01:50 Fort: yo
01:50 *Fort is playing [http://osu.ppy.sh/b/746090 Within Temptation - Iron [Steel]]
01:50 Fort: lel
01:54 Fort: why AR9.9?
01:55 baraatje123: I set it high because of high speeds and for better readability, but I wanted to not set it to 10 :P
01:57 Fort: yeah but the weakness on this map is on slow part which makes High AR hard to read
01:58 Fort: i think i can read this pattern with AR9.3 or maybe i can read it with AR9 too
01:58 baraatje123: [https://osu.ppy.sh/forum/t/47941 If only this was implemented]
02:04 Fort: lol i didnt expected some spaced triplets there
02:05 Fort: i think ending part so very forced
02:06 Fort: especially with that triplets and Unrankable sliders
02:06 Fort: it's the real burai sliders which i cant probably read that patter
02:06 Fort: n
02:07 Fort: but still as i said, you need to lowe your ar because it's probably 198bpm song
02:07 baraatje123: Well, It's al 1/3, so triangles are best
02:08 Fort: no
02:08 Fort: eh nvm
02:08 Fort: i objectively mentioned this as unrankable sliders
02:08 Fort: 04:08:807 (4) -
02:08 baraatje123: lol
02:08 Fort: 04:09:716 (7) -
02:08 Fort: 04:12:444 (4) -
02:08 Fort: 04:13:353 (7) -
02:08 Fort: 04:14:262 (3) -
02:08 baraatje123: I know, I thought those were fun, but you're right
02:09 baraatje123: that many O.o. I thought only the last one was
02:09 Fort: 04:20:171 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2) - and the difficulty speed reduction on here really awkward
02:10 Fort: compared with density on here 04:15:171 (4,5,6,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3) -
02:11 Fort: and probably overmapped that part very forced
02:12 Fort: i bet
02:12 Fort: if you delete all triplets pattern on there and change it to only 1/3 circles
02:13 Fort: your star rating are not changing
02:13 Fort: just a bit i guess
02:14 baraatje123: Good idea
02:15 Fort: 05:14:262 (1,2,3,4,1,2,3,4,1,2,3,4) - im not sure other players can get rid on this
02:15 baraatje123: Should be fine considering the end has huge speed
02:16 Fort: yeah
02:16 Fort: but you need to consider this one probably
02:16 Fort: 04:20:171 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) -
02:16 Fort: speed reduction on there reduce emphasize on song (especially on kiai time)
02:17 Fort: and anti jump there feels rigid to hit
02:18 Fort: 04:26:687 (2,3) - better swap this placement
02:18 Fort: 04:27:141 (2,3) - same
02:19 baraatje123: Ok
02:21 Fort: 05:07:368 (3,4,5,6,7,8,9,10,11,12,13,14,15) - im not sure this overmapping good
02:21 Fort: jumpstreams makes it hard to expect
02:22 Fort: 05:07:368 (3) - just delete this and see the difference
02:22 baraatje123: Jumps feel btter there now you mention it
02:22 baraatje123: At 1/3 then (no 1/6 jumps ofc xD)
02:23 Fort: 05:07:898 (9,10,11,12,13,14) - Spaced streams
02:23 Fort: Overmapping spaced stream, now you get it xD
02:25 baraatje123: Yea, changed them into 1/3 jumps
02:25 baraatje123: Also changed the first 4 Burai sliders (A little Burai, but with visible path now)
02:26 Fort: 04:17:444 - im still thinking with this part
02:26 Fort: i think this guitar vibration
02:26 Fort: yeah
02:26 Fort: how to said it but i think you can put some streams here
02:26 Fort: 1/6 streams
02:29 Fort: just like a long streams like 04:44:716 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - (27 combos) or (13 combos)
02:29 baraatje123: ok
02:30 Fort: 02:12:292 (1) - new combo on here quite confusing
02:31 Fort: but yeah
02:31 Fort: it will be more confident if you put new combo at downbeat
02:32 baraatje123: Downbeat got `taken` by end of the big slider
02:32 Fort: yeah just a suggestion
02:32 Fort: you can considering it if you want
02:33 Fort: 03:33:807 (1) - this SV change is annoying compare with high distance jumps on previous part
02:33 Fort: make it 1/1 slider
02:34 Fort: and add circle on 03:34:716
02:34 Fort: 03:34:716 -
02:34 Fort: to reduce some chance on sliderbreaking
02:34 baraatje123: Ok
02:36 Fort: 04:09:565 (6,7) - you already fix this burai sliders, but make sure flow movement on here is good too
02:37 baraatje123: Made it something different (as that is all 1/6)
02:37 baraatje123: Made it a "weird-at-first-glance-but-very-playable" stream
02:37 Fort: yayaya
02:37 Fort: lol
02:37 baraatje123: Also, I changed Offset with -20
02:38 Fort: okay
02:38 Fort: wait what??
02:38 Fort: -20ms??
02:38 Fort: it's too early
02:38 baraatje123: To 6515
02:39 baraatje123: It was soo incredibly late
02:39 Fort: ah okay then
02:39 baraatje123: At 25%, All 1/6 and most 1/3 felt incredibly off, not anymore =D
02:40 Fort: kay
02:40 Fort: maybe just it for now
02:40 Fort: #1
02:40 Fort: need to sleep lol
02:40 baraatje123: Lol
02:41 baraatje123: SR hightened by 0.03 after applying it all xD
02:43 Fort: yeah im trying to do some suggestion without reducing/increasing SR
02:48 baraatje123: Changed Guitar kiai for more 1/6
02:55 baraatje123: And updated (6,72 (+0,12 in total))
02:55 Fort: owo
02:55 Fort: i smell overmapping there
02:55 Fort: lol
02:55 baraatje123: Wait, ehy on earth do I jave OD 6.6 O.o
02:55 baraatje123: Those typos O.o
02:55 Fort: oh yeah
02:55 baraatje123: Lol
02:55 Fort: you should change it
02:56 baraatje123: What do you think is best? 8? 9?
02:56 Fort: but still i didnt recommend high AR on here
02:56 baraatje123: Od is always the one factor I don't know what to put it on
02:56 Fort: just put 9.6 then
02:56 Fort: AR9.6 OD 8.8
02:57 baraatje123: Well, AR is completely Subjective, as it's really jumpy and such, I think AR9,9 should be fine (but I'll ask around)
02:57 baraatje123: Okay
02:57 Fort: but it almost AR10
02:57 Fort: D:
02:58 baraatje123: LOL http://puu.sh/jf5Hx/b46e6a0033.png
02:58 baraatje123: http://osu.ppy.sh/ss/3450292 Since when does this appear O.o
02:58 Fort: 2015
02:59 Fort: since decimal diff setting appeared
02:59 baraatje123: So people know when to hit better?
02:59 baraatje123: So every ,1 at AR means 15ms O.o (Looking at screenshot)
03:00 baraatje123: Quite handy
03:00 Fort: yeah
03:01 baraatje123: Oh also why did you change the Xiao Mei diff name?
03:01 Fort: because
03:01 Fort: Xiao means 5 years old
03:01 Fort: Mei means 6
03:01 Fort: 2015 means 2015 combo
03:02 Fort: you will get what i mean :)
03:02 baraatje123: O.o
03:03 Fort: tbh hinsvar is fucking lazy
03:04 baraatje123: LOL
03:04 Fort: i need to find other BN if he being lazy as fuk
03:04 baraatje123: Quite a lot of BN are xD
03:04 baraatje123: *raises hand
03:04 Fort: lmao
03:04 baraatje123: Oh, forgot about /me
03:04 *baraatje123 raises hand
03:04 Fort: but he already placehold my map
03:04 Fort: so i will wait
03:05 baraatje123: ;-;
03:05 Fort: too late lol
03:05 baraatje123: I can remember on Magma Dan Toujou that it also took Habi a long time to qualify
03:05 baraatje123: I know, fukin cap, but still
03:05 Fort: yeah hahaha
03:05 Fort: lazy working
03:05 Fort: *runs
03:06 baraatje123: Gezo even made an awesome tool for it (okay, just a few hours ago)
03:06 baraatje123: http://chiyozel.com/bng
03:06 Fort: bng?
03:06 Fort: wait
03:06 baraatje123: Well, when we want to rank something, we need to wait until a certain cap is over
03:06 Fort: is that
03:06 Fort: Qualify slow time?
03:07 baraatje123: But we don't know when its over xD
03:07 Fort: slot*
03:07 baraatje123: ??
03:07 baraatje123: Ohw, yea
03:07 Fort: lol
03:07 Fort: cool
03:07 baraatje123: Perhaps you can pass it to Hinsvar to easy qualify your map :P
03:07 Fort: but he need to check my map first
03:09 Fort: but whatever
03:11 baraatje123: Oh, you can post the log in thread for kd :P
03:15 Fort: okay sure
- Milhofo - wrote:
Yo, from your queue ^^
[Steel]That's all I found, I really like the map, it has some really nice and fun patterns and will definitely try to get nice combos on it :v good luck!
- Imo the AR doesn't fit the map, I know you're going for the x.x pattern but 9.5 or lower is what fits best 6.8 stars, full 1/3 jumps, I think it's fine
- 00:13:332 (6) - can blanket (4), if you change it, I would also rotate (5) with it
- 00:22:423 (4) - would look better if you rotated 4 to 6º towards (1) It's fine
- 00:24:696 (1) - why did you change the pattern from here? it's playable, but can't help but feel some notes should be mapped like 00:25:302 - and 00:25:908 - for example Stronger other sounds here
- Try to use the same distance between 00:28:787 (2,3) - and 00:34:242 (2,3) - and so on for consistency Blanket
- 00:40:909 (5) - this note should be to the left of 00:40:606 (4) - to have the same flow as the previous sliders, current position creates a bad flow
- 01:03:787 (3,4,5,6) - weird pattern due to spacing, a suggestion would be to use the same spacing between 01:03:333 (2,3) - and 01:03:939 (4,5) - which would be 1.6x and the same between 01:03:787 (3,4) - and 01:04:242 (5,6) - which would be 2.0x
- 01:25:152 (3) - ctrl+g? love the flow it gives
- 01:29:848 (5,6) - ctrl+g This fits the next slider better, even though it's just a bit
- 01:36:515 (7,8) - a jump like this is rude after a stream, even for a 6.7 star map ;c maybe you could increase the spacing on the stream a bit? I prefer this tbh
- 01:44:242 (7,8,9) - this spacing variation feels really out of place and doesn't fit with the rest of the chorus, try to increase it a bit
- 01:54:696 (5,6,7) - in this pattern (7) should be highlighted, it's more important for the map to fit the music than to have a triangle pattern IMO this plays better
- 01:57:273 (5,1,2) - does anyone like to play patterns like this? ; ; everyone I know hates them eheh
- 02:02:878 (1) - well this is a personal opinion but positioning this a bit lower would improve flow. By a bit I mean mirror (6) ahah But but but, 256:192 <3
- 02:31:969 (1,2) - ctrl+j flows better imo
- 02:46:364 (6,1) - this jumps has bad flow, maybe ctrl+h?
- 03:03:788 (7,8) - same as before No change
- 03:23:787 (3,4,5,6,7,8) - this pattern is really messy, due to spacing mostly, I'd say it would be better ti rework the positioning of (3), (4) and (8) Symmetry
- 04:08:787 (4) - man these slider shapes xD they are really confusing and flow breaking, most are ok but I really think this one is the worst due to the following stream with the weird jump spacing
- 04:14:242 (3) - I thought this was unrankable? ._. Made it something else
- 04:17:424 (1) - this is an awful way to start a stream x.x I think the stream and the previous pattern shouldn't be connected like this, it becomes really hard to read and at this point in the song, it's really frustrating to fail / combobreak when it could be avoided Added NC to fix this
- 04:22:878 (1,1,1,1) - shouldn't these be 1/6 as well? Nope, it's 1/3 here
- 04:25:151 - imo we should be able to click this strong note, suggestion would be to end the slider at 04:25:075 - and add a note at this point
- 04:27:273 (3,1) - overkill jump, should even have the same spacing as the kicksliders
- 04:28:787 - same as before
- 04:38:636 (9,10) - increase this jump, try to stack it on (10)'s slider end or somthing, currently it feels too short and breaks flow of the pattern
- 04:51:969 (1,2,3,4,5) - imo mirroring this whole pattern would improve flow, just because the jump from 04:51:818 (8) - into 04:51:969 (1) - is really hard to achieve without sliderbreaking
- 05:15:605 (1) - from here forward you repeat patterns you used before, that's fine but as it is the end of the song, and the music is all hyped up I think you could increase the spacing a bit for all the remaining part of the map, as it feels really underwhelming currently
Thanks!cheezstik wrote:
[Steel]And that's all I got, GL.
- Maybe add "Metal" to tags (I know you already have Steel and Iron, but Metal would be good as well :>). Other than that, metadata and tags look good as far as I can see.
- This map has very dense, complex patterns with very sudden and often spacing changes all over, making it very hard to read. Looks good, but as it is now, you might as well use that extra 0.1 AR to make it more playable, and that's coming from someone fairly proficient at reading EZ mod and old school style maps. The style reminds me of BD's airman, overmapped fullscreen jumps at ~200bpm, but that said, I like it and think it's a good map, and that you should keep going in this direction, just make it AR10.
- 00:53:787 (1,2) - Would play better with more spacing in between them IMO It's fine because it's the start of the vocals which is quite calm
- 01:35:605 (1,2,3,4,5,6,7) - The stream would play and read better if it was connected to the end of the slider Blanket
- 03:02:878 (1,2,3,4,5,6,7) - ^ Blanket
- 04:08:787 (4) - Looks cool but same thing as above, except much bigger problem in this case cos the slider goes back into itself. Changed shape alittle for better readability, should be fine
- 04:09:696 (9) - Could be weird to read, maybe more standard sliders would be suited here ^^
- 04:12:424 (4,7) - ^
- 04:15:605 (1,2,3) - No reason really for these triples to be spaced like that, just really hard to play. It's fine, a really dense part
- 04:52:878 (3,4,5,7,8,9) - ^ ^^
- 05:14:242 (1,2,3,1,2,3,1,2,3) - ^ Not that bad
04:16:666 (12,13,14,15,16) - The spacing on this should be the same as the previous jumps imo, just make more jumps here instead of killing the spacing like that, can be hard to read since they are the same spacing as the stream right after.
Thanks!Kuki wrote:
[Steel]
01:00:757 (8,9) - Ctrl+G, it improves flow imo, you have a slider curved left, which is odd because you force the player to move quickly from (9) to (1) when the cursor would be moving right, this means that there is a pause where the player has to slow his movement to hit it. Intended, it's a ctrl H of 00:59:242 (1) -
01:25:152 (3) - Ctrl+G. An other mod told me that before (and I applied it), but I prefer current one (same distance
01:25:454 (4,5) - Looks like blanket is a little off here, try to fix. It's not, look at 01:25:309
01:57:273 (5) - Ctrl+G, I don't like the flow here. You have the cursor moving up very fast only to stop and move down, and the fact that it happens twice makes it even worse flow in my opinion. It's fine
01:57:727 (2) - If you ctrl+G above, then ctrl+G this too.
04:47:878 (5) - Ctrl+G What? That makes it terrible flow
I would also generally suggest perhaps at 9.5-9.6, as I feel 9.9 is not really needed here I refuse to change AR. And also perhaps bring HP Drain down to 6 since it is a mini-marathon and also the difficulty is quite high.
TYTY <3 !!Aerous wrote:
M4M
General :
Mapping style feels like older mapping styles , so I don't really know if I can help you that much. Most of these are suggestions
Steel :
00:12:423 (2,3,4,5) - I would map this part like what you did at the start with the repeat slider and not the three notes. If you want to change it do 00:20:151 (5,6,7) - Well, the music consists of 4 parts, 1 and 3 are "the same" and 2 & 4
00:16:514 (5) - I don't know why you made a jump here , should be lower considering the music didn't change much at all.
00:23:636 (5,6,7,8,9,10,11) - Are these randomly placed? Should make a shape or something. Or atleast make 00:24:545 (11,1) - have more distance than 00:23:787 (6,7,8) - Because of the finish hitsound
00:25:606 (3) - Stack ontop of 00:24:393 (10) -
00:41:060 (1) - Smooth it out a bit
00:45:606 (6,7,8,9) - NC this , might screw up players who are sightreading
01:13:787 (1,2) - I learned this from pishifat , try not to have red anchor at the end of the slider , wont look nice. 01:16:060 (2) - This one is ok Blanket
01:16:060 (2) - CTRL + G Weird/Bad flow
01:25:605 (5) - I don't like this anti jump ish , more distance here Looks fine to me
01:27:727 (4,5) - Try to fix the flow here ? Kind of awkward , just an example : http://puu.sh/jjiDw/6abbc1bf54.jpg
01:31:363 (5,6) - The music here isn't that strong , don't like how you have this sharp angle I reallo love such sliders, keeping for now
01:42:424 (4,5,6) - RIP
01:42:424 (4,5,6) - CTRL + G
01:50:151 (1,2,3,4,5,6,7,8,9,10,11,12) - NICE , but NC these 01:50:606 (4,7,10) - easier to read
01:56:060 (2,3) - Switch spots This flows better
02:10:151 (1) - Kind of weird how you mapped the drums and then suddenly the vocal here
02:31:515 (4,6) - CTRL G
03:09:697 (6,7,8) - Not a huge fan of the transition
03:09:697 (6,7,8) - CTRL +G
03:24:394 (7,8) - Thats super sharp with the jumps
04:08:787 (4,5,6,7,8) - Careful with stream jumps
04:10:302 (1) - I would reduce the jump under 4.00x Keeping it high, as it's all high spaced here
Thank youeINess wrote:
[steel]
- you don't need those http://puu.sh/jmv04/04c5e82941.png
- make sure these http://puu.sh/jmv21/2999c502bf.jpg
- and why you didn't add preview Point?
[steel]
- 00:16:515 (5,6,7) - sounds really werid. I think you should be emphasize 00:16:969 - white tick. more fits with songs. and hitsounds is kinda noisy... remve some clap better.
- 00:20:151 (5,6,7) - same above.
- 00:38:182 (5,6,7,8,9,10,11) - why you use N - clap here? Do not fits with the song at all. you can use additions drum's hitsounds. like here 03:32:272 (1,2,3,4,5,6,7,8,9,10,11) - Here they fit better, but I also forgot to add custom samples
- 00:42:879 (1) - Ever so it is not necessary to emphasize 00:44:090 - here but The difference in distance is too severe. A little bit more Increase the distance. or stack is good idea. Intended
- 00:47:727 (3,4) - this DS should be longer then 00:47:576 (2,3) - you know why. looks hitsounds.
- 00:49:544 (3,4,5) - those are same.
- 00:50:152 (1,2,3) - same reason here > 42:879 (1) - same reply
- 00:53:181 (8,9) - Are you sure this DS good at play and fits with song? that's make bad quality only. Strong drum in the background makes this fit
- 00:53:484 (10,11,1) - same above.
- 01:34:999 (3,4) - this DS should be longer then 01:34:848 (2,3) -
- 01:42:727 (6,1) - this DS feel good but not this DS 01:42:424 (4,5) - This highlights that might not at all. Clap
- 01:54:695 (5,6,7) - try this rhythm. looks better with song.
- 02:34:696 (3,4) - fixed Blanket. you can make better :3
- 02:44:547 (5,1,2) - hmm... try don't stacks. jumps looks better to read and playable. It is better, as the time between them is 2/3., as opposed to the 1/3 which is Always mapped with jumps
- 03:06:060 (6) - pls emphasize this clap sound. Increase more DS better.
- 03:18:334 (1) - add NC.
- 04:53:333 (7,8,9) - make stacks better. and 02:35:455 (6,1) - same here.
- 05:14:242 (1,2,3) - ^
- 05:14:697 (1,2,3) - ^
- 05:15:152 (1,2,3) - ^ All these are intended
- 04:57:879 (2) - tail didn't stcak with 04:56:970 (6) -
hmm.. some DS kinda killing player x_x
anyway, Good luck~
Thanks!!Irreversible wrote:
hi
00:10:151 (1,2,3,4,1) - If you analyze this pattern a bit closer, you can see it doesn't make much sense. I expected something repeating, but I see http://puu.sh/jFW9p/38b5267862.jpg. I personally suggest something similar to http://puu.sh/jFWaT/62d48af794.jpg, just so it makes sense.
00:16:514 (5,6,1) - Could form a triangle, will look neat and flow well. Adjust the angles slightly, and it will be cool. http://puu.sh/jFWe0/a71cbf57ec.jpg
00:23:333 (2,3,4,5,6,7,8,9,10) - Again, please take care of your patterning. Look at http://puu.sh/jFWhp/9c833cb088.jpg, it looks completely random, no? Additionally, the flow is broken 00:23:484 (4,5) - here; I suggest something similar to this http://puu.sh/jFWo2/954696609d.jpg, you can see 2 lines: the straight one at the bottom, and the upwards curved on the top. Adjust the flow to your likings after.
00:28:333 (1) - Not enough spacing, bad emphasis. 00:27:272 (4,5) - Compare to this emphasis, you did well here.
00:31:060 (6,7) - This stack makes no sense and kills movement. Basically same suggestion as above, as this pattern looks slightly random. Additionally, 00:31:818 (11,1) - has not enough spacing (emphasis)
00:34:242 (2,3) - Really weird how close they are; compare to this 00:28:787 (2,3) - . It looks better.
00:38:939 (10) - I suggest stacking it with 5 for a way better flow. The way you decrease movement here is not supported by the song or anything at all.
00:44:091 (2,3) - Unreadable antijump imo, would increase spacing slightly. I prefer this antijump actually
00:45:606 (1,2,3,1) - Well, might work for variation but I generally dislike it, wht about an up down pattern?
00:51:363 (2,3,1) - Same antijump prolem Same answer
00:55:151 (3,4,5,1) - I don't see much sense her eithere, what did it exactly follow to justify a movement break here? Quite weak sounds
01:07:727 (6) - According to your logic NC is missing. How? I thought I added it by previous mods O.o
01:20:454 (3) - Wrong rhythm, you follow the vocals I see that but you started off at the wrong point. I'd go for http://puu.sh/jFWFz/903953cb62.jpg if you wanna follow them.
01:25:605 (5) - It looks weird that this isn't symmetric, considering that the rest of the pattern was. Symmetrical perfect blankets are nigh impossible to make. This flows well. If someone has coordinates I'll change it w/o doubt
01:33:787 (1,1) - You can improve the curve part of the slider.
01:36:515 (1) - NC for vocal?
01:43:787 (3,4,5,6,7,8,9) - Could benefit from higher spacing if you ask me, to support the songs intensity.
01:46:515 (1) - emphasis missing here, would increase spacing.
01:58:182 (5) - wrong rhythm, plese don't cover the downbeat with a slider end. Makes the triplet feel more natural and better
02:01:969 - Try a same-sided triangle pattern here to finsh off better: http://puu.sh/jFWSu/df6697f5b4.jpg suggestion Made them triangles, but not in 6-shape
02:10:151 (1) - how about adding a kiai time for this slider? LOL
02:17:424 (1) - same, also, nice pattern
02:27:575 (2) - a bit siletn hitsounds, could risk DQ
02:44:546 (5,1,2) - cool idea tbh
02:52:272 (2) - ignores downbeat again, would not do that just for the sake of symmetry.
02:52:878 (5) - same, is this part copy pasted? xD would go for symmetry here Same
03:10:605 (2,3,4,5,6) - would increase spacing progressiely It does
i'll skip the rest of the kiai, sometimes it seems copy pasted so just apply the things above again
03:51:969 (1) - you can improve that one, looks rly weird, try getting better curves
stream part is cool, but the slow part contains many weird looking sliders.. i'd try to clean them up somehow, i can suggest nold / kiiwa / skystar maps to get ideas
05:14:242 (1,2,3,4,1,2,3,4,1,2,3,4) - really cool <3
Yeah, last kiai was quite cool.
For the rest, please work on consistency and patterning a bit, and you'll be fine. GL
Regraz wrote:
Take a place here. Will mod tomorrow
Unused hitsounds: soft-hitwhistle.wav
00:10:151 (1) - For this part, I guess its better to use a more consistent DS. You could use jumps at where you put finishes and keep regular DS at other notes. Kay
I'd have to say that the DS should be considered again. You use very large DS on notes but the DS on sliders are quite unstable and vary from very small to very large with reasons that are not that distinct.
For instance, 01:53:333 (6,1) - The DS on this slider is very large, that's OK because the pitch of the vocal here is high. But when the pitch gets lower, the DS is still very huge. (at 01:55:605 (1,2) - ). Furthermore, 02:01:060 (1,2) - Here the pitch is quite high but the DS is too small.
Another exapmle is the sliders here 02:33:787 (1,2,3) - have small DS while 02:30:151 (1,2,3) - here they are very large. But the music sounds nearly the same.
There're other parts like this. Maybe you can think over them again. Fixed most of them
02:44:242 (4,5,1,2) - Quite hard to read. I kinda like the way this works
03:21:060 (1) - Ctrl+G?
05:30:302 (1) - Use lower volume on the spinner end.
hitsounds are fine.
Streams are quite nice xD
Good Luck!
[ owo] wrote:
Hey! My M4M request mod here =w=IronThanks!00:10:151 (1,2) - Pretty sure making this parallel with 00:11:060 (3) isn't too difficult. It'll make it look better too. (rotating it 15 degrees clockwise works) True, but I kinda want to have solid DS
00:23:636 (5,6,7,8,9,10,11) - The focus of these jumps is up-down-up-down while the rhythm is 1-2-3-1-2-3. Well, it's actually 1-1-1-1-1-1 due to the drums. Good point though, but I prefer current's
I would prefer a remap of these jumps because right now you focused a duple or double rhythm rather than the song's triplet rhythm Soo many triangles
00:28:030 (7,8,1) - To me at least, hit circles with large ds but not much of an "angle" between the jumps are harder to hit. So a jump like this to me is not as "fun" as other jumps are. (aka I don't like flow like this in jumps, but hey, just my two cents)
00:31:060 (6,7,8,9,10) - Same as I described earlier
00:41:060 (1) - This doesn't look that good to me, especially the inside curve of the slider. I would smooth it out. Also, the jump is pretty large o.O Elbows <3
01:27:424 (3,4,5) - I know you want radial symmetry, but the flow is awkward (on mouse at least)
01:33:636 (8,1) - idk, but this anti-jump feels weird to play, especially when considering the strength of the next beat in mind Intended
01:35:605 (1,2,3,4,5,6,1) - This stream could be better to play if 01:36:060 was a hitcircle, not a slider tail, especially since 01:36:060 is an important beat.
As Jenny would say, "passive hitsounding" It's the same as the previous part with a ctrl H, so I'm keeping it
01:56:515 (3,4) - Blanket >:C
01:57:424 (1,2,3,4) - This reminds me of Garven's mapping style, low angle jumps, which I personally don't like x.x
01:58:182 (5) - Passive hitsounding issue
02:10:151 (1) - This SV slowdown was pretty unexpected IMO Sliderticks
02:44:546 (5,1,2) - This was a bit awkward for me It's fine
03:00:909 (8,1) - Mentioned earlier
03:02:878 (1,2,3,4,5,6,7) - Same
03:30:000 (7,1) - This is a pretty underwhelming jump, considering 03:29:697 (6,7) and that it's the climax of this musical phrase
04:08:787 (4,5,6,7,8) - Passive hitsound
04:16:969 (1,2,3) - This leading into the stream makes the start of the stream pretty difficult to read on the 1st or 2nd try. Moving it away or perhaps not stacking would fix that Stack is intended for build up
04:24:696 (1) - Get rid of slider tail hitsound?
04:57:879 (2,3) - Better blanket?
04:59:242 (1,2,3,1,2,3,1,2,3,1,2,3) - Tornado jumps get tiring after a while, just put triangle jump varients and a bit of randomness. Also applies to the many times you used tornado jumps before.
05:06:364 (8,1) - Underwhelming jump
Oh boy you love your symmetry
Sorry if I couldn't help your map at all T_T
No reply means fixed
Good luck, and if my mod dosen't help, feel free to cancel the M4M request
Slider anchors/nodes must not be used to manipulate slider speeds (whether they are normal nodes or red ones). Using extra nodes to make a slider "wiggle" is usually fine, but using so many that the slider gets scrunched up (which also makes the sliderball go crazy) or become a "hold slider" is abuse of the hitobject's intended use and is not allowed.I might just have understood it wrong, but just wanted to point it out
Thanks!Alphabet wrote:
Hey
nub mod pls don't hateSteelGeneral
Everything is okay here.Steel
00:44:696 (1) - New combo isn't needed.
00:51:969 (1) - ^ But I think you should add a NC at 00:52:423 (3) - Doesn't feel well
01:25:152 (3) - Flip this around do it's symmetrical to 01:24:696 (1) - Technically, this would be correct, but look at the movement. (1) goes from the middle to the outside. A reverse means Outside to inside, which is what it currently does
02:12:424 (4,5,6) - You should remove this triplet and make it like this: http://prntscr.com/8i5ejp
02:21:211 (1) - Can you add a break after this spinner? It's a bit mean for people that can just survive those triangles.
04:17:424 (1) - to 04:24:165 (6) - You should add only a couple of repeating sliders inbetween this, imo it's a bit too long. Kinda intended
04:24:696 (1) - Try and shorten this by a tick. But then it loses it's shape ;w;
04:34:696 (5) - not really needed, but it'd be better if you made this slider symmetrical on both sides.
04:38:333 (1) - NC
04:53:409 (8) - I think you should remove this circle. Nah, it follows the drums
Did I do good things? o-o
Love the symmetry in this, and it's hard
Good luck
Thanks!Deppyforce wrote:
Ayy M4M :3
[Steel]
Overall : I Think There Are A Bit Too MuchilluminatiTriangles Patterns Here
00:14:696 (3,4,5,6) - I Think (4) On (3)'s Head Is hard To Read, Maybe Change Pattern?
I Think 00:23:333 (2,3,4,5,6,7,8,9,10,11) - And 00:30:606 (2,3,4,5,6,7,8,9,10,11) - Should Be Same
01:00:454 (1,2,3,4,1) - Rotate This Star A Bit Will Make It Looks Better I like the antijump between (5,1)
01:07:878 (2) - This Should Be Further Away From (1)
01:24:696 (1) - Maybe Ctrl + G Nah, breaks distnce
02:00:757 (4) - Move Further Up And Move 02:00:908 (5) At The Center Of The Grid
02:10:151 (1) - SV Change Is Bit Too Much imo Not really
02:12:878 (8) - Add NC Nah, breaks consistency
02:45:453 (2) - This Is Hard To Read lol Maybe Ctrl + H Lol, it's quite easy actually
04:22:878 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5) - I Think The Spacing Is Too Big For The Other Jumps' Spacing Throughout The Map (Diff Spike) This is not even close to being a diff spike, spacing is relatively low
04:44:545 (3,1) - Should Be Bigger Jump Like The Way You Make These Triangle Larger Every 3 Notes And Maybe Increase Stream's Spacing A Bit As it's following a stream, that's be ridiculous
05:11:818 (6) - Should Be Somewhere Like x254 y374
05:44:242 - Spinner End Here It's fine
I Can't Make Good Mod On Extra Marathons ;w;
Good Luck :3
Thanks!Rakuen wrote:
As requested!LegendDefault = Normal mods
Blue = Strongly recommended
Red = Unrankable issue
Pink = Will be discussed if not changedHitsound
- Unused hitsound:
- soft-hitwhistle.wav
Steel
- Is the diff name related? (not the type of "metal")
- 00:21:060 - Finish (constant)
- 02:45:453 (2) - This can be like Ctrl+H, looks better for me
- 03:33:787 - Could make the volume slightly higher, the background noise is still there, and the custom hitsounds are too low
- 04:05:757 (5) - Feels like too close to 04:05:151 (4) -
- 04:14:242 (3) - No way...sure this is rankable Talked about this with you in-game, not sure what caused this to happen?
- 04:44:696 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - Feels like a bit overmap here... ... It feels like a great build up for the next part, due to the high speed in that part
Uhh this map feels alike with my Tengaku, dunno why... >.>"
Call me back if you need!