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Apocalyptica - Last Hope

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Topic Starter
pishifat
This beatmap was submitted using in-game submission on Sunday, October 12, 2014 at 5:46:06 PM

Artist: Apocalyptica
Title: Last Hope
Tags: cello thrash symphonic alternative metal worlds collide okoratu
BPM: 148.6
Filesize: 8454kb
Play Time: 02:41
Difficulties Available:
  1. Easy (1.46 stars, 125 notes)
  2. Extra (5.17 stars, 591 notes)
  3. Hard (3.24 stars, 294 notes)
  4. Normal (1.97 stars, 185 notes)
  5. oko's Insane (4.05 stars, 435 notes)
Download: Apocalyptica - Last Hope
Information: Scores/Beatmap Listing
---------------




!
Frostings
[General]

take out unnecessary audioleadin
don't ask for timing check please oh god those timing points

[Easy]

01:01:968 (2,3) - restructure this to give better shape (make it look similar to 00:46:399 (4,1) - )

01:07:617 (2,3,4,1) - same with this. Is it a line? Is it a zig-zag or a wave? Right now it looks like .. well, nothing I guess

01:43:514 (1) - I'm not sure about odd wiggles in Easy difficulty. Learning slider mechanics is hard enough for a beginner. Little wiggles are fine, but this slider in particular is a little excessive imo. Try to emphasize less


[Normal]
01:07:617 (3,4,5,6) - try to simplify your rhythm here, it's a little unecessarily complicated

01:53:395 (3,4,5) - This rhythm plays really awkwardly. 01:53:395 (3) - This slider ends in the middle of a drum fill, same with 01:54:203 (5) -
I think you should use hitcircles to accent only the starts of the fills, rather than trying to force sliders to cover them

01:54:807 (1,2,3) - equal spacing. Editor says they're all 1.10, but that's only because of changing bpm. You should make spacing visually exactly the same (for example, use ctrl+J)

02:03:293 (1,2,3) - ^

02:06:110 - kiai section, take care of your rhythm.. it's basically just 1/1, note, note | 1/1, note, note | etc.

[Insane]
Sorry, I can't mod maps that I can't pass ;w;
What really got me though was the spacing. There were some jumps that really needn't have been there, and some places where jumps might have been good but became muddled with the other jumps so they didn't "stand out"


Also, hitsounds are done? This sounds like a really good song to add some drum samples or default normal whistles in the right places to bring out the map more, rather than using a standard snare hitsound set
Topic Starter
pishifat
re

Frostings wrote:

[General]

take out unnecessary audioleadin oops. had the intro mapped at one point but now it's useless
don't ask for timing check please oh god those timing points can't tell if sarcastic or praise. batpeople i've asked said it was kay o.o

[Easy]

01:01:968 (2,3) - restructure this to give better shape (make it look similar to 00:46:399 (4,1) - ) made it less eww

01:07:617 (2,3,4,1) - same with this. Is it a line? Is it a zig-zag or a wave? Right now it looks like .. well, nothing I guess made the nothing more curvy

01:43:514 (1) - I'm not sure about odd wiggles in Easy difficulty. Learning slider mechanics is hard enough for a beginner. Little wiggles are fine, but this slider in particular is a little excessive imo. Try to emphasize less calmed down the intestine slider


[Normal]
01:07:617 (3,4,5,6) - try to simplify your rhythm here, it's a little unecessarily complicated killed 01:08:848 (5) -

01:53:395 (3,4,5) - This rhythm plays really awkwardly. 01:53:395 (3) - This slider ends in the middle of a drum fill, same with 01:54:203 (5) -
I think you should use hitcircles to accent only the starts of the fills, rather than trying to force sliders to cover them i knew this was gonna be pointed out for obvious reasons. i'm just oging to have to ignore the actual song's rhythm there since blue tick stuff is unplayable on a normal :/

01:54:807 (1,2,3) - equal spacing. Editor says they're all 1.10, but that's only because of changing bpm. You should make spacing visually exactly the same (for example, use ctrl+J) ya

02:03:293 (1,2,3) - ^ yaya

02:06:110 - kiai section, take care of your rhythm.. it's basically just 1/1, note, note | 1/1, note, note | etc. the cello is just doing 1/4 streams the whole time and the drums are keeping rhythm so :/ i'll make it more variable tho

[Insane]
Sorry, I can't mod maps that I can't pass ;w;
What really got me though was the spacing. There were some jumps that really needn't have been there, and some places where jumps might have been good but became muddled with the other jumps so they didn't "stand out" specifics here may have helped, but i'll do some stuff. the 1/4 sliders on offbeats are probably the largest spaced things so i'll trim those


Also, hitsounds are done? This sounds like a really good song to add some drum samples or default normal whistles in the right places to bring out the map more, rather than using a standard snare hitsound set default whistles make me want to kill myself i'll try getting a bass-y drum sound. haven't messed with additions much so this could be a good time. weeeeeell thanks for themodzor
Danny
Hey pishifat!

From my M4M queue :)

You may consider tagging the album in the Tags, "Worlds Collide."

Easy

00:58:435 (1,3) - 1 could blanket 3
01:03:384 (3,1) - maybe you can avoid the overlapping sliders
02:16:668 (3,1) - blanket maybe
02:21:638 (3,4) - Maybe make this one slider as its one drum roll and it may be hard for newer players to find the timing to this
02:31:136 (4,1) - could blanket, possibly make more curved sliders during this section

Normal

00:57:728 (4,1) - 1 could blanket 4
01:44:572 (2,3) - 3 could blanket 2
02:14:569 (1,2,3) - To make timing easier for newer players and exaggerate the drum roll, you could do any variation of this timing, focusing on the #4 slider http://puu.sh/b8VZl/b45af3c1d1.jpg
02:21:638 (4,5) - Maybe make this one slider as its one drum roll and it may be hard for newer players to find the timing to this

Insane

00:41:197 (4,5,5,6) - stack
00:51:546 (2,7) - could be blanketed nicer
00:57:022 (1) - maybe instead of the pause you could put a slider here
01:11:696 (3,5) - you could perfectly stack 3 onto the end of 5
In the break, maybe around 01:26:591 you could use a spinner to lead into the next part
01:29:882 (3,6) - stack
01:31:480 (6,3,6) - stack
01:59:780 (1,2) - stack
02:06:809 (1,1) - stack
02:09:998 (2,2) - could stack these
02:16:328 (2) - could try moving it a bit more to the left like x:148 y:188 or so, looked a bit too far to the right

Good luck on this mapset, and amazing job with the timing!
Topic Starter
pishifat
re

Danny wrote:

Hey pishifat!

From my M4M queue :)

You may consider tagging the album in the Tags, "Worlds Collide." diuddedawed

Easy

00:58:435 (1,3) - 1 could blanket 3 considering i've got a sort of overlap movement with the sliderbody of 1, blanketting doesn't really allow for the intended flow :/
01:03:384 (3,1) - maybe you can avoid the overlapping sliders don't really think it's necessary since it doesn't affect readability (and it plays awesome as is)
02:16:668 (3,1) - blanket maybe maybe yes. did some fancy stuff with parallel lines too
02:21:638 (3,4) - Maybe make this one slider as its one drum roll and it may be hard for newer players to find the timing to this oops didnt even think about how hard to play that would be. i guess i just wanted to finish the diff :P
02:31:136 (4,1) - could blanket, possibly make more curved sliders during this section didn't do the blanket thing, but did add curves where appropriate. i wasn't happy with this section aesthetically, but i think it is nicer now

Normal

00:57:728 (4,1) - 1 could blanket 4 don't really think a straight slider blanketting a circle is all that necessary :P should only matter with curved sliders
01:44:572 (2,3) - 3 could blanket 2
02:14:569 (1,2,3) - To make timing easier for newer players and exaggerate the drum roll, you could do any variation of this timing, focusing on the #4 slider http://puu.sh/b8VZl/b45af3c1d1.jpg that finish was necsesary
02:21:638 (4,5) - Maybe make this one slider as its one drum roll and it may be hard for newer players to find the timing to this took it off in the easy, but i think i'll keep it here. if it's too much of a problem later i'll change tho

Insane

00:41:197 (4,5,5,6) - stack asdf
00:51:546 (2,7) - could be blanketed nicer did what i could? you can't even tell the difference ingame but did it anyway
00:57:022 (1) - maybe instead of the pause you could put a slider here allowing a break before teh slow slider so you can actually read the sliderticks. otherwise it may be kind of hard to see that htis slider is slower
01:11:696 (3,5) - you could perfectly stack 3 onto the end of 5 dsfgsdfgsdfgfdgs
In the break, maybe around 01:26:591 you could use a spinner to lead into the next part don't really feel likje there should be a spinner there since there's no build-up type noise. that's hwat starts when i actually place objects at 01:29:439 (1) -
01:29:882 (3,6) - stack you said you were new to modding, so i guess i should let you know that modding stacks like these is really unnecessary. these objects are all over second and a half apart from each other, so there's no effect ingame. also when writing them in mods like this, it's hard to know which exact objects you're talking about since the 6 in this is from the next combo. osu selects these 3,6 objects and people gonna think wtf you talking about
01:31:480 (6,3,6) - stack
01:59:780 (1,2) - stack actually changed this one tho
02:06:809 (1,1) - stack
02:09:998 (2,2) - could stack these and this one... i adjusted the streams and broke stuff
02:16:328 (2) - could try moving it a bit more to the left like x:148 y:188 or so, looked a bit too far to the right this triangle was so bad. fixed more than you think for aesthetics

Good luck on this mapset, and amazing job with the timing! :3
Luvdic
Hello

[General]

Not a timing expert, but there are timing sections that are still wrong, and youll have to recheck them.


[Easy]

00:38:646 (1) - Extremely nazi, youre allowed to hate me for this, move this to X:332 Y:116
00:54:195 (2) - You should just copy paste this slider 00:52:783 (1) - and then do ctrl+h and then ctrl+g
02:30:341 (3) - Change this to 2 circles, so you can emphasize this slider 02:31:136 (4) -
02:33:562 (3) - same as above
02:36:731 (3) - same

Rhythm wise, I agree with 90% of it, good job!
Design wise, I only agree with 20%, but thats just me! I liked the map nevertheless, since rhythm is more important that how it looks and you did a good job at it, kinda of what I would have done.

[Normal]

00:45:705 (1,2,3) - The rhythm of these two should be the same as 00:40:053 (1,2) -
01:03:205 (5) - Sounds better if you move this to 01:03:028 - (also plays easier)
01:08:323 (4,5) - How about this rhythm instead? http://puu.sh/bg8P3/6457d7577d.jpg
02:11:416 (1,2) - You should fix this spacing

[Insane]

00:35:831 - Imo, this spot shouldnt be occupied by an slider end, beat too strong, have to be a circle or an slider start (Anyways, the whole beginning should have been more like this imo: http://puu.sh/bg9rP/f00c86d48a.jpg)
00:37:590 (2) - Id unstack this, plays bad imo
00:40:757 - Kinda the same as above
02:14:486 (7) - Id use same spacing for prev and next object

[Extra]

00:45:705 (1,2,3,4,5,6,1,2,3,4) - I would have preferred you to follow more the guitars (or whatever the instrument is). It should look sometyhing like this: http://puu.sh/bgagV/616c5745a0.jpg and its also more fun imo
02:08:767 (3) - Id rfather delete this slider, and add objects at 02:08:679 - and 02:08:767 -
02:14:840 (4) - Id delete this circle, it follows better the celo this way.
02:15:398 (4) - Same as above
02:15:914 (4) - Same as above

Lots of luck with this mapset! Have a star from me!

Hopefully the timing wont hinder this map so much!
Topic Starter
pishifat
re

Xanandra wrote:

Hello

[General]

Not a timing expert, but there are timing sections that are still wrong, and youll have to recheck them. i've had some "timing experts"check stuff, but i'll see again. any specific places you say need changing?


[Easy]

00:38:646 (1) - Extremely nazi, youre allowed to hate me for this, move this to X:332 Y:116 lol
00:54:195 (2) - You should just copy paste this slider 00:52:783 (1) - and then do ctrl+h and then ctrl+g had to make SV 0.96x there because timing breaks stuff. symmetry now symmetric tho
02:30:341 (3) - Change this to 2 circles, so you can emphasize this slider 02:31:136 (4) - did so for all of these. makes too much sense
02:33:562 (3) - same as above
02:36:731 (3) - same

Rhythm wise, I agree with 90% of it, good job!
Design wise, I only agree with 20%, but thats just me! I liked the map nevertheless, since rhythm is more important that how it looks and you did a good job at it, kinda of what I would have done. you mean the wtf sliders? i think they're awesome, but they're not too usual so they may be off-putting. if you're talking about the rest of the stuff then i can't really say much lol

[Normal]

00:45:705 (1,2,3) - The rhythm of these two should be the same as 00:40:053 (1,2) - i know exactly why you say to do this, but because of timing points, using those reverse sliders would result in unsnapped ends. mapping the drums there is my only option really
01:03:205 (5) - Sounds better if you move this to 01:03:028 - (also plays easier) got that rhythm, but used a 1/2 slider. don't really like doubles on normal diffs.
01:08:323 (4,5) - How about this rhythm instead? http://puu.sh/bg8P3/6457d7577d.jpg keeping consistency with previous rhythm suggestion seems better actually, so changed it to that
02:11:416 (1,2) - You should fix this spacing uh... not sure what you're talking about here. they're spaced 1.1x like everything else

[Insane]

00:35:831 - Imo, this spot shouldnt be occupied by an slider end, beat too strong, have to be a circle or an slider start (Anyways, the whole beginning should have been more like this imo: http://puu.sh/bg9rP/f00c86d48a.jpg)
00:37:590 (2) - Id unstack this, plays bad imo
00:40:757 - Kinda the same as above
02:14:486 (7) - Id use same spacing for prev and next object

edit: got permission to do some stuff on oko's diff for him since he is ded

[Extra]

00:45:705 (1,2,3,4,5,6,1,2,3,4) - I would have preferred you to follow more the guitars (or whatever the instrument is). It should look sometyhing like this: http://puu.sh/bgagV/616c5745a0.jpg and its also more fun imo i'd rather follow the drums there to transition into the next section, otherwise it would be the same as 00:40:053 (1,2,3,4,5,1,2,3,4,5) - which is part of the previous section and same rhythm moving into different thing is meh
02:08:767 (3) - Id rfather delete this slider, and add objects at 02:08:679 - and 02:08:767 - yeah decided against this actually. it plays better with more emphasis on the finish after those
02:14:840 (4) - Id delete this circle, it follows better the celo this way. i think you mean drums? i can hear a pretty clear cello note on these 3 places
02:15:398 (4) - Same as above
02:15:914 (4) - Same as above

Lots of luck with this mapset! Have a star from me! thanks for being the only person who likes this song <3

Hopefully the timing wont hinder this map so much!
Okoayu

pishifat wrote:

thanks for being the only person who likes this song <3
Huh
Topic Starter
pishifat

Okoratu wrote:

pishifat wrote:

thanks for being the only person who likes this song <3
Huh
you're not even a person
Okoayu

pishifat wrote:

you're not even a person
Rip me
Yauxo
Because Copy-Pastas are kewl. Today I will teach you how to eat Hotdogs. Enjoy, Like, Favourite, Subscribe, Donate.



Hi there, coming from your request in our Modding Queue. Be so kind to take some minutes (or seconds, lets be honest) to answer to my mods. Dont be a dick and just "lol didnt changed stuffs hurr durr" without an explanation. If I told you something that was against your map, tell me why. This way mapper and modder both gain something.
Please take note that I mod your map for mostly unrankable or "stupid" stuff. I try to avoid style related issues, as I cant really judge these. Why is that?

Unrankable
Suggestion

Other than that, colours yellow to red indicate how important changes would be in my opinion


[General]
■ I think that one timing section is off /me runs

[Einfach]
General: Sometimes I wouldve preferred a simple repeat slider combo on places like 01:10:984 (2,3) - and co. This might make the diff overly easy, but it would avoid timing changes that could suprise new players. (Since they're not used to anything other than 130 chat songs that never change the beat at all)

■ 00:40:757 (3) - Couldve been a sw4gblanket with 00:38:646 (1) - to create a crazy zigzag that wouldnt be as boring as a boring straight line
■ 00:55:608 (1) - do you even x300 on endtick #nazi
■ 01:46:336 (1) - Iam disappointed http://puu.sh/bozuN/0a071f084a.jpg . Purrfect blanket not used
■ 02:23:448 (1) - Why does this one start so late? 1/4 or 1/2 after the last beat should be fine
■ 02:38:743 (2) - To keep consistency with the combos before, add a circle here or change it to a slider

[Normal]
General: I'd actually go down to OD 3,5 - 3,8 because timing changes can be a bitch, especially at the very very end

■ 00:49:252 (4) - copy paste 00:48:548 (3) - . Fuck your individual slidermapping!
01:48:454 (3,4) - copy paste 01:47:748 (1,2) - and let 01:49:160 (1) - be a triangle with the newly placed (3 4) then?
■ 02:08:942 (1) - curve the other way for improved flowerino? Adds some more of a "rolling" feature into it and less of a zigzag. Goes well because 02:09:646 (2,3,4) - "rolls" as well
■ 02:40:758 (5) - NC? Because you know it

[Schwer]
■ 00:45:705 (1) - I dont know why I notice this here but no where else, but it'd be damn helpful to have a sliderhitsound here. You can hear the 2 guitar music thingies (pr0) very easily, but you can only really hear the sliderend. Kept me confusing for a second, gotta be honest. I thought there's a beat on the next big white, while there isnt. Imightbestoopid
■ 01:15:742 (2,3) - what kind of curve is that, waterparkslide for babies? This is a damn hardrockcoregothmetalpunkextremeshredderprinter...rockguitar song, do manly stuffs
■ 01:19:663 (5) - I'd NC here. Thats no SV change, but damn, thats like sudden nitro. It'd probably help reading a little bit
■ 01:53:545 (1,2,1) - I smell combobreaks in here, though I dont smell how to map this easier. Maybe a triplet instead of the first repeatable? like you did here 02:21:795 (2,3,4) -
■ 02:05:503 (1) - Suddenly chachacha Hawaiitoast
■ 02:37:518 (1) - I might add, that this slider is quite ... not in the correct place (dun 4get 2 d3l3t3 copy pasta spaghetterino). Or, I might not be cookiezi enough to play a slider and 3 notes at the same time
■ 02:41:154 (5,6) - Dun gimme that. Space this normal like you did with (3 4), becuase I'd think that there's a timing change here (more spacing -> more time inbetween)

[Oko's orangenes Krankenbett]
■ 00:36:886 (6) - triplet? Selber beat wie 00:36:182 (2,3,4) - und alles was nachfolgend ist worauf ein triplet gemappt wurde.
■ 00:41:285 (3) - selbes spacing wie 00:40:581 (3) - ?
■ Ike würd 01:19:663 (1) - und 01:20:136 (1) - ein NC setzen, weil sich die BPM doch schon um einiges erhöhen. Readability krams, bleibt dir überlassen.
■ 02:36:731 (1,2,3,4) - Das ist die einzige Stelle an der du diese Art von Antijumps (nennen wirs mal so, ich glaub das ganze zählt noch als ne art Stack?) benutzt. Imo unpassend, normales Spacing würde mir besser gefallen
01:51:630 (7,8) - evtl ein bisschen mehr Spacingincrease bei den letzten beiden? Musik gibt die Möglichkeit her.
■ 01:57:663 (1) - Ich mag die Movementpause/den Stack nicht wirklich. Unstacked irgendwo unten würde sich besser anfühlen, da die Zeit zwischen (7 und 1) immernoch gleich wie zwischen den kurzen Slidern ist -> Movement sollte erhalten bleiben

[Besonders]
I'd point out all the instream repeatables, but youre not going to change them anyway

■ 00:44:822 (6,1) - Not a problem, but I hate you for this. I hate in-stream jumps
■ 01:39:306 (1) - I dont know why I care about this so much, but it'd be awesome if this one would be below 7, so that you keep the combo going with 01:37:865 (1,2,3,4,5,6,7,8) - (down (1 -> 2), up (2 3 4 5 6), down (6 -> 7), up (7 -> 8), up (1))
■ 01:56:087 (1,2,3,4,5,6) - I wuv this

Iam surry for nubmod, but I really couldnt find any big thing.
Topic Starter
pishifat
re

Yauxo wrote:

Because Copy-Pastas are kewl. Today I will teach you how to eat Hotdogs. Enjoy, Like, Favourite, Subscribe, Donate. wow ur mod is so good i will share with all my freinds thank u!! !!!!!



Hi there, coming from your request in our Modding Queue. Be so kind to take some minutes (or seconds, lets be honest) to answer to my mods. Dont be a dick and just "lol didnt changed stuffs hurr durr" without an explanation. If I told you something that was against your map, tell me why. This way mapper and modder both gain something.
Please take note that I mod your map for mostly unrankable or "stupid" stuff. I try to avoid style related issues, as I cant really judge these. Why is that?

Unrankable
Suggestion

Other than that, colours yellow to red indicate how important changes would be in my opinion


[General]
■ I think that one timing section is off /me runs you've been added to the hit list

[Einfach]
General: Sometimes I wouldve preferred a simple repeat slider combo on places like 01:10:984 (2,3) - and co. This might make the diff overly easy, but it would avoid timing changes that could suprise new players. (Since they're not used to anything other than 130 chat songs that never change the beat at all) timing says nope to long reverse sliders as already explained ingamezor

■ 00:40:757 (3) - Couldve been a sw4gblanket with 00:38:646 (1) - to create a crazy zigzag that wouldnt be as boring as a boring straight line swag'd
■ 00:55:608 (1) - do you even x300 on endtick #nazi #killyourself
■ 01:46:336 (1) - Iam disappointed http://puu.sh/bozuN/0a071f084a.jpg . Purrfect blanket not used did uh something
■ 02:23:448 (1) - Why does this one start so late? 1/4 or 1/2 after the last beat should be fine i dunno
■ 02:38:743 (2) - To keep consistency with the combos before, add a circle here or change it to a slider would rather keep the current thing cuz always have an empahsized object on beats 1 and 3 here and this is not that

[Normal]
General: I'd actually go down to OD 3,5 - 3,8 because timing changes can be a bitch, especially at the very very end those two tenths really help

■ 00:49:252 (4) - copy paste 00:48:548 (3) - . Fuck your individual slidermapping! whats the keyboard shortcut for that
01:48:454 (3,4) - copy paste 01:47:748 (1,2) - and let 01:49:160 (1) - be a triangle with the newly placed (3 4) then? no but yes
■ 02:08:942 (1) - curve the other way for improved flowerino? Adds some more of a "rolling" feature into it and less of a zigzag. Goes well because 02:09:646 (2,3,4) - "rolls" as well tried it out, plays like mold
■ 02:40:758 (5) - NC? Because you know it breaks the 2 bar comboing i dont know apparently

[Schwer]
■ 00:45:705 (1) - I dont know why I notice this here but no where else, but it'd be damn helpful to have a sliderhitsound here. You can hear the 2 guitar music thingies (pr0) very easily, but you can only really hear the sliderend. Kept me confusing for a second, gotta be honest. I thought there's a beat on the next big white, while there isnt. Imightbestoopid self-reminder to do this
■ 01:15:742 (2,3) - what kind of curve is that, waterparkslide for babies? This is a damn hardrockcoregothmetalpunkextremeshredderprinter...rockguitar song, do manly stuffs testosteroned
■ 01:19:663 (5) - I'd NC here. Thats no SV change, but damn, thats like sudden nitro. It'd probably help reading a little bit ye
■ 01:53:545 (1,2,1) - I smell combobreaks in here, though I dont smell how to map this easier. Maybe a triplet instead of the first repeatable? like you did here 02:21:795 (2,3,4) - they're the same bpms there too how did i manage consistency when randomly placing red lines
■ 02:05:503 (1) - Suddenly chachacha Hawaiitoast suck my big white slider
■ 02:37:518 (1) - I might add, that this slider is quite ... not in the correct place (dun 4get 2 d3l3t3 copy pasta spaghetterino). Or, I might not be cookiezi enough to play a slider and 3 notes at the same time well ok slider ok do that ok
■ 02:41:154 (5,6) - Dun gimme that. Space this normal like you did with (3 4), becuase I'd think that there's a timing change here (more spacing -> more time inbetween) l2read

[Oko's orangenes Krankenbett]
■ 00:36:886 (6) - triplet? Selber beat wie 00:36:182 (2,3,4) - und alles was nachfolgend ist worauf ein triplet gemappt wurde.
■ 00:41:285 (3) - selbes spacing wie 00:40:581 (3) - ?
■ Ike würd 01:19:663 (1) - und 01:20:136 (1) - ein NC setzen, weil sich die BPM doch schon um einiges erhöhen. Readability krams, bleibt dir überlassen.
■ 02:36:731 (1,2,3,4) - Das ist die einzige Stelle an der du diese Art von Antijumps (nennen wirs mal so, ich glaub das ganze zählt noch als ne art Stack?) benutzt. Imo unpassend, normales Spacing würde mir besser gefallen
01:51:630 (7,8) - evtl ein bisschen mehr Spacingincrease bei den letzten beiden? Musik gibt die Möglichkeit her.
■ 01:57:663 (1) - Ich mag die Movementpause/den Stack nicht wirklich. Unstacked irgendwo unten würde sich besser anfühlen, da die Zeit zwischen (7 und 1) immernoch gleich wie zwischen den kurzen Slidern ist -> Movement sollte erhalten bleiben

[Besonders]
I'd point out all the instream repeatables, but youre not going to change them anyway this diff https://osu.ppy.sh/b/435304&m=0

■ 00:44:822 (6,1) - Not a problem, but I hate you for this. I hate in-stream jumps slider tho u sliiiiiide into the next note not jump right ok maybe no
■ 01:39:306 (1) - I dont know why I care about this so much, but it'd be awesome if this one would be below 7, so that you keep the combo going with 01:37:865 (1,2,3,4,5,6,7,8) - (down (1 -> 2), up (2 3 4 5 6), down (6 -> 7), up (7 -> 8), up (1)) would play pretty cool but following the song's repeated things for 01:37:865 (1,6,1,6) - more prioritized to me at least
■ 01:56:087 (1,2,3,4,5,6) - I wuv this 1/4 is hot

Iam surry for nubmod, but I really couldnt find any big thing. i think that's a good thing so
-Nya-
Hello! From Nya's Standard Modding Queue
Well, here's my mod:

Easy:
AiMod~ You have a lot of DS errors. Remember that distance snap must always be activated in Easy and Normal diffs.Why not just make your circle size a 3?01:03:384 (3,1) – Try to avoid overlapping. Rather blanket.
01:13:275 (2) – Move this slider upwards till it’s here: X:216 Y:213. It will then be in-line with the previous note.02:21:286 (2,3) – Blanket rather? Something like this:
02:35:945 (2) – Place the hitcircle here: X:120 Y:236. It supports the flow.

Normal:
Just make the circle size a 3?01:09:710 (1) – This slider may be too much off the grid. Rather place it here: X:308 Y:364 to be safe02:32:754 (2) – Rather place it here: X:264 Y:40; better flowThat’s all I could find in this diff

Hard:
00:35:831 (1,2,1) – Maybe curve them a bit more00:49:252 (7,1) – Improve this blanket a bit01:01:262 (1,2) – Make these two look similar to each other01:54:111 – I think you should add a note here02:34:546 – Add a note?

Overall, very good mapset. It's just important that you fix that DS problems in the Easy diff.
Good Luck! :D
Topic Starter
pishifat
re
SPOILER

-Nya- wrote:

Hello! From Nya's Standard Modding Queue
Well, here's my mod:

Easy:
AiMod~ You have a lot of DS errors. Remember that distance snap must always be activated in Easy and Normal diffs. uh it is... the distance snap errors are due to variable timing screwing things up. think about it, which of these would be easier to read, the top or the bottom? (hint: it's the bottom). because bpm is ~170, some notes would be closer together with distance snap and some further away, so the best "fix" is to have a slightly variable distance snap that is readable. my last map also had the same variable timing/distance snap thing, yet it's ranked so i'm pretty sure it's fine. hopefully i explained that well enoughWhy not just make your circle size a 3? because difficulty spread. easy smaller than normal = sense01:03:384 (3,1) – Try to avoid overlapping. Rather blanket. didn't blanket but ya
01:13:275 (2) – Move this slider upwards till it’s here: X:216 Y:213. It will then be in-line with the previous note. did a rotatingthing02:21:286 (2,3) – Blanket rather? Something like this: that is uh... that's not a blanket. well it is but it's not. either way, breaks the flow that i'm going for there so neh
02:35:945 (2) – Place the hitcircle here: X:120 Y:236. It supports the flow. supposed to be the same flow moving from 02:34:338 (4,1) - as 02:35:170 (1,2) - which that does not do

Normal:
Just make the circle size a 3? "oh no i accidentally set my circle size to 3.2 instead of 3 my bad" - something nobody will say ever. precision is intentional, so unless there's a reason why 3 is better, i'm keeping it where it is01:09:710 (1) – This slider may be too much off the grid. Rather place it here: X:308 Y:364 to be safe not those coordinates but ye02:32:754 (2) – Rather place it here: X:264 Y:40; better flow what is flowThat’s all I could find in this diff

Hard:
00:35:831 (1,2,1) – Maybe curve them a bit more curved just as much as the other sliders here :/00:49:252 (7,1) – Improve this blanket a bit ye01:01:262 (1,2) – Make these two look similar to each other uh why that would be inconsistent with the everywhere else that i do that. (2) is curved because guitar entrance, 1 is straight becuase not guitarzor01:54:111 – I think you should add a note here there's nothing in the music there :/02:34:546 – Add a note? again, there's nothing in the music there...

Overall, very good mapset. It's just important that you fix that DS problems in the Easy diff. heh
Good Luck! :D thankszzszs
Justify


hello, my mod queue is super long so it took me a really long time to get round to this :tf:


not k
k



Easy
00:45:705 (3) - :move to x216 y120 (effectively same distance between 2-4)
00:46:399 (4) - doesn't really need to be a slider, but w/e http://puu.sh/bpZZ8/1f4129eb20.jpg for reference
http://puu.sh/bpZZ8/1f4129eb20.jpg

00:59:672 (2,3) - seems too quick for an easy diff
01:57:663 (1) - rather than kick slider, change to normal slider + hitcircle
02:00:486 (1) - ^ (http://puu.sh/bq0m9/9e713455a9.jpg for reference)
02:34:338 (4) - move this slider downwards (too far for ez diff imo)
02:39:966 (3,4,5) - kick slider(?)


Normal


00:42:523 (2) - not necessary
01:39:306 (3) - ctrl+g
02:01:507 (2) - replace with hit circle
02:04:380 (3) - ^


Hard

01:17:832 (8,9,1) - not appropriate for a hard diff

01:30:681 (2,1) - awkward and doesnt flow very well
01:36:647 (2,3) - ^ (in contrast, 01:42:808 (2,3) - flows well)
01:49:072 (5) - not necessary
02:31:136 (2,3,4) - change flow to something like http://puu.sh/bq1bR/6e0bd1908d.jpg
02:37:518 (2,3,4) - ^ http://puu.sh/bq1ey/b5b082335d.jpg
02:40:758 (3,4,5,6) - experiment with this, a small jump sequence would fit perfectly here, like http://puu.sh/bq1io/024b263bcd.jpg for example

oko's Insane

i don't feel comfortable modding anything other than hard yet so I just a small look + playthough with it

01:51:277 (5,6,7,8) - a small clean jump would be cool here
02:13:890 (3,4,5,6) - ^ (might not be to your mapping style, but w/e)
02:40:758 (2,3,4,5) - perfect ending!

Streams are perfect on this map, really clean and fitting in the parts you placed them in, +1


Extra
maybe another day, huh?
Topic Starter
pishifat
re

Justify wrote:



hello, my mod queue is super long so it took me a really long time to get round to this :tf: thank you for your time i know you have a lot of maps to work with i mean just look at your kudosu history damn i am honored


not k
k



Easy
00:45:705 (3) - :move to x216 y120 (effectively same distance between 2-4) 2->3 is one beat and 3->4 is two beats lay off the doritos
00:46:399 (4) - doesn't really need to be a slider, but w/e http://puu.sh/bpZZ8/1f4129eb20.jpg for reference
http://puu.sh/bpZZ8/1f4129eb20.jpg consistency with 00:44:999 (2) - yo

00:59:672 (2,3) - seems too quick for an easy diff same as every other 1 beat spaced apart thing :/
01:57:663 (1) - rather than kick slider, change to normal slider + hitcircle did a something
02:00:486 (1) - ^ (http://puu.sh/bq0m9/9e713455a9.jpg for reference)
02:34:338 (4) - move this slider downwards (too far for ez diff imo) wow u cant handle ez (did it to please your scrub ways)
02:39:966 (3,4,5) - kick slider(?) doesn't build up with the storyboard as well so nah


Normal


00:42:523 (2) - not necessary just as necessary as the other circles there. like every single bar has a circle there wat
01:39:306 (3) - ctrl+g what are you smoking
02:01:507 (2) - replace with hit circle this one's extended to the beginning of hte drum stuff. the previous two were cut becuase the drums began right on that last weeeoow thing (i am good at noises) but yah this one doesn't
02:04:380 (3) - ^ ^


Hard

01:17:832 (8,9,1) - not appropriate for a hard diff triples no longer appropriate ok

01:30:681 (2,1) - awkward and doesnt flow very well you are awkward but i realized my line wasn't straight so you win kinda
01:36:647 (2,3) - ^ (in contrast, 01:42:808 (2,3) - flows well) ya know you're right actually you win fully this time
01:49:072 (5) - not necessary the guitar screech on the blue tick tho
02:31:136 (2,3,4) - change flow to something like http://puu.sh/bq1bR/6e0bd1908d.jpg distance spacing tho. what i've got plays arlight imo
02:37:518 (2,3,4) - ^ http://puu.sh/bq1ey/b5b082335d.jpg but ^
02:40:758 (3,4,5,6) - experiment with this, a small jump sequence would fit perfectly here, like http://puu.sh/bq1io/024b263bcd.jpg for example very yes. didn't do that but did a thing which jumps and yay

oko's Insane

i don't feel comfortable modding anything other than hard yet so I just a small look + playthough with it

01:51:277 (5,6,7,8) - a small clean jump would be cool here
02:13:890 (3,4,5,6) - ^ (might not be to your mapping style, but w/e)
02:40:758 (2,3,4,5) - perfect ending!

Streams are perfect on this map, really clean and fitting in the parts you placed them in, +1


Extra
maybe another day, huh? another year*
kakifly
m4m here~ oh my god this song has too many BPM's

General

- for the first 30-ish seconds you map nothing yet you still put in the multiple new bpm's, is there even a point? same with the break at 01:21:017

Easy

-00:53:842 (2) - consider adding a note here
- 00:57:728 (2) - imo this should be a 1/1 slider; there is a faint sound at 00:58:081 that would suit a slider tail
- 00:59:672 (2,3) - maybe try a slider like this; the current rhythm is a bit hard to play mostly since it is not a consistent beat - 01:05:324 (2,3) - ^
- 01:10:984 (2,3) - ^
- 01:20:312 maybe start the actual break at 01:22:368 or something since it currently starts offbeat; same applies with all diffs
- there should be some note at 01:31:214 since the sound is almost just as strong as 01:31:569 (4,5) - ; i guess you can make 01:30:859 (2) - into a 1/1 slider to cover the weak beat; the awkward pause in the music feels weird to play imo
- 01:36:473 (2) - make into a slider? it would make a better consistency

Normal

-AR 4 for better diff spread, OD - just do 3 or 4.. 3.8 is kinda random
- CS just do 3.5 or 4; which is common for normal idk why you do the 0.1 decimals in normal
- 00:40:053 (1) - make this a straight slider so its parallel with 00:38:646 (1) -
- 00:40:757 (2) - if you did the above^ then make this one a copy and ctrl + h then ctrl + j
- 00:57:021 (3) - slightly overlaps health bar. move it down
- 01:47:748 (1,2) - 01:48:454 (3,4) - maybe make these into 1/1 sliders
- 02:37:518 (4) - make this into a 1/2 slider; listen to the music
- 02:31:136 (4) - ^
( lol order is messed up orz)

Hard

- Do AR 7 and OD 5 or 6 if you followed what i did with normal
- 00:42:169 (3) - 00:43:231 (2) - stack is just an axis off -1 off both axis for 00:43:231 (2) - for perfect stack
- 00:45:705 (1,2) - this part just feels so weird to me; but idk what else to do
- 00:57:728 (2) - its highly suggested when theres a new sv that you put nc
- 01:12:916 (2) - overlaps health bar; move down
- 02:41:352 (6) - add finish?

oko's Insane

- AR 8.7? please do either 8.5 or 9
- 00:36:094 you are missing a beat; its just as strong as 00:36:182 (2,3) - so you should really map it; there are many other cases like this too such as 00:38:206 and 00:41:904 but of course these are not all
- 00:41:285 (3) - 00:41:992 (3) - stack these
- 00:48:372 00:49:076 (2) - ^
- 00:50:491 (2) - ^
- 00:51:016 (4,1) - ^
- yeah anyways there are a lot of stacks that should be fixed; not sure if this is intended or not so i wont mention anymore
-00:52:430 (4,1) - blanket is a little off if you intended for one
- 01:43:161 (5,6) - i suggest something like this ? - 02:41:352 (5) - finish?

well hope that helped; this is a nice mapset so good luck
Topic Starter
pishifat
re

kakifly wrote:

m4m here~ oh my god this song has too many BPM's metronomes don't exist to these people ;-;

General

- for the first 30-ish seconds you map nothing yet you still put in the multiple new bpm's, is there even a point? same with the break at 01:21:017 so that the bouncing osu thing in the corner is synced with the song. other than that they're pretty pointless but meh they're already there

Easy

-00:53:842 (2) - consider adding a note here keepign rhythm consistent with 00:47:113 (1,2) - since it's the same thing in the music
- 00:57:728 (2) - imo this should be a 1/1 slider; there is a faint sound at 00:58:081 that would suit a slider tail rather keep that as object-free as possible because #buildup
- 00:59:672 (2,3) - maybe try a slider like this; the current rhythm is a bit hard to play mostly since it is not a consistent beat doesn't really make much sense since there's no beat on that blue tick, but there is one on the red tick right before it :/ the song does have awkward polarity though, but i think since it's supposed to be unusual, mapping it accordingly fits
- 01:05:324 (2,3) - ^
- 01:10:984 (2,3) - ^
- 01:20:312 maybe start the actual break at 01:22:368 or something since it currently starts offbeat; don't really know what you're talking about with it starting offbeat, since it's on the downbeat, but i do like this more anyway lol same applies with all diffs
- there should be some note at 01:31:214 since the sound is almost just as strong as 01:31:569 (4,5) - ; i guess you can make 01:30:859 (2) - into a 1/1 slider to cover the weak beat; the awkward pause in the music feels weird to play imo yesyes
- 01:36:473 (2) - make into a slider? it would make a better consistency yesyeyseyesyseyseyse

Normal

-AR 4 for better diff spread, OD - just do 3 or 4.. 3.8 is kinda random
- CS just do 3.5 or 4; which is common for normal idk why you do the 0.1 decimals in normal if there's a reason why those numbers are better then i'll do it, but til then i'm sticking with what i've got.
- 00:40:053 (1) - make this a straight slider so its parallel with 00:38:646 (1) - intentionally not straight tho :/
- 00:40:757 (2) - if you did the above^ then make this one a copy and ctrl + h then ctrl + j
- 00:57:021 (3) - slightly overlaps health bar. move it down underlap tho
- 01:47:748 (1,2) - 01:48:454 (3,4) - maybe make these into 1/1 sliders intentionally not since music supports individusal thingisnigss
- 02:37:518 (4) - make this into a 1/2 slider; listen to the music
- 02:31:136 (4) - ^
( lol order is messed up orz) there was a reason why i had them ignoring the red ticks there... a reason i dont remember now so

Hard

- Do AR 7 and OD 5 or 6 if you followed what i did with normal if
- 00:42:169 (3) - 00:43:231 (2) - stack is just an axis off -1 off both axis for 00:43:231 (2) - for perfect stack asdf
- 00:45:705 (1,2) - this part just feels so weird to me; but idk what else to do blue ticks everywhere pls song
- 00:57:728 (2) - its highly suggested when theres a new sv that you put nc for the sake of readability, yes, but when there's that much time in between objects and you can see the slider ticks in that gap it's k. people who are at hard-level that i've had testplay haven't messed up there
- 01:12:916 (2) - overlaps health bar; move down hp bar stop
- 02:41:352 (6) - add finish? doesn't really fit imo. the ending of the song is like a cliffhanger right and you don't put a finish on a cliffhanger because it's not finished you get me awwyea

oko's Insane

- AR 8.7? please do either 8.5 or 9 he's gonna say no for same reason as me probably
- 00:36:094 you are missing a beat; its just as strong as 00:36:182 (2,3) - so you should really map it; there are many other cases like this too such as 00:38:206 and 00:41:904 but of course these are not all
- 00:41:285 (3) - 00:41:992 (3) - stack these oko's custom stacks are intentional since they appear normally ingame stack leniency blahbalhabl
- 00:48:372 00:49:076 (2) - ^
- 00:50:491 (2) - ^
- 00:51:016 (4,1) - ^
- yeah anyways there are a lot of stacks that should be fixed; not sure if this is intended or not so i wont mention anymore
-00:52:430 (4,1) - blanket is a little off if you intended for one
- 01:43:161 (5,6) - i suggest something like this ? - 02:41:352 (5) - finish?

well hope that helped; this is a nice mapset so good luck aaaaayyye
Okoayu
yeah anyways there are a lot of stacks that should be fixed; not sure if this is intended or not so i wont mention anymore
I have a thing for controlling stack leniencies from memory I can say that all those are probably intentional
AR 8.7 because testing with that felt most comfortable and ir also fits the spread so why not
will check rest when I return
Gexigamma
Hey o/ Mod as requested

[General]
  1. There's a timing point badly placed /me runs
  2. Big diff gap between Normal and Hard (ʘᗩʘ')
[Easy]
  1. 01:43:514 (1) - The slider ticks sound really bad here. Consider silencing or hitsounding.
  2. 02:29:507 - Add a hitcircle to fill the gap?
[Normal]
  1. The first thing I realized when playing was the slider shapes. Some have original shapes that give personality to the beatmap, while others seem to have unnecessary nodes. Examples: 00:38:646 (1) - 00:41:462 (1) - 01:37:865 (1) - Similar cases are in other diffs.
  2. 00:49:957 (1,3) - These could be better mirrored. Just rotate (3) by 3º (lol) and should be fine.
  3. 01:53:395 (3,4) - Too hard to follow considering it's the normal diff, but is the song's fail so... >.<
  4. 02:05:069 (1,1) - Same as above, but in this case maybe you can end the first slider at 02:05:590 - in order to give the player enough time to react.
  5. 02:14:569 (1,2,3,4) - This makes really hard to play, maybe replacing (2,3) with a slider?

I swear that I checked Hard more than 20 times but still can't find anything wrong. Multiple bpm songs are really confusing, but you sir have done a great work! ^^
No kds because of poor mod :/ or give if you want... whatever xD
I'd give you stars but I don't have any atm ;w;
Topic Starter
pishifat
re

Gexigamma wrote:

Hey o/ Mod as requested

[General]
  1. There's a timing point badly placed /me runs
  2. Big diff gap between Normal and Hard (ʘᗩʘ')from 3.41 to 3.24 now dayum
[Easy]
  1. 01:43:514 (1) - The slider ticks sound really bad here. Consider silencing or hitsounding. very bad red lines are evil
  2. 02:29:507 - Add a hitcircle to fill the gap? new ranking criteria states that on easy diffs, circles have to be placed 1500ms after spinners for recovery time :/ t/241019/start=0
[Normal]
  1. The first thing I realized when playing was the slider shapes. Some have original shapes that give personality to the beatmap, while others seem to have unnecessary nodes. Examples: 00:38:646 (1) - 00:41:462 (1) - 01:37:865 (1) - Similar cases are in other diffs. those ones in the beginning are because of the different guitar sound that starts on red ticks, which is why they're all the same length after the initial bump. that last one is for the change in pitch of that "guitar." if other people think they're too random though i'll change it up
  2. 00:49:957 (1,3) - These could be better mirrored. Just rotate (3) by 3º (lol) and should be fine. yeashdf
  3. 01:53:395 (3,4) - Too hard to follow considering it's the normal diff, but is the song's fail so... >.< screw the song i'm just gonna make this similar to what was done in easy. too many people have said this is death :/
  4. 02:05:069 (1,1) - Same as above, but in this case maybe you can end the first slider at 02:05:590 - in order to give the player enough time to react. i actually think this one is fine, since it's just a 1/2 gap. there's a lot of them throughout the diff so it shouldn't be an issue to read
  5. 02:14:569 (1,2,3,4) - This makes really hard to play, maybe replacing (2,3) with a slider? truuue

I swear that I checked Hard more than 20 times but still can't find anything wrong. Multiple bpm songs are really confusing, but you sir have done a great work! ^^ awwwww <3
No kds because of poor mod :/ or give if you want... whatever xD
I'd give you stars but I don't have any atm ;w;
Nuolong
From mod queue. I will only mod Hard because you were off a little bit by one rule in my queue.

Hard
00:46:147 (2) - Make this connect to the previous. It will still be properly spaced but it won't feel as crowded as before.
00:47:844 (2,3,4,5) - I like these-now-here's my idea: (look at next lines) (BUT read what's after the next four lines before you may make changes~ **)
00:47:844 (2) - move to x:400, y:168.
00:48:020 (3) - move to x:316, y:56
00:48:196 (4) - move to x:232, y:168
00:48:372 (5) - move to x:152, y:56
**See how it's like that? Well, from these, it doesn't really necessarily look nice, but I bet you can see what I mean here. Try to do something around those lines of what I'm saying :)
00:53:489 (2,3,4,5) - Whole bunch same thing as this.
00:57:728 (2) - Different velocity, so it doesn't feel like it belongs all cluttered with the previous and after beats. Maybe move this a bit? Preferably: x:64 y:300.. that's a bad example but hopefully who know who I mean
01:18:097 (9,1) - First time you used this.. now... ~If you're aiming for something harder, keep this. ~If you want it to be easier, make those two into a slider. Keeping it like that won't really fit with the others, and changing it would make it fit better with everything apocalyptic.
01:30:681 (2) - Not sure if this goes with the beat.
01:44:043 (2) and 01:44:749 (4) - just a tiny suggestion, maybe stack those two like you did something like this earlier for a difficulty increase. This is optional.
01:49:072 (5) - Meh.. something seems wrong. If you see something wrong, change it. If not, don't mind it.
01:53:616 (2,3) - This on 1/4?! This don't work with this. Overmap
02:21:866 (2) - ^ ?

If you think this mod is too short/not worthy of kudos then don't.

Edit: Good Luck! :D
Topic Starter
pishifat
re
SPOILER

NolanM wrote:

From mod queue. I will only mod Hard because you were off a little bit by one rule in my queue.

Hard
00:46:147 (2) - Make this connect to the previous. It will still be properly spaced but it won't feel as crowded as before. it's stacked under 00:47:113 (1) - already so i don't get your point
00:47:844 (2,3,4,5) - I like these-now-here's my idea: (look at next lines) (BUT read what's after the next four lines before you may make changes~ **)
00:47:844 (2) - move to x:400, y:168.
00:48:020 (3) - move to x:316, y:56
00:48:196 (4) - move to x:232, y:168
00:48:372 (5) - move to x:152, y:56
**See how it's like that? Well, from these, it doesn't really necessarily look nice, but I bet you can see what I mean here. Try to do something around those lines of what I'm saying :) i get what you're saying, but i'd rather keep the intense angles for when the song gets intense. i did realize my curve was off so i fixed that tho lol. also, instead of listing out coordinates, it's probably better to just take a screenshot and post it.
00:53:489 (2,3,4,5) - Whole bunch same thing as this. ^
00:57:728 (2) - Different velocity, so it doesn't feel like it belongs all cluttered with the previous and after beats. Maybe move this a bit? Preferably: x:64 y:300.. that's a bad example but hopefully who know who I mean rotated it so it's further away from other objects
01:18:097 (9,1) - First time you used this.. now... ~If you're aiming for something harder, keep this. ~If you want it to be easier, make those two into a slider. Keeping it like that won't really fit with the others, and changing it would make it fit better with everything apocalyptic first time i used this since it's the first time there was a drum roll like that :P seems appropriate enough as is
01:30:681 (2) - Not sure if this goes with the beat. i'm sure it does 25% playback yo
01:44:043 (2) and 01:44:749 (4) - just a tiny suggestion, maybe stack those two like you did something like this earlier for a difficulty increase. This is optional. but flow into 01:44:925 (1) - :/
01:49:072 (5) - Meh.. something seems wrong. If you see something wrong, change it. If not, don't mind it. actually did change it.
01:53:616 (2,3) - This on 1/4?! This don't work with this. Overmap uh... 1/6. use 25% playback if you want to confirm lol
02:21:866 (2) - ^ ?yea

If you think this mod is too short/not worthy of kudos then don't.
Phos-
Hi, mod as requested

[Easy]
  1. 00:41:462 (1) - Add a whistle to the slider end so it is more consistent.
  2. 02:23:098 (1) - This slider seems a bit too high because it goes into my skin's healthbar. You should move it further down.
  3. 02:38:351 (1) - Add a clap here? It seems like a pretty powerful beat, so I think it sounds awkward without a clap.
[Normal]
  1. 01:37:865 (1,2) - You should change up the slidershape of (1) a bit so that both slider tracks are parallel to eachother
  2. 01:50:572 (3) - Why is the end of this slider hidden beneath a slider track? This looks bad and a typical normal player will find this a challenge to read. You should fix this~
  3. 02:22:289 (5) - This slider ended in a really awkward way, but I can't really figure out how to fix it because of the awkward timing ._. You're better off replacing it with a few circles or something.
[Hard]
  1. 00:48:196 (4) - Add a clap on this note so it sticks with the clap pattern you have going right now, improving consistency.
  2. 02:09:998 (4) - ^
  3. 02:13:031 (4,1) -This sudden 1/4 feels really out of place since it plays/sounds funny and there's no other rhythms like this anywhere in the diff
[oko's Insane]
  1. 00:34:403 (1,2,3,4,5,6) - Give these two patterns identical hitsounds? The music is pretty much the same, so I think the hitsounds should be the same as well.
  2. 00:52:783 (1,2) - This blanket could be improved slightly, move (2) to x:208 y:264. Doing this would improve the blanket imo
  3. 01:42:544 (2) - You should add a note here, it fits with the music and removes the awkward gap, so it plays and sounds better.
  4. 02:34:338 (4) - Add a clap on the end of this slider to keep consistency.
[Extra]
  1. 00:53:320 (2,3,4,5,6,7) - Make this pattern more symmetrical? You should move (6) to x:246 y:247. I think it would look nicer that way.
    Nice diff, all I could spot.

Well that's it from me! You did an amazing job with the timing, I wonder how long that must've took. Good luck!
Sieg
oh my
Apocalyptica
thanks for mapping :3
Topic Starter
pishifat
re

Fluttershy03 wrote:

Hi, mod as requested

[Easy]
  1. 00:41:462 (1) - Add a whistle to the slider end so it is more consistent. oops
  2. 02:23:098 (1) - This slider seems a bit too high because it goes into my skin's healthbar. You should move it further down. yea
  3. 02:38:351 (1) - Add a clap here? It seems like a pretty powerful beat, so I think it sounds awkward without a clap. when applying mods i suck at keeping hitsounds consistent -.-
[Normal]
  1. 01:37:865 (1,2) - You should change up the slidershape of (1) a bit so that both slider tracks are parallel to eachother i'm not really going for a super clean look there, which is why the angle is like it is heh
  2. 01:50:572 (3) - Why is the end of this slider hidden beneath a slider track? This looks bad and a typical normal player will find this a challenge to read. You should fix this~ really shouldn't matter since they'll be sliding on 1 before 3 appears. if they follow the path of 2 they'll know 3's head isn't under the slider
  3. 02:22:289 (5) - This slider ended in a really awkward way, but I can't really figure out how to fix it because of the awkward timing ._. You're better off replacing it with a few circles or something. hitcircles would be more confusing since there's a pretty massive bpm slowdown there. using a slider and just covering all of that is a lot more playable
[Hard]
  1. 00:48:196 (4) - Add a clap on this note so it sticks with the clap pattern you have going right now, improving consistency. yeayeaye
  2. 02:09:998 (4) - ^ yeaeyeayaeyaeye
  3. 02:13:031 (4,1) -This sudden 1/4 feels really out of place since it plays/sounds funny and there's no other rhythms like this anywhere in the diff there's no rhyhtms like this in the diff because this is the only time this happens in the song. the cello has a super strong note on the 1/4 tick after the downbeat, which is definitely awkward, but i mean... can't really change the music to start that on the downbeat or something lol. if you were listening with music muted for the sake of finding my hitsound inconsistencies it would probably sound really weird, but the music is just like that
[oko's Insane] gonna fix oko's hitsound stuff for him
  1. 00:34:403 (1,2,3,4,5,6) - Give these two patterns identical hitsounds? The music is pretty much the same, so I think the hitsounds should be the same as well. that was me breaking stuff
  2. 00:52:783 (1,2) - This blanket could be improved slightly, move (2) to x:208 y:264. Doing this would improve the blanket imo didn't move 2 cuz stack but adjusted 1's body for balnket magic
  3. 01:42:544 (2) - You should add a note here, it fits with the music and removes the awkward gap, so it plays and sounds better. not gonna be adjusting anything like this for oko, but i would disagree if this were my diff
  4. 02:34:338 (4) - Add a clap on the end of this slider to keep consistency. yes
[Extra]
  1. 00:53:320 (2,3,4,5,6,7) - Make this pattern more symmetrical? You should move (6) to x:246 y:247. I think it would look nicer that way.
    Nice diff, all I could spot. that creates a triangle thing, but also breaks the triangle i had set up at 00:53:842 (6,7,1) - so i'd rather just keep mine

Well that's it from me! You did an amazing job with the timing, I wonder how long that must've took. Good luck! thanks <3

Sieg wrote:

oh my
Apocalyptica
thanks for mapping :3
:3
Natsu
From my Queue

General:

  1. normal-sliderslide.wav , normal-sliderslide2.wav , normal-slidertick2.wav I tryed to open them and my Audioplayer give error, same goes to Aka.I guess something is wrong with them, try to take the sliderslide from another mapset
Extra:

  1. OD7 is really low for this kind of difficult, try OD 8? it fit better with an extra diff, yup try to dont have od lower than 2 respect to AR
  2. 00:34:403 (1,2) - I feel the first jump will take players for surprise, consider to reduce the spacing a bit maybe like:
  3. 00:45:440 (6,7) - this can be confused with 1/2 pattern, since even the combos doesn't indicate any change here, maybe something like this can work better:
  4. 00:45:974 (4,5) - kinda similar as above >: i kinda don't agree with the unexpected 1/4 jump, try to play more with combos to indicate those changes better
  5. 00:52:783 (1) - this one is overlapping a bit whit the HP bar, try to move it a bit down to avoid this
  6. 00:59:672 (1,1) - I kinda don't agree with the combo spam here (as you should know this just mess up the HP drain), there are another cases like 01:05:324 (1,1) - they are consistent tho, but wanna here your reasoning about them
  7. 01:21:017 (1) - add finish? I feel it fit the song really nice and mark the end of the section in a nice way (this apply for the others diff if you agree)
oko's Insane

  1. same as extra your OD is too low compared to you AR, use OD7 instead :3
  2. Use CS4 using ¨CS3.7¨ just make the gameplay odd and not comfortable IMO
  3. 00:39:526 (4,5) - Your spacing here is too close this can cause a bit of uncomfortability when playing consider using more spacing 1.30 or 1.20 should be fine
  4. 00:41:021 (2,3) - similar as above, this spacing is not consistent with other similar patterns like 00:40:317 (2,3) -
  5. 00:45:705 (1) - remove NC it doesn't make much sense to me, will feel better having this sliders 00:45:352 (1,1,2) - as a single combo, also consider that spamming NC just mess up the overall HP draing in your diff
  6. 00:57:728 (1) - mmm I really don't agree with this one I prefer the way that the extra diff is done at this point, use a slider starting from 00:57:728 (1) - and ending in 00:58:346 - fit better with the song >:
  7. 01:21:017 same as extra
  8. 01:36:647 (1,2) - aw the difference in the number of repeats will be really confuse to play and will cause breaks or 100 hit,, my suggestion is to remove 1 repeat from 01:36:821 (2) - and add a circle in 01:37:082
  9. 01:53:545 (2,3) - similar as before, there are others if I remember well, anyways the one at 01:53:545 (2,3) - can be ok since there are not more circles after it
  10. 01:54:203 (1) - remove NC for the same reason as 00:45:705
  11. 02:08:575 (6,1,2,3) - mmm this kind of pattern look better when they are perfectly symmetrical
  12. 02:14:402 (6,7,1) - this is really confuse, consider to use the same spacing between them
Hard:

  1. as the other diffs you OD is really low compared to your AR, use OD 6 here instead
  2. 01:37:865 (1) Unsnapped (Aibat stuff)
  3. 02:22:378 (1) ^
  4. 01:21:017 same as the other diffs
  5. 01:54:203 unnecesary NC IMO, remove it for the same reason as 00:59:672 in extra
  6. 01:56:616 a bit weird to me that you don't map this part, anyways remove that green line is not even necessary
  7. 01:59:408 there is another unnecesary green line, not really important, but at the same time there is not reason to keep them (there are more)
  8. pretty nice diff, but I'm a bit worry about the spread to the insane diff, I'll like if you add some more triplets in this diff (mapped as circles to introduce the player a bit better to the insane diff)
Normal:

  1. similar to the other diffs, having 3,8 as OD doesn't make a big difference compared to 4, that's why it doesn't make much sense to me, use 4 also for better spread
  2. same for the circle size use 3, since having decimals just confuse the player during gameplay
  3. 00:46:399 (2,3,1) - fix the spacing here
  4. 01:37:865 (1,2) - this look a bit not nice for me, consider to make them symmetrical?
Easy:

  1. same having decimal values in the CS doesn't make much sense to me and make the game play a bit uncomfortable use CSS3 instead?
  2. there are a lot of distance issue, that I'll like if you fix with the properly spacing (check aimod for those)
  3. 01:15:367 (1) - do you mind moving this a bit up, is not offscreen but almost and can be a bit uncomfortable to play
  4. 01:20:312 (4) - remove the repeat and add a circle in 01:21:017 -, since the sound at 01:21:017 is really strong and need to be mapped as a circle to represent the song better, IMO.
  5. 02:39:966 (3,4,5) - I totally don't agree with the 1/1 stack and the jump, unstack it and use a properly spacing >:
pretty nice mapset, I'm leaving a star here for now try to get some more mods and timing confirmation maybe from Charless? I'll keep an eye in this mapset
Topic Starter
pishifat
re

Natsu wrote:

From my Queue

General:

  1. normal-sliderslide.wav , normal-sliderslide2.wav , normal-slidertick2.wav I tryed to open them and my Audioplayer give error, same goes to Aka.I guess something is wrong with them, try to take the sliderslider slide from another mapset asdf
Extra:

  1. OD7 is really low for this kind of difficult, try OD 8? it fit better with an extra diff, yup try to dont have od lower than 2 respect to AR was thinking it would be too hard due to the variable timing but nitro has proven otherwise
  2. 00:34:403 (1,2) - I feel the first jump will take players for surprise, consider to reduce the spacing a bit maybe like: lowered spacing here and converted the 1/4 sliders into two objects so it's the same as 00:40:053 (1,2,3,4,5,1,2,3,4,5) - . this way, there won't be any confusion between slider jumps that are 1/4 and slider jumps that are 1/2, as you mentioned right below this/color]
  3. 00:45:440 (6,7) - [color=#FF0000]this can be confused with 1/2 pattern, since even the combos doesn't indicate any change here, maybe something like this can work better:kinda made this mroe readable by modifying the beginning. the spacing on this first one is the same as 00:38:646 (1,2) - so it should be clear that they're your everyday 1/4 sliderjumps now. combos are also more intuitive to hopefully aid sightreading
  4. 00:45:974 (4,5) - kinda similar as above >: i kinda don't agree with the unexpected 1/4 jump, try to play more with combos to indicate those changes better
  5. 00:52:783 (1) - this one is overlapping a bit whit the HP bar, try to move it a bit down to avoid this kkkkkkk
  6. 00:59:672 (1,1) - I kinda don't agree with the combo spam here (as you should know this just mess up the HP drain), there are another cases like 01:05:324 (1,1) - they are consistent tho, but wanna here your reasoning about them explained ingame and you said it was fine :3
  7. 01:21:017 (1) - add finish? I feel it fit the song really nice and mark the end of the section in a nice way (this apply for the others diff if you agree)did a soft addition finish im so fancy
oko's Insane


  • oko said i coudl fix stuff cuz he ded
  1. same as extra your OD is too low compared to you AR, use OD7 instead :3 yea
  2. Use CS4 using ¨CS3.7¨ just make the gameplay odd and not comfortable IMO he says: because it isn't really any more uncomfortable to him (and i'd agree). also it fits the spread as the diff between hard cs3.5 and extra cs4.0 sooo
  3. 00:39:526 (4,5) - Your spacing here is too close this can cause a bit of uncomfortability when playing consider using more spacing 1.30 or 1.20 should be fine it's 1.3 now
  4. 00:41:021 (2,3) - similar as above, this spacing is not consistent with other similar patterns like 00:40:317 (2,3) - 1.3333333333
  5. 00:45:705 (1) - remove NC it doesn't make much sense to me, will feel better having this sliders 00:45:352 (1,1,2) - as a single combo, also consider that spamming NC just mess up the overall HP draing in your diff removed the NC on 00:45:352 (9) - because the one you mentioned was the downbeat
  6. 00:57:728 (1) - mmm I really don't agree with this one I prefer the way that the extra diff is done at this point, use a slider starting from 00:57:728 (1) - and ending in 00:58:346 - fit better with the song >: "as I remember it its that part where some instrument I cannot name does that thing where the sound grows silent in the end" - oko. listening back it makes sense to me
  7. 01:21:017 same as extra yeaysd
  8. 01:36:647 (1,2) - aw the difference in the number of repeats will be really confuse to play and will cause breaks or 100 hit,, my suggestion is to remove 1 repeat from 01:36:821 (2) - and add a circle in 01:37:082 fixed this with NCs to differentiate between 1/6 and 1/4 sliders + their different amount of reverses. having the same amount of reverses would be confusing still because of their snapping :/
  9. 01:53:545 (2,3) - similar as before, there are others if I remember well, anyways the one at 01:53:545 (2,3) - can be ok since there are not more circles after it ^
  10. 01:54:203 (1) - remove NC for the same reason as 00:45:705 did
  11. 02:08:575 (6,1,2,3) - mmm this kind of pattern look better when they are perfectly symmetrical yea
  12. 02:14:402 (6,7,1) - this is really confuse, consider to use the same spacing between them they already are spaced evenly, but the thing in the top right says they're not because timing :/
Hard:

  1. as the other diffs you OD is really low compared to your AR, use OD 6 here instead
  2. 01:37:865 (1) Unsnapped (Aibat stuff) oofghghfj
  3. 02:22:378 (1) ^ this one's just 1/6 lol
  4. 01:21:017 same as the other diffs green
  5. 01:54:203 unnecesary NC IMO, remove it for the same reason as 00:59:672 in extra ererere
  6. 01:56:616 a bit weird to me that you don't map this part, anyways remove that green line is not even necessary rhythm there is a bit too confusing there imo because of the weird 1/4 3/4 stuff. did green line thing
  7. 01:59:408 there is another unnecesary green line, not really important, but at the same time there is not reason to keep them (there are more) got rid of all unnecessary ones
  8. pretty nice diff, but I'm a bit worry about the spread to the insane diff, I'll like if you add some more triplets in this diff (mapped as circles to introduce the player a bit better to the insane diff)i was actually more worried about the spread from normal to hard. there used to be a few more triples in the map making the diff 3.4 stars, but a 1.4 star gap between normal and hard, then .6 star gap betwen hard and insane seems kind of wrong. anyway if it's necessary i know the places i would put in triples, but if not then yea
Normal:

  1. similar to the other diffs, having 3,8 as OD doesn't make a big difference compared to 4, that's why it doesn't make much sense to me, use 4 also for better spread rejected yauxo
  2. same for the circle size use 3, since having decimals just confuse the player during gameplay honestly don't know how decimals could be confusing. in my last mapset i used cs3.3 for the normal and nobody cared
  3. 00:46:399 (2,3,1) - fix the spacing here already explained this stuff
  4. 01:37:865 (1,2) - this look a bit not nice for me, consider to make them symmetrical? i think parallel and would rather have it be messy for the high pitch screech or whatever this is in the music
Easy:

  1. same having decimal values in the CS doesn't make much sense to me and make the game play a bit uncomfortable use CSS3 instead? same thing as normal :/
  2. there are a lot of distance issue, that I'll like if you fix with the properly spacing (check aimod for those) discussed already asdfasfsdfadsf
  3. 01:15:367 (1) - do you mind moving this a bit up, is not offscreen but almost and can be a bit uncomfortable to play oke
  4. 01:20:312 (4) - remove the repeat and add a circle in 01:21:017 -, since the sound at 01:21:017 is really strong and need to be mapped as a circle to represent the song better, IMO. yea
  5. 02:39:966 (3,4,5) - I totally don't agree with the 1/1 stack and the jump, unstack it and use a properly spacing >: you make it sound like i did that purposely >:
pretty nice mapset, I'm leaving a star here for now try to get some more mods and timing confirmation maybe from Charless? I'll keep an eye in this mapset i am charles

thanks for the modzor :3

oko's struggle applying yauxo, kakifly, and fluttershy's mods from his phone
[12:10:02 AM] Okoratu: there was one thing I wanted to do
[12:10:06 AM] pishi: kwhat
[12:11:24 AM] Okoratu: wait I havent even read yauxos mod yet
[12:11:42 AM] pishi: oh you mean you want to go through other mods
[12:11:55 AM] Okoratu: ye
[12:11:57 AM] Okoratu: Oko's orangenes Krankenbett
[12:12:03 AM] pishi: which first then
[12:12:04 AM] Okoratu: what
[12:12:07 AM] pishi: yauxo's?
[12:12:13 AM] Okoratu: ye
[12:12:18 AM] pishi: diff names are beyond me
[12:12:40 AM] Okoratu: he wrote
[12:12:42 AM] Okoratu: easy
[12:12:44 AM] Okoratu: normal
[12:12:46 AM] Okoratu: hard
[12:13:34 AM] Okoratu: oko's orange bedside
[12:13:40 AM] pishi: ok so thing about yauxo's mod
[12:13:44 AM] pishi: can't read
[12:13:46 AM] Okoratu: special in german
[12:14:41 AM] Okoratu: 00:36:886 (devil) - triplet? Selber beat wie 00:36:182 (2,3,4) - und alles was nachfolgend ist worauf ein triplet gemappt wurde.
[12:14:48 AM] Okoratu: wtf emote
[12:14:53 AM] pishi: well
[12:15:00 AM] pishi: yauxo is evil
[12:15:01 AM] pishi: confirmed
[12:15:12 AM] Okoratu: also it suggests a triplet there for consistency
[12:15:20 AM] pishi: seems valid
[12:15:42 AM] pishi: there is one the same place in next measure
[12:15:52 AM] Okoratu: if it doesn't do anything else I would probably do that
[12:16:02 AM] pishi: so yes
[12:16:17 AM] Okoratu: might be a relict from when this was a hard or planned to be one
[12:16:44 AM] pishi: would make sense
[12:17:22 AM] Okoratu: 2nd dot is "same spacing?"
[12:17:27 AM] Okoratu: and 2 times
[12:17:32 AM] Okoratu: idk
[12:17:34 AM] pishi: wait
[12:18:07 AM] Okoratu: ■ 00:41:285 (3) - selbes spacing wie 00:40:581 (3) - ?
[12:18:24 AM] Okoratu: first one same spacing as 2nd one?
[12:18:32 AM] Okoratu: thats what it says
[12:18:38 AM] Okoratu: does it make sense
[12:18:54 AM] pishi: stack https://osu.ppy.sh/ss/2049309
[12:18:59 AM] pishi: or no stack http://i.gyazo.com/6715db66b87020d189781a2caa1e45aa.png
[12:19:29 AM] Okoratu: no stack
[12:19:30 AM] pishi: and i think i fixed that in natsu's mod
[12:19:34 AM] pishi: k
[12:19:37 AM] Okoratu: oh ok
[12:20:08 AM] pishi: ■ Ike würd 01:19:663 (1) - und 01:20:136 (1) - ein NC setzen, weil sich die BPM doch schon um einiges erhöhen. Readability krams, bleibt dir überlassen.
[12:20:10 AM] pishi: means
[12:20:33 AM] pishi: if he says NC the second tiemstamp
[12:20:35 AM] pishi: it is bad
[12:20:43 AM] Okoratu: would nc both
[12:20:47 AM] Okoratu: is what it says
[12:20:57 AM] Okoratu: readability stuff
[12:21:03 AM] Okoratu: optional
[12:21:13 AM] pishi: just realized combos are inconsistent
[12:21:17 AM] pishi: with extra
[12:21:23 AM] pishi: extra has readability this not
[12:21:25 AM] pishi: so fixing
[12:21:35 AM] Okoratu: ok
[12:21:39 AM] Okoratu: ■ 02:36:731 (1,2,3,4) - Das ist die einzige Stelle an der du diese Art von Antijumps (nennen wirs mal so, ich glaub das ganze zählt noch als ne art Stack?) benutzt. Imo unpassend, normales Spacing würde mir besser gefallen
[12:22:36 AM] Okoratu: this is the only place where you use this kind of antijumps (I dont translate additional info). imo these dont fit id like normal spacing more
[12:23:07 AM] Okoratu: idk what is this about
[12:23:07 AM] pishi: https://osu.ppy.sh/ss/2049319
[12:23:08 AM] pishi: refers to those
[12:23:13 AM] pishi: in slow section near end
[12:23:25 AM] Okoratu: nah I like that
[12:23:32 AM] Okoratu: I wanna keep
[12:23:37 AM] pishi: k
[12:24:08 AM] Okoratu: ■ 01:51:630 (7,8) - evtl ein bisschen mehr Spacingincrease bei den letzten beiden? Musik gibt die Möglichkeit her.
[12:24:23 AM] Okoratu: more spacing for last 2 because music
[12:24:36 AM] Okoratu: is what it says
[12:24:51 AM] pishi: doesn't seem like it fits at all
[12:24:59 AM] pishi: https://osu.ppy.sh/ss/2049321
[12:25:03 AM] pishi: talks about those
[12:25:15 AM] Okoratu: nah
[12:25:21 AM] pishi: k
[12:25:28 AM] pishi: ■ 01:57:663 (1) - Ich mag die Movementpause/den Stack nicht wirklich. Unstacked irgendwo unten würde sich besser anfühlen, da die Zeit zwischen (7 und 1) immernoch gleich wie zwischen den kurzen Slidern ist -> Movement sollte erhalten bleiben
[12:25:47 AM] pishi: https://osu.ppy.sh/ss/2049323
[12:26:02 AM] Okoratu: nah
[12:26:22 AM] Okoratu: pattern is planned and I like how it plays
[12:26:34 AM] pishi: is cool yes
[12:27:24 AM] pishi: so who next
[12:28:02 AM] Okoratu: https://osu.ppy.sh/forum/p/3362653
[12:28:12 AM] Okoratu: the other mod looked like what
[12:28:23 AM] pishi: i got lots of bs mods
[12:28:37 AM] pishi: oh justify's mod you mean probably
[12:28:40 AM] pishi: look at his kudosu history
[12:28:41 AM] pishi: and you will know why
[12:28:57 AM] Okoratu: - 00:36:094 you are missing a beat; its just as strong as 00:36:182 (2,3) - so you should really map it; there are many other cases like this too such as 00:38:206 and 00:41:904 but of course these are not all
[12:29:23 AM] Okoratu: is this the 1/1 slider
[12:29:52 AM] pishi: nope
[12:29:56 AM] pishi: fixed with yauxo's mod
[12:29:59 AM] pishi: was the triple
[12:30:16 AM] pishi: no wait
[12:30:24 AM] pishi: https://osu.ppy.sh/ss/2049332
[12:30:31 AM] pishi: he says put an object where timeline thing is
[12:30:37 AM] pishi: seems ehno
[12:30:50 AM] Okoratu: ehhno
[12:31:07 AM] Okoratu: didnt I use a 1/1 slider somewhere in the beginning
[12:31:44 AM] pishi: https://osu.ppy.sh/ss/2049335
[12:31:46 AM] pishi: seems fine
[12:32:36 AM] Okoratu: isnt that the only 1/1 slider in that section
[12:32:58 AM] pishi: yes
[12:33:05 AM] Okoratu: guess why
[12:33:19 AM] pishi: because it works
[12:33:27 AM] Okoratu: well
[12:33:33 AM] Okoratu: it works
[12:33:39 AM] pishi: so you want it to be 1/2 i assume
[12:33:41 AM] Okoratu: huh
[12:33:52 AM] pishi: wait why are you bringing up this slider at all
[12:33:54 AM] pishi: no mods cared about it
[12:34:03 AM] Okoratu: I placed it because I thought it's a hard
[12:34:16 AM] pishi: isee
[12:34:18 AM] Okoratu: thats why I bring it up
[12:34:25 AM] pishi: well it works still
[12:34:29 AM] pishi: but if you wanna change then k
[12:34:56 AM] Okoratu: I thought a mod brought this up lel
[12:35:07 AM] pishi: did it
[12:35:28 AM] Okoratu: what did you choose
[12:35:38 AM] pishi: choose what
[12:35:41 AM] pishi: i did nothing
[12:35:44 AM] pishi: and i see no mods that mention it
[12:35:49 AM] Okoratu: On 19/09/2014, at 16:34, pishi wrote:
> did it
[12:35:59 AM] Okoratu: On 19/09/2014, at 16:34, pishi wrote:
> i did nothing
[12:36:03 AM] pishi: asdf
[12:36:09 AM] Okoratu: you confuse me
[12:36:09 AM] pishi: "did it?"
[12:36:13 AM] pishi: would have been correct
[12:36:19 AM] pishi: but punctuation :/
[12:36:33 AM] pishi: either way does not matter
[12:36:37 AM] Okoratu: oh ye
[12:36:48 AM] Okoratu: if it does not matter - no issue
[12:37:00 AM] pishi: https://osu.ppy.sh/ss/2049347
[12:37:03 AM] pishi: next thing
[12:37:05 AM] Okoratu: thought someone mentioned consistency
[12:37:05 AM] pishi: in kakifly
[12:37:10 AM] pishi: you mentioned it
[12:37:11 AM] pishi: nobody else
[12:37:28 AM] pishi: it's the thing with the screenshot
[12:37:57 AM] Okoratu: I think mine is ok
[12:38:06 AM] pishi: k
[12:38:10 AM] pishi: i thouhg tso too
[12:38:10 AM] Okoratu: dont like to have these face different ways
[12:38:49 AM] pishi: just realized how few mods i got on this
[12:38:58 AM] pishi: nobody wrote anything useful on your diff
[12:39:06 AM] Okoratu: xD
[12:39:12 AM] Okoratu: 01:42:544 (2) - You should add a note here, it fits with the music and removes the awkward gap, so it plays and sounds better.
[12:39:15 AM] pishi: https://osu.ppy.sh/ss/2049349
[12:39:18 AM] pishi: refers to that
[12:39:23 AM] pishi: it maeks no sense
[12:39:32 AM] pishi: music wise
[12:39:39 AM] pishi: there's a gap in the music there :/
[12:39:39 AM] Okoratu: I thought so
[12:40:15 AM] Okoratu: next one is natsu
[12:40:18 AM] Okoratu: ok
[12:40:31 AM] pishi: shows how useful mods are
[12:40:42 AM] pishi: did nothing and bat says it's k
[12:41:02 AM] Okoratu: either map 2 gud or mods useless
[12:41:21 AM] pishi: both
[12:41:28 AM] Okoratu: both
[12:41:41 AM] pishi: how it should be
[12:41:57 AM] Okoratu: do you go through the effort of posting this as an answer
[12:42:23 AM] pishi: you can post logs if you want to
[12:42:25 AM] pishi: or i can
[12:42:28 AM] pishi: i doubt anyone will care
[12:42:50 AM] Okoratu: I cant post logs
[12:42:58 AM] Okoratu: from my mobile
[12:43:06 AM] Okoratu: painnn
[12:43:10 AM] pishi: do you want them posted
[12:43:20 AM] pishi: i can just put them in my post
[12:43:23 AM] pishi: editing magic
[12:43:25 AM] Okoratu: I would post them because its polite
Okoayu
the struggle was real
Natsu
Hi again :) , I'm now a bit worry about normal - hard spread, since we was discussing this with KSHR, but for the moment wait, I'll get more opinions from others BATs

02:05:503 (1) - you can't have both sliderslide and slidertick silenced at the same time >:

I'll come back again soon
Topic Starter
pishifat

Natsu wrote:

02:05:503 (1) - you can't have both sliderslide and slidertick silenced at the same time >:
sliderslide and slidertick are muted, but i've got the sliderwhistle hitsound on that so it should be fine :/
Natsu
Checked some more stuff in Irc:

  1. Removed white combo colour
  2. switched some NC for better readability in extra
  3. Changed AR in hard diff
I'll wait for more opinions about the spread and timing, others should be fine :3
Topic Starter
pishifat
<3
neonat
Some things I noticed

Hard

00:56:315 (3) - why is this a 1/2 beat repeat slider? I hear no distinct beat or tone played at 00:56:491
01:18:361 - this empty part seems very obvious, I don't think it should be a gap, but instead, make 01:18:185 (1) a 1/2 slider

oko's Insane

00:47:844 - this where the next electric guitar note starts after the dragged one but it's on the end of 00:47:668 (2) which feels weaker. Swapping the places of 00:47:668 (2,3) would be better
00:53:320 (2,3) - ^
01:33:642 - another important beat which I feel shouldn't be at the end of a slider
02:31:136 (4,5,6) - this could use a more back and forth pattern or something more angular, listening to the song here, instead of one smooth direction flow

Extra

01:18:097 - would be nice if all the beats were mapped to, like this drum beat
Topic Starter
pishifat
re

neonat wrote:

Some things I noticed oh unexpected

Hard

00:56:315 (3) - why is this a 1/2 beat repeat slider? I hear no distinct beat or tone played at 00:56:491 it's the same as 01:01:615 (2) - 01:07:276 (2) - and 01:12:916 (2) - so uh
01:18:361 - this empty part seems very obvious, I don't think it should be a gap, but instead, make 01:18:185 (1) a 1/2 slider this is yes

oko's Insane replying for oko because he is bad

00:47:844 - this where the next electric guitar note starts after the dragged one but it's on the end of 00:47:668 (2) which feels weaker. Swapping the places of 00:47:668 (2,3) would be better
00:53:320 (2,3) - ^
01:33:642 - another important beat which I feel shouldn't be at the end of a slider he likes his passive sliders :/
02:31:136 (4,5,6) - this could use a more back and forth pattern or something more angular, listening to the song here, instead of one smooth direction flow did that yes

Extra

01:18:097 - would be nice if all the beats were mapped to, like this drum beat would really rather keep the jump to 1 since it would emphasize it more than a slider end triple
Okoayu
because he is bad
:(
Natsu
Fixed some unsnapped slider in hard and one circle touching the hp bar in extra. the mapset is pretty nice

To the next BAT double check timing

Here you GL :3
Topic Starter
pishifat

Natsu wrote:

To the next BAT double check timing
ha good luck with that

and thanks again natsu <3
riffy
Yoo, as requested.

[Easy]
  1. Try to drop OD by 1 tick. For newbies it may be quite hard to play with this timing, so lowering OD is a nice idea.
  2. 00:47:113 (1,2) - I would highly suggest moving its tail somewhere else as some newbies may mistakenly hit the tail. Try a simple pattern like that it looks okay, fits with your style and makes things more readable.
    Note: 00:57:728 (2,1) - same here. It is not a big deal, but some newbies just get stressed and click on whatever they see.

    Everything looks good. I like how playable it is even though the timing is insane.
[Normal]
  1. 00:59:141 (2,3) - minor - the transition feels a bit forced/unntarual. Probably, something like this would flow better.
  2. 01:49:160 (1,3) - the rule says that sliders must be readable. For a Normal diff, hiding the tail like this is a bit tricky, imo. I'd move the tail somewhere else to prevent any possible unranks problems.
  3. 02:40:758 (5) - not a fan of such sliders as the seecond repeat is totally unexpected and will trick players for sure. How about something like this? It will also make the last beat sorta special
[Hard]
  1. 02:11:785 (1) - just a little overlap with the HP Bar. Not a problem, but if you want stuff to look cool, move it down a bit. :)
Check this and call me back.


Natsu wrote:

To the next BAT double check timing
Oh, and we've discussed it with the mapper and it's all cool.
Topic Starter
pishifat
re

-Bakari- wrote:

Yoo, as requested.

[Easy]
  1. Try to drop OD by 1 tick. For newbies it may be quite hard to play with this timing, so lowering OD is a nice idea. lowered by half a tick. don't want a huge gap between easy and normal ODs
  2. 00:47:113 (1,2) - I would highly suggest moving its tail somewhere else as some newbies may mistakenly hit the tail. Try a simple pattern like that it looks okay, fits with your style and makes things more readable.
    Note: 00:57:728 (2,1) - same here. It is not a big deal, but some newbies just get stressed and click on whatever they see. i tried some stuff with these for a while and couldn't find anything that i liked at all. i wanted to keep the slidershapes between 1,2 on the first one different and the in order to space teh second one, i would have to change the direction it's pointing entirely and screw up every section following it. with a 2 beat gap between both of them i think even if they do panic and hit the tail, there could be enough time to notice that the tail is.. well a tail. approachcircles strong asdfasdf

    Everything looks good. I like how playable it is even though the timing is insane. awwyea
[Normal]
  1. 00:59:141 (2,3) - minor - the transition feels a bit forced/unntarual. Probably, something like this would flow better. that it does
  2. 01:49:160 (1,3) - the rule says that sliders must be readable. For a Normal diff, hiding the tail like this is a bit tricky, imo. I'd move the tail somewhere else to prevent any possible unranks problems. rip best pattern on a normal ever
  3. 02:40:758 (5) - not a fan of such sliders as the seecond repeat is totally unexpected and will trick players for sure. How about something like this? It will also make the last beat sorta special such a special circle i will cherish it forever
[Hard]
  1. 02:11:785 (1) - just a little overlap with the HP Bar. Not a problem, but if you want stuff to look cool, move it down a bit. :) cool is my number one priority #slidershapes
Check this and call me back.


Natsu wrote:

To the next BAT double check timing
Oh, and we've discussed it with the mapper and it's all cool. if you wanna get confirmation about timing and the storyboard from a qat that would probably be good. i dont want you to get in trouble or whatever happens because i convinced you they were rankable from this map.
riffy
Everything is re-checked. Looks cool and I am sure that we should be ready to go.
Myxo
Nice map <3 Congratz!
samplefish
Partayyyyy

Grats
Maruyu
gratz shibifag <3
Cerulean Veyron
Good song, Gz

pishipishi is not fag, yuzuyuzu :''c
hehe
wtf lol i totally did not forget to mod this
Nozhomi
Gratz !
Mao
Gratz <3 Also, is this oko's first ranked GD?
Topic Starter
pishifat

Mao wrote:

Gratz <3 Also, is this oko's first ranked GD?
yuuuuuuuuuuup

and thanks everyone :3
Asphyxia
Hey pishifat,

Need to disqualify this quickly due to (very confusing) spacing error in Hard difficulty, at 02:12:333 (2) - , probably moving the note to x:180 y: 56 would help. Otherwise really enjoyed this set, nice jobbu =v=

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