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Grabbitz - Way Too Deep

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Topic Starter
UndeadCapulet
This beatmap was submitted using in-game submission on Saturday, September 29, 2018 at 2:31:19 PM

Artist: Grabbitz
Title: Way Too Deep
Tags: friends monstercat dubstep
BPM: 140
Filesize: 8505kb
Play Time: 05:25
Difficulties Available:
  1. Settling Down (7.42 stars, 1416 notes)
Download: Grabbitz - Way Too Deep
Information: Scores/Beatmap Listing
---------------
huge thanks to Naitoshi for help with hitsound files :3

the sliders at the end are snapped to the violin
Battle
small mod thing
#prayforAImod look at AImod cuz a bunch of things are unsnapped, and there's things touching the healthbar etc.
00:34:288 (1,2,3,4,5,6) - I can already see this being an issue, since the beat except for the lyrics, is basically the same as 00:27:431 (1,2,3,4,5,6) - , yet is emphasized much more differently, kinda goes the same for the bigger spacing later on with notes that were the anti-jumps
01:58:074 (1) - Maybe make the shape a little differently to distinguish the weird sound here
01:58:931 (1) - ^
02:06:002 (1,2) - I think stacking here would be better since the pause maybe a little unexpected, plus having 2 -> 1 slider will kinda emphasize it a bit more
02:11:788 (1) - Slider shape thing
02:12:645 (1) - ^ it kinda doesn't make sense to make it the same slider as all the other sounds when it's pretty unique
02:56:895 (2,3) - Pretty big spacing compared to sth like 02:53:467 (2,3) -
04:18:645 (1) - Slider shapeeee
04:19:503 (1) - ^
04:41:217 (1,1) - Snapping here doesn't make sense, snap to vocals?
04:48:002 (1,1) - ^ make similar to 04:43:002 (1,1) -
all other snappings go with violin sounds but those ones sounded off gl
Topic Starter
UndeadCapulet

Battle wrote:

#prayforAImod look at AImod cuz a bunch of things are unsnapped, and there's things touching the healthbar etc. aa i knowww, oh btw healthbar touching isn't unrankable, i normally avoid it but there are some rotation patterns here where it's kinda unavoidable
00:34:288 (1,2,3,4,5,6) - I can already see this being an issue, since the beat except for the lyrics, is basically the same as 00:27:431 (1,2,3,4,5,6) - , yet is emphasized much more differently, kinda goes the same for the bigger spacing later on with notes that were the anti-jumps uhh the whole intro rhythms are designed to introduce 1/4 jump patterns, and so slowly build in intensity the longer the song goes on
01:58:074 (1) - Maybe make the shape a little differently to distinguish the weird sound here the right angle that separates it from the previous slider pattern already does that imo, i like the straight sliders as a common theme, and tbh keeping slider designs as simple as possible is usually better for cs5 maps from my experience
01:58:931 (1) - ^
02:06:002 (1,2) - I think stacking here would be better since the pause maybe a little unexpected, plus having 2 -> 1 slider will kinda emphasize it a bit more fair point, but i don't really want a snap into the 1/6 rhythm, there haven't been any at all in this wub section. i'll think about it/wait for other ideas about the gap, but tbh i think the music alone + the circle interrupting the pattern is enough for the pause to not be unexpected.
02:11:788 (1) - Slider shape thing for future modding, don't bother linking all the same points, just write "also applies to other synths of this nature" or whatever
02:12:645 (1) - ^ it kinda doesn't make sense to make it the same slider as all the other sounds when it's pretty unique
02:56:895 (2,3) - Pretty big spacing compared to sth like 02:53:467 (2,3) - i mean, you're not wrong, but the whole rhythm of this part should be expected because it's the exact same structure as the beginning. higher spacing throughout this middle section is used to keep things interesting/"dancier"
04:18:645 (1) - Slider shapeeee
04:19:503 (1) - ^
04:41:217 (1,1) - Snapping here doesn't make sense, snap to vocals?
04:48:002 (1,1) - ^ make similar to 04:43:002 (1,1) -
all other snappings go with violin sounds but those ones sounded off i've listened to this part for a good while and i'm pretty positive this is the right snapping
gl[/box]
Thanks for modding!
-Lemons
I went through and resnapped everything for juliet because that's what I call modding

(I mean do I really post a log that's just "hey fix my snapping for me" "yeah okay")
Topic Starter
UndeadCapulet
no u dont
Zectro
tree log (jk, poor trees, its a chat log)
20:04 Zectro: ill mod it rn else ill forget or something
20:04 UndeadCapulet: cool thanks :>
20:05 Zectro: but how do you mod this
20:05 UndeadCapulet: i have no fkin idea lmao
20:05 Zectro: alright
20:05 Zectro: because lke
20:05 Zectro: like
20:05 Zectro: all the things in this map
20:05 Zectro: are such huge decision of yours on their own
20:09 Zectro: so like
20:09 Zectro: why is there a big ass spacing difference between 00:58:609 (4,1) - and 00:59:038 (4,1) -
20:10 Zectro: doesnt flow well and is kinda uncomfortable, but you prob have a reason for it
20:10 UndeadCapulet: white tick is stronger
20:10 Zectro: okay
20:10 UndeadCapulet: but yeah they could probably be closer
20:10 Zectro: why is 01:00:860 (1,2,1,2) - 1,2 and 01:01:288 (1,2,3,4) - not?
20:11 Zectro: like youd think 01:01:288 (1,2,3,4) - is gonna be the same pattern as 01:00:860 (1,2,1,2) -
20:11 Zectro: since it then fits a nice rythm
20:11 Zectro: like you do in all the next ones
20:11 Zectro: 01:02:574 (1,2,1,2,1,2,1,2) - etc
20:11 UndeadCapulet: all the streamjumps follow the drums, there isn't a kick on that tick so no jump
20:12 Zectro: oh alright
20:12 Zectro: i cant hear the slight drums cuz of the hitsounds rip
20:12 Zectro: but i hear it now
20:12 UndeadCapulet: oh lol i always have gamesound volume at 0 so
20:13 UndeadCapulet: fixed that earlier spacing, had to move a lot of things around
20:13 Zectro: ah alright
20:14 Zectro: also why is 01:09:538 (2,1) - 2,02 and 01:09:967 (2,1) - aswell but then from 01:10:395 (2,1) - on it becomes 1,9 spacing?
20:15 UndeadCapulet: uh
20:15 UndeadCapulet: that sounds like weird rounding errors or smth, pretty sure i just copied those patterns
20:16 UndeadCapulet: or maybe it was just random lol
20:16 Zectro: nah you can clearly see the difference, between 01:09:431 (1,2) - and 01:09:645 (1,2) - theres more spacing sideways than from 01:10:288 (1,2,1,2) - on
20:16 UndeadCapulet: yeah
20:19 UndeadCapulet: ok fied
20:19 Zectro: idk if the distance between 01:15:860 (1,2,1,2) - has to be this huge owo
20:19 Zectro: like there can be more distance than 01:15:431 (1,2,1,2) - for consistence but its a bit much I think
20:20 UndeadCapulet: hm it's pretty much the same as the earlier pattern, no?
20:20 UndeadCapulet: 01:14:359 (2,1) -
20:20 UndeadCapulet: like it's not exact but pretty similar spacingwise
20:20 Zectro: yeah true
20:21 Zectro: although I think at 01:14:359 (2,1) - the spacing is also a bit overexagerated but I guess you have to keep it so it looks good
20:21 UndeadCapulet: but yknow, i just thought of a better pattern for there anyway sooooooo
20:21 UndeadCapulet: gimme a sec
20:21 Zectro: ah alright
20:22 UndeadCapulet: ok there
20:23 Zectro: I'm playing around with a different positioning of 01:23:574 (1,2,1,2) - , wouldn't x226y156 be a bit better? like a bit closer
20:23 Zectro: because I think the direction change is already good enough of an ending of the buildup
20:24 UndeadCapulet: ehh that makes them really close
20:24 Zectro: alright whatever
20:25 Zectro: 01:28:288 (1,2,3,1,2,3,1,2,3,4) - this honestly plays very uncomfortable
20:25 UndeadCapulet: yeah..
20:25 Zectro: distance between 01:29:002 (3,1) - should be bigger to fix this
20:26 UndeadCapulet: 45 degree rotation seems good
20:26 UndeadCapulet: of the white combo
20:26 Zectro: 01:31:931 (1) - consider adding some sort of anchor point at 01:32:359 - since there is an extra wub sfx there
20:27 UndeadCapulet: well it's like
20:27 UndeadCapulet: the first curved slider
20:27 UndeadCapulet: ever
20:27 UndeadCapulet: i think it's enough xD
20:27 UndeadCapulet: i like the simplicity
20:27 UndeadCapulet: and the hold does enough of a job emphasizing the wub imo
20:27 Zectro: i guess, me too but http://osu.ppy.sh/ss/4328305 is kinda simple
20:27 Zectro: yeah probably
20:28 UndeadCapulet: yeah idk i don't really want to overcomplicate the slider designs, this map is already complex enough
20:28 Zectro: 01:36:323 (4,1) - spacing is probably a tad to big since there isn't really a loud kick at 01:36:431 (1) - or anything
20:28 Zectro: like a tiny bit
20:29 UndeadCapulet: sure, fixed
20:29 Zectro: a thing that makes this drop so much harder to play is
20:29 UndeadCapulet: and moved the two notes later so they're stronger
20:29 Zectro: ah alright
20:30 Zectro: is that you have doubles at places like 01:30:002 (1,2) -
20:30 Zectro: even though its only 1 kick
20:30 Zectro: but I know what you are following
20:30 Zectro: but its SO lightly in the background
20:30 UndeadCapulet: lol yeah, but it's so the next slider has the same snapping power as everything eles
20:31 Zectro: yeah
20:31 Zectro: i guess fk playability haha
20:32 UndeadCapulet: ^^
20:32 Zectro: 01:55:502 (1,2) - this jump distance is ok
20:32 Zectro: but 01:57:217 (1,2) - is a bit too much
20:32 Zectro: even though the 01:58:074 (1) - is right after
20:33 Zectro: just try like x346y312 for 01:57:217 (1) -
20:33 Zectro: something like that
20:33 UndeadCapulet: nah i have to disagree, those jumps are fine, and besides, those are louder
20:33 Zectro: or a bit more up so alright
20:33 Zectro: they just really catched my eye while playing
20:34 Zectro: and felt so overmapped and exagerated
20:34 Zectro: i feel like if the distance is smaller they are fine
20:34 Zectro: well
20:34 Zectro: its only that jump
20:34 Zectro: the other jumps are fine later on
20:34 Zectro: but 01:57:217 (1,2) - sux
20:34 UndeadCapulet: hmm i'll see what i can do then
20:35 UndeadCapulet: 8 degree rotation, i think it's a lot better lol
20:35 UndeadCapulet: same distance, better angle?
20:35 Zectro: alright ^^
20:35 Zectro: uhu
20:36 UndeadCapulet: and the later jumps are actually higher spaced so lol
20:36 Zectro: maybe try x199y356 for 02:06:324 (2) - so its not confused with the jumps ;w;
20:36 Zectro: or another place
20:36 Zectro: it just needs more spacing thats all
20:36 UndeadCapulet: yeah.. that part's been annoying
20:36 UndeadCapulet: i think i know what to do
20:37 UndeadCapulet: got it
20:37 Zectro: 02:12:645 (1) - is so annoying flow wise from 02:12:431 (1) - , what about ctrl+g
20:38 UndeadCapulet: hmm idk, i think it flows fine, and it's supposed to flow into 02:12:860 (1) - like before
20:39 Zectro: nuu
20:39 Zectro: it doesnt flow fine at all
20:39 Zectro: like it REALLY throws you off during gameplay
20:40 UndeadCapulet: but how though i dont understand
20:40 Zectro: 02:12:002 (1,1,1) - to 02:12:645 (1) - just doesnt work
20:40 Zectro: the movement you have to make
20:40 UndeadCapulet: i've never been thrown off by it ;w;
20:40 Zectro: ah okay heh
20:40 Zectro: okie 1st drop clear
20:41 UndeadCapulet: btw you're doing a great job modding this :3
20:41 Zectro: psh haha
20:41 Zectro: 02:42:860 (1,2) - is a way more agressive cursor movement than before hmm
20:41 UndeadCapulet: i normally dont change this much in a map lol
20:41 Zectro: haha
20:42 Zectro: like 02:36:002 (1,2) - 02:39:431 (1,2) - are such a calm movements
20:42 Zectro: but 02:42:860 (1,2) - you have to snap waaaay more
20:43 Zectro: kinda with 02:46:288 (1,2) - too, although I just recommend moving 02:46:717 (2) - forward a bit more
20:43 Zectro: like not a lot, just a bit
20:43 Zectro: so 2s end sticks out just a little more than 1s end
20:43 UndeadCapulet: ehhh
20:43 UndeadCapulet: i have a really strict structure for this part
20:43 Zectro: yeah I see that
20:44 Zectro: 02:46:717 (2) - not even x287y259?
20:44 Zectro: like it give you this feel of moving forward more instead of going backwards
20:44 Zectro: 02:42:860 (1,2,3) - is fine actually now that i think of it
20:44 Zectro: since 02:43:288 (2,3) - works so well it totally makes up for it
20:45 Zectro: as for 02:46:717 (2) - id say something like x285y254, but if you keep it like it is now its fine
20:45 UndeadCapulet: yeah
20:46 Zectro: since your structure is pretty great
20:46 UndeadCapulet: well, the structure is like
20:46 UndeadCapulet: 1.0 ds alwayss
20:46 UndeadCapulet: with ctrl+g's
20:46 UndeadCapulet: or smth like that
20:46 Zectro: what? how do you even do that with 02:46:288 (1,2) -
20:47 UndeadCapulet: uh like
20:47 UndeadCapulet: 1/4 distance 1.0x ds
20:47 Zectro: ooh
20:47 UndeadCapulet: or something
20:47 Zectro: that makes sense
20:47 UndeadCapulet: i like all the snapping here, i think it's paced well, i don't really want to change anything, i'd have to restructure everything ;;
20:48 Zectro: alright
20:48 Zectro: but
20:48 Zectro: 02:46:716 (2) - it would be 1.0x ds if you move it to x279y254
20:48 Zectro: or well, using the way you used.
20:49 Zectro: meh idk if i like the old one or my suggestion better
20:49 Zectro: you should just leave it lol
20:49 UndeadCapulet: lol
20:49 UndeadCapulet: the circles obey that too
20:49 UndeadCapulet: they're all stacked on sliderparts
20:49 Zectro: ow
20:50 UndeadCapulet: so i'd have to move everything later still
20:50 UndeadCapulet: 02:47:145 (3,4,5,6,7) - were all lined up with sliders
20:50 Zectro: oh
20:50 Zectro: alrighty
20:50 Zectro: haha
20:50 UndeadCapulet: yeah lol
20:50 UndeadCapulet: lets just move on to later bookmarks :P
20:51 Zectro: ya
20:51 Zectro: whyyy is 03:15:431 (1,2,3,1,2,3,1,2,3,1,2,3) - so confusing
20:51 Zectro: while its following the violin fine
20:52 Zectro: like you get mindblocked so easily to hit it haha
20:52 UndeadCapulet: ? really?
20:52 UndeadCapulet: lemons said it was hype
20:52 Zectro: it is hype indeed
20:52 Zectro: dont worry you shouldnt change it
20:52 Zectro: its just like whaaa mindblocks
20:53 UndeadCapulet: lol..
20:53 Zectro: lol
20:53 Zectro: i think you have to move
20:53 Zectro: 03:18:860 (1,1,1,1) - 1 pixel to the left
20:54 UndeadCapulet: LOL
20:54 UndeadCapulet: yeah
20:54 UndeadCapulet: i just did all that
20:54 UndeadCapulet: while you were talking
20:54 UndeadCapulet: about the 1/3
20:54 Zectro: alright lmao
20:54 UndeadCapulet: yep, dunno how tf that happened
20:54 UndeadCapulet: guess i moved my mouse while i clicked one of them
20:55 UndeadCapulet: before i started copypasting
20:55 Zectro: yeah haha
20:55 Zectro: waah
20:55 Zectro: 2nd drop w/ vocals is so good
20:56 Zectro: i mean i cant say shit about flow
20:56 Zectro: because the way this map is structured is like
20:56 Zectro: it doesnt really care that much about flow
20:56 UndeadCapulet: yeah this is def not a flow map lo.
20:57 Zectro: maybe nc 04:33:217 (1,2,3,4) - so you know its 1/8?
20:57 UndeadCapulet: shit
20:57 UndeadCapulet: i forgot
20:57 UndeadCapulet: i need to change that
20:58 UndeadCapulet: hmm
20:58 Zectro: and idk maybe even though this aint a flow map you still might want to change 04:38:466 (4,1,2,1) - since it literally plays like shit hehe
20:58 UndeadCapulet: maybe i can get away with nc'ing lol
20:58 Zectro: uhu probably
20:58 Zectro: for now
20:58 UndeadCapulet: oh sure i'll move those doubles
20:58 Zectro: can you move 04:40:288 (1) - to x276y72?
20:59 Zectro: because you haven't done the thing where 04:40:288 (1) - is kinda behind the stream yet
20:59 Zectro: only at the side
20:59 Zectro: or well 1 more pixel to the right for perfect stack
21:00 UndeadCapulet: 04:12:752 (8,1) - i did it here
21:00 Zectro: oh true
21:00 UndeadCapulet: shit
21:00 Zectro: nvm then i guess
21:00 UndeadCapulet: i need to fix my colourhax
21:01 Zectro: ow
21:01 UndeadCapulet: that's supposed to be blue..
21:01 Zectro: alright were nearly done
21:01 UndeadCapulet: oh wait
21:01 UndeadCapulet: nvm
21:01 UndeadCapulet: i changed 2 colours
21:01 UndeadCapulet: LOL
21:01 Zectro: you probably need to remap some of the sliderart so it actually fits the violin
21:01 UndeadCapulet: does it not right now?
21:02 Zectro: so you have an anchor point at about 04:44:520 - instead of 04:44:305 -
21:02 Zectro: and so it has an anchor point at 04:51:430 -
21:02 Zectro: etc
21:02 UndeadCapulet: oh, i didn't really care about that for these ones
21:02 Zectro: it's going to be pretty important in the future with bns i bet
21:02 Zectro: yeah i can see that
21:02 UndeadCapulet: since it's just the same note
21:03 UndeadCapulet: there isn't any real change
21:03 Zectro: yeah but there is 1 note changed to the chord
21:03 Zectro: which is important enough for that instead of just having random anchor points
21:03 Zectro: since its very noticable to me for example ;w;
21:03 UndeadCapulet: hmm
21:03 UndeadCapulet: i can't hear it ;w;
21:04 Zectro: yeah its incredibly hard to hear but it just gives a satisfying feeling if it syncs because somewhere uncounciosly you can hear it
21:04 Zectro: you did a good job at 05:17:145 - though
21:04 UndeadCapulet: yeah i was trying there lol
21:04 UndeadCapulet: but just violin holds i dont really want to worry about it :S
21:05 Zectro: uhu
21:05 UndeadCapulet: maybe if bn's bug me about it i'll work on them
21:05 Zectro: yep ^^
21:05 Zectro: well you did a good job with anchor points to stuff later on
21:06 UndeadCapulet: Thanks for modding!
21:06 Zectro: only thing i worry about though
21:06 UndeadCapulet: you were a big help owo
21:06 Zectro: section at 02:20:573 - is very similar to 00:27:430 - yet you mapped it in a different way
21:06 Zectro: following different sounds etc
21:07 Zectro: you basically ignore a lot of stuff in 02:20:573 - you did map at 00:27:430 -
21:07 UndeadCapulet: well 02:48:002 (1) - is when i start doing what i did again in the intro
21:07 UndeadCapulet: the middle bit doesn't really count imo
21:07 Zectro: oo okay
21:07 UndeadCapulet: since this verse is twice as long, the first half pairs with the very start of the song, which isn't mapped at all lol
21:07 Zectro: yeah alright since you ignore a few ticks at 02:23:573 - etc w/e haha
21:08 Zectro: ah I see, great
21:08 UndeadCapulet: yeah
21:08 Zectro: awesome that you put so much thought into this map
21:08 UndeadCapulet: that all?
21:08 UndeadCapulet: hehe thanks
21:08 Zectro: thats all yeah
21:09 Zectro: i definetly support your map
Airachi
hello :) (it says asdf but i modded the updated version not the unsubmitted one, but i rly like the name asdf)
[asdf]
-Random suggestion but would you consider a different combo colour for really high SV? since most of this section is combo spammed i think it would help a lot with differentiating the SV changes, but i personally have a hard time noticing them, so i am not sure how hard it is to see. IE: 01:58:074 (1) - looks the same distance as 01:53:145 (1) - to me so could be really confusing idk

-i have curving suggestions in there but i tried to keep it consistent to at least make them noticeable and emphasized, this map is clearly revolves around straight sliders emphasizing things but i think that opens up more opportunity to emphasize things even better with specific things mapped a certain way especially because 95% of the map would still be straight. I also feel that curving things represents a slower feel so it would make more sense to me to use a curve on the parts i mentioned where as everything else is energetic and moves real quick and feels/looks nice

  1. 00:27:431 (1) -
    00:30:860 (1) - maybe make these two sliders, the rest of the section you have them as sliders
    exampkes:
    00:37:717 (1) - 00:41:145 (1) - 00:44:574 (1) - 00:48:002 (1) -
  2. 00:51:431 (1) - would u consider having this note on the other side of the play field? i.e: ctrl+h and u know that kinds of flows for a nice motion of going back. (i am sure you already thought of this before tho, and theres nothing wrogn with where it currently is so )
  3. i think you should give more distance to similar notes like 00:30:002 (5) - 00:33:431 (5) - but i know the song is just starting out so it makes sense not to, but it's so consistent and you do it right here 00:40:288 (5) - <this feels so nice to me or alternatively, everything similar after 00:40:288 (5) - make consistent since you already introduced it
  4. 01:00:860 (1,2,1,2) - i think these would nice as kick sliders, i feel like you could probably make better cursor motions with kick sliders also. i see what u are going for though, i don't dislike it, i wish i could play it adjfbkuashdf
  5. 01:27:431 (1,2,3,4,1,2,3,4) - i think the spaced inbetween these should be spaced more to around x2.5-3 it's still less than the previous one and i see its supposed to be shorter distance, but i think x1 is a way to close
  6. 01:39:431 (1,2,3,4,1,2,3,4) - i think keeping the "∞" flow for this particular set would be best https://osu.ppy.sh/ss/4305606
  7. 01:53:145 (1) - slight curve? [i know everything is a straight slider but feels so right] http://puu.sh/mq6t3.jpg
  8. 01:31:717 (1,2) - continue kick for this one? would emphasize the jump better to 01:31:931 (1) - imo [same for all similar
  9. 01:45:431 (1) - this this i think it flow better especially with next suggestion http://puu.sh/msrUv.jpg
    01:46:288 (1,2,3,4) - ctrl+j (01:46:288 (1) - coordinate x93y207)
  10. 01:55:288 (1,1,2,1) - , 01:57:002 (1,1,2,1) - , 02:02:145 (1,1,2,1) - , , 02:03:860 (1,1,2,1) - all of these i think should be more consistent increases / decreases,
  11. 02:09:002 (1,1,2,1) - i dont think this angle transitions nice into 02:09:431 (1,1,1) - (looks and feels so harsh when the other one is supposed to be inreasing difficulty) compared to the next one 02:10:717 (1,1,2,1,1,1) - (is much better flow to me)
  12. 02:13:288 (1) - try this feels nice emphasiszes so nice https://osu.ppy.sh/ss/4363858
  13. i dont feel the rotation in the song when i listen to song 03:42:967 (2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - feels more of a back and forth motion without the curve because it gets louder nd i feel the spacing should actually increase here not just stay one pattern the whole way
  14. this is my favorite 04:24:002 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1) -


    I am sorry this took so long and i hope you reject most of what i suggested, my goal is to spark ideas not change it completely or dictate how it's supposed to be, so with that being said I hope i helped at all
Topic Starter
UndeadCapulet

Airachi wrote:

hello :) (it says asdf but i modded the updated version not the unsubmitted one, but i rly like the name asdf)
[asdf]
-Random suggestion but would you consider a different combo colour for really high SV? since most of this section is combo spammed i think it would help a lot with differentiating the SV changes, but i personally have a hard time noticing them, so i am not sure how hard it is to see. IE: 01:58:074 (1) - looks the same distance as 01:53:145 (1) - to me so could be really confusing idk i could rework the nc's so they only happen on sv changes for that section, butttt i think the nc job is better like this for wubwub emphasis... from my playing/random testplays, i've never seen people have issue reading these sv changes, the object layout makes them all clear enough

-i have curving suggestions in there but i tried to keep it consistent to at least make them noticeable and emphasized, this map is clearly revolves around straight sliders emphasizing things but i think that opens up more opportunity to emphasize things even better with specific things mapped a certain way especially because 95% of the map would still be straight. I also feel that curving things represents a slower feel so it would make more sense to me to use a curve on the parts i mentioned where as everything else is energetic and moves real quick and feels/looks nice

  1. 00:27:431 (1) -
    00:30:860 (1) - maybe make these two sliders, the rest of the section you have them as sliders nope, these are needed for introducing the 1/8 snapping pattern at 00:42:860 (1,2,3,4) - by teaching the player the song's rhythm
  2. 00:51:431 (1) - would u consider having this note on the other side of the play field? i.e: ctrl+h and u know that kinds of flows for a nice motion of going back. (i am sure you already thought of this before tho, and theres nothing wrogn with where it currently is so ) prefer mine, traveling the same direction as the line makes it feel more powerful imo
  3. i think you should give more distance to similar notes like 00:30:002 (5) - 00:33:431 (5) - but i know the song is just starting out so it makes sense not to, but it's so consistent and you do it right here 00:40:288 (5) - <this feels so nice to me or alternatively, everything similar after 00:40:288 (5) - make consistent since you already introduced it moved 00:43:502 (5) - so the jump is larger. the very beginning is all so close to get the player used to reading the approach circles, lots of gaps and complex rhythms. and everything else seems fine for emphasis
  4. 01:00:860 (1,2,1,2) - i think these would nice as kick sliders, i feel like you could probably make better cursor motions with kick sliders also. i see what u are going for though, i don't dislike it, i wish i could play it adjfbkuashdf haha, well, that goes against the whole map concept so, no change
  5. 01:27:431 (1,2,3,4,1,2,3,4) - i think the spaced inbetween these should be spaced more to around x2.5-3 it's still less than the previous one and i see its supposed to be shorter distance, but i think x1 is a way to close i agree, fixed for all instances
  6. 01:39:431 (1,2,3,4,1,2,3,4) - i think keeping the "∞" flow for this particular set would be best https://osu.ppy.sh/ss/4305606 did something similar, yours conflicts with how this pattern is used throughout the section, but i fixed it so it's a smoother motion
  7. 01:53:145 (1) - slight curve? [i know everything is a straight slider but feels so right] http://puu.sh/mq6t3.jpg ehhh i prefer my straight sliders for better hold emphasis
  8. 01:31:717 (1,2) - continue kick for this one? would emphasize the jump better to 01:31:931 (1) - imo [same for all similar kicksliders are only 1/12 for this section, and hanzer patterns like that are what the map is built around, so no change
  9. 01:45:431 (1) - this this i think it flow better especially with next suggestion http://puu.sh/msrUv.jpg ctrl+g works good here i think
    01:46:288 (1,2,3,4) - ctrl+j (01:46:288 (1) - coordinate x93y207) well, i think it flows fine now with the earlier change, plus i'd like for 01:47:145 (1,2,3,4) - to be the different one here
  10. 01:55:288 (1,1,2,1) - , 01:57:002 (1,1,2,1) - , 02:02:145 (1,1,2,1) - , , 02:03:860 (1,1,2,1) - all of these i think should be more consistent increases / decreases, sure sure, fixed up some, though they're mostly placed based on context (flow out of sliders and stuff)
  11. 02:09:002 (1,1,2,1) - i dont think this angle transitions nice into 02:09:431 (1,1,1) - (looks and feels so harsh when the other one is supposed to be inreasing difficulty) compared to the next one 02:10:717 (1,1,2,1,1,1) - (is much better flow to me) well, i think this was fixed when i made the ds more consistent?
  12. 02:13:288 (1) - try this feels nice emphasiszes so nice https://osu.ppy.sh/ss/4363858 aa sorry but no change, this slider is my favourite ;w;
  13. i dont feel the rotation in the song when i listen to song 03:42:967 (2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - feels more of a back and forth motion without the curve because it gets louder nd i feel the spacing should actually increase here not just stay one pattern the whole way hm well, this is just a more complex version of the earlier buildup stream, i think it fits well, otherwise i wouldn't have done it lol.. i'll think about other patterns, i suppose, though this will probably stay as is
  14. this is my favorite 04:24:002 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1) - ww thanks <3


    I am sorry this took so long and i hope you reject most of what i suggested, my goal is to spark ideas not change it completely or dictate how it's supposed to be, so with that being said I hope i helped at all
Worth the wait, good mod once again, thank you!
Monstrata
[Settling Down]

  1. Your rhythm choice at the intro seems to be following the percussion very closely. 00:33:431 (5,6) - It feels weird to have a jump from 5>6 when 4>5 doesn't receive the same treatment. 00:40:074 (4,5,6) - is better though. (I still don't think 5>6 requires such a big jump, but at least here its more proportional). This can apply to other stuff like 00:46:931 (5,6,7) - too.
  2. 01:00:860 (1,2,1,2) - I don't really get why you choose to break the pattern here. I think the patterns you have here are fine, but you should stick to one "set" of arrangements at a time so there is at least more consistency in terms of how players are likely to play the pattern, as well as how the patterns will appear visually.
  3. 01:09:430 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - For example, is good since the pattern is consistent in terms of how its played and how it is arranged.
  4. 01:17:788 (1,2) - I would just make this a kickslider, same with 01:18:645 (1,2) - . That way theres a clear rhythm distinction between 01:18:645 (1,2) - and 01:18:860 (1,2,3,4) - .
  5. 01:28:288 (1,2,3) - This still sounds like 1/8 to me since I can hear 5 beats.
    01:48:217 (3,4,1,2) - I would try and avoid flowbreaks that are really sharp like this. Right now you are basically getting the player to make a sharp turn from 4>1 and make another sharp turn in the opposite direction to play 1>2 so It's a bit too much here, especially since nothing significant lands on 01:48:430 (1) - .
  6. 02:23:145 (3,1) - Okay I get the design of these sliders. Do you think you can find combo colors that create even a bit more contrast though? Because with 100% overlaps combo color changes can help. (It'll be fine if you're using a custom skin, but for default/skins that don't have a transparent slider more contrast wouldn't hurt). My main concern is Combo colors 1 and 3.
  7. 03:15:431 (1,2,3,1,2,3,1,2,3,1,2,3) - I don't really like the rhythm here xP. I mean, yea it works, but I really wish you had put some more emphasis into parts like 03:15:859 - 03:16:716 - cuz these feel more like sets of 3 to me. 123 123 123 123 etc... if you get what i mean xd.
  8. 04:24:002 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1) - This is pretty cool actually. Something I've noticed with back/forth patterns though, is that players can land the jump sequences better when spacing is increasing, probably due to built up momentum or muscle memory idk. I would consider Having the jumps increase too since this sequence doesn't really begin on anything very powerful (04:22:931 (1,2,1,1,1,1,2) - ). But it certain ends on a high note.
Somehow i feel the ending might need some red lines... Or well, since you're mapping to the violins or whatever, it wouldn't hurt to time the last section based on the instrument you're following too, unless those violins actually are 1/6 after the downbeat or something and not just a coincidence.

Some stuff I mentioned should also be applied to the second chorus/etc whatever you call it since your rhythm/pattern choice seems to be very consistent between the two. In terms of how this map can be improved to become something rankable, Structurally and rhythmically the map seems pretty good. Playability will definitely require more careful analysis so definitely get testplays. Recording player feedback/having them post logs would be great too.

Some parts to look out for are stuff like: 01:42:860 (1,2,3,4,1,2,3,4,1,2,1) - Where there are really large changes in spacing over a very short amount of time, which people can find uncomfortable to play. So yea. A line needs to be determined between what is structurally sound and challenging, and what is structurally sound but too awkward/difficult to be appreciated.

Good luck~
Topic Starter
UndeadCapulet

Monstrata wrote:

[Settling Down]

  1. Your rhythm choice at the intro seems to be following the percussion very closely. 00:33:431 (5,6) - It feels weird to have a jump from 5>6 when 4>5 doesn't receive the same treatment. 00:40:074 (4,5,6) - is better though. (I still don't think 5>6 requires such a big jump, but at least here its more proportional). This can apply to other stuff like 00:46:931 (5,6,7) - too. messed around a bit. i still like a slight jump into the 1/6 sliders, since you'll be lingering there for longer than on a circle, it seems paced better; but i did try to make it so the drums have more of a jump in comparison
  2. 01:00:860 (1,2,1,2) - I don't really get why you choose to break the pattern here. I think the patterns you have here are fine, but you should stick to one "set" of arrangements at a time so there is at least more consistency in terms of how players are likely to play the pattern, as well as how the patterns will appear visually. well, any time there's a loud kick, there's a jump in the stream
  3. 01:09:430 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - For example, is good since the pattern is consistent in terms of how its played and how it is arranged.
  4. 01:17:788 (1,2) - I would just make this a kickslider, same with 01:18:645 (1,2) - . That way theres a clear rhythm distinction between 01:18:645 (1,2) - and 01:18:860 (1,2,3,4) - . well, the drums at those parts are too significant to map to a tail imo, i think the streamjump is enough of a distinction
  5. 01:28:288 (1,2,3) - This still sounds like 1/8 to me since I can hear 5 beats. nope, the wubsounds are definitely 1/6
    01:48:217 (3,4,1,2) - I would try and avoid flowbreaks that are really sharp like this. Right now you are basically getting the player to make a sharp turn from 4>1 and make another sharp turn in the opposite direction to play 1>2 so It's a bit too much here, especially since nothing significant lands on 01:48:430 (1) - . yeah this is too emphasized, fixed
  6. 02:23:145 (3,1) - Okay I get the design of these sliders. Do you think you can find combo colors that create even a bit more contrast though? Because with 100% overlaps combo color changes can help. (It'll be fine if you're using a custom skin, but for default/skins that don't have a transparent slider more contrast wouldn't hurt). My main concern is Combo colors 1 and 3. i find it funny that you talk about these sliders but not 02:21:217 (2,3) - , which aren't nc'd at all. from my experience with overlapped sliders, 1/1 distance (or 1/2 in this case xd) is enough time for the player to process everything. I've had players of various skill levels testplay this section, nobody had an issue.
  7. 03:15:431 (1,2,3,1,2,3,1,2,3,1,2,3) - I don't really like the rhythm here xP. I mean, yea it works, but I really wish you had put some more emphasis into parts like 03:15:859 - 03:16:716 - cuz these feel more like sets of 3 to me. 123 123 123 123 etc... if you get what i mean xd. yeah i see what you mean (and i did kinda do that with the hitsound volumes to stay consistent with the part in the beginning), but i still think pairing them up in groups of 2 fits better
  8. 04:24:002 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1) - This is pretty cool actually. Something I've noticed with back/forth patterns though, is that players can land the jump sequences better when spacing is increasing, probably due to built up momentum or muscle memory idk. I would consider Having the jumps increase too since this sequence doesn't really begin on anything very powerful (04:22:931 (1,2,1,1,1,1,2) - ). But it certain ends on a high note. well, the spacing decreases because the pitch decreases (pretty sure the volume does too)
Somehow i feel the ending might need some red lines... Or well, since you're mapping to the violins or whatever, it wouldn't hurt to time the last section based on the instrument you're following too, unless those violins actually are 1/6 after the downbeat or something and not just a coincidence. hmm maybe, i'll try to call in a pro timer person and see what they have to say about it (but since the last slider lands on a white tick i feel like it may have been intentional, and the vocals are still in beat?)

Some stuff I mentioned should also be applied to the second chorus/etc whatever you call it since your rhythm/pattern choice seems to be very consistent between the two. In terms of how this map can be improved to become something rankable, Structurally and rhythmically the map seems pretty good. Playability will definitely require more careful analysis so definitely get testplays. Recording player feedback/having them post logs would be great too.

Some parts to look out for are stuff like: 01:42:860 (1,2,3,4,1,2,3,4,1,2,1) - Where there are really large changes in spacing over a very short amount of time, which people can find uncomfortable to play. So yea. A line needs to be determined between what is structurally sound and challenging, and what is structurally sound but too awkward/difficult to be appreciated. sure thing, i'll try to call in anyone i can for opinions

Good luck~
Thanks for modding!
Topic Starter
UndeadCapulet


Looks like that's that, then.
dsco
this is a fucking great map. i don't have much of a mod to give but its really fun. i dont know if its rankable, but its really great.

its barely passable for me. if anything, i would nerf 04:24:002 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3)
i have hit every part in the map separately except never come close to that. i've passed it but with only 2-3 300s.
Xilver15
Hello, mod as promised o/ Mostly pointing out playability stuffs

[Settling Down]

Maybe OD+1/2? Notelock could pose a bit of a problem on the buildup/kiais, especially the second one. OD8/9 seems pretty ok to play on the slow parts too.

01:23:574 (1,2,1,2) - You could probably make these have the same countering motion as the others, don't really know why you chose to differ them for this one
01:29:145 (1,2,3,4,1,2,3,4) - The perfect overlap at 3 seemed pretty unfitting to me, doesn't really happen anywhere else I think
01:42:002 (1,2,3) - You could just stack them like all the previous ones like at 01:35:145 (1,2,3) - 01:28:288 (1,2,3) -
Stuff like 01:54:645 (1,2,1) - are a lot harder compared to other instances like at 01:56:360 (1,2,1) -, motion is a lot more smooth on the latter, I think you could make them feel the same to not have any weird spikes in difficulty
02:06:431 (1,1,1) - I don't really think the player will move all the way through the sliders so making them this long seems pretty weird, maybe move 02:06:324 (2) - more closer to 1 to have a more defining motion to them? https://osu.ppy.sh/ss/9207712
02:50:038 (2,3) -
02:53:467 (2,3) - You could probably make them the same distance as the next ones, I think they have similar synths to them
03:22:717 (1) - CtrlG maybe? This feels pretty weak especailly compared to 03:29:574 (1) -
04:09:431 (1,2,3,1,2,3) - Maybe make spacing a bit bigger? Feels out of place to have them so close apart comopared to previous instances
04:31:502 (1,2,1) - The angle of this triple makes this a lot harder than all the others IMO, maybe make it more sharp?

The rest of the kiai/map is nice \o/ I don't think the patterns are too difficult to play. Most of the difficulty spikes are logical and follow the song nicely.

Best of luck!
Kaifin


passed with od 7 but please raise the od so that this map is fun to play because right now i can't pick it in multi because the notelock makes the map so unfun, all the patterns are easy to hit it's just the notelock that makes it hard :?
kyle
pls for the love of god change it to something in the od9s
Topic Starter
UndeadCapulet
ww ok its od8 now, hope that's better for playing

will respond to xilver's mod in the near-distant future
Kaifin
od 9 or RIOT
h3oCharles
01:52:288 (1) - wrong combo color
02:19:716 (1) - ^
04:12:859 (1) - ^
04:40:288 (1) - ^

may I also get your explanation behind placing kiais? Shouldn't they be on parts where you colored red and white?
pure white combo color might be unrankable as it's hard to distinguish from overlay and numbers

also, -GN was here, we should get this map Loved (I think maybe idk)
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