yoshiki*lisa - Destin Histoire (TV Size)

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Topic Starter
wendao

Tuxdude143 wrote:

Right, lets have a look then

Easy mode:
Move along, nothing to see here! Everything looks great! thanks

Normal mode:
Looking great! Can't see any problems. thanks

Hard mode:
Only one thing to mention here. The slider at 00:12:242 with an end point on top of another sliders body. That is a big design no no so that may want to be fixed. huh? i will come thinking of it later ;D

I wish you the best of luck in getting your map ranked!
thanks Tuxdude143 :)
Setsurei
IRC M4M

2014-03-13 20:22 Setsurei: offset -14
2014-03-13 20:22 Setsurei: jadi offset 120
2014-03-13 20:22 wendao2000: BPM fine?
2014-03-13 20:23 Setsurei: fine
2014-03-13 20:23 Setsurei: dicoba dulu, cocok ga
2014-03-13 20:24 wendao2000: awal-awal kecepetan, belakangnya fine
2014-03-13 20:24 wendao2000: *-*
2014-03-13 20:25 Setsurei: berarti antara itu
2014-03-13 20:25 Setsurei: +7 coba
2014-03-13 20:25 Setsurei: 127
2014-03-13 20:25 Setsurei: soalnya tadi aku cuma check bagian reffnya
2014-03-13 20:26 wendao2000: 00:25:609 (1) - try it here with 25% playback
2014-03-13 20:26 Setsurei: seems fine
2014-03-13 20:26 Setsurei: itu kan drumnya emang lagi finishing
2014-03-13 20:27 wendao2000: :o
2014-03-13 20:27 Setsurei: aku lupa nama istilah, aku dulu belajar drum lol
2014-03-13 20:27 wendao2000: o.o
2014-03-13 20:27 wendao2000: D;
2014-03-13 20:27 Setsurei: 00:26:512 -
2014-03-13 20:27 Setsurei: pas kok
2014-03-13 20:28 Setsurei: ini sempet kamu encode ganti bitrate?
2014-03-13 20:29 wendao2000: pernah, setelah ungrave ini map o.o
2014-03-13 20:30 Setsurei: I see
2014-03-13 20:31 Setsurei: kalo ngerasa miss, I prefer 2 offset
2014-03-13 20:32 Setsurei: soalnya 134 di 20 detikan udah miss
2014-03-13 20:33 wendao2000: yap, makanya bingung
2014-03-13 20:33 wendao2000: ini pake beberapa BPM checker, hasilnya beda-beda
2014-03-13 20:33 wendao2000: orz
2014-03-13 20:33 Setsurei: sementara 127 aja offsetnya (ambil tengahnya antara depan dan reff)
2014-03-13 20:33 wendao2000: bingung, dan akhirnya menetap di BPM 166
2014-03-13 20:34 wendao2000: okay
2014-03-13 20:34 Setsurei: don't trust BPM
2014-03-13 20:34 Setsurei: checker
2014-03-13 20:34 wendao2000: quite accurate tho
2014-03-13 20:35 Setsurei: aku gak pernah pake BPM checker, selalu pake T di timing tab lol
2014-03-13 20:35 Setsurei: kecuali dulu2 pas jaman awal mapping
2014-03-13 20:36 Setsurei: 00:05:187 (1,1) - why DS inconsistency
2014-03-13 20:36 wendao2000: diff?
2014-03-13 20:36 Setsurei: easy
2014-03-13 20:37 Setsurei: 00:25:789 (5) - geser ke atas dikit (kalo bener2 mau blanket slider sebelumnya), overlap border 00:23:982 (2) -
2014-03-13 20:38 wendao2000: done
2014-03-13 20:38 Setsurei: 00:26:151 (1,2,3) - rapi sih, tapi kayaknya mepet posisinya (cramped flow)
2014-03-13 20:39 Setsurei: 00:27:235 (2) - geser ke kanan bawah dikit, 00:27:596 (3) - geser kebawah
2014-03-13 20:39 Setsurei: 00:28:681 (4) - follow
2014-03-13 20:40 wendao2000: done, and done
2014-03-13 20:40 Setsurei: http://puu.sh/7tBbo.jpg
2014-03-13 20:41 Setsurei: 00:38:440 (1,2) - ini sebenernya mau dibikin blanket?
2014-03-13 20:41 wendao2000: http://osu.ppy.sh/ss/1412768
2014-03-13 20:41 wendao2000: nope, it's intentional
2014-03-13 20:42 Setsurei: I see, ok
2014-03-13 20:42 wendao2000: biar 00:38:441 (1,2) - revert-able jadi 00:41:332 (1,2) -
2014-03-13 20:42 wendao2000: ACTION malas
2014-03-13 20:42 wendao2000: ;3
2014-03-13 20:42 Setsurei: lol
2014-03-13 20:42 Setsurei: I know those two are the same
2014-03-13 20:42 Setsurei: makanya aku tanya dulu
2014-03-13 20:43 Setsurei: 00:50:013 (2) - how about end it here 00:50:736 - ?
2014-03-13 20:45 wendao2000: i guess no :(
2014-03-13 20:46 Setsurei: ok then
2014-03-13 20:46 wendao2000: sounds storyboard incoming
2014-03-13 20:46 Setsurei: video + SB = lag
2014-03-13 20:48 Setsurei: Normal
2014-03-13 20:48 wendao2000: DL
2014-03-13 20:48 wendao2000: D;
2014-03-13 20:48 Setsurei: 00:05:187 (1,1) - DS
2014-03-13 20:49 Setsurei: itu part depan 0.8, abis itu belakang 1.0..
2014-03-13 20:50 wendao2000: noep, all `
2014-03-13 20:50 wendao2000: ~1.0x
2014-03-13 20:50 wendao2000: *~0.8x
2014-03-13 20:50 Setsurei: `-`
2014-03-13 20:50 Setsurei: ok then
2014-03-13 20:50 wendao2000: itu jadi 1.0x gara-gara 0.8x multiplier
2014-03-13 20:50 Setsurei: oh, aku sih ga perhatiin multiplier lol
2014-03-13 20:50 Setsurei: 00:17:476 (1) - btw not a perfect blanket
2014-03-13 20:50 Setsurei: move to 96 196
2014-03-13 20:52 wendao2000: have other placement?
2014-03-13 20:52 Setsurei: wait
2014-03-13 20:52 wendao2000: soalnya 00:16:031 (1,2,1) - itu triangle pattern, but it's okay if no other placement
2014-03-13 20:53 Setsurei: 00:16:030 (1,1) - soalnya this
2014-03-13 20:53 Setsurei: ekornya gak pas di blanket sama 00:17:476 (1) -
2014-03-13 20:53 Setsurei: gpp sih kalo ga mau pindah
2014-03-13 20:53 Setsurei: karena ga kasat mata
2014-03-13 20:54 Setsurei: 00:37:717 (1,1,2) - ini aku ga yakin apa diperbolehkan di normal diff
2014-03-13 20:54 wendao2000: hmm, lemme use 5 nodes
2014-03-13 20:54 wendao2000: http://osu.ppy.sh/ss/1412782
2014-03-13 20:55 Setsurei: 00:42:235 (1,2) - this is confusing, after reverse langsung hit on stacked
2014-03-13 20:55 wendao2000: 00:37:718 (1,1,2) - it's fine as long as BATs not complain
2014-03-13 20:55 wendao2000: ACTION runs
2014-03-13 20:55 Setsurei: lol
2014-03-13 20:55 Setsurei: 00:45:126 (1,2) - same case
2014-03-13 20:56 Setsurei: 00:57:958 (1,3) - pasti ini copy paste
2014-03-13 20:57 wendao2000: noep, kebiasaan bikin slider gituan
2014-03-13 20:57 wendao2000: D;
2014-03-13 20:57 Setsurei: 01:02:295 - add note and then 01:02:295 (3,4) - ctrl G then reposition
2014-03-13 20:58 wendao2000: slider note slider, ga kesusahan itu D;
2014-03-13 20:58 Setsurei: kalo di ctrl G jadi slider,slider, note
2014-03-13 20:59 Setsurei: http://puu.sh/7tBKa.jpg
2014-03-13 21:00 wendao2000: [http://puu.sh/7tBMd.jpg how about this]
2014-03-13 21:00 Setsurei: 2 nya di 01:01:934 - ?
2014-03-13 21:01 wendao2000: yep
2014-03-13 21:01 wendao2000: vocal-beat-vocal-beat
2014-03-13 21:01 Setsurei: thats fine too
2014-03-13 21:01 wendao2000: that's my style D;
2014-03-13 21:03 Setsurei: 01:09:524 (1,2,3) - I know you did a triangular here, but I don't like the overlap. 01:10:789 (3) - rotate dikit (selection centre -46)
2014-03-13 21:04 wendao2000: [http://osu.ppy.sh/ss/1412801 YEY THIS KIND OF SLIDER AGAIN!!!]
2014-03-13 21:05 Setsurei: [http://puu.sh/7tBUt.jpg D:]
2014-03-13 21:05 wendao2000: noep, i will change the shape later
2014-03-13 21:05 Setsurei: lol
2014-03-13 21:06 Setsurei: Hard
2014-03-13 21:06 Setsurei: 00:12:784 (1,1) - x 453 y 279 (biar pas tengah slider)
2014-03-13 21:08 Setsurei: 00:15:676 (3,1) - not a perfect blanket, curvenya di benerin dikit 00:16:037 (1) - move to x 232 y 312, then adjust the tail to x 324 y 144
2014-03-13 21:09 done *in other way*
2014-03-13 21:10 Setsurei: lol
2014-03-13 21:10 wendao2000: 00:14:043 (2,1,2,3,1) - coz this is a pentagon shape!!!
2014-03-13 21:10 wendao2000: ;D
2014-03-13 21:10 Setsurei: but this is not included on pentagon 00:16:037 (1) -
2014-03-13 21:10 Setsurei: ACTION runs
2014-03-13 21:11 Setsurei: owait
2014-03-13 21:11 Setsurei: iya sih
2014-03-13 21:11 wendao2000: D:
2014-03-13 21:11 Setsurei: ketutup (2)
2014-03-13 21:12 Setsurei: 00:45:133 (2) - 94 85
2014-03-13 21:12 Setsurei: 00:48:567 (1) - 16168
2014-03-13 21:12 wendao2000: aw, fix'd
2014-03-13 21:12 Setsurei: 00:48:567 (1) - 161 68
2014-03-13 21:13 wendao2000: wtf
2014-03-13 21:13 Setsurei: :>
2014-03-13 21:13 wendao2000: done
2014-03-13 21:13 Setsurei: 00:54:712 (4) - 384 280
2014-03-13 21:13 wendao2000: done
2014-03-13 21:14 Setsurei: 01:16:399 (3) - tail 283 147
2014-03-13 21:15 Setsurei: or just move to 368 260 without moving the tail
2014-03-13 21:21 Setsurei: 00:36:090 (6,1) - imo prefer stacked because 1/2 beat differences while 00:35:367 (4,5,6) - is 1/1 beat differences
2014-03-13 21:22 Setsurei: btw itu insane
2014-03-13 21:23 Setsurei: 00:49:102 (2) - sengaja ga stack ekor? kalo ga sengaja move to 136 212
2014-03-13 21:27 Setsurei: 00:49:825 (3) - nazi, red point 325 180, 2nd white point 299 128, tail point 245 131
2014-03-13 21:30 Setsurei: 01:16:392 (1) - 404 308 (so it shaped x with 01:15:849 (1) - )

overall, nice map good luck
Topic Starter
wendao

Setsurei wrote:

IRC M4M

2014-03-13 20:22 Setsurei: offset -14
2014-03-13 20:22 Setsurei: jadi offset 120
2014-03-13 20:22 wendao2000: BPM fine?
2014-03-13 20:23 Setsurei: fine
2014-03-13 20:23 Setsurei: dicoba dulu, cocok ga
2014-03-13 20:24 wendao2000: awal-awal kecepetan, belakangnya fine
2014-03-13 20:24 wendao2000: *-*
2014-03-13 20:25 Setsurei: berarti antara itu
2014-03-13 20:25 Setsurei: +7 coba
2014-03-13 20:25 Setsurei: 127
2014-03-13 20:25 Setsurei: soalnya tadi aku cuma check bagian reffnya
2014-03-13 20:26 wendao2000: 00:25:609 (1) - try it here with 25% playback
2014-03-13 20:26 Setsurei: seems fine
2014-03-13 20:26 Setsurei: itu kan drumnya emang lagi finishing
2014-03-13 20:27 wendao2000: :o
2014-03-13 20:27 Setsurei: aku lupa nama istilah, aku dulu belajar drum lol
2014-03-13 20:27 wendao2000: o.o
2014-03-13 20:27 wendao2000: D;
2014-03-13 20:27 Setsurei: 00:26:512 -
2014-03-13 20:27 Setsurei: pas kok
2014-03-13 20:28 Setsurei: ini sempet kamu encode ganti bitrate?
2014-03-13 20:29 wendao2000: pernah, setelah ungrave ini map o.o
2014-03-13 20:30 Setsurei: I see
2014-03-13 20:31 Setsurei: kalo ngerasa miss, I prefer 2 offset
2014-03-13 20:32 Setsurei: soalnya 134 di 20 detikan udah miss
2014-03-13 20:33 wendao2000: yap, makanya bingung
2014-03-13 20:33 wendao2000: ini pake beberapa BPM checker, hasilnya beda-beda
2014-03-13 20:33 wendao2000: orz
2014-03-13 20:33 Setsurei: sementara 127 aja offsetnya (ambil tengahnya antara depan dan reff)
2014-03-13 20:33 wendao2000: bingung, dan akhirnya menetap di BPM 166
2014-03-13 20:34 wendao2000: okay
2014-03-13 20:34 Setsurei: don't trust BPM
2014-03-13 20:34 Setsurei: checker
2014-03-13 20:34 wendao2000: quite accurate tho
2014-03-13 20:35 Setsurei: aku gak pernah pake BPM checker, selalu pake T di timing tab lol
2014-03-13 20:35 Setsurei: kecuali dulu2 pas jaman awal mapping
2014-03-13 20:36 Setsurei: 00:05:187 (1,1) - why DS inconsistency
2014-03-13 20:36 wendao2000: diff?
2014-03-13 20:36 Setsurei: easy
2014-03-13 20:37 Setsurei: 00:25:789 (5) - geser ke atas dikit (kalo bener2 mau blanket slider sebelumnya), overlap border 00:23:982 (2) -
2014-03-13 20:38 wendao2000: done
2014-03-13 20:38 Setsurei: 00:26:151 (1,2,3) - rapi sih, tapi kayaknya mepet posisinya (cramped flow)
2014-03-13 20:39 Setsurei: 00:27:235 (2) - geser ke kanan bawah dikit, 00:27:596 (3) - geser kebawah
2014-03-13 20:39 Setsurei: 00:28:681 (4) - follow
2014-03-13 20:40 wendao2000: done, and done
2014-03-13 20:40 Setsurei: http://puu.sh/7tBbo.jpg
2014-03-13 20:41 Setsurei: 00:38:440 (1,2) - ini sebenernya mau dibikin blanket?
2014-03-13 20:41 wendao2000: http://osu.ppy.sh/ss/1412768
2014-03-13 20:41 wendao2000: nope, it's intentional
2014-03-13 20:42 Setsurei: I see, ok
2014-03-13 20:42 wendao2000: biar 00:38:441 (1,2) - revert-able jadi 00:41:332 (1,2) -
2014-03-13 20:42 wendao2000: ACTION malas
2014-03-13 20:42 wendao2000: ;3
2014-03-13 20:42 Setsurei: lol
2014-03-13 20:42 Setsurei: I know those two are the same
2014-03-13 20:42 Setsurei: makanya aku tanya dulu
2014-03-13 20:43 Setsurei: 00:50:013 (2) - how about end it here 00:50:736 - ?
2014-03-13 20:45 wendao2000: i guess no :(
2014-03-13 20:46 Setsurei: ok then
2014-03-13 20:46 wendao2000: sounds storyboard incoming
2014-03-13 20:46 Setsurei: video + SB = lag
2014-03-13 20:48 Setsurei: Normal
2014-03-13 20:48 wendao2000: DL
2014-03-13 20:48 wendao2000: D;
2014-03-13 20:48 Setsurei: 00:05:187 (1,1) - DS
2014-03-13 20:49 Setsurei: itu part depan 0.8, abis itu belakang 1.0..
2014-03-13 20:50 wendao2000: noep, all `
2014-03-13 20:50 wendao2000: ~1.0x
2014-03-13 20:50 wendao2000: *~0.8x
2014-03-13 20:50 Setsurei: `-`
2014-03-13 20:50 Setsurei: ok then
2014-03-13 20:50 wendao2000: itu jadi 1.0x gara-gara 0.8x multiplier
2014-03-13 20:50 Setsurei: oh, aku sih ga perhatiin multiplier lol
2014-03-13 20:50 Setsurei: 00:17:476 (1) - btw not a perfect blanket
2014-03-13 20:50 Setsurei: move to 96 196
2014-03-13 20:52 wendao2000: have other placement?
2014-03-13 20:52 Setsurei: wait
2014-03-13 20:52 wendao2000: soalnya 00:16:031 (1,2,1) - itu triangle pattern, but it's okay if no other placement
2014-03-13 20:53 Setsurei: 00:16:030 (1,1) - soalnya this
2014-03-13 20:53 Setsurei: ekornya gak pas di blanket sama 00:17:476 (1) -
2014-03-13 20:53 Setsurei: gpp sih kalo ga mau pindah
2014-03-13 20:53 Setsurei: karena ga kasat mata
2014-03-13 20:54 Setsurei: 00:37:717 (1,1,2) - ini aku ga yakin apa diperbolehkan di normal diff
2014-03-13 20:54 wendao2000: hmm, lemme use 5 nodes
2014-03-13 20:54 wendao2000: http://osu.ppy.sh/ss/1412782
2014-03-13 20:55 Setsurei: 00:42:235 (1,2) - this is confusing, after reverse langsung hit on stacked
2014-03-13 20:55 wendao2000: 00:37:718 (1,1,2) - it's fine as long as BATs not complain
2014-03-13 20:55 wendao2000: ACTION runs
2014-03-13 20:55 Setsurei: lol
2014-03-13 20:55 Setsurei: 00:45:126 (1,2) - same case
2014-03-13 20:56 Setsurei: 00:57:958 (1,3) - pasti ini copy paste
2014-03-13 20:57 wendao2000: noep, kebiasaan bikin slider gituan
2014-03-13 20:57 wendao2000: D;
2014-03-13 20:57 Setsurei: 01:02:295 - add note and then 01:02:295 (3,4) - ctrl G then reposition
2014-03-13 20:58 wendao2000: slider note slider, ga kesusahan itu D;
2014-03-13 20:58 Setsurei: kalo di ctrl G jadi slider,slider, note
2014-03-13 20:59 Setsurei: http://puu.sh/7tBKa.jpg
2014-03-13 21:00 wendao2000: [http://puu.sh/7tBMd.jpg how about this]
2014-03-13 21:00 Setsurei: 2 nya di 01:01:934 - ?
2014-03-13 21:01 wendao2000: yep
2014-03-13 21:01 wendao2000: vocal-beat-vocal-beat
2014-03-13 21:01 Setsurei: thats fine too
2014-03-13 21:01 wendao2000: that's my style D;
2014-03-13 21:03 Setsurei: 01:09:524 (1,2,3) - I know you did a triangular here, but I don't like the overlap. 01:10:789 (3) - rotate dikit (selection centre -46)
2014-03-13 21:04 wendao2000: [http://osu.ppy.sh/ss/1412801 YEY THIS KIND OF SLIDER AGAIN!!!]
2014-03-13 21:05 Setsurei: [http://puu.sh/7tBUt.jpg D:]
2014-03-13 21:05 wendao2000: noep, i will change the shape later
2014-03-13 21:05 Setsurei: lol
2014-03-13 21:06 Setsurei: Hard
2014-03-13 21:06 Setsurei: 00:12:784 (1,1) - x 453 y 279 (biar pas tengah slider)
2014-03-13 21:08 Setsurei: 00:15:676 (3,1) - not a perfect blanket, curvenya di benerin dikit 00:16:037 (1) - move to x 232 y 312, then adjust the tail to x 324 y 144
2014-03-13 21:09 done *in other way*
2014-03-13 21:10 Setsurei: lol
2014-03-13 21:10 wendao2000: 00:14:043 (2,1,2,3,1) - coz this is a pentagon shape!!!
2014-03-13 21:10 wendao2000: ;D
2014-03-13 21:10 Setsurei: but this is not included on pentagon 00:16:037 (1) -
2014-03-13 21:10 Setsurei: ACTION runs
2014-03-13 21:11 Setsurei: owait
2014-03-13 21:11 Setsurei: iya sih
2014-03-13 21:11 wendao2000: D:
2014-03-13 21:11 Setsurei: ketutup (2)
2014-03-13 21:12 Setsurei: 00:45:133 (2) - 94 85
2014-03-13 21:12 Setsurei: 00:48:567 (1) - 16168
2014-03-13 21:12 wendao2000: aw, fix'd
2014-03-13 21:12 Setsurei: 00:48:567 (1) - 161 68
2014-03-13 21:13 wendao2000: wtf
2014-03-13 21:13 Setsurei: :>
2014-03-13 21:13 wendao2000: done
2014-03-13 21:13 Setsurei: 00:54:712 (4) - 384 280
2014-03-13 21:13 wendao2000: done
2014-03-13 21:14 Setsurei: 01:16:399 (3) - tail 283 147
2014-03-13 21:15 Setsurei: or just move to 368 260 without moving the tail
2014-03-13 21:21 Setsurei: 00:36:090 (6,1) - imo prefer stacked because 1/2 beat differences while 00:35:367 (4,5,6) - is 1/1 beat differences
2014-03-13 21:22 Setsurei: btw itu insane
2014-03-13 21:23 Setsurei: 00:49:102 (2) - sengaja ga stack ekor? kalo ga sengaja move to 136 212
2014-03-13 21:27 Setsurei: 00:49:825 (3) - nazi, red point 325 180, 2nd white point 299 128, tail point 245 131
2014-03-13 21:30 Setsurei: 01:16:392 (1) - 404 308 (so it shaped x with 01:15:849 (1) - )

overall, nice map good luck
dub
17:46 wendao2000: 00:49:103 (2) - intentional || 00:49:827 (3) - why it's nazi? ;; || done *in other way*
17:47 Setsurei: lol nazi because it's just a blanket fix
17:49 wendao2000: ic, okay 8)
17:49 wendao2000: thanks for modding btw
17:50 Setsurei: kan M4M 8)
17:50 *wendao2000 runs

thanks setsu :)

will update after do some experiment with sounds storyboard :)
done
10crystalmask01
Hey, mod from queue 8-)
[General]
*BG should be 1024x768 or 1366x768 in dimension for best quality image.
I got bored, so I decided to go find some images that can be used for this map. Here's some that I managed to take:







Feel free to use any of them, if you want.
[Insane]
00:18:019 (2) - Move to 244:356, so it has that outer flow with the objects 00:18:200 (3,4,1) -
00:56:332 (1,2) - Not going to try making a blanket here?
01:10:067 (1,2,3) - Move a bit higher so it isn't touching with 01:09:525 (3) - 's tail. They should be spaced out nicely here.

[Hard]
00:33:923 (2,1,2) - Not going to try making a blanket here?
00:39:164 - Rhythm suggestion:

The empty space there right now sounds really awkward, mainly because you decided to skip the vocals emphasized 'Wa' in awase.

00:44:947 - ^ Same suggestion as above.
00:50:368 (3,1) - Fix blanket here?

[Normal]
01:08:802 (6) - Adjust its tail a bit lower so it isn't touching 01:07:718 (4) - 's head. If you're interested in making a neat flow, something you can do here is move 01:08:802 (6) - a bit to the left, and adjust it's tail so that it stacks well under 01:07:356 (3) - as shown:

Good luck!
Raiku
Raiku mod!

[Easy]

In general, the snare sounds greatly overpower the snares in the music, I highly recommend toning them down, however it only seems to occur with slider tick sounds. I would avoid slider tick sounds in general as the music pretty much covers the snare.

00:49:284 (1) - I suggest moving this out a little so that it forms equilateral space between the head and tail of the slider it coheres with. This will make the spacing here follow the continuity of the spacing you have used with similar overlaps thus far (http://puu.sh/7uvWF.jpg).

00:53:260 - I found this snare beat to possibly confuse a player into hitting the next slider early.

00:56:152 - A similar case throughout, I feel that the loud snares aren't so needed. Up to you!

00:57:236 (3) - The snare here is off timed with the song's snare slightly, consider removing.


[Normal]

00:11:332 (5) - Here is another case of the hitsounds colliding awkwardly, how do you feel about it?

00:17:477 (1) - I felt that, very subtly, these two sliders could spoon together a little more evenly, here's the curve I managed to achieve when playing around with the bottom slider (http://puu.sh/7uwpr.jpg).

00:18:923 (3) - I recommend tilting this slider so that the tail end flows directly into the head of the next slider for enhanced flow. It gives the player a feeling of direction (http://puu.sh/7uwtt.jpg). You also avoid a tail and body overlap.

00:37:718 (1,1,2) - With your current stack leniency settings you can afford to stack these notes a little tighter, this in turn will give the normal player the opportunity to experience stacked notes to sliders without having an off-stack 'guide' like so (http://puu.sh/7uwCD.jpg). This I feel makes it look neater too.

00:42:236 (4) - With this section, I felt you could go with something a little more manageable for newer players. I think my alternative brings a nice blanket to the table, and by removing the repeat you are exacting the drum pause in the background whilst making this section pretty and easier to manage if you were a normal player. I simply felt that the slider over the slider was a little difficult to read (http://puu.sh/7uwP2.jpg).

00:48:561 (2,1) - You can easily afford to stack these two sliders like so (http://puu.sh/7uwRW.jpg).

00:51:814 (5) - I highly recommend avoiding an overlap like this, its completely fine if it is continuous with the way you overlap the ends of sliders on to notes that hit the off-tick right after, but I would avoid it at all costs at other times. I went with this for my alternative, don't worry, you aren't conflicting with the HP bar with this (http://puu.sh/7ux06.jpg).

Look through your map and listen out for snare drum hitsounds that conflict with the actual song's snares.


[Hard]

00:06:453 (2) - I felt you could make the spacing more even with this note between its sliders (http://puu.sh/7ux8g.jpg).

00:32:658 (3) - Try to expose the head end of the body a little more, that way you avoid that overlap that can confuse some players as to the length of the slider thus wondering the timing of the slider. It is very subtle but it can have an effect (http://puu.sh/7uxix.jpg).

00:37:718 (1,2) - Again, you can definitely afford to stack these on the slider head (http://puu.sh/7uxlB.jpg).

00:40:609 (1,2) - Same here.

00:48:742 (2) - With this timing, I recommend bringing this slider back to the preceding note just a touch for the players benefit. Many people may get frustrated when they don't expect this spacing so suddenly as it isn't continuous with the structure of the
rest of the map (http://puu.sh/7uxr3.jpg).

00:50:368 (3,1,4,1) - Very subtle, but just noticeable on this approach rate. Overlaps: http://puu.sh/7uxAj.jpg.

00:57:236 (3,4,1) - From the start of 3 until the end of 1, the hitsounds definately collide too much to the point where it is noticeable and feels clustered and overpowering to the music.


[Insane]

00:10:609 (2) - I would even consider moving this out a touch so that the spacing feels equal with some of the other jumps in this map. Continuity is the keyword here (http://puu.sh/7uxOp.jpg).

00:12:688 (2) - On a serious note, I genuinely feel that this note could benefit the song by either being removed, or re-structured so that the flow is greatly enhanced by placing it like this (http://puu.sh/7uxTL.jpg).

00:19:465 (2) - Perhaps you could avoid a small overlap here by stacking this like this so the head and tail fit the 2 notes that overlap? Try this alternative on for size (http://puu.sh/7uxZW.jpg).

00:36:091 (6,1) - I felt that though the use of spacing here is very clever, these two notes will cause trouble for the player trying to read the fast double if this spacing is used, perhaps make it so that the last note infact stacks on the head of the slider (http://puu.sh/7uycS.jpg). This alternative will make it more manageable.

00:36:995 (1,2,3,4,1) - If you apply the above, you are being fair to players by being continuous with this!

00:40:429 (3) - How about making this circle part of a nice symmetrical jump (http://puu.sh/7uykF.jpg)?

00:41:152 (2,3,4,5,1) - Certainly consider making circle 4 and 5's body overlaps equidistant with each other. I feel that an equal amount of slider should fill up the circles for beauty (http://puu.sh/7uynG.jpg).

00:49:103 (2) - I recommend having this circle stack perfectly on the slider tail (http://puu.sh/7uytn.jpg).

00:57:236 (3,4) - Again as I mentioned in the last difficulty, the hitsounds here feel almost clustered with each other, maybe one of the cymbals in the song highlights this part of the map but if there is already a different cymbal sound in the song, then I would definitely recommend removing the hitsound that affects the music.

01:11:694 (1,2,3,4) - By using the ctrl+G flip function on slider 2 and 4, you not only create a fun pattern, but you also prevent a confusion with the stream and slider 2's head which would cause frustrating misses near the end of the song. It's your call (http://puu.sh/7uyLg.jpg).

01:16:302 (2) - Similar to the previous slider circle slider situation, I feel that this note could greatly benefit from being placed in the middle of these two sliders. Also, the spacing will match the streams like so (http://puu.sh/7uySd.jpg).

All in all there is very little work to be done and you have created an amazing mapset. Good luck with BAT attention now!
Topic Starter
wendao

10crystalmask01 wrote:

Hey, mod from queue 8-)
[General]
*BG should be 1024x768 or 1366x768 in dimension for best quality image.
I got bored, so I decided to go find some images that can be used for this map. Here's some that I managed to take:







Feel free to use any of them, if you want.

Ranking Criteria wrote:

Although 1366x768 (16:9) is recommended, most background ratios that are 4:3 or 16:9 should also work reasonably well (for example, 800x600 or 852x480)
I'm using background with 16:9 ratios (1280x720) so I guess it's fine for now, but thanks anyway :)
[Insane]
00:18:019 (2) - Move to 244:356, so it has that outer flow with the objects 00:18:200 (3,4,1) - done
00:56:332 (1,2) - Not going to try making a blanket here? it's intentional :)
01:10:067 (1,2,3) - Move a bit higher so it isn't touching with 01:09:525 (3) - 's tail. They should be spaced out nicely here. done

[Hard]
00:33:923 (2,1,2) - Not going to try making a blanket here? nope, I like it
00:39:164 - Rhythm suggestion:

The empty space there right now sounds really awkward, mainly because you decided to skip the vocals emphasized 'Wa' in awase. it's my style :(

00:44:947 - ^ Same suggestion as above. ^
00:50:368 (3,1) - Fix blanket here? done~

[Normal]
01:08:802 (6) - Adjust its tail a bit lower so it isn't touching 01:07:718 (4) - 's head. If you're interested in making a neat flow, something you can do here is move 01:08:802 (6) - a bit to the left, and adjust it's tail so that it stacks well under 01:07:356 (3) - as shown: woah thanks :D


Good luck!
thanks crystalmask :)
Topic Starter
wendao

Raiku wrote:

Raiku mod!

[Easy]

In general, the snare sounds greatly overpower the snares in the music, I highly recommend toning them down, however it only seems to occur with slider tick sounds. I would avoid slider tick sounds in general as the music pretty much covers the snare. woob, reduced all sound-sb by 10%

00:49:284 (1) - I suggest moving this out a little so that it forms equilateral space between the head and tail of the slider it coheres with. This will make the spacing here follow the continuity of the spacing you have used with similar overlaps thus far (http://puu.sh/7uvWF.jpg). oh-okay~

00:53:260 - I found this snare beat to possibly confuse a player into hitting the next slider early. I don't know what should I do about this, I guess reducing the sound-sb will be fine for now

00:56:152 - A similar case throughout, I feel that the loud snares aren't so needed. Up to you! ^

00:57:236 (3) - The snare here is off timed with the song's snare slightly, consider removing.??


[Normal]

00:11:332 (5) - Here is another case of the hitsounds colliding awkwardly, how do you feel about it? same as above answer

00:17:477 (1) - I felt that, very subtly, these two sliders could spoon together a little more evenly, here's the curve I managed to achieve when playing around with the bottom slider (http://puu.sh/7uwpr.jpg). do you have code for this?

00:18:923 (3) - I recommend tilting this slider so that the tail end flows directly into the head of the next slider for enhanced flow. It gives the player a feeling of direction (http://puu.sh/7uwtt.jpg). You also avoid a tail and body overlap. tilt-ed around 12 degrees

00:37:718 (1,1,2) - With your current stack leniency settings you can afford to stack these notes a little tighter, this in turn will give the normal player the opportunity to experience stacked notes to sliders without having an off-stack 'guide' like so (http://puu.sh/7uwCD.jpg). This I feel makes it look neater too. done

00:42:236 (4) - With this section, I felt you could go with something a little more manageable for newer players. I think my alternative brings a nice blanket to the table, and by removing the repeat you are exacting the drum pause in the background whilst making this section pretty and easier to manage if you were a normal player. I simply felt that the slider over the slider was a little difficult to read (http://puu.sh/7uwP2.jpg). if I do those, 00:42:597 - will be empty :(

00:48:561 (2,1) - You can easily afford to stack these two sliders like so (http://puu.sh/7uwRW.jpg). done

00:51:814 (5) - I highly recommend avoiding an overlap like this, its completely fine if it is continuous with the way you overlap the ends of sliders on to notes that hit the off-tick right after, but I would avoid it at all costs at other times. I went with this for my alternative, don't worry, you aren't conflicting with the HP bar with this (http://puu.sh/7ux06.jpg). done, also curving the (3) slider

Look through your map and listen out for snare drum hitsounds that conflict with the actual song's snares.


[Hard]

00:06:453 (2) - I felt you could make the spacing more even with this note between its sliders (http://puu.sh/7ux8g.jpg). I think it's fine, since it's Hard diff, and need some "jumpy" notes lol

00:32:658 (3) - Try to expose the head end of the body a little more, that way you avoid that overlap that can confuse some players as to the length of the slider thus wondering the timing of the slider. It is very subtle but it can have an effect (http://puu.sh/7uxix.jpg). done~

00:37:718 (1,2) - Again, you can definitely afford to stack these on the slider head (http://puu.sh/7uxlB.jpg). It's fine as long as BATs arent complaint /runs

00:40:609 (1,2) - Same here. ^

00:48:742 (2) - With this timing, I recommend bringing this slider back to the preceding note just a touch for the players benefit. Many people may get frustrated when they don't expect this spacing so suddenly as it isn't continuous with the structure of the rest of the map (http://puu.sh/7uxr3.jpg). okay-okay~

00:50:368 (3,1,4,1) - Very subtle, but just noticeable on this approach rate. Overlaps: http://puu.sh/7uxAj.jpg. when you play it, it's unseen *-*

00:57:236 (3,4,1) - From the start of 3 until the end of 1, the hitsounds definately collide too much to the point where it is noticeable and feels clustered and overpowering to the music. fix'd


[Insane]

00:10:609 (2) - I would even consider moving this out a touch so that the spacing feels equal with some of the other jumps in this map. Continuity is the keyword here (http://puu.sh/7uxOp.jpg). done~

00:12:688 (2) - On a serious note, I genuinely feel that this note could benefit the song by either being removed, or re-structured so that the flow is greatly enhanced by placing it like this (http://puu.sh/7uxTL.jpg). I liked it :(.. but I will change it if another modder complained about this

00:19:465 (2) - Perhaps you could avoid a small overlap here by stacking this like this so the head and tail fit the 2 notes that overlap? Try this alternative on for size (http://puu.sh/7uxZW.jpg). nope, I guess it's fine

00:36:091 (6,1) - I felt that though the use of spacing here is very clever, these two notes will cause trouble for the player trying to read the fast double if this spacing is used, perhaps make it so that the last note infact stacks on the head of the slider (http://puu.sh/7uycS.jpg). This alternative will make it more manageable. done, done and done~

00:36:995 (1,2,3,4,1) - If you apply the above, you are being fair to players by being continuous with this! ^^

00:40:429 (3) - How about making this circle part of a nice symmetrical jump (http://puu.sh/7uykF.jpg)? it's cool anti-jump ;;

00:41:152 (2,3,4,5,1) - Certainly consider making circle 4 and 5's body overlaps equidistant with each other. I feel that an equal amount of slider should fill up the circles for beauty (http://puu.sh/7uynG.jpg). moved a bit

00:49:103 (2) - I recommend having this circle stack perfectly on the slider tail (http://puu.sh/7uytn.jpg). aww... just moved this in previous mod.. lol, stack-ed again!~

00:57:236 (3,4) - Again as I mentioned in the last difficulty, the hitsounds here feel almost clustered with each other, maybe one of the cymbals in the song highlights this part of the map but if there is already a different cymbal sound in the song, then I would definitely recommend removing the hitsound that affects the music. hmm... okay, deleted whistle

01:11:694 (1,2,3,4) - By using the ctrl+G flip function on slider 2 and 4, you not only create a fun pattern, but you also prevent a confusion with the stream and slider 2's head which would cause frustrating misses near the end of the song. It's your call (http://puu.sh/7uyLg.jpg). I asked my friends and they said the pattern were okay, so no changes

01:16:302 (2) - Similar to the previous slider circle slider situation, I feel that this note could greatly benefit from being placed in the middle of these two sliders. Also, the spacing will match the streams like so (http://puu.sh/7uySd.jpg). same as above answer

All in all there is very little work to be done and you have created an amazing mapset. Good luck with BAT attention now!
thanks a lot Raiku <3
YTYuyu
hey~ i'm here from my queue :D.

Bold: Unrankable/must fix.
Red: Should be fixed/highly suggested.
Green: Suggestion.
Blue: Comments, Advice or Other.

[General]
i strongly advise that you don't use SB hitsounds because it can annoy players a lot and it can be really distracting as well during gameplay. just a warning. yes it may sound nice to you, but think about how other players will hear this. use a custom slidertick so that it'll sound more comfortable for players during gameplay.
keep in mind that you cannot silence both the slidertick and sliderslide at the same time since it's an unrankable issue. instead take advantage of that slidertick and use that normal hitsound for the ticks instead.
move the Romanised source to the tags(Gosick). since the source are 2 different ways of saying the anime, one of them should be in the tags for that purpose, and the other stays as the source.
[Easy]
00:00:128 (1,2,3,4,1) - you can do something a lot easier than this. this could be hard to read since beginners could hit too early during gameplay due to the spacing used in this pattern. i highly suggest that you try this because it follows the music nicely and flows smoother to the song during gameplay.
00:04:465 (4) - you know you can switch the hitsounds by doing this? switch from Auto to drum under the samplesets located at the top left of the editor, just below the timeline.
00:05:188 (1,1) - not a good idea. because the note is so close to the next combo, beginners might think that this starts right away, and it can lead to a lot of confusion for beginners during gameplay. you need to space this out by following the DS in order to make this easier to read for them during gameplay.
00:10:067 (2,1,2,3,1) - for this one, do something like this. it's a lot easier when you follow the drums than the 1/2 parts of the song during gameplay. the code is in the box if you don't understand. keep in mind that you have to arrange the pattern.
276,36,9887,1,0,0:0:0:0:
136,60,10609,2,0,P|128:108|168:224,1,160
216,260,11694,6,0,P|256:284|344:272,2,120
132,144,13501,1,0,0:0:0:0:
168,84,13862,1,0,0:0:0:0:
00:20:007 (4) - remove this note. you're breaking consistency with 00:17:115 - since this has no note. if you wanna keep it, then add a circle at 00:17:115 with a clap for consistency in the hitsounds and rhythm.
00:22:899 (1) - to follow the music more properly, replace this for a circle and a 1/1 slider. this part is separate. the circle follows the BGM, and the 1/1 slider follows the vocals.
00:28:681 (4) - same as 00:20:007.
00:30:127 (2,3) - i highly recommend that you don't stack notes on easy diffs because beginners would find this confusing since they don't know when to hit at the right time. spacing it out would be a lot easier for them during gameplay if you ask me.
01:04:826 (3,4,5) - for this one, use 2 circles, followed by 2 1/1 sliders. same reason as 00:22:899.
not bad. you just need to work on your rhythm selections to make it more readable and easier to follow for beginners.

[Normal]
00:00:128 (1,2,3,4,1) - for this one, do something like this as the introduction of the song so that it'd be easier to follow, as well as fun for players during gameplay.
00:09:525 (2) - make this slider look like (1) so that the transition feels even smoother for players during gameplay.
00:20:007 - add a note here. same reason as easy. you're breaking consistency with the previous notes in this part of the song.
00:42:236 (1,2) - stacking it like this makes it feel too cramped and cluttered during gameplay, so for this one, space it out so that it'll be more readable during gameplay.
00:45:127 (1,2) - ^
01:06:272 (1) - replace this for 2 circles. it'll follow the music more properly if you do this IMO.
i find this pretty decent, so gj on this.

[Hard]
use AR7. the patterns in this diff aren't that complex(hard), and AR8 feels like it's forcing players to hit the notes during gameplay.
00:12:778 (1) - consider a drum clap at the end. keep in mind that you can change the sampleset to drum on the top left.
00:28:501 (3,4,5,1,2) - i find that the rhythm here is incorrect. i highly suggest and consider that you use this rhythm so that it'll follow the music more properly during gameplay.
00:31:393 (2,3,4) - i suggest that you move these notes around to a triangular shape like this because doing a straight movement feels uncomfortable to follow personally. doing curved movements feels a lot smoother for players during gameplay IMO.
00:36:453 (2) - would it be possible to stack this on 00:35:368 (2) - ? because players might find it confusing that this is moved like this due to the overlap in this part of the song.
00:36:995 (1) - same as above, but on 00:36:634 (3) - instead.
01:02:296 - add a circle here. there's a chance players might think that this is a jump and not a spaced out pattern due to the drums, also again, the flow feels like it suddenly stopped during gameplay.
01:05:007 (1,2,3) - i don't like this rhythm. it doesn't feel flowy and fitting to the music during gameplay. i highly suggest that you do a 1/2 slider, followed by a 1/2 repeat slider and a circle to follow the music more properly during gameplay.
01:19:646 (1) - maybe a whistle here to make it sound more effective?
the only downside that bothered me are those note overlaps, but it's a personal preference of mine, so don't worry about that.

[Insane]
why don't you consider AR8, as well as OD7 because i feel that AR9 and OD8 is forcing players to hit these notes during gameplay? yes i can tell from you that it's fun, but at least consider the flow, as well as the other players' comfort when they play this.
00:08:802 (1,2,3) - i think you can do something like this instead. i find it more flowy since it's a triangular blanket pattern, and also i myself use this pattern a lot in mapping and it worked nicely, so i figured the same thing might happen as well IMO.
00:44:947 (5,1) - i've run through this before in a different map, and this could possibly be unrankable due to the sliders' overlap being unreadable in general during gameplay, so you need to space this out instead to make it readable for players to follow during gameplay.
01:00:127 (1) - i think you can use a stream of 1/4 sliders here to make the diff "pop-out" a lot more like you did on 01:11:694 (1,2,3,4) - due to the drums that follow this, as well as another nice setup for the next kiai coming up.
01:14:826 (4,5) - same as 00:44:947 - . with the repeat slider intact, this could be a lot confusing for players to follow during gameplay. like i said, you need to space it out to the point that it's a lot readable during gameplay.
01:19:646 (1) - same as hard.
the only thing that bothered me are those slider overlaps. other than that, a decent diff.

and that's all i got. personally, i really think that you can make your easy diff a lot better and beginner-friendly in terms of rhythm selections. your harder diffs are good however. i'd give a star, but i can't due to the unrankable issues i mentioned. anyways GL and don't give up on this map :D. if you don't understand something, let me know and i'll clarify it for you.
Topic Starter
wendao
aw thanks :)

will check for it later :(
Topic Starter
wendao

Byakugan249 wrote:

hey~ i'm here from my queue :D.

Bold: Unrankable/must fix.
Red: Should be fixed/highly suggested.
Green: Suggestion.
Blue: Comments, Advice or Other.

[General]
i strongly advise that you don't use SB hitsounds because it can annoy players a lot and it can be really distracting as well during gameplay. just a warning. yes it may sound nice to you, but think about how other players will hear this. use a custom slidertick so that it'll sound more comfortable for players during gameplay. oh okay, but just deleted sb outside note, instead of adding more custom hitsound
keep in mind that you cannot silence both the slidertick and sliderslide at the same time since it's an unrankable issue. instead take advantage of that slidertick and use that normal hitsound for the ticks instead. deleted soft-slidertick
move the Romanised source to the tags(Gosick). since the source are 2 different ways of saying the anime, one of them should be in the tags for that purpose, and the other stays as the source. it's still search-able with gosick, so no add
[Easy]
00:00:128 (1,2,3,4,1) - you can do something a lot easier than this. this could be hard to read since beginners could hit too early during gameplay due to the spacing used in this pattern. i highly suggest that you try this because it follows the music nicely and flows smoother to the song during gameplay. done in other way
00:04:465 (4) - you know you can switch the hitsounds by doing this? switch from Auto to drum under the samplesets located at the top left of the editor, just below the timeline. :shock:
00:05:188 (1,1) - not a good idea. because the note is so close to the next combo, beginners might think that this starts right away, and it can lead to a lot of confusion for beginners during gameplay. you need to space this out by following the DS in order to make this easier to read for them during gameplay. done
00:10:067 (2,1,2,3,1) - for this one, do something like this. it's a lot easier when you follow the drums than the 1/2 parts of the song during gameplay. the code is in the box if you don't understand. keep in mind that you have to arrange the pattern. yea, used your code, and make some change about it
276,36,9887,1,0,0:0:0:0:
136,60,10609,2,0,P|128:108|168:224,1,160
216,260,11694,6,0,P|256:284|344:272,2,120
132,144,13501,1,0,0:0:0:0:
168,84,13862,1,0,0:0:0:0:
00:20:007 (4) - remove this note. you're breaking consistency with 00:17:115 - since this has no note. if you wanna keep it, then add a circle at 00:17:115 with a clap for consistency in the hitsounds and rhythm. yes
00:22:899 (1) - to follow the music more properly, replace this for a circle and a 1/1 slider. this part is separate. the circle follows the BGM, and the 1/1 slider follows the vocals. done
00:28:681 (4) - same as 00:20:007. no, a bit inconsistency isn't a bad idea lol
00:30:127 (2,3) - i highly recommend that you don't stack notes on easy diffs because beginners would find this confusing since they don't know when to hit at the right time. spacing it out would be a lot easier for them during gameplay if you ask me. nah, will think of it
01:04:826 (3,4,5) - for this one, use 2 circles, followed by 2 1/1 sliders. same reason as 00:22:899. i guess no :(
not bad. you just need to work on your rhythm selections to make it more readable and easier to follow for beginners.

[Normal]
00:00:128 (1,2,3,4,1) - for this one, do something like this as the introduction of the song so that it'd be easier to follow, as well as fun for players during gameplay. will think of it later, also will ask my friend about it
00:09:525 (2) - make this slider look like (1) so that the transition feels even smoother for players during gameplay. i have no idea about this, any code? `-`
00:20:007 - add a note here. same reason as easy. you're breaking consistency with the previous notes in this part of the song. no?
00:42:236 (1,2) - stacking it like this makes it feel too cramped and cluttered during gameplay, so for this one, space it out so that it'll be more readable during gameplay. done
00:45:127 (1,2) - ^ i guess no for this one
01:06:272 (1) - replace this for 2 circles. it'll follow the music more properly if you do this IMO. done
i find this pretty decent, so gj on this.

[Hard]
use AR7. the patterns in this diff aren't that complex(hard), and AR8 feels like it's forcing players to hit the notes during gameplay. done
00:12:778 (1) - consider a drum clap at the end. keep in mind that you can change the sampleset to drum on the top left. i guess no
00:28:501 (3,4,5,1,2) - i find that the rhythm here is incorrect. i highly suggest and consider that you use this rhythm so that it'll follow the music more properly during gameplay. :shock:
00:31:393 (2,3,4) - i suggest that you move these notes around to a triangular shape like this because doing a straight movement feels uncomfortable to follow personally. doing curved movements feels a lot smoother for players during gameplay IMO. it will be harder, but okay
00:36:453 (2) - would it be possible to stack this on 00:35:368 (2) - ? because players might find it confusing that this is moved like this due to the overlap in this part of the song. no no no, i liked it :<
00:36:995 (1) - same as above, but on 00:36:634 (3) - instead. ^^
01:02:296 - add a circle here. there's a chance players might think that this is a jump and not a spaced out pattern due to the drums, also again, the flow feels like it suddenly stopped during gameplay. okay then, added
01:05:007 (1,2,3) - i don't like this rhythm. it doesn't feel flowy and fitting to the music during gameplay. i highly suggest that you do a 1/2 slider, followed by a 1/2 repeat slider and a circle to follow the music more properly during gameplay. done in other way
01:19:646 (1) - maybe a whistle here to make it sound more effective? it's fit IMO
the only downside that bothered me are those note overlaps, but it's a personal preference of mine, so don't worry about that.

[Insane]
why don't you consider AR8, as well as OD7 because i feel that AR9 and OD8 is forcing players to hit these notes during gameplay? yes i can tell from you that it's fun, but at least consider the flow, as well as the other players' comfort when they play this. keep AR9, OD-1
00:08:802 (1,2,3) - i think you can do something like this instead. i find it more flowy since it's a triangular blanket pattern, and also i myself use this pattern a lot in mapping and it worked nicely, so i figured the same thing might happen as well IMO. i guess i will keep this
00:44:947 (5,1) - i've run through this before in a different map, and this could possibly be unrankable due to the sliders' overlap being unreadable in general during gameplay, so you need to space this out instead to make it readable for players to follow during gameplay. nah, let see what will other BAT thinking about this
01:00:127 (1) - i think you can use a stream of 1/4 sliders here to make the diff "pop-out" a lot more like you did on 01:11:694 (1,2,3,4) - due to the drums that follow this, as well as another nice setup for the next kiai coming up. keep
01:14:826 (4,5) - same as 00:44:947 - . with the repeat slider intact, this could be a lot confusing for players to follow during gameplay. like i said, you need to space it out to the point that it's a lot readable during gameplay. ^^^
01:19:646 (1) - same as hard. it's fit IMO
the only thing that bothered me are those slider overlaps. other than that, a decent diff.

and that's all i got. personally, i really think that you can make your easy diff a lot better and beginner-friendly in terms of rhythm selections. your harder diffs are good however. i'd give a star, but i can't due to the unrankable issues i mentioned. anyways GL and don't give up on this map :D. if you don't understand something, let me know and i'll clarify it for you.
thanks Byakugan249 :)
- H i N a -
Hi~ from #modreq

I have to try timing check for many times :o

I think the offset between 97~105 are the best for this map :)

I hope it help you.

Good Luck :D
Topic Starter
wendao

4 X wrote:

Hi~ from #modreq

I have to try timing check for many times :o

I think the offset between 97~105 are the best for this map :)

I hope it help you.

Good Luck :D
woah, are you sure? i think it's too early with that timing

keep timing now, thanks anyway <3
[ Joey ]
Hi Wendao!
From my modding queue

Sorry it took so long.


[Easy]

00:11:691 (1) - Finish here?
00:36:992 (5,1,2,1,2,1) - I think beginning of these sliders should go with the vocals, rather than the end of them. So for examples you would start sliders here 00:37:715 - , here 00:39:161 - , and here 00:40:606 -

[Normal]

00:45:667 (2) - Sometimes it's hard to read when they overlap like this.
01:02:655 (4) - ^

[Hard]

00:07:173 (1,2) - You can make a nice blanket like this:
00:31:390 (2,3,4) - Looks like the distance snap is too long here. Should be the same as these 00:28:498 (3,4,5) -

[Insane]

My Replay and Score
00:12:685 (2,1) - These aren't overlapping perfectly
00:25:606 (1,1) - Can blanket these better.
01:16:299 (2,1) - These aren't overlapping perfectly (idk if you try to do that)

That's all I see.
Sorry for the short mod, I couldn't find much I don't like. Your mapset is really solid.
Shot you a star
Good luck!
Topic Starter
wendao

[ Joey ] wrote:

Hi Wendao! hi~
From my modding queue

Sorry it took so long.
no problem :)

[Easy]

00:11:691 (1) - Finish here? i thought i was done this done
00:36:992 (5,1,2,1,2,1) - I think beginning of these sliders should go with the vocals, rather than the end of them. So for examples you would start sliders here 00:37:715 - , here 00:39:161 - , and here 00:40:606 - it's intentional

[Normal]

00:45:667 (2) - Sometimes it's hard to read when they overlap like this. no idea for this
01:02:655 (4) - ^ moved a bit

[Hard]

00:07:173 (1,2) - You can make a nice blanket like this: it's intentional :(
00:31:390 (2,3,4) - Looks like the distance snap is too long here. Should be the same as these 00:28:498 (3,4,5) - it's intentional, but for distance spacing, yea, I think it's too far.. will think of it :)

[Insane]

My Replay and Score
00:12:685 (2,1) - These aren't overlapping perfectly :shock:
00:25:606 (1,1) - Can blanket these better. :shock:
01:16:299 (2,1) - These aren't overlapping perfectly (idk if you try to do that) rotated 15°

That's all I see.
Sorry for the short mod, I couldn't find much I don't like. Your mapset is really solid.
Shot you a star
Good luck!
thanks for mod :D
i didn't see any star from you :o
Topic Starter
wendao
CAN'T UPLOAD AAAAAAAAAAAAAAAAA

BSS SUCKS :(
[ Joey ]
Oops I forgot to shoot a star earlier.
Sorry about that!
Topic Starter
wendao

[ Joey ] wrote:

Oops I forgot to shoot a star earlier.
Sorry about that!
lol, thanks for the star, really appreciated it :)
Bara-
Hi, Testplay here
Good map, nothing to complain, except maybe lower Insane HP to 6, but that's all about it




Easy
Normal
Hard
Insane

Good Luck!
Topic Starter
wendao

baraatje123 wrote:

Hi, Testplay here
Good map, nothing to complain, except maybe lower Insane HP to 6, but that's all about it it's fine I guess




Easy
Normal
Hard
Insane

Good Luck!
sorry just saw your post, thanks for test play :)
popner
[Insane]
00:44:944 (5,1) - you can move 00:45:486 (1) - 1 grid right and down (under grid level 4)
01:14:823 (4,5) - same
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