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Joe Ford - Villain

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TicClick
You can bump HP to 7; I, being a bad hardrock player, managed to pass the drain section, despite the fact I made a mistake or two. It doesn't also require a degree in spinning.

I also ran a little test and it seems that normal and drum sliderslides are not used at all, so please remove them.

  1. 01:32:332 (2) - plays better if replaced by 3 notes
  2. 01:34:582 (4,5) - gives 01:35:182 (1,2,3) a better emphasis if replaced by notes as well. Besides, you (or I) can hear that there are four distinct sounds
  3. 02:32:182 (4) - similarly to the above pattern, there are distinct sounds that are, in my opinion, better to map using notes
  4. 03:32:782 (4) - plays better when reversed, I guess
  5. 03:45:982 (2,3) - is it indended that you left these unhitsounded? To me, sounds more like a random hitsound loss
  6. 03:49:882 (1) - I'd make it slide to the right side: http://puu.sh/nHlzj/79b2706c9a.jpg something like that (move 03:49:732 (5) down a bit as well)
  7. 03:51:532 (1) - plays a whole lot better when replaced by 3 notes, really, because.. well, it's in the music!
  8. 04:01:132 (1) - same, I guess. It also goes for 04:10:732 (1) - and other slides like this one
  9. 04:09:682 (1) - missing finish
  10. 04:48:082 (1) - missing finish here as well. This one is a must, because of kiai and stuff, but you may also add finish to these three to fit the general pattern: 04:52:882 (1) / 04:57:682 (1) / 05:02:482 (1)
I also want you to try this hitwhistle: http://puu.sh/nHmFH/d321f0c419.wav. Use it on these notes: 00:03:007 (3) / tail of 00:05:182 (2) / 00:07:807 (3) / whenever you hear that glass bell sound. Tle volume level of 10 or 15% is what I found the best.

Finally, I'd be very happy if you changed the background to something.. I don't know, more villain-ish? The current one isn't really spot-on, doesn't quite feel like it. My suggestion is: http://puu.sh/nHwtW/591a3bacd6.jpg (source). You may need to tweak combo colours after that, but I think it's gonna be good. Or not? In the end, it's for you to decide.

That's all from me! Nicely done.
Topic Starter
Yoges

alacat wrote:

Hello~ m4m ! sorry late.

[General]
  1. "soft-hitclap2" has a little delay, Please use this one i delete that delay http://puu.sh/nH6Yt/b7c2e6bb50.zip Okei.

[Teki]
  1. 00:11:932 (9) - How about making jumps like this pattern 00:06:682 (8,9,1) - at here ? Okay.
  2. 00:24:082 (1) - about hitsound of slider head, prefer to use a normal-clap instead of finish it's would fit in this music. But it is normal hitclap?
  3. 01:15:982 (4) - This 01:16:282 (6) - is stronger sound than here 01:15:982 (4) - so it's better to use big jump on stronger sound, try to reduce spacing around x3.00 ? Yeah but the spacing doesn't actually feel like that because of dropoff.
  4. 01:46:282 (2) - You made curve slider before 01:45:682 (1) - , then It's good flow and design to use a curve slider at here too 01:46:282 (2) - . It looks better to me. Curved slightly.
  5. 04:51:382 (1,2) - This part is not natural flow to me, it's better to use your pattern at here 01:46:582 (1,2,3) - . So many people complain about this, fine I'll change it later.
nothing to say, really fun for playing!!! Thank you! Means a lot comming from someone like you :3
shoot a star ~ Good luck! :D

TicClick wrote:

You can bump HP to 7; I, being a bad hardrock player, managed to pass the drain section, despite the fact I made a mistake or two. It doesn't also require a degree in spinning. Okei.

I also ran a little test and it seems that normal and drum sliderslides are not used at all, so please remove them. Ehh... yeah they are. They're silance slider slides.

  1. 01:32:332 (2) - plays better if replaced by 3 notes Nah. Kind of going for a calm before the storm approach.
  2. 01:34:582 (4,5) - gives 01:35:182 (1,2,3) a better emphasis if replaced by notes as well. Besides, you (or I) can hear that there are four distinct sounds I can hear that they are 4 distinct sounds, however the sweeping motion that sliders create carry the sounds in the music better.
  3. 02:32:182 (4) - similarly to the above pattern, there are distinct sounds that are, in my opinion, better to map using notes Same as above.
  4. 03:32:782 (4) - plays better when reversed, I guess Yeah it does, changed.
  5. 03:45:982 (2,3) - is it indended that you left these unhitsounded? To me, sounds more like a random hitsound loss Idk I'll ask atsuro.
  6. 03:49:882 (1) - I'd make it slide to the right side: http://puu.sh/nHlzj/79b2706c9a.jpg something like that (move 03:49:732 (5) down a bit as well)
  7. 03:51:532 (1) - plays a whole lot better when replaced by 3 notes, really, because.. well, it's in the music! No. The rhythm does not feel right at all and it does not carry the music well either.
  8. 04:01:132 (1) - same, I guess. It also goes for 04:10:732 (1) - and other slides like this one ^
  9. 04:09:682 (1) - missing finish Atsuro probably did this intentionally here.
  10. 04:48:082 (1) - missing finish here as well. This one is a must, because of kiai and stuff, but you may also add finish to these three to fit the general pattern: 04:52:882 (1) / 04:57:682 (1) / 05:02:482 (1) I agree with this one I'll add finishes in this section.Decided not to as it sounded too spammy.
I also want you to try this hitwhistle: http://puu.sh/nHmFH/d321f0c419.wav. Use it on these notes: 00:03:007 (3) / tail of 00:05:182 (2) / 00:07:807 (3) / whenever you hear that glass bell sound. Tle volume level of 10 or 15% is what I found the best. No that is way too bright for my tastes.

Finally, I'd be very happy if you changed the background to something.. I don't know, more villain-ish? The current one isn't really spot-on, doesn't quite feel like it. My suggestion is: http://puu.sh/nHwtW/591a3bacd6.jpg (source). You may need to tweak combo colours after that, but I think it's gonna be good. Or not? In the end, it's for you to decide. Nah. Again it's not to my tastes.

That's all from me! Nicely done. Thank you! :) Was that a random mod? That's my first time getting one... em i famoos nao?
TicClick
...Eh? You are contradicting yourself, 'cause you were using finishes the whole time, especially during kiai parts, and 03:51:532 - is no different from 01:17:932 and many, many other similar moments when you righteously used a triplet instead of shadowing the music with a slider.
Topic Starter
Yoges
Not really, with the finishes 04:48:082 (1) - this section is the exact same as 03:50:482 (1) - so not using finishes is actually more consistent.

And wtf do you mean

TicClick wrote:

03:51:532 - is no different from 01:17:932 and many, many other similar moments when you righteously used a triplet instead of shadowing the music with a slider.

Are you deaf pal? <- Sorry, let my frustration get the better of me (Edit)

Most prominent thing at 01:17:932 (2,3,4) - is the drums, hence triplet.
Most prominent thing at 03:51:532 (1) - is the fucking wub, hence slider. Like I'm listening through fucking monitors and I can barely make out that the drums were even there. It's a rhythm game you tit not a click everything you hear game.
TicClick
Aren't we both deaf in this case, then, each in our own way? However, yes, there is actually a sound and I shouldn't have rushed to the nearest one that caught my attention.
ac8129464363
let's see.

01:06:082 (3,4,5,6) - yea I can see what you were going for here but it doesn't feel quite right (to me at least). musically, 3 has 2 sounds with the same emphasis, 4 has a different sound with a drum on the tail, and 5,6 are just separate from 3,4 altogether. I think you could do something more interesting here to compliment those sounds better, rather than just these 4 sliders with nothing different between them.

01:41:782 (1,2,3,1) - and 02:10:582 (1,2,3,4) - (and the ones in the last kiai too) - these both feel a lot different from the other 1/4 slider things you did in this section, due to the way they flow. these patterns use almost circular flow while the other patterns use antiflow, so I just wanted to confirm whether you actually did want these to feel as different as they do.

01:59:482 (5,6) - would be cool if you reduced the spacing on these to 1.7 (like 01:58:882 (1,2) - ) to emphasize the wub sound :p yea I see that you're increasing the spacing but as these sounds are fairly consistent you could compliment the song more closely like this (in my opinion at least)

02:09:082 (5,6) - same idea (and same for any other times you did this)

03:20:482 (3,4,5,6) - same as before (and same for any other times you did this)

03:51:532 (1,2) - tbh I don't get why you skipped this, it feels pretty special too. yea it gives more impact to 03:56:332 (2,3,4) - but I feel like the sound at least deserves to be mapped somehow. idk maybe it's just me.

04:01:132 (1,2) - same (and same for any other times you did this)

04:51:382 (1,2,3) - doesn't really feel different enough from the other ones imo

really good stuff, reminds me of a certain mapper from ukraine a little. sorry I couldn't find more, the map is pretty consistently structured. maybe I'll have to mod another of your maps someday :p

good luck! you should be able to push this forward.
Topic Starter
Yoges

deetz wrote:

let's see.

01:06:082 (3,4,5,6) - yea I can see what you were going for here but it doesn't feel quite right (to me at least). musically, 3 has 2 sounds with the same emphasis, 4 has a different sound with a drum on the tail, and 5,6 are just separate from 3,4 altogether. I think you could do something more interesting here to compliment those sounds better, rather than just these 4 sliders with nothing different between them. Would be a bit awkward to hit if I made all the sounds clickable (I'm a noob so I map for noobs)

01:41:782 (1,2,3,1) - and 02:10:582 (1,2,3,4) - (and the ones in the last kiai too) - these both feel a lot different from the other 1/4 slider things you did in this section, due to the way they flow. these patterns use almost circular flow while the other patterns use antiflow, so I just wanted to confirm whether you actually did want these to feel as different as they do. It is done intentionally because I don't want them all to look the same but if I'm honest there really isn't all that much "anti flow" because with kick sliders you're not really following the slider fully during gameplay you're just clicking the head.

01:59:482 (5,6) - would be cool if you reduced the spacing on these to 1.7 (like 01:58:882 (1,2) - ) to emphasize the wub sound :p yea I see that you're increasing the spacing but as these sounds are fairly consistent you could compliment the song more closely like this (in my opinion at least) For the moment I am quite bad at making jumps so I'll just leave the wubs to be accents to the drums.

02:09:082 (5,6) - same idea (and same for any other times you did this) ^

03:20:482 (3,4,5,6) - same as before (and same for any other times you did this) ^

03:51:532 (1,2) - tbh I don't get why you skipped this, it feels pretty special too. yea it gives more impact to 03:56:332 (2,3,4) - but I feel like the sound at least deserves to be mapped somehow. idk maybe it's just me. Refer to the bottom of page 2 and the conversation I had with TicClick.

04:01:132 (1,2) - same (and same for any other times you did this) ^

04:51:382 (1,2,3) - doesn't really feel different enough from the other ones imo ^

really good stuff, reminds me of a certain mapper from ukraine a little. sorry I couldn't find more, the map is pretty consistently structured. maybe I'll have to mod another of your maps someday :p Thank you ^^ I don't think I can give you any kds tho because I rejected all your suggestions... sorry ;w; Maybe you're just shit at modding lololololllol :3

good luck! you should be able to push this forward. Soon
ac8129464363
just making myself a little clearer

deetz wrote:

Yoges wrote:

01:06:082 (3,4,5,6) - yea I can see what you were going for here but it doesn't feel quite right (to me at least). musically, 3 has 2 sounds with the same emphasis, 4 has a different sound with a drum on the tail, and 5,6 are just separate from 3,4 altogether. I think you could do something more interesting here to compliment those sounds better, rather than just these 4 sliders with nothing different between them. Would be a bit awkward to hit if I made all the sounds clickable (I'm a noob so I map for noobs)

what? there's nothing awkward about clicking the emphasized beats, in fact you've used a similar rhythm to what I've suggested throughout the whole section (00:27:532 (1,2,3,4,5,6) - something like this) except the percussion on 3 is even louder and 5 and 6 are even more emphasized by the wub sounds. you can just say that you don't want to delete your pattern.

01:41:782 (1,2,3,1) - and 02:10:582 (1,2,3,4) - (and the ones in the last kiai too) - these both feel a lot different from the other 1/4 slider things you did in this section, due to the way they flow. these patterns use almost circular flow while the other patterns use antiflow, so I just wanted to confirm whether you actually did want these to feel as different as they do. It is done intentionally because I don't want them all to look the same but if I'm honest there really isn't all that much "anti flow" because with kick sliders you're not really following the slider fully during gameplay you're just clicking the head.

the "anti-flow" that I was referring to has nothing to do with slider direction. by changing up the general flow direction of when the heads are clicked, you can place a lot of emphasis on the next beat. some of these are emphasized and some of them aren't which makes them feel inconsistent. a diagram below:

http://puu.sh/nIZrN/02f07fb47d.jpg

basically on the left a lot of emphasis is placed on 4, but on the right the only emphasis is the slider direction of 4 and the effect is kind of diminished.

01:59:482 (5,6) - would be cool if you reduced the spacing on these to 1.7 (like 01:58:882 (1,2) - ) to emphasize the wub sound :p yea I see that you're increasing the spacing but as these sounds are fairly consistent you could compliment the song more closely like this (in my opinion at least) For the moment I am quite bad at making jumps so I'll just leave the wubs to be accents to the drums.

fair enough.

03:51:532 (1,2) - tbh I don't get why you skipped this, it feels pretty special too. yea it gives more impact to 03:56:332 (2,3,4) - but I feel like the sound at least deserves to be mapped somehow. idk maybe it's just me. Refer to the bottom of page 2 and the conversation I had with TicClick.


yes I can hear that the sound is different, I even pointed out that I heard it. I'm trying to say that players will hear it in the middle of the slider and that some people will find it awkward. I'd suggest using some kind of slider for this triple but it's also fine if you don't change it.

04:51:382 (1,2,3) - doesn't really feel different enough from the other ones imo ^

what does this have to do with that? I was trying to point out that this sound is special but you've mapped it the same as you've mapped it at 04:39:382 (1,2,3) - and other placed. maybe you could increase the spacing, change up the flow, or anything. at this point in the map the player is ready for you to do whatever you want with 1/4 sliders.
sorry, feel like i was maybe misunderstood :(
Topic Starter
Yoges

deetz wrote:

just making myself a little clearer

Yoges wrote:

01:06:082 (3,4,5,6) - yea I can see what you were going for here but it doesn't feel quite right (to me at least). musically, 3 has 2 sounds with the same emphasis, 4 has a different sound with a drum on the tail, and 5,6 are just separate from 3,4 altogether. I think you could do something more interesting here to compliment those sounds better, rather than just these 4 sliders with nothing different between them. Would be a bit awkward to hit if I made all the sounds clickable (I'm a noob so I map for noobs)

what? there's nothing awkward about clicking the emphasized beats, in fact you've used a similar rhythm to what I've suggested throughout the whole section (00:27:532 (1,2,3,4,5,6) - something like this) except the percussion on 3 is even louder and 5 and 6 are even more emphasized by the wub sounds. you can just say that you don't want to delete your pattern.

If you're asking me to split 01:06:082 (3) - into two notes then I stick by what I said in red. If you're asking me to split 01:06:382 (4) - into two notes then no, there aren't 2 distinct, prominent sounds so doing so would be over mapping it somewhat.

01:41:782 (1,2,3,1) - and 02:10:582 (1,2,3,4) - (and the ones in the last kiai too) - these both feel a lot different from the other 1/4 slider things you did in this section, due to the way they flow. these patterns use almost circular flow while the other patterns use antiflow, so I just wanted to confirm whether you actually did want these to feel as different as they do. It is done intentionally because I don't want them all to look the same but if I'm honest there really isn't all that much "anti flow" because with kick sliders you're not really following the slider fully during gameplay you're just clicking the head.

the "anti-flow" that I was referring to has nothing to do with slider direction. by changing up the general flow direction of when the heads are clicked, you can place a lot of emphasis on the next beat. some of these are emphasized and some of them aren't which makes them feel inconsistent. a diagram below:

http://puu.sh/nIZrN/02f07fb47d.jpg

basically on the left a lot of emphasis is placed on 4, but on the right the only emphasis is the slider direction of 4 and the effect is kind of diminished.

Oh ok, I essentially did that because I had nowhere else to go on the screen lol. I'm not using flow (consciously) here.

01:59:482 (5,6) - would be cool if you reduced the spacing on these to 1.7 (like 01:58:882 (1,2) - ) to emphasize the wub sound :p yea I see that you're increasing the spacing but as these sounds are fairly consistent you could compliment the song more closely like this (in my opinion at least) For the moment I am quite bad at making jumps so I'll just leave the wubs to be accents to the drums.

fair enough.

03:51:532 (1,2) - tbh I don't get why you skipped this, it feels pretty special too. yea it gives more impact to 03:56:332 (2,3,4) - but I feel like the sound at least deserves to be mapped somehow. idk maybe it's just me. Refer to the bottom of page 2 and the conversation I had with TicClick.


yes I can hear that the sound is different, I even pointed out that I heard it. I'm trying to say that players will hear it in the middle of the slider and that some people will find it awkward. I'd suggest using some kind of slider for this triple but it's also fine if you don't change it.

04:51:382 (1,2,3) - doesn't really feel different enough from the other ones imo ^

what does this have to do with that? I was trying to point out that this sound is special but you've mapped it the same as you've mapped it at 04:39:382 (1,2,3) - and other placed. maybe you could increase the spacing, change up the flow, or anything. at this point in the map the player is ready for you to do whatever you want with 1/4 sliders.

Oh wait, my bad sorry. Idk why the fuck I did that. In this section I did have the 04:51:382 (1,2) - overlapping to emphasize the sound but everyone was like "oh no why you do this? You should make it same as all the others." And of course the minute I change it you come along and tell me to change it back to how it was. Ffs. I even made a post about it. Idk which I should stick with.
sorry, feel like i was maybe misunderstood :(
ac8129464363

Yoges wrote:

Oh wait, my bad sorry. Idk why the fuck I did that. In this section I did have the 04:51:382 (1,2) - overlapping to emphasize the sound but everyone was like "oh no why you do this? You should make it same as all the others." And of course the minute I change it you come along and tell me to change it back to how it was. Ffs. I even made a post about it.[/b]
then it's more likely that those people failed to understand what you were trying to do. honestly as the map creator you have every right to stick to your guns and keep stuff the way you intended, provided you can adequately explain your intentions.

remember that your own intentions are the most important thing in your map. good luck.
Topic Starter
Yoges
Ok changing it back then, Also noticed the spacing on 01:42:232 (1) - was a bit small so changed that too. I can give you kudosu now yeeeeyyyye
Abraxos

General

  1. BPM and Offset : ( ✓ )
  2. Aimod : ( ✓ )
  3. Kiai : ( ✓ )
  4. Metadata : ( ✓ )
  5. Hitsound : ( ✓ )
  6. Video : ( × ) bg size 1228x768 plz fix

sorry if mod seemed a little nit-picky, map is very consistent because the music is, so yeah. mostly things i picked out are pretty minor

teki

  1. 00:05:182 (2) -shift to stack better under 00:04:882 (1) - end
  2. 00:14:482 (1,2,3) - same as above
  3. 00:34:282 (3) - could fare better in terms of following after the last slider
  4. 00:35:482 (6) - maybe me but this would flow better if the curvature is much sharper. something like this could work. idk how to explain it, just the anticipation of the jumps after perhaps?
  5. 00:49:582 (4) - reverse?
  6. 01:30:232 (3) - crtl-j-h-g this? looks a tad plain with two same sliders
  7. 02:06:682 (2,3,4,5) - change to have 2 start at slider end. i understand the rationale behind a jump here 02:06:232 (1,2) - since all other sections do show this trait, but the difference here is the back and forth motions. players anticipate jumping between the notes, not jumping from the slider to the notes themselves. it feels a little rocky to have the jumps mixed in with the slider, but that might just be me.
  8. 02:20:782 (5) - shift and rotate to complement the last slider better
  9. 04:27:082 (2) - center properly plz
  10. 04:37:432 (6,1,2,3,4) - this works much better than the one above, maybe you could look into this?
  11. yeap thats it

very solid map, its very flowy and shit i like it

good luck with rankz
Topic Starter
Yoges

Abraxos wrote:

General

  1. BPM and Offset : ( ✓ )
  2. Aimod : ( ✓ )
  3. Kiai : ( ✓ )
  4. Metadata : ( ✓ )
  5. Hitsound : ( ✓ )
  6. Video : ( × ) bg size 1228x768 plz fix
Backgrounds don't have to be 1366x768

sorry if mod seemed a little nit-picky, map is very consistent because the music is, so yeah. mostly things i picked out are pretty minor

teki

  1. 00:05:182 (2) -shift to stack better under 00:04:882 (1) - end It's better the way I have it.
  2. 00:14:482 (1,2,3) - same as above Use the default skin when editing, it looks fine to me.
  3. 00:34:282 (3) - could fare better in terms of following after the last slider Did that on purpose
  4. 00:35:482 (6) - maybe me but this would flow better if the curvature is much sharper. something like this could work. idk how to explain it, just the anticipation of the jumps after perhaps? Ok sharpened a little.
  5. 00:49:582 (4) - reverse? Nah.
  6. 01:30:232 (3) - crtl-j-h-g this? looks a tad plain with two same sliders Did that intentionally.
  7. 02:06:682 (2,3,4,5) - change to have 2 start at slider end. i understand the rationale behind a jump here 02:06:232 (1,2) - since all other sections do show this trait, but the difference here is the back and forth motions. players anticipate jumping between the notes, not jumping from the slider to the notes themselves. it feels a little rocky to have the jumps mixed in with the slider, but that might just be me. I'm going to keep it how it is.
  8. 02:20:782 (5) - shift and rotate to complement the last slider better Did that intentionally.
  9. 04:27:082 (2) - center properly plz Ok
  10. 04:37:432 (6,1,2,3,4) - this works much better than the one above, maybe you could look into this? might be cause smaller spacing, not going to change the other one tho.
  11. yeap thats it

very solid map, its very flowy and shit i like it Thanks ^^

good luck with rankz
N0thingSpecial
Ayy from my q

nazi mod incoming, yes these are all aesthetic suggestions, so I'm going to be repeating myself
00:33:682 (1,2,3) - this I think looks a bit better

00:39:082 (4) - make this a bit more curved, or make it look like this

00:46:282 (7) - this just look smoother in my opinion

00:49:582 (4,5) - don't think this is a good enough blanket, try a different shape or blanket it properly

00:50:782 (2) - If you're going to put 2 here I suggest changing the shape of 00:50:482 (1) - to a straight slider, so that matches 00:50:932 (3,4,5) - better

00:52:282 (5,6) - I would do this which could create better cut off flow from 5 to 6, something similar would do just don't make it parallel

00:58:207 (3) - tuck this in a bit more so that it doesn't stick out too much, also if doing so I would also change 00:57:682 (1) - to this which looks smoother

you have these two 01:16:882 (1,1) - then you use a fairly boring curve right here 01:21:682 (1) -, make it similar?

01:23:482 (1) - not a fan of these squashed up gun shape sliders, a circle sounds fitting, and after that change 01:24:082 (1) - so that it matches the circle

01:28:282 (1,1) - ^ don't need to do the same but same reasoning

01:34:282 (3,4,5) - you could make these three sliders to have decreasing SV so that it emphasize 01:36:082 (1) - this better

01:55:282 (1) - this slider shape looks really out of place, it almost looks like you ran out of ideas and put this in

02:04:882 (1) - this looks more fitting imo, or just doing something like this 02:24:082 (1) -

02:28:882 (1) - curve this a little so that it doesn't look so out of place, comparing to 02:28:282 (5,6) - , like this

03:59:782 (4) - I'm just going to do this and see if you agree.

04:02:482 (1) - more minor changes https://osu.ppy.sh/ss/4735785

04:19:282 (1) - more of these

04:26:482 (1) - uneven, either make it even or emphasize the uneven-ness (if that's a word)

04:47:482 (1,1) - I suggest linking these two, changing 04:47:482 (1) - into a 3/4 slider with the end muted, to me it would sound more fitting to the music for once it's not an aesthetic suggestion lol

pretty sure you hate me after this mod

good luck I like your map
Topic Starter
Yoges

N0thingSpecial wrote:

Ayy from my q

nazi mod incoming, yes these are all aesthetic suggestions
, so I'm going to be repeating myself][url=00:33:682 (1,2,3) - https://osu.ppy.sh/ss/4735545]this[/url] I think looks a bit better Nah

00:39:082 (4) - make this a bit more curved, or make it look like this It's just a prank

00:46:282 (7) - this just look smoother in my opinion Nah

00:49:582 (4,5) - don't think this is a good enough blanket, try a different shape or blanket it properly Nah

00:50:782 (2) - If you're going to put 2 here I suggest changing the shape of 00:50:482 (1) - to a straight slider, so that matches 00:50:932 (3,4,5) - better Nah

00:52:282 (5,6) - I would do this which could create better cut off flow from 5 to 6, something similar would do just don't make it parallel It's just a prank

00:58:207 (3) - tuck this in a bit more so that it doesn't stick out too much, also if doing so I would also change 00:57:682 (1) - to this which looks smoother Nah

you have these two 01:16:882 (1,1) - then you use a fairly boring curve right here 01:21:682 (1) -, make it similar? Nah

01:23:482 (1) - not a fan of these squashed up gun shape sliders, a circle sounds fitting, and after that change 01:24:082 (1) - so that it matches the circle It's just a social experiment.

01:28:282 (1,1) - ^ don't need to do the same but same reasoning IT'S A PRANK

01:34:282 (3,4,5) - you could make these three sliders to have decreasing SV so that it emphasize 01:36:082 (1) - this better Nah

01:55:282 (1) - this slider shape looks really out of place, it almost looks like you ran out of ideas and put this in N... Yeah

02:04:882 (1) - this looks more fitting imo, or just doing something like this 02:24:082 (1) - It's just a prank

02:28:882 (1) - curve this a little so that it doesn't look so out of place, comparing to 02:28:282 (5,6) - , like this Bro

03:59:782 (4) - I'm just going to do this and see if you agree. Nah

04:02:482 (1) - more minor changes https://osu.ppy.sh/ss/4735785 WE'rE Raising awareness of the dangers of social media

04:19:282 (1) - more of these You could've been raped

04:26:482 (1) - uneven, either make it even or emphasize the uneven-ness (if that's a word) What do you mean? Show me.

04:47:482 (1,1) - I suggest linking these two, changing 04:47:482 (1) - into a 3/4 slider with the end muted, to me it would sound more fitting to the music for once it's not an aesthetic suggestion lol Nah

pretty sure you hate me after this mod

good luck I like your map Thank you ethan bradberry
N0thingSpecial
here
see how it is uneven, but not to the point where it can be justified as being unsymmetrical?
Topic Starter
Yoges
Ahh ok.
Sonnyc
Hi.

Your map was pretty good, and players might have fun playing it. However after taking a brief look, I personally felt this map wasn't perfect enough to get a nomination of mine.

@Modding assistant:
• Unused hitsounds:
drum-sliderslide.wav
normal-sliderslide.wav
[Teki]
  1. 00:00:082 (1,2,3) - 00:04:882 (1,2,3) - 00:09:682 (1,2,3) - 00:14:482 (1,2,3) - These 1/4 spacing wasn't consistent. I can partially understand that you were intending some kind of a variation. Still, since there wasn't a drastic change in the music, I believe maintaining a consistent spacing setting would benefit more in terms of organization. Also since a drastic change both in the map and the song happens from 00:19:282, using a variation previously weakened the effect.
  2. 00:11:182 (7,8) - 00:11:482 (8,9) - 00:13:282 (7,8) - 00:18:382 (8,9) - 00:18:682 (9,10) - There were also inconsistent 1/2 spacings. Though I could assume your distance snapping for 1/2 objects were aimed around 1.5x, there were several objects that was inconsistent in spacing even in the intro.
  3. 04:51:382 (1,2) - Are you sure with the placement? All other 1/4 slider patterns had a wide spacing between those objects.
As I've said, the map itself is prettty fine. I hope you can found another BN who will assist you for a nomination!
Good luck :3
Topic Starter
Yoges

Sonnyc wrote:

Hi.

Your map was pretty good, and players might have fun playing it. However after taking a brief look, I personally felt this map wasn't perfect enough to get a nomination of mine.

@Modding assistant:
• Unused hitsounds:
drum-sliderslide.wav
normal-sliderslide.wav Removed both
[Teki]
  1. 00:00:082 (1,2,3) - 00:04:882 (1,2,3) - 00:09:682 (1,2,3) - 00:14:482 (1,2,3) - These 1/4 spacing wasn't consistent. I can partially understand that you were intending some kind of a variation. Still, since there wasn't a drastic change in the music, I believe maintaining a consistent spacing setting would benefit more in terms of organization. Also since a drastic change both in the map and the song happens from 00:19:282, using a variation previously weakened the effect. Hang on what? Are you talking about the spacing between these patterns 00:00:082 (1,2,3) - ? If so those are probably one of the most consistently spaced rhythms in the song. I'm always using 0.9x spacing for those.
  2. 00:11:182 (7,8) - 00:11:482 (8,9) - 00:13:282 (7,8) - 00:18:382 (8,9) - 00:18:682 (9,10) - There were also inconsistent 1/2 spacings. Though I could assume your distance snapping for 1/2 objects were aimed around 1.5x, there were several objects that was inconsistent in spacing even in the intro. Again like the intro is probably the most consistent part of the song. I use different amounts of spacing for different rhythms. I do ignore DS sometimes but if you look closely there's a pattern to that too. For the intro 00:00:082 (1,2,3) - I use spacing for those but ignore ds for 00:01:132 (4,5,6,7,8) - this creates a varying ds pattern but one that is still repeating and consistent. For other sections of the song like in the kiai when I need to emphasise stuff I pretty much use freestyle DS but even that has a pattern. My mentality is basically "Right this sound is more prominent than this sound so it needs more spacing" This again creates a variation but one that is consistent.
  3. 04:51:382 (1,2) - Are you sure with the placement? All other 1/4 slider patterns had a wide spacing between those objects. Yeah but all the other 1/8 sliders had a completely different sound.

As I've said, the map itself is prettty fine. I hope you can found another BN who will assist you for a nomination! I feel like you're being a bit unreasonable :/ like this isn't a hard or normal or easy where DS is critical it's an expert diff. And if I'm honest the spacing patterns used in this are more consistent than most expert diffs where DS is just out right ignored. But hey whatever, I can't force you to nominate something you don't want to. Thanks for looking tho.
Good luck :3
NyarkoO
Why does this music style remind me of Telekinesis.
Topic Starter
Yoges
u w0t?
Doormat
hey, from my queue like three weeks ago. haven't modded in a while; hope you don't mind if it sucks a little bit-
[Teki]
  1. 00:50:332 (6,3,4,5) - minor nazi thing, but you might want to stack this
  2. 00:41:932 (2) - i feel that you should start NC here instead of at 00:41:782 (1) - because there's that emphasized sound to it
  3. just my opinion, but the music starts to build up at 00:57:682 that the hitsounds kind of get drowned out by the music; maybe consider raising hitsound volume to coincide with the build up, e.g. start increasing volume at points such as at 01:00:082, at 01:02:482, at 01:04:882, at 01:07:282, etc.
  4. 03:00:082 (1) - no hitsound/clap on this circle? sounds out of place imo
  5. 03:02:782 (1) - spinner feels really out of place in my opinion; what's the reason for it? you could use the exact same pattern you used at 02:52:882 (1,1,2,3,4,5,1,1,2,3,4,1,1,2,3,4,5,1,1,2,3,1) to replace this spinner and it would work just as well, if not better
  6. music builds up again around 03:31:282; previous suggestion can apply to here as well
  7. 04:33:682 (1) - kind of an awkward curve at the beginning of the slider that feels a little uncomfortable to play; when moving from the (8) to the (1), there's a lot of downwards movement, which contrasts with the sharp upwards movement at the start of the (1) slider; maybe angle the curve to something like this?
    SPOILER
    this is just an idea; what you end up doing with this slider will probably be different from what i suggested, but the general idea is to try and make it so the initial curve of the slider is pointing downwards instead of upwards
  8. 04:58:807 - i kind of expected a note here because of the drum beat; just stuck out to me because you included the drum beat at 05:03:532 (2,3,4) - but not here?
hope this helps!
Topic Starter
Yoges

Doormat wrote:

hey, from my queue like three weeks ago. haven't modded in a while; hope you don't mind if it sucks a little bit-
[Teki]
  1. 00:50:332 (6,3,4,5) - minor nazi thing, but you might want to stack this Yeah it's slightly off. Fixed.
  2. 00:41:932 (2) - i feel that you should start NC here instead of at 00:41:782 (1) - because there's that emphasized sound to it Nope. The reese sounds starts at 00:41:782 (1) -
  3. just my opinion, but the music starts to build up at 00:57:682 that the hitsounds kind of get drowned out by the music; maybe consider raising hitsound volume to coincide with the build up, e.g. start increasing volume at points such as at 01:00:082, at 01:02:482, at 01:04:882, at 01:07:282, etc. Sounds good to me, I'm listening through monitors (lol these have turned into bragging rights)
  4. 03:00:082 (1) - no hitsound/clap on this circle? sounds out of place imo Yeah think atsuro forgot that. Added.
  5. 03:02:782 (1) - spinner feels really out of place in my opinion; what's the reason for it? you could use the exact same pattern you used at 02:52:882 (1,1,2,3,4,5,1,1,2,3,4,1,1,2,3,4,5,1,1,2,3,1) to replace this spinner and it would work just as well, if not better I was considering this myself when mapping. In the end I chose to start the spinner there because it's easier and requires less effort also I kind of have to map that sound at some point as it gets increasingly loud. It'd be difficult and awkward to try and merge it with the drums later on so I just decided to start it from the very beginning.
  6. music builds up again around 03:31:282; previous suggestion can apply to here as well Again monitors (lol)
  7. 04:33:682 (1) - kind of an awkward curve at the beginning of the slider that feels a little uncomfortable to play; when moving from the (8) to the (1), there's a lot of downwards movement, which contrasts with the sharp upwards movement at the start of the (1) slider; maybe angle the curve to something like this?
    SPOILER
    this is just an idea; what you end up doing with this slider will probably be different from what i suggested, but the general idea is to try and make it so the initial curve of the slider is pointing downwards instead of upwards
    Oh yeah that's pretty bad actually. Fixed.
  8. 04:58:807 - i kind of expected a note here because of the drum beat; just stuck out to me because you included the drum beat at 05:03:532 (2,3,4) - but not here? Reffer to my conversation with TicClick on page 2 of this thread.
hope this helps!
Thank you.
Doormat

Yoges wrote:

Doormat wrote:

hey, from my queue like three weeks ago. haven't modded in a while; hope you don't mind if it sucks a little bit-

  1. 04:58:807 - i kind of expected a note here because of the drum beat; just stuck out to me because you included the drum beat at 05:03:532 (2,3,4) - but not here? Reffer to my conversation with TicClick on page 2 of this thread.
Decided to take a quick look at your conversation with TicClick to see your reasoning, but you guys never mentioned this?????? Are you sure you're looking at the right conversation? I took a quick look on the other pages too to double check, but nobody's ever pointed this out before-

Edit: from what I can gather, he's referring to adding a finish hitsound here, which you were afraid might sound too spammy, but I'm suggesting something entirely different
Topic Starter
Yoges

Yoges wrote:

And wtf do you mean

TicClick wrote:

03:51:532 - is no different from 01:17:932 and many, many other similar moments when you righteously used a triplet instead of shadowing the music with a slider.

Are you deaf pal?

Most prominent thing at 01:17:932 (2,3,4) - is the drums, hence triplet.
Most prominent thing at 03:51:532 (1) - is the fucking wub, hence slider. Like I'm listening through fucking monitors and I can barely make out that the drums were even there. It's a rhythm game you tit not a click everything you hear game.
Doormat
mm all right, i just misinterpreted what you meant- what you have still works, so not really a big deal. best of luck again!
Shiranai
Hello
sugestion,

Teki
  1. 00:36:382 (3) - How about spacing it more? at least 00:36:082 (1,2,3) - can have more proper spacing to emphsized the music http://puu.sh/nSjOx/a5400eb109.jpg
  2. 00:51:082 (5) - Shouldn't that one supposed to be extended util yellow tick here 00:50:707 - ? like you did on 00:41:482 (5,1) - , otherwise it a bit odd to play imo
  3. 01:00:682 (5) - and 01:10:282 (5) - Literally same as above
  4. 02:32:632 (1) - Imo that slider literally stop on nothing, my sugestion either make it stop on 02:33:082 - or extend it a bit more so the rhythm will looks like http://puu.sh/nSlcY/ffaf06c271.jpg ?
  5. 03:50:332 - I think you can add a green line there and set a lower volume on its end, imo lowering the volume end will looks better on that one
  6. 04:47:482 (1) - Same as above, lowering the volume on its end 04:47:932 - will looks good
  7. 04:51:382 (1,2,3) - Kinda questionable, the spacing on those one looks too small comparing with several same rhythm as 04:44:182 (1,2,3) - and etc
  8. 05:05:632 (1,1) - The rhythm on those spinner better like this http://puu.sh/nSlK5/bd27a299df.jpg , so literally this one 05:07:282 - still have a beat sound because it emphsized by previous spinner end 05:05:632 (1) -
Good luck :)
Topic Starter
Yoges

Mako Sakata wrote:

Hello
sugestion,

Teki
  1. 00:36:382 (3) - How about spacing it more? at least 00:36:082 (1,2,3) - can have more proper spacing to emphsized the music http://puu.sh/nSjOx/a5400eb109.jpg Nah I prefer how it looks the way I have it.
  2. 00:51:082 (5) - Shouldn't that one supposed to be extended util yellow tick here 00:50:707 - ? like you did on 00:41:482 (5,1) - , otherwise it a bit odd to play imo
  3. 01:00:682 (5) - and 01:10:282 (5) - Literally same as above Yeah all of those should. Idk how I missed that.
  4. 02:32:632 (1) - Imo that slider literally stop on nothing, my sugestion either make it stop on 02:33:082 - or extend it a bit more so the rhythm will looks like http://puu.sh/nSlcY/ffaf06c271.jpg ? I prefer how I have it. And upon closer inspection there's some faint sweeping white noise at the end of the slider.
  5. 03:50:332 - I think you can add a green line there and set a lower volume on its end, imo lowering the volume end will looks better on that one Oh yeah I forgot to do that.
  6. 04:47:482 (1) - Same as above, lowering the volume on its end 04:47:932 - will looks good k
  7. 04:51:382 (1,2,3) - Kinda questionable, the spacing on those one looks too small comparing with several same rhythm as 04:44:182 (1,2,3) - and etc Emphasizing the sound
  8. 05:05:632 (1,1) - The rhythm on those spinner better like this http://puu.sh/nSlK5/bd27a299df.jpg , so literally this one 05:07:282 - still have a beat sound because it emphsized by previous spinner end 05:05:632 (1) - Okei
Good luck :)
Tfw BN mod your map but don't say "Call me back" -> OnO
Thank you!
lit120
yo, i don't find any problem here. everything looks ok for me tbh

have this star o/
Topic Starter
Yoges
Thank you ^3^
Milan-
hi

-i wish your normal-hitclap was more impactful(? ;; right now it's a simple kick that is used on downbeats (like here 00:40:882 - ), which feels underwhelming overall
-00:02:332 - you map this sound in every instance afterwards. i'd make more sense to be constant here since the sound is the same. (altho without a note sounds much fitting to this slow/less dense section, deleting the note in the other instances is better imo)
-01:25:582 (5,6,7) - would be cool if you don't space 1/8 yet. so kiai feels more 'unique' in that sense, and also feels kinda random that you do it just here uh
-01:33:682 (1,2) - not sure if it's cuz the composer uses delayed samples or what but for reasons something like http://puu.sh/nSHG5/db240a2123.jpg sounds bit better on my end owo
-02:32:632 (1) - use 25% volumen after the head is clicked pls. song is loud and using soft samp makes it hard to hear your hitsounds so bad idea to use that volumen here
-03:20:482 (3,4,5,6) - sounds more like http://puu.sh/nSIt3/af1e5af368.jpg , right now the melody is lost cuz your slider ends
-04:01:582 (3,1,2) - 04:20:782 (3,1,2) - i was actually surprised that none of these were extended to hold the same sound you hold everytime. like u did here 04:11:182 (3,4,5) - . Extending (1) in both cases looks kinda cool i guess, holding in a slow sv feels ok tome
-05:04:882 (1) - maybe finish off the map with a even faster speed up (like 2x?)? so it stands out more and such
-didn't like much how drum focused the kiai is. ignoring some sounds that could lead to more interesting rhythms. sounds like 01:38:782 - 01:43:582 - or the 'wubs' here 01:59:182 (3,4,5,6,7,8) - , you could have done something else there ;;
-i cant really agree with some extended sliders. instances like 00:35:482 (6,7) - or 00:41:482 (5) - or even 03:51:532 (1,2) - feels more correct as 1/2 or something cuz the hold sound that you do in other places, is not here... the 1/2 sound overrides all the others sounds. it's kinda acceptable cuz you do it a lot, but doesnt feel right on my end ;;

hope it helps a bit, bye
Topic Starter
Yoges

Milan- wrote:

hi

-i wish your normal-hitclap was more impactful(? ;; right now it's a simple kick that is used on downbeats (like here 00:40:882 - ), which feels underwhelming overall Think atsuro's choice of acoustic drum samples create a nice contrast with the song.
-00:02:332 - you map this sound in every instance afterwards. i'd make more sense to be constant here since the sound is the same. (altho without a note sounds much fitting to this slow/less dense section, deleting the note in the other instances is better imo) Ok removed. Didn't remove it from 00:11:932 (9) - onward because the guitar starts to fade in.
-01:25:582 (5,6,7) - would be cool if you don't space 1/8 yet. so kiai feels more 'unique' in that sense, and also feels kinda random that you do it just here uh I can see what you're getting at, I did have them overlapping originally but I decided to stack them because it would carry the more intense music in this section better.
-01:33:682 (1,2) - not sure if it's cuz the composer uses delayed samples or what but for reasons something like http://puu.sh/nSHG5/db240a2123.jpg sounds bit better on my end owo You probably cant hear the sound at 01:33:982 - because it's predominantly sub bass and only gets louder when it starts getting modulated at 01:34:057 -
-02:32:632 (1) - use 25% volumen after the head is clicked pls. song is loud and using soft samp makes it hard to hear your hitsounds so bad idea to use that volumen here Okei
-03:20:482 (3,4,5,6) - sounds more like http://puu.sh/nSIt3/af1e5af368.jpg , right now the melody is lost cuz your slider ends I'm using sliders because I find they carry the sweeping motion of the modulation in the sounds better.
-04:01:582 (3,1,2) - 04:20:782 (3,1,2) - i was actually surprised that none of these were extended to hold the same sound you hold everytime. like u did here 04:11:182 (3,4,5) - . Extending (1) in both cases looks kinda cool i guess, holding in a slow sv feels ok tome The sounds you've pointed out are modulated differently and have slightly different rhythms. Listen carefully.
-05:04:882 (1) - maybe finish off the map with a even faster speed up (like 2x?)? so it stands out more and such Nah. Doing so would just be inconsistent.
-didn't like much how drum focused the kiai is. ignoring some sounds that could lead to more interesting rhythms. sounds like 01:38:782 - 01:43:582 - or the 'wubs' here 01:59:182 (3,4,5,6,7,8) - , you could have done something else there ;; I'm not that amazing of a mapper, if I were to try map those the quality in those sections would decrease dramatically. I would not be able to map it without sacrificing either looks or gameplay. Plus I feel the drums to be more important so I decided to leave those sounds in the background.
-i cant really agree with some extended sliders. instances like 00:35:482 (6,7) - or 00:41:482 (5) - or even 03:51:532 (1,2) - feels more correct as 1/2 or something cuz the hold sound that you do in other places, is not here... the 1/2 sound overrides all the others sounds. it's kinda acceptable cuz you do it a lot, but doesnt feel right on my end ;; All of those sounds are 1/8 especially the wubs at 03:51:532 (1,2) - listen carefully with playback at 25%.

hope it helps a bit, bye
3 BNs in 2 days none of them want me to call them back... fml. Fine be that way ;w;
Topic Starter
Yoges
[Storyboard Directing]


I have a few ideas for this

  1. Sword shimmer
    I think some sort of shine or glimmer going across her sword in certain sections would look good.

    Particularly during the very beginning at 00:02:482 - . It'd be a good way to introduce the storyboard and song and it'd fit nicely with the kind of spammy plucky sound that's in the background.
  2. Checkereds
    As you can see the floor of the background is all checkered. Making some of them light up to emphasize sounds like 01:38:482 - 01:38:782 - or 02:04:282 (7,8) - or 01:59:182 (3,7) - or 04:37:882 (1,3) - would look really nice.
    You could use slightly different shades of blue and light up different squares to emphasize different sounds from each other.
  3. Intenser sounds
    I'm not very sure what I'd like done for the big wubs like 01:16:882 (1) - 01:18:682 (1) - 01:24:682 (2,1,2,3,4,5,6,7,8) - I originally thought doing something with her hair might be cool but thinking about it now it might look messy and out of place.

    There is also a part in the first kiai and just before the end of the song where the background noise gets really intense 01:50:482 (1,2,1,2,3,1,2,3,4,5,1,2,3,4,5,6,7,8) -
    Some really heavy story boarding there would look fitting. Like the whole background kind of shaking and blurring or some kind of distortion.

Those are just some general ideas. If you have some better ones then please share . If you have any quarrels with any of mine then feel free to discuss. If you're having trouble making sprites then message me, I know a guy that could help.
Ferret

Yoges wrote:

[Storyboard Directing]

I have a few ideas for this

  1. Sword shimmer
    I think some sort of shine or glimmer going across her sword in certain sections would look good.

    Particularly during the very beginning at 00:02:482 - . It'd be a good way to introduce the storyboard and song and it'd fit nicely with the kind of spammy plucky sound that's in the background.
  2. Checkereds
    As you can see the floor of the background is all checkered. Making some of them light up to emphasize sounds like 01:38:482 - 01:38:782 - or 02:04:282 (7,8) - or 01:59:182 (3,7) - or 04:37:882 (1,3) - would look really nice.
    You could use slightly different shades of blue and light up different squares to emphasize different sounds from each other.
  3. Intenser sounds
    I'm not very sure what I'd like done for the big wubs like 01:16:882 (1) - 01:18:682 (1) - 01:24:682 (2,1,2,3,4,5,6,7,8) - I originally thought doing something with her hair might be cool but thinking about it now it might look messy and out of place.

    There is also a part in the first kiai and just before the end of the song where the background noise gets really intense 01:50:482 (1,2,1,2,3,1,2,3,4,5,1,2,3,4,5,6,7,8) -
    Some really heavy story boarding there would look fitting. Like the whole background kind of shaking and blurring or some kind of distortion.

Those are just some general ideas. If you have some better ones then please share . If you have any quarrels with any of mine then feel free to discuss. If you're having trouble making sprites then message me, I know a guy that could help.

  1. Sword shimmer
    Totally into this, didn't think of it while I was checking the map so yeah I like it.
  2. Checkereds
    Though of this, the hard part of this is editing the image itself, could take a while but I really think it will look pretty good.
  3. Intenser Sounds
    Can be done, did some test with the hair and I think it would look pretty neat.
I'm planning to do this using SGL so it can be easily edited in the future if you want to edit something or know someone who could :)
I'll be providing the SGL code once I finish the SB, is that ok?
Topic Starter
Yoges

Ferret wrote:

I'm planning to do this using SGL so it can be easily edited in the future if you want to edit something or know someone who could :)
I'll be providing the SGL code once I finish the SB, is that ok?
Yeah sure that will be helpful.

Ferret wrote:

Though of this, the hard part of this is editing the image itself, could take a while but I really think it will look pretty good.
estellia has some Photoshop skills you can try ask him for what you need.
ZekeyHache
Oh.. I don't know about Extras, but since you requested aesthetic suggestions, I guess I can do something here~

Teki


  1. 00:05:482 (3) - Try this shape to not be so repetitive at the same tone.
  2. 00:16:282 (8) - That straight curve reminds me of a person with a broken neck, what about moving the curve more towards the middle of the slider? Just like this
  3. 00:18:682 (9) - Another shape idea for variety~ This.
  4. 00:33:082 (6) - This curve feels weird for me, what about shaping it like this?
  5. 01:24:082 (1) - Any other slider shape would emphasize better that sound than just a straight slider. Just an example for inspiration.
  6. 01:28:882 (1) - Same as above~
  7. 03:17:482 (3) - curvy?
  8. 04:35:632 (6) - Maybe it doesn't bring more variety, but I feel like plays a lot better and feels a lot better with a simple curve, like this~ (and looks good along with slider (4))

That's all I can see, good luck!
Topic Starter
Yoges

ezek wrote:

Oh.. I don't know about Extras, but since you requested aesthetic suggestions, I guess I can do something here~

Teki


  1. 00:05:482 (3) - Try this shape to not be so repetitive at the same tone. Ok
  2. 00:16:282 (8) - That straight curve reminds me of a person with a broken neck, what about moving the curve more towards the middle of the slider? Just like this Kind of aiming for that so I'm going to keep it as it is.
  3. 00:18:682 (9) - Another shape idea for variety~ This. Ok
  4. 00:33:082 (6) - This curve feels weird for me, what about shaping it like this? Ok
  5. 01:24:082 (1) - Any other slider shape would emphasize better that sound than just a straight slider. Just an example for inspiration. Did something else
  6. 01:28:882 (1) - Same as above~ Ok
  7. 03:17:482 (3) - curvy? ok
  8. 04:35:632 (6) - Maybe it doesn't bring more variety, but I feel like plays a lot better and feels a lot better with a simple curve, like this~ (and looks good along with slider (4)) Prefer how it looks and feels to play as it is.

That's all I can see, good luck!
Thank you. I'll try and salvage some of the other parts when I'm self modding with your suggestions.
Topic Starter
Yoges
Nvm this I gave up on storyboard
Detailed storyboard directing


Sprites (some of them aren't that good, you might be able to do something better yourself)

Any stuff you have on the SB so far but I didn’t tell you to do, delete it, unless it’s an idea you think might look good and haven’t told me yet (we can discuss)

The sprites are still kind of big and zoomed in (from the last update you sent me). Before doing anything set your osu resolution to 1366x768 (windowed mode) and compare the background you see in song selection to the background you have in editor.

  1. Make the sword glow last a little longer and go across a little slower, start at 00:03:082 - and end at 00:04:282 -
  2. 00:19:282 - Make her eyes glow, just her eyes not her hair (we’re ditching the hair) it should be brief and sharp, only lasting for a 1/4 to match the bright metallic sound in the song.
  3. 00:28:882 - Same as above
  4. 00:38:482 - Make her eyes glow and make the floor glow in a similar timing
  5. Make her sword glow at 00:41:782 - 00:41:932 - 00:42:232 - 00:42:532 - 00:42:682 - 00:42:982 - to follow the wubs
  6. Sword glows at 00:46:882 - 00:47:182 - 00:47:482 - 00:47:782 -
  7. 00:48:082 - Eye glow
  8. 00:51:382 - Same as the stuff in blue
  9. 00:56:482 - Same as green
  10. 00:57:682 - Eye glow
  11. 01:00:982 - Blue
  12. 01:06:082 - Green
  13. 01:07:282 - Eye glow
  14. 01:10:582 - Blue
    Fade the whole Image into full gray scale from 01:13:882 - to 01:14:482 - It should be fully gray scaled by the time the drums start at 01:14:482 -
  15. 01:16:282 - Make her eyes glow here and then as the glow is fading out, everything else should dim in a similar way (max dim 50% to 60%)
  16. 01:16:882 - Everything returns to normal brightness.
  17. 01:16:882 - Use the “bgblur” sprite you gave me before. Try to make it sort of blur in and blur out to the sound of the wub. Like the blur should fade in from 01:16:882 - to 01:17:182 - and quickly fade out from 01:17:182 - to 01:17:332 - And also make her eyes glow for about a 3/4 from 01:16:882 - (same length as bgblur)
  18. 01:18:682 - Make the sword glow to the sound (Should last for a 1/2)
  19. 01:19:282 - Eye glow
  20. 01:20:182 - Sword glow to the wubs (Meaning at 01:20:182 - 01:20:332 - 01:20:632 - 01:20:932 - 01:21:082 - 01:21:382 -
  21. 01:21:682 - Eye glow
  22. 01:23:482 - Sword glow
  23. 01:24:082 - Eye glow
  24. 1/4 sword glows at 01:24:682 - 01:24:982 - 01:25:282 - And 1/4 eye glows at 01:25:582 - 01:25:882 - 01:26:182 -
  25. 01:26:482 - “bg blur” sprite and eye glow again like before
  26. 01:28:282 - Sword glow
  27. 01:28:882 - Eye glow
  28. 01:29:782 - Sword glow on wubs again
  29. 01:31:282 - Eye glow
  30. 01:32:182 - Start dimming everything, it should reach maximum dimness of 50-60% at around 01:33:382 - And then after that it goes
    Sword glow (01:33:682 - 01:33:982 - )
    Floor glow with the brighter sprite you made (the normal black and white one not the blue one) (01:34:282 - )
    Dress glow (01:34:582 - 01:34:882 - )
    Eye glow (01:35:182 - 01:35:482 - 01:35:782 - )
  31. 01:36:082 - Change to the blue floor here and return everything to normal brightness it’s checkards time :3 (also make her eyes glow)

I'll update this post with more sprites and instructions when I have time. I'm more backed up with school than I thought I'd be (French oral exam, Irish oral exam, Engineering project due, Engineering practical exam soon, Art practical exam soon, Writen exams in June) ;w;

If there's something you don't understand or if you have ideas you want to share, don't like or discuss then feel free to bug me. :)
Gaia
[how did u manage to map 5 mins of the same rhythm]
00:29:182 (2,1,2,3) - stack these ?
00:33:082 (6,7,1) - doesnt flow well esp with that linear flow from the last pattern
00:36:382 (3,1,2,3) - stack?
00:45:682 (3,4,5) - u should lower spacing from 3->4 so that emphasis is on the triple
00:55:732 (4,5,6) - asdf
01:14:782 (3) - move it up so it overlaps with 01:14:332 (6) - instead cuz overlap with the sliderbody like that is mehh
01:25:807 (6,7) - overlap these cuz its practically the same spacing as 01:25:282 (4,5) - atm
01:33:982 (2) - is this mapped to the wub? if ya then i think it's 1/12
02:12:682 (5) - jump this
02:23:182 (1,2,3,4) - same as earlier but not as bad, do try to keep ur 1/4s consistent tho
03:39:082 (5) - this flows kinda awk
04:18:382 (1,2,3,4) - ya
04:30:982 (3) - up and left a tiny bit :>
04:36:082 (7,8) - this spacing is a bit high imo
04:51:382 (1,2,3) - not sure why this spacing is lower than others

good luck have fun!
Topic Starter
Yoges

Gaia wrote:

[all songs have copious amounts of repetition, obvious or not]
00:29:182 (2,1,2,3) - stack these ? But they are? I'm manually stacking from the top note because stacking from the bottom note is stupid.
00:33:082 (6,7,1) - doesnt flow well esp with that linear flow from the last pattern What? Flows fine to me bud.
00:36:382 (3,1,2,3) - stack? Ok
00:45:682 (3,4,5) - u should lower spacing from 3->4 so that emphasis is on the triple 3 & 4 > triplet
00:55:732 (4,5,6) - asdf Wtf are you even trying to explain? Like if I receive a long mod and the modder starts to get tired of pointing out the same issues I can understand what they mean by "asdf" or "sdfnsdifnsioe" but this is like your 4th fucking suggestion mate.
01:14:782 (3) - move it up so it overlaps with 01:14:332 (6) - instead cuz overlap with the sliderbody like that is mehh No. I fucking hate circle overlaps.
01:25:807 (6,7) - overlap these cuz its practically the same spacing as 01:25:282 (4,5) - atm
01:33:982 (2) - is this mapped to the wub? if ya then i think it's 1/12 Nope it's an 8th, slow it down to 25% and listen for the sub bass starting to kick in when the modulation on the wub begins.
02:12:682 (5) - jump this Okay
02:23:182 (1,2,3,4) - same as earlier but not as bad, do try to keep ur 1/4s consistent tho tis an 8th
03:39:082 (5) - this flows kinda awk Seems fine to me
04:18:382 (1,2,3,4) - ya Nah
04:30:982 (3) - up and left a tiny bit :> Okay
04:36:082 (7,8) - this spacing is a bit high imo Nah it's fine
04:51:382 (1,2,3) - not sure why this spacing is lower than others Well idk maybe to emphasise the different fucking sound to all the others (Sorry I'm fucking tired of people pointing this out without giving it even the slightest moment of thought. Like did none of you fucking stop and think "Oh this is spaced differently... I wonder why... Let me listen to all the other instances where he used these kick sliders... Oh I see there's a different sound, that makes sense" If people still had complaints even after understanding that then I'm all ears.)

good luck have fun!
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