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Koji Kondo - Bolero of Fire [CatchTheBeat]

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Topic Starter
DragonSlayer96

BoberOfDarkness wrote:

No problem, catch my star!
Thanks. Also, the beatmap has been updated with a new timeline that fits better
snowball112
heya o/ , here's my side of the m4m.

Not really much to say here. The only thing that bothers me is the beginning of the kiai at 00:21:071 (1,2,3,4,1,2,3). Even though you can clear this simply by walking, I feel like newer players will miss here easily as you have higher note density and movement than at any other point in the map. Maybe move:

- 00:21:821 (2) to x:352
- 00:22:071 (3) to x:208
- 00:22:821 (4) to x:64
- 00:23:071 (1) to x208
- I feel like a very small jump from 00:05:904 (9) to 00:06:071 (10) could feel nice as you have a slightly stronger beat on 00:06:071 (10). Maybe move to x:208?

- I'm not sure about the jump from 00:03:571 (1,2). In my opinion it would work better if it were similar to 00:00:571 (2,3,4,5), where you have a jump on the last note. This feels better to play imo.

- Also, I feel like you could add a little bit of movement to the stream of 00:04:571 (1,2,3,4,5,6,7,9). Maybe something along the lines of moving:
- 00:05:071 (4) to x:128
- 00:05:237 (5) to x:80
- 00:05:404 (6) to x:32
- 00:05:571 (7) to x:96
- 00:05:737 (8) to x:64

- Similar with to the other patterns, you could use a jump only on the last note of 00:06:571 (1,2,3,4).

- Instead of a stream at 00:10:571 (1,2,3,4,5,6,7,8,9), I think it might sound better using 1/1 spacing here to emphasize the instruments other than the drums as the stream doesn't really do much for the map in my opinion. I think it would work well if you:
- remove 00:11:237 (5,6)
- 00:11:737 (8,9) - ^
- move 00:11:571 (7) to for example x:192 for a bit of spacing and emphasis.

- I feel like it would feel better to play if you had slightly bigger spacing between 00:24:821 (4,1) as well as between 00:25:821 (4,1) but use a slightly larger spacing on the latter as the music can justify using steadily increasing spacing here. I think it would be even better if you used a steadily increasing spacing from one sequence of 4 1/1 notes to the next throughout the entire kiai. For example start with a distance of 112 between 00:21:821 (4,1) and steadily increase by 16 (1 block). This could work well in my opinion.
- I don't think the music justifies the use of a hyper at 00:05:571 (6). Instead, you could well have a jump between 00:05:904 (8,1). Maybe move the whole thing around a bit to something like this.

- I feel like a jump at between 00:07:904 (6,7) would be nice. Maybe move 00:07:904 (6) to x:464?

- I think that it would be better to use single notes or 1/1 slider + 1 single note instead of sliders like 00:14:071 (7). You have a strong beat at the end and it may be better for emphasis to have that beat mapped out as a single note. Similar with 00:08:071 (7).

Even though you probably intended to have 00:12:071 (1) to 00:20:071 (7) mapped to the drums and 00:21:071 (1) until the end to the other instruments, I feel like this map could show a bit more variation by switching between the two a bit depending on what feels stronger and give the map a better structure overall. For example, I think it would be good to
- replace 00:12:071 (1) with three 1/1 single notes. Similar with 00:18:071 (1).
- Add a note at 00:15:321.
- Remove 00:17:237 (4,5) as well as 00:17:727 (7,8) to put more emphasis on 00:17:071 (3) and 00:17:571 (6) and 00:18:071 (1).
- Use 1/3 notes between 00:25:571 and 00:26:071 (2) and remove 00:26:321 (2) to put emphasis on the drums here.
- Map to the drums a bit between 00:21:071 (1) and 00:22:821 (4).

I know that it may be intended to have this kind of half-and-half map for structure in terms of mapping to the instruments, but I think you can still have good structure and make it more interesting if you mix things a bit.
- Your diff overall feels pretty unbalanced in terms of such a low number of circles vs. so many sliders, especially in the kiai. In my opinion you should include more circles for better emphasis on specific beats and structure.

- I like what you did around 00:09:071 (6,1,2) especially because of mixing in that 1/3. I think you should do this more as this feels more fun and interesting to play. For example you could:
- Remove 00:12:571 (2), put a repeat on 00:12:071 (1) and use 1/3 between 00:12:571 and 00:13:071 (1) for a bit of variety.
- Map in a bit of 1/3 between 00:21:071 (1) and 00:23:071 (1), the drum beats are quite strong here.

- I think the sounds at 00:00:571 (2,3) and 00:01:571 (1,2) would be better represented using either 4 singles instead of 2 sliders OR 1/3 repeat slider + 1 circle with a little jump at the end of either. This would fit better in my opinion. Similar with 00:03:571 (1,2).

- I think single circles would also be better instead of sliders at 00:02:571 (3,4) for better emphasis on the drums.

That's all from me. Good luck ^^
Topic Starter
DragonSlayer96

snowball112 wrote:

heya o/ , here's my side of the m4m.

Not really much to say here. The only thing that bothers me is the beginning of the kiai at 00:21:071 (1,2,3,4,1,2,3). Even though you can clear this simply by walking, I feel like newer players will miss here easily as you have higher note density and movement than at any other point in the map. Maybe move:

- 00:21:821 (2) to x:352 ok
- 00:22:071 (3) to x:208 ok
- 00:22:821 (4) to x:64 ok
- 00:23:071 (1) to x208 ok
- I feel like a very small jump from 00:05:904 (9) to 00:06:071 (10) could feel nice as you have a slightly stronger beat on 00:06:071 (10). Maybe move to x:208? ok

- I'm not sure about the jump from 00:03:571 (1,2). In my opinion it would work better if it were similar to 00:00:571 (2,3,4,5), where you have a jump on the last note. This feels better to play imo. ok moved it around a bit

- Also, I feel like you could add a little bit of movement to the stream of 00:04:571 (1,2,3,4,5,6,7,9). Maybe something along the lines of moving:
- 00:05:071 (4) to x:128 ok
- 00:05:237 (5) to x:80 ok
- 00:05:404 (6) to x:32 ok
- 00:05:571 (7) to x:96 ok
- 00:05:737 (8) to x:64 ok

- Similar with to the other patterns, you could use a jump only on the last note of 00:06:571 (1,2,3,4). ok

- Instead of a stream at 00:10:571 (1,2,3,4,5,6,7,8,9), I think it might sound better using 1/1 spacing here to emphasize the instruments other than the drums as the stream doesn't really do much for the map in my opinion. I think it would work well if you:
- remove 00:11:237 (5,6) ok
- 00:11:737 (8,9) - ^ ok
- move 00:11:571 (7) to for example x:192 for a bit of spacing and emphasis. ok

- I feel like it would feel better to play if you had slightly bigger spacing between 00:24:821 (4,1) as well as between 00:25:821 (4,1) but use a slightly larger spacing on the latter as the music can justify using steadily increasing spacing here. I think it would be even better if you used a steadily increasing spacing from one sequence of 4 1/1 notes to the next throughout the entire kiai. For example start with a distance of 112 between 00:21:821 (4,1) and steadily increase by 16 (1 block). This could work well in my opinion. okalso moved around quite a few notes
- I don't think the music justifies the use of a hyper at 00:05:571 (6). Instead, you could well have a jump between 00:05:904 (8,1). Maybe move the whole thing around a bit to something like this. ok
- I feel like a jump at between 00:07:904 (6,7) would be nice. Maybe move 00:07:904 (6) to x:464? ok

- I think that it would be better to use single notes or 1/1 slider + 1 single note instead of sliders like 00:14:071 (7). You have a strong beat at the end and it may be better for emphasis to have that beat mapped out as a single note. Similar with 00:08:071 (7). ok

Even though you probably intended to have 00:12:071 (1) to 00:20:071 (7) mapped to the drums and 00:21:071 (1) until the end to the other instruments, I feel like this map could show a bit more variation by switching between the two a bit depending on what feels stronger and give the map a better structure overall. For example, I think it would be good to
- replace 00:12:071 (1) with three 1/1 single notes. Similar with 00:18:071 (1).
- Add a note at 00:15:321.
- Remove 00:17:237 (4,5) as well as 00:17:727 (7,8) to put more emphasis on 00:17:071 (3) and 00:17:571 (6) and 00:18:071 (1).
- Use 1/3 notes between 00:25:571 and 00:26:071 (2) and remove 00:26:321 (2) to put emphasis on the drums here.
- Map to the drums a bit between 00:21:071 (1) and 00:22:821 (4). no only because it is confusing to know what you are trying to follow if you do do a mix of the instruments like that. quite a few notes do not feel right to me

I know that it may be intended to have this kind of half-and-half map for structure in terms of mapping to the instruments, but I think you can still have good structure and make it more interesting if you mix things a bit. ok i just don't want to make it a hell to play a short map because i keep on changing what i am mapping to

That's all from me. Good luck ^^
MBomb

snowball112 wrote:

heya o/ , here's my side of the m4m.

- Your diff overall feels pretty unbalanced in terms of such a low number of circles vs. so many sliders, especially in the kiai. In my opinion you should include more circles for better emphasis on specific beats and structure. - I feel this song fits sliders a lot better than circles in a lot of places, the kiai being one of the biggest examples of this.

- I like what you did around 00:09:071 (6,1,2) especially because of mixing in that 1/3. I think you should do this more as this feels more fun and interesting to play. For example you could:
- Remove 00:12:571 (2), put a repeat on 00:12:071 (1) and use 1/3 between 00:12:571 and 00:13:071 (1) for a bit of variety. - I like this pattern, although the way I've made it may be a bit too difficult ;; We shall see with future mods.
- Map in a bit of 1/3 between 00:21:071 (1) and 00:23:071 (1), the drum beats are quite strong here. - I like this, fits the drum beat and makes the jump make a lot more sense music wise as the loud drum beat is on 00:22:071 (1) - .

- I think the sounds at 00:00:571 (2,3) and 00:01:571 (1,2) would be better represented using either 4 singles instead of 2 sliders OR 1/3 repeat slider + 1 circle with a little jump at the end of either. This would fit better in my opinion. Similar with 00:03:571 (1,2). - I did consider 4 circles at one point, but I think this works better.

- I think single circles would also be better instead of sliders at 00:02:571 (3,4) for better emphasis on the drums. - I do agree with you here, not sure why I made them sliders...

That's all from me. Good luck ^^
Thanks for the mod!
Difficulty went up a bit, that's good. ;)
osu file format v14

[General]
AudioFilename: 60. Bolero of Fire.mp3
AudioLeadIn: 0
PreviewTime: 12071
Countdown: 1
SampleSet: None
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 3
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Bolero of Fire
TitleUnicode:Bolero of Fire
Artist:Koji Kondo
ArtistUnicode:Koji Kondo
Creator:DragonSlayer96
Version:MBomb's Rain
Source:Zelda Reorchestrated
Tags:The Legend Orcarina Time Sheik Link Darunia Volgaria warp song temple goron death mountain mtn tloz oot - Magic Bomb -
BeatmapID:633829
BeatmapSetID:279937

[Difficulty]
HPDrainRate:7
CircleSize:5
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bolero of fire.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
71,250,4,3,0,5,1,0
21071,-100,4,3,0,5,0,1
27071,-100,4,3,0,5,0,0


[Colours]
Combo1 : 255,255,0
Combo2 : 255,0,0
Combo3 : 255,128,0

[HitObjects]
256,192,71,5,0,0:0:0:0:
144,192,571,2,0,L|64:96,1,106.666666666667
192,192,904,2,0,L|256:96,1,106.666666666667
352,192,1571,6,0,L|432:96,1,106.666666666667
336,192,1904,2,0,L|256:96,1,106.666666666667
64,192,2571,1,0,0:0:0:0:
448,192,3071,1,0,0:0:0:0:
320,192,3571,6,0,L|272:96,1,106.666666666667
192,192,3904,2,0,L|256:80,1,106.666666666667
384,192,4571,6,0,L|288:128,2,106.666666666667
128,192,5071,2,0,L|224:112,2,106.666666666667
256,192,5571,1,0,0:0:0:0:
320,192,5737,1,0,0:0:0:0:
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320,192,6571,5,0,0:0:0:0:
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144,192,10071,2,0,L|272:96,1,160
384,192,10571,5,0,0:0:0:0:
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64,192,11404,1,0,0:0:0:0:
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Topic Starter
DragonSlayer96
Thanks mb. It has been updated. Time for another mod.
__Hatsune_Miku

Platter

  1. 00:01:904 (6) - This note pile up note (7)
  1. 00:07:904 (6) - Move X=512 y=192 :D (is little move :P)

MBomb's Rain

  1. i suggest CS down to 4.3 ~ 4 (it just suggest .:D)
  1. 00:10:904 (3) - This note pile up 00:11:404 (2) - here

sorry
i cant fined more ...;;
MBomb

_ Hatsune Miku wrote:

MBomb's Rain

  1. i suggest CS down to 4.3 ~ 4 (it just suggest .:D) - I prefer it as CS5, sorry.
  1. 00:10:904 (3) - This note pile up 00:11:404 (2) - here
- Not quite sure what you're saying here, but I like this section how it is.
Thanks for the mod.
Topic Starter
DragonSlayer96

_ Hatsune Miku wrote:

Platter

  1. 00:01:904 (6) - This note pile up note (7)
Meh worth a shot to stack. Lets see what others say about it.
  1. 00:07:904 (6) - Move X=512 y=192 :D (is little move :P)
Ok

sorry
i cant fined more ...;;
It's ok you found out what you thought could be changed. Thanks for your help
Negri_sk
[Rain]
00:00:571 (2) - NC
00:00:904 (3) - x256
00:01:904 (2) - ^
00:03:571 (1) - x360
00:03:904 (2) - x152
00:05:571 (3,4,5) - https://osu.ppy.sh/ss/2884181
00:06:071 (6) - x480 ^ This is an follow up to the one above don't do this one if you don't do the triple.
00:07:571 (1,2,3,4) - https://osu.ppy.sh/ss/2884228 Change to grid 1 for a lil time to get this one.
00:11:404 (2,4) - x96
00:11:571 (3,5) - x216
00:13:571 (2) - CTRL+G
00:23:071 (1) - https://osu.ppy.sh/ss/2884310
Will mod more later...
GAMI
M4M

00:21:071 (1) - x : 480
00:22:821 (4) - this is kinda too far and use dash , try to move to x:96
00:24:821 (4) - same suggest as above , move to x:48
00:01:071 (5) - x:128 since it's salad
00:04:071 (4) - x:304
00:07:071 (4) - x:208
00:10:071 (4) - x:144
00:13:071 (2) - try to balance the slider like this
00:19:071 (2) - same suggest as above , just try to balance it
00:21:071 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - IDK why you put a note randomly at this kiai place.. try to improve it
00:06:071 (1) - x: 48
00:06:737 (2) - x:400
00:06:904 (3) - x:496
00:21:821 (4) - x:176
00:22:821 (4) - better make HDdash , move to x:512
00:23:071 (1,2,3,4) - make it balance like this
00:24:071 (1,2,3,4) - just make it balance like in above suggest
00:26:071 (1,2,3,4) - make like this since you put randomly
00:06:071 (6) - I dont hear anything good for note on purple line , remove that
00:15:987 (2) - are you sure you put this note on purple line?
00:16:904 (4) - same as above so try to consider that
00:19:904 (3,3,3) - ^
00:13:571 (2) - not good , try ctrl+g
00:14:071 (3) - move to x: 256

that's all , sorry for didn't help

here my M4M map : Iida Riho & Pile - Beat in Angel

good luck
Topic Starter
DragonSlayer96

GAMI wrote:

M4M

00:21:071 (1) - x : 480 Ok
00:22:821 (4) - this is kinda too far and use dash , try to move to x:96 Ok
00:24:821 (4) - same suggest as above , move to x:48 Ok
00:01:071 (5) - x:128 since it's salad Ok
00:04:071 (4) - x:304 Ok
00:07:071 (4) - x:208 Ok
00:10:071 (4) - x:144 Ok
00:13:071 (2) - try to balance the slider like this Ok
00:19:071 (2) - same suggest as above , just try to balance it Ok
00:21:071 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - IDK why you put a note randomly at this kiai place.. try to improve it Meh kinda like it how it is
00:06:071 (1) - x: 48 Ok
00:06:737 (2) - x:400 Ok
00:06:904 (3) - x:496 lol already there
00:21:821 (4) - x:176 Ok
00:22:821 (4) - better make HDdash , move to x:512 Ok
00:23:071 (1,2,3,4) - make it balance like this Ok
00:24:071 (1,2,3,4) - just make it balance like in above suggest Meh like how it looks
00:26:071 (1,2,3,4) - make like this since you put randomly Meh like how it looks

that's all , sorry for didn't help Don't say that. Every mod helps.

here my M4M map : Iida Riho & Pile - Beat in Angel ??? when did i accept to mod this? will try be modding it soon

good luck
GAMI

DragonSlayer96 wrote:

GAMI wrote:

M4M

00:21:071 (1) - x : 480 Ok
00:22:821 (4) - this is kinda too far and use dash , try to move to x:96 Ok
00:24:821 (4) - same suggest as above , move to x:48 Ok
00:01:071 (5) - x:128 since it's salad Ok
00:04:071 (4) - x:304 Ok
00:07:071 (4) - x:208 Ok
00:10:071 (4) - x:144 Ok
00:13:071 (2) - try to balance the slider like this Ok
00:19:071 (2) - same suggest as above , just try to balance it Ok
00:21:071 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - IDK why you put a note randomly at this kiai place.. try to improve it Meh kinda like it how it is
00:06:071 (1) - x: 48 Ok
00:06:737 (2) - x:400 Ok
00:06:904 (3) - x:496 lol already there
00:21:821 (4) - x:176 Ok
00:22:821 (4) - better make HDdash , move to x:512 Ok
00:23:071 (1,2,3,4) - make it balance like this Ok
00:24:071 (1,2,3,4) - just make it balance like in above suggest Meh like how it looks
00:26:071 (1,2,3,4) - make like this since you put randomly Meh like how it looks

that's all , sorry for didn't help Don't say that. Every mod helps.

here my M4M map : Iida Riho & Pile - Beat in Angel ??? when did i accept to mod this? will try be modding it soon

good luck
Oh Since you says you will mod my Gavin map, I try to change into beat in angel but it's up to you then. Sry
Topic Starter
DragonSlayer96

GAMI wrote:

Oh Since you says you will mod my Gavin map, I try to change into beat in angel but it's up to you then. Sry
I don't mind switching, i just didn't recall ever accepting a M4M regarding the angel one. Its ok. Will mod it
GAMI

DragonSlayer96 wrote:

GAMI wrote:

Oh Since you says you will mod my Gavin map, I try to change into beat in angel but it's up to you then. Sry
I don't mind switching, i just didn't recall ever accepting a M4M regarding the angel one. Its ok. Will mod it
Oh dont mod it then. Forget it lol. Now I will BL you, sry
MBomb
Sorry to all the modders of my difficulty, but I'm going to be withdrawing my rain guest difficulty, as I feel right now, it is nowhere near the quality of my other maps, and I'm not sure how to fix it without making it a lot closer to a platter. This song is just not suited to a rain of my mapping style. It'll be DS96's call whether he wants another rain gd or whether he'll just stick with a Cup-Platter spread, but I think he should go with the latter.
Topic Starter
DragonSlayer96

- Magic Bomb - wrote:

Sorry to all the modders of my difficulty, but I'm going to be withdrawing my rain guest difficulty, as I feel right now, it is nowhere near the quality of my other maps, and I'm not sure how to fix it without making it a lot closer to a platter. This song is just not suited to a rain of my mapping style. It'll be DS96's call whether he wants another rain gd or whether he'll just stick with a Cup-Platter spread, but I think he should go with the latter.
I will probably just leave it a trifecta mapset and not reach out for another GD for the mapset. Like I did tell you in PM, if you want to retry the Rain, I don't mind re adding it. I will probably just honestly try to only do Cup - Platter mapsets for a while until i can adequately do Rains and not ask for GD's for them from now on. I just feel bad for wasting people's time because of this, but - unless someone truly believes a mapset I am making needs a Rain - I will no longer be asking for GD's for Rains.
MBomb
On a slightly brighter note from my last post, I'm doing a mod as requested on Wild and Hyper's modding queue with me as a guest modder.

Because of the very high bpm of this song, I'm not really comfortable with the 1.2 slider velocity for this, I'd reduce it to 0.8 maybe, mainly because I felt sliders like 00:04:571 (2) - felt a bit fast for a cup.

00:20:579 - Place a circle on the 1/1 here as this is a very strong beat.
00:21:821 (2) - Move this to x:368 to make it slightly easier to catch.
00:05:571 (7) - NC here.
00:06:071 (10) - This jump feels a bit awkward imo, move it to x:192.
00:10:571 (1) - Map this combo in a stream similar to 00:04:571 (1,2,3,4,5,6,7,8,9,10) - .
00:17:071 (3) - This jump feels kinda awkward too, move this to x:256.
Add some sliders between 00:21:071 (1) - and the end of the map, this part lacks variety right now.
00:00:737 (2,3) - Switch these two notes around.
00:07:071 (4,7) - I don't like the hypers on these sounds, in my opinion the sound is too weak to constitute a hyper.
00:10:737 (1,2) - Make 1 hyper to 2, this is a very strong drum beat.
00:11:071 (3,4) - This shouldn't hyper, it's a weak sound.
00:11:571 (6,7) - ^
00:14:071 (7) - Ctrl+g this and move it to x:240, flows a lot better whilst maintaining the HDash.
00:18:071 (1) - This is an awkward jump right now, but it fits a hyper, so move it to the right a bit more to make it hyper. If this is followed, move 00:18:727 (2) - to the left a bit to avoid a timing jump.
00:22:821 (4,1) - 4 shouldn't hyper to 1 here, it's a very weak sound.
00:25:071 (1) - 4 should hyper to 1 here.
00:26:071 (1) - ^

Done ;)
Topic Starter
DragonSlayer96

- Magic Bomb - wrote:

On a slightly brighter note from my last post, I'm doing a mod as requested on Wild and Hyper's modding queue with me as a guest modder.

Because of the very high bpm of this song, I'm not really comfortable with the 1.2 slider velocity for this, I'd reduce it to 0.8 maybe, mainly because I felt sliders like 00:04:571 (2) - felt a bit fast for a cup. meh changed it to SV of 1.0 can always go lower if it still feels to fast

00:20:579 - Place a circle on the 1/1 here as this is a very strong beat. ok
00:21:821 (2) - Move this to x:368 to make it slightly easier to catch. ok
00:05:571 (7) - NC here. ok
00:06:071 (10) - This jump feels a bit awkward imo, move it to x:192. ok
00:10:571 (1) - Map this combo in a stream similar to 00:04:571 (1,2,3,4,5,6,7,8,9,10) - . ok
00:17:071 (3) - This jump feels kinda awkward too, move this to x:256. ok
Add some sliders between 00:21:071 (1) - and the end of the map, this part lacks variety right now. ok
00:00:737 (2,3) - Switch these two notes around. ok
00:07:071 (4,7) - I don't like the hypers on these sounds, in my opinion the sound is too weak to constitute a hyper.
00:10:737 (1,2) - Make 1 hyper to 2, this is a very strong drum beat. No I have the hypers set up for the different sounding beat so it stands out. For the drums, it is the same throughout this mini stream
00:11:071 (3,4) - This shouldn't hyper, it's a weak sound. ^
00:11:571 (6,7) - ^ ^
00:14:071 (7) - Ctrl+g this and move it to x:240, flows a lot better whilst maintaining the HDash. ok
00:18:071 (1) - This is an awkward jump right now, but it fits a hyper, so move it to the right a bit more to make it hyper. If this is followed, move 00:18:727 (2) - to the left a bit to avoid a timing jump. ok
00:22:821 (4,1) - 4 shouldn't hyper to 1 here, it's a very weak sound. ok
00:25:071 (1) - 4 should hyper to 1 here. ok
00:26:071 (1) - ^

Done ;)
Negri_sk
[Cup]
00:21:071 (1,2,3,4,1,2,3,4) - Make this more consistently tighter.

[Salad]
-0.5 CS

[Platter]
00:07:071 (4) - 1 snap to the right
00:05:237 (4,5,6) - 2 snaps to the right
Optional pattern changes now
00:21:071 (1,2,3,4) - https://osu.ppy.sh/ss/2948894
00:23:071 (1,2,3,4) - https://osu.ppy.sh/ss/2948896

I wonder why this mapset is not ranked yet, i acctualy had to search for a while to find ''anything''.
Topic Starter
DragonSlayer96

Negri_sk wrote:

[Cup]
00:21:071 (1,2,3,4,1,2,3,4) - Make this more consistently tighter. Ok

[Salad]
-0.5 CS Ok Worth a shot for a more consistent increase for CS

[Platter]
00:07:071 (4) - 1 snap to the right Ok
00:05:237 (4,5,6) - 2 snaps to the right Ok
Optional pattern changes now
00:21:071 (1,2,3,4) - https://osu.ppy.sh/ss/2948894 Ok Pattern was sorta sloppy here
00:23:071 (1,2,3,4) - https://osu.ppy.sh/ss/2948896 Ok ^

I wonder why this mapset is not ranked yet, i acctualy had to search for a while to find ''anything''.
I thought there wasn't enough mods for a bubble poke, but i will see what a BN says.
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