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posted

This is a marathon map with multiple difficulties so i guess this rule does not apply
And Donphin is totally related to your name as i said.

see the "unrelated to an username" part of it as well as the "Marathon maps with a single difficulty may use free naming"

I'm unsure about the part where different gamemodes come in since it's not explicitly stated anywhere
posted
Hey! From my modding queue.
Well, here's my mod:

Ascension Reincarnation:
1) Check AiMod (Ctrl+Shift+A). There are a few things you have to fix.

2) I think you should also change your combo colours to support the background.
3) I suggest stacking your notes more. For example, you can stack this slider's: 00:45:335 end on this slider: 00:43:923 and this slider's: 01:04:041 end on this slider: 01:03:335. Also this slider: 02:11:743 on this hitcircle: 02:10:641. There are many more notes you can stack.
4) 00:52:746~ Maybe NC here?
5) 01:21:106~ Change this slider to face the other way to sort of blanket this slider: 01:20:639.

6) 01:23:966~ Rather blanket this slider with this slider: 01:25:108.
7) 03:59:833 and 04:01:278~ Mirror these two sliders instead.

8) 04:24:230 and 04:26:991~ Make these two sliders more in-line with each other.
9) 05:34:218~ Blanket this slider with this slider: 05:33:865. Like this:

Sorry my mod is a bit short. Insane is just really not my specialty. :lol:
Anyway, good Luck! :D
posted

Okoratu wrote:


This is a marathon map with multiple difficulties so i guess this rule does not apply
And Donphin is totally related to your name as i said.

see the "unrelated to an username" part of it as well as the "Marathon maps with a single difficulty may use free naming"

I'm unsure about the part where different gamemodes come in since it's not explicitly stated anywhere
"Donphin Oni" is rankable as it could be seen as an alternate way of typing "Dolphin's Oni"

I think our best bet is to ask a BAT at this point.

Taiko diffs and Standard diffs can be separated and recognize as two individual "mapsets" so right now we have two single diff spreads in a single set.
posted

Dolphin wrote:

Okoratu wrote:


This is a marathon map with multiple difficulties so i guess this rule does not apply
And Donphin is totally related to your name as i said.

see the "unrelated to an username" part of it as well as the "Marathon maps with a single difficulty may use free naming"

I'm unsure about the part where different gamemodes come in since it's not explicitly stated anywhere
"Donphin Oni" is rankable as it could be seen as an alternate way of typing "Dolphin's Oni"

I think our best bet is to ask a BAT at this point.

Taiko diffs and Standard diffs can be separated and recognize as two individual "mapsets" so right now we have two single diff spreads in a single set.
ye, kind of, though the part with the unrelated to a username would still apply, i guess
posted
man, there's a ton of drama on this thread

I'm obviously not modding the taiko diff because I don't know anything about taiko
[General]
  1. letterbox conflicts with both diffs
  2. tags conflicts with both diffs


[Ascension Reincarnation]
  1. in your intro in particular, you need to work on overlaps. there's a ton of them. 00:07:923 (3,4,1,2) - is an example of this. they do NOT disappear in time.
  2. you also have a ton of seemingly unnecessary stacks throughout the diff. go through every single one of your stacks and question whether or not it's worth breaking the flow for the stack or not. for 90% of the stacks in this diff, it's not :P
  3. 02:59:668 (8) - unsnapped end
  4. 01:55:135 (6) - offscreen slider
    both of these things need to be fixed or else the map is unrankable
  5. 00:15:688 (1) - until here, soft hitsounds instead of normals would be much better overall. it's way too hard hitting for a intro that isn't supposed to be hard hitting
  6. 00:18:864 (2,7) - bad stack here, stack these 2 so it looks neater. there's a ton more of these examples throughout the diff, I'm not going to explain all of them. :P
  7. 00:32:629 (1,2,3,4,5,6,7,8,9) - this entire part just looks ugly. make a cool looking pattern here like a zigzag or a triangle or a bunch of jumps or something, or something that isn't a half circle. it's not good the way it is :P
  8. 00:49:570 (1) - I don't agree with this entire section, mostly because this is a part that you should map the drums for and not the random noises, because the random noises make no sense and they detract from not only the map, but the music itself. mapping a consistent beat line for this part would make this part infinitely better (and any other examples of this throughout the map also apply to this). there's also a ton of overlaps in this part. :P
  9. 01:46:953 (1,2,3,1) - these sliders don't look all the same and it detracts from the consistency massively
  10. 02:04:953 (2) - this slider makes no sense with the music int he background. too intense. :P just make it a regular long slider if you're going to do it this way

yea, I can't even really reliably mod this. this is what I got for now. you gotta go over it and make it a bunch cleaner, the way it is right now it's far from rankable :P the idea and all is cool, but the execution of it at the moment isn't stellar. I'm also biased because I don't really like the style that most of the map is in (as I stated earlier. good luck, and maybe I'll mod it again later, but as it is.. bleh. :P it's okay, but it's not.. stellar. stellar is what you want. stellar maps get ranked. :P
posted
This map is consistently inconsistent :d
posted

Maeglwn wrote:

stellar maps get ranked. :P
that's like one of the biggest lies i've ever seen.
posted
Hi

Just some metadata mod here (No Kudosu please):

General

Japanese Title: てんしょう しょうてんしょう
Tags: Add Hatsune Miku

Difficulty names

Standard: I suggest having only "Reincarnation" in the name because "Ascension Reincarnation" is too long and the song is mainly about reincarnation. Also, reincarnation implies ascension in a way (being reborn after dying).

Taiko: Maybe DolphInner Oni...? Hah...ha....k bai

Tips for Standard map
  1. Don't rely too much on distance snap. Distance snap limits creativity. Also, Add some more jumps to emphasize certain strong beats. Jumps can make the map more fun too.
  2. Keep checking AI Mod (Ctrl+Shift+A)
  3. Try to pick combo colors that match the background
  4. I would decrase HP by 1 or 0.5. This is because there are lots of slider velocity changes. People will lose quite a big chunk of HP because they might not see many of them coming.
  5. Don't use normal whistles (and normal sampleset in general) in the calm parts of the music, such as after 00:26:982 . The normal whistles are really annoying and don't fit with the music.
  6. Execute patterns correctly/ cleanly. 00:25:746 (7,8,9,10,11,12,13) - imo, would look a LOT better if it was a perfect, or close to perfect, star pattern.


Good luck :3

Also, props for being able to map such a hard song \o/
posted

Kinshara wrote:

Taiko: Maybe DolphInner Oni...? Hah...ha....k bai
PFFFFFFFFFFFFFTTTT i cringed so hard.

"Donphin" is a far more suitable pun lol
posted

Kinshara wrote:

Hi

Just some metadata mod here (No Kudosu please):

General

Japanese Title: てんしょう しょうてんしょう
Tags: Add Hatsune Miku

Difficulty names

Standard: I suggest having only "Reincarnation" in the name because "Ascension Reincarnation" is too long and the song is mainly about reincarnation. Also, reincarnation implies ascension in a way (being reborn after dying).

Taiko: Maybe DolphInner Oni...? Hah...ha....k bai

Tips for Standard map
  1. Don't rely too much on distance snap. Distance snap limits creativity. Also, Add some more jumps to emphasize certain strong beats. Jumps can make the map more fun too.
  2. Keep checking AI Mod (Ctrl+Shift+A)
  3. Try to pick combo colors that match the background
  4. I would decrase HP by 1 or 0.5. This is because there are lots of slider velocity changes. People will lose quite a big chunk of HP because they might not see many of them coming.
  5. Don't use normal whistles (and normal sampleset in general) in the calm parts of the music, such as after 00:26:982 . The normal whistles are really annoying and don't fit with the music.
  6. Execute patterns correctly/ cleanly. 00:25:746 (7,8,9,10,11,12,13) - imo, would look a LOT better if it was a perfect, or close to perfect, star pattern.


Good luck :3

Also, props for being able to map such a hard song \o/
Nvm something weird happened*. :)
posted

Squigly wrote:

It appears i gave kudosu because im retarded


?
posted

Dolphin wrote:

Squigly wrote:

It appears i gave kudosu because im retarded


?
I am actually rather confused as well...i very much did click it. Oh well!
posted
Welp.

Ascension Reincarnation



  1. 00:10:041 (1) - my initial thought was to change this slider into 2 circle, simply to emphasize that the drums are kicking in and it would also raise the attention on the vocals on the next slider
  2. 00:15:688 until 00:26:982 - i don't like your shapes and angles in this section. Yes, the spacing stays the same, but angles like 00:17:629 (9,10) - are much cleaner and simpler to play than stuff like 00:23:982 (13,1), which is a really sharp back-and-forth movement. Overall it feels like this was all just more or less randomly placed with only distance snap in mind. Consider that distance isn't the only thing that has influence on how objects feel. Additionally, the occasional stacks add weird stops that don't go well with the songs.
  3. 00:32:629 (1,2,3,4,5,6,7,8,9) - for patterns like this, you could just use the "Create Polygon Circle" tool to achieve a much cleaner image.
  4. 00:36:864 (1,2,3,4,5,6,7) - I've already talked to you about this in IRC. Try the follwing snaps, it's probably the best you can get out of this part. (1-6 is 1/6, 7 is on 1/12, the rest are on 1/8 or even 1/16. Make sure to use sliders because no one could play this accurately lol
  5. 00:38:276 (1) - this applies to the whole map in general: wub sliders that end before the next beat would sound better if the tail was silenced or at least lowered in volume.
  6. 00:41:805 (3) - have this end on the white tick and add a new slider at the blue tick, where this one currently ends? would fit the ... sound, better
  7. 00:43:217 (6,7,8) - I'd like to see these seperated from the previous objects in the same combo, the tone they're mapped on slightly changes and it feels weird to just treat them the same as as before. You could put a NC and/or display them differently by making them straight or changing the angle/spacing to accentuate them. This is also a repeated thing throughout the map, so maybe you can just add NCs at these spots
  8. 00:51:688 (1,2,3) - snapped incorrectly: 2 should be on the white tick here and 3 would be perfect on the yellow tick at 00:52:261. I suggest to delete 3 and make 2 end on that yellow tick, you can't expect people to read 1/8 snaps. You can then add an object on the downbeat at 00:52:393. This makes sense anyway, it's a very dominant beat after all
  9. 00:53:041 (5) - at this point you could improve readability if you deleted 5 and 6 and placed a 1/6 with a reverse arrow on 00:53:099. Would then look like this:
  10. 00:55:923 (1,2,3,4) - just for clarification: why are all these 1/3?
  11. 00:58:923 (1,1) - get rid of one of the NCs here
  12. 01:00:158 (8,9,10,11,12,13,14) - this is seriously too hard compared to the rest of the map, it's effectively 255 BPM streaming. Reduce the amount if consecutive circles to 3 instead of 6, then add a slider with a single reverse on 01:00:335 . Also consider compressing the the srteam more so it won't be mistaken for 1/4
  13. 01:02:452 (1) - Remove this NC, it doesn't really serve a purpose
  14. 01:13:727 (2) - really unfitting slider, ends on string drum beat and strong vocals, so you might want ro remove this from here and place a slider at
    01:13:550 - or 01:13:903 - to have it more fitting.
  15. 01:14:433 (5) - same issue as above
  16. 01:18:556 (6) - ^
  17. 01:19:212 (2) - ^ etc.
  18. 01:29:226 (4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6) - Nope. Way too hard when put into perspective. A lot(!!) of players that would pass the map easily would fail here or break combo. Not only is it a rather long 220 BPM stream, but it's also rather widely spaced with empasis on the strong beats.
    Reduce the spacing, add (reverse-)sliders. Keep it reasonable.
  19. 01:30:589 (1) - and while we're at it, don't use a 1/4 slider with a single reverse in 4/4 streams, because this would land on the red tick and then the next circle is on the blue tick. this pretty much switches the entire focus of the stream and confuses the player. Add a reverse arrow, the slider will then cover a 4 1/4 ticks and the next circle will land on a white tick, starting a new 1/4 rhythm. it feels mroe natural and is easier to understand.
  20. 01:34:271 (6) - this should be snapped on 01:34:305 -
  21. 01:34:680 (2) - make this end on 01:34:851 - and delete 01:34:885 (3), it's overmapped.
  22. 01:36:044 (1,1,2) -
  23. 01:38:226 (1) - more fitting rhythm for the measure starting here:
  24. 01:49:589 (2,3,4,5) - this is actually pretty cool
  25. 01:52:135 (4) - make this end on 01:52:305 -
  26. 01:53:203 (8) - why isn't this snapped on the white tick? It should be
  27. 01:53:942 (2,3) - and these should both be snapped 1/8 later
  28. 01:54:589 (5) - excuse me but this one just doesn't look good, visually. Try to make the curves mor clean and less crunched
  29. 02:04:953 (2) - the problem with kicksliders like this is that you can't hit them late, because that will instantly result in a sliderbreak. At least make this 1/8 slider instead of 1/16.
  30. 02:10:764 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) - same issue as the beginning, there seems to be no thoughts behind these shapes and movements. Try to get some structure in here, use sliderpairings by mirroring them, or use symmetrical patterns (that don't mess with the spacing ofc) or other stuff that seems less random.
  31. 02:34:903 - why do you just skip the white tick here? there's vocals that want to be mapped
  32. 02:36:315 (1) - delete NC, also,I would map this one as two circles on the white and red tick here to fit the vocals.
  33. 02:40:727 (1,2) - swap NC? because of what I explained earlier in the first part.
  34. 02:47:139 (3) - this one ending on a strong downbeat feels really wrong, try to shorten the slider and add something on the downbeat
  35. 02:47:962 (1) - why these NCs again
  36. 02:49:374 (8) - add NC here
  37. 02:50:962 (1,1) - remove both NCs here
  38. 02:52:903 (6) - same issue about supershort kicksliders as before, make this a tad longer
  39. 02:53:609 (1) - i can understand this NC here because it's on a rather strong vocalish change but why 02:53:786 (1,1) - these too? get rid of them
  40. 02:55:021 (1,2,3,4,5,6,7) - same as the other 1/6 stream i addressed
  41. 02:58:197 (4) - add NC
  42. 02:57:491 (2) - slider too short
  43. 03:00:668 (6) - you might want a NC here
  44. 03:16:889 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5) - yep, this is way too hard again
  45. 03:18:809 (1) - too short, it also has one reverse arrow too much.
  46. 03:22:626 (5) - consider a NC here
  47. 03:29:717 (1) - remove NC
  48. 03:30:399 (2) - shouldn't this be 1/6?
  49. 03:33:717 (7) - exchange this with a circle and add a slider on 03:33:808 - simpyl to go with the vocals better
  50. 03:34:626 (1) - repeated issue with the kickslider
  51. 03:51:675 (2) - ^
  52. 05:02:955 (1,2) - unfitting sliders, make them both have 2 reverses to fit the rhythm.
  53. 05:03:364 (3,4,5,6,7,8,9,10,11,12,13,14,15,16,17) - stream is too long and could use some NCs
  54. 05:04:864 (1) - I'd say this kickslider is actually okay because it's emphsaizing the distorted sounds so well
  55. 05:11:954 (1,2) - this slowdown is a little awkward, the song doesn't really suggest it imo. You didn't use slowdowns like this in other parts where this sound is used, either.
  56. 05:21:312 (1) - remove NC
  57. 05:22:819 (3) - for correct snap, place on 05:22:819 -
  58. 05:23:629 (2) - this would feel better if it was snapped on 05:23:629 -
  59. 05:31:747 (1) - make 1/8
  60. 05:43:041 (4) - ^


Okay so. Let me get this clear, after checking through this in its entirety: It's not ready for rank. I has to focus on so many different things, I'm bound to have missed issues, even majore ones. New Comboing, Rhythms, correct beat snapping. Tbh I couldn't even pay a lot of attention to the spacing.
You have a few nice ideas that would also go well with the song, but placement seems poor at times. It's also inconsistent. And, what's kind of the most important thing.
It's not hitsounded. Hitsounds are required for anything that's supposed to be ranked, so you better get on with that.

I strongly advice to get a bunch of mods more before attempting to get a Bubble, preferably from modders that pay attention to more than just the surface.

That being said, this is not necessarily a bad map. It's very interesting to play, and if it gets a bit more cleaned up and polished with proper hitsounding, it can be great.
posted
hi zare :*
posted

Zare wrote:

Welp.

Ascension Reincarnation



  1. 00:10:041 (1) - my initial thought was to change this slider into 2 circle, simply to emphasize that the drums are kicking in and it would also raise the attention on the vocals on the next slider the whole map is not about vocals except when there is nothing else so i focused on the increasing and decreasing sounds of the strings, mapping the sliders up and down rather instead of mapping into the other beats.
  2. 00:15:688 until 00:26:982 - i don't like your shapes and angles in this section. Yes, the spacing stays the same, but angles like 00:17:629 (9,10) - are much cleaner and simpler to play than stuff like 00:23:982 (13,1), which is a really sharp back-and-forth movement. Overall it feels like this was all just more or less randomly placed with only distance snap in mind. Consider that distance isn't the only thing that has influence on how objects feel. Additionally, the occasional stacks add weird stops that don't go well with the songs. the sliders are matched with the strings while i stack similar drum sounds and space the ones that differ ever so slightly, though it can be argued
  3. 00:32:629 (1,2,3,4,5,6,7,8,9) - for patterns like this, you could just use the "Create Polygon Circle" tool to achieve a much cleaner image. i think i tried but couldnt get it to work ill try again <:
  4. 00:36:864 (1,2,3,4,5,6,7) - I've already talked to you about this in IRC. Try the follwing snaps, it's probably the best you can get out of this part. (1-6 is 1/6, 7 is on 1/12, the rest are on 1/8 or even 1/16. Make sure to use sliders because no one could play this accurately lol fixed, i hope its better, its a tricky section S:
  5. 00:38:276 (1) - this applies to the whole map in general: wub sliders that end before the next beat would sound better if the tail was silenced or at least lowered in volume. i will do this <:
  6. 00:41:805 (3) - have this end on the white tick and add a new slider at the blue tick, where this one currently ends? would fit the ... sound, better ill keep this in mind
  7. 00:43:217 (6,7,8) - I'd like to see these seperated from the previous objects in the same combo, the tone they're mapped on slightly changes and it feels weird to just treat them the same as as before. You could put a NC and/or display them differently by making them straight or changing the angle/spacing to accentuate them. This is also a repeated thing throughout the map, so maybe you can just add NCs at these spots i do change the angle and spacing to make the changes more noticable i did it for all these sections that are alike but ill nc them
  8. 00:51:688 (1,2,3) - snapped incorrectly: 2 should be on the white tick here and 3 would be perfect on the yellow tick at 00:52:261. I suggest to delete 3 and make 2 end on that yellow tick, you can't expect people to read 1/8 snaps. You can then add an object on the downbeat at 00:52:393. This makes sense anyway, it's a very dominant beat after all i actually disagree with this, i think its fine and with the millions of testplays ive gotten people play it perfect.
  9. 00:53:041 (5) - at this point you could improve readability if you deleted 5 and 6 and placed a 1/6 with a reverse arrow on 00:53:099. Would then look like this: this aint no insane V: extra for a reason
  10. 00:55:923 (1,2,3,4) - just for clarification: why are all these 1/3? they end on 1/3
  11. 00:58:923 (1,1) - get rid of one of the NCs here shouldnt it be fine? it is abiding by the rules i though S:
  12. 01:00:158 (8,9,10,11,12,13,14) - this is seriously too hard compared to the rest of the map, it's effectively 255 BPM streaming. Reduce the amount if consecutive circles to 3 instead of 6, then add a slider with a single reverse on 01:00:335 . Also consider compressing the the srteam more so it won't be mistaken for 1/4 i dont think it can really be helped i think its more or less better this way
  13. 01:02:452 (1) - Remove this NC, it doesn't really serve a purpose ok c:
  14. 01:13:727 (2) - really unfitting slider, ends on string drum beat and strong vocals, so you might want ro remove this from here and place a slider at
    01:13:550 - or 01:13:903 - to have it more fitting. i didnt do vocals i did sliders and mini jump for the noticeable beats c:
  15. 01:14:433 (5) - same issue as above
  16. 01:18:556 (6) - ^
  17. 01:19:212 (2) - ^ etc.
  18. 01:29:226 (4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6) - Nope. Way too hard when put into perspective. A lot(!!) of players that would pass the map easily would fail here or break combo. Not only is it a rather long 220 BPM stream, but it's also rather widely spaced with empasis on the strong beats.
    Reduce the spacing, add (reverse-)sliders. Keep it reasonable. but.....its my extra marathon V; i rather love this section
  19. 01:30:589 (1) - and while we're at it, don't use a 1/4 slider with a single reverse in 4/4 streams, because this would land on the red tick and then the next circle is on the blue tick. this pretty much switches the entire focus of the stream and confuses the player. Add a reverse arrow, the slider will then cover a 4 1/4 ticks and the next circle will land on a white tick, starting a new 1/4 rhythm. it feels mroe natural and is easier to understand. ive seen it played fine and not but for now i would like to atleast keep this general section.
  20. 01:34:271 (6) - this should be snapped on 01:34:305 - nice
  21. 01:34:680 (2) - make this end on 01:34:851 - and delete 01:34:885 (3), it's overmapped. changed a bit
  22. 01:36:044 (1,1,2) -
  23. 01:38:226 (1) - more fitting rhythm for the measure starting here: nuh
  24. 01:49:589 (2,3,4,5) - this is actually pretty cool ;D
  25. 01:52:135 (4) - make this end on 01:52:305 - nice catch
  26. 01:53:203 (8) - why isn't this snapped on the white tick? It should be fixed
  27. 01:53:942 (2,3) - and these should both be snapped 1/8 later done and done
  28. 01:54:589 (5) - excuse me but this one just doesn't look good, visually. Try to make the curves mor clean and less crunched i dont know why i left it like that to begin with LOL
  29. 02:04:953 (2) - the problem with kicksliders like this is that you can't hit them late, because that will instantly result in a sliderbreak. At least make this 1/8 slider instead of 1/16. owo
  30. 02:10:764 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) - same issue as the beginning, there seems to be no thoughts behind these shapes and movements. Try to get some structure in here, use sliderpairings by mirroring them, or use symmetrical patterns (that don't mess with the spacing ofc) or other stuff that seems less random. well, the thought behind these is to move up or down with the music not so much make it look symetrical
  31. 02:34:903 - why do you just skip the white tick here? there's vocals that want to be mapped never mapped to vocals
  32. 02:36:315 (1) - delete NC, also,I would map this one as two circles on the white and red tick here to fit the vocals. done
  33. 02:40:727 (1,2) - swap NC? because of what I explained earlier in the first part. not seeing the problem here
  34. 02:47:139 (3) - this one ending on a strong downbeat feels really wrong, try to shorten the slider and add something on the downbeat i like it c:
  35. 02:47:962 (1) - why these NCs again sv changes? i would think i would need to here S:
  36. 02:49:374 (8) - add NC here changed a bit
  37. 02:50:962 (1,1) - remove both NCs here pretty colors
  38. 02:52:903 (6) - same issue about supershort kicksliders as before, make this a tad longer thats half the fun of the map though ;D
  39. 02:53:609 (1) - i can understand this NC here because it's on a rather strong vocalish change but why 02:53:786 (1,1) - these too? get rid of them v:
  40. 02:55:021 (1,2,3,4,5,6,7) - same as the other 1/6 stream i addressed iz gud
  41. 02:58:197 (4) - add NC k
  42. 02:57:491 (2) - slider too short it plays like a regular note
  43. 03:00:668 (6) - you might want a NC here did et
  44. 03:16:889 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5) - yep, this is way too hard again ive never had problems here unless people cant stream it, im not making my extra easier for people who cant stream
  45. 03:18:809 (1) - too short, it also has one reverse arrow too much. took away the 1 reverse, but i keep it ;v
  46. 03:22:626 (5) - consider a NC here ye
  47. 03:29:717 (1) - remove NC i think it makes sense, it gets quite a bit slower
  48. 03:30:399 (2) - shouldn't this be 1/6? indeedly do
  49. 03:33:717 (7) - exchange this with a circle and add a slider on 03:33:808 - simpyl to go with the vocals better but what i mapped goes with the music better
  50. 03:34:626 (1) - repeated issue with the kickslider looks gud
  51. 03:51:675 (2) - ^
  52. 05:02:955 (1,2) - unfitting sliders, make them both have 2 reverses to fit the rhythm. i hope i made it better, its an awkward part to map
  53. 05:03:364 (3,4,5,6,7,8,9,10,11,12,13,14,15,16,17) - stream is too long and could use some NCs :D
  54. 05:04:864 (1) - I'd say this kickslider is actually okay because it's emphsaizing the distorted sounds so well ;D
  55. 05:11:954 (1,2) - this slowdown is a little awkward, the song doesn't really suggest it imo. You didn't use slowdowns like this in other parts where this sound is used, either. in my opinion the sounds expressed represent more of a slower section
  56. 05:21:312 (1) - remove NC its much slower though V;
  57. 05:22:819 (3) - for correct snap, place on 05:22:819 - done did it
  58. 05:23:629 (2) - this would feel better if it was snapped on 05:23:629 - changed some
  59. 05:31:747 (1) - make 1/8 changed
  60. 05:43:041 (4) - ^


Okay so. Let me get this clear, after checking through this in its entirety: It's not ready for rank. I has to focus on so many different things, I'm bound to have missed issues, even majore ones. New Comboing, Rhythms, correct beat snapping. Tbh I couldn't even pay a lot of attention to the spacing.
You have a few nice ideas that would also go well with the song, but placement seems poor at times. It's also inconsistent. And, what's kind of the most important thing.
It's not hitsounded. Hitsounds are required for anything that's supposed to be ranked, so you better get on with that.

I strongly advice to get a bunch of mods more before attempting to get a Bubble, preferably from modders that pay attention to more than just the surface.

That being said, this is not necessarily a bad map. It's very interesting to play, and if it gets a bit more cleaned up and polished with proper hitsounding, it can be great.
thanks for the great mod c;

it appears i changed my color purple a bit oh well
ill do some of the hitsounding another time
posted
This map is pure art ! Well done <3

ps : pls nerf stream patterns pls it kills people, me included ;w;
posted
who do we listen to?
the players or the mappers?

this is an ethical question that needs to be answered.
should the players decide if the map is fun and playable, if it's challenging or too easy?
or should the experienced mappers do so?

:O

#gettingrealtiredofyourshitdolphin
posted
as a player
and a mapper

these streams are too hard.
I have no problems with hard maps (Snow Note is one of my favourite mappers ever), but this specific map is relatively easy up until these streams kick in and kill 90% of all the players that would pass the map otherwise. This is not a good design choice. You're creating something for players to play, not for players to die on.

additionally, not every slider velocity change warrants a NC. It might be a nice feature when the change is really extreme and when it's combined with an extra combo color just for that slider speed, but in your case, you did neither use the SV changes nor the NCs consistently.
posted
The stream patterns are kinda hard, but even on HR I managed to S the map (silly sliderbreak nvm) with 95%. As for the sliders, I don't find them hard to read at all, the SV changes fit the song, and even on AR9 sightread (which I suck at) I didn't get sliderbreaks.
posted

Zare wrote:

as a player
and a mapper

these streams are too hard.
I have no problems with hard maps (Snow Note is one of my favourite mappers ever), but this specific map is relatively easy up until these streams kick in and kill 90% of all the players that would pass the map otherwise. This is not a good design choice. You're creating something for players to play, not for players to die on.

additionally, not every slider velocity change warrants a NC. It might be a nice feature when the change is really extreme and when it's combined with an extra combo color just for that slider speed, but in your case, you did neither use the SV changes nor the NCs consistently.
i do understand they are hard but its a huge point in the map, rather, a buildup, its supposed to be majorly hard and its another reason i chose it. I cant just make it easier for the players when i feel the map calls for something completely different. Its one thing that i would love to keep even if it is very hard as opposed to the rest of the map. And dont get my wrong i really do respect your opinion and ill mull over the thought of simplifying the map at those points but for now i have a special place for those streams in my heart c:
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