considered. thanks for pointing this out
[Miko] wrote:
Wait what why is tick rate so high? (bacause i wanted to have consistent hitsounding replacing the default tick sounds with custom ones (exemples: 01:17:295 (2) - 01:30:022 (8) - ). my original plan was to use custom slider slide sounds but they are unrakeable for this type of hitsounding.)
didn't fix anything but some things might be changed in the future[Miko] wrote:
Marathon
00:02:636 (1,2,3,4) - Could make these all symmetrical (I hope you get what I mean cuz i don't know how to say it right) (12345 makes a "W" shape. select all of them in the editor and you will see)
00:48:772 (2,4) - Could raise to improve blanket (someone complained before. can you tell me what's wrong with this notes because i honestly don't know)
00:52:409 (4,5) - Could lower 5 to stop weird overlap (the overlap was kinda intentional. but now you are the 2nd complaining. i will decide about it eventually)
01:03:772 (3,4) - Maybe you could but 3 where 1 is so that you keep the theme of your level and don't make the difficulty spike to hard (this jump is for the high pitched piano. it should be noticeable)
01:08:318 (4) - Could blanket 2 better (this is not supposed to be a blanket)
01:26:045 (1,2,3,4) - I get the expanding snap distance idea, but you could organize it better (they are organized. if you select all of them in the editor you will see a "V" or "<" shape slightly flipped)
01:40:590 (1,2,3,4,5,6,7,8) - Gap between 4 and 5 is too big for "insane" difficulty (will get opinions on that. but as a bad player i am still able to hit them normally)
01:41:386 (8,1) - Suggest moving these apart (i think it makes sense to stack because the pitch lowered suddenly but i will consider/wait for more opinions)
01:55:136 (1,2,3,4,5,6,7,8) - Might want to make this straight or more curved because the zig zag looks weird imo (tried to make this simple. i guess i will have to get some opinions on that and maybe some ideas to replace it)
03:23:318 (1,2) - Big spike, no reason defined (vocal pitch huge change. it's very fitting imo)
04:50:590 (1) - Curve the other way so that the circle that moves into the next slider can flow better? (would make little difference in flow because the spacing is very casual there.)
Rest looks good imo
sers zgk wrote:
General
If you want to be ran Ranked music, try not to make monotonous work by matching DS to songs. (it's old style mapping. totally rankeable and imo it's much better than 2017 mapping)
Marathon
You should put a Break after 00:12:409 (1) - (it's fine to not have a break there. a lot of maps uses empty parts like this.)
01:17:863 (3) There is no need to be here. (it's a main beat and there is a sound. no problem having a note.)
Patterns near 01:00:000 are not good, so it is a good idea to unify them. (what do you mean by unify them?)
good luck! (thank you!)
wow does the new kids actually ask other people to hitsound their stuff? that's so lameEnkrypton wrote:
From my mod queue,
Marathon
00:09:454 (5,4) - would re position so the circles edges are perfectly in place with the slider's edges. looks more neat and can be created consistently https://puu.sh/xLf2n/b297b742a9.jpg (fixed)
00:10:363 (2,6) - ^ (fixed)
00:52:409 (4,5) - space these 2 out a bit so u dont get that tiny overlap (now you are the 3rd complaining about them, it's time to fix)
00:59:454 (5,3) - possibly apply the first mod to these as well (they are not part of the same design like the 1st mod. also they are too far in the timeline to be noticed ingame i think)
01:08:318 (4) - this isnt snapped. (it is snapped. it's fine to use 1/6 here as the music does that too.)
01:26:500 (3) - move this slightly to the right to form a better triangle shape. (12345 are making a "V" or "<" shape)
02:17:863 (1,2,3,4) - try to form a square shape with the 3 circles and slider head, current polygon shape looks weird (i'm using increasing spacing that's why it might look weird, should not be a problem ingame)
02:49:454 (5,6,4) - stack these (too far in the timeline to be relevant imo)
02:54:227 (4,1) - the curves here look visually different, it would be cool if they looked more similar imo (interesting suggestion. i get your point but i guess i can't do much about it because the sliders have different lengths. i might try different things if more people complain)
03:00:136 (2,2) - i would either stack or make it clear that circle 2 isnt on slider 2's slider tail (too far in the timeline to be relevant imo)
03:11:045 (4,6,7) - probably angle this so it looks like an equilateral triangle with 03:11:272 (5) - (considered)
03:12:409 (1,2) - avoid overlap or overlap like in first mod (i thought this kind of overlap was still popular nowadays. don't really want to stack or not overlap because the mapping style changes alot the whole diff and i want to keep like that)
03:16:954 (3,4) - this overlapping is very inconsistent compared to your others, just stack completely or find a different way to place these (as i said before, the mapping style is supposed to keep changing)
04:16:954 - important sound missing here (following vocals mostly here. but i have a storyboarded hitsound at that spot for the beat)
04:37:863 (1) - shift slightly to the right so u get overlap like in first mod (i will decide about this one eventually)
04:58:318 (1) - stack this with slider or remove overlap completely and remove NC then NC here: 04:58:545 (2) - (this type of overlap was popular not too long ago : ( this would only make it more difficult to notice the circle)
04:58:772 (3) - slider shape looks inconsistent compared with the other sliders (should not be a problem)
05:20:590 (1,2) - i would try to avoid this overlapping (this type of overlap was popular not too long ago : ( )
05:24:000 (3) - suggestion here: i would add something different to this slider since theres an obvious and dramatic change in music here. (i'm happy with the way it works right now but if someone post images of a new idea i might change if i like it)
05:29:000 (2,5) - overlap head and tail (fixed)
05:30:022 (5,2) - avoid the tiny overlap (i made the overlap worse by fixing your previous suggestion lol. but i like how it is right now.)
05:46:613 (3,4) - i feel the DS is a little to big here (it's the same as 05:46:045 (1,2) - and still smaller than a lot of my jumps)
Some of the hitsounding is a little random and can confuse some players, i would reccomend getting someone more experienced in hitsounding to hitsound for you. (i would rather make my hitsounds simple than ask someone to hitsound my map for me. i don't think my hitsounds are random and the most competitive players won't even notice my hitsounds because of their custom skin's hitsounds)
Good Luck!
The rude sounding "new kids" aside, do ppl nowadays really ask other people to hitsound their maps? TILpimpG wrote:
wow does the new kids actually ask other people to hitsound their stuff?
neonat wrote:
Why is the slider tick rate 4? Furthermore you silence them. Rather than the ticks, silencing the slide would make more sense, especially the starting of the song, it is really loud (yup, sliderslides are annoying but i had to make choices/sacrifices. using tick 4 because i need faster ticks than 1 or 2 to keep my hitsound patterns. in the past i had tick 1 and custom hitsounds as sliderslides, it was a mess because they work different than tick sounds, so it was not sounding the way i wanted and later i found out sliderslides are unrankeable if used as "solid" sounds. also silenced sliderslide at the same time as silenced slider tick is unrankeable. i will try to use a sliderslide with lower volume than usual later)
Marathon
Generally I feel the NC pattern due to the fact that sometimes you try to phrase them by certain parts of the music and not based on starting it regularly after x beats, there is a lot of inconsistencies. There is multiple switches back and forth from starting at the white ticks and at irregular times at other parts of the song. (yeah i was planning to change some new combos but didn't do it because i asked a lot of people for mods so i thought i should wait before updating and stuff..)
00:57:863 - the volume before this could be reduced, 70% is pretty loud, some variation in the volume would help define each part more (sure. 50%)
00:00:823 (1,2,3) - 00:06:272 (4,5,6) - the stacking doesn't really match with the song though, the progression in the tone especially at 00:06:272 (4,5,6) - but it's stationary and feels held back (very subjective imo, so i will keep it the way it is for now. i wanted the beat placement in this intro to be very "linear" and stuff)
00:04:454 (6) - doesn't feel like a continuity of the previous pattern 00:02:636 (1,2,3,4,5) - don't think it should be the same combo. Hence 00:06:272 (4,5,6) - is somewhat different as well (it definely don't belong in the next combo and new combo for a single note won't work here too)
00:23:318 (2) - 00:25:136 (3) - kinda lackluster to have consistent spacing when these beats are quite strong as they lead phrases in. Those 3 1/2 beats before those parts, which occurs throughout the whole beginning of the song, those are lead-ins, but they aren't exactly the main starting portion of the phrases itself, hence they are just lead-ins. They lead towards the strong beat which starts off the parts, which is why it would be better to place more emphasis on them (consistent spacing works on any song and any part of it. it's an intro, i don't want people to miss notes so early)
00:45:136 - strong beat, but it is on a sliderend. Would be better with something starting there instead (i actually care about this main beat stuff but this is a very specific case. 00:44:454 (1,2,3,4,5) - 2slider 3circle while 00:51:727 (1,2,3,4,5) - 3circle 2slider. let's say it's intentional inconsistency)
01:08:318 (4) - why is the repeat at 01:08:469 - ? there is no 1/3 rhythm here (you might not have a good headset. there is 1/3 in this part, its the same instrument as the previous note but it's much lower.)
01:11:727 - 01:39:681 - you attempt to try so many different rhythms here, which makes it really inconsistent. One moment you are following a certain part of the music, and the next you are following something else. You then go back to what it was before after trying it once, and the next time you deviate from that rhythm, it's not the same kind, which is just not gelling together. 01:13:318 (5,6,7,1) - 01:14:909 (5,6,7,8,1) - 01:16:954 (1,2,3) - 01:20:590 (6,1,2,3,4) - 01:24:681 (1,2,3,4) - 01:27:863 (1,2,3,4,5) - 01:29:454 (7,8,1) - 01:31:500 (5,6) - 01:35:136 (2,1,2,3,4) - 01:36:727 (6,1,2) - 01:38:772 (1,2) - (you can tell i follow vocal for the most part of the song. those examples are basically spots that the vocal is not the most outstanding rhythm or simply not very present in the ticks to be mapped. not mapping in the most obvious way is part of beatmapping. check those maps with a lot of guest diffs for example, they usually offer different experiences and features that includes rhythm variation among them...)
01:45:136 (3) - 01:48:772 (1) - if this is the reason why you have sliderticks for 1/4s then I suggest use actual objects, this should not be the reasoning, and it just misleads, if those beats are important enough to be hitsounded, map to them (yeah i expected this to have mixed reception. but storyboarded hitsounds should be rankeable when used correctly and when it's not possible to do with normal hitsounding. in this part i mostly map vocals but this part with sb hitsound has no vocal, but, not having that sound there would ruin my current hitsound logic for this part. we will see.)
I stopped after the first kiai but the general thing is there is so much sprinkling around with the rhythm is here and there, I feel it's just a tad too much. Aside from some generally stiff shapes or patterns, the spacing does generally align with the music, aside from the big white ticks I mentioned a bit above as well.
Good Luck with this map! (thank you for modding!)
TheKingHenry wrote:
The rude sounding "new kids" aside, do ppl nowadays really ask other people to hitsound their maps? TILpimpG wrote:
wow does the new kids actually ask other people to hitsound their stuff?
(to be fair, i was a kid when i joined this game too, so it was not supposed to be an insult. i apologize if anyone reading this feels offended.)
(even in the past, i felt like most mappers didn't put much effort on their hitsounds, but asking other people to hitsound stuff for you rather than modding or giving a few tips is beyond acceptable, i feel sorry for the kids if the laziness/lack of interest got to this point. <<<and for this i wouldn't apologize )
Hello mod from my queue~
I know you asked for irc mod, but sadly after a week of trying to get online when you are there and failing (due the timezone differences you are mostly online during late night hours or early morning when I go to work FeelsBadMan), I need to do this before I open my queue again for this weekend. Hopefully you don't mind (i don't mind, sorry for the inconvenience)MarathonGood luck! (thank you very much!)
- From AiMod: unsnapped objects at 00:00:823 (1) - 00:01:050 (2) - 00:01:277 (3) - (woops, fixed)
- Also from AiMod: there's bunch of conflicting things between the 2 diffs (which I guess isn't really a problem since it doesn't look like the old version is getting worked forward anyways but probably removed later or smth) (yeah i'm just keeping it there because i need two diffs to keep this on pending section, also i want people, especially modders, to look at my map as an old styled map and give suggestions targeted for old styled map, but it's not working so far )
- You could use some more tags, I'm sure there's more to be found. (going to use the same tags as xxheroxx's mapset)
- 00:00:823 (1,2,3,4,5) - okay so this is probably repeated like couple hundred times during this map, so apply for all if so. As in, I think it'd be better if the 1st white ticks were NCd (like 00:01:500 (4) - 00:03:318 (4) - and so on) and the upbeat wouldn't be NCd, leading to a clear indicator of the actual musical structure. So for example, the first combos would be 00:00:823 (1,2,3) - then 00:01:500 (4,5,1,2,3) - then 00:03:318 (4,5,6,1) - and so on (the nc on main beat logic don't work very well on all parts, i also don't want unnecessary short combos)
- 00:04:909 (1,2) - maybe space them out always when 00:05:136 (2) - has stuff like that stronger sound? (the red tick and main beat are basically the same type of sound, that's why they are stacked)
- 01:08:318 (4,1) - there isn't 1/3 anywhere, maybe do that triple beginning at the red tick instead? (you might not have a good headset. there is 1/3 in this part, its the same instrument as the previous note but it's much lower.)
- 01:15:704 (7) - current one is kinda fine too, but I think it'd be more understandable for the player if this was kickslider instead, catching that sound on the red tick as well (i don't think this is compatible with the mapping style)
- 01:36:045 (4) - now that we have a part where the vocal following doesn't really point that much toward the NC at 01:35:363 (1) - either (since the vocals are somewhat "constant" here) just reminder that these are the same as that point I said in the beginning (it looks very fitting the way it is,
not very constant because the rhythm of her vocal in the previous combo is very different)- 01:41:500 (1) - space this out in someway, you just did jumpstream with the last ones, and this one is stronger sound than those (the sound is indeed louder, but the pitch of both vocal and instrument are lower, so i think it's okay the way it is.)
- 01:45:136 (3,1) - don't hitsound like this, it's basically making the player think the rhythms are different than what they are. So basically, have the sliderends and -tails clearly more dominant sounds than the sliderticks. If you want rhythm like this with only one click like this, just use kickslider for it instead (has been done before, https://osu.ppy.sh/s/14624 this guy is considered by many, the best of all time, he did that on the difficulty targeted for inexperienced players. also, in my map, the player can easily understand that this slider has the same rhythm as the others around because of it's shape/length, and by the time he notices the hitsound he will have a hit300 already because it's just a small slider)
- 03:33:318 (1,2,3) - not like it's wrong, but I don't see the reason for using less intense and more forgiving version of the pattern the 2nd time around, shouldn't it normally be the other way? (good point. i agree about the "difficulty increasing as we progress in the song" thing, but i actually suck at remapping. still considered so i might change in the future)
- 03:38:545 (4,5,6,2) - would look better if the stack was between 03:39:227 (6,2) - instead of 03:38:545 (4,2) - (since 03:39:227 (6) - is the one of those that is last visible. Automatic stack kinda fucks up positioning these but tuning is still possible manually)
- 03:50:590 (6,1,2) - I think this was in the last kiai too, NC 03:50:590 (6) - instead? That's the emphasised point with both vocals and instruments (and NC on blue tick 1/4 that is after a slider is in most cases just no-go) Yeah the last one was 02:16:045 (6,1,2) - (she keeps singing until the main beat, so i think it's more fitting to have the new combos on the parts after it since the next rhythm starts around there too)
- 04:33:318 (5,6) - by far the least intense and most forgiving version of this pattern, on the by far "most intense" part of the song (well, essentially the same chorus but the last time for it). Ain't this going the wrong way? (can't disagree but i suck at remapping, very considered so i might change it in the future. why do you think it's the wrong way? please answer)
- 04:36:045 (7,1,2) - what I said just above there ^ (same as before)
- 04:37:409 (8) - It'd be good to NC for the changes in the stream, also the combo is getting quite long for what you've used in the map so far. (still the same length as 02:01:727 (1,2,3,4,5,6,7,8,9,10,11,12) - and 03:36:272 (1,2,3,4,5,6,7,8,9) - so it's consistent to what it needs to be)
- 04:58:318 (1,2) - it'd flow better if 04:58:545 (2) - was atleast somewhat downwards in some way from 04:58:318 (1) - due how 04:57:863 (1,2) - goes (very subjective so i keep it for now. also 04:58:318 (1,2) - are basically symmetry)
- For that last flute solo section, a lot of NCs that were kinda meh in terms of how they were structuring it. You can check yourself what you want to do with them, but most of the time when the NC wasn't on white tick it felt like it was at the wrong place. (they are okay already i also have white combo exclusively for this ending, but only on the parts with focus only on vocal)
Okay so basically, the way these doubles patterns are going, first is 01:58:772 (1,2,3,4,5) - which is all circles, requiring the most accuracy in tapping (since there are no sliders which are more lenient on the accuracy of the tapping). Next we have 03:33:318 (1,2,3) - which utilizes one slider 03:33:431 (2) - resulting in more lenient pattern since now not only does the head not demand as much tapping accuracy as with circle, the tail is not clicked unlike with the last one, resulting in overall less clicks too. Then finally 04:33:318 (1,2) - there's only sliders. It not only leads to situation where there isn't even any doubles clicked anywhere, the overall amount of clicks is lessened to 2 too. And rhythmical accuracy-wise, it's the easiest one. Only the other slider is on place that could pose rhythmical challenges, and since they are sliders they allow for more mistake in the timing. So with these explanations you see what I meant with how the patterns evolve. The wrong way means that they are basically progressively getting easier during the song. Hope that made things little clearer ^^TheKingHenry wrote:
pimpG wrote:
[*]04:33:318 (5,6) - by far the least intense and most forgiving version of this pattern, on the by far "most intense" part of the song (well, essentially the same chorus but the last time for it). Ain't this going the wrong way? (can't disagree but i suck at remapping, very considered so i might change it in the future. why do you think it's the wrong way? please answer)
oh i thought that you were complaining about the slider directions being different or something like that because of the wording of your question. what you said is legit, it's definely something i will try to change. but historically i have struggled with remaps, especially at that level of relevance, but we will see.TheKingHenry wrote:
Okay so basically, the way these doubles patterns are going, first is 01:58:772 (1,2,3,4,5) - which is all circles, requiring the most accuracy in tapping (since there are no sliders which are more lenient on the accuracy of the tapping). Next we have 03:33:318 (1,2,3) - which utilizes one slider 03:33:431 (2) - resulting in more lenient pattern since now not only does the head not demand as much tapping accuracy as with circle, the tail is not clicked unlike with the last one, resulting in overall less clicks too. Then finally 04:33:318 (1,2) - there's only sliders. It not only leads to situation where there isn't even any doubles clicked anywhere, the overall amount of clicks is lessened to 2 too. And rhythmical accuracy-wise, it's the easiest one. Only the other slider is on place that could pose rhythmical challenges, and since they are sliders they allow for more mistake in the timing. So with these explanations you see what I meant with how the patterns evolve. The wrong way means that they are basically progressively getting easier during the song. Hope that made things little clearer ^^
thanks for moddingCraEZy wrote:
hello. i owe you a m4m (thank you for honoring the m4m, i was about to leave some salty comments in your beatmap discussion thread before you edited your reply )
00:17:635 (3,4) - this stack doesnt make sense imo, i feel like the bass on (4) should be a jump instead of a stack. it repeats a few times, so i see its intended, but what about 00:24:909 (2,3) - 00:03:090 (3,4) - and 00:10:590 (3,4) - ? (the lead sound is the same on all of this parts, it would actually make more sense to make all of them stacks but full consistency don't always results on a better beatmap)
01:41:045 (5) - nc to hint players of 1/4 jump and also to give a little extra health (i will get some opinions on this one because i would need to add a new combo at 01:40:136 (2) - too for consistency)
02:10:136 (3,4) - maybe decrease the spacing to give 02:10:590 (1) - more emphasis? (i'm mapping vocal for the most part of the song,
the pitch of the vocal is much lower in this part so it makes sense to have smaller distance snap)
04:33:318 (1,2) - maybe just make these 2 circles, i feel like people would mistake these as 1/4 jumps (if more people complain maybe i fix)
04:48:772 (1,2) - make this a jump? (very similar sound, makes sense to stack imo)
05:54:227 (1,2,3,1,2,3) - this is really confusing and akward to play, i would make 05:54:227 (1,2) - circles in previous patterns, keep 05:54:909 (3) - a slider, and repeat for 05:55:136 (1,2,3) - (i will wait to see if more people struggle with this part too)
i really disagree with tick rate 4, it doesnt make sense imo, there's no place in this map where i see tick rate 4 being used to an advantage, at least decrease it to tick rate 2, i see that better fitting the song (custom hitsounding purposes)
i also would suggest to change to bg to something 1920x1080. itll be higher quality and a resolution to what most people on osu play(seems like 1920x1080 is rankeable now.. it was not, a few years ago. i will see if i can get the same image with that resolution but mu current bg is still fine for the ranking criteria anyway)
thats all! gl
thank you for mod, and finally i got another star, thanks for that too!- titan wrote:
hi, m4m from my queueSPOILERcool map. love the old style. gl! (old style is best style, thank you )a few general things before i start pointing out individual stuff:
-bg is pretty low quality and the borders are kinda weird (the quality is okay, it's the same bg as the xxheroxx mapset, but i actually plan to replace it for a slightly better version, i want to get rid of the small line on the right between the border and the artwork. i made a mistake editing it probably)
-hp drain is a bit high, not really ideal for a marathon (will decrease a bit)
-why is letterbox during breaks on? not really an issue but it looks weird with the borders on the bg (gonna fix)
ok let's go
Marathon
00:01:500 (4,5) - slider starts on a white tick 00:03:318 (4,5) - slider starts on a red tick. they give very different emphasis so you might wanna make it more consistent ? (you also kinda switch between what you emphasize throughout parts that sound like this)
00:30:590 - not really sure why there's already a break here (it has the same sounds as the ones i mapped since the beggining, but now i also have that repetitive loud beats in the white ticks, not very creative to map so it's okay to have a break here)
01:41:045 (5) - i feel like there should be an nc here to signal this is still 1/4 (realized after i said this the previous modder said the same thing.) (will decide what to do there soon)
02:45:818 (3,4) - i don't really like how this is directly overlapping. on skins with slider end circles it's really hard to read (it's not hard to read in the default skin so that's good enough for me)
03:06:954 (7) - not really sure what the different hitsounds here are emphasizing (loud hitsound for outstanding sound in the music)
03:27:636 (3,5) - pretty sure these shouldn't be 1/4 (not a problem)
03:46:727 (5,1,2,3) - flow feels really different here (you could do ctrl+g on 03:47:409 (1) maybe ??) (definely not my favorite part of the map but a ctrl g may not be enough to make it better. i might change this part in the near future)
05:23:318 (1,2,3) - idk why this part is so much more difficult than the rest of the map. seems kinda overdone imo. (will get opinions on that)
ok that's all take a star bc this map is cool and my mod is kinda short (it's still a good mod )
https://osu.ppy.sh/s/53793Igor Sprite wrote:
Cadê a diff de taiko
thanks for moddingCatshy wrote:
Hi!
M4M from my queue
[Marathon][Afterword]
- Change source to 東方Project (i believe that the mapper is allowed to use source in romaji. for now i will use "Touhou Project")
- Add 東方風神録 to the tags (sure)
- Change the Stack Leniency to 4 (in Song Setup>Advanced) so 1/2 notes get stacked (i will do some research about this)
- Consider change of the BG as current one doesn't look nice with low resolution and black rectangles on the sides (my suggestion) (this one looks like a trap, i don't really plan to use a different artwork than the current because i'm mapping this song because i love the mapset that xxheroxx made of the same song, he used the same artwork https://osu.ppy.sh/s/53793)
- 00:03:318 (4) - make a slightly bigger jump here for an emphasis (this is a symmetry based pattern, can't move it a single pixel)
- 01:01:045 (4,2) - move (4) up so they don't overlap (interesting suggestion i never really noticed the overlap, i will decide about it eventually)
- 01:35:136 (2,1) - don't make a jump here; there's nothing to emphasize; (it's basically emphasizing the transition between the verses/vocal changes)
- 01:35:363 (1) - take NC off (^)
- 01:40:135 (1) - no need for NC here either (a lot of people suggested me to split this 01:40:590 (1,2,3,4,1,2,3,4) - with new combo but doing this required a new combo on that slider for consistency)
- 04:37:409 (8) - NC since you change the DS here (none of my similar streams have been split so i don't think it's right to do it here,
i also don't think it's hard to read)- 04:58:318 (1) - don't overlap it with previous slider; move it to the side (this works about the same way as a normal stack)
- 05:15:363 (4,5) - since you stack the other double, I suggest you stack this as well (i like it unstacked here)
- 05:23:318 (1,2,3) - since there's a rhythm change here, I'd use NC on each slider so it's easier for a player to catch it out (i will get opinions about that)
- 05:46:500 (2,3) - why don't you stack them like the other? same here 05:46:840 (4,5) - (i don't want them to be similar)
- 05:52:181 (1) - , 05:53:772 (1) - take NC off (unusual new combos are following vocals)
Wow, fallback to oldstyle mapping, huh? I'm more of a "modern" mapper so I couldn't really point out many issues (that's okay). Good luck!
東方Project
muito obrigado pelo mod. o stream foi muito divertido, adorei a ideiaAtaraxia wrote:
nosso esqueminha la xd
[General]
- Eu não li a thread mas so queria levantar a questão em relação a essa BG que tem essas borda preta, não sei se é permitido tanto que o osu! tem a propia widescreen support, só deixando apontado mesmo essa questão. (essa imagem não existia em resolução 16:9 eu coloquei as bordas pretas porque o widescreen support não parece afetar a forma que backgrounds se comportam tanto no gameplay quanto no editor ou na seleção de map. acredito que só faz alguma coisa quando se usa storyboard)
- O Nome literário da Source seria 東方Project, tanto que o nome sem a escrita japonesa não é mais usada. se você considerar:
Nome em code(fonte tirado do Touhou Wiki) (eu não gosto da ideia de usar a source em japonês porque se o player não for japonês ou não conhecer touhou, ele não vai conseguir ler o texto na source. mas em ultimo caso eu mudaria sim)東方Project- Mp3 Fine
- aimod fine
[Marathon]
- 00:01:500 (1) - Faltou um NC aqui (new combo em toda main beat não é regra absoluta. não faz sentido para a forma que eu mapeei a intro)
- Talvez seja proposital, mas aqui era para faltar o break point 00:12:702 - ? de HR pode ser prejudicial (por mais que seja o começo) (é intencional, eu não teria problemas em reduzir o OD mais um pouco, caso mais pessoas reclamem)
- 01:50:135 (4) - esse 1/2 stackado é muito repentino... você fez todo seguimento de forma "normal" para o jeito "antigo" e chega num stack muito repentino, alem do player poder ser confundir , fico até "confuso" na hora de ver no editor, deu a impressao que o (4) e o (5) estavam "invertidos". (acredito que você seja a primeira pessoa a mencionar isso, pode ser que seja difícil para você em particular por causa dos maps que você está acostumado a jogar)
eu recomendo fazer exatamente o que eu tinha falado que achei quando eu vi, pega o 01:50:135 (4,5) - e dar aquele Control G, se você percever, vai ver que fica muito melhor a distancia do (5) invertido para o 01:50:590 (1) - também xD(fica ok mas eu gosto da forma que está atualmente,
a sua sugestão deixa essa parte com um ar de mapping 2015 ~ 2017 eu não quero descaracterizar meu map)
Mapa muito bom ! realmente gostei de ver todos os aspectos antigos que voce usou e alem disso tudo ficou muito divertido de jogar igual os mapas antigos em sua maioria são.
Fiz rapido mas fiz de coração.
Boa sorte com o processo !
muito obrigado pelo modBariton wrote:
hmm desculpa por esse mod horrível! sério eu sou péssimo moddando mapas com um estilo mais "antigo" mas no geral o mapa me parece ótimo e o spacing tá 10/10, vc conseguiu expressar a intensidade da música perfeitamente (fico feliz por você tentar me ajudar apesar de maps antigos não estarem na sua zona de conforto )general
-OD 7.5? é birra minha mas eu não gosto de OD baixo (vou decidir sobre isso eventualmente)
-recomendaria vc trocar o preto por outra cor já que geralmente escurecem o fundo quando vão jogar e isso pode atrapalhar o jogador (foi por isso que eu fiz essa cor ficar tão próxima de cinza. acho que está visivel o suficiente, e a cor é bem visivel se o jogador não escurecer o BG, qualquer coisa o player pode fazer ignore beatmap skin)maradona
00:03:318 (4,5) - ctrl + g? pra ficar consistente com 00:01:500 (4,5) - (eu prefiro deixar diferente, é intencional)
00:17:863 (4,5) - ^
01:15:476 (1,2,3,4) - aqui vc não ignora nenhum daqueles sons "tecnológicos de fundo" mas aqui 01:18:999 (1,2,3,4) - e aqui 01:20:817 (1,2,3,4) - vc ignora completamente, uma opção seria vc deixar a timeline assim https://i.gyazo.com/f8913f5f896350a4589 ... a39a94.png no lugar de 01:15:476 (1,2,3,4) - pra fazer mais sentido com o resto da música (eu priorizo vocal na maior parte do tempo, nessas partes que eu mapeei os sons diferentes, o vocal estava em pausa.)
03:56:044 (1) - vc ignorou um monte de "sons" com esse slider xd (a maior parte do meu map é baseado em vocal, esse slider segue o vocal perfeitamente)
04:45:363 (2,1,2) - pq vc parou de stackar do nada? (não entendi, qual o problema?)
05:52:181 (1) - 05:53:772 (1,2) - achei esses NCs meio desnecessários! (são new combos de vocal, fiz em varias partes onde o vocal trabalhava praticamente sozinho a partir do final do terceiro kiai)
BOA SORTE!!!!!!!!!!!!!
東方風神録 ~ Mountain of Faith.or
東方Projectno way around that
東方Project( done )