DTM9 Nowa wrote:
M4M from sm8 que
You can mod this -> https://osu.ppy.sh/s/656787
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General
00:05:601 - You don't need a red line here since you can have objects before the first one fix
Fix tags and kiai time snaps (aimod) a
The map isn't hitsounded a
01:19:364 - It would be nice to have the end's volume lowered a bit done
00:48:305 - I feel like the hitsound here isn't audible enough. It may be with the additions whenever you add them but right now... not really. The volume might be too low aswell to represent the cymbal + drum hit with the hitsounds i have in mind it should provide enough feedback
Easy
00:05:953 (2) - Maybe NC this since you have done that in the other difficulties yea
00:07:011 (3,1) - I mean structurally it would look better if this kind of overlapping would not happen doesn't impact gameplay too much so i think it should be fine
Normal
Some DS stuff in aimod
00:36:658 (5,1) - Perhaps you could suit visual flow here aswell? It kinda looks odd to have that one pattern not really flowing when literally everything else is atleast to some degree did
00:37:011 (1,2,3) - Also it'd be nice to see if these would've formed some kind of a pattern since they all are mapped on the hold vocals, for example https://osu.ppy.sh/ss/9131647 kinda like how it is right now
00:45:482 (1,3) - Visuals & structure kinda lacking because of the overlap :S i tried to fix
00:56:776 (1,2,3,1,2,3) - I feel like the 3 on the second pattern should be a 1/2 slider because of the vocal is different on it fixy
00:59:600 (1,2,3,4,5,6,7,8,1,2,3,4,5) - No matter if you make that hitcircle I mentioned above into a 1/2 slider, the continuous object chain is extremely long for a normal difficulty. I'd recommend to remove the hitcircle on 01:00:835 (4) - , preferably 01:00:129 (2) - aswell, since the 4 is mapped on a silent synthesizer sound and the 2 is mapped on a similar drum hit you have ignored here 01:00:482 - for exampleyea done!!
Hard
00:05:953 (1,2,1,2) - It'd be nice if you could work on the invisible structure atleast in your future maps ^^ (hit animations off if you want to see the overlaps properly)invisible structure? wat
00:08:070 (4,5) - 00:10:541 (3,4,5,6) - You really should be consistent with the rhythm and patterning choices. osu! is a rhythm game so similar rhythm should have similar representation through the mapping. Also regarding this, I think 00:10:894 (4,5,6) - this is bit too big spacing for a hard difficulty ok no clue what i was doing for both of those lol
00:37:011 (1,2) - This could be better if it was a 1/1slider|hitcircle or 1/2slider|hitcircle|hitcircle since it kinda feels awkward to have a hold on the 2 as there isn't really anything specific the hold would represent following guitars eeeee
00:40:894 (4,5,4,4,4,5) - I'm kinda confused why these aren't 1/2 sliders. The hitcircles are all mapped on hold vocals plus there is a drum beat on nearly every single red tick after the hitcircle i didn't hear drum beat on red tick when i first mapped unlucky
00:49:011 (3,4,5,6,7) - This pattern should have spacing emphasis for pretty obvious reasons kinda looks retarded but i did something
01:01:011 (6) - NC maybe since the combo getting quite long there i nced on repeat sliders instead
01:09:482 (4) - NC for consistency with 00:56:776 (1,2,3,1,2,3) - d
Insane
00:11:600 (1,3) - Blanket don't see why i should
00:08:070 (4,5,6) - 00:13:717 (4,5,6,7) - Consistency in rhythm and spacing... d
00:51:129 (1,2,3,4,5) - This kind of continuing ellipse movement feels weird when compared to the usual back and forth style. Most of the time you use ellipse movement for couple of objects 01:05:247 (1,2,3) - but then change back to the back and forth style 01:05:776 (3,4,5,6,7,8) - i like to use varying movement with the same rhythm. it shouldn't be too big of an issue playability wise
00:51:129 (1,2) - Spacing like this just doesn't feel correct since the 2 is mapped on a snare drum which is supposed to be a strong beat. This could be fine for 3/4 slider->hitcircle but not for 1/2 sider->hitcircle. You might of course prioritize vocals but i don't think it'd fit to this kind of a song on this level since you follow the instrumentals through mapping choices while representing vocals through patterning and that doesn't really go hand in hand i was expecting some criticism on this so i guess i'll explain my reasons. yes, i was prioritizing vocals, as every circle leads into a jump to slider, where the next vocal verse is sung. now lets talk about what you mentioned here: i put sliders on "count" "the" "times", and times is held out for longer than normal, so i decided to map instruments on rather than making a long slider. stuff like that has been done on maps such as https://osu.ppy.sh/b/913490&m=0
for the part about the mapping choices or smth, i honestly don't understand what you mean. i tried to keep the style of the map consistent, so hopefully it's not too much of an issue that my patterns are too varying lol. if u could explain this point a little better that would help a ton.
Regarding the issue stated above if you are following vocals, why do you suddenly change the spacing emphasis to prioritize the melody here 00:53:247 (4,5,6,7) - ? 00:53:600 - Is definitely not that strong of a vocal snare hit, but not following vocals
01:02:423 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12) - Combo gets really long here again did
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Good luck~ ty!!!!!!!!!!!!!!
h4d0uk3n1 wrote:
hi, nm from my queueinsane:
- why 2 red points? just make one on 00:04:542 -
- aimod
hard:
- 00:58:188 (1,2) - too close visually tried something
- 01:16:541 (2) - nc for sv change? yes
normal:
- 00:08:070 (4,5,1) - make (1) a bit further from (4) and (5), visual distance moved 4 and 5 back instead cuz no room to move 1
- 00:34:541 (2,4) - 00:52:894 (5,7) - 00:33:482 (3,1) - 00:54:482 (2,4) - too close fixed
- 00:59:600 (1,2,3,4,5,6,7,8) - this place feels a bit too difficult imo. jumps, high object density should be fine bcuz intense buildup
easy:
- 00:45:482 (1,3) - it looks meh fixd
- 00:59:600 (1,2,3,4,5,6,7,8,1,2,3,4,5) - this chain of 1/2 gaps is too long, i'd make 1/1 somewhere
Hope I helped. Good luck !!!!!!!!!!!!!!!!!!!!!
- 00:05:600 (1,2,3,4,1,2,3,1,2,3,1,2,3) - sliders deem to be difficult for beginners, perhaps make some circles don't want it to become too scarce
- 00:45:482 (3) - nc? a
- 00:59:600 (1,2) - a bit too close looks fine imo