baratje mod my taiko :^)^)
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!
Thanks!!Garven wrote:
So uh, you asked so here I be.
Firstly: I really like this map on a lower AR. I found 8.6 to work pretty well especially considering how slow-paced the map is. I feel so much hate coming in over me lower AR to under 9. Changed to 8.7
00:41:060 (1,1) - These are fugly and really stick out compared to the slider styles used before. If you're going to do a curved kink, use a 45 degree angle instead of a 90 like this.
00:45:151 (1,2,3,4,5,6,7,8,9,10) - I'm not really understanding this pattern progression at all. You have back and forth for 2 sets, then go into a square with no real change in the music.
00:50:152 (1,2) - What's with this spacing?
01:11:666 (4,5,1) - You know, there's a lot of weird spacing going on that is obviously more for the sake of the pattern rather than the gameplay. You need to make patterns that actually work with the music and general flow otherwise you end up with weird stuff like this that makes me think it's more artsy than for someone to play and enjoy as a component of this game. I'm not going to mention any more of these, but they really take away from the experience.
It's also interesting that in the beginning the patterns are very free-form, but later on you turn to more symmetry mapping. I'm not sure if you were trying to follow a pattern anywhere with this transition, but I am not really seeing it.
02:25:605 - This delayed break makes no sense. Just end it at the default spot
04:12:424 (4,7) - Reduce that overlap please.
04:14:242 (3) - Why? Just have a normal slider if you're going to do this. This is just ugly and the initial viewing makes me think it's going to be slower due to the severe crunch. That you increase the speed makes the entire thing pointless and misleading.
04:17:424 (1) - And now for the ridiculous difficulty spike. Why is the spacing increasing as the stream goes on? Why is this even here when you compare it against the rest of the map? Tone this down A LOT. It doesn't belong in this map.
04:24:696 (1) - We don't allow sliders like this anymore that alter the speed at one point vs. another. Really? Wow, that sucks. Changed it
04:28:333 (1,1) - etc
That electronic hitsound really doesn't fit this song at all. Neither do the oriental hitsounds, tbh.
Overall I'm finding that you're overemphasizing phrase changes with your huge jump patterns after very low SV and distance snap which makes the map feel completely unbalanced and plays awkward.
Edit:
Also Iron and Steel are not similes fyi. You might want to think of a different difficulty name.
Thanks again!Garven wrote:
First off: check AI Mod please. Don't forget to playtest your map, otherwise you end up with problems like this.
So let's start getting into some detail work then.
00:27:878 (6,7,8) - This spacing is compromised because of you wanting to return to a stack. It plays poorly.
00:37:879 (2,3,4,5,6,7,8,9,10,11) - Although I love the lower AR, when you start returning to previous stacks while changing your distance snap, it makes me want to break something.
There is still a very large disparity between each of the phrase changing jump sets even before we hit the first minute mark. I'm not sure what you're using as a metric to gauge how difficult you want to make each one, but just playing through this introduction makes me have to stare at the patterns instead of just feel them out naturally. There isn't really a natural flow to follow when it's so inconsistent.
01:07:272 (4,5) - Like right here: why is 4 and 5 the large jump? What in the music is prompting this jump?
01:14:999 (1,2,3) - And the same thing is going on here. If you're going to have jump sections, make sure that the jumps are at least relatively even throughout the pattern, otherwise it just feels random and without musical merit.
01:21:060 (1,2,3,4,5,6,7,8,9,10) - ^No, here they do fit, the spacing is quite similar in the begin, and after 01:22:272 (7) - it is higher. This note is the start of the strong drums, thus the jumps deserve to be bigger
02:10:151 (1) - So although I know you're going for the whole blanket of the previous pattern, but the massive slowdown really hurts the game play a lot. I really recommend that you widen this out so that the slider is moving at a faster pace instead of at half pace.
Anyway, there's a lot more that is similarly problematic. I think this map needs a lot more work still.