modding v1 😩💦
(bold mods = unrankable)
General
- "rocket league" shouldn't be in tags because it's already in the source field
- also why is kujinn in the tags? Unless they contributed in some way (which should prolly be in the description) they should be removed
- 02:08:535 - While trimming the mp3 isn't required, there's no music at all after this point so you should still cut it to trim the file size
- 00:23:964 - 00:34:935 - For all diffs except Stingys: I'd highly recommend adding more hitsounding for this section because the object density raises a lot, so using the same hitsounding as the intro is very minimal.
- soft-hitwhistle.wav has too long of a fade in which means it's delayed and unrankable. I cropped it for you to be rankable: https://puu.sh/C3cSJ/830154e593.wav
do you have a metadata source?
Uprising
- AR9 feels more reasonable for this
- 00:15:050 (4) - Looks like you should nc this instead of 00:15:392 (1) - , you usually group these two 00:16:421 (1,2) - into a combo but not here
- 00:35:450 (2,3,4) - Putting a triple sound like youre overmapping. Even if the drums start fading in here they're super quiet and the player wont be able to hear them yet
- 00:59:364 - Youre usually super good about mapping to these drums, so it feels unfitting to skip this strong one here. I see how you want to simplify the rhythm though. Try a 1/4 repeat?
- If you do the above change this one 01:04:764 (5) - as well
- 01:06:821 (1,2,1,2) - Feels very overmapped. There's mostly heavy exaggeration on the 1/1 rhythms of the song, so the 1/4 object density doesn't feel warranted. Not to mention the jumps overexaggerate the songs intensity. Definitely use a simpler rhythm choice.
- 01:10:935 (2) - Looks like it should stack on 01:12:307 (4) - ? Makes it better structured with 01:11:278 (4) -
Kerigo Insane
- 00:35:878 (4) - Sounds overmapped, there's no clear note here in the music, the triple is too intense for the quiet section imo
- 01:18:650 (2,2,4) - Use more visual spacing here? This pattern feels very condensed atm https://imgur-archive.ppy.sh/VfF2VAz.png
- 01:21:050 (4,2,4,6) - Same as above. I think these patterns can be more strongly structured by using overlaps and even visualing spacing through the pattern as well
- 01:40:592 (5,1) - 01:46:078 (5,1) - Spacing feels pretty big here, try reducing it?
Stingy hard!
- 00:23:278 (4,1) - spacing is like super super big here. definitely reduce it
- 00:32:021 (1,2) - This can be confusing for hard players because you overlap objects with different gaps in the timeline. Highly recommend spacing this: 00:32:021 (1,2) -
- 00:34:935 - The hitsounding from here to the break doesn't have much of a pattern. The pattern you tried to hitsound to doesn't allign with how you mapped in this section. Rehitsound this to be simpler imo
- 00:37:678 (1) - This reverse slider is pretty confusing in gameplay because the reverse arrow
doesn't land on a strong beat. the vocal happens before it and theres a drum that happens after it 00:38:278 - . Redo the rhythm he re?
- 00:41:792 - Vocal + cymbal makes this a pretty significant beat, but its on a slidertail. Highly -recommend making it clickable
- 01:28:421 (1,2) - You should overlap these or make them 1/4 of a beat smaller, so hard players don't have to jump to the next slider to quickly. Can cause some mean sliderbreaks
- 01:42:992 (6) - You used the wrong sliderslide lol
orange Normal
- 00:25:335 (4,5,1,2,3) - The 1/1 rhythm here doens't fit in with how map to the vocals at 00:23:964 (1,2,3) - and after 00:28:764 - . I see how it can be mapped to the guitar but it feels randomly done
- 00:53:450 (5,6,1) - The flow between these three is pretty jagged. Would be better to use smoother flow since beginners are still learning to aim. Consider rotating this clockwise to fix it. https://imgur-archive.ppy.sh/FXNT1Bj.jpg
- 01:11:278 (2,3,4,5,6,1) - 01:11:278 (2,3,4,5,6,1) -this is a pretty long chain of 1/2 beat seperated objects. Consider breaking it up a little?
- 01:23:621 - pretty strong melody + drum note you skip over, would be nice to recognize it somehow. Possible solution: https://imgur-archive.ppy.sh/oYByKxp.jpg
- 01:27:735 - There should definitely be something here. This note is just as strong as both notes on 01:27:735 - and is part of the same phrase of the music as all of 01:27:392 (2,3,4) -
-01:34:507 (5) - 01:39:992 (5) - 01:50:964 (5) - the song doesn't use 3/4 rhythm in these places, so this is inaccurate to the music. Using a rhythm choice with 1/1 or 1/2 emphasis would be more appropriate to properly follow melody / drums
-01:42:135 (3,5) - These shouldn't be spaced so visually close together, its really confusing to the player since this 01:42:478 (4) - is actually the next note. Maybe put 5 to the left of 4.
- Same thing for 01:44:878 (3,5) - as above. put 5 ot the right of 4?
Easy
- 00:12:992 - Up until the next bookmark there's no hitsounding at all. Hitsound it for it to be rankable
- 00:28:078 (2,3,1) - starting here, this rhythm choice gets super repetitive. To make things more interesting maybe use an alternative rhythm like 00:23:964 (1,2) - every once in a while
- During the first kiai section you recycle this same rhythm choice 01:07:850 (1,2,3,4) - a lot of the time. You should find another rhythm that goes well with the music and use it as rhythm variety. Similar to above gameplay just gets super repetitive
- 01:51:392 (5) - Remove the 1/2 slider. Even tho its the end of the map you haven't used one before so it'll throw the player off
k call me back! c:
(bold mods = unrankable)
General
- "rocket league" shouldn't be in tags because it's already in the source field
- also why is kujinn in the tags? Unless they contributed in some way (which should prolly be in the description) they should be removed
- 02:08:535 - While trimming the mp3 isn't required, there's no music at all after this point so you should still cut it to trim the file size
- 00:23:964 - 00:34:935 - For all diffs except Stingys: I'd highly recommend adding more hitsounding for this section because the object density raises a lot, so using the same hitsounding as the intro is very minimal.
- soft-hitwhistle.wav has too long of a fade in which means it's delayed and unrankable. I cropped it for you to be rankable: https://puu.sh/C3cSJ/830154e593.wav
do you have a metadata source?
Uprising
- AR9 feels more reasonable for this
- 00:15:050 (4) - Looks like you should nc this instead of 00:15:392 (1) - , you usually group these two 00:16:421 (1,2) - into a combo but not here
- 00:35:450 (2,3,4) - Putting a triple sound like youre overmapping. Even if the drums start fading in here they're super quiet and the player wont be able to hear them yet
- 00:59:364 - Youre usually super good about mapping to these drums, so it feels unfitting to skip this strong one here. I see how you want to simplify the rhythm though. Try a 1/4 repeat?
- If you do the above change this one 01:04:764 (5) - as well
- 01:06:821 (1,2,1,2) - Feels very overmapped. There's mostly heavy exaggeration on the 1/1 rhythms of the song, so the 1/4 object density doesn't feel warranted. Not to mention the jumps overexaggerate the songs intensity. Definitely use a simpler rhythm choice.
- 01:10:935 (2) - Looks like it should stack on 01:12:307 (4) - ? Makes it better structured with 01:11:278 (4) -
Kerigo Insane
- 00:35:878 (4) - Sounds overmapped, there's no clear note here in the music, the triple is too intense for the quiet section imo
- 01:18:650 (2,2,4) - Use more visual spacing here? This pattern feels very condensed atm https://imgur-archive.ppy.sh/VfF2VAz.png
- 01:21:050 (4,2,4,6) - Same as above. I think these patterns can be more strongly structured by using overlaps and even visualing spacing through the pattern as well
- 01:40:592 (5,1) - 01:46:078 (5,1) - Spacing feels pretty big here, try reducing it?
Stingy hard!
- 00:23:278 (4,1) - spacing is like super super big here. definitely reduce it
- 00:32:021 (1,2) - This can be confusing for hard players because you overlap objects with different gaps in the timeline. Highly recommend spacing this: 00:32:021 (1,2) -
- 00:34:935 - The hitsounding from here to the break doesn't have much of a pattern. The pattern you tried to hitsound to doesn't allign with how you mapped in this section. Rehitsound this to be simpler imo
- 00:37:678 (1) - This reverse slider is pretty confusing in gameplay because the reverse arrow
doesn't land on a strong beat. the vocal happens before it and theres a drum that happens after it 00:38:278 - . Redo the rhythm he re?
- 00:41:792 - Vocal + cymbal makes this a pretty significant beat, but its on a slidertail. Highly -recommend making it clickable
- 01:28:421 (1,2) - You should overlap these or make them 1/4 of a beat smaller, so hard players don't have to jump to the next slider to quickly. Can cause some mean sliderbreaks
- 01:42:992 (6) - You used the wrong sliderslide lol
orange Normal
- 00:25:335 (4,5,1,2,3) - The 1/1 rhythm here doens't fit in with how map to the vocals at 00:23:964 (1,2,3) - and after 00:28:764 - . I see how it can be mapped to the guitar but it feels randomly done
- 00:53:450 (5,6,1) - The flow between these three is pretty jagged. Would be better to use smoother flow since beginners are still learning to aim. Consider rotating this clockwise to fix it. https://imgur-archive.ppy.sh/FXNT1Bj.jpg
- 01:11:278 (2,3,4,5,6,1) - 01:11:278 (2,3,4,5,6,1) -this is a pretty long chain of 1/2 beat seperated objects. Consider breaking it up a little?
- 01:23:621 - pretty strong melody + drum note you skip over, would be nice to recognize it somehow. Possible solution: https://imgur-archive.ppy.sh/oYByKxp.jpg
- 01:27:735 - There should definitely be something here. This note is just as strong as both notes on 01:27:735 - and is part of the same phrase of the music as all of 01:27:392 (2,3,4) -
-01:34:507 (5) - 01:39:992 (5) - 01:50:964 (5) - the song doesn't use 3/4 rhythm in these places, so this is inaccurate to the music. Using a rhythm choice with 1/1 or 1/2 emphasis would be more appropriate to properly follow melody / drums
-01:42:135 (3,5) - These shouldn't be spaced so visually close together, its really confusing to the player since this 01:42:478 (4) - is actually the next note. Maybe put 5 to the left of 4.
- Same thing for 01:44:878 (3,5) - as above. put 5 ot the right of 4?
Easy
- 00:12:992 - Up until the next bookmark there's no hitsounding at all. Hitsound it for it to be rankable
- 00:28:078 (2,3,1) - starting here, this rhythm choice gets super repetitive. To make things more interesting maybe use an alternative rhythm like 00:23:964 (1,2) - every once in a while
- During the first kiai section you recycle this same rhythm choice 01:07:850 (1,2,3,4) - a lot of the time. You should find another rhythm that goes well with the music and use it as rhythm variety. Similar to above gameplay just gets super repetitive
- 01:51:392 (5) - Remove the 1/2 slider. Even tho its the end of the map you haven't used one before so it'll throw the player off
k call me back! c: