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Grant Bowtie - Cloud Nine

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Okoratu
not even late. I hope you know what manual stacks are after modding my map lel.

Breezy wrote:

Looking for a BAT request please!
http://ask.fm/okoratu/answer/123860502061

oh look bn posts
dunno what you did and did not do but posting redundant stuff probably anyways cool
ehmmm ok so

[general]
  1. you can tag frontier or anything you find on the sites this links to which you could find relevant
  2. thanks for not sourcing that you ripped the mp3 off youtube l0l
  3. I personally hate letterboxing during breaks but whatever
  4. Stack Leniency should be buffed so 1/1 things stack in the Insane/Hard, but - that als - is personal
  5. this is aimed to give you a basic idea about what could be better in your map - basically a "why oko wouldn't bubble it" - i hope you can deal with my thoughts
  6. These are also my opinions as a nazi about things
[hitsounding]
  1. Uhh it's generally too loud, i don't even think normal sampleset fits this song that well because it just sounds like bass sounds on every triplet while there really isnt -> examples of that would be 00:06:991 (4,5) - and basically every other triplet like that in every diff that has them
  2. i would advise to use something more soft sampleset oriented with whistles on the important stuff - the song has many places where soft whistles would fit in nicely, and then normal sampleset things on the bass kicks, eg on 00:06:148 - , 00:07:273 - , 00:09:148 - , 00:09:710 - , 00:10:273 - , and so on (the current clap pattern actually doesn't do a good job on capturing the kicks in the song as well because you only hitsounded the crashes which are consistently placed in the whole thing)
  3. If you don't play with skin-based hitsounds this whole thing sounds quite noisy
[Extra]
  1. Hp6 why, this is pretty forgiving already imo, also overall i think this suffers a bit from losing structure over the time of being modded or just generally (dunno if it used to be more structured, but more structure, system and aesthetics could be nice)
  2. 00:04:648 - you mute this but 00:04:835 (1,2,3,4) - are same sounds with normal sampleset, which doesn't make much sense to me lol
  3. ok so i will only say this for the extra but you should do that for every diff you think to be affected:
    the way you comboed the thing does not make that much sense because of stuff like 00:07:460 (7,1) - etc. you do that consistently but the New Combo should be on 7 and not on 1, so these should be swapped mainly because 7 is a similar sound to 00:06:148 - which is always a new combo, so splitting combos up like that makes more sense than what you currently do (and making sense is the only job NCs have)
  4. 00:22:460 (7) - you forgot one nc btw
  5. 00:25:460 (1) - oh what you suddenly combo things like i suggested previously, so please make everything that's inconsistent with that logic fit that thanks :>
  6. some patterns in this diff are exaggerated for the sake of star difficulty, one fitting example would be 00:11:210 (2) - :
    the whole pattern is a big nice star, 00:11:023 (1) - is stressed - cool - 00:11:398 (3,4,5) - are stressed as well, but 2 really isn't but the distance is chosen there for the sake of the pattern and not for the sake of fitting the sound's intensity. 00:11:023 (1,2) - should probably just be a single 1/2 slider in order to reflect the music a bit better here
    the same thing applies to more than only this pattern in this diff
  7. examples could be
    00:14:023 (1,2) -
    00:14:773 (4) -
    00:20:585 (5,6) - (5 could be sliderend and 6 two circles)
    00:28:273 (6) - seems random because you didn't do that high spacing just for percussion previously
    00:29:585 (5) - should be higher spacing because of the way you do it previously
    ... that list would get pretty long, but i hope this helps you understand why i say that this lacks a clear structure also if i were to mention everything the list of these kind of complaints would kill me
  8. 00:29:773 (6) - the idea of these anchors seems nice but the slider that results from that looks like it can't really decide what it wants to be, something more simple with just one turn could fit that sound better
  9. why is there a customly snapped break which doesn't really do stuff
  10. 00:41:960 - not really a fan of muting spinnerends because there is a clear
  11. 00:42:148 - comboing in this part is screwed up: just a few examples to give you the idea:
    00:44:398 (1) - you nc'd this but didn't 00:42:898 (6) - or 00:47:398 (2) - and so on,
    I'd be actuall for reducing the combos in this part so removing 00:44:398 (1) - 00:45:898 (1) - would make sense to me..
    Reasoning for that is that that you get hp back for successfully completing the combo so spamming combos generally makes a part more forgiving if you can play some of the patterns kind of ok
  12. 00:46:648 (1) - is inconsistent with the way you rhythm'd it previously and it also makes for a pretty awkward stop because you have movement on like every other instance like 00:45:148 (1,2,3,4,5) - so doing the smae rhythm or anything that requires you to move your cursor in order to play it, woudl be great
  13. 00:54:148 - watch your comboing in this part as well it 01:01:648 (1) - is inconsistent with how you did it previously for example
  14. 01:04:648 (1,2,3,4,5,1,2,3,4,5,6,7) - after playing this pattern for like 3 times i have come to the conclusion that it's just more awkward than your other patterns in this part mainly because 01:04:648 (1,2,3) - are suggesting a movement more towards 01:05:210 (5) - and then you force the cursor to go to 01:05:023 (4) - and then upwards and downwards again, which just ends up playing really really weirdly, keeping in mind what you have to do in order to follow your patterns (as in what cursor movements are required in order to play them) would help you out greatly in coming up with a way to make this play less awkwardly
  15. 01:05:960 (6,7) - would use more space if you you decide to keep that pattern btw because 01:05:773 (5,6) - are pretty spaced out while 7 feels like a more or less awkward stop
  16. 01:06:710 - having custom break start here would make for a cooler effect with your letterboxing because it would then snap to a point in the song :p
  17. 01:35:585 (1) - not sure if this is 1/6 at all, or if it should be 1/8 or if it is increasing in speed, but i think, if at all it should start in 01:35:773 - because the part before is clearly 1/4
  18. the rest of the map is just repeating stuff i already mentioned before also the section starting in 02:05:866 - feels weird because towards the end other sounds in the music grow increasingly stronger while you decide to map the 3/4 only. also stuff like 02:10:648 (1,2) - can turn out confusingly when you do something like that.
[Insane]
  1. if you read what i said about the extra i think you know what you should look for when looking at this diff and asking yourself, what possible issues could be... I'll only mention stuff that i did not before
  2. 00:17:398 (3,4,5) - it is very difficult to read this as 1/4 spacing correctly, stacking 4 and 5 would make it more obvious how they are supposed to be played
  3. 01:23:210 (3,6) - would avoid doing that, i have no clue currently if that's still unrankable, but in the past maps have been taken down for hitbursts (50/100/300) covering up the repeat arrow of 6 in this case. I think nowadays they are drawn beneath (except for the miss though, that's still in front)... but generally doing something that could hide a repeat arrow is probably not a good idea
  4. 02:08:773 (5,2) - 02:17:773 (4,4) - overlapping stuff like that doesn't look that nice just saying
  5. 02:25:648 (9) - 02:37:648 (8) - not my fav kind of slidershape but uhh
  6. 02:47:023 (2,3,4,5,6,7) - the change in spacing is pretty sudden and can be confusing
    The rest is suffering from recurring issues i mentioned in Extra ;-;
[Hard]
  1. could also look more structured:
  2. if you would
    1. 00:06:148 (1,2,3) - have patterns like these either blanket properly or go into just one direction
    2. 00:09:148 (1,3) - would avoid overlaps like this
    3. wouldn't do random spacing from 1.2~1.4x all day (eg. 00:11:773 (7) - )
    4. 00:20:773 (1) - suddenly decreasing whole spacing why
  3. 00:42:148 - the part starting here is too dense imo, considering how the rest is mapped (you do something pretty close to what i'm suggesting near the end of this part)
  4. 01:20:023 (2,3) - 1/2 slider for reasons that were explained in extra (same applies to most similar parts)
  5. also generally it'd be a good idea to avoid overlaps like this because they just don't look nice
  6. the way you use triplets and that stuff makes this diff play rather complicatedly btw. this becomes an issue below
[Normal]
  1. look at the patterns you used in the hard, now look at this diff, now look back at the hard... do you see the same thing as i do?
    Hard features full 1/2 and triplets while normal is for the most part 2/1 sliders and 1/1 circles. This probably makes your spread look like this E--N------H---I----X difficulty wise. I think buffing Normal, or nerfing hard will only create more problems so you should consider mapping another diff to fit into that gap.
  2. 01:24:523 (2,3) - using two 1/2 sliders here is more intuitive because of the sound in 01:25:085 - currently leaving an kinda awkward gap
  3. 01:26:398 (5) - less curving might look better lol for short sliders like this
  4. 01:41:398 (5,6,7) - nope this is kinda stupid but either use an 1/1 repeat slider or a 2/1 slider in order to map this because mapping 1/2 over 1/3 stuff is going to be stupid for obvious reasons: the ends of these sliders are unsnapped because 1/3 just doesn't land there and 1/3 sliders are not an option either because this is a normal, so using 1/1 or 2/1 is the only meaningful thing you can do here, really
  5. some of these 2/1 sliders
[Easy]
Nothing much to say besides slidershapes in 1st kiai sometimes go into the realm of "what" and that the part starting 02:06:148 - might be super boring even to easy players
02:17:398 (1) - suddenly hitsounds what.
02:40:648 (5,1) - antijumps are generally not the best idea for an easy when 5 just disappeared when 1 starts to appear like it makes players panic and thing they got to hit that because it doesn't follow time - distance equivalency moving it approx to somewhere close to where it should be according to ds would probably cause less panic


---
so let's summarize:
Mentioned the most urgent problems for the extra
didn't mention every single thing because most issues are reoccurring so you should probably read that carefully to see what you should consider changing and why in the HIX part of the spread
make sure comboing is consistent and makes sense thanks
hitsounding could be less noisy for this song because that would fit
all of these diffs could look more planned/polished, but the biggest problems in that regard are in HIX part of the set
Your spread from Normal to Hard is unacceptably big.
---

I hope this contains somewhat useful information
and good luck lol
Topic Starter
just click

jonathanlfj wrote:

here is a 192kbps mp3 for you: http://puu.sh/gezmk.mp3
offset 82

Don't kd this post. I was originally going to start a mod, but after reading Kibbleru's mod I can agree with him that you should find better hitsounds for the mapset. I am not an expert in hitsounding, but if you do find someone and get them fixed, let me know and I will give my mod then.
Thank you for the mp3 file!
Fixed the offset as well.
I will message you once the hitsounds are improved.
Asonate
Hi, this is just something I found, when playing the Insane diff:

01:35:519 (6,1) - The repeat-slider is 2 repeats too long, so you either sliderbreak or miss the 1 of the next Combo
01:41:332 (1,2,1) - Again, the repeat-slider is too long and clashes with 2 of the same combo and 1 of the next one
02:59:519 (1,2) - ^

Other than that, I found nothing, the map itself felt great when playing !
Good luck to get this ranked !
Topic Starter
just click

Kibbleru wrote:

general
  1. do offset -10 or something jonathanlfj gave me an mp3 with a different and correct offset, so I don't think it's necessary since it sounds on time now.
    additionally u may need some offset resets around 02:06:148 - because it becomes late ^
  2. kiai time for easy diff is inconsistent you SHOULD make it consistent. AiMod doesn't say anything about Kiai time being inconsistent, I checked as well and everything seems to be ok. Can you tell me where you found it inconsistent?
  3. combo colours are also inconsistent for whatever reasons. Fixed the inconsistent combo colors.
  4. try to find a 198kbps mp3 jonathanlfj provided me with one.
insane
  1. 00:17:679 (4,5) - this 1/4 jump comes pretty jarringly especially something low spacing like 00:17:398 (3,4) - I changed this part up a bit to even out the spacing.
  2. 00:51:898 (6,7) - use more spacing here, to be consistent and show that this is 1/2 gap rather than 1/4 Increased the spacing here.
  3. 01:23:773 (6) - tbh ctrl g? I'm not sure how to Ctrl + G a single note, did you mean the reverse slider right before this note?
  4. 01:53:398 (4) - u could nc for the stream. Added the NC to the stream.
  5. 02:21:148 (1,2,3) - tbh playing triplet at these places, i can't really explain it though :X better to replace it with a slider like 02:31:648 (1) - The places where triplets are pretty strong beats and I think triplets fit in here very well, I'll think about it and change it if it is absolutely necessary.
    02:24:148 (1,2,3) - ^ ^
    02:33:148 (1,2,3) - ^ ^
    etc
  6. 02:47:960 (7) - use more spacing please, these 1/4 jumps play well with relatively consistent spacing Added some more spacing, should be consistent now.
  7. 03:06:335 (1) - this one is a bit unecessary but i see why. It sounds wrong if I were to remove this triplet, so this will probably stay.
  8. 03:24:148 - quite a weird place to start your spinner.. why not just start it after 03:18:148 - , i mean it would be very long but i don't think there's a problem with it lol, i've seen longer spinnersPeople have mentioned this to me, but I want the spinners to be consistent with each other and an extremely long spinner would be uncomfortable for beginners, so I might do this for Insane and Extra only, I'll think about it though.
hard
  1. 00:09:148 (1,3) - overlap doesn't look really good Fixed overlap.
  2. 00:17:398 (6,7,8) - maybe use 1/4 repeat instead, triplet right after an antijump is a bit harshAdded the repeat slider.
  3. i don't get why you're switching around with 1.3 and 1.2 DS, just use 1.3 consistently? The beginning of the sound didn't feel as tense so I used different spacing there, some things also got scrunched up with the DS a lot. I will fix DS a bit later.
  4. 01:00:148 (1) - uhh 0.5 sv change is a bit too much, use 0.75 or something I tried 0.75 and it feels too fast, 0.50 feels like the correct SV for this portion. The normal SV isn't that fast so I don't see it posing a big issue. I will change this if it is absolutely necessary.
    01:19:273 (1) - ^ ^
  5. 01:20:023 (2) - nc here cuz sv cahnge do the same to other palces. I think you put in the wrong time section or whatever, but I found an inconsistent SV combo that I fixed which is probably what you meant.
  6. 02:38:398 (8,9,10) - i don't really see a reason for this jump I think this fits in to be honest, it plays weird to me with normal spacing because of how the music sounds here. It is high pitched at this part which I think fitted in with the jumps.
normal
  1. 01:41:398 (5,6,7) - just replace the entire thing with a slider. 1/2 is wrongly snapped. Made it a whole slider.
  2. 00:05:398 - u can use a more complicated rhythm for sections like this rather than 2/1 spam, cuz atm it's similar to easy diff. I agree that it feels really empty and similar to Easy, I'll see what I can do for this part.
man hitsounds could really be better. try to see if any1 would be able to spend some time to work on your hitsounds with u. beatofike's userpage also has some hitsounding tips. I'll see what I can do with the hitsounds, I might re-do them so that they sound better because the hitsounds at this map were my first attempt ever at hitsounding.

i would also strongly recommend using custom hitsounds I'm not too familiar with custom hitsounds and how they work, I might do it for a future map however.
Sorry for this extremely late reply for your mod, had other things I was doing and I'm not that much focused on this map that much anymore. Thank you for your mod though!

[ Fyre ] wrote:

wverytime i oleypley this map i get hafrd
great map dude
Thank you!

Asonate wrote:

Hi, this is just something I found, when playing the Insane diff:

01:35:519 (6,1) - The repeat-slider is 2 repeats too long, so you either sliderbreak or miss the 1 of the next Combo
01:41:332 (1,2,1) - Again, the repeat-slider is too long and clashes with 2 of the same combo and 1 of the next one
02:59:519 (1,2) - ^

Other than that, I found nothing, the map itself felt great when playing !
Good luck to get this ranked !
The timing sections I forgot to adjust with the new offset so they played incorrectly making the map unplayable. Thank you for letting me know though!
Syl
Yikes, offset for Extra is way off. Try 137.
HootOwlStar

Forgd wrote:

Yikes, offset for Extra is way off. Try 137.
Actually, not just for Extra, the offset for the whole mapset is way off. And yeah, 137 is really accurate.

Oh maybe we didn't update our mapset
XzCraftP
let go rank! ^o^/
ExVeemon
Heyo~ I was playing Extra and Insane, and I'm not sure if it applies to all the difficulties, but I have to put an offset of +40 to make it sync with me. I'm not sure if it's a problem for anyone else, but just putting this out there since playing it normally without an offset feels like I'm hitting too late.

EDIT: Nevermind I had to completely delete the beatmap then re-download! It's all good now!
-[ Q Q Z Z Y ]-
Hey, I'm not sure about the other difficulties but when I played insane the offset was wrong. I tried fiddling a bit and about 122 for the value of the offset was good compared to the 8x it was before. Hope this helps :)
professorSugoi
grAVEYARDED??
NOOOOOOOOOOOOOOOOOOOO
Mesageto
Thanks for the great beatmap! Love futurebass and Grant Bowtie.
Easy
REVIVE THIS MAP!!!!! >:( 8-)
Tillerino
Hate the last update.
Topic Starter
just click

Tillerino wrote:

Hate the last update.
What in specific do you not like about the re-map so far?
It's only like 81% done on the Extra, so I have not replaced the parts that have not been re-mapped yet, making it look weird.
pauliux00
Hard
SPOILER
Maybe it's just me, but these sliders feel too weird when they're repeated so many times:
00:42:082
00:43:582
00:45:082
00:46:582
00:48:082
00:49:582
01:23:332
01:29:332
01:35:519
01:47:332
01:53:332
and so on.

02:06:082 - 02:16:394 - 3rd and 4th notes seem to be off sync (?)

02:30:082 - 02:30:644 - you could place two notes coming after each other on the same spot, not jumping differently (1 & 2 in one place, 3 & 4 in another, not like 1&3, 2&4)
02:38:144 - 02:38:707 - same here

03:07:769 - 03:08:519 - seems to me there's no music to support the notes

Insane:
SPOILER
These notes are very very hard to spot
00:20:707
00:23:707
00:25:019

Overall it's a really great map and fun to play, hope it gets to ranked soon!
Unavailable

Tillerino wrote:

Hate the last update.
10/10 Tillerino would not recommend
Ladies Night
[Extra]
Maybe instead of a note at 00:11:707 (5), have a slider like this to fit with the music.

Just a suggestion, nice mapset!
Easy
Why did u change the wallpaper? D:
I thought it matched the song perfectly.

(╯°□°)╯︵ ┻━┻

HERE!

Renumi

Lolipop wrote:

Why did u change the wallpaper? D:
I thought it matched the song perfectly.

(╯°□°)╯︵ ┻━┻

HERE!

really liked the previous bg too ;-;
geoid
For anyone now playing this map on Extra, set your offset to +55 for best experience.

btw I love this map dude :) been on my "Greatest Maps" collection for 2 years lol
Topic Starter
just click
Thanks for all the comments everyone, how would I go about on making this loved?
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