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Kawada Mami - No buts! (TV Size)

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Topic Starter
- Reimu

palavin wrote:

for normal mode
u can elongate the spiner @ 01:17:622 until 01:18:227
There is no spinner at that time frame, and it would be unfair to add one at that timeframe on a normal diff.
palavin

[ Ryuu ] wrote:

palavin wrote:

for normal mode
u can elongate the spiner @ 01:17:622 until 01:18:227
There is no spinner at that time frame, and it would be unfair to add one at that timeframe on a normal diff.

sorry i mean slider :oops:
Topic Starter
- Reimu

palavin wrote:

sorry i mean slider :oops:
Fixed.
palavin
you can add circle 00:35:818 @ Uihardu diff
what do you think??
good or bad??
Topic Starter
- Reimu

palavin wrote:

you can add circle 00:35:818 @ Uihardu diff
what do you think??
good or bad??

Could you try and keep all corrections to a single post? It makes it much easier to sort through.
palavin
for R yuu insane? diff

"pick" custom override for any diff
01:17:662 insert break time 8-)
Indeed_old_1
Here you go Ryuu-kun. Good luck on your map <3

In game chat logs
2014-05-13 13:25 [ Ryuu ]: Oh, I made a map, want to check it for issues and post in my thread? <3
2014-05-13 13:25 Indeed: ;-;
2014-05-13 13:25 Indeed: lol sure c:
2014-05-13 13:25 [ Ryuu ]: ACTION is listening to [http://osu.ppy.sh/b/421812 Kawada Mami - No buts! [TV Size]]
2014-05-13 13:25 Indeed: dling
2014-05-13 13:27 Indeed: ofc railgun made a normal
2014-05-13 13:27 [ Ryuu ]: Well, I didn't want it.
2014-05-13 13:27 [ Ryuu ]: But it was...forced upon me
2014-05-13 13:28 Indeed: railgun always gets their way
2014-05-13 13:40 Indeed: mkay well some of your sliders don't go with the song, they start too early
2014-05-13 13:41 Indeed: I think the second break should be a spinner instead of a break, it's too short
2014-05-13 13:41 Indeed: either do a spinner there or here 00:51:392 -
2014-05-13 13:42 Indeed: 01:03:031 (1) - that one should be two beats later
2014-05-13 13:42 Indeed: also, where is your kiai time?
2014-05-13 13:43 Indeed: kiai time should start here 01:03:031 (1) -
2014-05-13 13:43 Indeed: damnit editor pls
2014-05-13 13:43 Indeed: 00:52:704 -
2014-05-13 13:43 Indeed: there
2014-05-13 13:44 Indeed: and should end here 01:13:359 -
2014-05-13 13:44 Indeed: did you choose your preview point at the beginning of the song? xD
2014-05-13 13:44 [ Ryuu ]: Ye
2014-05-13 13:45 Indeed: wow
2014-05-13 13:45 [ Ryuu ]: Hmmm, I made some edits to Uihardu
2014-05-13 13:45 Indeed: 00:36:638 - I think your preview point should be here
2014-05-13 13:46 Indeed: or here 00:52:376 -
2014-05-13 13:46 Indeed: either would work
2014-05-13 13:47 Indeed: 00:01:556 (2) - I think this slider should start where it ends, the way the song goes makes it sound nice.
2014-05-13 13:47 Indeed: mkay
2014-05-13 13:48 Indeed: 00:04:507 (6) - you did it here, and it sounds so nice <3
2014-05-13 13:48 [ Ryuu ]: 01:03:195 (4) - this cant be two beats later
2014-05-13 13:49 Indeed: hnnnng why nooot
2014-05-13 13:50 Indeed: 00:10:081 (3) - I think you should delete this one and move the slider up a half a beat
2014-05-13 13:50 [ Ryuu ]: because it sounds off
2014-05-13 13:50 Indeed: oh, I meant half a beat
2014-05-13 13:50 Indeed: eheh
2014-05-13 13:51 Indeed: the little red and blue marks get me mixed up sometimes.
2014-05-13 13:51 [ Ryuu ]: then it'd start on a blue tick >.>
2014-05-13 13:51 Indeed: no, the blue ones are 1/4 a beat
2014-05-13 13:51 Indeed: red ones are half a beat
2014-05-13 13:52 Indeed: Ryuu pls
2014-05-13 13:53 [ Ryuu ]: 01:03:195 (4) - this thing cant be moved
2014-05-13 13:53 Indeed: you and I must be looking at different things cause the time you gave me, there's not a four it's a two
2014-05-13 13:53 Indeed: Ryuu pls I can't mod if you're just going to make changes anyways
2014-05-13 13:54 [ Ryuu ]: the slider
2014-05-13 13:54 [ Ryuu ]: you fool
2014-05-13 13:54 Indeed: oh you already moved it to where I wanted it then
2014-05-13 13:54 Indeed: ryuu pls
2014-05-13 13:54 [ Ryuu ]: i havent moved it.
2014-05-13 13:54 Indeed: well then wtf
2014-05-13 13:55 Indeed: the time you pasted is exactly the time I wanted it at >:C
2014-05-13 13:55 [ Ryuu ]: thats where it started!
2014-05-13 13:55 Indeed: not for me!
2014-05-13 13:55 [ Ryuu ]: you must have moved it >.>
2014-05-13 13:55 [ Ryuu ]: try updating
2014-05-13 13:55 Indeed: ugh
2014-05-13 13:56 Indeed: nope it's still in the same spot
2014-05-13 13:56 Indeed: and it said latest pending version
2014-05-13 13:56 Indeed: Ryuu pls
2014-05-13 13:56 [ Ryuu ]: WTF
2014-05-13 13:56 [ Ryuu ]: I JUST UPDATED
2014-05-13 13:56 Indeed: LOL
2014-05-13 13:56 [ Ryuu ]: ARE WE LOOKING AT THE SAME DIFF?
2014-05-13 13:56 Indeed: I only had an update on the hard
2014-05-13 13:57 Indeed: LOL I WAS LOOKING AT THE INSANE
2014-05-13 13:57 [ Ryuu ]: yeah, the hard
2014-05-13 13:57 Indeed: LOL
2014-05-13 13:57 [ Ryuu ]: .....................................................
2014-05-13 13:57 Indeed: LOOOL
2014-05-13 13:57 [ Ryuu ]: I FUCKING HATE YOU
2014-05-13 13:57 Indeed: I LOOOOVE YOU
2014-05-13 13:57 Indeed: <3
2014-05-13 13:57 Indeed: <3
2014-05-13 13:57 Indeed: <3
2014-05-13 13:57 Indeed: <3
2014-05-13 13:57 [ Ryuu ]: IM SAT HERE MODDING THE HARD
2014-05-13 13:57 [ Ryuu ]: 3R #'
2014-05-13 13:57 Indeed: THE KIAI TIME AND PREVIEW POINT ARE STILL VALID
2014-05-13 13:57 Indeed: ON ALL DIFF
2014-05-13 13:57 Indeed: I TOLD YOU I CAN'T MOD THE HARD
2014-05-13 13:58 Indeed: <3
2014-05-13 13:58 [ Ryuu ]: YOUR STATUS THING SAID "MODDING UIHARDU"
2014-05-13 13:58 Indeed: now go to the insane
2014-05-13 13:58 Indeed: <3
2014-05-13 13:58 Indeed: <3
2014-05-13 13:58 Indeed: <3
2014-05-13 13:58 Indeed: I'll cut all this out
2014-05-13 13:58 Indeed: dw
2014-05-13 13:59 [ Ryuu ]: No. Leave it in. Let people know that if this map gets ranked, it was mapped by a retard >.>
2014-05-13 13:59 Indeed: lmao
2014-05-13 13:59 [ Ryuu ]: ...............
2014-05-13 14:00 Indeed: Ryuu I love you okay
2014-05-13 14:00 Indeed: now do what I said about the slider here 01:03:031 (1) -
2014-05-13 14:00 [ Ryuu ]: I hate myself
2014-05-13 14:00 Indeed: LOL
2014-05-13 14:01 [ Ryuu ]: what am i doing with this slider?
2014-05-13 14:01 Indeed: moving it a half beat forward
2014-05-13 14:01 Indeed: matches the music
2014-05-13 14:02 [ Ryuu ]: http://osu.ppy.sh/ss/1603496
2014-05-13 14:02 [ Ryuu ]: ?
2014-05-13 14:03 Indeed: No the other way ;-;
2014-05-13 14:04 Indeed: you'll have to delete one circle http://puu.sh/8KZfU.jpg
2014-05-13 14:05 Indeed: 01:16:146 (1) - extend the spinner one full beat
2014-05-13 14:05 [ Ryuu ]: im not putting a break there btw
2014-05-13 14:05 [ Ryuu ]: that pause makes the next part really hard
2014-05-13 14:05 [ Ryuu ]: which is what i want
2014-05-13 14:06 Indeed: which?
2014-05-13 14:06 [ Ryuu ]: NYUUUUU
2014-05-13 14:06 [ Ryuu ]: If I extend that spinner
2014-05-13 14:06 [ Ryuu ]: then the HP drain doesnt kick in >.>
2014-05-13 14:06 Indeed: but it doesn't end when she stops singing and it feels awk
2014-05-13 14:07 [ Ryuu ]: >.>
2014-05-13 14:07 Indeed: 00:00:572 (1) - no need for nc
2014-05-13 14:07 [ Ryuu ]: Now I'll be able to beat this map
2014-05-13 14:07 Indeed: 00:01:228 (1) - or here either
2014-05-13 14:07 Indeed: you just like to make nc's everywhere
2014-05-13 14:08 Indeed: 00:06:146 (1) - doesn't need to be nc
2014-05-13 14:08 [ Ryuu ]: >.>
2014-05-13 14:08 [ Ryuu ]: I LIKE PRETTY COLORS
2014-05-13 14:08 Indeed: yes, yes you do
2014-05-13 14:08 Indeed: 00:17:622 (1) - no nc
2014-05-13 14:09 Indeed: 00:23:851 (1,1) - those either
2014-05-13 14:10 [ Ryuu ]: way ahead of you
2014-05-13 14:10 [ Ryuu ]: im at 48
2014-05-13 14:10 [ Ryuu ]: seconds
2014-05-13 14:10 Indeed: 00:38:933 (9) - nc
2014-05-13 14:10 Indeed: 00:42:048 (1) - no nc
2014-05-13 14:10 Indeed: ryuu pls
2014-05-13 14:10 Indeed: 00:46:966 (1) - no nc
2014-05-13 14:11 [ Ryuu ]: ive fixed it all
2014-05-13 14:11 [ Ryuu ]: throughout entire song
2014-05-13 14:11 Indeed: 01:05:982 (6) - put a nc here?
2014-05-13 14:11 [ Ryuu ]: I put one uhh
2014-05-13 14:11 Indeed: 01:10:244 (1) - new nc here?
2014-05-13 14:12 [ Ryuu ]: 01:06:474 (1) -
2014-05-13 14:12 Indeed: no*
2014-05-13 14:12 Indeed: that's good too
2014-05-13 14:12 [ Ryuu ]: 01:10:244 (2) -
2014-05-13 14:12 Indeed: good
2014-05-13 14:12 [ Ryuu ]: NC is slider before
2014-05-13 14:12 Indeed: 01:14:507 (1,2,1,1,2,1) - what about here?
2014-05-13 14:13 [ Ryuu ]: that is staying like that.
2014-05-13 14:13 Indeed: pls
2014-05-13 14:13 [ Ryuu ]: No!
2014-05-13 14:13 [ Ryuu ]: It's cute.
2014-05-13 14:13 Indeed: 01:24:507 (6) - nc
2014-05-13 14:13 Indeed: 01:27:130 (6) - nc
2014-05-13 14:13 [ Ryuu ]: already one those
2014-05-13 14:14 Indeed: mkay now my ocd is good knowing all those are fixed
2014-05-13 14:15 [ Ryuu ]: >.>
2014-05-13 14:15 Indeed: 00:09:753 (1,2,3,4,5) - I changed this, added a circle and moved the slider http://puu.sh/8L0fK.jpg
2014-05-13 14:15 Indeed: looks better and sounds better imo
2014-05-13 14:16 [ Ryuu ]: it'd be great uf you told me how you moved the slider
2014-05-13 14:17 [ Ryuu ]: because i cant know without the timer
2014-05-13 14:17 Indeed: I showed you a picture ;c
2014-05-13 14:17 Indeed: 00:10:408 (5) -
2014-05-13 14:17 [ Ryuu ]: THERE IS 9000 RED TICKS HONEY
2014-05-13 14:17 Indeed: moved it there
2014-05-13 14:19 [ Ryuu ]: I did that
2014-05-13 14:19 [ Ryuu ]: http://osu.ppy.sh/ss/1603548
2014-05-13 14:19 [ Ryuu ]: because the slider sounds better where it was, due to the music
2014-05-13 14:19 Indeed: 00:34:179 (4) - I moved this one just to make spacing even http://puu.sh/8L0vE.jpg
2014-05-13 14:20 Indeed: 00:46:966 (1) - I moved this one up a half beat to here 00:46:802 -
2014-05-13 14:21 Indeed: I haven't changed any of the combos btw
2014-05-13 14:21 Indeed: 00:51:392 - pls add spinner here
2014-05-13 14:21 Indeed: pretty pls
2014-05-13 14:22 [ Ryuu ]: i have no idea
2014-05-13 14:22 [ Ryuu ]: what note
2014-05-13 14:22 [ Ryuu ]: you want mke tmove
2014-05-13 14:23 Indeed: look at the time I posted
2014-05-13 14:24 [ Ryuu ]: i moved the slider already
2014-05-13 14:24 Indeed: oh mkay
2014-05-13 14:24 Indeed: hnnng
2014-05-13 14:25 Indeed: I can't see anything else for this diff
2014-05-13 14:25 Indeed: and I'm not touching the last one
2014-05-13 14:25 Indeed: not with a ten foot pole
2014-05-13 14:26 Indeed: #nope
2014-05-13 14:26 [ Ryuu ]: Do you have an issue with my extra diff >.>
2014-05-13 14:26 Indeed: my only advice on that one is watch your combos
Maruyu
Hey~ Just caught a glimpse of this on #osu.

First, diff names need to be fixed. it's k if you can tell it's an insane or etc, but if you can't it's not approvable.
I'll do a proper mod if you want me to, just tell me and I'll reply.
Good luck~
Topic Starter
- Reimu

Yuzu- wrote:

Hey~ Just caught a glimpse of this on #osu.

First, diff names need to be fixed. it's k if you can tell it's an insane or etc, but if you can't it's not approvable.
I'll do a proper mod if you want me to, just tell me and I'll reply.
Good luck~

If you would be so kind, I would appreciate a proper mod <3
alacat
Hi from #modreqs

Index !

[General]
  1. It's better to use 1024 x 768 size or 1366 x 768 to BG. Consider changing it !
  2. I prefer to use kiai section from here 00:52:704 -
  3. About diff name, Please check new rule :arrow: https://osu.ppy.sh/forum/t/187555
  4. Source : "Toaru Majutsu no Index II" To refer this map :arrow: https://osu.ppy.sh/s/37914
  5. MP3 bit rate must be 192 kbps. you must change it.
  6. Title : No buts! "(TV Size)"

[Railgun's Normal]
  1. Overall Difficulty and HP Drain Rate -1. It's really hard for this difficulty.
  2. 00:05:490 (1) - add a finish to the head
  3. 00:28:441 (4) - hmm ... I don't agree this slider. Please check this rule
[Uihardu]
  1. 00:22:540 (1) - don't need to use new combo here. consider removing it
  2. 00:26:638 (1,2,3,4,5,6) - try to make the spacing of these notes consistent since the combo is still going , so would look better.
  3. 00:51:720 (1) - It's better to start spinner fro here 00:51:392 -
[Imagine Breaker]
  1. 00:10:081 (4) - add a whistle same as your patterns 00:07:458 (1) - ,00:02:212 (4) - and so on.
  2. 00:46:801 (13) - long new combo lol please add it here
  3. 01:14:999 (4) - How about making jump part here ?
  4. 01:26:146 (3) - Same as above about whistle.
Good luck !
Eni
alacat:
[Railgun's Normal]
  1. Overall Difficulty and HP Drain Rate -1. It's really hard for this difficulty. Changed
  2. 00:05:490 (1) - add a finish to the head I do not use finish until 00:10:736 (1) - for emphasis of changed focus
  3. 00:28:441 (4) - hmm ... I don't agree this slider. Please check this rule Fixed
Thanks for mod^^ Maybe do a longer one when this gets bubbled~

Ryuu: http://0paste.com/5936
Topic Starter
- Reimu

alacat wrote:

Hi from #modreqs

Index !

[General]
  1. It's better to use 1024 x 768 size or 1366 x 768 to BG. Consider changing it !
  2. I prefer to use kiai section from here 00:52:704 -
  3. About diff name, Please check new rule :arrow: https://osu.ppy.sh/forum/t/187555
  4. Source : "Toaru Majutsu no Index II" To refer this map :arrow: https://osu.ppy.sh/s/37914
  5. MP3 bit rate must be 192 kbps. you must change it.
  6. Title : No buts! "(TV Size)"

[Railgun's Normal]
  1. Overall Difficulty and HP Drain Rate -1. It's really hard for this difficulty.
  2. 00:05:490 (1) - add a finish to the head
  3. 00:28:441 (4) - hmm ... I don't agree this slider. Please check this rule
[Uihardu]
  1. 00:22:540 (1) - don't need to use new combo here. consider removing it
  2. 00:26:638 (1,2,3,4,5,6) - try to make the spacing of these notes consistent since the combo is still going , so would look better.
  3. 00:51:720 (1) - It's better to start spinner fro here 00:51:392 -
[Imagine Breaker]
  1. 00:10:081 (4) - add a whistle same as your patterns 00:07:458 (1) - ,00:02:212 (4) - and so on.
  2. 00:46:801 (13) - long new combo lol please add it here
  3. 01:14:999 (4) - How about making jump part here ?
  4. 01:26:146 (3) - Same as above about whistle.
Good luck !
Thank you very much Alacat <3
Iceskulls
Hello from #modreq

[General]
I suggest change diff name to like easy,normal,hard,insane
You should remove (TV size) from the title.
From Ranking Criteria: Do not alter the song's title. This includes adding any marker to describe the cut of the song such as "Short Ver.", "TV Size" and so forth unless those markers are part of the official song title as listed by a reputable source
If you're going to put "A certain magical index" in the tags, change the source to be the Japanese title.Japanese title"とある魔術の禁書目録(インデックス) II"


[Hard]
00:05:163 (1,2) - Make them stack perfectly
00:07:130 (1,2) - ^
00:08:441 (3,4,5,6) - Make sure spacing is right
00:18:277 (6) - Make it look like this (Copy (7))https://osu.ppy.sh/ss/1639020
00:24:507 (6) - Delete this then Move 00:24:671 (7) - to 00:24:507 -
00:37:130 (3) - I suggest stack this with 00:36:638 (2) -
00:41:556 (5) - I suggest stack this with 00:40:900 (4) -
01:28:605 - Suggest rhythm

[Imagine Breaker]
00:22:376 (2,3,4,5) - I think this pattern is too confuse I suggest make it a little easier
00:35:163 (2) - Bad stack
01:25:490 (4,1,2) - Bad overlap

[Lunatic]
00:10:244 (6) - Suggest
00:55:326 (2) - New combo here instead of 00:55:163 (1) -
01:08:441 (3) - New combo here instead of 01:08:113 (1) -

Good luck
Topic Starter
- Reimu

CelsiusLK wrote:

You should remove (TV size) from the title.
From Ranking Criteria: Do not alter the song's title. This includes adding any marker to describe the cut of the song such as "Short Ver.", "TV Size" and so forth unless those markers are part of the official song title as listed by a reputable source

I'm pretty sure that TV Size is still relevant to OPs, and i've seen newly ranked songs with (TV Size) in them so...
Magnolia
third mod \:D/

Imagine Breaker

00:18:441 (2,3,4) - fix the spacing between these notes
00:51:064 (5) - possibly move to x:434 y:325

Lunatic

00:55:818 (2,3,1) - spacing is very tight
other then that, nice diff

Hard

00:04:179 (4) - move to x:396 y:210 ;)
again nice diff

Normal


nothing that i see here

Notes: Very nice flow and very well put together
Topic Starter
- Reimu

HandHeldPillow wrote:

third mod \:D/

Imagine Breaker

00:18:441 (2,3,4) - fix the spacing between these notes
00:51:064 (5) - possibly move to x:434 y:325

Lunatic

00:55:818 (2,3,1) - spacing is very tight
other then that, nice diff

Hard

00:04:179 (4) - move to x:396 y:210 ;)
again nice diff

Normal


nothing that i see here

Notes: Very nice flow and very well put together
Done.

Much appreicated! <3
Jole
First mod for standard so this isn't guaranteed to be worth anything, but here goes

[General]
  1. I think it would be better to end the Kiai time at 01:12:704 because the rest of it seems kind of unnecessary.
[Lunatic]
  1. There's no Kiai time in this difficulty while there is in the other difficulties.
Eni
So many short mods ////w////

Kiai time works fine from my perspective. It should be like this because the map is TV Size.
Topic Starter
- Reimu

Jole wrote:

[Lunatic]
  1. There's no Kiai time in this difficulty while there is in the other difficulties.
Fixed.
Eni
Lets go Ryuu ////o////
Bowzaa
Edits
00:22:867 (5) - take that out
00:23:031 (1) - move to 00:22:867 (1) -
00:23:359 - place a note between 00:22:867 (1) - and 00:23:523 (2) - somewhere
00:25:326 (1) - I like it at 00:25:163 (1) - more, but it's not really a problem
00:16:802 (4) - Add a note after this at 00:16:966 -
00:17:130 (5) - Remove
00:42:048 (5) - Seems to fit better at 00:41:884 (5) - , just my opinion
01:07:622 (2,3,4) - Spacing a bit weird, not really a problem though

Hopefully this helps
Topic Starter
- Reimu

Bowzaa wrote:

Edits
00:22:867 (5) - take that out
00:23:031 (1) - move to 00:22:867 (1) -
00:23:359 - place a note between 00:22:867 (1) - and 00:23:523 (2) - somewhere
00:25:326 (1) - I like it at 00:25:163 (1) - more, but it's not really a problem
00:42:048 (5) - Seems to fit better at 00:41:884 (5) - , just my opinion
01:07:622 (2,3,4) - Spacing a bit weird, not really a problem though
Fixed what I quoted. Thank you!
KamiJar
Ok this is my first mod ever so this might be bad so take it more as suggestions..

Railgun's Normal

The normal diff looks fine.

Hard

00:37:130 (3,4,5,1,2,3,4,5,6) - The sudden jump and stacks may confuse some players

00:55:654 (1,2,3) - try to fix the stacking of the slider and circle on this part. Like the end of slider 2 isn't fully under the end of slider 1, and circle 3 isn't fully under 2. sorry for the piss poor wording

Make sure all the streams are equally spaced. for example: 01:02:212 (1,2,3,4,5) and 01:03:851 (2,3,4,5,6) the spacing for some of the circles in the stream are off, so I recommend just fixing up the distance spacing for the streams.

01:21:556 (2,3,4,5,6,7) - this part may confuse some players

Lunatic and Imagine Breaker

These diffs are too hard for me so I mod from me wouldn't really be that helpful... orz

Well that's about it. Good luck [ Ryuu ]!
Topic Starter
- Reimu

KamiJar wrote:

Ok this is my first mod ever so this might be bad so take it more as suggestions..

Railgun's Normal

The normal diff looks fine.

Hard

00:37:130 (3,4,5,1,2,3,4,5,6) - The sudden jump and stacks may confuse some players

00:55:654 (1,2,3) - try to fix the stacking of the slider and circle on this part. Like the end of slider 2 isn't fully under the end of slider 1, and circle 3 isn't fully under 2. sorry for the piss poor wording

Make sure all the streams are equally spaced. for example: 01:02:212 (1,2,3,4,5) and 01:03:851 (2,3,4,5,6) the spacing for some of the circles in the stream are off, so I recommend just fixing up the distance spacing for the streams.

01:21:556 (2,3,4,5,6,7) - this part may confuse some players
Fixed spacing issues and made sections easier to read.

Thanks! :3
Senpoii
Before promods see my mod and bitch me out for giving a shit mod, please note I'm NEW to modding and trying to give suggestions and personal feedback.


Lunatic:

00:09:589 (2,3) - DS
00:19:097 (8,1) - Confusing
00:26:802 (8,1) - DS
01:24:507 (1,2,3,4,5) - Trying to kill the player and make them mad?

The Kiai Time seciton:
This part is massively confusing and I personally feel is over-mapped. May I suggest different patterns and such? The continuous triangle jumps in every other beat is a little over-kill IMO...

Sliders:
The SV is the same through the entire map. Maybe lower SV during normal time and have the 1.5 SV for Kiaia Time?

Overall, very well mapped and I enjoyed it. I had to mod without a complete play through because it's well over my comfort level to be able to pass.
There's some minimal changes that will really impact the map and make it great. <3


Imagine Breaker:

00:18:933 (5,6,1) - Overlapping notes
00:19:753 (2) - space it a bit better inbetween 1 and 3
00:21:884 (1,2) - DS

I'm sorry but this kinda makes me feel like I'm playing that quare-jump practice map...
Especially the end, 01:18:933 (1) - and onward.


Hard

00:18:277 (6) - your side is over a tick.
00:30:408 (1,2) - DS
00:33:523 (5,1) - DS
00:34:343 (2,3) - DS
01:13:195 (4,5,6,7) - DS? (Ignore if you want, I'm iffy on this myself or if I should really even be putting this argument here)
01:21:556 (2,3,4,1,2,3) - Overmapped iimo
I think the ending from 01:21:556 (2) - onward is kinda overmapped....


Normal:
:)
Don't see anything wrong....





Overall:

Maybe add some hitsounds to your mapset (aside from Normal)
Trying making it just a little less confusing

Fix the DS as there is quite a lot of DS and spacing problems...


Aside from that very well-done map ^_^
Topic Starter
- Reimu

Ilfri wrote:

Lunatic:

00:09:589 (2,3) - DS
00:19:097 (8,1) - Confusing
00:26:802 (8,1) - DS


Hard

00:18:277 (6) - your side is over a tick.
00:30:408 (1,2) - DS
00:33:523 (5,1) - DS
00:34:343 (2,3) - DS
01:13:195 (4,5,6,7) - DS? (Ignore if you want, I'm iffy on this myself or if I should really even be putting this argument here)
01:21:556 (2,3,4,1,2,3) - Overmapped iimo
I think the ending from 01:21:556 (2) - onward is kinda overmapped....
Fixed these issues.

Thanks for the mod!
Ekoro
oh hi

tested this map out, fixed the ending of [Imagine Breaker] (4 last patterns) o3o

EDIT: fixed also some others patterns, here
Senpoii

[ Ryuu ] wrote:

Fixed these issues.

Thanks for the mod!


Anytime you sexy beast
Topic Starter
- Reimu

Ekoro wrote:

fixed the ending of [Imagine Breaker] (4 last patterns) o3o

Awesome Job.
Irreversible
IRC mod
22:09 Irreversible: For that part already, it's an Extra - you should really map many beats, and you have really nice ones given here 00:00:334 (1,2,3) -
22:09 Irreversible: So you should add some sliders, to fit the beat for sure.
22:10 Irreversible: 00:04:596 (1) - Basically like you did here,
22:10 Irreversible: but you can come up with more varation as well
22:10 Irreversible: Let me show you something quickly..
22:13 [ Ryuu ]: sure
22:13 Irreversible: http://puu.sh/9v3cY.txt
22:13 Irreversible: make a new diff and insert this
22:13 Irreversible: Just to give you the idea of what I'm speaking about
22:15 [ Ryuu ]: so you basically want more sliders in the first 2 seconds of the song
22:15 Irreversible: No
22:15 Irreversible: That goes for the whole map, I just showed you how you could follow the song more close
22:16 Irreversible: You really really really need to follow the song closer, otherwise it seems like you spammed all over the place.
22:16 Irreversible: 00:26:563 (3,4,5,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7) -
22:16 Irreversible: Just some thoughts, try to follow the vocals, when there are vocals, switch to background, if vocals are over
22:17 Irreversible: 00:26:891 (5) - for instance, what do you think of http://puu.sh/9v3BK.png ?
22:18 Irreversible: That's what you should really focus on for the moment - the rhythm
22:19 Irreversible: Do you think you're able to do that or do you need a further example?
22:19 [ Ryuu ]: its fine
22:20 Irreversible: Let me just point out two more things, to help you
22:20 Irreversible: If you follow that, you're mostly on the save side, it's about sliders
22:21 Irreversible: You know the timeline has white / red ticks, right? White are mostly "strong" beats, where as red ticks are "weak" beats. That means, that you should start Sliders on WHITE ticks, in order to make them clickable
22:21 Irreversible: (that's how you emphasize the strong beats)
22:22 Irreversible: There is an exception tho, when you're following the vocals - you start them on red BUT you end them on red too. An example would be a slider starting 00:54:596 - and ending 00:54:924 - . It follows the long vocal perfectly
22:22 Irreversible: But attention: 00:55:252 (2) - the slider you've placed here, it's not following the long vocal, since it starts 00:55:415 - and not on the red one this time.
22:23 Irreversible: Well, probably something more interesting for you, jumps: You should stick to normal spacing, when you're yet inexperienced; but you can try to emphasize some special parts, such as 00:57:219 (1,2,3,4) - . You hear something slightly special in the background, so it's not wrong to increase the DS here \:D/
22:23 Irreversible: 01:01:809 - Here you could use 1/4.. for the vocals too.
22:24 Irreversible: 01:07:711 (2,3,4,5,6) - but not here. There might be something in the background, but it's quite odd to follow that, it's hard to figure.
22:25 Irreversible: 00:37:055 (1) - I like the way you've followed the song here, that's the best way to do it I guess :P (I mapped the song once.. so xD) maybe just, how about some movement? You could get an awesome pattern if you have something like : http://puu.sh/9v4mA.png
22:26 Irreversible: The left right movement resembles the song pretty well. But, that's optional.
22:26 Irreversible: I hope.. that can help you a bit LOL
22:26 Irreversible: Ask if you have any questions

Keep going!

Edit: 2000th post yay \:D/
Shiro
As explained on IRC, this mod will focus on the Imagine Breaker difficulties. Keep what I said in mind when going through it: this is going to be a very subjective look at your difficulties and should in no way be taken as the ultimate truth or whatever. Take what you want from this and twist it to fit your tastes, but you need to make sure you understand what I'm saying.
I will be giving examples of what I would personally do if I were to map this. Take this as what they are: examples. If you like them, feel free to adapt them to fit your idea of what you want this map to be, but ultimately, it is your map.

WARNING: this is going to be a massive mod. Take all the time you need to go through it.



Let's go with generic stuff first. You can apply most of what I'm going to say to all difficulties (including lower ones), but I'll be picking examples from the Imagine Breaker difficulty.

First of all, both difficulties are visually unappealing. Overlaps like 00:01:317 (4,2) - 00:01:645 (1,1) - 00:03:612 (3,4,1,2) - or fake stacks like 00:00:989 (3,3) - look terrible unless they're part of a pattern, which isn't the case here. Sliders look ok, but their curves are randomly distributed through the difficulty, often changing within the same combo, which makes them inconsistent and in turn looks bad. You need to tidy up the difficulty to make sure to either avoid overlaps or have perfect stacks. The ugliest thing ever is a slider overlapping another slider, but I haven't seen any in this difficulty, so that's good. Visuals are more important than people think.

In terms of rhythms, this isn't so bad, actually. The circle/slider distribution could be improved, but we're stepping into completely subjective things here, about how I personally pick rhythms and map. The one thing you need to know about is passive/active beats. Active beats are circles and the first end of sliders, which need to be clicked and are therefore "active", and passive beats are... the rest (slider repeats and ends). Active beats should always be used for important notes in the song or emphasized ones, as the lack of mechanical feedback from the key you're pressing goes against what your ears are telling you when playing such strong beats. Typically, white ticks are stronger than the others, but there can be exceptions. Listen to the song and try to figure out which beats are the most important. You can use sliderends for weaker beats and to fill in to complete a rhythm to avoid having a blank.

Map density (ie number of objects per second) should be even through the different parts of the song. Let's look at the song first and foremost. Here is how it is structured (use bookmarks to save these points, I will be referring to them later on):
  1. 00:00:334 - to 00:10:825 - instrumental intro
  2. 00:10:825 - to 00:16:071 - you chose to have a break at this part, which is the end of the introduction (kind of intro v2)
  3. 00:16:071 - 00:21:317 - this is some kind of bridge, let's refer to it as such
  4. 00:21:317 - to 00:31:809 - verse 1
  5. 00:31:809 - to 00:37:055 - transition towards a second verse
  6. 00:37:055 - to 00:50:170 - verse 2. Notice how it's split into two different parts, which your map already renders fairly well, at this point 00:42:301 - the part before it has abnormal drumline (which you decided to follow), then switches back to the regular one after it
  7. 00:50:170 - to 00:52:793 - bridge 2
  8. 00:52:793 - to 01:03:284 - chorus 1
  9. 01:03:284 - to 01:13:776 - chorus 2, which repeats chorus 1. You could restart the kiai at this point, stopping the previous one at 01:01:973 - or 01:02:793 - for example (I honestly prefer this spot)
  10. 01:13:776 - to 01:19:022 - bridge 3, there shouldn't be any kiai here
  11. 01:19:022 - to 01:29:350 - instrumental outro, which repeats the intro
That's the song structure. You'll notice that some parts are repeated (for example, the chorus is played twice, the intro and outro are the same). Ideally, repeated parts in the song should lead to similar (not copypasted!) parts in the map. The map should follow the song's structure. In terms of density, the map should follow the song's density and be consistent. For example, the density should be the same for both choruses (intro and outro are an exception, I'll talk about it later), and should be constant through a single section of the map. As an example, the density of your map changes at this point 00:26:563 (3) - for the first chorus and that's not good. Listening to the song, here's an idea of how I would handle density:

  1. intro: what you have now is good. Constant 1/2 to follow the song, but with sliders to avoid making it too stressful to play.
  2. bridge 1: what you have is good too.
  3. verse 1: Minus the sudden increase in density I pointed out, what you did is good. This should be roughly the same density as bridge 1. Mostly 1/2 with occasional 1/1s following the song.
  4. transition: I'd go with a lower density than verse 1 here, with less 1/2 basically
  5. verse 2: what you did is awesome. Low density for the first part to transition from the transition (lol) and to stay consistent with verse 1, then much higher density on the second part when the drumline changes
  6. bridge 2: what you did is good
  7. chorus 1 and 2: I'd basically go with constant 1/2 here, focusing on vocals+drums and using sliderends to fill in the missing 1/2. I'll go over that later.
  8. bridge 3: same density as bridge 1
  9. outro: highest density in the map, what you have is awesome
Understand that density mostly refers to how much you have to click because that's what impacts gameplay most, but pure audio matters here. 1/2 slider+circle like 00:29:678 (1,2) - doesn't have the same density as circle, 1/1 break, circle like 00:16:071 (1,2) - although they require the same amount of clicking. The first one is a bit denser.

In terms of patterns, your placement is fairly random (which contributes to making it visually unappealing and plays weird). I made you read my article about flow, so try to keep it in mind while placing your objects. What plays best is geometry, but that doesn't mean that everything in your map should be a square, a triangle or a pentagon, but everything should make visual sense. For example, 00:24:104 (1,2,3) - this curve doesn't seem to be following anything and plays weird, while 00:26:563 (3,4,5,1,2,3) - makes perfect visual sense (although it could be improved) and plays well. In terms of spacing, yours changes regularly without any appropriate reason, as seen on 00:07:547 (1,2,3) - or 00:18:038 (1,2,3,4,1,2,3) - . Spacing should reflect the song's emphasis (although that depends on your interpretation of the song). If there is no major change in emphasis, there shouldn't be any change in spacing. For instance, 00:21:973 (1,2,3,4,1,2,3) - is a bad pattern because its first part has very wide jumps (why not ?), but then goes for a much smaller kind of movement at 00:22:956 (1,2,3) - although the song's density, emphasis and pitch didn't change whatsoever.

Finally, comboing. This one is a bit of a touchy subject because it seems that no one agrees with anyone else on how comboing should be handled, but yours is inconsistent. It doesn't reflect any structure in your map while it should (whether it be basic structure like one new combo every second measure or something more advanced). I'd recommend to go for a simple comboing and to stick to it. Be wary of slider ends and repeats, as they easily ruin comboing. Putting down the structure of the map via bookmarks help, because you know that if a combo goes through one, there is something wrong with it !



Now let's go into specifics. This part is mostly based on what I would personally do, so consider all these to be pure suggestions. You're free to refuse to apply any of these changes, or to take what you want from them and adapt them to your ideas. I'll only go through the Imagine Breaker difficulty and I'll split the mod following the song's structure as I pointed it out earlier:

Introduction
The idea of using sliders to reduce the clicking density is good, but your sliders are fairly randomly distributed. If you listen to the song, you'll notice that you can group the guitar notes by three. You can use that to have a consistent slider placement. I don't think there should be any 1/4 at all during this section since the song itself doesn't have any, so here's what I suggest:
00:00:334 - from this point until 00:05:579 - use 1/2 sliders with a single repeat to follow the song
00:05:579 - After this point, you can make the density slightly higher by using one 1/2 slider and one circle. I would personally suggest to use the slider first then the circle because it makes more musical sense and plays better (offbeat sliders, ie sliders starting on a red tick, generally don't play well because they end on a strong beat, the white tick).
However, there is a recurring whistle kind of sound in the song, which you caught here 00:02:301 (3) - . It comes back every 7th white tick (you can count) in the song, and should absolutely be translated into the map. You can do that by using a 1/1 slider with a whistleslide and a whistle on its head (not its end) like the one I pointed out, but having that come back regularly even in your map is important because it's a strong point in the structure of the song.
Here is what the timeline would look like for the first part of the introduction if I were to map it (only two measures, then repeat the same exact timeline on the next two measures). I turned the repeat slider into circle+slider because there is a strong beat right before the 1/1 slider and I wanted it clicked. In terms of hitsounds, the 1/2 slider has simply a whistle on its head.
For the second part, after 00:05:579 - you can do the same, but replace the repeat slider with slider+circle. It would lead to a timeline like this. Here again, I changed the rhythm pattern a bit for the recurring slider in order not to skip the strong beat.
At the end, 00:09:514 (5,6,1,2,3) - what you have here is really good, for the exception of 00:10:333 (2,3) - which skips a lot of strong beats and isn't optimal. I'd turn that into five 1/2 circles because all five beats are emphasized in the song.

Bridge 1
What you have is pretty good. Only thing is it's inconsistent. You're using no sliders at first, then sliders, and even a 1/4 kick sliders which is completely out of place. Try to make it a bit more consistent. It's up to you how you want to distribute circle/slider. I would just move 00:17:219 (5) - this 1/2 earlier, or you'll be skipping a strong beat in the drum line. Also, note that the first two measures 00:16:071 (1,2,3,4,5,6,7,8,1,2) - and I think they should be repeated in the map as well.
00:17:219 (5,6,7,8) - Do not use anti-jumps that way. Anti-jumps should be kept to highly contrasting low density point in an otherwise high density part of the song, but density here is constant and doesn't warrant such drastic change in spacing !

Verse 1
Here again, the only thing I have to complain about is the sudden density increase at 00:26:563 (3) - which doesn't quite follow the song. Try to stick closer to the vocals and have a density similar to 00:21:317 (3,4,5,1,2,3,4,1,2,3,1,2,3,4,5,6,1,2) - .
Note: 00:23:612 (3) - this is an example of a badly placed slider that breaks the comboing o:

Transition
What you have is acceptable, although I wouldn't go with that kind of thing. You only need to work on placement for this one !

Verse 2
The different densities between first and second part make how you mapped this really cool. I wouldn't change anything before 00:44:596 (1) - because it's really cool, except maybe to improve the patterns in the beginning and fix the comboing.
However, after 00:44:596 (1) - it becomes absurdly dense and it feels horrible. 00:44:596 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9) - None of this 1/4 is actually following the song and shouldn't be there. Keep mapping the way you did at 00:42:301 (1) - because that would fit and play well. The streams here don't.
Also, replace this break 00:47:547 (9) - with a spinner that ends at 00:49:842 -

Bridge 2
00:51:481 - This is where a stream would have fit. It follows the song, marks the bridge in a very obvious and fun way, and leads awesomely into the chorus. I'd just use a compressed stream (with low spacing) because the spike of difficulty caused by a spaced stream wouldn't have a good effect on the diff's playability.

Chorus 1 and 2
Good shit. Make sure that the rhythms you choose are consistent between the two parts of the chorus. Also, in terms of rhythm, I would suggest to follow the vocals more closely and use 1/2 sliders to keep the constant 1/2 rhythm going. For example:
00:54:104 (7,8,9,10,1) - turn into circle, slider, slider, slider
00:55:907 (13,14,15,16) - turn into two sliders
00:57:383 (2,3,4,5) - same
01:00:661 (6,1,3,4) - same
01:02:793 (3,4,1) - At this point, the music stops completely on (3). I'd argue that deleting (4) and stacking 01:03:284 (1) - with 01:02:793 (3) - would gives a much better hold effect that would complement the song nicely, especially if coupled with a kiai break as I suggested earlier.
01:03:284 - At this point, the chorus restarts (I called this chorus 2), so make sure to keep the rhythms consistent with what you did in chorus 1.

Bridge 3
01:13:776 (5,6,7,1,2,3) - this is perfect. You need to repeat this rhythm and pattern (make sure to make perfect triangles !) starting 01:15:088 - and this bridge will be perfect. I'd just extend 01:16:727 (1) - to the next white tick.

Outro
As I said in IRC, this is the best part of the map. I would reduce the spacing a bit because this high spacing will get really hard to play really quick, and it would be fairly frustrating. Also, move the pattern down so that its centre is the centre of the map, it will avoid having sliders hug the ceiling like 01:20:989 (6) - =P
01:24:104 (7,1) - Create the same hold effect I suggested in Chorus 2 ?
01:27:055 (1,2,3,1,2,3,4,1,2,3,1,2,3,4,5) - you really need to reduce the spacing on this, it's a lot more difficulty than anything else in the map and the spike in difficulty right at the end is going to make people mad



That should be it. I tried to be concise (kinda failed). Refer to my notice at the top - good luck !

(note to self: 2 hours, 14,822 characters, 2,552 words)
Topic Starter
- Reimu
Shiro Quote

Shiro wrote:

As explained on IRC, this mod will focus on the Imagine Breaker difficulties. Keep what I said in mind when going through it: this is going to be a very subjective look at your difficulties and should in no way be taken as the ultimate truth or whatever. Take what you want from this and twist it to fit your tastes, but you need to make sure you understand what I'm saying.
I will be giving examples of what I would personally do if I were to map this. Take this as what they are: examples. If you like them, feel free to adapt them to fit your idea of what you want this map to be, but ultimately, it is your map.

WARNING: this is going to be a massive mod. Take all the time you need to go through it.



Let's go with generic stuff first. You can apply most of what I'm going to say to all difficulties (including lower ones), but I'll be picking examples from the Imagine Breaker difficulty.

First of all, both difficulties are visually unappealing. Overlaps like 00:01:317 (4,2) - 00:01:645 (1,1) - 00:03:612 (3,4,1,2) - or fake stacks like 00:00:989 (3,3) - look terrible unless they're part of a pattern, which isn't the case here. Sliders look ok, but their curves are randomly distributed through the difficulty, often changing within the same combo, which makes them inconsistent and in turn looks bad. You need to tidy up the difficulty to make sure to either avoid overlaps or have perfect stacks. The ugliest thing ever is a slider overlapping another slider, but I haven't seen any in this difficulty, so that's good. Visuals are more important than people think.

In terms of rhythms, this isn't so bad, actually. The circle/slider distribution could be improved, but we're stepping into completely subjective things here, about how I personally pick rhythms and map. The one thing you need to know about is passive/active beats. Active beats are circles and the first end of sliders, which need to be clicked and are therefore "active", and passive beats are... the rest (slider repeats and ends). Active beats should always be used for important notes in the song or emphasized ones, as the lack of mechanical feedback from the key you're pressing goes against what your ears are telling you when playing such strong beats. Typically, white ticks are stronger than the others, but there can be exceptions. Listen to the song and try to figure out which beats are the most important. You can use sliderends for weaker beats and to fill in to complete a rhythm to avoid having a blank.

Map density (ie number of objects per second) should be even through the different parts of the song. Let's look at the song first and foremost. Here is how it is structured (use bookmarks to save these points, I will be referring to them later on):
  1. 00:00:334 - to 00:10:825 - instrumental intro
  2. 00:10:825 - to 00:16:071 - you chose to have a break at this part, which is the end of the introduction (kind of intro v2)
  3. 00:16:071 - 00:21:317 - this is some kind of bridge, let's refer to it as such
  4. 00:21:317 - to 00:31:809 - verse 1
  5. 00:31:809 - to 00:37:055 - transition towards a second verse
  6. 00:37:055 - to 00:50:170 - verse 2. Notice how it's split into two different parts, which your map already renders fairly well, at this point 00:42:301 - the part before it has abnormal drumline (which you decided to follow), then switches back to the regular one after it
  7. 00:50:170 - to 00:52:793 - bridge 2
  8. 00:52:793 - to 01:03:284 - chorus 1
  9. 01:03:284 - to 01:13:776 - chorus 2, which repeats chorus 1. You could restart the kiai at this point, stopping the previous one at 01:01:973 - or 01:02:793 - for example (I honestly prefer this spot)
  10. 01:13:776 - to 01:19:022 - bridge 3, there shouldn't be any kiai here
  11. 01:19:022 - to 01:29:350 - instrumental outro, which repeats the intro
That's the song structure. You'll notice that some parts are repeated (for example, the chorus is played twice, the intro and outro are the same). Ideally, repeated parts in the song should lead to similar (not copypasted!) parts in the map. The map should follow the song's structure. In terms of density, the map should follow the song's density and be consistent. For example, the density should be the same for both choruses (intro and outro are an exception, I'll talk about it later), and should be constant through a single section of the map. As an example, the density of your map changes at this point 00:26:563 (3) - for the first chorus and that's not good. Listening to the song, here's an idea of how I would handle density:

  1. intro: what you have now is good. Constant 1/2 to follow the song, but with sliders to avoid making it too stressful to play.
  2. bridge 1: what you have is good too.
  3. verse 1: Minus the sudden increase in density I pointed out, what you did is good. This should be roughly the same density as bridge 1. Mostly 1/2 with occasional 1/1s following the song.
  4. transition: I'd go with a lower density than verse 1 here, with less 1/2 basically
  5. verse 2: what you did is awesome. Low density for the first part to transition from the transition (lol) and to stay consistent with verse 1, then much higher density on the second part when the drumline changes
  6. bridge 2: what you did is good
  7. chorus 1 and 2: I'd basically go with constant 1/2 here, focusing on vocals+drums and using sliderends to fill in the missing 1/2. I'll go over that later.
  8. bridge 3: same density as bridge 1
  9. outro: highest density in the map, what you have is awesome
Understand that density mostly refers to how much you have to click because that's what impacts gameplay most, but pure audio matters here. 1/2 slider+circle like 00:29:678 (1,2) - doesn't have the same density as circle, 1/1 break, circle like 00:16:071 (1,2) - although they require the same amount of clicking. The first one is a bit denser.

In terms of patterns, your placement is fairly random (which contributes to making it visually unappealing and plays weird). I made you read my article about flow, so try to keep it in mind while placing your objects. What plays best is geometry, but that doesn't mean that everything in your map should be a square, a triangle or a pentagon, but everything should make visual sense. For example, 00:24:104 (1,2,3) - this curve doesn't seem to be following anything and plays weird, while 00:26:563 (3,4,5,1,2,3) - makes perfect visual sense (although it could be improved) and plays well. In terms of spacing, yours changes regularly without any appropriate reason, as seen on 00:07:547 (1,2,3) - or 00:18:038 (1,2,3,4,1,2,3) - . Spacing should reflect the song's emphasis (although that depends on your interpretation of the song). If there is no major change in emphasis, there shouldn't be any change in spacing. For instance, 00:21:973 (1,2,3,4,1,2,3) - is a bad pattern because its first part has very wide jumps (why not ?), but then goes for a much smaller kind of movement at 00:22:956 (1,2,3) - although the song's density, emphasis and pitch didn't change whatsoever.

Finally, comboing. This one is a bit of a touchy subject because it seems that no one agrees with anyone else on how comboing should be handled, but yours is inconsistent. It doesn't reflect any structure in your map while it should (whether it be basic structure like one new combo every second measure or something more advanced). I'd recommend to go for a simple comboing and to stick to it. Be wary of slider ends and repeats, as they easily ruin comboing. Putting down the structure of the map via bookmarks help, because you know that if a combo goes through one, there is something wrong with it !



Now let's go into specifics. This part is mostly based on what I would personally do, so consider all these to be pure suggestions. You're free to refuse to apply any of these changes, or to take what you want from them and adapt them to your ideas. I'll only go through the Imagine Breaker difficulty and I'll split the mod following the song's structure as I pointed it out earlier:

Introduction
The idea of using sliders to reduce the clicking density is good, but your sliders are fairly randomly distributed. If you listen to the song, you'll notice that you can group the guitar notes by three. You can use that to have a consistent slider placement. I don't think there should be any 1/4 at all during this section since the song itself doesn't have any, so here's what I suggest:
00:00:334 - from this point until 00:05:579 - use 1/2 sliders with a single repeat to follow the song
00:05:579 - After this point, you can make the density slightly higher by using one 1/2 slider and one circle. I would personally suggest to use the slider first then the circle because it makes more musical sense and plays better (offbeat sliders, ie sliders starting on a red tick, generally don't play well because they end on a strong beat, the white tick).
However, there is a recurring whistle kind of sound in the song, which you caught here 00:02:301 (3) - . It comes back every 7th white tick (you can count) in the song, and should absolutely be translated into the map. You can do that by using a 1/1 slider with a whistleslide and a whistle on its head (not its end) like the one I pointed out, but having that come back regularly even in your map is important because it's a strong point in the structure of the song.
Here is what the timeline would look like for the first part of the introduction if I were to map it (only two measures, then repeat the same exact timeline on the next two measures). I turned the repeat slider into circle+slider because there is a strong beat right before the 1/1 slider and I wanted it clicked. In terms of hitsounds, the 1/2 slider has simply a whistle on its head.
For the second part, after 00:05:579 - you can do the same, but replace the repeat slider with slider+circle. It would lead to a timeline like this. Here again, I changed the rhythm pattern a bit for the recurring slider in order not to skip the strong beat.
At the end, 00:09:514 (5,6,1,2,3) - what you have here is really good, for the exception of 00:10:333 (2,3) - which skips a lot of strong beats and isn't optimal. I'd turn that into five 1/2 circles because all five beats are emphasized in the song.

Bridge 1
What you have is pretty good. Only thing is it's inconsistent. You're using no sliders at first, then sliders, and even a 1/4 kick sliders which is completely out of place. Try to make it a bit more consistent. It's up to you how you want to distribute circle/slider. I would just move 00:17:219 (5) - this 1/2 earlier, or you'll be skipping a strong beat in the drum line. Also, note that the first two measures 00:16:071 (1,2,3,4,5,6,7,8,1,2) - and I think they should be repeated in the map as well.
00:17:219 (5,6,7,8) - Do not use anti-jumps that way. Anti-jumps should be kept to highly contrasting low density point in an otherwise high density part of the song, but density here is constant and doesn't warrant such drastic change in spacing !

Verse 1
Here again, the only thing I have to complain about is the sudden density increase at 00:26:563 (3) - which doesn't quite follow the song. Try to stick closer to the vocals and have a density similar to 00:21:317 (3,4,5,1,2,3,4,1,2,3,1,2,3,4,5,6,1,2) - .
Note: 00:23:612 (3) - this is an example of a badly placed slider that breaks the comboing o:

Transition
What you have is acceptable, although I wouldn't go with that kind of thing. You only need to work on placement for this one !

Verse 2
The different densities between first and second part make how you mapped this really cool. I wouldn't change anything before 00:44:596 (1) - because it's really cool, except maybe to improve the patterns in the beginning and fix the comboing.
However, after 00:44:596 (1) - it becomes absurdly dense and it feels horrible. 00:44:596 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9) - None of this 1/4 is actually following the song and shouldn't be there. Keep mapping the way you did at 00:42:301 (1) - because that would fit and play well. The streams here don't.
Also, replace this break 00:47:547 (9) - with a spinner that ends at 00:49:842 -

Bridge 2
00:51:481 - This is where a stream would have fit. It follows the song, marks the bridge in a very obvious and fun way, and leads awesomely into the chorus. I'd just use a compressed stream (with low spacing) because the spike of difficulty caused by a spaced stream wouldn't have a good effect on the diff's playability.

Chorus 1 and 2
Good shit. Make sure that the rhythms you choose are consistent between the two parts of the chorus. Also, in terms of rhythm, I would suggest to follow the vocals more closely and use 1/2 sliders to keep the constant 1/2 rhythm going. For example:
00:54:104 (7,8,9,10,1) - turn into circle, slider, slider, slider
00:55:907 (13,14,15,16) - turn into two sliders
00:57:383 (2,3,4,5) - same
01:00:661 (6,1,3,4) - same
01:02:793 (3,4,1) - At this point, the music stops completely on (3). I'd argue that deleting (4) and stacking 01:03:284 (1) - with 01:02:793 (3) - would gives a much better hold effect that would complement the song nicely, especially if coupled with a kiai break as I suggested earlier.
01:03:284 - At this point, the chorus restarts (I called this chorus 2), so make sure to keep the rhythms consistent with what you did in chorus 1.

Bridge 3
01:13:776 (5,6,7,1,2,3) - this is perfect. You need to repeat this rhythm and pattern (make sure to make perfect triangles !) starting 01:15:088 - and this bridge will be perfect. I'd just extend 01:16:727 (1) - to the next white tick.

Outro
As I said in IRC, this is the best part of the map. I would reduce the spacing a bit because this high spacing will get really hard to play really quick, and it would be fairly frustrating. Also, move the pattern down so that its centre is the centre of the map, it will avoid having sliders hug the ceiling like 01:20:989 (6) - =P
01:24:104 (7,1) - Create the same hold effect I suggested in Chorus 2 ?
01:27:055 (1,2,3,1,2,3,4,1,2,3,1,2,3,4,5) - you really need to reduce the spacing on this, it's a lot more difficulty than anything else in the map and the spike in difficulty right at the end is going to make people mad



That should be it. I tried to be concise (kinda failed). Refer to my notice at the top - good luck !

(note to self: 2 hours, 14,822 characters, 2,552 words)

I've edited a fair amount based on your input.

I'll message you on IRC due to it being alot easier to discuss \o/ and me being terribad with words
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