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cYsmix - Manic

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Topic Starter
Bluekrait
This beatmap was submitted using in-game submission on Monday, April 18, 2016 at 3:05:05 AM

Artist: cYsmix
Title: Manic
Source: osu!
Tags: complextro 8 bit beatmapping beat mapping contest with rewards ephemeral bluekrait
BPM: 150
Filesize: 5364kb
Play Time: 02:48
Difficulties Available:
  1. 690 style (5.37 stars, 807 notes)
  2. Easy (1.49 stars, 205 notes)
  3. Hard (3.7 stars, 459 notes)
  4. Insane (4.51 stars, 670 notes)
  5. Normal (2.04 stars, 290 notes)
Download: cYsmix - Manic
Information: Scores/Beatmap Listing
---------------

Map #12
MAPPING WITH REWARDS (SEP. 2015)
More from cYsmix




Status : Remapping Everything




Timing from Ephemeral
Update History
10/2/15 - (690 style) - Submitted to WIP 00:00:058 (1) - 00:52:458 (1)
10/3/15 - (690 style) - 01:31:458 (2)
10/4/15 - (690 style) - 02:12:858 (1)
10/5/15 - (690 style) - 02:15:658 (3)
10/6/15 - (690 style) - 02:46:258 (1)
10/8/15 - (Easy) - Submitted completed diff to WIP
(690 style) - Applied mods from SHADIC_ and RedKing
10/9/15 - (Normal) - Submitted completed diff to WIP
10/13/15 - (Hardl) - Submitted completed diff to WIP
(Easy) - Added more hitsounds
(Normal) - Added more hitsounds
(690 style) - Increased hitsound volume
General - Updated tags
10/16/15 - (690 style) - Applied mod from Fort
10/18/15 - (Normal) - Added more hitsounds
(Hardl) - Added more hitsounds and applied mod from MikasaSerket
(690 style) - Added more hitsounds
10/20/15 - (Insanel) - Submitted completed diff to WIP
10/22/15 - (Easy) - Fixed blankets
(Hardl) - Applied partial mod from LuxNova
(690 style) - Appllied partial mod from HanzeR
10/22/15 - (General) - Applied full mod from strickluke
10/27/15 - (Insane),(690 style) - Adjusted hitsounds
10/29/15 - (General) - Applied full mod from Arphimigon
10/30/15 - (General) - Fixed blankets
11/3/15 - (690 style) - Increased AR to 9.2
11/7/15 - (General) - Applied full mod from pishifat
11/8/15 - (Normal),(Hard) -Applied rest of mod from MikasaSerket
11/19/15 - (General) - Applied full mod from Baraatje123
11/19/15 - (Normall) - Finished mod from Baraatje123
12/19/15 - (Easy),(Hard) - Applied mod from Xexxar
12/22/15 - (Insanel),(690 style) - Applied mod from Xexxar
12/30/15 - (Normal) - Remap finished
1/13/16 - (Easy) - Blankets and minor flow changes
2/18/16 - (Hard) - Removed spinner at 01:14:258 (3) and mapped it
02:44:858 (1,1,1,2,3) - Changed positioning
(Insane) - 02:10:858 (2,1,2) - Changed positioning
(690 style) - Applied chat mod from jonathanlfj
3/24/16 - (General) Applied full mod from P A N and mini mod from Truzon
3/25/16 - (General) Applied full mod from NekoLumi
3/26/16 - (General) Applied full mod from Kaifin
3/27/16 - (General) Applied full mod from Broccoly
3/27/16 - (Hard),(Insane),(690 style) Applied full mod from Reditum
3/27/16 - (Insane) Applied chat mod from zenithlight
3/28/16 - (General) Applied full mod from Chiyuyu
4/1/16 - (General) Applied full mod from Exile-
4/2/16 - (690 stylel) Applied mod from Smokeman
4/5/16 - (General) Applied mod from [url=https://osu.ppy.sh/u/[alt][F4]]This guy[/url]
4/6/16 - (Easy),(Normal) Applied mod from Kisses
4/8/16 - (Easy),(Normal),(Hard) Applied mod from Log Off Now
4/16/16 - (Easy),(Normal) Applied mod from microism
4/17/16 - (Easy),(Normal) Applied self-mod
4/18/16 - (Easy),(Normal),(Hard),(Insane) Applied mod from LemurPlayzOSU

RedKing
00:09:658 (1,1) - The time between each slider is way too small. almost always a 100.
00:13:958 (1,8) - Really great idea, fun to stream/play.
00:30:458 (1,1) - Another great idea.
02:30:258 (1,4) - placement of streams are awkward.
01:27:558 (2,1) - I dislike the stream placements for this.
00:27:258 (1,6) - the streams that follow the sliders shouldn't have such a huge U turn from the end of the slider. This applies to all the similar segments in the map.
00:27:258 (1,6,1,2) - 01:26:458 (1,2) - and 01:23:258 (1,2) - would be better if both circles were on top of each other.
01:57:858 (1,3) - segments like these shouldn't have that first beat. it should just be one circle and then a slider.
01:57:858 (1,3,1,4) - should all be placed higher to fit the motion of the stream.
Overall great map, has difficult reading which a lot of maps lack these days. However, some stuff although is ok feels uncomfortable/awkward to play which gives it a slight unranked feel.
Sanyu_
Hi there Bluekrait!

Timing and Hitsounds


So first thing's first, the beatmap is way too quiet. Wayyyy too quiet. Consider increasing the common volume to 70-75% and the max volume to 100%. I understand that you're trying to give the map some depth but you need to remember that this beatmap contest is for songs that will be added into the game's installer. The default volume levels are 100% master, 80% music and 80% effects. I play on 100% effects and 60% music, and still had a really tough time hearing what I was supposed to be hitting. The minimum volume should be no lower than about 40% volume with a few exceptions. If you want to change the overall feel of the map more, then consider adding some custom hitsounds that really tailor to the music.
Another issue I have is the number of slider speed changes that you have. While you're other beatmap, Corrosion, supported the numerous changes to slider speed, this song doesn't really support it that well. It makes the map very confusing for new players. I can pass 5.2 star maps, but I couldn't pass this map no matter how hard I tried. Something to try to increase the difficulty is setting the CS to 4.2 and the AR to 9.3-9.5. This will make the map a bit easier to read and get it up to the 5.25 star rating needed for an extra.

Gameplay


So this map is labeled as an insane by osu! due to it being less than 5.25 stars. Most of these issues are related to it being labeled as an Insane by the game but here we go:
00:34:858 (3,4,5,6) - spaced streams are hard as balls and should therefore be used sparingly.
00:41:158 (1,2) - I see that you're trying to implement a really cool idea, but this part should be reversed so that the slider is replacing the jump. again it's just incredibly difficult
00:42:758 (1,2) - ^^
00:44:358 (1,2) - ^^
00:45:958 (1,2) - ^^
01:31:458 (2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4,1,2,3) - What is this following? I hear literally no rhythm for it to follow
02:10:008 (2,3) - This circle is part of a rhythm that actually starts on the blue tick just before it. Try substituting the circle with a slightly faster paced slider.
02:10:808 (2,3) - ^^
02:11:608 (2,3) - ^^

Something that you could do to help with some of the slider speed changes is to make a "wub" slider. If you need help on what exactly I'm talking about, feel free to pm me.

You have some really great ideas that I would love to see implemented into the map. Have a great day and happy beatmapping!
Topic Starter
Bluekrait

RedKing wrote:

00:09:658 (1,1) - The time between each slider is way too small. almost always a 100. I'd like to keep it this way. I want the player to make a jump to the next slider.
00:13:958 (1,8) - Really great idea, fun to stream/play. Thanks bud!
00:30:458 (1,1) - Another great idea. Lots of players like these for some reason haha.
02:30:258 (1,4) - placement of streams are awkward. Changed.
01:27:558 (2,1) - I dislike the stream placements for this. It's the same placement as 01:21:158 (2,3,4,5,6,1) and 01:24:358 (2,3,4,5,6,1) rotated.
00:27:258 (1,6) - the streams that follow the sliders shouldn't have such a huge U turn from the end of the slider. This applies to all the similar segments in the map. For these parts, I want the player's cursor to be moving in small circular motion at a fast speed because this is where the music picks up.
00:27:258 (1,6,1,2) - 01:26:458 (1,2) - and 01:23:258 (1,2) - would be better if both circles were on top of each other. Hmm, good point, I'll wait to see if anyone else thinks the same.
01:57:858 (1,3) - segments like these shouldn't have that first beat. it should just be one circle and then a slider. Here I wanted to do something slightly different than the previous section. There is a feint beat in the music that can justify the extra circle there.
01:57:858 (1,3,1,4) - should all be placed higher to fit the motion of the stream. I think it's fine.
Overall great map, has difficult reading which a lot of maps lack these days. However, some stuff although is ok feels uncomfortable/awkward to play which gives it a slight unranked feel.
Thanks for the mod!
Topic Starter
Bluekrait

SHADIC_ wrote:

Hi there Bluekrait!

Timing and Hitsounds


So first thing's first, the beatmap is way too quiet. Wayyyy too quiet. Consider increasing the common volume to 70-75% and the max volume to 100%. I understand that you're trying to give the map some depth but you need to remember that this beatmap contest is for songs that will be added into the game's installer. The default volume levels are 100% master, 80% music and 80% effects. I play on 100% effects and 60% music, and still had a really tough time hearing what I was supposed to be hitting. The minimum volume should be no lower than about 40% volume with a few exceptions. If you want to change the overall feel of the map more, then consider adding some custom hitsounds that really tailor to the music.
Check out Monstrata's set. He uses the same default hitsounds with very similar volume settings (hovering between 45% and 55% for the majority of the song). I did however increase some of the stream hitsounds by 10% all around.

SHADIC_ wrote:

Another issue I have is the number of slider speed changes that you have. While you're other beatmap, Corrosion, supported the numerous changes to slider speed, this song doesn't really support it that well. It makes the map very confusing for new players. I can pass 5.2 star maps, but I couldn't pass this map no matter how hard I tried. Something to try to increase the difficulty is setting the CS to 4.2 and the AR to 9.3-9.5. This will make the map a bit easier to read and get it up to the 5.25 star rating needed for an extra.
Fixed, it's now 5.26 stars.

SHADIC_ wrote:

Gameplay


So this map is labeled as an insane by osu! due to it being less than 5.25 stars. Most of these issues are related to it being labeled as an Insane by the game but here we go:
00:34:858 (3,4,5,6) - spaced streams are hard as balls and should therefore be used sparingly. Sorry, no changes here. Spaced streams are a large contributing factor to the map's difficulty and I only use them at higher points in the song. Also, the playerbase I'm targeting with this diff should have no problem with 150 bpm spaced streams
00:41:158 (1,2) - I see that you're trying to implement a really cool idea, but this part should be reversed so that the slider is replacing the jump. again it's just incredibly difficult Good idea! Changed.
00:42:758 (1,2) - ^^
00:44:358 (1,2) - ^^
00:45:958 (1,2) - ^^
01:31:458 (2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4,1,2,3) - What is this following? I hear literally no rhythm for it to follow The guitar.
02:10:008 (2,3) - This circle is part of a rhythm that actually starts on the blue tick just before it. Try substituting the circle with a slightly faster paced slider.
02:10:808 (2,3) - ^^
02:11:608 (2,3) - ^^ I went over it again and again. 02:10:808 (2,3) comes the closest, but the other two do not start on the blue tick. The second one may sound like it starts on it, but the high note doesn't actually pick up until the white tick.

Something that you could do to help with some of the slider speed changes is to make a "wub" slider. If you need help on what exactly I'm talking about, feel free to pm me. I like my slider speed changes and prefer them over "wub" sliders, which I wanted to use sparingly in this map. I actually have one half donut shaped one here 02:43:058 (2).

You have some really great ideas that I would love to see implemented into the map. Have a great day and happy beatmapping!
Thanks for the mod!
Ciyus Miapah
maybe im talking some problems on outline

[690 Style]
Blukrait = 690?? confusing for me
  1. i think some 1/8 pattern in heres makes this map more harder
  2. 01:16:658 (1) - a bit sudden spinner like this maybe, this part more confident if you mapped this instead put just a spinner
  3. 01:29:158 (4,5) - if you mapped 01:22:758 (1,2) - , 01:19:558 (1,2) - , and 01:25:958 (1,2) - with giant distance i think you need to increase distance for that part too, maybe a little jump can make it more better xD
  4. 01:35:858 (1,1) - this slider too slow compared with 01:35:258 (1,2,3) - jump movement, put more distance please
  5. 02:10:008 (2,2,2) - for what this circles??? :<<<
  6. 02:13:258 (3) - anti jump like this is really rigid to hit especially when you deal with slider with distance like 02:13:258 (3,1) -
  7. 02:21:458 (3,1) - im sure this is biggest problem on misshitting, yeah im really sure for it
  8. 02:32:058 (1,2,3,4,1,2,3,4) - a bit depressing at jump flow rip, put lower distance at 02:32:058 (1,2) - please
  9. 02:35:658 (3,4) - ambigous pattern. sliders looks better if you put it on 02:35:658 - i think
  10. yeah that splitstream jumps too hard with that high distance, i hope you fix all of that jumps with less distance between 1 and 2
  11. 02:25:658 (1,2,3,4) - i think this spacing so awkward while you put really dudden anti jump at 02:25:858 (2,3) - without any reason, consider put more distance at 02:25:858 (2,3) - and i think fix distance on 02:26:258 (4) - too

okay maybe this is the end of my mod, sorry i cant mod all diffs
good luck! :)
Topic Starter
Bluekrait

Fort wrote:

maybe im talking some problems on outline

[690 Style]
Blukrait = 690?? confusing for me :)
  1. i think some 1/8 pattern in heres makes this map more harder That's the point, along with needing it to be at least 5.26 stars to qualify as an extra, I wanted to do something a bit more creative than your generic 1/4 map that gets ranked these days >.>
  2. 01:16:658 (1) - a bit sudden spinner like this maybe, this part more confident if you mapped this instead put just a spinner I mapped this in the Insane diff (In progress at the time of writing this) because it's easier to play difficulty-wise if it's mapped. The sudden spinner is something you only find in an Extra.
  3. 01:29:158 (4,5) - if you mapped 01:22:758 (1,2) - , 01:19:558 (1,2) - , and 01:25:958 (1,2) - with giant distance i think you need to increase distance for that part too, maybe a little jump can make it more better xD Ok, I make it a little bigger just for you ^-^
  4. 01:35:858 (1,1) - this slider too slow compared with 01:35:258 (1,2,3) - jump movement, put more distance please Fixed, replaced each reverse slider with a 1/2 and 1/4 slider.
  5. 02:10:008 (2,2,2) - for what this circles??? :<<< Listen at 25% speed to 02:10:808 (2,3) - really closely.
  6. 02:13:258 (3) - anti jump like this is really rigid to hit especially when you deal with slider with distance like 02:13:258 (3,1) - I wanted something like 00:56:058 (1,2,3) - except bigger between 1 and 2, but still have a circle at the end of 2. Putting 02:13:258 (3) - further from 2 would make the jump to the next combo too big and closer didn't fit with the movement I'm going for.
  7. 02:21:458 (3,1) - im sure this is biggest problem on misshitting, yeah im really sure for it Fixed, I changed the direction of 02:21:458 (3) - to break the flow which will delay cursor movement to 02:21:858 (1) - Hopefully won't hit too early anymore.
  8. 02:32:058 (1,2,3,4,1,2,3,4) - a bit depressing at jump flow rip, Want to increase difficulty for finale, also note the pink color scheme.put lower distance at 02:32:058 (1,2) - please Ok
  9. 02:35:658 (3,4) - ambigous pattern. sliders looks better if you put it on 02:35:658 - i think I don't want to stack it. I did change the direction of 02:36:258 (5) - so maybe that helps?
  10. yeah that splitstream jumps too hard with that high distance, i hope you fix all of that jumps with less distance between 1 and 2 I did
  11. 02:25:658 (1,2,3,4) - i think this spacing so awkward while you put really dudden anti jump at 02:25:858 (2,3) - without any reason, consider put more distance at 02:25:858 (2,3) - and i think fix distance on 02:26:258 (4) - too Fixed, all distances more consistent now.

okay maybe this is the end of my mod, sorry i cant mod all diffs
good luck! :) Thanks, you too! :)
Some of the changes will be updated when I submit the Insane diff
Thanks for mod ! :D
-Nighthawk-
Hello from #modhelp! this is my first mod, but I hope it helps.

This is for Hard diff

To start, I see some big jumps in the kiai time, like 01:09:258 (2,3,4,5,6) - and 02:26:058 (2,3,4,5,6) - . I was thinking maybe instead of jumps there, you would put jumps into a different place? Like 01:05:058 (1) - which is when the music kind of spikes suddenly, which would be a reasonable place to expect a jump right? You did this in places like 02:35:058 (3,1,2) - in which that was an awesome decision. In addition to the jump, you can probably improve sections like 01:09:258 (2,3,4,5,6) - by making them all equidistant from each-other instead of having a different kind of jump from each-other, I think it should be that way considering they are all the same distance from each-other on the timeline, and because you're in the fast paced kiai time.

Which speaking of the kiai time, I think it might also be suitable to keep the distance between most notes in the kiai time similar, because there are some random jumps I see sometimes, like 02:17:858 (3,4) - which should be of a similar jump to other notes. But I didn't see too much of this case, as you did keep most of the jumps similar, and even put in some slightly bigger or smaller jumps to keep things fresh, I like that. Also jumps like 02:12:858 (1,2,3,4,1,2,3,4,5,6) - are fine, cause that kind of music feels spiky, you know what I mean?

I also see that you overlap a lot of sliders, situations like 00:40:858 (2,3) - and 00:42:458 (2,3) - are completely fine, but a lot of sliders could improve by having them not overlap.

Other than that, your map is fun as hell to play, keep it up!
Topic Starter
Bluekrait

-Nighthawk- wrote:

Hello from #modhelp! this is my first mod, but I hope it helps.

This is for Hard diff

To start, I see some big jumps in the kiai time, like 01:09:258 (2,3,4,5,6) - and 02:26:058 (2,3,4,5,6) - . I was thinking maybe instead of jumps there, you would put jumps into a different place? Like 01:05:058 (1) - which is when the music kind of spikes suddenly, which would be a reasonable place to expect a jump right? You did this in places like 02:35:058 (3,1,2) - in which that was an awesome decision. In addition to the jump, you can probably improve sections like 01:09:258 (2,3,4,5,6) - by making them all equidistant from each-other instead of having a different kind of jump from each-other, I think it should be that way considering they are all the same distance from each-other on the timeline, and because you're in the fast paced kiai time.
Hey Nighthawk-, good job for a first mod! I appreciate you taking the time to explain your reasoning behind each of your proposed changes; something modders should do more often. Starting with 01:09:458 (2,3,4,5,6) - and 02:26:058 (2,3,4,5,6) - If you listen closely, the 4 in each of those combos is the 'high' note in that part of the music and I want to highlight that even more by making the jumps before and after the 4 to be larger than the rest. As for 01:05:058 (1) - There's only one instrument playing so I want it to be as simple as it gets. 02:34:458 (1,2,3,1,2) - Is the introduction to the finale (the pink notes) and the finale isn't fun if it's simple, so I spice it up with a medium jump. To explain the varying distances for 01:09:258 (2,3,4,5,6) - the music starts midrange and gets higher sounding, sorry I'm not good with music terms so this is the best you're going to get. Since the music pitch(?) increases up to the 4 in that combo, I want to steadily increase the spacing but with a varying degree to keep things fresh :P

-Nighthawk- wrote:

Which speaking of the kiai time, I think it might also be suitable to keep the distance between most notes in the kiai time similar, because there are some random jumps I see sometimes, like 02:17:858 (3,4) - which should be of a similar jump to other notes. But I didn't see too much of this case, as you did keep most of the jumps similar, and even put in some slightly bigger or smaller jumps to keep things fresh, I like that. Also jumps like 02:12:858 (1,2,3,4,1,2,3,4,5,6) - are fine, cause that kind of music feels spiky, you know what I mean?
Since it is kiai time, I want to vary the spacing a bit more than the non-kiai time because this is the exciting parts of the song.

-Nighthawk- wrote:

I also see that you overlap a lot of sliders, situations like 00:40:858 (2,3) - and 00:42:458 (2,3) - are completely fine, but a lot of sliders could improve by having them not overlap.
Haha, I love overlap, and wanted to incorporate a little into the hard diff. If you don't like it, you can blame Midge :P

-Nighthawk- wrote:

Other than that, your map is fun as hell to play, keep it up!
Yay thanks! Not to sound cliche, but it just warms my heart when people tell me they enjoy playing my maps :D
Also, thanks for the mod! Excellent job for a first mod.
strickluke
Mod Attempt #2, here we go.

Green means aesthetic
Blue means somewhat important
Red means very important

General

  1. 01:18:458 (1) - Don't start the break time until here

    Easy

    1. 01:40:858 (1) - Make this slider more pretty, it seems kinda messy Example
    2. 02:45:258 (4) - Lengthen this by one tick
    3. 02:46:058 (1) - Move this forward to 02:46:458 (1) -
    4. 02:28:458 (3) - Move this to x:424 y:132 for better flow
    5. 02:28:858 (1) - Move this to x:424 y:48 for better blanketing

    Normal

    1. 00:36:858 (1,1,1,1,1) - Move these to blanket each other better Example
    2. 01:32:058 (3) - Move to x:216 y:96 and maybe make it the slider less tight for better blanketing
    3. 01:37:058 (2) - Move to x:296 y:200 for better flow
    4. 01:43:658 (5) - Move to x:384 y:120 for better blanketing
    5. 02:30:858 (2) - Move to x:204 y:192 for better blanketing
    6. 02:46:058 (3) - Move to 02:46:258 (3) -
    7. 02:46:058 (3) - Add a circle here

    Hard

    1. 00:29:258 (3) - Don't start the combo until 00:29:458 (1) - , it makes it easier to read
    2. 02:25:658 (1,2,3,4,5,6) - Consider nerfing this, it's an odd difficulty spike (not that it looks bad)
    3. 02:38:458 (1,2,3,4,5,6) - ^

    Insane

    1. 01:33:258 (4,5) - Maybe replace these with a slider
    2. 02:26:658 (5,6) - ^

    690 Style

    1. Consider making the beginning with less streams
Sorry, I wish I was good enough at mapping to help with the harder difficulties, but I've definitely learned a lot from you! This is a very good looking map, and I love this style of mapping. Good luck on the contest!put monstrata in his place
Topic Starter
Bluekrait
Hey there strickluke, thanks so much for the full mod! It's very neat and well organized.

strickluke wrote:

Mod Attempt #2, here we go.

Green means aesthetic
Blue means somewhat important
Red means very important

General

  1. 01:18:458 (1) - Don't start the break time until here

    Easy

    1. 01:40:858 (1) - Make this slider more pretty, it seems kinda messy Example I tired making it a little smoother.
    2. 02:45:258 (4) - Lengthen this by one tick I assume you meant for 02:45:258 (4) - to end on the big white tick, which is what i did.
    3. 02:46:058 (1) - Move this forward to 02:46:458 (1) - I moved it to 02:46:258 (1) -
    4. 02:28:458 (3) - Move this to x:424 y:132 for better flow I like where it is now
    5. 02:28:858 (1) - Move this to x:424 y:48 for better blanketing Same as above

    Normal

    1. 00:36:858 (1,1,1,1,1) - Move these to blanket each other better Example I like how it currently overlaps in a perfect square pattern.
    2. 01:32:058 (3) - Move to x:216 y:96 and maybe make it the slider less tight for better blanketing Ok
    3. 01:37:058 (2) - Move to x:296 y:200 for better flow I like where it is now.
    4. 01:43:658 (5) - Move to x:384 y:120 for better blanketing I want to overlap the edge on all sides here.
    5. 02:30:858 (2) - Move to x:204 y:192 for better blanketing Changed the shape of both 02:30:258 (1,2) - just little.
    6. 02:46:058 (3) - Move to 02:46:258 (3) - Ok
    7. 02:46:058 (3) - Add a circle here Done


    Hard

    1. 00:29:258 (3) - Don't start the combo until 00:29:458 (1) - , it makes it easier to read I started it 00:29:658 (1) - instead.
    2. 02:25:658 (1,2,3,4,5,6) - Consider nerfing this, it's an odd difficulty spike (not that it looks bad) I moved 02:26:458 (4) - so that the overall distance between the previous and next notes are less.
    3. 02:38:458 (1,2,3,4,5,6) - ^ Not changing this one because it's the finale; which is meant to be slightly harder across all dificulties.

    Insane

    1. 01:33:258 (4,5) - Maybe replace these with a slider I think I like how it is now.
    2. 02:26:658 (5,6) - ^ Definitely no. This part was mapped with circles in both Hard and 690 style. At this particular part, the music is telling me to put big jumps between all 6 of those circles.

    690 Style

    1. Consider making the beginning with less streams All the streams in the beginning are warranted. This is the Extra diff as well, so everything should be a bit harder.

strickluke wrote:

Sorry, I wish I was good enough at mapping to help with the harder difficulties, but I've definitely learned a lot from you! This is a very good looking map, and I love this style of mapping. Good luck on the contest!put monstrata in his place
No worries man, I'm glad you actually modded the easier difficulties (everyone who posted above you only modded 690 style). Awesome, makes me happy someone was able to learn from me. You can now refer to me as Bluekrait Senpai in chat from now on! Haha, jk, don't do that x) It's always nice to welcome another fan on board :D and I'M DOING MY BEST TRYHARDING THIS MAP
Arphimigon
No fun allowed squad!


So you asked for a mod and I didn't do it for ages ya.
I've read the previous mods too, dw.
I'm only gonna try and get rid of DQ bait, since I read up on a lot of disqualification notices and blah. Don't take this mod lightly.
Please apply what I say about the diffs to the whole map, not just the parts I mention (I think I mention a bunch of stuff that are basically for the whole diffs, not specific)

[General]
Why a blank normal-hitwhistle.wav? Just don't use it in play. Sliderslide blank is cool though.
Mp3 is unrankable, needs to be inbetween 128 and 192kps, yours is 224.
"690 style" is actually an unrankable diff name, it relates nothing to the song, and it is based on a username (?) so yeah, don't do that. That's old school. Try "Hypermanic" or smth
I feel like all the difficulties in general look kinda... unpolished (and unprofessional, but that's a different matter)
Also you do a lot of things regarding unemphasized downbeats with very low spacing compared to other notes in the harder difficulties, which is highly not recommended.

[Easy]
Sorry dude, but I disagree entirely with this easy difficulty. It's okay to have sharp angles in harder difficulties, but in easier difficulties (ESPECIALLY the easiest) all the flow should be smooth unless the music is begging you not to.
From the start 'till 00:52:858 - whats with the NCing being so random? That really messes with the game's drain algorithm.
When I talk about sharp angles being hard to play, I mean stuff as early as 00:01:658 (1,1) - which are fine on lets say... normals (but still not recommended) but on easiest difficulties require way too much flow changing and harsh angles. This is definitely not for easy.
More examples of the above:
  • 00:11:258 (1,2,1) -
    00:12:858 (1,2,1) -
    00:51:258 (1,1,1) -
etc
For the whole start section, the rhythm is really random to me. There is no beat, just stuff to fill in each 1/1 sound. I'd redo the rhythm entirely, with something more consistent, like slider-note-note repetitions.
There is also a big hit on the aesthetic slide. (I was once called to look at a DQed map because it had bad aesthetics, trust me here, these things p*ss off BNs and QATs)
  • 00:04:058 (1,1) - Minor things like these sliders touching
    00:12:858 (1) - And not so minor things, like the slider end and start overlapping (also this angle is very wide, that's confusing to play on an easy.
    00:37:458 (1,1) - ps: fix this blanket
    01:01:658 (3,2) - And these kinds of overlaps are reallllly obvious
dw most your sliders look good
00:32:858 (1,1) - Oh god, I'm so sorry to say this but this stack right here might be a reallllll problem, seen DQs for stacks on easy before? Not really, but that's because they don't happen D:
The rest of the mod would be basically the same thing, so I hate to say this but:
tl;dr the whole diff should have more consistent, obvious flow, with less stacks. The angles are way too hard for an easy.
I like the longer sliders though. They are awesome.

[Normal]
00:02:858 (1,2,3) - Getting the creative juices flowing is nice, but these patterns are not, esp after a long slider. Like stated with easy, harsh angles suck on easier diffs, and these patterns are very, very harsh on the angles. Normal players simply haven't learn't to snap 1/2s that well, even on 150bpm. I'd consider reducing the angles on these, by a lot.
00:10:458 (1) - Technically, this is offbeat for a normal metronome. Going 00:08:458 (1,1,1,2,1) - note-slider-note-slider-note is much more preferred and simpler.
00:11:258 (1,2,3) - These are really ugly ;-; Also again, angles on a normal. Since these are quite fast, they should really have a simpler flow. Harsh angles on a normal could only be accepted if they were say, 1/1. These are 1/2 sliders that 1) overlap a lot and 2) require more tiring wrist movement.
00:11:258 (1,2,3,4,1,2,3) - That lone note in the middle shouldnt be here, rhythm is off.
00:24:058 (1,1,1,1) - Blah thing about them all touching just a wee bit, it's pretty bad looking tbh. I'm sure you can break DS here by like 0.05 to fix it.
00:26:458 (1,1) - Long sliders need stuff to follow after them simply, that next slider doesn't follow the sliderpath, and that is dodgy.
00:51:258 (1,2,3,1) - That top note doesnt follow the flow made here, realign the sliders so it can work properly.
01:00:458 (1,2,3,1) - Hitting that last slider is very weird, it is a 180 degree angle from the last notes, which are point away from it (hence weird snap) and the overlap makes it weird to read for scrubs.
01:08:858 (1,2,3) - This spacing is hella no.
Same thing as before, basically same thing throughout the whole diff.

[Hard]
Downbeat emphasis is important here. Downbeats are basically people counting the music in their head, and it always helps to have more spacing on them too. Or at least equal to the jumps around them. Accompanied by the deep synth that is usually played here, it is highly recommended to space them equal or more to surrounding stuffz.

  • 00:05:258 -
    00:06:458 -
    00:27:258 (1,2,3,1,2,3) - Second stack has less spacing to it than the jump from 00:27:458 (2,3) -
    00:29:658 (1,2,1) - Almost no spacing to 00:30:458 (1) - after the much higher spacing before it.
    01:45:658 -
    01:53:658 (1,2,1,2,1,2,1) - This whole section
00:36:858 (1,1,1,1) - I hate stacking for no reason, reducing play speed into an awkward stop is almost never a good thing. It makes stuff "interesting" but also ruins momentum, and thus unfitting on a song like this, with that section.
00:47:258 (3,4,5) - That 34 has a very unclear playpath! + looks really bad imo
01:40:858 (1,2,3,4,5) - 5 is way too close for comfort here
01:42:458 (1) - That is almost impossible to read as 1/4 on this difficulty. 1) there hasnt really been many 1/4 snaps of that kind, 2) AR is too low for this kind of stuff, so I read it as 1/2, and thus, sliderbreak.
02:03:258 (1) - Why cramp this slider up so much?
02:03:258 (1) - All other long sliders started on offbeat ticks, this should start 02:33:458 - and that is also where the sound starts.
02:45:658 (1,2,3) - Kinda slow spacing after them kick sliders imo.

[Insane]
00:07:658 (1,2) - Really low spacing compared to the last jumps, its offputting.
00:18:858 (1,2,3) - I'd try and find some way of making slider 3 stand out from 1 and 2.
00:20:458 (3,4,5,6,1) - This change of direction is NOT cool during this 1/4, as it is more than a comforting angle, even in an insane.
00:41:258 (4,1) - I'm almost certain this was an accident
00:47:258 (1,2) - 1/4 spacing and 1/2 spacing basically the same after the jumps, making it very hard to tell which is which. (easily could be 1/2)
00:47:758 (3) - This is kinda meh to play, hitting before a strong beat and not hitting the strong beat, I'd make 00:47:258 (1,2,3) - into a two 1/2 sliders + note
00:57:858 (3) - Reverse arrow points in a weird direction, just make this a normal curve.
01:16:858 - pls let me click dis
01:37:658 - Thing about downbeats and spacing
02:11:658 (2) - wh

[690 style]
This is the hardest diff, y so ez?
00:11:258 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6) - What these are mapped to are way too inaudible to be mapped to. Esp 00:12:858 (1,2,3,4,5) -
00:13:958 (1,2) - Space out more give more emphasis to the clap on 2
00:14:058 (2) - Also, why reduce SV? idk I'd prefer it to increase or smth. Feels like a dull hold.
00:15:558 (4) - 0.5x spacing to next note, the previous ones were 0.6. Increase this.
00:16:658 (7,1) - imo too close compared to previous slider jumps
00:20:058 (1,2,3,4,5,6,7,8,1) - This spacing escalates way too quickly esp since it only increases after 00:20:458 (5) - and doubles within the last three notes 00:20:558 (6,7,8,1) - how about starting at 0.7, and increasing by 0.1 per note? it ends at 1.5ish then and is much more gradual, not spiky.
00:20:558 (6,7,8,1) - This touch badly imo
00:20:558 (6,7,8,1) - These are wayyyyy closer than the last jumps, and the pitch has changed to be slightly higher, so they should be at least equal
00:23:658 (1,1) - Much preferred if the straight slider could follow up from the end of the curve instead of a weird blanket here, there isn't much reason for the weird angle made.
00:24:058 (1,2,1,2,1,2,1,2) - This... is... epic. I love this.
00:27:258 - to 00:27:258 - feels way too cramped, it has weird spacing changes like 00:28:258 (2,3) - too, which that should have a jump to start the stream since the slider was 1/4 and it would fit the spacing made 00:28:258 (2,3) - there.
00:30:058 (1,1,2) - So many overlaps at once here... this is way too clustered.
00:30:458 (1,2,3,1,2,3,1,2,3,1,2,3,1,2) - I'm okay with the concept of this, but I'm not so okay with the fact that lots of the sliders directly overlap. The obvious cases being:
  • 00:31:258 (2,2) -
    00:32:458 (2,2) -
    00:32:058 (3,3) -
It just feels way too forced to read right, and so easy to just miss one, then miss them all due to that reason.
01:08:858 (1,2,3,4,5,6,7) - I like the difference in spacing, but tbh the spacing change is a bit high imo. It goes 1.2 -> 0.9 -> 1.1 -> 2.4 -> 2.7 -> 1.2 ish, which is quite random, if it went in a more logical format, like 1.2 -> 1.4 -> 1.8 -> 2.5 -> 1.7 -> 1.2 that would be much nicer. It also fits the pitch in the background better.
(01:15:258 (1,2,1,2,1,2,1,2) - you are NOT hanzer)
01:24:858 (1,2,3,1,2) - I found the last cases okay, but in this one I think the jump at the end is a bit high and sudden. Your call. I'd make all the jumps in this section 4xDS, you have a 4.8 at 01:19:558 (1,2) - a 6.5 at 01:22:758 (1,2) - and a 6.7 at 01:25:958 (1,2) - which is weird. How about all 5.5?
02:02:658 (1,2,3) - This 1/4 snap here is out of place, as the last three occasions (01:57:858 (1,2,3) - and 01:59:458 (1,2,3) - and 02:01:058 (1,2,3) - ) had no 1/4 snaps

There, finally done.
Nice blue combo colour, fits your name.
Bai!
Topic Starter
Bluekrait
Woah big one this time. Thanks so much Arphimigon, you've really outdone my expectations for a mod. I appreciate the time you invested into this and really wish I could give you more than 1 kds.

Arphimigon wrote:

No fun allowed squad!


So you asked for a mod and I didn't do it for ages ya.
I've read the previous mods too, dw.
I'm only gonna try and get rid of DQ bait, since I read up on a lot of disqualification notices and blah. Don't take this mod lightly.
Please apply what I say about the diffs to the whole map, not just the parts I mention (I think I mention a bunch of stuff that are basically for the whole diffs, not specific)

[General]
Why a blank normal-hitwhistle.wav? Just don't use it in play. Sliderslide blank is cool though.
Mp3 is unrankable, needs to be inbetween 128 and 192kps, yours is 224. Peppy said it's ok.
"690 style" is actually an unrankable diff name, it relates nothing to the song, and it is based on a username (?) so yeah, don't do that. That's old school. Try "Hypermanic" or smth Please tell me what a Gonkanau is...
I feel like all the difficulties in general look kinda... unpolished (and unprofessional, but that's a different matter)
Also you do a lot of things regarding unemphasized downbeats with very low spacing compared to other notes in the harder difficulties, which is highly not recommended.

[Easy]
Sorry dude, but I disagree entirely with this easy difficulty. It's okay to have sharp angles in harder difficulties, but in easier difficulties (ESPECIALLY the easiest) all the flow should be smooth unless the music is begging you not to.
From the start 'till 00:52:858 - whats with the NCing being so random? That really messes with the game's drain algorithm. NC gives hp back right? So I wanted lots of combos. I combined some of the ones between start and 00:52:858.
When I talk about sharp angles being hard to play, I mean stuff as early as 00:01:658 (1,1) - which are fine on lets say... normals (but still not recommended) but on easiest difficulties require way too much flow changing and harsh angles. This is definitely not for easy.
More examples of the above:
  • 00:11:258 (1,2,1) -
    00:12:858 (1,2,1) -
    00:51:258 (1,1,1) -
I was most worried about the easy since I've never made one before, so I got many (5) testplays from people who've never played the game before at school and at a restaurant. None of them had trouble playing the combos you listed. Maybe I got lucky :/ I also got 2 testplays from people in game with rank of over 100k.
etc
For the whole start section, the rhythm is really random to me. There is no beat, just stuff to fill in each 1/1 sound. I'd redo the rhythm entirely, with something more consistent, like slider-note-note repetitions. I wanted my easy to stand out just a little from others who use the same repetitive combo, whether it be slider-note-note, or whatever. Changing the pattern up constantly brings something new to the table which engages the player more. Also, I absolutely hate when maps use the same pattern over and over again; it makes for a very dull experience.
There is also a big hit on the aesthetic slide. (I was once called to look at a DQed map because it had bad aesthetics, trust me here, these things p*ss off BNs and QATs)
  • 00:04:058 (1,1) - Minor things like these sliders touching Fixed!
    00:12:858 (1) - And not so minor things, like the slider end and start overlapping (also this angle is very wide, that's confusing to play on an easy. So far, with all the easy testplays I've gotten, no problems here.
    00:37:458 (1,1) - ps: fix this blanket Fixed! Thanks for being a blanket nazi, I really do try to make perfect blankets, but sometimes bad ones slip by.
    01:01:658 (3,2) - And these kinds of overlaps are reallllly obvious Fixed!
dw most your sliders look good
00:32:858 (1,1) - Oh god, I'm so sorry to say this but this stack right here might be a reallllll problem, seen DQs for stacks on easy before? Not really, but that's because they don't happen D: Fixed!
The rest of the mod would be basically the same thing, so I hate to say this but:
tl;dr the whole diff should have more consistent, obvious flow, with less stacks. The angles are way too hard for an easy.
I like the longer sliders though. They are awesome. :D

[Normal]
00:02:858 (1,2,3) - Getting the creative juices flowing is nice, but these patterns are not, esp after a long slider. Like stated with easy, harsh angles suck on easier diffs, and these patterns are very, very harsh on the angles. Normal players simply haven't learn't to snap 1/2s that well, even on 150bpm. I'd consider reducing the angles on these, by a lot. Fixed!
00:10:458 (1) - Technically, this is offbeat for a normal metronome. Going 00:08:458 (1,1,1,2,1) - note-slider-note-slider-note is much more preferred and simpler. The reason I went note-note-slider is because there's a very distinct clap in the song in the middle of the slider. If I went note-slider-note-slider, the clap would be between a note and slider vs just on the slider. I feel that it would confuse the player making them click prematurely.
00:11:258 (1,2,3) - These are really ugly ;-; Also again, angles on a normal. Since these are quite fast, they should really have a simpler flow. Harsh angles on a normal could only be accepted if they were say, 1/1. These are 1/2 sliders that 1) overlap a lot and 2) require more tiring wrist movement.
Fixed!
00:11:258 (1,2,3,4,1,2,3) - That lone note in the middle shouldnt be here, rhythm is off. Listen close, that lone note in the middle is a clap-like sound in the music that's different from the preceding notes.
00:24:058 (1,1,1,1) - Blah thing about them all touching just a wee bit, it's pretty bad looking tbh. I'm sure you can break DS here by like 0.05 to fix it. Fixed! Increased DS and changed slider shapes.
00:26:458 (1,1) - Long sliders need stuff to follow after them simply, that next slider doesn't follow the sliderpath, and that is dodgy. Fixed! Split the long slider in two.
00:51:258 (1,2,3,1) - That top note doesnt follow the flow made here, realign the sliders so it can work properly. Look at the whole combo (00:51:258 (1,2,3,1) - ) at 00:52:458 (1) - so the previous notes are fading away. Everything is perfectly aligned.
01:00:458 (1,2,3,1) - Hitting that last slider is very weird, it is a 180 degree angle from the last notes, which are point away from it (hence weird snap) and the overlap makes it weird to read for scrubs. Fixed! Changed direction of 01:01:058 (2,3) - and 01:01:658 (1) -
01:08:858 (1,2,3) - This spacing is hella no. Haha, I was definitely having trouble trying to come up with a pattern here. Fixed, changed the direction of the sliders so they're not moving backwards.
Same thing as before, basically same thing throughout the whole diff.

[Hard]
Downbeat emphasis is important here. Downbeats are basically people counting the music in their head, and it always helps to have more spacing on them too. Or at least equal to the jumps around them. Accompanied by the deep synth that is usually played here, it is highly recommended to space them equal or more to surrounding stuffz.

  • 00:05:258 - Fixed! Increased DS
    00:06:458 - Fixed ^
    00:27:258 (1,2,3,1,2,3) - Second stack has less spacing to it than the jump from 00:27:458 (2,3) - That's because there's actual spacing in the timing. I still changed it anyway because it was an ugly pattern, thanks for pointing that out.
    00:29:658 (1,2,1) - Almost no spacing to 00:30:458 (1) - after the much higher spacing before it. Fixed. ctrl g 00:30:458 (1) -
    01:45:658 - Fixed. Removed stack.
    01:53:658 (1,2,1,2,1,2,1) - This whole section Music to me sounds like it's winding down, so I lowered the spacing.
00:36:858 (1,1,1,1) - I hate stacking for no reason, reducing play speed into an awkward stop is almost never a good thing. It makes stuff "interesting" but also ruins momentum, and thus unfitting on a song like this, with that section. Changed it up, hope you like.
00:47:258 (3,4,5) - That 34 has a very unclear playpath! + looks really bad imo Changed direction of 00:47:258 (3) - sliderend.
01:40:858 (1,2,3,4,5) - 5 is way too close for comfort here Fixed. Increased DS of 01:41:658 (5) - .
01:42:458 (1) - That is almost impossible to read as 1/4 on this difficulty. 1) there hasnt really been many 1/4 snaps of that kind, 2) AR is too low for this kind of stuff, so I read it as 1/2, and thus, sliderbreak. Changed position of 01:42:458 (1,1) - and changed slidershape (eliminate snapping)
02:03:258 (1) - Why cramp this slider up so much? Didn't mean to. Changed so that it now blankets 02:03:658 (2) - .
02:03:258 (1) - All other long sliders started on offbeat ticks, this should start 02:33:458 - and that is also where the sound starts. I think that first note is typo. But the long slider now starts at 02:33:458 (4) - .
02:45:658 (1,2,3) - Kinda slow spacing after them kick sliders imo. Because the song winds down so I wind down the spacing and SV.

[Insane]
00:07:658 (1,2) - Really low spacing compared to the last jumps, its offputting. I wanted to vary it a bit; if I get another complaint, I'll consider changing it because I really like that jump :(
00:18:858 (1,2,3) - I'd try and find some way of making slider 3 stand out from 1 and 2. Increased SV to 1.3
00:20:458 (3,4,5,6,1) - This change of direction is NOT cool during this 1/4, as it is more than a comforting angle, even in an insane. I think it's fine, gave the stream a small curve though.
00:41:258 (4,1) - I'm almost certain this was an accident Not an accident. For the section between 00:40:858 (3) - 00:46:458 (1) - , Both the 1/4 jumps and 1/2 jumps scale up with the 1/4 jumps larger than the 1/2. The scaling 1/2 jumps I think you are confused by are 00:41:258 (4,1) - , 00:42:858 (4,1) - , and 00:44:458 (4,1) - , and finally 00:46:058 (4,1) - . The scaling 1/4s are just the sliders.
00:47:258 (1,2) - 1/4 spacing and 1/2 spacing basically the same after the jumps, making it very hard to tell which is which. (easily could be 1/2) After 00:46:058 (4,1) - , I want the 1/4 to be about that size.
00:47:758 (3) - This is kinda meh to play, hitting before a strong beat and not hitting the strong beat, I'd make 00:47:258 (1,2,3) - into a two 1/2 sliders + note Since the music changes here from the previous section, I wanted to make a new pattern that makes the player snap and click on the claps.
I did this here 00:50:458 (5,6,7) - and 02:07:258 (5,6,7) - .
00:57:858 (3) - Reverse arrow points in a weird direction, just make this a normal curve. I like how it is (points to the next note).
01:16:858 - pls let me click dis How about we compromise?
01:37:658 - Thing about downbeats and spacing Sure, changed.
02:11:658 (2) - wh wh? what mean?

[690 style]
This is the hardest diff, y so ez? You're just too good.
00:11:258 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6) - What these are mapped to are way too inaudible to be mapped to. Esp 00:12:858 (1,2,3,4,5) - That's why I used drum hitsounds at a lower volume. Also, no one else had a problem with this.
00:13:958 (1,2) - Space out more give more emphasis to the clap on 2 Sure
00:14:058 (2) - Also, why reduce SV? idk I'd prefer it to increase or smth. Feels like a dull hold. I like it, sometimes it catches people off guard, but I like it because there's a void in the music and I think this slower slider fits quite well as opposed to a normal or higher speed slider. (you're only hearing the sound of the drum).
00:15:558 (4) - 0.5x spacing to next note, the previous ones were 0.6. Increase this. Ok
00:16:658 (7,1) - imo too close compared to previous slider jumps Changed
00:20:058 (1,2,3,4,5,6,7,8,1) - This spacing escalates way too quickly esp since it only increases after 00:20:458 (5) - and doubles within the last three notes 00:20:558 (6,7,8,1) - how about starting at 0.7, and increasing by 0.1 per note? it ends at 1.5ish then and is much more gradual, not spiky. Fixed!
00:20:558 (6,7,8,1) - This touch badly imo ^
00:20:558 (6,7,8,1) - These are wayyyyy closer than the last jumps, and the pitch has changed to be slightly higher, so they should be at least equal ??? I think you typo
00:23:658 (1,1) - Much preferred if the straight slider could follow up from the end of the curve instead of a weird blanket here, there isn't much reason for the weird angle made. Sorry, I like this.
00:24:058 (1,2,1,2,1,2,1,2) - This... is... epic. I love this. :D Thanks! So does Midge!
00:27:258 - to 00:27:258 - feels way too cramped, it has weird spacing changes like 00:28:258 (2,3) - too, which that should have a jump to start the stream since the slider was 1/4 and it would fit the spacing made 00:28:258 (2,3) - there. Ok, I made a jump, by scooting them over.
00:30:058 (1,1,2) - So many overlaps at once here... this is way too clustered. Overlap is love, overlap is life. Praise the overlap.
00:30:458 (1,2,3,1,2,3,1,2,3,1,2,3,1,2) - I'm okay with the concept of this, but I'm not so okay with the fact that lots of the sliders directly overlap. The obvious cases being:
  • 00:31:258 (2,2) -
    00:32:458 (2,2) -
    00:32:058 (3,3) -
It just feels way too forced to read right, and so easy to just miss one, then miss them all due to that reason. Sorry, no change here. Can't change it in a way that wouldn't kill the pattern. I like how it is (somewhat hard to read) and intentionally made it that way. It challenges readers; osu! needs more ranked reading maps.
01:08:858 (1,2,3,4,5,6,7) - I like the difference in spacing, but tbh the spacing change is a bit high imo. It goes 1.2 -> 0.9 -> 1.1 -> 2.4 -> 2.7 -> 1.2 ish, which is quite random, if it went in a more logical format, like 1.2 -> 1.4 -> 1.8 -> 2.5 -> 1.7 -> 1.2 that would be much nicer. It also fits the pitch in the background better. I changed the pattern and slider leading up to it.
(01:15:258 (1,2,1,2,1,2,1,2) - you are NOT hanzer) I knew this was coming. HanzeR didn't seem to have a problem with it though :^)
01:24:858 (1,2,3,1,2) - I found the last cases okay, but in this one I think the jump at the end is a bit high and sudden. Your call. I'd make all the jumps in this section 4xDS, you have a 4.8 at 01:19:558 (1,2) - a 6.5 at 01:22:758 (1,2) - and a 6.7 at 01:25:958 (1,2) - which is weird. How about all 5.5? Easier said than done. It would ruin all my lines. Not sure if you noticed, but I like to line notes up in rows. Also, I wanted to noticeably increase the spacing on each of those.
02:02:658 (1,2,3) - This 1/4 snap here is out of place, as the last three occasions (01:57:858 (1,2,3) - and 01:59:458 (1,2,3) - and 02:01:058 (1,2,3) - ) had no 1/4 snaps Fineeeee.... ugh I liked that snap :(

There, finally done.
Nice blue combo colour, fits your name. \:D/
Bai!
Thanks so much for the full mod Arphimigon. Means a lot to me!
Arphimigon
Just gonna say, before you finish that mod, it's not all about things being playable.
It's about making sure the map is s1ck to be ranked!
And lets face it, that slider with the touching starts and ends looks reallllll bad.
pishifat
hi!!

easy
every object being a new combo just won't work. what the previous modder said about it may be true, but a thing being ignored is like how combos are used to indicate which objects come next. objects have numbers on them for a reason, so making 10 consecutive objects have the same number defeats that aspect of comboing

another thing that doesn't really pass on lower difficulties is majorly overlapping object placements. introductory diffs get people used to the game, so using gameplay elements that are beyond basic is like not how it's done
00:20:458 (2,1) - 01:55:458 (1,1) - 01:04:058 (3,1) - 02:10:458 (2,3,1,1) - 01:31:258 (1,1) - 02:27:258 (1,3) - these are some examples of things that would be considered "beyond basic." what they all have in common is multiple objects in the same location on screen at the same time. avoiding crowded object placements is really the best thing you can do
a similar thing applies to sliderbody stuff where heads/tails hide the exact path, like 01:44:058 (1) - 01:14:458 (1) - that sorta stuff. creativity killing ik

01:28:058 (1,1) - gap between the spinner end and the next object is gonna need to be 4 beats. legit no way you'll get by with half the recommended amount
tbh not liking how much more extreme the pink stuff is. the song isn't that much different, but the mapping is like overexaggerating stuff so uhh different interpretations i guess.

normal
yeah if this is actually supposed to be what the difficulty name indicates, the same cramped placement idea that i complained about on easy would apply to a lot of stuff too. it's more lenient on normal since obviously normals are more difficult than easies, but it's still an issue

spacing variation is also something here that really needs to be worked on. i'm not saying you need to use 100% the same distances between every object, but you can't do like
00:48:858 (3,1) - 1/1 spaced exactly the same as prior 1/2
01:31:258 (1,2,3) - changing between overlapping and spaced 1/2 in the same chain
01:47:858 (1,1) - 01:49:658 (1,1) - 1/1 halving in size within a second
02:12:858 (1,2) - majorly spaced 1/2 after a whole difficulty of overlappign 1/2
02:27:658 (2,3,4) - 2 to 3 indicating "this is the 1/1 spacing" then 3 to 4 saying "nope nevermind"
02:38:858 (1,1,1) - first two objects say 1/2 is overlapped. pattern is indicating that the second two objects will have a 1/2 transition where the reverse is (so like 2 repeats on the slider). oh ok hello jump
then the entire pink section using spaced 1/2 circles and even jumps at the end lmao
when you're varying spacing like this much there's no way to understand that spacing actually relates to rhythm, which is a concept that normals pretty much need to express
00:17:658 (1,2,1,2) - while spacing is the main thing that i have complaints about here, stuff liek this which ignores the prominent rhythm is something that could be easily avoided on a diff that permits 1/2 usage

hard
so you mapped an insane and called it hard okay
if this is actually meant to be a hard, you've got things that are way unfitting for the difficulty level
00:07:658 (1,2,3) - being misleading spacing is one of those things
02:24:858 (4,5) - 02:31:058 (3,1) - 1/4 sliderjumps
yeah

insane
00:19:458 (1,2) - music is indicating nothing that allows 2 to be starting on a blue tick at all
00:47:258 (1,2,3) - so spacing 1/4 like 1/2 is usually okay when it's predictable, but this stuff is not at all. predictability usually happens when it's a 1/4 jump moving into a downbeat or a triple into a downbeat idk what to call it. what you have now tho is not either of those. you are definitely following a sound in the music worth mapping but figuring out that you're supposed to click there is only possible through concentrating on approach circles or knowing the song prior (meaning don't do that)
00:57:858 (3) - 02:11:658 (2) - #creative. when sliderbodies essentially reverse on themselves it's like against ranking criteria lols

690
circles are just really short sliders right hahahahahhahahahhhahahhahahaha:(
00:20:058 (1,2,3,4,5,6,7,8,1) - not getting why spacing is increasing while the song is staying the same pitch/volume
01:19:258 (3,1,2,1,2) - Hey folks, welcome back to Approach Circles: The Game! Here, we test your luck at reading obscure rhythms without indicative spacing!
01:10:258 (1,2) - an issue with using huge spacing between 1/4 objects all the time is how to handle stuff like this. it's essentially an antijump with slidervelocity forcing cursor movement twice as fast as the gap between 1 and 2 (and that's not even taking into account slider leniency which makes it basically nonmovement)

well i really don't have much to say. while insane and extra play alright, they feel overdone and way too overdone respectively. can't really say to tone it down without the counterargument of ~~~~one's interpretation~~~~ coming to mind though, so g

aynway those things are just my opinions. it's really up to you how to map since it's your own creation, but keep in mind that if you want to rank it, you'll have to concede to subjective standards eventually
Topic Starter
Bluekrait

pishifat wrote:

hi!!

easy
every object being a new combo just won't work. what the previous modder said about it may be true, but a thing being ignored is like how combos are used to indicate which objects come next. objects have numbers on them for a reason, so making 10 consecutive objects have the same number defeats that aspect of comboing

another thing that doesn't really pass on lower difficulties is majorly overlapping object placements. introductory diffs get people used to the game, so using gameplay elements that are beyond basic is like not how it's done
00:20:458 (2,1) - 01:55:458 (1,1) - 01:04:058 (3,1) - 02:10:458 (2,3,1,1) - 01:31:258 (1,1) - 02:27:258 (1,3) - these are some examples of things that would be considered "beyond basic." what they all have in common is multiple objects in the same location on screen at the same time. avoiding crowded object placements is really the best thing you can do
a similar thing applies to sliderbody stuff where heads/tails hide the exact path, like 01:44:058 (1) - 01:14:458 (1) - that sorta stuff. creativity killing ik

01:28:058 (1,1) - gap between the spinner end and the next object is gonna need to be 4 beats. legit no way you'll get by with half the recommended amount
tbh not liking how much more extreme the pink stuff is. the song isn't that much different, but the mapping is like overexaggerating stuff so uhh different interpretations i guess.

normal
yeah if this is actually supposed to be what the difficulty name indicates, the same cramped placement idea that i complained about on easy would apply to a lot of stuff too. it's more lenient on normal since obviously normals are more difficult than easies, but it's still an issue

spacing variation is also something here that really needs to be worked on. i'm not saying you need to use 100% the same distances between every object, but you can't do like
00:48:858 (3,1) - 1/1 spaced exactly the same as prior 1/2
01:31:258 (1,2,3) - changing between overlapping and spaced 1/2 in the same chain
01:47:858 (1,1) - 01:49:658 (1,1) - 1/1 halving in size within a second
02:12:858 (1,2) - majorly spaced 1/2 after a whole difficulty of overlappign 1/2
02:27:658 (2,3,4) - 2 to 3 indicating "this is the 1/1 spacing" then 3 to 4 saying "nope nevermind"
02:38:858 (1,1,1) - first two objects say 1/2 is overlapped. pattern is indicating that the second two objects will have a 1/2 transition where the reverse is (so like 2 repeats on the slider). oh ok hello jump
then the entire pink section using spaced 1/2 circles and even jumps at the end lmao
when you're varying spacing like this much there's no way to understand that spacing actually relates to rhythm, which is a concept that normals pretty much need to express
00:17:658 (1,2,1,2) - while spacing is the main thing that i have complaints about here, stuff liek this which ignores the prominent rhythm is something that could be easily avoided on a diff that permits 1/2 usage

hard
so you mapped an insane and called it hard okay
if this is actually meant to be a hard, you've got things that are way unfitting for the difficulty level
00:07:658 (1,2,3) - being misleading spacing is one of those things
02:24:858 (4,5) - 02:31:058 (3,1) - 1/4 sliderjumps
yeah

insane
00:19:458 (1,2) - music is indicating nothing that allows 2 to be starting on a blue tick at all
00:47:258 (1,2,3) - so spacing 1/4 like 1/2 is usually okay when it's predictable, but this stuff is not at all. predictability usually happens when it's a 1/4 jump moving into a downbeat or a triple into a downbeat idk what to call it. what you have now tho is not either of those. you are definitely following a sound in the music worth mapping but figuring out that you're supposed to click there is only possible through concentrating on approach circles or knowing the song prior (meaning don't do that)
00:57:858 (3) - 02:11:658 (2) - #creative. when sliderbodies essentially reverse on themselves it's like against ranking criteria lols
Changed everything mentioned except for 00:57:858 (3) - in the insane

pishifat wrote:

690
circles are just really short sliders right hahahahahhahahahhhahahhahahaha:(
00:20:058 (1,2,3,4,5,6,7,8,1) - not getting why spacing is increasing while the song is staying the same pitch/volume I want a smooth transition to the next part, so I steadily increased the stream spacing.
01:19:258 (3,1,2,1,2) - Hey folks, welcome back to Approach Circles: The Game! Here, we test your luck at reading obscure rhythms without indicative spacing! Ok, I told RedKing in a previous mod I'd make the change if there was another complaint. 01:20:058 (1,2) - are now overlapping each other, so it should be a lot easier to read.
01:10:258 (1,2) - an issue with using huge spacing between 1/4 objects all the time is how to handle stuff like this. it's essentially an antijump with slidervelocity forcing cursor movement twice as fast as the gap between 1 and 2 (and that's not even taking into account slider leniency which makes it basically nonmovement) I'ts the same as 01:07:058 (1,2) - Since it's an extra, I want to vary the jumps (and not just by a little). 01:10:058 (7,1) - is a similar sized jump I put right before it to slow cursor speed down before it speeds back up after the jump.

well i really don't have much to say. while insane and extra play alright, they feel overdone and way too overdone respectively. can't really say to tone it down without the counterargument of ~~~~one's interpretation~~~~ coming to mind though, so g

aynway those things are just my opinions. it's really up to you how to map since it's your own creation, but keep in mind that if you want to rank it, you'll have to concede to subjective standards eventually
Thanks a whole lot for the mod! I hope all the changes I made are to your liking, putting it one step closer to being ranked :)
MikasaSerket
I owe a mod. Whoops.
690 Style
This isn't as much of a complaint but, what does 690 mean? And why are you using it here? I was just confused about that. No need to change, sorry if your already said it before.
00:11:358 (2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I don't understand the random spaces in the streams are trying to emphasis. I feel as if it is very unnecessary to have those there. I could probably see why you are doing it, possibly to build up tension or hype (I don't know the word for it) But that does not work here. It does not flow well, I would suggest making a straight forward stream or spacing ALL of them out to produce spaced streams.
01:28:858 (1,2,3,4,5,6,7,8) - Same goes for here.
Hard
00:46:458 (1,2,3,4,5,1,2,3,4,5) - How about instead of keeping all of these in one place, you should spread them out more. That way, you would be able to use more of the grid and reduce the clutter. Plus it will be nicer to play.
01:39:858 (4) - Why the jump. I don't hear anything in the music that indicates you should put combo 4 further away from the others. Not really much of an emphasis if you ask me.
01:35:458 (4,5,1,2,3) - Space out more. This area is too cluttered with hitcircles and sliders. Maybe move them away from eachother so that they are not so close to eachother.
Easy
Honestly, I found nothing wrong.
Other things.
I am sorry I wasn't able to give a full mod like I usually do. Recently, my grades at school have been dropping and I needed to focus on school. And at the time I am modding this I obtained the flu so I am very sick and unable to make my best mods. I am sorry. But I hope you beatmap gets ranked sometime soon.
Topic Starter
Bluekrait

MikasaSerket wrote:

I owe a mod. Whoops.
690 Style
This isn't as much of a complaint but, what does 690 mean? And why are you using it here? I was just confused about that. No need to change, sorry if your already said it before. B for Bluekrait -> 690
00:11:358 (2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I don't understand the random spaces in the streams are trying to emphasis. I feel as if it is very unnecessary to have those there. I could probably see why you are doing it, possibly to build up tension or hype (I don't know the word for it) But that does not work here. It does not flow well, I would suggest making a straight forward stream or spacing ALL of them out to produce spaced streams. Sorry, no-can-do, straight forward streams are too boring for me unless it's 5 notes or less. Same goes for keeping the spacing the same. If you listen closely, at 00:12:058 (1,5,1) - there is a clap in the background so I put a small stream jump to indicate that.
01:28:858 (1,2,3,4,5,6,7,8) - Same goes for here. Same explanation as above.
Hard
00:46:458 (1,2,3,4,5,1,2,3,4,5) - How about instead of keeping all of these in one place, you should spread them out more. That way, you would be able to use more of the grid and reduce the clutter. Plus it will be nicer to play. I guess you could say part of my 'style' is teaching osu! players how to read better :/ The reason for all the overlap in hard is to make an easier transition to the insane.
01:39:858 (4) - Why the jump. I don't hear anything in the music that indicates you should put combo 4 further away from the others. Not really much of an emphasis if you ask me. Not a fan of keeping all the notes in a jump the exact same distance. This is pretty close to the previous 2-3 jump, just slightly bigger (.26 more spacing).
01:35:458 (4,5,1,2,3) - Space out more. This area is too cluttered with hitcircles and sliders. Maybe move them away from eachother so that they are not so close to eachother. Ok, they are a bit close and the flow is kinda weird; changed.
Normal
http://osu.ppy.sh/ss/3930593 Change this. Into this https://osu.ppy.sh/ss/3930600
02:21:658 - Ok, didn't get the exact pattern you pictured, but the general spacing is similar.
Easy
Honestly, I found nothing wrong. \:D/
Other things.
I am sorry I wasn't able to give a full mod like I usually do. Recently, my grades at school have been dropping and I needed to focus on school. And at the time I am modding this I obtained the flu so I am very sick and unable to make my best mods. I am sorry. But I hope you beatmap gets ranked sometime soon. Hey, no worries, I can relate sorta because I'm in school too. I can't imagine how far behind I'd get if i got sick and had to miss a day or two. I appreciate the time you took out of your busy schedule to make this mod and I hope you feel better soon! Drink that chicken noodle soup!
Again, thanks for the mod and MikasaSerket! Get well soon!
Bara-
Hi

[General]
• Inconsistency in [Tags]
{690 style} : complextro 8 bit beatmapping beat mapping contest with rewards ephemeral bluekrait
{Easy} : complextro 8 bit ephemeral
{Hard} : complextro 8 bit ephemeral
{Insane} : complextro 8 bit ephemeral
{Normal} : complextro 8 bit ephemeral

[Easy]
The NCs are really weird
Consider doing them every 8 beats, so like
00:01:658 (1) - 00:04:858 (2) - 00:08:058 (1) - 00:11:258 (1) - 00:14:458 (1) - etc.
Not gonna write them down

  1. 00:21:658 (2,1) - Bad overlap (as Pishi said (All the ones he mentioned are actually big problems imo))
  2. 00:38:658 (4,1) - ^^
  3. 00:43:658 (2) - Proper spacing please, a difference of 0.05 is quite noticable here
  4. 02:46:258 (1) - What happened?
Fix the things Pishi mentioned (except the pink part, I like it) and it's good to go

[Normal]
Distance O.o
Comboing O.o
Both of these things are quite broken here
Follo'w Pishi's advice, and remap everything with the same DS (to avoid cluttering, DS of 1.3 is your best go, however, it'll buff the starrating a lot, so go with 1.0-1.1)
Distance needs to be equal in Easy/Normal, and here it's clearly not >>___>>

[Hard]
  1. 00:04:658 (3,1) - Such low spacing
  2. 00:17:658 (1,2) - 1/1 sliders please, the slidertick ruins this part
  3. 00:19:458 (1,2) - ^^
  4. 00:50:458 (5,6,7) - Uhm wat, the spacing is way to high for hard
  5. 01:10:258 (1) - Too wiggly, can be considered unrankable
  6. 01:13:458 (1) - ^^
Lost my motivation to mod this here
This diff is not ready for rank at all
It's really cluttered, way too hard, useless 1/4 and some jumps feels weird
Also, the overlaps are quite bad

Quick opinions on the other 2 diffs
Insane: Much better then hard, just overdone and cluttered/ Also some inaudible 1/4 which plays bad

690: Why the diffname? Quite bad. Really overdone, inaudible 1/4, really cluttered, and some bad patterns, 00:30:458 (1,2,3,1,2,3,1,2,3,1,2,3,1,2) - 00:36:858 (1,2,3,1,2,3,1,2,3,1,2,3,1,2) - . And I haven't even started about the 1/8, Please, Silence ALL the 1/8 ends, they really interfere with the map making everything feel awkward. I can't even follow what's happening on the screen, it's such a mess
01:31:458 (2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4,1,2,3,1) - Chaos
Wait?!?!?!?!?!
There are 1/8 doublets O.o Just no
02:11:658 (3) - Unrankable, burai sliders are not allowed
I really dislike the diff, I don't think this can ever get ranked

Good luck!
Sorry if it may sound rude to you, I just dislike the map a lot, mostly as dubstep maps can only have 2 sides. Perfect, or terrible. Fanzhen/Skystar are both on the perfect, this map is not, sorry
I do like the sldiershapes and Colorhaxing though \:D/
Topic Starter
Bluekrait

Baraatje123 wrote:

Hi

[General]
• Inconsistency in [Tags] Fixed
{690 style} : complextro 8 bit beatmapping beat mapping contest with rewards ephemeral bluekrait
{Easy} : complextro 8 bit ephemeral
{Hard} : complextro 8 bit ephemeral
{Insane} : complextro 8 bit ephemeral
{Normal} : complextro 8 bit ephemeral

[Easy]
The NCs are really weird
Consider doing them every 8 beats, so like
00:01:658 (1) - 00:04:858 (2) - 00:08:058 (1) - 00:11:258 (1) - 00:14:458 (1) - etc.
Not gonna write them down Fixed

  1. 00:21:658 (2,1) - Bad overlap (as Pishi said (All the ones he mentioned are actually big problems imo)) Fixed
  2. 00:38:658 (4,1) - ^^ Fixed
  3. 00:43:658 (2) - Proper spacing please, a difference of 0.05 is quite noticable here Fixed
  4. 02:46:258 (1) - What happened? I derped; fixed
Fix the things Pishi mentioned (except the pink part, I like it) and it's good to go

[Normal]
Distance O.o
Comboing O.o
Both of these things are quite broken here
Follo'w Pishi's advice, and remap everything with the same DS (to avoid cluttering, DS of 1.3 is your best go, however, it'll buff the starrating a lot, so go with 1.0-1.1)
Distance needs to be equal in Easy/Normal, and here it's clearly not >>___>>

Since you weren't specific, I will just list the changes I made to Normal here:
00:21:658 (2) - Combined combo
00:24:058 (1,2,3,4,5) - Changed spacing
01:06:458 (2) - Changed slider-end direction
01:10:258 (1,2,3,4) - Changed pattern
01:32:058 (3,1) - Changed slider shapes
01:51:258 (1,2,1,2,1,2) - Changed spacing
02:31:258 (3,4,1,2) - Changed combos
02:39:858 (1,2,3) - Remapped

[Hard]
  1. 00:04:658 (3,1) - Such low spacing Fixed, increased spacing.
  2. 00:17:658 (1,2) - 1/1 sliders please, the slidertick ruins this part Fixed
  3. 00:19:458 (1,2) - ^^ Fixed, and moved on timeline.
  4. 00:50:458 (5,6,7) - Uhm wat, the spacing is way to high for hard Fixed, rotated 00:50:758 (6) - 90 degrees counterclockwise on point.
  5. 01:10:258 (1) - Too wiggly, can be considered unrankable It's fine because the slider circle moves at a consistent speed throughout.
  6. 01:13:458 (1) - ^^ Same explanation. It would be the same as just slightly slowing down the SV by a hair.
Lost my motivation to mod this here Sorry to hear :(
This diff is not ready for rank at all
It's really cluttered, way too hard, useless 1/4 and some jumps feels weird I can't fix if they're not pointed out.
Also, the overlaps are quite bad Overlapping is what increases reading skill. With my mapping, I want to challenge readers. I can make it a bit easier to read though if you point them out.

Quick opinions on the other 2 diffs
Insane: Much better then hard, just overdone and cluttered/ Also some inaudible 1/4 which plays bad Great! Now show me where I can fix them.

690: Why the diffname? See previous post.

Baraatje123 wrote:

Quite bad. Really overdone, inaudible 1/4, really cluttered, and some bad patterns, 00:30:458 (1,2,3,1,2,3,1,2,3,1,2,3,1,2) - 00:36:858 (1,2,3,1,2,3,1,2,3,1,2,3,1,2) - . You're the first person who doesn't like these triangle-pattern sliders. All the praise I've gotten from this map included those patterns, so highly unlikely to change.

Baraatje123 wrote:

And I haven't even started about the 1/8, Please, Silence ALL the 1/8 ends, they really interfere with the map making everything feel awkward. I can't even follow what's happening on the screen, it's such a mess I figured the soft-normal hitsound was quite enough. Guess not. I ended up lowering vol to 5%, so you should only be able to maybe hear it if you play with 100% hitsound volume and 0% music or if you use custom hitsounds. The only 1/8 ends I didn't silence were 00:12:858 (1,2,3,4,5) - and 01:29:658 (1,2,3,4,5,6,7) - because there are 1/8 drumbeats in the music at those parts.

Baraatje123 wrote:

01:31:458 (2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4,1,2,3,1) - Chaos ? It fits the music...
Wait?!?!?!?!?! What?
There are 1/8 doublets O.o Just no Where?
02:11:658 (3) - Unrankable, burai sliders are not allowed "A slider overlapping itself by going straight back into the track from where he came .Sort of unrankable except if done in a not confusing and non-ugly way. Extremely bad for easier difficulties." This was taken straight from the wiki. They way I set it up, it's not going the full length back, only ~halfway. This is also an 'Extra' diff, so you can assume players able to play this diff will be able to play that one slider.
I really dislike the diff, I don't think this can ever get ranked Sorry to hear that :/

Baraatje123 wrote:

Good luck! Thanks
Sorry if it may sound rude to you, I just dislike the map a lot, mostly as dubstep maps can only have 2 sides. Perfect, or terrible. Fanzhen/Skystar are both on the perfect, this map is not, sorry I don't mind criticism, you can't please everyone. The only thing that came off rude was when you stated that you lost motivation to mod it halfway through the mod. It really hurts because I spent the most time on Insane and 690 trying to come up with interesting and unique patterns. If you're going to criticize a diff, at the very least, link the parts where you have problems with so I can fix them. You sort of did on 690, which I can appreciate.
I do like the sldiershapes and Colorhaxing though \:D/ Thanks
Thanks for the mod Baraatje123! All the diffs are updated now except Normal, which I'm currently going over very carefully for new combo and spacing inconsistencies.
I Must Decrease
Overall comments.:

Consider making the break start at 01:18:058 (1) - (IE use the slider on the break to this point)

690 Style
00:01:658 (1,2) - adjust the second half of 1 so that it encompasses 2 more perfectly (EX: http://puu.sh/lZXT4/44d07ae465.jpg (clean this up))

00:05:258 (1) - consider angling this so that it flows with 2 a bit more

00:08:858 (1,2,3) - making these equidistant from eachother would look better (EX: http://puu.sh/lZXVY/c6ffd5abf2.jpg (not saying do this but find a way to make this cleaner))

00:09:658 (1,1,1) - how come these arent the same shape? seems a bit random

01:15:258 (1,2,1,2,1,2,1,2) - pls no

01:21:158 (2,3,4,5,6,1) - this looks kind of ugly the way it is. I would recommend changing this so that all the circles have the same spacing. same applied to other patterns like this

02:31:058 (4,5,6,7,8,9,1,2,3,4,1,2,1,2,1,2,1,2) - yeah i really dont think these work very well here. I mean it's your style so don't let me barge in but i just don't see them playing very well the way they are.

02:43:058 (2) - i actually believe there is a rule against use of sliders like this as they artificially change SV. Also they're ugly (do not recommend keeping)

Insane
00:11:658 (5,2) - move this over to avoid overlap

00:20:658 (3,4,1) - personal opinion but i feel like this could be better done

00:23:158 (5,1) - while i understand wanting to do stuff like this for hardest difficulty i think that the sudden jolt in DS is unnecessary and somewhat ugly in an insane difficulty. Ofc once again this is up to you but i would voice my opinion against it.

00:24:058 (1,2,3) - consider curving 2 and 3 more so that they match the previous sliders curve in the opposite direction

00:35:458 (2,3,4) - any particular reason for the sudden increase in spacing here? I dont really hear one so idk... just thouht i'd mention

00:41:258 (4,1,2) - seems like a bit of an ugly and unnecessary overlap

01:10:258 (1) & 02:27:058 (1) - actually believe there is a rule against use of sliders like this as they artificially change SV. Also they're ugly (do not recommend keeping)

01:21:158 (1,2,3,4,5,1) - once again a bit of an ugly design that doesnt really affect the gameplay that much, consider changing to spacing on 1.

02:01:658 (1) - i recommend moving this so it doesnt overlap

02:36:658 (1) - why not just make this a regular curve slider?

Hard
hitsounds boy

Overall comments: While it is not necessary to use distance snap for your hard difficulty. It is advisable to atleast yield some level of consistency in spacing for these difficulties. Patterns like 00:01:658 (1,2,3) - & 00:04:058 (1,2,3) - scream for consistency in a difficulty like this.

00:28:058 (1,2,3) - imperfect triangle (looked like you were going for one)

01:00:858 (2,3) - blanket

01:10:258 (1) - & 01:13:458 (1) - no

01:32:658 (1,2) - avoid unnecessary overlap

01:56:058 (1,2,3) - questionable spacing

02:09:658 (1,1,1,1,1,1) - why nc everytime? why not NC every kiai

02:18:858 (2,3) - you could probably avoid the overlap here

Normal
Are you free handing your spacing? It looks to me like the spacing in this map is very inconsistent but it's not trying to be. Small changes in spacin occur randomly and are scattered. Are you using DS at all for this difficulty? 01:51:258 (1,2,1,2,1,2) - these three are exactly what i mean, difference in spacing for no reason

00:21:658 (2,3) - these arent perfectly parallel like they (should or atleast i think you're going for) consider revisingg

00:59:258 (1,2,3,1) - looks strange to me, two parallel sliders but the circles that bridge them dont follow the same parralel line, consider revising

01:07:058 (1) - questionable slider (red ticks dont really work well here, just looks unnecessary)

01:39:258 (1,2,3) - uneven spacin same with 01:40:858 (1,2,3) - (turn off grid snap? or else idk why this is)

02:33:258 (5) - questionable slider

02:38:458 (1,1,1) - NC change? Why? 02:44:458 (1,1,1) -

02:46:258 (4) - is this intended to not end on the final green tick?

Easy
For an easy, DS should pretty much never change unless SV does... :(

00:32:858 (5) - is this intended to be 3 finishes?

01:04:858 (4) - this slider start seems to start on literally the music turning off :( no good

01:42:458 (1,1,2,1) - once again inconsistent spacing for the sake of blankets... this is not appropriate for a easy difficulty

02:19:258 (1,2,3) - inconsistent spacing

02:32:858 (2,4) - overlapping a bit
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