forum

Agathodaimon - Favourite Sin

posted
Total Posts
75
show more
Lgndzr
Hi, M4M from your queue!

Beginning (til 01:07:586 (1))

It's not very consistent; spacing is the same for 1/4 and 1/2 but at 00:08:771 but changed at 00:27:719 even though the rhythm is relatively the same.
You should make the spacing consistent through the opening part, imo so that it isn't the same as 1/2 flows, it was quite confusing when I first played it.

00:24:955 (1,2,3) - I feel this needs more beats. Perhaps add some 1/2 singles instead of long sliders.

I think there's work to do with the beat placements, for example patterns like 00:14:692 (7,8) - could be like this
(or just curve it slightly so it looks nicer)


Rest

01:13:902 (1,2) - Here the first slider is fast and the second slow, you could do something like this
for imo more engaging and natural pattern because your cursor is already moving fast because of the first slider.
01:20:218 (1,2,3,4,1) - Same here etc, there's plenty of places you can apply this.

There's almost no slider to slider jumps on the harder jump parts (ex. 04:06:400 (1)) and most sliders
are very close to eachother, consider adding some slider to slider jumps to some parts.

01:59:691 (1,2,3,4,5,6,7,8,1,2,3,4,5) - there is not much spacing difference with the
2 tick sliders and the 3 tick sliders. 02:01:665 (6,7) - here there's big space between and here 02:02:454 (8,1) - almost
no space at all even though they are equally close on timeline. 02:02:849 (1,2) - has one tick inbetween
but is still very close to the first slider. I really suggest you differentiate these sliders with proper spacing for easier
readability.
03:14:295 (2,3,4,1,2) - ^

This is completely subjective, but I think the slider aesthetics are severely lacking, the placement seems pretty random at times.
Example: 03:02:848 (1,2,3) - looks pretty shoddy in my eyes. My suggestion is to do something like this:
Note that the objects are about the same distance apart and imo looks better. Note that plenty of places where you can apply this kind of theme.
02:33:638 (3,4,1) - ^


But yeah, those were the things that caught my eye. Hopefully you'll get it ranked since it's definitely more interesting than the TV sizes and vocaloid maps you see everyday.

Sorry if the text is messy or hard to understand :o , I haven't modded anything in years. Don't hesitate to ask me if there was something unclear.
Topic Starter
TheKingHenry

Lgndzr wrote:

Hi, M4M from your queue!

Beginning (til 01:07:586 (1))

It's not very consistent; spacing is the same for 1/4 and 1/2 but at 00:08:771 but changed at 00:27:719 even though the rhythm is relatively the same.
You should make the spacing consistent through the opening part, imo so that it isn't the same as 1/2 flows, it was quite confusing when I first played it. True and not, so let's first tackle on the links you said. Well, basically at 00:27:324 (6,7) - it's expressed according to the vocals, which are prolonged towards 00:27:719 (7) - for that sticky feeling, like you feel that could be a good place for slower slider that leads towards faster movement (which type of stuff is actually used a lot in this map). Due the already very slow SV that is not changed here tho (would not be possible to create nice contrast with those without fuckin up some things lol). Then at 00:08:377 (5,6) - there's no vocals (well, they fade out) which makes the guitar the main point here. What does the guitar do? Have two distinct sounds that actually aggressively lead towards the next harmonizing chord placement that is the 1st white tick of the measure 00:09:166 (1) - So yeah, basically that. It shouldn't be as inconsistent as it probably felt to you. (Also am probably very biased but not really finding it confusing when playing lol why would I when I'm the one who made it)

00:24:955 (1,2,3) - I feel this needs more beats. Perhaps add some 1/2 singles instead of long sliders. Yeah it would make sense for the vocals, but it's just that the vocals don't always make up that good rhythms and I try to avoid mapping rhythms according to them if I can avoid it (so thus here, as somewhat emphasised vocal syllables land on all of the sliderheads of 00:24:955 (1,2,3) - where there are the instrumental points as well, and then even too on the 2 guitar sounds at 00:26:929 (4,5) -; I'm gonna prefer it to actually mapping the vocals

I think there's work to do with the beat placements, for example patterns like 00:14:692 (7,8) - could be like this Tbh I don't see the reason why, I think the current one looks better (and the more circular movement is smoother (while it is not meant to be everywhere in this map I guess :thinking:))But I guess these are heavily subjective things ¯\_(ツ)_/¯
(or just curve it slightly so it looks nicer) Not really against curving tbh, wouldn't look bad I guess, but that'd go against what I'm doing here


Rest

01:13:902 (1,2) - Here the first slider is fast and the second slow, you could do something like this
for imo more engaging and natural pattern because your cursor is already moving fast because of the first slider.
01:20:218 (1,2,3,4,1) - Same here etc, there's plenty of places you can apply this. Agree there are plenty of places (cuz that repeats some times) but the way it is mapped is intentionally the way it is currently. 01:13:902 (1,3) - the sounds feel very strong, and while 01:14:297 (2,4) - have the similar type of sounds, they feel like pale shadows of the former ones (echo perhaps?). But anyways, 01:14:297 (2,4) - are supposed to work like quasi-circles, like how they stop the flow (good place for example stacked anti-jump break) but since the sounds are still continuous, it keeps moving (slightly). This way (unlike with circles) it also keeps up the stickiness that's present around the map

There's almost no slider to slider jumps on the harder jump parts (ex. 04:06:400 (1)) and most sliders
are very close to eachother, consider adding some slider to slider jumps to some parts. Well, not really adding just for the sake of it lol It probably feels like that because there are very many sliders (that one you linked too) that are prolonged. With the 1/4 gap it isn't usually very good idea to have large spacings. (And in the case of the slider you linked, it's even slowed down one, working in similar fashion to sliders like 00:46:666 (8,1) - where they barely even have any spacing to the next object

01:59:691 (1,2,3,4,5,6,7,8,1,2,3,4,5) - there is not much spacing difference with the
2 tick sliders and the 3 tick sliders. 02:01:665 (6,7) - here there's big space between and here 02:02:454 (8,1) - almost
no space at all even though they are equally close on timeline. 02:02:849 (1,2) - has one tick inbetween
but is still very close to the first slider. I really suggest you differentiate these sliders with proper spacing for easier
readability.
03:14:295 (2,3,4,1,2) - ^ Well, first of all, not every one of the prolonged sliders have a completely same function. Tho agree that spacing between 02:01:665 (6,7) - is pretty massive, not like it needs to be that big. 02:02:849 (1,2) - ain't really that close to each other, but due the visual spacing it creates the illusion. Rotated them a lil' to improve it

This is completely subjective, but I think the slider aesthetics are severely lacking, the placement seems pretty random at times.
Example: 03:02:848 (1,2,3) - looks pretty shoddy in my eyes. My suggestion is to do something like this: True enough, done
Note that the objects are about the same distance apart and imo looks better. Note that plenty of places where you can apply this kind of theme. Not really as many as you think prob tho.
02:33:638 (3,4,1) - ^ For example this is definitely not supposed to have equal visual distance between objects


But yeah, those were the things that caught my eye. Hopefully you'll get it ranked since it's definitely more interesting than the TV sizes and vocaloid maps you see everyday.

Sorry if the text is messy or hard to understand :o , I haven't modded anything in years. Don't hesitate to ask me if there was something unclear.
Late af EDIT: Thanks for the mod! (smh was I asleep or smth)
Phos-
Hey, m4m from your queue!

[Forbidden Fruit]
  1. You should convert your soft-hitclap2.mp3 into a .wav file, because these are much more compatible with the .osz format. Also, every other custom hitsound is a .wav so I don't see why this should be different.
  2. I feel like the hp would be better at a value like 5, because I noticed that it was very hard to recover hp during the jump sections.
  3. You should place a spinner somewhere in your map so that the scores have a healthy fluctuation and the first place rank isn't solely determined by who SS's it first.
  4. 01:06:797 (2,3) - Personally, I think these would be better with a slight angle to them to achieve a more modern look.
  5. 01:09:165 (1,2) - This can be very hard to read, because of how the perimeter of the hitcircle is completely overlapped by the slider. Lots of skins (including the default skin) have the edge of the hitcircle highlighted in a different colour to ease in visibility, so having a pattern like this will cause most players to completely miss the note due to not seeing it. Something like this would be much better. Not only is it easier to read, but it also looks nicer because of the blanket. Do this to all similar patterns as well, such as 01:10:744 (1,2) - , 01:12:323 (1,2) - 01:15:481 (1,2) - , ...etc.
  6. 02:24:954 (1,2,3) - Maybe you can have (3) curve in a way so that it's parallel with (2), like this. I think ti would help enforce the "curvy" theme you have at the moment, as well as looking nicer and more structured.
  7. 02:33:638 (3,4) - Not too big on this overlap. I find it a bit out of place with this section of the song, and it also doesn't look very nice. I would change it up, because I think there are more things you can do here.
  8. 02:51:203 (5) - This slider goes offscreen, which is against the ranking criteria. You should move it up a bit.
  9. 03:15:085 (4,1) - I feel like the flow to this note could be a bit better. (4) faces away from (1), meaning the player has to make a jerky motion to hit it once the slider is finished.
  10. 03:39:558 (2,3,4) - The triangle looks a bit off, and I feel like lots of people could notice it while playing. I would neaten it up a bit.
  11. 03:49:821 (4) - I feel like a curved slider would be more appropriate here, because I found that the vast majority of short sliders in the heavenly sections have smooth curves.
  12. 04:12:716 (1,2,3,4,5,6,1) - Really not a fan of this back and forth. The music doesn't call for it because it changes, and imo it can be difficult to read as three notes are stacked under each other. Overall, this is just out of place considering the style of jumps you've used throughout this map.
  13. 04:17:847 (5,6,7,8) - I feel like these jumps deserve more emphasis than the others, as you've chosen to highlight these notes using drum finishes. I would either increase the spacing of these jumps, or reduce the spacing of the jumps beforehand (since the jumps are already pretty big here.)
  14. 04:32:057 (4,5) - Is the finish on the end of (4) intentional? Firstly, it feels strange having a finish on a non-clickable beat, and secondly; this is rather inconsistent because you don't use this amount of finishes anywhere else in the map.
I like some aspects of the map, such as the combo colours and jumps, but I feel like some aspects such as aesthetics and structure could do with some work. Overall, I still think it's quite unique though. Good luck ~
Topic Starter
TheKingHenry

-Faded- wrote:

Hey, m4m from your queue!

[Forbidden Fruit]
  1. You should convert your soft-hitclap2.mp3 into a .wav file, because these are much more compatible with the .osz format. Also, every other custom hitsound is a .wav so I don't see why this should be different. lol didn't even know it was mp3, I wonder when did that happen. Fixed (also fixed the small delay in the beginning of the hitsound.
  2. I feel like the hp would be better at a value like 5, because I noticed that it was very hard to recover hp during the jump sections. Mmm dunno tbh, it's supposed to be fairly punishing. But tuned to 5,5 for now
  3. You should place a spinner somewhere in your map so that the scores have a healthy fluctuation and the first place rank isn't solely determined by who SS's it first. Yeah I guess there is guideline like that somewhere, but I go music first. If there isn't section in the music that feels suitable for spinner, I won't use one.
  4. 01:06:797 (2,3) - Personally, I think these would be better with a slight angle to them to achieve a more modern look. While rational suggestion, I don't deem it necessary. There are plenty other not-curved short sliders too, and I think these fit this part better for what the music is going to do. As in, the non-curved (or red-anchored curves) feel more aggressive, more cold, and that's what that part is getting at. The vocals are changing from the soothing cleans to the devilish screams
  5. 01:09:165 (1,2) - This can be very hard to read, because of how the perimeter of the hitcircle is completely overlapped by the slider. Lots of skins (including the default skin) have the edge of the hitcircle highlighted in a different colour to ease in visibility, so having a pattern like this will cause most players to completely miss the note due to not seeing it. Something like this would be much better. Not only is it easier to read, but it also looks nicer because of the blanket. Do this to all similar patterns as well, such as 01:10:744 (1,2) - , 01:12:323 (1,2) - 01:15:481 (1,2) - , ...etc. While I don't think the effect to playability is that grave (I agree there is effect though, it's just that atleast from my own experience,
    I play more according to rhythm I feel, not approach circles I see (except on rhythmically very sparse or random or fucked up timing sections and so on,
    where you need help to understand the structure)) I agree on multiple points here. I like how the current one envelops the circle more (as in, almost whole circle) but agree the blanket looks p neat. TLDR: I'm prob gonna experiment with few and see how it looks with stuff. Since I don't think the playability part is game-changing here, I'm gonna base my judgement mostly on how the visuals would be in comparison to what I'm seeking.
  6. 02:24:954 (1,2,3) - Maybe you can have (3) curve in a way so that it's parallel with (2), like this. I think ti would help enforce the "curvy" theme you have at the moment, as well as looking nicer and more structured. True enough. I wonder why I didn't do it that way originally though?
  7. 02:33:638 (3,4) - Not too big on this overlap. I find it a bit out of place with this section of the song, and it also doesn't look very nice. I would change it up, because I think there are more things you can do here. Nah, it's going according to what I wanted. It's one of the parts where the SV and spacing between them and thus the overall movement is supposed to express the music going towards feeling of stopping while changing from one phrase to the next one. As in, see for example 00:56:139 (8,1) - 01:29:297 (6,1) - 01:46:665 (4,1) - and so on. The sections like 01:47:060 - are very good example as you can compare it to the musical structure easily at the same time, seeing that this type of pattern is used always at the same stop, at the point where phrase ends and new begins. All of these patterns are made so that the movement almost stops as the low SV sliders overlappingly lead towards the next objects (usually slider too)
  8. 02:51:203 (5) - This slider goes offscreen, which is against the ranking criteria. You should move it up a bit. True enough, although it was completely playable nevertheless. Anyways it's all the way in now
  9. 03:15:085 (4,1) - I feel like the flow to this note could be a bit better. (4) faces away from (1), meaning the player has to make a jerky motion to hit it once the slider is finished. I don't think it's a problem, you don't even need to use slider leniency for that, when the sliderend is already overlapping with the head of the new one. Basically it's one of those slider pattern thingyes I explained a lot of shit about above. The "mispositioned" beginning point is one of the aspects, though arguably you are right this one has fairly strong one at that. All in all anyways though, I don't think it's a problem to play
  10. 03:39:558 (2,3,4) - The triangle looks a bit off, and I feel like lots of people could notice it while playing. I would neaten it up a bit. I don't think it is. All the DS are the same, which in the shape of triangle can only mean that the angles are same as well. Going onwards, both of these attributes (alone too, since they lead to the other being fact too) are ones of an equilateral triangle. Or with less mathematics and more osu!familiar terms, it was done with the polygon tool. So I kinda doubt this
  11. 03:49:821 (4) - I feel like a curved slider would be more appropriate here, because I found that the vast majority of short sliders in the heavenly sections have smooth curves. Agree lol
  12. 04:12:716 (1,2,3,4,5,6,1) - Really not a fan of this back and forth. The music doesn't call for it because it changes, and imo it can be difficult to read as three notes are stacked under each other. Overall, this is just out of place considering the style of jumps you've used throughout this map. Dunno bout your comment about the overall style of jumps, but don't really think this is that unfitting. The pattern is straight basing on the similar one before it (04:09:558 (1,2,3,4,5,6,1,2,3,4) - ) which then is basing on the patterns before it, using the stacks from the build-up of the solo and combining them with how the solo guitar is doing things. Couple times with overlaps, couple times with stacks. Both play about the same(
  13. 04:17:847 (5,6,7,8) - I feel like these jumps deserve more emphasis than the others, as you've chosen to highlight these notes using drum finishes. I would either increase the spacing of these jumps, or reduce the spacing of the jumps beforehand (since the jumps are already pretty big here.) I'm not highlighting anything with the drum-finishes though, they are there because that's what the drum is playing, and as a drum sound it's not particularly intense.
  14. 04:32:057 (4,5) - Is the finish on the end of (4) intentional? Firstly, it feels strange having a finish on a non-clickable beat, and secondly; this is rather inconsistent because you don't use this amount of finishes anywhere else in the map. Lol right there shouldn't be one, good catch. Well, I agree there isn't this amount of finishes anywhere else in the map, because there isn't this amount of finishes anywhere else in the song. That being said, if it seems weird to ppl, I'll just tamper with the volume of things here and there. Anyways I don't see it being acute problem.
I like some aspects of the map, such as the combo colours and jumps, but I feel like some aspects such as aesthetics and structure could do with some work. Overall, I still think it's quite unique though. Good luck ~
Thanks for the mod!
hohol454
Way too late M4M 3/3
your spacing in the intro is a bit random imo. some drum hits have no jumps like 00:54:758 (3,4) - , 00:57:915 (3,4) - and 01:01:073 (3,4) - while others do 00:58:902 (6,7) -
00:55:350 (5) - no need to silence this sliderend because drums
01:08:968 (8,1) - awkward to play. The spacing slightly decreases on the most important sound and you also have to slow down on the slider because of low SV. Rotating the slider a bit clockwise around it's axis would put the head further away and help with the slowdown as you would have a change of direction.
similar thing happens on some other round sliders too but not as much so it's not a problem
01:37:981 (2,3) - looks weird, are you sure you can't do the same thing with normal sliders if you rotated 2 clockwise?
02:10:743 (1,2) - shouldn't 2 have lower spacing than 02:10:546 (5,1) - if you want snares to be the more important sound
03:09:558 (2) - why isn't this 3/4 with silenced sliderend? no syllable on the red tick unlike 03:05:611 (5) -
03:11:137 (2) - same

Really fun to play and a good song, gl with this
Topic Starter
TheKingHenry

hohol454 wrote:

Way too late M4M 3/3
your spacing in the intro is a bit random imo. some drum hits have no jumps like 00:54:758 (3,4) - , 00:57:915 (3,4) - and 01:01:073 (3,4) - while others do 00:58:902 (6,7) - First I was going to comment that I have replied to this issue by the modders before you already so you can just read them since I won't write essay here, but then I realized you aren't talking about the 1/4 stuff and that (when I actually checked those you linked). So for these, you actually have a point. Frankly, I didn't even think nearly as far with these as with the stuff I mentioned, since tbh, with this bpm and the spacings here, none of these 1/2 is a drastic jump, and they are basically of the same nature: calm. So while you actually have a point here, I don't think the issue is really change-worthy.
00:55:350 (5) - no need to silence this sliderend because drums Oh yeah you mean that very quiet snare roll? (dem ghost notes though) That's right I guess, though the usual sound isn't really fitting for such quiet one there, but did smth. (basically, it's still silenced but there's additional clap hitsound with sample that is most like quiet snare there
01:08:968 (8,1) - awkward to play. The spacing slightly decreases on the most important sound and you also have to slow down on the slider because of low SV. Rotating the slider a bit clockwise around it's axis would put the head further away and help with the slowdown as you would have a change of direction.
similar thing happens on some other round sliders too but not as much so it's not a problem I don't think it's a big problem either, but tbh I have some things in works for these buddies due some earlier mod so I think I'm going to do this later on with that
01:37:981 (2,3) - looks weird, are you sure you can't do the same thing with normal sliders if you rotated 2 clockwise? I think it looks pretty cool tbh. Unlike the casual curved sliders and stuff which is mostly used for the instrumentals, these are almost solely based on those sweet vocals. Thus they are little spicified from the usual things, with the most dominant vocal part getting the sharp one at 01:37:586 (1) - and then the following ones getting the smoother one
02:10:743 (1,2) - shouldn't 2 have lower spacing than 02:10:546 (5,1) - if you want snares to be the more important sound Good point I guess, and luckily it's section with more chances for changes
03:09:558 (2) - why isn't this 3/4 with silenced sliderend? no syllable on the red tick unlike 03:05:611 (5) -
03:11:137 (2) - same Okay so 03:11:137 (2) - is fairly simple. While there kinda is no syllable of it's own, there is heavy pronounciation on that tick for the d in the blood, and it's basically feeling as if there would be sound. Same idea with the 03:09:558 (2) - one. Basically it boils down to which one of the options feels better, and with the nature of the vocals here I ended up with these because it felt more natural to me.

Really fun to play and a good song, gl with this
Thanks for the mod!
EDIT: why the f do everyone always get 2 kudosu from modding my maps wot
DeletedUser_10209520
Heyo! Returning (?) the M4M from your queue!

jesus christ armwrestles terry crews, colorized circa 20BC
00:17:850 (6,7,8,9) - The way this is emphasised right now is like du du DU DU, but I feel like the song is more like DU du DU du. Ordering the notes like this would let you emphasise like that without making large changes to structure, although you might need to reorganise a bit to keep consistent DS like the rest of this section - https://osu.ppy.sh/ss/10162237

00:21:798 (1,2) - Might be a little unpredictable. Later on these 1/4 beats are signalled with 2 straight sliders, but here it's not. Maybe reorganise this a bit to make it more consistent - adding a red anchor to 1 and making 2 straight could make it more consistent with 1/4 signalling later on.

00:40:745 (1,2) - This isn't a large issue, but this just doesn't quite look right to me. Like 1 should be more parallel against 2, and blanket it more or something. Again, not really something that needs addressing if it would cause issues though.

01:01:863 (5,6) - This 1/4 gap is also different to the rest. By this point, the player expects a 1/4 gap to land on two white ticks. However, this one lands on two red ticks, making it a little more unpredictable. Additionally, the distancing is exactly the same as the 1/2 gap between 01:01:271 (4,5) - , further signalling that this would be a 1/2 beat. It might be worth reducing DS here because of this, just so that it's a little more predictable.

01:15:481 (1) - This slider kills the circular flow from the pattern before, making it a little uncomfortable. This might be intentional for emphasis, though.

04:40:939 (2,3,4) - This is pretty uncomfortable IMO. It'd be much more comfortable to play if 4 were Ctrl+G'ed, to reduce the extremety of the wide angle.

05:36:399 (8) - This kinda just looks like a blob. Might be worth spreading it out a bit more, to make it look more like a defined shape than my dude Pou.

Overall, looks fairly polished now. A few kinks with the 1/4 gaps, although overall they're consistent. The entire middle section is fine, IMO. Lots of jumps and slow sliders, I'm all for it. Filler rhythm is fine, structure makes sense, shouldn't need too much more work now before this can be properly pushed to ranked.

GL, HF!
Topic Starter
TheKingHenry

SuperCSGO wrote:

Heyo! Returning (?) the M4M from your queue! :thinking:

jesus christ armwrestles terry crews, colorized circa 20BC
00:17:850 (6,7,8,9) - The way this is emphasised right now is like du du DU DU, but I feel like the song is more like DU du DU du. Ordering the notes like this would let you emphasise like that without making large changes to structure, although you might need to reorganise a bit to keep consistent DS like the rest of this section - https://osu.ppy.sh/ss/10162237 kinda agree and kinda disagree. First of all I think its more like Du du DU Du DU for 00:17:850 (6,7,8,9,1) - ; basically while the sounds for the 4 stay sort of the same, the intensity in the music goes up as it's leading towards the leading sound and the beginning of the next phrase, 00:18:640 (1) - ; thus it's not bad that the spacing of the latter 2 is higher than the former 2, important is that 00:17:850 (6,8,1) - are more emphasised than 00:18:048 (7,9) - which is here basically done with the back-and-forths so that the more emphasised ones are the places where the back-and-forth increases in spacing. Sadly this doesn't quite work the same with 00:17:455 (5,6) - due the 1/4 gap, but it's fine since 00:17:850 (6) - is the least intense out of 00:17:850 (6,8,1) - anyways and 1/4 doesn't work quite the same as 1/2. Also for your suggestion, it'd contain like no emphasis on the strongest sound of these, 00:18:640 (1) -

00:21:798 (1,2) - Might be a little unpredictable. Later on these 1/4 beats are signalled with 2 straight sliders, but here it's not. Maybe reorganise this a bit to make it more consistent - adding a red anchor to 1 and making 2 straight could make it more consistent with 1/4 signalling later on. Agree it might be unpredictable compared to many examples of 1/4 in here, but I don't it will cause problems. First of all it's emphasising a fairly uniquely executed vocal part (which haves heavy emphasis on the transition between the syllables that builds up during 00:21:798 (1) - ; I think the pattern represents it pretty well)

00:40:745 (1,2) - This isn't a large issue, but this just doesn't quite look right to me. Like 1 should be more parallel against 2, and blanket it more or something. Again, not really something that needs addressing if it would cause issues though. You are right it actually could be more parallel.
It can't quite blanket more though, since 00:40:745 (1) - can't blanket 00:41:534 (2) - anyways and 00:41:534 (2) - is already blanketing 00:40:745 (1) - for what it's length can do. 00:42:126 (3) - is also better off not being very parallel with 00:40:745 (1) - imo so I guess I'll let this stay as it is


01:01:863 (5,6) - This 1/4 gap is also different to the rest. By this point, the player expects a 1/4 gap to land on two white ticks. However, this one lands on two red ticks, making it a little more unpredictable. Additionally, the distancing is exactly the same as the 1/2 gap between 01:01:271 (4,5) - , further signalling that this would be a 1/2 beat. It might be worth reducing DS here because of this, just so that it's a little more predictable. Legitimate concern sort of, but lemme clarify couple things first: visual spacing aside, the playing distance (DS here) isn't even close between the 1/2 and 1/4. Or more like, they are about the same with DS, which basically means the 1/2 is about two times larger spacing than the 1/4, which sounds perfectly okay, since that basically means the two fill feel different to the player and make it playable. It's just that due the sliderbody direction the head happens to be about the same visual distance from the following object, but you should read from the distance of the tail, not head. As for why 01:01:863 (5,6,7) - is so large spacing for 1/4, it's purely for emphasis. The pattern is very similar to 00:45:481 (4,5) - but just with more spacing. The spacing increase accounts for the overall increase in the songs intensity due the build-up but also the fact you too mentioned: they are on red ticks which makes them feel different. They feel more intense and fast and strongly leading towards the next emphasised point with that offdownbeat nature. Basically I want to note that here as well

01:15:481 (1) - This slider kills the circular flow from the pattern before, making it a little uncomfortable. This might be intentional for emphasis, though. sort of and sort of not. It's sure going the other way than the circle before, but it's beginning off of the same direction and just turning the other way. Basically it's both direction change for emphasis but smooth transition for flow (atleast doesn't feel uncomfortable to me >.<)

04:40:939 (2,3,4) - This is pretty uncomfortable IMO. It'd be much more comfortable to play if 4 were Ctrl+G'ed, to reduce the extremety of the wide angle. yeah good idea, done

05:36:399 (8) - This kinda just looks like a blob. Might be worth spreading it out a bit more, to make it look more like a defined shape than my dude Pou. rofl this is now called Pou The Slider. Anyways (within the restrictions of its relatively short length) I think it's doing exactly what I want.
Not only is sort of inwards turning slider good for an ending note, it's also fitting for the last sound as in first half for the sound coming in and during it's prime and the latter half (going sort of backwards) for the dying part of the sound, the middle turn being the turning point. This slider feels like the dot in the sentence that is this map. TLDR: I actually quite like it, so no change ¯\_(ツ)_/¯

Overall, looks fairly polished now. A few kinks with the 1/4 gaps, although overall they're consistent. The entire middle section is fine, IMO. Lots of jumps and slow sliders, I'm all for it. Filler rhythm is fine, structure makes sense, shouldn't need too much more work now before this can be properly pushed to ranked.

GL, HF!
Thanks for the mod!
Topic Starter
TheKingHenry
FeelsGoodMan another map revived what is this
and another modder getting 2 kudosu hm
Gordon123
nice map
pimp
the battle that will decide the fate of humanity is an Arm Wrestling match between Lucifer and Jesus

too bad this is not modding v2, not much to say about the map, it's well made.

General

Do you really want to use constant kiai time? the song doesn't supports usage of kiai at all imo. it would be better to use just short kiais only on the most outstanding sounds like 02:12:322 (1) - 02:15:480 (1) - 02:18:638 (1) - 02:21:796 (1) - 02:24:954 (1) - 02:28:112 (1) - 02:31:270 (1) - 02:34:427 (1) - 02:37:585 (1) - Another thing to consider is that the kiai are only activated during the parts you use pure white combo color, that is already discouraged to be used (even more discouraged when combined with kiai time because it creates unpleasant pulses that can even cause epilepsy).

FF

00:12:324 (1) - i would like to see those slider ends silenced since there is no sound there (or a significant sound starting there) and because you already do this in some other parts like 00:48:639 (4,5,6) -
00:31:271 (1) - same
00:34:429 (1) - same
00:37:587 (1) - same
00:40:745 (1) - same (there are even more places)
00:55:350 (5) - is this clap at the slider end intentional? i can barely hear a sound on that slider end, this is not the impression the song intended to give. I would pick a lower pitched hitsound if i was to hitsound something that unnoticeable.
01:39:165 (1,2,3) - 02:02:454 (8) - 02:33:638 (3,4,1) - people usually have slider ticks and/or extra new combos to make this type of sv change more predictable during gameplay. not planning to do something like that?
04:02:255 (4) - 03:55:742 (9,10,11) - 03:58:900 (10,11) - this and other similar parts should have their volume reduced to help differ them more from the parts around them that have the loud low pitched guitar strums.
05:36:399 (8) - do you really want this to touch the hp bar? it seems avoidable with very little effort

nice map song and bg, have a star
Topic Starter
TheKingHenry

pimpG wrote:

the battle that will decide the fate of humanity is an Arm Wrestling match between Lucifer and Jesus

too bad this is not modding v2, not much to say about the map, it's well made.

General

Do you really want to use constant kiai time? the song doesn't supports usage of kiai at all imo. it would be better to use just short kiais only on the most outstanding sounds like 02:12:322 (1) - 02:15:480 (1) - 02:18:638 (1) - 02:21:796 (1) - 02:24:954 (1) - 02:28:112 (1) - 02:31:270 (1) - 02:34:427 (1) - 02:37:585 (1) - Another thing to consider is that the kiai are only activated during the parts you use pure white combo color, that is already discouraged to be used (even more discouraged when combined with kiai time because it creates unpleasant pulses that can even cause epilepsy). I think it works fairly well, after all, it's pretty much the classic verse/chorus system where I have kiai'd the choruses. I have been pondering as for what do with the solo, to kiai parts or not, but that can wait since it's fairly simple to do if something arises. Hadn't heard of that epilepsy problem with this stuff, but I doubt it will be problematic here since for what I know of epilepsy the important part is the kiai effect not the white color, and the kiais are used fairly sparsely and for consistent times and not bursts. I guess I shall see though if I get more feedback on that or not.

FF

00:12:324 (1) - i would like to see those slider ends silenced since there is no sound there (or a significant sound starting there) and because you already do this in some other parts like 00:48:639 (4,5,6) - Answer here for most of these: I mostly used silenced tails for 1/4 transitions, since they don't fit the music. For 1/2, not only do they most of the time fit the music even if there isn't audible sound, often there is "ghost notes" by the acoustics back lash (dunno if that's what they are called here since that's a drum term) So not only do they fit and are sometimes even what should be done, but it's also worth mentioning that it would be preferable to create more differentiation between 1/2 and 1/4 where it's possible so for example here. As for why I have silenced slidertails like 00:48:639 (4,5,6) - ; probably due they being filler rhythmish for the 1/1 guitar, but that wasnt quite true only middle one didn't have any sound on red tick. So tuned the ends, 2 of them now have sounds.
00:31:271 (1) - same
00:34:429 (1) - same
00:37:587 (1) - same
00:40:745 (1) - same (there are even more places) ^
00:55:350 (5) - is this clap at the slider end intentional? i can barely hear a sound on that slider end, this is not the impression the song intended to give. I would pick a lower pitched hitsound if i was to hitsound something that unnoticeable. Yes it is, since there's soft snare drum roll towards the downbeat. As for why you think it's too noticeable, dunno, I wouldn't probably even notice it if I didn't know it placed it there, it blends pretty well there. I think it's pretty nice touch and fairly unnoticeable already so with no negative effects.
01:39:165 (1,2,3) - 02:02:454 (8) - 02:33:638 (3,4,1) - people usually have slider ticks and/or extra new combos to make this type of sv change more predictable during gameplay. not planning to do something like that? Not necessary. With low bpm and not astronomical SV alterations the changes aren't too drastic and not too harsh to follow. Additionally, the ideas are very commonly used with consistent sounds and orders (like for example group of four of fast->slow->fast->slow or the prolonged sound emphasis slowed down sliders with 1/4 gap towards the downbeat) and player should be familiar with them.
04:02:255 (4) - 03:55:742 (9,10,11) - 03:58:900 (10,11) - this and other similar parts should have their volume reduced to help differ them more from the parts around them that have the loud low pitched guitar strums. The one with the loud snare aside, good point indeed on the full vocal ones. Changed (vocal only to half hp) and going through the map seems like I have been doing this similar stuff in many places already
05:36:399 (8) - do you really want this to touch the hp bar? it seems avoidable with very little effort Indeed. Tuned it (now 05:34:622 (2,3) - don't touch it either)

nice map song and bg, have a star
Thanks for the mod!
Amandia
Hi, M4M! I'm really sorry about not returning this immediately, I never received any email notifications about my map so I didn't realize my request had actually been accepted (thank you so much, I will get to it as soon as I can!)


- 00:11:140 (6,7,8) - I noticed that on this pattern you did not use the same spacing as what you had used earlier for 00:07:982 (4,5,6) - . Here, the spacing is much lower despite both following the same guitar strumming.

- 00:23:771 (4,5,6) - I would say the same applies to this pattern too

- 00:26:337 (3,4,5) - I understand that you are following the guitar strumming? Following that logic though, I believe 00:26:929 (4,5) - should be a slider then, as there is no guitar strum on the red tick as contrasted by 00:27:719 (7,8) -

- 00:43:113 (5) - A soft-hitfinish hitsound here? There's a noticeable cymbal

- 00:56:139 (8,1) - I think you could have moved slider 1 farther leftward, even creating a gap in space between 8 and 1 instead. A bit of a jump here would be nice. I think the overlap doesn't properly convey the strong drum hit on 00:56:534 - .

- 00:59:692 (1,2) - Also, this jump felt rather unexpected due to the lack of a strong beat. In comparison to sliders like 01:01:271 (4) - which I felt were more deserving of jumps.

- 01:04:429 (4,5) - I would say the same here. The large spacing onto 5 felt out of place since it was mapping to the vocalist rather than the drum which you had previously been mapping to.

- 01:08:573 (6,7,8) - The spacing becomes so much bigger here. I understand you are going for a crescendo? Perhaps making the jump from 6 to 7 a bit smaller would be better, so there is a bit more of a gradual shift.

- 01:35:612 (5,6) - To me, a 1/2 slider sounds more fitting here. I felt that the circle on 6 didn't feel supported by the song.

- 02:27:322 (3,4,5,6) - Similarly here, the large jumps felt a bit unfitting for the rather quiet guitar notes

- 02:33:638 (3,4,1) - This pattern felt slightly too cluttered for me. I think you could have done away with some of the overlapping here and made something a bit more spread out.

- 03:49:821 (4,1) - How about more spacing here too? Actually you could also add a finish hitsound onto the head for the cymbal again

- 03:52:979 (5) - And places like here could use a soft-finish too, sorry I'm just noticing this now but this could apply to previous choruses too.

After going through the map, it seemed like you missed a few finish hitsounds. As well, the two red combo colors looked quite similar in gameplay, I'm wondering if it's possible to contrast them a bit more. I also read that using pure-white combo colors on the kiai sections is not recommended so perhaps try a grey-tone instead?

I hope some of this was helpful. This is the upper limit of what I can play.
Topic Starter
TheKingHenry

Amandia wrote:

Hi, M4M! I'm really sorry about not returning this immediately, I never received any email notifications about my map so I didn't realize my request had actually been accepted (thank you so much, I will get to it as soon as I can!) no problem


- 00:11:140 (6,7,8) - I noticed that on this pattern you did not use the same spacing as what you had used earlier for 00:07:982 (4,5,6) - . Here, the spacing is much lower despite both following the same guitar strumming. I think I have this (and many others) discussed in earlier mods too; anyways with the former there's vocal support (for the first, brings different emphasis to them both) and latter not having vocals at all it feels logical to use more negative spacing emphasis for them so that it brings even more for the following beginning phrase.

- 00:23:771 (4,5,6) - I would say the same applies to this pattern too Pretty much same case, in same place in the musical phrasing too.

- 00:26:337 (3,4,5) - I understand that you are following the guitar strumming? Following that logic though, I believe 00:26:929 (4,5) - should be a slider then, as there is no guitar strum on the red tick as contrasted by 00:27:719 (7,8) - It's mostly guitars accompanied by vocal emphasis on spacing and rhythm (considering the guitar is fairly sparse and keeps the same so additional vocals spice it up. Here for example are very important vocal passages and thus they are mapped.

- 00:43:113 (5) - A soft-hitfinish hitsound here? There's a noticeable cymbal Very quite one though, my finish ain't too fitting for it. Also it's already notified with drum hitsound whistle (which default is softer chime thingy. For some reason I don't have it in the folder file catalogue though) Added it there

- 00:56:139 (8,1) - I think you could have moved slider 1 farther leftward, even creating a gap in space between 8 and 1 instead. A bit of a jump here would be nice. I think the overlap doesn't properly convey the strong drum hit on 00:56:534 - . Not necessary, the stopping of the movement is pretty much the idea of this/these patterns, there's plenty of these around. The SV change is to emphasise to forward going afterwards and at the same time it will give emphasis to the sound as well considering it ends up as the changing point.

- 00:59:692 (1,2) - Also, this jump felt rather unexpected due to the lack of a strong beat. In comparison to sliders like 01:01:271 (4) - which I felt were more deserving of jumps. while it lacks the strong kick bass drum, it still has both guitar and vocal on it. That being said 1/2 transitions between sliders on this bpm aren't really massive jumps anyways and it doesn't feel like particular emphasis tbh (which could be more on the latter ones you mentioned but I'd like to keep the overall feel calm until the actual intense parts.

- 01:04:429 (4,5) - I would say the same here. The large spacing onto 5 felt out of place since it was mapping to the vocalist rather than the drum which you had previously been mapping to. Maybe because it's to the vocal? The song so far (actually most of the time) is fairly sparse on every single aspect, so combining focus is important to keep the rhythms flowing forward. Thus it switches around guitars drums and vocals to create cohesive passage if possible. Here the vocals deserve some spotlight.

- 01:08:573 (6,7,8) - The spacing becomes so much bigger here. I understand you are going for a crescendo? Perhaps making the jump from 6 to 7 a bit smaller would be better, so there is a bit more of a gradual shift. I don't really see the need, the spacing is gradually getting larger and 6 to 7 lines up there with it. It's true the last few objects are all fairly large spacing so the hit on the last one isn't as emphasised, but that's because the last few snares don't really get louder anymore.

- 01:35:612 (5,6) - To me, a 1/2 slider sounds more fitting here. I felt that the circle on 6 didn't feel supported by the song. It's circles (and jumps) according to the orchestration stuff that is backgrounding most of the time but comes up occasionally. You can see more of these patterns around,
for example from 01:09:165 - on and similar sections.


- 02:27:322 (3,4,5,6) - Similarly here, the large jumps felt a bit unfitting for the rather quiet guitar notes They don't quite differ from any of the previous or following similar patterns in the kiai though; That being said I've been thinking of perhaps tuning the spacing on the kiais down here and there but we shall see if I actually do it or not. Depends on additional feedback on what people want. Actual playability is fine as is already.

- 02:33:638 (3,4,1) - This pattern felt slightly too cluttered for me. I think you could have done away with some of the overlapping here and made something a bit more spread out. I think it's cool. It's vocal following á la stuff like 01:36:402 (3,4,5,1,2,3) - combined with the previously mentioned low SV emphasis style addition like for example 01:49:823 (8,1) -

- 03:49:821 (4,1) - How about more spacing here too? Actually you could also add a finish hitsound onto the head for the cymbal again Same as above. This one ain't even overlapping as much anyways. As for the cymbal, it get's pretty drowned in the music so I don't think it's worth emphasising,
sounds better without.


- 03:52:979 (5) - And places like here could use a soft-finish too, sorry I'm just noticing this now but this could apply to previous choruses too. Indeed why not here. Lowered the hitsound volume though so it fits better. Also added couple to last chorus for fitting places since why not.

After going through the map, it seemed like you missed a few finish hitsounds. As well, the two red combo colors looked quite similar in gameplay, I'm wondering if it's possible to contrast them a bit more. I also read that using pure-white combo colors on the kiai sections is not recommended so perhaps try a grey-tone instead? The red ones are different enough tbh. As for white, I've heard things like that too, but for now it stays, I'll get more info on that. Pure white is very important for thematics here so wouldn't really want to get rid of it.

I hope some of this was helpful. This is the upper limit of what I can play.
Thanks for the mod!
Sieg
Hello, my m$M

General:
Background - it's kind of personal opinion but current one looks not really authentic. Probably some kind of more dark style will fit to the song theme better.
combo colors: pure white and light blue really hurt eyes with kiai flashes on play, also pure white is prohibited to be used because of this
00:43:903 (1) - try my finish, it's more authentic for this kind of music https://1drv.ms/u/s!AloFc9gTDryAg_4G3g_7kOOFJOuRkA

Forbidden Fruit:

00:07:982 (4,5) - Misleading, almost 00:07:390 (3) - in pixel size and with same DS, compare with 00:11:140 (6,7). Also with no real indication in rhythm unless you open map in editor first. So I suggest to make DS similar to 00:11:140 (6,7)
00:09:166 (1,2) - Again, absolutely no indication will just mislead to read this as 1\2 like 00:08:771 (6,7) . The slider size is too small and irrelevant because of this and not helps. This pmuch applies to this part(intro) because DS randomly connected\not connected in such spots.
^about, while I understand your stylistic of 3\4 sliders here and it's alright, it would be better to "introduce" such kind of rhythms before going straight to vary usage, this will improve overall perception a lot and will bring bit of acceleration to the structure which is not bad also.

00:54:758 (3,4,5,6,7,8) - This can be spaced to create contrast feeling corresponding to the bridge in music here.
01:01:271 (4,5,6) - Seems like a random spot to switch from string line to drum, it would be great for a bridge or strong vocal parts but I'm not sure about reason here, consider to keep strings line.
01:23:968 (3) - a bit closer to 01:23:968 (3) - placement (like on 01:21:797 (1,2) and 01:22:784 (5,1) ) will improve aesthetics
01:28:112 (1) - ^
01:37:981 (2,3) - Aesthetics, this slider shapes look off from what you using and that's not any special stop to to make such a vary also. I believe some simple variations with angled 01:37:586 (1) - will work better.
02:13:112 (3) - you probably wanted to put drum-hitwhistle here? They kind of fit in the spot and you have unused drum-hitwhistle.wav
02:17:849 (3) - ^ and other objects with D
02:10:349 (4,5,1,2,3,4,5,6,7,8) - And here we come to this, while overall it plays okay the contrast between low spaced\low velocity mapping and such jump is HUGE while music don't have such drastic changes, to me some softening to this would be also raising SV in kiais\big jumps parts or lowering spacing or count of consecutive circles.
02:22:980 (1,2) - 1\3 all out of sudden :3 Consider to replace 1,2 with slider, this will improve playability here. Also you can this to 03:39:558 (2,3)
04:48:636 (1,2,3) - Aesthetics, 3 can be move farther to avoid this overlap because it wan't intended i guess.
04:02:255 (4) - 2 green lines on the same spot

That's it, while I enjoyed playing this kind of low sw with jumps, as I mentioned most big ones seemed overdone to me.
gl~
Enkrypton
M4M from ur queue, going first as your rules say.

General
I would suggest a better background perhaps. A more darker and a drawn one would be nice. You can probably use this sub to find some fitting ones:
https://www.reddit.com/r/ImaginaryHellscapes/

Forbidden Fruit

01:33:244 (2,3,4,5,6,7) - don't completely stack these jumps to match with ur jumps here: 01:07:586 (1,2,3,4,5,6,7,8). The pretty much have the same structure and placement, i dont see the reason why the second one is completely stacked tho
02:53:374 (1,4) - blanket is a little bit off at the slider head. nudge left a little
02:54:953 (1) - the "scream" here sounds pretty smooth with a smoother pitch change and a red anchored slider doesnt seem to represent it well. also u used curve to map scream here 02:57:717 (6) - so just change that to a straight or curve slider
03:01:664 (2,3,4,5,6,7) - no praise feature in v1 but these jumps look really nice ; )
03:28:900 (3,1) - nudge sliderend upwards a bit to get a better blanket
So the jumps here are again not completely stacked and maps the drum: 03:30:282 (2,4,5,6). It would be good if the jumps at 03:33:637 (3,4,5,6) - also not completely stacked. The drums seems to be sounding like their are subsiding. It would be good if 03:34:229 (6) for example was moved a downwards Something like this perhaps
04:02:255 - two timing points here: https://enkrypton.s-ul.eu/zxMHoaxy.png
04:44:097 (2,3) - not sure if this is intentional but if it wasn't make it blanketed
Topic Starter
TheKingHenry

Sieg wrote:

Hello, my m$M

General:
Background - it's kind of personal opinion but current one looks not really authentic. Probably some kind of more dark style will fit to the song theme better.
combo colors: pure white and light blue really hurt eyes with kiai flashes on play, also pure white is prohibited to be used because of this Changing BG ain't necessary, this is pretty much as "authentic" in the thematics that you can get, this song is not about dark hell and shiz it's about the internal battle of the good and bad inside of us (here in terms of submitting to your desires or not for example) so this arm wrestling is very fitting. As for colors, I have heard of the white thingy (I think last mod mentioned it too) and I'll get some info on that (since personally I don't get it, no problem for me and restricting colors that are possible to be used here triggers me lol. Light blue isn't changin' white might get tuned but still keeping the light colors aspect with it and the blue.
00:43:903 (1) - try my finish, it's more authentic for this kind of music https://1drv.ms/u/s!AloFc9gTDryAg_4G3g_7kOOFJOuRkA If you mean only for this, not gonna implement additional hitsound. And as for most stuff I think the current is pretty cool imo; thanks though

Forbidden Fruit:

00:07:982 (4,5) - Misleading, almost 00:07:390 (3) - in pixel size and with same DS, compare with 00:11:140 (6,7). Also with no real indication in rhythm unless you open map in editor first. So I suggest to make DS similar to 00:11:140 (6,7)
00:09:166 (1,2) - Again, absolutely no indication will just mislead to read this as 1\2 like 00:08:771 (6,7) . The slider size is too small and irrelevant because of this and not helps. This pmuch applies to this part(intro) because DS randomly connected\not connected in such spots.
^about, while I understand your stylistic of 3\4 sliders here and it's alright, it would be better to "introduce" such kind of rhythms before going straight to vary usage, this will improve overall perception a lot and will bring bit of acceleration to the structure which is not bad also. Indeed, while I disagree with "random" since it's not random even if you didn't see the points, the point about introducing is not really wrong. I've gotten a lot of comments on this already so I'll see to make the rhythm familiar with first iterations, probably keeping the current usage after 00:31:271 - where the music changes anyways.

00:54:758 (3,4,5,6,7,8) - This can be spaced to create contrast feeling corresponding to the bridge in music here. As in you mean status quo is okay due what it is or additional or what (I presume the status quo due your point above) Regardless added little spacing to 00:55:744 (6,7) - since why not. Little is little
01:01:271 (4,5,6) - Seems like a random spot to switch from string line to drum, it would be great for a bridge or strong vocal parts but I'm not sure about reason here, consider to keep strings line. Not really, rather why'd I not follow the drums when they are most of the time a lot louder than guitar, especially as they spice the rhythmics lil' up so it's not the same guitar pattern over and over again
01:23:968 (3) - a bit closer to 01:23:968 (3) - placement (like on 01:21:797 (1,2) and 01:22:784 (5,1) ) will improve aesthetics Not needed, looks good as is (also I think you fucked up your links, well got what you meant anyways)
01:28:112 (1) - ^ ^
01:37:981 (2,3) - Aesthetics, this slider shapes look off from what you using and that's not any special stop to to make such a vary also. I believe some simple variations with angled 01:37:586 (1) - will work better. It's fine; 01:37:981 (2,3) - aren't like 01:37:586 (1) - because that will emphasise it as the strongest vocal part with these aligning according to it (which is also why they aren't normal curves, see how their bodies line up with the straighter parts which results in similar shape as the first but with smooth curve instead). Also fits better with the visual placement here
02:13:112 (3) - you probably wanted to put drum-hitwhistle here? They kind of fit in the spot and you have unused drum-hitwhistle.wav I swear I just added it like few days back when I saw there was whistles on drums that'd use this file and wanted to specify it smh. Well added some to the kiais just to be sure.
02:17:849 (3) - ^ and other objects with D Indeed. Also above should be green text but im lazy
02:10:349 (4,5,1,2,3,4,5,6,7,8) - And here we come to this, while overall it plays okay the contrast between low spaced\low velocity mapping and such jump is HUGE while music don't have such drastic changes, to me some softening to this would be also raising SV in kiais\big jumps parts or lowering spacing or count of consecutive circles. It's pretty much intentional, that's what the music feels like imo: it's very "slow" like sludgey how-to-call-it but the hits are heavy so thus the SV is low af most of the time but the hits are spaced for what they are. So if it "plays okay" as you said (and I agree for what I've played this) there ain't any problem
02:22:980 (1,2) - 1\3 all out of sudden :3 Consider to replace 1,2 with slider, this will improve playability here. Also you can this to 03:39:558 (2,3) Not necessary, 1/3 on this bpm isn't particularly harsh so it's about seeing what it is and it's patterned pretty much uniquely to emphasise the fact that it's 1/3 (spacing not lining up with ordinary 1/2 nor any of the 1/4) and triangle patterning; latter also has the advantage of the introduction being done in the last kiai and probably works better (it also has the support from the slider before due the music already going swingin')
04:48:636 (1,2,3) - Aesthetics, 3 can be move farther to avoid this overlap because it wan't intended i guess. fu Itäs intended actually, it's stacked with 04:48:241 (5) - as for the overlap MMMMMMMMMMM increased SV on 04:48:241 (5) - slightly so I can do both
04:02:255 (4) - 2 green lines on the same spot wtf have I done in the last update oh shit

That's it, while I enjoyed playing this kind of low sw with jumps, as I mentioned most big ones seemed overdone to me. As above. That being said There are some places where I could tune them down little when they are with the sounds that aren't so strong but we shall see if I do that or not.
gl~
Thanks for the mod!
Topic Starter
TheKingHenry

Enkrypton wrote:

M4M from ur queue, going first as your rules say.

General
I would suggest a better background perhaps. A more darker and a drawn one would be nice. You can probably use this sub to find some fitting ones:
https://www.reddit.com/r/ImaginaryHellscapes/ smh anotha one lol. Check above in my answer to Sieg post

Forbidden Fruit

01:33:244 (2,3,4,5,6,7) - don't completely stack these jumps to match with ur jumps here: 01:07:586 (1,2,3,4,5,6,7,8). The pretty much have the same structure and placement, i dont see the reason why the second one is completely stacked tho Because they aren't the same, the former is clearly more build-up when here they stay relatively the same and the "build-up" comes mostly from larger musical guidelines. That being said hey why not, it'd make sense to have more spacing on 01:33:639 (4) - than in 01:33:441 (3) - anyways
02:53:374 (1,4) - blanket is a little bit off at the slider head. nudge left a little Indeed noted like a true nazi
02:54:953 (1) - the "scream" here sounds pretty smooth with a smoother pitch change and a red anchored slider doesnt seem to represent it well. also u used curve to map scream here 02:57:717 (6) - so just change that to a straight or curve slider It's not the stream alone, it's very emphasised place overall with sinister guitar tone as well for the following measure. Also on visual side of things it has freedom and space unlike the other one you linked which (partly due it not being as important) is more restricted in it's space
03:01:664 (2,3,4,5,6,7) - no praise feature in v1 but these jumps look really nice ; )
03:28:900 (3,1) - nudge sliderend upwards a bit to get a better blanket Not necessary here
So the jumps here are again not completely stacked and maps the drum: 03:30:282 (2,4,5,6). It would be good if the jumps at 03:33:637 (3,4,5,6) - also not completely stacked. The drums seems to be sounding like their are subsiding. It would be good if 03:34:229 (6) for example was moved a downwards Something like this perhaps It's more along the guitar than drums though, and I think these ones can have little more variation around since they aren't always patterned the same anyways but with different kind of shapes and emphasis points. If really necessary, it's easy to just tune these later anyways
04:02:255 - two timing points here: https://enkrypton.s-ul.eu/zxMHoaxy.png fixed in siegs mod lol
04:44:097 (2,3) - not sure if this is intentional but if it wasn't make it blanketed they are though and double at that (just check with approach circle if ya want lol
Thanks for the mod!
Sieg
If you mean only for this, not gonna implement additional hitsound. And as for most stuff I think the current is pretty cool imo; thanks though
No I meant for the whole. You tried it?
Topic Starter
TheKingHenry

Sieg wrote:

If you mean only for this, not gonna implement additional hitsound. And as for most stuff I think the current is pretty cool imo; thanks though
No I meant for the whole. You tried it?
I tried it since I wasn't sure which you meant; it's good hitsound (thanks for that, saved it) but it felt little cold and distant and less thick than what I currently had so I didn't change. I noticed though that I was running on defaults (didn't have soft-hitfinish2 in the folder) so added one. Perhaps that might've affected how it sounded like to you as well, dunno ¯\_(ツ)_/¯
bossandy
M4M here! I am poor at high BPM so I decided to mod this!
  
[ General]
 
  1. Try this drum-hitwhistle2 ? Sounds good in my opinion
  2. Combo color 1 to 2 and 3 to 4 are too similar , maybe try to adjust them?
 
[ Forbidden Fruit]
 
  1. Unrankable stuff
    ( You must fix all of these , if I write something is not unrankable , please tell me in the reply )
    1. Nothing I think xD
     
  2. Beatmap design/Suggestion
    ( Most of them are my suggestion , you can disagree if you want )
    1. 00:25:745 (2) - Move to x364 y360 looks nicer ?
    2. 01:08:771 (7) - This one is a bit far for me , and I feel uncomfortable with it , Move it a bit closer is better I think , maybe try ds 5.5x?
    3. 01:10:547 (5) - Move this note higher to make a better flow?
    4. 02:20:217 (6) - Add New Combo here? It will fit the vocal and emphasizes the word "fear" , oh and also add a simple clap here?
    5. 02:32:454 (3) - I was be juked by this ds xD Make the ds bigger or stack it on slider 02:31:664 (2) - 's end ?
    6. 03:14:295 (2) - Same as above ;w;
    7. 03:36:006 (6,7) - The blanket can be better here!
    8. 04:11:531 (5,6,7) - More time between sliders and lower ds makes confusion lol
    9. 04:23:176 (6,1) - Change to a slider? like the same pattern you did here 04:20:018 (6) -
    10. 04:58:504 (2) - Extend the slider to blue tick and adjust the hitsounds setting?
     
  3. Hitsounds
    ( Almost of them are my ideas , you can ignore them )
    1. 01:22:784 (5) - Maybe reduce the volume here? the current volume sounds a bit louder for me , try 40%~50%? and the others too
    2. 01:43:902 (1) - Clap here?
    3. 04:32:452 (5) - The finish sounds unnecessary here compare with 04:35:807 (7) -
 
  --------------------------------------------------------
The hitsounds are awesome <3
Go ahead for ur first ranked map!!!
Topic Starter
TheKingHenry

bossandy wrote:

M4M here! I am poor at high BPM so I decided to mod this!
  
[ General]
 
  1. Try this drum-hitwhistle2 ? Sounds good in my opinion Hol' up to I even have drum-hitwhistle2 anywhere? All of my drum set usages with green lines are set 1 and thus I think only the 1/3 fills use drum hitsounds with set 2 (S:C2) and those have claps and finishes. Correct me if I'm wrong, I might be missing something here
  2. Combo color 1 to 2 and 3 to 4 are too similar , maybe try to adjust them? I think they're different enough to be distinguishable, and I don't want to make them too different since they're supposed to be similar colors
 
[ Forbidden Fruit]
 
  1. Unrankable stuff
    ( You must fix all of these , if I write something is not unrankable , please tell me in the reply )
    1. Nothing I think xD ¯\_(ツ)_/¯
     
  2. Beatmap design/Suggestion
    ( Most of them are my suggestion , you can disagree if you want )
    1. 00:25:745 (2) - Move to x364 y360 looks nicer ? Pretty much "why not" but I prefer to line it with the sliderend of 00:24:955 (1) -
    2. 01:08:771 (7) - This one is a bit far for me , and I feel uncomfortable with it , Move it a bit closer is better I think , maybe try ds 5.5x? While dunno if really need for anything, nerfed it little (but to about 5,7x instead)
    3. 01:10:547 (5) - Move this note higher to make a better flow? Not really sure if that'd improve the flow but moved little since there's space ¯\_(ツ)_/¯
    4. 02:20:217 (6) - Add New Combo here? It will fit the vocal and emphasizes the word "fear" , oh and also add a simple clap here? Why
      not, added combo, same with other kiais (this made me re-color them all asdf); also why don't these already have clap smh, added to all aswell
    5. 02:32:454 (3) - I was be juked by this ds xD Make the ds bigger or stack it on slider 02:31:664 (2) - 's end ? No need, you should be able to see 1/1 from 1/2 xd
    6. 03:14:295 (2) - Same as above ;w; Similarly no need, about this same rhythm was also already before in the previous iteration of this section
    7. 03:36:006 (6,7) - The blanket can be better here! tfw link fucked up since I NCd these anyways not like it's bad,
      but tuned it little (now it's blanketed all the way up to the sliderend which is wasn't before I guess
    8. 04:11:531 (5,6,7) - More time between sliders and lower ds makes confusion lol Not a problem, the clicking happens 1/1 still, basically 04:11:926 (6) - is supposed to be "the same" as 04:11:531 (5) - in terms of rhythm and how it plays and so on but since there's rhythm on red tick it's shortened to that instead of the blu;
    9. 04:23:176 (6,1) - Change to a slider? like the same pattern you did here 04:20:018 (6) - Here's vocal on the white tick so I decided to break it up; that being said thus the following one needs the same as well heh (did that)
    10. 04:58:504 (2) - Extend the slider to blue tick and adjust the hitsounds setting? There's vocal on that red tick so nope, fits better like this
     
  3. Hitsounds
    ( Almost of them are my ideas , you can ignore them )
    1. 01:22:784 (5) - Maybe reduce the volume here? the current volume sounds a bit louder for me , try 40%~50%? and the others too Nah I like, sounds nice as is
    2. 01:43:902 (1) - Clap here? The clap is for snare hits and there ain't one (this'd either require additional hitsound that fits this or 150%
      volume which I wouldn't complain about either lol
    3. 04:32:452 (5) - The finish sounds unnecessary here compare with 04:35:807 (7) - 7 doesn't have finish in the music anyways (04:35:610 (6) - does and was missing so added heh) but like, this section is full of heavy hitting cymbals and thus I put a lot of em here, it might actually sound kinda overwhelming to some but I think it's fitting
 
  --------------------------------------------------------
The hitsounds are awesome <3
Go ahead for ur first ranked map!!!
Thanks for the mod!
bossandy
Thanks for replying my mod so detailed xD
Here is a simple screenshot to answer the drum-hitwhistle2 !
The additional drum-hitwhistle2 is used in C2 hitsounds setting with additions
And I think the one I provided above is fitting the music very well!
That is what I mean xD

And if u use it , U can also use that .wav at 02:13:112 (3) - 02:17:849 (3) - 02:27:322 (3) - 03:28:900 (3) - etc...

Oh! and something more to point out when this time recheck xD

  1. 03:46:663 (5,6) - The music sounds 1/3 here , two way to solve this
    1. 1. Change the slider to a simple note to follow the guitar
    2. 2. Change to this rhythm , not care about slider or note xD
I know the combo color is focus on the devil and God but I still think u can provide a more different one with it!
since the Combo Color can remind people where are the changes in the map , I still think they should be fixed , try to ask other people's opinion xD

Also , a simple SB like https://osu.ppy.sh/b/490154 would be awesome hehe

Yeah , That's all ! :) This one will be qualified soon I think <3
No kd

P.S : Actually , this song is super catchy that I got hooked the first time I heard it! 8-)
Topic Starter
TheKingHenry

bossandy wrote:

Thanks for replying my mod so detailed xD
Here is a simple screenshot to answer the drum-hitwhistle2 !
The additional drum-hitwhistle2 is used in C2 hitsounds setting with additions
And I think the one I provided above is fitting the music very well!
That is what I mean xD Lol that place is probably like he only one with that set atm (used to have more)

And if u use it , U can also use that .wav at 02:13:112 (3) - 02:17:849 (3) - 02:27:322 (3) - 03:28:900 (3) - etc... I prefer my current for this,
it's little softer and "warmer";
added yours to that one place though LOL

Oh! and something more to point out when this time recheck xD

  1. 03:46:663 (5,6) - The music sounds 1/3 here , two way to solve this It's actually more like 1/4 ,there's 4 sounds in that measure +
    the next downbeat for 5, it's just that the gap between first and second is slightly larger than what normal 1/4 would be and thus it's little off for parts (which is why I didn't map it as is; now take the vocals into pic (they land on red tick) and you get what I have atm, and I think it works fairly well

    1. 1. Change the slider to a simple note to follow the guitar
    2. 2. Change to this rhythm , not care about slider or note xD
I know the combo color is focus on the devil and God but I still think u can provide a more different one with it!
since the Combo Color can remind people where are the changes in the map , I still think they should be fixed , try to ask other people's opinion xD Indeed making more differentiation for the reds would be fairly simple (but not needed imo since they are already pretty largely different shades of red, but the greys ain't easy overall since there's currently 2 greys and white which all work with the same scale, where both black/very dark is no-no and apparently white too (which I disagree with though :/) so it's very restricted

Also , a simple SB like https://osu.ppy.sh/b/490154 would be awesome hehe Indeed, I'd like cool simple SB for like all of my maps and would do if I knew how to do ithad time to learn and actually do it, but maybe something will happen. Who knows

Yeah , That's all ! :) This one will be qualified soon I think <3
No kd

P.S : Actually , this song is super catchy that I got hooked the first time I heard it! 8-)
Thanks!
ZekeyHache
hi from my q

El Rey Enrique

[General]
  1. Metadata?
  2. Hey, I got you the same bg but in higher quality + it doesn't chop off part of the characters' heads, here~
  3. Are you using drum-hitwhistle.wav somewhere? MA marks it as unused and I'm too dumb to find it.
  4. soft-hitfinish2.wav seems to have a small delay, better be safe. I fixed it for you, here~
[🍎Forbidden Fruit🍎]
  1. 01:08:968 (8) - The jump from the previous circle is notably bigger than the one of the next slider even though the beat in the slider is way more important and stronger than the on in the previous circle. I suggest to have the jump with the slider higher than the one with the previous circle for a better emphasis.
  2. 01:28:112 (1,2) - This blanket can be improved~
  3. 01:35:612 (5,6) - The place where (6) is doesn't really have anything worthy of having a clickable object. Also, there's no significant contrast with 01:36:007 (1,2,3) - since all of the previous notes were just circles making jumps already. My suggestion to improve this would be to delete (6) and replace (5) with a slider that ends either on 01:35:810 - or 01:35:908 - .
  4. 01:43:902 (1) - Some kind of jump with a sharper angle would fit better here for the sudden strong beat, just like you did at 01:38:968 (5,1) - , 01:40:547 (5,1) - , 01:42:125 (6,1) - etc.
  5. 02:18:243 (5,6) - The big jump between these two notes don't make sense imo. The isn't any intensity building up that supports it, and also, the jump between 02:18:441 (6,1) - should be bigger to have a better contrast with the intensity. This is pretty much like my first point in the mod.
  6. 02:45:480 (1) - This slider overlaps with the life bar in the default skin in a GODLY level. Please fix.
  7. 03:07:585 (1) - Did you miss a clap in the head?
  8. 04:42:123 (6) - life bar zzz
  9. 05:35:017 (3) - 05:35:609 (5) - 05:36:201 (7) - maybe add nc on each of these notes?
Nice~ Call me back!
Topic Starter
TheKingHenry

ezek wrote:

hi from my q

El Rey Enrique

[General]
  1. Metadata? see the discography in their official website; EDIT:
    added to the description as well

    Album: In Darkness
    Track 3: Favourite Sin

    why the f is it antsized? smh
  2. Hey, I got you the same bg but in higher quality + it doesn't chop off part of the characters' heads, here~ thx, looks great
  3. Are you using drum-hitwhistle.wav somewhere? MA marks it as unused and I'm too dumb to find it. What's MA? Anyways yeah I am, see all those D hitsound sets in the timing tab and pretty much all of those use drum-hitwhistle. If you typoed and meant drum-hitwhistle2, that's more valid question (but it's still used) see for example 00:43:113 (5) -
  4. soft-hitfinish2.wav seems to have a small delay, better be safe. I fixed it for you, here~Lol it's the default skin soft-hitfinish I think? ¯\_(ツ)_/¯ Thanks though
[🍎Forbidden Fruit🍎]
  1. 01:08:968 (8) - The jump from the previous circle is notably bigger than the one of the next slider even though the beat in the slider is way more important and stronger than the on in the previous circle. I suggest to have the jump with the slider higher than the one with the previous circle for a better emphasis. Indeed changed
  2. 01:28:112 (1,2) - This blanket can be improved~ tru
  3. 01:35:612 (5,6) - The place where (6) is doesn't really have anything worthy of having a clickable object. Also, there's no significant contrast with 01:36:007 (1,2,3) - since all of the previous notes were just circles making jumps already. My suggestion to improve this would be to delete (6) and replace (5) with a slider that ends either on 01:35:810 - or 01:35:908 - . Not really, 01:35:810 (6) - is circle similarly to all these same places from 01:16:271 (2,3,4,5) - on according to the backgrounding orchestrations. As for the contrast, that's somewhat true, but it's made different from the previous jumps by applying the pure back-and-forth pattern, the type of which is in some form used a lot in the similar sections jumps (as in, where it isn't to that backgrounding orchestration). Alternatively to create more contrast if really necessary I'd rather slider 01:36:007 (1,2) - in similar fashion to for example 01:34:823 (2) - secs ago but I think the vocals are strong enough to rather have their own circles instead
  4. 01:43:902 (1) - Some kind of jump with a sharper angle would fit better here for the sudden strong beat, just like you did at 01:38:968 (5,1) - , 01:40:547 (5,1) - , 01:42:125 (6,1) - etc. Tru, messed with it
  5. 02:18:243 (5,6) - The big jump between these two notes don't make sense imo. The isn't any intensity building up that supports it, and also, the jump between 02:18:441 (6,1) - should be bigger to have a better contrast with the intensity. This is pretty much like my first point in the mod. There's plenty of somewhat high spaced stuff in the "calm" kiais too, mostly accordin to guitars think of like similarly to those backgrounding orchestration stuff earlier; (and some drums/vocals too when they are there). Anyways this jump pattern was apparently left with 1,5x SV for some reason which is probably the reason why it was so large (like, it still had "the same" DS as most others lul Anyways tuned this down (and so that the highest spacing is for the next emphasised downbeat
  6. 02:45:480 (1) - This slider overlaps with the life bar in the default skin in a GODLY level. Please fix. lol I just had to move like 30objects during like 10 seconds of the map to fix this without breaking the structure MMMMMM done
  7. 03:07:585 (1) - Did you miss a clap in the head? Indeed (same with 03:08:374 (3) - ) added to both
  8. 04:42:123 (6) - life bar zzz pls no fixed
  9. 05:35:017 (3) - 05:35:609 (5) - 05:36:201 (7) - maybe add nc on each of these notes? Not necessary, and if I NCd, I'd rather NC the latter ones since they are more emphasised; anyways I think it's better this way, since the hits positioning in the music doesn't stay constant so either way using additional constant NCing for this would be somewhat unfit at some of them, while this current ain't
Nice~ Call me back!
Thanks for the mod!
ZekeyHache
Net0
Congratz :)
bossandy
GOGOGOGOGO!
Sieg

TheKingHenry wrote:

What's MA? Anyways yeah I am, see all those D hitsound sets in the timing tab and pretty much all of those use drum-hitwhistle
yo, MA is one of my failed children. Most likely it says that drum-hitwhistle.wav is unused because to use it you should set green line to D1 not just D as it is rn

nice to see this bubbled btw
Topic Starter
TheKingHenry

Sieg wrote:

Most likely it says that drum-hitwhistle.wav is unused because to use it you should set green line to D1 not just D as it is rn
shit you rite

Updated so now the D hitsets are all D:C1 instead gj me
ZekeyHache
ezek is dumb
SparkNights
Hi! M4M from your queue. For my a little poor play ability, I choose the easiest one. All of your choices are >5min one-diff map and most of them are so high at star rating. So I suggest you giving other mappers a full set choice
But your map is seemed too good to mod. Here is some suggestions.
01:09:165 (1,2) - The slider's radius is a little short that they're overlapped. But I don't have any good solution. If you want to only change CS to avoid overlapping, the map needs at least CS5.
01:13:902 (1,2,3,4) - I can't hear the sound difference between 4 timeline. you needn't have made them in different sv.
02:22:980 (1,2,3) & 03:39:558 (2,3,4,2,3,4) - not a problem. But it may be gimmicky for the diff. you can change it into 1/3 slider and a note or with 1 return
04:11:926 (6) - can be taken apart into 2 notes
For mathematical "3 point to 1 circle", I give you some exacter blanket point
blanket point

01:09:955 (2) - (184,403)
01:16:665 (4) - (105,235)
02:38:375 (2) - (293,132)
02:38:572 (3) - (385,325)
02:44:690 (2) - (152,183)
Topic Starter
TheKingHenry
Before I even look through that or anything, why are you modding before your request is accepted? Did you even read through my first post or the rules in it?

TheKingHenry wrote:

If not instructed otherwise, you mod first, but only after I have accepted your request
asdf

EDIT:

Mcen314 wrote:

All of your choices are >5min one-diff map and most of them are so high at star rating. So I suggest you giving other mappers a full set choice
this is a good point though (and indeed I have some full sets I'll be working on too somewhat soonish)
Topic Starter
TheKingHenry
Now for the answer itself

Mcen314 wrote:

Hi! M4M from your queue. For my a little poor play ability, I choose the easiest one. All of your choices are >5min one-diff map and most of them are so high at star rating. So I suggest you giving other mappers a full set choice
But your map is seemed too good to mod. Here is some suggestions.
01:09:165 (1,2) - The slider's radius is a little short that they're overlapped. But I don't have any good solution. If you want to only change CS to avoid overlapping, the map needs at least CS5. Looks fine, I actually like it this way better, the objects feel closer to each other (well, duh, they are)
01:13:902 (1,2,3,4) - I can't hear the sound difference between 4 timeline. you needn't have made them in different sv. Arguably there aren't much changes in there (though surely some differences) and it's more accentuate the echo effect of the repeating sounds, so when it first comes it's fast but then it comes 2nd time as "echo" and I make it slow instead (as if it would be circle only) then kicks off again with the "new" sound and same repeats. Basically more than the changes in the sounds themselves, it's basing on how the musical structure emphasises the sounds (casual 4/4 here results as this).
02:22:980 (1,2,3) & 03:39:558 (2,3,4,2,3,4) - not a problem. But it may be gimmicky for the diff. you can change it into 1/3 slider and a note or with 1 return Nah not necessary, better this way. It's not too gimmicky really, it's fairly simple way of mapping the rhythms in question (whether you considering the rhythms themselves gimmicky or not is another topic) there more gimmicky stuff all around the map than this. Since in my opinion adding sliders would also diminish the effect of the rhythm, the emphasis it gets and so on, I don't see it worth changing when it's current state shouldn't really be a problem.
04:11:926 (6) - can be taken apart into 2 notes shit u right I wonder why I haven't
For mathematical "3 point to 1 circle", I give you some exacter blanket point
blanket point
01:09:955 (2) - (184,403) presume you meant 304 instead
01:16:665 (4) - (105,235) moved the slider instead to preserve stacks
02:38:375 (2) - (293,132) done
02:38:572 (3) - (385,325) for some reason this wasn't like this already even though the following supposedly stacked slider was lol
02:44:690 (2) - (152,183) done
Thanks for the mod!
Bubble-popping for blanket mods god bless there was some other stuff too though
Moved to pending while updatin' ¯\_(ツ)_/¯
Noffy
For some reason this song reminds me of https://www.youtube.com/watch?v=ygr71M-y-Pc from mabinogi so now I really wanna play mabinogi...


...Goodness gracious, so many greenlines. It's not a problem, but maybe next time you do this kind of hitsound pattern, just make the hitnormal and sliderslide 69s like, normal sampleset 2 instead...? And set the sampleset of the objects to normal, addition set to soft or drum (where you used additions that is)
Putting down greenlines for everything seems like such...
a waste of effort to be honest.
it also makes it hard to tell which are for svs and which aren't

soft-hitfinish2.wav is pretty loud and distracting during 04:18:637 - this part where it's used fairly frequently. Possibly a.) lower the volume of the greenlines during this section, or create an alternate finish hs just for this part. Because it's ok when used occassionally as it was for most of the map, but this section it's ehh.

[Forbidden Fruit]
  1. 00:33:245 (4,5,6) - spacing here is really misleading, makes it look like your 1/2 gaps. compare to 00:39:560 (4,5,6) - .
  2. 00:35:613 - Since this is a strong note for the instrument introduced at 00:31:271 - , possibly consider making it clickable for variety where the song has a bit of variety instead of following exactly what you did before.
    > 00:41:929 - same.
  3. 00:55:646 - remove clap
  4. 01:13:113 (2) - 02:41:533 (2) - I don't see why these are extended to the 1/4 so deliberately you even put a greenline there, when at second, extremely similar, points 01:19:428 (2) - 02:47:848 (2) - they end on the 1/1s. Plus, the ones that end on 1/1 look cooler due to how they end inside of the circular sliders around them.
  5. 01:17:849 (2,2) - Maybe make these the same angle, so it's kinda like a broken up continuous line surrounded by the circular sliders? would be cool. (also 01:11:534 (2,2) - are similar to that)
  6. 01:37:586 (1,2,3) - cute pattern!
  7. 01:48:639 (5,6) - blanket here is notably off due to how close the objects are, compare to the well done 01:54:954 (5,6) -
  8. 03:20:216 - I don't think you meant to have this set to default hitsounds on the timing line here
  9. 04:01:663 (3) - I think this would be more fitting as a 1/1 slider, due to how the guitar is continued until 04:02:058 - , even if the vocal ended a bit earlier.
  10. 04:35:018 (3,4,5) - uneven spacing...
  11. 04:46:070 (2,3,4) - The spacing in this pattern starts out pretty big, a bit bigger than similar patterns in other kiais, and as a result 04:46:465 (4,5,6) - doesn't feel like as much of as an increase as it could be. I suggest lowering the spacing here 04:45:478 (1,2) - and 04:46:070 (2,3) - here a tad bit.
  12. 04:56:531 (1) - cute slider!

neat map
call me back yea
Topic Starter
TheKingHenry

Noffy wrote:

For some reason this song reminds me of https://www.youtube.com/watch?v=ygr71M-y-Pc from mabinogi so now I really wanna play mabinogi... lol


...Goodness gracious, so many greenlines. It's not a problem, but maybe next time you do this kind of hitsound pattern, just make the hitnormal and sliderslide 69s like, normal sampleset 2 instead...? And set the sampleset of the objects to normal, addition set to soft or drum (where you used additions that is)
Putting down greenlines for everything seems like such...
a waste of effort to be honest.
it also makes it hard to tell which are for svs and which aren't Dunno rly, I think it's fairly clear to see which greens are for what (basing on specific things) but that's probably just cuz I know this map fairly well lol; It might be more effort but I like to do it this way more so it's easier to locate all changes when most of it is done with green lines (like for example where I use specific hitsounds, since I can't find set-changed objects like that); well, all in all, not like it matters anymore here anyways ¯\_(ツ)_/¯

soft-hitfinish2.wav is pretty loud and distracting during 04:18:637 - this part where it's used fairly frequently. Possibly a.) lower the volume of the greenlines during this section, or create an alternate finish hs just for this part. Because it's ok when used occassionally as it was for most of the map, but this section it's ehh. Hm. Why not; applied set 3 for that section with slightly lower volume finish for it

[Forbidden Fruit]
  1. 00:33:245 (4,5,6) - spacing here is really misleading, makes it look like your 1/2 gaps. compare to 00:39:560 (4,5,6) - . Should be fine. The rhythmics of this intro section are introduced in the first segment (with spacing lining up with snaps) and from that section on it's using more differentiation for emphasis and so on, for example this section here from 00:31:271 - on has so far only the spaced out 1/4 for the progression from the first section, but the one you linked at 00:39:560 (4,5) - is done with no spacing to emphasis the last sequence of this section building to the next (so like, slowing it down for the last stretch of this section). And since both examples/spacings of this rhythm are introduced at this point and the rhythm itself should be familiar to the player I don't see it being problem.
  2. 00:35:613 - Since this is a strong note for the instrument introduced at 00:31:271 - , possibly consider making it clickable for variety where the song has a bit of variety instead of following exactly what you did before. Could, but I'll prioritize the guitar
    > 00:41:929 - same. yeah same; have to mention about that introduced instrument overall; it's true it's melody instrument here, but it's not very dominant and considering it lines up with the guitar for the most part, it's better to keep it at the guitar all the time rather than jump around here for the occasional melodies when the guitar base rhythm is more logical to follow for the player here
  3. 00:55:646 - remove clap no >.< there's soft snare roll with the drums here, but since it's not actual crisp rhythms it's not mapped but the sound is accentuated with the similar sounding clap hitsound here; it's not loud enough to distract anyone but I think it's nice little touch
  4. 01:13:113 (2) - 02:41:533 (2) - I don't see why these are extended to the 1/4 so deliberately you even put a greenline there, when at second, extremely similar, points 01:19:428 (2) - 02:47:848 (2) - they end on the 1/1s. Plus, the ones that end on 1/1 look cooler due to how they end inside of the circular sliders around them. They are shorter for little break time for the 1/4 and also little break for more movement from the patterns before (you see they ain't moving a lot, most of the movement goes around in circles and not progressing. From which we come to partly why I don't want to shorten them more, that'd remove some of the little of movement progression we have at the moment. Also as said the gap is compromise, more lengthened sliders fit the sounds better imo (like, stickier continuation like how the sounds connect to each other in the music)
  5. 01:17:849 (2,2) - Maybe make these the same angle, so it's kinda like a broken up continuous line surrounded by the circular sliders? would be cool. (also 01:11:534 (2,2) - are similar to that) Cool idea actually, but it's not really implement in the latter ones either (so like the first one is pretty much only with similar) since most of them are having the following sliders according to the angles of the circled slider (which changes) and thus the direction changes
  6. 01:37:586 (1,2,3) - cute pattern!
  7. 01:48:639 (5,6) - blanket here is notably off due to how close the objects are, compare to the well done 01:54:954 (5,6) - u right, moved
  8. 03:20:216 - I don't think you meant to have this set to default hitsounds on the timing line here tru, and it was missing whistle too and the volume was fucked up aaaaand I wonder what that was about even? Probably copied wrong greenie there
  9. 04:01:663 (3) - I think this would be more fitting as a 1/1 slider, due to how the guitar is continued until 04:02:058 - , even if the vocal ended a bit earlier. It's indeed for the vocal emphasis, similarly to how the following object it (since, well, vocals are the only part there so I changed to emphasis them from here already; guitar indeed ends later than red tick, but this ain't unfit for guitar either since it has 2 sounds white tick and red tick and thus this also ends on the latter guitar sound even if the sound itself continues on for a while (which is imo even better since now it ends on distinct sound from the instrumentalisation too instead of the fairly ambiguous option of the sound ending somewhere along the way.
  10. 04:35:018 (3,4,5) - uneven spacing... u right, changed according to x and y coordinates
  11. 04:46:070 (2,3,4) - The spacing in this pattern starts out pretty big, a bit bigger than similar patterns in other kiais, and as a result 04:46:465 (4,5,6) - doesn't feel like as much of as an increase as it could be. I suggest lowering the spacing here 04:45:478 (1,2) - and 04:46:070 (2,3) - here a tad bit. Fair enough. Due the strict placements of 2 and 4 I just moved 3 stacked with sliderend 1 so that the spacing of the first 3 circles is lower (spacing from 1 to 2 stays but it's fine since it's from slider to circle and thus more lenient)
  12. 04:56:531 (1) - cute slider!

neat map
call me back yea
Thanks for the mod!
Noffy
rip your "unique" bg usage
anna apple
WTF!!! bn circle jerk, this is illegal !!!!
yShadowXOP_
Gratz Henry <3
show more
Please sign in to reply.

New reply