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DystopiaGround - AugoEidEs

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cyprianz5
yooo man what do you think about my today's testplay :(? i could fc this but stress, you know
cyprianz5
WOW MAN I TRIED THIS WITH DT AND I DID NEW UR RECORD
Topic Starter
nhlx

CypCypCyprian wrote:

WOW MAN I TRIED THIS WITH DT AND I DID NEW UR RECORD
wp fam
KaelGen

Nofail I manage 75%, I just wasn't warmed up right now to do that x) so here my scrubby relax play :D
Doormat
Hey, from my queue- sorry this is like a month late ;w;
I'm not used to modding 7 star maps, so I'll probably focus on aesthetics and a few other things I find out of the ordinary- sorry if it seems a little nitpicky ;w;
lol sounds a bit like listening to dragonforce @ 04:26:494 (1) - to 05:12:001 (2) -
[]
[General]
  1. just curious, but why name the difficulty oyasumi? it's not related to what an augoeides is, and i also took a look-see at the lyrics and don't really see a relation- this is probably not a big deal; some maps have gotten ranked with some ridiculously unrelated difficulty names, but yeah just curious. and before you ask, yes i am familiar with what oyasumi means
[oyasumi]
  1. 00:36:929 (6,2) - blanket here could be nicer
  2. 00:58:523 - it sounds like you missed a beat here; this is where the guitar riff ends. maybe add a circle here or make 00:58:233 (2) - into a repeat slider. right now it just feels like this part is a bit cut off in my opinion
  3. 01:03:306 (4) - maybe divide this slider up? you skipped the clap on 01:03:451 and it just sounds a little awkward in my opinion since this is the only 4th beat that you skipped over in this entire section. maybe have a 1/2 slider at 01:03:306 - and have a circle at 01:03:595 -
  4. 01:31:132 (4) - same suggestion as the above
  5. 01:40:262 (3,4) - maybe you can reverse the order of these two (e.g. circle at 01:40:262 - and 1/2 slider at 01:40:407 - ). unlike the similar pattern at 01:05:480 (3,4) - , i feel there's more emphasis on the vocal note at 01:40:407 - than at 01:40:552 - , so it'd make more sense if the note at 01:40:407 - was clickable in my opinion
  6. 01:57:943 (3,1) - pretty sloppy blanket here you can fix by curving the (1) a little bit more
  7. 02:17:653 (3,3) - why aren't these stacked? it creates this really weird effect where 02:17:943 (1) - looks like it's blanketing neither. so yeah maybe stack these (place in the same position)
  8. speaking of 02:17:943 (1) -, this isn't properly blanketing 02:17:653 (3) - or 02:18:523 (3) - ; it's not curved enough
  9. 02:32:291 (2,3) - why not just use the same slider shape here? i recommend using the shape you used for (3)
  10. 02:57:219 (1,2) - another blanket you can easily fix
  11. 03:00:407 (4) - i feel like reversing the direction of this (Ctrl + G) would make it a little easier to flow into the next combo
  12. 04:17:219 (1) - another blanket you can fix; you can either curve the slider head more inwards, or curve the slider end more outwards
  13. 04:21:856 (4) - i don't know if it's just me, but this slider feels out of place with what you're doing here; i know you're trying to follow the sustained guitar note here, but it feels too long in my opinion. maybe shorten it to a 1/1 slider and have a burst afterwards or something?
    SPOILER
    my suggestion is highlighted by the orange notes
  14. 04:34:610 (1) - not centred around 04:34:175 (1) - properly; move 04:34:175 (1) - to approximately x44, y 120 to fix this
  15. 04:40:407 (1) - not centred around 04:40:117 (8) - properly; the slider end for 04:40:407 (1) - isn't curved enough
  16. 04:41:567 (1) - not centred around 04:42:436 (3) - properly; move 04:41:567 (1) - to approximately x136, y191. remember to move 04:41:422 (4,5) - as well
  17. 04:49:248 (1,2) - why the new combo here? it's a part of the same phrase as 04:48:668 (1,2,3,4,5,6,7,8) - , and it's not really emphasizing anything, so the new combo here feels unnecessary in my opinion
  18. 04:51:856 (1) - this one also feels unnecessary in my opinion; what's it emphasizing?
  19. 04:53:306 (7) - however, placing a new combo here makes sense
  20. 04:54:248 (6) - i'm not hearing a beat at this spot; i'd delete this
  21. 05:01:277 (1) - not centred around 05:00:987 (4) - properly; move 05:01:277 (1) - to x381, y267 to fix this (i know, really nitpicky because it's only like one pixel, but still-)
  22. 05:09:393 (1) - not centred around 05:09:103 (5,6,7) - properly; move 05:09:103 (5,6,7) - to approximately x249, y193
[]
hope this helps ;)
Topic Starter
nhlx

Doormat wrote:

  1. just curious, but why name the difficulty oyasumi? it's not related to what an augoeides is, and i also took a look-see at the lyrics and don't really see a relation- this is probably not a big deal; some maps have gotten ranked with some ridiculously unrelated difficulty names, but yeah just curious. and before you ask, yes i am familiar with what oyasumi means
the reason is, this is a word which has a sentimental meaning and a history before it, which wasn't really good and in fact it was one of the worst periods of my life, yet without it I wouldn't map this map, so there comes the diff name.
Topic Starter
nhlx

Doormat wrote:

  1. just curious, but why name the difficulty oyasumi? it's not related to what an augoeides is, and i also took a look-see at the lyrics and don't really see a relation- this is probably not a big deal; some maps have gotten ranked with some ridiculously unrelated difficulty names, but yeah just curious. and before you ask, yes i am familiar with what oyasumi means

the reason is, this is a word which has a sentimental meaning and a history before it, which wasn't really good and in fact it was one of the worst periods of my life, yet without it I wouldn't map this map, so there comes the diff name.

thanks a bunch dude

oops i double posted xd
Doormat

Raikozen wrote:

Doormat wrote:

  1. just curious, but why name the difficulty oyasumi? it's not related to what an augoeides is, and i also took a look-see at the lyrics and don't really see a relation- this is probably not a big deal; some maps have gotten ranked with some ridiculously unrelated difficulty names, but yeah just curious. and before you ask, yes i am familiar with what oyasumi means

the reason is, this is a word which has a sentimental meaning and a history before it, which wasn't really good and in fact it was one of the worst periods of my life, yet without it I wouldn't map this map, so there comes the diff name.

thanks a bunch dude

oops i double posted xd
yeah okay, fair enough. best of luck getting it ranked c:
Anxient

1000 circles

Kreygasm
Topic Starter
nhlx

Anxient wrote:


1000 circles

Kreygasm
wooooo xd
snz
Ayy imao i love this song♥♥♥
Take my random mod ;)
[General]
Try Enable Countdown I Think If Map It's Better

Try Charge Stack Laniency
-->
[oyasumi]
00:35:769 - Try This
00:44:755 (1) - Delete NC
01:08:233 (1) - Try This
01:17:509 (1) - Try This
01:48:958 (4) - Delete NC & 01:49:538 (1) - Add NC
02:09:682 (4) - Delete NC
02:13:306 (1) - ^
02:22:001 - Delete Kiai Here
02:54:465 (1) - Delete NC
03:36:784 (1) - Try This
04:45:190 Add Kiai (04:45:190 ~ 04:54:4650)
05:49:103 Delete Kiai Here
05:57:074 (1) - Try This
06:17:798 Add Kiai Here

Sorry For Short Mod :(
Sebu
Just something quick i think you need to fix, this pattern 04:58:378 (1,2,3,4,5) - looks ugly as shit.(for a lack of better words)
Topic Starter
nhlx

Sebu wrote:

Just something quick i think you need to fix, this pattern 04:58:378 (1,2,3,4,5) - looks ugly as shit.(for a lack of better words)
thanks, made kind of thing like that
laeamminlakana
I'm just quickly going to praise this map which I will probably put in the top5 ranked/approved maps of 2016, so long as you work hard enough on it to see through that it gets ranked. Also will drop a short mod on this soon.
ayygurl
Oh my god I can feel the people choking at the last part in year 2017, maybe reduce a bit these jumps? idk xd
Shrik
I liked the previous ending so much more :(
laeamminlakana
I claimed I'd post a short mod on this, but goddamn the only things I can say feel off in this map are these 2 things
04:06:784 (1) - Most sliders have been either curves or had a smaller angle than this one, this just struck my eye when I was trying to find things to mention in the map... Tiny details.
04:58:378 (1,2,3,4,5) - This might just be me, but this stream feels out of place because it is so much faster than anything before it, and atop that, it is also a lot smaller than any of the previous streams that followed a circular motion. Again, I was having trouble finding anything to complain about because the map just plays out so well...

fixes..?
04:06:784 (1) - make the slider's first part longer and point the end at the following note or something...
04:58:378 (1,2,3,4,5) - Either lower the spacing, or make a new curve that the notes follow, I'd do the latter with a a less tiny circle than this one.

no KD, nitpicks and almost 0 value in the post...
Topic Starter
nhlx

Brimroth wrote:

I claimed I'd post a short mod on this, but goddamn the only things I can say feel off in this map are these 2 things
04:06:784 (1) - Most sliders have been either curves or had a smaller angle than this one, this just struck my eye when I was trying to find things to mention in the map... Tiny details.
04:58:378 (1,2,3,4,5) - This might just be me, but this stream feels out of place because it is so much faster than anything before it, and atop that, it is also a lot smaller than any of the previous streams that followed a circular motion. Again, I was having trouble finding anything to complain about because the map just plays out so well...

fixes..?
04:06:784 (1) - make the slider's first part longer and point the end at the following note or something...
04:58:378 (1,2,3,4,5) - Either lower the spacing, or make a new curve that the notes follow, I'd do the latter with a a less tiny circle than this one.

no KD, nitpicks and almost 0 value in the post...
thanks!
CrescendoV_Leux
i really want to see this ranked. this is just pure awesome
3312
you should snap 04:58:235 (4) - lol
Kipley
This needs ranked, but it's a real shame you messed with the first 30 seconds, it was perfect a couple months ago, now it plays awful (imo.)
neonat
General

The hitsounds are honestly weird, first of all the highlighted bass drum beats can't possibly be highlighted in the map here, simply because that sound is being used as a Normal custom hit sound used in some sections, like the starting, so parts like 00:43:740 (1,2,3,4,1,2,3,1,2) - where there is a distinct double bass drum beat before a 1/2 rest and then triplet 1/2 beat at 00:44:030 (3,4,1,2,3,1) and is now replaced with some weird pattern of sounds with whistles and claps which is odd

Normal Custom 50 clap doesn't really go well with that default Normal whistle that can be heard in the song

oyasumi

00:57:943 (1,2) - other than making a pattern, there is no reason to keep lowering the sv of this, which combined is just a single phrase in the music. I don't think it makes it any more pleasant by having this just for aesthetic purposes when it doesn't fit the song
01:31:132 (4,5) - underwhelming space, considering that it is similar to 01:33:451 (4,1) and that it is kind of like a new phrase already instead of being (5) of the previous one
01:37:943 (3,1) - doesn't follow the norm as well in the map
01:39:972 (2,3,4) - kinda odd movement
01:44:900 (1,2,3,4) - why are they slowed down, any change of the music happens after that at 01:45:480
02:21:422 (1,2,3,4,5,6,1,2,3,4) - you're fond of sv change within the same stream when nothing really warrants it
01:40:408 (4,1) - spacing between these is underwhelming as well, given the fact that the transitions before this had been usually much bigger
02:19:248 (1,2,3,1,2,1,2) - unnecessarily large spacing, when it's not like some big climax within the kiai. Even 02:38:958 (2,3,4,5,6,7,8,9,1,2,3,4,5) is a stronger part in the music but isn't as intense in spacing.
02:52:581 (1) - you can straighten it in the stream
02:53:885 (1,2) - the parts after 02:54:900 (1) should be stronger as with the 1/3 rhythm at 02:53:885 (1,2,1,2,3) seems to be at a slower pace, don't know why the sv there is higher
03:14:030 (1,2,1,2,1,2) - you wanted the increasing sv for 03:09:393 (1,2,1,2,1,2) and 03:11:711 (1,2,1,2,1,2) - you basically made this one odd one out by leaving that pattern out even when the music is the same, if it's just for pattern again, then why use the increasing sv for this portion of music in the first place
03:25:045 (1,2,3) - from the 1st slider to the last, the difference in total is 0.55x, that is a big enough change and I think you should NC them
03:26:929 (1,2) - space them closer, or slight stack them
04:08:378 (2,3,4,5) - doesn't really fit the song rhythm well, especially trying to transition from following the drums to guitar
04:12:726 (1,2,3,4,5,6,7) - not following the snap of the guitar
04:14:393 (4) - ^
04:17:871 (6) - not on any beat, guitar in music is not snapped on this line and drums stop at this point
04:18:451 (4) - not on any beat
04:18:910 (2,4) - not snapped on anything in the music
04:21:856 (4) - assuming this is following the percussion, end it at 04:22:146 and remove 04:22:509 (2)
04:33:740 (3,4,5,1,2,1,2) - by intensity of the song and the pitching, this is lower than 04:35:045 (3,4,5,1) - but the difference in difficulty is just extreme
05:01:132 (5,1) - should be less than 05:02:291 (5,1) and likewise being the highest tone in that phrase 05:02:291 (5,1) should be larger than the former
05:03:451 (5,1) - same as above
05:08:958 (4,5,6,7) - unnecessary big spacing, making 05:09:248 (7,1) so close to each other after that also doesn't make sense
05:43:161 (1) - this also highlights the inconsistencies in the hitsounding and is also odd because you try to use so many custom hitsounds and sets even in the same sections of music. It's the same music as 03:39:103 (1) - which uses different hitsounds
05:45:480 (1) - goes over the beat at 05:45:769 which makes the subsequent placement of 05:46:059 (2,3) in the rhythm off as 05:46:349 is on a slider repeat and is very weak compared to the strength of the beat at this point
06:10:697 (7) - ends on a strong beat
06:26:059 (1,1,1,1,1,1,1) - why is it decreasing
06:27:074 (1) - doesn't fit as well, this speed is so slow. It's the same intensity of music as the following parts yet it is 3 times slower, which doesn't make sense at all. Furthermore, with the cymbals here, it should be even stronger than what comes after like 06:29:393 (1) and 06:31:711 (1) is not even slowed down to a similar extent


I think it would be nice if you had replied your previous mods with answers too, that would really be helpful for all others to see what has or has not changed, it helps others understand too.

Good Luck
cyprianz5

neonat wrote:

General

The hitsounds are honestly weird, first of all the highlighted bass drum beats can't possibly be highlighted in the map here, simply because that sound is being used as a Normal custom hit sound used in some sections, like the starting, so parts like 00:43:740 (1,2,3,4,1,2,3,1,2) - where there is a distinct double bass drum beat before a 1/2 rest and then triplet 1/2 beat at 00:44:030 (3,4,1,2,3,1) and is now replaced with some weird pattern of sounds with whistles and claps which is odd

Normal Custom 50 clap doesn't really go well with that default Normal whistle that can be heard in the song

oyasumi

00:57:943 (1,2) - other than making a pattern, there is no reason to keep lowering the sv of this, which combined is just a single phrase in the music. I don't think it makes it any more pleasant by having this just for aesthetic purposes when it doesn't fit the song
01:31:132 (4,5) - underwhelming space, considering that it is similar to 01:33:451 (4,1) and that it is kind of like a new phrase already instead of being (5) of the previous one
01:37:943 (3,1) - doesn't follow the norm as well in the map
01:39:972 (2,3,4) - kinda odd movement
01:44:900 (1,2,3,4) - why are they slowed down, any change of the music happens after that at 01:45:480
02:21:422 (1,2,3,4,5,6,1,2,3,4) - you're fond of sv change within the same stream when nothing really warrants it
01:40:408 (4,1) - spacing between these is underwhelming as well, given the fact that the transitions before this had been usually much bigger
02:19:248 (1,2,3,1,2,1,2) - unnecessarily large spacing, when it's not like some big climax within the kiai. Even 02:38:958 (2,3,4,5,6,7,8,9,1,2,3,4,5) is a stronger part in the music but isn't as intense in spacing.
02:52:581 (1) - you can straighten it in the stream
02:53:885 (1,2) - the parts after 02:54:900 (1) should be stronger as with the 1/3 rhythm at 02:53:885 (1,2,1,2,3) seems to be at a slower pace, don't know why the sv there is higher
03:14:030 (1,2,1,2,1,2) - you wanted the increasing sv for 03:09:393 (1,2,1,2,1,2) and 03:11:711 (1,2,1,2,1,2) - you basically made this one odd one out by leaving that pattern out even when the music is the same, if it's just for pattern again, then why use the increasing sv for this portion of music in the first place
03:25:045 (1,2,3) - from the 1st slider to the last, the difference in total is 0.55x, that is a big enough change and I think you should NC them
03:26:929 (1,2) - space them closer, or slight stack them
04:08:378 (2,3,4,5) - doesn't really fit the song rhythm well, especially trying to transition from following the drums to guitar
04:12:726 (1,2,3,4,5,6,7) - not following the snap of the guitar
04:14:393 (4) - ^
04:17:871 (6) - not on any beat, guitar in music is not snapped on this line and drums stop at this point
04:18:451 (4) - not on any beat
04:18:910 (2,4) - not snapped on anything in the music
04:21:856 (4) - assuming this is following the percussion, end it at 04:22:146 and remove 04:22:509 (2)
04:33:740 (3,4,5,1,2,1,2) - by intensity of the song and the pitching, this is lower than 04:35:045 (3,4,5,1) - but the difference in difficulty is just extreme
05:01:132 (5,1) - should be less than 05:02:291 (5,1) and likewise being the highest tone in that phrase 05:02:291 (5,1) should be larger than the former
05:03:451 (5,1) - same as above
05:08:958 (4,5,6,7) - unnecessary big spacing, making 05:09:248 (7,1) so close to each other after that also doesn't make sense
05:43:161 (1) - this also highlights the inconsistencies in the hitsounding and is also odd because you try to use so many custom hitsounds and sets even in the same sections of music. It's the same music as 03:39:103 (1) - which uses different hitsounds
05:45:480 (1) - goes over the beat at 05:45:769 which makes the subsequent placement of 05:46:059 (2,3) in the rhythm off as 05:46:349 is on a slider repeat and is very weak compared to the strength of the beat at this point
06:10:697 (7) - ends on a strong beat
06:26:059 (1,1,1,1,1,1,1) - why is it decreasing
06:27:074 (1) - doesn't fit as well, this speed is so slow. It's the same intensity of music as the following parts yet it is 3 times slower, which doesn't make sense at all. Furthermore, with the cymbals here, it should be even stronger than what comes after like 06:29:393 (1) and 06:31:711 (1) is not even slowed down to a similar extent


I think it would be if you had replied your previous mods with answers too, that would really be helpful for all others to see what has or has not changed, it helps others understand too.

Good Luck
thanks for mod ~~ <3
Topic Starter
nhlx

neonat wrote:

General

The hitsounds are honestly weird, first of all the highlighted bass drum beats can't possibly be highlighted in the map here, simply because that sound is being used as a Normal custom hit sound used in some sections, like the starting, so parts like 00:43:740 (1,2,3,4,1,2,3,1,2) - where there is a distinct double bass drum beat before a 1/2 rest and then triplet 1/2 beat at 00:44:030 (3,4,1,2,3,1) and is now replaced with some weird pattern of sounds with whistles and claps which is odd thanks, gonna tweak with it a little bit

Normal Custom 50 clap doesn't really go well with that default Normal whistle that can be heard in the song might look for something else

oyasumi

00:57:943 (1,2) - other than making a pattern, there is no reason to keep lowering the sv of this, which combined is just a single phrase in the music. I don't think it makes it any more pleasant by having this just for aesthetic purposes when it doesn't fit the song changed it
01:31:132 (4,5) - underwhelming space, considering that it is similar to 01:33:451 (4,1) and that it is kind of like a new phrase already instead of being (5) of the previous one i dont quite understand what you mean :S
01:37:943 (3,1) - doesn't follow the norm as well in the map changed
01:39:972 (2,3,4) - kinda odd movement changed as well
01:44:900 (1,2,3,4) - why are they slowed down, any change of the music happens after that at 01:45:480 the purpose of the sv slowdown is because i wanted to make a "preparation" for the slower, less dense part in the song
02:21:422 (1,2,3,4,5,6,1,2,3,4) - you're fond of sv change within the same stream when nothing really warrants it changed the sv in 1,2,3,4 to the previous value, which was 1,50x
01:40:408 (4,1) - spacing between these is underwhelming as well, given the fact that the transitions before this had been usually much bigger fixed both with 01:39:972 (2,3,4)
02:19:248 (1,2,3,1,2,1,2) - unnecessarily large spacing, when it's not like some big climax within the kiai. Even 02:38:958 (2,3,4,5,6,7,8,9,1,2,3,4,5) is a stronger part in the music but isn't as intense in spacing. nerfed
02:52:581 (1) - you can straighten it in the stream straighetened it
02:53:885 (1,2) - the parts after 02:54:900 (1) should be stronger as with the 1/3 rhythm at 02:53:885 (1,2,1,2,3) seems to be at a slower pace, don't know why the sv there is higher lowered sv to 0.80x
03:14:030 (1,2,1,2,1,2) - you wanted the increasing sv for 03:09:393 (1,2,1,2,1,2) and 03:11:711 (1,2,1,2,1,2) - you basically made this one odd one out by leaving that pattern out even when the music is the same, if it's just for pattern again, then why use the increasing sv for this portion of music in the first place decided to make the sv change on the pattern, also replacing 03:15:335 (3) - position
03:25:045 (1,2,3) - from the 1st slider to the last, the difference in total is 0.55x, that is a big enough change and I think you should NC them NC'd
03:26:929 (1,2) - space them closer, or slight stack them made them less spaced
04:08:378 (2,3,4,5) - doesn't really fit the song rhythm well, especially trying to transition from following the drums to guitar replaced with the previous drum patterning
04:12:726 (1,2,3,4,5,6,7) - not following the snap of the guitar changed
04:14:393 (4) - ^ changed as well
04:17:871 (6) - not on any beat, guitar in music is not snapped on this line and drums stop at this point removed
04:18:451 (4) - not on any beat
04:18:910 (2,4) - not snapped on anything in the music
04:21:856 (4) - assuming this is following the percussion, end it at 04:22:146 and remove 04:22:509 (2)
04:33:740 (3,4,5,1,2,1,2) - by intensity of the song and the pitching, this is lower than 04:35:045 (3,4,5,1) - but the difference in difficulty is just extreme nerfed
05:01:132 (5,1) - should be less than 05:02:291 (5,1) and likewise being the highest tone in that phrase 05:02:291 (5,1) should be larger than the former changed
05:03:451 (5,1) - same as above changed
05:08:958 (4,5,6,7) - unnecessary big spacing, making 05:09:248 (7,1) so close to each other after that also doesn't make sense nerfed
05:43:161 (1) - this also highlights the inconsistencies in the hitsounding and is also odd because you try to use so many custom hitsounds and sets even in the same sections of music. It's the same music as 03:39:103 (1) - which uses different hitsounds removed hitfinish
05:45:480 (1) - goes over the beat at 05:45:769 which makes the subsequent placement of 05:46:059 (2,3) in the rhythm off as 05:46:349 is on a slider repeat and is very weak compared to the strength of the beat at this point changed
06:10:697 (7) - ends on a strong beat divided into slider > circle, where circle is put on a strong beat
06:26:059 (1,1,1,1,1,1,1) - why is it decreasing tone of the drums get lower and lower, thus i made sv decreasing
06:27:074 (1) - doesn't fit as well, this speed is so slow. It's the same intensity of music as the following parts yet it is 3 times slower, which doesn't make sense at all. Furthermore, with the cymbals here, it should be even stronger than what comes after like 06:29:393 (1) and 06:31:711 (1) is not even slowed down to a similar extent i have to disagree here, because of the way music goes: listen to it carefully, there's a blank space in the percussion where i put the slider on, and then the agressive vivid rhythm hits in the song in the moment i speed up the pace dramatically


I think it would be if you had replied your previous mods with answers too, that would really be helpful for all others to see what has or has not changed, it helps others understand too. gonna do

Good Luck
thank you so much for a mod!
cyprianz5

Raikozen wrote:

neonat wrote:

General

The hitsounds are honestly weird, first of all the highlighted bass drum beats can't possibly be highlighted in the map here, simply because that sound is being used as a Normal custom hit sound used in some sections, like the starting, so parts like 00:43:740 (1,2,3,4,1,2,3,1,2) - where there is a distinct double bass drum beat before a 1/2 rest and then triplet 1/2 beat at 00:44:030 (3,4,1,2,3,1) and is now replaced with some weird pattern of sounds with whistles and claps which is odd thanks, gonna tweak with it a little bit

Normal Custom 50 clap doesn't really go well with that default Normal whistle that can be heard in the song might look for something else

oyasumi

00:57:943 (1,2) - other than making a pattern, there is no reason to keep lowering the sv of this, which combined is just a single phrase in the music. I don't think it makes it any more pleasant by having this just for aesthetic purposes when it doesn't fit the song changed it
01:31:132 (4,5) - underwhelming space, considering that it is similar to 01:33:451 (4,1) and that it is kind of like a new phrase already instead of being (5) of the previous one i dont quite understand what you mean :S
01:37:943 (3,1) - doesn't follow the norm as well in the map changed
01:39:972 (2,3,4) - kinda odd movement changed as well
01:44:900 (1,2,3,4) - why are they slowed down, any change of the music happens after that at 01:45:480 the purpose of the sv slowdown is because i wanted to make a "preparation" for the slower, less dense part in the song
02:21:422 (1,2,3,4,5,6,1,2,3,4) - you're fond of sv change within the same stream when nothing really warrants it changed the sv in 1,2,3,4 to the previous value, which was 1,50x
01:40:408 (4,1) - spacing between these is underwhelming as well, given the fact that the transitions before this had been usually much bigger fixed both with 01:39:972 (2,3,4)
02:19:248 (1,2,3,1,2,1,2) - unnecessarily large spacing, when it's not like some big climax within the kiai. Even 02:38:958 (2,3,4,5,6,7,8,9,1,2,3,4,5) is a stronger part in the music but isn't as intense in spacing. nerfed
02:52:581 (1) - you can straighten it in the stream straighetened it
02:53:885 (1,2) - the parts after 02:54:900 (1) should be stronger as with the 1/3 rhythm at 02:53:885 (1,2,1,2,3) seems to be at a slower pace, don't know why the sv there is higher lowered sv to 0.80x
03:14:030 (1,2,1,2,1,2) - you wanted the increasing sv for 03:09:393 (1,2,1,2,1,2) and 03:11:711 (1,2,1,2,1,2) - you basically made this one odd one out by leaving that pattern out even when the music is the same, if it's just for pattern again, then why use the increasing sv for this portion of music in the first place decided to make the sv change on the pattern, also replacing 03:15:335 (3) - position
03:25:045 (1,2,3) - from the 1st slider to the last, the difference in total is 0.55x, that is a big enough change and I think you should NC them NC'd
03:26:929 (1,2) - space them closer, or slight stack them made them less spaced
04:08:378 (2,3,4,5) - doesn't really fit the song rhythm well, especially trying to transition from following the drums to guitar replaced with the previous drum patterning
04:12:726 (1,2,3,4,5,6,7) - not following the snap of the guitar changed
04:14:393 (4) - ^ changed as well
04:17:871 (6) - not on any beat, guitar in music is not snapped on this line and drums stop at this point removed
04:18:451 (4) - not on any beat
04:18:910 (2,4) - not snapped on anything in the music
04:21:856 (4) - assuming this is following the percussion, end it at 04:22:146 and remove 04:22:509 (2)
04:33:740 (3,4,5,1,2,1,2) - by intensity of the song and the pitching, this is lower than 04:35:045 (3,4,5,1) - but the difference in difficulty is just extreme nerfed
05:01:132 (5,1) - should be less than 05:02:291 (5,1) and likewise being the highest tone in that phrase 05:02:291 (5,1) should be larger than the former changed
05:03:451 (5,1) - same as above changed
05:08:958 (4,5,6,7) - unnecessary big spacing, making 05:09:248 (7,1) so close to each other after that also doesn't make sense nerfed
05:43:161 (1) - this also highlights the inconsistencies in the hitsounding and is also odd because you try to use so many custom hitsounds and sets even in the same sections of music. It's the same music as 03:39:103 (1) - which uses different hitsounds removed hitfinish
05:45:480 (1) - goes over the beat at 05:45:769 which makes the subsequent placement of 05:46:059 (2,3) in the rhythm off as 05:46:349 is on a slider repeat and is very weak compared to the strength of the beat at this point changed
06:10:697 (7) - ends on a strong beat divided into slider > circle, where circle is put on a strong beat
06:26:059 (1,1,1,1,1,1,1) - why is it decreasing tone of the drums get lower and lower, thus i made sv decreasing
06:27:074 (1) - doesn't fit as well, this speed is so slow. It's the same intensity of music as the following parts yet it is 3 times slower, which doesn't make sense at all. Furthermore, with the cymbals here, it should be even stronger than what comes after like 06:29:393 (1) and 06:31:711 (1) is not even slowed down to a similar extent i have to disagree here, because of the way music goes: listen to it carefully, there's a blank space in the percussion where i put the slider on, and then the agressive vivid rhythm hits in the song in the moment i speed up the pace dramatically


I think it would be if you had replied your previous mods with answers too, that would really be helpful for all others to see what has or has not changed, it helps others understand too. gonna do

Good Luck
thank you so much for a mod!
i thanked firt you motherfucker. why are you copying me... -.-
neonat

Raikozen wrote:

neonat wrote:

01:31:132 (4,5) - underwhelming space, considering that it is similar to 01:33:451 (4,1) and that it is kind of like a new phrase already instead of being (5) of the previous one i dont quite understand what you mean :S
thank you so much for a mod!
01:31:132 (4,5) - basically I think having more space between them would be better suited here

also forgot a word in my last paragraph there, it was supposed to have started with "I think it would be nice* if you"
Topic Starter
nhlx

neonat wrote:

01:31:132 (4,5) - basically I think having more space between them would be better suited here

also forgot a word in my last paragraph there, it was supposed to have started with "I think it would be nice* if you"
i see, and thus i applied the change

thanks once again for the mod!
Nyartin
oh god the deadly spinner :cry: :cry: but it's a really nice map :D
Halozy
Hi, this is my suggestion
oyasumi
02:31:277 (1) - I think you forgot to place a drum finish hitsound in this note. 02:31:567 (2) - It would be nice place here too
03:41:422 (1) - It would be nice to reduce the size of the note, and add a clap
03:45:769 (2) - I think it would be nice to add a drum finish hitsound at the beginning of this note
04:09:248 (1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,1,2,3,4) - This part I do not think that sounds good
04:58:235 (4) - This note is not placed on the white tick, check AiMod ctrl + shift + A
05:45:480 (1) - You forgot to put a clap hitsound at the end of this note?
06:36:567 (1) - Maybe it would be nice to put a one more spinner or a slider

Really good map, and super hitsounds!

Good Luck!!
Topic Starter
nhlx

Drezahk wrote:

Hi, this is my suggestion
oyasumi
02:31:277 (1) - I think you forgot to place a drum finish hitsound in this note. 02:31:567 (2) - It would be nice place here too applied
03:41:422 (1) - It would be nice to reduce the size of the note, and add a clap done
03:45:769 (2) - I think it would be nice to add a drum finish hitsound at the beginning of this note done
04:09:248 (1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,1,2,3,4) - This part I do not think that sounds good idk tbh
04:58:235 (4) - This note is not placed on the white tick, check AiMod ctrl + shift + A fixed
05:45:480 (1) - You forgot to put a clap hitsound at the end of this note? y lol xd
06:36:567 (1) - Maybe it would be nice to put a one more spinner or a slider if you play this +HR and miss a note before it its pretty much certain death

Really good map, and super hitsounds!

Good Luck!!
Speed of Snail
Anyone else bothered by the fact that this is literally impossible with Hard Rock, like the spinner at the end makes autobot fail, the HP really should be reduced, that or the spinner broken up.
Chezus

TheOnlyLeon wrote:

Anyone else bothered by the fact that this is literally impossible with Hard Rock, like the spinner at the end makes autobot fail, the HP really should be reduced, that or the spinner broken up.
Yeah, I agree. Just shorten the spinner. Doesn't really need to be mapped to the end anyway. The autobot spins 52k bonus points and still fails. It'd be beyond awful if this were to actually happen to someone in the future.
Should definitely be fixed.
Topic Starter
nhlx

Chezus wrote:

TheOnlyLeon wrote:

Anyone else bothered by the fact that this is literally impossible with Hard Rock, like the spinner at the end makes autobot fail, the HP really should be reduced, that or the spinner broken up.
Yeah, I agree. Just shorten the spinner. Doesn't really need to be mapped to the end anyway. The autobot spins 52k bonus points and still fails. It'd be beyond awful if this were to actually happen to someone in the future.
Should definitely be fixed.

TheOnlyLeon wrote:

Anyone else bothered by the fact that this is literally impossible with Hard Rock, like the spinner at the end makes autobot fail, the HP really should be reduced, that or the spinner broken up.
shortened the spinner, thanks for advice!
glustora
Now THIS is the difficulty i always needed

Idk its weird this map is simultaneously one of the hardest diffs in my collection, but it's just so easy to play it at like 90+ %
Now THAT'S a good mapper.
Fatfan Kolek
cmon, you can do it! :D
Topic Starter
nhlx

Fatfan Kolek wrote:

cmon, you can do it! :D
b e l i e v e b o y s
quaternary
gogogo 400 favs !!!
ayygurl
Wait can u still rank the map because of new difficulty spread rules?
CrescendoV_Leux

ayygurl wrote:

Wait can u still rank the map because of new difficulty spread rules?
i thought that was only applicable for non-marathon maps
CLSW
Oh wow what is this
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