When the genre is math rock and the mapper is dsco we in for some pogchamp shit boys
Shishou wrote:
hi from my mod q
mod this map
link: https://osu.ppy.sh/s/610738[Beginner][]
00:19:046 (4) - end this slider here? 00:19:560 - and put a circle here? 00:19:903 fixed everywhere
00:33:275 (1) - nc unnecessary
00:51:104 (4,1) - fix blanket fixed
01:19:732 (4) - end this slider here? 01:19:732 (4) - and put a circle here? 01:20:589 (1) - as above
01:39:961 (1) - remove nc fixed + next 2
01:44:075 (3) - remove nc
01:45:104 (1) - remove nc
01:46:132 (6) - nc i think u mightve removed an NC cause 01:45:104 (1) - is NC'd
02:40:643 (1,2,3) - i think this part is a bit confusing. maybe end this slider 02:40:643 (1) - here? 02:41:330 would ignore the very accented note on the red tick. maybe theres a better solution? will think
02:51:957 (1) - remove nc ya
03:21:270 (1,2) - fix blanket changed to red point slider
03:49:041 (3,4) - 1/2 slider? not as climactic[Advanced][]
01:40:989 (1) - remove nc ya
01:45:961 (5,1) - fix blanket
02:22:130 (5,1) - stacking this two would be much better ya
02:38:244 (1) - ctrl+h then use ds? like as is better
03:09:099 (1,2) - fix blanket ya
03:10:471 (4,5) - ^ ya[Hard][]
00:16:818 (1,2,3) - use ds? it's a bit hard for a hard diff will consider but i think this case is fine for now
00:20:760 (8,9,1,2,3) - same here^ same DS as elsewhere, 1.6x (i use 1.2x and 1.6x in the map)
00:24:875 (4,5,1,2,3) - ^ same but this one is 1.2x
01:43:904 (7) - use ds. 01:44:075 (1) - < this should be the farthest one because it's a downbeat i think the overlap instead of ds is fine since this is a more difficult hard than typical since there is an advanced + offbeat is as emphasized as downbeat if not more (guitar)
02:18:015 (1,2) - fix blanket wasn't intended, made more clear
02:25:215 (4,5) - ^ this one is actually fine
02:28:987 (3,3) - stack it properly whoops, rounding
02:31:387 (1) - remove nc wouldn't follow NC pattern
02:51:957 (5) - remove nc matches first occurrence and fits well imo
03:10:471 (2,3,4) - why a triple? i don't here anything theres definitely a triple there
03:42:869 (1) - remove nc combos would last 2x as long as rest of map
03:45:612 (1) - ^[Insane][]
00:09:275 (1) - remove nc i think NC for 1/3 is important for readability in an insane
00:09:618 (1) - ^
01:41:332 (1) - ^
02:23:501 (1) - ^
02:23:844 (1) - ^
03:06:014 (6) - nc
03:45:955 (7,1) - blanket? fixed, rounding errors[Bloom]
00:09:275 (1,1,1,1,1,1,1) - why nc? 1/3. with such dense/complex rhythms it is easily clear to the player instead of confusing
00:14:761 (1,1,1,1,1,1,1) - lol^
00:51:104 (1) - remove nc
01:16:132 (1,1,1,1,1,1,1) - aaaaa
01:41:332 (1,1,1,1,1,1) - remove nc
that's all good luck ^^ thank you! will mod back tomorrow!
- Yoshimaro - wrote:
hi im modder c: bite sizedGeneral
- CS scaling from difficulties: 3.6 > 3.4 (wtf the gap lol) > 3.6> 3.8 > > 4.6 (wtf the gap lol), i don't think that's good for spread at all really changed first to 3.2 but i think rest is ok for diff styles
Advanced
- 00:27:275 (2) - I think this would flow nicer if you delete the middle white anchor. i think would make conflict with 00:26:761 (3,2) - aesthetically
- 00:32:418 (4,5,6) - Try control J this pattern and then fix the DS with 00:32:075 (3) - , it's a more accessible flow alternative since it uses the curvature of 00:32:075 (3) - to guide the flow into the slider. will probably edit flow here in some way, the suggestion would make an ugly overlap so i will see what i can do
I wanted to mod bloom too but in all honesty i can't read it in the editor lol, nice aesthetics in all diffs (feel free to not award kds this was too short) thank you so much!
FoxyGrandpa wrote:
placeholder to mod later today
iM SO FUCKING LAZy
- [General]
- 01:50:246 - The break is delayed until 01:51:960 - only on the bloom diff. This should be consistent across every diff cause its just weird otherwise it'd trip people up on lower diffs but overall fits the music better
- [Bloom]
- 00:09:275 (1,1,1,1,1,1,1) - I think if you were to 00:09:617 (1,1,1,1) - rotate this part a little upwards / make it somewhat of a jumpstream on the white tick it could emphasize more of the change in sound on 00:09:618 - . Maybe something like you did 03:36:355 (1,1,1,1,1,1) - it would make a jagged sort of movement and this diff / part is super flowy, primarily following the flute here
- 00:14:761 (1,1,1,1,1,1,1) - Same thing in a sense. same
- 00:49:389 (1,4) - I'd say stack 4 on 1 because the way it is now you have the same sound represented with 2 different spacing's. Plus it works with how 01:03:789 (1,2,3,4) - is mapped maybe will change but i think its fine as is
- 01:16:132 (1,1,1,1,1,1,1) - Same thing as above. for this one i def disagree since the white tick is barely emphasized
- 01:23:846 (5,6,7) - I don't think this is rankable with the new ranking criteria. The rule being "When perfectly overlapping two slider bodies, the first slider must be fully faded out before the second slider is fully faded in." dont think it applies since different tail but can check.
- 01:41:332 (1,1,1,1,1,1) - Same NC thing but IMO the spacing should decrease around 01:41:675 (1) - because of the drums changing its same drums whol time doe (except first note). also wat nc thing
- 01:54:703 - Hexgrid make me finna buss :weary:
- 01:59:503 (3,3) - not a perfect overlap x D i'd fix if they were closer but its just accumulated rounding errors fuck u osu
- 02:23:158 - For this part here I think something along the lines of maybe like (not what it should be but just a rough sketchup of the general idea) This (what i did was rotate the second set of 1/3 by 45 and copy-pasted both parts, rotated by 45 and yea) But this allows for the white ticks to be emphasized a lot more. same explanatino as above but also this one doesnt have emphasized white tix
- 03:43:898 (1,2,3) - Same unrankable slider issue smd osu!!!
- 03:47:926 (6,1) - I feel like these should overlap (mostly for aesthetic reasons xd) fixed
I love this map, there are some things that could be improved but they're very minor at that. This is fantastic and perfect structurally.
- [Insane]
- 01:16:475 (2) - NC to keep the 1/3 stuff consistent ye
- 02:27:272 (1) - NC for 1/3 and downbeat ye
- 02:35:501 (2) - ^ ye!!
- 02:43:730 (2) - ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ No,1
I will never know how you structure your maps so well i pm skystar and have him make them for me
- [Hard]
Lower diffs are good to go
- 01:04:475 (2,3,4) - Idk about this high of spacing in this calm part, seems sorta overdone to me its 1.2x bnut i feel what u mennnnnnn
I love this set so much, can't wait to see this in ranked soon.
Naotoshi wrote:
i think it would b pretty funny to put 1 note in the start just to make people listen to the intro xd but den ppl have 2 wait : - (
[bloom]
00:07:047 - didnt really see a reason for this to be a kickslider. drums start drum roll here
00:31:389 (5,6) - this 1 is kinda noticeably off fixed
00:44:932 - felt bad as unclickable to me. since your rhythm seemed to focus on the guitar here, making this clickable insead of the drum would be nice. its actually following the drums in this section since the guitar is pretty quiet / unemphasized but i'll see if theres a better way to show this
01:16:132 (1,1,1,1,1,1,1) - dont think you should stack it, since that puts emphasis on the slider end befre while that slider end has nothing on it
01:34:475 (3,4) - slider? would under emphasize the guitar
02:18:186 (2,3,4) - this felt super out of place cuz it was kinda the only wide angle jump + spacing increase which is hella uncomfortable to play i feel like the angles fit well with the guitarist's slide between chords on this bit
02:40:300 (5,6) - i know it isnt how you're using sliders, but having 6 be clickable here is weird cuz there isnt really anything on it. maybe a 1/1 gap would work? or just a slider (this happens earlier and later in the section too >.>) no idea how i missed this, fixed all
02:55:386 (1,2,3,4,1,2,3,4,1) - isnt this actually a double based rhythm o.o theres no sound on the red tick 99% sure its just quiet, the guitar at least is playing here
03:04:985 (1,2) - ctrl g on this rhythm seems to fit better agree
03:06:699 (4,5,6,1) - this is definitely pretty overspaced... fullscreen jump that's bigger than all other jumps in the map lol. agree
03:17:670 (3,4,5) - felt similarly overspaced i use this spacing many times in this section on this one tho
one thing. related to interpretation.
00:56:589 - on the things like these, it really feels like the filled in 1/4 messes up the effect of the song, which is like a slight delay from what expected. i know you went for that effect with the stacking, but imo it could be made much more powerful by actually just putting a break there. i agree but it would make this part much harder to read. if you think its fine without the artificial 1/4 i'll change, cause i'd prefer it
[insane]
00:21:446 (4,2) - ew ye,
01:42:704 (3,4) - imo the visual spacing here is really small compared to surrounding patterns. might want to space it out more. agree
03:13:214 (1) - think 2 clicks would be nice here i think this emphasizes vocals better
[hard]
00:09:275 (1) - meh. you could probably put repeat slider on this at least at this diff, you use triples and stuff anyway fixed in different way
01:37:904 (1,2,3) - could follow the vocals a bit better here i think. circle circle slider might work better i think it undermines the other rhythms that are emphasized here
02:12:873 - think just a circle here would work better with the lowered rhythm density in this section agree
03:01:042 (2,3) - i think ctrl g here works better with what the bass?drums? are doing YE
03:05:157 (2,3) - same Yye
03:49:298 - feels like you should map this. it's sooo loud. ye
[advanced]
03:26:756 - could be nice to make this slider more dense cuz of the really loud drum stuff going on in the background agree
03:49:212 - u shd totally put a 1/4 slider here! agree
[beginner]
01:57:788 - weird not to map this. u use a lot of 1/2 gaps, might as well here too. fixed both times
02:55:386 (1) - should definitely be more dense rhythm here, right? the song becomes super loud all of a sudden YE
03:49:041 (3,4) - replacing this with a sslider would be nice for that blue tick thing i think it would be anticlimactic
lmk when u respond
Sonnyc wrote:
Beginner.
Hitsounds? woops, fixed
02:10:131 (3) - I think you could be considering about this rhythm usage. The strength of the instrument is quite different with 02:08:074 (1,2) - 02:10:816 (1) so uh maybe you can just consider removing this object to give a consistency on the rhythm selection? i think its similar enough to the section before to stay mapped
03:31:383 - 03:39:612 - Why does the break end earlier than other diffs? accident
Advanced.
01:14:247 (2) - 02:50:072 (2) - Add new combo here for consistency with higher diffs. done
01:49:218 (3,4,5) - Can you try using a different pattern usage for this part of the song? Such rotation pattern is one of the dominant patterns of expressing the part of 00:16:818 (1,2,3,1,2,3) - 01:17:504 (1,2,3,1,2,3) - etc so using the same idea at a different part of the song didn't really felt effective. agree, changed
Hard.
03:48:869 (3) - If you see the lower diffs, this part end with two 1/2 circles. A higher diff having something easier didn't felt great in spreads. agree, changed
Insane.
00:27:103 (1,2) - Unnecessary manual stack. fixed
00:53:847 (3,4) - This was the only pattern that had a different spacing concept between 1/4 slider and 1/4 circles. Comparing with 01:08:247 (3,4) will show you the inconsistency. fixed
01:17:504 ~ 01:33:618 - It looks like the mapping concept was kinda based on right angled placements. Technically itself felt quite fine enough, but comparing the mapping inconsistency with 00:16:818 - , it didn't felt the best. Also such right angled concept is dominantly used at the section of 01:54:703 - consistently through all difficulties so sharing the same idea at a different part of the song felt to be damaging your structure. good note, did go through and change some placements though overall i think it is ok, mostly visual aesthetic
Bloom.
This was the only difficulty having a tick 2 and it seems it was setted because of the readability of the sv change. But since ticks are defined to be traits of the song rather than the trait of the music, having such inconsistency between difficulties felt a bit less organized as a mapset. Mind just setting as tick 1? I don't think there will be readable issues as 1 too. agree
00:45:961 (2) - This was the only normal-whistle in this diff and it felt something slightly inconsistent considering other hitsounds of the map. For other diffs too. fixed
01:51:960 - I hope to see this break setting consistent through out all difficulties. fixed
Splendid.
Yuii- wrote:
02:08:074 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4) - p sure this sections needs to be in 1/6 and not in 1/4, it sounds extremely off yeah, thought it was just guitarist playing late but its 1/6
also 01:39:789 (1) - on insane, that sounds a lil weird made more suitable
Sonnyc wrote:
Insane.
00:53:847 (3,4,5,6,7,1) - ee looks even worse right now. High spaced 1/4 only appear at the preview section. Using this concept here is just breaking the consistency. The one I was previously asking was to give a consistent 1/4 spacing on 00:53:847 (3,4,5) as you did at 01:08:247 (3,4,5). really dont know what i was thinking when i made the change, i fixed it as it shouldve been the whole time
Also why are high diffs having such a low hp drain? the slow part from 00:44:246 - 01:13:047 is very taxing on HP, especially with HR. edit: discussed with others and changing HP values slightly for spread
thank you!Kagetsu wrote:
i got asked to check this, but i don't really agree with the top diff design so i'll just voice my opinion lol
[General]
- timing is wrong... i asked a few people and we agreed on that the 13/4 time signature is definitely not correct, the 13 measures should be divided into three 3/4 measures followed by one 4/4 measure (something like this) to say its "wrong" its a bit disingenious because this is just a reduction of a compound measure and the first 3 measures are hardly 3/4 at all, this is just a different reduction that is just the same, especially since 13/4 is used elsewhere in the song. applied tho since i guess its wanted to be more reduced
- about the hitsounding... i find it kinda disconnected from the song, the claps are currently being used for both snares and kicks, it doesn't feel too good imo. other things would be that you might want to use a more suitable sound for the claps, as an actual clap doesn't fit too well with this type of music, normal-hitnormal might work better the claps are used to accent the drums, i think its quite alright the way it is, and using hitnormal would create too much of a 1:1 expectation with the drums which i feel would undermine the hitsounding on some level, especially given the presence of ghost notes
[Bloom]nao can rebubble once the bold things are fixed
- i think that the main core "issue" in this map are rhythm choices, most of the times you're using super dense rhythms that doesn't go well with the background music. i'll list you some examples:
- 00:07:218 (1,2,3,4,5,6) - sounds super overmapped tbh, there are no important sounds on 00:07:475 - and there's no reason to extend the slider imo. something similar happens on 00:07:647 - but this is even worse because such high note density kinda ruins the emphasis 00:07:732 - should be receiving. it would be a lot better if you remove 00:07:647 (5) -, so that the note receives proper emphasis disagree here, the first slider is extended to accent and simplify the full pattern, it sounds much cleaner extended than without, and 00:07:647 has a part of the drum roll which would be pretty random to not map to since its mapped to elsewhere, as well, i dont see any reason that 00:07:732 should receive more emphasis than it already receives since its a weak flute note and the drums have no strong sound?
- 00:16:647 (4,5,1,2,3,4,1,2,3,4) - the background music is far from being that intense, there are some 1/4 beats indeed, but the way it's mapped makes them feel nonexistent because the only thing you catch when playing is a long stream. i believe that deleting 00:16:904 (2,4,4) - makes a lot more sense the entire bit here has 1/4, its a drum roll, if you cant hear it you can see it in the music video https://vimeo.com/193838741 as well, many parts of this map are rhythmically oriented to the drums given how strong and present they are compared to the wispy-ness of the guitar, flute, vocals, etc..
- 00:18:018 (3,5,7) - extended 1/4 sliders is not a good representation of music imo, from i can see, i guess you're trying to use the extended sliders to emphasize the kicks? problem about this is that it adds way too much density and it doesn't correctly represent the music. if your intention is to emphasize the kicks, then something like this works a lot better, not only because it's sounds better, but it also adds an extra emphasis because these sliders allows you to experiment with slider leniency again, there are drum notes (snare) here, but rather than give them a circle, the kick/hi-hat combo is given a kickslider on every occurance for emphasis.
- 00:31:389 (5) - this must be fully faded out before 00:31:903 (7) - is fully faded in (tbh i'd just convert that into a circle lol) fixed, really thought i went through and caught all of these
- 00:32:932 (3,4,5,6,7) - it doesn't fit the song too well because you were previously following guitar, and... as there is no sound on 00:33:017 (4) - it sounds pretty bad there is a sound on 4, osu's time stretching artifacts obscure it. visible in music video and audible if you slow down the bit instead: http://vocaroo.com/i/s0PlK5LBGxLR
- 01:11:247 (8) - not sure about how intuitive is this, although the song features tricky rhythms, i think it would be nice to use sliders for the sake of playability it's been read well in testplays tho i could get more opinions
- 01:54:703 - this section is pretty hard to read because you're using the same visual concepts for different time gaps. if you could cite specific ones i'd appreciate it cause i tried to make them all equal. stack = 3/4 + NC, 1/1 and 1/2 are >=1.0x but <=1.5x, except when the guitar chords change where there's 1/2 stacked but not NC'd for emphasis on the guitar. i testplayed this fairly decently and players were fine with thisi also think that there are some notes that could be deleted, if we pick this 01:59:160 (1,2) - , for example, you would notice that 01:59:331 (2) - is way less intense than 01:59:160 (1) -, but it feels the same when playing. i think it makes sense to delete some notes, as this section in particular is pretty calm. i don't agree with the notion of only following the drums when its convenient, i think choosing to not map some sounds would make this bit even more confusing
- 02:23:158 (1,1,1,1,1,1,1,1,1,1) - as the guitar sounds are fading out, you could use reverse arrow sliders in order to reflex such change, as it's now there's no contrast between volume or intensities. the guitar is 1/2 here + this bit follows the drums like this full bookmark section
- 02:25:215 (6,7,8,9,10,11) - this could be an example of sounds that are in the music but shouldn't necessarily be mapped again i strongly disagree with the notion of oversimplifying something to this degree
- as the music is repetitive i won't be mentioning all over again so yeah
gl
02:10:816 (1) - this red line is unused?^ seems like it, offset and time signature/downbeat placement is the same
edit: should also mention i increased hitsound volume from 30% to 45%Lasse wrote:
02:10:816 (1) - this red line is unused?^ seems like it, offset and time signature/downbeat placement is the same ya
also agree with kagetsu's thing on hitsounding
top diff
00:07:219 (1,2,4,5) - think both of these would be better as 1/4 sliders cause you follow melody before and after, sudden drum rhythm felt unfitting would undermine the rhythmic complexity of the instrumentation of the song, oversimplification would completely sell out the rhythmic intensity of the song, as well, the drums are mapped rhythmically with spacing used to emphasize the melody in conjunction
at least 00:07:647 (5) - would make sense since drums are so much weaker than on 00:07:304 (2) - , just seemed really unnatural to click this
also (2) should be hitsounded with a snare both are drum rolls, just because a note is weak doesnt mean it shouldnt be mapped
00:12:704 (1,2,4,5) - ^
00:16:818 - I just can't really agree with this par. there might be sounds on some of the 1/4 ticks, but a lot of the streams seem just unfitting like 00:16:818 (1,2,3,4,1,2,3,4) - , even more so if you compare the spacing to 00:18:703 (1,2,3,4,5) - which has really audible snares both are drum rolls, one has crash cymbals as well. further, overcomplicating the usage of spacing would only hinder the map from expressing the rhythms well and feel convoluted. further, the second example has no vocals and little melodic emphasis while the first is the beginning of the chorus and carries more energy than all
main issue here are the spaced streams on barely audible 1/4 sounds (if they even exist) like 00:20:931 (1,2,3,4) - they just don't feel very fitting to me
things like the other one mentioned above or 00:22:818 (1,2,3,4,5) - are nice though not trying to be rude but the 1/4 on especially 00:20:931 are completely audible. perhaps i misinterpret what you're saying
00:17:332 (3,1,2,3) - should be more careful with autostacking fixed
also your drum things really lack hitsounding, like for the snares on 00:18:703 (1,2,3,4) - the song has so many interesting drum rhythms, which you also mapped, but your hitsounding doesn't really reflect that hitsounding all drum sounds would be completely overwhelming and distracting imo, given the dramatic rhythmic density in the music
overall I can't really agree with lots of the rhythm choices, looking at things like 00:53:847 (1,5) - being emphasized in the song but not in how you map, even if you did stacking thing. I think something like http://lasse.s-ul.eu/5EytxBk3.jpg could fit to focus the melody a bit more while keeping your 1/4s this would undermine the very tight rhythmic relationship with the rhythm choices and the song and make the relationship less 1:1
00:56:932 - similarly here something like http://lasse.s-ul.eu/tdKaYT5K.jpg could fit the make the snares stand out more instead of having multiple layers together again there's a very 1:1 relationship between the rhythms of the song and the taps / rhythms of the map that things like this would undermine
same for when both of these things occur again like 01:08:247 (1,2,3,4,5,6) -
01:10:818 - would make more sense empty or as sliderend cause blue tick after is much more important agree here
02:08:074 (1,1,1,1,1,1,1,1,1,1,1,1) - don't think this needs the nc spam, even if it uses 1/6 and 1/3, the only 1/6 snap clicking is on the sliderhead and should make rhythm clear enough to go with 3-3-3-3- ok
03:13:899 (4) - is this the only normal whistle in the whole map? sounds a bit out of place whoops
same things obviously also apply to repeated parts
[]
don't really want to qualify this, patterns are nice, but I can't agree with rhythm and hitsounding is quite lacking
maybe at least hitsounding what your 1/4s are supposed to follow could help?