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Steppenwolf - Born To Be Wild

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lit120
dis old song reminds me somewhere from an arcade game lol

[general]
  1. u sure about the diff names there?
  2. u gonna need a 3* diff to balance the spread
[rabid]
  1. 00:00:730 (1,3) - wrong hitsound placement lol. (1) and (3) should be clap on tail
  2. 00:16:524 (6,4) - nice stacks. could work with manual stack there lol
  3. 00:24:538 (6) - mmmm.... weird vocal's timing there. but to make it clickable there, should be at 00:24:744 - for 1/2 slider better
  4. 00:28:401 (1) - removing NC would be better + NC on 00:28:814 (2) -
  5. 00:37:036 (8) - yeah, i know it's fun to have overmap, but this note doesn't exist in guitar's
  6. 01:00:612 (2,3,4,5) - the movement may be awkward imo, but 01:01:233 (4) - should be at 251|247 to prevent that happening
  7. 01:48:064 (1,3) - u should try to avoid getting overlap here since i don't think overlapping these are fit though
[mad]
  1. 00:27:159 (1,5) - avoid such overlap a bit, even if it's already past from few beats. 00:53:549 (1,4) - too
  2. 01:48:685 - u should have this clickable instead
[tame]
  1. 01:16:727 (1) - uh, removing NC should work, as u didn't do that on 02:09:504 (4) -
not bad, but could improve more well. also, check ur hitsounds again, cuz most of them are missing and in a wrong note set

gl
Topic Starter
Arf

lit120 wrote:

dis old song reminds me somewhere from an arcade game lol Huh. I wonder if this was ever in such a game

[general]
  1. u sure about the diff names there? No... I'll probably change them to be generic later on
  2. u gonna need a 3* diff to balance the spread I'll ask around, I know the SR doesn't match up but I think the Hard (or Mad, w/e) has enough density and complex patterning to be fit as a close to 3.1/3.2* difficulty. I can't think of an inbetween diff other than maybe some sort of watered down Insane with the same 1/2 spam rhythm and less jumps, which would be redundant in my view. We'll see.
[rabid]
  1. 00:00:730 (1,3) - wrong hitsound placement lol. (1) and (3) should be clap on tail Oops. Gosh I hate hitsounds
  2. 00:16:524 (6,4) - nice stacks. could work with manual stack there lol Adjusted these
  3. 00:24:538 (6) - mmmm.... weird vocal's timing there. but to make it clickable there, should be at 00:24:744 - for 1/2 slider better Yeah that sounds better
  4. 00:28:401 (1) - removing NC would be better + NC on 00:28:814 (2) - Okay, sure
  5. 00:37:036 (8) - yeah, i know it's fun to have overmap, but this note doesn't exist in guitar's I can't tell because the guitar here is weird but you're probably right. I'll ask around a bit
  6. 01:00:612 (2,3,4,5) - the movement may be awkward imo, but 01:01:233 (4) - should be at 251|247 to prevent that happening Hmm that makes the flow more linear/circular than I want it to be, at a wide angle type. I prefer the sharp angled reverse flow that currently exists, I think it works better
  7. 01:48:064 (1,3) - u should try to avoid getting overlap here since i don't think overlapping these are fit though Yeah, moved.

[mad]
  1. 00:27:159 (1,5) - avoid such overlap a bit, even if it's already past from few beats. 00:53:549 (1,4) - too Moved.
  2. 01:48:685 - u should have this clickable instead I prefer to follow guitar only here but if the drum is a big problem I can map this as sliders (since the claps are missing and stuff)
[tame]
  1. 01:16:727 (1) - uh, removing NC should work, as u didn't do that on 02:09:504 (4) - Sure
not bad, but could improve more well. also, check ur hitsounds again, cuz most of them are missing and in a wrong note set Rechecked hitsounds, fixed some wrong ones at the start of the diffs.
I'm aware the mapset is a bit unpolished and doesn't look as clean as it could, particularly Rabid, but I'm hoping it won't require a remap to get it pushed through.

gl
Wishkey
Yow!

Tame
  1. 00:30:883 (2) - would move this a bit more to the right like x238, makes 00:29:228 (4,1,2) - play smoother
  2. 00:34:210 (2,5) - minor stack off
  3. 01:39:333 (4,2) - would try to avoid those those tails minor overlapping, looks a ugly
  4. 02:02:146 (5,2) - ^ just a bit to the left and its fixed[
  5. 02:08:637 (3) - missing finish on this diff, for the other diffs you used 2 finishes for the last 2 notes but maybe try to change these into a clap instead since you got the snare here with no cymbals and kinda removes a bit of finish spam
Mad
  1. 00:21:048 (2) - only "real" jump you got here in the diff for these and similar parts, the rest has some leniency so this kinda felt a bit off to me compared to the rest of the diff, might wanna try control + g it
  2. 00:40:241 (1) - maybe start at the downbeat here since theres the highpoint of the vocal and theres not really anything atm at the red tick. Just feels that 00:40:448 (1,2) - should be similar lenght due to the vocals having the same tempo
  3. 02:07:436 (1) - might need to put a 150bpm line here so the ending of 02:07:636 (2) - is snapped
Rabid
  1. 00:07:205 (8,3) - could try stacking these since they're really close to stacking anyway atm, makes it look a bit cleaner
  2. 00:16:524 (6) - try to rotate this by -60° on the spot and 00:16:938 (7) - -15°, you'll lose that stack but this transition will play a lot smoother 00:16:318 (5,6,7,1,2) -
  3. 00:40:448 (1) - same like insane
  4. 01:02:925 (4,5) - would move 4 a bit more to the right and 5 more to the left equally so you have more momentum for 01:03:332 (6,1) -
  5. 01:13:015 (4,2,4) - could polish this pattern up a bit, one part got the slider borders touching others spacing between wich makes it kinda noticable that its a bit uneven, bit similar like here 01:28:667 (1,2,3,4) - visual spacing kinda uneven
  6. 01:33:580 (1) - move a bit up here, the overlap due to the stacking from prev trip feels a bit off
  7. 01:48:478 (2,3) - bit anti jumpy since its the only one of its kinda for this section, a bit more ds here would be good like moving 01:47:858 (5,2) - more upwards
  8. 01:57:836 (1,2) - placing the NC on 2 makes this pattern alot more readable and a 9 combo in a 4/4 kinda looks like something is off
More engllish rock! Goodluck!
Topic Starter
Arf

Wishkey wrote:

Yow! Heyo

Applied everything for Normal and Hard

Rabid
  1. 00:07:205 (8,3) - could try stacking these since they're really close to stacking anyway atm, makes it look a bit cleaner Ehh I don't think it's necessary since they're so far away on the timeline
  2. 00:16:524 (6) - try to rotate this by -60° on the spot and 00:16:938 (7) - -15°, you'll lose that stack but this transition will play a lot smoother 00:16:318 (5,6,7,1,2) - You think so? I think the current flow is sharper and thus more comfortable, the linear circle in your suggestion isn't what I want to go for here
  3. 00:40:448 (1) - same like insane Changed
  4. 01:02:925 (4,5) - would move 4 a bit more to the right and 5 more to the left equally so you have more momentum for 01:03:332 (6,1) - Sure why not
  5. 01:13:015 (4,2,4) - could polish this pattern up a bit, one part got the slider borders touching others spacing between wich makes it kinda noticable that its a bit uneven, bit similar like here 01:28:667 (1,2,3,4) - visual spacing kinda uneven Adjusted both instances
  6. 01:33:580 (1) - move a bit up here, the overlap due to the stacking from prev trip feels a bit off Done
  7. 01:48:478 (2,3) - bit anti jumpy since its the only one of its kinda for this section, a bit more ds here would be good like moving 01:47:858 (5,2) - more upwards Oh this was a mistake, what's this doing here
  8. 01:57:836 (1,2) - placing the NC on 2 makes this pattern alot more readable and a 9 combo in a 4/4 kinda looks like something is off This was a mistake as well, good catch on that
More engllish rock! Goodluck! Hell yeah! There will be more. Thanks for the mod!

Difficulty names changed
Nikakis
~Hello Arf, from my modding queue!

General

  1. Background dimensions are more than allowed maximum - exceed rankable limitation of 1366x768.Yours is 2135x1199.
  2. The song is actually the soundtrack of the movie called ''Easy Rider'', so you should consider it on putting it as the Source or at least in the tags.I also think that you should delete ''driving'' or ''drive'' since both are practically the same.

Normal:
  1. 00:14:056 (1,2) - : Ctrl + G sounds a lot better and by also matching it with 00:20:635 (1,2) - .
  2. 00:32:125 (4,5) - : DS issue
  3. 01:27:893 (2,3) - : I do feel that timing is off here.
  4. 01:36:021 (4,1,2) - : This looks a bit messy visually, I would recommend to use simpler visuals.
  5. 01:40:161 (1) - : Missing finish?

Hard:
  1. 00:04:068 (1) - : Fix stack
  2. 00:05:992 (5) - : ^
  3. 00:08:890 (4,5) - : Idk but these have really small blanket spacing, I was expecting something like this 00:05:566 (4,5) - .
  4. 00:23:503 (5) - : This slider doesn't differentiate the upcoming vocal intensity so well.The vocals here are clearly louder and harsher so mapping 2 circles would differentiate and represent the vocals better, like you do at 00:17:352 (1,2) - .
  5. 00:54:791 (5) - : Fix stack
  6. 01:04:767 (4,1) - : Since they aren't aligned, it would be better to stack 01:05:181 (1) - on the slidertail of 01:03:526 (1) - .
  7. 01:10:974 (3,4) - : From this part onwards, the ''spacing'' concept is being visually weird with this overlapping 01:10:974 (3,4,4,1) - .Tbh, you could just ignore the 1/2 held vocal there and just map circles and let these 01:13:015 (4,1) - to be placed like this 01:06:422 (4,5) - from the left side.Finally, your 1/2 sliders would follow this placing concept like this https://imgur.com/a/a5u0E .
  8. 01:28:667 (1) - : I'm not sure, but I do feel that the timing is off here comparing this finish 01:30:339 (1) - .
  9. 01:29:054 (2) - : If you slow the speed of the song, the timing is clearly off based on beat's appearance.
  10. Lastly, if you wish to increase the SR of this diff you could try on making a more dense rhythm on the last part of the song, without gaps and repeatable sliders , idk.

Insane:
  1. You could use a difficulty name related with lyrics such like ''Wild'' , idk :3.
  2. 00:11:586 (3) - : Fix stack
    00:15:904 (4) - : ^
  3. 00:50:295 (3) - : You should emphasize this more, like you do at 00:23:917 (3) - .
  4. 01:27:119 (1,2,3,4,1,2,3,4) - : I think you should readjust the timing of these, they don't sound that accurate for my ear.
  5. 01:35:021 (5,6) - : You could move ''5'' on the slidertail of 01:33:580 (1) - .
  6. 01:58:636 (4,6,8) - : Poor visual concept in my opinion, I would space each circle a bit from each other so the player can read this pattern easier.Also, these aren't aligned so well 01:59:456 (8,1) - and it's such a complicated direction for the player to aim.

I like this song & your mapping style and they are combined together flawlessly, wish you luck!
Akareh
From my queue, sorry for the delay.

Normal

00:37:536 (2) - I'd move this up a bit so it's not as close to 00:36:308 (5) -
00:45:399 (3) - maybe copy 00:43:758 (1) - so they have the same shape?
01:00:612 (2,3) - control + H these so they flow a bit better?
01:11:788 (3,4) - shouldn't these be one repeat slider?

blankets could use some more polish, but otherwise this is a good diff

Hard

00:13:856 (9) - should probably be around x:64 y:272 to make a nice square
00:15:490 (1) - place a bit lower? https://i.imgur.com/8QDVkyH.jpg
00:26:552 (4,5) - I'd make a jump with these since they sound so strong tbh
01:16:727 (1) - place at the center?
01:48:685 - Missing beat? there's an audible drum sound here
01:51:954 - ^

Insane

00:07:005 (7,8) - control + g so it flows a little better to 00:07:405 (1) - ?

tbh, rest seems good and I would only be pointing out minor nitpickings that don't appeal to me but are good otherwise so


Timing this must have been torture lmao
Hopefully something here helps you :D

Good luck on the set, I love this song.
Topic Starter
Arf

Nikakis wrote:

~Hello Arf, from my modding queue! Yo!

General

  1. Background dimensions are more than allowed maximum - exceed rankable limitation of 1366x768.Yours is 2135x1199. Changed to 1920x1080 I'm pretty sure that is allowed despite what AIMod says.
  2. The song is actually the soundtrack of the movie called ''Easy Rider'', so you should consider it on putting it as the Source or at least in the tags.I also think that you should delete ''driving'' or ''drive'' since both are practically the same. The song was released before Easy Rider but yes the film made the song famous so I put it in tags. I think the two variations of drive are fine though

Normal:
  1. 00:14:056 (1,2) - : Ctrl + G sounds a lot better and by also matching it with 00:20:635 (1,2) - . I'd love to, and you're right but the red timing point prevents a repeat slider from being possible here, the slidertail will be unsnapped.
  2. 00:32:125 (4,5) - : DS issue It's because of the BPM change, I think making it more spaced will be more confusing considering it's so close to the previous "3"
  3. 01:27:893 (2,3) - : I do feel that timing is off here. It sounds meh I know, and I'll double check this, but the vocals are off sync with the percussion here so I'm not sure
  4. 01:36:021 (4,1,2) - : This looks a bit messy visually, I would recommend to use simpler visuals. I kinda like this though :c
  5. 01:40:161 (1) - : Missing finish? Yes, good catch

Hard:
  1. 00:04:068 (1) - : Fix stack Adjusted, but isn't it fine?
  2. 00:05:992 (5) - : ^ Fixed this one
  3. 00:08:890 (4,5) - : Idk but these have really small blanket spacing, I was expecting something like this 00:05:566 (4,5) - Yeah, adjusted
  4. 00:23:503 (5) - : This slider doesn't differentiate the upcoming vocal intensity so well.The vocals here are clearly louder and harsher so mapping 2 circles would differentiate and represent the vocals better, like you do at 00:17:352 (1,2) - . Good idea, done
  5. 00:54:791 (5) - : Fix stack Fixed
  6. 01:04:767 (4,1) - : Since they aren't aligned, it would be better to stack 01:05:181 (1) - on the slidertail of 01:03:526 (1) - . Ehh I think it's better to have it be a diamond shape since the slidertail disappears
  7. 01:10:974 (3,4) - : From this part onwards, the ''spacing'' concept is being visually weird with this overlapping 01:10:974 (3,4,4,1) - .Tbh, you could just ignore the 1/2 held vocal there and just map circles and let these 01:13:015 (4,1) - to be placed like this 01:06:422 (4,5) - from the left side.Finally, your 1/2 sliders would follow this placing concept like this https://imgur.com/a/a5u0E . Not a bad idea, I need to brainstorm how to arrange this a little though, since the current pattern uses geometry
  8. 01:28:667 (1) - : I'm not sure, but I do feel that the timing is off here comparing this finish 01:30:339 (1) - . the timing here is a pain in the colon, I''ll recheck it like in Normal
  9. 01:29:054 (2) - : If you slow the speed of the song, the timing is clearly off based on beat's appearance. I don't understand what you mean here
  10. Lastly, if you wish to increase the SR of this diff you could try on making a more dense rhythm on the last part of the song, without gaps and repeatable sliders , idk. Yeah, if I really need to up the SR I could definitely try that, since there are drums I could map to, I feel that the current rhythm represents the song here better without being overly generic though

Insane:
  1. You could use a difficulty name related with lyrics such like ''Wild'' , idk :3. I triiiiiied. Nobody liked my old diff names so I made them generic, and I don't really like the idea of Normal->Hard->Wild much :c
  2. 00:11:586 (3) - : Fix stack Fixed.
    00:15:904 (4) - : ^ Fixed.
  3. 00:50:295 (3) - : You should emphasize this more, like you do at 00:23:917 (3) - . I think it's emphasized though, little flow change here
  4. 01:27:119 (1,2,3,4,1,2,3,4) - : I think you should readjust the timing of these, they don't sound that accurate for my ear. I agree they sound weird but the drums are accurate I think, it's just that everything here is out of sync with each other. Even the rhythm here is just spam because there's nothing to properly follow
  5. 01:35:021 (5,6) - : You could move ''5'' on the slidertail of 01:33:580 (1) - . Will consider
  6. 01:58:636 (4,6,8) - : Poor visual concept in my opinion, I would space each circle a bit from each other so the player can read this pattern easier.Also, these aren't aligned so well 01:59:456 (8,1) - and it's such a complicated direction for the player to aim. I think spacing it would make it a bit harder to read as it looks like a triple to me. Back and forths should be fine though considering the ladder jumps in the other section

I like this song & your mapping style and they are combined together flawlessly, wish you luck! Thanks for the kind words and the useful mod!

Akareh wrote:

From my queue, sorry for the delay. Hello! And no problem

Normal

00:37:536 (2) - I'd move this up a bit so it's not as close to 00:36:308 (5) - Yes
00:45:399 (3) - maybe copy 00:43:758 (1) - so they have the same shape? Will consider but I want the flow to be different here
01:00:612 (2,3) - control + H these so they flow a bit better? I think they're better as is
01:11:788 (3,4) - shouldn't these be one repeat slider? timing point makes this impossible, will be unsnapped sliderend if I do that

blankets could use some more polish, but otherwise this is a good diff I'll go through and adjust those.

Hard

00:13:856 (9) - should probably be around x:64 y:272 to make a nice square Wasn't intended to be a square though
00:15:490 (1) - place a bit lower? https://i.imgur.com/8QDVkyH.jpg yes.
00:26:552 (4,5) - I'd make a jump with these since they sound so strong tbh unstacked
01:16:727 (1) - place at the center? yes, dunno why it wasn't
01:48:685 - Missing beat? there's an audible drum sound here
01:51:954 - ^ Yes there are drums there, I made a choice to follow the guitar here to avoid a generic rhythm, if it's too problematic I can always fill in the gaps.

Insane

00:07:005 (7,8) - control + g so it flows a little better to 00:07:405 (1) - ? I prefer the up and down motion here instead

tbh, rest seems good and I would only be pointing out minor nitpickings that don't appeal to me but are good otherwise so


Timing this must have been torture lmao
Hopefully something here helps you :D Appreciate the mod, thanks very much!

Good luck on the set, I love this song.
Namki
hi~

[General]
  1. The map lacks hitsound variety as for me. Map has consistent and quite nicely fitting hitsounds but there are quite few extra sounds what should've ephasized. For instance, 00:01:572 - / 00:04:925 - / 00:08:262 - etc. Drum sampleset goes kinda fine.
[Hard]
  1. 00:06:805 (7,8) - the thing is, they both have the same kinda prominence and having a stack here doesn't reflect music well, because the stack is meant for stating one sound dominance over the other sound (like here 00:16:111 (2,3) - ). Consider unstack them.
    The same 00:52:936 (4,5) - .
  2. 00:38:393 (4,5,1,2) - looks like you accidentally put 1.5x spacing here instead of 1.4x. If intentionally, then it has little sense cus music doesn't express intensity change.
  3. 01:01:647 (1) - it seems like it's mapped according to vocals. I can hear the really quiet guitar there but even it goes for 1/2 as well as 01:02:496 (3) - if you hear closely to 01:02:925 - you can hear that it kinda changes when comes to this red tick.
  4. 02:07:022 (4) - isn't it breaking RC? The second guidline of osu! specific Ranking Criteria. I honestly cannot hear sound there.
    02:08:237 (6) - yup.
[Insane]
  1. Jump parts 00:14:056 (1,2,3,4,5) - / 00:17:352 (1,2,3,4,5) - / 00:23:503 (1,2,3,4,5,6,7) - , they have bigger spacing than the rest verse. But music is pretty similar for the entire section. Consider normalizing spacing a bit.
  2. 00:39:413 (2,3) - it looks like 00:39:413 (2) - is more prominent and 00:39:620 (3) - is less, but music actually goes vice-versa. Suggesting you to 00:39:413 (2) - stack this under the tail of 00:38:793 (1) - .
  3. 01:44:230 (3,5) - overlap kinda triggers me, idk if it's jsut me but I think it goes badly af ingame.
  4. 01:57:836 (6,1,2,3) - weird thing you changed your mind and did not place two sliders, it seems kinda inconsistent. I'd prefer consistency here as your entire diff is consistent and this one sections kinda ruins it.
the rest is awesome~
good luck
Topic Starter
Arf

Namki wrote:

hi~

[General]
  1. The map lacks hitsound variety as for me. Map has consistent and quite nicely fitting hitsounds but there are quite few extra sounds what should've ephasized. For instance, 00:01:572 - / 00:04:925 - / 00:08:262 - etc. Drum sampleset goes kinda fine. I'll try
[Hard]
  1. 00:06:805 (7,8) - the thing is, they both have the same kinda prominence and having a stack here doesn't reflect music well, because the stack is meant for stating one sound dominance over the other sound (like here 00:16:111 (2,3) - ). Consider unstack them.
    The same 00:52:936 (4,5) - . Yes this is a good concept, I like it
  2. 00:38:393 (4,5,1,2) - looks like you accidentally put 1.5x spacing here instead of 1.4x. If intentionally, then it has little sense cus music doesn't express intensity change. That's because of the BPM change, since it drops from 150 to 140 the Distance Snap gets ruined a bit there
  3. 01:01:647 (1) - it seems like it's mapped according to vocals. I can hear the really quiet guitar there but even it goes for 1/2 as well as 01:02:496 (3) - if you hear closely to 01:02:925 - you can hear that it kinda changes when comes to this red tick. I didn't fully understand what you meant here, but if you wanted me to follow the guitar on that first slider, yeah you're right there is in fact a quiet guitar note there. For the sake of both consistency and vocal emphasis however, I think the current 1/1 sliders are more fitting than sneaking a 1/2 in there.
  4. 02:07:022 (4) - isn't it breaking RC? The second guidline of osu! specific Ranking Criteria. I honestly cannot hear sound there.
    02:08:237 (6) - yup. Aren't the drums pretty loud though? I hear them quite clearly here... I'll ask around
[Insane]
  1. Jump parts 00:14:056 (1,2,3,4,5) - / 00:17:352 (1,2,3,4,5) - / 00:23:503 (1,2,3,4,5,6,7) - , they have bigger spacing than the rest verse. But music is pretty similar for the entire section. Consider normalizing spacing a bit. Well, the jumps are the concept the map works around, vocal emphasis or whatever you want to call it,
  2. 00:39:413 (2,3) - it looks like 00:39:413 (2) - is more prominent and 00:39:620 (3) - is less, but music actually goes vice-versa. Suggesting you to 00:39:413 (2) - stack this under the tail of 00:38:793 (1) - . Sure why not
  3. 01:44:230 (3,5) - overlap kinda triggers me, idk if it's jsut me but I think it goes badly af ingame. Adjusted
  4. 01:57:836 (6,1,2,3) - weird thing you changed your mind and did not place two sliders, it seems kinda inconsistent. I'd prefer consistency here as your entire diff is consistent and this one sections kinda ruins it. This is for the extra guitar notes that suddenly appear at 01:58:036 (1,2) - this part of the song, in order to emphasize the change here, the pattern changes too. I think they're prominent enough to justify the discrepancy
the rest is awesome~
good luck Thanks for the mod!
riptiondesc
holy red lines you really are trying to be Bonsai also mappin cool English songs

Insane

I started with this diff, seems clean so I don't have specifics to point out on it but feels like some parts feel the same, mostly in the first half of the map. Your first Kiai doesn't feel all that different to the 2 non-Kiai sections that surround it, though what you do coming immediately out of the first Kiai is nice. The first Kiai isn't that different to the 2 non-Kiai sections that surround music wise imo, but I think you could improve emphasis here.

01:16:727 (1) - could consider doing something similar to 01:15:670 (3,4) - here keeping your triangle structure but with a sharper angle so maybe you could do some sharp angle here, would mean you cant stack with the slidertail but it seems angles are important to this map

overall I really like this 2nd Kiai

01:27:119 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,9,10) - what you've done hitsounding here is pretty interesting, at first listening with some hitsound volume it sounded like you weren't mapping to anything and it was drowning out the other rhythms but obviously listening with 0% hitsound volume you've mapped the drums. I don't know a ton about hitsounding but imo this might be confusing to play, might need to rework hitsound for the drum in this section.

01:58:636 (4,5,6,7,8) - are you sure you want this pattern here imo music hasn't changed much yet but could be my bad audio


Normal and Hard to come, if you want to reply to this before I mod them it might help the Normal/Hard mod be more useful
Topic Starter
Arf

riptiondesc wrote:

holy red lines you really are trying to be Bonsai also mappin cool English songs \:D/

Insane

I started with this diff, seems clean so I don't have specifics to point out on it but feels like some parts feel the same, mostly in the first half of the map. Your first Kiai doesn't feel all that different to the 2 non-Kiai sections that surround it, though what you do coming immediately out of the first Kiai is nice. The first Kiai isn't that different to the 2 non-Kiai sections that surround music wise imo, but I think you could improve emphasis here. I'll try my best here, I know boring maps aren't very good, and even though the music isn't all that different (as you mentioned), since it's the kiai it should have something special about it. Without overcomplicating the map, I'll see if I can add some different angles or spacing to spice things up a bit

01:16:727 (1) - could consider doing something similar to 01:15:670 (3,4) - here keeping your triangle structure but with a sharper angle so maybe you could do some sharp angle here, would mean you cant stack with the slidertail but it seems angles are important to this map Good observation, angles are indeed crucial to this map. I swapped 6 and 1 for now, that gives it a sharper angle, can think of other patterns that might work here also, just in case.

overall I really like this 2nd Kiai Appreciate it :D

01:27:119 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,9,10) - what you've done hitsounding here is pretty interesting, at first listening with some hitsound volume it sounded like you weren't mapping to anything and it was drowning out the other rhythms but obviously listening with 0% hitsound volume you've mapped the drums. I don't know a ton about hitsounding but imo this might be confusing to play, might need to rework hitsound for the drum in this section. Changed to drum sampleset, I think it might be a bit more distinguishable now

01:58:636 (4,5,6,7,8) - are you sure you want this pattern here imo music hasn't changed much yet but could be my bad audio There's a thing at 01:58:036 (1,2) - that I didn't want to use a slider for, since it's a distinct guitar noise, and as a kind of finale to the entire section I thought a different pattern here might put more emphasis, especially with the ladder jumps coming up afterwards


Normal and Hard to come, if you want to reply to this before I mod them it might help the Normal/Hard mod be more useful
ZekeyHache
Born to be Arf
Topic Starter
Arf

ezek wrote:

Born to be Arf
;__;
Battle


[General]
get a check from a timing person pls to confirm (if u already did get 1 get a second opinion)
00:05:354 - to 00:06:205 - timing sounds off
im not liking your colors of blue and red lol

[Normal
01:27:119 (1,1,2,3) - not really liking this rhythm since the vocals kinda dominate this section (at least for a lower diff) but you're trying to follow the drums but that doesn't really work cuz it's 1/4 and you're just having 1/1 so it just sounds really off

[Hard]
01:27:119 - to 01:30:339 - tbh it just sounds like this timing section is off cuz like it just sounds so awkward lol

[Insane]
01:58:636 (4,5,6,7) - kinda confused why this is here when the music isn't kinda doing a back and forth thing at all it's kinda just a guitar solo lol

diffs are fairly fine, you need a timing check tho
riptiondesc
Hi sorry for late, no kudosu as I already received

Hard

As Battle pointed out the slider spam after the 2nd Kiai sounds weird again, could be a timing issue or like I pointed out on Insane could possibly be a hitsound issue. Will need a timing check to know for sure.

your first Kiai is special in this diff since the reading patterns are clear and consistent through Kiai's, it introduces this idea compared to the verses

02:07:643 (2,3,4) - this is your only clickable 1/4 and its at the end of the map, I know the cymbal is louder here which makes it a bit stronger but maybe you could just space it more or something


Normal

I checked what Battle pointed out at 00:05:354 personally sounds like guitar is on time but I think you're mapping drums here which are a bit early compared to your timing


got nothin else, best of luck
pimp
timing as requested

this song was so fun to time 8-)

i think the timing is good to go but pm me if you need further help (don't modify or let someone else modify the timing)

timing
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127626,392.156862745098,4,2,0,65,1,0
127822,413.793103448276,4,2,0,65,1,0
128028,392.156862745098,4,2,0,65,1,0
128420,416.666666666667,4,2,0,65,1,0
128628,447.761194029851,4,2,0,65,1,0
129075,410.958904109589,4,2,0,65,1,0

you will need to add kiai again
btw there is no need to add a green line just to use kiai. you can activate it on the red lines the same way as it's activated on green lines.

GL
Topic Starter
Arf

Battle wrote:

[General]
get a check from a timing person pls to confirm (if u already did get 1 get a second opinion) pimpG checked and provided new timing for me, I also asked dsco to take a look, he was okay with my old timing (except the part after the break) other than not resetting the metronome correctly every now and then (which should no longer be an issue)
00:05:354 - to 00:06:205 - timing sounds off
im not liking your colors of blue and red lol This was changed but I cannot think of good combo colors for this stupid background at all,
if anyone has better colors please provide them because I am graphically challenged


[Normal]
01:27:119 (1,1,2,3) - not really liking this rhythm since the vocals kinda dominate this section (at least for a lower diff) but you're trying to follow the drums but that doesn't really work cuz it's 1/4 and you're just having 1/1 so it just sounds really off This was changed to big sliders to represent the vocals better (I hope)

[Insane]
01:58:636 (4,5,6,7) - kinda confused why this is here when the music isn't kinda doing a back and forth thing at all it's kinda just a guitar solo lol Changed this too, since many people did not like this pattern, I have done something different here but this time following the geometry ideas of the previous star patters.

diffs are fairly fine, you need a timing check tho Is this the hope?

riptiondesc wrote:

Hi sorry for late, no kudosu as I already received Hello again my friend

Hard

As Battle pointed out the slider spam after the 2nd Kiai sounds weird again, could be a timing issue or like I pointed out on Insane could possibly be a hitsound issue. Will need a timing check to know for sure. pimpG is the MVP of this mapset.

your first Kiai is special in this diff since the reading patterns are clear and consistent through Kiai's, it introduces this idea compared to the verses :o kind words are much appreciated

02:07:643 (2,3,4) - this is your only clickable 1/4 and its at the end of the map, I know the cymbal is louder here which makes it a bit stronger but maybe you could just space it more or something I know, and this was not my first choice.... I had a repeat slider here but timing forces a red point right at the end and it creates an unsnapped sliderend, so I cannot put a repeat slider here. I am upset as well.


got nothin else, best of luck Appreciate the double check ^^

pimpG wrote:

timing as requested Praise him with great praise.

this song was so fun to time 8-) Glad you had fun with it, I sort of did as well when I timed it, oddly enough. I usually do not enjoy the slog of timing at all.

i think the timing is good to go but pm me if you need further help (don't modify or let someone else modify the timing) Will do!

you will need to add kiai again
btw there is no need to add a green line just to use kiai. you can activate it on the red lines the same way as it's activated on green lines. I know this now, I didn't know when I mapped this though, because I'm an idiot. Thanks though

GL My appreciation for the assistance, you have my gratitude and a forever-valid reason to poke me ever ^^
THINGS CHANGED:
  1. Combo colors (very unhappy with mine, would not say no to assistance with this)
  2. Timing (obviously)
  3. Everything Battle said (again, obviously)
  4. Some rhythms in all diffs (mostly Hard and Normal) because of new timing points added which rendered old sliders unsnapped. In Hard there were maybe 5 places and in Normal about 7-8 places where sliders (mostly repeat sliders, but some 1/1 sliders in Normal too) had to be completely scrapped and the pattern changed because the slider had a red timing point in the middle of it (in one case in Normal, it had FOUR red lines in it). Manually snapping sliderends was possible with a couple of them, but except one instance, this was not done. With repeat sliders that method is not possible anyway, so those were changed.
Net0
Make good use of pimp's timing :3
Topic Starter
Arf

Net0 wrote:

Make good use of pimp's timing :3
Believe me I shall.

EDIT: New combo colors by Warpyc
Izzywing
Timing seems good from what I can tell, I went through it and it looked fine.

[normal]

00:23:082 (5,6,7) - not really a fan of this placement, it's not really intuitive for a normal.
00:26:743 (5) - spacing seems a bit off here eh? distance from 4 is notably less than distance to 1
00:37:550 (2) - clap on head
01:34:802 (3) - spacing again looks a bit off
01:36:035 (4,1,2) - not a big fan, the visual spacing is really messy because of the slider bodies (even if the DS is fine)

this diff is okay, looks like you tried using a lot of blankets but many of them are quite sloppy. Also I implore you to double check that your spacing is consistent, usually on variable bpm maps people will make objects spaced the same visually despite minor changes in the timing (which it looks like you tried to do but messed up in a few spots)

[hard]

00:16:519 (4) - the entry angle is kinda meh here, would probably rotate this and 5 by like 20 degrees or so
00:30:877 (2) - clap
00:37:550 (2) - clap on head, 00:38:389 (4) - clap

[insane]

claps again

double check your hitsounds and you can call me back :D
Topic Starter
Arf
Applied everything from Hobbes' mod.

Went through Normal and fixed
a) Blankets that looked off to me, about 9-10 of these
b) Spacings that were odd, about 6-7 of these

Fixed hitsounds in all difficulties, fixed that entry angle thing in Hard.
pimp
no kds

General

the new combo patterns should be the same in hard and insane, they have about the same density of notes, the max combo is about the same too.

Normal

  1. 00:23:493 (5) - new combo here since the spots you used new combo so far are exactly where the vocals starts.
    i understand that in this measure the vocal started one beat earlier but i think it's ok since the measure start is in the slider end.
    you will need to remove new combo at 00:24:737 - ofc
  2. 01:05:186 (1) - if you want a new combo here then add a new combo every 4 beats until the spinner. or you will have to just keep the same new combo pattern you used the whole song.
  3. 01:07:670 (1) - this spot is not fitting to use new combo at all. the new combo should be on 01:06:849 - following my previous suggestion.
  4. 01:10:962 (1) - ^
Hard

  1. 01:33:570 (1,2,3,4,1,2,3,4,5) - since this part is kinda similar to the intro, and has no vocals, i think it would be better to make this one single combo, just like insane was made in this part.
  2. 01:36:874 (1,2,3,1,2,3,4,5) - ^
  3. 01:40:152 (1,2,3,1,2,3,4,5) - ^
  4. 01:43:417 (1,2,3,1,2,3,4,5) - ^
  5. 01:57:842 - why not use new combo here? it's the same patterns you been using so far and now there is a new instrument starting here. also remove new combo on 01:58:856 -
  6. 01:06:849 - new combo and remove at 01:07:670 -
  7. 01:08:492 - new combo
  8. 02:09:075 - replace this finish for a clap
Insane

  1. 00:00:730 (1,2,3,1,2,3,4,5,6) - make this one single combo just like in hard.
  2. 00:04:065 (1,2,3,1,2,3,4,5,6,7,8) - ^
  3. 00:07:393 (1,2,3,1,2,3,4,5,6) - ^
  4. 00:10:733 (1,2,3,1,2,3,4,5,6,7,8) - ^
  5. 02:09:075 - replace this finish for a clap
Topic Starter
Arf
Applied everything, thanks for the corrections (and the stars)
Preview point also changed (again), if anyone has a better one feel free to share

EDIT: Seems a BN gave you KD for that post, maybe with mod v2 having been implemented the old rules about only receiving KD once per map are moot now. (I agree with this if so)
Izzywing
hi sorry for being late ill get to this soond
Izzywing
hi
Battle
give metadata
Topic Starter
Arf
Metadata updated with a capital "T" in the word "to"

https://steppenwolf.com/i-5096036-steppenwolf-cd.html
https://www.discogs.com/Steppenwolf-Ste ... ter/131511

Mainly using the first one since official band source and all that.
Battle
first link is a valid source, sounds fine to me
Izzywing
weed lol
Bonsai
More lines doesn't automatically mean better timing. For example at 00:06:564 (8,9,10) - (using timestamps from the highest difficulty) you set sections that go drastically up and down in BPM from note to note, changing the offset of the notes by 30ms or more - For the OD used in this difficulty, being 31.5ms too early or too late already means getting a 100 instead of a 300, which seems rather unreasonable to me since the song is timed in a way that makes these drastic timing-changes unpredictable, and this spot for example is mapped with mostly circles in all diffs, so there's only few if any slidertails that would give an indication of that timing.

Timing every single note as accurate as possible is cool (even though in many cases it would "feel" much better when you try to smooth it out to a more constant timing) , but you should always consider how that affects the gameplay. If you want to keep such a timing, I'd strongly advise to lower the ODs to compensate for that. Especially for the Hard an Insane at hand, the current ODs seem very high when looking at the actual difficulty-level of the maps already without taking the timing into consideration.


And a quick note to the mapper: Maybe try to get more creative and expressive in lower difficulties, literally having constant 1/1-rhythm for 1:20 minutes can't be the most that you can get out of a great song like this. Randomly clicking through that first half of the Normal I can't find anything that makes a section different to another section except the "Kiai"-logo blinking on the screen, yet the song differs so much. Why not use different SVs when the overall intensity of the sections are different? Why not accentuate certain instruments that only exist in certain spots by giving them more rhythmic focus, and not following the others that closely bc they're there constantly anyways? Mapping as many notes as possible doesn't automatically follow the song as good as possible - The opposite is mostly the case, nothing is standing out anymore bc they're all the same rhythmically, but rhythm is such an important aspect of music (and of a rhythm game).. :(

edit: Personally I also find it very weird to not emphasize the most iconic part of this song at all in any of the difficulties and instead force drum-hitsounds over it that are out of sync with that vocal phrase even tho those drums are barely audible in the song but ok xddd

edit2: Also don't give kds to someone who has already received kds right before that and literally writes "no kds" in their post LOL

edit3: Steppenwolf awoo
Topic Starter
Arf
Hobbes gave pimpG that KDs, not me. How'd you miss the post below pimp's mod >=(


I don't like long slow sliders in that part of the song after the break to emphasize vocals particularly when they're off sync with everything else timing wise, they wouldn't be snapped in a friendly way at all, surely, since the vocals aren't snapped to anything constant. I know it's the good part and everything but seriously, Steppenwolf don't use a metronome and that vocal part is cancer to snap, mapping to that is not a good idea.

Isn't OD 8 fine? The 170 BPM in the middle of the triple was suspicious to me when pimp first timed it, but it played okay at least personally. My playtesters didn't struggle with accuracy and they certainly weren't gods (the ladder jumps were a bigger problem), and I can play it well enough too, though since I know the song that's not much to go on. It's honestly not that unforgiving of a timing, anyone playing 4.2* maps regularly should be more than capable of scoring well here. My original timing had about half the timing points (81 vs 140) as pimp's, no BPMs higher than 155, but it set off alarms in everyone's heads as you can see in the thread. Given what an absolute murderfest timing issues tend to be, I'm highly inclined to just stick with the "perfect, but overdone" timing, since it's technically correct and doesn't fluctuate so much that it creates rhythm problems, because otherwise everything will go downhill between what timing is good enough for playability versus what timing is actually correct and there is absolutely no way am I ever going to deal with that.

About the Normal, not to make excuses, I know it's boring as all hell, but this was mapped months ago, when the 2* rule was in effect and nobody wanted to see 1/2 in any low diff at all, not when it's the lowest diff. It used to have more repeat sliders and such, but with the number of timing points I got after pimp timed it, that soon became extremely difficult since the slider would no longer snap correctly. If I start leaving gaps in the map to emphasize something or another, something else gets left out, and everyone gets a bee in their bonnet about it, be it drums, guitar, vocals, whatever. Also are different SVs even allowed in a lowest diff? To make them mean anything the SV change has to be somewhat significant, which goes against the point of a lowest diff anyway doesn't it? The song also doesn't differ too much, does it now, it's great but it's the same riff for most of it with not a lot else going on :<

More importantly, there is actually emphasis in the Normal, even if the rhythm is all 1/1. In the verses with the main guitar riff, like at 00:40:456 (1) - the slider->-note->note rhythm was chosen specifically because it works pretty well (IMO) in emphasizing first the held note in the guitar (00:42:113 (4) - ) and then the two guitar notes afterwards (00:42:935 (5,6) - ). Then there's the circle spam in the second kiai, because intensity etc blah blah. Essentially, since the diff needed to be a 1/1 spamfest at the time it was created (because no one would accept a lowest diff otherwise, seriously) the emphasis was created through other means. There's slider pairing copy/pasta for similar sounds, circles instead of sliders at key points, tactics like that were mainly made use of.

It's not a very good Normal, because it's a lowest common denominator difficulty. I can't map a better one than this without needing an Easy (which would be basically this diff anyway) because it would use quite a lot of 1/2 and wouldn't be accepted as a lowest difficulty. I know this because every single map I've ever ranked had that problem :c (and they all have metronome clicker Easies now, shocker). In-between difficulty with some 1/2 and mostly 1/1 just ends up inconsistent, because once you use some 1/2 you kind of have to follow through and use it properly, else you get a strange rhythm that uses 1/2 in some places but not others, and nobody will agree on where to use it and where not (in this song at least). Instead of making a rhythm that would appeal only to some people, in a lowest diff I just took the no-risk route and made one that wouldn't detract from anyone (anyone who plays Normals on-level that is) but wouldn't stand out either.

Can I be in your old fart list now you codger
Izzywing
me giving the kds was a mistake, sorry about that :\

not that kds actually means anything anymore lol

Edit - the OD seems fine to me, I don't really think it's as hard to acc as you're making it out to be

as for the normal, yeah that is valid criticism. Arf responded, so we'll see what happens from there.
pimp
I know the timing could be simplified in many parts but it would make some parts sound better than others...
I like accurate timings more than averaged
people usually know what to expect from the final result when they ask me timing help
Asherz007
As requested.
Topic Starter
Arf
Normal totally revamped, see what you think. Didn't really like the diff after looking at it again.

Big thanks to -Mo- for a lot of rhythm help and guidance, credit where it's due to him.
-Mo-
remap normal pls

Further modding:

General
- Would be cool if your whistle hitsounds followed the guitars more closely I think.

For example in top/hard diff, you have 00:02:178 (4,5) heading with whistles, but 00:01:346 (2,3) doesn't have whistles where I think it would be cool to have them.

Normal diff: 01:48:076 (4,5) - 01:51:342 (4,5) etc - Would be cool to have whistles on these I think.

All diffs: 01:33:570 this section seems to not use whistles at all, where I think they could be used on the guitar sounds.

RE:Normal
Assuming you don't care about touching the health bar stuff.
== 00:06:564 (6) - Wrong snapping.
- 00:10:333 - Missing clap.
- 00:24:737 (2) - Random drum-normal here for some reason.
- 00:32:135 (5,6) - 00:58:533 (5,6) - If you can arrange it like this it'll be a little less cluttered looking.
- 00:35:681 - 01:02:071 - This green line isn't doing anything, was it supposed to?
- 00:39:628 (3) - Can you nudge this up by 1 or 2 units so there'll be no questions asked.
- 01:27:083 (1,3) - I think you can do a better job of these wave sliders.
- 01:48:076 (4,5) - 01:51:342 (4,5) etc - Would be cool to have whistles on these I think.

- 00:18:781 (3) - So let's fix this slider tick with more red lines, because you don't have enough right now:
-- 00:18:873 - New red line here at 152 BPM.
-- 00:18:781 - Set this red line to 148 BPM.
-- Set the slider length in the .osu to 90.

Rabid
- 00:26:534 (8) - Looks better placed at around (230, 292) I think.
- 00:42:935 (6,7) - Spacing emphasis? Compare it to 00:42:319 (4,5).
- 00:46:199 (6,7) - Same, smaller spacing makes this more boring. What you did in first verse was more interesting.
- 00:50:901 (6,7) - Visual flow is kinda meh if you can be bothered to fix it.
- 01:13:422 (1,2) - 01:14:243 (3,4) - Would be cooler to rotate each by 180 degrees I think. Makes it so this combo goes into the opposite direction as 01:11:784 (1,2,3). Could also make 01:15:065 (1,2,3,4,5,6) part of the wheel on the vertical line if you wanted to be really fancy.

discord
[01:10] Mo: 00:06:564 - 142.5 bpm
[01:10] Mo: 00:16:936 - missed another clap you
[01:12] Mo: 00:32:135 (5) - put whistle on head instead
[01:13] Mo: 00:55:201 (3) - ^
[01:13] Mo: 01:03:117 (7) - missing w
Topic Starter
Arf

-Mo- wrote:

remap normal pls okay

Further modding:

General
- Would be cool if your whistle hitsounds followed the guitars more closely I think.

For example in top/hard diff, you have 00:02:178 (4,5) heading with whistles, but 00:01:346 (2,3) doesn't have whistles where I think it would be cool to have them. this is to avoid spam whistles, especially when there's other hitsounds, if there's too much whistle I think the emphasis of the whistle gets a bit ruined.

Normal diff: 01:48:076 (4,5) - 01:51:342 (4,5) etc - Would be cool to have whistles on these I think. yes

All diffs: 01:33:570 this section seems to not use whistles at all, where I think they could be used on the guitar sounds. also yes

RE:Normal
Assuming you don't care about touching the health bar stuff.
== 00:06:564 (6) - Wrong snapping. fixed.
- 00:10:333 - Missing clap. fixed.
- 00:24:737 (2) - Random drum-normal here for some reason. fixed.
- 00:32:135 (5,6) - 00:58:533 (5,6) - If you can arrange it like this it'll be a little less cluttered looking. good idea.
- 00:35:681 - 01:02:071 - This green line isn't doing anything, was it supposed to? for silencing slidertick, seems volume didnt get changed
- 00:39:628 (3) - Can you nudge this up by 1 or 2 units so there'll be no questions asked. yes I can.
- 01:27:083 (1,3) - I think you can do a better job of these wave sliders. I caaaan't. I like how they look :c
- 01:48:076 (4,5) - 01:51:342 (4,5) etc - Would be cool to have whistles on these I think. sure, done.

- 00:18:781 (3) - So let's fix this slider tick with more red lines, because you don't have enough right now:
-- 00:18:873 - New red line here at 152 BPM.
-- 00:18:781 - Set this red line to 148 BPM.
-- Set the slider length in the .osu to 90. this is stupid.

Rabid
- 00:26:534 (8) - Looks better placed at around (230, 292) I think. all righty
- 00:42:935 (6,7) - Spacing emphasis? Compare it to 00:42:319 (4,5).
- 00:46:199 (6,7) - Same, smaller spacing makes this more boring. What you did in first verse was more interesting. Did different things here
- 00:50:901 (6,7) - Visual flow is kinda meh if you can be bothered to fix it. Adjusted.
- 01:13:422 (1,2) - 01:14:243 (3,4) - Would be cooler to rotate each by 180 degrees I think. Makes it so this combo goes into the opposite direction as 01:11:784 (1,2,3). Could also make 01:15:065 (1,2,3,4,5,6) part of the wheel on the vertical line if you wanted to be really fancy. Done something like that here, hope it worked.
-Mo-
Frankly, I'm getting tired of stupid timing maps.
pimp
insane

00:18:971 (3) - this is supposed to be on the white tick.

pimpG wrote:

pm me if you need further help (don't modify or let someone else modify the timing)
smh
Topic Starter
Arf
Bollocks, I forgot about that. I'm sorry dude, didn't mean to put one over you or anything.

I'll change the other thing during the next check

EDIT: Right, since unsnapped note is apparently a bubble popping issue I'm popping this myself. Fixed it
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