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Topic Starter
Leiwa

Neta wrote:

Hi~ From my modding Queue

[Standard]
  1. 01:36:181 to 01:43:609 - i think just put whistle is nice hearing but it's your choice~Sorry, I can't see what you wanna say :(
  2. good job

[Advance]
  1. 00:07:324 (4,5,6) - i recommend this change to slider done
  2. 00:11:895 (4,5,6) - ^done
  3. 00:41:181 (3) - how about move this to 156, 252None. I keep same Distance because this is a stream.
  4. 00:59:467 (3) - i think this one is better Omg this is a miss. Fixed
  5. 01:26:467 (2,4) - make these same shape will be niceNone. I don't Short-Kick-Curved-Slider.

[Hyper]
  1. 00:06:181 (2) - i think make here's volume same with previous one is betterNone. I want to keep this volume because they are nice for me.
  2. 00:20:609 (2) - move to 456, 360None. Why I have to do this? I like (2)-(3) Straight Flow.
  3. 00:47:609 (1,2,3,4,5) - you made these distance all same but it's beat is different so players can be confused. consider about changing distance plzNone. These look have different <distance / time>, yes, but also they keep almost same <distance / tap rhythm>.

nice map~ STAR and GL
Thank you for MOD and star~
Yumeno Himiko
Hihi~ From my modding queue~
You get the right answer but I'm being so lazy zzz
Sorry for that ;w;

[General]
The hitsounds are really fancinating!

[Standard]
00:09:609 (3,4) - the DS is 1.03x drag it nearer.
00:20:752 (5,6) - make them a reverse slider may feel better?
00:50:467 (3) - this slider is off screen
01:30:467 (1,2) - make them a blanket

[Advanced]
00:21:752 - Add a note here as you do in other places. if you not feel so good try to extend 00:21:324 (4) this slider by one tick.
00:47:181 (1,2,3,4,5,6,7,8,9,1,2,3) - These notes feel stacked,especially 00:49:181 (9,1,2,3) - here

[Hyper]
00:06:181 (2) - A small mistake of the hitsound here.
01:14:467 (1) - I think SV can slow down here to make your map more interesting.
Also you can consider change SV in other places since this music sounds really flexible.

This map is really creative~
And excellent~~
So I'll shoot a star~
Overwrite
Hello! From modding queue.

Standard
00:36:752 How about a curvy slider here?

Advanced
00:11:609 How about moving slider end to x:256, y:368?

00:28:752 Avoid stack with (3).

Hyper
00:52:609 I feel like a 1/4 slider with one reverse arrow fits better. Lookie here!
01:08:752 Such weird. Very mess. Wow. How about this? (Welp, (1)'s not even symmetric with (5) here, but you get my point right?)
Good job with this map! Very well made!
Topic Starter
Leiwa

examination wrote:

Hihi~ From my modding queue~
You get the right answer but I'm being so lazy zzz
Sorry for that ;w;

[General]
The hitsounds are really fancinating!Thank you :)

[Standard]
00:09:609 (3,4) - the DS is 1.03x drag it nearer.fixed
00:20:752 (5,6) - make them a reverse slider may feel better?None. I want players to feel music.
00:50:467 (3) - this slider is off screennone. Looks not off screen. but if another MOD says that, I change this.
01:30:467 (1,2) - make them a blanketdone

[Advanced]
00:21:752 - Add a note here as you do in other places. if you not feel so good try to extend 00:21:324 (4) this slider by one tick. extended slider.
00:47:181 (1,2,3,4,5,6,7,8,9,1,2,3) - These notes feel stacked,especially 00:49:181 (9,1,2,3) - hereI changed AR7. I hope this makes less "Feeling stacked".

[Hyper]
00:06:181 (2) - A small mistake of the hitsound here.fixed
01:14:467 (1) - I think SV can slow down here to make your map more interesting.
Also you can consider change SV in other places since this music sounds really flexible.Really Agree with you, but It makes map too complex. Sorry :(

This map is really creative~
And excellent~~
So I'll shoot a star~
Yes your MOD is so helpful! Thank you! :)

LilyWhite wrote:

Hello! From modding queue.

Standard
00:36:752 How about a curvy slider here?none. I keep my places.

Advanced
00:11:609 How about moving slider end to x:256, y:368?none. I wanna keep symmetry.

00:28:752 Avoid stack with (3).done

Hyper
00:52:609 I feel like a 1/4 slider with one reverse arrow fits better. Lookie here!None I don't feel so... maybe, It's because I don't take all of sounds.
01:08:752 Such weird. Very mess. Wow. How about this? (Welp, (1)'s not even symmetric with (5) here, but you get my point right?)OK, but none. Excuse me, Here is a 2-2 sound, but your place doesn't show it so strong, IMO.
Good job with this map! Very well made!
Thank you for MOD!
Sieg
Hello

General:
80kbps mp3 :\ you can ask around for a mp3 with better quality
timing, notes about this in hyper diff

Hyper:
settings, AR9 will improve readability a lot, I mean really a lot especially for tins kind of patterns 01:16:467 (1,2,3,1,2,3,1,2,3,1,2,3) -
also AR9 is kinda better fits rhythm and map pace
and there is absolutely no reason for such a low OD6 (no variable timing, diff is far from "relaxing" play type, hardest diff in mapset), at least set this 7
00:14:752 (3,4) - inconsistent a bit with 00:17:181 (7,1) - you use jump here and antijump there but music part is the same, consider to change 00:17:181 (7,1) - from antijump (stack) to jump,
this despite that you decided to skip downbeat, nothing really bad in this tho but on 1-2nd this missed beat is really noticeable

timing, I see a lot of objects that snapped just to 1\4 when the music is not in 1\4 e.g. 00:31:181 (2) - or 00:31:467 (3) - 00:33:181 (1) - etc etc you should find a timing pro like Charles who can handle this. In current state I guess this is unrankable. Rhythm is pretty broken over the song because of this. orz

so I don't see a point to mod this further because of broken timing\snapping, you should fix this first. orz
you can contact me after fixing for mod
do not kd this post
Topic Starter
Leiwa

Sieg wrote:

Hello

General:
80kbps mp3 :\ you can ask around for a mp3 with better quality omg. I found new mp3. and it solved some problem. orz
timing, notes about this in hyper diff

Hyper:
settings, AR9 will improve readability a lot, I mean really a lot especially for tins kind of patterns 01:16:467 (1,2,3,1,2,3,1,2,3,1,2,3) -
also AR9 is kinda better fits rhythm and map pace None. Always higher AR makes easier to read, but totally "Hyper" diff is readable with AR8.
and there is absolutely no reason for such a low OD6 (no variable timing, diff is far from "relaxing" play type, hardest diff in mapset), at least set this 7done
00:14:752 (3,4) - inconsistent a bit with 00:17:181 (7,1) - you use jump here and antijump there but music part is the same, consider to change 00:17:181 (7,1) - from antijump (stack) to jump, done
this despite that you decided to skip downbeat, nothing really bad in this tho but on 1-2nd this missed beat is really noticeable

timing, I see a lot of objects that snapped just to 1\4 when the music is not in 1\4 e.g. 00:31:181 (2) - or 00:31:467 (3) - 00:33:181 (1) - etc etc you should find a timing pro like Charles who can handle this. In current state I guess this is unrankable. Rhythm is pretty broken over the song because of this. orz

so I don't see a point to mod this further because of broken timing\snapping, you should fix this first. orz
you can contact me after fixing for mod
do not kd this post
Excuse me, I got first mp3 from youtube, And I didn't notice that playing video then...
That's why this timing is so broken. Now new mp3 doesn't have problem (without little low bps).

Thanks.
Sieg
Hello again

General:

Hyper:
still AR, yes diff is passible with 8 but is there any reason to keep this if it plays better with 9 and improve mapset spread?
00:38:512 (1) - you loose you whistle pattern from here and until kiai
moreover from 00:44:798 (7) - you loose your whistles completely, this is sounds strange and lacks consistency
00:58:369 (5,1,2,3,4) - try to me jump to 00:58:655 (2,3) - it's kinda fits better to music http://puu.sh/8c5JD.jpg
01:06:940 (3,1,2,3,4) - ^ same
nice diff

Advanced:
00:11:084 (1) - allowing player to play 00:11:655 (2) - beat would be great http://puu.sh/8c5Py.jpg http://puu.sh/8c5QS.jpg
00:29:370 (1) - ^ same
00:38:513 (1,2) - and here too
00:47:799 (2,3) - this two looks messy mainly because they too shot for such DS, you can try http://puu.sh/8c5TY.jpg

Standard
00:29:370 (1) - whistles? like on 00:11:084 (1) - part
clear

GL
Topic Starter
Leiwa

Sieg wrote:

Hello again

General:

Hyper:
still AR, yes diff is passible with 8 but is there any reason to keep this if it plays better with 9 and improve mapset spread?Again. I don't change this AR. Hyper is already playable and make a good spread with 8. To be honest, AR9 doens't fit this song, IMO.
00:38:512 (1) - you loose you whistle pattern from here and until kiaiadd some patterns
moreover from 00:44:798 (7) - you loose your whistles completely, this is sounds strange and lacks consistency^
00:58:369 (5,1,2,3,4) - try to me jump to 00:58:655 (2,3) - it's kinda fits better to music http://puu.sh/8c5JD.jpgdid in my way
01:06:940 (3,1,2,3,4) - ^ same^
nice diff

Advanced:
00:11:084 (1) - allowing player to play 00:11:655 (2) - beat would be great http://puu.sh/8c5Py.jpg http://puu.sh/8c5QS.jpgdone
00:29:370 (1) - ^ same^
00:38:513 (1,2) - and here too^
00:47:799 (2,3) - this two looks messy mainly because they too shot for such DS, you can try http://puu.sh/8c5TY.jpgfixed

Standard
00:29:370 (1) - whistles? like on 00:11:084 (1) - partdone
clear

GL
Thank you. I can't agree with AR problem, but the others are very helpful.
Melophobia
[General]
WidescreenなんちゃらとLetterboxを全難易度で無効化して下さい。

[Hyper]
01:01:440 (2,3) - 前のSpacing(1.6x)から2倍以上に跳ね上がってるので近づけたほうが後続のNotesを含めて読みやすいかもしれません。

[Advanced]
01:31:084 (1) - Hard相当の難易度であることを考えるとちょっとリズムが読みにくいかなーと思ったのでManual stackして始点が少し見えるようにしてみてはどうでしょう?

[Standard]
最低難易度なのでAR-1したほうがいいかもしれません。HPも3でいいと思います。
Topic Starter
Leiwa

Melophobia wrote:

[General]
WidescreenなんちゃらとLetterboxを全難易度で無効化して下さい。

[Hyper]
01:01:440 (2,3) - 前のSpacing(1.6x)から2倍以上に跳ね上がってるので近づけたほうが後続のNotesを含めて読みやすいかもしれません。

[Advanced]
01:31:084 (1) - Hard相当の難易度であることを考えるとちょっとリズムが読みにくいかなーと思ったのでManual stackして始点が少し見えるようにしてみてはどうでしょう?

[Standard]
最低難易度なのでAR-1したほうがいいかもしれません。HPも3でいいと思います。
All done
Melophobia
Bubbled.
Topic Starter
Leiwa

Melophobia wrote:

Bubbled.
Thank you :)
Zero__wind
Hi Urushi38, sorry for being unable to get here earlier

the map is pretty nice to me, the hitsounds are really delicate
there's only two small things I'm gonna say before ranking

Advanced
01:21:941 (1,2,3) - would you plz move them two grids up↑ together? as I'm a little afraid that 01:23:656 (3) - currently seems to run out of the playfield,(CTRL+G and you'll see it has a 388 y-axis) I know it's playable though, just better safe than sorry

Hyper
00:26:655 - this inherited point is totaly useless, see if you've set something wrong. if not, you could better remove it

call me back~
Topic Starter
Leiwa

Zero__wind wrote:

Hi Urushi38, sorry for being unable to get here earlier

the map is pretty nice to me, the hitsounds are really delicate
there's only two small things I'm gonna say before ranking

Advanced
01:21:941 (1,2,3) - would you plz move them two grids up↑ together? as I'm a little afraid that 01:23:656 (3) - currently seems to run out of the playfield,(CTRL+G and you'll see it has a 388 y-axis) I know it's playable though, just better safe than sorry

Hyper
00:26:655 - this inherited point is totaly useless, see if you've set something wrong. if not, you could better remove it

call me back~
All fixed.
Zero__wind
Ranked.
Avena
lol these diffnames
Gratz~
TKS
grats!!
Cloudchaser
I love so much this song and map, congratulations
Decipher
grats~
Topic Starter
Leiwa
Thank you :)
BrujoAzul
Best map i've seen in a lot of time, congratulations <3
UnderminE
Didn't read all posts but, why do you have zts in tags? Afaik they didn't work on a song together (even in Umineko) but well i might be wrong.
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