it seems to me that this is fine, but if need to change it (or rather write to me about it) - I'll change itFruityEnLoops wrote:
you need to move the tp, creating one doesn't solve the problem
it seems to me that this is fine, but if need to change it (or rather write to me about it) - I'll change itFruityEnLoops wrote:
you need to move the tp, creating one doesn't solve the problem
Just fucking chill dude. I agree, the map can't get ranked right now, but there are other ways to say that. Being a piece of shit is not the right way to do it.871 wrote:
stuff
- Mb, but i'm not trying to rank it + morever it is THAT better.walter85 wrote:
Just fucking chill dude. I agree, the map can't get ranked right now, but there are other ways to say that. Being a piece of shit is not the right way to do it.871 wrote:
stuff
Also, it's not like your map is that better anyway
871 wrote:
It'll be fun if you could rank it.
But you won't do it , because this map is bad (at least in it's current state). Especially your "Midnight Colors". You can throw as many kudosu on your map as you want, but what's the point ?
What the %^^*# is this stream ? => 00:15:461 - 00:16:128. Что плохого в таком стриме?
Do you know what means prioritize one sound above other ? => 00:16:128 - 00:25:128. (even though I only pointed out this section, it actually does for your whole map) Немного исправил
+ why is there a blank space 0:21:628 ? place note here. Хорошо, добавил круг
In this section => 00:26:759 - 00:36:128 <= You just spammed tons of notes , without even slightest concern about music. Osu! is a rhythm game god damn it, can you at least try to represent a song ? Тут я делал кружки именно под звуки песни
00:31:795 - 00:32:128 As if there's anyone who can sightread this !? It was enough to put 1/8 slider from 00:31:795 to 00:32:045 and then put 1/2 slider on 00:32:128. Я не думаю что будет хорошо так делать
00:36:128 - 00:36:795 wut ? Why is this mapped. It's better to put spinner here or just leave it empty Хорошо, добавил спиннер
+ Maybe I've said it before, but just in case : Why does this diff looks so overmapped.
How do you expect people to beat those streams ? => 00:52:295 - 00:52:795 / 01:05:795 - 01:06:378. Я считаю что это проходимые стримы
You can't even copy paste and rotate things, can you ? If you can why does this section looks so ugly ? => 00:37:461 - 01:14:795. "На вкус и цвет товарища нет"
+ Why your map overall looks ugly ?
Even people who made GD's for you made a decent looking maps and you can't do even that ?
In conclusion : Aesthetics are ^&$(^d. My eyes and time ^&$(^d.
Btw, thank you for motivating me to map this song, I enjoyed it, .
paydayzcool wrote:
Hi, M4M from your queue: p/6129860#p6129860NormalGenerally in normal diffs, there should be no SV changes. OK, removed or changed a couple of SV, I hope it will be better
This also feels like a hard diff. SO try and simplify this map.
00:29:128 (2,1) - Get rid of the SV change on 1 and make the distance between these notes like the others. I remove slider and put spinner
00:46:295 (2,3,4) - Although this is the best way to represent the music, it is also the worst representation of readability lol XD. Keep the notes on white or red ticks at one time or newer players will not be able to FC the song. i hope it be better
01:00:461 (1,2) - Why not have these sliders with the same curve? but almost the same sliders are on the map...
01:02:961 (1,2) - ^
01:09:795 (1,2,3) - ^
OK, I have nothing to say about the other diffs because they are good enough.
Sorry if I wan't helpful, but I reckon this maps is as good as it is mostly.
when there's 2 insane plz put on the name of which one you're moddingpaydayzcool wrote:
Hi, M4M from your queue: p/6129860#p6129860Insane00:43:128 (1,2,3,4,5) - Make this part more like a jump, not a singletap.
00:51:128 (1,2,3,4,5) - ^
OK, I have nothing to say about the other diffs because they are good enough.
Sorry if I wan't helpful, but I reckon this maps is as good as it is mostly.
Naoya wrote:
Short NMMidnight Colors00:09:462 (1,2) - Nitpicking, symmetry plzzz but i think here all okay...
00:15:462 (1,2,3,4,1,2,3,4) - I think that is overstreamed and a bit unnecessary. Singles or sliders might be better. I have almost the entire map was put into the song, but if anyone else of the good modders will write about it - correct
00:34:795 (1,2,3,4,5) - Might be hard to read, not sure. Might just be me. I think it's too okay
00:37:962 (2,3,4) - The strong sound isn't a triple, it sounds more like a double. Though the weak sound is a triple. Idk might just be me nitpicking again. as for 00:15:462 - I put the sounds of songs and the last sound sure loud
00:42:795 (1,2,3,4,5,6) - You miss a strong note on a blue tick I didn't hear any skipping sound
00:43:211 (2,3,4,5,6,7,8,9) - Over streamed I feel. Because 00:43:628 (7,8) - are weak sounds compared to the previous. okay, changed
00:50:795 (1) - Goes offscreen a little. Idk may or may not affect rankability hmm...
00:52:128 (1,2,3,4,5,6,7,8) - I think the wubs are a stronger noise in this case and should try to follow that instead of the ticks. okay, fixed
01:04:961 (1,2,3) - There isn't really a triple here either. Maybe a slider into a triple could work
01:17:129 (6,1) - There's a sound in between these notes, so this would be a triple ish okay, fixed
01:26:795 (4) - not consistent with 01:24:128 (1) - I'm just nitpicking haha leave as is
Found it after my first runthrough of your map
00:52:295 (2,3,4,5,6,7,8) - Visual spacing of the sliders are wrong. To get even spaced streams make a curve using a slider then click that slider and go ctrl + shit + f fixed this
00:53:878 (2,3,4,5) - I feel kicksliders fit this more but, I'm being nit picky again I think circle better then sliders here
All in all, it's not bad but, I feel like you should listen to the music in slow motion like 50% or something, because I feel you miss some of the stronger beats and stuff. Still great job and I wish you luck in ranking!
Edit:
I've only modded that diff because I ran out of time. Send me a pm in game or on the website if you want me to mod the rest and I'll pm you the rest of the NM's so I don't do a double post
Ward74 wrote:
Hey from my modding queue
Normal
Try to make a blanket it's better 00:05:461 (1,2) - like this https://osu.ppy.sh/ss/8615995 not good idea do this ;but fixed
00:21:128 (4,5) - ^ https://osu.ppy.sh/ss/8616007 fixed slider
00:26:795 (5,6,7,8,9,10) - Try to make this is better no ? https://osu.ppy.sh/ss/8616047 0,8x Distance snap perhaps better leave as is and won't change
In the screen i forgot it's nc here 00:26:795 (1) -
During the kiai time the SV are high for a normal diff :/ slightly fixed
Sooo the distance snap are very unsnapped
It's make a big jump for a low diff :/
01:05:795 (3,4) - I think it's normal length as I follow the difference in length between 1.16x
Sorry for my short mod good luck fort the next ;D thx you ^^
Haganenno wrote:
[Midnight Colors]
rename the diff to Midnight Colours to stick it in American's butt the word "Colors" I took from the name of the song, so I won't change
00:09:461 (1,2) - really poor aesthethic hope it's be better
00:13:378 - this curve takes a bit of a sharp angle at around this timestamp, it doesnt look the same as 00:10:961 - this curve fixed
00:14:461 - this sound is stronk and should be considered to be made clickable I decided to create separate objects in the form of sliders to somehow dilute it, though, and the sound should be clickable and for me, the sliders here look better than if I put the circles (besides, earlier I also did the sliders, where was this loud sound, but stood not a circle)
00:15:461 (1,2,3,4,5,6,7,8,1) - eh this kinda comes out of nowhere moved previous circle 2 to circle 1 of this timing, I hope it will be better
00:19:128 (4) - if you are mapping these three sounds, you should then map the fourth one as well (00:19:378 - ) but there is not have sound, why would I do that?
00:22:461 - you made all of these sounds clickable, why not now? on 00:14:461, I roughly answered "why"
00:25:295 (1,2) - doesn't look good. Just random objects placed like that. Who says that there should be a jump at all? And if you decide that you do want a jump, then why did you do it like this specifically? You need to justify every object placement in your map, only then it will work. In this timing, I decided to make these sliders far to prepare players for the jump and thanks to loud sound, which i do far these sliders
Overall, the intro looks bad aesthethically and plays rather boring. Try to attach some wonky concept to it, not it feels like you are just pushing through anything just so you could map this as quick as possible and get to the fun part
00:26:795 - doesn't feel like there is any sort of meaningful spacing emphasis in this entire part. Or at least I don't notice it, and if I don't, it means that the emphasis is too little. You emphasise 00:27:295 (4,5) - these sounds by stack, do that by spacing as well. get 00:27:795 (1) - these on board too fixed
00:30:294 (3,1) - why is there a stack? You didn't stack 00:27:628 (6,1) - fixed
00:29:461 (1,2,3,1,2,3) - these two new NCs out of nowhere show me that you were thinking something different was happening in the song, but there isn't anything extraordinary here. Why the NC inconsistency? fixed
00:45:878 (2,3,4) - spacing differs here (from slider end to 2 in comparison from 2 to 3) fixed
Make spacing mean something. Now it is random. For example: 00:45:878 (2,3,4) - 00:47:045 (2,4) - 00:49:128 (5,6) - 00:52:545 (3) - WHY DO THEY ALL DIFFER? fixed
00:53:878 (2,3,4,5) - you don't shit out extraordinary patterns for no reason. This has to be built in around the map. Context is everything. This is one of the hardest parts of the map while the song is actually LESS intense. Makes no sense for many reasons. Scrap and remap. fixed
01:03:461 (5) - nc should be here if you are separating by sounds. Also, if you are separating something by NC, you imply that the sounds are somehow different. Thus, map it differently as well. NC isn't enough. You have to express different stuff through spacing and aesthethic. fixed
00:56:128 (1,2,3,4,5,6) - spacing emphasis pls it was conceived that there was a different distance
01:06:128 (1,2,3,4) - once again, NC isn't enough to differentiate between sounds fixed
01:04:628 (1,2,3,1,2,3,1,2,3) - I'd disagree with the spacing. It goes up. Thus, the spacing shouldn't stay equal. Start slow, end with the same spacing you have right now. hope it's be better
01:05:128 - should be a kickslider fixed
01:05:545 - undermapped added
the slow parts have a problem of being conceptless, just like the beginning
Overall I liked playing through the map and when I'm playing, the only really wrong things I ecountered were random difficulty spikes such as 00:53:878 (2,3,4,5) - 01:04:628 (1,2,3,1,2,3,1,2,3) - . I liked all those circular kickslider parts. Some of them had inconsistent spacing but I'm sure you know that by now. S
Good luck. thx you ^^
Neoskylove wrote:
Q
[highest]
00:09:128 (2,1) - unstack hope it's be better
00:21:461 (1,2,3) - hard to read rhythm because DS looks similar fixed
00:31:461 (4,5,6) - weird flow hope it's be better
01:40:559 (1,2,3) - triple looks not so good for music imo. I did on the sounds which are in the end of the song, so did 3 circles, but changed on the slider to make it better
GL thx you ^^
QuiescentRabbit wrote:
Didn't have time to look through all the other mods, so sorry if I repeat other what others said.ModMidnight Colors
00:09:461 (1,2,1) - The gap between all of these sliders is extremely short (Timeline wise), and for a non-intense and low slider velocity part of the song it makes it very easy to not hit the slider in time to get a 300, or miss it entirely. hope it's be better
00:21:795 (3,4,5,6,7) - This stack here seems out of place, and from what I can't tell doesn't follow any notable part of the music. hope it's be better
00:25:295 (1,2) - These sliders repeat so fast they drown out the music, and don't really make sense to use. I'd recommend replacing them entirely, or using sliders that repeat slower. They also don't sound very nice. These are used a lot in the song, and also need to be fixed but I'm not going to time-stamp them all. (Another example - 01:38:268 (4,5,6) - ) fixed
01:04:628 (1,2,3,1,2,3,1,2,3,4,1,2,3,4,5,6,7,8,9) - These spaced streams created a difficulty spike in a place where it's otherwise unwarranted, and in similar sections of the music you don't do so, so I don't get why it's there. I did not see that in another period of time in the kiai was something like the sound of, so this is where it was made
The music gets so quiet here you can't hear it, so this 01:40:709 (1) - it should be shortened so that it ends when the note does fixed
01:31:156 (1,2,3) - Similar to before, a larger gap on the timeline between these sliders would better represent the low intensity i think this distance good for now
That's all!
cococolaco wrote:
Midnight Colors:
00:09:461 (1,2,1) - should overlap at least slightly like 01:31:156 (1,2,3) fixed
00:22:128 (7) - y no kick slider circle ???
00:25:295 (1,2) - make em close and extend (1) by 3/8 (or 2/8 if impossible to play) hope it's be better
00:35:378 (5,6,7,8) - all held for different durations but look the same. change them a bit for better reading? fixed
00:52:128 (1,2,3,4,1,2,3) - y isnt this part like 00:49:795 (2,3,4,5,6,7) when song has same sounds I don't think so, I've decided to put objects on other sounds
01:27:461 (3) - space more? higher pitched like 01:26:461 (3) after all fixed
01:05:128 (3,1) - distance between these makes it hard to read fixed
i like it
Arphimigon wrote:
[walter85's Insane]
Object at 00:28:295 - should be placed at: [379, 303] currently at: [380, 304] to move in line with slider at time 00:28:462 - that's a stack
Object at 00:56:795 - should be placed at: [101, 205] currently at: [100, 204] to move in line with slider at time 00:57:295 - that's a blanket
Joe Castle wrote:
SaltKing Hard:
1. 00:09:462 (1) - this slider is almost starting inside itself, and thats not rankable (i think), so move the first gray dot a bit more to the left to avoid that Don't see any problem with it
2. 00:38:795 (2,3,4) - move the second slider to x:236-y:100, and forth slider to x:368-y:96, the sliders will have the same spacing now Okay
[/quote]Uraomote Error wrote:
hi from my modding queue
[SaltKing's Hard]
00:09:461 (1) - overlap. fix it Don't see any problem with it
01:03:961 (5) - why not try this one? Okay
paydayzcool wrote:
Hi, M4M from your queue: p/6129860#p6129860HardThe only thing I have to say about this diff is that it's a bit too hard. Simplify the notes a tiny bit and aim to bring it down to 3.3-3.4 stars Sorry, I like this diff the way as it is :V
i'll send updated version later cuz i started to hitsound thisArphimigon wrote:
Lab Aesthetics Mod!Results given in [x, y] formats
[SaltKing's Hard]
Object at 01:03:962 - should be placed at: [391, 331] currently at: [392, 332] to move in line with slider at time 01:04:462 - I changed that pattern so not actual anymore
DendyMudak wrote:
ЗдрастеMidnight Colours00:08:128 (3) - сильный звук, больше спесинг? или ты не делаешь на это приоритет?
00:09:128 (2) - ^ / в прибавок звуки одинаковые, но спейсинг разный 00:07:461 (1,2) изменил спейсинги
01:15:628 - ^ тут же ничего нет...
00:13:795 (1,2) - если ты маппаешь под колокольчик, то не надо пропускать вот эти звуки 00:13:795м (1,2) ???
00:18:461 (2,3) - не самая красивая форма для джампа, предлагаю тебя не изменяя флоу поставить его ниже, и слайдер оставить поставил ниже
00:26:795 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,1,2,3,4,5) - я не вижу какой то особой связи в этих джампах, по большей части они мне кажутся рандомной так как они не выделяют какую то индивидуальную интенсивность, какие то с большим спейсингом, какие то с маленьким, хотя их громкость и сила остаётся прежней, можно сделать их более точными? изменил расстояние некоторых кругов, надеюсь так лучше
00:37:461 (1) - мне кажется что этот слайдер не должен быть, из-за быстрого звука, не говорю что это неправильно или плохо, это может начать путать игрока. Я делал тут от этого "быстрого" звука (который идёт нормально времени и сделал до первого звука колокольчика
00:48:128 (1) - не лучше было бы изменить флоу против часовой стрелке, если эта 00:42:295 (1) часть была по часовой? немного изменил
00:45:461 (1) - не красивый слайдер немного изменил
00:46:045 (3,4) - не нужен такой большой спейсинг, ты не ставишь такой сильный приоритет на дальность нот, + это не очень удобно читать после кик слайдеров так уж и быть, исправил
+00:47:045 (2) почему тут тогда нет такого спейсинга :thinking:
01:03:628 (1,2,3) - здесь звук становится слабее и слабее, значит нужно уменьшать постепенно спейсинг, слушай звук внимательно
01:13:794 (1,2,3,4,5,6) - ^ изменил
01:05:795 (2,3,4,5,6,7,8,9) - у тебя больше нигде нет повторения данного стрима, в прибавок он выглядит очень сложным для такой то сложности, не вижу смысла делать вообще стрим из нот если у тебя все стримы сделаны кик слайдерами, сам стрим ещё появляется слишком неожиданно для игрока, что очевидно может быть для него фиаской заменил некоторые круги слайдерами, надеюсь так лучше
01:07:795 (1,1) - бланкет, если он тут и есть, он кривой немного исправил
01:38:268 (4) - ни к месту маппать такой звук ревёрсом, ой как ни к месту. изменил на другой
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Version:Fruity's Insane
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Tags:Soundcloud ARForest Future Bass walter85 FruityEnLoops EloBB SaltKing
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Changed stack leniency so that 1/1 stacks overlap perfectly and we're left with 1/2 and 1/4 stacks only. Also changed some minor thingsBakari wrote:
walter85's Insane
- 00:08:795 - let's finish the slider earlier (on the red tick before?) and place a circle here? Your rhythm generally highlights this kind of beats, so a circle here would feel natural. Yeah but I don't like how it sounds, I think it's better like this
- 00:45:878 (2,3,4,1) - try to avoid mashing 1/2 and 1/4 stacks together in the same combo. This can get quite misleading and confusing for players Tbh I rather think that they're pretty straightforward. The player can't assume that 1 is on a blue tick, because NCs on this diff are always on white or red tick. Also, the way approach circles arrange on 1/2 and 1/4 stacks is pretty evident. Therefore, it shouldn't be too hard to read
Note: 00:47:962 (5,1) - same sort of thing, those 1/2 stops are pretty hard to get and feel I don't see a problem with that- 00:57:212 (1,1,1,1) - new combos add extra HP, and this many new combos pretty much ruin the HP balance. Having just one or two would be more than enough for this part, Firstly, I don't think there's such a huge impact on HP balance, since NC spam happens only 2 times in the map and doesn't last long. Secondly, here NCs are used to indicate the unusual 1/8 sliderstream or whatever they're called. I've seen a lot of maps doing this, I don't get why it shouldn't be okay
Note: 01:03:795 (1,1) - same same as before but they're just 1/8 sliders instead- 00:57:795 (2,2) - could use jumps. Since (1) is a mslider, (2) is easy to hit. So, a slight jump would feel good and wouldn't add a significant increase in difficulty. I wanted to emphasize every NC in that section, therefore 2 must be easy to hit. I think a jump there is unnecessary
- 01:29:128 (3,1) - naturally, if you use a jump here, players will expect a jump on 01:30:795 (5,1,2) - this part as well since these beats are also fairly intense. Uhh, I don't hear any intensity change there, while here 01:29:462 (1) - the lower piano stops playing
That's a pretty decent Insane, I liked some of the ideas. Good job! Thank you!
osu file format v14
[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 37461
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1
[Editor]
Bookmarks: 10796,13462,21462,26795,34796,36129,37461,56129,58795,63462,64128,73452,74796,80129,84129,100559
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 3.799998
[Metadata]
Title:Colors
TitleUnicode:Colors
Artist:ARForest
ArtistUnicode:ARForest
Creator:CucumberCuc
Version:walter85's Insane
Source:
Tags:Soundcloud ARForest Future Bass walter85 FruityEnLoops EloBB SaltKing
BeatmapID:1288643
BeatmapSetID:606367
[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.8
SliderTickRate:1
[Events]
//Background and Video events
0,0,"ARForest.png",0,0
//Break Periods
2,80328,83528
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
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Bakari wrote:
Hello!
Generalжаль без этого никак, эх
- I've managed to make your BG five times lighter by converting it to jpg without any significant quality loss. Here, take this. Изменил изображение, спасибо за сжатие)
- You still need an Easy or a Beginner. The lowest difficulty must be below 20 stars according to the Ranking Criteria.
Note: you cna get a GD or make it yourself, it does not matter as long as it fixes the difficulty issue.
NormalI'll probably finish later, don't kudosu. Подожду мод на последнюю диффу
- Ритм. Мне кажется, тебе не стоит оставлять без внимания сильные звуки. Например 00:08:128 - 00:09:128 - и подобные. Смотри, есть большая разница между хвостом слайдера и его началом. Начало слайдера намного сильнее, т.к. игроку приходится нажимать, а значит - на сильных звуках лучше ставить что-то, что игрок может кликнуть (круг, начало слайдера). Хвост слайдера же не дает ничего, его всегда можно отпустить раньше или позже и ничего не потерять, а значит, если ставить хвосты слайдеров на сильных звуках, эти звуки будут "съедаться". Возможно ты и прав и я изменил парочку вещей, но я наверное всё-же оставлю некоторые слайдеры у которых в начале или на конце есть этот громкий звук
А еще, ты противоречишь сам себе в некоторых местах карты. Смотри, 01:10:461 (3) - и 00:59:128 (2,3,3) - звучат практиески идентично, но ритм у них абсолютно разный. Такие вещи мелькают в карте, обрати внимание, посмотри, может что-нибудь все-таки можно придумать, чтоб следовать какой-то похожей структуре ритма? Тогда и игрокам будет проще следить за твоей мыслью, и сама карта станет стуктурированнее и логичнее. Немного изменил некоторые объекты в музыке, надеюсь так лучше- Cкорость слайдеров у тебя превышает ее же на харде. (на киаях в харде скоростные множители меньше, чем твои). В итоге, мы получаем Нормал, который очень сильно разгоняется и требует от игроков таких скоростей, которых нет даже в Харде. Попробуй замедлиться, попробовать другую скорость или поговорить с автором Харда. Изменил скорость в kiai
Не забывай, между сложностями должна идти возрастающая сложности. Т.е. сложности должны помогать игрокам на определенных этапах развития скилла, а значит, очень важно продумать маппинг так, чтобы игроки могли найти что-то себе по силам.- Визуально. И тут как в ритме, нужны какие-то общие идеи паттерны, которые бы повторялись через карту, или изменялись постепенно, отражая суть музыки и твоих идей. 01:00:461 (1,2,2) - 01:02:961 (1,2) - старайся, чтобы на похожих звуках слайдеры были визуально одни и те же, а на разных звуках начинай их гнуть.Немного прослушав, я слышу немного разные звуки между этими объектами и поэтому я решил сначала сделать длинные слайдеры, а потом уже такие маленькие
01:06:795 (1) - попробуй делать так, чтобы изгибы слайдеров соответствовали звукам (тут тебе помогут тики на слайдерах). Немного изменил слайдер
В визуалках нужна осмысленность и структура, это приходит с построением ритма.- Паттерны.
Вроде бы основное выделил. Отпиши в игре или тут, если что-то будет непонятно!
- 00:27:295 - здесь не хватает кружочка. Нет смысла игнорировать этот звук, когда второй такой же ты выделяeшь. (00:27:461 - вот тут вот звук точно такой же, и 00:28:295 (3) - тут тоже) Добавил кружочек
- 00:29:461 (1) - спиннер выделяет длинный духовой инструмент, но весь ритм до этого строился на ударных. Более того, ужарные все езе четко звучат на фоне. Может быть, стоит убрать спиннер и замапать этот фрагмент под ударные, чтоб ритм оставался стабильным? Так уж и быть, убрал спиннер и поставил объекты под звуки
- 00:36:128 - ударные заканчиваются тут. Нет смысла продлевать спиннер. Если что-то и стоит поставить, то это какой-нибудь слайдер начиная с 00:36:961 - под драмролл, который там звучит. Наверное ты прав, изменил тоже
- 00:44:961 - кружок пропустил, тут бит не намного слабее тех, которые ты выделял слайдерами. Я не стал тут ставить, так как захотел во время kiai ставить только на громкие басс звуки, но думаю что поставить можно
- 00:51:461 (2,3) - достаточно сложный интервал между этими двумя. Я бы не стал их стакать, а подвинул по спейсингу, чтобы игроки могли читать и понимать, когда жать и под что. Заменил круг на слайдер, надеюсь так лучше
- 01:07:795 (1,1,1) - ты использовал этот паттерн один раз. Может быть, не стоит так делать? Игроки запутаются, а в нормале все-таки играбельность должна играть немалую роль. Ну я хотел как-то выделить такой момент в песне, вроде и хочется поменять, но хочется чтобы этот момент песни тоже присутствовал
Basically, the Slider Velocity and some specific patterns are not suitable for the difficulty this easy and a lot of rhythmical issues make things sort of uncomfortable to play. I've gone through the basic stuff, so it should be clear to the mapper.
i'm lazy and i finish hitsounding later, so here's the diff [sorry that i havent it already, i was editing some stuff]Bakari wrote:
Hello! Hi~
SaltKing's Hard
- 00:09:462 (1) - the curve seems out of context as the rest of the patterns is very simple and linear, this particular curve just doesn't seem to match the context. Okay
- 00:16:128 (1,2,3) - let's try to copy and paste (1) and replace (2)? This way it looks more structured. Didn't made like you suggested, but copied and rotated too
- 00:17:461 (3,1,2,3) - minor spacing inconsistency. If this was meant as a jump. then making the spacing bigger would be a better idea, so that it is easier to understand. I don't really understand what you mean, for me spacing looks good there
- 00:25:128 (3,4,1) - 00:34:795 (1,2,1) - 00:40:128 (1,2) - and similar patterns - can you explain the way 1/4 spacing works? You seem to alterate a lot and use anything from low DS almost stack-looking patterns to x1.5 or so spacing for those 1/4s. If anything, I'd pick a value or two for the DS and keep all 1/4s to these values for better readability and consistency. 00:25:128 (3,4,1) - Looks nicer as it is 00:34:795 (1,2,1) - is distant snappedAll 1/4 gaps like in third example are made by hand, that's why so big variety in DS. Gonna fix these after sliders, because you're definitely right it would look better.I won't change spacing for moments when you must click two 1/4 objects in a row - i don't really like how complete stacks looks there, that's why these almost-stacks. 00:47:628 (2,1) - and this looks nicer too without distance snapping
- 00:28:128 - judging by your hitsounds and other patterns, this beat probably needs a circle instead of the reverse thing. It just feels more natural when there's something to click on. No, I'm following only drums and some really strange sounds in this section
- 01:01:462 (5) - I am fairly sure that the first and third part of this slider are meant to be parallel.Here, this just matches the whole idea of your linear-based patterns. Actually, they weren't supposed to be a parallel, but it looks better so fixed. Also thanks for tutorial!
- 01:16:795 (4,3) - when you compare these two (4) feels really weak. These are two different sounds, which probably should be mapped differently. Let's try to use three circles instead of (3)? It feel stronger, so more beats to click should make sense.
Not really like that idea, altought made bigger spacingNevermind, your suggestion works better
1/4 spacing is my main concern. Apart from that some more visual consistency and a bit of polishing for the rhythm would be amazing. It is definitely not a bad difficulty, but it could be even better. Thanks!
*waits when appears the update is diff*SaltKing wrote:
Bakari wrote:
Hello! Hi~
SaltKing's Hard
- 00:09:462 (1) - the curve seems out of context as the rest of the patterns is very simple and linear, this particular curve just doesn't seem to match the context. Okay
- 00:16:128 (1,2,3) - let's try to copy and paste (1) and replace (2)? This way it looks more structured. Didn't made like you suggested, but copied and rotated too
- 00:17:461 (3,1,2,3) - minor spacing inconsistency. If this was meant as a jump. then making the spacing bigger would be a better idea, so that it is easier to understand. I don't really understand what you mean, for me spacing looks good there
- 00:25:128 (3,4,1) - 00:34:795 (1,2,1) - 00:40:128 (1,2) - and similar patterns - can you explain the way 1/4 spacing works? You seem to alterate a lot and use anything from low DS almost stack-looking patterns to x1.5 or so spacing for those 1/4s. If anything, I'd pick a value or two for the DS and keep all 1/4s to these values for better readability and consistency. 00:25:128 (3,4,1) - Looks nicer as it is 00:34:795 (1,2,1) - is distant snappedAll 1/4 gaps like in third example are made by hand, that's why so big variety in DS. Gonna fix these after sliders, because you're definitely right it would look better.I won't change spacing for moments when you must click two 1/4 objects in a row - i don't really like how complete stacks looks there, that's why these almost-stacks. 00:47:628 (2,1) - and this looks nicer too without distance snapping
- 00:28:128 - judging by your hitsounds and other patterns, this beat probably needs a circle instead of the reverse thing. It just feels more natural when there's something to click on. No, I'm following only drums and some really strange sounds in this section
- 01:01:462 (5) - I am fairly sure that the first and third part of this slider are meant to be parallel.Here, this just matches the whole idea of your linear-based patterns. Actually, they weren't supposed to be a parallel, but it looks better so fixed. Also thanks for tutorial!
- 01:16:795 (4,3) - when you compare these two (4) feels really weak. These are two different sounds, which probably should be mapped differently. Let's try to use three circles instead of (3)? It feel stronger, so more beats to click should make sense. Not really like that idea, altought made bigger spacing
1/4 spacing is my main concern. Apart from that some more visual consistency and a bit of polishing for the rhythm would be amazing. It is definitely not a bad difficulty, but it could be even better. Thanks!
Hopefully there will be wildly updated PikachuFruityEnLoops wrote:
CucumberCuc wrote:
Hopefully there will be wildly updated Pikachu
xDFruityEnLoops wrote:
CucumberCuc wrote:
Hopefully there will be wildly updated Pikachu
you asked for it lol
Моя карта, а шо?Djulus wrote:
Что это