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Reol - Midnight Stroller

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Topic Starter
Jabba

Deppyforce wrote:

hi

from my modqueueueueue

im too lazy to mod long songs np it's fine

sorry

general - imo this needs more work. dem map layout is kinda messy.<-- all diff yes it sure can be, I suck at making beautiful things :<
but if you work hard enough and put in effort, you can rank it :3

[Normal]
  1. 00:21:209 (1) - stack on 00:18:637 (3) sure
  2. 00:40:066 (3) - revert slider and start spinner at 00:40:495 - uh idk, it sounds better like it is now I think, might change it
  3. 01:17:780 (3,4) - form straight line uh k
  4. 01:22:495 (5,1) - ^ ^
  5. 01:53:352 (4) - change to a 1/1 slider hmm k
  6. 02:28:923 (3,1) - fix blanket fixd
  7. 02:41:780 (1,2) - form straight line k
  8. 03:12:637 - Use SV Changing On Normal Diff Is Not Good. RIP Beginners gonna ask a BN about this
  9. 03:24:637 (1,2) - fix blanket it's not a blanket lol
[Hard]
the layout is messy as f*** sure it is
  1. 00:16:709 (3,4,5) - make triangle did something
  2. 00:39:852 (1,2) - change to something like this will flow better http://osu.ppy.sh/ss/4079478 blankets 4 lyfe :> idk for me it's fine
  3. 00:58:280 (3,4,1) - fix blanket wasn't intended to be a blanket (or maybe it was but I fixed that part from the previous mod already so it can't be a blanket anymore)
  4. 01:31:280 (1) - ctrl + h not really ctrl-h but changed something so it flows better now
thats it im lazy gl
thanks! :3
Imakuri
I just saw one small error :

EXTRA (Darkness) : 01:54:209

Do the streams more natural, the shape of those streams are very strange (That's all ; w ;, your map is very great !) :3
Topic Starter
Jabba

My Little Acc wrote:

I just saw one small error :

EXTRA (Darkness) : 01:54:209

Do the streams more natural, the shape of those streams are very strange those are done on purpose cause there's a change in the music
(That's all ; w ;, your map is very great !) :3
no kd for this one hope you understand this
thanks! :>
Wishmaker980
Hello! From my Queue~

INSANE

00:10:066 (4) - Put a double here
00:41:995 (2,3) - Triplet
01:44:566 (9) - Let the end of the slider be on 01:44:780
02:31:281 (6,2) - Blanket
02:46:281 (4,5) - Triplet
02:50:566 (2,3,4) - Fix distance between each notes
02:54:638 (4,5) - Spacing is too big
03:22:066 (2) - Ctrl + G

DARKNESS

00:13:495 (1) - Put a repeating slider
00:13:816 (2) - The stream only starts here
01:01:387 (1,2) - Stack
01:08:245 (2) - Overmapping
01:10:495 (5) - ^
01:38:245 (4,1) - Fix Distance
02:32:137 (3,4) - ^
03:12:530 (9,1) - ^
02:20:780 (3,4,1,2,3,4,5) - The jumps are abit extreme
03:04:816 (2) - Overmapping

This style of mapping is very different from normal mapping.The rhythm is there but how the notes are placed are all over the place LOL. Good luck with your map!
Topic Starter
Jabba

Wishmaker980 wrote:

Hello! From my Queue~

INSANE

00:10:066 (4) - Put a double here um why? there's only a sound at 00:10:066 - and nowhere else
00:41:995 (2,3) - Triplet doesn't really fit in there imo
01:44:566 (9) - Let the end of the slider be on 01:44:780 those stand for the lyrics so I don't want to change them
02:31:281 (6,2) - Blanket 2 is not blanketing 6 but rather 02:32:673 (4) - so it's fine
02:46:281 (4,5) - Triplet same as above
02:50:566 (2,3,4) - Fix distance between each notes uh those were fine but I redid the pattern slightly anyway
02:54:638 (4,5) - Spacing is too big looks fine imo, might change that later though
03:22:066 (2) - Ctrl + G sure

DARKNESS

00:13:495 (1) - Put a repeating slider yep I'm aware that the first three notes should be 1/8, but it will be harder to play, idk probs gonna change it tomorrow cause I want to sleep now
00:13:816 (2) - The stream only starts here ^
01:01:387 (1,2) - Stack sure
01:08:245 (2) - Overmapping it's not actually, it's almost the same as those slider-circle-slider patterns I use everywhere in that diff
01:10:495 (5) - ^ two sliders stand for the vocals, circle stands for the beat
01:38:245 (4,1) - Fix Distance uh I forgot kiai starts there, fixed
02:32:137 (3,4) - ^ fixed
03:12:530 (9,1) - ^ fixed
02:20:780 (3,4,1,2,3,4,5) - The jumps are abit extreme I like them, inspired by another map, it's only 140bpm so it's fine I guess, might nerf them
03:04:816 (2) - Overmapping ^
This style of mapping is very different from normal mapping.The rhythm is there but how the notes are placed are all over the place LOL. Good luck with your map! yea I know that's the main issue, my note placement is weird but for me it's perfectly fine LOL
thanks! :3
Electoz
[General]

  1. Add some more combo colours, you can add a dark blue and a dark yellow imo.
  2. Hitsounds in the first inherited point are too weak, consider turn up a bit more. EDIT : I saw a mod that recommended to turn down the volume on the first part. I'd still recommend to increase the volume, but not as much as the other sections in the song.
  3. Try asking someone who's expert at hitsounds. Overall hitsounds could be improved much better imo.
[Normal]

  1. I would increase OD by 1.
  2. Your SR is 1.95, so be careful on that. Normal is unrankable if it's SR is 2* or higher since you don't have Easy.
  3. SV changes is strongly not recommended, very few maps have ranked with SV changes in Normal.
  4. 00:26:352 (3,4,5,1) - Visually this area looks too dense, you will also see that 00:27:852 (5) almost overlapped with 00:26:352 (3) . I'd rather fix 00:26:352 (3,4) than 00:27:852 (5,1) to avoid further DS problems.
  5. 00:28:923 (2,3) - The flow here's not completely smooth, you see, the angle of 00:28:923 (2) doesn't support the flow to the head of 00:29:780 (3) that much.
  6. 00:31:280 (6) - Too close to 00:31:495 (1) a bit imo, maybe move 1 grid to the left? (x:60 y:228)
  7. 00:38:137 (5) - x:424 y268 ?
  8. 00:58:066 (3,4) - DS Problem here because you use 1.4 on kiai and put 1.6 ds on the last object at the end of kiai, blanket wouldn't fit the end of kiai either imo. Same applies to 02:54:637 (3,4) .
  9. 01:05:995 (2,1) - Try not to overlap if possible.
  10. 01:48:637 (1,2) - Gives off a weird feeling imo, 01:50:352 (1,2) .< looks so much better.
  11. 02:17:780 (1,2,3,4) - Ask someone else to check rhythm in this part, I'm not sure if this is completely 100% correct.
[Hard]

  1. Well, I saw some mods complained about how messy it is, I won't complain anything for now since it's your own style, but I might mention sth later if it really becomes a problem. IMPORTANT : having your own style of mapping is one thing, but it is a fact that a common mapstyle these days have a higher chance of getting ranked.
  2. Unused inherited point > 01:53:780 also check in normal to because it was on the end of the slider, you might want to change that. Even if you're gonna use it, the last object on other kiais ended with a drum sampleset while this one is a soft sampleset which might gives the weird feeling lol.
  3. 00:16:709 (3,4,5) - Do sth about this please, you bent the flow angle here 00:16:923 (4,5) and it won't give a 100% smooth feeling to the flow.
  4. 00:38:995 (5) - I'd rotate this a bit to the right for the symmetry.
  5. 00:48:316 (5,1) - This jump is too big for no reason imo.
  6. 01:01:602 (3) - Doesn't feel right in terms of rhythm imo.
  7. 01:41:137 (4,1) -Visually they're so close that should be improved.
  8. 02:14:887 (2) - Move this to stack with the end of 02:13:387 (6) ? It's also your chance now to stack 02:15:209 (3) with 02:16:602 (4) too.
  9. 02:22:709 (6) - I would put an NC here, so it would give more a feeling like "the finishing blow".
  10. 02:48:102 (6,1) - Consider reducing this jump a bit.
  11. 02:53:995 (1) - Make this stack with 02:55:495 (1) ?
  12. 03:24:637 (1,2) - Blanket here could be improved.
  13. 03:19:495 (1,2,3,4) - I think 03:22:923 (1,2,3) looks better in terms of rhythm.
Just monitoring your progress and effort for a while and decided to mod this. Catch me in game if you have any questions.
Kuki
did you already mod my map ? i cant remember

some tips for you since ur a beginner mapper

reuse placement! if you've put down a few notes, and want to know where to place the next note, put it where one of those notes were! Check some of my maps or relatively any good quality map to see this (and the reusing notes to create structure) method used almost 100% of the time.

make sure you consistently check to see if something flows right. If it's comfortable for you, it's comfortable for the player (most of the time). you need to watch out though, because the more you play your own map you'll get used to bad flow and won't notice it, so make sure you only check once or twice! you don't even need to go into test mode, just play the song in editor and glide your cursor through parts of the map to check them. Also, if you're not already, don't use grid snap, it really limits what you can do creatively.

Reusing (copying and pasting things you've used before in a map) may seem like a lazy way to map, but it actually adds some really nice structure to your map and makes it much better looking overall. Check any good map and you'll see what I mean, it's used often to create symmetrical patterns and just patterns in general.

try to have consistent spacing! the only reason you should change the spacing is for emphasis. if something is quiet and soft, lower the spacing. if something is loud and heavy, make the spacing higher. You should try to find a consistent distance snap to use throughout the whole diff. You don't even need to use distance snap, just use it as a guideline for what to do. check the upper right corner when you have a note selected to see the spacing between the note ahead of it and the note behind it.

[normal]
00:21:209 (1,2) - the curve on these sliders is glitched and is way too strong, remove the point and add it again for smoother, nicer looking sliders here.
02:23:673 - add a break here
02:24:637 (1,2,3) - here you go from mapping to the beat, to vocals, and then back to the beat at 02:26:352 (1) -. missing out the clear beat at 02:25:066 - and so on doesn't make much sense rhythmically i don't think. consider fixing this section up to map the beat you've missed.
02:46:923 (1,2,3) - this is more or less a straight line in flow, which is linear and can be sorta boring to play. i suggest spicing it up by employing the use of a zig-zag or something in place of the current line that you have.

[hard]
00:25:923 (4,1,2) - again, just like i said for a part in the normal difficulty, this, in my opinion, is too straight and can result in the pattern overall feeling a bit bland. try to spice this up a little and make it more fun!
01:34:709 (1,2) - swap the ncs here, it makes more sense because (2) is after the upbeat, and is the last note for this section, being followed by a spinner.
01:41:137 (4,1) - try and avoid this overlap, this part would look much nicer if you avoid it here.

[insane]
00:13:816 - i'm sure you could map the drums here and do something more creative than just one circle here.
00:27:316 - from here till 00:27:637 - this should be a stream, you've missed out mapping two beats here.
01:18:316 (4,5,6) - not only is this pretty straight/linear/boring/whatever, the spacing is quite off, the spacing looks even but 01:18:316 (4,5) - are 1/2 and
01:18:852 (6) - is 1/1 apart from them. reconsider the spacing here and fix it up so it makes more sense to the actual emphasis.
01:19:066 - stream here till 01:19:495 -
02:53:673 - map this.

[darkness]
00:13:709 (2) - this is mapped to literally no sound. remove it.
00:27:209 (8) - could do with a nc here.
01:24:852 (2,3) - these are sooooooooooo far apart, please reduce spacing here.
02:01:495 (1,1,1,1) - lots of ncs that make no sense, try to only nc every big white tick.
03:13:280 (5,6,7,8,9,10,11,12,13,14) - nc somewhere in here to make the combo a little smaller.
03:22:066 (1) - remove nc.
03:24:637 (1,1) - remove nc on one of these.
Topic Starter
Jabba

Electoz wrote:

[General]

  1. Add some more combo colours, you can add a dark blue and a dark yellow imo. idk i'm fine with those
  2. Hitsounds in the first inherited point are too weak, consider turn up a bit more. EDIT : I saw a mod that recommended to turn down the volume on the first part. I'd still recommend to increase the volume, but not as much as the other sections in the song. fixed
  3. Try asking someone who's expert at hitsounds. Overall hitsounds could be improved much better imo. yea if I find someone who can do this better than me I'll fix it, it still sounds fun though
[Normal]

  1. I would increase OD by 1. sure
  2. Your SR is 1.95, so be careful on that. Normal is unrankable if it's SR is 2* or higher since you don't have Easy. yep I remember that
  3. SV changes is strongly not recommended, very few maps have ranked with SV changes in Normal. :< gonna fix that
  4. 00:26:352 (3,4,5,1) - Visually this area looks too dense, you will also see that 00:27:852 (5) almost overlapped with 00:26:352 (3) . I'd rather fix 00:26:352 (3,4) than 00:27:852 (5,1) to avoid further DS problems. fixed
  5. 00:28:923 (2,3) - The flow here's not completely smooth, you see, the angle of 00:28:923 (2) doesn't support the flow to the head of 00:29:780 (3) that much. tweaked (2)'s head
  6. 00:31:280 (6) - Too close to 00:31:495 (1) a bit imo, maybe move 1 grid to the left? (x:60 y:228) yep sure
  7. 00:38:137 (5) - x:424 y268 ? the gap between it and (4) would be too big then, it's fine
  8. 00:58:066 (3,4) - DS Problem here because you use 1.4 on kiai and put 1.6 ds on the last object at the end of kiai, blanket wouldn't fit the end of kiai either imo. Same applies to 02:54:637 (3,4) . It's actually fine cause the last DS counts with 1.0 SV instead of 1.25 and thus the distance is the same; I removed the SV changes anyway so it doesn't matter now
  9. 01:05:995 (2,1) - Try not to overlap if possible. had to move like everything but it is fixed now LOL
  10. 01:48:637 (1,2) - Gives off a weird feeling imo, 01:50:352 (1,2) .< looks so much better. fixed something
  11. 02:17:780 (1,2,3,4) - Ask someone else to check rhythm in this part, I'm not sure if this is completely 100% correct. I'm aware that some of the lyrics actually start on 1/6s (that's actually horrible since I mapped all of them on 1/4s) but it plays fine
[Hard]

  1. Well, I saw some mods complained about how messy it is, I won't complain anything for now since it's your own style, but I might mention sth later if it really becomes a problem. IMPORTANT : having your own style of mapping is one thing, but it is a fact that a common mapstyle these days have a higher chance of getting ranked. how 2 map like others :<
  2. Unused inherited point > 01:53:780 also check in normal to because it was on the end of the slider, you might want to change that. Even if you're gonna use it, the last object on other kiais ended with a drum sampleset while this one is a soft sampleset which might gives the weird feeling lol. kiai ends here, changed the sampleset though
  3. 00:16:709 (3,4,5) - Do sth about this please, you bent the flow angle here 00:16:923 (4,5) and it won't give a 100% smooth feeling to the flow. changed
  4. 00:38:995 (5) - I'd rotate this a bit to the right for the symmetry. sure
  5. 00:48:316 (5,1) - This jump is too big for no reason imo. idk how that happened, fixed
  6. 01:01:602 (3) - Doesn't feel right in terms of rhythm imo. there are two strong 1/4 beats so i'm keeping this one
  7. 01:41:137 (4,1) -Visually they're so close that should be improved. yep
  8. 02:14:887 (2) - Move this to stack with the end of 02:13:387 (6) ? It's also your chance now to stack 02:15:209 (3) with 02:16:602 (4) too. sure
  9. 02:22:709 (6) - I would put an NC here, so it would give more a feeling like "the finishing blow". sounds fun, why not
  10. 02:48:102 (6,1) - Consider reducing this jump a bit. all of them are 1.8x so it's fine
  11. 02:53:995 (1) - Make this stack with 02:55:495 (1) ? sure
  12. 03:24:637 (1,2) - Blanket here could be improved. sure
  13. 03:19:495 (1,2,3,4) - I think 03:22:923 (1,2,3) looks better in terms of rhythm. yea sounds legit, fixed
Just monitoring your progress and effort for a while and decided to mod this. Catch me in game if you have any questions.
idk if I can kd this again but thanks! :>
Topic Starter
Jabba

Kuki wrote:

did you already mod my map ? i cant remember oh hey kuki I was about to find you and scream "MOD ME ALREADY" in your face :> p/4699710 yep I did

some tips for you since ur a beginner mapper

reuse placement! if you've put down a few notes, and want to know where to place the next note, put it where one of those notes were! Check some of my maps or relatively any good quality map to see this (and the reusing notes to create structure) method used almost 100% of the time. I try to use this pls

make sure you consistently check to see if something flows right. If it's comfortable for you, it's comfortable for the player (most of the time). you need to watch out though, because the more you play your own map you'll get used to bad flow and won't notice it, so make sure you only check once or twice! you don't even need to go into test mode, just play the song in editor and glide your cursor through parts of the map to check them. Also, if you're not already, don't use grid snap, it really limits what you can do creatively. LITERALLY THIS I know that some places have bad flow but I already overplayed them so it looks fine for me oh pls what have I done
grid snap sometimes prevents you from doing nice things, learned that already lol


Reusing (copying and pasting things you've used before in a map) may seem like a lazy way to map, but it actually adds some really nice structure to your map and makes it much better looking overall. Check any good map and you'll see what I mean, it's used often to create symmetrical patterns and just patterns in general. symmetry is fun but not when the whole map has the same patterns lol

try to have consistent spacing! the only reason you should change the spacing is for emphasis. if something is quiet and soft, lower the spacing. if something is loud and heavy, make the spacing higher. You should try to find a consistent distance snap to use throughout the whole diff. You don't even need to use distance snap, just use it as a guideline for what to do. check the upper right corner when you have a note selected to see the spacing between the note ahead of it and the note behind it. that's what I have to learn yet, well this song has almost no calm parts (except for the ending that has reduced spacing everywhere and part in the middle that is mapped only with low-spaced streams in darkness)

[normal]
00:21:209 (1,2) - the curve on these sliders is glitched and is way too strong, remove the point and add it again for smoother, nicer looking sliders here. sure
02:23:673 - add a break here I tried but it gets removed every time (probably because it's too short), I wanted to do a long slider in there but idk how to do long beautiful sliders :<
02:24:637 (1,2,3) - here you go from mapping to the beat, to vocals, and then back to the beat at 02:26:352 (1) -. missing out the clear beat at 02:25:066 - and so on doesn't make much sense rhythmically i don't think. consider fixing this section up to map the beat you've missed. idk this part sounds fun and gives some variety. might fix that
02:46:923 (1,2,3) - this is more or less a straight line in flow, which is linear and can be sorta boring to play. i suggest spicing it up by employing the use of a zig-zag or something in place of the current line that you have. idk if it's fine now since I changed the sv in kiai and it doesn't look like a straight line

[hard]
00:25:923 (4,1,2) - again, just like i said for a part in the normal difficulty, this, in my opinion, is too straight and can result in the pattern overall feeling a bit bland. try to spice this up a little and make it more fun! wait what (4) shouldn't have 2.9x spacing, fixed
01:34:709 (1,2) - swap the ncs here, it makes more sense because (2) is after the upbeat, and is the last note for this section, being followed by a spinner. 01:34:709 is emphasized cause of the strong vocal on it so it's fine
01:41:137 (4,1) - try and avoid this overlap, this part would look much nicer if you avoid it here. yup fixed that already

[insane]
00:13:816 - i'm sure you could map the drums here and do something more creative than just one circle here. insane is mostly based on those 3/4 jumps, gonna keep it for now
00:27:316 - from here till 00:27:637 - this should be a stream, you've missed out mapping two beats here. did this on purpose to be consistent with the rest of that part
01:18:316 (4,5,6) - not only is this pretty straight/linear/boring/whatever, the spacing is quite off, the spacing looks even but 01:18:316 (4,5) - are 1/2 and
01:18:852 (6) - is 1/1 apart from them. reconsider the spacing here and fix it up so it makes more sense to the actual emphasis. (6) and (7) are less emphasized than the rest so reduced to 1.5x spacing on it is fine imo, fixed something
01:19:066 - stream here till 01:19:495 - ^ things like this are mapped in darkness but not there :>
02:53:673 - map this. sure

[darkness]
00:13:709 (2) - this is mapped to literally no sound. remove it. 1/8 repeat slider here we go, finally fixd
00:27:209 (8) - could do with a nc here. tweaked something
01:24:852 (2,3) - these are sooooooooooo far apart, please reduce spacing here. 5x is fine, sliderjumps <3
02:01:495 (1,1,1,1) - lots of ncs that make no sense, try to only nc every big white tick. sure
03:13:280 (5,6,7,8,9,10,11,12,13,14) - nc somewhere in here to make the combo a little smaller. did something
03:22:066 (1) - remove nc. yep
03:24:637 (1,1) - remove nc on one of these. ^
thanks! :>
riffy
An IRC chat about general stuff.

IRC log (Russian)
14:23 MadHypnofrog: вкатываюсь
14:23 MadHypnofrog: аргх
14:23 *MadHypnofrog is playing [https://osu.ppy.sh/b/817384 Reol - Midnight Stroller [Darkness]]
14:23 Bakari: Сейчас скачаю.
14:24 MadHypnofrog: не торопись, спасибо!
14:25 MadHypnofrog: просто мне много раз говорили, что намапано странно и с флоу есть недочеты, но указывалось лишь пару штук без особых объяснений
14:25 Bakari: https://osu.ppy.sh/news/61334266941
14:25 MadHypnofrog: а я проблем почти не вижу
14:25 Bakari: Про флоу почти все есть тут
14:26 Bakari: Ну, и в комментах к статье
14:26 MadHypnofrog: о, классная штука, пропустил ее как-то, надо почитать
14:28 *Bakari is editing [http://osu.ppy.sh/b/785939 Reol - Midnight Stroller [Normal]]
14:29 Bakari: Очень неудачный выбор спейсинга
14:29 MadHypnofrog: я специально 1.6 брал, чтобы оверлапов не было. стоило взять меньше?
14:29 Bakari: х1.6 означает, что после каждого слайдера именно настолько придется ускоряться игроку, чтоб нажать следующий объект
14:30 Bakari: Ничего страшного нет, если в Нормале 1/2 будут пересекаться
14:30 Bakari: Куда страшнее, когда карта играется рвано из-за постоянных скачков
14:31 MadHypnofrog: до меня только сейчас дошло, что DS - изменение скорости передвижения курсора, и постоянный спейсинг 1х - это движение с одинаковой скоростью
14:31 MadHypnofrog: ... у меня лицорука сейчас случится
14:35 Bakari: Скорее всего в нормале придется все объекты переставлять
14:35 MadHypnofrog: ну да, увеличивать SV не вариант
14:36 Bakari: Может и звездочек в нормале поменьше станет
14:37 MadHypnofrog: должно, я его еле-еле под 2 звезды загнал в прошлый ремап
14:43 *Bakari is editing [http://osu.ppy.sh/b/821668 Reol - Midnight Stroller [Hard]]
14:43 Bakari: Ух, х2.0
14:44 MadHypnofrog: с ритмом в нормале нормально?
14:44 Bakari: 00:40:495 (1,1) - cлишком мало времени на восстановление после спиннера
14:44 MadHypnofrog: там х2.1 буквально пара джампов, в основном 1.7-1.8
14:44 Bakari: По вокалу, иногда сложновато, но ничего совсем ужасного вроде бы нет
14:44 MadHypnofrog: в хардах тоже есть ограничение по тикам после спиннера? оО
14:45 Bakari: Ага.
14:45 Bakari: 1/1 после спиннера надо оставить
14:45 Bakari: В инсейнах это любое обоснованное кол-во времени
14:45 Bakari: 00:52:923 (4) - современное искусство слайдерарта?
14:46 MadHypnofrog: ага, пофикшено
14:46 MadHypnofrog: там на самом деле просто рандомные изгибы %/
14:46 MadHypnofrog: пофиксил форму немного по аналогии с остальными
14:47 MadHypnofrog: http://cdn.shigetora.pw/i/vnppjnc.png что-то подобное
14:47 Bakari: 01:35:352 (1,1) - время.
14:48 MadHypnofrog: +
14:48 Bakari: 01:38:566 (1,2) - логично было бы начать их на белых тиках, а закончить на красных
14:48 Bakari: белые как правило сильнее по звучанию
14:48 Bakari: Хотя зависит от ситуации
14:49 MadHypnofrog: они под вокал подходят
14:49 MadHypnofrog: там вообще по-хорошему надо сделать 3 1/4, но это сложновато будет для харда
14:51 Bakari: 03:14:352 (1,2) - современное искусство
14:51 MadHypnofrog: я только в харде так упоролся ._.
14:51 Bakari: В основном, опять же - спейсинг.
14:52 MadHypnofrog: слайдеры пофиксил, спейсинг поменьше надо?
14:52 Bakari: Желательно
14:52 Bakari: Хитсаунды проглатываются музыкой и их или просто нет, или не слышно почти
14:53 Bakari: А еще, из-за опры на вокалы получается много 02:10:923 (1) - вот таких моментов
14:53 Bakari: Нажать вовремя трудно, еще и инструменты игнорируются
14:54 MadHypnofrog: не спорю, мне эти 1/2 самому не очень нравятся, но без них полярность будет не очень
14:54 MadHypnofrog: вообще вот именно этот слайдер еще нормально, в той части другая проблема - там вокал, по всей видимости, начинается на 1/6
14:55 Bakari: Попробуй больше на ударные опираться
14:57 MadHypnofrog: посмотрим, если найду, как это можно нормально изменить - переделаю
14:58 *Bakari is editing [http://osu.ppy.sh/b/781898 Reol - Midnight Stroller [Insane]]
14:58 Bakari: Из-за ритма опять же, чувствуются "дыры" в геймплее
14:58 Bakari: 01:21:637 -
14:59 Bakari: Вокалы ведут, да. Но нельзя не поддерживать их маппингом под ударные и прочий стафф на фоне
15:00 *Bakari is editing [http://osu.ppy.sh/b/817384 Reol - Midnight Stroller [Darkness]]
15:00 MadHypnofrog: похоже, у меня в этом плане только на экстре более-менее нормально хД
15:00 MadHypnofrog: ибо там ну очень много всего замапано
15:00 Bakari: Просто Инсейн с увеличенным кол-вом стримов?
15:00 MadHypnofrog: намного
15:02 Bakari: 03:13:280 (5) - 03:17:030 (2) - какие-то они лишнии
15:03 Bakari: Можно попробовать поиграть со слайдерами
15:03 MadHypnofrog: да, в концовке там по сути овермап небольшой, но мне эти стримы просто нравятся
15:04 Bakari: Флоу слабоват. Если в N-H еще можно ходить кругами, то в экстре хочется нелинейности
15:04 Bakari: 01:25:923 (1,2,3,4,5,6,1,2,3,4,1,2,3,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5) -
15:04 MadHypnofrog: покручу чутка
15:04 Bakari: Для первой карты очень неудачный выбор трека
15:05 MadHypnofrog: я так понимаю, что в инсе/харде недостает нот по типу 00:15:637 (5) -
15:05 Bakari: Я бы посоветовал помучать треки попроще, наиграться с флоу/стримами
15:05 MadHypnofrog: вот да, я уже осознал это =/ когда первую диффу делал, казалось, что весело, ритм простой
15:05 MadHypnofrog: а уже потом, когда начали моды накидывать, понял, что не стоило лезть в такие дебри сразу
15:05 Bakari: Алекс ког-да то советовал начинать с найткоров, они простые очень
15:06 Bakari: Попса и прочие вещи этого типа
15:06 MadHypnofrog: слышали, знаем
15:06 Bakari: Можно рок езе попробовать, но там с таймингом осторожнее
15:07 MadHypnofrog: с таймингом можно много где запороться, я пробовал начать делать Кано (не сказать, что она сильно простая, конечно), там просто секция где-то во второй половине, которую затаймить очень сложно
15:08 MadHypnofrog: короче, насколько я понял, в харде/инсе немного добавить инструментов, в нормале переделать DS, ну и экстре флоу немного покрутить, чтобы не так однообразно было
15:08 Bakari: Ничего страшного не произойдет, если с флоу поиграть и на дифах повыше
15:09 Bakari: Джампы попробовать использовать для выделения вокалов, иногда акцентироваться на музыке
15:09 MadHypnofrog: с эмфазисом тоже надо еще научиться работать, это у меня западает, потому что в экстре джампы на каждом углу просто
15:11 MadHypnofrog: слайдерджампы в экстре, кстати, нормальные? мне говорили, что их немного полегче сделать не мешало бы
15:11 Bakari: Сойдет, как по мне
15:11 Bakari: Потести с игроками, им виднее
15:12 MadHypnofrog: один знакомый с релаксом ее с первого трая ФКшнул, в принципе, с почти нулевым UR
15:12 Bakari: Релакс это не то
15:12 MadHypnofrog: не спорю
15:13 MadHypnofrog: он просто без него оверстримил все что можно, а с релаксом аим более-менее был по таймингу и почти без пропусков концов слайдеров
15:18 Bakari: Лог закинуть в тред или не надо?
15:18 MadHypnofrog: кидай, конечно
15:19 MadHypnofrog: не возражаешь, если я тебя позову, когда поменяю вышеупомянутое? я этот сет не оставлю ._.
15:25 Bakari: Позови.

A lot of stuff to work on.

~~~~~~~~~~~~~~~~~~~

Best of luck!
Topic Starter
Jabba

Bakari wrote:

An IRC chat about general stuff.

IRC log (Russian)
14:23 MadHypnofrog: вкатываюсь
14:23 MadHypnofrog: аргх
14:23 *MadHypnofrog is playing [https://osu.ppy.sh/b/817384 Reol - Midnight Stroller [Darkness]]
14:23 Bakari: Сейчас скачаю.
14:24 MadHypnofrog: не торопись, спасибо!
14:25 MadHypnofrog: просто мне много раз говорили, что намапано странно и с флоу есть недочеты, но указывалось лишь пару штук без особых объяснений
14:25 Bakari: https://osu.ppy.sh/news/61334266941
14:25 MadHypnofrog: а я проблем почти не вижу
14:25 Bakari: Про флоу почти все есть тут
14:26 Bakari: Ну, и в комментах к статье
14:26 MadHypnofrog: о, классная штука, пропустил ее как-то, надо почитать
14:28 *Bakari is editing [http://osu.ppy.sh/b/785939 Reol - Midnight Stroller [Normal]]
14:29 Bakari: Очень неудачный выбор спейсинга
14:29 MadHypnofrog: я специально 1.6 брал, чтобы оверлапов не было. стоило взять меньше?
14:29 Bakari: х1.6 означает, что после каждого слайдера именно настолько придется ускоряться игроку, чтоб нажать следующий объект
14:30 Bakari: Ничего страшного нет, если в Нормале 1/2 будут пересекаться
14:30 Bakari: Куда страшнее, когда карта играется рвано из-за постоянных скачков
14:31 MadHypnofrog: до меня только сейчас дошло, что DS - изменение скорости передвижения курсора, и постоянный спейсинг 1х - это движение с одинаковой скоростью
14:31 MadHypnofrog: ... у меня лицорука сейчас случится
14:35 Bakari: Скорее всего в нормале придется все объекты переставлять
14:35 MadHypnofrog: ну да, увеличивать SV не вариант
14:36 Bakari: Может и звездочек в нормале поменьше станет
14:37 MadHypnofrog: должно, я его еле-еле под 2 звезды загнал в прошлый ремап
14:43 *Bakari is editing [http://osu.ppy.sh/b/821668 Reol - Midnight Stroller [Hard]]
14:43 Bakari: Ух, х2.0
14:44 MadHypnofrog: с ритмом в нормале нормально?
14:44 Bakari: 00:40:495 (1,1) - cлишком мало времени на восстановление после спиннера
14:44 MadHypnofrog: там х2.1 буквально пара джампов, в основном 1.7-1.8
14:44 Bakari: По вокалу, иногда сложновато, но ничего совсем ужасного вроде бы нет
14:44 MadHypnofrog: в хардах тоже есть ограничение по тикам после спиннера? оО
14:45 Bakari: Ага.
14:45 Bakari: 1/1 после спиннера надо оставить
14:45 Bakari: В инсейнах это любое обоснованное кол-во времени
14:45 Bakari: 00:52:923 (4) - современное искусство слайдерарта?
14:46 MadHypnofrog: ага, пофикшено
14:46 MadHypnofrog: там на самом деле просто рандомные изгибы %/
14:46 MadHypnofrog: пофиксил форму немного по аналогии с остальными
14:47 MadHypnofrog: http://cdn.shigetora.pw/i/vnppjnc.png что-то подобное
14:47 Bakari: 01:35:352 (1,1) - время.
14:48 MadHypnofrog: +
14:48 Bakari: 01:38:566 (1,2) - логично было бы начать их на белых тиках, а закончить на красных
14:48 Bakari: белые как правило сильнее по звучанию
14:48 Bakari: Хотя зависит от ситуации
14:49 MadHypnofrog: они под вокал подходят
14:49 MadHypnofrog: там вообще по-хорошему надо сделать 3 1/4, но это сложновато будет для харда
14:51 Bakari: 03:14:352 (1,2) - современное искусство
14:51 MadHypnofrog: я только в харде так упоролся ._.
14:51 Bakari: В основном, опять же - спейсинг.
14:52 MadHypnofrog: слайдеры пофиксил, спейсинг поменьше надо?
14:52 Bakari: Желательно
14:52 Bakari: Хитсаунды проглатываются музыкой и их или просто нет, или не слышно почти
14:53 Bakari: А еще, из-за опры на вокалы получается много 02:10:923 (1) - вот таких моментов
14:53 Bakari: Нажать вовремя трудно, еще и инструменты игнорируются
14:54 MadHypnofrog: не спорю, мне эти 1/2 самому не очень нравятся, но без них полярность будет не очень
14:54 MadHypnofrog: вообще вот именно этот слайдер еще нормально, в той части другая проблема - там вокал, по всей видимости, начинается на 1/6
14:55 Bakari: Попробуй больше на ударные опираться
14:57 MadHypnofrog: посмотрим, если найду, как это можно нормально изменить - переделаю
14:58 *Bakari is editing [http://osu.ppy.sh/b/781898 Reol - Midnight Stroller [Insane]]
14:58 Bakari: Из-за ритма опять же, чувствуются "дыры" в геймплее
14:58 Bakari: 01:21:637 -
14:59 Bakari: Вокалы ведут, да. Но нельзя не поддерживать их маппингом под ударные и прочий стафф на фоне
15:00 *Bakari is editing [http://osu.ppy.sh/b/817384 Reol - Midnight Stroller [Darkness]]
15:00 MadHypnofrog: похоже, у меня в этом плане только на экстре более-менее нормально хД
15:00 MadHypnofrog: ибо там ну очень много всего замапано
15:00 Bakari: Просто Инсейн с увеличенным кол-вом стримов?
15:00 MadHypnofrog: намного
15:02 Bakari: 03:13:280 (5) - 03:17:030 (2) - какие-то они лишнии
15:03 Bakari: Можно попробовать поиграть со слайдерами
15:03 MadHypnofrog: да, в концовке там по сути овермап небольшой, но мне эти стримы просто нравятся
15:04 Bakari: Флоу слабоват. Если в N-H еще можно ходить кругами, то в экстре хочется нелинейности
15:04 Bakari: 01:25:923 (1,2,3,4,5,6,1,2,3,4,1,2,3,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5) -
15:04 MadHypnofrog: покручу чутка
15:04 Bakari: Для первой карты очень неудачный выбор трека
15:05 MadHypnofrog: я так понимаю, что в инсе/харде недостает нот по типу 00:15:637 (5) -
15:05 Bakari: Я бы посоветовал помучать треки попроще, наиграться с флоу/стримами
15:05 MadHypnofrog: вот да, я уже осознал это =/ когда первую диффу делал, казалось, что весело, ритм простой
15:05 MadHypnofrog: а уже потом, когда начали моды накидывать, понял, что не стоило лезть в такие дебри сразу
15:05 Bakari: Алекс ког-да то советовал начинать с найткоров, они простые очень
15:06 Bakari: Попса и прочие вещи этого типа
15:06 MadHypnofrog: слышали, знаем
15:06 Bakari: Можно рок езе попробовать, но там с таймингом осторожнее
15:07 MadHypnofrog: с таймингом можно много где запороться, я пробовал начать делать Кано (не сказать, что она сильно простая, конечно), там просто секция где-то во второй половине, которую затаймить очень сложно
15:08 MadHypnofrog: короче, насколько я понял, в харде/инсе немного добавить инструментов, в нормале переделать DS, ну и экстре флоу немного покрутить, чтобы не так однообразно было
15:08 Bakari: Ничего страшного не произойдет, если с флоу поиграть и на дифах повыше
15:09 Bakari: Джампы попробовать использовать для выделения вокалов, иногда акцентироваться на музыке
15:09 MadHypnofrog: с эмфазисом тоже надо еще научиться работать, это у меня западает, потому что в экстре джампы на каждом углу просто
15:11 MadHypnofrog: слайдерджампы в экстре, кстати, нормальные? мне говорили, что их немного полегче сделать не мешало бы
15:11 Bakari: Сойдет, как по мне
15:11 Bakari: Потести с игроками, им виднее
15:12 MadHypnofrog: один знакомый с релаксом ее с первого трая ФКшнул, в принципе, с почти нулевым UR
15:12 Bakari: Релакс это не то
15:12 MadHypnofrog: не спорю
15:13 MadHypnofrog: он просто без него оверстримил все что можно, а с релаксом аим более-менее был по таймингу и почти без пропусков концов слайдеров
15:18 Bakari: Лог закинуть в тред или не надо?
15:18 MadHypnofrog: кидай, конечно
15:19 MadHypnofrog: не возражаешь, если я тебя позову, когда поменяю вышеупомянутое? я этот сет не оставлю ._.
15:25 Bakari: Позови.

A lot of stuff to work on.

~~~~~~~~~~~~~~~~~~~

Best of luck!
gonna rework those ASAP, thanks!
SacredStrike
100% agree that osu! needs more reol so let's get this shit ranked.

Mod This map if you're up for an m4m: https://osu.ppy.sh/forum/t/387864

General:


SPOILER
-Flooowwwwwwww could use some work.

- USE SLIDERS. Sliders are love, sliders are life, and they kinda define osu. So don't underestimate their use. Right now (mainly in your last 2 diffs.) you rely extremely heavily on the single taps to transition, i really think you could weave more sliders in. It's fine keeping this style i think but using more sliders in your verses would make it have more variety too. (will provide some examples below) Especially since you're making this map pretty technical/read heavy, it makes it not as interactive as it should be.
-In order to fix this you should try looking into breaking some of your single tap chains by turning some of it into sliders, then using 2 or 3 single taps to lead into the next slider. (short sliders interchanged along here is gucchi for variety too as you do right now.)
-Differentiating shapes, timing, and general use of sliders also stand out more in terms of bringing variety to your map.

-Your mapping doesn't really change between verses/chorus, would really improve the map if changed up the style to emphasize the chorus. (need more than just putting kiai section there.) Your over reliance on the single taps also attribute to this.
- As cool as mapping to the offbeats is, something that again would help diversity is sometimes following straight beats as opposed to soleley focusing on the offbeats.




Technical




SPOILER
Insane:

Lots of unnecessary inherited points (Doesn't really matter tho.)

02:22:387 Snap slider 8 to 1/4, lengthen it so that it flows in the next beat (personal opinion on the length tho.)




Darkness:

Lots of unnecessary inherited points (Doesn't really matter tho.)

Increase slider velocity. This would help flow and match the 9.2 ar better, as well as help reading and give you more options for slider shapes/directions.


My Shitty Opinions

SPOILER
There's alot i would change (in my shitty opinion), but i'd be here all night, so im just gonna go through the first ones that come mind and maybe come back and mod again some other time :P. (if you think my shitty opinions are worth the time).



Insane:


00:09:637 Having note 4 there makes the rhythm that you're doing with the notes after seem a bit out of place, you could try leading into it with triplets for flow or just delete note 4 and lengthen the slider before it.

00:22:495 add a note after slider 7 to match the one before it?

00:42:316 This slider is pretty random IMO, If anything it should start where it currently ends. This section

00:26:566 could lengthen this slider 3 then put a note at 1/4 spacing leading into slider 4 and could lead from the end of it to triplets into the next rhythm.

00:42:316 Doesn't really fit the rhythm here IMO, Could try lengthening slider 4 all the way to where note 5 is, using the 4 and 6 as single taps into a short slider at note 1.

02:51:423 lengthen slider 6 so it's a straight beat with the notes after it.

03:04:066 example of slider stuff I was talking about. If you turned note one here into a slider for 2/4, then just did a straight beat with the notes (spaced 2/4) after it then another slider at downbeat with note one and repeat or have some notes follow the drum part. It brings a diversity of a straight beat into what otherwise focuses on offbeats since this rhythm repeats like a thousand times, it won't be too hard to read even if the rhythm changes (since straight beats are always easy to read) and it'll bring diversity.


Darkness:


00:10:066 Think you shorten slider 4 by 1/4 and add a note to transition. (doing this kind of thing would also bring diversity to times when you just link sliders).

00:12:102 Broken record going on here, but if you shorten slider 5 to 1/4 then add a note in between 5 and one with a 2/4 spacing, it gives a different feel and brings DIVERSITY (I wonder if i can make that into a meme.

00:42:637 Slider 4 should be placed here (1/4 beat earlier).

00:43:066 For spacing here, notes 5 and 6 seem to match the pattern of 1 2 and 3 even though they are of different sections, I think differentiating spacing pattern would help here.

01:01:923 Music changes here so i don't think sliders 4 and 5 should mirror the ones before it. Could consider deleting slider 5, lengthing slider 4 to 2/4, then making a short slider on the downbeat leading into slider 1 with a note spaced 1/4 in between the two sliders. DIVERSITY.

01:09:423 More of these long reverse sliders would also help DIVERSITY.

01:35:566 fkin yes. Just thought I'd let you know. :D.

Gonna take quite some effort, but I believe in the Reol Master race. Project Reol Master race is a go.
Topic Starter
Jabba

SacredStrike wrote:

100% agree that osu! needs more reol so let's get this shit ranked.

Mod This map if you're up for an m4m: https://osu.ppy.sh/forum/t/387864 poke me if I forget to do this

General:


SPOILER
-Flooowwwwwwww could use some work. ikr gotta fix that, Bakari mentioned this

- USE SLIDERS. Sliders are love, sliders are life, and they kinda define osu. So don't underestimate their use. Right now (mainly in your last 2 diffs.) you rely extremely heavily on the single taps to transition, i really think you could weave more sliders in. It's fine keeping this style i think but using more sliders in your verses would make it have more variety too. (will provide some examples below) Especially since you're making this map pretty technical/read heavy, it makes it not as interactive as it should be.
-In order to fix this you should try looking into breaking some of your single tap chains by turning some of it into sliders, then using 2 or 3 single taps to lead into the next slider. (short sliders interchanged along here is gucchi for variety too as you do right now.)
-Differentiating shapes, timing, and general use of sliders also stand out more in terms of bringing variety to your map. sure will look at that

-Your mapping doesn't really change between verses/chorus, would really improve the map if changed up the style to emphasize the chorus. (need more than just putting kiai section there.) Your over reliance on the single taps also attribute to this. idk gonna try to change smth
- As cool as mapping to the offbeats is, something that again would help diversity is sometimes following straight beats as opposed to soleley focusing on the offbeats. yeah it fits the song and I love how it sounds, gotta think about this




Technical




SPOILER
Insane:

Lots of unnecessary inherited points (Doesn't really matter tho.) all of them are changing something so it's fine

02:22:387 Snap slider 8 to 1/4, lengthen it so that it flows in the next beat (personal opinion on the length tho.) was it snapped to 1/8? fixed cause idk how this happened




Darkness:

Lots of unnecessary inherited points (Doesn't really matter tho.) ^

Increase slider velocity. This would help flow and match the 9.2 ar better, as well as help reading and give you more options for slider shapes/directions. I'm REALLY lazy to do this but this is a good idea and I might do it


My Shitty Opinions

SPOILER
There's alot i would change (in my shitty opinion), but i'd be here all night, so im just gonna go through the first ones that come mind and maybe come back and mod again some other time :P. (if you think my shitty opinions are worth the time). pls all opinions are appreciated



Insane:


00:09:637 Having note 4 there makes the rhythm that you're doing with the notes after seem a bit out of place, you could try leading into it with triplets for flow or just delete note 4 and lengthen the slider before it. it's fine for me, the beginning follows the vocals

00:22:495 add a note after slider 7 to match the one before it? vocals yet again but I'm gonna put a note here later probably, cause of Bakari's mod yet again - more instrumentals have to be mapped

00:42:316 This slider is pretty random IMO, If anything it should start where it currently ends. This section yep changed, 3-4 is a double now, 5 is a slider that starts from where 4 ended and ends on where 5 was

00:26:566 could lengthen this slider 3 then put a note at 1/4 spacing leading into slider 4 and could lead from the end of it to triplets into the next rhythm. same, it's fine now but I'm gonna change it

00:42:316 Doesn't really fit the rhythm here IMO, Could try lengthening slider 4 all the way to where note 5 is, using the 4 and 6 as single taps into a short slider at note 1. ^ did something, the rhythm remains though

02:51:423 lengthen slider 6 so it's a straight beat with the notes after it. lyrics yet again, and yet again I'm gonna change this

03:04:066 example of slider stuff I was talking about. If you turned note one here into a slider for 2/4, then just did a straight beat with the notes (spaced 2/4) after it then another slider at downbeat with note one and repeat or have some notes follow the drum part. It brings a diversity of a straight beat into what otherwise focuses on offbeats since this rhythm repeats like a thousand times, it won't be too hard to read even if the rhythm changes (since straight beats are always easy to read) and it'll bring diversity. gonna think about it


Darkness:


00:10:066 Think you shorten slider 4 by 1/4 and add a note to transition. (doing this kind of thing would also bring diversity to times when you just link sliders). there's no sound on that blue tick

00:12:102 Broken record going on here, but if you shorten slider 5 to 1/4 then add a note in between 5 and one with a 2/4 spacing, it gives a different feel and brings DIVERSITY (I wonder if i can make that into a meme. sounds legit, gonna make two doubles there

00:42:637 Slider 4 should be placed here (1/4 beat earlier). idk it sounds fine

00:43:066 For spacing here, notes 5 and 6 seem to match the pattern of 1 2 and 3 even though they are of different sections, I think differentiating spacing pattern would help here. 5 and 6 kinda have the biggest spacing in there? idk the spacing is fine with those I think

01:01:923 Music changes here so i don't think sliders 4 and 5 should mirror the ones before it. Could consider deleting slider 5, lengthing slider 4 to 2/4, then making a short slider on the downbeat leading into slider 1 with a note spaced 1/4 in between the two sliders. DIVERSITY. I'd keep the 1/4 rhythm but yes, though I like that pattern the change on 4 and 5 would fit

01:09:423 More of these long reverse sliders would also help DIVERSITY. gonna do that somewhere

01:35:566 fkin yes. Just thought I'd let you know. :D. SLIDERJUMPS <3

Gonna take quite some effort, but I believe in the Reol Master race. Project Reol Master race is a go. IM GUNNA RANK THIS NO MATTER WHAT though this particular song is REALLY hard to map for a beginner like me
thanks! :>
Shira
from modding queue ~
i cant mod extra :')
[Hard]
00:52:923 (4) - a little neater ?
idk if its just the way you map but the notes are going in a circle
like it gets too repetitive ?
i dont really see a change in the kiai time then the rest,
maybe emphasize it more?
02:07:173 (2,3,1) - hard to read ?
02:07:066 - from this point till 02:17:995 - its kinda hard to read ? like there's so many offbeat notes so maybe change that ?
[Insane]
00:09:423 (2) - put this somewhere not behind this 00:08:781 (5) - ?
00:50:566 (2) - move this somewhere else ? bc it kinda seems like its starting a circle again
01:35:566 (3,4,5,6,7,1,2,3,4) - i dont really see the rhythm here?
02:20:566 (1,2,3,4) - change where these are so its not in the same position as the last jump ?
02:39:423 (5,6) - circle
02:40:281 (2,3,4,5,6,7,8,9) - ok so the streams, its kinda boring how its the same spacing for everything so maybe have more variety ?
Topic Starter
Jabba

Maphi wrote:

from modding queue ~
i cant mod extra :')
[Hard]
00:52:923 (4) - a little neater ? tweaked it a bit
idk if its just the way you map but the notes are going in a circle
like it gets too repetitive ? yea I know that's what I'm trying to fix, it was even worse before LOL
i dont really see a change in the kiai time then the rest,
maybe emphasize it more? idk there's like no way to emphasize it more except for using triples and it might be kinda hard
02:07:173 (2,3,1) - hard to read ?
02:07:066 - from this point till 02:17:995 - its kinda hard to read ? like there's so many offbeat notes so maybe change that ? yet again this part is supposed to be harder, it's different compared to the rest of the map, though objects are always 1/4 or 1/2 apart so it's playable
[Insane]
00:09:423 (2) - put this somewhere not behind this 00:08:781 (5) - ? sure
00:50:566 (2) - move this somewhere else ? bc it kinda seems like its starting a circle again feels fine for me idk
01:35:566 (3,4,5,6,7,1,2,3,4) - i dont really see the rhythm here? it can be mapped as 1/4 but for insane I'd stick with 1/2s, they're good
02:20:566 (1,2,3,4) - change where these are so its not in the same position as the last jump ? changed the whole section cause why not
02:39:423 (5,6) - circle there are two 1/4 vocals so it's fine
02:40:281 (2,3,4,5,6,7,8,9) - ok so the streams, its kinda boring how its the same spacing for everything so maybe have more variety ?spaced streams are cancer :< meh can't see anything wrong with those
thanks! :>
Endaris
Hi, from my queue, sorry for the long wait ;)

Normal

Some parts are pretty decent, others seem to be too complicated considering this is the lowest difficulty of the set. As the lowest difficulty it should pay huge attention to intuitivity. My mod for this diff will aim to optimize some existing rhythmic patternsand simplify long and complicated sequences no time for that one.


First I'm going to talk about the second part from 00:21:209 - till 00:42:209 -

You got a very stupid problem with your Normal-Diff here and that is that the vocals which you are following often hit on blue ticks in a sequence which makes it literally impossible to map this 100% fitting without ruining the playability.
In fact, most of the time the vocals use this rhythm(reference 00:29:780 - ):

with the drums as an addition using this rhythm:

As not everything can be mapped due to the difficulty I'd suggest you to focus on trying to focus on the notes that get the most attention, in this case I'd point at the spots where vocals and drums are playing together which boils down to

It's impossible to map both blue ticks as you can only include them within 3/2 repeatsliders for this diff. Based on the above rhythms the obvious possibilities would be

and

In both cases one of the blue ticks is left out and pseudo-represented by the following white tick. Personally I like the second option more as the second blue tick has a held sound that makes the slider starting late less obvious and it also plays more consistently with 00:26:352 (3,4) - (has a rhythmic variation there)
Both way would work though as right now you're missing out on both of the blue ticks. The patterning is pretty much the same in every second measure so I'd recommend that you recheck this whole part for this.
A different option for this section would be focusing on the drums but personally I agree on focusing on the vocals instead even though it can't be realised optimally.


  1. 00:27:209 (4) - I'd rather like this as a regular 1/1 slider as it makes the pattern less dense and also achieves something like a syncope: Before you had 3/4 spacings in time so a repitition of 3/4 could be expected. 4/4 is only slightly longer but gives a long enough wait to build up tension compared to the 2/4 you have now.

Another thing in this part I want to talk about are the hitsounds. Having the fourth beat AND the following red tick both with claps seems a bit boring and it doesn't lead very well to the next downbeat imo. I'd put a finish on the red tick instead or optionally remove the note if you decide to go with the first approach mentioned above as the drum-hitfinish sounds more soft than your custom drum-hitclap which causes the attention to stick on the fourth and first beat.


Next part is the Kiai time. I think your patterning is suboptimal and most of all inconsistent.
00:43:495 (1,2,3) - 00:45:209 (1,2) - 00:46:923 (1,2,3) -
Based on what I hear these 3 parts sound basically the same yet you map each one differently and I have to ask you why.
A different question is which part of the music you are following here. For reference the greenline on screenshots is at 00:43:495 -
The drum pattern is the same as in the previous part

or simplified

The sounds left out are more quiet and work towards the next beat so they're not as important.

The vocals on the other hand are

or simplified

There are varying 1/4 between the 1/2 but they're 100% dependent on how much lyrics the singer has to compress here so they're not vital for the actual rhythm.

What you're doing rhythmically here is

but you variate the time the player clicks at even though the way the vocals/drums accentuate the respective notes doesn't change at all.
To make a map intuitive to follow you want to follow along with one part of the music consistently as far as you can fit it with the difficulty level you are mapping. Sliderends are experienced as not as intensive as sliderstarts and circles as you don't have to press a key for them.
Following the music means making one part of the music clickable.
Now let's analyze the patterns you mapped here:
00:43:495 (1,2,3) - Click pattern is Drum, Drum+Vocal, Drum while leaving out some distinctive Drum and Vocals inbetween. This is acceptable imo as all active hits involve drums so the player has a good orientation what to follow.
00:45:209 (1,2) - Click pattern is Drum, Vocal while leaving out some distinctive Drum and Vocals inbetween. This is not good as it is unclear what to follow.
00:46:923 (1,2,3) - Click pattern is Drum, Vocal, Vocal while leaving out some distinctive Drum and Vocals inbetween.
If the player plays the first pattern he'll be like "aha, drums!" and then he'll most likely stumble at 00:46:066 (2) - as a strong drumbeat sounds right before he is supposed to click. This is very likely to cause some kind of confusion especially for new players.
Another thing you have to look out for regarding playability is that the intervals at which you click change between all 3 of the patterns.
In the first pattern the time between the clicks is 1/1 and 2/1, in the second one it is 2/1 both times and in the third one you got 1/2 and 3/2. Especially the latter should be rather avoided in the easiest difficulty of a set and only be used if the music calls for it. It's just more difficult to understand and pull off correctly if the music doesn't go along with it perfectly.

I rated your first pattern as acceptable above as it is easy to follow but it still leaves some mappable drumhits empty while including vocals on sliderends - and even if the player doesn't have to click there the hitsound may still confuse him. You did a good job with putting different hitsounds so it is very unlikely to occur but a simple solution without even having to utilize hitsounds would be going straight with drums and getting this:

this has 1/1 and 2/1 click differences and follows drums exclusively. When playtesting the pattern plays out fine and there's no extra hitsounding needed.

Going further from your first pattern 00:43:495 (1,2,3) - it looks like you want to stress the part that is actually dominant: the vocals. That's a good decision but I think you could be a bit more consequent with it. What about this for example?

Again it's about making rhythm clickable. The third beat is very strong here so a sliderend doesn't seem appropriate as you can't click it that way.
Mapping like in the pic with your hitsounds in mind(I put claps on all hits of the repeatslider) we get something like an immediate transition from drum on the downbeat towards vocals and vocals are followed through as it is the dominant part of the music. The rhythmical figure carved out is basically

with hitsounds making the switch between drum and vocals intuitive.

Time is over.
If you got any questions regarding this mod please please ask me, I'd be very sad if you failed to understand something I tried to say after investing so much time.
Topic Starter
Jabba

Endaris wrote:

Hi, from my queue, sorry for the long wait ;) no worries it's fine :>

Normal

Some parts are pretty decent, others seem to be too complicated considering this is the lowest difficulty of the set. As the lowest difficulty it should pay huge attention to intuitivity. My mod for this diff will aim to optimize some existing rhythmic patternsand simplify long and complicated sequences no time for that one.


First I'm going to talk about the second part from 00:21:209 - till 00:42:209 -

You got a very stupid problem with your Normal-Diff here and that is that the vocals which you are following often hit on blue ticks in a sequence which makes it literally impossible to map this 100% fitting without ruining the playability. this is indeed a problem with that song - you can't really map every vocal in E/N since 3/4 spaced objects are too hard to play, so there's a ton of 3/4 repeat sliders
In fact, most of the time the vocals use this rhythm(reference 00:29:780 - ):

with the drums as an addition using this rhythm:

As not everything can be mapped due to the difficulty I'd suggest you to focus on trying to focus on the notes that get the most attention, in this case I'd point at the spots where vocals and drums are playing together which boils down to

It's impossible to map both blue ticks as you can only include them within 3/2 repeatsliders for this diff. Based on the above rhythms the obvious possibilities would be

and

In both cases one of the blue ticks is left out and pseudo-represented by the following white tick. Personally I like the second option more as the second blue tick has a held sound that makes the slider starting late less obvious and it also plays more consistently with 00:26:352 (3,4) - (has a rhythmic variation there)
Both way would work though as right now you're missing out on both of the blue ticks. The patterning is pretty much the same in every second measure so I'd recommend that you recheck this whole part for this. the first one is actually good, I like it more cause I can't hear anything strong on 00:30:102 - but on 00:30:209 -, so I guess I'll put this somewhere. though the only bad thing is that 00:30:530 - is VERY strong and it's not clickable either way :<
A different option for this section would be focusing on the drums but personally I agree on focusing on the vocals instead even though it can't be realised optimally. yep vocals are much stronger, though Bakari told me it's not good to only map vocals rofl


  1. 00:27:209 (4) - I'd rather like this as a regular 1/1 slider as it makes the pattern less dense and also achieves something like a syncope: Before you had 3/4 spacings in time so a repitition of 3/4 could be expected. 4/4 is only slightly longer but gives a long enough wait to build up tension compared to the 2/4 you have now.
sounds legit but I like the way it is now already, there's a vocal ending on 00:27:423 - so I wanted to map it as well


Another thing in this part I want to talk about are the hitsounds. Having the fourth beat AND the following red tick both with claps seems a bit boring and it doesn't lead very well to the next downbeat imo. I'd put a finish on the red tick instead or optionally remove the note if you decide to go with the first approach mentioned above as the drum-hitfinish sounds more soft than your custom drum-hitclap which causes the attention to stick on the fourth and first beat. to be honest I have no idea how to hitsound things properly, gonna think about it more or even ask someone to hitsound everything lol


Next part is the Kiai time. I think your patterning is suboptimal and most of all inconsistent.
00:43:495 (1,2,3) - 00:45:209 (1,2) - 00:46:923 (1,2,3) -
Based on what I hear these 3 parts sound basically the same yet you map each one differently and I have to ask you why. it sure is the same and I can't really explain why I did that - uh, variety? the 2nd part of each kiai is consistent though
A different question is which part of the music you are following here. For reference the greenline on screenshots is at 00:43:495 -
The drum pattern is the same as in the previous part

or simplified

The sounds left out are more quiet and work towards the next beat so they're not as important.

The vocals on the other hand are

or simplified

There are varying 1/4 between the 1/2 but they're 100% dependent on how much lyrics the singer has to compress here so they're not vital for the actual rhythm.

What you're doing rhythmically here is

but you variate the time the player clicks at even though the way the vocals/drums accentuate the respective notes doesn't change at all.
To make a map intuitive to follow you want to follow along with one part of the music consistently as far as you can fit it with the difficulty level you are mapping. Sliderends are experienced as not as intensive as sliderstarts and circles as you don't have to press a key for them.
Following the music means making one part of the music clickable.
Now let's analyze the patterns you mapped here:
00:43:495 (1,2,3) - Click pattern is Drum, Drum+Vocal, Drum while leaving out some distinctive Drum and Vocals inbetween. This is acceptable imo as all active hits involve drums so the player has a good orientation what to follow.
00:45:209 (1,2) - Click pattern is Drum, Vocal while leaving out some distinctive Drum and Vocals inbetween. This is not good as it is unclear what to follow.
00:46:923 (1,2,3) - Click pattern is Drum, Vocal, Vocal while leaving out some distinctive Drum and Vocals inbetween.
If the player plays the first pattern he'll be like "aha, drums!" and then he'll most likely stumble at 00:46:066 (2) - as a strong drumbeat sounds right before he is supposed to click. This is very likely to cause some kind of confusion especially for new players.
Another thing you have to look out for regarding playability is that the intervals at which you click change between all 3 of the patterns.
In the first pattern the time between the clicks is 1/1 and 2/1, in the second one it is 2/1 both times and in the third one you got 1/2 and 3/2. Especially the latter should be rather avoided in the easiest difficulty of a set and only be used if the music calls for it. It's just more difficult to understand and pull off correctly if the music doesn't go along with it perfectly. yep the reasoning behind this is very solid lol
as for the 3rd pattern - it emphasizes the vocals more (e.g. 00:47:137 - the vocals start here and so here's a slider), then there's a strong vocal at 00:47:780 - . I wanted to do this all through the kiai but it's boring so I decided to manage those three beats some other way. Also there was a mod somewhere on the first page regarding patterns like 00:43:495 (1,2) - 00:43:709 - has a strong vocal on it and not having it clickable isn't that good. though I decided to keep it for the very first section of each kiai
idk I talked to Bakari about this particular diff and he told me it's fine, though I'm gonna tweak some of those


I rated your first pattern as acceptable above as it is easy to follow but it still leaves some mappable drumhits empty while including vocals on sliderends - and even if the player doesn't have to click there the hitsound may still confuse him. You did a good job with putting different hitsounds so it is very unlikely to occur but a simple solution without even having to utilize hitsounds would be going straight with drums and getting this:
I did exactly this in the part on 02:07:495 - but in kiai it sounds kinda boring
this has 1/1 and 2/1 click differences and follows drums exclusively. When playtesting the pattern plays out fine and there's no extra hitsounding needed.

Going further from your first pattern 00:43:495 (1,2,3) - it looks like you want to stress the part that is actually dominant: the vocals. That's a good decision but I think you could be a bit more consequent with it. What about this for example?

Again it's about making rhythm clickable. The third beat is very strong here so a sliderend doesn't seem appropriate as you can't click it that way.
Mapping like in the pic with your hitsounds in mind(I put claps on all hits of the repeatslider) we get something like an immediate transition from drum on the downbeat towards vocals and vocals are followed through as it is the dominant part of the music. The rhythmical figure carved out is basically

with hitsounds making the switch between drum and vocals intuitive. I tried to use this kind pattern even before the remapping, the thing is that it's used like everywhere

Time is over.
If you got any questions regarding this mod please please ask me, I'd be very sad if you failed to understand something I tried to say after investing so much time.
woah that's long, thanks for the in-depth mod :>
Endaris

MadHypnofrog wrote:

I tried to use this kind pattern even before the remapping, the thing is that it's used like everywhere
Haha yes, it gets kind of repetitive but I don't think that's a massive problem here.
If a pattern gets repeated right after it gets introduced it will always be appreciated by the player and on the second repitition it still won't be boring.
On the 4th pattern of your Kiai there's some kind of variation in vocals - only melody not rhythmically but this would warrant a small variation that breaks up with the repitition and reset the boredom a bit.
If a pattern for the same part is reused later in the song the player will appreciate it too so it's not too bad ;)
TequilaWolf
these are all just suggestions.

Darkness-

After playing your map multiple times, I feel that your flow is really lacking in general, and your spacing is too huge and doesn't make as much sense as it should. Rhythm placement could use work too. I will just mention some things ,but just in case you are planning to rank this I suggest you stay calm, take a step back, and practise mapping and modding more first, you will improve much more by working on new maps and looking at others' maps than just tying yourself down to this one map. Once you get better you can come back and remap this and push it forward (although I'm guessing you have put in a lot of effort already and don't want it to go to waste, that's understandable too c:)

00:13:495 (1,2,3,4,5,6,1) - I would make it a straightforward 9-note stream instead, having 00:13:709 empty is really weird even though there is nothing in the song o:
00:14:566 (2) - move it closer to the stream, maybe just right below it. flows better
00:16:280 (2) - try to use more straight sliders facing directly upwards/downwards, they are really nice sometimes, then you can move 00:16:709 (3,4,5) - nearer too
00:17:780 (1) - sometimes stacking a note on the previous slidertail creates a really nice sense of flow like this 00:17:459 (8) - slider
00:21:423 (2,3) - maybe change slider to a note at blue tick instead
00:23:137 (2,3) - really weird to play. almost every player will assume there is a small break between the sliders and hit 3 late. my suggestion is move the two sliders to the blue tick and use a circle on 00:23:137 instead, also stack it with the following slider at 00:23:245. not sure if you get what I mean
00:24:637 (5,6,1) - don't try to force players to aim so much all the time (happens in the whole map everywhere). make them closer, it's much more comfortable
00:27:209 (8) - much nicer if slider is shortened to 1/4
00:28:602 - dunno how you're going to adjust patterns, but adding a note here is good
00:29:995 (2,3) - same as 00:23:137 (2,3)
00:32:673 (4,1) - ya I was talking about jumps like this, you get my point? also can add note at 00:32:887
00:33:423 (2,3) - this
00:36:852 (2,3) - find the others on your own
00:41:566 (7,8) - too big spacing. I even think you can change this part onwards 00:41:352 (5) - to a 5-note stream
00:41:995 (1,2,3,4,5,6) - I don't understand what's going on here actually but okay xD
00:43:280 (6,1) - stacking 1 on 6 seems neater..actually even stacking 00:43:066 (5) - together seems good
00:58:280 (7,8) - right you see what you've done here. in this case there is a gap between the two sliders, and this is pretty good. before this you have the exact same spacing but there was no gap haha
00:59:137 (2,3) - might wanna consider this pattern: 4 circles (a normal 1/4 stream), but with much bigger spacing than a normal stream so it doesn't even look like a stream, more of singletaps
01:16:387 (2) - change to 2 circles
01:20:673 - note
01:38:566 (2,3,4) - much, much smaller would be good.
01:56:887 (5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1) - I get your intention but just keep in mind that very low volume streams are really, really hard to maintain accuracy on, especially if it's just circles constantly with no sliders to keep track of rhythm. anyway, it only makes sense if you also gradually lower the spacing as you decrease volume c: your streams all have the same spacing
02:07:280 (7,1) - too hard
02:18:852 (1,2,3,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5) - mess. no idea how to fix this, but remove 02:19:387 (1) - and 02:21:423 (2) - might be better
02:22:066 (6,7,8,9,10) - make this stream go towards right and make it a straight line, then move 02:22:709 (1) - to the center of playfield, seems better
02:36:637 (1,2,3,4,1,2,3,4,1,2,3) - wow so hard
02:38:566 (1,2) - decrease.
02:46:173 - note
02:47:137 (2,3,4,5) - have your sliders follow some sort of order. 02:47:780 (5) - should be facing in 4's direction instead of randomly downwards. moving 02:47:352 (3) - down is good too for more symmetry
03:04:066 (1) - ctrl+g. move the following circles somewhere else
03:19:816 - note
03:20:137 - note, also don't stack 03:20:245 (3,4) - move 3 somewhere else
03:20:459 - note
03:20:995 - note

gl c:
Topic Starter
Jabba

TequilaWolf wrote:

these are all just suggestions.

Darkness-

After playing your map multiple times, I feel that your flow is really lacking in general, and your spacing is too huge and doesn't make as much sense as it should. Rhythm placement could use work too. I will just mention some things ,but just in case you are planning to rank this I suggest you stay calm, take a step back, and practise mapping and modding more first, you will improve much more by working on new maps and looking at others' maps than just tying yourself down to this one map. Once you get better you can come back and remap this and push it forward (although I'm guessing you have put in a lot of effort already and don't want it to go to waste, that's understandable too c:)

00:13:495 (1,2,3,4,5,6,1) - I would make it a straightforward 9-note stream instead, having 00:13:709 empty is really weird even though there is nothing in the song o: yep I agree with that, idk gotta ask someone about that
00:14:566 (2) - move it closer to the stream, maybe just right below it. flows better can't see nothing wrong with this one, it's fine imo
00:16:280 (2) - try to use more straight sliders facing directly upwards/downwards, they are really nice sometimes, then you can move 00:16:709 (3,4,5) - nearer too yep gotta try to use those, not here though
00:17:780 (1) - sometimes stacking a note on the previous slidertail creates a really nice sense of flow like this 00:17:459 (8) - slider (1) is kinda stressed as it's a downbeat, don't really want it to be at the same spot as (8)'s sliderend
00:21:423 (2,3) - maybe change slider to a note at blue tick instead gotta think on that, in its current state it focuses more on (3) as a strong beat than on (2) as two 1/4 vocals
00:23:137 (2,3) - really weird to play. almost every player will assume there is a small break between the sliders and hit 3 late. my suggestion is move the two sliders to the blue tick and use a circle on 00:23:137 instead, also stack it with the following slider at 00:23:245. not sure if you get what I mean probably I got it but I like the way it plays, 00:23:566 - is not really a beat I want to map. idk gonna change it if it's that weird
00:24:637 (5,6,1) - don't try to force players to aim so much all the time (happens in the whole map everywhere). make them closer, it's much more comfortable this map is meant to be hard to aim LOL nerfed it a bit though
00:27:209 (8) - much nicer if slider is shortened to 1/4 true, I missed a beat at 00:27:316 - somehow; there are two kicksliders now
00:28:602 - dunno how you're going to adjust patterns, but adding a note here is good there's literally no sound in there but it sounds cool, might do that
00:29:995 (2,3) - same as 00:23:137 (2,3) ^
00:32:673 (4,1) - ya I was talking about jumps like this, you get my point? also can add note at 00:32:887 uh this one is kinda different? new vocal line y'know, it has to be more emphasized
00:33:423 (2,3) - this ^
00:36:852 (2,3) - find the others on your own I know this pattern is like everywhere rofl
00:41:566 (7,8) - too big spacing. I even think you can change this part onwards 00:41:352 (5) - to a 5-note stream changed to a circle-slider pattern like at 02:36:637 - because it fits more
00:41:995 (1,2,3,4,5,6) - I don't understand what's going on here actually but okay xD (1) is for the vocals, then there are three strong beats, (4) is for beats as well and (5) and (6) stand for the vocals. simple as that xD
00:43:280 (6,1) - stacking 1 on 6 seems neater..actually even stacking 00:43:066 (5) - together seems good idk this part was supposed to be hard and I like it, might change that
00:58:280 (7,8) - right you see what you've done here. in this case there is a gap between the two sliders, and this is pretty good. before this you have the exact same spacing but there was no gap haha it's fine imo, there's literally no sound except for the vocals so it should be readable
00:59:137 (2,3) - might wanna consider this pattern: 4 circles (a normal 1/4 stream), but with much bigger spacing than a normal stream so it doesn't even look like a stream, more of singletaps wouldn't that be too hard? it's fine as it is I think
01:16:387 (2) - change to 2 circles sure
01:20:673 - note there's no sound at this point
01:38:566 (2,3,4) - much, much smaller would be good. yet again I want this part to be more emphasized :<
01:56:887 (5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1) - I get your intention but just keep in mind that very low volume streams are really, really hard to maintain accuracy on, especially if it's just circles constantly with no sliders to keep track of rhythm. anyway, it only makes sense if you also gradually lower the spacing as you decrease volume c: your streams all have the same spacing yep I remember that! the spacing idea is neat, changed
02:07:280 (7,1) - too hard not really, it's just a repeatslider that even gives you some time to recover
02:18:852 (1,2,3,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5) - mess. no idea how to fix this, but remove 02:19:387 (1) - and 02:21:423 (2) - might be better rhythm-wise it's all good, the only problem might be the spacing but hey it's the hardest part of the map
02:22:066 (6,7,8,9,10) - make this stream go towards right and make it a straight line, then move 02:22:709 (1) - to the center of playfield, seems better did something like that
02:36:637 (1,2,3,4,1,2,3,4,1,2,3) - wow so hard sliderjumps too op
02:38:566 (1,2) - decrease. it's fine
02:46:173 - note no sound here
02:47:137 (2,3,4,5) - have your sliders follow some sort of order. 02:47:780 (5) - should be facing in 4's direction instead of randomly downwards. moving 02:47:352 (3) - down is good too for more symmetry (5) is faced towards (6) to make it easier to play lol, those sliderjumps are inspired by a certain map so I guess they should be fine. moved (3) down, yep
03:04:066 (1) - ctrl+g. move the following circles somewhere else rotated something
03:19:816 - note meh it's a weak beat
03:20:137 - note, also don't stack 03:20:245 (3,4) - move 3 somewhere else I like those stacks :< moved them, as for the note - ^
03:20:459 - note ^
03:20:995 - note^

gl c:
wew thanks! :>
Aihuro
Hey! NM request from my queue. Btw, I really like this song~!
Well, here goes nothing.

Normal:
  1. 00:18:209 (2,3,1,2) - They are really overlapping and you are trying to push everything in one place if you know what I mean. I suggest you spread them out on the other side a bit. Fill the whole screen and don't try cramming them together. But for you you can just stack them: 00:18:209 (2,2) -
  2. 00:26:352 (3) - This slider is overlapping with 00:24:637 (10 which looks kinda messy I suggest you place (3) here: X: 304 Y: 320 so that it avoids the overlap and also makes a nice triangle pattern. After you've done that, just stack them: 00:24:637 (1,4) - to ignore the overlap again.
  3. 00:28:066 (1,2) - Please make them look similar, it would be nice if you can make (1) look like (2). Looks neater imo.
  4. 00:40:709 (1) - I think the spinner ends here instead: 00:41:995 - Since that is where she stops singing and now it sounds like you ended it in the middle of no where. Also, gives more reaction time, lol.
  5. 00:44:352 (4) - Ctrl+H will fit nicely and will improve the flow. After you've done that, please stack them: 00:44:352 (4,2) - it looks really nazi.
  6. 01:13:495 (5) - I think Ctrl+J will work nicely here but I have to say, if you do this you must make a big change. Or if you are too lazy like me, just make them: 01:11:780 (3,5) - look similar. It will look like this: http://puu.sh/mnTM6/0bdb4b5f3b.jpg
  7. 01:14:352 (1,1) - It would be better if you stack them instead.
  8. 01:35:566 (1) - Same here with the spinner, please follow my suggestion above and here as well. Just end it here again: 01:36:852 -
  9. 02:04:066 (1) - Okay, this spinner is fine since there is no beat or sound to end it on.
  10. 02:24:637 (2) - I think you should start this slider here: 02:24:852 - since where you placed him now doesn't really make since, because there is no beat or sound. I strongly suggest you make this change but oh well, it's up to you anyways.
  11. 02:47:780 (4) - This slider is a little too high and might leave to DQ, lower it a bit, just to be safe.
  12. 03:04:923 (2) - Ctrl+J will fit better imo.
  13. 03:21:209 (4) - NC here since you added here: 03:17:780 (1) -
  14. 03:24:637 (1,2) - I don't think they are similar,can just be me though but if they aren't, please copy and paste so that it is.
  15. Overall, nice diff.

I will stop here since your song is actually longer than I actually wanted.
I hope my mod was useful and hope this song gets ranked.
Good Luck~ :)
Topic Starter
Jabba

Aihuro wrote:

Hey! NM request from my queue. Btw, I really like this song~! same tbh
Well, here goes nothing.

Normal:
  1. 00:18:209 (2,3,1,2) - They are really overlapping and you are trying to push everything in one place if you know what I mean. I suggest you spread them out on the other side a bit. Fill the whole screen and don't try cramming them together. But for you you can just stack them: 00:18:209 (2,2) - it's hard to not overlap things with this DS y'know, this overlap is not even noticeable. I'll think about this cause right now I can't figure out how to place them so they won't overlap
  2. 00:26:352 (3) - This slider is overlapping with 00:24:637 (10 which looks kinda messy I suggest you place (3) here: X: 304 Y: 320 so that it avoids the overlap and also makes a nice triangle pattern. After you've done that, just stack them: 00:24:637 (1,4) - to ignore the overlap again. the distance between 3 and 4 would be too big then. tweaked something
  3. 00:28:066 (1,2) - Please make them look similar, it would be nice if you can make (1) look like (2). Looks neater imo. did something
  4. 00:40:709 (1) - I think the spinner ends here instead: 00:41:995 - Since that is where she stops singing and now it sounds like you ended it in the middle of no where. Also, gives more reaction time, lol. that continous vocal ends right on 00:42:209 - so it's fine
  5. 00:44:352 (4) - Ctrl+H will fit nicely and will improve the flow. After you've done that, please stack them: 00:44:352 (4,2) - it looks really nazi. sure for ctrl+h, stacking 4 and 2 would make them hard to read
  6. 01:13:495 (5) - I think Ctrl+J will work nicely here but I have to say, if you do this you must make a big change. Or if you are too lazy like me, just make them: 01:11:780 (3,5) - look similar. It will look like this: http://puu.sh/mnTM6/0bdb4b5f3b.jpg yep sure
  7. 01:14:352 (1,1) - It would be better if you stack them instead. gonna be hard to read
  8. 01:35:566 (1) - Same here with the spinner, please follow my suggestion above and here as well. Just end it here again: 01:36:852 - ^
  9. 02:04:066 (1) - Okay, this spinner is fine since there is no beat or sound to end it on. indeed; well I just can end it somewhere here 02:06:959 - but it would ruin the whole first section LOL
  10. 02:24:637 (2) - I think you should start this slider here: 02:24:852 - since where you placed him now doesn't really make since, because there is no beat or sound. I strongly suggest you make this change but oh well, it's up to you anyways. uh, 02:24:637 - is a downbeat? this rhythm is fine, it's different from the rest of the map and brings some variety
  11. 02:47:780 (4) - This slider is a little too high and might leave to DQ, lower it a bit, just to be safe. good point, fixed
  12. 03:04:923 (2) - Ctrl+J will fit better imo. looks neat but it will overlap with 03:03:209 (3) - which is not nice
  13. 03:21:209 (4) - NC here since you added here: 03:17:780 (1) - yep missed that somehow, even twice
  14. 03:24:637 (1,2) - I don't think they are similar,can just be me though but if they aren't, please copy and paste so that it is. whoops LOL fixed
  15. Overall, nice diff.

I will stop here since your song is actually longer than I actually wanted.
I hope my mod was useful and hope this song gets ranked.
Good Luck~ :)
thanks!
DahplA
Ok, I hate to do this but I'm gonna write a long ass mod about the hardest difficulty because right now it's not even close to ready:

[Darkness]
  1. 00:07:495 (1,2,3,4,5) - Just from the start, you can see the spacing is unpolished. I mean, listen to the music. The only strong beats are the techno ones which are on 00:07:495 - , 00:08:566 - and 00:08:488 - so it makes no sense to have seemingly random spacing at the start here. For instance, why is 00:08:137 (3) - spaced so far from 2. This note is basically silent except for the vocal, yet you've emphasised it much more than you need to. For 00:08:352 (4,5) - they should have more spacing as the techno noise plays over them. 4 isn't in too bad of a position, it's just spaced less than 3 which makes no sense. 5 is hardly spaced here either, since you take into account slider leniency. The object is right next to 4, so some would consider it quite low spaced.
  2. Another note I'd like to make about the start parts is the hitsounding. Have you listened to the music with 0 effect volume yet? On my end, it's clear that there are absolutely no clap noises where you've indicated them. Like I said at the start, the tecnho noises are where you want to emphasise and I've indicated where they play out. I recommend using a sound like this and placing them on the parts I mentioned above. Refer to this picture if you're still confused.
  3. So now that we have the parts which should be emphasised, we need to work out the rhythm as one of the techno noises appears on a blue tick. I would do something like this to fully map both the vocals and the techno noises. All of this applies to the first 3 beats of the song or so, until 00:12:637 -
  4. 00:13:495 (1) - Firstly, remove the NC. It's unnecessary. You've only NC'd on the downbeats so far, and I don't see what's so special about this note that makes it worthy of an NC. Secondly, the hitsound used on this doesn't represent the sound well. It's just a drum beat, not a cymbal crash. Remove the finish and add the drum sampleset in instead.
  5. 00:14:352 - You're missing quite a few hitsounds here. The hitsounds should look like this. A rhythm like this would work here. The following beats after that, you will have to figure out the rhythm for yourself as the vocals will change places. The only thing that will remain the same will be the hitsounds.
  6. 00:17:137 (6,7,8) - I know you will probably change this part as I suggested above, but don't leave something like this is. The major vocals play on 00:17:137 - , 00:17:245 - and 00:17:566 - . The last two timing points are the ones I want to discuss, as you've place sliderends on these vocals. This fails to emphasise them enough as the vocals are equally as strong as the electro. Here is a perfect way of mapping all the vocals and hitsounds on this part properly.
  7. 00:21:852 (1) - Another random NC
  8. 00:23:137 (2,3) - Spacing on these don't make sense. They have a 1/4 gap, and should have the same spacing as all the other 1/4 gaps. What makes this note so special that it needs to have extra spacing to the point where it will confuse players. What's worse is that you used the exact same spacing 00:23:673 (4) - here but it's for a different rhythm. Very confusing.
  9. 00:28:387 (6) - I don't get this. First of all, the clap isn't even on the right spot. The clap belongs on the white tick. Secondly, you imply that the blue tick has more emphasis than the white tick as the sliderstart is on there. It doesn't make sense at all. Change this to two simple circles and this problem is fixed.
  10. 00:28:709 (1,3) - I don't get why you spam claps where they're not necessary. You're probably confusing them for the drums that are on 00:28:816 - and 00:29:137 -
  11. Backtracking a bit, I just realised you missed out on claps where there actually are claps. 00:25:066 (6) - and 00:25:923 (4) - , as well as a few more on this part.
  12. 00:29:566 (1) - This slider emphasise the red tick over the downbeat, which again doesn't make sense. The downbeat is where the vocal line actually stars, so it deserves to be a note by itself.
  13. 00:29:995 (2,3) - Same confusing spacing I mentioned earlier.
  14. 00:24:209 (1,2,3,4) - Backtracking again a bit. There's no drum roll sounds here, or anywhere as a matter of fact. You put these drum claps in when it's not in the music.
  15. 00:32:673 (4) - Same thing as I mentioned earlier. I'll stop mentioning things again from here on in, as you should be able to find them and fix them yourself.
  16. 00:40:709 (1,2,3,4,5,6,7,8) - Hitsounds and beat emphasis are completely all over the place here. 00:40:816 - is meant to be a drum sample instead of a clap, as well as 00:41:137 - , and 00:40:709 (1) - , 00:41:030 (3) - , 00:41:459 (6) - don't need claps at all.
  17. As well, the spacing on 00:41:030 (3,5,7) - these notes is far too extreme considering firstly, you did your hitsounds wrong and secondly they're emphasised far too much for a simple 1/4 beat. 00:41:780 (8) - this is also meant to be a drum sample instead.
  18. 00:41:995 - There's no clap here
  19. 00:42:316 - I really don't get why you change it to a drum custom here, when there really isn't any change in the hitsounds whatsoever. Like, you literally just spammed claps here for no reason.
  20. 00:42:745 (4) - Change to a double, the clap sounds is on 00:42:852 - and remove the clap from 00:42:745 -
  21. 00:42:423 (2,3) - These should both be drum samples not claps.
  22. 00:43:066 (5) - And then when there's the actual clap, you map a whistle instead. I mean, the whistle could work since the vocals change tone here, but you're missing a clap straight up.
  23. 00:43:495 (1,2) - Don't need claps.
  24. 00:44:137 (4) - Doesn't need claps on the whole thing. Not to mention, the actual drum sound is where the reverse arrow is so you might wanna change this slider.
  25. On a side note, why do you choose to use 100% volume for the whole thing. It takes away emphasising the Kiai by giving it more volume as it's more intense. Rather, now I can't even tell if it's Kiai or not since it just feels like the rest of it.
  26. 00:46:173 (7) - Overmapped. No clap sound here at all, not to mention it overlaps the held out vocal.
  27. 00:46:387 - Where you put the sliderend is where a drum sample should be.
  28. 00:46:602 (10) - Random whistle. Not needed, as there is no noise on this note that indicates it.
  29. 00:46:923 (1) - Again. It just seems like you're getting claps and drum samples mixed up.
  30. 00:50:030 (9) - You placed a slider reverse on a drum sample.
  31. 00:55:816 (3) - Overmapped.
  32. 00:58:923 - Is this not the perfect time to lower the volume since the intensity has dropped? On a side note, the whistles make sense here but you're still missing the essential drum samples and claps.
  33. 01:07:495 (1) - I don't get why you randomly emphasised these vocals here over the drums and claps. And after that, why you didn't do it 01:08:352 - here? Very inconsistent. Are you mapping vocals, or drums?
The rest of it basically follows the same principle.
Topic Starter
Jabba

DahplA wrote:

Ok, I hate to do this but I'm gonna write a long ass mod about the hardest difficulty because right now it's not even close to ready:

[Darkness]
  1. 00:07:495 (1,2,3,4,5) - Just from the start, you can see the spacing is unpolished. I mean, listen to the music. The only strong beats are the techno ones which are on 00:07:495 - , 00:08:566 - and 00:08:488 - so it makes no sense to have seemingly random spacing at the start here. For instance, why is 00:08:137 (3) - spaced so far from 2. This note is basically silent except for the vocal, yet you've emphasised it much more than you need to. For 00:08:352 (4,5) - they should have more spacing as the techno noise plays over them. 4 isn't in too bad of a position, it's just spaced less than 3 which makes no sense. 5 is hardly spaced here either, since you take into account slider leniency. The object is right next to 4, so some would consider it quite low spaced. sounds legit, fixed
  2. Another note I'd like to make about the start parts is the hitsounding. Have you listened to the music with 0 effect volume yet? On my end, it's clear that there are absolutely no clap noises where you've indicated them. Like I said at the start, the tecnho noises are where you want to emphasise and I've indicated where they play out. I recommend using a sound like this and placing them on the parts I mentioned above. Refer to this picture if you're still confused. well I have no idea how to hitsound things properly so hitsounds are mostly emphasizing the vocals instead of beats. too lazy to change the sound file itself but fixed
  3. So now that we have the parts which should be emphasised, we need to work out the rhythm as one of the techno noises appears on a blue tick. I would do something like this to fully map both the vocals and the techno noises. All of this applies to the first 3 beats of the song or so, until 00:12:637 - did something like that
  4. 00:13:495 (1) - Firstly, remove the NC. It's unnecessary. You've only NC'd on the downbeats so far, and I don't see what's so special about this note that makes it worthy of an NC. Secondly, the hitsound used on this doesn't represent the sound well. It's just a drum beat, not a cymbal crash. Remove the finish and add the drum sampleset in instead. removed the finish sound, left the nc - hitobjects are not following lyrics like 00:12:637 (1) - did so it's fine IMO
  5. 00:14:352 - You're missing quite a few hitsounds here. The hitsounds should look like this. A rhythm like this would work here. The following beats after that, you will have to figure out the rhythm for yourself as the vocals will change places. The only thing that will remain the same will be the hitsounds. yep I know that hitsound pattern cause I used it in lower difficulties at this 00:58:923 - part. the rhythm is mostly built around vocals so I won't change it
  6. 00:17:137 (6,7,8) - I know you will probably change this part as I suggested above, but don't leave something like this is. The major vocals play on 00:17:137 - , 00:17:245 - and 00:17:566 - . The last two timing points are the ones I want to discuss, as you've place sliderends on these vocals. This fails to emphasise them enough as the vocals are equally as strong as the electro. Here is a perfect way of mapping all the vocals and hitsounds on this part properly. 00:17:459 - is stronger than 00:17:566 - and 00:17:137 - is stronger than 00:17:245 - , so having two kicksliders for those vocals is completely fine. also I like how this pattern plays
  7. 00:21:852 (1) - Another random NC stands for a new line in vocals, it's fine
  8. 00:23:137 (2,3) - Spacing on these don't make sense. They have a 1/4 gap, and should have the same spacing as all the other 1/4 gaps. What makes this note so special that it needs to have extra spacing to the point where it will confuse players. What's worse is that you used the exact same spacing 00:23:673 (4) - here but it's for a different rhythm. Very confusing. my precious sliderjumps ;_; fixed
  9. 00:28:387 (6) - I don't get this. First of all, the clap isn't even on the right spot. The clap belongs on the white tick. Secondly, you imply that the blue tick has more emphasis than the white tick as the sliderstart is on there. It doesn't make sense at all. Change this to two simple circles and this problem is fixed. cause I was placing claps on vocals LOL there's a vocal line at 00:28:387 - so I tried to emphasize it. fixed the hitsounding, not changing the pattern - it mostly focuses on vocals
  10. 00:28:709 (1,3) - I don't get why you spam claps where they're not necessary. You're probably confusing them for the drums that are on 00:28:816 - and 00:29:137 - ^^ fixed
  11. Backtracking a bit, I just realised you missed out on claps where there actually are claps. 00:25:066 (6) - and 00:25:923 (4) - , as well as a few more on this part. fixd
  12. 00:29:566 (1) - This slider emphasise the red tick over the downbeat, which again doesn't make sense. The downbeat is where the vocal line actually stars, so it deserves to be a note by itself. sure, fixed
  13. 00:29:995 (2,3) - Same confusing spacing I mentioned earlier. ^^
  14. 00:24:209 (1,2,3,4) - Backtracking again a bit. There's no drum roll sounds here, or anywhere as a matter of fact. You put these drum claps in when it's not in the music. yep I realised that already while applying that hitsounding pattern, fixed
  15. 00:32:673 (4) - Same thing as I mentioned earlier. I'll stop mentioning things again from here on in, as you should be able to find them and fix them yourself. ^^
  16. 00:40:709 (1,2,3,4,5,6,7,8) - Hitsounds and beat emphasis are completely all over the place here. 00:40:816 - is meant to be a drum sample instead of a clap, as well as 00:41:137 - , and 00:40:709 (1) - , 00:41:030 (3) - , 00:41:459 (6) - don't need claps at all. 00:40:709 (1) - gonna put a whistle here; rest has a repeating clap-drum-whistle pattern now)
  17. As well, the spacing on 00:41:030 (3,5,7) - these notes is far too extreme considering firstly, you did your hitsounds wrong and secondly they're emphasised far too much for a simple 1/4 beat. 00:41:780 (8) - this is also meant to be a drum sample instead. the spacing is fine, this part is supposed to be hard, fixed (8)
  18. 00:41:995 - There's no clap here ^^ fixed
  19. 00:42:316 - I really don't get why you change it to a drum custom here, when there really isn't any change in the hitsounds whatsoever. Like, you literally just spammed claps here for no reason. ^^ fixed
  20. 00:42:745 (4) - Change to a double, the clap sounds is on 00:42:852 - and remove the clap from 00:42:745 - fixed hitsounding, changed the pattern a bit - it follows the vocals yet again so having 00:42:852 - as a sliderend wasn't that good
  21. 00:42:423 (2,3) - These should both be drum samples not claps. ^^ fixed
  22. 00:43:066 (5) - And then when there's the actual clap, you map a whistle instead. I mean, the whistle could work since the vocals change tone here, but you're missing a clap straight up. fiixed
  23. 00:43:495 (1,2) - Don't need claps. ^^
  24. 00:44:137 (4) - Doesn't need claps on the whole thing. Not to mention, the actual drum sound is where the reverse arrow is so you might wanna change this slider. follows the vocals so it's fine, fixed the hitsounding
  25. On a side note, why do you choose to use 100% volume for the whole thing. It takes away emphasising the Kiai by giving it more volume as it's more intense. Rather, now I can't even tell if it's Kiai or not since it just feels like the rest of it. gotta fix this
  26. 00:46:173 (7) - Overmapped. No clap sound here at all, not to mention it overlaps the held out vocal. not overmapped in terms of hit objects, removed the clap
  27. 00:46:387 - Where you put the sliderend is where a drum sample should be. ^^
  28. 00:46:602 (10) - Random whistle. Not needed, as there is no noise on this note that indicates it. ^^
  29. 00:46:923 (1) - Again. It just seems like you're getting claps and drum samples mixed up. ^^
  30. 00:50:030 (9) - You placed a slider reverse on a drum sample. absolutely fine
  31. 00:55:816 (3) - Overmapped. removed the clap, left the note - ^^
  32. 00:58:923 - Is this not the perfect time to lower the volume since the intensity has dropped? On a side note, the whistles make sense here but you're still missing the essential drum samples and claps. sure, fixed
  33. 01:07:495 (1) - I don't get why you randomly emphasised these vocals here over the drums and claps. And after that, why you didn't do it 01:08:352 - here? Very inconsistent. Are you mapping vocals, or drums? both, I just like the way how it plays, that's all
The rest of it basically follows the same principle.
wow a hitsounding mod, that's what I was waiting for (no sarcasm I really have no idea how to do hitsounds)
gotta redo them, thanks!
DahplA
Hello, just wanted to check up on this again.

[Darkness]
  1. 00:07:495 - I would lower the volume at the start parts. It's only the vocals and the claps, so having a high normal hitsound is overpowering to the vocals. 50% or 60% would work fine.
  2. 00:20:459 (5,8) - I don't hear any addition claps on these notes, so remove the claps here. The basic claps on 2nd and 4th beats should be all that's needed.
  3. 00:24:423 (3) - Clap sounds too much for this part. I would remove.
  4. 00:27:209 (8) - I think you put the clap on the wrong part here. Should be on start, not end.
  5. 00:27:637 (1) - You explained that you put NCs on new vocal lines. If so, this NC should be moved to 00:28:066 (5) -
  6. 00:27:637 (1,2,3,4,5) - You could also improve the flow of this stream by adjusting the curve to play out better. Try something like this
  7. 00:28:387 (6) - This jump doesn't really make a whole lot of sense, since the strong beat is on the clap, not the blue tick.
  8. 00:32:673 (4) - Similar thing here.
  9. 00:50:030 (9) - Hm, I actually really like the extra claps here to emphasise the new line. I just think that they should have their own objects, rather than being on the slider ends. Maybe change this part into a whole stream?
  10. 00:58:173 - Same as the start, I would lower the volume for 00:58:280 (7,8) - since it's only vocals.
  11. 01:53:780 - For me, it's a long of circles and not too many breaks. I would add in a few sliders to mix it up and give more variation. Maybe like some kicksliders here and there.
This is looking much better now. Best of luck getting this ranked.
Topic Starter
Jabba

DahplA wrote:

Hello, just wanted to check up on this again. I actually wanted to find you in-game to ask for a re-check LOL

[Darkness]
  1. 00:07:495 - I would lower the volume at the start parts. It's only the vocals and the claps, so having a high normal hitsound is overpowering to the vocals. 50% or 60% would work fine. sure, lowered to 60
  2. 00:20:459 (5,8) - I don't hear any addition claps on these notes, so remove the claps here. The basic claps on 2nd and 4th beats should be all that's needed. 8 kinda has sounds on both ticks, 5 has a clap but it's weaker than the other ones. also it sounds better with claps in there IMO cause it emphasizes this part a bit more
  3. 00:24:423 (3) - Clap sounds too much for this part. I would remove. there's no strong sound in the background but I like the way it works, might reduce the volume there though
  4. 00:27:209 (8) - I think you put the clap on the wrong part here. Should be on start, not end. 00:27:316 - is definitely a clap
  5. 00:27:637 (1) - You explained that you put NCs on new vocal lines. If so, this NC should be moved to 00:28:066 (5) - it should, but for this part (same for 01:16:066 - ) I'm putting NCs on the beginning of the 5-note stream to avoid getting 10+ combo (or at least getting it as infrequently as possible LOL). might redo those later if it's that important, I agree on that
  6. 00:27:637 (1,2,3,4,5) - You could also improve the flow of this stream by adjusting the curve to play out better. Try something like this I tried LOL
  7. 00:28:387 (6) - This jump doesn't really make a whole lot of sense, since the strong beat is on the clap, not the blue tick. stands for the vocals, nerfed it a bit though
  8. 00:32:673 (4) - Similar thing here. ^
  9. 00:50:030 (9) - Hm, I actually really like the extra claps here to emphasise the new line. I just think that they should have their own objects, rather than being on the slider ends. Maybe change this part into a whole stream? yep they sound neat, idk I want to keep that slider-circle-slider (7-8-9) pattern, I might remove the repeat and place a circle there - not sure how it would work though
  10. 00:58:173 - Same as the start, I would lower the volume for 00:58:280 (7,8) - since it's only vocals. sure, lowered to 70
  11. 01:53:780 - For me, it's a long of circles and not too many breaks. I would add in a few sliders to mix it up and give more variation. Maybe like some kicksliders here and there. did something
This is looking much better now. Best of luck getting this ranked. yea thanks, I love the way it sounds now LOL
thanks! :>
Bonsai
Surprise-irc-mod lol
[16:47 Bonsai: Hiya, just because I always see you in #modreqs looking for BNs, tbh I think you should just look for a few more Mods still, I didn't look very closely at the map but there's two basic things I can point out real quick:
16:49 Bonsai: 1.: It's not happening too often but sometimes you use the same spacing for different time intervalls in a row, like 00:23:137 (2,3,4) - or 00:40:709 (1,2,3,4,5,6,7) -
16:50 Bonsai: and you have a lot of important beats mapped on slidertails for no apparent reason, slidertails barely give any emphasis, so here's one example of how I'd do it, since you generally want to emphasize vocals right?
16:50 MadHypnofrog: first pair of sliderjumps is fine, the spacing is not that equal, it was even worse LOL
16:51 MadHypnofrog: as for the second one this part is more emphasized so increased spacing is intended
16:51 MadHypnofrog: and yes, I mainly follow the vocals for the whole map
16:52 Bonsai: 00:29:566 (1,2,3) - : 00:29:780 - is the major downbeat which should generally be aemphasized well when there's nothing in the way, so a good solution for all of these patterns would be [http://puu.sh/mwIIi/d8511ef24f.jpg this] which emphasizes vocals really well and doesn't leave awkwards gaps and stuff
16:52 Bonsai: [http://puu.sh/mwIJF/b718cc88a6.png not that equal]
16:52 Bonsai: that's like a difference of x0,05 lol
16:53 Bonsai: and the ones aren't that emphasized until there, and the songs doesn't really get any more intesnse until the start of the Kiai so I don't undewrstand that
16:53 MadHypnofrog: 00:30:423 - mapping this beat is kind of a meh for me, don't really want to do this
16:54 Bonsai: 'mapping' - it's just a slidertail
16:54 Bonsai: then replace it with a circle if you want
16:54 Bonsai: but this way everything gets emphasized nicely
16:55 MadHypnofrog: hm
16:55 MadHypnofrog: 00:30:209 -
16:55 MadHypnofrog: this falls at the sliderend then
16:55 MadHypnofrog: and is a strong beat as well
16:56 MadHypnofrog: also where's that particular 4x/2x spacing at cause I can't find it lol
16:56 Bonsai: yeah but here there's an actual reason not not emphasize it which is the vocals
16:56 Bonsai: either you focus on vocals or on the beat, both is fine, but don't mix it up so much
16:57 Bonsai: 00:23:352 (3) - that's the one
16:57 MadHypnofrog: uh it's 3x/2x
16:57 Bonsai: how ololol didn't update, sorry lol ^^
16:57 MadHypnofrog: yea I fixed them
16:58 MadHypnofrog: it was kinda hard to play
16:58 MadHypnofrog: or even to read properly
16:59 MadHypnofrog: idk I like how they work now, maybe I'll just space beats like 00:29:780 (2) - more
17:00 Bonsai: imo generally things like 00:29:780 (2,3,4,5) - are really uncomfortable to play because of the rhythm, (4,5) is basically a 3/4-gap in gameplay and it just feels awkward not to do anything for so long
17:01 MadHypnofrog: the only beat that can be mapped in this slider is 00:30:637 - but it's so weak that I decided to stick to vocals LOL
17:01 Bonsai: well anyways, all I wanted to tell you is that you should rather look for mods than for BNs bc I'm pretty sure no BN will be interested in it like that, and generally BNs are really busy anyways, I've never seen one respond to a request from #modreqs lol
17:02 MadHypnofrog: true LOL
17:02 MadHypnofrog: trying to catch some of them in the queues
17:02 MadHypnofrog: it's hard to find a BN if you're a new mapper :<
17:02 Bonsai: no the issue is with 00:29:995 (3,4) - bc [http://puu.sh/mwJl5/be275d38e3.jpg this] would paly much better, emphasizing vocals, it's exactly the same as I already pointed out, and that's everywhere in the map
17:03 Bonsai: yeah Queues are basically the only way, pishifat bubbled every single one of my Sets and GDs bc I always got in his Q
17:03 Bonsai: #rippishiBN
17:03 MadHypnofrog: rip pishi
17:04 MadHypnofrog: yea, this kind of thing emphasizes lyrics perfectly, I agree
17:04 Bonsai: changing that everywhere would make the whole map extremely much better imo ^^
17:06 MadHypnofrog: gonna think about that LOL maybe I'll change it into circle-slider-circle
17:07 Bonsai: mhm yeah, the last slidertail is optional anyways, could flow really nice when applied right though :D
17:07 MadHypnofrog: idk why but having 00:30:102 - as a clickable object really freaks me out LOL
17:07 MadHypnofrog: guess I'm too used to mapping this kind of vocals as kicksliders
17:07 Bonsai: the thing is in the vocals 00:29:995 - is way less important than 00:30:102 - that's why having it this way is really weird
17:07 MadHypnofrog: like I did in insane and below rofl insane has a lot of those 3/4 gaps because the whole diff was meant to be focused on 3/4 jumps
17:08 Bonsai: yeah but the vocal is on the tail, it's stil kicksliders but in the wrong place ^^
17:08 MadHypnofrog: um why 00:29:995 - is less important
17:08 MadHypnofrog: as for me it feels stronger than 00:30:102 -
17:08 Bonsai: just rhythmic-wise, the emphasis is all on the one after that
17:09 Bonsai: also, from 00:29:780 - to 00:29:995 - it's a holding vocal ant then the next one is short, so that's why slider-circle would be really great too ^^
17:11 MadHypnofrog: hm
17:11 Bonsai: and just bc I'm on that spot in the insane now, [http://puu.sh/mwJO4/c82cbfca8f.jpg this rhythm] would be much better for the same reasons imo
17:12 MadHypnofrog: 00:29:995 - sliderend here wouldn't work that well playing-wise IMO, idk about others but I can't do 4-note streams when they're like sliderend+3 notes LOL
17:13 MadHypnofrog: yea 3/4 repeatsliders are fitting
17:13 Bonsai: well I think you have a weird perception of emphasis if you think that beat is so important but nothing to do about that I guess ^^
17:13 MadHypnofrog: probably I do LOL
17:14 MadHypnofrog: idk it just feels stronger for me
17:14 Bonsai: ¯\_(ツ)_/¯
17:14 MadHypnofrog: might do something like that in insane though
17:14 MadHypnofrog: cause I haven't changed beats like this 00:29:780 -
17:14 Bonsai: oh yeah that was aimed at Insane lol
17:15 MadHypnofrog: from sliderends to circles
17:15 MadHypnofrog: yep I know
17:15 Bonsai: oh ok ^^
17:16 MadHypnofrog: replacing those jumps with 3/4 repeats everywhere would be quite boring for an insane IMO, this diff is built around those jumps lol
17:16 MadHypnofrog: bakari told me the same thing that it's awkward to have a gap like this
17:16 Bonsai: but 3/4 jumps are even more boring to play
17:16 MadHypnofrog: seemed to be fine with that on the second check lol
17:17 MadHypnofrog: not really if they fit in
17:17 Bonsai: or at least having multiple of those jumps in a row
17:17 MadHypnofrog: nothing to do with that, this song literally forces me to map them ;D
17:18 Bonsai: the thing is that the vocals are almost always holding, they are not often just short syllables, so just *click* *paaauuse* *click* *paaaause* *click* diesn't feel that good
17:18 Bonsai: 1/2-slider+circle is always an option too :^)
17:18 Bonsai: like [http://puu.sh/mwKcG/e75fc584be.jpg this] at 00:32:245 -
17:19 MadHypnofrog: true
17:19 Bonsai: 00:32:352 - *
17:20 MadHypnofrog: wut
17:20 MadHypnofrog: ah right
17:20 MadHypnofrog: this one has the drum hit
17:20 MadHypnofrog: lol
17:21 Bonsai: and like 00:40:281 (2,3) - having it circle+3/4-slider would fill the gap here, and here's the probably longest holding vocal in the whole song so it would be cool to have a slider there
17:21 MadHypnofrog: this kind of rhythm actually works well
17:21 MadHypnofrog: though I'll have to do this like everywhere LOL
17:22 Bonsai: + it makes the transition from blue tick to red tick easier
17:22 Bonsai: \polarity\
17:22 Bonsai: yeah ^^
17:22 MadHypnofrog: polarity, yep, won't really say that it's that much of a problem in insane
17:22 MadHypnofrog: but a slider here would be nice, true
17:22 Bonsai: well I find 00:40:281 (2,3,4) - extremely hard to read / unnatural to play
17:23 Bonsai: it's like "oh ok I have a break here and then I get back into the normal rhythm", it feels out of rhythm at first
17:23 MadHypnofrog: might as well do smth like this http://cdn.shigetora.pw/i/trqikex.png
17:23 Bonsai: because that rhythm is permanently there, like 00:40:495 -, and that's just unexpected
17:24 Bonsai: what's with this shigetora-url btw, where are they coming from O.o
17:24 Bonsai: yeah that works too
17:24 Bonsai: shortening sliders always works
17:24 MadHypnofrog: shavitush made it for osu players lol
17:24 Bonsai: but ofc there's still the thing with 00:40:066 - being a slidetail :^)
17:25 MadHypnofrog: won't really say 'always' but in most cases it does
17:25 Bonsai: yeah ^^
17:25 MadHypnofrog: yep that has to be fixed as well, although I like this particular one for some reason
17:26 MadHypnofrog: it's like I changed those into circles everywhere in darkness
17:26 MadHypnofrog: except for this
17:26 MadHypnofrog: and 01:34:709 (1) -
17:26 MadHypnofrog: it emphasizes the vocals more but at the same time puts the sliderend on the downbeat
17:26 MadHypnofrog: and having 01:34:816 - mapped is not really an option LOL
17:27 Bonsai: btw that section in Darkness: 00:41:995 (1,2,3,4) - : 00:42:316 - is again a really important beat, in Insane it's a cricle already, but in Darkness you coulöd shorten that 3/4-slider too and make a 1/4-slider at 00:42:316 -
17:28 Bonsai: well it doesn't really emphasize the vocals better bc the vocals don't have a stronger syllable on the red tick than on the downbeat, there's pretty much no reason to do that
17:28 Bonsai: generally offbeat-slider are mostly bad when there's no particular reason for them, like vocals being on red tick BUT NOT on the white tick, but that's not the case here
17:28 MadHypnofrog: start of a new line in vocals y'know, not really my fault that vocals are starting 1/2 earlier LOL
17:28 Bonsai: uhm do you know japanese lol
17:29 MadHypnofrog: as for this 00:41:995 (1,2,3,4) - I might change 1 to a circle, it's not really important
17:29 MadHypnofrog: nope but I found the lyrics on the web
17:29 MadHypnofrog: though I like 1 as a slider, changing it will result in a 3/4 gap
17:29 Bonsai: I don't really either but 01:34:709 is a 'no' which is probably the possesive pronoune which always connects with the previous word
17:29 Bonsai: 01:34:709 -
17:30 MadHypnofrog: well true it's 'kimi no yoake'
17:30 Bonsai: And even if it were, just 'new verse' is not enough reason, because somebody not knowing the language does not know that, and generally it's composed in a way that has a natural pronounciation / emphasis, so emphasized words wouldn't be on unemphasized beats
17:31 MadHypnofrog: but anyway things like 01:19:280 (3) - are definitely a newlines LOL
17:31 MadHypnofrog: rip me
17:32 Bonsai: but the thing is for that timestamp [http://puu.sh/mwKUy/7d5c7b9436.jpg this] would still work way better, because it is not an important vocal, it's just the 'buildup' to the doenbwat
17:32 Bonsai: *downbeat lol
17:32 MadHypnofrog: whatever I fixed those already LOL
17:32 Bonsai: just look at how basically every other mapper does it
17:32 MadHypnofrog: where is the last screenshot taken
17:32 MadHypnofrog: I lost it
17:32 MadHypnofrog: lol
17:33 Bonsai: mapping it 5 circles only is bad either way because then you map non-lyrics and lyrics the exact same way although different stuff happens
17:33 MadHypnofrog: sounds and plays good
17:33 Bonsai: the player recognizes "five circles in a row", not "two circles and then another two three circles"
17:33 Bonsai: *three aaa
17:33 MadHypnofrog: if we focus only on lyrics - yes, there are only three
17:34 MadHypnofrog: but the previous two are strong beats and I map them in this diff :^)
17:34 Bonsai: or make it like [http://puu.sh/mwL32/c078a79e1a.jpg this]
17:34 Bonsai: I never said you shouldn't map them, but you need to differentiate
17:36 Bonsai: "just wanted to tell you" turned into 45-minute irc-mod lol
17:36 MadHypnofrog: I wonder why you didn't mention this 01:07:495 (1,2,3,4,5) - yet cause that's WAY more strange :D
17:36 Bonsai: I donÄt mention a lot lol
17:36 MadHypnofrog: feel free to post this after we're done by the way
17:36 Bonsai: everything I mention applies to the whole map ^^
17:36 Bonsai: ye :D
17:36 MadHypnofrog: LOL those are different
17:36 Bonsai: tasty kudosu! (っ˘ڡ˘ς)
17:36 Bonsai: but the same principles apply
17:37 MadHypnofrog: NOM
17:37 MadHypnofrog: true
17:37 MadHypnofrog: not for this one though as those streams are mapped to beats only lol
17:37 MadHypnofrog: or maybe one or two notes in them aren't LOL I can't remember this and I'm too lazy to recheck
17:38 Bonsai: but 01:08:352 - is a vocal which is totally unnoticeable in gameplay
17:38 MadHypnofrog: it has a beat as well so it's not that important to make it stand out in some way :P
17:38 Bonsai: [http://puu.sh/mwLju/045da26951.jpg boom]
17:39 Bonsai: it is because you generally focus on vocals so the player expects the vocals to be emphasized
17:39 Bonsai: consistency is key
17:39 MadHypnofrog: tbh this diff focuses on everything at the same time LOL
17:40 Bonsai: also turning 01:08:780 (1,2) - into a kickslider - differentiates between different drums too, like kickslider emphasizes the kick and then comes the tripplet
17:40 MadHypnofrog: vocals are stronger in this song though, that's true
17:40 MadHypnofrog: hm sure
17:40 Bonsai: but generally you can't focus on everything when everything has a different rhythm, it results in chaos
17:41 MadHypnofrog: as you can see for this song you can :^)
17:41 Bonsai: I once thought "Hey, [https://www.youtube.com/watch?v=jbiFcPhccu8 this song] must be really great to map" but it isnÄt bc there is soo much stuff happening so you HAVE to leave something out in order to not make it really chaotic
17:41 MadHypnofrog: cause I mapped almost everything
17:41 Bonsai: Yeah you can, resulting in chaos, which is why I'm pointing it out and saying that it's not ready for BN yet ^^
17:42 MadHypnofrog: well this song isn't either tbh
17:42 MadHypnofrog: especially for a beginnere
17:42 MadHypnofrog: won't really say it's a chaos LOL some things are just not emphasized properly
17:42 MadHypnofrog: speaking about weird rhythms - take a look at chaoz's mapset of the same song
17:42 MadHypnofrog: sec
17:42 *MadHypnofrog is editing [https://osu.ppy.sh/b/847341 Reol - Midnight Stroller [Nightfall]]
17:43 MadHypnofrog: and don't you dare to talk with me about chaos now LOL
17:43 MadHypnofrog: cause this diff is even more overmapped
17:45 Bonsai: it's not overmapped at all since there is almost permanent 1/4 in the background, and even though there are a looot of notes, they are still chosen in a way that emphasizes certain things the right way, so it doesn't play chaotic at all
17:45 MadHypnofrog: not really it's not like asymmetry that can be mapped into permanent 1/4 stream
17:45 Bonsai: it sometimes ignores vocals a bit but that's about it
17:46 Bonsai: it most certainly is o.
17:46 Bonsai: o:
17:46 MadHypnofrog: 00:17:673 - eg this
17:46 MadHypnofrog: a REALLY weak beat
17:46 MadHypnofrog: so weak that I can't even hear it properly
17:46 MadHypnofrog: etcetc there's much more
17:46 Bonsai: a really weak beat that isn't emphasized at all too, so it's perfect
17:47 MadHypnofrog: why would you map something that is not really meant to be mapped LOL
17:47 Bonsai: the thing is
17:47 MadHypnofrog: overmapping is not really a thing that always fits
17:47 Bonsai: often sliders are just put there to emphasize the beat on the head, therer are a lot of overmapped slidertails because it is a stylistic choice that emphasizes very well, a slider emphasizes the beat on the head more than a single circle
17:48 Bonsai: yeah but it's not overmapping dood
17:48 MadHypnofrog: idk such sliders, silenced sliderends etcetc are not fun :<
17:48 MadHypnofrog: it kinda is
17:49 MadHypnofrog: dude people even say that asymmetry is terribly overmapped
17:49 Bonsai: there's no 'kinda', overmapping is 100% objective, either there is a beat or there isn't, and there definitely is one
17:49 MadHypnofrog: 'highly doubt there can be a map that is more overmapped' etcetc, quotes from multi
17:49 Bonsai: I've never looked at Asymmetry closely so I donÄt care
17:49 MadHypnofrog: how can you
17:50 *MadHypnofrog is editing [https://osu.ppy.sh/b/771496 Reol - Asymmetry [cRyo[Skystar]'s Farewell]]
17:50 Bonsai: "from multi" players don't know shit
17:50 MadHypnofrog: take a look at it after we're done LOL
17:50 Bonsai: nah not interested
17:50 Bonsai: I know it but I never liked it to begin with
17:50 MadHypnofrog: well idk how you can not know it lol
17:50 MadHypnofrog: one of the most hyped maps of 2015
17:51 Bonsai: bc imo to me it feels overdone bc I'm not the player this is aimed for, but overdone is completely different to overmapped
17:51 Bonsai: ofc I know it but I never played it, I don't like skystar's maps generally
17:51 Bonsai: I also don't like that heavy rhythm-game-music in general, even if the maps are reeeaally good I just don't enjoy it
17:51 MadHypnofrog: same tbh, can't play most of his maps but stuff like dream walker is good
17:52 Bonsai: yeah ofc he's a got mapper, but I just don't like it subjectively ^^
17:53 MadHypnofrog: almost everything in osu is subjective lol
17:53 MadHypnofrog: whatever
17:53 Bonsai: anyways I gotta rest my hands, recovering from tendovaginitis so writing this much isn't that good ^^
17:53 MadHypnofrog: wow dude be careful with that
17:54 MadHypnofrog: i'll think about turning those 5-note-streams into slider-3circles cause they do emphasize the vocals more
17:54 MadHypnofrog: as for the double kicksliders - idk if more people complain bout them I'll change them as well
17:54 Bonsai: yeah but there are things that everyone can agree on, things like rhythmic emphasis, you can determine whether something is properly emphasized bc you know how certain patterns behave / what effect they have, so even if you don't like what the mapper emphasized, you can stil determine whether he's doing a good job on it or not
17:54 Bonsai: ok ^^
17:54 Bonsai: I'll post the log now then
17:55 MadHypnofrog: yea do this
17:55 MadHypnofrog: thanks for the feedback LOL
17:55 MadHypnofrog: 'two things that I can point out'
17:55 Bonsai: sure thing :D
17:55 Bonsai: lol
17:55 Bonsai: well basically this was all one thing, being rhythmic emphasis ^^
basically everything we talked about is rhythmic emphasis ^^ Good luck!
Topic Starter
Jabba

Bonsai wrote:

Surprise-irc-mod lol
[16:47 Bonsai: Hiya, just because I always see you in #modreqs looking for BNs, tbh I think you should just look for a few more Mods still, I didn't look very closely at the map but there's two basic things I can point out real quick:
16:49 Bonsai: 1.: It's not happening too often but sometimes you use the same spacing for different time intervalls in a row, like 00:23:137 (2,3,4) - or 00:40:709 (1,2,3,4,5,6,7) -
16:50 Bonsai: and you have a lot of important beats mapped on slidertails for no apparent reason, slidertails barely give any emphasis, so here's one example of how I'd do it, since you generally want to emphasize vocals right?
16:50 MadHypnofrog: first pair of sliderjumps is fine, the spacing is not that equal, it was even worse LOL
16:51 MadHypnofrog: as for the second one this part is more emphasized so increased spacing is intended
16:51 MadHypnofrog: and yes, I mainly follow the vocals for the whole map
16:52 Bonsai: 00:29:566 (1,2,3) - : 00:29:780 - is the major downbeat which should generally be aemphasized well when there's nothing in the way, so a good solution for all of these patterns would be [http://puu.sh/mwIIi/d8511ef24f.jpg this] which emphasizes vocals really well and doesn't leave awkwards gaps and stuff
16:52 Bonsai: [http://puu.sh/mwIJF/b718cc88a6.png not that equal]
16:52 Bonsai: that's like a difference of x0,05 lol
16:53 Bonsai: and the ones aren't that emphasized until there, and the songs doesn't really get any more intesnse until the start of the Kiai so I don't undewrstand that
16:53 MadHypnofrog: 00:30:423 - mapping this beat is kind of a meh for me, don't really want to do this
16:54 Bonsai: 'mapping' - it's just a slidertail
16:54 Bonsai: then replace it with a circle if you want
16:54 Bonsai: but this way everything gets emphasized nicely
16:55 MadHypnofrog: hm
16:55 MadHypnofrog: 00:30:209 -
16:55 MadHypnofrog: this falls at the sliderend then
16:55 MadHypnofrog: and is a strong beat as well
16:56 MadHypnofrog: also where's that particular 4x/2x spacing at cause I can't find it lol
16:56 Bonsai: yeah but here there's an actual reason not not emphasize it which is the vocals
16:56 Bonsai: either you focus on vocals or on the beat, both is fine, but don't mix it up so much
16:57 Bonsai: 00:23:352 (3) - that's the one
16:57 MadHypnofrog: uh it's 3x/2x
16:57 Bonsai: how ololol didn't update, sorry lol ^^
16:57 MadHypnofrog: yea I fixed them
16:58 MadHypnofrog: it was kinda hard to play
16:58 MadHypnofrog: or even to read properly
16:59 MadHypnofrog: idk I like how they work now, maybe I'll just space beats like 00:29:780 (2) - more
17:00 Bonsai: imo generally things like 00:29:780 (2,3,4,5) - are really uncomfortable to play because of the rhythm, (4,5) is basically a 3/4-gap in gameplay and it just feels awkward not to do anything for so long
17:01 MadHypnofrog: the only beat that can be mapped in this slider is 00:30:637 - but it's so weak that I decided to stick to vocals LOL
17:01 Bonsai: well anyways, all I wanted to tell you is that you should rather look for mods than for BNs bc I'm pretty sure no BN will be interested in it like that, and generally BNs are really busy anyways, I've never seen one respond to a request from #modreqs lol
17:02 MadHypnofrog: true LOL
17:02 MadHypnofrog: trying to catch some of them in the queues
17:02 MadHypnofrog: it's hard to find a BN if you're a new mapper :<
17:02 Bonsai: no the issue is with 00:29:995 (3,4) - bc [http://puu.sh/mwJl5/be275d38e3.jpg this] would paly much better, emphasizing vocals, it's exactly the same as I already pointed out, and that's everywhere in the map
17:03 Bonsai: yeah Queues are basically the only way, pishifat bubbled every single one of my Sets and GDs bc I always got in his Q
17:03 Bonsai: #rippishiBN
17:03 MadHypnofrog: rip pishi
17:04 MadHypnofrog: yea, this kind of thing emphasizes lyrics perfectly, I agree
17:04 Bonsai: changing that everywhere would make the whole map extremely much better imo ^^
17:06 MadHypnofrog: gonna think about that LOL maybe I'll change it into circle-slider-circle
17:07 Bonsai: mhm yeah, the last slidertail is optional anyways, could flow really nice when applied right though :D
17:07 MadHypnofrog: idk why but having 00:30:102 - as a clickable object really freaks me out LOL
17:07 MadHypnofrog: guess I'm too used to mapping this kind of vocals as kicksliders
17:07 Bonsai: the thing is in the vocals 00:29:995 - is way less important than 00:30:102 - that's why having it this way is really weird
17:07 MadHypnofrog: like I did in insane and below rofl insane has a lot of those 3/4 gaps because the whole diff was meant to be focused on 3/4 jumps
17:08 Bonsai: yeah but the vocal is on the tail, it's stil kicksliders but in the wrong place ^^
17:08 MadHypnofrog: um why 00:29:995 - is less important
17:08 MadHypnofrog: as for me it feels stronger than 00:30:102 -
17:08 Bonsai: just rhythmic-wise, the emphasis is all on the one after that
17:09 Bonsai: also, from 00:29:780 - to 00:29:995 - it's a holding vocal ant then the next one is short, so that's why slider-circle would be really great too ^^
17:11 MadHypnofrog: hm
17:11 Bonsai: and just bc I'm on that spot in the insane now, [http://puu.sh/mwJO4/c82cbfca8f.jpg this rhythm] would be much better for the same reasons imo
17:12 MadHypnofrog: 00:29:995 - sliderend here wouldn't work that well playing-wise IMO, idk about others but I can't do 4-note streams when they're like sliderend+3 notes LOL
17:13 MadHypnofrog: yea 3/4 repeatsliders are fitting
17:13 Bonsai: well I think you have a weird perception of emphasis if you think that beat is so important but nothing to do about that I guess ^^
17:13 MadHypnofrog: probably I do LOL
17:14 MadHypnofrog: idk it just feels stronger for me
17:14 Bonsai: ¯\_(ツ)_/¯
17:14 MadHypnofrog: might do something like that in insane though
17:14 MadHypnofrog: cause I haven't changed beats like this 00:29:780 -
17:14 Bonsai: oh yeah that was aimed at Insane lol
17:15 MadHypnofrog: from sliderends to circles
17:15 MadHypnofrog: yep I know
17:15 Bonsai: oh ok ^^
17:16 MadHypnofrog: replacing those jumps with 3/4 repeats everywhere would be quite boring for an insane IMO, this diff is built around those jumps lol
17:16 MadHypnofrog: bakari told me the same thing that it's awkward to have a gap like this
17:16 Bonsai: but 3/4 jumps are even more boring to play
17:16 MadHypnofrog: seemed to be fine with that on the second check lol
17:17 MadHypnofrog: not really if they fit in
17:17 Bonsai: or at least having multiple of those jumps in a row
17:17 MadHypnofrog: nothing to do with that, this song literally forces me to map them ;D
17:18 Bonsai: the thing is that the vocals are almost always holding, they are not often just short syllables, so just *click* *paaauuse* *click* *paaaause* *click* diesn't feel that good
17:18 Bonsai: 1/2-slider+circle is always an option too :^)
17:18 Bonsai: like [http://puu.sh/mwKcG/e75fc584be.jpg this] at 00:32:245 -
17:19 MadHypnofrog: true
17:19 Bonsai: 00:32:352 - *
17:20 MadHypnofrog: wut
17:20 MadHypnofrog: ah right
17:20 MadHypnofrog: this one has the drum hit
17:20 MadHypnofrog: lol
17:21 Bonsai: and like 00:40:281 (2,3) - having it circle+3/4-slider would fill the gap here, and here's the probably longest holding vocal in the whole song so it would be cool to have a slider there
17:21 MadHypnofrog: this kind of rhythm actually works well
17:21 MadHypnofrog: though I'll have to do this like everywhere LOL
17:22 Bonsai: + it makes the transition from blue tick to red tick easier
17:22 Bonsai: \polarity\
17:22 Bonsai: yeah ^^
17:22 MadHypnofrog: polarity, yep, won't really say that it's that much of a problem in insane
17:22 MadHypnofrog: but a slider here would be nice, true
17:22 Bonsai: well I find 00:40:281 (2,3,4) - extremely hard to read / unnatural to play
17:23 Bonsai: it's like "oh ok I have a break here and then I get back into the normal rhythm", it feels out of rhythm at first
17:23 MadHypnofrog: might as well do smth like this http://cdn.shigetora.pw/i/trqikex.png
17:23 Bonsai: because that rhythm is permanently there, like 00:40:495 -, and that's just unexpected
17:24 Bonsai: what's with this shigetora-url btw, where are they coming from O.o
17:24 Bonsai: yeah that works too
17:24 Bonsai: shortening sliders always works
17:24 MadHypnofrog: shavitush made it for osu players lol
17:24 Bonsai: but ofc there's still the thing with 00:40:066 - being a slidetail :^)
17:25 MadHypnofrog: won't really say 'always' but in most cases it does
17:25 Bonsai: yeah ^^
17:25 MadHypnofrog: yep that has to be fixed as well, although I like this particular one for some reason
17:26 MadHypnofrog: it's like I changed those into circles everywhere in darkness
17:26 MadHypnofrog: except for this
17:26 MadHypnofrog: and 01:34:709 (1) -
17:26 MadHypnofrog: it emphasizes the vocals more but at the same time puts the sliderend on the downbeat
17:26 MadHypnofrog: and having 01:34:816 - mapped is not really an option LOL
17:27 Bonsai: btw that section in Darkness: 00:41:995 (1,2,3,4) - : 00:42:316 - is again a really important beat, in Insane it's a cricle already, but in Darkness you coulöd shorten that 3/4-slider too and make a 1/4-slider at 00:42:316 -
17:28 Bonsai: well it doesn't really emphasize the vocals better bc the vocals don't have a stronger syllable on the red tick than on the downbeat, there's pretty much no reason to do that
17:28 Bonsai: generally offbeat-slider are mostly bad when there's no particular reason for them, like vocals being on red tick BUT NOT on the white tick, but that's not the case here
17:28 MadHypnofrog: start of a new line in vocals y'know, not really my fault that vocals are starting 1/2 earlier LOL
17:28 Bonsai: uhm do you know japanese lol
17:29 MadHypnofrog: as for this 00:41:995 (1,2,3,4) - I might change 1 to a circle, it's not really important
17:29 MadHypnofrog: nope but I found the lyrics on the web
17:29 MadHypnofrog: though I like 1 as a slider, changing it will result in a 3/4 gap
17:29 Bonsai: I don't really either but 01:34:709 is a 'no' which is probably the possesive pronoune which always connects with the previous word
17:29 Bonsai: 01:34:709 -
17:30 MadHypnofrog: well true it's 'kimi no yoake'
17:30 Bonsai: And even if it were, just 'new verse' is not enough reason, because somebody not knowing the language does not know that, and generally it's composed in a way that has a natural pronounciation / emphasis, so emphasized words wouldn't be on unemphasized beats
17:31 MadHypnofrog: but anyway things like 01:19:280 (3) - are definitely a newlines LOL
17:31 MadHypnofrog: rip me
17:32 Bonsai: but the thing is for that timestamp [http://puu.sh/mwKUy/7d5c7b9436.jpg this] would still work way better, because it is not an important vocal, it's just the 'buildup' to the doenbwat
17:32 Bonsai: *downbeat lol
17:32 MadHypnofrog: whatever I fixed those already LOL
17:32 Bonsai: just look at how basically every other mapper does it
17:32 MadHypnofrog: where is the last screenshot taken
17:32 MadHypnofrog: I lost it
17:32 MadHypnofrog: lol
17:33 Bonsai: mapping it 5 circles only is bad either way because then you map non-lyrics and lyrics the exact same way although different stuff happens
17:33 MadHypnofrog: sounds and plays good
17:33 Bonsai: the player recognizes "five circles in a row", not "two circles and then another two three circles"
17:33 Bonsai: *three aaa
17:33 MadHypnofrog: if we focus only on lyrics - yes, there are only three
17:34 MadHypnofrog: but the previous two are strong beats and I map them in this diff :^)
17:34 Bonsai: or make it like [http://puu.sh/mwL32/c078a79e1a.jpg this]
17:34 Bonsai: I never said you shouldn't map them, but you need to differentiate
17:36 Bonsai: "just wanted to tell you" turned into 45-minute irc-mod lol
17:36 MadHypnofrog: I wonder why you didn't mention this 01:07:495 (1,2,3,4,5) - yet cause that's WAY more strange :D
17:36 Bonsai: I donÄt mention a lot lol
17:36 MadHypnofrog: feel free to post this after we're done by the way
17:36 Bonsai: everything I mention applies to the whole map ^^
17:36 Bonsai: ye :D
17:36 MadHypnofrog: LOL those are different
17:36 Bonsai: tasty kudosu! (っ˘ڡ˘ς)
17:36 Bonsai: but the same principles apply
17:37 MadHypnofrog: NOM
17:37 MadHypnofrog: true
17:37 MadHypnofrog: not for this one though as those streams are mapped to beats only lol
17:37 MadHypnofrog: or maybe one or two notes in them aren't LOL I can't remember this and I'm too lazy to recheck
17:38 Bonsai: but 01:08:352 - is a vocal which is totally unnoticeable in gameplay
17:38 MadHypnofrog: it has a beat as well so it's not that important to make it stand out in some way :P
17:38 Bonsai: [http://puu.sh/mwLju/045da26951.jpg boom]
17:39 Bonsai: it is because you generally focus on vocals so the player expects the vocals to be emphasized
17:39 Bonsai: consistency is key
17:39 MadHypnofrog: tbh this diff focuses on everything at the same time LOL
17:40 Bonsai: also turning 01:08:780 (1,2) - into a kickslider - differentiates between different drums too, like kickslider emphasizes the kick and then comes the tripplet
17:40 MadHypnofrog: vocals are stronger in this song though, that's true
17:40 MadHypnofrog: hm sure
17:40 Bonsai: but generally you can't focus on everything when everything has a different rhythm, it results in chaos
17:41 MadHypnofrog: as you can see for this song you can :^)
17:41 Bonsai: I once thought "Hey, [https://www.youtube.com/watch?v=jbiFcPhccu8 this song] must be really great to map" but it isnÄt bc there is soo much stuff happening so you HAVE to leave something out in order to not make it really chaotic
17:41 MadHypnofrog: cause I mapped almost everything
17:41 Bonsai: Yeah you can, resulting in chaos, which is why I'm pointing it out and saying that it's not ready for BN yet ^^
17:42 MadHypnofrog: well this song isn't either tbh
17:42 MadHypnofrog: especially for a beginnere
17:42 MadHypnofrog: won't really say it's a chaos LOL some things are just not emphasized properly
17:42 MadHypnofrog: speaking about weird rhythms - take a look at chaoz's mapset of the same song
17:42 MadHypnofrog: sec
17:42 *MadHypnofrog is editing [https://osu.ppy.sh/b/847341 Reol - Midnight Stroller [Nightfall]]
17:43 MadHypnofrog: and don't you dare to talk with me about chaos now LOL
17:43 MadHypnofrog: cause this diff is even more overmapped
17:45 Bonsai: it's not overmapped at all since there is almost permanent 1/4 in the background, and even though there are a looot of notes, they are still chosen in a way that emphasizes certain things the right way, so it doesn't play chaotic at all
17:45 MadHypnofrog: not really it's not like asymmetry that can be mapped into permanent 1/4 stream
17:45 Bonsai: it sometimes ignores vocals a bit but that's about it
17:46 Bonsai: it most certainly is o.
17:46 Bonsai: o:
17:46 MadHypnofrog: 00:17:673 - eg this
17:46 MadHypnofrog: a REALLY weak beat
17:46 MadHypnofrog: so weak that I can't even hear it properly
17:46 MadHypnofrog: etcetc there's much more
17:46 Bonsai: a really weak beat that isn't emphasized at all too, so it's perfect
17:47 MadHypnofrog: why would you map something that is not really meant to be mapped LOL
17:47 Bonsai: the thing is
17:47 MadHypnofrog: overmapping is not really a thing that always fits
17:47 Bonsai: often sliders are just put there to emphasize the beat on the head, therer are a lot of overmapped slidertails because it is a stylistic choice that emphasizes very well, a slider emphasizes the beat on the head more than a single circle
17:48 Bonsai: yeah but it's not overmapping dood
17:48 MadHypnofrog: idk such sliders, silenced sliderends etcetc are not fun :<
17:48 MadHypnofrog: it kinda is
17:49 MadHypnofrog: dude people even say that asymmetry is terribly overmapped
17:49 Bonsai: there's no 'kinda', overmapping is 100% objective, either there is a beat or there isn't, and there definitely is one
17:49 MadHypnofrog: 'highly doubt there can be a map that is more overmapped' etcetc, quotes from multi
17:49 Bonsai: I've never looked at Asymmetry closely so I donÄt care
17:49 MadHypnofrog: how can you
17:50 *MadHypnofrog is editing [https://osu.ppy.sh/b/771496 Reol - Asymmetry [cRyo[Skystar]'s Farewell]]
17:50 Bonsai: "from multi" players don't know shit
17:50 MadHypnofrog: take a look at it after we're done LOL
17:50 Bonsai: nah not interested
17:50 Bonsai: I know it but I never liked it to begin with
17:50 MadHypnofrog: well idk how you can not know it lol
17:50 MadHypnofrog: one of the most hyped maps of 2015
17:51 Bonsai: bc imo to me it feels overdone bc I'm not the player this is aimed for, but overdone is completely different to overmapped
17:51 Bonsai: ofc I know it but I never played it, I don't like skystar's maps generally
17:51 Bonsai: I also don't like that heavy rhythm-game-music in general, even if the maps are reeeaally good I just don't enjoy it
17:51 MadHypnofrog: same tbh, can't play most of his maps but stuff like dream walker is good
17:52 Bonsai: yeah ofc he's a got mapper, but I just don't like it subjectively ^^
17:53 MadHypnofrog: almost everything in osu is subjective lol
17:53 MadHypnofrog: whatever
17:53 Bonsai: anyways I gotta rest my hands, recovering from tendovaginitis so writing this much isn't that good ^^
17:53 MadHypnofrog: wow dude be careful with that
17:54 MadHypnofrog: i'll think about turning those 5-note-streams into slider-3circles cause they do emphasize the vocals more
17:54 MadHypnofrog: as for the double kicksliders - idk if more people complain bout them I'll change them as well
17:54 Bonsai: yeah but there are things that everyone can agree on, things like rhythmic emphasis, you can determine whether something is properly emphasized bc you know how certain patterns behave / what effect they have, so even if you don't like what the mapper emphasized, you can stil determine whether he's doing a good job on it or not
17:54 Bonsai: ok ^^
17:54 Bonsai: I'll post the log now then
17:55 MadHypnofrog: yea do this
17:55 MadHypnofrog: thanks for the feedback LOL
17:55 MadHypnofrog: 'two things that I can point out'
17:55 Bonsai: sure thing :D
17:55 Bonsai: lol
17:55 Bonsai: well basically this was all one thing, being rhythmic emphasis ^^
basically everything we talked about is rhythmic emphasis ^^ Good luck!
how2emphasize things
thanks! :>
Squichu
hey there! c:
apologies for the delay of the mod, I'm lazy. >n<

General
  1. Is drum-hitwhistle used anywhere? I only checked the hardest diff cause I think you've used the same hitsounds in the lower diffs, but I might have missed it somehow. If it's not used, delete it from the folder, please
  2. looks like soft-hitwhistle has a small delay, please fix that :3
  3. just nitpicking here, but combocolour#1 blends perfectly with the background, so you might want to change it to something more yellow-ish to make it better visible?
Normal
  1. try AR5? By increasing AR you get rid of a lot of overlaps.. might be a lazy way to fix that, but it also feels more natural, imo. The screen's just less cluttered with objects and players will have an easier time following up
  2. 00:14:352 (1) - why does this diff only start here? Hard starts at 00:07:709 - and the other ones at 00:07:495 - , but there's actually no reason to not map from the beginning..?
  3. 00:21:209 (1) - nitpicking - move slightly to the right? overlaps with sliderstart and reverse arrow of prev object, better to avoid that ( 145|176? )
  4. .. well, there's only nitpicky-stuff I could mention here. :/
    tbh, I would suggest to work on readabilty here. Not just move object (x) 2 px to wherever etc, but increasing DS for example
    If you look at a few patterns, eg 01:39:209 (4,1,2,3) - or 01:45:852 (3,4,1,2,3,4) - or 02:41:995 (2,3,4,1,2,3) - , they fit the rhythm nicely, they are good to play clicking-wise, but it's very hard (especially for beginner players) to understand this because everything is overlapping and extremely cluttered. There are approach circles over approach circles and reverse arrows and it could be so much easier if you used a higher DS.
    I'd go with 1.6 or 1.7 DS, because you'd get a very small gap between 1/2 beats that way which makes it a looot easier on the eyes to follow the objects.
    It'd be a really huge change to the diff and you probably think that 1.7 DS would be waaay too much for a diff that's supposed to be kinda easy, but imo high DS is perfectly fine even in Easy and Normal if used correctly. I'm writing too much here, haha. Up to you, I can only recommend trying that out! (:
And after looking at the Normal diff, even if you do the DS change, I'd really recommend adding an Easy for less experienced players. The Normal is quite okay, but for beginner players way too hard. I know, judging by Star Rating it's acceptable as the easiest diff, but I doubt newbies could deal with so many notes. The density is just too high, I'm especially talking about the Kiai here, where close to every 1/2 beat is mapped.
Also, there are so many objects overlapping and the rhythm is kinda complicated (especially the 1/4).. if you don't want to map another diff, I'm sure you can get a GD from someone. c:

Hard
  1. 00:07:709 (1) - as I said in Normal, it's kinda weird to not start at the beginning. Place a cirlce at 00:07:494 - ?
  2. 00:08:780 (4,1) - meh, this feels off. there's a really strong beat on the blue tick here 00:08:673 - and also on the blue tick here 00:08:887 - and both go unmapped. Also there's the downbeat unmapped.. You're probably trying to match the vocals so it's kinda hard for me to help out (I'm kinda only mapping to beat so haha.. xD). Anyway, try this http://puu.sh/my0Ab.jpg ? It's a bit of a mixture of beat + vocals, but plays nice, imo
  3. 00:10:923 - same about this downbeat. But considering the prev rhythm it's hard to change.. I'd just go with a circle here
  4. 00:12:102 (4) - eeh, please don't ignore the beat at 00:12:316 -, feels really weird. Consider ending the slider there or maybe change (4) to circle + slider starting on the blue tick ( http://puu.sh/my0TJ.jpg )
  5. 00:14:352 - circle please? :c it feels so weird to end 00:13:495 (2) - in the middle of the drumroll, I expected more objects: :n
    alternatively you could go with something like this http://puu.sh/my1cs.jpg
  6. 00:16:066 - :c
    skipping downbeats now, I'm pretty sure you know what I mean xD
  7. 00:20:352 (2,3,1) - I'm not quite sure why you increased DS before, but the decrease from (3) to (1) is unexpected. They feel way too close because of the previous high DS. Can you move (1) + stack further away to make this less awkward?
  8. 01:53:352 (5) - the second beat is slightly stringer the the first so I'd prefer a different rhythm here: http://puu.sh/my1ER.jpg
  9. 02:22:387 (5,1) - aah, this might confuse people. These two have visually the same distance as 02:19:923 (2,3) - but one pattern is 1/1 apart while the other is 1/2, so imo it'd be better to move (1) somewhere else. 15|210 for nice triangle pattern? <:
  10. 02:24:637 - I can not not mention this, beause this is THE beat after the spinner and mapping vocals or not, there should be a circle here. Please. :c
As I mentioned in queue, can't mod what I can't play, so that's all from me.. sorry. D:
Hope I could help you a little, tho.. >-<
So good luck! Don't kd if this doesn't help. :3
//squee
Topic Starter
Jabba

Squirrel wrote:

hey there! c:
apologies for the delay of the mod, I'm lazy. >n<

General
  1. Is drum-hitwhistle used anywhere? I only checked the hardest diff cause I think you've used the same hitsounds in the lower diffs, but I might have missed it somehow. If it's not used, delete it from the folder, please indeed, forgot to delete it
  2. looks like soft-hitwhistle has a small delay, please fix that :3 isn't it fine? oO if it's not I'll do this for sure
  3. just nitpicking here, but combocolour#1 blends perfectly with the background, so you might want to change it to something more yellow-ish to make it better visible? it's fine as it is imo
Normal
  1. try AR5? By increasing AR you get rid of a lot of overlaps.. might be a lazy way to fix that, but it also feels more natural, imo. The screen's just less cluttered with objects and players will have an easier time following up considering the amount of hitobjects this might work
  2. 00:14:352 (1) - why does this diff only start here? Hard starts at 00:07:709 - and the other ones at 00:07:495 - , but there's actually no reason to not map from the beginning..? I just don't want to throw a number of 3/4 reversesliders in there, it was mapped once but I deleted it on purpose
  3. 00:21:209 (1) - nitpicking - move slightly to the right? overlaps with sliderstart and reverse arrow of prev object, better to avoid that ( 145|176? ) sure
  4. .. well, there's only nitpicky-stuff I could mention here. :/
    tbh, I would suggest to work on readabilty here. Not just move object (x) 2 px to wherever etc, but increasing DS for example
    If you look at a few patterns, eg 01:39:209 (4,1,2,3) - or 01:45:852 (3,4,1,2,3,4) - or 02:41:995 (2,3,4,1,2,3) - , they fit the rhythm nicely, they are good to play clicking-wise, but it's very hard (especially for beginner players) to understand this because everything is overlapping and extremely cluttered. There are approach circles over approach circles and reverse arrows and it could be so much easier if you used a higher DS. higher DS would result in 'teary' movement that changes speed a lot, I've talked to Bakari about this already and he told me to only do ~0.8-1.2 DS. the readability is not that bad IMO, it's supposed to be slightly hard to read
    I'd go with 1.6 or 1.7 DS, because you'd get a very small gap between 1/2 beats that way which makes it a looot easier on the eyes to follow the objects.
    It'd be a really huge change to the diff and you probably think that 1.7 DS would be waaay too much for a diff that's supposed to be kinda easy, but imo high DS is perfectly fine even in Easy and Normal if used correctly. I'm writing too much here, haha. Up to you, I can only recommend trying that out! (:
And after looking at the Normal diff, even if you do the DS change, I'd really recommend adding an Easy for less experienced players. The Normal is quite okay, but for beginner players way too hard. I know, judging by Star Rating it's acceptable as the easiest diff, but I doubt newbies could deal with so many notes. The density is just too high, I'm especially talking about the Kiai here, where close to every 1/2 beat is mapped.
Also, there are so many objects overlapping and the rhythm is kinda complicated (especially the 1/4).. if you don't want to map another diff, I'm sure you can get a GD from someone. c: I can't map easy for this particular song and don't really want to mess with GDs so I'll leave it like that xD anyway it's under 2 stars so everything is good. the diff also doesn't have 3 1/2 clickable objects in a row so I wouldn't say it's that hard

Hard
  1. 00:07:709 (1) - as I said in Normal, it's kinda weird to not start at the beginning. Place a cirlce at 00:07:494 - ? skipping downbeats on purpose cause this would look like insane with reduced spacing then
  2. 00:08:780 (4,1) - meh, this feels off. there's a really strong beat on the blue tick here 00:08:673 - and also on the blue tick here 00:08:887 - and both go unmapped. Also there's the downbeat unmapped.. You're probably trying to match the vocals so it's kinda hard for me to help out (I'm kinda only mapping to beat so haha.. xD). Anyway, try this http://puu.sh/my0Ab.jpg ? It's a bit of a mixture of beat + vocals, but plays nice, imo ^^ also 00:08:673 has no sound, it's on 00:08:566
  3. 00:10:923 - same about this downbeat. But considering the prev rhythm it's hard to change.. I'd just go with a circle here ^^
  4. 00:12:102 (4) - eeh, please don't ignore the beat at 00:12:316 -, feels really weird. Consider ending the slider there or maybe change (4) to circle + slider starting on the blue tick ( http://puu.sh/my0TJ.jpg ) following the vocals yet again
  5. 00:14:352 - circle please? :c it feels so weird to end 00:13:495 (2) - in the middle of the drumroll, I expected more objects: :n vocals. also it's hard it's not supposed to have that many objects LOL
    alternatively you could go with something like this http://puu.sh/my1cs.jpg
  6. 00:16:066 - :c
    skipping downbeats now, I'm pretty sure you know what I mean xD
  7. 00:20:352 (2,3,1) - I'm not quite sure why you increased DS before, but the decrease from (3) to (1) is unexpected. They feel way too close because of the previous high DS. Can you move (1) + stack further away to make this less awkward? yep sure
  8. 01:53:352 (5) - the second beat is slightly stringer the the first so I'd prefer a different rhythm here: http://puu.sh/my1ER.jpg looks legit but imo it's fine, the only thing I might do here is replacing it with two circles - don't want 01:53:352 to be a sliderend
  9. 02:22:387 (5,1) - aah, this might confuse people. These two have visually the same distance as 02:19:923 (2,3) - but one pattern is 1/1 apart while the other is 1/2, so imo it'd be better to move (1) somewhere else. 15|210 for nice triangle pattern? <: that would result in DS being lower when it shouldn't be, fixed something
  10. 02:24:637 - I can not not mention this, beause this is THE beat after the spinner and mapping vocals or not, there should be a circle here. Please. :c that would ruin the whole rhythm cause 'why do you place the first downbeat but not the rest' gotta think about that
As I mentioned in queue, can't mod what I can't play, so that's all from me.. sorry. D: it's fine, don't worry, any feedback is appreciated :3
Hope I could help you a little, tho.. >-<
So good luck! Don't kd if this doesn't help. :3
//squee
Squichu

MadHypnofrog wrote:

looks like soft-hitwhistle has a small delay, please fix that :3 isn't it fine? oO if it's not I'll do this for sure
Any delay below 5ms is acceptable, but here it's like 7~8ms, so it needs to be fixed :/
For reference here's the link to RC, last point mentioned: https://osu.ppy.sh/wiki/Ranking_Criteria#Audio
(Yes, RC is kinda outdated but this rule still applies. xD)

Good luck!
Flo453
waring, Criticizm

DARKNESS
SPOILER
01:08:459 (4) - add another slider here, you made it in all other diffs and i really think it's better
03:05:030 (4) - same ^
those were the only things i don't particually like, i can see how many mods this map already had and all the modders before me made a good job in making this map so flawless :D

SPOILER
you don't need to give me a kudoso for this, because they're just oppinions and you probably have another if you made it that way and it just were 2 things like srsly, that's not much
Irreversible
Hello, m4m

[General]

The hitnormal doesn't seem too suitable for me. Would consider deleting it, most of the time it doesn't fit with the vocals (where you tried to follow it).. yeah.

[Normal]

The normal is actually quite well done. Only concern I have about it is the spread, because I think it does not really fit a lowest diff, as the rhythm is really dense. You should consider adding an Easy. Definitely keep the density of this map tho, because it suits the spread with hard.

[Hard]

00:10:923 - I'd add something here, it feels so empty without anything.
00:12:637 (1) - The flow here can be improved imo, like this: http://puu.sh/mAnxf/184a9cc3a9.jpg
00:16:280 (1,2,3,4,5) - This inconsistent spacing looks weird because 5 falls out of this pattern (although it should be in it). I suggest keeping the normal spacing tho, considering it's a hard diff.
00:19:495 (1,2,3) - Mh, this spacing seems a bit too big out of nothing. Consider normal spacing.
00:29:566 (1) - You really often have red tick sliders like these, and there's a problem with them. They might follow the begin vocal, but don't follow anything else. You should consider, that strong beats should be clickable and this is almost never the case. Here you can see, 00:29:780 - This vocal is stronger: you should make it clickable. Please go through your map and seek errors like this. The rhythm in general could be a bit tidied up because it seems to follow the vocals too forcedly, and it didn't really end up with a too good variation of rhythm.
00:32:780 (7) - 88 / 208 for flow improve

The spacing a lot of times doesn't really make sense. As this is a hard diff, it should stick to DS most of the time (also to keep the spread clean), and I can't quite see this consistency. You should go over this map again and make the distance as consistent as possible, while you're at it, try to bring some more rhythm diversity in your map. Example: 01:40:709 (3,4) - You didn't follow the vocals properly, although you tried to? You know, you should try to find a balance when to follow the vocals and when the background, because right now it's a bit messy. Example placing: 01:41:780 (1,2,3,4,5,1,2,3,4,5) - I don't see a logic behind the increasing and decreasing.. should keep consistent. It's not like this at other times, too.

[Insane]

Also, this map is not bad at all. But I think like it's really a bit too bland, there are really many opportunities in this song which you simply ignored.. for example: 00:21:209 (3) - this cool background. Even though it is not in the foreground, it should still be considered in my opinion, at least to some extent, to give your map a bit more of this fun-factor, if you know what I mean. Right now you have tried to follow the vocals as closely as possible (which is a possibility), but you should always try to increase your horizon! I'm for myself a vocal mapper but sometimes I'm forced to switch to the background because there are no vocals, or the vocals don't offer that much. Look at my example of how I've put rhythm: http://puu.sh/mAouE/e7b2b0fe43.txt and see if you can get new ideas out of it. Especially the kiai offers so much mroe than what you actually place, and sliders are great to connect your rhythm a bit more!

[Darkness]

Kind of the same as in insane, especially the kiais. Try to see if you can manage to get anothe rhythm, you seem not to do a too bad job about the placement so you should be able to execute it better, I'm sure!

[Conclusion]

The mod was kind of a general opinion, but I would really like to see some improvements here concerning the rhythm and you are free to call me for another mod if you decided to accept some of my suggestions! (Because if I modded it now, it would not help too much since it's based on rework)
Topic Starter
Jabba

Irreversible wrote:

Hello, m4m

[General]

The hitnormal doesn't seem too suitable for me. Would consider deleting it, most of the time it doesn't fit with the vocals (where you tried to follow it).. yeah. idk it sounds fine for me, might change it if I find something more suitable

[Normal]

The normal is actually quite well done. Only concern I have about it is the spread, because I think it does not really fit a lowest diff, as the rhythm is really dense. You should consider adding an Easy. Definitely keep the density of this map tho, because it suits the spread with hard. ;_; we'll see if I can map something easier than that

[Hard]

00:10:923 - I'd add something here, it feels so empty without anything. 'I don't hear it' LOL w/e added downbeats for the first section
00:12:637 (1) - The flow here can be improved imo, like this: http://puu.sh/mAnxf/184a9cc3a9.jpg sure fixed
00:16:280 (1,2,3,4,5) - This inconsistent spacing looks weird because 5 falls out of this pattern (although it should be in it). I suggest keeping the normal spacing tho, considering it's a hard diff. it was supposed to emphasize (3) and (4) LOL fixed
00:19:495 (1,2,3) - Mh, this spacing seems a bit too big out of nothing. Consider normal spacing. reduced it a bit, this part was meant to be slightly more emphasized
00:29:566 (1) - You really often have red tick sliders like these, and there's a problem with them. They might follow the begin vocal, but don't follow anything else. You should consider, that strong beats should be clickable and this is almost never the case. Here you can see, 00:29:780 - This vocal is stronger: you should make it clickable. Please go through your map and seek errors like this. The rhythm in general could be a bit tidied up because it seems to follow the vocals too forcedly, and it didn't really end up with a too good variation of rhythm. I forgot to change those in hard as I did in I/X, so yes, gotta fix that
00:32:780 (7) - 88 / 208 for flow improve sure

The spacing a lot of times doesn't really make sense. As this is a hard diff, it should stick to DS most of the time (also to keep the spread clean), and I can't quite see this consistency. You should go over this map again and make the distance as consistent as possible, while you're at it, try to bring some more rhythm diversity in your map. Example: 01:40:709 (3,4) - You didn't follow the vocals properly, although you tried to? You know, you should try to find a balance when to follow the vocals and when the background, because right now it's a bit messy. Example placing: 01:41:780 (1,2,3,4,5,1,2,3,4,5) - I don't see a logic behind the increasing and decreasing.. should keep consistent. It's not like this at other times, too. gotta work on the spacing, I might put some more triples in kiai though to make it more difficult compared to the rest of the map

[Insane]

Also, this map is not bad at all. But I think like it's really a bit too bland, there are really many opportunities in this song which you simply ignored.. for example: 00:21:209 (3) - this cool background. Even though it is not in the foreground, it should still be considered in my opinion, at least to some extent, to give your map a bit more of this fun-factor, if you know what I mean. Right now you have tried to follow the vocals as closely as possible (which is a possibility), but you should always try to increase your horizon! I'm for myself a vocal mapper but sometimes I'm forced to switch to the background because there are no vocals, or the vocals don't offer that much. Look at my example of how I've put rhythm: http://puu.sh/mAouE/e7b2b0fe43.txt and see if you can get new ideas out of it. Especially the kiai offers so much mroe than what you actually place, and sliders are great to connect your rhythm a bit more! this example diff sounds neat, gonna use some patterns for sure

[Darkness]

Kind of the same as in insane, especially the kiais. Try to see if you can manage to get anothe rhythm, you seem not to do a too bad job about the placement so you should be able to execute it better, I'm sure! MORE SLIDERS HERE WE GO although yes, just streams are kinda boring WE NEED MORE SLIDERJUMPS

[Conclusion]

The mod was kind of a general opinion, but I would really like to see some improvements here concerning the rhythm and you are free to call me for another mod if you decided to accept some of my suggestions! (Because if I modded it now, it would not help too much since it's based on rework) ya sure!
thanks! :>

Flo453_xP wrote:

waring, Criticizm

DARKNESS
SPOILER
01:08:459 (4) - add another slider here, you made it in all other diffs and i really think it's better
03:05:030 (4) - same ^
those were the only things i don't particually like, i can see how many mods this map already had and all the modders before me made a good job in making this map so flawless :D

SPOILER
you don't need to give me a kudoso for this, because they're just oppinions and you probably have another if you made it that way and it just were 2 things like srsly, that's not much
I wanted to map those cause there's drums in the background and they sound neat. thanks for the feedback anyway! :>
micchi_chi
Hey, from my modding Q
Reol is goddamn beautiful

Red : unrankable issue
Blue : highly suggested to fix
Black : normal suggestion
Green : random comment
Bold : slightly more important than others

[General]
  1. Only two combo colors... Hmm... Mind adding more colors? Black? Grey? Dark blue? Even something that not even appear at the background like dark purple or dark red might fit too.

[Normal]
  1. Well, actually, considering the number of beat at red tick, would be better if you increase the DS a bit so it won't look to crumpled. But well, since that would equal to remap, you don't have to do it if you don't want to
  2. 00:22:066 (2) - Curve this a bit so it would point more to (3), the flow should be better that way http://puu.sh/mBgga/7a0644d80b.jpg ah yeah, don't forget DS
  3. 00:24:637 (1,2) - These guys almost touching kinda bother me. Why don't you move (2) a bit apart from (1) just like http://puu.sh/mBgio/a741fff6f4.jpg that should look better and the flow to (2) would be slightly better too.
  4. 00:34:923 (1) - Hmm, curve this up a bit like you did here 00:35:780 (2) - , the flow should be better that way. Make them identical if necessary for even better look.
  5. 00:45:209 (1) - Actually this fits more if you do it with circle followed by 1/2 slider like you did here 00:46:923 (1,2) - since that way, the drum at big white tick won't get mixed with the vocal. But if it for variation, then okay.
  6. 00:46:066 (3) - Make this face down instead of to the right to reduce the (what do you call it again...) number of crumpled note here... Adjust 00:45:852 (2) - 's position too for better flow if necessary. http://puu.sh/mBgy5/fc342fc063.jpg
  7. 00:57:209 (1,2) - Use a circle followed by a 1/2 reverse slider here so the vocal would be covered by a single slider (instead of get mixed with the drum sound)
  8. 01:40:923 (3) - Try to place this on top of these circles 01:40:709 (2,1) - to make it look less stuffed at the bottom part (I hope the space would be enough x-x) http://puu.sh/mBgMn/5f287b08f3.jpg sorta like that.
  9. 01:53:459 Well, since the big sound is here and the vocal suddenly end here, it would be better to end the map here before the break. But since you can't simply shorten slider (4) to blue tick since that would cause a 1/4 rhythm (and I'm sure you wouldn't want 1/4 rhythm at Normal) I suggest to do some rhythm change. The simplest is to simply change slider (4) to a circle at white tick, but that won't cover the sound at blue tick either so I don't really recommend that. Second, is to change your current rhythm a bit to like this http://puu.sh/mBgX8/ee729d915d.jpg Ah, if you change, please keep starting the break at big white tick like you currently do.
  10. 02:07:495 (1) - Place this at the top of (2,3) instead of at their side for better flow http://puu.sh/mBh21/125d73587b.jpg
  11. 02:22:709 I think you will need a note here since the music change here not here 02:22:495 where the slider's end so you will need another note to support the last note before the music change and before pausing.
  12. Well, no really crucial problem. The case is you lack variation, you keep using the same rhythm over and over, you need a bit of something "unexpected" (in a good way) or "new" so the players won't get bored easily. Second, as I said at the start, considering the high number of 1/2 rhythm, the current DS make it look crumpled and kinda messy. But well, maybe I can let this one slip away x-x Ah and one more, your flows seems still pretty rough

[Hard]
  1. 00:07:494 Add a note~~ there's exactly sound there BTW, if you start your Hard here, would be better if you start your Normal here too for consistency purpose.
  2. 00:14:352 Add note!! big sound here
  3. 00:20:995 (1,2,3,4,1,2,3) - Well you can do it like this http://puu.sh/mBhAw/32c8c9be7b.jpg Should be better that way since the entire vocal got covered and keep emphasizing the big sound nicely.
  4. 00:22:280 (3,1) - I don't recommend this tho, maybe you are following vocal here but since the slider ends at white tick (where the big sound usually are) the big sound got less emphasized. So for this entire part 00:22:280 (3,1,2,3) - maybe you could try this rhythm http://puu.sh/mBhI5/2d4790a435.jpg or something else that fit equally nicely.
  5. 00:26:352 (2) - I keep seeing these sliders .-. are these supposed to be wave? if yes, you could improve it a bit like http://puu.sh/mBhN0/6b06c2c36f.jpg you could rotate it a bit so it'll face the way you want.
  6. 00:28:066 (3) - since there is a sound here, maybe you can extend this slider to blue tick to support it like http://puu.sh/mBhRI/31911b7651.jpg but maybe not really good for Hard tho... Just suggesting it, should be okay to do it sometime.
  7. 00:29:566 (1) - same suggestion about emphasize above. You could do a kinda different rhythm this time like http://puu.sh/mBhX7/e9567414bd.jpg P.S. I NC-ed here 00:29:566 (1) - so you could easily understand what I change. If you do apply this, would be better if you NC here instead 00:29:780 (2) - This suggestion apply for similar cases since you use a lot of this rhythm...
  8. 00:48:852 (2) - You don't use 1/4 repeat slider or triplet or anything to support the 1/4 vocal sound here? .-.
  9. 00:58:280 (4,5) - Nazi mod: stack properly
  10. 02:17:887 Whew, a nice place to start a slider here :/ maybe you could change the circle to 1/2 reverse slider instead and add a circle at it's end at red tick instead http://puu.sh/mBifU/d327d4130d.jpg that should cover the vocal nicely.
  11. 02:19:066 (5) - The big sound land on blue tick so I highly suggest to shorten this to blue tick. Just let polarity problem happens afterward. Or if you insist to keep your map clean without polarity problems, you can add reverse afterwards; but I don't recommend this since the sound stops at blue tick and no sound at all afterwards.
  12. 02:19:495 (1,2) - try to do it like this http://puu.sh/mBip2/2533e66955.jpg since both, the vocal and background music (big sound) lands at blue tick so no really reason to map at red tick here. Or simply you could use 3/4 reverse slider but the first option work best since there's also light vocal sound at red tick that will be covered withe slider's tails.
  13. 02:20:459 there's a drum sound, add a note. Or to avoid polarity problem, start a slider here 02:20:137 (either you apply or not apply the previous mod) and end it at blue tick like http://puu.sh/mBivD/ffcbedc6d3.jpg
  14. Okay, your variation got better at this diff. Still, flow still pretty rough and need improvement, and try to check those emphasize problem I told you since you have pretty much of those :/ Furthermore, I highly suggest to just map the big white ticks that you leave empty 02:58:923 ; 03:00:637 ; 03:02:352 ; and so on since, yeah, there's no vocal there but there's still sound, big sound. So would be better if you emphasize (yes, again) those big sound by adding something like circle.

[Insane]
  1. AR 9 would do better
  2. 00:10:066 (4,5,6) - Since there's sound at here 00:10:280 and here 00:10:602 that as big as vocal, so you better map those sounds too. You can do it by simply adding a note there; it would better the polarity too. http://puu.sh/mBiOB/1cc5023594.jpg
  3. 00:12:102 (6) - ^ same issue, maybe like this http://puu.sh/mBiQo/e9c15d52aa.jpg
  4. 00:13:816 A nice place to start a stream here, the music supports it. Or maybe at least multiple reverse 1/4 slider would works too.
  5. 00:19:495 (1,2,3) - Does this really have to be that far? o-o the music don't really change so I think such jump kinda inappropriate... Maybe reduce the spacing a bit.
  6. 00:26:673 (4,5,6,7) - Make (4) to (5) and (5) to (6,7) the same distance. For linear pattern like this, it's not really make sense to make different spacing without any significant change in song.
  7. 00:46:280 There's no sound (vocal nor background music) here so I think this note is unnecessary, just delete it.
  8. 00:47:138 (2) - ^ same case, remove one reverse.
  9. 00:50:352 (1,2,3,4,5,6) - The suddenly got not-really-dense rhythm here kinda feel weird because previously the rhythm were very dense with triplets and stream and such but suddenly got empty here while the music don't really change.... Maybe fill it up with some more notes to maintain the density.
  10. 02:07:495 (1,2,3,4) - Well, for this case, I suggest to NC here 02:07:602 (2) - instead since the vocal start there and you also change the hitsound there so a NC would be good to differentiate it from the previous sound.
  11. 02:19:281 (7) - Place this at blue tick here 02:19:173 ; letting it jump would be kinda challenge, but it might be surprising so I don't recommend it xD
  12. 02:19:923 (3) - ^ same case, place it here 02:19:816
  13. 02:22:066 (7,8) - Would be better to use the same rhythm as 02:21:423 (5,6) - since the sound is placed at the same tick. But to differentiate it, maybe you could use two doubles instead.
  14. Okay, variation certainly got better even though there's still part where the rhythm is all the same. Emphasizing got better too, way better than Hard. But, flow still need improvement.

I'll end this here. I have to admit that this song is hard, I mean, hard to map because of the random vocal, 1/4 rhythm everywhere, and stuff. And you did a pretty good job to map a hard song like this. It still need improvement to get ranked tho.

Good luck ^^

Btw, I tried to map this... TRIED... and it only a few seconds of the chorus, so if you don't mind seeing at my shitty mapping style then http://puu.sh/mBkox/0c80e83350.wmv (bragging mode : on) lol nope xD honestly it kinda fun :D I hope you can learn something from that shitty vid :D

Once again, good luck ;)
Topic Starter
Jabba

hanyuu_nanodesu wrote:

Hey, from my modding Q
Reol is goddamn beautiful

Red : unrankable issue
Blue : highly suggested to fix
Black : normal suggestion
Green : random comment
Bold : slightly more important than others

[General]
  1. Only two combo colors... Hmm... Mind adding more colors? Black? Grey? Dark blue? Even something that not even appear at the background like dark purple or dark red might fit too.
it's intended to only use those two cause of the BG :>

[Normal]
  1. Well, actually, considering the number of beat at red tick, would be better if you increase the DS a bit so it won't look to crumpled. But well, since that would equal to remap, you don't have to do it if you don't want to
  2. 00:22:066 (2) - Curve this a bit so it would point more to (3), the flow should be better that way http://puu.sh/mBgga/7a0644d80b.jpg ah yeah, don't forget DS sure, fixed
  3. 00:24:637 (1,2) - These guys almost touching kinda bother me. Why don't you move (2) a bit apart from (1) just like http://puu.sh/mBgio/a741fff6f4.jpg that should look better and the flow to (2) would be slightly better too. changing ^ resulted in changing this as well LOL
  4. 00:34:923 (1) - Hmm, curve this up a bit like you did here 00:35:780 (2) - , the flow should be better that way. Make them identical if necessary for even better look. yep fixed
  5. 00:45:209 (1) - Actually this fits more if you do it with circle followed by 1/2 slider like you did here 00:46:923 (1,2) - since that way, the drum at big white tick won't get mixed with the vocal. But if it for variation, then okay. true, I did that so it won't be that boring cause I feel that a reverseslider fits in there :>
  6. 00:46:066 (3) - Make this face down instead of to the right to reduce the (what do you call it again...) number of crumpled note here... Adjust 00:45:852 (2) - 's position too for better flow if necessary. http://puu.sh/mBgy5/fc342fc063.jpg changed something
  7. 00:57:209 (1,2) - Use a circle followed by a 1/2 reverse slider here so the vocal would be covered by a single slider (instead of get mixed with the drum sound) true, fixed
  8. 01:40:923 (3) - Try to place this on top of these circles 01:40:709 (2,1) - to make it look less stuffed at the bottom part (I hope the space would be enough x-x) http://puu.sh/mBgMn/5f287b08f3.jpg sorta like that. didn't see any problems here but fixed
  9. 01:53:459 Well, since the big sound is here and the vocal suddenly end here, it would be better to end the map here before the break. But since you can't simply shorten slider (4) to blue tick since that would cause a 1/4 rhythm (and I'm sure you wouldn't want 1/4 rhythm at Normal) I suggest to do some rhythm change. The simplest is to simply change slider (4) to a circle at white tick, but that won't cover the sound at blue tick either so I don't really recommend that. Second, is to change your current rhythm a bit to like this http://puu.sh/mBgX8/ee729d915d.jpg Ah, if you change, please keep starting the break at big white tick like you currently do. 01:53:352 - skipping this makes it sound really weird so I'll keep this rhythm, it's not really possible to map both of those ticks in a normal. idk I like the way it sounds with the sliderend on 01:53:780 -
  10. 02:07:495 (1) - Place this at the top of (2,3) instead of at their side for better flow http://puu.sh/mBh21/125d73587b.jpg sure
  11. 02:22:709 I think you will need a note here since the music change here not here 02:22:495 where the slider's end so you will need another note to support the last note before the music change and before pausing. I thought about adding a longslider there but I can't really do them :< in case I find someone to do that I'll add something in there
  12. Well, no really crucial problem. The case is you lack variation, you keep using the same rhythm over and over, you need a bit of something "unexpected" (in a good way) or "new" so the players won't get bored easily. Second, as I said at the start, considering the high number of 1/2 rhythm, the current DS make it look crumpled and kinda messy. But well, maybe I can let this one slip away x-x Ah and one more, your flows seems still pretty rough yea it might be, don't really want to increase the DS cause I got enough work with remapping this diff xDD idk if I can map something easier than that so this diff happened

[Hard]
  1. 00:07:494 Add a note~~ there's exactly sound there BTW, if you start your Hard here, would be better if you start your Normal here too for consistency purpose. yea I fixed that already, though I'm skipping downbeats on purpose in this diff since if I won't it would look like insane
  2. 00:14:352 Add note!! big sound here ^ also this means I'll have to add downbeats for the whole section :< I talked to Irre about that and he said it's fine
  3. 00:20:995 (1,2,3,4,1,2,3) - Well you can do it like this http://puu.sh/mBhAw/32c8c9be7b.jpg Should be better that way since the entire vocal got covered and keep emphasizing the big sound nicely. yea might consider this to make the rhythm more variable
  4. 00:22:280 (3,1) - I don't recommend this tho, maybe you are following vocal here but since the slider ends at white tick (where the big sound usually are) the big sound got less emphasized. So for this entire part 00:22:280 (3,1,2,3) - maybe you could try this rhythm http://puu.sh/mBhI5/2d4790a435.jpg or something else that fit equally nicely. I might change that to a 3-4 repeat slider cause I'll have to change 00:22:709 (1) - anyway
  5. 00:26:352 (2) - I keep seeing these sliders .-. are these supposed to be wave? if yes, you could improve it a bit like http://puu.sh/mBhN0/6b06c2c36f.jpg you could rotate it a bit so it'll face the way you want. yep they're supposed to LOL tweaked it a bit
  6. 00:28:066 (3) - since there is a sound here, maybe you can extend this slider to blue tick to support it like http://puu.sh/mBhRI/31911b7651.jpg but maybe not really good for Hard tho... Just suggesting it, should be okay to do it sometime. yea it might mess the polarity up, but I'm gonna think on how to implement that
  7. 00:29:566 (1) - same suggestion about emphasize above. You could do a kinda different rhythm this time like http://puu.sh/mBhX7/e9567414bd.jpg P.S. I NC-ed here 00:29:566 (1) - so you could easily understand what I change. If you do apply this, would be better if you NC here instead 00:29:780 (2) - This suggestion apply for similar cases since you use a lot of this rhythm... yis those have to be changed I just forgot to do it on hard
  8. 00:48:852 (2) - You don't use 1/4 repeat slider or triplet or anything to support the 1/4 vocal sound here? .-. there are simply too many 1/4s xDD might map more of them
  9. 00:58:280 (4,5) - Nazi mod: stack properly yep idk how that happened, fixed
  10. 02:17:887 Whew, a nice place to start a slider here :/ maybe you could change the circle to 1/2 reverse slider instead and add a circle at it's end at red tick instead http://puu.sh/mBifU/d327d4130d.jpg that should cover the vocal nicely. might do that, there's a weak sound at 02:18:316 - but it plays nice
  11. 02:19:066 (5) - The big sound land on blue tick so I highly suggest to shorten this to blue tick. Just let polarity problem happens afterward. Or if you insist to keep your map clean without polarity problems, you can add reverse afterwards; but I don't recommend this since the sound stops at blue tick and no sound at all afterwards. this part focuses on vocals so it's fine IMO
  12. 02:19:495 (1,2) - try to do it like this http://puu.sh/mBip2/2533e66955.jpg since both, the vocal and background music (big sound) lands at blue tick so no really reason to map at red tick here. Or simply you could use 3/4 reverse slider but the first option work best since there's also light vocal sound at red tick that will be covered withe slider's tails. uh, there's no vocal at 02:19:816 - I might just add a note here though
  13. 02:20:459 there's a drum sound, add a note. Or to avoid polarity problem, start a slider here 02:20:137 (either you apply or not apply the previous mod) and end it at blue tick like http://puu.sh/mBivD/ffcbedc6d3.jpg sounds better without it IMO
  14. Okay, your variation got better at this diff. Still, flow still pretty rough and need improvement, and try to check those emphasize problem I told you since you have pretty much of those :/ Furthermore, I highly suggest to just map the big white ticks that you leave empty 02:58:923 ; 03:00:637 ; 03:02:352 ; and so on since, yeah, there's no vocal there but there's still sound, big sound. So would be better if you emphasize (yes, again) those big sound by adding something like circle. as Irre said 'I don't hear them' LOL I mainly focus on vocals there without mapping downbeats cause I did it in insane, though I might change rhythms in both diffs slightly

[Insane]
  1. AR 9 would do better 8.8 is fine LOL
  2. 00:10:066 (4,5,6) - Since there's sound at here 00:10:280 and here 00:10:602 that as big as vocal, so you better map those sounds too. You can do it by simply adding a note there; it would better the polarity too. http://puu.sh/mBiOB/1cc5023594.jpg this is right but those are intended to be 3/4 jumps, though I'll change those anyway
  3. 00:12:102 (6) - ^ same issue, maybe like this http://puu.sh/mBiQo/e9c15d52aa.jpg ^
  4. 00:13:816 A nice place to start a stream here, the music supports it. Or maybe at least multiple reverse 1/4 slider would works too. indeed it is, might do this
  5. 00:19:495 (1,2,3) - Does this really have to be that far? o-o the music don't really change so I think such jump kinda inappropriate... Maybe reduce the spacing a bit. yep I wanted to emphasize that part
  6. 00:26:673 (4,5,6,7) - Make (4) to (5) and (5) to (6,7) the same distance. For linear pattern like this, it's not really make sense to make different spacing without any significant change in song. (5) is stronger than (6) so this has different spacing, it's fine
  7. 00:46:280 There's no sound (vocal nor background music) here so I think this note is unnecessary, just delete it. uh there's a vocal starting here
  8. 00:47:138 (2) - ^ same case, remove one reverse. 'bare bare no deforume sae' (c) lyrics
  9. 00:50:352 (1,2,3,4,5,6) - The suddenly got not-really-dense rhythm here kinda feel weird because previously the rhythm were very dense with triplets and stream and such but suddenly got empty here while the music don't really change.... Maybe fill it up with some more notes to maintain the density. this is supposed to follow the vocals but yes I'm gonna add something in there
  10. 02:07:495 (1,2,3,4) - Well, for this case, I suggest to NC here 02:07:602 (2) - instead since the vocal start there and you also change the hitsound there so a NC would be good to differentiate it from the previous sound. ya sure, fixed that somewhere else
  11. 02:19:281 (7) - Place this at blue tick here 02:19:173 ; letting it jump would be kinda challenge, but it might be surprising so I don't recommend it xD wut I just realized you were right about this one, fixed
  12. 02:19:923 (3) - ^ same case, place it here 02:19:816 placed a note at that beat instead
  13. 02:22:066 (7,8) - Would be better to use the same rhythm as 02:21:423 (5,6) - since the sound is placed at the same tick. But to differentiate it, maybe you could use two doubles instead. I might just do a stream here LOL
  14. Okay, variation certainly got better even though there's still part where the rhythm is all the same. Emphasizing got better too, way better than Hard. But, flow still need improvement.

I'll end this here. I have to admit that this song is hard, I mean, hard to map because of the random vocal, 1/4 rhythm everywhere, and stuff. And you did a pretty good job to map a hard song like this. It still need improvement to get ranked tho.

Good luck ^^

Btw, I tried to map this... TRIED... and it only a few seconds of the chorus, so if you don't mind seeing at my shitty mapping style then http://puu.sh/mBkox/0c80e83350.wmv (bragging mode : on) lol nope xD honestly it kinda fun :D I hope you can learn something from that shitty vid :D that sounds like Irre's example diff, might take something from here xD

Once again, good luck ;)
wow that was long, thanks!
Flo453
it's a shame this map isn't ranked ;-;
Topic Starter
Jabba

Flo453_xP wrote:

it's a shame this map isn't ranked ;-;
this is not dead fyi
I just need a break cause I ran out of ideas, gonna tweak something in insane and then try again
soon™
Flo453

MadHypnofrog wrote:

Flo453_xP wrote:

it's a shame this map isn't ranked ;-;
this is not dead fyi
I just need a break cause I ran out of ideas, gonna tweak something in insane and then try again
soon™
ok, i understand
Destic
Awesome map! Keep up the good work :3 :)
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