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Reol - Astronauts

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Topic Starter
Abelia

Halfslashed wrote:

[General]
00:04:402 - Set both timing lines to the same sampleset, the conflicting settings are unrankable. Fixed
Change your white combo color to a lower luminosity, since your white currently has a luminosity of 240 which is too high for a map with heavy kiai time usage. Fixed
05:50:002 - I think that for a better play experience, the map should end here, especially since you aren't pressed for drain time even with your breaks. The section after this is just boring and repetitive instrumental filler that leads to nothing, so as a player having to go through all of this right after finishing the more dynamic parts of the song would leave a bad taste in their minds. You will need to cut the mp3 to do this as well as introduce a fadeout. I think same as you even now. This map was ended that point originally. But some modders pointed out that last part must maping.

[A Universe Without Stars]
00:24:802 (5) - Add NC Fixed
00:27:602 (1,1) - Remove NC Fixed
00:58:827 (1) - Regarding this and every other spinner, currently you are starting the spinner 1/16 after the previous object, which makes getting score on spinners much harder than anything else in your map. Try starting spinners 1/4 after the previous circle instead, such as on 00:58:902 -. Fixed
00:52:402 (1,2,3) - I recommend using your rhythms from 00:49:202 (1,2,3,4) - instead here, since for this half of the kiai you ditched the 1/1 reverse idea for more intense rhythms, and I think it overall fits the section better than what you have.Okay i see but i can't fix it fastly. I will fix it until next modding
00:54:802 (3,4) - Try ctrl+g on this rhythm to be more consistent with your emphasis choices from 00:48:402 (3,4,5) - as well as fitting the song's strong beats more appropriately.Fixed
00:57:202 (1,2) - I think you should try using three 1/2 sliders to have more tension going into the spinner from this measure, as well as being consistent with 00:50:802 (1,2,3,4) - Declined. I think i used too many 1/2 slider in this part.
00:58:402 (3) - I recommend using two circles and a jump to add a strong finish to the kiai and acknowledge the pitch increase from the guitar.But i think this guitar is pretty powerless even though pitch increases. I don't think jump is need.
01:04:802 (3,1) - Swap NC here. Fixed
01:27:202 - This section doesn't differentiate very well from the previous one, which leads to stale gameplay since more or less all the ideas are the same as the previous section, but there's a very prominent guitar layer in this section. I can see that compared to the previous section you are spacing out your 1/1 gaps as opposed to stacking them, but I think you could do something more dynamic like using extended sliders for the guitar at places like 01:27:602 (2,3,4) - (this is an idea) and other parts throughout the section. If you don't want to mess around with that, you can also try just using higher overall spacing from slider ends. Yes... this same ideas make players so boring. But i wanted make this section extremly stable and silent.
02:02:402 (2) - Its fine if you decide to use extended sliders, but this right now stand out too much because you don't consistently use them throughout this section or the entire map. I recommend either integrating more extended sliders into the map to emphasize held vocals or changing this to a 1/2 slider. Fixed! i changed it to a 1/2 slider!
03:05:602 (3,4) - I recommend changing this into a 1/2 slider to break up this this jump section that fails to acknowledge the vocals which you followed strictly up to this point and doesn't really fit as the hardest part of the kiai. Sorry i like this pattern. but your opinion is right. i will fix it if another modder point out it.
03:10:002 (1,2,3) - Rhythmically I think a 1/1 reverse + circle would fit better here than your reverse at 03:12:402 (3) -, since it expresses the vocal a lot better and contrasts with the previous rhythms very well. Because song's mood change here If i place 1/1 reverse slider, flow can't continue well. Even though this choice is not good at consistency, i want use it.
03:12:402 (3) - I think a 1/2 slider + 1/1 slider works better here than a reverse since you're primarily focusing the vocals here, and the vocal isn't held enough to be effectively represented by the 1/1 reverse. I felt weird here, so i change something but maybe it's not your intention. anyway i find it thanks to you.
05:05:602 (2,3,4,5,6,7) - Currently this jump section doesn't effectively represent the vocals that they are mapping very well, since you're starting it on a weak transition point (upbeat rather than downbeat). I recommend changing 2,3 into a 1/2 slider and making the spacing between 4,5 and 6,7 more distinct. wow i think last two kiai is need overall change. Thanks to you, i noticed it so bad. I will fix it with enough time.
05:14:802 (7) - Add NC. Fixed
05:15:202 (1,2,1,2,1,2,1) - This jump section is very out of place in terms of your NCs and spacing, since you've never used such drastic spacings even for the climaxes of kiais, and this shares the issue 05:05:602 (2,3,4,5,6,7) - has of starting on a weak transition point. Try toning down the spacing here to match the spacing of previous jump sections, since it will still have the straining effect due to a large amount of consecutive jumps. I decide remap last two kiai. this patterns are so bad.
05:30:802 (1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,5) - This section is overall very stale in play, since the player spends almost a quarter of this kiai section moving around a cramped area of the playfield. While I mentioned that this is a general issue, it is particularly prominent in this section, so I recommend spread objects apart more by including more circular direction changes between combos.^
05:40:402 (1,2,3,4,5) - This is a cool pattern, but it stands out in a boring fashion, since overall cursor speed is very low due to slider leniency abuse and low distance between slider ends and slider heads. A solution is arranging your objects like this. ^
05:42:002 (5) - Add NC. Fixed
05:43:602 (1,2,3,4) - I do not recommend sticking to the star pattern here, since even though spacing differentiates them right now, two instances of the pattern for different parts makes them seem like they are different, but intensity is much higher here. If you want to stick to the star pattern, you could try designing your sliders differently or just using something completely different. ^
05:45:602 (2,3) - Since this is a 1/1 gap, I recommend drastically higher spacing, since this creates a massive cursor pacing drop at this bpm, and also differentiates poorly from your 1/2 spacings. Fixed it but i will change it again.
05:47:202 (2,3) - Your current rhythm fails to acknowledge the difference in the vocals here, so I recommend using a rhythm like this for the vocals. ^

Good luck! Thank you for modding! And sorry for late.
Garden
The two grey combo colours look too similar that it makes new combos kinda unclear, you can just turn colour 4 darker in order to fix this.

00:55:202 (4,5,1) - Movement here is against your general style, visual isn't nice either. Consider redoing the 00:55:602 (1) - direction for consistency.
03:39:802 - Why end the break here?
05:08:802 (2,3) - A jump would fit more, it's like you're simply forcing the 05:08:802 (2,3,4,5,6) - pattern with this arrangement, maybe try https://puu.sh/yyxNo/3702d62868.png but you'll need to redo some latter patterns.
05:01:602 - idk if you have already noticed, the whole section is 99% anticlockwise movement. This can be easily noticeable in gameplay and kinda lacks variety so i suggest you redo some jumps here.
05:48:402 (1) - Players won't know which direction to go when slider head is stacked with its tail. (btw ctrl-g flows better from previous slider imo)
05:50:602 - Here i also think playing drums for a whole minute is kind of redudant. Considering the drum patterns are all similar till the end, you can edit the mp3 and cut some of the loop parts. You don't have to delete them all, it's actually nice to play like 10 secs of fadeout drums.

[]
Pretty neat map overall, you can poke me for a recheck when you get my concerns addressed.
Topic Starter
Abelia

Garden wrote:

The two grey combo colours look too similar that it makes new combos kinda unclear, you can just turn colour 4 darker in order to fix this. Fixed

00:55:202 (4,5,1) - Movement here is against your general style, visual isn't nice either. Consider redoing the 00:55:602 (1) - direction for consistency. Fixed!
03:39:802 - Why end the break here? oh i couldn't notice it. fixed
05:08:802 (2,3) - A jump would fit more, it's like you're simply forcing the 05:08:802 (2,3,4,5,6) - pattern with this arrangement, maybe try https://puu.sh/yyxNo/3702d62868.png but you'll need to redo some latter patterns. I think it's okay. your intention is logical for this pattern. but if i change this slider to note, i also need to change 02:54:402 (2,3) here. Even if it better for play, i don't want overall change. But i agree 05:08:802 (2,3,4,5,6) it need to change. i fixed that(ctrl+g 05:09:202 (3,5))
05:01:602 - idk if you have already noticed, the whole section is 99% anticlockwise movement. This can be easily noticeable in gameplay and kinda lacks variety so i suggest you redo some jumps here. Yes i know that. Sure, equal ratio anticlockwise and clockwise flow is good for map's variety. But I gave up some variety for getting extremely smooth flow.
05:48:402 (1) - Players won't know which direction to go when slider head is stacked with its tail. (btw ctrl-g flows better from previous slider imo) Fixed. I really wanted use it. but finally i break my stubbornness
05:50:602 - Here i also think playing drums for a whole minute is kind of redudant. Considering the drum patterns are all similar till the end, you can edit the mp3 and cut some of the loop parts. You don't have to delete them all, it's actually nice to play like 10 secs of fadeout drums. fixed...I totally deleted a minute of drums section ;w; so sad

[]
Pretty neat map overall, you can poke me for a recheck when you get my concerns addressed.

Really thank you for modding!
Garden
there's an extra bg file in your folder, delete it.

all manual breaks seem brokenly set, maybe it's because you changed mp3 file, plz check them again.

05:08:859 (2,3) - here I didn't mean you should change your rhythm or sth, just that flow is weird so it has nothing to do with 02:54:459 (2,3) - imo. and still I think it should be a jump somehow, ctrlg 35 didn't work either.
Topic Starter
Abelia

Garden wrote:

there's an extra bg file in your folder, delete it. Fixed

all manual breaks seem brokenly set, maybe it's because you changed mp3 file, plz check them again. Fixed

05:08:859 (2,3) - here I didn't mean you should change your rhythm or sth, just that flow is weird so it has nothing to do with 02:54:459 (2,3) - imo. and still I think it should be a jump somehow, ctrlg 35 didn't work either. wow I completely misunderstood your intention. Just now understand why you pointed out it. fixed
Garden
02:56:659 - suddenly notice this finish seems misplaced :o
Topic Starter
Abelia

Garden wrote:

02:56:659 - suddenly notice this finish seems misplaced :o

:? :? :? :? :? :? :? :?

;w; so sad i think it was click miss

fixed!
Garden
b
Anze
와! 버블! PPAP!!
Enon
축하드립니다
DeRandom Otaku
Qualified!

we fixed an NC and some placements by a few pixels
Topic Starter
Abelia

DeRandom Otaku wrote:

Qualified!

we fixed an NC and some placements by a few pixels
lol thank you for help me! :D :) :) :) :) :) :)
Civil oath
퀄파 축하드려요 ㅇㅅ
Enon
Moly map got qualified :oooooooo
Topic Starter
Abelia
토~~~로노사쿠호시노~~~우미니신~~~죠오나게타노다
bite you death
are you sure the bpm isnt 75? the song seems very slow and 150 makes the metronome feel too fast
Reillia
종말 데단해요!
Down
ㅊㅊㅊㅊㅊㅊㅊㅊㅊㅊ
milr_
축하드려요
hi-mei
02:44:484 (1) - spinner really?
Enon
it fits to the song though :3
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