yesbite you death wrote:
most deserved kds ever yaaa
yesbite you death wrote:
most deserved kds ever yaaa
Merci !BOUYAAA wrote:
yes
Le clap est quasiment inaudible pour moi, jte conseille de changer de sample parce que la on l'entend moins que le soft hitnormal J'vais le faire quand j'en trouverai un autre
normal :
00:11:766 (2,1) - j'aurais tendance à eviter les stack dans les low diff comme ça, y'a des chances qu'un mec nul va confondre le sliderend avec le sliderhead, d'autant plus que le spacing est pas trop intuitif et qu'il y a pas de follow point Hmm j'vois c'que tu veux dire mais jsp ça me paraît bien pour l'instant mais j'verrai si j'ai d'autres plaintes zz
01:26:317 - étant donnée que le rythme de batterie change ça serait cool que le rythme que tu utilise change aussi Fixed
01:32:066 (1,1,2,1) - j'eviterais de mettre des trucs super denses comme ça 01:34:401 (1,2,1) - a mon avis l'extend de 01:34:581 (2) - est pas necessaire ici Fixed
01:56:137 (2,1,2,1,2) - beaucoup trop d'overlaps pour une premiere diff de set a mon avis. C'est la mort des débutants ce genre de patterns Hmm jsp il me paraît correct j'irai demander des testplays à des débutants au pire
02:01:167 (2) - je rotaterais de façon à ce que ça overlap pas le slider suivant Même si je rotate ça va continuer à overlap vu que je veux garder le blanket et que le spacing doit rester constant mais bon je verrai si j'ai trop de plaintes
hard :
00:20:928 (4) - j'ai pas compris ce que ça suivait ça Y a un genre de stream ici mais j'avoue que c'est subtil
00:45:718 (4,5) - si tu veux faire ça je dirais de pas les overlap parce que la ça ressemble trop aux slider qui se répètent Justement j'aime bien mais bon j'verrai si j'ai trop de plaintes zz
02:14:820 (4,1,2,3,4,5) - ça a l'air assez dur a lire pour un debutant, comparé au reste de ta map c'est un peu inattendu Ouais ici j'avais pas trop le choix si je voulais garder le même genre de pattern alors jvois pas trop comment changer cet endroit :/
insane :
00:20:929 (5,6,7,8,9) - Jcomprend pas trop le stream de 5 notes ici aussi, il est présent qu'une fois dans cette section et il a pas l'air d'être trop justifié imo Comme pour la hard, vu qu'il est un peu subtil il est moins espacé que 00:22:365 (5,6,7,8,9) -
00:31:706 (1) - 00:25:958 (1) - nc un peu chelou etant donné que t'a une note toute seule jconseille de le virer la : 00:31:886 (1) - 00:26:137 (1) - Fixed
J'ai pas grand chose à dire sur cette diff étant donné que les concepts sont constants, y'a des trucs avec lesquels je suis pas trop d'accord genre le fait qu'il y ait pas d'emphase sur les sons importants mais jpense pas que ça ait son importance ici
Gl!!
aloZerss wrote:
00:32:425 (4) - nc on insane wat
Thanks!Kawashiro wrote:
kool =w=
[normal]
- 01:20:569 (1) - 01:23:443 (1) - I think 1/2 slider will better. the song has changed at 01:20:569 (1) - here. you can hear 01:20:748 - 01:23:622 - these two points has same sound as 01:26:497 - here Fixed
- 01:29:191 (1,2) - change them to 1/2 slider + circle. you should make here more powerful. Fixed
- 02:16:796 (2,3) - hmm. copypasta 02:15:358 (2,3,4) - these beats will better. cuz i think 02:15:179 (1,2,3,4) - == 02:16:616 (1,2,3) - Fixed
sry other diff seems no problem for me
GL
Merci !ShogunMoon wrote:
Heyo!
NM from Q
- Normal
- open aimod https://puu.sh/xjX57/fc2e1c6608.png Fixed
- 00:25:598 - et 00:31:347 - pourquoi tu ne mappe pas ce sound, tu l'as pourtant mappé ici 00:42:485 (3,4) Je trouve que ça aurait rendu le rythme trop compliqué/dense si je l'avais map et puis pour 00:42:485 (3,4) je map les drums
- 01:18:054 (2,1) - ils ne sont pas vraiment similaires Comment ça ? la forme ? pourtant je les ai copy/paste :thinking:
- 01:45:718 - tbh j'aurais préféré que le piano soit clickable, car à ce moment là il est fort Fixed
- 02:01:167 (2,1) - je pense que tu peux éviter le contact qu'il y a au niveau de la tête du slider 2 J'ai remap le kiai donc du coup on peut dire que c'est fixed :^)
- 02:05:928 (3,1,2) - je ne comprends pas pourquoi tu as arrêté de mapper le piano c'était bien comment tu l'avais emphasis là 01:57:934 (1,2,3,4,1,2,3,4) -
et 02:03:682 (1,2,3,4,1,2) ^
- Hard
- 01:19:131 (1,2) - essaye de les stack Pourquoi ? c'est 2 sliders reverse et les stack ça rendrait le reading difficile pour rien imo
- 01:22:006 (1,2) - ^ ^ Pareil ça rendrait le reading difficile pour rien
- 01:47:335 (3,2) - ^ Hmm là je peux comprendre mais j'ai fait ça pour garder le spacing constant, imo que je stack ou non les 2 versions sont valables
- Insane
GL!~
- j'ai rien trouvé xd
Thanks!Chewin wrote:
Hello Shyotamaze! Your map has been chosen from my Queue
GeneralNormal
- I feel the offset a bit late. I got 36718 (-10) during testplay and 25% playback rate. Do not forget to resnap all elements and green lines if you agree with me. Fixed holy shit resnaping the green lines was the most annoying thing I've ever done in my life
- 00:46:078 I understand we are in the lowest vocal part of the music but this is not a reason to have this long break time (it's more than 21 secs, 22 in the insane!). I highly suggest you to full map it or just start to map it from 00:57:575 till the break ends. Hmm idk I never mapped the vocals so imo it would be weird if I mapped them only there but I'll see
- Increase your 5% volume sections to 15-20% at least. Hmm idk I did it to silence sliderends during the wub parts, it would be weird to hear the sliderends that aren't meant to be heard
Hard
- 00:25:239 (2) - Consider to move this slider's tail a bit upwards because it's covering the accuracy bar while gameplaying, and it is bad and ugly honestly. Fixed
- 00:42:485 (3,4) - I would change this with an 1/1 slider instead, for two reasons. First, it would be consistent with 00:40:329 (1,2,3,4,1,2) that after the slider->circle the slider comes. Second, the slider's body would even cover the sound that should be on the red tick at 00:42:664. Did something else
- 01:11:946 (1) - There should me Drum sampleset here instead than clap for consistency with next 01:14:820 (1) and 01:17:694 (1) and so on. Fixed
- 02:02:245 (1) - The slider is good but it would be even better if you moved its curve away from 02:01:167 (2)'s head creating the same spacing that is between 02:01:167 (2)'s tail and 02:02:245 (1)'s head. Something like this: https://osu.ppy.sh/ss/8950152 I remapped the kiai so I guess everything is fixed
- 02:05:299 (2,3) - This sudden change of rhythm is too hard for this kind of diff. It's a normal diff yea but it's still the easiest of the mapset. This one should be applied instead (or just make it consistent with previous and next part) : ^
- 02:12:664 (2,1) - Consider to do the same I did for 02:02:245 (1) ^
Insane
- OD is too high. Decrease it by 1 tick. Fixed
- 00:23:084 (1,1) - (nazi) but check this stack. It's actually looks bad xD idk it seems fine I can't really do a perfect stack by lowering the stack leniency because it would affect all other stacks in the diff :/
- 00:26:676 (4) - I would set NC here to "separate" the whole pattern 00:26:137 (1,2,3) from this one. If you do so, do the same for 00:32:425 (4) Fixed
- 02:06:018 (4,5) - Maybe chance with an 1/4 slider? With this AR it looks kinda confusing being placed between two sliders with small spacing. If you do so, change it for 02:17:515 (4,5) as well It would be even harder to read with a 1/4 slider here imo
- 02:10:509 (5) - This slider's head is unsnapped by 2ms Fixed
- 02:15:808 (3,4,5) - This pattern full stacked with 02:14:820 (4,1) is really confusing and can even be unreadable for some players, being the hard diff and not insane one. Just my opinion, I feel like this needs to be changed with some other spacing decision avoid this sudden stack. Fixed
Very clean mapset. Insane is particular.
- 00:27:395 (1) - Consider to move this slider some grid below because it is actually covered by HP bar and it's ugly. Hmm I can't without killing the structure and it's not a really big problem imo aaa
- 00:43:922 (6) - I would start NC each time you make this jump (even because I am not a lover of longer combo than 9 elements xD). So, if you do so, do the same for 00:45:179 (6) and for all other parts of the map (I won't mention them each time). It would be inconsistent with the way I'm NCing (every new measure)
- 01:24:700 (8) - Till now this is the only slider you decided to stack. I think it should be unstacked from 01:24:072 (5) for consistency with all other parts. I would do it even because it would be confusing and easily exchangeable with a circle (= missread). Same is for 01:47:694 (8) I was forced to stack them because I couldn't put them somewhere else without hurting the structure since they are too close from the borders of the grid but I don't think it's a big problem since this diff is already quite difficult to read because of the overlaps, stack, unusual rhythm etc
Well, that's all I found and I hope it will help you.
Good luck for the rank!
thank loma late replyDeppyforce wrote:
insane
00:20:738 (4,5,6) - make the slider on downbeat instead would make it stand out more which is better emphasizing I did dat to differentiate the stream 00:20:919 (5,6,7,8,9) - (basically the same sound for 5 notes which starts on 00:20:919 (5) - ) from dat 00:20:738 (4) - to emphasize the start of the stram better I guess lom
00:42:475 (4) - this is dam strongest snare in verse pls emphasize moRE place it here https://osu.ppy.sh/ss/8973863 Fixed
00:57:635 - u lazy missed slider art opportunity rip
02:20:559 (12,13) - tbh these should be circles cuz strong drums on all ticks idk I prefer them dat way bc if they were circles I couldn't emphasize movement dat much
Thanks! (holy my first icon ever)Sinnoh wrote:
clean map
General
You can probably lower your NC usage on Normal and Hard from once every 1/1 to once every 2/1. Most of the time the combo never goes above 3-4, so would look a bit nicer if there was more numbers seen. Fixed on normal diff, it feels too inconsistent on the hard diff since wub parts have a lot of NCs due to SV changes and it would kinda ruin my concept of emphasizing every new measure with a jump since you wouldn't rly notice the new measure without the NC
I think a louder soft-hitclap would work, since the song's snare is really loud Fixed
Hard
AR 7.5 would probably be much easier to read Fixed
01:50:199 (4,1) - Spacing is a bit excessive, not much sound here I think someone mentioned it before but the spacing is smaller than here 01:51:636 (4,1) - so it's not that big imo, maybe it looks big because of the way the sliders are arranged
01:57:924 (1) - This section just has too many 1/4 rhythms for a hard diff, not all of them need to be mapped. You can interpret the song how you want and change some parts to 1/2. I'd suggest going through a couple ranked sets sets that are stream heavy with a hard diff. Try having a look at some of their ideas for how to reduce the note density on parts with lots of 1/4. If you need further help with this feel free to ask me. hmm I don't rly know how to fix that tbh, anyways wouldn't it make the gap in the spread between hard and insane too big if I reduce the density? :thinking: so ye I don't think it's a big problem since almost all streams are kicksliders which are pretty easy to play imo but I'm willing to change the rhythm if you have a good suggestion
Normal
01:10:498 (1) - + 01:12:295 (2) - Having objects overlapping while the other is not fully faded out is really discouraged for a normal diff, as it's quite difficult to read. If you want to overlap things, you need to have at least 4/1 between each object. eg 01:13:014 (3,2) - is fine. This applies for the whole diff ehh idk how to fix that since the whole diff is based on stacking for clean structure rip, I increased the AR tho since it was kinda low/for a better spread so maybe now it's less noticeable?
Otherwise it looks mostly fine
Just read the mods from before about the timing. As a note for the future, you can highlight all timing points, set the thing to 10, click move, and everything's done! https://puu.sh/yax8y/069e1ccdd1.png (There's also the 4th tool here that does it http://zardoru.github.io/sv-tools/ ) oh thanks I didn't know about that lmao it would've saved me some time yea
Call me back after you've lowered your usage of overlaps in normal, and decreased rhythm density on hard's kiai!
Shyotamaze wrote:
Sinnoh wrote:
clean map
General
You can probably lower your NC usage on Normal and Hard from once every 1/1 to once every 2/1. Most of the time the combo never goes above 3-4, so would look a bit nicer if there was more numbers seen. Fixed on normal diff, it feels too inconsistent on the hard diff since wub parts have a lot of NCs due to SV changes and it would kinda ruin my concept of emphasizing every new measure with a jump since you wouldn't rly notice the new measure without the NC you can still start doing the NC change after the break in hard, the song is composed very differently so not as much need to be consistent with the first half's patterns
Hard
01:50:199 (4,1) - Spacing is a bit excessive, not much sound here I think someone mentioned it before but the spacing is smaller than here 01:51:636 (4,1) - so it's not that big imo, maybe it looks big because of the way the sliders are arranged 01:50:199 (4,1) - Is not on a downbeat, 01:51:636 (4,1) - is on a downbeat and has a synth/chord change which is justified for emphasis. Because the first one doesn't have this additional downbeat, it's overdone.
01:57:924 (1) - This section just has too many 1/4 rhythms for a hard diff, not all of them need to be mapped. You can interpret the song how you want and change some parts to 1/2. I'd suggest going through a couple ranked sets sets that are stream heavy with a hard diff. Try having a look at some of their ideas for how to reduce the note density on parts with lots of 1/4. If you need further help with this feel free to ask me. hmm I don't rly know how to fix that tbh, anyways wouldn't it make the gap in the spread between hard and insane too big if I reduce the density? :thinking: so ye I don't think it's a big problem since almost all streams are kicksliders which are pretty easy to play imo but I'm willing to change the rhythm if you have a good suggestion i will ask for 2nd opinion here
Normal
01:10:498 (1) - + 01:12:295 (2) - Having objects overlapping while the other is not fully faded out is really discouraged for a normal diff, as it's quite difficult to read. If you want to overlap things, you need to have at least 4/1 between each object. eg 01:13:014 (3,2) - is fine. This applies for the whole diff ehh idk how to fix that since the whole diff is based on stacking for clean structure rip, I increased the AR tho since it was kinda low/for a better spread so maybe now it's less noticeable? good decision on AR, but will also get opinion for this
Thanks again! Waiting for the 2nd opinion now :eyes:Sinnoh wrote:
Sinnoh wrote:
clean map
General
You can probably lower your NC usage on Normal and Hard from once every 1/1 to once every 2/1. Most of the time the combo never goes above 3-4, so would look a bit nicer if there was more numbers seen. Fixed on normal diff, it feels too inconsistent on the hard diff since wub parts have a lot of NCs due to SV changes and it would kinda ruin my concept of emphasizing every new measure with a jump since you wouldn't rly notice the new measure without the NC you can still start doing the NC change after the break in hard, the song is composed very differently so not as much need to be consistent with the first half's patterns aaa Fixed
Hard
01:50:199 (4,1) - Spacing is a bit excessive, not much sound here I think someone mentioned it before but the spacing is smaller than here 01:51:636 (4,1) - so it's not that big imo, maybe it looks big because of the way the sliders are arranged 01:50:199 (4,1) - Is not on a downbeat, 01:51:636 (4,1) - is on a downbeat and has a synth/chord change which is justified for emphasis. Because the first one doesn't have this additional downbeat, it's overdone. oh you're talking about the downbeat here? 01:50:738 yea but that jump emphasizes the change in the music here 01:50:559 anyway (which is shown by making that pattern 01:50:559 (5,6,7,8) - ) I tried to reduce the spacing a bit to satisfy you but I can't do it without ruining the structure and that pattern 01:50:559 (5,6,7,8) - so yea I'd rather not
Thanks!Naotoshi wrote:
gonna slide in here
[insane]
these electronic hitsounds are kinda weird af, sounds like police sirens lmao. personally i'd just remove them, they sound really discordant and annoying... ehh idk I like them but if you have better ones I can try them
00:42:475 (4,5) - would b cool to continue ur parallel concept here.. That concept was already finished before tho 00:36:008 (1,2,3) - 00:37:085 (4,1) - for example
01:30:618 (1,2,3,4,5,6,7,8,9,10,11) - i dont like this rhythming here at all, the cymbals stick out a lot but you don't really highlight them that well. sometimes its 1/2 slider, or triple end, or kicklider.. why not just put a stream with direction change on each finish lol Fixed
01:45:618 (5,6) - i know u want pattern but this makes no sense considering literally every other instance of this in the map is a double with a 1/2 slider lol Fixed
02:02:235 (1,2,3,4,5,6,7,8,9,10,11,12) - imo make this a bit more spaced out cuz the piano is climaxing but nothing really changed in the spacing of the stream hmm good point but I can't space it more without making it too difficult (and it's already kinda difficult for that star rating imo lol)
and it would be too inconsistent if only 2 streams had a larger spacing for the whole kiai
[hard]
01:38:603 - imo add some triples in this section, since there's constant 1/4 in bg and insane is very high 1/4 density. same in kiai, you cannot have these massive streams in the insane and have your entire 1/4 use in kiai of hard be like 4 triples. it needs to be more dense. hmm triples in this section would feel weird since they're almost inaudible compared to the main melody that I'm following here 01:37:804 (1,3,4,5,6,7,8,1) - , for the kiai it was actually really dense but I nerfed it because of Sinnoh's mod so ye idk where to put 1/4 stuff on the kiai so if you have precise spots then why not but otherwise it's fine imo
[normal]
kiai is still a bit too low density for my liking, since you should be buffing the hard. and its actually lower density than a lot of the rest of the map anyway lol... compare 02:08:702 - to 00:29:181 - . Hmm changed some stuff but I can't add much more
Thanks!Sinnoh wrote:
Insane
02:13:373 (11) - ctrl-g, jump is pretty far Fixed
Normal
02:20:558 (4,5) - Can you ctrl-h and move these on the left side, the ending section is somewhat limited to the top right corner. Fixed
ill veto ur lifeN0thingSpecial wrote:
Veto this please
N0thingSpecial wrote:
Veto this please
N0thingSpecial wrote:
Veto this please
Thanks!Nozhomi wrote:
Not sure for soft-hitclap4 but other are for sure not used anymore after check. oops there were used before I remapped the Normal diff's kiai zzz fixed
Also soft-hitwhistle3.wav have a 6ms delay. Fixed
I'm not fan of that 22s break, it's really long :/ aaa sry as I already said it would be really weird if I only mapped the vocals there and instruments for the rest of the whole map
[Normal :][Hard :]
- 01:37:804 - Rhythm killer here. You mapped the drums from the start, and then suddenly going offbeat to follow piano. I know like that it seems k, but as lowest diff of the set, this is not okay at all. Same here 01:49:301 - . I added some variety since the music changes here, it would be really boring to play the same drum pattern for half of the map (I already find the rhythm of that diff a bit boring lmao), I don't think it's a problem since the gap between notes stays the same, here 01:40:678 (1,2,3,4) - I can understand that the rhythm is "weird" but the piano is quite strong so the player should easily know when to click
- You missed some clap like at 02:09:780 - because you used Hitsound copier and you didn't map them on last diff so do a double check thx. Fixed
- 01:29:900 (3,4) - Not the best kind of pattern for the reading. Space them a bit more. And same for other like this one ofc (like 01:34:571 (2,1) - ).It's not that difficult to read imo and that pattern is introduced quite early 00:20:918 (4,5) - so it shouldn't be a problem if the player wants to practice that pattern to understand it
Mukyu~
Thanks!AyanokoRin wrote:
put dialgadu77 in tags since its his old username oops I forgot
oops you didn't tell me to call you back sry 👀Naotoshi wrote:
u never call me back lo
the circlejerk is too strongPachiru wrote:
why there is too much jaunes?