtM/cfe2c7c198.png up-down movement baisicly lol but i don;t want to
01:29:820 (5) - also mute all those 3/4 slider ends (picked it up just now prolly did this earlier in the map, dunno) k
01:51:077 (2,3,4,5,6) - 01:52:106 (1,2,3,4,5,6) - 01:53:477 (1,2,3,4,5) - 01:56:220 (1,2,3,4,5) - i think you could try to have circular the other way around aswell from time to time xD but it's cool :?

this map is untitidy at some point e.g. 01:12:677 (3,4,5,6,7,8,9,10) - but i dont want to point out all of them. You can look at it yourself and find out which patterns might need to be cleaned up a little bit :^) When i try to do it:"My map sucks all it long, maybe i should remap it?" Then paly it and: "That's not too bad hmmm..." Zzzz

Didnt look at other diffs cuz lazy :^)

modded cuz mumei in BG That's how it works :lol:

baaai
Thank You!
Kaifin
holy you have a lot more pages of mods then i thought you would

Easy

  1. 00:25:363 (1,2,3) - giving these notes a bit more horizontal spacing would be helpful for the new player, as they usually follow sliders to the very end and thus the flow might be a tiny bit uncomfortable for them, either way the distance between 00:25:363 (1,2) - and 00:26:049 (2,3) - is not even, so this is a good time to fix that too, something like this is what i mean (with even spacing)
  2. 00:31:877 (2,1) - fix your DS, i assume this was a mistake
  3. 01:07:363 (2,3,4) - this is another place where i could see the flow being quite uncomfortable for a new player, this cursor movement + cramped reading will prove difficult for an Easy level player, there are weakness in being TOO tightly structured in Easy diffs, this applies to the other one that appears a couple seconds later
  4. 01:15:763 (2,1) - giving this the same angle as the angle between 01:15:077 (1,2) - would give better flow + consistency structure wise
  5. 01:20:563 - to 01:33:934 - this is REALLY good Easy patterning, good job
  6. 01:34:963 (2,1) - this movement could prove incredibly confusing to a new player, because 01:35:649 (1,2) - are both on the screen for a considerable amount of time before 01:35:649 (1) - is clicked, i would just make this pattern 01:34:277 (1,2,1,2) - a square to be honest
  7. 01:49:363 (3,4) - another opportunity to improve your structure by using the same angle as 01:48:677 (2,3) - i'm pointing this stuff out because based on your mapping you'll really really like this

    nice Easy! i like it, very well handled lower diff

Normal

  1. 00:29:134 (2,3,1) - uneven line
  2. 01:08:733 (6) - objects end is not snapped!
  3. 01:13:021 (2,3) - blanket
  4. 01:24:335 (4,5,6) - i know you're running out of room, but this looks mega cramped in comparison to 01:21:592 (4,5,6) -
  5. 01:42:163 (3) - DS this as 1.0x
  6. 01:48:677 (2,3) - i know its the same rhythm repeated a whole bunch, but i think this specific patterning would be very confusing for Normal player

Hard

  1. 00:22:963 (1,2,3) - uneven triangle but the one on the other side isn't uneven so its like ????
  2. 00:28:449 (1,2) - blanket
  3. 00:32:563 (1,2,3,4) - are these supposed to be slowly expanding in spacing? it just kind of looks like the last one is off, you'd have to either space them more which i wouldn't recommend, or give them all the same spacing (which i would recommend) OR alternatively pattern them differently so the expansion in spacing is more noticeable
  4. 00:42:677 (2,3) - bbbblanket
  5. 01:00:334 (5,6) - blanket
  6. 01:01:534 (2,3,4) - not a straight line but also not a discernible shape, plz make it one of these two
  7. 01:05:820 (6,7) - bbbbbbblanket
  8. 01:06:849 (1,2) - bbbbblanket
  9. 01:45:934 (3,1) - might have not been your intention but its close enough to be worth pointing out as fuckd

Hard

  1. AR 9.2 but OD 7 4.54 stars? this should be AR 9 at most if not a little lower
  2. 00:19:535 (5,6,1) - uneven spacing compared to the last two that were even spacing so pointing out
  3. 00:22:277 (4,5,1) - uneven triangle
  4. 01:13:535 (7) - NC for consistency with earlier
  5. 01:20:905 (2,3) - this 1/4 spacing is the exact same as your 1/2 spacing, which will cause this to be very very very easily misread, same with the next time it happens 2 seconds from now

your insane gets a bit more cluttered than everything else but this whole set has this really nice 2011 - 2012 vibe to it (in a good way)

good luck!
Topic Starter
Mitkoff

Kaifin wrote:

holy you have a lot more pages of mods then i thought you would HELLO THERE
hi


Easy

  1. 00:25:363 (1,2,3) - giving these notes a bit more horizontal spacing would be helpful for the new player, as they usually follow sliders to the very end and thus the flow might be a tiny bit uncomfortable for them, either way the distance between 00:25:363 (1,2) - and 00:26:049 (2,3) - is not even, so this is a good time to fix that too, something like this is what i mean (with even spacing) k
  2. 00:31:877 (2,1) - fix your DS, i assume this was a mistake k
  3. 01:07:363 (2,3,4) - this is another place where i could see the flow being quite uncomfortable for a new player, this cursor movement + cramped reading will prove difficult for an Easy level player, there are weakness in being TOO tightly structured in Easy diffs, this applies to the other one that appears a couple seconds later honestly it's sounds like just remap it because i don't like flow, without any pointing about right flow :-/ Anyway i made 2nd part easier 01:11:477 (4,1,2) - 01:07:363 (2,3,4) - there no changes because actually it is oval flow without rverse variation, i guess it's not too hard to do And about reading 01:06:849 (1,4) - only there i saw a bit issue but because 4 comes when 1 already readed it's also fine... My Easy was maded with simply visual idea, when 1/1 gaps placed nearly (close to touching) and placed 2/1 with noticable space. I find it a good idea, so when player see no space he should always expect only 1/1, that's why i used so many blankets/nearly placed objects in this diff, this patterns were done on 1st stage of mapping when i choosed SV/AR for diff. It was like map's consept for Easy... Maybe i didn't realise it perfect but yeah...
  4. 01:15:763 (2,1) - giving this the same angle as the angle between 01:15:077 (1,2) - would give better flow + consistency structure wise should be good now
  5. 01:20:563 - to 01:33:934 - this is REALLY good Easy patterning, good job hmmm?? it's a bit boring but yeahh....
  6. 01:34:963 (2,1) - this movement could prove incredibly confusing to a new player, because 01:35:649 (1,2) - are both on the screen for a considerable amount of time before 01:35:649 (1) - is clicked, i would just make this pattern 01:34:277 (1,2,1,2) - a square to be honest I tried to explain why i think it's not too hard before...
  7. 01:49:363 (3,4) - another opportunity to improve your structure by using the same angle as 01:48:677 (2,3) - i'm pointing this stuff out because based on your mapping you'll really really like this k

    nice Easy! i like it, very well handled lower diff Somehow i up diff by 0.01 and now have N icon :( Nvm we are still good

Normal

  1. 00:29:134 (2,3,1) - uneven line fixed
  2. 01:08:733 (6) - objects end is not snapped! yap
  3. 01:13:021 (2,3) - blanket
  4. 01:24:335 (4,5,6) - i know you're running out of room, but this looks mega cramped in comparison to 01:21:592 (4,5,6) - It's like inside-outside tringles , what's wrong?, i even tried to do same angles on them, if i remember correctly
  5. 01:42:163 (3) - DS this as 1.0x sure
  6. 01:48:677 (2,3) - i know its the same rhythm repeated a whole bunch, but i think this specific patterning would be very confusing for Normal player Everyone pointing it, and i still don't want to change it, it's like same overlap for 1/2 but in the middle instead of tail...

Hard

  1. 00:22:963 (1,2,3) - uneven triangle but the one on the other side isn't uneven so its like ???? so? it's different pattern
  2. 00:28:449 (1,2) - blanket
  3. 00:32:563 (1,2,3,4) - are these supposed to be slowly expanding in spacing? it just kind of looks like the last one is off, you'd have to either space them more which i wouldn't recommend, or give them all the same spacing (which i would recommend) OR alternatively pattern them differently so the expansion in spacing is more noticeable yes it's. I like it
  4. 00:42:677 (2,3) - bbbblanket
  5. 01:00:334 (5,6) - blanket
  6. 01:01:534 (2,3,4) - not a straight line but also not a discernible shape, plz make it one of these two k
  7. 01:05:820 (6,7) - bbbbbbblanket
  8. 01:06:849 (1,2) - bbbbblanket
  9. 01:45:934 (3,1) - might have not been your intention but its close enough to be worth pointing out as fuckd blankets should be better , but not last one, its too much...


Hard

Its Insane i guess? :lol:
  1. AR 9.2 but OD 7 4.54 stars? this should be AR 9 at most if not a little lower lets' do 9, but lower than 9 with 1/4 jumps is wierd
  2. 00:19:535 (5,6,1) - uneven spacing compared to the last two that were even spacing so pointing out wat??? its almost all intro in 1.4.... pettern wich You mention is consistant....
  3. 00:22:277 (4,5,1) - uneven triangle mmm
  4. 01:13:535 (7) - NC for consistency with earlier it's looks better as on part imo, pattering based NC
  5. 01:20:905 (2,3) - this 1/4 spacing is the exact same as your 1/2 spacing, which will cause this to be very very very easily misread, same with the next time it happens 2 seconds from now 01:26:563 (3) - i buffed ds here to 1.4 other places looks fine for me

your insane gets a bit more cluttered than everything else but this whole set has this really nice 2011 - 2012 vibe to it (in a good way) Really? give You extra kudos for general opinion Kappa

good luck! Thank You!
Thanks~
Comments with update tomorrow
emilia
as req'd insane only
[insane]
  1. 00:28:963 (3) - WOAH IT FOLLOWS HER VOCALS WTF THIS IS COOL
  2. 00:31:192 (1) - dont realy like the slider shape on this one, looks rather unbalanced
  3. 01:01:877 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9) - this hitsound spam is too much i think

    objectively there arent many things wrong with your map. i just think that its a little lacklustre. stuff like rhythm can be varied more e.g. using more hitcircles instead of just sliders (esp considering its an insane), introducing more slider shapes, cutting down the overly distance snapped look, introducing more interesting patterns and flow etc. at this point i think the map is pretty rankable, all you need is just some pattern polishing and you're good to go, but its just not very striking to me if it makes sense.

    at this state your map is rather monotonous, but i'm sure it can still rank.
sory for the short empty mod, though i think your map is good to go already. gl
Rizen
Easy
  1. 00:33:934 (1,2) - would be best to use the same rhythm as 00:36:677 (1,2,3,4) - as the white ticks are much more prominent in the music as opposed to the red ticks
  2. 01:03:420 (4) - move a little higher? a bit too close to 01:01:706 (2) -
  3. 01:17:820 - perhaps move the break start here? works better with music
  4. 01:35:649 (1) - NC here is a bit excessive. I suggest removing it (it deviates from your NC per 2 measure pattern)
  5. 01:41:134 (1,2,3) - I think slider slider circle will fit better here with the vocals. It would also make the large white tick clickable
  6. 01:47:306 (2,3) - same as ^. slider slider circle
  7. 01:48:677 (2) - move a little higher for aesthetics, a bit too close to 01:47:649 (3) -
  8. 01:52:105 (1,2,3) - same as point made at 01:41:134 (1,2,3) -
  9. careful with your NC'ing during kiai time, are you NC'ing per measure like 01:39:763 (1,2) - or NC'ing per two measures like 01:43:877 (1,2,3,4) - ?
Normal
  1. 00:53:134 (1,2,3,4) - would be better if u use a more dense rhythm imo for a better build up. something like this
  2. 01:16:449 (1,2,3,4) - same thing about a better build up in previous point, could use a rhythm like this. Or even make 01:15:764 (2,3) - a repeat 1/2 slider
  3. 01:17:820 - same thing about the break
  4. 01:28:792 (1,2,3,1,2,3,4) - this combo chain is a bit too long. I recommend changing 01:29:820 (3) - into two circles to break up the chain
  5. same thing about NC'ing mentioned in Easy applies here, specifically the part just before the kiai time
Hard
  1. 00:25:706 (2,3) - is this meant to be blanketed?
  2. 00:33:934 (1) - make this a squiggly slider as you have done at 00:36:677 (1) - ? for consistency
  3. 00:44:220 (3,4) - this patterns comes right after a 1/4 pattern which could mislead players into thinking the circle and slider are 1/4 apart. I suggest spacing the circle and slider out. If not, consider spacing the slider and circle out together since it's kinda messy. kinda like what you did at 00:33:592 (4,1) -
  4. 00:45:420 (2) - I see that you did the 1.2x to 1.3x DS on purpose. However, there is barely any difference since the DS are so similar. Suggest just making the DS constant at 1.3x
  5. 00:53:134 (1,1,2,1,2) - space these out a tiny bit more? the overlaps look rather messy
  6. 01:06:163 (7) - end this on the white tick? the sound on the white tick is a lot more prominent than the red tick
  7. 01:17:820 (1) - space out a tiny bit to the right so it's not overlapping with 01:17:477 (4) - ?
  8. 02:00:334 (1,2,3,4) - I think doing something like this would be better
Topic Starter
Mitkoff
Emilia

Emilia wrote:

as req'd insane only Yo
[insane]
  1. 00:28:963 (3) - WOAH IT FOLLOWS HER VOCALS WTF THIS IS COOL YEP, SOOOO COOOOL
  2. 00:31:192 (1) - dont realy like the slider shape on this one, looks rather unbalanced still fine, shape of curved part of 2nd = shape of 1/2 slider, imo fine there is no strong snap to anything Actually it was it bit missed, fixed it...
  3. 01:01:877 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9) - this hitsound spam is too much i think You did't hear 1st version with Hss on each circle xD, i tried to highlight new uncomon sounds there

    objectively there arent many things wrong with your map. i just think that its a little lacklustre. stuff like rhythm can be varied more e.g. using more hitcircles instead of just sliders (esp considering its an insane), introducing more slider shapes, cutting down the overly distance snapped look, introducing more interesting patterns and flow etc. at this point i think the map is pretty rankable, all you need is just some pattern polishing and you're good to go, but its just not very striking to me if it makes sense.

    at this state your map is rather monotonous, but i'm sure it can still rank.
sory for the short empty mod, though i think your map is good to go already. gl thanks

Thank You!

Rizen

Rizen wrote:

Easy
  1. 00:33:934 (1,2) - would be best to use the same rhythm as 00:36:677 (1,2,3,4) - as the white ticks are much more prominent in the music as opposed to the red ticks It's for variativity , actually nerfes in easy are common things so it's not a big deal imo
  2. 01:03:420 (4) - move a little higher? a bit too close to 01:01:706 (2) - yes . should be looks like 1/1 spacing visually now
  3. 01:17:820 - perhaps move the break start here? works better with music yes, if to be honest i did't know how to snap break, lol
  4. 01:35:649 (1) - NC here is a bit excessive. I suggest removing it (it deviates from your NC per 2 measure pattern) mmm, it's more intuitive to look by vocals, new combo for new line of lyrics, same stuff as higher diffs. And i think removing NC here, will make this pattern harder to read
  5. 01:41:134 (1,2,3) - I think slider slider circle will fit better here with the vocals. It would also make the large white tick clickable it depends of look side i guess, 2 sliders for "so long" like visually emphasis on how "it longs" and after reverse slider (1/2 snapping like monotonus structure) for echo of this line of lyrics visually makes feelings what i get from words "so long", works great imo
  6. 01:47:306 (2,3) - same as ^. slider slider circle okay i fine here with it also swap circle-slider in next combo for make less intense rhythm
  7. 01:48:677 (2) - move a little higher for aesthetics, a bit too close to 01:47:649 (3) - it's was changed by prev suggestion
  8. 01:52:105 (1,2,3) - same as point made at 01:41:134 (1,2,3) - it should have similar rhythm as 01:41:134 (1,2,3) - for consistancy , so no changes
  9. careful with your NC'ing during kiai time, are you NC'ing per measure like 01:39:763 (1,2) - or NC'ing per two measures like 01:43:877 (1,2,3,4) - ?
    Mainly 1 Nc per 2 big ticks but i did exeptions 01:41:134 (1) - and 01:52:105 (1) - for more hyped parts, like start of vocal in kiai and "repeated" (back to сhorus) vocal in kiai for more visual auestetic fitting with song. Also 01:49:363 (1,2) - is more tense part in music so it's more tense in Ncing, it works only in low diffs since i have less things to make extra atention on it
Normal
  1. 00:53:134 (1,2,3,4) - would be better if u use a more dense rhythm imo for a better build up. something like this i agreed but i prefer a bit simply rhythm
  2. 01:16:449 (1,2,3,4) - same thing about a better build up in previous point, could use a rhythm like this. Or even make 01:15:764 (2,3) - a repeat 1/2 slider i guess for better fits music these should be alone as most strongest sounds here, if i'll map other sounds it make less important circles 01:16:449 (1,2,3,4) - wich is not what i want 01:15:763 (2) - hmm but 1/2 reverse works well, for differents with next pattern for better reading
  3. 01:17:820 - same thing about the break k
  4. 01:28:792 (1,2,3,1,2,3,4) - this combo chain is a bit too long. I recommend changing 01:29:820 (3) - into two circles to break up the chain yes, 3-> 2 circles
  5. same thing about NC'ing mentioned in Easy applies here, specifically the part just before the kiai time
Hard
  1. 00:25:706 (2,3) - is this meant to be blanketed? yes, and they are, around all body
  2. 00:33:934 (1) - make this a squiggly slider as you have done at 00:36:677 (1) - ? for consistency nope, it's different sounds
  3. 00:44:220 (3,4) - this patterns comes right after a 1/4 pattern which could mislead players into thinking the circle and slider are 1/4 apart. I suggest spacing the circle and slider out. If not, consider spacing the slider and circle out together since it's kinda messy. kinda like what you did at 00:33:592 (4,1) - yep, changed kick sliders structure and unctacked slider
  4. 00:45:420 (2) - I see that you did the 1.2x to 1.3x DS on purpose. However, there is barely any difference since the DS are so similar. Suggest just making the DS constant at 1.3x it's visually similar but You have different feelings on gameplay anyway, i guess i keep it
  5. 00:53:134 (1,1,2,1,2) - space these out a tiny bit more? the overlaps look rather messy a bit more
  6. 01:06:163 (7) - end this on the white tick? the sound on the white tick is a lot more prominent than the red tick Imo i want to gets red tick and don't make extra attention on it it's fine as it's right now
  7. 01:17:820 (1) - space out a tiny bit to the right so it's not overlapping with 01:17:477 (4) - ? spaced abit
  8. 02:00:334 (1,2,3,4) - I think doing something like this would be better k

Thank You!
ne0ku
Hi, from #modreqs :)

Insane
00:15:077 (2,3) - maybe curve these sliders instead of just keeping them straight, not really necessary but looks nicer - now they also match your other sliders that are curved, for example 00:17:820 (2,3) -

00:26:049 (1,2) - change these to this - looks the same but doesn't repeat the same action, feels more fluent.

00:31:192 (1) - maybe change that to this - not necessary but looks more aesthetically pleasing.

00:35:649 (2,3) - make the 2 sliders closer and more in shape - like this. I wouldnt say it makes a huge difference but it feels nicer and looks nicer when played. maybe do that for 00:38:392 (2,3) - & 00:41:135 (2,3) -

01:05:649 (4,5,6,7,8,9) - new combo on the start of each triple like this - now the combo doesn't reach above 10 afterwards.

01:06:677 (1,2,3) - start a new combo on this triple set also, should look like this.

01:13:192 (1,2,3) - also new combo this, do it for 01:13:878 (1,2,3) - & 01:13:878 (1,2,3) - & 01:15:077 (1) - therefore the combo doesn't reach above 10.

01:19:705 (1,2,3,4,5,6,7) - start a new combo on this as it's a stream after the jumps, also means the combo doesn't become too high.

01:34:791 (3) - make this less close together, also do it for 01:36:163 (3) - & 01:37:534 (3) - maybe get it to look like this? its not exactly necessary but looks nicer and feels more fluent with the map.

Everything else seems very well done! :D

Good luck with future maps and good luck on getting this ranked! :)


Good luck!

- ne0ku
Topic Starter
Mitkoff

ne0ku wrote:

Hi, from #modreqs :) Hello :) /

Insane
00:15:077 (2,3) - maybe curve these sliders instead of just keeping them straight, not really necessary but looks nicer - now they also match your other sliders that are curved, for example 00:17:820 (2,3) - Yep, let's it be consistency

00:26:049 (1,2) - change these to this - looks the same but doesn't repeat the same action, feels more fluent. i can't just swap it cause it breaks 1.4 ds consistency and there is no extra vocal punch for highlight it ,so no changes

00:31:192 (1) - maybe change that to this - not necessary but looks more aesthetically pleasing. hmm, aesthetics is kinda personal thing , i like my current shape of slider, also it start oval flow which i support in this map

00:35:649 (2,3) - make the 2 sliders closer and more in shape - like this. I wouldnt say it makes a huge difference but it feels nicer and looks nicer when played. maybe do that for 00:38:392 (2,3) - & 00:41:135 (2,3) - cool idea, i rework it a bit for also stack sliders, imo looks better now

01:05:649 (4,5,6,7,8,9) - new combo on the start of each triple like this - now the combo doesn't reach above 10 afterwards. let it be

01:06:677 (1,2,3) - start a new combo on this triple set also, should look like this.
it destroys pattern 01:06:849 (1,2,3,4,5) - wich starts (like normally) from down beat, i mean not necessary start combo on weak beats wich depends to previous pattern . let's keep it

01:13:192 (1,2,3) - also new combo this, do it for 01:13:878 (1,2,3) - & 01:13:878 (1,2,3) - & 01:15:077 (1) - therefore the combo doesn't reach above 10.
let it be, actually for avoiding 10 number of combo is not really decent reason to make NC imo... but it makes pattern a bit easier to read, so im fine with it

01:19:705 (1,2,3,4,5,6,7) - start a new combo on this as it's a stream after the jumps, also means the combo doesn't become too high. let it be

01:34:791 (3) - make this less close together it should be closer as vocals become less intense then before and i want to emphasize it. i made less intense rhythm and made objects pretty close visually., also do it for 01:36:163 (3) - & 01:37:534 (3) - maybe get it to look like this? its not exactly necessary but looks nicer and feels more fluent with the map. It actually almost hold slider ( slider without cursor move to pass it, and it still follow to previous idea) , what You suggest, player will be try to follow shape, so cursor will be moves more... imo . Hope, You'll get idea.

Everything else seems very well done! :D

Good luck with future maps and good luck on getting this ranked! :) Thanks :)


Good luck!

- ne0ku
Thank You for mod!
Affirmation
Q

[Insane]
00:35:649 (2,3) - blanket
01:16:449 (1,2,3,4,5,6) - make stream since all tick has sounds.

[HArd]
00:36:677 (1) - don't make wiggle slider, it is unrankable.

GL
Topic Starter
Mitkoff

Neoskylove wrote:

Q

[Insane]
00:35:649 (2,3) - blanket it's not supposed to be
01:16:449 (1,2,3,4,5,6) - make stream since all tick has sounds. I want to highlight only strong drum sounds, on blue ticks kinda echo of kicks.

[HArd]
00:36:677 (1) - don't make wiggle slider, it is unrankable. really? i don't want to change it anyway, without decent alternative with similar playability mechanic
GL
Thanks~
salchow
EASY

General:

use 1/2 or 1/1 ( < recomended) Beat Snap Divisor




00:46:106 (3) - Move this silder to 00:46:277, becouse its hard to read for new players and it dosent fit rythmacly.

00:48:849 (3) - ^ ^ ^ ^ (just move it to the second white tick).

00:51:763 (3) - ^ ^ ^ ^ (just move it to the second white tick).


00:56:392 (2) - Move this silder to 00:56:220 (reasons are pretty obvious and they are the same as above).

00:56:906 (3) - ^ ^ ^ ^ (just move it to the previus white tick).

00:56:906 (3,4) - These are to close.

00:57:249 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the end of the slider circle at x:96 y:108

00:58:277 (5) - Place this circle at x:104 y:176.

01:00:334 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the end of the slider circle at x:392 y:272



01:06:849 (1) - Move this ciricle at x:192 y:112

01:07:363 (2) - Move this silder to 01:07:192 (reasons are all above)

01:08:049 (3) - ^ ^ ^ ^ (just move it to the previus white tick).

01:08:220 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the start of the slider circle at x:232 y:48 and place the end of the slider circle at x:352 y:120

01:09:249 (5) - Place this circle at x:328 y:216

01:09:592 (1) - Place this circle at x:424 y:232

01:09:934 (2,3) - ^ ^ ^ ^ (just move it to the previus white tick).

01:10:620 (3) - Place this circle at x:344 y:272

01:11:306 (4) - (^ ^ ^ ^ (just move it to the previus white tick)). Exctend this slider to the next white tick. Place the start of the slider circle at x:184 y:312 and place the end of the slider circle at x:46 y:312



01:33:249 (4) - just cut the circle in half, and add a circle at the next white tick. Becouse there is no exctended vocal or some special sound so try to follow the rythm insted of the vocals there.

01:34:277 (1,2,1,2,1,2) - please fill up the rest of the sounds, becouse in that part there is no more or less densety. just use repetition.



NORMAL


General:


(none)


(Perfect)





HARD


General:


Set AR at 7 and if you want you can change CS to 3,5 or 4.




At 00:29:477 there is a sound that you should include.

00:36:677 (1) - 00:39:420 (1) - This slider viraiaty just dosent fit and I dont like the slider in general. Try to make it less wigly, similar to this slider 01:06:163 (7) .

01:11:477 (6,7,1) - repetition + varaiaty + hard diff map = nightmare flow / very uncomfortable. Please replace this slider that it goes well with the flow. (how to do / recomendation) 01:12:334 (1) - ctrl+G this silder and place it at x:328 y:288. Now atleast its comfortable.





INSANE


General:


(none)



(Perfect, but i dont like the style. Becouse it feels old, I don't know why :? )
Topic Starter
Mitkoff
salchow

salchow wrote:

EASY

General:

use 1/2 or 1/1 ( < recomended) Beat Snap Divisor




00:46:106 (3) - Move this silder to 00:46:277, becouse its hard to read for new players and it dosent fit rythmacly.

00:48:849 (3) - ^ ^ ^ ^ (just move it to the second white tick).

00:51:763 (3) - ^ ^ ^ ^ (just move it to the second white tick).


00:56:392 (2) - Move this silder to 00:56:220 (reasons are pretty obvious and they are the same as above).

00:56:906 (3) - ^ ^ ^ ^ (just move it to the previus white tick).

00:56:906 (3,4) - These are to close.

00:57:249 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the end of the slider circle at x:96 y:108

00:58:277 (5) - Place this circle at x:104 y:176.

01:00:334 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the end of the slider circle at x:392 y:272



01:06:849 (1) - Move this ciricle at x:192 y:112

01:07:363 (2) - Move this silder to 01:07:192 (reasons are all above)

01:08:049 (3) - ^ ^ ^ ^ (just move it to the previus white tick).

01:08:220 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the start of the slider circle at x:232 y:48 and place the end of the slider circle at x:352 y:120

01:09:249 (5) - Place this circle at x:328 y:216

01:09:592 (1) - Place this circle at x:424 y:232

01:09:934 (2,3) - ^ ^ ^ ^ (just move it to the previus white tick).

01:10:620 (3) - Place this circle at x:344 y:272

01:11:306 (4) - (^ ^ ^ ^ (just move it to the previus white tick)). Exctend this slider to the next white tick. Place the start of the slider circle at x:184 y:312 and place the end of the slider circle at x:46 y:312



01:33:249 (4) - just cut the circle in half, and add a circle at the next white tick. Becouse there is no exctended vocal or some special sound so try to follow the rythm insted of the vocals there.

01:34:277 (1,2,1,2,1,2) - please fill up the rest of the sounds, becouse in that part there is no more or less densety. just use repetition.


Summing up everything that you suggested, I suppose you want me to concentrate all attention on the sounds of the drums and thereby simplify the following rhythm for the player. However, I do not like this idea. When I conceived this difficulty, I wanted to shift the player's attention to the rhythms that includes in places without vocals, tk. even in the easiest difficulty it seems to me inappropriate and boring to do simple "circle's trains". In such places (without vocals), I follow the sounds (synth sounds) and do not want to change them to the drums that are in all places of the song. Highlight new sounds makes the map more interesting, even if it's an easy difficulty...
So no changes



NORMAL


General:


(none)


(Perfect)





HARD


General:


Set AR at 7 and if you want you can change CS to 3,5 or 4.

CS 3,8 looks and feels fine imo
Actually i want even buff AR for 7,8 or smthing because 01:30:677 (2,3,4,5,6,7,8) - overlap like this is pretty hard to read on 7AR. If, of course, you do not play with dt or hr
No changes as well


At 00:29:477 there is a sound that you should include.
I emphraise it visually by slider shape , it should be enough imo, some kind of simplified version of Insane's slider...

00:36:677 (1) - 00:39:420 (1) - This slider viraiaty just dosent fit and I dont like the slider in general. Try to make it less wigly, similar to this slider 01:06:163 (7) .
i have no idea why no one likes wiggle sliders, it's not hard to read and it fits 1/8 gap of this sound (it my opinion, and i hear it like 1/8)
01:11:477 (6,7,1) - repetition + varaiaty + hard diff map = nightmare flow / very uncomfortable. Please replace this slider that it goes well with the flow. (how to do / recomendation) 01:12:334 (1) - ctrl+G this silder and place it at x:328 y:288. Now atleast its comfortable. Actually i thought about something like this, so yeah, let it be





INSANE


General:


(none)



(Perfect, but i dont like the style. Becouse it feels old, I don't know why :? )
¯\_(ツ)_/¯ old maps smtimes were more fun then like a half maps wich maded nowdays, so i guess it's even better

Anyway, thank You for opinion and feedback about my map. I appreciate it.
salchow

Mitkoff wrote:

salchow

salchow wrote:

EASY

General:

use 1/2 or 1/1 ( < recomended) Beat Snap Divisor




00:46:106 (3) - Move this silder to 00:46:277, becouse its hard to read for new players and it dosent fit rythmacly.

00:48:849 (3) - ^ ^ ^ ^ (just move it to the second white tick).

00:51:763 (3) - ^ ^ ^ ^ (just move it to the second white tick).


00:56:392 (2) - Move this silder to 00:56:220 (reasons are pretty obvious and they are the same as above).

00:56:906 (3) - ^ ^ ^ ^ (just move it to the previus white tick).

00:56:906 (3,4) - These are to close.

00:57:249 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the end of the slider circle at x:96 y:108

00:58:277 (5) - Place this circle at x:104 y:176.

01:00:334 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the end of the slider circle at x:392 y:272



01:06:849 (1) - Move this ciricle at x:192 y:112

01:07:363 (2) - Move this silder to 01:07:192 (reasons are all above)

01:08:049 (3) - ^ ^ ^ ^ (just move it to the previus white tick).

01:08:220 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the start of the slider circle at x:232 y:48 and place the end of the slider circle at x:352 y:120

01:09:249 (5) - Place this circle at x:328 y:216

01:09:592 (1) - Place this circle at x:424 y:232

01:09:934 (2,3) - ^ ^ ^ ^ (just move it to the previus white tick).

01:10:620 (3) - Place this circle at x:344 y:272

01:11:306 (4) - (^ ^ ^ ^ (just move it to the previus white tick)). Exctend this slider to the next white tick. Place the start of the slider circle at x:184 y:312 and place the end of the slider circle at x:46 y:312



01:33:249 (4) - just cut the circle in half, and add a circle at the next white tick. Becouse there is no exctended vocal or some special sound so try to follow the rythm insted of the vocals there.

01:34:277 (1,2,1,2,1,2) - please fill up the rest of the sounds, becouse in that part there is no more or less densety. just use repetition.


Summing up everything that you suggested, I suppose you want me to concentrate all attention on the sounds of the drums and thereby simplify the following rhythm for the player. However, I do not like this idea. When I conceived this difficulty, I wanted to shift the player's attention to the rhythms that includes in places without vocals, tk. even in the easiest difficulty it seems to me inappropriate and boring to do simple "circle's trains". In such places (without vocals), I follow the sounds (synth sounds) and do not want to change them to the drums that are in all places of the song. Highlight new sounds makes the map more interesting, even if it's an easy difficulty...
So no changes


REPLAY TO EASY DIFF CRITISIM:

When I conceived this difficulty, I wanted to shift the player's attention to the rhythms that includes in places without vocals, tk. even in the easiest difficulty it seems to me inappropriate and boring to do simple "circle's trains". In such places (without vocals), I follow the sounds (synth sounds) and do not want to change them to the drums that are in all places of the song. Highlight new sounds makes the map more interesting, even if it's an easy difficulty...

well its still an easy difficulty map, and it is made for beginners. You should stay more to the logical side, because now what you're saying is nonsense. You can't really rank a map if it doesn't follow the "ranking criteria". Basically you need to follow the drums because it's one of the primary instruments and if you follow vocal or some other bullshit then it will be hard to read, and the drums are the rhythm. If you summarise more, that means your "idea" is pretty thrash :o



NORMAL


General:


(none)


(Perfect)





HARD


General:


Set AR at 7 and if you want you can change CS to 3,5 or 4.

CS 3,8 looks and feels fine imo
Actually i want even buff AR for 7,8 or smthing because 01:30:677 (2,3,4,5,6,7,8) - overlap like this is pretty hard to read on 7AR. If, of course, you do not play with dt or hr
No changes as well


At 00:29:477 there is a sound that you should include.
I emphraise it visually by slider shape , it should be enough imo, some kind of simplified version of Insane's slider...


00:36:677 (1) - 00:39:420 (1) - This slider viraiaty just dosent fit and I dont like the slider in general. Try to make it less wigly, similar to this slider 01:06:163 (7) .
i have no idea why no one likes wiggle sliders, it's not hard to read and it fits 1/8 gap of this sound (it my opinion, and i hear it like 1/8)

You know why nobody likes the slider? Becouse its UGLY.



01:11:477 (6,7,1) - repetition + varaiaty + hard diff map = nightmare flow / very uncomfortable. Please replace this slider that it goes well with the flow. (how to do / recomendation) 01:12:334 (1) - ctrl+G this silder and place it at x:328 y:288. Now atleast its comfortable. Actually i thought about something like this, so yeah, let it be





INSANE


General:


(none)



(Perfect, but i don't like the style. Because it feels old, I don't know why :? )
¯\_(ツ)_/¯ old maps smtimes were more fun then like a half maps wich maded nowdays, so i guess it's even better

Anyway, thank You for opinion and feedback about my map. I appreciate it.
Thank you ;)
Topic Starter
Mitkoff

salchow wrote:

well its still an easy difficulty map, and it is made for beginners. You should stay more to the logical side, because now what you're saying is nonsense. You can't really rank a map if it doesn't follow the "ranking criteria". Basically you need to follow the drums because it's one of the primary instruments and if you follow vocal or some other bullshit then it will be hard to read, and the drums are the rhythm. If you summarise more, that means your "idea" is pretty thrash :o
i did't break any of rules. Music consists not only of drums rhythm.
"Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. " - from ranking criteria. And i have strong logic with visual spacing for different rhythms.
I made another one change for avoid 3/2 and 2/1 rhythm in 1 section, so now it's as easy as possible to read.
Tbh If people come to play this game for clicing x / z only on every 1/2 or 1/1 beat, they are doing smthing wrong ... imo

salchow wrote:

You know why nobody likes the slider? Becouse its UGLY.
its subjective stuff.
Electoz
Hi we meet again

[Easy]

  1. 00:33:934 (1,2) - Shouldn't this be the same rhythm as 00:36:677 (1,2,3) - 00:39:420 (1,2,3) ? You repeated the same rhythm 3 times at this part 00:44:906 so idk why you did differently here.
  2. 01:20:563 - Strongly recommend to have more rhythm variations on this part, the rhythm density here is basically 1/1 everywhere until 01:33:249 .
  3. Rhythm is okay-ish but aesthetics can be improved to some extent:
    1. If you want to make your object cramped then that's one thing, but you should pay more attention with inconsistency between visual spacings like 00:56:392 (2,3) - 00:57:421 (4,1) - 01:43:877 (1,2) - 01:45:249 (3,1) - and a lot more. This is what you have to pay attention especially when you're mapping with distance snap.
    2. And like, you should be more consistent when you're executing aesthetics. For example, have you ever thought on blanketing the same object between these measures 00:58:620 (1,2,3,4) - 01:09:592 (1,2,3,4) since they have the same rhythm? My impression atm is that you blanket instinctively so there isn't any real aesthetics concept behind it.
Also your volume is super jarring would recommend reduce the whole song by 10-20%

[Normal]

  1. 00:13:020 - Should be clickable tbh and you made this clickable in other diffs too. Something like this could work I guess.
  2. 00:29:134 (2,3) - Not sure why you used a less dense rhythm than other difficulties.
  3. 00:52:449 (4,1,2) - The placement is misleading cuz 00:53:477 (2) is placed closer to the tail.
  4. 01:12:335 (1,2,3,4,5) - In Hard and Insane, you decided to follow the same sound in the previous measure 01:09:592 . How about doing it in this diff as well then? The rhythm density on this measure is almost the same as Easy in the first place, so it should be buffed.
  5. 01:29:820 - Missing clap.
[Hard]

  1. 00:33:934 (1) - Isn't this supposed to be like 00:36:677 (1) - 00:39:420 (1) ?
  2. 00:59:134 (2,3,4,5) - 01:01:877 (3,4,5,6,7,8) - The concept you used on both of these is the same but they have different rhythms from the song, would be better if you can come up with something else for 00:59:134 (2,3,4,5) or just use the same concept from 01:10:106 (2,3,4,5) lol
I modded these 3 diffs a few days ago so idk if I missed anything during your update so yeah sry in advance I guess

[Insane]

  1. 00:51:935 (1,3) - Don't see really need to stack this tbh, like you always stacked these things whenever sliders are next to each other but idk why you did it inconsistently on this one.
  2. 01:10:106 (2,3,4,5,6,7) - Not really worth breaking your flow concept since this measure is rhythmically the same as 01:09:592 .
  3. 01:14:221 (3,3) - Isn't this supposed to be overlapped instead of stacking according to 01:13:192 (1,3) - 01:13:878 (1,3) - 01:14:564 (1,1) ?
  4. 01:24:335 (5,1,2) - Can be polished more compared to how 01:21:591 (5,1,2) which is a lot cleaner. Probably have to move things around a bit so you don't trap yourself near the edge lol
  5. 01:47:306 (4,5,1) - Looks really cluttered zz
In general aesthetics could be cleaner to some degree, try to focus more on keeping visual spacings consistent. Your comboing in some diffs left me wondering whether they're intentional, like how 00:24:334 (3,1) are not consistent in Hard. In Normal, 00:33:934 is less intense than some other parts like 00:55:877 - 01:20:563 yet your NCs are more frequent which kind of contradicts considering the two latter ones I mentioned could've been NC'd more frequently due to higher rhythm density, you might wanna take a look at that too.
Some conceptual thing could be more consistent I guess, which I already pointed out some (if not all) of them above. Overall has a good potential, can be ranked with some more polishing.
Good luck~
Topic Starter
Mitkoff

Electoz wrote:

Hi we meet again Hi hi, do You remember me O_O ?, anyway glad to see You here. :lol:

[Easy]
  1. 00:33:934 (1,2) - Shouldn't this be the same rhythm as 00:36:677 (1,2,3) - 00:39:420 (1,2,3) ? You repeated the same rhythm 3 times at this part 00:44:906 so idk why you did differently here. i just increase more intense for get more hype, why not?
  2. 01:20:563 - Strongly recommend to have more rhythm variations on this part, the rhythm density here is basically 1/1 everywhere until 01:33:249 . You know what's funny? People want from me follow that rhythm all song long... i think it's not bad how it's now tbh it fits song pretty well
  3. Rhythm is okay-ish but aesthetics can be improved to some extent:
    1. If you want to make your object cramped then that's one thing, but you should pay more attention with inconsistency between visual spacings like 00:56:392 (2,3) - 00:57:421 (4,1) - 01:43:877 (1,2) - 01:45:249 (3,1) - and a lot more. This is what you have to pay attention especially when you're mapping with distance snap.
    2. And like, you should be more consistent when you're executing aesthetics. For example, have you ever thought on blanketing the same object between these measures 00:58:620 (1,2,3,4) - 01:09:592 (1,2,3,4) since they have the same rhythm? My impression atm is that you blanket instinctively so there isn't any real aesthetics concept behind it.
    should be better.
Also your volume is super jarring would recommend reduce the whole song by 10-20% -10% now or your mean mp3? anyway i wnted reduce hss

[Normal]

  1. 00:13:020 - Should be clickable tbh and you made this clickable in other diffs too. Something like this could work I guess. let it be, i wanted to keep consistency with pattering but since there are no vocals which were base for them so, i think it's fine
  2. 00:29:134 (2,3) - Not sure why you used a less dense rhythm than other difficulties. let's make big slider
  3. 00:52:449 (4,1,2) - The placement is misleading cuz 00:53:477 (2) is placed closer to the tail. fixed
  4. 01:12:335 (1,2,3,4,5) - In Hard and Insane, you decided to follow the same sound in the previous measure 01:09:592 . How about doing it in this diff as well then? The rhythm density on this measure is almost the same as Easy in the first place, so it should be buffed. buffed a bit, and swaped to red ticks
  5. 01:29:820 - Missing clap. yep, fixed
[Hard]

  1. 00:33:934 (1) - Isn't this supposed to be like 00:36:677 (1) - 00:39:420 (1) ? Nope, it sounds differently. but it's still pretty similar, and map it in same way in insane, so yeah
  2. 00:59:134 (2,3,4,5) - 01:01:877 (3,4,5,6,7,8) - The concept you used on both of these is the same but they have different rhythms from the song, would be better if you can come up with something else for 00:59:134 (2,3,4,5) or just use the same concept from 01:10:106 (2,3,4,5) lol Is it really needed to change?, i like how same concepts with differences flow or tiny visual differences works for different sounded sections placed nearly. I mean it's same concept yeah, but it feels pretty much difference in gameplay.
I modded these 3 diffs a few days ago so idk if I missed anything during your update so yeah sry in advance I guess nvm

[Insane]

  1. 00:51:935 (1,3) - Don't see really need to stack this tbh, like you always stacked these things whenever sliders are next to each other but idk why you did it inconsistently on this one. 00:46:449 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4) - There was an idea to put objects closer and closer to visually create tension before a very dense next section.
  2. 01:10:106 (2,3,4,5,6,7) - Not really worth breaking your flow concept since this measure is rhythmically the same as 01:09:592 . changed
  3. 01:14:221 (3,3) - Isn't this supposed to be overlapped instead of stacking according to 01:13:192 (1,3) - 01:13:878 (1,3) - 01:14:564 (1,1) ? Nope, i fixed it
  4. 01:24:335 (5,1,2) - Can be polished more compared to how 01:21:591 (5,1,2) which is a lot cleaner. Probably have to move things around a bit so you don't trap yourself near the edge lol You know?, it's pretty unclear tbh, hhhh..., i can translate it in russian with 3 different meanings and technically all will be correct, blame me about my language's knowlendge. Anyway I guess You suggest rotate it or make more similar like previous pattern, right? But i think i just can make new more mathematicly organazed pattern with more clean aesthetic with based on triangle. So, i did more neat pattern...
  5. 01:47:306 (4,5,1) - Looks really cluttered zz it's also sounds pretty unclear, i place objects closer when i want to create more stress for player, for example before 1/4's streams, cause it also uses circles pretty nearly to each other.
In general aesthetics could be cleaner to some degree, try to focus more on keeping visual spacings consistent. Your comboing in some diffs left me wondering whether they're intentional, like how 00:24:334 (3,1) are not consistent in Hard. In Normal, 00:33:934 is less intense than some other parts like 00:55:877 - 01:20:563 yet your NCs are more frequent which kind of contradicts considering the two latter ones I mentioned could've been NC'd more frequently due to higher rhythm density, you might wanna take a look at that too. hhh, should be better too
Some conceptual thing could be more consistent I guess, which I already pointed out some (if not all) of them above. Overall has a good potential, can be ranked with some more polishing. Hope so
Good luck~
Thank You! :)

edit: looks like fixed everything, what i wanted :o
blobdash
from #modreqs
NM but feel free to check out my map if I helped ya' | helps a lot!
kiai time is really weird
should be on the intense part before the actual kiai

[insane]
00:24:334 (4) - overlaps himself
00:28:963 (3) - the lower parts overlaps himself
00:31:192 (1) - ^
00:38:392 (2,3) - fix blanket
00:40:106 (3,3) - ^ (if that's what you meant to do)
00:45:420 (3) - stack correctly with 00:44:563 (3) -
01:01:363 (1,2) - hard to read for insane, and you only use it 1 time
01:14:049 (2,2) - overlaps
01:16:620 (2,4,6) - move these close to the slider end as you did here for the slider head 00:44:477 (2,3,4,1) -
01:22:620 (4,5) - move it closer to the sliderend
01:24:163 (4) - ^
01:25:534 (5) - ^
01:34:791 (3) - this looks ugly
01:36:163 (3) - ^ (and same for 01:37:534 (3) - )
01:42:163 (4,2) - needs to be either under the sliderend or next to it, not between
01:43:191 (4,6) - ^
01:44:563 (3,5) - overlaps
01:45:935 (3,5) - ^
01:50:049 (1,2,3,4) - spacing is really large here, you need to stay with the same distance snap for all the streams to help the player
02:00:677 (1,2,3) - add bouncing slider here and here 02:01:363 (1,2,3) -
good structure overall

[hard]
higher ar to 8 at least
00:28:963 (2) - that m looks ugly, the two anchor point are too close form each other
better https://puu.sh/vMRpz/30c5e96910.png
00:54:848 (1,1) - why do you break the rythm
01:11:477 (6,1) - overlaps ^
01:29:820 (4,1) - same as ^
01:30:849 (3,4,5,6,7) - too hard to read

[normal]
00:32:563 (3) - shaped weirdly
sometimes you stack circles and sliders, sometimes you don't
confusing for normal
good map overall

nothing for easy

gl on ranking :D
Topic Starter
Mitkoff

FruityEnLoops wrote:

from #modreqs
NM but feel free to check out my map if I helped ya' | helps a lot!
sorry but now i lack of time :(
kiai time is really weird
should be on the intense part before the actual kiai imo kiai now on right place, since tone of music becomes higher imo it's more fits for kiai effect then rap part

[insane]
00:24:334 (4) - overlaps himself it's fine while it have clear follow way
00:28:963 (3) - the lower parts overlaps himself ^
00:31:192 (1) - ^ ^
00:38:392 (2,3) - fix blanket it's not supose to be perfect blanket, i prefer stacks for this section better
00:40:106 (3,3) - ^ (if that's what you meant to do) ^
00:45:420 (3) - stack correctly with 00:44:563 (3) - fixed
01:01:363 (1,2) - hard to read for insane, and you only use it 1 time i'm pretty sure it's not hardest read-pattern wicth insanes use nowdays. And if You ask me i think it's fine. On test-plays wich i got , players easilly read it.
01:14:049 (2,2) - overlaps yep , patterns there based on these overlaps
01:16:620 (2,4,6) - move these close to the slider end as you did here for the slider head 00:44:477 (2,3,4,1) -
01:22:620 (4,5) - move it closer to the sliderend why? it's pretty easy to catch especially if You catch 3,0ds on 00:33:249 (6) -
01:24:163 (4) - ^
01:25:534 (5) - ^
01:34:791 (3) - this looks ugly fine for me
01:36:163 (3) - ^ (and same for 01:37:534 (3) - )
01:42:163 (4,2) - needs to be either under the sliderend or next to it, not between why?
01:43:191 (4,6) - ^
01:44:563 (3,5) - overlaps yep and it supose to be
01:45:935 (3,5) - ^
01:50:049 (1,2,3,4) - spacing is really large here, you need to stay with the same distance snap for all the streams to help the player music goes more intense stream do it as well , that's how it works, actually I spaced it like + 0,1 ds (+0,2) by 1st metric, it's not so high
02:00:677 (1,2,3) - add bouncing slider here and here 02:01:363 (1,2,3) - i use it in hard so there i guess i can try smthing harder
good structure overall

[hard]
higher ar to 8 at least i think i haven't reason for it... now we have good ar spread, i don't see why ar should be 8 or 7 ...
00:28:963 (2) - that m looks ugly, the two anchor point are too close form each other
better https://puu.sh/vMRpz/30c5e96910.png it follow for vocals pinch now, and i don't think it's agly
00:54:848 (1,1) - why do you break the rythm emphasize attention on slowed stretched vocals
01:11:477 (6,1) - overlaps ^ yeah, and im fine with it, it's dont hard to catch and fit overlap consept with pattern around
01:29:820 (4,1) - same as ^ how should i avoid 1/4 overlap? i think it have to be for better readability of this section
01:30:849 (3,4,5,6,7) - too hard to read yep but still possible

[normal]
00:32:563 (3) - shaped weirdly hmm, fine for me
sometimes you stack circles and sliders, sometimes you don't
confusing for normal it's hard to make somthing different and fun with 1 billion rules about how to map easy difficulty, hopefully i'm fine with at least 1st of it
good map overall

nothing for easy

gl on ranking :D thx)
Thanks for mod!
- myRumble -
Clean map in my opinion
Great job dude! I love it!!
Monstrata
Insane

00:26:392 (3,4) - Use two 1/2 sliders instead. Clicking on 00:26:906 - is really awkward imo cuz its not well supported in the music.
00:28:106 (3) - 1/2 slider instead? Vocal is held so a slider would be nice.
00:28:620 (2) - Same tbh. The rhythm here was quite hard to decipher with those spacings and 1/1 gaps in between.
00:35:649 (2,3) - The arrangement feels like it could have been structured better.
00:49:192 (1,3,4,4) - Bunch of stacks got messed up with the stacking leniency xp 00:51:935 (1,3,4) - etc... just check them again.
00:55:877 (1,2,3) - Structure it like this: consistent visual spacing is nice here.
01:01:363 (1,2) - This gives very little emphasis onto 2 xP.
01:02:392 (7,1) - Stacking on 7''s tail would be nicer imo
01:05:306 (1,2,3,1,2,3,1,2,3) - See if you can integrate these into a single pattern. the curved triplet looks out of place currently.
01:34:791 (3) - Maybe its just me, but i just find these kinds of sliders realy overbent and ugly lol. You could try using some variation of cornered sliders for these types of sliders maybe. That could potentially inprove aesthetics.

Your flow choice is really interesting. I wish you could improve aesthetics a bit more.

Hard

00:25:706 (1,2,3) - Stuff like this, use a larger angle of rotation, like 30 or 45 degrees. The current rotation looks pretty bad due to the unevenness it creates: 00:52:792 (4,1) - The spacing randomly gets lower. I think if anything you should keep the same DS.
01:10:106 (2,4,6) - I really like your idea here. I think you need to space it in a way where the head is more visible though.
01:12:848 (2,4,6) - This is better, but the heads are inconsistent in overlap. Make sure you're copy pasting two sliders, and rotating them both when you set up the 3rd slider.
01:30:163 (1,2,3,4,5,6,7,8,9,1) - Okay this is a bit too hard to read imo cuz of all the stacks. 01:31:877 (7,9) - is the biggest offender. If you want to keep the ones earlier i'm ehhh ont he fence, but this one is really unexpected since it's not centralized like the other stacks. You have to remember that the stacks will be covered by a 300 even after they disappear and when they keep recurring in the same location its hard to keep track of them at this level.
01:54:163 (4,5,6) - Angle them in a way that doesn't it make it seem like you messed up in making them parallel xP.
01:58:277 (3,4,1,2,3,4) - Ehh... Not a good pattern imo. I think this could have been better thought out with cleaner visual flows. It looks like you ran out of room for the 1>2>3>4 pattern too xP.

Normal

00:12:506 (2,3) - This is the intro, don't use two circles yet, introduce them later when the song picks up.
01:31:877 (5,6,1) - Visual flow is really poor here. see how 5's slider doesn't point to 6, and slider 1 doesn't suggest a movement from g?
You see how the slider directs the player's path to the next object? The visual is cleaner and makes sense with the slider's path

Generally the aesthetics on this diff could really be improved. Small stuff like blankets, cleaner patterns, and visual flow.

Easy

The visual flow comment from Normal applies to Easy too.
00:14:734 (1,2) - Stuff like this doesn't match the direction of the sliders.
00:48:849 (2,3) - Same about visual flow.
00:56:392 (2,3,4) - Here the player's natural movement is to go straight into slider 4 instead of 3 due to the visual flow.
01:11:477 (4,1,2) - Same idea here^

[]

Alright good luck. Places to improve on are definitely getting a better sense of good aesthetics and patterning. If you want to map freestyle, its important to still respect visual flow so patterns, despite not being very related to one another visually, can still be connected through clean flow movements.
Topic Starter
Mitkoff

Monstrata wrote:

Insane

00:26:392 (3,4) - Use two 1/2 sliders instead. Clicking on 00:26:906 - is really awkward imo cuz its not well supported in the music. changed
00:28:106 (3) - 1/2 slider instead? Vocal is held so a slider would be nice. nope, i want to give more attention on 00:28:449 - cause it's really strong
00:28:620 (2) - Same tbh. The rhythm here was quite hard to decipher with those spacings and 1/1 gaps in between. same thing with vocal, emm it's all 1,4 on ds, why is it hard?
00:35:649 (2,3) - The arrangement feels like it could have been structured better. i fixed stacks on first pattern, others seems fine
00:49:192 (1,3,4,4) - Bunch of stacks got messed up with the stacking leniency xp 00:51:935 (1,3,4) - etc... just check them again. lol, fixed
00:55:877 (1,2,3) - Structure it like this: consistent visual spacing is nice here. up a bit higher
01:01:363 (1,2) - This gives very little emphasis onto 2 xP. actually i wanted to make less emphasis on it since i hear 1 and 2 like related to each other, same kind of sound which i mention on your map, i suggested ~same structure. i think it's fine tbh
01:02:392 (7,1) - Stacking on 7''s tail would be nicer imo changed
01:05:306 (1,2,3,1,2,3,1,2,3) - See if you can integrate these into a single pattern. the curved triplet looks out of place currently. i don't actually think it's necessary since 01:05:306 (1,2,3,1,2,3) - sounds differently than 01:05:992 (1,2,3) - , especially if take more attention on synth sounds
01:34:791 (3) - Maybe its just me, but i just find these kinds of sliders realy overbent and ugly lol. You could try using some variation of cornered sliders for these types of sliders maybe. That could potentially inprove aesthetics. You mb don't remember, but You already said it to me before, and i still prefer curved sliders... my map usually use curved sliders, and this sections might be passed with oval flow... it's personal look on things tbh, i want to keep it.

Your flow choice is really interesting. I wish you could improve aesthetics a bit more. Aesthetics is kinda personal stuff... Orz, i don't see way how i can improve it generally, it seems pretty solid currently...

Hard

00:25:706 (1,2,3) - Stuff like this, use a larger angle of rotation, like 30 or 45 degrees. The current rotation looks pretty bad due to the unevenness it creates:i did't get point, your screenshot don't make it clearly as well xD, if it's all about nice stuff with circle-blanketing, i believe blankets can be realized also as parallel curved lines
00:52:792 (4,1) - The spacing randomly gets lower. I think if anything you should keep the same DS. fixed
01:10:106 (2,4,6) - I really like your idea here. I think you need to space it in a way where the head is more visible though. Is it necessary? it looks like change 30% to 40% not a big deal if You ask me... also i want to make visible difference beetwen this one and next on
01:12:848 (2,4,6) - This is better, but the heads are inconsistent in overlap. Make sure you're copy pasting two sliders, and rotating them both when you set up the 3rd slider. should be fixed
01:30:163 (1,2,3,4,5,6,7,8,9,1) - Okay this is a bit too hard to read imo cuz of all the stacks. 01:31:877 (7,9) - is the biggest offender. If you want to keep the ones earlier i'm ehhh ont he fence, but this one is really unexpected since it's not centralized like the other stacks. You have to remember that the stacks will be covered by a 300 even after they disappear and when they keep recurring in the same location its hard to keep track of them at this level. i fogot about 300 animation in default skin :o ,changed
01:54:163 (4,5,6) - Angle them in a way that doesn't it make it seem like you messed up in making them parallel xP. should be better
01:58:277 (3,4,1,2,3,4) - Ehh... Not a good pattern imo. I think this could have been better thought out with cleaner visual flows. It looks like you ran out of room for the 1>2>3>4 pattern too xP. i have smthing else hmmm, changed

Normal

00:12:506 (2,3) - This is the intro, don't use two circles yet, introduce them later when the song picks up. oki doki
01:31:877 (5,6,1) - Visual flow is really poor here. see how 5's slider doesn't point to 6, and slider 1 doesn't suggest a movement from g?
You see how the slider directs the player's path to the next object? The visual is cleaner and makes sense with the slider's path

Generally the aesthetics on this diff could really be improved. Small stuff like blankets, cleaner patterns, and visual flow.

Easy

The visual flow comment from Normal applies to Easy too.
00:14:734 (1,2) - Stuff like this doesn't match the direction of the sliders.
00:48:849 (2,3) - Same about visual flow.
00:56:392 (2,3,4) - Here the player's natural movement is to go straight into slider 4 instead of 3 due to the visual flow.
01:11:477 (4,1,2) - Same idea here^

[]
N/E have almost perfect note connecting riht now , i reworked some sections

Alright good luck. Places to improve on are definitely getting a better sense of good aesthetics and patterning. If you want to map freestyle, its important to still respect visual flow so patterns, despite not being very related to one another visually, can still be connected through clean flow movements.
Thanks for mod!
Sidetail
[general]
- lmao 1/16
- convert current bg into jpg for spacing saving. you're not taking advantage of feature of png anyways since there is no transparency

[insane]
00:16:449 (4,5) - i usually dont nitpick on blankets but since this one is misaligned from other ones, it sort of bothers me
00:56:220 (2,3) - that's bit too close tbh compared to other objects' placement
01:34:791 (3) - this looks out of shape from rest of the map (etc)
remove green line since previous points are identical:
00:31:191 -
01:11:477 -

[hard]
00:53:134 (1,1,2,1,2) - perhaps it would be nice if you increased sv as well since compared to 00:32:563 (1,2,3,4) - they are both 0.75x but one's placement in the song has more power
remove greenline:
00:39:420 -

[normal]
remove greenline:
00:39:420

[easy]
01:34:277 (1,2,1,2,1,2) - there is a lot of stuff going on, yet it's mapped like this :l
Topic Starter
Mitkoff

Sidetail wrote:

[general]
- lmao 1/16 ???
- convert current bg into jpg for spacing saving. you're not taking advantage of feature of png anyways since there is no transparency done

[insane]
00:16:449 (4,5) - i usually dont nitpick on blankets but since this one is misaligned from other ones, it sort of bothers me should be better
00:56:220 (2,3) - that's bit too close tbh compared to other objects' placement idea was to make hold-spead up cursor movemet, for fits synth sounds better
01:34:791 (3) - this looks out of shape from rest of the map (etc) hmm, i dont think so... it's just curved sliders wich i have a lot in my map
remove green line since previous points are identical:
00:31:191 -
01:11:477 - deleted all

[hard]
00:53:134 (1,1,2,1,2) - perhaps it would be nice if you increased sv as well since compared to 00:32:563 (1,2,3,4) - they are both 0.75x but one's placement in the song has more power i thin it's fine,00:53:134 (1,1,2,1,2) - i made jumps to kick sliders and for more soft mechanic 0.75 is fine, i want that player considers jumps and do not give a lot of attention for correct hold cursor, changing in placement enough imo
remove greenline:
00:39:420 -

[normal]
remove greenline:
00:39:420

[easy]
01:34:277 (1,2,1,2,1,2) - there is a lot of stuff going on, yet it's mapped like this :l i made it because i focused on vocals here, wich become less tense. And sinse it's easy i should skip a lot of stuff. If You check other diff, You'll see same idea.
This world really small, like 3 hours ago, i wanted to request NM to your queue (but couldn't find anything because of internet (pictures)). heh...

Thanks
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