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Release hallucination - Chronostasis

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Topic Starter
Wishkey
This beatmap was submitted using in-game submission on vrijdag 10 november 2017 at 20:20:35

Artist: Release hallucination
Title: Chronostasis
Tags: M3-38 symphonic metal marathon emi gothic kaorin
BPM: 200
Filesize: 11318kb
Play Time: 06:18
Difficulties Available:
  1. Illusions (6,26 stars, 2102 notes)
Download: Release hallucination - Chronostasis
Information: Scores/Beatmap Listing
---------------
All credits go to Release Hallucination
http://releasehallucination.com/
check out their entire album and support the artist here! https://releasehallucination.bandcamp.com/album/chronostasis
Future mappers of Release Hallucination: Please write their credit and post the links to their web site and sales site in the beatmap description, when you release it. Also please ask permission on using their songs on https://twitter.com/relehallu_info


Huge thanks to all modders!

mindmaster107
_orange
Wanko
FoxFiire
Catshy
LMT
Ultima Fox
AJamez
Naidaaka
newton-
DeRandom Otaku
Itasha_S13 +6 stars!
Cerulean Veyron
Lasse
CookieBite
originally i want to get free mod from ur queue with better mp3 but for app or ranked your audio must be 128-192kbps
so 256kbps is not possible
also i don't think there is a version which mainly focus on vocals, who knows
Topic Starter
Wishkey
Yeah not going for ranked thats why I wanted highest quality possible :d
the current file converted in the map just kinda lacks a bit in the vocal part which is kinda the highpoint in the chorus so a bit of shame with the current mp3 but I can't find any higher either unfortunatly, so if someone finds a 320kbps one that generally has stronger vocals compared to instruments that'd be awesome
CookieBite

Wishkey wrote:

Yeah not going for ranked thats why I wanted highest quality possible :d
the current file converted in the map just kinda lacks a bit in the vocal part which is kinda the highpoint in the chorus so a bit of shame with the current mp3 but I can't find any higher either unfortunatly, so if someone finds a 320kbps one that generally has stronger vocals compared to instruments that'd be awesome
convert into 320 kbps is easy but putting the vocals to be stronger is hard
Topic Starter
Wishkey

CookieBite wrote:

Wishkey wrote:

Yeah not going for ranked thats why I wanted highest quality possible :d
the current file converted in the map just kinda lacks a bit in the vocal part which is kinda the highpoint in the chorus so a bit of shame with the current mp3 but I can't find any higher either unfortunatly, so if someone finds a 320kbps one that generally has stronger vocals compared to instruments that'd be awesome
convert into 320 kbps is easy but putting the vocals to be stronger is hard
yep tried something made it less clean even with heavy filtering so prob just gonna stick to another 256kbps I found, seems to be the highest out there unfortunatly
Topic Starter
Wishkey
Let's give this a shot and see if it goes somewhere
mindmaster107
Here for M4M!
My map: https://osu.ppy.sh/s/677022

[Illusions]
The map is pretty decent, but still has some flaws. :P
Apart from the bitrate problem cookiebite mentioned earlier, there are a few other issues with the map.

Visual patterns have no clear connection. Good visuals can allow the player to see the music on screen, where repeated phrases in the song are reflected not only by similar/same rhythm choice, but similar/same visual patterns.

Spacing feels a bit to monotonous. It is hard to pick a specific example since this is map wide, so instead I will give a description of what I mean.
Imagine 3 groups of intensity for rhythms. Low, high, and emphasized.
Unless a song is clearly linearly transitioning from one to the others, I would keep the spacing distinctly different between the three groups.
This is a personal method, but the below still stands hold.
This is in order to have contrast. Players don't care about slight changes in spacing, since in gameplay they are effectively the same. If the spacing however is clearly distinct, players can associate it with the song.
You clearly understand this with streams, as you seem to do pretty well with them. Try and apply the same idea of distinct spacing distances to all objects.


01:46:870 (1,2,3,4,5) - I would force this into a stack to force no movement. I believe the starker contrast is worth it here.

02:10:720 (5,6,1) - I would space 5 to 6 smaller and 6 to 1 larger. This is to map the downbeat.

02:11:620 (1,2,3,4,5,6,7,8) - 02:12:820 (1,2,3,4,5,6,7,8) - I would try to make a stream jump at 4, cus the drum beat is really prominent.

02:14:920 (3,4) - I would space this higher, and maybe use a different slider shape, cus wow is the sound different to 02:14:770 (2) . I don't think what you are doing currently is enough.

02:18:220 (2) - Remember your active and passive emphasis. Slider tails and reverses should be placed on less intense sounds. Please consider replacing the tails with circles, as that is about all im asking for.

02:16:420 (1,2) - This drum phrase is being repeated with the same intensity, but the 4 variations you are using to cover it are too different. Keep a common theme between them, or alternate just 2 of the patterns, cus as it stands it feels like completely different sections to play.

02:47:920 (2,3,4,5,6) - People love patterns that look clear. Try and stick with a single idea of logic throughout the map. Either stick with symmetry, geometry, or s on so that players can associate this with the map.

02:48:220 (4,5,6) - The spacing emphasis is on the wrong object.

01:09:820 (3,4,5,6,7,8) - I would NC 3 and 6 to make it clear to players this is a 1/3 stream. You did this somewhere else in the map too, so I dunno why you didn't do it here. If your argument is that NCs would make it look too intense, I would remind you that the small emphisis given by NCs is not enough to outweigh proper reading techniques.
Topic Starter
Wishkey

mindmaster107 wrote:

Here for M4M!
My map: https://osu.ppy.sh/s/677022

[Illusions]
The map is pretty decent, but still has some flaws. :P
Apart from the bitrate problem cookiebite mentioned earlier, there are a few other issues with the map. Fixed this a while back should rdl prob :p

Visual patterns have no clear connection. Good visuals can allow the player to see the music on screen, where repeated phrases in the song are reflected not only by similar/same rhythm choice, but similar/same visual patterns. Kinda disagree here, the map is basicly build around visual spacing with connecting to prev/next combo patterns and the kiai and non kiai parts are clearly distuishible imo but will see what others have to say before making major changes

Spacing feels a bit to monotonous. It is hard to pick a specific example since this is map wide, so instead I will give a description of what I mean.
Imagine 3 groups of intensity for rhythms. Low, high, and emphasized.
Unless a song is clearly linearly transitioning from one to the others, I would keep the spacing distinctly different between the three groups.
This is a personal method, but the below still stands hold.
This is in order to have contrast. Players don't care about slight changes in spacing, since in gameplay they are effectively the same. If the spacing however is clearly distinct, players can associate it with the song.
You clearly understand this with streams, as you seem to do pretty well with them. Try and apply the same idea of distinct spacing distances to all objects.
Agreeing here but its kinda the song genre and the way the song is build, basicly for the first 3 ish minutes there's just mainly a constant background snare and drumroll and not really anyhing "interesting" aside from a few single note standouts like 00:58:120 (8,9) - when it gains a bit of intensity, even the kias got similar non-vocal intensity a bit. So just went with a more aim focused less dense kiai to focus teh vocal compared to the rest more stream focused parts for contrast here. So emphasis lies mainly on sections and secondary on individual notes. I could make more of these spacing differences pre kia etc but that just wouldn't represnt the song imo, the song is really simple build with only a few hickups here and there to stand out, so the map is aswell. Hope that gives a bit of reasoning on why its mapped the way it is :d


01:46:870 (1,2,3,4,5) - I would force this into a stack to force no movement. I believe the starker contrast is worth it here.Did something similar here

02:10:720 (5,6,1) - I would space 5 to 6 smaller and 6 to 1 larger. This is to map the downbeat. Did something flow breaky instead for emphasis

02:11:620 (1,2,3,4,5,6,7,8) - 02:12:820 (1,2,3,4,5,6,7,8) - I would try to make a stream jump at 4, cus the drum beat is really prominent. Had this initially but these type of drum changes only happen very rarely so I decided to keep ds stream transistions the same for the entire map so no stream jumps anywhere since I don't really like playing them too

02:14:920 (3,4) - I would space this higher, and maybe use a different slider shape, cus wow is the sound different to 02:14:770 (2) . I don't think what you are doing currently is enough. tried something

02:18:220 (2) - Remember your active and passive emphasis. Slider tails and reverses should be placed on less intense sounds. Please consider replacing the tails with circles, as that is about all im asking for. aight sure thing

02:16:420 (1,2) - This drum phrase is being repeated with the same intensity, but the 4 variations you are using to cover it are too different. Keep a common theme between them, or alternate just 2 of the patterns, cus as it stands it feels like completely different sections to play. Common theme here is basicly the snare emhasis though did some changes while adjusting prev point so might be more clear now

02:47:920 (2,3,4,5,6) - People love patterns that look clear. Try and stick with a single idea of logic throughout the map. Either stick with symmetry, geometry, or s on so that players can associate this with the map. Its basiscly build around a variety line of symmetry which geometry patterns also provide this one just kinda is obvious geometry but there are more stuff like this maybe less clear at 01:42:820 (1,2,3,4,2) - etc that are geometry pattern structured with the symmetry concept thingy so I think it should be fine to inlterline these

02:48:220 (4,5,6) - The spacing emphasis is on the wrong object. vocal emphasis spacing was the idea here since I'm following vocals 02:47:920 (2,7,8) -


01:09:820 (3,4,5,6,7,8) - I would NC 3 and 6 to make it clear to players this is a 1/3 stream. You did this somewhere else in the map too, so I dunno why you didn't do it here. If your argument is that NCs would make it look too intense, I would remind you that the small emphisis given by NCs is not enough to outweigh proper reading techniques. Can't seem to find the other instances where I did tbh :/ I mainly used the NCing inthe 1/3 solo part for spacing differences indications and unintroduced 1/3 rhythms, with these I introduced the 1/3 rhythm with returns first and theres no spacing difference together with the 3-3 pairing it should be obvious that this its gonna be 1/3 imo, will see what others gotta say tho from testplays no one had prob distinguishing these iirc

Thanks for the mod man! will get to your map asap :D
_orange
m4m from queue

[Illusions]

02:49:869 (4) - end not snapped
00:08:017 (1,2) - Could you make these either both curved or both angled bc they don't have really different sounds
00:23:469 (4,9) - 4 is hiding the reverse arrow of 9
01:09:820 (3,4,5,6,7,8) - Yeah I agree with mindmaster107 here about Ncing 3 and 6 02:34:420 (1,2,3,4,5,6,7,8,1) - here too
01:34:720 (2) - did you mean to ctrl g this?
02:05:620 (1,2,3,4,5) - Space this out? like the previous sliders?
02:32:920 (11,1) - 02:28:120 (11,1) - Different spacing
02:33:820 (3,1) - Pretty sure you can't hide the arrow like that
03:22:420 (1,2) - It would look nice if this was a blanket
03:50:920 (10,1) - That's pretty hard to play
04:47:920 (9) - 04:47:620 (5) - NCs?
04:52:720 (5) - ^
03:46:420 (1) - Tbh the hitsounds are really quiet here, I don't know why you decided to lower volume, instead of keeping it the same or even raising it
03:59:320 (2,3,1) - 04:17:620 (1,2,3,4,5) - Keep consistent?

amazing map, really didn't find a lot of issues but I hope I helped!
Topic Starter
Wishkey

_orange wrote:

m4m from queue

[Illusions]

02:49:869 (4) - end not snapped oops
00:08:017 (1,2) - Could you make these either both curved or both angled bc they don't have really different sounds sure thing!
00:23:469 (4,9) - 4 is hiding the reverse arrow of 9 not really an issue with ar 9.5 it may look like that in editor but if you play (4) has alrdy faded away completely so it should be fine
01:09:820 (3,4,5,6,7,8) - Yeah I agree with mindmaster107 here about Ncing 3 and 6 02:34:420 (1,2,3,4,5,6,7,8,1) - here too aight doing it then :d
01:34:720 (2) - did you mean to ctrl g this? Nope was intenional small jump here so it feels more similar then the prev combo
02:05:620 (1,2,3,4,5) - Space this out? like the previous sliders? Got misread ofter during testplays so keeping it for now tho spacing it would fit too imo
02:32:920 (11,1) - 02:28:120 (11,1) - Different spacing changed
02:33:820 (3,1) - Pretty sure you can't hide the arrow like that like prev not an easy while playing bc of the high AR
03:22:420 (1,2) - It would look nice if this was a blanket moved around a bit still no blanket but now made it not look like it was meant to blanket
03:50:920 (10,1) - That's pretty hard to play tried something, will see how testplayers do
04:47:920 (9) - 04:47:620 (5) - NCs? Added one at 04:47:470 (1) - instead of 04:47:620 (5) - since the ds for these 8 notes are the same so not really any need there
04:52:720 (5) - ^ Done
03:46:420 (1) - Tbh the hitsounds are really quiet here, I don't know why you decided to lower volume, instead of keeping it the same or even raising it deleted that green line so its the same volume now
03:59:320 (2,3,1) - 04:17:620 (1,2,3,4,5) - Keep consistent? Yeah changed first part into circles too since the extend sound is a lot less present there

amazing map, really didn't find a lot of issues but I hope I helped!
Thanks for the mod! will return the M4M shortly :D
L u m ii n a
NM mod from my queue~

[Illustions]

  1. How about https://puu.sh/xSkE9/0949ea2013.jpg @00:05:6157 - ?
  2. ^ http://puu.sh/xSkI2/19d8cdf1ea.jpg @00:07:267 - ?
  3. 00:13:417 (1) - NC?
  4. 00:26:620 (6,1) - pretty huge streamjump compared to the rest of the map. (almost 5,3x)
  5. 00:40:120 (5,1,2,3,4,5,6,7,8) - felt unpleasent to play.. 00:40:120 (5) - transitions pretty badly into 00:40:420 (1) - .This shape https://puu.sh/xSkZY/14fecc5a1c.jpg%20would%20be%20better.
  6. 00:42:970 (6,7,8) - feels meh.. to play..
  7. 00:47:770 (6,7,8) - ^ how about you turn 7&8 into a slider in both situations?
  8. 00:52:870 (6) - NC
  9. 00:53:320 (11) - ^
  10. How about http://puu.sh/xSl7p/6eecaf6f7b.jpg @00:54:820 - ?
  11. 01:00:370 (1) - NC?
  12. 01:02:470 (6) - ^
  13. 01:02:920 (11) - ^
  14. How about http://puu.sh/xSl7p/6eecaf6f7b.jpg @01:04:420 (1) - ?
  15. 01:09:820 (1,2,3,1,2,3) - A little more eye candy maybe?
  16. 01:11:770 (6,7,8) - said something about this before already
  17. 01:16:570 (6,7,8) - ^
  18. 01:21:670 (6) - NC
  19. 01:22:120 (11) - ^
  20. 01:24:070 (1,2,3,4,1,2,3) - You could make a lot more out of this part
  21. 01:26:470 (6,7,8,9,1) - ^
  22. 01:29:920 (5) - Is it intentional that the slider has a lower DS than the rest of the stream?
  23. 01:31:270 (6) -
  24. 01:31:720 (11) - ^
  25. 01:33:670 (1,2,3,4,1,2,3) - Same thing as before
  26. Replace 01:44:170 (2) - with 2 circles to match the rythm a little better
  27. 01:44:770 (8) - NC
  28. 01:45:970 (8) - ^
  29. 02:07:420 (1,2,3,4) - Messed up hitsounds.
  30. 02:27:670 (6) - NC..
  31. 02:28:120 (11) - ^
  32. 02:29:170 (4,5,6,1) - weird DS~
  33. 02:29:620 (1) - Said something about this before as well
  34. 02:32:470 (6,11) - NC...
  35. 02:36:970 (6,7,8) - About this as well.. at least you're consistant
  36. 02:41:920 (6,7,8) - ^
  37. 02:44:320 (2) - This comes a little unexpected
  38. 02:46:870 (6,11) - NC
  39. 02:49:270 (1,2,3,4,1,2,3) - Just pointing this out for consistancy reasons
  40. 02:51:670 (6,7,8,9,1) - ^
  41. 02:56:470 (6,11) - NC
  42. 02:58:870 (1,2,3,4,1,2,3) - These parts have so much potential for awesome parts and this feels meh..
  43. 03:40:120 (1,2,3,1) - try these cordiantes 03:40:220 (2) - x443 | y272 / 03:40:320 (3) - x461 | y331 / 03:40:420 (1) - x430 | y384 looks a little more curvy this way.
  44. 03:51:820 (5,6,1,2,5,6) - I see what you're trying to do with these but those are some pretty big stream jumps..
  45. 04:43:720 (4,5,6) - pretty hard to read..c
  46. 04:48:220 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - ouch. This will cause a lot of restarts
  47. 05:00:520 (1) - This slider is almost invisible when you play it for the first time
  48. 05:06:445 (4) - Seems like it slipped out of the pattern
  49. 05:07:720 (1,2,1,2,1,2,1,2) - a littly underwhelming in this part

Pretty decent map! I would recommend you to step away from symmetrical patterns. People used to map symmetrical in like.. 2009/10? Overall good stream patterns and nice hitsounds with some fancy ideas here and there. Good luck for future maps!

Fox~
Topic Starter
Wishkey

FoxFiire wrote:

NM mod from my queue~

[Illustions]

  1. How about https://puu.sh/xSkE9/0949ea2013.jpg @00:05:6157 - ? Prefer the current easier rhythm since the song has no intensity yet so less clickable stuff fits better imo
  2. ^ http://puu.sh/xSkI2/19d8cdf1ea.jpg @00:07:267 - ? Wanna remain consistnet with hte lesser vocals at 00:02:467 (1) -
  3. 00:13:417 (1) - NC? Redid some NCing here
  4. 00:26:620 (6,1) - pretty huge streamjump compared to the rest of the map. (almost 5,3x) Reduced
  5. 00:40:120 (5,1,2,3,4,5,6,7,8) - felt unpleasent to play.. 00:40:120 (5) - transitions pretty badly into 00:40:420 (1) - .This shape https://puu.sh/xSkZY/14fecc5a1c.jpg%20would%20be%20better. Did some rotations should hopefully feel better
  6. 00:42:970 (6,7,8) - feels meh.. to play..
  7. 00:47:770 (6,7,8) - ^ how about you turn 7&8 into a slider in both situations? Not really an extend sound on those, makes 00:42:220 (3,5) - feel less impactful imo, keeping this for now will see about antother gimmick for 6-7-8 but main point was to halt movement here
  8. 00:52:870 (6) - NC
  9. 00:53:320 (11) - ^ Don't really see a reason for these, don't wanna spam NC's too much since its alrdy a hp5 setting, theres an sv change but its the only slider in the combo so no need to NC
  10. How about http://puu.sh/xSl7p/6eecaf6f7b.jpg @00:54:820 - ? Looks cool gonna make this part harder
  11. 01:00:370 (1) - NC? Should be readable alrdy thats its a 1/1 gap, long jump NC doesnt seem necessary since I alrdy introduced similar jumps
  12. 01:02:470 (6) - ^
  13. 01:02:920 (11) - ^ Simalr like prev ones (and next ones) , don't really see the benefit here since you also lose the following points
  14. How about http://puu.sh/xSl7p/6eecaf6f7b.jpg @01:04:420 (1) - ? Done
  15. 01:09:820 (1,2,3,1,2,3) - A little more eye candy maybe? Will see what to do, kinda like the symmetery here tho 01:09:820 (1,2,3,1,2,3,1) -
  16. 01:11:770 (6,7,8) - said something about this before already
  17. 01:16:570 (6,7,8) - ^
  18. 01:21:670 (6) - NC
  19. 01:22:120 (11) - ^ Same responses for these above like prev similar parts
  20. 01:24:070 (1,2,3,4,1,2,3) - You could make a lot more out of this part Wanted to introduce this rhythm in an easy way first before trying to play with it like you see later on, basicly testplayers kinda broke alot when this was more gimmicky like the rest so keeping for now
  21. 01:26:470 (6,7,8,9,1) - ^
  22. 01:29:920 (5) - Is it intentional that the slider has a lower DS than the rest of the stream? Oops
  23. 01:31:270 (6) -
  24. 01:31:720 (11) - ^ Same as before
  25. 01:33:670 (1,2,3,4,1,2,3) - Same thing as before Will see what to do
  26. Replace 01:44:170 (2) - with 2 circles to match the rythm a little better made 01:44:320 (3,4) - into a slider instead, basicly following vocals with these 1/4s
  27. 01:44:770 (8) - NC
  28. 01:45:970 (8) - ^ Done these 2
  29. 02:07:420 (1,2,3,4) - Messed up hitsounds. Fixed
  30. 02:29:170 (4,5,6,1) - weird DS~
  31. 02:29:620 (1) - Said something about this before as well Redid these streams to match previous changes while taking this into accound
  32. 02:36:970 (6,7,8) - About this as well.. at least you're consistant
  33. 02:41:920 (6,7,8) - ^ haha yeah, similar like prev ones
  34. 02:44:320 (2) - This comes a little unexpected Should be more clear now
  35. 02:49:270 (1,2,3,4,1,2,3) - Just pointing this out for consistancy reasons
  36. 02:51:670 (6,7,8,9,1) - ^ Looking into them
  37. 02:58:870 (1,2,3,4,1,2,3) - These parts have so much potential for awesome parts and this feels meh.. Yeah kinda tradoff with this all 1/4 and the drums and vocals are still similar intensity so huge 1/4 intense jumps patterns etc would really overdo it
  38. 03:40:120 (1,2,3,1) - try these cordiantes 03:40:220 (2) - x443 | y272 / 03:40:320 (3) - x461 | y331 / 03:40:420 (1) - x430 | y384 looks a little more curvy this way. sure thing
  39. 03:51:820 (5,6,1,2,5,6) - I see what you're trying to do with these but those are some pretty big stream jumps.. reduced a bit
  40. 04:43:720 (4,5,6) - pretty hard to read..c made the follow points not overlap should be easier
  41. 04:48:220 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - ouch. This will cause a lot of restarts Yep, tho still fits the song tho since it reaches a high point here
  42. 05:00:520 (1) - This slider is almost invisible when you play it for the first time eeuh keeping it for should be doable with this ar
  43. 05:06:445 (4) - Seems like it slipped out of the pattern Don't really see any problem here, might be because of stacking from the next combo but really hard to fix
  44. 05:07:720 (1,2,1,2,1,2,1,2) - a littly underwhelming in this part Kinda serves as a bit of break for the upcoming deathstream, too stamina draining otherwise, will see If I can do something different here tho

Pretty decent map! I would recommend you to step away from symmetrical patterns. People used to map symmetrical in like.. 2009/10? Overall good stream patterns and nice hitsounds with some fancy ideas here and there. Good luck for future maps! Thanks! Prob a bit personal preference about the symmetry I can get why its a hit or miss nowadays but I like and still mostly play these kind of maps too

Fox~
Thanks for the mod! :D
Bokkie
Hi from my Queue :3

For some reason I've got timing and Ilusion diffs too :thinking:

[Illusions]
  1. 00:19:717 (2) - there should be an emphasis on this note; simply pull it out to the left (x:112 y:16 looks good imo)
  2. 00:20:289 - I'd love to have this note clickable
  3. 00:20:439 (2,3,4) - consider making this the same as 00:20:889 (1,2,3,4) - ; if you do, stack 00:20:739 (4) - on top of 00:20:017 (1) - sliderend
  4. 00:21:489 (1) - put a circle here instead and make a 1/2 slider at 00:21:639 -
    If you applied both suggestions this should look something like this (pretty cool huh)
  5. 00:22:141 (1) - I feel like it would be better if you got rid of this note
  6. 00:27:070 - missing a note? feels empty :c (same here 00:31:870 - )
  7. 00:29:320 (10) - flip it horizontally?
  8. 00:43:270 (8) - how about moving it to x:226 y:252?; doesn't it flow better?
  9. 00:48:070 (8) - rapid movement from previous jump might force player's hand to move cursor further; my suggestion is to move this to x:330 y:319
  10. 00:51:070 (2) - how about moving it to the other side? possibly just over 00:50:020 (2) - x:118 y:241
  11. 01:04:270 (6) - move it up a bit?
  12. 01:39:220 (1) - I really expected it to go right; please make it clear how the slider goes
  13. 02:01:720 - there's a note to emphasize; use 2 circles instead of that slider (same goes for 02:02:770 (4) - )
  14. 02:06:070 (1,2) - again, I think those notes are unnecessary
  15. 03:15:520 - previously you use 3/4 slider and a circle (03:12:820 (1,2) - ); it'd be natural to keep it here too
    03:32:020 (1) - I'm wet
  16. 04:34:420 (1) - looks cool and all but it should be clear which way it goes (won't cause any problems nomod but with HR it might get problematic)
  17. 05:22:120 - after intense deathstream now it feels like map went down to 2* difficulty
  18. 05:59:770 (1,2) - delet dis
[Afterword]
Finaly a decent human being mapped this song. You should recheck all green lines. Some of them are from previous timing (my guess) and got -15ms~. I don't think it affects playability or anything but it looks rather unproffesional REEEE.

As for the M4M, don't worry. No need to rush, I'm not going to speedrank anyway.
Actually, you don't have to mod my map since I was just throwing away some free mods. But it would be nice .w.
Topic Starter
Wishkey

Catshy wrote:

Hi from my Queue :3

For some reason I've got timing and Ilusion diffs too :thinking: dont tell people how slow the progress went pls

[Illusions]
  1. 00:19:717 (2) - there should be an emphasis on this note; simply pull it out to the left (x:112 y:16 looks good imo) did something similar
  2. 00:20:289 - I'd love to have this note clickable same but the music in still building up so bit less dense seems fitting and it mainly compensates for an easier bpm shift
  3. 00:20:439 (2,3,4) - consider making this the same as 00:20:889 (1,2,3,4) - ; if you do, stack 00:20:739 (4) - on top of 00:20:017 (1) - sliderend will see what to do here, on 100% it kinda sounded like 00:21:189 (4) - was emphasised in the music drum wise so thats why its clickable feels like a bit of break between 3-4 compared to 00:20:589 (4) -
  4. 00:21:489 (1) - put a circle here instead and make a 1/2 slider at 00:21:639 - kinda prefer the current one since the sound is building up from for this 1/1 rythm, cutting that kinda feels a bit off
    If you applied both suggestions this should look something like this (pretty cool huh) Haha yeah :D will keep this in mind to try to work something around if it gets brought up again
  5. 00:22:141 (1) - I feel like it would be better if you got rid of this note consistency with the rest of the "chrono" vocals I really like the vocals since they stand out here so much and having that gap and start again with "-stasis" just didnt felt justice to the vocals
  6. 00:27:070 - missing a note? feels empty :c (same here 00:31:870 - ) same later on too basicly a bit of breathing room and emphasis on the start of the next section with that gap 00:26:920 (1,1) - these cymbals reoccur a few times so wanted to do something to stand them out instead of having this 20 seconds of full 1/4 rhythms
  7. 00:29:320 (10) - flip it horizontally? sure thing!
  8. 00:43:270 (8) - how about moving it to x:226 y:252?; doesn't it flow better? ruins the concept a bit for these parts 00:42:970 (6,7,8) - flow is kinda neglectent for a lot due to the stacking and full slow down which kinda will always force the player to start a new movement no matter where you put (1)
  9. 00:48:070 (8) - rapid movement from previous jump might force player's hand to move cursor further; my suggestion is to move this to x:330 y:319 ^ intentional slow down and harder to hit
  10. 00:51:070 (2) - how about moving it to the other side? possibly just over 00:50:020 (2) - x:118 y:241 did similar and some other changes
  11. 01:04:270 (6) - move it up a bit? lowered 01:03:970 (4,6) - for similar angles effect instead
  12. 01:39:220 (1) - I really expected it to go right; please make it clear how the slider goes damn will see what to do here, tho no one really had any problems here and nothing overlaps so should be clear imo unless I misinterpreted something
  13. 02:01:720 - there's a note to emphasize; use 2 circles instead of that slider (same goes for 02:02:770 (4) - ) following the "zu u to o" vocals here since thats the most interesting rhythm to follow since they don't have those background synths thingys like 01:57:820 (3,4,5,6) -
  14. 02:06:070 (1,2) - again, I think those notes are unnecessary [/color]
  15. 03:15:520 - previously you use 3/4 slider and a circle (03:12:820 (1,2) - ); it'd be natural to keep it here too no strong vocal on the end unlinke (3:12) so thats why its a 1/1, did it similar for 01:50:020 (1,2,3) - for instance
    03:32:020 (1) - I'm wet always prepare a towel
  16. 04:34:420 (1) - looks cool and all but it should be clear which way it goes (won't cause any problems nomod but with HR it might get problematic) it kinda looks easier to follow with HR (bigger slider-circle contrast) tbh :p so keeping if for now
  17. 05:22:120 - after intense deathstream now it feels like map went down to 2* difficulty intentional, music kinda goes into an easier kiai with main emphasis on cymbals and that one clap and it serves a bit as break section too after that intense solo, so bit less dense and easier seems fitting with the music
  18. 05:59:770 (1,2) - delet dis :/
[Afterword]
Finaly a decent human being mapped this song. You should recheck all green lines. Some of them are from previous timing (my guess) and got -15ms~. I don't think it affects playability or anything but it looks rather unproffesional REEEE. oh crap yeah forgot about those it might affect playablilty with the redlines changes so prob best to do it thanks!

As for the M4M, don't worry. No need to rush, I'm not going to speedrank anyway.
Actually, you don't have to mod my map since I was just throwing away some free mods. But it would be nice .w.
Thanks for the mod! :D Will mod back somewhere next week! There really need to be more symphonic metal maps
LMT
As promised


  • [Illusion]
  1. 00:22:720 - I don't really like this rhythm choice for this section because you kinda ignore the guitar's stress on sounds like this or 00:23:320 - .
    I think the rhythm concepts can be clearer: 00:22:420 (1,2,3,4) - would be the palm mute, 00:22:720 - 00:23:020 - 00:23:320 - those are where the guitar does the bending thing. I'd try something like: https://osu.ppy.sh/ss/9288780
    That applies to pretty much all the guitar riff sections. It is a big overhaul if you wish to change, but might be necessary to create much more immersion.
  2. 01:35:620 (1,2,3,4,5,6,7,8,9) - not consistent with stuff like 01:21:220 (1,2,3,4,5,6,7,8,9,10) - , this also means you overmapped (6)
  3. 03:00:820 (1,2,3,4,5,6,7,8,9) - ^
  4. 01:51:520 (2) - this note doesn't belong to the vocal line so it should not be represented as such. Make it more like a pattern with 01:51:070 (1) - should do . https://osu.ppy.sh/ss/9288716 try this.
  5. 03:16:720 (2) - ^
  6. 05:45:220 (2) - ^
  7. 01:51:670 (1) - nc this also make the vocal catch more noticeable.
  8. 01:45:220 (1,4) - swap nc? The track actually tries to shift the emphasis here.
  9. 02:51:970 - vocal actually stresses the red tick not the blue one.
  10. 03:59:320 (2,3,4) - it's actually like 1/6 here lol. To be honest I'm not sure what you should do here since rhythm is like https://osu.ppy.sh/ss/9288884 with the actual stress on that purple tick lmao.
  11. 04:08:920 (2,3) - ^, applies to the rest of the section
  12. 05:21:520 (1,2,3,4,5,6,7,8) - don't think those have legit 1/4 beats lol, it's better to map these as 1/2 since the vocal does the catch and since you've been following it in other places, it's good to do it here as well.
  13. 05:35:245 (5) - don't think this note exists.
  14. 05:58:120 (1,2,3,4,5,1,2,3,4,5,1,2,3,1) - this whole part is actually 1/6
I think the guitar riff isn't as immersive as it could be, but the rest seems alright. Visual structure could be improved I think, there are too many different slidershape concepts around and that is possibly why I think the map could be more organised.

glgl
Topic Starter
Wishkey

LMT wrote:

As promised


  • [Illusion]
  1. 00:22:720 - I don't really like this rhythm choice for this section because you kinda ignore the guitar's stress on sounds like this or 00:23:320 - .
    I think the rhythm concepts can be clearer: 00:22:420 (1,2,3,4) - would be the palm mute, 00:22:720 - 00:23:020 - 00:23:320 - those are where the guitar does the bending thing. I'd try something like: https://osu.ppy.sh/ss/9288780
    That applies to pretty much all the guitar riff sections. It is a big overhaul if you wish to change, but might be necessary to create much more immersion.

    Seems good, been meaning to buff it since it the sr came out alot higher then I wanted and expected when I mapped the first half, remapping it after a while
  2. 01:35:620 (1,2,3,4,5,6,7,8,9) - not consistent with stuff like 01:21:220 (1,2,3,4,5,6,7,8,9,10) - , this also means you overmapped (6) Reworking this to make it harder like the intro
  3. 03:00:820 (1,2,3,4,5,6,7,8,9) - ^
  4. 01:51:520 (2) - this note doesn't belong to the vocal line so it should not be represented as such. Make it more like a pattern with 01:51:070 (1) - should do . https://osu.ppy.sh/ss/9288716 try this. aight cool
  5. 03:16:720 (2) - ^ Done
  6. 05:45:220 (2) - ^ Done
  7. 01:51:670 (1) - nc this also make the vocal catch more noticeable. done
  8. 01:45:220 (1,4) - swap nc? The track actually tries to shift the emphasis here. Redid NCing for this part
  9. 02:51:970 - vocal actually stresses the red tick not the blue one. Did this to make it easier since all the rest of these similar stuff have got this vocal rhythm and on 100% it still sounds similar so taking the human error card here for now
  10. 03:59:320 (2,3,4) - it's actually like 1/6 here lol. To be honest I'm not sure what you should do here since rhythm is like https://osu.ppy.sh/ss/9288884 with the actual stress on that purple tick lmao. Yeah its like first 3 beats are 1/6 and then it switches back to 1/4 from what I heard at first so I just simplefied it to 1/4 since an actual 1/6 rhythm would either be a shitty 300bpm burst out of nowhere or somehting like returns which really doesnt do the intensity justice so Really wanna keep this for now
  11. 04:08:920 (2,3) - ^, applies to the rest of the section same as ^ here can be justified by the guitar being 1/2 extended sound tho
  12. 05:21:520 (1,2,3,4,5,6,7,8) - don't think those have legit 1/4 beats lol, it's better to map these as 1/2 since the vocal does the catch and since you've been following it in other places, it's good to do it here as well. Kinda overmapped here yeah since that epic choir of the solo is still there so its till really intense and 1/2 didnt really felt like it did justice, will see if it gets brought up again
  13. 05:35:245 (5) - don't think this note exists. Can hear a clear change tho, basicly lesser version of 05:32:845 (5) -
  14. 05:58:120 (1,2,3,4,5,1,2,3,4,5,1,2,3,1) - this whole part is actually 1/6 yeah kinda same reasoning for the simplification, its not fully 1/6 either tho, just here and there are randomly 1/6 trips and sometimes it just goes 1/4 inbetween so actual rhythm would be horrible imo
I think the guitar riff isn't as immersive as it could be, but the rest seems alright. Visual structure could be improved I think, there are too many different slidershape concepts around and that is possibly why I think the map could be more organised. True can see your point about the slider shapes, I mainly used the "freedom" shapes for the most powerful vocals like star sky since I want these to stand out the most, will see where stuff can be made simpler tho!Lack of different slider shapes is kind what I hate about today maps too so don't really wanna force it on here :p

glgl
Thanks for the mod mate! :D Will get to work on those solo's Done
Ultima Fox
Hey!

General
  1. "emi" can be added to tags because that is the vocalist.
  2. It might be a good idea to try and compress the audio file for the song, because the beatmap is over 10MB without video/sb and that might be a good way to reduce it.
  3. The timing points at 01:28:413 and 01:28:713 aren't snapped

Illusions
  1. 00:05:617 (1,2) - I don't really see a reason not to stack these, it would look better and its not something repeated in this part.
  2. 00:45:820 (5) - This slider is awkward to play because of it overlapping on itself and doesn't really look good, so I think you should change it to something else (maybe this
  3. 00:46:420 (1) - Perhaps change this to the slider you used at 00:07:267 (1) so theres a little more consistency with the slider shapes (and I think it looks a little better haha)
  4. 00:49:420 (1,2) - I know what you're mapping here, but I don't really like how you mapped over a lot of the drums and such from the song with these long sliders, so maybe consider changing this part to follow the drums and such (which you can do while also representing the sounds mapped already)
  5. 01:53:170 (4) - I think there is a lot more emphasis on this slider than there needs to be, so perhaps move 3 more towards the middle of the screen to avoid that unneeded emphasis. (kind of like this
  6. 02:15:070 (4) - Try moving this to x:348 y:169 because 4 is a little awkward to hit as it is now
  7. 03:21:970 (4,5) - Compared to the first kiai, these seem really close together and its kind of a weird antijump, so i think you should spread them out a little
  8. 03:32:020 (1) - I feel like this sliderart could benefit from moving the end down to make it a little more wavy like this
  9. 03:53:620 (1) - and 03:54:220 (5) - aren't the same slider, so just copy paste one onto the other
  10. 04:53:320 (1,1,2,1,2,1,2,3,4) - Again, not sure if ignoring the beat of the drums is the right way to go here, but I feel like for this section it's up to you whether or not you want to change it because this is a section and not a couple notes like before

Nice map~
That's all from me, good luck! :)
Topic Starter
Wishkey

Ultima Fox wrote:

Hey!

General
  1. "emi" can be added to tags because that is the vocalist. Sure thing!
  2. It might be a good idea to try and compress the audio file for the song, because the beatmap is over 10MB without video/sb and that might be a good way to reduce it. Tried to lower kbps but the quality for the solo was noticable lower, will see if something else works but I think this can be forgiven due to the lenght of the song
  3. The timing points at 01:28:413 and 01:28:713 aren't snapped fixed

Illusions
  1. 00:05:617 (1,2) - I don't really see a reason not to stack these, it would look better and its not something repeated in this part. Done
  2. 00:45:820 (5) - This slider is awkward to play because of it overlapping on itself and doesn't really look good, so I think you should change it to something else (maybe this Did something similar
  3. 00:46:420 (1) - Perhaps change this to the slider you used at 00:07:267 (1) so theres a little more consistency with the slider shapes (and I think it looks a little better haha) Copied the slider from this one instead 00:41:620 (1) - since the sounds are more similar
  4. 00:49:420 (1,2) - I know what you're mapping here, but I don't really like how you mapped over a lot of the drums and such from the song with these long sliders, so maybe consider changing this part to follow the drums and such (which you can do while also representing the sounds mapped already) Kinda wanna keep this consitent with similar sounds at 00:43:420 (1,2,3) - the drum doesnt really stand out but these extended strokes do imo so mapping this in full felt best here
  5. 01:53:170 (4) - I think there is a lot more emphasis on this slider than there needs to be, so perhaps move 3 more towards the middle of the screen to avoid that unneeded emphasis. (kind of like this Done
  6. 02:15:070 (4) - Try moving this to x:348 y:169 because 4 is a little awkward to hit as it is now reworking these guitar solo parts but keeping this in mind!
  7. 03:21:970 (4,5) - Compared to the first kiai, these seem really close together and its kind of a weird antijump, so i think you should spread them out a little placed it all the way up, kinda got stuck into a corner here
  8. 03:32:020 (1) - I feel like this sliderart could benefit from moving the end down to make it a little more wavy like this Would cause them to overlap with these 03:31:870 (3,4) - which looks a bit worse so keeping it as the way it is for now
  9. 03:53:620 (1) - and 03:54:220 (5) - aren't the same slider, so just copy paste one onto the other oops
  10. 04:53:320 (1,1,2,1,2,1,2,3,4) - Again, not sure if ignoring the beat of the drums is the right way to go here, but I feel like for this section it's up to you whether or not you want to change it because this is a section and not a couple notes like before Prefer to map the guitar solo here since that really stands out with this section (and there are enough drums in this section so bit of different following couldn't hurt :d)

Nice map~
That's all from me, good luck! :)
Thanks for modding much appreciated! :D
Lasse
saw your pm and decided to have a look since I tried mapping this like half a year ago

some more general stuff:

so one noticeable thing is that your visuals often feel quite unorganized since you tend to do to many things at once
a simple example would be 05:42:370 (1,2,3,4) - where the shape of 1 feels completely out of place with the others due to the shape even if you stack something on it. compare it to 05:41:320 (1,3,4) - where the shapes actually work with each other
also the 05:42:070 (4,1) - transition is very strange visually and partially also gameplay wise
maybe this makes sense https://i.imgur.com/uXkfcy7.jpg
compare it to what happens if you rotate 4 a bit to make both work together visually https://i.imgur.com/ivbn1CD.jpg
things like that happen a lot and really make the map feel much less cohesive since besides seemingly random stacks/blankets/symmetry there is nothing that really connects your "patterns"

which leads to my next general issue, still a bit related to first: they way you utilize symmetry, it just feels really out of place since it's done seemingly without any concept behind it, just some random axis symmetric patterns out of nowhere like 01:58:420 (1,2,3,4,5,6) - 05:47:620 (2,3,4) - the song still stays the same, but your map structure suddenly changes, but only for like one measure and it's always different measures. an alternative would for example be using the whole symmetry thing more consistently or just leaving it out, or maybe using it to highlight certain things

some other things
05:02:920 (1) - watch this for future reference
05:12:520 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24) - apparently this follows the constant 1/4 bass drum, so idk why you used drum hitnormals and not your kicks, same for similar things like right after

00:50:020 (2) - this still properly follows the melody but ignores the outstanding snare + guitar on 00:50:170 - which makes it feel too undermapped. something like https://i.imgur.com/DCImhbe.jpg would be nice

00:50:620 (1,2) - would follow the transition much better as https://i.imgur.com/lIJ0bDs.jpg
01:09:820 (1,2,3,1,2,3,1) - for how difficult the map is overall, this 1/3 patterning is just really lame lol
01:37:720 (1) - ever considered something like https://i.imgur.com/UNyUkCv.jpg ? plays pretty much like a 1/3 stream but fits the intensity much better than a repeat
01:41:620 (1) - looks familiar lol
03:10:120 (1,2,3,4) - 1/4 starts from here so idk why it's ignored considering the first time a similar part happens you spam 1/4 stuff

sudden low spacing after sliders like 01:51:520 (2) - seems weird since there is no noticeable change in the song and it takes away so much of the perceived intensity

03:41:620 (1,2) - undermap feels so random since there is nothing outstanding held and the 1/3 still play, so repeats would work better

04:35:620 (1,2,1,2,3,1,2,3,4,5) - this is cute

lots of the points mentioned are just examples that happen the same/similarly a lot throughout the map


there are some nice ideas and rhythm seems okay most of the time, but I really think this whole thing could feel more cohesive as it takes away a lot from the overall impression to me
good luck!
Topic Starter
Wishkey

Lasse wrote:

saw your pm and decided to have a look since I tried mapping this like half a year ago

some more general stuff:

so one noticeable thing is that your visuals often feel quite unorganized since you tend to do to many things at once
a simple example would be 05:42:370 (1,2,3,4) - where the shape of 1 feels completely out of place with the others due to the shape even if you stack something on it. compare it to 05:41:320 (1,3,4) - where the shapes actually work with each other
also the 05:42:070 (4,1) - transition is very strange visually and partially also gameplay wise
maybe this makes sense https://i.imgur.com/uXkfcy7.jpg
compare it to what happens if you rotate 4 a bit to make both work together visually https://i.imgur.com/ivbn1CD.jpg aight cool, the weird slider shapes were mainly for the vocals I'm following tehre and the weirder shapes are the strongest ones so wanted to make these stand out a bit more then the rest of the slidersn but it has been brought up before so I'll see if I'll make these coherent with the surroudings
things like that happen a lot and really make the map feel much less cohesive since besides seemingly random stacks/blankets/symmetry there is nothing that really connects your "patterns"

which leads to my next general issue, still a bit related to first: they way you utilize symmetry, it just feels really out of place since it's done seemingly without any concept behind it, just some random axis symmetric patterns out of nowhere like 01:58:420 (1,2,3,4,5,6) - 05:47:620 (2,3,4) - the song still stays the same, but your map structure suddenly changes, but only for like one measure and it's always different measures. an alternative would for example be using the whole symmetry thing more consistently or just leaving it out, or maybe using it to highlight certain things gonna see what to do here like making it section depended or just deleting everything if that doesnt work out

some other things
05:02:920 (1) - watch this for future reference Oh yeah that way prob saves some time
05:12:520 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24) - apparently this follows the constant 1/4 bass drum, so idk why you used drum hitnormals and not your kicks, same for similar things like right after Oh yeah no idea how that got there

00:50:020 (2) - this still properly follows the melody but ignores the outstanding snare + guitar on 00:50:170 - which makes it feel too undermapped. something like https://i.imgur.com/DCImhbe.jpg would be nice aight

00:50:620 (1,2) - would follow the transition much better as https://i.imgur.com/lIJ0bDs.jpg Aigt makes sense with prev change
01:09:820 (1,2,3,1,2,3,1) - for how difficult the map is overall, this 1/3 patterning is just really lame lol did something that makes a bit more sense with the increasing intensity
01:37:720 (1) - ever considered something like https://i.imgur.com/UNyUkCv.jpg ? plays pretty much like a 1/3 stream but fits the intensity much better than a repeat will see here but I prefer to keep the hold motion compared to this high jump 01:37:720 (7,1,2) - more tbh since I provides more contrast that way and thats where the major shift is in my eyes
01:41:620 (1) - looks familiar lol no clue from where ll
03:10:120 (1,2,3,4) - 1/4 starts from here so idk why it's ignored considering the first time a similar part happens you spam 1/4 stuff was for the major tom shift tone shifts that start at 03:10:720 (1) - prev ones are just the regular backgrounds which is ignored in favor for the snares in the other section these toms start earlier and they don't have these snares so kinda wanted to map that change

sudden low spacing after sliders like 01:51:520 (2) - seems weird since there is no noticeable change in the song and it takes away so much of the perceived intensity Increased with others, was kinda to make the vocal part stand out more

03:41:620 (1,2) - undermap feels so random since there is nothing outstanding held and the 1/3 still play, so repeats would work better bg guitar kicks in with these heavy chords compared to the rest of the 1/3 section so wanted to map the difference with the rest here, but will see what to do if it still plays bad

04:35:620 (1,2,1,2,3,1,2,3,4,5) - this is cute cool drums

lots of the points mentioned are just examples that happen the same/similarly a lot throughout the map


there are some nice ideas and rhythm seems okay most of the time, but I really think this whole thing could feel more cohesive as it takes away a lot from the overall impression to me
good luck!
Thanks for the check! :D Gonna see what to do about the symmetry parts and prob buffing some more stuff
Jemzuu
Q

[edqwed wqdsa] idk why i have the first version of this lo
00:04:717 (5,2) - you could stack these to have a gud triangle like 00:03:667 (2,3,4) -
00:20:017 (1) - remove this nc
02:41:770 (6) - maybe unstacc this note like what u did on 02:36:970 (6) -
03:10:120 - idk why u didnt map this part i could clearly hear drums here, it feels emptyyy
03:22:720 (2) - blanket could be improved or stack 03:21:520 (2) -
05:45:370 (1) - remove this nc?
05:59:770 (1,2) - im not sure about these two cus you've been following the drums here and the swift change is quite absurd imo i'd delete them instead for the player to have some pause or just a little break perhaps to prepare for the next notes

that's all i guess, i didnt really find anything major things about this mod, im sorry if it wasnt that helpful, the map is just too clean gj
GL!
Topic Starter
Wishkey

AJamez wrote:

Q

[edqwed wqdsa] idk why i have the first version of this lo
00:04:717 (5,2) - you could stack these to have a gud triangle like 00:03:667 (2,3,4) - done
00:20:017 (1) - remove this nc Wanna keep it here, start of BPM change and new major section
02:41:770 (6) - maybe unstacc this note like what u did on 02:36:970 (6) - true done
03:10:120 - idk why u didnt map this part i could clearly hear drums here, it feels emptyyy ooh damn accidently deleted it with prev update
03:22:720 (2) - blanket could be improved or stack 03:21:520 (2) - Stacked em
05:45:370 (1) - remove this nc? Keeping consistent with the other kiais and to show its not part of the vocals a bit more so keeping for now,
tho with rearraging it might be better to have a follow point so will see if testplayers get problems here

05:59:770 (1,2) - im not sure about these two cus you've been following the drums here and the swift change is quite absurd imo i'd delete them instead for the player to have some pause or just a little break perhaps to prepare for the next notes keeping it consistent with the prev "chrono" ones and it brings the player direcly in the good position for the next notes

that's all i guess, i didnt really find anything major things about this mod, im sorry if it wasnt that helpful, the map is just too clean gj
GL!
Thanks for the mod! :D

Also removed some inapproriate symmetry into more repeated patterns (slow section and non y axis symmetry for those heavy parts in the intro) and revamped the kiais so sliders still have a unique shape for the most expressive vocal, but more consistent and more coherent with the surrounding sliders and simpler flow
Naidaaka
Hi from my mod queue!


-
00:17:017 (1,2) - Since you've been following the vocals on this section, i would suggest to make these sliders end on the red ticks, probably will flows better with the vocals.

00:19:417 (1,2,1,2,3,4,1,2,3,4,5,6) - Aren't the hitsounds a little bit too high on volume here? Might be me i don't know.

00:41:020 (1,2,3,4,5,6,7,8) - I'd like to see this stream go up in spacing gradually, the song allows you to do so, might be cool.

01:24:070 (1,2,3,4,1,2,3) - 01:26:470 (6,7,8,9,1,2) - 01:33:670 (1,2,3,4,1,2,3) - Mmh, i'm not convinced about the rhythm choice you did in these 3 sections, i would probably suggest you to keep following the music instead of the sudden vocal change, or integrate the vocal with the music flow. (it's ok though, you did that pretty coherently through the whole map, just a strictly personal thought.)

03:44:820 (5,1) - Be careful at this sudden spacing change, you never did it through the entire section, might be uncomfortable to play since there's not a real inflection to the song that emphasizes that, you don't need to change it of course but keep that in mind.

04:08:920 (2,3) - Maybe try to make those 2 a little bit more spaced, in this why you'll try to matchi the intensity of the spacing change with the guitar and make them go with those two 04:06:220 (2,3,4) - 04:07:420 (2,3,4) - . (like you did here 04:28:120 (2,3) - )

05:07:720 (1,2,1,2,1,2,1,2) - I would suggest you to keep going with the streams in this section, this putting 1/2 sliders feels like a wasted potential of the section in my opinion. (and streams are fun, so always go for that imo LOL.)

05:12:520 (1,2,3,4,5,6,7,8,9,10) - yes, yes, that's what i mean.



I've found not that much to point out on my side, the map is kind of simple but it works pretty well in my opinion, the map is overall well done and more than ready, fun map, great song aswell.
Best of luck with this one!
Topic Starter
Wishkey

Naidaaka wrote:

Hi from my mod queue!


-
00:17:017 (1,2) - Since you've been following the vocals on this section, i would suggest to make these sliders end on the red ticks, probably will flows better with the vocals. Put them on 1/3 sounds more accurate for the vocals

00:19:417 (1,2,1,2,3,4,1,2,3,4,5,6) - Aren't the hitsounds a little bit too high on volume here? Might be me i don't know. Reduced volume them a bit

00:41:020 (1,2,3,4,5,6,7,8) - I'd like to see this stream go up in spacing gradually, the song allows you to do so, might be cool. Gonna leave it for now since it'd be the only graduall stream in the map, kinda feels a bit odd

01:24:070 (1,2,3,4,1,2,3) - 01:26:470 (6,7,8,9,1,2) - 01:33:670 (1,2,3,4,1,2,3) - Mmh, i'm not convinced about the rhythm choice you did in these 3 sections, i would probably suggest you to keep following the music instead of the sudden vocal change, or integrate the vocal with the music flow. (it's ok though, you did that pretty coherently through the whole map, just a strictly personal thought.) the "offvocals" sound the most intereseting to map here to me, the rest is just the same drum and guitar that has been going for minutes so really wanna keep this for a bit of diversity

03:44:820 (5,1) - Be careful at this sudden spacing change, you never did it through the entire section, might be uncomfortable to play since there's not a real inflection to the song that emphasizes that, you don't need to change it of course but keep that in mind. Ah forgot to reduce this, should be better now!

04:08:920 (2,3) - Maybe try to make those 2 a little bit more spaced, in this why you'll try to matchi the intensity of the spacing change with the guitar and make them go with those two 04:06:220 (2,3,4) - 04:07:420 (2,3,4) - . (like you did here 04:28:120 (2,3) - ) Tried something

05:07:720 (1,2,1,2,1,2,1,2) - I would suggest you to keep going with the streams in this section, this putting 1/2 sliders feels like a wasted potential of the section in my opinion. (and streams are fun, so always go for that imo LOL.) Way too many people didnt pass the next deathstream while testing so this kinda serves as a bit of a break before the deathstream part, kinda agree tho that streams would fit better but Its a trade off to make it more passable and keep the difficulty spike compared to the rest of the map in check :/

05:12:520 (1,2,3,4,5,6,7,8,9,10) - yes, yes, that's what i mean.



I've found not that much to point out on my side, the map is kind of simple but it works pretty well in my opinion, the map is overall well done and more than ready, fun map, great song aswell. true the map is simple bc the song is really simple build too so not really forcing anything on it but will maybe try to do some stuff in the 1/3 part to spice it up a nod!
Best of luck with this one!
Thanks for the mod! :D
newton-
hi, from q

[illusions]
  1. 00:43:120 (7,8) etc - these kinda kill momentum, would be better to have it spaced just slightly lower than the previous jump so that fluid movement isnt killed entirely on the stack.
  2. 00:58:720 (5,6,7,8,9) - equidistance could work here idk
  3. 01:05:920 (2) - maybe map the sliderend vocal actively? earlier on in the thread you were looking for an mp3 that made the vocals stand out more so i think you should put the vocals to good use
  4. 01:09:520 (2) // 02:34:720 (2) etc - might wanna nc here so this part is grouped up into 4 sets of 3 1/3 notes. also this indicates that every 3 notes is 1/3 better i feel
  5. 01:18:820 (1,1) - these filter vocal things are pretty unique, you could do a lot more than just straight sliders. straight seems too generic for this kind of sound, maybe crumpled sliders would work :/
  6. 01:55:720 (5,1) - linear flow doesnt really work here since all your other flow was circular or angled. plus if feels too smooth for a downbeat imo
  7. 02:11:320 (1) - might be nice as a 1/4 reverse all the way up to the next note since the bg drums dont really stop here
  8. 02:16:420 (1,2,3) - unintuitive spacing at first, maybe try to ease players into this for like 2 measures
  9. 02:18:820 (1,2) // 02:20:020 (1,2) - parallel?
  10. 02:27:670 (6) etc - a bit late in the map now but you should probably nc all of these for consistency with stream combos like 02:29:620 (1,2,3,4,5,6,1,2,3,4,5,6) - which have ncs every active 1/4
  11. 02:39:820 (5,1) - blanket?
  12. 03:06:820 (1) - a copypaste of 01:39:220 (1) - but ctrlged as a throwback would be better iimo
  13. 03:32:020 (1) - holy shit nice
  14. 03:52:420 (1,2,5,6) - i feel that these are really hard to hit due to spacing, slider leniency doesnt help much here imo
  15. 06:17:020 (1) - maybe red anchor since the sound on it is more robotic and twangy than organic. also it sounds like 06:16:570 (1) - which are red anchor shapes so
good luck!
Topic Starter
Wishkey

newton- wrote:

hi, from q

[illusions]
  1. 00:43:120 (7,8) etc - these kinda kill momentum, would be better to have it spaced just slightly lower than the previous jump so that fluid movement isnt killed entirely on the stack. Was kinda the point of killing momentum there, gives this sound 00:43:420 (1) - etc a lot more impact then if it was just lower spacing and it differentiates the sections a bit better
  2. 00:58:720 (5,6,7,8,9) - equidistance could work here idk sure thing!
  3. 01:05:920 (2) - maybe map the sliderend vocal actively? earlier on in the thread you were looking for an mp3 that made the vocals stand out more so i think you should put the vocals to good use Was mainly for the non-filler vocals like the kiai and those tricky vocal patterns thats where the vocals really shine, here it just feels like filler vocals to me so preferring the other rhythm so vocal following is mainly on the vocals that stand out
  4. 01:09:520 (2) // 02:34:720 (2) etc - might wanna nc here so this part is grouped up into 4 sets of 3 1/3 notes. also this indicates that every 3 notes is 1/3 better i feel sounds good!
  5. 01:18:820 (1,1) - these filter vocal things are pretty unique, you could do a lot more than just straight sliders. straight seems too generic for this kind of sound, maybe crumpled sliders would work :/ aight back to first draft sliders it is :d
  6. 01:55:720 (5,1) - linear flow doesnt really work here since all your other flow was circular or angled. plus if feels too smooth for a downbeat imo Changed the pattern
  7. 02:11:320 (1) - might be nice as a 1/4 reverse all the way up to the next note since the bg drums dont really stop here Wanne keep this consistent with the similar part in the intro, preferring the break to releave a bit of stress while playing
  8. 02:16:420 (1,2,3) - unintuitive spacing at first, maybe try to ease players into this for like 2 measures increased spacing and reduced spacing for 12 23 resp. and made it awkward angles so its harder to read this as 1/2
  9. 02:18:820 (1,2) // 02:20:020 (1,2) - parallel? oops dunno how that happened
  10. 02:27:670 (6) etc - a bit late in the map now but you should probably nc all of these for consistency with stream combos like 02:29:620 (1,2,3,4,5,6,1,2,3,4,5,6) - which have ncs every active 1/4 Hmm those were mostly for easier readiblity since its a continous stream with these loose ones tho its alrdy easy to follow, will see what to do here if it gets brought up again
  11. 02:39:820 (5,1) - blanket? fixed
  12. 03:06:820 (1) - a copypaste of 01:39:220 (1) - but ctrlged as a throwback would be better iimo Prefer the current one, since the other sliders are also slightly different then that first section so this one slightly different too seems fitting to me
  13. 03:32:020 (1) - holy shit nice haha thanks
  14. 03:52:420 (1,2,5,6) - i feel that these are really hard to hit due to spacing, slider leniency doesnt help much here imo Redid the last half of the 1/3 part a bit
  15. 06:17:020 (1) - maybe red anchor since the sound on it is more robotic and twangy than organic. also it sounds like 06:16:570 (1) - which are red anchor shapes so mostly to differnetiate the sv even further, red achonrs have the similar sv at 06:16:570 (1,1) - and the middle one has the sv increase but will see if it gets brought up again


good luck!
Thanks for the mod! :D
DeRandom Otaku
[Illusions]
  1. 00:43:120 (7,8) - i read the above mod and yes it was pointed out as i expected. If you do want to give impact to 00:43:420 (1) - there are a few different ways to do that. You can either just stack 00:43:120 (7,8) - these totally or just change them to a slider and the impact on next slider would be more drastic and this way the momentum break would'nt feel that awkward. 00:47:920 (7,8) - same for this and all others like these
  2. 00:43:420 (1) - To be honest the round curve at the end of the shape just does'nt look too appealing compared to the next slider shapes so yea could rework on it a bit. 01:12:220 (1) - This could take some improvement too at the point where it changes direction
  3. 00:50:620 (1,2,1) - Comparing the spacings on all these , 00:51:220 (1) - this could definitely have more spacing because the new stanza starts here and all that, well naturally the circle is supposed to have higher spacing than both sliders because its supporting a more emphasized sound but due to visuals and all thats its fine in this case but still the spacing is way too small
  4. 01:00:595 - Could definitely place a circle here as the sound here is pretty much the same as 01:00:520 - 01:00:670 - 01:00:745 - Also ignoring this sound doesn't make much sense since streams of 5 notes are really common in this section
  5. 01:10:870 (2,3) - 01:11:320 (4,5) - At first i thought this movement between notes is to emphasize the guitar sounds but then theres the same movement for 01:11:770 (6,7) - these too which doesnt make 01:11:020 (3,5) - feel any special anymore so yea. They are supporting strong guitar sounds which could have some kind of emphasis
  6. 01:19:120 (2) - x:256? lol
  7. 01:48:370 (4,5) - The flow here felt quite uncomfortable because you are basically reverting the direction of flow drastically . The same pattern is executed better at 01:53:170 (4,5) -
  8. 02:24:670 (4,5,1) - Not sure if this is intentional or not but you kinda messed up the spacing on the triple
  9. 03:25:720 (5) - This should really be two circles instead of slider simply because the vocals are really strong here, Same for 02:00:520 (5) - 05:54:220 (5) -
  10. 03:34:720 - aa i love this part
  11. 03:40:420 (1,2) - Guess its ok to break consistency here because the guitar tone is drastically increased at 03:40:720 - so this could be changed to 3 circles
  12. 04:11:620 (1,2,3,4) - This pattern, visually, looks like its out of this map. You never made such kind of messy overlaps and stuff earlier in the map so it just feels out of place.it just caught my eyes
  13. 04:39:820 - Ok so in this section, The spacing for some jumps feels too too high until this point 04:47:170 - The song is not that loud or strong yet the spacing feels almost as much as the spacing you used in kiai
I don't like metal at all but i definitely loved this song.
Overall your map is pretty nice but i am personally not a big fan of the way you handled the structure in a lot of parts.
Good luck.
Topic Starter
Wishkey

DeRandom Otaku wrote:

[Illusions]
  1. 00:43:120 (7,8) - i read the above mod and yes it was pointed out as i expected. If you do want to give impact to 00:43:420 (1) - there are a few different ways to do that. You can either just stack 00:43:120 (7,8) - these totally or just change them to a slider and the impact on next slider would be more drastic and this way the momentum break would'nt feel that awkward. 00:47:920 (7,8) - same for this and all others like these aight just stacked em instead
  2. 00:43:420 (1) - To be honest the round curve at the end of the shape just does'nt look too appealing compared to the next slider shapes so yea could rework on it a bit. 01:12:220 (1) - This could take some improvement too at the point where it changes direction changed them and some patterns too
  3. 00:50:620 (1,2,1) - Comparing the spacings on all these , 00:51:220 (1) - this could definitely have more spacing because the new stanza starts here and all that, well naturally the circle is supposed to have higher spacing than both sliders because its supporting a more emphasized sound but due to visuals and all thats its fine in this case but still the spacing is way too small increased a bit
  4. 01:00:595 - Could definitely place a circle here as the sound here is pretty much the same as 01:00:520 - 01:00:670 - 01:00:745 - Also ignoring this sound doesn't make much sense since streams of 5 notes are really common in this section Not really anything audible on that compared to 01:00:745 (7) - imo and this combo 00:59:620 (1,2,3,4,5,6,7) - is kinda different frmo the section so having that small difference with trips seems fitting too
  5. 01:10:870 (2,3) - 01:11:320 (4,5) - At first i thought this movement between notes is to emphasize the guitar sounds but then theres the same movement for 01:11:770 (6,7) - these too which doesnt make 01:11:020 (3,5) - feel any special anymore so yea. They are supporting strong guitar sounds which could have some kind of emphasis placed 6,7 somewhere else now whit them being stacked too
  6. 01:19:120 (2) - x:256? lol done lol must have been grid snap stuff
  7. 01:48:370 (4,5) - The flow here felt quite uncomfortable because you are basically reverting the direction of flow drastically . The same pattern is executed better at 01:53:170 (4,5) - was a bit meant to for those highpoint vocals will see if I can make something more confortable out of it
  8. 02:24:670 (4,5,1) - Not sure if this is intentional or not but you kinda messed up the spacing on the triple oops
  9. 03:25:720 (5) - This should really be two circles instead of slider simply because the vocals are really strong here, Same for 02:00:520 (5) - 05:54:220 (5) - true fits better with prev combos too
  10. 03:34:720 - aa i love this part
  11. 03:40:420 (1,2) - Guess its ok to break consistency here because the guitar tone is drastically increased at 03:40:720 - so this could be changed to 3 circles true but the surrounding circles also have that increase which makes this relativly similar so sticking to the reverses here seems best since I don't think the pitch changes that drasticly imo
  12. 04:11:620 (1,2,3,4) - This pattern, visually, looks like its out of this map. You never made such kind of messy overlaps and stuff earlier in the map so it just feels out of place.it just caught my eyes oh slider was misplaced should be like prev combo
  13. 04:39:820 - Ok so in this section, The spacing for some jumps feels too too high until this point 04:47:170 - The song is not that loud or strong yet the spacing feels almost as much as the spacing you used in kiai Will reduce a bit, main thought was that these have major pitch changes every note so wanted to indicate that from the rest

I don't like metal at all but i definitely loved this song. symphonic stuff is where its at hehe
Overall your map is pretty nice but i am personally not a big fan of the way you handled the structure in a lot of parts.
Good luck.
Thanks for the mod! :D
ItashaS13
o/


  • Illusions
  1. 00:26:920 (1) - 00:31:720 (1) - should be 1/2 sliders, would play better with 00:36:820 (1) - , the first time I played this map 00:36:820 (1) - took me for surprise. The song doesn't really "stop" in where those circles are placed. a slider would fit better imo
  2. 00:26:920 (1) - http://prntscr.com/h3lz76 to http://prntscr.com/h3lz2o do the same with 00:46:420 (1) -
  3. 00:42:070 (2,6) - line these up like a triangle with sliders http://prntscr.com/h3lzio to http://prntscr.com/h3lzoq
  4. 00:43:420 (1,2,3) - these 3 sliders are representing the same sound, but the 3d slider is quite different from other 2, these 3 sliders should be similar.
  5. 00:45:220 (1,2,3,4) - rearrange these like http://prntscr.com/h3m2f2 for better visuals eh
  6. 00:47:020 (3,5) - 00:42:220 (3,5) - should have same shapes
  7. 01:07:870 (9) - mvoe to 245,317~ would look and play better
  8. 01:12:220 (1,2,3) - same as before, the 3 sliders should be similar connected, but the 01:12:820 (2) - kinda looks out of place. maybe do smth like https://osu.ppy.sh/ss/9426554 https://osu.ppy.sh/ss/9426559
    -01:17:620 (2) - same thing
  9. 01:27:220 (1,2) - did you just rotated them? I remember them like this http://prntscr.com/h3m7vz but, doesn't it looks better?
  10. 01:39:220 (1) - maybe make a perfect circle lol http://prntscr.com/h3m8p0 http://prntscr.com/h3m98g
  11. 01:50:620 (3,1) - stack
  12. 01:50:020 (1,2) - make a blanket with these just like 01:51:070 (5,6) -
  13. 01:53:470 (5,1) - Ok. this is not.. correctly done imo, because look 01:48:370 (4,5) - you're connecting these 2 but 01:49:120 (1) - is not really connected to 01:48:670 (5) - and should not be, because vocals change, its another phrase. but here 01:53:170 (4,5,1) - you're connecting 01:53:470 (5,1) - instead of 01:53:170 (4,5) - which doesn't really make sense
  14. 01:55:720 (5,1) - I don't really like rhythm choice here. Something like http://prntscr.com/h3mczg would fit better
  15. 02:03:970 (4,1) - 02:03:070 (5) - stack?=
  16. 02:27:220 (1,2,3,4,5,6,7,8,9,10) - Not fan of this one, it's quite different than the rest
  17. 02:37:120 (7,8) - place these 2 here instead https://osu.ppy.sh/ss/9426723 would play better
  18. 02:38:020 (2) - rotate like https://osu.ppy.sh/ss/9426740
    - 02:42:220 (1,2,3) - pretty much the same I said @ 00:43:420 (1,2,3) -
  19. 02:56:020 (1,2,3,4,5,6,7,8,9,10) - this one doesn't really follow the same idea you were using for that sound. this is not even symmetric, maybe make smth like https://osu.ppy.sh/ss/9426762
  20. 03:13:270 (3,4,5) - looks messy, and the 'connection' between these is lost
  21. 03:16:120 (4,5) - isnt exactly the same as 01:50:920 (4,5) - ?? anyways, this is not a problem, but I'll still suggest this https://osu.ppy.sh/ss/9426821 https://osu.ppy.sh/ss/9426826
  22. 03:18:070 (3,4,5) - fix these are not perfectly placed, looks weird smh https://osu.ppy.sh/ss/9426838
  23. 03:54:820 (1,2,3,4) - should nerf the spacing a bit lol xx
  24. 04:02:620 (3) - remove clap and add finish+soft instead? unconsistent with 04:01:420 (3,4,5) -
    - idk if it is onoly me but 04:51:745 (4,1,2) - 04:52:045 (4,1,2) - these transitions r uncomfortable.
  25. 04:53:320 (1) - the end of this slider looks uhhh not the best http://prntscr.com/h3mv4v to http://prntscr.com/h3mv96
  26. 05:10:120 (1,2,3,4,5,6,7,8) - I really think the spacing on these is TOO low
  27. 05:14:245 (24,1,2) - I also dont like this transition because the 2 is overlapped by the prev notes of the stream but.. idk yea maybe Im just bad lol
  28. 05:41:770 (3,4,5) - http://osu.ppy.sh/ss/9427025
  29. 05:45:820 (4,5) - feel like the spacing should increase in there and not decrease
  30. 05:47:170 (5,3) - stack?
  31. 06:10:420 (2,3,4,5,6,7) - why is the spacing between these too short? even less than 06:06:970 (6,7,8,9,10,11) - but I feel this part 06:10:420 (2,3,4,5,6,7) - is more intense. Im not asking for a deadly hella hard end but I feel like the spacing on this section 06:10:120 - to 06:14:920 - is not really as intense as the music
gl I need this ranked or I'm killing myself ok
Topic Starter
Wishkey

Itasha_S13 wrote:

o/


  • Illusions
  1. 00:26:920 (1) - 00:31:720 (1) - should be 1/2 sliders, would play better with 00:36:820 (1) - , the first time I played this map 00:36:820 (1) - took me for surprise. The song doesn't really "stop" in where those circles are placed. a slider would fit better imo eeuh kinda like the hold feeling for the end of these 2 stanzas pairing in the song, has way more impact for the beginning of the next new 2 stanza part then just continuoing with sliders, should be able to play after an initial play
  2. 00:26:920 (1) - http://prntscr.com/h3lz76 to http://prntscr.com/h3lz2o do the same with 00:46:420 (1) - Fixed
  3. 00:42:070 (2,6) - line these up like a triangle with sliders http://prntscr.com/h3lzio to http://prntscr.com/h3lzoq sure thing
  4. 00:43:420 (1,2,3) - these 3 sliders are representing the same sound, but the 3d slider is quite different from other 2, these 3 sliders should be similar. made it a bit more 'broken'
  5. 00:45:220 (1,2,3,4) - rearrange these like http://prntscr.com/h3m2f2 for better visuals eh did something else
  6. 00:47:020 (3,5) - 00:42:220 (3,5) - should have same shapes both paired shapes is fine otherwise it just looks copypasted
  7. 01:07:870 (9) - mvoe to 245,317~ would look and play better eeuh plays kinda worse to me while playing like 01:07:870 (9,1,2,3,4) - really linear inthe stream, keeping for now
  8. 01:12:220 (1,2,3) - same as before, the 3 sliders should be similar connected, but the 01:12:820 (2) - kinda looks out of place. maybe do smth like https://osu.ppy.sh/ss/9426554 https://osu.ppy.sh/ss/9426559 tried something here
    -01:17:620 (2) - same thing changed the ending of that one
  9. 01:27:220 (1,2) - did you just rotated them? I remember them like this http://prntscr.com/h3m7vz but, doesn't it looks better? Yep but got complaints about y axis symmetry so yeah, unstacked the tops tho might look a bit better now
  10. 01:39:220 (1) - maybe make a perfect circle lol http://prntscr.com/h3m8p0 http://prntscr.com/h3m98g eeuh mapping with slidertail enabled kinda makes this a perfect circle lol tried tho no clue if it fits now but not noticalbe with standard skin
  11. 01:50:620 (3,1) - stack oops
  12. 01:50:020 (1,2) - make a blanket with these just like 01:51:070 (5,6) - sure thing
  13. 01:53:470 (5,1) - Ok. this is not.. correctly done imo, because look 01:48:370 (4,5) - you're connecting these 2 but 01:49:120 (1) - is not really connected to 01:48:670 (5) - and should not be, because vocals change, its another phrase. but here 01:53:170 (4,5,1) - you're connecting 01:53:470 (5,1) - instead of 01:53:170 (4,5) - which doesn't really make sense changed shapes around here, should be better
  14. 01:55:720 (5,1) - I don't really like rhythm choice here. Something like http://prntscr.com/h3mczg kinda filler for 01:56:020 (1,2,3,4,5) - same rhythms, this stuff otherwise came out of nowhere while playing and 01:57:220 (1) - really has to be clickable
  15. 02:03:970 (4,1) - 02:03:070 (5) - stack?= oops
  16. 02:27:220 (1,2,3,4,5,6,7,8,9,10) - Not fan of this one, it's quite different than the rest same lol redoing
  17. 02:37:120 (7,8) - place these 2 here instead https://osu.ppy.sh/ss/9426723 would play better oh yeah forgot after changing last slider
  18. 02:38:020 (2) - rotate like https://osu.ppy.sh/ss/9426740 did somethign else flow wise for these 3
    - 02:42:220 (1,2,3) - pretty much the same I said @ 00:43:420 (1,2,3) - made 1 st go curve to angler like the rest of the 2
  19. 02:56:020 (1,2,3,4,5,6,7,8,9,10) - this one doesn't really follow the same idea you were using for that sound. this is not even symmetric, maybe make smth like https://osu.ppy.sh/ss/9426762 sure thing
  20. 03:13:270 (3,4,5) - looks messy, and the 'connection' between these is lost tried something
  21. 03:16:120 (4,5) - isnt exactly the same as 01:50:920 (4,5) - ?? anyways, this is not a problem, but I'll still suggest this https://osu.ppy.sh/ss/9426821 https://osu.ppy.sh/ss/9426826 did something else, rearranged the 2 combos feels silimilar but plays different
  22. 03:18:070 (3,4,5) - fix these are not perfectly placed, looks weird smh https://osu.ppy.sh/ss/9426838 did some small similar adjustments
  23. 03:54:820 (1,2,3,4) - should nerf the spacing a bit lol xx 18 bits
  24. 04:02:620 (3) - remove clap and add finish+soft instead? unconsistent with 04:01:420 (3,4,5) - removed finish added a clap lol
    - idk if it is onoly me but 04:51:745 (4,1,2) - 04:52:045 (4,1,2) - these transitions r uncomfortable. keeping for now, I can hit them so dunno just might be bc of the prev triangle jump pattern that makes it really control heavy
  25. 04:53:320 (1) - the end of this slider looks uhhh not the best http://prntscr.com/h3mv4v to http://prntscr.com/h3mv96 tried
  26. 05:10:120 (1,2,3,4,5,6,7,8) - I really think the spacing on these is TOO low weaker version of the next group of 8 so lower spaced them, also not wanting full screen jumps before a deathstream
  27. 05:14:245 (24,1,2) - I also dont like this transition because the 2 is overlapped by the prev notes of the stream but.. idk yea maybe Im just bad lol Plays fine imo just a bit hard to guess when to switch maybe but gotta listen to the music for that :'
  28. 05:41:770 (3,4,5) - http://osu.ppy.sh/ss/9427025 eeuh too high 2-3 compared to the rest of kiais
  29. 05:45:820 (4,5) - feel like the spacing should increase in there and not decrease kinda disagree, 05:45:970 (5) - is the weakest vocal
  30. 05:47:170 (5,3) - stack? oops
  31. 06:10:420 (2,3,4,5,6,7) - why is the spacing between these too short? even less than 06:06:970 (6,7,8,9,10,11) - but I feel this part 06:10:420 (2,3,4,5,6,7) - is more intense. Im not asking for a deadly hella hard end but I feel like the spacing on this section 06:10:120 - to 06:14:920 - is not really as intense as the music Eeuh will see what to do about this, I kinda started with the spacing I wanted for the intense that at 06:14:620 (8,9,10,11,1) - and build around that sincec the music intensifies to that, changed stuff for the first 2 combos should feel more intense
gl I need this ranked or I'm killing myself ok no pressure
Thanks for the mod mate! cleaned it up nicely :D
Cerulean Veyron
via form

[- - Illusions - -]
  1. 00:17:067 (1,2) - Wouldn't actually believe the snapping is suppose to be 1/6 at some point whereas the vocal track lands on. Honestly, this can certainly be a little bit misleading though, but barely in gameplay. I still think moving these two weirdly snapped sliders back over the white ticks right behind them, although they still sound the same rhythmically whichever snap you'd take on. But in my opinion 1/1 snapping around here is definitely accurate to follow up the vocal track.
  2. 00:54:820 (1,2,3,4,5,6) - 00:55:420 (1,2,3,4,5,6) - Might've tried a different way of overlapping the two slider (6)s over this stream, although could've also stacked their slider tails on one of the circles alternatively under the stream for a clearer readability. Either way than just stacking, it's also possible to just overlap the tail just a few grids moreover.
  3. 00:57:519 (5) - AiMod says this slider is unsnapped in some way, it could technically be just a few milliseconds away. So it wouldn't be a big deal for a change. Mentioning it just in case, yeah.
  4. 01:34:420 (1,2,3) - Guessing that this stack doesn't seem fitting visually, since you've been overlapping similar parts like these very often previously. Maybe try to unstack slider (5) and (6) and re-compensate the patterning of the sliders, I would actually prefer creating an overlap between the three sliders all the way, something like this would do. You can try your own way if you want, at least it'l help alter the structure much smoother than stacking up notes.
  5. 02:05:920 (5,1,2,1) - I don't find this visual aspect pretty comfortable when hovering over these circles on screen. It's not bad either, but it's just a little tricky because of the distance spacing gap and the rhythm composition/beat snapping. Like 02:06:520 (2,1) - could've been placed more further than 02:06:070 (1,2) - based on the snapping, same goes to 02:05:920 (5,1) -. So I might suggest spacing these circles out would really help out improve the visuals around this part.
  6. 03:25:720 (5) - I assume you missed a clap here, no? Self-explanatory.
  7. 03:41:020 (3,4,5) - 03:43:720 (1,2,3) - The soundwaves of the electric guitar on the song track on these two parts here sounds very eminent with a ton of 1/3 snapping. So I would probably think you could at least extend the distance spacing on these in order to emphasize the soundwave pretty much better than keeping a low profile over something potential. Technically, it's just my personal suggestion.
  8. 04:23:170 (2,3,4) - 04:32:770 (4,5,6) - These triples are kinda flowing a bit steep though, like... it's positioned the opposite way around where you could possibly curve towards the next few notes after. Right now, it's slightly vapid by the looks of it. Maybe you could at least try making the triples curve another way than the current. 04:23:170 (2,3,4) - By moving circle (3) a little bit upper with 2x spacing or something, and 04:32:770 (4,5,6) - below.
  9. 05:45:220 (6,1,2,3,4,5) - The structuring here doesn't seem to be very polished though, not even appealing in the eye as well. Due to the placements of the circles, I would actually say that you might need to do some sort of a pattern shape, like a polygon or square or maybe hexagon if possible, in order to keep the pattern organized and easier to hover over them and single-tap in gameplay.
  10. 05:48:520 (1,3) - Well, wouldn't prefer to stack the circle onto a slider tail in my opinion because of how solid the current pattern flows. So instead of simply stacking this one out, I'd probably say you may need to just make an overlap by moving down 05:49:120 (3) - right below the tail of 05:48:520 (1) - on this part in the section. It wouldn't actually affect too much of the structure to be honest, it could just appeal better in visuals.


hmu 4 recheck or whenever ur ready
Topic Starter
Wishkey

Cerulean Veyron wrote:

via form

[- - Illusions - -]
  1. 00:17:067 (1,2) - Wouldn't actually believe the snapping is suppose to be 1/6 at some point whereas the vocal track lands on. Honestly, this can certainly be a little bit misleading though, but barely in gameplay. I still think moving these two weirdly snapped sliders back over the white ticks right behind them, although they still sound the same rhythmically whichever snap you'd take on. But in my opinion 1/1 snapping around here is definitely accurate to follow up the vocal track. Aight cool, matches the really soft bg chime thingys too
  2. 00:54:820 (1,2,3,4,5,6) - 00:55:420 (1,2,3,4,5,6) - Might've tried a different way of overlapping the two slider (6)s over this stream, although could've also stacked their slider tails on one of the circles alternatively under the stream for a clearer readability. Either way than just stacking, it's also possible to just overlap the tail just a few grids moreover. Changed these patterns around 00:54:820 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - should be clearer now and It was the only one of those streams with a bit gimmicky movement so its a bit more like the rest I hope
  3. 00:57:519 (5) - AiMod says this slider is unsnapped in some way, it could technically be just a few milliseconds away. So it wouldn't be a big deal for a change. Mentioning it just in case, yeah. Oh damn thought that was fixed with last update, trying again hope it sticks now dunno what causes that at this spot :/
  4. 01:34:420 (1,2,3) - Guessing that this stack doesn't seem fitting visually, since you've been overlapping similar parts like these very often previously. Maybe try to unstack slider (5) and (6) and re-compensate the patterning of the sliders, I would actually prefer creating an overlap between the three sliders all the way, something like this would do. You can try your own way if you want, at least it'l help alter the structure much smoother than stacking up notes. aight looks cool
  5. 02:05:920 (5,1,2,1) - I don't find this visual aspect pretty comfortable when hovering over these circles on screen. It's not bad either, but it's just a little tricky because of the distance spacing gap and the rhythm composition/beat snapping. Like 02:06:520 (2,1) - could've been placed more further than 02:06:070 (1,2) - based on the snapping, same goes to 02:05:920 (5,1) -. So I might suggest spacing these circles out would really help out improve the visuals around this part. Tried something with the spacing and rhythm vs visual ds here should be more noticable I hope did something here too 05:59:770 (1,2) - instead of stacking like I did before hand
  6. 03:25:720 (5) - I assume you missed a clap here, no? Self-explanatory. Oops
  7. 03:41:020 (3,4,5) - 03:43:720 (1,2,3) - The soundwaves of the electric guitar on the song track on these two parts here sounds very eminent with a ton of 1/3 snapping. So I would probably think you could at least extend the distance spacing on these in order to emphasize the soundwave pretty much better than keeping a low profile over something potential. Technically, it's just my personal suggestion. Aight cool I think DeRandom Otuka pointed this out too, going for the same spacing as 03:44:920 (1,2,3) - so all these have the highest ds and the rest have visual distinctive lower spacing
  8. 04:23:170 (2,3,4) - 04:32:770 (4,5,6) - These triples are kinda flowing a bit steep though, like... it's positioned the opposite way around where you could possibly curve towards the next few notes after. Right now, it's slightly vapid by the looks of it. Maybe you could at least try making the triples curve another way than the current. 04:23:170 (2,3,4) - By moving circle (3) a little bit upper with 2x spacing or something, and 04:32:770 (4,5,6) - below. Made the first one in the flow of the return slider, couldnt really find a way for 04:32:770 (4,5,6) - atm tho and I feel flow wise this isnt as a bad as the first trip since this movement 04:32:620 (3,4,5,6) - is similar towards 04:32:020 (1,2) - and similar zigzag works well with 04:33:220 (1,2,3,4) - so its a bit better transistion imo, also might have a bit misinterpreded to put them below so if you can screenshot that'd be cool!
  9. 05:45:220 (6,1,2,3,4,5) - The structuring here doesn't seem to be very polished though, not even appealing in the eye as well. Due to the placements of the circles, I would actually say that you might need to do some sort of a pattern shape, like a polygon or square or maybe hexagon if possible, in order to keep the pattern organized and easier to hover over them and single-tap in gameplay. Squared with a circle in the middle'd yeah this looked really off visually
  10. 05:48:520 (1,3) - Well, wouldn't prefer to stack the circle onto a slider tail in my opinion because of how solid the current pattern flows. So instead of simply stacking this one out, I'd probably say you may need to just make an overlap by moving down 05:49:120 (3) - right below the tail of 05:48:520 (1) - on this part in the section. It wouldn't actually affect too much of the structure to be honest, it could just appeal better in visuals. Did it with 05:53:020 (5) - 05:50:320 (3) - too, 05:50:470 (4,1) - 05:51:670 (4,1) - are not hidden and into sliders so I think they okay while playing at this AR


hmu 4 recheck or whenever ur ready
Thanks for the mod!! :D
Found another missing normal finish while going trhough it again and did some 1-2pixel unnoticalbe rearrangments aswell
Cerulean Veyron
recheck, and no kds ofc becuz already got 2kds ayyy xd

[Illusions]
00:56:920 (5) - You missed a clap here... again(?)

01:48:370 (4,5) - Didn't knew that this part kinda flows a little odd at some point when trying to hover the cursor to the head of slider (5). The structure, in my opinion, seems fine but somehow it flows a bit way steeper than the other part on 03:13:570 (4,5) -. So just not to make too much consistency around this section, maybe you could just flip out slider (5) until slider (4) flows towards it. I would suggest something like this, or the other way around if you would prefer to do it yourself.

03:53:620 (1,5,1) - The perfect overlap here is barely noticeable because to the difficulty's approach rate. But despite that, the perfect overlap here is very ambiguous by the looks of it, even in gameplay and editor screen. You literally need to do something different here though, like change the positions of 03:54:220 (5) - and 03:54:820 (1) - or place them somewhere differently. Although the two sliders on 03:53:620 (1,5) - should especially be the ones that must redo its patterning. In other wise, you might be breaking this for sure.

04:41:920 (7,8,1,2,3,4) - Technically the circles here don't really concrete the circulation flux or just something that flows well around this whole section, it seems distinctively random by their placement somehow. I would prefer mapping this part out with a few sliders rather than just spamming circle jumps, maybe replace 04:42:520 (3,4) - or 04:41:920 (7,8) - into one slider perhaps. Or you could just adjust the circles' placements manually in order to keep the rhythm and accentuate the emphasis.

am fine with the changes rn, just a few stuff looked thoroughly b4 we move forward the map ok owo
Topic Starter
Wishkey

Cerulean Veyron wrote:

recheck, and no kds ofc becuz already got 2kds ayyy xd one of the last kudosu it seems :p

[Illusions]
00:56:920 (5) - You missed a clap here... again(?) damn one control z too many before updating

01:48:370 (4,5) - Didn't knew that this part kinda flows a little odd at some point when trying to hover the cursor to the head of slider (5). The structure, in my opinion, seems fine but somehow it flows a bit way steeper than the other part on 03:13:570 (4,5) -. So just not to make too much consistency around this section, maybe you could just flip out slider (5) until slider (4) flows towards it. I would suggest something like this, or the other way around if you would prefer to do it yourself. went with the current pattern and rotated a bit to connect it to 4 and moved it up so 01:48:370 (4,5) - is a lot less steep and basicly similar movement as 01:48:070 (3,4) - kinda prefer to keep the ccw direction change for these high point vocals in (5) like the similar parts in the kiais

03:53:620 (1,5,1) - The perfect overlap here is barely noticeable because to the difficulty's approach rate. But despite that, the perfect overlap here is very ambiguous by the looks of it, even in gameplay and editor screen. You literally need to do something different here though, like change the positions of 03:54:220 (5) - and 03:54:820 (1) - or place them somewhere differently. Although the two sliders on 03:53:620 (1,5) - should especially be the ones that must redo its patterning. In other wise, you might be breaking this for sure. aight cool tweeking it a bit, thought 9.5 would do the trick :/ rotated 03:54:220 (5,6,7,8) - by 35 it flows better too now I think, also what are your thoughts on these? 03:52:720 (2,3,4,5,6,7,8) - I was thinking of maybe going for a 4 note NC pattern starting in this 1/3 section 03:51:220 (1) - so the change in combo colors helps a bit too to see the circle overlap but dunno if its necessary with ar 9.5 kinda in the mix about it

04:41:920 (7,8,1,2,3,4) - Technically the circles here don't really concrete the circulation flux or just something that flows well around this whole section, it seems distinctively random by their placement somehow. I would prefer mapping this part out with a few sliders rather than just spamming circle jumps, maybe replace 04:42:520 (3,4) - or 04:41:920 (7,8) - into one slider perhaps. Or you could just adjust the circles' placements manually in order to keep the rhythm and accentuate the emphasis.
aah this was kinda meant to be a bit chaotic since the guitar kinda does his own thing here with some major pitch changes every 1/2 beat compared to the normal guitar parts which are more gradually and the song just adds "random" cymbal crashes at some notes aswell, so I prefer cicrcles here with how strong each 1/2 beat is, will try to reaggeranged (1,2,3,4) for better emphasis and more angularish. swapped the hs on these too 04:44:470 (4,6) - were mixed up, tweaked 04:46:720 (3,4,5,6) - too spacing wise for better emphasis with the guitar increasing aswell kinda felt 04:39:820 (1,3,8) - were the most suitable for sliders too since a new guitar riff starts on these sliders (timing signature of guitar is 5/4 while drums is 4/4 it seems so NCing to the drum makes this kinda hard to tell too)

am fine with the changes rn, just a few stuff looked thoroughly b4 we move forward the map ok owo
Thanks for the recheck! :D Added some tags too based on the album info (kaorin, gothic) https://puu.sh/wwG0X/751bc32b73.jpg and changed the metadata to Release hallucination, seems to be the most officicial from the album cover and official yt https://www.youtube.com/watch?v=mw3rPEpBC-E
Cerulean Veyron

Wishkey wrote:

Cerulean Veyron wrote:

03:53:620 (1,5,1) - The perfect overlap here is barely noticeable because to the difficulty's approach rate. But despite that, the perfect overlap here is very ambiguous by the looks of it, even in gameplay and editor screen. You literally need to do something different here though, like change the positions of 03:54:220 (5) - and 03:54:820 (1) - or place them somewhere differently. Although the two sliders on 03:53:620 (1,5) - should especially be the ones that must redo its patterning. In other wise, you might be breaking this for sure. aight cool tweeking it a bit, thought 9.5 would do the trick :/ rotated 03:54:220 (5,6,7,8) - by 35 it flows better too now I think, also what are your thoughts on these? 03:52:720 (2,3,4,5,6,7,8) - I was thinking of maybe going for a 4 note NC pattern starting in this 1/3 section 03:51:220 (1) - so the change in combo colors helps a bit too to see the circle overlap but dunno if its necessary with ar 9.5 kinda in the mix about it

Pattern is pretty solid in my point of view, and somehow clean in placements of the 1/3 notes. I could really tell that you've stacked circles at the utmost to keep up the flow much more smoothly and continuously, whichever it is pretty good from its kind of style. Don't know why exactly looked hasty and almost forced of structure, but you pulled it off quite well. As for adding a new combo color, that might be quite a good idea honestly. Somehow approach rate of 9.5 can be a little challenging to read visually, so a new combo on that might be fine as well. Either way, just do whatever you think is right ;p
ty for looking over the metadata xd couldve thought about it b4 llo
wen ur done hmu ok bub icon is redy
Topic Starter
Wishkey
Did another recheck and removed a unnecessary clap at 06:09:520 (8) - and changed the muted ends to soft sample instead of normal for these 01:18:820 (1,2,1) - just for consistency with the rest of the sample settinigs

Had some people testplay it too yesterday and they didnt really had any problem with those specific 1/3 patterns reading so I think I'm just gonna keep the NCing like it is now since its more line with the other 1/3 section NC patterns

Should be it hopefully :D

Edit: Changed the place of the metronome reset thanks bonsai for checking!
Cerulean Veyron
ok we gud owoO
Topic Starter
Wishkey
Thanks a lot! :D
Lasse
looks better now, some more things:
bump up od a bit? like 8.7-9 would be nice for this type of map I think
00:43:420 (1,2,3) - sampleset on sliderbodies should be soft since the normal ticks are loud and unfitting
00:48:220 (1,2,1) - // 01:12:220 (1,2,3) - // 01:17:020 (1,2,3) - // 01:27:220 (1,2) - ^
01:39:220 - this whole part. I think you get it lol, just go over the map and apply to similar spots
just doubleclick sliderbody and set it like this https://i.imgur.com/vckTkgj.jpg
I think that sounds way nicer

01:09:220 (1,1) - 02:34:420 (1,1) - would just put them into a single combo
02:04:420 (1,2) - ending them 1/4 earlier makes so much more sense with how strong the drums are, current is so weird to play
02:24:220 (2) - seems weird to go back to 1/2 slider after building up rhythm before, 2 circles again?
02:42:220 (1) - I think using a shape like https://i.imgur.com/PXbNvES.jpg would fit better with other viuals here
03:06:820 (1) - curve the end a bit? looks out of place with the part before https://i.imgur.com/ULCVBA9.jpg
03:12:070 - 50% is really low for this ~60-70 sounds better
03:29:620 (1,2,3) - same as first chorus, also unlike first one there are 1/6 drums on 03:30:420 - so I think https://i.imgur.com/naQLH2b.jpg would be great
05:38:920 (1,2) - similar here. but due to 1/4 on 05:39:745 - https://i.imgur.com/yh0JQda.jpg
05:43:720 (1,5) - these shapes looks so weird with how asymmetrical they are. I think something like https://i.imgur.com/7Nrn46v.jpg would look nice. or something like your current but cleaner https://i.imgur.com/3oEvmg0.jpg (you can make them with gridnsap in the middle and then rotate/move/scale)
06:14:920 (1,1,2,3) - why 1+3 group? 2+2 or 4 object group seems more reasonable
06:19:720 - 5%

yea
Topic Starter
Wishkey

Lasse wrote:

looks better now, some more things:
bump up od a bit? like 8.7-9 would be nice for this type of map I think sure thing upped to od 9
00:43:420 (1,2,3) - sampleset on sliderbodies should be soft since the normal ticks are loud and unfitting
00:48:220 (1,2,1) - // 01:12:220 (1,2,3) - // 01:17:020 (1,2,3) - // 01:27:220 (1,2) - ^
01:39:220 - this whole part. I think you get it lol, just go over the map and apply to similar spots
just doubleclick sliderbody and set it like this https://i.imgur.com/vckTkgj.jpg
I think that sounds way nicer aah nice point sounds alot better now!!

01:09:220 (1,1) - 02:34:420 (1,1) - would just put them into a single combo aight cool reverting back
02:04:420 (1,2) - ending them 1/4 earlier makes so much more sense with how strong the drums are, current is so weird to play commenting on the end for these and similar the reasoning behind them
02:24:220 (2) - seems weird to go back to 1/2 slider after building up rhythm before, 2 circles again? sure thing
02:42:220 (1) - I think using a shape like https://i.imgur.com/PXbNvES.jpg would fit better with other viuals here yeah flows better too
03:06:820 (1) - curve the end a bit? looks out of place with the part before https://i.imgur.com/ULCVBA9.jpg sure thing
03:12:070 - 50% is really low for this ~60-70 sounds better 65% now
03:29:620 (1,2,3) - same as first chorus, also unlike first one there are 1/6 drums on 03:30:420 - so I think https://i.imgur.com/naQLH2b.jpg would be great bottom
05:38:920 (1,2) - similar here. but due to 1/4 on 05:39:745 - https://i.imgur.com/yh0JQda.jpg bottom
05:43:720 (1,5) - these shapes looks so weird with how asymmetrical they are. I think something like https://i.imgur.com/7Nrn46v.jpg would look nice. or something like your current but cleaner https://i.imgur.com/3oEvmg0.jpg (you can make them with gridnsap in the middle and then rotate/move/scale) aigt cool went for the second option, looks a bit better with surrounding shapes to me
06:14:920 (1,1,2,3) - why 1+3 group? 2+2 or 4 object group seems more reasonable pretty huge tom shift on 06:15:220 (1) - hence the differnt hitsounds between the first return and the 3 last, so figuring I might aswell group them that way and the NCing also helps a bit to see something is irregular so 1/3 shift is a bit more expected imo
06:19:720 - 5% done

So my for reasoning behind those extended sliders is that these feel like climax for the vocals and these fade out another 1/4 beat. Unlike the kiai where theres a soft constant 1/4 drum here that stops and only some syncopated soft drums are in it like in the latter 2 and not even at all at the first one so the extedend vocals is here even more emphasized in the music, togheter with that there's that guitar sound that kicks in aswell for these 3 thats pretty constant extended too. Since these are the really high point of the vocals and the kiai is mapped to it too I feel having only those 3 starts of the vocal being clickable rhythm fits a lot better with the music and the map and the filler 1/6 and 1/4 drum makes this lose alot of momuntem too and aren't that noticable so ignoring them fits in my eyes. Forcing the player to basicly hold and switch keys just feels a lot more natural with the music to me there aswell and honestly from the playtests up until now no one really had any trouble with those or complaint about those so I really pref to keep them as it makes it kinda unique and not just another 1/1 slider 1/2 break 1/1 slider like those kiai vocals. It feels alot better at 100% too but yeah sounds maybe weird at 25-75%. Those soft slidertick changes also help feedbackwise.

yea
Will update after I get home since bss is acting weird again, hope the explanation for that part is alright and thanks for the recheck!
Edit: Updated
Lasse
qualified
Topic Starter
Wishkey
Thanks!! And thanks to everyone else involved too! :D
Mazzerin
just gonna point out some wrongly snapped things

03:54:820 (1,2,3,4) - these are 1/6 triples + 1 1/6 note every white tick https://imgur.com/ldW19YI

03:59:320 (2,3,4,5,2,3) - 04:08:920 (2,3) - 04:18:520 (2,3,4,5) - 04:28:120 (2,3) - 1/6, the 1/4 sliders can work i guess cause of 1/2 orchestral sounds, but the 1/4 circles definitely don't, also 2 1/6 sliders with 1 repeat arrow would fit this best
Topic Starter
Wishkey

Mazzerin wrote:

just gonna point out some wrongly snapped things

03:54:820 (1,2,3,4) - these are 1/6 triples + 1 1/6 note every white tick https://imgur.com/ldW19YI

03:59:320 (2,3,4,5,2,3) - 04:08:920 (2,3) - 04:18:520 (2,3,4,5) - 04:28:120 (2,3) - 1/6, the 1/4 sliders can work i guess cause of 1/2 orchestral sounds, but the 1/4 circles definitely don't, also 2 1/6 sliders with 1 repeat arrow would fit this best
Yow o/

Was brought up and explained alrdy in a previous mod (LMT iirc), basicly it comes down to simplefication for the sake of playability and more in line with the rest of the map. For the first part 1/6 bursts + 1/6 would feel really out of place with the overal map and plays horrible imo so simplefication to a 1/6 return makes this play a lot smoother and more fitting even though its really minor overmap.

Similar for the second point for the orchestral these 03:59:320 (2,3,4,5) - hard to tell but if you slow down the pitch instensity of that orchestral thing kinda changes a bit, like 1-2-3-3 rising, so both 1/4 sliders and circles can fit here to me.

There are like 2-3 more times in the map where theres like a 1/6 1/6 1/4 1/4 1/4 or something along the lines of this drums and they are simplefied to 1/4 aswell. If the song had like whole reoccuring 1/6s parts I'd prob mapped them actively but since its only maybe 3 ish seconds at rather insignificant parts of the song of total 1/6 drums, simplefication for the sake of playability and overall similar map difficulty gives for a better playing experience to me.

Hope that explains the reasoning behind them!
xDololow
Nice 🐱😤🈂🈂
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