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Camellia - d:for the DELTA

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-kevincela-
randomly modding this because why not

[d:for the s*x]

  1. 00:22:670 (1) - This doesen't really feel like a place to use a 1/4 slider to be honest, it sounds quite better as a simple note since you haven't used any of these in these parts!
  2. 00:59:567 (7) - Just a small thing, I would rotate this slider by 15 degrees so that it continues the curve with 00:59:739 (8) - better. Not a big thing though it would help with both the aesthetics and the flow of the pattern :p
  3. 01:14:049 (1) - Is it just me or I can't find any 1/3 beat here to be emphatized with this slider? This slider would definitely sound better with two 1/4 sliders instead, it would follow the wubs better imo :P
  4. 01:34:567 (2) - Huh, this is definitely a pretty big jump there, especially considering the stream 01:33:877 (1,2,3,4,5) - which isn't really that spaced :o I'd at least reverse this slider with a CTRL+G, since it would be quite easier to catch and in line with 01:34:912 (1,2,3) - . As of now this jump definitely feels too big :u
  5. 01:36:118 (2,3) - Whistles with drum additions should be used on the top of these 2 sliders as well, since the sound actually starts from 01:36:118 - as you may hear in the background!
  6. 01:37:239 (2) - Just a personal preference here, but what would you think about removing this note? A stop motion would definitely work pretty good here, and a 1/2 gap would definitely help with this
  7. 01:42:670 (1) - There should be a soft whistle here according to your previous pattern
  8. 01:50:429 (7) - I would actually use this as a 1/4 slider and place it on the other side of the stream like this, i actually like how it plays rather than making a 1/2 gap there!
  9. 01:53:705 (1) - A whistle + normal addition on the top of this slider would fit pretty good with your hitsounds pattern here
  10. 03:38:532 (1) - I'd make this a 1/2 slider instead making it shorter by 1/4, mainly because you are ignoring a beat on 03:38:532 (1) - following instead a weaker beat. You could also make a pretty good-looking pattern by playing with 03:38:532 (1) - 's end making a pattern just like this one: http://puu.sh/mbgNt/1cbeb8dd00.jpg Also remember to hitsound the end of this slider in case you decide to shorten this!
  11. 03:40:860 (6) - I'd remove the whistle at the top of this slider, since I can't really hear any of these sounds here!
  12. 03:42:153 (1) - This is a pretty weird choice for two reasons: first of all the 1/8 beats here are definitely not as strong as 03:42:325 - , and then I'm pretty sure such a sudden slider followed by a stream will confuse players which actually expect the opposite. I'd rather delete this slider and make it a whole stream or use a 1/8 slider at 03:42:325 - instead
  13. 03:52:843 (2) - It would be pretty cool if you make the spacing here higher than the one at 03:51:808 (2,2) - to give a better idea of the progression going with the stream until the long slider. Something like this would be pretty cool!
  14. 04:04:049 (1,2,3,1,2,3,4) - same thing as 03:42:153 (1) - even though it should be better readable because of the space between the slider at the stream. I would still see this rather as a 1/4 slider :P
  15. 04:21:291 (1,2) - I'd replace both the sliders with simple notes instead, so that the wubs get emphatized better because of the difference between the notes and the sliders there
  16. 04:33:532 (4) - While this looks pretty good because of it coinciding with 04:34:222 (1) - 's end, I think it would be better to have this spaced further from 04:33:705 (1) - than from 04:33:360 (3) - . Maybe you could put this slider at x:260 y:150 to maintain the sliders' ends still coinciding and also to adjust the spacing there!
  17. 04:48:360 (2) - What about putting this at x:448 y:64 instead? Having this spaced from 04:48:187 (1) - but not from the following stream is kind of offputting there :U
Really nice map and hitsounding and good luck <3
Topic Starter
ProfessionalBox
Thanks for the mods! Fixed everything from -kevincela- that was issued to my parts except for 03:38:532 (1) and 04:21:291 (1,2) :)
toybot
fixed everything
@nissan001 i'm pretty sure all of them are rankable and inside the screen except for like one
https://0paste.com/8116.txt
Shiirn
Alright let's get this party started riiiiight now!

Since this is a wall of text mod, I will only be coloring major suggestions With this color right here. Everything else is just nazi.
[dick:for the delta]
Wall
00:01:981 (1) - This isn't angled perfectly. Take the last node and put it directly on top of (2)'s rightmost red node, then shrink it with ctrl+shift+s with selection center until it's a 1/2 length slider again.
00:03:705 (2) - This wave can be flipped vertically and modified in such a way that the initial curve blankets (3)'s approach circle, and the second curve blankets the next combo's (1). You might need to move the notes around to perform this.
00:05:774 (3) - Move this down slightly so that it is where (2) is pointing. You should also modify (4) and the following (1) to make a perfect equilateral triangle.
00:07:153 (4) - Move this to the right so that it is where (2) is pointing. You should try to make it as perfect as possible, if you want to know some tricks to make it literally perfect, feel free to hit me up.
00:07:843 (2,3,4,1) - Rotate this by 6 degrees to make it vertical and then make sure that 3,4,1 is actually symmetrical over the axis. As of right now it looks just a tad off since (2) is clearly off the axis but (3) and (1) are, at first glance, mirrored over it, but really are not.
00:09:222 (2) - This is just me but i freaking hate sliders like this. This is just my personal taste here, but I prefer the slider ends to not curve back on top of themselves at the last 1/16th of the slider. Feels weird.
00:12:498 (3) - This should come down by like, 2 pixels to be perfectly in line with (2). You can also make (3,4,5) a perfect triangle with some fiddling. I wouldn't worry about the slight increase in spacing by doing so.
00:14:221 (5,1,2) - Triangle this bitch up.
00:15:601 (5) - Move this a bit down and to the left so that (3) blankets it on the initial curve a bit. Use timing point 00:15:472 - to get it perfect.
00:19:567 (6,7,1,2,3) - This can be a perfect square but it is not. ;_; If it wasn't intended to be, that's okay.
00:23:015 (3) - This doesn't quite blanket (1). Sit at timing point 00:22:541 - and drag (3) back to make it blanket perfectly.
00:24:049 (1) - Can't this go underneath 00:23:015 (3) - 's end to follow the stacking patterns you've been doing? This also lets it be a small snap jump to fit with the music even more. You can just move this entire combo 00:25:429 (1,2,3,4) - over without losing anything anyway.
00:40:041 - This whole section right here would be more perfect if you accurately stacked them on top of eachother in places where they're barely not stacked. Ex: 00:28:532 (2) - could be on top of 00:25:429 (1) - 's starting position. This shit is really, really nazi and would require a lot of fiddling to make perfect, but it's just how I can see it being improved even more.
00:44:739 (1) - Make this a symmetrical-over-the-axis bend slider.
00:47:153 (4,1) - These are spaced slightly more than the previous stack.
00:50:256 (1,2) - Do the same thing here that I suggested for the very first slider of this mod.
00:52:325 (3) - Spaced unevenly.
00:53:360 (2) - Do some more fiddling with this so that the angle of the slider is in line with (1)'s ending.
00:55:774 (1) - More angling. Have the curve line up with (2)'s crook.
00:56:636 (4) - ^. Much easier to do here, though, just move the node a bit to the right and nobody'll notice if it's not perfect.
00:56:981 (5) - Angle this at the notes! :(
00:58:187 (7,8,1) - These aren't in a straight line. :( You can make sure they are by rotating them onto an axis.
01:02:325 (1,2) - ^
01:07:325 (3,4,5,1,2) - ^. Not quite as noticeable here, though.
01:09:912 (2,3) - These don't quiiiite blanket 01:10:256 (4) - at the same period of time, which makes them seem sliiightly off. You should fix (3), it's easier to align it with (2) than vice versa.
01:10:774 (3) - Move this up and to the right a bit and blanket it with 01:10:946 (1) - at this time point: 01:10:601 - . As it is right now it's a pretty curve, but it can be a BLANKETTED pretty curve! \o/
01:12:843 (2) - Second curve doesn't blanket 01:12:670 (1) - accurately. Normally I wouldn't be so nazi about this, but ya'll asked for a nazi mod and when you do mods to bring up perfection, it's all about the little details that stand out. The closer you get to perfection the more obvious the imperfections are, etc etc.
01:30:256 (1) - For tablet players, this is no problem. For mouse players, however, this is a bitch to play. This is because spaced streams are the devil for mouse users, especially when they are done ineptly. For mouse users, there is momentum to their movements. Mouses are much heavier than tablet pens. When they're stretching around (1,2,3,4), they need to make a sudden, even more sharp curve to hit (1). This can be fixed simply by moving (1) over so that it follows the same curve as the stream before it.
01:34:222 (4) - move this underneath 01:33:360 (1) - 's end to stack it as you were trying to do. I promise nobody will care about the slight spacing discrepancy.
01:50:946 (1) - Curve this more evenly at the beginning so it blankets its own ending.
01:52:325 (1) - This doesn't perfectly blanket (2,3). But it'll require some hard work to make it work. GL!
02:01:636 (1) - If you want this slider to be fancy, make sure it blankets both 02:01:981 (1) - and 02:01:463 (2) - 's ending.
02:13:101 (1) - Holy shit map this! It can be so cool! Going into a break by using a spinner is mapper shorthand for "I'm lazy".
02:36:463 (1) - Would look much better if the second and third curves were symmetrical.
02:37:843 (1,2) - Just pointing out again that i hate these sliders.
02:47:498 (1) - You can make this blanket better.
02:49:394 (2) - Be really fancy. Move the red nodes down and to the left and the final node up so that it is parallel to 02:49:912 (1) - 's bottommost path.
03:09:049 (4) - There is no musical reason for this buzz slider. :roll:
03:09:567 (1,2) - These aren't lined up!
03:10:946 (1,2) - I'll accept this weirdo bend linear slider if the turn actually pointed at (2).
03:17:153 (1,2,3,4,5) - Now, this is a personal gripe. But I really, really, really hate double 1/2 circles patterns. They play like absolute ass for mouse players and aren't even that good on tablet either.
03:20:084 (6) - There is no musical reason for this buzz slider. :roll:
03:47:843 (3) - Somehow this slider manages to not directly point at ANY of the notes in the triple after it. C'mooooon.
03:48:187 (1) - Move the bend so that 03:48:532 (3) - points at it.
04:06:118 (1) - Blanket that second bend!
04:07:498 (1) - Blanket it around the ending of 04:07:843 (1) - !
04:14:394 (1) - This ain't perfect. But you probably know that.
04:22:843 (2,4) - If you could mirror these with 04:23:015 (3) - over the "axis" of 04:22:325 (3) - , that'd be greeaaaat.
04:24:739 (1,2) - Use a slider that blankets 04:25:429 (1) - , first. Then, when you've replaced both of the sliders, reconstruct 04:24:222 (2) - so that it is blanketted by that same bend.
04:28:187 (1) - doesn't blanket. :(
04:56:291 (3,4,5,6,7) - This quint doesn't blanket (2) like you've done with most of the others.
05:05:429 (1) - Doesn't... blanket or... yeah you probably know why i'm looking at this slider weirdly.
Topic Starter
ProfessionalBox
Thanks for the mod Shiirn! The parts I left blank are toybot's parts

Mod Reply
00:01:981 (1) - This isn't angled perfectly. Take the last node and put it directly on top of (2)'s rightmost red node, then shrink it with ctrl+shift+s with selection center until it's a 1/2 length slider again. Yeah I tried the method you suggested but couldn't figure out how it works lmao. I think I still got it fixed
00:03:705 (2) - This wave can be flipped vertically and modified in such a way that the initial curve blankets (3)'s approach circle, and the second curve blankets the next combo's (1). You might need to move the notes around to perform this. When I was mapping this I had the same thoughts but left it like this because if the slider is vertically flipped the flow gets messed up badly.
00:05:774 (3) - Move this down slightly so that it is where (2) is pointing. You should also modify (4) and the following (1) to make a perfect equilateral triangle. Adjusted
00:07:153 (4) - Move this to the right so that it is where (2) is pointing. You should try to make it as perfect as possible, if you want to know some tricks to make it literally perfect, feel free to hit me up. I trust my old eyes on this
00:07:843 (2,3,4,1) - Rotate this by 6 degrees to make it vertical and then make sure that 3,4,1 is actually symmetrical over the axis. As of right now it looks just a tad off since (2) is clearly off the axis but (3) and (1) are, at first glance, mirrored over it, but really are not. The rotation here would make 00:07:843 (2) - have too much angle so I passed on this
00:09:222 (2) - This is just me but i freaking hate sliders like this. This is just my personal taste here, but I prefer the slider ends to not curve back on top of themselves at the last 1/16th of the slider. Feels weird. It's fine imo but if I come up with anything that feels natural I might change it
00:12:498 (3) - This should come down by like, 2 pixels to be perfectly in line with (2). You can also make (3,4,5) a perfect triangle with some fiddling. I wouldn't worry about the slight increase in spacing by doing so. 00:12:670 (4,5,1) - You can see that this part already has a triangle and therefore I cannot move (4) without messing this up. I also prefer not to have the triangle where you suggested
00:14:221 (5,1,2) - Triangle this bitch up. Roger that
00:15:601 (5) - Move this a bit down and to the left so that (3) blankets it on the initial curve a bit. Use timing point 00:15:472 - to get it perfect. Done
00:19:567 (6,7,1,2,3) - This can be a perfect square but it is not. ;_; If it wasn't intended to be, that's okay. I hate squares with passion and never use them in my mapping on purpose, so yeah it's meant to be like that xD
00:23:015 (3) - This doesn't quite blanket (1). Sit at timing point 00:22:541 - and drag (3) back to make it blanket perfectly. Yeah
00:24:049 (1) - Can't this go underneath 00:23:015 (3) - 's end to follow the stacking patterns you've been doing? This also lets it be a small snap jump to fit with the music even more. You can just move this entire combo 00:25:429 (1,2,3,4) - over without losing anything anyway. The problem is that this change would affect the entirety of the next 10 seconds and therefore I decided to not do this, while I did adjust the jump to be a tiny bit more snappy
00:40:041 - This whole section right here would be more perfect if you accurately stacked them on top of eachother in places where they're barely not stacked. Ex: 00:28:532 (2) - could be on top of 00:25:429 (1) - 's starting position. This shit is really, really nazi and would require a lot of fiddling to make perfect, but it's just how I can see it being improved even more.
00:44:739 (1) - Make this a symmetrical-over-the-axis bend slider.
00:47:153 (4,1) - These are spaced slightly more than the previous stack. Fixed I think
00:50:256 (1,2) - Do the same thing here that I suggested for the very first slider of this mod. Yeah about that.. I think I got it
00:52:325 (3) - Spaced unevenly. Fixed
00:53:360 (2) - Do some more fiddling with this so that the angle of the slider is in line with (1)'s ending. Will do
00:55:774 (1) - More angling. Have the curve line up with (2)'s crook. This one was annoying but I did adjust it a bit
00:56:636 (4) - ^. Much easier to do here, though, just move the node a bit to the right and nobody'll notice if it's not perfect. Fixed
00:56:981 (5) - Angle this at the notes! :( Sure
00:58:187 (7,8,1) - These aren't in a straight line. :( You can make sure they are by rotating them onto an axis. Fixed
01:02:325 (1,2) - ^ Same
01:07:325 (3,4,5,1,2) - ^. Not quite as noticeable here, though. Adjusted
01:09:912 (2,3) - These don't quiiiite blanket 01:10:256 (4) - at the same period of time, which makes them seem sliiightly off. You should fix (3), it's easier to align it with (2) than vice versa.
01:10:774 (3) - Move this up and to the right a bit and blanket it with 01:10:946 (1) - at this time point: 01:10:601 - . As it is right now it's a pretty curve, but it can be a BLANKETTED pretty curve! \o/
01:12:843 (2) - Second curve doesn't blanket 01:12:670 (1) - accurately. Normally I wouldn't be so nazi about this, but ya'll asked for a nazi mod and when you do mods to bring up perfection, it's all about the little details that stand out. The closer you get to perfection the more obvious the imperfections are, etc etc.
01:30:256 (1) - For tablet players, this is no problem. For mouse players, however, this is a bitch to play. This is because spaced streams are the devil for mouse users, especially when they are done ineptly. For mouse users, there is momentum to their movements. Mouses are much heavier than tablet pens. When they're stretching around (1,2,3,4), they need to make a sudden, even more sharp curve to hit (1). This can be fixed simply by moving (1) over so that it follows the same curve as the stream before it.
01:34:222 (4) - move this underneath 01:33:360 (1) - 's end to stack it as you were trying to do. I promise nobody will care about the slight spacing discrepancy.
01:50:946 (1) - Curve this more evenly at the beginning so it blankets its own ending. Adjusted
01:52:325 (1) - This doesn't perfectly blanket (2,3). But it'll require some hard work to make it work. GL!
02:01:636 (1) - If you want this slider to be fancy, make sure it blankets both 02:01:981 (1) - and 02:01:463 (2) - 's ending.
02:13:101 (1) - Holy shit map this! It can be so cool! Going into a break by using a spinner is mapper shorthand for "I'm lazy". I like the idea, let's see what I can come up with!
02:36:463 (1) - Would look much better if the second and third curves were symmetrical. Adjusted
02:37:843 (1,2) - Just pointing out again that i hate these sliders. These feel really good here imo
02:47:498 (1) - You can make this blanket better. I'll leave this to consideration since I'm intentionally not blanketing this
02:49:394 (2) - Be really fancy. Move the red nodes down and to the left and the final node up so that it is parallel to 02:49:912 (1) - 's bottommost path. This is really cool I like it
03:09:049 (4) - There is no musical reason for this buzz slider. :roll:
03:09:567 (1,2) - These aren't lined up! Now they are
03:10:946 (1,2) - I'll accept this weirdo bend linear slider if the turn actually pointed at (2). Well now it does it even better
03:17:153 (1,2,3,4,5) - Now, this is a personal gripe. But I really, really, really hate double 1/2 circles patterns. They play like absolute ass for mouse players and aren't even that good on tablet either. I nerfed the distances but kept them stacked since I don't find them that problematic
03:20:084 (6) - There is no musical reason for this buzz slider. :roll: I don't get these. I feel like they're perfet as repeat arrowed sliders. Keeping these for sure.
03:47:843 (3) - Somehow this slider manages to not directly point at ANY of the notes in the triple after it. C'mooooon.
03:48:187 (1) - Move the bend so that 03:48:532 (3) - points at it.
04:06:118 (1) - Blanket that second bend!
04:07:498 (1) - Blanket it around the ending of 04:07:843 (1) - !
04:14:394 (1) - This ain't perfect. But you probably know that.
04:22:843 (2,4) - If you could mirror these with 04:23:015 (3) - over the "axis" of 04:22:325 (3) - , that'd be greeaaaat. Tried
04:24:739 (1,2) - Use a slider that blankets 04:25:429 (1) - , first. Then, when you've replaced both of the sliders, reconstruct 04:24:222 (2) - so that it is blanketted by that same bend. This was impossible so I only could make it blanket 04:25:429 (1).
04:28:187 (1) - doesn't blanket. :(
04:56:291 (3,4,5,6,7) - This quint doesn't blanket (2) like you've done with most of the others.
05:05:429 (1) - Doesn't... blanket or... yeah you probably know why i'm looking at this slider weirdly. Adjusted a bit
toybot

Shiirn wrote:

Alright let's get this party started riiiiight now!

Since this is a wall of text mod, I will only be coloring major suggestions With this color right here. Everything else is just nazi.
[dick:for the delta]
Wall
00:40:041 - This whole section right here would be more perfect if you accurately stacked them on top of eachother in places where they're barely not stacked. Ex: 00:28:532 (2) - could be on top of 00:25:429 (1) - 's starting position. This shit is really, really nazi and would require a lot of fiddling to make perfect, but it's just how I can see it being improved even more. - i tried
00:44:739 (1) - Make this a symmetrical-over-the-axis bend slider. - i kinda like having off-centered sliders like those, so it's mostly just personal preference
01:09:912 (2,3) - These don't quiiiite blanket 01:10:256 (4) - at the same period of time, which makes them seem sliiightly off. You should fix (3), it's easier to align it with (2) than vice versa. - done
01:10:774 (3) - Move this up and to the right a bit and blanket it with 01:10:946 (1) - at this time point: 01:10:601 - . As it is right now it's a pretty curve, but it can be a BLANKETTED pretty curve! \o/ - i didn't really want to adjust the location since there's a stack there, but i did make it blanket (1) a bit more
01:12:843 (2) - Second curve doesn't blanket 01:12:670 (1) - accurately. Normally I wouldn't be so nazi about this, but ya'll asked for a nazi mod and when you do mods to bring up perfection, it's all about the little details that stand out. The closer you get to perfection the more obvious the imperfections are, etc etc. - cri
01:30:256 (1) - For tablet players, this is no problem. For mouse players, however, this is a bitch to play. This is because spaced streams are the devil for mouse users, especially when they are done ineptly. For mouse users, there is momentum to their movements. Mouses are much heavier than tablet pens. When they're stretching around (1,2,3,4), they need to make a sudden, even more sharp curve to hit (1). This can be fixed simply by moving (1) over so that it follows the same curve as the stream before it. - uh i'm gonna need some testing for that one, since it feels alright to me personally
01:34:222 (4) - move this underneath 01:33:360 (1) - 's end to stack it as you were trying to do. I promise nobody will care about the slight spacing discrepancy. - moved all of 01:34:136 (3,4,5,1,2) - instead, i like streams neat
01:52:325 (1) - This doesn't perfectly blanket (2,3). But it'll require some hard work to make it work. GL! - adjusted a bit, doesn't really seem bad though
02:01:636 (1) - If you want this slider to be fancy, make sure it blankets both 02:01:981 (1) - and 02:01:463 (2) - 's ending. - i tried it out, but the distances of what's being blanketed end up making the slider just look like shit
03:09:049 (4) - There is no musical reason for this buzz slider. :roll: - just leaving this to mirror probox's response
03:47:843 (3) - Somehow this slider manages to not directly point at ANY of the notes in the triple after it. C'mooooon. - uh it should be pointing directly at (4), not the others. and its literally the same slider as 03:46:808 (5) - except longer
03:48:187 (1) - Move the bend so that 03:48:532 (3) - points at it. - again with personal preference, i don't really like to use the kind of sliders you're going for
04:06:118 (1) - Blanket that second bend! - mmk
04:07:498 (1) - Blanket it around the ending of 04:07:843 (1) - ! - this one's a bit harder, i tried
04:14:394 (1) - This ain't perfect. But you probably know that. - i had to compromise the symmetry bit to get it to look better and not overlap so much, tried to improve now
04:28:187 (1) - doesn't blanket. :( - fuck me
04:56:291 (3,4,5,6,7) - This quint doesn't blanket (2) like you've done with most of the others. - mmk
thankss https://0paste.com/8134.txt
Monstrata
[d]

  1. Your combo colors 1 and 3 are really really similar. This is usually fine when they are separated (IE there's a 4th comb color in between) but since there isnt, and these colors can be side by side, it makes new combo's harder to recognize. Can you contrast them a bit? or introduce a 4th color?
  2. 00:18:532 (1,2) - Ctrl+G'ing plays really well if you're fine with the larger DS.
  3. 00:24:049 (1) - Is it just me or is this literally the same color as before?
  4. 00:40:256 (1,2) - How about Ctrl G'ing for that jump from 3>1
  5. 01:00:946 (7,8,1,2) - After those kick sliders, the jump from 1>2 is uncomfortably low xP.
  6. 01:20:084 (5,6) - Would be cool if you could make the tail of slider 6 parallel with 5.
  7. 01:27:843 (1,2,1,2) - You could space these kicksliders out a bit more so the jump onto 01:28:532 (3) - is better anticipated.
  8. 02:06:291 (2) - This slider isnt symmetrical like 1.
  9. 02:12:756 (4) - Overmapped. This really sounds like 2 sets of triplets, not a 7 note stream.
  10. 03:28:187 (1,2,3,4) - Considering the build up into the stream, it makes more sense to have the kick sliders increase in DS rather than decrease.
  11. 03:36:981 (4) - Kickslider? Cuz theres a really audible snare on 03:36:981 (4) -
  12. 03:49:049 (1) - You could even add some more white control points in the slider to make it wubbier xD. It looks rigid atm with all those linear bends.
  13. 03:53:015 (1) - Nice ;o. I would curve the head just a bit more but, up to you i guess~
  14. 04:11:464 (2,1) - The location of 1 felt kind of awkward though, especially with how it transitioned into the later kicksliders. I would have moved 1 to 43||301.
  15. 04:14:394 (1) - For these kinds of loop sliders, having the teardrop inside the loop being symmetrical looks a lot nicer.
  16. 04:27:670 (6) - Looks like this was supposed to stack with 04:26:463 (1) -
Nice!
toybot

Monstrata wrote:

[d]

  1. Your combo colors 1 and 3 are really really similar. This is usually fine when they are separated (IE there's a 4th comb color in between) but since there isnt, and these colors can be side by side, it makes new combo's harder to recognize. Can you contrast them a bit? or introduce a 4th color?
  2. 00:18:532 (1,2) - Ctrl+G'ing plays really well if you're fine with the larger DS.
  3. 00:24:049 (1) - Is it just me or is this literally the same color as before? - hax
  4. 00:40:256 (1,2) - How about Ctrl G'ing for that jump from 3>1 - yeah that helps pronounce (3) a lot better
  5. 01:00:946 (7,8,1,2) - After those kick sliders, the jump from 1>2 is uncomfortably low xP.
  6. 01:20:084 (5,6) - Would be cool if you could make the tail of slider 6 parallel with 5.
  7. 01:27:843 (1,2,1,2) - You could space these kicksliders out a bit more so the jump onto 01:28:532 (3) - is better anticipated.
  8. 02:06:291 (2) - This slider isnt symmetrical like 1.
  9. 02:12:756 (4) - Overmapped. This really sounds like 2 sets of triplets, not a 7 note stream.
  10. 03:28:187 (1,2,3,4) - Considering the build up into the stream, it makes more sense to have the kick sliders increase in DS rather than decrease. - it is increasing, from 1.4x -> 1.5x
  11. 03:36:981 (4) - Kickslider? Cuz theres a really audible snare on 03:36:981 (4) -
  12. 03:49:049 (1) - You could even add some more white control points in the slider to make it wubbier xD. It looks rigid atm with all those linear bends. - done
  13. 03:53:015 (1) - Nice ;o. I would curve the head just a bit more but, up to you i guess~ - sure, doesn't hurt
  14. 04:11:464 (2,1) - The location of 1 felt kind of awkward though, especially with how it transitioned into the later kicksliders. I would have moved 1 to 43||301. - i think it'll be fine here, especially for its transition into the next pattern. i put it here originally to have a better aesthetic and to emphasize the difference in distance between the two patterns. also, the movement between the objects kinda help make it flow a bit better
  15. 04:14:394 (1) - For these kinds of loop sliders, having the teardrop inside the loop being symmetrical looks a lot nicer. - i tried
  16. 04:27:670 (6) - Looks like this was supposed to stack with 04:26:463 (1) - ye
Nice!
thanks for the mod! https://0paste.com/8136.txt
@probox "Dawn"? or something similar for diff name? idk but this song, or at least the intro, has the kind of feeling you'd get from a new day or some cheesy shit like that lol. + it starts with a d
Topic Starter
ProfessionalBox
Thank you for the mod Monstrata :)!


Mod Reply

toybot wrote:

Your combo colors 1 and 3 are really really similar. This is usually fine when they are separated (IE there's a 4th comb color in between) but since there isnt, and these colors can be side by side, it makes new combo's harder to recognize. Can you contrast them a bit? or introduce a 4th color? I'll add another color
00:18:532 (1,2) - Ctrl+G'ing plays really well if you're fine with the larger DS. I tried this out quite a lot but decided to stick with the current way ;_;
00:24:049 (1) - Is it just me or is this literally the same color as before? - hax
how
00:40:256 (1,2) - How about Ctrl G'ing for that jump from 3>1 - yeah that helps pronounce (3) a lot better
01:00:946 (7,8,1,2) - After those kick sliders, the jump from 1>2 is uncomfortably low xP. The distance is so low because of the break in the flow any bigger than that would not feel good after such a circular flow
01:20:084 (5,6) - Would be cool if you could make the tail of slider 6 parallel with 5. Sure
01:27:843 (1,2,1,2) - You could space these kicksliders out a bit more so the jump onto 01:28:532 (3) - is better anticipated. I moved them a tiny bit further. The difference isn't that noticeable tbh.
02:06:291 (2) - This slider isnt symmetrical like 1. I might adjust this because of the symmetry and all but I don't think it's a must since they look really similiar and the slider shaped between them is really hard to adjust to be in a position where I could use the kicksliders as symmetrical.
02:12:756 (4) - Overmapped. This really sounds like 2 sets of triplets, not a 7 note stream. I think that because of the song hitting such climax point here it is okay to keep the stream. Even though after listening to a couple times I did hear that 2x triple would be technically more accurate, but the music overrides the drums so hard on this part that it can't be clearly heard
03:28:187 (1,2,3,4) - Considering the build up into the stream, it makes more sense to have the kick sliders increase in DS rather than decrease. - it is increasing, from 1.4x -> 1.5x
03:36:981 (4) - Kickslider? Cuz theres a really audible snare on 03:36:981 (4) - Yeah I decided to leave this a a normal circle because I spammed so many kicksliders before this that they would just feel forced if I had more xD
03:49:049 (1) - You could even add some more white control points in the slider to make it wubbier xD. It looks rigid atm with all those linear bends. - done
03:53:015 (1) - Nice ;o. I would curve the head just a bit more but, up to you i guess~ - sure, doesn't hurt
~
04:11:464 (2,1) - The location of 1 felt kind of awkward though, especially with how it transitioned into the later kicksliders. I would have moved 1 to 43||301. - i think it'll be fine here, especially for its transition into the next pattern. i put it here originally to have a better aesthetic and to emphasize the difference in distance between the two patterns. also, the movement between the objects kinda help make it flow a bit better
04:14:394 (1) - For these kinds of loop sliders, having the teardrop inside the loop being symmetrical looks a lot nicer. - i tried
Set them up like this. Use two red control points stacked ontop of each other. White control points create an X
04:27:670 (6) - Looks like this was supposed to stack with 04:26:463 (1) - ye

Nice!
Milan-
-00:01:988 (1) - unsnapped
-00:17:843 (3) - using 2 circles instead of a slider fits better the music i think, in addition that this kind of pattern requires you to be focus on it, but for a intro.. you just want to click easy stuff xd or even like 00:19:222 (4,5) - works . similar with 05:04:394 (2,3) -
-01:02:670 - using just soft samp and some whistles for such a long stream is kinda underwhelming. using other hitnormal would be cool
-01:07:325 (3,4,5) - triple doesnt sound too well for these weak sounds, especially when your map is based around sliders. something like http://puu.sh/mvXpf/f8ecd3eb6a.jpg fits the vocal sample too
-01:12:325 (1) - you map it as 1/2 which is fine, but then wouldnt 01:12:843 (2) - sounds better if you map it as 1/2 as well? like.. they're not mapping the same thing right nwo ;;
-02:12:756 (4) - sounds out of place tbh xd the whole verse before is mapping the most prominent beats, and adding this note doesnt really make sense in that context i think. also you could lower distance between 02:13:015 (1,2,3,4) - like http://osu.ppy.sh/ss/4335773 for instance, so it fits the fast>slow transition here
-03:50:343 (2,1) - aww c'mon this is the only one in the [name] diff, why's this gotta be there?
-04:44:739 (1,2) - could use more spacing, or even breaking the flow would be better to keep the momentum
-Sometimes the nc'ng seems messy, for example 01:35:687 (1,2,1,2,3,1,2,1,2) - dunno why so much nc, it's similar to patterns before. 01:58:187 (2) - should be nc. 03:14:739 (1) - unnecessary. etc. but no idea so ill leave it thereee

dunno what to say here xd
Topic Starter
ProfessionalBox
Thanks for the mod Milan- ! Sorry for late reply ;_;

Mod Reply
-00:01:988 (1) - unsnapped wut
-00:17:843 (3) - using 2 circles instead of a slider fits better the music i think, in addition that this kind of pattern requires you to be focus on it, but for a intro.. you just want to click easy stuff xd or even like 00:19:222 (4,5) - works . similar with 05:04:394 (2,3) - I think that the sounds in the music prefer this kind of slider usage over normal circles
-01:02:670 - using just soft samp and some whistles for such a long stream is kinda underwhelming. using other hitnormal would be cool I think it's cool since it's a quite "soft" buildup
-01:07:325 (3,4,5) - triple doesnt sound too well for these weak sounds, especially when your map is based around sliders. something like http://puu.sh/mvXpf/f8ecd3eb6a.jpg fits the vocal sample too The kind of slider that you suggested promotes the kind of rhythm usage I want to avoid if possible. Besides the triplets sound fitting to the vocals imo
-01:12:325 (1) - you map it as 1/2 which is fine, but then wouldnt 01:12:843 (2) - sounds better if you map it as 1/2 as well? like.. they're not mapping the same thing right nwo ;;
-02:12:756 (4) - sounds out of place tbh xd the whole verse before is mapping the most prominent beats, and adding this note doesnt really make sense in that context i think. also you could lower distance between 02:13:015 (1,2,3,4) - like http://osu.ppy.sh/ss/4335773 for instance, so it fits the fast>slow transition here Did a lot of stuff here
-03:50:343 (2,1) - aww c'mon this is the only one in the [name] diff, why's this gotta be there?
-04:44:739 (1,2) - could use more spacing, or even breaking the flow would be better to keep the momentum Changed this part
-Sometimes the nc'ng seems messy, for example 01:35:687 (1,2,1,2,3,1,2,1,2) - dunno why so much nc, it's similar to patterns before. 01:58:187 (2) - should be nc. 03:14:739 (1) - unnecessary. etc. but no idea so ill leave it thereee

dunno what to say here xd
toybot
did all, i personally like 03:50:343 (2,1) - but consistency does make sense..
thanks! https://0paste.com/8149.txt
Asahina Momoko
nice map
Topic Starter
ProfessionalBox

Asahina Momoko wrote:

nice map
you are nice
Monstrata
rechecked, but i guess you're still waiting on sprites? anyways:

00:01:981 - Fix the volume/sampleset on the red line. You can make it consistent since the red line isn't modifying anything before it.

Unused:
drum-hitfinish19.wav
drum-hitwhistle14.wav
drum-hitwhistle5.wav
normal-hitfinish5.wav

Hitsounds under 100ms:
drum-hitwhistle3.wav
normal-hitwhistle3.wav
drum-hitwhistle.wav

00:37:498 (4) - The whistle on this slider-end is inaudible since you used a 5% volume green line.
Artorias_DELETED
Popping by to say that this is some good shit.
Okoratu

Artorias wrote:

Popping by to say that this is some good shit.
  1. mp3 hitsounds are lol cuz they only have legacy support
  2. i assume you are aware that letterboxing cuts off all the grass in the break, if not disable it lmao,,
  3. I'd recommend scaling both names down to like 0.6 or 0.7, at 1.0 they're pixel-y -> not-that-pixel-y idk your choice in the end i just like how this looks and doesn't overlap character
  4. OD and HP setting seems arbitrary decimal, just go with 8.5 and 6 since that's what you're leaning towards??
  5. I tried to search for Probox in order to find this, was disappointed that you don't tag your pseudonym under which you gd
  6. I liked Naitoshi's preview point better alternatively setting it to 01:50:903 - would include less fading out sounds
  7. I find combo 2 and 4 to blend in with your BG a lot more than the other 2 colors do. This bothers me because i can read color 1 and 3 clearly and am thrown with colors and patterns that read much harder due to blending. Can you settle for something more clear about color 2 and 4? I'm bringing this up because things have to be readable without dim, too and i'm pretty confused between how clear these 2 other colors seem in comparison
  8. I always wanted to say this: Tickrate 2 fits the song better as it has constant 1/2

[probox]
  1. 00:17:498 (2,3) - 00:18:877 (3,4,5) - 00:20:256 (3,4,5) - these seem quite forced,
    the first one and 05:04:394 (2,3) - are like omg i want to extend a slider, just using two 1/2 sliders for 00:17:498 (2,3) - feels actually better
    00:18:877 (3,4,5) - is a pain to click since you have to hold a long hold to click a short hold, something more simple would fit way better imo
    the intro is filled with faint 1/4 and you randomly took 2 to map and it feels pretty awkward to play them like this
  2. 01:03:015 (5) - 01:05:774 (5) - uhh can you combo this so that the entire stream
  3. 01:51:636 (2) - would look cooler with a combo i believe
  4. 02:41:636 (1) - 02:52:670 (1) - considering how the other sliders like this are structured, shouldn't this be extended to the blue tick? at least i expected it to be and clicked the circle somewhat early
  5. 02:56:118 (1) - you don't nc 02:45:084 (2) - so could you swap 02:56:118 (1,2) - ncs for these
  6. 03:17:153 (1,2,3,4) - the only 4 1/2 notes that are circles and stack perfectly, cant you go for a custom stack lol
  7. 03:37:153 (1) - felt much too close for the sake of stacking i'd recommend moving 03:37:153 (1,2,3,4) - as a whole down to the left until 1 is close to the disappeared 3
  8. 04:48:187 (1) - i don't hear the 1/8 triplet where this slider is, it actually starts from the blue tickso uhhh 1/4 slider pls?
[toybot]
  1. 00:40:256 (1) - seems like arbitrary comboing but whatever the entire rest is yolo
  2. 01:14:567 (2,3,4) - this literally destroys sightreads and took me 3 times to actually fc because it's so huge in comparison to the surrounding patterns, can you nerf it a bit?
  3. 01:18:705 (3) - melody is 1/8 like http://puu.sh/nalqu/b177b1d4d9.jpg an 1/6 slider doesn't really help with that so i'd suggest just ignoring and going for an 1/4 slider
  4. 01:35:429 (1,2) - these are so easy to mistake for 1/2, that i think an 1/4 slider instead of 2 would make things more clear, or going for an 1/2 slider instead of 1,2 would also be more obvious imo
this is me being pretty much hitler on this because there's nothing else to do.
Topic Starter
ProfessionalBox
Thanks for the mod Okoratu!

Mod Reply

Okoratu wrote:

mp3 hitsounds are lol cuz they only have legacy support
i assume you are aware that letterboxing cuts off all the grass in the break, if not disable it lmao,, yeah I totally kept it on purpose Kappa
I'd recommend scaling both names down to like 0.6 or 0.7, at 1.0 they're pixel-y -> not-that-pixel-y idk your choice in the end i just like how this looks and doesn't overlap character I like that, adjusted the scaling accordingly
OD and HP setting seems arbitrary decimal, just go with 8.5 and 6 since that's what you're leaning towards?? After some thought decided to change these
I tried to search for Probox in order to find this, was disappointed that you don't tag your pseudonym under which you gd I never even thought of adding that into tags but it makes sense.
I liked Naitoshi's preview point better alternatively setting it to 01:50:903 - would include less fading out sounds Sure
I find combo 2 and 4 to blend in with your BG a lot more than the other 2 colors do. This bothers me because i can read color 1 and 3 clearly and am thrown with colors and patterns that read much harder due to blending. Can you settle for something more clear about color 2 and 4? I'm bringing this up because things have to be readable without dim, too and i'm pretty confused between how clear these 2 other colors seem in comparison I tried to alter the colours to fit better.
I always wanted to say this: Tickrate 2 fits the song better as it has constant 1/2 I see no harm in doing this so why not


[probox]
00:17:498 (2,3) - 00:18:877 (3,4,5) - 00:20:256 (3,4,5) - these seem quite forced,
the first one and 05:04:394 (2,3) - are like omg i want to extend a slider, just using two 1/2 sliders for 00:17:498 (2,3) - feels actually better
00:18:877 (3,4,5) - is a pain to click since you have to hold a long hold to click a short hold, something more simple would fit way better imo
the intro is filled with faint 1/4 and you randomly took 2 to map and it feels pretty awkward to play them like this I don't feel like these are that forced since the intensity of the music is increasing noticeably. These spice up the intro just enough to keep it from being really dull and simple when there is room for more.
01:03:015 (5) - 01:05:774 (5) - uhh can you combo this so that the entire stream Definetly
01:51:636 (2) - would look cooler with a combo i believe Agreed
02:41:636 (1) - 02:52:670 (1) - considering how the other sliders like this are structured, shouldn't this be extended to the blue tick? at least i expected it to be and clicked the circle somewhat early I like the way that you don't have to do the long hold + click and this way you get to "emphasize" the circle after the slider a bit more (Atleast that is how I feel when playing).
02:56:118 (1) - you don't nc 02:45:084 (2) - so could you swap 02:56:118 (1,2) - ncs for these The reason for the sliders having this kind of nc is because of the change in slider velocity, I want to make that clear to players.
03:17:153 (1,2,3,4) - the only 4 1/2 notes that are circles and stack perfectly, cant you go for a custom stack lol Sure
03:37:153 (1) - felt much too close for the sake of stacking i'd recommend moving 03:37:153 (1,2,3,4) - as a whole down to the left until 1 is close to the disappeared 3 I fixed this so that I moved 03:36:981 (4) - to the tail of 03:37:498 (3) - . I think this gives the entire part enough distance while it may seem to be just a tiny repositioning, but the way the flow is affected makes the impact much bigger.
04:48:187 (1) - i don't hear the 1/8 triplet where this slider is, it actually starts from the blue tickso uhhh 1/4 slider pls? Yeah why not

I also decided to change 00:22:670 (1,2,3) - To a new shape since the old one felt weird for me.

Waiting on toybot's part ~
Okoratu
I don't even play with colors
toybot
did practically everything i think https://0paste.com/8262.txt
@probox should add equalizer spectrum for that dnb camellia song xd

and lens flare for kiai b/c
Pannari
Here's all of the SB elements once more in case you lose them or need them:
http://nnari.com/ss/c7H5z2.zip
Topic Starter
ProfessionalBox
Everything should be updated now

@toybot dont forget about cursor following special effects xd
Okoratu
I am now confused because because nothing about the sb is different when redownloading

Since you only used to have 3 colors with the current contrasting you could also go back to 3 with the current setup since the darker blue doens't seem that necessary I'll leave that up to the nominators that follow
and stacking of 01:14:912 (4,1) - was changed
Monstrata
We made combo color 4 slightly lighter to avoid it blending with the BG a bit too much at certain areas. I think a 4th combo color is necessary for contrast though. Anyways, heres #2 :D
Ambient
O h y e s
jonathanlfj
i already qualified something today so i will wait till tmmrw

Edit: gotcha
toybot
nice
Topic Starter
ProfessionalBox
double nice
Bearizm
nvm got it
Topic Starter
ProfessionalBox
rip me
Charles445
This doesn't play well at all.
You two can do way better than this.
VINXIS
imo thers lik 1 1/4 pattern thats sht in the first drop the ers tof the map is rlly nic i m o
RikiH_
Sorry for annoying but

I thought the title is actually σ:for the delta ?

With σ being a Sigma, and not a Delta. Can someone explain me this? Since the other map is ranked with that title as well o.o
toybot
in Camellia's website, it's listed with a delta.

Charles445 wrote:

This doesn't play well at all.
You two can do way better than this.
eh your opinion, i'm a shit mapper anyway
Buttercup

toybot wrote:

i'm a shit mapper anyway
nope
Topic Starter
ProfessionalBox

Charles445 wrote:

This doesn't play well at all.
You two can do way better than this.
this made me feel better as a mapper
CSLM
where did you get the bg? o3o
gz btw~
riffy
Greetings.

[General]
  1. Please, conver the following hitsounds to .wav while also removing the delays from them. A picture
    1. drum-hitwhistle3.mp3
    2. normal-hitwhistle3.mp3
    3. drum-hitwhistle.mp3
  2. While we are at it, files like drum-hitclap.wav also seem to be having a delay. It is rather short, but killing it could only make things better.
[Delirium]
  1. 00:03:015 (3) - 00:04:394 (3,4) - are the hitcircles here audble? I hear practically no feedback from them.
  2. 00:09:222 (2) - minor - I personally dislike such shapes unless they have a certain reason to be in the map.Care to explain that one?
  3. 03:38:187 (7,1,3) - might feel a bit confusing in terms of reading at first try.
Okoratu
should contain all files that would / could need fixes

all you need to do is remove the mp3 hitsounds

00:03:015 (3) - 00:04:394 (3,4) - are the hitcircles here audble? I hear practically no feedback from them.
yes i hear them pretty clearly o.o
Topic Starter
ProfessionalBox

Bakari wrote:

Greetings.

[General]
Please, conver the following hitsounds to .wav while also removing the delays from them. A picture
drum-hitwhistle3.mp3
normal-hitwhistle3.mp3
drum-hitwhistle.mp3
While we are at it, files like drum-hitclap.wav also seem to be having a delay. It is rather short, but killing it could only make things better. Used the zip Okoratu linked and replaced all of the files which were included

[Delirium]
00:03:015 (3) - 00:04:394 (3,4) - are the hitcircles here audble? I hear practically no feedback from them. I hear them aswell :p
00:09:222 (2) - minor - I personally dislike such shapes unless they have a certain reason to be in the map.Care to explain that one?
1) For this part to play well as it is, a simple curved slider would not be enough to make the flow feel good (a straight slider would be even worse)
2) I really like anchored sliders and wanted to have some slider variety early on in to the map

03:38:187 (7,1,3) - might feel a bit confusing in terms of reading at first try. I think this is truly fine since nobody I spectated testplaying had problems with this. While playing the anchored slider, it gives players enough time to react to what's coming next.
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