Replies for A r M i N (and missed ones by Plaudible)
Edit: Updated everyone's diffs and replied for Astarte since he's busy in the previous mods! Still waiting on Evanescent- ...
Yoges wrote:
[A r M i N]
- 00:00:482 (1,2,3,4,5) - I'm curios, why this rhythm? Are you trying to put emphasis on the pitch changes in the snares? If you are then could you maybe not have a slider for the (3) or do something a bit more different for (4,5) cause the pitches pair the later 2 while the first is on it's own. Do agree here, gonna change the patterning a bit
- 00:32:739 (1) - Need more emphasis through angles for this slider cause of the vocal like you have for 00:34:840 (5,1) - . Movement between from the (4) before it into itself is too smooth. It does sound weaker than the other one tbh, so I think that this pattern works just fine too
- 00:38:666 (2,4) - These don't exist. And rhythm wise the transition from the stream into the 1/1 notes is more natural with 1/2 notes at the end if you delete these. I think it helps emphasize the (1) more personally
- 01:16:700 (5,6,7) - Why do you think that's appropriate here? What is there to express by breaking the movement from before with co-linear jumps? Only thing I can think of is vocals but if it is that then I think replacing the (5,6) with a slider would be more appropriate. Breaking movement with linear jumps is more appropriate when there's a sound on EACH object the vocals only land on the (5) and possibly the (6) if you want to map the guitar passively and express the vocals "hold" feel. Kinda agree here but I think that this pattern works better: A slider would ruin motion here quite a bit, even if emphasis here is fitting (although emphasis with the slider would be wrong to me imo), I can't think of a pattern that would exactly fit the condidtions
[Plaudible]
- 00:25:688 (1,2,3,4) - Those could be spaced more to reflect the build up. Bit underwhelming atm. Structure is more important here imo
- 00:07:383 (5,1) - Maybe stack the (1) on the 5 instead? I get the movement but it's just the slider's more suited to accepting clockwise motion into it as opposed to anti-clockwise movement. Stacking just eliminates that and makes it snappy. Meh, might have some truth to it, would be inconsistent with how other similar patterns are emphasized and stacking for those is not fitting imo
MaridiuS wrote:
[a r m i n]
00:01:213 (3,4) - Don't really like these being soft, they're clear drum hits and should also be drums or normal idk Tested it beforehand tbh but didn't blend in well with the other hitsounds
00:01:506 (1) - this looks like it is unsnapped in the new timing line, I believe this to be unrankable. Fixed
00:06:333 - seems like you have two inhereting points here Oops, fixed
00:06:333 (2) - I suggest giving this one more emphasis, it is really impactful compared to other cymbal/guitar sounds. Fixed
00:10:534 (3) - suggest in making this a triple, its a drum roll afteroll xd Yeah, done xd
00:19:536 (1,3,4) - a bit confused as to why are you switching from drum (questionable following) to 00:22:087 (1,3) - vocals here Not sure either but gonna leave it because I can't find another suggestion
00:26:288 (1,1) - pattern seems perfectly fine without these being NCed. Agree
00:32:664 - could use this note, its a snare or something. Don't hear anything there o.o
00:34:540 (4,5,1) - small suggestion, but giving them big spacing would be dope, since the snares are different than the rest, and it sounds louder with the guitar backing it up strongly. I'd give special notice to this. Yep, increased spacing for (5)
00:35:890 (4,5) - you could make this into 4 circles since every note is either a kick or a snare, and would prepare the players for the jumps to come. Feels a bit weird with the rather calm vocals imo, gonna leave this
00:38:666 (2,4) - these seem to be overmapped, therefore I suggest to make the notes on white/red ticks into kickslider to follow the nature of 1/4, without feeling like overmap. As above
00:47:293 (1,2,3,1,2,3) - little confused to why is the intesity dropping here in the map, its lower than when it started. It feels fine when the density in rhythm gets increased, it feels harder to play but I can increase the pattern as a whole (increased to 5.85 lmao)
00:53:144 (1) - strong guitar cymbal kick gets less spacing, and simply flow than random 00:52:994 (5) - snare, I don't suggest that.
00:54:045 (4) - not sure what is this following when the vocal hit is here 00:53:895 (3) - Looks like vocal pitch is being followed here too I think, can be fixed in the future though
00:57:045 (2) - earbleed vocals given 0 emphasis :V I think I fixed it
00:58:396 (2) - also no need to make this 1/1 when it doesn't follow vocals, + it ends on a rather strong beat that could be made to use to emphasize the last jumps before the section ends. I think he wanted to emphasized the vocals more like that, it pauses before the spaced hitcircles here 00:58:846 (3,4) -
00:58:621 - what is this inheriting point doing here Copied over from hitsounds, removed tho xd
01:03:947 (1) - earbleed vocals again 0 emphasis ;v Same as above
01:05:147 (1) - in order to keep the cymbal guitar hits the most emphasized, you could give this an red anchor not make it go off screen with given bigger spacing. Yep, should be fixed
01:06:498 (1) - impactful head and sliderend, I recommend to make it into 2 circles, otherwise I don't really understand why is it a slider, when you usually follow vocals with sliders like here 01:06:798 (2) - Gonna leave for now because I'm unsure whether Armin would want to fix this, gonna be fixed ofc if mentioned again
01:07:023 - 01:05:823 - random inheriting points, there are even more stray green lines, revisit and delete. I'll delete all you point out, but tbh it's not necessary
01:16:850 (6) - instead of giving this low spacing (since it has a kick on it, I suggest not to) I suggest giving this one instead 01:16:550 (4) - since its just a hithat, the only exception in the jump pattern of not being a kick or snare. As in Yoges' mod
Yasaija 714 wrote:
m4m
Plaudible's InsaneA r M i N's Extra
- 00:07:533 (1,1) - stack miss? Won't be recognizable anyways, I think it's fine
Good luck!
- 00:15:185 (1,2,3,4,1) - The shape looks strange
00:14:885 (1,2,3,4,1) - It is better to clean it like this Cleaned- 01:08:748 (2,2) - How about stack? Gonna leave for now, unnecessary
01:09:048 (2,2) - like this- 01:18:801 (5) - Add NC? Yep
Thanks everyone for modding! Did some self-fixes too and will update everyone's diffs! Waiting on a response from Evanescent- and KibbleruSinnoh wrote:
i hate lisa
General
Check AI mod Fixed
something is telling me 199.95 bpm can't be right, can you check with someone who times stuff well Believe it or not everything lower sounds too late and 200 already sounds too early later on lmao
00:28:088 (1) - timing is off here Agree, I have a timing I think could work, gotta ask for opinions tho
Collab Normal
01:27:503 (6,7) - yeah don't do that on normal, just delete 01:27:803 (7) - Replaced with a repeat slider
seems fine
Another
00:17:135 (1) - This is 1/6 It actually is snapped the following way: Head lands on the red tick, repeat lands on the last purple tick and end on the white tick (that's how it is for me at least). Playing that would feel weird so I simplified in a comprehensible way, Lasse did too. I can however make it consistent with Lasse's diff
00:27:488 (3,4,1) - Clean this up so it's straight Wanted to represent the 1/1 with a similar pattern as 00:05:132 (1,2,3,4,5) -
Starting around 20 seconds, the left side is almost totally ignore. You could put a couple objects on that side to use the playfield a bit more Heh yeah, was like that in a previous map of mine, I guess I do tend to place stuff on one side. However, I wouldn't want to ruin patterning with that so I'll leave it
00:55:395 (4,1) - Distance is really small here, compare to 01:02:597 (4,1) - & 00:57:796 (4,1) - It is the weakest one tbf, the stack on the tail is enough imo
For 1/1 sliders used in the kiai, six in a row are all vertical. If you could make one horizontal that would add some variety Again, I kinda do agree but the patterning takes priority for me since it is a big part of the map, as stuff is fine without moving it around, I'll leave these things
Set looks fine, but I'm not a fan of Evanescent's diff. There's a lot of questionable parts that ignore large downbeats or important sounds and prioritise sounds that don't exist. Call me back once that's been fixed
Edit: Updated everyone's diffs and replied for Astarte since he's busy in the previous mods! Still waiting on Evanescent- ...