Marilyn Manson - Cupid Carries a Gun (TV Edit)

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Topic Starter
iHatePeople
This beatmap was submitted using in-game submission on quarta-feira, 3 de julho de 2019 at 20:43:47

Artist: Marilyn Manson
Title: Cupid Carries a Gun (TV Edit)
Source: Salem Main Theme Opening
Tags: Rock Metal OP Drums Hell Gothic Creep
BPM: 120
Filesize: 13643kb
Play Time: 00:43
Difficulties Available:
  1. Easy (1,28 stars, 32 notes)
  2. Hard (3,13 stars, 92 notes)
  3. Insane (4,81 stars, 127 notes)
  4. Normal (1,89 stars, 51 notes)


Download: Marilyn Manson - Cupid Carries a Gun (TV Edit)
Download: Marilyn Manson - Cupid Carries a Gun (TV Edit) (no video)
Information: Scores/Beatmap Listing
---------------
This beatmap was submitted using in-game submission on domingo, 1 de janeiro de 2017 at 18:01:17

Artist: Marilyn Manson
Title: Cupid Carries a Gun (TV Edit)
Source: Salem Main Theme Opening
Tags: Rock Metal OP Drums Hell Gothic Creep
BPM: 120
Filesize: 13713kb
Play Time: 00:43
Difficulties Available:
  1. Easy (1,17 stars, 32 notes)
  2. Hard (2,97 stars, 92 notes)
  3. Insane (4,58 stars, 127 notes)
  4. Normal (1,76 stars, 51 notes)


Download: Marilyn Manson - Cupid Carries a Gun (TV Edit)
Download: Marilyn Manson - Cupid Carries a Gun (TV Edit) (no video)
Information: Scores/Beatmap Listing
---------------
Nao Tomori
hello, from #modreqs.

this map feels like it is from 2010 or so, very geometric style xd

00:04:929 (3) - i'm not a fan of the uneven spacing on these. it might be better to just stack during the breaks in the music since there's nothing going on = no cursor movement. this happens all throughout the map, but it would require entirely remapping it to do so.

00:16:596 (2) - this could definitely use bigger spacing. if you ctrl g'd them all then it would be nice imo.

00:17:596 (4) - i dont here any "wiggly" sound in the music. i think you should just make this a simple curved slider. you could lower the SV if you wanted to put more emphasis on it as well.

00:19:096 (1,1,1) - same here

00:22:596 (1) - this kind of thing plays horrifically badly, at this bpm it's really hard to flow aim it so it forces you to snap to a bunch of high angle thingys. basically it makes it really awkward to play. it would be better to make the angles sharper by ctrl g'ing (2,3) and (5,6).

00:24:596 - in this section you placed finishes for emphasis. you could also increase spacing on the notes with finishes to distinguish them from the other notes with the current (same) spacing. for example, 00:26:096 (4) - could be spaced more.

00:33:429 (1) - i think you can map through this spinner

00:42:596 (1,2,3,4,5,6,7) - the spacing on this pattern is really weird. i think you should make it a bit more consistent, because right now it goes from 4 DS to about 1 DS.
00:00:096 - there should be a note here, right?

00:00:929 - i think the slider should end here, and have a note on the white tick.
00:01:596 (3) - same

overall i think the spacing in this diff is really inconsistent, while most "hard" diffs have very consistent, almost purely distance snapped spacing. i'll point out some examples of weird spacing.

00:03:429 (4) - 2.1 spacing when the previous bit was 1.5
00:03:596 (5) - 1.75 spacing when the previous bit was 1.5
00:04:596 (1) - .83 spacing.
00:10:096 (5) - 2.1 spacing suddenly
00:13:096 (4,5) - these beats arent particularly stronger, but they're both about 2.3 spacing
00:20:596 (1) - sudden small spacing
00:27:596 (6) - sudden 3.8 spacing

00:07:429 (7) - this could be stacked, otherwise its a tiny movement for no reason imo.

00:16:096 (1,2,3,4) - this kind of back and forth flow might be too complex for a "hard" difficulty. i think you should revise it to something easier to read.

00:25:762 (5) - this has a few too many circles in a row for a hard diff imo, and line jumps can be quite offputting for "hard" difficulty players. i recommend adding in sliders and making sharper angles.

00:32:095 (1) - im rank 4k and i have trouble with this kind of slider, imagine a rank 100k trying to fc the map and slider breaking on this constantly... it's really fast slider with a weird motion, please reconsider it.

00:37:762 - i would remove both of these spinners and just map the song here.

overall, the spacing makes the map harder than a hard difficulty should be IMO. it looks like a pretty old style map, and it has a lot of the flaws (or differences in style from the meta) that those maps have today.

good luck!
SolariS
Hello, from my queue

General
Hitsounds are way too loud in comparison of the song

Easy
00:33:596 (1) - Should map this instead of a long spinner

Normal
I think you should lower the slider velocity. 1.80 is too high for easy and normal difficulties.

Hard
My suggestion for this difficulty is AR 8 and OD 6

Insane
00:29:096 (4) - This note is off (1 space right)
00:33:429 (1) - Maybe map here too instead of long spinner

That's all I have, such a short map :? As Tomori also made most comments too.

Good luck :)
Lilyanna
Hi m4m from ur queue

easy :

00:12:096 (3,1,2) - would look more neat if u blanket them
00:18:096 (1,2) - avoid these kind of stacks in easy or any kind of stack but this is really confusing for new players just better keep it simple
00:20:596 (1,2) - this 1/3 snap is hard for easy avoid also :o
00:11:096 (1) - remove nc 00:12:096 (3) - nc 00:13:596 - remove nc and so try to stay consistent with nc and nc every 2downbeats
00:19:096 (2,3) - inconsistent ds
00:21:596 (2,3,1) - ^
check aimod

Normal :

00:00:596 (1) - remove nc again nc here is kinda unconsistent and u should place nc only on the downbeat
00:40:096 - make this clickable like u did in easy for consistency and its also better to be clickable since its strong beat
00:11:096 (1,2) - make sure u have consistent ds pls

hard :

00:00:096 - clickable like u did in rest difficulties
00:06:596 (5) - too big angle imo try make it wavy slider would playes better
00:39:596 (4,1) - doesnt look so apealing imo like that maybe try stack it on slider 4

insane :

00:16:596 (2) - maybe ctrl g for better flow
00:15:262 (2,1) - also this overlap not so apealing

over all looks solide , work more on ur nc placing consistency they seem little random i hope i helped good luck :)
Topic Starter
iHatePeople
Mod applied.
Easy Remap
Hard changed to Hard Insane - I know HArd diffs have consistent ds, but not this map, then i change the name because is a insane diff too, but in hard diff.
I like jumps ><

00:33:429 (1) - I prefer the spinner, to avoid draw game.
mjozog3
Sorry for such a short mod. This map is already nearly top notch :)

Easy

- Is AR 5 necessary? I think that AR 4 would fit it a bit better
- Why are the inheriting sections on 00:08:076, 00:14:429 and on 00:15:929 there when you don't need to use them - (After checking other diffs. The other diffs have more volume changes than this one. Why is that?)

Normal

- Why are the inheriting sections on 00:08:076, 00:15:929, 00:23:596, 00:32:095 and 00:38:596 there when you don't need to use them
- Slider velocity for Normal is very high. Consider changing to 1.4

Hard Insane

- Why don't you call this diff Light Insane?
- This diff has more concise inheriting sections, however on Normal for example on 00:24:096 there is 65% volume and on this diff there is only 60%. Please keep the volume consistent across the mapset.
- Slider velocity on this diff is good since the player has to jump more while on normal it does't make too much sense.

Insane

- 00:12:096 (3,4,5,6,7) - This part plays really weirdly. Can you possibly change this a little?


This mapset is very good. All of its beats go alongside the music and what else can I say aside from 'Good Luck. I hope that you will rank this map :)'.
LeeSinOrAfk
Hey, NM from my queue

Since it's pretty short i'll take a look at all diffs :)

[Easy]

  1. I suggest that you reduce the AR to 4 to make the spread better with the normal as right now they have the same AR
  2. Imo, you should map the beginning to make the map start consistently with the rest of the set, maybe you could just make a spinner from start to 00:06:096 -
  3. 00:22:596 (1) - Move the ending node of the slider to x:392 and y:160 to make the blanket a bit more clean


I mean yeah this is pretty short and consistent, not much to find sorry

Normal is very clean, nothing to say

[Hard Insane]

  1. AR8 to balance with other diffs better
  2. You should NC consistently through the whole diff on big white ticks such as 00:00:096 - 00:02:096 - 00:04:096 - Because right now it's not
  3. Rename this diff to Light Insane since it's what we see in recent maps
  4. 00:02:596 (1) - Move this one grip to the right so it's right in the center of the playfield
  5. 00:27:429 (5,6) - This jump is rather huge, how about placing 00:27:596 (6,1) - these two at x:256 y:80 to have a more fair distance and making it fit the theme of you map a bit more by placing it in the center of the playfield
  6. 00:31:429 (4,5) - this pattern would look more clean if you made the DS consistent here imo like this https://osu.ppy.sh/ss/6424546
  7. 00:41:429 - You could add a circle here because there's a drum beat


[Insane]

  1. Same comment about the NCing on this diff, make them consistent
  2. HP8 is starting to get a bit high, i suggest you put it down to 7
  3. 00:04:762 - Add a note here, there's a drum beat, you can place it between 00:04:596 (2,3) - so it doesn't screw up the rest of pattern
  4. 00:18:429 (5,6) - Move 5 towards 6 a bit more because the distance is kinda large
  5. 00:18:929 - Add a note here, drum beat
  6. 00:26:929 (3,6,8) - This overlap doesn't look very nice, when you highlight them. Try to put 6 right between 3 and 8 so it looks better, 6 would be at x:256 y:76 and 8 would be at y:40
  7. 00:28:762 (2) - Stack this on top of 00:29:596 (7) - to make the pattern look more structured
  8. 00:29:929 (8) - Stack this on top of 00:30:762 (2) - , same reasonning


Alright i guess that's it, sorry not much to find but i hope it helped, this is really clean and i like the old style a lot

Good luck with ranking! :)
Sonnyc
Hello!

This map was something better to see than anything expected from a less known mapper. Guess it was because it was using some organized placements such as symmetry. Generally, I could see several stuffs being placed for the sake of those organization. Such as 00:03:596 (2,3,1,2) - 00:26:096 (1,2,1) - in normal. Structurally saying, the spacing of 00:04:596 (1,2) - was similar with 00:00:096 (1,2,3) - and being a 0.8x instead of 1.00x also readable, you might think it isn't much a problem. But considering the actual spacing of those are similar to 2/3 1.00x spacings, it wasn't nice enough in the overall spacing design. Consistent spacing usage will make your stuffs more organized.

Among all diffs, Insane felt to be the most well made, and was also my favorite. While some jumps aren't technically spaced evenly, they are readable enough by the high ar and is also forming a shape of their own. Though I wouldn't normally prefer such settings since they are easy to lack any organization, guess the one you've done here was a nice approach. Things like 00:06:596 (1,2,3) - this felt nice in forming a visually stable pattern.

Things what you can improve more for me was some analysis of structure of the map. Some patterns seemed to be mapped for the sake of the patterning, instead of truely reflecting the song. For example, 00:19:096 (1,1,1) - in insane, musically 00:19:096 - and 00:19:596 - are inside one vocal line, and a new line starts at 00:20:096. That being said, 00:19:596 (1,1) - forming a symmetry in patterns instead 00:19:096 (1,1) didn't seem to be reflecting the song strongly. Visually they are stable enough since it is forming a symmetry, but think if that symmetry is really matching the song.

Also take a look at 00:30:596 (1,2,3,4,5,6,7). A symmetric placement of objects. Pretty visually appealing, huh? However try corresponding with the song, and check if the actual placements and the movement are reflecting the song. 00:30:596 (1,2,3) - (2) and (3) are pretty consistent in sounds. Why is (1,2) and (2,3) having a different spacing? 00:30:929 (3,4) - (4) has a stronger sound. Even it wasn't that big, having some small jump along an angle change to express that was nice. But the spacing of that is the same with 00:30:596 (1,2) - which is different in music. 00:31:262 (5,6) - Again, (5) and (6) are similar in music but has got a different spacing.00:31:262 (5,6,7) - (5,6) are drum sounds and (7) is containing a whistle and they all have a same spacing along no angle change unlike what you've done at 00:30:762 (2,3,4).

Easy & Normal was not bad. But nothing more than that. It felt like just following the distance snappings and flows, but didn't showed something interesting.

Didn't liked Hard so much since the jumps created a huge difficulty gap with Normal. Also things like 00:00:596 (1,2,3,4) felt too much forced. To form a proper medium between Normal and Insane, you may want to do a rework on this diff in a way to 1) introduce 1/3 clicks to players 2) less intensely than Insane. Pretty simple; using jumps weaker, and less frequently will assure you that feature. Although there were no consecutive 1/3 jumps like Insane, other stuffs were pretty much like Insane. Also the approach rate raised too drastically because of that.

Rate: 5 / 10 - a good start!

The following is some additional moddings:

Easy.
Considering the note density, the approach rate was pretty high. That made some organized patterns less noticable, and also forcing beginners to require some reaction skills in the lowest difficulty. You may want a lower ar for an appropriate setting for beginners, and to take more advantage of your mapping.
00:30:596 (1) - This is offscreen.

Normal.
00:21:096 (3,1) - Though it isn't that strong, the jump here didn't felt appropriate in this difficulty.
00:23:929 (1) - This was the only difficulty that contains a spinner here, and considering your spinner structure in your mapset, it didn't felt appropriate enough. Also it resulted in a short recovery time between 00:23:929 (1,1), which isn't recommended in this difficulty.

Insane.
00:08:096 (1,2) - This felt like the only overlapping 1/3 in this difficulty. Removing the overlap would make stuffs more consistent.
00:16:596 (2) - Consider a ctrl+G on this. While the beat of (1,2,3,4) being relatively consistent inside the music, currently only (1,2) is having a jump. It didn't felt like reflecting the song properly.
00:19:096 (1) - The path feels way too scrunched compared to the music.
00:19:096 (1,1,1) - 3 NC in a row kinda felt a little messy.
00:22:596 (7) - The music and the pattern feels detached from the previous line. You may want to consider a NC.
Hobbes2
Hi, from #modreqs :)

[General]

The video's audio track must be removed from the video file. It looks like there's audio in the video of your map, which is unnecessary. Please remove it to save file size.

Audio file bitrate is too high. Your mp3 is 320 kbps but to be rankable a song must be 192 kbps or lower. Please find a suitable mp3.

It looks like the sliderwhistle hitsound is unused I cant find where you use it, if you aren't using it please remove it.

[Easy]

You need to have a more consistent New Combo pattern. I suggest placing a new combo on Every Downbeat. This would mean NCs go on 00:10:096 (3), 00:12:096 (3), and etc. This is consistent and follows the music well.

00:08:096 (1,2,3) - This is cool; it matches the music rather well; I like how the finish sound effect intensifies the effect that the pause has on the player. But why not do it again 00:16:096 (1,2,3) here? It's a shame not to use that effect again imo.

00:09:096 (2,3) - This flow isn't very good, I suppose you can say it's emphasizing the finish but this is just an Easy after all, this flow feels out of place for this difficulty. I would place the note so that the path from 2 to the circle is more obvious.

00:24:096 - As this is the start of the kiai time, it deserves to at least be clickable. Having the kiai start on a reverse is very underwhelming.

00:26:096 - In fact, I suggest making all of these downbeats clickable. They're powerful sounds and it makes more sense to the music to do so.

00:33:596 (1) - This spinner is too long for an Easy. I think is practically unrankable; an Easy player does not have the stamina to clear a spinner this long. Map out of some the rhythm and then put the spinner later.

[Normal]

Same thing regarding NCs as I said in the Easy; put them on the downbeats. It's more consistent and it's cleaner.

00:00:596 (2,3,1) - I don't think this kind of overlap pattern is good for a Normal as it can be tough to read for newer players.

00:00:596 (2) - DS is broken on this slider, it's not a big deal but keep that in mind and see if you can fix it.

00:11:096 (1) - Maybe do this kind of shape to make the flow better? - https://osu.ppy.sh/ss/6458853 the current flow from the circle into the slider 1 does not play well.

00:23:762 (1) - This spinner is too short to be rankable. It needs to be a bit longer. Not enough time for the player to react and complete the spinner, especially at a Normal level.

[Light Insane]

Nice symmetry.

Same combos as before; Downbeats are a good place to put them!

00:03:596 (5) - This shape isn't symmetrical about the y axis (ctrl+h it to tell) so it ruins the symmetry effect. Try to perfect the shape.

00:10:096 (5,1) - Eh, I don't really like this overlap, would probably be better without it. This is just like my preference so feel free to ignore.

00:20:929 (6,7) - You could blanket these.

00:23:596 (3) - Because of the stacking this pattern doesn't look good, I would do something different.

00:24:096 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6) - The reason this diff is so hard compared to the normal is all of this single tapping. If you nerf it a bit, then it would be much more akin to a Hard diff than a Light Insane, which is what I think you should do. The map goes from pretty simple rhythm and patterns to this single tapping which is a big spike in difficulty.

[Insane]

This diff is really fun to be honest.

Again, combos on downbeats please.

00:30:096 (9,5) - Stack?

00:39:429 (4,5) - You could move this so that 5 stacks on 1.

00:41:429 (2) - Move this to x:356 y:244 and move to x:149 y:244 to stack under the triangle's corners properly.

Neat. It's a simple diff because of the symmetry but that doesn't make it inherently bad.

Good luck.
Rose Melody
Hi .. Mod from Queue ..

Easy :


  • 00:13:596 (2,1) - here it will make it confusing for the player .. between 2 circles .. i suggest for you this -> http://i.imgur.com/0Z70aKX.png .. or maybe something else but don't please stack it .. its not a good solution ..
    00:27:596 (3,1) - ^ Same ..
    00:38:596 (2) - This 90 degree its hard .. how about something like this - > http://i.imgur.com/vtb6gAv.png ? To make a beautiful pattern ..
    00:41:596 - Start the spinner here .. i hear a strong beat from here ..


Normal :

  • 00:02:596 (1) - how about this slider look -> http://i.imgur.com/YyU936j.png .. Its up to you ..
    00:28:929 (2,3,4,5) - how about if you made these circles short sliders .. cause like that they will get 100x sometimes ?



Light Insane :

  • 00:06:596 (1,2) - why this jumps .. just stack it with the slider with the circle no.2 ..
    00:11:096 (6,7,8) - these slider touched each other .. please its looks ugly like that sorry ! but just make a little bit space between of them ..
    00:25:096 (1,2,3,4,5,6) - these spacing its really huge .. how about if you reduce it ?
    00:27:429 (5,6) - why this jump between 5 and 6 .. use DS between them .. to look there is no gap ..

Insane :

  • It looks fine for me ..


That's all ..

Good luck on your map !
hi-mei
Insane:
00:07:096 (2) - move sliderend a bit to the top, the slider start is a bit higher for some reason

Light insane:
00:30:096 (5) - make this just straight shape?
00:32:095 (1) - nice

Hard:
00:08:096 (2) - looks weird

idk man this map is clean
no kds
Skylish
You request a mod from my Taiko modding queue (seriously what?). I am not even a STD mapper so probably my mod is not decent enough. While, I am not good at plaing STD as well....

[General]

> For this kind of short map, I dont think a Kiai session is needed.
> Audio could be 60~65%. 50% sounds too weak, esp. for the Finish hitsound.
> 00:33:596 - there is more mapping space instead of just putting a spinner to mask it.
> The music quality is too high (320kbps). Please make it be <= 192kbps.

[Easy]
> 00:14:096 (1,2) - the sequence should go like: reverse slider --> circle, comparing with 00:12:096 (1,2) - . The note pattern should be alike.
> 00:24:096 (1,2) - ^ same case as above. This time might be slider --> circle --> circle.

[Normal]
> 00:08:096 (1) - this irregular shaped slider is weird comparing with others. Maybe using a curve one is already enough.
> 00:22:596 (1,2,3) - they are kinda anti-flow. Fix them in one direction flow perhaps as you can see the tendency of the flow is in circular direction at 00:20:096 - .
> 00:23:762 (1) - this slider is unnecessary since you've got this timing mapped with sth at other difficulties. Why not in Normal then?
> 00:26:096 (1,2) - it should be more complicated comparing with Easy.
> From 00:38:096 - to 00:41:596 - , the problem is the same as above. It is even worse since the spinner is lengthened which makes the pattern there may be easier than Easy. Isn't that strange?

[Light Insane]
> 00:13:596 (6,7,1,2) - DS is too large imo.
> Why do you use more hitsounds in Kiai in Light Insane? Hitsounds should be consistent in all difficulties.
> 00:40:596 (2,3,4) - DS is too large comparing with that of 00:39:096 (2,3,4) - .
Come[Back]Home
M4M from your queue


General
I suggest you try to get a hitsounds to mute the sliderball sound. Its doesnt fit at all to the song and kinda ruins it.

Easy

* 00:14:096 (1) - You could add a finish here, I think that it creates a cool hitsound pattern. Same here 00:38:096 (1,1) -
* 00:21:596 (2) - Same on this sliderend.

Normal

General
The SV used is way too high for a Normal. Jumping from 0,8 sv in Easy too 1,8 in Normal is just insane and unrankable. You should use lower sv (1,0-1,4)
Sliders with shapes like this 00:08:096 (1) - will be hard to follow that way.

*00:11:096 (2) - Move this one a bit down, it on the same height with the hp bar.

Same about the finish hitsounds here.

Light Insane

General
No Hard? You directly jump to Light Insane? Spread is kinda weird tbh

* 00:07:596 (5,6) - The spacing is a bit high considering that this is a Light Insane and not an Insane. You should reduce it a bit, its too hard otherwise.
* 00:10:096 (1,2) - Why the low spacing here? It has the same spacing as the fast youve used before which is kinda weird.
* 00:15:429 (4,5) - This is too hard to read in an Light Insane, think about something else.
* 00:16:096 (1,2,3,4) - Since the flow of those is mostly akward, how about you rearrange it to make it flow better?
* 00:27:429 (5,6) - I dont get why you used such high spacing here
* 00:32:095 (1) - This slider can be clearly improved. Like This

Insane

Not much to say, I really like this diff. Have a star!
Rieri
Hello~ from #modreqs

General
  1. I believe the correct metadata would be Marilyn Manson - Cupid Carries A Gun source
    Unless you have the metadata source that can back you up on the current metadata used, I recommend using the one I have for you (for now)
  2. BG can be as big as 1920x1200 now, you could add the same bg with higher resolution if you want to.
  3. The SV gap between Easy and Normal is HUGE like 1.0 HUGE. I'd make it increase linearly
  4. The sliderslide you used is really loud compared to the song itself and kinda ruins the song entirely. It would be better to get a silent sliderslide sound
  5. You do not have to add Salem Main Theme Opening to tags since it's already in the source.
  6. Unless you are planning to add a Hard difficulty, you should change Light Insane to Hard.
Easy
  1. I'd reduce AR by 1 just to be on the safe side.
  2. 00:18:096 (3) - NC here. You are NCing every 4 beats so this should be NCed for consistency.
  3. 00:12:096 (1,2) - distance error, make sure you are using distance snap 10000000000% of the time you are mapping a Easy or a Normal difficulty. Make sure there aren't any other distance errors manually because AiMod doesn't seem to be picking those up
  4. 00:33:596 (1,1) - There should be at least 4 beats (1 full measure) of break after the spinner so the player can react to the next object.
Normal
  1. 00:06:596 (1) - no nc here. you chose to nc for every 8 beats now. choose either nc every 4 or 8 beats to keep it consistent.
  2. 00:23:762 (1,1) - There must be at least 2 beats (half a measure) of break after the spinner for the same reasons above.
  3. 00:16:929 (3,4) - 00:20:929 (3,4) - so you don't choose to stack here but then you stack 00:31:429 (2,3) - here and 00:07:929 (4,1) - here which really is inconsistent, stick to one thing for the sake of quality

need improvement on light insane and insane.

I expect you to reply to my mod. (you should reply to everyone's mod tbh)

gl
Topic Starter
iHatePeople

ProEzreal wrote:

Hello~ from #modreqs

General
  1. I believe the correct metadata would be Marilyn Manson - Cupid Carries A Gun source
    Unless you have the metadata source that can back you up on the current metadata used, I recommend using the one I have for you (for now)
  2. BG can be as big as 1920x1200 now, you could add the same bg with higher resolution if you want to.
  3. The SV gap between Easy and Normal is HUGE like 1.0 HUGE. I'd make it increase linearly
  4. The sliderslide you used is really loud compared to the song itself and kinda ruins the song entirely. It would be better to get a silent sliderslide sound
  5. You do not have to add Salem Main Theme Opening to tags since it's already in the source.
  6. Unless you are planning to add a Hard difficulty, you should change Light Insane to Hard.
Easy
  1. I'd reduce AR by 1 just to be on the safe side.
  2. 00:18:096 (3) - NC here. You are NCing every 4 beats so this should be NCed for consistency.
  3. 00:12:096 (1,2) - distance error, make sure you are using distance snap 10000000000% of the time you are mapping a Easy or a Normal difficulty. Make sure there aren't any other distance errors manually because AiMod doesn't seem to be picking those up
  4. 00:33:596 (1,1) - There should be at least 4 beats (1 full measure) of break after the spinner so the player can react to the next object.
Normal
  1. 00:06:596 (1) - no nc here. you chose to nc for every 8 beats now. choose either nc every 4 or 8 beats to keep it consistent.
  2. 00:23:762 (1,1) - There must be at least 2 beats (half a measure) of break after the spinner for the same reasons above.
  3. 00:16:929 (3,4) - 00:20:929 (3,4) - so you don't choose to stack here but then you stack 00:31:429 (2,3) - here and 00:07:929 (4,1) - here which really is inconsistent, stick to one thing for the sake of quality

need improvement on light insane and insane.

I expect you to reply to my mod. (you should reply to everyone's mod tbh)

gl
All aplied.
Normal/Hard Remapped.
[A L P H A]
Hi!
Mod from my queue


[Easy]
  1. Nothing Found! Very Good Diff ;)

[Normal]
  1. Dont Repeat The Same Slider The Whole Time..
  2. 00:22:596 (4) - change this slider, would look better

[Hard]
  1. 00:17:596 (4,2) - Stack Them Correctly Pls xd
  2. 00:32:095 (1) - Make This One Longer So It Fits With The Music

[Insane]
  1. Nothing Found! Nice Diff Bro ;)


sry for the short mod i didnt founded anything more.
also want to ask if you need gd's cuz im interested if so
Topic Starter
iHatePeople

[A L P H A] wrote:

Hi!
Mod from my queue


[Easy]
  1. Nothing Found! Very Good Diff ;)

[Normal]
  1. Dont Repeat The Same Slider The Whole Time.. This slides have this smash because of hoarse voice
  2. 00:22:596 (4) - change this slider, would look better
Change the SV in Normal Diff is not good, then i make this slide to match with the song
[Hard]
  1. 00:17:596 (4,2) - Stack Them Correctly Pls xd Fixed
  2. 00:32:095 (1) - Make This One Longer So It Fits With The Music
This is optional, i preferer finish in the white stack
[Insane]
  1. Nothing Found! Nice Diff Bro ;)
Ty for mod.
Dailycare
Random mod for hard diff

[Hard]
*00:07:429 (4,5) - What about trying to copy and paste 00:06:596 (2,3) - ? It will be better to see.
*00:09:596 (4) - Why did you use that distant spacing? Any reasons?
*00:13:596 (6) - Same as above
*00:15:262 (3,4,5) - It might make players confused. I just don't recommend stacking a circle to the end of a slider
*00:16:096 (1,2,3,4) - It would be hard to read lol.
*00:23:096 (3) - What about ctrl+g? Or I just want you to change patterns.
*00:32:095 (7) - Add a NC? Cuz you set a NC in Normal too.
Topic Starter
iHatePeople

Dailycare wrote:

Random mod for hard diff

[Hard]
*00:07:429 (4,5) - What about trying to copy and paste 00:06:596 (2,3) - ? It will be better to see. Because of DS
*00:09:596 (4) - Why did you use that distant spacing? Any reasons? No Reason - Fixed
*00:13:596 (6) - Same as above Strong beat - Maybe DS is too high - Nerf Jump
*00:15:262 (3,4,5) - It might make players confused. I just don't recommend stacking a circle to the end of a slider OK :( - Remapped
*00:16:096 (1,2,3,4) - It would be hard to read lol. I know that ( ͡° ͜ʖ ͡°) - This Pattern i will not change (only if BN ask), because this song is too short and need difficult, this pattern is good and i will not change, is hard but is readeable
*00:23:096 (3) - What about ctrl+g? Or I just want you to change patterns. Much Better, Ty
*00:32:095 (7) - Add a NC? Cuz you set a NC in Normal too. Fixed
note551
Hi, from M4M https://osu.ppy.sh/forum/p/5701581/

00:11:092 (2,3) Personally, I would change this to a slider

00:19:096 (2,3) ^same
00:07:096 Slider would be better imo

00:10:596 Add hit circle here so better flow

00:18:596 ^same

00:20:929 (2) not neccessary

00:29:762 Maybe something like this instead


00:40:096 (1) Make the slider longer until 00:41:096
00:01:096 (3) stack it under (2)

00:01:429 (4) Stack on (5)
00:02:096 (1) ^same

00:02:929 (3,4) I would change this into a slider
00:03:429 (5,6) ^same

00:07:096 (3) Stack under (2)

00:07:429 (4) Stack on (5)

00:08:929 (2) Stack on (3)
00:09:596 (4) ^same

00:12:596 (2,3,4) I would put them closer, like distance snap x0.7
00:14:596 (2,3,4,5) ^same

00:16:096 (1,2) Maybe something like this


00:17:096 (3,4) ^same


00:24:096 (1,2,3,4) Reduce distance snap to (0.7x)

00:25:596 (6,7,8) Reduce distance snap to (1.0x)

00:27:262 (4) Not a big fan of the placement of this 4
00:05:929 Misplacement? It's VERY sudden :o

Generally, the entire map is REALLY huge jumps, maybe turn it down a notch and move stuff around to make it interesting other than just fast jumps
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