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Alesana - Lullaby Of The Crucified

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Topic Starter
Pati
This beatmap was submitted using in-game submission on 18 Haziran 2016 Cumartesi at 01:38:55

Artist: Alesana
Title: Lullaby Of The Crucified
Tags: A Place Where Sun Is Silent
BPM: 190
Filesize: 5682kb
Play Time: 02:05
Difficulties Available:
  1. Extra (5,78 stars, 433 notes)
  2. Hard (3,27 stars, 277 notes)
  3. Insane (4,63 stars, 389 notes)
  4. Normal (1,97 stars, 184 notes)
Download: Alesana - Lullaby Of The Crucified
Information: Scores/Beatmap Listing
---------------
?

18.06.2016 - Remapped Extra
Stjpa
INSTANT MOD BECAUSE POST-HARDCOREEEEEEEEEE
Thank you so much for posting into my Mod Queue. I love Post-Hardcore so much and I'm always looking for good bands.

[General]

• Why no Kiais?

• You need a diff below 2 stars. I'd love to do an Easy GD, but I have no idea how long it'd take to make a good one.


[Normal]

• Widescreen Support is enabled.

• 00:24:071 (3) - I wouldn't use this reverse-slider here. You used 00:22:808 (1) - on a higher pitched sound, so newer players always expect it to be there. And this way they occur inregularly, so you should change something in this map. The next fitting part for a reverse-slider like this would be 00:25:334 (1) - here. But I guess you know what I mean.

• 00:39:861 (2) - Is this supposed to be a blanket?

• 00:50:598 (1,1) - They touching, looks kinda ugly.

• 00:54:387 (3) - If I remember correctly this is one of the very few times you used this slider. Especially lower diffs need consistency, that means the same pattern over and over when the music stays the same. (Ofc you can variate like A B A B A B oder A A B B A A etc. So you need to change quite something in this map


[Hard]

• Widescreen Support is enabled.

• 00:54:545 (2,3) - Is this supposed t obe a blanket? :v

Honestly this diff is really damn good. Can just tell you, that you may want to check some blankets. But I don't want to do a blanket mod here because it'd look stupid.


[Insane]

• Widescreen Support is enabled.

• 00:58:019 - Missing triplet? 01:12:071 - and one here would be really nice. 02:02:598 - Same here. And also you use different hitsounding for the triplets in the Kiais.


[Extra]

This diff is extremely well done. So I can't complain much here anyway.
• 00:27:387 (4,5) - 00:50:282 (3,4) - 01:19:019 (3,4) - 02:03:545 (7,1) - I don't really like stacks like these because they stop the flow very hard. And since you mapped a lot of jumps it's quite annoying to have "anti-jumps" (dunno if I can call them like this) there. If you wonder why I didn't mention stacks like this one 00:57:703 (3,4) - it's because they give a little bit time to rest. This is only an opinion thing, you don't have to change it at all.

• 00:43:334 (2,3,1,2,1,2) - 00:44:598 (1,2,1,2,1,2) - 00:46:176 (1,2,1,2) - etc. Is this NC spam really needed? It's really annoying this way.

• 00:58:176 (1,2) - Missing triplet here?

• 01:12:071 (1,2) - As in Insane, I'd love to see a triplet here and 02:02:598 (1,2) - here.
Topic Starter
Pati
stjpa

Stjpa wrote:

INSTANT MOD BECAUSE POST-HARDCOREEEEEEEEEE wow im lucky
Thank you so much for posting into my Mod Queue. I love Post-Hardcore so much and I'm always looking for good bands. :3

[General]

• Why no Kiais? Yeh I have no idea why I didnt put some kiais.

• You need a diff below 2 stars. I'd love to do an Easy GD, but I have no idea how long it'd take to make a good one.


[Normal]

• Widescreen Support is enabled.

• 00:24:071 (3) - I wouldn't use this reverse-slider here. You used 00:22:808 (1) - on a higher pitched sound, so newer players always expect it to be there. And this way they occur inregularly, so you should change something in this map. The next fitting part for a reverse-slider like this would be 00:25:334 (1) - here. But I guess you know what I mean.

• 00:39:861 (2) - Is this supposed to be a blanket?

• 00:50:598 (1,1) - They touching, looks kinda ugly.

• 00:54:387 (3) - If I remember correctly this is one of the very few times you used this slider. Especially lower diffs need consistency, that means the same pattern over and over when the music stays the same. (Ofc you can variate like A B A B A B oder A A B B A A etc. So you need to change quite something in this map


[Hard]

• Widescreen Support is enabled.

• 00:54:545 (2,3) - Is this supposed t obe a blanket? :v

Honestly this diff is really damn good. Can just tell you, that you may want to check some blankets. But I don't want to do a blanket mod here because it'd look stupid.


[Insane]

• Widescreen Support is enabled. Okay disabled now

• 00:58:019 - Missing triplet? 01:12:071 - and one here would be really nice. 02:02:598 - Same here. And also you use different hitsounding for the triplets in the Kiais. I can't hear a tripple sound here so i'll keep it like this


[Extra]

This diff is extremely well done. So I can't complain much here anyway.
• 00:27:387 (4,5) - 00:50:282 (3,4) - 01:19:019 (3,4) - 02:03:545 (7,1) - I don't really like stacks like these because they stop the flow very hard. And since you mapped a lot of jumps it's quite annoying to have "anti-jumps" (dunno if I can call them like this) there. If you wonder why I didn't mention stacks like this one 00:57:703 (3,4) - it's because they give a little bit time to rest. This is only an opinion thing, you don't have to change it at all. Okay.changed all except 01:19:019 (3,4) -

• 00:43:334 (2,3,1,2,1,2) - 00:44:598 (1,2,1,2,1,2) - 00:46:176 (1,2,1,2) - etc. Is this NC spam really needed? It's really annoying this way. I think it is.

• 00:58:176 (1,2) - Missing triplet here? Same as Insane.

• 01:12:071 (1,2) - As in Insane, I'd love to see a triplet here and 02:02:598 (1,2) - here. Okay I tried to put triplets here but I feel like its not necessary so I'll keep it.
Changed everything in Normal and Hard as you said so i didnt want to reply all of them. THANK YOU SO MUCH FOR THIS MOD!!
Starset
Hi from our Queue

[Normal]
-use constant DS pls u have errors check AiMod
-00:24:387 - u forgot clap here
-00:26:913 (4) - tail should be heading to 00:27:861 (1) -
-00:32:913 (1,2) - is this meant to be a blanket?
-00:31:334 - clap?
-00:53:440 (2,3) - blanket
-00:58:492 (1,2) - ^
-01:02:282 (4) - i think it looks better like this: http://puu.sh/llEs2/ffff1806d1.jpg
-01:03:229 (1,2) - make em more polished here
-01:11:755 - clap
-01:22:492 - ^ are these intended (i stop pointing them out anyways)
-01:27:229 (3) - why this long slider theres nothing in the song that push u to do this
-01:35:124 (4,1) - blanket a bit off
-01:43:966 (2,3) - ^
-01:51:229 (1,2) - ^
-01:52:808 (4) - same suggsetion for this one: http://puu.sh/llEKT/d4e4635141.jpg
-01:58:176 (5) - ctrl+H maybe
-02:01:650 (2,3) - blanket

[Hard]
Nothing is wrong with this diff gud job so far, only one thing 00:56:124 (2,3) - i think spacing is abused here xD

[Insane]
same with this one its nicely made im just gonna point out some nazi and some suggestions
-00:35:755 (2) - make it symetrical to 00:35:440 (1) -
-00:53:755 (3,1) - blanket
-01:01:334 (3,1) - ^
-01:17:913 (4,2) - stack the tail of 2 with 4
-01:49:019 (2,3) - blanket
-01:51:861 (4,1) - ^

cant mod Extra so yeah ;w; gud luck
Topic Starter
Pati
hb24

HB24 wrote:

Hi from our Queue

[Normal]
-use constant DS pls u have errors check AiMod
-00:24:387 - u forgot clap here
-00:26:913 (4) - tail should be heading to 00:27:861 (1) -
-00:32:913 (1,2) - is this meant to be a blanket?
-00:31:334 - clap?
-00:53:440 (2,3) - blanket
-00:58:492 (1,2) - ^
-01:02:282 (4) - i think it looks better like this: http://puu.sh/llEs2/ffff1806d1.jpg
-01:03:229 (1,2) - make em more polished here
-01:11:755 - clap
-01:22:492 - ^ are these intended (i stop pointing them out anyways)
-01:27:229 (3) - why this long slider theres nothing in the song that push u to do this
-01:35:124 (4,1) - blanket a bit off
-01:43:966 (2,3) - ^
-01:51:229 (1,2) - ^
-01:52:808 (4) - same suggsetion for this one: http://puu.sh/llEKT/d4e4635141.jpg
-01:58:176 (5) - ctrl+H maybe dont think its necessary
-02:01:650 (2,3) - blanket

[Hard]
Nothing is wrong with this diff gud job so far, only one thing 00:56:124 (2,3) - i think spacing is abused here xD

[Insane]
same with this one its nicely made im just gonna point out some nazi and some suggestions
-00:35:755 (2) - make it symetrical to 00:35:440 (1) - its not my intention but instead i made some fix(almost same lolz)
-00:53:755 (3,1) - blanket
-01:01:334 (3,1) - ^
-01:17:913 (4,2) - stack the tail of 2 with 4
-01:49:019 (2,3) - blanket
-01:51:861 (4,1) - ^

cant mod Extra so yeah ;w; gud luck thank you :3

no reply = fixed

thank you so much for this beautiful mod
Snaggletooth
Thank Stjpa.

  1. Remove "The" from Tags, since it's already in the title
  2. Disable Widescreen Support on all Difficulties, since you don't use a SB
  3. "soft-hitwhistle" is far too loud. It feels like a punch in the stomache while listening
    to the song and destroys it's own flow. This isn't an addition anymore. Please consider
    reducing the volume of this one hitsample. It will sound much better throughout the song
    and wont interrupt it.
[Normal]
  1. Placement Issues:
    Issues regarding Flow, Jumps and Patterns;
    1. 00:26:913 (4) - Considering that this is a normal, and so far the easiest diff in this set, I
      strongly recommend you to straighten that slider out, so it's borders don't cross itself.
      This can cause readabillity-issues for newer players, which is why I put it into 'Placement Issues'
      and not under 'Cosmetical Issues'.
    2. 01:19:966 (4) - ^
    3. 02:02:598 (1,2,3,1) - This is a extremely crowded pattern. This can creat readabillity-issues. I highly
      recommend to change the rhythm as well.
  2. Cosmetical Issues:
    Subjective Opinions about Slider- and/or Pattern-Shapes; Combo-Colors;
    1. 00:32:913 (4) - Use NC here since it's the start of a new section within the song. On the same note, I
      suggest you remove NC on 00:34:176 (1) - and add it on 00:35:124 (5) - to straighten everything up.
    2. 00:36:703 (1) - ^ // Remove NC here for the same reason as above and add on 00:37:966 (6) -
    3. 00:50:598 (1) - Imo, I dislike the fact that the slider touches it's own borders. It would look
      alot cleaner, simply by moving the sliderend a few ticks out, so it wont touch its borders.


[Hard]
  • [list:1337]I highly suggest that you go over you map in terms of spacing again. A lot of it is awefully off,
    meaning that the spacing is highly unequal in parts, where the music is. Jumps and anti-jumps like 00:28:650 (4,5) -
    00:29:440 (2,3,4) - 00:46:808 (1,2) - 00:54:387 (1,2,3) - 00:56:124 (2,3) - ect. ect. These are only examples,
    that can be applied to the whole map. Having such a variant spacing on a hard difficulty is unsuitable, considering that
    this is supposed to be the difficulty that introduced speed, jumps and small streams. Having a stable spacing
    and only a few, very fitting jumps is key to making a difficulty, that succeeds in teaching those basics
    for insane difficulties.
Rhythmical Issues:
Issues regarding Rhythmical Choices in Placement and Tapping;
  1. 00:22:808 (1,2) - The Tapping-rhythm here is completely off. Reason for this is the simple fact that the loud snare on
    00:23:124 is mapped with a slider-end, meaning that there is no interaction with this beat. Combine that with a
    high BPM and a hit on the following red-tick 00:23:282 and you get a tapping-rhythm that feels dirty. The following
    Rhythm allows an easy-to-follow beat, keeping all hits covored.

  2. 00:43:808 (3) - Yes, there are beats on the red ticks here, but considering the signifficant
    change (snares on each white tick), I highly suggest a change in tapping-rhythm as well. For
    this I would suggest using 1/2 sliders, starting each on a white tick, altho that might be too
    fast for such a strong slowdown. The next, and imo better solution would be a 1/1 slider with reverse.
    If you do that, the you should use the same rhythm on 00:44:282 (1,2,3) - to get some consistency.

  3. 00:46:176 (3) - If you'd remove the reverse and use a 1/1 slider instead, then this would
    create a comfortable 'speed-up' when combined with the previous rhythm. It would also catch
    all important beats and making it more lenient to play.
  4. 00:48:545 (2) - You got a strong snare on a reverse. If I assume that you changed the previous
    things, then you should definitly fix this too, with the provided rhythm, to keep consistency. But even if
    you didn't fix the previously mentiond things, using a reverse for a snare will take away playabillity. It also
    currently feels rather dirty and off, esspecially in terms of tapping.

  5. 01:38:598 (1,2,3,4,1,2,1) - ^
  6. 00:57:071 (1,2,3,4) - It'd be a wise decision to follow the vocals here, to give some
    constrast to the rest of the song in terms of rhythm. This small part would really help lift
    and underline the Kiai/chours. It'd be also more confortable to play.

Placment Issues:
Issues regarding Flow, Jumps and Patterns;
  1. 00:32:124 (3,4,5) - This is one of the few spacing-related issues I will be talking about in particular, so
    you can undertsand what I generally think is wrong with this difficulty. Please consider these and apply them to your
    whole map.
    The jump between 00:31:650 (1,2) - is understandable, due to the loud snare ect. But the following
    spacing-inconsistencies make no sense, since the Beat dosn't change signifficantly, and certainly not signifficant
    enough to warrant a decrease. Please equalize the spacing here.
  2. 00:46:808 (1,2) - I like the idea with the 1/1 sliders, however, you have to space them further apart.
    You can clearly hear a beat on 00:47:282 (which doesnt mean that it should be mapped) which leads
    players to click faster than wished. This can lead to a 100/50/miss. Setting 00:46:808 (1) - to x:112 y:136 and
    00:47:440 (2) - to x:440 y:232 will take care of the spacing.
  3. 01:37:966 (2) - ^ // place 01:37:966 (2) - on x:460 y:272
  4. 00:54:387 (1,2,3) - Equal spacing, nice. Still, too close together and inconsistent, when taking the whole
    map into account. Consider spacing this just a tad bit further-apart (literally, only one or two grids each).
  5. 00:56:124 (2,3) - At least to me, this is far to big of a jump for this difficulty with this BPM. Consider reducing
    this to avoid confusion and to make it a tad bit more easy to hit and read.
  6. 01:03:545 (3,4,1) - Equalize the spacing here since no sudden rhythmical changes have occured. Please
    also apply this logic to spots like 01:08:598 (2,3,1) - and more
  7. 01:11:124 (2,3,1) - The spacing here is simply deceptive. Please space 01:11:124 (2,3) - further
    apart while keeping the current distance to the following object.

  8. 02:01:650 (3,4,1) - ^ // not as extreme as the previous point, but it still needs tweaking.
  9. 01:17:124 (1,2,3,4,5) - Equalize
  10. 01:44:913 (1,2,3) - ^

[Insane]
  1. Rhythmical Issues:
    Issues regarding Rhythmical Choices in Placement and Tapping;
    1. 00:43:019 (1,2,3,4,5) - Very similar issues to hard. in this case tho, the issue lies more within tapping.
      rhythm. You have 3 consecutive strong, indentic beats. This requires a repeating tapping-rhythm to really
      bring that point home. I highly suggest 1/2 sliders with medium jumps, just to underline everything a bit, and
      make it feel natural instead of forced. Repeat this rhythm for 00:44:282 (1,2,3,4,5,6) - as well to keep
      consistency. You can also do this rhythm on 00:48:071 (1,2,3,4,5,6,1,2,3,4,5,6) - to again, keep
      consistency.

    2. 00:45:545 (1,2,3,4,5,6,1,2,3,4,5) - Please, just try this rhythm instead:

    3. Please apply the previous points made to the pre-kiai/pre-chours here as well
      from 01:33:545 to 01:41:124
  2. Placement Issues:
    Issues regarding Flow, Jumps and Patterns;
    1. 00:57:229 (2,3,4,5) - I understand that you prefere to map against flow, but it would be really
      beneficial and ncie to have a flow here. The previous pattern 00:56:124 (3,4,5) - already indicates a
      circular movement, if you consider the even vocals here which progress very smoothly, then following
      a circular movement with your hand just feels very natural and comfortable. Breaking lose from that
      feeling while playing is extremely uncomfortable and ugly.

      Pattern + Code

      436,224,57229,2,0,P|432:260|424:312,1,71.9999978027344,8|0,0:0|0:0,0:0:0:0:
      300,348,57545,1,0,0:0:0:0:
      184,284,57703,1,0,0:0:0:0:
      160,128,57861,2,0,P|196:124|240:124,1,71.9999978027344,8|0,0:0|0:0,0:0:0:0:
    2. 01:00:861 (1) - ^ // Pretty much same issue as the one above, but instead of revamping the whole pattern,
      moving this circle up a few grids to smooth this curve out will work fine. x:328 y:76
    3. 01:03:545 (2,3) - ^ // Place 01:03:861 (3) - on x:484 y:312
    4. 01:08:913 (3) - ^ // Hit ctrl+g. This would also give a nice edge in flow-break between 01:08:913 (3,1) -
    5. 01:46:176 (1,2,3,4,5) - I really like this pattern. Sad thing is, it gets rendered weak by the finishing-movement
      between 01:47:124 (5,1) - . This should be in a circular-flow movement to really drive this pattern home and to make
      the rhythmical change more dramatic. Consider trying the code.

      Code
      120,172,107598,5,2,0:0:0:0:
      237,248,107755,2,0,P|289:252|333:228,1,71.9999978027344
      152,68,108071,2,0,P|116:64|80:72,1,71.9999978027344,2|2,0:0|0:0,0:0:0:0:
      0,216,108387,1,8,0:0:0:0:
    6. 01:56:282 (1,2,3,4,5,1) - ^

      Code
      352,160,117703,5,2,0:0:0:0:
      448,260,117861,2,0,P|460:300|444:348,1,71.9999978027344
      288,112,118176,2,0,P|276:72|296:24,1,71.9999978027344
      448,260,118492,1,8,0:0:0:0:

    7. 01:49:334 (3,1,2) - Considering the smooth vocals, a circular flow would fit better. you can achieve this by
      setting 01:50:124 (1) - to x:207 y:235 and hitting ctrl+g on 01:50:282 (2) - . Now
      this whole part 01:49:334 (3,1,2,3,4,1,2) - flows really well.

I chose to not mod the extra since I think it clashes far too much with my own mapping-standards. Not
saying it is bad, I'm just saying, that I'd probably mod it badly.

Have fun with this mod.
Topic Starter
Pati
SPOILER

Snaggletooth wrote:

Thank Stjpa.

  1. Remove "The" from Tags, since it's already in the title
  2. Disable Widescreen Support on all Difficulties, since you don't use a SB
  3. "soft-hitwhistle" is far too loud. It feels like a punch in the stomache while listening
    to the song and destroys it's own flow. This isn't an addition anymore. Please consider
    reducing the volume of this one hitsample. It will sound much better throughout the song
    and wont interrupt it.
[Normal]
  1. Placement Issues:
    Issues regarding Flow, Jumps and Patterns;
    1. 00:26:913 (4) - Considering that this is a normal, and so far the easiest diff in this set, I
      strongly recommend you to straighten that slider out, so it's borders don't cross itself.
      This can cause readabillity-issues for newer players, which is why I put it into 'Placement Issues'
      and not under 'Cosmetical Issues'.
    2. 01:19:966 (4) - ^
    3. 02:02:598 (1,2,3,1) - This is a extremely crowded pattern. This can creat readabillity-issues. I highly
      recommend to change the rhythm as well.
  2. Cosmetical Issues:
    Subjective Opinions about Slider- and/or Pattern-Shapes; Combo-Colors;
    1. 00:32:913 (4) - Use NC here since it's the start of a new section within the song. On the same note, I
      suggest you remove NC on 00:34:176 (1) - and add it on 00:35:124 (5) - to straighten everything up.
    2. 00:36:703 (1) - ^ // Remove NC here for the same reason as above and add on 00:37:966 (6) -
    3. 00:50:598 (1) - Imo, I dislike the fact that the slider touches it's own borders. It would look
      alot cleaner, simply by moving the sliderend a few ticks out, so it wont touch its borders.


[Hard]
  • [list:1337]I highly suggest that you go over you map in terms of spacing again. A lot of it is awefully off,
    meaning that the spacing is highly unequal in parts, where the music is. Jumps and anti-jumps like 00:28:650 (4,5) -
    00:29:440 (2,3,4) - 00:46:808 (1,2) - 00:54:387 (1,2,3) - 00:56:124 (2,3) - ect. ect. These are only examples,
    that can be applied to the whole map. Having such a variant spacing on a hard difficulty is unsuitable, considering that
    this is supposed to be the difficulty that introduced speed, jumps and small streams. Having a stable spacing
    and only a few, very fitting jumps is key to making a difficulty, that succeeds in teaching those basics
    for insane difficulties.
Rhythmical Issues:
Issues regarding Rhythmical Choices in Placement and Tapping;
  1. 00:22:808 (1,2) - The Tapping-rhythm here is completely off. Reason for this is the simple fact that the loud snare on
    00:23:124 is mapped with a slider-end, meaning that there is no interaction with this beat. Combine that with a
    high BPM and a hit on the following red-tick 00:23:282 and you get a tapping-rhythm that feels dirty. The following
    Rhythm allows an easy-to-follow beat, keeping all hits covored.

  2. 00:43:808 (3) - Yes, there are beats on the red ticks here, but considering the signifficant
    change (snares on each white tick), I highly suggest a change in tapping-rhythm as well. For
    this I would suggest using 1/2 sliders, starting each on a white tick, altho that might be too
    fast for such a strong slowdown. The next, and imo better solution would be a 1/1 slider with reverse.
    If you do that, the you should use the same rhythm on 00:44:282 (1,2,3) - to get some consistency.

  3. 00:46:176 (3) - If you'd remove the reverse and use a 1/1 slider instead, then this would
    create a comfortable 'speed-up' when combined with the previous rhythm. It would also catch
    all important beats and making it more lenient to play.
  4. 00:48:545 (2) - You got a strong snare on a reverse. If I assume that you changed the previous
    things, then you should definitly fix this too, with the provided rhythm, to keep consistency. But even if
    you didn't fix the previously mentiond things, using a reverse for a snare will take away playabillity. It also
    currently feels rather dirty and off, esspecially in terms of tapping.

  5. 01:38:598 (1,2,3,4,1,2,1) - ^
  6. 00:57:071 (1,2,3,4) - It'd be a wise decision to follow the vocals here, to give some
    constrast to the rest of the song in terms of rhythm. This small part would really help lift
    and underline the Kiai/chours. It'd be also more confortable to play.

Placment Issues:
Issues regarding Flow, Jumps and Patterns;
  1. 00:32:124 (3,4,5) - This is one of the few spacing-related issues I will be talking about in particular, so
    you can undertsand what I generally think is wrong with this difficulty. Please consider these and apply them to your
    whole map.
    The jump between 00:31:650 (1,2) - is understandable, due to the loud snare ect. But the following
    spacing-inconsistencies make no sense, since the Beat dosn't change signifficantly, and certainly not signifficant
    enough to warrant a decrease. Please equalize the spacing here.
  2. 00:46:808 (1,2) - I like the idea with the 1/1 sliders, however, you have to space them further apart.
    You can clearly hear a beat on 00:47:282 (which doesnt mean that it should be mapped) which leads
    players to click faster than wished. This can lead to a 100/50/miss. Setting 00:46:808 (1) - to x:112 y:136 and
    00:47:440 (2) - to x:440 y:232 will take care of the spacing.
  3. 01:37:966 (2) - ^ // place 01:37:966 (2) - on x:460 y:272
  4. 00:54:387 (1,2,3) - Equal spacing, nice. Still, too close together and inconsistent, when taking the whole
    map into account. Consider spacing this just a tad bit further-apart (literally, only one or two grids each).
  5. 00:56:124 (2,3) - At least to me, this is far to big of a jump for this difficulty with this BPM. Consider reducing
    this to avoid confusion and to make it a tad bit more easy to hit and read.
  6. 01:03:545 (3,4,1) - Equalize the spacing here since no sudden rhythmical changes have occured. Please
    also apply this logic to spots like 01:08:598 (2,3,1) - and more
  7. 01:11:124 (2,3,1) - The spacing here is simply deceptive. Please space 01:11:124 (2,3) - further
    apart while keeping the current distance to the following object.

  8. 02:01:650 (3,4,1) - ^ // not as extreme as the previous point, but it still needs tweaking.
  9. 01:17:124 (1,2,3,4,5) - Equalize
  10. 01:44:913 (1,2,3) - ^

[Insane]
  1. Rhythmical Issues:
    Issues regarding Rhythmical Choices in Placement and Tapping;
    1. 00:43:019 (1,2,3,4,5) - Very similar issues to hard. in this case tho, the issue lies more within tapping.
      rhythm. You have 3 consecutive strong, indentic beats. This requires a repeating tapping-rhythm to really
      bring that point home. I highly suggest 1/2 sliders with medium jumps, just to underline everything a bit, and
      make it feel natural instead of forced. Repeat this rhythm for 00:44:282 (1,2,3,4,5,6) - as well to keep
      consistency. You can also do this rhythm on 00:48:071 (1,2,3,4,5,6,1,2,3,4,5,6) - to again, keep
      consistency.

    2. 00:45:545 (1,2,3,4,5,6,1,2,3,4,5) - Please, just try this rhythm instead:

    3. Please apply the previous points made to the pre-kiai/pre-chours here as well
      from 01:33:545 to 01:41:124
  2. Placement Issues:
    Issues regarding Flow, Jumps and Patterns;
    1. 00:57:229 (2,3,4,5) - I understand that you prefere to map against flow, but it would be really
      beneficial and ncie to have a flow here. The previous pattern 00:56:124 (3,4,5) - already indicates a
      circular movement, if you consider the even vocals here which progress very smoothly, then following
      a circular movement with your hand just feels very natural and comfortable. Breaking lose from that
      feeling while playing is extremely uncomfortable and ugly.

      Pattern + Code

      436,224,57229,2,0,P|432:260|424:312,1,71.9999978027344,8|0,0:0|0:0,0:0:0:0:
      300,348,57545,1,0,0:0:0:0:
      184,284,57703,1,0,0:0:0:0:
      160,128,57861,2,0,P|196:124|240:124,1,71.9999978027344,8|0,0:0|0:0,0:0:0:0:
    2. 01:00:861 (1) - ^ // Pretty much same issue as the one above, but instead of revamping the whole pattern,
      moving this circle up a few grids to smooth this curve out will work fine. x:328 y:76
    3. 01:03:545 (2,3) - ^ // Place 01:03:861 (3) - on x:484 y:312
    4. 01:08:913 (3) - ^ // Hit ctrl+g. This would also give a nice edge in flow-break between 01:08:913 (3,1) -
    5. 01:46:176 (1,2,3,4,5) - I really like this pattern. Sad thing is, it gets rendered weak by the finishing-movement
      between 01:47:124 (5,1) - . This should be in a circular-flow movement to really drive this pattern home and to make
      the rhythmical change more dramatic. Consider trying the code.

      Code
      120,172,107598,5,2,0:0:0:0:
      237,248,107755,2,0,P|289:252|333:228,1,71.9999978027344
      152,68,108071,2,0,P|116:64|80:72,1,71.9999978027344,2|2,0:0|0:0,0:0:0:0:
      0,216,108387,1,8,0:0:0:0:
    6. 01:56:282 (1,2,3,4,5,1) - ^

      Code
      352,160,117703,5,2,0:0:0:0:
      448,260,117861,2,0,P|460:300|444:348,1,71.9999978027344
      288,112,118176,2,0,P|276:72|296:24,1,71.9999978027344
      448,260,118492,1,8,0:0:0:0:

    7. 01:49:334 (3,1,2) - Considering the smooth vocals, a circular flow would fit better. you can achieve this by
      setting 01:50:124 (1) - to x:207 y:235 and hitting ctrl+g on 01:50:282 (2) - . Now
      this whole part 01:49:334 (3,1,2,3,4,1,2) - flows really well.

I chose to not mod the extra since I think it clashes far too much with my own mapping-standards. Not
saying it is bad, I'm just saying, that I'd probably mod it badly.

Have fun with this mod.

Thank you so much for making such a detailed mod.I've tried to apply them but it looks like it will take some time (and yeah i should do something about hard diff).So I'll reply this tomorrow.

Okay I think I just made the most laziest mod applying ever with changing everything as you said.I used ds on hard on many parts(it looks better now imo).Too bad that you modded normal before I changed it but a few things was still there to fix, so i did.Sorry for not being able to reply all the things you wrote down here but sadly i dont have enough time for this so i decided to reply only here since i fixed almost everything as you said.Thanks once again now I have some idea how to map properly on easier diffs.
Come[Back]Home
General
Spread between Normal and Hard is too big. Hard is too hard compared to Normal

Normal

00:26:913 (4) Sliders like that are really unpopular in Normals cause they are hard to read for beginners. They can even cause an unrank.
00:33:545 (2,4) They are kinda close to each other which looks not really good imo.Place (4) a bit higher
00:36:703 (3) Same as 00:26:913 (4)
00:43:334 (2,4) Bad overlap
00:50:598 (1) Im really unsure about a slider like this in a Normal, those can be hard to follow even in Insanes.
01:19:966 (4) I think you already know
01:25:019 (5) Nothing wrong with this one, execept that it looks kinda random, you could improve the shape a bit. Try moving the red sliderthingy too 328/212. Looks better imo
02:01:334 (1,3) Dont you think that they are a bit too close to each other which makes it look weird?
02:02:598 (4,5) There are definetely more and better fitting slidershapes than this

Hard

00:23:282 (2,3) They should switch places so the slider wont start on the red tick cause it doesnt really fit
Okay, i have a big problem with this hard. It has not really a constant ds, its mostly some random spacing which doesnt fit in a hard, but in an Insane. I suggest to fix that.
Othewise it lacks on quality compared to Normal and Insane. It feels mapped "fast" and not really well made. Many sliders are starting on red ticks, even though it doesnt fit, so they end on a white tick, which is just weird. Slidershapes do look random and they mostly dont fit. Main problem is the ds though, you should map Hard mostly with a constant ds, otherwise its more like an Insane+ in this case.

Insane

01:08:755 Is the whistle supposed to be there? Really weird
01:20:440 (5,6) Stack is unnecessary and takes out the movement
01:40:334 (4,5) The should start on next white tick, it fits way more with the song itself, otherwise they stop on a downbeat, which should be clickable in tat case

Extra
Just curious, why no kiai time here?

00:23:282 (1,2) They should start here 00:23:124 It fits way better than letting them start on a redtick

Well, Insane and Extra are really awesome!
Normal seems fine, only problem in this mapset is Hard, it really is a weird diff, and the gap between Normal and Hard might be a problem, otherwise good work on this Map! :3
Topic Starter
Pati
CBH

Come[Back]Home wrote:

General
Spread between Normal and Hard is too big. Hard is too hard compared to Normal

Normal

00:26:913 (4) Sliders like that are really unpopular in Normals cause they are hard to read for beginners. They can even cause an unrank.
00:33:545 (2,4) They are kinda close to each other which looks not really good imo.Place (4) a bit higher
00:36:703 (3) Same as 00:26:913 (4)
00:43:334 (2,4) Bad overlap
00:50:598 (1) Im really unsure about a slider like this in a Normal, those can be hard to follow even in Insanes. I wanna keep this until someone says its unrankable
01:19:966 (4) I think you already know
01:25:019 (5) Nothing wrong with this one, execept that it looks kinda random, you could improve the shape a bit. Try moving the red sliderthingy too 328/212. Looks better imo
02:01:334 (1,3) Dont you think that they are a bit too close to each other which makes it look weird? Yeh fixed now :v
02:02:598 (4,5) There are definetely more and better fitting slidershapes than this

Hard

00:23:282 (2,3) They should switch places so the slider wont start on the red tick cause it doesnt really fit
Okay, i have a big problem with this hard. It has not really a constant ds, its mostly some random spacing which doesnt fit in a hard, but in an Insane. I suggest to fix that.
Othewise it lacks on quality compared to Normal and Insane. It feels mapped "fast" and not really well made. Many sliders are starting on red ticks, even though it doesnt fit, so they end on a white tick, which is just weird. Slidershapes do look random and they mostly dont fit. Main problem is the ds though, you should map Hard mostly with a constant ds, otherwise its more like an Insane+ in this case. I can't deny it I actually mapped it fast and thought I dont need ds on hard diff.After realizing how hard this diff sucks, I decided to map it with ds and fixed that red tick issues according to Snaggle's mod.

Insane

01:08:755 Is the whistle supposed to be there? Really weird
01:20:440 (5,6) Stack is unnecessary and takes out the movement
01:40:334 (4,5) The should start on next white tick, it fits way more with the song itself, otherwise they stop on a downbeat, which should be clickable in tat case

Extra
Just curious, why no kiai time here? Not sure if extra diffs needs a kiai time since many players play without it.

00:23:282 (1,2) They should start here 00:23:124 It fits way better than letting them start on a redtick

Well, Insane and Extra are really awesome!
Normal seems fine, only problem in this mapset is Hard, it really is a weird diff, and the gap between Normal and Hard might be a problem, otherwise good work on this Map! :3 Thank you! :3

As you know no reply = fixed.Thanks once again for this mod.
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