Ahh ok.
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]
- 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.
- 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.
- 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
Thank you.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]hope this helps!
- 00:50:332 (6,3,4,5) - minor nazi thing, but you might want to stack this Yeah it's slightly off. Fixed.
- 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) -
- 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)
- 03:00:082 (1) - no hitsound/clap on this circle? sounds out of place imo Yeah think atsuro forgot that. Added.
- 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.
- music builds up again around 03:31:282; previous suggestion can apply to here as well Again monitors (lol)
- 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?
SPOILEROh yeah that's pretty bad actually. Fixed.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- 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??????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-
- 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.
Yoges wrote:
And wtf do you meanTicClick 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.
Tfw BN mod your map but don't say "Call me back" -> OnOMako Sakata wrote:
Hello
sugestion,
TekiGood luck
- 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.
- 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
- 01:00:682 (5) - and 01:10:282 (5) - Literally same as above Yeah all of those should. Idk how I missed that.
- 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.
- 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.
- 04:47:482 (1) - Same as above, lowering the volume on its end 04:47:932 - will looks good k
- 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
- 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
3 BNs in 2 days none of them want me to call them back... fml. Fine be that way ;w;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
Yoges wrote:
[Storyboard Directing] I have a few ideas for this
- 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.- 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.- 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.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
- Sword shimmer
Totally into this, didn't think of it while I was checking the map so yeah I like it.- 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.- Intenser Sounds
Can be done, did some test with the hair and I think it would look pretty neat.
I'll be providing the SGL code once I finish the SB, is that ok?
Yeah sure that will be helpful.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?
estellia has some Photoshop skills you can try ask him for what you need.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.
Thank you. I'll try and salvage some of the other parts when I'm self modding with your suggestions.ezek wrote:
Oh.. I don't know about Extras, but since you requested aesthetic suggestions, I guess I can do something here~Teki
- 00:05:482 (3) - Try this shape to not be so repetitive at the same tone. Ok
- 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.
- 00:18:682 (9) - Another shape idea for variety~ This. Ok
- 00:33:082 (6) - This curve feels weird for me, what about shaping it like this? Ok
- 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
- 01:28:882 (1) - Same as above~ Ok
- 03:17:482 (3) - curvy? ok
- 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!
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!
Frostings wrote:
from queue
uh
[my opinion]
I can't really help with this map because I can't sit through this...
You map visually which is nice and the patterns are well-structured, but the rhythm actually destroys the map. It's too predictable and repetitive, and the map gets boring REALLY fast. The patterns are just recycled when the song plays the same parts again... Why the fuck would I change the rhythm when there's no change in the song?
It sort of picked up from the first kiai, but I was hoping for more variation in terms of visuals from the previous section. After the first break and the song just repeats itself and you follow the similar rhythm pattern again and that really did it for me. I've had a quick glance at the rest of the map and it's actually just the same thing again why would I change it?
It's partly the song because it's very uninspiring, but you should definitely look into other rhythm techniques. eg there's more than one way to map a "triple", but you always have them stacked, and placed on the same beats of every bar too.. It's a shame because it's obvious you're technically skilled as a mapper lol out of all the things in the map you pick a fucking triple? There're only 3 ways to map a triple in this song, all stacked, repeat slider & a kick with a note. Repeats don't emphasise the music enough, a kick and a note is too intense for the music and feels clumsy, streams are out of the question because there aren't enough notes to create them which just leaves me with no other option but to stack.
There's really no use in pointing out little things and giving a "traditional mod" when there's an obviously huge flaw in this map
That "flaw" being what? Consistency? You know there is such a thing as forced "creativity".
I think you should learn rhythm variations and definitely employ them here and in future maps, and also maybe pick songs that offer more inspiration so you don't map with both bands tied behind your back, to let yourself shine better I map for the music, I'm not going to force myself to map some trashy j-core or whatever for the sake of giving myself more "options". I couldn't give a shit how repetitive a song is, as long as I enjoy it I'm going to map it. Being creative is not having all the free range in the world and then doing whatever you want, creativity is having restrictions and still making something that's interesting despite your limited options.
[/my opinion]
The rhythm's fine if I'm honest. At least you tried :3 *pats head*Sylphi wrote:
No kudosu.
[Teki]Sorry for late and modding poorly. but i couldn't find other thing. i think it is enough good.
- 00:41:332 (3,4,5,1,2,3,4) - 00:50:932 (3,4,5,1,2,3,4) - 01:00:532 (3,4,5,1,2,3,4) - 01:10:132 (3,4,5,1,2,3,4) - 03:14:932 (3,4,5,6,1,2,3) - 03:24:532 (3,4,5,6,1,2,3) - The rhythm is a bit awkward to hear. i'd recommend trying other rhythm.
Kyubey wrote:
00:06:382 (7,8) - this spacing feels forced compared to other same parts Changed
00:39:082 (4,1) - since movement here goes like https://qb.s-ul.eu/S5BOT6Ln.jpg this, spacing feels very small, so i'd suggest to increase it a little Ok
01:02:182 (6,1) - same goes here Ok
I wonder, why didn't you use the same softfinish pattern 04:31:282 - on places like this, while having them 01:38:482 - there and in same places. Is it like that because of that sound in the background which I can hear in first kiai on these places? Atsuro did that deliberately. Notice during 01:38:482 - and 01:38:932 - in the music there is a kind of, metallic door screeching sound in the background. There're also other sounds during the first kiai that aren't in the 2nd kiai, the artist composed the 2nd drop with less SFX to deliberately make it more empty and Atsuro follows this in his hitsounding.
Actually, that's all, map doesn't look like having some noticeable flaws.
Call me back.
Np, I'll save the ticket for one of my future maps :3 CoughMrSergio wrote:
uh, looks like I am too late for this :/
If you want I can mod anyway, but with BNs already here Idk how much I can do. You can have a ticket in any case since I couldn't mod in return for your M4M.
Sorry again for the delay @.@
I kind of just wanted a custom diff name and I did a bit of thinking and thought why not "Teki" like enemy, villain or nemesis but yeah the main reason isOkorin wrote:
can you explain the reasoning behind a japanese diffname here, the song doesn't have much to do with jp culture or anything like that so i don't get why you would take enemy or something translate it to jap and use it as a diffname idk doesn't seem reasonable to me
the map is still as solid as i remember it being so i'll #2 after clarifying this and why 00:44:332 (1,2,3) - has to be custom stacked
i don't remember anything else usingcustom stacks so it seems out of place
good map
Thanks! Hitsounds updated.Okorin wrote:
was just wondering cuz weird design choice (and yes i agree there are weirder diffnames ranked, but do you have to join that club? )
ok here's the thing: http://puu.sh/pAHSw/a1d37e6323.zip
replace your hitsounds with these
(drum-hitclap and soft-hitclap are focused on the right ear while soft-hitwhistle has a focus on the left ear) depending on your volume settings you will only hear the left or the right ear respectively. what i did is taking the much louder ear and making the hitsound mono instead.