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wa. - Mellow

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Total Posts
55
Topic Starter
Seikatu
This beatmap was submitted using in-game submission on 7 января 2015 г. at 18:47:37

Artist: wa.
Title: Mellow
Tags: agnostic form i.i.c Realization
BPM: 150
Filesize: 4649kb
Play Time: 03:02
Difficulties Available:
  1. Another (3,76 stars, 503 notes)
  2. Hyper (3,06 stars, 374 notes)
  3. Standard (1,79 stars, 194 notes)
Download: wa. - Mellow
Information: Scores/Beatmap Listing
---------------
Mikarunoel131_DELETED
This is so much fun to play for me x3
Thanks for beatmapping this beautiful song so well. x33
TicClick
ты неплохо мапаешь.
единственная проблема — тебе мешает автоснап и спейсинг. увеличь спейсинг везде, а еще лучше — оторвись от него ненадолго, и всё будет хорошо. сжатые в кучу элементы в паттернах лучше оставить для более простых дифок
Topic Starter
Seikatu

TicClick wrote:

ты неплохо мапаешь.
единственная проблема — тебе мешает автоснап и спейсинг. увеличь спейсинг везде, а еще лучше — оторвись от него ненадолго, и всё будет хорошо. сжатые в кучу элементы в паттернах лучше оставить для более простых дифок
Я не умею тыкать кружочки по полю без автоснапа. :<
TicClick
придётся учиться!
Cherry Blossom
Nice map and song.
Topic Starter
Seikatu

Cherry Blossom wrote:

Nice map and song.
Thanks! :>
Natteke desu
7/10
Неплохо, удачи в последующих проектах ,бла-бла-бла.
а джампать учись, будешь классным.
Mikarunoel131_DELETED
We all have to learn :3 You'll make it in no time :D

I love this beatmap so much x3
Great work. x3
Topic Starter
Seikatu

EvilElvis wrote:

7/10
Неплохо, удачи в последующих проектах ,бла-бла-бла.
а джампать учись, будешь классным.
Спасибо.
Постараюсь D:

Mikarunoel131 wrote:

We all have to learn :3 You'll make it in no time :D

I love this beatmap so much x3
Great work. x3
Thanks!
[GB]Rush_FTK
Wow,Nice beatmap and well-listening sound,I like it~!
How to upload a img in osu!Froums :?
Mod
I'm sorry for my poor English at first.
[General]
Warning(You must fix it):
You should add Easy or Normal diff if you want your map ranked,or mark that the map is only for Approved.
See Ranking Criteria to learn why to do so.
http://osu.ppy.sh/wiki/Ranking_Criteria
-Each difficult should end up at same time.


Suggestion:
-I can only see "????""!!!!" in the map introduction , like this:

image link(If you can't see image):http://v1.freep.cn/3tb_140713230356ea8j512293.jpg

[Hyper]
Suggestion:
- 00:40:922 (1) the spinner is too quick. at least 1 second.
- 00:48:122 (1,1) Double spinner is too close to each other,at least 1 Snap.
- 01:38:122&01:38:222 add a note.
- 02:54:322&02:54:422&02:54:922&02:55:022 add a note

My Opinion:
- 00:01:622 (1,1) May too close for each other.delete 00:03:422 (1) to fix it.As you know,some people can't let the mouse in the center when roll the spinner,it's hard for them to finish it.
- 00:14:422 (1,1) ^
- 00:46:422 (5) replace it to two circle.
- 01:32:822 (1) I perfect this:

image link(If you can't see image):http://v1.freep.cn/3tb_1407132304448swm512293.jpg
- 02:52:822 (1,2,3,4,5) You can add jump in there.

[Another]
Suggestion:
-DR+1 OD+2 since it's Another difficult.
-00:29:022&00:29:422&00:30:222 add a note to suit for music.
-00:48:222 (1,1) You'd better not do it even thought it's Another diff.
-02:12:022&02:12:822&02:13:618 suit for music.
My Opinion:
-AR+1 so that it's more comfortable.
-00:03:822 add a note,more comfortable for play.
-02:41:622 (10) I perfer this:

image link(If you can't see image):http://v2.freep.cn/3tb_140713230502wtjj512293.jpg
-02:59:222 ~ 03:01:222 I perfer this:

image link(If you can't see image):http://v1.freep.cn/3tb_140713230512qi9g512293.jpg
392,244,179222,5,0,0:0:0:0:
468,156,179422,1,0,0:0:0:0:
368,56,179622,1,10,0:0:0:0:
248,120,179822,1,0,0:0:0:0:
272,232,180022,1,4,0:1:0:0:
164,308,180222,1,0,0:0:0:0:
64,208,180422,1,0,0:0:0:0:
132,112,180622,1,0,0:0:0:0:
260,188,180822,5,4,0:1:0:0:
280,192,180922,1,0,0:0:0:0:
300,196,181022,1,8,0:0:0:0:
416,236,181222,1,10,0:0:0:0:

I hope my mod can help you :)

Good luck to you!I believe your beatmap will be ranked one day.
Topic Starter
Seikatu
Rush_FTK's Mod

Rush_FTK wrote:

Wow,Nice beatmap and well-listening sound,I like it~! Thanks!
How to upload a img in osu!Froums :? img command
I'm sorry for my poor English at first. it's ok, my english is bad too lol
[General]
Warning(You must fix it):
You should add Easy or Normal diff if you want your map ranked,or mark that the map is only for Approved. yeah, i know. i have normal, but it's too bad.
See Ranking Criteria to learn why to do so.
http://osu.ppy.sh/wiki/Ranking_Criteria
-Each difficult should end up at same time. D: i'll fix it later

Suggestion:
-I can only see "????""!!!!" in the map introduction , like this: they are really "???" and "!!!" :D

image link(If you can't see image):http://v1.freep.cn/3tb_140713230356ea8j512293.jpg

[Hyper]
Suggestion:
- 00:40:922 (1) the spinner is too quick. at least 1 second, made it longer
- 00:48:122 (1,1) Double spinner is too close to each other,at least 1 Snap. i think it's okay
- 01:38:122&01:38:222 add a note. second done
- 02:54:322&02:54:422&02:54:922&02:55:022 add a note last done

My Opinion:
- 00:01:622 (1,1) May too close for each other.delete 00:03:422 (1) to fix it.As you know,some people can't let the mouse in the center when roll the spinner,it's hard for them to finish it.
- 00:14:422 (1,1) ^, i'll leave it as it is
- 00:46:422 (5) replace it to two circle. ^
- 01:32:822 (1) I perfect this: idk what you wanted here, but i've changed reverse slider's shape

image link(If you can't see image):http://v1.freep.cn/3tb_1407132304448swm512293.jpg
- 02:52:822 (1,2,3,4,5) You can add jump in there. moved a little, don't want to make jump here

[Another]
Suggestion:
-DR+1 OD+2 since it's Another difficult. here is ar8 to be playable with dt for noob players like me, od9 with dt is too hard, od7 is perfect, no change (hp too)
-00:29:022&00:29:422&00:30:222 add a note to suit for music. no changes
-00:48:222 (1,1) You'd better not do it even thought it's Another diff. ^
-02:12:022&02:12:822&02:13:618 suit for music. ^
My Opinion:
-AR+1 so that it's more comfortable. as i said ar8 here for better playability with dt, and it's only 150 bpm.
-00:03:822 add a note,more comfortable for play. -^
-02:41:622 (10) I perfer this: i curved it a little

image link(If you can't see image):http://v2.freep.cn/3tb_140713230502wtjj512293.jpg
-02:59:222 ~ 03:01:222 I perfer this: i'll leave it as it is, i want this flow to be here

image link(If you can't see image):http://v1.freep.cn/3tb_140713230512qi9g512293.jpg
392,244,179222,5,0,0:0:0:0:
468,156,179422,1,0,0:0:0:0:
368,56,179622,1,10,0:0:0:0:
248,120,179822,1,0,0:0:0:0:
272,232,180022,1,4,0:1:0:0:
164,308,180222,1,0,0:0:0:0:
64,208,180422,1,0,0:0:0:0:
132,112,180622,1,0,0:0:0:0:
260,188,180822,5,4,0:1:0:0:
280,192,180922,1,0,0:0:0:0:
300,196,181022,1,8,0:0:0:0:
416,236,181222,1,10,0:0:0:0:

I hope my mod can help you :)

Good luck to you!I believe your beatmap will be ranked one day.

Thanks!
musoraninn
Привет !

Отличная карта,сказать особо нечего !

Another
_____________________________________________________________

AR - 8,5

01:06:022 (5,6,1,1) - Мне кажется если вместо спинера поставить 4 ноты,то играется приятнее.


01:32:822 (5) - x:375 y:130

02:16:022 (3,4,5) - Плохо читается .

Спасибо за мод Babymetal GL !
Topic Starter
Seikatu
Спасибо, кое-где поправил.
Mortem
Hi, as requested from my queue.

Standard
01:09:622 - I still have feeling that something is missing there. I would suggest some little slider from (4) to this point.

Hyper & Another
Seems fine to me.

I know, small mod, but I didn't find any mistakes there c: Beautiful song actually, I'm looking forward when it'll be ranked :)
Hope that helps.
If not, then sorry.
Good Luck!
Agorate
[General]
Open AIMod.
[Another]
02:49:622 (9) - Add Nc.
02:52:422 (1) - Remove Nc.
02:52:822 (5) - And Add NC.
[Hyper]
00:03:622 (2) - Add clap.

Okay, very good Beatmap, good luck. from #modreqs ~
Topic Starter
Seikatu

GanMineTMPL wrote:

[General]
Open AIMod.
[Another]
02:49:622 (9) - Add Nc. done
02:52:422 (1) - Remove Nc. done
02:52:822 (5) - And Add NC. done
[Hyper]
00:03:622 (2) - Add clap. idk why, added whistle

Okay, very good Beatmap, good luck. from #modreqs ~
Thanks!
Aka
пудинг *д*
[GB]Rush_FTK
Hello!I'm come back!
I will post my modding in no more than 3 days.

No kds since this mod is too poor.

[General]
perfect.
[Normal]
My Opinion:
- 01:05:612 (1).Too keep the sound picked up in consist.you can let this spinner start at 01:06:412 or 01:05:212.
- 01:08:012 (2).

Hyper and Another is beyond my ability.
Okoratu
ok i accidentally deleted mod by not saving, gg me


General

  1. Your spread is weird stat wise
  2. Let's just list that here:
  3. Standard: AR:5.0 OD:2.0 HP:3.0
  4. Hyper: AR:7.0 OD:6.0 HP:6.0
  5. Another: AR:8.0 OD:7.0 HP:6.0
  6. So I would suggest the following:
  7. Standard: OD+2 or OD+2.5 (just not greater than AR) HP+1
  8. Hyper: (minor) OD-0.5
  9. Another: HP+1
  10. Otherwise your source even says that this is i.i.c Realization's first album release so you could add them to tags
  11. (minor) could snap your preview point
  12. I think combo colour 2 and 4 are a bit too similar so you should probably go ahead and make 4 a bit stronger
    like this

    in case you want this exact colour:
    RGB(137,171,211)

Another

  1. diff looks neat
  2. Why is the beginning of this not hitsounded? The hyper does it, but nowhere near consistent, an alternative would be to put a whistle on every downbeat until 00:16:012 -
    which would be
    1. 00:03:212 -
    2. 00:04:812 -
    3. 00:06:412 -
    4. 00:08:012 -
    5. 00:09:612 -
    6. 00:11:212 -
    7. 00:12:812 -
    8. 00:14:412 -
  3. 00:07:212 (3) - (major) this repeat arrow is basically hidden underneath 00:06:412 (1) - and the osu! Standard Ranking criteria states that no repeat arrows must be hidden (Source) so i suggest you move the entire thing either to the right or rotate the whole thing a bit:
  4. 00:14:812 (6) - just saying that seen that you seem to be into custom stacks you could theoretically do the same thing as you did with 00:46:212 (7,9) - with 00:14:212 (4,6) - for the same nice effect
  5. 00:17:612 (1) - this NC screws up your comboing as you use 2 measure combos afterwards so you should be better off with removing this nc
  6. 00:26:812 (4,6) - this proved to be a bit confusing when sightreading it (with dt but i guess you get why it could be confusing) so i think it would be a bit more straight forward if you moved 00:27:812 (6) - up like this:
    this

    Had actual slider position in prev ver but lost rekt
  7. 00:28:412 (8,1) - adding a circle between those 2 on 00:28:712 - would be an idea since it would be a nice transition to the part where you use more circles for patterns and map nice sounds and well i had a prettier explanation but i think a circle here fits like this:
  8. 00:31:212 (10) - with the way you changed that pattern i think the transition from this slider into the stream would be better if it was moved a bit to the up and to the left:
    Example

    slider is also rotated slightly and coordinates: 307|263
  9. 00:31:612 (1) - this NC screws with your comboing again and i don't think a 4 object combo is needed here - there's nothing that exciting on these 5 notes
  10. 00:37:612 (1) - the same applies to this NC also you are missing a whistle on 00:37:812 (3) - i guess
  11. 00:47:412 (12,13,14,15,16) - this might play better if it was spaced out more imo so you should probably try moving it to the bottom right a bit:
  12. 00:48:212 (1) - (minor) since that's ok you could silence (5%) the end of this spinner as a certain hitsound is not really needed
  13. 00:51:312 (1) - judging by your whistle pattern afterwards, this one should have one for consistency
  14. While i am at it i would do the standard shit and mention some blankets which could be prettier:
    Blanket list
    1. 00:43:012 (6) -
    2. 00:35:212 (1) - slightly lol
    3. 00:43:012 (6) - the end is off
    4. 01:13:612 (1) - idk if this is supposed to be one but i think it'd be fine - just mentioning because technically this is off
    5. 02:27:212 (1) -
    6. 02:30:412 (1) - slightly
    7. 02:32:012 (1) - ok this one is what
    8. 02:44:812 (8) -
    9. 02:54:012 (3) - sliderbow could be prettier imo
  15. 01:06:612 (7) - increasing the SV here already would make 01:07:012 (8,9) - a bit less awkward since it's not 2.0 spacing all of a sudden
  16. 01:12:812 (9,10) - i think actually rotating the whole thing so that the right movement is not that forced would create smoother movement here
    Example

    rotated both a bit for a smooth transition from 01:12:612 (8) - (this increases spacing between both sliders obviously as you will have to move 01:13:212 (10) - away a bit)

    this is basically the same but 01:13:212 (10) - has ben CRTL+J'd, this is something similar to 01:15:212 (5,6) - as a pattern and plays similarly nice
  17. 01:20:012 - from this point onward - basically the whole kiai the ncing becomes a bit more messy and arguably random - you could go to have 1 downbeat combos in the kiai and 2 downbeats out of it? (same applies for 02:36:812 - and onward - ) I mean it wouldn't really hurt the patterns to NC there imo so you should probably do it to keep stuff consistent
  18. 01:29:412 (1,2,3) - could move this one to the right as a whole for a smoother transition from 01:29:212 (6) - (just a bit)
  19. 01:30:212 (4,5) - these felt a little too close but if you do the above those should already feel better when playing them
  20. 01:32:012 (3,4) - right now these 2 sliders aren't that hard or anything but i'm just suggesting that if you shift both of them to follow the way the stream pointsyou could probably have it look nicer:
  21. 01:36:012 - i would appreciate more - louder - hitsounds for this one and the sounds that follow - maybe green lines on each sliderhead to increase their volume to around 75% or something?
  22. 01:40:812 (1) - i think it wouldn't hurt to move this one down and to the right a bit to have this pattern be less cramped
  23. 01:45:612 (12) - just saying that you could NC here for the general intensity of the sound and for a nice finish for a kiai - if you do that you should also do the same to 03:02:412 (12) - for exactly the same reason
  24. 02:02:212 (2) - i disagree with the fact that this repeat slider ignores the sound in 02:02:412 - which is a really strong clap thing and would thus suggest to add a 1/2 slider in 02:02:212 - and making 02:02:212 (2) - just an 1/1 slider so you get this timeline
    Example

    2 circles would theoretically do as well but i think this is against the calmness of this part so i'd suggest an a bit passive slider
  25. 02:22:412 (1) - this kind of breaks the circular flow you had until now pretty harshly, i'd suggest to at least follow the circling motion 02:21:412 (6,7,8) - create to then curve this slider the other way around and use the possibility to stack it with the 02:21:412 (6) - which should be still there in the editor
  26. 02:19:212 (1,5) - should probably swap NCs btw since you kept using 2 downbeat patterns and 02:22:412 (1) - is acceptable due to sounds as a NC?
  27. 02:26:212 - missing a whistle?
  28. 02:27:812 (2) - ^
  29. 02:45:612 (10) - (minor) rotating this by 17 deg in place would create smoother transitions again
  30. 02:49:612 (1,2,3) - you should probably even out the spacing between these 3 objects because right now 02:50:412 (2) - is a bit closer to 02:50:812 (3) - which could possibly create an awkward pause
  31. 03:01:812 (6,7,8,9,10,11,12) - this is a bit anticlimactic considering that 5 is pointing upwards these are a bit awkwardly close to this slider so you should at least increase the spacing if not CRTL+H and/or CRTL+J ghe whole thing to create some circular flow with 03:01:412 (5) - instead of cutting it off like that
    most of this is up to you i like this map

Hyper

  1. this diff is cool - btw hitsound suggestions also apply here
  2. If they push this into the guidelines you might get some problems with 00:01:612 (1) - and 00:14:412 (1) - on this diff i mena you could map the 2nd one out and it would work just fine (you did the same in 02:09:612 (5,6,7,8) - ) and i can see how this argument makes sense (if you read the thread you will get that) - otherwise you might just get the problems that CDFA described there later on in the process
  3. 00:12:012 (6,7,1,2,3,4) - could move this down as a whole to have a smoother transition from 00:11:812 (5) - into 00:12:012 (6) -
  4. 00:24:212 (2) - i think this one could play better if you did something similar to 00:25:812 (2) - here hence moving it up
  5. 00:30:812 (5,6) - this kinda breaks the DS you use next also because of that 00:31:212 (6) - is a tiny bit close to that slider
  6. 00:33:012 (3,4,5) - ok this triangle has a really sharp edge you could consider something like that to make the triangle in this pattern more smooth:
  7. 00:34:812 (9) - (minor) rotating it by 7 deg anti-clockwise in place would make the overall shape of this pattern look smoother
  8. 00:42:412 (2,3,4) - i suspect that this stack plays awkwardly because 00:42:012 (1,2) - is a new kind of pattern - you could try to make this more straightforward by either unstacking 00:42:612 (3,4) - and probably move 00:42:812 (4,5) - these to stack or using the same rhythm you used in 00:30:412 (4,5) - which renders the issue i had obsolete
  9. 01:12:612 (7) - could probably even out the spacing here so that 01:12:812 (8) - is less of an unnecessary jump imo?
  10. 01:16:812 (1) - if this is supposed to blanket - it's off a bit then
  11. 01:22:212 (5,7) - just dropping by that this kinda stack could confuse the audience of this difficulty (aka get them to test it i'm not that sure if they can read that correctly)
  12. 01:28:812 (7) - (minor) could move this slightly to the left for a better transition here?
  13. 01:45:012 (8) - to finish this chorus you should probably have them be a triplet (aka the only triplets in this map at the most exciting parts of it) like this:
    Example

    if you choose to do that you should do it to 03:01:812 (8) - as well for consistency
  14. 02:11:412 (2,3,4) - because you changed the spacing from 1.4~ to 1.0 strictly here and in other parts the player is tempted to hit all of them early because they are so close on the playfield - i'd suggest you to use something more equal in spacing and maybe a left right movement as you did in the another
  15. 02:16:212 (3,4) - (major) because you change the spacing from 1.0 back to 1.5~ish this and other similar patterns will take the player by surprise so you should come up with an equal way to space these to avoid misreads (in such a simple diff)
  16. 02:18:612 (3,4) - ^
  17. 02:21:812 (2,3) - ^
  18. 02:25:012 (2,3) - ^
  19. 02:27:812 - forgot a whistle?
  20. 02:54:612 (5) - this pause feels really forced so you could probably do something similar to 02:52:812 (1,2) - here because this sound is also held down and having just a circle makes ist feel a bit empty
Quite nice as i said

Standard

  1. not as nice as any of the other diffs imo
  2. 00:03:212 (1,2,3,1) - like everything about this pattern feels a bit forced - the transition from 00:03:212 (1,2) - could be more straight forward and the forced blanket 00:05:612 (3,1) - have
  3. also if adhering to the guideline i mentioned in the mod for the Hyper you should get some problems with nearly all the spinners in this map
  4. 00:09:612 (1) - would rotate it by 4 deg in place or redo slidershape to look a bit better or more like a blanket:
  5. also like the another the beginning of this is not really hitsounded
  6. 00:12:812 (1) - removing this NC should be totally fine since it would only make the objects go up to 5 in one combo but actually you just have a 2 object combo
  7. here again a blanket list ~_~
    list
    1. 00:25:612 (1) - noticably off
    2. 01:30:212 (2) -
    3. 01:36:012 (1) - lol
    4. 02:32:012 (1) -
    5. 02:33:612 (1) -
  8. 00:25:612 (1,2) - would rotate the whole thing by 20 deg (maybe more) for a more 90 deg like transition from 00:25:212 (2) -
  9. 00:54:512 - idk why you left that as a break this part is so slow that it sounds kinda good for a normal diff - should probably consider mapping it
  10. 01:13:612 (1,2,3,4,5) - this rhythm appears to be really hard to grasp at that AR you should probably think about ways to simplify this rhythm even more to avoid misreads (i mean 3/2 and 1/1 patterns right next to each other)
  11. 01:22:612 (5,1,2) - should probably move this down for the transition again
  12. 01:28:012 (3,4,5) - ^
  13. 01:37:812 (2,3) - (major) stacking should probably be avoided on the easiest diff because stacks at low AR are really really hard to hit correctly especially for beginners because impatience and stuff and this is even a 3/2 pattern so it's bound to be misread as 1/2
  14. 02:01:612 (1,2,3) - this triangle could look better if you moved 02:02:612 (2,3,4) - up a bit to follow the path of 02:01:612 (1) -
  15. 02:04:412 (5,1) - (major) stacks are hard - trust me - you should probably unstack
  16. 02:30:412 (1,2,1,2,1,2) - these 2 object combos are lol
  17. 02:48:012 (3) - should probably curve this one the other way for making the transition smoother here
imo out of all diffs the Standard is gonna need most of the work or - maybe some rework i suspect that you did this diff after the Another since you told me the Hyper was added last
mainly because you have stuff like these 01:24:812 (4) - ignoring things (namely 01:25:612 -) that could use strong hitsounds and some rhythms and stacks which are questionable for a normal

I apologize for cutting short on the Standard but please factor in that I lost the whole thing yesterday because i'm stupid and am running out of time and energy to write these things :(
Topic Starter
Seikatu
SPOILER

Okoratu wrote:

ok i accidentally deleted mod by not saving, gg me


General

  1. Your spread is weird stat wise
  2. Let's just list that here:
  3. Standard: AR:5.0 OD:2.0 HP:3.0
  4. Hyper: AR:7.0 OD:6.0 HP:6.0
  5. Another: AR:8.0 OD:7.0 HP:6.0
  6. So I would suggest the following:
  7. Standard: OD+2 or OD+2.5 (just not greater than AR) HP+1,
  8. Hyper: (minor) OD-0.5
  9. Another: HP+1
  10. Otherwise your source even says that this is i.i.c Realization's first album release so you could add them to tags
  11. (minor) could snap your preview point
  12. I think combo colour 2 and 4 are a bit too similar so you should probably go ahead and make 4 a bit stronger
    like this

    in case you want this exact colour:
    RGB(137,171,211)
everything done

Another

  1. diff looks neat
  2. Why is the beginning of this not hitsounded? The hyper does it, but nowhere near consistent, an alternative would be to put a whistle on every downbeat until 00:16:012 -
    which would be
    1. 00:03:212 -
    2. 00:04:812 -
    3. 00:06:412 -
    4. 00:08:012 -
    5. 00:09:612 -
    6. 00:11:212 -
    7. 00:12:812 -
    8. 00:14:412 -
    , done
  3. 00:07:212 (3) - (major) this repeat arrow is basically hidden underneath 00:06:412 (1) - and the osu! Standard Ranking criteria states that no repeat arrows must be hidden (Source) so i suggest you move the entire thing either to the right or rotate the whole thing a bit:, done
  4. 00:14:812 (6) - just saying that seen that you seem to be into custom stacks you could theoretically do the same thing as you did with 00:46:212 (7,9) - with 00:14:212 (4,6) - for the same nice effect, done
  5. 00:17:612 (1) - this NC screws up your comboing as you use 2 measure combos afterwards so you should be better off with removing this nc, done
  6. 00:26:812 (4,6) - this proved to be a bit confusing when sightreading it (with dt but i guess you get why it could be confusing) so i think it would be a bit more straight forward if you moved 00:27:812 (6) - up like this:, done
    this

    Had actual slider position in prev ver but lost rekt
  7. 00:28:412 (8,1) - adding a circle between those 2 on 00:28:712 - would be an idea since it would be a nice transition to the part where you use more circles for patterns and map nice sounds and well i had a prettier explanation but i think a circle here fits like this:, done
  8. 00:31:212 (10) - with the way you changed that pattern i think the transition from this slider into the stream would be better if it was moved a bit to the up and to the left:, done
    Example

    slider is also rotated slightly and coordinates: 307|263
  9. 00:31:612 (1) - this NC screws with your comboing again and i don't think a 4 object combo is needed here - there's nothing that exciting on these 5 notes, deleted nc
  10. 00:37:612 (1) - the same applies to this NC also you are missing a whistle on 00:37:812 (3) - i guess, whistle isn't missing, 17 objects combo isn't nice i think
  11. 00:47:412 (12,13,14,15,16) - this might play better if it was spaced out more imo so you should probably try moving it to the bottom right a bit:
    , done
  12. 00:48:212 (1) - (minor) since that's ok you could silence (5%) the end of this spinner as a certain hitsound is not really needed, added 15% greenline
  13. 00:51:312 (1) - judging by your whistle pattern afterwards, this one should have one for consistency, i use soft whistles and normal finishes, so it can't be
  14. While i am at it i would do the standard shit and mention some blankets which could be prettier:, I HATE FIXING BLANKETS LOOOL, done
    Blanket list
    1. 00:43:012 (6) -
    2. 00:35:212 (1) - slightly lol
    3. 00:43:012 (6) - the end is off
    4. 01:13:612 (1) - idk if this is supposed to be one but i think it'd be fine - just mentioning because technically this is off
    5. 02:27:212 (1) -
    6. 02:30:412 (1) - slightly
    7. 02:32:012 (1) - ok this one is what
    8. 02:44:812 (8) -
    9. 02:54:012 (3) - sliderbow could be prettier imo
  15. 01:06:612 (7) - increasing the SV here already would make 01:07:012 (8,9) - a bit less awkward since it's not 2.0 spacing all of a sudden, done
  16. 01:12:812 (9,10) - i think actually rotating the whole thing so that the right movement is not that forced would create smoother movement here, done
    Example
    ,
    rotated both a bit for a smooth transition from 01:12:612 (8) - (this increases spacing between both sliders obviously as you will have to move 01:13:212 (10) - away a bit)

    this is basically the same but 01:13:212 (10) - has ben CRTL+J'd, this is something similar to 01:15:212 (5,6) - as a pattern and plays similarly nice
  17. 01:20:012 - from this point onward - basically the whole kiai the ncing becomes a bit more messy and arguably random - you could go to have 1 downbeat combos in the kiai and 2 downbeats out of it? (same applies for 02:36:812 - and onward - ) I mean it wouldn't really hurt the patterns to NC there imo so you should probably do it to keep stuff consistent, i'll fix all NCs later
  18. 01:29:412 (1,2,3) - could move this one to the right as a whole for a smoother transition from 01:29:212 (6) - (just a bit), done
  19. 01:30:212 (4,5) - these felt a little too close but if you do the above those should already feel better when playing them, done
  20. 01:32:012 (3,4) - right now these 2 sliders aren't that hard or anything but i'm just suggesting that if you shift both of them to follow the way the stream pointsyou could probably have it look nicer:, done
  21. 01:36:012 - i would appreciate more - louder - hitsounds for this one and the sounds that follow - maybe green lines on each sliderhead to increase their volume to around 75% or something?, done
  22. 01:40:812 (1) - i think it wouldn't hurt to move this one down and to the right a bit to have this pattern be less cramped, done
  23. 01:45:612 (12) - just saying that you could NC here for the general intensity of the sound and for a nice finish for a kiai - if you do that you should also do the same to 03:02:412 (12) - for exactly the same reason, done
  24. 02:02:212 (2) - i disagree with the fact that this repeat slider ignores the sound in 02:02:412 - which is a really strong clap thing and would thus suggest to add a 1/2 slider in 02:02:212 - and making 02:02:212 (2) - just an 1/1 slider so you get this timeline, done
    Example

    2 circles would theoretically do as well but i think this is against the calmness of this part so i'd suggest an a bit passive slider
  25. 02:22:412 (1) - this kind of breaks the circular flow you had until now pretty harshly, i'd suggest to at least follow the circling motion 02:21:412 (6,7,8) - create to then curve this slider the other way around and use the possibility to stack it with the 02:21:412 (6) - which should be still there in the editor, done
  26. 02:19:212 (1,5) - should probably swap NCs btw since you kept using 2 downbeat patterns and 02:22:412 (1) - is acceptable due to sounds as a NC?
  27. 02:26:212 - missing a whistle?, yeah
  28. 02:27:812 (2) - ^ ^
  29. 02:45:612 (10) - (minor) rotating this by 17 deg in place would create smoother transitions again, done
  30. 02:49:612 (1,2,3) - you should probably even out the spacing between these 3 objects because right now 02:50:412 (2) - is a bit closer to 02:50:812 (3) - which could possibly create an awkward pause, fixed
  31. 03:01:812 (6,7,8,9,10,11,12) - this is a bit anticlimactic considering that 5 is pointing upwards these are a bit awkwardly close to this slider so you should at least increase the spacing if not CRTL+H and/or CRTL+J ghe whole thing to create some circular flow with 03:01:412 (5) - instead of cutting it off like that, done
    most of this is up to you i like this map

Hyper

  1. this diff is cool - btw hitsound suggestions also apply here
  2. If they push this into the guidelines you might get some problems with 00:01:612 (1) - and 00:14:412 (1) - on this diff i mena you could map the 2nd one out and it would work just fine (you did the same in 02:09:612 (5,6,7,8) - ) and i can see how this argument makes sense (if you read the thread you will get that) - otherwise you might just get the problems that CDFA described there later on in the process
  3. 00:12:012 (6,7,1,2,3,4) - could move this down as a whole to have a smoother transition from 00:11:812 (5) - into 00:12:012 (6) -, done
  4. 00:24:212 (2) - i think this one could play better if you did something similar to 00:25:812 (2) - here hence moving it up, i want something like zigzag movement here
  5. 00:30:812 (5,6) - this kinda breaks the DS you use next also because of that 00:31:212 (6) - is a tiny bit close to that slider, fixed
  6. 00:33:012 (3,4,5) - ok this triangle has a really sharp edge you could consider something like that to make the triangle in this pattern more smooth:, done
  7. 00:34:812 (9) - (minor) rotating it by 7 deg anti-clockwise in place would make the overall shape of this pattern look smoother, done
  8. 00:42:412 (2,3,4) - i suspect that this stack plays awkwardly because 00:42:012 (1,2) - is a new kind of pattern - you could try to make this more straightforward by either unstacking 00:42:612 (3,4) - and probably move 00:42:812 (4,5) - these to stack or using the same rhythm you used in 00:30:412 (4,5) - which renders the issue i had obsolete, fixed
  9. 01:12:612 (7) - could probably even out the spacing here so that 01:12:812 (8) - is less of an unnecessary jump imo?, fixed
  10. 01:16:812 (1) - if this is supposed to blanket - it's off a bit then, fixed
  11. 01:22:212 (5,7) - just dropping by that this kinda stack could confuse the audience of this difficulty (aka get them to test it i'm not that sure if they can read that correctly), replaced 2 circles with slider
  12. 01:28:812 (7) - (minor) could move this slightly to the left for a better transition here?, done
  13. 01:45:012 (8) - to finish this chorus you should probably have them be a triplet (aka the only triplets in this map at the most exciting parts of it) like this: yeah, done
    Example

    if you choose to do that you should do it to 03:01:812 (8) - as well for consistency
  14. 02:11:412 (2,3,4) - because you changed the spacing from 1.4~ to 1.0 strictly here and in other parts the player is tempted to hit all of them early because they are so close on the playfield - i'd suggest you to use something more equal in spacing and maybe a left right movement as you did in the another
  15. 02:16:212 (3,4) - (major) because you change the spacing from 1.0 back to 1.5~ish this and other similar patterns will take the player by surprise so you should come up with an equal way to space these to avoid misreads (in such a simple diff)
  16. 02:18:612 (3,4) - ^
  17. 02:21:812 (2,3) - ^
  18. 02:25:012 (2,3) - ^changed 1.5 to 1.25 (this part reads ok i think)
  19. 02:27:812 - forgot a whistle?
  20. 02:54:612 (5) - this pause feels really forced so you could probably do something similar to 02:52:812 (1,2) - here because this sound is also held down and having just a circle makes ist feel a bit empty, done
Quite nice as i said

Standard

  1. not as nice as any of the other diffs imo
  2. 00:03:212 (1,2,3,1) - like everything about this pattern feels a bit forced - the transition from 00:03:212 (1,2) - could be more straight forward and the forced blanket 00:05:612 (3,1) - have, fixed
  3. also if adhering to the guideline i mentioned in the mod for the Hyper you should get some problems with nearly all the spinners in this map, daamn i'll fix it later
  4. 00:09:612 (1) - would rotate it by 4 deg in place or redo slidershape to look a bit better or more like a blanket:, done
  5. also like the another the beginning of this is not really hitsounded, added whitles
  6. 00:12:812 (1) - removing this NC should be totally fine since it would only make the objects go up to 5 in one combo but actually you just have a 2 object combo done
  7. here again a blanket list ~_~ fixed all ASDASD
    list
    1. 00:25:612 (1) - noticably off
    2. 01:30:212 (2) -
    3. 01:36:012 (1) - lol
    4. 02:32:012 (1) -
    5. 02:33:612 (1) -
  8. 00:25:612 (1,2) - would rotate the whole thing by 20 deg (maybe more) for a more 90 deg like transition from 00:25:212 (2) - done
  9. 00:54:512 - idk why you left that as a break this part is so slow that it sounds kinda good for a normal diff - should probably consider mapping it, maybeeeeeeeee
  10. 01:13:612 (1,2,3,4,5) - this rhythm appears to be really hard to grasp at that AR you should probably think about ways to simplify this rhythm even more to avoid misreads (i mean 3/2 and 1/1 patterns right next to each other), done
  11. 01:22:612 (5,1,2) - should probably move this down for the transition again done
  12. 01:28:012 (3,4,5) - ^ done
  13. 01:37:812 (2,3) - (major) stacking should probably be avoided on the easiest diff because stacks at low AR are really really hard to hit correctly especially for beginners because impatience and stuff and this is even a 3/2 pattern so it's bound to be misread as 1/2 done
  14. 02:01:612 (1,2,3) - this triangle could look better if you moved 02:02:612 (2,3,4) - up a bit to follow the path of 02:01:612 (1) - done
  15. 02:04:412 (5,1) - (major) stacks are hard - trust me - you should probably unstack done
  16. 02:30:412 (1,2,1,2,1,2) - these 2 object combos are lol fixed
  17. 02:48:012 (3) - should probably curve this one the other way for making the transition smoother here done
imo out of all diffs the Standard is gonna need most of the work or - maybe some rework i suspect that you did this diff after the Another since you told me the Hyper was added last
mainly because you have stuff like these 01:24:812 (4) - ignoring things (namely 01:25:612 -) that could use strong hitsounds and some rhythms and stacks which are questionable for a normal

I apologize for cutting short on the Standard but please factor in that I lost the whole thing yesterday because i'm stupid and am running out of time and energy to write these things :(

Thanks!

UPD. Ok. Remapping standard now.

UPD. Ok. Ready.
fergas
Генерал
  1. Попробуй оффсет 3202-05. Вроде так будет чуточку лучше
  2. Мб качество картинки чутка уменьшить? Хотя бы в jpg пересохранить. 1 мб ~O~
Standard
  1. 00:03:212 (1) - 00:14:412 (1) - мб добавить нормал-финиш вместо свистка как например ты сделал на 00:27:212 (1) - и далее. Все таки это более важные биты и стоит их поддчеркивать хс выбивающимся из ряда, имхо. И еще попробовать озвучить 00:48:012 (1) - софт финишем
  2. 00:14:412 (1) - не уверен, что такие спиннеры ранкабельны. Вроде это и нормал, но все таки самая легкая диффа в мапсете. Поспрашивай тика\аку\баку. А вообще охватывая все диффы разом, лично мне не нравится ритм Дело в том, что нота сама бит, где лежит серел сильно глушиться большим тиком, в самой музыке. Такие ноты обычно жмутся совершенно на удачу. Пример с 00:27:212 (1) - более удачный, но все равно я бы советовал избегать таких моментов.
  3. 00:17:612 (3,4) - я наврнео не прав, но все таки думаю, лучше либо убрать свисток с конца (3) либо добавить на конец (4).
  4. 01:06:212 (3) - иожет быть как-нибудь изогнуть слайдер, так для увеличения визульного ряда? :( http://puu.sh/cbJUE/e9eb728bfc.jpg
  5. 01:21:612 (3,4) - и тд на похожих моментах, мб использовать драм финиш? при этом 01:23:212 (1) - типо таких лучше оставить. Добавит разнообразия что ли
  6. 02:04:812 (1) - попробуй сдвинуть чуть влево, дял лучшего флоу.
  7. 02:41:612 (3) - это вроде залезает на хп бпр
  8. 02:49:212 (5) - сдивнуть бы чут вправо в сторону следующего слайдера
Hyper
  1. 00:05:012 (2,3,4) - придирка, но попробуй их риссовать чуточку опрятней, что бы не было мелких оверлап - мелочь а приятно + мне кажетсья для таких паттернов 1.6 чутка лучше подойдет, но вкус и цвет ¯\_(ツ)_/¯
  2. 00:44:412 (8,1) - мб я не прав, но почему бы их не сделать параллеьными? такой ведь няшный паттерн получается :? тут же можно было организовать треугольничек из 00:43:612 (5,6,7) -
  3. 00:47:012 (6,7,8) - опять придирка, но может сотиь это флоу чуть по дуге дать и реверсы чутка изогнуть? на фоне 00:45:612 (3,4,5) - будет очнеь динамично смотретьтся
  4. 00:48:112 (1) - попробуй приглушить на 20 процентов конец спиннера думаю сильного выражения этого бит не следует, не забдуь вернуть громкость на начале следующего спиннера
  5. 00:55:012 (1) - вообще не слышно ноту
  6. 01:07:612 (1) - я тут подумал - мб дял всех сложностей в этйо части использовать drum-normalhit? ну он так круто ложиться, имхо. Бтв я бы чуть чуть поднял громкость нот - не очень сложны 1/2 серклы
  7. 01:21:212 (3,4) - ну и далее можно тоже поабузить этот паттерн, если ты принял в предыдущем случае
  8. 01:22:812 (7) - не совсем понял зачем сюда семплсет нормал. Ауто + клеп на начало? и еще можно добавить клеп на реверс в предыдущем слайдере
  9. бтв я что-то говорил про драм финишы в нормале сюда так же не плохо зайдут
  10. 01:32:812 (1,2) - не очень удачный ритм, имхо. Двойка наугад тапаеть, могут быть проблемы для слабых игроков.
  11. 01:37:812 (4,5) - хз. После 01:36:612 (2,3) - руки автоматом пытаються играть этот момент как джамп. Обрати внимание
  12. 02:03:012 (4) - в идеале бы сдивнуть это слайдер чуть ниже, что бы он стоял как 3ий мнимый элемент в паттерне 02:02:212 (2,3) -
  13. 02:12:812 - , 02:14:412 - , 02:16:012 - настоятельно рекомендую поставить сюда серклы. Очень важные биты, отсутствие элементов из игры - сбивает с толку
Another
  1. *шепотом* цз 4.3 сюда прикольно подходит /me runs
  2. 00:04:812 (4) - долго думал - все таки опасное место. 00:04:612 - есть бит, а дс подрыгивает 1/2. Вроде у тебя там паттерн, просто предупредить хотел, что может оказть сложны местом
  3. 00:10:412 (2,3,4,5) - ^ + 00:09:612 (1,2,3) - большая дистанция 1/1, 00:10:612 (3,4,5) - небольшая дистанция 1/1, 00:11:412 (5,6) - большая дистанция 1/2. Имхо выглядит сомнительно по читабельности ритма.
  4. 00:16:812 (3,4) - может чуууууточку анспануть?
  5. 00:37:112 (7) - :C короче здесь и далее - мне кажется овермап тут немного не в тему.
  6. 00:47:412 (12,13,14,15,16) - а может так?
  7. 00:48:212 (1) - а вот тут ты заглушил ( не забудь вернуть громкость на следующйи слайдер - звука спинна внезапно пропадает.
  8. 01:32:812 (5,6) - нот гуд конец 5 слишком сильный по звучанию 01:38:412 (7,1) - так же
  9. 02:12:812 - ну ты понял
  10. 02:28:812 (4,5) - неопнятный ритм, мб так
  11. 02:38:012 (5,6) - ну ты понял
  12. 02:49:612 (1,2) - ты знаешь мое мнение.
  13. про хс не забудь(про драм-финиш) если принял до этого.
Какая же аккуратная и милая карта, впрочем как всегда ;) ранг #2 пожалуйста.

UP:о тих слайдерах, что в нормале говорил - бака подтвердил, что не ранкабельно.
Topic Starter
Seikatu
SPOILER

fergas wrote:

Генерал
  1. Попробуй оффсет 3202-05. Вроде так будет чуточку лучше, спешит имхо
  2. Мб качество картинки чутка уменьшить? Хотя бы в jpg пересохранить. 1 мб ~O~, сделал жпг
Standard
  1. 00:03:212 (1) - 00:14:412 (1) - мб добавить нормал-финиш вместо свистка как например ты сделал на 00:27:212 (1) - и далее. Все таки это более важные биты и стоит их поддчеркивать хс выбивающимся из ряда, имхо. И еще попробовать озвучить 00:48:012 (1) - софт финишем, не звучит же ну. :<
  2. 00:14:412 (1) - не уверен, что такие спиннеры ранкабельны. Вроде это и нормал, но все таки самая легкая диффа в мапсете. Поспрашивай тика\аку\баку. А вообще охватывая все диффы разом, лично мне не нравится ритм Дело в том, что нота сама бит, где лежит серел сильно глушиться большим тиком, в самой музыке. Такие ноты обычно жмутся совершенно на удачу. Пример с 00:27:212 (1) - более удачный, но все равно я бы советовал избегать таких моментов. я не знаю что делать с этими спиннерами везде, но как узнаю сразу исправлю, вот.
  3. 00:17:612 (3,4) - я наврнео не прав, но все таки думаю, лучше либо убрать свисток с конца (3) либо добавить на конец (4). нен
  4. 01:06:212 (3) - иожет быть как-нибудь изогнуть слайдер, так для увеличения визульного ряда? :(, они дальше все прямые, пусть и тут будет, лол, хотя... я подумаю. http://puu.sh/cbJUE/e9eb728bfc.jpg
  5. 01:21:612 (3,4) - и тд на похожих моментах, мб использовать драм финиш? при этом 01:23:212 (1) - типо таких лучше оставить. Добавит разнообразия что ли, драмфиниши совершенно не подходят же.
  6. 02:04:812 (1) - попробуй сдвинуть чуть влево, дял лучшего флоу., сдвинул чутка
  7. 02:41:612 (3) - это вроде залезает на хп бпр, не залезает, проверил на 16:9 и 4:3.
  8. 02:49:212 (5) - сдивнуть бы чут вправо в сторону следующего слайдера, да
Hyper
  1. 00:05:012 (2,3,4) - придирка, но попробуй их риссовать чуточку опрятней, что бы не было мелких оверлап - мелочь а приятно + мне кажетсья для таких паттернов 1.6 чутка лучше подойдет, но вкус и цвет ¯\_(ツ)_/¯, мне лееень, но попозже я сделаю честно!

  2. 00:44:412 (8,1) - мб я не прав, но почему бы их не сделать параллеьными? такой ведь няшный паттерн получается :? тут же можно было организовать треугольничек из 00:43:612 (5,6,7) - , не :<
  3. 00:47:012 (6,7,8) - опять придирка, но может сотиь это флоу чуть по дуге дать и реверсы чутка изогнуть? на фоне 00:45:612 (3,4,5) - будет очнеь динамично смотретьтся, чтото там сделал
  4. 00:48:112 (1) - попробуй приглушить на 20 процентов конец спиннера думаю сильного выражения этого бит не следует, не забдуь вернуть громкость на начале следующего спиннера, сделал
  5. 00:55:012 (1) - вообще не слышно ноту, слышно :<
  6. 01:07:612 (1) - я тут подумал - мб дял всех сложностей в этйо части использовать drum-normalhit? ну он так круто ложиться, имхо. Бтв я бы чуть чуть поднял громкость нот - не очень сложны 1/2 серклы, драмхит слишком резкий, лучше так.
  7. 01:21:212 (3,4) - ну и далее можно тоже поабузить этот паттерн, если ты принял в предыдущем случае
  8. 01:22:812 (7) - не совсем понял зачем сюда семплсет нормал. Ауто + клеп на начало? и еще можно добавить клеп на реверс в предыдущем слайдере, это я уже на автомате запилил, поправлено
  9. бтв я что-то говорил про драм финишы в нормале сюда так же не плохо зайдут
  10. 01:32:812 (1,2) - не очень удачный ритм, имхо. Двойка наугад тапаеть, могут быть проблемы для слабых игроков. незнаю
  11. 01:37:812 (4,5) - хз. После 01:36:612 (2,3) - руки автоматом пытаються играть этот момент как джамп. Обрати внимание, сначала сделал джамп, но потом мне не понравилось
  12. 02:03:012 (4) - в идеале бы сдивнуть это слайдер чуть ниже, что бы он стоял как 3ий мнимый элемент в паттерне 02:02:212 (2,3) - , сделал
  13. 02:12:812 - , 02:14:412 - , 02:16:012 - настоятельно рекомендую поставить сюда серклы. Очень важные биты, отсутствие элементов из игры - сбивает с толку, не, делал по основным звукам, не бгшным.
Another
  1. *шепотом* цз 4.3 сюда прикольно подходит /me runs, мелкие :<
  2. 00:04:812 (4) - долго думал - все таки опасное место. 00:04:612 - есть бит, а дс подрыгивает 1/2. Вроде у тебя там паттерн, просто предупредить хотел, что может оказть сложны местом
  3. 00:10:412 (2,3,4,5) - ^ + 00:09:612 (1,2,3) - большая дистанция 1/1, 00:10:612 (3,4,5) - небольшая дистанция 1/1, 00:11:412 (5,6) - большая дистанция 1/2. Имхо выглядит сомнительно по читабельности ритма., вроде бы все должно интуитивно понятно читаться
  4. 00:16:812 (3,4) - может чуууууточку анспануть?, анснапнул на 0,05
  5. 00:37:112 (7) - :C короче здесь и далее - мне кажется овермап тут немного не в тему., :<
  6. 00:47:412 (12,13,14,15,16) - а может так? , я намеренно не использовал 1\8
  7. 00:48:212 (1) - а вот тут ты заглушил ( не забудь вернуть громкость на следующйи слайдер - звука спинна внезапно пропадает., исправил
  8. 01:32:812 (5,6) - нот гуд конец 5 слишком сильный по звучанию 01:38:412 (7,1) - так же, по моему нормально
  9. 02:12:812 - ну ты понял, 123
  10. 02:28:812 (4,5) - неопнятный ритм, мб так , сделал
  11. 02:38:012 (5,6) - ну ты понял
  12. 02:49:612 (1,2) - ты знаешь мое мнение.
  13. про хс не забудь(про драм-финиш) если принял до этого.
Какая же аккуратная и милая карта, впрочем как всегда ;) ранг #2 пожалуйста.

UP:о тих слайдерах, что в нормале говорил - бака подтвердил, что не ранкабельно.

Спасибо!
340
рандом мод

кажется, кто-то тут начал забивать на карту, хотя может быть мне это всего лишь кажется

[Another]
  1. 00:14:812 (6) - на начало sampleset = drum; additions = soft, дабы выделить ударные, появившиеся в песне
  2. 00:20:212 (4,5,6) - это не идеальный треугольник! хотя всем, в общем-то, всё равно, но придраться надо
  3. 00:24:012 (7) - ctrl+j?
  4. 00:28:712 (9) - 229|299
  5. 00:30:012 (7) - сделай его просто прямым. так будет лучше для всех!
  6. 00:41:012 (10) - 260|234
  7. 00:42:412 (4,6) - ну чтооо это за блааанкет
  8. 00:47:712 (13,14,15,16) - поверни его на 3 градуса
  9. 01:06:612 (7) - сделай вот этот слайдер прямым, а 01:07:412 (1) - параллельным к нему, чтобы был классный паттерн
  10. 01:25:412 (6) - загни побольше и сделай так, чтобы стрим хорошенько «выливался» из этого слайдера
  11. 01:36:612 (4) - почему бы тебе просто не скопировать и повернуть предедущий слайдер на N градусов и поставить вместо этого? выглядит не очень >: (и 5 6 слайдеры тоже, имо)
  12. 02:01:612 (1,2,3) - придраться к бланкету или не придраться? хмхмхм...
  13. 02:23:612 (2) - можно поинтересоваться, сколько раз тебе сказали, что тут надо бы порвать спейсинг? если 0, то я буду первым!
  14. 02:44:812 (8) - ctrl+g во имя флоу. там, правда, джамп будет жирноватый, но это всего можно исправить.
[Hyper]
  1. 00:04:012 (3) - спейсинг спейсинг ой
  2. 00:09:612 (1,2) - ^ тут, видимо, много таких моментов. лично мне они не нравятся. сильно не нравятся.
  3. 00:39:212 (3) - не знаю, почему, но очень хочу увидеть здесь комбинацию кружок + 1/2 слайдер или же 1/2 слайдер с репитом.
  4. 01:28:012 (5,6) - довольно сомнительное место. после того, как ты часто использовал 1/4 такт (01:21:212 (3,4) - здесь, например, и в других подобных местах), так и хочется клацнуть на этот круг раньше
  5. 02:19:212 (4,5,6) - ну что это такое? >: выглядит как-то не очень (и думаю, что ты тоже с этим согласишься). можешь попробовать сделать как-то так https://osu.ppy.sh/ss/2239445
  6. 02:34:412 (3,4) - что-то они сильно загнуты, на мой взгляд
[Standard]
ух тыы, вот это нормал :О
  1. 00:57:612 (1) - ctrl+h + поворот на 55 градусов. в миллионытыщ раз круче будет, имо.
  2. 01:40:012 (3) - чуть пониже его опусти
Topic Starter
Seikatu
SPOILER

340 wrote:

рандом мод

кажется, кто-то тут начал забивать на карту, хотя может быть мне это всего лишь кажется, ждал мод тика, а потом оно ушло в грейв, лол

[Another]
  1. 00:14:812 (6) - на начало sampleset = drum; additions = soft, дабы выделить ударные, появившиеся в песне, нен :<
  2. 00:20:212 (4,5,6) - это не идеальный треугольник! хотя всем, в общем-то, всё равно, но придраться надо, сделал ктрл+вниз,влево
  3. 00:24:012 (7) - ctrl+j?, да
  4. 00:28:712 (9) - 229|299, да, еще поправил пред. слайдер
  5. 00:30:012 (7) - сделай его просто прямым. так будет лучше для всех!, ок
  6. 00:41:012 (10) - 260|234, да
  7. 00:42:412 (4,6) - ну чтооо это за блааанкет, я неумею в бланкеты, вообще (пофиксил вроде)
  8. 00:47:712 (13,14,15,16) - поверни его на 3 градуса, сделал
  9. 01:06:612 (7) - сделай вот этот слайдер прямым, а 01:07:412 (1) - параллельным к нему, чтобы был классный паттерн, нехочу чтобы они были прямыми, сделал по другому
  10. 01:25:412 (6) - загни побольше и сделай так, чтобы стрим хорошенько «выливался» из этого слайдера, сделал что-то
  11. 01:36:612 (4) - почему бы тебе просто не скопировать и повернуть предедущий слайдер на N градусов и поставить вместо этого? выглядит не очень >: (и 5 6 слайдеры тоже, имо), сделал
  12. 02:01:612 (1,2,3) - придраться к бланкету или не придраться? хмхмхм... :<
  13. 02:23:612 (2) - можно поинтересоваться, сколько раз тебе сказали, что тут надо бы порвать спейсинг? если 0, то я буду первым!, а я сделал его еще меньше лоооол
  14. 02:44:812 (8) - ctrl+g во имя флоу. там, правда, джамп будет жирноватый, но это всего можно исправить., ктрлЖЭШНУЛ
[Hyper]
  1. 00:04:012 (3) - спейсинг спейсинг ой
  2. 00:09:612 (1,2) - ^ тут, видимо, много таких моментов. лично мне они не нравятся. сильно не нравятся., подумаю
  3. 00:39:212 (3) - не знаю, почему, но очень хочу увидеть здесь комбинацию кружок + 1/2 слайдер или же 1/2 слайдер с репитом., из-за пианино, но я мапал не по нему
  4. 01:28:012 (5,6) - довольно сомнительное место. после того, как ты часто использовал 1/4 такт (01:21:212 (3,4) - здесь, например, и в других подобных местах), так и хочется клацнуть на этот круг раньше, оставлю пока
  5. 02:19:212 (4,5,6) - ну что это такое? >: выглядит как-то не очень (и думаю, что ты тоже с этим согласишься). можешь попробовать сделать как-то так https://osu.ppy.sh/ss/2239445, да
  6. 02:34:412 (3,4) - что-то они сильно загнуты, на мой взгляд, выгнул
[Standard]
ух тыы, вот это нормал :О
  1. 00:57:612 (1) - ctrl+h + поворот на 55 градусов. в миллионытыщ раз круче будет, имо., не совсем понял тебя, оставил как есть
  2. 01:40:012 (3) - чуть пониже его опусти, опустил

Спасибо!
VINXIS
good map br0
Phos-
Hi, mod for m4m :>

[Standard]
  1. 00:04:812 (3,4) - Blankets are slightly off, move (4) to x:389 y:286?
  2. 00:12:012 (4,1) - This blanket is slightly off as well, move the end of (1) to x:374 y:104
  3. 00:20:812 (3) - Add a whistle at the end of this slider to keep the hitsounding consistent with the previous slider.
  4. 00:48:012 (1,1) - Add a whistle on the spinner so the sound of this pattern is identical to that of 00:57:612 (1) - and 01:00:812 (1) - . This will definitely help keep consistency.
  5. 01:07:012 (5) - Add a note here? It would make more sense because the rest of the pattern has been mapping to the piano, it just feels awkward to leave this out.
  6. 01:33:812 (2) - Consider adding a repeat here, it will go with the instrument you've been mapping to a lot better. If you go through with this, you're going to have to move 01:34:412 (3) - to avoid a spacing error
  7. 02:33:612 (1,2) - This blanket isn't too good, you should move (2) to x:244 y:139
  8. 02:51:212 (3,4) - This set of blankets aren't great either, consider moving (4) to x:281 y:192. You may need to move 02:52:812 (1) - after doing this though, or else there'll be a spacing error
[Hyper]
  1. 00:17:612 (1,2,3,4) - Just a minor suggestion, but you could give this the same hitsound pattern as the combos after it.
  2. 00:40:412 (6) - You should give this a clap to keep consistency with the rest of the hitsound pattern.
  3. 00:51:312 (1) - Add a whistle on this slider instead to keep the pattern sounding identical to 00:57:612 (1,2,3) - , keeping consistency.
  4. 01:00:812 (1,2) - Similarly, add whistles on the heads of both these sliders to keep consistency with the previous hitsound patterns and make it sound nicer.
  5. 01:05:612 (1) - I know you've added a spinner to go with the wind-up but I think it would be better if you stack to the piano instead. It would fit the hyper difficulty better and be consistent with normal.
  6. 02:07:612 (7,1) - This blanket isn't too good, move (1) to x:281 y:228. After doing this, you should move the notes after this on the timeline to restore the triangle shape and symmetry.
  7. 02:33:212 (8,1) - This blanket isn't too good either, you should move (1) to x:130 y:236. After doing this, you may have to move the note after this on the timeline to prevent a minor spacing error.
[Insane]
  1. 00:51:312 (1) - Like I've suggested for the two other diffs, add a whistle here so the pattern sounds identical that of 00:57:612 (1) -
  2. 02:00:012 (5,6,7,8) - Make these sliders look the same, it will be more consistent and make the pattern seem more organised and aesthetically pleasing.
  3. 02:35:212 (1) - Being an insane, I think this spinner could easily be replaced with a stream of some sort. You can clearly hear plenty of 1/4 going off and it seems like a waste to just have a spinner to cover them up.
Well, that's it from me! You did a great job with the insane~

Good luck!
Topic Starter
Seikatu
SPOILER

Fluttershy03 wrote:

Hi, mod for m4m :>

[Standard]
  1. 00:04:812 (3,4) - Blankets are slightly off, move (4) to x:389 y:286?, then spacing become wrong
  2. 00:12:012 (4,1) - This blanket is slightly off as well, move the end of (1) to x:374 y:104, done
  3. 00:20:812 (3) - Add a whistle at the end of this slider to keep the hitsounding consistent with the previous slider. here's a lower sound
  4. 00:48:012 (1,1) - Add a whistle on the spinner so the sound of this pattern is identical to that of 00:57:612 (1) - and 01:00:812 (1) - . This will definitely help keep consistency. done
  5. 01:07:012 (5) - Add a note here? It would make more sense because the rest of the pattern has been mapping to the piano, it just feels awkward to leave this out. it makes diff harder, i don't want to
  6. 01:33:812 (2) - Consider adding a repeat here, it will go with the instrument you've been mapping to a lot better. If you go through with this, you're going to have to move 01:34:412 (3) - to avoid a spacing error. maybe
  7. 02:33:612 (1,2) - This blanket isn't too good, you should move (2) to x:244 y:139, done
  8. 02:51:212 (3,4) - This set of blankets aren't great either, consider moving (4) to x:281 y:192. You may need to move 02:52:812 (1) - after doing this though, or else there'll be a spacing error, i prefer to leave it
[Hyper]
  1. 00:17:612 (1,2,3,4) - Just a minor suggestion, but you could give this the same hitsound pattern as the combos after it. nay
  2. 00:40:412 (6) - You should give this a clap to keep consistency with the rest of the hitsound pattern. done
  3. 00:51:312 (1) - Add a whistle on this slider instead to keep the pattern sounding identical to 00:57:612 (1,2,3) - , keeping consistency. finish is better
  4. 01:00:812 (1,2) - Similarly, add whistles on the heads of both these sliders to keep consistency with the previous hitsound patterns and make it sound nicer. whistles here are for making accent on higher sounds
  5. 01:05:612 (1) - I know you've added a spinner to go with the wind-up but I think it would be better if you stack to the piano instead. It would fit the hyper difficulty better and be consistent with normal. done
  6. 02:07:612 (7,1) - This blanket isn't too good, move (1) to x:281 y:228. After doing this, you should move the notes after this on the timeline to restore the triangle shape and symmetry. fixed previous slider's end
  7. 02:33:212 (8,1) - This blanket isn't too good either, you should move (1) to x:130 y:236. After doing this, you may have to move the note after this on the timeline to prevent a minor spacing error. done
[Insane]
  1. 00:51:312 (1) - Like I've suggested for the two other diffs, add a whistle here so the pattern sounds identical that of 00:57:612 (1) -
  2. 02:00:012 (5,6,7,8) - Make these sliders look the same, it will be more consistent and make the pattern seem more organised and aesthetically pleasing. i'll leave it as it is
  3. 02:35:212 (1) - Being an insane, I think this spinner could easily be replaced with a stream of some sort. You can clearly hear plenty of 1/4 going off and it seems like a waste to just have a spinner to cover them up. i've tried this so many times, but spinner is better for me
Well, that's it from me! You did a great job with the insane~

Good luck!

Thanks for your mod and star!
Bl4ckk
Here for M4M!
Let's start :P
(Oh, and btw, mapping before the red tick isn't so good)
Standard
Ar -1
00:09:212 (4) - https://osu.ppy.sh/ss/2245896 If you wanna have a good flow
00:09:612 (1,2,3) - https://osu.ppy.sh/ss/2245901 Same
00:55:012 (1) - See white ticks? They're strong beats of the song. So, it's better if you don't finish a slider on a white tick 'cause.. You want to CLICK on the strong beat, right? Try to avoid this, so.. https://osu.ppy.sh/ss/2245909
01:12:812 (4,1) - Always that flow https://osu.ppy.sh/ss/2245913
02:25:212 (2) - Up to 02:27:212 (1) - 's start
02:41:612 (3,4,5,6) - Bad for a newbie to stream 4 notes, find something else
Hyper
OD +1
00:38:012 (8,1,2) - This looks very very ugly. Can you fix this?
00:44:412 (8,1) - ^
00:47:012 (6,7,8) - Spacing
00:55:012 - There are 2 notes here. Maybe a short slider? Or two circles? http://osu.ppy.sh/ss/2245935
01:08:812 (4,5) - Avoid overlap
01:21:212 (3,4) - Same story as before
01:26:012 (8,1) - ^ (Not forcing you to change this, it just looks bad to my eyes)
01:32:412 (8,1) - ^
02:19:212 (4,6) - Avoid overlap
02:25:612 (3,4) - ^
02:26:812 (5,1) - ^
02:28:412 (3,4) - ^
02:38:412 (4,5) - ^
02:49:212 (8,1) - Uh...
02:57:212 (4,5) - ...
02:57:612 (5,6) - Bad overlap
Another
EDIT HERE 'CAUSE I FORGOT A THING: Ar +1 will be appreciated by everyone!<3
00:30:012 (7,8) - Theee overlaaaap
00:55:012 (1) - Same thing as the Hyper
00:57:612 (1) - Circle up to the slider's start. Different combo from circle to slider
01:26:412 (1) - So ugly slider :o
01:33:812 (7,3) - Please, don't overlap
01:36:612 (4,5,6) - Try to keep the same spacing
01:42:812 (2,3,4,5,6,7) - If you want to use this kind of pattern, don't overlap these 01:43:012 (3,6) -
02:06:412 (5,1) - Spacing!
02:16:012 (3,4,5,6) - Unreadable for an HD player
02:16:812 (6,1) - Avoid overlap
02:25:612 (4,5) - Man, overlapping is bad, expecially for a 2 sequential sliders
02:50:812 (3,1) - ^
02:52:812 (1,2) - ^
02:53:412 (2,3) - This is an example of hard overlapping. But in this case, it looks fine.

Hope I helped, bb <3
Topic Starter
Seikatu
SPOILER

Dasheroo wrote:

Here for M4M!
Let's start :P
(Oh, and btw, mapping before the red tick isn't so good)
Standard
Ar -1, nope
00:09:212 (4) - https://osu.ppy.sh/ss/2245896 If you wanna have a good flow, fixed slider's end
00:09:612 (1,2,3) - https://osu.ppy.sh/ss/2245901 Same, i'll leave it
00:55:012 (1) - See white ticks? They're strong beats of the song. So, it's better if you don't finish a slider on a white tick 'cause.. You want to CLICK on the strong beat, right? Try to avoid this, so.. https://osu.ppy.sh/ss/2245909, nay
01:12:812 (4,1) - Always that flow https://osu.ppy.sh/ss/2245913, fixed
02:25:212 (2) - Up to 02:27:212 (1) - 's start, done
02:41:612 (3,4,5,6) - Bad for a newbie to stream 4 notes, find something else, it's ok
Hyper
OD +1, made 6
00:38:012 (8,1,2) - This looks very very ugly. Can you fix this? it looks ok for me
00:44:412 (8,1) - ^ ^
00:47:012 (6,7,8) - Spacing fixed
00:55:012 - There are 2 notes here. Maybe a short slider? Or two circles? http://osu.ppy.sh/ss/2245935 nay
01:08:812 (4,5) - Avoid overlap, i believe this overlap is ok
01:21:212 (3,4) - Same story as before no change
01:26:012 (8,1) - ^ (Not forcing you to change this, it just looks bad to my eyes) ^
01:32:412 (8,1) - ^ ^
02:19:212 (4,6) - Avoid overlap ^
02:25:612 (3,4) - ^ ^
02:26:812 (5,1) - ^ ^
02:28:412 (3,4) - ^ ^
02:38:412 (4,5) - ^ ^, i like those overlaps
02:49:212 (8,1) - Uh... ^
02:57:212 (4,5) - ... ^
02:57:612 (5,6) - Bad overlap ^
Another
EDIT HERE 'CAUSE I FORGOT A THING: Ar +1 will be appreciated by everyone!<3, no, i don't like ar9 here
00:30:012 (7,8) - Theee overlaaaap i like my overlaps :<
00:55:012 (1) - Same thing as the Hyper nope
00:57:612 (1) - Circle up to the slider's start. Different combo from circle to slider nope
01:26:412 (1) - So ugly slider :o nope
01:33:812 (7,3) - Please, don't overlap ghghghgh
01:36:612 (4,5,6) - Try to keep the same spacing, hmm. ok
01:42:812 (2,3,4,5,6,7) - If you want to use this kind of pattern, don't overlap these 01:43:012 (3,6) - y u hate overlaps?
02:06:412 (5,1) - Spacing! i think this thing is clearly readable with this spacing
02:16:012 (3,4,5,6) - Unreadable for an HD player readable
02:16:812 (6,1) - Avoid overlap no
02:25:612 (4,5) - Man, overlapping is bad, expecially for a 2 sequential sliders changed
02:50:812 (3,1) - ^ nop
02:52:812 (1,2) - ^ ^
02:53:412 (2,3) - This is an example of hard overlapping. But in this case, it looks fine. ^

Hope I helped, bb <3

Thanks!
DeletedUser_1574070
#modreq

CONSIDER COLORS. 1and 2 are hard to discern its newcombo....
AUDIOLEADIN OVER 2500 REQUIRED IMO

  • Standard
  1. 00:12:812 (1,2) - should blanket here
  2. 00:29:212 (1) - should be removed coz it comes too quick after a spinner.
  3. 01:07:012 - this point. note is needed so plz make a 1/2 slider on circle 4
  4. nothing else. cool but i hoped to see different sliders more...
  • Hyper
  1. 00:09:212 (4) - u can ctrl+G this or this 00:08:412 (2) - to keep patternconsistency, or just keep this for variation.
  2. 01:05:212 (4) - NC is needed imo
  3. 01:44:012 (5) - ^
  4. 02:25:612 (3,4) - im big fan of overlapping. but i doubt this..... 02:25:612 (3,4,5) - ofc it flows good but in this case, lack of aesthetics are seen. call me ingame and lets talk more if u want to change this.
  5. 02:37:812 (2) - instead of 3/4notes, putting reversed 1/2 here can be great.
  6. 03:00:812 (5) - NC
  • Another
  1. 00:48:012 (16) - NC is too rare in this map.... but this is necessary one.
  2. 02:40:812 (5) - 438:100
Topic Starter
Seikatu
SPOILER

Kloyd wrote:

#modreq

CONSIDER COLORS. 1and 2 are hard to discern its newcombo...., i'll change this
AUDIOLEADIN OVER 2500 REQUIRED IMO what is audioleadin? D:

  • Standard
  1. 00:12:812 (1,2) - should blanket here, done
  2. 00:29:212 (1) - should be removed coz it comes too quick after a spinner., done
  3. 01:07:012 - this point. note is needed so plz make a 1/2 slider on circle 4, done, but i don't like how it plays
  4. nothing else. cool but i hoped to see different sliders more...
  • Hyper
  1. 00:09:212 (4) - u can ctrl+G this or this 00:08:412 (2) - to keep patternconsistency, or just keep this for variation., ok
  2. 01:05:212 (4) - NC is needed imo, done
  3. 01:44:012 (5) - ^, done
  4. 02:25:612 (3,4) - im big fan of overlapping. but i doubt this..... 02:25:612 (3,4,5) - ofc it flows good but in this case, lack of aesthetics are seen. call me ingame and lets talk more if u want to change this. i've tried to change this once, it was really shitty
  5. 02:37:812 (2) - instead of 3/4notes, putting reversed 1/2 here can be great. maybe
  6. 03:00:812 (5) - NC
  • Another
  1. 00:48:012 (16) - NC is too rare in this map.... but this is necessary one., done
  2. 02:40:812 (5) - 438:100, done

Thanks!
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