rank whenn
thanks for the mod!Wishkey wrote:
Heyo o/
EasyNormal
- 00:41:328 (1,2) - missing whistles on head Fixed.
- 01:26:559 - 01:47:243 (1) - can you start these at the next red tick instead of the blue, makes it show up a bit later for newer players so it's a bit less cluttered Yup.
- 01:36:871 (2,1) - Should prob go for a 1/1 transistion to red ticks here instead of introducing a single 1/2 rhythm this late into an easy diff map, bit worse rythm but better for the overall diff Yeah I was looking at this at 2 AM today but didn't get to change it lol.
advanced
- 00:55:900 (2) - can you move this a bit down so you got a bit of oval flow here, like at 293/291 ish Flows better.
- 01:04:643 (1) - missing whistle + clap looking at other diffs Fixed.
- 01:26:928 (1) - 01:48:871 (1) - no need to NC these I like this NC + I do it in the top diffs too.
- 01:30:014 (4) - Could NC this since you do it for those vocal changes later on aswell like 01:40:128 (1,1) - and its pretty unique Sure.
- 01:33:957 - 01:44:928 - thoughts about adding a circle on these? 3/2 gaps while the music is still so intense felt kinda odd compared to how dense the prev combo is mapped and is has those back layer vocals kickin in too Really like this, thanks.
- 01:45:786 (1,2) - bit odd rythm here with skipping 01:46:643 - which has that drum + vocal, I'd just go for this rythm again 01:11:500 (1,2,3) - sounds a lot better imo Applied.
- 00:43:386 (3) - No need to NC Pretty sure I do this on all diffs that have this rhythm mapped.
Hard
- 00:55:043 (1,2,1,2,1,2,3) - probably done for diversity but this is so much easier and a lot less dense then what you do previous like this chaing of 1/2s 00:50:928 (1,2,3,4,1,2) - even though the song doesnt change that drasticly at all, could really be filled up a bit rythm wise or nerf the other similar sections a bit so its not that big of a difference. Maybe something like this to have a bit of diversity still and its the weaker version of hard diff kinda 00:55:043 (1,2) - Not done for diversity, it's just the melody is less dense than before, but I do agree I made it way less dense; fixed.
- 01:20:414 (4,5) - control g the rythm like 01:09:443 (4,5) - sounds and plays better here after that stack Yeah
- 01:49:900 (1) - why not unstack this to emphasise the difference a bit better with the rest Sure.
Insane
- 01:30:014 (4,5,6,7,8) - first the circles then the return plays kinda better so you got flow going into the 1/4 circles Yeah
- 01:36:871 (1) - No need to NC Fixed.
- 01:39:786 (4) - could make this 3 circles too like the later ones since you come from an easy 1/2 slider section anyway Fixed.
Extra
- 01:04:300 (4,3) - minor stack Fixed.
- 01:06:014 (1,7) - would move thise up a bit to like blanket ish distance with 01:06:528 (3) - , pretty insane transistion here in terms of movement and flow atm 01:05:671 (4,1,2) - kinda belongs in extra right now Yeah this is pretty big, reduced distance and made everything more comfortable
Cool set! Only major thing is that point in advanced diff, rest looks good. Call me back!
- 00:30:871 (2,1) - minor stack Fixed.
- 00:49:900 (2) - would stack on top of 00:48:186 (1) - instead, flows alot smoother here (maybe move 00:50:071 (3) - a bit down afterwards for visual stuff if you apply) Fixed, had to rotate 3 just a little bit so everything looks better, hope I didn't undo this suggestion lol.
whistles are a nightmareIcebolt wrote:
hs fixes
canniblob beats them all still :Mir wrote:
excuse you that's "nyab" to you >:
also ghab>nyab tbh
dude these are awesome hitsounds, applied. (redownload)Namki wrote:
Uhm, I think the very beginning kinda lacks hitsounds, like, kicks for 00:22:985 - and 00:25:728 - etc. I suggest using that for 00:22:986 - kicks on red ticks like this one and using this for downbeats 00:22:471 - and 00:23:157 - (basically u need just replace ur one with mine). My one gives better feedback bc I can barely hear urs ingame lo
You may call me back after if u decide to fix those.
thanks_orange wrote:
im back
[General]
02:32:397 - i'd prefer if you ended the kiai here bc thats when the beat stops Changed.
[Easy]
fix snapping lol Fixed, I don't know what happened...
01:58:453 (2,3) - i dont like how the first slider perfectly leads in to the next. imo it'd be better if this 01:59:482 (3) - was a straight slider or something like that Okay.
[Hard]
00:43:197 (2,1) - 01:49:026 (2,1) - one of them has a stack and the other doesnt, also this 00:43:369 (1) - is too short Fixed both.
[Insane]
02:11:826 - this section uses a lot of these https://puu.sh/AsqAw/ec3e9da379.png stacks while this section 01:05:997 - uses normal stacks. im not sure if its intended Intended, if this becomes a problem I'll just make everything the same.
[Time Freeze]
00:39:940 (1,2,3,4,5) - looks really awkward, i like this better 01:45:769 (1,2,3,4,5) - I don't see any problem here :/
01:41:483 (6,1,2) - this plays weird because of the wide angle and anti jump Changed.
that's all, didn't find much but i hope i was helpful, gl again
Thanks.-Mo- wrote:
Sorry for late Time flies, it's fine.
General
- Would suggest a different combo colour to your white, since although white is present in the background, it seems out of place compared to yellow and orange which are more vibrant colours. Red-orange.
- I'd consider removing the kiai time from 00:44:054 and 01:49:883 since otherwise around 66% of your map is kiai time which makes it not very special. That's true, but right now the kiai does emphasize the strongest parts of the song.
- You can remove '&' from tags since it's in the artist already. Removed and added two more DnB abbreviations lol
- Would do -5 to offset. I think it's slightly late right now. Knew something was wrong with my friend's suggestion.
- Metadata seems to be in check. Seems like the already ranked version is the one that's inaccurate¯\_(ツ)_/¯
Easy
- 00:35:826 (5) - Your NCing seems to have messed up a little past this point. Since you were going for an NC every 2 measures, but this combo is 3 measures which messes up your next few combos. This is intended, the way I view the song is that this vocal fits together with 00:33:083 (1,2,3,4) - so I'm keeping the NC.
- 01:21:083 (3) - Seems to be missing hitsounds. I wanted to capture the extended vocal but I'll split it into two sliders.
- 01:41:654 (5) - NC thing again. Intended.
- 02:09:426 (2) - Would look cool if this was the same shape as 02:08:054 (4) instead, similar to what you did at 01:55:711 (2,4). Yeah.
- 02:14:569 (1) - Minor thing, would rotate this clockwise a little so the visual flow into 02:15:597 (2) is a little smoother. Yeah, looks better that way.
- 02:23:140 (2) - Touches the healthbar, if you care about that sort of thing. Fixed.
- 02:26:911 (3) - Hitsounds again. Fixed.
- 02:35:826 (4) - Not sure if you were supposed to have a whistle go over the entire slider or not here, but it seems out of place. It was intended, but perhaps it's just too jarring.
- 02:44:569 (1) - 02:45:940 (1) - Feels underwhelming in terms of hitsounding for some reason. Yeah I know, the vocals don't align with the drums but I still want to continue mapping vocals.
- It also seems a little weird to me that 00:22:111 - 00:44:054 this section is a higher density comapred to 00:44:054 - 01:04:626 even though the latter is a more intense part of the song. I would try to replace 00:24:854 (1,2) these rhythms with 00:35:826 (5) these sorts of 3/2 sliders. Fixed.
Normal
- 00:23:483 (1) - 00:31:711 (1) - 00:37:197 (1) - Would remove these NCs if you want to go with the "NC every 2 measures" pattern. Not going to remove 00:31:711 (1) because the singer raises their voice here, but I changed the rest.
- I would actually look through your NCing again in general actually, since it seems you switch between 1 measure and 2 measure patterning every so often within sections. Yup they were pretty inconsistent, fixed all of them. Let me know if you catch anything else.
- 02:35:826 (1) - Slider whistle thing again. Removed.
- 02:47:312 (3) - Fairly significant healthbar overlap, if you care about that. I don't think objects touching the HP bar is too bad, if I can fix it I will. However, I don't know where to place this.
Hard
- 01:00:854 (2) - This slider shape seems a little out of place since you don't seem to use something like this anywhere else. Changed
Hyper and Insane
- are good. Nice.
Time Freeze
- 01:02:654 (3,4) - Stack seems to have messed up a bit. How do you catch stuff like this? Fixed.
Upper diffs are actually pretty clean. Nice job.
-Mo- wrote:
Normal: 02:53:821 (1) - 02:55:193 (1) - Would probably remove these NCs since it does get a little spammy at the end. Wanna emphasize drums.
Also I understand adding kiai to the strongest parts of the song, though the general tone of the song is pretty strong already, and as a result you're highlighting well over 2/3s of the mapped section with kiai. Using it for such a large portion of the map kinda ruins the effectiveness of kiai time, so I would really recommend using it only for the vocals section. Kiai flash.
ok everything should be fineWishkey wrote:
Yow o/ late aswell as usual
Applies to all diffs, time stamp on easy diffs
01:04:621 (1,1) - section vs 02:10:449 (1,1) - section, same hs and volume settings would be nice here since they're identical in the music i.e. only easy diff got a finish 02:10:449 (1) - , some inconsistent whistles on the higher diffs between these parts, drop volume to 40% on the second part,... Fixed.
About the kiai thingy, some mappers choose to not use kiai at all even though the song has clear high points like this recently ranked map for example https://osu.ppy.sh/s/780885, so this is a bit the other end of the spectrum to me. Not that much of problem with how its used for this song imo but will leave it to you guys to discuss it. Call me back whenever you're ready!
I appreciate your concerns and I'll keep them in mind for the future, but I think the map is fine as it is. Feel free to reply and I may reconsider.MaridiuS wrote:
Hello there, few concerns.
[General]
- Consider doing a -5 to -10 offset, it plays better to me and few more people that i've asked (specially 10) There have been a lot of timing suggestions, you say -10, Mo and Wishkey believe it's fine right now, Namki also though it was okay (I would assume, since he qualified it before with this offset). For me -10 is too much, maybe -5 is alright, but I can't tell the difference. I'll just leave it unchanged lol.
[Normal][Easy]
- 01:07:192 (4,5) - This one is problematic, the reverse arrow is closer to the sliderend than the head is, and new players often assume that reverse arrow is clickable. We make it not confusing by simply making the sliderhead being closer to the previous object than the reverse arrow. I have watched a few C plays on the map and few of them completely got lost while the others aimed at the slidertail straight but hit sliderhead due to them overlapping. Generally it's confusing and should be avoided at normal and easy difficulties. 01:18:164 (4,5) - Same. Alright, if this ever gets dq'd I will change this, but I still think it's pretty straightforward. A few things: First, I believe it's okay because it's a bit of a higher level Normal. You can see this because of the SR and spacing, and 1/2 appears quite often. With all this in mind, I think a bit of reading should be fine here. There is an easier diff after all. Second, you should not be using C plays for your judgement, because those players are obviously pretty inexperienced. It would be better if you looked at a replay that was an A or B made by a Normal player, especially since this is a higher end Normal. Third, it fits with the flow - it's kinda weird to go down so sharply where the reverse arrow is. I doubt high end Normal players would be confused here, they would be able to instantly tell the difference from a circle and arrow.
- 01:05:992 - Quite minor but in this section sometimes the DS ends up being 1.00x or something, on that spacing the circles get overlapped not just the frames, if you're up to it you can polish it but it isn't mandatory at all. No need to, I'll change if DQ.
- 01:09:764 (2,3) - In easies you should avoid such triangles because players judge by spacing not approach circles, many of players first time playing the game can confuse what should be clicked first here. The AR is quite high here (AR 4), players can easily see that (2) comes in first so this will stay unchanged.
- 00:33:078 (1,2,3) - Although a cool pattern, new players don't know if they should ignore the reverse arrow or takes them a lot of attention to realize it. The casually player won't focus here at all and would most likely be clicking on reverse arrows. Can easily be fixed with https://i.imgur.com/dhuThjE.jpg and not cause confusion at all. High AR + (1,2) give an upward movement, so this should be expected so I think it's okay right now.