not even late. I hope you know what manual stacks are after modding my map lel.
oh look bn posts
dunno what you did and did not do but posting redundant stuff probably anyways cool
ehmmm ok so
[general]
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
http://ask.fm/okoratu/answer/123860502061Breezy wrote:
Looking for a BAT request please!
oh look bn posts
dunno what you did and did not do but posting redundant stuff probably anyways cool
ehmmm ok so
[general]
- you can tag frontier or anything you find on the sites this links to which you could find relevant
- thanks for not sourcing that you ripped the mp3 off youtube l0l
- I personally hate letterboxing during breaks but whatever
- Stack Leniency should be buffed so 1/1 things stack in the Insane/Hard, but - that als - is personal
- 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
- These are also my opinions as a nazi about things
- 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
- 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)
- If you don't play with skin-based hitsounds this whole thing sounds quite noisy
- 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)
- 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
- 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) - 00:22:460 (7) - you forgot one nc btw
- 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 :>
- 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 - 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 - 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
- why is there a customly snapped break which doesn't really do stuff
- 00:41:960 - not really a fan of muting spinnerends because there is a clear
- 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 - 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
- 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
- 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
- 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
- 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
- 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
- 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.
- 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
- 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
- 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
- 02:08:773 (5,2) - 02:17:773 (4,4) - overlapping stuff like that doesn't look that nice just saying
- 02:25:648 (9) - 02:37:648 (8) - not my fav kind of slidershape but uhh
- 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 ;-;
- could also look more structured:
- if you would
- 00:06:148 (1,2,3) - have patterns like these either blanket properly or go into just one direction
- 00:09:148 (1,3) - would avoid overlaps like this
- wouldn't do random spacing from 1.2~1.4x all day (eg. 00:11:773 (7) - )
- 00:20:773 (1) - suddenly decreasing whole spacing why
- 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)
- 01:20:023 (2,3) - 1/2 slider for reasons that were explained in extra (same applies to most similar parts)
- also generally it'd be a good idea to avoid overlaps like this because they just don't look nice
- the way you use triplets and that stuff makes this diff play rather complicatedly btw. this becomes an issue below
- 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. - 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
- 01:26:398 (5) - less curving might look better lol for short sliders like this
- 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
- some of these 2/1 sliders
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