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.
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
[ owo] wrote:Hey! My M4M request mod here =w=Thanks!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
nub mod pls don't hate
Everything is okay here.
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
Deppyforce wrote:Ayy M4M :3
Overall : I Think There Are A Bit Too Much
illuminatiTriangles 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
Rakuen wrote:As requested!Default = Normal mods
Blue = Strongly recommended
Red = Unrankable issue
Pink = Will be discussed if not changed
- Unused hitsound:
- 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!