forum

Within Temptation - Iron

posted
Total Posts
54
show more
Topic Starter
Bara-

eINess wrote:

[steel]
  1. you don't need those http://puu.sh/jmv04/04c5e82941.png
  2. make sure these http://puu.sh/jmv21/2999c502bf.jpg
  3. and why you didn't add preview Point?

[steel]
  1. 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.
  2. 00:20:151 (5,6,7) - same above.
  3. 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
  4. 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
  5. 00:47:727 (3,4) - this DS should be longer then 00:47:576 (2,3) - you know why. looks hitsounds.
  6. 00:49:544 (3,4,5) - those are same.
  7. 00:50:152 (1,2,3) - same reason here > 42:879 (1) - same reply
  8. 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
  9. 00:53:484 (10,11,1) - same above.
  10. 01:34:999 (3,4) - this DS should be longer then 01:34:848 (2,3) -
  11. 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
  12. 01:54:695 (5,6,7) - try this rhythm. looks better with song.
  13. 02:34:696 (3,4) - fixed Blanket. you can make better :3
  14. 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
  15. 03:06:060 (6) - pls emphasize this clap sound. Increase more DS better.
  16. 03:18:334 (1) - add NC.
  17. 04:53:333 (7,8,9) - make stacks better. and 02:35:455 (6,1) - same here.
  18. 05:14:242 (1,2,3) - ^
  19. 05:14:697 (1,2,3) - ^
  20. 05:15:152 (1,2,3) - ^ All these are intended
  21. 04:57:879 (2) - tail didn't stcak with 04:56:970 (6) -

hmm.. some DS kinda killing player x_x
anyway, Good luck~
Thank you
No reply means fixed
Also added custom samples and change more 1/3-->1/6
Abraxos
Hey! I'm Abrax (still squid guy when will name change come ;_;) and I'm the one who chose your map! It's a really fun jumpy map at first play; so why don't we get into it?

General

  1. BPM and Offset : ( ✓ )
  2. Aimod : ( ✓ )
  3. Kiai : ( ✓ )
  4. Metadata : ( ✓ )
  5. Hitsound : ( ✓ )
  6. Video : ( ✓ )

STEEL

  1. 00:41:060 (1,1) - I don't get why both these elbows are curved when the recurring theme in this part is straight elbows.
  2. 01:48:333 (1,2,3,4) - This interrupts the explosiveness of the jumps in this section. The cursor has to wait a little and then is able to move along with the slider. Nothing too major here, it's just that with a AR as high as yours, coupled with the chorus of this song, players would expect the slider to be moving along smoothly. It's better IMO if all the sliders highlighted are reversed. The player can anticipate the stop and stop when necessary, as compared to it starting at the stoppage point of the slider. :)
  3. 01:52:424 (2) - Not too optimal as stated above, but it's fine here as it couples with the slider 01:51:969 (1), in a sense forming this invisible N shape that players can discern.
  4. 01:57:273 (5,1,2) - It gets a little boring here. The cursor stops for three white ticks whilst in the chorus? IMO a little weird. I can hear the female vocalist screaming and holding a word in the song here; why not put a long slider to follow it? {&}
  5. 02:17:424 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1) - THIS IS TRIPPY AF. But that's besides the point. Nice placement :D
  6. Just a suggestion: From 02:24:696 (1) to 02:27:424 (1) there is the vocalist singing. Why not map to that? Better than leaving a little break that cannot be a break time here.
  7. 02:28:333 (1,2) - Maybe you could make the elbows much more obvious like so? It looks kinda off if when the anchor point is red and it's only slightly bent.
  8. 02:30:605 (2,3) - Same thing as ^
  9. 02:44:546 (5,1,2) - Same as {&}
  10. 02:53:788 (1,2) - Hmmm, seems like the cursor moves a little awkward here. You could reverse 02:54:242 (2) so it comes out of the same position as Slider 1 and slightly encourages a "8" flow. After that though, you'd have to have up 02:54:696 (3) by reversing it so it catches the cursor nicely from 02:54:242 (2). {#}
  11. 03:21:060 (1,2) - It could look nicer like so. It's pretty rough, but I hope you get what I mean.
  12. 04:09:696 (9) - It qualifies as a burai slider here. I'm not too sure as to whether you wanna keep it though.
  13. 04:10:454 (2,4,7) - Same thing as above^, although this is little less of a oddity.
  14. 04:35:606 (1,2,3) - Same thing as {#}

Overall

  1. YOU CANT LIVE WITHOUT THE FIRE! IT'S THE HEAT THAT MAKES YOU STRONG~
  2. I completely love how you mapped this; it was well done, the jumps were really enjoyable to play, the streams were fun and generally the map complements the song really well!
  3. I CANT STOP SINGING THE SONG
  4. If this is going for rank, then good luck with rank! (or approval sama-sama) YOU CANT LIVE WITHOUT THE FIRE! IT'S THE HEAT THAT MAKES YOU STRONG~
MirinH
m4m
my map
holyshit this is hard lol

General

  1. disable countdown
  2. disable widescreen support
  3. disable letterbox

Steel

  1. i think ar 9.6 fits the map better than 9.9,because your map isnt really a super fast map
  2. 00:23:333 (2,3,4,5,6,7,8) - i think the jump is too instant lol, should do like small spacing first then went to spacing like this,because you did small spacing before this,and use small spacing at the first few jumps and larger the spacing after will be a better transition for the later parts imo
  3. 01:31:060 (3,4,5,6,7,8) - this flows really bad imo,01:31:060 (3,4,5) - is a obtuse angel jump,01:31:515 (6,7,8) - is also a obtuse jump,and 01:31:363 (5,6) - is almost a straight x line flow which plays really uncomfortable. suggest doing a star flow or something else
  4. 01:42:424 (4,5,6) - spacing here is too big imo, and not fitting the song,ur spacing here is even bigger than 01:43:787 (3,4,5,6,7,8,9) - ,music here is not special and you did a much lower distance at the same music part 01:40:605 (4,5,6) - ,how about lower the distance here
  5. 01:45:605 (3,4,5,6,7,8) - i know its for the symmetrical but man the spacing at 01:45:908 (5,6) - just too big, kinda same reason ^,map is not only for looking :3
  6. 01:57:727 (1,2) - too rare here lol,unlike the rest of the kiai you did like a super dense rhythm,this feels really uncomfortable,you should really do the rhythm that similar to the rest of the kiai,this is like music stopped here
  7. 02:21:211 (1) - suggest mute the spinner because this sounds like shit lol
  8. 02:33:181 (5,6,7) - spacing again lol, these jumps are crossing the screen,you dont usually use cross screen jumps unless the music has something special,and definitely not in a non-kiai part,yeah,suggest lower to a reasonable distance
  9. 03:13:181 (5,6) - ^,yeah, pls consider this for the whole map,and ill no longer mention about spacing issues :3
  10. 04:17:424 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - this is way too extreme,you better reconsider this
  11. 04:53:333 (7,8,9) - this is really fast lol, its like bpm 200 spacing 1/4 instantly,thats really hard to play
the main problem is on the spacing part,and hard maps do need alot of work imo
good luck
Raiden
i cant mod standard for sht


but since it's a WT song...............


(´´)>
Natsu
Hi, m4m as you requested in pm

Diff:

  1. setings are kinda random, just use OD9, other settings also looks weird to meas CS and AR tbh
  2. 00:23:333 (2,3,4,5,6,7,8,9,10,11) - patterns feel random and the sudden jump between 2 and 3 will piss off people, I suggest you to gradually introduce jumps instead of doing them suddenly
  3. 00:41:060 (1) - tbh slider shapes like this one looks really bad as in a 2007 map, I'll suggest you to remade this shapes a bit more curvy
  4. 00:42:879 (1,2) - when you have this bigs gaps in the timeline try to use a masive spacing, doing this kind of antijump play forced and will cause alot of early hits
  5. 00:44:545 (4) - don't end sliders on such strong beats, since they need a click action,also by ignoring the cymbal you are breaking your rhythm pattern with other places and yes 00:44:696 - is the place where your NC should be
  6. 00:51:817 (4) - same as above, also you forgot to add finish at 00:51:969 -
  7. 00:53:787 (1) - this is ending on nothing in the music
  8. 00:55:302 - you are missing a beat here, actually the transition between 00:55:151 (3,4) - is really hard to guess, cuz the rhythm isn't nice
  9. 01:00:454 (6) - NC cause of antijump, you did it on other places
  10. 01:07:727 (6) - ^ also, why is 7 stacked here, I don't see a reason since the music is similar just use the same space as others
  11. 01:19:243 (1,2,1) - need more spacing cuz the big gap between them
  12. 01:36:515 (7,8) - a massive jump after a stream isn't a good idea tbh
  13. 01:45:908 (5,6) - why the sudden massive jump D;, music is basically the same in all the pattern, there isn't an objetive reason to apply this screen jump
  14. 01:57:273 (5) - same as 00:44:545 - also missing finish at 01:57:424 -
  15. 02:21:211 (1) - spinner end sounds really bad, reduce volume by alot
  16. 02:44:546 (5) - same as 00:44:545
  17. 02:52:575 (3,4,5,6,7,8,1,2,3,4,5) - I already see this part before if I'm not wrong, not a fan of copypast TBH, same things as I said before apply to all this section, since its the same
  18. 04:05:151 (4,7) - looks bad and I feel this isn't rankable slider patch its too hard to follow, players will be like ¨what's this, and yes combo break xd
  19. 04:08:787 (4,5) - pls don't, how arre players supposed to read and play this? slider back itself then a 1/6 stream jump, patterns like this should never been used IMO
  20. 04:16:969 (1,1,1) - first NC is ok for the antijump, but what are the other 2 NCs supposed to do?
  21. 04:17:424 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - first long stream in the map, I suggest you to add some kick slider in the middle to avoid players being surprised by this
  22. 04:53:333 (7,8,9) - this isn't a good idea, just use normal spacing like the previous one 04:52:878 (3,4,5) -
  23. 05:14:242 (1,2,3,4,1,2,3,4,1,2,3,4) - similar as above


sorry for quick mod, but still don't feel well, anyways GL with this
Topic Starter
Bara-
Thanks for the mods quys!
I fixed everything in all mods, with exception on some clashes (aka, mod 1 said move to x:y, mod 2 said to x2:y2, then I just did one of them)
I also left most slidershapes the same, and I kept the stream
For the rest, I fixed everything :)

Oh, Mackenzie, I'll mod your map later today
Irreversible
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.
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
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?
01:07:727 (6) - According to your logic NC is missing.
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.
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.
02:01:969 - Try a same-sided triangle pattern here to finsh off better: http://puu.sh/jFWSu/df6697f5b4.jpg suggestion
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
03:10:605 (2,3,4,5,6) - would increase spacing progressiely
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

Yeah, last kiai was quite cool.

For the rest, please work on consistency and patterning a bit, and you'll be fine. GL
Topic Starter
Bara-

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
Thanks!!
No reply means fixed w/o comment
Ayu
9.7 fits so much better than 9.5 especially because the human eye interprets 9.7 so much faster that it fits better am I right? Guys, stop telling him to change the AR, it's almost like saying copy pasting isn't creative.
Topic Starter
Bara-
What happened
Ayu is acting 'for' me instead of against O.o
Thanks
I'll set it to 9.7
Still would've like 9.9, but then I'm unable to read it as it's so close to 10
Mafumafu
Take a place here. Will mod tomorrow :D

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.

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.

02:44:242 (4,5,1,2) - Quite hard to read.

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]
Hey! My M4M request mod here =w=

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)
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.
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
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
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
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"
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
02:44:546 (5,1,2) - This was a bit awkward for me
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
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

Good luck, and if my mod dosen't help, feel free to cancel the M4M request :P
Topic Starter
Bara-

Regraz wrote:

Take a place here. Will mod tomorrow :D

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=

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
Thanks!
No reply means fixed


Good luck, and if my mod dosen't help, feel free to cancel the M4M request :P
Sc4v4ng3r
Hello~ M4M from your queue~
And this map is so intense o.o

  1. Unrankable issues
  2. My opinion which I highly recommend changing it
  3. Just small suggestions/nazi

[General]
  1. All looks fine.


[Steel]
  1. 00:14:696 (3) - I'm not entirely sure if this was intentional, but would look cleaner if the tail of this slider completely overlapped the head of 00:13:787 (1) - .
  2. 00:17:424 (1) - I don't really get it, this is bit more of a stronger beat than 00:18:333 (5) - , yet (5) has 3.6x DS on it...
  3. 00:28:181 (8) - Maybe would be better if this was at x=344 y=144 to create a parallel pattern from 00:26:969 (2,5,6) - .
  4. 00:35:606 (1) - I do hear a cymbals in the head of this slider, would be better to add a finish here.
  5. 00:45:606 (1,1) - If this is part of your NC scheme, then I can't argue, but I don't really get why these has NCs on them when all the previous similar notes (like 00:23:787 (6,9) - ) doesn't have a NC on them.
  6. 01:27:423 (3,5) - I don't really know if this was intentional, but I think unequal distance here makes the pattern look a bit weird.
  7. 01:56:969 (4) - Personally I think the symmetrical pattern shouldn't be broke by this slider, this has quite a strong vocal on it. Just copy and paste (3) and ctrl + H then ctrl + G for the symmetry.
  8. 02:19:166 - Would be good if you could include a circle here for a triplet following the drum beats. If this is applied, claps should be added on the circle which is added here, as well as 02:19:091 (12,1) - .
  9. 02:27:878 (5,6,7) - Is this triangular pattern rotated on purpose?
  10. 04:14:242 (3) - Not really sure about this wiggle, it is pretty unnoticable during gameplay... May as well be a bit more harsher.
  11. 04:27:424 (1,2,3,4,5,6,1,2,3,4,5,6) - Honestly I feel that the whole stream is bit overmapped, I don't really hear any instruments that justifies this. It can just be three 1/2 sliders, with wriggles like your mapping style.
  12. 05:30:150 (1) - Aesthetically would be better if this was on the centre of the grid.


That is all from me. Sorry if this didn't really help much though...
GL!
kunka
From your Q.
Because I put together the same main point, It may be hard to see it a little. sorry..

Steel

01:14:999 (4) - NC? I think it in the same way as 01:00:454 (1) - and 01:07:727 (1) -

03:03:788 (7) - ^

03:03:788 (7) - It is the same as the above. Similar point 01:36:515 (1) -

01:35:605 (1,2) - Would you like to get rid of overlap? It is easy to play. (it easier to see.)

03:02:878 (1,2) - ^

02:12:121 - 02:12:196 - Would you like to add a circle to these two places? With a sound sounding here, and I think that triple becomes easy to take rhythm at twice.

02:19:318 - Would you like to add a circle here? It is a reason same as the above. However, because current placement is beautiful, It is not necessary to add forcibly.

05:00:681 - ^

05:28:408 - ^

05:28:863 - ^

02:44:546 (5,1,2) - I feel rhythm to be oddly. Probably I think that this is because it takes the rhythm of the back. Would you like to take rhythm in a white line? How about this?

03:06:515 (1) - I think that the whistle here is not necessary.

Because it is good music, MOD was fun. GL ;)
Morbon
Hello, m4m here.
[Steel]
  1. 03:03:788 (7) - NC, like 01:36:515 (1) - here
  2. 00:24:242 (9,10,11) - i think this moment has a great diff gap with starting patterns, when i first time played it, i didn't expect that wide one. How about make the beginning a bit harder or reduce DS here?
  3. 00:31:969 (1) - how about ctrl+g and 00:32:424 (2,3) - ctrl+g here?
  4. 00:39:242 (1) - better stack with (7)
  5. 00:46:515 (1,2,3) - how about this, and next objects on your own
  6. 01:30:151 (1,2) - ctrl+h, next objects can be ctrl+H'ed too, but i'd suggest to put them by another way.
  7. 02:17:424 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12) - where are NC for every 3 circles? or i can't get idea
  8. 02:29:848 (5,6) - how about ctrl+g, and move this one 02:30:151 (1) to make a sort of diamond
  9. 02:33:787 (1,2,3) - i think it's too close
  10. 02:44:546 (5,1,2) - what is it? looks like unfinished sliders for some pattern, which you didn't used. if it's a pattern already, it's too confusing and misreadable
  11. 02:53:787 (1) - how about this? It's stacked with end of (3)
  12. 03:20:151 (3,4,5,6,7,8) - i think this order will be better, and ctrl+h next 2 sliders
  13. 04:29:924 - circle here and 04:29:999 - here
  14. 04:33:029 (4,5) - ctrl+g again, i like these things
  15. 04:48:333 (1,2) - in moments like this and the next symmetrical sliders i think you can increase DS
  16. 04:56:515 (3,4,5,6,7,8) - you can experiment with ctrl+g, this is one of variants ( (3) is highlighted )

I think that's all . _.
Rapthorn
Just wondering if these sliders (and other hard to read ones) are actually rankable, more of a question than anything

01:12:878 (3) -
04:06:969 (3) -
04:14:242 (3) -

The only one im actually concerned about is the 04:14:242 (3) - one, because of this

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

no kd ofc

good luck
Topic Starter
Bara-
All sliders are perfectly rankable
Even though it gets slowed down. I used a SV 2.3 IIRC to make up for that to make it normal paced
Zaphkael


Yo, as promised. I'm sorry for being late.

00:31:818 (11) - why don't you place this lower since you already have this up-and-down momentum?

01:01:060 (1) - flip horizontally since it would fit the flow so much better

01:11:666 (4,5) - spread these out, keep the flow going in maps that have this star rating

02:28:333 (1) - left anchor point lower to keep the circle movement better

03:32:727 (5) - place this one a little bit further away from the previous to keep a more constant build-up

04:15:605 (1,2,3) - are you sure that you want to space them this much?

05:02:424 (5) - I'd ctrl+g this one

Lol I didn't find much, it's kinda over the top for me, but who am I to say that xD

Good luck, and because I didn't find a lot, have a star

~Scout
Topic Starter
Bara-
Thanks guys
Because of IRL things I will check it later
Due to that, I also'll not give kudosu for now
I always do it after I apply the mod
show more
Please sign in to reply.

New reply