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Within Temptation - Iron

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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=

Iron
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=

Iron
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
Topic Starter
Bara-
Because it's too much I won't relpy to you all individually
Scout - Fixed all
Scav - Fixed all but ◾00:28:181 (8) because of stack
kunka^4 - Fixed all but the ones about a circle adding (the ones you said were not neccessary)
Morbon - Foxed most of them, things I denied were mostly based on aesthetics, even if it flows better or such (I like aesthetics)

Thanks guys!
Aistre
Hey :)
nub mod pls don't hate :o

Steel
General

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) -

01:25:152 (3) - Flip this around do it's symmetrical to 01:24:696 (1) -

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.

04:24:696 (1) - Try and shorten this by a tick.

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.


Did I do good things? o-o
Love the symmetry in this, and it's hard
Good luck :)
Topic Starter
Bara-

Alphabet wrote:

Hey :)
nub mod pls don't hate :o

Steel
General

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!
It was a good mod!
Oh for the next time, something like 04:38:333 (1) - NC is bad. Why? It doesn't say (1) in other client's, as the Original number was (7) (so it took me some time to find xD)

Fixed all unmentioned!
Deppyforce
Ayy M4M :3

[Steel]
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

01:07:878 (2) - This Should Be Further Away From (1)

01:24:696 (1) - Maybe Ctrl + G

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

02:12:878 (8) - Add NC

02:45:453 (2) - This Is Hard To Read lol Maybe Ctrl + H

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)

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

05:11:818 (6) - Should Be Somewhere Like x254 y374

05:44:242 - Spinner End Here

I Can't Make Good Mod On Extra Marathons ;w;
Good Luck :3
Topic Starter
Bara-

Deppyforce wrote:

Ayy M4M :3

[Steel]
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
Thanks!
No reply means fixed :3
Rakuen
As requested!

Legend
Default = Normal mods
Blue = Strongly recommended
Red = Unrankable issue
Pink = Will be discussed if not changed

Hitsound

  • Unused hitsound:
  1. soft-hitwhistle.wav

Steel

  • Is the diff name related? (not the type of "metal")
  1. 00:21:060 - Finish (constant)
  2. 02:45:453 (2) - This can be like Ctrl+H, looks better for me
  3. 03:33:787 - Could make the volume slightly higher, the background noise is still there, and the custom hitsounds are too low
  4. 04:05:757 (5) - Feels like too close to 04:05:151 (4) -
  5. 04:14:242 (3) - No way...sure this is rankable?
  6. 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... :o ...

Uhh this map feels alike with my Tengaku, dunno why... >.>"

Call me back if you need!
Topic Starter
Bara-

Rakuen wrote:

As requested!

Legend
Default = Normal mods
Blue = Strongly recommended
Red = Unrankable issue
Pink = Will be discussed if not changed

Hitsound

  • Unused hitsound:
  1. soft-hitwhistle.wav

Steel

  • Is the diff name related? (not the type of "metal")
  1. 00:21:060 - Finish (constant)
  2. 02:45:453 (2) - This can be like Ctrl+H, looks better for me
  3. 03:33:787 - Could make the volume slightly higher, the background noise is still there, and the custom hitsounds are too low
  4. 04:05:757 (5) - Feels like too close to 04:05:151 (4) -
  5. 04:14:242 (3) - No way...sure this is rankable Talked about this with you in-game, not sure what caused this to happen?
  6. 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... :o ... 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!
No reply means fixed!
Rakuen
Bubbled!
Topic Starter
Bara-
Thanks!!!!
Garven
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.

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.

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.
Topic Starter
Bara-

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!!
Renamed diffname, added new samples, and redid quite some parts (thanks to Fycho!)
Fixed all
Garven
If you think it works better with the higher AR, set it back. I just found the really high AR and super slow pacing to be unfitting
Topic Starter
Bara-
No
I personally like a lower AR for maps, as not many people can play it
Heck, I can probably even pass this with Ar5
Just not many people enjoy it too
Ah well, HP is low, so HR, GOOOO!
Garven
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) - ^
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.
Topic Starter
Bara-

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.
Thanks again!
Also reworked some other patterns (mostly right before the deathstream kiai)

To any modder
I'll be unavailable for the coming week, so please look out for other people's mods, as they might clash!
Bonsai
ᕕ( ᐛ )ᕗ
  1. 00:20:605 (6,7) - This is the only time you didn't map this with three circles or a repeat-slider and it feels a bit off, don't know exactly why but maybe it's because (5,6) doesn't require as much movement as (6,7) because of slider leniency?
  2. 00:21:514 (2,3) - You sticked to distance snap until here, but nothing changes here so I don't see a reason for this to be a jump all of a sudden
  3. 00:23:333 (2,3,4,5,6,7,8,9,10,11) - not a big fan of this pattern for two reasons: 1) It gives (5) the most emphasis of all the notes although (6) is actually the most important beat here imo 2) because it's a very sudden change from permanent x1,3-distance snap to x4,5-jump - imo it would fit way better to swap that pattern chronilogically, letting the spacing increase homogeneously instead of sudden jump and then decreasing for no real reason. Changing the spacing so much doesn't make much sense anyways since nothing changes at all, and you emphasize neither offbeats (which are the beats that make this part special, they got finishes too D:) nor onbeats this way : \
  4. 00:30:605 (2,3,4,5,6,7,8,9,10,11) - pretty much the same, although even if you don't change anything from the previous one, I'd suggest to move the last stack next to (7) instead of (8), don't really see a reason for this to be spaced so low
  5. 00:34:697 (3,4) - very low spacing, why not make it the same as 00:29:242 (3,4) ? There's nothing changing in the music after all
  6. 00:42:879 (1,2) - confusingly low spacing as it's almost the same absolute distance as previous and following notes but double the time interval
  7. 00:52:423 (3,4,5,6,7,8,9,10,11,12) - now here instead of decreasing the spacing towards the end, as you sort-of did with all these previous combos, you mostly increase it towards the by spacing (10) (which I like since it fits the importance of the beat in the music, but you never did that before) and (12) (which doesn't make that much sense), that's pretty inconsistent : \
  8. 00:58:787 (6,7) - same as the very first point
  9. 00:59:242 (1,2,3,4,5,1,2,3,4) - whoa, pretty huge spacing compared to the previous combos - I see that you probably intended to increase the spacing each combo but that's not really fitting to the song, and at least I only recognized that after looking at it three times, so I don't think that really works : \
  10. 00:59:696 (2,3,4,5,1,2,3,4) - inconsistency with 01:06:969 (2,3,4,5,1,2,3,4) - I like the second one more, because I'm having classical singing lessons and a pretty basic thing when singing Lieder is that if a verse or something like that is directly repeated it is more interesting to arrange it differently, the first time louder and the second time more quiet or smth like that, so that's why I like spacing the second time more than the first, it makes it more interesting, you kinda did it at 01:21:515 (2,3,4,5,6,7,8,9,10,1) too :D
  11. highly subjective but I don't like how 01:31:060 (3,4,5,6,7,8) plays : \
  12. 01:45:605 (3,4,5,6,7,8) - In pretty much all of this Kiai these have been mapped very jumpy but not here, feels off. Also, I think you're missing at least one hitsound here
  13. 01:51:969 (1,2) - same, pretty much the only time this is spaced so low D:
  14. 02:06:061 (9) - get's almost no emphasis here although it's one of the important beats, maybe just 'merge' the two triangles into a hexagon?
  15. 02:10:151 (1,2,3) - (2,3) shouldn't be seperated from the slidertail imo, it's the same group of hits in the song. Also, extremely inconsistent with 02:11:060 (4,5,6) lol.
  16. 02:11:969 (1,2,3,4) - Don't really understand why this is stacked, it's a different kind of drumhits, and you didn't stack 02:12:424 (5,6,7,8) either. neither 02:27:424 (1,2,3,4) although these would at least be the same kind of drumhits ^^
  17. 02:31:818 (6,1) - don't like that stack either, 02:31:515 (4,5,6,1) is a pattern of four equally important beats when you ignore (1) being the downbeat (which should give it even more emphasis, not a stack), (4,5,6) kinda build up to (1) but that's not represented with a stack, (1) doesn't belong to (6) in any way
  18. 02:44:242 (4,5,1,2) - ewww, the beats on the tails of (5,1,2) are way more important than the heads, which gives completely wrong emphasis causing it to play really weird, and the NCs don't fit either because it should be on the tail of (5) which is obviously impossible this way. Also, it's pretty confusing to read when you space the two slider-pairs the same absolute distance when the time interval is doubled. Also, leaving out 02:45:302 is pretty random too when it's mapped every other time so far
  19. 02:58:333 (3,4,5,6,7,8) - This looks more like grouping it into 4 and 2 instead of 3 and 3 which you probably went for : \
  20. 03:00:909 (8,1) - why stack this? D:
  21. 03:01:060 (1,2,3,4,5,6) - uuh there is nothing in the song that would suggest spacing (1,2,3) so much and not spacing (3,4,5) at all, (4) is a really important beat
  22. 03:04:242 (4) - again this beat deserves more spacing than all the others but you spaced it least? D:
  23. 03:08:788 (2,3) - You probably blanketed things like these before but it's pretty inappropiate here as it doesn't give (3) the emphasis it deserves, also it's kinda confusing that 03:02:878 (1,2) is spaced almost the same when half the time interval. Should've pointed that out anyways: You have a lot of important beats on slidertails, which should generally be avoided, but I didn't say anything bc it could also be your 'style' or whatever, but spacing (1,2) at all is already problematic because it gives (2) really much emphasis and therefore suggests that (2) is on the white tic, as that would normally be the beat that you emphasize the most, so it's pretty weird to read and play
  24. 03:11:060 (4,5,6,7) - You hitsounded these notes really intense, not like 03:10:605 (2,3) so it's really weird that you mapped them exactly the same, should be circles (as they are in the rest of the diff). You spaced sections where literally nothing changes at all extremely high, like 03:14:697 (3,4,5) but then you don't space the really important things at all, that's just really inconsistent and not fitting the song at all. 03:15:151 (6,1) is extremely too btw, especially when taking slider leniency into consideration
  25. 03:17:424 (1,2,3,1,2,3,1,2,3,1,2,3) - again the second half of this pattern is hitsounded double as intense as the first half but mapped in the same way (the increase of spacing doesn't change so that's not sufficient), really weird. I think you used that pattern before, dunno if it's the same there
  26. 03:22:424 (5,6) - the thing with intense hitsounding again, don't treat mapping and hitsounding as two independent things, they should complement each other!
  27. 03:23:787 (3,4,5,6,7,8) - following the previous hitsounding-things, this is suddenly extremely high spaced but not hitsounded at all, it just feels off
  28. 03:25:605 (4,5,6,7) and 03:29:697 (6,7) - just pointing these our too for the record, it's always the same issue
  29. 03:33:787 (1,2) - This is the only time you didn't map this as 2/1-slider in this section, consider changing it to stay consistent
  30. You're generally leaving out many 1/3-beats that are clearly audible, you only mapped around half of them, feels kinda weird : \
I gotta stop now and do stuff for university, I guess it's mostly the same issues repeating over and over again, so I hope you understand my reasoning and are able to apply it to the rest of the map too ^^ Good luck!
Zectro
Yo \o/ (the m4m thingy)

[Corrosion]
00:41:060 (1,2,3,4,5,6,1) - This pattern just feels off and weird in comparison with the rest of the map
00:44:242 (3,4) - Spacing between these is confusing, since they have the same spacing as 00:42:879 (1,2) - even though 00:44:242 (3,4) - is way closer in to eachother in the timeline
00:45:606 (5,6,7,8,9,10) - Not really a fan of this pattern, it seems kinda ugly and doesn't really flow at all
01:13:787 (1,2) - Shape of these is bleehhh
01:17:424 (1) - This shape fits here because of the vocals but then 01:19:243 (1) - just feels out of place, but then again you need it to be the same for symmetry and EHHYUINI IDKANYMORE lol
01:49:242 (3,4) - I would change the positioning of these so they fit/look/flow better towards 01:48:333 (1,2) -
02:17:424 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1) - o.o
02:44:546 (5,1,2) - This looks and plays kinda ehh
03:16:515 (3,4) - Look, here it just feels/looks/flows way better than the other one
04:03:333 (3) - Dat slider ass could be nerfed :^)
04:05:151 (4,7,3) - Shapes can look way better than this, cmon
04:10:605 (3) - ^
04:17:424 (1) - The big ass stream that starts here feels a little too overdone/long/over the top, you could add some more variation to the whole thing listening to the music, atm it just looks too cheap compared to the rest of the map imo
04:44:696 (1,2,3,4,5,6,1,2,3,4,5,6) - Should be different than 04:45:605 (1,2,3,4,5,6,1,2,3,4,5,6) - for sure
05:03:333 (2,3,4,5,6,7,8,9,10) - The way you have to change direction from 05:01:060 (1,2,3,4,5,6,1) - feels a bit meh, you can make the flow WAY better
05:08:333 (1,2) - Shape pls

Overall it seems like a cool map, I really love the theme, it also plays very cool to such an epic song.

Good luck!
Topic Starter
Bara-

Zectro wrote:

Yo \o/ (the m4m thingy)

[Corrosion]
00:41:060 (1,2,3,4,5,6,1) - This pattern just feels off and weird in comparison with the rest of the map
00:44:242 (3,4) - Spacing between these is confusing, since they have the same spacing as 00:42:879 (1,2) - even though 00:44:242 (3,4) - is way closer in to eachother in the timeline
00:45:606 (5,6,7,8,9,10) - Not really a fan of this pattern, it seems kinda ugly and doesn't really flow at all I disagree, patterns as these flow really well imo, and I love them
01:13:787 (1,2) - Shape of these is bleehhh Dem Blankets
01:17:424 (1) - This shape fits here because of the vocals but then 01:19:243 (1) - just feels out of place, but then again you need it to be the same for symmetry and EHHYUINI IDKANYMORE lol haha wot
01:49:242 (3,4) - I would change the positioning of these so they fit/look/flow better towards 01:48:333 (1,2) - Meh, it's fine, due to slider leniency
02:17:424 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1) - o.o
02:44:546 (5,1,2) - This looks and plays kinda ehh ARGHH< Why does everyone complain about this? I talked about this with multiple Qat and they all found it fine
03:16:515 (3,4) - Look, here it just feels/looks/flows way better than the other one
04:03:333 (3) - Dat slider ass could be nerfed :^) Nicki Minaj <3 Ok sorry
04:05:151 (4,7,3) - Shapes can look way better than this, cmon Be happy you didn't see the older ones, which all were ugly af, and on the border of unrankable, but it fits the song perfectly
04:10:605 (3) - ^ ^^
04:17:424 (1) - The big ass stream that starts here feels a little too overdone/long/over the top, you could add some more variation to the whole thing listening to the music, atm it just looks too cheap compared to the rest of the map imo Already nerfed it
04:44:696 (1,2,3,4,5,6,1,2,3,4,5,6) - Should be different than 04:45:605 (1,2,3,4,5,6,1,2,3,4,5,6) - for sure
05:03:333 (2,3,4,5,6,7,8,9,10) - The way you have to change direction from 05:01:060 (1,2,3,4,5,6,1) - feels a bit meh, you can make the flow WAY better Constant clockwise flow would become boring after a bit :P
05:08:333 (1,2) - Shape pls

Overall it seems like a cool map, I really love the theme, it also plays very cool to such an epic song.

Good luck!
Thanks!

Bonsai, fixed almost everything, except most of the jump patterns. Those were discussed with multiple QATs, and they adviced me to do it like this
Also, imo, stacks give proper emphasis, but a different one, which can, if used in combination with other things, give really special emphasis

Thanks guys!!
Hikaru Rose
This is not 2 stars, I'm disappointed.

On a serious note, when are you going for rank again?
Topic Starter
Bara-
Whahaha
Idk
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