hype
they're snapped to the spacey sound for all of 00:55:497 (2,1,2,3,4) -Genjuro wrote:
Extra diff:
00:55:755 (1,3) - These 2 circles are not snapped to the beat. I don't know if this was intended but felt really uncomfortable while playing the map
if you're a bn who was gonna mod: feel free to do so if you have interest in nominatingKaifin wrote:
this map will only ever die if it hits the loved section
squirrelpascals wrote:
polygonunhingedill do my best to judge but im bad at playing the game x) me too
• 00:15:841 (1,2,1,2) - Why do you all the sudden choose to ignore what you were mapping to at 00:14:806 (1,2,1,2,1,2) - ? The blue ticks here arent strong and you choose to use sliders at 00:18:599 (1,2) - [color=#8000FF]the bass does a little riff hence the use of circles, i'm not ignoring what i was mapping previously, i'm transitioning to the 00:16:186 (1,2) - by using circles and mapping to both the bass and the previous rhythm by having the strong points of the pattern be spaced they way they are 00:15:927 (2,1) - [/color]
• 00:16:617 (2,3) - feels very overexaggerated for such a small wound i dont think thats a small sound, its pretty impactful and the big movement fits the pitch/tone
• 00:22:220 (1) - inconsistent nc from 00:16:703 (3) - fixed
• 00:24:375 - Ignored a pretty strong vocal sound here, important because all of the stream before it at 00:23:944 (1,2,3,4) - followed these voices i understand but it gives the rhythm that follows more impact if i ignore it and map it as 1/2
• 00:26:358 (1) - remvoe nc here, break s your pattern of having an nc every beat for this section and nothing about this note musically stands out. You seem to do this sometimes consistently at other places like 00:31:703 (1) - but I cant see why its necessary necessary for reading, its for the player: with this level of density/overlapping rhythm it just makes things clear to the player
• 00:29:289 (1,2,1,2,1,2,1,2) - This rhythm choise feels very random, 00:29:720 - is ignored based on the hissy sounds that stand out here, 00:29:892 (2) - doesn't feel like it applies, and the kick at 00:29:979 - is ignored also. Also don't agree to the growing spacing in this pattern, how does that apply itself to the music? i explained how this fits to the music earlier in the thread, but can explain again in tldr: its following the song lol... 00:29:289 - the rhythm comes in here, then becomes louder and more echoy at 00:29:806 - which is why the spacing increases
• 00:38:599 - Seems to be the strongest note out of 00:38:427 (1,2,1,2) -, dont know why you chose to ignore. You can say that your not mapping to drums but that doesn't change the fact that this note is very obvious to the play. Same for 00:44:117 - following the song vs following the drums:
the player does NOT hear this note, and the casual listener does NOT hear this note, only the mapper hears this note. leaving out the white tick gives the SONG's rhythm more emphasis, mapping it would seem like overmapping to the player and isn't fitting to the rhythm of the song at all
• 00:38:686 (1,2) - 00:39:979 (1,2) - Comparing spacing like this makes me unsure of how a player would determine a 1/4 jump from a 1/2 jump the first is consistent with the others which makes it readable, the second is right after a 1/2 jump so it kind of "resets" the reading for the player: you can ask players about this and they'll tell you it's fine, no one has ever misread this as 1/4 and it is definitely not an issue
• 00:54:289 (2,3) - Seeems overspaced compared to when you use a lot of the closer streams here. Don't hear anything strong on 00:54:375 (3) - for this you don't hear the really loud whirring sound in the background?????????? its the same sound at 00:52:737 - if that helps
• 00:55:496 (1) - Again, don't understand your singlie note combos. Also, with 00:55:496 (1,2,1,2) - you seem to all the sudden ignore all the sounds you mapped the streams to at 00:54:634 (2,3,4,5,6,1,2) - (the pew noises) i'm following the sounds in the song so i'm not really sure what to say to that, the single note combo is for aesthetic and readability, as the slider velocity decreases
• 00:59:806 (1) - I feel like the blue tick that this slider ends on deserves more of a clicking rhythm than the current slider head, based on the sound you follow right before it at 00:59:634 (1,2) - i can see what you mean, but the hold actually gives it more emphasis than a click would here:
if i made it a click, it'd just be a stream and that'd be a complete shitshow for emphasis, so doing it this way gives more emphasis and fits the song better
• 01:05:324 (1,1) - 01:05:668 (3,1) - I know im modding a map full of long 1/4 jumps, but these spacings are much higher than what you choose to use at the first half of this bookmarked part (from 00:58:255 - ) and might be seen as unexpected unexpected?????? i dont really think that's true,
xilver suggested i changed this pattern and i agreed, the spacing is larger because it is a sudden shift in the note that plays at 01:05:755 (1) - 01:05:324 (1,1) - this spacing is effectively 1/2 so i dont think thats a good comparison btw
• 01:27:910 (1,1) - Since you don't use a lot ov overlapping shapes like this in the kiai this might confuse the player lol no it wont, never seen anyone who can read this have any trouble with a small overlap
i seem to understand the kiai better for some reasonIncrementally Hi-Speed Extreme• Why "Incrementally?" tbh it would only make sense to say this if you had two High Speed Extremes, since "Incrementally" Hgih Speed implies harder difficulty compared to another "High Speed Extreme. WOuld be better to just call this high speed i changed it cause it more accurately fits the map: incremental means "slowly increasing" which is what the map does, it slowly increases in speed, it was called Hi Speed before but xilver pointed out that it wasnt fitting so i changed it to this
• 00:06:961 (3,4,1,1) - The flow here feels jerky and uncomfortable to hit accurately why? feels fine to me and others its just a wiggle,
not a standard pattern but is fine
• 00:09:979 (1,2,3) - like the previous diff, dont find this same rhythm that applicable here following da song >:/
• 00:44:117 (1,2,1) - Might be difficult to sightread because you didn't introduce a spacing concept like this earlier in the map, would just shock the player i understand why you might think that, but its not the case: since it's stacked it allows the pattern to be perfectly readable on sightread,
if it wasnt stacked it'd be fucked tho
• 00:44:461 (2) - nc for downbeat done, changed the nc on 00:44:289 (3) - too so it was consistent
• 00:45:841 (1,2) - Looks like it reads as a 1/2 jump with this bigger spacing, same for 00:51:702 (5,6) - 00:52:651 (2,1) - it doesnt, since it comes directly after two 1/4 sliders and the NCing is consistent it is fine for readability
• 00:47:220 (1) - Don't like how you undermapped with this slider but then continued to map the following part more in depth mini break to give the player a rest/introduce the slower SV
• 00:54:461 -00:55:841 - Ignored? Your'e skipping over a lot of strong beats in favor of a seemingly random rhythm skipping the beat to follow the song's rhythm rather than the drum's rhythm, there is a very clear rhythm to the instruments here
• 01:04:979 (3,1,2) - Flow here looks like it would be uncomfortable because of your spacing decrease at 1,2 and the wide jump angle. the shift in flow works really really well with the sound, it's not really uncomfortable to play (at least at this skill level that the target audience for the map is at)
and instead offers a nice emphasis
• 01:26:789 (2) - Sounds like a stream or some 1/4 rhythm should go under this slider, the notes under this slider are stronger than some that you chose to map streams to. same on 01:32:306 (2) - 01:37:824 (2) - [/color]
• 01:29:979 (4) - nc on bownbeat fixed
• 01:40:668 (1) - sliderbreak centeral getting good central, its not unfcable or fast to the point that it's random, just a different kind of difficulty
• 01:48:599 (4) - nc, because you start ncing every 2 beats at 01:49:289 - so follow this pattern did itExpert• 00:43:944 (1,2) - 00:38:427 (1,2) - These large 1/4 jumps feel kind of spontaneous, the notes that underlie these jumps aren't really strong compared to at something like 00:40:668 (1,2) - i disagree, sounds are just as strong and they're well set up
• 00:46:358 (1,2) - More likely to be read as a 1/4 gap. (00:45:841 (1,2) - ) stacked
• 00:53:082 - Don't like how you left this stronger note on a sliderend, also this 00:52:737 (1,2) - feels pretty underspaced compared to a lot of the 1/2 jumps you use here (00:53:599 (5,1) - 00:53:858 (2,1) - ) spacing chills out to emphasis the dramatic shift in the density of rhythm, making the drum beat clickable here would be shitty rhythm and wouldnt emphasize the held nature of 00:52:737 (1) -
• 00:54:375 - The note on this slidertail feels stronger, considering that you're mapping to the pew noises (like at 00:54:375 - ). Same for 00:56:013 (4) - , skipping over notes like 00:55:841 - makes the entire rhythm at 00:55:841 - feel randomly done it isn't random... i'm mapping to the song you should delete the notes and listen or listen beyond just the drums
• 00:53:082 - Again, don't see why this should be left as a single-note combo well 00:52:565 (1) - is combo'd for reading then 00:52:737 (1) - needs to be combo'd cause its the start of the next phrase
• 00:58:513 (4,1) - When being introduced to this part of the map, this looks like a 1/2 jump when you compare it to all the small 1/4 spacing at 00:58:255 (1,2,3,4) - no it doesnt? you're suggesting the player would play 4 1/4 jumps, ending on a blue tick, and then instinctively read this as a blue tick to blue tick 1/2 rhythm? hell no they read it as 1/4 because they KNOW that the drum beat is coming on the white tick and it just makes sense for the player
• 01:01:272 - Not a big fan of how you ignored this after mapping to this with such spacing at 01:00:668 (1,2) - yeah cause the first time it's incredibly prominent then i completely switch what i'm mapping to.. it's literally an echo it's barely even hearable to the player or even registers as a note in the song, mapping it would be both incredibly awkward and unfitting
• 01:24:030 (4,1,2) - The big jump at 01:24:030 (4,1) - and then the stop in flow to hit 01:24:289 (2) - doesn't look like it plays fluently and yet it does, you don't really stop as much as you just circularly flow from the end of 01:24:117 (1) - to the head of 01:24:289 (2) - it is really flowy
• 01:26:703 (1) - inconsistent nc from 01:21:013 (1,2,3,4) - fixed
• 01:36:186 (1,2,3,4,1,2,1,2) - organizes chaos, it looks like someone would just flail their cursor in a circle to hit this accurately. some sort of offset stack with 01:36:530 (1,2,1,2) - would make this easier to understand, like this. (Hope that is an understandable screenshot lol) i liked the idea you suggested but it'd be unplayable, at least for this difficulty level, decided on changing it to something less confusing
• 01:39:117 (1) - moving this nc to 01:39:289 (2) - will follow more of your 1-2 1-2 nc patterns. Also, why is 01:39:117 (1,2) - spaced so closely compared to 01:38:944 (1,1) - 01:39:289 (2,3) - ? emphasis on the sound + the rhythm is the reason for the spacing, it fits the song, as for the NCing its the same reason, it just fits the emphasis of the sound better to have it nc'd this way to me, and it's consistent with the other time i do this
As much as I wanted to mod every diff in this set, I just don't think that I have the stamina to do it, given that I'm not that motivated to bubble this set either. I'm hoping that my input for the higher diffs was useful though. (You don't have to mod anything back, since I didn't completely finish my mod) i hope you understand my replies and consider this in the future: listen more to the song than the drums, white tick random drum beats that aren't a part of any synth rhythms don't mean shit to the player: if i had mapped every single white tick the map would be overmapped as hell and would feel awful to play despite technically having every note in the song be placed on a beat
sometimes it gives more emphasis to everything else to leave something out, not mapping a note can mean everything else feels and plays so so so much better than if everything single note was just mapped
Loved might actually be a good place for this, even though a lot of people like to refer to loved as "trash," but hear me out. I think these are the types of creative maps that loved was meant for in the first place (not all maps in the loved category are bad). I probably would have put a star icon on this too, but Irre beat me to it, so if you do decide to love this and get some exposure on the set before doing anything else (you have plenty of kd and favs to do so) it looks like you still have some support for the set if you want to unlove it later and keep pushing. I kind of hope you do too, this set is hella fun. the stigma with loved makes me not want to have it there, people who mapped for loved are stupid imo
i need you to push owo set has lots of exposure and a billion playtests just need BNs with the balls to push it, i doubt there would be any community backlash to my map trying to be ranked like alien, no player seems to hate my map, only stuck up mappers who think anything that isn't normal is bad and overmapped
on a side note i dont understand why modders are questioning my rhythm choices in some diffs, but then not bringing it up again in others,
such as at 00:29:289 - where there is a very clear rhythm in the song which i follow in literally every diff
Good luck thanks for the mod its much appreciated even after i basically quit the map
Kaifin wrote:
squirrelpascals wrote:
As much as I wanted to mod every diff in this set, I just don't think that I have the stamina to do it, given that I'm not that motivated to bubble this set either. I'm hoping that my input for the higher diffs was useful though. (You don't have to mod anything back, since I didn't completely finish my mod) i hope you understand my replies and consider this in the future: listen more to the song than the drums, white tick random drum beats that aren't a part of any synth rhythms don't mean shit to the player: if i had mapped every single white tick the map would be overmapped as hell and would feel awful to play despite technically having every note in the song be placed on a beat
sometimes it gives more emphasis to everything else to leave something out, not mapping a note can mean everything else feels and plays so so so much better than if everything single note was just mapped A different interpretation of the song is totally understandable. I hadn't listened to the song as much so I was more inclined to just point out what rhythm choices stood out to me more. My inability to actually test the top diffs and actually experience the map itself might (?) have been a factor.
Loved might actually be a good place for this, even though a lot of people like to refer to loved as "trash," but hear me out. I think these are the types of creative maps that loved was meant for in the first place (not all maps in the loved category are bad). I probably would have put a star icon on this too, but Irre beat me to it, so if you do decide to love this and get some exposure on the set before doing anything else (you have plenty of kd and favs to do so) it looks like you still have some support for the set if you want to unlove it later and keep pushing. I kind of hope you do too, this set is hella fun. the stigma with loved makes me not want to have it there, people who mapped for loved are stupid imo Well, this wasn't mapped for loved, and it doesn't even have to stay in loved. Just saying it might be worth seeing what this map might look like with more player competition because the set itself is pretty interesting. It's an option but you don't have to of course
i need you to push owo set has lots of exposure and a billion playtests just need BNs with the balls to push it, i doubt there would be any community backlash to my map trying to be ranked like alien, no player seems to hate my map, only stuck up mappers who think anything that isn't normal is bad and overmapped I don't think that this map is bad and overmapped lol, to me the issue is that the top diff is too technical and difficult for me to be sure that it makes sense from a ranking standpoint. (and its hard to guarentee "no community backlash" xd)
on a side note i dont understand why modders are questioning my rhythm choices in some diffs, but then not bringing it up again in others,
such as at 00:29:289 - where there is a very clear rhythm in the song which i follow in literally every diff The reason why I only mentioned this sometimes was because I started to feel redundant mentioning that rhythm choice over and over again for each diff, I probably could have said "same for most diffs" or something, sorry
Good luck thanks for the mod its much appreciated even after i basically quit the map
Hi, I don't have FCs on either diff, but I can tell you that both diffs don't have any parts that are unplayable. This is a very challenging mapset but I think both of those diffs are very well done and are definitely in the boundaries of what I'd personally call playable. If people are ranking great 9 star mazzerin maps I don't see any issue with a well done top-level tech mapset like this being rankedKaren wrote:
The map is pretty nice in my opinion but i doubt the playablity of the top diffs.
If Azer is able to fc Bonzi extra and the top diff i would like to give a bubble here.
.
squirrelpascals wrote:
• 00:11:358 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Feels strange to put a stream here that covers the entire instruments you were mapping to beforehand at 00:08:599 (1,2,3,1,2,1,2,1,2,3,4) - while it feels strange, I intended to map a stream there because of the soft sound that was added to the background to finish off that section
• 00:33:772 (3,1) - Looks like a 1/4 gap compared to something else like 00:32:565 (2,1) - eh true, increased spacing
Good luck
Garden wrote:
Lolirii's Collab Expert
- 00:27:565 (1) - 00:33:082 (1) - i guess nc is not necessary here, there's no change in spacing or sth fixed
- 00:56:703 (1,2) - movement to the triplet is a bit forced, why not just map it in a smoother flow like your other patterns I used a kickslider, not sure if that'll work though
highest diff that i can potentially fc as a noob pp farmer
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Monstrata wrote:
unhinged
00:14:806 (1,2,1,2) - Is now unrankable. You have to make then not perfetly stacked, so like manually stack them. Applies to all patterns where the slider end and the slider head are separated by 3/4's of a beat or less. (here its blue tick to white tick, or red tick to blue tick). checking in with qat about this
00:29:289 (1,2,1,2,1,2,1,2,1,2) - This is still the wrong rhythm considering location of doublets. i understand why you think this but i'm mapping to both rhythms, it makes sense to all the players who play the map and is very fitting to play and i haven't had ONE player complaint about this rhythm... maybe if you slow it down to 50% yeah it's mapped to two separate sounds, but all the notes it is mapped to are IN the song and it is my interpretation of the sounds. part of mapping is taking the music and using your own interpretation of it, and getting so up and arms about such a simple rhythm is stupid
00:36:186 (1,2,3,1) - I can't support this either. The angle is too wide to give that snappy movement onto 00:36:530 (1) - well numerous playtests have proven otherwise, it isn't MEANT to be snappy lol.... not everything has to be snappy just because its a "double bpm" movement, not everything needs to follow simple conventions of mapping
01:40:668 (1,2,1,2,1) - I don't see how this pattern is necessary, especially after those three streams from earlier. Having the stream moving downward makes the most sense flow wise. Also your spacing has been suggesting that the next patter would be easier. 1. it's cool as hell to play 2.
the sound is clearly final and needs more emphasis 3. the pattern fits very well with the music and the spacing goes from "big --> medium ---> medium -->
really big which is the level of emphasis i was looking for, complaining about this pattern is like being the fun police, doing it the way you suggested would be boring and inconsistent with the rest of the map which has been using these spacing concepts the entire kiai time
01:49:289 - Should be mapped since it's the same sound as the others. It's not one of those gaps where you can skip it . this is no different than the rest of the notes skipped, if you listen to the song its pretty clear what rhythm im following
Seems the rhythm at 01:42:392 - has finally been fixed or something, only the thing i mentioned above remains.
In any case, the original points I made about overmapping, and about unnecessary difficulty spikes / over the top 1/4 movements all still stand. I'm too busy now to invest time into mapping discussions. I'm not here to convince you of what I consider high quality. And I don't have the time to listen to your discussion about why you think these patterns fit. I'd rather just mod simpler maps where the mapper can give me simple reasons to accept/deny and I can push it forward.
Your best bet is to find another BN. I don't have time to work with large sets in any case, and I'm fairly certain I'm going to run into trouble with the other extra's too just from going through them quickly. Good luck.
from alien thread, really makes you thinkMonstrata wrote:
Do you think any mapper will try the techniques and ideas I've used on this map if they know it'll 1. receive multiple bubble pops and outrage from the community, and 2. result in hundreds of pages of discussion and mapping analysis? If anything, this shows how much trouble mappers need to go through to get anything non-standard and creative ranked.
Garden wrote:
General:Easy:
- seriously, since u already add kancolle in tags, might as well add 雪風 yukikaze too lol. or just remove it sorry i forgot to remove this did it now
- it seems to me that there are some missing whistles(or drumsamples?), but im not familiar with ur hitsounding style so you'd better go through it yourself will comb through my hitsounds and doublecheck
im not sure how to fiix with without breaking my polygon structure, if anything imo i think it gives 3 more spacing which is good because the note has high emphasis anyways
- 01:08:255 (2) - rhythm here is totally predictable for beginners, but it doesn't make sense with music if you listen carefully, I would suggest https://puu.sh/x6sLd/00afc39570.png agreed, fixed
- 01:41:013 (3,4) - ^ for similar reason I think replacing them with a 2/1 slider follows music better i like two circle better here because the music is intense
- 01:23:082 (1,2) - i know u wanna keep the polygon mapping but visual spacing could be larger for a better aesthetic (if you check 01:23:082 (1,2,3) - together, 2 3 spacing seems to be much larger)
Normal:
- 01:08:255 (4) - same as easy, rhythm can be improved imo fixed as well
Hard:Insane:
- 01:36:789 - theres some sound here, different from 01:30:668 (2,3,4,5) - 01:25:151 (2,3,4,5) - . maybe turn into two reversed sliders or even add a note? makes sense, made it 2 repeats
- 00:15:841 (7,8) - what about ctrl-g? like 00:18:600 (7,8) - 00:21:013 (1,2,3,4) - u have different movement design for such variation in music sure i like this
- 00:26:789 (1) - and etc. the rhythm usage is quite unintuitive imo, a 1/2 slider starting from blue tick without any backup is really weird to play, or at least to me, I don't think skipping 00:26:875 - is a good idea here. suggestion: https://puu.sh/x6Arx/ba59bfd697.png or sth similar, that's way more typical blue tick rhythm i guess, would be more natural to play changed!
- 00:29:806 (1,2,3,4) - https://puu.sh/x6BXw/ca5c73a6ef.png seems more correct to me, your rhythm makes sense but it would cause some confusion cuz it never appears somewhere else and i think it's not an appropriate pattern for the lowest insane in this set. edit: it may also have sth to do with ur approach to this rhythm.. like i have no problem with same rhythm patterns in extras, maybe it's just me, so take this as a subjective comment i guess i dont think this is confusing here because the sliders allow for it to be fair game, the player has plenty of time to realize what the rhythm is but i understand the concern
- 00:38:427 (3,4,5,6) - similar point, the doublets rhythm isn't supported by music, should be like https://osu.ppy.sh/ss/8810396 imo. if you insist ur self-created rhythms, i guess try some additive hitsounding woudl help, like drum sample to 00:38:513 (4) - here this rhythm is very clearly in the song
- 00:34:634 (6,7,1) - I would suggest redo nc here like your other triplets so this stack pattern can be much more intuitive to read NC added
- 00:59:979 (3) - 01:05:496 (3) - rhythm design is already complex for an insane difficulty, i personally would like to see the pattern itself easier to read, what about https://puu.sh/x6DvI/757e0180f0.png? it doesnt fit like that D: i will consider change to pattern though
fanzhen's Another
- gj agree
ExtraExpert
- 01:00:582 (1,2,3,4,5) - 01:06:099 (3,4,1,2,3) - u might wanna try same nc pattern fixed
- 01:19:375 (2,3) - use different spacing from 1->2 cuz they are different time gaps, might help player a bit to catch what you are trying to follow this is fine because of the line structure and because it goes in descending order, allows for Cool feeling
- 01:24:461 (1) - not sure what others think but for me it's quite forced to suddenly follow a different slider direction from the stream, also it's against ur movement concept applied to similar rhythm patterns 01:26:875 (1,2,3,4,1) - 01:35:151 (1,2,3,4,1) - its continuing the wiggle motion into the slider flow, i understand how it could be seen that way though
- 01:35:410 (4) - try same hitsounding as 01:27:134 (4) - ? would be nice to have some feedback for the hidden note did it
- 01:40:582 (4,1) - I don't like how they are separated cuz 01:40:927 (4,1) - might be less emphasized. also check your other streams, 01:40:324 (1,2,3,4,1) - are always in line the spacing here is expanding so i instead slightly buffed the spacing of the note you mentioned
- 01:49:203 (1,1,2,3,1) - i expect there's less spacing than 01:47:824 (1,1,2,3,1) - cuz pitch is going down yes but decreasing spacing would break the triangle stream concept present throughout the map and would make it inconsistent for player to read
- 01:50:582 (1,2,1,2,1,2,1) - better add nc to the music rather than the pattern, check 01:46:444 (3,1,2,1,2) - , they should be consistent imo fixed
No comments on the top 3 diffs because i personally cant enjoy them at all, to me they are more a visualization rather than a map.
- 00:21:357 (1,2) - similar to what has been mentioned in insane, consider different movement from 00:20:668 (1,2) - yep ctrl g'd
- 00:26:789 (3) - 00:28:168 (1) - 00:32:306 (1) - at first i thought you were trying to map most intuitive rhythm in this difficulty but i seem to be wrong, these sliders totally mess up my rhythm sense while im testing the diff, dunno what's others' opinions but i find it really weird to play, so I wanna know ur thoughts for this the concept in this diff was using slider rather than clickable objects for the 1/4, im following the same rhythm as the other diffs and it's pretty clear in the song so i'm not sure what to reply with
- 00:27:048 (1,2,3) - please reconsider rhythm or rework your hitsounding here, it is providing confusing feedbackadditive hitsounds
- 00:43:944 (1,2,1,2) - 00:38:427 (1,2,1,2) - idk if different hitsounding is intentional intentional
- 00:58:255 (1,2,3,4) - i hate how my intuition tells me it's circular movement.. and why is this pattern harder than 01:21:013 (1,2,3,4) - ? tech map : ( the pattern is harder because these notes have more emphasis/different context than those notes, as well as being in completely different sections
- 01:00:841 (1,1) - nc abuse imo, it's really hard to tell it's 1/2 or 1/4, 01:01:186 (1,2,3) - rhythm is also confusing to play removed nc on both
- 01:07:910 (1,2,3,4,1,2,1,2) - in this case, change the nc into 3-3-2 fits music better agreed, fixed
- 01:21:961 (2) - I think it should be ctrl-g'ed, judging from how other patterns are played sure changed
- 01:32:306 (4,1) - compared with all similar 1/4 bursts the spacing is really huge, maybe change the position of 01:32:392 (1,2) - ? makes sense, did it
I found this set is bit out of my modding and playing skills, sorry if many things are against your mapping concepts. I can't support this due to the existence of the top diffs (not saying they are bad, they look cool, but they are just out of my judging level). i understand! thank you very much for the mod regardless it was very helpful
squirrelpascals wrote:
• 00:59:461 (6,1) - Don't like the way this reads, simply because you mainly stack your streams at 00:58:772 (1,2,3) - so there might be some confusion there. Same for 01:04:978 (6,1) - and etc stacked
• 01:00:237 (4,5) - I would prefer just spacing these, since its hard to discern a perfect overlap from the low spaced stream at 00:59:979 (1,2,3,4) - to read this properly. Same for 01:05:755 (4,5) - fixed
• 01:07:910 (1,2,1,2,1,2,1,2,1) - I don't see much structure behind this pattern tbh, just looks like a bunch of sporadically placed circles fixed
• 01:41:789 (2) - Looks like it would be read as a 1/4 long slider tbh, compared to the length of 01:39:462 (2) - changed
I tried changing a few things here and there to remedy how I didn't like my parts but in the end I'm still kinda disgusted by my old self lulGarden wrote:
- 01:00:410 (5) - 01:05:927 (5) - try nc for better readability, the approaching circles kinda screw me up fixed
- 01:01:186 (1,2) - broke combo here on my first try lol, kinda unexpected movement but it makes enough sense lol
- 01:41:703 (1,2,3,1,2,3) - is it possible to nerf the pattern a bit? 01:41:703 (1,2,3) - this part requires quite some attention to read properly, which makes 01:42:048 (1,2,3) - even much harder to hit nerfeddddd
thank you for the mod, applied basically all and tweaked some stuff based on what you said + fixed 00:29:289 - rhythm in high speed extra: if you think i should change in expert/extra let me know but i think it is fitting rhythm and dont want to ditch it in all diffKaren wrote:
top
00:02:651 (2,1) - it's strange that you didn't space them but you spaced 00:02:479 (2,1) - , 00:02:565 (1,1) - they are the same sound yep,
fixed and changed shape/placements around it slightly to fix
00:09:375 (2,1,2,3) - consider change the flow here it looks very unnatural, something like this http://puu.sh/xIyBu/b7a370da73.jpg i think this flow here is fine, these two sliders 00:09:117 (1,2) - lead into the wiggle motion of 00:09:634 (1,2) - which is already established on this sound earlier at places like 00:04:117 (1,2,3) - so making it straight wouldnt fit as well since all the other ones aren't linear movement
00:12:996 (2,3) - can add new combos added
00:14:979 (2,2) - they are not perfectly stacked, is that on purpose? and i don't think perfect stacked sliders is a good idea, it just increases the difficulty of reading, try something like this? http://puu.sh/xIyIr/0a785552f3.jpg it works the same but it's easier to read fixed them both to be like you suggested
00:17:565 (1,2,1,2) - ^
00:22:048 (1,2,3) - i didn't expect such a huge jump here, can you make the spacing consistent with 00:16:530 (1,2,3) - this one, the current jump shouldn't appear in this part imo nade smaller, i made this one decrease in spacing from 2-3 unlike the first one for contrast let me know if i should just make it consistent
00:25:410 (3,2) - aesthetics please it's very ugly http://puu.sh/xIyTT/04d680ffb9.jpg fixed idk what i was thinking forgive me
00:29:979 - doubles are cool but i don't think you could ignore this, i'd like to use this rhythm: 00:29:806 - http://puu.sh/xIyZN/14c03aac11.jpg i agree with you: changed to something similar to what you suggested just using 1/4 slider to keep flow and adding a note
00:32:996 (4,1) - should space this as 00:33:082 (1) - it's a downbeat http://puu.sh/xIz4o/d4bed8402d.jpg spaced
00:34:806 (1) - try a circle instead, 00:35:065 (2,2) - you emphasize the downbeats on the second circles so i think you should do this for 00:34:806 - it too no, i would rather use 1/4 slider here because it leads much much more naturally into the 00:34:979 (1,2,1,2) - pattern/rhythm and has a better effect this way imo
00:40:324 (1) - remove nc? removed
00:40:841 (1) - ^ same removed
00:42:220 (2) - just a suggestion http://puu.sh/xIzhk/8051408119.jpg i prefer the placement thats there because of 00:43:427 (1) - 00:42:134 (1) -
00:55:410 (1) - remove nc removed
kiai is cool
bonzi diff is perfect agree
Incrementally Hi-Speed Extreme
00:12:996 (2,3) - nc did iit
00:27:824 (4) - i think it would be better to delete this circle if you want to make the square pattern, it just ruins everything omg i made pattern way cooler now by removing im silly to have not realized this
00:33:255 (3,4) - ^ move them to another place? fixed up this whole section and changed the patterning
00:34:721 (2,3) - why no jump? i think that here, the repeat has enough emphasis that using a jump would make it less impactful
01:08:599 (1,1,1) - http://puu.sh/xIzTx/60d2fbd637.jpg agreed, except i kept the last one 1/2 for cool contrast
01:11:703 (1) - it's 1/4 in your top diff i made it clickable in top diff so i didnt want it to be 1/6, here it is okay to make 1/6 because its not clickable
01:27:048 (3,4) - flow could be improved http://puu.sh/xIA1R/ac31973a6a.jpg i want to emphasis circular motion from 01:26:789 (2) - slider to 01:27:048 (3) - since player moves in circles the whole kiaii
01:47:910 - what's the difficulty spike? why does it suddenly become so easy i wanted the sv/intensity to slowly wind down with the song in
this diff since it gets faster and faster so i thought ending slower and slower would be a good idea, i think its fitting with the song but if its too extreme of a difficulty change i can buff spacing but i want to keep it somewhat simple like this
i appreciate your thoughts, if i decide to update this i'll keep them in mindfieryrage wrote:
hi dont let this 33333333333333
theres still some stuff im curious about mainly on the top diff:
01:17:565 (1) - it's still pretty confusing what you're following here; is it the synth or the vocals? because having 01:19:634 - empty feels rather pointless if it's either or, since the note is there in both instances zz (i know i said this in a previous mod i forgot what the response was Please Do Not Kill) 01:17:565 (1,2) - synth and the rest is vocals, that staticy sound stuck out so i mapped it, then the rest is mapped to the vocals
01:26:530 (1,4) - having overlap here makes this pattern really difficult in comparison to the rest of the patterns in this section, why not do a linear pattern like the other times before? the rhythm is introduced then expanded upon with patterning throughout the kiai of the map: its pretty subjective and flows with the music, i think the pattern is fitting because of the context (the low spacing + slider just before it) i personally dont find this one too difficult to read and havent seen people really struggle with it
01:36:186 (1,2,3,4) - similarly, this also plays bad mainly because of the direction of flow coming from 01:36:013 (2,1) - this, doing something like two stacks to emphasize the synths on 01:36:186 (1,3) - would be cool here I think stacks here would flow badly, i'll think about changing the angle slightly but i think you shouldn't think about the flow so linearly, the player is going to be moving in circles
01:41:703 (1,2,3,1,2,3) - kind of unnecessary to have 1/4 jumps at the end of the kiai tbh, though it's not that big of a deal I guess its the peak of intensity in the song and the peak of intensity in the patterning
01:45:237 (3) - if you're following the synth primarily here, this shouldn't be mapped, and I assume you are considering everything else i hear what you're saying at 50% but i really think its probably better to map this note for playability/consistency, i'll think about changing it
ok3
if u let this die i kill you3
WORSTPOLACKEU wrote:
I could just put it this way though - I can not even follow half of it in edit.
I might not be the target for this map but I also happen to be a mapper and modder so I know something about flow, emphasis and movement.Kaifin wrote:
WORSTPOLACKEU wrote:
I could just put it this way though - I can not even follow half of it in edit.
you are not the target audience for the map: just because you can't play something because you aren't skilled enough does not mean it is bad