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Neptune - Hollywood

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-Visceral-
[Smoothie World]

00:53:262 (5) - insert break? to lessen confusion whether it's a break or should expect note soon when sightreading

00:58:191 (1,1,2) - with this kind of spacing it's easy to misjudge 1/2 and 1/4 gap, personally I'd recommend stacking 00:58:512 (1) - somwhere around 00:58:620 (2) - something like you did with 01:12:120 (1,2,3) - is good too havent seen anyone misread

00:58:512 (1) - new combo on blue tick is lol NC 2 instead or don't NC at all since there's no sv change and it might fix the issue above, because 01:21:548 (1,2,3) - is much easier to read even if the patern stays similar

01:05:477 (1,2,3) - also most people would expect this to click as 1/2 but it's 1/4. I'd say bring them atleast somewhat closer nobody has misread

01:15:977 (2) - can you make this just a little more visible? 01:15:977 (2,3) - is rather hard to read already so might want to be more forgiving

01:32:155 (1) - nc on 2 instead same stuff, also consistency with 01:24:977 (1,2,1) -

great diff

Red is not changed. If there's no comment it's changed
Yusomi
hii m4m from my queue

fort
00:05:584 (2) - how come you stopped using doubles to map this sound here? maybe just do something like this 00:01:834 (1,2) -
00:53:048 (6,7) - you could make the spacing of these two notes the same as 00:52:620 (3,4) - to improve consistency
01:01:620 (3) - i think this slider needs a more complex shape, looks out of place since all other sliders are so unique
01:14:691 (1,2,3,4,1) - looks very fun, but why such a dramatic change in spacing?
01:28:620 (6,7,8,9) - now it's the opposite, everything else is super spaced so why not space these as well?
01:59:798 (6) - there's a sound on the red tick just after this note. maybe make this a double similar to 01:56:370 (5,6) - ?

smoothie world
00:00:120 (1,2) - i think centring it like in the following image would improve aesthetics
00:53:262 (5) - NC for consistency? since you NC all previous white ticks
01:00:548 (2) - this should be NC to be consistent with 00:57:120 (1,2) -
01:29:798 (3,4) - why are these two spaced different than the others? maybe just make this evenly spaced like 01:14:691 (1,2,3,4) -

insane
00:39:548 (1,2) - maybe use a repeat slider like here 00:32:691 (1) - ?
00:48:548 (1) - hmm why nc? and here 00:50:262 (1) - too?
01:02:048 (1,2,3) - maybe space this triple out a little since the sounds here are so much stronger than on 01:02:691 (1,2,3) - . feels weird to have them mapped the same way.
01:16:727 (3,4,5,6) - i'd consider spacing these out just a little, so it's really clear to the player that there's 4 notes here and not 3
01:58:405 (1,2) - it might be better to space these much more to show that it's actually a 3/4 gap between the notes and not a 1/2

advanced
01:25:620 (3,1) - i don't think a stack is the best choice here, all the other times you use a stack there are clearly 2 similar beats like here 01:21:120 (2,3) - . But this time it's more like one weird wubby sound.
i think there's two more of these, idk maybe just use a 1/2 slider with a red anchor or something. i think that would be more fitting

this diff is really solid can't find anything else to discuss

hard
looks good

normal
check AIMod, there's some distance snap issues

good luck with map !
Topic Starter
Pandize
Modding my personal difficulties. I will contact Fort and Smoothie for their difficulties. :)

Yusomi wrote:

hii m4m from my queue

fort
00:05:584 (2) - how come you stopped using doubles to map this sound here? maybe just do something like this 00:01:834 (1,2) - He wanted me to mod it for him, so I mapped it :)
00:53:048 (6,7) - you could make the spacing of these two notes the same as 00:52:620 (3,4) - to improve consistency Fixed
01:01:620 (3) - i think this slider needs a more complex shape, looks out of place since all other sliders are so unique Fixed
01:14:691 (1,2,3,4,1) - looks very fun, but why such a dramatic change in spacing? Different sound, different style.
01:28:620 (6,7,8,9) - now it's the opposite, everything else is super spaced so why not space these as well? This is true, so I spaced it out for him.
01:59:798 (6) - there's a sound on the red tick just after this note. maybe make this a double similar to 01:56:370 (5,6) - ?Fixed

insane
00:39:548 (1,2) - maybe use a repeat slider like here 00:32:691 (1) - ? Very true, fixed!
00:48:548 (1) - hmm why nc? and here 00:50:262 (1) - too? It was mainly for the emphasis on "Everybody look at..." I'll remove it though :)
01:02:048 (1,2,3) - maybe space this triple out a little since the sounds here are so much stronger than on 01:02:691 (1,2,3) - . feels weird to have them mapped the same way. Fixed!
01:16:727 (3,4,5,6) - i'd consider spacing these out just a little, so it's really clear to the player that there's 4 notes here and not 3 That was a tough one to work with, but I think I got it haha
01:58:405 (1,2) - it might be better to space these much more to show that it's actually a 3/4 gap between the notes and not a 1/2 There was a sound I was missing anyways, so I mapped it as a triple.

advanced
01:25:620 (3,1) - i don't think a stack is the best choice here, all the other times you use a stack there are clearly 2 similar beats like here 01:21:120 (2,3) - . But this time it's more like one weird wubby sound. I ended up making it overlap the slider end (slightly overlap)
It feels better now haha

i think there's two more of these, idk maybe just use a 1/2 slider with a red anchor or something. i think that would be more fitting

this diff is really solid can't find anything else to discuss

hard
looks good Noted!

normal
check AIMod, there's some distance snap issues That ai is terrible. I just went through and it had insanely inconsistent ds and was telling me not to stack on some parts, but leaving others alone. I pleased it the best I could lol

good luck with map !
Marmorexx
Hey there

From My modding queue
That's a lot of difficulties o.o Since i have a lot of requests, i hope it's fine if i just tackle half of them. ^^'

Hard Difficulty ---

Not much to find here. Just some minor details
00:27:977 (2) - This feels kinda unexpected. Maybe a NC would fix that
00:45:120 (2) - Same thing here. The ones in between are fine because there isn't such a significant break
01:19:191 (2) - Throughout this entire difficulty you didnt use perfectly straight sliders. It's like this one is not part of the group :D Maybe turn it CCW by like 10° so it doesn't feel lonely
01:28:405 (3,4,5) - This one feels like it should be in this order.
01:54:120 (3) - This could be mistaken for a faster hit. maybe don't let it touch the slider


Insane Difficulty ---

Really solid difficulty. I have a few suggestions, but i don't see why you should change anything, so it's totally up to you.
What you should change though, is your combo colour 4, the dark purple. Its too dark for some skins, which makes the approach circles fade into the background.

00:11:691 (5,6) - Compared to the other sections, this one is really close to (4). Feels a little weird to go so slow after a relatively fast start like that
00:59:477 (1) - This shouldnt stack 100% because the 3 didnt really disappear yet. Maybe move it just a tiny bit to the side to make it pop out more
01:40:620 (1,2,3) - These are really fast compared to the slow mapping style before. Make them more visible by increasing the distance between 01:40:405 (3) and 01:40:620 (1).


Fort's Hollysh*t ---

The same issue with Combo Colour 4 should be fixed

00:04:834 (1) - To make the doubles pop out better you should add a new combo here.

01:14:691 (1,2,3,4,1) - Woah dude, i love this part :D It's hard AF but the notes feel really naturally placed. Its such a fluid motion.

01:41:691 (2,3) - I don't particularily like the break between (2) and (3) here... Maybe you should make (2) a slider
01:56:370 (5,6) - I'd make them pop out more by adding a NC


That's all for now :) Really fun map! Can see it ranked in no time :D! It doesnt need many changes

Good Luck!
Topic Starter
Pandize

Marmorexx wrote:

Hey there

From My modding queue
That's a lot of difficulties o.o Since i have a lot of requests, i hope it's fine if i just tackle half of them. ^^'

Hard Difficulty ---

Not much to find here. Just some minor details
00:27:977 (2) - This feels kinda unexpected. Maybe a NC would fix that Fixed it by adding some distance spacing.
00:45:120 (2) - Same thing here. The ones in between are fine because there isn't such a significant break Did it a little differently. Should be better.
01:19:191 (2) - Throughout this entire difficulty you didnt use perfectly straight sliders. It's like this one is not part of the group :D Maybe turn it CCW by like 10° so it doesn't feel lonely Fixed it, but yeah. I don't like straight things. They look old.
01:28:405 (3,4,5) - This one feels like it should be in this order. It does feel better, but it has too much distance for the difficulty. I would do it if it looked good enough.
01:54:120 (3) - This could be mistaken for a faster hit. maybe don't let it touch the slider Good call!


Insane Difficulty ---

Really solid difficulty. I have a few suggestions, but i don't see why you should change anything, so it's totally up to you.
What you should change though, is your combo colour 4, the dark purple. Its too dark for some skins, which makes the approach circles fade into the background.

00:11:691 (5,6) - Compared to the other sections, this one is really close to (4). Feels a little weird to go so slow after a relatively fast start like that Tried to change it. A lot of other possibilities were too gross.
00:59:477 (1) - This shouldnt stack 100% because the 3 didnt really disappear yet. Maybe move it just a tiny bit to the side to make it pop out more Good call :)
01:40:620 (1,2,3) - These are really fast compared to the slow mapping style before. Make them more visible by increasing the distance between 01:40:405 (3) and 01:40:620 (1). I was skeptical, but boi was there a better solution. Check it out :)


Fort's Hollysh*t ---
Leaving this to Fort. (He didn't want to do it. Doing it for him.)

The same issue with Combo Colour 4 should be fixed

00:04:834 (1) - To make the doubles pop out better you should add a new combo here. Not adding that, because it may cause confusion with 00:06:655 (1,2) -

01:14:691 (1,2,3,4,1) - Woah dude, i love this part :D It's hard AF but the notes feel really naturally placed. Its such a fluid motion.

01:41:691 (2,3) - I don't particularily like the break between (2) and (3) here... Maybe you should make (2) a slider Fixed
01:56:370 (5,6) - I'd make them pop out more by adding a NC Updated to have triples instead.


That's all for now :) Really fun map! Can see it ranked in no time :D! It doesnt need many changes

Good Luck!
-Visceral-
All applied
Strategas
normal
these are too confusing for a lowest diff 01:12:977 (2,3,1) - 01:14:691 (2) - 01:22:405 (1,1) - 01:30:120 (2) - 01:35:262 (1,2,3,4,1) - 01:44:262 (2) - 01:51:120 (2) - 01:57:977 (3) - try to keep it as simple to read as possible

00:48:120 (1,2,3,4,1,2) - swap them - sliders first, circles later - much better buildup that way

advanced
reduce ar, od, hp, they are way too high for such diff

insane
don't think you need 9.2AR for 140 bpm 4 star diff, something around 8.5-9 would suit it better

the rest is fine more or less
Topic Starter
Pandize

Strategas wrote:

normal
these are too confusing for a lowest diff 01:12:977 (2,3,1) - 01:14:691 (2) - 01:22:405 (1,1) - 01:30:120 (2) - 01:35:262 (1,2,3,4,1) - 01:44:262 (2) - 01:51:120 (2) - 01:57:977 (3) - try to keep it as simple to read as possible

00:48:120 (1,2,3,4,1,2) - swap them - sliders first, circles later - much better buildup that way I'm just gonna redo this and be as clean as possible. I realize that this difficulty wasn't really touched from a year ago. Might as well :)

advanced
reduce ar, od, hp, they are way too high for such diff Fixed!

insane
don't think you need 9.2AR for 140 bpm 4 star diff, something around 8.5-9 would suit it better Fixed!

the rest is fine more or less
Kenneph
[Normal]

00:02:691 (4) - fits with music yes BUT ending on red tick with this placement seems a little odd to me
-This can be fixed by changing the slider at 00:03:548 (1) - to two notes instead. OPTIONAL(since it's normal and not "easy")


00:06:334 (4) - starting on red tick immediately after a white at this part of the song can also lead to issues for beginners.
-any fix on this should work. same for any other red tick starting after white ticks in the song. BUT ITS OPTIONAL

00:23:048 (3) - I suggest moving this slider a little further away from the one next to it. since it begins on a red tick. and beginners should find it more pleasing and easier to learn when they notice the visual difference in space.

01:40:405 (1) - I think it would be better to stack this 1 onto the following 2 slider
01:33:548 (3) - same with this 3
01:47:262 (1) - ^

;)
Topic Starter
Pandize
Thanks for the mod on the remap!

Kenneph wrote:

[Normal]

00:02:691 (4) - fits with music yes BUT ending on red tick with this placement seems a little odd to me
-This can be fixed by changing the slider at 00:03:548 (1) - to two notes instead. OPTIONAL(since it's normal and not "easy") I would fix it, but I feel that it gets the player ready for all the red ticks in the kiai.


00:06:334 (4) - starting on red tick immediately after a white at this part of the song can also lead to issues for beginners.
-any fix on this should work. same for any other red tick starting after white ticks in the song. BUT ITS OPTIONAL It's a sound in the song I really want to emphasize. I see the potential in messing it up... but it's good for the player to start learning that stuff.

00:23:048 (3) - I suggest moving this slider a little further away from the one next to it. since it begins on a red tick. and beginners should find it more pleasing and easier to learn when they notice the visual difference in space.That would break DS.

01:40:405 (1) - I think it would be better to stack this 1 onto the following 2 slider
01:33:548 (3) - same with this 3
01:47:262 (1) - ^ I tried not to stack the whole map since it's a normal and stacking would cause reading issues. Then again I'm contradicting myself earlier. It should be good.

;)
beaw
IRC
2017-11-12 17:19 Bandi: Hey can you mod this normal dif real quick. Trying to get it ranked tomorrow. Everything is setup... just remapped this dif and looking for mods to finish :)
2017-11-12 17:21 Stingy: oh
2017-11-12 17:21 Stingy: d
2017-11-12 17:21 Bandi: ye
2017-11-12 17:26 Stingy: np
2017-11-12 17:27 Stingy: ./np
2017-11-12 17:27 Bandi: ACTION is editing [https://osu.ppy.sh/b/985446 Neptune - Hollywood [Normal]]
2017-11-12 17:27 Bandi: tru
2017-11-12 17:27 Stingy: o
2017-11-12 17:27 Stingy: wtf
2017-11-12 17:27 Stingy: this is so
2017-11-12 17:27 Stingy: unique
2017-11-12 17:28 Stingy: 00:10:834 (1,2) - fix blanket or im slitting your pinky
2017-11-12 17:28 Stingy: 00:06:334 - this doesn't make sense because the kick is on a 1/4 tick
2017-11-12 17:29 Stingy: I suggest having a 1/2 slider
2017-11-12 17:29 Stingy: oops I mean 1/1
2017-11-12 17:29 Stingy: 00:29:262 (3,1) - these are touvhing im going to die
2017-11-12 17:30 Stingy: 00:29:905 (4,1,2) - if you move this pattern down, you can stack 00:29:262 (3,2) - ;)
2017-11-12 17:31 Stingy: 00:59:477 (3,1) - perfect parallel or bust OWO just kidding this is a meme
2017-11-12 17:31 Stingy: 01:01:620 (1,3) - (3) can really be loosened to fit 1's curve~
2017-11-12 17:32 Stingy: 01:15:120 (4,1) - loosen (4) please ;w;
2017-11-12 17:32 Stingy: 01:19:620 (2) - loosen please s
2017-11-12 17:32 Stingy: d
2017-11-12 17:33 Stingy: 01:20:048 (3,1) - parallel please o.O
2017-11-12 17:34 Bandi: It must look different to me
2017-11-12 17:34 Bandi: Maybe it's my skin with the loosening
2017-11-12 17:34 Bandi: what could cause that?
2017-11-12 17:34 Bandi: overlay?
2017-11-12 17:34 Stingy: could cause what?
2017-11-12 17:34 Bandi: 01:19:405 -
2017-11-12 17:34 Bandi: wati
2017-11-12 17:34 Bandi: https://osu.ppy.sh/ss/9530025
2017-11-12 17:35 Bandi: My circles are bigger than the slider
2017-11-12 17:35 Stingy: it's just an ugly blanket
2017-11-12 17:35 Stingy: it's not your skin
2017-11-12 17:35 Stingy: ,_,
2017-11-12 17:35 Bandi: ur ugly
2017-11-12 17:36 Stingy: ACTION runs away crying
2017-11-12 17:39 Bandi: lo0l
2017-11-12 17:39 Bandi: alright it's fiXed
2017-11-12 17:40 Stingy: lit
2017-11-12 17:40 Stingy: uwu
Strategas
nominated
Chromoxx
hi

Fort
- Any actual context for the diffname? If not i would kindly ask you to change it, randomly adding swearwords into a diffname, even if censored doesn't set a god example... next someone will make a set for https://www.youtube.com/watch?v=RfU5LI89F_o with the top diff called "Baby Sweet Berry Sh*t"
- make AR higher? Ar9.3 is a bit too low for 280bpm jumps imo
00:20:691 (1) - end this slider at 00:24:120 - and start the spinner from there, there isn't any sound on 00:25:834 - so ending the slider here and starting the spinner is pretty random, considering that the other sounds emphasized on each hit of the slider are actually very prominent
00:59:477 (2,3,4) - using the same slidershapes for these as for 00:58:620 (1,2,3) - is kinda boring and doesn't really emphasize the music imo, maybe make something more distorted here to fit the distinctive bass wubs?
01:14:691 (1,2,3,4) - the placement of these looks kinda random, i'd suggest spacing 01:14:798 (2,4) - more consistently around 01:15:334 (2) - to make the pattern look cleaner, this would also help lower the spacing a bit, since these jumps feel a bit too sudden for me
01:22:405 (1) - you could make a single note and start the spinner 1/4 after it here, to emphasize the drum kick better. I personally think that a 1/1 slider and some kind of notes at 01:23:477 - would fit the music better though.
01:28:620 (1,2,3,4) - the spacing of these looks a lot cleaner than the one before since 4 and 2 are spaced evenly around 01:28:298 (4) -
01:38:691 - these breaks feel kinda random and skipping drum hits isn't really a good idea imo

Smoothie
00:58:512 (1) - there isn't really a sound here so having a single note + starting a new combo here feels kinda out of place. I also don't like how this forces a 1/4 jump to 00:58:620 (2) -
00:59:370 (2) - no sound here again either
01:02:798 (2) - there is actually a sound here, in contrast to the earlier ones i mentioned which is why having those hits is an even worse idea
01:09:548 (1,2,3) - i'd suggest lower spacing on these, for better emphasis on the sharp sounds on 01:09:334 (3,4) -
01:18:120 (1,1) - not a fan of how these overlap tbh
01:20:691 (1,3) - you could set these up in a way that 3 is blanketed too, would be pretty cool imo

nice diff c:

Insane
00:29:262 (1,2) - not a fan of these repeat sliders, i'd suggest making the 1 1/1 and 2 1/2, starting a normal 5plet at 00:30:334 - . as iit is now you're mapping inexistent sounds like 00:29:477 - and emphasizing an actual drum sound like 00:30:120 - the same way
00:53:262 - you could emphasize the sharp clap on this through a 1/4 slider with a silenced end or something of the likes
00:53:477 (1) - i'd suggest deleting this spinner, it doesn't really start over any specific sound and just leaving a break would add more suspense imo

kiai parts look really clean, good job :D

Hard
00:28:405 (4) - you could set the pattern up so that this forms a triangle with 00:27:977 (2,3) - . it seems a bit visually off atm
00:35:262 (4) - ^
00:58:191 (5,1) - make this a slider for better emphasis on the main melody? also the nc on 00:58:620 (2) - would work pretty well to emphasize those sounds
01:04:834 (4,1) - ctrl G this rhythm for better emphasis on the melody? (rearrange the pattern too ofc)
01:07:405 (1) - spinner here seems really random, the music is still the same as before so i'd strongly suggest mapping it out as such
01:19:191 (2) -i'd suggest making this a triplet instead to contrast from the other 1/4 repeat sliders which are missing a tick out of the music for playability
01:15:977 (2,3,4) - this doesn't really emphasize 01:16:405 (3,4) - well enough imo, maybe you can come up with something that emphasizes the melody better here
01:40:620 (2) - NC this one instead for better emphasis on the sounds on 01:40:620 (2,3,4) -

Advanced
- use AR6, because of high ammount of clustered, stacked and overlapping objects in the kiai sections... this wasn't even easy to read for me lol, i don't want to imagine a player of that level trying to deal with this
00:08:905 (1) - this sound is kinda weak compared to 00:09:012 - . from listening to the music a player of this level wouldn't expect it to land here so i'd suggest somehow finding a way to rearrange the pattern that emphasis lands on 00:09:012 - like you did at 00:05:262 (1) -
01:23:477 (1) - this perfect overlap is really confusing to read and i'd highly reccomend removing this

Normal
- AR5 to follow up with Advanced, also uses quite a lot of stacked and overlapping objects

that's about it, call me back c:
Myxo
I found this mapset while checking out random maps from Pending. Actually I really like your (Bandi's) difficulties, they are well made especially for a mapper without a ranked map. Smoothie World's diff is cool, too. However there are some general things and more importantly things about Fort's difficulty that I want to mention before this gets ranked.

[General]

  1. You should add tags. Atleast the guest mappers belong there, but some additional keywords related to the song would be nice aswell.
  2. I think the background is almost provocative and unfitting. The song's lyrics and tone are chearful but the background is extremely dark and shows some kind of warzone? I'm pretty sure you can find something more fitting here.
[Fort's Style]

  1. 00:07:834 (4,5) - Why is there suddenly such a huge jump after you've only used small spacing for similar patterns before? It's unintuitive to play because it can't really be expected by the player and there's nothing in the music to support such a drastic change. Same applies for 00:09:548 (3,4) -
  2. 00:11:048 (3,4) - Similar thing here but now you actually put the jump towards the snare which is a completely different situation again and it seems very random.
  3. 00:34:191 (2,3) - I understand that this large jump is used to highlight the impactful drum sounds, but exactly the same happens at 00:30:762 (2,3) - and 00:37:620 (2,3) - where small spacing is used. Inconsistencies like this are very noticable in a calm section without many objects and they make the section seem like it was mapped without thought.
  4. 00:49:298 (7,8) - I think it's great that you introduce 1/4-jumps before they are required in a more complicated pattern during this part 00:52:405 -, but the high spacing threw me off when playing because it's so sudden. It would be much better if you used a lower spacing here and then repeat the pattern 00:50:691 (4,5) - where the music is the same anyway, with a larger spacing for the 1/4-jump.
  5. 01:20:262 (1,2) - The slowed down sliders are introduced here to follow sounds that have been followed with regular speed sliders before (examples 01:14:262 (2,3) - 01:15:120 (1,2) - and so on) and then later used completely random throughout the map. Atleast I can't spot a concept behind their use since they are used for multiple different sounds, and not consistently for each. It seems like you tried to use different slider velocities and / or slidershapes to represent the different sounds, which is a great concept for a song like this, but you kept forgetting which slider you used for what after two measures so the fast section ends up feeling completely random. It's unfortunate because it has the potential to be great but is ruined by (what I suppose is) rushing the mapping process.
  6. 01:37:834 - The whole part from here on to the end feels extremely underwhelming. Not only do the breaks feel unfitting (as Chromoxx already mentioned) but also the map's intensity goes down by an extreme degree. Yes, the song does get less intense, but the song still has its 'jumpy' beat until the very end while only going down in density, so suddenly having low spacing almost everywhere feels like an overdone contrast to the fast part before this.
Overall I think Fort's diff is not ready for ranking in the slightest as it has random surprises in the beginning parts, inconsistent concepts and an underwhelming ending part. Fixing these things requires partial remapping so I didn't give many suggestions, I'll be happy to provide more advice if you deem it useful though.

Good luck!
Topic Starter
Pandize

Desperate-kun wrote:

I found this mapset while checking out random maps from Pending. Actually I really like your (Bandi's) difficulties, they are well made especially for a mapper without a ranked map. Smoothie World's diff is cool, too. However there are some general things and more importantly things about Fort's difficulty that I want to mention before this gets ranked. The process is very nearly complete. Thanks for the compliments! I'll see what I can fix since Fort doesn't really map for ranked anymore.

[General]

  1. You should add tags. Atleast the guest mappers belong there, but some additional keywords related to the song would be nice aswell. Yeah, forgot about that part. Good call.
  2. I think the background is almost provocative and unfitting. The song's lyrics and tone are chearful but the background is extremely dark and shows some kind of warzone? I'm pretty sure you can find something more fitting here. It's a warzone for the violent dubstep feel. It's also the Hollywood sign so it fits better than most random anime backgrounds. :)


[Fort's Style]

  1. 00:07:834 (4,5) - Why is there suddenly such a huge jump after you've only used small spacing for similar patterns before? It's unintuitive to play because it can't really be expected by the player and there's nothing in the music to support such a drastic change. Same applies for 00:09:548 (3,4) - I wondered how some things passed for rankable with Fort's difficulty. I understand that a higher game skill + higher mapping skill allows for some funky stuff. This however can't be rankable, I'll fix that.
  2. 00:11:048 (3,4) - Similar thing here but now you actually put the jump towards the snare which is a completely different situation again and it seems very random.
  3. 00:34:191 (2,3) - I understand that this large jump is used to highlight the impactful drum sounds, but exactly the same happens at 00:30:762 (2,3) - and 00:37:620 (2,3) - where small spacing is used. Inconsistencies like this are very noticable in a calm section without many objects and they make the section seem like it was mapped without thought. I Ctrl+G'd these two sections as well as the unmentioned one later at 00:41:262 (1) -
  4. 00:49:298 (7,8) - I think it's great that you introduce 1/4-jumps before they are required in a more complicated pattern during this part 00:52:405 -, but the high spacing threw me off when playing because it's so sudden. It would be much better if you used a lower spacing here and then repeat the pattern 00:50:691 (4,5) - where the music is the same anyway, with a larger spacing for the 1/4-jump. Fixed.
  5. 01:20:262 (1,2) - The slowed down sliders are introduced here to follow sounds that have been followed with regular speed sliders before (examples 01:14:262 (2,3) - 01:15:120 (1,2) - and so on) and then later used completely random throughout the map. Atleast I can't spot a concept behind their use since they are used for multiple different sounds, and not consistently for each. It seems like you tried to use different slider velocities and / or slidershapes to represent the different sounds, which is a great concept for a song like this, but you kept forgetting which slider you used for what after two measures so the fast section ends up feeling completely random. It's unfortunate because it has the potential to be great but is ruined by (what I suppose is) rushing the mapping process. The first example you showed above were actually different sounds. One is a pluck bass, the other is just a bass. The pluck got a slower slider than the full bass section. I don't see too many problems with randomness, it should be alright. :)
  6. 01:37:834 - The whole part from here on to the end feels extremely underwhelming. Not only do the breaks feel unfitting (as Chromoxx already mentioned) but also the map's intensity goes down by an extreme degree. Yes, the song does get less intense, but the song still has its 'jumpy' beat until the very end while only going down in density, so suddenly having low spacing almost everywhere feels like an overdone contrast to the fast part before this. This should be fine. I talked to Chromoxx and he seems to understand the reasoning and that a lot of it is down to the mapper's creative decision.
Overall I think Fort's diff is not ready for ranking in the slightest as it has random surprises in the beginning parts, inconsistent concepts and an underwhelming ending part. Fixing these things requires partial remapping so I didn't give many suggestions, I'll be happy to provide more advice if you deem it useful though. We'll give it a shot and see how it goes. Seems like everything is fine right now. If you want to help out, send a pm to me in-game and we can try to patch it up a bit more.

Good luck!
Chromoxx
upon further review of the map i do agree with desperate on the last 2 points. As for the breaks at the end i still feel like they are pretty unneccesary and should be mapped out, i just didn't mind it as much as desperate does apparently. Also the issue that the part is being mapped a lot less dense than similar parts at the beginning of the song is something i overlooked when checking the mapset, but it's something that i definitely agree on when brought to my attention.
I don't however agree on that the map is "not ready for ranked in the slightest". The general feel of the map seems fine enough to me, doing a bit of fine tuning should fix the issues pointed out to an extent where it is acceptable for everyone involved while still keeping the overall feel of the map.

Let's take a little bit of time to get some more opinions before pushing this further :D

I can maybe give a bit more input on the use of slider shapes for emphasis this weekend
Topic Starter
Pandize
The final section has been mapped out. However, the consistency is fine as I stated before. Different sounds get different sliders.

Chromoxx wrote:

upon further review of the map i do agree with desperate on the last 2 points. As for the breaks at the end i still feel like they are pretty unneccesary and should be mapped out, i just didn't mind it as much as desperate does apparently. Also the issue that the part is being mapped a lot less dense than similar parts at the beginning of the song is something i overlooked when checking the mapset, but it's something that i definitely agree on when brought to my attention.
I don't however agree on that the map is "not ready for ranked in the slightest". The general feel of the map seems fine enough to me, doing a bit of fine tuning should fix the issues pointed out to an extent where it is acceptable for everyone involved while still keeping the overall feel of the map.

Let's take a little bit of time to get some more opinions before pushing this further :D

I can maybe give a bit more input on the use of slider shapes for emphasis this weekend
Chromoxx
seems acceptable to me, gonna rebub since there were a few somewhat significant changes
Strategas
fort
01:47:262 (7) - clap
hard
01:07:834 - clap
Strategas
grats
Garden
grats man
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