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Kevin Manthei - "Invader Zim" Theme Song

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Topic Starter
Hollow Delta

Hollow Wings wrote:

m4m

General

  1. i don't really know how nominators nowadays deal with skins, shouldn't be the skin in a full set in it's class?
    Yes you're correct. If you customize any of the parts of the circle, you need to either customize the rest of the parts used to make that circle or use the template.
    For this case I skinned the hitcircle.png, so I added the template hitcircleoverlay.png and approachcircle.png, and adjusted the sliderborders to 255,255,255 (white) so there would be no weird over-rides with the player's skin.

Doom

  1. generally i wanna say something about the sv setting: it usually seems like we cant directly judge a sliders sv when we play a map full of sv changes in sliders, so like i did in my map TSUBAKI, i give special combo color for proper sv setting to notice players its sv and make it be more sense to others, which you tired to do to this map as well i guess. BUT you didn't do it very consistent to every pattern, like i still see sliders other than red color be really fast and confused me very much when i play it. i suggest you check the whole map in detail again and give regular setting to all of your sliders once more.
    Went through the map and applied the new knowledge to some places.
  2. 00:33:601 (1,1,2,1) - still suggest you use common setting to nc instead of reading trick here, not that necessary.
    I think the reading trick is an interesting idea, so I'm gonna keep it.
  3. 00:20:112 (1,2,3,4) - about green lines setting here: seems like you wanna mute or somehow low down volume of sliders' ends here and some familiar patterns' as well, but this kind of doing is not that convenient, even a really tough way. the better way of doing is give another hitsound which is a nearly mute sound in the same set (yours is like as soft-hitnormal) and replace the current sampleset (yours is drum-hitnormal), completing it directly instead of adding too much green lines. i recommend you shall learn and practice how to do that if you still do this kind of sliders often. Your suggestion is definitely easier, but since this map is complete really no point in going back and redoing it. I'll remember to do it this way from now on.
  4. the map itself is already good enough to me to get ranked, a star is deserved imo.aw thx <3

Another

  1. 00:06:124 (3) - i still think if you give 1/8 sliders here at 00:03:126 (3,4) - , you need to arrange those violin's beats' slider in same version. this is kind of general mod to the whole map in this diff, check it all if you want to. Fixed

Gerblun's Light Insane

  1. 00:27:106 (1,2,1,2,1,1,1,1) - not necessary to nc spam. Redid it, but kept the nc spam at 00:27:606 - because it feels necessary here however lol
  2. fine symm.

short song, and sounds fine.

good luck! thx
Alexsander
M4M

Easy
  1. 00:36:099(3) - you could put the slider reverse here, instead of putting it on the next note and you could put a circle at that point 00: 37: 597 - to end the song.
Normal

  1. 00:34:101(1,2,3,4,5) - this part bears some resemblance to this 00: 31: 103 (1,2,3,4) - you could keep those same notes since the tension for the final begins at 00:36:099 -
    (this aki is very personal want you to follow or it is not of your choice)



The rest of the map is very good
Good luck :D
Topic Starter
Hollow Delta

TheBenderGamer wrote:

M4M

Easy
  1. 00:36:099(3) - you could put the slider reverse here, instead of putting it on the next note and you could put a circle at that point 00: 37: 597 - to end the song.fixed
Normal

  1. 00:34:101(1,2,3,4,5) - this part bears some resemblance to this 00: 31: 103 (1,2,3,4) - you could keep those same notes since the tension for the final begins at 00:36:099 -
    (this aki is very personal want you to follow or it is not of your choice)00:36:099 (1,2,3) - There's fluctuation in the intensity of this part, so having a consistent rhythm wouldn't best fit the vibe.



The rest of the map is very good
Good luck :D
_handholding
Doom
00:30:603 (1,2,3,4) - This is by far the hardest pattern in the latter part of the map.

00:36:973 (8) - I don't really know why this is a kickslider, could you enlighten me? same with 00:35:974 (4) -

00:37:098 (1,1,1,1,1) - circular flow on the heads makes it quite tricky to play (it plays like a pentagon)

00:36:598 (5) - spacing this away from 4 would give better emphasis and make the quadruplets more distinctive, 00:36:099 (1,2,3,4) - and 00:36:598 (5,6,7,8) - . Same applies with 00:36:099 (1) - and 00:35:974 (4) -

Overall I don't really get the ending, you have spaced patterns like 00:30:603 (1,2,3,4) - and 00:32:352 (1,2,1,2) - then the rest are pretty linear. There's a massive difficulty that these 2 patterns create

OD 8 feels more than enough

Another
00:01:877 (1) - based on the sounds you're following at 00:02:876 (1,2) - and 00:03:875 (1,2) - etc shouldn't this be 2 circles

00:06:124 (3,4) - mute slider ends

00:04:875 (6,7,1,2,1) - I really struggle to read this pattern

00:05:374 (1) - soft whislte, normal sampleset

00:04:875 (6,7,1,2,1) - why is this one so edgy whilst 00:12:868 (6,7,8,9,10) - isnt?

00:21:611 (1,2) - You should really do something different here to show some contrast. Having the same exact pattern map 2 different things cames off as very bland
[]Sorry I dont think I'm interested in nominating the set as of now

w ~
Topic Starter
Hollow Delta
messed up dont read this
Topic Starter
Hollow Delta

Kisses wrote:

Doom
00:30:603 (1,2,3,4) - This is by far the hardest pattern in the latter part of the map. I think it has some thought put into the playability into it. While I generally care less about gameplay, my original pattern didn't fit well, so I changed it to a circular-pattern like this one.

00:36:973 (8) - I don't really know why this is a kickslider, could you enlighten me? same with 00:35:974 (4) - I did this because it creates a contrast between the spaced streams and the stream jumps. It lightens up the hitbox because of the leniency.

00:37:098 (1,1,1,1,1) - circular flow on the heads makes it quite tricky to play (it plays like a pentagon) I changed it up a bit so it incorporated a jump-like pattern. The spacing was increased slightly to fit in the pattern, but I feel it still fits.

00:36:598 (5) - spacing this away from 4 would give better emphasis and make the quadruplets more distinctive, 00:36:099 (1,2,3,4) - and 00:36:598 (5,6,7,8) - . Same applies with 00:36:099 (1) - and 00:35:974 (4) - I think the angled I placed the notes and the NC on 1 already makes it distinct enough. 00:36:473 (4,5) - I think the straight line created by 4-5 creates the distinction okay.
Reason I wouldn't space it out more is because it's a weaker shift than the beat at 1. Connecting these notes visually I thought looked better.


Overall I don't really get the ending, you have spaced patterns like 00:30:603 (1,2,3,4) - and 00:32:352 (1,2,1,2) - then the rest are pretty linear. There's a massive difficulty that these 2 patterns create When it comes to most of my maps, very rarely do I create something to be flowwy or playable.
My goal when it comes to mapping is to create something interesting, along with challenging. The only playability aspects I consider is within the guidelines created by my own map.

If I could give an example, you're main issues tend to focus more on the 1/4 jumps and streams during the kiai. For the rest of the map, I've prepared the player for these choppy movements by sprinkling in these concepts at the start.
Ex. 00:01:877 (1,2,3) - 1/4 jump
00:02:876 (1,2,1) - spaced streams
00:06:873 (1,2,1,2,3) - Tight, but fast jump patterns
00:07:872 (1,2) - Overuse of doubles, to guarantee familiarity of the player with the map.


All these concepts come together at once during the kiai, giving the player more of a challenge. If I didn't map these concepts before the kiai, the player would become overwhelmed, and wouldn't create an engaging experience.
I feel like my execution of these gimmicks was okay. While they are difficult to most, my intention has never been to map something simple.


OD 8 feels more than enough done

Another
00:01:877 (1) - based on the sounds you're following at 00:02:876 (1,2) - and 00:03:875 (1,2) - etc shouldn't this be 2 circles I think it's okay, because while it's not 2 circles, it's still covering those 2 sounds, and since it's only the start, the player isn't going to be fixed on this rhythm immediately.

00:06:124 (3,4) - mute slider ends The soft-hit mutes them. Hollow Wings fixed this in her mod, so that's why the other half of the map uses green lines to mute them.

00:04:875 (6,7,1,2,1) - I really struggle to read this pattern I think it's okay, as the player can see the approach circle, so they can at least feel for the note.

00:05:374 (1) - soft whislte, normal sampleset done

00:04:875 (6,7,1,2,1) - why is this one so edgy whilst 00:12:868 (6,7,8,9,10) - isnt? For the diamond stream, you don't have to move along with it, you hold your cursor down in one place. You could say this serves as an antijump to keep the map engaging along with some regular streams.

00:21:611 (1,2) - You should really do something different here to show some contrast. Having the same exact pattern map 2 different things cames off as very bland I think I created enough variation for that section. It's the easier diff to the last, so I wouldn't do anything too extreme as I'd like the spread to be linear.
[]Sorry I dont think I'm interested in nominating the set as of now

w ~
Thanks for the mod
Irreversible
w
Mao
Hey there, you asked me to mod this in-game.

[General]
  1. You are violating the rule that:

    Ranking Criteria wrote:

    Both slider border and body colors must be manually set or not set. Setting only one may conflict with a user's custom skin choices.
[Doom]
  1. 00:02:626 - Even though you announce slider velocity changes like these with the red color, having them at twice the speed plays quite forced especially with such low spacing right before it. This also makes the ones in the much more intense section later feel not different enough from these.
  2. 00:06:873 (1,2,1,2) - This pattern seems very out of context to me due to the high spacings.
  3. 00:08:122 (1,2,1) - I don't even get the concept behind this pattern. Why is it so cramped and why do all the tails suddenly overlap? It's very out of place and not very pleasant to look at if you ask me.
  4. 00:10:870 (1,2,3,4) - Why are you suddenly changing the concept completely? And what are you emphasizing with 00:10:994 (2) - ? The drum on the blue tick is pretty weak but the white tick has the main melody. Same with 00:12:868 (1,2,3,4) - . Also the hitsounding is very weird due to the normal sampleset on blue.
  5. 00:16:615 (1,2,3) - I get why you use 3/8 here but using 0.5x SV just makes it seem like all the other sliders in size which makes it pretty hard to read.
Now let's talk about the section starting at 00:30:104 - . It plays incredibly unnatural, is full of difficulty spikes and has some odd design choices.
  1. 00:32:102 (1,2,1,2,3,4) - Let's take this as an example. Why is suddenly the spacing between 00:32:601 (1,2) - and 00:32:851 (3,4) - so incredibly huge when it was small like 00:30:603 (1,2,3,4) - all the time. Also having so small 1/4 spacing there is pretty inconsistent too.
  2. 00:33:601 (1,1,1,1) - This is an extreme case of difficulty spike. You haven't used anything similar before and just throw it at the player within the last ten seconds without any indication or introduction to the pattern at all. If you want to use 1/8 here, you'd better go for something way simpler to understand, you just don't have the chance to introduce it properly here. Same for 00:37:098 (1,1,1,1) -
  3. 00:35:349 (1,2,3,4,5,6,1,1,2,3,1,1,2,3) - Similar situation with this, you never had such long streams before with consecutive high spacing like this. Also, if you really desire to keep it, please keep the streamjumps out of there or make them consistent.
So yeah, I have huge concerns playability and consistency wise. The difficulty needs much more work.

[Gero's Insane]
  1. AR9 is way too high for the way you have mapped this. Try AR8.
  2. 00:08:622 (2,3,4,5,1) - I'm not sure if it's just me but this is an odd way to introduce largely spaced streams. Before at patterns like 00:05:874 (2,1) - you tap more like it's 1/2 and later at 00:17:864 (1,1) - you use regular spacing. For an introduction, I'd reduce it.
  3. 00:19:613 (1,1,1,1) - Same issue as in the highest difficulty, this is not introduced well at all. The movement is way too complex for something you have not seen yet at all. Same goes for the other ones like that.
  4. 00:31:603 (1,1,1,1,1) - Not a big fan of this NC spam here, it's pretty unnecessary.
  5. 00:34:975 (8,1) - What is this sudden streamjump? You have not done this anywhere else and it plays like it was placed by accident.
[Gerblun's Light Insane]
  1. Is there a specific reason for using OD6.8 instead of OD7 here?
  2. 00:18:114 (1,2,3,4) - Not really something huge there but to me it seems like this belongs to the same sounds you followed with 00:18:613 (1,2,3,4,1,2,3,4) - so it would make more sense to use smaller spacing here.
  3. 00:23:609 (1,2,3,4,1) - This is very out of place. The whole map has a pretty clear straight-forward structure and then you suddenly do such a complex pattern? I'd just space out the stream regularely.
The difficulty itself is fine but it could take some general polish. Also about 00:30:104 - I don't really see a reasoning for the different stream spacings as you use them interchangibly, so I assume they are just there for the sake of it.

[Irre's Hard]

Best difficulty in this set, good job! My only nitpick would be not to start the map off with a triple because it might be hard to hit correctly.

[Normal]
  1. 00:08:123 (1) - Quite picky, but I think you should get rid of this slidershape as you only used curved and linear ones in this section and there's nothing special here.
The biggest issue I have with this difficulty is the section starting at 00:30:104 - . From 00:31:103 - on it's just a chain of consecutive objects each 1/2 apart which is not advised to do. Also I'd recommend you to use bigger spacing here because barely touching objects look pretty weird because it feels like they should be spaced out.

[Easy]
  1. 00:30:104 (1,2,3,1,2,3,1,2,1,1) - has a similar issue as the Normal difficulty with it being just a continuous chain of 1/1 objects. I'd say it's even worse here because you just simply follow all the 1/1 ticks which makes it very boring. You even used 1/2 repeats before (e.g. 00:09:122 (2) - ) even though the section is less intense.
________________________

So as a conclusion, I want you to find more mods and rework the highest diff alot. Also the lower difficulties feel like they were mapped really fast and could improve greatly by adding more variety to make them stand out more.

Good luck o/
Topic Starter
Hollow Delta

Mao wrote:

Hey there, you asked me to mod this in-game.

[General]
  1. You are violating the rule that:

    Ranking Criteria wrote:

    Both slider border and body colors must be manually set or not set. Setting only one may conflict with a user's custom skin choices.
    Fixed.
[Doom]
  1. 00:02:626 - Even though you announce slider velocity changes like these with the red color, having them at twice the speed plays quite forced especially with such low spacing right before it. This also makes the ones in the much more intense section later feel not different enough from these. They're at this level mainly for multiple reasons actually.
    I figured a direct contrast along with complimentary visuals fit, which is why I chose 2x.
  2. 00:06:873 (1,2,1,2) - This pattern seems very out of context to me due to the high spacings. I spaced the sliders out more.
  3. 00:08:122 (1,2,1) - I don't even get the concept behind this pattern. Why is it so cramped and why do all the tails suddenly overlap? It's very out of place and not very pleasant to look at if you ask me. I haven't given it a name, but it's purpose was to compliment the 3 sounds I mapped with a triangular shape. About having them overlap, I thought it would be interesting to 'connect' the pattern via overlaps.
  4. 00:10:870 (1,2,3,4) - Why are you suddenly changing the concept completely? And what are you emphasizing with 00:10:994 (2) - ? The drum on the blue tick is pretty weak but the white tick has the main melody. Same with 00:12:868 (1,2,3,4) - . Also the hitsounding is very weird due to the normal sampleset on blue. Fixed.
  5. 00:16:615 (1,2,3) - I get why you use 3/8 here but using 0.5x SV just makes it seem like all the other sliders in size which makes it pretty hard to read.
    It was done because I wanted to put emphasis on these notes in a unique way to compliment this part. They intentionally look like the other sliders as an aesthetic. I want them to compliment this part specially, but not look too obnoxious.
Now let's talk about the section starting at 00:30:104 - . It plays incredibly unnatural, is full of difficulty spikes and has some odd design choices.
  1. 00:32:102 (1,2,1,2,3,4) - Let's take this as an example. Why is suddenly the spacing between 00:32:601 (1,2) - and 00:32:851 (3,4) - so incredibly huge when it was small like 00:30:603 (1,2,3,4) - all the time. Also having so small 1/4 spacing there is pretty inconsistent too. Fixed. One double barely goes offscreen, so that particular one is staying the same, but the rest are fixed.
  2. 00:33:601 (1,1,1,1) - This is an extreme case of difficulty spike. You haven't used anything similar before and just throw it at the player within the last ten seconds without any indication or introduction to the pattern at all. If you want to use 1/8 here, you'd better go for something way simpler to understand, you just don't have the chance to introduce it properly here. Same for 00:37:098 (1,1,1,1) - Fixed the first point mentioned. Still not too sure about 00:37:098 (1,1,1,1) - as it serves as a finisher.
  3. 00:35:349 (1,2,3,4,5,6,1,1,2,3,1,1,2,3) - Similar situation with this, you never had such long streams before with consecutive high spacing like this. Also, if you really desire to keep it, please keep the streamjumps out of there or make them consistent. I adjusted the stream to be more compact to compensate for the length. The stream jumps are now bumps instead of jumps xppp
So yeah, I have huge concerns playability and consistency wise. The difficulty needs much more work.

[Gero's Insane]
  1. AR9 is way too high for the way you have mapped this. Try AR8.
  2. 00:08:622 (2,3,4,5,1) - I'm not sure if it's just me but this is an odd way to introduce largely spaced streams. Before at patterns like 00:05:874 (2,1) - you tap more like it's 1/2 and later at 00:17:864 (1,1) - you use regular spacing. For an introduction, I'd reduce it.
  3. 00:19:613 (1,1,1,1) - Same issue as in the highest difficulty, this is not introduced well at all. The movement is way too complex for something you have not seen yet at all. Same goes for the other ones like that.
  4. 00:31:603 (1,1,1,1,1) - Not a big fan of this NC spam here, it's pretty unnecessary.
  5. 00:34:975 (8,1) - What is this sudden streamjump? You have not done this anywhere else and it plays like it was placed by accident.
[Gerblun's Light Insane]
  1. Is there a specific reason for using OD6.8 instead of OD7 here? These are the stats one of the old gders had, I didn't bother changing it lol. It would be better off as 6 though.
  2. 00:18:114 (1,2,3,4) - Not really something huge there but to me it seems like this belongs to the same sounds you followed with 00:18:613 (1,2,3,4,1,2,3,4) - so it would make more sense to use smaller spacing here.
  3. 00:23:609 (1,2,3,4,1) - This is very out of place. The whole map has a pretty clear straight-forward structure and then you suddenly do such a complex pattern? I'd just space out the stream regularely.
The difficulty itself is fine but it could take some general polish. Also about 00:30:104 - I don't really see a reasoning for the different stream spacings as you use them interchangibly, so I assume they are just there for the sake of it. Fixed except for the one at 00:35:099 (1,2,3,4) - as I can't fit the kick sliders with the proper length.

[Irre's Hard]

Best difficulty in this set, good job! My only nitpick would be not to start the map off with a triple because it might be hard to hit correctly.

[Normal]
  1. 00:08:123 (1) - Quite picky, but I think you should get rid of this slidershape as you only used curved and linear ones in this section and there's nothing special here. Fixed
The biggest issue I have with this difficulty is the section starting at 00:30:104 - . From 00:31:103 - on it's just a chain of consecutive objects each 1/2 apart which is not advised to do. Also I'd recommend you to use bigger spacing here because barely touching objects look pretty weird because it feels like they should be spaced out. Fixed

[Easy]
  1. 00:30:104 (1,2,3,1,2,3,1,2,1,1) - has a similar issue as the Normal difficulty with it being just a continuous chain of 1/1 objects. I'd say it's even worse here because you just simply follow all the 1/1 ticks which makes it very boring. You even used 1/2 repeats before (e.g. 00:09:122 (2) - ) even though the section is less intense. Removed the easy as the normal was already below 2*
________________________

So as a conclusion, I want you to find more mods and rework the highest diff alot. Also the lower difficulties feel like they were mapped really fast and could improve greatly by adding more variety to make them stand out more.

Good luck o/
Thanks a lot. Appreciate the professional outlook.
_Meep_
doom
00:03:126 (1) - why nc lo, 00:02:127 (3) - this wasnt nced
00:06:124 (1) - same as above
00:07:123 (1) - same as above
u get the gist, now fix the others.
00:08:497 - add a note maybe
00:08:122 (1,2,1) - da hell are these aesthetics boi
00:05:374 (3,1) - 00:13:367 (1,2) - why are the NCs different?
just saying, this diff is so edgy my friends are dying of edge when testplaying
00:13:992 (2,1) - and 00:14:991 (2,1) - can u keep the distances between the sliders consistent at least?
00:28:230 (1) - Spinner feels very unnatural here because the previous few parts were mapepd out, yet this one is replaced by a spinner, i understand you're trying to point out that another part is coming, but i rather you use a more notable pattern using the gimmick presented in 00:20:112 - and 00:24:109 - in contrast to a spinner that feels out of place.
00:36:099 (1) - what is this random NC? I don't see a point of it being here. If it is for the drums, then why is 00:36:723 (1) - nc'd? doesn't make sense honestly
this diff is really messy in the way it handles gimmicks, try to be more consistent if you want to do something and dont make any rash changes to the rhythm or flow if its too unexpected

gero
00:36:099 (1,2,3,4,1,2,3,4) - wish you would copy the same pattern as you did 00:35:600 (1,1,1,1) - ,where the note spacings increase with the song, maybe make it vary, this is just my opinion though
00:21:861 (2) - this is loud af too
gjob boi i luv the diff

gerblun
00:03:875 (8,1) - I prefer you swap NCs, because at 8, the next 'tune' is being played, so it compliments the music more, this appears all over in the beginning of the song and its up to you to change it. 00:09:870 (1) - u even NC'd this one, why not the others?
00:16:115 (1) - ^^ this is why your NCs kind of get awkward
00:17:864 (1) - Lessen one repeat so you can give newbies more leeway?
00:21:860 (3,4) - this is way too fucking loud holy shit, at least change the volumes if you're emphasising different instruments on different diffs
00:28:105 (1,1) - the NCs are out of place because you didn't NC 00:20:112 (1,2,3,4,5,6) -





will sotp modding
m4m link posted in q
thanx
Topic Starter
Hollow Delta

_Meep_ wrote:

00:03:126 (1) - why nc lo, 00:02:127 (3) - this wasnt nced
00:06:124 (1) - same as above
00:07:123 (1) - same as above
u get the gist, now fix the others.
00:08:497 - add a note maybe
00:08:122 (1,2,1) - da hell are these aesthetics boi
00:05:374 (3,1) - 00:13:367 (1,2) - why are the NCs different?
just saying, this diff is so edgy my friends are dying of edge when testplaying
00:13:992 (2,1) - and 00:14:991 (2,1) - can u keep the distances between the sliders consistent at least?
00:28:230 (1) - Spinner feels very unnatural here because the previous few parts were mapepd out, yet this one is replaced by a spinner, i understand you're trying to point out that another part is coming, but i rather you use a more notable pattern using the gimmick presented in 00:20:112 - and 00:24:109 - in contrast to a spinner that feels out of place.
00:36:099 (1) - what is this random NC? I don't see a point of it being here. If it is for the drums, then why is 00:36:723 (1) - nc'd? doesn't make sense honestly
this diff is really messy in the way it handles gimmicks, try to be more consistent if you want to do something and dont make any rash changes to the rhythm or flow if its too unexpected

will sotp modding
m4m link posted in q
thanx

Applied all except last point. I'm limited with only 2 combo colors, so I was trying to find a way to contrast the drums while at least keeping both colors on screen. Usually this nc pattern would look ugly but for only 2 colors I think it fits.
Aistre
Hey, late mod I'm sorry ;;
[Doom]
  1. 00:08:621 (1) - Maybe a soft hitwhistle here? Not sure what you're emphasizing with the whitstle at 00:08:122 (1) - if you're not priotizing the foreground instrument changing in pitch.
  2. 00:09:371 (1,2) - Not a big fan of how this plays. The flow from 00:09:121 (1) - makes it awkward and unexpected since the linear flow isn't used any where else. It's also jaunting considering the player will get used to the sharper flow used before hand.
  3. 00:25:108 (1,2,3,4) - You could increase spacing / rotation here to represent the intensity change like 00:21:111 (1,2,3,4) -
  4. 00:33:601 (1,2,3,4) - This is a pretty mean pattern to represent with sliders when it's not expected, I slipped up here when playing.
  5. 00:35:474 (3,1) - Spacing could be increased since this is a more intense rhythm than 00:34:599 (1,2,3,4) - etc.
  6. 00:37:098 (1,2,1,2) - I'm not even sure if you're able to SS this
[Gero's Insane]
My main problem with this diff is that the pitch and intensity changes aren't properly represented in the map. The prominent use of stacking is okay but I think the execution of them could be more intuitive. For example, 00:05:375 (5) - can be easily differentiated as being different in intensity in the song, so it could be nice to properly represent it in the map.
  1. 00:09:372 (1,2,3) - Spacing vs. 00:13:368 (5,1,2) -
  2. 00:16:615 (1,2) - Maybe this should be decreasing in spacing because the rhythm is getting less intense
  3. 00:19:613 (1,1,1,1) - This sounds a lot like 1/4 rhythm in the song, maybe the sliderends should be silenced? This also applies to 00:23:610 (1,1,1,1) - and 00:27:606 (1,1,1,1,) - if you agree
[Gerblun's Light Insane]
  1. 00:24:233 (1) - Imo this spinner should be mapped but idk
[Irre's Hard]
Diff is fine

[Normal]
  1. 00:05:125 (2) - Missing normal sampleset hitwhistle
  2. 00:29:104 (3,4) - Hitsound volume here is really quiet for some reason
  3. 00:30:104 (1,2,1) - Not sure if it's just me or I didn't know this was 1/1 the first few times I played this.

gl
Topic Starter
Hollow Delta

Alphabet wrote:

Hey, late mod I'm sorry ;;
[Doom]
  1. 00:08:621 (1) - Maybe a soft hitwhistle here? Not sure what you're emphasizing with the whitstle at 00:08:122 (1) - if you're not priotizing the foreground instrument changing in pitch.
  2. 00:09:371 (1,2) - Not a big fan of how this plays. The flow from 00:09:121 (1) - makes it awkward and unexpected since the linear flow isn't used any where else. It's also jaunting considering the player will get used to the sharper flow used before hand.
    I.think.it's.okay.because.the.shortened.slider.before.the.red.notes.serves.as.an.antijump.This.pattern.would.be.a.lot.harder.if.the.slider.had.a.matching.length.because.there.were.no.breaks.
  3. 00:25:108 (1,2,3,4) - You could increase spacing / rotation here to represent the intensity change like 00:21:111 (1,2,3,4) -
  4. 00:33:601 (1,2,3,4) - This is a pretty mean pattern to represent with sliders when it's not expected, I slipped up here when playing.
  5. 00:35:474 (3,1) - Spacing could be increased since this is a more intense rhythm than 00:34:599 (1,2,3,4) - etc. 00:34:100 - here.is.where.the.beginning.of.the.kiai.loops.which.is.why.i.mapped.it.as.a.stream.instead.of.double-jumps
  6. 00:37:098 (1,2,1,2) - I'm not even sure if you're able to SS this Scaled.it.down.a.bit.but.kept.the.pattern.as.it.serves.as.an."epic.finisher"
[Normal]
  1. 00:05:125 (2) - Missing normal sampleset hitwhistle I.changed.the.hitsounds.a.bit.here.because.the.hitsounds.for.doom.don't.fit.together.with.normal.exactly
  2. 00:29:104 (3,4) - Hitsound volume here is really quiet for some reason
  3. 00:30:104 (1,2,1) - Not sure if it's just me or I didn't know this was 1/1 the first few times I played this. I.thought.the.amount.of.sliders.would.be.too.boring.so.I.went.for.a.contrast.from.the.start

gl

thanks.for.the.mod

no.reply.is.fix
yShadowXOP_
Ohaii :3

M4M ><
Doom:



  1. 00:02:626 (1,1,2) - i found it a bit uncomfortable to go from the slider (1) to the circle (1)
  2. 00:16:115 (1,2,1,2) - could it be sliders maybe? combines better with music than circles
  3. 00:28:355 (2) - additions soft?
  4. 00:37:347 (1,2) - in my opinion the flow looks better so https://puu.sh/yJQuD/d1243ea9bd.png



Gero's Insane:


  1. 00:34:975 (8,1) - lol the move is not a little overdone?


Gerblun's Light Insane


  1. 00:24:233 (1) - why not finish the spinner here? 00:25:857 -

for me the rest of the maps are great :P

Sorry for short mod :<
mindmaster107
Sorry im dumb and lost track of u.

[Doom]
00:24:109 (1,2,3,4,1,2,3,4) - This pattern I think is not enough to show off the build up. Maybe try a linear arrangement, or scale from very small to very large instead of large to slightly larger.

00:29:604 (1) - This doesn't feel like enough. I dunno how to fix it, but maybe spacing it more, or using a more crazy silder shape could work rrtyui style?

00:07:372 (4,1) - You never really spaced the fast sliders, so spacing them here feels out of place.
00:11:119 (3,1) - You never really had really small spacing on this pattern, so it feels too different.
Im not saying use the same pattern exactly, but not using the same spacing feels way too much difference between them.

00:31:602 (1,2,3,4) - 3 should still be spaced a bit, considering the spacing for 00:30:603 (1,2,3,4) is so bloody massive.

00:33:975 (4,1) - I seriously thing you should space this.

00:36:099 (1,1,2,3,1,1,2,3) - I am seriously confused why you would use a continuous accelerating stream, when you were perfectly happy with using normal spacing everywhere else.

00:37:098 (1,2,1,2,1) - This is too difficult to read. The 1/4 sliders could have been readable if you put them in this pattern ( 00:33:601 (1,2,3,4) - ) as you have done them before, but the unique pattern and the stream overlapping everything killed my reading.

00:37:347 (1,2) - The song begins to calm down on these two notes, which confuses me on why they are higher SV.

[Gero's Insane]
00:10:121 (1,2,3,4,5,1,2) - spacing confuses me. What instrument is the spacing following, cus for every large spacing it was used on both low and intense notes. 00:10:620 (3) - was on the peak of the instruments, and small spaced, and 00:11:620 (3) - sounds exactly the same but has large spacing. There could be something but Im not seeing it. The spacing has little contrast either, but that isn't as big of a problem.

00:12:869 (1,2,3,4,5) - Is it possible to have 3 be a 1/4 slder to space 5? The song really peaks here.

00:15:117 (1,2,3,4,5) - The song is clearly getting less intense, but you use the same spacing as before. I would space it less.
Topic Starter
Hollow Delta
will.respond.when.I.get.a.keyboard.later.today

placeholder

rip placeholder
Izzywing
dd hlacheold
Topic Starter
Hollow Delta

yShadowXOP_ wrote:

Ohaii :3

[box=M4M ><]
Doom:



  1. 00:02:626 (1,1,2) - i found it a bit uncomfortable to go from the slider (1) to the circle (1) I think it's fair as the speedup in the slider and the counter-clockwise circular motion encourages the speed and angle required to play it.
  2. 00:16:115 (1,2,1,2) - could it be sliders maybe? combines better with music than circles
    I feel Having regular sliders before the .5x sliders would influence how the player reads the pattern in a negative way, which is not my intent.
  3. 00:28:355 (2) - additions soft? It has sampleset soft which is the same thing xpp
  4. 00:37:347 (1,2) - in my opinion the flow looks better so https://puu.sh/yJQuD/d1243ea9bd.png No, because you flip the direction of the circular motion on an unexpected beat.
    I tend to bookmark where I flip directions, and flipping it here would be surprising. While it would fit because it's the 'epic finisher' for the purpose of making it play better the switch wouldn't improve it.

mindmaster107 wrote:

Sorry im dumb and lost track of u.

[Doom]
00:24:109 (1,2,3,4,1,2,3,4) - This pattern I think is not enough to show off the build up. Maybe try a linear arrangement, or scale from very small to very large instead of large to slightly larger. I feel the spacing and repetition gives off the build-up vibe as is. Increasing the spacing just for the sake of increasing spacing would tilt the star rating xp


00:29:604 (1) - This doesn't feel like enough. I dunno how to fix it, but maybe spacing it more, or using a more crazy silder shape could work rrtyui style? Not sure what you mean by tyui style xp. I think the pattern is okay though as the increase in sv gives off the rising tension alone.

00:07:372 (4,1) - You never really spaced the fast sliders, so spacing them here feels out of place. 00:02:127 (3,1) - 00:03:126 (3,1) - 00:04:125 (3,1) - 00:06:124 (3,1) - I spaced them all out what do you mean xp
00:11:119 (3,1) - You never really had really small spacing on this pattern, so it feels too different. It's slightly smaller for visuals, but it still plays similarily in the sense that it's circular.
Slight offsets in spacing typically look okay as long as they're similar to what has been established in previous repeated sections.

Im not saying use the same pattern exactly, but not using the same spacing feels way too much difference between them.

00:31:602 (1,2,3,4) - 3 should still be spaced a bit, considering the spacing for 00:30:603 (1,2,3,4) is so bloody massive. Not really, because if you listen to the consistent 1/4 you'll notice how the places where it 'shifts are different.
That's why I alternated between 1/4 jumps and streams because I wanted to add variety while keeping a consistent rhythm.


00:33:975 (4,1) - I seriously thing you should space this. Don't know why I should. It shares the same 1/4 spacing as 1-4 and has an NC to set it apart from that while stil remaining readable.

00:36:099 (1,1,2,3,1,1,2,3) - I am seriously confused why you would use a continuous accelerating stream, when you were perfectly happy with using normal spacing everywhere else. I mean, this part isn't really like any other. The contrast with the stream leading into the finish fits this part well because it's the most intense.

00:37:098 (1,2,1,2,1) - This is too difficult to read. The 1/4 sliders could have been readable if you put them in this pattern ( 00:33:601 (1,2,3,4) - ) as you have done them before, but the unique pattern and the stream overlapping everything killed my reading. With the predictable circular motion and limited color choices it should be clear how this pattern is played. I still think it's okay.

00:37:347 (1,2) - The song begins to calm down on these two notes, which confuses me on why they are higher SV. It sounds like the opposite to me. Having it increase in intensity makes sense as it serves as a finisher.
thx for mods guys
squirrelpascals
im still alive!!

placeholder
Topic Starter
Hollow Delta
2 bn placeholds

what is this
squirrelpascals

Bubblun wrote:

2 bn placeholds

what is this
I feel really bad for you so I'm here to save the day :D

Doom
00:29:104 - silencing a hitcircle / sliderhead is unrankable

• 00:10:870 (1,2,3) - 00:11:869 (1,2,3) - These 2 are a bit harder to play because of the increased spacing + how the doubles flow away from the jumps. Idk if this is intentional because some people like to make the map more difficult as it progresses. I would suggest at least using ctrl+g on the doubles

• 00:17:114 - maybe higher sv on this one to continue your concept, + exaggeration

• 00:30:853 (3,4,1) - 00:32:976 (4,1) - These ones look way overspaced, and these one 00:31:977 (4,1) - 00:33:975 (4,1) 00:35:973 (4,1) - look way underspaced because I know you really want to exaggerate that note. Can you find some sort of happy medium here or explain your concept? because i see a pattern ov overspaced, then underspaced, then over, under, etc

dGero
00:29:104 - silencing a hitcircle / sliderhead is unrankable

00:21:861 (2,1) - 00:25:858 (2,1) - These seem like strong notes, they feel underspaced when you look at the jumps before the timestamps + the incresing strength of the drums here

00:29:105 (1) - End this buzz slider on the blue tick before this to avoid unnecessary slider breaks

• 00:32:602 (1,2,1) - Flow here is kind of strange because its a linear jump after a bunch of angular jumps

• 00:34:975 (8,1) - This is the only time in the map you use a stream jump like this. Consistency error?

why tickrate 2 here? better off 1 imo, nothing technical about this map that calls for more intricate slider-following skills

collab light insane?
00:29:104 - silencing a hitcircle / sliderhead is unrankable

• 00:05:874 (6,7,1) - im sorry for my overly-pickiness, but move this down a little so the stack is an even distance from 00:05:374 (4,5) -

• 00:09:870 (1,2,1) - 2 nc's here is a bit unnecessary, remove one of them

• 00:12:119 (1,2,3,4) - pretty large spacing all the sudden for this difficulty

• 00:18:114 (1,2,3,4,1,2,3,4,1,2,3,4) - I can imagine this stream section being difficult for a player of this level, i highly suggest using a repeat slider somewhere here, or some sort of break. Also this note 00:24:109 (1) - is pretty difficult to read for someone that level too

irre
• 00:21:611 (1,1) - looks like a difficult combination of flow and spacing for a hard diff, same with 00:25:608 (1,1) - for spacing

nromal
• 00:29:104 - dropping the hitvolume to 3 here might be confusing for a normal. i only say this because ive seen beginners "mess up" from it xp

• ]00:29:104 - silencing a hitcircle / sliderhead is unrankableThis is the only time you use this 2 circle rhythm and it's the least dense pattern too. Can you change this into something like 00:33:102 (1,2) -

call me back :o
Topic Starter
Hollow Delta

squirrelpascals wrote:

Bubblun wrote:

2 bn placeholds

what is this
I feel really bad for you so I'm here to save the day :D

Doom
00:29:104 - silencing a hitcircle / sliderhead is unrankable fixed

• 00:10:870 (1,2,3) - 00:11:869 (1,2,3) - These 2 are a bit harder to play because of the increased spacing + how the doubles flow away from the jumps. Idk if this is intentional because some people like to make the map more difficult as it progresses. I would suggest at least using ctrl+g on the doubles That's actually something I didn't consider while mapping these. I simply saw the center point the circles created and that's what I built the patterns around, this helps with playability.
Applied for the first point, but kept the second point because having it reversed here actually makes it more circular and flowwy to play.


• 00:17:114 - maybe higher sv on this one to continue your concept, + exaggeration I don't think the concept fits here as that fast slider would fuck up the feel as the intensity dies down.

• 00:30:853 (3,4,1) - 00:32:976 (4,1) - These ones look way overspaced, and these one 00:31:977 (4,1) - 00:33:975 (4,1) 00:35:973 (4,1) - look way underspaced because I know you really want to exaggerate that note. Can you find some sort of happy medium here or explain your concept? because i see a pattern ov overspaced, then underspaced, then over, under, etc You are correct, and there is a pattern. I wanted to make each stream unique to play while still remaining consistent and accurate to the music.
For example, try listening to 00:30:603 (1,2,3,4) - and comparing to 00:31:602 (1,2,3,4) - they both have that shift on the 3rd note, but the difference is the high pitched noise dies down with each note, unlike the first point where the noise peaks at the 1 and 3 and lowers at 2 and 4.

dGero
00:29:104 - silencing a hitcircle / sliderhead is unrankable I'm just gonna fix this one for gero xp

00:21:861 (2,1) - 00:25:858 (2,1) - These seem like strong notes, they feel underspaced when you look at the jumps before the timestamps + the incresing strength of the drums here

00:29:105 (1) - End this buzz slider on the blue tick before this to avoid unnecessary slider breaks

• 00:32:602 (1,2,1) - Flow here is kind of strange because its a linear jump after a bunch of angular jumps

• 00:34:975 (8,1) - This is the only time in the map you use a stream jump like this. Consistency error?

why tickrate 2 here? better off 1 imo, nothing technical about this map that calls for more intricate slider-following skills

collab light insane?
00:29:104 - silencing a hitcircle / sliderhead is unrankable

• 00:05:874 (6,7,1) - im sorry for my overly-pickiness, but move this down a little so the stack is an even distance from 00:05:374 (4,5) -

• 00:09:870 (1,2,1) - 2 nc's here is a bit unnecessary, remove one of them

• 00:12:119 (1,2,3,4) - pretty large spacing all the sudden for this difficulty

• 00:18:114 (1,2,3,4,1,2,3,4,1,2,3,4) - I can imagine this stream section being difficult for a player of this level, i highly suggest using a repeat slider somewhere here, or some sort of break. Also this note 00:24:109 (1) - is pretty difficult to read for someone that level too

irre
• 00:21:611 (1,1) - looks like a difficult combination of flow and spacing for a hard diff, same with 00:25:608 (1,1) - for spacing

nromal
• 00:29:104 - dropping the hitvolume to 3 here might be confusing for a normal. i only say this because ive seen beginners "mess up" from it xp Bumped up volume a bit.

• ]00:29:104 - silencing a hitcircle / sliderhead is unrankableThis is the only time you use this 2 circle rhythm and it's the least dense pattern too. Can you change this into something like 00:33:102 (1,2) - Fixed

call me back :o
Thanks a lot squirrel-boy
Irreversible

timemon wrote:

[Irre's Hard]
00:02:877 (5,6) - both slider ends should be clickable i believe that this kind of rhthm is more appropriate for a hard diff. feels fitting to the song too :p
00:10:870 (5,6) - ^ same

00:27:606 (2,3,4,5,6) - this shape might confuse newbie players as the diff is only 2.7* but that pattern is quite complex opened it a bit more
00:34:600 (1,2,1,2) - both get the same spacing emphasis when 00:35:101 (1) - is quite the stronger sound i do see your concern, but the thing really is im not thinking in one part here, i'm taking the whole section into consideration, and this is why my pattern makes more sense to have it consistently like this.
thanks! :3

Fursum: fixed

Pika: 1) Not fixed, seems too dense for a hard diff. 2) Fixed. 3) Adjusted slightly already.

HW 0.0 fixed!

Mao: i kept the triplet, thanks for the praise tho

squirrel: fixed

Thanks to everyone!

http://puu.sh/yRynO/62365bdc90.txt
Topic Starter
Hollow Delta
updated
squirrelpascals
waiting on Gero then
Topic Starter
Hollow Delta
xpp sorry should've let you know

Applying Gero's mods.

I backed up Gero's diff if we ever have to revert the changes.

V Look in here if you've modded Gero's diff before V
SPOILER
Kisses: I shortened it to the 1/8 tick, but anywhere shorter I feel would end too abruptly.

It looks nice xpp. I shortened the HP to compensate


timemon: I'm not sure what I'm looking for. Relative to what exactly makes the circle look 'off'?

^

For the mapping style chosen, no focus is put on that first beat, so this pattern still works.

It's 1/4 weirdo xp. The clumped style fits for stream-based concepts.

^

Removed


Fursum: I feel the spacing still fits. It's slightly larger to compliment the stronger beats. Consdiering the fact this is the diff before the final diff which features 1/4 jumps, this pattern fits relative to the spread.

Not exactly. No important sounds are being skipped, so there's no issue consistency wise. Having a completely different pattern would be more surprising to play.



[[Pika]]: fixed

I'm not sure what you mean here. If it's about the rhythm it's simplified, but it still works. To keep the spread even you can't throw streams in every spot there's 1/4.

1/4 jumps fit for this particular insane because that's what the spread is built around. It better builds up to the final diff, which is also built around 1/4 jumps.

You can't just increase sv in every spot you can, especially in an Insane who's purpose is to fill in a spread. It's limited to what can be done xp

^

^

There is 1/8, it's just very subtle. Gero's 'imagination' has nothing to do with your hearing.

It's because the 1/4 covers multiple layers. Using NCs, Gero's contrasted these differences so as to bring out all the layers when they're most prominent. Here there's a layer that's rising, so the nc pattern and increased spacing fits.


Sotarks: Contrasts the slightly-rising layer from the basic 1/4 rhythm. Justifies the spacing.


Hollow Wings: Fixed in one of the other mods xpp

I feel the Nc spam actually better fits the intensity of the hits. It contrasts these from the basic stream.

Fixed


Mao: Decided to keep it at 9, as I feel with the simplified rhythm and the increased density in the 2nd half of the song is 'cushioned' by the higher ar.

I'm not sure what I'm looking for here. The last 2 points mentioned seem to be different parts of the song (As in, different snappings) the second points uses smaller spacing because it's 1/8, and larger for 1/4 in the first point, so I'm not sure what the problem is.

Since everyone is pointing this out, check out the very bottom of the mod for a general response.

Not exactly, I feel it contrasts the 'rising intensity 1/4' over the basic 1/4 rhythm.

Fixed in HW's mod.


_Meep_: They're different sounding 1/4, so I don't think using the same concept would be any better.

but it fits xpp


Alphabet: I went over this in a few other mods, so I think the goal Gero was aiming for was to simplify the diff to better fit the spread. Increasing the difficulty where the pitch changes would've probably made the diff too hard for the spread.

already fixed in a previous mod.

I'm not sure the visual effect would work in reverse like that. They're close enough to not play like they're increasing, so I feel it's okay.

Fixed


yShadowXOP_: Already fixed in previous mod


mindmaster107: fixed in previous mod

I think Gero was going for a more simplified approach to better fit the spread, so for now I'm keeping this.

Fixed this in previous mod as well


squirrelpascals: I feel Gero kept the spacing low to better transition from the diff spike. Because of that I feel this spacing works.

I ended it on the 1/8 only because anything below that I felt ended too abruptly.

I feel it still fits the idea because the linear jump is only on 00:32:852 (2) - and it serves as an antijump to better contrast the new measure.

Fixed in earlier mod.

Good point xpp. Fixed.


V Also Collab Diff response V
SPOILER
Fursum: Fixed


[[Pika]]: For teh way Gero placed the Anchors, it's still straight-forward. In other words; it's okay.

I think it's okay. I can't think of any simpler way to map it without making it more confusing. Because of slider leniency it plays like 1/2 rhythm so it'd be hard to mess up.

It's intuitive to play streams in 5s as established by the fact that the emphasis is always on the 5th note when it comes to the streams in this diff, so even if it's not clear, it's still implied it's there because of repetition.


Sotarks: I removed the NC at 00:10:120 - we need the NC on the note you pointed out because the red is used to represent diff spikes, which that note is not.

I feel the overlap isn't that unfair because it's a strong beat, so it's not unorganized that it's not as clear to see.

Changed up slightly where it's consistent, but kep the NC on the circular stream as that's where contrast belongs.


Mao: I noticed this too, but I think it's so the stream can actually fit on screen xp

Done


_Meep_: Keeping as is because the NC fits on the stronger beat. Like you said, it still works.

No I still feel it's okay. It compliments the different measures while complimenting the extra emphasis on the first note.

done

I think it's okay xpp. It doesn't sound that loud to me

It's a different pattern, so the NC pattern doesn't have to be exactly the same. For the case of the slightly increasing SV the NCs are necessary.


Alphabet: xp


squirrelpascals: fixed

fixed in earlier mod

I feel the visual distance and the intensity justifies the spacing. Because of the angle and the structure it doesn't play as hard as the red notes.

For 120bpm I feel the maximum length of the stream can be debated to be larger, so I feel it's okay here because of that. Also fixed weird stream in Mao's mod.
squirrelpascals
i agree with that concept for the spacing on the doubles in the top diff.

we also got all the new required files for the skin. lets give it a try :)
Topic Starter
Hollow Delta
Izzywing
doom -
00:37:098 (1,2,1,2) - not really a fan of this, it's a finisher yeah, but it's also a sliderstream essentially, and with that slider velocity it is quite difficult to land without dropping slidertails. lower the SV a bit imo

rest seems fine, worth giving it a shot
Topic Starter
Hollow Delta
applied
Izzywing
p/5726768 metadata
Gero
Congratulations, and thanks for the fixes on my collab's part/difficulty. But as I told you in game, ask a GMT or a QAT to remove that "CanadianBaka" from tags. In any case it must be "Canadian_Baka" cause that's his current username.
Izzywing
i had a full brain fart when checking tags because I remember canadianbaka being in the set a few months ago so I didn't think of it when I saw it in the tags. Sorry about that...

Bubblun ask a QAT if you can fix it with their DQ. Even if canadianbaka is in the descrition he needs to be in the actual ranked set to make it to the tags
Gero
It's not necessary to Disqualify the set as far as I know, because they can just delete that tag via online as they did it in this case. But up to them to be honest. I mean it would still appear in game, but not longer online.
Topic Starter
Hollow Delta
I'll ask around tomorrow, but atm I'm calling it a night. Thanks for letting me know
Ashton

Hobbes2 wrote:

i had a full brain fart when checking tags because I remember canadianbaka being in the set a few months ago so I didn't think of it when I saw it in the tags. Sorry about that...

Bubblun ask a QAT if you can fix it with their DQ. Even if canadianbaka is in the descrition he needs to be in the actual ranked set to make it to the tags
This clearly shows how powerful I am. I dodged being removed from tags. Hahahahhahaha!
Ascendance
removed canadianbaka from online tags
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