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Brad Breeck - Gravity Falls OST (16bit cover)

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Topic Starter
Simuzax

frogyfro wrote:

m4m from my queue

Normal

00:06:245 (2) - i dont think the beat you've chosen here deserves a clickable object, gives too much emphasis to what is an unimportant beat in the song. just doing this would improve rhythm by a long shot Changed that


look throughout the map, i think rhythm can be improved a lot here.

00:08:052 (4) - you usually want to avoid putting slider ends on these big white ticks (08:775). slider heads / circles emphasize much more than slider ends, so try to use those instead. Changed to same rhythm as in Advanced



Advanced

00:02:992 (1,2,3,4) - i have two major problems with this part. firstly, i don't understand why 00:03:353 (2) isn't a slider. it feels like you're pointlessly ignoring the sound on 03:534. i didn't want to make a slider clusterfuck at this point so i just used a circle at the white tick since the red tick sound is weaker secondly, i question the decision to use perfectly horizontal / vertical sliders for this. straight sliders like this often look much better when they're rotated about 10 degrees from the horizontal:


given that i don't think your map is gaining anything from the use of these horizontal / vertical sliders, i'd just rotate them those 10 degrees. Changed most slider rotations in this part so should be better now

00:29:377 (1,2,1) - why is so much attention given to the red tick at 00:29:919 (2)? this part should definitely emphasize the white ticks instead of the red ticks. yeah youre right, changed to 3 1/2 sliders here



Insane

00:09:317 (2,3,4,5,6) - very little attention to movement was put into this jump section. 00:09:317 (2,3,4) all require the player to snap, and suddenly 00:09:678 (4,5,6) is a wide angle jump for seemingly no reason. stacking 5 and 6 or changing 5 and 6 to a slider would help a lot. it plays fine imo, dont see why this would be such a problem

00:20:702 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - same deal here. the first 6 notes require easy, comfortable movement within the triangles. the next 8 are very uncomfortable to play squares. if you want to have your map use comfortable movement like triangles, fine. if you want it to have uncomfortable movement like square jumps, fine. but right now you're really inconsistent with when you make your jumps comfortable and when you make them uncomfortable, which is not a good thing. my idea here was exactly that, make some constrast with spacing and movement since the song changes, but i see your point so i'll consider changing that

00:23:594 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - spacing emphasis is really off here. higher spaced notes are emphasized since its much harder for the player to hit them. it would make much more sense to have the 1s spaced far away instead of the 2s, like you currently have. tried to remake that section emphasizing (1)s as you said, not sure how better it became

00:27:570 (1,2,3,4,5,6,7,8) - this pattern utilizes a triangle, so the player will interpret this as groups of three objects (1,2,3,1,2,3). but because of the melody it makes much more sense for these to repeat every second note like you did just before (1,2,1,2,1,2). i see your point here, but i prefer it the way it is rn

00:35:160 (1,2,3,4,5,6,1) - this wide angle movement gives equal attention to each circle, which makes no sense. the white ticks with the melody are much more important than the reds. the sounds in this sections are overall pretty similar so i dont think this is be a problem

all in all i think this was the worst diff of the set. ouch :( focus on really thinking through how your jump sections play and how to make your jump sections reflect the song better. i'll try doing that with next mods, but i have a lot of difficulty doing jump sections :?



hopefully this helps! Thx a lot for the mod :D
Topic Starter
Simuzax

Arphimigon wrote:

Lab Aesthetics Mod!
Results given in [x, y] formats

[Normal]
Object at 00:24:317 - should be placed at: [194, 205] currently at: [192, 204] to move in line with slider at time 00:23:594 - Done

I hope I didn't malfunction!

(free kds)
Hpocks
Mod
~~ victor's Easy ~~


• 00:04:437 (2,3) - For the sake of A E S T H E T I C consistancy, 3 should have the same shape as 3, but just mirrored.

• 00:12:751 (1,2) - the structure of rhytmn suddenly changes, going from gaps between notes that are 1 1/2 mesaures (measure = white tick to white tick) to going for spaces between notes exclusively, which makes it very difficult to read. If you want to keep it consistant, you should move the 2 slider to 00:13:654 - . From there on out, it is generally more appropriate to use the exclusively 1 measure gaps between notes, as that follows the music more closely.

• 00:23:594 - ^

~~ ShadowX's Hard ~~


• Apply custom colors

~~ ShadowX's Summer Adventures ~~


• Apply custom colors

• 00:02:992 (1) - Missing clap sound here

• 00:08:232 (4,5) - Try to make these two objects aligned to eachother, so that 00:08:413 (5) - is tilted at the same angle as 00:08:232 (4), and an invisible "line" could be connected to cut directly through both slider bodies
Maxylan
M4M From my queue ~

dududududu
[General]
The hit-sounding being on 60% during kiai is, in my opinion, way too high. I even think that 40% is too high when it isn't Kiai, but I don't mind it as much. Couple that with the fact that some of the custom hit sounds you guys use could use some work to fit better with the 16bit theme.
[ShadowX's Summer Adventures]
00:11:485 (5,2) - Overlap, nothing major but still aesthetically unappealing.
00:16:004 (1,3) - Fix the blanket on 00:16:726 (3) this slider end?
00:25:763 (1,2,1) - Now that's one hell of a wide angle after using mostly back and forth jumps.
00:31:907 (1) - Why the change in hitsounding after this part? Doesn't seem to fit with the song at all.
00:37:510 (4,1) - Not so important, but maybe add some spacing to emphasize the sound? Holding the cursor works but I don't think it does the song justice.

[Insane]
Why break the pattern here 00:05:883 (1,2,3) if you're just going to do the exact same pattern as previous ones here 00:06:606 (1,2,3) .
Optional: 00:08:413 (1,2,3,4) - I'd replace this stream with a 1/8 kickslider, because there is a sound every 1/8.
00:11:124 (4,1) - Stack these or move 4, this overlap is just not good
00:10:220 (1) - This shouldn't end on a white tick noise especially considering the part that follows that slider emphasise the drum sound that 00:10:220 (1) slider ends on.
Sidenote: 00:20:702 (1) - Good job on all the jumps that follows this kiai. Really well executed with good pattern and distance! It was fun to play!
The costume hit sound clap you're using during the Kiai seems out of place. I guess this is optional as well but I'd suggest finding something more fitting with the sounds it's supposed to emphasize in the song.
00:25:582 (2,2) - These two overlaps are intentional but I don't think it looks good when they overlap with 00:26:485 (1,2) coming after the slider. I recognize these as a new part of the same pattern and so it shouldn't overlap with the previous one.
00:30:100 (3,1,2) - Aesthetically repulsive overlap, try stacking these accordingly instead.
00:25:040 (1,1) - ^ , try changing the angle accordingly instead.
00:31:907 (1,3) - Overlap nazi
00:38:232 (2,3) - 00:36:064 (6,1) - Optional, but I'd suggest you fix this angle

[victor's Light Insane]
00:05:883 (1,4,1) - This slider should be placed in the same place as 4,1 to mimic the pattern you had going if it isn't then this is a straight-up ugly overlap no matter how intentional you might say this is =p
00:09:678 (3,3) - Overlaperino
00:11:305 (5,1) - Stackerino
00:16:726 (1) - This should end at the red tick and not the white tick which is stronger. The white tick this ends on is even stronger than the white tick you click this on.
A guideline from the ranking criteria: You should try and not use more than 3 different slider velocities, and when you change the slider velocity it should be to emphasize something in the song. *cough* 00:19:979 (1) (This seem a little over-emphasized)
00:32:991 (3,2) - I'll stop mentioning these but you should look through your entire diff. A lot of overlaps were intentional because they were a part of a pattern, but trust me I found way more than 3 overlaps that looked out-of-place.
Optional, but maybe add a little distance on 00:38:232 (2,3) ?

This diff was by far the most enjoyable to play out of the ones above, the flow in this diff is amazing between the different sliders and SV's. Just change up some of the aesthetics of the placements of objects and you've got a ringer right here.

You got a good chance of ranking this :) Don't know about the other diffs but I'd shoot a kudosu star just to see victor's diff's making it to ranked!
Topic Starter
Simuzax

Maxylan wrote:

M4M From my queue ~

dududududu
[General]
The hit-sounding being on 60% during kiai is, in my opinion, way too high. I even think that 40% is too high when it isn't Kiai, but I don't mind it as much. Couple that with the fact that some of the custom hit sounds you guys use could use some work to fit better with the 16bit theme. i'll try to work on that, but im not good with hitsounds and stuff

[Insane]
Why break the pattern here 00:05:883 (1,2,3) if you're just going to do the exact same pattern as previous ones here 00:06:606 (1,2,3) . changed
Optional: 00:08:413 (1,2,3,4) - I'd replace this stream with a 1/8 kickslider, because there is a sound every 1/8. a stream has more impact play-wise than a 1/8 kickslider here imo
00:11:124 (4,1) - Stack these or move 4, this overlap is just not good stacked with sliderend
00:10:220 (1) - This shouldn't end on a white tick noise especially considering the part that follows that slider emphasise the drum sound that 00:10:220 (1) slider ends on. i don't think this is a problem considering i map similar sounds the same way after that
Sidenote: 00:20:702 (1) - Good job on all the jumps that follows this kiai. Really well executed with good pattern and distance! It was fun to play! Thx :D
The costume hit sound clap you're using during the Kiai seems out of place. I guess this is optional as well but I'd suggest finding something more fitting with the sounds it's supposed to emphasize in the song. i'll work on that
00:25:582 (2,2) - These two overlaps are intentional but I don't think it looks good when they overlap with 00:26:485 (1,2) coming after the slider. I recognize these as a new part of the same pattern and so it shouldn't overlap with the previous one. changed jumps after slider a bit
00:30:100 (3,1,2) - Aesthetically repulsive overlap, try stacking these accordingly instead. didn't notice that lol, changed
00:25:040 (1,1) - ^ , try changing the angle accordingly instead. changed... kinda
00:31:907 (1,3) - Overlap nazi Done
00:38:232 (2,3) - 00:36:064 (6,1) - Optional, but I'd suggest you fix this angle Both done

You got a good chance of ranking this :) Don't know about the other diffs but I'd shoot a kudosu star just to see victor's diff's making it to ranked!
Thx for the mod :D
Osuology
M4M.

00:31:907 (1) - Why is this section not kiai'd? It has the exact same composition as the previous 4 measures.

ShadowX's Shadow Adventures
What's up with the hitsounding in this diff? Are you trying to improvise your own rhythm with it? It kinda defeats the purpose of mapping to a certain song does it not? I am interested what you thought when doing this.

00:10:763 (2,3) - The flow movement here is contradicting the slider shape of 1. The 1 slider is going clockwise, and especially the 3 slider contradicts it and breaks flow with counter clockwise.
The reason why you would want to keep flow consistent is so you can keep a tight, consistent, fun map together. Otherwise, players may dislike it for how it plays, who may have liked it if the flow was tight. Considered fun to play. I'm not saying you didn't take it into account, but I'm just asking.

00:11:305 (4) - X:296, Y:61 I think is a better-looking position in terms of how it stacks on the slider body.

00:13:112 (1,1,2) - Another example of flow change.

00:14:377 (1) - I do not know why this is NC'd. What's the reason behind this?

00:20:341 (1) - I thought the reason why I was bothered by this was that it's pp jumps, but that's not why. It's because of how much the hitobject density changes all of a sudden. I think it's quite different from the rest of the map, which doesn't fit the song in this case, in my opinion.

Overall however, I really like how the diff plays and looks but the imperfections can be hammered out until you have a rankable map. The overlaps were really cool, although I would prefer you use them more structurally. The 1-2's are always fun to play :p

Insane
(I also noticed 00:05:160 (1,2,3) - this is also different)
00:06:606 (1,2,3) - Why is this different from the previous ones? The only argument I can think of is that it's for tension purposes as we are just before the next section, but the tension in the song comes from the next beats with an unnormal drum loop. What's the reason behind this change?

00:08:413 (1,2,3,4,1) - The overlap here doesn't serve any purpose, I think you wanted the distance to be correct? But I think in this case, you can unoverlap them because the tension as I said comes from the abnormal rhythm.

00:10:763 (2) - Why such contrasting flow? The flow in this map seems to change a lot for being a relatively simple song, for example 00:10:943 (3,4,5,6) - this changes flow multiple times 00:14:558 (1,2,3,4,5) - and here and it goes on and on. In case you don't know what flow is, it's how a player would naturally play a pattern. 00:08:775 (1,2,3,4,5,6) - This pattern plays with a counterclockwise flow for example.

You also seem to pay no regard to how hitobjects line up together. 00:10:220 (1,2,5) - In one moment, you can see these three colliding, 00:13:112 (1,4,6) - and this too. 00:13:654 (2,3,4,5,6) - This looks like it was supposed to be a star but the hitcircles aren't lined up right.

00:23:594 (1,2,1,2,1,2,1,2) - What's up with the snare hitsound and 1-2 all of a sudden? As far as I can tell nothing changed.

I like how this plays but these general stuff cause it to seem less polished and more sloopy than it actually is. Good luck!

Victor's Light Insane
This map is quite good! There's still stuff to fix of course, but it's pretty cool.

00:10:220 (2) - Why is this slider so slow? For a light insane you change SV a lot which could be a bit confusing.

00:14:558 (1,2,3,4) - Flow here is quite snappy, use counter clockwise like the first slider is.

00:27:931 (1,2) - Wow, even if you don't fix the first instance I pointed these out, this is a bit extreme.

ShadowX's Hard
00:08:413 (4) - This does not pass for a hard. Too much.

Quite like this! Good job.

Advanced
00:11:666 (1,2,3,4) - This needs to change, specifically the 3. Aesthetics have to be ON POINT for lower diffs. This kinda inconsistency in aesthetics makes it look chaotic which isn't right for easyier diffs.

00:12:751 (3,1) - These two overlap, adding again to that chaos.

00:16:726 (2,2) - Another.

00:17:449 (1,1) - Another.

00:20:702 (1,2,3) - Why are these so close and 00:21:787 (1,2,3,4) - these are spaced further? Again with the aesthetics too.

Interesting difficulty I think it is cool.

Normal
00:19:618 (4,3) - This is bad aesthetics as well.

Nicely done though!

victor's Easy
00:02:992 (1,3) - Why the overlap? This is literally the only place you did this ever.

Very good otherwise.

Overall, set is fairly good and song is great! :) Good luck with this set.
[MTF] Wolfette
Light insane:

00:13:835 (2) - This note should be moved to the right slightly

Insane:

00:02:992 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - I think these jumps should have a slow build up with the intensity of the spacing

This map is very solid so I had near nothing to say about it. Good luck going for ranked
yShadowXOP_
[quote="Maxylan"]M4M From my queue ~

[box=dududududu][General]
The hit-sounding being on 60% during kiai is, in my opinion, way too high. I even think that 40% is too high when it isn't Kiai, but I don't mind it as much. Couple that with the fact that some of the custom hit sounds you guys use could use some work to fit better with the 16bit theme.
[ShadowX's Summer Adventures]
00:11:485 (5,2) - Overlap, nothing major but still aesthetically unappealing. Done
00:16:004 (1,3) - Fix the blanket on 00:16:726 (3) this slider end? i improved the blanket
00:25:763 (1,2,1) - Now that's one hell of a wide angle after using mostly back and forth jumps. Done
00:31:907 (1) - Why the change in hitsounding after this part? Doesn't seem to fit with the song at all. i did with the same ideas as kiai, since it is the same rhythm
00:37:510 (4,1) - Not so important, but maybe add some spacing to emphasize the sound? Holding the cursor works but I don't think it does the song justice. Done

Thanks Modding :)
yShadowXOP_

Osuology wrote:

M4M.

00:31:907 (1) - Why is this section not kiai'd? It has the exact same composition as the previous 4 measures.

ShadowX's Shadow Adventures
What's up with the hitsounding in this diff? Are you trying to improvise your own rhythm with it? It kinda defeats the purpose of mapping to a certain song does it not? I am interested what you thought when doing this. I differentiated because I wanted more hitsounds "daring"

00:10:763 (2,3) - The flow movement here is contradicting the slider shape of 1. The 1 slider is going clockwise, and especially the 3 slider contradicts it and breaks flow with counter clockwise.
The reason why you would want to keep flow consistent is so you can keep a tight, consistent, fun map together. Otherwise, players may dislike it for how it plays, who may have liked it if the flow was tight. Considered fun to play. I'm not saying you didn't take it into account, but I'm just asking. K

00:11:305 (4) - X:296, Y:61 I think is a better-looking position in terms of how it stacks on the slider body. K

00:13:112 (1,1,2) - Another example of flow change. K

00:14:377 (1) - I do not know why this is NC'd. What's the reason behind this? i already changed the NCs since there was nothing to do with this part of the song

00:20:341 (1) - I thought the reason why I was bothered by this was that it's pp jumps, but that's not why. It's because of how much the hitobject density changes all of a sudden. I think it's quite different from the rest of the map, which doesn't fit the song in this case, in my opinion. The intention was not for the PP, but for the music that made me put circles 1-2

Overall however, I really like how the diff plays and looks but the imperfections can be hammered out until you have a rankable map. The overlaps were really cool, although I would prefer you use them more structurally. The 1-2's are always fun to play :p

ShadowX's Hard
00:08:413 (4) - This does not pass for a hard. Too much. K

Quite like this! Good job.


Overall, set is fairly good and song is great! :) Good luck with this set.
yShadowXOP_

Hpocks wrote:

Mod
[
~~ ShadowX's Hard ~~


• Apply custom colors i'll add

~~ ShadowX's Summer Adventures ~~


• Apply custom colors

• 00:02:992 (1) - Missing clap sound here ok

• 00:08:232 (4,5) - Try to make these two objects aligned to eachother, so that 00:08:413 (5) - is tilted at the same angle as 00:08:232 (4), and an invisible "line" could be connected to cut directly through both slider bodies Ok
Topic Starter
Simuzax

Osuology wrote:

M4M.

00:31:907 (1) - Why is this section not kiai'd? It has the exact same composition as the previous 4 measures. youre right, changed that in my diffs

Insane
(I also noticed 00:05:160 (1,2,3) - this is also different)
00:06:606 (1,2,3) - Why is this different from the previous ones? The only argument I can think of is that it's for tension purposes as we are just before the next section, but the tension in the song comes from the next beats with an unnormal drum loop. What's the reason behind this change? how is that different?, every pattern forms a triangle with the sliderhead, with slider rotation towards the next circle

00:08:413 (1,2,3,4,1) - The overlap here doesn't serve any purpose, I think you wanted the distance to be correct? But I think in this case, you can unoverlap them because the tension as I said comes from the abnormal rhythm. changed that a bit

00:10:763 (2) - Why such contrasting flow? The flow in this map seems to change a lot for being a relatively simple song, for example 00:10:943 (3,4,5,6) - this changes flow multiple times 00:14:558 (1,2,3,4,5) - and here and it goes on and on. In case you don't know what flow is, it's how a player would naturally play a pattern. 00:08:775 (1,2,3,4,5,6) - This pattern plays with a counterclockwise flow for example. i can see the things youre pointing and why theyre important, but i don't see why using some flow variation in some parts of the map would be so bad, would feel boring if i used the same thing over and over

You also seem to pay no regard to how hitobjects line up together. 00:10:220 (1,2,5) - In one moment, you can see these three colliding, 00:13:112 (1,4,6) - and this too.i rly dont see why this is such a problem, but moved objects a bit to prevent that 00:13:654 (2,3,4,5,6) - This looks like it was supposed to be a star but the hitcircles aren't lined up right. should be better now

00:23:594 (1,2,1,2,1,2,1,2) - What's up with the snare hitsound and 1-2 all of a sudden? As far as I can tell nothing changed. changed NCs.hitsounds are still WIP, forgot to change map desc

I like how this plays but these general stuff cause it to seem less polished and more sloopy than it actually is. Good luck!

Advanced
00:11:666 (1,2,3,4) - This needs to change, specifically the 3. Aesthetics have to be ON POINT for lower diffs. This kinda inconsistency in aesthetics makes it look chaotic which isn't right for easyier diffs. actually i disagree with that, the pattern seems alright, i cant see anything chaotic whatsoever, if someone point that out again i'll consider changing but for me its good rn

00:12:751 (3,1) - These two overlap, adding again to that chaos. ^

00:16:726 (2,2) - Another. ^

00:17:449 (1,1) - Another. ^

00:20:702 (1,2,3) - Why are these so close and 00:21:787 (1,2,3,4) - these are spaced further? Again with the aesthetics too. because the song intensity changes

Interesting difficulty I think it is cool.

Normal
00:19:618 (4,3) - This is bad aesthetics as well. Changed just a bit

Nicely done though!

Overall, set is fairly good and song is great! :) Good luck with this set.
Thx for the mod, i'll retrieve M4M some hours from now, or at maximum tomorrow
Topic Starter
Simuzax

AsrielDr33murr wrote:

Insane:

00:02:992 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - I think these jumps should have a slow build up with the intensity of the spacing hmm i can see that but,i prefer the way it is rn since the sound is the same every pattern

This map is very solid so I had near nothing to say about it. Good luck going for ranked
Thx for the mod, i'll retrieve M4M some hours from now, or at maximum tomorrow
Ohwow
m4m return

[ShadowX's Summer Adventures]
Main problem i have with this is that the kiai starts to have bigger jumps, but the song doesn't even change. in fact, the kiai is has the same intensity as 00:08:775 up to the kiai. The best way to map this song is to have constant density and spacing throughout the song (besides the beginning, which the song is less intense). If you want to have some variation in your mapping, then this song isn't for you. If that doesn't concern you, proceed with my mods.
00:08:232 (4,5) - line it up
00:10:943 (3,1) - I think it's better if these aren't overlapping.
00:07:329 (1,2) - i'd recommend having some circular flow here by doing ctrl+g on 2 or something else.
00:09:859 (5,1) - Should increase spacing, it's too small right now considering how big the spacing of 00:09:317 (2,3,4) - these notes are.
00:11:485 (5,1) - same ^
00:12:208 (2) - ctrl+g would improve flow from 00:11:666 (1) - Then I would move 00:12:751 (3) - for obvious reasons.
00:25:943 (2,1) - these 2 doesn't have the same spacing emphasis as your other jumps on the big white ticks like 00:24:498 (2,1) - 00:23:052 (2,1) - 00:21:606 (2,1) -
00:37:690 (1,3) - make 1 be more in the middle of 3's sliderbody
00:37:690 (1,3) - You can blanket this.

[Insane]
Where are the hitsounds :(
00:10:040 (6,1) - Should have more spacing emphasis than 00:09:859 (5,6) - since it's a new measure/combo
00:11:485 (6,1) - ^
00:11:666 - Why the slowdown on the SV? Right now it just feels out of place.
00:13:112 (1,4) - slightly overlapping, I suggest not making that slider curve so much. Just a normal curve slider would do
00:13:654 (2,3,4,5,6) - make a perfect pentagon
00:29:377 (1,2,3) - what part of the music supports these change in slider shapes? ok i see now, but I'm still kinda against these wonky slider shapes. Usually you only see SV changes on noticeable sound changes, in this case, I don't the music change is that great for SV changes.
00:29:016 - Curious on why the kiai ends here. It should end 00:31:907 - (even though I myself wouldn't put any kiai in this song at all.)


[victor's Light Insane]
00:04:437 (1) - why is there a drum sound here, just put a whistle, there's nothing in the music that supports the drum.
00:05:883 (1) - ^
00:07:510 (3,4,5) - hitsounds?
00:08:142 (2,4) - ^
00:08:775 (1) - finish please
aaa your snare hitsound sounds like more like a drum than a snare.
00:10:582 (3,4) - blanket
00:17:449 (3,4) - this does not look pretty. Either blanket, or make something else.
aaa I don't know why you have SV changes when the song doesn't change. This happens in other diffs too.
00:20:702 - Ahh now these snares are sounding like snares. Why don't you used them before and use the drum sounds on drums like 00:20:883 (3) - 00:21:245 - 00:21:787 - 00:22:329 - etc etc.
00:28:654 (3) - why is there a finish, especially on a sliderend?
00:30:100 (3) - ^
00:31:546 (3) - this finish is okay, but it needs to be clickable, not on a sliderend.
00:37:510 (3,1) - increase spacing, too close right now.

[ShadowX's Hard]
00:37:690 (1,3) - sliderend of 1 and sliderbody of 3 are slightly touching, space em a bit.

[Normal]
00:04:437 (3) - I wouldn't use 3/2 slider repeating, there's no good sound on 00:04:979 - to support it.
00:08:052 (4,5) - I would
Your spacing is inconsistent in areas like 00:08:052 (4,5,6) - 00:17:088 (4) - 00:10:220 (3) - 00:18:534 (2,3) - 00:20:702 (1) - and many more throughout the whole song, you should recheck. Spacing needs to be consistent in Easy and Normals

[Advanced]
Your 1/2 spacing is inconsistent. since this is only 2* rating, all the spacing should be consistent. stuff like 00:35:160 (1,2,3) - is hard to read for new players.
00:12:208 (2,3,4) - The way they are so close to each other does not look good. Should clearly overlap more to show that they are 1/2 beat
00:23:232 - Not liking how you're skipping a drum beat here.
00:24:317 (3) - random whistle
00:30:461 (1) - Removed NC, or remove NC on the next object. back to back NC is not good.

[Easy]
Look over spacing, needs to be consistent. 00:07:329 (4,1) - 00:25:040 (3,1) -
00:30:823 (1) - Delete NC
00:31:907 - not liking how you're skipping cymbal finish sound here 00:31:907 -

still needs work on flow too, but decided not to mention cause there's a lot more important things to work on like spacing and rhythm choice. gl.
Topic Starter
Simuzax

Ohwow wrote:

m4m return

[Insane]
Where are the hitsounds :( WIP :(
00:10:040 (6,1) - Should have more spacing emphasis than 00:09:859 (5,6) - since it's a new measure/combo changed
00:11:485 (6,1) - ^ changed
00:11:666 - Why the slowdown on the SV? Right now it just feels out of place. SV changes fit well with the melody of the song in these parts imo
00:13:112 (1,4) - slightly overlapping, I suggest not making that slider curve so much. Just a normal curve slider would do changed that in previous mod
00:13:654 (2,3,4,5,6) - make a perfect pentagon changed in previous mod
00:29:377 (1,2,3) - what part of the music supports these change in slider shapes? ok i see now, but I'm still kinda against these wonky slider shapes. Usually you only see SV changes on noticeable sound changes, in this case, I don't the music change is that great for SV changes. i really like the contrast in slider shapes o ill keep that, also the 2nd slider ''pattern is rly more intense imo so SV is suitable
00:29:016 - Curious on why the kiai ends here. It should end 00:31:907 - (even though I myself wouldn't put any kiai in this song at all.) i'm kiai-ing the most characteristic parts of the song imo, so i dont see any problem

[Normal]
00:04:437 (3) - I wouldn't use 3/2 slider repeating, there's no good sound on 00:04:979 - to support it. changed
00:08:052 (4,5) - I would ?
Your spacing is inconsistent in areas like 00:08:052 (4,5,6) - 00:17:088 (4) - 00:10:220 (3) - 00:18:534 (2,3) - 00:20:702 (1) - and many more throughout the whole song, you should recheck. Spacing needs to be consistent in Easy and Normals i'm using 1,1x DS in every non-kiai and 1,2x in every kiai notes

[Advanced]
Your 1/2 spacing is inconsistent. since this is only 2* rating, all the spacing should be consistent. stuff like 00:35:160 (1,2,3) - is hard to read for new players. i dont think this is a huge problem but, changed a bit anyways
00:12:208 (2,3,4) - The way they are so close to each other does not look good. Should clearly overlap more to show that they are 1/2 beat changed that just a bit, i dont see this as a problem
00:23:232 - Not liking how you're skipping a drum beat here. fixed that
00:24:317 (3) - random whistle hitsounds are WIP
00:30:461 (1) - Removed NC, or remove NC on the next object. back to back NC is not good. this note follows a very distinct sound imo, so i dont see a problem with NCing that
Thx for the mod :D
Osuology

Simuzax wrote:

Osuology wrote:

M4M.

00:31:907 (1) - Why is this section not kiai'd? It has the exact same composition as the previous 4 measures. youre right, changed that in my diffs

Insane
(I also noticed 00:05:160 (1,2,3) - this is also different)
00:06:606 (1,2,3) - Why is this different from the previous ones? The only argument I can think of is that it's for tension purposes as we are just before the next section, but the tension in the song comes from the next beats with an unnormal drum loop. What's the reason behind this change? how is that different?, every pattern forms a triangle with the sliderhead, with slider rotation towards the next circle I'm sorry, I wasn't very specific about this. The angle of the triangle slowly changes, was curious about why you do this.

00:10:763 (2) - Why such contrasting flow? The flow in this map seems to change a lot for being a relatively simple song, for example 00:10:943 (3,4,5,6) - this changes flow multiple times 00:14:558 (1,2,3,4,5) - and here and it goes on and on. In case you don't know what flow is, it's how a player would naturally play a pattern. 00:08:775 (1,2,3,4,5,6) - This pattern plays with a counterclockwise flow for example. i can see the things youre pointing and why theyre important, but i don't see why using some flow variation in some parts of the map would be so bad, would feel boring if i used the same thing over and over Actually, you're right! No flow variation would be bad, but using it without good reason causes your map to play and seem less polished. I want to help improve this map seem polished, after all that's the job of modding, no?

You also seem to pay no regard to how hitobjects line up together. 00:10:220 (1,2,5) - In one moment, you can see these three colliding, 00:13:112 (1,4,6) - and this too.i rly dont see why this is such a problem, but moved objects a bit to prevent that Because it can look clunky and unpolished. Also, I'm really sorry for making this comment personal, I should just be talking about the map. 00:13:654 (2,3,4,5,6) - This looks like it was supposed to be a star but the hitcircles aren't lined up right. should be better now
Wrote some replies to your questions.
yShadowXOP_

Ohwow wrote:

m4m return

[ShadowX's Summer Adventures]
Main problem i have with this is that the kiai starts to have bigger jumps, but the song doesn't even change. in fact, the kiai is has the same intensity as 00:08:775 up to the kiai. The best way to map this song is to have constant density and spacing throughout the song (besides the beginning, which the song is less intense). If you want to have some variation in your mapping, then this song isn't for you. If that doesn't concern you, proceed with my mods.
00:08:232 (4,5) - line it up Ok
00:10:943 (3,1) - I think it's better if these aren't overlapping. Ok
00:07:329 (1,2) - i'd recommend having some circular flow here by doing ctrl+g on 2 or something else. Ok
00:09:859 (5,1) - Should increase spacing, it's too small right now considering how big the spacing of 00:09:317 (2,3,4) - these notes are. Ok
00:11:485 (5,1) - same ^ Ok
00:12:208 (2) - ctrl+g would improve flow from 00:11:666 (1) - Then I would move 00:12:751 (3) - for obvious reasons. i think it looks better the way it is
00:25:943 (2,1) - these 2 doesn't have the same spacing emphasis as your other jumps on the big white ticks like 00:24:498 (2,1) - 00:23:052 (2,1) - Ok 00:21:606 (2,1) - Ok
00:37:690 (1,3) - make 1 be more in the middle of 3's sliderbody Ok
00:37:690 (1,3) - You can blanket this. Ok

[ShadowX's Hard]
00:37:690 (1,3) - sliderend of 1 and sliderbody of 3 are slightly touching, space em a bit. Ok
Topic Starter
Simuzax

Osuology wrote:

M4M.

00:31:907 (1) - Why is this section not kiai'd? It has the exact same composition as the previous 4 measures. youre right, changed that in my diffs

Insane
(I also noticed 00:05:160 (1,2,3) - this is also different)
00:06:606 (1,2,3) - Why is this different from the previous ones? The only argument I can think of is that it's for tension purposes as we are just before the next section, but the tension in the song comes from the next beats with an unnormal drum loop. What's the reason behind this change? how is that different?, every pattern forms a triangle with the sliderhead, with slider rotation towards the next circle I'm sorry, I wasn't very specific about this. The angle of the triangle slowly changes, was curious about why you do this. oh i didn't think much about that, i just mapped the way i was feeling like, but changed that a bit

00:10:763 (2) - Why such contrasting flow? The flow in this map seems to change a lot for being a relatively simple song, for example 00:10:943 (3,4,5,6) - this changes flow multiple times 00:14:558 (1,2,3,4,5) - and here and it goes on and on. In case you don't know what flow is, it's how a player would naturally play a pattern. 00:08:775 (1,2,3,4,5,6) - This pattern plays with a counterclockwise flow for example. i can see the things youre pointing and why theyre important, but i don't see why using some flow variation in some parts of the map would be so bad, would feel boring if i used the same thing over and over Actually, you're right! No flow variation would be bad, but using it without good reason causes your map to play and seem less polished. I want to help improve this map seem polished, after all that's the job of modding, no? ok now i get it, but the only a way i see of fixing that in a way i'd still like the map, would be remapping the whole thing until kiai, and i dont think this is worth or necessary just because of that

You also seem to pay no regard to how hitobjects line up together. 00:10:220 (1,2,5) - In one moment, you can see these three colliding, 00:13:112 (1,4,6) - and this too.i rly dont see why this is such a problem, but moved objects a bit to prevent that Because it can look clunky and unpolished. Also, I'm really sorry for making this comment personal, I should just be talking about the map. should be fixed now, i'll be considering that more if i do have to remap that section, thx for advice 00:13:654 (2,3,4,5,6) - This looks like it was supposed to be a star but the hitcircles aren't lined up right. should be better now
Wrote some replies to your questions. Thx :D
victorfernando

Hpocks wrote:

~~ victor's Easy ~~


• 00:04:437 (2,3) - For the sake of A E S T H E T I C consistancy, 3 should have the same shape as 3, but just mirrored.

• 00:12:751 (1,2) - the structure of rhytmn suddenly changes, going from gaps between notes that are 1 1/2 mesaures (measure = white tick to white tick) to going for spaces between notes exclusively, which makes it very difficult to read. If you want to keep it consistant, you should move the 2 slider to 00:13:654 - . From there on out, it is generally more appropriate to use the exclusively 1 measure gaps between notes, as that follows the music more closely.

• 00:23:594 - ^
Fixed All
victorfernando

Maxylan wrote:

M4M From my queue ~
[victor's Light Insane]
00:05:883 (1,4,1) - This slider should be placed in the same place as 4,1 to mimic the pattern you had going if it isn't then this is a straight-up ugly overlap no matter how intentional you might say this is =p (tried something)
00:09:678 (3,3) - Overlaperino (okay)
00:11:305 (5,1) - Stackerino (no i want that overlap)
00:16:726 (1) - This should end at the red tick and not the white tick which is stronger. The white tick this ends on is even stronger than the white tick you click this on. (nop)
A guideline from the ranking criteria: You should try and not use more than 3 different slider velocities, and when you change the slider velocity it should be to emphasize something in the song. *cough* 00:19:979 (1) (This seem a little over-emphasized) (well i see)
00:32:991 (3,2) - I'll stop mentioning these but you should look through your entire diff. A lot of overlaps were intentional because they were a part of a pattern, but trust me I found way more than 3 overlaps that looked out-of-place.
Optional, but maybe add a little distance on 00:38:232 (2,3) ? (yes)

This diff was by far the most enjoyable to play out of the ones above, the flow in this diff is amazing between the different sliders and SV's. Just change up some of the aesthetics of the placements of objects and you've got a ringer right here.(ty you are my crush <3)

You got a good chance of ranking this :) Don't know about the other diffs but I'd shoot a kudosu star just to see victor's diff's making it to ranked! <3 <3 <3 love you
victorfernando

Osuology wrote:

M4M.

Victor's Light Insane
This map is quite good! There's still stuff to fix of course, but it's pretty cool.

00:10:220 (2) - Why is this slider so slow? For a light insane you change SV a lot which could be a bit confusing. (change a little)

00:14:558 (1,2,3,4) - Flow here is quite snappy, use counter clockwise like the first slider is. ok

00:27:931 (1,2) - Wow, even if you don't fix the first instance I pointed these out, this is a bit extreme. changed

victor's Easy
00:02:992 (1,3) - Why the overlap? This is literally the only place you did this ever. sorry :(

Very good otherwise.

Overall, set is fairly good and song is great! :) Good luck with this set.
victorfernando

Ohwow wrote:

m4m return

[victor's Light Insane]
00:04:437 (1) - why is there a drum sound here, just put a whistle, there's nothing in the music that supports the drum. (nop)
00:05:883 (1) - ^ (nop)
00:07:510 (3,4,5) - hitsounds? (nop)
00:08:142 (2,4) - ^ (nop)
00:08:775 (1) - finish please (nop)
aaa your snare hitsound sounds like more like a drum than a snare.
00:10:582 (3,4) - blanket (okay)
00:17:449 (3,4) - this does not look pretty. Either blanket, or make something else. (tried something)
aaa I don't know why you have SV changes when the song doesn't change. This happens in other diffs too.
00:20:702 - Ahh now these snares are sounding like snares. Why don't you used them before and use the drum sounds on drums like 00:20:883 (3) - (changed the soft custom 15 for 2 in some parts) 00:21:245 - 00:21:787 - 00:22:329 - etc etc.
00:28:654 (3) - why is there a finish, especially on a sliderend? (don't now :P )
00:30:100 (3) - ^ (:p)
00:31:546 (3) - this finish is okay, but it needs to be clickable, not on a sliderend. (no , i tried but not fit)
00:37:510 (3,1) - increase spacing, too close right now. (ok)

[Easy]
Look over spacing, needs to be consistent. 00:07:329 (4,1) - 00:25:040 (3,1) -
00:30:823 (1) - Delete NC
00:31:907 - not liking how you're skipping cymbal finish sound here 00:31:907 -

fixed

still needs work on flow too, but decided not to mention cause there's a lot more important things to work on like spacing and rhythm choice. gl.
PantyDev
Hello, i'm from modding queue(NM)
  • [Victor's easy]
  1. Nice diff
    [Normal]
  2. 00:08:052 (4,5,6) - maybe you must do this triplet a bit aligned? 00:09:136 (1) - or move this tap for blanket
  3. 00:13:112 (3,1) - This pattern is not very good
  4. 00:09:498 (2,4) - sliders is not very good too, mb copy(4 slider) paste and ctrl+g, ctrl+j?
  5. 00:17:449 (1,4) - overlap. maybe move 00:19:618 (4) - some higher?
  6. 00:21:787 (3) - copy, paste, ctrl+g replace 5 and move to 00:22:871 (5) - ?
    [Advanced]
  7. 00:16:726 (2,2) - They are very close
  8. 00:33:353 (1) - mb make this slider not a smooth?
  9. 00:37:329 (3,1,2) - damn, ovelaps.
    [ShadowX's hard]
  10. 00:28:293 (4,5) - very small distance snap, this pattern not like this 00:22:510 (4,5) - or 00:25:401 (4,5) - this
  11. 00:41:305 (1) - this tap is not on center (if you was wanted)
    [Victor's Light Insane]
  12. 00:08:775 (1,2) - fix blanket please(second slider a little bit higher)
  13. 00:13:112 (1,1,2) - i think these sliders looks same-type, and some overlaped, no?
    [Insane]
  14. 00:04:437 (1,2,3) - this pattern not looks like other. First tap a little bit lower?
  15. 00:10:943 (3) - move tap some to left
  16. 00:31:184 (2,1) - yeah, overlap
  17. 00:37:690 (1) - This slider is soooo low! Mb all objects of this pattern a little bit higher?
    [ShadowX's Summer Adventures]
  18. Everything alright dude.
Topic Starter
Simuzax

PantyDev wrote:

Hello, i'm from modding queue(NM)
  • [Normal]
  1. 00:08:052 (4,5,6) - maybe you must do this triplet a bit aligned? 00:09:136 (1) - or move this tap for blanket Changed both
  2. 00:13:112 (3,1) - This pattern is not very good i think it's okay considering (1) is more of a sharp sound
  3. 00:09:498 (2,4) - sliders is not very good too, mb copy(4 slider) paste and ctrl+g, ctrl+j? i think theyre fine rn, just moved (1,2) a lil bit
  4. 00:17:449 (1,4) - overlap. maybe move 00:19:618 (4) - some higher? my bad, moved (4) a bit and also the next slider
  5. 00:21:787 (3) - copy, paste, ctrl+g replace 5 and move to 00:22:871 (5) - ? now both sliders are rotated 10 degrees
    [Advanced]
  6. 00:16:726 (2,2) - They are very close my bad, changed
  7. 00:33:353 (1) - mb make this slider not a smooth? idk how i didnt notice that lol, changed
  8. 00:37:329 (3,1,2) - damn, ovelaps. moved most objects here
    [Insane]
  9. 00:04:437 (1,2,3) - this pattern not looks like other. First tap a little bit lower? fixed
  10. 00:10:943 (3) - move tap some to left moved just a bit along with (6)
  11. 00:31:184 (2,1) - yeah, overlap fixed
  12. 00:37:690 (1) - This slider is soooo low! Mb all objects of this pattern a little bit higher? yea my bad, changed
yShadowXOP_

PantyDev wrote:

Hello, i'm from modding queue(NM)

  • [ShadowX's hard]
  1. 00:28:293 (4,5) - very small distance snap, this pattern not like this 00:22:510 (4,5) - Ok or 00:25:401 (4,5) - this this slider does not have to be changed :/
  2. 00:41:305 (1) - this tap is not on center (if you was wanted) Fixed
rohasshiki
Hello from my queue! Please keep in mind that I am quite inexperienced with modding easy and normal difficulties, but I will try my best.

Victor's Easy
  1. 00:07:329 (4) - This blanket is slightly off
  2. 00:14:558 (3) - This blanket feels a little off as well
  3. 00:20:702 (3) - I think NC here

Normal
  1. 00:10:582 (4) - Adjust this angle slightly so it goes into the note rather than below it
  2. 00:18:895 (3,4) - Might just be me but the way they're so close to each other feels aesthetically off to me given previous spacing in the map
  3. 00:20:702 (1) - Maybe angle this into the note, idk

Advanced
  1. 00:11:666 (1,2,3,4) - This just looks a little off, maybe respace if possible so there's less overlap
  2. 00:16:004 (1) - If you're blanketing this to 00:17:088 (3) - it can be adjusted slightly
  3. 00:17:449 (1) - Same as above
  4. 00:19:257 (1,2,3) - For this diff should probably make the spacing here even
  5. 00:21:064 (2,3) - This spacing is a bit misleading imo since the following sliders of the exact same rhythm and song intensity are spaced differently
  6. 00:26:485 (1,2,3) - Same as above

Victor's Light Insane
  1. 00:08:413 (5) - Change the angle maybe? Looks kind of ugly
  2. 00:08:775 (1,2) - This blanket is ugly, readjust maybe
  3. 00:19:979 (1) - Take away NC here
  4. 00:20:702 (2) - Put it here instead
  5. 00:38:413 (3) - Maybe adjust this spacing to make it even with the previous two notes

Insane
  1. 00:08:232 (4) - Maybe bring this in a little bit to ease the spacing between this and the stream
  2. 00:12:208 (2,3) - Maybe even out spacing here
  3. 00:29:016 (1,1,2,3) - Didn't use unique slider shapes before so no real reason to use them here: they feel a bit out of place
  4. The jump section feels unwarranted, there wasn't a real change in intensity of music to warrant jumps, let alone the jumps getting bigger and bigger. But idk, that's just imo.

ShadowX's Summer Adventure
  1. 00:30:461 (1,2) - The double feels unwarranted, throws off a bit
  2. Not much in way of placement, but again jumps feel a bit unwarranted. Just my opinion though.
  3. 00:31:907 (1) - Don't really see the reason for the hitsound change, it felt fine before and the music doesn't really change so not sure why you did this.
    Again, just my opinion.

Pretty good map! Decent flow and stuff, just a few little things here and there. Good luck in the future! M4M Map: https://osu.ppy.sh/s/651083
Shanipika
Hi from mod queue

[Victor's Easy]

  1. 00:32:991 (2,4) - I'm not sure if a stack like this could cause problem on an easy. The note doesnt seem to start fading in before we actually hit 2 so its prolly fine but still pointing it out in case.
[Normal]

  1. 00:02:992 (1,2,3,4,1,2,3) - This part is mapped to the clap sounds in the easy. It feel a bit weird in the spread to not have them mapped after on the normal but individually as a map this work. It might not be that important but it still feel a bit weird imo
[Advanced]

  1. 00:29:377 (1,2,3) - You prolly want those to have a spacing similar to 00:27:570 (1,2,3,4) - If you want to keep the logic behind why those initially had a bigger spacing.
  2. 00:30:823 (1,2,3) - And then prolly adjust that to what you'll do with previous point.
  3. 00:32:269 (1,2,3,1,2,3,4) - This slider chain should follow the same kind of spacing as the previous ones (00:20:702 (1,2,3,1,2,3,4) - ) where the 3 first slider have less spacing and the 4 other have a bit more. Although tbh, I'm not sure if using spacing emphasis that way is ok in an advanced. But with the speed and the very low spacing its prolly fine.
[ShadowX's Hard]

  1. 00:33:353 (1,2) - This is a really weird rhythm change decision comapared to what was before. Would prolly be better to just have the 1/2 slider and then maybe two circle. I just dont really understand why the same sound as this 00:20:702 (2,3,4,1,2,3) - has to be mapped so differently.
[Insane]

  1. 00:19:437 (2,3,4,5,6,1) - Thats just emmmm a weird circle arrange? It just stand out weirdly cuz of how every other jump pattern has so much more organization lol
  2. 00:21:787 (1,2,3,4,5,6,7,8) - It would be cool if this pattern could reflect the lowering pitch like you did with 00:33:353 (1,2,3,4,5,6,7,8) -
  3. 00:33:353 (1,2,3,4,5,6,7,8) - This one here if you're following the pitch of the song should prolly start a little more spaced and decrease followin the pitch for this part 00:24:678 (1,2,3,4,5,6,7,8) -
  4. 00:35:160 (1,2,3,4,5,6) - This feel kinda weak for what its mapped to? Its like one of the highest pitch of the song and they have one of the lowest spacing its kinda awkward.
[ShadowX' Summer Adventure]

  1. 00:39:317 (1,2,3,4,1,2,2,3,1) - The spacing of this whole ending feel a bit underwhelming after all that huge jump section.
Just wanna put that out too but the 3 of you have different kiai timing lol. The set seems pretty good. One thing tho, if you want to do those harder diff big jump section, try to relate the jumps spacing with something cuz sometime they felt a bit randomly increasing and decreasing (atleast in the insane more than the other diff tho some felt just a bit too much in top diff to me)
Topic Starter
Simuzax

rohasshiki wrote:

Hello from my queue! Please keep in mind that I am quite inexperienced with modding easy and normal difficulties, but I will try my best.

Normal
  1. 00:10:582 (4) - Adjust this angle slightly so it goes into the note rather than below it fixed
  2. 00:18:895 (3,4) - Might just be me but the way they're so close to each other feels aesthetically off to me given previous spacing in the map moved (3) a bit
  3. 00:20:702 (1) - Maybe angle this into the note, idk changed angle just a bit

Advanced
  1. 00:11:666 (1,2,3,4) - This just looks a little off, maybe respace if possible so there's less overlap i think this is fine considering (3) is the only 1/2 slider here
  2. 00:16:004 (1) - If you're blanketing this to 00:17:088 (3) - it can be adjusted slightly fixed
  3. 00:17:449 (1) - Same as above fixed
  4. 00:19:257 (1,2,3) - For this diff should probably make the spacing here even my bad, fixed
  5. 00:21:064 (2,3) - This spacing is a bit misleading imo since the following sliders of the exact same rhythm and song intensity are spaced differently actually the intensity change is rly noticeable, but spaced these a bit more, was kinda out of place compared with the others
  6. 00:26:485 (1,2,3) - Same as above no need to change that considering previous changes

Insane
  1. 00:08:232 (4) - Maybe bring this in a little bit to ease the spacing between this and the stream done
  2. 00:12:208 (2,3) - Maybe even out spacing here done
  3. 00:29:016 (1,1,2,3) - Didn't use unique slider shapes before so no real reason to use them here: they feel a bit out of place actually i use the (1) shape everytime i follow that sound during kiai, the 3 ''weird'' shaped slider are this way to give some contrast compared with the next 3 sliders since the sound is cleaner in them
  4. The jump section feels unwarranted, there wasn't a real change in intensity of music to warrant jumps, let alone the jumps getting bigger and bigger. But idk, that's just imo.

Pretty good map! Decent flow and stuff, just a few little things here and there. Good luck in the future! M4M Map: https://osu.ppy.sh/s/651083
Thx for the mod, going to return M4M a couple hours from now or at maximum tomorrow
Topic Starter
Simuzax

Shanipika wrote:

Hi from mod queue

[Normal]

  1. 00:02:992 (1,2,3,4,1,2,3) - This part is mapped to the clap sounds in the easy. It feel a bit weird in the spread to not have them mapped after on the normal but individually as a map this work. It might not be that important but it still feel a bit weird imo i think it is fine, they're different maps after all
[Advanced]

  1. 00:29:377 (1,2,3) - You prolly want those to have a spacing similar to 00:27:570 (1,2,3,4) - If you want to keep the logic behind why those initially had a bigger spacing. the (1,2,3,4) is more intense so i dont see any problem here
  2. 00:30:823 (1,2,3) - And then prolly adjust that to what you'll do with previous point. same as above
  3. 00:32:269 (1,2,3,1,2,3,4) - This slider chain should follow the same kind of spacing as the previous ones (00:20:702 (1,2,3,1,2,3,4) - ) where the 3 first slider have less spacing and the 4 other have a bit more. fixed that Although tbh, I'm not sure if using spacing emphasis that way is ok in an advanced. But with the speed and the very low spacing its prolly fine.
[Insane]

  1. 00:19:437 (2,3,4,5,6,1) - Thats just emmmm a weird circle arrange? It just stand out weirdly cuz of how every other jump pattern has so much more organization lol wow idk how i didnt see that, its pretty gross, fixed
  2. 00:21:787 (1,2,3,4,5,6,7,8) - It would be cool if this pattern could reflect the lowering pitch like you did with 00:33:353 (1,2,3,4,5,6,7,8) - actually the 2nd kiai is rly less intense imo so thats why i didnt use a larger spacing there
  3. 00:33:353 (1,2,3,4,5,6,7,8) - This one here if you're following the pitch of the song should prolly start a little more spaced and decrease followin the pitch for this part 00:24:678 (1,2,3,4,5,6,7,8) - ^
  4. 00:35:160 (1,2,3,4,5,6) - This feel kinda weak for what its mapped to? Its like one of the highest pitch of the song and they have one of the lowest spacing its kinda awkward. increased spacing by just a bit
Just wanna put that out too but the 3 of you have different kiai timing lol. GDs can have different kiai times by RC The set seems pretty good. One thing tho, if you want to do those harder diff big jump section, try to relate the jumps spacing with something cuz sometime they felt a bit randomly increasing and decreasing i think they're fine, intensity change is rly noticeable imo(atleast in the insane more than the other diff tho some felt just a bit too much in top diff to me)
yShadowXOP_

Shanipika wrote:

Hi from mod queue

[ShadowX's Hard]

  1. 00:33:353 (1,2) - This is a really weird rhythm change decision comapared to what was before. Would prolly be better to just have the 1/2 slider and then maybe two circle Ok. I just dont really understand why the same sound as this 00:20:702 (2,3,4,1,2,3) - has to be mapped so differently.
[ShadowX' Summer Adventure]

  1. 00:39:317 (1,2,3,4,1,2,2,3,1) - The spacing of this whole ending feel a bit underwhelming after all that huge jump section. i think it's better this way because the quiet part of the song started again
Just wanna put that out too but the 3 of you have different kiai timing lol. The set seems pretty good. One thing tho, if you want to do those harder diff big jump section, try to relate the jumps spacing with something cuz sometime they felt a bit randomly increasing and decreasing (atleast in the insane more than the other diff tho some felt just a bit too much in top diff to me)
yShadowXOP_

rohasshiki wrote:

Hello from my queue! Please keep in mind that I am quite inexperienced with modding easy and normal difficulties, but I will try my best.

ShadowX's Summer Adventure
  1. 00:30:461 (1,2) - The double feels unwarranted, throws off a bit Ok
  2. Not much in way of placement, but again jumps feel a bit unwarranted. Just my opinion though.
  3. 00:31:907 (1) - Don't really see the reason for the hitsound change, it felt fine before and the music doesn't really change so not sure why you did this.
    Again, just my opinion .

Pretty good map! Decent flow and stuff, just a few little things here and there. Good luck in the future! M4M Map: https://osu.ppy.sh/s/651083
Seto Kousuke
Irc mod with shadow
2017-08-23 22:12 yShadowXOP_: ACTION is listening to [https://osu.ppy.sh/b/1376113 Brad Breeck - Gravity Falls OST (16bit cover)]
2017-08-23 22:15 Seto Kousuke: quer aquele feedback?
2017-08-23 22:16 yShadowXOP_: claro
2017-08-23 22:16 Seto Kousuke: o mapa, como esperado tá muito bom, tua estrutura é bem clean
2017-08-23 22:16 Seto Kousuke: mas ainda tem aquele problema com intensidades, e algumas inconsistencias
2017-08-23 22:16 Seto Kousuke: sem contar com alguns conceitos que acho que seria importante tu lembrar na hora de fazer uma pattern
2017-08-23 22:16 Seto Kousuke: então bora lá, um passo de cada vez
2017-08-23 22:17 Seto Kousuke: o mapa é cs 4,8...cs5 praticamente
2017-08-23 22:17 Seto Kousuke: quando o mapa é de CS alto, tu tem que botar na cabeça que 100% do tempo o jogador vai ter estresse na aim
2017-08-23 22:17 Seto Kousuke: isso é importante lembrar ^
2017-08-23 22:17 Seto Kousuke: o mapa por si só ja dá um estresse grande
2017-08-23 22:17 Seto Kousuke: então tu não pode usar patterns com um estresse demasiado que joga doloroso sem razão, por exemplo:
2017-08-23 22:17 Seto Kousuke: 00:23:232 (1,1,2) -
2017-08-23 22:18 Seto Kousuke: 2 erros grotescos aqui que apareceram , principalmente por causa do estresse do CS
2017-08-23 22:18 Seto Kousuke: 1- linha reta
2017-08-23 22:18 Seto Kousuke: logo na transição
2017-08-23 22:18 Seto Kousuke: isso joga muito dolorido...e ainda aplica um estresse muito grande no jogador
2017-08-23 22:18 Seto Kousuke: quando eu digo estresse, não é de ''URGH TO PUTO'', é estresse de desgaste
2017-08-23 22:18 Seto Kousuke: tu força o jogador a se desgastar cada vez mais sem necessidade entende?
2017-08-23 22:19 Seto Kousuke: o segundo problema é o DS delas
2017-08-23 22:19 Seto Kousuke: https://osu.ppy.sh/ss/8920529 observa como é ''quase o msm DS''
2017-08-23 22:19 Seto Kousuke: eu dei um NC ali só pra tu ver as setinhas
2017-08-23 22:19 Seto Kousuke: se fosse o mesmo DS, seria menos doloroso
2017-08-23 22:19 Seto Kousuke: mas como tu faz o 3 ficar menor do que 1->2 é ainda mais estresse na mira do jogador
2017-08-23 22:19 Seto Kousuke: porque além de ele ter que manter a mira numa velocidade super constante e estressada
2017-08-23 22:20 Seto Kousuke: tu ainda faz ele ter que diminuir a velocidade no meio do caminho
2017-08-23 22:20 Seto Kousuke: fazendo com que seja um movimento super merda de jogar
2017-08-23 22:20 yShadowXOP_: entao deveria diminuir os DS da slider aos circulos?
2017-08-23 22:20 Seto Kousuke: hmmm.....das 2 uma:
2017-08-23 22:20 Seto Kousuke: ou tu deixa o DS do 1->2 igual ao de 2->3
2017-08-23 22:20 Seto Kousuke: ou tu tira essa linha reta
2017-08-23 22:20 Seto Kousuke: e bota um ângulo melhor
2017-08-23 22:21 Seto Kousuke: regra de bíblia: todos os movimentos de 90° são levemente doloridos...todos os movimentos de 80°-40° são super confortaveis
2017-08-23 22:21 Seto Kousuke: e os de 30° pra baixo são situacionais, precisam de uma pattern e motivo
2017-08-23 22:21 Seto Kousuke: todos os movimentos de 91° pra cima vão jogar esquisito, a não ser que tu faça uma pattern bacana
2017-08-23 22:21 Seto Kousuke: e um flow bacana...mas mesmo assim, não é recomendado abusar muito
2017-08-23 22:22 Seto Kousuke: linha reta = 180°, entende agora? o
2017-08-23 22:22 Seto Kousuke: o:
2017-08-23 22:22 yShadowXOP_: tendeu ;v vo replanejar esse meu kiai da vida
2017-08-23 22:22 Seto Kousuke: poise, isso acontece bastante
2017-08-23 22:22 Seto Kousuke: 00:26:124 (1,1,2) -
2017-08-23 22:22 Seto Kousuke: não foi 180° mas muito próximo
2017-08-23 22:22 Seto Kousuke: mesmo problema
2017-08-23 22:23 Seto Kousuke: 00:29:016 (1,1,2) - aqui tambem, um pouco acima de 90°
2017-08-23 22:23 Seto Kousuke: e com um DS bem mais doloroso do 1->1
2017-08-23 22:23 Seto Kousuke: é um problema similar ao mapa do imperial circus, as transições tão com uns movimentos muito estressantes e ainda com DS inconsistente entende
2017-08-23 22:24 Seto Kousuke: agora pro segundo problema
2017-08-23 22:24 Seto Kousuke: intensidades
2017-08-23 22:24 Seto Kousuke: ao que deu de entender do teu mapping, da música e da escolha de kiai
2017-08-23 22:24 Seto Kousuke: era pra ser '' intensidade ok...KIAI WOW....intensidade ok'' fim do mapa
2017-08-23 22:24 Seto Kousuke: no entanto, tu fez ''intensidade ok com inconsistencia....KIAI WOW....KIAI WOW'' fim do mapa
2017-08-23 22:24 Seto Kousuke: isso é claramente observado aqui olha só
2017-08-23 22:25 Seto Kousuke: 00:32:269 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) -
2017-08-23 22:25 Seto Kousuke: isso é muito igual se não tão forte quanto as que tem no kiai
2017-08-23 22:25 Seto Kousuke: quando tá super diferente do começo do mapa
2017-08-23 22:25 Seto Kousuke: por mais que tu quisesse fazer ele ser mais forte que o inicio do mapa, ainda tá forte demais
2017-08-23 22:25 Seto Kousuke: tá muito igual o kiai, tornando assim inconsistente a construção das sessões
2017-08-23 22:26 yShadowXOP_: hm entao seria aconcelhavem dimunir um pouco mais o DS dele?
2017-08-23 22:26 Seto Kousuke: sim
2017-08-23 22:26 Seto Kousuke: ou isso, ou mudar algumas singles pra sliders
2017-08-23 22:26 Seto Kousuke: igual tu fez no inicio do mapa
2017-08-23 22:26 Seto Kousuke: usar menos DS e mais sliders
2017-08-23 22:26 Seto Kousuke: ja acabou o kiai, ja acabou a energia, não precisa meter pattern de 13 single notes com jumps
2017-08-23 22:27 Seto Kousuke: alguma dúvida sobre esse ponto?
2017-08-23 22:27 Seto Kousuke: ou posso ir pro próximo
2017-08-23 22:27 yShadowXOP_: pode ir
2017-08-23 22:27 Seto Kousuke: baleza
2017-08-23 22:28 Seto Kousuke: agora é sobre a inconsistencia da intro
2017-08-23 22:28 Seto Kousuke: como eu havia falado, a intro era pra ser ''ok'' na intensidade correto?
2017-08-23 22:28 Seto Kousuke: mais fraco que o kiai
2017-08-23 22:28 Seto Kousuke: e mais fraco ou igual ao fim do mapa
2017-08-23 22:28 Seto Kousuke: então fica muito bagunçado e inconsistente você começar com isso aqui:
2017-08-23 22:28 Seto Kousuke: 00:08:775 (1,2,3,4,5) -
2017-08-23 22:28 Seto Kousuke: compara esse DS absurdo
2017-08-23 22:28 Seto Kousuke: com isso aqui 00:09:859 (5,1,2,3) -
2017-08-23 22:29 Seto Kousuke: olha a diferença brutal
2017-08-23 22:29 Seto Kousuke: e a música tá simplesmente igual, super de boa
2017-08-23 22:29 Seto Kousuke: 00:13:112 (1,2,3,4) - e aqui tu continua fraco
2017-08-23 22:29 Seto Kousuke: ou seja, dá de entender que era pra intro ser fraca
2017-08-23 22:29 Seto Kousuke: mas ali no começo tem uma explosão absurda
2017-08-23 22:29 Seto Kousuke: 00:10:943 (3,4,5) - mesma coisa aqui
2017-08-23 22:30 Seto Kousuke: toda hora tu fica trocando a lógica de intensidade
2017-08-23 22:30 Seto Kousuke: uma hora tu explode do nada, outra hora tu faz jump em uma sessão onde logo depois tu fez super perto e era o mesmo som
2017-08-23 22:30 Seto Kousuke: tu precisa manter uma ideia na cabeça e falar ''ok, vai funcionar assim:''
2017-08-23 22:30 Seto Kousuke: o teu estilo é super clean e bem estruturado no visual, então tu acaba ficando preso às lógicas de estrutura
2017-08-23 22:31 Seto Kousuke: ai tu meio que é obrigado a seguir elas...então tu precisa ficar consistente
2017-08-23 22:31 Seto Kousuke: 00:13:112 (1,2,3,4) - por exemplo aqui era a transição, e tu fez super apertado com pouco DS
2017-08-23 22:32 Seto Kousuke: 00:10:943 (3,4,5,1) - mas aqui tu fez jump
2017-08-23 22:32 Seto Kousuke: e a primeira transição que eu linkei é muito mais importante que essa
2017-08-23 22:32 Seto Kousuke: e só pra finalizar, lembra o que eu falei dos angulos? 00:14:558 (1,2,3) -
2017-08-23 22:32 yShadowXOP_: yup
2017-08-23 22:33 Seto Kousuke: além de isso ser muito agudo pra esse momento, olha o que tu faz logo em seguida:
2017-08-23 22:33 Seto Kousuke: 00:15:100 (2,3,4) - viu a linha reta?
2017-08-23 22:33 Seto Kousuke: por mais que seja 2 sliders 1/2 espelhados
2017-08-23 22:33 Seto Kousuke: eles jogam parado por causa do tamanho deles
2017-08-23 22:33 Seto Kousuke: então fica 2 issues combadas...o angulo bem agudo com a linha reta
2017-08-23 22:33 Seto Kousuke: essa pattern em sí joga muito wanky
2017-08-23 22:34 Seto Kousuke: 00:16:004 (1,2,3) - ó a linha reta enfraquecendo o flow de novo
2017-08-23 22:34 Seto Kousuke: e bom, é isso
2017-08-23 22:34 Seto Kousuke: o mapa tá bem estruturadinho, tá bonito....mas tem problemas similares ao do circus lá, inconsistencia nos DS e problema de ênfase nos momentos adequados
2017-08-23 22:35 Seto Kousuke: te aconselho padronizar as coisas ''pra 1/2 comuns eu vou usar X de DS''
2017-08-23 22:35 Seto Kousuke: ''pra 1/2 jump em transição e afins eu uso Y''
2017-08-23 22:35 Seto Kousuke: ''pra momentos MUITO fortes eu uso Z''
2017-08-23 22:35 Seto Kousuke: ''pra momentos onde não é intensidade mas preciso de um pequeno jump pra pattern eu uso X + B''
2017-08-23 22:35 Seto Kousuke: etc
2017-08-23 22:38 Seto Kousuke: agora o que não é um erro, mas uma observação mesmo
2017-08-23 22:38 Seto Kousuke: não é melhor deletar isso? 00:04:076 (4) -
2017-08-23 22:38 Seto Kousuke: 00:03:714 (3) - faz uma reverse
2017-08-23 22:38 Seto Kousuke: 00:04:257 - bota single note aqui
2017-08-23 22:38 Seto Kousuke: ritmo vai fazer muito mais sentido com a música, porque se tu bota 2 cliques de slider 1/2 ali
2017-08-23 22:38 Seto Kousuke: tu tá dizendo que os 2 cliques são importantes no ritmo
2017-08-23 22:39 Seto Kousuke: quando o que tu apresentou foi 00:02:992 (1) -
2017-08-23 22:39 Seto Kousuke: o que de fato joga melhor do que 2 cliques
2017-08-23 22:40 yShadowXOP_: hm ate q fico melhor msm

fiz um irc mod com o shadow na ultima diff, percebi agora que o mapset é de BRs, se vocês quiserem um irc mod também, é só me procurar in-game quando eu não estiver jogando que eu dou uma olhada :)
victorfernando

PantyDev wrote:

Hello, i'm from modding queue(NM)
  • [Victor's easy]
  1. Nice diff (thank you)

    [Victor's Light Insane]
  2. 00:08:775 (1,2) - fix blanket please(second slider a little bit higher) (OK)
  3. 00:13:112 (1,1,2) - i think these sliders looks same-type, and some overlaped, no? (no)
victorfernando

rohasshiki wrote:

Hello from my queue! Please keep in mind that I am quite inexperienced with modding easy and normal difficulties, but I will try my best.

Victor's Easy
  1. 00:07:329 (4) - This blanket is slightly off FIXED
  2. 00:14:558 (3) - This blanket feels a little off as well FIXED
  3. 00:20:702 (3) - I think NC here FIXED

Victor's Light Insane
  1. 00:08:413 (5) - Change the angle maybe? Looks kind of ugly OK
  2. 00:08:775 (1,2) - This blanket is ugly, readjust maybe OK
  3. 00:19:979 (1) - Take away NC here OK
  4. 00:20:702 (2) - Put it here instead OK
  5. 00:38:413 (3) - Maybe adjust this spacing to make it even with the previous two notes OK
-Master-

Seto Kousuke wrote:

Irc mod with shadow
2017-08-23 22:12 yShadowXOP_: ACTION is listening to [https://osu.ppy.sh/b/1376113 Brad Breeck - Gravity Falls OST (16bit cover)]
2017-08-23 22:15 Seto Kousuke: quer aquele feedback?
2017-08-23 22:16 yShadowXOP_: claro
2017-08-23 22:16 Seto Kousuke: o mapa, como esperado tá muito bom, tua estrutura é bem clean
2017-08-23 22:16 Seto Kousuke: mas ainda tem aquele problema com intensidades, e algumas inconsistencias
2017-08-23 22:16 Seto Kousuke: sem contar com alguns conceitos que acho que seria importante tu lembrar na hora de fazer uma pattern
2017-08-23 22:16 Seto Kousuke: então bora lá, um passo de cada vez
2017-08-23 22:17 Seto Kousuke: o mapa é cs 4,8...cs5 praticamente
2017-08-23 22:17 Seto Kousuke: quando o mapa é de CS alto, tu tem que botar na cabeça que 100% do tempo o jogador vai ter estresse na aim
2017-08-23 22:17 Seto Kousuke: isso é importante lembrar ^
2017-08-23 22:17 Seto Kousuke: o mapa por si só ja dá um estresse grande
2017-08-23 22:17 Seto Kousuke: então tu não pode usar patterns com um estresse demasiado que joga doloroso sem razão, por exemplo:
2017-08-23 22:17 Seto Kousuke: 00:23:232 (1,1,2) -
2017-08-23 22:18 Seto Kousuke: 2 erros grotescos aqui que apareceram , principalmente por causa do estresse do CS
2017-08-23 22:18 Seto Kousuke: 1- linha reta
2017-08-23 22:18 Seto Kousuke: logo na transição
2017-08-23 22:18 Seto Kousuke: isso joga muito dolorido...e ainda aplica um estresse muito grande no jogador
2017-08-23 22:18 Seto Kousuke: quando eu digo estresse, não é de ''URGH TO PUTO'', é estresse de desgaste
2017-08-23 22:18 Seto Kousuke: tu força o jogador a se desgastar cada vez mais sem necessidade entende?
2017-08-23 22:19 Seto Kousuke: o segundo problema é o DS delas
2017-08-23 22:19 Seto Kousuke: https://osu.ppy.sh/ss/8920529 observa como é ''quase o msm DS''
2017-08-23 22:19 Seto Kousuke: eu dei um NC ali só pra tu ver as setinhas
2017-08-23 22:19 Seto Kousuke: se fosse o mesmo DS, seria menos doloroso
2017-08-23 22:19 Seto Kousuke: mas como tu faz o 3 ficar menor do que 1->2 é ainda mais estresse na mira do jogador
2017-08-23 22:19 Seto Kousuke: porque além de ele ter que manter a mira numa velocidade super constante e estressada
2017-08-23 22:20 Seto Kousuke: tu ainda faz ele ter que diminuir a velocidade no meio do caminho
2017-08-23 22:20 Seto Kousuke: fazendo com que seja um movimento super merda de jogar
2017-08-23 22:20 yShadowXOP_: entao deveria diminuir os DS da slider aos circulos?
2017-08-23 22:20 Seto Kousuke: hmmm.....das 2 uma:
2017-08-23 22:20 Seto Kousuke: ou tu deixa o DS do 1->2 igual ao de 2->3
2017-08-23 22:20 Seto Kousuke: ou tu tira essa linha reta
2017-08-23 22:20 Seto Kousuke: e bota um ângulo melhor
2017-08-23 22:21 Seto Kousuke: regra de bíblia: todos os movimentos de 90° são levemente doloridos...todos os movimentos de 80°-40° são super confortaveis
2017-08-23 22:21 Seto Kousuke: e os de 30° pra baixo são situacionais, precisam de uma pattern e motivo
2017-08-23 22:21 Seto Kousuke: todos os movimentos de 91° pra cima vão jogar esquisito, a não ser que tu faça uma pattern bacana
2017-08-23 22:21 Seto Kousuke: e um flow bacana...mas mesmo assim, não é recomendado abusar muito
2017-08-23 22:22 Seto Kousuke: linha reta = 180°, entende agora? o
2017-08-23 22:22 Seto Kousuke: o:
2017-08-23 22:22 yShadowXOP_: tendeu ;v vo replanejar esse meu kiai da vida
2017-08-23 22:22 Seto Kousuke: poise, isso acontece bastante
2017-08-23 22:22 Seto Kousuke: 00:26:124 (1,1,2) -
2017-08-23 22:22 Seto Kousuke: não foi 180° mas muito próximo
2017-08-23 22:22 Seto Kousuke: mesmo problema
2017-08-23 22:23 Seto Kousuke: 00:29:016 (1,1,2) - aqui tambem, um pouco acima de 90°
2017-08-23 22:23 Seto Kousuke: e com um DS bem mais doloroso do 1->1
2017-08-23 22:23 Seto Kousuke: é um problema similar ao mapa do imperial circus, as transições tão com uns movimentos muito estressantes e ainda com DS inconsistente entende
2017-08-23 22:24 Seto Kousuke: agora pro segundo problema
2017-08-23 22:24 Seto Kousuke: intensidades
2017-08-23 22:24 Seto Kousuke: ao que deu de entender do teu mapping, da música e da escolha de kiai
2017-08-23 22:24 Seto Kousuke: era pra ser '' intensidade ok...KIAI WOW....intensidade ok'' fim do mapa
2017-08-23 22:24 Seto Kousuke: no entanto, tu fez ''intensidade ok com inconsistencia....KIAI WOW....KIAI WOW'' fim do mapa
2017-08-23 22:24 Seto Kousuke: isso é claramente observado aqui olha só
2017-08-23 22:25 Seto Kousuke: 00:32:269 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) -
2017-08-23 22:25 Seto Kousuke: isso é muito igual se não tão forte quanto as que tem no kiai
2017-08-23 22:25 Seto Kousuke: quando tá super diferente do começo do mapa
2017-08-23 22:25 Seto Kousuke: por mais que tu quisesse fazer ele ser mais forte que o inicio do mapa, ainda tá forte demais
2017-08-23 22:25 Seto Kousuke: tá muito igual o kiai, tornando assim inconsistente a construção das sessões
2017-08-23 22:26 yShadowXOP_: hm entao seria aconcelhavem dimunir um pouco mais o DS dele?
2017-08-23 22:26 Seto Kousuke: sim
2017-08-23 22:26 Seto Kousuke: ou isso, ou mudar algumas singles pra sliders
2017-08-23 22:26 Seto Kousuke: igual tu fez no inicio do mapa
2017-08-23 22:26 Seto Kousuke: usar menos DS e mais sliders
2017-08-23 22:26 Seto Kousuke: ja acabou o kiai, ja acabou a energia, não precisa meter pattern de 13 single notes com jumps
2017-08-23 22:27 Seto Kousuke: alguma dúvida sobre esse ponto?
2017-08-23 22:27 Seto Kousuke: ou posso ir pro próximo
2017-08-23 22:27 yShadowXOP_: pode ir
2017-08-23 22:27 Seto Kousuke: baleza
2017-08-23 22:28 Seto Kousuke: agora é sobre a inconsistencia da intro
2017-08-23 22:28 Seto Kousuke: como eu havia falado, a intro era pra ser ''ok'' na intensidade correto?
2017-08-23 22:28 Seto Kousuke: mais fraco que o kiai
2017-08-23 22:28 Seto Kousuke: e mais fraco ou igual ao fim do mapa
2017-08-23 22:28 Seto Kousuke: então fica muito bagunçado e inconsistente você começar com isso aqui:
2017-08-23 22:28 Seto Kousuke: 00:08:775 (1,2,3,4,5) -
2017-08-23 22:28 Seto Kousuke: compara esse DS absurdo
2017-08-23 22:28 Seto Kousuke: com isso aqui 00:09:859 (5,1,2,3) -
2017-08-23 22:29 Seto Kousuke: olha a diferença brutal
2017-08-23 22:29 Seto Kousuke: e a música tá simplesmente igual, super de boa
2017-08-23 22:29 Seto Kousuke: 00:13:112 (1,2,3,4) - e aqui tu continua fraco
2017-08-23 22:29 Seto Kousuke: ou seja, dá de entender que era pra intro ser fraca
2017-08-23 22:29 Seto Kousuke: mas ali no começo tem uma explosão absurda
2017-08-23 22:29 Seto Kousuke: 00:10:943 (3,4,5) - mesma coisa aqui
2017-08-23 22:30 Seto Kousuke: toda hora tu fica trocando a lógica de intensidade
2017-08-23 22:30 Seto Kousuke: uma hora tu explode do nada, outra hora tu faz jump em uma sessão onde logo depois tu fez super perto e era o mesmo som
2017-08-23 22:30 Seto Kousuke: tu precisa manter uma ideia na cabeça e falar ''ok, vai funcionar assim:''
2017-08-23 22:30 Seto Kousuke: o teu estilo é super clean e bem estruturado no visual, então tu acaba ficando preso às lógicas de estrutura
2017-08-23 22:31 Seto Kousuke: ai tu meio que é obrigado a seguir elas...então tu precisa ficar consistente
2017-08-23 22:31 Seto Kousuke: 00:13:112 (1,2,3,4) - por exemplo aqui era a transição, e tu fez super apertado com pouco DS
2017-08-23 22:32 Seto Kousuke: 00:10:943 (3,4,5,1) - mas aqui tu fez jump
2017-08-23 22:32 Seto Kousuke: e a primeira transição que eu linkei é muito mais importante que essa
2017-08-23 22:32 Seto Kousuke: e só pra finalizar, lembra o que eu falei dos angulos? 00:14:558 (1,2,3) -
2017-08-23 22:32 yShadowXOP_: yup
2017-08-23 22:33 Seto Kousuke: além de isso ser muito agudo pra esse momento, olha o que tu faz logo em seguida:
2017-08-23 22:33 Seto Kousuke: 00:15:100 (2,3,4) - viu a linha reta?
2017-08-23 22:33 Seto Kousuke: por mais que seja 2 sliders 1/2 espelhados
2017-08-23 22:33 Seto Kousuke: eles jogam parado por causa do tamanho deles
2017-08-23 22:33 Seto Kousuke: então fica 2 issues combadas...o angulo bem agudo com a linha reta
2017-08-23 22:33 Seto Kousuke: essa pattern em sí joga muito wanky
2017-08-23 22:34 Seto Kousuke: 00:16:004 (1,2,3) - ó a linha reta enfraquecendo o flow de novo
2017-08-23 22:34 Seto Kousuke: e bom, é isso
2017-08-23 22:34 Seto Kousuke: o mapa tá bem estruturadinho, tá bonito....mas tem problemas similares ao do circus lá, inconsistencia nos DS e problema de ênfase nos momentos adequados
2017-08-23 22:35 Seto Kousuke: te aconselho padronizar as coisas ''pra 1/2 comuns eu vou usar X de DS''
2017-08-23 22:35 Seto Kousuke: ''pra 1/2 jump em transição e afins eu uso Y''
2017-08-23 22:35 Seto Kousuke: ''pra momentos MUITO fortes eu uso Z''
2017-08-23 22:35 Seto Kousuke: ''pra momentos onde não é intensidade mas preciso de um pequeno jump pra pattern eu uso X + B''
2017-08-23 22:35 Seto Kousuke: etc
2017-08-23 22:38 Seto Kousuke: agora o que não é um erro, mas uma observação mesmo
2017-08-23 22:38 Seto Kousuke: não é melhor deletar isso? 00:04:076 (4) -
2017-08-23 22:38 Seto Kousuke: 00:03:714 (3) - faz uma reverse
2017-08-23 22:38 Seto Kousuke: 00:04:257 - bota single note aqui
2017-08-23 22:38 Seto Kousuke: ritmo vai fazer muito mais sentido com a música, porque se tu bota 2 cliques de slider 1/2 ali
2017-08-23 22:38 Seto Kousuke: tu tá dizendo que os 2 cliques são importantes no ritmo
2017-08-23 22:39 Seto Kousuke: quando o que tu apresentou foi 00:02:992 (1) -
2017-08-23 22:39 Seto Kousuke: o que de fato joga melhor do que 2 cliques
2017-08-23 22:40 yShadowXOP_: hm ate q fico melhor msm

fiz um irc mod com o shadow na ultima diff, percebi agora que o mapset é de BRs, se vocês quiserem um irc mod também, é só me procurar in-game quando eu não estiver jogando que eu dou uma olhada :)
AUY8HUHAUHASNUDMH ASHGDSAHYUAYHUAAUHAUHAUH
rockstarrzz
Hi, from modreqs

Victor's Easy
00:22:871 (6,1) - This gap seems..awkward, maybe change 6 into a slider?
00:30:823 (1) - remove nc
yeah, solid map, not much to say

Normal
Reduce OD to 3?
00:02:992 (1,3) - could make same shape?
00:08:594 (5,6) - i think make these parallel to 4?
00:19:618 (4,1) - spacing seems a bit big
00:26:124 (5) - nc
00:26:485 (1) - remove nc
00:35:160 (1) - same slider as 5
there are nc issues but it's really weird as alot are on slidertails

Advanced
AR5.5/6 OD4.5/5 ?
00:04:437 (1) - same angle as 00:02:992 (1)
00:05:883 (1,3) - keep angles consistent, decide on a couple to use throughout the map and stick to it otherwise it seems too random
00:12:208 (2,3,4) - overlaps look a bit crap
00:24:678 (1,2,3,4) - looks ugly, take the first one and rotate the other 3 by the same angle, 90, 180, 270 ect
00:35:160 (1) - remove nc
hm..there are some slider shape/angle issues here

ShadowX's Hard
AR8 OD6 is far too high for a <3*, consider AR7 OD6, even then that seems a bit high
00:03:714 (3,4) - add note inbetween on red?
00:05:160 (3,4) - same
00:06:606 (3,4) - ^
00:13:654 (2,4) - stack properly
00:14:558 (1,2) - blanket?
rest is very good
maybe you could scale it up a little bit to make it 3.15* or so?

Victor's Light Insane
00:09:859 (1) - rotate and copy paste for 2
00:19:979 (1) - remove nc
00:21:064 (1,2) - rotate by same angle
00:29:377 (1,2) - parallel
00:38:413 (3) - extend to red?
good map

Insane
jump spam is a little ott imo
00:29:377 (1) - remove nc
00:29:377 (1,2,3) - keep slider shape consistent
00:30:823 (1) - remove nc
00:32:269 (1) - ^
00:32:269 (1,2,3,4,5,6) - too random
00:35:160 (1,2,3,4,5,6) - ew god no, don't do that
00:36:787 (2,3) - blanket
00:41:305 (1) - put in center

ShadowX's Summer Adventure
wow this jump spam
change to od9 and u got a 'good' farm map here
00:17:449 (1,2,3) - maybe some spacing here?
00:18:895 (1,2,3,4) - and here
00:31:726 (2,1) - too close
Topic Starter
Simuzax

rockstarrzz wrote:

Hi, from modreqs

Normal
Reduce OD to 3? i think its fine
00:02:992 (1,3) - could make same shape? done
00:08:594 (5,6) - i think make these parallel to 4? its alright rn imo
00:19:618 (4,1) - spacing seems a bit big reduced just a bit
00:26:124 (5) - nc my bad, fixed
00:26:485 (1) - remove nc previous sound is rly distinct imo so another NC here is fine
00:35:160 (1) - same slider as 5 sound are pretty different so i dont see why
there are nc issues but it's really weird as alot are on slidertails

Advanced
AR5.5/6 OD4.5/5 ? increased AR to 6, OD is already at 5 .-.
00:04:437 (1) - same angle as 00:02:992 (1) just variating a bit, i dont see that as a problem
00:05:883 (1,3) - keep angles consistent, decide on a couple to use throughout the map and stick to it otherwise it seems too random ^
00:12:208 (2,3,4) - overlaps look a bit crap moved objects a bit
00:24:678 (1,2,3,4) - looks ugly, take the first one and rotate the other 3 by the same angle, 90, 180, 270 ect looks fine to me rn, i'll consider changing if someone point that out again
00:35:160 (1) - remove nc explanation for that in Normal
hm..there are some slider shape/angle issues here

Insane
jump spam is a little ott imo
00:29:377 (1) - remove nc explanation for that in Normal
00:29:377 (1,2,3) - keep slider shape consistent that's to make contrast with the next 3 sliders since they have a cleaner sound imo
00:30:823 (1) - remove nc explanation for that in Normal
00:32:269 (1) - ^ ^
00:32:269 (1,2,3,4,5,6) - too random wow i didn't notice that, fixed
00:35:160 (1,2,3,4,5,6) - ew god no, don't do that why not? :(
00:36:787 (2,3) - blanket sure
00:41:305 (1) - put in center doesn't change much but i prefer it where it is rn
yShadowXOP_

rockstarrzz wrote:

Hi, from modreqs

ShadowX's Hard
AR8 OD6 is far too high for a <3*, consider AR7 OD6, even then that seems a bit high
00:03:714 (3,4) - add note inbetween on red? Nop,because in this part I'm following the "clap"
00:05:160 (3,4) - same ^
00:06:606 (3,4) - ^ ^
00:13:654 (2,4) - stack properly Ok
00:14:558 (1,2) - blanket? Nop
rest is very good
maybe you could scale it up a little bit to make it 3.15* or so? i'll think about it later

ShadowX's Summer Adventure
wow this jump spam
change to od9 and u got a 'good' farm map here
00:17:449 (1,2,3) - maybe some spacing here? Nop
00:18:895 (1,2,3,4) - and here ^
00:31:726 (2,1) - too close Ok

Thanks For Modding :D
Lusumi
Smol mod lul

  • ShadowX's Summer Adventures
  1. 00:20:160 (5,6) - to what are they mapped? it seems overmapped to me at least lol
  2. 00:24:678 (1,1,2) - looks a bit unorganized u could try structuring the jumps a bit more
  3. 00:28:293 (1,2,1,2) - i think they are a bit too spaced like most jumps here are 2 - 2.5 and 00:28:654 (1,2) - they increase up to 3.0 for no reason it should rather be lower spaced cuz pitch is lower too
  4. 00:30:823 (1,2,1,2,1,2) - uh... contrast isnt there it feels almost as spaced as the jumps before making the jumps before that less spaced fixxes that and makes the difference of it more noticable (cuz u apparently tried to make the higher pitch there stand out with moar spacing)
  5. 00:30:100 (1,1) - unintended overlap i guess... looks kinda bad try to structure it a bit more
  6. 00:32:991 (1,2) - same
yShadowXOP_

Moge-ko wrote:

Smol mod lul

  • ShadowX's Summer Adventures
  1. 00:20:160 (5,6) - to what are they mapped? it seems overmapped to me at least lol maybe it's a little bit for consistency?
  2. 00:24:678 (1,1,2) - looks a bit unorganized u could try structuring the jumps a bit more Ok
  3. 00:28:293 (1,2,1,2) - i think they are a bit too spaced like most jumps here are 2 - 2.5 and 00:28:654 (1,2) - they increase up to 3.0 for no reason it should rather be lower spaced cuz pitch is lower too Fixed
  4. 00:30:823 (1,2,1,2,1,2) - uh... contrast isnt there it feels almost as spaced as the jumps before making the jumps before that less spaced fixxes that and makes the difference of it more noticable (cuz u apparently tried to make the higher pitch there stand out with moar spacing) i tried to highlight the finishing of the kiai with an extra spacing
  5. 00:30:100 (1,1) - unintended overlap i guess... looks kinda bad try to structure it a bit more i think this overlap is great
  6. 00:32:991 (1,2) - same ^
Thanks For Modding :)
Vivyanne
honestly can the N sampleset just be gone? it's so noisy when you had calm S hitsounds before man.

if you don't wanna change please at least add a silent sliderslide to it to remove like 90% of the annoyance thanks in advance
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