woops
changed the colour 4 to something much much ligther
thank for pointing that out
changed the colour 4 to something much much ligther
thank for pointing that out
Thank you!Lumael wrote:
Hello!General
- Although Combo Color 1 and 3 are very different in theory, they look barely the same while playing, Tbh for a first glance I thought there were only 2 combo colors. did something about the colours
- Combo Color 2 is too hard to read, if playing with black background the approach circle is too hard to see, consider turning it into a red color that would definetly fit the background, and the best, better :3. ^
- Not only the background has an original name, it also has unrankeable dimensions, I managed to fix it myself if you don't mind: http://puu.sh/kvilE/e803025673.jpg a) I care very little about how the file is named b) ye idk how to resize stuff myself so I rely on others to fix it thanks m8
Obsolete
- 00:13:324 (4) - I can hear the vocals starting on the 1/8 snap 00:13:237 - , I know it might not be good to start this slider on the yellow tick but that's what you should go if you want to be accurate with the rhythm. Current snapping is a bit of a hard deal since it's quite easy to get 100/50 instead of 300 point as players might click on the 1/8 snap instead. a) not trying to catch the vocals b) nothing in the rythm so far would indicate or hint the usage of 1/8 yet so I HIGHLY doubt that anyone would really go 'OH this is 1/8' at this point in the map
- 00:14:719 (1,2,3) - Spacing is incosistent here, you should give more emphasis to this beat 00:15:417 (3) - instead of 00:15:243 (2) - as you can clearly hear that 00:15:417 - this beat is much stronger than the others. This issue happens many other times so if you manage to fix here could you check the other ocasions? Example: 00:20:301 (1,2,3) - . what I'm trying to catch here is not the clap but the peak in the guitar
- 00:36:347 (1,2,3,4) - What about adding claps on those notes? The drums clearly ask for doing that here. Also there are some other places you could add, like: 00:47:510 (1,3) - 00:57:975 (1,2,3,4,1,2,3,4) - . I really miss claps on this map , looks like you used whistle instead of clap which I found quite awful since they're made for different usages. oh these are hitsounded, they have normal-samplset on them
- 02:02:859 (5,6,7,8) - With this rhythm you're not really emphasizing the change that the song provides at 02:03:208 - , you could change the last two circles for a 1/4 slider to fit better the rhythm, it's a bit awkward to play the same rhythm where we have a change on the song.
basically did the exact opposite but kinda yeah- 02:11:580 (7) - It'd be nice to emphasize a bit this note by placing it further away from the prev. note, it's not a must but it plays much better as the song is getting stronger. doesn't sound like there is a change in the song that is significant enough to justify a jump. The entire section with the circles feels intense yeah, but since I wanted the mag to get more difficult towards the end I made this very tame but intense in terms of tapping
- 03:47:859 (3,4,5) - It's a bit frustrating not to have some emphasis on those beats, you just spaced them with the same distance snap which is quite awful while playing. This part does require some jumping to make it play better, I highly recommend you to increase the spacing between those notes. they have no significance to me, so I don't see why I would space these out :/
- 04:10:533 (5) - What about giving more emphasis to this beat? Either vocals or drums are kicking stronger here and it'd be nice to have a small DS change, it really boosts the gameplay. I take away emphasize here to make the following jumps feel stronger and more important, it's something that I tried doing a few times in this set cause I feel like it overall just feels nicer to have less, but more impactful peeks in the map
- 04:35:650 (1,2,3,4,1,2,3,4) - Dear this jump is an overkill for this diff, this is too much overmapped, jumps like 04:36:870 (4) - Don't make barely any sense since this is an upbeat and the song is pretty linear here. I highly recommend you to reduce this jump and many other places that you did something similar, it just plays awfully because the song is a Hyper from 00:59:370 - to 04:58:673 - with some overkill jumps like this. You really should keep this in mind if you want to even the difficulty of this marathon. can't really say anything besides I disagree with what you're saying, I don't think these are nearly as bad as you make them out to be :/ and well I didn't really want the song to be linear when it comes to difficulty, I wanted this to slowly get harder and harder so keeping it linear would defeat the purpose. All of these have very powerful drums and cymbicals land on them so I don't think that having this stand out is unjustified. I will keep an eye on this and wait for more feedback, but I'll have to disagree with you for the time being
- 05:03:905 (2) - Are you sure you don't want to give any kind of emphasis to this sound? It's a bit boring to play with this smaller DS, you could increase the DS here without any problem. Also you did something similar to what I said here 05:04:952 (1,2,3) - . spaced this out a little more
- 05:09:836 (1,2,3,4,5,6) - 1/3 snapped streams are slightly hard to read for an Insane, you should consider changing for kick sliders or a few sliders with reverse arrows. I'll make this easier to read if possible, but I do think that a stream is the way to go here so ima keep this
- 05:21:696 - A spinner would definetly fit here if you mind adding, ofc this isn't something that important and it's ok without one as well, but the fade out is so loud that it's a bit annoying to ignore it. well the reason why I haven't used one here is because I couldnt figure out where to end this without having it sound awkward, if someone comes up for a solution for this adding one is pretty EZ
That's it for my mod, I quite liked your marathon even finding the hitsounding a bit weird, you didn't use any clap, I assume it's wip :3 claps are not always needed
Good Luck~
OuuuuMao wrote:
Since when are you good at mapping
Peachtrees wrote:
i'm done
thank you Milan!1!!pishifat wrote:
hi im milan!!!! hiii
from my m4m queue!!!!
- 00:55:533 (6) - 05:06:696 (2) - not liking the snare on the tails here. it looks like you're trying to emphasize the last beat of every measure with the new combo always there, so having tail on the thing you're emphasizing is what. anything where you click on 00:55:882 - is gud. if you want variety or whatever coudl go with like bleh did something for the first one cause I found an OK way of implenemting but for kept the second one since I feel like having this as a 'pop-off' leading into the jumps works well
- 00:57:277 (3) - even more gross than the last thing, plus it would make the jump stuff afterwards make more sense if you start the circle spam on 00:57:975 (1) - rather than 00:57:801 (4) - . ee was originially going for guitar more than the cymbical but yea I guess. made this kinda tame though for more emphasize on the circlespam 8)
- 02:22:743 (5,6) - i know saying something seems too hard looks dumb but spacing wise this really does. making the gap smaller by like putting it under 02:22:045 (1) - or forming a triangle with 02:22:568 (4,5) - seems more fitting tbh. 04:14:196 (5,6) - on the other hand seems more fitting while large cuz of all the build up hype going on did the stack with 1 stuff
- 05:09:836 (1,2,3,4,5,6) - gonna be a pain for everyone playing the map for 5 mintues then unexpected 1/6 stream. if you're in the mood to not have people hate you, including sliders is prolly smart. this is usually the most player-friendly since they'll accurately hit the red/white tick objects and silderleniency allows them to screw up the 1/6 I did the exact same thing in another map and that was rankable but I wanna try to not have people hate on it this time. I tried coming up with something but honestly can only guess how this plays cuz I can't even pass the intro of the map so testplaying is out of the question
- 05:21:696 (5) - shouldn't the kiai end on this as you did at 00:59:370 (1) - or is this some fancy new technique i haven't heard of you don't know me
c00lmediocreatbestmap
but you already know thatPeachtrees wrote:
i'm done
thank you!Rhythm Frienemy wrote:
Hi, doing your M4M request M4M has never been mentioned soye
a much more colorful combo color would be nice; having trouble reading some parts of the song with high dim or no dim at all literally everyone is complaining about the colours so instead of changing around every mod I'll be waiting for the special some1 who pushes this forward to decide
01:15:417 - slider seems a bit off, might want to shorten the slider to 01:15:417 to 01:15:591 and add a new circle at 01:15:766 too dense of a rythm for such a call section
01:16:115 - same problem, might want to shorten the slider to 01:16:115 to 01:16:463 and add a new circle at 01:16:638 nothing to catch on the red tick so extended slider works best
02:38:226 - might want to add a circle here to match with the voice voice lands on the red tick, not the blue tick
02:39:312 - same, maybe a new circle here? ^
02:39:661 - same, maybe a new circle here? ^
03:15:417 - slider seems a bit of, might want to shorten the slider to 03:15:417 to 03:15:591 and add a new circle at 03:15:766 again, nothing landing on this that'd warrant an additional circle :/
04:52:917 - a new circle perhaps?? y tho
04:53:615 - a new circle, perhaps?? nothing that I would want to map on this
all of this is optional, you may take it or not. the entire beatmap is pretty nicely done in itself tho, not much to be done!
ty ty tySaut wrote:
modden für modden
[deep song diff]
- 00:15:417 (3) - 00:16:812 (7) - 00:18:208 (3) - ... - bin persönlich für mehr spacing da clap, kannst du aber natürlich auch sein lassen versuche die Gitarre im zu betonen und nicht die claps daher das spacing
- 00:19:080 (5) - kein fan von "clap"? auf slider end, lässt sich außerdem super ez fixen - 00:19:603 - circle oder nochmal einen 1/2 slider rein hauen = glücklicher saut hmmm war eigentlich ganz zufrieden mit dem was ich hatte aber warum nicht
- 00:24:138 (4,1) - auch mehr spacing möglich imo möglich aber hier nicht gewollt c:
- 00:26:580 (3,1) - gleiche wie oben mehr spacing wäre cool, wenn du das rechtfertigen willst indem du sagst dass du dem kram hier folgst - 00:25:882 (1,4,1,4) - sollte 00:27:452 (5,5) - mehr spacing bekommen, wie du es auch hier 00:33:033 (5) - schon wundervoll getan hast wollte hier den ersten Gitarren Sound betonnen weil ich ehrlich gesagt den Part generell einfach ruhig halten wollte, um die Kiai mehr zu betonen
- 00:36:173 (5,1,2,3,4) - hier ist mir aufgefallen dass die combofarben 4 und 1 ein wenig zu ähnlich sind, in kombination mit dem bg bemerkt man ingame praktisch keinen unterschied hatte das schonmal in nem Mod erwähnt, aber ich werd darauf warten was der BN der sich dann erbahmt dazu sagt, weil ich ansonsten irgendwie mit jedem mod neue colours hab
- 00:38:091 (4,1,5) - bin so ein spacing freak - 00:39:661 (3,1) - wenn dieser sprung etwas betonter wäre als der vorherige 00:39:487 (2,3) - wäre das auch super cool (paradebeispiel: 00:42:277 (2,3,1) - das ist schön) gilt nicht nur für die genannten sonden kommt öfter in der ganzen diff vor hab den jump und ein zwei andere (inklusive dem einen da) n bischen justiert, find aber insgesamt das die Betonung meistens ok ist :/
- 01:01:812 (3,1) - mir könnten perfekte blankets nicht egaler sein, erwähne es aber trz, weil ich nicht weiß wie du dazu stehst :^)
- 01:06:347 (1) - mehr ds weil 01:03:556 (1,1,1) - kay
- 01:08:091 - 01:10:184 - der ton ist so stark und schön, es wäre doch wirklich schade wenn der nicht clickable wäre :^) wenn du lieber dem anderen ding folgen willst ists vermutlich auch k (kommt später nochmal vordas ganze war mehr als 'pop-off' gedacht weil ich hier 1/4 und circle ein bischen zu heavy fand dafür das der Song so ruhig ist)
- 01:14:022 (2) - http://puu.sh/kxedb/5bcee80679.jpg möglich bin mit nem Circle eigentlich ganz zufrieden >< bin aber bereit da nochmal was zu schrauben falls sowas noch öfters kommt
- 01:23:091 (4,6) - nicht so ästhetisch das overlap -> sehr viel schöner hier 01:31:463 (4,6) - tru
- 02:29:196 (2) - sollte näher an 1 sein als an 3 wegen betonung imo wollte mit dem ganzen pattern und dem was dann kommt die Vocals betonen, außerdem wollte Jumps nach dem Pattern hier etwas hervorheben, daher das ganze etwas lasch
- 03:28:673 (1,2,3,4,5) - etwas zu viel ds für meine geschmack, da der song hier recht ruhig bleibt find das ganze ehrlich gesagt wenig übertrieben :/
- ((( 04:13:324 (1,2,3,4,5,6,7,1) - btw finde dieses extreme spacing in diesen parts im kontrast zu den anderen stellen in der map extremst nice, aber wen interessierts :< )))
- 05:21:696 (5) - würde nc, weil 4er-4er-1er cooler ist imo kay kay
vllt ist ja etwas dabei was du auch so siehst, schöne map und viel glück
edit: 05:06:696 (2) - teile pishis meinung hier kann ich verstehen und ist auch völlig legitim, aber in dem Fall einfach so ein bischen 'i think es gud jaja' weil ich eigentlich doch zufrieden bin damit :/ falls das jetzt immer wieder kommt werd ich mir was einfallen lassen, ansonsten find ich spielt sich das eigentlich (von dem was ich bei tests ghört hab) gut
well ima skim through your set eventhough you technically broke the rules (it clearly says I mod first) so yeah I'll mod back but might not be as in depth as it would've been otherwise[ owo] wrote:
Hey, M4M hereInsane00:23:789 (3,4) - Why such large ds? I see that it was asked in the previous mod, but I can't read german to understand your reasoning
https://osu.ppy.sh/ss/3765176 could be an alternative strong beat, new track = large DS
00:55:359 (5,6) - I would ask for a nerf, especially since 00:54:487 (3,4) jump is smaller nop es fine
01:07:743 (1) - Shorten this so that 01:08:091 is clickable? A slider tail doesn't make a "strong beat" to the player, even though you put a hitwhistle there :/ you're the second person complaining about this and I'm still sort of contemplating about this, though I still believe that while the current rythm might not have this clickable, it is less dense and thus much closer to the slow pace of the song itself which overall makes it gud
01:29:370 (5) - Reversing this makes 01:28:673 (4,5) flow lots better, but I understand you wanna keep 01:29:370 (5,6) ds reversing this also makes it end on a tail which is baddd
sooo..... https://osu.ppy.sh/ss/3765212 remap idea with low AR to show stuff (it has better 01:27:103 (8,1) flow too imo)
... there isn't much else to say... have a star!
thank you! really helped me polish the whole thing off c:jossieP wrote:
#ModQueue
Hello, as said on my thread, keep in mind that I'm not very used to the new common mapping style, so take it easy.[Overall]Please considerate swapping the Combo coulor 3 and 4, when the coulor 4 and 1 meets it looks awkward[Obsolete]The hitsounding on the rest is pretty concistant, good job.
- 00:13:324 (4) - I see you are trying the vocal on this part and the whistle sounds a bit unfitting, since 00:14:022 (5) - have a drum soundset at the beggining try to do the same with (4), this also will give a better feeling since the rhythm pattern is changing. can see that work yea
- 00:14:719 (1) - Try add a normal finish on the slider start, a good volume level may be 10~% it will support that almos silent bass on the song. don't really like using finishes for something as dull as the bass here
- 00:16:812 (7) - Changing the soundset to Drum on the repeat would sound good with the one on the end, also the noise on the bacground sounds way better. can do that yeah (also did for the same stuff later)
- 00:18:556 (4) - Try to move the tail a bit to the right, seeing the gap with the previous slider (3) doesn't look cool. slight adjustment (though I moved the on in the middle ha
- 00:21:870 (5) - You can have a nice blanket with (4) here, example: If it looks "out of the playfield", try moving 00:20:824 (2) - a bit upper and rearrange this part. wanted 5 + 6 to both be straight here :/
- 00:22:743 (7) - Use Soft soundset maybe?, if not change the soundset of 00:19:952 (6) - to drum please works for me so ye
- 00:25:359 (2) - this needs a stronger sound since there are clearly a drum from the song here, try changing it soundset to Normal. would like to take some emphasize away from this one to have 3 and 4 stand out a little more
- 00:37:045 - Considerate to raise the volume a bit more on this part, since it is the kiai and the song gets stronger here, 10~% may be enough. Also I was waiting to you to use more Normal soundsets to support the drums of the song on this part, right now it feels really low, please rise the volume a bit. riased by 5% for now, really want to use the hitsounds more to accent the song rather than overpower it
- 00:49:952 (6) - Rise the tail a bit more, so it doesn't covers with 00:49:254 (4) - you may get a better jump with the next object, other possibility may be like this overlap is what I was going for though :/
- 00:59:370 (1) - imo, a Normal finish sounds better, since the song is getting really low here. used normal additions
- 02:23:091 - ~60% Volume sounds better, the song is getting louder again. sounds too loud imo, raised by a bit though
- 05:21:696 (1) - If you put it closer to 05:21:522 (4) - it gives a better feeling that the map is ending, since the previous pattern are high jumps wouldn't a bigger jump make more sense though for the highlight of the map?
Seriously, nobody star other people's map nowadays?
thank you ~<3Taeyang wrote:
- General
- 04:14:545 - how do you like here preview time? would rather have it on the clamer one :/
- in colours tap combo1, combo4 so similar this is make unrankable issue at this point I really don't care anymore. I'll have a BN sort this out or ask someone to provide colours since I've been changing them with EVERY.SINGLE.MOD
- CS 4.3~4.5? mm will consider
- Obsolete
- 00:24:138 (4) - suggest; curve then stright looks better p happy with how this looks like right now
- 00:32:510 (4) - blanket so near slight adjustment
- 00:34:952 (3) - just make stright? doesnt really make any difference, and I think a curved one looks naiser
- 00:36:347 (1,2,3,4) - flow suggest p happy about how this currently flows, no reason to change it up imo
- 00:42:452 (3,1) - 3.6DS too far a least like here 00:39:661 (3,1) - nop I'd have to disagree, does not really stand out since this does play fairly intuitive despite the DS being a little higher
- 00:44:719 (1,2,3,4) - change like here 00:41:929 (1,2,3) - 00:39:138 (1,2,3) - slide-circle-cirlce no reason too, would rather have some variety
- 01:09:138 (4) - NC kay
- 01:15:068 (3) - NC ^
- 01:24:487 (1,2,3,4) - make anti jump ;suggest eeeh would rather have these spaced out imo
- 02:20:301 (1,2) - not fit antijump slight adjustment, though I can't really move them too far apart
- 02:52:394 (1,1) - remove NC 02:56:580 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - like here these two part are entirely different, the NC emphasized the dull bass (not sure if that's what it is LOL) that is going along with the slider inthe background
nice song nice map~! good luck~!:D
thank you!Sonnyc wrote:
[Obsolete]
- The dark brown combo had a poor readability along with the dark BG. Rather changing to something brighter will be better. I TRIED
- 01:37:394 (1,2,3,4,5) - The idea of a jump fits nice in this part since there's a drum sound. But the scale was slightly bigger than the expected value. The music has been calm since 00:59:370 and it's remained until here. This jump pattern could be less agressive than the current status. mm nerfed a tad
- 02:17:336 (6,1) - Again jump fits nicely, but it is a little too big resulting in something like a rocket jump, not fitting the song enough. A distance such as 02:08:963 (7,1) will be a nice limit. simply rotated the slider to make it a little less jumpy
- 03:10:533 (1,2) - Exaggerated jump. would have to disagree with this one, I think slider leniency makes this drop-off player rather smoothly
- 04:14:022 (4) - 02:33:556 (1) - Inconsistent combo setting. fair enough
0,0,0those should work great! good luck!
255,255,255