im flying to estonia
T r i s t a n wrote:
From M4M thread. My map is here
All of my mods are my own opinion. I am in no way an experienced mapper so i do not expect many of my mod to change your map
I am not very good at modding lower difficulties so i will start from Insane. I am also picky.Insane
00:04:675 (2,4) - These two notes can be blanket'ed better made it more obviously not a blanket
00:55:504 - to 01:15:400 - the clap hitsound should be more frequent. The hitsounding feels slow for this part of the song. I cant really explain very well. You have a clap every 2/1 beat. Personally i think it sounds better every 1/1 beat. Also like to point out that this applies to all difficulties ok i think i'll go with this, but im really afraid of modders after thinking its overdone (rip)
General
There isn't much to fault with this diff.Extra
00:38:094 (1,2) - These two notes can be blanket'ed better similar to above
00:55:504 - same clapping issue as listen above
01:04:364 (2,3) - This doesn't sound quite right. Sounds better as a 1/2 keeping rhythmic consistency, also i just think this edgy rhythm is cooler to play xd
General
Once again there isn't really much to fault with this difficulty.bird rooftop
00:55:504 - claps.
01:15:400 (1) - This would be better if it was centered between the two sliders (01:15:089 (2,3) - ) prefer incremental distance from kicks to slider, and it feels cooler this way
General
Once again there isn't really much to fault with this difficulty.Overall
Overall this song gave me stage 4 testicular cancer. haha ngl same
The mapping is done pretty well as there isn't much to fault. I can see the map getting ranked in the future! thanks for the mod!
would be cool if u can hit up nostalgic for memindmaster107 wrote:
Not done.
I am modding this under Nostalgic's M4M. He will still do his, but considering that most problems were on my end, I will mod your map 2. bless
Also because YUSADESU VOICE TOO CUTE. **now loading**
From the two diffs I played, no hitsounds.
Also OD8 Feels too easy on 6 stars.
[Extra]
Everything is perfect in my eyes. I can die happy in the angelic voice!
[bird rooftop]
00:09:493 (1,2,3,4,5,6,7,8) - If you are trying to switch direction of rotation for every object placement on a strong beat, this section of jumps don't seem to do that compared to the jumps before and after. You could argue that it is 00:07:472 (3,4,5,6,7) with smaller spacing, in that case sure? IMO You should have a less intense variant of this pattern to compensate. ii have absolutely no idea what youre talking about here because for jumps rotations can technically never change. every 2 points can be drawn as clockwise/anticlockwise. also, as long as jumps remain intense and intuitive it doesnt matter what "rotation" i'm holding.
00:32:032 (2,3,4) - If you are paying attention to significant sounds, maybe use a back and forth for these due to the drums? theres no reason to esp since the rhythm is already mapped correctly
00:50:529 (1,2) - I think maybe some notification that there is a gap would be nice. Maybe an NC, or separating it from the jumps by using a more coherent pattern, or do what you did for 00:53:327 (3,4) and just layer it on top. only NC'd bc AR compensates
00:51:307 (5,6) - I think the 6 should be where 00:50:840 (2,4) are to match the notes they represent, and to make the jumps look less random. theres really not much reason to, my jumps were never meant to have any structure to begin with
01:21:618 (1,2,3,4,5,6,7,8) - I noticed that you go for jumps following circular flow when the music gets intense. This implies this bit is not very intense, yet you gave it full screen jumps. Shrink it, or match 00:52:084 (3,4,5,6,7,8) in the style of jumps. OR change 00:51:773 (1,2,3,4,5,6,7,8) shrug I dunno. again referring to previous reply i have no idea what you're trying to say. but i shrank the jumps anyways cuz i felt the intensity wasnt that warranted
Nostalgic wrote:
safe flight and have fun there!牛gay木
- [General]
- countdown is bad
- widescreen support is also bad fix both
- check ai mod: 192 kbps // preview point ok i'll fix the sound Q soon
- maybe you should consider buying Yusadesu a metronome i wanna die its in the process of fix
- [brid roftoop]
- 00:04:208 (5,4) - stack or no stack this is the question. If they are meant to be overlapped then they are definitely placed too closely i have no idea whats going on here
- 00:10:737 (1,2,3,1) - add finish? nah, they arent cymbals
- 00:13:224 (1) - ^ (and apply to all diffs) ok
- 00:47:887 there's a cymbal sound right here tho not that obvious. Maybe you can make 00:47:732 (7) a slider and end at the red tick its actually on the white tick, and yea i added
- i feel like the kiai section could have a higher sv any higher and the sliders will start to look ugly
- 00:58:768 (4) - 248 120?
- 01:13:535 (5) - 293 106? what is the point of changing the coordinates?
- 01:14:312 (2,1) - improve blanket only if u want made it less of a blanket
- 01:22:861 (1,2,3,1) -add finish? ^
- and imho his criticism is still valid here this makes literally no sense in this context,
if you could care to explain maybe i'll hear you out??
- [isnaen]
- 00:21:773 (6) - larger spacing? ok
- 00:34:985 (3,1) - overlap instead of stack? no reason to change
- 00:57:991 (1) - ctrl j and then blanket with 00:57:680 (6) ? nope that looks bad
i think that's it. GL
Fursum wrote:
Hello from my queue.
Sorry for the short mod, I guess I'll shoot a star.
Here are my non-warmed up first tries. I attached my version of the map too.
[Easy]
00:52:472 (1,1) - Space is 1/2 short than what it should be according to guidelines. Its a bit hard to fit a spinner without skipping sounds though. think this is acceptable because its not after the spinner thats too short
01:29:700 (1) - This is discouraged in the guidelines. will consider changing, though its really just a hold note
[Normal]
00:01:410 (2,3) - Consider adding a circle to the white tick. will consider ig
big ups!Rose Melody wrote:
Hi .. Mod from Queue ..
General :
* No error here .. but this map really good mapped and it has so many good ideas .. Good job
Easy :Normal :
- 00:00:789 (1) - Here i think you should change this slider to here x:152 , y: 149 .. cause look at this http://i.imgur.com/TzrXdDh.png .. to hard to read especially it's the start of this map and the lowest diff .. you have to make it more clear .. and not confusing the player .. dont see a difference between suggestion and what i have now tbh
- 00:03:276 (1) - Move it to x:298 , y:273 .. cause it touch this slider 00:01:721 (2) -
- 00:16:333 (2,3,4,1) - Here make it like this http://i.imgur.com/SqpHfdo.png .. cause circle no.4 touch slider 2 .. which make it a bit off .. circle 4 x:28 , y:142 .. slider 3 x:125 , y:171 ..
- 00:20:063 (3) - Stack this slider with the reverse of this slider 00:16:954 (3) - to make it organized .. that will make it odd since my map has no stacks
- 00:23:172 (1) - Move this slider to x:308 , y:285 .. to fix blanket with the next slider ..
- 00:33:120 (1) - How about if you make it like this ? http://i.imgur.com/1FAX6Qx.png .. i think like this would be more beautiful .. i tried to but it doesnt match up with the sliders before and after
- 00:42:757 (4) - Make this circle here x:200 , y:228 .. and make the other two sliders like this http://i.imgur.com/k91Lc1J.png to give it more impact .. nah doesnt look good imo
- 01:29:700 (1) - Make this one slider cause repeating is too hard for the beginners to read .. will consult BNs since its just a hold note technically
fixed most aesthetic issues* The rest are fine to me ..
- 00:02:654 (3) - How about if you make it like this http://i.imgur.com/vMHCgCa.png .. to make it more impact to it .. doesnt really make sense to me
- 00:18:198 (6) - Make this slider to two circles on the white line .. i feel like the first circle will follow the end of the drum and the second will follow the vocal too .. and the second circle make it NC .. nah i've been skipping drum and vocal a lot bc of spread :/
- 00:33:120 (1) - How about if you make this slider like this http://i.imgur.com/BncAddY.png ? remade slider
Hard :* That's all .. Good luck on Rank this !
- 00:02:809 (4) - I think here stack 4 with the next slider which is 5 .. cause the beat is so close ..and it would make it more impact for it .. just move this circle 00:02:732 (3) - to x:339 , y:366 .. and stack 4 .. ok
- 00:06:851 (1) - I don't think you should ignore this beat here 00:07:006 - it's so strong i think you should make it something like this http://i.imgur.com/4kz27td.png .. like 00:04:364 (1,2,3,4) - have been skipping similar stuff anyways, it makes more sense to me like that
really nice suggestions! accept all with no commentLimePixel wrote:
Hi! NM request from my Q
[Easy]
01:06:073 (2) - Really small but, change this slider so it curves into the next for better circular flow. It's still an easy diff after all
[Extra]
00:53:638 (4) - Make a NC so that the player knows it's different from this 00:53:172 (2,3) gap and doesn't click immediately.
00:53:949 (6) - Hitcircle on no sound? yea, cuz there isnt the same sound in the music
01:16:799 (2) - Move up so that hitting 01:16:954 (3,4) doesn't feel as awkward and doesn't move far away from the pattern
[bird rooftop]
00:04:985 (3,4) - Both objects are mapped on the same sound. I suggest replacing the slider 00:05:141 (4), with 2 hitcircles, one at the start and one at the end of the slider (in the timeline). This will fit much better as the part that follows this slider has similar jumps. (Like you did here 00:07:628 (4,5,6))
01:04:364 (2) - Ctrl+G? nah, prefer bigger emphasis
That's pretty much it. Hope this helps
way too pedantic. not everything has to fit in a cookie mould, thats just boring despite the fact that its ALREADY SO BORINGCelektus wrote:
Hi! Saku told me to mod your map... so I tried. I hope it helps somewhat.
Overall please search for another Clap sound since yours sounds more like a Kick drum. In case it's because you also want to use these in the section with just Kick drums then either look into how multiple customs work or even better use another addition since claps seem very exclusiv to Snares.
While on that subject The Kick section I talked about (starting here 00:13:224 (1) - ) has Kicks on every White tick and not every 2nd. that sure adds rhythm, but it's also not really what the song is doing I think, so consider making all kick sounds hitsounded. for now i think the hitsounds are ok unless BN tells me to change
Also, look at AIMod if you need to I can compress you mp3 to 192kb/s unless you just want to do it yourself since it's not really hard. will do it soon, some more things in the mp3 still need to be fixed[Easy]
- I don't really get why you used 2 different rhythms for these 2 parts 00:03:276 (1,2,3,4) - 00:05:763 (1,2,3,4) - I think depending on what you were going for that one of these is better than the other. Specifically the reverse reminds me of the ones in the intro and making it different form the intro could be better. for variety. in any case, both those sections sound different anyway
I don't have much to say besides that and maybe removing some notes in calmer sections to reduce density if you care. why would i have to lmao ?? [Normal]
- I think you could try and make one of these 2 repeats a bit different from the other or make one not a repeat at all 00:02:032 (3,4) - since 4 is arguably more special than 3 and should probably get a bit more emphasis or like i said at least a different object from 3. I'd suggest to make 3 part of this blanket circle 00:00:789 (1,2) - and make 4 just a 1/2 slider, that kinda creates a break between 4 and the next combo, but I think it worth the work around. any other rhythmic choice and the aes will be messed up
- I think prioritizing the Snare here over the guitar isn't really the best choice 00:04:830 (4,5) - since this way you skip a Guitar sound on the red tick between these 00:04:830 (4,5) - I would suggest to have a slider on both the red ticks with the Guitar sound and a circle on the white tick where your current slider ends. That might not be as intuitive to play rhythm, but the song supports it I think as you did this with these too 00:03:897 (2,3) - If my suggestions isn't as good still think of a solution for that complaint maybe. it plays completely ok. and i have to make compromises in a normal. mapping every single rhythm present should be left to extras or sometimes even impossible to do and have it make sense
Similar things like this are Overall in this section and later on with the Vocals so If you think that you can Prioritize the Lead elements over the Snare or map both in some way than I'd be very happy ;_; literally makes no sense because accommodation to rhythm is very important in a normal (if you've made one before)[Hard]
- this is a triple not a double 00:02:343 (2,3) - you can kinda hear a kick on the red tick will consider
- it would better I think to make the sound on this slider end clicked 00:03:276 (1) - since it's a stronger Tick which would be more intuitive than starting to click on a red tick again. 00:03:742 (2) - starting a slider on a red tick is unintuitive, what you've described here is completely astray from music theory. theres no real reason for me to change it
- You could ctrl + G this pattern 00:03:897 (3,4) - so that the slider only has a strong sound on it's head like these 00:04:364 (1,2) - You could actually look for that in a few other places in this section and maybe some others, I'm only referring to ctrl + G some of your Rhythm and then make the placements work how you think they should. no real reason to. substituting hitcircles with sliders is fairly common in hards and emphasis is subjective
here is for example it's a bit different since that section is calm again 00:14:312 (4,1) - but you have both vocals on 4 and the slider end of 1. Which some people like me who follow the slider relevancy idea will say is less optimal and since the Kick is constant 1/1 Ctrl +Ging the rhythm of this doesn't seem like it might conflict with some other idea you might have. that pattern also is followed by a slider with a Vocal on a slider end again 00:14:778 (2) -- Vocals on slider ends trigger nazis like me pls make clicked o..o 00:13:224 (1) - vocal isnt even the track im following?
- I'm not sure how important this is so feel free to completely disregard this... I think it might be a good ideas to try and cover this repeat slider 00:32:809 (6) - as little as possible because of 2 reasons I guess.
1. You should never cover the 100% so the less you cover them the better I assume
2. on some skins with overly lagre reverse arrows this might look super crammed as of right now its 100% readable- In your kiai you have some distances that would be jumps I think, tho a lot of them aren't into strong sounds in my opinion I'll point out one or two.
- 00:57:213 (3,4) - this seems to be a jump even though it's into a slider with no strong sounds like a Vocal consider swapping 00:57:058 (2,3) - this would also be more consistent with the angles of these 00:55:504 (1,2,3) - in case that's what your going for ofc.
- I think this sone is also a bit big compared to some other distances 01:02:032 (2,3) -
- this pattern kinda emphasizes the Vocal 01:07:628 (5,1,2) - but the jump is out of it and not into it which most people will consider uncommon or even wrong.
same here 01:10:426 (1,2) - no change to any "jumps". minor distance variation is important in a hard. DSing everything just makes it boring. as long as the patterns still flow well and that it allows for the increase in distance i dont see the issue at all. it should not be a requirement to make all distances the same for the sake of it.*(will be using the asterisk to describe similar replies)[Insane]
- this Distance should probably be smaller 00:01:877 (4,1) - since I don't really see 1 as a strong sound. just to clarify jumps into these are fine since they are strong sounds 00:01:410 (3,2) - *
- in this pattern 00:04:985 (3,4,5) - only 3 and 5 are strong imo so 3 into 4 should be smaller I'd say. same here 00:07:472 (3,4,5) - *
- no strong sound and the section is very calm so this should be smaller too 00:14:778 (2,3) - *
- the repeat here doesn't start on a strong sounds so make the spacing smaller here again 00:16:333 (3) - I'd suggest to make a 90° angle between these 2 00:16:177 (2,4) - might consider? but there is no real reason for me to change it since i've been doing it sometimes throughout the map
I think it's getting a bit redundant to point out every jump I see as too big since there is a lack of strong a strong sound so I'll stop pointing them out for now look at your response and point out more in case you can agree with what I said.- it's a bit inconsistent to fully overlap this I think 00:35:607 (1) - since most of the patterns that are similar to this are only slightly overlapped like: 00:41:825 (1) - 00:44:934 (4) - 00:45:555 (1) - you notice how the ones you pointed out all have 1/4 timing difference when the actual mod is not?
- It would be nice if these circles with Vocals on the could be emphasized a bit more as the rest of the jumps in that jump pattern 00:51:151 (4,1,5) - for example through wider/sharper angles or obviously more spacing *
- these are the only wide angle in that jump pattern and I don't get why 00:52:550 (6,7,8) - to me it seems inconsistent with all the sharp ones before it an explanation for this would be: i intended the wide angle jump and the decreased distance to justify the difference between the song to the slowed lead-in towards the chorus. but the real explanation is that my cursor comfortably goes there so i map it like that
- make this more pattern more a e s t h e t i c pls 01:29:545 (1,1,2,3,4) - no idea what u meant but i changed it
[Extra]
this diff also has a few jumps that don't go into strong sounds like in the Insane those follow mostly the same complaints so I'm gonna point them out once you replied to my current complaints to see if you want that kinda feedback, if not depending on what you say I'll look into the map again differently.
- I think this kind of gap should either be used or more in this section or avoided 00:44:934 (4,1) - My main point is that it could be more consistent i literally have no idea what you're trying to say here. this is the only time in the whole song that theres nothing on the redtick
- You could try and create a pattern with more consistent or specific angles here 01:29:545 (1,1,2,3,4) - not too important, but could be a bit nicer. the jump pattern is already intuitive as it is?
haha many bn cvomplainShizuku- wrote:
Why the bg change tho? The old one is way better. xD
big upsJeZag wrote:
hello, for m4m
this is pretty good, not much to say is there. i really did try in mod ;w; understandable
easy is good
normal
00:00:789 (1,2,3) - the problem with current rhythm is that 00:01:877 should be there and 00:02:343 should be clickable since it is important. try this rhythm instead:
i referred to the ranked version and its pretty similar to mine in terms of emphasis, so idk i'll consider it mb
01:12:291 (4,1,2,3,4,5) - instead of this rhythm, try something with groups of 3 beats. it is simple enough for normal and more interesting too. something like this:
nah, its just a normal anyways. no real reason to add more hitcircles just in case it messes up my spread
hard
00:46:643 (4,1) - this rhythm might be better ctrl + G so that 00:46:954 is a click. up to you because it sort of messes with NC and stuff too if more people mention this i might change, cuz i think it plays comfortably atm
01:29:545 (1) - consider making this 1/4 slider + hitcircle at end. its harder to read but being able to click 01:29:700 feels good changed to the best of my ability
insane
00:11:669 (3,1) - this feels too close compared to alll the previous DS and stuff. even most of the DS in the calm section is larger than this. good catch
00:57:680 (6) - consider making this hitcircles because it feels like it should be more "active" due to the vocals enunciating words and stuff (compare this to 01:00:167 (5) which is better suited as 1/2 due to vocals) nah, am basically sacrificing a lot of vocals to be sliders tbh. for the sake of spread really
extra
00:46:799 (1,2) - just like hard, this feels better ctrl + G for rhythm and stuff imo ^
retry is good. i tried to find something but i cant really
the last diff is basically same as retry (and i know theres a difference but i cant even find it) so i'll just say this is good toooooooo
tfw i a c t u a ll ly remapped 2 diffs d e at hHistoire wrote:
noop
remap all
kds