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Kikuo - Ten Sho Sho Ten Sho [Osu|Taiko]

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Okoratu
I said i'll do this, so here i go
I said i wouldn't kill this so this looks far worse than it actually is
I advise you to try each and every suggestion before turning down my reasoning.
I kind of expect you to follow up on it.


General

  1. WUB WUB WUBBB
  2. I assume you used this for your background, idk you could add the artist to the Tags of this if you wanted to
  3. Also your BG is so i searched for that again and resized it and kind of made the colors be a tiny bit stronger~
  4. Also I noticed that you didn't even bother using custom colors, but since the standard colors are
    I would just go ahead and suggest some other colors for this:
    Combocolors

    Color 1: RGB(196, 216, 251)
    Color 2: RGB(142, 142, 181)
    Color 3: RGB(234, 109, 131)
    Color 4: RGB(128, 94, 94)
    If you want to have this extra cool you could use 4 additional Colors which you only use when Kiai is active (so these are more bright and stuff):
    Even More colors

    Color 5: RGB(57,127,251)
    Color 6: RGB(49,49,160)
    Color 7: RGB(234, 32, 68)
    Color 8: RGB(128, 6, 6)
    If you use these in the choruses only the colors will look more intense there and thus give the effect which the choruses have in general!
  5. The Artist should be きくお and the Romanization stays the same i guess (Source)
  6. The Title should be てんしょう しょうてんしょう and the Romanization stays the same (Source)
  7. Are you getting a fancy storyboard for this?? Because if you don't, uncheck "Widescreen Support" because it isn't really needed for that~
  8. Timing: This one is for Charles: I don't really understand why the BPM is halved in 03:07:021 - while it is doubled in 03:54:861 - and so forth at least for one of these the ticks just don't really align and this should be done conistently throughout this i guess (this should only be a mathematical thing that doesn't really fit imo, but maybe you can help me out here in case i'm wrong)
  9. Dolphin needs to rename the taco since it's totally related to his name

Ascension Reincarnation

  1. idk I'm basing my diffname suggestion on these Lyrics Translation: Suicide, Death Sentence, Resurrection. Or maybe other fancy english words for these, you decide.
    OD 8 is cool for this, i wouldn't even care about you using HP+1, because that shouldn't really change a thing here
    Opinion: This map is indeed fun to play for me but it does not really look all that fun. This will take a long time to write but hopefully most style suggestions of it should be applicable.
    Some of the ticks you use are really really questionable and I will probably end up covering them here
    Also your map barely uses any hitsounds you really should think about addressing it and search for some custom hitsounds
    So here I go:
  2. About the hitsound thing i would just go ahead and devide this in parts which i think would fit
    1. 00:04:394 - A soft sampleset at low volume with whistles would be cool i think
    2. 00:07:217 - either a drum set or increasing the volume of the soft set could be ok
    3. 00:14:982 - a normal set from here onwards or from 00:15:688 - seems to follow this best
    4. 00:26:982 - i don't think any of the standard things fits this so i suggest to go with a soft set and custom hitsounds for this part
    5. 00:38:276 - From here on a Normal set with custom claps and/or finishes should be cool
    6. 01:22:778 - the standard normal set sounds neat here~
    7. 01:31:680 - Normal set with custom claps / finish
    8. 02:06:589 - the soft set from the beginning again
    9. 02:10:764 - See the 2nd suggestion in the beginning
    10. 02:21:472 - sounds like you should find a custom hitsound for these sounds and use them :o
    11. 02:27:476 - the normal set with claps again
    12. 03:07:021 - normal with other custom claps would be coool
    13. 03:19:354 - a normal with the claps you use in the first chorus
    14. 03:53:799 - the soft set from the beginning (maybe with some kind of special finish for the first thing in the section 03:53:799 (1) - ) also custom finishes advised
    15. 04:24:230 - idk a normal with some kind of claps could fit for the way you mapped it also i would silence the slider-slide here for whatever set you're using since it'll be quite audible in this section particular since it's so quiet
    16. 05:05:409 - custom claps as usual lol
    17. 06:04:923 - plss. lol
  3. 00:00:511 - If you listen to this at higher volume (osu-side) the spinner should in fact start here (also consider adding an audio leadin as your first object is at 00:00:864 - anyway, so having at least a second or 1.5 second before the first object will at least give you a chance to realize what's happening. k)
  4. 00:05:077 (2) - shouldn't this be on the white tick next to it ? (if not question charle's timing nao)
  5. 00:07:923 (3,1) - the overlap is a bit suboptimal here and i'm just gonna mention it because you do have enough space to avoid it somehow
  6. 00:11:099 (4,1) - using the same slider here might make for a more even pattern here, but i don't know if that's your thing
  7. 00:15:158 - just saying you could use a stream from here until 00:15:511 - instead of the thing you currently do
  8. 00:16:393 (4,7) - stack hating
  9. 00:18:246 - if you're into that you could add an object here
  10. 00:19:217 (4,7) - the same slider could make this again more pleasant to look at
  11. 00:32:629 (1,2,3,4,5,6,7,8,9) - just saying that you could have each of these as a 1/2 sliders to have a transition to the streamjumpy part that follows (it's not a must have tho)
  12. 00:32:629 (1,2,3,4,5,6,7,8,9) - again about this in case you don't go for the sliders: if you have all fo them marked you will see that the beginning and the end overlap, you could set the Beat Snap Divisor to 1/1 and go to Compose -> Create polygon circles and choose 0.6x ds and 9 circles
  13. 00:37:688 (6) - i think the ticks here are correct but the thing as a whole should be moved to the blue tick in 00:37:658 - imo
  14. 00:38:011 (7) - same i think it should be in the blue it in 00:38:011 -
  15. 00:40:746 (4,1) - i suggest to move these 2 to 112 | 152 in order to have the gaps between start end end of each slider approx the same (talking about 00:40:393 (2,3,4,1) - as a whole)
  16. 00:42:864 (4,5) - i would move these 2 at least far enough apart so that they don't overlap because that's a bit ugly
  17. 00:43:393 (7,1) - since it's quite visible but you lack the space to do something really different about it i would suggest to at least reshape 00:43:393 (7) - so that it compliments the border of 00:43:923 (1) - a bit better?
    Obviously i would prefer it if you found a way without these 2 overlapping but the above way would also be within the range of acceptable
  18. 00:44:717 (2) - I'd actually use the same SV for this one as you use for 00:42:864 (4,5,6,7) - since they are the same o:
  19. 00:46:393 (7) - you could move this one up a bit to have a smoother transition from 00:46:217 (6) - into this slider (moving it up left should be awesome - maybe rotating a bit afterwards idk)
  20. 00:46:746 (8) - should use 1/8 max for this one or even 1/6 since it doesn't really have all that many sounds (i think 1/8 is cool since most of the other sounds land on 1/4 stuff and i consider 1/16 special and using it too much would be overuse imo)
  21. 00:47:629 (1) - this could and should be shortened to the red tick in 00:47:982 - and a circle should be added in 00:48:070 - in order to keep consistent with your other sliders like this up until now...?
  22. 00:50:629 (3,4) - same sliders could be cool, not a must have tho
  23. 00:50:982 (5) - I'd prefer it if this one would be moved closer to the end of 00:50:452 (2) - because this way it looks like you actually planned this overlap all along:
    somewhat fancy Example yees


    Idk the impact on readability this has
  24. 00:51:335 (7) - could and should be an 1/4 slider imo
  25. 00:53:511 (8) - i think this should be extended up to the blue tick in 00:53:717 - (1/12 has the thing you need here)
  26. 00:54:511 (6,7,8) - first of all this pattern should be a bit further away from 00:54:335 (5) - since the gap here changes from 1/4 to 1/6 and this would empathize this better
  27. 00:54:688 (7,8) - this overlap just doesn't look that good i'd like to suggest something different so it's your choice:
    Something different

    like this way you avoid the overlap and have the pattern be easily readable but note that you should move 00:55:393 (2) - and the following stuff a tiny bit in order to not destroy your patterns
  28. 00:56:099 (2) - i think the 1/4 here is more clearly autible than the 1/6 so you could change it to an 1/4 slider if you agree with me here
  29. 00:56:629 (1) - consider shortening this one to the white tick in 00:56:982 - to add another circle for 00:57:070 - ?
  30. 00:57:629 - might add a circle on the 1/6 tick here for the wub (idk up to you, would make the time between objects in this pattern more consistent though)
  31. 00:57:923 (3) - should consider moving this one similarly to 00:51:688 (1,2,3) - since it looks like you're attempting the samething here so moving it down a bit along with the big wooooo slider could be cool here
  32. 01:02:629 - could shortne the slider here to that tick in order to (1) catch the vocal (2) be able to add a circle in 01:02:717 - ?
  33. 01:03:511 (5) - I'm pretty sure this is only supposed to be an 1/8 slider
  34. 01:04:393 (1) - i think this rhythm should be used here:
    There are 2 separate wubs but one slider

    Idk if you can manage to make this play nicely I'll coniser you awesome
  35. 01:05:982 (7) - moving this one to 316|154 could make this one less awkward to play
  36. 01:07:217 (2,3,4,5,6,7,1) - this would simply look better if you distance snapped all 1/3 with the same snap (deactivate grid snap for this operation!)
  37. 01:09:041 (3) - this one could more neat if it had one red anchor at first so you can parallel it with 01:08:629 (1,2) - ?
  38. 01:09:335 (1) - I think it's very hard to separate this slider in to 2 but in order to empathize the sound in 01:09:688 - you could add a red anchor on that in order to have it turn somewhere else on the sound change:
  39. 01:14:080 (3,4,5) - if you look at this section as a whole you will notice that this is the only case where 3 objects stack in the same place you could therefore consider breaking this up to be a notch more consistent with your other patterns here
  40. I think this section could really use some more jumps/ less stacks but that's my subjective opinion
  41. 01:16:876 (1) - since this is a more intense sound you should use a lower SV according to your SV policy regarding these... i guess?
  42. 01:18:059 (4,6) - the same slider could be cool again here since it looks like that's what you're going for
  43. 01:19:531 (3,4,5,6,7,8,1) - this could overall use more 1/2 spacing between each object since 01:20:329 (1,2) - do have a bigger spacing i'd recommend to adjust the rest of it to fit the spacing of 01:20:329 (1,2) - and see how it plays
  44. 01:21:106 (5) - if you listen to the 2 sounds this slider maps i don't think you're doing 01:21:261 - any good by giving it only the sliderend, i'd recommend circles
  45. 01:28:680 (2) - you could move this to around 338|113 in order to have it a bit more visually appealing?
    Or move it in a way that it looks like you wanted to stack it with 01:28:135 (4) - similarly to 01:27:862 (3,3) -
  46. 01:30:862 (3) - according to your NC pattern you could add one here as well...??
  47. 01:31:544 (2) - a straight slider would make for a smoother, better looking transition here imo
  48. 01:33:351 (3) - if anything this one should start on the white tick in 01:33:317 - for it would make also the transition more smooth here (1/4 between each object) - you could also consider making it 1/6 because that doesn't sound bad either
  49. 01:33:862 (4) - did you miss an NC ? idk
  50. 01:34:510 (7,1) - these 2 should definetely be snapped to the 1/4 ticks in 01:34:498 - and 01:34:589 - (see 01:07:688 (3,4,5) - for an example on how to make it work)
  51. 01:34:885 (3) - I think snapping it to the 1/3 tick in 01:34:862 - is better than using the 1/4 tick here
  52. 01:38:771 (2) - should be a bit more quiet imo but you don't even have hitsounds yet
  53. 01:39:453 (4,5,6) - this seems to be a bit offbeat, you could consider this rhythm:
    Oh look i got them colors back!

    oh no this would delete a circle and follow the wubs
  54. 01:40:862 (2,1) - these 2 shapes could compliment each other better (i already mentioned what i mean by that above so you should know what i mean)
  55. 01:42:044 (1) - There are 2 wubs in this one again so you could add another anchor in 01:42:317 - or somehow try to split it into 2 different sliders
  56. 01:43:817 (2) - you could try this rhythm to stay be better with the music
  57. 01:48:771 (2,3) - i kind of disliked these because they could flow into 01:49:135 (1) - much better so i'd suggest rotating them by either +20 or -50 degrees depending on what kinda flow you wanna have? (also these values are approximations)
  58. 01:52:135 (4) - the wub is on the 1/3 tick in 01:52:317 - so this should end there o:
  59. 01:52:544 (6) - this could also be something like this to not icnore the white tick in 01:52:680 - since that one's quite loud:
  60. 01:53:203 (9) - idk how you got it like this but i think this one would be better here
  61. 01:53:907 (2) - I am quite sure that this should start on the 1/3 tick in 01:53:953 - (and end on the white tick ofc)
  62. 01:54:589 (5) - I tried to like this shape, i really did, but its end is unnecessarily "sqeezed" in the end so i'd suggest something like this: (note that this one ends on the 1/3 tick in 01:55:044 -)
    More Eyecandy please

    If you wanna have this exact slider, here's the code:
    320,100,114589,2,0,B|369:99|410:166|373:236|373:236|336:304|391:380|474:343,1,350.000013351441
  63. 01:55:680 (1,2,1,2,1) - I like these but maybe the gaps between these sliders could be the same (especially the space between 01:55:680 (1,2) - appears to be off)
  64. 01:58:339 (4) - wub is on 1/3 tick in 01:58:317 - (this happens quite often, i might add)
  65. 01:58:612 (5) - ^ the tick is in 01:58:589 -
  66. 01:59:498 (1) - SV could be higher so you could add some red anchor stuff in 01:59:771 - in order to empathize the sound change
  67. 02:00:044 (2) - i think something like this would be better for the rhythm here:
    Example

    1/3 between (2,3); 1/6 stream; 1/6 repeat; 1/4 repeat
    ... actually i'm not all that sure so this could be an alternative which we have to decide upon:

    1/3 between (2,3); 1/6 stream; 1/6 repeat; 1/3 repeat
  68. 02:01:305 (4) - are you sure it's not some rhythm like this:
  69. 02:02:635 (1,2,3,4,5) - wubs are on 1/3 ticks for most of the times:
  70. 02:04:953 (2) - this should definetely be either not 1/16 or more quiet
  71. 02:06:226 (6,7) - to the 1/3 ticks in 02:06:226 - , 02:06:317 - , and 02:06:385 (7) - ??
  72. 02:10:381 (9) - I'd go with stacking circes similarly to 03:11:089 (4,5,6,7,1) -
  73. 02:24:937 - just mentioning that things like these can be mapped (same goes for 02:25:675 - and 02:27:118 - ). my reasoning behind this is that mapping these sounds would lead to the slowdown in 02:27:476 (1) - being more dramatic because everything aligns to the vocals in the slowdown starting in 02:27:476 (1) - as well so i would really like to encourage you to map these vocals.
    TL;DR: Mapping the vocals i mentioned above would make the slowdown more epic imo
  74. 02:38:256 (7) - consider rotating this one by 20 degrees and moving it to 367 | 103 to make that one more even and overall less confusing (current spacing is looking like you wanna enforce a sliderbreak)
  75. 02:41:609 (5) - try 1/8 it sounds a bit nicer
  76. 02:43:727 (1) - it could be a bit closer to 02:43:550 (5) - imo because the slowdown in SV after such a jump feels like a punch to the face
  77. 02:45:139 (1,2) - could rotate these by -11 deg and reposition the other 2 sliders accordingly so that 02:45:139 (1,2) - match the shape of 02:44:433 (2) - a bit better:
  78. 02:48:139 (2,1,2) - you could at least try to get rid of these overlaps i think you do have the space for that and the spacing gets bigger by 02:49:021 (6,7,8,9) - anyway, so overlapping them doesn't look that nice and is not really necessary i guess
  79. 02:49:727 (10) - would move this one to around 23 | 261 and make it somehow blanket 02:50:080 (1) - in order to be a bit easier to catch:
  80. 02:50:786 (1,1,1) - with this many SV changes the NCs here seem a bit unnecessary imo
  81. 02:52:903 (6) - It's not that i hate you and your 1/16 or anything but 1/8 just sounds real nice .-. (have it end in 02:53:212 - btw)
  82. 02:53:609 (1,1,1) - idk who told you to NC here but you don't do it in other places and it kind of screws up your NCing since the SV changes here aren't even that huge
  83. 02:55:021 (6,7,8,9,10,11,12) - consider decreasing the spacing on this stream since it looks like it's almost the same spacing as 02:54:491 (2,3,4) - leading to reading difficulties
  84. 02:57:491 (2) - try an 1/8 slider which repeats once sounds much more fitting !
  85. 02:58:021 (3) - honestly feels like this should be a bit more to the left (67|327 maybe??)
  86. 03:01:021 (8) - idk this could be shortened to the red tick in 03:01:197 - and you could add a circle on the blue tick in 03:01:286 -
  87. 03:01:374 (1) - just saying that it doesn't really have to touch 03:01:021 (8) - so if you did not take the suggestion directly above you should at least avoid this very easily avoided overlap
  88. 03:02:080 (1) - ^ though this is not looking as bad so this is optional
  89. 03:02:786 (3,2) - these 2 are kind of close and i think you do have the space to avoid that for it does not look that good when playing it
  90. 03:06:668 - there's a wub as well as a vocal on this tick so representing it in the slidershape would be pretty damn cool
  91. 03:15:384 (3,1) - look at these 2 for example if you set the timeline to a time around 03:15:564 - and maybe think of a way to make this look a bit prettier?
  92. 03:18:264 (5) - based on your + stream there you should consider NCing here
  93. 03:18:468 (6,8) - also there isn't really any sound in here so you should probably think about removing these 2 circles (seriously)
  94. 03:18:809 (1) - should be shortened by 1 tick to end in 03:19:082 -
  95. 03:19:263 - could think about adding an object here to compensate the deletions before
  96. 03:19:763 (1) - same game for this: it should start on the 1/3 tick in 03:19:808 - and end on the next white
  97. 03:20:444 (1) - should end on the 1/3 tick in 03:20:899 -
  98. 03:22:558 (4) - should be on the 1/3 tick in 03:22:535 - (it's similar to 01:34:862 - so i'll suggest the same)
  99. 03:22:626 (5,6) - I'm like not really sure if these should end on the respective 1/3 ticks in the end but i think just because overmapping sliderends is allowed it doesn't necessarily have to be done so I'd suggest to at least try it and give me some feedback on this idea
  100. 03:27:535 (1,2) - I'm like 97% sure these should end on the 1/3 ticks near their 1/2 ticks they currently end on
  101. 03:31:899 (1) - could have it end in 03:32:172 - and try to add an object on the 1/3 tick in 03:32:263 - maybe? (or just have it end in the 1/3 tick in 03:32:263 - )
  102. 03:33:535 (6) - this pattern would be like super consistent if this one ended in 03:33:626 -
  103. 03:33:717 (7) - also DS is a bit unreasonably irregular, you could at least move it down a tiny bit to make me happier
  104. 03:34:626 (1) - i like this one but i think it should be a bit more quiet
  105. 03:35:717 (4,5,6) - this pattern as a whole should be moved a bit to the left and up a bit to have a smoother transition between 03:35:172 (3) - and the actual pattern:
    Maybe like this

    also i rotated the thing by -7 deg for this
  106. 03:36:285 (1) - idk sounds better when starting on the white tick for me (move it to 03:36:263 - on the timeline)
  107. 03:36:808 (1) - should end on the 1/3 tick in 03:37:161 - imo
  108. 03:38:400 (7) - ^ on 03:38:843 -
  109. 03:39:197 - you could add a circle in here to get rid of an otherwise kind of awkward break
  110. 03:40:790 (9) - should end on the 1/3 tick in 03:40:967 -
  111. 03:41:498 (1,1) - you have plenty of space here to avoid this overlap. just saying.
  112. 03:44:241 (1) - this one looks like you had a space problem and just really wanted to place it above that pattattern like you did in 01:55:680 (1,2,1,2,1) - so i'd advise you to somehow find a way to actually do that by moving 03:43:179 (1,2,1,2) - down or rotating them or something else i didn't think of right now (get a bit creative this way just looks like you wanted to do the same but couldn't cause space and that makes me a bit sad)
  113. 03:45:303 (5) - 1/8 maybe ?? 1/6 seems to be also possible i don't really know which i'd prefer
  114. 03:45:834 (2,3) - both are cool to end on the 1/3 tick also their overlap is not the nicest and should be addressed
  115. 03:46:365 (1) - this should end on the 1/3 too 03:46:808 -
  116. 03:48:400 - here seems to be a sound which is quite loud and should be mapped I'd suggest this rhythm:
  117. 03:48:754 (3) - this as well 03:48:931 -
  118. 03:51:940 (1) - should end in 03:52:117 -
  119. 03:52:914 (2) - this is the only time you actually stack a 2/3 now and you should probably think about how it can be misread as 1/2 and that it could be totally playable when unstacked
  120. 03:53:799 - and here we reached the part where i want Charles to tell me why this should be double bpm while the equivalent in 03:07:021 - is halved
  121. 04:24:230 - So you see that the vocals in this section are going Teeeen shoooo shotensho all the time and i think the parts which are shotensho could be mapped to make it a bit more interesting (04:27:616 - for example and every 2nd slider's middle could possibly be a triplet of 3 circles)...
    why you ask? because this would become increasingly challenging as the BPM increases here and would make it look a bit less lasy since all this section is until 04:47:700 - is slow sliders, and you can actually bring in a bit of variation there by doing that
    It isn't a must have though but i'd think it'd be pretty cool
  122. 05:04:318 (17) - you could firstly NC somewhere through this stream or at least on here because of the suggestion that'll follow:
    you could make 05:04:318 (17) - an 1/2 slider and add an 1/2 slider in 05:04:591 - and a circle on 05:04:796 - to have a transition from this to hte repeat-woooo-slider-thing:
    Arrangement is up to you if you like this idea

    Would at least get rid of the 2/1 void you have there, but if you like the void then disregard
  123. 05:04:864 (1) - i don't even think there is anything justifying a hold slider here though (let alone an 1/16 slider) so i'd say a longer slider starting in 05:04:864 - and ending on 05:05:318 - could be cool instead
  124. 05:07:863 - just saying you could add an 1/6 repeat slider here if you really wanted to to not have a sudden piece of void in this kiai (an 1/3 slider would be totally fine as well)
  125. 05:08:681 (1,2,4) - 1/3 rhythm for their ends sounds better i guess (05:08:863 - , 05:09:136 - , 05:09:681 - )
  126. 05:10:863 (5,6) - ^ (with 05:10:772 - , 05:11:045 -)
  127. 05:15:227 (1,2) - on the 1/3 ticks i'm kinda sure
  128. 05:17:590 (1) - in having it end in 05:17:863 - should be better
  129. 05:19:772 (1) - I already explained once why it's a bad idea to stack 2/3 so i'd advise you to unstack
  130. 05:28:041 (5,6) - adding more space between those could be a nice idea to make this looking less cramped up there (you do have a bit of space until 05:28:394 (7) - so i think that's doable)
  131. 05:28:571 (8,1,2) - this could be less mean if moved top and right a bit imo
  132. 05:33:688 (5) - you could move this to the right a bit to avoid the overlap with 05:33:512 (4) - here
  133. 05:39:688 (7,8) - i think that the (8) should be moved up and right a bit in order to feel less like a combobreaker here (don't get me wrong it should stay hard but i guess it shouldn't be this mean directly after the kiai)
  134. 05:49:267 - could add an 2/3 repeat slider here (or maybe this one is 3/8 idk)
  135. 05:55:777 (7) - should be longer by 1 repeat imo
  136. 05:59:777 - you could add a circle here and have the spinner beginn shortly after in order to have some kind of finish for this part

And yes i didn't go in depth in some parts because they are either repeating issues for me
or because i thought the timing and tick usage stuff would be more important
If you want me to follow up on this with something else more about your patterns you should considerably redo parts of it according to the guideline which this mod is intended to be


Overall i think i addressed most of the bigger issues here which is the rhythm of this map in my eyes and am looking forward to see what you'll do to respond to this
I also don't think that this kills the map or anything in it, it just makes it less random imo
If you happen to not understand something mentioned above feel free to contact and discuss with me ingame~

I think i should start using my own blood to write those (this took about 10 hrs)

Topic Starter
Squigly
SPOILER

Okoratu wrote:

I said i'll do this, so here i go
I said i wouldn't kill this so this looks far worse than it actually is
I advise you to try each and every suggestion before turning down my reasoning.
I kind of expect you to follow up on it.


General

  1. WUB WUB WUBBB
  2. I assume you used this for your background, idk you could add the artist to the Tags of this if you wanted to
  3. Also your BG is so i searched for that again and resized it and kind of made the colors be a tiny bit stronger~
  4. Also I noticed that you didn't even bother using custom colors, but since the standard colors are
    I would just go ahead and suggest some other colors for this:
    Combocolors

    Color 1: RGB(196, 216, 251)
    Color 2: RGB(142, 142, 181)
    Color 3: RGB(234, 109, 131)
    Color 4: RGB(128, 94, 94)
    If you want to have this extra cool you could use 4 additional Colors which you only use when Kiai is active (so these are more bright and stuff):
    Even More colors

    Color 5: RGB(57,127,251)
    Color 6: RGB(49,49,160)
    Color 7: RGB(234, 32, 68)
    Color 8: RGB(128, 6, 6)
    If you use these in the choruses only the colors will look more intense there and thus give the effect which the choruses have in general!
  5. The Artist should be きくお and the Romanization stays the same i guess (Source)
  6. The Title should be てんしょう しょうてんしょう and the Romanization stays the same (Source)
  7. Are you getting a fancy storyboard for this?? Because if you don't, uncheck "Widescreen Support" because it isn't really needed for that~
  8. Timing: This one is for Charles: I don't really understand why the BPM is halved in 03:07:021 - while it is doubled in 03:54:861 - and so forth at least for one of these the ticks just don't really align and this should be done conistently throughout this i guess (this should only be a mathematical thing that doesn't really fit imo, but maybe you can help me out here in case i'm wrong)
  9. Dolphin needs to rename the taco since it's totally related to his name

Ascension Reincarnation

  1. idk I'm basing my diffname suggestion on these Lyrics Translation: Suicide, Death Sentence, Resurrection. Or maybe other fancy english words for these, you decide.
    OD 8 is cool for this, i wouldn't even care about you using HP+1, because that shouldn't really change a thing here
    Opinion: This map is indeed fun to play for me but it does not really look all that fun. This will take a long time to write but hopefully most style suggestions of it should be applicable.
    Some of the ticks you use are really really questionable and I will probably end up covering them here
    Also your map barely uses any hitsounds you really should think about addressing it and search for some custom hitsounds
    So here I go:
    [/color]
  2. About the hitsound thing i would just go ahead and devide this in parts which i think would fit
    1. 00:04:394 - A soft sampleset at low volume with whistles would be cool i think
    2. 00:07:217 - either a drum set or increasing the volume of the soft set could be ok
    3. 00:14:982 - a normal set from here onwards or from 00:15:688 - seems to follow this best
    4. 00:26:982 - i don't think any of the standard things fits this so i suggest to go with a soft set and custom hitsounds for this part
    5. 00:38:276 - From here on a Normal set with custom claps and/or finishes should be cool
    6. 01:22:778 - the standard normal set sounds neat here~
    7. 01:31:680 - Normal set with custom claps / finish
    8. 02:06:589 - the soft set from the beginning again
    9. 02:10:764 - See the 2nd suggestion in the beginning
    10. 02:21:472 - sounds like you should find a custom hitsound for these sounds and use them :o
    11. 02:27:476 - the normal set with claps again
    12. 03:07:021 - normal with other custom claps would be coool
    13. 03:19:354 - a normal with the claps you use in the first chorus
    14. 03:53:799 - the soft set from the beginning (maybe with some kind of special finish for the first thing in the section 03:53:799 (1) - ) also custom finishes advised
    15. 04:24:230 - idk a normal with some kind of claps could fit for the way you mapped it also i would silence the slider-slide here for whatever set you're using since it'll be quite audible in this section particular since it's so quiet
    16. 05:05:409 - custom claps as usual lol
    17. 06:04:923 - plss. lol
  3. 00:00:511 - If you listen to this at higher volume (osu-side) the spinner should in fact start here (also consider adding an audio leadin as your first object is at 00:00:864 - anyway, so having at least a second or 1.5 second before the first object will at least give you a chance to realize what's happening. k)
  4. 00:05:077 (2) - shouldn't this be on the white tick next to it ? (if not question charle's timing nao) for me, i thought it sounded better on this mark than the white tick, i could be wrong but i know it is very possible.
  5. 00:07:923 (3,1) - the overlap is a bit suboptimal here and i'm just gonna mention it because you do have enough space to avoid it somehow the section is full of overlaps but they are barely even noticable, must these be changed?
  6. 00:11:099 (4,1) - using the same slider here might make for a more even pattern here, but i don't know if that's your thing i fixed the curve rather
  7. 00:15:158 - just saying you could use a stream from here until 00:15:511 - instead of the thing you currently do i hear big drum beats, i think this sounds better
  8. 00:16:393 (4,7) - stack hating fixed
  9. 00:18:246 - if you're into that you could add an object here there is no reason to
  10. 00:19:217 (4,7) - the same slider could make this again more pleasant to look at i changed the curve rather
  11. 00:32:629 (1,2,3,4,5,6,7,8,9) - just saying that you could have each of these as a 1/2 sliders to have a transition to the streamjumpy part that follows (it's not a must have tho) i dont see it
  12. 00:32:629 (1,2,3,4,5,6,7,8,9) - again about this in case you don't go for the sliders: if you have all fo them marked you will see that the beginning and the end overlap, you could set the Beat Snap Divisor to 1/1 and go to Compose -> Create polygon circles and choose 0.6x ds and 9 circles i hope its better now
  13. 00:37:688 (6) - i think the ticks here are correct but the thing as a whole should be moved to the blue tick in 00:37:658 - imo i tried to look at it that way but it didnt seem to fit
  14. 00:38:011 (7) - same i think it should be in the blue it in 00:38:011 -
  15. 00:40:746 (4,1) - i suggest to move these 2 to 112 | 152 in order to have the gaps between start end end of each slider approx the same (talking about 00:40:393 (2,3,4,1) - as a whole) i dont get what you mean
  16. 00:42:864 (4,5) - i would move these 2 at least far enough apart so that they don't overlap because that's a bit ugly kay
  17. 00:43:393 (7,1) - since it's quite visible but you lack the space to do something really different about it i would suggest to at least reshape 00:43:393 (7) - so that it compliments the border of 00:43:923 (1) - a bit better? that makes sense, changed
    Obviously i would prefer it if you found a way without these 2 overlapping but the above way would also be within the range of acceptable
  18. 00:44:717 (2) - I'd actually use the same SV for this one as you use for 00:42:864 (4,5,6,7) - since they are the same o: i think they are different
  19. 00:46:393 (7) - you could move this one up a bit to have a smoother transition from 00:46:217 (6) - into this slider (moving it up left should be awesome - maybe rotating a bit afterwards idk) i like it this way
  20. 00:46:746 (8) - should use 1/8 max for this one or even 1/6 since it doesn't really have all that many sounds (i think 1/8 is cool since most of the other sounds land on 1/4 stuff and i consider 1/16 special and using it too much would be overuse imo) i dunno, i really enjoyed the fact to be able to put such scary repeating sliders in this map, that that im looking to over use them but, if it fits then why not.
  21. 00:47:629 (1) - this could and should be shortened to the red tick in 00:47:982 - and a circle should be added in 00:48:070 - in order to keep consistent with your other sliders like this up until now...? well, its still the same sound, it only ever disappears after the slider ends so as a finish i would think for it to be fine the way it is
  22. 00:50:629 (3,4) - same sliders could be cool, not a must have tho curves are accented more
  23. 00:50:982 (5) - I'd prefer it if this one would be moved closer to the end of 00:50:452 (2) - because this way it looks like you actually planned this overlap all along: ill kepe et V:
    somewhat fancy Example yees


    Idk the impact on readability this has
  24. 00:51:335 (7) - could and should be an 1/4 slider imo i see what you mean, but i like it better this way
  25. 00:53:511 (8) - i think this should be extended up to the blue tick in 00:53:717 - (1/12 has the thing you need here) changed
  26. 00:54:511 (6,7,8) - first of all this pattern should be a bit further away from 00:54:335 (5) - since the gap here changes from 1/4 to 1/6 and this would empathize this better well, i did change the gap distance a bit
  27. 00:54:688 (7,8) - this overlap just doesn't look that good i'd like to suggest something different so it's your choice:
    Something different
    i love it so much though, if it actually becomes a problem ill change it maybe
    like this way you avoid the overlap and have the pattern be easily readable but note that you should move 00:55:393 (2) - and the following stuff a tiny bit in order to not destroy your patterns
  28. 00:56:099 (2) - i think the 1/4 here is more clearly autible than the 1/6 so you could change it to an 1/4 slider if you agree with me here sounds like 1/6 to me, it all more or less flows into eachother
  29. 00:56:629 (1) - consider shortening this one to the white tick in 00:56:982 - to add another circle for 00:57:070 - ? i changed that circle to a slider so i consider this a plus c:
  30. 00:57:629 - might add a circle on the 1/6 tick here for the wub (idk up to you, would make the time between objects in this pattern more consistent though) nuh
  31. 00:57:923 (3) - should consider moving this one similarly to 00:51:688 (1,2,3) - since it looks like you're attempting the samething here so moving it down a bit along with the big wooooo slider could be cool here they are a bit different sections, i do map similarily when they are consistent too eachother but this is not the case
  32. 01:02:629 - could shortne the slider here to that tick in order to (1) catch the vocal (2) be able to add a circle in 01:02:717 - ?
  33. 01:03:511 (5) - I'm pretty sure this is only supposed to be an 1/8 slider
  34. 01:04:393 (1) - i think this rhythm should be used here:
    There are 2 separate wubs but one slider

    Idk if you can manage to make this play nicely I'll coniser you awesome
  35. 01:05:982 (7) - moving this one to 316|154 could make this one less awkward to play
  36. 01:07:217 (2,3,4,5,6,7,1) - this would simply look better if you distance snapped all 1/3 with the same snap (deactivate grid snap for this operation!)
  37. 01:09:041 (3) - this one could more neat if it had one red anchor at first so you can parallel it with 01:08:629 (1,2) - ?
  38. 01:09:335 (1) - I think it's very hard to separate this slider in to 2 but in order to empathize the sound in 01:09:688 - you could add a red anchor on that in order to have it turn somewhere else on the sound change:
  39. 01:14:080 (3,4,5) - if you look at this section as a whole you will notice that this is the only case where 3 objects stack in the same place you could therefore consider breaking this up to be a notch more consistent with your other patterns here
  40. I think this section could really use some more jumps/ less stacks but that's my subjective opinion
  41. 01:16:876 (1) - since this is a more intense sound you should use a lower SV according to your SV policy regarding these... i guess?
  42. 01:18:059 (4,6) - the same slider could be cool again here since it looks like that's what you're going for
  43. 01:19:531 (3,4,5,6,7,8,1) - this could overall use more 1/2 spacing between each object since 01:20:329 (1,2) - do have a bigger spacing i'd recommend to adjust the rest of it to fit the spacing of 01:20:329 (1,2) - and see how it plays
  44. 01:21:106 (5) - if you listen to the 2 sounds this slider maps i don't think you're doing 01:21:261 - any good by giving it only the sliderend, i'd recommend circles
  45. 01:28:680 (2) - you could move this to around 338|113 in order to have it a bit more visually appealing?
    Or move it in a way that it looks like you wanted to stack it with 01:28:135 (4) - similarly to 01:27:862 (3,3) -
  46. 01:30:862 (3) - according to your NC pattern you could add one here as well...??
  47. 01:31:544 (2) - a straight slider would make for a smoother, better looking transition here imo
  48. 01:33:351 (3) - if anything this one should start on the white tick in 01:33:317 - for it would make also the transition more smooth here (1/4 between each object) - you could also consider making it 1/6 because that doesn't sound bad either
  49. 01:33:862 (4) - did you miss an NC ? idk
  50. 01:34:510 (7,1) - these 2 should definetely be snapped to the 1/4 ticks in 01:34:498 - and 01:34:589 - (see 01:07:688 (3,4,5) - for an example on how to make it work)
  51. 01:34:885 (3) - I think snapping it to the 1/3 tick in 01:34:862 - is better than using the 1/4 tick here
  52. 01:38:771 (2) - should be a bit more quiet imo but you don't even have hitsounds yet
  53. 01:39:453 (4,5,6) - this seems to be a bit offbeat, you could consider this rhythm:
    Oh look i got them colors back!

    oh no this would delete a circle and follow the wubs
  54. 01:40:862 (2,1) - these 2 shapes could compliment each other better (i already mentioned what i mean by that above so you should know what i mean)
  55. 01:42:044 (1) - There are 2 wubs in this one again so you could add another anchor in 01:42:317 - or somehow try to split it into 2 different sliders
  56. 01:43:817 (2) - you could try this rhythm to stay be better with the music
  57. 01:48:771 (2,3) - i kind of disliked these because they could flow into 01:49:135 (1) - much better so i'd suggest rotating them by either +20 or -50 degrees depending on what kinda flow you wanna have? (also these values are approximations)
  58. 01:52:135 (4) - the wub is on the 1/3 tick in 01:52:317 - so this should end there o:
  59. 01:52:544 (6) - this could also be something like this to not icnore the white tick in 01:52:680 - since that one's quite loud:
  60. 01:53:203 (9) - idk how you got it like this but i think this one would be better here
  61. 01:53:907 (2) - I am quite sure that this should start on the 1/3 tick in 01:53:953 - (and end on the white tick ofc)
  62. 01:54:589 (5) - I tried to like this shape, i really did, but its end is unnecessarily "sqeezed" in the end so i'd suggest something like this: (note that this one ends on the 1/3 tick in 01:55:044 -)
    More Eyecandy please

    If you wanna have this exact slider, here's the code:
    320,100,114589,2,0,B|369:99|410:166|373:236|373:236|336:304|391:380|474:343,1,350.000013351441
  63. 01:55:680 (1,2,1,2,1) - I like these but maybe the gaps between these sliders could be the same (especially the space between 01:55:680 (1,2) - appears to be off)
  64. 01:58:339 (4) - wub is on 1/3 tick in 01:58:317 - (this happens quite often, i might add)
  65. 01:58:612 (5) - ^ the tick is in 01:58:589 -
  66. 01:59:498 (1) - SV could be higher so you could add some red anchor stuff in 01:59:771 - in order to empathize the sound change
  67. 02:00:044 (2) - i think something like this would be better for the rhythm here:
    Example

    1/3 between (2,3); 1/6 stream; 1/6 repeat; 1/4 repeat
    ... actually i'm not all that sure so this could be an alternative which we have to decide upon:

    1/3 between (2,3); 1/6 stream; 1/6 repeat; 1/3 repeat
  68. 02:01:305 (4) - are you sure it's not some rhythm like this:
  69. 02:02:635 (1,2,3,4,5) - wubs are on 1/3 ticks for most of the times:
  70. 02:04:953 (2) - this should definetely be either not 1/16 or more quiet
  71. 02:06:226 (6,7) - to the 1/3 ticks in 02:06:226 - , 02:06:317 - , and 02:06:385 (7) - ??
  72. 02:10:381 (9) - I'd go with stacking circes similarly to 03:11:089 (4,5,6,7,1) -
  73. 02:24:937 - just mentioning that things like these can be mapped (same goes for 02:25:675 - and 02:27:118 - ). my reasoning behind this is that mapping these sounds would lead to the slowdown in 02:27:476 (1) - being more dramatic because everything aligns to the vocals in the slowdown starting in 02:27:476 (1) - as well so i would really like to encourage you to map these vocals.
    TL;DR: Mapping the vocals i mentioned above would make the slowdown more epic imo
  74. 02:38:256 (7) - consider rotating this one by 20 degrees and moving it to 367 | 103 to make that one more even and overall less confusing (current spacing is looking like you wanna enforce a sliderbreak)
  75. 02:41:609 (5) - try 1/8 it sounds a bit nicer
  76. 02:43:727 (1) - it could be a bit closer to 02:43:550 (5) - imo because the slowdown in SV after such a jump feels like a punch to the face
  77. 02:45:139 (1,2) - could rotate these by -11 deg and reposition the other 2 sliders accordingly so that 02:45:139 (1,2) - match the shape of 02:44:433 (2) - a bit better:
  78. 02:48:139 (2,1,2) - you could at least try to get rid of these overlaps i think you do have the space for that and the spacing gets bigger by 02:49:021 (6,7,8,9) - anyway, so overlapping them doesn't look that nice and is not really necessary i guess
  79. 02:49:727 (10) - would move this one to around 23 | 261 and make it somehow blanket 02:50:080 (1) - in order to be a bit easier to catch:
  80. 02:50:786 (1,1,1) - with this many SV changes the NCs here seem a bit unnecessary imo
  81. 02:52:903 (6) - It's not that i hate you and your 1/16 or anything but 1/8 just sounds real nice .-. (have it end in 02:53:212 - btw)
  82. 02:53:609 (1,1,1) - idk who told you to NC here but you don't do it in other places and it kind of screws up your NCing since the SV changes here aren't even that huge
  83. 02:55:021 (6,7,8,9,10,11,12) - consider decreasing the spacing on this stream since it looks like it's almost the same spacing as 02:54:491 (2,3,4) - leading to reading difficulties
  84. 02:57:491 (2) - try an 1/8 slider which repeats once sounds much more fitting !
  85. 02:58:021 (3) - honestly feels like this should be a bit more to the left (67|327 maybe??)
  86. 03:01:021 (8) - idk this could be shortened to the red tick in 03:01:197 - and you could add a circle on the blue tick in 03:01:286 -
  87. 03:01:374 (1) - just saying that it doesn't really have to touch 03:01:021 (8) - so if you did not take the suggestion directly above you should at least avoid this very easily avoided overlap
  88. 03:02:080 (1) - ^ though this is not looking as bad so this is optional
  89. 03:02:786 (3,2) - these 2 are kind of close and i think you do have the space to avoid that for it does not look that good when playing it
  90. 03:06:668 - there's a wub as well as a vocal on this tick so representing it in the slidershape would be pretty damn cool
  91. 03:15:384 (3,1) - look at these 2 for example if you set the timeline to a time around 03:15:564 - and maybe think of a way to make this look a bit prettier?
  92. 03:18:264 (5) - based on your + stream there you should consider NCing here
  93. 03:18:468 (6,8) - also there isn't really any sound in here so you should probably think about removing these 2 circles (seriously)
  94. 03:18:809 (1) - should be shortened by 1 tick to end in 03:19:082 -
  95. 03:19:263 - could think about adding an object here to compensate the deletions before
  96. 03:19:763 (1) - same game for this: it should start on the 1/3 tick in 03:19:808 - and end on the next white
  97. 03:20:444 (1) - should end on the 1/3 tick in 03:20:899 -
  98. 03:22:558 (4) - should be on the 1/3 tick in 03:22:535 - (it's similar to 01:34:862 - so i'll suggest the same)
  99. 03:22:626 (5,6) - I'm like not really sure if these should end on the respective 1/3 ticks in the end but i think just because overmapping sliderends is allowed it doesn't necessarily have to be done so I'd suggest to at least try it and give me some feedback on this idea
  100. 03:27:535 (1,2) - I'm like 97% sure these should end on the 1/3 ticks near their 1/2 ticks they currently end on
  101. 03:31:899 (1) - could have it end in 03:32:172 - and try to add an object on the 1/3 tick in 03:32:263 - maybe? (or just have it end in the 1/3 tick in 03:32:263 - )
  102. 03:33:535 (6) - this pattern would be like super consistent if this one ended in 03:33:626 -
  103. 03:33:717 (7) - also DS is a bit unreasonably irregular, you could at least move it down a tiny bit to make me happier
  104. 03:34:626 (1) - i like this one but i think it should be a bit more quiet
  105. 03:35:717 (4,5,6) - this pattern as a whole should be moved a bit to the left and up a bit to have a smoother transition between 03:35:172 (3) - and the actual pattern:
    Maybe like this

    also i rotated the thing by -7 deg for this
  106. 03:36:285 (1) - idk sounds better when starting on the white tick for me (move it to 03:36:263 - on the timeline)
  107. 03:36:808 (1) - should end on the 1/3 tick in 03:37:161 - imo
  108. 03:38:400 (7) - ^ on 03:38:843 -
  109. 03:39:197 - you could add a circle in here to get rid of an otherwise kind of awkward break
  110. 03:40:790 (9) - should end on the 1/3 tick in 03:40:967 -
  111. 03:41:498 (1,1) - you have plenty of space here to avoid this overlap. just saying.
  112. 03:44:241 (1) - this one looks like you had a space problem and just really wanted to place it above that pattattern like you did in 01:55:680 (1,2,1,2,1) - so i'd advise you to somehow find a way to actually do that by moving 03:43:179 (1,2,1,2) - down or rotating them or something else i didn't think of right now (get a bit creative this way just looks like you wanted to do the same but couldn't cause space and that makes me a bit sad)
  113. 03:45:303 (5) - 1/8 maybe ?? 1/6 seems to be also possible i don't really know which i'd prefer
  114. 03:45:834 (2,3) - both are cool to end on the 1/3 tick also their overlap is not the nicest and should be addressed
  115. 03:46:365 (1) - this should end on the 1/3 too 03:46:808 -
  116. 03:48:400 - here seems to be a sound which is quite loud and should be mapped I'd suggest this rhythm:
  117. 03:48:754 (3) - this as well 03:48:931 -
  118. 03:51:940 (1) - should end in 03:52:117 -
  119. 03:52:914 (2) - this is the only time you actually stack a 2/3 now and you should probably think about how it can be misread as 1/2 and that it could be totally playable when unstacked
  120. 03:53:799 - and here we reached the part where i want Charles to tell me why this should be double bpm while the equivalent in 03:07:021 - is halved
  121. 04:24:230 - So you see that the vocals in this section are going Teeeen shoooo shotensho all the time and i think the parts which are shotensho could be mapped to make it a bit more interesting (04:27:616 - for example and every 2nd slider's middle could possibly be a triplet of 3 circles)...
    why you ask? because this would become increasingly challenging as the BPM increases here and would make it look a bit less lasy since all this section is until 04:47:700 - is slow sliders, and you can actually bring in a bit of variation there by doing that
    It isn't a must have though but i'd think it'd be pretty cool
  122. 05:04:318 (17) - you could firstly NC somewhere through this stream or at least on here because of the suggestion that'll follow:
    you could make 05:04:318 (17) - an 1/2 slider and add an 1/2 slider in 05:04:591 - and a circle on 05:04:796 - to have a transition from this to hte repeat-woooo-slider-thing:
    Arrangement is up to you if you like this idea

    Would at least get rid of the 2/1 void you have there, but if you like the void then disregard
  123. 05:04:864 (1) - i don't even think there is anything justifying a hold slider here though (let alone an 1/16 slider) so i'd say a longer slider starting in 05:04:864 - and ending on 05:05:318 - could be cool instead
  124. 05:07:863 - just saying you could add an 1/6 repeat slider here if you really wanted to to not have a sudden piece of void in this kiai (an 1/3 slider would be totally fine as well)
  125. 05:08:681 (1,2,4) - 1/3 rhythm for their ends sounds better i guess (05:08:863 - , 05:09:136 - , 05:09:681 - )
  126. 05:10:863 (5,6) - ^ (with 05:10:772 - , 05:11:045 -)
  127. 05:15:227 (1,2) - on the 1/3 ticks i'm kinda sure
  128. 05:17:590 (1) - in having it end in 05:17:863 - should be better
  129. 05:19:772 (1) - I already explained once why it's a bad idea to stack 2/3 so i'd advise you to unstack
  130. 05:28:041 (5,6) - adding more space between those could be a nice idea to make this looking less cramped up there (you do have a bit of space until 05:28:394 (7) - so i think that's doable)
  131. 05:28:571 (8,1,2) - this could be less mean if moved top and right a bit imo
  132. 05:33:688 (5) - you could move this to the right a bit to avoid the overlap with 05:33:512 (4) - here
  133. 05:39:688 (7,8) - i think that the (8) should be moved up and right a bit in order to feel less like a combobreaker here (don't get me wrong it should stay hard but i guess it shouldn't be this mean directly after the kiai)
  134. 05:49:267 - could add an 2/3 repeat slider here (or maybe this one is 3/8 idk)
  135. 05:55:777 (7) - should be longer by 1 repeat imo
  136. 05:59:777 - you could add a circle here and have the spinner beginn shortly after in order to have some kind of finish for this part

And yes i didn't go in depth in some parts because they are either repeating issues for me
or because i thought the timing and tick usage stuff would be more important
If you want me to follow up on this with something else more about your patterns you should considerably redo parts of it according to the guideline which this mod is intended to be


Overall i think i addressed most of the bigger issues here which is the rhythm of this map in my eyes and am looking forward to see what you'll do to respond to this
I also don't think that this kills the map or anything in it, it just makes it less random imo
If you happen to not understand something mentioned above feel free to contact and discuss with me ingame~

I think i should start using my own blood to write those (this took about 10 hrs)

this mod is huge, ill do it in sections
Dolphin

Okoratu wrote:

  1. Dolphin needs to rename the taco since it's totally related to his name
Seeing this is for approval the, difficulty names should not matter, unless you put stupid shit like "Easy" as the difficulty name for an Insane. The difficulty names are supposed to make sense in a spread (whereas usernames would not make sense in a spread), this is not a spread of difficulties for all players, obviously.

If I'm incorrect on this then the diffname will be changed to Donphin Oni.
Okoratu

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
-Nya-
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
Dolphin

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.
Okoratu

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
Maeglwn
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
Okoratu
This map is consistently inconsistent :d
Dolphin

Maeglwn wrote:

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

Kinshara wrote:

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

"Donphin" is a far more suitable pun lol
Topic Starter
Squigly

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*. :)
Dolphin

Squigly wrote:

It appears i gave kudosu because im retarded


?
Topic Starter
Squigly

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!
Zare
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.
Dolphin
hi zare :*
Topic Starter
Squigly

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
Kynan
This map is pure art ! Well done <3

ps : pls nerf stream patterns pls it kills people, me included ;w;
Dolphin
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
Zare
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.
Kynan
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.
Topic Starter
Squigly

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:
silmarilen
the problem for me is not so much the speed or the length of the streams, but the shape. especially the one at 03:16:998
it's fine that you want to do those sudden direction changes because of the bass in the music, but i think this is too extreme.
Topic Starter
Squigly

silmarilen wrote:

the problem for me is not so much the speed or the length of the streams, but the shape. especially the one at 03:16:998
it's fine that you want to do those sudden direction changes because of the bass in the music, but i think this is too extreme.
i actually might just change that one, make it a little less of a direction change, but at the same time, you move your mouse less for that one than you do for the first. but more than likely ill tweak that one a bit. (:
Kynan
The second one is way more OP in terms of direction changes IMO, but still doable, hardly on sightread though...
Dolphin
I'll just say this.

Everyone of experience should have their opinions valued at a certain degree.
However, if you need feedback on how a map plays out, experienced players are definitively a better source than simply experienced mappers.
If they're a combination of the two then it's even better.
Experienced players can certainly find issues in how a map plays out, what's sightreadable etc.
Mappers however are able to make the map look nicer and more appealing, which is a more artsy thing to do but is still a fairly important part of the map. They can also identify what kind of patterns suit the music. Not saying experienced players are not able to do this but this is the "main feature" of an experienced mapper imo.

Also flow is a term that's pretty shit because its subjective. Don't use it unless you're like #50

I'm not putting dirt on anyone, really, but the kind of person we should rely on definitely depends on the situation.

Honestly I think my taiko looks really dumb and shit. It doesn't LOOK fun to play, but it certainly is, and it feels rewarding to FC. That's more important to me!

But everyone knew this already, right??
KSHR
no kds


Artist: きくお
Romanized^: Kikuo
Title: てんしょう しょうてんしょう
Romanized^: Ten Sho Sho Ten Sho


This romanized title is against the rule about the way of romanization that was recently moved to the Rules category, but I found a source that says it's correct on Kikuo's facebook. Therefore we should respect and use it in the romanized title field.
Topic Starter
Squigly

KSHR wrote:

no kds


Artist: きくお
Romanized^: Kikuo
Title: てんしょう しょうてんしょう
Romanized^: Ten Sho Sho Ten Sho


This romanized title is against the rule about the way of romanization that was recently moved to the Rules category, but I found a source that says it's correct on Kikuo's facebook. Therefore we should respect and use it in the romanized title field.
thank you so much for your help c:
verto
Finally someone mapped Kikuo, gotta give you a star for that
Dainesl
Please also use the Japanese title in Dolphin's Inner Oni; it's currently conflicting because you have no Japanese title in there.
Topic Starter
Squigly

Dainesl wrote:

Please also use the Japanese title in Dolphin's Inner Oni; it's currently conflicting because you have no Japanese title in there.
oh woops, i always forget about that S:
electrolytes
So I love the way you've mapped the dubstep parts, but I agree with the others about the full-measure 220bpm streams. You need to figure out some way to decrease the difficulty there while maintaining the intensity of the map. I'm around rank 29000 right now and can pass the other parts of the map fairly easily, but those streams have players like Kynan, in the top 50, saying they kill. That is an enormous difficulty spike. In a ranked scenario, there'd be a whole lot of players enjoying the map up to that point, then insta-failing.
Kynan

electrolytes wrote:

players enjoying the map up to that point, then insta-failing.
YEAH RIGHT ! /caps
Nah but this kind of directions changes fit the song, but are definitely too hard compared to the rest of the map...
Topic Starter
Squigly

electrolytes wrote:

So I love the way you've mapped the dubstep parts, but I agree with the others about the full-measure 220bpm streams. You need to figure out some way to decrease the difficulty there while maintaining the intensity of the map. I'm around rank 29000 right now and can pass the other parts of the map fairly easily, but those streams have players like Kynan, in the top 50, saying they kill. That is an enormous difficulty spike. In a ranked scenario, there'd be a whole lot of players enjoying the map up to that point, then insta-failing.
i cant say i dont agree with you, but its simply something that i feel needs to stay, i always think of how i can make it easier but i dont make the song and just making it into repeating sliders is mega boring, this adds an extra difficulty to it, not to mention its actually rather fun atleast in my opinion S: i know 220 bpm is a bit much but not to say it isnt doable, i mean if you look at the very beginning axarious was rank 1k and fced the map with fairly good accuracy so it isnt impossible its just rather hard. and to be honest i am not big on the idea of making things easier for the players that cant do it though im glad you like the map and can play it i cant just make those streams a lower bpm or rather decrease the difficulty with sliders it just takes away the feeling and epicness that i have tried to bring to the talbe. It has a buildup for a reason, its to get to those intense parts!

kynan actually does great on them nearly everytime so i dunno what he sayin >W>

im all up for people suggesting how you would rather see these hard sections changed but dont expect me to absolutely love it >: i truly do think these streams are rather important.

i hope none of you take it the wrong way that i feel so strongly about keeping these streams ):
Kynan

Squigly wrote:

electrolytes wrote:

kynan actually does great on them nearly everytime so i dunno what he sayin >W>
Nearly everytime huh... Yeah well it's fine for me, actually my problem is more in that 1/16 slider just after the stream... Remember my calculation on how nearly impossible it was to get a 300 on this with HR ? It fits the song but it's damn OP ! xD
And about that stream pattern, it's "fine" for me but it takes some tries if you're not used to that kind of stuff...
And still the only reason I didn't clear it on DT... damn you Squigly :<
Topic Starter
Squigly
dont worry i have been thinking of ways to make it better, for now jesus1412 told me to make it a bit more spaced from the stream so that way it flowed better
RandF
From my queue~

[General]
  1. tags suggetion:
    vocaloid
    hatsune miku
    DubSteloid
  2. remove "kikuo" from tags. it's already written in airtist
[Ascension Reincarnation]
  1. 00:41:805 (3) - end at 00:42:158- . or how about this?
  2. 00:52:746 (4) - NC?
  3. 00:59:452 (3) - ^
  4. 01:42:726 (4) - out of play-field
  5. 01:55:135 (6) - ^
  6. 01:48:862 (3) - I prefer slider: 01:48:862~01:48:930
  7. 02:01:305 (6) - end at 02:01:680
  8. 02:10:253 (8,9) - I prefer not to stack
  9. 02:59:668 (5) - object isn't snapped!
  10. 03:02:433- add a note
there are many timing points and SV changings in this map. Nevertheless, your rhythm coodination is very nice!!!
although I couldn't clear, it really moved me :) :) :)
star for you ~☆
~Good Luck~
Topic Starter
Squigly

RandomEffect wrote:

From my queue~

[General]
  1. tags suggetion:
    vocaloid
    hatsune miku
    DubSteloid
  2. remove "kikuo" from tags. it's already written in airtist
[Ascension Reincarnation]
  1. 00:41:805 (3) - end at 00:42:158- . or how about this? the release of the note is on the blue tick if anything i should change it to add another slider but im keeping it the way it is
  2. 00:52:746 (4) - NC? i dont think it really calls for one there
  3. 00:59:452 (3) - ^ ok
  4. 01:42:726 (4) - out of play-field if im not mistaken things can be out of the square a bit and still be in the playing field
  5. 01:55:135 (6) - ^
  6. 01:48:862 (3) - I prefer slider: 01:48:862~01:48:930 its basically just white noise that is dissipating after a big hit so keeping it just like that is fine, plus it stays consistent to the other parts similar to this
  7. 02:01:305 (6) - end at 02:01:680 i put it on the 1/16 purple tick nice catch
  8. 02:10:253 (8,9) - I prefer not to stack i do believe its fine, people just shouldnt over react when they see it, its just a small slider is all
  9. 02:59:668 (5) - object isn't snapped! thank you i dont see how i keep having un snapped objects S: quite silly of me
  10. 03:02:433- add a note i repeated the slider v:
there are many timing points and SV changings in this map. Nevertheless, your rhythm coodination is very nice!!!
although I couldn't clear, it really moved me :) :) :)
star for you ~☆
~Good Luck~
thanks for you mod and star :)
TicClick
So this is my presonal opinion, which you may find very subjective: I would stay away from the map.

Why?
  1. The beginning has tons of the same sliders rotated by random angles (they may look logical enough for each pair of two adjacent sliders, but the whole pattern, for example, 00:07:217 (1,2,3,4) - or 00:08:629 (1,2,3,4) - , looks random). Then it gets only worse, because you love to use the same curve, slightly altering it and putting many sliders of the same type in a row. I mean, that wouldn't be this bad, if the whole map didn't consist solely of these sliders.
  2. Your patterns need polishing. As said above, the sliders look randomly placed and don't fit each other (example, moved all three to the same starting point and removed a note or 2 inbetween: http://puu.sh/btgvV/9454816761.jpg)
  3. The movement also seems to be random sometimes; some of your jumps, such as 00:21:335 (1,2,3,4) - , or
  4. The whistling and wobbling sounds you mapped caused your sliders to both look and play random. You can say they follow the music, and yes, they do, but asdflujksdfa;uilsfdgbn,sdfgbn,mfdsgbn,dsfg oh well there goes my bitching about patterns and their appearance (removed a couple of ssentences each of which had the word "random")
In fact, there are a few of patterns I enjoyed to look at, but they're quite rare. For example, 01:49:135 (1,2,3,4,5) - or the whole part between 04:24:230 and 05:04:864, but only because of extremely low note density (you can observe very few objects at the same time). And again, things like 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) - kill even this little bit of charm your map has. It's not even about the pattern itself, it's more about how frequently you use it and how messy it looks due to angle and spacing difference. And this is only one of the things I am unhappy with.

Sorry for disappointing, if anything has hit you, but I don't like it.

Before you ask, yes, I went through the whole map and didn't change my view for a second.
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