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Chasers - Lost

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Topic Starter
ktgster
This beatmap was submitted using in-game submission on Tuesday, April 01, 2014 at 7:43:09 PM

Artist: Chasers
Title: Lost
Tags: hardcore
BPM: 170
Filesize: 6136kb
Play Time: 03:25
Difficulties Available:
  1. Hard (4.87 stars, 511 notes)
  2. Insane (5 stars, 771 notes)
  3. Normal (2.98 stars, 271 notes)
Download: Chasers - Lost
Information: Scores/Beatmap Listing
---------------
Chasers - Lost

MBC#3 2nd 1st.
Redownload if before 2014/03/12 for new BG.

BG by vhm-Alex
Creative Commons Attribution 3.0 License

Special thanks to Charles for a lot of the help.
Also thanks to everyone who modded this map.
Metal
THIS IS THE ACTUAL FIRST PLACE WINNER
Xinely

Metal wrote:

THIS IS THE ACTUAL FIRST PLACE WINNER
it's granted now

gratz ktgster ;)
Cherry Blossom

ktgster wrote:

MBC#3 Second Place.
Nope. You won ! :D Congratz
Lach

Cherry Blossom wrote:

Nope. You won ! :D Congratz
Beige

Cherry Blossom wrote:

ktgster wrote:

MBC#3 Second Place.
Nope. You won ! :D Congratz
\o/
h3k1ru

purple approach circles with default osu! skin almost invisible on this BG

would be better change combo color or BG
captin1
odd turn of events but congrats!
grumd
general
bg is shit, change pls. violet color is invisible, brighter pls.

insane
00:20:487 (9) - 00:43:075 (9) - nc?
00:45:281 (1) - is it unsnapped?
01:14:134 (3,4,5,1,2,3,4,5) - this doesn't flow good for me, think about remaking it?
01:28:605 (5) - approx. one grid right?
01:52:252 (9) - the corner should be here, not at (8). and also a nc?
01:55:428 (7,8,1) - these 3 are a bit too slow comparing to the slider speeds. try to make (8) a bit farther: http://puu.sh/78UsD.jpg
02:00:016 (1,2,3) - too slow, definitely. and i'd actually suggest to use a slider here instead, to show the rhythm to the player
02:00:722 (1,2,3) - this is a good distance for that rhythm, better than previous
02:18:811 - add a note?
02:27:281 (2,3,4) - make a smooth arch!
03:01:428 (9) - the corner should be on (9) again, not on (8). and nc on 9?
03:08:134 (2) - ctrl+g to make this speed change more ovbious? people might think it's 1/2 again
03:24:016 (9) - nc?
Charles445
I'll prepare a mod after you apply grumd's
Jenny
Topic Starter
ktgster
grumd

grumd wrote:

general
bg is shit, change pls. violet color is invisible, brighter pls. - changed combo colors. Finding a CC bg is the most confusing thing right now

insane
00:20:487 (9) - 00:43:075 (9) - nc? - keeping consistancy for NC's and changed some NC's around
00:45:281 (1) - is it unsnapped? - fixed
01:14:134 (3,4,5,1,2,3,4,5) - this doesn't flow good for me, think about remaking it? - somewhat changed I guess
01:28:605 (5) - approx. one grid right? - okay
01:52:252 (9) - the corner should be here, not at (8). and also a nc? - fixed but no NC
01:55:428 (7,8,1) - these 3 are a bit too slow comparing to the slider speeds. try to make (8) a bit farther: http://puu.sh/78UsD.jpg - okay
02:00:016 (1,2,3) - too slow, definitely. and i'd actually suggest to use a slider here instead, to show the rhythm to the player - its not really hard to find the rhythm if you pay attention to how the song goes and how the map is played but I did change the spacing
02:00:722 (1,2,3) - this is a good distance for that rhythm, better than previous
02:18:811 - add a note? - no. Sounds more like a long note rather than a note being hit
02:27:281 (2,3,4) - make a smooth arch! - fixed
03:01:428 (9) - the corner should be on (9) again, not on (8). and nc on 9? - also fixed
03:08:134 (2) - ctrl+g to make this speed change more ovbious? people might think it's 1/2 again - but this is 1/2
03:24:016 (9) - nc? - same as before
Charles445
[General]
The combo colors are pretty uneven in terms of brightness. You should set their luminosity values to be the same.
It looks like you're going for bright colors so I recommend 120 for luminosity.

You already know this but you'll need to find a Creative Commons background for the map. It also has to look decent. If you're having trouble try interpreting the song's meaning and look for something that resembles your interpretation.

Right now Insane is a lower star rating than Hard. While star rating is getting overhauled in the future, some adjustments should be made to fix it up before then.

[Hitsounds]
00:00:000 - The drum finishes in this intro section are very overused, it sounds extremely cartoony and gets annoying very fast. Try something else for the hitsounds here.
00:22:605 - Normal hits combined with drum finishes is probably the loudest thing I've ever heard come from default samples. It really hurts to listen to this entire section.
01:55:781 - The kiai has massive whistle abuse. peppy has stated that he hates whistle spam like this (see MBC #2 for more information). You should definitely not use this many whistles for this part.
02:40:958 - There go the drum finishes again, these really hurt.


[Normal]
Tickrate 2 is overkill for this difficulty.
00:05:664 (1) - The slider would feel better if the slider changed direction precisely at that red dot. Move the red dot to the left until the tick is on top of it.
00:08:487 (2) - Do the same for this one.
00:45:281 (1) - Don't start this spinner so close to the other object. Give the player some time to see the spinner and start spinning. It'd be better to start it on the red or white tick after.
00:45:281 (1) - This ends at a very strange place. It'd be better to end it on the red or blue tick that come before it.
01:01:428 (1) - Delete this object. It will give the player more time to stop spinning and focus on the next objects.
01:43:075 (1,2) - It looks like the 1 is meant to be pointing directly at the 2, but it isn't doing that very well. Change the angle of the 1 so it is pointing properly.
01:54:369 (1,2,1) - Woah that's confusing. It's introducing 1/2 right here right now AND making it a confusing stack. It's also close to the top of the screen so it's hard to see the approach circles. Redesign this whole part, it's way too confusing.
02:18:016 (4) - Avoid avoid avoid 1/2 sliders on easier difficulties. They are super hard to read and are often mistaken for two circles.
02:29:311 (4) - Avoid these please. Remember, this may be the very first map people ever play.
02:34:958 (4,1,2) - I'd avoid having a slider end where a circle used to be, the hitburst might make it hard to see.
02:40:605 (4) - Avoid these.

[Hard]
The OD on this difficulty is ridiculously low. Set it to 6.
00:40:605 (6,1) - This is a nice jump, so there should also be one 00:42:016 (5,1) - here to follow it up.
00:45:281 (1) - The spinner ends well here, but you may end up moving it to the previous blue if you do it for the other difficulties.
00:56:531 - You're using a 5% section to try to silence the ticks and the slider end. If you find yourself actively silencing parts of objects then chances are those objects shouldn't be there in the first place. In this scenario the slider doesn't fit the music because there's nowhere for the slider to end.
00:59:355 - Silencing ticks just isn't cool.
01:58:605 (1,2,3) - 3/4 beat spacing is always risky as players are often conditioned to 1/1, 1/2, and 1/4 between objects. It would be much safer to avoid strange rhythms like this, especially when using circles.
02:05:664 (1,2,3,4,5) - Again this is very very risky. Every other part of this difficulty has been super intuitive, but it has gotten very confusing now.
02:09:899 (1,2,3) - Again, avoid this weird rhythm.
02:21:193 (1,2,3) - Again.
02:22:605 (1,2,3) - Again.
02:28:252 (1,2,3) - Again.
02:32:487 (1,2,3) - Again.
02:33:899 (1,2,3) - Again.
02:39:546 (1,2,3) - Again. Especially important because it goes into a stream right after.

[Insane]
Your difficulty focuses primarily on variable spacing and jumps rather than streams.
Because of that, it's very strange to see CS5 used instead of CS4. CS4 supports jumping much more than CS5 does.
Set your OD to 8. This will fix the star rating problem and is better for map longevity.
00:00:017 (1) - I pointed this out in one of your ranked maps and offered you to fix it then (which you declined), which is a circle that starts off the map with no audio before it whatsoever. This basically means clicking this circle on time is a massive guessing game and doesn't relate to rhythm at all. It's common practice to start with a slider in cases like this.
00:00:193 (2,3,4) - Starting off your map with variable spacing like this isn't a good idea. The player doesn't know that the music is constant 1/2 here yet, so 00:00:369 (3,4) - looks like it's going to be 1/1.
00:00:017 (1,2,3,4,5,6,7,8) - The pattern itself is strangely put together, it looks like you're grouping the circles into pairs that move down and to the right (1,3), (2,5) (6,4), but (7,8) suddenly isn't. Also the groups of circles aren't moving the same distances so the pattern isn't symmetrical (stacking them all looks like this http://puu.sh/7aHhU.jpg)
00:03:016 (2,3) - In the previous 1/2 jump portion (the one the map started with) you increased spacing from 3 to 4. Changing it to 2 to 3 doesn't fit the emphasis you set up before (three beats then a jump). Please note in the next 1/2 jumping section you go back to making the jump at 3 to 4.
00:06:193 (4,1) - It looks like you were trying to have the slider end where the circle was, but didn't quite make it there.
00:12:899 - It looks like you're trying to make the sliderends very quiet by changing them to soft. It sounds really weird and makes the sliders feel empty. Change the sliderends to auto or just use a circle if the sliderend isn't important.
00:13:252 - Same as the above.
00:16:428 - Same.
00:16:781 - Same.
00:45:281 (1) - The place that this spinner ends sounds strange. Try the red tick before (or even the blue tick before that)
00:56:531 - You're using a 5% section to try to silence the ticks and the slider end. If you find yourself actively silencing parts of objects then chances are those objects shouldn't be there in the first place. In this scenario the slider doesn't fit the music because there's nowhere for the slider to end.
00:59:355 - Silencing ticks just isn't cool.
01:14:664 (5,3,4) - These sliders start on red ticks instead of white like the other ones. This means the emphasis of the hitsound is on the end of the slider. This is bad emphasis as the player isn't clicking the most important parts of the music. It also messed up the comboing.
01:27:899 (2,3) - This is a visual problem as it looks like the 2 is supposed to be pointing at the 3 but is at the wrong angle.
01:31:958 (2,3) - So this combo changes spacing every two circles..
01:34:605 (1,2,3) - This one every three...
01:37:428 (1,2,3,4) - And this every four? It's the same parts in the music, why is the emphasis changing?
It honestly looks like the circles are being placed with random spacing. They loosely form triangles and structured patterns but playing it feels awkward with the random switches in spacing. The changing emphasis makes no sense.
01:32:487 (5,6,7) - It looks like the 7 was meant to be going in the opposite direction of 5 and 6, which it isn't.
01:33:193 (1,2,3,4) - Antijumps like this are pretty troll as their spacing implies that they are streams. If you want to slow down the player's movement it's a good idea to have this combo perfectly stacked. That way the player can easily read the 1/1 and know that the other unstacked combos will be 1/1.
01:50:840 (4,5,6) - Why did movement suddenly come to a grinding halt when 01:50:134 (1,2,3) - is highly spaced? If anything the 6 should be much farther away from the 5 and the 4,5 should be unstacked. If you dramatically increase spacing in a combo for emphasis, the emphasis is lost if you don't keep it that way!
01:52:958 (1,2,1,2,1,2) - This is the introduction of slider stream jumps into the map. Whenever a map uses slider stream jumps it changes how the rest of the map is read. This will make sliders close to other objects appear as 1/4 instead of 1/2. This causes problems immediately in the map.
01:55:781 (1,2) - Due to the fact that slider stream jumps were used immediately before this and that there is now kiai (which adds hype), 1 to 2 looks like it's going to be a slider stream jump. In reality, it's simply 1/2. You can avoid this readability problem by increasing the spacing between 1 and 2 significantly.
01:56:487 (5,6) - This is bad emphasis. Notice how the hitsound is placed on the end of the 5 slider. This is a hint that the objects are set up wrong. The 5 should be 1/2 long and the 6 should be 3/4 long, that way the player clicks on the beat.
01:57:193 (1,2) - Again, this looks like 1/4.
01:58:781 (2,3) - Again it looks like 1/4 but at this point the player will probably assume that slider stream jumps are no longer present. This will cause a problem again when they are re-introduced.
02:00:016 (1,2,3,1,2,3) - 3/4 beat spacing is always risky as players are often conditioned to 1/1, 1/2, and 1/4 between objects. It would be much safer to avoid strange rhythms like this, especially when using circles.
02:10:164 (3,4,5) - The player had been conditioned to see slider stream jumps, then conditioned to ignore them shortly after. Now they are yet again reintroduced, making spacing even more confusing.
If you're going to use slider stream jumps use them a lot. If you're not going to use them a lot then never use them. Otherwise it makes it a giant guessing game.
02:11:311 (1,2,3,1,2,3) - Again, beware using strange rhythms with circles.
02:13:428 (3,4) - Player is conditioned to treat sliders as stream jumps at this point. It looks like 1/4, not 1/2.
02:14:134 (1,2) - This switches the player from using slider stream jumps to not using them. Again, these changes in how spacing works only serves to make the map hard to read.
02:21:458 (3,4,5) - Reintroduction of slider stream jumps. Again changing how spacing works in the map.
02:22:869 (2,3) - Looks like 1/4, it's 1/2, player learns to ignore slider stream jumps again.
02:30:546 (6,7,8) - This combo looks like it's trying to be a curve but got cramped at the top of the screen. I'd redesign this pattern.
02:32:752 (3,4,5) - Reintroduction of slider stream jumps.
02:34:164 (2,3) - Stops using slider stream jumps. This is unnecessarily confusing.
02:39:281 - There should be a beat here. All other instances have a beat here so not having one is really confusing and sounds bad.
02:39:546 (1,2,3) - Beware confusing rhythms with circles, this pattern especially because of how close together the circles are.
Starting from 02:52:252 - to 03:00:634 - has some of the most bizarre spacing in the map. I can't wrap my head around what you were going for here. There's no emphasis because it's far too random so some parts are just... harder for some reason. Why is the spacing like that?
03:13:252 (4,1,2) - Bad spacing contrast, 2x into 1x, only thing stopping this from being horribly confusing is the fact that there is a new combo. This happens a lot in the map and this instance in particular is very confusing.
03:26:134 (1) - Why is there a circle here? None of the other difficulties have that, the bass in the music at the end of the spinner signifies an ending better than this circle ever could. Stop the map at the end of the spinner, it's ten times better if it does that.

In order to keep the mod shorter I've left out many individual instances of these issues in hopes that pointing out individual ones will help you fix the rest.

This really needs work. The map is going to be bundled with the game's download so it's extremely important to get it all right.
It's going to be the first thing new players and mappers see.
grumd

ktgster wrote:

03:08:134 (2) - ctrl+g to make this speed change more ovbious? people might think it's 1/2 again - but this is 1/2


I mean the rhythm before this slider.
Anyway Ctrl+Ging this one even flows a bit better imo

peppy
Any updates? @ktgster?

My main gripe is the combo colours, which were shocking last time I played it. Please make sure to change these to something more suiting.
Topic Starter
ktgster
Sorry, been sick and couldn't do much these days.

Charles445 wrote:

[General]
The combo colors are pretty uneven in terms of brightness. You should set their luminosity values to be the same.
It looks like you're going for bright colors so I recommend 120 for luminosity.

You already know this but you'll need to find a Creative Commons background for the map. It also has to look decent. If you're having trouble try interpreting the song's meaning and look for something that resembles your interpretation.

Right now Insane is a lower star rating than Hard. While star rating is getting overhauled in the future, some adjustments should be made to fix it up before then.

[Hitsounds]
00:00:000 - The drum finishes in this intro section are very overused, it sounds extremely cartoony and gets annoying very fast. Try something else for the hitsounds here. - removed some drums
00:22:605 - Normal hits combined with drum finishes is probably the loudest thing I've ever heard come from default samples. It really hurts to listen to this entire section. - lowered the volume a bit although it doesn't really hurt my ears
01:55:781 - The kiai has massive whistle abuse. peppy has stated that he hates whistle spam like this (see MBC #2 for more information). You should definitely not use this many whistles for this part. - ehhh the whistles fit with the song, removed some unnecessary whistles though
02:40:958 - There go the drum finishes again, these really hurt. - again, lowered the volume although finish spam emphasizes the song more


[Normal]
Tickrate 2 is overkill for this difficulty. - changed even though this was for consistancy
00:05:664 (1) - The slider would feel better if the slider changed direction precisely at that red dot. Move the red dot to the left until the tick is on top of it. - considering that the song favors more in flow, a precise change isn't something that should be done here
00:08:487 (2) - Do the same for this one. - ^
00:45:281 (1) - Don't start this spinner so close to the other object. Give the player some time to see the spinner and start spinning. It'd be better to start it on the red or white tick after. - moved to red tick
00:45:281 (1) - This ends at a very strange place. It'd be better to end it on the red or blue tick that come before it. - ended at white tick
01:01:428 (1) - Delete this object. It will give the player more time to stop spinning and focus on the next objects. - done
01:43:075 (1,2) - It looks like the 1 is meant to be pointing directly at the 2, but it isn't doing that very well. Change the angle of the 1 so it is pointing properly. - extremely nazi here, or is this a mistake
01:54:369 (1,2,1) - Woah that's confusing. It's introducing 1/2 right here right now AND making it a confusing stack. It's also close to the top of the screen so it's hard to see the approach circles. Redesign this whole part, it's way too confusing. - removed 1/2
02:18:016 (4) - Avoid avoid avoid 1/2 sliders on easier difficulties. They are super hard to read and are often mistaken for two circles. - ^
02:29:311 (4) - Avoid these please. Remember, this may be the very first map people ever play. - ^
02:34:958 (4,1,2) - I'd avoid having a slider end where a circle used to be, the hitburst might make it hard to see. - I need opinions on this, this would change the whole map possibly just to change this
02:40:605 (4) - Avoid these. - fixed

[Hard]
The OD on this difficulty is ridiculously low. Set it to 6. - done
00:40:605 (6,1) - This is a nice jump, so there should also be one 00:42:016 (5,1) - here to follow it up. - okay
00:45:281 (1) - The spinner ends well here, but you may end up moving it to the previous blue if you do it for the other difficulties. - moved according to normal
00:56:531 - You're using a 5% section to try to silence the ticks and the slider end. If you find yourself actively silencing parts of objects then chances are those objects shouldn't be there in the first place. In this scenario the slider doesn't fit the music because there's nowhere for the slider to end. - I always wonder why people exclude sliderbody, increased volume to 20%
00:59:355 - Silencing ticks just isn't cool. - ^
01:58:605 (1,2,3) - 3/4 beat spacing is always risky as players are often conditioned to 1/1, 1/2, and 1/4 between objects. It would be much safer to avoid strange rhythms like this, especially when using circles. - except, the whole map would be 3/4 reverse sliders which wouldn't be that creative and its very repetitive. Also, this is a hard
02:05:664 (1,2,3,4,5) - Again this is very very risky. Every other part of this difficulty has been super intuitive, but it has gotten very confusing now. - made simpler
02:09:899 (1,2,3) - Again, avoid this weird rhythm.
02:21:193 (1,2,3) - Again.
02:22:605 (1,2,3) - Again.
02:28:252 (1,2,3) - Again.
02:32:487 (1,2,3) - Again.
02:33:899 (1,2,3) - Again.
02:39:546 (1,2,3) - Again. Especially important because it goes into a stream right after. - not changing any of them. You're exposed to this rhythm throughout this whole kiai and after a bit, it shouldn't be too hard to get it down. The last one is fine due to the exposure of the rhythm. It has to be somewhat challenging


[Insane]
Your difficulty focuses primarily on variable spacing and jumps rather than streams.
Because of that, it's very strange to see CS5 used instead of CS4. CS4 supports jumping much more than CS5 does. - CS 4 would break the patterns and the jumps aren't really big. It should be fine
Set your OD to 8. This will fix the star rating problem and is better for map longevity. - done
00:00:017 (1) - I pointed this out in one of your ranked maps and offered you to fix it then (which you declined), which is a circle that starts off the map with no audio before it whatsoever. This basically means clicking this circle on time is a massive guessing game and doesn't relate to rhythm at all. It's common practice to start with a slider in cases like this. - not going to change this. You can indicate the start of a circle with the approach circle. A slider wouldn't fit here with the rest of the first part in the first place
00:00:193 (2,3,4) - Starting off your map with variable spacing like this isn't a good idea. The player doesn't know that the music is constant 1/2 here yet, so 00:00:369 (3,4) - looks like it's going to be 1/1. - you make it sound like beginners will play this, if you consider the AR and how the song plays, you would know it would be 1/2
00:00:017 (1,2,3,4,5,6,7,8) - The pattern itself is strangely put together, it looks like you're grouping the circles into pairs that move down and to the right (1,3), (2,5) (6,4), but (7,8) suddenly isn't. Also the groups of circles aren't moving the same distances so the pattern isn't symmetrical (stacking them all looks like this http://puu.sh/7aHhU.jpg) - elaborate more on this, these are all in triangles and you're more mentioning the next part
00:03:016 (2,3) - In the previous 1/2 jump portion (the one the map started with) you increased spacing from 3 to 4. Changing it to 2 to 3 doesn't fit the emphasis you set up before (three beats then a jump). Please note in the next 1/2 jumping section you go back to making the jump at 3 to 4. - changed
00:06:193 (4,1) - It looks like you were trying to have the slider end where the circle was, but didn't quite make it there. - intentional, this slider was blanketing 5 while making a triangle with 7 and 8
00:12:899 - It looks like you're trying to make the sliderends very quiet by changing them to soft. It sounds really weird and makes the sliders feel empty. Change the sliderends to auto or just use a circle if the sliderend isn't important. - it sounds fine to me and auto just ruins the soft sound and pretty much feels like overmapping to me
00:13:252 - Same as the above.
00:16:428 - Same.
00:16:781 - Same.
00:45:281 (1) - The place that this spinner ends sounds strange. Try the red tick before (or even the blue tick before that) - not changing to be consistent with other diffs and the white tick sounds better imo
00:56:531 - You're using a 5% section to try to silence the ticks and the slider end. If you find yourself actively silencing parts of objects then chances are those objects shouldn't be there in the first place. In this scenario the slider doesn't fit the music because there's nowhere for the slider to end. - changed to 20%
00:59:355 - Silencing ticks just isn't cool.
01:14:664 (5,3,4) - These sliders start on red ticks instead of white like the other ones. This means the emphasis of the hitsound is on the end of the slider. This is bad emphasis as the player isn't clicking the most important parts of the music. It also messed up the comboing. - changed
01:27:899 (2,3) - This is a visual problem as it looks like the 2 is supposed to be pointing at the 3 but is at the wrong angle. - fixed
01:31:958 (2,3) - So this combo changes spacing every two circles..
01:34:605 (1,2,3) - This one every three...
01:37:428 (1,2,3,4) - And this every four? It's the same parts in the music, why is the emphasis changing?
It honestly looks like the circles are being placed with random spacing. They loosely form triangles and structured patterns but playing it feels awkward with the random switches in spacing. The changing emphasis makes no sense. - not really the same thing actually, its more of the note count rather than the note density which changes the emphasis to me. Not changing
01:32:487 (5,6,7) - It looks like the 7 was meant to be going in the opposite direction of 5 and 6, which it isn't. - fixed
01:33:193 (1,2,3,4) - Antijumps like this are pretty troll as their spacing implies that they are streams. If you want to slow down the player's movement it's a good idea to have this combo perfectly stacked. That way the player can easily read the 1/1 and know that the other unstacked combos will be 1/1. - its more of how the song plays, a stack would fit better if it halted but this doesn't so an anti-jump goes well with it. As for readability, opinions are needed
01:50:840 (4,5,6) - Why did movement suddenly come to a grinding halt when 01:50:134 (1,2,3) - is highly spaced? If anything the 6 should be much farther away from the 5 and the 4,5 should be unstacked. If you dramatically increase spacing in a combo for emphasis, the emphasis is lost if you don't keep it that way! - changed
01:52:958 (1,2,1,2,1,2) - This is the introduction of slider stream jumps into the map. Whenever a map uses slider stream jumps it changes how the rest of the map is read. This will make sliders close to other objects appear as 1/4 instead of 1/2. This causes problems immediately in the map. - how does spacing like this change how the map is going to be played
01:55:781 (1,2) - Due to the fact that slider stream jumps were used immediately before this and that there is now kiai (which adds hype), 1 to 2 looks like it's going to be a slider stream jump. In reality, it's simply 1/2. You can avoid this readability problem by increasing the spacing between 1 and 2 significantly. - so basically, someones going to be reading that as 1/4 jumps and its really just too big for a slider stream jump
01:56:487 (5,6) - This is bad emphasis. Notice how the hitsound is placed on the end of the 5 slider. This is a hint that the objects are set up wrong. The 5 should be 1/2 long and the 6 should be 3/4 long, that way the player clicks on the beat. - fixed
01:57:193 (1,2) - Again, this looks like 1/4.
01:58:781 (2,3) - Again it looks like 1/4 but at this point the player will probably assume that slider stream jumps are no longer present. This will cause a problem again when they are re-introduced.
02:00:016 (1,2,3,1,2,3) - 3/4 beat spacing is always risky as players are often conditioned to 1/1, 1/2, and 1/4 between objects. It would be much safer to avoid strange rhythms like this, especially when using circles. - no, this is an insane, at this point, players should be able to decently play 3/4's. Now you also have the hard which uses 3/4's so this shouldn't be a problem
02:10:164 (3,4,5) - The player had been conditioned to see slider stream jumps, then conditioned to ignore them shortly after. Now they are yet again reintroduced, making spacing even more confusing. - changing this for something different later
If you're going to use slider stream jumps use them a lot. If you're not going to use them a lot then never use them. Otherwise it makes it a giant guessing game.
02:11:311 (1,2,3,1,2,3) - Again, beware using strange rhythms with circles. - same as 02:00:016 (1,2,3,1,2,3)
02:13:428 (3,4) - Player is conditioned to treat sliders as stream jumps at this point. It looks like 1/4, not 1/2. - no longer a problem with a little change
02:14:134 (1,2) - This switches the player from using slider stream jumps to not using them. Again, these changes in how spacing works only serves to make the map hard to read.
02:21:458 (3,4,5) - Reintroduction of slider stream jumps. Again changing how spacing works in the map.
02:22:869 (2,3) - Looks like 1/4, it's 1/2, player learns to ignore slider stream jumps again.
02:30:546 (6,7,8) - This combo looks like it's trying to be a curve but got cramped at the top of the screen. I'd redesign this pattern. - intentional as its suppose to look like that
02:32:752 (3,4,5) - Reintroduction of slider stream jumps.
02:34:164 (2,3) - Stops using slider stream jumps. This is unnecessarily confusing.
02:39:281 - There should be a beat here. All other instances have a beat here so not having one is really confusing and sounds bad. - except that this sounds more like a 1/2, I'm just following the obvious sounds
02:39:546 (1,2,3) - Beware confusing rhythms with circles, this pattern especially because of how close together the circles are. - the song calmed down so the lower spacing is fine, its not really that bad
Starting from 02:52:252 - to 03:00:634 - has some of the most bizarre spacing in the map. I can't wrap my head around what you were going for here. There's no emphasis because it's far too random so some parts are just... harder for some reason. Why is the spacing like that? - it mostly just plays the same, I really don't know what you're asking
03:13:252 (4,1,2) - Bad spacing contrast, 2x into 1x, only thing stopping this from being horribly confusing is the fact that there is a new combo. This happens a lot in the map and this instance in particular is very confusing. - music calms down, 1x fits well in this
03:26:134 (1) - Why is there a circle here? None of the other difficulties have that, the bass in the music at the end of the spinner signifies an ending better than this circle ever could. Stop the map at the end of the spinner, it's ten times better if it does that. - a note is at the end so I put a note there. Otherwise the ending would sound weird. The only reason why I didn't put it in other difficulties is because of the players level.

In order to keep the mod shorter I've left out many individual instances of these issues in hopes that pointing out individual ones will help you fix the rest.

This really needs work. The map is going to be bundled with the game's download so it's extremely important to get it all right.
It's going to be the first thing new players and mappers see.

grumd wrote:

ktgster wrote:

03:08:134 (2) - ctrl+g to make this speed change more obvious? people might think it's 1/2 again - but this is 1/2


I mean the rhythm before this slider.
Anyway Ctrl+Ging this one even flows a bit better imo
Ahh, I see. Changed!
Metal
I TOTALLY CALLED IT
grumd
It's not like we're not interested in ranking it...
Irreversible



I tried my best.
Charles445
It looks like the offset is still the same as the contest set, which was pretty off.

Try giving Offset 5 a listen.
Topic Starter
ktgster
After some testing, I found offset of 7 to be just a bit better.
grumd
combo colors may work as is, but you may also want to change them to fit this bg better

03:09:889 (4) - add a combo here to fit comboing at 03:06:359 (1,2,3,4,1,2,3,4) - and 03:03:536 (1,2,3,1,2,3) -
YGOkid8


this is the background i used while mapping if interested, which i personally think suits the song quite well (though quite different from the current and the grumd suggested bg).

just searched "electronic background" in google images, and found it there. also desktopwallpaperhd is publicly available afaik, or whatever the term is to say you can use it.
Topic Starter
ktgster

grumd wrote:

combo colors may work as is, but you may also want to change them to fit this bg better

03:09:889 (4) - add a combo here to fit comboing at 03:06:359 (1,2,3,4,1,2,3,4) - and 03:03:536 (1,2,3,1,2,3) - done
Going to use this for BG and also changed some combo colors to fit with the BG better
Kaaze
good mappu please consider it for ranked maps :D
Charles445
The map's description should also have

The source link of the song (probably going to be the soundcloud link in this case).
The source of the background (the place where it came from)
The license of the background (should be Creative Commons or better)

After some reverse searching on the background I found it being sold on a stock photos site so this might not actually be free to use / CC.
jonathanlfj
after doing a quick search on deviantart (what took me hours to find my BG for tear rain orz), here are some CC licensed images that you can consider for BG if the current one doesnt work out:
http://drkzin.deviantart.com/art/Space- ... et=0#skins
http://vhm-alex.deviantart.com/art/Open ... 0#comments
http://xylomon.deviantart.com/art/spira ... 0?offset=0

all of these are licensed under Creative Commons Attribution 3.0 License which means you can resize them and do whatever edits you want. Just make sure to follow Charles' post and attribute it in the map description accordingly.
Lust
Here is the BG as per request


congrats on winning o/
Secretpipe
gogogo lazy ktg :3
Charles445
Nice BG, good palette for colors (orange to yellow to green to blue)
peppy
why is this not going anywhere?
Irreversible
Sorry, couldn't get to it again, .. orz can you be online tomorrow for an IRC check? This is way easier for me, well only if it's possible for you. Leaving 3 stars for now!
peppy
[All]

Remove all the whistles in the chorus, except for 02:12:712-02:14:124 sections.

[Hard]

00:21:183 (1) - not sure you need these new combos.

[Insane]

00:00:007 (1,2,3,4,5,6,7,8) - spacing is wrong
00:02:830 (1,2,3,4,5,6,7,8) - spacing is wrong
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