Various Artists - Koigonome FriendS

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xLolicore-
"cheezstik's maps are a masterpiece, they beat those we see today like Skystar's patterns" 10/10 IGN
"The symmetry is astounding" 5/5 stars Gamespot
"It feels like my e-peen has just been triggered" Jack Thompson
"cheezstik for best mappah 2k30" Barack Obama

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UndeadCapulet
Hey~

No kd for this post, I'll be doing a more extensive mod later, I just first wanted to point out some of the obvious "unrankable" issues with this map. Fixing these early will make the modding process (and my ability to mod) go much smoother.

Marathon


03:46:127 - There should be a red timing section here, to reset the measure and properly align the downbeats. You might want to also go through and readdress your NC job after this; it seems like a lot of NCs were placed with the downbeats in mind, though since your downbeats are wrong your whole NC job seems wrong.


There are some pretty major tonality issues in both the Koigokoro and Daidai sections:

01:39:693 (1,2,3,4,5,6,7,8) - These jumps seem overdone for the map as is. Compared to 00:56:836 (1,2,3,4,5,6,7,8) - , they are much more intense, but these parts of the music are the same in tone. Same for 01:53:407 (1,2,3,4,1,2,3,4) - , etc. If you are going to use jumps this large, you should make the first kiai consistent with this. This is unrankable otherwise, QAT doesn't like difficulty spikes.

And as for the Daidai part, well...
03:32:794 (1,2,3,1,2,3,1,2,3,1,2,3) - This part of the song is slow, slower than the entirety of Koigokoro, but these jumps are as large as Koigokoro's kiai. I realize Daidai's BPM is lower, so jumps need to be larger to be considered as jumps. But this just seems really overdone, as do all similar slow parts of Daidai.

The kiai section has a key change. Usually this means everything will be made more intense compared to previous verses. I'm not sure if you took this into consideration, maybe I'm just imagining things, but it looks to me like the jumps in the kiai are the same as the jumps in the previous chorus. You may want to consider switching things around so the jumps in the kiai are larger than the rest of the Daidai section.


Oh, and I guess this is a good place to point out that you should add some combo colours :V

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Call me back~
Topic Starter
cheezstik

UndeadCapulet wrote:

Hey~

No kd for this post, I'll be doing a more extensive mod later, I just first wanted to point out some of the obvious "unrankable" issues with this map. Fixing these early will make the modding process (and my ability to mod) go much smoother.

Marathon


03:46:127 - There should be a red timing section here, to reset the measure and properly align the downbeats. You might want to also go through and readdress your NC job after this; it seems like a lot of NCs were placed with the downbeats in mind, though since your downbeats are wrong your whole NC job seems wrong. Wow I thought something seemed off with the NCs, wouldn't have thought to add a timing point, added and fixed NCs. #AmateurMapperMistakes


There are some pretty major tonality issues in both the Koigokoro and Daidai sections:

01:39:693 (1,2,3,4,5,6,7,8) - These jumps seem overdone for the map as is. Compared to 00:56:836 (1,2,3,4,5,6,7,8) - , they are much more intense, but these parts of the music are the same in tone. Same for 01:53:407 (1,2,3,4,1,2,3,4) - , etc. If you are going to use jumps this large, you should make the first kiai consistent with this. This is unrankable otherwise, QAT doesn't like difficulty spikes. I toned down the big jump part.

And as for the Daidai part, well...
03:32:794 (1,2,3,1,2,3,1,2,3,1,2,3) - This part of the song is slow, slower than the entirety of Koigokoro, but these jumps are as large as Koigokoro's kiai. I realize Daidai's BPM is lower, so jumps need to be larger to be considered as jumps. But this just seems really overdone, as do all similar slow parts of Daidai. Hmm it might be a little big but I do think it's fine for now, that part is to emphasize the piano and it's smaller spacing than the kiai and faster parts.

The kiai section has a key change. Usually this means everything will be made more intense compared to previous verses. I'm not sure if you took this into consideration, maybe I'm just imagining things, but it looks to me like the jumps in the kiai are the same as the jumps in the previous chorus. You may want to consider switching things around so the jumps in the kiai are larger than the rest of the Daidai section. The kiai section does already have larger, more intense jumps than the rest of the song.


Oh, and I guess this is a good place to point out that you should add some combo colours :V I'm not super experienced with combo colours D: who wants to suggest some? I don't even know how to add them.

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Call me back~
Thanks!
i hate pp
2 months later and this meme still isnt qualified

Shizuku-
Rename diff to "le pp farm" or something similar.
Tinosaurus
i cant mod but ill be bumping this in case something beautiful will happen
Momoka
07:29:006 -

I laughed so hard
ceLy
tatoe wtf lololol

NM~
Marathon
  1. I prefer flows to overlaps, like in 08:37:472 (1,2) - , I prefer flow here
  2. 00:30:479 (4,1) - don't like things like this, but ofc just personal idea
  3. 00:37:122 (4,5,6,7) - It might be better to put a reentry (1212 jump? idk if you can know what I mean...) , instead of triple
  4. 00:44:836 (1,2) - I think flow might be better, blanket is also ok
  5. 00:48:479 (2) - don't fit the vocal, suggest to delete it
  6. 00:48:907 (4) - ^
  7. 00:59:193 (2,3,4,5,6) - two consecutive five-pointed star
  8. 01:13:336 (4,1,1) - werid..
  9. 03:10:572 (3,4) - werid to have two sliders in same direction
  10. 03:39:460 (3) - Bend it to make better flow
  11. 05:30:126 (5,6) - not blanket well
  12. 08:11:705 (1,2) - this might be very confusing or maybe unrankable (not sure if it is regard as hiding a note under the arrow)
  13. control distance in jumps, make distance from small to large rather than put them random
Anyway, some ideas are interesting in this map. Hope you can get this map ranked~
GL~ :D
Topic Starter
cheezstik

cHelli wrote:

tatoe wtf lololol

NM~
Marathon
  1. I prefer flows to overlaps, like in 08:37:472 (1,2) - , I prefer flow here Ctrl+g'd the first slider
  2. 00:30:479 (4,1) - don't like things like this, but ofc just personal idea Changed.
  3. 00:37:122 (4,5,6,7) - It might be better to put a reentry (1212 jump? idk if you can know what I mean...) , instead of triple I really liked the look of this triangle, but I'll change if someone else requests in addition.
  4. 00:44:836 (1,2) - I think flow might be better, blanket is also ok I think it looks nice like this.
  5. 00:48:479 (2) - don't fit the vocal, suggest to delete it I'm mapping to the music in this part, not vocals.
  6. 00:48:907 (4) - ^
  7. 00:59:193 (2,3,4,5,6) - two consecutive five-pointed star Changed pattern.
  8. 01:13:336 (4,1,1) - werid.. Changed.
  9. 03:10:572 (3,4) - werid to have two sliders in same direction I think it's fine, looks nice, will change upon someone else requesting in addition.
  10. 03:39:460 (3) - Bend it to make better flow I like the look of this straight slider overlap into curled slider, so I ctrl+g'd it to improve flow instead, anyone have opinions on this? D:
  11. 05:30:126 (5,6) - not blanket well Fixed.
  12. 08:11:705 (1,2) - this might be very confusing or maybe unrankable (not sure if it is regard as hiding a note under the arrow) Not sure about that one.
  13. control distance in jumps, make distance from small to large rather than put them random
Anyway, some ideas are interesting in this map. Hope you can get this map ranked~
GL~ :D
Will likely be making more general changes to spacing etc after applying this mod as well, thanks very much!!!! :D
Lefafel
Map looks and pays well for the most part, and it's memetastic! Here's a few pointers, though.

- A good meme map has a good storyboard. The T A T O E was cool, but didn't feel like it's enough. Consider implementing the current song into the storyboard somehow (for example, highlight the koigokoro BG during the first 3 minutes, daidai BG during the next 3, etc.).
- That T A T O E warrants an epilepsy warning.
- What's with the funky AR and OD? Was AR9/OD8 somehow insufficient? You shouldn't use the fractions just for the sake of it, but if there's an actual gameplay reason than it's fine.
- Unused green timing point at 03:46:127
- 00:05:407 (1,2) - excessive stacking, consider moving these from under the previous slider.
- 00:28:550 (5,6) - and 00:29:193 (8,1) - unintuitive stacks, breaks the flow of the map.
- 00:30:479 (4,1) - this spacing goes against the flow of the map. I can see how it fits the music, but it compromises playability way too much.
- 01:13:336 (4,1) - same as above.
- 03:21:683 (1) - this slider breaks the flow of the map, consider replacing it with just a single note.
- 04:30:571 - this is where the climax of the song starts, and there's a noticeable crescendo in the music. The map doesn't really reflect this change right now. Consider bumping slider velocity up slightly to add emphasis on this part of the song.
- 05:22:126 - same as above.
- 08:12:626 (2) - don't hide notes under sliders like this.
- 09:40:049 - 09:56:981 - THIS PART IS PERFECT FOR MEME SLIDERS. Make use of these; there's so much cool stuff you could do with some creative slider designs. So much unused meming potential here :o

This mod was a part of my modding queue.
Topic Starter
cheezstik

Routalempi wrote:

Map looks and pays well for the most part, and it's memetastic! Here's a few pointers, though.

- A good meme map has a good storyboard. The T A T O E was cool, but didn't feel like it's enough. Consider implementing the current song into the storyboard somehow (for example, highlight the koigokoro BG during the first 3 minutes, daidai BG during the next 3, etc.). Probably gonna delete the SB if it poses a problem in ranking etc anyway, was just a joke, not a serious SB haha.
- That T A T O E warrants an epilepsy warning.
- What's with the funky AR and OD? Was AR9/OD8 somehow insufficient? You shouldn't use the fractions just for the sake of it, but if there's an actual gameplay reason than it's fine. ???? The decimals are there to be used, I shouldn't use exactly x.0 or x.5 just for the sake of it, AR9 is too fast for the first 2 songs, but AR8.8 maintains decent readability for Best FriendS while not being overly fast for the first 2 songs. Same with OD.
- Unused green timing point at 03:46:127 Deleted, nice catch!
- 00:05:407 (1,2) - excessive stacking, consider moving these from under the previous slider. I think it's fine.
- 00:28:550 (5,6) - and 00:29:193 (8,1) - unintuitive stacks, breaks the flow of the map. Changed pattern.
- 00:30:479 (4,1) - this spacing goes against the flow of the map. I can see how it fits the music, but it compromises playability way too much. Changed.
- 01:13:336 (4,1) - same as above. Changed.
- 03:21:683 (1) - this slider breaks the flow of the map, consider replacing it with just a single note. Uhh, no I don't think so. I increased SV from 0.6 to 0.75 and kept it in the same initial position so it touches the next slider and is less likely to cause a sliderbreak though.
- 04:30:571 - this is where the climax of the song starts, and there's a noticeable crescendo in the music. The map doesn't really reflect this change right now. Consider bumping slider velocity up slightly to add emphasis on this part of the song. The spacing and jumps already increases a lot in comparison, I think the SV should be fine.
- 05:22:126 - same as above.
- 08:12:626 (2) - don't hide notes under sliders like this. Ok, previous mod mentioned this, I'll move it.
- 09:40:049 - 09:56:981 - THIS PART IS PERFECT FOR MEME SLIDERS. Make use of these; there's so much cool stuff you could do with some creative slider designs. So much unused meming potential here :o
Can't tell if srs hahaha, but for now I think my slider art should be fine.

This mod was a part of my modding queue.
Thanks for the mod!
Samoyed
When ungraveyard : ()
AltMirrorBell
when :/
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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