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supercell - The Bravery

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Topic Starter
Monstrata
This beatmap was submitted using in-game submission on March 13, 2015 at 3:52:03 PM

Artist: supercell
Title: The Bravery
Source: マギ
Tags: ryo the bravery magi the labyrinth of magic full ending 2 aladdin koeda
BPM: 189
Filesize: 8144kb
Play Time: 05:55
Difficulties Available:
  1. Depravity (5.54 stars, 1353 notes)
Download: supercell - The Bravery
Information: Scores/Beatmap Listing
---------------


Osu needs more Supercell!!

First bubble: HabiHolic!!!



Second bubble: Pereira006!!!



Approved: Alarido!!!



Arigatouu~~ to everyone who modded & testplayed & supported me ^___^
crabovan
Hello, this is part of our m4m.

Your mp3 file have 278 kbps. I've compressed it to 192 kbps to reduce filesize of song (also for ranking criterias). http://puu.sh/fJ4eN/e3b50dfe9f.mp3
Don't forget to recheck offset after mp3 changing.
There are suggested points for kiai fountain:
00:12:015
01:48:682
03:17:571
04:31:063
Just IMO, but u can change combo colours to something other than blue tones.

From 00:00:746 to 00:10:587 you could use drum whistles instead soft.
From 00:39:909 to 00:47:730 I hear hat samples in song. You could place soft whistles on them.
From 02:06:460 to 02:16:301 you could use drum whistles instead soft.
From 03:55:666 to 04:10:587 you could use drum claps instead soft.

00:37:571 (1) - I don't understand this slider, you can shorten it to 00:37:730 or just replace with normal slider.
00:53:047 - add here note or enlarge 00:52:650 (1) slider to this point.
01:00:666 - add note.
01:17:412 (7) - change clap on repeat to finish and add drum clap to slider end.
02:02:809 (6) - make start of this slider on 02:02:809 (6), delete 02:02:492 (5) and place note instead on 02:02:492.
02:47:095 (1,2,3,4,5,6,7) - you can make smooth octagon from this.
03:31:698 (5) - as on 02:02:809 (6).
03:38:444 - add note.
04:53:365 - add note.
05:00:428 (1) - I guess 0.2x isn't good for this part. You could use 0.4-0.6x.

Overall, this is nice map. Enjoyed to play it as I can with my poor skill.
Leiwa
M4M

[General]
  1. Your mp3 is over 192kbps. Use this crabovan's one
  2. Remove "Supercell" from source and tags
  3. Add "マギ" in source
  4. Add "ryo" in tags
  5. Turn off "Enable Countdown"
  6. Add Audio leadin around 1000~2000
[Bravery]
  1. 00:10:269 (5) - Ctrl+g makes better flow
  2. 00:16:301 (3) - Suddenly SV change confuse players. How about this

  3. 00:33:603 (5) - What sound this slider follows to? You should remove this

    and put 1/2s like you did.
  4. 00:37:015 (10) - Remove this
  5. 00:42:492 (12) - Put here somthing
  6. 01:22:333 (3,4,5,6,7,8,9,10,11,12,13,14) - Wrong rhythm. Correct rhythm is

  7. 02:01:142 (7,9) - Remove these.
  8. 03:17:015 (13) - Remove this
  9. 04:15:984 (1,2,3,4,5,1,2,3,4,5) - What sound they follow to?
  10. 04:46:460 (1,1,1) - They really needs 0.25x? 0.5x is enough slow IMO.
  11. 05:00:428 (1) - ^
  12. 05:38:523 (1) - spinner?
All the reasons of "Remove this" are because They are overmapped.

Good luck
Topic Starter
Monstrata

crabovan wrote:

Hello, this is part of our m4m.

Your mp3 file have 278 kbps. I've compressed it to 192 kbps to reduce filesize of song (also for ranking criterias). http://puu.sh/fJ4eN/e3b50dfe9f.mp3
Don't forget to recheck offset after mp3 changing. Thanks
There are suggested points for kiai fountain:
00:12:015 Pass
01:48:682Added!
03:17:571Added
04:31:063 Pass on this.
Just IMO, but u can change combo colours to something other than blue tones.

From 00:00:746 to 00:10:587 you could use drum whistles instead soft. Considering...
From 00:39:909 to 00:47:730 I hear hat samples in song. You could place soft whistles on them. okay.
From 02:06:460 to 02:16:301 you could use drum whistles instead soft.Kay
From 03:55:666 to 04:10:587 you could use drum claps instead soft. Okay.

00:37:571 (1) - I don't understand this slider, you can shorten it to 00:37:730 or just replace with normal slider. It's for the riff.
00:53:047 - add here note or enlarge 00:52:650 (1) slider to this point. This is fine.
01:00:666 - add note. I didn't like the triplet here. If i added a triplet, I would have to add it to the pattern that follows for consistency, but a triplet plays really poorly with the pattern I want to keep.
01:17:412 (7) - change clap on repeat to finish and add drum clap to slider end.K
02:02:809 (6) - make start of this slider on 02:02:809 (6), delete 02:02:492 (5) and place note instead on 02:02:492. The hold is for when shen sings "Te" only.
02:47:095 (1,2,3,4,5,6,7) - you can make smooth octagon from this. It is, the 8th point is at 02:48:364 (1) - blending into the star.
03:31:698 (5) - as on 02:02:809 (6).Will pass.
03:38:444 - add note. Keeping, triplet isn't that noticeable and having a triplet would really mess up the jump patterns i want here.
04:53:365 - add note. Niiice.
05:00:428 (1) - I guess 0.2x isn't good for this part. You could use 0.4-0.6x. 0.5 isnt slow enough D:.

Overall, this is nice map. Enjoyed to play it as I can with my poor skill.
Thanks for the mod and the mp3 ^^

unrankables:
this beatmap was stolen! (3 points)
hitcircle.png is invisible (2 points)
approachcircle.png is too big (2 points)
sliderendcircle.png and sliderstartcircle.png is missing (3 points)
sliderborder and slidertrackoverride are too similar (2 points)
fruit-catcher-fail.png, fruit-catcher-idle.png, and fruit-catcher-kiai.png should face right (5 points)
unicodetitle is incorrect (2 points)
kiai is on for the first redline (3 points)
ctb platter isn't 302 pixels in width (1 point)
skin overlay circle isn't 118 pixels (1 point)



traps:
most of the mp3 isn't mapped (-2 points)
03:16:878 (1) - spinnerhead is snapped to 1/16 beat (-1 point)
approachcircle.png is the same file as hitcircleoverlay.png (-1 point)
previewpoint is unsnapped (-2 points)
previwpoint is at the end of the mp3 (-1 point)
ctb skin elements when there isn't a ctb diff (-1 point)


---

Unrankables:

creator name is H0bbes2 not Hobbes2 (2)
The timing is completely fucked, should just be 158 bpm 4/4 (2)
The metadata is completely wrong. Made up artist and song title. Actual metadata is Louise Dowd, Jeremy Abbott - Payday Holidays. (1)
hitclap has a delay (1)
hitwhistle also has a delay (4)
01:10:812 (2) - wrongly snapped (4)
nsfw drugs wallpaper (3)

intentional traps:

osb is unused (-2)
If anyone says something like "you forgot to continue resetting the metronome" please just auto fail them (-5)
kiais aren't snapped (-1)
The blatant copy paste (-1)
All the drum-hitclap issues (too quiet, innappropriate, doesn't fit the song) (-1)
00:15:578 - you can't just edit urself talking into the song mp3 file (-2)
Red and green lines are inconsistent (-2)
Topic Starter
Monstrata

Urushi38 wrote:

M4M

[General]
  1. Your mp3 is over 192kbps. Use this crabovan's one
  2. Remove "Supercell" from source and tags K
  3. Add "マギ" in sourceK
  4. Add "ryo" in tagsK
  5. Turn off "Enable Countdown"K
  6. Add Audio leadin around 1000~20001500 is good.
[Bravery]
  1. 00:10:269 (5) - Ctrl+g makes better flow Flows better as it currently is.
  2. 00:16:301 (3) - Suddenly SV change confuse players. How about this I prefer this pattern, also those jumps are a bit too big for the intro imo...

  3. 00:33:603 (5) - What sound this slider follows to? You should remove this Remapped. This follows the bass, but i guess only the part after the repeat...

    and put 1/2s like you did.
  4. 00:37:015 (10) - Remove this This fits well.
  5. 00:42:492 (12) - Put here somthing I left a gap so the cross-screen movement is more acceptable and doesn't feel like a jump here.
  6. 01:22:333 (3,4,5,6,7,8,9,10,11,12,13,14) - Wrong rhythm. Correct rhythm is My rhythm is correct. It is only slightly overmapped, if you compare it to 02:51:222 (3,4,5,6,7,8,9,10,11) - where I only used triplets instead. I will keep and wait for more mods.

  7. 02:01:142 (7,9) - Remove these. They fit.
  8. 03:17:015 (13) - Remove this Also fits.
  9. 04:15:984 (1,2,3,4,5,1,2,3,4,5) - What sound they follow to? The bass and guitar.
  10. 04:46:460 (1,1,1) - They really needs 0.25x? 0.5x is enough slow IMO. Not slow enough :D
  11. 05:00:428 (1) - ^
  12. 05:38:523 (1) - spinner?Would be way too long. Might add a slider at the end though.
All the reasons of "Remove this" are because They are overmapped.

Good luck
Thanks for the mod~
Echoy
Hi, from your M4M queue~

Just some advice, mainly on spacing and hitsounds:
00:11:539 (4) - How about change the slider’s speed? 0.5 maybe.
00:22:650 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10) - this part, I suggest the spacing a little more closer, since the music here is really soft and peaceful.
00:42:492 - I guess you ignore this sound on purpose...but somehow i think add one note here will be better, up to you :3
00:46:301 (6) - how about a speed change here? I just thought it may be fun, up to you
01:03:603 - the vocal begins here..
01:08:047 (1,2,3,4) - too much short sliders here, maybe replace some into notes or one with a reverse arrow.
01:22:333 (3,4,5,6,7,8,9,10,11,12,13,14) - those clap sounds a little bit wired, and the drum of the music is covered, try use default drumclap and drumfinish for a change
01:25:190 (3) - a drum clap is missed here
02:04:079 (2,2,2,2) - change into drum finish?
00:00:746 (1) - and 02:06:460 (1) - should the two be the same? So is 02:07:412 (3) - and some others of this part.
00:02:650 (5) - you add a whistle at the beginning, but removed them at 02:08:365 (5) -
03:43:444 (4,5,6,7) - 03:42:968 (1,2,3) - I think the drum here is the same.
04:33:603 (1,2) - It’s..really far.
04:44:872 (3) - end at 04:45:190 - may be better and add a note at 04:45:349 -
04:46:619 (1) - darling, this might be unrankable...and why not the slider end at 04:47:412 - ?
05:23:444 (1,2,1,2) - too far...and a really caustic angle...
Sky Trias
Hi! From -[Trias's STD Modding Queue]-

  • [General]
  1. Audio Lead-in : There is only 746 ms of audio lead-in, which is less than the minimum of 2000 ms.
  2. MP3 Bitrate : The bitrate for Magi_-_The_Bravery.mp3 is 278 kb/s, which is above the maximum of 192 kb/s.
  3. Background : magi-the-labyrinth-of-magic-cute-aladdin-wallpaper.jpg is 1365x768, which differs from the recommended size of 1366x768 / 1024x768.
  4. Size : This folder's size is 12.4 MB, which is greater than the allowed size of 10.0 MB without video and SB.
  5. Audio : I see many Audio is 50% . Why not using creativity audio ?
  6. Remove : letterbox during break (Cause this map doesn't have break)
  7. Combo : Why using Combo Colour blue ? The background already blue lol
  8. Artist : The artist is "supercell" not "Supercell"
  9. Title : Depravity ? why you choose this title ?
  10. Are you using DS ?
  11. Stop give random new combo
  • [Snapping]
  1. 03:09:317 (7) - Unsnapped slider (end).
  2. 03:09:634 (8) - Unsnapped slider (end).

    Unsnapped inherited (green) sections at:
  3. 04:43:924 - snap to 04:43:920
  • [ Depravity]
  1. 00:10:269 (5) - Ctrl+G?
  2. 00:48:999 (5) - fix the curve please ?
  3. 01:12:015 (6) - ^
  4. 01:13:444 (2) - Ctrl+G
  5. 01:14:079 (4) - ^
  6. 01:34:396 (5) - ^
  7. 01:46:936 (6,8) - ^
  8. 02:30:270 (5) - Silent ? where's the clap?
  9. 04:19:158 (2,3) - blanked
  10. 04:22:809 (5) - make same like 04:22:492 (4) - ??
  11. 04:54:714 (2,3) - spacing please
  12. 05:06:777 (8) - Ctrl+G
Sorry Short modding ~ i hope this helpful ..
GL! monstrata :D
Topic Starter
Monstrata

Echoy wrote:

Hi, from your M4M queue~

Just some advice, mainly on spacing and hitsounds:
00:11:539 (4) - How about change the slider’s speed? 0.5 maybe. Nice idea~
00:22:650 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10) - this part, I suggest the spacing a little more closer, since the music here is really soft and peaceful. This is already spaced pretty closely relative to the rest of the map haha.
00:42:492 - I guess you ignore this sound on purpose...but somehow i think add one note here will be better, up to you :3 This is feint. I ignored it so i can transition to the other side of the screen without creating a big jump.
00:46:301 (6) - how about a speed change here? I just thought it may be fun, up to you Hmmmmmmm. Yea I like this idea, but I think i'll maybe change the slider shape instead, and maybe SV... Will think about it :D.
01:03:603 - the vocal begins here.. THey begin early, though it's whispered and really soft. Beginning on the red tick is more congruent with the patterns preceding it too.
01:08:047 (1,2,3,4) - too much short sliders here, maybe replace some into notes or one with a reverse arrow. I like your idea of repeat slider + circle. I will try and integrate it into the first series of 1/2 slider spam.
01:22:333 (3,4,5,6,7,8,9,10,11,12,13,14) - those clap sounds a little bit wired, and the drum of the music is covered, try use default drumclap and drumfinish for a change True. I changed to drum claps.
01:25:190 (3) - a drum clap is missed here Added
02:04:079 (2,2,2,2) - change into drum finish? Okay.
00:00:746 (1) - and 02:06:460 (1) - should the two be the same? So is 02:07:412 (3) - and some others of this part. Nah. Some variety is fine. Also, they sound different, (higher pitch vs, low pitch and bass-intensive)
00:02:650 (5) - you add a whistle at the beginning, but removed them at 02:08:365 (5) - Good catch,. Added
03:43:444 (4,5,6,7) - 03:42:968 (1,2,3) - I think the drum here is the same. This is fine.
04:33:603 (1,2) - It’s..really far. Slider leniency.
04:44:872 (3) - end at 04:45:190 - may be better and add a note at 04:45:349 - Not sure about this one. I don't like the 1/1 gap this creates, and having a note in between doesn't play well with all these sliders imo.
04:46:619 (1) - darling, this might be unrankable...and why not the slider end at 04:47:412 - ? Not unrankable, but I don't know why I put those circles there anyways xD. Extended the sliders.
05:23:444 (1,2,1,2) - too far...and a really caustic angle...Very fitting for the final jumps of the map imo :D. I mapped these jumps for the express purpose of making them difficult to land and increasing'y sharper in angle. However, because they are mapped in a clear pattern, the player can prepare for the jumps beforehand. You just gotta be brave and take the next step! :D
Thanks for the mod :) I'll return the mod soon~
Topic Starter
Monstrata

Sky Trias wrote:

Hi! From -[Trias's STD Modding Queue]-

  • [General]
  1. Audio Lead-in : There is only 746 ms of audio lead-in, which is less than the minimum of 2000 ms. Changed.
  2. MP3 Bitrate : The bitrate for Magi_-_The_Bravery.mp3 is 278 kb/s, which is above the maximum of 192 kb/s. On it.
  3. Background : magi-the-labyrinth-of-magic-cute-aladdin-wallpaper.jpg is 1365x768, which differs from the recommended size of 1366x768 / 1024x768. Will have to pay a visit to that background improvement queue xD.
  4. Size : This folder's size is 12.4 MB, which is greater than the allowed size of 10.0 MB without video and SB. I think it's because of the audio, will change.
  5. Audio : I see many Audio is 50% . Why not using creativity audio ? Creative audio?
  6. Remove : letterbox during break (Cause this map doesn't have break) Alright!
  7. Combo : Why using Combo Colour blue ? The background already blue lol I don't see a problem~ Background might change anyways. I just like mapping with blue colors xD.
  8. Artist : The artist is "supercell" not "Supercell" Oh. kk.
  9. Title : Depravity ? why you choose this title ? Big theme in Magi is "Falling into Depravity"
  10. Are you using DS ? Only for some slow parts, and jump patterns.
  11. Stop give random new combo I think they are warranted, but i'll go over map again i guess~ (Aside from the jump patterns, all of which imo require the NC.
  • [Snapping]
  1. 03:09:317 (7) - Unsnapped slider (end). Oops, snapped to 1/16, fixed.
  2. 03:09:634 (8) - Unsnapped slider (end).

    Unsnapped inherited (green) sections at:
  3. 04:43:924 - snap to 04:43:920 Damn good eyes.


  • [ Depravity]
  1. 00:10:269 (5) - Ctrl+G? This is fine. Using slider leniency to achieve flow.
  2. 00:48:999 (5) - fix the curve please ? Whats wrong with it? :S
  3. 01:12:015 (6) - ^ Did you mean spacing? (If so, spaced it more evenly)
  4. 01:13:444 (2) - Ctrl+G Done on purpose.
  5. 01:14:079 (4) - ^
  6. 01:34:396 (5) - ^ This is fine imo.
  7. 01:46:936 (6,8) - ^ Would make the jump from 5, 6 way too short for the pattern. This is fine imo.
  8. 02:30:270 (5) - Silent ? where's the clap? There's a clap there :S
  9. 04:19:158 (2,3) - blanked It's blanketed.
  10. 04:22:809 (5) - make same like 04:22:492 (4) - ?? I wanted to make 5 parallel to 4, But i guess i can still achieve that with the same shape xD. Changed.
  11. 04:54:714 (2,3) - spacing please This is fine.
  12. 05:06:777 (8) - Ctrl+G Ehh, it would lose it's star pattern imo.
Sorry Short modding ~ i hope this helpful ..
GL! monstrata :D
Thanks for the mod :D.
Zetera
Hi, you gave the most creative answer in my last puzzle, so you won a bonus mod.

[General]

I think the diffname conflicts with the song name, because Bravery is positive and Depravity is deeply negative. What about something more mood-fitting like "Fearless" ? Just a question of interpretation, though.

[Depravity]

|I suggest you to get a custom hitsuond for silenced slider bridges (the connection between the actual hit points), because they just sound bad. You don't really here them in the map, but they are quite dominant in the beginning, so silencing those at that point might already help enough.
|00:11:539 (4) - NC this because it is decreased in speed but looks as quick as the other sliders. For me, it caused 1 100.
|00:22:174 (5) - I don't quite see why this should be a slider instead of a circle. You don't use the second hitsound from the slider and it doesn't support any kind of movement, so you might just as well make this a circle.
|00:37:571 (1) - I assume this slider is supposed to empathize the high guitar, but it doesn't sound like it does. I suggest to use a simple triple.
|03:55:666 - Over here, you use a simple 1/2 beat, but the music suggests using double structures, like extended sliders. This might be the first opportunity for using those for a reason.
|05:23:920 (1,2) - , 05:35:825 (1,2,1,2) - are pretty harsh jumps.. They are FCable, don't worry, but I am wondering if everyone can do that. If it's possible without killing your map's structure, try to decrease the patterns' spacing a bit.

Yeah, nothing really here to take into detail. The set is rather solid and might need some polishment concerning slider shapes and blankets, but there shouldn't be that many problems. Good luck.
Topic Starter
Monstrata

Sala- wrote:

Hi, you gave the most creative answer in my last puzzle, so you won a bonus mod.

[General]

I think the diffname conflicts with the song name, because Bravery is positive and Depravity is deeply negative. What about something more mood-fitting like "Fearless" ? Just a question of interpretation, though. That's very true xD. Depravity is mainly because of the theme in Magi, but of I should probably think this through some more xD.

[Depravity]

|I suggest you to get a custom hitsuond for silenced slider bridges (the connection between the actual hit points), because they just sound bad. You don't really here them in the map, but they are quite dominant in the beginning, so silencing those at that point might already help enough. Ah! Added.
|00:11:539 (4) - NC this because it is decreased in speed but looks as quick as the other sliders. For me, it caused 1 100. Alright, added.
|00:22:174 (5) - I don't quite see why this should be a slider instead of a circle. You don't use the second hitsound from the slider and it doesn't support any kind of movement, so you might just as well make this a circle. Mmm... I get what you mean, the end of the slider doesn't support anything. I think i'll mute the slider-end though. Will think about this~
|00:37:571 (1) - I assume this slider is supposed to empathize the high guitar, but it doesn't sound like it does. I suggest to use a simple triple. I think this slider works fine. Tried the triplet idea, but if I go with that, I would make it a 5 stack instead. Will keep for now though, since I use this 1/8 repeat slider a few other times in the map to emphasize the same guitar sound.
|03:55:666 - Over here, you use a simple 1/2 beat, but the music suggests using double structures, like extended sliders. This might be the first opportunity for using those for a reason. I totally agree. Will remap this section.
|05:23:920 (1,2) - , 05:35:825 (1,2,1,2) - are pretty harsh jumps.. They are FCable, don't worry, but I am wondering if everyone can do that. If it's possible without killing your map's structure, try to decrease the patterns' spacing a bit. Hmm... Ill decrease the slider jumps you mentioned, but i'm keeping the circles, they're meant to be harsh, but I reason that they aren't as difficult to land because the previous jumps set them up.

Yeah, nothing really here to take into detail. The set is rather solid and might need some polishment concerning slider shapes and blankets, but there shouldn't be that many problems. Good luck.
Thanks for the mod :D :D :D. I like lurking at your modding queue just to read the puzzles xD.
Squichu
Hi there!
sorry for the delay ~ >-<

General
  1. combo colours 1+2 and 2+3 are kinda similar, how about you make 1 a little lighter and switch 3 and 4? then it's a easier to differentiate between them while the colour scheme doesn't change much.
    screeeen
    [Colours]
    Combo1 : 61,68,216
    Combo2 : 26,215,255
    Combo3 : 18,124,255
    Combo4 : 0,255,210
  2. about SV changes:
    you can find a rule here - https://osu.ppy.sh/wiki/Ranking_Criteria#General - 3rd bullet point: "Do not manually edit anything in an .osu file that cannot be changed through the Editor." - which means you cannot go lower than x0.5 SV (or higher than x2.0 SV), everything below or above is not rankable.
    so you'll have to adjust these sections - 04:46:460 and 05:00:428 -
    I've confirmed this with few BNs and a QAT, but feel free to ask around about this if you're as confused as I was. @@
    also there is this guideline about having at max 3 SV changes.. I know it's not a rule so you're free to use as many different SVs as you wish, but it's there for a reason. atm you use sooo many different SVs and honestly, some of them play really confusing. the difficulty is far above my skill level, so it might play fine for others, but you should still think about if all of these changes are needed.
  3. about diffname - I've read the previous comments and while it's correct that diff- and song name are kinda contradictive to each other, it still matches, imo. especially because of this contrast you would expect a really hard difficulty, no? //just my two cents, doesn't really matter... xp
  4. oh, and here is a 1366 x 768 px version of yur background: http://puu.sh/fRzzn.jpg
depra.. diffname.
  1. 00:00:746 - there are two green lines, delete the unnecessary one?
  2. 00:01:222 (2,3,4) - because of the previous high ds from 00:00:746 (1) - to (2) this feels a little of, I think you should reverse (3). because it'd be the same for (3) and (4) then, I'd suggest to remove the reverse of (3) and add a circle instead (at 00:02:015 -), you could stack it above (4). that also goes a little better with the melody, imo, cause the sound on the downbeat is clearly louder than the one on the red tick and plays better when clickable.
  3. 00:03:761 (2,3) - similar to ^, I'd prefer if you reverse (3), removing reverse etc sounds better to me here, too, but to provide more variety you might as well leave that as it is, it's still fun to play :3
  4. 00:10:269 (5,1) - the distance here is very confusing, it's the same as eg 00:08:841 (2,3,4) - but it's 1/1 apart instead of the previous 1/2.
    to avoid that you could just add an object at 00:10:745 - (I'm not really sure why you left that blank anyway, considering the melody doesn't change), or place (1) even further from (5). or stack it below 5, that looks interesting, too.
    or, this works best imo, replace (5) with two circles on the white ticks. you slow the pace down a little, that goes well with the 'calm' part before the more intersting one starting at 00:12:015 (1) -
  5. 00:11:539 (1) - example for a confusing SV change. I didn't expect this to slow down this much, cause the volume increases slightly. also, the previous jumpy pattern works against the idea of 'slow-down' '_' . maybe you could use another combo colour for slowed down sliders? a very light grey looks pretty good. that's totally optional of course, but would definitely provide more clarity :3
    alternatively, three anti-jump circles have the same slow-down effect but are less confusing, try it out, might work better!
  6. 00:18:206 - the beat's so strong, why do you leave it blank? >: please add a circle?
    there are some more beats like this, I might miss some so please check for them yourself if you wanna change them!
    00:19:476 -
    00:20:745 -
    01:06:301 - not as loud as others, but still noticeable
    01:07:888 -
  7. 00:19:634 (1,2,3,4,5) - this pattern breaks the flow a little cause you move in the opposite direction suddenly. consider ctrl+g for 1+2 and then 3+4, that flows better.
  8. 00:20:904 (1,2,3,4,5) - plays fine, but to have the jumps more consistent, you could change the order of them.
  9. 00:22:650 - I think it would make more sense to use soft sampleset starting at 00:22:333 - as that is where the melody changes. also I don't think 00:22:650 (1) - should be clickable cause the sound is very very weak and might throw of some people. you could try another rhythm, that would mess up the previous pattern a little, but it's more natural to play -
  10. 00:29:952 (1,2,3,4) - low DS doesn't match here, imo. the part gets more lively so the objects should be further apart. you could also try this -
  11. 00:37:571 (1) - why 1/8 snap? there is nothing on the yellow ticks. better to use 1/4 or another stream like the previous one.
  12. 00:41:539 (7) - is the clap on slidertail intentional? sounds off. you also didn't use it on other '2s'/2nd beat (Idk what to call it orz)
  13. 01:11:063 (3,4,5,6) - gets a little monotonous, how about increasing the spacing continously?
  14. 01:17:095 (6,7,1,2) - the jump from (1) to (2) seems a little exaggerated, you could rotate (7) so it blankets (6)'s head and stack (1) above 01:19:158 (6,7) -
  15. 01:25:190 (3,4) - flow is meh '_' consider moving (4) to 282|92? you also could stack 01:25:666 (5) - above 01:25:825 (1) - plays nice, imo (and better in case you changed (3,4)..)
  16. 01:43:761 (2,3,4) - flow is better if you ctrl+g (3) and replace (4) with (also ctrl+g'd version of) 01:45:507 (4) -
  17. 02:02:809 (6) - mentioned up above, use 1/4?
  18. 02:03:444 (2,3,1,2,1,2,1,2,1,2,1,2) - I get the idea, but the music is calmer than the rest and the pace slows down drastically. so the distance between them should stay the same or decrease, that's what works better with the melody, imo.
aah, well. everything else is repetetive stuff, so you should be able to fix the rest of the diff yourself. (Yes, I'm lazy. ;w; ..)

but I hope I could help you a little!
The best of luck to you! :3
Topic Starter
Monstrata

Squirrel wrote:

Hi there!
sorry for the delay ~ >-<

General
  1. combo colours 1+2 and 2+3 are kinda similar, how about you make 1 a little lighter and switch 3 and 4? then it's a easier to differentiate between them while the colour scheme doesn't change much. Nice!
    screeeen
    [Colours]
    Combo1 : 61,68,216
    Combo2 : 26,215,255
    Combo3 : 18,124,255
    Combo4 : 0,255,210
  2. about SV changes: Damn... I really thought SV's below 0.5x were just guidelines. You could just accomplish this by reducing bpm to 94.5 too and stuff... I thought approval maps could get away with these kinds of things unlike normal ranked maps, but I'll prepare an alternative and ask a BN too~.
    you can find a rule here - https://osu.ppy.sh/wiki/Ranking_Criteria#General - 3rd bullet point: "Do not manually edit anything in an .osu file that cannot be changed through the Editor." - which means you cannot go lower than x0.5 SV (or higher than x2.0 SV), everything below or above is not rankable.
    so you'll have to adjust these sections - 04:46:460 and 05:00:428 -
    I've confirmed this with few BNs and a QAT, but feel free to ask around about this if you're as confused as I was. @@
    also there is this guideline about having at max 3 SV changes.. I know it's not a rule so you're free to use as many different SVs as you wish, but it's there for a reason. atm you use sooo many different SVs and honestly, some of them play really confusing. the difficulty is far above my skill level, so it might play fine for others, but you should still think about if all of these changes are needed.
  3. about diffname - I've read the previous comments and while it's correct that diff- and song name are kinda contradictive to each other, it still matches, imo. especially because of this contrast you would expect a really hard difficulty, no? //just my two cents, doesn't really matter... xp
  4. oh, and here is a 1366 x 768 px version of yur background: http://puu.sh/fRzzn.jpg Thank you so much!
depra.. diffname.
  1. 00:00:746 - there are two green lines, delete the unnecessary one? Deleted
  2. 00:01:222 (2,3,4) - because of the previous high ds from 00:00:746 (1) - to (2) this feels a little of, I think you should reverse (3). because it'd be the same for (3) and (4) then, I'd suggest to remove the reverse of (3) and add a circle instead (at 00:02:015 -), you could stack it above (4). that also goes a little better with the melody, imo, cause the sound on the downbeat is clearly louder than the one on the red tick and plays better when clickable. I played around with this but I prefer my current one honestly. I want to create a slight jump from 00:00:746 (1,2) - hence the higher ds. the same for 3, 4. I did make some adjustments to the 4th combo in this series since both 1 to 2, and 2 to 3, had the same DS (I only want 1 > 2, and 3 > 4, to be slightly jumps)
  3. 00:03:761 (2,3) - similar to ^, I'd prefer if you reverse (3), removing reverse etc sounds better to me here, too, but to provide more variety you might as well leave that as it is, it's still fun to play :3
  4. 00:10:269 (5,1) - the distance here is very confusing, it's the same as eg 00:08:841 (2,3,4) - but it's 1/1 apart instead of the previous 1/2. Fixed~.
    to avoid that you could just add an object at 00:10:745 - (I'm not really sure why you left that blank anyway, considering the melody doesn't change), or place (1) even further from (5). or stack it below 5, that looks interesting, too. Tried this. I fixed it slightly the spacing slightly but kept the rhythm consistent with the previous combo's. Imo circles don't really fit that well here since the notes are held a bit. I think having sliders works better because then the player can also "hold" the note instead of just clicking, even though rhythmically circles work just fine.
    or, this works best imo, replace (5) with two circles on the white ticks. you slow the pace down a little, that goes well with the 'calm' part before the more intersting one starting at 00:12:015 (1) -
  5. 00:11:539 (1) - example for a confusing SV change. I didn't expect this to slow down this much, cause the volume increases slightly. also, the previous jumpy pattern works against the idea of 'slow-down' '_' . maybe you could use another combo colour for slowed down sliders? a very light grey looks pretty good. that's totally optional of course, but would definitely provide more clarity :3 Damn good idea. Ill use another combo color :).
    alternatively, three anti-jump circles have the same slow-down effect but are less confusing, try it out, might work better!
  6. 00:18:206 - the beat's so strong, why do you leave it blank? >: please add a circle? Added
    there are some more beats like this, I might miss some so please check for them yourself if you wanna change them!
    00:19:476 - Added
    00:20:745 -Added
    01:06:301 - not as loud as others, but still noticeable This one is a deliberate skip so the player can transition to the other side of the screen without having to make a jump.
    01:07:888 - This one as well.
  7. 00:19:634 (1,2,3,4,5) - this pattern breaks the flow a little cause you move in the opposite direction suddenly. consider ctrl+g for 1+2 and then 3+4, that flows better. I wanted a flow break here, I think it's well-warranted in the music. I use this structure a few times too haha, I think it's quite fun, and If you use slider leniency the flow break is very minimal.
  8. 00:20:904 (1,2,3,4,5) - plays fine, but to have the jumps more consistent, you could change the order of them.
    screen
    Mmm... Only problem is I dont think it would flow well from 3 to 4 with your picture. I think this plays fine, The jumps aren't consistent, but they fit with the music imo, with sliders 4, 5 having the lowest DS because the music is "calming down".
  9. 00:22:650 - I think it would make more sense to use soft sampleset starting at 00:22:333 - as that is where the melody changes. also I don't think 00:22:650 Sure, shifted the inheriting section.(1) - should be clickable cause the sound is very very weak and might throw of some people. you could try another rhythm, that would mess up the previous pattern a little, but it's more natural to play - Tried this... I think having a slider on 00:22:333 - is just as misleading because the sound blends in too much with 5 (if I make 5 a circle instead of a slider) I get your point though.
  10. 00:29:952 (1,2,3,4) - low DS doesn't match here, imo. the part gets more lively so the objects should be further apart. you could also try this - UGHHHH. That is such a nice pattern x____x" I might just copy it and put it elsewhere on the map. Unfortunately I want the SV and DS to still be relatively low here. Yes it's a bit lively, but I want the player to feel a noticeable change once the drums kick in a bit later, hence the low SV and the gradual SV increases. (Idk, I really like maps that have build-ups xD)
  11. 00:37:571 (1) - why 1/8 snap? there is nothing on the yellow ticks. better to use 1/4 or another stream like the previous one. I think the 1/8 sliders fit with the guitar here. Not a fan of a cross-map stream even though it fits.
  12. 00:41:539 (7) - is the clap on slidertail intentional? sounds off. you also didn't use it on other '2s'/2nd beat (Idk what to call it orz) Just to keep consistent rhythm. Now that you bring this up, I think a custom hitsound might fit better for this section actually...
  13. 01:11:063 (3,4,5,6) - gets a little monotonous, how about increasing the spacing continously? Ooo. Nice. I like where you put slider 5 too. Ill change up 6, and 7 though, I don't want the jump to be too huge, but yea, The way they are now, the jumps appear too short because of slider leniency.
  14. 01:17:095 (6,7,1,2) - the jump from (1) to (2) seems a little exaggerated, you could rotate (7) so it blankets (6)'s head and stack (1) above 01:19:158 (6,7) - Nice. I followed what you did with blanketting 6, with 7. Changed the position of slider 1 though. I would still like to keep a slight jump without disrupting flow here.
  15. 01:25:190 (3,4) - flow is meh '_' consider moving (4) to 282|92? Nice!you also could stack 01:25:666 (5) - above 01:25:825 (1) - plays nice, imo (and better in case you changed (3,4)..)
  16. 01:43:761 (2,3,4) - flow is better if you ctrl+g (3) and replace (4) with (also ctrl+g'd version of) 01:45:507 (4) - I think this is fine, I think there is adequate slider leniency to transition from 3 to 4, Also Trying out your suggestion, I found it complicated the flow of the following pattern a bit more than I would have liked ;P.
  17. 02:02:809 (6) - mentioned up above, use 1/4? Not a fan of 1/4 repeats xD. I will admit, looking back, that the 1/8 sliders are probably a slight overmap, but the purpose of these sliders is simply to "hold" and because a "hold" definitely plays well here. The function of the slider is sound, and the players aren't interacting with any 1/8 beats anyways.
  18. 02:03:444 (2,3,1,2,1,2,1,2,1,2,1,2) - I get the idea, but the music is calmer than the rest and the pace slows down drastically. so the distance between them should stay the same or decrease, that's what works better with the melody, imo. It wouldn't fit with the other sections. Also i don't think the music is any calmer than the rest simply because of the loud drum beats that warrant the jumps. Yes, the pace slows down, but that's only after the jumps finish, at 02:06:142 - . Of course, I expect to get more mods on these jumps later on, because they are one of the high points of this map (and probably the only reason this map is Extra rated.).
aah, well. everything else is repetetive stuff, so you should be able to fix the rest of the diff yourself. (Yes, I'm lazy. ;w; ..) Yep~

but I hope I could help you a little!
The best of luck to you! :3
Thanks for an excellent mod with lots of helpful images :D.
DeletedUser_3044645
sorry for late
  1. HP8 extremely harsh because you have long combos. Please reduce to 7 or 6.5 so it's more accessible to players.
  2. Maybe add audio-leadin
  3. 00:01:231 - unnecessary green line + unsnapped
  4. 00:22:650 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you really need to put more NC here, this part is really hard to read
    preferably 00:23:285 - 00:24:079 - 00:25:825 - 00:26:619 -
  5. 00:37:571 (1) - this is overmapped and really isn't fitting imo
  6. 00:46:301 (6) - NC for mood change
  7. 01:01:857 (2) - I think this clap is a mistake
  8. 01:06:460 (1,2,3,4,5,6,7) - you should have jumps or at least more spacing here to fit with the drum build up
  9. 01:18:523 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) -
    02:47:412 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2) - I really want you to have jump instead of this pattern for drum build up, and also this kind of pattern are really hard to play (unless you intended)
  10. 01:39:793 (1) - stack with 01:38:523 (1) - ? the circular flow from the last 20 or something should be kept
  11. 01:44:238 (4) - I see what you're doing, but do this instead for better flow
  12. 02:02:809 (6) -
    03:31:698 (5) - again, it's not fitting and overmapped. just map the drum?
  13. 02:06:460 (1) - since you already did this 02:04:079 (2,2,2,2,2) - why not do it here too
  14. 03:34:872 (2) - this finish is in the wrong place
  15. 03:35:190 - this whole drum sample section, you are missing a lot of finish. Please check carefully
  16. 03:49:158 (1,2) - just make this one slider and blame the song.
  17. 04:17:095 (3,5) - they should end 1/2 earlier. no sound there
  18. 04:18:523 (1,2,3) - just map what's there. 3/2 sliders aren't really doing a great job here because you are missing too many guitar
  19. 04:31:539 (2,3,4,5,6,7) -
    04:34:079 (2,3,4,5,6,7) - you are really going to ignore the whole red tick?
  20. 04:35:667 (7,8) - have these more closer for better readability
  21. 04:56:301 - there's one more 1/3 part here, and you ignored this. it really doesn't feel good
  22. 05:21:698 (10,1,2,1,2,1,2,1,2,1,2) - I really recommend nerfing the spacing here. the jump gets way too bigger for no reason
  23. 05:33:126 - this sudden pause just makes everything awkward. please map this drum
  24. 05:38:523 (1,2,3,4) - NC my friend. fyi if you don't nc here, 05:48:682 (1) - impossible to pass unless you can spin 450 or something consistently with HR
  25. 05:48:682 (1) - seriously way too long and really tiring. try to find a better place to end.
    05:55:984 - I find here better. 3 of those melody repeat should be more than enough.

good luck
Topic Starter
Monstrata

No Dap wrote:

sorry for late
  1. HP8 extremely harsh because you have long combos. Please reduce to 7 or 6.5 so it's more accessible to players. Reduced to 6.5.
  2. Maybe add audio-leadin K
  3. 00:01:231 - unnecessary green line + unsnapped Removed.
  4. 00:22:650 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you really need to put more NC here, this part is really hard to read I thought the spacing made it straightforward... Your NC's make sense but I don't think they are necessary if you follow the spacing. Will consider this tho.
    preferably 00:23:285 - 00:24:079 - 00:25:825 - 00:26:619 -
  5. 00:37:571 (1) - this is overmapped and really isn't fitting imo I want the player to click and hold here. I think this plays well even though it's a slight overmap. No, there are no notes snapped to the 1/8 repeat arrows, but yes, it achieves the effect of creating a "hold". I'll try and think of another way to accomplish this "hold" effect though. Tried 1/4th sliders but that felt too playable, like the player could actually move their cursor along and follow the repeats rather than being forced to hold in one spot.
  6. 00:46:301 (6) - NC for mood change K
  7. 01:01:857 (2) - I think this clap is a mistake My bad.
  8. 01:06:460 (1,2,3,4,5,6,7) - you should have jumps or at least more spacing here to fit with the drum build up Makes sense. Ill increase spacing for the first part, and make the current pentagon pattern a star jump instead.
  9. 01:18:523 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) -
    02:47:412 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2) - I really want you to have jump instead of this pattern for drum build up, and also this kind of pattern are really hard to play (unless you intended) They are intended to be a long series of single-taps, but I also get what you mean with the jumps. I'm considering breaking the pattern earlier say at 01:20:745 - and going into a jump pattern, but keeping for now.
  10. 01:39:793 (1) - stack with 01:38:523 (1) - ? the circular flow from the last 20 or something should be kept Done.
  11. 01:44:238 (4) - I see what you're doing, but do this instead for better flow Alright, changed. I ended up using the slider to blanket 1 as well.
  12. 02:02:809 (6) -
    03:31:698 (5) - again, it's not fitting and overmapped. just map the drum?
  13. 02:06:460 (1) - since you already did this 02:04:079 (2,2,2,2,2) - why not do it here too I'm not sure what you mean here, srry x___x
  14. 03:34:872 (2) - this finish is in the wrong place Fixed.
  15. 03:35:190 - this whole drum sample section, you are missing a lot of finish. Please check carefully Going over.
  16. 03:49:158 (1,2) - just make this one slider and blame the song. LOL okay :).
  17. 04:17:095 (3,5) - they should end 1/2 earlier. no sound there 3 is mapping the held vocals. It is then interrupted by the beat at 4, and continues to 5. There's definitely a sound for the slider-end of 5 (the very soft "hi") I think in keeping with the rhythm I've mapped this section too, this extended slider should be fine. It just feels weird and inconsistent to have a 1/1 gap here but not anywhere else.
  18. 04:18:523 (1,2,3) - just map what's there. 3/2 sliders aren't really doing a great job here because you are missing too many guitar I just want to map the bass here and keep it really simple. Idk. I guess I've mapped this particular melody to the guitar for every other time this melody has occurred in the song, so since the melody is so calm and quiet in this section I figured simplifying it would be nice.
  19. 04:31:539 (2,3,4,5,6,7) -
    04:34:079 (2,3,4,5,6,7) - you are really going to ignore the whole red tick? Unfortunately, Yes D: I think this pattern emphasizes the white-ticks well.
  20. 04:35:667 (7,8) - have these more closer for better readability This is fine imo. Mainly because it's congruent with the other instances where I use this same pattern 04:33:127 (7,8) - . and 04:38:207 (7,8) - .
  21. 04:56:301 - there's one more 1/3 part here, and you ignored this. it really doesn't feel good Changed this a bit, but I'm going to keep it to 3 1/3 parts and use that slider to map the vocal. I think it still plays reasonably well.
  22. 05:21:698 (10,1,2,1,2,1,2,1,2,1,2) - I really recommend nerfing the spacing here. the jump gets way too bigger for no reason Kay. nerfed slightly so that the final jumps are only slightly bigger than the jumps at 03:34:714 (1,2) -
  23. 05:33:126 - this sudden pause just makes everything awkward. please map this drum Added a note there.
  24. 05:38:523 (1,2,3,4) - NC my friend. fyi if you don't nc here, 05:48:682 (1) - impossible to pass unless you can spin 450 or something consistently Hadn't even considered that. Thanks.
  25. 05:48:682 (1) - seriously way too long and really tiring. try to find a better place to end.
    05:55:984 - I find here better. 3 of those melody repeat should be more than enough. I agree!

good luck
Thanks again!! Great mod by great mapper.
Alheak
Hi, M4M :)

SPOILER
Maybe a better quality .mp3? Yours is only 168kbps, 192 could be better. Not really a problem though, do it if you can and if you think it's worth it.

I'll warn you, all the blankets I will list here are "Obsessive-Compulsive Disorder" tier ajustements, just to perfect your map's looks. They're obviously not very noticiable in game but for a well-made map like yours it would be a shame to let them like this.
Don't hesitate to change objects' timing, ctrl+g and all that stuff to get the approach circle where you want it to be to get a nice blanket on distant (in timing) objects.
There will probably be some duplicates since a slider sometimes blankets 2 differents stacked circles.

00:04:714 (4,5) - Blanket that could be slightly be improved.
00:06:777 (3,4) - ^
00:06:777 (3,5) - ^
00:09:793 (4,5) - ^
00:10:904 (1,2) - ^
00:18:365 (1,3) - ^
00:20:428 (4,1) - ^
00:20:587 (5,2) - ^
00:32:809 (2,4) - ^
00:42:650 (1,4) - ^
00:43:761 (6,7) - ^
00:50:587 (2,3) - ^
00:53:285 (2,4) - ^
00:55:825 (3,4) - ^
00:56:460 (5,6) - ^
00:56:777 (6,7) - ^
00:57:888 (1,3) - ^
01:04:079 (5,7) - ^
01:05:031 (9,1) - ^
01:23:285 (1,3) - ^
01:25:825 (1,2) - ^
01:31:063 (2,4) - ^
01:39:476 (5,2) - ^
01:41:380 (2,4) - ^
01:41:380 (2,5) - ^
01:45:190 (2,4) - ^
01:47:095 (6,1) - ^
01:47:888 (3,5) - ^
01:51:539 (2,5) - ^
01:53:285 (4,1) - ^
01:52:809 (2,5) - ^
01:55:984 (5,1) - ^
01:55:984 (5,2) - ^
02:06:460 (1,3) - ^
02:08:999 (1,3) - ^
02:09:476 (2,3) - ^
02:10:428 (4,5) - ^
02:12:015 (2,3) - ^
02:17:095 (2,3) - ^
02:23:603 (6,7) - ^

...And I'm giving up listing all of them, so basically, recheck all your blankets using the tip I gave you earlier (if you didn't already know it), there's quite a lot of them, if you think it's good enough and I'm just being a maniac just ignore it.

00:52:015 (7,8,9) - A little confusing since it looks like 00:52:650 (9) - is composed of 2 sliders instead of a long one because of 00:52:015 (7,8) - 's ends. I suggest maybe putting their ends on 00:52:650 (9) - 's end.
03:29:634 (5,6,7,8) - Jumps feel suddenly too much and unjustified since there isn't really much going on in the song here.
04:46:460 (1) - Unexpectedly slow, you could just make it 0.75x and longer in shape imo.

Apart from that, gameplay-wise it's really good, plays nicely and feels easier than 5.54 stars

01:48:603 - Don't really get what's going on here with the green timing points, it is to make kiai fountains?

And... shit I think that's all I can say.
Don't hesitate to PM or message in-game if you have questions, but I think everything I said is pretty much clear.

Fun, well made map, good luck with ranking!
Topic Starter
Monstrata

Alheak wrote:

Hi, M4M :)

SPOILER
Maybe a better quality .mp3? Yours is only 168kbps, 192 could be better. Not really a problem though, do it if you can and if you think it's worth it.

I'll warn you, all the blankets I will list here are "Obsessive-Compulsive Disorder" tier ajustements, just to perfect your map's looks. They're obviously not very noticiable in game but for a well-made map like yours it would be a shame to let them like this.
Don't hesitate to change objects' timing, ctrl+g and all that stuff to get the approach circle where you want it to be to get a nice blanket on distant (in timing) objects.
There will probably be some duplicates since a slider sometimes blankets 2 differents stacked circles.

00:04:714 (4,5) - Blanket that could be slightly be improved. This is fine.
00:06:777 (3,4) - ^ Fixed. No comment = fixed to save me time lol.
00:06:777 (3,5) - ^ Fine
00:09:793 (4,5) - ^ Fine
00:10:904 (1,2) - ^
00:18:365 (1,3) - ^
00:20:428 (4,1) - ^ Fine
00:20:587 (5,2) - ^ Fine
00:32:809 (2,4) - ^
00:42:650 (1,4) - ^
00:43:761 (6,7) - ^Fine
00:50:587 (2,3) - ^Fine
00:53:285 (2,4) - ^Fine
00:55:825 (3,4) - ^ All fine~
00:56:460 (5,6) - ^ ^
00:56:777 (6,7) - ^ ^
00:57:888 (1,3) - ^ ^
01:04:079 (5,7) - ^ Fixed, also fixed the stack with 2.
01:05:031 (9,1) - ^ Fine
01:23:285 (1,3) - ^
01:25:825 (1,2) - ^ Fine
01:31:063 (2,4) - ^
01:39:476 (5,2) - ^ Fixed, also fixed stack.
01:41:380 (2,4) - ^ Fine
01:41:380 (2,5) - ^ ^
01:45:190 (2,4) - ^ Idk how I managed to get this blanket so off.
01:47:095 (6,1) - ^ Fine
01:47:888 (3,5) - ^
01:51:539 (2,5) - ^
01:53:285 (4,1) - ^
01:52:809 (2,5) - ^Fine
01:55:984 (5,1) - ^^
01:55:984 (5,2) - ^^
02:06:460 (1,3) - ^^
02:08:999 (1,3) - ^^
02:09:476 (2,3) - ^
02:10:428 (4,5) - ^
02:12:015 (2,3) - ^
02:17:095 (2,3) - ^^
02:23:603 (6,7) - ^

...And I'm giving up listing all of them, so basically, recheck all your blankets using the tip I gave you earlier (if you didn't already know it), there's quite a lot of them, if you think it's good enough and I'm just being a maniac just ignore it.

Many of them are actually fine, literally 1 pixel off. I ended up going to 1/16 Beat Snap Divisors with a lot of them to get the AR just right, which i've noticed, lead to some irregularities between the borders of sliders that are being blanketted on both sides. 00:06:777 (3,4,5) - For example. I've gone over and fixed them so the blanket-borders are consistent between patterns.

00:52:015 (7,8,9) - A little confusing since it looks like 00:52:650 (9) - is composed of 2 sliders instead of a long one because of 00:52:015 (7,8) - 's ends. I suggest maybe putting their ends on 00:52:650 (9) - 's end. This is done on purpose since I want an equal distance spacing between 7, 8, 9, but have 9 be a longer slider. Also a pattern i enjoy playing xD.
03:29:634 (5,6,7,8) - Jumps feel suddenly too much and unjustified since there isn't really much going on in the song here. Imo the jumps fit, this is an intense part of the song, and the jumps before weren't as big.
04:46:460 (1) - Unexpectedly slow, you could just make it 0.75x and longer in shape imo. I like the 0.5x here. I was actually aiming for it to be unexpectedly slow. I think the player understands there will be a slow-down in the SV, the melody definitely suggests it, so I don't think there will be any problems of slider breaks occurring because of the SV change.

Apart from that, gameplay-wise it's really good, plays nicely and feels easier than 5.54 stars That was my goal :D

01:48:603 - Don't really get what's going on here with the green timing points, it is to make kiai fountains? Yep, :). It's to create another Kiai burst.

And... shit I think that's all I can say.
Don't hesitate to PM or message in-game if you have questions, but I think everything I said is pretty much clear.

Fun, well made map, good luck with ranking!
Thanks for the mod ^^.
Kibbleru
hey m4m

general
  1. i think this song has fked up timing too, listen to the first kiai could possibly need a few offset resets like here 01:28:346 -
diff
  1. how come u never use finishes? nvm u use them but ver rarely, listen to the symbal crashes in the music and apply finish whenever u hear one ie 02:57:253 - 03:02:333 - 03:05:984 - 03:06:619 - 03:07:412 -
  2. 00:11:539 (1) - im not too sure what this end is snapped to, but i hear a light drum on the blue tick 00:11:936 -
  3. 00:23:444 (4,7) - how bout nc here, i think that will help players read the 1/2 a bit more, although its spaced less it still caught me off a bit ><
    00:25:984 (5,8) - ^
  4. 01:06:301 - this gap was really awkward to play, you have this continuous going flow and then u suddenly stop it .-.
  5. 01:12:015 (6,8) - how bout dont overlap this
  6. 02:15:984 (5) - ctrl g?
  7. 02:19:793 (3) - this is just my opinion but this slider looks pretty bad lol
  8. 03:46:301 (4) - please map the drums instead of extending the slider =_=
  9. 03:54:872 (4,5) - tbh a triplet could fit well here
    04:50:111 - ^
  10. 04:54:714 (2,3) - damn why are they so close together
  11. 05:38:523 (1,1,1,1) - cool owo
  12. 05:55:984 - please silence the spinner end lol..
the hitsounding kinda makes me cry ;w; too simple man :C all u do is 2 4 clap and finishes =_=
Topic Starter
Monstrata

Kibbleru wrote:

hey m4m

general
  1. i think this song has fked up timing too, listen to the first kiai could possibly need a few offset resets like here 01:28:346 - Hmm... Imo the timing seems okay here :S. The vocals come up a few milliseconds after the drumhit if that matters.
diff
  1. how come u never use finishes? nvm u use them but ver rarely, listen to the symbal crashes in the music and apply finish whenever u hear one ie 02:57:253 - 03:02:333 - 03:05:984 - 03:06:619 - 03:07:412 - Kay added~
  2. 00:11:539 (1) - im not too sure what this end is snapped to, but i hear a light drum on the blue tick 00:11:936 - Fixed. Was supposed to snap to White tick.
  3. 00:23:444 (4,7) - how bout nc here, i think that will help players read the 1/2 a bit more, although its spaced less it still caught me off a bit ><
    00:25:984 (5,8) - ^ Hmm. Alright, it doesn't hurt to NC. I followed the NC guide that No Dap mentioned in his mod a while back
  4. 01:06:301 - this gap was really awkward to play, you have this continuous going flow and then u suddenly stop it .-. Alright. Remapped this part. No Dap mentioned this section earlier but I wasn't 100% keen on changing it at the time.
  5. 01:12:015 (6,8) - how bout dont overlap this Moved.
  6. 02:15:984 (5) - ctrl g? This is fine imo with slider leniency.
  7. 02:19:793 (3) - this is just my opinion but this slider looks pretty bad lol Fixed it up a bit.
  8. 03:46:301 (4) - please map the drums instead of extending the slider =_= Sure why not. More opportunities for jump patterns :3
  9. 03:54:872 (4,5) - tbh a triplet could fit well here Hmm true. Added.
    04:50:111 - ^ Triplet is less audible. More like a single drum hit. I'd prefer not mapping here since I want to keep a simpler rhythm.
  10. 04:54:714 (2,3) - damn why are they so close together The melody slows down further here, since there are no longer any acompanying drum beats. I'm trying to tone it down so there's a difference between this spacing and the jumps before.
  11. 05:38:523 (1,1,1,1) - cool owo
  12. 05:55:984 - please silence the spinner end lol.. Silenced. Also added a few inheriting sections before with decreasing volume to match the fade out.
the hitsounding kinda makes me cry ;w; too simple man :C all u do is 2 4 clap and finishes =_= Don't kill me D:. I'll try and improve the hitsounds~ especially finishes.
Thanks for the mod!! ;o. So fast >///<
HabiHolic


Ok go!

[General]

  1. not sure Supercell please change supercell http://www.supercell.jp/
[Depravity]

  1. 00:19:612 (1) - head add finish?
  2. 00:22:628 (1) - whistle?
  3. 00:28:660 (5) - OMG this is long combo now. please add NC here.
  4. 00:31:200 (5) - same (^)
  5. 00:37:549 - add grren line here and hitsound volume 30% please
  6. 00:41:358 (6) - NC
  7. 00:41:993 (9) - don't need this clap
  8. 00:43:739 (6) - NC
  9. 01:43:898 (3) - ok first this Ctrl+G after. placed slightly wider spacing?
  10. 02:17:866 (5) - NC
  11. 02:19:771 (3) - Slider to change the correct shape.
  12. 02:20:406 (5) - NC
  13. 02:25:327 (5) - same (^)
  14. 02:27:866 (5) - same (^)
  15. 02:30:565 (6) - same (^)
  16. 02:35:644 (7) - NC and hitsound volume 30 batter imo
  17. 03:27:708 (1) - Finish
  18. 04:33:105 (7,8) - constant distance please.
  19. 04:35:803 (8) - same (^)
  20. 04:38:185 (7,8) - same (^)
  21. 05:55:962 - change soft sound
  22. 05:58:501 - delete green line
ok that all. call me back
Topic Starter
Monstrata

HabiHolic wrote:



Ok go!

[General]

  1. not sure Supercell please change supercell http://www.supercell.jp/
[Depravity]

  1. 00:19:612 (1) - head add finish? Added
  2. 00:22:628 (1) - whistle? K
  3. 00:28:660 (5) - OMG this is long combo now. please add NC here. K
  4. 00:31:200 (5) - same (^) K
  5. 00:37:549 - add grren line here and hitsound volume 30% please Oops forgot.
  6. 00:41:358 (6) - NCK
  7. 00:41:993 (9) - don't need this clap Okay
  8. 00:43:739 (6) - NC K
  9. 01:43:898 (3) - ok first this Ctrl+G after. placed slightly wider spacing? I have a lot of circular flow here, so Ctrl+G makes it flow a bit awkwardly. I repositioned 3 instead.
  10. 02:17:866 (5) - NC K
  11. 02:19:771 (3) - Slider to change the correct shape. Aiming for J-shape. I think i finally got it.
  12. 02:20:406 (5) - NC K
  13. 02:25:327 (5) - same (^) K for all NC~
  14. 02:27:866 (5) - same (^)
  15. 02:30:565 (6) - same (^)
  16. 02:35:644 (7) - NC and hitsound volume 30 batter imo NC'ed. reduced volume to 30 for the two sliders, increased back to 50% for the circle after.
  17. 03:27:708 (1) - Finish K
  18. 04:33:105 (7,8) - constant distance please. Okay I made the sliders closer to the circles. Not the same positions as yours, slightly different angle.
  19. 04:35:803 (8) - same (^)
  20. 04:38:185 (7,8) - same (^) This one followed 100% follow yours
  21. 05:55:962 - change soft sound Okay
  22. 05:58:501 - delete green line Lol
ok that all. call me back
Thank you for mod, and noticing me >///<"
Pho
I don't understand the title name decision.
Also, what is with this SV setup lol.

Bold: Fix quickly/unrankable stuff
Red: Highly recommend

[General]
  1. Unsnapped preview time. I recommend you set it already at 01:28:184 - so you don't miss out the first vocal beat.
  2. Tag should be called 'labyrinth' not 'labryinth'. Also, please change 'Alladin' -> 'Aladdin'.
[Depravity]
  1. You missed a good chunk of triples in the whole song. Listen closer to the track is what you should do:
    00:13:977 - 00:15:247 - 00:14:850 (2) - 00:48:977 (5) - 00:49:454 (7) - 00:50:485 - 00:51:120 - 00:51:517 (5) - 00:51:993 (7) - 01:28:913 - 01:30:183 - 01:30:818 - 01:31:453 -
    And this list goes on. The problem is that many of them are clearly audible while playing and not playing these beats just doesn't feel right.
  2. The above is also helpful to avoid that repetition in rhythm in your marathon because you rely so heavily on 1/2 beats (which make your kiai times somewhat boring to play because there's less variation in rhythm in it orz).
  3. 00:37:549 (1) - This slider doesn't really work, it doesn't follow anything properly in the music. Same at 02:02:802 (6) -
  4. 00:47:723 - 1.74SV wtf
  5. 00:52:628 (9) - Crop by 1/2 and set two 1/4 circles behind instead.
  6. 01:06:929 (3) - Swap with two circles and start the jumping earlier already, as you can already hear the percussion becoming louder here.
  7. 01:07:723 (7) - Making this a 1/2 slider makes for a better transition to the next section imo.
  8. 01:11:056 (3,4,5,6,7,8,9) - This looks kind of messy to me orz. Please try to improve your patterning here.
  9. 01:18:199 - to 01:23:119 - I wish to see more cleaned up structured like this in the marathon ~~
  10. 01:27:723 - I don't think this SV change is necessary, the SV drop for the vocal at 01:25:818 (1) - was fine already. Delete.
  11. Your structuring in the kiai's really could need improvement. At the moment it just looks like a jumpfest with randomized spacing/no specific patterns to me. ><
    Take 1st kiai as an example: You put jumps between notes where there is no clear musical indicator for them to happen, e.g.:
    01:29:945 (2,3) - 01:36:294 (2,3) - 01:30:897 (1,2) - 01:39:151 (3,4) - 01:41:373 (2,3) - 01:42:961 (4,5) -
    I really recommend you take this advice and space your objects more consistently and/or with a more specific pattern in mind (like the jumps in your last kiai time, e.g. 05:13:278 (1,2,3,4,5,6,7) - ).
  12. 02:03:596 (3) - Switch with a 1/2 slider for a better transition into the doublejump-section. The same could go for the other kiai times as well.
  13. 02:19:786 (3,4,1) - Why do you space like this, please make it consistent :/ Having increased DS between 3-4 just because the vocal comes in doesn't make sense.
  14. 02:27:881 - to 02:34:231 - This is a really good point in the marathon to vary the rhythm. Try to make your rhythm work with the special notes in the background here instead of the monotonous vocal.
  15. 04:10:897 - This could be a good place for a break, but ugh, whatever.
  16. 04:31:532 (2,3,4,5,6) - I'm pretty sure you can hear out these strong beats on the red beat, so why not playing or at least following them (with sliders) as well? Same for 04:34:072 (2,3,4,5,6) - 04:36:612 (2,3,4,5,6) -
  17. 04:56:294 (1) - You should still follow the drum beats on the 1/3 snaps here :/
  18. Nice sliderarts at the end. :) Btw 05:46:135 (1) - check the snapping out lol.
  19. Idk, map is okay and fun to play, but many your patterns/structure still feel kind of primitive to me and rhythm still could need more improvement (it gets better late into the map though).
I might come back to this map when I see more improvement in it. Until the, good luck with this set :)
Topic Starter
Monstrata

Pho wrote:

I don't understand the title name decision. It's a big theme in Magi, though I guess it's more prevalent in the manga. (Of course, if I find a better diff name i'll definitely change it)
Also, what is with this SV setup lol. It's set up so I don't have to hack osu to create 0.25x SV's for the extremely slow parts. Since I multiply all SV's by 2 now my normal SV is 2.0 and the extremely slow 0.25 SV sections are now 0.5x which is rankable :D.

Bold: Fix quickly/unrankable stuff
Red: Highly recommend

[General]
  1. Unsnapped preview time. I recommend you set it already at 01:28:184 - so you don't miss out the first vocal beat. Nice. Changed.
  2. Tag should be called 'labyrinth' not 'labryinth'. Also, please change 'Alladin' -> 'Aladdin'. Fixed.
[Depravity]
  1. You missed a good chunk of triples in the whole song. Listen closer to the track is what you should do:
    00:13:977 - 00:15:247 - 00:14:850 (2) - 00:48:977 (5) - 00:49:454 (7) - 00:50:485 - 00:51:120 - 00:51:517 (5) - 00:51:993 (7) - 01:28:913 - 01:30:183 - 01:30:818 - 01:31:453 -
    And this list goes on. The problem is that many of them are clearly audible while playing and not playing these beats just doesn't feel right.
  2. The above is also helpful to avoid that repetition in rhythm in your marathon because you rely so heavily on 1/2 beats (which make your kiai times somewhat boring to play because there's less variation in rhythm in it orz). Yea. I agree. I should really make the first and second Kiai more consistent with my 3rd one which uses more triplets and 1/4 rhythm.
  3. 00:37:549 (1) - This slider doesn't really work, it doesn't follow anything properly in the music. Same at 02:02:802 (6) - Theyre' meant to just be a "hold" but hmm... I think i might change them to streams now. Since I plan on adding a bunch of triplets in from your suggestions...
  4. 00:47:723 - 1.74SV wtf Yeapp :D
  5. 00:52:628 (9) - Crop by 1/2 and set two 1/4 circles behind instead. I made this a circle instead and added a triplet.
  6. 01:06:929 (3) - Swap with two circles and start the jumping earlier already, as you can already hear the percussion becoming louder here. You're right. Swapped.
  7. 01:07:723 (7) - Making this a 1/2 slider makes for a better transition to the next section imo. I ended up changing this whole pattern. The circle is now quite a bit farther than the next slider so i think the new spacing will help transition into the next slider. Keeping it a circle.
  8. 01:11:056 (3,4,5,6,7,8,9) - This looks kind of messy to me orz. Please try to improve your patterning here. Improved it.
  9. 01:18:199 - to 01:23:119 - I wish to see more cleaned up structured like this in the marathon ~~ Hmm... Okay. So i should try and map like I did for the 3rd Kiai then.
  10. 01:27:723 - I don't think this SV change is necessary, the SV drop for the vocal at 01:25:818 (1) - was fine already. Delete. Yep. The SV change is barely noticeable, removed.
  11. Your structuring in the kiai's really could need improvement. At the moment it just looks like a jumpfest with randomized spacing/no specific patterns to me. >< Fixinggg~
    Take 1st kiai as an example: You put jumps between notes where there is no clear musical indicator for them to happen, e.g.:
    01:29:945 (2,3) - 01:36:294 (2,3) - 01:30:897 (1,2) - 01:39:151 (3,4) - 01:41:373 (2,3) - 01:42:961 (4,5) -
    I really recommend you take this advice and space your objects more consistently and/or with a more specific pattern in mind (like the jumps in your last kiai time, e.g. 05:13:278 (1,2,3,4,5,6,7) - ). Yeppp!
  12. 02:03:596 (3) - Switch with a 1/2 slider for a better transition into the doublejump-section. The same could go for the other kiai times as well. I'm not sure about this, since the circles themselves are part of the pattern. I think this is fine.
  13. 02:19:786 (3,4,1) - Why do you space like this, please make it consistent :/ Having increased DS between 3-4 just because the vocal comes in doesn't make sense. Fixed.
  14. 02:27:881 - to 02:34:231 - This is a really good point in the marathon to vary the rhythm. Try to make your rhythm work with the special notes in the background here instead of the monotonous vocal. Mmm... I did follow the guitar sounds in the back such as 02:29:310 - 02:31:532 - . I just find that the vocals just really overpower the guitar here, so i switch back to vocals once they return.
  15. 04:10:897 - This could be a good place for a break, but ugh, whatever. Ehh, whatever~ Imo considering the difficulty of some of the other sections, this section already functions a lot like a break.
  16. 04:31:532 (2,3,4,5,6) - I'm pretty sure you can hear out these strong beats on the red beat, so why not playing or at least following them (with sliders) as well? Same for 04:34:072 (2,3,4,5,6) - 04:36:612 (2,3,4,5,6) - Umm... Is this unrankable? or something i can fix quickly lol... Because i really would prefer to keep 1/1 spacing here. I think it lends a nice variety from some of the other rhythmic patterns I use. Essentially what I wanted with this section is a sort of "less stressful" aim section where the player has a full 1/1 break in between each note. Adding a 1/2 Slider would mean only a 1/2 break so even though they definitely work here, if this is not an unrankable issue, I would really prefer keeping.
  17. 04:56:294 (1) - You should still follow the drum beats on the 1/3 snaps here :/ Okay.
  18. Nice sliderarts at the end. :) Btw 05:46:135 (1) - check the snapping out lol. Ooops fixed~
  19. Idk, map is okay and fun to play, but many your patterns/structure still feel kind of primitive to me and rhythm still could need more improvement (it gets better late into the map though). I won't disagree with you. Looking back the 3rd Kiai section is fine, but I really could make it more consistent with my 1st and 2nd Kiai sections.
I might come back to this map when I see more improvement in it. Until the, good luck with this set :)
Thanks for the mod!! It's going to take me a while to finish improving the two Kiai sections. I'll try and improve some of the jump patterns in the first part too. Hopefully it'll be up to your standards next time you check :).
Hollow Wings
m4m

Depravity

  1. 00:16:135 (2,3,4,5,6,7) - these jumps can be larger to follow the guitar.
  2. 01:24:231 (7,8) - ctrl+g. jump at 01:24:072 (6,7) - 's too large, and after u change this, 01:24:389 (8,1) - 's jump can emphasis the downbeat better.
  3. 02:30:263 (5) - soft-hitclap sample on its head should be better than drum-hitclap here.
  4. 02:35:500 (6,1) - this jump's too large as well imo. melody shifted into quiet part at note 6, so i think it's unnecessary to do that. players also can get a bit confused while playing this, just shorter the ds with whatever you like way here.
  5. 03:35:500 (2,3,4,5,6) - these jumps should be larger for the heated guitar track part.
  6. 03:51:691 (4) - ctrl+g to shorter the jump's ds fitting the song better, flow's ok after changing as well.
  7. 03:53:754 (4,5,6) - change these order in to 6,5,4. these jumps' ds r not small, players may get confused with similar ds and different gap at 03:53:437 (3,4) - in current composing.
  8. 05:11:850 (1,2) - hmm, larger this jump as well if possible, here's vocal's really strong and need to express that not only with ds which getting larger.
  9. welll... idk what do you feel from this song. to me, some part's ds controlling can be better, like part from 03:35:183 (1) - with solo guitar track, is in really high tension, and should not have shorter ds than the part from 03:55:659 (1) - which's more quiet... i won't disagree with your way to express the music, i'm just subjectively judging your map - technically, it's fine thou. just saying your next theme of mapping need to focus is ds controlling...
    ah, also, you missed some of 1/4 beats which i felt is a pity, for example, the one at 00:45:024 (6,1) - . there's a lot, add some if you care :3
supercell pro~

good luck.
Topic Starter
Monstrata

Hollow Wings wrote:

m4m

Depravity

  1. 00:16:135 (2,3,4,5,6,7) - these jumps can be larger to follow the guitar. Okay. remapped this part. bigger jumps!
  2. 01:24:231 (7,8) - ctrl+g. jump at 01:24:072 (6,7) - 's too large, and after u change this, 01:24:389 (8,1) - 's jump can emphasis the downbeat better. Okay I like this!
  3. 02:30:263 (5) - soft-hitclap sample on its head should be better than drum-hitclap here. Fixed.
  4. 02:35:500 (6,1) - this jump's too large as well imo. melody shifted into quiet part at note 6, so i think it's unnecessary to do that. players also can get a bit confused while playing this, just shorter the ds with whatever you like way here. I get your point. Ctrl G'ed the sliders. I still want a bit of a jump though for emphasis on 02:36:612 (3)
  5. 03:35:500 (2,3,4,5,6) - these jumps should be larger for the heated guitar track part. Changed the pattern.
  6. 03:51:691 (4) - ctrl+g to shorter the jump's ds fitting the song better, flow's ok after changing as well. Okay.
  7. 03:53:754 (4,5,6) - change these order in to 6,5,4. these jumps' ds r not small, players may get confused with similar ds and different gap at 03:53:437 (3,4) - in current composing. Okay I agree. Changed.
  8. 05:11:850 (1,2) - hmm, larger this jump as well if possible, here's vocal's really strong and need to express that not only with ds which getting larger. I thought the increasing DS was a nice way to build tension here... I ended up increasing the DS here though.
  9. welll... idk what do you feel from this song. to me, some part's ds controlling can be better, like part from 03:35:183 (1) - with solo guitar track, is in really high tension, and should not have shorter ds than the part from 03:55:659 (1) - which's more quiet... i won't disagree with your way to express the music, i'm just subjectively judging your map - technically, it's fine thou. just saying your next theme of mapping need to focus is ds controlling...
    ah, also, you missed some of 1/4 beats which i felt is a pity, for example, the one at 00:45:024 (6,1) - . there's a lot, add some if you care :3 I added a triplet where you mentioned. I kind of prefer jumps to triplets, but another BN also mentioned that there were not enough triplets. I've added a few more that i feel would actually work.
supercell pro~



good luck.
Thank you for the mod ^^. I will pay more attention to DS control on future maps :3.
HabiHolic
Fixed small hitsound suggust. no problem~ good job!

Bubbled #1
Topic Starter
Monstrata
owo Thanks again Habi!!

Not just first bubble for this map, but first bubble ever xD.



Hype is real now!!! Lets gooo~
Ciyus Miapah
hi from my lazy MQ

00:14:389 (7,2) - need overlap fix or move up little bit and why 2 didnt stacked with 7?
00:37:564 (1) - why use 1/8 repeat sliders? looks awkward in slow part
00:41:056 (5) - change to circle better (up to you)
00:46:770 (2,3,4) - maybe the flow like this http://puu.sh/g92PM/b908655757.jpg (i said the flow not circle placement must be like that)
00:46:770 (2) - move up little bit
00:50:580 (1,2,3,4) - need to follow vocal like your previous pattern (like make some reverse slider pattern there)
01:01:850 (2,3) - need slider here, i know you're following guitar pattern
01:13:119 (1,2,3,4,5,6,7,8) - some ambigous slider here but idk i cant read pattern in here (make circle + slider pattern here so its not like a slider spam)
01:23:754 (3,4,5,6) - triplets in 01:23:754 - please
01:37:723 (3) - i prefer to make this slider 1/2 beat, after that you can use circle for 01:38:040 -
01:44:231 (5) - clap in arrow? (looks you're using drum custom sampleset, change it to normal sample set in that arrow)
01:59:786 (7,1) - this flow D: (maybe you need to use same distance for that thing)
02:01:850 (3) - use 1/4 repeat slider (since your previous pattern looks following Drum pattern)
02:02:802 (6) - huh?? (Unrankable because it has 20% volume in clickable objects consider to make it louder or change pattern there)
02:19:786 (3) - lol (reshape slider pls)
02:30:263 (5,1,2) - looks its like your triplet slider swapped (triplet slider should put in 02:30:580 - and NC it)
03:17:881 (2) - if your purpose blanket this slider just blanket it perfectly
03:21:373 (1,2,3,4,5,6,7,8,1,2,3,4) - i prefer make some slider pattern here, looks unfamiliar if you make singletap section here)
03:35:183 - you're doing good at this part, nice one
04:41:215 (1) - im sure this one is combo breaker in first try
04:44:865 (3,4) - you to put slider 4 in 04:45:342 - (since your prev pattern was follow instumental there)
05:15:500 (4,5) - atleast keep this slider clearly visible (increase visibility and some flow because distance in 05:15:818 (5,6) - is slightly different without some additional strong beats there)
05:33:278 (1,2,1,2,1,2,1,2,1,2,1,2) - dat 12 12 12 12 12 (looks colorful lol)
you're doing good at ending!

okay see ya later, good luck!

edit: wow bubbled for approved map? looks too fast but idk
Topic Starter
Monstrata

Fort wrote:

hi from my lazy MQ

00:14:389 (7,2) - need overlap fix or move up little bit and why 2 didnt stacked with 7? This is very minor, will fix with next bubble pop.
00:37:564 (1) - why use 1/8 repeat sliders? looks awkward in slow part This is fine.
00:41:056 (5) - change to circle better (up to you) It's fine imo.
00:46:770 (2,3,4) - maybe the flow like this http://puu.sh/g92PM/b908655757.jpg (i said the flow not circle placement must be like that) I used that exact same pattern before lol. Changed to current one though because I didn't like the huge jump created with 4 where it was.
00:46:770 (2) - move up little bit
00:50:580 (1,2,3,4) - need to follow vocal like your previous pattern (like make some reverse slider pattern there) Also fine imo...
01:01:850 (2,3) - need slider here, i know you're following guitar pattern Yep, i'm following guitar pattern. There are two notes here if you listen closely, which is why 2 circles and not a slider.
01:13:119 (1,2,3,4,5,6,7,8) - some ambigous slider here but idk i cant read pattern in here (make circle + slider pattern here so its not like a slider spam) I prefer this. Slider spam to build up to single-tap spam after.
01:23:754 (3,4,5,6) - triplets in 01:23:754 - please I really have to disagree here. Triplets are better where they are.
01:37:723 (3) - i prefer to make this slider 1/2 beat, after that you can use circle for 01:38:040 - Too many 1/2 sliders xD I thought 1/1 slider fit well here with the held vocals so why not have some more variety. I use this same pattern elsewhere on my map too so i'm keeping for consistency.
01:44:231 (5) - clap in arrow? (looks you're using drum custom sampleset, change it to normal sample set in that arrow) Good find. Will add clap on next update.
01:59:786 (7,1) - this flow D: (maybe you need to use same distance for that thing) This pattern plays fine imo. It's just back/forth jumps that are shifted diagonally.
02:01:850 (3) - use 1/4 repeat slider (since your previous pattern looks following Drum pattern) This is fine imo~
02:02:802 (6) - huh?? (Unrankable because it has 20% volume in clickable objects consider to make it louder or change pattern there) Pretty sure 20% volume isn't unrankable. "Lowering the volume of a few notes to provide a dampened effect is usually fine," Confirmed that this is rankable. Ranking criteria only says the hitsound must be audible. Didn't specify what % and this is currently audible.
02:19:786 (3) - lol (reshape slider pls) Why :S. It looks fine now D:. J shape. This poor slider, been the subject of like 4 mods now lol. I'm pretty sure this is fine...
02:30:263 (5,1,2) - looks its like your triplet slider swapped (triplet slider should put in 02:30:580 - and NC it) No, this is the right way. 1/4 repeat slider is where it should be.
03:17:881 (2) - if your purpose blanket this slider just blanket it perfectly I'm actually blanketing 5, not the slider, but I really don't think this matters much.
03:21:373 (1,2,3,4,5,6,7,8,1,2,3,4) - i prefer make some slider pattern here, looks unfamiliar if you make singletap section here) I like this pattern, it fits with the song here, and what i'm trying to get is a sort of "climbing" motion with the jumps progressing further up the screen as you play.
03:35:183 - you're doing good at this part, nice one Arigatou~
04:41:215 (1) - im sure this one is combo breaker in first try Yes. Play my map some more :3. No actually though, I think the reduced spacing from the previous slider along with the music's slow-down should provide adequate queue that there will be a SV change coming up too. Also the slider tick helps~
04:44:865 (3,4) - you to put slider 4 in 04:45:342 - (since your prev pattern was follow instumental there) I switch to vocals here, because it's more important now.
05:15:500 (4,5) - atleast keep this slider clearly visible (increase visibility and some flow because distance in 05:15:818 (5,6) - is slightly different without some additional strong beats there) This is visible enough imo. 50% of the slider head can be seen. If a future BN brings this up though, it's an easy fix.
05:33:278 (1,2,1,2,1,2,1,2,1,2,1,2) - dat 12 12 12 12 12 (looks colorful lol) Thats the plan :D.
you're doing good at ending!

okay see ya later, good luck!

edit: wow bubbled for approved map? looks too fast but idk
Thanks for the mod~. Sorry that I rejected a lot, but please know that I really considered everything you pointed out and I hope I gave an adequate reply for why I am not changing what you brought up. I know you mapped a TV-size version for this song, so I felt I should at least consider everything thoroughly.


For next BN:

Two very minor changes I would like to make (if bubble pop).

1. 00:14:389 (7,2)Fix the stack here.

2. 01:44:231 (5) Add a (normal) clap here.
Anxient
remember on how I test played this map and failed near the end? Yea I found the map extremely enjoyable. Starr'd!
also found it really sad that 99.9% of the stars in here are yours ;A;
Aka
sorry, but this is non-go for now cause the timing is kinda wrong. it is hurrying at the beginning and a bit late in the middle/end.
i tried to find something better and this is what i got:

it might be not the best one so i'd recommend to poke someone really experienced to get you new timing

and in addition:
・00:37:566 (1) - 02:02:802 (6) - 03:31:691 (5) - i dont like the word "overmapping" but this is gonna be called like that. there is nothing what would fit 1/8 sliders, consider mapping them with regular 1/4, please
・02:58:754 (2) - 05:03:199 (2) - no reason for the triplets here. there are no sounds on blue ticks D:
・00:38:358 (4,5,6,7,8) - 00:43:437 (5,1,2,3) - these parts were pretty weird to click. i bet you know about downbeats? if not, then red ticks are always weaker than whites and downbeat, biggest white tick, is the strongest beat. you may say that these sliders are following vocals, but move these structures 1/2 earlier and hear that they are still into the vocals. consider moving these sliders 1/2 earlier, so they will start from white one. (00:40:104 (1,2,3,4,5,1,2) - this part was good since it represents those nicely hearable guitar sounds)


all in all i would highly recommend you to get more mods, more quality mods from experienced people. this is not ready for approval yet, from quality side, there is a lot of unpolished and somehow random and not neat patterns and jumps. try to focus more on visually connected pattern, nice looking patterns and make some consistency in spacing. i undesrstand that this is a kind of extra diff but the spacing is really random sometimes. poke me ingame if you have any questions or whatever. good luck!
Sharkie

I like it :3
Topic Starter
Monstrata

Aka wrote:

sorry, but this is non-go for now cause the timing is kinda wrong. it is hurrying at the beginning and a bit late in the middle/end.
i tried to find something better and this is what i got:

it might be not the best one so i'd recommend to poke someone really experienced to get you new timing

and in addition:
・00:37:566 (1) - 02:02:802 (6) - 03:31:691 (5) - i dont like the word "overmapping" but this is gonna be called like that. there is nothing what would fit 1/8 sliders, consider mapping them with regular 1/4, please Okay, enough people mentioned them. I've changed them to 1/4 for now since still want to have that "hold" effect.
・02:58:754 (2) - 05:03:199 (2) - no reason for the triplets here. there are no sounds on blue ticks D: I really think these are fine. Will see if someone else mentions them though. Imo they fit well when you play.
・00:38:358 (4,5,6,7,8) - 00:43:437 (5,1,2,3) - these parts were pretty weird to click. i bet you know about downbeats? if not, then red ticks are always weaker than whites and downbeat, biggest white tick, is the strongest beat. you may say that these sliders are following vocals, but move these structures 1/2 earlier and hear that they are still into the vocals. consider moving these sliders 1/2 earlier, so they will start from white one. Nice. Yea, moved 1/2 earlier and fixed the pattern to compensate.(00:40:104 (1,2,3,4,5,1,2) - this part was good since it represents those nicely hearable guitar sounds)


all in all i would highly recommend you to get more mods, more quality mods from experienced people. this is not ready for approval yet, from quality side, there is a lot of unpolished and somehow random and not neat patterns and jumps. try to focus more on visually connected pattern, nice looking patterns and make some consistency in spacing. i undesrstand that this is a kind of extra diff but the spacing is really random sometimes. poke me ingame if you have any questions or whatever. good luck!
No worries~ I know which patterns you might be referring to. Thanks for the mod. I'm unsure about the timing though... it's mainly because my current timing was confirmed by pishifat (according to Pho) so .____."
Topic Starter
Monstrata

Anxient wrote:

remember on how I test played this map and failed near the end? Yea I found the map extremely enjoyable. Starr'd!
also found it really sad that 99.9% of the stars in here are yours ;A;
Thanks dude :3
Aka
so you said that timing should be okay since it was confirmed by pishi (?) but:

from the very first guitar sounds, 00:01:215 (2) - 00:04:707 (4) - 00:09:786 (4) - 00:11:532 (1) - are pretty off; starting from there 00:12:008 (1) - objects are really late; 00:25:977 (2,3) - 00:26:612 (1,2,3) - are hurrying; starting from there 00:27:405 (1) - are late, 00:28:675 (1) - its reeeeeeeally hearable there and on each slider; 02:59:151 (5,6,7) - 03:00:104 (3,4,5) - late, etc. i hear that they are really off the beats.


regarding "randomness":

・a pretty stange feeling these cominations 00:31:215 (1,2,3,4,5,6) - 00:32:485 (1,2,3,4,5,6) - 00:34:707 (7,8,1,2,3,4,5) - 00:36:453 (6,7,8,9,10,11) - are providing. what i mean:
00:31:215 (1,2,3,4,5,6) - there you have a tiny spacing and pretty clamped pattern; 00:32:485 (1,2,3,4,5,6) - there you are using bigger spacing; 00:35:024 (1,2,3,4,5) - again you started using less big spacing; 00:36:135 (5,6,7,8,9,10,11) - sudden jump with no emphasizes in music/vocals/.
・00:53:913 (7,8) - yeah, blanket and stuff, but you just had a bigger spaced sliders 00:53:278 (5,6,7) - , this 00:53:913 (7,8) - just feels not and looks after that pattern not good at aaaaall. (5) has dissapeared long time ago, you dont need to place like EVERYTHING on the place where previous objects were. (it conserns not only this part, but youve been using such system through all your diff. mostly these stacks with previousl objects are causing visually not neat patterns to appear, it gives a feeling that map is not that neat but using the same placements for objects, which sometimes, again are visually and aesthetically are not that cute) sometimes it doesnt work, doesnt feel right, its the case of this part. you can try to make the (7,8) make visually spaced almost same like your previous pattern
and continue (9,10...) a bit down, since spacing after (8) will be awkwardly huge
・00:45:183 (1,3) - why overlap >_>
・01:54:707 (5,2) - again the overlap ): just sttttoooooooooooop stacking 01:54:389 (3,2) - objects. stop, please xD seriously, it doesnt look neat nor in editor, neither during the gameplay. and this stuff happens laaaaater a again and again sometimes later in your diff
・01:01:691 (1,2,3,4,5,6,7) - i can see that cute figure you made here, but again, the spacing, it gives a huge gap or how to call that between the spacing youve been using before. its suddenly bigger with no actual reson given from music. i would recommend you to give this pattern a bit less big spacing, make it stay like that, just move circles a bit closer to each other
・01:02:961 (1,2,3) - again that sudden jump. the jump is supposed to be between these 01:02:802 (7,1) - two objects. there 01:02:961 (1) - you have a hardest beat, so its the most emphasized place here, so it would be logical to emphasize it with bigger spacing too, not those (2,3) guys. and next you have a huge (3,4) jump again. make it a bit less spaced, please. less noticeable, less big spaced
・02:42:643 (4,7) - not really an ISSUE, but neat blanket there wouldnt hurt xD
・01:29:310 (5,1) - these just visually doesnt match at all.. aaagh, well, for future i would recommend you using less variable shapes of sliders, i mean, sharp straight and softly curved ones just doesnt look good near each other in a "monotonous", repeating, simple part like this. it conserns this part as well 01:30:897 (1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5) - . you used like 3 types of shapes in 5 seconds, where music has only 1 .."appearence" im not sure this word suits here, but just if you started using softly shaped slider, continue using them for this kind of part; when you hear a change is music, like slowdown or continuous screaming, or some REALLY noticeable, then yes, you can emphasize it with another shape and it would look cool
00:18:199 (7,1,2,3,4) - 00:28:675 (1,2,3,4) - conserns these guys at the beginning as well
・02:31:532 (6,1,2,3) - another case of ~randomly~ looking patterns. you are making an awkward break 02:31:532 (6,1) - here, so you are breaking a chain of pattern and start new one: 02:31:850 (1,2) - . 02:32:326 (2,3,4,5) - now you are doing it again, you just left the little piece of slider and circle and invented a new pattern and lalalala conitnued it. DONT leave small pieces like these 02:31:850 (1,2) - the way for you made this pattern is supposed to mean that there is going to be a decent continuation of it, but you are breaking it and leaving it alone in the upper corner without any mmm "connections". 02:31:850 (1,2,3,4) - this doesnt look like a single part, like a connected pattern. this 02:32:485 (3,4,5,6,7,8,1,2,3,4,5,6,1,2,3) - does.
・01:48:675 (1,2,3,4,5,6) - about visual spacing. 01:48:675 (1,2) - looks placed close to each other, 01:49:310 (3,4,5,6) - spaced much bigger.. . . you can achieve that "visually spaced" good looking patterns by:
SPOILER
simply looking here

then here

see the difference? i bet yeah, lol. so just make the spacing visually same like between those circles.
a lot of stuff like this are in your diff later. and its caused by the stacks youve been using, as i explained you above
・sliders like these 00:37:564 (1) - 02:02:802 (6) - are actually has no sence since in my opinion, since there you have those sounds for which you placed 1/2 patterns later, and in addition it just plays awkward, holding a silent slider here just feels not good. in second case, the triplet would fit much better, since this is what music gives you
・01:56:135 (6,1) - talking about the flow.. i could only suggest/recommend you to pay more attention at how your objects will flow by the shape of one:
SPOILER
01:56:294 (1) -
so this slider is supposed to flow like this. now look from where you are starting the slider, where the starting line shows?

somewhere here D:. imagine like your slider continues the movement by this shape

and now back to your placement. its supposed to flow like this
[spoilerbox]
if you wanted it flow smooth, then do it by slider shape. there are 2 variants:
1
rotating it a bit to left
2
placing it a bit to left
・02:42:485 (3,4) - flow, again



im a bit tired so not sure i can deal the rest of track now but actually i think the stuff pointed out above should help you to visually and aesthetically improve your map.
as i wrote earlier, you better search for more experienced mods, that amount which you have now is not really enough for a 6min map. you need more eyes, more opinions, more suggestions to come and improve the diff.
you can also say "pfffft lolno its ready already i dont want more mods" and ask HabiHolic to rebubble your map. or ask her to rebubble when you get enough mods and consider it ready then.
cause well, atm i am not feeling comfortable to set any icon to this map due to the quality. hope you understand. good luck! :|
pishifat
i said to go with the current timing cuz it probably won't get any better. still though, aka is right, and unless you find someone who's willing to time a 6 minute song by each individual drum hit, you're screwed

all supercell songs (that i've heard at anyway) are like this one with slightly out of sync drums. TicClick explains this here. he says there are two options: timing with red lines or getting a better mp3. by finding a better mp3, i assume he means editing the mp3 manually so drums are in sync, as was done for that map here.

timing with red lines, if done right, will be super uncomfortable to play due to drum hits being inconsistent everywhere, so that's not really the best way to go about fixing this song. also just becuase the song is barely off, it doesn't mean there should be barely any timing points. offset resets are useless when drums are early/late/in time within 2 seconds of each hit. that would just make the drums variable around a different offset (which was why the tv size courage didn't use this timing, but instead an mp3 with re-synced percussion

anyway back to this map. because the song was pretty much the same as those other maps, it's probably not going to benefit from red lines. feel free to try, but unless you're editing the mp3 or making the map unplayable, timing will never be perfect. it's still definitely possible to get it ranked with this kind of nonsense timing though, like this, so go for it if you think it's okay. if you really wanted to get it right tho, finding someone else to fix the song is the best choice. people will probably disagree with me on that, but it's what i'd say works

tl;dr don't map supercell marathons
Topic Starter
Monstrata

Aka wrote:

so you said that timing should be okay since it was confirmed by pishi (?) but:

from the very first guitar sounds, 00:01:215 (2) - 00:04:707 (4) - 00:09:786 (4) - 00:11:532 (1) - are pretty off; starting from there 00:12:008 (1) - objects are really late; 00:25:977 (2,3) - 00:26:612 (1,2,3) - are hurrying; starting from there 00:27:405 (1) - are late, 00:28:675 (1) - its reeeeeeeally hearable there and on each slider; 02:59:151 (5,6,7) - 03:00:104 (3,4,5) - late, etc. i hear that they are really off the beats.

I'll try and find someone to recheck the mp3...

regarding "randomness":

・a pretty stange feeling these cominations 00:31:215 (1,2,3,4,5,6) - 00:32:485 (1,2,3,4,5,6) - 00:34:707 (7,8,1,2,3,4,5) - 00:36:453 (6,7,8,9,10,11) - are providing. what i mean:
00:31:215 (1,2,3,4,5,6) - there you have a tiny spacing and pretty clamped pattern; 00:32:485 (1,2,3,4,5,6) - there you are using bigger spacing; The spacing isn't significantly bigger than the previous pattern. The main change here is a shift from a clamped triangular pattern to a more open pattern. I reduced the spacing between the sliders a bit to make the pattern less spread out. 00:35:024 (1,2,3,4,5) - again you started using less big spacing; Okay this part I agree. Shifted the motes around a bit. I prefer bigger spacing since it's more congruent with my (new) previous patterns. 00:36:135 (5,6,7,8,9,10,11) - sudden jump with no emphasizes in music/vocals/. Fixed this with previous~
・00:53:913 (7,8) - yeah, blanket and stuff, but you just had a bigger spaced sliders 00:53:278 (5,6,7) - , this 00:53:913 (7,8) - just feels not and looks after that pattern not good at aaaaall. (5) has dissapeared long time ago, you dont need to place like EVERYTHING on the place where previous objects were. (it conserns not only this part, but youve been using such system through all your diff. mostly these stacks with previousl objects are causing visually not neat patterns to appear, it gives a feeling that map is not that neat but using the same placements for objects, which sometimes, again are visually and aesthetically are not that cute) sometimes it doesnt work, doesnt feel right, its the case of this part. you can try to make the (7,8) make visually spaced almost same like your previous pattern I remapped this pattern. I like the way the circles stack with patterns later on, and how the same location continues on... But i'll agree it doesn't work in this case because of the spacing. I will have to go back and look over similar cases where I place objects ontop of previous objects to make sure that they still work. I personally like this pattern, but ya, i'll double check to make sure theyre functional. But if they are, i'm keeping. It lends a kind of cohesiveness to the map, because I don't use a lot of symmetry so my patterns seem to occur at different sections of the screen. The placement of these notes ontop of previous notes gives the patterns a logical reason to *be* at that particular area of the screen rather than seemingly random.
and continue (9,10...) a bit down, since spacing after (8) will be awkwardly huge
・00:45:183 (1,3) - why overlap >_> Kay took it out. I thought the overlap was fine but meh~ it works just as well without the overlap so why not.
・01:54:707 (5,2) - again the overlap ): just sttttoooooooooooop stacking 01:54:389 (3,2) - objects. stop, please xD seriously, it doesnt look neat nor in editor, neither during the gameplay. and this stuff happens laaaaater a again and again sometimes later in your diff Remapped the pattern, but kept the stack~ I really have to disagree about this stacking system not looking neat.
・01:01:691 (1,2,3,4,5,6,7) - i can see that cute figure you made here, but again, the spacing, it gives a huge gap or how to call that between the spacing youve been using before. its suddenly bigger with no actual reson given from music. i would recommend you to give this pattern a bit less big spacing, make it stay like that, just move circles a bit closer to each other I changed the location of 2 So the jump there isn't as big, kept the rest of the pattern tho. However, I fixed up the combo right before this section so now the spacing doesn't seem as large compared to the patterns before.
・01:02:961 (1,2,3) - again that sudden jump. the jump is supposed to be between these 01:02:802 (7,1) - two objects. there 01:02:961 (1) - you have a hardest beat, so its the most emphasized place here, so it would be logical to emphasize it with bigger spacing too, not those (2,3) guys. and next you have a huge (3,4) jump again. make it a bit less spaced, please. less noticeable, less big spaced Okay, I shifted the jump to 7, 1.
・02:42:643 (4,7) - not really an ISSUE, but neat blanket there wouldnt hurt xD Ehh... I'll think of another work around... Keeping for now since it's not that important. Slider 7 is also blanketing another circle (more important beat than the slider imo) maybe ill make slider 4 straight.
・01:29:310 (5,1) - these just visually doesnt match at all.. aaagh, well, for future i would recommend you using less variable shapes of sliders, i mean, sharp straight and softly curved ones just doesnt look good near each other in a "monotonous", repeating, simple part like this. it conserns this part as well 01:30:897 (1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5) - . you used like 3 types of shapes in 5 seconds, where music has only 1 .."appearence" im not sure this word suits here, but just if you started using softly shaped slider, continue using them for this kind of part; when you hear a change is music, like slowdown or continuous screaming, or some REALLY noticeable, then yes, you can emphasize it with another shape and it would look cool Disagree :P. I find maps with simple straight/curved sliders kinda lame. Different shapes create variety in, as you said, an otherwise "monotonous, repeating, simple part". This is purely visual anyways. You wouldn't play these sliders any different than straight/curved sliders, so this is just a matter of aesthetics which differs from person to person. Not gonna bother changing anything.
00:18:199 (7,1,2,3,4) - Okay, I changed up this pattern a bit and got rid of the overlap. 00:28:675 (1,2,3,4) - I don't see anything wrong with this one. The way this pattern plays out is fine. Same with spacing, the jumps make sense.conserns these guys at the beginning as well
・02:31:532 (6,1,2,3) - another case of ~randomly~ looking patterns. you are making an awkward break 02:31:532 (6,1) - here, so you are breaking a chain of pattern and start new one: 02:31:850 (1,2) - . 02:32:326 (2,3,4,5) - now you are doing it again, you just left the little piece of slider and circle and invented a new pattern and lalalala conitnued it. DONT leave small pieces like these 02:31:850 (1,2) - the way for you made this pattern is supposed to mean that there is going to be a decent continuation of it, but you are breaking it and leaving it alone in the upper corner without any mmm "connections". 02:31:850 (1,2,3,4) - this doesnt look like a single part, like a connected pattern. this 02:32:485 (3,4,5,6,7,8,1,2,3,4,5,6,1,2,3) - does. Fixed this up slightly. I made 6 a slider rather than a circle, so that eliminated the awkward break. Repositioned the pattern that followed. I think the repeat slider is fine though. Yes, it isn't really congruent with the other rhythm I use, but this pattern occurs after this particular melody finishes, so asa player, this rhythmic change wouldn't be as noticeable. Like, if I used this pattern in the beginning, and then shift to the normal rhythm, then you wonder why I used 1/2 repeat to begin with, but since it's at the end, (there are no other instances of this melody) this is fine. A much better example is 02:06:453 - 02:16:294 - . You'll notice I use 4 1/1 sliders, then a 1/2, then a circle. But for the final pattern even though it's the same melody I changed it to 4 1/1 sliders and then a 1/2 repeat.
・01:48:675 (1,2,3,4,5,6) - about visual spacing. 01:48:675 (1,2) - looks placed close to each other, 01:49:310 (3,4,5,6) - spaced much bigger.. . . you can achieve that "visually spaced" good looking patterns by: I'm not too concerned about this honestly. Yes, there is a difference in terms of visual spacing but I don't see how this makes the pattern any less readable/playable. Besides, as a player you'll be cutting the corners on the sliders anyways. Again, a difference in aesthetics. This pattern plays perfectly fine when you testplay, it just seems like one of those issues that only pop up when slowly going through editor, like imperfect stacks, blankets etc... It's perfectly functional, so i'm keeping, but I hope I explained my reasoning clearly.
SPOILER
simply looking here

then here

see the difference? i bet yeah, lol. so just make the spacing visually same like between those circles.
a lot of stuff like this are in your diff later. and its caused by the stacks youve been using, as i explained you above
・sliders like these 00:37:564 (1) - 02:02:802 (6) - are actually has no sence since in my opinion, since there you have those sounds for which you placed 1/2 patterns later, and in addition it just plays awkward, holding a silent slider here just feels not good. in second case, the triplet would fit much better, since this is what music gives you Yea I finally thought of what to do with them, after removing the 1/8 repeats. First one, I changed to triplets like you said. The others (there were two others you didn't mention, which i've now changed) I made into 1/1 sliders since the final Kiai used that and not repeats.
・01:56:135 (6,1) - talking about the flow.. i could only suggest/recommend you to pay more attention at how your objects will flow by the shape of one: Ugh... I don't judge flow based on the shape of the object... I judge the flow by how you would play it. Also, I really like patterns with slightly deviating flow paths. That is to say, even though the flow tells the player to go a certain direction, the slider "shifts" this direction slightly. Taken from City Streets, Asphyxia's Insane. The blue is where the flow would tell the player to go, (considering this pattern comes right after a linear back/forth jump). The player wants to go in a certain direction but the slider shape says otherwise. Honestly though, I don't see a lot of people following sliders completely to begin with. I don't think many people can even have their cursor follow the exact center of the sliders without cutting corners and using slider leniency. Perhaps this may be an issue if my map were CS 6/7 where you can't afford to cut corners :P
SPOILER
01:56:294 (1) -
so this slider is supposed to flow like this. now look from where you are starting the slider, where the starting line shows?

somewhere here D:. imagine like your slider continues the movement by this shape

and now back to your placement. its supposed to flow like this
[spoilerbox]
if you wanted it flow smooth, then do it by slider shape. there are 2 variants:
1
rotating it a bit to left
2
placing it a bit to left
・02:42:485 (3,4) - flow, again This pattern flowed perfectly fine when testplaying. Actually, this pattern plays better if you cut the corner on 4, or play it as a straight slider even... moving downward to 5 rather than keeping to the center, but i'm sure most if not all plays who can pass this map already have that kind of mindset. This is how I see it. I really think for patterns like this, the flow should be analyzed first based on how someone would play this... Not just by how it looks visually.



im a bit tired so not sure i can deal the rest of track now but actually i think the stuff pointed out above should help you to visually and aesthetically improve your map.
as i wrote earlier, you better search for more experienced mods, that amount which you have now is not really enough for a 6min map. you need more eyes, more opinions, more suggestions to come and improve the diff.
you can also say "pfffft lolno its ready already i dont want more mods" and ask HabiHolic to rebubble your map. or ask her to rebubble when you get enough mods and consider it ready then.
cause well, atm i am not feeling comfortable to set any icon to this map due to the quality. hope you understand. good luck! :|
Thanks for a more detailed mod xD. Sorry I couldn't agree with you in some cases. I think your idea of aesthetic and mine are just different. I'll get maybe one or two more mods on this map, and a proper first-hand timing check to make sure. I hope i've adequately explained why I've disagreed with you in some cases, but yes, please let me know if you need more clarification too xD.
Topic Starter
Monstrata

pishifat wrote:

i said to go with the current timing cuz it probably won't get any better. still though, aka is right, and unless you find someone who's willing to time a 6 minute song by each individual drum hit, you're screwed

all supercell songs (that i've heard at anyway) are like this one with slightly out of sync drums. TicClick explains this here. he says there are two options: timing with red lines or getting a better mp3. by finding a better mp3, i assume he means editing the mp3 manually so drums are in sync, as was done for that map here.

timing with red lines, if done right, will be super uncomfortable to play due to drum hits being inconsistent everywhere, so that's not really the best way to go about fixing this song. also just becuase the song is barely off, it doesn't mean there should be barely any timing points. offset resets are useless when drums are early/late/in time within 2 seconds of each hit. that would just make the drums variable around a different offset (which was why the tv size courage didn't use this timing, but instead an mp3 with re-synced percussion

anyway back to this map. because the song was pretty much the same as those other maps, it's probably not going to benefit from red lines. feel free to try, but unless you're editing the mp3 or making the map unplayable, timing will never be perfect. it's still definitely possible to get it ranked with this kind of nonsense timing though, like this, so go for it if you think it's okay. if you really wanted to get it right tho, finding someone else to fix the song is the best choice. people will probably disagree with me on that, but it's what i'd say works

tl;dr don't map supercell marathons
Ahh... I see. LOL Good thing I only have like 20 objects on my other supercell map. Whelp, time to pick another song haha~. Maybe it's best if I keep with OD 7 then. I was considering raising to OD 7.5/8 but with these slight deviations... ya better not. I certainly have no clue how to fix the mp3, and even if I had a fixed mp3, (as with the Courage map) fixing the mp3 just makes it sound weird at certain sections. I'm going to keep the mp3 as is then. Thanks for the insight!!
Snaggletooth
M4M

First mod for approval-map


About your Combo-Color
  • I would really concider changing the first and perhaps the second combo-color
    to something darker/lighter. They are really hard to read right now and imo the excuse that
    this is for approval wont really help here. I also read in an earlier mod that you wont change colors
    and that the BG may eventually change; I would suggest you do that.
  1. 00:29:151 (3,4) - Follow Vocals
    1. The part from 00:27:405 to 00:36:929 is mapped on guitar and thats okay. What I
      would have done instead is map partly on Vocals an guitar. The reson behind this suggestion is, that
      in this particular part the voice is the most prevelant sound. I understand you are mapping Drums/guitars
      but adding a few 1/1 sliders to accentuate the vocals will give the player a little moment to breath and
      will also break this repetetive mapping pattern of yours. I suggest you do this here:
    2. 00:29:151
    3. 00:32:326
    4. 00:32:961
      Example

      +hist ctrl+g on 00:33:596 (5)
    5. 00:50:104
    6. 00:52:643
    7. 02:18:992
  2. 01:37:088 Not following guitars/beat
    1. 01:37:088 (7,1) this should be one slider. Having it split like this is not beneficial for
      your map as it is not following the beat correctly, or at least not in a noticable correct way.
      This can become confusing and even a combo-breaker because
      you dont get what you obviously expect and what should be there
      which is a 1/1 slider.
  3. 03:55:977 (2,3,4) - Map drums
    1. This beat is diffrent from the usual beat in this song and that should be accentuated since
      this is the bridge and a somewhat signifficant (imo) part of the map. Instead of
      using tripplets and adding an artificial beat you should use sliders to make it
      more hearable.
    2. 03:55:977
    3. 03:57:246
    4. 03:58:516
  4. From 05:38:516 till End
    1. Nice attemt for slider-art but it dosn't really fit. And the spinner at the end dosn't either. It
      seems very forced and kind of weird while playing. I really suggest you this:
    2. Instead of using slider art, use a spinner from 05:38:516 to 05:48:675 with a silent end.
      This will finish the map nicely. Of course, if you dont want the map to end there, then you can map the
      strings afterwards like you did right in the beginning but I really wouldn't leave it as it is right now.

I hope this mod was helpful to you. I really tried to only pick up problems that would acctually
increase the quality of the map once fixed. Good luck mate~
Aka
yeah, i understad everything, dw o/
this is just my view of the quality term, i tried x)
Topic Starter
Monstrata

Snaggletooth wrote:

M4M

First mod for approval-map


About your Combo-Color
  • I would really concider changing the first and perhaps the second combo-color
    to something darker/lighter. They are really hard to read right now and imo the excuse that
    this is for approval wont really help here. I also read in an earlier mod that you wont change colors
    and that the BG may eventually change; I would suggest you do that. I think at this point, i'm satisfied with the background/diffname/combo colors. But I think I might change one of the darker shades of blue to a pale yellow color instead...
  1. 00:29:151 (3,4) - Follow Vocals
    1. The part from 00:27:405 to 00:36:929 is mapped on guitar and thats okay. What I
      would have done instead is map partly on Vocals an guitar. The reson behind this suggestion is, that
      in this particular part the voice is the most prevelant sound. I understand you are mapping Drums/guitars
      but adding a few 1/1 sliders to accentuate the vocals will give the player a little moment to breath and
      will also break this repetetive mapping pattern of yours. I suggest you do this here:
    2. 00:29:151 Okay, i tried that, but imo mine is currently better. The 1/2 slider maps the vocals as well as the guitar, and the circle that follows also maps to the vocals, while blending into the guitar part with the circles that follow after.
    3. 00:32:326 Fine imo.
    4. 00:32:961 Reworked this pattern a bit.
      Example

      +hist ctrl+g on 00:33:596 (5)
    5. 00:50:104 The beat on the next measure is quite important, I want to map it rather than have the player simply drag through it without clicking.
    6. 00:52:643 ^ The triplet here was suggested by a few BN's so I think it might be better to keep them.
    7. 02:18:992It's fine~
  2. 01:37:088 Not following guitars/beat
    1. 01:37:088 (7,1) this should be one slider. Having it split like this is not beneficial for
      your map as it is not following the beat correctly, or at least not in a noticable correct way.
      This can become confusing and even a combo-breaker because
      you dont get what you obviously expect and what should be there
      which is a 1/1 slider. I tried using a 1/1 slider here at one point, but the problem with this too, is that the vocals at 01:37:246 - are completely omitted. There is nothing for the player to click.
  3. 03:55:977 (2,3,4) - Map drums
    1. This beat is diffrent from the usual beat in this song and that should be accentuated since
      this is the bridge and a somewhat signifficant (imo) part of the map. Instead of
      using tripplets and adding an artificial beat you should use sliders to make it
      more hearable. Hmm... idk... I don't think this is an artificial beat, that would imply the drum beats are 1/2 beats no? The drum beat is on the blue tick, hence the triplet, rather than elongating the slider and having the slider-end map to a drum beat.
    2. 03:55:977 ^
    3. 03:57:246 Nice. Yea, this one should be a slider, since there are only two drumbeats beginning on the blue tick. Fixed.
    4. 03:58:516 This one's fine.
  4. From 05:38:516 till End
    1. Nice attemt for slider-art but it dosn't really fit. And the spinner at the end dosn't either. It
      seems very forced and kind of weird while playing. I really suggest you this:
    2. Instead of using slider art, use a spinner from 05:38:516 to 05:48:675 with a silent end.
      This will finish the map nicely. Of course, if you dont want the map to end there, then you can map the
      strings afterwards like you did right in the beginning but I really wouldn't leave it as it is right now. The sliders fit imo. This melody is heard a lot throughout the song, so I'm using long sliders at the end for some more variety in rhythm. I used to have a spinner of the exact length going through, but it was brought up that a spinner that long would require rpm over 400 to even pass, and after a 6 minute song with no breaks, that's just not a good idea lol.

I hope this mod was helpful to you. I really tried to only pick up problems that would acctually
increase the quality of the map once fixed. Good luck mate~
Thanks for the mod :D.
Pho
These walls of text tho O_O

Sorry that i couldn't help out with the timing properly, but I think pishi and Aka explained it thoroughly already.
I still wish GL for this set /o/
captin1
I think aka had the right idea with the timing, the intro guitar part should be separated from when the drum comes in. the mild variances may sound a bit annoying when you're at 25% playback in the editor, but they really don't make much difference when you're playing, and that's what matters most tbh (coming from experience of playing this through twice with hr). people who won't know the difference won't notice it, and people who will tend to play based off of their hitsounds anyways, so keeping the timing steady is a much better choice.

something like

I think works well, moves the overall offset back but does the initial timing that aka gave

if you do this, you'll need to check the "Omit first bar line" in the timing panel for the second point.

also add koeda to tags, since she sang this.

just some initial things, let me know when it's all worked out from here like resnapping and such (i'll poke pishi so he checks out what i've said here)

no kd for now
Topic Starter
Monstrata

captin1 wrote:

I think aka had the right idea with the timing, the intro guitar part should be separated from when the drum comes in. the mild variances may sound a bit annoying when you're at 25% playback in the editor, but they really don't make much difference when you're playing, and that's what matters most tbh (coming from experience of playing this through twice with hr). people who won't know the difference won't notice it, and people who will tend to play based off of their hitsounds anyways, so keeping the timing steady is a much better choice.

something like

I think works well, moves the overall offset back but does the initial timing that aka gave

if you do this, you'll need to check the "Omit first bar line" in the timing panel for the second point.

also add koeda to tags, since she sang this.

just some initial things, let me know when it's all worked out from here like resnapping and such (i'll poke pishi so he checks out what i've said here)

no kd for now
Alright, I've added the red lines. The song's overall offset (after the 3rd red line) shifted backward 6 ms though... I don't know if this was intentional or not since you said it would "move the overall offset back". It's an easy fix if this wasn't intended though;

Added koeda too, thx :3
Ciyus Miapah
i agree with aka, sometimes this map feels good in gameplay, sometimes not. just it~

good luck with your map!
HabiHolic
Ok! rebubbled #1
Pereira006
[Depravity]

Gameplay:

  1. 00:33:590 (5) - I see you style, you change NC is 1/1 cuz rhythm is change, so if this rhythm is change should be NC ? look like is inconsistency from you style
  2. 00:36:129 (5) - ^ same
  3. 00:38:828 (9) - ^ same
  4. 01:01:685 (1) - remove NC, in 00:47:716 you style is change so now you make long NC is 1/2 right ? so this should remove
  5. 01:06:764 (1) - ^ same
  6. 02:22:796 (5) - same happened in 00:33:590 (5)
  7. 02:32:955 (5) - missing NC
  8. 03:32:161 (6) - need NC you can see the first kiai in 02:03:272 (1), so look like is inconsistency your style
  9. 03:52:002 (5) - nc
  10. 05:08:352 (5) - ^ same
  11. 05:15:812 (5) - ^ same
  12. 05:18:352 (6) - ^same
  13. 05:21:367 (8) - same happened in 03:32:161 (6)
  14. 00:51:526 (5,6,7) - can you move little down because this is touching skin default HP
  15. 02:01:367 (1) - (nazi) this need 1 grid up to perfect align with 02:01:049 (7,8,9,10)
  16. 04:11:844 (3) - dunno why this is 1.30 but 04:10:891 at 04:23:589 all objects is 1.51 expect this note, fix spacing to be consistency with this part?
[]
I'm very impressive, the gameplay (flow, spacing etc...) is very good, I just find problem NCs (I check all) from your style make sure they are consistency or I m wrong and hitsound is actually good.
Well done, call me back so i will bubbled #2 is only problem NC
Topic Starter
Monstrata

Pereira006 wrote:

[Depravity]

Gameplay:

  1. 00:33:590 (5) - I see you style, you change NC is 1/1 cuz rhythm is change, so if this rhythm is change should be NC ? look like is inconsistency from you style Okay, added NC
  2. 00:36:129 (5) - ^ same ^
  3. 00:38:828 (9) - ^ same ^
  4. 01:01:685 (1) - remove NC, in 00:47:716 you style is change so now you make long NC is 1/2 right ? so this should remove Okay
  5. 01:06:764 (1) - ^ same Okay, sure. I thought the combo was a bit long so I NC'ed here, removed NC.
  6. 02:22:796 (5) - same happened in 00:33:590 (5) Okay!
  7. 02:32:955 (5) - missing NC Added
  8. 03:32:161 (6) - need NC you can see the first kiai in 02:03:272 (1), so look like is inconsistency your style Fixed
  9. 03:52:002 (5) - nc K
  10. 05:08:352 (5) - ^ same I think you meant 05:08:034 (4) - . Added~
  11. 05:15:812 (5) - ^ same This one too, I think you meant 05:15:494 (4) - . It made more sense to add the NC here instead.
  12. 05:18:352 (6) - ^same This one as well, I NC'ed at 05:18:034 (5) - Since it also plays well with the parallel sliders. please recheck, thanks~
  13. 05:21:367 (8) - same happened in 03:32:161 (6) Fixed
  14. 00:51:526 (5,6,7) - can you move little down because this is touching skin default HP Okay fixed. Lowered the whole pattern down slightly.
  15. 02:01:367 (1) - (nazi) this need 1 grid up to perfect align with 02:01:049 (7,8,9,10) Haha. Okay fixed~
  16. 04:11:844 (3) - dunno why this is 1.30 but 04:10:891 at 04:23:589 all objects is 1.51 expect this note, fix spacing to be consistency with this part? Fixed spacing, thanks!
[]
I'm very impressive, the gameplay (flow, spacing etc...) is very good, I just find problem NCs (I check all) from your style make sure they are consistency or I m wrong and hitsound is actually good.
Well done, call me back so i will bubbled #2 is only problem NC
Thank you so much!! ^^.
Pereira006

monstrata wrote:

  1. 05:08:352 (5) - ^ same I think you meant 05:08:034 (4) - . Added~
  2. 05:15:812 (5) - ^ same This one too, I think you meant 05:15:494 (4) - . It made more sense to add the NC here instead.
  3. 05:18:352 (6) - ^same This one as well, I NC'ed at 05:18:034 (5) - Since it also plays well with the parallel sliders. please recheck, thanks~
Thank you so much!! ^^.
we talk in-game, yeah is "slider Earlier" kill me pls

this mapset, I m very impressive, everthing look good, is ready to go

Bubble #2
Alarido
Everything checked. Habemus Bubble #3 !
pishifat

Alarido wrote:

Bubble #3 !
what
Alarido

pishifat wrote:

Alarido wrote:

Bubble #3 !
what
Well, it didn't work 'coz it was in WIP forums, but Lust moved to Pending and I'm gonna try now....

HABEMUS...
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