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Dark PHOENiX - Plain Asia

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Topic Starter
Marco
This beatmap was submitted using in-game submission on Montag, 31. August 2020 at 13:57:53

Artist: Dark PHOENiX
Title: Plain Asia
Source: 東方Project
Tags: 東方永夜抄 ~ Imperishable Night Keine Kamishirasawa 上白沢慧音 Touhou Arrow Rain Instrumental
BPM: 160
Filesize: 7528kb
Play Time: 04:04
Difficulties Available:
  1. Akarui's Normal (2,2 stars, 441 notes)
  2. Extra big WIP (5,74 stars, 1291 notes)
  3. Hard (3,89 stars, 653 notes)
  4. Lunatic (4,91 stars, 1015 notes)
Download: Dark PHOENiX - Plain Asia
Information: Scores/Beatmap Listing
---------------
Why do People like this.

Readded bad extra diff by request

Extra: WIP by me
Lunatic: Done 100% by me
Hard: Done 100% by me
Normal: Done 100% by AkaruiHana
Stjpa
00:57:929 (5) - 00:58:116 (6) - 00:58:304 (7) - 00:58:491 (8)
They are weird to play, since they seem to have less spacing than the ones before. This sliderstream has less spacing in general compared to the sliderstream starting at 03:55:679 (1).

03:12:179 (1) - 03:12:429 (2) - 03:12:679 (3) - 03:12:929 (1)
Different spacing, but it's just a small thing.

01:29:054 (2)
Revert it for a smoother gameplay. :)

03:24:929 (3)
Same as above.
Topic Starter
Marco

XiiD wrote:

00:57:929 (5) - 00:58:116 (6) - 00:58:304 (7) - 00:58:491 (8)
They are weird to play, since they seem to have less spacing than the ones before. This sliderstream has less spacing in general compared to the sliderstream starting at 03:55:679 (1).

03:12:179 (1) - 03:12:429 (2) - 03:12:679 (3) - 03:12:929 (1)
Different spacing, but it's just a small thing.

01:29:054 (2)
Revert it for a smoother gameplay. :)

03:24:929 (3)
Same as above.
I tried my best to fix it, thank you for your feedback :D
Korey
Yo from #modreqs

General

audio bit rate too high
might wanna change file name of the image to something that doesn't host lolicon

Lunatic

00:15:179 (1) - center this
03:32:609 - note not snapped

Hard

only one kiai section in this diff
Topic Starter
Marco

ikorza wrote:

audio bit rate too high
i'll change that asap

ikorza wrote:

might wanna change file name of the image to something that doesn't host lolicon
i'm probably gonna change the bg anyway, it was just the first and probably only picture of Keine i had on my pc.

ikorza wrote:

00:15:179 (1) - center this
03:32:609 - note not snapped
changed

ikorza wrote:

only one kiai section in this diff
didn't even notice, thanks
Zetera
Hi, you asked for a mod and here it is.

[General]

|The correct timing is:

BPM 160
Offset 190

This doesn't affect your map too harshly, you will just have to resnap green lines. I chose this offset to make a perfect matchup of the metronome ticks with the background music. Your timing also had the right rhythm, but the metronome did not exactly match up with the song. I'll explain this to you ingame if you don't catch my drift.

|I assume that hitsounds are yet to be added.

[Normal]

Since this is not a finished difficulty, I can only give some advice for future reference.

|00:01:439 (2) - This slider ends on an important white tick, it should rather be pronounced by a new object. See, you want to place objects so that important audio pieces are pronounced by objects and by hitsounds. Like this, only a hitsound supports the white tick. But you actually want to place an object on the tick (which would therefore start on that said tick) to optimally pronounce it. Always start an object on a major audio clue. Also, if there are objects that share the same priority in terms of hitsounds, it is helpful to place circles or to use reverse arrows on said ticks, but that will probably be too hard to understand for now. You will still learn about this.
|00:04:440 (1) - Same thing. The reverse arrow lies on the tick that is to be pronounced.
|00:07:690 (7,1) - Place new combos whenever a musical period is over (In this case 4 beats (Takte)). Thus delete the NC on 1 and add it on 7.
|00:16:690 (1,2,3) - Avoid objects being too close to one another or overlapping with each another. It doesn't look good in most of the cases.

Keep your distance snap clean.

[Hard]

The issue with pronounciation also applies to this difficulty, as well as Lunatic. I can point out a couple of objects which underlie a rule infringement.
00:01:429 (2) - ; 00:02:679 (6) - ; 00:07:179 (4) - ; 00:10:429 (4) - ; 00:10:929 (5) - ; ...
|00:19:679 - Why is there a break? The music didn't change at all. (Also applies to Lunatic.)
|00:44:429 (3,4) - Whenever you have a set of objects like this one - and this is singularly an optical issue - you may as well copy one of the sliders and paste it to where the other slider belongs. You can rotate an object by using the key combination Ctrl, Shift, R to adjust it's direction without changing the shape.

Again, check for overlaps and close-to-each-other objects like 01:00:554 (2,3) - ; 00:13:679 (1,2) - ; 02:20:054 (1,2,3) - ; ...

|02:00:929 (6) - Repeatsliders like this might be confusing, as players normally expect no more than one repeat, making sliders have 3 total timing points. More than 3 can be unpredictable and therefore harder to spot or to read.

If a part in the music is repeated, you should also repeat the structure of your map, meaning the rhythm. Use triples again where you have used them before, use sliders of the same length you used before, etc. A good example is my "Psychic"-Map, which you already know (I suppose).

|02:52:304 - Not sure if a break is optimal here.

[Lunatic]

Again: Pronounciation, Overlaps, Combos.

|00:15:179 (1) - We have already mentioned this ingame, but I haven't explained myself yet. I would recommend that you don't use a slider like this. You can still follow the piano in the background. I prefer the piano over the strings because this slider looks badly snapped and a correct snap sounds weird because of the rhythm. (Additionally, you didn't follow the strings at 00:18:179 (1,2,3,4,5,6,7) - either.)
|00:25:679 (3) - Situate this circle in the middle of the two prior sliders.
|00:48:929 (1,2,3,4,5,6,7,8,9) - Instead of constructing a rather unclean curve, place a big, round slider here and use the "convert slider to stream"-tool. You can find it under "Compose" in the top-left hand corner. You should also try to make the upcoming stream look more appealing. Check e.g. freedom dive's streams.
|00:57:179 (1,2,3,4,5,6,7,8) - When making patterns like these, try to imagine a perfect geometrical shape (pentagon in this case). You want to place the slider heads on its corners.

Another issue that I largely found in this map: Flow. Patterns like 01:26:429 (1,2,3) - simply don't flow. The first two objects do indeed, but the third definitely doesn't. Imagine a clock which either follows its natural direction (clockwise) or spins CCW (counterclockwise). You want to keep the momentum that is created by previous objects.3 does not support the direction supposed by the sliders 1 and 2. Try to make everything more fluent. And this doesn't just apply to this example.

01:40:679 (1,2,3,4,5,6,7,1) - Amazing. Looks good and keeps your cursor moving.

All in all, this is roughly what I can say about this set. You have to work on visuals and gather some more basic knowledge. I can clearly see some kind of perspective you have been following, which is definitely a step into the light. Just keep up and practice a bit. If you need some further general advice, I am more than glad to help you.

Good luck.
Topic Starter
Marco

Sala- wrote:

Hi, you asked for a mod and here it is.

[General]

|The correct timing is:

BPM 160
Offset 190

This doesn't affect your map too harshly, you will just have to resnap green lines. I chose this offset to make a perfect matchup of the metronome ticks with the background music. Your timing also had the right rhythm, but the metronome did not exactly match up with the song. I'll explain this to you ingame if you don't catch my drift.

|I assume that hitsounds are yet to be added.

[Normal]

Since this is not a finished difficulty, I can only give some advice for future reference.

|00:01:439 (2) - This slider ends on an important white tick, it should rather be pronounced by a new object. See, you want to place objects so that important audio pieces are pronounced by objects and by hitsounds. Like this, only a hitsound supports the white tick. But you actually want to place an object on the tick (which would therefore start on that said tick) to optimally pronounce it. Always start an object on a major audio clue. Also, if there are objects that share the same priority in terms of hitsounds, it is helpful to place circles or to use reverse arrows on said ticks, but that will probably be too hard to understand for now. You will still learn about this.
|00:04:440 (1) - Same thing. The reverse arrow lies on the tick that is to be pronounced.
|00:07:690 (7,1) - Place new combos whenever a musical period is over (In this case 4 beats (Takte)). Thus delete the NC on 1 and add it on 7.
|00:16:690 (1,2,3) - Avoid objects being too close to one another or overlapping with each another. It doesn't look good in most of the cases.

Keep your distance snap clean.

[Hard]

The issue with pronounciation also applies to this difficulty, as well as Lunatic. I can point out a couple of objects which underlie a rule infringement.
00:01:429 (2) - ; 00:02:679 (6) - ; 00:07:179 (4) - ; 00:10:429 (4) - ; 00:10:929 (5) - ; ...
|00:19:679 - Why is there a break? The music didn't change at all. (Also applies to Lunatic.)
|00:44:429 (3,4) - Whenever you have a set of objects like this one - and this is singularly an optical issue - you may as well copy one of the sliders and paste it to where the other slider belongs. You can rotate an object by using the key combination Ctrl, Shift, R to adjust it's direction without changing the shape.

Again, check for overlaps and close-to-each-other objects like 01:00:554 (2,3) - ; 00:13:679 (1,2) - ; 02:20:054 (1,2,3) - ; ...

|02:00:929 (6) - Repeatsliders like this might be confusing, as players normally expect no more than one repeat, making sliders have 3 total timing points. More than 3 can be unpredictable and therefore harder to spot or to read.

If a part in the music is repeated, you should also repeat the structure of your map, meaning the rhythm. Use triples again where you have used them before, use sliders of the same length you used before, etc. A good example is my "Psychic"-Map, which you already know (I suppose).

|02:52:304 - Not sure if a break is optimal here.

[Lunatic]

Again: Pronounciation, Overlaps, Combos.

|00:15:179 (1) - We have already mentioned this ingame, but I haven't explained myself yet. I would recommend that you don't use a slider like this. You can still follow the piano in the background. I prefer the piano over the strings because this slider looks badly snapped and a correct snap sounds weird because of the rhythm. (Additionally, you didn't follow the strings at 00:18:179 (1,2,3,4,5,6,7) - either.)
|00:25:679 (3) - Situate this circle in the middle of the two prior sliders.
|00:48:929 (1,2,3,4,5,6,7,8,9) - Instead of constructing a rather unclean curve, place a big, round slider here and use the "convert slider to stream"-tool. You can find it under "Compose" in the top-left hand corner. You should also try to make the upcoming stream look more appealing. Check e.g. freedom dive's streams.
|00:57:179 (1,2,3,4,5,6,7,8) - When making patterns like these, try to imagine a perfect geometrical shape (pentagon in this case). You want to place the slider heads on its corners.

Another issue that I largely found in this map: Flow. Patterns like 01:26:429 (1,2,3) - simply don't flow. The first two objects do indeed, but the third definitely doesn't. Imagine a clock which either follows its natural direction (clockwise) or spins CCW (counterclockwise). You want to keep the momentum that is created by previous objects.3 does not support the direction supposed by the sliders 1 and 2. Try to make everything more fluent. And this doesn't just apply to this example.

01:40:679 (1,2,3,4,5,6,7,1) - Amazing. Looks good and keeps your cursor moving.

All in all, this is roughly what I can say about this set. You have to work on visuals and gather some more basic knowledge. I can clearly see some kind of perspective you have been following, which is definitely a step into the light. Just keep up and practice a bit. If you need some further general advice, I am more than glad to help you.

Good luck.
thank you very very much for taking the time to point out some mistakes

you don't know how much i appreciate it when somebody goes into detail like this
Narcissu
Source is “東方Project” …… move touhou to tag = =

00:00:269 - offest here , long white line should in downbeat

[Lunatic]

01:20:144 (5) - NC should here …… the majority stream is 4/8/16 part and separate when Strong-beat & weak-beat (white line),such as ↓↓↓

00:54:269 (5) - http://puu.sh/hYlpQ/ab31a91cfe.jpg

01:02:519 (9) - 01:03:269 (5) - add NC , 01:02:894 (1) - remove NC

01:55:769 (2) - NC , 01:55:394 (1) - remove NC and …… maybe you need change the reverse slider

good luck ><
Topic Starter
Marco
I tried to change it as good as possible.

Thank you very much for modding! :)
Frc
Yo! I love this song and I really want to see it ranked, will mod probably tomorrow.
Topic Starter
Marco
every mod will be appreciated, just take your time
Frc
Ok, here I go, sorry if I make mistakes, it is my very first mod.
[General]
The song is 1/4, not 1/3, I suggest changing that.

[Lunatic]

00:06:269 (4) - Weird slider shape, maybe change it to 00:07:519 (1) - shape?
00:15:769 (1) - Move it a bit and make it more curve shaped like the other spaced triplets you were using, if you change it suddenly it feels weird
00:21:769 (2) - ^
00:31:581 (6) - Move it up to flow better with the jumps, here I provide a suggestion 00:33:269 (1) - Same as 00:06:269 (4) -
00:35:894 (6) - ^
00:44:144 (2) - Change shape to 00:43:769 (1) -
00:48:269 (7,8,9,10) - This jump feels really weird after the first square, I suggest this 01:08:894 (7) - Move this slider a bit up
01:22:769 (7) - Change shape to 01:23:144 (8) - ?
01:39:644 (2) - Add kiai?
02:11:144 (2) - Put in in same shape of 02:10:769 (1) - and 02:11:519 (3) -
02:45:769 (4) - Same as 00:15:769 (1) -
02:48:769 (1) - ^
02:49:519 (5) - ^
In the latter part streams, I somehow felt that some of them were really weird to play, but I can´t tell what can be exactly the issue that is causing it, maybe you should take a look at them.


Sorry for modding only Lunatic, but I truly suck at modding things that aren´t Insane-Extreme

Good Luck with ranking!
Topic Starter
Marco

FrcV wrote:

Sorry for modding only Lunatic, but I truly suck at modding things that aren´t Insane-Extreme

Good Luck with ranking!
Don't worry, i can understand, i really suck at mapping lower difficultys. For example, my Hard had 4,4 stars when i first finished it.

But anyway, thank you very much for that mod! :D
dqs01733
hello~m4m

  • [Hard]
  1. 00:01:019 - 00:13:769 - the nc'ing here is so weird.. ok there is a leading between 00:01:019 - 00:01:769 - and you decided to not nc at 00:01:769 (4) - , but that doesnt mean you should keep ncing at those spots later on and ignore the strong beats on the big white ticks. You should just Nc on every big white tick, 00:01:769 (4) - this one is optional you can keep them the same combo or nc there but please fix the nc's
  2. 00:05:519 (5) - you can blanket with 00:05:269 (4) - , looks better
  3. 00:14:519 (2) - you can copy this shape and flip like ctrl+h+j so theyre the same shape, looks better
  4. 00:15:269 (2) - i see that youre following the violin with this long slider but youre completely ignoring the piano, which I think has a stronger presence than the violin
  5. 00:18:769 (5) - I dont understand why you put a break when the music is getting more intense
  6. 00:47:894 (5) - angle the slider like this http://puu.sh/jp8XF.jpg, it looks better and flows more nicely into 00:48:456 (6) -
  7. 01:33:644 (2) - tiny overlap
  8. 01:28:769 (1,2,3,4,5) - why so small ds? it breaks momentum 01:35:519 (3,4,5,6,1) - same
  9. 01:56:519 (5) - can blanket with 01:56:331 (4) -
  10. 02:52:019 - another weird break, I think its better to break at a calm part. so you also map this spinner 02:37:769 (1) - and break at 02:40:769 - , then end break at 02:52:769 - where more instruments are added
  11. 03:09:769 (6) - such a long repeat slider, and there is no beat at 03:09:769 (6) - , I think you should break it up into two repeat slider, one between 03:09:769 (6) - 03:09:769 (6) - and the other 03:09:769 (6) - 03:09:769 (6) -
  12. 03:12:269 (4) - you can instead make this slider into another 1/3 repeat slider, it follows the music and the rhythm transitions better into 03:13:019 (1) - , it sounds so harsh from 2/3 rhythm straight into 1/4
  13. 03:30:269 (1,2,3,4) - it looks so cramped when its overlapped like that, I think you should make some space between them
  14. 04:01:769 (1) - end spinner here instead

    [Lunatic]
  15. 00:03:269 (1) - you should redraw this slider, because it using wrong slider algorhythm on this , try move around the white anchor point and you see what i mean.
  16. 00:48:269 (1,2,3,4) - rotate this whole about -4° and stack 00:48:269 (1) - again
  17. 01:01:769 (1,2,3,4,5,6,7,8) - this is 1/3 rhythm, you currently use 1/4
  18. 02:00:644 (5) - wrongly snapped, it should be 1/6 rhythm
  19. 02:01:769 (1,2) - same
  20. 02:22:019 (9,10,1) - try this rhythm instead http://puu.sh/jpatE.jpg, it follows the percussion better
  21. 04:01:769 (4) - consider breaking this up into 2 repeat sliders instead, to reflect the toms better as it changes at 04:02:144 -
  22. 04:04:769 - end spinner here

    You should keep in mind that you can't follow a 1/6 rhythm with 1/4 because theyre hitting completely different beats, its just wrongly snapped. However, its different if its something like 1/8, you can use 1/4 rhythm there because while youre missing half the beats, theyre still on point.

    [Full Moon]
  23. same nc issues here as hard, you did it correctly on lunatic though
  24. 00:05:519 (3,4) - just copy and flip 00:05:519 (3) - flows better http://puu.sh/jpb2B.jpg
  25. 00:09:769 (1,2,3) - why this has lower ds?
  26. 00:16:269 (4,5) - stack these are more pleasent to play
  27. 00:22:769 (1) - ctrl+h this flows better from the triplet and also very well into next circle
  28. 00:25:769 (3,1) - swap these nc
  29. 00:29:519 (1) - this is unnecessary ncv
  30. 00:30:269 (1,2) - they are so close, you should put some more distance
  31. 00:51:269 - there are a few spacing inconsistencies in these streams, for example the spacing is increasing on 00:52:019 (1,2,3,4,5,6) - ,and then it gets a bit sdmaller between 00:52:487 (6,7,8) - . is it because the piano stops at 00:52:487 (6) - ? then I can understand the reasoning, but it looks bad, I think you should use the same spacing between 00:52:487 (6,7,8,1) - - as between 00:52:394 (5,6) -
  32. 01:58:769 (5) - nc here
  33. 02:01:769 (1,2,3,4,5,6,7,8,9,10) - incorrectly snapped, use 1/6 here 02:01:769 (1,2,3,4,5,6,7,8) - and either 1/6 or 1/3 on here 02:02:519 (9,10) -
  34. you should probably stop at 02:02:894 - instead like the percussion do
  35. 04:04:769 - end spinner here
good luck !! ~
Topic Starter
Marco
Mod

Kotonoha wrote:

hello~m4m

  • [Hard]
  1. 00:01:019 - 00:13:769 - the nc'ing here is so weird.. ok there is a leading between 00:01:019 - 00:01:769 - and you decided to not nc at 00:01:769 (4) - , but that doesnt mean you should keep ncing at those spots later on and ignore the strong beats on the big white ticks. You should just Nc on every big white tick, 00:01:769 (4) - this one is optional you can keep them the same combo or nc there but please fix the nc's The NC problems are well known to me. Don't worry, i will change it all sooner or later.
  2. 00:05:519 (5) - you can blanket with 00:05:269 (4) - , looks better Changed
  3. 00:14:519 (2) - you can copy this shape and flip like ctrl+h+j so theyre the same shape, looks better Changed
  4. 00:15:269 (2) - i see that youre following the violin with this long slider but youre completely ignoring the piano, which I think has a stronger presence than the violin changed
  5. 00:18:769 (5) - I dont understand why you put a break when the music is getting more intense Because i was lazy and i still am
  6. 00:47:894 (5) - angle the slider like this http://puu.sh/jp8XF.jpg, it looks better and flows more nicely into 00:48:456 (6) - Did
  7. 01:33:644 (2) - tiny overlap Changed
  8. 01:28:769 (1,2,3,4,5) - why so small ds? it breaks momentum 01:35:519 (3,4,5,6,1) - same Because i was told to
  9. 01:56:519 (5) - can blanket with 01:56:331 (4) - Did
  10. 02:52:019 - another weird break, I think its better to break at a calm part. so you also map this spinner 02:37:769 (1) - and break at 02:40:769 - , then end break at 02:52:769 - where more instruments are added i will think about it
  11. 03:09:769 (6) - such a long repeat slider, and there is no beat at 03:09:769 (6) - , I think you should break it up into two repeat slider, one between 03:09:769 (6) - 03:09:769 (6) - and the other 03:09:769 (6) - 03:09:769 (6) - Ye
  12. 03:12:269 (4) - you can instead make this slider into another 1/3 repeat slider, it follows the music and the rhythm transitions better into 03:13:019 (1) - , it sounds so harsh from 2/3 rhythm straight into 1/4 Changed
  13. 03:30:269 (1,2,3,4) - it looks so cramped when its overlapped like that, I think you should make some space between them Yea
  14. 04:01:769 (1) - end spinner here instead Ye

    [Lunatic]
  15. 00:03:269 (1) - you should redraw this slider, because it using wrong slider algorhythm on this , try move around the white anchor point and you see what i mean.
  16. 00:48:269 (1,2,3,4) - rotate this whole about -4° and stack 00:48:269 (1) - again Did
  17. 01:01:769 (1,2,3,4,5,6,7,8) - this is 1/3 rhythm, you currently use 1/4 Didn't even notice, thanks for mentioning.
  18. 02:00:644 (5) - wrongly snapped, it should be 1/6 rhythm Changed
  19. 02:01:769 (1,2) - same Changed
  20. 02:22:019 (9,10,1) - try this rhythm instead http://puu.sh/jpatE.jpg, it follows the percussion better You might be right, it'll try it.
  21. 04:01:769 (4) - consider breaking this up into 2 repeat sliders instead, to reflect the toms better as it changes at 04:02:144 - Did
  22. 04:04:769 - end spinner here Ye

    You should keep in mind that you can't follow a 1/6 rhythm with 1/4 because theyre hitting completely different beats, its just wrongly snapped. However, its different if its something like 1/8, you can use 1/4 rhythm there because while youre missing half the beats, theyre still on point.

    [Full Moon]
  23. same nc issues here as hard, you did it correctly on lunatic though Because Lunatic is my newest diff and i was already told about the NCs. But thanks for mentioning it anyway. :D
  24. 00:05:519 (3,4) - just copy and flip 00:05:519 (3) - flows better http://puu.sh/jpb2B.jpg
  25. 00:09:769 (1,2,3) - why this has lower ds? Because it's a part of something i tried a while ago, but forgot to change it back.
  26. 00:16:269 (4,5) - stack these are more pleasent to play Did
  27. 00:22:769 (1) - ctrl+h this flows better from the triplet and also very well into next circle Did
  28. 00:25:769 (3,1) - swap these nc Did
  29. 00:29:519 (1) - this is unnecessary ncv Changed
  30. 00:30:269 (1,2) - they are so close, you should put some more distance Changed
  31. 00:51:269 - there are a few spacing inconsistencies in these streams, for example the spacing is increasing on 00:52:019 (1,2,3,4,5,6) - ,and then it gets a bit sdmaller between 00:52:487 (6,7,8) - . is it because the piano stops at 00:52:487 (6) - ? then I can understand the reasoning, but it looks bad, I think you should use the same spacing between 00:52:487 (6,7,8,1) - - as between 00:52:394 (5,6) - Changed
  32. 01:58:769 (5) - nc here Did
  33. 02:01:769 (1,2,3,4,5,6,7,8,9,10) - incorrectly snapped, use 1/6 here 02:01:769 (1,2,3,4,5,6,7,8) - and either 1/6 or 1/3 on here 02:02:519 (9,10) - Changed
  34. you should probably stop at 02:02:894 - instead like the percussion do Probably
  35. 04:04:769 - end spinner here Did
good luck !! ~

Thank you very much for that mod! :)
Topic Starter
Marco
Well
DeletedUser_4329079
Please add triples to big white ticks such as 00:39:269 (4) or 00:45:269 (1)

It would feel so nice
Topic Starter
Marco

Default wrote:

Please add triples to big white ticks such as 00:39:269 (4) or 00:45:269 (1)

It would feel so nice
to which difficulty? could apply to 3 out of 4 diffs

just tell me what diff and i will take a look at it when i come home from croatia in 2 weeks o/
DeletedUser_4329079
To Full Moon and maybe Lunatic too, I may make a more complete mod later if I have time because I love the song and this map has a lot of potential. There's still a lot to be done though because some parts feel quite random, especially the streams after the last kiai.
Topic Starter
Marco
just take your time, i can't do anything anyway without my laptop here :D

every mod is appreciated.

and i know it has random parts and things like that. and because of that i love every feedback i get, because i am not very experienced.
Lexi-chan-
Ok ich trage mal auch was hierzu bei :D (German/Deutsch)

Hard
Wenn du die Ranked haben willst, sind AR8.5 für eine Hard zu viel. ich persönlich sehe da auch schon AR8 kritisch. Nimm lieber 7-7.5.
00:07:769 (1) - Mach den lieber in der Mitte der zwei Noten. Sieht schöner aus und lässt sich ein kleines Bisschen besser spielen.
00:13:269 (3,4) - flowed nicht schön aus meiner Sicht. Mach es lieber so: http://puu.sh/jVfvn/603c475d7b.jpg http://puu.sh/jVfxv/623cea40e9.jpg
00:27:644 (2) - Kann man auch schöner machen: http://puu.sh/jVfGw/86157c980f.jpg
00:40:394 (3) - Lieber so: http://puu.sh/jVfLs/ed21965520.jpg
01:13:394 (6) - Ich find's so besser, sieht auch schöner aus. http://puu.sh/jVfRQ/d059758708.jpg
01:28:769 (1,2,3,4,5,6,1) - Warum ist das Spacing hier plötzlich kleiner? Lass es lieber so groß wie vorher, ist zu random.
01:35:519 (3,4,5,6,1) - ^
02:27:269 (1,2,3,4,5,6) - Ich bin mir nicht sicher, ob zwei Triples hintereinander für eine Hard gut sind. Mach einen Triple zum Slider.

Ansonsten gibt es hier meinerseits nichts zu beanstanden. :)

Lunatic
00:06:769 (5,6,7) - Stack den Triple
00:44:612 (3,4,5,6) - Warum hier wieder dieser Space Change? qwq Spielt sich nicht gut und passt auch aus meiner Sicht nicht wirklich, da sich in der Musik nichts verändert.
00:47:706 (6,7,8,1,2,3,4) - Sehr schöner Jump! :3
01:23:144 (9) - Sieht schöner aus und ist besser im Flow: http://puu.sh/jVgyr/de51ced0c5.jpg

Ok das war's auch hier wieder meinerseits. ^_^

Um ehrlich zu sein, empfinde ich die Full Moon nicht mehr als nötige Diff. Die Lunatic ist schon schwer genug und die Full Moon fühlt sich etwas unnatürlich schwer an... Aber modden werde ich sie trotzdem! ^_^

Full Moon
1337 Objects, lel
01:34:581 (6,1) - Das Spacing hier ist mir zu wenig, das stört den Spielfluss.
01:47:144 (2) - Crtl+G
03:31:394 (4) - Den ein bisschen weiter im Uhrzeigersinn drehen
04:00:644 (2) - CTRL+G

So das war's dann. Deine Full Moon ist schon ziemlich gut, da gab's echt nicht viel zu meckern, fühlt sich aber wie gesagt zu forced an, die Schwierigkeit ist nicht mehr Natürlich für mich. Aber ansonsten viel Glück und Erfolg weiterhin mit deiner Map! :)
Topic Starter
Marco

Lexi-chan- wrote:

Ok ich trage mal auch was hierzu bei :D (German/Deutsch)

Hard
Wenn du die Ranked haben willst, sind AR8.5 für eine Hard zu viel. ich persönlich sehe da auch schon AR8 kritisch. Nimm lieber 7-7.5.
00:07:769 (1) - Mach den lieber in der Mitte der zwei Noten. Sieht schöner aus und lässt sich ein kleines Bisschen besser spielen.
00:13:269 (3,4) - flowed nicht schön aus meiner Sicht. Mach es lieber so: http://puu.sh/jVfvn/603c475d7b.jpg http://puu.sh/jVfxv/623cea40e9.jpg
00:27:644 (2) - Kann man auch schöner machen: http://puu.sh/jVfGw/86157c980f.jpg
00:40:394 (3) - Lieber so: http://puu.sh/jVfLs/ed21965520.jpg
01:13:394 (6) - Ich find's so besser, sieht auch schöner aus. http://puu.sh/jVfRQ/d059758708.jpg
01:28:769 (1,2,3,4,5,6,1) - Warum ist das Spacing hier plötzlich kleiner? Lass es lieber so groß wie vorher, ist zu random.
01:35:519 (3,4,5,6,1) - ^
02:27:269 (1,2,3,4,5,6) - Ich bin mir nicht sicher, ob zwei Triples hintereinander für eine Hard gut sind. Mach einen Triple zum Slider.

Ansonsten gibt es hier meinerseits nichts zu beanstanden. :)

Lunatic
00:06:769 (5,6,7) - Stack den Triple
00:44:612 (3,4,5,6) - Warum hier wieder dieser Space Change? qwq Spielt sich nicht gut und passt auch aus meiner Sicht nicht wirklich, da sich in der Musik nichts verändert.
00:47:706 (6,7,8,1,2,3,4) - Sehr schöner Jump! :3
01:23:144 (9) - Sieht schöner aus und ist besser im Flow: http://puu.sh/jVgyr/de51ced0c5.jpg

Ok das war's auch hier wieder meinerseits. ^_^

Full Moon
1337 Objects, lel Hue
01:34:581 (6,1) - Das Spacing hier ist mir zu wenig, das stört den Spielfluss.
01:47:144 (2) - Crtl+G
03:31:394 (4) - Den ein bisschen weiter im Uhrzeigersinn drehen
04:00:644 (2) - CTRL+G
Dann bedanke ich mich mal dafür, hab versucht es so weit wie möglich anzupassen.

Lexi-chan- wrote:

So das war's dann. Deine Full Moon ist schon ziemlich gut, da gab's echt nicht viel zu meckern, fühlt sich aber wie gesagt zu forced an, die Schwierigkeit ist nicht mehr Natürlich für mich. Aber ansonsten viel Glück und Erfolg weiterhin mit deiner Map! :)
Das war die Ursprüngliche Lunatic bevor ich sie zu Full Moon umbenannt habe weil sie so "schwer" ist. Löschen will ich sie jedoch nicht, da einfach schon so viel arbeit rein geflossen ist. D:

Trotzdem nochmal vielen vielen dank für den mod :D
DeletedUser_4329079
Modding time! This mod is oriented to improve the hardest difficulty as it has some rhythm issues and missing notes.

Bold = Important

[Normal]

Normal is probably too hard to be the easiest difficulty on this mapset. Make it easier or make another difficulty with a lower star rating.


[Full Moon]

You missed a lot of important notes (especially the triples before the big white ticks on the chorus), so playing the map doesn't feel as good as it should.

00:33:206 - Missing note.
00:33:925 - Missing note.
00:35:800 - Missing note.
00:36:362 - Missing note.
00:39:175 - Missing note.

The streams would be much better if you just followed the piano intead of just making it constant 1/4 notes. However you should ask someone else before doing it as I might be wrong and it's a major change.

01:28:675 Missing note.
01:34:675 Missing note.
01:40:675 Missing note.
01:46:675 Missing note.

02:03:269 (1) - I would rather keep going with the stream instead of that abrupt pause + spinner.

02:32:894 (5) - That long slider feels a bit forced.

03:18:175 - Missing note.
03:24:175 - Missing note.
03:30:175 - Missing note.
03:36:175 - Missing note.

03:51:550 (7,9) - Sliders that start on blue ticks and end on white ticks are a bad idea, they are hard to follow. Start the sliders on the red ticks and add the hitcircles after them.


Good luck! I would really like to see this ranked someday.
Topic Starter
Marco

Default wrote:

[Normal]

Normal is probably too hard to be the easiest difficulty on this mapset. Make it easier or make another difficulty with a lower star rating.
i was going to delete normal anyway, because i just simply suck at mapping lower difficulties

Mod

Default wrote:

[Full Moon]

You missed a lot of important notes (especially the triples before the big white ticks on the chorus), so playing the map doesn't feel as good as it should.

00:33:206 - Missing note.
00:33:925 - Missing note.
00:35:800 - Missing note.
00:36:362 - Missing note.
00:39:175 - Missing note.

The streams would be much better if you just followed the piano intead of just making it constant 1/4 notes. However you should ask someone else before doing it as I might be wrong and it's a major change. I was told that the streams are more or less okay. Only some some shapes should be changed maybe and stuff like that.

01:28:675 Missing note.
01:34:675 Missing note.
01:40:675 Missing note.
01:46:675 Missing note.

02:03:269 (1) - I would rather keep going with the stream instead of that abrupt pause + spinner. I think it's actually okay like it is.

02:32:894 (5) - That long slider feels a bit forced.

03:18:175 - Missing note.
03:24:175 - Missing note.
03:30:175 - Missing note.
03:36:175 - Missing note.

03:51:550 (7,9) - Sliders that start on blue ticks and end on white ticks are a bad idea, they are hard to follow. Start the sliders on the red ticks and add the hitcircles after them.

Thank you very much, think i did okay adding those notes.

Default wrote:

Good luck! I would really like to see this ranked someday.
I would like to see that too. We will see if it will ever happen. :D
DeletedUser_4329079
Nice! but I forgot to mention a note at 00:45:175 :)
Topic Starter
Marco
Well, i added it now, no big deal :D
Founntain
So Marco auch mal von meiner Seite

Hard:

00:37:769 - Kiai Time eventuel hier anfangen? Bis hier 00:49:769 (10) -
03:09:769 (6) - Wie wärs mit nen kleinen Stream
03:16:019 (1,2) - einen von den oder beide mit einer Kurve versehen?
03:19:019 (3,4) - Same ^
03:34:769 (1) - Kurve?

Lunatic:

00:28:769 (1,2,3,4) - Wie wäre es mit vier Kurven?
00:35:144 (2) - Kurve für Flow
00:37:769 (1) - Kiai Time Starten? 00:49:769 (9) - Und Hier beenden
00:51:269 - Dieser Part is schön bis hier 01:02:894 (12) - Schön gemacht :)
01:40:769 (1,2,3,4) - Vier Kurven oder zwei?
02:10:769 (1,5) - Die zwei zu kurven
02:22:206 (10) - Mom Maybe a Triple?
03:24:269 (1,2,3) - Marco Please 1 Kurve wenigstens

Full Moon:

00:04:769 (1) - Kurve Please
00:37:769 (1) - Kiai Time Pls bis 00:49:769 (9) -
02:38:894 (5,6,7,8,1,2) - Eventuel ein backslider?
03:51:456 (6,7) - Entferne die und mach es so V
SPOILER
Start auf 03:51:550 (6) -
03:58:112 - Missing Note


Zu Jeder Dif.
Wie wäre es mit Hitsounding?
Und mach an jeder map Am Letzten Spinner ein Finisher hin.

Viel Glück mein Freund ^^
Topic Starter
Marco

Fluttershy552 wrote:

So Marco auch mal von meiner Seite

Hard:

00:37:769 - Kiai Time eventuel hier anfangen? Bis hier 00:49:769 (10) - Kiai ist da so eine sache, einige meinen es ist schon okay so. ich persönlich finde es auch besser ohne kiai. es klingt genau wie der part nach dem streampart der auch keine kiai besitzt, und da scheint es ja okay zu sein.
03:09:769 (6) - Wie wärs mit nen kleinen Stream auf Hard? dunno. hab es mal du nem kleinen stern slider dingens geändert
03:16:019 (1,2) - einen von den oder beide mit einer Kurve versehen? aye
03:19:019 (3,4) - Same ^ aye
03:34:769 (1) - Kurve? aye

Lunatic:

00:28:769 (1,2,3,4) - Wie wäre es mit vier Kurven? passt schon so
00:35:144 (2) - Kurve für Flow aye
00:37:769 (1) - Kiai Time Starten? 00:49:769 (9) - Und Hier beenden wie gesagt
00:51:269 - Dieser Part is schön bis hier 01:02:894 (12) - Schön gemacht :) <3
01:40:769 (1,2,3,4) - Vier Kurven oder zwei? warum nicht kante und kurve
02:10:769 (1,5) - Die zwei zu kurven aye sir
02:22:206 (10) - Mom Maybe a Triple? MOM GET THE CAMERA
03:24:269 (1,2,3) - Marco Please 1 Kurve wenigstens von mir aus, eh

Full Moon:

00:04:769 (1) - Kurve Please kurven.exe stopped working
00:37:769 (1) - Kiai Time Pls bis 00:49:769 (9) - das übliche
02:38:894 (5,6,7,8,1,2) - Eventuel ein backslider? weiß nicht wirklich, lieber nicht
03:51:456 (6,7) - Entferne die und mach es so V ich hasse die stelle inzwischen
SPOILER
Start auf 03:51:550 (6) -
03:58:112 - Missing Note aye


Ich bedanke mich vielmals für den mod~

Fluttershy552 wrote:

Wie wäre es mit Hitsounding?
kommt alles noch keine sorge, bin nur ein fauler fauler arsch kerl

~
Feerum
hi hiii~

Just saw this and want to give you a quick Meta Check.
No Kudosu for this please

======================================================
Red means Unrankable stuff
Big means Important stuff
Normal are Suggestions
// means comments
======================================================

Meta Check


Artist: Looks good.
Title: Looks good.
Source: Looks good.
Tags: Add to Tags: 東方永夜抄 ~ Imperishable Night Keine Kamishirasawa 上白沢慧音 // The 1st is the Touhou Game. 2nd is the Charakter whose theme this song is.
AiMod: Please Check AiMod in Lunatic. Unsnapped objects.
Background: Your Background has Unrankable size. Here you have one in 1024x768 BG
BPM/Offset: Looks good.
Other: Turn off Widescreen Support in Hard & Lunatic

Extra German Note
Hi hiii :3 Alles klar? :D Sah die Map grad beim durchstöbern des Forums und da ich grad dabei bin meine "Meta Check" Kentnisse zu erweitern dachte ich, ich versuche es mal :3 Keine is mein Lieblingscharakter und der Song is einfach nur geil. Deconstruction Star is ja auch ein Remix davon.
Hoffe du kriegs das Rankend <3

Alright. Thats all to Meta :3
Take a :)

Good luck <3
Topic Starter
Marco

Feerum wrote:

hi hiii~

Just saw this and want to give you a quick Meta Check.
No Kudosu for this please

======================================================
Red means Unrankable stuff
Big means Important stuff
Normal are Suggestions
// means comments
======================================================

Meta Check


Artist: Looks good.
Title: Looks good.
Source: Looks good.
Tags: Add to Tags: 東方永夜抄 ~ Imperishable Night Keine Kamishirasawa 上白沢慧音 // The 1st is the Touhou Game. 2nd is the Charakter whose theme this song is.
AiMod: Please Check AiMod in Lunatic. Unsnapped objects.
Background: Your Background has Unrankable size. Here you have one in 1024x768 BG
BPM/Offset: Looks good.
Other: Turn off Widescreen Support in Hard & Lunatic
Aye, changed it, sire! Big thank you <3

Feerum wrote:

Extra German Note
Hi hiii :3 Alles klar? :D Sah die Map grad beim durchstöbern des Forums und da ich grad dabei bin meine "Meta Check" Kentnisse zu erweitern dachte ich, ich versuche es mal :3 Keine is mein Lieblingscharakter und der Song is einfach nur geil. Deconstruction Star is ja auch ein Remix davon.
Hoffe du kriegs das Rankend <3

Alright. Thats all to Meta :3
Take a :)

Good luck <3
Eh, ich liebe dich <3 danke fürn Stern, aber warum du keinen kudos willst versteh ich nicht, ist doch einen wert find ich :D
Und Keine ist awesome mit guten themes, da können wir uns alle drauf einigen.

Hoffen wir mal aufs ranking, das ergibt sich alles noch~
Feerum
Kein Kudosu deshalb weil man für alleinigen Meta Check keine Kudosu vergibt. :)

Ist ne komische regel aber ich find das eigentlich in Ordnung. Meta kann jeder schnell in 2min Checken und so würde es viele Kudosu Farmer geben :P
Topic Starter
Marco
alles klar, verstehe :D
Bonsai
I'm glad we decided not to do this in irc because it turned out to be quite a lot ^^ I hope it helps! :D
[Full Moon]
  1. To be exact, the true timing settings of the intro are either 80bpm with 2/4-time signature or 240bpm with 3/4-signature (or 6/8 but the editor doesn't allow that), since it is a waltz. I guess you can leave it as it is, at least I've seen other maps doing that, but you still have to keep that in mind for the following reasons:
    1. The NCs should generally be set on every (for the 2/4- and 6/8-setting) or every second (for 3/4) big white tic. As a guideline if you don't change it: NCs should be at 00:01:769 - 00:03:269 - 00:04:769 - 00:06:269 - ..and so on.
    2. Generally, every third beat is more important than the two beats in-between, so sqaures and other patterns that need 'groups' of four rarely work. For example at 00:02:519 (2,3,4,5) - the (5) should be differentiated from 2-3-4 as it belongs to a new 'group' and therefore deserves more/different emphasis. Most of the next few points go back to this.
  2. 00:01:019 (1,2,3,4,5) - imo in the song the notes at 1, 2 and 3 are equally important and form a 'buil-dup' to 5, the most important note here. But stacking 2 under 1 gives the 2 no emphasis and relatively much to the 3, and since 5 goes in the same direction as 3-4-5 it gets no emphasis at all, especially since 3-4-5 forces you to move faster than sliderspeed. Soo I'd suggest to unstack 1 and 2 and rotate 5 so that you have to move in a sharp angle there to give it its deserved emphasis.
  3. 00:03:769 (1,2,3,4) - The (3) is the most important beat here. Now in triplets it is kinda impossible to emphasize the last note primarily, but what influences it is the angle to the following note. Currently, 1-2-3 flows perfectly into 4. The result of that is that the 3 is not emphasized at all because you don't have to actively do anything there. If you place the 4 like this you have to change direction there, giving it some emphasis. (actually learned that from Jenny ^^)
  4. 00:04:769 (1,2,3) - Again, the (3) is the most important beat but gets no emphasis since 1-2 flows perfectly into 2-3 and 2-3 flows perfectly into the direction of the slider. -> move the slider somewhere else
  5. 00:05:519 (3,4) - (4) is very important again but barely emphasized as it's extremely close to 3, especially since you can leave (3) early due to slider-leniency
  6. 00:06:269 (4,1,2,3) - Again because of this part being a waltz (4) and (3) should be the most important notes, but you strongly emphasized (1) by spacing it so much and placing it 180° from the slider
These problems occur multiple times in the rest of the intro, so I won't point those out anymore.
  1. 00:16:269 (4,5,6,7,1) - uuh (5) is overmapped, and if it weren't this is incredibly hard to play (relatively) because of the many changes of direction D:
  2. Just to be sure, if you changed the timing settings of the intro 00:25:019 would be where it changes to 160bpm, and you'd need to set another 160bpm-timing point at 00:25:769 so the big white tics are aligned correctly again
  3. 00:25:769 (1,2,3,4,1,2,3,4,5,6,7,1,2) - The song stays rhythmically the exact same in these three combos, but in the first and third one you map only 1/1 and in the second one you map 1/2 - choose one, stay consistent with what you map. Did you want to emphasize the major beats at 00:28:769 - 00:29:519 and 00:30:269 ? First of all, you can give them enough emphasis by simply spacing/angling/hitsounding them, and you'd have to do it equally with 00:25:769 - 00:26:519 and 00:27:269 - (definitely don't stack 00:26:144 (2,3) anyways ^^)
  4. Since you mapped 00:35:800 (6) and 00:36:362 (2) it would be logical to map 00:36:737 too. Alternatively, don't map 00:36:362 (2) too.
  5. 00:43:019 (1,2,3,4,5,6,7,8) - (2) is actually overmapped - Since I previously critized overmaps like these on other maps too (= those of the german beatmap contest) I do know now that appearently nobody cares about that when it's 'undetectable' because of the hitsounds, but I'm still not a fan of it. But that's not what bugs me here, my problem is that according to the actual rhythm (5) is (next to (1)) the most important note here, as (3,4) are building up onto that note. -> change this in a way that (5) gets more emphasis - the minimum would be to curve (5,6,7,8) in the same way as (1,2,3,4) but in the other direction, that way you have to turn at (5) giving it some of its deserved emphasis.
  6. 00:49:019 (1,2,3,4,5,6,7,8,9) - same as above
Ok now here's something major: From 00:51:269 until 01:26:519 you mapped all 1/4 (the minor exceptions are irrelevant). But there is not a single instrument that has permanent 1/4-beats here, they just have breaks on different beats so there's always something that plays. This is extremely boring to play and actually not fitting to the song, because in different parts different instuments are more important than the others, they are not all equally important!
  1. From 00:51:269 to 00:57:269 either the piano or the drum-cymbals(?) are the prominent instruments and rhythms.
  2. From 00:57:269 to 01:03:269 either the piano or the guitar are the most important ones. One example of why mapping everything 1/4 is that on many parts in this section the piano is playing 1/3 - 00:58:394 (7,8,1) and 01:00:269 (1,2,3,4,1,2,3,4,1,2,3,4) and 01:01:769 (1,2,3,4,5,6,7,8) - but this gets ignored and it doesn't feel like you're playing to the song anymore since those 1/3s are covered by monotonous 1/4s
  3. 01:08:331 (4,5,6,7,8,1) - Here, the drums are extremely important, but their rhythm gets covered by monotonous 1/4
  4. beats like 01:20:987 (8) seem overmapped because the only instrument playing there, the piano, is extremely silent, unnoticable with hitsounds
..and so on. Always choose certain instruments/rhythms to focus on, don't just cover everything up

  1. 01:27:644 (5) - the beat at 01:28:019 deserves more emphasis, the end of a short reverse-slider doesn't give any
  2. 01:28:581 (8,9) - Those are two different beats by two different instruments, neither of them plays on both, but a triplet consisting of at least two circles would suggest that it's just one instrument playing all three beats. My solution would be making these two circles into a 1/4-slider. On 100% it sounds like both instruments are on the (8) anyways ^^
  3. 01:29:894 (1,2,3,4,5,6,7,8,9,10,1,2) - You really need to think about what you want to emphasize. The first (1,2) are a build-up to (3), so they should not have that much emphasis (or (3) should have more, but that would be a difficulty spike). The beat at (5) is the next really important one, but it gets even less emphasis than the other notes because you barely have to change direction from 3-4 to 4-5. (7,8,9,10) are four very important notes, but they don't stand out in the map because they have the same emphasis as the less important notes (1,2,4,6). And the next four beats, which you mapped with two sliders, are exactly the same as (7,8,9,10) but you mapped them differently, which is inconsistent because nothing in the music changes to justify sliders, and sliders give less emphasis to their tails. (7,8,9,10) and these two sliders should be mapped with the same objects and with the same internal distance spacing, but still be seperated from another. You could do that for example with two squares that are rotated or change direction.
  4. 01:42:269 (1,2) - (2) gets basically no emphasis since the first slider flows right into its head and the second slider continues in almost the same direction
  5. 01:51:175 - since you mapped the previous barely audible 1/4s you should map this one too, it's exactly the same
  6. 01:51:644 (2,3) - 01:52:769 (1,2,3) - 01:54:269 (1) - those are actually 1/3
  7. 02:03:269 (1) - there is no sound at all that justifies this spinner - you could just remove it and extend the draining time or whatever like this
  8. Previously you mapped a section like the one starting at 02:10:769 with 1/4-only but now you map barely 1/4 any at all? Either you map only sliders like 02:10:769 (1,2,3) and 02:12:269 (1,2,3) until 02:16:019 - without any circles in-between, as those beats are all the same - or you map all of the 1/4s from the guitars, but only mapping 02:13:769 (1) and 02:14:519 (4) is just very random and inconsistent
  9. Again the point with mapping 1/4-only from 02:16:769 to 02:28:769 but then stopping it although nothing really changes - decide and stay consistent with it
  10. You will obviously need hitsounding for rank
  11. The map is not really aesthetically pleasing - try to have a general design for the map, blanket things, make some sliders parallel, do some squares, triangles, and other patterns - I guess basically what this map needs is what some call 'quality' : \
So yeah, I'll stop now since it's just the same problems over and over again, if you understand my points then you should be able to figure out everything else too. I won't mod the other difficulties because this already took me really long, and I'm pretty sure that what I pointed out in this one applies at least to some degree to the others too. But I hope it doesn't demotivate you and that you understand my points and can learn from them, good luck! :D
Kotori-Chan
as requested ;w;

-FULL MOON-

00:35:144 (3,4) - put these two at the end of 00:35:894 (7) -

put this 03:31:769 (1) - at the end of 03:32:519 (5) -

maybe make this one 01:35:144 (2) - blanket a little bit better with 01:35:894 (4) -

-LUNATIC-

First of all,you really should fix that unsnapped slider objects D: that ai mod shows

01:47:706 (6) - i dont really know,but somehow this one should have the same distance as the jumps before,up to you if change or not
ofc you have to place that slider 01:47:894 (7) - somewhere else if you decide to change ;w;



acutally thats all,sry for small mod,but most stuff is already fixed ><
well,good luck with ranking >w</
Topic Starter
Marco
Bonsai

Bonsai wrote:

I'm glad we decided not to do this in irc because it turned out to be quite a lot ^^ I hope it helps! :D
[Full Moon]
  1. To be exact, the true timing settings of the intro are either 80bpm with 2/4-time signature or 240bpm with 3/4-signature (or 6/8 but the editor doesn't allow that), since it is a waltz. I guess you can leave it as it is, at least I've seen other maps doing that, but you still have to keep that in mind for the following reasons:
    1. The NCs should generally be set on every (for the 2/4- and 6/8-setting) or every second (for 3/4) big white tic. As a guideline if you don't change it: NCs should be at 00:01:769 - 00:03:269 - 00:04:769 - 00:06:269 - ..and so on.
    2. Generally, every third beat is more important than the two beats in-between, so sqaures and other patterns that need 'groups' of four rarely work. For example at 00:02:519 (2,3,4,5) - the (5) should be differentiated from 2-3-4 as it belongs to a new 'group' and therefore deserves more/different emphasis. Most of the next few points go back to this.
  2. 00:01:019 (1,2,3,4,5) - imo in the song the notes at 1, 2 and 3 are equally important and form a 'buil-dup' to 5, the most important note here. But stacking 2 under 1 gives the 2 no emphasis and relatively much to the 3, and since 5 goes in the same direction as 3-4-5 it gets no emphasis at all, especially since 3-4-5 forces you to move faster than sliderspeed. Soo I'd suggest to unstack 1 and 2 and rotate 5 so that you have to move in a sharp angle there to give it its deserved emphasis.
  3. 00:03:769 (1,2,3,4) - The (3) is the most important beat here. Now in triplets it is kinda impossible to emphasize the last note primarily, but what influences it is the angle to the following note. Currently, 1-2-3 flows perfectly into 4. The result of that is that the 3 is not emphasized at all because you don't have to actively do anything there. If you place the 4 like this you have to change direction there, giving it some emphasis. (actually learned that from Jenny ^^)
  4. 00:04:769 (1,2,3) - Again, the (3) is the most important beat but gets no emphasis since 1-2 flows perfectly into 2-3 and 2-3 flows perfectly into the direction of the slider. -> move the slider somewhere else
  5. 00:05:519 (3,4) - (4) is very important again but barely emphasized as it's extremely close to 3, especially since you can leave (3) early due to slider-leniency
  6. 00:06:269 (4,1,2,3) - Again because of this part being a waltz (4) and (3) should be the most important notes, but you strongly emphasized (1) by spacing it so much and placing it 180° from the slider
These problems occur multiple times in the rest of the intro, so I won't point those out anymore.
  1. 00:16:269 (4,5,6,7,1) - uuh (5) is overmapped, and if it weren't this is incredibly hard to play (relatively) because of the many changes of direction D:
  2. Just to be sure, if you changed the timing settings of the intro 00:25:019 would be where it changes to 160bpm, and you'd need to set another 160bpm-timing point at 00:25:769 so the big white tics are aligned correctly again
  3. 00:25:769 (1,2,3,4,1,2,3,4,5,6,7,1,2) - The song stays rhythmically the exact same in these three combos, but in the first and third one you map only 1/1 and in the second one you map 1/2 - choose one, stay consistent with what you map. Did you want to emphasize the major beats at 00:28:769 - 00:29:519 and 00:30:269 ? First of all, you can give them enough emphasis by simply spacing/angling/hitsounding them, and you'd have to do it equally with 00:25:769 - 00:26:519 and 00:27:269 - (definitely don't stack 00:26:144 (2,3) anyways ^^)
  4. Since you mapped 00:35:800 (6) and 00:36:362 (2) it would be logical to map 00:36:737 too. Alternatively, don't map 00:36:362 (2) too.
  5. 00:43:019 (1,2,3,4,5,6,7,8) - (2) is actually overmapped - Since I previously critized overmaps like these on other maps too (= those of the german beatmap contest) I do know now that appearently nobody cares about that when it's 'undetectable' because of the hitsounds, but I'm still not a fan of it. But that's not what bugs me here, my problem is that according to the actual rhythm (5) is (next to (1)) the most important note here, as (3,4) are building up onto that note. -> change this in a way that (5) gets more emphasis - the minimum would be to curve (5,6,7,8) in the same way as (1,2,3,4) but in the other direction, that way you have to turn at (5) giving it some of its deserved emphasis.
  6. 00:49:019 (1,2,3,4,5,6,7,8,9) - same as above
Ok now here's something major: From 00:51:269 until 01:26:519 you mapped all 1/4 (the minor exceptions are irrelevant). But there is not a single instrument that has permanent 1/4-beats here, they just have breaks on different beats so there's always something that plays. This is extremely boring to play and actually not fitting to the song, because in different parts different instuments are more important than the others, they are not all equally important!
  1. From 00:51:269 to 00:57:269 either the piano or the drum-cymbals(?) are the prominent instruments and rhythms.
  2. From 00:57:269 to 01:03:269 either the piano or the guitar are the most important ones. One example of why mapping everything 1/4 is that on many parts in this section the piano is playing 1/3 - 00:58:394 (7,8,1) and 01:00:269 (1,2,3,4,1,2,3,4,1,2,3,4) and 01:01:769 (1,2,3,4,5,6,7,8) - but this gets ignored and it doesn't feel like you're playing to the song anymore since those 1/3s are covered by monotonous 1/4s
  3. 01:08:331 (4,5,6,7,8,1) - Here, the drums are extremely important, but their rhythm gets covered by monotonous 1/4
  4. beats like 01:20:987 (8) seem overmapped because the only instrument playing there, the piano, is extremely silent, unnoticable with hitsounds
..and so on. Always choose certain instruments/rhythms to focus on, don't just cover everything up

  1. 01:27:644 (5) - the beat at 01:28:019 deserves more emphasis, the end of a short reverse-slider doesn't give any
  2. 01:28:581 (8,9) - Those are two different beats by two different instruments, neither of them plays on both, but a triplet consisting of at least two circles would suggest that it's just one instrument playing all three beats. My solution would be making these two circles into a 1/4-slider. On 100% it sounds like both instruments are on the (8) anyways ^^
  3. 01:29:894 (1,2,3,4,5,6,7,8,9,10,1,2) - You really need to think about what you want to emphasize. The first (1,2) are a build-up to (3), so they should not have that much emphasis (or (3) should have more, but that would be a difficulty spike). The beat at (5) is the next really important one, but it gets even less emphasis than the other notes because you barely have to change direction from 3-4 to 4-5. (7,8,9,10) are four very important notes, but they don't stand out in the map because they have the same emphasis as the less important notes (1,2,4,6). And the next four beats, which you mapped with two sliders, are exactly the same as (7,8,9,10) but you mapped them differently, which is inconsistent because nothing in the music changes to justify sliders, and sliders give less emphasis to their tails. (7,8,9,10) and these two sliders should be mapped with the same objects and with the same internal distance spacing, but still be seperated from another. You could do that for example with two squares that are rotated or change direction.
  4. 01:42:269 (1,2) - (2) gets basically no emphasis since the first slider flows right into its head and the second slider continues in almost the same direction
  5. 01:51:175 - since you mapped the previous barely audible 1/4s you should map this one too, it's exactly the same
  6. 01:51:644 (2,3) - 01:52:769 (1,2,3) - 01:54:269 (1) - those are actually 1/3
  7. 02:03:269 (1) - there is no sound at all that justifies this spinner - you could just remove it and extend the draining time or whatever like this
  8. Previously you mapped a section like the one starting at 02:10:769 with 1/4-only but now you map barely 1/4 any at all? Either you map only sliders like 02:10:769 (1,2,3) and 02:12:269 (1,2,3) until 02:16:019 - without any circles in-between, as those beats are all the same - or you map all of the 1/4s from the guitars, but only mapping 02:13:769 (1) and 02:14:519 (4) is just very random and inconsistent
  9. Again the point with mapping 1/4-only from 02:16:769 to 02:28:769 but then stopping it although nothing really changes - decide and stay consistent with it
  10. You will obviously need hitsounding for rank
  11. The map is not really aesthetically pleasing - try to have a general design for the map, blanket things, make some sliders parallel, do some squares, triangles, and other patterns - I guess basically what this map needs is what some call 'quality' : \
So yeah, I'll stop now since it's just the same problems over and over again, if you understand my points then you should be able to figure out everything else too. I won't mod the other difficulties because this already took me really long, and I'm pretty sure that what I pointed out in this one applies at least to some degree to the others too. But I hope it doesn't demotivate you and that you understand my points and can learn from them, good luck! :D

i looked over it and i will try to make some fixes to the map in the next few days, it was valuable information, thank you for that!
but it seems that i can't update the map somehow, even if i hit the update button and the map seems to kinda "update".

Kotori-Chan

Kotori-Chan wrote:

as requested ;w;

-FULL MOON-

00:35:144 (3,4) - put these two at the end of 00:35:894 (7) -

put this 03:31:769 (1) - at the end of 03:32:519 (5) -

maybe make this one 01:35:144 (2) - blanket a little bit better with 01:35:894 (4) -

-LUNATIC-

First of all,you really should fix that unsnapped slider objects D: that ai mod shows

01:47:706 (6) - i dont really know,but somehow this one should have the same distance as the jumps before,up to you if change or not
ofc you have to place that slider 01:47:894 (7) - somewhere else if you decide to change ;w;



acutally thats all,sry for small mod,but most stuff is already fixed ><
well,good luck with ranking >w</

everything helps, doesn't matter if big or small~
and to those unsnapped objects, i already fiixed them, but as i said, i can't somehow update the map. you see that i updated it in the past few days, but it doesn't want to upload the changes.




thank you two very much~
DeletedUser_4329079
If you can't update it switch to stable if you're not using it already, that happened to me too

Edit: it seems like you fixed it :P
Topic Starter
Marco
it worked when i switched, bonsai helped me there already, but still thank you :D



Also, i am currently changing some major things in full moon, so please don't post mods about full moon atm.
Hard and Lunatic mods are welcome.
HappyRocket88
Ey! NO! I'm making the Easy! that's not fair! I'll send it too you soon. /u\

But if you already have someone that will make it, no problem. _:3_>_
Topic Starter
Marco
I don't have anyone else to make a easy diff, it's you i am talking about getting a GD :D

At least that's what i hoped. That's why i asked you. :D

Take your time with the easy, i don't want you to be in a hurry because of me. Also i have plenty of school stuff to do, so i won't get much mapping done anyway. Send it to me when ever you want~
CrimsonClaw
Wow, so much nice mods here!

Akarui's Normal
'sup Akarui?

Please, try to use a bit more interesting patterns! http://puu.sh/kx9jO/5ddcdc5323.jpg
00:54:269 (1,2) - do something like this: http://puu.sh/kx5s2/d9bb4cbaeb.jpg
00:57:269 (1,2,3,4) - do something like this too: http://puu.sh/kx5BB/e62ddcc0f0.jpg
01:00:269 (1,2,3,4,5,6) - the shape is "fine" but you could've done more of this than just that. You can do it like this but this shape has (in an esthetical and functional way) a rather low quality. Try to use some spacing on the big white tick ( 01:01:769 (5) ) or a reverse slider, if that helps.
01:05:894 (5,3) - stack them~
01:08:519 (5,1) - for flow purposes.. do it like this: http://puu.sh/kx6Sr/3cda5ad695.jpg - don't forget to keep the spacing right afterwards. c:
optional: 01:11:519 (4) - make this slider a bit more flat. It should look like this afterwards: http://puu.sh/kx73F/2fe8aa162b.png
01:16:019 (2,4) - stack the sliderend of (2) with the slider (4).
01:41:144 (5,6) - make them flow more. Like this maybe: http://puu.sh/kx7h5/22afdf60fc.jpg
01:59:894 (8,1) - make them flow more again, I hope you get the idea (hi marco)
02:19:019 (4,2) - little overlap. It's not.. really problematic, but it's better if there aren't any~
02:27:644 (5,7) - this is a rather big overlap. Do something like this http://puu.sh/kx7Ac/44b49af29e.jpg (I flipped (6,7) vertically and played a bit around.)
02:34:769 (1,4) - try to stack the sliderend of (4) with (1).
03:02:269 (1) - there's an important beat on this sliderend. Try to play around a bit and use a circle on that one D:
03:04:769 (1,2,3) - and 03:10:769 (1,2,3,1,2,3,1,2,3) - cool! c:
03:14:144 (3,7) - the positioning of these circles is slightly problematic. Put the (3)-circle on the (4)-reverseslider so it stacks. Then put the (7)-circle.. well, here: http://puu.sh/kx8sW/124f14966d.jpg
03:19:769 (1) - make this one flow more by placing it differently and only using 3 points for the slider. I see why you should be able to break the flow but on white ticks - rather use a tiny bit more spacing for white ticks - but since you used almost only 1x, don't. Just adjust the flow like this: http://puu.sh/kx8Mn/0dd2e9f803.jpg
03:21:269 (3,4) - don't let 'em touch each other.
03:34:019 (7) - really really problematic overlaps.
03:41:519 (2,3) - since you didn't do that kind of touch before, try to make em not touch each other too.
03:43:769 (1,2,3) - put the (3)-slider on the sliderend of (1) and put the (2)-reverseslider a bit more down. Change the position of the circles afterwards too so there are no major overlaps with the (3)-slider.
03:49:394 (6,3) - overlapping.
03:51:644 (4) - problematic overlaps too.. but I couldn't figure out what to do there. xD
03:57:269 (3,1) - a not too problematic overlap.
That was quite something. If you have any questions regarding to my mod, please don't hestitate to send me a forum message. Bin ja auch Deutsch. c:



Hard
na süsser

00:16:644 - add a circle here, like this so it changes the curve direction with the white tick. Trust me, it's nice.
00:25:019 (1,1) - make this a clean overlap. Like this probably
00:30:831 (2,3,4) - if you look closely, you can perform a triangle out of these three. And if you're doing that - try to let 00:30:269 (1,2,4,5) - be placed in a straight line. Like this, bro. And if you're good, the blanket between 00:31:019 (3,4) - can stay. Neat!
00:52:019 (3) - you did this. Why not do it 00:52:019 (3) - here too?
01:02:894 (1) - make this reverseslider one "reverse" shorter and place a circle 01:03:269 - here if possible. Like dis. Mind a straight line between (2, 3, 4) - mine is probably bad.. but you get the idea. <3
01:14:519 (3) - make it a better overlap - place it more in the center of the slider. Or.. Well, that'd be hard. Avoid that overlap possibly.
01:18:269 (1,3) - too close to each other. Esthetic problem.
01:19:206 (4) - this overlap is pretty ugly too D:
01:19:394 (5,8) - stack them entirely, there's a bit of a difference.
01:23:519 (8) - rotate it a bit so the flow is alright~
01:27:081 (4,6) - hmm. The overlap looks a bit messy, but I recognize your system.
01:29:894 (6,3) - stack.
01:33:644 (2,3,5) - make it a straight line.
01:43:581 (6,3) - esthetic problem here with an overlap. Place it so that the reverseslider overlaps evenly with both (5,6).
01:46:769 (1,4) - this overlap doesn't seem to fit into the previous system but it's not big of a problem.
02:11:331 (2,3,4,5,6,7) - try to make the flows each better. Could look like this.
02:29:144 (2) - long reverseslider. I don't recommend this on a Hard, but it kinda fits. Do it 02:32:519 - here too maybe.
Also, be careful with triplets in Hard. But since you're mostly stacking them, it's.. probably fine. :3
03:12:269 (4,2) - stack entirely.
03:16:019 (1,4) - too close. Esthetically.
03:23:706 (4,6) - ^
03:28:206 (6,7) - adjust flow.
03:30:269 (1,2,3,4) - this is not good. Esthetically and funcionally. Try to not let em touch each other. And try other placement. Reminds me of DJPop kinda - which isn't bad, but simply old.
03:33:644 (6,2) - stack.
03:36:081 (4) - place that one a bit more in the middle so that it fits right into the two other previous notes.
03:37:769 (1) - that one's not really into the previous "up and down" placement system. Even it a bit.
03:38:331 (2,4) - weird overlap. D:
03:51:269 (1) - well placed! Ha ha ha, the pun, u get it? I mean.. placed.. played.. no? :c
04:00:269 (5,7) - make them more parallel to each other. That'd be nice.
04:01:769 (1) - end the spinner here I guess.
WEITER GEHTS



Lunatic <3
so geil die diff

01:01:769 (5,6,7,8,9,10,11) - why the low spacing? I couldn't read the 1/3 out properly.
01:15:269 (1) - touches the stream. No no good senor
01:22:019 (5,9) - stacking those would cause the spacing to rip a bit, but that'd be fine. It would be esthetically nice. Your decision. :3
01:36:831 (2,3,4,5,6,7) - doesn't look even. Maybe.. rotate and play around a bit until it looks symmetrical?
01:46:956 (2,4) - stack entirely.
02:02:519 (3) - make it two ticks longer.
02:12:081 (4,5) - that's a small one. The flow between those isn't perfect. Rotate the slider a bit.
02:14:331 (3) - spacing is different, doesn't make sense. Make it 1x. And do something like this (I changed not only the spacing, but the placement and flow ( 02:13:769 (1,2) - and 02:14:331 (3,4) ) too.
02:18:269 (5) - yes, there is a white tick and I see why you broke the flow. But the beat on that one is not that hard. Make the flow-break just a bit smoother.
02:34:206 (4,5,6,2) - stack.
02:42:269 (5,6,7) - too close to 02:41:519 (4) - but you can keep it that way if you want to. Looks fine too.
02:41:519 (4) - place it more between 03:29:894 (5,6) so that it looks.. more symmetrical.
03:30:269 (1,2) - place one of the sliders a TINY bit away from the other OR move the (2)-sliderend on the 03:29:519 (3) - circle
03:37:394 (6) - sliderend on the (3)-circle
03:51:831 (1,2,3) - almost touching the stream, make a bit more room. I mean.. woudln't that look better? :3


And that's it for now. Hope I'm not double-linking again. Tell me if I am~

"SO LASSET ALLE HOFFNUNG FAHREN!" - Kappa
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