Hyper Potions - Porta Vista

posted
Total Posts
63
show more
[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! :)
JeirYagtama
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! :)
ezek
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! :)
ezek
~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!
Please sign in to reply.

New reply