i love this map and while i can't complete insane and rush i will say the approach rate could be at 7.5 for hard mode but that's just my opinion good luck and hope this gets ranked ^_^.
Thanks for the mod! good luck in the future =w=bmr tribble wrote:
Hullo :3
Over all I really could not find anything major wrong with your map set, I really like it
Easy:
I would set the ds to 1 just because it is an easy. but 1.1 is ok i guess
02:15:291 (1,2,3,4,1,2,3,4,1,2,3,4) - since this is an easy I would just replace a couple of them with sliders. I'll see what I can do!
Normal:
00:20:879 (2,3) - Not that there is anything wrong with what you did but i would make this a repeating slider instead. Just personal preference hm, I wanted to emphasize the white and red ticks on purpose. no change
Hard:
00:37:055 (2,3) - these seem a little far apart in comparison to the rest of the sliders increase intensity >> increase ds
00:37:644 (3,4) - 00:38:232 (4,1) - ^ same
Insane:
00:43:232 (2,3,4) - This would make a nice triangle :3 i agree, so changed
Rush:
01:37:644 (1,1,2,1,2,1,2,1,2,1) - I mean, this is fine, it fits the music, but i would like to see it more varied than this on purpose, so no change
01:42:349 (1,1,2,1,2,1,2,1,2,1) - ^ same
sorry I could not be more helpful, it is really good
Thanks a lot for the mod!Lasse wrote:
m4m reply
[general]
shouldnt the artist be "Riot Games" or sth? I can't really find a source for metadata though I searched everywhere but could not find more "correct" meta data T-T
pretty sure having the skin in a seperate folder in the map isn't rankable. either put it in the song folder or remove it and add an external DL link?
hitsound files are fine and have no noticeable delay I'll plan on uploading it separately and putting a link or smth
I think you could increase od of your diffs a little, like using ~8.5 for extra since it's mostly singletap and simple rhythm 8 seems a bit low I'll consider it
00:10:585 (1) - you could add some volume changes to this spinner to make it transition nicely into the next part, maybe start from ~25% until 60%
Good idea!
[Rush]
00:05:879 (1,4) - I'd move them a bit to make the linear flow nicer ~330|340 so 00:05:879 (1) - leads better into 00:06:173 (2) - I couldn't find a way to improve this without making things "meh", so I kept this
00:06:908 (5,1) - I get the triangle structure here, but spacing seems just so low for how strong 1 is. you could stack 00:06:908 (5) - on either 00:07:349 (2) - or 00:08:085 (6) - to keep the structure but get a jump to 1 Personally, I wasn't trying to emphasize 1, instead trying to highlight the synth continuous melody through close ds
00:09:702 (2,3,2,3) - moving both of those way more right like http://i.imgur.com/nvkEkZr.jpg plays so much nicer because it works better with the circular movement from 00:08:967 (4,5,1) - I like this- changed
00:16:173 (4,1) - spacing here is really low again, how about ctrlg on 00:16:173 (4) - ? Again, I was not trying to emphaizae this beat, so no change
00:29:996 (1,1,1) - gradually incresing sv (like 1.1, 1.2x etc) would work so well with how the pitch gets higher, 01:15:879 (1) - same here Good suggestion! Changed accordingly
00:55:291 (1) - making this edge-based instead of curved would look so much better with 00:54:702 (5) - Really does look better now, but now I'm a bit worried about flow... whatever
00:57:055 (3) - def too low spacing for clap after slider etc. remapped with a new pattern
01:18:673 (3,1) - rip triple : ( D': I can't hear the triple
01:40:144 (1) - this is weird 01:40:291 - has a way stronger sound than the head. sth like http://i.imgur.com/v5DTYl0.jpg works better (or make 1-2 a slider if you want) // 01:44:849 (1) - too I see what you mean and I remapped a bit
02:05:879 - should still be clickable This was on purpose, but lets see what other modders have to say
woah this is actually pretty clean Thanks! ^^
don't particularly agree with some spacing choices but you could argue most work well with the patterns/structure, so nice job on that
[insane]
00:05:585 (5,6) - ctrlg to make it consistent with 00:04:996 (2,3) - , music is so similar that it fits better that way This was done on purpose because the music tones reverse, and because it leads into 00:05:879 (1) melodically
00:24:702 (1,2,3,1,2,3,4) - bleu tick polarity feels kinda off. I doesn't follow the synth that well and puts claps on sliderends Oh but this was done on purpose
other rhythms around this are better // 01:11:761 (1,2,3,1,2,3,4) - similar // 02:08:232 (1) -
01:02:055 - would work so much better if clickable cause the sound is so differen from the ticks before I agree and remapped
01:09:408 (1) - finish really demands more spacing
01:44:849 - like extra I prefer to keep it this way for this diff, but changed in Extra
01:55:144 (3,2) - can you make them not touch ;_; Oh shoot, didn't realize that they were o_o;;
seems decent besides some polarity issues
[hard]
00:06:908 (4) - feels so weird cause tail is stronger and it doesnt follow any held sound I'm following the bass here
00:09:408 (1) - bit questionable rhythm http://i.imgur.com/eQa9Zif.jpg or similar works better In this diff, I'm specifically not following the background 1/4 rhythm
00:14:114 (1) - even if it is for the pattern, jump seems too big here. how about stacking on 00:13:526 (2) - tail instead? Persoanlly, I don't think these jumps are too big for hard, but time will tell
01:03:526 (1,1) - those 2x repeats are so unexpected ;_; and 01:03:526 (1) - would work much better just as one long slider or sth with how weak the ticks are and 01:04:114 (1) - is weird cause you never mapepd it like this anywhere before // 02:24:702 (1,2) - here they actually fit Remapped
01:15:144 (4,3) - could be problematic with this ar cause the hitburst of 4 covers the reverse so much. just rotate the tail somewhere else Remapped
[normal]
01:29:702 (4,1) - big spacing error here makes this easy to misread as 1/4 or something# whoooops
01:18:820 (1,2,1,2) - gap between those is most likely not big enough to allow such a ds change on normal. just using 1.1 would be much more readable for new players fixed
[easy]
sv gap to normal is kinda big, but might be fine considering it's basically a half bpm map so the difference is closer to actual 0.4x than 0.8x
just your 1/2 sliders get so short ; \
readability and rhythm seemed fine
gl
Don't worry about the delay and thanks so much for the mod!regN wrote:
hei fra min kø. A bit late but MEH[General]
I think you've stayed quite consistent with your style in the final difficulty, even though it isn't my type of map I think whatever you've done is done well and stays consistent. I'll make a few personal comments that you can decide whether you like/agree or not. If you're pushing this for ranked I can comment a bit about your lower difficulties
[Easy]
You need to keep the DS the same throughout the easy diffictulty. You are swapping a bit between 1x and 1.1xAll fixed... whooooops!
- 00:15:291 (1,2,1,2,1) - everything here is 1x DS.
- 00:22:349 (1,2) - 1x DS
[Rush]
- 00:02:349 (1) - I feel like you're not highlighting this note at all. The DS is the same as the previous 00:02:055 (7,8) - . I've seen that you put the extra DS to each whistle, but even if this isn't a whistle its still a stronger note that 7 and 8 and warrants some more space. Your argument has merit, but I can't find a way to make this work without breaking my other patterns
- 00:07:644 (4) - this is inconsistent with the rest of the whistles as the DS has remained the same, while on things such as 00:01:761 (6) - and 00:02:938 (4) - etc have a bigger spacing. Same here ;-;
- 01:34:702 (5,6) - this flow is very iffy. I think if you want that sudden movement up you might have to straighten the 5 slider (with red slider points or have it straight) to show the sharp movement. I also think it gives too much emphasis on 6 which isn't warranted I personally enjoy this flow, but this is subject to change based on future mods.
Sorry for the delay again. Honestly, I'd try to get a BN soon for this mapset it looks pretty ready, very nitpicky things that I've mentioned. Good luck
Thanks so much for the mod!Lanturn wrote:
League of Legends - Bit Rush
[Easy]
I'd recommend using 2 measures per NC so the combos get to around 4-5 instead of 2-3. If I do that though, sometimes I have NC on every different note. I'll ask other modders[Normal]
- 00:09:996 (3) - You could delete this since the crash sound goes completely blank here. What it would do is emphasize on 00:10:585 (1) - more, while also giving a bit more variety in spacing. You'll have to adjust for DS and such though. For now, no change, because the hitcircle itself has no hitsound for emphasis, but there is music there.
- 00:59:996 (1) - Try throwing just a reverse on this. I feel like if you try to catch the offbeat rhythm instead of following the main melody, or the drums, you'll catch more players off guard. Also the music is pretty slow at this point, so even 3/2 sliders would be most effective at this point. It would only really be for these first two measures. Also you missed a combo here, unless you use 1 per 2 measures like I suggeseted. It's not quite offbeat and will force me to use 1/4 rhythm to get the repeat in. Because I don't wanna throw 1/4 rhythm in easy, I'll think about it more.
- 01:14:114 (1,2) - For this you follow two different sounds. What you want to be following plays at 01:15:585 - So you'd want to move this 1/2 forward starting at 01:15:585 - If you feel 01:15:585 - is a bit rough to hit, then maybe just a reverse on 01:14:114 (1) - would fit better since it'll naturally carry you into the snare. I'm not sure what you mean, so I'll hit you up when you have better and more reliable connection to clarify.
- 01:29:996 (4) - Just a circle? Don't want this to be too 1/2 heavy. Sure
- 01:34:702 (4) - ^ These two feel more integral to the melody, so no remove
- 01:37:055 (4) - ^ ^
- 02:02:349 (3,1) - This feels.. a bit lazy imo. Idk. I don't really have any suggestions, but yeah... okeiiiii remappped
- 02:22:349 (1) - Try making the bounce points at 02:22:644 - and 02:23:232 - so they're all even! It fits perfectly with the song. done!
[Hard]
- 00:16:467 (3) - Pretty big sound playing at 00:16:908 - Maybe extend this? done
- 00:31:761 - This feels like it could be slowed to a 0.9 or 0.8 even. I know its a normal.. but it feels way too fast during this slow section. done
- 00:45:144 (5) - That tail really wants to be a clickable. You should probably split these and make a 1/2 slider at 00:45:291 - (delete (6)) I'll leave this be, cause I already used rhythm as such multiple times... ._.;;
- 01:22:202 (2,3) - Nothing supports 01:22:496 - and 01:23:085 - so it's a bit forced. It sounds cool otherwise. For the song though, I'd remove the reverses. can do and done
- 01:24:702 (2) - This single note will kill everyone because of the rhythm change here. If you want, throw a reverse on the (1).. or you can just let the poor players suffer Let them burn >:D
- 01:29:261 (3) - 1/4 shorter to catch the drums properly? I think I'm following bass here, so I'll keep slider how it is to bring out the bass at 01:29:555
- 02:05:144 (3) - I definitely wouldn't put the reverse on this. It makes 02:05:732 (4) - only playable with polarity, and the offbeat and low sounds from it will destroy it anyways. You'd almost want to add a reverse 1/4 at 02:05:585 - instead or something if you want to play with polarity here. Remapped to keep rhythm but observe polarity
- 02:15:291 (1) - again, maybe lower the SVM? Not this time, cause it just feels different
[Insane]
- 00:23:967 - pretty troll actually. This is basically a random gap that will catch players off guard. The main melody thing that's playing is actually louder here as well since it leads into the upcoming note. The ending of this diff is pretty difficult anyways, and it has no breaks in it. Remappppped
- 01:04:114 (1) - can remove this NC. NC vital for the aesthetics (blue -> green -> yellow combo color)
- 00:43:232 (2) - Two circles is much more effective. If players can't tap this 200 bpm, then they can easily alternate through it. If you want, just stack them on 00:43:526 (1) ok fine
- 00:44:555 (1) - Not the best idea for a jump. You come off of 00:43:526 (1,2) - which was 1/2s and immediately go into these offbeat sliders. ok
- 00:47:791 (2) - is a bit dangerous as well. The head isn't really supported that deeply by the song, where as the tail has a much more defined beat to play. done
- 01:25:879 (1,2) - would make good blankets around the 01:26:908 (1) - ok
- 01:32:349 (3) - Is this meant to be perfectly vertical? It's off a bit if it is. fixed
- 01:55:585 (1) - Try a 1/1 circular slider here instead. The repeat doesn't really hit anything in the music. done
- 01:56:467 (1,2,1,2) - Try swapping the 1's and 2's here so the gap between 01:57:055 (4,1) - is further apart. good idea
- Damn, that's quite a tough ending you got there... Compare the note density with your other diffs... This might be a bit too much for a hard imo... You should really put in a few more 1/2 sliders in and such if possible. I tweaked the very very end a bit, but I'll see how it works out.
[Rush]
- 00:12:938 (1) - Very minor nitpick, but you could move the red node in the middle to like 166,219 or something and make it blanket the 00:13:379 (2) - slightly better. fineeee
- 00:25:144 (2,3,1,2,3,4) - That's a lot of offbeat in a row. Are you sure? 00:25:879 - for example should be dominant in this case. I'm not budging
- 00:30:438 (5) - and here on the reverse? I also want to bring out the melody a bit
- 00:41:173 - like you have in Rush. A circle would fit just fine here. K
- 00:56:271 - This sounds like 1/6 here. All 1/6 stuff fixed and in Rush too
- 01:14:996 (1,2,3,4) - This is definitely 1/6.
- 01:19:261 (2) - would make more sense at 01:20:438 - like how you did 01:28:232 (1,2) - The latter I was following the bass, which reinforces the melody. The first, I'd rather not.
- 02:02:129 (5,6,7) - Definitely 1/6 again.
Cool patterns. Good luck getting this ranked Have a pointless star.
- 00:56:173 (4,5,6,7,1) - Double check this for 1/6 as well.
- 01:14:996 (1,2,3,4) - This is definitely 1/6.
- 02:02:129 (5,6,7) - Definitely 1/6 again.
- 00:21:173 (1,2,3,4) - maybe space these out a bit larger so it builds up to 00:21:761 (1,2,3,4) - Otherwise 00:21:761 (1,2,3,4) - feels a bit forced after playing the previous patterns. If not, then maybe nerf 00:21:761 (1,2,3,4) - a little bit because they all sound exactly the same.
- 00:34:555 (2,3) - Try these two around x124 y200 so they flow a little smoother. K
- 01:13:967 (4) - Jump should be from (4,5) not, (3,4) from the drum kicks. Remapped
- 01:15:217 (7) - Such an odd curve. If you want to curve this, I'd recommend curving the whole stream, not just that one note! Fixed
- 01:32:864 (7) - maybe remove? no sound here. ok
Thanks a lot for the unexpected mod! You've made my day!Hylocereus wrote:
woooo league! have a random mod, hope it helpsEasyI agree with the mod above: it's a little weird that most of your combos end on (2) or (3), and doing NC every two measures instead of every one would solve this. Ooops, I missread the mod's suggestion, so I got the wrong idea. Anyway, fixed.
- 00:38:820 (1) - Adjust the placement on this to be symmetrical with the last combo, would definitely look nicer I think done
- 00:59:996 (1) - Personally I'd follow the drumline instead of the melody, since the rhythm is sort of wonky and doing stuff with 1/4 beats seems a little much for an Easy. Or you can use the rhythm you use a few measures later; that works pretty well The 1/4 beat was a blooper whoooops (it was 1/4 too long) Anyway, I'm keeping the rhythm like this to establish how the rhythm follows later.
- 02:20:585 (2) - Move this so you're blanketed by the other (2) better? Something like x:320 y:237 (same as slider end of other (1)) would look nicer, but then you have to adjust (3), (4) to keep them in a straight line or do something else screw the straight line. I blanketed it.
Normal
- 00:08:820 (2) - I'd move this slightly left/up so that it's evenly spaced between the slider end and (5) changed
- 00:09:702 (3) - Maybe stick on a reverse? I really want something to do on that downbeat! seems like the bass line dosent want to satisfy people with a downbeat note x_x
- 01:11:761 (1) - A little nitpicky, but maybe move this to be in line with (2), (3), (4)? sure thing!
- 01:56:467 (1) - I really really like this part. thanks!
- 02:22:349 (1) - This is not quite symmetrical D: I have no idea what I just did, but it's perfect now!
HardI really like the rhythms you did in this diff!
- 00:23:967 (2) - This note caught me off-guard; the spacing difference between (2) and (3) isn't large enough to clearly signal a jump, but it's still easy to note that it's not the same as from (1) to (2). I'd change it so either the spacing is roughly equal or (2) to (3) has a distance of 2.2-2.4, which is what you used for your other jumps.
- 02:03:967 (2) - I'm not sure if going out of DS is good here; the rhythm you're mapping to is just a bunch of consecutive sixteenth notes, so it seems consistent spacing would make the most sense. I'll ask other play testers, but I purposefully emphasized the loud synth note here.
- 02:09:261 (4) and 02:09:849 (2) - These two notes look a little off to me; maybe move (4) a few ticks right and (2) a little bit down? I mapped them like that to fit in the hex(agon) grid. Maybe I'll find a better way to put it so it's not as awkward.
- 02:25:879 (1) - I think adjusting the position of this note to sit nicely on top of the previous two sliders would look better; if it's important to keep this at the very center, moving (or changing the angle of) the sliders before would work as well. Working with the hex grid, 02:25:879 (1) goes well with the previous two sliders while being in the center, with the added benefit that 02:25:291 (2) points straight to it.
Thanks a lot for the mod! It's really helpful!EphemeralFetish wrote:
NM from queue.
Super late. All my time was going on a new map. Sorry about that.Rush
Pretty tidy all in all. GL.
- 00:02:938 (4,3) - These are rather out of place for me. Im not sure why you decided to throw in 2 longer streams when the majority are all 1/4. It wouldnt be so bad if you used one for every other loop but just having 2 back to back and then never doing it again is just meh for me. The longer sliders have the slider sound that "fit the music", but I focused on a different motif half way through so thats why you dont see more of them.
(00:07:644 (4) would be 1/2 if I were more consistent :/ )- 00:02:791 (3) - May has well have this be a perfect stack, you do it everywhere else in the intro so may as well keep it consistent. You dont have to worry about it "Not being Sightreadable" because its so early in the song. Alright
- 00:24:702 (1,2,3,4) - This is very very awkward to play, specifically the 2 3 4. Having to snap back and then alter speed multiple times while going in the same direction plays jerky. its not as bad in the later combos because you arent having to snap back to the 2. I tried a different remap
- 00:44:555 (1) - Feels weird that your skipping drum beats here. Changed to repeating slider
- 00:46:908 (1,2) - You can definitely have an object on this white tick. This is a rather unexpected pause with that gap. Keeping it for emphasis
- 00:56:271 (5,6) - This is gonna be a total pain in the ass for you, but this is a 1/12 triple. You'll probably want to discuss how you can get around this with a BN when the time comes. I'm hearing 1/6, but I'll definitely ask for more opinions x_x
- 01:37:644 (1,1,2,1,2,1,2,1,2,1) - Not sure about all this being stacked. Theres more interesting things you can do with this anyways. Changed, but still a bit ugly to me. I'll maybe tweak it some more.
- 01:51:761 (8,1) - May wanna space this more so the pause is more obvious. With the AR, I dont think readability will be an issue.
- 01:55:291 (4,1) - Same here, this one is actually really weird because of the speed you have from previous notes. Same.
Thanks for the mod!!!!11pishifat wrote:
that is some nasty bg compression
easy
introduce 1/2 usage earlier (not including 1/2 repeating sliders). a baby diff shouldn't really have this much of a difference in density within itself, especially involving what gameplay elements it uses I'll look into some different rhythms
02:22:349 (1,1) - 2/1 spacing that's the same as your usual 1/1 spacing:( not gonna work. following distance snap exactly isn't necessary, just make sure it's clearly not 1/1 Spacing made larger
normal
00:51:173 (2) - rip clap same tbh. I originally didnt put clap on purpose but i forgot why so readded.
01:22:202 (2,3,4,1) - gonna sound silly, but this sort of placement is kind of pain to understand spacing=wise. Incorporated symmetry sorta like your recommendation. btw, I love your combo numbers.
scrubs here are measuring distance from the tail to the next object, but visually it looks smaller than it should because the head is so close to the next object.
holy explaining this sounds so dumb. https://osu.ppy.sh/ss/5709367 is like alternative with symmetry
hard
00:57:644 (1,2) - 01:32:938 (1,2) - i know spacing requirements are looser on hards but dood u gotta indicate things somehow fixed very lazily while keeping combos nice. reversed everything to make this ds larger :^)
01:50:585 (1,1,1) - these ones i can live with tho they're pretty cool yay
02:23:526 (1,2,1,2,1,2) - i remembered seeing this in another map so i thought i could copy paste what i wrote in my mod but after checking i realized this was what i wrote
but he figured it out cuz he knew that approach-circle-reading-based patterning is how2not make hard diffs Remapped. Hopefully easier to read now.
insane
00:25:144 (2,3,1,2,3,4) - like nothing's really encouraging offbeat rhythms here:( stuff like 00:08:673 (3,4) - is perfect for offbeats but when it's just constant beepbeepbeep onbeats >
Offbeats were there mainly cause the synth is louder on those particular notes, even though musically its not supposed to be off beat emphasis. I think it plays more interesting this way so i'll keep it unless otherwise. I'll definitely think about it tho
00:28:232 (1) - i dont wanna be that guy but would be neater if you managed to do the b word blanket Alright alrighty
00:56:173 (4) - the song is so ugly on these 1/3 things lol what can I do?
01:12:496 (3,1,2,3,4) - 02:08:967 (3,1,2,3,4) - again the offbeat stuff at least 01:12:202 (2) - is supported but the others not so muchj
super insane
oh you do the offbeat stuff here too ugh
00:07:496 (3,4) - tbh spacing is garbo i was aiming for more of a continuity here for the 1/4 stream
00:43:820 (1,2) - just making sure u do know that stacking is the easiest way to show that stuff isn't 1/4 spam naymore right
cuz it works perfectly for stuff like this yet ur doing the lolspacing ehehe i cant think of a way off the top of my head to stack and make it flow sorta well so i'll leave it like this for now
01:08:673 (6) - same hitsounding as 01:07:496 (2) - sounds less ew tbh. doing the double clap to represent the clap you're skipping is weird af i agree
01:56:320 (1,2,3) - ur spacing is screwed. try to make it at least look visually consistent cuz numbers in the top right will be broken using different sv values
02:02:938 (1) - hello star rating hello PP
overall everything looks really pretty. the way you handle spacing emphasis makes me sad tho lol
LoL