ofc i’ll try my best to avoid that :CShiguma wrote:
Don't let your memes be dreamsLeft wrote:
Ok, qualified, gratz!
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big thanks for you plaudible!Plaudible wrote:
heya kanor m4m as promised, wanna rework some things that might require some more discussion or modding beyond this single mod so im popping this for now, but i'd be happy to rebubble later so dont worryamazarashi - Sora ni Utaeba -TV edit.-
General
- In top two diffs, the ending times are longer due to more representation of the guitar. It's fine, but my issue is that you add almost x0.4+ in SV compared to anywhere else in the map, which is a bit too exaggerated imo. Comparing it to the rest of the map something more suitable would be like a 1.2x SV that isn't such an attack on the player for the last half second on the song. Personally I'd suggest circles as an alternative on the red ticks to match all the endings of the other difficulties, but if you keep this at least nerf the SV so it isn't the fastest thing in the map. true, changed sv into 1.2x in highest diff. also helped firis changed that
- 00:21:681 (3) - liked having the clap on 00:21:681 but a lot of diffs don't do this, making that consistent in more diffs would be cool currently Pata-Mon doesn’t use clap as he replied in mods for him, other diffs changed
- Combo colors feel a bit dark/dull even with the bg, using some lighter colors and more shades of green that aren't too diarrhea would be cute made them brighter then before, hope they look better now
Normal
- 00:17:417 (5,6) - So based on the suggestion in the easy too, maybe putting a reverse slider here would be nice as well. Giving the vocals a little more emphasis would transition into the chorus nicely. good idea, changed
- 00:57:123 (3,4) - Feels weird to me that you'd make the small piano key sound clickable here, I'd personally suggest just putting a circle instead of a slider at 00:57:123 - . If you keep this, representing the vocals more on the next two white ticks would make the circle on the red tick more justifiable. Given what you do at 01:12:417 (1) - I think the latter would be suitable. Do note what you have here is contrasting what you do in the top diff which is map this all out. well as it’s a normal so I just changed them into a 1/1 reverse slider + 1 note, also adjusted the position of following objects a bit
Insane
- 00:10:652 (3,4,5) - So again with scaling between difficulties, the hard has a really dense 5 circle rhythm here that I think fits the 1/2 drum spam, but this is a really simplistic way to represent it, especially for an insane. Wouldn't it be better to sort of "preview" the rest of the map's difficulty by making this more dense early on in the map? true, changed them into a 4-circle pattern
- Due to how spacing scales at 00:48:593 (4,5,1,2,3,4) - this is really confusing. 1/2 spacing is shown here: 00:48:740 (5,1,2) - which is fine for emphasis, but when a 1/1 rhythm is present at 00:48:887 (1,2,3,4) - the spacing is almost identical. Given that you blanket them too it makes the objects feel more related. I think either increasing spacing or adjusting how this is placed could better indicate that this is a 1/1 rhythm as opposed to a 1/2. makes sense, i put those 3 and 4 into another position to make them less related to previous 1 and 2, hope it’s better now
- It's a bit of a shame to me that 00:55:946 (1) - can't be more emphasized, with circles or anything, given that you make some pretty big jumps like at 01:18:887 (1,2,3) - that could be somewhat suitable here. Something stronger as a buildup into the chorus would be really cool. just changed them into 3 groups of two stacked circle pattern for i don’t want to make this part as difficult as the end of the song and it’s the latter that i want to emphasize more
- 00:57:123 (1,2,3) - Same thing about this from the normal. Again, is against what you do in top diff. yea also changed
- 01:24:770 (3,1) - Very suggestive but I think it'd be nice if you could overlap them like this for some nicer separate movement. http://puu.sh/yanNr/df3e9c00b2.jpg nice idea, changed and rearranged the following objects a bit
Plus Ultra
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- So my big issue with this difficulty is that, across the entirety of it, everything is identically mapped. There's little contrast between sections in any way in terms of flow/aesthetics, with every section really having triangle jumps and little changes in patterning. At the bare minimum I'd suggest you make the slower parts have some distinctive differences in design - maybe flow changes or pattern changes, etc. instead of triangles and circular flow constantly.
- Little disclaimer, quite a bit of what I don't like about this difficulty might be more subjective since it's based on aesthetics/structure. However, I'm basing this off of your other difficulties and seeing what you've done in them, with beliefs that you can make it look well made just like those.
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remapped some parts:
1) 00:18:152 - 00:29:696 - / 01:14:623 - 01:24:034 - two jumpy parts at the start and the end, mainly fixed unreasonable distance changes, also using some 1/4 sliders - even 1/8 sliders - for emphasising more and giving this diff something different from the others.
2) 00:50:505 - 01:02:858 - to avoid some unconsistent and unnecessary overlaps to improve the aesthetic.
3) 01:24:034 - 01:27:784 - for i think my slider art before looks not quite well.
4) some small self-mods, like fix stacking, non-equilateral triangles, etc.
some of these may be mentioned again in following mods for reply them properly.- Overlaps in your difficulty all have various spacing and just don't look too good. You have some very slightly staggered like at 01:00:946 (2,5) - or 00:25:064 (3,3) - but then some with larger spacing like at 00:22:711 (3,3) - or 01:17:417 (2,4) - . Consistently doing these instead would look a lot nicer. i just not pay enough attention on that lol. avoid all kind of overlaps except something like in the 0.8x part in verse or 00:51:240 (1,4) - / 00:54:034 (3,5) - , for i made them intentionally at the very start
- Emphasis could be improved in lots of places, in terms of how you handle downbeats especially. Notes like 00:20:505 (1) - or 00:22:861 - with stronger sounds and a cymbal sound can have some more spacing like http://puu.sh/yaplP/92884ce2e9.jpg to match the song, though for the most part you make them feel pretty weak in gameplay giving the triangular jumps more strength. Some like 00:27:564 (1) - are justified when the song gets calmer but when the song is more intense like in the previous notes mentioned - definitely think you could improve those. Ending handles this better i.e. 01:16:976 (1) - by remaping those 2 jumpy parts as i mentioned before, i think they are all properly emphasized now
- 00:10:652 (2,3,4,5) - Good rhythm density but some larger jumps would be cool I'd like to think that jumps like at 01:04:770 (4,5,6) - would be completely appropriate here, since the whole section is building up to these few jumps and giving them some more strength would be awesome. ok, also ctrl+g-ed 00:11:240 (1) - for a better flow after changing those notes
- 00:26:534 (1,2,3,4) - So the drum pattern changes here to be on consecutive white ticks as opposed to alternating ones, but the jump pattern remains the same as at 00:25:946 (1,2,3,4) - . Giving some visual/flow change could help to contrast that some, maybe some 1-2 patterns for these 4 notes then making 00:27:123 (1,2,3) - a triangle like you had before could be neat some way to show that the drums change would be nicer, regardless. by remapping that part i think i separate those two different drum patterns better now
- 00:44:034 (1) - Space this some more? You give the cymbal crash finishes some more spacing a lot, like at 00:39:328 (1) - ok ctrl+g-ed that
- 00:54:770 (1,2,1,2,1,2,1,2,3,1) - So this is one of the aesthetic bits, stacking all the 1's with semi-randomly placed 2's for 1-2 patterns feels pretty lazy zzz. Doing some circular flow triangular patterns like in the rest of the diff will give the back and forth patterns at 00:55:946 (1,2,1,2,1,2) - some more emphasis whilst making this buildup more interesting. also remapped this part and using increasing distance for every 4 notes.
- 00:57:123 (1,2,3) - One example of where flow could be changed for song emphasis, instead of circular maybe try something linear or more sharp with small spacing to lead into the chorus yeah changed the slider pattern here
- Ending for the most part could be cleaned up a lot - lots of small overlaps like 01:15:652 (3,4) - this part has been remapped as i mentioned before
-- 01:19:770 (1) - So with this section, I personally feel that this one and 01:22:123 (1) - aren't too drastically different but the spacing between jumps feels doubled almost. Note the diffspike: http://puu.sh/yapA8/ab24083894.png. I think the last two jump sections should be a little more closer in difficulty with the last one slightly harder, but given how hard the second half is it feels like 01:19:770 (1) - could be more difficult for sure. With that, why not make the patterning more similar between both of these? They're reasonably similar by the music's intensity, making them play similar would also be nice
- Expanding on the section at 01:22:123 (1) - This is a big diffspike across the map with how big the jumps get and doesn't really fit regardless, so nerfing this might be a better option too. This spikes the difficulty 0.2*, btw.
- 01:23:152 (2) - kinda ruins your square patterning
- 01:24:034 (1) - The spacing in this last bit is all over the place. Big 1/2 01:24:034 (1,2) - to overlapped 1/2 01:25:211 (1,2) - to large 1/4 01:24:476 (2,3) - to small 1/401:26:828 (2,3) - . No consistency here for a rhythm that repeats four times with almost no changes. Making the spacing more consistent here would be nicer imo.
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well i think those 4 questions above have been properly solved by considering more and paying more attention on distance arrangement- 01:27:417 (1,2) - To go into more detail on this from the general, the SV is overdone compared to the rest of your map having the highest speed for the last half second. It's cool, but it doesn't fit given that you don't do this anywhere else in the map and not close to this speed. Left incorporates it by mapping other patterns like that earlier in the map so it's not as unexpected, but in your difficulty it definitely is - please reconsider! yeah changed it into 1.2x as i mentioned at first
Looks like that's all I got, it's a nice set but I want to get some things cleaned up first that might take some further discussion and work beyond one response, so I'm popping to make that a little more easier. Feel free to PM me if anything's unclear, I'm writing this late at night and want to sleep qq. Call me back once responses are done and we'll work back towards a rebub!!
updated my changes on insane and normal, and also current changes of firis’ diff.
edit: also updated plus ultra and pata-mon, gary's changes. now waiting for left's reply.
edit2: updated left's diff and discussed a bit with firis, he agreed to apply the changes of sv, od and hs, everything is ready again.