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NBGI - Town

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Natsu
Random mod :)

General:

  1. add 1500 AudioLeadIn, since your diffs are starting really soon
  2. Tick rate 2 fit this song a lot better too.
  3. I'm not sure about your timing, but since not time to check this today 5 am xD, try to ask to some pro timer
Te-Te-Te:

  1. OD 4.5 seems not ok IMO, use OD5 to balance the settings is better
  2. 00:02:793 (3,1) - this part is weird to play, since is hard to keep the rhythm mainly cuz you are ignoring the downbeat here 00:02:943 -, this can be easy to fix adding a circle there.
  3. 00:03:243 (2) - this slider doesn't fit the song properly, if you listen careful both places at 00:03:243 - and 00:03:543 - have the same sound in the music, so the best rhythm here should be 2 circles instead of the slider, to represent the song better.
  4. 00:04:443 then again the rhythm is going a bit weird to follow, maybe add circles in 00:04:443 - and 00:04:743 -, following the main beats in the music?
  5. 00:05:643 same as above, also here 00:05:943
  6. 00:05:343 remove NC is not necesary here, since the music is the same with the previous part, make more sense adding a NC in 00:06:543 were the music is changing
  7. 00:07:743 same this feel really empty to play, but should be ok I guess
  8. 00:10:143 yup and you should add a circle here, so the players can keep the rhythm when playing,
  9. 00:10:893 (3) - try todont end sliders and such important beats like the one in 00:11:343 - since is where the music change you can feel the strong song and the change of the music, also this is the place where the NC should be, try to map that beat as a circle or slider head


    I'll continue in some houers need to sleep
Topic Starter
CodeS

Lanturn wrote:

Well, since I'm here, and this is a very very short song. Why don't I drop a few rhythm opinions and such from playing the set. Don't KD this since you already did in the previous post :) Ok, Thanks


[CodeS]
When I play this, I already have a set rhythm in my head. What goes in my head has some of these notes conflict. Most of the stuff written below is the oddities I find when playing. What you have right now is still correct to the song since it is chock full of noises. I only tend to focus on the main noises when playing though. Take what you want, leave the rest. https://osu.ppy.sh/ss/1851228

  1. 00:01:743 (1) - Minor Nazi: x200 y220 to be perfectly stacked with the other notes. Done
  2. 00:08:193 (3) - I feel the song would be much more enjoyable without this note here. When I play this section, I begin to follow the chime, which this whole combo does, except for this (3). The Song is constant, Not putting a note here feels ultra weird when the background keeps going.
  3. 00:08:793 (5,1) - (or 4,1 if you did apply the above mod.) You could probably make the (5 (or 4),1) flow a bit more cleaner if you wanted. Try something like this: http://puu.sh/aoogr.jpg | Maybe reshape the last slider from the pic as well to be similar like the first slider. Done
  4. 00:10:443 (1) - This would feel so much better to play 1/4 back at 00:10:293 - as it follows the music appropriately and even matches up the finish you have. So.. Move to 10:293 ?,, Done I think lol
  5. 00:10:893 (3,1) - Instead of having the tail of (3) landing on such a dominant note, Try this! | Remove one reverse from the (3) and have a slider start at 00:11:343 - and end where the (1) is in the timeline. If you don't want a slider, you can try having a circle instead! . Done, Feels better now thanks.
  6. 00:20:793 - Consider adding a circle here with a clap. to better catch the BGM clap sounds This is one of those cases where Yes, you're right, but I won't do it because is not in my vision of how I want this map to be played, as I want this part to be simple and clean as posible, and I circle Here would overcomplicate with the Note-Slider-2notes follow up and then space and another note-slider, too crowded, thanks for the suggestion tho.
  7. 00:22:443 (4) - Consider removing this (4) as well to get somewhat of a similar rhythm to 00:44:943 (1,2,3,4,5,6) - | I'm really having difficulties adjusting to how this plays. Something like http://puu.sh/aoq3I.jpg really makes this section feel more natural in a way. Having 00:22:743 (6,1) - connect through a slider somehow feels more natural as well. Yeah that was one of the few parts I was not happy how it was, thanks for the suggestion, feels much better now
  8. 00:29:643 (4) - Another rhythm suggestion. This is mostly due to consistency. When you make your 3/4 patterns like you are here, it's honestly best to follow them through to the end. A person trying to use the music as a guide to know when to hit the next note would click 1/4 later because you are following the chimes. To me, I don't think this reverse slider is really complimenting the song much. A simple circle at 00:29:793 - is more than enough to fully enjoy the song. Done
  9. 00:32:193 (3) - I'll poke this one for the same reason as 00:08:193 (3) - Keeping Consistency as the same reason as before
  10. 00:40:743 (3) - I love how powerful you get here but uh.. It actually would probably surprise people more than actually help carry the song. in otherwords, I don't really believe this is necessary. Try hitsounding similar to the first kiai maybe? Funny enough, Hitsounds of this map were suppose to be done by another player, but because He couldn't, I grabbed it as a Hitsound practice one, this section was one of my experimenting bits lol, Anyway, Changed to Fnish-clap-Whistle, same as first Kiai
  11. 00:44:793 - Consider adding a circle here with a clap. to better catch the BGM clap sounds. Similar to 20 secs. And now I do agree with this change, using the same reason as before,this time, even with adding the note, still feels clean and simple, and the follow up is great with Slider-Note-Slider space slider and doesn't feel as crowded as in the same suggestion before,.




Again. No KD please since you gave me one. Only use what you feel you like for rhythm ideas since well, your rhythm you create is what defines your mapping. :P You Clearly Deserve KD for this.. but if you don't want Ok lol
Thanks for the Mod, Really Helpful! :D
Topic Starter
CodeS

Natsu wrote:

Random mod :)

General:

  1. add 1500 AudioLeadIn, since your diffs are starting really soon There is enough time.
  2. Tick rate 2 fit this song a lot better too. Changed
  3. I'm not sure about your timing, but since not time to check this today 5 am xD, try to ask to some pro timer I Don't see anything weird in the Timming. Will ask around for a check tho.
Te-Te-Te:

  1. OD 4.5 seems not ok IMO, use OD5 to balance the settings is better Done
  2. 00:02:793 (3,1) - this part is weird to play, since is hard to keep the rhythm mainly cuz you are ignoring the downbeat here 00:02:943 -, this can be easy to fix adding a circle there. I Don't feel mapping the Downbeat here is necesary, as the sound you're asking me to map is not as strong as the overall of what I'm mapping.
  3. 00:03:243 (2) - this slider doesn't fit the song properly, if you listen careful both places at 00:03:243 - and 00:03:543 - have the same sound in the music, so the best rhythm here should be 2 circles instead of the slider, to represent the song better. There should Be 3 circles, but instead I used a Slider as a transition to the next section. same as 00:27:093 (1,2) - which is note only heavy
  4. 00:04:443 then again the rhythm is going a bit weird to follow, maybe add circles in 00:04:443 - and 00:04:743 -, following the main beats in the music?
  5. 00:05:643 same as above, also here 00:05:943 Nop, The notes are in the sounds I want them to be, and I want this part to be as simple as how it is right now.
  6. 00:05:343 remove NC is not necesary here, since the music is the same with the previous part, make more sense adding a NC in 00:06:543 were the music is changing There is no Combo bigger than 8 in the entire map, I did this to keep consistency (unless it was a mistake during one of the Mods)
  7. 00:07:743 same this feel really empty to play, but should be ok I guess That's my Idea
  8. 00:10:143 yup and you should add a circle here, so the players can keep the rhythm when playing, Again, I'm not mapping that background sound you're asking me to. no point adding a circle here.
  9. 00:10:893 (3) - try todont end sliders and such important beats like the one in 00:11:343 - since is where the music change you can feel the strong song and the change of the music, also this is the place where the NC should be, try to map that beat as a circle or slider head Yeah, Fixed this
Thanks! I listen and try to understand why mappers suggested me something, so I can learn from every Mod I get
Eni

Lanturn wrote:

[Railgun]
  1. 00:04:143 (1,2,3,4) - in all honesty. This makes me a bit sad. I really really recommend that you use 3/4 sliders with reverses so the music gets some love. I don't want to use reverse here, especially a 3/4 reverse, but it is an option.
  2. 00:20:943 (1,2) - Slider and then circle imo would fit the song much better. I prefer the current stress.
  3. 00:23:343 (1,2) - As for these. Try two 1/2 sliders. Since this part has two things that sound the exact same. the 1/2 sliders would work beautifully. I prefer the slider because it sounds better and plays better IMO.
  4. 00:47:343 (1,2) - same as 23 secs. ~
Not really much to say about this. One thing that you could try to do is add a few more hitsounds as there is really the bare minimum in it. especially when hearing CodeS' map. Will add more hitsounds, then~
Right now I cannot work with the timeline (arrow keys are moving the objects instead of the timeline, which I can't undo), so I'll try my best to map after this gets fixed.

thanks for mod
Hat600
Town was included in THE IDOLM@STER MASTERPIECE 05 in 2005, although also included in BEST OF 1641,
according to http://dic.nicovideo.jp/a/%E3%82%A2%E3%82%A4%E3%83%89%E3%83%AB%E3%83%9E%E3%82%B9%E3%82%BF%E3%83%BC%E3%81%AE%E6%A5%BD%E6%9B%B2%E3%81%AE%E4%B8%80%E8%A6%A7#BGM (japanese)

... but it's fine to use THE IDOLM@STER rather than a CD name as source.

Te-Te-Te
  1. 00:36:393 (3) - not consistent here. Maybe use previous pattern and change 2 to slider, or add a circle a tick before 3?
Topic Starter
CodeS

Hat600 wrote:

Town was included in THE IDOLM@STER MASTERPIECE 05 in 2005, although also included in BEST OF 1641,
according to I know but this specific file was taken from THE iDOLM@STER: BEST OF 765+876=!! BGM Collection , most of the keyswords are already here and in the TAG's, no need to add more


... but it's fine to use THE IDOLM@STER rather than a CD name as source.

Te-Te-Te
  1. 00:36:393 (3) - not consistent here. Maybe use previous pattern and change 2 to slider, or add a circle a tick before 3? Not Changed
Nothing Changed, Sorry no Kudosu
kakifly
hello~ quick m4m from #modreq since i was bored lol..

Te-Te-Te

IMO doesnt look good when words on the BG are cropped off, i suggest you crop the picture so the words either dont show or fix it so the words show completely
-hitsound 60% is a bit loud in the beginning imo
-00:32:343 (4,5,6) - can be arranged like this for better flow -00:33:543 (1) - the current rhythm doesnt follow the instrumentals that well, try this
-00:34:893 (1,2,3) - lower hitsounds on these
-00:39:543 (2) - move to x152 y128, adjust blanket of next note if you do
-00:49:143 (5) - remove clap
-00:49:743 (1) - should have hitsound (whistle maybe??)


thats all for this diff, good luck with your beatmap :3
Topic Starter
CodeS

kakifly wrote:

hello~ quick m4m from #modreq since i was bored lol.. m4m?

Te-Te-Te

IMO doesnt look good when words on the BG are cropped off, i suggest you crop the picture so the words either dont show or fix it so the words show completely I Don't see this a necessary as the title is visible enough at the end of the song and start., won't change it for now.

-hitsound 60% is a bit loud in the beginning imo Changed, Move to ascending from 45 to 55.
-00:32:343 (4,5,6) - can be arranged like this for better flow Move but didn't changed DS
-00:33:543 (1) - the current rhythm doesnt follow the instrumentals that well, try this No change
-00:34:893 (1,2,3) - lower hitsounds on these Nope, clearly strong sounds in the background
-00:39:543 (2) - move to x152 y128, adjust blanket of next note if you do Nope, that puts a DS of x1.0 from the current note, I'm clearly using 0.8 for these
-00:49:143 (5) - remove clap No, I'm using this clap to complement the sound the next note is sitting On.
-00:49:743 (1) - should have hitsound (whistle maybe??) Listening to the song, now that I put attention, there is a strong sound going On, added Finish there.


thats all for this diff, good luck with your beatmap :3
Thanks for the Mod!
kakifly

CodeS wrote:

kakifly wrote:

hello~ quick m4m from #modreq since i was bored lol.. m4m?
sorry i made a typo, not m4m, its just a normal mod xD
BeatofIke
Modding this map soon! Stay Tuned! :3
Topic Starter
CodeS

BeatofIke wrote:

Modding this map soon! Stay Tuned! :3

*3*
BeatofIke
[General/Hitsounding Tips!]
  1. For Finish hitsounding, I like to add them in parts where I can hear the cymbal crashes (like a loud "pssshh" sound) in the music. The finish hitsounding is often the easiest to do, since most of the time you just add finishes for cymbal crashes or just any loud prominent sound your hear in the music.

    For clap hitsounding, almost ANY type of music (other than those with complex beats, break rhythms, guitar riffs, and what not such as in dnb, metal, etc.) will sound good if you add claps on every 2nd and 4th beats in respect with a 4/4 measure (4 beats per measure). More often, you will hear a constant percussion (drum) sounds on every 2nd and 4th beats. This is also considered to be relatively easy to hitsound if used carefully. Again, you can use any type of clap hitsound you like (soft-clap is often my personal preference, but I sometimes use normal-claps and drum-claps if I feel that it sounds better on some parts of the music). And lastly, they the whistle hitsounding.

    Whistle hitsounding is often the hardest to hitsound and often easy to get inconsistent with them, because there are SO MANY ways to use whistles. You can use whistles for keysounds (piano for example), synths, vocals, guitar, finger snaps, and any other melodic sounds out there. You can even use whistles as the same for claps (every 2nd and 4th beats for example), usually for softer parts of the music. There are obliviously many other ways to use whistles, but for now....only focus on the softer parts of the music since this is instrumental (non-vocal) music with no keysounds in it. It may helpful to look at other ranked mapsets to discover other ways you can use whistles. Anyways, that's all I can really help you with. Hope this advice helps and good luck!
[Normal]
  1. The hitsounds I mentioned on Hard difficulty could also applied here as well. That's up to you though.
  2. 00:06:543 (1) - You don't really a finish here since there are no strong sounds here. A soft-whistle is good enough.
  3. 00:25:743 - 00:49:743: Repeat hitsound pattern. Nothing has changed here since it's just a loop.
  4. 00:49:743 (1) - This is where a soft-finish will fit good. Try adding one here.
[Hard]
  1. For the hardest difficulty in the mapset, I would recommend using a higher Drain Rate and OD like 6 or 7.
  2. 00:00:543 (1) - Remove clap at the end. It's not really needed and it sounds pretty strange imo.
  3. 00:01:142 (2,3,4,5) - Replace clap with Normal sampleset. It sounds better with the drums/percussions imo.
  4. 00:01:743 (1) - Add finish at start and remove finish at the end. You can hear a cymbal sound here.
  5. 00:04:143 (5) - Try adding a new combo here. You can also add a new combo at 00:06:543 (4) as well.
  6. 00:08:343 (4) - You should continue with the melody sound here by adding a soft-whistle at start and end of this slider.
  7. 00:10:293 (1) - Remove finish here. You don't hear the loud drum here.
  8. 00:10:593 (3) - Add a note here (with a finish). You can hear the loud drums here too.
  9. 00:11:343 (1) - Try adding soft-whistles at the start and end of this slider.
  10. 00:11:943 (2) - To stay consistent with the normal-whistles, you should add one at the start of this slider.
  11. 00:20:943 (7) - New combo should start here. Not at 00:21:243.
  12. 00:25:743 - 00:49:743: Repeat hitsound and combo pattern. Nothing has changed here since it's just a loop. Also, you have an unsnapped inherited (green) sections at 00:30:538. Please re-snap the green timing section to 00:30:543
Topic Starter
CodeS

BeatofIke wrote:

[Normal] Because Railgun shows no signs of Life or whatsso ever, I will do his changes for now

  1. The hitsounds I mentioned on Hard difficulty could also applied here as well. That's up to you though.
  2. 00:06:543 (1) - You don't really a finish here since there are no strong sounds here. A soft-whistle is good enough. Done
  3. 00:25:743 - 00:49:743: Repeat hitsound pattern. Nothing has changed here since it's just a loop.
  4. 00:49:743 (1) - This is where a soft-finish will fit good. Try adding one here.
Done

[Hard]
  1. For the hardest difficulty in the mapset, I would recommend using a higher Drain Rate and OD like 6 or 7. Why?I Don't believe this should have high diff setting, as I'm trying to make a friendly user map, moved to 6 both, but I Don't plan on making it higher
    ,
  2. 00:00:543 (1) - Remove clap at the end. It's not really needed and it sounds pretty strange imo. Done
  3. 00:01:142 (2,3,4,5) - Replace clap with Normal sampleset. It sounds better with the drums/percussions imo. Done
  4. 00:01:743 (1) - Add finish at start and remove finish at the end. You can hear a cymbal sound here. Done
  5. 00:04:143 (5) - Try adding a new combo here. You can also add a new combo at 00:06:543 (4) as well. Done
  6. 00:08:343 (4) - You should continue with the melody sound here by adding a soft-whistle at start and end of this slider. Done
  7. 00:10:293 (1) - Remove finish here. You don't hear the loud drum here. Not changed, there's clearly a strong sound here, I don't use only drum for Finish.
  8. 00:10:593 (3) - Add a note here (with a finish). You can hear the loud drums here too. Done
  9. 00:11:343 (1) - Try adding soft-whistles at the start and end of this slider. Done
  10. 00:11:943 (2) - To stay consistent with the normal-whistles, you should add one at the start of this slider. Done
  11. 00:20:943 (7) - New combo should start here. Not at 00:21:243. Done
  12. 00:25:743 - 00:49:743: Repeat hitsound and combo pattern. Nothing has changed here since it's just a loop. Also, you have an unsnapped inherited (green) sections at 00:30:538. Please re-snap the green timing section to 00:30:543
Done
Topic Starter
CodeS
Updated
BeatofIke
We did some further modding in order to polish the mapset a bit.
This mapset is now ready to go. Good luck!

Log
16:22 CodeS: baka ike
16:22 *CodeS runs
16:22 BeatofIke: D:
16:23 CodeS: Answered your Mod p/3305534 <<<
16:23 CodeS: I guess there isn't much about the mapset?
16:23 CodeS: actually
16:23 CodeS: that note you said to add with with finish
16:23 CodeS: was like the only thing I wasn't sure
16:23 CodeS: I mean to add or not
16:24 BeatofIke: Okay :3
16:24 CodeS: the rest is pretty much straightforward, will ignore your suggestion of "Use Hitsounds of hards on Normal", as I feel My mapping style and railgun's one is really different
16:25 CodeS: and we both have a different view of Hitsounding
16:25 CodeS: and You know how he defends his Hitsounds lol
16:25 BeatofIke: Yup!
16:25 BeatofIke: hahaha
16:25 BeatofIke: okay, time to re-check :3
16:51 BeatofIke: btw, if you want to keep the finish, you could add it at 00:34:143 (3) as well :P
16:51 CodeS: head of the slider?
16:52 BeatofIke: at reverse :)
16:52 CodeS: wait wait
16:52 CodeS: what diff are you xD?
16:52 BeatofIke: Te-Te-Te
16:53 CodeS: aaah
16:53 CodeS: I was in railgun
16:53 BeatofIke: XD
16:53 CodeS: Yeah, sounds better, added
16:53 BeatofIke: okay :3
16:55 BeatofIke: 00:35:943 (2) - One more suggestion: Try using a 1/2 slider instead to stay consistent with the rhythm :3
16:59 CodeS: https://osu.ppy.sh/ss/1923812
16:59 CodeS: done
16:59 BeatofIke: okay :3
17:00 BeatofIke: 00:28:593 (1) - Remove combo XD
17:00 CodeS: oooh
17:00 CodeS: sneaky combo
17:00 CodeS: done
17:00 BeatofIke: 00:29:343 (3) - and maybe add a combo here too if you like :P
17:01 CodeS: oh
17:01 BeatofIke: actually.....don't XD
17:01 CodeS: 0.0?
17:01 CodeS: so
17:01 CodeS: should I take this one off too https://osu.ppy.sh/ss/1923812?
17:01 CodeS: ups
17:01 CodeS: 00:05:343 (1) -
17:02 BeatofIke: yes :3
17:02 CodeS: ok
17:02 BeatofIke: That's should be it :3
17:04 CodeS: updated
17:04 BeatofIke: ok!!
17:07 BeatofIke: 00:29:793 (5) - Missed a whistle www
17:07 BeatofIke: 00:30:243 (6) - this one too.
17:07 CodeS: sneaky whistle
17:08 CodeS: done
17:08 BeatofIke: 00:35:943 (2) - add clap at end
17:08 CodeS: ok
17:09 BeatofIke: 00:23:343 (2,4,6) - remive clap at start :3
17:09 BeatofIke: remove*
17:09 BeatofIke: the finish sounds good enough :P
17:10 CodeS: done
17:10 BeatofIke: okay that's it :3
17:11 CodeS: updated
17:13 BeatofIke: 00:35:943 (2) - clap at end. not start XD
17:13 CodeS: .-.
17:14 CodeS: I feel dumb
17:14 BeatofIke: jaja
17:14 CodeS: done xD
17:15 BeatofIke: 00:20:943 (1) - Remove clap
17:16 BeatofIke: at start o.o
17:16 CodeS: at start? 0.0
17:16 CodeS: but that's a note o.o
17:16 BeatofIke: oops
17:16 BeatofIke: baka me :P
17:17 CodeS: removed clap
17:17 BeatofIke: okay, hopefully this is it XD
17:18 CodeS: updated
17:19 BeatofIke: looks good :3
17:20 CodeS: :3
17:22 BeatofIke: Railgun's Normal is good too :3
17:22 BeatofIke: You know what that means
17:23 CodeS: oh dear
17:23 BeatofIke: a bubble :D
17:23 CodeS: :D
Topic Starter
CodeS
*3*
popner
Popped for incorrect offset. The offset needs about -8ms (535 and 1735).


Call me back when you fix it!

Edit: ask BeatofIke to check the consistency of hitsounding, rebubble and then call me back.
Topic Starter
CodeS
Updated with Proper offset.
Massive update to sync Hitsounds of one half to another.
Will wait for Ike's check and get things moving!
Topic Starter
CodeS
UPDATED WITH A A NEW DIFF: EASY.

I used the Easy railgun was working at first., I took it and changed it to fit easy mapset, including slower Slider Velocity and other changes changes of my own., but because this was modded before, it's ready for ranking if anythin., OF COURSE, Railgun if aware of this.

We did this to move the mapset to a more complete status with 3 diff instead of 2, it shouldn't have a problem with the Anti Fun Police. . the diff spread is complete now.

Updated 2:

Fixed some details on Easy, Check on Hitsounds on Te Te Te.

Really, this is all ready for ranking.
BeatofIke
We fixed some minor stuff in the mapset.
Bubble Repaired!
popner
Forgot to mention: add 1500 AudioLeadIn in every diffs.

Edit: The source should be game title but not album title. You should add the album title in tags.
Topic Starter
CodeS

popner wrote:

Forgot to mention: add 1500 AudioLeadIn in every diffs.

Edit: The source should be game title but not album title. You should add the album title in tags.
Updated!
Added Audio Lead In on all diff, Moved Album )BEST OF 765+876=!! BGM Collection) to tags, and leaved THE iDOLM@STER on source ( officially stylized game franchise name)

Everything its done!
Topic Starter
CodeS
We got forgotten again? xd
Eni
we need /rank
Lanturn
Did an IRC to fix a few minor aesthetics in Te-Te-Te diff.

SPOILER
18:11 Lanturn: 00:12:385 (2) -  and other similar sliders. How about adding some sort of whistle on the start. you kinda do this in your Te-Te-Te diff
18:11 CodeS: wait what diff
18:11 Lanturn: easy sorry
18:12 CodeS: Thing is, the mapset of the easy is really, really simple. and we wanted the Hitsound to be that simple too.
18:12 Lanturn: That's fine
18:12 CodeS: I know both the easy and the normal could use much more hitsounds
18:13 CodeS: but because the mapping style used on both diff, is much simpler than the Hard, we wanted to keep them that way :D
18:13 CodeS: well, not the hard, the Te-Te-Te
18:14 Lanturn: Really isn't anything wrong with the Easy then
18:18 Lanturn: On te-te-te the spacing of 00:23:185 (1) - needs to be fixed
18:19 Lanturn: over 0.10 difference
18:19 CodeS: ooh
18:19 Lanturn: 00:16:735 (2) - Also the curved formed from 00:16:735 (2) - doesn't really connect well from the previous. I suggest changing it for a straight slider or something
18:19 CodeS: http://osu.ppy.sh/ss/1992598 fixed
18:20 Lanturn: (1,2) don't really connect*
18:20 CodeS: wait
18:20 Lanturn: cool, if you want, it'd be nice if you can make it fit so it creates a smooth motion like so: http://puu.sh/bhKhF.jpg
18:21 Lanturn: For the first one
18:21 CodeS: I don't really understand xd
18:23 CodeS: I believe it's done https://osu.ppy.sh/ss/1992604
18:24 Lanturn: Basically like this: http://puu.sh/bhKtJ.jpg is what I think you should do. The reasoning is because of how it 'bumps' itself up a little, it doesn't really give off a great circular flow.
18:25 Lanturn: Is it possible to make 00:32:335 (4,6) - feel a little my symmetrical with each other?
18:25 CodeS: https://osu.ppy.sh/ss/1992608
18:25 CodeS: done I think
18:25 Lanturn: cool :3
18:26 CodeS: well.. I personally dislike Symmetry
18:27 Lanturn: alright. It would just make it a little more asthetically pleasing :P
18:27 Lanturn: 00:47:785 (3,4,5,6) - Could be fixed a little to make it seem more roundish and have the 1/4 circles flow a little bit more nicely into the sliders
18:28 CodeS: well
18:28 Lanturn: http://puu.sh/bhKM2.jpg
18:28 CodeS: wait the fix before, symmetry one.
18:29 CodeS: it was like that because blanked of 00:32:935 (6) - with 00:33:535 (1) -
18:29 CodeS: but
18:29 CodeS: https://osu.ppy.sh/ss/1992616
18:29 CodeS: I guess like this?
18:29 Lanturn: Yeah that can work
18:31 CodeS: ah I see what you mean (that last fix)
18:31 CodeS: 1 sec doing
18:34 CodeS: http://osu.ppy.sh/ss/1992634
18:34 CodeS: kinda like this?
18:34 Lanturn: yeah, that's a lot more clean
18:39 Lanturn: 00:34:135 (3) - kinda gets close to the HP bar. You should curve this just a little: http://puu.sh/bhLs8.jpg
18:41 CodeS: wow, it's the first time someone actually mentioned something like that
18:41 CodeS: you really are an experience modder
18:41 CodeS: https://osu.ppy.sh/ss/1992649
18:41 CodeS: done
18:42 Lanturn: Cool. I really don't see too much else. I would have preferred a little bit more hitsounding on the easier diffs, but if you're happy with it then it should be fine. :P

Rebubbled because of inactivity from the popped bubble BAT.
BeatofIke
I re-checked the map once more and found no issues.
Moving this map to Qualified!

EDIT: 8 maps has been reached! Can't quality yet!
Topic Starter
CodeS

BeatofIke wrote:

I re-checked the map once more and found no issues.
Moving this map to Qualified!

EDIT: 8 maps has been reached! Can't quality yet!
Dear God xD
Lanturn
RIP :D
BeatofIke
ErunamoJAZZ
yey!~~
Aka
ooooooooo u did it
congratz :)
Eni
omg <3
Aurele
so basically.. the artist has been cut to "NBGI" since it was too long ?
edit: nvm, I guess this post says it all p/3257852

Congratulation! c:
Topic Starter
CodeS
\o/
Eni
/o/
Lanturn
Woohoo! Congrats CodeS and Railgun! <3 this song
popner
Late to catch up. Gratz!
Stefan
Girls and Food Aaaaaaaaaaaaa

Congrats!
Irreversible
Hey there!

First of all, take my apologies that we happen to unrank it that late, but technically this mapset isn't even allowed to be ranked.

Disqualified for following reasons:
  1. Halving the BPM (Please increase it to 200. If you want to save time with the readjusting of your map, just halve the SV, so you'll have the same slider speed as before!
  2. The way it got ranked (BeatOfIke Bubbled it, the bubble got popped, so he already used his action as BAT and is not allowed to rank it.)
  3. Some concers about the quality of the map itself. (See my mod below)
[Te-Te-Te]

The hitsounding itself appears really unconsistent to me, and I'd prefer if you had a closer look at the hitsounding pattern yourself.

00:01:134 (2,3,4,5) - This stack appears rather boring to me, the music isn't even the same. Why not putting some more movement in this pattern?
00:05:035 (3,4,5) - Imo quite bad flow, would be better if it was placed to the bottom side of 4, because straight flow in general generally plays awkward to me. 00:05:785 (5) - I suggest 288 296.
00:06:535 (1) - I honestly think you can improve this slidershape. If you insist leaving it, at least make improve the bulb in the middle of the slider.
00:07:885 (1,2,3,4) - These whistles feel spammed, but in the part before, it lacked whistles imo. You should reconsider the hitsounding.
00:10:285 (1,2,3,4) - I honestly don't think this finish spam isn't doing the trick as well, please use the finishes less spammed!
00:21:235 (2,3) - Again, I wouldn't stack those. Some movement feels more intuitive!
00:20:185 (5,6,1,2,3) - I can see a Problem in this pattern anyway, 00:20:785 - why didn't you map this beat? You've mapped less important beats so often, why leaving this out? You could reconsider the rhythm and placement here! If you Need suggestions, feel free to catch me ingame.
00:23:335 (2,3,4,5,6) - The overall way of the pattern could me made smoother. (00:23:935 (4) - rotate this one a bit, 00:24:535 (6) - same)
00:34:135 (3) - Rotate a bit to the left, to increase its Transition.
00:49:735 - This should be the end, I strongly suppose? It appears to be really anticlimatic to finish a map like that imo. End it on a strong beat!
00:39:535 (6) - Move a bit up to increase the transition again.
00:44:935 (1) - Would look cleaner if you simply copied 00:44:335 (6) -
00:47:185 (1,2,3,4,5,6) - Nice transition, that's how i'd like it to look in the pattern before.


That's it from my side! If you have any questions, or need help to understand my modding more, please feel free to catch me ingame, to have a talk about it.
Topic Starter
CodeS
I'm going to defend My Style

Irreversible wrote:

Hey there!

First of all, take my apologies that we happen to unrank it that late, but technically this mapset isn't even allowed to be ranked.

Disqualified for following reasons:
[list][*]Halving the BPM (Please increase it to 200. If you want to save time with the readjusting of your map, just halve the SV, so you'll have the same slider speed as before! Changed on all diff. Next time people will ask me to overmap the fuck out of it because it's "200 BPM" now, amirite?
[*]The way it got ranked (BeatOfIke Bubbled it, the bubble got popped, so he already used his action as BAT and is not allowed to rank it.)
[*]Some concers about the quality of the map itself. (See my mod below)

[Te-Te-Te]

The hitsounding itself appears really unconsistent to me, and I'd prefer if you had a closer look at the hitsounding pattern yourself. not really.

00:01:134 (2,3,4,5) - This stack appears rather boring to me, the music isn't even the same. Why not putting some more movement in this pattern? Dude, My mapping style is boring, I like to map boring stuff to people who like boring maps., I like Stacks I like the hold on here before the song finally kicks In, is exactly what you say BORING, because I want it to be boring. I Hope that, as the original mapper, at least gets respected.
00:05:035 (3,4,5) - Imo quite bad flow, would be better if it was placed to the bottom side of 4, because straight flow in general generally plays awkward to me. 00:05:785 (5) - I suggest 288 296. Yep, feels better, Done
00:06:535 (1) - I honestly think you can improve this slidershape. If you insist leaving it, at least make improve the bulb in the middle of the slider. "Improve the bulb", what does this even mean?, what?, Improve the slidershape?, HOW?, I like how they play, Me, as the original mapper. that means nothing right?.
Took out this slider to a more basic one.

00:07:885 (1,2,3,4) - These whistles feel spammed, but in the part before, it lacked whistles imo. You should reconsider the hitsounding. Dude, Turn Sample Volume to 0%, CHECK WHERE I'm using Whistle, Not gonna reconsider it because there is nothing wrong, I talked with very experience hitsounders about What I wanted to do with them (complement to the main song along other things), there is nothing wrong with them.
00:10:285 (1,2,3,4) - I honestly don't think this finish spam isn't doing the trick as well, please use the finishes less spammed! .[/color] ok there is one wrong, I'm retarded, there is no sound backing 00:10:285 (1) - . I took that one off.
00:21:235 (2,3) - Again, I wouldn't stack those. Some movement feels more intuitive! Nope.
00:20:185 (5,6,1,2,3) - I can see a Problem in this pattern anyway, 00:20:785 - why didn't you map this beat? You've mapped less important beats so often, why leaving this out? You could reconsider the rhythm and placement here! If you Need suggestions, feel free to catch me ingame. Because you see, the density of Notes here is REAAAALLY HIIIIIIIIGH, compared to, for example 00:44:785 (7) - , it's the same but I added the note, why?, because if I added a note in the first section (the one you want fixed), it would end "o - o o o -" <<<<<< a HUGE clusterfuck, while in the second section, adding still looks clean ("- o - ") 0 = notes - = sliders. so in short words, I didn't added a note because the entire pattern would be annoying to play and looks ugly.
00:23:335 (2,3,4,5,6) - The overall way of the pattern could me made smoother. (00:23:935 (4) - rotate this one a bit, 00:24:535 (6) - same) I fail to see it, sorry, I believe this play good moving the player around the playable area. changed the first sliders a bit.
00:34:135 (3) - Rotate a bit to the left, to increase its Transition. Done
00:49:735 - This should be the end, I strongly suppose? It appears to be really anticlimatic to finish a map like that imo. End it on a strong beat! sigh... Done
00:44:935 (1) - Would look cleaner if you simply copied 00:44:335 (6) - Done
00:47:185 (1,2,3,4,5,6) - Nice transition, that's how i'd like it to look in the pattern before.


That's it from my side! If you have any questions, or need help to understand my modding more, please feel free to catch me ingame, to have a talk about it.
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