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sana - Miraizu

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Kalibe
Lasse, btw check Easy : 01:49:838 (2,3) - and open AIbot. Is it specially?
Topic Starter
Lasse
lo lthat should've been snapped to 01:49:670 - which also fixes the ds, idk how that happened, fixed it.
seems like I somehow movid it while chaging some hitsound stuff
thanks for pointing it out
DahplA
As requested, only doing the Extra and Insane difficulties:

[Forever]
  1. 00:14:277 (3,4,5,6) - Personal suggestion, but I think you should arrange the stacks like this to better represent the really high pitched vocals on 00:14:614 (5,6) - . It also makes the slider velocity decrease feel less random.
  2. 00:23:378 (1,2,3,4,1) - I would space the slider further away to some degree, to make it look different from 1,2,3,4 since the 1/3 slider follows the drums, and not the vocals, so it should be shown differently.
  3. 01:45:625 (1,2,3,4,1,2,3,4) - In my opinion, these notes are spaced quite far considering how calm this section is.
  4. 02:39:221 (3) - I feel that this slider should be facing the other way around. A previous combo, 02:38:210 (1,2,3) - is very similar to the flow of the next combo, in which the slider is facing upwards. The player would probably think this is a form of repetition or beat pairing, and will most like predict the slider start to be at the bottom.
  5. After 02:59:108 - there's quite a nice slowing drum sound here which you haven't mapped. It's a bit inconsistent, as you've mapped the drums on 02:58:771 (2) - and then ignored the rest. It should look like this (1/3)
[Insane]
  1. 01:45:625 (1,2,3,4,1,2,3,4) - Same thing as in Forever
  2. 02:59:108 (3) - Again, same thing
That's it. Lovely song choice. Hope this gets ranked. Good luck.
Topic Starter
Lasse

DahplA wrote:

As requested, only doing the Extra and Insane difficulties:

[Forever]
  1. 00:14:277 (3,4,5,6) - Personal suggestion, but I think you should arrange the stacks like this to better represent the really high pitched vocals on 00:14:614 (5,6) - . It also makes the slider velocity decrease feel less random. I get what you mean, but that really makes 6 feel not emphasized at all and even if the main focus here are vocals, it is such a stron guitar strum that it feels wrong to stack
  2. 00:23:378 (1,2,3,4,1) - I would space the slider further away to some degree, to make it look different from 1,2,3,4 since the 1/3 slider follows the drums, and not the vocals, so it should be shown differently. ruined the symmetry of the pattern ;_; also vocals are not my main intention here if you look at the spacing and all, 00:23:378 (1,2,3,4,1) - here the piano is my main focus as the piano sounds are ~equally strong on all of those => same spacing, then nc to indicate change to 1/3 and change to focus on drums
  3. 01:45:625 (1,2,3,4,1,2,3,4) - In my opinion, these notes are spaced quite far considering how calm this section is. not the first one to complain even it seems fine for me, reduced by ~10% on both hdiffs
  4. 02:39:221 (3) - I feel that this slider should be facing the other way around. A previous combo, 02:38:210 (1,2,3) - is very similar to the flow of the next combo, in which the slider is facing upwards. The player would probably think this is a form of repetition or beat pairing, and will most like predict the slider start to be at the bottom. It's okay to throw of players sometimes :v ALso it flows quite nice and makes a better looking pattern here/better spacing with the next slider etc
  5. After 02:59:108 - there's quite a nice slowing drum sound here which you haven't mapped. It's a bit inconsistent, as you've mapped the drums on 02:58:771 (2) - and then ignored the rest. It should look like this (1/3)two reasons: 1. it nicely fades out the song
    2. snapping is weird here, the 1/3 doesn't work very well and make it feel more confusing than anything with having stuff on the 1/4 ticks like 02:59:361 - etc
[Insane]
  1. 01:45:625 (1,2,3,4,1,2,3,4) - Same thing as in Forever did same as on forever
  2. 02:59:108 (3) - Again, same thingsame reasoning
That's it. Lovely song choice. Hope this gets ranked. Good luck.
thanks for modding
Topic Starter
Lasse
removed the triple at 00:21:271 (5) - now too
lowered the od of forever from 9 to 8.8 cause why not
increased the hp drain on the higher diffs a bit (by ~.5 to 1.0) and added breaks after both choruses (where there was empty drain before) to compensate
Seijiro
From my queue :3~

[General]
  • Is the dot after "Suki ni naru shunkan wo" in tags (both romaji and kanji) necessary? Nvm, it is written like that everywhere on the net lol

    I find those combo colors a bit ugly, since they aren't in sync with the BG.
    What about these:
    Combo colors

    [Colours]
    Combo1 : 242,199,49
    Combo2 : 248,116,221
    Combo3 : 255,128,128
    Combo4 : 171,88,88

[Forever]
  • 00:05:176 - I dunno... the combo-ing on this first part is a bit strange... I would have used NCs on 00:06:524 (3) - 00:07:872 (6) - 00:09:221 (2) - , in order to place a NC every 1/1

    00:10:569 (1) - The giggle kinda slows down the SV there, so keep in mind you'll eventually have to change this

    00:21:018 (3,4,1) - There is no emphasis on this beats, or rather, there is a weak emphasis. The jump on 00:21:355 (1) - should be really noticeable imo, so what about stacking 4 on top of 3? I couldn't think of anything else without breaking the pattern, so... :/

    00:29:277 (3) - Just personal preference, but seeing the previous spacings, I'd put this object on 00:28:603 (1) - 's tail. The downwards movement also helps to give a good emphasis on 00:29:445 (4) -

    00:48:996 (1,2,3,4) - I just have a suggestion for a pattern here and it is purely preference so feel free to don't give it a second thought if you don't like it: pattern

    00:52:704 (1,1) - Are these NCs necessary? .-. Well, maybe the last one could fit in there, but the first one is still without reason for me...

    01:01:973 (1) - A simple circle stacked on top of 01:02:310 (1) - fits way better imo, since there is no actual beat at 01:02:142 -

    01:06:524 (1) - Another giggle that may be a problem

    01:12:760 (1) - Same as the previous suggestion on the similar pattern to this

    01:17:310 (1,2,1,2,1,2,1,2,1,2) - You're probably hate me for saying this, but these jumps seem really incomprehensible for me seeing your previous spacings and patterns. Isn't there any other way to map this?

    01:22:704 (1) - As long as the giggle alters the SV, I'll keep pointing them out (anyways, I think you know what you're doing here, so I'll stop)

    02:23:041 (1,1) - If you accept my previous suggestion, remember to do the same on these ones for consistency

    02:35:007 (1) - As before for consistency

    02:45:794 (1) - Why isn't this on top of the next slider as you did before for this pattern?

    02:59:108 (3) - What about a 3/4 repeat slider?

[Insane]
  • 00:05:176 - Use the same suggestion I made for the Extra diff

    00:11:243 (1) - This is a bit sloppy. Can you improve it?

    00:45:288 (2,3) - Maybe a Ctrl + G on each of them individually? Just for a better flow

    00:52:704 (1,1) - As for the Extra diff, I can't find reasons for these NCs

    01:12:760 (7) - On the Extra diff you used a SV change on this one, which imo fits better than a normal SV (even if I'd rather use the stacked circle I mentioned before)

    01:39:558 (1) - Do you need this NC?

    01:50:344 (3,4) - This spacing is kinda small compared to 01:50:513 (4,5) - . See if you can make all the same or maybe place a circle at 01:50:428 - and keep the stream

    02:23:041 (1,1) - As before

    02:45:794 (7) - Keep consistency whatever you choose to do with the previous pattern like this

Ok, I was about to mod the other diffs too, but what I feared while modding the first diffs came to reality.
The overall difficulty of your diffs is harder than normal. For example your note density on the Hard is a bit too much in those places where there are too many triplets one after another; on your Normal the general SV is too high imo, therefore the DS is too big; in the Easy you keep using too many 3/2 sliders which may be a bit too much for newbie players (and again the SV may be a bit too high).
Maybe I;m a bit too harsh here, but I tried to be objective in most cases. The only subjective matters I didn't point out are all reasoning/meaning/coherence stuff, like 00:19:333 (1,2,3,4) - what is the meaning of this pattern (Hard diff) and so on, where whole patterns give me the idea of "I don't have a defined idea of what I should do here so I leave it there hoping someone has better ideas for me" which should never happen since this is your map, not anyone else's.
This applies above all on the lower diffs, but the higher ones aren't totally outside of this tho, so be careful in the future.
"There is always something better, so don't be satisfied with the minimum" -philosophical quote from someone I don't remember (probably it is just my way of thinking, but I guess it might help anyway)

That's all from me and good luck with your mapset :3~
Feel free to poke me if you need anything =w=/
Topic Starter
Lasse

MrSergio wrote:

From my queue :3~

[General]
  • Is the dot after "Suki ni naru shunkan wo" in tags (both romaji and kanji) necessary? Nvm, it is written like that everywhere on the net lol

    I find those combo colors a bit ugly, since they aren't in sync with the BG.
    What about these:
    Combo colors

    [Colours]
    Combo1 : 242,199,49
    Combo2 : 248,116,221
    Combo3 : 255,128,128
    Combo4 : 171,88,88
    Will consider, but the pin kand oragne work with the bg and the other two are complementary to them which seems fine. Just don't like using very similar ones

[Forever]
  • 00:05:176 - I dunno... the combo-ing on this first part is a bit strange... I would have used NCs on 00:06:524 (3) - 00:07:872 (6) - 00:09:221 (2) - , in order to place a NC every 1/1 idk where that one nc went, fixed it

    00:10:569 (1) - The giggle kinda slows down the SV there, so keep in mind you'll eventually have to change this
    those are on a level that is still fine, at least from all I saw in 2015. it is easily readable and all
    00:21:018 (3,4,1) - There is no emphasis on this beats, or rather, there is a weak emphasis. The jump on 00:21:355 (1) - should be really noticeable imo, so what about stacking 4 on top of 3? I couldn't think of anything else without breaking the pattern, so... :/ that should work

    00:29:277 (3) - Just personal preference, but seeing the previous spacings, I'd put this object on 00:28:603 (1) - 's tail. The downwards movement also helps to give a good emphasis on 00:29:445 (4) - I moved it somewhere

    00:48:996 (1,2,3,4) - I just have a suggestion for a pattern here and it is purely preference so feel free to don't give it a second thought if you don't like it: pattern like the curren one more

    00:52:704 (1,1) - Are these NCs necessary? .-. Well, maybe the last one could fit in there, but the first one is still without reason for me... looks nicer :v should be fine

    01:01:973 (1) - A simple circle stacked on top of 01:02:310 (1) - fits way better imo, since there is no actual beat at 01:02:142 - sure there is no beat, hence the muted end, but it goes well with the held vocal

    01:06:524 (1) - Another giggle that may be a problem same as before

    01:12:760 (1) - Same as the previous suggestion on the similar pattern to this

    01:17:310 (1,2,1,2,1,2,1,2,1,2) - You're probably hate me for saying this, but these jumps seem really incomprehensible for me seeing your previous spacings and patterns. Isn't there any other way to map this?

    01:22:704 (1) - As long as the giggle alters the SV, I'll keep pointing them out (anyways, I think you know what you're doing here, so I'll stop)

    02:23:041 (1,1) - If you accept my previous suggestion, remember to do the same on these ones for consistency

    02:35:007 (1) - As before for consistency

    02:45:794 (1) - Why isn't this on top of the next slider as you did before for this pattern? consistent with 01:12:760 (1) - , the first time in both choruses it's on the sldier, second time not

    02:59:108 (3) - What about a 3/4 repeat slider? the snapping sucks with guitar on ~1/2 and all. fading it ous fits well too

[Insane]
  • 00:05:176 - Use the same suggestion I made for the Extra diff did osme nc stuff

    00:11:243 (1) - This is a bit sloppy. Can you improve it? sure

    00:45:288 (2,3) - Maybe a Ctrl + G on each of them individually? Just for a better flow think current works better, considering how most people play those 1/2 sliders

    00:52:704 (1,1) - As for the Extra diff, I can't find reasons for these NCs same as extra, think it's fine

    01:12:760 (7) - On the Extra diff you used a SV change on this one, which imo fits better than a normal SV (even if I'd rather use the stacked circle I mentioned before) This works fine imo. also I don't really like using such strong sv changes one sub 5*/more simple diffs

    01:39:558 (1) - Do you need this NC? goes with the stronger piano+inc. spacing

    01:50:344 (3,4) - This spacing is kinda small compared to 01:50:513 (4,5) - . See if you can make all the same or maybe place a circle at 01:50:428 - and keep the stream fixed the spacing

    02:23:041 (1,1) - As before

    02:45:794 (7) - Keep consistency whatever you choose to do with the previous pattern like this

Ok, I was about to mod the other diffs too, but what I feared while modding the first diffs came to reality.
The overall difficulty of your diffs is harder than normal. For example your note density on the Hard is a bit too much in those places where there are too many triplets one after another; on your Normal the general SV is too high imo, therefore the DS is too big; in the Easy you keep using too many 3/2 sliders which may be a bit too much for newbie players (and again the SV may be a bit too high).
Maybe I;m a bit too harsh here, but I tried to be objective in most cases. The only subjective matters I didn't point out are all reasoning/meaning/coherence stuff, like 00:19:333 (1,2,3,4) - what is the meaning of this pattern (Hard diff) and so on, where whole patterns give me the idea of "I don't have a defined idea of what I should do here so I leave it there hoping someone has better ideas for me" which should never happen since this is your map, not anyone else's. idk that pattern and most seem totally fine to me, it's just some blanket and symmetry spam that fits here
This applies above all on the lower diffs, but the higher ones aren't totally outside of this tho, so be careful in the future.
"There is always something better, so don't be satisfied with the minimum" -philosophical quote from someone I don't remember (probably it is just my way of thinking, but I guess it might help anyway)

about the lower diffs, uh. the naming might not be 100% perfect. the diffs are more like "light normal" - "advanced" - " hard+/light insane" but those naming looks shitty. and they abide the general guidelines to be called e/n/h so it should be fine

That's all from me and good luck with your mapset :3~
Feel free to poke me if you need anything =w=/
thanks for modding :v
as for those chorus jumps, they were heavily nerfed and remapped already while everything else got way harder, I think the current state is okay compared with other hard but slightly less intense parts as 02:26:074 (1,2,3,4,1,2,3,4) -. the vocals are strong/intense and it also plays fine.
if really needed I could change them again, but the current should be fine compared to the rest of the map tbh
Topic Starter
Lasse
k, changed the big jumps lol
5.95* -> 5.81* -> 5.72*
basically made them easier overall and scaled the spacing more with the vocals and guitar sounds
=> decreasing at 01:18:997 (3) - and 02:52:030 (3,4) - already, also removed triples at the end but added the well audible ones into the first section as they
were also in the second
biggest jumps at 01:18:659 (1) - 02:51:692 (1) - because storngest vocal, lowered spacing on weaker stuff as 01:18:490 (4) - 02:51:524 (4) - etc.

and while at it also decreased the od to 8.5

as for the 02:08:715 (4,5,1,2,3,4,1,2,3,4,1,2,3,4) - part
I checked it again and talked to some people and after all it seems like keeping it full 1/4 is the best solution in terms of still keeping up with the intensity of the part and having it playable. even if that migh not be 100% perfect, it's not really noticeable with 100% or even 75% in the editor, even less during gameplay

also nerfed those that one part during both kiai on hard that are like triple - 1/2 - triple to only use one triple and repeat sliders

I think the naming of the lower diffs should be fine as it is now as the progression between difficulties density/pattern/rhythm/* wise makes sense and there is a <2* difficulty
even though they might be a bit harder than common e/n/h diffs, they are still within the limits for those diff names

but if really needed I could rename
easy => normal
and
normal => advanced



+ changed combocolors to this: http://i.imgur.com/jcvRQAx.jpg
Topic Starter
Lasse

BeatofIke wrote:

Quick Mod for you!

Hard and Insane difficulty is good and I can't pass Extra difficulty, so I'm skipping that difficulty. Pretty solid map. Have a star icon ~
totally forgot that part
Since Extra got nerfed quite a bit since then maybe you can take a look at it now ( ͡° ͜ʖ ͡°) (rip disabled pm, can't even spam)
Lami
  • [Insane]
  1. 00:21:187 (2) - same with highest diff
  2. 00:21:018 (1) - ^
  3. 00:52:704 (1) - ^
  4. 02:59:108 (3,1) - ^
  5. 00:24:052 (1,2) - make same partten with 01:22:030 (1,2) - , 02:21:018 (1,2) - , etc..

    [Forever]
  6. 00:21:187 (4) - overmapped, remove or recommend to change slider at 00:21:018 (3) -
  7. 00:49:333 (2,3) - why you make jump suddenly? :/
  8. 00:52:704 (1) - frankly speaking, this NC is unnecessary
  9. 02:23:041 (1) - ^
  10. 01:18:659 (1,2,3,4) - this part have very impact sound, but here is really small jump than 01:16:636 (1,2,3,4,5,1,2,3,4,5,1,2,3,4) -
    if you intend huge jump in peak voice, you should make huge jump here too.
  11. 02:51:692 (1,2,3,4) - ^
  12. 01:22:030 (1,2) - increase DS like 01:19:670 (2,1) -
  13. 01:28:097 (1,2) - this anti-jump doesn't fit music. since 01:28:097 - and 01:28:265 - have major sound.
  14. 02:01:215 (2) - overmapped
  15. 01:15:962 (1,2,1) - with 02:48:996 (1,2,3) - inconsistent NC setting
  16. 02:59:108 (3,1) - you already mapped guitar sound in 02:58:434 (1,2,3) -
    then you should catch same sound in 02:59:108 - ~ 02:59:782 -
Topic Starter
Lasse

Lami wrote:

  • [Insane]
  1. 00:21:187 (2) - same with highest diff
  2. 00:21:018 (1) - ^
  3. 00:52:704 (1) - ^
  4. 02:59:108 (3,1) - ^
    answered all those for extra, denied/accepted same here
  5. 00:24:052 (1,2) - make same partten with 01:22:030 (1,2) - , 02:21:018 (1,2) - , etc.. this looks better with the other patterns here and is a different context anyways, no need, it would look weird here

    [Forever]
  6. 00:21:187 (4) - overmapped, remove or recommend to change slider at 00:21:018 (3) - I thougt it's nice on that sound, but since so many people complain I removed it on all diffs and made 3 a slider
  7. 00:49:333 (2,3) - why you make jump suddenly? :/ doesnt even play liek a jump due to slider leniency and movement
  8. 00:52:704 (1) - frankly speaking, this NC is unnecessary
  9. 02:23:041 (1) - ^
    changed the nc pattern to guitar here for both diffs
  10. 01:18:659 (1,2,3,4) - this part have very impact sound, but here is really small jump than 01:16:636 (1,2,3,4,5,1,2,3,4,5,1,2,3,4) -
    if you intend huge jump in peak voice, you should make huge jump here too.
  11. 02:51:692 (1,2,3,4) - ^
    I increased the spacing on 01:18:827 (2) - and 02:51:861 (2) - after that there's only the voice fading out with some weaker drums and not very strong guitar, no need to space 3-4 more tbh
    vocals clearly end on 01:18:996 (3) - and 02:52:030 (3) - so lower spacing on those is fine
    Also changed the ones on Insane a bit liek this (4.87* -> 4.86*)

  12. 01:22:030 (1,2) - increase DS like 01:19:670 (2,1) - no, this doesnt have an extremely strong crash like 01:20:007 (1) - has
  13. 01:28:097 (1,2) - this anti-jump doesn't fit music. since 01:28:097 - and 01:28:265 - have major sound. changed a bit, but not too much as the music is transitioning into a slow part and it's not that strong
  14. 02:01:215 (2) - overmapped guess I can remove it, changed that part a bit, same for insane
  15. 01:15:962 (1,2,1) - with 02:48:996 (1,2,3) - inconsistent NC setting made both 2/1
  16. 02:59:108 (3,1) - you already mapped guitar sound in 02:58:434 (1,2,3) -
    then you should catch same sound in 02:59:108 - ~ 02:59:782 -
    already talked about this a few times before
thanks for modding
Grrum
Hi. Here for M4M from your queue. Hope this helps!

[General]

Might want to make AudioLeadIn: 1000 (File → open .osu in notepad)

00:55:850 – I don't think this should be kiai. Nor this 02:26:074 -

[Forever]

00:16:973 (2,3) – Try moving (2) to 385, 315 so you can stack (3) on 00:16:383 (6) -

00:21:018 (3,1,2) – I think this can be improved aesthetically by curving (1) and (2) more. This sets you up to blanket (1) and (2) which imo looks more structured than the triangle you're trying to go for: http://puu.sh/msicO/babab4a1b7.jpg

00:23:378 (1,2,3,4,1) – So these aren't straight lines, but they're really close to being straight. This kinda looks a tiny bit odd, so try giving them a little bit more of an angle between them and be a little less subtle about it since that looks more like your intention than making them actually straight. http://puu.sh/msiDH/d38b840b20.jpg

00:30:962 (5,6,7,8,9,1) – The angle of these triples don't really go well together. Try blanketing 00:30:288 (2) – instead of stacking on it to give you some more room for a smoother flow: http://puu.sh/msiqs/98f356fe46.jpg

00:36:861 (1,2,3) – These sliders could be more symmetric with themselves and with each other and I think it would look nicer. So I'd like to see the red node be in the direct center of each of these, and for (1,2), start with something like this and then rotate it to where you want it: http://puu.sh/msj1c/1cbe9429e1.jpg

01:05:513 (3,3) – This overlap does not look good. Here is how I would change it. Start by rotating all of 01:05:176 (1,2,3,1,2) – by 15 degrees counterclockwise. And move (1) to around 84, 110. Then move 01:06:187 (3) – to 16, 189 and give it a curve. This keeps a somewhat repetitive flow to go with the guitar: http://puu.sh/msjjE/751c665574.jpg

01:12:760 (1,1) – This spacing is a little too low visually. Try moving the latter slider to 356, 263

01:15:288 (1,2,3,4,1,2,1,2,3,4,5,1,2,3,4,5,1,2,3,4,1,2,3,4) – Let's analyze the spacing here (this is gonna get pretty subjective, but do hear me out). As a disclaimer, I think the intensity/spacing here is a little too big, and so these suggestions are going to end up with a smaller spacing, but if you want to keep the same level of high spacing, you can scale up the suggestions to the size you want, I just want to get the ideas about changing spacing within the pattern across. Also, these were rushed patterns (edit: sorry bout the miscommunication, I'm referring to my suggested patterns as being rushed. Yours are structurally good), so they're not the best flow/spacing/visual wise. Okay so, you need to include moments of low spacing in these kinds of patterns. This helps the player stay engaged because it highlights the important notes, and it makes it feel like you're not just spamming jumps. So you can keep the jump at 01:15:288 (1) – (in fact, you might be able to increase it slightly), but you want to lower the intensity/spacing afterwords. So make the spacing steadily decline at (2,3,4,1) with something like: http://puu.sh/msklk/52f0c231dc.jpg. Similarly, the slider at 01:16:299 (2) – is kind of weak, so I think the spacing into it should be lowered so that the jump into 01:16:636 (1) – feels more powerful. Again, for the same idea afterwords, decrease the spacing to something like: http://puu.sh/msklk/52f0c231dc.jpg. Now you have the piano making some strong downbeats at 01:17:310 (1) – (well, you'd have to pretend it's at 01:17:142 (4) – due to the triple), and so these are the stronger beats. But on these downbeats, you have an increasing pitch going on. This sets you up to build tension and then release it at 01:18:659 (1) - . So the spacing across each measure should get bigger. So try starting it off with a small pattern like: http://puu.sh/mskvb/84eb03e279.jpg , then a bigger pattern like: http://puu.sh/mslzY/90892056c2.jpg, and then bigger again like: http://puu.sh/mskZQ/f312c456cc.jpg. Note that again, the downbeats have big jump into them, but then the rest of the pattern declines again to give rest and sort of “reset” the intensity so you can have a meaningful jump again. These ideas are bundled into a bigger idea called pacing. There's a cool video if you want to look into pacing more that talks about pacing in some other mediums: https://www.youtube.com/watch?v=5LScL4CWe5E. I'd be happy to talk to you about this more in a PM if you have any questions are want me to take a look at how you approached this.

01:27:760 (6,7,1) – The ¼ part here looks a little cramped, try smoothing it out: http://puu.sh/mslpK/e3bc7c39dc.jpg

01:42:928 (1) – This anti-flow feels too intense for such a calm section of the song. Ctrl + G fits better but also has problems, but you get the idea.

02:02:816 (1) – If you had more room, I would suggest increasing the spacing into this to emphasize the guitar. I would make room for it by angling 02:00:456 (1) - more to make the combo move more to the left.

02:21:018 (1,2) – I like what you did with the kicksliders at 00:50:344 (1,2,3) – a lot, so I would suggest you do the same kind of thing, but that's just me.

02:37:872 (5,3) – this overlaps just a tiny bit, and I'd prefer it not overlapping like this

02:49:670 (1) – Same thing as above

02:59:333 – Conider a 2/3 slider here?

[Insane]

00:16:636 (1,2,3,4) – It would be nice if this were symmetrical. Rotate all of this by 13 degrees counterclockwise and you'll see that (1,4) could be a mirror. If you were to do this, you'd end up with something like this: http://puu.sh/msr00/83b0349d54.jpg . I recommend you change the slider a little bit though since this is a curved a little too tightly.

00:18:659 (4,5,6) – The angle that this forms is not the same as the angle formed by 00:18:996 (5,6,1) - (although it's very close). One way to make this the case is to stack (5) on the end of (4) and (6) and the head of (1). Then use a calculator to find how much you should scale (5,6) down. Then just make the DS the same between (4), (5,6), and (1) and the angles will be nice.

00:20:344 (6,7,1,2) – You got a nice triangle structure going on, but can you include 00:20:007 (5) – in it too? (i.e. 00:20:007 (5,6,2) – should form a equilateral triangle which you can do by rotating 00:20:344 (6,7,1,2) – ). This will form a nice hexagon structure.

00:29:782 (5,1,2,3) – This is a nice square structure, but (3,5) is a little close visually. Can you rotate 00:29:108 (2,3,4,5) – counterclockwise a bit to give them some room?

00:59:782 (1,4,5) – I prefer these sliders having more curve in them

01:08:715 (7,8) – The distance between the heads here is 2.85x, while the distance is ~2.6x at 01:08:378 (4,7) – and 01:08:883 (8,9) - . Can you make them all the same?

01:17:310 (1,2,3,1,2,3,4,1,2,3,4) – Same kind of pacing ideas from Forever

01:27:760 (6,1,2,3) – Go for the square structure by rotating (2,3)?

02:01:299 (6,7,1) – I think the change in flow on the ¼ rhythm here doesn't play well and would prefer just a normal stack or a slightly increased, consistent spacing here.

02:26:074 (1) – If I was scoring this for a competition, I think I would give you points off for being too similar to 00:55:737 (1) - . It's fine as a pattern, but do consider taking the same idea you have with the spacing and expressing it in a different way. As a really rough example: http://puu.sh/msqCF/6c1996f1c1.jpg

02:32:141 (3,4,5,6) – Rotate the star structure in order to blanket 02:31:805 (2,5) - ?

02:32:816 (1,4) – Same kind of suggestion as 00:16:636 (1,2,3,4) –, it'd be nice if the (1,4) sliders were symmetrical in some way. Also the angles could be made more equal like at 00:18:659 (4,5,6) –

02:33:490 (4,5) – The way (4) flows into (5) doesn't feel nice to me because slider leniency and whatnot. Try going for a smoother flow with only a subtle flow change: http://puu.sh/mssgk/dc0ec30dc8.jpg

02:35:007 (6) – Rotate so this is more in line with 02:34:670 (4) - ?

02:42:591 (2,5) – This blanket would look nicer if (2) were more curved

02:50:344 (1) - pacing

02:57:423 (2,3,4,5) – The DS here is a little too low for my taste. Try 1.10x or 1.20x

Good luck!
Topic Starter
Lasse
I'll fully reply to this tomorrow
Just read the essay on the jumps and the response is pretty much: no
Using lower spacing anywhere during that sequence is not what I want here and the current one firs well with the intensity.
Focusing only on downbeat while this is so intense on every 1/2 until the decline at 3 of the last combo would be pretty shitty.
Also "rushed"? Uh you don't even mention how they feel rushed, lol.
They are basically stars with differently spaced parts and some back and forths and everyone I made testplay it seemed fine with those.
oh I saw your edit, k then
and about the pacing:
Don't only look at that pattern, look at the whole map/chorus/whatever. The part just before this has some medium-big jumps already, but with more sliders mixed in to make it "calmer" overall, giving this more impact. Also I actually think having a sequence of highly spaced jumps wiht some scaling mostly on intensity of the vocals for 4/1 is something that "keeps the player engaged" nicely
Topic Starter
Lasse

pinataman wrote:

Hi. Here for M4M from your queue. Hope this helps!

[General]

Might want to make AudioLeadIn: 1000 (File → open .osu in notepad) idk actually

00:55:850 – I don't think this should be kiai. Nor this 02:26:074 - nicely highlights how strong this is, see no problem here and it is consistent within itself as it is on both times it happens.

[Forever]

00:16:973 (2,3) – Try moving (2) to 385, 315 so you can stack (3) on 00:16:383 (6) - not my intention but I changed it a bit

00:21:018 (3,1,2) – I think this can be improved aesthetically by curving (1) and (2) more. This sets you up to blanket (1) and (2) which imo looks more structured than the triangle you're trying to go for: http://puu.sh/msicO/babab4a1b7.jpg

00:23:378 (1,2,3,4,1) – So these aren't straight lines, but they're really close to being straight. This kinda looks a tiny bit odd, so try giving them a little bit more of an angle between them and be a little less subtle about it since that looks more like your intention than making them actually straight. http://puu.sh/msiDH/d38b840b20.jpg not my intention, look what happens if you copy paste and rotate the left part to the exact angle of the right: http://i.imgur.com/y3LvK6t.jpg perfectly symmetrical

00:30:962 (5,6,7,8,9,1) – The angle of these triples don't really go well together. Try blanketing 00:30:288 (2) – instead of stacking on it to give you some more room for a smoother flow: http://puu.sh/msiqs/98f356fe46.jpg small "break" is intended to highlight the "removal" of the guitar, as the first triple has a guitar sound on it's start but the second not


00:36:861 (1,2,3) – These sliders could be more symmetric with themselves and with each other and I think it would look nicer. So I'd like to see the red node be in the direct center of each of these, and for (1,2), start with something like this and then rotate it to where you want it: http://puu.sh/msj1c/1cbe9429e1.jpg I changed them a bit
01:05:513 (3,3) – This overlap does not look good. Here is how I would change it. Start by rotating all of 01:05:176 (1,2,3,1,2) – by 15 degrees counterclockwise. And move (1) to around 84, 110. Then move 01:06:187 (3) – to 16, 189 and give it a curve. This keeps a somewhat repetitive flow to go with the guitar: http://puu.sh/msjjE/751c665574.jpg

01:12:760 (1,1) – This spacing is a little too low visually. Try moving the latter slider to 356, 263 dont see a problem with this, it looks fine and plays like it should


01:27:760 (6,7,1) – The ¼ part here looks a little cramped, try smoothing it out: http://puu.sh/mslpK/e3bc7c39dc.jpg I changed the arrangement a bit, but no higher spacing, this is pretty much the highest I can use here due to the music

low spacing, 1\1 and it goes nicely with the strong piano while stopping players from falling asleep during this part

02:02:816 (1) – If you had more room, I would suggest increasing the spacing into this to emphasize the guitar. I would make room for it by angling 02:00:456 (1) - more to make the combo move more to the left. fits well and look nice like this, having the smae sdistance between 2222 and all

02:21:018 (1,2) – I like what you did with the kicksliders at 00:50:344 (1,2,3) – a lot, so I would suggest you do the same kind of thing, but that's just me. they both sound way differen, so mapping them differently feels like a better idea actually

02:37:872 (5,3) – this overlaps just a tiny bit, and I'd prefer it not overlapping like this fixed this

02:49:670 (1) – Same thing as above

02:59:333 – Conider a 2/3 slider here? If I asked 10 people, I would get 10 different suggestions on what I should snap where here etc. also prefer it like this


[Insane]

00:16:636 (1,2,3,4) – It would be nice if this were symmetrical. Rotate all of this by 13 degrees counterclockwise and you'll see that (1,4) could be a mirror. If you were to do this, you'd end up with something like this: http://puu.sh/msr00/83b0349d54.jpg . I recommend you change the slider a little bit though since this is a curved a little too tightly. looks fine as it is to me

00:18:659 (4,5,6) – The angle that this forms is not the same as the angle formed by 00:18:996 (5,6,1) - (although it's very close). One way to make this the case is to stack (5) on the end of (4) and (6) and the head of (1). Then use a calculator to find how much you should scale (5,6) down. Then just make the DS the same between (4), (5,6), and (1) and the angles will be nice. prefer the change in angle as it nicely highlits the "change" in music and strong crash on 1 together with the lightly increased ds

00:20:344 (6,7,1,2) – You got a nice triangle structure going on, but can you include 00:20:007 (5) – in it too? (i.e. 00:20:007 (5,6,2) – should form a equilateral triangle which you can do by rotating 00:20:344 (6,7,1,2) – ). This will form a nice hexagon structure. Having a hexagonal structure was never intended and only a byproduct of the movement I put here, so I'll leave it as the movement is just as I want it

00:29:782 (5,1,2,3) – This is a nice square structure, but (3,5) is a little close visually. Can you rotate 00:29:108 (2,3,4,5) – counterclockwise a bit to give them some room? they are not or barely visible at the same time anyways and that would ruin the intended movement and all here, they are not slighlty overlapping or look weird so it's fine

00:59:782 (1,4,5) – I prefer these sliders having more curve in them I don't :v

01:08:715 (7,8) – The distance between the heads here is 2.85x, while the distance is ~2.6x at 01:08:378 (4,7) – and 01:08:883 (8,9) - . Can you make them all the same? don'z intend to have them spaced equally

01:17:310 (1,2,3,1,2,3,4,1,2,3,4) – Same kind of pacing ideas from Forever

01:27:760 (6,1,2,3) – Go for the square structure by rotating (2,3)? sure

02:01:299 (6,7,1) – I think the change in flow on the ¼ rhythm here doesn't play well and would prefer just a normal stack or a slightly increased, consistent spacing here. 02:01:468 (1) - slight spacing/flow change is really nice here with how the guitar changes and it looks way nicer during gameplay than in the editor

02:26:074 (1) – If I was scoring this for a competition, I think I would give you points off for being too similar to 00:55:737 (1) - . It's fine as a pattern, but do consider taking the same idea you have with the spacing and expressing it in a different way. As a really rough example: http://puu.sh/msqCF/6c1996f1c1.jpg
Current one fits fine and using the same idea, just a bit modified and rotated on the same musical pattern seems fine for me

02:32:141 (3,4,5,6) – Rotate the star structure in order to blanket 02:31:805 (2,5) - ? not what I was aiming for and would influence some other, more subtle stuff

02:32:816 (1,4) – Same kind of suggestion as 00:16:636 (1,2,3,4) –, it'd be nice if the (1,4) sliders were symmetrical in some way. Also the angles could be made more equal like at 00:18:659 (4,5,6) – same as before

02:33:490 (4,5) – The way (4) flows into (5) doesn't feel nice to me because slider leniency and whatnot. Try going for a smoother flow with only a subtle flow change: http://puu.sh/mssgk/dc0ec30dc8.jpg little dropoff goes great with vocals here and I personally really like playing patterns ölike this

02:35:007 (6) – Rotate so this is more in line with 02:34:670 (4) - ? slight change is fine here and look better with how the next slider currently is arranged

02:42:591 (2,5) – This blanket would look nicer if (2) were more curved not even intentionally blanketed + barely/not visible during gameplay and all, I'll pass

02:50:344 (1) - pacing

02:57:423 (2,3,4,5) – The DS here is a little too low for my taste. Try 1.10x or 1.20x helps losing some intensity before ending the song and plays fine

Good luck!
thanks
Also to add to the big jump sequence: "highlighting stronger parts" or whatever, everything from the start of them up to 02:52:030 (3) - is a "stronger beat (with some even stronger than other and even more spacing) as it's strong (partially held) vocals with also strong instruments on all 1/2 ticks. So only having a decrease on 02:52:030 (3,4) - (same for first kiai) fits really well, as that is when the held vocal is over and there are only weaker drum/guitar sounds here
Kibbleru
woa miraizu!

forever to mod orz
00:20:513 (8,1) - i think this needs more snappy motion tbh, you should place the (1) significantly higher imo (at least y = 100 ish)
00:36:355 (7,8,9) - you can increase spacing here. it would make sense since music gets louder
01:11:412 (4,5) - try ctrl g, better motion imho
02:34:164 (1,2) - ^

normal
01:18:659 (1,2) - 2 1/2 circles kinda hard after a large circle pattern imo
02:51:692 (1,2) - ^
02:11:243 (1) - do u really need this spinner? it seems like u just skip alot of beats for the guitar and you cant even start the vocal mapping properly because of it. just use a fancy slider or something


i got kocari to finish the rest of this mod up for me :)
Winnie
Continuing where Kibbleru left off

[Insane]
OD 8 seems rather high for how the structure is mapped out. OD 7 would fit better
00:05:176 (1,1) - The transition here doesn't feel great when played - It's very awkward because of the slow SV at the start
00:11:917 (2,3) - Distance is pretty short, it doesn't feel like it's given enough time for the long to play out before hitting these notes. What I felt seems good http://puu.sh/mv5EE/b5a742be51.png
00:14:277 (2,3,4,5) - Just some shit I slapped together just another pattern that is possible rather than the single pattern you had http://puu.sh/mv5IB/35841905af.jpg
00:19:164 (6) - Should probably keep this distance equal for the notes before and after this one
00:22:704 (1) - Probably stack? Or intentional - Serves no purpose really
00:24:052 (1,2) - Possible pattern to keep things fresh here http://puu.sh/mv5Qj/0034fafdc9.jpg
00:54:557 (2,2) - Try to make these angles feel more sharp try holding ctrl while moving with DS on, it'll show you what I mean
01:14:867 (2,3) - Stack?
I guess this will work. There is more I could say but these are just some of them :D GL friend
Topic Starter
Lasse

Kibbleru wrote:

woa miraizu!

forever to mod orz
00:20:513 (8,1) - i think this needs more snappy motion tbh, you should place the (1) significantly higher imo (at least y = 100 ish) Right, but that suggesiton would ruin the pattern, s wapped some circles here around to keep the pattern but have the better fitting angle on 8-1 as that goes well with the music
00:36:355 (7,8,9) - you can increase spacing here. it would make sense since music gets louder thought about that already, actually increased the spacing by 0.2x on the second triple and by 0.4x here
01:11:412 (4,5) - try ctrl g, better motion imho wpuld be spaced way too high and I think current one plays nice too, , 01:11:580 (5,6) - are just not /not even that stron) instrument and no vocals, so having a big spacing and movement change on those feels unfitting here
02:34:164 (1,2) - ^ actually thjink star-like structured angles play nicer here

normal
01:18:659 (1,2) - 2 1/2 circles kinda hard after a large circle pattern imo
02:51:692 (1,2) - ^
the beats before are only 1/1 and it goes really nice with the music, think it's fine tbh
02:11:243 (1) - do u really need this spinner? it seems like u just skip alot of beats for the guitar and you cant even start the vocal mapping properly because of it. just use a fancy slider or somethinglol right. I made a nice slider for the guitar so I can properly start the new section on 02:12:591 (1) - this was made a while ago and I think I jusr didn't know how I wanted a slider to look here, which is why I had a spinner there for so long


i got kocari to finish the rest of this mod up for me :)

Kocari wrote:

Continuing where Kibbleru left off

[Insane]
OD 8 seems rather high for how the structure is mapped out. OD 7 would fit better I like the OD8 :'( It was like that since I submitted and nobody complained, don't think it is a problem since the rhythm is quite simple and all. If really needed I could go 7.7 or even 7.5, but I don't hope that will be needed
00:05:176 (1,1) - The transition here doesn't feel great when played - It's very awkward because of the slow SV at the start ctrlg should help
00:11:917 (2,3) - Distance is pretty short, it doesn't feel like it's given enough time for the long to play out before hitting these notes. What I felt seems good http://puu.sh/mv5EE/b5a742be51.png You want me to replace it with a half finished mod? at least that is on your puush :v Also I think the distance is fine, everything except the strong cymbal crashes at 00:11:243 (1) - and 00:13:940 (1) - use ~1-1.10x ds and it fits fine imo
00:14:277 (2,3,4,5) - Just some shit I slapped together just another pattern that is possible rather than the single pattern you had http://puu.sh/mv5IB/35841905af.jpgI changed it a bit, but kept the stack as it seems really fitting here
00:19:164 (6) - Should probably keep this distance equal for the notes before and after this one 00:19:333 (1) - is supposed to be higher spaced as the vocals are way higher pitched and all, but I increased the spacing difference, so it looks intentional and made the angle better so it doesnt play weird
00:22:704 (1) - Probably stack? Or intentional - Serves no purpose really was weird since the first two were intentionally off-stacked but the last one was stacked on another, fixed it so they are equally offstacked, think it's nicer than stack here
00:24:052 (1,2) - Possible pattern to keep things fresh here http://puu.sh/mv5Qj/0034fafdc9.jpg current is nicer at indication 1/3 imo and look fine
00:54:557 (2,2) - Try to make these angles feel more sharp try holding ctrl while moving with DS on, it'll show you what I mean considering those are only two not patterns with a 3/2 gap different angles don't really play very differen and I like how the current one looks more :v
01:14:867 (2,3) - Stack? o, how does this keep unstacking all the time, fixed
I guess this will work. There is more I could say but these are just some of them :D GL friend
thanks for modding you two :v
Xinely

  • General
  1. 00:58:434 - 02:31:468 - would suggest to use 70% as this is kiai which needs louder volume
  2. 00:55:737 - 00:57:086 - doesnt really fit with kiai i think.. just the high vocals
  3. 02:26:074 - same as above


  • Easy
  1. 00:13:940 (3) - rotate 10 degree this slider and place to 84,248. it will give smoother flow
  2. 00:11:243 - just nazi but actually NC should in here because the music change pattern, if agree then you should rework all NC until 00:30:119 - rip
  3. 00:16:636 - better increase the volume like 60% in here since hard for me to hear the finish hitsound
  4. 00:17:648 (5,1) - im sure that you can fix the blanket a bit better again
  5. 00:21:018 - need finish here because the cymbal
  6. 00:22:704 (4) - this slider imo should end the repeat in 00:23:209 - because the piano and vocal. and you can add a note for 00:24:052 - too
  7. 00:30:962 (2) - can add whistle too here for the piano
  8. 00:32:142 (2) - 468,60 for better blanket
  9. 00:36:861 (1,2) - flow from (1) to (2) doesnt really match and feels weird for me. at least i'd like rotate -20 and put at 116,208
  10. 00:42:254 - until 00:50:007 - every 2nd and 4th whiteticks should add clap because the musics :(
  11. 01:07:198 (2) - 480,256 to make a better blanket </3
  12. 01:15:962 (3) - remove finish on head and change with whistle, the music is weak and has no cymbal
  13. 01:50:007 - you cant skip this cymbal sound, should be mapped so i'd say change 01:49:670 (2) - with a circle and then 1/1 slider
  14. 02:12:591 - until 02:20:344 - same with 00:42:254 -
  15. 02:31:468 (1) - 382,212 for better blanket


  • Normal
  1. with your quite far distance 1,1x in here. i really recommend to use CS 3 or 3,5. CS 4 is too small really
  2. 00:35:513 (1) - rotate -15 and put at 128,104 flows better
  3. 01:48:322 (1) - ctrl+g plays really better
  4. 01:49:839 - should add note here because the drum
  5. 02:07:198 - need finish here 8(
  6. 02:56:917 (3) - should nc here because music change pattern 8(


  • Hard
  1. 00:15:962 (3) - should change this into 1/2 slider. 00:16:046 - this has no music for be mapped
  2. 00:24:052 (4) - instead of 1/1 slider which sounds undermapped here. try map with 1/3 slider with 2 repeats as following drums
  3. 00:36:440 - can map here for the drum. you can make triplet or 1/4 slider repeat starts from 00:36:355 -
  4. 00:42:760 (3) - 160,216 for smoother flow
  5. 00:44:782 (5) - same reason as above. 116,48
  6. 00:50:794 - 00:50:906 - (1/3) can map them if you follow drums, if not then can map 00:50:850 - for follow the piano
  7. 00:51:468 - 00:51:580 - ^
  8. 01:01:973 (5) - can move to 212,256 to make a mini jump for next slider for emphasize the cymbal
  9. 01:22:030 (1) - better change with 1/3 slider repeats imo. too undermapped 8(
  10. 02:55:064 (1) - ^
  11. 02:07:198 - need finish 8(
  12. 02:16:468 (5) - i'd say 172,148 02:16:636 (1) - 116,188 to make neater design and smoother flow


  • Insane
  1. 00:14:782 (5) - better to ctrl+g so you can make a jump for next jump emphasizing the cymbal
  2. 00:25:569 (4) - 208,144 to make a mini jump for emphasize the music 8(
  3. 01:01:973 (6) - tail can moved to 32,160 to make a jump for next slider
  4. 01:12:760 (7,1) - this overlap and design really look ugly :(
  5. 02:01:299 (6,7,1,2,3,4) - somehow looks ugly, especially those stacks
  6. 02:35:007 (6) - same with previous kiai. can move the tail to 320,304
  7. 02:45:794 (7,1) - same as 01:12:760 (7,1) -


  • Extra
  1. 00:12:254 (3) - ctrl+g works better for the flow imo
  2. 00:58:434 - finish

good luck ;)
Topic Starter
Lasse

Xinely wrote:


  • General
  1. 00:58:434 - 02:31:468 - would suggest to use 70% as this is kiai which needs louder volume
  2. 00:55:737 - 00:57:086 - doesnt really fit with kiai i think.. just the high vocals
  3. 02:26:074 - same as above


  • Easy
  1. 00:13:940 (3) - rotate 10 degree this slider and place to 84,248. it will give smoother flow
  2. 00:11:243 - just nazi but actually NC should in here because the music change pattern, if agree then you should rework all NC until 00:30:119 - rip
    current works fine and don't really want single object combo here tbh
  3. 00:16:636 - better increase the volume like 60% in here since hard for me to hear the finish hitsound sounds fine for me on 80/80 volume
  4. 00:17:648 (5,1) - im sure that you can fix the blanket a bit better again
  5. 00:21:018 - need finish here because the cymbal cymbal isnt that strong here, feels fine actually and I dont really like finish on sldierend if not absolutely needed
  6. 00:22:704 (4) - this slider imo should end the repeat in 00:23:209 - because the piano and vocal. and you can add a note for 00:24:052 - too repeat on that feels too weird. and making it only 1/2 and adding another slider + tap would be too dense for this diff and part imo
  7. 00:30:962 (2) - can add whistle too here for the piano added on all diffs
  8. 00:32:142 (2) - 468,60 for better blanket
  9. 00:36:861 (1,2) - flow from (1) to (2) doesnt really match and feels weird for me. at least i'd like rotate -20 and put at 116,208
  10. 00:42:254 - until 00:50:007 - every 2nd and 4th whiteticks should add clap because the musics :( Don't really want to spam clap in such a calm part :( and it is mainly focused on vocals anyways
  11. 01:07:198 (2) - 480,256 to make a better blanket </3
  12. 01:15:962 (3) - remove finish on head and change with whistle, the music is weak and has no cymbal made whistle+clap on all diffs since the part is very intense clap fits too
  13. 01:50:007 - you cant skip this cymbal sound, should be mapped so i'd say change 01:49:670 (2) - with a circle and then 1/1 slider
  14. 02:12:591 - until 02:20:344 - same with 00:42:254 -
  15. 02:31:468 (1) - 382,212 for better blanket
all others fixed


  • Normal
  1. with your quite far distance 1,1x in here. i really recommend to use CS 3 or 3,5. CS 4 is too small really if needed I'd rather rename this to advanced and easy to normal as current one is way better for the spread, even it is harder than most normals, also everything would overlap in a really ugly way if I changed it like that
  2. 00:35:513 (1) - rotate -15 and put at 128,104 flows better
  3. 01:48:322 (1) - ctrl+g plays really better
  4. 01:49:839 - should add note here because the drum
  5. 02:07:198 - need finish here 8(
  6. 02:56:917 (3) - should nc here because music change pattern 8(
    fixed all of them


  • Hard
  1. 00:15:962 (3) - should change this into 1/2 slider. 00:16:046 - this has no music for be mapped theres a drum on it, fine for a sldierend/repeat imo
  2. 00:24:052 (4) - instead of 1/1 slider which sounds undermapped here. try map with 1/3 slider with 2 repeats as following drums slider goes fine with the guitar and 2xrepeat 1/3 slider plays weird and 1x repeat + tap is not sth I want to put on a hard
  3. 00:36:440 - can map here for the drum. you can make triplet or 1/4 slider repeat starts from 00:36:355 - k
  4. 00:42:760 (3) - 160,216 for smoother flow
  5. 00:44:782 (5) - same reason as above. 116,48
    makes it a bit interesting to play but fine, applied for both
  6. 00:50:794 - 00:50:906 - (1/3) can map them if you follow drums, if not then can map 00:50:850 - for follow the piano
  7. 00:51:468 - 00:51:580 - ^
    changed a bit to make focus on piano more clear
  8. 01:01:973 (5) - can move to 212,256 to make a mini jump for next slider for emphasize the cymbal moved a bit, but not that much as that would make the jump too big
  9. 01:22:030 (1) - better change with 1/3 slider repeats imo. too undermapped 8(
  10. 02:55:064 (1) - ^
    same as stated above, it works well enough while keeping it fine for a hard and it fits with the guitar sound
  11. 02:07:198 - need finish 8( right, added for all diffs
  12. 02:16:468 (5) - i'd say 172,148 02:16:636 (1) - 116,188 to make neater design and smoother flow moved them around


  • Insane
  1. 00:14:782 (5) - better to ctrl+g so you can make a jump for next jump emphasizing the cymbal k
  2. 00:25:569 (4) - 208,144 to make a mini jump for emphasize the music 8( did sth with ctrlg instead
  3. 01:01:973 (6) - tail can moved to 32,160 to make a jump for next slider did sth for this and 02:35:007 (6) -
  4. 01:12:760 (7,1) - this overlap and design really look ugly :( I liked it :( but changed a bit, same with 02:45:794 (7) -
  5. 02:01:299 (6,7,1,2,3,4) - somehow looks ugly, especially those stacks remade the pattern
  6. 02:35:007 (6) - same with previous kiai. can move the tail to 320,304 see above
  7. 02:45:794 (7,1) - same as 01:12:760 (7,1) -see above


  • Extra
  1. 00:12:254 (3) - ctrl+g works better for the flow imo k
  2. 00:58:434 - finish o, there is finish here on all diffs except this one, fixed

good luck ;)
also raised overall volume of the kiais a bit
00:55:737 - 00:57:086 and the other one stay though, as it think it fits fine and the kiai effect goes nicely with this part and it's really strong vocals + piano so I don't see a problem
Topic Starter
Lasse
-0.04*
and a new diffname or not, old one is way better
more sv for the chorus
and some other stuff
also changed that one stream with slightly questionable 1/4 guitar snapping to 1/4 kicksliders, so everything that is clickable is on an actual drum beat now
-GriM-
if you dont rank this I will put a bullet through my head
jk but rank pls 8-)
pishifat
if you rank this I will put a bullet through my head

  1. 00:11:243 (1) - using slider velocity that's slower than when percussion comes in around 00:16:636 (1) - would be nice. right now they're both mapped at the same hype level but the first bit is definitely less intense
  2. 00:31:468 (1) - 00:36:861 (1) - building on^ super weird to have tehse like the same too. sv changes following different levels of intensity is like the easiest way to show differences in the song:(
  3. 00:40:400 (2,1,2,3,4,1) - kinda weird transition here. following the expected flow from previous up down stuff is like more comfortable than spinning the other way, like bleh as a cheap attempt
  4. 00:50:344 (1,2,3,4,1,2) - would also be nice to use consistent spacing for this thing. variations are so small that it's like you were trying to go for consistent stuff then you noped
  5. 01:26:580 (1) - how2wave: 1 2 these sorta barely bent waves make me wanna die tbh
  6. 01:50:597 (1) - blue tick new combos are kinda not a thing people do in streamy stuff:( makes it ambiguous when to click cuz people usually think "oh new combo its a white tick" which you confirm with comboing like 01:48:153 (5,6,1) - 01:03:322 (4,5,1,2,3,4,1) - etc
  7. 02:09:895 (1) - dunno hwo many people youve had test this yet but while playing i legit had no idea what was happening since i was concentrating on hitting crosscreen 1/4 jumps lol. could easily get the same feeling with a less squished blob of a slider, like idk there are optionzzz
  8. 02:30:035 (1) - um would really make a lot more sense to change spinner stuff on the downbeat. maybe at like 25% playback it sounds okay since that's when the vocalist starts changing words, but to anyone playing the downbeat will be more deserving of the change
  9. 02:45:625 (1) - triple nc spam kinda unnecessary. like would be fine to just have this as a 5 like you did everywhere else before the baby sliders
  10. 02:59:108 (3) - why no 01:28:771 (4) - pretty weird to just stop mapping stuff because it's the ending (which is my assumed reasoning i dunno)
the same thing from your other map still triggers me but you're doing it less so that's good lul
Topic Starter
Lasse

pishifat wrote:

if you rank this I will put a bullet through my head same tbh

  1. 00:11:243 (1) - using slider velocity that's slower than when percussion comes in around 00:16:636 (1) - would be nice. right now they're both mapped at the same hype level but the first bit is definitely less intense
  2. 00:31:468 (1) - 00:36:861 (1) - building on^ super weird to have tehse like the same too. sv changes following different levels of intensity is like the easiest way to show differences in the song:(
    guess so, added some sv stuff
  3. 00:40:400 (2,1,2,3,4,1) - kinda weird transition here. following the expected flow from previous up down stuff is like more comfortable than spinning the other way, like bleh as a cheap attempt sure
  4. 00:50:344 (1,2,3,4,1,2) - would also be nice to use consistent spacing for this thing. variations are so small that it's like you were trying to go for consistent stuff then you noped fixed
  5. 01:26:580 (1) - how2wave: 1 2 these sorta barely bent waves make me wanna die tbh hm http://i.imgur.com/qjpLcbW.jpg :v I like my waves like that, but I changed this as I got a better idea for a shape here anyways
  6. 01:50:597 (1) - blue tick new combos are kinda not a thing people do in streamy stuff:( makes it ambiguous when to click cuz people usually think "oh new combo its a white tick" which you confirm with comboing like 01:48:153 (5,6,1) - 01:03:322 (4,5,1,2,3,4,1) - etc true, removed it
  7. 02:09:895 (1) - dunno hwo many people youve had test this yet but while playing i legit had no idea what was happening since i was concentrating on hitting crosscreen 1/4 jumps lol. could easily get the same feeling with a less squished blob of a slider, like idk there are optionzzz maybe, just maybe I might consider changing this. the part until the first curve follows what you would expect if this was a kickslider that continued the 60° pattern. didn't see anyone break or get a 100 here, even if it might be a bit "gimmicky" I think it works fine
  8. 02:30:035 (1) - um would really make a lot more sense to change spinner stuff on the downbeat. maybe at like 25% playback it sounds okay since that's when the vocalist starts changing words, but to anyone playing the downbeat will be more deserving of the change vocals were my intention but changing works too and gives a nicer affect with the spinner approachcircle as the second one is even faster then. sure
  9. 02:45:625 (1) - triple nc spam kinda unnecessary. like would be fine to just have this as a 5 like you did everywhere else before the baby sliders hard to decide this actually nc goes well with the vocals and how I nc such streams, but on the other hand not with how I ncd this before, but there it were triples. I'll keep it for now
  10. 02:59:108 (3) - why no 01:28:771 (4) - pretty weird to just stop mapping stuff because it's the ending (which is my assumed reasoning i dunno) first reason being kinda fading this out, with just a last note on the piano+vocal and a small gap between those. second there is so much on so many different ticks and pretty much anything either felt too dense given the nature of this part, or weird to play
the same thing from your other map still triggers me but you're doing it less so that's good lul what thing? I thought the last one had quite a few that triggered you :v
no change thx modding
Topic Starter
Lasse
new clap -> redownload
Cerulean Veyron
Hello! A mod in return as promised, sorry for the huge delay ;n;

[> General <]
  1. - Doesn't seem bad at all. Good job!
[> Easy <]
  1. 00:16:636 (3) - If you wouldn't mind, you should've curved this a bit more for the structural course of flowing. It's just like "better flow" or some minor reason, but actually could even give a try. So why not? ;p Curving this that'd head towards the next note could do some smooth movements for the player's cursor on gameplay. Maybe for aesthetics too idk...
  2. 00:29:445 (4) - On slider tail. Isn't the hitsound over there supposed to be a clap for a few consistency with 00:26:749 (4,5) - ? It totally does sound okay but my preference is this... hasten hitsounding, keeps me off the charts.
  3. 00:36:018 (3) - Instead of a softing whistle on the slider's tail, mind replacing it to a clap for the drums on the song track? Might do an equal emphasis if so.
  4. 00:47:648 (1,2,3) - Optional objective: Seems reeeaaaaaally minor, you may keep it as it is. But if you mind for a little perfect spacing, you could try moving either one of them a few grids up or left. I shouldn't be very specific because it's probably obvious. You may just wanna try a little at least, or not. Up to you~
  5. 01:06:187 (4) - Almost the same thing as 00:36:018 (3) -
  6. 01:10:569 (4) - Arrange the clap hitsound from the slider end to the reverse arrow, if you're really intending to do that. Simply for the percussion in the song track and a some consistency with the rest of the hitsounds, the usual stuffs.
  7. 01:53:715 (1) - No claps on the slider tail? It'd sound really interesting that corresponds to the song tack.
  8. 02:03:153 (3) - I may prefer Ctrl + J here, on this slider. It'd be a bit easier for cursor movements while flowing to it's head, and guiding back towards the next note. Keep it's placement, just filp it once. Give it a try then~
  9. 02:09:895 (3,4,1,2) - The hitsounding here doesn't sound right imo. I might've think you're actually following the guitar based on it's pitch, and not the repetitive percussion and so on. And I might be wrong as if, then ehhh you may keep it as you wish.
  10. 02:11:917 (2) - Shouldn't this whistle used to be a finish? Like in any other diffs, they have drum finish. But here, drum whistle. A finish would keep away the tiresome once and for all.
  11. 02:13:940 (3,4,1) - Optional objective: I don't mind blankets, but this one looks pretty much... a vast one over all others. So maybe just recorrect at least one of the slider's curve in order to blanket circle (4) properly, doesn't need to be too perfect. But if you might think you're addicted to aesthetics and keep things perfectly made, then it's up to you ;p
  12. 02:23:378 (1,2,3,4) - Ohh, A copy-pasted pattern from 00:53:041 (1,2,3,4) - discovered! :3 Not intending to change a thing here, and the pattern is not exactly the same. Just pretty identical.
  13. - And other similar suggestions further more on the second kiai, because of copied patterns. I'm very concerned about the hitsounding you do, like... some claps/whistles do not follow the actual rhythm. But in all of the sudden, it gets back on course. It's probably some small parts, e.g. 01:05:176 (3,4,1,2,3,1) - , 02:07:198 (3,4,1,2,3) - , and others. You could've done sth like r>r>w>e or w>r>w>e in order to match the hitsounding with the song track's instruments being used on the rhythm. Based on that, this is only a small issue.
[> Normal <]
  1. - AR5.5 might be a little too much for a CS4 Normal diff. Maybe -0.5 would fit best for this kind of diff.
  2. 00:22:030 - Well, this is the only part that has a break time, and all other diffs doesn't even have one. I recommend mapping this part, with at least adding only two sliders can be enough. It shouldn't consume a lot of time and extra work ofc, so yeah.
  3. 00:29:782 (3) - Same thing for the hitsound from the previous diff. It'd be on the next diff too, and so on.
  4. 00:46:299 (1,2) - You could've replaced this as a slider, for a greater consistency with the previous rhythms following up here. But these circles just messed up a few, so maybe at least a straight slider making up with 00:46:973 (3) - can do an excellent work. (A parallel or sth similar idk)
  5. 01:06:187 (3) - Same again for hitsounds~ Might not mention them again, just not to enlarge the modpost.
  6. 01:14:614 (1,2,1,2) - Are these tiny overlaps intentional? Or perhaps should be splat up in terms of spacing? If not for the 1.1x spacing, then what's the little overlaps for?
  7. 01:52:198 (3) - Ctrl + J? Almost the same reason as the previous diff, but it'd do a few changes with it's structure. It'd look much pure better than any other.
  8. 02:59:277 - Add a circle here, sounds pretty necessary. You've added one at the same exact part, similar to this on 01:28:940 (4) - so as following the electric guitar on the song track. So why not the same here too?
  9. - Afaik, the diff is pretty neat. Same issue on the hitsounding, but luckily the diff went through well.
[> Hard <]
  1. 00:13:097 (2) - Right here, you've ignored a very good beat. That deserves some clicking, on 00:13:265 - . Well, how about this wiggle slider should start there and add a circle here? Should make a matching and fitting rhythm for this one.
  2. 00:17:226 (3) - Literally, there's no beat here. Some electric guitar does a few strings, but it's hardly audible. You haven't added a circle here on any harder diffs as well. So, you may delete this circle to avoid some overmapping issues.
  3. 00:35:344 (4) - I think it might just be me, or otherwise. Maybe adding a drum whistle for filling up the hitsounding rhythm for at least here. Just to not sound pretty empty.
  4. 00:49:670 (2,3,1) - Idk, but the spacing jump here is quite really sudden, even in the most calmly part, It's way various too. Increases from 1.37x up to 1.85x-1.9x in just less than a second. Pretty random right? It doesn't sound like you're trying to stress the downbeat, I can see you are. But it's done on the wrong way. Reconsider reduction of the spacing.
  5. 00:55:737 (1,2,3,4,5) - You know, I'm not a fan of these linear flaws. But it doesn't appear more often, it's just that I dislike these patterns. So I may prefer curving A FEW of it's flowing, or maybe at least curving just a single slider. And we can all see it better than it's current state.
  6. 01:10:906 (2,3) - Optional objective: Well right here, it's possible to make sth more interesting than just a backed-up circle slider like this one. At least making a parallel for the previous slider, but nothing for the next notes? :''( Maybe a blanket, or repeatable slider should do the work here. But it isn't necessary, it's just a minor thing to do ;p
  7. 01:55:569 (3,4,5,6,7) - I don't get the 1.55x spacing here. Was the density decreasing in the song track? Triplet? Sth else? It was just a few drumming streams, and yet the music takes the huge emphasis. So just recorrecting the spacing to 1.6x may keep it equal.
  8. 02:20:007 (2,3,1) - Same as 00:49:670 (2,3,1) -
[> Insane <]
  1. 00:20:513 (7,1) - This might deserve a little bigger spacing, like a small jump for emphasizing the song. Well, only a little bit.
  2. 00:36:355 (3,4) - Looks pretty sudden for a triplet drumming, since it's an Insane diff. It might almost be the same reason as the previous diff, but this would be a little more different.
  3. 01:08:715 (7,8) - Well somehow, these fit better than the above for the drumming roll stream. Which sounds longer, immense, and intensive after the follow-ups previously. So why not try sth like these often? It's pretty noticeable rather than a sudden slider-circle triplet.
  4. 02:35:007 (6,1) - How about a directional parallel here? With the structural improvement, this would be a 1.9x perfect spacing flow. Moving slider (6)'s tail downwards and follows up to the next one can do a good job here. Sth like this, for example.
  5. - I almost liked some of the streams you've made here, but the other "some"... ehh. I'd say it's not bad.
[> Forever <]
  1. 00:31:383 (9) - Add a clap or sth? Well, the drums ofc.
  2. 01:11:412 (4) - How about moving this somewhere nearby x:408|y:153 for a proper spacing and patterning. For a good flowing up, and increasing spacing to density overtime.
  3. 01:42:254 (2,1) - Aaa this anti-flow seems a bit out of place, especially when it comes up to a little back and forth. Doesn't seem hard to notice because the music changes, so as here. But this one is a little more... "stressful". So how about moving it somewhere else instead of under it?
  4. 01:52:704 (2) - Add whistle or a clap on slider head, idk. This looks like it's missed.
  5. 02:59:277 - Add a circle, same thing as in the Normal diff.

The spread is pretty balanced. The gap is a little bigger, but as long as Forever diff doesn't overuse huge jumps or inconsistent/non-progressive structure, I'd say it fits perfectly well with rest of the mapset. I'm seriously concerned with the hitsounding though, and only. When a part that deserves a clap, you added a whistle instead. Almost a bit random, happens to all diffs. But I know you can improve those.

Good luck with this set! I hope this mod would make your wait worth it heh ;p
Topic Starter
Lasse

Cerulean Veyron wrote:

Hello! A mod in return as promised, sorry for the huge delay ;n;

[> General <]
  1. - Doesn't seem bad at all. Good job!
[> Easy <]
  1. 00:16:636 (3) - If you wouldn't mind, you should've curved this a bit more for the structural course of flowing. It's just like "better flow" or some minor reason, but actually could even give a try. So why not? ;p Curving this that'd head towards the next note could do some smooth movements for the player's cursor on gameplay. Maybe for aesthetics too idk... sure
  2. 00:29:445 (4) - On slider tail. Isn't the hitsound over there supposed to be a clap for a few consistency with 00:26:749 (4,5) - ? It totally does sound okay but my preference is this... hasten hitsounding, keeps me off the charts. fixed for all diffs
  3. 00:36:018 (3) - Instead of a softing whistle on the slider's tail, mind replacing it to a clap for the drums on the song track? Might do an equal emphasis if so. acutla used bboth now for all diffs since the whistle is nice for piano and vocals
  4. 00:47:648 (1,2,3) - Optional objective: Seems reeeaaaaaally minor, you may keep it as it is. But if you mind for a little perfect spacing, you could try moving either one of them a few grids up or left. I shouldn't be very specific because it's probably obvious. You may just wanna try a little at least, or not. Up to you~
  5. 01:06:187 (4) - Almost the same thing as 00:36:018 (3) -
  6. 01:10:569 (4) - Arrange the clap hitsound from the slider end to the reverse arrow, if you're really intending to do that. Simply for the percussion in the song track and a some consistency with the rest of the hitsounds, the usual stuffs.
  7. 01:53:715 (1) - No claps on the slider tail? It'd sound really interesting that corresponds to the song tack.
    done those for all diffs
  8. 02:03:153 (3) - I may prefer Ctrl + J here, on this slider. It'd be a bit easier for cursor movements while flowing to it's head, and guiding back towards the next note. Keep it's placement, just filp it once. Give it a try then~ sure, that works
  9. 02:09:895 (3,4,1,2) - The hitsounding here doesn't sound right imo. I might've think you're actually following the guitar based on it's pitch, and not the repetitive percussion and so on. And I might be wrong as if, then ehhh you may keep it as you wish.
  10. 02:11:917 (2) - Shouldn't this whistle used to be a finish? Like in any other diffs, they have drum finish. But here, drum whistle. A finish would keep away the tiresome once and for all.
    fixed those and checked on other diffs
  11. 02:13:940 (3,4,1) - Optional objective: I don't mind blankets, but this one looks pretty much... a vast one over all others. So maybe just recorrect at least one of the slider's curve in order to blanket circle (4) properly, doesn't need to be too perfect. But if you might think you're addicted to aesthetics and keep things perfectly made, then it's up to you ;p
    sure, also fixed 02:14:951 (4,1) -
  12. 02:23:378 (1,2,3,4) - Ohh, A copy-pasted pattern from 00:53:041 (1,2,3,4) - discovered! :3 Not intending to change a thing here, and the pattern is not exactly the same. Just pretty identical. Consistent :v
  13. - And other similar suggestions further more on the second kiai, because of copied patterns. I'm very concerned about the hitsounding you do, like... some claps/whistles do not follow the actual rhythm. But in all of the sudden, it gets back on course. It's probably some small parts, e.g. 01:05:176 (3,4,1,2,3,1) - , 02:07:198 (3,4,1,2,3) - , and others. You could've done sth like r>r>w>e or w>r>w>e in order to match the hitsounding with the song track's instruments being used on the rhythm. Based on that, this is only a small issue.
[> Normal <]
  1. - AR5.5 might be a little too much for a CS4 Normal diff. Maybe -0.5 would fit best for this kind of diff. makes the map feel quite dense imo, current also fits better with the spread
  2. 00:22:030 - Well, this is the only part that has a break time, and all other diffs doesn't even have one. I recommend mapping this part, with at least adding only two sliders can be enough. It shouldn't consume a lot of time and extra work ofc, so yeah. fine
  3. 00:29:782 (3) - Same thing for the hitsound from the previous diff. It'd be on the next diff too, and so on.
  4. 00:46:299 (1,2) - You could've replaced this as a slider, for a greater consistency with the previous rhythms following up here. But these circles just messed up a few, so maybe at least a straight slider making up with 00:46:973 (3) - can do an excellent work. (A parallel or sth similar idk)
    changed
  5. 01:06:187 (3) - Same again for hitsounds~ Might not mention them again, just not to enlarge the modpost.
  6. 01:14:614 (1,2,1,2) - Are these tiny overlaps intentional? Or perhaps should be splat up in terms of spacing? If not for the 1.1x spacing, then what's the little overlaps for? o, fixed
  7. 01:52:198 (3) - Ctrl + J? Almost the same reason as the previous diff, but it'd do a few changes with it's structure. It'd look much pure better than any other. k
  8. 02:59:277 - Add a circle here, sounds pretty necessary. You've added one at the same exact part, similar to this on 01:28:940 (4) - so as following the electric guitar on the song track. So why not the same here too? same as stated in Extra, also ending the song with a 1/1 rhythm is much nicer for the player imo
  9. - Afaik, the diff is pretty neat. Same issue on the hitsounding, but luckily the diff went through well.
[> Hard <]
  1. 00:13:097 (2) - Right here, you've ignored a very good beat. That deserves some clicking, on 00:13:265 - . Well, how about this wiggle slider should start there and add a circle here? Should make a matching and fitting rhythm for this one. fine
  2. 00:17:226 (3) - Literally, there's no beat here. Some electric guitar does a few strings, but it's hardly audible. You haven't added a circle here on any harder diffs as well. So, you may delete this circle to avoid some overmapping issues. I had one there on higher diffs but removed it for that reason, forgot I still had it on hard
  3. 00:35:344 (4) - I think it might just be me, or otherwise. Maybe adding a drum whistle for filling up the hitsounding rhythm for at least here. Just to not sound pretty empty. okay
  4. 00:49:670 (2,3,1) - Idk, but the spacing jump here is quite really sudden, even in the most calmly part, It's way various too. Increases from 1.37x up to 1.85x-1.9x in just less than a second. Pretty random right? It doesn't sound like you're trying to stress the downbeat, I can see you are. But it's done on the wrong way. Reconsider reduction of the spacing. o, somehow overlooked that
  5. 00:55:737 (1,2,3,4,5) - You know, I'm not a fan of these linear flaws. But it doesn't appear more often, it's just that I dislike these patterns. So I may prefer curving A FEW of it's flowing, or maybe at least curving just a single slider. And we can all see it better than it's current state. k I changed it a bit
  6. 01:10:906 (2,3) - Optional objective: Well right here, it's possible to make sth more interesting than just a backed-up circle slider like this one. At least making a parallel for the previous slider, but nothing for the next notes? :''( Maybe a blanket, or repeatable slider should do the work here. But it isn't necessary, it's just a minor thing to do ;p really like how the current one plays and it looks fine for me
  7. 01:55:569 (3,4,5,6,7) - I don't get the 1.55x spacing here. Was the density decreasing in the song track? Triplet? Sth else? It was just a few drumming streams, and yet the music takes the huge emphasis. So just recorrecting the spacing to 1.6x may keep it equal. Huh? I checked all notes and it says 1.6x ds for all. maybe you have stacking disabled or sth?
  8. 02:20:007 (2,3,1) - Same as 00:49:670 (2,3,1) - reduced, but made 02:20:007 (2,3) - only down to 1.6x since it looks way nicer and plays like lower spacing due to leniency anyways
[> Insane <]
  1. 00:20:513 (7,1) - This might deserve a little bigger spacing, like a small jump for emphasizing the song. Well, only a little bit. sure
  2. 00:36:355 (3,4) - Looks pretty sudden for a triplet drumming, since it's an Insane diff. It might almost be the same reason as the previous diff, but this would be a little more different. changed to a normal triplet
  3. 01:08:715 (7,8) - Well somehow, these fit better than the above for the drumming roll stream. Which sounds longer, immense, and intensive after the follow-ups previously. So why not try sth like these often? It's pretty noticeable rather than a sudden slider-circle triplet. I get your suggestion, but I personally really enjoy those kickslider circle patterns, as they play like 1/2 jumps but it still feels like you play 1/4 and nicely emphasises the 1/2
  4. 02:35:007 (6,1) - How about a directional parallel here? With the structural improvement, this would be a 1.9x perfect spacing flow. Moving slider (6)'s tail downwards and follows up to the next one can do a good job here. Sth like this, for example. good idea
  5. - I almost liked some of the streams you've made here, but the other "some"... ehh. I'd say it's not bad. that's the poiint :p as long as yo ucan at least accept them it's fine since lots of people like those kickslider patterns
[> Forever <]
  1. 00:31:383 (9) - Add a clap or sth? Well, the drums ofc. Not a fan of putting hitsounds on blue ticks, it feels kinda disrupetive and I never did it, so nah
  2. 01:11:412 (4) - How about moving this somewhere nearby x:408|y:153 for a proper spacing and patterning. For a good flowing up, and increasing spacing to density overtime. sure
  3. 01:42:254 (2,1) - Aaa this anti-flow seems a bit out of place, especially when it comes up to a little back and forth. Doesn't seem hard to notice because the music changes, so as here. But this one is a little more... "stressful". So how about moving it somewhere else instead of under it? did some ctrlg stuff here,
  4. 01:52:704 (2) - Add whistle or a clap on slider head, idk. This looks like it's missed. redoing some hitsound stuff anyways
  5. 02:59:277 - Add a circle, same thing as in the Normal diff. talked about this in pishi'S mod and I'd really like to keep it that way >_>

The spread is pretty balanced. The gap is a little bigger, but as long as Forever diff doesn't overuse huge jumps or inconsistent/non-progressive structure, I'd say it fits perfectly well with rest of the mapset. I'm seriously concerned with the hitsounding though, and only. When a part that deserves a clap, you added a whistle instead. Almost a bit random, happens to all diffs. But I know you can improve those.
I redid some hitsounding so make it more consistent

Good luck with this set! I hope this mod would make your wait worth it heh ;p
didn't reply to some hitosunding stuff since I applied it all anyways, also fixed more hitsounding stuff on all diffs. looked over them and they are how they should be now, at least for me
there is just some stuff: I really dislike additions on blue ticks and often also on red ticks and I also don'T feel like "spamming" them as that makes the whole map feel to noisy imo.
also I try to get some more emphasis on stuff I try to map the corresponding objects to, like there might at a few places (mainly in the guitar part) be a whistle where you would expect the clap since it follows the pitch of the guitar and not the drums, hope thats understandablem lol
they should be consistent now rhythmically so I hope you can accept that, since they don't have any negative impact on gameplay or overall enjoyment of the map as they are after the changes
thanks for modding!
Deppyforce
just passing by

why is there 2 spaces in tags between ''好きになるその瞬間を。'' and ''Suki ni Naru'' lol

not sure if this is a big issue, but it just looks weird af to me
Topic Starter
Lasse
lol
actually it's only one space, it looks like two cause of that dot
http://i.imgur.com/L8DyJHO.jpg
Topic Starter
Lasse
Koiyuki
you ruin my 2kds mod ;w;

  1. Just some complaints.
  2. My personal suggestions.
  3. Highly recommended.
  4. Unrankable, you have to fix it.

Easy
  1. 00:11:243 (2) - nc?
  2. 00:12:591 (1,3) - 00:15:119 (1,3) - 00:17:985 (1,4) - 00:20:681 (1,3) - swap nc
  3. 02:20:007 (4,5) - 1.07x
Hard
  1. 00:36:861 (1,2,3,4,1,2,3,4,1,2,3,4) - rhythm here is too simple for a Hard diff, even easier than normal, that works not good for playing
  2. 01:01:973 (5) - finish?
  3. 02:48:322 (1) - remove nc? or add nc at 02:49:670 (4) - ? same to 01:16:636 (4) -
Insane
  1. 00:15:119 (1,2,3,4) - distance between 00:15:119 (1,2,3,4) - is a bit near so plays quite bad, and let 2,3,4 have a closer distance for better 1/4 slider gameplay, like this: http://puu.sh/n7oRf/bd367573e7.jpg
  2. 01:50:513 (4,5,6,1) - comparatively 4,5,6 is weaker than 01:51:018 (1) - , but the distance of 4,5,6 is just equal with 6,1, http://puu.sh/n7p5j/3eff5b3389.jpg ?
  3. 02:59:782 (1) - 15% is too low, nearly unaudioable for me. also in other diffs.
Forever
  1. 01:14:108 (5) - it's a bit high...
  2. 02:08:883 (1,2,1,2,1,2,1) - well it's the most part i cant agree with, although it's in the solo part, this 1/4 slider jump is harder then even all other parts in this diff(even 02:51:018 (1,2,1,2,1,2,3) - , in fact this jump in the second kiai is much easier), that's not what we want to see
  3. 02:28:771 (1) - end at 1/4 is enough, not necessary to end on 1/16
  4. 02:32:816 (1) - ctrl+g? flows better for me
  5. 02:59:277 - why not map this part? 1/3 snapping is really obvious
well, call me later
Topic Starter
Lasse

Minakami Yuki wrote:

you ruin my 2kds mod ;w;

  1. Just some complaints.
  2. My personal suggestions.
  3. Highly recommended.
  4. Unrankable, you have to fix it.

Easy
  1. 00:11:243 (2) - nc? dont like single object como on easy that much, but since it's more consistent and I did it somewhere else too, fine
  2. 00:12:591 (1,3) - 00:15:119 (1,3) - 00:17:985 (1,4) - 00:20:681 (1,3) - swap nc fixed nc pattern up to 00:22:030 (1) - so it's consistent every 2 downbeats
  3. 02:20:007 (4,5) - 1.07xfixed, also made sure the new slider afterwards is not offscreen: http://i.imgur.com/1WzoEvA.jpg
Hard
  1. 00:36:861 (1,2,3,4,1,2,3,4,1,2,3,4) - rhythm here is too simple for a Hard diff, even easier than normal, that works not good for playing I kinda remapped that part a bit, added some more stuff to make it a bit more dense/harder
  2. 01:01:973 (5) - finish? think I'll keep the whistle, doesnt feel nearly as strong as 01:02:310 (1) - and such where I have finish.
  3. 02:48:322 (1) - remove nc? or add nc at 02:49:670 (4) - ? same to 01:16:636 (4) - removed for consistency
Insane
  1. 00:15:119 (1,2,3,4) - distance between 00:15:119 (1,2,3,4) - is a bit near so plays quite bad, and let 2,3,4 have a closer distance for better 1/4 slider gameplay, like this: http://puu.sh/n7oRf/bd367573e7.jpg reduced 00:15:456 (2,3,4) - spacing a bit and rotated 1 etc.
  2. 01:50:513 (4,5,6,1) - comparatively 4,5,6 is weaker than 01:51:018 (1) - , but the distance of 4,5,6 is just equal with 6,1, http://puu.sh/n7p5j/3eff5b3389.jpg ? changed it similar to this
  3. 02:59:782 (1) - 15% is too low, nearly unaudioable for me. also in other diffs. made 30% for all to be safe
Forever
  1. 01:14:108 (5) - it's a bit high... moved a bit lower
  2. 02:08:883 (1,2,1,2,1,2,1) - well it's the most part i cant agree with, although it's in the solo part, this 1/4 slider jump is harder then even all other parts in this diff(even 02:51:018 (1,2,1,2,1,2,3) - , in fact this jump in the second kiai is much easier), that's not what we want to see
    okay, I made the spacing lower and the pattern much easier to read
    after testplaying I can say it is much easier to play now and a bit lower spaced so I hope it is fine
  3. 02:28:771 (1) - end at 1/4 is enough, not necessary to end on 1/16 made it 1/8, I think that still gives a nice transition
  4. 02:32:816 (1) - ctrl+g? flows better for me I think the current one works fine and makes the movement for 02:32:816 (1,2,3,4) - and the spacing better
  5. 02:59:277 - why not map this part? 1/3 snapping is really obvious I added pishi's suggestion which follows the drums now, as there is 1/3 and 1/2--1/4 and i think the drum snapping is the most reliable one. added for forever/insane/hard. easy had sth already and normal is okay
well, call me later
thanks!
Koiyuki
Bubbled!
Feerum
hi

Some IRC Hitsound Mod.

IRC
18:07 Feerum: hi i heard your map is bubbled, need qualify check? k lets go
18:07 *Feerum is editing [https://osu.ppy.sh/b/828302 sana - Miraizu [Insane]]
18:07 Feerum: haha jk
18:09 Feerum: 00:26:749 (3,1) - dis looks ugly
18:11 Feerum: 01:17:310 (1,1) - why.
18:12 Feerum: 01:58:265 (3,4,5,8) - looks strange too
18:13 Lasse: same
18:14 Lasse: https://imgur-archive.ppy.sh/Ob1l60e.jpg
18:15 Lasse: overlap>stack
18:15 Feerum: Man merkt das ich wenig ahnung von std hab hue
18:15 Feerum: alles was ich modden kann sind Okos maps
18:16 Feerum: at least i tried
18:17 Feerum: Vlt is es mein mania ich
18:17 Feerum: 01:38:546 (5,1) - aber der übergang zum Piano is strange xD
18:19 Feerum: 01:38:209 (4,5) - könnten ja beides einfache circle sein für die.. gitarre? oder was das is
18:19 Feerum: und dann das piano mitnehm o:
18:19 Lasse: 01:38:546 (5) - ist übergang zum piano, wenn ich 5 circle mach hab ich nix auf 01:38:715 -
18:20 Feerum: aber du könntest doch 01:38:715 - und 01:38:799 - mappen fürs piano? o:
18:21 Lasse: recht leises 1/4 ist bisschen viel für den part und sonst auch zu viel 1/2 hier für meinen geschmack
18:21 Lasse: würde aber gehen
18:21 Feerum: ja ich mein ja nur. haha
18:24 Feerum: Silenced Sliderslied is ok? Ich kenn das nur von mania das absolut keine hitsounds silenced sein dürfen
18:24 Feerum: slide*
18:25 Lasse: ja
18:25 Feerum: oki
18:25 Feerum: gut zu wissen
18:25 Lasse: darf nur nicht tick und slide gleichzeitig silencen
18:25 Feerum: sonst hät ich dir jetz die bubble genommen
18:25 Lasse: lol
18:25 Feerum: c:
18:26 Feerum: Loctav meinte wir sollen alles unrankable popen von daher :P
18:27 Feerum: Aber isn cooler song und ich würds qualifien wenn ich mehr von Standard verstehen würd
18:28 Lasse: warte atm halt auf milan, wollte sichs eigtl. nochmal ansehen wenn ich paar sachen fix, was ich auch gemacht hab
18:30 Feerum: Oh?
18:30 Feerum: Ja dann auf
18:31 Lasse: nicht online
18:32 *Feerum is editing [https://osu.ppy.sh/b/890467 sana - Miraizu [Forever]]
18:32 Feerum: 00:57:086 (1) - is der Clap hitsound beabsichtigt?
18:32 Feerum: Klingt ohne besser
18:32 Lasse: is gewollt
18:32 Feerum: Weil da keine drum mehr is
18:33 Feerum: Bin so ne kleine hitsound hure xD
18:33 Feerum: wenn mir was nich gefällt mecker ich immer sofort
18:33 Lasse: stimmt eigtl
18:33 Feerum: Da is nur vocal
18:33 Feerum: deswegen
18:34 Lasse: den mach ich noch weg
18:34 Lasse: bei 02:27:423 (1) - auch
18:34 Feerum: yes definitiv
18:36 Feerum: 02:41:412 (5) - missing additions
18:36 Feerum: dieser glocken hitsound
18:36 Feerum: 02:41:917 (9) - weil hier haste ihn wieder
18:36 Lasse: würde passen, aber will den nicht zu oft hier nehmen
18:36 Feerum: klingt jedenfals danach
18:36 Feerum: Oh ok
18:36 Feerum: ja gut stimmt auch wieder
18:36 Feerum: sonst ists nichts besonderes mehr :D
18:37 Lasse: whistle sollte reichen und der soll bisschen besonders bleiben
18:37 Lasse: ja
18:40 Feerum: Ohh
18:40 Feerum: hab da was gefunden
18:40 Lasse: ?
18:40 Feerum: 02:40:906 (1) - hat ihn aaaaber 01:07:872 (1) - nich
18:40 Feerum: is genau der gleiche part
18:41 Lasse: oh, der erste hat garkein hitosunding
18:41 Lasse: ist wohl verschwunden als ich den geändert hab und vergessen wieder zu setzen
18:41 Feerum: rip
18:41 Lasse: ja, sollte normal whistle+clap haben
18:44 Feerum: Ja der rest klingt guuut
18:46 *Feerum is editing [https://osu.ppy.sh/b/828302 sana - Miraizu [Insane]]
18:46 Feerum: 00:57:086 (1) - same remove clap
18:47 Lasse: ja, hab den auf allen diffs entfernt
18:47 Feerum: 02:40:906 (1) - -> 01:07:872 (1) - :D
18:47 Lasse: auch auf allen diffs gemacht :v
18:47 Feerum: ok :P
18:48 Feerum: standard hitsounding sieht echt kompliziert aus
18:49 Feerum: In mania is das nich so schwer.
18:49 Lasse: geht eigtl
18:49 Feerum: 02:07:198 (1) - sollte sliderend diesen hitsound haben? Sieht fehl am platz aus
18:50 Lasse: hört man auf 100/100 fast nicht aber ja der sollte weg, lol
18:51 Feerum: hehehe
18:51 Feerum: jemand wie ich hör sowas instant raus
18:51 Lasse: 02:11:833 - hat auch noch einen ungewollten, nur auf insane
18:51 Lasse: passiert manchmal wenn man sldier ausgewählt hat und dann w drückt
18:52 Feerum: :D
18:52 Lasse: bekommen ja alle drei teile vom slider whistle
18:52 Feerum: Ich hab voll spät gemerkt das man Sliderend und beginn seperat hitsounden kann xDD
18:56 Feerum: Man würd ich gern Standard mappen können
18:56 Feerum: oko hats versucht mir beizubringen
18:56 Feerum: hat auch teils funtioniert
18:56 Feerum: xD
18:59 Feerum: 02:58:096 (4,1) - oh wär das jetz Nazimod wenn ich sagen würde.. der letzte slider hat als einziger 1.2x Spacing, alle anderen haben 1,1x
18:59 *Feerum is editing [https://osu.ppy.sh/b/829261 sana - Miraizu [Normal]]
18:59 Lasse: sieht mit 1.1x kacke aus mit dem blanket
19:00 Lasse: deswegen
19:00 Feerum: ahhh ok
19:01 Lasse: 02:57:928 (3) - hat auch bisschen mehr weil der stack sonst nen komischen overlap hat
19:02 Feerum: ja is mir aufgefallen haha wollts nur nich erwähnen
19:03 Feerum: Oh yeah
19:03 Feerum: Uncheck Widescreen Support in Forever diff
19:03 Lasse: yeah
19:03 Feerum: xD
19:03 Feerum: kk ich post das mal wegen mein kds. Ja ich bin so gierig las mich

Was funny. I learned a bit about Standard. Really cool Song.
Hope next BN will be here soon.

I would qualify it but i'm Mania BN so i cant judge this Map enough to qualify it.

Good luck!
Topic Starter
Lasse
thanks :v
hitsound stuff will be applied with the next mod
also going to remove some <1ms delay from a few hitsounds
and managed to reduce filesize by ~1MB by removing some silence at the end of the hitsound files
=> will also be changed with next mod
Milan-
bullet
pishifat
/dead
Lanturn
ripishifat

Congrats!

Easy -> Normal
Normal -> Advanced

Would be more fitting, but oh well. :D
Seijiro

Lanturn wrote:

ripishifat

Congrats!

Easy -> Normal
Normal -> Advanced

Would be more fitting, but oh well. :D
Same here x) rip my mod

Gratz~~
Kalibe
wow finally Lasse, you did it ! Congrats o/

666 post x)
Electoz
Gratz Lasse
show more
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