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Dreamcatcher - GOOD NIGHT

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Topic Starter
Natsu
ty bakari!
Finshie
M4M from your Q

[General]
  1. Combo color2's luminosity is above 220 and luminosity should be in between 50 and 220
[Morning]
  1. maybe move 00:55:660 (3,1) - down alittle so 00:56:272 (1) - stacks at 00:56:272 (1) - ?
  2. 00:58:721 (1,2) - this sounds really weird and i think you missed the strong sound at 00:59:180 - . maybe change this 2 notes to 3/2+note?
  3. 01:02:854 - shouldnt you put 1/2 reverse here? like 00:53:058 (3) - it sounds the same
  4. 01:11:731 (2) - change this to note+1/2? 01:12:037 - doesnt feel right not to be clickable. same with 02:05:609 (2) - and 02:47:241 (2) -
  5. 01:33:925 (3) - change into 1/2 like from 01:29:027 (2) - and 01:31:476 (2) - ? but with reverse since the sound is still the same and you skip the red tick.
  6. 01:52:599 (1,2) - same with 00:58:721 (1,2) -
  7. 01:56:120 (3,4) - also same reason with 01:02:854 - .
[Daytime]
  1. 00:18:313 (3) - missed a strong sound at 00:18:619 - . 1/1+note might work.
  2. 01:27:497 (1) - why nc here? the sound kinda change but i dont think its necessary and its better to keep the nc consistency.
[Evening]
  1. 00:22:906 (4) - make this into tripple? it sounds different from 00:21:986 (1,2,3) -
  2. 01:00:711 (4,1) - ctrl+g? something with the long period of 1/2 doesnt sound right. this applies to 01:54:588 (4,1) - and 02:36:221 (4,1) - . since the vocal stops at the previous sliders anyway
[Sunset]
  1. 00:58:721 (1,2,3,1,2,3,4) - maybe replace some sliders with notes? its the same as hard as it is now.
  2. 01:11:425 (2,3,1,2,1) - same mod as above. i think its too easy to have sliders for a long period of time.
  3. 01:31:629 (6) - change this into 1/1+note? i think you missed a beat on 01:31:935 -
[toybot's Dusk]
  1. 00:17:701 (3,4) - this jump seems kinda big compared to the rest in this part.
  2. 00:18:160 (1) - im pretty sure this should be on the downbeat.
  3. 00:19:997 (3,4) - sounds overmapped to me. i cant ear any 1/4s here?
  4. 00:48:007 (3) -
  5. 01:41:425 (1,2,3,4,5) - same sound with 00:47:548 (1,2,3,4,5) - but different use of rhythm. But i suggest changing the earlier ones though since 01:41:425 (1,2,3,4,5) - plays better.
  6. 01:44:333 (2,3,4,5) - you emphasize the tripples here that much but its so close at 00:50:150 (1,2,3,4) -
  7. 01:52:446 (1,2,3) - i dont here any 1/4s here?
  8. 02:28:109 (1) - i think this is better if you ctrl+g it
[Night]
  1. 00:58:109 (5,6) - this jump is too big compared to others
  2. 00:59:180 (3,4,1,2,1,2) - the presence of long period of 1/2 sliders is still here even though its already 5.5 and its on kiai where it should be intense too. ok nvm its still there even on last diff.
[Moonlight]
  1. 01:11:731 (1,2) - Nerf this jump? its not as strong as 01:12:190 (4,1,2,3) - so maybe nerf to where 1>2 ds is smaller than that 4 notes same as 02:05:609 (1,2) -
  2. 01:27:497 (1) - make the sv of this faster than 01:26:884 (1,2) - it makes sense cause it sounds different but both sv's are 1.0x
  3. 01:29:180 (8) - change this to 1/1+note? 01:29:486 - is noticable and its kinda weird to not map it. same goes to 01:31:629 (8) -
  4. 01:34:231 (1,2,3) - youve been following the instrument but the only sound here is on 01:34:231 - so making this into a slider would be better imo.
gl! I tried my best and i hope my mod helps and makes sense to you both :)
Vivyanne
M4M from your queue \o

[ General]
  1. Eventhough the diffnames are cool af, unluckily I don't see how they will get through in the current day. They don't give a clear enough picture of what the diff actually is. Suggestions will be given with the headings for the diffs.
  2. Perhaps tune up the HS volume a bit? I had trouble hearing it even with my effects sound setting higher than music
  3. Just pointing it out there, some diffs end on an inconsistent time. Not a bad thing ofc but it'd be nice to have it synchronized

[ Easy: Morning]
  1. 00:10:966 (2) - NC? The song makes a major change which I think is worth emphasising.
  2. 00:18:313 (3) - I disagree with this slider since it skips over so many beats that the song provides. Biggest thing I disagree with is on what type of beat the slider ends. 00:19:231 - imo is a beat worth emphasising with clicking because of the guitar change happening over there. Also this is the only part where the drums really make a change and just emphasising it with a really long slider is kinda boring.
  3. 00:31:782 (1,2,1) - I think this was meant to be a triangle? But it's off a little. 00:34:231 (1) - should be a little more to the right.
  4. 00:36:680 (1) - Shouldn't be the same slidershape as 00:36:068 (4) - . Eventhough symmetry is nice, the sounds both sliders emphasise is imo way too different. It almost sounds like a completely different instrument! Same goes for 00:38:517 (4,1) -
  5. 00:41:578 (1,2) - Isn't there a way to make this a little more intense? The song calls for a harder part, but instead what happens in the map is that the note density goes down and as such it plays easier when the song says it differently. Would try to see if you can find a better, more dense rythm here.
  6. 01:19:537 (3) - Kinda a nazi thing but the tail is pointed up 1 pixel ;w;
  7. 01:27:497 - Are you sure you wanna skip this beat? There is a clear change in the song here that can be worth emphasising.
  8. 02:25:507 (1) - Isn't a repeat better here? There is a notable beat on the big white tick that would be cool to have recognized

[ Normal: Daytime]
  1. 00:28:109 (4,5) - Inconsistent flow usage from 00:25:660 (4,5) - . While 00:25:660 (4,5) - have a negative flow, 00:28:109 (4,5) - seems to be perfectly positive. What I mean with positive flow is that the flow follows the slider's curve. Wouldn't say here that there's a big difference in the song, so having consistent flow usage would be cool
  2. 00:48:925 (1,2,3) - Because of all the 1/1 gaps left here, the buildup in the drums feel really underwhelming and barely emphasised, since rythms like 00:46:782 (1,2) - did have those 1/2 gaps. Would perhaps be cool if there could be some 1/2 gaps here too.
  3. 00:55:813 (6,1) - Nazi thing but wouldn't it look better if this was perfectly aligned when you have stacking on in the editor (that thing in the view tab)?
  4. 02:18:772 (1,2) - Can these be visually different? The sound they're supposed to emphasise are way different and seeing that in the slider itself would be cool.

[ Hard: Evening]
  1. 00:55:813 (3) - Not sure whether this fits the song well due to the high impact drum on 00:55:966 - . Having one drum clickable but the other not feels really weird when 1/2 usage is severly increasing. Would love to see this being 2 circles instead of a slider.
  2. 01:01:017 (1,2) - Would swap NC here. (2) has way more impact in the music.
  3. 01:15:711 (2,1) - Perhaps not stack these? The stack feels off emphasis-wise as I would say the spacing to 01:15:864 (1) - should be bigger with the louder instruments kicking in here again, but instead it's emphasised with stopped cursor movement to which I think is kinda wrong. Would make a little jump instead.
  4. 01:23:517 (1,1,1,1,1,1) - Wait why are there so many NCs here? xd
  5. 02:08:211 (4,1) - Wouldn't a little jump fit well here? It's a pretty strong drum beat and would be cool to have emphasised a little more.
  6. 02:13:415 (1,2) - stack off fix pls

[ Insane: Sunset]
  1. 00:14:639 (1,2,3) - It looks kinda weird to have the aesthetics changed here a bit when putting it next to 00:12:190 (1,2,3) - . Due to 00:14:639 (1) - being different from 00:12:190 (1) - the player will expect something completely different, however the pattern comes down to the same thing in the end which feels pretty weird when playing, since you're expecting the same 3 sliders in the same order. Perhaps make it more consistent.
  2. 00:19:844 (4,4) - Any way for this overlap to be avoided? ngl it kinda ruins the looks of the square as well ;w;
  3. 00:24:435 (1,2,3,4,5,6) - I don't see a reason for the emphasis to be different while the music stays consistent. Imo having just stacks or just sliders would work way better as that would reflect the repetivity of the guitar better.
  4. 00:33:007 (2) - Negative flow on this note fits better, currently the note has barely any emphasis due to the small visual spacing and it having the same circular motion as the notes beforehand do. Try maybe ctrl+g here? Also 00:32:701 (1,2) - swap NCs cuz (2) has a more noticable drum beat.
  5. 00:48:160 (1) - Would put it like this so that you get a nice triangle effect
  6. 00:55:813 (4) - same rythm thing i mentioned in the hard diff.
  7. 01:23:517 (1,2,3) - Why suddenly stop emphasising the guitar here? You did it before and cutting it off all of the sudden doesn't make much sense to me
  8. 02:04:691 (3) - Feels weird to not have this stacked on top of 02:03:772 (1) - tbh. You can adjust the triangle a bit in order to make up for the 0,1x less spacing w
  9. 02:33:772 (7) - I get that the slidershape should already emphasise the guitar sound here, but imo having a SV change would be way cooler to have here as that would really make the slider stand out above the rest. Would also NC anyways due to the big change in the song.

[ Extra: Night]
  1. 00:20:150 (1,2,3,4) - Feels completely off emphasis-wise. 00:20:609 (4) - is by far the weakest of the bunch due to its lowest pitch, yet is more emphasised than 00:20:456 (3) - which has a higher pitch. A pattern with decreasing spacing or consistent spacing would fit the song better with what the guitar is doing at this moment (so perhaps making it a normal square!).
  2. 00:26:884 (1,2,4,5,8) - I hate to say it but, this isn't perfectly aligned,,, (spacing in it is inconsistent ya)
  3. 00:28:568 (2) - You didn't map this beat before, why suddenly start doing it here? That's inconsistent ya
  4. 00:48:466 (2) - Would make the tail clickable as hit has notable vocals going on it.
  5. 01:01:017 (1,2) - Hearing as these drums are louder than the rest, wouldn't it be better to let this stand out more with spacing? Currently I feel like the drums are misrepresented.
  6. 01:12:343 (1,2,3) - Would be cooler to have a flow change here from 01:12:037 (2) - . Continuing the same circular motion really makes sure that these notes don't stand out at all. Would personally ctrl+g 01:12:497 (2,3) - so you keep the same triangle but it just goes the opposite direction. Ofc change 01:12:803 (1,2,3,4,5) - accordingly.
  7. 01:18:772 (1) - Why the new NC here? It does legit nothing special and just seems overdone. deletpls
  8. 01:42:803 (1,2,3,4) - Seems visually way smaller spaced than 00:48:925 (1,2,3,4) - . Try to get a more consistent feeling to it.
  9. 01:48:773 (1,3) - rip not perfectly aligned ):
  10. 01:59:028 (2,3,4) - Feels really awkward to play. The angle you force here onto a player is really uncomfortable and really throws the player off since you never used this kind of angles before. No, it's not consistent to 01:05:150 (2,3,4) - in the way it flows clearly. Try to have it more consistent please
  11. 02:40:660 (2,3,4) - Kinda miss the symmetry patterns that were used here before ;w;
  12. 02:48:925 (1,2,3,4,5,6,7,8) - Why is this the only patterning with the squares moving away from eachother, compared to the before patterns? Looks really weird after constantly having seen something different.

[ Extra: Moonlight]
  1. Can you up the AR a bit? It feels way too low when playing. Would say that ar9,7 is way better.
  2. 00:13:109 (7) - The sudden spacing increase here feels really weird. It really stands out currently, but it doesn't in the music. Try to tune it down a notch. (if you want more emphasis to 00:13:262 (1) - move this note around instead pls)
  3. 00:17:395 (2) - What made you make a 1/1 slider here? You made this 1/2 in the Night diff and misemphasise the drum beat on 00:17:701 - cuz it was clickable before so why not here!
  4. 00:20:150 (1,2,3,4) - legit the same issue as in the night diff lo
  5. 00:31:476 (5) - Imo highest spacing should be to this note due to the vocals intervering here, making it a much more noticable beat than 00:31:629 (6) - which might have some weak drum to it? You did it well on 00:41:119 (4,5,6) - so :>
  6. 00:43:262 (1,2,3,4,5) - ngl a pentagon stream would fit much better here with the strong circular flow you're forcing upon the player with this.
  7. 00:52:139 (4) - Sure about the smaller spacing used here? I don't feel like a decrease makes much sense. Would try to see if you could make 00:51:680 (1,2,3,4) - into one big square as the song has consistent beats so consistently spaced patterns would fit better.
  8. 00:57:650 (2,3,4,5,6,7) - If there was anything that played really poorly in this map, it has to be this. The extreme increase in spacing is the least a player could expect to happen here since there are no dramatic changes in the song and the spacing was way smaller introduced on 00:55:354 (2,3,4,5) - which a player would refer to as similar. Please nerf this, I beg you.
  9. 01:12:190 (4) - Here is the big change in the ryhtm of the song. According to your map, it's at 01:11:731 (1) - . Yes I completely disagree once again with the usage of spacing here as it simply does not reflect anything in the song. I would be fine with a spacing change after 01:12:190 (4) - since you hear that strong drum kick in and hear it for a while so a player can be expected to do more. However, 01:11:731 (1) - simply does not have the same impact and thus starting extreme jumps here plays terrible. Please nerf 01:11:731 (1,2,3) - so that they fit the rest of the section.
  10. 01:17:242 (1,2,3,4,5,6,7) - You did more fancy stuff here in the Night diff, so why not here w/
  11. 01:23:517 (1,2,3) - I still hear the same guitar that was emphasised before with circles, why is it getting ignored here?
  12. 02:24:435 (1) - You sure about ending the slider on such a strong drum? Would make it clickable instead.
  13. 02:32:854 (1,2,3,4,5,6,7) - Since the buildup still is going on in legit this section, wouldn't it be better to have a pattern that slowly increases in spacing instead? Keeping the same visual distance just makes it feel like dumb jump spam when playing and is really not enjoyable.
  14. 02:43:262 (1,2,3,4) - Same issue as before. What makes 02:43:721 (4) - stand out so much compared to the rest of the notes in these jumps? It has no special sound or anything so why is it being extremely emphasised?
    I'm not gonna point out in legit every jump pattern why the emphasis is wrong: it are consistent errors you make. Also perhaps better leads into the jumps can be appreciated so it doesn't feel like I suddenly have to throw my pen around my entire room all of the sudden. I didn't enjoy playing this diff due to its randomness. With a little emphasis check I bet it can feel a lot, and I mean a lot better.

I hope some of this is useful www
Good luck!
nextplay
GOOD NIGHT PP
Topic Starter
Natsu

My Angel Kanan wrote:

GOOD NIGHT PP
#69,202
Euny

Natsu wrote:

My Angel Kanan wrote:

GOOD NIGHT PP
#69,202
what a rude - from.#61,524
Topic Starter
Natsu
I'm going to reply to mods soon and btw diff names are rankable
Vivyanne
thought i would just bring it up anyways cuz the same happened with Pitch Fucker, which yes ended up with having to change diff names too w/
Topic Starter
Natsu

HighTec wrote:

thought i would just bring it up anyways cuz the same happened with Pitch Fucker, which yes ended up with having to change diff names too w/
The case is that if they make sense in a spread mode are fine, for example sleeping walking running
DeRandom Otaku
M4M
My map : https://osu.ppy.sh/s/589261
[General]
  1. 02:33:772 - you could really remove kiai from here to 02:34:231 - to enhance the feeling in gameplay.
[Morning]
  1. 00:54:435 (2) - The vocal on slider reverse arrow is clearly much more intense than what you have on slider start, so 00:54:895 - this is the beat that should have more emphasis instead of 00:54:435 -
  2. 01:04:690 - Same thing and pretty much the same for all cases like these
  3. 01:14:333 (2,2) - Consistency? Also i think its better to change 01:14:333 (2) - into 1/2 since thats where the sound is lol
  4. 01:27:497 - Should be a 1/1 slider here as well or atleast a circle here because theres clearly a vocal at 01:27:497 - which you skipped.
  5. 01:44:793 (4) - i think a 1/1 slider would suffice here since you are mostly prioritizing vocals , the vocals are at 01:44:793 - 01:45:099 - which can be represented by a normal 1/1 slider better.
  6. 02:49:844 (2,2) - same consistency thing as before
[Daytime]
  1. 00:19:078 (4) - Could safely remove this circle because its not representing the guitar sound you are following in this part
[Evening]
  1. 01:37:905 (1,2) - Is that tiny overlap really necessary lol it looks pretty bad
[Sunset]
  1. 00:32:701 (1,2) - Swap NC's because the new vocal phrase starts from 00:33:007 -
  2. 00:42:497 (1,2) - Same. Same for the rest
[Dusk]
  1. 00:17:548 (2,4) - Overkill spacing compared to the rest of the stuff in this section
  2. 01:06:068 (1,2,3) - Pretty weird flow compared to the rest
  3. 01:36:374 (1,2) - Rhythm sounds weird here. Try doing something like 00:32:701 (4,1,2) - 00:42:497 (4,1,2) - because these sound better and it will make it more consistent
  4. 02:08:823 (1) - This is not 1/3 at all lol. Try listening at 25% or refer to other difficulties.
  5. 02:39:129 (1,2,3,4) - Very very inconsistent with the rhythm you used for this sounds in other sections like 01:57:497 (1,2,3) - 01:03:619 (1,2,3,4) -
[Night]
  1. 00:32:701 (1,2) - Same thing as in sunset difficulty and it also applies in other sections of this difficulty
[Moonlight]
  1. Seems fine.
gl.
Topic Starter
Natsu
k seems all the mods are done, going to reply today later to everything, thanks
toybot
replies

Doormat wrote:

m4m from your queue

[toybot]
  1. 00:18:160 (1,2) - this is the only part in this section that is mapped to the backup guitar instead of the lead guitar. consider Ctrl + G the rhythm here so that this combo is consistent with the rest of the rhythm structure // its actually mapped with the drum in mind; every 2nd measure has a kick not on the downbeat, but the offbeat right before
  2. 02:08:823 (1) - i believe this is an incorrect snap; if you play this on a slower playback the guitar actually doesn't sync up to a 1/3 snap properly. i'd consider just sticking to a 1/2 slider like what Natsu did // a 1/3 snap would sound so much cooler in the music tbh
  3. 02:09:588 (1,2,3) - the circles and slider starts all have 5% hitsound volume lol
cool RUN sliders, hope this helps!

_DT3 wrote:

Hey o/
Here for the M4M from your queue:
Dreamcatcher <3

[toybot's Expert]
  1. 00:12:190 (1,2,3) - Tails like this sound like they should be silenced imo, the tails on the 1/4 for one don't have any specific sounds on them and second, the hitnormal sounds kinda jarring combined with the hitsounds of the next sliderhead. Keep in mind that this would apply to similar patterns if you accept this. (Oh also, since the hitsound copier probably copied the silences for 00:53:823 (1,2,3) - etc. over, it would be good to be make it consistent with the other 3/4 sliders too)
  2. 00:18:160 (1,2) - I don't want too look like I'm copying Doormat lol but I do agree with him on this point too, the rhythm would feel more appropriate with following the guitar if ctrl+g'd // see reply to doormat
  3. 00:35:303 (2) - I'm not exactly sure if this has changed recently but maybe this many red anchors might count as some sort of slider slowdown manipulation and may be unrankable, correct me if I'm wrong though :o
    Imo slower SV and a sharp slidershape would work fine too though // its fine as the general velocity of the slider remains the same throughout
  4. 02:08:823 (1) - Again here as in insane (which was a different timestamp ofc), if you do want to keep the repeat slider, then 1/4 would work much better here as the guitar snaps to the 1/4 more than to the 1/3 imo
  5. 02:09:588 (1,2,3) - Since there is a rather noticable guitar on these hitcircles (and slider), maybe a green line with volume of 40% or quieter could be placed here 02:09:588 -

I thought the whole mapset was very clean, so after a while I just stopped mentioning it for every diff :o
Hope my mod was somewhat helpful and didn't seem effortless ^^
Posted my map and mod in the queue, GL!

Bakari wrote:

I was the one who came up with the diffnames, so I am here for the kudosu. Oh, yeah, I also did some nazi changes with Natsu via IRC.

[toybot's Expert]
  1. 01:08:976 (2,3) - I would try to stress (3) with some kind of a spacing change since it has some strong vocals.
    Note: 02:00:864 (5,1) - 02:21:680 (4,1) - similar thing here. // i like the small spacing tbh, the change in direction indicates some sort of strength in the music anyway

    Just a couple of things, I like it in general.
~~~~~~~~~~~~~~~~~~~~~~~~~~

Best of luck!

Finshie wrote:

M4M from your Q

[General]
  1. Combo color2's luminosity is above 220 and luminosity should be in between 50 and 220
[toybot's Dusk]
  1. 00:17:701 (3,4) - this jump seems kinda big compared to the rest in this part. // plays fine, slider leniency helps the jump be manageable
  2. 00:18:160 (1) - im pretty sure this should be on the downbeat. // drum
  3. 00:19:997 (3,4) - sounds overmapped to me. i cant ear any 1/4s here?
  4. 00:48:007 (3) - // was on the fence with this pattern, changed
  5. 01:41:425 (1,2,3,4,5) - same sound with 00:47:548 (1,2,3,4,5) - but different use of rhythm. But i suggest changing the earlier ones though since 01:41:425 (1,2,3,4,5) - plays better.
  6. 01:44:333 (2,3,4,5) - you emphasize the tripples here that much but its so close at 00:50:150 (1,2,3,4) - // i just used different patterns entirely
  7. 01:52:446 (1,2,3) - i dont here any 1/4s here? // these are for emphasizing the downbeat
  8. 02:28:109 (1) - i think this is better if you ctrl+g it // intentional change in direction, its fine as is
gl! I tried my best and i hope my mod helps and makes sense to you both :)

DeRandom Otaku wrote:

M4M
My map : https://osu.ppy.sh/s/589261

[Dusk]
  1. 00:17:548 (2,4) - Overkill spacing compared to the rest of the stuff in this section
  2. 01:06:068 (1,2,3) - Pretty weird flow compared to the rest // i like it as is
  3. 01:36:374 (1,2) - Rhythm sounds weird here. Try doing something like 00:32:701 (4,1,2) - 00:42:497 (4,1,2) - because these sound better and it will make it more consistent
  4. 02:08:823 (1) - This is not 1/3 at all lol. Try listening at 25% or refer to other difficulties.
  5. 02:39:129 (1,2,3,4) - Very very inconsistent with the rhythm you used for this sounds in other sections like 01:57:497 (1,2,3) - 01:03:619 (1,2,3,4) - // it's intentional tbh. the song modulates to a new key here so i felt like doing something different
gl.

thx guys https://0paste.com/12877.txt
Kaifin
just 2cents from looking only at the diff names and not the map at all: wouldn't it make more sense/be cooler if instead of Moonlight it was called Midnight?

since all the other diff names are times of day specifically, then the top diff is "Moonlight" rather than a time of day as well

i think that midnight sounds cool too but just my opinion
WORSTPOLACKEU
Moonlight ---

00:15:100 (4,5) - I think CTRL-G on those two would give those jumps a nice reflection to the tone the music is played at since you change direction at 5-6 where the song mildly switches the tone, at least fits in my head very well :D

00:22:905 (1,2,3) - Stack on x506 y65 to make perfect angle (I know it doesn't matter that much for you I'll say those anyway in case u want to actually do it when it's pending)

00:36:680 (1) - x291 y209 -- 00:36:833 (2) - x 151 y249 -- 00:36:986 (3) - x 220 y276
and adjust those 2 00:36:986 (3,7) - so it's straight if u even do those things

00:45:252 (1) - CTRL-G gives nicer flow

00:53:823 (1,2,3) - If you want as I said before --> https://wisniowkaxd.s-ul.eu/EA1imLZq Bend the letters like this it looks better imo with the U being curved you get the curves on the R and N aswell.

01:06:068 (2) - I would stack this on the same slider you did jusdt with the sliderend since you get extra spacing which is kinda needed in this spot.

01:13:568 (2,3,4,6,8) - I feel like this is a bit inequal in distance between 4-2 and 3-6 aswell as 3-6 is closer to each other than 4-2.
Just put 01:13:568 (2) - on x416 y140 this way you get the same distance between 4-2 and 3-6 and a bit of gap between which is perfectly okay.

01:28:874 (6,8) - Not perfect stack there, don't know if you want to fix it.



Night --

00:16:629 (6,1) - Stack

00:53:823 (1,2,3) - Same as last diff? Or you maybe can do it differently for variety!

01:57:191 (1,2) - Hmm I found a nice thing here you can CTRL-G both of those notes alone and it becomes a nice wavey pattern, nut sure if you want that though I just thought it's cool :D
You can do it on the previous aswell or leave it for variety!

Diff very nice, nothing to change imo really those are just suggestions.


toybot's Dusk --

00:13:109 (4) - I feel like everyone of those should be clickable furhter away than stacked, it would give more emphasis and I really felt something missing while playing those sections in the map. I know it's difficult to do without changing sliders that are after because the pattern changes but think about it!

00:54:742 (4) - Here aswell, even more so!

01:07:752 (3,4,5,6) - This pattern stands out since it is so linear, I recommend switching this for more sharp jumps because this is not intuitive and the movement becomes very awkward considering this flow is nowhere else in the map.
Just do this order --> https://wisniowkaxd.s-ul.eu/QhLpiuZl

01:45:252 (1,2,3,1,2,3,4,1,2) - I do not understand the rhythm choice here, isn't it better to focus on the vocals with the singletaps and add a slider where the actual sound starts later instead of putting a singletap there 01:46:476 (1) - and slider on nothing after it ? It doesn't fit imo.

02:00:405 (2,3,4,5,1) - This becomes very weird aswell since it's so linear and the most prominent part here would be the vocal startig on the slider and it doesn't have any spacing to it after the linear jumps, I highly recommend putting some extra spacing on that slider 02:01:017 (1) -



Very solid set I like it a lot, one of the best maps from you Natsu, GL with it I hope I helped a bit :)
Mitkoff
Hello, I don't want to looks picky but let me share some thoughts about diff names.

First of all simply names of day times makes pretty unclear progression since day is circular metric. Same thing as You 'll name diff East-North-West-South. And argument for beginning from East because sun raise from East. Weak logic isn't it?


Yeah we still have progression to going darker (also questionable since at least for me morning and evening have same shine, while daytime have most sun then all of these), but how this is depends to night? Or good? Or good night? If i didn't listen song I should think like "morning have more shine, so it's less night(or less good???) so this difficulty is easy". It's kinda strange logical chain imo.

And finally overall about day times. The main theme of song is nightmare, which your diff names is not emphasize at all. Also night used only for give idea "nightmares beeing in the dark", not actually as main theme. And "good night" here means "sleep quietly " with ironic acent..... so again sense of diff names is pretty weak.

If You are still want to keep it, so at least I suggest to add epithets. Like "seren morning" and "scary sunset" etc. At least it fits name of song. Structure of name I mean.

And last. Moonlight... I perhaps wrong, but fist lyrics about how moonlight hides in clouds, so... yeah it's kinda weird. Correct me if I'm wrong. I'll glad to know if I understood main theme of song wrong, just explain it to me pls.
Topic Starter
Natsu
* reply in progress *

Kroytz

Kroytz wrote:

I like kpop okay, and oddly enough your taste is similar to mine xd

anyways:

02:29:333 (1) - The C# should hold for 2 beats. The last G plays a bit like a grace note but thankfully corrects itself to the vocal. You could also use a D# instead of the last G too. tbh literally I took a random piano hitsound for it, if you can provide me the correct ones, I'd be glad


Doormat

Doormat wrote:

m4m from your queue

[General]
  1. 00:51:068 - 01:44:946 (2) - there isn't really a cymbal crash here so i don't think the fnish hitsound is necessary to use here there is a really special sound, I know isn't realy a cymbal, but still is stronger than the clap sounds, so I think it does fit somehow, if you want to suggest me something there would be nice
[Easy]
  1. 01:27:497 - circle here perhaps? could serve as a nice indicator for music changeI think the pause gives a break to players and I think feels nice to have the empty place there to start again with the guitar
[Normal]
  1. 00:18:313 (3) - optional, but consider splitting this into a 1/1 slider + circle? i feel like you shouldn't ignore the clap at 00:18:619 - since this long slider kind of stands out among the intro kiai tbh I'm unsure about changing this for two reasons, for one side we have the guitar held sound that I'm following and also I think some simple rhythms does fit better the spread
  2. 01:27:497 (1) - just my opinion, but you can try giving this slider a more unique shape for more distinction on this sound, but this is fine the way it currently is don't you think the curve is good enough, I mean the other ones are straigh sliders and tbh with the sv I can't do much for a nice slider shape
  3. not much problems here imo, nice normal
[Hard]
  1. 00:21:986 (1,2,3,4) - are you sure about using 0.50x SV multiplier right after a 1.0x multiplier? it might cause some reading hazards, especially since they're all straight sliders, i feel that this combo could be mistaken as 1/4 instead yeah you're actually right, I removed all the 0,50 sv sliders,
    without the first one, because it would become super big
  2. 00:52:599 (2) - 01:46:477 (2) - i feel that a 1.5x multiplier coming right after a 0.75x multiplier might be too sudden; this could also be mistaken for a 1/1 slider. maybe try a 1.25x multiplier here instead? tbh i didn't notice it was 1,50 LOL, anyways I used 1,30 for being consistent with the ones at the kiai
  3. 01:38:364 (2,3) - 01:40:966 (2,3) - mmm potential distance snap errors? it looks like you're sticking to 1.3x distance snap here, but this is 1.4x distance snap Isn't an error, just with the reduced sv they would become overlap so I decided to go for 1,4 to avoid overlaps, visually is the same spacing as the other sections so it wouldn't be a problem
[Insane]
  1. 00:38:364 - i wouldn't really ignore this offbeat here; there's a really emphasized drum note and guitar whammy on it so i think it'd be a shame to skip this note. maybe try putting a circle here? I want to map only vocals there to make it less dense than the 1/2 guitar sections, also less dense than the hardest diffs
  2. 00:53:823 (1,2,3) - this is actually really cool, but i think it loses it's effect when 00:56:272 (1,2,3,1) - is nearly in the same coordinates. at the very least you could change 00:57:344 (1) - to be a different shape from 00:54:895 (1) - like what you did in the second kiai did both moved and I changed the slider shape on 1
  3. 01:22:139 - i know this is following vocals, but there's a drum kick here that i think you shouldn't ignore, since this is the same percussion as 01:19:537 (1,2,3) - and you didn't ignore it there one has vocals while the other one don't, also I want to go for a less denser rhythm at each lower diff, it also let clear that the player should focus on the vocals
  4. 01:23:517 (1,2,3,1,2,1,2,1,2,1,2,1,2) - i know that this is following the vocals, but i don't think making these all single circles is a good fit here since it feels drastically different from the rest of this section despite backup instruments not being much different oh man, I really like this pattern the vocals becomes some how special and I really feels happy with this atm
  5. 02:24:435 (3) - i feel that you should shorten this by 1/2 so that it ends on 02:24:895 - and then place a circle at 02:25:048 - . red tick is really emphasized so i think it'd be appropriate for slider to end there nah I'm mostly following vocals and this is one of the slower section

[Extra]
  1. 02:24:435 (1) - the same suggestion i mentioned in Insane could also apply here; i really don't think you should ignore 02:24:895 - when it's the same snare sound as 02:25:048 - same as the insane diff
  2. 02:29:257 - you can probably put a circle here for the drums to serve as an indicator of a section change at 100% speed the sound isn't noticeable and I kinda think the other way that an extra circle would cause confusion there
[Moonlight]
  1. 00:31:476 (5,6) - i'd also nerf the distance here to something more like 00:41:272 (5,6) - since these have the same intensities I made them with more equal spacing, but sstill keeping the big jumps there, since I like the spike that the song has there
  2. 02:24:435 (1) - i've also mentioned this before in past difficulties; i'm 99% sure that this was intentional, but please reconsider skipping over the snare at 02:24:895 - yeah same as before it's intentional

cool RUN sliders, hope this helps!
_DT3

_DT3 wrote:

Hey o/
Here for the M4M from your queue:
Dreamcatcher <3

[Easy]
  1. 00:26:272 (4) - 00:28:721 (4) - I get that you were following vocals with both sliders but I feel like the unique snare-like sound on each slider head should be emphasized too in a way. Maybe the sliders could be a hitcircle instead? It would make this section different from this part 00:34:231 - which seems more intense It would make the whole beatmap rhythm inconsistent, since I mapped most of vocals and ignored the other rhythms (mostly), I think the hitsounds are enough there
  2. 00:58:109 (3) - Maybe this was done for variety but it looks like this is inconsistent with 00:55:660 (3) - , both timestamps sound the same next to the different lyrics, so the 1/2 repeat slider could fit here too imo, same would go for 01:51:987 (3) - too I went for 1/1s onnly, thanks for pointing the inconsistency
  3. 02:31:170 (4) - Just curious, but why is the sliderend silenced? There are (maybe faint) sounds that can be heard on the slider end so keeping it at the same volume as the rest of this part if fine too imo omg ! really thank you!

    Looks like a clean and consistent diff, I like it

[Normal]
  1. I tried to find things that stood out in this diff too much but nothing really did stand out, looks good :D

[Hard]
  1. I'm concerned about the massive difference between some SV switches, they don't usually appear in Hard difficulties and they could easily lead a player to misread a SV switch since they happen so frequently. An example would be here 00:52:599 (2,2) - where one slider is shorter than the other (or looks like it is) but it actually is twice as long which is really hard for a player at this level to comprehend. Consider reducing or increasing the SV for very fast or slow SV switches I solved them at the before mod, there are not more 1,50 or 1,30 stuff, the rest are fine with the song and the color hax helps
  2. 02:17:088 (1,2) - Wouldn't be necessary but maybe these could also work if you extend these to the next blue tick since the vocals are held would be too much for a hard diff at the slow section, I meant I did that on the hardest diff, but I'm really afraid about doing that on the hard

    Again, clean diff \w/

[Insane]
  1. 00:20:762 (1) - Even if this slider has more distance than 00:20:150 (1,2,3,4) - to it, it feels way easier to catch than the four hitcircles and doesn't feel emphasized enough due to it continuing the clockwise flow like the hitcircles, a ctrl+g would emphasize it more by changing flow direction (also, I think you do emphasize stronger sounds/doenbeats later with direction changes too) even if do that it would be almost the same and personally I feels more comfortable with my current one
  2. 01:07:139 (1,2,3,4) - This pattern looks way more cramped together I'll say than the patterns that have been used for this rhythm in the other kiais (02:01:017 (1,2,3,4) - 02:42:649 (1,2,3,4) - ) and also play differently since the other patterns make use of slider leniency. It also emphasizes the other patterns more from the rest of the kiais since the fact that they are less cramped makes them stand out (I hope this actually makes sense to you =3=). Maybe you could change the pattern up so that it uses up more space? in the actual game play the spacing is similar, when you play sliders you don't follow the full slider patch, for example the square one is the easier to play and the one that looks bigger

[Extra]
  1. 00:54:435 (3) - Ok this curved 'N' is just cool o.o yay

[Moonlight]
  1. 00:57:650 (2,3,4,5,6) - While ofc these vocals are intense, they look like they're spaced similarly 01:07:752 (1,2,3,4) - which are the strongest vocals in the kiai although both of these timestamps have a noticable difference in intensity, maybe reduce distance for one and increase more for the other to make the difference in intensity feel more noticable? I feels the other way lol, if you notice in the first pattern the vocals are going in 1/2s and in the other one in 1/1
  2. 01:11:884 (2,3) - While they might play similarly, visually it looks like 01:11:884 (2) - is emphasized more than 01:12:037 (3) - although it seems like you're following vocals, consider reducing distance for (2) and increasing distance for (3) yeah I reduce it at 2 and 3 gap

I thought the whole mapset was very clean, so after a while I just stopped mentioning it for every diff :o
Hope my mod was somewhat helpful and didn't seem effortless ^^
Posted my map and mod in the queue, GL!

Finshie

Finshie wrote:

M4M from your Q

[General]
  1. Combo color2's luminosity is above 220 and luminosity should be in between 50 and 220 I believe that guideline is mostly because of kiais and if you notice I'm using the white combo color only at the slowdowns, but as I talked with bakari I may change the BG in the next days, so prob there would be new combo colors
[Morning]
  1. 01:02:854 - shouldnt you put 1/2 reverse here? like 00:53:058 (3) - it sounds the same nop focus on vocals and you will see why
  2. 01:11:731 (2) - change this to note+1/2? 01:12:037 - doesnt feel right not to be clickable. same with 02:05:609 (2) - and 02:47:241 (2) - again vocals
  3. 01:33:925 (3) - change into 1/2 like from 01:29:027 (2) - and 01:31:476 (2) - ? but with reverse since the sound is still the same and you skip the red tick.
  4. 01:52:599 (1,2) - same with 00:58:721 (1,2) - the thing is that the one you're pointing has a cymbal on the white tick, while the other doesn't
  5. 01:56:120 (3,4) - also same reason with 01:02:854 - same.
[Daytime]
  1. 00:18:313 (3) - missed a strong sound at 00:18:619 - . 1/1+note might work. same explain as in doormat's mod
  2. 01:27:497 (1) - why nc here? the sound kinda change but i dont think its necessary and its better to keep the nc consistency. the music does changes a lot there and last for only that object
[Evening]
  1. 00:22:906 (4) - make this into tripple? it sounds different from 00:21:986 (1,2,3) - tbh I made the 1/2 because I always make each lower diff less dense from the higher one
  2. 01:00:711 (4,1) - ctrl+g? something with the long period of 1/2 doesnt sound right. this applies to 01:54:588 (4,1) - and 02:36:221 (4,1) - . since the vocal stops at the previous sliders anyway each active beat has vocals, your rhythm would only break my consistency
[Sunset]
  1. 00:58:721 (1,2,3,1,2,3,4) - maybe replace some sliders with notes? its the same as hard as it is now. it would break my vocals mappping
  2. 01:11:425 (2,3,1,2,1) - same mod as above. i think its too easy to have sliders for a long period of time. ^
  3. 01:31:629 (6) - change this into 1/1+note? i think you missed a beat on 01:31:935 - I dont' want to have that denser rhythm after the guitar stops and the vocals start, it's fine to miss some beats
[Night]
  1. 00:58:109 (5,6) - this jump is too big compared to others well is a slider so people can aim it well and have the leniency of don't clicking it accurate and still get 300
  2. 00:59:180 (3,4,1,2,1,2) - the presence of long period of 1/2 sliders is still here even though its already 5.5 and its on kiai where it should be intense too. ok nvm its still there even on last diff. yeah vocals
[Moonlight]
  1. 01:11:731 (1,2) - Nerf this jump? its not as strong as 01:12:190 (4,1,2,3) - so maybe nerf to where 1>2 ds is smaller than that 4 notes same as 02:05:609 (1,2) - things changed here, from the previous mods, but still 2 is a really heavy beat that has vocals while 2 and 3 doesn't
  2. 01:27:497 (1) - make the sv of this faster than 01:26:884 (1,2) - it makes sense cause it sounds different but both sv's are 1.0x it doesn't matter that much, since the vocals sliders are straight and the guitar ones are super curved an increase of sv would not make difference due to the stack leniency, players would hold a key in the center of the slider at any sv
  3. 01:29:180 (8) - change this to 1/1+note? 01:29:486 - is noticable and its kinda weird to not map it. same goes to 01:31:629 (8) - same explain as the before pattern
  4. 01:34:231 (1,2,3) - youve been following the instrument but the only sound here is on 01:34:231 - so making this into a slider would be better imo. there are 3 vocals tho
gl! I tried my best and i hope my mod helps and makes sense to you both :)

HighTec

HighTec wrote:

M4M from your queue \o

[ General]
  1. Eventhough the diffnames are cool af, unluckily I don't see how they will get through in the current day. They don't give a clear enough picture of what the diff actually is. Suggestions will be given with the headings for the diffs. If the are in a spread they are fine
  2. Perhaps tune up the HS volume a bit? I had trouble hearing it even with my effects sound setting higher than music did you tried with the default settings? they sound fine on my end o.o, I'd ask to other people
  3. Just pointing it out there, some diffs end on an inconsistent time. Not a bad thing ofc but it'd be nice to have it synchronized ah is because the harder diffs ends in a silent beat, but the easier ones ends in a sound

[ Easy: Morning]
  1. 00:18:313 (3) - I disagree with this slider since it skips over so many beats that the song provides. Biggest thing I disagree with is on what type of beat the slider ends. 00:19:231 - imo is a beat worth emphasising with clicking because of the guitar change happening over there. Also this is the only part where the drums really make a change and just emphasising it with a really long slider is kinda boring. well it's just an easy in 196 bpm I can't be that extreme and mmm I focus mostly on the special sounds to make it a non bpm mapped easy, if you notice the 3 main guitar sounds are mapped with head tail and repeat
  2. 00:36:680 (1) - Shouldn't be the same slidershape as 00:36:068 (4) - . Eventhough symmetry is nice, the sounds both sliders emphasise is imo way too different. It almost sounds like a completely different instrument! Same goes for 00:38:517 (4,1) - well it's just a visual thing, I think new players get more happy about cute patterns than for different shapes for rhythms
  3. 00:41:578 (1,2) - Isn't there a way to make this a little more intense? The song calls for a harder part, but instead what happens in the map is that the note density goes down and as such it plays easier when the song says it differently. Would try to see if you can find a better, more dense rythm here. ikr, blame the vocals for being like that, I was tented to make a 1/2 transitions, but it would be too overkill
  4. 01:27:497 - Are you sure you wanna skip this beat? There is a clear change in the song here that can be worth emphasising. I'm positive about this, I made change it if more people complain, but right now I feels that the break is better, because that sound doesn't belong to the previous vocal part, but neither to the next guitar part

[ Normal: Daytime]
  1. 00:48:925 (1,2,3) - Because of all the 1/1 gaps left here, the buildup in the drums feel really underwhelming and barely emphasised, since rythms like 00:46:782 (1,2) - did have those 1/2 gaps. Would perhaps be cool if there could be some 1/2 gaps here too. vocals are in 1/1 there tho and that's what I'm focus in this map
  2. 02:18:772 (1,2) - Can these be visually different? The sound they're supposed to emphasise are way different and seeing that in the slider itself would be cool. I'd want that too, but the sliders are super short lol, if make one curved it looks super bad, if you suggest something it would be cool

[ Hard: Evening]
  1. 00:55:813 (3) - Not sure whether this fits the song well due to the high impact drum on 00:55:966 - . Having one drum clickable but the other not feels really weird when 1/2 usage is severly increasing. Would love to see this being 2 circles instead of a slider. I focus on vocals man :l
  2. 01:01:017 (1,2) - Would swap NC here. (2) has way more impact in the music. the new vocals line starts at the actual 1

[ Insane: Sunset]
  1. 00:14:639 (1,2,3) - It looks kinda weird to have the aesthetics changed here a bit when putting it next to 00:12:190 (1,2,3) - . Due to 00:14:639 (1) - being different from 00:12:190 (1) - the player will expect something completely different, however the pattern comes down to the same thing in the end which feels pretty weird when playing, since you're expecting the same 3 sliders in the same order. Perhaps make it more consistent. it's fine xD, they are just 1/2 sliders in different parts
  2. 00:24:435 (1,2,3,4,5,6) - I don't see a reason for the emphasis to be different while the music stays consistent. Imo having just stacks or just sliders would work way better as that would reflect the repetivity of the guitar better. I'm just making the rhythm less dense than the hardest diffs,
    less click'able objects, would be super weird too suddenly jump from a only slider diff to a 8 circles one, so I made sliders only in hard, I introduced 4 circles at the insane and then 8 at the higher diffs
  3. 00:33:007 (2) - Negative flow on this note fits better, currently the note has barely any emphasis due to the small visual spacing and it having the same circular motion as the notes beforehand do. Try maybe ctrl+g here? Also 00:32:701 (1,2) - swap NCs cuz (2) has a more noticable drum beat. did the combo thing, but I didn't ctrl g it, because 1 it doesn't changes anything IMO and 2 I'd need too do a masive rework with the next patterns, blame my structure
  4. 00:55:813 (4) - same rythm thing i mentioned in the hard diff. same
  5. 01:23:517 (1,2,3) - Why suddenly stop emphasising the guitar here? You did it before and cutting it off all of the sudden doesn't make much sense to me in first place I wasn't fitting the guitat, it was just coincidency that the guitar and vocals were together, I map to the vocals with filler rhtyhm for the other instruments
  6. 02:33:772 (7) - I get that the slidershape should already emphasise the guitar sound here, but imo having a SV change would be way cooler to have here as that would really make the slider stand out above the rest. Would also NC anyways due to the big change in the song. yes I wanted,
    but I had a problem if I increase the SV there, then the next object that is stronger also would need it ann then the similar ones to it and I'd need to rework the full kiai LOL

[ Extra: Night]
  1. 00:26:884 (1,2,4,5,8) - I hate to say it but, this isn't perfectly aligned,,, (spacing in it is inconsistent ya) the grid is over send help
  2. 00:28:568 (2) - You didn't map this beat before, why suddenly start doing it here? That's inconsistent ya nuuu, the previous one is empty, the later ones are all mapped to the drumbeat
  3. 00:48:466 (2) - Would make the tail clickable as hit has notable vocals going on it. I'm just making the rhythm less dense than the top diff, also it's a whole word ;o
  4. 01:12:343 (1,2,3) - Would be cooler to have a flow change here from 01:12:037 (2) - . Continuing the same circular motion really makes sure that these notes don't stand out at all. Would personally ctrl+g 01:12:497 (2,3) - so you keep the same triangle but it just goes the opposite direction. Ofc change 01:12:803 (1,2,3,4,5) - accordingly. idk man tried both, but mine Is more comfotable to play on my end
  5. 01:18:772 (1) - Why the new NC here? It does legit nothing special and just seems overdone. deletpls 01:18:313 (1) - filler guitar rhythm, 01:18:772 (1) - the start of the vocal sections
  6. 01:42:803 (1,2,3,4) - Seems visually way smaller spaced than 00:48:925 (1,2,3,4) - . Try to get a more consistent feeling to it. it's just visually in the game play the play similar
  7. 01:59:028 (2,3,4) - Feels really awkward to play. The angle you force here onto a player is really uncomfortable and really throws the player off since you never used this kind of angles before. No, it's not consistent to 01:05:150 (2,3,4) - in the way it flows clearly. Try to have it more consistent please
  8. 02:40:660 (2,3,4) - Kinda miss the symmetry patterns that were used here before ;w; it's fine, just players forgot how to aim linear patterns xd
  9. 02:48:925 (1,2,3,4,5,6,7,8) - Why is this the only patterning with the squares moving away from eachother, compared to the before patterns? Looks really weird after constantly having seen something different. not really, the patterns changed eventually to add some variation, the spacing stayss the same, but having the same pattern in the like 10 times that the rhythm does appear would be too monotonous

[ Extra: Moonlight]
  1. Can you up the AR a bit? It feels way too low when playing. Would say that ar9,7 is way better. it's high enought wdf, it's not even 200 bpm, the good players I asked did read the map perfectly with the current one
  2. 00:13:109 (7) - The sudden spacing increase here feels really weird. It really stands out currently, but it doesn't in the music. Try to tune it down a notch. (if you want more emphasis to 00:13:262 (1) - move this note around instead pls) listen to the music, 7 is the stronger beat
  3. 00:17:395 (2) - What made you make a 1/1 slider here? You made this 1/2 in the Night diff and misemphasise the drum beat on 00:17:701 - cuz it was clickable before so why not here!what? in the night diff is a 1/1 repeat slider and here a 3/4 and 1/1 o.o
  4. 00:43:262 (1,2,3,4,5) - ngl a pentagon stream would fit much better here with the strong circular flow you're forcing upon the player with this. never xd, a pentagon looks super bad with streams
  5. 00:57:650 (2,3,4,5,6,7) - If there was anything that played really poorly in this map, it has to be this. The extreme increase in spacing is the least a player could expect to happen here since there are no dramatic changes in the song and the spacing was way smaller introduced on 00:55:354 (2,3,4,5) - which a player would refer to as similar. Please nerf this, I beg you. never, this is the part that top players enjoy the most apart of the run slider and legit the music allow me to do that
  6. 01:12:190 (4) - Here is the big change in the ryhtm of the song. According to your map, it's at 01:11:731 (1) - . Yes I completely disagree once again with the usage of spacing here as it simply does not reflect anything in the song. I would be fine with a spacing change after 01:12:190 (4) - since you hear that strong drum kick in and hear it for a while so a player can be expected to do more. However, 01:11:731 (1) - simply does not have the same impact and thus starting extreme jumps here plays terrible. Please nerf 01:11:731 (1,2,3) - so that they fit the rest of the section. instead of disagree try to understand the rhythm changes, from regular beats to drum ones
  7. 01:17:242 (1,2,3,4,5,6,7) - You did more fancy stuff here in the Night diff, so why not here w/ I didn't anything fancy at night, just 3 sliders o.o, this ones does fit the music better
  8. 01:23:517 (1,2,3) - I still hear the same guitar that was emphasised before with circles, why is it getting ignored here? because I'm mapping to the vocals an not to the guitar?
  9. 02:24:435 (1) - You sure about ending the slider on such a strong drum? Would make it clickable instead. I'm following vocals
  10. 02:32:854 (1,2,3,4,5,6,7) - Since the buildup still is going on in legit this section, wouldn't it be better to have a pattern that slowly increases in spacing instead? Keeping the same visual distance just makes it feel like dumb jump spam when playing and is really not enjoyable. there is not buildup, each beat has the same pitch without 1 and 7, if you don't enjoy it, doens't means that others don't, I love my current pattern
  11. 02:43:262 (1,2,3,4) - Same issue as before. What makes 02:43:721 (4) - stand out so much compared to the rest of the notes in these jumps? It has no special sound or anything so why is it being extremely emphasised? maybe because is stronger than the other beats
    I'm not gonna point out in legit every jump pattern why the emphasis is wrong: it are consistent errors you make. Also perhaps better leads into the jumps can be appreciated so it doesn't feel like I suddenly have to throw my pen around my entire room all of the sudden. I didn't enjoy playing this diff due to its randomness. With a little emphasis check I bet it can feel a lot, and I mean a lot better . you are the only person who said that, seems you have weird taste o.O, there are no random anything my maps haves a really heavy structure, sorry but I don't think you understand the map or my rhythms, since you didn't notice the most basic thing *the mapper is following the vocals*

I hope some of this is useful www
Good luck!

DeRandom Otaku

DeRandom Otaku wrote:

M4M
My map : https://osu.ppy.sh/s/589261
[General]
  1. 02:33:772 - you could really remove kiai from here to 02:34:231 - to enhance the feeling in gameplay. don't you think it would be too spammy?
[Morning]
  1. 00:54:435 (2) - The vocal on slider reverse arrow is clearly much more intense than what you have on slider start, so 00:54:895 - this is the beat that should have more emphasis instead of 00:54:435 - I agree, but I don't have idea on how to fix it tbh, could u suggest me something?
  2. 01:04:690 - Same thing and pretty much the same for all cases like these
  3. 01:14:333 (2,2) - Consistency? Also i think its better to change 01:14:333 (2) - into 1/2 since thats where the sound is lol there is a cymbal at the white tick, but at the second one there is none
  4. 01:27:497 - Should be a 1/1 slider here as well or atleast a circle here because theres clearly a vocal at 01:27:497 - which you skipped there are no vocals o.o.
  5. 02:49:844 (2,2) - same consistency thing as before same

WORSTPOLACKEU

WORSTPOLACKEU wrote:

Moonlight ---

00:15:100 (4,5) - I think CTRL-G on those two would give those jumps a nice reflection to the tone the music is played at since you change direction at 5-6 where the song mildly switches the tone, at least fits in my head very well :D I kinda prefer the circular flow


Night --



01:57:191 (1,2) - Hmm I found a nice thing here you can CTRL-G both of those notes alone and it becomes a nice wavey pattern, nut sure if you want that though I just thought it's cool :D i prefer mine :l
You can do it on the previous aswell or leave it for variety!

Diff very nice, nothing to change imo really those are just suggestions.
Topic Starter
Natsu

Kaifin wrote:

just 2cents from looking only at the diff names and not the map at all: wouldn't it make more sense/be cooler if instead of Moonlight it was called Midnight?

since all the other diff names are times of day specifically, then the top diff is "Moonlight" rather than a time of day as well

i think that midnight sounds cool too but just my opinion
yeah!

Ok now to the diff naming!, the map that hightet pointed was not allowed to keep those diff names, because it was using synonymous

In my case I'm using a scale for them which is allowed, just as sleeping - walking - running

@Mitkoff south north thing is not even similar LOL, I mean we have 365 days, each day has a start and a end, if we use comon sense. and no is not a circular meter.
Kroytz
Maybe Twilight can be mentioned for one of the diff names? It would be in place of Sunset since the transition from Twilight to Dusk makes a bit more sense than Sunset to Dusk (since this skips over the Evening Twilight). But there's also a Morning Twilight too, so that might be confusing to keep (just kinda throwing ideas out there). It could be possible to use Nightfall in place of Dusk too because Sunset to Nightfall feels more generalized than specifically Dusk which kind of neglects much of the transitional period to Nighttime. If you'd rather keep Dusk, then you could also mention Dawn before Morning or maybe even better as Sunrise. Daybreak is also possible since there's that period of time before the sun actually rises, it's more of a transitional point from the previous day to the next.

If you're talking about the cycle of a day starting from 00:00 to 23:59, then perhaps this might make a bit more sense:

Sunrise -> Morning -> Daytime -> Afternoon -> Sunset -> Evening -> Midnight -> Moonlight (Moonlight doesn't really match with the others but you want to keep this I presume). There's one too many I listed for your set but i believe it makes more objective sense lol.

Anyways, I'll get the keysounds for you when I have the time.
Topic Starter
Natsu
yeah that would work better, I don't mind moonlight, tbh I already changed it
Kroytz
Here you go Natsu~

keysounds
http://puu.sh/vL5dk/b61df33667.rar

02:29:333 (1) - Custom 22

02:29:639 (2) - Custom 23

02:29:946 (3) - Custom 24

02:30:099 (4) - Custom 20

02:30:405 (1) - Custom 25 (head) Custom 24 (tail)

02:31:170 (2) - Custom 23 (head) Custom 22 (tail). Please make this a 1/2 slider because your 1/1 won't allow for the second keysound

02:31:782 (1) - Custom 21

02:32:088 (2) - Custom 22

02:32:395 (3) - Custom 23

02:32:548 (4) - Custom 19

You could either keep the slider-ends being Custom Set 3 if you don't want them to echo but the echo effect works pretty good since the volume is lower. So you'd just have both slider heads and tails be the same Custom Set except for 02:30:099 (4) - and 02:32:548 (4) - since they don't have any echo beats to them.

Second, if you do make the slider-ends becoming an echo, maybe consider sampling them as hitnormals so you don't have to use whistles for slider-ends again. So instead of them being soft-hitwhistle 19, 20, 21,etc. you use soft-hitnormal 29,30,31 etc. for only slider-ends excluding the two I mentioned above.

edit: I should also mention your previous uses of Custom 3 whistles over here 02:10:048 (1) - isn't the worse? only because you're not following the piano nor the vocals. Following the vocals with piano wouldn't give a good effect and following the piano would be isolating too much. Personally I'd follow the piano or best not to use this Custom Set lol. It sounds really um... doesn't really help with the music imo. your choice tho

Good luck with the set!
Topic Starter
Natsu
added video, toybot fixes and I changed the diff names, I'm going to add the keysounds today later.
I Must Decrease
Natsu... these jumps are rlllllllllllllllllllllllllllllllllllllllly questionable on the top diff.

00:12:344 (2,4,6) - these are overmap.
00:12:344 (2,4,6,4,8) - overmap
00:14:793 (2,4,6) - overmap

This song really isn't that intense to be honest.

01:51:528 (2,3,4,5,6,7) - These kinds of spacings are way too much.
Topic Starter
Natsu

Xexxar wrote:

Natsu... these jumps are rlllllllllllllllllllllllllllllllllllllllly questionable on the top diff.

00:12:344 (2,4,6) - these are overmap. there are guitar sounds O.O
00:12:344 (2,4,6,4,8) - overmap Same the guitar is going in 1/2s
00:14:793 (2,4,6) - overmap ^

This song really isn't that intense to be honest.

01:51:528 (2,3,4,5,6,7) - These kinds of spacings are way too much I can reduce this tho.
I Must Decrease
I disagree, 6 and 8 may have a very tiny reverb on the guitar, but the others do not have any audible beat.
Topic Starter
Natsu

Xexxar wrote:

I disagree, 6 and 8 may have a very tiny reverb on the guitar, but the others do not have any audible beat.



I also have more opinions o.O. tbh I can clearly hear them, anyways I'm going to upload my changes today later
toybot

WORSTPOLACKEU wrote:

toybot's Dusk --

00:13:109 (4) - I feel like everyone of those should be clickable furhter away than stacked, it would give more emphasis and I really felt something missing while playing those sections in the map. I know it's difficult to do without changing sliders that are after because the pattern changes but think about it! // i'd rather keep the emphasis on the upbeat instead, where vocal emphasizes itself

00:54:742 (4) - Here aswell, even more so! // ^

01:07:752 (3,4,5,6) - This pattern stands out since it is so linear, I recommend switching this for more sharp jumps because this is not intuitive and the movement becomes very awkward considering this flow is nowhere else in the map.
Just do this order --> https://wisniowkaxd.s-ul.eu/QhLpiuZl // except this pattern appears multiple times throughout the entire map? i'd rather keep it as its a defining element of the map

01:45:252 (1,2,3,1,2,3,4,1,2) - I do not understand the rhythm choice here, isn't it better to focus on the vocals with the singletaps and add a slider where the actual sound starts later instead of putting a singletap there 01:46:476 (1) - and slider on nothing after it ? It doesn't fit imo. // i kinda wanted to just blend in with the drum beat here

02:00:405 (2,3,4,5,1) - This becomes very weird aswell since it's so linear and the most prominent part here would be the vocal startig on the slider and it doesn't have any spacing to it after the linear jumps, I highly recommend putting some extra spacing on that slider 02:01:017 (1) - // changed



Very solid set I like it a lot, one of the best maps from you Natsu, GL with it I hope I helped a bit :)
thanks! https://0paste.com/13111.txt
Topic Starter
Natsu
Updated!

  1. reduced the spacing at Xexxar suggestions
  2. Confirmed with multiple people that the guitar 1/2 sounds exist (was obvious, but anyways confirmed)
  3. Toybot's changes
  4. Video
  5. Keysounds!
  6. New combo colors~
  7. Clean up at every diff
REDOWNLOAD!
riffy
Posting entirely for easier rechicking purposes

IRC log
20:09 Bakari: do you have an hour or so to go through your diffs?
20:10 Natsu: yeah
20:10 Bakari: awesome!
20:10 Bakari: let me redl the set and quickly scan for general stuff
20:10 Natsu: yeah because new video and some awesome hitsounds
20:10 Natsu: !
20:13 Bakari: everything is okay wit hthe hitsounds
20:14 Bakari: btw, do you want to keep the current bg? last time we were checking it, you wanted to try something different, if i'm not mistaken
20:14 Natsu: I tried to find alternatives, but i failed to get a better one LOL
20:14 Natsu: but I changed the combo colors, there is no more bright white
20:15 Bakari: video and metadata are also fine
20:17 Bakari: well, as long as you're happy with the existing BG, I'm fine with it
20:17 Natsu: yeah, tbh I didn't find a better one
20:17 Natsu: the reason I wanted to change it, was because other map is using it
20:17 Bakari: meh, not our problem :D
20:18 Natsu: hahahahaa
20:18 Bakari: okay, general stuff is good to go!
20:19 Bakari: kinda irrelevant, but I'll ask anyway
20:19 Bakari: have you seen TWICE's Signal?
20:20 Natsu: Euny is searching for new BG for me, so maybe I'll change it
20:20 Natsu: I don't like it
20:20 Natsu: but because it's like mainstream k pop and i like different things hahha
20:20 Natsu: but it's a fine song
20:20 Bakari: practically none of my friends do :D
20:21 Natsu: it's that kind of song that you need to listen much for end loving it
20:21 Natsu: but at first isn't much nice
20:21 Bakari: yeah, exactly!
20:22 Bakari: 00:45:252 (2,3) - oh, they are not exactly parallel
20:22 Natsu: https://www.youtube.com/watch?v=xL7kIdoPep4
20:23 Natsu: what diff
20:23 Bakari: Sunrise
20:24 Natsu: done
20:25 Bakari: not a single girl with short hair, clearly they're not becoming my fav group
20:25 Bakari: 00:35:150 (2,3) - what if we ctrl+G these two
20:25 Bakari: and remove the circle
20:26 Bakari: basically, we'd be following the instruments and using more 2/1s to make this part less tense in comparison with kiais
20:26 Natsu: but the 2 vocals 00:35:456 (3) - qq
20:27 Bakari: well, depends on what we intend to do with the rhythm
20:27 Bakari: we either keep it more consistent
20:28 Bakari: or we try to vary it a little and make each part slightly different to give a better feel of the song
20:28 Bakari: subjectuvely better*
20:28 Natsu: also the normal is super dense ;o
20:29 Bakari: that we can change as well :p
20:29 Bakari: 01:39:130 (2,3) - i'm sure a player wouldn't notice this little imprefection
20:30 Natsu: btw 01:39:130 (2) - I'll make this a 2/1 slider
20:31 Natsu: http://osu.ppy.sh/ss/8125591
20:32 Bakari: I'd rather try something like https://osu.ppy.sh/ss/8125598
20:33 Natsu: 01:40:048 (3) - that kills the Oh oh together, tbh
20:33 Natsu: maybe 01:39:130 (2) - 2/1
20:33 Natsu: and two circles 01:40:048 (3) - ¿
20:33 Natsu: ?*
20:34 Bakari: 02:08:517 (3) - I would rather stick to the guitar here, https://osu.ppy.sh/ss/8125615 it's kinda tricky, but it'd work as a bridge between the two parts. this would apply to Normal as well
20:35 Bakari: the 2/1 slider sorta kills the vocals on 01:39:588 -
20:35 Bakari: so, following the "oh oh" and ignoring the previous tihng is kind of illogical, i think
20:36 Natsu: maybe I just keep it like it's xD
20:36 Bakari: you can also try this https://osu.ppy.sh/ss/8125641
20:36 Bakari: but it feels artificial imo
20:37 Natsu: yeah, mmm the current way is less dense and fit the vocals better
20:37 Natsu: tbh thhis song is kinda hard to map for an easy LOL
20:38 Bakari: 02:26:884 (1) - i feel really confused about this slider
20:39 Bakari: shouldn't it end on 02:27:956 - ?
20:39 Bakari: or at least have a curve of some kind
20:40 Natsu: mm in a perfect rhythm it should end at the blue tick to keep all the voice and a click in the downbeat, but in the easy I really need to finish it there
20:40 Natsu: about the shape is not that nice LOL
20:40 Natsu: BUT GRID ennd QQ
20:41 Bakari: it ends on the red tick in the Daytime difficulty, though
20:41 Natsu: MAYBE https://osu.ppy.sh/ss/8125690 ?
20:41 Natsu: because I can use 1/2 transitions there
20:42 Natsu: but in easy would be super overkill to have a circle in the white tick
20:42 Bakari: we could just ignore the other part that starts on the white tick after
20:43 Bakari: and then have both of these vocal notes mapped in Morning
20:43 Natsu: my game crashed, sorry
20:43 Bakari: do you still have the changes we've made so far?
20:44 Natsu: yeah
20:44 Natsu: I ctrl s every change
20:45 Natsu: i made the slider shape like this https://osu.ppy.sh/ss/8125730
20:45 Bakari: then I'd really want you to change the daytime diff as well
20:46 Bakari: essentially, we have 3 different ways to map the same vocals
20:47 Natsu: day time is hard tho :l, there isn't mch problem to have 1/2s, but in easy I can't, because I didn't used a single 1/2 transition
20:47 Natsu: in normal i can change it to 1/2 and circle
20:47 Bakari: yeah, let's change it in Normal then
20:47 Bakari: so, it'll be like some kind of rhythm progression
20:48 Natsu: yeah
20:49 Bakari: i swear, these easy/normal diffs are the hardest to map/mod
20:49 Bakari: but yeah, I'm happy with the rhythm we've got
20:49 Natsu: tbh u can't make good rhythms at easy, when vocalist and instruments aren't at the same beats
20:50 Bakari: It's still easier than making a Hard for me gustas tu :D
20:50 Natsu: i'll map that song, tbh I didn't because someone was about to rank it
20:51 Natsu: but seems that he gave up
20:51 Bakari: somebody actually thought that mixing 1/4s and 1/3s was a good idea @.@
20:51 Natsu: and adding spanish with korean lol
20:52 Bakari: "so ye, we mixing different snappings, why not mix Spanish as well"
20:52 Bakari: anyways
20:52 *Bakari is editing [https://osu.ppy.sh/b/1286105 Dreamcatcher - GOOD NIGHT [Morning]]
20:52 Natsu: tbh they notice that k-pop is becoming super popular in america
20:53 Natsu: maybe that's why
20:53 Bakari: 00:20:762 (4,5) - let's place 4-5 higher, so there is some kind of diagonal. it looks like you wanted to do it with 2-3 and then just gave up with 4 https://bakarisu.s-ul.eu/tln5xDJx.jpg
20:53 Bakari: oh, perhaps, yeah, I've seen EXID coming to Canada, so it's quite clear that k-pop is growing bigger
20:54 Natsu: done
20:54 Natsu: yeah in my country there was some kind of k pop even too lol
20:55 Natsu: I was wonder, because it was bigger than japanese anime ones
20:55 Bakari: because anime sucks :^)
20:55 Natsu: i like old anime tho
20:55 Natsu: like samurai x, dbz, evangelion etc
20:55 Bakari: yeah, detective conan <3
20:56 Bakari: 00:51:986 (2,3,4) - similar diagonal concept here, btw
20:57 Natsu: done
20:57 Natsu: keep with it, gonna get water fast
20:57 Bakari: 00:48:925 (1,3) - I've already asked this, I think. but anyway, are you sure you don't want to blanket (1)? https://bakarisu.s-ul.eu/lo6tDTki.jpg
21:00 Natsu: oh the zigzag flow plays better than a linear one
21:01 Natsu: i mean noobs follow all the slider body, so it's better to change the flow of sliders imo
21:02 Bakari: alrighty then
21:05 Bakari: 01:40:659 (1,2,3) - the rhythm is kind of incosistent with Sunrise, is it intentional
21:06 Natsu: just because I can make 1/2 transitions here
21:06 Natsu: so i can keep 1/1s
21:07 Natsu: same with 01:42:038 (3,1) -
21:08 Bakari: 02:09:742 - how about a ciecle here? you could finish the slider 1/2 earlier
21:10 Natsu: mmmm i had like that before, but some how I feels that the slider cover all the guitar sounds, the 1/4s there too
21:10 Bakari: alright then
21:10 Natsu: https://www.pixiv.net/member_illust.php ... d=24456725
21:10 Natsu: what do u think about that bg?
21:11 Bakari: let's check the Daytime diff, then I'll recheck the three difficulties we've changed
21:11 Bakari: and move on to the next ones
21:11 Bakari: so, it's easier to recheck
21:11 Bakari: eww, anime
21:11 Natsu: haha
21:11 Bakari: I like the nightmarish feel of the current BG
21:12 Bakari: random anime girl doesn't have that feel
21:14 Natsu: yeah
21:14 Bakari: so, daytime
21:18 Bakari: 00:23:517 (1) - kinda random, but what do you thing about Ctrl+G'ing this one
21:18 Bakari: (1) feels like some kind of a rewind sound
21:18 Bakari: and a reversed slider would stress that
21:20 Natsu: oh i wanted the player to stop the cursor movent at 00:23:517 (1) - and just release it with the tiny guitar sound at 00:23:517 (1) -
21:20 Natsu: the do a counter flow at 00:23:976 (2) -
21:21 Bakari: as long as it works for you, that's cool
21:23 Bakari: 01:13:262 (5,1) - shouldn't there be a jump for the instruments going really loud
21:23 Bakari: this would stress the end of kiai
21:23 Bakari: this would apply to all similar parts tho
21:25 Natsu: yeah, tbh I'm using the jumps at the really fast parts, if I add a jump there, then I'd need to add to all this parts 00:36:680 (1) -
21:26 Bakari: 01:14:639 (1,1) - are you sure about this one then?
21:29 Natsu: mmm yeah
21:29 Natsu: i'll make one at 02:50:150 (1,1) -
21:29 Natsu: for consistency if you want
21:29 Bakari: yeah, that'd make more sense
21:30 Natsu: kk done
21:30 Bakari: alright, update, I'll recheck
21:30 Bakari: we'll take a break for 5 or 10 minutes
21:31 Bakari: and do the other 3 diffs
21:31 Natsu: kk
21:31 Natsu: gonna keep searching bg
21:35 Bakari: updated? :v
21:36 Natsu: uploading
21:36 Natsu: what about https://www.pixiv.net/member_illust.php ... d=35913716
21:36 Natsu: btw
21:37 Bakari: idk, I'm generally kinda negative about those animu grills
21:37 Natsu: updated done
IRC log (part 2)
22:00 Bakari: okay, here we are
22:02 Natsu: kk
22:04 *Bakari is editing [https://osu.ppy.sh/b/1283463 Dreamcatcher - GOOD NIGHT [Afternoon]]
22:06 Natsu: owo
22:07 Bakari: 00:18:466 - I feel like this should've been clickable
22:09 Bakari: I feel like throwing 1/2s intensely is a bit of an overkill after relaxed 1/1 slider
22:09 Bakari: let's keep it easy? https://bakarisu.s-ul.eu/TzMA6oNk.jpg
22:10 Natsu: nop the guitat starts at 00:18:313 (1) -
22:10 Natsu: drums are filler rhythm that's why they aren't click'abble
22:12 Natsu: also that 2 starts on a low guitar sound :o
22:12 Bakari: ohhh, that explains a lot
22:17 Bakari: 01:43:721 (4,1) - 00:49:844 (4,1) - nazi department called, they want equal spacing
22:19 Natsu: fixed
22:22 Bakari: nazi department called back
22:22 Bakari: they are satisfied with the difficulty
22:22 *Bakari is editing [https://osu.ppy.sh/b/1282279 Dreamcatcher - GOOD NIGHT [Evening]]
22:23 Natsu: they=
22:23 Natsu: ?
22:24 Bakari: yeah, I have a team of qualified nazi modders here
22:26 Natsu: what
22:26 Natsu: who xDDD
22:27 Bakari: a bunch of no name mappers, I keep them in the basement here
22:27 Bakari: anyway
22:28 Bakari: 00:12:497 (3,4) - isn't that a bit too much for the intro of the song?
22:29 Natsu: YEAH
22:29 Bakari: HELL YEAH
22:29 Bakari: I DON'T KNOW WHAT IS SO EXCITING
22:29 Bakari: BUT I LOVE SPACING CHANGES
22:29 Natsu: lol
22:30 Natsu: i reduce 1234
22:30 Bakari: sometimes modding gets emotional
22:31 Natsu: yeah xDDD
22:39 Bakari: I like the evening diff a lot
22:40 Bakari: to be fair, I like the idea of the difficulty progression and the way you implement the same ideas
22:40 Bakari: but the diff itself is also cool
22:40 *Bakari is editing [https://osu.ppy.sh/b/1275831 Dreamcatcher - GOOD NIGHT [Midnight]]
22:40 Natsu: yeah I always do that in my sets, so people who advanced in each diff notice the stuff is similar but harder
22:41 Natsu: just like guitar hero ahaha
22:44 Bakari: btw, can you help me a bit?
22:44 Bakari: I'm doing a BN survey #3
22:44 Bakari: https://docs.google.com/forms/d/e/1FAIp ... 121331=Yes
22:44 Natsu: sure
22:45 Natsu: what
22:46 Bakari: important information
22:46 Natsu: lol
22:47 Bakari: 00:46:170 (1,2) - 00:47:548 (1,2) -
22:47 Bakari: might be just me, but I would lower the spacing on the second pattern
22:47 Bakari: so that the first one would stand out more
22:49 Natsu: they are sliders so should be fine, tbh the blankets 00:47:548 (1,1) - 00:47:854 (2,2) - QQ
22:55 Bakari: 02:14:027 (1,1) - do we rally need these two new combos?
22:55 Bakari: the same time interval, same spacing
22:56 Bakari: it should be quite easy, and HP Drain is low
22:56 Natsu: let me test with HR
22:56 Natsu: tbh I added because HR xD
22:57 Bakari: there's no way this can be HRable
22:58 Bakari: okay
22:58 Bakari: that's about it
22:58 Natsu: Yeah hp get really down with hr
22:58 Natsu: btw a person already fc it with hd hr
22:58 Natsu: LOL
22:58 Bakari: D:
22:59 Bakari: anyways
22:59 Bakari: what about the BG? do we keep this one?
22:59 Natsu: I changed it, euny really love that girl and she uses some korean dress and it's on the forest
23:00 Natsu: so I'll follow her with it ahha
23:00 Bakari: okay then
23:00 Bakari: hit me up when I can recheck
23:00 Natsu: did u check toybot
23:00 Natsu: stuff aat kiais?
23:01 Bakari: not yet
23:01 Bakari: I'll post it with the whole log
23:01 Bakari: just like I did the last tme

[toybot's Sunset]
  1. 00:36:068 (1) - I don't think that the slider works here. Generally, these are used to create a slowdown without SV manipulation, but in the context of this difficulty you manipulate SV a lot, so it should be fine to replace this one with just a slower slider.
  2. 00:59:639 (4,1) - the spacing feels unreasonably low when we consider the intensity of the instruments and vocals on this beat.
    Note: same would apply to 01:02:088 (5,1) - 01:15:099 (3,1) - 01:31:017 (3,4) - and similar patterns.
  3. 02:39:129 (1,2,3) - previously these sliders were mapped with 3/4 sliders, any reasons to change that rhythm?

    The density of the last kiai in general is a little lower, is there a reason for that/ If so, would you, please, elaborate your ideas so that we can understand them better?
Call me back.
toybot

Bakari wrote:

Posting entirely for easier rechicking purposes

[toybot's Sunset]
  1. 00:36:068 (1) - I don't think that the slider works here. Generally, these are used to create a slowdown without SV manipulation, but in the context of this difficulty you manipulate SV a lot, so it should be fine to replace this one with just a slower slider. // rethinking it, you're probably right
  2. 00:59:639 (4,1) - the spacing feels unreasonably low when we consider the intensity of the instruments and vocals on this beat.
    Note: same would apply to 01:02:088 (5,1) - 01:15:099 (3,1) - 01:31:017 (3,4) - and similar patterns. // i don't want my map to be another one of those that revolve almost entirely on emphasis through spacing, it gets boring at a certain point
  3. 02:39:129 (1,2,3) - previously these sliders were mapped with 3/4 sliders, any reasons to change that rhythm? // i changed first two to 3/4 sliders, having the 3rd one be a 3/4 slider would ruin the flow into the next pattern

    The density of the last kiai in general is a little lower, is there a reason for that/ If so, would you, please, elaborate your ideas so that we can understand them better? // imo it's not such a drastic change in density in comparison to the first two choruses. i use slightly less 1/4, but the constant shifts in direction to make the map flow less straightforward keeps the intensity up
Call me back.
thanks! https://0paste.com/13168.txt
Topic Starter
Natsu
done~
riffy

toybot wrote:

[toybot's Sunset]
  1. 00:59:639 (4,1) - i don't want my map to be another one of those that revolve almost entirely on emphasis through spacing, it gets boring at a certain point // yet you don't really justify the spacing in any way, so it looks like you are not using jumps just for the sake of making patterns different, rather than to follow the song.
  2. 02:39:129 (1,2,3) - i changed first two to 3/4 sliders, having the 3rd one be a 3/4 slider would ruin the flow into the next pattern // that does not really sound as a valid reason to me. you are justifying rhythmican inconsistency with visual patterning. And now, when you have already changed two sliders keeping the third one makes it even more inconsistent.
Kyouren
Are you sure about diffname? Just asking (If can give me a rankable reason owo)
Topic Starter
Natsu

KittyAdventure wrote:

Are you sure about diffname? Just asking (If can give me a rankable reason owo)
just read the previous pages
toybot

Bakari wrote:

[toybot's Sunset]
  1. yet you don't really justify the spacing in any way, so it looks like you are not using jumps just for the sake of making patterns different, rather than to follow the song. // the patterns are rather vain - they try their hardest to be different by using eccentric spacing that doesn't seem to follow proper spacing conventions based on the song. but really, i just focus much more on visual patterning than playability, and i don't see how it creates a major problem with the difficulty. it's just inherently different from the start.
  2. that does not really sound as a valid reason to me. you are justifying rhythmican inconsistency with visual patterning. And now, when you have already changed two sliders keeping the third one makes it even more inconsistent. // honestly, the 3/4 sliders are already a compromise. just leave inconsistency to be, since it doesnt have an overall detrimental effect to the playing experience. like, no one's going to go ponder back to this pattern and think "wow, that map was complete shit since it wasnt consistent".
riffy
I just don't really see any point in using something just for the sake of being different, nor do I see any kind of explanation of how your patterns reflect the song. As far as the inconsistency is concerned, I am dead set on having it changed. It is noticeable and it does feel random. I am absolutely against having it bubbled in its current state.

If the patterns stay, I am unable to push the map any further. My apologies.
toybot
then Natsu, delete the diff from the set if you want to use this BN. i'm fine with it.
Topic Starter
Natsu

toybot wrote:

then Natsu, delete the diff from the set if you want to use this BN. i'm fine with it.
mmm I don't think removing a diff is something that should be do, tbh you put time and effort on it, what about discussing it more?

maybe you can explain how the map works, I think bakari mostly wants a deep explain about it and about the last slider maybe you can make it 3/4 too? for consistency and also it wouldn't affect the gameplay that much, (or maybe make the other two kiais 1/2 too).
riffy
I certainly want nothing but a clear and musically-based explanation on why/how the patterning you use works. It should be just a quick discussion.
CXu
Here to receive my free kds.

SPOILER
23:34 CXu: the struggle xd
23:34 Natsu: xD
00:09 CXu: more pp best pp
00:12 Natsu: haha tbh i really hope that chase me situation, don't happen with this too
00:12 *Natsu is editing [https://osu.ppy.sh/b/1275831 Dreamcatcher - GOOD NIGHT [Midnight]]
00:13 CXu: 7/10 too much straight line 00:09:742 (1,1,2,1,2,3,4,5) - pls fix
00:13 CXu: xddd
00:14 CXu: btw 00:24:435 (1,2,3,4,5,6,7,8) - these go like right->left jumps in pairs of 2, maybe do the same for 00:26:884 (1,2,3,4,5,6,7,8) - and 00:29:333 (1,2,3,4,5,6,7) - ? since now they're more standard circular pattern
00:15 CXu: 00:53:823 (1,2,3) - nice sliderart :D
00:16 Natsu: yeah maybe the first pattern is more comfortable than the squares
00:16 CXu: squares? xD
00:17 CXu: I just think the more flat arrangement fit better with the sound than the circular flow kind of thing xd
00:17 Natsu: https://osu.ppy.sh/ss/8221918
00:17 Natsu: they are squares BD lvl x2
00:17 CXu: oh
00:17 CXu: didnt even notice LOL
00:18 Natsu: xDDD
00:18 CXu: since the order you play them in it just feels like triangles xD
00:19 Natsu: Yeah
00:19 CXu: 02:29:333 - this section needs soft-hitnormal like idk 19-25 or something
00:19 CXu: xD
00:20 Natsu: oh there are kseysounds xD, but they are too similar to the music, I'll make them louder
00:21 CXu: no
00:21 CXu: I mean I hear the keysounds
00:21 CXu: but because I have custom hitsounds in my skin, I get pingpong sounds in the background LOL
00:21 Natsu: oh lol
00:22 Natsu: ah yeah
00:22 Natsu: I forgot to add the soft-hinormal to thee piano sets
00:22 CXu: looks like a fun map though :D love the writing sliderart and that thing in the middle of kiai. and dreamcatcher is amazing
00:22 CXu: yupp
00:23 CXu: ok gonna go make some food I'm dying xD
00:23 CXu: gl with map ~~
00:23 Natsu: post for free kudo if u want
00:23 Natsu: kk
00:36 CXu: sure why not xD
Topic Starter
Natsu
Toybot made some changes
I added some extra hitsounds, hitnormal-19 to 25
I keeped the square patterns, because that melody repeats a lot and having the same pattern over and over will be bored and I keeped the linear one at the beginning, you know I like that stuff
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