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Camellia - put' l'da

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Topic Starter
Zer0-
I remapped most of the sections to some degree with help from the mods so I don't think a regular reply is warrented when most of the stuff has been replaced or redone. :) (sori halfy and shigu for no reply)
squirrelpascals
put

la da

i cant put star icon on map >:((

• 00:05:863 - if you're mapping to the beeping noises shouldnt there be something here?

• 00:11:113 (3,4,5) - would look nicer if spacing was even

• 00:12:613 (4,5) - sounds better ctrl+g, sound is stronger on slider tail than head here

• 01:12:088 (1) - spinner feels awfully short, i would turn 01:11:713 (1) - into a circle and start it at the blue tick after that, the circle would better go with this pattern also: 01:11:113 (2,3,4,5) -

• 01:34:438 (6) - dont want to stop what youre following in the music here, but i'd maybe suggest adding a kickslider to 01:34:438 (6) - to account for that crazy bass sound here

• 01:35:263 (3,4,5,6,7) - this flow isnt fun to play, especially coming from the direction of 01:35:113 (2) - , i would at least adjust 3,4 to fix it but anything here that improves flow will work. easy change suggestion

• 01:36:313 (1,2,3) - since you attribute 1 to a kick and 3 to a snare, 2 feels pretty out of place, would suggest another triple before 3 instead. same as 01:55:513 (3,4,5) -

• 01:41:413 (2) - 19ms second window to hit this object is not enough, please just use 1/8 instead xp and also use nc here to continue 1/3 section from before and for downbeat also

• 01:52:363 (5,6,7) - the way that these overlaps only barely touch slider 5 combined with how every one of these overlap makes this pattern look a bit forced, try to space it out a little and commit more to your overlaps. same for 01:57:013 (4,5,6) - and your spacing is just rly low there also

• 02:18:463 - why is this ignored, unlike all other times you've mapped to this melody?

• 02:33:013 (4,5,6,1) - add some sharper angles here so this plays more comfortably.

• 02:34:513 (5,6) - since this bass is a different sound here than what you usually map this jump pattern to, I'd recommend adding variety and recognizing that bass somehow.

• 03:33:013 - not that often that I point things like this out, but I think you should buff this part until 03:46:813 -. When you compare it to 01:27:613 - your first section, the first one uses so many more deathstreams and higher-spaced jumps. comparing to spacing/stamina in the second part that makes them a little inconsistent in difficulty. You don't need to change that much about what you did in the second part, the different patterns you use are fine but try to make it just as challenging.

• 03:41:413 (5) - again with the 1/16 slider

• 04:04:363 (2,3,4,1,2,3,4) - with this 1/2 slider spam you merge the way you map drums and this bass noise because they both alternate. would like to see more variety here for this

• 04:06:763 (4,5,1) - minor, but the angle of 04:06:913 (5,1) - combined with the slider direction of 1 is uncomfortable to play, theres a lot of reangling here.

needs more feedback but looks like a really cool map, get 2-3 more mods and call me back :)
and im not lettign you get away with only ranking Akikaze
Topic Starter
Zer0-

squirrelpascals wrote:

put

la da

i cant put star icon on map >:((

• 00:05:863 - if you're mapping to the beeping noises shouldnt there be something here? 1/1 spacing cause more contrast, this sound you linked is less apparent

• 00:11:113 (3,4,5) - would look nicer if spacing was even tried to make it more even

• 00:12:613 (4,5) - sounds better ctrl+g, sound is stronger on slider tail than head here but the melody I am following is stronger imo, i dont think the sound on the slidertail is that strong

• 01:12:088 (1) - spinner feels awfully short, i would turn 01:11:713 (1) - into a circle and start it at the blue tick after that, the circle would better go with this pattern also: 01:11:113 (2,3,4,5) - alright

• 01:34:438 (6) - dont want to stop what youre following in the music here, but i'd maybe suggest adding a kickslider to 01:34:438 (6) - to account for that crazy bass sound here sure

• 01:35:263 (3,4,5,6,7) - this flow isnt fun to play, especially coming from the direction of 01:35:113 (2) - , i would at least adjust 3,4 to fix it but anything here that improves flow will work. easy change suggestion fixed a bit

• 01:36:313 (1,2,3) - since you attribute 1 to a kick and 3 to a snare, 2 feels pretty out of place, would suggest another triple before 3 instead. same as 01:55:513 (3,4,5) - I don't quite understand this, as they are the same rhythmically and similar patterns

• 01:41:413 (2) - 19ms second window to hit this object is not enough, please just use 1/8 instead xp and also use nc here to continue 1/3 section from before and for downbeat also but there is a 1/3 beat gap before it and a 1/4 beat gap afterwards I will however nc it for consistency

• 01:52:363 (5,6,7) - the way that these overlaps only barely touch slider 5 combined with how every one of these overlap makes this pattern look a bit forced, try to space it out a little and commit more to your overlaps. same for 01:57:013 (4,5,6) - and your spacing is just rly low there also spaced some patterns

• 02:18:463 - why is this ignored, unlike all other times you've mapped to this melody? it's to bring more contrast to the incoming drums that start on 02:18:613 (1,2,3) -

• 02:33:013 (4,5,6,1) - add some sharper angles here so this plays more comfortably. tried to adjuist a bit

• 02:34:513 (5,6) - since this bass is a different sound here than what you usually map this jump pattern to, I'd recommend adding variety and recognizing that bass somehow. did a cute slider

• 03:33:013 - not that often that I point things like this out, but I think you should buff this part until 03:46:813 -. When you compare it to 01:27:613 - your first section, the first one uses so many more deathstreams and higher-spaced jumps. comparing to spacing/stamina in the second part that makes them a little inconsistent in difficulty. You don't need to change that much about what you did in the second part, the different patterns you use are fine but try to make it just as challenging. buffed spacing a bit, though I think this is just less intense rhythmically, no consistant 1/4 as first part, although there is 1/4 it's more in the rhythm of triples

• 03:41:413 (5) - again with the 1/16 slider 1/4 beat gap before and after D:

• 04:04:363 (2,3,4,1,2,3,4) - with this 1/2 slider spam you merge the way you map drums and this bass noise because they both alternate. would like to see more variety here for this not sure how I should go about this, as the growl noises exist even with the drums on top of them, so i feel that having it works fine for now

• 04:06:763 (4,5,1) - minor, but the angle of 04:06:913 (5,1) - combined with the slider direction of 1 is uncomfortable to play, theres a lot of reangling here. it's not that bad in my opinion o: if it gets mentioned again ill consider it


needs more feedback but looks like a really cool map, get 2-3 more mods and call me back :) sure thing (also need more stars reeee)
and im not lettign you get away with only ranking Akikaze
pfttttttttt
sdafsf
[ renk plis]
  1. 00:28:063 (2,3,1) - in this whole section i find it these rhythm really weird. the chimes are 00:28:213 - 00:28:663 - and 00:28:363 - and the melodic 1/2 isnt followed either. this is just some kind of filler which might be fine too since this is the calm part but it could be more intesting. 00:30:463 (2,3,1) - 00:32:863 (2,3,1) - etc
  2. 00:44:863 - the 1/4 starts here and 00:45:013 - ends here
  3. 00:48:613 (2,3,4,5,6,7,8,9,1) - this acceleration could be more explosive. like really small spacing in the beginning and large spacing in the end. i dont think something like http://puu.sh/xLfST.jpg would be over the top might even make it more explosive than that
  4. 01:19:513 (5,6) - wew this not being lined up irritates me
  5. 01:20:413 (1) - theres a sound on this red tick so i dont think extending the slider to the blue tick is good
  6. 01:32:113 (5,6,1) - make more contrast on these jumps to emphesise 1 better. its way stronger than 6
  7. 01:47:413 (4,5,6,7) - fucking love this so much
  8. 02:07:213 (1) - the sound i think youre following starts 02:07:063 - here so you might want to redo the rhythm. http://puu.sh/xLgg8.jpg maybe like this
  9. 02:16:663 (4,1) - same thing
  10. 03:12:613 (3,4,5,6,7,8,9,10,1) - more explosiveness again imo
  11. 03:14:713 (2,3,1) - these could have more sv. just a suggestion. 03:17:113 (2,3,1) - etc
  12. 03:27:163 (6,7,8) - space these less to make the following jumps stand out more maybe. at least reduce 8 since its weaker than 7. http://puu.sh/xLgrX.jpg
  13. 03:36:613 (7,8) - now thats really fucking spaced. you dont space the other like that
  14. 03:52:213 (3,4,5,6) - rip cool sv sldiers. :c. 04:01:963 (2,3,4,1,2) - too
  15. 03:57:463 (1,2,3,4,5) - here you did them. might want to go crazier with svs though since this is the big kiai
fucking love this map
Topic Starter
Zer0-

sdafsf wrote:

[ renk plis]
  1. 00:28:063 (2,3,1) - in this whole section i find it these rhythm really weird. the chimes are 00:28:213 - 00:28:663 - and 00:28:363 - and the melodic 1/2 isnt followed either. this is just some kind of filler which might be fine too since this is the calm part but it could be more intesting. 00:30:463 (2,3,1) - 00:32:863 (2,3,1) - etc did something here
  2. 00:44:863 - the 1/4 starts here and 00:45:013 - ends here alright
  3. 00:48:613 (2,3,4,5,6,7,8,9,1) - this acceleration could be more explosive. like really small spacing in the beginning and large spacing in the end. i dont think something like http://puu.sh/xLfST.jpg would be over the top might even make it more explosive than that tried
  4. 01:19:513 (5,6) - wew this not being lined up irritates me this is petty
  5. 01:20:413 (1) - theres a sound on this red tick so i dont think extending the slider to the blue tick is good alright
  6. 01:32:113 (5,6,1) - make more contrast on these jumps to emphesise 1 better. its way stronger than 6 alright
  7. 01:47:413 (4,5,6,7) - fucking love this so much
  8. 02:07:213 (1) - the sound i think youre following starts 02:07:063 - here so you might want to redo the rhythm. http://puu.sh/xLgg8.jpg maybe like this there is a sound on the single note and then it gets higher pitched when the slider starts so i differentiate them
  9. 02:16:663 (4,1) - same thing
  10. 03:12:613 (3,4,5,6,7,8,9,10,1) - more explosiveness again imo ye sure why not
  11. 03:14:713 (2,3,1) - these could have more sv. just a suggestion. 03:17:113 (2,3,1) - etc I think it's fine as is
  12. 03:27:163 (6,7,8) - space these less to make the following jumps stand out more maybe. at least reduce 8 since its weaker than 7. http://puu.sh/xLgrX.jpg yeah
  13. 03:36:613 (7,8) - now thats really fucking spaced. you dont space the other like that LOL didnt notice that, fixed
  14. 03:52:213 (3,4,5,6) - rip cool sv sldiers. :c. 04:01:963 (2,3,4,1,2) - too added them
  15. 03:57:463 (1,2,3,4,5) - here you did them. might want to go crazier with svs though since this is the big kiai owo
fucking love this map
Thanks sdafsf!!
Doj
nise dood

this map fucked my ass
Ace K
When is it getting ranked thou?
yaspo

agree, I need help

Map looks really good, so I'll just be throwing nitpicks.

General
Your soft hitnormal blends in quite a bit with, it's almost unnoticeable to me. You also opted to not map sounds like 00:51:313 - . As a result, it feels a bit like the hitsound doesn't give proper feedback, at least to nooby me xd. I guess alternatives are mapping said sounds or making the softhitnormal blend in less, though I'm not sure which solution will actually improve the map. I'll leave it up to you, if it even matters.

ice path to ranked
00:05:863 - I feel like this would be better off mapped, I think it would fit the music nicely. I suggest making 00:05:713 (5) - a 1/2 slider.

00:28:363 (4,2) - I would avoid stacking these, it forms a bit of contrast in your visuals that shouldn't be there, imo. You could try something like this https://i.imgur.com/sEwffOD.png .

00:37:663 (2) - There's a faint sound on the blue tick that you could use, could be interesting to do the same as 00:35:263 (2,3,4) - to aid your build-up.

00:45:913 (2,3) - 00:47:113 (5,6) - These patterns are cool, just a bit sad that they don't occur anywhere else :< . That makes them a bit weird in the context of your map, imo.

01:20:713 (2,3) - Not too sure about the distance for this 1/4 gap, sliderleniency kinda kills the slider, maybe ctrl + g 01:20:713 (2) - and 01:20:413 (1) - ?

01:34:438 (6) - Don't feel like this rhythmic variation is necessary at all. A double like before 01:29:563 (4,5,6,7) - would do fine imo.

01:42:013 (1,2) - A bit of an odd pattern in terms of movement, imo. The player will follow 01:42:013 (1) - entirely and break away early on 01:42:313 (2) - . I feel like it would be more fitting if both sliders are followed completely like you did here 03:46:813 (1,2).

01:51:013 (5,6,7) - This is fine, though kinda sad that you don't do much to reflect the rising background synth-thing here. Maybe a denser rhythm would give you the freedom to do so.

02:10:663 (4,1) - I suggest making this a triple or kickslider into 02:10:813 (1) - instead of a 1/2 gap; mapping 02:10:738 - would fit the music better imo.

02:12:613 (3,4,5,6) - spacing here and here 02:13:963 (5,6) - seems a bit big compared to the similar section later 02:22:213 (3,4,5,6) - etc. I suggest reducing it as I feel like that'd be more fitting and cohesive.

02:18:463 - skipping this is pretty weird to me, as it's the first notable sound after a silence. I suggest adding a circle.

02:24:163 - I feel like this should be clickable instead of mapped to a slider-end.

02:43:513 (3,3) - Personally I would remove these notes. They don't really fall on anything important, and the back and forth movement they cause doesn't really represent the music all that well. Making these 02:43:363 (2,2) - 1/2 sliders could work, or even just leaving 1/1 gaps might give a nice effect.

03:11:113 - I understand that you wanted to reflect the new sound in the background, but I would at least map this sound to a slidertail. Making 03:10:813 (1) - a 1/1 slider would still stand out plenty in this section, imo.

03:22:363 (3,4,5) - would lower this a bit to avoid the tiny overlap with 03:23:113 (2) - .

03:23:563 (3) - Seems to be in a weird spot, I suggest moving it to the right a bit to avoid the small overlap with 03:22:813 (1) - and 03:24:313 (2) - . Alternatively can move to the left so it fits better with your other overlaps.

03:43:663 (5,6,7) - I suggest vertically flipping this so the movement to 03:43:963 (8) - is more similar to 03:34:063 (5,6,7,8) - .

03:44:413 (1,2) - I feel like this is a bit too nice-looking compared to 03:34:813 (1,2) - . I suggest being more edgy.

03:57:913 (4) - Kind of surprised that this is the correct snapping xd . Even so, a repeat seems a bit out of place in this section. Might be a bit weird, but I'd try a circle + 1/2 slider or just 2 1/2 sliders instead, as you haven't really snapped to the wub before 01:48:163 (1,2) - .

04:00:613 (6,7) - Feels a bit underwhelming, I suggest moving 04:00:613 (6) - to increase the spacing towards 04:00:763 (7) - .

04:13:063 (5,2) - can probably avoid this overlap

04:23:863 (1,2,3) - this pattern seems a bit out of place with the rest of your aesthetic, imo. Maybe can do something like this https://i.imgur.com/NXq8kjn.png instead?

04:30:313 (1) - This spinner kinda ruins your build-down, I feel like it'd be better to just map this, especially with it being right after a more fitting spinner.

Hitsounds

00:21:163 (4) - head missing whistle
00:22:213 (4) - reverse missing whistle
00:39:613 (1) - feel like this sound is too important to not have hitsounds.
01:36:613 (5) - missing clap
01:55:813 (5) - ^
01:48:913 (1,1,1) - I would hitsound the 1/3 parts with at least something for exta feedback and matching how unique they are in the map.
02:18:613 (1,2,3,1,2,3,4,5,6,1,2,3,4,5,6) - kinda weird to not have any hitsounds here at all.
02:51:013 (3) - missing clap
Topic Starter
Zer0-

yaspo wrote:


agree, I need help

Map looks really good, so I'll just be throwing nitpicks.

General
Your soft hitnormal blends in quite a bit with, it's almost unnoticeable to me. You also opted to not map sounds like 00:51:313 - . As a result, it feels a bit like the hitsound doesn't give proper feedback, at least to nooby me xd. I guess alternatives are mapping said sounds or making the softhitnormal blend in less, though I'm not sure which solution will actually improve the map. I'll leave it up to you, if it even matters. It's probably fine, I think it works

ice path to ranked
00:05:863 - I feel like this would be better off mapped, I think it would fit the music nicely. I suggest making 00:05:713 (5) - a 1/2 slider. Didn't do this, did something else here to make rhythm choice more clear however :p

00:28:363 (4,2) - I would avoid stacking these, it forms a bit of contrast in your visuals that shouldn't be there, imo. You could try something like this https://i.imgur.com/sEwffOD.png . ya fixd

00:37:663 (2) - There's a faint sound on the blue tick that you could use, could be interesting to do the same as 00:35:263 (2,3,4) - to aid your build-up. is cool so did

00:45:913 (2,3) - 00:47:113 (5,6) - These patterns are cool, just a bit sad that they don't occur anywhere else :< . That makes them a bit weird in the context of your map, imo. nowhere else to fit them in really, as this sound combination really only exists here and isnt intense enough to require high spacing, which allows for cool patterns like this.
atleast that's how I view it :-)


01:20:713 (2,3) - Not too sure about the distance for this 1/4 gap, sliderleniency kinda kills the slider, maybe ctrl + g 01:20:713 (2) - and 01:20:413 (1) - ? alright

01:34:438 (6) - Don't feel like this rhythmic variation is necessary at all. A double like before 01:29:563 (4,5,6,7) - would do fine imo. dunno how that happened. Probably a mod somewhere, but I wasnt consistent with it so I reverted the change

01:42:013 (1,2) - A bit of an odd pattern in terms of movement, imo. The player will follow 01:42:013 (1) - entirely and break away early on 01:42:313 (2) - . I feel like it would be more fitting if both sliders are followed completely like you did here 03:46:813 (1,2). adjusted

01:51:013 (5,6,7) - This is fine, though kinda sad that you don't do much to reflect the rising background synth-thing here. Maybe a denser rhythm would give you the freedom to do so. spaced a bit more to account for the synth (everything you dont know is a synth xd)

02:10:663 (4,1) - I suggest making this a triple or kickslider into 02:10:813 (1) - instead of a 1/2 gap; mapping 02:10:738 - would fit the music better imo. kickslider has been implemented x)

02:12:613 (3,4,5,6) - spacing here and here 02:13:963 (5,6) - seems a bit big compared to the similar section later 02:22:213 (3,4,5,6) - etc. I suggest reducing it as I feel like that'd be more fitting and cohesive. i fix

02:18:463 - skipping this is pretty weird to me, as it's the first notable sound after a silence. I suggest adding a circle. It's to emphasize the drums coming after it, which is why i don't map this sound, it doesn't have the prominent drum i'm mapping right after it and I prefer to keep my rhythm transition as is

02:24:163 - I feel like this should be clickable instead of mapped to a slider-end. I don't

02:43:513 (3,3) - Personally I would remove these notes. They don't really fall on anything important, and the back and forth movement they cause doesn't really represent the music all that well. Making these 02:43:363 (2,2) - 1/2 sliders could work, or even just leaving 1/1 gaps might give a nice effect. I want them there to emphasize the rising sound and to make the rhythm dense right before it calms down again

03:11:113 - I understand that you wanted to reflect the new sound in the background, but I would at least map this sound to a slidertail. Making 03:10:813 (1) - a 1/1 slider would still stand out plenty in this section, imo. shortened it and made it a triple

03:22:363 (3,4,5) - would lower this a bit to avoid the tiny overlap with 03:23:113 (2) - . ok

03:23:563 (3) - Seems to be in a weird spot, I suggest moving it to the right a bit to avoid the small overlap with 03:22:813 (1) - and 03:24:313 (2) - . Alternatively can move to the left so it fits better with your other overlaps. ok

03:43:663 (5,6,7) - I suggest vertically flipping this so the movement to 03:43:963 (8) - is more similar to 03:34:063 (5,6,7,8) - . Works fine as is now, and fits better with the previous notes

03:44:413 (1,2) - I feel like this is a bit too nice-looking compared to 03:34:813 (1,2) - . I suggest being more edgy.It's fine D:

03:57:913 (4) - Kind of surprised that this is the correct snapping xd . Even so, a repeat seems a bit out of place in this section. Might be a bit weird, but I'd try a circle + 1/2 slider or just 2 1/2 sliders instead, as you haven't really snapped to the wub before 01:48:163 (1,2) - . went back to how it was with slightly incorrect snapping, and the thing you linked as not following wubs is cause of drums

04:00:613 (6,7) - Feels a bit underwhelming, I suggest moving 04:00:613 (6) - to increase the spacing towards 04:00:763 (7) - . ok

04:13:063 (5,2) - can probably avoid this overlap ok

04:23:863 (1,2,3) - this pattern seems a bit out of place with the rest of your aesthetic, imo. Maybe can do something like this https://i.imgur.com/NXq8kjn.png instead? fixed

04:30:313 (1) - This spinner kinda ruins your build-down, I feel like it'd be better to just map this, especially with it being right after a more fitting spinner. Works for me idk

Hitsounds

00:21:163 (4) - head missing whistle No it's not, im not following that with my whistles
00:22:213 (4) - reverse missing whistle fix
00:39:613 (1) - feel like this sound is too important to not have hitsounds. fix
01:36:613 (5) - missing clap fix
01:55:813 (5) - ^ fix
01:48:913 (1,1,1) - I would hitsound the 1/3 parts with at least something for exta feedback and matching how unique they are in the map. fix
02:18:613 (1,2,3,1,2,3,4,5,6,1,2,3,4,5,6) - kinda weird to not have any hitsounds here at all. fix
02:51:013 (3) - missing clap fix
squirrelpascals
I agree that the hitnormal is too quiet. I had hold of on bubbling another map too because of the same issue that came with this hitsound specifically



you should be able to hear it if both effecta nd music volume are at %100 :)

btw fix the double timing point at 04:01:063 -
all other changes looks fine
Topic Starter
Zer0-
Fixed hitsound, and also fixed timing point :p
squirrelpascals
I'm not letting you get away with only ranking Akikaze no Answer ;)
Lasse
pop things:
01:57:763 (1) - offscreen https://i.imgur.com/qA8jkSW.jpg
00:01:213 - inconsistent red/green line settings, red should be 25% volume



other things:
00:49:213 - I think your hihat hitnormals should only start from here, they don't seem to fitting before
you could just use a copy of the sampleset for the earlier parts, but without a custom hitnormal
04:10:813 - could do the same starting from here too, also lower volume for this part, same as intense parts is way too loud, check your intro volume settings, it should be similar
volume starts sounding fine from 04:38:413 - onwards

00:46:363 (3) - 00:47:563 (6) - shouldnt one of these be ctrlg'd? seems weird to represent the same thing rather differently spacing wise, even more if music builds up but your first is harder
01:27:163 (1,2) - would lower sv on these to give 01:27:613 - more impact, like https://i.imgur.com/JFIHIaP.jpg
03:31:963 (1,2) - ^

01:42:613 (1,2,3,1,2,3,1,2,3,1,2,3) - spacing the triples more and more is nice, but you should make itg more obvious, it's so minor you don't really notice it ingame. something like https://i.imgur.com/nmlD8tV.jpg would be nice imo (mainly made first and second less spaced)
03:47:413 (1,2,3,1,2,3,1,2,3,1,2,3) - ^

01:44:413 (1,2,3,4,5,6) - 1-2 combos would fit your patterning and the overall buildup/repeating sounds better
03:49:213 (1,2,3,4,5,6) - ^

01:45:313 (1,2,3,4,5) - should really be more spaced, it feels so lacking after the buildup stuff before :(
03:50:113 (1,2,3,4,5) - ^

02:42:913 (6,3) - https://i.imgur.com/QZTmJuZ.jpg
03:09:838 (4,5) - don't really get this, there is nothing on 5 that justifies making it stand out that much from the 1/4s before imo consistent spacing would be better

03:41:863 - this sounds pretty off to me (like 1/8 early), how about doing https://i.imgur.com/sADRDLz.jpg ?
04:01:213 (1,1) - same sv for both is pretty underwhelming,04:01:213 (1) - could be 1.8 or 2.2

04:53:788 - still not allowed to mute tick+slide, which 5% effectively does. just use a new sampleset here, that only has a muted soft-slidertick.wav @ 10% volume. should be fine to rank while still sounding nice


fix the bold stuff and I can rebubble
Topic Starter
Zer0-

Lasse wrote:

pop things:
01:57:763 (1) - offscreen https://i.imgur.com/qA8jkSW.jpg fixed
00:01:213 - inconsistent red/green line settings, red should be 25% volume also fixed



other things:
00:49:213 - I think your hihat hitnormals should only start from here, they don't seem to fitting before sound nice, so did
you could just use a copy of the sampleset for the earlier parts, but without a custom hitnormal
04:10:813 - could do the same starting from here too, also lower volume for this part, same as intense parts is way too loud, check your intro volume settings, it should be similar aight lowered and made SC3
volume starts sounding fine from 04:38:413 - onwards

00:46:363 (3) - 00:47:563 (6) - shouldnt one of these be ctrlg'd? seems weird to represent the same thing rather differently spacing wise, even more if music builds up but your first is harder good point, ctrl+g'd
01:27:163 (1,2) - would lower sv on these to give 01:27:613 - more impact, like https://i.imgur.com/JFIHIaP.jpg cool idea
03:31:963 (1,2) - ^

01:42:613 (1,2,3,1,2,3,1,2,3,1,2,3) - spacing the triples more and more is nice, but you should make itg more obvious, it's so minor you don't really notice it ingame. something like https://i.imgur.com/nmlD8tV.jpg would be nice imo (mainly made first and second less spaced) lowered first n second a bit
03:47:413 (1,2,3,1,2,3,1,2,3,1,2,3) - ^

01:44:413 (1,2,3,4,5,6) - 1-2 combos would fit your patterning and the overall buildup/repeating sounds better i think i did it
03:49:213 (1,2,3,4,5,6) - ^

01:45:313 (1,2,3,4,5) - should really be more spaced, it feels so lacking after the buildup stuff before :( slightly more spaced, it's pretty difficult either way :o
03:50:113 (1,2,3,4,5) - ^

02:42:913 (6,3) - https://i.imgur.com/QZTmJuZ.jpg a
03:09:838 (4,5) - don't really get this, there is nothing on 5 that justifies making it stand out that much from the 1/4s before imo consistent spacing would be better alrite

03:41:863 - this sounds pretty off to me (like 1/8 early), how about doing https://i.imgur.com/sADRDLz.jpg ? is actually 1/3, fixed
04:01:213 (1,1) - same sv for both is pretty underwhelming,04:01:213 (1) - could be 1.8 or 2.2 made it 1.8

04:53:788 - still not allowed to mute tick+slide, which 5% effectively does. just use a new sampleset here, that only has a muted soft-slidertick.wav @ 10% volume. should be fine to rank while still sounding nice did this


fix the bold stuff and I can rebubble
'Thank lasse
Lasse
Untitled-1.jpg
eyes
o nice title
you might want to add tag "nanomortis", he is creator of this picture I guess.
good luck
defiance
nice
Topic Starter
Zer0-
Fixed snapping 03:41:713 - here again after talking with squirrel, also shortened end slider slightly. (rip bubble)
squirrelpascals
rebubbling for the 50 quadrillionth time becuz of issues noted above

:eyes:

edit to actually bubble the map first
Lasse
noticed some really minor things while going over it again
01:41:713 (2) - reverse is a bit hard to see, would be nice if tail was a bit left like https://i.imgur.com/PoId3tk.jpg
03:47:113 - kick
03:51:913 - clap

I can qualify once bubble is old enough
Topic Starter
Zer0-
Yeah i fixed all, also found another place where my hitsound was off so I fixed that too
Lasse
👀
RevenKz
Since the map just got qualified, i'll use this opportunity to point this thing now before it gets on the deep stage of the qualified section.

This seems like some kind of an inconsistency for me, so you tell me if it really is, 01:11:788 (1) - this. You used a spin here, ignoring this 01:12:013 - sound, unlike you did here 01:16:513 (6) - , where you used a slider instead of a circle+spin.
It isn't that critical so it's fine if you don't want to change it, but take in mind that it's just the first day so if you do that you could requalify really fast fixing it (only if it's a mistake).
Other thing that came up to my mind, 04:44:413 (1) - What was you trying to follow when you mapped this slider? it doesn't really fit well with the background sounds and the rhythm of 04:44:113 (1,1) - is really weird and unexpected to play, some HDHR players or HD and HR players could have real problems with it like breaking the acc or something like that.
04:49:213 (1) - Same here

NOTE: I didn't see any post from above so if you already clarified this inconsistency please ignore this post.
Topic Starter
Zer0-

RevengeZ wrote:

Since the map just got qualified, i'll use this opportunity to point this thing now before it gets on the deep stage of the qualified section.

This seems like some kind of an inconsistency for me, so you tell me if it really is, 01:11:788 (1) - this. You used a spin here, ignoring this 01:12:013 - sound, unlike you did here 01:16:513 (6) - , where you used a slider instead of a circle+spin.
It isn't that critical so it's fine if you don't want to change it, but take in mind that it's just the first day so if you do that you could requalify really fast fixing it (only if it's a mistake).
Other thing that came up to my mind, 04:44:413 (1) - What was you trying to follow when you mapped this slider? it doesn't really fit well with the background sounds and the rhythm of 04:44:113 (1,1) - is really weird and unexpected to play, some HDHR players or HD and HR players could have real problems with it like breaking the acc or something like that.
04:49:213 (1) - Same here

NOTE: I didn't see any post from above so if you already clarified this inconsistency please ignore this post.
Hi! Thanks for your concerns!, first of all the spinners just mostly cover up the sounds that I chose not to map as they fit better as spinners imo, and the 'inconsistency' is from the fact that it's not the same smound for both the spinners :/. In terms of the sliders near the end, I chose to put them there to clarify that it's an irregularity in the rhythm, it's no longer a 5/4 gap but a 1/1 gap, which would be even worse on your accuracy, so I tried to fix it by adding a slider for these points!

I don't really feel that I need to change these things as i don't think they'd really do anything significant to improve the map, but thanks anyway ♥
RevenKz

Zer0- wrote:

Hi! Thanks for your concerns!, first of all the spinners just mostly cover up the sounds that I chose not to map as they fit better as spinners imo, and the 'inconsistency' is from the fact that it's not the same smound for both the spinners :/. In terms of the sliders near the end, I chose to put them there to clarify that it's an irregularity in the rhythm, it's no longer a 5/4 gap but a 1/1 gap, which would be even worse on your accuracy, so I tried to fix it by adding a slider for these points!

I don't really feel that I need to change these things as i don't think they'd really do anything significant to improve the map, but thanks anyway ♥
I understand, nice map dude, good luck on the qualifying process :)
DJMax
Congratulations!!!!!
neonat
"put' l'da" is the romanisation of "путь льда", wouldn't it be more appropriate to remove it out of the unicode field? Since it was in the brackets, like how he similarly split things when he wrote his E.P too as such (かめりあ)Camellia - TF40K E.P.
Topic Starter
Zer0-
Okay, requesting dq so I'll fix it
Naxess
metadata
Topic Starter
Zer0-
fixed metadata
Naxess
help
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