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Linkin Park - Guilty All The Same (feat. Rakim)

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Baeguetteman
I think that only one part could need a softfix and that isn't even needed if you wanted it like that.
00:28:140 (3,4) - These two circles make no sense for me. I would replace the circles with a slider just how you did it here: 00:32:940
03:39:090 (1,1) - Maybe make the hitsounds about 10% quieter here. It sounds too loud at this part even though it's already on 40%.

I really like the mapping design even though it's too hard for me playing it. ^^
Good luck :)
DiMiDROU
Nice kiai, fucking idiots!
Topic Starter
fieryrage
@snowtiger 00:28:140 (3,4) - this is for the two snares here, I do the exact same thing throughout this entire section lol
will consider reducing vol by 5% though, I think it's fine rn

@dimidrou no clue what you mean considering there's like 5 kiai sections in the map
Stoof
bop
Ultima Fox
sorry im late hfgudi8sagnodsfk
shaME
01:10:440 (1,2,3) - This antijump between 1 and 2 doesnt really seem called for, and I think you should either semi stack them or make them a little more spaced, because it kind of just feels awkward as it is (especially because you use the semi stakcs 02:00:090 (2,3,4) - )
01:45:690 (2,3) - You did a similar thing here, however in other places like 01:48:840 (1,2,3) you put a lot more emphasis on it, maybe make them a little more spaced
03:26:340 (1,2) - Im not really a fan of these shapes and how they make the map play, i think you should consider making (2) similar to a Ctrl J Crtl H (1)
05:04:440 (1,1) - A little nit picky but stack the ends of these two and also 05:05:340 (4,2) -

well thats all i could really find
good luck!~
cyprianz5
mod
wtf what a shity perfect map xD
Topic Starter
fieryrage
I should probably respond to ultima's mod lul

ultima
01:10:440 (1,2,3) - This antijump between 1 and 2 doesnt really seem called for, and I think you should either semi stack them or make them a little more spaced, because it kind of just feels awkward as it is (especially because you use the semi stakcs 02:00:090 (2,3,4) - ) i like to keep the movement going in this part, so stacking them kinda ruins that
01:45:690 (2,3) - You did a similar thing here, however in other places like 01:48:840 (1,2,3) you put a lot more emphasis on it, maybe make them a little more spaced ye i like the antijumps here, gives emphasis on claps
03:26:340 (1,2) - Im not really a fan of these shapes and how they make the map play, i think you should consider making (2) similar to a Ctrl J Crtl H (1) circular movement tho
05:04:440 (1,1) - A little nit picky but stack the ends of these two and also 05:05:340 (4,2) - adf

ty!
headphonewearer
chester commited suicide, you should rank this as a tribute
Topic Starter
fieryrage
>finding bns in 2017
l ol
headphonewearer
rip
Dab
noob modder here, you dont have to give kds because this really isnt a lot picked at, i blame my inexperience

00:33:240 (1) - throughout this calmer part of the intro, you tend to have a motion mapped of back and forth or just staying at a spot, such as 00:25:440 (1,2,3) or 00:28:890 (2,3,1) ... but it is actually not done in this 4 measure section 33 seconds in. every other section in this part of the intro (before the more constant hit finishes) has it. doing something similar in these 4 measures would probably be best. (i can try to elaborate more if this wasn't clear enough)

01:10:740 (3) - if you could align this with 01:11:190 (2,3) that would probably look a bit cleaner
01:11:190 (2,3) - allign 2 to the sliderend of 3 maybe? and then adjust 01:13:740 (1,2) to align as well
03:09:690 (2,2) - ^ same as above, but align this pair so that the second 2 aligns with 03:10:740 (1,1)
04:16:290 (1) - move this away from 04:15:540 (2) or connect it somehow? maybe just blanket it

04:40:740 // 04:40:890 // 04:42:840 - what are these lil guys doing here (unnecessary inherited points during breaks)
04:46:440 - here too?

map is pretty good on its own, just a few things you might want to look at

edit: if i find more stuff later do i just make a new post or do i edit
Turquoise-
please don't delete :(

rank guilty all the same
00:01:740 (2,3) - this should be reverse slider because in this section you don't do anything like this, and at the end of this section this pattern is a 1/1 rather than a 1/2 like it is here

00:04:890 (1,2,1,2,1,2,1,2) - this sort of pattern is kind of dumb, because there is no reason for there to be NC, since the sounds are at relatively the same intensity, along with this, 00:05:040 (2,1) - the flow between these should be more circular, because this sharp angle change puts too much unneeded emphasis on it. The pattern also should not be repeated, considering that the sounds are quite different in terms of intensity and pitch. You need to put more thought into why you use each pattern, especially when you make big flow changes, and ESPECIALLY when you NC in the middle of a jump section.

00:09:690 (1,2,1,2) - rotate this entire pattern by 20 degrees, move it so that 00:09:840 (2) - overlaps with 00:09:240 (2) - , and make it so that the combo is 1,2,3,4. At least, that's my take on how to improve the emphasis and flow of this pattern.

00:12:390 (3) - change this to a slider, 00:12:690 (5) - turn this into two circles, and turn 00:12:990 (6) - into two circles. This way, you should try to emphasise each of the important sounds throughout this section.

00:14:490 (1,2,1,2,1,2,1,2) - no clear reason to nc all of this and break flow so often. If you're overemphasising everything, when you actually WANT to emphasise something, the impact of it is heavily reduced.

00:17:490 (1,2) - I think you should increase SV here slightly (by like .1)

00:27:540 (3,4) - I think you should add a clap hitsound to both of these, but its up to you

00:28:140 (3,4) - these sounds are similar to 00:27:540 (3,4) - , so they should be spaced similarly

00:32:940 (3) - why is this a slider?

00:46:890 (4,1) - this is a bit over the top, i think. it's almost as big as some of the jumps in a lot of the kiais, but it isn't as intense in terms of the song. this is why the way you do emphasis sometimes falls flat

00:47:190 (2,3,4) - this shouldn't be linear (or this big)
keep the two things i've said above in mind for the entire section between 00:42:840 (1) - and 00:56:940 (2) -

01:13:440 (1,2,1,2) - adding hitsounds doesn't justify breaking flow like this for relatively weak sounds

01:23:340 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - please, PLEASE stray away from using jumps like this. They are lazy, don't emphasise the song correctly, and there are so many better ways to do this section. Along with this, the stuff i've said about emphasis before applies, where this isn't the climax of the song, but the jumps make it feel like so

01:36:240 (3,4) - with the way you've mapped the song before now, this isn't really easily readable. try to find a way to change it

01:56:640 (1,2,3,4,5) - you should just make this a simple curve

02:02:940 (1,2,1,2,1,2,1,2,1,2) - these should be scaled down to like 0.7x lmao

02:09:990 (4,5) - please make it more clear WHY you overlap like this. it disregards the song, previous concepts, readability and emphasis

02:21:240 (1,2,1,2,1,2,1,2) - these should be comoboed in groups of 4 (and should also be a fair bit smaller)

02:26:640 (1,2,3,4) - this is a GOOD set of jumps, because it is comboed similarly to the previous combo due to being part of the same melody, but 02:26:940 (3,4) - is linear and spaced more due to the two strong sounds on it. Please do more things like this

02:28:440 (1) - overlap this somewhere with the body of 02:27:540 (2) - to make it look cleaner

02:32:940 (2) - should be two circles

02:37:140 (3,4) - please don't do this. just, like ,don't. very rarely will a song require for two beats to be clickable, but for them to be insignificant enough to have there be no spacing between them.

02:37:590 (2,1) - these don't overlap properly

02:57:540 (2,3,4,1,2,1,2) - this whole part is just weird to read

03:01:740 (4) - now THIS is where you place two circles that are stacked on top of each other at 1/2 distance

03:04:440 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - ew

03:26:940 (3,4) - should be spaced more xd (i like this section btw)

03:56:340 (2,3) - this pattern in the song here is inconsistent. sometimes you map it with sliders, sometimes you map it with overlapped 1/2 and sometimes with normal 1/2. try to fix this

04:37:440 (1,2,3,4,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3) - what is flow

04:48:540 (2) - doesn't need to be so quiet

04:49:740 (2) - should be two circles

05:00:540 (4) - this overlaps badly with 04:59:640 (1) -

05:14:940 (3,4) - this is a bit big

05:33:240 (1,2,3,4,5,6,7,8) - why did you decided to not NC this like everything else?

Overall, it's a very nice looking map with some neat concepts and pretty consistent aesthetic overlaps. However, probably the biggest problem is the way you handle emphasis and flow, especially in the kiai. Along with this, your rhythm choice is also a little inconsistent and could use some work. Try to have a reason behind each relatively big change you make, and it'll end up better.
Kyouren
Add Project Spark and Microsoft to tags because this song is collaboration with that game too



https://blogs.microsoft.com/firehose/20 ... sic-video/
Topic Starter
fieryrage
reviving this because og spark of light got qualified and extraction zone lol

dab

Dab wrote:

noob modder here, you dont have to give kds because this really isnt a lot picked at, i blame my inexperience

00:33:240 (1) - throughout this calmer part of the intro, you tend to have a motion mapped of back and forth or just staying at a spot, such as 00:25:440 (1,2,3) or 00:28:890 (2,3,1) ... but it is actually not done in this 4 measure section 33 seconds in. every other section in this part of the intro (before the more constant hit finishes) has it. doing something similar in these 4 measures would probably be best. (i can try to elaborate more if this wasn't clear enough) it does have the back and forth flow though, the same pattern is repeated frequently which is what the previous patterns were all about anyway

01:10:740 (3) - if you could align this with 01:11:190 (2,3) that would probably look a bit cleaner aligned with 01:09:840 (3,4,3) - tho
01:11:190 (2,3) - allign 2 to the sliderend of 3 maybe? and then adjust 01:13:740 (1,2) to align as well i fixed something here that was an overlap that i missed lo l
03:09:690 (2,2) - ^ same as above, but align this pair so that the second 2 aligns with 03:10:740 (1,1) not a huge deal imo
04:16:290 (1) - move this away from 04:15:540 (2) or connect it somehow? maybe just blanket it yea

04:40:740 // 04:40:890 // 04:42:840 - what are these lil guys doing here (unnecessary inherited points during breaks)
04:46:440 - here too? this was supposed to be mapped before but i left these here, nothing too huge leaving them in here anyways

map is pretty good on its own, just a few things you might want to look at

edit: if i find more stuff later do i just make a new post or do i edit

turq

Turquoise2 wrote:

00:01:740 (2,3) - this should be reverse slider because in this section you don't do anything like this, and at the end of this section this pattern is a 1/1 rather than a 1/2 like it is here 00:02:640 (1,2) - similar case here so no change

00:04:890 (1,2,1,2,1,2,1,2) - this sort of pattern is kind of dumb, because there is no reason for there to be NC, since the sounds are at relatively the same intensity, along with this, 00:05:040 (2,1) - the flow between these should be more circular, because this sharp angle change puts too much unneeded emphasis on it. The pattern also should not be repeated, considering that the sounds are quite different in terms of intensity and pitch. You need to put more thought into why you use each pattern, especially when you make big flow changes, and ESPECIALLY when you NC in the middle of a jump section. changed this pattern entirely

00:09:690 (1,2,1,2) - rotate this entire pattern by 20 degrees, move it so that 00:09:840 (2) - overlaps with 00:09:240 (2) - , and make it so that the combo is 1,2,3,4. At least, that's my take on how to improve the emphasis and flow of this pattern. flows fine to me and testplays so i dont really see a need to change it

00:12:390 (3) - change this to a slider, 00:12:690 (5) - turn this into two circles, and turn 00:12:990 (6) - into two circles. This way, you should try to emphasise each of the important sounds throughout this section. most everyone said that having 00:12:690 (5,6) - these two as circle-only patterns made the whole thing flow weirdly, so unless someone else says i should change this i think it's fine rn

00:14:490 (1,2,1,2,1,2,1,2) - no clear reason to nc all of this and break flow so often. If you're overemphasising everything, when you actually WANT to emphasise something, the impact of it is heavily reduced. this should be emphasized tho, theres cymbals on every nc and that's emphasized with the jumps

00:17:490 (1,2) - I think you should increase SV here slightly (by like .1) it gets less emphasized here tho what

00:27:540 (3,4) - I think you should add a clap hitsound to both of these, but its up to you finish hitsound on one of them fits better

00:28:140 (3,4) - these sounds are similar to 00:27:540 (3,4) - , so they should be spaced similarly revamped this section a bit

00:32:940 (3) - why is this a slider? o woops

00:46:890 (4,1) - this is a bit over the top, i think. it's almost as big as some of the jumps in a lot of the kiais, but it isn't as intense in terms of the song. this is why the way you do emphasis sometimes falls flat nerfed i think

00:47:190 (2,3,4) - this shouldn't be linear (or this big)
keep the two things i've said above in mind for the entire section between 00:42:840 (1) - and 00:56:940 (2) - nerfed this too

01:13:440 (1,2,1,2) - adding hitsounds doesn't justify breaking flow like this for relatively weak sounds im pretty sure i just made this pattern worse but whatever

01:23:340 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - please, PLEASE stray away from using jumps like this. They are lazy, don't emphasise the song correctly, and there are so many better ways to do this section. Along with this, the stuff i've said about emphasis before applies, where this isn't the climax of the song, but the jumps make it feel like so readjusted first set of jumps, second set i feel is fine

01:36:240 (3,4) - with the way you've mapped the song before now, this isn't really easily readable. try to find a way to change it how tho?
i don't really see how this is unreadable especially at this ar


01:56:640 (1,2,3,4,5) - you should just make this a simple curve thats wot it is though

02:02:940 (1,2,1,2,1,2,1,2,1,2) - these should be scaled down to like 0.7x lmao nerfed last jump in this again zz

02:09:990 (4,5) - please make it more clear WHY you overlap like this. it disregards the song, previous concepts, readability and emphasis cuz 02:09:090 (4,1) - i did it here, and i don't see how this disregards concepts previously since this is the only real "slow section" of the map disregarding the one at 1 min in

02:21:240 (1,2,1,2,1,2,1,2) - these should be comoboed in groups of 4 (and should also be a fair bit smaller) every other snare piece like this was 1-2 so i'm keeping it this way

02:26:640 (1,2,3,4) - this is a GOOD set of jumps, because it is comboed similarly to the previous combo due to being part of the same melody, but 02:26:940 (3,4) - is linear and spaced more due to the two strong sounds on it. Please do more things like this nazid this

02:28:440 (1) - overlap this somewhere with the body of 02:27:540 (2) - to make it look cleaner ?? that would ruin emphasis here

02:32:940 (2) - should be two circles yea

02:37:140 (3,4) - please don't do this. just, like ,don't. very rarely will a song require for two beats to be clickable, but for them to be insignificant enough to have there be no spacing between them. 02:37:140 (3) - this is significant enough to be clicked, the other one is solely because i cant figure out a better pattern for it, else i'd do something similar to 02:39:240 (1,2,3) - here

02:37:590 (2,1) - these don't overlap properly thats all it will let me do on the editor so lmao

02:57:540 (2,3,4,1,2,1,2) - this whole part is just weird to read no one had issues here

03:01:740 (4) - now THIS is where you place two circles that are stacked on top of each other at 1/2 distance

03:04:440 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - ew thanks

03:26:940 (3,4) - should be spaced more xd (i like this section btw) eetyatea

03:56:340 (2,3) - this pattern in the song here is inconsistent. sometimes you map it with sliders, sometimes you map it with overlapped 1/2 and sometimes with normal 1/2. try to fix this i dont see where its not consistent

04:37:440 (1,2,3,4,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3) - what is flow what's so bad about this lol

04:48:540 (2) - doesn't need to be so quiet its not that quiet considering the only note here is a vocal

04:49:740 (2) - should be two circles consistency with 03:01:740 (4)

05:00:540 (4) - this overlaps badly with 04:59:640 (1) - can't really do much about this or else it'd fuck over all the other patterns in the map

05:14:940 (3,4) - this is a bit big nerfed a bit

05:33:240 (1,2,3,4,5,6,7,8) - why did you decided to not NC this like everything else? O

Overall, it's a very nice looking map with some neat concepts and pretty consistent aesthetic overlaps. However, probably the biggest problem is the way you handle emphasis and flow, especially in the kiai. Along with this, your rhythm choice is also a little inconsistent and could use some work. Try to have a reason behind each relatively big change you make, and it'll end up better.

ty for mods guys

@kitty added project spark, i don't think microsoft is needed though
semaphore
BAP BAP GANG NIGGQA
Kroytz
500th post :o
mod
00:03:540 (4) - would it make more sense as a circle+slider instead of using the repeat? similar thing to 00:01:740 (2,3) - is what I'm thinking

00:05:490 (1,2,3,4) - Probably intentional but it'd feel like this would be similar spacing to 00:04:890 (1,2,3,4) - because the guitar strums the same way. Only difference is for pitch but since the two patterns are near identical, why not just make full identical?

00:07:890 (1) - should be 1/1

00:17:490 (1,2) - could be higher spacing since the last four sliders were gaining spacing too

00:17:040 (2) - one thing I don't like is how this slider has a bit of an odd overlap with the previous object whereas 00:16:590 (1) - doesn't. structurally a tiny bit inconsistent but eh

00:24:540 (1,2,1,2,3,1,2,3,1,2,3,1,2,3) - I repeated this a few times and the rhythm seems kind of odd because of how you double repeated the sliders for two measures first.. I found that using two repeat sliders first, and then the 1/2 jumps, and then the repeat sliders again, followed by the 1/2 jumps again compliment the music. Only because your AABB rhythm choice is quite extreme with intensities, it doesn't get enough of buildup imo. If follow ABAB pattern, the first AB can be weak spacing and the last AB can be stronger for more proper buildup rather than just throwing 1/2 jumps at the player where the music doesn't change much at all.

00:27:240 (1,2,3,4) - This feels a bit strange because it's patterned similarly to before but the music is much different here

00:28:440 (1,2,3,1,2,1,2,1,2,3,1,2,3,1,2,3) - Not sure i understand your rhythm choice here. The first couple sliders is okay, but then it gets weaker with the repeat sliders, and then drastically much stronger with the 1/2 jumps? It's so off. Don't know if I can suggest much of an alternative but going mid->weak->strong is very confusing. either make cleaner progression weak->mid->strong or some sort of consistency with rhythm choice.

00:32:940 (3,4) - antijump kind of stops all flows. i'd just place 4 as a decently spaced jump from 3

00:35:940 (1,2) - Here I don't understand the repeat sliders either. The sliders before were making sense but then it goes back to being weak and suddenly strong again with the jumps afterwards. Using the same 1/2 sliders as before (maybe with more deviated spacing) would progress with the song more smoothly. I mean, the drums are quite literally all the same

00:40:740 (1,2) - If you plan to use the repeats from the previous measure just make these as 1/2 sliders for steadier rhythm. It'll help lead into the jumps again

00:43:290 (2) - could make as angled slider since everything around it is a bit angled

00:43:740 (1,2,1,2,3,1,2,3,1,2,3,1,2,3,1) - so like going through this thing again I'm just certain you have trouble with rhythmic consistencies or your purposefully trying to make the map awkward for the player. I'll try to explain this a bit better:
00:42:840 (1,2,3,1,2,1,2,3,1,2) - is all the same in the music, the only difference is the pitch in the guitar. What this means is if you want a clean progression with the song (for buildup), use weaker density first and then gradually more intense which isn't what you did because the two repeat sliders in the middle do this weird mid->weak->strong density that the music doesn't change for it. It's also possible to keep everything the same rhythmically but that might be boring, although, it'd follow the music a bit more accurately.
00:44:640 (1,2,3,1,2,3,1,2,3) - Here you're combining two different measures together which is rhythmically inconsistent (mostly because of how the repeat sliders are done from before). What happens is that 00:45:540 (1,2,3) - is an EXTRA beat added to the guitars where the other parts of the phrase only use two sliders for the drums. As in, player clicks for two guitars on both previous rhythm choices but here is three times for seemingly no reason.
00:45:990 (1,2,3,1,2,3,4,1,2,3,4) - This is probably okay but man, the progression to these moments need to be a bit more progressive or obvious because currently it's incredibly forced.

00:50:940 (3,4) - might be better as a slider so that the actual jumps afterwards stand out a bit more to the music.
00:55:740 (3,4) -

01:08:490 (2,3,1,2) - flow is really strange here

01:10:290 (4,1,2,3,4) - I don't understand this pattern here. Only on 01:10:740 (3) - does the dominant drum make an appearance but you already start a jump pattern before music changes so... yeah.
might want to add a circle 01:09:690 - to fill that rhythmic gap (again with the idea of steady progression) and make 01:10:440 (1) - as a 1/2 slider. With the slider you can pattern the next two objects and the NC to increase in spacing as you did and it'd /feel/ more buildup than just throwing jumps around

01:11:640 (1) - 1/2 slider and 01:12:690 - circle since the rhythmic gap is a bit strange... it's very weird to buildup with jumps and then just stop the rhythm for a measure. With dominating drums again like here 01:13:440 (1,2,3,4) - you can space these out a bit more for the resolution but would need a bit more rhythm to work with in previous measure.

01:21:090 (2) - weak beat but higher spacing than 01:20:940 (1) - ?

01:28:440 (1,2,3,4,1,2,3,4) - incredibly forced pattern.... .. .. . it's almost implied to be treated similarly to 01:24:840 (1,2,1,2,1,2,1) - but they're different so why not just make it similar to 01:20:040 (1,2,3,1,2) - because it's literally the exact same part of the music.

01:30:690 (4) - weak beat is higher spacing again, a bit backwards to the rhythm.

01:55:290 (2,3) - flow is strange

01:57:240 (1,2,3) - here maybe too. only cuz it goes left to right but the repeat stop that left/right motion a bit

02:02:490 (2) - should also be circles like how you did it 02:00:090 (2,3) - but honestly the whole circle spam is so forced man... lol like why do u do dis xD
many circles in succession imply that it's intense and should be everything clickable but the music more like draaaaining so i mean, sliders are okay to use too yknow xd and especially because using sliders would REALLY help make the yknow, super strong vocals/drums stand out here 02:02:940 (1,2,1,2,1,2,1,2,1,2) -
if everything is just as circle spams, it's so hard to emphasize the actual strong parts of the song with circles because well, everything is circles yah

02:04:440 - You could actually make a pretty clean break here up until 02:11:640 (1) - or 02:14:040 (1) - The break will help the previous jumps stand out even more since they're REALLY strong vocals/drums compared to the rest.

02:26:040 (1,2,3,4,1,2,3,4,1,2,3,1,2) - rhythm here is backwards. weak measure has all your jumps (it's weak because its 3rd measure and pitch of guitar is lower) and the strong measure has less density (it's strong because 4th measure is naturally the stronger measure in a phrase and the pitch of guitar is higher).

02:29:040 (3) - this spacing is ludicrous wtf

02:41:340 (5,6,1,2) - these don't exist in the music man, dominating drum starts 02:41:940 (3) -

02:51:240 (1,2,3,4) - if you want these as circles make them a bit weaker so that 02:51:840 (1,2,3,4,1) - is visibly stronger because currently it all feels too similar.

like why is 03:24:540 (3,1) - so cross-spaced and 03:25:740 (3,1) - much weaker. the weaker jump doesn't matter since it's a comfortable spacing you used for the rest but that first one i linked is waaaay too high lol

03:37:140 (2) - repeat on strong beat :puke:

03:39:090 (1,1) - I think a break feels better here since the sliders don't serve much of a purpose except to fill some gaps.

04:02:940 (1,2,1) - could also be a 'tactical' break. it would make 04:05:490 (1,2,3,4,1) - stand out much more

04:07:890 (1,2,1) - same idea here as a break to make 04:10:290 (1,2,3,4,1) - stand out etc with other similar moments up until 04:19:890 (1) -

05:01:590 (4,5,6) - jumps dont exist here yet

05:37:440 (1) - i.. don't know about this one ? if anything, remove a 1/4 repeat to give it a bit more buffer

My biggest gripe with this map (and I said it over discord too) was just how forced everything feels. I can get behind the theme of using 1/2 jumps to accentuate the dominating finishes/drums with the song but those aside, the rest of your structure is somewhat confusing both rhythmically and visually (subjective). A lot of the times it goes okay, and then suddenly HIGH SPACING, and then its back to normal, then it's weaker for some reason... and then HIGH SPACING (personally I think it's very overdone but that's just my opinion lols). There's a progression in the music I don't think is captured well that I tried to point out and you can agree or disagree but I'm only trying to be constructive. Thank you for sharing me your map and I hope all goes well with it! :)
Topic Starter
fieryrage
reminder to reply to this

also nerfed / remapped jumps from irc with turquoise earlier, forgot to mention that
mxp
Great symmetry style map, Good Luck!

Topic Starter
fieryrage
hey i forgot

Kroytz wrote:

500th post :o
mod
00:03:540 (4) - would it make more sense as a circle+slider instead of using the repeat? similar thing to 00:01:740 (2,3) - is what I'm thinking ok

00:05:490 (1,2,3,4) - Probably intentional but it'd feel like this would be similar spacing to 00:04:890 (1,2,3,4) - because the guitar strums the same way. Only difference is for pitch but since the two patterns are near identical, why not just make full identical? fixed

00:07:890 (1) - should be 1/1 there's definitely a bass drum hit on the red tick

00:17:490 (1,2) - could be higher spacing since the last four sliders were gaining spacing too fine as is, there's no snare drums on those sliders so they aren't intensified as much

00:17:040 (2) - one thing I don't like is how this slider has a bit of an odd overlap with the previous object whereas 00:16:590 (1) - doesn't. structurally a tiny bit inconsistent but eh i don't really think it's a huge problem tbh

00:24:540 (1,2,1,2,3,1,2,3,1,2,3,1,2,3) - I repeated this a few times and the rhythm seems kind of odd because of how you double repeated the sliders for two measures first.. I found that using two repeat sliders first, and then the 1/2 jumps, and then the repeat sliders again, followed by the 1/2 jumps again compliment the music. Only because your AABB rhythm choice is quite extreme with intensities, it doesn't get enough of buildup imo. If follow ABAB pattern, the first AB can be weak spacing and the last AB can be stronger for more proper buildup rather than just throwing 1/2 jumps at the player where the music doesn't change much at all. changed rhythm of 00:28:890 (2,3) - this here to address this issue, can't really do it for 00:33:690 (2) - due to the patterning though

00:27:240 (1,2,3,4) - This feels a bit strange because it's patterned similarly to before but the music is much different here eh, the AR makes this playable and readable so not a big issue either, emphasizes what it needs to

00:28:440 (1,2,3,1,2,1,2,1,2,3,1,2,3,1,2,3) - Not sure i understand your rhythm choice here. The first couple sliders is okay, but then it gets weaker with the repeat sliders, and then drastically much stronger with the 1/2 jumps? It's so off. Don't know if I can suggest much of an alternative but going mid->weak->strong is very confusing. either make cleaner progression weak->mid->strong or some sort of consistency with rhythm choice. fixed this above anyway

00:32:940 (3,4) - antijump kind of stops all flows. i'd just place 4 as a decently spaced jump from 3 ok

00:35:940 (1,2) - Here I don't understand the repeat sliders either. The sliders before were making sense but then it goes back to being weak and suddenly strong again with the jumps afterwards. Using the same 1/2 sliders as before (maybe with more deviated spacing) would progress with the song more smoothly. I mean, the drums are quite literally all the same i can't really fix this without redoing this entire section, and i feel like adding repeat sliders here would help keep the rhythm changes at least somewhat consistent

00:40:740 (1,2) - If you plan to use the repeats from the previous measure just make these as 1/2 sliders for steadier rhythm. It'll help lead into the jumps again i mean the first pattern isn't even a jump so

00:43:290 (2) - could make as angled slider since everything around it is a bit angled eeeeee but the loops would be out of place then

00:43:740 (1,2,1,2,3,1,2,3,1,2,3,1,2,3,1) - so like going through this thing again I'm just certain you have trouble with rhythmic consistencies or your purposefully trying to make the map awkward for the player. I'll try to explain this a bit better:
00:42:840 (1,2,3,1,2,1,2,3,1,2) - is all the same in the music, the only difference is the pitch in the guitar. What this means is if you want a clean progression with the song (for buildup), use weaker density first and then gradually more intense which isn't what you did because the two repeat sliders in the middle do this weird mid->weak->strong density that the music doesn't change for it. It's also possible to keep everything the same rhythmically but that might be boring, although, it'd follow the music a bit more accurately.
00:44:640 (1,2,3,1,2,3,1,2,3) - Here you're combining two different measures together which is rhythmically inconsistent (mostly because of how the repeat sliders are done from before). What happens is that 00:45:540 (1,2,3) - is an EXTRA beat added to the guitars where the other parts of the phrase only use two sliders for the drums. As in, player clicks for two guitars on both previous rhythm choices but here is three times for seemingly no reason.
00:45:990 (1,2,3,1,2,3,4,1,2,3,4) - This is probably okay but man, the progression to these moments need to be a bit more progressive or obvious because currently it's incredibly forced. fixed the repeat slider issue here which should cover everything you pointed out i think, pm me if it didnt cuz i might've not understood everything here

00:50:940 (3,4) - might be better as a slider so that the actual jumps afterwards stand out a bit more to the music.
00:55:740 (3,4) - there's very two potent claps here that i'd like to keep emphasized

01:08:490 (2,3,1,2) - flow is really strange here i don't see a big issue here tho?

01:10:290 (4,1,2,3,4) - I don't understand this pattern here. Only on 01:10:740 (3) - does the dominant drum make an appearance but you already start a jump pattern before music changes so... yeah.
might want to add a circle 01:09:690 - to fill that rhythmic gap (again with the idea of steady progression) and make 01:10:440 (1) - as a 1/2 slider. With the slider you can pattern the next two objects and the NC to increase in spacing as you did and it'd /feel/ more buildup than just throwing jumps around ok to adding circle but i don't see the need to make it a 1/2 slider

01:11:640 (1) - 1/2 slider and 01:12:690 - circle since the rhythmic gap is a bit strange... it's very weird to buildup with jumps and then just stop the rhythm for a measure. With dominating drums again like here 01:13:440 (1,2,3,4) - you can space these out a bit more for the resolution but would need a bit more rhythm to work with in previous measure. changed this differently

01:21:090 (2) - weak beat but higher spacing than 01:20:940 (1) - ? oh whoops

01:28:440 (1,2,3,4,1,2,3,4) - incredibly forced pattern.... .. .. . it's almost implied to be treated similarly to 01:24:840 (1,2,1,2,1,2,1) - but they're different so why not just make it similar to 01:20:040 (1,2,3,1,2) - because it's literally the exact same part of the music. ok

01:30:690 (4) - weak beat is higher spacing again, a bit backwards to the rhythm. reduced slightly

01:55:290 (2,3) - flow is strange yea idk how this is strange tbh lol

01:57:240 (1,2,3) - here maybe too. only cuz it goes left to right but the repeat stop that left/right motion a bit ^

02:02:490 (2) - should also be circles like how you did it 02:00:090 (2,3) - but honestly the whole circle spam is so forced man... lol like why do u do dis xD
many circles in succession imply that it's intense and should be everything clickable but the music more like draaaaining so i mean, sliders are okay to use too yknow xd and especially because using sliders would REALLY help make the yknow, super strong vocals/drums stand out here 02:02:940 (1,2,1,2,1,2,1,2,1,2) -
if everything is just as circle spams, it's so hard to emphasize the actual strong parts of the song with circles because well, everything is circles yah i mean, i tried emphasizing the strong parts with increased spacing so i don't see a huge issue tbh

02:04:440 - You could actually make a pretty clean break here up until 02:11:640 (1) - or 02:14:040 (1) - The break will help the previous jumps stand out even more since they're REALLY strong vocals/drums compared to the rest. i mean the spacing change kinda already does that so idk

02:26:040 (1,2,3,4,1,2,3,4,1,2,3,1,2) - rhythm here is backwards. weak measure has all your jumps (it's weak because its 3rd measure and pitch of guitar is lower) and the strong measure has less density (it's strong because 4th measure is naturally the stronger measure in a phrase and the pitch of guitar is higher). ehh i kinda want to change the rhythm up here anyways compared to the other section

02:29:040 (3) - this spacing is ludicrous wtf Woops Lol

02:41:340 (5,6,1,2) - these don't exist in the music man, dominating drum starts 02:41:940 (3) - bro what

02:51:240 (1,2,3,4) - if you want these as circles make them a bit weaker so that 02:51:840 (1,2,3,4,1) - is visibly stronger because currently it all feels too similar. reduced spacing

like why is 03:24:540 (3,1) - so cross-spaced and 03:25:740 (3,1) - much weaker. the weaker jump doesn't matter since it's a comfortable spacing you used for the rest but that first one i linked is waaaay too high lol i mean, cymbals are crashing everywhere and basically the entirety of the song here is at its most intense point so i try representing that

03:37:140 (2) - repeat on strong beat :puke: yeayaewjja4hjamjhreg

03:39:090 (1,1) - I think a break feels better here since the sliders don't serve much of a purpose except to fill some gaps. definitely consider this but as of rn i think it's fine since it follows guitar

04:02:940 (1,2,1) - could also be a 'tactical' break. it would make 04:05:490 (1,2,3,4,1) - stand out much more i don't really see a point in doing this tbh

04:07:890 (1,2,1) - same idea here as a break to make 04:10:290 (1,2,3,4,1) - stand out etc with other similar moments up until 04:19:890 (1) - ^

05:01:590 (4,5,6) - jumps dont exist here yet this is like barely a jump tbh

05:37:440 (1) - i.. don't know about this one ? if anything, remove a 1/4 repeat to give it a bit more buffer it's fine as is, no one broke on it ever and the sv was reduced already

My biggest gripe with this map (and I said it over discord too) was just how forced everything feels. I can get behind the theme of using 1/2 jumps to accentuate the dominating finishes/drums with the song but those aside, the rest of your structure is somewhat confusing both rhythmically and visually (subjective). A lot of the times it goes okay, and then suddenly HIGH SPACING, and then its back to normal, then it's weaker for some reason... and then HIGH SPACING (personally I think it's very overdone but that's just my opinion lols). There's a progression in the music I don't think is captured well that I tried to point out and you can agree or disagree but I'm only trying to be constructive. Thank you for sharing me your map and I hope all goes well with it!
well since I applied most of your mod hopefully those issues were fixed as I relooked over the map as well o/

ty!
Topic Starter
fieryrage
irc with squirrel
2017-09-25 20:21 squirrelpascals: 00:07:440 (2,1) -
2017-09-25 20:21 squirrelpascals: dont like your use of reapeats here because it kind of neglects the cymbals playing here
2017-09-25 20:22 fieryrage: o
2017-09-25 20:22 fieryrage: right shit
2017-09-25 20:22 fieryrage: i forgot to replace those with the
2017-09-25 20:22 squirrelpascals: or just at 00:07:890 (1) -
2017-09-25 20:22 squirrelpascals: because this 00:06:090 (1,2,1,2) - is structured
2017-09-25 20:22 fieryrage: 00:03:540 (4,5) -
2017-09-25 20:22 fieryrage: stuff i did here
2017-09-25 20:22 squirrelpascals: that would work yeah
2017-09-25 20:22 squirrelpascals: also 00:08:340 (2,3) - feels way overspaced
2017-09-25 20:23 squirrelpascals: compare it to the strength of 00:09:690 (1,2) -
2017-09-25 20:25 squirrelpascals: tell me when you fix things btw so i can pace things quickly enough
2017-09-25 20:25 fieryrage: ok
2017-09-25 20:25 fieryrage: i fixed ALL thos
2017-09-25 20:26 squirrelpascals: k
2017-09-25 20:26 squirrelpascals: 00:12:990 (6) - this is the only time where you dont make that guitar note clickable
2017-09-25 20:26 squirrelpascals: in 00:10:890 (1,2,3,4,1,2,3,4,5) -
2017-09-25 20:26 squirrelpascals: leads to less integrity in what youre mapping to
2017-09-25 20:27 fieryrage: https://osu.ppy.sh/ss/9178513
2017-09-25 20:27 fieryrage: this is fine btw right
2017-09-25 20:27 fieryrage: and ppl told me the rhythm there was shit if i did that
2017-09-25 20:27 squirrelpascals: yeah no prob with that
2017-09-25 20:27 fieryrage: something about like
2017-09-25 20:27 fieryrage: emphasis on the clap
2017-09-25 20:27 fieryrage: was lost
2017-09-25 20:27 fieryrage: if i didnt have the clickable slider there
2017-09-25 20:28 fieryrage: so i dont even know
2017-09-25 20:28 fieryrage: i also found a misplaced whistle due to that so We
2017-09-25 20:28 fieryrage: my main issue with that would be
2017-09-25 20:28 fieryrage: having it flow into 00:13:290 (1) - this slider
2017-09-25 20:28 fieryrage: if i did change it
2017-09-25 20:29 squirrelpascals: i disagree cuz it feels like youre randomly ignoring the guitar by leaving it at a sliderend
2017-09-25 20:29 fieryrage: Fuck You Linkin Park
2017-09-25 20:29 fieryrage: ok lemme see if i can do smth
2017-09-25 20:29 squirrelpascals: ok
2017-09-25 20:29 squirrelpascals: making it two circles would work
2017-09-25 20:29 fieryrage: https://osu.ppy.sh/ss/9178526
2017-09-25 20:29 fieryrage: this is AIDS
2017-09-25 20:29 fieryrage: holy Fuc
2017-09-25 20:30 fieryrage: ok i found a better alternative
2017-09-25 20:30 fieryrage: 00:13:590 (2) - i just overlapped the new hitcircle with this
2017-09-25 20:30 fieryrage: also repositioned 00:12:990 (6) - to overlap 00:12:540 (4) - because otherwise the jump is like
2017-09-25 20:30 fieryrage: ew
2017-09-25 20:30 squirrelpascals: oh okay
2017-09-25 20:31 squirrelpascals: wait can you screenshot instead of describing word for word xd
2017-09-25 20:31 fieryrage: https://osu.ppy.sh/ss/9178531
2017-09-25 20:31 fieryrage: THIS bRo
2017-09-25 20:31 squirrelpascals: okay thats better
2017-09-25 20:34 squirrelpascals: 00:37:440 (1) - make a kickslider?
2017-09-25 20:34 squirrelpascals: would br more consistent with how you handle 00:32:640 (1,2,3) - wtc
2017-09-25 20:34 fieryrage: YEa
2017-09-25 20:34 squirrelpascals: etc.
2017-09-25 20:34 fieryrage: Ok
2017-09-25 20:36 squirrelpascals: 01:10:440 (1,2,3) -
2017-09-25 20:36 squirrelpascals: spacing at 1,2 is still aids xd
2017-09-25 20:36 fieryrage: GOD
2017-09-25 20:36 fieryrage: Damnite
2017-09-25 20:36 fieryrage: ok heres my thought process
2017-09-25 20:36 fieryrage: behind that
2017-09-25 20:36 fieryrage: i wanted to emphasize the clap there
2017-09-25 20:36 fieryrage: and literally everyone pointed that out and saying its gay and i shouldnt do it but
2017-09-25 20:36 fieryrage: 01:10:440 (1,2,4) -
2017-09-25 20:37 fieryrage: like LOOK HOW PRETTY THIS LOPOKS
2017-09-25 20:37 fieryrage: I WAS SO HAPPY WITH THIS
2017-09-25 20:38 squirrelpascals: okay lets compromise
2017-09-25 20:38 squirrelpascals: https://i.imgur.com/yVvTMKH.png
2017-09-25 20:38 fieryrage: its ok i fixed it already
2017-09-25 20:38 fieryrage: https://osu.ppy.sh/ss/9178559
2017-09-25 20:38 squirrelpascals: oh or that works
2017-09-25 20:39 fieryrage: Fieryrage Has Ur bAck
2017-09-25 20:39 squirrelpascals: :thumbs_up:
2017-09-25 20:40 squirrelpascals: 01:11:640 (1,2) -
2017-09-25 20:40 squirrelpascals: this is minor but
2017-09-25 20:40 squirrelpascals: i feel like this would sound better wiht 2 on a passive beat
2017-09-25 20:40 squirrelpascals: because its in the song but its quiet xd
2017-09-25 20:40 fieryrage: so a slider
2017-09-25 20:40 fieryrage: ok
2017-09-25 20:40 squirrelpascals: yes
2017-09-25 20:41 squirrelpascals: i word it like that to make it sound like you have more options
2017-09-25 20:41 squirrelpascals: 01:13:440 (1,2,3,4) - increase spacing here?
2017-09-25 20:41 fieryrage: yea but i got big brain and know what u mean
2017-09-25 20:41 squirrelpascals: :^)
2017-09-25 20:41 squirrelpascals: because theres an obv build up there and its spaced less than before
2017-09-25 20:43 fieryrage: increased spacing of 01:13:740 (3,4) - but i dont think the first two is necessary tbh
2017-09-25 20:43 fieryrage: https://osu.ppy.sh/ss/9178573
2017-09-25 20:43 squirrelpascals: yeah that works
2017-09-25 20:43 squirrelpascals: okay yeah
2017-09-25 20:43 squirrelpascals: even if its minor its a weaker snare so i dont mind
2017-09-25 20:46 squirrelpascals: 01:56:640 (1,2,3,4,5) -
2017-09-25 20:46 squirrelpascals: curved unevenly
2017-09-25 20:46 squirrelpascals: UNRANKABLE >:(((
2017-09-25 20:47 fieryrage: Mad?
2017-09-25 20:47 fieryrage: U mad bro??????
2017-09-25 20:47 fieryrage: Lol1!!
2017-09-25 20:47 squirrelpascals: xDD!!
2017-09-25 20:47 fieryrage: if thats curved unevenly btw then like literally all the bursts are
2017-09-25 20:48 squirrelpascals: i didnt notive it on the others
2017-09-25 20:48 squirrelpascals: so meh
2017-09-25 20:48 fieryrage: ok but that takes effort to fix and i zzzz
2017-09-25 20:48 squirrelpascals: 02:02:940 (1,2) - feel like you should increase spacing here a bit to match sudden intensity of vocals
2017-09-25 20:49 fieryrage: ok
2017-09-25 20:49 squirrelpascals: i see what you were doing here with spacing tho and thats p cool
2017-09-25 20:49 fieryrage: increased slightly
2017-09-25 20:49 squirrelpascals: btw bursts are super minor i could care less
2017-09-25 20:49 fieryrage: Thats what they want u to think
2017-09-25 20:50 squirrelpascals: :O
2017-09-25 20:51 squirrelpascals: 02:17:340 (3,1) - stop in flow here is inconsistent from 02:15:540 (3,4) - and 02:19:290 (2,3,4) -
2017-09-25 20:51 squirrelpascals: recommend making 02:17:340 (3) - a slider
2017-09-25 20:52 fieryrage: dude how the fuck are u the only person that pointed this out
2017-09-25 20:52 squirrelpascals: xd
2017-09-25 20:52 squirrelpascals: by the way no kd
2017-09-25 20:52 squirrelpascals: because i already modded lOl
2017-09-25 20:53 fieryrage: Yea bro
2017-09-25 20:53 fieryrage: https://osu.ppy.sh/ss/9178609
2017-09-25 20:53 fieryrage: i love aids patterns
2017-09-25 20:55 squirrelpascals: aight
2017-09-25 20:55 squirrelpascals: 02:30:090 (5,6,7,1,2) -
2017-09-25 20:55 squirrelpascals: recommend lowering rhythm density here with a slider or smth to add more contrast with 02:30:840 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,3) - kiai part
2017-09-25 20:55 fieryrage: also
2017-09-25 20:55 fieryrage: 02:28:890 (2,3) -
2017-09-25 20:55 fieryrage: should this be a triple
2017-09-25 20:55 fieryrage: cuz i never do a direct stack like this
2017-09-25 20:56 fieryrage: and its technically supported in the song
2017-09-25 20:56 fieryrage: also added slider to 6 and 7
2017-09-25 20:56 squirrelpascals: i dont hear a beat there so no :p
2017-09-25 20:56 fieryrage: or actually wait
2017-09-25 20:56 fieryrage: no if i do that then the introduction to the higher spacing gets screwed
2017-09-25 20:56 squirrelpascals: also thank you for overmapping triples less in this kind of map
2017-09-25 20:57 squirrelpascals: just space the two
2017-09-25 20:57 fieryrage: He Says That Now But Just Wait Until He Sees The NEsxt section
2017-09-25 20:58 fieryrage: idk its hard to make a pattern that flows well and introduces the high spacing using a slider there
2017-09-25 20:58 squirrelpascals: i dont mind the direct stack there at all tbh
2017-09-25 20:59 fieryrage: bro im tttttttttttttalkin about
2017-09-25 20:59 fieryrage: 02:30:240 (6,7) -
2017-09-25 20:59 fieryrage: This
2017-09-25 20:59 squirrelpascals: yeah that works
2017-09-25 20:59 squirrelpascals: making that a slider
2017-09-25 20:59 fieryrage: yea but i feel like itd just be
2017-09-25 20:59 squirrelpascals: it just makes it feel less 12 jump spammy
2017-09-25 20:59 fieryrage: ruining the growing emphasis leading up to the jump part
2017-09-25 20:59 squirrelpascals: not that this map isnt
2017-09-25 21:00 fieryrage: yea i was about to say
2017-09-25 21:00 fieryrage: u on dumb
2017-09-25 21:00 fieryrage: but alright i guess ill see what i can do
2017-09-25 21:00 fieryrage: https://osu.ppy.sh/ss/9178626
2017-09-25 21:00 fieryrage: see like
2017-09-25 21:00 fieryrage: now this looks ugly
2017-09-25 21:00 fieryrage: cuz of the Fuckin Sldierned
2017-09-25 21:00 fieryrage: hofdlygb fu
2017-09-25 21:01 squirrelpascals: 02:29:940 (4,5) -
2017-09-25 21:01 squirrelpascals: try making this a slider instead?
2017-09-25 21:01 squirrelpascals: if you cant make it work its just a recommendation but it would be an improvement
2017-09-25 21:01 fieryrage: ye idk
2017-09-25 21:02 fieryrage: if i can think of smth at the end of the mod ill do it
2017-09-25 21:02 fieryrage: but theres too many overlaps n stuff in this section that anything would just
2017-09-25 21:02 fieryrage: screw it up aesthetically
2017-09-25 21:02 fieryrage: so rip
2017-09-25 21:02 squirrelpascals: okay moving on
2017-09-25 21:02 squirrelpascals: 02:33:690 (2,3,4) - i dont hear a triple here :///
2017-09-25 21:03 fieryrage: ok time to remove all the triples that pishi told me to add
2017-09-25 21:03 fieryrage: tbh i got so used to it in the other ranked version that i thought there were actual sounds there
2017-09-25 21:03 squirrelpascals: why did he tell you to add them
2017-09-25 21:03 fieryrage: he felt like the density was weird otherwise
2017-09-25 21:03 fieryrage: idfk
2017-09-25 21:03 fieryrage: this was like
2017-09-25 21:03 fieryrage: 5 months ago tho
2017-09-25 21:04 fieryrage: anyway removed all of them in the section they're just direct stacks now
2017-09-25 21:04 fieryrage: so i guess it helps the other direct stack lul
2017-09-25 21:04 fieryrage: idk though honestly it feels like those triples are actually there
2017-09-25 21:05 squirrelpascals: i dont hear the sounds there
2017-09-25 21:05 squirrelpascals: wait let me check the other set
2017-09-25 21:05 fieryrage: it overmaps
2017-09-25 21:05 fieryrage: WAY more than i do
2017-09-25 21:06 fieryrage: so like i dont even know
2017-09-25 21:06 squirrelpascals: 2015 Overmapping Inc.
2017-09-25 21:06 fieryrage: im just gonna keep them if the other bn tells me This Shit Gay ill remove
2017-09-25 21:08 squirrelpascals: alright
2017-09-25 21:08 squirrelpascals: some people like to do that whole "triples for emphasis" type of thing
2017-09-25 21:08 squirrelpascals: but i think theres a time and place for it
2017-09-25 21:09 squirrelpascals: soooooo movign on
2017-09-25 21:13 squirrelpascals: 03:18:540 (4) -
2017-09-25 21:14 squirrelpascals: make this two circles for consistency with the jumps before + intence vocals
2017-09-25 21:14 fieryrage: OOOOOOOOoooooooooooooooooooooooooooo00000000ok
2017-09-25 21:15 fieryrage: https://osu.ppy.sh/ss/9178668 this probably looks ugly in hindsight but idgaf
2017-09-25 21:16 squirrelpascals: works
2017-09-25 21:18 squirrelpascals: 03:44:640 (1) - 03:49:440 (1) - the sv increase here feels p dramatic because in gameplay the snare is only subtly different form 03:48:240 (4) -
2017-09-25 21:18 squirrelpascals: woudl just recommend lowering it to be less dramatic
2017-09-25 21:19 squirrelpascals: 03:54:240 (1) - also could you do some similar circular aesthetic here to fit in with the slliders i mentioned
2017-09-25 21:19 fieryrage: i dont really wanna reduce the sv because i feel like it's a lot more intense there and even then it doesn't increase too much to affect gameplay much
2017-09-25 21:19 fieryrage: as for the aesthetic thing then id be not mapping the vocal and i wanna map that
2017-09-25 21:22 squirrelpascals: even like .75 would feel better
2017-09-25 21:22 squirrelpascals: they just dont sound that different
2017-09-25 21:22 fieryrage: .75 is the sv i have
2017-09-25 21:22 fieryrage: wait
2017-09-25 21:22 fieryrage: wtf
2017-09-25 21:22 fieryrage: ok
2017-09-25 21:22 squirrelpascals: you have 1 lolol
2017-09-25 21:23 fieryrage: Ok Fix
2017-09-25 21:24 squirrelpascals: be sure to get all of them
2017-09-25 21:24 squirrelpascals: 04:27:840 (1) -
2017-09-25 21:24 fieryrage: yea
2017-09-25 21:24 fieryrage: i did
2017-09-25 21:26 squirrelpascals: 04:56:190 (2,3,4,5,1,2) -
2017-09-25 21:26 squirrelpascals: same situation here with that 1/2 slider
2017-09-25 21:26 squirrelpascals: or whatever slider
2017-09-25 21:26 squirrelpascals: to contrast with the next jump part
2017-09-25 21:26 squirrelpascals: just think about it
2017-09-25 21:26 fieryrage: ok
2017-09-25 21:27 squirrelpascals: because imo these 04:51:240 (1,2,3) - sound a lot more cohesiv
2017-09-25 21:27 squirrelpascals: e
2017-09-25 21:27 squirrelpascals: 04:59:640 (1,2) - spacing feels quite low here
2017-09-25 21:27 squirrelpascals: maybe move 1 up
2017-09-25 21:28 fieryrage: https://osu.ppy.sh/ss/9178703
2017-09-25 21:28 fieryrage: kinda readjusted the entire pattern
2017-09-25 21:29 squirrelpascals: that works
2017-09-25 21:30 fieryrage: also 05:06:540 (4) - i already fixed this
2017-09-25 21:30 fieryrage: from previous one
2017-09-25 21:31 squirrelpascals: thank you
2017-09-25 21:31 squirrelpascals: i was going to point that out xd
2017-09-25 21:31 squirrelpascals: 05:17:490 (1) - s l i d e r point s
2017-09-25 21:31 fieryrage: U MAD????????????
2017-09-25 21:32 squirrelpascals: LOL!
2017-09-25 21:32 squirrelpascals: 05:20:640 (1) -
2017-09-25 21:32 squirrelpascals: this might be offscreen
2017-09-25 21:32 squirrelpascals: yeah im sure it is
2017-09-25 21:32 fieryrage: https://osu.ppy.sh/ss/9178712
2017-09-25 21:32 fieryrage: is this offscreens till
2017-09-25 21:33 squirrelpascals: i think its better
2017-09-25 21:33 squirrelpascals: ill change window rl quick and check
2017-09-25 21:33 fieryrage: https://osu.ppy.sh/ss/9178718
2017-09-25 21:33 fieryrage: this shouldnt be at all
2017-09-25 21:33 fieryrage: so
2017-09-25 21:33 fieryrage: yeee EEEe
2017-09-25 21:34 squirrelpascals: yeah youre good there
2017-09-25 21:34 fieryrage: ok
2017-09-25 21:35 squirrelpascals: 05:25:140 (1) - why the slowdown here?
2017-09-25 21:35 fieryrage: to give emphasis to the guitar
2017-09-25 21:36 squirrelpascals: oky
2017-09-25 21:36 squirrelpascals: alien got RANKED so ugly sliders are okay!!!!!!!!!!!!!!!!!!
2017-09-25 21:36 squirrelpascals: 05:37:440 (1) -
2017-09-25 21:36 fieryrage: YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA#$
2017-09-25 21:37 squirrelpascals: its actually justified tho lol
2017-09-25 21:37 squirrelpascals: 05:37:440 (1) -
2017-09-25 21:37 squirrelpascals: but thI SiSNT
2017-09-25 21:37 fieryrage: U MAD????????
2017-09-25 21:37 fieryrage: the guitar is like the most distorted there tho cmon
2017-09-25 21:37 squirrelpascals: 1/8 feels TOO FST HERE
2017-09-25 21:37 fieryrage: Bro just learnt o play lollllll
2017-09-25 21:37 fieryrage: all testplayers never broke on that
2017-09-25 21:37 fieryrage: i think its fine tbh
2017-09-25 21:37 fieryrage: its either that or i make 4x sv slider
2017-09-25 21:38 squirrelpascals: ok my rule for these is that if the head to first reverse arrow of the slider is longer than the hit window for a 300 then its okay
2017-09-25 21:38 squirrelpascals: so okay fine
2017-09-25 21:38 fieryrage: like and rt
2017-09-25 21:39 squirrelpascals: i replied >:(
2017-09-25 21:39 squirrelpascals: 05:36:990 (2,1) -
2017-09-25 21:39 squirrelpascals: might be unrankable
2017-09-25 21:39 fieryrage: yea vinxis also pointed that out but
2017-09-25 21:39 squirrelpascals: https://i.imgur.com/Goh3bDo.png unranka bLE
2017-09-25 21:39 fieryrage: i think since its short enough and its a high level map ppl will know
2017-09-25 21:39 fieryrage: Wow this is 1/8
2017-09-25 21:39 fieryrage: ok ur right actually nevemrind
2017-09-25 21:40 fieryrage: https://osu.ppy.sh/ss/9178729
2017-09-25 21:40 fieryrage: Looks like I Gotta Settle For Thsi.
2017-09-25 21:40 squirrelpascals: yeah thats a good adjustment
2017-09-25 21:40 squirrelpascals: even if it reads fine rankability is rankability
2017-09-25 21:40 fieryrage: Sad!
2017-09-25 21:42 squirrelpascals: 05:42:540 (3,4,5,6,7,8,9,10) -
2017-09-25 21:42 squirrelpascals: it sounds like youre mapping this to the distortion of the guitar
2017-09-25 21:42 squirrelpascals: more than the actual notes of the guitar
2017-09-25 21:42 fieryrage: what do u mean
2017-09-25 21:43 squirrelpascals: im sure that the guitar keeps the 1/2 rhythm here
2017-09-25 21:43 squirrelpascals: like 1/4 slider spam is more justified here
2017-09-25 21:43 fieryrage: when i slow it down i hear distinct 1/4 notes
2017-09-25 21:43 fieryrage: so idk
2017-09-25 21:43 fieryrage: it does the same thing in the ranked vers too
2017-09-25 21:44 squirrelpascals: oh wait
2017-09-25 21:44 squirrelpascals: shIT
2017-09-25 21:44 squirrelpascals: i hear it now
2017-09-25 21:44 fieryrage: Brain Moments
2017-09-25 21:44 squirrelpascals: 05:42:615 (4) - not at this one
2017-09-25 21:44 squirrelpascals: Yes
2017-09-25 21:44 fieryrage: wtf i hear it there too tho
2017-09-25 21:44 squirrelpascals: 05:42:540 (3,4) - just make 3 a kickslider or smth
2017-09-25 21:44 fieryrage: its low pitch but its there
2017-09-25 21:45 squirrelpascals: so ill take it
2017-09-25 21:45 fieryrage: wait ull take it without kickslider or do i have 2
2017-09-25 21:45 squirrelpascals: i think sometimes if i would have mapped these things differently im like
2017-09-25 21:45 squirrelpascals: "this is WRONG!"
2017-09-25 21:45 fieryrage: yea but ur gay LL
2017-09-25 21:45 squirrelpascals: no ill take it without
2017-09-25 21:45 fieryrage: Hold the L
2017-09-25 21:45 squirrelpascals: l
2017-09-25 21:45 fieryrage: thanks
2017-09-25 21:45 squirrelpascals: np

only took 1 year!1!!!!!!!!
squirrelpascals
im putting an end to this meme
Dab
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Plaudible
oh no
semaphore
05:00:840 (1,2,3) -
Mir
Random thing when I was looking through the map:

03:22:740 - This break along with 05:10:740 - feel a bit out of place since the intensity is still really high and not clicking for that note is kinda meh. I would suggest adding a stacked circle there maybe to keep the player at least clicking something?
Ideal
fucking finally some progress on this map furry rage boy
Topic Starter
fieryrage
fixed mir's issue, waiting for second bn before updating

i just wanna make good maps and not have this on the back of my mind plz
Izzywing
s
00:09 fieryrage: hopefully its not too bad
00:09 fieryrage: tried refining it for like 3 hours
00:09 Hobbes2: i remember looking at this a while ago and i didnt think it was that bad then either
00:09 Hobbes2: i just felt like it was a bit overdone
00:09 Hobbes2: lookin at it in again tho
00:09 fieryrage: ye
00:09 fieryrage: i nerfed most of the jumps and gave emphasis on things that were necessary
00:09 fieryrage: all that was done recently
00:09 fieryrage: so im open to nerfing more if need be
00:11 Hobbes2: 01:40:290 (6,2) - stack
00:11 fieryrage: woops
00:11 fieryrage: fix
00:12 Hobbes2: 02:32:940 (2,3) - jw why you switched from your earlier stacking spacing to perfect stacks
00:13 fieryrage: oh
00:13 fieryrage: shit i actually didnt think of doing that LOL
00:13 Hobbes2: 02:37:590 (2,1) - another stack
00:14 fieryrage: yea i actually
00:14 fieryrage: completely forgot i could do this
00:14 fieryrage: in this section
00:14 fieryrage: lemme go fix like
00:14 fieryrage: all these
00:14 fieryrage: rofl
00:14 Hobbes2: in the meantime,
00:14 Hobbes2: 02:42:240 (1,2,3,4) - massive spacing but like 02:51:990 (2,3,4,1) - is pretty underwhelming compared to it. i actually think since this a calmer section you should nerf the first one
00:14 Hobbes2: no need fro a cross screen jump at this part imo
00:16 fieryrage: alright
00:16 fieryrage: https://osu.ppy.sh/ss/9191873
00:16 fieryrage: should be ok
00:16 Hobbes2: seems good
00:17 Hobbes2: 03:04:440 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - ya this is what i didnt like lol, i can see why youd map it like this but i just dont really feel this is appropriate
00:17 Hobbes2: something something subjective
00:18 fieryrage: eeeee
00:18 Hobbes2: :L
00:18 Hobbes2: more perfect stacks after that first big kiai btw
00:18 fieryrage: ye im looking thru still for em
00:18 fieryrage: is it just the spacing of it?
00:18 fieryrage: or
00:19 Hobbes2: 04:36:690 (1) - nc shouldnt be here?
00:19 Hobbes2: yeah..sorta
00:19 Hobbes2: it just feels way too intense overall
00:19 Hobbes2: combination of spacing and rhythm
00:19 Hobbes2: well..rhythm just being circles lol
00:20 fieryrage: nc is there for readability mainly and the cymbal but it probably makes more sense on the downbeat
00:21 Hobbes2: o yea streams at the end
00:21 Hobbes2: well those are probably fine since if u can play the jumps you can probably land the streams
00:21 Hobbes2: let me see if i can pass this real quick (hint: i cant)
00:22 fieryrage: honestly
00:22 fieryrage: you can probably pass the jumps
00:22 fieryrage: squirrel passed them
00:22 fieryrage: lol
00:22 fieryrage: the stream at the end is what he failed on which makes sense cuz i mean
00:22 fieryrage: its probably the more intense part of the song
00:22 Hobbes2: im
00:22 Hobbes2: rusty as balls
00:22 Hobbes2: so im actually just bad
00:23 fieryrage: ok i think i fixed all direct stacks
00:23 fieryrage: im gonna keep the nc where it is rn
00:23 fieryrage: my main issue is like
00:23 fieryrage: https://osu.ppy.sh/ss/9191899
00:24 fieryrage: making these not look ugly
00:24 fieryrage: cuz those are the only ones i haven't changed so far
00:25 fieryrage: nvm i figured it out lol
00:27 Hobbes2: hm
00:27 Hobbes2: so in playing I can pass the jumps except for when i run out of stamina for the part with like 50 jumps at the end of the kiai
00:27 Hobbes2: which i expected since my stamina is ass rn
00:27 Hobbes2: but in my peak i could pass it
00:27 Hobbes2: stream part id probably fail too
00:28 fieryrage: to be expected cuz
00:28 fieryrage: i made that the most intense part for a reason
00:28 fieryrage: since the guitar is fucking all over the place and hes like
00:28 fieryrage: lemme hit this sick guitar solo
00:29 Hobbes2: 05:52:255 (1,1,2,3,4,5,6,1) - idk since i cant pass this but this slider leniency seems fucked
00:29 Hobbes2: in my quick 'playtest' that was really weird to land
00:29 Hobbes2: rest of the stream part is pretty cool
00:29 fieryrage: u mean the last repeat?
00:30 Hobbes2: moving from last repeat to the startof the stream
00:30 Hobbes2: i linked too much myb
00:30 fieryrage: o
00:30 fieryrage: yea i see
00:30 fieryrage: i can reduce the spacing of it
00:31 fieryrage: altho no one really had any issues playtesting it so idk
00:33 Hobbes2: shrug
00:33 Hobbes2: it could be fine
00:33 Hobbes2: im doin some thinkin
00:33 fieryrage: as for the stacking
00:33 fieryrage: i might just do direct stacks for the first part
00:33 fieryrage: my thought process was the rhythm was different in the sections where i direct stacked
00:33 fieryrage: except the one before the "show us all again" thing
00:34 Hobbes2: makes sense
00:34 Hobbes2: as long as theres some logic
00:34 Hobbes2: other than i forgot why i stacked here and not there (^:
00:34 fieryrage: Lo
00:34 fieryrage: i remembered its ok
00:34 Hobbes2: 05:05:340 (4,2) - this supposed to stack?
00:35 fieryrage: ye
00:36 Hobbes2: 05:30:540 (4) - feel like 2 circles makes more sene here with drums
00:38 fieryrage: https://osu.ppy.sh/ss/9191951 ok done
00:40 Hobbes2: coolo
00:40 Hobbes2: thats p much all
00:40 Hobbes2: as for an icon, ill think about it and let u know tommorow
00:40 Hobbes2: cos im not 100% sure but like
00:40 Hobbes2: theres nothing else id change so

We changed some stuff

- stacks were clarified
- fixed some stacks
- minor rhythm adjustments
- nerfed some stuff

not sure if ill push this forward or not, we'll see
Topic Starter
fieryrage
is this hell almost over
Ideal
DO IT DO IT DO IT DO IT DO IT
Topic Starter
fieryrage
not updated yet, but SR nerfed from 7.46 to 7.42

in general, jumps nerfs all across the board, so let's see what happens

edit: ok it's 7.29 now. hopefully people enjoy this version more i guess
Aeril
ur gilltee all thuh sayme
Izzywing
rebub cause a lot of changes

https://pastebin.com/zMwgDxWf + a bit more on discord

Many of the maps' jump sections were overdone relative to the kiai and were adjusted accordingly. Also the kiais themselves were brought down. So overall a nerf to the maps difficulty while retaining the main spacing and pattern concepts. Also some misc. changes to boot.

lets give it a shot
Nao Tomori
Place holder, please don't qualify this. Want to address some use of jump patterning that may be fixed but I can't check atm but don't want to dq mod over if it isn't

edit:
ok so i only really have 2 main things to say. the map looks more or less okay, so good job there.

first:
01:25:740 (1,2) - for all of these things where its 2 claps i think you should differentiate them from the jump pattern cuz theyre clearly different but atm theyre mapped in the same way, normally in the same movement. putting them in the same movement kind of negates the spacing change you attempted cuz frankly there isn't a difference between these jumps, you need to make it through angles cuz the spacing is all so similar.
like at 03:06:540 (1,2) - its still in the same rotational motion as the previous 2 1-2 jumps - if you made it a different motion it'd be more clearly differentiated.

second: 05:08:040 (1,2,1,2,1,2,1,2) - the transition here kinda goes to shit with how its organized, like 05:06:840 (1,2,1,2,1) - for these its really clea what the pattern is but then like 05:08:040 (1,2,1,2) - looks kinda related and 05:08:640 (1,2,1,2) - just looks random. try and organize those last 4 pairs a bit better imo.

side note:
05:29:340 (4,5,3) - the fuck are these even mapped to lol i cant hear anything there

05:31:890 (4) - same here what ..

anyway yea good luck
Topic Starter
fieryrage
z

popped bubble to change star pattern 05:09:240 (1,2,1,2,1,2,1,2,1) - here to fit better with the spacing of 03:21:240 (1,2,1,2,1,2,1,2,1) - this one since it was reduced in the second kiai without me noticing (i nerfed it too much xd), otherwise besides minor adjustments to overlaps unchanged from first bubble

tbh i have no fucking clue how slightly buffing spacing (1.78 avg to 1.85 avg in the star pattern i'm talking about) makes the SR go up by nearly 0.1 but alright

@nao

i don't see a big issue with having the 2 claps unemphasized in terms of flow, and most of all the claps are spaced out a bit more than the previous jump patterns: 03:06:540 (1,2) - has 2.0x DS compared to the rest which caps out at 1.9x; 03:11:340 (1,2) - same deal here, 03:16:140 (1,2) - here, 04:54:540 (1,2) - etc

i do see your point on the first example, though, so i tried changing the angle to emphasize it a bit more since i can't really emphasize it with spacing as much there

as for the beginning of the 2nd kiai star pattern yea i agree entirely lmao remapped those jumps

the 1/4 stuff near the end is definitely in the song, 05:31:890 (4) - is hella noticeable because of the distortion on the blue tick and 05:29:340 (4,5,3) - these also all follow the distortion that's distinctly there

hope those responses made enough sense :p
squirrelpascals
rip chester bennington :(
pw384
RIP
Izzywing
hahahahahahahaha
Aireu
There are two alternative theories about the origin of the Jonathan apple.

The first is that it was grown by Rachel Negus Higley. Mrs. Higley gathered seeds from the local cider mill in Connecticut before the family made their journey to the wilds of Ohio in 1796 where she planted them.[3] She continued to carefully cultivate her orchard to maturity and named the resulting variety after a young local boy that frequented her orchard: Jonathan Lash.[citation needed]

The other, and more accepted, theory is that it originated from an Esopus Spitzenburg seedling in 1826 from the farm of Philip Rick in Woodstock, Ulster County, New York. Although it may have originally been called the "Rick" apple, it was soon renamed by Judge Buel, President of Albany Horticultural Society, after Jonathan Hasbrouck, who discovered the apple and brought it to Buel's attention.[4][2]

Descendants[edit]
'Jonagold'—a cross between 'Jonathan' and 'Golden Delicious' apples
'Jonamac'—a cross between 'Jonathan' and 'McIntosh' apples
'Rubinstar'
Idared
'Melrose'
'Undine'
'Akane'
'Querina Florina' (scab resistant)
Nyukai

pw384 wrote:

RIP
I Must Decrease


is this image real or fake? 90% fail this quiz
Yuii-
I know, it's crazy
defiance
We finished each others sandwiches
Yuii-
That's what I was gonna say :o
_handholding
You know a map is good when it has 1,2,1,2 jumps :Ok_hand:

grats man!
riktoi
congratulations on getting best map of 2025!
Shortthu

Kisses wrote:

You know a map is good when it has 1,2,1,2 jumps :Ok_hand:

grats man!
PinoyPancit
I TRYES PLAYINK ON TO YOUR 8K 4320 PIXXEL MONATOR AND CRAHS MY GAME AND COMPUTER I HATE YOU FIERY PUPPY :arrow: :shock:
Surono

Yuii- wrote:

I know, it's crazy
pawpads
the spirit of this map died just like chester after the remap :c
Naren
14k for furryrage
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