the slider that doesnt appear
just like my future
just like my future
but the player continues to fight their way back up and push forward
Shad0w1and wrote:
bg soon also 2kd[uplift]
00:12:189 (3,2) - blanket maybe prefer the current design cuz it creates a nice circular negative space
01:04:603 (2,3) - 1 pixel error
01:12:497 (2,3,1) - if you look at the head of 231, they do not have the same spacing. maybe 01:14:708 (2,1) - stack properly?
01:17:559 (1,2) - blanket better?
01:25:157 (1,2) - 1 pixel
01:27:041 - unsnapped section, maybe you deleted a green line by accident
01:40:315 (1,2) - 2 pixel
02:00:382 - on 1/6 snapping, add a note might help fill that beat better not to imo, cuz its not musically predictable
[hard]
01:27:041 - unsnapped section
01:49:716 (1,2) - blanket
01:54:503 (3,1) - 2 pixel
02:03:422 (2) - nc prob
01:13:129 (1,1) - it looks like a nc spam... better even follow the downbeat nc pattern since 01:09:971 -
01:55:506 (1) - care your unsnapped sliderend
also you might take care because your green lines have different sample sets than red lines
Regou wrote:
M4M!!
Uplift
Looks really cool using upward-only sliders!!
AR8 maybe? it's much more comfortable to play with imo (same for Hard)Hard
- 00:01:903 (3,1) - this jump maybe a little bit too big and looks like a forced blanket. Looking at the latter part with similar rhythm (01:51:628 (3,1) -) the spacing is much smaller there. I understand the music is louder at the beginning but putting such a huge jump feels like overkill to players ;w; Kept the last two, but made the first one easier to introduce the players to the rhythm concept
Same for 00:04:474 (3,1) - , 00:12:189 (3,1) - is better imo mainly because of smoother flow- 00:37:046 (2,3,1) - reduce the spacing here so that the jump at 00:40:474 (2,1) - would stands out more? for now the latter jump doesn't feel good enough to emphasize the high pitch :3
- 00:38:760 (1) - overlap it under the tail of 00:37:046 (2) - ? I think now is fine too.
- 00:53:550 (2) - maybe move it a little bit nearer to (3) now the visual spacing between (2),(3) and (1) is uneven I think the spacing of the head is fine so i wont worry about the tail.
- 00:57:340 (2,3) - may slightly increase spacing to maintain consistency with the former part 00:45:340 (1,2) - mainly because the music doesn't seem to support a decrease in spacing here imo I think the current spacing fits the music pretty well too xP
- 01:27:041 - unsnapped section
- 01:45:979 (1) - this really should be the note located at the top according to your idea lol instead of being placed below 01:44:736 (5,6) -
but the player continues to fight their way back up and push forward
it's a torture to mod a map with Normal sampleset in 100% volume hahahaha
same with uplift, AR9 seems pretty unnecessary, i would even recommend AR7.5 on this oneNormal
- 01:01:445 (3,1) - 01:03:340 (2,1) - removing jumps at these two patterns doesn't make so much sense to me as the melody didn't change much so I don't see a point to break consistency here ;w;
- 01:27:041 - same as Uplift, unsnapped section
- 01:42:210 (1,2,3,1,2,3,1) - would be nice if you can actually create a upward movement just like what you did in Uplift diff, but idk whether it's possible /w\...
sorry for terrible mod(i didn't mod for a long time) and good luck!!
- 00:51:024 (2,3) - You might want to spin this by 10° so that 00:51:655 (3) - is still pointing upward too hard to implement, and I think the current slider shape is fine
- 01:41:894 (4) - x:166 y:163 looks better imo current looks just fine so i'll keep
- 01:55:506 (1) - the tail isn't snapped properly i think?
thanks for the mods!! no reply = fixedEuny wrote:
thanks for check my map monmon❤ there is few of suggestions from me. i enjoyed your nice hitsound ^^.
- General
- same happen in my seventeen map. i know osu will add AudioLeadIn automatic when this map ranked. but if you have extra time, its fine to put by yourself with what secs you want.
- Normal
- i wrote about make same new combo with hard diff. there is nothing special for write about this diff in my opinion. mm if i can say something, 02:00:548 (1,1) - they are too hard to play for newest players maybe..? if i were you i'll put spinner instead of those 2 notes. but its fine to keep current one. since this diff is not easy diff.
- Hard
- 00:25:903 (2) - new combo for make same as your other diffs? or remove normal difficulty one.
- 00:36:189 (2) - ^yay same
- 00:47:866 (3) - new combo for make same as other parts? or maybe dont need uptoyuuuu. changed some other nc's instead
- 00:56:550 (2) - this one become bit close with 00:55:761 (2) - 's afterimage because of stacking. dam my english is not enough for explain this. maybe better to put some link for show you. >> https://osu.ppy.sh/ss/8927600 basically, just move a bit right side or down grid for separation lol
- uplift
- 00:23:331 (1,1,2,3,4) - will be better to put some greenlines on their tail for less volume around 5%. its bit annoying but will improve your nice hitsound more and more. there is silent part you know. so we can listen well those slider end parts and i feels bit pity for it. if you agree with my suggestion, could you put some greenlines on other diffs also? will be perfect sounds for yuuuur map!
- 00:33:617 (1,1,2,3,1) - ^same as above.
- 01:13:129 (1) - this one feels too close from previous object. it feels bit weird while i play this part. since you kept over 1.5 distance for other similar parts. was so fit for music but this one only too close.
- 01:25:157 (1,2) - perfect stack will help for reading while play.
- 01:40:315 (1,2) - same as above
Thanks ezek <3.ezek wrote:
dis song is lit
[General][Normal]
- What about using lowercase letters to begin Normal and Hard? It would be more coherent since the highest diff is named that way, and I guess you must have a reason for it because you are... you yea. idk why it keeps changing my diffs to uppercase -___.
[Hard]
- 00:36:189 (1) - Here you're reflecting the previous slider; however, I believe you should not use symmetry here because this slider ends with a strong sound while the other ends silent, so I do not think this represents the music accurately. Well, to be more clear, I'm not against the symmetry itself, but to the fact that the slider is being reflected like representing the same value in the music when it is not. My suggestion is just to avoid these sliders to share the same shape; if you want symmetry, you could go for other kind of symmetry that doesn't involve having the same shape for both sliders, like this or whatever other thing that can come up to your mind, you know. Made the second slider linear instead.
- 00:52:603 (5,1) - This blanket can be improved. yea
- 01:19:164 (4,1) - 01:26:726 (4,1) - I like the way these patterns represent the music. There is a circle below, then a slider above, which makes sense with the fact that the sound in the circle is lower than the one where the slider begins, hence why I like the circle below and the slider above. However, there are other places where you can apply this as well, which are 01:34:315 (4,1) - and 01:41:894 (4,1) - . Just to be clear on my point, I pointed out those places because the circle is above the height where the slider begins. I didn't really consider it that much for Normal. It's too hard to implement while still maintaining a good use of the screen and a variance of patterns so I'd prefer not to follow this too closely
- 01:50:397 - This green line appears to be unsnapped. It's snapped D:
- 01:49:716 (1) - I do not know if you care, but the accuracy meter thing below overlaps with a notable chunk of this slider (in-game). Eh,
I don't care about accuracy meter, especially since its disabled by default. Also on a song like this with variable bpm, the acc meter is quite useless anyways xP- 01:54:503 (2,1) - Why are you using such big jump here? We are not even supposed to use them at this level Idk what happened here LOL
[uplift]
- 00:31:046 (1) - At least move it a tiny bit up so it doesn't overlap that much with the accuracy meter thing? I just find it a bit annoying but whatever. Really want this at that location since it's the lowest point on the screen.
- 00:38:331 (3) - Please use some kind of jump to represent the intensity here. I don't think this deserves a jump. It's not intense
- 01:57:519 (3) - Should not you be using new combo due to such slider velocity change? Nah, It's still part of the same measure. There is no SV change, it's actually a BPM change
boi the lyrics made me cry
- 00:07:903 (1) - You know what I think of this. Well, last time I mention such thing, you got other many and I do not know if you wish to improve on that matter.Same as Hard D:
Nice, I like that you described your concept in the map description so everyone understands it. People must know what this piece of art is about.
I like this, feel free to poke me for a bub when you're ready for it if u want~
I timed mine through mp3 wavelengths so if yours is different, Bonsai probably timed to a different note. If you notice, the left/right hand piano offsets are slightly off at certain sections (like 15ms). 02:00:548 - Is a good example of a huge shift in offset depending on what you follow.Smokeman wrote:
I care about this song and it's maps so here is something:
02:00:548 (1) - the hitsound on this abruptly stops before hitting the end of the slider/the note in the song finished ringing. If you cant have them longer than what they are now then you could atleast have them fade out so they dont cut out like that. Really kills the immersion for me. Can't without causing the sound to start distorting. I already stretched them as far as they could... the original .wav was only 1 second long.
00:20:760 (1) - 00:31:046 (1) - these aswell Mmm I think theyre fine. This song has some other instruments, especially in the 95 bpm section so playing hitsound-only isn't going to give the song its full impact to begin with.
(01:49:716 (1) - 01:52:603 (1) - ) 01:55:506 (1) - the notes on this abruptly ends and leaves me somewhat cold here 01:56:948 - since the warm tone of 01:55:506 (1) - disapears ^
01:25:157 - there is a kick here. You could add a silent kick-hitsound if you gonna map every sound in the song somehow. (this but silence it https://puu.sh/xlMIF/393e23e243.wav) Nah, I don't really want to introduce kick hitsounds and stuff xP. keep the hitsounds simple
01:45:979 (1) - let this touch the edge of the playfield to show that he has reached the peak! It's fine as is, and my pattern doesn't support that xP/
You should also add a soft-hitnormal so you dont have to rely on the hitnormal of every skin to make sense. (imo the default is fine https://puu.sh/xlMDv/315246aed9.wav). My skin has a stupid hitnormal :gun: Eh i guess that's your own fault, I don't want to have to add what 60 different soft-hitnormals just for people who choose not to use the default skin xP.
Did you have someone check your timing?
I mapped the same song and we differ in the last part (had Bonsai check it for me)
Some of the offsets sound off aswell, this one especialy 01:15:699 - its ~45ms different from mine 01:15:655 - and our first timing point only differs by ~10ms
other than that its pretty... lit
Everything else fixed ^^Natsu wrote:
topHard
- 00:57:655 (3,1) - I almost cry with this blanket, tbh I never expected this from a monstratita's map I tried. the pattern just isn't really a blanket pattern. its hard to blanket a slider anyways, since this isn't just blanketting the head.
- 00:57:655 (3,1) - stack is off I'm just writing this so my mod looks longer.
- 02:00:548 (1) - the slider tick almost R my ears, reduce its volume pls
- 02:03:422 (1) - SAME
normal
- 02:00:548 (1) - same as the top diff
- 02:03:422 (1) - same I'm just writing this so my mod looks even longer.
- 01:49:716 (1) - can you change the rhythm here? idk maybe 2 circles, because the slider tick (because of the redline) looks really troll there also sounds so bad