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kors k feat.RIRE - Nirvana(Camellia's

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Topic Starter
Arutsuki
This beatmap was submitted using in-game submission on úterý 13. února 2018 at 13:15:31

Artist: kors k feat.RIRE
Title: Nirvana(Camellia's "BinaryHeaven" Remix)
Tags: QWCE-00450 Exit Tunes Let’s Do It Again!!
BPM: 174
Filesize: 10777kb
Play Time: 04:50
Difficulties Available:
  1. Ambivalence (5,9 stars, 1108 notes)
Download: kors k feat.RIRE - Nirvana(Camellia's "BinaryHeaven" Remix)
Information: Scores/Beatmap Listing
---------------
it's living hell.

thanks to
Akitoshi
Bergy
TheKingHenry
2zz x2
-CerealBox-
Kujinn
rs_fadeaway
Maxylan
Gloria Guard IntellectualBoy
LeQuack
Come[Back]Home
Kyuukai
DeRandom Otaku
MaridiuS
Realazy
-for blessing me with mods, and

OskaRRRitoS
Epiphany
Phylo
Owens
lazyboy007
Turquoise-
-for multiple testplays and feedback
Nikakis
wow ,such a godlike map, good fucking luck
Topic Starter
Arutsuki

Nikakis wrote:

wow ,such a godlike map, good fucking luck
thanks my mans
Akitoshi
+1 sp

  1. 00:39:900 (2,3) - is increasing slight overlap distance from 00:34:383 (2,3,2,3) - intentional
  2. 01:02:486 (4) - :weary:
  3. 02:33:003 (4) - maybe add nc for readability thingy since 02:32:314 (1,2) - had reverse
  4. 02:34:900 - try add 1/8 reverse?
  5. 02:40:417 - silence plox
  6. 03:55:417 (1,2) - ctrl + g the rhythm would be better with sick slider trick with 03:54:727 (1,1) - , ctrl g 03:55:762 (3,4) - too if u applied
  7. 04:14:986 (5) - there's dominant sound on 04:15:072 - so maybe u can 1/4 slider instead there, since current rhythm is kinda off even on playing
  8. 04:50:245 (1) - nazi police would bang this, try put circle on 04:50:158 - then refer to the approach circle ÙwÚ http://puu.sh/yg2Jv/27e878eeaa.jpg
Topic Starter
Arutsuki

Akitoshi wrote:

+1 sp

  1. 00:39:900 (2,3) - is increasing slight overlap distance from 00:34:383 (2,3,2,3) - intentional yeha
  2. 01:02:486 (4) - :weary:
  3. 02:33:003 (4) - maybe add nc for readability thingy since 02:32:314 (1,2) - had reverse done
  4. 02:34:900 - try add 1/8 reverse? the pause puts intensity on 02:35:072 (1) - which fits as an ending note
  5. 02:40:417 - silence plox done
  6. 03:55:417 (1,2) - ctrl + g the rhythm would be better with sick slider trick with 03:54:727 (1,1) - , ctrl g 03:55:762 (3,4) - too if u applied switching would be weird cuz kicks are on wub sounds and circles on drums
  7. 04:14:986 (5) - there's dominant sound on 04:15:072 - so maybe u can 1/4 slider instead there, since current rhythm is kinda off even on playing preferring melody before beats
  8. 04:50:245 (1) - nazi police would bang this, try put circle on 04:50:158 - then refer to the approach circle ÙwÚ http://puu.sh/yg2Jv/27e878eeaa.jpg
    I like that little start bit tho :< its on purpose
thx for modding!
Bergy
quicc mod
holy when did you get so much better at mapping lmao

00:11:624 (1) - why do u map these different from 00:00:590 (1) - , same with 02:40:590 (1) -
00:23:348 (2,3) - i would personally like these sets of sliders more if they perfectly stack. if you don't want to perfectly stack them at least make these ones more spaced out, kinda like 00:34:383 (2,3) - . it looks bad if the slider edges are overlapping partially
01:04:038 (5) - u can make this smoother in the middle
01:28:176 (1,2,3) - this definitely isnt readable by any human being
03:29:555 (1,2,3,4,5) - would look better as a perfect curve imo
this is a pretty shit point to make considering im not really providing any improvements, but the rhythm at 03:44:038 (1) - was really hard for me to read, and especially with overlaps like 03:44:038 (1,3) - it's hard to tell what's a slider and what's not, what's 1/4 and what's not, etc

quickie mod xd
TheKingHenry
Hello mod from my queue~
Ambivalence
  1. 01:11:624 (7,8,9,1) - kinda looks unnecessarily messy compared to how clean the section for the rest is, I'd do something slightly different for these parts with these additional beats you have currently stacked like this (probably just space them out in some way so that the base sounds are patterned like all the time during this section but the additional beat is spaced out little to some direction)
  2. 01:29:900 (5,6,7,8,1) - many of these during this section. Wouldn't it make more sense to have the spacing increase instead of decrease on every other of these considering the overall direction of the pitch is higher on those ones? You could then use the decreasing spacing on the ones that have lowering pitch.
  3. 02:06:796 (1,3) - stack (if you can call this stack) is kinda off, one tick to left looks better
  4. 03:29:555 (1,2,3,4,5) - I don't think quasi curve like this is good idea, like even if you want to differentiate from smooth curve due your ambivalence theme, there'd be better options than almost doing curve but not quite. It just looks like you made it smoothly like during the last half but fucked up smth.
  5. 03:38:521 (1,2,3,4,5,6,7,8) - pretty much same sounds as 03:37:141 (1,2,1,2,1,2,1,2) - and 03:35:762 (1,2,1,2,1,2,1,2) - so why so drastically different way of doing it
  6. While I see the 2 halfs are different, sure, it feels more like different approach to the same idea rather than polarities expressed within the the same entity. The build-up to the "hell" part feels practically the same as to the "heaven" part, while it could divert from that path at some point and lead to smth more different. Frankly, I have no idea how this plays so the concept might actually work fairly well for that part, but it's kinda lacking in ambivalence imo. That being said the map looks pretty cool concepts aside. (basically why this mod is kinda short as well)
Good luck!
Topic Starter
Arutsuki

Bergy wrote:

quicc mod
holy when did you get so much better at mapping lmao ever since the fire nation attacked

00:11:624 (1) - why do u map these different from 00:00:590 (1) - , same with 02:40:590 (1) - cuz the sound is increasing volume + it adds variety
00:23:348 (2,3) - i would personally like these sets of sliders more if they perfectly stack. if you don't want to perfectly stack them at least make these ones more spaced out, kinda like 00:34:383 (2,3) - . it looks bad if the slider edges are overlapping partially I like how it looks, and it's a gradual buildup where the distance gets bigger and bigger
01:04:038 (5) - u can make this smoother in the middle done
01:28:176 (1,2,3) - this definitely isnt readable by any human being that one's still fine compared to what's next lol
03:29:555 (1,2,3,4,5) - would look better as a perfect curve imo I was gonnna do that originally but 03:29:555 (1,3,5) - have stronger drums than 03:29:641 (2,4) - so I used a sharper shape to emphasise that
this is a pretty shit point to make considering im not really providing any improvements, but the rhythm at 03:44:038 (1) - was really hard for me to read, and especially with overlaps like 03:44:038 (1,3) - it's hard to tell what's a slider and what's not, what's 1/4 and what's not, etc yea that's kinda done on purpose :v

quickie mod xd

TheKingHenry wrote:

Hello mod from my queue~~
Ambivalence
  1. 01:11:624 (7,8,9,1) - kinda looks unnecessarily messy compared to how clean the section for the rest is, I'd do something slightly different for these parts with these additional beats you have currently stacked like this (probably just space them out in some way so that the base sounds are patterned like all the time during this section but the additional beat is spaced out little to some direction) I could make the overlap slightly more spaced if that's what you meant
  2. 01:29:900 (5,6,7,8,1) - many of these during this section. Wouldn't it make more sense to have the spacing increase instead of decrease on every other of these considering the overall direction of the pitch is higher on those ones? You could then use the decreasing spacing on the ones that have lowering pitch. oh they're not really meant to emphasise the pitch, the last note overlap is there because the sound stops at 01:30:158 - and 01:30:244 (1) - maps the drum after
  3. 02:06:796 (1,3) - stack (if you can call this stack) is kinda off, one tick to left looks better fixe d
  4. 03:29:555 (1,2,3,4,5) - I don't think quasi curve like this is good idea, like even if you want to differentiate from smooth curve due your ambivalence theme, there'd be better options than almost doing curve but not quite. It just looks like you made it smoothly like during the last half but fucked up smth. it's different not because of the theme, but because 03:29:555 (1,3,5) - have stronger drums in them
  5. 03:38:521 (1,2,3,4,5,6,7,8) - pretty much same sounds as 03:37:141 (1,2,1,2,1,2,1,2) - and 03:35:762 (1,2,1,2,1,2,1,2) - so why so drastically different way of doing it if you listen without hitsounds they're not the same, with the hanzer streams the first always has a stronger drum, while on the whole stream they're all the same except 03:38:521 (1,1) -
  6. While I see the 2 halfs are different, sure, it feels more like different approach to the same idea rather than polarities expressed within the the same entity. The build-up to the "hell" part feels practically the same as to the "heaven" part, while it could divert from that path at some point and lead to smth more different. Frankly, I have no idea how this plays so the concept might actually work fairly well for that part, but it's kinda lacking in ambivalence imo. That being said the map looks pretty cool concepts aside. (basically why this mod is kinda short as well) yeah the contrast just mainly supposed to be done with the rhythm of the second kiai and following different sounds in the music ( and the white sliders: 01:52:141 (1,2,3,4,5,6,7) - against 03:45:245 (1,2,1,2,1,2) - ). if someone suggests ways to differenciate more things I'll be happy to put them in though
Good luck!
thanks for modding!
Seolv
take this star this map is fucking awesome.
please rank it :D
Topic Starter
Arutsuki

[ L u k a s ] wrote:

take this star this map is fucking awesome.
please rank it :D
thanks man i'll try ::3c:
2zz

4m4

00:39:210 (1,2,3) - ctrl+h for some flow change and
00:23:346 (2,3,2,3,2,3,2,3,2,3,2,3) - I get what you want but first - with different space between edges it looks messy, second - here no ascension in music except very hard-to-hear bg, so that is unjustified
00:56:452 (2) - not in middle of shape. move to x206y260
00:56:969 (3) - broken spacing around sliderstart, it far from middle round than next beginning part. ugh mai eng sck
01:02:486 (4) - it needs some straight shapes [someone can get you wrong]
01:28:434 (2,3) - looks weird with such spacing, stack their ends
01:37:141 (1,2,3,4,5,6,7,8) - may be hard to read
02:05:245 (3) - i hear why it thicker, but that crush eyes
02:12:227 (4,1) - reduce for a bit
03:18:003 (1,1,1) - unexpectedly, ready for 100s. If you will short them by 1/2, make also 03:18:348 (1) reversed for sound on 03:18:521
03:29:555 (1,2,3,4,5) - ridiculous hs volume increasing, I didnt look at hs usually, but recommend you keep in this map ~30% changing instead of 60%
03:34:383 (1) - middle anchor is unnecessary
03:39:900 (1,2,3,4,5,6,7,8,1,2,3,4,1,1,1,1) - ez ss heh
04:16:365 (1,1,1,1,1,1) - too heavy for eyes with these corners
04:50:245 (1) - i saw your note but it really looks out of place
Topic Starter
Arutsuki

2zz wrote:

4m4

00:39:210 (1,2,3) - ctrl+h for some flow change and o that's a nice idea done
00:23:346 (2,3,2,3,2,3,2,3,2,3,2,3) - I get what you want but first - with different space between edges it looks messy, second - here no ascension in music except very hard-to-hear bg, so that is unjustified there's no specific sounds that gradually rise but the whole intro is building up to one moment, which is what i wanna express with the small gradual changes
00:56:452 (2) - not in middle of shape. move to x206y260 fixed
00:56:969 (3) - broken spacing around sliderstart, it far from middle round than next beginning part. ugh mai eng sck fixed
01:02:486 (4) - it needs some straight shapes [someone can get you wrong] you can still tell the sliderpath and even if you couldn't you won't really break since it's within the slider follow circle. also the turns are for the bg sounds
01:28:434 (2,3) - looks weird with such spacing, stack their ends it's purposely so the overlaps are the same
01:37:141 (1,2,3,4,5,6,7,8) - may be hard to read I don't think changing the spacing would help redability too much
02:05:245 (3) - i hear why it thicker, but that crush eyes oh i didnt notice it was, fixed
02:12:227 (4,1) - reduce for a bit why?
03:18:003 (1,1,1) - unexpectedly, ready for 100s. If you will short them by 1/2, make also 03:18:348 (1) reversed for sound on 03:18:521 they're pretty easy to follow tho, and i'm ignoring the sound on purpose cuz these take more priority
03:29:555 (1,2,3,4,5) - ridiculous hs volume increasing, I didnt look at hs usually, but recommend you keep in this map ~30% changing instead of 60% it's just to match the song's drums
03:34:383 (1) - middle anchor is unnecessary it is cuz it's a steady buildup and 03:35:072 (1) - is the straight one at the end
03:39:900 (1,2,3,4,5,6,7,8,1,2,3,4,1,1,1,1) - ez ss heh
04:16:365 (1,1,1,1,1,1) - too heavy for eyes with these corners not sure what you mean sry
04:50:245 (1) - i saw your note but it really looks out of place what looks out of place?
thanks for modding~
2zz

Arutsuki wrote:

02:12:227 (4,1) - reduce for a bit why? here space gap increased more than on 02:11:969 (1,2,3,4)
03:34:383 (1) - middle anchor is unnecessary it is cuz it's a steady buildup and 03:35:072 (1) - is the straight one at the end oh, ok. but anyway 03:33:693 (1,1) looks almost straight while 03:33:003 (1) obvious angled. Try to up middle anchor of 03:33:003 (1) to x384y56 and side-anchors to y68 then
04:50:245 (1) - i saw your note but it really looks out of place what looks out of place? out of circle curve i mean, like Akitoshi wrote above already
no kd ofc
MrMan
hey, nm request from my queue.

Ambivalence
01:28:865 (1) - Maybe give this slider more spacing from the previous object to better emphasize the much stronger beat.

03:29:555 (1,2,3,4,5) - maybe make this more perfectly round. (Its Slightly off.)

04:16:796 (1) - I feel like this slider should have some more spacing for the stronger sound but that will break the fancy shape you have Up to you.

And that's all I could spot. Sorry for the poor mod, I reviewed the map like 5 or so times and I couldn't find anything worth mentioning. I was gonna talk about how it would be best to properly overlap the sliders at the beginning but it seemed like a concept you stuck with throughout the majority of the map.
Cool map tho.

Good luck
Kujinn
Sup ~

[Ambivalence]
  1. 00:44:038 (3,4) - I think the loudest sound should be mapped instead, you can barely hear this from this point
  2. 00:23:348 - 00:41:796 - I don't understand why there's an increase in distance between sliders. I kinda liked the first one, why not have all the same way?
  3. 00:45:934 (3) - vocals end at 00:48:865 - sounds a little off when its being dragged on like this.
  4. 01:05:934 (6,1,2,3,4,5) - From what I hear, this rhythm would be more suited http://prntscr.com/h8s6c7, because pitch gets higher at this point 01:06:279 - rather than the next white tick
  5. 01:39:900 - 01:45:417 - I think you should've repeated 01:28:865 - 01:37:141 - but with more density, This feels way less intense than it should've been.
  6. 01:46:796 (1,2,3,4,5,6,7,8) - Increase Spacing
  7. 01:50:417 (1) - ctrl g? Keeping cursor at same position for the duration would increase Emphasis
  8. 01:51:452 (3) - Increase SV maybe? Needs to be more contrast between wub sounds apart from slider shape.
  9. 02:01:969 (1,2,1,2,3,4,5,1,2,3,4,5,6,7) - Same here, you could've lowered sv here 02:01:969 (1,2) - and increase spacing here 02:03:348 (1,2,3,4,5) -.
  10. 02:21:279 (1,2,3,4) - 02:22:658 (1,2,3,4) - Ctrl g each of these sliders plays better imo
  11. 03:17:141 (2,3,4,1) - same as what I mentioned earlier.
  12. 04:50:245 (1) - what is this?????
Overall, this map looks good ~

Good Luck!!
Topic Starter
Arutsuki

2zz wrote:

Arutsuki wrote:

02:12:227 (4,1) - reduce for a bit why? here space gap increased more than on 02:11:969 (1,2,3,4) yea that's cuz there's a really loud drum at the end
03:34:383 (1) - middle anchor is unnecessary it is cuz it's a steady buildup and 03:35:072 (1) - is the straight one at the end oh, ok. but anyway 03:33:693 (1,1) looks almost straight while 03:33:003 (1) obvious angled. Try to up middle anchor of 03:33:003 (1) to x384y56 and side-anchors to y68 then done
04:50:245 (1) - i saw your note but it really looks out of place what looks out of place? out of circle curve i mean, like Akitoshi wrote above already yea that little start bit is intentional cuz I like how it looks
no kd ofc
all these colours lo

-CerealBox- wrote:

hey, nm request from my queue.

01:28:865 (1) - Maybe give this slider more spacing from the previous object to better emphasize the much stronger beat. it already is spaced enough considering the gap and how slow the sliders before are

03:29:555 (1,2,3,4,5) - maybe make this more perfectly round. (Its Slightly off.) that's on purpose cuz 03:29:555 (1,3,5) - are stronger than 03:29:641 (2,4) -

04:16:796 (1) - I feel like this slider should have some more spacing for the stronger sound but that will break the fancy shape you have Up to you. i think the fact its a 1/8 but clicked on a 1/2 beat gives it a unique vibe already (which is also why I used the hitsounds just for these two)

And that's all I could spot. Sorry for the poor mod, I reviewed the map like 5 or so times and I couldn't find anything worth mentioning. I was gonna talk about how it would be best to properly overlap the sliders at the beginning but it seemed like a concept you stuck with throughout the majority of the map.
Cool map tho.[/box]

Good luck

Kujinn wrote:

Sup ~~

[Ambivalence]
  1. 00:44:038 (3,4) - I think the loudest sound should be mapped instead, you can barely hear this from this point o I didnt pay attention to the pitch oops, spaced them more than 00:43:348 (1,2) - but i'll keep them mapped the same way
  2. 00:23:348 - 00:41:796 - I don't understand why there's an increase in distance between sliders. I kinda liked the first one, why not have all the same way? cuz the intro is building up to this one breaking point and even tho there's no clearly hearable pitch that increases I wanted to express this buildup even if it's just a small detail like changing the distance by a pixel or two
  3. 00:45:934 (3) - vocals end at 00:48:865 - sounds a little off when its being dragged on like this. there's still a synth in the bg and if I ended the slider where the vocals end I wouldn't really have anything else to map till 00:50:245 -
  4. 01:05:934 (6,1,2,3,4,5) - From what I hear, this rhythm would be more suited http://prntscr.com/h8s6c7, because pitch gets higher at this point 01:06:279 - rather than the next white tick hmm i can hear a slight increase but from 01:06:279 - to 01:06:452 - the change doesn't sound gradual,
    but instead like a jump in pitch from where its gradually rising again
  5. 01:39:900 - 01:45:417 - I think you should've repeated 01:28:865 - 01:37:141 - but with more density, This feels way less intense than it should've been. the background music does sound similar but the drums are way louder here, and by having only 1/1 gaps it builds tension cuz the player is waiting for what comes next
  6. 01:46:796 (1,2,3,4,5,6,7,8) - Increase Spacing here instead of spacing i thought the rotation on the playfield would work for emphasis; you basically go down 01:45:418 (1,2,3,4,5,6,7,8) - and starting here you go up again 01:46:796 (1,2,3,4,5,6,7,8) -
  7. 01:50:417 (1) - ctrl g? Keeping cursor at same position for the duration would increase Emphasis that would break the flow it has going into 01:50:590 (1,2,3,4) - but i'll keep it in mind if anyone else mentions it
  8. 01:51:452 (3) - Increase SV maybe? Needs to be more contrast between wub sounds apart from slider shape. increased it but not by too much cuz I still want there to be contrast between the first and second half
  9. 02:01:969 (1,2,1,2,3,4,5,1,2,3,4,5,6,7) - Same here, you could've lowered sv here 02:01:969 (1,2) - and increase spacing here 02:03:348 (1,2,3,4,5) -. there's no wub sound there to give contrast against, unless you mean 02:01:538 (3) - which i feel like already has enough contrast
  10. 02:21:279 (1,2,3,4) - 02:22:658 (1,2,3,4) - Ctrl g each of these sliders plays better imo I like the movement you have to make as they are,
    if I ctrl+g it's not necessary anymore and doesnt really represent the sound how i'd want it to
  11. 03:17:141 (2,3,4,1) - same as what I mentioned earlier. fixed
  12. 04:50:245 (1) - what is this????? am i really the only one who likes how it looks :<
Overall, this map looks good ~

Good Luck!!
thanks for modding!
rs_fadeaway
hello , nm as req
01:28:434 (2,3) - this just too confuse to read, look likes a triple
01:53:607 - recommend to add a note here, or end the last slider at here
04:16:279 (1,1,1,1,1,1,1) - the rhythms here are kinda weird, but im not sure, its like 1/4 and 1/6 mix
02:15:417 (4,5) - why not just put a 1/2 slider ,for different play feeling with 02:14:900 (1,2,3) -
04:03:348 (1) - the SV slow down too much, i think 1.0X would be fine
mostly fine,but somewhere in map, u put rhythm too excessive, give some space will be better
GL~
Maxylan
Late mod lol
  1. 00:55:503 (6,7,8,1) - The sound this stream is mapped on continues onwards from 00:55:762 - getting feinter and feinter, a very small detail, but noticeable. Stream should be extended, as well as maybe spaced farther to allow for gradual decrease in spacing as the sound gets gradually lower
  2. 01:06:107 (1,2,3,4,5) - The transition from 01:06:107 (1) - into 01:06:452 (2) - that, is drastic, however the sounds that are in the actual song presents a more faint and barely noticeable change, making this entire stream here 01:06:452 (2,3,4,5) - unwarranted, and could just as easily be replaced with another kickslider like 01:06:107 (1) -
  3. 01:11:624 (7,8) - These circles does not stand out enough, I remember breaking during playthrough because the approach circle not being enough since they're so closely overlapping, consider adding spacing instead of further overlapping to better signal the doubletap.
  4. 01:26:624 (1) - The first one of these 1/4 sliders are incredibly hard to hit, because the way you hid it behind the stream. Consider using more spacing i.e exploring more of the playfield instead of confining yourself to these small areas for a drastic improvement in readability
  5. 01:28:521 (3) - Nope, nope nope nope nope nope nope nope nope nope nope nope nope nope nope for obvious reasons.
  6. 01:30:244 (1,2) - Personal opinion, but yeah, these full-beat timegap breaks immediately following a stream is uncomfortable as hell.
  7. 01:30:417 - There's an unmapped sound here, which would perfectly eliminate the full-beat timegap.
  8. 01:30:934 - Unmapped sound here as well, I'm sensing a pattern from here on out so wont point them out anymore lmao
  9. 01:39:900 (1) - The finish sound is not emphasised well enough when (1) is the same distance and timegap as all the other circles following 01:40:245 (2,3) -
  10. 01:52:141 (1,2,3,4,5) - I absolutely loved playing this pattern, very well made, just like the entire chorus. Respec +1 you're litterally the next ProfessionalBox
  11. 02:04:210 (6,7) - These are damn near impossible to read, they've got no reason to stand out so much from the pattern you established with 02:03:693 (3,4,5) - . One way you could fix this would be to still have them be circles, but just following the same pattern, instead of having the so different.
  12. 02:12:486 (2) - Use CTRL + G on this please (i.e reverse it)

Solid map, my totally straight man. Can't wait to see it approved
Topic Starter
Arutsuki

rs_fadeaway wrote:

hello , nm as req
01:28:434 (2,3) - this just too confuse to read, look likes a triple it would play the same even if you do mash it as a triple, though like 5% of people use skins with visible sliderends for gameplay so that shouldn't be an issue
01:53:607 - recommend to add a note here, or end the last slider at here o i didnt notice that one, fixed
04:16:279 (1,1,1,1,1,1,1) - the rhythms here are kinda weird, but im not sure, its like 1/4 and 1/6 mix yea its simplified so it's playable, and cause if I mapped the exact rhythms I couldn't make it as intense as it is
02:15:417 (4,5) - why not just put a 1/2 slider ,for different play feeling with 02:14:900 (1,2,3) - it's still mapping the same repeated sounds,
that one is only different cuz of the wub sound it has atop of it

04:03:348 (1) - the SV slow down too much, i think 1.0X would be fine 1x wouldn't give the section enough contrast
mostly fine,but somewhere in map, u put rhythm too excessive, give some space will be better
GL~

Maxylan wrote:

Late mod lol
  1. 00:55:503 (6,7,8,1) - The sound this stream is mapped on continues onwards from 00:55:762 - getting feinter and feinter, a very small detail, but noticeable. Stream should be extended, as well as maybe spaced farther to allow for gradual decrease in spacing as the sound gets gradually lower that sound is there for the entirety of the intro, but i only chose to map it at the high pitch here because it's the buildup to heaven, whilst here 02:57:141 - I decided to follow it fully because it's the buildup to the living hell
  2. 01:06:107 (1,2,3,4,5) - The transition from 01:06:107 (1) - into 01:06:452 (2) - that, is drastic, however the sounds that are in the actual song presents a more faint and barely noticeable change, making this entire stream here 01:06:452 (2,3,4,5) - unwarranted, and could just as easily be replaced with another kickslider like 01:06:107 (1) - the last five notes up the pitch by a lot, and if I only used a repeat like before it wouldn't give nearly as much intensity on the start of this section 01:06:796 (1) -
  3. 01:11:624 (7,8) - These circles does not stand out enough, I remember breaking during playthrough because the approach circle not being enough since they're so closely overlapping, consider adding spacing instead of further overlapping to better signal the doubletap. I already spaced them out more from a previous mod and I think they're ok now
  4. 01:26:624 (1) - The first one of these 1/4 sliders are incredibly hard to hit, because the way you hid it behind the stream. Consider using more spacing i.e exploring more of the playfield instead of confining yourself to these small areas for a drastic improvement in readability the triple would have faded in gameplay by the time you're supposed to click the repeat, hit animations can only be disabled in editor :v
  5. 01:28:521 (3) - Nope, nope nope nope nope nope nope nope nope nope nope nope nope nope nope for obvious reasons.
  6. 01:30:244 (1,2) - Personal opinion, but yeah, these full-beat timegap breaks immediately following a stream is uncomfortable as hell. I find it fun to play personally
  7. 01:30:417 - There's an unmapped sound here, which would perfectly eliminate the full-beat timegap. that's not nearly as audible or important to be mapped, it's the same as 01:37:314 (2,4,6,8) - but like a 1000 times softer
  8. 01:30:934 - Unmapped sound here as well, I'm sensing a pattern from here on out so wont point them out anymore lmao same as above
  9. 01:39:900 (1) - The finish sound is not emphasised well enough when (1) is the same distance and timegap as all the other circles following 01:40:245 (2,3) - it's emphasised by the tension it gets, being the first 1/1 gap after a series of jumps
  10. 01:52:141 (1,2,3,4,5) - I absolutely loved playing this pattern, very well made, just like the entire chorus. Respec +1 you're litterally the next ProfessionalBox but I actually follow the song's rhythm, I can't possibly be probox
  11. 02:04:210 (6,7) - These are damn near impossible to read, they've got no reason to stand out so much from the pattern you established with 02:03:693 (3,4,5) - . One way you could fix this would be to still have them be circles, but just following the same pattern, instead of having the so different. I think being mapped on that loud of a drum gives them more than enough reason to be different
  12. 02:12:486 (2) - Use CTRL + G on this please (i.e reverse it) that would break the movement it has going into 02:12:658 (3,4,5,6) -

Solid map, my totally straight man. Can't wait to see it approved
thanks for modding!
Gloria Guard
As request

[Ambivalence]

■ 00:45:934 (3) - This slider is faster than the starting point of the vocals. because the vocals begin 00:46:108 (3) here.If you want to create this rhythm, you have to be consistent with the vocal sound of 00:51:452 here.
■ 01:28:434 (2,3) - The impact of this pattern configuration on the player will be tremendous.The third slide body is obscured by the slider you created earlier, making it hard to read also We can mistake it for a simple rhythm. You can argue that "it is intended." But can you be sure that if this mapset in ranking and the player to play this patterns, you can sure read it clearly? i think it's not. We need to create a pattern that allows them to recognize the exact rhythm. If you can, you can make the slider body a little overlaid without overlapping completely.
■ 01:48:176 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Can you make the stream flow more natural?
■ 01:50:417 (1,1,2,3,4,1) - I think the distance between this stream and the slider is big. because the create such a jump, there should be some gaps in the rhythm but the rhythm of this part continues. If you want to maintain the pattern of this part and emphasize the rhythm, you need some modification. so if you will change this 01:50:417 (1) it change the slider direction to ctrl + G and 01:50:590 (1,2,3,4) change direction as well. so This will create a natural pattern and flow. and 04:05:590 (1,2,3,4,5,1) is same.
■ 02:01:538 (3) - The slider starting point you are emphasizing is wrong. The exact starting point for the sound is 02: 01: 624 here. It can also be changed by keeping the pattern and shape. The (3) slider move to 02:01:624 and 02:01:365 this slider add one repeat or circle is better.
■ 02:15:417 (4) - Why isn't a make to consistent slider pattern flow? Generally, if you play this pattern, the correct direction is not the left. If this flow persists, the player will be confused and difficult to read the rhythm. You should be make to 02:20:417 (1,2,3,4,5) like this some symmetry patterns. and 02:26:452 is same here.
■ 02:29:900 (3) - How about Ctlr + G to make this pattern easier to understand?

GL ~
Topic Starter
Arutsuki

IntellectualBoy wrote:

As request

[Ambivalence]

■ 00:45:934 (3) - This slider is faster than the starting point of the vocals. because the vocals begin 00:46:108 (3) here.If you want to create this rhythm, you have to be consistent with the vocal sound of 00:51:452 here. dunno what you mean, the vocals are there on that slider as well, it starts 00:45:934 - when the voice says eyes
■ 01:28:434 (2,3) - The impact of this pattern configuration on the player will be tremendous.The third slide body is obscured by the slider you created earlier, making it hard to read also We can mistake it for a simple rhythm. You can argue that "it is intended." But can you be sure that if this mapset in ranking and the player to play this patterns, you can sure read it clearly? i think it's not. We need to create a pattern that allows them to recognize the exact rhythm. If you can, you can make the slider body a little overlaid without overlapping completely. it doesnt overlap perfectly and it's easier to notice with a skin like most people use for gameplay, but I moved the middle slider by like 10 degrees so it's a bit clearer
■ 01:48:176 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Can you make the stream flow more natural? the sound stays as the same group of 4 but increases pitch a bit every time till the last one, which is why I made the stream repeat itself with increasing spacing. also I like how it flows personally
■ 01:50:417 (1,1,2,3,4,1) - I think the distance between this stream and the slider is big. because the create such a jump, there should be some gaps in the rhythm but the rhythm of this part continues. If you want to maintain the pattern of this part and emphasize the rhythm, you need some modification. so if you will change this 01:50:417 (1) it change the slider direction to ctrl + G and 01:50:590 (1,2,3,4) change direction as well. so This will create a natural pattern and flow. and 04:05:590 (1,2,3,4,5,1) is same. the distance is bigger cause those are the big drops of the song, and it's much easier to hit that distance just with the fact that it's such a sharp turn backwards into the slider
■ 02:01:538 (3) - The slider starting point you are emphasizing is wrong. The exact starting point for the sound is 02: 01: 624 here. It can also be changed by keeping the pattern and shape. The (3) slider move to 02:01:624 and 02:01:365 this slider add one repeat or circle is better. that's intentional cause the focus is the vocals here, for the wub sound I just compromised by making the slider an unusual shape compared to the rest
■ 02:15:417 (4) - Why isn't a make to consistent slider pattern flow? Generally, if you play this pattern, the correct direction is not the left. If this flow persists, the player will be confused and difficult to read the rhythm. You should be make to 02:20:417 (1,2,3,4,5) like this some symmetry patterns. and 02:26:452 is same here. because I wanted to differentiate the wub sound that only happens at 02:15:417 - and 02:26:452 - . the SV already is different but I wanted something that affects the gameplay rather than only visuals
■ 02:29:900 (3) - How about Ctlr + G to make this pattern easier to understand? the repeat arrow is still 90% visible and the 1/4 jump is there cuz the drum is strong, if I was to change it it would be inconsistent with 02:31:193 (2,3) -

GL ~

thanks GG
LeQuack
M4M from my Queue :)

Ambivalence
  1. In the sections 00:11:624 - , 02:46:107 - and 04:28:176 - i feel you could make the map more interesting and representative of the music by increasing the distance between sliders as the music builds/falls, whilst its fine now it can be a little boring and repetitive whilst the music is changing throughout the sections
  2. 00:24:038 (3) - Curve could look nicer, (use a notes circle to line it up)
  3. 02:01:279 (1,2,3) - How about this rhythm so the long slider is easier to read and hit (and i think it reflects the music better http://puu.sh/ypss9/e1ffd03fc5.jpg&#41;&#41;
  4. 02:17:658 (4) - Maybe NC so people can have a visualk indicator that this repeat slider is longer than the others
  5. 02:18:262 (1,1) - Don't think these are necessary as there aren't really any sounds they follow
  6. 03:29:555 (1,2,3,4,5) - Looks wonky rn, i would use convert slider to stream to have a proper looking and even curve
  7. 03:44:038 (1,2,3) - Sections like this can be confusing because of the spacing, most players would assume its played like 03:55:590 (2,3,4,5) - as 03:44:210 (2,3) - is spaced way further than 03:44:038 (1,2) - but has to be clicked twice as fast (cus slider to note has longer distance between clicking than note to slider) maybe move the scond slider closer or in a way that better indicates that it starts on the blue tick (same applies to all these patterns in this section)
  8. 04:02:486 (1) - Would just have this as a note as right now reading this is super difficult (only time 1/8 sliders are in the map so players may assume its a 1/4 slider and miss the next notes cus of it)
  9. 04:50:245 (1) - First curve could blanket a note properly for a better look

Really good map, Keep at it and it'll be in ranked in no time :D
Come[Back]Home
Ambivalence

*00:35:072 (3,1) - This looks really cool, would look better if blanket properly though
* 00:43:348 (1,2,3,4) - I think that this pattern could look better if (1,2) would be parallel with (3,4). Makes it seem more cleaner. The Distance can stay the same between (3,4) as it is right now, I just think that parallel looks better here.
* 00:45:934 (3) - I'd end this slider here 00:48:865 - It started to emphasize the vocals, so I dont see a reason to keep it going beyond that. That way you can make those sounds here 00:49:038 - 00:49:555 - clickable. Same here 00:56:969 (3) -
* 00:54:383 - How about starting a new slider here to emphasize the change in the vocals tone?
* 01:07:658 (3) - I think placing a nc here would really help to differentiate between the 1/1 rythm before. Same here 01:10:417 (3) - 01:13:176 (3) - 01:15:934 (3) - 01:18:693 (3) - 01:21:452 (3) -
* 01:11:624 (7) - This is worthy of a nc imo. The switch in how the beats "drop" are different than before, and to emphasize and shot it I think a nc really would make it sweeter. Same here 01:17:141 (7) - 01:22:658 (7) -
* 01:30:158 (8,1) - I'll just mention this once because I think there is a reason why it's like that, but why do you lower the distance here when there is a beat on (1)? Shouldn't you increase it?
* 01:37:141 (1,2,3,4,5) - Those dont really fit imo. There is no sound indicator on why you should start with the kickl slider stuff here 01:37:141 - It makes more sense to start it here 01:37:831 -
* 01:45:417 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Its cool and all, but I think you should increase the spacing for each circle just a little bit. The synth (or whatever it is) in the background of the music gets higher and higher, so I dont really get why you would keep the spacing here kinda consistent. Doesn't really feel like a "great" build-up
* 02:01:279 (1,2) - The kickslider starting on a blue tick really doesn't fit and play weird. How about you switch places? The kickslider should start here 02:01:279 - to make it more fun while playing. Right now it just feels off.
* 02:03:865 (4,5,6,7) - This looks ugly tbh. I'd make it like this Click to make it look cleaner and better.
* 02:12:658 (3) - How about a nc because of the change in the drum's tone?
* 02:21:624 (3,4,5) - This was really uncomfortable to play, how about you do a slight overlap with (4) on (5)'s head?
* 02:23:176 (4) - There is no sound here to justify such spacing
* 02:29:814 (2,3) - It's cool and all, but it really looks weird and was kinda weird looking while playing
* 03:04:210 (7,8) - Why is the spacing here lower than here 02:58:693 (7,8) - 03:01:452 (7,8) - ? Kinda inconsistent. You should fix it
* 03:01:969 (1,2,3,4) - Why does the distance not change like here 02:59:210 (1,2,3,4) - ? Seems kinda weird to not do it when you did it before.
* 03:29:555 (1,2,3,4,5) - From what I've seen I must say that youre capable to do something way better than this ugly stream-pattern.
* 03:30:245 (1,2,1,2,1,2) - This is really cool, but unexpected. First time players will surely get 100's here for no particular reason.
* 03:49:986 (4,5,6) - For consistency reasons you should make this one the same as 03:44:469 (4,5,6) - 03:47:227 (4,5,6) -
* 04:04:727 (1,2,3,4,5) - You can't really expect someone to be able to read this the first time they play it. That's really cruel after that fast part and players won't be able to switch fast enough from fast to slow if they dont know the map.
* 04:14:900 (4) - There is not a strong enough sound to justify the spacing here


Cool map, I liked it. Good luck getting it ranked!~
Topic Starter
Arutsuki

LeQuack wrote:

M4M from my Queue :)

Ambivalence
  1. In the sections 00:11:624 - , 02:46:107 - and 04:28:176 - i feel you could make the map more interesting and representative of the music by increasing the distance between sliders as the music builds/falls, whilst its fine now it can be a little boring and repetitive whilst the music is changing throughout the sections o that's a nice idea
  2. 00:24:038 (3) - Curve could look nicer, (use a notes circle to line it up) i think it looks fine as it is http://puu.sh/ysKc5/2113aac882.jpg
  3. 02:01:279 (1,2,3) - How about this rhythm so the long slider is easier to read and hit (and i think it reflects the music better http://puu.sh/ypss9/e1ffd03fc5.jpg&#41;&#41; that would ignore this vocal bit 02:01:365 - in a section where i'm focusing everything on vocals so I dont think it would work too well
  4. 02:17:658 (4) - Maybe NC so people can have a visualk indicator that this repeat slider is longer than the others readability is the reason why 02:17:486 (3,5) - are overlapped, so the player can see the difference in how fast they both approach to tell there's a different rhythm
  5. 02:18:262 (1,1) - Don't think these are necessary as there aren't really any sounds they follow there's no sounds on the sliderends but I made them 1/8 sliders to better emphasise the unique sound
  6. 03:29:555 (1,2,3,4,5) - Looks wonky rn, i would use convert slider to stream to have a proper looking and even curve 03:29:555 (1,3,5) -
    are stronger drums than 03:29:641 (2,4) - so I wanted to emphasise that by adding a slight turn on 03:29:727 (3) -
  7. 03:44:038 (1,2,3) - Sections like this can be confusing because of the spacing, most players would assume its played like 03:55:590 (2,3,4,5) - as 03:44:210 (2,3) - is spaced way further than 03:44:038 (1,2) - but has to be clicked twice as fast (cus slider to note has longer distance between clicking than note to slider) maybe move the scond slider closer or in a way that better indicates that it starts on the blue tick (same applies to all these patterns in this section) the 1/4s being spaced on vocals is the base of the ambivalence concept and it should be readable just by the ar since there's a spaced stream 03:43:693 (1,2,3,4,1) - literally not a second before it starts, so the player has it fresh in mind. also 03:55:417 (1,2) - are spaced at least twice as much as the 1/4s
  8. 04:02:486 (1) - Would just have this as a note as right now reading this is super difficult (only time 1/8 sliders are in the map so players may assume its a 1/4 slider and miss the next notes cus of it) there's loads of other 1/8s so this shouldn't really be so out of place as to not be readable
  9. 04:50:245 (1) - First curve could blanket a note properly for a better look the little straight-ish line at the start is on purpose

Really good map, Keep at it and it'll be in ranked in no time :D

Come[Back]Home wrote:

Ambivalence

*00:35:072 (3,1) - This looks really cool, would look better if blanket properly though moved 00:36:452 (1) - by a pixel to fix the blanket
* 00:43:348 (1,2,3,4) - I think that this pattern could look better if (1,2) would be parallel with (3,4). Makes it seem more cleaner. The Distance can stay the same between (3,4) as it is right now, I just think that parallel looks better here. they map different sounds so I wanted to give them more of a difference from the first two than just spacing
* 00:45:934 (3) - I'd end this slider here 00:48:865 - It started to emphasize the vocals, so I dont see a reason to keep it going beyond that. That way you can make those sounds here 00:49:038 - 00:49:555 - clickable. Same here 00:56:969 (3) - i don't want this section to be more dense cuz of the map's concept, plus if I randomly mapped another sound I wasn't really focusing on it would feel weird
* 00:54:383 - How about starting a new slider here to emphasize the change in the vocals tone? it's still the same syllable and basically just a long vocal, whilst the other two instances where I used two sliders were a different word/syllable. and the tone change is already taken into account with the sharp turn
* 01:07:658 (3) - I think placing a nc here would really help to differentiate between the 1/1 rythm before. Same here 01:10:417 (3) - 01:13:176 (3) - 01:15:934 (3) - 01:18:693 (3) - 01:21:452 (3) - the reason why they're all overlapped the same way is so the different timeline gap is easier to read since you can clearly see the difference in how fast 01:07:141 (2,4) - fade in
* 01:11:624 (7) - This is worthy of a nc imo. The switch in how the beats "drop" are different than before, and to emphasize and shot it I think a nc really would make it sweeter. Same here 01:17:141 (7) - 01:22:658 (7) - same as above, instead of nc I chose to put them in an unusual placement relative to the rest so it's easier to notice it and think oh somehting's different
* 01:30:158 (8,1) - I'll just mention this once because I think there is a reason why it's like that, but why do you lower the distance here when there is a beat on (1)? Shouldn't you increase it? the beat indeed is there but I don't find it as important as the other sounds, which is why I spaced it lower.
but i do find it important enough to map it so the lower spacing also differentiates the sounds

* 01:37:141 (1,2,3,4,5) - Those dont really fit imo. There is no sound indicator on why you should start with the kickl slider stuff here 01:37:141 - It makes more sense to start it here 01:37:831 - they're there to map the vocals which gradually increase their volume, and I decided to start mapping to them here cuz it's a start of a new measure so it makes more sense than to start them where you indicated
* 01:45:417 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Its cool and all, but I think you should increase the spacing for each circle just a little bit. The synth (or whatever it is) in the background of the music gets higher and higher, so I dont really get why you would keep the spacing here kinda consistent. Doesn't really feel like a "great" build-up the synth increasing is emphasised by the jumps' rotation, you start on the left and then over the bottom to the top. weird kinda concept but I like it
* 02:01:279 (1,2) - The kickslider starting on a blue tick really doesn't fit and play weird. How about you switch places? The kickslider should start here 02:01:279 - to make it more fun while playing. Right now it just feels off. that would mean ignoring the strong vocal on 02:01:365 - in a section that prioritises the vocals
* 02:03:865 (4,5,6,7) - This looks ugly tbh. I'd make it like this Click to make it look cleaner and better. it looks cleaner and better but does it express the drums properly? not really
* 02:12:658 (3) - How about a nc because of the change in the drum's tone? done
* 02:21:624 (3,4,5) - This was really uncomfortable to play, how about you do a slight overlap with (4) on (5)'s head? that wouldn't emphasise how strong the vocal is
* 02:23:176 (4) - There is no sound here to justify such spacing literally the same sound as here 02:21:796 (4,5) -
* 02:29:814 (2,3) - It's cool and all, but it really looks weird and was kinda weird looking while playing i like to prefer how something expresses the music rather than how it looks
* 03:04:210 (7,8) - Why is the spacing here lower than here 02:58:693 (7,8) - 03:01:452 (7,8) - ? Kinda inconsistent. You should fix it the spacing goes down a bit with each cuz the sound goes down in pitch on each
* 03:01:969 (1,2,3,4) - Why does the distance not change like here 02:59:210 (1,2,3,4) - ? Seems kinda weird to not do it when you did it before. 02:59:211 (1,2,3,4) - the notes here have increasing pitch, 03:01:969 (1,2,3,4) - here they're the same throughout, 03:04:728 (1,2,3,4) - and here they go gradually down again. the circles are spaced accordingly
* 03:29:555 (1,2,3,4,5) - From what I've seen I must say that youre capable to do something way better than this ugly stream-pattern.
03:29:555 (1,3,5) - has stronger drums than the other two, which is why i made a mini turn on 03:29:727 (3) -

* 03:30:245 (1,2,1,2,1,2) - This is really cool, but unexpected. First time players will surely get 100's here for no particular reason. that's the reason I made the first set straight, so they're as easy to follow as just going in a line
* 03:49:986 (4,5,6) - For consistency reasons you should make this one the same as 03:44:469 (4,5,6) - 03:47:227 (4,5,6) - it's different cuz the vocals are more clear whilst on the other two they're more of a distorted mess in the first part which is why I used the overlap
* 04:04:727 (1,2,3,4,5) - You can't really expect someone to be able to read this the first time they play it. That's really cruel after that fast part and players won't be able to switch fast enough from fast to slow if they dont know the map. the sliders before already suggest there will be something slower, and so does the music (also when did it become important for a map to be sightreadable lo)
* 04:14:900 (4) - There is not a strong enough sound to justify the spacing here same as above


Cool map, I liked it. Good luck getting it ranked!~
thanks for modding~
Kyuukai
ay
01:06:107 (1,2,3,4,5,1) - This sounds a little bit awkward tho, the thing you've mapped on 01:06:452 (2,3,4,5,1) - is starting to grow up from here 01:06:279 - so maybe you wanna remove 2 reverses on 01:06:107 (1) - and add more 1/8 sliders ?
02:14:900 (1,2,3,4,5,1) - ctrl+G that kickslider 02:15:073 (2) - flows better, but it also makes the reading better.
02:19:727 (1) - CTRL+G would make the pattern better to play, and it has a similar sound as what u've done here 02:20:245 (4,1) -
02:25:935 (1,2) - same as I said above about that pattern, 02:26:108 (2) - ctrl+G that one
02:29:038 - weird you haven't mapped that sound as you mapped here 02:18:003 -
02:59:211 (1,2,3,4) - Why you suddently change thoses into single notes ? You've mapped all 1/4's on slow parts before, but you decided to skip some here. There's not really a distinctive sound coming from the music to suddently change them into single notes imo. I think you should keep what u've done here 02:58:176 (5,6) -
03:01:969 (1,2,3,4) - ^
03:10:245 (1,2,3,4) - ^
03:35:762 (1,2,1,2,1,2,1,2) - This is way too hard to read because of the overlaps you made. something like this 03:37:141 (1,2,1,2,1,2,1,2) - would make it better
04:08:177 (2) - same thing as I said about that pattern, 04:19:211 (2) - ctrl+G that one
04:12:831 (1) - ctrl+g that one, similar sound as 04:13:520 (1) -

Good luck !
Topic Starter
Arutsuki

Kyuukai wrote:

ay
01:06:107 (1,2,3,4,5,1) - This sounds a little bit awkward tho, the thing you've mapped on 01:06:452 (2,3,4,5,1) - is starting to grow up from here 01:06:279 - so maybe you wanna remove 2 reverses on 01:06:107 (1) - and add more 1/8 sliders ? for the whole duration of 01:06:107 (1) - the sound goes gradually up in pitch but at 01:06:452 - it kinda jumps to a way higher pitch, which is why I mapped it with a 1/4 clickable rhythm instead of another held slider
02:14:900 (1,2,3,4,5,1) - ctrl+G that kickslider 02:15:073 (2) - flows better, but it also makes the reading better. that one has no reason to be reversed, 02:15:417 (4) - is reversed because of the wub sound to make it stand out
02:19:727 (1) - CTRL+G would make the pattern better to play, and it has a similar sound as what u've done here 02:20:245 (4,1) - that one is reversed cuz the sound goes really down in pitch, but it's different from the other reversed one cuz this one keeps its sv, only changes the part you click by a few pixels so it's almost unnoticable
02:25:935 (1,2) - same as I said above about that pattern, 02:26:108 (2) - ctrl+G that one
02:29:038 - weird you haven't mapped that sound as you mapped here 02:18:003 - if there even is the same sound it has to be almost inaudible cuz I can't hear the same being there (+ there's the vocals which I mapped to instead of the beat, if you meant the beat)
02:59:211 (1,2,3,4) - Why you suddently change thoses into single notes ? You've mapped all 1/4's on slow parts before, but you decided to skip some here. There's not really a distinctive sound coming from the music to suddently change them into single notes imo. I think you should keep what u've done here 02:58:176 (5,6) - there's no 1/4s missing there tho, each measure ends with four 1/2 notes, otherwise I would've kept up the reverses
03:01:969 (1,2,3,4) - ^
03:10:245 (1,2,3,4) - ^
03:35:762 (1,2,1,2,1,2,1,2) - This is way too hard to read because of the overlaps you made. something like this 03:37:141 (1,2,1,2,1,2,1,2) - would make it better changing it to be the same would kinda ruin the gradually increasing spacing thing it has going on, as in the spacing doesn't increase by that much but the movement you're required to do changes a lot
04:08:177 (2) - same thing as I said about that pattern, 04:19:211 (2) - ctrl+G that one
04:12:831 (1) - ctrl+g that one, similar sound as 04:13:520 (1) -

Good luck !
thanks~
LowAccuracySS
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Topic Starter
Arutsuki

LowAccuracySS wrote:

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gay
DeRandom Otaku
[General]
  1. Double check if soft-hitclap3.wav is used, if not then get rid of it
[Ambivalence]
  1. 02:34:727 (5,1) - Would be a lot better if 02:35:072 (1) - was emphasized in a better way ,something similar to 03:18:865 (1,1) - would suit it better
  2. 03:36:452 (1) - 03:37:831 (1) - The way these sliders support those sound doesn't seem good enough, the sounds are similar to what you have on 03:32:314 - and the way you represent these sounds with 03:32:314 (1,2,3) - these sliders is so much more fitting. Even tho in both cases the SV is similar which is 2.0x the method you occupied at 03:36:452 - doesn't feel drastic enough at all
Pretty impressive for someone without any ranked maps, call me
Topic Starter
Arutsuki

DeRandom Otaku wrote:

[General]
  1. Double check if soft-hitclap3.wav is used, if not then get rid of it deleted
[Ambivalence]
  1. 02:34:727 (5,1) - Would be a lot better if 02:35:072 (1) - was emphasized in a better way ,something similar to 03:18:865 (1,1) - would suit it better i'm not really sure cuz the latter is slider -> circle cuz it was a part of the three sliders before, but here I think it works fine for the gap to be there cuz after this whole stream 02:32:314 (1,2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5) - the player has to suddenly stop and keep their cursor still, which keeps the tension
  2. 03:36:452 (1) - 03:37:831 (1) - The way these sliders support those sound doesn't seem good enough, the sounds are similar to what you have on 03:32:314 - and the way you represent these sounds with 03:32:314 (1,2,3) - these sliders is so much more fitting. Even tho in both cases the SV is similar which is 2.0x the method you occupied at 03:36:452 - doesn't feel drastic enough at all they're not as intense as 03:32:314 (1,2,3) - , if anything they're similar to these 04:23:348 (1,1,1) - with which drums they use, but if I was to use the slow sliders they would ruin the momentum there, and if I was to use clickable 2.0x sv sliders it would ruin the contrast between 03:35:762 (1,2,1,2,1,2,1,2) - 03:37:141 (1,2,1,2,1,2,1,2) - and 03:36:452 (1,1) - . plus it kinda serves as a break for the player, and to build the tension with a held note similarly to how I mentioned in the first point
Pretty impressive for someone without any ranked maps, call me
thanks!
DeRandom Otaku
yes
LowAccuracySS
woah woAH WOAH
-jordan-
this map gives me a headache :(
VINXIS
Yup
lcfc
Yup
MaridiuS
Greetings.

[Binary memes haha]
  1. 02:33:693 (1,2,3,4,1,2,3,4,1,2,3,4,5) - In the song, rather than the drums increasing in loudness per a white tick and grouped in a phrase, they are increasing in loudness 1 by 1. You have shown patterns to follow similar type of drum volume increasement by increasing spacing on every subsequent circle 02:11:624 (1,2,3,4,1,2,3,4,1) - so I would suggest to do it here too as it will be more relevant to the song.
  2. 03:29:555 (1,2,3,4,5) - Atm it seems overspaced in relation to the previous spacing in this stream. The drums are just getting slightly higher, so I advise to scale the stream down, it doesn't even need to have space between circles tbh. Yes I know that there's this synth in the background being added, but it still doesn't warrant such major change in spacing imo.
  3. 03:35:762 (1,2,1,2,1,2,1,2) - This section is basically a buildup, so starting with hanzer streams here, doing more 03:37:141 (1,2,1,2,1,2,1,2) - here, and then suddenly the main part of the buildup 03:38:521 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - doesn't use hanzer streams. Anyways, I don't believe the hanzer streams really to be an ideal choice for those sounds since only notes worth emphasizing are 03:37:486 (1) - 03:37:831 (1) - 03:37:141 (1) - white ticks since they have an additional sound to them, therefore, instead, you should go for generic jump streams with 4 notes like 03:42:658 (1,2,3,4,1,2,3,4) - .
  4. 03:43:521 (1,2,1) - You usually give full emphasis to loud drums so by these being low spaced I can't feel indifferent, you should rather use something gimmicky for the synth 5note stream like 1/8 sliders imo, would be a much better touch and much better related to the theme of the map based on you using gimmicky stuff on synth and spacing on drums.
  5. 03:43:348 (1,2,1,2,1,2,3,4,1) - (This goes under the terms that you don't agree on my previous point) After forcing the stop in motion, the player is quickly forced into a jump from a stream into a spaced stream from an uncomfortable angle. This is just too much to take in 1/4 timing and imo could rely more on luck than on players skill. Having the (1) be closer to the previous stream the pattern will play much more smoothly while still emphasizing the sounds on a similar level. My suggestion: https://i.imgur.com/jzobRaN.jpg
  6. 03:44:038 (1,2,3,4,5,6,1) - Okay so I'm against every single of these patterns because you're at the first part trying to fully follow the synth, having the drum on a slider end 03:44:383 - but then, you give full emphasis to the drum 03:44:727 (1) - even though the synth which happened before the second drum was even stronger than the first synth you prioritized. https://i.imgur.com/hTvDkSc.jpg I suggest this kind of rhythm instead where you make the (6) a reverse slider to both emphasize the synth and not leave a drum hanging. Or you can just say fuck it and ignore the drum fully with a 1/2 slider, idk I'd go for it. Checked other patterns, and never has the (1) carried any weight in terms of synth or wubs, it's always a pure drum which means no real patterning will be broken if you apply my suggestions in future patterns on analogue parts.
  7. 04:16:452 (1,1,1,1,1) - Listening with 25% speed I can notice that the synth is 1/6, therefore now I know why was it so awkward in gameplay. It's a shame, such a cool pattern will have to go. 04:16:710 (1) - You can the most easily hear it here when the synth goes earlier than the map which suggests 1/6 timing. https://i.imgur.com/PMwvVyA.jpg so yea 1/8 + 1/6, osu has gone too far indeed.
  8. 04:21:969 (1,1) - Can you like blanket the second half better? Like idk https://i.imgur.com/RvpfUG1.jpg
03:44:038 (1,2,3,4,5,6,1) - Applying this basically means some remapping on the main part therefore I think DRO should recheck in case you agree with this point and put it to use.
LowAccuracySS
FUCK
end my life already thanks
Topic Starter
Arutsuki

MaridiuS wrote:

Greetings.

[Binary memes haha]
  1. 02:33:693 (1,2,3,4,1,2,3,4,1,2,3,4,5) - In the song, rather than the drums increasing in loudness per a white tick and grouped in a phrase, they are increasing in loudness 1 by 1. You have shown patterns to follow similar type of drum volume increasement by increasing spacing on every subsequent circle 02:11:624 (1,2,3,4,1,2,3,4,1) - so I would suggest to do it here too as it will be more relevant to the song. there's a bigger jump in pitch at 02:34:383 - which is why the last 5 notes are spaced, but I edited the previous bit to be gradually increasing as well
  2. 03:29:555 (1,2,3,4,5) - Atm it seems overspaced in relation to the previous spacing in this stream. The drums are just getting slightly higher, so I advise to scale the stream down, it doesn't even need to have space between circles tbh. Yes I know that there's this synth in the background being added, but it still doesn't warrant such major change in spacing imo. on 03:29:555 (1,3,5) - there's snares that are a lot louder than any drums in 03:28:865 (1,2,3,4,1,2,3,4) - , plus it works for the buildup imo as it gets the player ready and more aware that harder stuff is coming up
  3. 03:35:762 (1,2,1,2,1,2,1,2) - This section is basically a buildup, so starting with hanzer streams here, doing more 03:37:141 (1,2,1,2,1,2,1,2) - here, and then suddenly the main part of the buildup 03:38:521 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - doesn't use hanzer streams. Anyways, I don't believe the hanzer streams really to be an ideal choice for those sounds since only notes worth emphasizing are 03:37:486 (1) - 03:37:831 (1) - 03:37:141 (1) - white ticks since they have an additional sound to them, therefore, instead, you should go for generic jump streams with 4 notes like 03:42:658 (1,2,3,4,1,2,3,4) - . 03:35:762 (1,1,1,1) - these and 03:37:141 (1,1,1,1) - these have a diffferent and louder drum, kinda bamboo-ish sounding, whilst all the 2s on the hanzer streams are just regular drums. then in the entirety of 03:38:607 (2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - this stream all you can hear is the regular drums which is why i decided to not use the hanzer streams for the rest
  4. 03:43:521 (1,2,1) - You usually give full emphasis to loud drums so by these being low spaced I can't feel indifferent, you should rather use something gimmicky for the synth 5note stream like 1/8 sliders imo, would be a much better touch and much better related to the theme of the map based on you using gimmicky stuff on synth and spacing on drums. if I used 1/8 sliders there I'd then have to use them for the entirety of the kiai since almost the same sounds. spaced 03:43:521 (1,2) - more now for the drum to have some effect, but I don't wanna change it entirely since this whole stream is focused on the foreground sounds and/or melody rather than drums, which is what I always like to do in every map when it fits
  5. 03:43:348 (1,2,1,2,1,2,3,4,1) - (This goes under the terms that you don't agree on my previous point) After forcing the stop in motion, the player is quickly forced into a jump from a stream into a spaced stream from an uncomfortable angle. This is just too much to take in 1/4 timing and imo could rely more on luck than on players skill. Having the (1) be closer to the previous stream the pattern will play much more smoothly while still emphasizing the sounds on a similar level. My suggestion: https://i.imgur.com/jzobRaN.jpg if you meant 03:43:693 (1) - this (1) then it's already closer since I spaced 03:43:521 (1,2) - more, the jump is also there to help indicate the drum like you said above so moving it closer would work against it.
  6. 03:44:038 (1,2,3,4,5,6,1) - Okay so I'm against every single of these patterns because you're at the first part trying to fully follow the synth, having the drum on a slider end 03:44:383 - but then, you give full emphasis to the drum 03:44:727 (1) - even though the synth which happened before the second drum was even stronger than the first synth you prioritized. https://i.imgur.com/hTvDkSc.jpg I suggest this kind of rhythm instead where you make the (6) a reverse slider to both emphasize the synth and not leave a drum hanging. Or you can just say fuck it and ignore the drum fully with a 1/2 slider, idk I'd go for it. Checked other patterns, and never has the (1) carried any weight in terms of synth or wubs, it's always a pure drum which means no real patterning will be broken if you apply my suggestions in future patterns on analogue parts. 99% of this section i was prioritizing the synth/vocal (except 04:00:072 (2,3,4) - or 03:54:469 (5,6) - ). on 03:44:727 (1) - I hear the synth starting to go into 1/2 which is then mapped with the 3 kicks 03:44:727 (1,2,3) - . then 03:47:486 - here instead of three 1/2 notes its a different rhythm so it's mapped differently as well and so on. if it seems i prioritized drums it's mostly when the drums coexist with the synth/vocal.
  7. 04:16:452 (1,1,1,1,1) - Listening with 25% speed I can notice that the synth is 1/6, therefore now I know why was it so awkward in gameplay. It's a shame, such a cool pattern will have to go. 04:16:710 (1) - You can the most easily hear it here when the synth goes earlier than the map which suggests 1/6 timing. https://i.imgur.com/PMwvVyA.jpg so yea 1/8 + 1/6, osu has gone too far indeed. this is the same case as with 02:23:262 (1,1,1,1,1,1) - , it's a weird mix of 1/8 and 1/6 and even with your suggested rhythm it doesnt sound 100% correct, plus since I wanted the gameplay more engaging than what your suggestion shows, I decided to simplify the rhythm. hope that's understandable since it's not really noticable when playing and more intuitive
  8. 04:21:969 (1,1) - Can you like blanket the second half better? Like idk https://i.imgur.com/RvpfUG1.jpg fixed
03:44:038 (1,2,3,4,5,6,1) - Applying this basically means some remapping on the main part therefore I think DRO should recheck in case you agree with this point and put it to use.
thanks for the mod!
Realazy
diff name :unamused:

better resolution bg
no tags???

01:28:434 (2,3) - this is really unreadable, please change it to something else so you can actually see something other than the sliderhead on 3, this could be an idea
02:14:900 (1,2) - could ctrl+g or 02:14:900 (1,2,3,4,5,1) - ctrl+h this to differentiate since the pitch changes noticeably from the other times here, applies to the next kiais
02:17:141 (1) - there's no 1/8 sound here because of the snare, better turn this into a circle since the next 1/8s are much more noticeable as well, same for 02:28:176 (1) -
02:19:727 (1) - why is this ctrl+g'd? it doesn't sound any different from the 2 patterns surrounding this
02:28:865 (5,6) - i think it's kinda weird to stop focusing on the 1/8s here when they're probably the most prominent instrument in the song rn
02:40:590 - idk it could've been nice to have different visuals for this part and 04:28:176 - it's a bit boring to have the same thing 3 times
03:29:555 (1,2,3,4,5) - i get what this is going for but i think a regular curve would probably look neater here
03:35:762 (1,2,1,2,1,2,1,2,1,1,2,1,2,1,2,1,2,1) - i read your explanation but i still agree with maridius on the fact that intensity isn't well managed here as the start of the buildup is much harder than the end of it, even if it has a few stronger individual sounds, you should consider the section as a whole, and its progressive intensity rather than focusing too much on individual sounds
03:49:727 (2) - i recommend you move this more to the right just to be sure you can't get it mixed up with the next triple, it's nothing much but it helps
03:54:383 (4,5) - would have a much better effect if they were stacked, yes you are following the vocals but the drums are still there, and it would be much better to have movement on the kicks
04:00:590 - would be nice to have much lower spacing on this part since the drums are going half time
04:11:107 (2,2) - could stack them or something, space them less to emphasize the fact that they're identical
04:16:279 (1,1,1,1,1,1) - this could be nice to have these in the same pattern to have 04:16:796 (1) - stand out since it's not on vocals compared to the other sliders
04:23:003 (1,2,3,4) - could be nice to have those a bit more to the right to have smoother streamjumps, same goes for the next 3 or 4 patterns since 04:26:107 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - are MUCH smoother to play
04:50:245 (1) - plz fix the first curve you can do better
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