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Hyper Potions - Porta Vista

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Topic Starter
jyu
DOUBLE POST BCS LATE MOD REPLY GGGHHGHGGH

Kroytz wrote:

~
mod
Another:

Change HP 7 to 6 or 6.5 because 7 is kind of high for this low SR Insane. fix

00:19:970 (4,5,6,1,2,3,1) - Not a fan of overly linear streams like this so my idea would be to do something like this: [ example ] fix

00:20:970 (5,6,7) - DS between these three are a little awkward. From 5->6 is kind of high but the way 6->7 plays is very close together, as in, very little movement from the player. It's also quite sharp, I'd move (6) elsewhere. fix

00:22:170 (1,2,3,4,1,2,3,4) - Here I don't agree with the spacing changes simply because the music doesn't deviate in pitch to accompany this idea. The only DS change I hear is 00:22:770 (4,1) - So what you could do is create two sets of squares on different quadrants of the editor and that'll work with the music. fix

00:23:570 (4,5,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - As a stream mapper, I'll just say that this stream is pretty boring lol. On the second half of the measure ( 00:24:470 (8,1) - ) you could try a different angle so for instance a stream that looks like this: [ example ] damn im not really good at mapping streams. also i checked this mod months late so the puush link already expired im cri but yea i got your point. going to experiment with it when i got enough confidence

00:30:770 (4,5) - Overlap is nono. Move (5) just a tad bit away so it doesn't get overlappd like that fix

00:37:170 (3,4) - This one is slightly eh, but I'd still move (3) away from (4) . The way (3) is played is like a hold so you can get away with spacing this out more. also consider slider leniency to help the player if you think that spacing this would be too high, it really isn't : p I'd probably use a linear slider on (3) just to help compliment the shape of (4) moved (3) a bit away from (4), but i still keep the shape for better flow

00:41:770 (2) - I don't like how you decided to come back to the top part of the screen again during this combo. It feels very tight and there's more playfield that could be utilized. damnn but i like the flow here ;;;;;

00:44:570 (1) - Same goes here: lots of attention on the top portion of the playfield, you could create more patterns or complimentary sliders to utilize the full range of the playfield. whooops fixed

00:54:770 (2,3,4,1) - This is really confusing as to what's getting 1/4'd and what's getting 1/2'd. Don't make them the same spacing if they're not timed equally. fix

01:31:770 (4,5,6,7) - Instead of stacking over completely, move this part out by a few pixels as a visual guide to the player. To me, it also looks more pleasing this way. changed this pattern with something else

01:32:770 (1,2,3,4,5) - I would've continued with single tapping notes to match the other combo of yours. It was a good idea. Just be more creative with this one I guess.

01:58:170 (5) - NC first. Also, maybe have this as two stacked circles as well? Like you did for the similar sounding section here 01:56:570 (1,2) -

02:05:570 (4) - red tick slider is v_v You could have a design like this for the three sliders [ example ] and then place the circle elsewhere before continuing with the map. eee same rhythm pattern with 02:03:970 (4) -

02:05:970 (4,5,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - This is a better stream idea than your previous that I mentioned but when highlighting this, I can see that it's not smooth or well rounded lol. Slider to convert or use an approach circle for reference when creating these roundish streams to make it look cleaner. dang im not really good with streams, but i actually also dislike roundish streams

02:18:770 (9) - gotta hit that downbeat, can't have slider over it :/ following the melody here

02:25:170 (8) - Same goes here. I see youre trying to follow that synth-y sound in the back but trust its better to make this as a circle and have that downbeat clickable. I won't repeat this anymore just cuz you do it throughout the rest of this kiai but yeah i think im going to keep the consistency here

02:37:370 (1,2,3,4) - Maybe space out more and repeat across x axis similar to your previous doubles [ example ] fix

02:49:370 (5) - NC keeping that combo pattern

02:47:770 (1) - 1/1 slider for all these new measures works much better imo than making beats on the red ticks with 1/2 sliders. Maybe try a timeline like this to see how it works out? [ exmaple ]
EDIT:

BriedisLT wrote:

i said something some time ago irc.
im still going to mod this properly.
00:20:170 (6,1,2) - this edge might now work, no problems, though. fixed
00:26:570 - 00:26:770 - could be a note with a different velocity than the kiai time because the climax pause might be too long nice idea! but i think i'll keep this one
02:03:970 (4,4) - sliders on red tick don't work that well fix. changed those into circles
ok, not properly, only the hardest diff and very little, because it doesn't have almost any problems.
cheers.

SnowNiNo_ wrote:

From my queue

1pc test play
[Another]
nice mapping, no big problems i can found
but some part like 01:37:370 - to 01:40:570 - and 01:34:370 - to 01:35:570 - im wondering why dont make DS the same
and 01:46:570 (5,6) - awkward spacing here, try to make it more consistent for a better flow, example 01:49:770 (6,7) -
02:07:670 (8,1) - maybe the DS is wrong here whoops fixed those ds problems
i think maybe the big snap stream is a little bit hard for an another diff owo

GL~ nice song tho :D

ego_17 wrote:

little mod there

nice hitsounding

beginer - looks good - no suggestions

advanced

00:57:370 (1,2,3,4) - https://osu.ppy.sh/ss/4533042 like this? you can easily move this pattern to the left by changing this a litle - 00:56:370 (2,3) - its kinda out of the gameplay screen so i'll just keep the current one
01:41:770 (3,4,5,1) - i know DS changed cos green point, but still looks weird - better make same ds manualy the music's atmosphere kinda changed from here 01:43:770 (1) -
02:28:570 (1,2,3) - looks like you cornered there - better change 02:25:770 (2,3,4,5) - so there would be more space for this pattern
also i dont like this repeat slider 02:29:370 (3) - better slider and circle 02:29:370 (3) - but you did it so many times before.. i dont care ) lmaoo will reconsider this

collab
01:36:170 (2,4) - make 4 look like 2 ? leaving this to anre
02:02:970 (1,2,3,4) - ds didnt look same - mb fix it? fix

cant play last diff on my laptop
Thank you for mods!! :'D
will continue this post with other's mod reply
SinJiRu_old
Hello

From your M4M queue.

[General]

■ 01:13:970 ~ 01:43:370 and 02:47:770 ~ 03:00:570 - this part sounds a little empty feel it. Your consider this part add custiom whistle.


[Basic]

■ 00:22:170 (3) You should be consistency NC this slider.
■ 00:29:770 I recommend this point add note, because don't add this point note I think a little empty feel here
■ 00:42:570 I don't think this point rhythm break. I suggestion this point add note is better.
■ 01:03:770 (1) I suggestion this slider sound change to S:C1. The normal sound a little awkward it.
■ 01:06:970 (3) You don't add this slider NC? I don't think this NC is consistency
■ 01:16:570 (2) You should be add this note whistle sound here. The feel of the sound is poor.


[Advanced]

■ 00:38:170 (2) The same suggestion this slider sound to Basic diff.
■ 00:42:970 (1) I recommend the made well this slider shape. You try this slider shape.
■ 01:03:770 (2) The same 00:38:170 (2) this slider suggestion.
■ 01:06:970 (1,2,3,4) I think the patterns flow is need improve it. I recommend this patterns flow.
■ 01:16:570 (2) The normal sound change to S:C1. it's normal custom sound a little awkward feel it.
■ 02:19:770 (3) I heard electronic piano sound rhythm is 1/2. I think it should be a 1/2 rhythm slider here.
■ 02:33:770 (1,2) The slider rhythm a little long. I think the slider end move 02:34:170 and add repeat here, so 02:34:570 (2) remove note.
■ 02:49:970 (4) This is slider shape a little awkward. I think the slider shape need improve it. you try this slider shape


[Collab Hyper]

■ AR -1 HP -1 I think a little high setting this diff. You should be check Advanced setting and this diff setting gap.

■ 00:42:070 Why don't add this point note? You should consider the consistency of rhythm. the same rhythm part 00:40:370 (2,3,4) this.
■ 00:48:470 ^
■ 00:56:070 (2) I think the note don't need rhythm it. remove this.
■ 01:02:470 (2) ^
■ 01:05:470 (2) You should be remove this note rhythm. I heard 1/2 rhythm this part also 01:06:970 (1,2,3,4) the same this part consistency rhythm.
■ 01:12:070 (2) ^


[Another]


00:53:370 (4,5) First slider end sound add timing line 5% and second slider head sound add return timing line volume is better
00:54:970 (3,4) ^
00:56:570 (4,5) ^
00:59:770 (4,5) ^
01:01:370 (3,4) ^
01:02:970 (4,5) ^
01:06:170 (6,7) ^
01:07:770 (4,5) ^
01:09:370 (5,6) ^
01:12:570 (5,6) ^
01:14:170 (3,4) ^
01:15:770 (6,7,1) ^

■ 00:16:170 (2,3,4) I don't understand this patterns spacing. I think the spacing is consistency the much better
■ 00:20:270 (1,2,3) You should be the remove this spam NCs. I think it don't need NC.
■ 00:37:170 (3) The slider flow is Ctrl+G is much better
■ 00:52:870 (2) remove this note. I think this patterns rhythm is 1/2 better imo.
■ 01:49:570 (2,3,4,5,6) If you had not intended this spacing. You should be consistency spacing this notes.
■ 01:55:770 (3) Spacing error


Good Luck :3
Ender_Sword
Hello! M4M here!
I cant really mod low diffs sorry..

[Another]

00:18:170 (3,5) - Since these are so close why not stack 3 and 5?
00:28:970 (2,4) - Blanket could be improved slightly, not too much lol
00:33:170 (8,1) - ^
01:09:816 - Imo in this time area I feel like the sliders should be a slight bit quicker
02:01:170 (4,5) - This blanket could be improved
02:01:170 (4,5) - ^
I had to really look for small details since it's already really good ;w;

[Collab Hyper]

00:41:570 (1,2,3) - Why is there no triple here like the rest of the map?
00:48:370 (2,3) - And here (I guess it could be to make the map more "diverse"
00:48:370 (2,3) - Blanket could be improved
01:53:170 (1,2,3,6) - ^
01:53:170 (1,2,3,6) - ^
02:56:170 (4,1) - Why not stack 1 and 4
Again it's really tough to find anything lol

Great song and great map, Good luck it truly is a great map!
Topic Starter
jyu

SinJiRu wrote:

Hello

From your M4M queue.

[General]

■ 01:13:970 ~ 01:43:370 and 02:47:770 ~ 03:00:570 - this part sounds a little empty feel it. Your consider this part add custiom whistle. whoop already added custom chimes in those parts but yea the volume is kinda low. imma change that


[Basic]

■ 00:22:170 (3) You should be consistency NC this slider. fix
■ 00:29:770 I recommend this point add note, because don't add this point note I think a little empty feel here fix
■ 00:42:570 I don't think this point rhythm break. I suggestion this point add note is better. fix
■ 01:03:770 (1) I suggestion this slider sound change to S:C1. The normal sound a little awkward it. fix
■ 01:06:970 (3) You don't add this slider NC? I don't think this NC is consistency same combo pattern like 01:11:770 (1,2) -
■ 01:16:570 (2) You should be add this note whistle sound here. The feel of the sound is poor. hmm i think finish sounds better


[Advanced]

■ 00:38:170 (2) The same suggestion this slider sound to Basic diff. fix
■ 00:42:970 (1) I recommend the made well this slider shape. You try this slider shape. intentional, i like the current one better lmao
■ 01:03:770 (2) The same 00:38:170 (2) this slider suggestion. fix
■ 01:06:970 (1,2,3,4) I think the patterns flow is need improve it. I recommend this patterns flow. nice! fix
■ 01:16:570 (2) The normal sound change to S:C1. it's normal custom sound a little awkward feel it. fix
■ 02:19:770 (3) I heard electronic piano sound rhythm is 1/2. I think it should be a 1/2 rhythm slider here. fix
■ 02:33:770 (1,2) The slider rhythm a little long. I think the slider end move 02:34:170 and add repeat here, so 02:34:570 (2) remove note. eee but im following the melody here ;;;;;
■ 02:49:970 (4) This is slider shape a little awkward. I think the slider shape need improve it. you try this slider shape fix


[Collab Hyper]

■ AR -1 HP -1 I think a little high setting this diff. You should be check Advanced setting and this diff setting gap. changed AR, but i think HP5 is quite low for hyper

■ 00:42:070 Why don't add this point note? You should consider the consistency of rhythm. the same rhythm part 00:40:370 (2,3,4) this. whoops these are my friend's part. imma ask him first
■ 00:48:470 ^ ^
■ 00:56:070 (2) I think the note don't need rhythm it. remove this. fix
■ 01:02:470 (2) ^ following the melody here
■ 01:05:470 (2) You should be remove this note rhythm. I heard 1/2 rhythm this part also 01:06:970 (1,2,3,4) the same this part consistency rhythm. also my friend's parts
■ 01:12:070 (2) ^ ^


[Another]


00:53:370 (4,5) First slider end sound add timing line 5% and second slider head sound add return timing line volume is better hmm nice idea, but i had a bad time trying this technique and get scolded because late nominators told me to make every beat audible lmao. will put this into consideration
00:54:970 (3,4) ^
00:56:570 (4,5) ^
00:59:770 (4,5) ^
01:01:370 (3,4) ^
01:02:970 (4,5) ^
01:06:170 (6,7) ^
01:07:770 (4,5) ^
01:09:370 (5,6) ^
01:12:570 (5,6) ^
01:14:170 (3,4) ^
01:15:770 (6,7,1) ^

■ 00:16:170 (2,3,4) I don't understand this patterns spacing. I think the spacing is consistency the much better fix, i didnt use ds when mapping this dangg
■ 00:20:270 (1,2,3) You should be the remove this spam NCs. I think it don't need NC. fix
■ 00:37:170 (3) The slider flow is Ctrl+G is much better fix
■ 00:52:870 (2) remove this note. I think this patterns rhythm is 1/2 better imo. hmm will reconsider
■ 01:49:570 (2,3,4,5,6) If you had not intended this spacing. You should be consistency spacing this notes. already did but this stack 01:49:570 (4,5,6) - kinda ruins it ;;;
■ 01:55:770 (3) Spacing error fix


Good Luck :3

E n d wrote:

Hello! M4M here!
I cant really mod low diffs sorry..

[Another]

00:18:170 (3,5) - Since these are so close why not stack 3 and 5? intentional lmao
00:28:970 (2,4) - Blanket could be improved slightly, not too much lol fix
00:33:170 (8,1) - ^ fix
01:09:816 - Imo in this time area I feel like the sliders should be a slight bit quicker hmm that could be quite a shock for players if i suddenly add a speedup lmao
02:01:170 (4,5) - This blanket could be improved fix
02:01:170 (4,5) - ^ ^
I had to really look for small details since it's already really good ;w;

[Collab Hyper]

00:41:570 (1,2,3) - Why is there no triple here like the rest of the map? dang these are my friend's parts so imma ask him first
00:48:370 (2,3) - And here (I guess it could be to make the map more "diverse" ^
00:48:370 (2,3) - Blanket could be improved i think this one isnt for blanket
01:53:170 (1,2,3,6) - ^ fix
02:56:170 (4,1) - Why not stack 1 and 4 better flow i guess lmao
Again it's really tough to find anything lol

Great song and great map, Good luck it truly is a great map!
Thank you for mods! :)
Naxess
NM From Queue

[ Basic]
SPOILER
00:33:370 (1) - For shapes like these I'd recommend you avoid placing curve points more to one side than the other.
Take a look at the following behavior (note the curve point and the resulting curve):


Sliders with more than one point use the "Beizer Curve" formula, creating a different result than the usual single-point-curve slider, and therefore it's important to note where it's placed in comparison with previous and next fixed points.
You may also want to direct the slider's tail towards the following circle more.
Basically like this:


00:34:970 (1,2) - I'd suggest making these two the same shape, looks tidier.

00:38:170 (1) - Last curve point is a bit too far down imo. Consider placing it in the middle between the last red point and the end.
01:37:370 (1) - might want to tidy up some of the points, etc.
Also, is it really necessary to have so many unique shaped sliders when they don't even cover any distinct sounds or anything?
I mean, it'd like it if there was one or two unique shapes that would reoccur later on same sounds. Like covering a specific instrument, for example.

00:40:970 (2,3) - Don't want to be that guy, but there's some blankets that are slightly off.

00:55:770 (1,2) - Seem a bit too crooked, might be difficult to follow for a beginner, since they probably don't know of slider leniency yet.

01:03:770 (1,1) - As you may have noticed, blanketing with beizer curves is kind of difficult. Try placing the point in the middle, like this:

Off-centered points will be impossible to blanket with properly unless you use more than one, which is unnecessary.

02:54:170 (1) - try placing red points on slider ticks to cover the rhythm better.

01:51:770 (4) - Last point is really far down and causes the slider to look like it has some kind of dent in it or something.
Won't mention any more slider point related stuff, so make sure to check sliders that have more than one point.

I'd suggest you also check your blankets.


Man I'm bad at modding easys lol
It's probably fine though...

[ Advanced]
SPOILER
00:26:970 (1) - This slider is very curved, I'd refrain from doing this as it'll only act as a slowdown due to slider leniency. Try keeping it symmetrical in some way to (3).

00:29:170 (2) - Nudge closer to the middle of the two sliders, doesn't look very symmetrical atm imo.
^ 00:35:570 (2) -

00:36:570 (1) - This slider seems to have some unnecessary control points and I think it looks strange as it is. Try removing some control points or making them more defined.

01:03:770 (2) - Move the curve point further up so it's in line with the following red point's direction. This way there won't be a bump at 01:04:570 -

01:14:970 (1) - Maybe use another red point, instead of an excessive curve, like this:

or this:

Well, enough about slider shapes. I think you get the idea at this point.

01:16:670 - Start spinner here
01:16:570 - NC this
01:16:670 - Remove NC from spinner (part of the same instrument as the previous circle)

01:35:370 - Sort of feel like this should be clickable, because it doesn't really make sense that 01:35:770 - is clickable even though it's a weaker beat.

01:59:770 (1,2) - Use same shape. Copy paste one slider, move and rotate it with Ctrl + Shift + R.
Would be very easy to just stack it on top of the previous before deleting it.


02:01:970 (4,5,6,1,2,3) - It seems to be getting dense around here, where the pace begins to pick up, but at 02:03:770 (3,4,1,2,3) - it's slowing down again. Consider increasing the note density at 02:03:770 (3,4,1,2,3) - .

I still think a lot of slider shapes are sort of strange, but I'm guessing you'll want to keep it, since it could be a lot of work to change it all at this point.

[ Hyper]
SPOILER
So you're using 1/8 beatsnapping here, but 1/4 in all the other difficulties, including the one that is harder than this.
Might want to use 1/4 so it's easier to traverse the mapset using the editor.

00:32:770 - I'd have made this as such:

I think it covers the song better this way, emphasizing the sounds that are heard, rather than having a weak beat like 00:32:770 - be clickable, but not a stronger one like 00:32:970 - .

01:15:770 - Try making this clickable. Lifting your finger on a louder sound and clicking on a quieter one doesn't really make sense imo.
I'd have swapped 01:15:570 (3,4) - their positions on the timeline.

01:40:570 - This could be quite unexpected considering that you weren't following piano in previous measures.
For example, 01:37:370 - , 01:39:770 - and 01:38:570 - are not clickable.
Remember, if you're going to ignore an instrument, do so until the music suggests otherwise. I don't think there's any distinct cues that the piano should suddenly start being mapped here, especially considering that you, right after this note, continue ignoring it again.
I'd suggest something like this: 01:40:370 - for reference

The circle could for example be used to anti-jump to 01:41:370 (2) - , emphasizing the brief pause.

01:45:370 (1,3) - When stacking two curved sliders like this, I'd recommend using the same shape for both.
^ 02:00:570 (3,4) - same shape would look better imo.

02:58:770 (4,5,6) - Like mentioned earlier, shapes are important, especially considering that this pattern could be used to create symmetry.
Before:

After:

Try using Ctrl + C, Ctrl + V and Shift + Ctrl + R to achieve this.

03:00:570 (7) - NC, new instrument and new measure.

You might want to have a look at this:
Making common sliders neat
Helps with sliders and aesthetics.

[ General]
SPOILER
Perhaps some tags describing the song would help when searching for it.
Add genres, language, and so on.
So for example: "electronic", "instrumental", "future bass", "EDM", etc.
Take a look at the soundcloud's tags as well for more: https://soundcloud.com/monstercat/porta-vista

Also who did you collab with? You may want to add them to the description to clarify things like that.
Some other mappers do it like this, for instance:


Rest looks good.

Good luck!
Topic Starter
jyu

Naxess wrote:

NM From Queue

[ Basic]
SPOILER
00:33:370 (1) - For shapes like these I'd recommend you avoid placing curve points more to one side than the other.
Take a look at the following behavior (note the curve point and the resulting curve):


Sliders with more than one point use the "Beizer Curve" formula, creating a different result than the usual single-point-curve slider, and therefore it's important to note where it's placed in comparison with previous and next fixed points.
You may also want to direct the slider's tail towards the following circle more.
Basically like this: wait ok i dont really understand your point i added the curve point in the middle, not like the one in your pics. but yea i directed the slider's tail towards the direction that you wanted


00:34:970 (1,2) - I'd suggest making these two the same shape, looks tidier.already is the same shape, but i altered the second slider's angle so it wont be boring

00:38:170 (1) - Last curve point is a bit too far down imo. Consider placing it in the middle between the last red point and the end. fix
01:37:370 (1) - might want to tidy up some of the points, etc.
Also, is it really necessary to have so many unique shaped sliders when they don't even cover any distinct sounds or anything?
I mean, it'd like it if there was one or two unique shapes that would reoccur later on same sounds. Like covering a specific instrument, for example. well it seems that you have a different preferences than mine lmao thats ok i understand. to answer the question(?) its because i hate maps with only boring curves everywhere. as long as it doesnt violate the ranking criteria, i suppose making unique sliders without it covering specific instruments should be fine.

00:40:970 (2,3) - Don't want to be that guy, but there's some blankets that are slightly off. lmaoo thanks, fixed

00:55:770 (1,2) - Seem a bit too crooked, might be difficult to follow for a beginner, since they probably don't know of slider leniency yet. hmm ok will put this into consideration

01:03:770 (1,1) - As you may have noticed, blanketing with beizer curves is kind of difficult. Try placing the point in the middle, like this: fix

Off-centered points will be impossible to blanket with properly unless you use more than one, which is unnecessary.

02:54:170 (1) - try placing red points on slider ticks to cover the rhythm better. fix

01:51:770 (4) - Last point is really far down and causes the slider to look like it has some kind of dent in it or something. that dent is kinda intentional tho lmao
Won't mention any more slider point related stuff, so make sure to check sliders that have more than one point.

I'd suggest you also check your blankets. bruh i suck at this but i will make it better


Man I'm bad at modding easys lol
It's probably fine though...

[ Advanced]
SPOILER
00:26:970 (1) - This slider is very curved, I'd refrain from doing this as it'll only act as a slowdown due to slider leniency. Try keeping it symmetrical in some way to (3). eeeh i think its fine? but fix

00:29:170 (2) - Nudge closer to the middle of the two sliders, doesn't look very symmetrical atm imo. i didnt intend to make these symmetrical but ok imma tweak them a bit
^ 00:35:570 (2) - this one is fine i suppose

00:36:570 (1) - This slider seems to have some unnecessary control points and I think it looks strange as it is. Try removing some control points or making them more defined. nah thats the shape i want. also to avoid blankets lmaooo

01:03:770 (2) - Move the curve point further up so it's in line with the following red point's direction. This way there won't be a bump at 01:04:570 - fix

01:14:970 (1) - Maybe use another red point, instead of an excessive curve, like this:

or this:

Well, enough about slider shapes. I think you get the idea at this point. whoooop nice! used the first one

01:16:670 - Start spinner here eeeh i want to make something clickable here ;;;;;
01:16:570 - NC this i dont want to make this 01:14:970 (1) - a single combo
01:16:670 - Remove NC from spinner (part of the same instrument as the previous circle) removed the nc and its still nc wth

01:35:370 - Sort of feel like this should be clickable, because it doesn't really make sense that 01:35:770 - is clickable even though it's a weaker beat. oooooo youre right damn but at this part i followed the piano and altered immediately to the whistles. idk imma change it when i have an idea for new rhythm

01:59:770 (1,2) - Use same shape. Copy paste one slider, move and rotate it with Ctrl + Shift + R.
Would be very easy to just stack it on top of the previous before deleting it. fix


02:01:970 (4,5,6,1,2,3) - It seems to be getting dense around here, where the pace begins to pick up, but at 02:03:770 (3,4,1,2,3) - it's slowing down again. Consider increasing the note density at 02:03:770 (3,4,1,2,3) - . intentional, since its right before the chorus

I still think a lot of slider shapes are sort of strange, but I'm guessing you'll want to keep it, since it could be a lot of work to change it all at this point.

[ Hyper]
SPOILER
So you're using 1/8 beatsnapping here, but 1/4 in all the other difficulties, including the one that is harder than this.
Might want to use 1/4 so it's easier to traverse the mapset using the editor. nah i used 1/8 beatsnapping to check on blankets lmaooo

00:32:770 - I'd have made this as such:

I think it covers the song better this way, emphasizing the sounds that are heard, rather than having a weak beat like 00:32:770 - be clickable, but not a stronger one like 00:32:970 - . i dont want to lose the triplets ;;;;; but i make 00:32:970 - clickable

01:15:770 - Try making this clickable. Lifting your finger on a louder sound and clicking on a quieter one doesn't really make sense imo.
I'd have swapped 01:15:570 (3,4) - their positions on the timeline. fix

01:40:570 - This could be quite unexpected considering that you weren't following piano in previous measures.
For example, 01:37:370 - , 01:39:770 - and 01:38:570 - are not clickable.
Remember, if you're going to ignore an instrument, do so until the music suggests otherwise. I don't think there's any distinct cues that the piano should suddenly start being mapped here, especially considering that you, right after this note, continue ignoring it again.
I'd suggest something like this: 01:40:370 - for reference

The circle could for example be used to anti-jump to 01:41:370 (2) - , emphasizing the brief pause. whooops nice one, fix

01:45:370 (1,3) - When stacking two curved sliders like this, I'd recommend using the same shape for both.
^ 02:00:570 (3,4) - same shape would look better imo. i think i like the current flow

02:58:770 (4,5,6) - Like mentioned earlier, shapes are important, especially considering that this pattern could be used to create symmetry.
Before:

After:

Try using Ctrl + C, Ctrl + V and Shift + Ctrl + R to achieve this. fix

03:00:570 (7) - NC, new instrument and new measure. fix

You might want to have a look at this:
Making common sliders neat
Helps with sliders and aesthetics. HAHAHAHAHAHHAJSHDSA OH GOD thanks

[ General]
SPOILER
Perhaps some tags describing the song would help when searching for it.
Add genres, language, and so on.
So for example: "electronic", "instrumental", "future bass", "EDM", etc.
Take a look at the soundcloud's tags as well for more: https://soundcloud.com/monstercat/porta-vista added EDM and future bass, since electronic and instrumental might be added to genre. Some tags in the soundcloud is hella weird i doubt people would use that to search for songs

Also who did you collab with? You may want to add them to the description to clarify things like that.
Some other mappers do it like this, for instance:
ok fix

Rest looks good.

Good luck!
Thank you for mod! :)
Elva Anjani Uchiha
just an iseng lil mods

Basic
01:06:170 (2) - change this into a slider? ( ref : http://puu.sh/trGt5/f282fa365a.png)
01:36:570 (2) - ^ (ref : http://puu.sh/trGBl/efaf54a9c7.png)

Advanced
01:06:970 (1,2) - make it into a slider?
01:10:170 (2,3) - ^
01:10:170 (2,3) - delete this?

Collab hyper
00:32:570 (4) or 00:32:770 (5) imo hitsoundnya too much, ganti salah satu maybe?
00:45:970 (6) - add whistle?

Another
02:14:870 (3) - idk maybe delete this?
02:27:670 (3) - ^
02:34:070 (3) - ^

dh gitu aj samleyqum farmako menungguku
Log Off Now
recheck since i really like this song
nm from queue
your map has improved a lot!

[Basic]

00:32:970 - I feel this should be mapped as it signifies the end of the end of the melody, I know you want to leave a gap as a breather for players, but this might not be the best place for it
00:38:170 (1) - This would be a better place for a gap imo, as the drum fill isn't as significant to hit in easy diffs, so changing this to a circle would work better imo
00:58:970 (1,2) - Potentially confusing, as it is an obscure visual distance. It looks cool but it's not very noob friendly since noobs often just hit whenever a circle pops up, try making this easier to read, maybe like this? (obviously do a better job than me xd)
01:45:370 (3) - Wouldn't it be better to have this as a circle, then have a 1/1 slider starting where the slider ends? Having the slider end on the tick where the melody restarts is a bit strange
01:48:570 (3) - same ^
01:51:770 (4) - same ^
01:58:170 (3,4) - This is the rhythm I would use for the section mentioned above, it does a good job of hitting the melody whilst still giving the player a rest
02:26:170 (2,3) - Weird blanket? If this isn't meant to be a blanket try to make it more obvious (e.g redpoint sliders or less curved)

[Advanced]

00:57:370 (1,2,3,4) - This feels a bit overmapped, especially as you make an easier rhythm for the same piece of music 01:10:570 (4,5,6) - here, maybe make the last 2 sliders into a 1/1 slider?
01:54:570 (2,3) - Flow feels a little awkward, maybe raise 3 a bit to make a wide triangle flow? (eg like this)
02:04:570 (1,2,3) - Swap this pattern around with 02:02:970 (1,2,3,4) - ? The build up is getting more intense but you're lowering note density, feels anticlimactic
02:55:770 (1) - Remove NC, breaks consistency with previous 2 patterns

[Hyper]

00:28:570 (1,4) - Fix parallel ((4) slider end)
00:54:970 (4) - Feels weird not being able to click the downbeat here as its the start of another melody + strong bass kick, maybe turn into 1/1 slider and circle?
01:01:370 (3) - same ^
01:46:770 (1,2) - Strange decision NCing the drum triple when you NC the start of the melody for every other section of the song? I would suggest keeping your NC's on the downbeats for this part
01:53:170 (1,2) - same ^
02:23:770 (1) - Sliders with red points so close to the slider head/tail look super weird xd, move it a little further down the slider for a better aesthetic
02:46:570 (5,6) - Long held note in melody starts in white tick. I understand this if you followed the guitar throughout the section, but you seem to stop following it after 02:50:970 (1) - suddenly, so I would suggest flipping the rhythm around here or follow the guitar for the full section

[Another]

00:17:370 (1) - Missing clap hitsound? The other diffs have clap hitsounds here
00:38:170 (1,1) - This is really hard for a 4* diff, I would suggest either ending the spinner 00:39:370 - here or moving 00:39:770 (1) - closer to the center of the circle so its easier to hit
01:03:770 (1,1) - same ^
02:08:970 (1) - This slider shape could be changed visually to make it easier to read the sv change, it's already pretty readable, but I think making it look different too the other sliders in the map helps emphasise this sound better, maybe try a shape like this?
02:11:370 (2) - Red tick is the stronger beat out of these three imo and should be clickable, maybe try a rhythm like this to better match the drum/melody?
I feel your rhythm choice could be slightly improved in the final kiai, as you are giving emphasis on the 'lesser' notes in my opinion, and should be focusing on the main melody and hitting the drums passively like you do at the end of the kiai here 02:32:170 (1,2,3,4,1,2,3,4,5,6,7) - (nice rhythm btw)
Your SV also feels a little bit low on the outro, maybe increase it by 0.1~?

nice!
Topic Starter
jyu

Elva Anjani Uchiha wrote:

just an iseng lil mods

Basic
01:06:170 (2) - change this into a slider? ( ref : http://puu.sh/trGt5/f282fa365a.png) nais fix
01:36:570 (2) - ^ (ref : http://puu.sh/trGBl/efaf54a9c7.png) fix

Advanced
01:06:970 (1,2) - make it into a slider? fix
01:10:170 (2,3) - ^ fix
01:10:170 (2,3) - delete this? nooo it fits the melody

Collab hyper
00:32:570 (4) or 00:32:770 (5) imo hitsoundnya too much, ganti salah satu maybe? okk fix
00:45:970 (6) - add whistle?

Another
02:14:870 (3) - idk maybe delete this? nah it fits the rhythm
02:27:670 (3) - ^ [color=#BF00BF^[/color]
02:34:070 (3) - ^ EDIT: mod reply for Log Off Now

Log Off Now wrote:

recheck since i really like this song

your map has improved a lot! thank you!! :)

[Basic]

00:32:970 - I feel this should be mapped as it signifies the end of the end of the melody, I know you want to leave a gap as a breather for players, but this might not be the best place for it fix
00:38:170 (1) - This would be a better place for a gap imo, as the drum fill isn't as significant to hit in easy diffs, so changing this to a circle would work better imo fix
00:58:970 (1,2) - Potentially confusing, as it is an obscure visual distance. It looks cool but it's not very noob friendly since noobs often just hit whenever a circle pops up, try making this easier to read, maybe like this? (obviously do a better job than me xd) will reconsider since i like the flow www
01:45:370 (3) - Wouldn't it be better to have this as a circle, then have a 1/1 slider starting where the slider ends? Having the slider end on the tick where the melody restarts is a bit strange im not actually following the melody here, but this is a nice suggestion so i will keep it in mind
01:48:570 (3) - same ^ ^
01:51:770 (4) - same ^ ^
01:58:170 (3,4) - This is the rhythm I would use for the section mentioned above, it does a good job of hitting the melody whilst still giving the player a rest
02:26:170 (2,3) - Weird blanket? If this isn't meant to be a blanket try to make it more obvious (e.g redpoint sliders or less curved) fix

[Advanced]

00:57:370 (1,2,3,4) - This feels a bit overmapped, especially as you make an easier rhythm for the same piece of music 01:10:570 (4,5,6) - here, maybe make the last 2 sliders into a 1/1 slider? i actually overmapped that because i want to increase the star difficulty lmao i guess i will fix this
01:54:570 (2,3) - Flow feels a little awkward, maybe raise 3 a bit to make a wide triangle flow? (eg like this)
02:04:570 (1,2,3) - Swap this pattern around with 02:02:970 (1,2,3,4) - ? The build up is getting more intense but you're lowering note density, feels anticlimactic fix. changed 02:04:570 (1) - into a reversed slider
02:55:770 (1) - Remove NC, breaks consistency with previous 2 patterns fix

[Hyper]

00:28:570 (1,4) - Fix parallel ((4) slider end) fix
00:54:970 (4) - Feels weird not being able to click the downbeat here as its the start of another melody + strong bass kick, maybe turn into 1/1 slider and circle? fix
01:01:370 (3) - same ^ fix
01:46:770 (1,2) - Strange decision NCing the drum triple when you NC the start of the melody for every other section of the song? I would suggest keeping your NC's on the downbeats for this part fix
01:53:170 (1,2) - same ^
02:23:770 (1) - Sliders with red points so close to the slider head/tail look super weird xd, move it a little further down the slider for a better aesthetic fix
02:46:570 (5,6) - Long held note in melody starts in white tick. I understand this if you followed the guitar throughout the section, but you seem to stop following it after 02:50:970 (1) - suddenly, so I would suggest flipping the rhythm around here or follow the guitar for the full section fix

[Another]

00:17:370 (1) - Missing clap hitsound? The other diffs have clap hitsounds here fix
00:38:170 (1,1) - This is really hard for a 4* diff, I would suggest either ending the spinner 00:39:370 - here or moving 00:39:770 (1) - closer to the center of the circle so its easier to hit fix the spinner's ending
01:03:770 (1,1) - same ^ fix the spinner's ending
02:08:970 (1) - This slider shape could be changed visually to make it easier to read the sv change, it's already pretty readable, but I think making it look different too the other sliders in the map helps emphasise this sound better, maybe try a shape like this? seems nice, i'll try. fix
02:11:370 (2) - Red tick is the stronger beat out of these three imo and should be clickable, maybe try a rhythm like this to better match the drum/melody? fix
I feel your rhythm choice could be slightly improved in the final kiai, as you are giving emphasis on the 'lesser' notes in my opinion, and should be focusing on the main melody and hitting the drums passively like you do at the end of the kiai here 02:32:170 (1,2,3,4,1,2,3,4,5,6,7) - (nice rhythm btw) hmm im trying to make the final kiai a bit different from the previous kiai since its final but yeah i guess kinda make lesser notes in the process. imma try to make some rhythm variations in this part
Your SV also feels a little bit low on the outro, maybe increase it by 0.1~? increased it to 0.75x wwwww

nice!
Thank you for the recheck mod!! :) thats hella fast btw lmao
Lily Bread
M4M

[Hitsound]
hitnormal is not so suitable with this music imo, though it's kiai part. it's not a rock style music. what about use soft sampleset?

[Basic]
00:23:770 (1,1) - in easy diff, there should be some space (usually 4/1) after a spinner. so i suggest to replace the spinner with a long slider.

02:34:970 (4) - move it up a little?

02:47:770 ~ 03:00:570 - in this part, you use a similar rhythm to kiai part. but the volume and drums are much quiet than kiai part. try to simplify the rhythm?

[Advanced]
02:23:770 (4,5) - ds issue? if you want to avoid overlap, you can move - 02:25:370 (1) - to left a little.

01:06:170 (3) - unsnap (snapped to 1/4)

02:29:170 (2) - distance not same.

[Collab Hyper]
nothing special to say.

[Another]
testplay:
http://puu.sh/tsPr4/440ab361a1.jpg

solid diff imo. nothing special to say.

good luck!
terratropic
nm here, mod will be fairly short as i dont have much to say


  • General
    1. add another sliderslide file for N:C3 because sliders aren't silenced
    2. i suggest you add hitsounds for kicks


    Collab Hyper
    02:05:170 (4,1,2,3) - bad flow imo, try switching 02:05:570 (2,3) around
    02:18:970 (1) - make this a slider to fill the gap
    02:23:770 (1) - remove NC so it's the same as the previous kiai
    02:26:970 (1) - see above
    02:30:170 (1) - ^
    02:30:170 (1) - ^

    Insane
    00:22:170 (1,2,3,4,1,2,3) - spacing should be bigger to emphasize the kicks
    00:26:170 - remove this timing point, you dont need it
    01:05:170 - see above
    01:40:370 (3,4) - replace these with a slider so it follows the same pattern
    02:23:570 (4,1) - i think it would follow the synths better if you switch these notes in the timeline and then stack them together

    02:27:170 (2,3,4) - easy to misread, should be spaced closer together
    02:30:770 (2,4,6) - NC's dont represent anything important here so remove those
    otherwise well mapped, hope to see this ranked!
Topic Starter
jyu

Lily Bread wrote:

M4M

[Hitsound]
hitnormal is not so suitable with this music imo, though it's kiai part. it's not a rock style music. what about use soft sampleset? fix

[Basic]
00:23:770 (1,1) - in easy diff, there should be some space (usually 4/1) after a spinner. so i suggest to replace the spinner with a long slider. because the bpm isnt really fast, i thought the space after spinner is already fine but idk imma check with other modders

02:34:970 (4) - move it up a little? fix

02:47:770 ~ 03:00:570 - in this part, you use a similar rhythm to kiai part. but the volume and drums are much quiet than kiai part. try to simplify the rhythm? fix

[Advanced]
02:23:770 (4,5) - ds issue? if you want to avoid overlap, you can move - 02:25:370 (1) - to left a little. oops fix

01:06:170 (3) - unsnap (snapped to 1/4) fix

02:29:170 (2) - distance not same. fix

[Collab Hyper]
nothing special to say.

[Another]
testplay:
http://puu.sh/tsPr4/440ab361a1.jpg

solid diff imo. nothing special to say.

good luck!

terratropic wrote:

nm here, mod will be fairly short as i dont have much to say


  • General
    1. add another sliderslide file for N:C3 because sliders aren't silenced fix. i keep forgetting to do that
    2. i suggest you add hitsounds for kicks im still looking for it www


    Collab Hyper
    02:05:170 (4,1,2,3) - bad flow imo, try switching 02:05:570 (2,3) around fix
    02:18:970 (1) - make this a slider to fill the gap intentional
    02:23:770 (1) - remove NC so it's the same as the previous kiai fix
    02:26:970 (1) - see above fix
    02:30:170 (1) - ^ fix
    02:30:170 (1) - ^

    Insane
    00:22:170 (1,2,3,4,1,2,3) - spacing should be bigger to emphasize the kicks fix
    00:26:170 - remove this timing point, you dont need it fix
    01:05:170 - see above fix
    01:40:370 (3,4) - replace these with a slider so it follows the same pattern fix
    02:23:570 (4,1) - i think it would follow the synths better if you switch these notes in the timeline and then stack them together fix

    02:27:170 (2,3,4) - easy to misread, should be spaced closer together fix
    02:30:770 (2,4,6) - NC's dont represent anything important here so remove those fix
    otherwise well mapped, hope to see this ranked!
Thank you for mods! :)
updated
Electoz
Oh actually I remember you requesting me this map like a year ago lol

[General]

  1. Unused hitsounds:
    1. normal-hitclap3.wav
[Basic]

  1. 00:23:770 (1,1) - The recovery time after the spinner is pretty edgy tbh, a long slider would be a safer choice here.
  2. 00:34:970 (1,2) - Swap NC? Since you NC'd every 2 downbeats since 00:26:970 (1) onward.
  3. 00:52:570 (1,2) - Aren't these supposed to have the same rhythm compared to what you did in other measures like 00:55:770 (1,2) - 01:05:370 (1,2,3,4) - etc?
  4. 01:05:370 - Add a green line with N:C1 like what you did in Advanced? If you apply this then you have to add a green line with S:C1 at 01:16:570 also.
  5. 01:11:770 (1,2) - Why aren't these the same pattern or symmetric? Kinda inconsistent with the concept you did in other measures of this section.
  6. 01:03:770 (1) - 02:20:570 (2) - Inconsistent NC setting, idk which one you're going for but better made them consistent I guess
[Advanced]

  1. 00:41:370 (1,2) - Could've used the same rhythm from 00:39:770 (1,2,3) imo, pretty inconsistent when you let a strong sound like 00:42:170 landed on slidertail despite making 00:40:570 - 00:46:970 - 00:48:570 clickable which is pretty much the same sound. Also both 00:46:170 (1,2,3,4) - 00:47:770 (1,2,3,4) have the same rhythm so I was expecting the same thing with 00:39:770 (1,2,3) - 00:41:370 (1,2) as well.
  2. 00:38:170 (2) - 01:03:770 (2) - 02:20:570 (1) - Same NC thingy as mentioned before.
  3. 02:26:770 (5) - No need to be mapped imo, this is probably the only place in all kiais where you used a long chain of rhythm 02:25:770 (2,3,4,5,6,7,1,2,3) which isn't really appropriate for Normal/Advanced.
  4. 02:54:170 (1,2,3,4) - Why 4 circles tho? Looks pretty stand out as a pattern compared to 02:47:770 (1,2) - 02:50:970 (1,2,3) despite having pretty much the same rhythm.
[Collab Hyper]

  1. 00:19:970 (3,4,5,6,1) - Not a fan of this short stream cuz this is probably the hardest thing to play in the intro section and the rhythm here isn't even intense compared to the build up at 00:23:770 so putting 1/4 rhythm stuff there would be more fitting.
  2. 00:40:970 (5,3) - Pretty sure this overlap isn't intentional zzz
  3. 01:06:170 (5,6) - Was expecting these to have the same rhythm with 01:07:770 (4,5) - 01:09:370 (3,4) etc since you already use 2 sliders thing on 00:58:170 (4,5) - 01:10:970 (5,6) to reflect the difference from the main melody.
  4. 01:15:770 (4,5) - Same as above.
  5. 01:40:570 - Kinda curious why you mapped this cuz you never gave any emphasis or importance whatsoever on this piano sound which already occurred at 01:32:170 - 01:33:370 - 01:35:370 - etc so the way to improve this is either:
    1. Remove the beat on 01:40:570 because you didn't focus that piano sound earlier in the first place and it's better to make it the same pattern as 01:37:570 (1,2,3,4,1,2) since the main melody which you're following is still playing repeatedly at 01:39:970 .
    2. Rework the rhythm on 01:31:170 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4) so you can prioritize and focus on the main melody and the piano at the same time.
  6. 01:45:370 (1,3) - Eh looks pretty stand out tbh why did you stack the slidertails here and not anywhere else?
  7. 01:51:770 (1,3) - This overlap too, idk feels like you're pretty inconsistent with these things when 1/1 sliders are mapped closely to each other, at least if you decided to do whatever stuff then it should be more consistent. (These things can be stand out if they're reflecting the song or rhythm at that specific spot but it doesn't look like that to me in this case)
  8. 02:10:170 (3,4,5) - Okay so I don't know what you intended with this cuz they don’t even blanket anything and it’s not like they’re forming a symmetric pattern either.
  9. 02:12:570 (1,3) - Same stack thing as mentioned earlier, looks stand out but rhythmically it's not different from any other measures in this part so these kinds of things should be consistent according to the rhythm of the song.
  10. 02:29:370 (3,4) - Idk I assume this would have the same shape and form a symmetric or whatever according to other stuff you did with 2 sliders like 02:09:370 (1,2) - 02:30:970 (7,8) I guess?
aaa too tired gonna stop here, not interested in nominating this at the moment but idk I might take a look at Another some time in the future, no guarantees.
Good luck~
Topic Starter
jyu

Electroz wrote:

Oh actually I remember you requesting me this map like a year ago lol

[General]

  1. Unused hitsounds:
    1. normal-hitclap3.wav fix
[Basic]

  1. 00:23:770 (1,1) - The recovery time after the spinner is pretty edgy tbh, a long slider would be a safer choice here. fix
  2. 00:34:970 (1,2) - Swap NC? Since you NC'd every 2 downbeats since 00:26:970 (1) onward. fix
  3. 00:52:570 (1,2) - Aren't these supposed to have the same rhythm compared to what you did in other measures like 00:55:770 (1,2) - 01:05:370 (1,2,3,4) - etc? it's for variations
  4. 01:05:370 - Add a green line with N:C1 like what you did in Advanced? If you apply this then you have to add a green line with S:C1 at 01:16:570 also. fix
  5. 01:11:770 (1,2) - Why aren't these the same pattern or symmetric? Kinda inconsistent with the concept you did in other measures of this section. also for variations. also i intended not to be too consistent with symmetrical stuffs
  6. 01:03:770 (1) - 02:20:570 (2) - Inconsistent NC setting, idk which one you're going for but better made them consistent I guess oops, removed one of those nc's
[Advanced]

  1. 00:41:370 (1,2) - Could've used the same rhythm from 00:39:770 (1,2,3) imo, pretty inconsistent when you let a strong sound like 00:42:170 landed on slidertail despite making 00:40:570 - 00:46:970 - 00:48:570 clickable which is pretty much the same sound. Also both 00:46:170 (1,2,3,4) - 00:47:770 (1,2,3,4) have the same rhythm so I was expecting the same thing with 00:39:770 (1,2,3) - 00:41:370 (1,2) as well. im still sticking on doing some variations but yea i might redo some stuffs here like you suggested
  2. 00:38:170 (2) - 01:03:770 (2) - 02:20:570 (1) - Same NC thingy as mentioned before. the first two youve mentioned is already consistent for me. gonna keep the nc at the last kiai bcs to emphasis the guitar solo part
  3. 02:26:770 (5) - No need to be mapped imo, this is probably the only place in all kiais where you used a long chain of rhythm 02:25:770 (2,3,4,5,6,7,1,2,3) which isn't really appropriate for Normal/Advanced. it kinda makes the rhythm flow better for the music i think. if more modders point this out im going to rearrange the rhythm simpler
  4. 02:54:170 (1,2,3,4) - Why 4 circles tho? Looks pretty stand out as a pattern compared to 02:47:770 (1,2) - 02:50:970 (1,2,3) despite having pretty much the same rhythm. fix
[Collab Hyper]

  1. 00:19:970 (3,4,5,6,1) - Not a fan of this short stream cuz this is probably the hardest thing to play in the intro section and the rhythm here isn't even intense compared to the build up at 00:23:770 so putting 1/4 rhythm stuff there would be more fitting. understandable. but not mapping the drums there would be a total waste of the song so umm imma ask other's opinions for this
  2. 00:40:970 (5,3) - Pretty sure this overlap isn't intentional zzz fix
  3. 01:06:170 (5,6) - Was expecting these to have the same rhythm with 01:07:770 (4,5) - 01:09:370 (3,4) etc since you already use 2 sliders thing on 00:58:170 (4,5) - 01:10:970 (5,6) to reflect the difference from the main melody.
  4. 01:15:770 (4,5) - Same as above. ook those two you mentioned are actually anrefm's parts im going to consult with him about the rhythm consistencies. thank you for pointing those out!
  5. 01:40:570 - Kinda curious why you mapped this cuz you never gave any emphasis or importance whatsoever on this piano sound which already occurred at 01:32:170 - 01:33:370 - 01:35:370 - etc so the way to improve this is either:
    1. Remove the beat on 01:40:570 because you didn't focus that piano sound earlier in the first place and it's better to make it the same pattern as 01:37:570 (1,2,3,4,1,2) since the main melody which you're following is still playing repeatedly at 01:39:970 .
    2. Rework the rhythm on 01:31:170 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4) so you can prioritize and focus on the main melody and the piano at the same time.
    well it was intentional because this is the harder diff, so mapping the flute melody is way better than mapping the piano just like the lower diffs. if i stick to consistency with lower diffs and still map to the piano instead, that would turn the player off
  6. 01:45:370 (1,3) - Eh looks pretty stand out tbh why did you stack the slidertails here and not anywhere else? i wanted to make a circular flow and slidertail stack too lmao
  7. 01:51:770 (1,3) - This overlap too, idk feels like you're pretty inconsistent with these things when 1/1 sliders are mapped closely to each other, at least if you decided to do whatever stuff then it should be more consistent. (These things can be stand out if they're reflecting the song or rhythm at that specific spot but it doesn't look like that to me in this case) hmm will reconsider about this, since youre the first one who point this out
  8. 02:10:170 (3,4,5) - Okay so I don't know what you intended with this cuz they don’t even blanket anything and it’s not like they’re forming a symmetric pattern either. to escape from blanket nazis lmao
  9. 02:12:570 (1,3) - Same stack thing as mentioned earlier, looks stand out but rhythmically it's not different from any other measures in this part so these kinds of things should be consistent according to the rhythm of the song. intentional for circular flow. but im planning to fix this one though
  10. 02:29:370 (3,4) - Idk I assume this would have the same shape and form a symmetric or whatever according to other stuff you did with 2 sliders like 02:09:370 (1,2) - 02:30:970 (7,8) I guess? anre's stuff. imma ask him, but i think both of us intended not to be too consistent with symmetrical stuffs, kinda oldschool but still essential
aaa too tired gonna stop here, not interested in nominating this at the moment but idk I might take a look at Another some time in the future, no guarantees.
Good luck~
Thank you for your mods! :)
Updated
ARenaissance
Hello, M4M from my queue.

Here is my map for your convenience: https://osu.ppy.sh/s/527546

[General]
You can definitely afford to increase hitsound volume in general. I can't hear the sounds in many parts of the map, especially the louder sections.

[Another]
00:43:570 (3,4) - Unpleasant overlap.

00:46:570 (2,4) - Make them perfectly parallel, please.

00:55:370 (4,1) - I think this would look a little bit better if you either added a bit more overlap or if you separated it completely so that there was no overlap at all. The comment holds for other areas where extended sliders lead into slightly overlapped objects, like 01:00:170 (5,1).

01:37:570 (1,2,3,1,2,3,1,2,3,1,2,3,4) - These are large jumps for such a calm section. I see what you're going for, but I think you'd be better off toning it down a bit.

A general suggestion that I'd like to make: change slider velocity from time to time! Looking at the timing panel, I only see a few choice instances where SV briefly changes. But considering how much you rely on 1/2 sliders, 1/4 sliders, 1/1 sliders, and extended sliders throughout the entire map, I think increasing SV during areas of high intensity and lowering SV during areas of lower intensity would really make the dynamics of this map stand out.


[Collab Hyper]
00:22:170 (1) - You were mapping everything else around this to the kicks. Why is this different?

01:57:170 (3,4,5) - It might be nice to make the slider heads form an equilateral triangle with (3).

02:44:970 (1,3) - (Takes out magnifying glass) I spy a slight overlap.

Aside from that, good mapping. Just trying to look for something to point out, there were a few slider rhythms that bothered me, all of which revolved around the "don't cover an emphasized beat with a slider tail" mantra:

00:32:570 (4,5) - (5) is covering up the fourth beat with a slider tail. I would do slider then circle, rather than circle then slider.
01:35:170 (3) - Kind of awkward because the two motifs before it had a slider on the fourth beat. Maybe make (2) a slider and (3) a circle?
01:40:370 (4) - Covers up a a strong beat. I'd break it into two circles.


[Advanced]
00:28:570 (1,3) - I wouldn't mind perfect 180 degree rotational symmetry for these guys.

01:06:970 (1,2) - Same slider shape maybe?

01:30:970 - Changing slider velocity down to 0.75 is a bit dubious, and I would discourage it for this difficulty level. My main concern is the spacing disparity here 01:42:970 (4,5,1). In the very least, find a way to patch that up.


[Basic]

01:34:170 (1) - This slider has devolved to Bezier form, in case you didn't notice.

02:25:370 (1,2,3) - You may want to make these sliders all the same shape for the aesthetics.

___________________________________

That's all I got. Sparse mod, so I'll throw you a star as well. Good luck!
Topic Starter
jyu

ARenaissance wrote:

Hello, M4M from my queue.

Here is my map for your convenience: https://osu.ppy.sh/s/527546

[General]
You can definitely afford to increase hitsound volume in general. I can't hear the sounds in many parts of the map, especially the louder sections. yeah i was thinking about this too since the hitsound isnt really audible in kiai part :<

[Another]
00:43:570 (3,4) - Unpleasant overlap. fix, moved them a bit farther

00:46:570 (2,4) - Make them perfectly parallel, please. nah, i like the current one better

00:55:370 (4,1) - I think this would look a little bit better if you either added a bit more overlap or if you separated it completely so that there was no overlap at all. The comment holds for other areas where extended sliders lead into slightly overlapped objects, like 01:00:170 (5,1). ok, added some slight overlap instead

01:37:570 (1,2,3,1,2,3,1,2,3,1,2,3,4) - These are large jumps for such a calm section. I see what you're going for, but I think you'd be better off toning it down a bit. hmm will reconsider this if more modders point this out

A general suggestion that I'd like to make: change slider velocity from time to time! Looking at the timing panel, I only see a few choice instances where SV briefly changes. But considering how much you rely on 1/2 sliders, 1/4 sliders, 1/1 sliders, and extended sliders throughout the entire map, I think increasing SV during areas of high intensity and lowering SV during areas of lower intensity would really make the dynamics of this map stand out. ah yes, i didnt increase the sv during kiai bcs i intended to make this map a fun one to play, not the challenging one. also i tried lowering the sv to 0.50x at the ending part of the song but some modders told me that its better if the sv change isnt that significant so yeah


[Collab Hyper]
00:22:170 (1) - You were mapping everything else around this to the kicks. Why is this different? ah this one is mapped by another mapper

01:57:170 (3,4,5) - It might be nice to make the slider heads form an equilateral triangle with (3). fix

02:44:970 (1,3) - (Takes out magnifying glass) I spy a slight overlap. lmao fix

Aside from that, good mapping. Just trying to look for something to point out, there were a few slider rhythms that bothered me, all of which revolved around the "don't cover an emphasized beat with a slider tail" mantra:

00:32:570 (4,5) - (5) is covering up the fourth beat with a slider tail. I would do slider then circle, rather than circle then slider. hmm imma consider abt this
01:35:170 (3) - Kind of awkward because the two motifs before it had a slider on the fourth beat. Maybe make (2) a slider and (3) a circle? this one is also mapped by another mapper
01:40:370 (4) - Covers up a a strong beat. I'd break it into two circles. fix


[Advanced]
00:28:570 (1,3) - I wouldn't mind perfect 180 degree rotational symmetry for these guys. gonna keep this one

01:06:970 (1,2) - Same slider shape maybe? fix

01:30:970 - Changing slider velocity down to 0.75 is a bit dubious, and I would discourage it for this difficulty level. My main concern is the spacing disparity here 01:42:970 (4,5,1). In the very least, find a way to patch that up. imma ask another modder abt the sv change. also, fixed that spacing disparity


[Basic]

01:34:170 (1) - This slider has devolved to Bezier form, in case you didn't notice. fix

02:25:370 (1,2,3) - You may want to make these sliders all the same shape for the aesthetics. i guess making 02:26:170 (2,3) - the same is already enough

___________________________________

That's all I got. Sparse mod, so I'll throw you a star as well. Good luck!
EDIT: oh god how come i forgot to say thank you after all this time hghghghggfhg thank you very much!! :)
[Mad]
Hello!
From my modding queue:

Advanced
00:30:170 (1) - not sure why this is mapped differently, since its ignoring the main melody
00:36:570 (1) - ^
00:42:970 (1) - ^ you're probably mapping to the drum beat but the other way you had it still wouldve gotten the drum beat without ignoring anything, but it's up to you since it's a low difficulty
01:58:170 (1,2,3,4) - I liked the square pattern before this, i think it would be better if this was some sort of pattern aswell
02:51:370 (2,3) - The important sounds are on the tail of the slider, instead of the head

Collab Hyper
00:42:170 (2,3) - All the other triples were mapped around here but this one isnt?
00:48:370 (2,3) - ^
01:08:970 (2) - blanket this with 01:08:570 (1)
02:59:370 (5) - y u gotta rotate it 90* instead of 120

Well made, really clean placements from both of you

Another
00:54:970 (3,4) & 00:53:370 (5,6) - Spacing is different even though its a repeated sound, this issue is throughout
00:56:570 (4,5) - ^
01:37:570 - Diff spikes realy high for such a calm section
01:44:970 (4) - Nitpicky but this would look better slightly to the left so it's sorta blanketed by 01:45:370 (1)
02:07:370 (1,2,3,4,1) - probably use the slider to stream tool for this, the spacing is a bit off and it doesnt look quite right
02:13:370 (3) - rotate this so its blanketing 02:12:970 (2)
02:30:770 (1,2,3,4,5,6) - could be cleaned slightly

GL with rank!
Topic Starter
jyu

Shogud wrote:

Hello!
From my modding queue:

Advanced
00:30:170 (1) - not sure why this is mapped differently, since its ignoring the main melody
00:36:570 (1) - ^
00:42:970 (1) - ^ you're probably mapping to the drum beat but the other way you had it still wouldve gotten the drum beat without ignoring anything, but it's up to you since it's a low difficulty yea i intended to make it easier by following the drum instead but idk i might change it in the future bcs i actually wanted to make this diff a bit harder
01:58:170 (1,2,3,4) - I liked the square pattern before this, i think it would be better if this was some sort of pattern aswell i think im gonna keep this one for variation
02:51:370 (2,3) - The important sounds are on the tail of the slider, instead of the head will recosnsider fixing this

Collab Hyper
00:42:170 (2,3) - All the other triples were mapped around here but this one isnt? this is anre's part and you're not the only one who pointed this out so uhhh idk gonna consult with anre
00:48:370 (2,3) - ^
01:08:970 (2) - blanket this with 01:08:570 (1) anre's part
02:59:370 (5) - y u gotta rotate it 90* instead of 120 ohmygod youre a genius fixed

Well made, really clean placements from both of you thanks! :)

Another
00:54:970 (3,4) & 00:53:370 (5,6) - Spacing is different even though its a repeated sound, this issue is throughout fix
00:56:570 (4,5) - ^ i think this one is ok
01:37:570 - Diff spikes realy high for such a calm section since ARenaissance also pointed this out, okk fixed
01:44:970 (4) - Nitpicky but this would look better slightly to the left so it's sorta blanketed by 01:45:370 (1) fix
02:07:370 (1,2,3,4,1) - probably use the slider to stream tool for this, the spacing is a bit off and it doesnt look quite right ok tweaked it a bit
02:13:370 (3) - rotate this so its blanketing 02:12:970 (2) decided to remap this pattern, i dont really like blanket lmao
02:30:770 (1,2,3,4,5,6) - could be cleaned slightly fix

GL with rank!
Thank you for mods! :)
[Nemesis]
Mod from my queue.

Another

I can see that you're completely ignoring the influence of claps in the entire into, which is okay if the claps weren't so goddamn distinguishable, for example:
00:19:970 (4,5,6,7,8,9) - I wouldn't make all notes in the stream equally spaced since you can clearly hear two claps, break and three claps.
00:20:970 (2) - the clap is situated on the sliderend which isn't clickable (that really hurts to play), even though it is clearly different from all the other sounds in this section
00:22:770 (4,1) - this is the only place where you actually shown the influence of the claps on the map, I don't think it will be hard to change patterns to be similar to these
00:47:370 (5,1) - this sort of movement breaks two rules: first of all it's an uncomfortable motion (which is uncommon in the entire kiai), secondly it covers (4) with its head, which is a thing that's never been used before in the section
00:53:370 (5,6) - change those into curvy sliders, keep the consistency
00:54:470 - the sound over here gets completely ignored, I'd just put a circle and a triple, or even better, use this pattern again 00:58:970 (1,2,3) -
01:06:970 (1,2,3) - again, this sound may be a little quieter but it's still there
02:27:170 (2,3,4) - I'd decrease the distance between the slider and the double, but that's optional

Can't find anything else that would stand out

I hope my mod was helpful, best of luck!
pishifat
gonna need to raise hitsound volume for pretty much everything except 01:31:170 (1,2,3,4,5,6,7,1,2,3,1,2,3,4,5,6,7,1,2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,4,1,2,3,4,5,6,7) - .
parts using your custom hitnormal could use a 30% increase
00:14:170 (1) - 01:43:770 (1) - 01:56:570 (1) -02:20:570 (1) - could use like 10-15% increases
02:08:970 (1) - and this will need to be like 30% as well lol

speaking of hitsounds, would really suggest like.. using more i suppose lol. sections like 00:52:570 (1) - seem lacking with only a clap every third beat and a finish every 4 measures. can easily expand on that by hitsounding the bass kicks like 00:54:770 (2) - with drum-finishes or something. using whistles to follow the melody as you do in the kiai could be okay too

another

should really try like using more variable slider velocity. sticking to 1x throughout the entire thing (aside from a few objects) doesn't really reflect the song too well :(
00:14:170 (1) - like this section using a lower sv than the kiai would be pretty appropriate
01:30:970 - and this section being even lower than both because it's like the calmest part of the song, then steady increases with 01:43:770 (1) - 01:56:570 (1) - these sections.
the section after last kiai using .75x is a good example of what i'm talking about (meaning it's what you should be doing)

00:32:570 (6,7) - should use rhythm that reflects the main instrument (as you did everywhere else). the red tick where 7 is clicked is unimportant g
01:40:570 (4) - better to leave this empty for the same reason you left 01:37:370 - 01:38:170 - etc empty. weird to map a sound which you ignored repeatedly earlier lol
02:00:570 (3,4) - 2 1/2sliders would be more appropriate. clicking on the red tick with object 4 is silly when it's the least important sound here
02:17:170 (4,1) - same concern as 00:14:170 (1) - . 4's tail more important than 4's head, and the following circle


hyper
00:32:770 (5) - same as another lol
01:40:570 (5) - heysame. especially a problem with this kind of spacing, but that won't matter if deleted anyway
02:08:170 (2,3) - should increase spacing for these. visually looks the same as other 1/2 spacings, which is pretty misleading g


adv
00:15:770 (1,2,3) - minor spacing error (pretty apparent with this distance snapping lol)


do something about those overall issues, then call me back
Topic Starter
jyu

[Nemesis] wrote:

Mod from my queue.

Another

I can see that you're completely ignoring the influence of claps in the entire into, which is okay if the claps weren't so goddamn distinguishable, for example:
00:19:970 (4,5,6,7,8,9) - I wouldn't make all notes in the stream equally spaced since you can clearly hear two claps, break and three claps. ooo you're right, fixed
00:20:970 (2) - the clap is situated on the sliderend which isn't clickable (that really hurts to play), even though it is clearly different from all the other sounds in this section i understand ur point, but idk this pattern was intentionally all slider so i guess i wont change
00:22:770 (4,1) - this is the only place where you actually shown the influence of the claps on the map, I don't think it will be hard to change patterns to be similar to these okay, will consider
00:47:370 (5,1) - this sort of movement breaks two rules: first of all it's an uncomfortable motion (which is uncommon in the entire kiai), secondly it covers (4) with its head, which is a thing that's never been used before in the section fixed (4)'s head
00:53:370 (5,6) - change those into curvy sliders, keep the consistency intentional, for shape's variety
00:54:470 - the sound over here gets completely ignored, I'd just put a circle and a triple, or even better, use this pattern again 00:58:970 (1,2,3) - at this part, i think the melody doesnt need triplets
01:06:970 (1,2,3) - again, this sound may be a little quieter but it's still there
02:27:170 (2,3,4) - I'd decrease the distance between the slider and the double, but that's optional im making it consistent with 02:33:770 (2,3,4) -

Can't find anything else that would stand out

I hope my mod was helpful, best of luck!
Thank you for mod! :) sorry for late reply, i was occupied with things

pishifat wrote:

gonna need to raise hitsound volume for pretty much everything except 01:31:170 (1,2,3,4,5,6,7,1,2,3,1,2,3,4,5,6,7,1,2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,4,1,2,3,4,5,6,7) - .
parts using your custom hitnormal could use a 30% increase
00:14:170 (1) - 01:43:770 (1) - 01:56:570 (1) -02:20:570 (1) - could use like 10-15% increases
02:08:970 (1) - and this will need to be like 30% as well lol gosh my osu setting has been quite high for hitsounds, which is why i mapped the hitsounds in this map with low volume. fixed all

speaking of hitsounds, would really suggest like.. using more i suppose lol. sections like 00:52:570 (1) - seem lacking with only a clap every third beat and a finish every 4 measures. can easily expand on that by hitsounding the bass kicks like 00:54:770 (2) - with drum-finishes or something. using whistles to follow the melody as you do in the kiai could be okay too i tried using the drum-finishes, but could only apply it at small places bcs its hard to use it when the pattern is following the melody, so imma try to use the whistles

another

should really try like using more variable slider velocity. sticking to 1x throughout the entire thing (aside from a few objects) doesn't really reflect the song too well :(
00:14:170 (1) - like this section using a lower sv than the kiai would be pretty appropriate fix
01:30:970 - and this section being even lower than both because it's like the calmest part of the song, then steady increases with 01:43:770 (1) - 01:56:570 (1) - these sections. fix
the section after last kiai using .75x is a good example of what i'm talking about (meaning it's what you should be doing) lmao okay

00:32:570 (6,7) - should use rhythm that reflects the main instrument (as you did everywhere else). the red tick where 7 is clicked is unimportant g fix
01:40:570 (4) - better to leave this empty for the same reason you left 01:37:370 - 01:38:170 - etc empty. weird to map a sound which you ignored repeatedly earlier lol hmm that makes sense,fix
02:00:570 (3,4) - 2 1/2sliders would be more appropriate. clicking on the red tick with object 4 is silly when it's the least important sound here fix
02:17:170 (4,1) - same concern as 00:14:170 (1) - . 4's tail more important than 4's head, and the following circle fix


hyper
00:32:770 (5) - same as another lol fix
01:40:570 (5) - heysame. especially a problem with this kind of spacing, but that won't matter if deleted anyway lmao yeah you're right, fix
02:08:170 (2,3) - should increase spacing for these. visually looks the same as other 1/2 spacings, which is pretty misleading g fix


adv
00:15:770 (1,2,3) - minor spacing error (pretty apparent with this distance snapping lol) fix


do something about those overall issues, then call me back
Thank you for mod! :)
JierYagtama
awwww hellll yeaaaaaaaaaaaaaaaaaaaaa
Topic Starter
jyu

JeirYagtama wrote:

awwww hellll yeaaaaaaaaaaaaaaaaaaaaa
thank you for the star! :)
pishifat
now that hitsounds are actually audible, i can tell your custom hitnormal is focused almost entirely on the right channel lol
use this balanced verison pls https://dl.dropboxusercontent.com/u/751 ... normal.wav

inasne
00:19:970 (4,5,6,7,8,9) - should go with same composition as 00:23:570 (4,5,1,2,3,4,5) - . looks less like an unintentional spacing mistake and a poor curve

hard
02:02:370 (4,5,6,7,1) - use same spacing as the intro. inconsistency and too mlg for a hard diff 00:19:970 (3,4,5,6,1) - . (i swear i wrote this in the last mod but i guess not)
02:09:370 (1) - any reason why here to the end switches to 2 measure comboing lol

normal
00:45:770 (5,1) - spacing

bub is coming for real next time
Topic Starter
jyu

pishifat wrote:

now that hitsounds are actually audible, i can tell your custom hitnormal is focused almost entirely on the right channel lol
use this balanced verison pls https://dl.dropboxusercontent.com/u/751 ... normal.wav goshjdhfjsdk thank you

inasne
00:19:970 (4,5,6,7,8,9) - should go with same composition as 00:23:570 (4,5,1,2,3,4,5) - . looks less like an unintentional spacing mistake and a poor curve fix

hard
02:02:370 (4,5,6,7,1) - use same spacing as the intro. inconsistency and too mlg for a hard diff 00:19:970 (3,4,5,6,1) - . (i swear i wrote this in the last mod but i guess not) fix
02:09:370 (1) - any reason why here to the end switches to 2 measure comboing lol because 2 measure comboing kinda fits the melody owait how to explan this

normal
00:45:770 (5,1) - spacing fix

bub is coming for real next time
Thank you for mod! :)
ZekeyHache
hi hi i'm a bn boi looking at your map

[General]
  1. your bg is too heavy, pls use this one, pretty much the same quality but a lot less file size
[Basic]
  1. 00:23:370 (2,2) - why don't you stack these two? it can give a neater appearance to the pattern and it shouldn't confuse beginners
[Advanced]
  1. 01:37:370 (1,2) - you can improve the blanket here
  2. 02:03:370 (2) - doesn't look good touching both sliders with their bodies since you don't do that in this diff until here, I'd suggest to move this one to the right so only thead and tail touch like with any other 1/2 patter in the diff, like this
[Collab Hyper Potions]
  1. 00:16:370 (2) - Is this a small jump or an inconsistency in spacing by mistake?
  2. 00:32:170 (2) - 00:35:570 (2,3,4) - 00:40:370 (2,3,4) - (and more) Here I guess it was by mistake, do you have stacking visible in the editor? if not, better turn it on because you can see the difference in spacing that takes in game, you can deactivate distance snap and fix that spacing (just look at previous and next object spacing)
  3. 02:30:170 (5) - Touches a bit the life bar on the default skin
[Another]
  1. 02:55:770 (5,1) - swap nc I guess
feel free to call me back by forum pm or in-game
Topic Starter
jyu

ezek wrote:

hi hi i'm a bn boi looking at your map

[General]
  1. your bg is too heavy, pls use this one, pretty much the same quality but a lot less file size i didnt realize the old one is 1.96MB and how did you compress it holy shit this one is even brighter thank you so much!!
[Basic]
  1. 00:23:370 (2,2) - why don't you stack these two? it can give a neater appearance to the pattern and it shouldn't confuse beginners fix
[Advanced]
  1. 01:37:370 (1,2) - you can improve the blanket here fix
  2. 02:03:370 (2) - doesn't look good touching both sliders with their bodies since you don't do that in this diff until here, I'd suggest to move this one to the right so only thead and tail touch like with any other 1/2 patter in the diff, like this fix
[Collab Hyper Potions]
  1. 00:16:370 (2) - Is this a small jump or an inconsistency in spacing by mistake? whooops fixed
  2. 00:32:170 (2) - 00:35:570 (2,3,4) - 00:40:370 (2,3,4) - (and more) Here I guess it was by mistake, do you have stacking visible in the editor? if not, better turn it on because you can see the difference in spacing that takes in game, you can deactivate distance snap and fix that spacing (just look at previous and next object spacing) ah i just noticed this error when i tried fixing the above. is this some kind of bug or smth? anyway fixed all the spacing inconsistencies
  3. 02:30:170 (5) - Touches a bit the life bar on the default skin fix
[Another]
  1. 02:55:770 (5,1) - swap nc I guess fix
feel free to call me back by forum pm or in-game
thank you for mod! :)
ZekeyHache
~Hyper Bubble~
Topic Starter
jyu

ezek wrote:

~Hyper Bubble~
goshsghfjs thank you!! :'D
Elva Anjani Uchiha
n g o j
pishifat
July 3, 2017
ezek - Today at 9:51 PM
@pishifat p/6109034
Topic Starter
jyu

pishifat wrote:

July 3, 2017
ezek - Today at 9:51 PM
@pishifat p/6109034
YOURE GIVING ME HEART ATTACK IM JHSDGHDSHGHSDHJGSJH OHMYGOD THANK YOU SO MUCH BN BOYS!!!
Shmiklak
oh shit, I remember I moded this in the beginning of my mapping career. Congratulations dude!
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