cYsmix - Dovregubben's Hall

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Firis Mistlud
No kd since nothing changed

16:14 KuranteMelodii: I'll start with PM since i don't wanna stuff #modhelp with crap
16:14 Fort: okay
16:15 KuranteMelodii: First off all, i think he means that SDVX hitsounds
16:15 *Fort is editing [http://osu.ppy.sh/b/793816 cYsmix - Dovregubben's Hall [Electrolization]]
16:15 Fort: what
16:15 KuranteMelodii: Since SDVX is konami's content, he's afraid that hitsounds has copyright uses
16:15 Fort: SDVX is not copyrighted
16:15 KuranteMelodii: Then maybe his misconfiguration
16:16 Fort: it's konami but it's okay to use because many Hardcore fast song has used it on some songs
16:16 Fort: like a music producer compose music with SDVX samples
16:16 Fort: it's okay
16:17 KuranteMelodii: 00:42:500 (2) - Altough you want same pattern, but why not emphasize the finish by using faster SV or put it further away?
16:18 Fort: because distance spacing
16:24 KuranteMelodii: 02:04:143 (4,5,6) - maybe make them look like [http://puu.sh/kIzcP/a9691f19e5.jpg this] so it can be more circular flowy?
16:26 Fort: too far
16:26 Fort: zigzag movement is enough
16:27 KuranteMelodii: welp
16:27 KuranteMelodii: I don't found anything then
16:27 Fort: lol
16:28 KuranteMelodii: I am a true shitty modder
16:28 Fort: post this please since im fix something
Topic Starter
Ciyus Miapah

Chaoslitz wrote:

Recheck

  1. Why did you only add first break in Hyper and Another diff? .-. okay all diff except Electrolization has break time, but the problem is at standard and advanced diff has bug in game, so i can put break on it


[Electrolization]
  1. 00:53:214 (1) - This is still looks weird lol, i mean when the red point is unnecessary since it changed the direction of the reverse arrow #NEVERFORGETSLIDERARROW xDDDDDD
  2. 01:27:500 (1,2) - I suggest you to decrease the distance between here, the jump is larger than other similar patterns in this diff done with another way, so i can do some maximum emphasize on 01:27:714 (2,3) -

[Another]
  1. 00:11:214 (3,4,5,6,7) - For this then you could just simply decrease ds in 00:09:500 (4,5,6,7,8) lol lemme explain this one, ummm at first im doing higher space on 00:09:500 (4,5,6,7) - because it has jumps on 00:09:071 (2,3,4) - so it can be normal speed, but at 00:11:214 (3,4,5,6,7) - the previous pattern was slider 00:10:357 (1,2) - so it's really effective im put lower DS to prevent sudden movement on 00:11:214 (3,4,5,6) - so im gonna keep this one :3
okay already fix all things except red one

KuranteMelodii wrote:

No kd since nothing changed

16:14 KuranteMelodii: I'll start with PM since i don't wanna stuff #modhelp with crap
16:14 Fort: okay
16:15 KuranteMelodii: First off all, i think he means that SDVX hitsounds
16:15 *Fort is editing [http://osu.ppy.sh/b/793816 cYsmix - Dovregubben's Hall [Electrolization]]
16:15 Fort: what
16:15 KuranteMelodii: Since SDVX is konami's content, he's afraid that hitsounds has copyright uses
16:15 Fort: SDVX is not copyrighted
16:15 KuranteMelodii: Then maybe his misconfiguration
16:16 Fort: it's konami but it's okay to use because many Hardcore fast song has used it on some songs
16:16 Fort: like a music producer compose music with SDVX samples
16:16 Fort: it's okay
16:17 KuranteMelodii: 00:42:500 (2) - Altough you want same pattern, but why not emphasize the finish by using faster SV or put it further away?
16:18 Fort: because distance spacing
16:24 KuranteMelodii: 02:04:143 (4,5,6) - maybe make them look like [http://puu.sh/kIzcP/a9691f19e5.jpg this] so it can be more circular flowy?
16:26 Fort: too far
16:26 Fort: zigzag movement is enough
16:27 KuranteMelodii: welp
16:27 KuranteMelodii: I don't found anything then
16:27 Fort: lol
16:28 KuranteMelodii: I am a true shitty modder
16:28 Fort: post this please since im fix something
okie thanks for this :)
Chaoslitz
If Fort is not going to join the contest then I think it will be fine.

Rechecked, and it is good enough to push forward

Bubbled
Topic Starter
Ciyus Miapah

Chaoslitz wrote:

If Fort is not going to join the contest then I think it will be fine.

Rechecked, and it is good enough to push forward

Bubbled
oh thanks for bubble :3
Sulker
Hitsounds are sexy. Keep up the good work Fort.
Topic Starter
Ciyus Miapah

Sulker wrote:

Hitsounds are sexy. Keep up the good work Fort.
thank you sulker :3
pkk
n i ce e
HabiHolic
Hi. your map tag is forgot

please add "beatmapping contest"

Call me.
Topic Starter
Ciyus Miapah

HabiHolic wrote:

Hi. your map tag is forgot

please add "beatmapping contest"

Call me.

Chaoslitz wrote:

If Fort is not going to join the contest then I think it will be fine.

Rechecked, and it is good enough to push forward

Bubbled
is this okay?

Fort wrote:

lol im not joining the contest
just make sure for something :)
HabiHolic
Hmm..... Ok... Rebubbled..
Topic Starter
Ciyus Miapah
oh thanks
PatZar

ayyy
Chaoslitz
Rebubble due to the self-pop

Topic Starter
Ciyus Miapah

Chaoslitz wrote:

Rebubble due to the self-pop

oh thanks :3
hehe
123
Topic Starter
Ciyus Miapah
wow thanks handsome xDDDDDDDDDDDD
Natsuki Nanaka
Gratz Fort <3
Okoratu
why would you think that hitsounding fx wooshs in would be a great idea loool
Irreversible
And yet again, a totally overdone map. I'm here to discuss several matters concerning your map, hence why I'm disqualifying it.

Electrolization

  1. 00:03:928 (2,3) - Having everything full with 1/4 jumps already, you give the player almost the same spacing here, but with 1/2. I doubt its readablity.
  2. 00:03:071 (5,1) - These reverses are somewhat questionable too, while you use the first one for a certain sound, second one is being used for a different one. You should keep it consistent.
  3. 00:06:071 (1,2,3,4) - BPM allows that, but is it really needed. It fits to certain songs, but here it feels nothing else than forced. However, I suppose that's up to you.
  4. In this part, you're following so many different kind of sounds, change the spacing between completely arbitrary, I do not think there are many consistencies, it appears honestly random to me.
  5. 00:36:607 (3) - It's a general thumb of rule not to put 1/4 sliders to blue ticks, because the strong beats are mostly covered on white, and as you know, strong beats should be clickable. You've got many of those, so make sure you double check that.
  6. 00:36:821 (4) - Why jump? There is nothing to be emphasized.
  7. 00:39:500 (1,2) - Where does that rhythm come from now? Why changing back to 1/2 without any real rhythm pattern?
  8. 00:42:500 (2) - It's not really understandable for me why this does not get emphasis, you have even put a special hitsound on it. However, spacing and slider shape stays the same. Don't get me wrong, I don't want you to emphasize stuff you don't want, but you've emphasized so many other things which didn't deserve any emphasis at all.
  9. 00:56:428 (5) - Same as above.
  10. 01:11:857 (1) - wrong NC
  11. 00:56:643 (1) - The song is calling for jumps, yeah. But not as exaggerated as here, not even in the tiniest way. 01:24:071 (1) - And then you even add circles to the jumpfest, something else than this being forced for difficulty does not come into my mind here. And you got LOADS of wrong emphasis. if you add a gunshot hitsound, there should be some jumps, or at least different spacing to the rest. Multiple times, you've even decreased it, why?
  12. 01:38:107 (1) - Terrible lead off imo. You should map it because you miss so many great beats with this spinner.
  13. 01:58:357 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - That part is almost as jumpy as the pre-kiai, and is way less heavy. Again, it seems forced.
  14. ..and so on.


Another is more or less fine, it has some jumps which definitely add unneeded difficulty to the map, but in general, it seems to follow the song better.

Good luck with further processing.
Secretpipe
why do extra diff on 140 bpm song?

meh
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