community forum

DJ YOSHITAKA - CUSTOM DRIVE

posted
Total Posts
98
show more
Topic Starter
Bara-

eeezzzeee wrote:

Hello, M4M from your queue

[Extreme]
  1. 00:08:124 (1) - maybe we should put this closer to the previous since its 1/8 vs 1/4? http://puu.sh/k2V9L/caf2431e7c.jpg Due to sliderleniency, this is not hard at all
  2. 00:20:028 (1) - missing a finish here?
  3. 00:23:028 (2,2) - try putting a little more space between these and the sliders. Its a little uncomfortably close because the player won't follow those sliders all the way down

[Insane]
Damn why is the star rating for this so low... Harder than it looks and should be ok for a diff spread imo I thought the same
  1. 00:09:286 (7,1) - its minor but maybe we can tilt these to connect them like the other ones 00:08:124 (1,2) - 00:10:448 (6,7) - It's a ctrl H, so It's fine (and a Nc, so it doesn't really fit

[Hard]
I think it would be better to read with AR 7.5 ~ 8? Small spacing + lots of overlapping makes some parts crammed
(and then we can use 6.5 ~ 7 for the Advanced)
  1. 00:22:834 (4) - check the spacing here... doesn't look like it was intentional
  2. 00:23:124 (5) - maybe missing a hitsound here too

[Advanced]
AR if you take the suggestion for hard
  1. 00:07:350 (2,3,4) - check ds
  2. 00:11:608 (3,4,5,6) - not going to mirror these sliders? Nope
  3. 00:14:318 - everything is kinda shoved in the right side of the screen in this section. Maybe try changing 00:17:415 (1,2,1,2) - because they are really not that interesting right now anyway :?
  4. 00:24:770 (5,1,2,1,1,1) - did something happen with the combo colors here lol Yeah, too lazy to fix SB, so I did a colorhax
  5. 00:25:834 (1,1) - errr I don't recommend using a double on lower diffs, I think it would sound fine if we removed it entirely actually, though you can also try http://puu.sh/k2XhK/844622b53f.jpg I prefer this

[Normal]
  1. 00:05:028 (4,5,1) - put the NC on 00:05:028 - instead
  2. 00:09:673 (1) - check this slider got extended

[Easy]
  1. 00:15:866 (1) - remove NC because this combo is just half as long as the other ones
  2. 00:23:608 (4) - idk about having them mirrored like this, it implies that the music is similar... But here its not right? Idk its a stylistic thing and completely up to you. Though I do recommend NC here instead of 00:25:157 -


That's all from me, Good luck :)
Thanks!!
No reply means fixed
Aldwych
Hello M4M from queue.

Yea i've already mod your map on taiko set. So now i'm going to mod std. So 30 sec for 45 sec. Probably mod 3-4 diff.

[General]

00:01:931 : I don't think that this is a legit place for withles that should be more for beat. So maybe change for finish hitsound. (I mean the begin of the slider).

I also didn't check all your story board but sometimes you fail on your color (ex : advanced using white circles while your combo is brown)

[Easy]

00:01:931+++ : Yea you remind me your mod on dynamite, the nazi one who you told me 'put the middle of you sliders on the tick ones blablabla" There you go m8. Have a nice work! ( ͡° ͜ʖ ͡°)

00:06:576 : I think you don't need to NC here. you've go 2/1 between NC on this part. Ok it sounds different with the but but meh... Also maybe you can go on the same Y as the (1) of prev combo (meaning Y = 232).
00:18:963 : There you can NC.
00:22:060 : Is it a legit place for 3/2 reverse slider? I don't think so you're missing a clap hitsound at 00:22:447 and a synthetizor changement. So you should go back to 1/1 reverse slider and go with another circle after.
00:23:608 : You should NC here instead of after. This is a new "musically" part
00:25:157 : We can do something smoothier here. Why don't you try this?



If you want the position just tell me. I'm just to busy right now xd

00:29:512 : Is it legit? Well i guess yes. xD

Everytime i recheck i can find a small thing. Damn. :(

[Normal]

Woa going for 3.5 CS while your easy has 2 and hard 4. That quite harsh. You should go for CS 3.
AR -1? Close the gap too.
Also the fact that you got a 0.40 gap on SV on E/N and 0.2 on N/Adv is weird too. But ok.

00:14:318 : This slider finish quite high. Down it a little in order to get a good line to follow with 2 & 3.
00:22:447 : Imo this circle is misplaced. Regarding on your whole map you do not put extreme "anti-flow". I mean you try to make player movement smoothy and here you go brutally down. That's not a good point. I think you should move it around 248;180 and move the last section on the same offset (i would like to say the same "décalage" :3 ).

Quite good normal. But a bit challenging compared to the easy imo. I think that putting these new setting will make it a bit easier.

[Advanced]

00:01:157 (Storyboard) : Be carefull. Your circles takes too much time to disepear compared to the others. It's also quite confusing because you're stacking many things here.
00:07:544 : Watch out on the DS here.
00:08:124 : I know. You know. Just be prepared to get comment on this DS. Just saying.
00:19:737 : Wow calm down here on the DS. xD
00:25:544 : Is it necessary to get storyboard approach circle here?
00:25:834 : What a fun to make NC xD

I like this diff. That's nice because you've got Hard pattern style without jumps.

[Hard]

00:01:931 : Well... M'kay... i guess that's just a way to get free combo.
00:13:157 : The fact that you have nothing here is weird because in normal diff you have. Maybe get some object here? This is also valuable of advanced diff and higher.
00:23:124 : Did you failed on the DS? Because it's quite different from the other pattern.
00:24:382 : Imo the pattern is quite ugly. I mean the 4 circles and next sliders. This doesn't look like a perfect round. Maybe some rework? (Just put a circle in the middle of this and work with the approach rate).

Ok

SO i've finish what i wanted. What i could see is quite good generally but i think you did quite a lot of mistake/errors. Maybe you should recheck your self and see what's going on.

Anyway gl hf again for rank (said the same on my first mod lel).
Bearizm
M4M :D

00:25:157 (1,2,3) - make it look like this instead so it moves smoother? http://puu.sh/k3QLC.png
00:20:512 (1) - just make this a 1/1 slider. or make the tail of this slider soft-hitnormal because the hitnormal sounds really bad.

00:24:382 (2) - i don't think you would want a stack here. it's normal. try not to stack anything. it's only after like 2/1.
00:12:382 (3,1) - this spacing is very weird, i don't see any reason why you should space them out, it's not insane lol. keep it at 1.

00:22:834 (4) - this slider's angle is so weird for this diff, probably just me.

00:25:834 (5,1,1) - the spacing here can be deceiving since this is hard.. new players would simply think that this is a stream because of the spacing in 00:25:447 (2,3,4) -
00:19:253 (2,3) - you sure you wanna space these out? that far?

00:25:157 (1,2) - crazy spacing here... especially when 00:24:964 (9) - is facing the other way.
00:01:931 (1) - you could be more creative here..... make use of the triple rhythms.

00:12:382 (1) - literally, i can't see anything here as the repeat symbol is covered by the stream..... xd

i can't mod this diff lol

Good luck!
Topic Starter
Bara-

Aldwych wrote:

Hello M4M from queue.

Yea i've already mod your map on taiko set. So now i'm going to mod std. So 30 sec for 45 sec. Probably mod 3-4 diff.

[General]

00:01:931 : I don't think that this is a legit place for withles that should be more for beat. So maybe change for finish hitsound. (I mean the begin of the slider). There is no beat sound here, only a harsh sound, making this fine

I also didn't check all your story board but sometimes you fail on your color (ex : advanced using white circles while your combo is brown)

[Easy]

00:01:931+++ : Yea you remind me your mod on dynamite, the nazi one who you told me 'put the middle of you sliders on the tick ones blablabla" There you go m8. Have a nice work! ( ͡° ͜ʖ ͡°) LOOOOOL. That however only applies to red nodes :P

00:06:576 : I think you don't need to NC here. you've go 2/1 between NC on this part. Ok it sounds different with the but but meh... Also maybe you can go on the same Y as the (1) of prev combo (meaning Y = 232). Complete change in rhythm (drummroll
00:18:963 : There you can NC. Nope, keeping for consistency (and sb :P)
00:22:060 : Is it a legit place for 3/2 reverse slider? I don't think so you're missing a clap hitsound at 00:22:447 and a synthetizor changement. So you should go back to 1/1 reverse slider and go with another circle after. 3/2 is love
00:23:608 : You should NC here instead of after. This is a new "musically" part
00:25:157 : We can do something smoothier here. Why don't you try this? Did something else here



If you want the position just tell me. I'm just to busy right now xd

00:29:512 : Is it legit? Well i guess yes. xD

Everytime i recheck i can find a small thing. Damn. :(

[Normal]

Woa going for 3.5 CS while your easy has 2 and hard 4. That quite harsh. You should go for CS 3.
AR -1? Close the gap too.
Also the fact that you got a 0.40 gap on SV on E/N and 0.2 on N/Adv is weird too. But ok.

00:14:318 : This slider finish quite high. Down it a little in order to get a good line to follow with 2 & 3.
00:22:447 : Imo this circle is misplaced. Regarding on your whole map you do not put extreme "anti-flow". I mean you try to make player movement smoothy and here you go brutally down. That's not a good point. I think you should move it around 248;180 and move the last section on the same offset (i would like to say the same "décalage" :3 ).

Quite good normal. But a bit challenging compared to the easy imo. I think that putting these new setting will make it a bit easier.

[Advanced]

00:01:157 (Storyboard) : Be carefull. Your circles takes too much time to disepear compared to the others. It's also quite confusing because you're stacking many things here. Intended, actually
00:07:544 : Watch out on the DS here.
00:08:124 : I know. You know. Just be prepared to get comment on this DS. Just saying.
00:19:737 : Wow calm down here on the DS. xD
00:25:544 : Is it necessary to get storyboard approach circle here? Consistency
00:25:834 : What a fun to make NC xD
No fixes for the DS, as Advanced can have irregular spacing
I like this diff. That's nice because you've got Hard pattern style without jumps.

[Hard]

00:01:931 : Well... M'kay... i guess that's just a way to get free combo.
00:13:157 : The fact that you have nothing here is weird because in normal diff you have. Maybe get some object here? This is also valuable of advanced diff and higher.
00:23:124 : Did you failed on the DS? Because it's quite different from the other pattern.
00:24:382 : Imo the pattern is quite ugly. I mean the 4 circles and next sliders. This doesn't look like a perfect round. Maybe some rework? (Just put a circle in the middle of this and work with the approach rate).

Ok

SO i've finish what i wanted. What i could see is quite good generally but i think you did quite a lot of mistake/errors. Maybe you should recheck your self and see what's going on.

Anyway gl hf again for rank (said the same on my first mod lel).

Bearizm wrote:

M4M :D

00:25:157 (1,2,3) - make it look like this instead so it moves smoother? http://puu.sh/k3QLC.png
00:20:512 (1) - just make this a 1/1 slider. or make the tail of this slider soft-hitnormal because the hitnormal sounds really bad.

00:24:382 (2) - i don't think you would want a stack here. it's normal. try not to stack anything. it's only after like 2/1.
00:12:382 (3,1) - this spacing is very weird, i don't see any reason why you should space them out, it's not insane lol. keep it at 1. This reads better

00:22:834 (4) - this slider's angle is so weird for this diff, probably just me.

00:25:834 (5,1,1) - the spacing here can be deceiving since this is hard.. new players would simply think that this is a stream because of the spacing in 00:25:447 (2,3,4) -
00:19:253 (2,3) - you sure you wanna space these out? that far?

00:25:157 (1,2) - crazy spacing here... especially when 00:24:964 (9) - is facing the other way.both are intended
00:01:931 (1) - you could be more creative here..... make use of the triple rhythms.

00:12:382 (1) - literally, i can't see anything here as the repeat symbol is covered by the stream..... xd

i can't mod this diff lol

Good luck!
Thanks!
No reply means fixed!
I'll mod your maps in a few days!
Lifdrasir

Insane



00:13:834 (3) - add circle
00:14:124 (4) - ^




I hardly find anything, please forgive me, I did not want to disappoint
lit120
hi

[General]
  1. 30 seconds? why not =w=


[Easy]
  1. 00:15:092 (2,3) - i'd make this into slider for more easier
  2. 00:25:931 (3) - move this to the left. almost off screen here


[Normal]
  1. nope


[Advanced]
  1. nope


[Hard]
  1. nope


[Insane]
  1. nope


[Extreme]
  1. Check you AiMod, since there is an unsnapped slider end one
  2. 00:29:463 (1) - totally, you forgot something here. other diffs end at white tick, but this one is not :p


that's all from me though. gl!
- Founntain -
Request From My Queue

Easy:

07:17:307 - Maybe Note Here?
00:10:834 - Same ^
00:12:963 - Sometthing like this


00:29:512 (1) - Start One Tick Later
:)
Normal:

00:21:092 - Note with Whistle or Clap Here?
00:22:641 - Note here
00:29:512 (1) - Start One Tick Later

Advanced:

00:05:415 - Note with Clap here
00:06:189 - Same ^
00:09:286 (4) - Delete Slider and make Two Single notes?
00:13:157 - Note Here?
00:29:512 (1) - One Tick Later

Hard:

00:01:931 (1) - Really? Can you be More Creative?


00:13:157 - Note here
00:13:834 - Start a Slider here and end it here 00:14:124 -
00:29:512 (1) - Two Ticks Later

Insane:

00:01:931 (1) - Again? Be Creative

Extreme:

00:01:931 (1) - Make more Backsliders.... and somethimes one single Note
00:26:705 (1) - Ear Rape.....

-------
Overall This map is Great

Good Luck
Charlotte
Hi from random modding.

[ about]
  1. d is don note
  2. k is kat note
  3. D is big don note
  4. K is big kat note


[ General]


  • Good?



[ Kantan]


  • Good~



[ Futsuu]


  • *I think no need blue tick notes.

    *00:19:253 - move to 00:19:350 - It makes more clear for pure sounds.& for Futsuu player. & 00:19:544 - change to k. I think kkd is fit.

    *00:21:576 - move to 00:21:673 - It makes more clear for pure sounds.& for Futsuu player.

    *00:23:124 - move to 00:23:221 - ^



[ Muzukashii]


  • *00:08:124 - I think D is fit.because,00:09:673 (28,29) - for consistency

    *00:24:576 - remove.I think need little break time.

    *00:25:157 - change to k.because,dk kk is little hard..? so you can try kk kk.



Good luck Baraatje! :)
reinaertdevos
Hi

General

  1. Normal-hitclap has a delay of 3.5 ms. While this is not unrankable, it can still be a noticeable difference (and it's just better not to have that delay). Here is the .wav without the delay


Extreme

00:01:931 (1) - If there are such strong hitsounds during this slider, why not map them? This is pretty lame to fill up the time here.
00:11:221 (1,2,3,4,1,2,3,4,1,2,3,4) - Just no, you aren't DJ Pop. Pattern wise it doesn't make sense either, because the stream turns on the blue ticks, which have no strong particular sound
00:20:802 (2) - Please use a pattern like you did before or after. Making a blue tick return slider with a snare on the return doesn't seem like the best choice
00:21:673 (3,4) - I think you also notice that this gives a terrible flow. I was thinking of something like this (don't look at the bad blankets and (2), it's just a principle)
00:25:447 (1,1) - Wouldn't this work out better? The 3 claps in the middle of this measure make a switch from the blue ticks to the white one, and then back to the blue (it's hard to explain uhmm you kinda have to feel it)
00:24:189 (1) - Since the jump towards the stream is already pretty big, consider making the slider a little straighter at least so the movement would make more sense
00:26:705 (1) - This slider is literally easier to break on than getting a 100 on a circle (the time window is 24 ms). Are you sure about this, you could just make it a 1/8 slider

Insane

00:08:124 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - I feel like you're sacrificing logic of using patterns to the music for symmetry here. There is no reason to switch from stream to slider, because it's different in the 2 measures, while there's no difference in the music
00:14:899 (4) - I know the slider-ball circle thingy is quite big but this just plays terribly if you were to follow the sliders at least a little. Consider ctrl+g'ing this slider
00:19:737 (5,6) - This works out well, but this 00:18:189 (5,6) - a lot less, because of the slidershape. I think you can think of a better shape/direction that will feel nicer to play, no?
00:21:286 (5,6) - Same here, there are more spots where the slider-shape and position causes a bad flow
00:25:448 (3,4) - Because of what I mentioned in the previous diff, it would be better to switch these objects

Hard

00:01:737 - Empty?
00:11:995 (2,3) - Extended sliders don't make sense here (I know there is a sound on the blue tick, but that's not a reason to use this), why not 1/2 or just 1/4 return sliders?
00:13:834 (2) - 00:14:124 - Empty?
00:21:770 (6) - No one exactly follows these sliders, so it will look like this one is closer to 00:22:060 (1) - than to 00:21:479 (5) - , which wouldn't make sense. Consider moving it close to the previous slider
00:22:834 (4,5,6) - Difference in spacing, why?

Normal

00:22:060 (1) - This one already appears when 00:20:899 (2) - is being played. This might confuse players to hit this circle first instead of the slider. I highly recommend moving this somewhere else

Easy

00:13:544 (2) - Wouldn't it fit better to just leave this one out?

I think there is still quite some work needed before you can push this.
Good luck!
Topic Starter
Bara-
Due to too many mods, and to slow PC, I can't reply to each of you
I fixed most of the things mentioned though
-Nya-
M4M~

General:
  1. Add widescreen support in all the diffs. You missed a few.
  2. The normal-hitwhistle’s wave is shorter than 100ms which is unrankable. I suggest you try to find a different hitsound to use in its place.
    The wave ends at approximately 0:00.075 but it has to end at 0:00.10 at least otherwise the wave is too short.
  3. Change your audio lead-in to 2000ms, just to be safe.
  4. There’s quite a big SV jump from Insane to Extreme of 0.60. This makes the spread a bit unbalanced imo, since the SV differences looks like this: Easy- Normal: 0.40 . . . Normal-Advanced: 0.20 . . . Advanced-Hard: 0.20 . . . Hard-Insane: 0.20 . . . Insane-Extreme: 0.60. The jump from Easy to Normal is fine cuz it’s not that big, but a sudden SV jump of 0.60 may be a problem. This is just my own opinion though. You can decide if you want to make a change there or not. I think I would suggest a SV of 2.00 or perhaps 2.20.
  5. Is maps that are shorter than 45 seconds rankable?? 0-0
Extreme:
  1. I couldn’t play this diff AT ALL. Lol. So difficult >.<
  2. Check AiBat. Apparently the repeats of this slider: 00:26:705 (1) – is not snapped. I don’t know how to judge is. Perhaps it would be best if you consult an expert.
  3. 00:08:512 (1,2,3,4) –Personally, I think you should rather place these circles like you placed these: 00:09:286 (1,2,3,4) - 00:10:446 (1,2,3,4) - 00:10:834 (1,2,3,4) – for consistency.
  4. 00:11:608 (1,2,3,4,1,2,3,4,1) –etc – The placement of these circles I also don’t advise since the objects are packed so closely together that they look crammed and just confusing to play. I highly suggest you space the pattern out more so the circles can be seen more clearly.
  5. 00:13:834 (2,2) –Perhaps try to stack here by moving the tail of 00:14:318 (1) – a bit higher up.
  6. 00:17:802 (3,4) –Avoid their tails from slightly touching by maybe doing this instead?
    The above placement also looks better to me overall anyways.
  7. 00:18:770 (1,1) –Such a huge jump when the pause between the two objects aren’t that long . . . I know it’s an Extreme but still . . .
  8. 00:22:350 (2,2,2) –Why not stack here?
  9. 00:24:189 (1) –I don’t think it’s a good idea to suddenly increase the SV like that when the SV of 00:23:608 (1,1) – is quite slower. It might throw players off while playing.
  10. 00:24:382 (1) –Imo this jump is too big since a stream follows after the jump and since 00:24:189 (1) – has a higher SV.
Insane:
I don’t really have anything to say about this diff, but I guess that some of the jumps just bugs me considering how fast the rhythm is. Especially here: 00:24:770 (8,9) - 00:25:544 (4,5) –
Hard:
  1. 00:20:512 (1,2) –Why is the distance between these two objects not similar to the distance between these objects: 00:18:963 (1,2,4,5) - ? I suggest you fix the distance there for consistency and to avoid confusion while playing.
  2. 00:26:221 (1,1) –I suggest you rather space these two notes out normally (even if they are NC’ed) since players (me included) might think they have to click it earlier than they actually have to. Placements like that works more in Insanes than in Hards imo.
  3. 00:26:802 (1) – You managed to make the tail of this spinner completely silent in Advanced, but in this diff it’s still audible. Try to silence the tail in this diff as well.
Advanced:
  1. 00:25:834 (1,1) –I would stack these two on top of each other and I think you should rather remove NC here: 00:25:834 (1) –
Normal:
  1. 00:26:705 (1) –Same as in Hard about the tail of the spinner that can be silenced.
Easy:
  1. With the DS you currently have, most of the objects are touching each other which is not advised. In Normals it’s okay since the rhythm where the objects touch is much faster. Perhaps try a DS of 1.1X here. The entire will look much better then imo.
  2. 00:25:931 (3) –Move this slider a bit more to the left for better flow.

Not such a bad mapset overall. I guess it’s just the Extreme that’s bugging me the most, and also the DS in Easy.

Good luck, baraatje~! :D
Topic Starter
Bara-

-Nya- wrote:

M4M~

General:
  1. Add widescreen support in all the diffs. You missed a few.
  2. The normal-hitwhistle’s wave is shorter than 100ms which is unrankable. I suggest you try to find a different hitsound to use in its place.
    The wave ends at approximately 0:00.075 but it has to end at 0:00.10 at least otherwise the wave is too short.
  3. Change your audio lead-in to 2000ms, just to be safe.
  4. There’s quite a big SV jump from Insane to Extreme of 0.60. This makes the spread a bit unbalanced imo, since the SV differences looks like this: Easy- Normal: 0.40 . . . Normal-Advanced: 0.20 . . . Advanced-Hard: 0.20 . . . Hard-Insane: 0.20 . . . Insane-Extreme: 0.60. The jump from Easy to Normal is fine cuz it’s not that big, but a sudden SV jump of 0.60 may be a problem. This is just my own opinion though. You can decide if you want to make a change there or not. I think I would suggest a SV of 2.00 or perhaps 2.20. I disagree here. Between ENAHI the rhythm changes to being more complex, but here only the SV changes, to complement the "not-change" in rhythm. Also, this diff is quite slider based to its' probably fine
  5. Is maps that are shorter than 45 seconds rankable?? It is0-0
Extreme:
  1. I couldn’t play this diff AT ALL. Lol. So difficult >.<
  2. Check AiBat. Apparently the repeats of this slider: 00:26:705 (1) – is not snapped. I don’t know how to judge is. Perhaps it would be best if you consult an expert. It is. It's snapped to 1/32, which is seen as unsnapped. It's the same as the ranked map
  3. 00:08:512 (1,2,3,4) –Personally, I think you should rather place these circles like you placed these: 00:09:286 (1,2,3,4) - 00:10:446 (1,2,3,4) - 00:10:834 (1,2,3,4) – for consistency.
  4. 00:11:608 (1,2,3,4,1,2,3,4,1) –etc – The placement of these circles I also don’t advise since the objects are packed so closely together that they look crammed and just confusing to play. I highly suggest you space the pattern out more so the circles can be seen more clearly.
  5. 00:13:834 (2,2) –Perhaps try to stack here by moving the tail of 00:14:318 (1) – a bit higher up.
  6. 00:17:802 (3,4) –Avoid their tails from slightly touching by maybe doing this instead?
    The above placement also looks better to me overall anyways.
  7. 00:18:770 (1,1) –Such a huge jump when the pause between the two objects aren’t that long . . . I know it’s an Extreme but still . . .
  8. 00:22:350 (2,2,2) –Why not stack here?
  9. 00:24:189 (1) –I don’t think it’s a good idea to suddenly increase the SV like that when the SV of 00:23:608 (1,1) – is quite slower. It might throw players off while playing. True, but it's a build up to the later part. However, I do see the 1.5 is inappropriate, so I made it slow
  10. 00:24:382 (1) –Imo this jump is too big since a stream follows after the jump and since 00:24:189 (1) – has a higher SV.
Insane:
I don’t really have anything to say about this diff, but I guess that some of the jumps just bugs me considering how fast the rhythm is. Especially here: 00:24:770 (8,9) - 00:25:544 (4,5) Meh, sliderjumps are easy due to the leniency they have
Hard:
  1. 00:20:512 (1,2) –Why is the distance between these two objects not similar to the distance between these objects: 00:18:963 (1,2,4,5) - ? I suggest you fix the distance there for consistency and to avoid confusion while playing.
  2. 00:26:221 (1,1) –I suggest you rather space these two notes out normally (even if they are NC’ed) since players (me included) might think they have to click it earlier than they actually have to. Placements like that works more in Insanes than in Hards imo.
  3. 00:26:802 (1) – You managed to make the tail of this spinner completely silent in Advanced, but in this diff it’s still audible. Try to silence the tail in this diff as well.
Advanced:
  1. 00:25:834 (1,1) –I would stack these two on top of each other and I think you should rather remove NC here: 00:25:834 (1) The NC is done for better readability due to it being on the blue ticks and offbeat. Becuae the claps are quite strong, a stack doesn't complement that, hence why I used a spacing
Normal:
  1. 00:26:705 (1) –Same as in Hard about the tail of the spinner that can be silenced.
Easy:
  1. With the DS you currently have, most of the objects are touching each other which is not advised. In Normals it’s okay since the rhythm where the objects touch is much faster. Perhaps try a DS of 1.1X here. The entire will look much better then imo. Did something else (CS 2 is too big :P)
  2. 00:25:931 (3) –Move this slider a bit more to the left for better flow.

Not such a bad mapset overall. I guess it’s just the Extreme that’s bugging me the most, and also the DS in Easy.

Good luck, baraatje~! :D
Thanks!
No reply means fixed
Topic Starter
Bara-
Double post cuz why not
I nerfed Extreme by Increasing CS, making streams into jumps and making it more aesthetically appealing

Worst thing is, this is serious
SR went from 5.4 to 5.1 O.o

Okay, The aestetic part made me lower DS in some places, but still, WTF
HappyRocket88

Hellow, fellow BN! I'm here because you requested a mod. _:3_>_

[ General]
  1. There's a hitsound which has a possible delay > 5ms "normal-hitwhistle.wav". I really don't know if this is a really big issue but try to go in hand of what ranking criteria states.

[Easy]
  1. There's an unsnapped inherited timing point at 00:29:439 which should've been snapped to 00:29:415.
  2. 00:06:576 (1) The way you gave NC to this object breaks the NC combing you manage during the whole song. The NC goes over each two big white ticks and this is not following the NC combing pattern. So It would be better if you removed the NC here to keep consistency.
  3. 00:18:576 (2,3) Just a nazi suggestion, but the DS of these two objects is off by 0.01x. It would be nicer if you kept the 0.99x here as well as you did with the previous objects.
  4. 00:20:512 (1,2,3) This is just a visual suggestion, but I think it would look better if you make smoother sliders rather than linear. You could've followed the sliders ends to improve the flow and made something like this.
  5. 00:25:157 (1) Same NC suggestion here. I think you wanted to emphasize the instruments here, but this looks confusing for beginner players because you break the NC combing. It would make more sense if you kept the NC combing and had removed the NC over that slider.

[Normal]
  1. HP -0.5 to have consistency with the way you increase the HP Drain time among the Diffs. Look that the Easy has in 2, Advanced on 4, Hard on 5... so it would make more sense if the Normal would have it on 3.
  2. There's an unsnapped inherited timing point at 00:29:439 which should've been snapped to 00:29:415.
  3. 00:06:576 (3) Just a mini-visual suggestion, but this slider looks a bit odd because most sliders are curve and smooth. Not even lineal. So what do you think about making it a little bit more curvy to keep consistency with the other sliders? For example.
  4. 00:09:479 (3) This finish here sounds weird and doesn't fit properly here. I think you're doing well emphasizing the sliders' head with a finish hitsound at every white tick. The fact of placing finishes at the red ticks is a bit odd and sounds overset. I highly suggest to replace the finish with another hitsound that let players realize that the important beats are the sliders. What about a whistle? Consider doing the same with this circle 00:11:028 (3) | As well as you did it here 00:14:318 (1,2,3) and here 00:15:866 (1,2,3)
  5. 00:12:770 (1) Shouldn't this circle have a finish instead of a clap as long as you place finish at each white bid ticks?
  6. 00:20:512 (1) This slider is pretty weird. Despite knowing there's no sound at the tail it seems it is missing something to be complete. I think it would flow better if you made a 1/1 slider and emphasizing the white end tick with a clap or a whistle with the auto sample set.

[Advanced]
  1. AR -1 to have consistency with the increasing of Approach Rate among the difficulties and reducing the velocity of the incoming objects in this diff. AR 7 is a bit high for this 2.61 stars that had fit better over 6. Notice that the Easy has it on 2, Normal on 4, Hard on 8... so it would make more sense if this diff kept on 6.
  2. OD - 5. Does it change something by setting the OD over 5.5? I think it would make stuffs easier in the spinner at the end if the OD was 5.
  3. 00:04:253 (3,4) Just a minor suggestion here, but the distance snap between these objects is off by 0.01x. /u\ You know you can make this square polygon perfect in the functions of the editor. :3
  4. 00:07:544 (3,4) Same distance snap problem. But this one is very notable and you can separate them a bit more.
  5. 00:09:673 (1,2,3) The distance between the 00:10:253 (2,3) and the 00:09:673 (1,2) isn't the same. It would look better if you keep the same DS among these objects to improve visually the patterns.
  6. 00:09:673 (1,2) Remove the clap here. It sounds very over-hitsounded and would make more sense if it were only the finish to keep the finish combing you managed before.
  7. 00:16:641 (3,1) A very nazi suggestion here, but you can improve the blanket among these objects to improve the visually flow here. Like this.
  8. 00:18:190 (2,1) Same here. It doesn't hurt to make a neat look of these sliders to reduce the almost-overlap of these sliders. For example.
  9. 00:23:608 (1) This slider is very curvy and doesn't fit properly here. I guess the grade of curve of that slider is very high compared to the rest of the other sliders. It would look visually better if you try out something smoother like this.
  10. 00:26:705 (1) I highly suggest to remove this circle as long as the rest of the difficulties make start the spinner here 00:26:705

[Hard]
  1. 00:06:964 (2,3,4) Consider to make the distance space between these objects bigger as well as you did here 00:06:576 (1,2)
  2. 00:11:995 (2,3) These two current sliders don't fir properly with the instruments here. Because there's no important beats to be emphasized on the blue tick 00:12:286 where the main beats goes over the red tick. It would make more sense if you emphasized this beat by reducing the length of the slider (2? until here 00:12:189 and making a 1/4 that makes emphasis on the blue ticks as the song suggests. Like this.
  3. 00:21:770 (6) Rhythmically talking, this two sliders fit perfectly here but the flow is not good. You made players go into a hard and non-perceptive flow that mislead the purpose with those 1/4 sliders, which I think they would flow better if you did Ctrl + G'ed this slider 00:21:770 (6) to improve the flow of this pattern.
  4. 00:24:770 (6,7) You might need to make this circles audible as long as the flow is awkward to follow. The song doesn't emphasize the red and white ticks well and it would be better if you placed a whistle or a clap. A 1/2 slider would fit better here imo.

[]
I couldn't pass the harder difficulties. /u\ Nice map! Despite osu! has an already ranked version, I liked more the creativity of this map. Good job!
Topic Starter
Bara-

HappyRocket88 wrote:


Hellow, fellow BN! I'm here because you requested a mod. _:3_>_

[ General]
  1. There's a hitsound which has a possible delay > 5ms "normal-hitwhistle.wav". I really don't know if this is a really big issue but try to go in hand of what ranking criteria states. Uhmm. Already changed it, a few days ago ;w;
    According to AutoMod it's fine, I'll check it again later O.o

[Easy]
  1. There's an unsnapped inherited timing point at 00:29:439 which should've been snapped to 00:29:415. Snapped to :512, so the first spinner in unsilenced (which is why it's snapped to 1/16
  2. 00:06:576 (1) The way you gave NC to this object breaks the NC combing you manage during the whole song. The NC goes over each two big white ticks and this is not following the NC combing pattern. So It would be better if you removed the NC here to keep consistency.
  3. 00:18:576 (2,3) Just a nazi suggestion, but the DS of these two objects is off by 0.01x. It would be nicer if you kept the 0.99x here as well as you did with the previous objects.
  4. 00:20:512 (1,2,3) This is just a visual suggestion, but I think it would look better if you make smoother sliders rather than linear. You could've followed the sliders ends to improve the flow and made something like this.
  5. 00:25:157 (1) Same NC suggestion here. I think you wanted to emphasize the instruments here, but this looks confusing for beginner players because you break the NC combing. It would make more sense if you kept the NC combing and had removed the NC over that slider. I really want to keep this actually, because of the emphasis

[Normal]
  1. HP -0.5 to have consistency with the way you increase the HP Drain time among the Diffs. Look that the Easy has in 2, Advanced on 4, Hard on 5... so it would make more sense if the Normal would have it on 3.
  2. There's an unsnapped inherited timing point at 00:29:439 which should've been snapped to 00:29:415.
  3. 00:06:576 (3) Just a mini-visual suggestion, but this slider looks a bit odd because most sliders are curve and smooth. Not even lineal. So what do you think about making it a little bit more curvy to keep consistency with the other sliders? For example.
  4. 00:09:479 (3) This finish here sounds weird and doesn't fit properly here. I think you're doing well emphasizing the sliders' head with a finish hitsound at every white tick. The fact of placing finishes at the red ticks is a bit odd and sounds overset. I highly suggest to replace the finish with another hitsound that let players realize that the important beats are the sliders. What about a whistle? Consider doing the same with this circle 00:11:028 (3) | As well as you did it here 00:14:318 (1,2,3) and here 00:15:866 (1,2,3)
  5. 00:12:770 (1) Shouldn't this circle have a finish instead of a clap as long as you place finish at each white bid ticks?
  6. 00:20:512 (1) This slider is pretty weird. Despite knowing there's no sound at the tail it seems it is missing something to be complete. I think it would flow better if you made a 1/1 slider and emphasizing the white end tick with a clap or a whistle with the auto sample set.

[Advanced]
  1. AR -1 to have consistency with the increasing of Approach Rate among the difficulties and reducing the velocity of the incoming objects in this diff. AR 7 is a bit high for this 2.61 stars that had fit better over 6. Notice that the Easy has it on 2, Normal on 4, Hard on 8... so it would make more sense if this diff kept on 6.
  2. OD - 5. Does it change something by setting the OD over 5.5? I think it would make stuffs easier in the spinner at the end if the OD was 5.
  3. 00:04:253 (3,4) Just a minor suggestion here, but the distance snap between these objects is off by 0.01x. /u\ You know you can make this square polygon perfect in the functions of the editor. :3 LOOOOL. But I used that ;___;
  4. 00:07:544 (3,4) Same distance snap problem. But this one is very notable and you can separate them a bit more.
  5. 00:09:673 (1,2,3) The distance between the 00:10:253 (2,3) and the 00:09:673 (1,2) isn't the same. It would look better if you keep the same DS among these objects to improve visually the patterns.
  6. 00:09:673 (1,2) Remove the clap here. It sounds very over-hitsounded and would make more sense if it were only the finish to keep the finish combing you managed before. I'm just following the music
  7. 00:16:641 (3,1) A very nazi suggestion here, but you can improve the blanket among these objects to improve the visually flow here. Like this.
  8. 00:18:190 (2,1) Same here. It doesn't hurt to make a neat look of these sliders to reduce the almost-overlap of these sliders. For example.
  9. 00:23:608 (1) This slider is very curvy and doesn't fit properly here. I guess the grade of curve of that slider is very high compared to the rest of the other sliders. It would look visually better if you try out something smoother like this.
  10. 00:26:705 (1) I highly suggest to remove this circle as long as the rest of the difficulties make start the spinner here 00:26:705

[Hard]
  1. 00:06:964 (2,3,4) Consider to make the distance space between these objects bigger as well as you did here 00:06:576 (1,2)
  2. 00:11:995 (2,3) These two current sliders don't fir properly with the instruments here. Because there's no important beats to be emphasized on the blue tick 00:12:286 where the main beats goes over the red tick. It would make more sense if you emphasized this beat by reducing the length of the slider (2? until here 00:12:189 and making a 1/4 that makes emphasis on the blue ticks as the song suggests. Like this.
  3. 00:21:770 (6) Rhythmically talking, this two sliders fit perfectly here but the flow is not good. You made players go into a hard and non-perceptive flow that mislead the purpose with those 1/4 sliders, which I think they would flow better if you did Ctrl + G'ed this slider 00:21:770 (6) to improve the flow of this pattern.
  4. 00:24:770 (6,7) You might need to make this circles audible as long as the flow is awkward to follow. The song doesn't emphasize the red and white ticks well and it would be better if you placed a whistle or a clap. A 1/2 slider would fit better here imo.

[]
I couldn't pass the harder difficulties. /u\ Nice map! Despite osu! has an already ranked version, I liked more the creativity of this map. Good job!
Thanks!!!
Fixed all unmentioned
Will check the hitsound file later!
Surono
de taco will have madness player on scoreboeard!1!!. go go, !1!
Topic Starter
Bara-
Updated the SB
However, it' s quite misaligned in editor,,can someone perhaps help me (or just give a new .osb file)
Redl for new sprite!
HappyRocket88
Sorry for the late >w<
[Easy]
  1. As I said in the last mod, 00:22:060 (3) this slider's reverse doesn't fit properly here because there's no sound to emphasize over here 00:22:641 . Besides, it breaks the 1/1 you managed during the whole set. So It would have a better rhythm if you try out to keep 1/1 notes. For example.
  2. 00:23:608 (1) Remove the whistle on this slider's head. It's very noisy and seems to be overset. I think it would rather be only with the whistle of the slider's reverse. That one sound really nice imo.
  3. 00:26:899 (1,1) o_o Irreversible, I choose you! Now, use broken kokoro.
[Normal]
  1. 00:13:157 (2) The current clap over this slider's head sound a bit weird, because there's no beat to be emphasized at this section. Try to remove it as long as you followed the instruments in the next slider 00:13:544 (3)
  2. 00:23:608 (1) Remove the whistle. It sound really over-set and it doesn't make sense if you were placing whistles on every slider's reverse.
[Advanced]
  1. Unsnapped green line at 00:29:439. You should snap it on 00:29:415
  2. 00:18:190 (2,1) Just a mini visual suggestion, but you can make a neater blanket imo. The current sliders almost touch each other and look odd. What about this?
[Hard]
  1. Unsnapped green line at 00:29:439. You should snap it on 00:29:415
  2. 00:22:834 (4) This slider doesn't play bad, but I think it could have flowed better if you tried to make a slider which players can notice when starts and ends. Like this.
  3. 00:24:963 (7) Remove the clap here. I think it's really unnecessary because you already emphasized the strong beat on 00:25:157 (1) one.
[Insane]
  1. OD - 1 Better to have consistency with the standard incresing of OD among the diffs. (Hard = 6) (Extra = 8) So it would make sense if the OD of this diff be 7.
  2. Unsnapped green line at 00:29:439. You should snap it on 00:29:415
  3. 00:12:770 (1) You could make an interrogation mark for a neater slider here. Like this.
  4. 00:21:286 (5,7) The current overlap here plays a bit weird. The hidden stack just makes this pattern hard to read. It would be better if you do something similar as you did in the previous patterns 00:19:737 (5,6,7) or 00:18:189 (5,6,7) . What about this? Consider doing something similar in this pattern 00:22:834 (5,6,7)
[Extreme]
  1. HP 7 maybe? The drain time is very short and I don't think this would be a problem for players.
  2. 00:15:092 (1,2,1,2,1) this pattern was really hard to play. I think that the problem resides of the spacing. Take account that this section is mapped on 1/4 ticks and the way you give flow to this section isn't really intuitive.
  3. 00:20:899 (3,4) The way you made a jump here doesn't play bad, but I think it would flow better if you do Ctrl + G over those two sliders.
Call me back! (•_•) ( •_•)>¬■-■ (¬■_■)
Topic Starter
Bara-

HappyRocket88 wrote:

Sorry for the late >w<
[Easy]
  1. As I said in the last mod, 00:22:060 (3) this slider's reverse doesn't fit properly here because there's no sound to emphasize over here 00:22:641 . Besides, it breaks the 1/1 you managed during the whole set. So It would have a better rhythm if you try out to keep 1/1 notes. For example.
  2. 00:23:608 (1) Remove the whistle on this slider's head. It's very noisy and seems to be overset. I think it would rather be only with the whistle of the slider's reverse. That one sound really nice imo.
  3. 00:26:899 (1,1) o_o Irreversible, I choose you! Now, use broken kokoro.
[Normal]
  1. 00:13:157 (2) The current clap over this slider's head sound a bit weird, because there's no beat to be emphasized at this section. Try to remove it as long as you followed the instruments in the next slider 00:13:544 (3) Actually there is a loud sound which sounds like a clap, thus it fits. It may feel weird, as there is no beat, but I'm using it to accentuate the highpitched sound here
  2. 00:23:608 (1) Remove the whistle. It sound really over-set and it doesn't make sense if you were placing whistles on every slider's reverse.
[Advanced]
  1. Unsnapped green line at 00:29:439. You should snap it on 00:29:415 It's suppoesed to be later, so the end of the first spinner isn't silenced, changed it thou
  2. 00:18:190 (2,1) Just a mini visual suggestion, but you can make a neater blanket imo. The current sliders almost touch each other and look odd. What about this?
[Hard]
  1. Unsnapped green line at 00:29:439. You should snap it on 00:29:415 Snapped to 1/16
  2. 00:22:834 (4) This slider doesn't play bad, but I think it could have flowed better if you tried to make a slider which players can notice when starts and ends. Like this.
  3. 00:24:963 (7) Remove the clap here. I think it's really unnecessary because you already emphasized the strong beat on 00:25:157 (1) one.
[Insane]
  1. OD - 1 Better to have consistency with the standard incresing of OD among the diffs. (Hard = 6) (Extra = 8) So it would make sense if the OD of this diff be 7.
  2. Unsnapped green line at 00:29:439. You should snap it on 00:29:415
  3. 00:12:770 (1) You could make an interrogation mark for a neater slider here. Like this.
  4. 00:21:286 (5,7) The current overlap here plays a bit weird. The hidden stack just makes this pattern hard to read. It would be better if you do something similar as you did in the previous patterns 00:19:737 (5,6,7) or 00:18:189 (5,6,7) . What about this? Consider doing something similar in this pattern 00:22:834 (5,6,7)
[Extreme]
  1. HP 7 maybe? The drain time is very short and I don't think this would be a problem for players.
  2. 00:15:092 (1,2,1,2,1) this pattern was really hard to play. I think that the problem resides of the spacing. Take account that this section is mapped on 1/4 ticks and the way you give flow to this section isn't really intuitive.
  3. 00:20:899 (3,4) The way you made a jump here doesn't play bad, but I think it would flow better if you do Ctrl + G over those two sliders.
Call me back! (•_•) ( •_•)>¬■-■ (¬■_■)
Thanks!
Fixed all
Also removed taikos, as I didn't like them (over 1 year old already)
HappyRocket88
(╯°□°)╯

To the Fellow BN who will qualify this: Check flow on extreme difficulty and slap baraatje because no reason.
show more
Please sign in to reply.

New reply