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Halozy - Deconstruction Star

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Pappy
are you pregnant?

Dk-_old
Crazy and very original as always~

BG is perfect too <3
liangv587
这比源流怀古还要屌让我怎么摸,然而吝啬的我只射一颗星
Depths
As Requested

Beat Heaven

00:26:852 (6) - ctl+g this? feels more fun to play

00:31:884 (4,5,1) - this feels awkward pls change

01:21:626 (1,2,3,4) - curve and angle these sliders, the straight feels really bland.

02:23:561 (1) - curve fits better here, straight feels overly boring

03:05:368 to 03:27:045 why only use straight sliders here? I think you have them curve to the pitch of the vocal. straight feels a bit boring

Really fun map :D
Topic Starter
Hollow Wings

N5U5M7R5 wrote:

is this going for rank? if not please use a 320kbps mp3 for this beautiful song yes it's for rank map.

Hakurei Yoru wrote:

好图不需要再改梗

当然我觉得这是创作(啥

01:40:014 (1,2,1) - 1到2为什么是左上呢? 全图似乎这样的节奏只有这个是不同的flow 其他的都是较水平的(其实就是kiai
对于有实力的玩家这个好像也不影响可玩性.. 为什么要全都一样呢?


……………………
十分抱歉……真的不知道该说什么好QAQ
但是虽然说不能学习HW,我也学到了很多!
mapping的红白会坚持自己的想法的! 噗,太客气了233

希望可以找更会mod的人让这张图变得更好!

Its Depths wrote:

As Requested

Beat Heaven

00:26:852 (6) - ctl+g this? feels more fun to play here's not a heated part, so patterns shall be easier ones imo.

00:31:884 (4,5,1) - this feels awkward pls change hmm ok~

01:21:626 (1,2,3,4) - curve and angle these sliders, the straight feels really bland. the whole map's sliders are straight, on purpose. and this plays fine, too.

02:23:561 (1) - curve fits better here, straight feels overly boring same as above.

03:05:368 to 03:27:045 why only use straight sliders here? I think you have them curve to the pitch of the vocal. straight feels a bit boring same as above.

Really fun map :D
thx for modding!
Kinshara
Please use 東方Project for source~

Good luck!
SoGa
[Beat Heaven]
  1. 不知道还做不做sb,不做widescreen还是关了吧
  2. 01:06:916 (2,3) - 这俩个用和这个同样的音效? 01:06:142 (1) -
  3. 01:09:432 (2,3) - Ctrl+G 试试
  4. 01:25:497 (3,4,5) - (4)和(5)放近点?
  5. 01:35:949 (1,2,1,2) - 不能弄成从右到左的顺序连打吗。。
  6. 01:42:143 (1,2,1,2) - ^
  7. 02:17:561 (5,6) - Ctrl + G
  8. 02:18:529 (2) - ^

总之先水一发,可以的话 求m4m :(
Shad0w1and
01:20:852 (1) - 太反人类了,感觉就算重在3上也好得多
04:41:950 (1,2) - 下移一格会好点吧
00:36:626 (3) - 这个相当难读,个人建议192,352
00:46:594 (6,7,8) - 注意DS,特别是打开Stack之后
00:54:529 (1) - 感觉太近了。437,262?
01:57:142 (2) - 建议重到滑条尾
02:28:981 (1) - 还是觉得DS不好。。
03:35:755 - 故意放掉的?
04:29:369 (1,2,1,2,1) - 最好别在这种地方切flow,04:35:561 (1,2,1,2,1) - 这地方就善良得多
04:42:820 (2) - 这note的前后DS要日天,还是连打啊
04:48:336 (1,1,2,1,2,1) - 1和1之间的DS误导,后面DS也反人类了点

不知道怎么下手。。就这样了
m4m:https://osu.ppy.sh/s/300612
Rizia
[Beat Heaven]
00:08:078 (5) - 感覺會不太好讀
00:13:885 (3,4) - 也跟前面00:13:497 (1,2) - 加大間距?
01:52:208 (1,2,1,2) - 這個我覺得感覺跟面前面01:49:110 (1,2,1,2) - 之類的一樣做法...
02:58:787 (5,6,7,8) - 為何不是繞下去而是繞上來呢...
03:05:368 - 到 03:27:045 - 不扭點有趣的slider?

細心一看還真不讓人活了
很好 所以摸有點水
先good luck
[Twinkle]
[Beat Heaven]

00:12:916 (5) - 这里的whistle加在00:12:723 (4) -
04:19:691 (1) - 这里打的时候很容易断 2次折返滑条速度又快 感觉主要是两次折返会反应不过来
04:56:078 (1,2,3,4) - 这里间距可以比后面04:56:465 (1,2,3,4) - 稍微大一些 和这里一样00:45:239 (1,2,3,4,1,2,3,4) -
05:03:820 (1,2,3,4) - 这也是同理

sry for very short
真的太diao了 y-axis sliders 射~
Megurine Luka
[General]

  1. 感觉这个stack lixxxxxx(不会拼)设最低很危险诶;w;
[wa]

  1. 00:36:336 (1) - 不能稍微左上一点放个五角?
  2. 01:19:303 (2) - 感觉ctrl+g更好点-。-
  3. 01:22:400 (3) - 感觉和01:22:013 (2) - 太近了再往左上拉开一点?x=16 y=32的地方大概好点?
  4. 01:41:755 (9) - 为啥突然下去了?不和前面的note摆直线吗;w;
  5. 01:42:143 (1,2,1,2) - 总感觉并不太直,后面四个也是..稍微修一下吧
  6. 01:53:368 (1,2,3,4,5) - 其实ctrl+g一下呢?就是01:52:981 (2,3,4,5) - 打完跳一下到左边=,=好像很有趣?!(就是后面也要修位置就是了
  7. 01:58:206 (2) - 我是觉得把跳放在前面的节拍点会比较好,就是把这个note放到3的上面._.
  8. 03:02:465 (2) - ^
  9. 03:05:368 (1) - 这里后面的slider都好直啊;w;是偷懒吗?!!!一定是了!!
  10. 04:28:400 (1,1,2,1,2) - not I say, really twisty ;w;
  11. 05:18:529 (1) - mute
目测half-time我都打不动系列
Autumn
FBI WARNING:再等一等楼主就将得到2枚KD!

那么下面是小学生作文时间

00:46:787 (1)


  1. 尾巴和 00:46:594 (6,7,8) 叠起来,看着舒服。另外左右两边的滑条也可以微调一下
  2. 00:55:787 - 00:57:336 - 00:58:884 - 01:00:432 还有个 03:35:755 - 这几个地方都有点想加note

01:52:208 (1)


  1. 下移一点,让01:52:208 (1,2,1,2) 这四个两两一组 弧形排列
  2. 或者把01:52:497 (2,1)下移变成直线排列

04:35:755 (1,2) - 04:36:529 (1,2)


  1. 这两组跳ctrl+g一下,变成Z型跳如何?前一小节04:29:369 (1,2,1,2) 和 04:30:143 (1,2,1,2)都是U字型flow,感觉整个kiai都用这个单调了点,可以试试后面换点花样用Z型flow..其实kiai后半段那两组跳我也想建议换成Z型,不过发现太鬼畜了
Halozy还有啥好砖啊 推荐几张最棒的吧,我找到资源了不过积分不够下所有专辑的。。。
Frim4503
another crazy map by HW

shoot shoot shoot
bigfishlovers
I'm mapping this too.
Wow 6,83 stars rating :)
SnowNiNo_
我的MOD純屬個人意見
所以可更改可不更改@@

[Beat Heaven]
00:38:416 (2) - 刪掉
00:47:948 (3,4) - 改為2個SLIDER
01:01:497 (1) - 錯位@@?
01:46:014 (1,2,1) - 讓這邊距離一樣八
02:51:046 (1,2,1) - ^
03:15:432 (1) - 應該在03:15:529 才對的到音樂
03:16:206 (2) - ^ 03:16:303
03:27:916 (1,2) - ^
Hard
well let's try this.

Mod


  1. 00:03:626 (3) - maybe add a soft whistle here? the piano's pitch is changing drastically and i think it would fit. this note's somehow emphasized, I think (maybe do this for more of those kind of notes?)
  2. 00:04:981 - I don't think that note should be on a sliderend. it's really emphasized so maybe tap this?
  3. 00:08:078 (5) - maybe some hitfinish here? because of sound?
  4. 00:11:174 - same as 00:04:981
  5. 00:22:981 (3,4) - I'm not sure about this. This may be a bit difficult to read because you use a higher distance for 00:22:594 (1,2) - (those 1/4) than for the 1/2 afterwards. maybe make the 1/4 smaller or the 1/2 gap bigger?
  6. 00:33:045 (3,4,3,4) - again this may be difficult to read because you stack 1/2 AND 1/4 (00:34:207 (6,7,8) - )
  7. 01:13:400 - maybe add a circle here? the guitar is really loud and put it so it's good to map this, imo
  8. 01:58:400 (3,4,1) - I don't understand the purpose of this jump. there's nothing becoming louder, no emphasize. just a sudden jump. doesn't fit the music, imo
  9. 02:06:529 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - maybe add some inheriting sections here and make a volume vortex? uhm...increase the volume slowly, maybe? i think that'd be nice
  10. 02:18:432 - again maybe map the loud guitar here?
  11. 03:16:594 (1,1) - i'm not sure if the slider should follow the spinner so fast.
  12. 04:05:755 - add a soft whistle here because sound? the new beat begins here
  13. 04:06:529 - ^ ( for all of those, actually)
  14. 04:14:078 (4,5,6) - not sure about the readability of those notes again there's 1/4 jumps that are bigger or as big as the 1/2 ones and this is weird to read and play. (04:13:884 (3,4) - and 04:14:271 (5,6) - )
  15. 04:15:432 (3,4,5,6) - ^
I'm sorry I couldn't find much. Ignore this if it didn't help.
hehe
hi, m4m

  • Beat Heaven
  1. solid map! good work
  2. 00:11:078 (4,5) - a bit of spacing for slider leniency would be nice like: 00:04:884 (4,5) -
  3. 00:21:239 (9) - try changing NC in this area to something like this: http://i.imgur.com/62EwEGl.png i think it reflects the patterns and song more appropriately.
  4. 00:31:884 (4,5,1) - this pattern 'stops' the cursor during this 'high speed' portion. maybe separate 4 and 5.
  5. 02:06:529 - why not have a slowly increasing SV for this buildup portion?

    good luck
Asahina Momoko
hi, from your M4M queue

all of comments are mere placement suggestion, based on considering the flow and the beat scale.

Beat Heaven

  1. 00:12:142 (2,5) - i think these flow should be put like this, as your style that put stuffs following scale(F to C#, G to D# is downscale sound)
  2. 00:21:626 (2) - how about stack it to 00:22:400 (3) - to make a consistency with 00:22:400 (3) - , the object that hit on the third beat of a bar
  3. 00:52:981 (1,2,3,4,5,6,7,8) - following downscale sound, how about put like this?
  4. 00:50:271 (3) - ctrl+g should be make there good flow
  5. 01:21:626 (1,2,3,4) - 01:27:819 (1,2,3,4) - both of them have the same scale, so why don't you make their direction the same ones? or make the same with 02:26:658 (1,2,3,4) - ?
  6. 01:36:723 (1,2) - 01:36:917 (1,2) - those are not the same forms, is there any thinking to put like them?
  7. 02:28:787 (3,1) - too close each other, pls make more space
  8. 02:41:368 (1,1,2,1,2) - how about this one?
  9. 05:00:723 (1,2,3,4,5,1) - downscale beat, so flow should be downward

good luck!!
FreeSongs
Hello~ M4M from your queue!!

[Beat Heaven]
00:29:368 - How about adding a spinner here?
00:33:239 (1,2) - Ctrl+g?
00:50:271 (3) - Ctrl+g? fits the pattern 00:49:884 (1,2,3,4,5,1,2,3,4,5,1) - better imo
01:19:303 (2) - Try something like this?
http://puu.sh/hzXm8/ce3e42860f.jpg
02:11:174 (1,2,3,4,5,6,1) - Increasing the distance between those sliders would be better imo
02:26:270 (3,1) - Ctrl+g? (and change the hitsounds accordingly)
02:29:560 (1) - Try this?
02:45:045 (1,2) - Try Ctrl+G? (to emphasize 02:45:239 - as what you did here 01:40:014 (1,2,1) - )
02:57:432 (1,2) - ^
03:57:529 (4,5) - stack with 03:57:045 (1,2) - respectively? (To make 03:56:465 (1,2,3,1,2,3,4,5,6) - and 03:54:916 (1,2,3,1,2,3,4,5,6) - similar)
04:37:885 (1) - move left a bit like this?

根本摸不出东西 orz

Hope it helps!!
Good Luck! :)
Topic Starter
Hollow Wings

SoGa wrote:

[Beat Heaven]
  1. 不知道还做不做sb,不做widescreen还是关了吧 做的。
  2. 01:06:916 (2,3) - 这俩个用和这个同样的音效? 01:06:142 (1) - 这边不太需要,毕竟没那么响。
  3. 01:09:432 (2,3) - Ctrl+G 试试 不,3拍我要放中间。
  4. 01:25:497 (3,4,5) - (4)和(5)放近点? 这里不动。
  5. 01:35:949 (1,2,1,2) - 不能弄成从右到左的顺序连打吗。。不能。
  6. 01:42:143 (1,2,1,2) - ^ ^
  7. 02:17:561 (5,6) - Ctrl + G ^
  8. 02:18:529 (2) - ^ ^

总之先水一发,可以的话 求m4m :(

Shad0w1and wrote:

01:20:852 (1) - 太反人类了,感觉就算重在3上也好得多 有nc没事。
04:41:950 (1,2) - 下移一格会好点吧 ignore.
00:36:626 (3) - 这个相当难读,个人建议192,352 这个并不难读。
00:46:594 (6,7,8) - 注意DS,特别是打开Stack之后 这么点差距没事。
00:54:529 (1) - 感觉太近了。437,262? 起新轨不需要跳太远。
01:57:142 (2) - 建议重到滑条尾 不好。
02:28:981 (1) - 还是觉得DS不好。。 就是这么摆的。
03:35:755 - 故意放掉的? 是啊,全程跟鼓。
04:29:369 (1,2,1,2,1) - 最好别在这种地方切flow,04:35:561 (1,2,1,2,1) - 这地方就善良得多 然而你并没有发现最后kiai没有一个梗是一样的,所以不改。
04:42:820 (2) - 这note的前后DS要日天,还是连打啊 然而这图其实是单指向,并且这梗我自己也能打。
04:48:336 (1,1,2,1,2,1) - 1和1之间的DS误导,后面DS也反人类了点 然而你并没有发现最后kiai没有一个梗是一样的*2

不知道怎么下手。。就这样了 噗。
m4m:https://osu.ppy.sh/s/300612

Kawaiwkyik wrote:

[Beat Heaven]
00:08:078 (5) - 感覺會不太好讀 大ds跳过来感觉应该还行。
00:13:885 (3,4) - 也跟前面00:13:497 (1,2) - 加大間距? 想了一下,好像不太需要,毕竟只想表现那个比较剧烈的钢琴变化的地方,后面跟着的就ds一致过去好了。
01:52:208 (1,2,1,2) - 這個我覺得感覺跟面前面01:49:110 (1,2,1,2) - 之類的一樣做法... 因为这里的vocal比较特殊,所以我换了个梗。
02:58:787 (5,6,7,8) - 為何不是繞下去而是繞上來呢... 这。。。为什么呢233,大概是因为之后的音依旧激昂所以我就并没有要把物件都放的很低的意思。其实相同的部分我处理方式虽然不同但是意思差不多,第一个kiai是换了方向往上,第三个虽然往下但是间距放的很大这样。
03:05:368 - 到 03:27:045 - 不扭點有趣的slider? 全图slider都是上下直滑条,所以就这么地吧233.

細心一看還真不讓人活了
很好 所以摸有點水 抱歉让你摸那么恶心的图噗。
先good luck

[Twinkle] wrote:

[Beat Heaven]

00:12:916 (5) - 这里的whistle加在00:12:723 (4) - 不好。
04:19:691 (1) - 这里打的时候很容易断 2次折返滑条速度又快 感觉主要是两次折返会反应不过来 其实并没有那么容易断。
04:56:078 (1,2,3,4) - 这里间距可以比后面04:56:465 (1,2,3,4) - 稍微大一些 和这里一样00:45:239 (1,2,3,4,1,2,3,4) - 想了一下本来想改的,但是看到我之前那个部分也如你所说没去动,所以我觉得不改问题也不大。这个先保留吧,以后我再看看。
05:03:820 (1,2,3,4) - 这也是同理 同上。

sry for very short sry for very cruel.
真的太diao了 y-axis sliders 射~

Megurine Luka wrote:

[General]

  1. 感觉这个stack lixxxxxx(不会拼)设最低很危险诶;w; 现在调成2是没问题的,我现在几乎所有难图都是2.
[wa]

  1. 00:36:336 (1) - 不能稍微左上一点放个五角?你盯着00:35:949 (1,2,3) - 看五秒再盯着00:36:336 (1,2,3) - 看五秒(
  2. 01:19:303 (2) - 感觉ctrl+g更好点-。- 其实两种都还行,不过嘛确实反向更合vocal所以改啦~
  3. 01:22:400 (3) - 感觉和01:22:013 (2) - 太近了再往左上拉开一点?x=16 y=32的地方大概好点? 进新的小节我觉得其实ds可以灵活地处理,比如01:25:109 (2,3) - 类似于这种地方的我都不太在乎ds的大小,毕竟玩家通过打图也可以强制进行位置的判定,ds的大小就并没有那么重要了。
  4. 01:41:755 (9) - 为啥突然下去了?不和前面的note摆直线吗;w; 噗当时就是为了做个emphasis,不过好像确实有点过,看了下前后我稍微调整了下位置。
  5. 01:42:143 (1,2,1,2) - 总感觉并不太直,后面四个也是..稍微修一下吧 擦,强迫症那要死了,这图没有一个stream是完全直线因为我全都是手摆的hue
  6. 01:53:368 (1,2,3,4,5) - 其实ctrl+g一下呢?就是01:52:981 (2,3,4,5) - 打完跳一下到左边=,=好像很有趣?!(就是后面也要修位置就是了
    卧槽。。。长连打前面先别做的太难吧我觉得,不然后面就没那个难度差了233.
  7. 01:58:206 (2) - 我是觉得把跳放在前面的节拍点会比较好,就是把这个note放到3的上面._. 姆,我还是觉得现在这样好。
  8. 03:02:465 (2) - ^ ^
  9. 03:05:368 (1) - 这里后面的slider都好直啊;w;是偷懒吗?!!!一定是了!! 怎么可能!!(死不承认状)嘛其实就是为了直而直,不然多没劲(
  10. 04:28:400 (1,1,2,1,2) - not I say, really twisty ;w; 噗,大跳还twisty个毛线233.
  11. 05:18:529 (1) - mute changed.
目测half-time我都打不动系列 目测half-time你都打不动系列

Autumn wrote:

FBI WARNING:再等一等楼主就将得到2枚KD![/color]

那么下面是小学生作文时间下面是凹凸卖萌时间。

00:46:787 (1)


  1. 尾巴和 00:46:594 (6,7,8) 叠起来,看着舒服。另外左右两边的滑条也可以微调一下 不啊现在这样更能建立organization啊,叠一起反而难看。
  2. 00:55:787 - 00:57:336 - 00:58:884 - 01:00:432 还有个 03:35:755 - 这几个地方都有点想加note 不太需要,obj数量渐进就行。

01:52:208 (1)


  1. 下移一点,让01:52:208 (1,2,1,2) 这四个两两一组 弧形排列
  2. 或者把01:52:497 (2,1)下移变成直线排列我懂你的意思但这里我并不想摆弧形或者直线,就是想三个在一直线然后另一个突出一点这样。

04:35:755 (1,2) - 04:36:529 (1,2)


  1. 这两组跳ctrl+g一下,变成Z型跳如何?前一小节04:29:369 (1,2,1,2) 和 04:30:143 (1,2,1,2)都是U字型flow,感觉整个kiai都用这个单调了点,可以试试后面换点花样用Z型flow..其实kiai后半段那两组跳我也想建议换成Z型,不过发现太鬼畜了 Z型不好,这个曲子的吉他还没到用Z型的力度,U型刚刚好。
Halozy还有啥好砖啊 推荐几张最棒的吧,我找到资源了不过积分不够下所有专辑的。。。halozy的曲子都很好听,然而适合做图的曲子已经被我挖光了(仅限hotaru),其他的话tsubaki和mamemi的几首曲子挺不错的,你去按着artist搜一下就行(要具体歌名再戳我)。

SnowNiNo_ wrote:

我的MOD純屬個人意見
所以可更改可不更改@@

[Beat Heaven]
00:38:416 (2) - 刪掉 不。
00:47:948 (3,4) - 改為2個SLIDER 不。
01:01:497 (1) - 錯位@@? 嗯。
01:46:014 (1,2,1) - 讓這邊距離一樣八 不。
02:51:046 (1,2,1) - ^ ^
03:15:432 (1) - 應該在03:15:529 才對的到音樂 思考。。。这边其实当时确实注意到了这个,不过还是压downbeat比较好打,以及其实有零星的铃声支持所以这边就这样好了。不过我会注意这点的,多谢提醒。
03:16:206 (2) - ^ 03:16:303 ^
03:27:916 (1,2) - ^ ^

Hard wrote:

well let's try this.

Mod


  1. 00:03:626 (3) - maybe add a soft whistle here? the piano's pitch is changing drastically and i think it would fit. this note's somehow emphasized, I think (maybe do this for more of those kind of notes?) i totally caught your idea, and i agree with you in some kind of level, but here this part is just at the start of the whole song, and further more this is a really quiet part at the beginning. so i think too much hs for it is not that valued, and currently i just set soft whistle at main downbeat here.
  2. 00:04:981 - I don't think that note should be on a sliderend. it's really emphasized so maybe tap this? hmm agree... wow you really make me hesitate to this... i just wanna give more emphasis to the vocal track, but your idea is good to me as well... orz i choose to not change 1st, and consider that later on.
  3. 00:08:078 (5) - maybe some hitfinish here? because of sound? jump at 00:07:884 (4,5) - can express dat sound enough imo.
  4. 00:11:174 - same as 00:04:981 same as above.
  5. 00:22:981 (3,4) - I'm not sure about this. This may be a bit difficult to read because you use a higher distance for 00:22:594 (1,2) - (those 1/4) than for the 1/2 afterwards. maybe make the 1/4 smaller or the 1/2 gap bigger? jesus lol you can just catch my composing's point, but i should say jump at 00:22:981 (3,4) - is not that confusing. in mapping i can say it's just express lower emotion in vocal track with shorter ds, and in playing that pattern's not really difficult for players tapping those 1/4 sliders and notes just like pure notes jumping patterns. so even ds' changed it's not that hard to read. but yeah from the ds setting view this may have issue, thou in testing i can say no one treat this like a trap and focus on it carefully, so just let it be like this. (and now i can say your modding skill is awesome.
  6. 00:33:045 (3,4,3,4) - again this may be difficult to read because you stack 1/2 AND 1/4 (00:34:207 (6,7,8) - ) this is fine imo, at least better than the previous one.
  7. 01:13:400 - maybe add a circle here? the guitar is really loud and put it so it's good to map this, imo ooops, added. great job.
  8. 01:58:400 (3,4,1) - I don't understand the purpose of this jump. there's nothing becoming louder, no emphasize. just a sudden jump. doesn't fit the music, imo vocal's pitch becoming higher here.
  9. 02:06:529 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - maybe add some inheriting sections here and make a volume vortex? uhm...increase the volume slowly, maybe? i think that'd be nice haha yeah, that's nice but... well here's really quiet part and i need to make sure tapping hs can be clearly heard. so yeah i've thought of that but didn't do it because of this.
  10. 02:18:432 - again maybe map the loud guitar here? added as well.
  11. 03:16:594 (1,1) - i'm not sure if the slider should follow the spinner so fast. it's allowed in an extra level map.
  12. 04:05:755 - add a soft whistle here because sound? the new beat begins here nope for actually there's a hs system organized, you can check that in general view.
  13. 04:06:529 - ^ ( for all of those, actually) ^
  14. 04:14:078 (4,5,6) - not sure about the readability of those notes again there's 1/4 jumps that are bigger or as big as the 1/2 ones and this is weird to read and play. (04:13:884 (3,4) - and 04:14:271 (5,6) - ) for patterns' consistent, it'll be no problem.
  15. 04:15:432 (3,4,5,6) - ^ ^
I'm sorry I couldn't find much. Ignore this if it didn't help. i'm glad to know another pro modder here :3

handsome wrote:

hi, m4m

  • Beat Heaven
  1. solid map! good work lol.
  2. 00:11:078 (4,5) - a bit of spacing for slider leniency would be nice like: 00:04:884 (4,5) - uhh... i even want to set sl0 in this map but it won't be allowed. for those 1/4 beats sl2 is great enough to me thou, don't wanna change them because i'd like to stack them for preparing crazy parts with lots of objs appear together, which can make the structure neet imo.
  3. 00:21:239 (9) - try changing NC in this area to something like this: http://i.imgur.com/62EwEGl.png i think it reflects the patterns and song more appropriately. changed nc setting but a bit different from yours.
  4. 00:31:884 (4,5,1) - this pattern 'stops' the cursor during this 'high speed' portion. maybe separate 4 and 5. hmm ok, changed.
  5. 02:06:529 - why not have a slowly increasing SV for this buildup portion? because there's a sudden slow down slider pattern later, i don't wanna make that pattern's too complex because current slider tick is only 2 and can't distinguish 1/4 and 1/2 with same slider length by it. so i set same sliders here on purpose to force players remember to slow down at 02:09:239 (1,2,1,2) - so the pattern can work better than give various sv settings here imo.

    good luck

M o k o r i wrote:

hi, from your M4M queue

all of comments are mere placement suggestion, based on considering the flow and the beat scale.

Beat Heaven

  1. 00:12:142 (2,5) - i think these flow should be put like this, as your style that put stuffs following scale(F to C#, G to D# is downscale sound) lol you even can figure out those pitches? awesome www, but i have to say that those ds are just for that large changing in electrical piano track, and ignore those detail up or down style shifting... and further more, the composing is fine here so i choose not change here yet.
  2. 00:21:626 (2) - how about stack it to 00:22:400 (3) - to make a consistency with 00:22:400 (3) - , the object that hit on the third beat of a bar hmm i love the current pattern so... will skip yours ;w;
  3. 00:52:981 (1,2,3,4,5,6,7,8) - following downscale sound, how about put like this? lol better idea tbh, i do hesitate again because i agree with that. thou the reason i don't wanna change is just because i personally think it makes no differences by expressing that with different jumping's direction... so for organization's already locked i need to consider more if i should change this or not... ;w;
  4. 00:50:271 (3) - ctrl+g should be make there good flow well here 00:50:078 (2,3) - has same melody in beats or pitches' scale like you've mentioned before, so i think keep the current one can be better. and aside jumps are a bit large with high bpm and sv, flow can be less important than structure here.
  5. 01:21:626 (1,2,3,4) - 01:27:819 (1,2,3,4) - both of them have the same scale, so why don't you make their direction the same ones? or make the same with 02:26:658 (1,2,3,4) - ?
  6. 01:36:723 (1,2) - 01:36:917 (1,2) - those are not the same forms, is there any thinking to put like them? because i don't need to force to give same directions to all of them, that'll be some kind of so called boring and actually the feeling in playing is the most important thing which we should care in mapping progress, here i set all of those directions just by playing experience with some testing and select those fluent or flexible ones here to fit the relaxing part of the song.
  7. 02:28:787 (3,1) - too close each other, pls make more space nope for this patterns' designed like that.
  8. 02:41:368 (1,1,2,1,2) - how about this one? still great, but well in second kiai i mainly wanna hide those streams' 1st note at the end of last slider, so no change here.
  9. 05:00:723 (1,2,3,4,5,1) - downscale beat, so flow should be downward no change yet as what i've mentioned above.

good luck!! i think there're so much good modders in this game i haven't known yet... ;w;

FreeSongs wrote:

Hello~ M4M from your queue!!

[Beat Heaven]
00:29:368 - How about adding a spinner here? hmm ok.
00:33:239 (1,2) - Ctrl+g? nope.
00:50:271 (3) - Ctrl+g? fits the pattern 00:49:884 (1,2,3,4,5,1,2,3,4,5,1) - better imonope for wanna following main melody's pitch here.
01:19:303 (2) - Try something like this? no i think that's not good, here i just wanna emphasis vocal track.
http://puu.sh/hzXm8/ce3e42860f.jpg
02:11:174 (1,2,3,4,5,6,1) - Increasing the distance between those sliders would be better imo nope for force to create pattern. see what i've mentioned in others' mods as above.
02:26:270 (3,1) - Ctrl+g? (and change the hitsounds accordingly) not necessary here.
02:29:560 (1) - Try this? nope. see what i've set in structure level at 02:28:981 (1,1,3,1,1) - and you'll see why i set objs like this.
02:45:045 (1,2) - Try Ctrl+G? (to emphasize 02:45:239 - as what you did here 01:40:014 (1,2,1) - ) good, but i'll only do ctrl+g at 02:57:240 (1,2) - .
02:57:432 (1,2) - ^ ^
03:57:529 (4,5) - stack with 03:57:045 (1,2) - respectively? (To make 03:56:465 (1,2,3,1,2,3,4,5,6) - and 03:54:916 (1,2,3,1,2,3,4,5,6) - similar) nope for... these streams are just set in different style on purpose, won't give some consistent type because the whole part has just same and repeating pattern of beats.
04:37:885 (1) - move left a bit like this? fixed.

根本摸不出东西 orz 什么居然是中文?然后还是mu?为何忘了你是谁23333

Hope it helps!!
Good Luck! :)
thx for modding!!!
[Seraphin]
w

nokd

01:09:626 (3) - why emphasize this? I can't feel why, I know clap is there but electronic synth beat & vocal are not emphasize more than 01:09:432 (2) - , and it feels weird to play, imo
01:12:723 (6) - ^
01:29:852 (2,3) - move right & up a little be consistent with 01:30:142 (4,5,6) - ?
01:43:304 (1) - x104y32
01:54:142 (1) - I think you should move up a little more to emphasize more as in earlier
02:51:336 (2) - maybe, something like x128y56 is nicer
04:39:723 (2) - ^

(:3_____
Autumn

Hollow Wings wrote:

halozy的曲子都很好听,然而适合做图的曲子已经被我挖光了(仅限hotaru),其他的话tsubaki和mamemi的几首曲子挺不错的,你去按着artist搜一下就行(要具体歌名再戳我)
日了poi了,我其实就是想收几首好听的做成图挑战一下高难度_(:3 」∠ )_
看来还是得抱大腿
Him3con
能匿名么
[beat Heaven]
00:02:078 (1,2,3,4) - kirakira 对应节奏应该上下上下.然而你这是下上下下..
00:04:691 (3) - 加个note食用更佳?其实是这里有音阿.
00:14:271 (5) - 64,352感觉好看一些.
00:55:303 (1) - 作个1/2slider如何,红线结尾
00:55:691 (4) - 建议加上00:55:787 (5) - 00:55:884 (6) - 加上两个note 音乐有三连的节奏阿
00:56:078 (5) - 这里slider红线结尾,后面重复可以照搬,反正你也不会采纳...
01:17:561 (2,3,4,5) - 够反人类惯性
02:35:949 (1,2,3,4,5) - 既然都这样了,干脆(图传不上去,1slider坐标102,265.2slider坐标368,152.3slider坐标168,72.4note5silder坐标288,16
03:44:078 (1,2,3) - 竟然没在这里设坑不信服
GG
Topic Starter
Hollow Wings

[Seraphin] wrote:

w

nokd

01:09:626 (3) - why emphasize this? I can't feel why, I know clap is there but electronic synth beat & vocal are not emphasize more than 01:09:432 (2) - , and it feels weird to play, imo because it's at the snare tick and i just wanna them all be set in the middle of the screen as a pattern.
01:12:723 (6) - ^ ^
01:29:852 (2,3) - move right & up a little be consistent with 01:30:142 (4,5,6) - ? ok, moved a bit.
01:43:304 (1) - x104y32 nope for already locked organization.
01:54:142 (1) - I think you should move up a little more to emphasize more as in earlier moved 01:53:368 (1,2,3,4,5,6,7,8) - a bit down instead.
02:51:336 (2) - maybe, something like x128y56 is nicer nope for here wanna a break in aiming.
04:39:723 (2) - ^ ^

(:3_____

Autumn wrote:

Hollow Wings wrote:

halozy的曲子都很好听,然而适合做图的曲子已经被我挖光了(仅限hotaru),其他的话tsubaki和mamemi的几首曲子挺不错的,你去按着artist搜一下就行(要具体歌名再戳我)
日了poi了,我其实就是想收几首好听的做成图挑战一下高难度_(:3 」∠ )_
看来还是得抱大腿 你居然还用什么点数来下歌。。。这种资源随便找找就有了好吗,我找到halozy全集种子没花一毛钱。

Meconopsis wrote:

能匿名么
[beat Heaven]
00:02:078 (1,2,3,4) - kirakira 对应节奏应该上下上下.然而你这是下上下下.. so?
00:04:691 (3) - 加个note食用更佳?其实是这里有音阿. 不这里没有。
00:14:271 (5) - 64,352感觉好看一些. 放到了54,350
00:55:303 (1) - 作个1/2slider如何,红线结尾 不好,这里跟鼓就行。
00:55:691 (4) - 建议加上00:55:787 (5) - 00:55:884 (6) - 加上两个note 音乐有三连的节奏阿 ^
00:56:078 (5) - 这里slider红线结尾,后面重复可以照搬,反正你也不会采纳... 猜对了。
01:17:561 (2,3,4,5) - 够反人类惯性 这个梗没有任何异常。
02:35:949 (1,2,3,4,5) - 既然都这样了,干脆(图传不上去,1slider坐标102,265.2slider坐标368,152.3slider坐标168,72.4note5silder坐标288,16 没啥区别啊,不明白为何要这么改。
03:44:078 (1,2,3) - 竟然没在这里设坑不信服 ??
GG
thx for modding!
Okoratu
hello

are you still m4ming for this, idk I'm just writing this anyways and see what you're going to do with it..

My first question is do you map for players to play your map or did you make this to fully represent this song?
Depending on your answer to this question the following stuff will be helpful or completely wasting time:

I am capable of playing most of this correctly, by the way. Also I'm only trying to help because i love this song.

  1. why is the offset negative, i see absolutely no need for it to be negative because musically correct would be choosing 00:02:658 - as the notes before are an Anacrusis. I encountered the same thing on https://osu.ppy.sh/b/544671 so you can see what we came up with in the end. It would just be more musically correct to not do this
  2. I'd also advice you to snap the preview time to either 00:01:981 - or 00:02:029 - , because the current one can confuse people because they hear nothing for half a second after choosing this song, I can see why you would choose this time, but reducing the amount of silence you get would be.... preferable.
  3. 00:08:078 (5) - this one is pretty weird considering how it represents the vocals which start at 00:08:271 - . Splitting it up would result in this
  4. 00:22:207 (2) - yes i did understand the purpose of this pattern but it's more difficult to read than most things around here i believe that moving 00:22:207 (2) - so taht its end stacks with 00:21:820 (2) - or 00:22:594 (1) - whatever, same thing would make this a lot easier to read and i think it wouldn't destroy your idea with this pattern
  5. 00:25:691 (7,1) - the sudden space increase makes the low spacing to 00:26:078 (2) - feel pretty weird when playing it, one solution would be increasing space between 1 and 2, the other solution would be nerfing the 1/4 jump
  6. What follows is a general comment about the next part, the same probably applies to 00:29:368 - and 04:53:755 - alike since they are the same kind of thing
    1. Both of these parts contain elements which are rather unpleasant for players. I would recommend nerfing them, but let me explain what and why first
    2. Both are basically all 155 bpm streams with 310 bpm triplets in some places.
      the 310 triplets feel. weird and combined with the cruel spacing of the 1/4 notes in this section they also feel overdone, i doubt you want to nerv them but most players who are going to play this - if not almost everyone except some people who practiced this a long time - will not be able to play constant 155 bpm 1/4 with 1/8 bursts put into them.
    3. 00:30:723 (2,3,4) - things like this can be fine and ok actually since all the player has to do in order to play it correctly would be hitting 00:30:868 (3) - on time because the other 2 objects are sliders and therefore free 300 hits if you aren't retarded
    4. 00:31:110 (5,6,7) - a jump like this is probably done for emphasis but doesn't work out on a gameplay side because this section just started abruptly and 00:30:723 (2,3,4) - is not enough imo to introduce players to this kind of thing, I would either nerf the jump considerably or replace it with an 1/8 kickslider to actually introduce players to this section, this introductory thing applies until 00:42:916 - and 05:06:142 - respectively as it only makes sense to go for a more complex pattern after introducing players to the concept
      but honestly i would avoid the 310 bpm triplets altogether because the space to the next object are usually requiring you to am a jump, suddenly burst and then go back to playing 155 bpm 1/4 which is uhhhhhhm
    5. 00:32:029 (5,1) - random comment that this stack is off and makes it not look like your other 1/8 stuff and therefore even harder to read
    6. 00:32:852 (1,2,3,4,1,2,3,4,1,2,3) - i can see where you're coming from with this pattern but gameplaywise this doesn't work out as smoothly as 04:56:078 (1,2,3,4,1,2,3,4,1,2) - does, the 2nd pattern is much more player friendly for the same thing and you should either think about doing something similar to it or come up with another creative pattern which uses less sharp angles in a 155 bpm stream
    7. 00:34:207 (6,7,8) - why is 04:57:433 (6,7,8) - a jump while this is a more or less cramped pattern in the bottom right (i'm still for avoiding 1/8 triplets and using rhythms that don't rely on randomly bursting the whole section)
    8. 00:35:561 (3,4,1) - this transition plays rather meh due to the direction changes required in order to snap 3,4 and 4,1 correctly 04:58:787 (3,4,1) - 05:11:174 (3,4,1) - rely on different, arguably more intuitive movements
    9. 00:36:626 (3) - instead of forcing a more or less circular motion and then breaking this to the next object it might work better to just move it to thre right of this slider because then 00:36:626 (3,1) - wouldn't break flow as much as they do now
    10. 00:40:884 (4,1,2) - this transition is very rough, while it may be fitting it may also be very very very ... frustrating
    11. 00:41:852 (4,1,2) - tbh the direction change here is super unpleasant because depending on how you snap objects you will have to move up in order to catch this slider, then somewhat follow it's repeat down and back up and then snap back to the position you came from which is either super awkward to play
      or a sliderbreak in 99999% of the cases
    12. 00:48:045 (4,1) - breaking flow in this kind of way is nooooooot that nice to play i think reducing the left/right dependency of this pattern helps in case you dunno what i mean or think i'm crazy or sth ayy
    13. 00:53:078 (2,3,4,5,6,7) - i suggest to tone this down a bit similarly to 05:16:207 (1,2,3,4,5,6,7,8,9,1) - which is followable without breaking your arm
    14. i only picked a few patterns but the same of course applies to this whole section, it can be a lot friendlier for players, it's second iteration will be in the bottom if i find other things which i haven't mentioned above yet
  7. 01:01:111 (2,3,4,5,6,7,8,9,1) - if you look at this without stacking you will notice that 01:01:497 (1) - is pretty much beneath the entire stack, moving the whole stack to the left may look a bit better (as in not hiding this circle for 80%)
  8. 01:05:755 (8) - ^ doing something like the timestamp above to it may actually be consistent besides 01:05:368 (1,2) - is something like a jump upwards so doing something like this at it's end may make for a nice effect
  9. 01:01:884 (2,1,2,1,2,1,2,1,2) - this could feel a lot less sudden if you moved these down as a whole a bit
  10. 01:24:141 (1,2,3) - doing something similar to 01:21:045 (1,2,3) - might actually feel better here and in other instances like 01:27:238 (1,2,3) - patterns like this look like something you would do and would be a lot more intuitive to play in these 2 cases
  11. 01:26:658 (1,2) - i advise to move these up to make this pattern more of a zig zag motion also as it is it is hella cramped in the bottom right of the screen
  12. 01:27:432 (3) - if you agree with my previous suggestion you could move that one to make a triangle like
  13. 01:33:626 (3,4,5,6,7) - just saying that due to stacking this breaks your perfect alignment in a straight line with 01:32:465 (1,2,3,4,1,2) -
    1. the following probably applies to all 3 kiais
    2. 01:35:949 (1,2,1,2,1) - these and other instances don't work as well as they could because the straight line jump between 01:36:045 (2,1) - doesn't have that much changing emphasis in the song and that kind of movement is pretty much doom for your snapping
      you did this consistently but cases like 01:39:820 (1,2,1,2,1) - 01:46:014 (1,2,1,2,3) - where you didn't do jumps as cruel as the previous ones ended up playing a whole lot better and were actually enjoyable.
      also i don't think the difference in emphasis in the song calls for heavily snapping dependant patterns like this, something more smooth as the examples i gave you may work better and may actually be more intuitive to play
    3. 01:46:208 (1,2,3) - speaking of this as an example that works better actually you could increase distance so that these circles don't overlap or something btw shouldn't 3 have a nc or no ok 02:51:433 (3) - probably no so whatever about nc :D:D
    4. 01:52:497 (2,1) - doing something like this with this pattern may be more predict able since you don't have to change directions as much in order to play it
    5. 00:27:432 (9) - as i saw 01:58:787 (1) - i asked myself why you didn't nc this first one
    6. 02:09:239 (1,2,1,2) - well i play without colors so these surprised me but they actually make sense so \:D/
  14. 02:26:464 (1) - having a left-right kind of movement might work better? You have something similar to what i suggest in 02:29:173 (1,2,3,1) - already
  15. 02:32:657 (1) - having this to the right of 02:32:851 (1) - might make for better or flow or something when testing that kind of suggestion i moved it to the position that 02:31:786 (2) - had
  16. 02:38:658 (3,4,5,6,7) - if you fixed the first one you should fix this one as well just saying so nothing is forgotten lol
  17. 02:42:142 (1,1) - seriously this stop surprised me, you didn't stop once like that in the first kiai and i see no reason to stop movement here either so it's really offthrowing, the same applies to this whole kiai section
  18. 02:43:110 (7,8) - if you care due to stacking these overlap while the other circles in this stream don't
  19. 03:16:594 (1) - the sound this spinner is supposed to follow - so i suspect - starts around 03:16:787 - . I would simply have it start in 03:16:303 - to follow the same sound as 03:13:110 (2) - does...?
  20. 03:54:916 - the whistles in this section seem rather uhh random ?
  21. Here's something i don't really like about the concept of this part:
    It is supposed to be a build up, right? so why is the part starting in 04:07:303 - a whole lot easier than the part starting in 03:54:916 - ?
    contrary to the previous part it doesn't use stacking circles in the same place which ends up playing easier as intended for a buildup?
  22. ok so about the last kiai: the way you use 04:28:787 (3,1,2) - in order to map guitar stuff is not really consistently hard: e.g. 04:33:240 (1,2,1,2) - is much smaller overall. the same kind of inconsistencies can be seen in your spacing for these patterns all over this kiai
  23. 05:16:981 - how about lowering SV since the song loses most of its instruments in that part
I hope some of this was constructive / helpful
aaaaa
i hope you can deal with lazy formatting w
TheLukay
rip everything

moya
kira kira
gilherme boulos

Fyre wrote:

kira kira
Infeh
Beautiful map <3
Rize V Arcrondo
很出色的图 膜拜
beat heaven
看到图里用了1/8做连打我觉得也许可以加倍bpm换成1/4看着可能更舒服一些虽然也没什么影响
02:06:529 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,1,2,1,2,3,4,5,6,1,2,3,4,5,6) - 这个部分节奏比较紧密,也许可以考虑放密集的whistle?感觉现在的这部分听起来有点有点单调
04:48:723 (1,2,1,2) - 这里有点太挑战极限了一些,感觉这个滑条后面的跳flow有点别扭,不妨试试04:48:723 (1,2) 反过来并且往上面放放?
新人,可能有不对的地方,还望见谅 :) :D :)
DaxMasterix

rtech wrote:

Beautiful map <3
zyoi
Hollow Wings finally come back
Nice
Topic Starter
Hollow Wings
to Okoratu: sry for late reply, system denied to give kd to you for i haven't done that for long time. plz give a new post and i'll give the kd if possible. thx for modding in advance, will check that when i'm free.
Topic Starter
Hollow Wings

Okoratu wrote:

hello

are you still m4ming for this, idk I'm just writing this anyways and see what you're going to do with it..

My first question is do you map for players to play your map or did you make this to fully represent this song? yes, and yes.
Depending on your answer to this question the following stuff will be helpful or completely wasting time:

I am capable of playing most of this correctly, by the way. Also I'm only trying to help because i love this song. i see.

  1. why is the offset negative, i see absolutely no need for it to be negative because musically correct would be choosing 00:02:658 - as the notes before are an Anacrusis. I encountered the same thing on https://osu.ppy.sh/b/544671 so you can see what we came up with in the end. It would just be more musically correct to not do this maybe you don't know that there're timing section bugs exsist long time ago, negative offset can avoid that 100%.
  2. I'd also advice you to snap the preview time to either 00:01:981 - or 00:02:029 - , because the current one can confuse people because they hear nothing for half a second after choosing this song, I can see why you would choose this time, but reducing the amount of silence you get would be.... preferable. i see your point with the common sense, but i insist my choice. the very 1st part of the song is also the very important impression to every ones who would listen to the song themselves, so i usually put those epic song's preview time sections at the places which are belong to them indeed.
  3. 00:08:078 (5) - this one is pretty weird considering how it represents the vocals which start at 00:08:271 - . Splitting it up would result in this but i mainly follow electrical beats rather than vocal track, you can notice that special one if you ignore the vocal with my stuff.
  4. 00:22:207 (2) - yes i did understand the purpose of this pattern but it's more difficult to read than most things around here i believe that moving 00:22:207 (2) - so taht its end stacks with 00:21:820 (2) - or 00:22:594 (1) - whatever, same thing would make this a lot easier to read and i think it wouldn't destroy your idea with this pattern hmm, but my idea do is the one i set there which can be destroyed by changing it in your way imo.
  5. 00:25:691 (7,1) - the sudden space increase makes the low spacing to 00:26:078 (2) - feel pretty weird when playing it, one solution would be increasing space between 1 and 2, the other solution would be nerfing the 1/4 jump that sudden jump express the sudden high pitch vocal beat here.
  6. What follows is a general comment about the next part, the same probably applies to 00:29:368 - and 04:53:755 - alike since they are the same kind of thing
    1. Both of these parts contain elements which are rather unpleasant for players. I would recommend nerfing them, but let me explain what and why first
    2. Both are basically all 155 bpm streams with 310 bpm triplets in some places.
      the 310 triplets feel. weird and combined with the cruel spacing of the 1/4 notes in this section they also feel overdone, i doubt you want to nerv them but most players who are going to play this - if not almost everyone except some people who practiced this a long time - will not be able to play constant 155 bpm 1/4 with 1/8 bursts put into them. well... i think we should get one thing clear: 155 bpm elements in this map are not streams, but only notes. so, i'll choose some of your mods to reply... consider the reply is like "nothing goes wrong here if you noticed my highlighted words before" if i don't reply your mod below.
    3. 00:30:723 (2,3,4) - things like this can be fine and ok actually since all the player has to do in order to play it correctly would be hitting 00:30:868 (3) - on time because the other 2 objects are sliders and therefore free 300 hits if you aren't retarded
    4. 00:31:110 (5,6,7) - a jump like this is probably done for emphasis but doesn't work out on a gameplay side because this section just started abruptly and 00:30:723 (2,3,4) - is not enough imo to introduce players to this kind of thing, I would either nerf the jump considerably or replace it with an 1/8 kickslider to actually introduce players to this section, this introductory thing applies until 00:42:916 - and 05:06:142 - respectively as it only makes sense to go for a more complex pattern after introducing players to the concept
      but honestly i would avoid the 310 bpm triplets altogether because the space to the next object are usually requiring you to am a jump, suddenly burst and then go back to playing 155 bpm 1/4 which is uhhhhhhm jump between notes to express melody, jump near streams to low down the difficulty for players ← all sense of my patterns there.
    5. 00:32:029 (5,1) - random comment that this stack is off and makes it not look like your other 1/8 stuff and therefore even harder to read
    6. 00:32:852 (1,2,3,4,1,2,3,4,1,2,3) - i can see where you're coming from with this pattern but gameplaywise this doesn't work out as smoothly as 04:56:078 (1,2,3,4,1,2,3,4,1,2) - does, the 2nd pattern is much more player friendly for the same thing and you should either think about doing something similar to it or come up with another creative pattern which uses less sharp angles in a 155 bpm stream
    7. 00:34:207 (6,7,8) - why is 04:57:433 (6,7,8) - a jump while this is a more or less cramped pattern in the bottom right (i'm still for avoiding 1/8 triplets and using rhythms that don't rely on randomly bursting the whole section)
    8. 00:35:561 (3,4,1) - this transition plays rather meh due to the direction changes required in order to snap 3,4 and 4,1 correctly 04:58:787 (3,4,1) - 05:11:174 (3,4,1) - rely on different, arguably more intuitive movements
    9. 00:36:626 (3) - instead of forcing a more or less circular motion and then breaking this to the next object it might work better to just move it to thre right of this slider because then 00:36:626 (3,1) - wouldn't break flow as much as they do now
    10. 00:40:884 (4,1,2) - this transition is very rough, while it may be fitting it may also be very very very ... frustrating
    11. 00:41:852 (4,1,2) - tbh the direction change here is super unpleasant because depending on how you snap objects you will have to move up in order to catch this slider, then somewhat follow it's repeat down and back up and then snap back to the position you came from which is either super awkward to play
      or a sliderbreak in 99999% of the cases
    12. 00:48:045 (4,1) - breaking flow in this kind of way is nooooooot that nice to play i think reducing the left/right dependency of this pattern helps in case you dunno what i mean or think i'm crazy or sth ayy
    13. 00:53:078 (2,3,4,5,6,7) - i suggest to tone this down a bit similarly to 05:16:207 (1,2,3,4,5,6,7,8,9,1) - which is followable without breaking your arm
    14. i only picked a few patterns but the same of course applies to this whole section, it can be a lot friendlier for players, it's second iteration will be in the bottom if i find other things which i haven't mentioned above yet
  7. 01:01:111 (2,3,4,5,6,7,8,9,1) - if you look at this without stacking you will notice that 01:01:497 (1) - is pretty much beneath the entire stack, moving the whole stack to the left may look a bit better (as in not hiding this circle for 80%) that effects nothing because all elements here are notes.
  8. 01:05:755 (8) - ^ doing something like the timestamp above to it may actually be consistent besides 01:05:368 (1,2) - is something like a jump upwards so doing something like this at it's end may make for a nice effect
  9. 01:01:884 (2,1,2,1,2,1,2,1,2) - this could feel a lot less sudden if you moved these down as a whole a bit regard the 1/4 sliders as notes as well.
  10. 01:24:141 (1,2,3) - doing something similar to 01:21:045 (1,2,3) - might actually feel better here and in other instances like 01:27:238 (1,2,3) - patterns like this look like something you would do and would be a lot more intuitive to play in these 2 cases people may hardly understand this, but i wanna say that combos are not spread by only distances, but also parted patterns noticed by nc, flow or even anti ds settings.
  11. 01:26:658 (1,2) - i advise to move these up to make this pattern more of a zig zag motion also as it is it is hella cramped in the bottom right of the screen
  12. 01:27:432 (3) - if you agree with my previous suggestion you could move that one to make a triangle like
  13. 01:33:626 (3,4,5,6,7) - just saying that due to stacking this breaks your perfect alignment in a straight line with 01:32:465 (1,2,3,4,1,2) -
    1. the following probably applies to all 3 kiais
    2. 01:35:949 (1,2,1,2,1) - these and other instances don't work as well as they could because the straight line jump between 01:36:045 (2,1) - doesn't have that much changing emphasis in the song and that kind of movement is pretty much doom for your snapping
      you did this consistently but cases like 01:39:820 (1,2,1,2,1) - 01:46:014 (1,2,1,2,3) - where you didn't do jumps as cruel as the previous ones ended up playing a whole lot better and were actually enjoyable.
      also i don't think the difference in emphasis in the song calls for heavily snapping dependant patterns like this, something more smooth as the examples i gave you may work better and may actually be more intuitive to play i follow guitar track by NOTES.
    3. 01:46:208 (1,2,3) - speaking of this as an example that works better actually you could increase distance so that these circles don't overlap or something btw shouldn't 3 have a nc or no ok 02:51:433 (3) - probably no so whatever about nc :D:D this is just a tricky pattern i've set on purpose, don't be too serious... orz
    4. 01:52:497 (2,1) - doing something like this with this pattern may be more predict able since you don't have to change directions as much in order to play it
    5. 00:27:432 (9) - as i saw 01:58:787 (1) - i asked myself why you didn't nc this first one because it's the same nc as 00:25:884 (1) - , not 00:27:432 (9) - ...
    6. 02:09:239 (1,2,1,2) - well i play without colors so these surprised me but they actually make sense so \:D/
  14. 02:26:464 (1) - having a left-right kind of movement might work better? You have something similar to what i suggest in 02:29:173 (1,2,3,1) - already did a change here.
  15. 02:32:657 (1) - having this to the right of 02:32:851 (1) - might make for better or flow or something when testing that kind of suggestion i moved it to the position that 02:31:786 (2) - had lol i think that's a bit nazi...
  16. 02:38:658 (3,4,5,6,7) - if you fixed the first one you should fix this one as well just saying so nothing is forgotten lol
  17. 02:42:142 (1,1) - seriously this stop surprised me, you didn't stop once like that in the first kiai and i see no reason to stop movement here either so it's really offthrowing, the same applies to this whole kiai section they are just two kinds of spread notes' patterns, why should i set them in a same style?
  18. 02:43:110 (7,8) - if you care due to stacking these overlap while the other circles in this stream don't
  19. 03:16:594 (1) - the sound this spinner is supposed to follow - so i suspect - starts around 03:16:787 - . I would simply have it start in 03:16:303 - to follow the same sound as 03:13:110 (2) - does...? agree, start the spinner at 03:16:303 now.
  20. 03:54:916 - the whistles in this section seem rather uhh random ? not really...
  21. Here's something i don't really like about the concept of this part:
    It is supposed to be a build up, right? so why is the part starting in 04:07:303 - a whole lot easier than the part starting in 03:54:916 - ?
    contrary to the previous part it doesn't use stacking circles in the same place which ends up playing easier as intended for a buildup? do you know Symphony in G major No. 94, “Surprise nvm, all patterns are in similar difficulty, don't block your eyes with those ds pls.
  22. ok so about the last kiai: the way you use 04:28:787 (3,1,2) - in order to map guitar stuff is not really consistently hard: e.g. 04:33:240 (1,2,1,2) - is much smaller overall. the same kind of inconsistencies can be seen in your spacing for these patterns all over this kiai i should tell you that ds is the second part of these patterns, when the 1st one is their orders. how players read them effects a lot to playing. i can give same structure's stuff with different orders, that's the point of those patterns, and especially after that, all those ds problems you worried about are just little ones players cared (only when their aiming skill is "good enough", noobs can't play this map, we all know that.) actually, common maps do the exactly same stuff like mine, the difference is only how fast those objs appear, that's all.
  23. 05:16:981 - how about lowering SV since the song loses most of its instruments in that part
I hope some of this was constructive / helpful
aaaaa
i hope you can deal with lazy formatting w

feverset wrote:

很出色的图 膜拜
beat heaven
看到图里用了1/8做连打我觉得也许可以加倍bpm换成1/4看着可能更舒服一些虽然也没什么影响
02:06:529 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,1,2,1,2,3,4,5,6,1,2,3,4,5,6) - 这个部分节奏比较紧密,也许可以考虑放密集的whistle?感觉现在的这部分听起来有点有点单调 这里比较安静,用w太吵了。
04:48:723 (1,2,1,2) - 这里有点太挑战极限了一些,感觉这个滑条后面的跳flow有点别扭,不妨试试04:48:723 (1,2) 反过来并且往上面放放? 这跳我自己都能打。
新人,可能有不对的地方,还望见谅 :) :D :) 加油吧。
thx for modding!
Asphyxia
Really fun map, nice job HW!
Okoratu
I don't remember much of this mod anymore but i was probably aware that you handle 155 bpm elements as notes and not as streams in there, main point of my mod was i think to make this less frustrating but that's completely your choice

I think i noticed that some of the points are pointless after looking at it again a month later but was too lazy to edit lmao

the only explanation thing that's a bit nonsensical to me is that "timing bug" because p/4440838
Depths
[Beat Heaven]

small recheck no KD

  1. 00:02:658 (4) - make this a slider to follow vocal better? like thishttp://puu.sh/kGT6f/63a7db4bff.jpg or you can extend
    to the next blue tic
  2. 00:08:078 (5) - why cover up the vocal with a repeat when you mapped it earlier? maybe this is better?http://puu.sh/kGTf9/92b950638e.jpg
    5 follows the drop like sound and 6,7 are mapped to vocal
  3. 01:36:143 (1,2) - ctl+g plays better into 01:36:336 (1) - imo
  4. 01:36:917 (1,2) - same here if you agree to change ^
  5. 01:41:368 (5) - NC so its more readable w
  6. 01:45:432 (4) - ctl+g the vocal has a rise fall feel to me here, so I think this follows it better :3
Low
go
Luel Roseline
Welcome back, HW.
(5 months...)
Lindaine
this map is hard..
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