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Halcyonic Falcon X - Fallen Blood

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Squichu
hi there, mod from my queue!

General
  1. background image should be 4:3 or 16:9 ratio = 1366x768px or 1024x768px
  2. hitsounds seem overall a little quiet to me, but I'm not sure. consider inceasing volume by ~5-10% overall
  3. combo colours are really bright, like waaaay too bright, imo. might be better to choose non-primary/-secondary colours.
    also, pure red blends with the background at some parts, it's better to avoid that
    example colours

    [Colours]
    Combo1 : 240,120,50
    Combo2 : 15,130,200
    Combo3 : 235,220,60
    Combo4 : 110,230,25
Godcat
after first play: I have to admit that it feels very boring to play, cause it's just the same rhythm over and over again with little to no variety. I'm not saying it's bad, but you can improve it a lot by alternating rhythm, mapping to more beats in general and thinking of some more interesting patterns/slidershapes.
ofc I'll try to help you with what's listed below, but it might be a good idea to look at past ranked approved marathons and trying to figure out why they are so much fun to play.
  1. 00:54:850 (1,2,3,4,5,6,7,8,9) - feels off, imo. the beat you're following is audiable on the blue ticks in-between too, so the breaks don't match. example of rhythm with more variation - http://puu.sh/da8BD/b6fae91c8c.png
  2. 00:56:050 (1,2) - with the hectic 'atmosphere' provided by the previous pattern (no matter if it's the current one or the one I've shown as an example) just circles on white ticks feels empty. and there are ongoing sounds on the red ticks, so sliders match better here, I think
  3. 01:16:950 (1,1) - the first spinner should end a tick earlier and the second one should start on the downbeat, cause the dominant sound the second spinner follows starts there.
  4. 03:15:650 (1,2,3,4,5,6,7,8,9) - similar to what I mentioned above. the stream comes out of the blue and doesn't go well with the objects around this.
    first off, the sound it follows starts on the downbeat where 03:15:050 (5) - ends. so, imo, the stream should start there, too.
    if you don't want a stream that long, alternate the pattern similar to the example I gave above already. that most likely matches better with the diff, I think.
  5. 03:21:650 (1,2) - similar to ^. the gap between 1+2 feels awkward, cause it's the same sound
  6. 03:24:050 (2) - jumps feels off, there is no indicator for a jump, is there? I'd prefer if this were slightly closer to the prev object (maybe 2.0 DS instead of 2.9)
  7. 03:24:850 - music gets louder here, shouldn't your hitsounds get louder, too?
  8. 03:27:850 (4,1,2) - same about gap/stream as I mentioned already. I'm sure you can find a nice way to map these parts!
    //I'm lazy so I won'T point all of them out, but there are many parts where you only mapped part of a stream. check for yourself!
  9. 03:31:850 (3,4,5) - stacks don't fit here, imo, cause the music's so lively and having this stacked and the following, too (03:32:650 (6,7,1,2,3,4) - ) is boring to play. please unstack them!
  10. 03:36:450 (2,3) - jumps seems very exaggerated, it doesn't fit the monotonous melody. move 3+4 closer to 1+2
  11. 03:53:450 (8,9,1) - why anti-jumps here? you stacked this normally before. o:
    (you don't have to change this, but it looks a bit off compared to the previous)
  12. 04:09:650 (1) - wow, the break after this is WAY to long. I really wouldn't wanna play a map where I don't have anything to do for 30 seconds. breaks are for resting shortly, for re-adjusting aim and maybe for stretching your fingers for half a second. this overdoes it. :n
    imo, you should start mapping at 04:28:850, it's still 20 seconds, but that's better than 30.. and the organ (? sounds to me like an organ, might be wrong, Idk. anyway -) starts there, so it's a good point to end the break.
  13. 04:36:850 (1,2) - and the following objects don't fit the melody, I think. the violin is more dominant than the other instruments, so you should stick to that. that would look more like this: http://puu.sh/da9Yr/fb429e2184.png and so on.
    I'd recommend to remap this short part. :n
  14. 05:21:650 (1,2) - plays better when unstacked, imo
  15. 06:08:050 (1,2,3) - music doesn't slow down, so the anti-jumps don't fit. use regular spacing?
  16. 07:21:650 (1) - ctrl+g this for better flow
Sorry, I'm not experienced with marathons and harder difficulties, so the mod is rather short. Hope I was of some help, tho. :n
Good luck!
Topic Starter
Your Good Self
EDIT: part 2 is in

sorry for the late response, somehow I didn't get any notification for this D:

Anyway, here's your mod reply

Squirrel wrote:

  1. background image should be 4:3 or 16:9 ratio = 1366x768px or 1024x768px
Fixed

Squirrel wrote:

  1. hitsounds seem overall a little quiet to me, but I'm not sure. consider inceasing volume by ~5-10% overall
Fixed

Squirrel wrote:

  1. combo colours are really bright, like waaaay too bright, imo. might be better to choose non-primary/-secondary colours.
    also, pure red blends with the background at some parts, it's better to avoid that
    example colours

    [Colours]
    Combo1 : 240,120,50
    Combo2 : 15,130,200
    Combo3 : 235,220,60
    Combo4 : 110,230,25
Since so many people have been complaining about the combo colours, fine i'll change it

Squirrel wrote:


  • after first play: I have to admit that it feels very boring to play, cause it's just the same rhythm over and over again with little to no variety. I'm not saying it's bad, but you can improve it a lot by alternating rhythm, mapping to more beats in general and thinking of some more interesting patterns/slidershapes.
I'll try

Squirrel wrote:


  • ofc I'll try to help you with what's listed below, but it might be a good idea to look at past ranked approved marathons and trying to figure out why they are so much fun to play.
okay

Squirrel wrote:


  1. 00:54:850 (1,2,3,4,5,6,7,8,9) - feels off, imo. the beat you're following is audiable on the blue ticks in-between too, so the breaks don't match. example of rhythm with more variation - http://puu.sh/da8BD/b6fae91c8c.png
  2. 03:15:650 (1,2,3,4,5,6,7,8,9) - similar to what I mentioned above. the stream comes out of the blue and doesn't go well with the objects around this.
    first off, the sound it follows starts on the downbeat where 03:15:050 (5) - ends. so, imo, the stream should start there, too.
    if you don't want a stream that long, alternate the pattern similar to the example I gave above already. that most likely matches better with the diff, I think.
  3. 03:21:650 (1,2) - similar to ^. the gap between 1+2 feels awkward, cause it's the same sound
  4. 03:27:850 (4,1,2) - same about gap/stream as I mentioned already. I'm sure you can find a nice way to map these parts!
    //I'm lazy so I won'T point all of them out, but there are many parts where you only mapped part of a stream. check for yourself!
Not sure sure what you're trying to bring across here. You want me to map the stream, or not map the stream?
In any case, I've reworked these portions, so hopefully they're better now.

Squirrel wrote:

  1. 00:56:050 (1,2) - with the hectic 'atmosphere' provided by the previous pattern (no matter if it's the current one or the one I've shown as an example) just circles on white ticks feels empty. and there are ongoing sounds on the red ticks, so sliders match better here, I think
Changed to 2x 1/2 sliders

Squirrel wrote:

  1. 01:16:950 (1,1) - the first spinner should end a tick earlier and the second one should start on the downbeat, cause the dominant sound the second spinner follows starts there.
Having a spinner end on the blue tick feels strange. I would prefer to have the hitsound on the downbeat. Since the second spinner start is weak and doesn't have any hitsound, I'll have to say no to this.


Squirrel wrote:

  1. 03:24:050 (2) - jumps feels off, there is no indicator for a jump, is there? I'd prefer if this were slightly closer to the prev object (maybe 2.0 DS instead of 2.9)
Changed this part slightly

Squirrel wrote:

  1. 03:24:850 - music gets louder here, shouldn't your hitsounds get louder, too?
Increased volume a bit, though it's probably unnoticeable :/

Squirrel wrote:

  1. 03:31:850 (3,4,5) - stacks don't fit here, imo, cause the music's so lively and having this stacked and the following, too (03:32:650 (6,7,1,2,3,4) - ) is boring to play. please unstack them!
Unstacked

Squirrel wrote:

  1. 03:36:450 (2,3) - jumps seems very exaggerated, it doesn't fit the monotonous melody. move 3+4 closer to 1+2
fixed

Squirrel wrote:

  1. 03:53:450 (8,9,1) - why anti-jumps here? you stacked this normally before. o:
Yeah I know it's really inconsistent with what's been done before, but I thought I could get away with it. Since you pointed that out, I'll change it.
Changed to 0.5x DS like 03:59:850 (5,6,1) instead of stacking though.

Squirrel wrote:


  • (you don't have to change this, but it looks a bit off compared to the previous)
  1. 04:09:650 (1) - wow, the break after this is WAY to long. I really wouldn't wanna play a map where I don't have anything to do for 30 seconds. breaks are for resting shortly, for re-adjusting aim and maybe for stretching your fingers for half a second. this overdoes it. :n
    imo, you should start mapping at 04:28:850, it's still 20 seconds, but that's better than 30.. and the organ (? sounds to me like an organ, might be wrong, Idk. anyway -) starts there, so it's a good point to end the break.
Okay, mapped lots of 2/1 and 1/1 stuff. Pretty boring imo, but I guess still better than more break.

Squirrel wrote:

  1. 04:36:850 (1,2) - and the following objects don't fit the melody, I think. the violin is more dominant than the other instruments, so you should stick to that. that would look more like this: http://puu.sh/da9Yr/fb429e2184.png and so on.
    I'd recommend to remap this short part. :n
I think I prefer it the way it currently is, progressing from 2/1 notes to 1/1 and eventually 1/2.

Squirrel wrote:

  1. 05:21:650 (1,2) - plays better when unstacked, imo
I had to remap the part to get it fixed .-.
But at least it's fixed

Squirrel wrote:

  1. 06:08:050 (1,2,3) - music doesn't slow down, so the anti-jumps don't fit. use regular spacing?
Going to keep this because... it's more 'boring' than the others?
Not quite sure how to explain this one. But you can see how the sound here is 2/1, where most of the other parts are at least 1/1 and above.

Squirrel wrote:

  1. 07:21:650 (1) - ctrl+g this for better flow
ctrl+g is going to make one hell of a jump, so no

Thanks for modding! :)
Factorial
From NLMQ
The slider size don't fit how the song goes, adjust to 4.5
01:33:250 (2) - Reposition this (will overlap when CS is adjusted)
You may need to adjust other slider blankets...
Also, find a custom hitclap. (Default feels too weird for me)
Topic Starter
Your Good Self

Neil Leo wrote:

The slider size don't fit how the song goes, adjust to 4.5
By "slider size" I assume you mean CS, If that's the case, changed.

Neil Leo wrote:

01:33:250 (2) - Reposition this (will overlap when CS is adjusted)
Fixed

Neil Leo wrote:

You may need to adjust other slider blankets...
Will fix them as I notice them

Neil Leo wrote:

Also, find a custom hitclap. (Default feels to weird for me)
I'll change it when I find a better one. I don't have a very big collection of custom hitsounds though.

Thanks for modding!
DarkVortex
Heyho o/
Finally found some time to mod this as I promised :D
No KDs you gave me some already.
So let's start right away :)

Godcat
My first impression was that you're reusing quite many sliders which makes the map feel a little uncreative despite the fact that you do have many good patterns. (00:28:850 (1,2) - 00:34:050 (4,1) - 00:40:050 (3,1) - to name a few at the beginning opposed to 00:38:450 (1,2) - 00:42:450 (2,3,4,5,1) - etc)
Also CS5 makes the map feel a little empty due to the smaller size of sliders and circles so never increase AR any further pls :? HP and OD settings are fine. The ending is quite harsh compared the the rest of the map so I'm gonna try to give ideas how to balance this out.
You really chose a difficult song to map due to the lack of 1/2 at some points :)

Okay let's get this modded:
00:48:050 - I expected an additional beat right before the spinner here.
00:54:850 (2,3,4,5) - The 2 repeats are a bit unexpected and doesn't play that nice. What do you think about this? The guitar's tone is held so there's room to map to the background.
01:00:450 - Same goes here. My idea:
01:09:650 (3,4,5,6,7,1) - This could be a bit smoother (maybe put a jump?)
01:14:050 (1,2,3,4,5,6,7,8) - How about this?01:15:850 - Add beat
02:35:250 (1) - Why NC here?
02:42:650 - + 02:43:050 - Add beats
03:17:450 - ^
03:22:050 (2,3,4,5,6,7,8,9,10) - Listen closely here and you can hear that in the background it's not just a plain stream rather it's a doubles pattern here. (Similar to what i stated above). 03:28:350 - Add beat
03:34:450 (1,2,3,4,5,6,7,8,9,10,11,12) - This?03:52:650 (4,5,6,7) - Even out the spacing here to something 1,6x-ish
04:01:650 (1,2,3,4,5) - Make a perfect pentagon out of these. They almost look like one so why not making it perfect? ;)
04:30:850 (2,4) - Remove
04:36:850 (1) - Remove NC
05:05:450 - Add beat
05:32:450 (4) - These are too squeezed together which makes them look ugly. Spread them out abit more
05:35:450 - ^
(Honestly I think that the part between 2nd and 3rd break is well done. Keep going like this :) )
07:06:850 (4,5,1) - This is not flowing so well. Put 5 to one of the sides of the slider but putting it on the trail causes weird movement imo.
07:17:450 (2,3,4) - Why such a low spacing? Better spread these out a bit more.
07:30:450 (5,6,7,8,9,10,11,12) - o.o
07:58:450 (1,2,3,4,5,6,7,8,9,10,1) - This is quite extreme as the very final pattern imo (Playable though)

Rethink of your spacing at some points, it doesn't make sense sometimes when you put the beats to close to each other. Besides, I see much good work here compared to my first look especially towards the end. Keep going and good luck :)
Topic Starter
Your Good Self

DarkVortex wrote:

No KDs you gave me some already.
I'm just going to kd this post anyway, it can be taken that you modded the map twice.
If any BAT wants to deny kd then by all means go ahead.

DarkVortex wrote:

My first impression was that you're reusing quite many sliders which makes the map feel a little uncreative despite the fact that you do have many good patterns. (00:28:850 (1,2) - 00:34:050 (4,1) - 00:40:050 (3,1) - to name a few at the beginning opposed to 00:38:450 (1,2) - 00:42:450 (2,3,4,5,1) - etc)
Changed the placement/shapes at 00:38:450 and 00:42:450

DarkVortex wrote:

Also CS5 makes the map feel a little empty due to the smaller size of sliders and circles so never increase AR any further pls :? HP and OD settings are fine.
CS reduced to 4.5 as per Neil Leo's mod above
maybe decrease AR to 7.5? nah other 150bpm maps have AR8, like this and this

DarkVortex wrote:

The ending is quite harsh compared the the rest of the map so I'm gonna try to give ideas how to balance this out.
You really chose a difficult song to map due to the lack of 1/2 at some points :)
agreed, but it's hard to find a HFX song that isn't too repetitive and doesn't have too much 1/1

DarkVortex wrote:

00:48:050 - I expected an additional beat right before the spinner here.
Added

DarkVortex wrote:

00:54:850 (2,3,4,5) - The 2 repeats are a bit unexpected and doesn't play that nice. What do you think about this? The guitar's tone is held so there's room to map to the background.
Changed
But all circles and no sliders isn't very nice, so I joined some circles and made them into sliders instead.

DarkVortex wrote:

01:00:450 - Same goes here. My idea:
Also changed, with some modification
01:01:250 - Added another note here, the lack of a clap hitsound is very awkward

DarkVortex wrote:

01:09:650 (3,4,5,6,7,1) - This could be a bit smoother (maybe put a jump?)
Changed

DarkVortex wrote:

01:14:050 (1,2,3,4,5,6,7,8) - How about this?
Also changed with modification

DarkVortex wrote:

01:15:850 - Add beat
Added

DarkVortex wrote:

02:35:250 (1) - Why NC here?
If I didn't the combo would be very inconsistent with the others. At this section NCs are added at each measure, while the longer, more sluggish sections have one NC per two measures.



DarkVortex wrote:

02:42:650 - + 02:43:050 - Add beats
Added

DarkVortex wrote:

03:17:450 - ^
Added

DarkVortex wrote:

03:22:050 (2,3,4,5,6,7,8,9,10) - Listen closely here and you can hear that in the background it's not just a plain stream rather it's a doubles pattern here. (Similar to what i stated above).
Unless I'm not listening closely enough, I do hear a sound effect every 1/4 beat, which is why I made a stream here.
But what you suggested is pretty good too, so I'll do that.

DarkVortex wrote:

03:28:350 - Add beat
I think I prefer the rhythm the way it is now.

DarkVortex wrote:

03:34:450 (1,2,3,4,5,6,7,8,9,10,11,12) - This?
Changed

DarkVortex wrote:

03:52:650 (4,5,6,7) - Even out the spacing here to something 1,6x-ish
Fixed

DarkVortex wrote:

04:01:650 (1,2,3,4,5) - Make a perfect pentagon out of these. They almost look like one so why not making it perfect? ;)
Changed

DarkVortex wrote:

04:30:850 (2,4) - Remove
Fixed

DarkVortex wrote:

04:36:850 (1) - Remove NC
Shuffled the NCs around overall for consistency.

DarkVortex wrote:

05:05:450 - Add beat
Added

DarkVortex wrote:

05:32:450 (4) - These are too squeezed together which makes them look ugly. Spread them out abit more
Fixed

DarkVortex wrote:

05:35:450 - ^
They don't seem squeezed together (but still pretty ugly imo)
I think you meant "^" as in "Add beat", which is 1 more line up
Changed stuff around a little

DarkVortex wrote:

(Honestly I think that the part between 2nd and 3rd break is well done. Keep going like this :) )
Thanks!

DarkVortex wrote:

07:06:850 (4,5,1) - This is not flowing so well. Put 5 to one of the sides of the slider but putting it on the trail causes weird movement imo.
Changed

DarkVortex wrote:

07:17:450 (2,3,4) - Why such a low spacing? Better spread these out a bit more.
Mostly because the flow forced it into a corner.
Changed now

DarkVortex wrote:

07:30:450 (5,6,7,8,9,10,11,12) - o.o
._.

DarkVortex wrote:

07:58:450 (1,2,3,4,5,6,7,8,9,10,1) - This is quite extreme as the very final pattern imo (Playable though)
It's meant to be the very final pattern, and it's meant to be quite extreme.
If more people complain then I'll nerf it, but I'll leave it for now.

DarkVortex wrote:

Rethink of your spacing at some points, it doesn't make sense sometimes when you put the beats to close to each other. Besides, I see much good work here compared to my first look especially towards the end. Keep going and good luck :)
Will keep that in mind.

Thanks for modding! :)
4anke
hi~
From my M4M queue
[godcat]
00:55:850 (8,9,3,4,5) - untidy,put them stack or put them to other space
00:57:250 (6,2) - -^you can CTRL+G to stack them
01:37:850 (2,6) - -^
02:32:650 (2,4) - -^
03:51:850 (6,5) - -^
07:22:850 (4,2) - -^
...and so on
00:51:250 (1) - add whistle?
06:58:450 (3,4,1) - -^
02:22:450 (1) - keep DS,you can put 02:23:050 (2) - stack with 02:22:450 (1) -
03:17:450 (2) - don't stack with 03:16:850 (1) - is difficult to play IMO
01:32:850 - the hitsound is too loudly,exceed45% is too loudly at this song IMO. Is this N hitsound file too loudly? you can try S or else
03:39:250 - -^
04:36:050 - you can't use the vol under 20%,the rule isn‘t be allow
01:29:250 (6) - Unsnapped slider (end).
Unsnapped green line at: 04:54:475 - snap to 04:54:450 ,05:20:075 - snap to 05:20:050
04:09:850 - The break here is 18250 ms long, which is longer than the recommended 15000 ms.04:22:450 - you can add a spinner from here until 04:27:250.
02:42:650 (2,3,4) - why there are too close?
nice hitsound on this map,but is loudly at somewhere
Topic Starter
Your Good Self

4anke wrote:

00:55:850 (8,9,3,4,5) - untidy,put them stack or put them to other space
changed some stuff here and there

4anke wrote:

00:57:250 (6,2) - -^you can CTRL+G to stack them
Taken care of in the line above

4anke wrote:

01:37:850 (2,6) - -^
fixed

4anke wrote:

02:32:650 (2,4) - -^
It'll cause a little flow/spacing problem with 02:32:050 (1) but I can change its shape so fixed

4anke wrote:

03:51:850 (6,5) - -^
fixed

4anke wrote:

07:22:850 (4,2) - -^
fixed

4anke wrote:

...and so on
noted

4anke wrote:

00:51:250 (1) - add whistle?
06:58:450 (3,4,1) - -^
I prefer my hitsounds to follow a more consistent pattern (except maybe when accenting some really unique part). If I add them on those notes only, it feels quite strange and out of place.

4anke wrote:

02:22:450 (1) - keep DS,you can put 02:23:050 (2) - stack with 02:22:450 (1) -
Great idea, I did that for 02:20:850 (1,2,3) also

4anke wrote:

03:17:450 (2) - don't stack with 03:16:850 (1) - is difficult to play IMO
Broke up the whole 03:16:850 (1) - it doesn't really fit well with the map now either

4anke wrote:

01:32:850 - the hitsound is too loudly,exceed45% is too loudly at this song IMO. Is this N hitsound file too loudly? you can try S or else
03:39:250 - -^
That's strange; previous modders tell me to up the volume and you're saying the opposite. I'll leave it as it is for now, but if the majority of modders prefers to reduce hitsound volume then I'll do it.

4anke wrote:

04:36:050 - you can't use the vol under 20%,the rule isn‘t be allow
As far as I know the only thing unrankable about hitsounds is a completely silent hit. Lowered volume is still fine as long as it's still audible to a reasonable extent.

4anke wrote:

01:29:250 (6) - Unsnapped slider (end).
whoops fixed
(how did that even happen)

4anke wrote:

Unsnapped green line at: 04:54:475 - snap to 04:54:450 ,05:20:075 - snap to 05:20:050
There's already a green line at 04:54:450 (which gives a volume increase for the finish hit) and the line at 04:54:475 is to bring it back down to normal volume. You might have missed it because it's hidden below the blue bookmark line, sorry D:

Same goes for 05:20:075

4anke wrote:

04:09:850 - The break here is 18250 ms long, which is longer than the recommended 15000 ms.04:22:450 - you can add a spinner from here until 04:27:250.
Spinner will look very lazy. I mapped that part with sliders and stuff.

Side note to self: This is turning into quite the drain section :/

4anke wrote:

02:42:650 (2,3,4) - why there are too close?
I don't see any better way to put them without overhauling all the notes. Should be perfectly readable by my reckoning, the previous notes don't suggest any 1/4s and even then there's the whole 2/1 slider to notice it and prepare.

4anke wrote:

nice hitsound on this map,but is loudly at somewhere
As mentioned, I'll look further into this issue. (I never seem to get it right D:)

Thanks for modding! :)
dinopwn
add ebf,newgrounds to the tags
SB\DarkBattle seems low quality compared to the other images
00:34:050 (4) - Sounds better with no whistle imo
02:36:850 (1) - Might want to adjust the looks of this slider a bit
07:58:450 (1,2,3,4,5,6) - heh sneak the hardest jump to the end ;)
Topic Starter
Your Good Self

dinopwn wrote:

add ebf,newgrounds to the tags
ebf added
not sure if newground should be added though, this song isn't on newgrounds (yet at least)

dinopwn wrote:

SB\DarkBattle seems low quality compared to the other images
Agreed, DarkBattle and HolyBattle are much lower quality. But I can't find anything better D:

dinopwn wrote:

00:34:050 (4) - Sounds better with no whistle imo
Sounds fine to me. And it'll be really inconsistent if I removed the whistle on just that note.

dinopwn wrote:

02:36:850 (1) - Might want to adjust the looks of this slider a bit
I've lost count of the number of people commenting on this slider. What exactly is wrong with it? The blankets and teardrop are as perfect as they can be.

dinopwn wrote:

07:58:450 (1,2,3,4,5,6) - heh sneak the hardest jump to the end ;)
I've also lost track of the people commenting on this. (you're at least the 4th if I remember)
Anyway let's just hope that people don't tear their hair out over missing their FC because of this. ;)


Thanks for modding!
Snepif
:oops: Ohh a marathon, I like modding these.

[General]

-An additional red combo colour would be nice, since you have one combo colour for each of the people's hair there + the little blue thing. Just a suggestion though.
-Countdown is unnecesary I believe

[Godcat]

00:28:850 (1) - Feel better to play if you move it a bit down like this https://osu.ppy.sh/ss/2365977. I'm also pretty sure having 3 return long sliders on a hard/insane diff is both unnecesary and confusing, maybe delete one return and add a note at both of these sliders?
00:34:050 (4) - This slider creates a problem with hitsounds. You see, in order to follow the music a lot better, you should move it to 00:34:450 - , so it sounds well with the whistles and the music. Like this: http://osu.ppy.sh/ss/2365985. Then delete the whistle from its end and the clap from its start, leaving just the whistle throughout the sliderslide.
00:36:850 (3) - Could be more curved?http://puu.sh/dCnH6/fb20c6a4dd.jpg
00:35:250 (1) - Delete whistle from end because of the same as that suggestion vvvvvv below
00:42:450 (2) - Delete whistle. You see, you are using whistles to follow the... whatever that is in the music, the main melody. Here there is none.
00:43:250 (3) - Also delete whistle from the end
00:55:250 (6) - Feels really uncomfy while playing. Look: http://puu.sh/dCnQA/9807dc8ad7.jpg /// but something like this feels good http://puu.sh/dCnWD/2725636d09.jpg
00:56:850 (3,4,5) - I know you wanted to stack (3) with (1) and changing this would fuck it up buuuut... it feels weird, specially since it's a triplet: http://puu.sh/dCo2O/76b4bba0f2.jpg . What I think you can do here is this, and you would leave (5) stacked under (1): http://puu.sh/dCo9M/519dd32aaf.jpg
00:58:050 (2) - Maybe it's too close to (1)?
01:03:950 (9) - Move a bit down http://puu.sh/dCodq/0911089014.jpg
01:10:350 (7) - This one too, to x144 y56
01:12:850 (3) - I don't really like this shape, considering it's the first red-dot-shape you've got here and creates weird looks with 01:12:050 (1) - .
01:15:050 (10) - http://puu.sh/dComP/27aa883aac.jpg ?
01:16:050 (3) - http://puu.sh/dCop2/758c20d88f.jpg ? of course move the triplet afterwards
01:20:250 (1) - I think soft hitsounds with a normal hitsound at every snare the drum has (atm those snares are normal claps) would sound better. Use sounds samples where the claps are the template's skin normal-hitnormal. (up to 01:47:250 (1) - )
01:22:450 (5) - Improve the flow http://puu.sh/dCouU/6692584d15.jpg
01:26:650 (2) - Should move to the left for more consistency with the previous slider, look it looks better: http://puu.sh/dCoxv/fea9387793.jpg
01:34:450 (1) - Improve flow http://puu.sh/dCoBW/00fadc138e.jpg Then copypaste for (4)
01:47:250 (1) - Unnecesary whistle?
01:47:850 (6) - Would play better with the music if you put 2 notes instead of a slider... and make em jumpy too
02:05:650 (2) - Make it just straight? The next 2 sliders are okay because they are twins, but this one feels out of place
Also you should move 02:07:250 (4) - To the right. Sure, it's DS'ed like you have it now, but sliders don't work like notes. you see, nobody moves up til the end of the slider if said slider is short, instead you leave the cursor somewhere like.. midway through the slider. That midway point is what you should consider the actual "note" the slider represents in terms of spacing. This is what me, you and everyone else will do while playing: http://puu.sh/dCoYb/8a2a5c3b4e.jpg . As you can see, the red line represents the cursor movement, and you will have to move the cursor faster from (2) to (3) than from (3) to (4). I know I just described a counter-intuitive concept, but you gotta think outside the editor, the map is for playing. Try to playtest it and you'll see. Catch me in-game for further discussion on this topic so I can explain myself better.
02:01:650 (1) - Btw are normal hitsounds this loud necessary here? Maybe make em a bit lower?
02:25:650 (1) - I don't really like the shape but I guess it is not something that bad, you can either change it to a normal curved shape or leave it like this. Btw you finally used the soft hitsounds here, I like it.
02:27:850 (2) - Confusing spacing?
02:36:850 (1,1) - Better blanket http://puu.sh/dCpdM/c95f786b06.jpg
02:42:650 (2) - If you make an antijump here, also make it in the previous pattern, since the music does the same thing, I see no reason for an antijump here but not before
03:07:250 (3,4) - http://puu.sh/dCpm9/2450d3524d.jpg or something like that?
03:15:650 (2) - I'd move the end to x392 y162
03:20:450 (1) - While playtesting, this note kinda fucked me up because of the curve it creates, the player thinks it's a straight line with (9)-(1)-(2) like you have been doing before.
03:33:650 (4,5,1) - Something like this flows much better http://puu.sh/dCpyx/0e98a13241.jpg
03:40:850 (1) - Move closer to (7), the spacing is unconsistent with the rest of the stream, this happened because of the SV change but it the spacing on this note should change
03:48:050 (3,4,5,6) - I'd rotate this triangle so it flows better with the next slider: http://puu.sh/dCpEp/f937e16910.jpg
04:03:050 (7) - Move to x372 y178 for consistent spacing
04:08:050 (1,2,3,4,5) - Yeah this is super uncomfy to play :(
04:48:050 (1) - Again 2 repeat sliders :/
05:02:050 (3) - I'm pretty sure stacking the repeat under another object is borderline unrankeable
05:08:050 (2) - Move the first dot a bit to the left, then copypaste for the next one http://puu.sh/dCpQn/24c7d36cdb.jpg
05:11:250 (2) - Don't completely overlap slider's ends please
06:04:050 (2,3,1) - Weird flow http://puu.sh/dCq6Y/1805fdefd8.jpg /// suggestion http://puu.sh/dCqa9/0049df0ee0.jpg or something like that
07:04:050 (1,2) - This empty space here is unexpected and might fuck up some players, maybe fill it with a slider from 07:04:050 (1) - to 07:04:450 -
07:10:450 (1) - Move a bit closer to 3 for distance consistency
07:20:050 (1) - check distance snap and here too 07:19:850 (4) -
07:21:650 (1,2,3) - Ugly flow http://puu.sh/dCqqs/eb79cc2b48.jpg fix like this : http://puu.sh/dCqtE/079cb865ab.jpg
07:30:450 (5) - You sure it's necesary to have this stream so spaced?
07:58:450 (1) - I know you wanted to make a "great finale" sort of jump but it's reaaaaaaaally uncomfy to play, most of the times the player will miss (3) and (5) because of the angles they make. Something star shaped might be a lot better.

Nothing else to say, nice job, I don't really like your hitsounds though, most of the times I wouldn't have used normal samples and normal whistles but it's up to you.
Good luuuuuuck :3
DeletedUser_3886246
Sorry my mod took so long :/
But here it is!
And like every mod, these are just suggestions, so ignore them or correct me, if you think I'm wrong with something. :)

  • Godcat

    I think the countdown isn't necessary.
    02:25:250 (3) - If you move that to X344 Y256 it would blanket with - 02:23:650 (4)
    02:42:650 (2,3,4) - Why are these so close. It could be confusing if the distance is the same as these - 02:46:050 (4,5,6,7)
This map is great! I didn't found anything to criticize! Take this! (ノ◕ヮ◕)ノ ~`☆
Topic Starter
Your Good Self
finally found some time to read through all this

Thanks for modding, both of you! Now, to write one of my longest posts ever

[Snepif]

Snepif wrote:

-An additional red combo colour would be nice, since you have one combo colour for each of the people's hair there + the little blue thing. Just a suggestion though.
I actually didn't think about it that way. Now that you mention it, it does make sense. Changed.

Snepif wrote:

-Countdown is unnecesary I believe
But I think it's still okay to leave it there. Not like it's unrankable or anything.

Snepif wrote:

00:28:850 (1) - Feel better to play if you move it a bit down like this https://osu.ppy.sh/ss/2365977. I'm also pretty sure having 3 return long sliders on a hard/insane diff is both unnecesary and confusing, maybe delete one return and add a note at both of these sliders?
Changed and changed

Snepif wrote:

00:34:050 (4) - This slider creates a problem with hitsounds. You see, in order to follow the music a lot better, you should move it to 00:34:450 - , so it sounds well with the whistles and the music. Like this: http://osu.ppy.sh/ss/2365985. Then delete the whistle from its end and the clap from its start, leaving just the whistle throughout the sliderslide.
I get your point, changed stuff around a bit

Snepif wrote:

00:36:850 (3) - Could be more curved?http://puu.sh/dCnH6/fb20c6a4dd.jpg
Changed

Snepif wrote:

00:35:250 (1) - Delete whistle from end because of the same as that suggestion vvvvvv below
00:42:450 (2) - Delete whistle. You see, you are using whistles to follow the... whatever that is in the music, the main melody. Here there is none.
00:43:250 (3) - Also delete whistle from the end
I think I get what you mean. Changed, and also fixed these notes:
00:28:850 (1,3)
00:36:850 (3)

EDIT: While testplaying today, this part felt REALLY off to me, so I decided to revert this change. Sorry :(

Snepif wrote:

00:55:250 (6) - Feels really uncomfy while playing. Look: http://puu.sh/dCnQA/9807dc8ad7.jpg /// but something like this feels good http://puu.sh/dCnWD/2725636d09.jpg
Changed

Snepif wrote:

00:56:850 (3,4,5) - I know you wanted to stack (3) with (1) and changing this would fuck it up buuuut... it feels weird, specially since it's a triplet: http://puu.sh/dCo2O/76b4bba0f2.jpg . What I think you can do here is this, and you would leave (5) stacked under (1): http://puu.sh/dCo9M/519dd32aaf.jpg
ok changed

Snepif wrote:

00:58:050 (2) - Maybe it's too close to (1)?
changed this while fixing the previous suggestion

Snepif wrote:

01:03:950 (9) - Move a bit down http://puu.sh/dCodq/0911089014.jpg
01:10:350 (7) - This one too, to x144 y56
wow 1 grid adjustments
fixed anyway

Snepif wrote:

01:12:850 (3) - I don't really like this shape, considering it's the first red-dot-shape you've got here and creates weird looks with 01:12:050 (1) - .
Changed to something else, but I honestly don't know if this (the new slider) is better :/

Snepif wrote:

01:15:050 (10) - http://puu.sh/dComP/27aa883aac.jpg ?
Though a blanket would be good, I think it's better to have (10) identical in shape to 01:14:850 (9)
Besides, the blanket isn't very significant.

Snepif wrote:

01:16:050 (3) - http://puu.sh/dCop2/758c20d88f.jpg ? of course move the triplet afterwards
Changed to something like that
Might improve it a bit further in future

Snepif wrote:

01:20:250 (1) - I think soft hitsounds with a normal hitsound at every snare the drum has (atm those snares are normal claps) would sound better. Use sounds samples where the claps are the template's skin normal-hitnormal. (up to 01:47:250 (1) - )
that... is actually a REALLY great idea.
changed and also changed at 03:40:850
and also swapped normal-hitnormal with some other hitsound I managed to find

Snepif wrote:

01:22:450 (5) - Improve the flow http://puu.sh/dCouU/6692584d15.jpg
Fixed

Snepif wrote:

01:26:650 (2) - Should move to the left for more consistency with the previous slider, look it looks better: http://puu.sh/dCoxv/fea9387793.jpg
Fixed

Snepif wrote:

01:34:450 (1) - Improve flow http://puu.sh/dCoBW/00fadc138e.jpg Then copypaste for (4)
Tried to fix, I think the flow should be reasonably good now

Snepif wrote:

01:47:250 (1) - Unnecesary whistle?
Removed
Also removed at 04:08:050 (1) for consistency

Snepif wrote:

01:47:850 (6) - Would play better with the music if you put 2 notes instead of a slider... and make em jumpy too
Changed

Snepif wrote:

02:05:650 (2) - Make it just straight? The next 2 sliders are okay because they are twins, but this one feels out of place
Deleted the white node, but kept the red node.

Snepif wrote:

Also you should move 02:07:250 (4) - To the right. Sure, it's DS'ed like you have it now, but sliders don't work like notes. you see, nobody moves up til the end of the slider if said slider is short, instead you leave the cursor somewhere like.. midway through the slider. That midway point is what you should consider the actual "note" the slider represents in terms of spacing. This is what me, you and everyone else will do while playing: http://puu.sh/dCoYb/8a2a5c3b4e.jpg . As you can see, the red line represents the cursor movement, and you will have to move the cursor faster from (2) to (3) than from (3) to (4). I know I just described a counter-intuitive concept, but you gotta think outside the editor, the map is for playing. Try to playtest it and you'll see. Catch me in-game for further discussion on this topic so I can explain myself better.
Changed. I get your point, no need to elaborate further.

Snepif wrote:

02:01:650 (1) - Btw are normal hitsounds this loud necessary here? Maybe make em a bit lower?
Turned the volume down a notch, also nerfed the volume of the hitsound itself

Snepif wrote:

02:25:650 (1) - I don't really like the shape but I guess it is not something that bad, you can either change it to a normal curved shape or leave it like this. Btw you finally used the soft hitsounds here, I like it.
I guess I could probably do something about the end portion, but I'll wait and see if more modders complain

Snepif wrote:

02:27:850 (2) - Confusing spacing?
nah, if you can't read this note you probably shouldn't be playing this map

Snepif wrote:

02:36:850 (1,1) - Better blanket http://puu.sh/dCpdM/c95f786b06.jpg
Fixed, but I think 02:38:450 (1) lost some of its symmetry. (let's hope it still looks fine)

Snepif wrote:

02:42:650 (2) - If you make an antijump here, also make it in the previous pattern, since the music does the same thing, I see no reason for an antijump here but not before
did that because I didn't have anywhere to place the notes
then I realized I could mess with the shape of 02:41:650 (1)
so basically now it's fixed, but it probably isn't the prettiest thing on the planet

Snepif wrote:

03:07:250 (3,4) - http://puu.sh/dCpm9/2450d3524d.jpg or something like that?
I think I prefer it the way it is presently.
Though there's definitely room for improvement; I'll try to think of something better.

Snepif wrote:

03:15:650 (2) - I'd move the end to x392 y162
how does one even get y162 nvm, fixed/changed by turning grid snap off

Snepif wrote:

03:20:450 (1) - While playtesting, this note kinda fucked me up because of the curve it creates, the player thinks it's a straight line with (9)-(1)-(2) like you have been doing before.
So basically there's bad flow around 03:20:450 (1,2,3) - ?
Shuffled the notes around, now it should be better

Snepif wrote:

03:33:650 (4,5,1) - Something like this flows much better http://puu.sh/dCpyx/0e98a13241.jpg
Changed

Snepif wrote:

03:40:850 (1) - Move closer to (7), the spacing is unconsistent with the rest of the stream, this happened because of the SV change but it the spacing on this note should change
SV change? What SV change?


The spacing problem is probably due to grid snap not liking my face. (0.99x compared to 1.03x, which might be quite significant)
Fixed it anyway

Snepif wrote:

03:48:050 (3,4,5,6) - I'd rotate this triangle so it flows better with the next slider: http://puu.sh/dCpEp/f937e16910.jpg
Fixed

Snepif wrote:

04:03:050 (7) - Move to x372 y178 for consistent spacing
Fixed

Snepif wrote:

04:08:050 (1,2,3,4,5) - Yeah this is super uncomfy to play :(
Reduced the angle in the stream, now it should have a larger 'overlap area'.
But it comes at the expense of having to move faster overall.

Snepif wrote:

04:48:050 (1) - Again 2 repeat sliders :/
Broke them up into other stuff, hope it doesn't get too weird.

Snepif wrote:

05:02:050 (3) - I'm pretty sure stacking the repeat under another object is borderline unrankeable
I'm pretty sure that arrow is readable to most. Though if more people complain then I'll do something about it.

Snepif wrote:

05:08:050 (2) - Move the first dot a bit to the left, then copypaste for the next one http://puu.sh/dCpQn/24c7d36cdb.jpg
how much is "a bit"? nvm found out "a bit" meant 1 grid
Oh and by the way, "the next one" won't fit in the space at the bottom of the screen. I had to rework the section a little.

Snepif wrote:

05:11:250 (2) - Don't completely overlap slider's ends please
Fixed

Snepif wrote:

06:04:050 (2,3,1) - Weird flow http://puu.sh/dCq6Y/1805fdefd8.jpg /// suggestion http://puu.sh/dCqa9/0049df0ee0.jpg or something like that
omg why did I not think of that shape
Changed

Snepif wrote:

07:04:050 (1,2) - This empty space here is unexpected and might fuck up some players, maybe fill it with a slider from 07:04:050 (1) - to 07:04:450 -
Changed

Snepif wrote:

07:10:450 (1) - Move a bit closer to 3 for distance consistency
Fixed

Snepif wrote:

07:20:050 (1) - check distance snap and here too 07:19:850 (4) -
07:20:050 (1) - The speedup is intended
07:19:850 (4) - Not very significant difference

Snepif wrote:

07:21:650 (1,2,3) - Ugly flow http://puu.sh/dCqqs/eb79cc2b48.jpg fix like this : http://puu.sh/dCqtE/079cb865ab.jpg
Changed

Snepif wrote:

07:30:450 (5) - You sure it's necesary to have this stream so spaced?
I'm pretty sure there're larger spaced streams elsewhere, so I don't see why this isn't allowed

Snepif wrote:

07:58:450 (1) - I know you wanted to make a "great finale" sort of jump but it's reaaaaaaaally uncomfy to play, most of the times the player will miss (3) and (5) because of the angles they make. Something star shaped might be a lot better.
Changed

Snepif wrote:

Nothing else to say, I don't really like your hitsounds though, most of the times I wouldn't have used normal samples and normal whistles but it's up to you.
I don't have a huge collection of custom hitsounds, so I usually just use the defaults if they sound good to me.



[G3m4sSt4ffLP]

G3m4sSt4ffLP wrote:

I think the countdown isn't necessary.
Covered above.
I don't think the countdown is ever necessary in any map, but it's a good thing to have in some cases.

G3m4sSt4ffLP wrote:

02:25:250 (3) - If you move that to X344 Y256 it would blanket with - 02:23:650 (4)
Fixed
Now for another set of comments about the poor blanket 02:24:850 (2,3)

G3m4sSt4ffLP wrote:

02:42:650 (2,3,4) - Why are these so close. It could be confusing if the distance is the same as these - 02:46:050 (4,5,6,7)
Fixed above.

G3m4sSt4ffLP wrote:

This map is great! I didn't found anything to criticize! Take this! (ノ◕ヮ◕)ノ ~`☆
tqtq




Thanks again for modding! :D
Cerulean Veyron
Hello! M4M from my queue! I've spent almost two hours just to download just one single beatmap... rip my internet T_T

Daawww, more EBF/HFX songs~ let's keep up! ^w^/
[> Godcat <]
  1. - For an approval map, i think you need to follow every drum beats, and not to skip them. Try to focus more on the background instruments than just the main tracks to avoid emptiness, like here for example > 00:52:250 - / 00:53:050 - / 00:57:850 - . Well, not just 1/2 beats.
  2. - I think it needs little bit more.. jumps! you don't need to split circles away or some extending distance spacings. Try to use Ctrl + G on few patterns for a jump, like these > 02:29:450 (2,4) - / 02:41:250 (5) - / 03:54:050 (2) -
  3. 01:08:050 (3,4,5,6,7,8,9,10) - The streams here doesn't make sense with the mapping or the song track or the background music. The rhythm that i can hear is the ride sound and the astro-techno percussions. I think you'll only need to remove senseless circles, which is circle (6) and (10).
  4. 01:13:450 (4) - The pattern and flow is okay, but the downbeat here doesn't sound really intense. I think you should replace them to two circles.
  5. 01:24:650 (6) - Why not move this circle to x:324|y:340 for a (nicer) triangle formation? and the playstyle would be a little fun because of the jump.
  6. 01:45:650 (1) - This slider shouldn't have the repeat arrows for the deep drum sounds on the song track. Try to ulitize a bit more on this, or remove the repeat arrow with this pattern > http://puu.sh/dIHhx/38e35b6311.png
  7. 02:11:250 (1) - Almost the same reason as above, or try to remove a single arrow and add a circle next to it, and a bit of blanket when the added circle moved in the slider.
  8. 02:20:050 (1,2,1) - Instead of stacking, try a triangle formation > http://puu.sh/dIHrW/5d866a7af9.png
  9. 02:25:650 (1) - Curve more near the slider's tail for a little blanket on the head > http://puu.sh/dIHD5/604743b2e1.png
  10. 02:26:850 (2,3,1) - Same as 02:20:050 (1,2,1) -
  11. 02:52:450 (8,9,10,1) - Extend the spacing between circle (8) and the triplets? it's a little confusing, since you haven't made that on the previous tracks. Extend the spacing like you did on 02:58:850 (6,7,8,1) -
  12. 03:17:650 (3,4,5,6,7) - I think this stream is overmapped, because i only hear some guitar hits 1/1 and 1/2 beats, as so the astro-techno percussion. So you might need to consider removing the 1/4 circles.
  13. 03:26:650 (6,1) - Since there's a downbeat, swap NC.
  14. 03:48:850 (1,2) - Not a problem, you can possibly blanket here. Or you're not planning to do that?
  15. 03:54:050 (2) - Ctrl + G, same flow and pattern, but better playstyle imo.
  16. 03:55:050 - Add a circle here? the piano sounds a bit intense.
  17. 04:22:450 (1,2) - You can see closer that slider (1) didn't blanketed slider (2)'s tail well. Remake?
  18. 05:02:050 (3) - You should remove the repeat arrow and add a circle next to it, a downbeat here is enough than a repeat arrow.
  19. 05:27:250 (3,4) - Ctrl + G here, better playstyle. Don't forget to fix the clap hitsound when this is used.
  20. 05:29:850 (2,6) - Isn't unrankable when hiding the slider's arrow? just asking...
  21. 05:34:450 (5) - Forgot to add NC?
  22. 06:01:450 - Add circle?
  23. 06:20:450 (4,1) - Almost the same as 03:48:850 (1,2) -
  24. 06:21:850 (3,4,5,1) - You should've made a complete diamond formation here.
  25. 06:59:050 (5) - Add circle? A little intense for a click.
  26. 07:15:250 (1,2,3) - Try a few full blanket here, can't show claerly, but i hope you understand, watch the spacing too > http://puu.sh/dIIyK/07b03f9961.png
  27. 07:30:850 (9,10,11,12) - Curve the flow a little bit instead of speeding up 'til the slider.
  28. 07:33:250 (3,4) - Instead of stacking, move these two circles to x:184|y:88, or maybe that's too high for a 1/2 jump. Or to x:180|y:284 for a better playstyle like you've did on 06:56:850 (3,4,5,6) -
  29. 07:42:850 (3,4) - Almost the same reason as above, or try to move them downgrid.
  30. - In my opinion, the map is really really great!! Storyboard is okay, everything so. But i think the rhythm is quite off the beat of track. It doesn't need more work. Spent approximately five or six hours to find these issues, but still, good job! n_nb

I hope to see more HFX songs like this one~ Good Luck for app! \:D/
Shohei Ohtani
For some reason the download button kept giving me an error

Diff:
00:39:250 (2,3) - There's no notable change in the music, but it's still reduced spacing?
02:11:250 (1) - Try avoiding multiple repeats like that
02:25:650 (1) - Symmetry is what you're looking for in sliders. This doesn't look all that great ;w;
03:00:050 (2,3) - Still not sure of the logic of this spacing
03:38:450 (2) - Like you could do so much cool symmetry but instead
04:09:650 (1) - Like this would make a really good jump

Forum PM me when changes are made.
Topic Starter
Your Good Self
[Gray Veyron]

Gray Veyron wrote:

  1. - For an approval map, i think you need to follow every drum beats, and not to skip them. Try to focus more on the background instruments than just the main tracks to avoid emptiness, like here for example > 00:52:250 - / 00:53:050 - / 00:57:850 - . Well, not just 1/2 beats.
00:52:250 - There isn't any very significant stuff going on here
00:53:050 - ^

00:57:850 - Added

Gray Veyron wrote:

  1. - I think it needs little bit more.. jumps! you don't need to split circles away or some extending distance spacings. Try to use Ctrl + G on few patterns for a jump, like these > 02:29:450 (2,4) - / 02:41:250 (5) - / 03:54:050 (2) -
02:29:450 (2,4) - This part was intentionally made to flow.
02:41:250 (5) - ^
03:54:050 (2) - ^ (seems really unnatural to ctrl+g this)

I'll still consider what you said though. I might add more antiflow elsewhere, just not at the parts you mentioned.

Gray Veyron wrote:

  1. 01:08:050 (3,4,5,6,7,8,9,10) - The streams here doesn't make sense with the mapping or the song track or the background music. The rhythm that i can hear is the ride sound and the astro-techno percussions. I think you'll only need to remove senseless circles, which is circle (6) and (10).
Changed.
Might improve the patterns if I think of a better way to arrange the notes

Gray Veyron wrote:

  1. 01:13:450 (4) - The pattern and flow is okay, but the downbeat here doesn't sound really intense. I think you should replace them to two circles.
Changed

Gray Veyron wrote:

  1. 01:24:650 (6) - Why not move this circle to x:324|y:340 for a (nicer) triangle formation? and the playstyle would be a little fun because of the jump.
Changed

Gray Veyron wrote:

  1. 01:45:650 (1) - This slider shouldn't have the repeat arrows for the deep drum sounds on the song track. Try to ulitize a bit more on this, or remove the repeat arrow with this pattern > http://puu.sh/dIHhx/38e35b6311.png
Changed

Gray Veyron wrote:

  1. 02:11:250 (1) - Almost the same reason as above, or try to remove a single arrow and add a circle next to it, and a bit of blanket when the added circle moved in the slider.
Changed the whole section instead, to use 1/1 sliders instead of 2/1

Gray Veyron wrote:

  1. 02:20:050 (1,2,1) - Instead of stacking, try a triangle formation > http://puu.sh/dIHrW/5d866a7af9.png
Changed

Gray Veyron wrote:

  1. 02:25:650 (1) - Curve more near the slider's tail for a little blanket on the head > http://puu.sh/dIHD5/604743b2e1.png
Changed, should be better now.

Gray Veyron wrote:

  1. 02:26:850 (2,3,1) - Same as 02:20:050 (1,2,1) -
Changed

Gray Veyron wrote:

  1. 02:52:450 (8,9,10,1) - Extend the spacing between circle (8) and the triplets? it's a little confusing, since you haven't made that on the previous tracks. Extend the spacing like you did on 02:58:850 (6,7,8,1) -
Fixed

Gray Veyron wrote:

  1. 03:17:650 (3,4,5,6,7) - I think this stream is overmapped, because i only hear some guitar hits 1/1 and 1/2 beats, as so the astro-techno percussion. So you might need to consider removing the 1/4 circles.
Changed

Gray Veyron wrote:

  1. 03:26:650 (6,1) - Since there's a downbeat, swap NC.
Fixed

Gray Veyron wrote:

  1. 03:48:850 (1,2) - Not a problem, you can possibly blanket here. Or you're not planning to do that?
Blanketing might cause more problems with flow and spacing, so I won't do that.
Nevermind, I found a way to do it, so consider it fixed

Gray Veyron wrote:

  1. 03:54:050 (2) - Ctrl + G, same flow and pattern, but better playstyle imo.
Breaks the flow a lot, and I was trying to have a bit more flow around that part specifically.

I'll keep that in mind for future mapping though.

Gray Veyron wrote:

  1. 03:55:050 - Add a circle here? the piano sounds a bit intense.
I used a bit of 1/1 here because there's a new sound here, and I tried to make a 'hold' effect with the sliders. Anyway there's the rest of the section to show the "intense piano"

Gray Veyron wrote:

  1. 04:22:450 (1,2) - You can see closer that slider (1) didn't blanketed slider (2)'s tail well. Remake?
Agreed.
These two sliders were made in a jiffy, and I didn't recheck it for quality. Fixed

Gray Veyron wrote:

  1. 05:02:050 (3) - You should remove the repeat arrow and add a circle next to it, a downbeat here is enough than a repeat arrow.
Fixed

Gray Veyron wrote:

  1. 05:27:250 (3,4) - Ctrl + G here, better playstyle. Don't forget to fix the clap hitsound when this is used.
Changed

Gray Veyron wrote:

  1. 05:29:850 (2,6) - Isn't unrankable when hiding the slider's arrow? just asking...
When (2) is hit the repeat arrow isn't even supposed to appear yet. There is a sufficiently long time between these notes, so it should be okay in this case.

Gray Veyron wrote:

  1. 05:34:450 (5) - Forgot to add NC?
Oops yeah (wonder how I missed that)
Fixed

Gray Veyron wrote:

  1. 06:01:450 - Add circle?
Nothing in the music here

Gray Veyron wrote:

  1. 06:20:450 (4,1) - Almost the same as 03:48:850 (1,2) -
I definitely wanted a blanket here. How it got messed up, I have no idea.
Fixed

Gray Veyron wrote:

  1. 06:21:850 (3,4,5,1) - You should've made a complete diamond formation here.
Fixed

Gray Veyron wrote:

  1. 06:59:050 (5) - Add circle? A little intense for a click.
Nah, there's nothing significant in the music here.

Gray Veyron wrote:

  1. 07:15:250 (1,2,3) - Try a few full blanket here, can't show claerly, but i hope you understand, watch the spacing too > http://puu.sh/dIIyK/07b03f9961.png
Oh. So basically you mean copying the pattern 02:28:850 (1,2,4)
Changed

Gray Veyron wrote:

  1. 07:30:850 (9,10,11,12) - Curve the flow a little bit instead of speeding up 'til the slider.
Changed

Gray Veyron wrote:

  1. 07:33:250 (3,4) - Instead of stacking, move these two circles to x:184|y:88, or maybe that's too high for a 1/2 jump. Or to x:180|y:284 for a better playstyle like you've did on 06:56:850 (3,4,5,6) -
Did another triangle/diamond formation here instead

Gray Veyron wrote:

  1. 07:42:850 (3,4) - Almost the same reason as above, or try to move them downgrid.
Moved (4) down for a small hub/spoke pattern

Gray Veyron wrote:

  1. - In my opinion, the map is really really great!! Storyboard is okay, everything so. But i think the rhythm is quite off the beat of track. It doesn't need more work. Spent approximately five or six hours to find these issues, but still, good job! n_nb
I hope to see more HFX songs like this one~ Good Luck for app! \:D/
Thanks for modding! :)


[CDFA]

CDFA wrote:

For some reason the download button kept giving me an error
I think I might have messed something up during the upload process, and the submission wasn't distributed correctly across all the osu! servers worldwide. It should be fine after the next update/upload (that's if I don't screw it up again).

CDFA wrote:

00:39:250 (2,3) - There's no notable change in the music, but it's still reduced spacing?
Fixed

CDFA wrote:

02:11:250 (1) - Try avoiding multiple repeats like that
Fixed in the above mod

CDFA wrote:

02:25:650 (1) - Symmetry is what you're looking for in sliders. This doesn't look all that great ;w;
I guess removing the end would improve the symmetry a bit. Changed.

I think Gray Veyron above might have spent a lot of time trying to make a blanket around 02:25:250 (3) - sorry D:

CDFA wrote:

03:00:050 (2,3) - Still not sure of the logic of this spacing
That was made quite some time ago. Now that I look back at it, there does seem to be no rationale behind the low spacing.

Changed the spacing to be more consistent.

CDFA wrote:

03:38:450 (2) - Like you could do so much cool symmetry but instead
holy shit why have I not done this yet
Changed

CDFA wrote:

04:09:650 (1) - Like this would make a really good jump
I (intentionally) reduced the spacing here, because the music after it is all quiet and stuff. 04:09:650 itself doesn't even have a drum hit or anything, so it's a really weak note. It'll be awkward to have a big jump, then not have anything significant at the end of the big jump.


Thanks for modding! :)
Biri Biri
Hello hello, from my winter mod queue. \o Sorry about the delay~

[Godcat]

  • 01:09:650 (3,4,5) - Significant notes, I feel they could be portrayed a little smoother after (1) and (2) were so swingy. 01:09:650 (3) - at x:148 y:345 makes it even with (2) before heading to (4) x:218 y:179, and making (5) x:38 y:179 (around those) make a clean angle to 01:10:250 (6) 's entry. Matches 03:17:250 (2,3,4,5) - better too.


    01:10:250 (1) - Potential new combo if above is altered. Provides symmetrical amount of beats regardless; { 01:10:250 (1,2,3,4,5,6) ~ 01:12:050 (1,2,3,4) }
    01:13:650 (1,2,3,4,5) - Could be rounded a little better to reflect 01:15:250 (1) imo.
    02:04:850 (1) - Lone curve, while 02:05:650 (2) sits on a red point and no change in song to reflect the difference in shape.
    02:33:650 (1,1) - That looks cool. o:
    02:45:450 (3) - Feels a little awkward, maybe rotate this selection around -60 degrees and respace? Another suggestion would be be Hor+Vert flip and placing it at x:332 y:324 for keeping the flow in 02:44:850 (1,2,3). Especially with the sharp stream redirection next to it.
    03:12:050 (1,2,3) - Center these? They're also slightly rotated, not really enough to make much difference if this is preference away from having them in the center.
    03:12:850 (3,1) - Clean blanket, I'm sure you'd be able to keep it if you did this^
    03:16:450 (5,6,7,8) - Is this curve intentional? Seems to have little purpose
    03:37:650 (1,2) and 03:12:050 (1,3) - 'Could' be lined up, or both could be centered without sacrificing surrounding combo position.
[General Stuffs]
  1. Random frozen sliderend.
  2. SB/Epilogue's use length is debateable with the outro length. 08:32:050 seems like a good time to end the actual map if you were using the BG. That's a full 30 seconds to give the 'epilogue' feel' after this marathon imo. Much more uses up space.
  3. Awesome storyboard <3
Good luck! It looks great overall and I hope to see it starred up more soon. It deserves it. I may even be back to watch this map :3
Shohei Ohtani
Forum PM me when the changes in the above mod are applied and I'll give 1st bubble.
Topic Starter
Your Good Self

Kamidachi wrote:

Sorry about the delay~
That's okay, I haven't been very free these few days either.

Kamidachi wrote:

01:09:650 (3,4,5) - Significant notes, I feel they could be portrayed a little smoother after (1) and (2) were so swingy. 01:09:650 (3) - at x:148 y:345 makes it even with (2) before heading to (4) x:218 y:179, and making (5) x:38 y:179 (around those) make a clean angle to 01:10:250 (6) 's entry. Matches 03:17:250 (2,3,4,5) - better too.
In terms of flow, I have improved the flow from (2) to (3) and (5) to (6).
In terms of distance, however, I think it's better as it is currently. I'd prefer the distance overall in 01:09:650 (3,4,5,6) to be increasing, or at least nondecreasing. In your suggestion, the distance from (5) to (6) is ~1.50x, which is a drop from the 2.00x in the previous notes.

So basically, apart from some flow improvements, the pattern is mostly the same.

Kamidachi wrote:

01:10:250 (1) - Potential new combo if above is altered. Provides symmetrical amount of beats regardless; { 01:10:250 (1,2,3,4,5,6) ~ 01:12:050 (1,2,3,4) }
I'd prefer the NC to be on the downbeat, as with all the other NCs. Changing it here would make it very inconsistent.

Kamidachi wrote:

01:13:650 (1,2,3,4,5) - Could be rounded a little better to reflect 01:15:250 (1) imo.
Changed. (1) was hastily tacked on to the rest of the stream, so it looks quite bad.
01:15:250 (1) - is a bit far from those notes. I shaped the stream to wrap around 01:12:050 (1,3) instead.

Kamidachi wrote:

02:04:850 (1) - Lone curve, while 02:05:650 (2) sits on a red point and no change in song to reflect the difference in shape.
Fixed
Also changed some of the later notes, because I can.

Kamidachi wrote:

02:33:650 (1,1) - That looks cool. o:
tq

Kamidachi wrote:

02:45:450 (3) - Feels a little awkward, maybe rotate this selection around -60 degrees and respace? Another suggestion would be be Hor+Vert flip and placing it at x:332 y:324 for keeping the flow in 02:44:850 (1,2,3). Especially with the sharp stream redirection next to it.
Rotating selection around -60 degrees will make the repeat arrow covered under 02:45:250 (2) , which will cause much hate and unrankability.
Moving it to x:332 y:324 will cause a (2x spacing) jump, which isn't that justified given that 02:45:450 is a fairly weak note.

So, not much change here.

Kamidachi wrote:

03:12:050 (1,2,3) - Center these? They're also slightly rotated, not really enough to make much difference if this is preference away from having them in the center.
oh my how did that happen
Fixed

Kamidachi wrote:

03:12:850 (3,1) - Clean blanket, I'm sure you'd be able to keep it if you did this^
Yeah, fixed along with the suggestion above.

Kamidachi wrote:

03:16:450 (5,6,7,8) - Is this curve intentional? Seems to have little purpose
Curve provides a bit of flow change at 03:16:750 (8,1)

Kamidachi wrote:

03:37:650 (1,2) and 03:12:050 (1,3) - 'Could' be lined up, or both could be centered without sacrificing surrounding combo position.
Not too sure what you mean here.

Kamidachi wrote:

  1. Random frozen sliderend.
*grabs 05:27:650 (4) *
*shakes it around in the timeline*
Problem solved.

Kamidachi wrote:

  1. SB/Epilogue's use length is debateable with the outro length. 08:32:050 seems like a good time to end the actual map if you were using the BG. That's a full 30 seconds to give the 'epilogue' feel' after this marathon imo. Much more uses up space.
I'll still end the map at 08:00:050 - after the 'bang' that is 07:58:450 (1,2,3,4,5,6,7,8,9,10,1)
Furthermore, I don't think anyone will want go through 30 seconds of annoying 2/1 notes just to pass/fc the map, after completing the rest of it. I think just listening + the BG is sufficient to give the "epilogue feel", and players can skip to the scores once they've had enough.

The epilogue BG is intended to last until the end of the song, replacing the default BG completely. The fade out at the last 4 measures is to prevent it from suddenly disappearing, if anyone cares to listen that far.



By the way, it's great that you elaborate in your mod, so mappers will understand the rationale behind suggestions. Giving the coordinates for each note is also very helpful. Keep it up.

Thanks for modding! :)
Shohei Ohtani
a
Biri Biri
woop woop \(^o^)/
Factorial
\:D/
Rakuen
2nd bub
hehe
ey eyye yeeyeye
Sonnyc
-- Remove thumbs.txt if it's not being used.
-- "halcyonicfalconx" isn't really needed for tags since it alreadys exists in the artist.

00:35:050 (6) - Spacing can be better.
01:10:050 (5,6) - This jump is too excessive relatively to the surrounded part of the map. Reduce spacing please.
05:00:850 (1) - Use the blue combo color directly since red would get merged with the sb image, causing reading issues. http://puu.sh/esoU9/3ff8ce2504.jpg
05:13:650 (1) - ^
05:23:250 (1) - Spacing can be better.
06:09:250 (4,5,1) - Setting these notes as an individual combo would be better in reading.
Topic Starter
Your Good Self

Sonnyc wrote:

Remove thumbs.txt if it's not being used.
There's no thumbs.txt on my side, and I'm pretty sure it wasn't hidden or anything.

Sonnyc wrote:

-- "halcyonicfalconx" isn't really needed for tags since it alreadys exists in the artist.
Yes, it's needed. Try looking for Crystalis Fantasia with "halcyonicfalconx" (without the spaces). I included this as a tag because people may write the artist name either way, but this is the 'more correct' one of the two.

Sonnyc wrote:

00:35:050 (6) - Spacing can be better.
Moved one grid to the right. Hey, it fixes a blanket with 00:34:451 (5) too.

Sonnyc wrote:

01:10:050 (5,6) - This jump is too excessive relatively to the surrounded part of the map. Reduce spacing please.
ugh this section again
Changed, so the DS is all kept under 2.00x.

Sonnyc wrote:

05:00:850 (1) - Use the blue combo color directly since red would get merged with the sb image, causing reading issues. http://puu.sh/esoU9/3ff8ce2504.jpg
05:13:650 (1) - ^
Changed no love for red combo D:

Sonnyc wrote:

05:23:250 (1) - Spacing can be better.
Made the spacing closer to 1.00x, should be fine now

Sonnyc wrote:

06:09:250 (4,5,1) - Setting these notes as an individual combo would be better in reading.
Won't take this, sadly.
Everywhere else, NCs are added on (or immediately after) every downbeat, or every other downbeat in slower sections. Adding NCs here would break the consistency, and I think that might affect quality.
Also, I don't really see how (1,1,1) would be more readable than (4,5,1). Wouldn't the combo numbers form a bit of a visual guide, improving readability?

Thanks for modding!
Sonnyc
In fact, it was a Thumbs.db which doesn't have to get removed.
Source seems fine for me http://epicbattlefantasy.wikia.com/wiki ... _Fantasy_4 also the title. https://itunes.apple.com/us/album/music ... d601433700

All seems fine enough. Enjoy approved~
Rakuen
:) Grats :)
Cerulean Veyron
Better than what i've seen it before... Awesome Job! More HFX! :3/
[ Mephisto ]
Congratz :)
hehe
congratulations!
DarkVortex
Awesome you made it! :) Glad to see more HFX ranked!
neonat
Congrats
Topic Starter
Your Good Self
Thanks everyone! :)

Also a big thanks to everyone who modded.
Topic Starter
Your Good Self
(sorry for double post)

Uhh guys, sorry to spoil the party but I found a very small problem in the map.

06:02:450 (2) - Missing whistle on slider end. This really spoils the consistency of the hitsounds.


I have no idea how this managed to get past everyone, but that doesn't change the fact that the problem's there. I'll contact a QAT to get this fixed. Yes, that most probably means a disqualification. Hopefully that won't affect the BATs' BAT score too much, I really don't want this to cost them their BATship D:


Finally, one last apology to the players that have their scores wiped (if there's really no way other than a DQ). That's one of the risks of playing maps in Qualified status, and as much as I'd like to avoid it, it has to be done.

I'll try my best to get this re-qualified by the end of this week.
TicClick
tell me when you fix it
Sonnyc
No problem Your Good Self, you can ask for me a recheck too :3
TicClick
Sonnyc
 
Ozato Fumika
ㅋㅋ
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