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Starz - Second Nature Ft. Veela [Taiko|Osu]

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Topic Starter
-Tochi
Thanks for bubbling >.<
Hanjamon
hype :D
SpajdeR
Great map! Go Tochi! \o/
Topic Starter
-Tochi

SpajdeR wrote:

Great map! Go Tochi! \o/
Thanks ^^

Hanjamon too :D
Nyukai
Another Hanja's diff, yay /o3o/
TicClick
  1. Storyboard images must be at a reasonable size for their usage. For most uses (e.g. full-screen images), the maximum is 800x600 pixels for 4:3 aspect ratio images, although 640x480 is highly preferred. For widescreen mode (recommended) the maximum is 960x540 pixels for 16:9 aspect ratio images and 960x600 for 16:10 images. The editor is 640x480 at default, so there's really no need to use anything larger for full-screen purposes.

    Every image you used in storyboard is 1364×767.

  2. There must not be any unused files in the map's folder except for the map's .osb file (since they sometimes get added even if the map doesn't have a storyboard) and storyboard .thumb files (since they are automatically created in image directories). Unused files add extra file size which is unnecessary.

    The following hitsound is unused:
    1. normal-slidertick2.wav
  3. Chances are the title is wrong. It's either missing a period after "ft" or should be completely different, according to artist's SC (https://soundcloud.com/starzzmusic/second-nature, obviously without "Please read description!")
via





Now about the quality part. This map is far from receiving a bubble and needs to be worked on. You may want to:
  1. Remove dripping and slurping hitsounds at all (all hitnormals), as they don't fit the clear tune music provides. What made you think using hitsounds from popular skins is a good idea?

  2. Re-do hitsounding on some parts; example is hi-hats (finish) spam in the very beginning of the map and, say, 04:01:428, or random unfitting hitsounds like these on 03:36:742 (1) -

  3. Get your new combo markup more consistent; most, if not all of your new combos should be tied to big white ticks and never — to patterns. Don't also jump between different ticks or the main beat and vocals when setting new combos;

  4. Do not add unnecessary triplets, especially when vocals don't call for it, and neither does the drum line; example is 02:17:885 (3,4,5)

  5. Between jumps, use the same spacing multiplier. Stick to it and don't change often, unless you have a real reason to do so;

  6. Do not overmap! Things like 02:16:514 (1,2,3,4,5,6,7,8) - a stream when there's none in the music - or 02:19:599 (5,6) - absolutely unnecessary and dumb 1/4 slider jump (man, there's even no 1/4!) - or 01:37:942 (2,3,4,5,6,7,8) - or 01:52:257 (6,7,8) - the list goes on! - are unacceptable and seriously damage your map in terms of fitness and following the music;

  7. Think of a better way to denote speed-ups. 01:19:599 (1,2,3,4,1,2,3,4) - is not ANY different from 01:22:342 (1,2,3,4,1,2,3,4) - while it should be;

  8. Polish your stream curves more. some of them may look like eggs;

  9. Think of better patterns. Stuff like 01:34:857 (1,2,3,4,5,6,7) - or 01:46:171 (3,4,5,6,7) - or 01:59:542 (1,2,3,4,5) - not only plays awkward, but looks awkward and unfitting, too;

  10. 02:11:714 (1,2,3,4) - avoid copypasting and using the same patterns with only slight alterations;

  11. Think of a better name for the difficulty. "Third Nature" looks silly with the song's title and doesn't have any real meaning;

  12. I doubt you designed your storyboard to have random blackouts from time to time. You could also think of better transition effects.
Each item is only an example and not a full list of mistakes of that kind.
Secretpipe, why?
Topic Starter
-Tochi

TicClick wrote:

  1. Storyboard images must be at a reasonable size for their usage. For most uses (e.g. full-screen images), the maximum is 800x600 pixels for 4:3 aspect ratio images, although 640x480 is highly preferred. For widescreen mode (recommended) the maximum is 960x540 pixels for 16:9 aspect ratio images and 960x600 for 16:10 images. The editor is 640x480 at default, so there's really no need to use anything larger for full-screen purposes.

    Every image you used in storyboard is 1364×767.

  2. There must not be any unused files in the map's folder except for the map's .osb file (since they sometimes get added even if the map doesn't have a storyboard) and storyboard .thumb files (since they are automatically created in image directories). Unused files add extra file size which is unnecessary.

    The following hitsound is unused:
    1. normal-slidertick2.wav
  3. Chances are the title is wrong. It's either missing a period after "ft" or should be completely different, according to artist's SC (https://soundcloud.com/starzzmusic/second-nature, obviously without "Please read description!")
via





Now about the quality part. This map is far from receiving a bubble and needs to be worked on. You may want to:
  1. Remove dripping and slurping hitsounds at all (all hitnormals), as they don't fit the clear tune music provides. What made you think using hitsounds from popular skins is a good idea?

  2. Re-do hitsounding on some parts; example is hi-hats (finish) spam in the very beginning of the map and, say, 04:01:428, or random unfitting hitsounds like these on 03:36:742 (1) -

  3. Get your new combo markup more consistent; most, if not all of your new combos should be tied to big white ticks and never — to patterns. Don't also jump between different ticks or the main beat and vocals when setting new combos;

  4. Do not add unnecessary triplets, especially when vocals don't call for it, and neither does the drum line; example is 02:17:885 (3,4,5)

  5. Between jumps, use the same spacing multiplier. Stick to it and don't change often, unless you have a real reason to do so;

  6. Do not overmap! Things like 02:16:514 (1,2,3,4,5,6,7,8) - a stream when there's none in the music - or 02:19:599 (5,6) - absolutely unnecessary and dumb 1/4 slider jump (man, there's even no 1/4!) - or 01:37:942 (2,3,4,5,6,7,8) - or 01:52:257 (6,7,8) - the list goes on! - are unacceptable and seriously damage your map in terms of fitness and following the music;

  7. Think of a better way to denote speed-ups. 01:19:599 (1,2,3,4,1,2,3,4) - is not ANY different from 01:22:342 (1,2,3,4,1,2,3,4) - while it should be;

  8. Polish your stream curves more. some of them may look like eggs;

  9. Think of better patterns. Stuff like 01:34:857 (1,2,3,4,5,6,7) - or 01:46:171 (3,4,5,6,7) - or 01:59:542 (1,2,3,4,5) - not only plays awkward, but looks awkward and unfitting, too;

  10. 02:11:714 (1,2,3,4) - avoid copypasting and using the same patterns with only slight alterations;

  11. Think of a better name for the difficulty. "Third Nature" looks silly with the song's title and doesn't have any real meaning;

  12. I doubt you designed your storyboard to have random blackouts from time to time. You could also think of better transition effects.
Each item is only an example and not a full list of mistakes of that kind.
Secretpipe, why?
I will apply all these things tomorrow after school

Thank you for the mod~
[ Joey ]
Hello, m4m. I forgot to mod you map before I went out of town. I'm sorry :(

General
Note placement / positioning could use a lot of work. I won't go into much detail about it in this mod, but I recommend looking at your favorite maps and taking ideas from them.

A lot of parts are overmapped
Third Nature
00:04:514 - I wouldn't skip this clap
00:04:685 - I would do more of a rhythm like this: http://puu.sh/dd5sy/e45982c020.jpg
00:05:371 (5,1) - The music calls for a larger jump here. Look for things like this throughout the rest of your beatmap ;)
00:14:799 (3,4,5) - You are overmapping by using triples like these. Try to go more to the music
00:17:542 (3,4,5) - ^
*A small note on using triples: Triples should start on red-ticks most of the time. Sounds a lot better
00:38:114 (7,1) - Overlaps like this are pretty ugly. You have overlaps everywhere in your map, which gives it a very messy look. Some people don't mind, but I don't like it =/
01:26:457 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Add some reverse sliders in here so its not just a loooong stream.
02:16:514 (1,2,3,4,5,6,7,8) - Really overmapped. There isn't anything in the music that calls for a stream

So yeah, I would say the biggest problems with you map is your overmapping, and object placement.
Listen really hard to the music and try not to add too many random notes.

Good luck with your map :)
Kibbleru
welp rip
Topic Starter
-Tochi

TicClick wrote:

  1. Storyboard images must be at a reasonable size for their usage. For most uses (e.g. full-screen images), the maximum is 800x600 pixels for 4:3 aspect ratio images, although 640x480 is highly preferred. For widescreen mode (recommended) the maximum is 960x540 pixels for 16:9 aspect ratio images and 960x600 for 16:10 images. The editor is 640x480 at default, so there's really no need to use anything larger for full-screen purposes. fixed!

    Every image you used in storyboard is 1364×767.

  2. There must not be any unused files in the map's folder except for the map's .osb file (since they sometimes get added even if the map doesn't have a storyboard) and storyboard .thumb files (since they are automatically created in image directories). Unused files add extra file size which is unnecessary.

    The following hitsound is unused:
    1. normal-slidertick2.wav
    fixed!

  3. Chances are the title is wrong. It's either missing a period after "ft" or should be completely different, according to artist's SC (https://soundcloud.com/starzzmusic/second-nature, obviously without "Please read description!")
fixed!
via





Now about the quality part. This map is far from receiving a bubble and needs to be worked on. You may want to:
  1. Remove dripping and slurping hitsounds at all (all hitnormals), as they don't fit the clear tune music provides. What made you think using hitsounds from popular skins is a good idea? I got the clap from Aka, but the finish was from my skin, and i thought it would be fine to use in this map.

  2. Re-do hitsounding on some parts; example is hi-hats (finish) spam in the very beginning of the map and, say, 04:01:428, or random unfitting hitsounds like these on 03:36:742 (1) - I will reset all objects samples, and start from the beginning.

  3. Get your new combo markup more consistent; most, if not all of your new combos should be tied to big white ticks and never — to patterns. Don't also jump between different ticks or the main beat and vocals when setting new combos; Fixed

  4. Do not add unnecessary triplets, especially when vocals don't call for it, and neither does the drum line; example is 02:17:885 (3,4,5) fixed!

  5. Between jumps, use the same spacing multiplier. Stick to it and don't change often, unless you have a real reason to do so; The most is the same DS, and the others that isn't is because it has a reason.

  6. Do not overmap! Things like 02:16:514 (1,2,3,4,5,6,7,8) - a stream when there's none in the music - or 02:19:599 (5,6) - absolutely unnecessary and dumb 1/4 slider jump (man, there's even no 1/4!) - or 01:37:942 (2,3,4,5,6,7,8) - fixed! or 01:52:257 (6,7,8) - This is fine imo, idk think it's overmapped. I confirmed it too when i asked a BAT lol the list goes on! - are unacceptable and seriously damage your map in terms of fitness and following the music;

  7. Think of a better way to denote speed-ups. 01:19:599 (1,2,3,4,1,2,3,4) - is not ANY different from 01:22:342 (1,2,3,4,1,2,3,4) - while it should be; fixed!

  8. Polish your stream curves more. some of them may look like eggs; Already got this, already fixed. There's like only 2 streams over 10 notes, and they look perfectly fine. And the others plays well too.

  9. Think of better patterns. Stuff like 01:34:857 (1,2,3,4,5,6,7) - or 01:46:171 (3,4,5,6,7) - or 01:59:542 (1,2,3,4,5) - not only plays awkward, but looks awkward and unfitting, too; fixed!

  10. 02:11:714 (1,2,3,4) - avoid copypasting and using the same patterns with only slight alterations; It's fine like this, it doesn't play bad or something, but i'll remember to next time.

  11. Think of a better name for the difficulty. "Third Nature" looks silly with the song's title and doesn't have any real meaning; fixed!

  12. I doubt you designed your storyboard to have random blackouts from time to time. You could also think of better transition effects. Im foing to delete the SB since im still new at it.


Each item is only an example and not a full list of mistakes of that kind. Yea, i know
Secretpipe, why?
Thanks for the mod TicClick! You helped me!
I will try to get more mods now, 4 or 6 more?

Btw, sorry for late applying, there was some problems on my PC, so i didn't have that much time.
Topic Starter
-Tochi

[ Joey ] wrote:

Hello, m4m. I forgot to mod you map before I went out of town. I'm sorry :( No problem ^^

General
Note placement / positioning could use a lot of work. I won't go into much detail about it in this mod, but I recommend looking at your favorite maps and taking ideas from them. I'll remember that, i might remap some places to fix the most.

A lot of parts are overmapped Damn.
Third Nature

I did reset the samples, so all the hitsound suggestion will be ignored, but thanks!

00:04:514 - I wouldn't skip this clap
00:04:685 - I would do more of a rhythm like this: http://puu.sh/dd5sy/e45982c020.jpg That sounds a bit weird imo.
00:05:371 (5,1) - The music calls for a larger jump here. Look for things like this throughout the rest of your beatmap ;) Fixed!
00:14:799 (3,4,5) - You are overmapping by using triples like these. Try to go more to the music Fixed!
00:17:542 (3,4,5) - ^ Fixed!
*A small note on using triples: Triples should start on red-ticks most of the time. Sounds a lot better Yeah,
00:38:114 (7,1) - Overlaps like this are pretty ugly. You have overlaps everywhere in your map, which gives it a very messy look. Some people don't mind, but I don't like it =/ There will be no change here since the pattern is good.
01:26:457 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Add some reverse sliders in here so its not just a loooong stream. No change.
02:16:514 (1,2,3,4,5,6,7,8) - Really overmapped. There isn't anything in the music that calls for a stream Fixed!

So yeah, I would say the biggest problems with you map is your overmapping, and object placement. Okay.
Listen really hard to the music and try not to add too many random notes. Okay, thanks for the tips

Good luck with your map :) Thanks!
Topic Starter
-Tochi
Will update soon after finishing the Hitsounding!

Updated
Winnie
Here as requested from meh modding queue.

[Natural]

00:10:857 (6) - Form a triangle with this note for better cursor movement to the next slider (Fixed) http://puu.sh/dhE8e/75801c9974.jpg
00:29:885 (4,5) - I did this and though it was pretty cool and challenging at once =) Only an idea though (Fixed) http://puu.sh/dhEfW/da16cb896d.jpg
00:42:571 (1,2) - Possible stackage on the note before that is fading
I really can't find issues on this, it was a well done map. No kudos for this because it's a bad mod imo. Only if you insist. I will try to gather more insight on songs like these to mod later for personal use in the future. If something comes up I will try to remod your map with great intentions. All the errors were possible fixed by this time, but Thanks for your time 8-)
Topic Starter
-Tochi

Kocari wrote:

Here as requested from meh modding queue.

[Natural]

00:10:857 (6) - Form a triangle with this note for better cursor movement to the next slider (Fixed) http://puu.sh/dhE8e/75801c9974.jpg Fixed
00:29:885 (4,5) - I did this and though it was pretty cool and challenging at once =) Only an idea though (Fixed) http://puu.sh/dhEfW/da16cb896d.jpg No change, it's too hard to read in this part because it's the only place with this thing.
00:42:571 (1,2) - Possible stackage on the note before that is fading Fixed
I really can't find issues on this, it was a well done map. No kudos for this because it's a bad mod imo. Only if you insist. I will try to gather more insight on songs like these to mod later for personal use in the future. If something comes up I will try to remod your map with great intentions. All the errors were possible fixed by this time, but Thanks for your time 8-) Thank you very much for the mod :D The things u modded is very helpful, even if it's just suggestion, or a little thing. And thanks for the support ^^
Topic Starter
-Tochi
PLS ReDownload

To them who haven't ReDownloaded after 12-02-2014 - 21:14 PM MM-DD-YYYY please do, for the new hitsounds and stuff!
lovehina99
I JUST GAVE YOU ALL MY KUDOSU!!! I love this map btw xD
Topic Starter
-Tochi

lovehina99 wrote:

I JUST GAVE YOU ALL MY KUDOSU!!! I love this map btw xD
Thank you! :D
Ciyus Miapah
good luck tochi i hope you can rebubbled this again!
Topic Starter
-Tochi

Fort wrote:

good luck tochi i hope you can rebubbled this again!
Thanks!
rew0825
No ;w; I'm late mod for check taiko take my star :D
Sem
hi

01:22:342 (1,2) - I feel these should be stacked or at least some change to spacing, was unexpected and it threw off my flow :P

same with the ones that follow (01:22:685 (3,4,5,6,7,8,1,2,3,4,5,6,7,8)

great map
Subbie
Ranked already pls ;_;
Topic Starter
-Tochi

RokYang wrote:

hi

01:22:342 (1,2) - I feel these should be stacked or at least some change to spacing, was unexpected and it threw off my flow :P

same with the ones that follow (01:22:685 (3,4,5,6,7,8,1,2,3,4,5,6,7,8)

great map

>w< i can't apply the mod atm. Check my profile for more information. I will maybe sleep at my friends house in the weekend. But i can't right now ;w; I wrote this message on my phone btw.
Topic Starter
-Tochi

Subbie wrote:

Ranked already pls ;_;
BAT should rebubble it first ;w;
neonat
Natural

00:11:028 (1,3) - curve 00:11:714 (3) around 00:11:028 (1) -'s curve better to look nicer
00:24:057 (3) - finish on the end of the slider
00:26:971 (6,8) - finish
00:29:542 (3) - finish on the end of the slider
same thing till it tones down at 00:43:942
01:23:371 (7,8) - Ctrl + G them, this is the only out-of-place pattern out of here, the flow doesn't follow what the rest are doing, which is either facing each other or heading out, but basically, opposite directions
02:07:942 (2,3) - blanket them
02:25:428 (9) - place it x: 376 y: 294:
03:19:257 (2,4,6) - remove the whistles to have the similar quieter effect you did at the part of 03:21:828 (2,3,4,5) and 03:24:399 (5,6,7)
03:44:971 (3) - NC here instead of 03:44:285 (1) to be more consistent with the kiais, also seems more appropriate
04:45:314 (1) - spacing not consistent with the rest of the stream 04:44:971 (5,6,7,8) due to the lowering in sv, it doesn't look neat with it being like this, adjust it so they are all similarly spaced for this stream
04:56:285 (1,6) - stack their ends
Topic Starter
-Tochi
Will apply when my PC works again!

Thanks for the mod btw ^^
Topic Starter
-Tochi

RokYang wrote:

hi

01:22:342 (1,2) - I feel these should be stacked or at least some change to spacing, was unexpected and it threw off my flow :P Yea, i didn't have any ideas, but now i have :D

same with the ones that follow (01:22:685 (3,4,5,6,7,8,1,2,3,4,5,6,7,8) Fixed

great map
Thanks for the little mod ^^
Topic Starter
-Tochi

neonat wrote:

Natural

00:11:028 (1,3) - curve 00:11:714 (3) around 00:11:028 (1) -'s curve better to look nicer Fixed!
00:24:057 (3) - finish on the end of the slider That sounds weird ._.
00:26:971 (6,8) - finish I do better like the clap than finish.
00:29:542 (3) - finish on the end of the slider
same thing till it tones down at 00:43:942 It's kinda too sudden
01:23:371 (7,8) - Ctrl + G them, this is the only out-of-place pattern out of here, the flow doesn't follow what the rest are doing, which is either facing each other or heading out, but basically, opposite directions Fixed all this in the other mod!
02:07:942 (2,3) - blanket them Fixed!
02:25:428 (9) - place it x: 376 y: 294: Fixed!


03:19:257 (2,4,6) - remove the whistles to have the similar quieter effect you did at the part of 03:21:828 (2,3,4,5) and 03:24:399 (5,6,7) Fixed!
03:44:971 (3) - NC here instead of 03:44:285 (1) to be more consistent with the kiais, also seems more appropriate Lol, didn't see this xD
04:45:314 (1) - spacing not consistent with the rest of the stream 04:44:971 (5,6,7,8) due to the lowering in sv, it doesn't look neat with it being like this, adjust it so they are all similarly spaced for this stream Fixed!
04:56:285 (1,6) - stack their ends Fixed!
Thanks for the mod neonat :D
rew0825
Hi from my mod requeue [hope my mod can help you]

[ Hanjamon's Oni]
  1. 00:22:342 (111,112,113,114,115) - kdkkd
  2. 00:38:799 (234,235,236,237,238) - kdkkd
  3. 00:55:942 (4,5,6,7,8,9,10) - 00:56:971 (10) - Delete and 00:55:942 (4,5,6,7,8,9) - change to kdkkd
  4. 01:01:428 (26,27,28,29,30,31,32) - 01:02:457 (32) - Delete and 01:01:428 (26,27,28,29,30,31) - change to kdkkd
  5. 01:50:971 (10) - Delete for some break
  6. 01:56:457 (51) - ^
  7. 02:01:942 (93) - ^
  8. 02:07:428 (134) - ^
  9. 02:10:171 (156) - ^
  10. 02:15:057 (28) - k
  11. 02:26:114 (68) - k
  12. 02:47:285 (235) - k
  13. 03:02:971 (6) - Delete
  14. 03:05:714 (15) - Delete
  15. 03:06:057 (16) - k
  16. 03:08:971 (28) - k
  17. 03:11:542 (37,39) - ctrl+g
  18. 03:14:457 (49,50) - ctrl+g
  19. 03:17:199 (60,61) - Ctrl+g
  20. 03:34:514 (68) - d
  21. 03:34:514 (68,71) - ctrl+g
  22. 03:35:542 (74) - d
  23. 03:36:228 (78) - d
  24. 04:02:114 (7) - k
  25. 04:02:628 (10) - Delete for some break
  26. 04:08:114 (51) - ^
  27. 04:13:599 (93) - ^
  28. 04:19:085 (135) - ^

Good luck :)
Hanjamon
@rew0825: sorry for your time but i won't check the mod, the bubble was popped due to the standard diff, the map still taiko iconed, i'll check the mod if some Taiko BAT check when bubble

@-Tochi: Is not necessary find Taiko mods for now... i don't want to reject them, so don't request :c
Topic Starter
-Tochi

Hanjamon wrote:

@-Tochi: Is not necessary find Taiko mods for now... i don't want to reject them, so don't request :c
Oh, sorry :c Well then, imma look for STD mods!
- Milhofo -
Hi, from my modding queue :)

I didn't know this map was yours, I found it randomly on a multiplayer match and have it on my map list for quite a while, take my stars :P

[Naturalz]
  1. 00:20:114 (3,4) - this jump feels small, breaks a bit of the flow, maybe move it to the right? (move following notes accordingly)
  2. 00:31:428 (4) - either start the NC here, or don't make a NC until 00:32:971 (1)
  3. 00:34:685 (2) - move to x:364 y:160 and move 00:35:028 (3,4,5) - 3 positions up (grid size)
  4. 00:41:542 (2) - imo this would look better if it mirrorred 00:41:199 (1) - (in shape, not position)
  5. 00:55:942 (1) - I would remove NC
  6. 01:34:514 (5,6,7) - move these up and curve a little bit
  7. 01:49:599 (7) - move a bit to the left, position ~ x:264 y:288
  8. 01:56:971 (2) - ctrl + g
  9. 02:05:371 (2,3,4) - maybe move a little bit to the left?
  10. 02:11:371 (1) - remove NC, those 2 notes should be fine with the previous combo
  11. 02:39:828 (3) - move to ~ x:212 y:168
  12. 02:48:399 (5) - curve this, and put 02:48:657 (6,7) - on the same vector
  13. 02:48:914 (1) - move this to the laft if you made the previous change ^
  14. 02:50:971 (2) - move to ~ x:224 y:196 and 02:51:142 (3,4) - to ~ x:172 y:336, makes flow better imo
  15. 02:52:514 (3,4,5,6,1) - move to the right (to your discretion)
  16. 04:11:199 (2) - make it curve the other way? (for some reason clicking the center point of this slider makes my game crash??? so I can't show picture, it's really weird though ._. )
  17. 04:36:742 (5,6,7) - rotate by a bit clockwise, move to ~ x:237 y:76 and curve a bit to improve flow
  18. 04:40:171 (2) - curve the other way?
  19. 04:43:085 (2,3,4) - imo a stack would fir better here
I didn't find as much as I'd like, but that's due to the map beeing awesome, hope the stars make up for it, gl :)
Topic Starter
-Tochi

Milhofo wrote:

Hi, from my modding queue :)

I didn't know this map was yours, I found it randomly on a multiplayer match and have it on my map list for quite a while, take my stars :P Wow, cool! I didn't know it already got spreaded so much! And thank you very much for the stars! :D

[Naturalz]
  1. 00:20:114 (3,4) - this jump feels small, breaks a bit of the flow, maybe move it to the right? (move following notes accordingly) Fixed!
  2. 00:31:428 (4) - either start the NC here, or don't make a NC until 00:32:971 (1) No change because the new NC will start a wrong place, and the other will be too long
  3. 00:34:685 (2) - move to x:364 y:160 Fixed! and move 00:35:028 (3,4,5) - 3 positions up (grid size) No change here because it will overlap with 00:33:999 (5) -
  4. 00:41:542 (2) - imo this would look better if it mirrorred 00:41:199 (1) - (in shape, not position) The flow would be a little bit bad, even if you move your cursor the same way.
  5. 00:55:942 (1) - I would remove NC Fixed!
  6. 01:34:514 (5,6,7) - move these up and curve a little bit Fixed!
  7. 01:49:599 (7) - move a bit to the left, position ~ x:264 y:288 Fixed!
  8. 01:56:971 (2) - ctrl + g Fixed!
  9. 02:05:371 (2,3,4) - maybe move a little bit to the left? No change, there's no reason for it.
  10. 02:11:371 (1) - remove NC, those 2 notes should be fine with the previous combo Fixed![/color
  11. 02:39:828 (3) - move to ~ x:212 y:168 [color=#40BF00]Fixed![/color
  12. 02:48:399 (5) - curve this, and put 02:48:657 (6,7) - on the same vector
  13. 02:48:914 (1) - move this to the laft if you made the previous change ^ I didn't
  14. 02:50:971 (2) - move to ~ x:224 y:196 and Fixed![/color 02:51:142 (3,4) - to ~ x:172 y:336, makes flow better imo
  15. 02:52:514 (3,4,5,6,1) - move to the right (to your discretion) Fixed![/color
  16. 04:11:199 (2) - make it curve the other way? (for some reason clicking the center point of this slider makes my game crash??? so I can't show picture, it's really weird though ._. )
  17. 04:36:742 (5,6,7) - rotate by a bit clockwise, move to ~ x:237 y:76 and curve a bit to improve flow Fixed![/color
  18. 04:40:171 (2) - curve the other way?
  19. 04:43:085 (2,3,4) - imo a stack would fir better here Fixed![/color[/list]
I didn't find as much as I'd like, but that's due to the map beeing awesome, hope the stars make up for it, gl :)
Thanks for the mod ^^
VINXIS
YESGOOD
Asfand
From my modding queue, sorry for delay exams and christmas

00:21:999 (1) - maybe increase the hitsound volume here as the song is picking up
00:28:171 (3) - this slider is kind of awkward to play maybe move it a bit down
http://puu.sh/dM95p/c012adabac.jpg
maybe further increase the OD?
02:11:714 (1,2,3,4,1,2) - the slider velocity here seems a bit high maybe decrease to 1.1
Overall
This map is really nice I feel kind of bad modding it haha
Topic Starter
-Tochi

Asfano wrote:

From my modding queue, sorry for delay exams and christmas It's okay ^^

00:21:999 (1) - maybe increase the hitsound volume here as the song is picking up Well, i think u are right, good idea c:
00:28:171 (3) - this slider is kind of awkward to play maybe move it a bit down Fixed!
http://puu.sh/dM95p/c012adabac.jpg
maybe further increase the OD? Oh well, i won't do that, because i it's only 175 bpm, and a marathon.
02:11:714 (1,2,3,4,1,2) - the slider velocity here seems a bit high maybe decrease to 1.1 That would be a bit slow for a kiai time imo
Overall
This map is really nice I feel kind of bad modding it haha Thanks you x)
Moecho
tbh I think "Nature" would be a better title for the difficulty.

"Naturalz" sounds a bit wierd, I know it's related to the "Starz" but it just feels wierd...

no kds
Topic Starter
-Tochi

Moecho wrote:

tbh I think "Nature" would be a better title for the difficulty.

"Naturalz" sounds a bit wierd, I know it's related to the "Starz" but it just feels wierd...

no kds
Changing back ^^
TicClick
I still find the hitsounds disgustingly unfitting and your map unpolished and will not rebubble, sorry. I also don't feel like modding it, but you may try your luck and seek for mods or general help with patterns.

The main problem I can't get over is that your map lacks structure. Half of the patterns look chaotic, random and not connected to each other, they don't form a good difficulty, they just.. uh, exist? Besides, when mapping, you change direction randomly, often after jumpy patterns or while placing jumps, and make spacing changes that don't go with the song well. Some of these changes are rather unpleasant and counter-intuitive.

Here are few examples you may find useful.
  1. 00:00:742 (3,4) - after the slider, you have to move in a direction that's opposite to where the repeat sends you to. That would be fine, if the new direction was completely opposite (say, you'd do this http://puu.sh/e4nID/86efa06f4e.jpg (note the highlighted slider)), but it isn't, because it returns you to the left, as you follow 00:01:257 (4,1) -
  2. 00:06:228 (3,4,1) - exactly the same issue as above
  3. 00:07:942 (8,1) - this is also not really comfortable to play, due to the jump you have to do, after which you have to slide in opposite direction, and it's all going after you pass a series of jumps. It's more the distance that probably causes it, so I'd try reversing 00:08:285 (1) -
  4. 00:09:485 (4,1) -
  5. 00:11:714 (3,4,5) -
  6. 00:18:228 (3,6) - you probably don't want to mix linear sliders and arcs this way, especially when they're just a note or two apart or go hand in hand, because such patterns don't look nice
  7. 00:20:285 (4,5,6,1,2,3) - you also want your patterns to be as ideal as possible. No lame (http://puu.sh/e4qFX/c3698c2738.jpg) or overdone (http://puu.sh/e4qJr/b09c5381de.jpg) arcs, no broken (http://puu.sh/e4qPB/406a63388e.jpg) sliders, no elements that need to look the same while they don't or are disturbingly unsymmetrical or unbalanced. While ideal symmetry is something you should avoid, it's necessary to have your map visually balanced. For instance, http://puu.sh/e4rlj/5161afa4e1.jpg is a bad example because the sliders have different curves, and http://puu.sh/e4ruT/b677ddfe00.jpg is better, although it's still bad, at least because this pattern needs to be properly rotated.

    Another issue I've used to see often is when you put two arcs/curves in a row, so that they are meant to form a single arc, semicircle or something else, but they do freaking not! Look: http://puu.sh/e4s71/8c5491eb88.jpg, while this is what I expected to see/play (yes, it IS noticeable during the play): http://puu.sh/e4sBh/95ff4d1474.jpg


    No, I never draw anything while mapping/modding: I just see these shapes (or, rather, see that a pattern doesn't have it), and no, these arcs don't need to be ideal (if you'll aim for ideal ones, it's just a waste of time), but if you fail to lay out something that looks natural or curvy, it usually leaves a bad impression. Exceptions are rare or about not using curves or arcs at all, or using them in a different way.
  8. 00:20:971 (3,5) - !
The list can be continued.

I also hoped you removed overmapped parts, but then I reached 01:26:457 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) -, and 01:38:457 (5,6,7,8) -, and other similar streams that are mapped to nothing.
Topic Starter
-Tochi

TicClick wrote:

I still find the hitsounds disgustingly unfitting and your map unpolished and will not rebubble, sorry. I also don't feel like modding it, but you may try your luck and seek for mods or general help with patterns.

The main problem I can't get over is that your map lacks structure. Half of the patterns look chaotic, random and not connected to each other, they don't form a good difficulty, they just.. uh, exist? Besides, when mapping, you change direction randomly, often after jumpy patterns or while placing jumps, and make spacing changes that don't go with the song well. Some of these changes are rather unpleasant and counter-intuitive.

Here are few examples you may find useful.
  1. 00:00:742 (3,4) - after the slider, you have to move in a direction that's opposite to where the repeat sends you to. That would be fine, if the new direction was completely opposite (say, you'd do this http://puu.sh/e4nID/86efa06f4e.jpg (note the highlighted slider)), but it isn't, because it returns you to the left, as you follow 00:01:257 (4,1) -
  2. 00:06:228 (3,4,1) - exactly the same issue as above
  3. 00:07:942 (8,1) - this is also not really comfortable to play, due to the jump you have to do, after which you have to slide in opposite direction, and it's all going after you pass a series of jumps. It's more the distance that probably causes it, so I'd try reversing 00:08:285 (1) -
  4. 00:09:485 (4,1) -
  5. 00:11:714 (3,4,5) -
  6. 00:18:228 (3,6) - you probably don't want to mix linear sliders and arcs this way, especially when they're just a note or two apart or go hand in hand, because such patterns don't look nice
  7. 00:20:285 (4,5,6,1,2,3) - you also want your patterns to be as ideal as possible. No lame (http://puu.sh/e4qFX/c3698c2738.jpg) or overdone (http://puu.sh/e4qJr/b09c5381de.jpg) arcs, no broken (http://puu.sh/e4qPB/406a63388e.jpg) sliders, no elements that need to look the same while they don't or are disturbingly unsymmetrical or unbalanced. While ideal symmetry is something you should avoid, it's necessary to have your map visually balanced. For instance, http://puu.sh/e4rlj/5161afa4e1.jpg is a bad example because the sliders have different curves, and http://puu.sh/e4ruT/b677ddfe00.jpg is better, although it's still bad, at least because this pattern needs to be properly rotated.

    Another issue I've used to see often is when you put two arcs/curves in a row, so that they are meant to form a single arc, semicircle or something else, but they do freaking not! Look: http://puu.sh/e4s71/8c5491eb88.jpg, while this is what I expected to see/play (yes, it IS noticeable during the play): http://puu.sh/e4sBh/95ff4d1474.jpg


    No, I never draw anything while mapping/modding: I just see these shapes (or, rather, see that a pattern doesn't have it), and no, these arcs don't need to be ideal (if you'll aim for ideal ones, it's just a waste of time), but if you fail to lay out something that looks natural or curvy, it usually leaves a bad impression. Exceptions are rare or about not using curves or arcs at all, or using them in a different way.
  8. 00:20:971 (3,5) - !
The list can be continued.

I also hoped you removed overmapped parts, but then I reached 01:26:457 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) -, and 01:38:457 (5,6,7,8) -, and other similar streams that are mapped to nothing.
Hm, the only thing i can do now, is to remap the map.
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