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Jun Ishikawa - Toki Meguru Ginga Saikyou no Senshi

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Topic Starter
Hollow Delta

Shiirn wrote:

please don't respond to mods like that. it's really horrible.
Yea you're right. I should go back and fix it.
Mir
No kudosu, part two of mod.

[ Extra]
  1. 00:09:129 (1,2,3,4,1,2,3,4) - So I got HighTec to playtest these squares and they played awfully, which I can kind of understand. I think this 1/4 jump is just too big and they play too harshly. Maybe lower the distance or something.
  2. 00:17:952 (1,1,1,1) - This is what I meant for the insane. You use NC spam for 1/4 for "visual effect" but then use it for readability's sake when you do this 1/3 00:39:129 (1,1,1,1,1,1,1) - without any reverse sliders. That leads to misreading and is a misuse of NC spam in the first place. Remove it for visual effect for both this diff and the insane for this reason.
  3. 00:45:835 (2) - Strong beat on slider end? // 00:46:452 (2) - 00:43:364 (3) -

[ Ultimatum]
  1. 00:09:129 (1,2,3,4,1,2,3,4) - Yeah these also played bad since the flow is like... lol. If you're gonna do 1/4 streamjumps that are like 1/3 of the screen you need to make it flow (actually I just wouldn't do it at all but eh) well otherwise it's just not playable.
  2. 00:17:952 (1,1,1,1,1) - Same issue with Extra. 00:39:129 (1,1,1,1,1,1) - // 00:23:952 (1,1,1,1) -
  3. 00:21:482 (1,2,3) - Could make visual spacing more even. http://i.imgur.com/2JPlqRp.png
  4. 00:29:600 - SV in relation to spacing is too low. You have to wait for your cursor on top of the next doubles to hit them properly. You need more spacing here in general for this to play smoother atm it plays really badly.
  5. 00:35:070 (2,1) - Overlap better? http://i.imgur.com/QYOQtfl.png
  6. 00:35:511 (2,3,4) - Visual distance could be improved. http://i.imgur.com/FZbB3W5.jpg
  7. 00:36:658 (7) - What is this streamjump emphasizing? It should just be part of the stream, not for aesthetic's sake.
  8. 00:40:894 - From here the map becomes an unplayable mess and just isn't passable the way you mapped it. https://puu.sh/vehwN/76514fcdae.osr <- Replay from HighTec. He has 2k combo on Boogie so he can at least play technical maps. And he had this to say about it http://i.imgur.com/urs1hBl.png

    The flow is too angular and the AR actually is too low for this to be readable. If anything to fix this you need to make this area flow circular like this: http://i.imgur.com/f8KSaem.png or it's just not playable. See rrtyui's "Exit This Earth's Atomosphere" for reference.
Topic Starter
Hollow Delta

Mir wrote:

No kudosu, part two of mod.

[ Extra]
  1. 00:09:129 (1,2,3,4,1,2,3,4) - So I got HighTec to playtest these squares and they played awfully, which I can kind of understand. I think this 1/4 jump is just too big and they play too harshly. Maybe lower the distance or something. Messed with it a bit.
  2. 00:17:952 (1,1,1,1) - This is what I meant for the insane. You use NC spam for 1/4 for "visual effect" but then use it for readability's sake when you do this 1/3 00:39:129 (1,1,1,1,1,1,1) - without any reverse sliders. That leads to misreading and is a misuse of NC spam in the first place. Remove it for visual effect for both this diff and the insane for this reason. Fixed
  3. 00:45:835 (2) - Strong beat on slider end? // 00:46:452 (2) - 00:43:364 (3) - The note it lands on is of similar strength to the one it starts on, so it should be okay.

[ Ultimatum]
  1. 00:09:129 (1,2,3,4,1,2,3,4) - Yeah these also played bad since the flow is like... lol. If you're gonna do 1/4 streamjumps that are like 1/3 of the screen you need to make it flow (actually I just wouldn't do it at all but eh) well otherwise it's just not playable. Considering how this diff is completely mapped around 1/4 jumps it should be fine for this one.
  2. 00:17:952 (1,1,1,1,1) - Same issue with Extra. 00:39:129 (1,1,1,1,1,1) - // 00:23:952 (1,1,1,1) - Fixed
  3. 00:21:482 (1,2,3) - Could make visual spacing more even. http://i.imgur.com/2JPlqRp.png ^
  4. 00:29:600 - SV in relation to spacing is too low. You have to wait for your cursor on top of the next doubles to hit them properly. You need more spacing here in general for this to play smoother atm it plays really badly. This didn't seem like an issue to any of the test players. I'll keep it in mind.
  5. 00:35:070 (2,1) - Overlap better? http://i.imgur.com/QYOQtfl.png Done
  6. 00:35:511 (2,3,4) - Visual distance could be improved. http://i.imgur.com/FZbB3W5.jpg This really just seems like an alternative. It doesn't seem any better or worse visually or in playability.
  7. 00:36:658 (7) - What is this streamjump emphasizing? It should just be part of the stream, not for aesthetic's sake. There was a 1/1 beat there I paused at to transition into the triplets.
  8. 00:40:894 - From here the map becomes an unplayable mess and just isn't passable the way you mapped it. https://puu.sh/vehwN/76514fcdae.osr <- Replay from HighTec. He has 2k combo on Boogie so he can at least play technical maps. And he had this to say about it http://i.imgur.com/urs1hBl.png
    replay is kinda irrelevant now cause I'm updating it lol but we already discussed this.
    The flow is too angular and the AR actually is too low for this to be readable. If anything to fix this you need to make this area flow circular like this: http://i.imgur.com/f8KSaem.png or it's just not playable. See rrtyui's "Exit This Earth's Atomosphere" for reference.
Spork Lover
Placeholder for mod (Will be done when I wake up tomorrow, sorry for late)

Eks dee <3 M4M return, sorry for late :D

General

Looked at stuff, and didn't find anything (except for the off-screen object on the easy)

Easy


00:16:541 - I would add a note here, since "recovery before a spinner starts" isn't a thing x]
00:31:011 (2,1) - I would make something else with this overlap, since it doesn't really do much atm. You can still make it chaotic without making it reading based (https://osu.ppy.sh/ss/7804564 )
00:39:482 (2) - a lot of this slider is pretty cramped up in the bottom and is overlapping the hiterror line (which is a guideline, and should be followed to easies imo)
00:43:011 (1) - Off-screen xd

normal is incomplete, so not modding that ^^

Hard

00:23:952 (1) - The hitsound volume should be increased, as the song is a lot easier to hear the sounds on in this section (It also looking weird, 'cause the sound you follow isn't 1/4)
00:40:188 (1,1) - Making some Ctrl+G stuff so they are similar, or something like https://osu.ppy.sh/ss/7804586 this to make it feel a little more linear?

Insane

00:09:747 (5,1) - Since you use a disconnect here, maybe use it more often on stuff like 00:18:217 (4,1) - too?
00:18:305 (1,2,3,4,5,6,1,1,2,3,4,5,6,1,2,3,4,1,2,1) - I feel like there should be a few more clap hitsounds overall here. I only hear 2 I think, and the song still counts for a few more i think
00:49:717 (1,2) - I'd switch NC to make the NC happen on the mid-way on the measure instead (It's also a stronger beat than the prior).

Extra

00:18:217 (4,1) - same for this as the insane, since it's used even more here (if not, I'd make some descending spacing stuff or something xd)
00:36:658 (3,1) - switch NC 'cause downbeat
00:40:541 (3) - NC since you NC'ed 00:36:305 (1) -
00:49:717 (1,2) - same as insane

Ultimatum


00:17:600 (1,2,3,4) - You are asking the player to snap here unless he stays still (which really sucks if you try this with HR xd Maybe a square is better here?)
00:39:129 (1,1,1,1,1,1) - hmm, I'd probably advice you to use the same spacing for all 6
00:49:717 (1,2) - lul
00:52:541 (3) - inconsistent NC with extra

I feel like the chaotic nature of the easier difficulties will make those early diffs hard to pass through the ranking process (or rather, I don't think BN's would agree to them xd)

Good luck though dude ^^
Topic Starter
Hollow Delta

Spork Lover wrote:

Placeholder for mod (Will be done when I wake up tomorrow, sorry for late)
You sock
Topic Starter
Hollow Delta

Spork Lover wrote:

Placeholder for mod (Will be done when I wake up tomorrow, sorry for late)

Eks dee <3 M4M return, sorry for late :D

No reply = Fix

General

Looked at stuff, and didn't find anything (except for the off-screen object on the easy)

Easy


00:16:541 - I would add a note here, since "recovery before a spinner starts" isn't a thing x] It helps to prepare the player for the spinner.
00:31:011 (2,1) - I would make something else with this overlap, since it doesn't really do much atm. You can still make it chaotic without making it reading based (https://osu.ppy.sh/ss/7804564 )
00:39:482 (2) - a lot of this slider is pretty cramped up in the bottom and is overlapping the hiterror line (which is a guideline, and should be followed to easies imo)
00:43:011 (1) - Off-screen xd

normal is incomplete, so not modding that ^^

Hard

00:23:952 (1) - The hitsound volume should be increased, as the song is a lot easier to hear the sounds on in this section (It also looking weird, 'cause the sound you follow isn't 1/4)
00:40:188 (1,1) - Making some Ctrl+G stuff so they are similar, or something like https://osu.ppy.sh/ss/7804586 this to make it feel a little more linear?
Doing that would create a difficult antijump, so no change.

Insane

00:09:747 (5,1) - Since you use a disconnect here, maybe use it more often on stuff like 00:18:217 (4,1) - too? This is a different part, and it's also of a different intensity, so the concept doesn't need to be here.
00:18:305 (1,2,3,4,5,6,1,1,2,3,4,5,6,1,2,3,4,1,2,1) - I feel like there should be a few more clap hitsounds overall here. I only hear 2 I think, and the song still counts for a few more i think
00:49:717 (1,2) - I'd switch NC to make the NC happen on the mid-way on the measure instead (It's also a stronger beat than the prior).

Extra


00:18:217 (4,1) - same for this as the insane, since it's used even more here (if not, I'd make some descending spacing stuff or something xd) Same reason as before, since the song dies down it's unsupported.
00:36:658 (3,1) - switch NC 'cause downbeat It separates the 2 rhythms, so I'll just keep both colors there.
00:40:541 (3) - NC since you NC'ed 00:36:305 (1) -
00:49:717 (1,2) - same as insane

Ultimatum


00:17:600 (1,2,3,4) - You are asking the player to snap here unless he stays still (which really sucks if you try this with HR xd Maybe a square is better here?) The map is built around these, so the player should know how to hit these by now.
00:39:129 (1,1,1,1,1,1) - hmm, I'd probably advice you to use the same spacing for all 6 The stream isn't consistent, so the dive in the spacing is accurate. Reason I didn't do it in the other diffs is because I thought it was too complex for said diffs.
00:49:717 (1,2) - lul
00:52:541 (3) - inconsistent NC with extra


I feel like the chaotic nature of the easier difficulties will make those early diffs hard to pass through the ranking process (or rather, I don't think BN's would agree to them xd) Yea it sucks. Not stopping me though

Good luck though dude ^^
Thanks for the mod
-Keitaro
heyo M4M

[Spread]
1.91* to 3.47* kek, add a diff around 2.5*

[Easy]
00:12:306 (4,3) - Stack them up?
00:16:541 - Add a circle, I guess to follow the previous pattern.
00:38:070 (1) - I dont know if this shape will work, considering 00:39:482 (3) - might broke the aesthetic. Something like this could be better.
00:42:658 (3,1,2) - These seems a bit, offbeat? while 00:43:011 (1) - might end 00:43:364 and 00:43:805 (2) - starts 00:43:717.
00:45:835 (1) - I believe most people will not ready for this spinner :/

[Normal]
00:00:305 (1) - starts 00:00:129
00:17:600 (1) - Aren't this too fast for Normal?
00:31:011 (1) - This might be moved to x:232 y:236 becouse of the sharp angle in 00:30:305 (3,1) - its up to you too.
00:41:247 (2,2,1) - why try to use straight slider? before this you mostly use curve sliders
00:43:011 (1) - if you still want to keep this, please fix the shape.

[Hard]
tbh AR 8 is still too slow but its hard :<
00:09:129 (2,3) - hmm, to hard imo for a Hard diff or just add a reverse so it will be the same as 00:09:482 (4) -
if you still want to keep it, 00:13:364 (3) - fix this.
00:16:894 (4,5,6) - Move this a bit far so it will not overlap 00:16:011 (2) -
00:39:835 (1) - its 1/3 :3

To be honest this looks like a 4* diff.

[Insane]
00:11:952 (1,2,3,4,1) - follow 00:09:129 (1,2,3,4,5) - for consistency?
00:20:423 (5,6,1) - are you trying to create a triangle? if yes fix plz
00:39:482 (2,3) - repeat 00:39:129 (1,4) - for consistency :3
00:46:717 (2) - move this around x:64 y:128 for a perfect triangle

[Extra]
ooo fast :3

00:14:070 (1) - place this around x:152 y:216 for consitent spacing with 00:13:364 (1,3) -
00:21:482 (1,2,3) - still not the same spacing, a bit right and down, yeah, nazi :p
00:31:364 (2,3) - Create a triangle with 00:30:747 (7,8) - ?
00:39:923 (2,3,4,1) - why not same spacing?
00:44:864 (3,4) - becouse 00:42:217 (3,4) - is stacked, maybe stack them too?

Sorry cant mod last diff, a bit confused with AR9.7 kek xD

anyway gl!
Topic Starter
Hollow Delta

Error- wrote:

heyo M4M

[Spread]
1.91* to 3.47* kek, add a diff around 2.5* rip me

[Easy]
00:12:306 (4,3) - Stack them up? Fixed
00:16:541 - Add a circle, I guess to follow the previous pattern. I don't see how that's any better than the spinner. The spinner rn covers more of the song than a hitcircle could.
00:38:070 (1) - I dont know if this shape will work, considering 00:39:482 (3) - might broke the aesthetic. Something like this could be better. Fixed
00:42:658 (3,1,2) - These seems a bit, offbeat? while 00:43:011 (1) - might end 00:43:364 and 00:43:805 (2) - starts 00:43:717. That's because the sound I mapped is 1/4. This is a simplified way to map 1/4 while staying readable. To a player of this level they'll read it as 1/2 spacing.
00:45:835 (1) - I believe most people will not ready for this spinner :/ It's long, and it's the final spinner, so it's a good finisher.

[Normal]
00:00:305 (1) - starts 00:00:129 Fixed
00:17:600 (1) - Aren't this too fast for Normal? It's just barely the minimum required time, so it should be okay.
00:31:011 (1) - This might be moved to x:232 y:236 becouse of the sharp angle in 00:30:305 (3,1) - its up to you too. I don't see it any better, so no change.
00:41:247 (2,2,1) - why try to use straight slider? before this you mostly use curve sliders Because this is the kiai. I use sharp, technical sliders to compliment the aggression.
00:43:011 (1) - if you still want to keep this, please fix the shape. I don't understand what's wrong with it. It's offcentered because it's unique, and it's node lines up with the tick, so it's complimentary.

[Hard]
tbh AR 8 is still too slow but its hard :<
00:09:129 (2,3) - hmm, to hard imo for a Hard diff or just add a reverse so it will be the same as 00:09:482 (4) -
if you still want to keep it, 00:13:364 (3) - fix this. I've decided I'll rename this to Light Insane and map an actual 'Hard' diff, so keeping this for now. Also it's a unique part of the song, so they don't need to be consistent.
00:16:894 (4,5,6) - Move this a bit far so it will not overlap 00:16:011 (2) - Fixed
00:39:835 (1) - its 1/3 :3 No, this is 1/4. The rest however is 1/3 though.

To be honest this looks like a 4* diff. Yea you're right so I figure I'll give the diff a proper name.


[Insane]
00:11:952 (1,2,3,4,1) - follow 00:09:129 (1,2,3,4,5) - for consistency? It's a good buildup for the diff spike, so no change.
00:20:423 (5,6,1) - are you trying to create a triangle? if yes fix plz What was I thinking?.. fixed
00:39:482 (2,3) - repeat 00:39:129 (1,4) - for consistency :3 I adjusted the pattern slightly, but the rhythm stays the same as it's accurate.
00:46:717 (2) - move this around x:64 y:128 for a perfect triangle Fixed

[Extra]
ooo fast :3

00:14:070 (1) - place this around x:152 y:216 for consitent spacing with 00:13:364 (1,3) - The slightly extra spacing is fine as it's a hitcircle with extra exaggeration than the sliders.
00:21:482 (1,2,3) - still not the same spacing, a bit right and down, yeah, nazi :p
I didn't like the way my own pattern looked so I changed it to a stack lol

00:31:364 (2,3) - Create a triangle with 00:30:747 (7,8) - ? Fixed
00:39:923 (2,3,4,1) - why not same spacing? Because it goes from 1/3 to 1/4, so the spacing will decrease.
00:44:864 (3,4) - becouse 00:42:217 (3,4) - is stacked, maybe stack them too?
No, because the circle hear has a more distinct beat, so it'll stick out more.


Sorry cant mod last diff, a bit confused with AR9.7 kek xD lol

anyway gl!
BOUYAAA
hi
I try not to repeat myself too much so things might apply in several places
i'm not az fan of the combo colors


easy :

00:08:423 (3,1) - current positioning implies that 1 is clickable on it's tail. I recommend easy difficulties stay as readable as possible so putting the object like that https://puu.sh/vHGjz/9722934ffa.jpg is probably better since ambiguity is left out

00:11:247 (3,4,1) - same, i wouldn't assume beginners will be able to read 4 ast the next object here

00:16:894 (1) - rythm doesn't change and yet you decide to map a spinner. song doesnt justify it at all to me

00:27:482 - prominent sound you ignore for some reason. You mapped both others so map all of them

00:29:600 (1,3) - the whole mapping field is open and you force overlaps, idk dude

00:39:129 (2,3) - 00:44:952 (2,3) - why stack?

00:45:835 (1) - same remark as before, spinner is not justified here, the rythm of the section doesn't change in anyway

normal :


00:11:247 (1) - objects are far apart in the timeline but still this could be very easily misinterpreted

00:37:011 - part of the main melody but for some reason this is left out. also flow and readability wise this is lol 00:36:658 (4,5) -

00:38:600 (2,3) - flow pls, your slider is pointing away from this object

00:40:188 (5,6,2) - why overlap. like rn the next logical object to click after that stack is the end of the slider. They are on the screen at the same time too

00:43:011 (1,2,3) - 00:43:011 (1,2,3) - 1 points at 3's end thus making it less intuitive and hard to read


hard :


There are alot of things that I disagree with in this diff
At that bpm, kickslider patterns are something you usually encounter in higher insanes and extras. things like 00:09:129 (2,3) - are very counterintuitive and certainly not fit for this diffivclty level
the diff is still kinda cluttered for the skill level it's aiming at imo 00:14:070 (1,2,3,4) - entangled patterns like this one are still a pain to read at low ar. If you're not convinced you could still ask a random #400k-#300k player and see if he's able to get through, might just be me after all

00:11:247 (1,1) - why do you follow 3/4 rythm and suddently 1/2
Same here 00:14:070 (1,1) - 1/1 seems the most logical one here

00:17:600 (1) - 1/4 repeating sliders are probably more suited to represent individual 1/4 beats that a spinner don't you think?

Insane :


00:07:276 (1,1,1) - I don't quite get the nc spam. Imo it's not needed. Same for other diffs.
00:07:541 (1) - also seems to be quite inconsistent 00:09:129 (1) - here you should nc 00:08:952 (2) - to follow what you did in the first measure
sometimes you do weird things like single note nc 00:12:658 (1,1) -

00:20:070 - why not map this note as a filler same question for next iterations lol

00:41:600 (8,9) - idk if this is due to me alternating everything but this is very hard to play for me. I'd suggest you space the stacked note out so that it's easier to get what's happening here


Extra :


00:11:247 (1) - imo this should be spaced further. the beat the slider is mapped to is strong compared to it's predescessors (new phrase). There is no reason for it to be closer than 00:10:541 (1) -

00:19:011 (3,4) - why break flow here? The slider is mapped to a super weak beat. I'd suggest you ctrl g that

00:24:129 (1) - no reason to separate those either imo, there is no beat there si a simple buzz slider would represent that better

Ultimatum :

This is a bit hard for me tbh, not sure i'll give you meaningful comments lol
most of it seems fine though idk

I hope everythign makes sense. Gl!
Topic Starter
Hollow Delta

BOUYAAA wrote:

hi
I try not to repeat myself too much so things might apply in several places
i'm not az fan of the combo colors


easy :

00:08:423 (3,1) - current positioning implies that 1 is clickable on it's tail. I recommend easy difficulties stay as readable as possible so putting the object like that https://puu.sh/vHGjz/9722934ffa.jpg is probably better since ambiguity is left out I don't think it's an issue as at this low of an ar as it's easy to see the slider unwrap out of it's head.

00:11:247 (3,4,1) - same, i wouldn't assume beginners will be able to read 4 ast the next object here There's different coloring an numbering, so again I don't think this is an issue.

00:16:894 (1) - rythm doesn't change and yet you decide to map a spinner. song doesnt justify it at all to me This was done to map the stuff at 00:17:600 - only reason I extended it was so it's easier to play.

00:27:482 - prominent sound you ignore for some reason. You mapped both others so map all of them Done

00:29:600 (1,3) - the whole mapping field is open and you force overlaps, idk dude It's circular and the distance on the timeline is decent, so it shouldn't be an issue.

00:39:129 (2,3) - 00:44:952 (2,3) - why stack? For contrast. They're not the same parts.

00:45:835 (1) - same remark as before, spinner is not justified here, the rythm of the section doesn't change in anyway Just a simplified way to map all the chaotic stuff here again.

normal :


00:11:247 (1) - objects are far apart in the timeline but still this could be very easily misinterpreted I don't see how.

00:37:011 - part of the main melody but for some reason this is left out. also flow and readability wise this is lol 00:36:658 (4,5) - 5 is aiming in the direction of 4, so for this case it's still intuitive.

00:38:600 (2,3) - flow pls, your slider is pointing away from this object For this case no, because of the follow circle the player will play the cornered slider as if it were a straight one.

00:40:188 (5,6,2) - why overlap. like rn the next logical object to click after that stack is the end of the slider. They are on the screen at the same time too They're overlapped because the song builds up for the kiai.

00:43:011 (1,2,3) - 00:43:011 (1,2,3) - 1 points at 3's end thus making it less intuitive and hard to read Fixed



hard :


There are alot of things that I disagree with in this diff
At that bpm, kickslider patterns are something you usually encounter in higher insanes and extras. things like 00:09:129 (2,3) - are very counterintuitive and certainly not fit for this diffivclty level
the diff is still kinda cluttered for the skill level it's aiming at imo 00:14:070 (1,2,3,4) - entangled patterns like this one are still a pain to read at low ar. If you're not convinced you could still ask a random #400k-#300k player and see if he's able to get through, might just be me after all I talked about this diff with the previous modder, I'm renaming it to Light Insane so the concepts are more fitting and am mapping another Hard right now

00:11:247 (1,1) - why do you follow 3/4 rythm and suddently 1/2
Because the song isn't consistent at this part. It alternates between 2 similar, but different rhythm, so I compliment that by alternating as well.

Same here 00:14:070 (1,1) - 1/1 seems the most logical one here Fixed

00:17:600 (1) - 1/4 repeating sliders are probably more suited to represent individual 1/4 beats that a spinner don't you think? Nah the spinner still fits as it covers all of them anyway.

Insane :


00:07:276 (1,1,1) - I don't quite get the nc spam. Imo it's not needed. Same for other diffs. They're changing slider velocities, so the nc is to compliment that.
00:07:541 (1) - also seems to be quite inconsistent 00:09:129 (1) - here you should nc 00:08:952 (2) - to follow what you did in the first measure Not quite, as that's not a slider, the player doesn't need the nc to let them know of a sv change when there is no slider.
sometimes you do weird things like single note nc 00:12:658 (1,1) - That was a mistake. Fixed

00:20:070 - why not map this note as a filler same question for next iterations lolBecause it's not accurate

00:41:600 (8,9) - idk if this is due to me alternating everything but this is very hard to play for me. I'd suggest you space the stacked note out so that it's easier to get what's happening here I know it's hard to play, but it's complimentary of the song so I don't need to change it.


Extra :


00:11:247 (1) - imo this should be spaced further. the beat the slider is mapped to is strong compared to it's predescessors (new phrase). There is no reason for it to be closer than 00:10:541 (1) - I'm stuck due to the border, but even if I could fix it without ruining the pattern the spacing difference isn't large enough to contrast.

00:19:011 (3,4) - why break flow here? The slider is mapped to a super weak beat. I'd suggest you ctrl g that They're close enough, and it's temporary muscle memory so it's still intuitive.

00:24:129 (1) - no reason to separate those either imo, there is no beat there si a simple buzz slider would represent that better
There is a beat there though. If it becomes an issue I can simply extend the first slider though so maybe


Ultimatum :

This is a bit hard for me tbh, not sure i'll give you meaningful comments lol
most of it seems fine though idk

I hope everythign makes sense. Gl!
Cirno
Hi! m4m here.

[Legend]

  1. This is just a subjective suggestion.
  2. This could be an issue.
  3. This is a potentially unrankable issue.
[General]

  1. Artist should be in the original script, and romanised artist should be in 'surname firstname' format. I'm suggesting "石川 淳" & "Ishikawa Jun", but please find a metadata checker for proper metadata.
  2. No apparent reason for kiai time to be split. Consider merging them.
[Insane]

  1. You have 2 combo colors. New combo tricks like 00:07:011 (1,1,1) - would look prettier if you have 3 colors instead.
  2. 00:12:129 (2,4) - Maybe whistle on slider heads?
  3. 00:12:658 (1) - Sampleset = Drum for consistency
  4. 00:14:247 (2,3,4) - Looks like artificial difficulty, as most other triplets are stacked and there is not a distinct musical cue for this pattern.
  5. 00:14:776 (1,2) - Sampleset = Drum on 3rd repeat
  6. 00:16:188 (1,2) - Does not flow too well. Remove (2) and add 1 repeat?
  7. 00:16:541 (3,4) - ^
  8. 00:26:776 (1,2,3) - Move to x:332 y:224?
  9. 00:29:600 (1,1) - Sampleset = Drum on slider head like 00:32:423 (1) -
  10. 00:35:247 (1,2,3,4,5,6,1) - This part does not seem to be following anything major in the music?
  11. 00:37:011 (2) - Move to 00:37:100 - , remove 1 repeat, and add circle at 00:36:923 - to follow lead properly.
  12. 00:39:129 (1) - Replace with circle and add 1/6 repeating slider at 00:39:247 - to follow lead properly.
  13. 00:39:658 (3) - Move to 00:39:717 - to follow lead properly.
  14. 00:40:188 (1) - Replace with 1/6 repeating slider for better transition between lead/drum parts.
  15. 00:46:541 (1,2) - Swap NC?
  16. 00:50:070 (1) - Remove NC?
[Light Insane]

  1. 00:09:129 (2,3) - These 1/4 slider -> circle jumps are too hard for a 3.5* "Light Insane". Consider using DS or replacing with repeat sliders. Other occurrences: 00:11:952 (2,3) - 00:14:776 (3,4) - , etc.
  2. 00:09:835 (1,2,3,4,1,2,3,4) - Apply whistle pattern of 00:06:658 (1,2,1,2,3,4,1,2,3,4) - ?
  3. 00:13:364 (3,4) - Replace with 1/2 sliders, as there are no major sounds at 00:13:452 - and 00:13:805 - to follow.
  4. 00:14:070 (1) - End at 00:14:247 - and add circles at 00:14:335 - 00:14:423 - ?
  5. 00:15:482 (1) - ^
  6. 00:16:717 - Add note.
  7. 00:17:423 - ^
  8. 00:17:600 (1) - This spinner is very short. Consider replacing with repeating sliders.
  9. 00:18:658 - Why isn't this part mapped? 2 breaks in a 1min song is not very appropriate.
  10. 00:26:776 (1,1,1) - Remove NC on the 2nd and 3rd ones? Also, the first object is too low and obstructed by the timing bar. Move the circles up to avoid this.
  11. 00:29:952 (2) - Start at 00:30:041 - and add circle at 00:29:952 - to follow riff properly.
  12. 00:31:364 (2) - 00:32:776 (2) - 00:34:188 (2) - ^
  13. 00:35:247 - to 00:40:894 - Same rhythm issues as [Insane].
  14. 00:52:541 (4,1) - Remove (1) and add 2 repeats for same rhythm as [Insane]?
[Hard]

  1. A fair amount of rhythm/hitsounds issues for [Insane]/[Light Insane] also apply here. I will skip all the repetition. Please check this diff after checking mods for those diffs.
  2. 00:18:658 - Why isn't this part mapped?
  3. 00:36:835 (1) - Move to 00:36:923 -
  4. 00:43:011 (1,1) - 6 repeats are kind of hard to anticipate. Consider replacing first two repeats with circles, and end at 00:42:835 - (7 notes in total) instead.
  5. 00:51:835 (2) - This anti-jump is not very easy to read for a 3* [Hard].
  6. 00:52:894 (1) - Remove NC?
[Normal]

  1. 00:09:129 (2) - Move to 00:08:952 - ?
  2. 00:11:953 (2,3) - ^
  3. 00:17:600 (1) - The guidelines suggest to avoid spinners less than 3 beats for Normals.
  4. 00:18:658 - Why isn't this part mapped?
  5. 00:37:011 - Add note?
  6. 00:46:894 (5,1) - Replace with 1/2 repeating sliders?
[Easy]

  1. 00:18:658 - Why isn't this part mapped?
  2. 00:29:600 (1,2,3) - Not a very pretty overlap. Stack (2,3) instead?
  3. 00:32:423 (1,2,3) - ^
  4. 00:44:600 (1,2) - Replace with a slider to make this more lenient for new players.
That's all! Good luck with your map!
Topic Starter
Hollow Delta

Cirno wrote:

Hi! m4m here.

[Legend]

  1. This is just a subjective suggestion.
  2. This could be an issue.
  3. This is a potentially unrankable issue.
[General]

  1. Artist should be in the original script, and romanised artist should be in 'surname firstname' format. I'm suggesting "石川 淳" & "Ishikawa Jun", but please find a metadata checker for proper metadata.
    There are ranked maps of songs by Ishikawa whose name is typed this way. I'm not confident on the metadata as I had to search for it myself. Prob gonna have a smart guy get if for me.
  2. No apparent reason for kiai time to be split. Consider merging them. The kiai is split to compliment each section. Each split is for the strong downbeat on each one.
[Insane]

  1. You have 2 combo colors. New combo tricks like 00:07:011 (1,1,1) - would look prettier if you have 3 colors instead. Those don't need a different color as it's not a sudden spike.
  2. 00:12:129 (2,4) - Maybe whistle on slider heads? No, because the emphasis isn't on those and the pattern is simple enough for the player to understand.
  3. 00:12:658 (1) - Sampleset = Drum for consistency
  4. 00:14:247 (2,3,4) - Looks like artificial difficulty, as most other triplets are stacked and there is not a distinct musical cue for this pattern. That burst of the kiai marked an increase in difficulty, so the pattern fits.
  5. 00:14:776 (1,2) - Sampleset = Drum on 3rd repeat Not sure what you're trying to point out here. Try to explain this to me later if you can.
  6. 00:16:188 (1,2) - Does not flow too well. Remove (2) and add 1 repeat? The reason this is still intuitive is because it creates a sharp angle. While the slider is facing the exact opposite of the upcoming note, because it's a kick slider it's treated like a regular circle, so this is still playable.
  7. 00:16:541 (3,4) - ^ ^
  8. 00:26:776 (1,2,3) - Move to x:332 y:224? I figured it'd be too confusing to read.
  9. 00:29:600 (1,1) - Sampleset = Drum on slider head like 00:32:423 (1) -
    Done
  10. 00:35:247 (1,2,3,4,5,6,1) -
    This part does not seem to be following anything major in the music?
    It's following the basic beat. It becomes really chaotic here so I just used repeats when possible.
  11. 00:37:011 (2) - Move to 00:37:100 - , remove 1 repeat, and add circle at 00:36:923 - to follow lead properly. That doesn't work, as there's no priority anywhere else but where 1 is.
  12. 00:39:129 (1) - Replace with circle and add 1/6 repeating slider at 00:39:247 - to follow lead properly. The emphasis isn't there, so that'll only be more complicated to read.
  13. 00:39:658 (3) - Move to 00:39:717 - to follow lead properly. Snapping error. Fixed
  14. 00:40:188 (1) - Replace with 1/6 repeating slider for better transition between lead/drum parts. This switches back to 1/2 and 1/4 rhythm so it doesn't fit.
  15. 00:46:541 (1,2) - Swap NC? The emphasis is here, so I'm keeping it.
  16. 00:50:070 (1) - Remove NC? It's a unique sound, so it fits.
[Light Insane]

  1. 00:09:129 (2,3) - These 1/4 slider -> circle jumps are too hard for a 3.5* "Light Insane". Consider using DS or replacing with repeat sliders. Other occurrences: 00:11:952 (2,3) - 00:14:776 (3,4) - , etc. Even though it's 3.5 sr, it still classifies as a Light Insane, so this rhythm is fitting.
  2. 00:09:835 (1,2,3,4,1,2,3,4) - Apply whistle pattern of 00:06:658 (1,2,1,2,3,4,1,2,3,4) - ? This part has it's own unique sounds that prevented me from simply copying it over.
  3. 00:13:364 (3,4) - Replace with 1/2 sliders, as there are no major sounds at 00:13:452 - and 00:13:805 - to follow. It's simplification as like you said, no strong sounds. So I covered it with the hitsounds.
  4. 00:14:070 (1) - End at 00:14:247 - and add circles at 00:14:335 - 00:14:423 - ? The suggestion works, but it doesn't seem any better or worse than what it originally was, so keeping it.
  5. 00:15:482 (1) - ^ ^
  6. 00:16:717 - Add note. I could've placed a slider here but I chose not to because it gives the player a slight break before the triple.
  7. 00:17:423 - ^ ^
  8. 00:17:600 (1) - This spinner is very short. Consider replacing with repeating sliders. It's short, but it fits. Perfect signal for a break too.
  9. 00:18:658 - Why isn't this part mapped? 2 breaks in a 1min song is not very appropriate. Because at this note density it's near impossible to map that part without ruining the mood of the song.
  10. 00:26:776 (1,1,1) - Remove NC on the 2nd and 3rd ones? Also, the first object is too low and obstructed by the timing bar. Move the circles up to avoid this. Good call. Fixed.
  11. 00:29:952 (2) - Start at 00:30:041 - and add circle at 00:29:952 - to follow riff properly. While the rhythm supports it, the parts of the song I've been emphasizing didn't include any doubles so this rhythm would be more surprising to the player.
  12. 00:31:364 (2) - 00:32:776 (2) - 00:34:188 (2) - ^ Again, I don't see the issue.
  13. 00:35:247 - to 00:40:894 - Same rhythm issues as [Insane]. Just because the higher diff did it doesn't mean I can do it in the lower diffs without ruining the rhythm. Because it's easier I'm limited to how much of the rhythm I can map.
  14. 00:52:541 (4,1) - Remove (1) and add 2 repeats for same rhythm as [Insane]? ^
[Hard]

  1. A fair amount of rhythm/hitsounds issues for [Insane]/[Light Insane] also apply here. I will skip all the repetition. Please check this diff after checking mods for those diffs.
  2. 00:18:658 - Why isn't this part mapped? It's because this note density wouldn't allow me to map this part without ruining the mood of the song.
  3. 00:36:835 (1) - Move to 00:36:923 - There is no audible sound there.
  4. 00:43:011 (1,1) - 6 repeats are kind of hard to anticipate. Consider replacing first two repeats with circles, and end at 00:42:835 - (7 notes in total) instead. That's not where the reverse ends, also I think this is as simple as the rhythm gets.
  5. 00:51:835 (2) - This anti-jump is not very easy to read for a 3* [Hard]. I don't see why not as there are no other notes on screen to tell the player otherwise.
  6. 00:52:894 (1) - Remove NC? It's the start of a new section, so the NC is fitting.
[Normal]

  1. 00:09:129 (2) - Move to 00:08:952 - ? That's not where the emphasis is.
  2. 00:11:953 (2,3) - ^ ^
  3. 00:17:600 (1) - The guidelines suggest to avoid spinners less than 3 beats for Normals. Yea, 'less than.' This is the best I can do.
  4. 00:18:658 - Why isn't this part mapped? Because this note density doesn't allow me to map this part without ruining the mood.
  5. 00:37:011 - Add note? I don't see how that would make it better as there's even stronger emphasis on 00:37:364 (5) -
  6. 00:46:894 (5,1) - Replace with 1/2 repeating sliders? Again, I don't see how this is any better.
[Easy]

  1. 00:18:658 - Why isn't this part mapped? I've already explained why before.
  2. 00:29:600 (1,2,3) - Not a very pretty overlap. Stack (2,3) instead? I might just remove this diff since the normal is under 2* I don't need it, plus the intensity of the song doesn't give a lot of lee-way for me to undermap this.
  3. 00:32:423 (1,2,3) - ^
  4. 00:44:600 (1,2) - Replace with a slider to make this more lenient for new players.
That's all! Good luck with your map!

Thanks for the mod
Nao Tomori
placeholder
Topic Starter
Hollow Delta
yoooooo
Nao Tomori
[ultimatum]
00:05:600 - tbh start ur custom breaks here lol

00:07:717 (1,2,1,2) - dont think the rhythm here works too well. you should try to create contrast with 00:07:011 (1,2,1,2,1) - this part which is clearly following a adifferent sound. i get that its not doubles but still. a 1/2 slider at 00:07:541 - works a lot better for that reason.

at 00:09:129 (1) - http://puu.sh/yo59E/dcd2179b83.jpg this is the rhythm i hear. i dont think the additive 1/4 works well because the calmer background part becomes much more intense than the melody that you follow right before.

similarly 00:12:129 (2) - you could make this a triple, and so on. just try and make it not pure kickslider spam, thats pretty boring for a map of this star rating.

00:29:600 (1,2,3) - this pattern is kinda meh imo. you create a really fast movement with the 1 slider but then kill that momentum cuz there's a 1/2 gap to 2. try spacing 2 a bit more up and to the right.
00:31:011 (1,2,3) - same deal here. and so on. this is pretty much the major issue with the map imo, rhythm is generally fine.


00:45:658 (1,2,3,4,5,1,2,3,1,2) - nc consistency plz
[extra]
this rhythm at 00:07:541 (1,1) - seems bad. like,
https://osu.ppy.sh/ss/9561374 instead would fit a bit better. 00:07:011 (1,1,1) - are all phrased together in the song and a break at 00:07:805 - separates 00:07:894 - the next phrase which is nice.

u do this everywhere, but i think its just not really good rhythm, it doesn't follow the phrasing of the song well at all.

00:43:364 (3) - oh cmon u cant do this and make it unclickable double... thats boring. just make a double here, it's an extra diff, it's fine. same for others.

[insane]
00:07:011 (1,1,1) - since u use more simplified rhythm, i think you can tone down the NC spam. keep these all inthe same combo, theyre all in the same musical phrase. (same for the others)

00:09:129 (1) - this feels really weird rhythmically, i tink circle + kickslider works better.
i also dont think this is a good place for a bunch of 1/4 spam, same reason as on top diff, these are basically background sounds so mapping it with high intensity is kinda ?_?

00:36:658 (6,1,2) - this is pretty misleading, youve been using doubles and 1/4 gaps on stacks everywhere and suddenly a 1/2 gap? i think separating it is good

00:41:511 (7,8,9) - man fuck these patterns i always break on them..

this end of kiai is way harder than extra, it's weird. i think u should do what u did here on extra and what u did on extra here lmao

[light insane]
00:23:952 (1) - shouldnt this be 1/3 snap
idk it soundsb etter to me

00:44:600 (1,2,3) - this will be read as a 1/4 gap, make it more spaced so it's clearly 1/2 instead.

00:45:658 (1,2,1,2) - this rhythm hould be the same, whys it so different?

[hard]
00:17:600 (1) - this is kind of cancerously short for a hard diff, can you do something else? auto only gets 3000 score lol

00:26:070 - 1/2 slider tbh

[normal]
00:17:600 (1) - same
and same for the slider

00:50:070 (2,1) - fix blanket!!!

anyway yea low diffs look ok, but top ones have some issues. lmk when u respond
Topic Starter
Hollow Delta

Naotoshi wrote:

[ultimatum]
00:05:600 - tbh start ur custom breaks here lol assuming you meant 'end break' which I fixed. Some reason on Normal it doesn't let me move it.

00:07:717 (1,2,1,2) - dont think the rhythm here works too well. you should try to create contrast with 00:07:011 (1,2,1,2,1) - this part which is clearly following a adifferent sound. i get that its not doubles but still. a 1/2 slider at 00:07:541 - works a lot better for that reason. I think the rhythm is okay, as I create contrast through the patterns. I gave this pattern a swirling motion in contrast to the repetitive motion at 00:07:364 - which I think works well.

at 00:09:129 (1) - http://puu.sh/yo59E/dcd2179b83.jpg this is the rhythm i hear. i dont think the additive 1/4 works well because the calmer background part becomes much more intense than the melody that you follow right before. I'm not quite sure what you want me to understand.
Granted this song is very dense, I feel like my rhythm still works as to compliment said density of the rhythm. My goal while mapping this was to have as little 'gaps' in rhythm as possible as to fit it's chaotic, dense feel.
Your rhythm works, though it's not something I would do in an Extra. (I think I used this rhythm in the one of the earlier diffs xd)


similarly 00:12:129 (2) - you could make this a triple, and so on. just try and make it not pure kickslider spam, thats pretty boring for a map of this star rating. At this speed, these don't really play like kick sliders anymore xP. I understand your point though, but I don't think it makes the map less interesting to play because it contrasts that 'burst' in kiai, and only lasts a few seconds.

00:29:600 (1,2,3) - this pattern is kinda meh imo. you create a really fast movement with the 1 slider but then kill that momentum cuz there's a 1/2 gap to 2. try spacing 2 a bit more up and to the right. Fixed. Good suggestion. cs3 made it a bit difficult to fit this section in, which is why I initially mapped it this way.
00:31:011 (1,2,3) - same deal here. and so on. this is pretty much the major issue with the map imo, rhythm is generally fine.


00:45:658 (1,2,3,4,5,1,2,3,1,2) - nc consistency plz Fixed.
[extra]
this rhythm at 00:07:541 (1,1) - seems bad. like,
https://osu.ppy.sh/ss/9561374 instead would fit a bit better. 00:07:011 (1,1,1) - are all phrased together in the song and a break at 00:07:805 - separates 00:07:894 - the next phrase which is nice.

u do this everywhere, but i think its just not really good rhythm, it doesn't follow the phrasing of the song well at all. I'm not sure what phrasing is. If you're talking about my shift on the red tick, this rhythm is done throughout the mapset. Granted you pointed out a similar issue with the final diff, this rhythm works because it represents the song best.

00:43:364 (3) - oh cmon u cant do this and make it unclickable double... thats boring. just make a double here, it's an extra diff, it's fine. same for others. I think the kick sliders here are more interesting, as it's different to the double I used at 00:41:158 (3,4) - 00:44:864 - It compliments that slight change in the feel of the kiai.

[insane]
00:07:011 (1,1,1) - since u use more simplified rhythm, i think you can tone down the NC spam. keep these all inthe same combo, theyre all in the same musical phrase. (same for the others) Fixed

00:09:129 (1) - this feels really weird rhythmically, i tink circle + kickslider works better.
i also dont think this is a good place for a bunch of 1/4 spam, same reason as on top diff, these are basically background sounds so mapping it with high intensity is kinda ?_? I stil feel this rhythm is okay. It captures the unique sounds played here. I don't think placing the first beat of a 1/4 rhythm, then skipping the next and placing a triple better captures the feel here, as the only reason to skipping that note is for simplification.

00:36:658 (6,1,2) - this is pretty misleading, youve been using doubles and 1/4 gaps on stacks everywhere and suddenly a 1/2 gap? i think separating it is good Yea u right xdd. Fixed

00:41:511 (7,8,9) - man fuck these patterns i always break on them.. I understand where you're coming from, but my intent for this pattern was to be difficult. Not in spacing, but in control. The player isn't prepared for patterns like this, so I'll fix it.

this end of kiai is way harder than extra, it's weird. i think u should do what u did here on extra and what u did on extra here lmao it's not that bad shut up xdd

[light insane]
00:23:952 (1) - shouldnt this be 1/3 snap This part has a 1/8 layer and a 1/3 layer at once, it's weird. Naturally I was like 'oh 1/8 to 1/4 SIMPLIFICATION' Fixed.
idk it soundsb etter to me

00:44:600 (1,2,3) - this will be read as a 1/4 gap, make it more spaced so it's clearly 1/2 instead. fixed

00:45:658 (1,2,1,2) - this rhythm hould be the same, whys it so different? It sounds okay to me, as it compliments the dip into the 2/1 rhythm at the end.

[hard]
00:17:600 (1) - this is kind of cancerously short for a hard diff, can you do something else? auto only gets 3000 score lol A few modders have pointed this out, I think it still fits here as it compliments the sound, and is long enough to fit the guideline in the criteria (A minimum of 2 bars)

00:26:070 - 1/2 slider tbh I don't see why a 1/2 slider would be better here. I think the circle actually makes this part sound more empty to compliment the song.

[normal]
00:17:600 (1) - same The criteria has a guideline suggesting the spinner be at least 2 bars. The spinner here is 3 bars, and really wouldn't fit in the map with any other length.
and same for the slider

00:50:070 (2,1) - fix blanket!!! dammit. fixed

anyway yea low diffs look ok, but top ones have some issues. lmk when u respond
Appreciate the professional outlook. Thanks for the mod.
Nao Tomori
extra
00:07:011 (1,1,1) - yea so what i mean is, 00:07:011 - 00:07:276 - 00:07:541 - all have the same sound. therefore they should all be mapped the same way. i get that you want to follow the other thing at 00:07:717 - but doing so kind of ruins the cohesion of those three sounds being grouped together in the music (since they are the same sound.) therefore switching off of it to spam kicksliders is rather poor rhythm in my eyes.

also, yes your ending on insane is way way way harder than on extra, it is basically really spaced streams with constant circles compared to extra which is just kicksliders with much less active clicking involved. this creates a serious disparity between the difficulty of the two levels and can be easily resolved by switching which difficulty has which ending.

re:spinners - just because they are the absolute minimum rankable doesn't mean they are not cancer. i doubt most normal players would even get a 100 on it, probably will miss lol. at least on normal, i suggest replacing it with something less intrusive

re:00:26:247 - 1/2 slider work cuz then u get something at 00:26:247 - , i think its a nice effect. but pretty subjective.
Topic Starter
Hollow Delta

Naotoshi wrote:

extra
00:07:011 (1,1,1) - yea so what i mean is, 00:07:011 - 00:07:276 - 00:07:541 - all have the same sound. therefore they should all be mapped the same way. i get that you want to follow the other thing at 00:07:717 - but doing so kind of ruins the cohesion of those three sounds being grouped together in the music (since they are the same sound.) therefore switching off of it to spam kicksliders is rather poor rhythm in my eyes. Okay I finally get what you mean.

also, yes your ending on insane is way way way harder than on extra, it is basically really spaced streams with constant circles compared to extra which is just kicksliders with much less active clicking involved. this creates a serious disparity between the difficulty of the two levels and can be easily resolved by switching which difficulty has which ending. I tried switching these parts, However it makes the spread worse. (I'll explain through irc)

re:spinners - just because they are the absolute minimum rankable doesn't mean they are not cancer. i doubt most normal players would even get a 100 on it, probably will miss lol. at least on normal, i suggest replacing it with something less intrusive I extended the spinner.

re:00:26:247 - 1/2 slider work cuz then u get something at 00:26:247 - , i think its a nice effect. but pretty subjective.
Nao Tomori
i hope qats dont demote me for this b4b

bubble 4 bubblun

Topic Starter
Hollow Delta
dammit
Irreversible
General

00:23:952 (1) - Inaudible hitsound <- bubble pop

Easy

00:31:717 (3,1) - Any reason why you've changed the DS here? Could be sticking to it since it's just an Easy diff.
00:39:129 (2,3) - Considering you've never stacked this kind of rhythm before, I suggest not introducing another technique in this difficulty. Unstack is my suggestion.
00:43:011 (1,1,2,3) - ? What happend here, haha. It somehow doesn't fit the concept (or why wasn't such a slider used b4?) Somehow it's difficult to read too, since it's almost completely overlapped by the slider before. I suggest just sticking to simple things.

Normal
00:10:894 (3,1) - Any reason why the hitsounds differ to 00:08:070 (3,1) - ? Sounds similar to me actually.
00:15:482 (1) - Hmm, here the hitsound is somehow missing. Could you please recheck the hitsounds?
00:37:011 - Hmm, isn't it odd that you leave out such an important object here? It's almost one of the most emphasized starts of sequences here, I feel a bit sad it's left out :(
00:43:011 (1) - I don't knooow, somehow same as in Easy. The song gets progressively more nervous, why do you lower the density with a boring slider D:
00:45:305 (2,3,4,5,1) - Hm.. I do see why you've mapped this .. but ah, I feel like its not really readable for this difficulty. Speaking from own experience, I've always had trouble catching sliders like this with a weird rhythm between them, maybe something more digestible could be applied here

Hard
00:17:600 (1) - Idk..maybe make a cool slider here or something.. the spinner is really short and I can't think it's too enjoyable.. but oh well
00:36:835 (1,2) - Shouldn't the stress be on 2? What was your reason to stack it - Shouldn't the stack be here? 00:36:658 (7,1) -
00:40:894 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1) - hm.. xD I don't dislike it that much but it is just a bit weird that you leave all out really strong beats.. it doesn't feel complete if you know what I mean

Light Insane
00:17:600 (1) - Idk..maybe make a cool slider here or something.. the spinner is really short and I can't think it's too enjoyable.. but oh well
00:52:188 (3,4) - Is this supposed to be paralell? it's not
00:43:011 (1) - and 00:43:805 (1) - How about this rhythm? It makes more sense rhythmically in the song http://puu.sh/yTIlq/a081e7c20a.jpg

good diff else

Insane

00:35:511 (2) - Doesn't smth like 90 194 follow the flow better? I think it's a bit weird to interrupt it here

taht diff is cool

Extra

-

Ultimatum

00:18:305 (1,2,3,4,5,6,1,1,2,3,4) - Somehow that part looks so unstructured comparing to the rest of the map... kind of a pity imo. Would be nice if you could make the slider shapes compliment each other a bit better like f.e.00:18:305 (1,3) - realllyyy don't suit together well cuz they just are so contextless to each other

call me again after you've replied :3
Topic Starter
Hollow Delta

Irreversible wrote:

General

00:23:952 (1) - Inaudible hitsound <- bubble pop

Easy

00:31:717 (3,1) - Any reason why you've changed the DS here? Could be sticking to it since it's just an Easy diff.
00:39:129 (2,3) - Considering you've never stacked this kind of rhythm before, I suggest not introducing another technique in this difficulty. Unstack is my suggestion.
00:43:011 (1,1,2,3) - ? What happend here, haha. It somehow doesn't fit the concept (or why wasn't such a slider used b4?) Somehow it's difficult to read too, since it's almost completely overlapped by the slider before. I suggest just sticking to simple things.

Normal
00:10:894 (3,1) - Any reason why the hitsounds differ to 00:08:070 (3,1) - ? Sounds similar to me actually.
00:15:482 (1) - Hmm, here the hitsound is somehow missing. Could you please recheck the hitsounds?
00:37:011 - Hmm, isn't it odd that you leave out such an important object here? It's almost one of the most emphasized starts of sequences here, I feel a bit sad it's left out :(
00:43:011 (1) - I don't knooow, somehow same as in Easy. The song gets progressively more nervous, why do you lower the density with a boring slider D: I initially mapped it denser than this, but it involved 1/4 rhythm which multiple modders encouraged I don't include, so I simplified it.
00:45:305 (2,3,4,5,1) - Hm.. I do see why you've mapped this .. but ah, I feel like its not really readable for this difficulty. Speaking from own experience, I've always had trouble catching sliders like this with a weird rhythm between them, maybe something more digestible could be applied here I feel this rhythm still works because it visually looks like 1/2 rhythm, but the slider tail ends on a 1/4, so the player doesn't exactly have to listen for the 1/4 gap, they simply have to look at the spacing.

Hard
00:17:600 (1) - Idk..maybe make a cool slider here or something.. the spinner is really short and I can't think it's too enjoyable.. but oh well
00:36:835 (1,2) - Shouldn't the stress be on 2? What was your reason to stack it - Shouldn't the stack be here? 00:36:658 (7,1) - Yes, but I felt the player might get confused because having 1/2 stack next to a 1/4 stack might misdirect how the player would read it.
00:40:894 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1) - hm.. xD I don't dislike it that much but it is just a bit weird that you leave all out really strong beats.. it doesn't feel complete if you know what I mean This part was a pain in the ass to map. Half of the 'important sounds' are on 1/4 ticks which I can't map interestingly without the sr going REEEEEEE.
I get what you mean, but for this particular diff I feel this is as complex as it can get.


Light Insane
00:17:600 (1) - Idk..maybe make a cool slider here or something.. the spinner is really short and I can't think it's too enjoyable.. but oh well
00:52:188 (3,4) - Is this supposed to be paralell? it's not
00:43:011 (1) - and 00:43:805 (1) - How about this rhythm? It makes more sense rhythmically in the song http://puu.sh/yTIlq/a081e7c20a.jpg

good diff else

Insane

00:35:511 (2) - Doesn't smth like 90 194 follow the flow better? I think it's a bit weird to interrupt it here Yes, but I shifted it the other way for aesthetics. The middle of the circle is still in the predicted path however.

taht diff is cool

Extra

-

Ultimatum

00:18:305 (1,2,3,4,5,6,1,1,2,3,4) - Somehow that part looks so unstructured comparing to the rest of the map... kind of a pity imo. Would be nice if you could make the slider shapes compliment each other a bit better like f.e.00:18:305 (1,3) - realllyyy don't suit together well cuz they just are so contextless to each other

call me again after you've replied :3
no reply is fuxed

*fixed

thx for modding
Irreversible
Normal:
00:37:011 (1) - Looks like a really cheap fix. The overlap isn't really suitable for this kind of difficulty and the flow isn't really superb as well.. please some more effort
00:43:011 (1) - Could you at least make the thunder shape a bit more .. equal then? so that the sides are the same length, would just make sense with the song

Hard:
00:16:894 (1,1) - Visual spacing. http://puu.sh/yV4qn/dbf165d7b5.jpg
00:40:894 (1) - I'd simplify it then, honestly. It really plays unintuitive, and for a hard diff this just ends up being frustrating and really off to play..
Topic Starter
Hollow Delta
fixed all
Irreversible
alright!
Nao Tomori
alright confirmed changes, they look good. lets give it a shot
Kurai
Metadata DQ, unicode artist needs to be changed to 石川淳 and source to 星のカービィ ロボボプラネット
Topic Starter
Hollow Delta
Fixed both. Thanks Kurai and Lanturn for checking
Kurai
back
Yuii-
00:38:070 (1) - feels like there's a hitsound missing

regardless, cool concept
Topic Starter
Hollow Delta
oops

I'll keep in mind, as it's not a major setback. If set happens to get disqualifed again I'll apply.
MaridiuS
gz
Jabba
ultimatum
00:39:835 (2) - nc missing? also the distance between it and (1) is a bit misleading imo

if you get a dq you might want to apply the next points as well:
00:41:600 (3,2) - uhhh those are unstacked by like 2 pixels
00:13:541 (2,2) - idk if you wanted to stack them but that would look nice imo
00:38:600 (5) - the top of this slider is slightly off
Topic Starter
Hollow Delta

Jabba wrote:

ultimatum
00:39:835 (2) - nc missing? also the distance between it and (1) is a bit misleading imo

if you get a dq you might want to apply the next points as well:
00:41:600 (3,2) - uhhh those are unstacked by like 2 pixels
00:13:541 (2,2) - idk if you wanted to stack them but that would look nice imo
00:38:600 (5) - the top of this slider is slightly off
Thanks a lot for the short mod. For the most part the pixel stacks are to compensate for the screen borders, which was a huge problem during the modding process. There are slight offsets but they're distanced apart in the timeline so that they're not noticeable while playing. I don't exactly understand your last point, because the slider is off relative to what? I feel it looks okay as is, but if you could be more specific I think I'd understand.

I'll take note of your first point because it's a valid suggestion, but I feel continuing the nc pattern used for 1/3 on the 1/4 stream would actually have the opposite effect due to the spacing. I contrasted the 1/4 stream from 1/3 by the distance. Having them bunched up together with consistent spacing compared to 1/3 with large spacing and gradual decline I feel provides the needed contrast.
Jabba

Bubblun wrote:

Thanks a lot for the short mod. For the most part the pixel stacks are to compensate for the screen borders, which was a huge problem during the modding process. There are slight offsets but they're distanced apart in the timeline so that they're not noticeable while playing. I don't exactly understand your last point, because the slider is off relative to what? I feel it looks okay as is, but if you could be more specific I think I'd understand.

I'll take note of your first point because it's a valid suggestion, but I feel continuing the nc pattern used for 1/3 on the 1/4 stream would actually have the opposite effect due to the spacing. I contrasted the 1/4 stream from 1/3 by the distance. Having them bunched up together with consistent spacing compared to 1/3 with large spacing and gradual decline I feel provides the needed contrast.
00:38:600 (5) - meant this, should be something like this
00:39:835 (2) - and regarding this, you have this note ncd on extra, which makes sense since you're ncing each 1/3 note
Topic Starter
Hollow Delta
Sorry late reply, but I understand now xpp

Thanks for clarifying. I'll take note of these if map gets dq
VINXIS
someone from either side should notify a qat asking for dq if u guys do agree Lol
Topic Starter
Hollow Delta
They are minor issues that may or may not benefit the player, so I don't feel a dq is necessary.
Nightlys
congrats!!
Topic Starter
Hollow Delta
Thanks a lot bud
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