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Imperial Circus Dead Decadence - Chinurareta Shuren ni Fuker

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-Master-

Seto Kousuke wrote:

irc mod
2017-07-27 16:01 Seto Kousuke: coé
2017-07-27 16:01 Seto Kousuke: tá ocupado?
2017-07-27 16:04 yShadowXOP_: n
2017-07-27 16:11 Seto Kousuke: baleza
2017-07-27 16:11 Seto Kousuke: bora bater um papo sobre teu mapa op lá
2017-07-27 16:11 yShadowXOP_: q op
2017-07-27 16:11 yShadowXOP_: ta ez
2017-07-27 16:11 Seto Kousuke: não falei op de dificuldade
2017-07-27 16:11 Seto Kousuke: aeeajipea
2017-07-27 16:12 Seto Kousuke: antes de eu começar a falar qualquer coisa
2017-07-27 16:12 Seto Kousuke: o quão disposto tu está
2017-07-27 16:12 Seto Kousuke: em passar o mapa inteiro corrigindo erro?
2017-07-27 16:12 Seto Kousuke: odosadkosdksopdsd
2017-07-27 16:12 yShadowXOP_: 0,1%
2017-07-27 16:12 yShadowXOP_: serve?
2017-07-27 16:13 Seto Kousuke: sei lá se serve
2017-07-27 16:13 Seto Kousuke: ai é contigo
2017-07-27 16:13 Seto Kousuke: é que assim, bora lá
2017-07-27 16:13 Seto Kousuke: o mapa tá bom pra caralho
2017-07-27 16:13 Seto Kousuke: eu to realmente impressionado, a estrutura tá legalzinha
2017-07-27 16:13 Seto Kousuke: as streams estão bonitas
2017-07-27 16:13 Seto Kousuke: etc etc
2017-07-27 16:13 Seto Kousuke: show de bola, parabéns
2017-07-27 16:13 Seto Kousuke: mas infelizmente tu não vais conseguir ranquear isso por conta de muuuuuita inconsistência de DS
2017-07-27 16:14 Seto Kousuke: e problematização em ênfase
2017-07-27 16:14 yShadowXOP_: novidade?
2017-07-27 16:14 Seto Kousuke: se tu tá 0,1% disposto em ajeitar tudo, é mais jogo tu botar isso em loved
2017-07-27 16:14 Seto Kousuke: ele tá incrivelmente bom pra um mapa loved
2017-07-27 16:14 yShadowXOP_: n
2017-07-27 16:14 Seto Kousuke: não precisa responder com sarcasmo, eu to querendo ajudar :(
2017-07-27 16:14 yShadowXOP_: vlw
2017-07-27 16:14 Seto Kousuke: eu vou explicar onde e por que
2017-07-27 16:15 Seto Kousuke: dá pra conversar direito?z.z
2017-07-27 16:15 yShadowXOP_: sim claro vo para de brinca ._
2017-07-27 16:15 Seto Kousuke: obg~
2017-07-27 16:15 Seto Kousuke: vou mostrar como ele tá unrankable atm
2017-07-27 16:15 Seto Kousuke: cliquei aleatoriamente
2017-07-27 16:15 Seto Kousuke: em um ponto qualquer do mapa
2017-07-27 16:15 Seto Kousuke: 03:13:304 (3,4,5,6,7) -
2017-07-27 16:15 Seto Kousuke: aqui são patterns utilizando ritmo 1/2
2017-07-27 16:15 Seto Kousuke: correto?
2017-07-27 16:16 yShadowXOP_: s
2017-07-27 16:16 Seto Kousuke: a música está agressiva, o DS está de acordo, os ângulos estão muito bons
2017-07-27 16:16 Seto Kousuke: parabéns
2017-07-27 16:16 Seto Kousuke: 1 nota depois disso acontece
2017-07-27 16:16 Seto Kousuke: 03:13:904 (1,2) -
2017-07-27 16:16 Seto Kousuke: olha a diferença BRUTAL de DS
2017-07-27 16:16 Seto Kousuke: e flow
2017-07-27 16:16 Seto Kousuke: sendo que tu ainda fez isso após um reverse arrow
2017-07-27 16:16 Seto Kousuke: que fragiliza ênfase
2017-07-27 16:16 Seto Kousuke: então geralmente tu precisaria de um DS maior
2017-07-27 16:16 Seto Kousuke: mas tu diminuiu mais de 10x o DS anterior
2017-07-27 16:16 Seto Kousuke: sem motivo aparente na música, é o mesmo ritmo e mesmo som
2017-07-27 16:17 Seto Kousuke: o nome disso é inconsistência brutal de DS
2017-07-27 16:17 Seto Kousuke: é a mesma idéia, mesmo som, mesmo ritmo, mas estão com DS absurdamente diferentes sem razão
2017-07-27 16:17 Seto Kousuke: cliquei aleatoriamente de novo no mapa
2017-07-27 16:17 Seto Kousuke: vejamos
2017-07-27 16:17 yShadowXOP_: hm intendi
2017-07-27 16:17 Seto Kousuke: 05:34:154 (1,2,3,4) -
2017-07-27 16:17 Seto Kousuke: show de bola, angulso bons, DS de acordo
2017-07-27 16:17 Seto Kousuke: aqui no caso, a música está num momento ''comum''
2017-07-27 16:17 Seto Kousuke: agressivo, porém comum, tudo ok aqui
2017-07-27 16:17 Seto Kousuke: mas pouco tempo depois
2017-07-27 16:17 Seto Kousuke: 05:35:804 (1,2,3,4) -
2017-07-27 16:18 Seto Kousuke: justamente numa pattern de impacto olha a diferença nos DS
2017-07-27 16:18 Seto Kousuke: ''hurr, não me convenceu''
2017-07-27 16:18 Seto Kousuke: ok, fui em outro momento
2017-07-27 16:18 Seto Kousuke: lááá atras da musica
2017-07-27 16:18 Seto Kousuke: na mesma sessão musical
2017-07-27 16:18 Seto Kousuke: 02:27:104 (2,3,4,5,6) -
2017-07-27 16:18 Seto Kousuke: olha a diferença brutal de DS
2017-07-27 16:18 Seto Kousuke: é o mesmo momento da música, só que um é aos 2:27 e o outro é aos 5:35
2017-07-27 16:18 Seto Kousuke: mas é exatamente a mesma coisa, porém brutalmente inconsistentes
2017-07-27 16:19 Seto Kousuke: é por isso que o teu mapa , infelizmente não vai ser ranqueável, quando os BNs forem ver, eles vão apontar isso e muito mais
2017-07-27 16:19 Seto Kousuke: ele tem uma inconsistência enorme
2017-07-27 16:19 Seto Kousuke: e isso porque eu fui clicando aleatoriamente no mapa, não fui em nada específico analisando a sério entende?
2017-07-27 16:19 Seto Kousuke: tu precisas criar um padrão de DS baseado em intensidades e sessões
2017-07-27 16:19 Seto Kousuke: e seguir ele
2017-07-27 16:20 yShadowXOP_: ok ;3
2017-07-27 16:20 Seto Kousuke: sinto que ainda tem um leve deboche e descontentamento comigo hmm
2017-07-27 16:20 Seto Kousuke: por acidente acabei sendo grosso?:c
2017-07-27 16:20 Seto Kousuke: ou algo do tipo
2017-07-27 16:21 yShadowXOP_: nah pode judia msm
2017-07-27 16:21 yShadowXOP_: assim eu aprendo
2017-07-27 16:21 Seto Kousuke: tendi

a little irc mod explaining the reasons why I think this map needs a huge fix on it's structure before being able to rank....too many inconsistencies on DS by a huge quantity....few examples are 03:13:004 (2,3,4) - having this kind of DS and 2 notes later having a brutal change like 03:13:904 (1,2) - both DS and rythm...and other many stuff around the map.

It's not a bad map, it truly isn't, some flows are amazing, slider shapes are awesome...lots of angles are good....but the Inconsistency of the structure is noticeable during entire map at many points >3<

best of luck on your decisions <3 :)
Sem querer ser chato, mas assim, loved no jogo é nada mais que um unrank com scoreboard (isso inclui estatística bla bla), são as mesmas características, porém, pelos seus argumentos "Não dá pra dar rank pois: está com Distance muito bruto e inconsistente", isso pra mim foi um jeito meio estranho de quebrar auto-estima, mas enfim, isso não vem ao caso, se você disse que está inconsistente... olha, eu conheço o Shadow, ele já remapeou essa coisa inteira e se tem como arrumar, nós iremos até o final e isso vai ser rankeado.

Não quero uma discussão, só estou botando um comentário e afirmando que com esforço, qualquer coisa vai longe.

Seto wrote:

se tu tá 0,1% disposto em ajeitar tudo, é mais jogo tu botar isso em loved
Isso não vai ser loved. :3
Seto Kousuke

_MasterTSP wrote:

Sem querer ser chato, mas assim, loved no jogo é nada mais que um unrank com scoreboard (isso inclui estatística bla bla), são as mesmas características, porém, pelos seus argumentos "Não dá pra dar rank pois: está com Distance muito bruto e inconsistente", isso pra mim foi um jeito meio estranho de quebrar auto-estima, mas enfim, isso não vem ao caso, se você disse que está inconsistente... olha, eu conheço o Shadow, ele já remapeou essa coisa inteira e se tem como arrumar, nós iremos até o final e isso vai ser rankeado.

Não quero uma discussão, só estou botando um comentário e afirmando que com esforço, qualquer coisa vai longe.

Isso não vai ser loved. :3
Não foi um jeito estranho de quebrar auto-estima, foi um fato sobre o mapa. Tanto que eu deixei bem claro pra ele durante a conversa que tudo o que eu queria era ajudar e eu poderia ficar ali horas e horas explicando como deixar o mapa melhor. Tanto que foi por isso que perguntei na boa o quanto ele estaria disposto em resolver os erros e ele me respondeu com sarcasmo e um jeito seco. Mesmo assim continuei sendo sincero e educado, porém como ele mesmo disse sobre ''estar 0,1% disposto a ajeitar'', mais vale a pena deixar em loved então. Não entenda errado, não estou atacando ninguém pessoalmente e nem querendo machucar a auto-estima de ninguém, tudo o que eu quero é melhorar a qualidade do material, não precisa meter a honra de vocês no meio.

btw, sobre ''com esforço, qualquer coisa vai longe.'' Eu concordo plenamente e o que eu mais quero é que os BRs consigam ranquear tudo o que eles quiserem, por isso eu sempre me disponho a ajudar ao máximo desde que tenha interesse do outro lado~ ;)
Aro
Hey! Mod about some things I recognized! Sorry, my English isn't too good, so excuse language mistakes. If you could mod my map (Aro's Extra): t/621085 I would be really happy c:

Infernal
General:

Spacing Emphasis:
00:14:723 (1,2,3,4) -
00:34:108 (1,2,3,4,1,2,3,4) -
01:22:304 (2,3,4) -
01:24:404 (1,2,3,4) -
...
Advice: Try to space circles with a stronger sound (drum/snare/clap etc., loud guitar/synth) more than weak sounds (hat etc., quiet synth/guitar)!

Stream Flow/Shape Emphasis:
For example, the first death stream section of the song.
Every 16 circles you got a new combo to show that the guitar sound changes. But there are far more notable sounds of the guitar or the vocals who can be visualized throughout a different stream shape or changing the flow of the stream or other objects. Only using new combo isn't enough sometimes. you kind of got the idea about emphasising strong sounds by changing streamflow here in this section of the map: 04:39:610 (4,1) - / 04:40:360 (4,1) - / 04:41:110 (4,1) -

Some other modification:
00:00:416 (1,2,3) - silence the end of those sliders, maybe? the ending always representing a sound that's not giving (i know you don't hurt any guideline or something like this, but it just sounds better in my opinion)
00:04:108 (1,2,3) - ^
00:07:800 (1,2,3) - ^
00:11:492 (1,2,3) - ^

00:18:704 (3) - these kick sliders played really awkwardly through the whole section
00:22:396 (3) - ^
...


00:37:223 (3) - offbeat, isn't it?
00:40:916 (3) - ^

00:53:504 (2) - this one was really confusing because the previous pattering assumed that this slider also has only 2 reverse arrows
(I got a 3 digit player to play your map and he always slider broke at this one (me too btw))

00:59:204 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1) - This part really screws with the song because you don't want your 7 minute map to climax after the first minute. Having death streams like here is way too early in the map. I know that this part is used to be harder cause of it's intensity in the song but that is a way too harsh in my opinion.

03:21:104 (1,2,3,4,1,2,3) - for the first combo you aim very fast and for the second combo you have to hardly interrupt your flowing movement. It's not bad emphasized cause of the vocals, but it's really harsh to play. maybe decrease the spacing a little bit less would help

03:26:954 (6,1) - this one flowed really awkwardly because the slider doesn't follow the back and forth flow of the circles. most players will end up slider breaking because they instinctively try to aim at the end of the slider at the start of their snapping movement.

03:52:304 (1,2,3,4,5,6,7,8,9,10) - snap to an object and stream in the contrary direction is never a good choice (flows really harsh)

02:07:604 (1,2) - double doesn't represent same sound
02:09:104 (2,3) - ^
...
---> 05:39:854 (6,7) - this one is a good double for example (similar sound so it's understandable why you use a double at this particular point)

07:16:454 (1,2,1,2,1,2,1,2) - loved type of pattern at for these sounds but I missed it at 07:18:854 (1,2,1,2,3,4,5,1,2) -

Overall a pretty well-made Map! Good luck with it in the future!
o/
Topic Starter
yShadowXOP_

Aro wrote:

Hey! Mod about some things I recognized! Sorry, my English isn't too good, so excuse language mistakes. If you could mod my map (Aro's Extra): t/621085 I would be really happy c:

Infernal
General:

Spacing Emphasis:
00:14:723 (1,2,3,4) -
00:34:108 (1,2,3,4,1,2,3,4) -
01:22:304 (2,3,4) -
01:24:404 (1,2,3,4) -
...
Advice: Try to space circles with a stronger sound (drum/snare/clap etc., loud guitar/synth) more than weak sounds (hat etc., quiet synth/guitar)!

Stream Flow/Shape Emphasis:
For example, the first death stream section of the song.
Every 16 circles you got a new combo to show that the guitar sound changes. But there are far more notable sounds of the guitar or the vocals who can be visualized throughout a different stream shape or changing the flow of the stream or other objects. Only using new combo isn't enough sometimes. you kind of got the idea about emphasising strong sounds by changing streamflow here in this section of the map: 04:39:610 (4,1) - / 04:40:360 (4,1) - / 04:41:110 (4,1) -

Some other modification:
00:00:416 (1,2,3) - silence the end of those sliders, maybe? the ending always representing a sound that's not giving (i know you don't hurt any guideline or something like this, but it just sounds better in my opinion)
00:04:108 (1,2,3) - ^
00:07:800 (1,2,3) - ^
00:11:492 (1,2,3) - ^

00:18:704 (3) - these kick sliders played really awkwardly through the whole section
00:22:396 (3) - ^
...


00:37:223 (3) - offbeat, isn't it?
00:40:916 (3) - ^

00:53:504 (2) - this one was really confusing because the previous pattering assumed that this slider also has only 2 reverse arrows
(I got a 3 digit player to play your map and he always slider broke at this one (me too btw)) Done

00:59:204 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1) - This part really screws with the song because you don't want your 7 minute map to climax after the first minute. Having death streams like here is way too early in the map. I know that this part is used to be harder cause of it's intensity in the song but that is a way too harsh in my opinion. i already started this way because the music is already getting intense in this part

03:21:104 (1,2,3,4,1,2,3) - for the first combo you aim very fast and for the second combo you have to hardly interrupt your flowing movement. It's not bad emphasized cause of the vocals, but it's really harsh to play. maybe decrease the spacing a little bit less would help Done

03:26:954 (6,1) - this one flowed really awkwardly because the slider doesn't follow the back and forth flow of the circles. most players will end up slider breaking because they instinctively try to aim at the end of the slider at the start of their snapping movement. Done

03:52:304 (1,2,3,4,5,6,7,8,9,10) - snap to an object and stream in the contrary direction is never a good choice (flows really harsh)

02:07:604 (1,2) - double doesn't represent same sound Done
02:09:104 (2,3) - ^ Done
...
---> 05:39:854 (6,7) - this one is a good double for example (similar sound so it's understandable why you use a double at this particular point) Thanks

07:16:454 (1,2,1,2,1,2,1,2) - loved type of pattern at for these sounds but I missed it at 07:18:854 (1,2,1,2,3,4,5,1,2) - Done

Overall a pretty well-made Map! Good luck with it in the future!
o/
Thanks for Modding :D
SilverCatalyst
woah holy !!!
is this going for loved???
-Master-
This may seem crazy, but it is not a joke. We're aiming for Ranked.

"Oh but there's 2xx things to fix ay"

See, if there are things to fix, and this is the limitation, then we will fix and continue, there's no need to haste just for a scoreboard.

Yes, yes, you can rank something after loving. But bah, it's just a scoreboard goddammit
Kyoshiro
Vamo mano, mete rankeed logo e.e, GG
Lorkee
Hi!
M4M
  1. 00:00:418 (1,2) - Blanket not perfect.
  2. 00:00:418 (1,3) - ^
  3. 00:15:187 (4) - This needs more emphasis.
  4. 00:14:264 (3,1) - Why overlap randomly when you have a lot of free space?
  5. 00:15:648 (1,2,1,2) - These should be symmetrical, because they are the same.
  6. 00:17:033 (2,2) - Again random overlap.
  7. 00:30:418 (1,2,3,4) - and 00:31:341 (1,2,3,4) - are more intense parts than for an example 00:29:494 (1,2,3,4) - so I think you should do something about it.
  8. 00:33:341 (2,4) - I think this should be in the middle of 00:32:264 (1,2) - these sliders.
  9. 00:34:110 (1,2,3,4,1,2,3,4) - I'm not saying that I don't like the shape, and it fits the non-geometrical mapping style, but then you should do something cool with these, since it's a slow part.
  10. 01:19:606 (1,4) - You can overlap these.
  11. 01:27:706 (4) - This slider should be different from 01:26:806 (1,2,3) -
  12. 01:27:406 (3,4,3,4) - I'm not a big fan of these overlaps but ok. :v
  13. 01:53:656 (1,2) - and 01:52:606 (2,3,4,5,1) - overlap is just not good.
  14. 01:53:206 (1,3) - Too close?
  15. 02:05:056 - No sound.
  16. 02:10:756 (5,1) - Close. :I
  17. 02:14:806 (1,1,1,1) - In that case use structure. Copy the first two then place it over the second circle etc.
  18. 02:35:206 (2,3,4,5) - Listen to the music, its not the same as 02:34:906 (1) - so you should do something else.
  19. 02:39:106 (2,3,4) - ^
  20. 04:31:455 (7,1) - Overlap?
  21. 05:06:331 (14,3) - ^
  22. 06:52:456 (1,2,3) - Fix the overlaps. It's good tho.
  23. The last timing point and the last two inherited timing points are not needed imo.
Gud map. Good luck! 8-)
Topic Starter
yShadowXOP_

Lorkee wrote:

Hi!
M4M
  1. 00:00:418 (1,2) - Blanket not perfect.
  2. 00:00:418 (1,3) - ^
  3. 00:15:187 (4) - This needs more emphasis.
  4. 00:14:264 (3,1) - Why overlap randomly when you have a lot of free space?
  5. 00:15:648 (1,2,1,2) - These should be symmetrical, because they are the same.
  6. 00:17:033 (2,2) - Again random overlap.
  7. 00:30:418 (1,2,3,4) - and 00:31:341 (1,2,3,4) - are more intense parts than for an example 00:29:494 (1,2,3,4) - so I think you should do something about it.
  8. 00:33:341 (2,4) - I think this should be in the middle of 00:32:264 (1,2) - these sliders.
  9. 00:34:110 (1,2,3,4,1,2,3,4) - I'm not saying that I don't like the shape, and it fits the non-geometrical mapping style, but then you should do something cool with these, since it's a slow part.
  10. 01:19:606 (1,4) - You can overlap these.
  11. 01:27:706 (4) - This slider should be different from 01:26:806 (1,2,3) -
  12. 01:27:406 (3,4,3,4) - I'm not a big fan of these overlaps but ok. :v
  13. 01:53:656 (1,2) - and 01:52:606 (2,3,4,5,1) - overlap is just not good.
  14. 01:53:206 (1,3) - Too close?
  15. 02:05:056 - No sound.
  16. 02:10:756 (5,1) - Close. :I
  17. 02:14:806 (1,1,1,1) - In that case use structure. Copy the first two then place it over the second circle etc.
  18. 02:35:206 (2,3,4,5) - Listen to the music, its not the same as 02:34:906 (1) - so you should do something else.
  19. 02:39:106 (2,3,4) - ^
  20. 04:31:455 (7,1) - Overlap?
  21. 05:06:331 (14,3) - ^
  22. 06:52:456 (1,2,3) - Fix the overlaps. It's good tho.
  23. The last timing point and the last two inherited timing points are not needed imo.
All Done Thanks for Modding :)
Gud map. Good luck! 8-)
FlobuFlobs
  1. That 100% volume on some parts are hurting my ears, consider to decrease the volume, Especially when it goes down from 100 to 40 again, it might confuse player think they missed 01:19:606 - for example, 05:00:077 - scared the crap out of me
  2. Some parts do Flow very poorly like here, you do kinda use a circular flow for this but break it by placing the next object too low 00:18:418 (1) -
    but then you are using linear flow for the exact same rhythm 00:21:648 (2,1,2,3,4) -
  3. Then some spacing are just out of place and dont fit any logical spacing at all or any patterns like 00:23:033 (1,2,1) - which makes no sense at all
  4. 01:20:806 (1,2,3,4,5) - Here is again the same problem with the flow, Now you are using back and forth movement combined with 01:22:006 (1,2,3,4) -
    circular flow/linear flow?
  5. 01:36:256 (7) - heres another example of nonesense in spacing, why is the spacing here so big? there is no special loud sound on this point in the music but
    you still jump why more than before
  6. also you randomly place triples, 01:35:806 - here you used one at the guitar and on 01:33:406 - but then again 01:34:006 - here and 01:36:406 - and so on you dont?

  7. Now you 01:41:206 (1) - even use back and forth with stacking pattern? on the same part on the song like the previous 3 different flow pattern in around 40 seconds

  8. 01:46:606 (3,1) - you previously used spacing or some sort of flow break before to emphasize certain sound but here you did nothing and ignored the loud intrument
    ^01:47:206 (2,3) - or the change in the music completly
  9. 06:33:256 - cant understand what you are following here? the vocals? its a calm part yea, it fits but then 06:35:656 - ?????????



    You should really rework you flow pattern and be more consistent, changing between 4 flow patterns in the same part of the song, in 30~40seconds plays horrible
    also get your spacing more clear, i wont list every single thing out where something flows bad or where spacing errors are, if you fix these little points, you are able
    to find the rest anyway by yourself
Flobs o/
Topic Starter
yShadowXOP_

FlobuFlobs wrote:

  1. That 100% volume on some parts are hurting my ears, consider to decrease the volume, Especially when it goes down from 100 to 40 again, it might confuse player think they missed 01:19:606 - for example, 05:00:077 - scared the crap out of me
  2. Some parts do Flow very poorly like here, you do kinda use a circular flow for this but break it by placing the next object too low 00:18:418 (1) -
    but then you are using linear flow for the exact same rhythm 00:21:648 (2,1,2,3,4) -
  3. Then some spacing are just out of place and dont fit any logical spacing at all or any patterns like 00:23:033 (1,2,1) - which makes no sense at all
  4. 01:20:806 (1,2,3,4,5) - Here is again the same problem with the flow, Now you are using back and forth movement combined with 01:22:006 (1,2,3,4) -
    circular flow/linear flow?
  5. 01:36:256 (7) - heres another example of nonesense in spacing, why is the spacing here so big? there is no special loud sound on this point in the music but
    you still jump why more than before
  6. also you randomly place triples, 01:35:806 - here you used one at the guitar and on 01:33:406 - but then again 01:34:006 - here and 01:36:406 - and so on you dont?

  7. Now you 01:41:206 (1) - even use back and forth with stacking pattern? on the same part on the song like the previous 3 different flow pattern in around 40 seconds

  8. 01:46:606 (3,1) - you previously used spacing or some sort of flow break before to emphasize certain sound but here you did nothing and ignored the loud intrument
    ^01:47:206 (2,3) - or the change in the music completly
  9. 06:33:256 - cant understand what you are following here? the vocals? its a calm part yea, it fits but then 06:35:656 - ?????????



    You should really rework you flow pattern and be more consistent, changing between 4 flow patterns in the same part of the song, in 30~40seconds plays horrible
    also get your spacing more clear, i wont list every single thing out where something flows bad or where spacing errors are, if you fix these little points, you are able
    to find the rest anyway by yourself
Flobs o/

All Ok! ;3

i'll try to organize all the patterns of possible., thanks for modding :)
FlobuFlobs
You can pm me later again After some more mods for a real mod
Topic Starter
yShadowXOP_

FlobuFlobs wrote:

You can pm me later again After some more mods for a real mod
Okay :)
Bastionior
Perdao...
Mas qual o problema em deixar o map loved??
Pelo que entendi voce quer deixar ranked, mas de um certo modo se pode deixar loved(loved nao é algo permanente, se simplesmente pode retirar esse status se der update no mapa), pegar feedback dos jogadores na scoreboard (e fora tbm como está fazendo) e quando tirar suas totais conclusões a respeito de gameplay e afins, retirar do loved e prosseguir pro rank
voce deve imaginar como é árduo o processo e mesmo que demore o loved ainda serve como uma base para fixação do problemas apresentados no mapa e de certo modo voce pode apresentar uma argumentação plausível referente as gameplays para facilitar mais o processo de qualificação.
Veja o monstratos por exemplo, deixou o mapa ALIEN loved, enquanto estava loved continuou a pegar mods enquanto isso outros nominadores viram o desempenho dos top players, apos alguns feedbacks e fatos comprovados ele aprimorou mais que hoje o mapa está ranked
leve em consideração isso, só acho um ultraje ver esse sp desperdiçado por achar que loved é inferior a ranked. < Não estou falando isso Mas da a entender que voce nao quer por capricho ou algo do tipo, quando simplesmente se pode dar rank dentro de loved.

btw se acontecer planos futuros comigo nesse jogo eu ficarei a dispor de fazer um mod e ajuda-lo no processo.
-Master-

Kalindraz wrote:

Perdao...
Mas qual o problema em deixar o map loved??
Pelo que entendi voce quer deixar ranked, mas de um certo modo se pode deixar loved(loved nao é algo permanente, se simplesmente pode retirar esse status se der update no mapa), pegar feedback dos jogadores na scoreboard (e fora tbm como está fazendo) e quando tirar suas totais conclusões a respeito de gameplay e afins, retirar do loved e prosseguir pro rank
voce deve imaginar como é árduo o processo e mesmo que demore o loved ainda serve como uma base para fixação do problemas apresentados no mapa e de certo modo voce pode apresentar uma argumentação plausível referente as gameplays para facilitar mais o processo de qualificação.
Veja o monstratos por exemplo, deixou o mapa ALIEN loved, enquanto estava loved continuou a pegar mods enquanto isso outros nominadores viram o desempenho dos top players, apos alguns feedbacks e fatos comprovados ele aprimorou mais que hoje o mapa está ranked
leve em consideração isso, só acho um ultraje ver esse sp desperdiçado por achar que loved é inferior a ranked. < Não estou falando isso Mas da a entender que voce nao quer por capricho ou algo do tipo, quando simplesmente se pode dar rank dentro de loved.

btw se acontecer planos futuros comigo nesse jogo eu ficarei a dispor de fazer um mod e ajuda-lo no processo.

:/
Spayyce
hey, from #modreqs

we agreed on m4m too :)

[Infernal]

00:14:725 (1,2,3,4) - Make these all equilateral triangles, just for aesthetic consistency

00:23:033 (1,2,1,2) - Just another aesthetic thing, the linear direction of the sliders should line up with the circle placement, they look a bit askew in the current placement.

00:32:264 (1,2) - ^

01:00:331 (16,1) - I think during changes like this you should give a more drastic change in the flow of the slider in order to reflect the new combo usage and the change in chords. This applies to pretty much all of the places where new combo usage is used to reflect chord changes. I personally feel whilst the flow is fine you could do more to engage the user in the song by reflecting these changes more.

01:33:406 (4,5) - Perhaps Ctrl+G each slider so it reflects the jump from 01:33:106 to 01:33:256 better.

01:42:406 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1) - From these notes I would remove the hitsound on the red ticks to emphasise an anti-buildup in a better way to incorporate the beats the player is hitting into the song and map.

02:19:006 (3) - I would start this stream a bit higher up due to the curve you're using, it feels like the player initially is moving downward, but the curve kind of pulls them back up in an uncomfortable way.

02:30:406 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - Same suggestion as ^^

03:22:306 (1) - Reduce the curvature of the first part of this slider a bit so it is better symmetrical with the second curve

03:57:106 (1,2) - Unsure if this is intentional but the distance between these notes is considerably smaller than the distance snap for the rest of the stream.

03:58:231 (16,1) - Like my first stream based suggestion I would make this a sharper turn or more distinct for consistency with (^) and also to reflect the change in chord better.

04:47:581 (2,1) - I would curve 04:47:581 (2) so it blankets the first red anchor on the following slider, and I would also make the first curve on the larger slider less in the middle in order to blanket the slider fully.

04:59:281 (16,1) - ^^

05:05:956 (9,10,11) - On the inverse this curves sharply with little to no change in the music which kind of feels like an odd thing to do at this point. Reversing sharp changes in a stream to chord/vocal changes is a good way to emphasise them rather than doing them for the sake of directional change.

05:55:756 (2) - Ctrl+G to keep the flow consistency with all the other sliders before it.

06:02:056 (2) - ^, but to keep the anti-flow consistency instead :P

06:34:156 (1) - Maybe you could create a double slider blanket here for a better aesthetic appeal, because players usually have more attentive focus on pretty things on the slow parts.

06:54:556 (1,2,3) - I would create a more upward flow using the sliders like in the image below.


06:57:256 (2,3) - Ctrl+G the rhythm here, plays better with the guitar strum chord things whatever they're called lol

07:02:806 (4,5,6) - Flow is kind of odd here, feels like it should be under the slider rather than to the side of it.

07:24:256 (3,4) - Ctrl+G each slider for a more linear progression in difficulty, I feel it matches the rising vocals nicely here.

07:26:056 (1) - Increase the DS of the stream here, feels really appropriate to start the stream spike here and I don't think just an NC does the song justice.

07:30:856 (1) - Nazi suggestion, move this a bit lower to reflect the flow of the stream.

07:37:906 (6,1) - Nerf the gap size here a bit, feels a bit too diff spikey here.

07:40:456 (1) - Make the sliderend a bit quieter, I think it works better with the fadeout guitar.

Could also consider mapping the end guitar? :P

Nice map! Really look forward to when this gets ranked. Best of luck
Topic Starter
yShadowXOP_

-Space- wrote:

hey, from #modreqs

we agreed on m4m too :)

[Infernal]

00:14:725 (1,2,3,4) - Make these all equilateral triangles, just for aesthetic consistency

00:23:033 (1,2,1,2) - Just another aesthetic thing, the linear direction of the sliders should line up with the circle placement, they look a bit askew in the current placement.

00:32:264 (1,2) - ^

01:00:331 (16,1) - I think during changes like this you should give a more drastic change in the flow of the slider in order to reflect the new combo usage and the change in chords. This applies to pretty much all of the places where new combo usage is used to reflect chord changes. I personally feel whilst the flow is fine you could do more to engage the user in the song by reflecting these changes more.

01:33:406 (4,5) - Perhaps Ctrl+G each slider so it reflects the jump from 01:33:106 to 01:33:256 better.

01:42:406 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1) - From these notes I would remove the hitsound on the red ticks to emphasise an anti-buildup in a better way to incorporate the beats the player is hitting into the song and map.

02:19:006 (3) - I would start this stream a bit higher up due to the curve you're using, it feels like the player initially is moving downward, but the curve kind of pulls them back up in an uncomfortable way.

02:30:406 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - Same suggestion as ^^

03:22:306 (1) - Reduce the curvature of the first part of this slider a bit so it is better symmetrical with the second curve

03:57:106 (1,2) - Unsure if this is intentional but the distance between these notes is considerably smaller than the distance snap for the rest of the stream.

03:58:231 (16,1) - Like my first stream based suggestion I would make this a sharper turn or more distinct for consistency with (^) and also to reflect the change in chord better.

04:47:581 (2,1) - I would curve 04:47:581 (2) so it blankets the first red anchor on the following slider, and I would also make the first curve on the larger slider less in the middle in order to blanket the slider fully.

04:59:281 (16,1) - ^^

05:05:956 (9,10,11) - On the inverse this curves sharply with little to no change in the music which kind of feels like an odd thing to do at this point. Reversing sharp changes in a stream to chord/vocal changes is a good way to emphasise them rather than doing them for the sake of directional change.

05:55:756 (2) - Ctrl+G to keep the flow consistency with all the other sliders before it.

06:02:056 (2) - ^, but to keep the anti-flow consistency instead :P

06:34:156 (1) - Maybe you could create a double slider blanket here for a better aesthetic appeal, because players usually have more attentive focus on pretty things on the slow parts.

06:54:556 (1,2,3) - I would create a more upward flow using the sliders like in the image below.


06:57:256 (2,3) - Ctrl+G the rhythm here, plays better with the guitar strum chord things whatever they're called lol

07:02:806 (4,5,6) - Flow is kind of odd here, feels like it should be under the slider rather than to the side of it.

07:24:256 (3,4) - Ctrl+G each slider for a more linear progression in difficulty, I feel it matches the rising vocals nicely here.

07:26:056 (1) - Increase the DS of the stream here, feels really appropriate to start the stream spike here and I don't think just an NC does the song justice.

07:30:856 (1) - Nazi suggestion, move this a bit lower to reflect the flow of the stream.

07:37:906 (6,1) - Nerf the gap size here a bit, feels a bit too diff spikey here.

07:40:456 (1) - Make the sliderend a bit quieter, I think it works better with the fadeout guitar.

Could also consider mapping the end guitar? :P people told me to take this part away :p

Nice map! Really look forward to when this gets ranked. Best of luck

All fixed thanks modding :)
Nostalgic
Do you still remember you requested a mod in my queue 2 months ago? I bet you don't cuz me neither xd

  1. 01:15:481 (10,11,12,13,14,15,16,1,2,3,4,5,6) - could make this part more circular if u know what i mean
  2. 01:46:456 (2,3) - give them more space
  3. 01:54:106 (3,4,5,6) - 02:42:106 (1,2,3,4) - too spaced having regard to the intensity. stack them if u ask me
  4. 03:21:331 (4,1) - I would make a small stream jump here but its rly up to u. A better solution may be turning 03:21:106 (1,2,3,4) into kicks cuz the sudden halt of cursor here doesn't feel right
  5. 04:34:456 (1,2,3,4,5,6) - nc for sv change

totally not bad. GL :)
Topic Starter
yShadowXOP_

Nostalgic wrote:

Do you still remember you requested a mod in my queue 2 months ago? I bet you don't cuz me neither xd XDDDDDD

  1. 01:15:481 (10,11,12,13,14,15,16,1,2,3,4,5,6) - could make this part more circular if u know what i mean
  2. 01:46:456 (2,3) - give them more space
  3. 01:54:106 (3,4,5,6) - 02:42:106 (1,2,3,4) - too spaced having regard to the intensity. stack them if u ask me
  4. 03:21:331 (4,1) - I would make a small stream jump here but its rly up to u. A better solution may be turning 03:21:106 (1,2,3,4) into kicks cuz the sudden halt of cursor here doesn't feel right
  5. 04:34:456 (1,2,3,4,5,6) - nc for sv change

totally not bad. GL :) All Fixed Thanks For Modding
Bokkie
Hi!
M4M as promised c:

I've refreshed the page by mistake just when I was about to finish the mod and it deleted whole progress. I want to kill myself rn C:

[Infernal]
  1. 00:58:606 (3) - how about making this 2 1/4 sliders instead? would match the rhythm better imo
  2. 01:19:531 - add green line and change volume of hitsounds to 5%
  3. 01:27:781 - , 01:30:181 - missing notes (it happens quite often; consider rechecking for triples)
  4. 01:45:406 (3,4,5) - what would you say about a triangle instead of stack? That'd make it crystal clear it's not a triple
  5. 01:46:606 (3) - there's no real beat on those blue lines (at least none I can hear of); consider making it 2 circles or 1/4 sliders instead
  6. 01:55:456 - and 02:02:656 - you're missing an important notes here so you should split those slider into 2 cirlces each
  7. 02:04:906 (5) - previously you used 1/2 slider for the same sound; what's different here?
  8. 02:30:181 - missing a note
  9. 02:30:406 (1) - change to circle; stream should start here 02:30:556 -
  10. 02:43:306 (4) -, 02:46:906 (4) - again, missing important notes; split into two circles each
  11. 03:01:306 (5) - stick to previous rhythm and make it 2 circles instead
  12. 03:07:306 (4,5) - other way around this time; make it a slider to keep the rhythm consistent
  13. 03:13:006 (2) -, 03:15:481 - , 03:16:081 - . 03:17:281 - , 03:17:881 -, 03:24:481 - , 03:25:081 - missing triples; you get the point, find the rest and solve the issue by adding circles
  14. 03:55:306 (1,2,3) - two other triples were starting from opposite sides; this one starts the same as previous
  15. 03:55:606 (4) - if you apply ^ this suggestion, move slider to the left for better flow
  16. 03:58:306 (1,2,3,4,5,6,7,8,9,10,11) - this loop looks like 03:57:706 (9,10,11,12,13,14,15) -'s retarded brother; try fixing it's shape :D
  17. 05:02:656 (10,1) - this make really awkward movement; moving 05:02:506 (8,9,10) - down and rotating the slider by ~50 degrees would help for sure
  18. 05:45:481 (2) - delete this note; there's no sound here
  19. 05:45:556 (3) - make it 2 circles or 2 1/4 sliders
  20. 06:18:556 (1) - I don't quite understand why you made this 3/4 slider instead of 1/2
  21. 06:53:956 - make this note clickable
  22. 07:27:556 (2) - might be hard to read due to overlap with previous stream
  23. 07:40:456 (1) - I GUARANTEE someone will split few fucks because of sldierbreak here; you can prevent that by making this sldier more flow friendly
  24. 07:41:206 - I'd end kiai here instead
Good luck!
Topic Starter
yShadowXOP_

Catshy wrote:

Hi!
M4M as promised c:

I've refreshed the page by mistake just when I was about to finish the mod and it deleted whole progress. I want to kill myself rn C:

[Infernal]
  1. 00:58:606 (3) - how about making this 2 1/4 sliders instead? would match the rhythm better imo
  2. 01:19:531 - add green line and change volume of hitsounds to 5%
  3. 01:27:781 - , 01:30:181 - missing notes (it happens quite often; consider rechecking for triples)
  4. 01:45:406 (3,4,5) - what would you say about a triangle instead of stack? That'd make it crystal clear it's not a triple
  5. 01:46:606 (3) - there's no real beat on those blue lines (at least none I can hear of); consider making it 2 circles or 1/4 sliders instead
  6. 01:55:456 - and 02:02:656 - you're missing an important notes here so you should split those slider into 2 cirlces each
  7. 02:04:906 (5) - previously you used 1/2 slider for the same sound; what's different here?
  8. 02:30:181 - missing a note
  9. 02:30:406 (1) - change to circle; stream should start here 02:30:556 -
  10. 02:43:306 (4) -, 02:46:906 (4) - again, missing important notes; split into two circles each
  11. 03:01:306 (5) - stick to previous rhythm and make it 2 circles instead
  12. 03:07:306 (4,5) - other way around this time; make it a slider to keep the rhythm consistent
  13. 03:13:006 (2) -, 03:15:481 - , 03:16:081 - . 03:17:281 - , 03:17:881 -, 03:24:481 - , 03:25:081 - missing triples; you get the point, find the rest and solve the issue by adding circles
  14. 03:55:306 (1,2,3) - two other triples were starting from opposite sides; this one starts the same as previous
  15. 03:55:606 (4) - if you apply ^ this suggestion, move slider to the left for better flow
  16. 03:58:306 (1,2,3,4,5,6,7,8,9,10,11) - this loop looks like 03:57:706 (9,10,11,12,13,14,15) -'s retarded brother; try fixing it's shape :D
  17. 05:02:656 (10,1) - this make really awkward movement; moving 05:02:506 (8,9,10) - down and rotating the slider by ~50 degrees would help for sure
  18. 05:45:481 (2) - delete this note; there's no sound here
  19. 05:45:556 (3) - make it 2 circles or 2 1/4 sliders
  20. 06:18:556 (1) - I don't quite understand why you made this 3/4 slider instead of 1/2
  21. 06:53:956 - make this note clickable
  22. 07:27:556 (2) - might be hard to read due to overlap with previous stream
  23. 07:40:456 (1) - I GUARANTEE someone will split few fucks because of sldierbreak here; you can prevent that by making this sldier more flow friendly
  24. 07:41:206 - I'd end kiai here instead
Good luck!

Sorry For delay, All Fixed Thanks For Modding :)
Bergy
nm from my q

the MOd.
[general]
you have some unrankable issues with hitsounds and timing lines. i suggest you download modding assistant here. you can select your map name, click "open", then click "warnings", and drop-down global and infernal. here, you can see issues with your map such as contradicting timing lines, unused hitsounds, hitsounds with delay, etc. PM me if you have any questions about this.

[infernal]
00:15:648 (1) - make this a little further spaced away from 00:15:033 (3) -

00:18:706 (3) - you should probably snap the head of these sliders to a 1/6 tick since that's the beat divisor for this section. same with the other sliders.

00:58:606 (3,4) - these overlaps are going to confuse the player. you should move them away from the reverses so the player can see that it has no reverses.

01:47:356 (1) - this pattern seems awkward to start on the red tick - if you started it on the white tick, it may be more recognizable for the player.
same 02:35:356 (1) - , 05:46:306 (1) -

01:50:806 (5) - stream should end here

01:51:106 (2,3,4) - there are no 1/4 sounds to map here, idk why you did this

02:14:806 (1,2,1,2,1,2) - this is a very large jump in spacing compared to the rest of this section - there's nothing very intense going on here, yet you're using spacing of 4-5x. in contrast, the spacing you used at 02:11:806 (1,2,3,4,1) - is only 2-3x.

02:34:006 (1) - i would extend this to a 1/1 slider to show the rhythmic distance to 02:34:456 (2) -

02:53:356 - there should be a circle here since there's a guitar note

03:02:206 (1) - i know you're following the vocals here, but there are a lot of guitar and drums in the background that you shouldn't ignore.

03:03:106 (2,3) - there's no 1/3 here, idk what you're following

03:34:006 (4,5) - should be mapped to 1/3 for the drums

03:51:856 (4,5,6,7,8,1) - i think it would be more fitting if these triples started on the white tick, like you did at 03:54:706 (1,2,3,1,2,3) - .

03:59:806 - , 04:00:106 - why do u lower SV here lol

04:14:956 (5) - you should make this 2 circles to emphasize the higher note at 04:15:143 - . same with the ones after.

04:34:456 (1) - why do you silence the ends of these sliders? they're same volume in the music

04:52:456 (2,3,4,5,6,7) - this pattern looks really disorganized in my opinion
_Epreus
inferal
00:00:418 (1) ~ 00:15:033 (3) - here sounds too loud. can you try to make this moment's volume more more quiet? heres 50% but notes from 00:15:648 (1) ~ 00:44:725 (4) - are 25%

00:15:187 (4) - why is this note only 25%? 00:14:725 (1,2,3) - this 3 notes are 50% 0ㅁ0

00:32:264 (1,2) - there should be a difference between this notes and 00:28:571 (1,2) since you made a difference between 00:30:418 (1,2,3) and 00:26:725 (1,2) i think

00:35:956 (1,2) - ^

00:49:606 (1) - try to use a circle instead of a slider. this slider's end has no special sound

00:55:606 (1) - removing this circle and making spinner in front of this note longer will be more clean owo!

00:56:806 (1) - ^

01:16:306 (5) - nc here because you put hitfinish here too :D

01:42:406 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - why did you nc on every 6,4 notes? ncing on every 8 or 4 notes would be
fit

03:10:906 (1) - this spinner's end should be 5%. I think its end has no special sound

03:32:206 (1,2,3) - irregular distance :3

03:52:306 (1) - triple should start from here but heres a kickslider

04:24:331 (1) - how about keeping previous combo color?

05:06:556 (1,2,1,2) - why did you made this section different with 05:01:756 (1,2,3,4,5,6,7,8,9,10) and 05:11:356 (1,2,3,4,5,6,7,8,9,10) ? theres no difference.

06:33:256 (1,2,3,4,1,2,3,4,1,2,1,2,3,1,2,3,1,2,3,1,2,1,1,2,1,2,3) - try to remove this notes and keep break time here. this section is same with previous break time and theres no reason to put notes here i think. if you wanna keep notes please put notes on previous break time either .

07:21:256 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - i think making this sliders 3/4 or using circles here is better

07:25:756 (4) - I would make this slider repeat only once because its hard to react to next stream if you keep it repeat twice

07:40:456 (1) - this slider should end on 07:41:056 i think


general
01:54:406 ~ 02:08:806 - here should be 3/4 timing. as such you should do ncing note stuff again

02:42:406 ~ 03:10:306 - ^

05:53:356 ~ 06:21:256 - ^

I wanna see another ranked icdd songs :3. good luck for ranking this! this map is also cool :D
TheKingHenry
Hello mod from my queue~
The Sadness Of The Heart That Once Was Merry
  1. Timing first: unnecessary timing points at 01:20:806 - 03:51:106 - 04:36:706 - 04:58:156 - 07:02:056 - ; there's no point having these when the time signature they have are the same and they don't even metronomy reset at all (which wouldn't be necessary anyways)
  2. There should be 3/4 200bpm point at 01:54:406 - ; back to 4/4 at 02:08:806 -
  3. Similarly, 3/4 point at 02:42:406 - ; back to 4/4 at 03:10:306 - (you can just move the point currently at 03:12:706 - )
  4. 04:47:956 - add 200bpm point for clarity (it lines to the actual downbeat); that way the slider won't have fucked up snapping compared to the 200bpm beginning either
  5. 05:53:356 - 3/4 point here, goes back to 4/4 at 06:21:256 - where you actually have 4/4 point already lul
  6. 00:41:033 - that vocal though PogChamp
  7. Metadata as in title and artist seem fine (though I'd recommend checking the romanization of the title with someone with more expertise.
    Source is their official website. You could add the album to the tags though both in japanese and roman alphabet (狂おしく咲いた凄惨な骸は奏で、愛おしく裂いた少女は聖餐の詞を謳う。; also in the website, check romanization with someone)
  8. 00:14:187 (1,2,3) - wrong rhythm; it's first sound on 00:14:187 (1) - then about on the tick (00:14:264 (3) - ) and then about 1/12 after that; if you want to map it, do it with kickslider
  9. 00:39:033 (2) - shouldn't this be same as these 00:37:168 (3) - ; similarly 00:42:724 (2) - . You'd be better off mapping them consistently
  10. 00:58:606 (3,4,5) - give some spacing to these, it's hard to see and with 00:50:806 (1,2,3,4) - these before it should have little more clarity
  11. 01:47:356 (1,2,1,2,1,2) - emphasis like these aside, stuff like 01:51:106 (4,5,6) - is just completely unnecessary overmapping, same again at 02:39:106 (4,5,6) -
  12. Your NCing is mess atm during the 3/4 sections, see to that after you fix the timing parts
  13. 03:03:106 (2) - this isn't 1/3 but circle+triple, and 03:03:406 (3) - is 1/2 not 1/3
  14. 03:34:006 (4,5) - now this on the other hand should be 1/3
  15. 04:42:706 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - not really liking how your hitsounds heavily emphasise against what the pattern is. It isn't even the drums doing it but it's the backgrounding guitar chant, so using loud drum hitsound samples for it isn't really fitting at all. And I'd anyways rather mostly follow the lead since, well, it's the solo lead here.
  16. 05:47:656 (1) - since you like doing it, another one of those additional drum hits here
  17. 06:42:706 (4,5) - subjective, but I think triple like this where the first and last hit of it are much louder than the middle one would be better off as kickslider instead
  18. That's it for me; mostly some rhythm and timing tunings that need to be done, I'll leave the rest to others.
Good luck!
Topic Starter
yShadowXOP_

TheKingHenry wrote:

Hello mod from my queue~
The Sadness Of The Heart That Once Was Merry
  1. Timing first: unnecessary timing points at 01:20:806 - 03:51:106 - 04:36:706 - 04:58:156 - 07:02:056 - ; there's no point having these when the time signature they have are the same and they don't even metronomy reset at all (which wouldn't be necessary anyways)
  2. There should be 3/4 200bpm point at 01:54:406 - ; back to 4/4 at 02:08:806 -
  3. Similarly, 3/4 point at 02:42:406 - ; back to 4/4 at 03:10:306 - (you can just move the point currently at 03:12:706 - )
  4. 04:47:956 - add 200bpm point for clarity (it lines to the actual downbeat); that way the slider won't have fucked up snapping compared to the 200bpm beginning either
  5. 05:53:356 - 3/4 point here, goes back to 4/4 at 06:21:256 - where you actually have 4/4 point already lul
  6. 00:41:033 - that vocal though PogChamp
  7. Metadata as in title and artist seem fine (though I'd recommend checking the romanization of the title with someone with more expertise.
    Source is their official website. You could add the album to the tags though both in japanese and roman alphabet (狂おしく咲いた凄惨な骸は奏で、愛おしく裂いた少女は聖餐の詞を謳う。; also in the website, check romanization with someone)
  8. 00:14:187 (1,2,3) - wrong rhythm; it's first sound on 00:14:187 (1) - then about on the tick (00:14:264 (3) - ) and then about 1/12 after that; if you want to map it, do it with kickslider
  9. 00:39:033 (2) - shouldn't this be same as these 00:37:168 (3) - ; similarly 00:42:724 (2) - . You'd be better off mapping them consistently
  10. 00:58:606 (3,4,5) - give some spacing to these, it's hard to see and with 00:50:806 (1,2,3,4) - these before it should have little more clarity
  11. 01:47:356 (1,2,1,2,1,2) - emphasis like these aside, stuff like 01:51:106 (4,5,6) - is just completely unnecessary overmapping, same again at 02:39:106 (4,5,6) -
  12. Your NCing is mess atm during the 3/4 sections, see to that after you fix the timing parts
  13. 03:03:106 (2) - this isn't 1/3 but circle+triple, and 03:03:406 (3) - is 1/2 not 1/3
  14. 03:34:006 (4,5) - now this on the other hand should be 1/3
  15. 04:42:706 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - not really liking how your hitsounds heavily emphasise against what the pattern is. It isn't even the drums doing it but it's the backgrounding guitar chant, so using loud drum hitsound samples for it isn't really fitting at all. And I'd anyways rather mostly follow the lead since, well, it's the solo lead here. i think hitsound drum gets better fits here lol
  16. 05:47:656 (1) - since you like doing it, another one of those additional drum hits here
  17. 06:42:706 (4,5) - subjective, but I think triple like this where the first and last hit of it are much louder than the middle one would be better off as kickslider instead
  18. That's it for me; mostly some rhythm and timing tunings that need to be done, I'll leave the rest to others.
Good luck!
no reply is fixed :v

Sorry for delay x.x, thanks for modding
Ryuusei Aika
:) Hello!
From #modreqs.

Annotation

Words in red means that is an unrankable issue (= violates the "Rules" in Ranking Critiria General / Ranking Critiria in osu!) that you MUST fix.

Words in bold black means that is an issue that I highly recommand you (= either violate the "Guidelines" in Ranking Criteria General / Ranking Criteria in osu!, or I believe this issue will influence a lot of the experience of playing) to fix.

Words in black means that is an personal issue and have no big influence on your map in my eyes.

The mark "^" means "here is the same question with whose at above".

General

  1. normal-sliderslide2.wav, normal-slidertick.wav, normal-slidertick2.wav, soft-sliderwhistle.wav are shown unused. Please delete them or show me where they have been used in your map.
  2. soft-hitwhistle3.wav has only 74.83ms as length, while the ranking criteria require that every .wav file must be at least 100ms long to prevent issues with soundcards.
    Also, normal-sliderslide.wav is not completely blank (it has 0.02ms as length), while ranking criteria require that if you want a silent/blank hitsound, then you must use a 0-byte wave file. So you need to replace it with a completely blank .wav file (0-byte).
  3. Some timing-lines have conflictive setting (means between red line and green line):
    - 03:12:706 - (kiai)
    - 04:12:706 - (volume level) (custom set number)
    - 04:47:956 - (volume level)
    - 04:48:556 - (volume level) (hitsound set)
    Please fix them as any conflictive settings except slider speed between red line and green line are not allowed.

The Sadness Of The Heart That Once Was Merry

  1. I guess that you want to say in your diff name that "there has one heart, which was merry in before, but now it's full of sadness". If so, then I think the more proper diffname should be "The Sadness Of A Heart That Once Was Merry" because we have no idea that to which that heart belongs, so by changing "The" to "A" can show better such unknown.
  2. The default normal hitnormal sounds (in N:C1 and N:C2) in stream parts is way too noisy, especially in the stream parts. Even considering there have intense drum beats, those sounds completely cover up those beats of the original song and make the song itself hardly audible, which badly ruin the playing experience. For me, the default drum hitnormal sound is way more better (much less noisy, fit drums quite well but not too excessive), so I strongly suggest you to change hitnormal sounds in N:C1 and N:C2 to default drum hitnormal sound (if you still want to use it, I suggest you to change them for all stream parts because they are really harsh in such parts).
  3. 00:04:110 (1,2,3) - Try to make those 2 blankets perfect can improve the aesthetic and consistency of this lovely slow part (current: https://imgur-archive.ppy.sh/jfYR6T6.png).
  4. 00:43:802 (1,2,3,1,2,3,4) - This part looks a little bit messy, so I'd prefer to suggest you to change them to a pattern which based on regular pentagon, which will make this part looks much more better. Here is my suggestion without destruct your current flow: https://imgur-archive.ppy.sh/1MhVfnM.png
  5. 00:59:206 - 01:16:006 - Space arrangement of this part is quite confused.
    If we divide this part into four sections by using three long white lines: 01:04:006 - / 01:08:806 - / 01:13:606 - , you can hear for first and second sections, the tune of the music is (roundly):
    1 4 5 4 | 2 4 5 4 | 3 4 5 4 | 6 4 5 4

    And for the third section, the tune of the music is (also, roundly):
    1 4 5 4 | 2 4 5 4

    Each "|" stands for a long white line which helps to separate sections, and each number stand for a short white line in each section.
    Higher the number, higher the tune of the background music. (Meanwhile, the intensity and density of drum beats stay constant in part I mentioned.)
    However, your space arrangement of those streams are increasing through this whole part (with some random fluctuation, which, while, can be ignored), which can't represent the delicate changes of tune of the music properly. (For part 01:16:006 - 01:17:206 - , the increase of space makes sense because this part drum beats suddenly become quite strong, so stream with sudden increased space works quite well (so I didn't mentioned this part here, too)). But for the large part of the first kiai, the space change of the streams doesn't represent the tune changes, so that could be a problem.
    My suggestions are:
    > (1) If you want to use space change to represent the song, considering that the drum beats have (nearly) no changes, then delicately change the space of streams by following the tune changes would be much more better. Based on the rule of tune changes in this part (colored numbers I wrote above), I suggest you to arrange your space like: (As your first stream has 0.6x as space, let's start with 0.6x)
    - For the first and second section:
    0.60x 0.75x 0.80x 0.75x | 0.65x 0.75x 0.80x 0.75x | 0.70x 0.75x 0.80x 0.75x | 0.85x 0.75x 0.80x 0.75x

    - For the third section:
    0.60x 0.75x 0.80x 0.75x | 0.65x 0.75x 0.80x 0.75x

    And for streams enter 01:16:006 - and 01:17:206 - , you can keep your current 1.00x space for a spicy kick into the strong drum beat part.
    Such arrangement of space can help you to represent the song better and more detailed, and also more logical.
    (Of course you can start with any space you like at the beginning, just make sure that spaces are proportional to tune levels.)
    > (2) If you just want to keep things simple and don't want to show all those changes of tune out, then I suggest you to use an unified space through this whole part (while at the same time, keeping the larger space of stream between 01:16:006 - 01:17:206 - ) so you can represent those drum beats, which have nearly no intensity and density changes. That is also acceptable, logical enough and have good effects to the consistency.
    - 04:58:156 - 05:14:956 - Literally the same part (without some negligible vocals), and your space choice is nearly the same (increasing through the whole part), so ^ (dividing long white lines for this part: 05:02:956 - / 05:07:756 - / 05:12:556 - ).
  6. 01:24:556 (2) - This note has a tiny overlap with the note 01:23:956 (5) - , while in the part 01:20:806 - 01:42:406 - you used many largely (or at least quite visible) overlap patterns (01:21:706 (7,8,1,2) - , 01:24:106 (6,1,2,3,4,5) - etc.), so such appearance of tiny overlap looks not logical and seems random, which will give players a feeling of "messy". Here is my suggestion to keep your overlap idea by simply move this note to upper left: https://imgur-archive.ppy.sh/24Y5PEv.png
    - Similar problems (which are also tiny overlaps):
    > 01:23:806 (4) - (tiny overlap with the triple 01:22:906 (5,6,7) - );
    > 01:26:806 (1) - (tiny overlap with the triple 01:26:206 (4,5,6) - );
    > 01:38:806 (1) - (tiny overlap with the slider 01:39:706 (5) - ).
    All of them are ^ and can be fixed in a similar way (just make those overlap much more obvious should be OK).
  7. 01:37:906 (2) - Space can be increased to represent the beat and also your clap hitsound better (which is your general emphasizing idea in this part). Here is one of my suggestion (adjust the position of 01:38:206 (4) - too so that the spacing of objects around 01:38:206 (4) - can be relatively low compared with whose around 01:37:906 (2) - , which can represent better the intensity difference of beats of those two objects: https://imgur-archive.ppy.sh/FjiwSGY.png)
    - 01:39:106 (2) - ^ and here is my suggestion: (also made 01:39:406 (4) - parallel with 01:38:806 (1) - for a better and much more constant look: https://imgur-archive.ppy.sh/33tyFoJ.png)
  8. 01:42:106 (5,6) - Considering that here has nothing special at 01:42:256 (6) - , so I'd suggest you to avoid such kind of distance (the same with 01:41:956 (4,5) - which makes sense because there has a strong beat at 01:42:106 (5) - ) and just stack them together. (By doing this, the flow from those doublet to the following stream can become more natural too.)
  9. 01:46:906 (1) - Subjective, but let this reverse slider end at 01:47:206 - seems not give players enough feedback while playing. My suggestion is, make some changes to the rhythm, let 01:47:206 - become clickable so the division of section will become much more obvious: https://imgur-archive.ppy.sh/cal8Nyj.png
    - 02:34:906 (1) - Same rhythm, so ^ and the similar suggestion: https://imgur-archive.ppy.sh/qBTaVIC.png
    - 05:45:856 (1) - Same rhythm, so ^ and the similar suggestion: https://imgur-archive.ppy.sh/m9Va1VF.png
  10. 01:51:706 (6) - You can divide this into two 1/4 sliders so that those 1/4 sliders can represent the fantastic sounds at 01:51:706 - and 01:51:856 - (just like what you have done for 01:50:956 (3) - ).
    - 02:39:706 (6) - Same rhythm, so ^ and the same suggestion.
  11. 02:02:506 (4) - Again, a tiny overlap occurred in a part which you use mainly clean patterns. And here's my suggestion to avoid this tiny overlap and keep your "clean" consistency: https://imgur-archive.ppy.sh/qKz3Ng8.png
    - 02:14:056 (3) - ^ (tiny overlap with the slider 02:13:306 (5) - , while the way to fix that is simple: just stack it with the end of slider 02:13:306 (5) - should be good.)
  12. 02:30:406 (1) - This slider looks a little bit embarrassed because it "sandwiched" enter 02:29:806 (4) - and 02:30:106 (5) - with really low visual ds, which makes this part looks a little bit crowded. My suggestion for this one: https://imgur-archive.ppy.sh/JGhIkxS.png
  13. 02:56:806 (1) - As in part 02:56:806 - 03:02:206 - you generally used two notes after the strong male vocal appears, so it would be better if you change this slider into two 1/2 notes too for a better consistency (as here has the same male vocal too).
  14. 03:07:006 (2) - Missing of stack. Stack it with 03:06:106 (6) - should look better imo.
  15. Following with a general suggestion to part 02:56:806 - 03:09:406 - and 06:07:756 - 06:20:356 - : This part's NC setting feels not quite regular, so in order to really show out your concern of "emphasizing those strong male vocals", you can put NC on where such vocal appears (means 02:57:706 (4) - , 02:58:606 (3) - , 03:01:306 (5) - , 03:02:206 (3) - instead of (relatively) 02:58:006 (1) - , 02:58:906 (1) - , 03:01:606 (1) - , 03:02:956 (1) - , etc.)
  16. 03:31:906 (5) - Here we have a sv change and also considering this is an inflection from intense part to (relatively) weak part, so in order to show out such transition, I suggest you to put a NC here (if you accept, then remove NC on 03:35:506 (1) - as well).
  17. 03:43:606 (2,3) - As we have a small gong sound on 03:43:706 - and 03:43:806 - (precisely not at 03:43:756 (3) - ) , so you can change this to a triple or (if you prefer something less dense) a 1/3 reverse slider to represent the sound at 03:43:681 - , which would be much more accurate and cute (just like what you have done at 03:44:806 (1) - ).
  18. 03:59:506 (1,2,3) - Personally I think we don't need to decrease the sv here as the male vocal is identically strong and the drum beats have the same intensity. Not sure about your actual idea here though. (Also according to the following mod, seems you need to set finish hitsounds on those three sliders?)
    - 07:10:456 (1,2,3) - ^ Because we have same vocal / drum arrangement and your same pattern here.
  19. 04:19:081 (3) - All 3 in this pattern are not stacked xD. Just stack them together should be fine.
  20. 04:34:456 (1,1,1,1,1,1) - You can use a increasing sv to represent the increase of volume of instrument here better (and if you do that, those NCs will do their work better too).
  21. 04:42:706 - 04:47:206 - Even streams in this part look consistent and identical, but they still fail to represent the song itself. You can hear strong "hat" sounds appear on every two long white lines (you have put the finish hitsounds on every two long white lines too, so you may know it well) while you use a space change on every one white line. Once you use that, you indicate that, like, 04:42:987 (4,1) - and 04:43:362 (4,1) - are two identical doublets, which is obviously not the case as we can all hear the strong "hat" sound is on for 04:43:456 (1) - but is off for 04:43:081 (1) - . So in order to represent the song in a more precise way, I suggest you to decrease the space enter doublets like 04:42:987 (4,1) - and then cancel NCs on, like, 04:43:081 (1) - (That means, you need to change your 1234-1234-1234-1234 streams into 12345678-12345678 streams). By doing that, the jumps enter streams will really make sense (purpose: emphasize the strong "hat" sounds) so that the song can be properly represented.
  22. 04:47:956 (1,1) - Such kind of overlap looks not good. How about change them into something like this?: (simply pulled away 04:48:556 (1) - ) https://imgur-archive.ppy.sh/8gBERuL.png
  23. 04:57:556 (1) - Maybe remove this NC? Considering that generally when a four-reverse-slider pattern appears, you set NC only on the first one.
    - 07:38:656 (1) - ^ (Same NC setting logic)
  24. 06:38:056 (1,2,3) - As you have already make a blanket for 06:38:056 (1,2) - and you seems want to make a rotational symmetry pattern here, so it would be better (looks well + can show out better your idea) if you make 06:38:956 (3) - also perfectly blanket with other two sliders in this pattern. (Like what you have done at 06:42:856 (1,2,3) - ).
  25. 07:35:356 (4) - Another stack missing xD. Let's stack this one with 07:36:031 (6) - for a better look!

To sum up:
Generally this map is well made! However, there are three problems which may influence people's favor of your map:
(1) First and the most serious problem: streams in the first and fifth kiai lack mapping logic;
(2) Second, Some "annoying" tiny overlaps appeared in parts which you use generally visible overlap patterns or clean patterns;
(3) Third, the rhythm and NC choices are a little inconsistent (especially in relatively quiet parts).

Death metal songs like that are always full of extremely dense drum beats, which is good for making maps which have mainly long streams. However, all those drum beats follow a certain rule, their intensity changes are logical and consistent. Besides, all those additional details in (kinda) identical drum beat parts (like delicate instrumental tune changes as I mentioned before, vocal changes, different instrumentals) give the song much more variety. So in order to really bring all those brilliant details out, we should mapping much more delicately and pay more attention on "representing" when we are mapping instead of randomly put distance changed streams.
And that is the difference between a "meh map" and a "wow map".

Keep work, good luck, and have fun! :)
BonbonOsu
idk i think this just needs a bit of tidying up.

General

Change the stacking, 00:17:956 (3,1) and everything similar to it looks ugly.
I recommend change the slider body or border color, it's too similar to the background.
Everything below also might appie to other objects I didn't catch, be careful.

The Sadness Of The Heart That Once Was Merry

00:04:110 (1) - Move this a tiny bit up to match the movement from 00:03:648 (5) to 00:04:110 (1) and to make 00:04:110 (1,2) a bit tidier.
00:11:033 (5) - Rotate 30 degrees so that the angle from 00:11:033 (5) to 00:11:494 (1) isn't awkward.
00:16:571 (1,2) - Move this a tiny bit down to continue the downward movement similar from 00:15:033 (3,4) to 00:15:648 (1,2).
00:17:956 (3,1) - Rotate 00:32:726 (3) a bit clockwise, the angle of the movement is ugly from the visual angle.
00:58:006 (1,2,3,4) - What's with the weird spacing?
01:11:131 (16,1) - What's with only this being a change of movement in the entire stream from 00:59:206 (1) to the end of the kiai?
01:47:356 (1,2,1,2,1,2,1,1) - New combos on red ticks?
03:49:906 (1,2,3,4) - Ctrl+G each object

Love this map and song. Good luck!
-Master-
Ryuu's Mod

Ryuusei Aika wrote:

:) Hello!
From #modreqs.

Annotation

Words in red means that is an unrankable issue (= violates the "Rules" in Ranking Critiria General / Ranking Critiria in osu!) that you MUST fix.

Words in bold black means that is an issue that I highly recommand you (= either violate the "Guidelines" in Ranking Criteria General / Ranking Criteria in osu!, or I believe this issue will influence a lot of the experience of playing) to fix.

Words in black means that is an personal issue and have no big influence on your map in my eyes.

The mark "^" means "here is the same question with whose at above".

General

  1. normal-sliderslide2.wav, normal-slidertick.wav, normal-slidertick2.wav, soft-sliderwhistle.wav are shown unused. Please delete them or show me where they have been used in your map.
  2. soft-hitwhistle3.wav has only 74.83ms as length, while the ranking criteria require that every .wav file must be at least 100ms long to prevent issues with soundcards.
    Also, normal-sliderslide.wav is not completely blank (it has 0.02ms as length), while ranking criteria require that if you want a silent/blank hitsound, then you must use a 0-byte wave file. So you need to replace it with a completely blank .wav file (0-byte).
  3. Some timing-lines have conflictive setting (means between red line and green line):
    - 03:12:706 - (kiai)
    - 04:12:706 - (volume level) (custom set number)
    - 04:47:956 - (volume level)
    - 04:48:556 - (volume level) (hitsound set)
    Please fix them as any conflictive settings except slider speed between red line and green line are not allowed.

The Sadness Of The Heart That Once Was Merry

  1. I guess that you want to say in your diff name that "there has one heart, which was merry in before, but now it's full of sadness". If so, then I think the more proper diffname should be "The Sadness Of A Heart That Once Was Merry" because we have no idea that to which that heart belongs, so by changing "The" to "A" can show better such unknown.
  2. The default normal hitnormal sounds (in N:C1 and N:C2) in stream parts is way too noisy, especially in the stream parts. Even considering there have intense drum beats, those sounds completely cover up those beats of the original song and make the song itself hardly audible, which badly ruin the playing experience. For me, the default drum hitnormal sound is way more better (much less noisy, fit drums quite well but not too excessive), so I strongly suggest you to change hitnormal sounds in N:C1 and N:C2 to default drum hitnormal sound (if you still want to use it, I suggest you to change them for all stream parts because they are really harsh in such parts).
  3. 00:04:110 (1,2,3) - Try to make those 2 blankets perfect can improve the aesthetic and consistency of this lovely slow part (current: https://imgur-archive.ppy.sh/jfYR6T6.png).
  4. 00:43:802 (1,2,3,1,2,3,4) - This part looks a little bit messy, so I'd prefer to suggest you to change them to a pattern which based on regular pentagon, which will make this part looks much more better. Here is my suggestion without destruct your current flow: https://imgur-archive.ppy.sh/1MhVfnM.png
  5. 00:59:206 - 01:16:006 - Space arrangement of this part is quite confused.
    If we divide this part into four sections by using three long white lines: 01:04:006 - / 01:08:806 - / 01:13:606 - , you can hear for first and second sections, the tune of the music is (roundly):
    1 4 5 4 | 2 4 5 4 | 3 4 5 4 | 6 4 5 4

    And for the third section, the tune of the music is (also, roundly):
    1 4 5 4 | 2 4 5 4

    Each "|" stands for a long white line which helps to separate sections, and each number stand for a short white line in each section.
    Higher the number, higher the tune of the background music. (Meanwhile, the intensity and density of drum beats stay constant in part I mentioned.)
    However, your space arrangement of those streams are increasing through this whole part (with some random fluctuation, which, while, can be ignored), which can't represent the delicate changes of tune of the music properly. (For part 01:16:006 - 01:17:206 - , the increase of space makes sense because this part drum beats suddenly become quite strong, so stream with sudden increased space works quite well (so I didn't mentioned this part here, too)). But for the large part of the first kiai, the space change of the streams doesn't represent the tune changes, so that could be a problem.
    My suggestions are:
    > (1) If you want to use space change to represent the song, considering that the drum beats have (nearly) no changes, then delicately change the space of streams by following the tune changes would be much more better. Based on the rule of tune changes in this part (colored numbers I wrote above), I suggest you to arrange your space like: (As your first stream has 0.6x as space, let's start with 0.6x)
    - For the first and second section:
    0.60x 0.75x 0.80x 0.75x | 0.65x 0.75x 0.80x 0.75x | 0.70x 0.75x 0.80x 0.75x | 0.85x 0.75x 0.80x 0.75x

    - For the third section:
    0.60x 0.75x 0.80x 0.75x | 0.65x 0.75x 0.80x 0.75x

    And for streams enter 01:16:006 - and 01:17:206 - , you can keep your current 1.00x space for a spicy kick into the strong drum beat part.
    Such arrangement of space can help you to represent the song better and more detailed, and also more logical.
    (Of course you can start with any space you like at the beginning, just make sure that spaces are proportional to tune levels.)
    > (2) If you just want to keep things simple and don't want to show all those changes of tune out, then I suggest you to use an unified space through this whole part (while at the same time, keeping the larger space of stream between 01:16:006 - 01:17:206 - ) so you can represent those drum beats, which have nearly no intensity and density changes. That is also acceptable, logical enough and have good effects to the consistency.
    - 04:58:156 - 05:14:956 - Literally the same part (without some negligible vocals), and your space choice is nearly the same (increasing through the whole part), so ^ (dividing long white lines for this part: 05:02:956 - / 05:07:756 - / 05:12:556 - ).
  6. 01:24:556 (2) - This note has a tiny overlap with the note 01:23:956 (5) - , while in the part 01:20:806 - 01:42:406 - you used many largely (or at least quite visible) overlap patterns (01:21:706 (7,8,1,2) - , 01:24:106 (6,1,2,3,4,5) - etc.), so such appearance of tiny overlap looks not logical and seems random, which will give players a feeling of "messy". Here is my suggestion to keep your overlap idea by simply move this note to upper left: https://imgur-archive.ppy.sh/24Y5PEv.png
    - Similar problems (which are also tiny overlaps):
    > 01:23:806 (4) - (tiny overlap with the triple 01:22:906 (5,6,7) - );
    > 01:26:806 (1) - (tiny overlap with the triple 01:26:206 (4,5,6) - );
    > 01:38:806 (1) - (tiny overlap with the slider 01:39:706 (5) - ).
    All of them are ^ and can be fixed in a similar way (just make those overlap much more obvious should be OK).
  7. 01:37:906 (2) - Space can be increased to represent the beat and also your clap hitsound better (which is your general emphasizing idea in this part). Here is one of my suggestion (adjust the position of 01:38:206 (4) - too so that the spacing of objects around 01:38:206 (4) - can be relatively low compared with whose around 01:37:906 (2) - , which can represent better the intensity difference of beats of those two objects: https://imgur-archive.ppy.sh/FjiwSGY.png)
    - 01:39:106 (2) - ^ and here is my suggestion: (also made 01:39:406 (4) - parallel with 01:38:806 (1) - for a better and much more constant look: https://imgur-archive.ppy.sh/33tyFoJ.png)
  8. 01:42:106 (5,6) - Considering that here has nothing special at 01:42:256 (6) - , so I'd suggest you to avoid such kind of distance (the same with 01:41:956 (4,5) - which makes sense because there has a strong beat at 01:42:106 (5) - ) and just stack them together. (By doing this, the flow from those doublet to the following stream can become more natural too.)
  9. 01:46:906 (1) - Subjective, but let this reverse slider end at 01:47:206 - seems not give players enough feedback while playing. My suggestion is, make some changes to the rhythm, let 01:47:206 - become clickable so the division of section will become much more obvious: https://imgur-archive.ppy.sh/cal8Nyj.png
    - 02:34:906 (1) - Same rhythm, so ^ and the similar suggestion: https://imgur-archive.ppy.sh/qBTaVIC.png
    - 05:45:856 (1) - Same rhythm, so ^ and the similar suggestion: https://imgur-archive.ppy.sh/m9Va1VF.png
  10. 01:51:706 (6) - You can divide this into two 1/4 sliders so that those 1/4 sliders can represent the fantastic sounds at 01:51:706 - and 01:51:856 - (just like what you have done for 01:50:956 (3) - ).
    - 02:39:706 (6) - Same rhythm, so ^ and the same suggestion.
  11. 02:02:506 (4) - Again, a tiny overlap occurred in a part which you use mainly clean patterns. And here's my suggestion to avoid this tiny overlap and keep your "clean" consistency: https://imgur-archive.ppy.sh/qKz3Ng8.png
    - 02:14:056 (3) - ^ (tiny overlap with the slider 02:13:306 (5) - , while the way to fix that is simple: just stack it with the end of slider 02:13:306 (5) - should be good.)
  12. 02:30:406 (1) - This slider looks a little bit embarrassed because it "sandwiched" enter 02:29:806 (4) - and 02:30:106 (5) - with really low visual ds, which makes this part looks a little bit crowded. My suggestion for this one: https://imgur-archive.ppy.sh/JGhIkxS.png
  13. 02:56:806 (1) - As in part 02:56:806 - 03:02:206 - you generally used two notes after the strong male vocal appears, so it would be better if you change this slider into two 1/2 notes too for a better consistency (as here has the same male vocal too).
  14. 03:07:006 (2) - Missing of stack. Stack it with 03:06:106 (6) - should look better imo.
  15. Following with a general suggestion to part 02:56:806 - 03:09:406 - and 06:07:756 - 06:20:356 - : This part's NC setting feels not quite regular, so in order to really show out your concern of "emphasizing those strong male vocals", you can put NC on where such vocal appears (means 02:57:706 (4) - , 02:58:606 (3) - , 03:01:306 (5) - , 03:02:206 (3) - instead of (relatively) 02:58:006 (1) - , 02:58:906 (1) - , 03:01:606 (1) - , 03:02:956 (1) - , etc.)
  16. 03:31:906 (5) - Here we have a sv change and also considering this is an inflection from intense part to (relatively) weak part, so in order to show out such transition, I suggest you to put a NC here (if you accept, then remove NC on 03:35:506 (1) - as well).
  17. 03:43:606 (2,3) - As we have a small gong sound on 03:43:706 - and 03:43:806 - (precisely not at 03:43:756 (3) - ) , so you can change this to a triple or (if you prefer something less dense) a 1/3 reverse slider to represent the sound at 03:43:681 - , which would be much more accurate and cute (just like what you have done at 03:44:806 (1) - ).
  18. 03:59:506 (1,2,3) - Personally I think we don't need to decrease the sv here as the male vocal is identically strong and the drum beats have the same intensity. Not sure about your actual idea here though. (Also according to the following mod, seems you need to set finish hitsounds on those three sliders?)
    - 07:10:456 (1,2,3) - ^ Because we have same vocal / drum arrangement and your same pattern here.
  19. 04:19:081 (3) - All 3 in this pattern are not stacked xD. Just stack them together should be fine.
  20. 04:34:456 (1,1,1,1,1,1) - You can use a increasing sv to represent the increase of volume of instrument here better (and if you do that, those NCs will do their work better too).
  21. 04:42:706 - 04:47:206 - Even streams in this part look consistent and identical, but they still fail to represent the song itself. You can hear strong "hat" sounds appear on every two long white lines (you have put the finish hitsounds on every two long white lines too, so you may know it well) while you use a space change on every one white line. Once you use that, you indicate that, like, 04:42:987 (4,1) - and 04:43:362 (4,1) - are two identical doublets, which is obviously not the case as we can all hear the strong "hat" sound is on for 04:43:456 (1) - but is off for 04:43:081 (1) - . So in order to represent the song in a more precise way, I suggest you to decrease the space enter doublets like 04:42:987 (4,1) - and then cancel NCs on, like, 04:43:081 (1) - (That means, you need to change your 1234-1234-1234-1234 streams into 12345678-12345678 streams). By doing that, the jumps enter streams will really make sense (purpose: emphasize the strong "hat" sounds) so that the song can be properly represented.
  22. 04:47:956 (1,1) - Such kind of overlap looks not good. How about change them into something like this?: (simply pulled away 04:48:556 (1) - ) https://imgur-archive.ppy.sh/8gBERuL.png
  23. 04:57:556 (1) - Maybe remove this NC? Considering that generally when a four-reverse-slider pattern appears, you set NC only on the first one.
    - 07:38:656 (1) - ^ (Same NC setting logic)
  24. 06:38:056 (1,2,3) - As you have already make a blanket for 06:38:056 (1,2) - and you seems want to make a rotational symmetry pattern here, so it would be better (looks well + can show out better your idea) if you make 06:38:956 (3) - also perfectly blanket with other two sliders in this pattern. (Like what you have done at 06:42:856 (1,2,3) - ).
  25. 07:35:356 (4) - Another stack missing xD. Let's stack this one with 07:36:031 (6) - for a better look!

To sum up:
Generally this map is well made! However, there are three problems which may influence people's favor of your map:
(1) First and the most serious problem: streams in the first and fifth kiai lack mapping logic;
(2) Second, Some "annoying" tiny overlaps appeared in parts which you use generally visible overlap patterns or clean patterns;
(3) Third, the rhythm and NC choices are a little inconsistent (especially in relatively quiet parts).

Death metal songs like that are always full of extremely dense drum beats, which is good for making maps which have mainly long streams. However, all those drum beats follow a certain rule, their intensity changes are logical and consistent. Besides, all those additional details in (kinda) identical drum beat parts (like delicate instrumental tune changes as I mentioned before, vocal changes, different instrumentals) give the song much more variety. So in order to really bring all those brilliant details out, we should mapping much more delicately and pay more attention on "representing" when we are mapping instead of randomly put distance changed streams.
And that is the difference between a "meh map" and a "wow map".

Keep work, good luck, and have fun! :)

Now that's a good mod from someone who cares.
Kudos to you my friend, you're awesome
BanchoBot
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