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Hyper Potions - Porta Vista

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Lily Bread
M4M

[Hitsound]
hitnormal is not so suitable with this music imo, though it's kiai part. it's not a rock style music. what about use soft sampleset?

[Basic]
00:23:770 (1,1) - in easy diff, there should be some space (usually 4/1) after a spinner. so i suggest to replace the spinner with a long slider.

02:34:970 (4) - move it up a little?

02:47:770 ~ 03:00:570 - in this part, you use a similar rhythm to kiai part. but the volume and drums are much quiet than kiai part. try to simplify the rhythm?

[Advanced]
02:23:770 (4,5) - ds issue? if you want to avoid overlap, you can move - 02:25:370 (1) - to left a little.

01:06:170 (3) - unsnap (snapped to 1/4)

02:29:170 (2) - distance not same.

[Collab Hyper]
nothing special to say.

[Another]
testplay:
http://puu.sh/tsPr4/440ab361a1.jpg

solid diff imo. nothing special to say.

good luck!
terratropic
nm here, mod will be fairly short as i dont have much to say


  • General
    1. add another sliderslide file for N:C3 because sliders aren't silenced
    2. i suggest you add hitsounds for kicks


    Collab Hyper
    02:05:170 (4,1,2,3) - bad flow imo, try switching 02:05:570 (2,3) around
    02:18:970 (1) - make this a slider to fill the gap
    02:23:770 (1) - remove NC so it's the same as the previous kiai
    02:26:970 (1) - see above
    02:30:170 (1) - ^
    02:30:170 (1) - ^

    Insane
    00:22:170 (1,2,3,4,1,2,3) - spacing should be bigger to emphasize the kicks
    00:26:170 - remove this timing point, you dont need it
    01:05:170 - see above
    01:40:370 (3,4) - replace these with a slider so it follows the same pattern
    02:23:570 (4,1) - i think it would follow the synths better if you switch these notes in the timeline and then stack them together

    02:27:170 (2,3,4) - easy to misread, should be spaced closer together
    02:30:770 (2,4,6) - NC's dont represent anything important here so remove those
    otherwise well mapped, hope to see this ranked!
Topic Starter
jyu

Lily Bread wrote:

M4M

[Hitsound]
hitnormal is not so suitable with this music imo, though it's kiai part. it's not a rock style music. what about use soft sampleset? fix

[Basic]
00:23:770 (1,1) - in easy diff, there should be some space (usually 4/1) after a spinner. so i suggest to replace the spinner with a long slider. because the bpm isnt really fast, i thought the space after spinner is already fine but idk imma check with other modders

02:34:970 (4) - move it up a little? fix

02:47:770 ~ 03:00:570 - in this part, you use a similar rhythm to kiai part. but the volume and drums are much quiet than kiai part. try to simplify the rhythm? fix

[Advanced]
02:23:770 (4,5) - ds issue? if you want to avoid overlap, you can move - 02:25:370 (1) - to left a little. oops fix

01:06:170 (3) - unsnap (snapped to 1/4) fix

02:29:170 (2) - distance not same. fix

[Collab Hyper]
nothing special to say.

[Another]
testplay:
http://puu.sh/tsPr4/440ab361a1.jpg

solid diff imo. nothing special to say.

good luck!

terratropic wrote:

nm here, mod will be fairly short as i dont have much to say


  • General
    1. add another sliderslide file for N:C3 because sliders aren't silenced fix. i keep forgetting to do that
    2. i suggest you add hitsounds for kicks im still looking for it www


    Collab Hyper
    02:05:170 (4,1,2,3) - bad flow imo, try switching 02:05:570 (2,3) around fix
    02:18:970 (1) - make this a slider to fill the gap intentional
    02:23:770 (1) - remove NC so it's the same as the previous kiai fix
    02:26:970 (1) - see above fix
    02:30:170 (1) - ^ fix
    02:30:170 (1) - ^

    Insane
    00:22:170 (1,2,3,4,1,2,3) - spacing should be bigger to emphasize the kicks fix
    00:26:170 - remove this timing point, you dont need it fix
    01:05:170 - see above fix
    01:40:370 (3,4) - replace these with a slider so it follows the same pattern fix
    02:23:570 (4,1) - i think it would follow the synths better if you switch these notes in the timeline and then stack them together fix

    02:27:170 (2,3,4) - easy to misread, should be spaced closer together fix
    02:30:770 (2,4,6) - NC's dont represent anything important here so remove those fix
    otherwise well mapped, hope to see this ranked!
Thank you for mods! :)
updated
Electoz
Oh actually I remember you requesting me this map like a year ago lol

[General]

  1. Unused hitsounds:
    1. normal-hitclap3.wav
[Basic]

  1. 00:23:770 (1,1) - The recovery time after the spinner is pretty edgy tbh, a long slider would be a safer choice here.
  2. 00:34:970 (1,2) - Swap NC? Since you NC'd every 2 downbeats since 00:26:970 (1) onward.
  3. 00:52:570 (1,2) - Aren't these supposed to have the same rhythm compared to what you did in other measures like 00:55:770 (1,2) - 01:05:370 (1,2,3,4) - etc?
  4. 01:05:370 - Add a green line with N:C1 like what you did in Advanced? If you apply this then you have to add a green line with S:C1 at 01:16:570 also.
  5. 01:11:770 (1,2) - Why aren't these the same pattern or symmetric? Kinda inconsistent with the concept you did in other measures of this section.
  6. 01:03:770 (1) - 02:20:570 (2) - Inconsistent NC setting, idk which one you're going for but better made them consistent I guess
[Advanced]

  1. 00:41:370 (1,2) - Could've used the same rhythm from 00:39:770 (1,2,3) imo, pretty inconsistent when you let a strong sound like 00:42:170 landed on slidertail despite making 00:40:570 - 00:46:970 - 00:48:570 clickable which is pretty much the same sound. Also both 00:46:170 (1,2,3,4) - 00:47:770 (1,2,3,4) have the same rhythm so I was expecting the same thing with 00:39:770 (1,2,3) - 00:41:370 (1,2) as well.
  2. 00:38:170 (2) - 01:03:770 (2) - 02:20:570 (1) - Same NC thingy as mentioned before.
  3. 02:26:770 (5) - No need to be mapped imo, this is probably the only place in all kiais where you used a long chain of rhythm 02:25:770 (2,3,4,5,6,7,1,2,3) which isn't really appropriate for Normal/Advanced.
  4. 02:54:170 (1,2,3,4) - Why 4 circles tho? Looks pretty stand out as a pattern compared to 02:47:770 (1,2) - 02:50:970 (1,2,3) despite having pretty much the same rhythm.
[Collab Hyper]

  1. 00:19:970 (3,4,5,6,1) - Not a fan of this short stream cuz this is probably the hardest thing to play in the intro section and the rhythm here isn't even intense compared to the build up at 00:23:770 so putting 1/4 rhythm stuff there would be more fitting.
  2. 00:40:970 (5,3) - Pretty sure this overlap isn't intentional zzz
  3. 01:06:170 (5,6) - Was expecting these to have the same rhythm with 01:07:770 (4,5) - 01:09:370 (3,4) etc since you already use 2 sliders thing on 00:58:170 (4,5) - 01:10:970 (5,6) to reflect the difference from the main melody.
  4. 01:15:770 (4,5) - Same as above.
  5. 01:40:570 - Kinda curious why you mapped this cuz you never gave any emphasis or importance whatsoever on this piano sound which already occurred at 01:32:170 - 01:33:370 - 01:35:370 - etc so the way to improve this is either:
    1. Remove the beat on 01:40:570 because you didn't focus that piano sound earlier in the first place and it's better to make it the same pattern as 01:37:570 (1,2,3,4,1,2) since the main melody which you're following is still playing repeatedly at 01:39:970 .
    2. Rework the rhythm on 01:31:170 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4) so you can prioritize and focus on the main melody and the piano at the same time.
  6. 01:45:370 (1,3) - Eh looks pretty stand out tbh why did you stack the slidertails here and not anywhere else?
  7. 01:51:770 (1,3) - This overlap too, idk feels like you're pretty inconsistent with these things when 1/1 sliders are mapped closely to each other, at least if you decided to do whatever stuff then it should be more consistent. (These things can be stand out if they're reflecting the song or rhythm at that specific spot but it doesn't look like that to me in this case)
  8. 02:10:170 (3,4,5) - Okay so I don't know what you intended with this cuz they don’t even blanket anything and it’s not like they’re forming a symmetric pattern either.
  9. 02:12:570 (1,3) - Same stack thing as mentioned earlier, looks stand out but rhythmically it's not different from any other measures in this part so these kinds of things should be consistent according to the rhythm of the song.
  10. 02:29:370 (3,4) - Idk I assume this would have the same shape and form a symmetric or whatever according to other stuff you did with 2 sliders like 02:09:370 (1,2) - 02:30:970 (7,8) I guess?
aaa too tired gonna stop here, not interested in nominating this at the moment but idk I might take a look at Another some time in the future, no guarantees.
Good luck~
Topic Starter
jyu

Electroz wrote:

Oh actually I remember you requesting me this map like a year ago lol

[General]

  1. Unused hitsounds:
    1. normal-hitclap3.wav fix
[Basic]

  1. 00:23:770 (1,1) - The recovery time after the spinner is pretty edgy tbh, a long slider would be a safer choice here. fix
  2. 00:34:970 (1,2) - Swap NC? Since you NC'd every 2 downbeats since 00:26:970 (1) onward. fix
  3. 00:52:570 (1,2) - Aren't these supposed to have the same rhythm compared to what you did in other measures like 00:55:770 (1,2) - 01:05:370 (1,2,3,4) - etc? it's for variations
  4. 01:05:370 - Add a green line with N:C1 like what you did in Advanced? If you apply this then you have to add a green line with S:C1 at 01:16:570 also. fix
  5. 01:11:770 (1,2) - Why aren't these the same pattern or symmetric? Kinda inconsistent with the concept you did in other measures of this section. also for variations. also i intended not to be too consistent with symmetrical stuffs
  6. 01:03:770 (1) - 02:20:570 (2) - Inconsistent NC setting, idk which one you're going for but better made them consistent I guess oops, removed one of those nc's
[Advanced]

  1. 00:41:370 (1,2) - Could've used the same rhythm from 00:39:770 (1,2,3) imo, pretty inconsistent when you let a strong sound like 00:42:170 landed on slidertail despite making 00:40:570 - 00:46:970 - 00:48:570 clickable which is pretty much the same sound. Also both 00:46:170 (1,2,3,4) - 00:47:770 (1,2,3,4) have the same rhythm so I was expecting the same thing with 00:39:770 (1,2,3) - 00:41:370 (1,2) as well. im still sticking on doing some variations but yea i might redo some stuffs here like you suggested
  2. 00:38:170 (2) - 01:03:770 (2) - 02:20:570 (1) - Same NC thingy as mentioned before. the first two youve mentioned is already consistent for me. gonna keep the nc at the last kiai bcs to emphasis the guitar solo part
  3. 02:26:770 (5) - No need to be mapped imo, this is probably the only place in all kiais where you used a long chain of rhythm 02:25:770 (2,3,4,5,6,7,1,2,3) which isn't really appropriate for Normal/Advanced. it kinda makes the rhythm flow better for the music i think. if more modders point this out im going to rearrange the rhythm simpler
  4. 02:54:170 (1,2,3,4) - Why 4 circles tho? Looks pretty stand out as a pattern compared to 02:47:770 (1,2) - 02:50:970 (1,2,3) despite having pretty much the same rhythm. fix
[Collab Hyper]

  1. 00:19:970 (3,4,5,6,1) - Not a fan of this short stream cuz this is probably the hardest thing to play in the intro section and the rhythm here isn't even intense compared to the build up at 00:23:770 so putting 1/4 rhythm stuff there would be more fitting. understandable. but not mapping the drums there would be a total waste of the song so umm imma ask other's opinions for this
  2. 00:40:970 (5,3) - Pretty sure this overlap isn't intentional zzz fix
  3. 01:06:170 (5,6) - Was expecting these to have the same rhythm with 01:07:770 (4,5) - 01:09:370 (3,4) etc since you already use 2 sliders thing on 00:58:170 (4,5) - 01:10:970 (5,6) to reflect the difference from the main melody.
  4. 01:15:770 (4,5) - Same as above. ook those two you mentioned are actually anrefm's parts im going to consult with him about the rhythm consistencies. thank you for pointing those out!
  5. 01:40:570 - Kinda curious why you mapped this cuz you never gave any emphasis or importance whatsoever on this piano sound which already occurred at 01:32:170 - 01:33:370 - 01:35:370 - etc so the way to improve this is either:
    1. Remove the beat on 01:40:570 because you didn't focus that piano sound earlier in the first place and it's better to make it the same pattern as 01:37:570 (1,2,3,4,1,2) since the main melody which you're following is still playing repeatedly at 01:39:970 .
    2. Rework the rhythm on 01:31:170 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4) so you can prioritize and focus on the main melody and the piano at the same time.
    well it was intentional because this is the harder diff, so mapping the flute melody is way better than mapping the piano just like the lower diffs. if i stick to consistency with lower diffs and still map to the piano instead, that would turn the player off
  6. 01:45:370 (1,3) - Eh looks pretty stand out tbh why did you stack the slidertails here and not anywhere else? i wanted to make a circular flow and slidertail stack too lmao
  7. 01:51:770 (1,3) - This overlap too, idk feels like you're pretty inconsistent with these things when 1/1 sliders are mapped closely to each other, at least if you decided to do whatever stuff then it should be more consistent. (These things can be stand out if they're reflecting the song or rhythm at that specific spot but it doesn't look like that to me in this case) hmm will reconsider about this, since youre the first one who point this out
  8. 02:10:170 (3,4,5) - Okay so I don't know what you intended with this cuz they don’t even blanket anything and it’s not like they’re forming a symmetric pattern either. to escape from blanket nazis lmao
  9. 02:12:570 (1,3) - Same stack thing as mentioned earlier, looks stand out but rhythmically it's not different from any other measures in this part so these kinds of things should be consistent according to the rhythm of the song. intentional for circular flow. but im planning to fix this one though
  10. 02:29:370 (3,4) - Idk I assume this would have the same shape and form a symmetric or whatever according to other stuff you did with 2 sliders like 02:09:370 (1,2) - 02:30:970 (7,8) I guess? anre's stuff. imma ask him, but i think both of us intended not to be too consistent with symmetrical stuffs, kinda oldschool but still essential
aaa too tired gonna stop here, not interested in nominating this at the moment but idk I might take a look at Another some time in the future, no guarantees.
Good luck~
Thank you for your mods! :)
Updated
ARenaissance
Hello, M4M from my queue.

Here is my map for your convenience: https://osu.ppy.sh/s/527546

[General]
You can definitely afford to increase hitsound volume in general. I can't hear the sounds in many parts of the map, especially the louder sections.

[Another]
00:43:570 (3,4) - Unpleasant overlap.

00:46:570 (2,4) - Make them perfectly parallel, please.

00:55:370 (4,1) - I think this would look a little bit better if you either added a bit more overlap or if you separated it completely so that there was no overlap at all. The comment holds for other areas where extended sliders lead into slightly overlapped objects, like 01:00:170 (5,1).

01:37:570 (1,2,3,1,2,3,1,2,3,1,2,3,4) - These are large jumps for such a calm section. I see what you're going for, but I think you'd be better off toning it down a bit.

A general suggestion that I'd like to make: change slider velocity from time to time! Looking at the timing panel, I only see a few choice instances where SV briefly changes. But considering how much you rely on 1/2 sliders, 1/4 sliders, 1/1 sliders, and extended sliders throughout the entire map, I think increasing SV during areas of high intensity and lowering SV during areas of lower intensity would really make the dynamics of this map stand out.


[Collab Hyper]
00:22:170 (1) - You were mapping everything else around this to the kicks. Why is this different?

01:57:170 (3,4,5) - It might be nice to make the slider heads form an equilateral triangle with (3).

02:44:970 (1,3) - (Takes out magnifying glass) I spy a slight overlap.

Aside from that, good mapping. Just trying to look for something to point out, there were a few slider rhythms that bothered me, all of which revolved around the "don't cover an emphasized beat with a slider tail" mantra:

00:32:570 (4,5) - (5) is covering up the fourth beat with a slider tail. I would do slider then circle, rather than circle then slider.
01:35:170 (3) - Kind of awkward because the two motifs before it had a slider on the fourth beat. Maybe make (2) a slider and (3) a circle?
01:40:370 (4) - Covers up a a strong beat. I'd break it into two circles.


[Advanced]
00:28:570 (1,3) - I wouldn't mind perfect 180 degree rotational symmetry for these guys.

01:06:970 (1,2) - Same slider shape maybe?

01:30:970 - Changing slider velocity down to 0.75 is a bit dubious, and I would discourage it for this difficulty level. My main concern is the spacing disparity here 01:42:970 (4,5,1). In the very least, find a way to patch that up.


[Basic]

01:34:170 (1) - This slider has devolved to Bezier form, in case you didn't notice.

02:25:370 (1,2,3) - You may want to make these sliders all the same shape for the aesthetics.

___________________________________

That's all I got. Sparse mod, so I'll throw you a star as well. Good luck!
Topic Starter
jyu

ARenaissance wrote:

Hello, M4M from my queue.

Here is my map for your convenience: https://osu.ppy.sh/s/527546

[General]
You can definitely afford to increase hitsound volume in general. I can't hear the sounds in many parts of the map, especially the louder sections. yeah i was thinking about this too since the hitsound isnt really audible in kiai part :<

[Another]
00:43:570 (3,4) - Unpleasant overlap. fix, moved them a bit farther

00:46:570 (2,4) - Make them perfectly parallel, please. nah, i like the current one better

00:55:370 (4,1) - I think this would look a little bit better if you either added a bit more overlap or if you separated it completely so that there was no overlap at all. The comment holds for other areas where extended sliders lead into slightly overlapped objects, like 01:00:170 (5,1). ok, added some slight overlap instead

01:37:570 (1,2,3,1,2,3,1,2,3,1,2,3,4) - These are large jumps for such a calm section. I see what you're going for, but I think you'd be better off toning it down a bit. hmm will reconsider this if more modders point this out

A general suggestion that I'd like to make: change slider velocity from time to time! Looking at the timing panel, I only see a few choice instances where SV briefly changes. But considering how much you rely on 1/2 sliders, 1/4 sliders, 1/1 sliders, and extended sliders throughout the entire map, I think increasing SV during areas of high intensity and lowering SV during areas of lower intensity would really make the dynamics of this map stand out. ah yes, i didnt increase the sv during kiai bcs i intended to make this map a fun one to play, not the challenging one. also i tried lowering the sv to 0.50x at the ending part of the song but some modders told me that its better if the sv change isnt that significant so yeah


[Collab Hyper]
00:22:170 (1) - You were mapping everything else around this to the kicks. Why is this different? ah this one is mapped by another mapper

01:57:170 (3,4,5) - It might be nice to make the slider heads form an equilateral triangle with (3). fix

02:44:970 (1,3) - (Takes out magnifying glass) I spy a slight overlap. lmao fix

Aside from that, good mapping. Just trying to look for something to point out, there were a few slider rhythms that bothered me, all of which revolved around the "don't cover an emphasized beat with a slider tail" mantra:

00:32:570 (4,5) - (5) is covering up the fourth beat with a slider tail. I would do slider then circle, rather than circle then slider. hmm imma consider abt this
01:35:170 (3) - Kind of awkward because the two motifs before it had a slider on the fourth beat. Maybe make (2) a slider and (3) a circle? this one is also mapped by another mapper
01:40:370 (4) - Covers up a a strong beat. I'd break it into two circles. fix


[Advanced]
00:28:570 (1,3) - I wouldn't mind perfect 180 degree rotational symmetry for these guys. gonna keep this one

01:06:970 (1,2) - Same slider shape maybe? fix

01:30:970 - Changing slider velocity down to 0.75 is a bit dubious, and I would discourage it for this difficulty level. My main concern is the spacing disparity here 01:42:970 (4,5,1). In the very least, find a way to patch that up. imma ask another modder abt the sv change. also, fixed that spacing disparity


[Basic]

01:34:170 (1) - This slider has devolved to Bezier form, in case you didn't notice. fix

02:25:370 (1,2,3) - You may want to make these sliders all the same shape for the aesthetics. i guess making 02:26:170 (2,3) - the same is already enough

___________________________________

That's all I got. Sparse mod, so I'll throw you a star as well. Good luck!
EDIT: oh god how come i forgot to say thank you after all this time hghghghggfhg thank you very much!! :)
[Mad]
Hello!
From my modding queue:

Advanced
00:30:170 (1) - not sure why this is mapped differently, since its ignoring the main melody
00:36:570 (1) - ^
00:42:970 (1) - ^ you're probably mapping to the drum beat but the other way you had it still wouldve gotten the drum beat without ignoring anything, but it's up to you since it's a low difficulty
01:58:170 (1,2,3,4) - I liked the square pattern before this, i think it would be better if this was some sort of pattern aswell
02:51:370 (2,3) - The important sounds are on the tail of the slider, instead of the head

Collab Hyper
00:42:170 (2,3) - All the other triples were mapped around here but this one isnt?
00:48:370 (2,3) - ^
01:08:970 (2) - blanket this with 01:08:570 (1)
02:59:370 (5) - y u gotta rotate it 90* instead of 120

Well made, really clean placements from both of you

Another
00:54:970 (3,4) & 00:53:370 (5,6) - Spacing is different even though its a repeated sound, this issue is throughout
00:56:570 (4,5) - ^
01:37:570 - Diff spikes realy high for such a calm section
01:44:970 (4) - Nitpicky but this would look better slightly to the left so it's sorta blanketed by 01:45:370 (1)
02:07:370 (1,2,3,4,1) - probably use the slider to stream tool for this, the spacing is a bit off and it doesnt look quite right
02:13:370 (3) - rotate this so its blanketing 02:12:970 (2)
02:30:770 (1,2,3,4,5,6) - could be cleaned slightly

GL with rank!
Topic Starter
jyu

Shogud wrote:

Hello!
From my modding queue:

Advanced
00:30:170 (1) - not sure why this is mapped differently, since its ignoring the main melody
00:36:570 (1) - ^
00:42:970 (1) - ^ you're probably mapping to the drum beat but the other way you had it still wouldve gotten the drum beat without ignoring anything, but it's up to you since it's a low difficulty yea i intended to make it easier by following the drum instead but idk i might change it in the future bcs i actually wanted to make this diff a bit harder
01:58:170 (1,2,3,4) - I liked the square pattern before this, i think it would be better if this was some sort of pattern aswell i think im gonna keep this one for variation
02:51:370 (2,3) - The important sounds are on the tail of the slider, instead of the head will recosnsider fixing this

Collab Hyper
00:42:170 (2,3) - All the other triples were mapped around here but this one isnt? this is anre's part and you're not the only one who pointed this out so uhhh idk gonna consult with anre
00:48:370 (2,3) - ^
01:08:970 (2) - blanket this with 01:08:570 (1) anre's part
02:59:370 (5) - y u gotta rotate it 90* instead of 120 ohmygod youre a genius fixed

Well made, really clean placements from both of you thanks! :)

Another
00:54:970 (3,4) & 00:53:370 (5,6) - Spacing is different even though its a repeated sound, this issue is throughout fix
00:56:570 (4,5) - ^ i think this one is ok
01:37:570 - Diff spikes realy high for such a calm section since ARenaissance also pointed this out, okk fixed
01:44:970 (4) - Nitpicky but this would look better slightly to the left so it's sorta blanketed by 01:45:370 (1) fix
02:07:370 (1,2,3,4,1) - probably use the slider to stream tool for this, the spacing is a bit off and it doesnt look quite right ok tweaked it a bit
02:13:370 (3) - rotate this so its blanketing 02:12:970 (2) decided to remap this pattern, i dont really like blanket lmao
02:30:770 (1,2,3,4,5,6) - could be cleaned slightly fix

GL with rank!
Thank you for mods! :)
[Nemesis]
Mod from my queue.

Another

I can see that you're completely ignoring the influence of claps in the entire into, which is okay if the claps weren't so goddamn distinguishable, for example:
00:19:970 (4,5,6,7,8,9) - I wouldn't make all notes in the stream equally spaced since you can clearly hear two claps, break and three claps.
00:20:970 (2) - the clap is situated on the sliderend which isn't clickable (that really hurts to play), even though it is clearly different from all the other sounds in this section
00:22:770 (4,1) - this is the only place where you actually shown the influence of the claps on the map, I don't think it will be hard to change patterns to be similar to these
00:47:370 (5,1) - this sort of movement breaks two rules: first of all it's an uncomfortable motion (which is uncommon in the entire kiai), secondly it covers (4) with its head, which is a thing that's never been used before in the section
00:53:370 (5,6) - change those into curvy sliders, keep the consistency
00:54:470 - the sound over here gets completely ignored, I'd just put a circle and a triple, or even better, use this pattern again 00:58:970 (1,2,3) -
01:06:970 (1,2,3) - again, this sound may be a little quieter but it's still there
02:27:170 (2,3,4) - I'd decrease the distance between the slider and the double, but that's optional

Can't find anything else that would stand out

I hope my mod was helpful, best of luck!
pishifat
gonna need to raise hitsound volume for pretty much everything except 01:31:170 (1,2,3,4,5,6,7,1,2,3,1,2,3,4,5,6,7,1,2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,4,1,2,3,4,5,6,7) - .
parts using your custom hitnormal could use a 30% increase
00:14:170 (1) - 01:43:770 (1) - 01:56:570 (1) -02:20:570 (1) - could use like 10-15% increases
02:08:970 (1) - and this will need to be like 30% as well lol

speaking of hitsounds, would really suggest like.. using more i suppose lol. sections like 00:52:570 (1) - seem lacking with only a clap every third beat and a finish every 4 measures. can easily expand on that by hitsounding the bass kicks like 00:54:770 (2) - with drum-finishes or something. using whistles to follow the melody as you do in the kiai could be okay too

another

should really try like using more variable slider velocity. sticking to 1x throughout the entire thing (aside from a few objects) doesn't really reflect the song too well :(
00:14:170 (1) - like this section using a lower sv than the kiai would be pretty appropriate
01:30:970 - and this section being even lower than both because it's like the calmest part of the song, then steady increases with 01:43:770 (1) - 01:56:570 (1) - these sections.
the section after last kiai using .75x is a good example of what i'm talking about (meaning it's what you should be doing)

00:32:570 (6,7) - should use rhythm that reflects the main instrument (as you did everywhere else). the red tick where 7 is clicked is unimportant g
01:40:570 (4) - better to leave this empty for the same reason you left 01:37:370 - 01:38:170 - etc empty. weird to map a sound which you ignored repeatedly earlier lol
02:00:570 (3,4) - 2 1/2sliders would be more appropriate. clicking on the red tick with object 4 is silly when it's the least important sound here
02:17:170 (4,1) - same concern as 00:14:170 (1) - . 4's tail more important than 4's head, and the following circle


hyper
00:32:770 (5) - same as another lol
01:40:570 (5) - heysame. especially a problem with this kind of spacing, but that won't matter if deleted anyway
02:08:170 (2,3) - should increase spacing for these. visually looks the same as other 1/2 spacings, which is pretty misleading g


adv
00:15:770 (1,2,3) - minor spacing error (pretty apparent with this distance snapping lol)


do something about those overall issues, then call me back
Topic Starter
jyu

[Nemesis] wrote:

Mod from my queue.

Another

I can see that you're completely ignoring the influence of claps in the entire into, which is okay if the claps weren't so goddamn distinguishable, for example:
00:19:970 (4,5,6,7,8,9) - I wouldn't make all notes in the stream equally spaced since you can clearly hear two claps, break and three claps. ooo you're right, fixed
00:20:970 (2) - the clap is situated on the sliderend which isn't clickable (that really hurts to play), even though it is clearly different from all the other sounds in this section i understand ur point, but idk this pattern was intentionally all slider so i guess i wont change
00:22:770 (4,1) - this is the only place where you actually shown the influence of the claps on the map, I don't think it will be hard to change patterns to be similar to these okay, will consider
00:47:370 (5,1) - this sort of movement breaks two rules: first of all it's an uncomfortable motion (which is uncommon in the entire kiai), secondly it covers (4) with its head, which is a thing that's never been used before in the section fixed (4)'s head
00:53:370 (5,6) - change those into curvy sliders, keep the consistency intentional, for shape's variety
00:54:470 - the sound over here gets completely ignored, I'd just put a circle and a triple, or even better, use this pattern again 00:58:970 (1,2,3) - at this part, i think the melody doesnt need triplets
01:06:970 (1,2,3) - again, this sound may be a little quieter but it's still there
02:27:170 (2,3,4) - I'd decrease the distance between the slider and the double, but that's optional im making it consistent with 02:33:770 (2,3,4) -

Can't find anything else that would stand out

I hope my mod was helpful, best of luck!
Thank you for mod! :) sorry for late reply, i was occupied with things

pishifat wrote:

gonna need to raise hitsound volume for pretty much everything except 01:31:170 (1,2,3,4,5,6,7,1,2,3,1,2,3,4,5,6,7,1,2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,4,1,2,3,4,5,6,7) - .
parts using your custom hitnormal could use a 30% increase
00:14:170 (1) - 01:43:770 (1) - 01:56:570 (1) -02:20:570 (1) - could use like 10-15% increases
02:08:970 (1) - and this will need to be like 30% as well lol gosh my osu setting has been quite high for hitsounds, which is why i mapped the hitsounds in this map with low volume. fixed all

speaking of hitsounds, would really suggest like.. using more i suppose lol. sections like 00:52:570 (1) - seem lacking with only a clap every third beat and a finish every 4 measures. can easily expand on that by hitsounding the bass kicks like 00:54:770 (2) - with drum-finishes or something. using whistles to follow the melody as you do in the kiai could be okay too i tried using the drum-finishes, but could only apply it at small places bcs its hard to use it when the pattern is following the melody, so imma try to use the whistles

another

should really try like using more variable slider velocity. sticking to 1x throughout the entire thing (aside from a few objects) doesn't really reflect the song too well :(
00:14:170 (1) - like this section using a lower sv than the kiai would be pretty appropriate fix
01:30:970 - and this section being even lower than both because it's like the calmest part of the song, then steady increases with 01:43:770 (1) - 01:56:570 (1) - these sections. fix
the section after last kiai using .75x is a good example of what i'm talking about (meaning it's what you should be doing) lmao okay

00:32:570 (6,7) - should use rhythm that reflects the main instrument (as you did everywhere else). the red tick where 7 is clicked is unimportant g fix
01:40:570 (4) - better to leave this empty for the same reason you left 01:37:370 - 01:38:170 - etc empty. weird to map a sound which you ignored repeatedly earlier lol hmm that makes sense,fix
02:00:570 (3,4) - 2 1/2sliders would be more appropriate. clicking on the red tick with object 4 is silly when it's the least important sound here fix
02:17:170 (4,1) - same concern as 00:14:170 (1) - . 4's tail more important than 4's head, and the following circle fix


hyper
00:32:770 (5) - same as another lol fix
01:40:570 (5) - heysame. especially a problem with this kind of spacing, but that won't matter if deleted anyway lmao yeah you're right, fix
02:08:170 (2,3) - should increase spacing for these. visually looks the same as other 1/2 spacings, which is pretty misleading g fix


adv
00:15:770 (1,2,3) - minor spacing error (pretty apparent with this distance snapping lol) fix


do something about those overall issues, then call me back
Thank you for mod! :)
JierYagtama
awwww hellll yeaaaaaaaaaaaaaaaaaaaaa
Topic Starter
jyu

JeirYagtama wrote:

awwww hellll yeaaaaaaaaaaaaaaaaaaaaa
thank you for the star! :)
pishifat
now that hitsounds are actually audible, i can tell your custom hitnormal is focused almost entirely on the right channel lol
use this balanced verison pls https://dl.dropboxusercontent.com/u/751 ... normal.wav

inasne
00:19:970 (4,5,6,7,8,9) - should go with same composition as 00:23:570 (4,5,1,2,3,4,5) - . looks less like an unintentional spacing mistake and a poor curve

hard
02:02:370 (4,5,6,7,1) - use same spacing as the intro. inconsistency and too mlg for a hard diff 00:19:970 (3,4,5,6,1) - . (i swear i wrote this in the last mod but i guess not)
02:09:370 (1) - any reason why here to the end switches to 2 measure comboing lol

normal
00:45:770 (5,1) - spacing

bub is coming for real next time
Topic Starter
jyu

pishifat wrote:

now that hitsounds are actually audible, i can tell your custom hitnormal is focused almost entirely on the right channel lol
use this balanced verison pls https://dl.dropboxusercontent.com/u/751 ... normal.wav goshjdhfjsdk thank you

inasne
00:19:970 (4,5,6,7,8,9) - should go with same composition as 00:23:570 (4,5,1,2,3,4,5) - . looks less like an unintentional spacing mistake and a poor curve fix

hard
02:02:370 (4,5,6,7,1) - use same spacing as the intro. inconsistency and too mlg for a hard diff 00:19:970 (3,4,5,6,1) - . (i swear i wrote this in the last mod but i guess not) fix
02:09:370 (1) - any reason why here to the end switches to 2 measure comboing lol because 2 measure comboing kinda fits the melody owait how to explan this

normal
00:45:770 (5,1) - spacing fix

bub is coming for real next time
Thank you for mod! :)
ZekeyHache
hi hi i'm a bn boi looking at your map

[General]
  1. your bg is too heavy, pls use this one, pretty much the same quality but a lot less file size
[Basic]
  1. 00:23:370 (2,2) - why don't you stack these two? it can give a neater appearance to the pattern and it shouldn't confuse beginners
[Advanced]
  1. 01:37:370 (1,2) - you can improve the blanket here
  2. 02:03:370 (2) - doesn't look good touching both sliders with their bodies since you don't do that in this diff until here, I'd suggest to move this one to the right so only thead and tail touch like with any other 1/2 patter in the diff, like this
[Collab Hyper Potions]
  1. 00:16:370 (2) - Is this a small jump or an inconsistency in spacing by mistake?
  2. 00:32:170 (2) - 00:35:570 (2,3,4) - 00:40:370 (2,3,4) - (and more) Here I guess it was by mistake, do you have stacking visible in the editor? if not, better turn it on because you can see the difference in spacing that takes in game, you can deactivate distance snap and fix that spacing (just look at previous and next object spacing)
  3. 02:30:170 (5) - Touches a bit the life bar on the default skin
[Another]
  1. 02:55:770 (5,1) - swap nc I guess
feel free to call me back by forum pm or in-game
Topic Starter
jyu

ezek wrote:

hi hi i'm a bn boi looking at your map

[General]
  1. your bg is too heavy, pls use this one, pretty much the same quality but a lot less file size i didnt realize the old one is 1.96MB and how did you compress it holy shit this one is even brighter thank you so much!!
[Basic]
  1. 00:23:370 (2,2) - why don't you stack these two? it can give a neater appearance to the pattern and it shouldn't confuse beginners fix
[Advanced]
  1. 01:37:370 (1,2) - you can improve the blanket here fix
  2. 02:03:370 (2) - doesn't look good touching both sliders with their bodies since you don't do that in this diff until here, I'd suggest to move this one to the right so only thead and tail touch like with any other 1/2 patter in the diff, like this fix
[Collab Hyper Potions]
  1. 00:16:370 (2) - Is this a small jump or an inconsistency in spacing by mistake? whooops fixed
  2. 00:32:170 (2) - 00:35:570 (2,3,4) - 00:40:370 (2,3,4) - (and more) Here I guess it was by mistake, do you have stacking visible in the editor? if not, better turn it on because you can see the difference in spacing that takes in game, you can deactivate distance snap and fix that spacing (just look at previous and next object spacing) ah i just noticed this error when i tried fixing the above. is this some kind of bug or smth? anyway fixed all the spacing inconsistencies
  3. 02:30:170 (5) - Touches a bit the life bar on the default skin fix
[Another]
  1. 02:55:770 (5,1) - swap nc I guess fix
feel free to call me back by forum pm or in-game
thank you for mod! :)
ZekeyHache
~Hyper Bubble~
Topic Starter
jyu

ezek wrote:

~Hyper Bubble~
goshsghfjs thank you!! :'D
Elva Anjani Uchiha
n g o j
pishifat
July 3, 2017
ezek - Today at 9:51 PM
@pishifat p/6109034
Topic Starter
jyu

pishifat wrote:

July 3, 2017
ezek - Today at 9:51 PM
@pishifat p/6109034
YOURE GIVING ME HEART ATTACK IM JHSDGHDSHGHSDHJGSJH OHMYGOD THANK YOU SO MUCH BN BOYS!!!
Shmiklak
oh shit, I remember I moded this in the beginning of my mapping career. Congratulations dude!
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