Euh ouais ok, on va dire que j'ai fix certains trucs ^___^"
Tout fix voilà merciiiiPonoyoshi wrote:
Easy
00:06:443 (2) - pas besoin de nc ça
00:34:398 (1) - nc ça
01:03:489 (1) - beaucoup trop rapide pour une easy
normal
00:06:443 (3) - T'aurais pu faire un slider 1/2 ici Imo pour plus emphasise le changement dans le song
https://imgur-archive.ppy.sh/GSc5iS0.png 00:30:989 (1) - thinking face utilise CTRL Shift S pour faire ce genre de chose
01:03:489 (1) - c'est également un peu fast je trouve
01:06:443 (2) - pareil que pour 30sec, copy past le slider c'est tellement plus propre
un peu la flemme de mod le reste, back in 2k8 mapset xD
Ya plus vraiment grand chose à GD :/Pachiru wrote:
jpe gd?
Thanks for the mod!M a r v o l l o wrote:
[General]alright
- Some minor issues:
- no combo colours
- widescreen while there's no sb
- countdown is enabled, though you can use it if you really want- modding assistant tells there are some unsnapped green lines on ez and nm
[Hard]
- I think AR8 is kinda high for 132 bpm song hard diff because even my Insane on 124 bpm has AR8. What about AR7? changed
- 00:34:398 (3) - needs NC because you placed them every new tact and this slider crosses the tact's start. kk
- 00:44:625 (1) - 00:46:443 (1) - 00:48:261 (1) - is it really required to place NCs there? They break the system of placing NCs every tact.
NC issues also go to the end part yes because the song changes rhythms as well- 00:53:261 (2,3,4,5,6,7) - these sounds aren't worth being circles with such space. This rythm would fit better https://puu.sh/wWaa0/a66386aa37.jpg also you used it at the same sounds here 00:54:625 (1,2,3,4,5) - kk
- 00:59:170 (3,4) - try to avoid this overlap, it looks ugly. same goes for 01:00:989 (3,4) - I like it :'(
[Normal]
- AR6 is too high for normal especially on such BPM. Yes, RC allows you to use AR6 but we usually use high AR on high BPM songs so you know what I mean sure
- what about using 1.2 ds on 1/2 beats so we can avoid such ugly overlaps? but they're not ugly uwu
- 00:07:352 (1) - is there any reason why this is spaced so far from the previous object? mistake from my side lmao, fixed
- 01:12:125 (3) - inconsistent spacing done on purpose
- 01:30:989 (3) - missed NC boop
[Easy]I guess this is an oldschool map. Not what I like but I think some people might love it. Best of luck~ ♥
- DS 1.3 would work better Ovoui told me he doesn't want to fix that
- I cannot catch your NCing, you always use different system of NC placing. In the beginning you used it every tact, a bit later every two, later just no ncs then two random ncs etc. Please make it more logical. Made it better
thanks!!Mir wrote:
hi hi
[Normal]
Kinda same about DS but you already said you didn't wanna change it overlaps make it easier to read
MA is telling me lots of unsnapped greenlines. fixedSPOILER01:05:530
01:11:894
01:34:166
01:34:621
01:35:076
01:35:530
01:35:985
01:36:439
01:36:894
01:37:348
01:37:803
01:38:257
01:38:712
01:39:166
01:39:621
01:40:076
- 00:33:716 (2,3) - Maybe making these slightly closer would make the 1/2 more obvious? changed
- 00:43:034 (4) - eee 00:57:125 (3,3) - can't be trusted owo why tho
- 01:15:307 (2) - Slider end sounds like it should have a slider instead like this instead? but, that would ignore the main instrument :'( I purposedly ignored this beat to leave a small 1/1 break
[Hard]
- 00:44:625 (1,1,1) - I don't think this is ever used again and that's kinda sad cuz I like this idea (also kinda looks random) I didn't want to abuse it
- 00:47:352 (1,1) - No same shape? changed
- 00:49:625 (3,4,5) - 4 has more emphasis than 5 but 5 is stronger no? but it's a star
Otherwise fine I think.
Good luck!!
Mir wrote:
hi Hey o/
[Ovoui's Easy]
SV is really low and that causes 1/1 overlaps which isn't advised according to the RC guidelines. It's not recomanded by the RC but i don't the see probem in this map. Moreover overlaping make the map easier to read because when the player will focus on a circle he will see instantly the next object thanks to the overlap.
You also have a spinner that violates several guidelines regarding recovery time and spinning time at 01:03:489 (1) - would recommend removing it and replacing it with a circle on 01:03:489 - The guidlne isn't clear enough, 4 beats is too vague and depends of the bpm of the music, so the guideline is not general enough and shouldn't be applied imo. I don't want put any 1/2 gap between two hitobject, it'd feel weird it'd be the only in the difficulty.
- 00:29:170 (1,2,3,4) - Don't really get why you decided to vary the slider shapes so much despite no change in the music really. To make the pattern less boring.
Otherwise it's just overall issues.
Good luck!! Thanks for the mod !
lazyboy007 wrote:
Hello :3
[Normal]I find it weird that you start with full square gimmick and just randomly abandon it
- 01:02:807 (2,1) - Probably not recommended to have that big of a gap to the centre on a normal when a spinner comes agreed
- 01:05:080 - might wanna add a note here? maybe not since the spinner is still close but eh pause after the spinner, yeah
- 01:15:307 (2,3) - why does the pattern change here? small pause again to transition with the next pattern
[Hard]Again weird how you abandon the 90° gimmick. the 90° gimmick is here to underline the predominance of the drums in the song, when other instruments are taking over, there is no reason to keep using it (using it throughout the map would make it boring as well).
- 00:43:488 (7) - there's barely any sound here but there are vocals here, and the synth playing as well
- 01:03:489 (5) - could use some beautification I'll try uwu
That's all for me, gl! thank you!
Thanks you very much for your mod!ezek wrote:
Hellow OwO HELLO ○W○
[Normal][Hard]
- 00:53:489 (3) - You're touching a bit the life bar on the default skin should be better now
- 01:05:530 - unsnapped green line here no idea how it got there xp
- 01:11:898 (2,3) - why u change the spacing if it's the same combo xp hmm shouldn't (3) have nc cuz of the sudden sv change? hmm what about moving the sv change to 01:12:807 - ? it's here to emphasize the drums coming back, so the SV change has to be there, changed the NC tho
- 01:11:902 - another unsnapped green line (are u even using these lines for something? they're just a few ms before the lines that make an actual thing xp) fix fix fix
- 00:43:034 (4) - 00:57:125 (3) - These are the only places where you use a slider with more than one repeat, maybe do something else? because that's the only time the song does something like this, and I have to make it stand out. I fixed the second one, but kept the first one the way it is.
Interesting unusual map, I'm just concerned about the Easy; it would be nice if the mapper agrees with all the changes proposed.
- 00:00:080 (1,2) - 00:01:898 (1,2) - These two patterns are following the same rhythm, yet they have a very different spacing, any special reason for that? Looks inconsistent. Seems you used the same as the first one at 00:03:716 (1,2) - so I guess the second pattern's spacing is by mistake? It was not a mistake, that spacing is higher for structural reasons, I reduced the spacing but I can't make it 0.8x just like the other ones.
- 00:05:534 (1,2) - I see you're using these antijumps with the same spacing as the previous two circles, but it's a bit awkward. I guess the nc is something to help with that, but I suggest to at least place them differently to create more visual contrast between the patterns because the things that they are mapped to sound very different from each other and one is 1/2 and the other 1/1 circle clicking. What about placing them like this? the point of this map is to let the player anticipate spacing differences judging by the intensity of the beats. I used the same spacing on purpose so that the player learn how to handle spacing differences based on the intensity of the song. Making the spacing clearly different would break that urpose. Also the antijumps are here to emphasize that increase in intensity because 00:05:079 (4,5) - and 00:05:534 (1,2) - clearly sound different. It breaks the flow on purpose in order to accentuate 00:06:443 (3) - which is the climax of that increase in intensity. I'm pretty exhausted at the moment so I have no idea if what I'm telling even makes sense, but yeah... xD also, your pattern suggestion wouldn't work as it would break the 90° gimmick :'(
- 00:41:898 (1,2) - Pls slant them at the same angle actually, it's not going in the same direction because I wanted (2) to show that the song is changing it's rhythm, contrasting with 00:40:989 (3,1) - being symmetrical, which represents the monotonic aspect of the song. and I think it looks cooler this way xD
- 00:47:352 (1,2,3,1,2,3,1,2) - You should do the same effect you did with 00:44:625 (1,2,3,1,2,3,1,2,3) - for some consistency there, and also looks pretty cool cuz of the way it represents the song I intended to do that in the first place, but I realised I would be abusing the same pattern too much making it less interesting. Also, in the end I decided to map 00:47:352 (1,2,3,1,2,3) - differently because compared to 00:44:625 (1,2,3,1,2,3,1,2,3) - , the piano is less present and 00:44:625 (1,2,3,1,2,3,1,2,3) - was mainly mapped like this because of the piano.
- 00:50:080 (5) - It's a pretty pattern but this circle screams for a jump. The sound here is very strong to just leave it without any emphasis :c why does everyone want to break my cute little star ;w;, anyway I changed it a bit
- 01:02:125 (2) - Maybe like this to keep up a bit more with the theme? mh, I did a curved slider here to show that the song is getting smoother here, making an angled slider would break the purpose of this slider
- 01:09:170 (1,2) - This blanket can be improved damned I suck at this, tried improving it!
ty owoKrfawy wrote:
Yo, I was browsing graveyarded beatmaps and I noticed one with "Ovoui" in the tags and I was interested as the song is quite appealing to me even though I can't understand it. What language is it? XD
NormalWell, I don't think it's really an issue, I mean, people have to learn to anticipate spinners. And here the player is not under pressure and can react quickly enough
- 01:32:807 (1,2) - https://osu.ppy.sh/ss/9863816 I would recommend you use something like this instead of the last circle that right now is so distant from the very centre of the playfield. Right now the distance deteriorates the playability as it is very hardcore to go from this part of the map to the favourite cursor position of the players I guess, you know, they usually start spinning from the centre of the map and now they have to act incredibly quickly.
Hardye
- I recommend you use CS5 for more otpimal CS spread across the difficulties, also, that would make your set look even more oldschool and more desirable. And still the spread should be fine! o3o
LOL2 I've just realized the set belongs to Kurai and that I could've written my mod in broken Russian. =3=
Yo, revive it please, I like it.
Gabe wrote:
alo l'espace v2
General
Inconsistance avec les timings de volumes vers la fin, donc au spinner final. Puisque c'est deux difficultés qui ont été mappé par toi, rip Ovoui, je te suggères d'utiliser les mêmes points de volumes sur les deux diffs. Par exemple, la normal et la hard, il y a un mini décalage avec les timings points. Tu as 01:34:170 - comme repère sur les deux photos. ui
NormalHard
- 00:05:534 (1) - La différence de spacing se voit quand même avec les deux derniers sliders et sa joue dans le contraste de l'intonation. Ajuste l'emplacement pour que le spacing soit la même. Fait la même pour 00:15:989 (4) - et 00:18:261 (1) - fix je pense même si c'est pas mal pinailler là xD
- 00:43:034 (4) - Le deuxième reverse arrow est de trop, selon-moi. Puisque l'intonation est plus évident à cause des bruits de fond et que selon la mélodie,
une note devrait être ajouter à 00:42:693 - (mais que tu l'ignores), il serait plus suggéré de remplacer ce reverse arrow par un cercle à 00:43:716 - . (Comme 00:57:807 (4) - dans le fond..) J'aime pas trop cette idée car ici le double reverse est utilisé pour faire la transition entre les deux parties de la musique. Et j'ai pas franchement envie de complexifier le pattern non plus- 01:34:170 - Le timing point n'est pas nécessaire, parce que le dernier timing point est le même, avec le même SV, le choix de l'hitsound de base et le volume.
Voir le point dans le général.gucci.
- 00:59:625 (4) - et 01:01:443 (4) - Pourquoi c'est overlap avec les derniers sliders? C'est la première fois, qu'avec ce genre de pattern dans la map, que tu fais quelque chose du genre et ça me parait pas très bien. C'est la première fois mais ça apporte de la diversité à la map je pense. Et aussi je trouve que ça représente bien la continuité des beats dans la musique et ça illustre aussi le fait que certains instruments ne soient plus là, donnant une impression de ralenti sur le pattern, mettant en valeur les caisses
Namki wrote:
Second of all, 00:00:534 - and 00:01:216 - have both whistles but sounds are different, 00:02:352 (2,3,4) - here as well. Goes consistently, too. Because it goes well like this?
Also, I hanged the combo colours to fit the background.Namki wrote:
Third of all, 00:00:080 - / 00:01:898 - etc. - don't have a hitsound on but mind explaining why? They're sort of audible for being hitsounded, too. And this is the main concern so far, you're using like two hitsounds for the entire diff but the music is pretty full of few more snares and kicks.
In order to contrast better with the notes you pointed out in your second point.
большое спасибо!!!Namki wrote:
ребублед!