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Reol - Minazoko Yuuhodou

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Vivyanne
hOI!
from da qUEUE!

Reol with wubs????
Let's just get started and freaked out because I never thought that this existed

Abyss

OD8,7?

00:01:372 (1) - from this part on, wouldnt it be more fun to map to the vocals or the weird background noice? the map just looks empty now
00:25:715 (1) - have this slider go just a little faster, it's too slow now imo
00:40:458 (2,3) - put these 2 on the same Y
00:44:572 (1) - instead of having it bend once, wouldnt it be better to make it bend more? would fit the song better
00:47:143 (4,5) - not sure about this overlap
01:06:515 (1,2) - seems to be a little too far away from eachother because here it just comes in so sudden
01:21:601 (1) - why not put it like this
01:30:858 (1,2,3,4,5,6,7,8) - a crazy curve would be better imo
01:58:972 (6,7,8,9,1) - not sure about this stream jump, maybe nerf it a bit
02:36:343 (1) - put this closer to 02:36:172 (7) -
02:41:486 (1) - due to this being too slow, this is very easy to misread. maybe increase SV so that it'll be easier to sightread
02:41:486 (1,2) - dem pixel overlap btw
02:44:572 (5) - you can make a little stream jump of this note standing alone
03:25:886 (2,4,6,8) - the distance between these notes is inconsistent, consider relooking it (and maybe some NCs)
04:03:772 (5) - idk why but this feels like it's breaking flow
04:24:001 (1,2,3) - this is too big for the 1/4 jump, consider nerfing it
04:26:401 (1,2,3,4,5,6,7,8) - little less spacing will do too
04:36:343 (1) - also here, can't you just map this to the vocals or background noice? would be better to close the song with, it looks empty now
04:57:601 (1) - no cool sliderart? :(

Didnt have much to say as the map is lookin' good
Might even shoot a star, map's amazing!
Topic Starter
EphemeralFetish

HighTec wrote:

hOI!
from da qUEUE!

Reol with wubs????
Let's just get started and freaked out because I never thought that this existed

Abyss

OD8,7?- Bit too high for the SR.

00:01:372 (1) - from this part on, wouldnt it be more fun to map to the vocals or the weird background noice? the map just looks empty now - Multiple people have suggested this. Ill be doing it after I apply the rest of the mod.
00:25:715 (1) - have this slider go just a little faster, it's too slow now imo - Would totally throw out all the consistency I have for all the other sliders that are the same.
00:40:458 (2,3) - put these 2 on the same Y - Aight.
00:44:572 (1) - instead of having it bend once, wouldnt it be better to make it bend more? would fit the song better - Ehh, seems fine to me. Dont want anything overly flashy.
00:47:143 (4,5) - not sure about this overlap - Okay, no overlap. Also on the same Y as the 6 for a little bit of extra fancy.
01:06:515 (1,2) - seems to be a little too far away from eachother because here it just comes in so sudden - Colours help with it being sudden. This was also a suggestion by someone who's opinion I highly respect so Im adamant about not changing it.
01:21:601 (1) - why not put it like this - You would kinda have to stop your speed and then continue in the same direction, which plays weird. This way, you just have to make a sharp turn which works better.
01:30:858 (1,2,3,4,5,6,7,8) - a crazy curve would be better imo - So many people dont like this. Changed.
01:58:972 (6,7,8,9,1) - not sure about this stream jump, maybe nerf it a bit - Im probably never going to change these. They arent hard at all, they fit as welll.
02:36:
343 (1) - put this closer to 02:36:172 (7) - - Moved a little closer.
02:41:486 (1) - due to this being too slow, this is very easy to misread. maybe increase SV so that it'll be easier to sightread - That SV is used multiple times before hand, and its just being repeated here in the middle of a jump section. Players will be able to tell its going to be slow like the rest.
02:41:486 (1,2) - dem pixel overlap btw - Did stuff.
02:44:572 (5) - you can make a little stream jump of this note standing alone - I dont really like doing that. Would look ugly as well.
03:25:886 (2,4,6,8) - the distance between these notes is inconsistent, consider relooking it (and maybe some NCs) - NC not needed. Fixed DS.
04:03:772 (5) - idk why but this feels like it's breaking flow - Seems fine to me. Also cant really change anything without a solid reason.
04:24:001 (1,2,3) - this is too big for the 1/4 jump, consider nerfing it - Tiny bit smaller.
04:26:401 (1,2,3,4,5,6,7,8) - little less spacing will do too - All these streams have been gradually getting larger. This one has kept up with the equal increase. Also fitting for the end of the song.
04:36:343 (1) - also here, can't you just map this to the vocals or background noice? would be better to close the song with, it looks empty now - Ill map it in the intro, but no here. It works as a pseudo break.
04:57:601 (1) - no cool sliderart? :( - Im awful at making nice sliders.

Didnt have much to say as the map is lookin' good
Might even shoot a star, map's amazing!
Cheers man, appreciate the nice mod and the star.
-Visceral-


[General]
  1. All clear!
[Abyss]
  1. A few unsnapped objects: 02:58:115 (1) - 03:20:914 (4) - 03:23:657 (4) - 03:50:914 (6)
  2. 00:00:686 - Compared to 00:12:343 , this slider velocity seems rather high. The build-up actually starts later, so why not swap the slider velocities of these two parts, or at least make them more similar?
  3. 00:10:201 - Since you're mapping to the vocal chop, there's an unmapped "ah" sound here that you can represent with an object.
  4. 00:21:086 (1,2,3,4,5,6,7) - The spacing of this stream can be increased slightly to better lead into the kick sliders and to better emphasize the buildup.
  5. 00:21:943 (1,1,2,3) - This is a very powerful moment in the song, so the spacing should be increased to be more powerful playing wise as well. At the moment it seems too condensed together.
  6. 00:30:686 (3,4,5) - The circles can lead into the slider better. Perhaps try something like this: http://i.imgur.com/RrbxqpR.png
  7. 00:44:229 - Listen to this section in 25% playback. The snapping is less than what you currently have, and isn't represented very well by such a short slider. Likewise: 04:34:629 (7)
  8. 00:53:486 (1,1,1,1) - There's no need for a NC on every slider. It's really misleading since the player expects a SV change after a NC with only 1 object, but it remains a constant 0.65x.
  9. 02:01:201 (1) - The snapping of this slider is actually 1/4, not 1/6, assuming you want to represent the percussion here similar to the rest of this section.
  10. 02:07:543 (1) - The shape of this slider can be improved to appear more symettrical and balanced.
  11. 02:53:486 (2) - A new combo is needed on this slider due to the drastic slider velocity change.
  12. 03:25:715 (1,2,3,4,5,6,7,8) - My Racemization map was disqualified for having jumps like these. They are far too big to be in a calm part like this, and even if it was justified, there needs to be some form of buildup instead of a really abrupt difficulty spike without much reason behind it.
  13. 03:30:515 (3) - NC this as well since the SV change is a ton.
  14. 03:51:086 - You can totally map to this sound here but I suppose it's up to you, even though you could do something interesting with it.
  15. 03:52:801 (4) - The shape of the second half of this slider can be improved to be more round. Consider something like this: http://i.imgur.com/oOkA9rK.png
  16. 04:46:972 (2,3,4,5) - 2.0x spacing in such a calm part is totally overkill. Honestly, this whole wind down section needs to be brought down a bit in slider velocity and spacing. It's too difficult for such a calm area.
Topic Starter
EphemeralFetish

Smoothie World wrote:



[General]
  1. All clear!
[Abyss]
  1. A few unsnapped objects: 02:58:115 (1) - 03:20:914 (4) - 03:23:657 (4) - 03:50:914 (6) - Should be all clear now.
  2. 00:00:686 - Compared to 00:12:343 , this slider velocity seems rather high. The build-up actually starts later, so why not swap the slider velocities of these two parts, or at least make them more similar? - The sorta static sounding vocals wasnt originally mapped. so I kinda slapped it in quick without paying much attention. Fixed.
  3. 00:10:201 - Since you're mapping to the vocal chop, there's an unmapped "ah" sound here that you can represent with an object. - I can barely notice it. Not sure its worth putting an object in.
  4. 00:21:086 (1,2,3,4,5,6,7) - The spacing of this stream can be increased slightly to better lead into the kick sliders and to better emphasize the buildup. - Done.
  5. 00:21:943 (1,1,2,3) - This is a very powerful moment in the song, so the spacing should be increased to be more powerful playing wise as well. At the moment it seems too condensed together. - Okay, replaced the first slider so I can lead into a spaced triple easier.
  6. 00:30:686 (3,4,5) - The circles can lead into the slider better. Perhaps try something like this: http://i.imgur.com/RrbxqpR.png - Done.
  7. 00:44:229 - Listen to this section in 25% playback. The snapping is less than what you currently have, and isn't represented very well by such a short slider. Likewise: 04:34:629 (7) - Yeah you're right. Im gonna leave it just because I have no idea how to map that. Ill have to speak with some people. But it will be changed.
  8. 00:53:486 (1,1,1,1) - There's no need for a NC on every slider. It's really misleading since the player expects a SV change after a NC with only 1 object, but it remains a constant 0.65x. - Ehh, I thought it would be needed for the 1/4. Changed.
  9. 02:01:201 (1) - The snapping of this slider is actually 1/4, not 1/6, assuming you want to represent the percussion here similar to the rest of this section. - Sounded 1/6th to me so I just went with it without checking. Good ear.
  10. 02:07:543 (1) - The shape of this slider can be improved to appear more symettrical and balanced. - Should be okay now. I dunno Im really bad at S sliders and good sliders in general.
  11. 02:53:486 (2) - A new combo is needed on this slider due to the drastic slider velocity change. - This was actually a mistake. GG for spotting.
  12. 03:25:715 (1,2,3,4,5,6,7,8) - My Racemization map was disqualified for having jumps like these. They are far too big to be in a calm part like this, and even if it was justified, there needs to be some form of buildup instead of a really abrupt difficulty spike without much reason behind it. - Gonna leave this until someone else says its a major issue.
  13. 03:30:515 (3) - NC this as well since the SV change is a ton. - I think its uneeded here. I cant notice the change that much, its a pretty short slider anyways so it would be near impossible to break from assuming higher speed or whatever. Plus Ive NC'd this same section the same way multiple times in the map.
  14. 03:51:086 - You can totally map to this sound here but I suppose it's up to you, even though you could do something interesting with it. - Ive been debating it, but at the same time I kinda like the break for effect leading into the drop. I dunno Im pretty torn.
  15. 03:52:801 (4) - The shape of the second half of this slider can be improved to be more round. Consider something like this: http://i.imgur.com/oOkA9rK.png - Ahh thanks, this slider has been pissing me off for ages.
  16. 04:46:972 (2,3,4,5) - 2.0x spacing in such a calm part is totally overkill. Honestly, this whole wind down section needs to be brought down a bit in slider velocity and spacing. It's too difficult for such a calm area. - Personally disagree. But Ill change if more people suggest this.
Cheers for another mod man. Late reply/update because ranking Feelin Sky is making me want to kill myself.
Shiirn
Suggestions
Major suggestions
Aesthetic suggestions
Unrankable issues

nice bg m8

Abyss
  1. Might want to get a silent sliderslide for the intro section.
  2. 00:09:943 (3) - This is actually 1/8 and then 1/4, maybe a kick slider?
  3. 00:10:801 (1) - same here, a 1/8 and then 1/4 roll, not 1/6
  4. 00:11:315 (1) - This is also 1/8, it ends on the blue tick, aka extend it a bit
  5. 00:44:229 (1) - As a triple 1/6 trill into 1/3 hit, i can safely say, fuck you camellia, for fucking with mappers, I think this is fine as is but maybe do some volume magic to make the actual on-beat hits of this slider the main ones (e.g. lower the rest)
  6. 01:39:086 (4,5,6) - This might be personal taste speaking, but I feel like the really zig-zaggy "down" motion this set causes doesnt fit very well. Flipping it vertically so that the motion is more circular may fit better.
  7. 02:01:201 (1) - maaaaaaaaaaaaaaaaaaaaaan make this a damn stacked triple
  8. 02:11:658 (1,2) - If you're going to bank around a circle you'd best make sure it's a blanket, or at least looks like it is
  9. 02:44:572 (5) - New combo this to dark red for a hint that something is coming? You'll need to fix the NC after it, but nothing else dw
  10. 02:50:229 (2,3) - Damn, I love the idea you have here but these are very borderline unrankable sliders here. Maybe rotate them downwards a bit and stack them underneath manually? like 5 degrees clockwise/counter for left/right and 4 pixels down/left for the right and down/right for the right.
  11. 02:50:743 (5,6) - These read as if they're more 1/4 sliders because of that^ basically modify this pattern a bit so you can properly see all objects.
  12. 03:01:201 (2,3,4,5,6) - Same shit as above.
  13. 03:50:743 (4,5,6) - See 1:39. Same combo.
  14. 04:12:858 (1) - maaaaaaaaaaaaaaaaaaaaaan make this a damn stacked triple
  15. 04:34:629 (7) - Oh hey look it's that triple 1/6 trill into 1/3 hit. fucking.
Topic Starter
EphemeralFetish

Shiirn wrote:

Suggestions
Major suggestions
Aesthetic suggestions
Unrankable issues

nice bg m8

Abyss
  1. Might want to get a silent sliderslide for the intro section.
  2. 00:09:943 (3) - This is actually 1/8 and then 1/4, maybe a kick slider?
  3. 00:10:801 (1) - same here, a 1/8 and then 1/4 roll, not 1/6
  4. 00:11:315 (1) - This is also 1/8, it ends on the blue tick, aka extend it a bit
  5. 00:44:229 (1) - As a triple 1/6 trill into 1/3 hit, i can safely say, fuck you camellia, for fucking with mappers, I think this is fine as is but maybe do some volume magic to make the actual on-beat hits of this slider the main ones (e.g. lower the rest)
  6. 01:39:086 (4,5,6) - This might be personal taste speaking, but I feel like the really zig-zaggy "down" motion this set causes doesnt fit very well. Flipping it vertically so that the motion is more circular may fit better. - Disagree tbh.
  7. 02:01:201 (1) - maaaaaaaaaaaaaaaaaaaaaan make this a damn stacked triple - k
  8. 02:11:658 (1,2) - If you're going to bank around a circle you'd best make sure it's a blanket, or at least looks like it is - Surprised I missed this one.
  9. 02:44:572 (5) - New combo this to dark red for a hint that something is coming? You'll need to fix the NC after it, but nothing else dw - I mean, it looks ugly as shit but w/e
  10. 02:50:229 (2,3) - Damn, I love the idea you have here but these are very borderline unrankable sliders here. Maybe rotate them downwards a bit and stack them underneath manually? like 5 degrees clockwise/counter for left/right and 4 pixels down/left for the right and down/right for the right. Not exactly as you said but Ive done something pretty much the same.
  11. 02:50:743 (5,6) - These read as if they're more 1/4 sliders because of that^ basically modify this pattern a bit so you can properly see all objects. - Feel like this can be justified because they sorta pair up as 1/2 with the slider heads. I dunno how to explain. But Ive seen a lot of people SRFC these no issue.
  12. 03:01:201 (2,3,4,5,6) - Same shit as above.
  13. 03:50:743 (4,5,6) - See 1:39. Same combo.
  14. 04:12:858 (1) - maaaaaaaaaaaaaaaaaaaaaan make this a damn stacked triple
  15. 04:34:629 (7) - Oh hey look it's that triple 1/6 trill into 1/3 hit. fucking.
Ive played around with all the sliders as well. Just no point saying "k" on each and every point. Anything else I didnt reply to was just a copy of the same suggestion but in another spot.

Cheers babe.
SadBoi42
00:14:401 (4) - ; 00:17:144 (4) - half the slider and let it repeat
00:45:258 (2) - try to change the circle to a 0.5x slider
00:46:458 (3,4) - between those set 1 more circle
00:53:315 (5) - try here to set this circle a little bit away from the sliderstart
00:56:229 (1,2) - between those circles map 1 slider and a circle under it
01:29:143 (7) - here again, try to change the circle to a 0.5 slider
02:24:001 (1,2,3,4,1) - 1 repeating slider between those; same here: 02:28:115 (2,3,1) - and here: 02:30:858 (2,3,1) -
Shiirn
I personally wouldn't apply any of the above.
Topic Starter
EphemeralFetish

girleyz-desu wrote:

00:14:401 (4) - ; 00:17:144 (4) - half the slider and let it repeat - Following drums here as a build up, that would disrupt what Im going for.
00:45:258 (2) - try to change the circle to a 0.5x slider - I see no way to justify doing this.
00:46:458 (3,4) - between those set 1 more circle - There are no notes there, Id be placing objects on nothing.
00:53:315 (5) - try here to set this circle a little bit away from the sliderstart - Would ruin the equal spacing, the over lap and the triangle formation with the other objects.
00:56:229 (1,2) - between those circles map 1 slider and a circle under it - Again, there is nothing there to map.
01:29:143 (7) - here again, try to change the circle to a 0.5 slider - Same as before.
02:24:001 (1,2,3,4,1) - 1 repeating slider between those; same here: 02:28:115 (2,3,1) - and here: 02:30:858 (2,3,1) - - This is a pseudo break section. And Im only mapping certain parts for emphasis.
neonat
BG is blue but doesn't seem underwater-ish

Abyss

00:10:201 - missing out on a beat here?
00:10:801 (1) - the repeated vocals slow down at 00:10:972 - and 00:11:315 (1) is something like 3/8 ending at 6/8 (3/4) - on 00:11:443 and 00:11:572
00:27:086 (1) - angle the head higher?
00:47:829 (7) - extend it to end with the vocals at 00:48:343 - ?
01:20:572 (1) - I still find the the vocal at 01:20:743 quite strong to overlook with the slider
01:23:658 (1) - if you could smoothen the curve of the slider that would be nice:
01:25:629 (4,5) - can you give these a curve motion
01:39:772 - add this? Maybe even with partial stacking midway between the other 2 objects before and after
01:44:572 (1,2) - slightly odd direction, spacing, compared to the rest. 01:55:543 (1,2) - seems spaced more appropriately in the same manner
Must the 2 colours resembling red be right after each other? It makes places like 02:47:829 (1,1) - harder to discern
04:30:858 (2) - rotate it more counter-clockwise? Or shift more to the right
Topic Starter
EphemeralFetish

neonat wrote:

BG is blue but doesn't seem underwater-ish - Ive been looking for a new one and have been open to suggestions. Yet to find one I like.

Abyss

00:10:201 - missing out on a beat here? - Couldnt hear that one, extended the slider over it.
00:10:801 (1) - the repeated vocals slow down at 00:10:972 - and 00:11:315 (1) is something like 3/8 ending at 6/8 (3/4) - on 00:11:443 and 00:11:572 - I honestly have no clue about any of these, thats why I didnt map this part at first. Im going off of Shiirns suggestions here. Plus I honestly dont think it matters either way. Everything plays fine the way I have it now. Even if its not 100% accurate.
00:27:086 (1) - angle the head higher? - Done.
00:47:829 (7) - extend it to end with the vocals at 00:48:343 - ? - Done.
01:20:572 (1) - I still find the the vocal at 01:20:743 quite strong to overlook with the slider - Disagree, what I have focused on with the next slider is much more powerful and deserving of emphasis over what you suggested. Plus Id have to do some weird stuff with mapping a wub then cutting it off.
01:23:658 (1) - if you could smoothen the curve of the slider that would be nice: - It was designed to overlap both the 6's tail and head. Bit yeah the curve was a little too much. Ive opted out of overlapping the tail to give a better curve.
01:25:629 (4,5) - can you give these a curve motion - Done, Im glad you suggested this because it gave me the option of a fancy overlap with a previous object that I didnt notice before.
01:39:772 - add this? Maybe even with partial stacking midway between the other 2 objects before and after - I mentioned in a previous mod (I think Smoothies) As to why I left these out. Short version is it gives larger impact on the drop. Though if this makes it an issue with ranking Ill map some stuff in.
01:44:572 (1,2) - slightly odd direction, spacing, compared to the rest. 01:55:543 (1,2) - seems spaced more appropriately in the same manner - Scaled up by 1.4x
Must the 2 colours resembling red be right after each other? It makes places like 02:47:829 (1,1) - harder to discern - I personally dont see an issue with it. More opinions needed I guess.
04:30:858 (2) - rotate it more counter-clockwise? Or shift more to the right - Shifted it to the right. I think this was a mistake I made while going over some stuff and didnt notice I moved this.
Thanks for the random mod. I'll be looking for a new BG. Hit me up with some suggestions if you can =w=.

Edit: Found a new BG. Looks surprisingly good actually.
MAH BASS CANNON
New BG I R8 perfect 5/7

gl with rank really some of the best kicksliders i've seen in a map
Zexous
good work my friend and comrade
Zexous
reposting

alacat wrote:

Reol ! :)

well, the romanised title should be "Minazoko Yuuhodou"

Reol said this title around 01:43 in music video http://www.nicovideo.jp/watch/sm26723977

also She sings "Minazoko" on here 03:07:201 -

I hope you change it before getting approved :3 really nice map and SB ~ Good luck ~
Topic Starter
EphemeralFetish

Zexous wrote:

reposting

alacat wrote:

Reol ! :)

well, the romanised title should be "Minazoko Yuuhodou"

Reol said this title around 01:43 in music video http://www.nicovideo.jp/watch/sm26723977

also She sings "Minazoko" on here 03:07:201 -

I hope you change it before getting approved :3 really nice map and SB ~ Good luck ~
Alright. Thanks man. The metadata for this has been such a pain.
Zexous

The Fetish wrote:

Alright. Thanks man. The metadata for this has been such a pain.
Ahahaha...so true
Nerova Riuz GX
oh wait fuck that's a new bg
why didn't I steal that
:<
Spaghetti
From my queue

[Abyss]
  1. Warning this map is pretty solid so this mod is mostly aesthetic and slider pattern suggestions.
  2. 00:21:772 (8) - I know this kinda fucks up the blanket, but I'd move this to 240|67 to make it play more comfortably.
  3. 00:25:715 (1) - Diagonal sliders are trigger, maybe curve it?
  4. 00:30:001 (4) - curve this so it follows the curve of 00:29:486 (2) - better?
  5. 00:30:515 (2) - Ctrl+J'ing this and putting it back where it was would fit the patterns around this much better and flow better since 00:29:315 (1,2,3,4,1) - is completely based off circular flow.
  6. 00:47:658 (6,7) - This is next level pattern commitment right here, fits perfectly with 7 if you were to convert it into a stream.
  7. 01:18:001 - Putting a circle here would make this buildup a lot funner to play, maybe put one around 269|300?
  8. 01:31:543 (1) - Diagonal sliders are trigger, try curving it?
  9. 01:47:829 (5) - Ctrl+G plays pretty neat.
  10. 02:23:829 (3) - I'd curve this less since 02:23:315 (1,2) - in this pattern isn't curved as much.
  11. 02:27:772 (1,2) - Pls make 2 follow the curve of 1.
  12. 02:30:515 (1,2) - ^
  13. 03:02:401 (1) - Since everything but one sample cuts out here and it kinda builds up on a slow, long, slider, maybe add a gray combo color for it?
  14. 03:04:458 (1) - ^
  15. 03:46:972 (6) - Maybe curve this more to look better with 03:47:315 (7) - ?
  16. 03:52:801 (4,1) - Fix blanket pls.
  17. 04:33:601 (3,4,5) - :(
Cool map! GL.
Topic Starter
EphemeralFetish

Spaghetti wrote:

From my queue

[Abyss]
  1. Warning this map is pretty solid so this mod is mostly aesthetic and slider pattern suggestions.
  2. 00:21:772 (8) - I know this kinda fucks up the blanket, but I'd move this to 240|67 to make it play more comfortably.
  3. 00:25:715 (1) - Diagonal sliders are trigger, maybe curve it?
  4. 00:30:001 (4) - curve this so it follows the curve of 00:29:486 (2) - better?
  5. 00:30:515 (2) - Ctrl+J'ing this and putting it back where it was would fit the patterns around this much better and flow better since 00:29:315 (1,2,3,4,1) - is completely based off circular flow.
  6. 00:47:658 (6,7) - This is next level pattern commitment right here, fits perfectly with 7 if you were to convert it into a stream.
  7. 01:18:001 - Putting a circle here would make this buildup a lot funner to play, maybe put one around 269|300?
  8. 01:31:543 (1) - Diagonal sliders are trigger, try curving it?
  9. 01:47:829 (5) - Ctrl+G plays pretty neat.
  10. 02:23:829 (3) - I'd curve this less since 02:23:315 (1,2) - in this pattern isn't curved as much.
  11. 02:27:772 (1,2) - Pls make 2 follow the curve of 1.
  12. 02:30:515 (1,2) - ^
  13. 03:02:401 (1) - Since everything but one sample cuts out here and it kinda builds up on a slow, long, slider, maybe add a gray combo color for it?
  14. 03:04:458 (1) - ^
  15. 03:46:972 (6) - Maybe curve this more to look better with 03:47:315 (7) - ?
  16. 03:52:801 (4,1) - Fix blanket pls.
  17. 04:33:601 (3,4,5) - :(
Cool map! GL.
Cheers m8. Followed everything aside from changing the red combos because I just dont see a need.

Time to go for rank now. =w=
Zexous
F I G H T O
Flowey
Hello, from my SB queue!

Enable epilepsy warning and widescreen support.

http://puu.sh/oYqbZ/2a935075b0.zip

Tell me if there's anything else you need and/or anything is broken. Also, the SB colors are read directly from the combo colors on the map. If you end up changing combo colors, you can update the storyboard by re-running the python code below (requires osbpy).

storyboard.osbpy
from osbpy import *
from math import *

songFolderPath = "C:/Path/To/Containing/Folder"

beat = 343
start = 686
end = 303086

imgScale = 0.6486452

gradient1_r = [255,237,213,184,152,118,85,54,27,7,0,0,0,0,0,0]
gradient1_g = [255,252,248,245,240,235,229,221,213,203,187,164,136,107,79,56]
gradient1_b = [255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255]

def clamp(val, low, high):
return min(max(val, low), high)

#Shooting Star Particles
def shootingStar(minSpeed, maxSpeed):
centerX = 320
centerY = 280
reflectY = 390
speed = randint(minSpeed, maxSpeed)
radius = randint(80, 430)#(1 - (randint(1, 1000)/1000)**2) * 350 + 80
trailLength = randint(40, 80)
lifeTime = randint(1000, 3000) * sqrt(radius) / speed

delay = randint(0, 5000)

starScale = randint(40, 70)/100 * sqrt(radius / 400)

fadeTimeA = randint(100, 1000)
fadeTimeB = randint(100, 1000)

radiusPercent = (radius - 80) / 350

colorId = int(radiusPercent * 16)
cR = gradient1_r[clamp(colorId + randint(-1, 1), 0, 15)]
cG = gradient1_g[clamp(colorId + randint(-1, 1), 0, 15)]
cB = 255

hasReflection = True#randint(0, 100) <= 30

for i in range(trailLength):
trailDelay = 5 * i;
trailFade = (trailLength - i) / trailLength
trailScale = starScale * trailFade

trailStartTime = trailDelay

star = osbject("sb/particle.png", "Background", "Centre", centerX + radius, centerY)
star.para(0, delay, end, "A")
star.scale(0, delay, end, trailScale, trailScale)

star.loop(delay + trailDelay, (end - delay - trailDelay) / lifeTime);
star.fade(0, 0, fadeTimeA, 0, trailFade, True)
star.fade(0, lifeTime - fadeTimeB, lifeTime, trailFade, 0, True)

star.moveX(17, 0, lifeTime, centerX + radius, centerX - radius, True)
star.moveY(16, 0, lifeTime/2, centerY, centerY - radius, True)
star.moveY(15, lifeTime/2, lifeTime, centerY - radius, centerY, True)

star.color(0, delay, end, cR, cG, cB, cR, cG, cB)

if hasReflection:
reflection = osbject("sb/particle.png", "Background", "Centre", centerX + radius, reflectY)
reflection.para(0, delay, end, "A")
reflection.scale(0, delay, end, trailScale, trailScale)

reflection.loop(delay + trailDelay, (end - delay - trailDelay) / lifeTime);
reflection.fade(0, 0, fadeTimeA, 0, trailFade, True)
reflection.fade(0, lifeTime - fadeTimeB, lifeTime, trailFade, 0, True)

reflection.moveX(17, 0, lifeTime, centerX + radius, centerX - radius, True)
reflection.moveY(16, 0, lifeTime/2, reflectY, reflectY + radius, True)
reflection.moveY(15, lifeTime/2, lifeTime, reflectY + radius, reflectY, True)
reflection.color(0, delay, end, cR/2, cG/2, cB/2, cR/2, cG/2, cB/2)

background = osbject("minasokobg2.jpg", "Background", "Centre", 320, 240)
background.scale(0, 0, end, imgScale, imgScale)


for i in range(100):
shootingStar(5, 10)


base = osbject("sb/base.png", "Background", "Centre", 320, 329)
base.scale(0, start, end, imgScale, imgScale)

topLight = osbject("sb/light.png", "Background", "TopCentre", 320, 0)
topLight.para(0, 0, end, "A")
topLight.vecscale(0, 0, end, 880, 2, 880, 2)

toggleTimes = []

beatmap = open(songFolderPath + "Reol - Minazoko Yuuhodou (The Fetish) [Abyss].osu", encoding="utf-8").readlines()

timingSections = []
beatmapParseState = 0
timingSectionId = 0
comboColor = 0
firstCombo = True

#Not actual combo colors, but colors that I want to correspond with the combo colors
light_comboR = [0, 0, 0, 0, 255, 255, 255, 255]
light_comboG = [0, 0, 128, 255, 0, 0, 180, 128]
light_comboB = [0, 0, 255, 128, 0, 128, 0, 0]

back_comboR = [148, 128, 126, 153, 221, 174, 255, 128]
back_comboG = [148, 128, 203, 228, 131, 131, 0, 128]
back_comboB = [148, 128, 224, 155, 161, 221, 0, 0]

for line in beatmap:
if beatmapParseState == 0:
if line == "[TimingPoints]\n":
beatmapParseState = 1
elif line == "[HitObjects]\n":
beatmapParseState = 2
elif beatmapParseState == 1: #Parse Timing Sections
if line == "\n":
beatmapParseState = 0
else:
timingSections.append(line.split(","))
elif beatmapParseState == 2: #Parse Hit Objects
hitObject = line.split(",")
currentTime = int(hitObject[2])

currentTimingSection = timingSections[timingSectionId]
if timingSectionId < len(timingSections) - 1:
nextTimingSection = timingSections[timingSectionId + 1]

if currentTime >= int(nextTimingSection[0]):
timingSectionId += 1
currentTimingSection = timingSections[timingSectionId]

sampleType = int(currentTimingSection[3])
sampleSet = int(currentTimingSection[4])
volume = int(currentTimingSection[5])

objectType = int(hitObject[3])
if firstCombo:
firstCombo = False
elif (objectType & 4) != 0:
prevComboColor = comboColor
comboIncrease = (objectType >> 4) + 1

comboColor += comboIncrease
comboColor %= 8

r1 = light_comboR[prevComboColor]
g1 = light_comboG[prevComboColor]
b1 = light_comboB[prevComboColor]
r2 = light_comboR[comboColor]
g2 = light_comboG[comboColor]
b2 = light_comboB[comboColor]

topLight.color(0, currentTime - beat/4, currentTime + beat/4, r1, g1, b1, r2, g2, b2)

r1 = back_comboR[prevComboColor]
g1 = back_comboG[prevComboColor]
b1 = back_comboB[prevComboColor]
r2 = back_comboR[comboColor]
g2 = back_comboG[comboColor]
b2 = back_comboB[comboColor]

background.color(0, currentTime - beat/4, currentTime + beat/4, r1, g1, b1, r2, g2, b2)
base.color(0, currentTime - beat/4, currentTime + beat/4, r1, g1, b1, r2, g2, b2)

light = osbject("minasokobg2.jpg", "Background", "Centre", 320, 240)
light.scale(0, 0, end, imgScale, imgScale)
light.para(0, 0, end, "A")
light.fade(0, 0, 23315, 0, 0.5)
light.fade(0, 44572, 45258, 0.5, 0)
light.fade(0, 53486, 56229, 0, 0.5)
light.fade(0, 76801, 77401, 0.5, 0)
light.fade(0, 77401, 78172, 0, 0.7)
light.fade(0, 99429, 100115, 0.7, 0.3)
light.fade(0, 100115, 120686, 0.3, 0.5)
light.fade(0, 144001, 144343, 0.5, 0)
light.fade(0, 154972, 164572, 0, 0.7)
light.fade(0, 164572, 165258, 0.7, 0)
light.fade(0, 165258, 165601, 0, 0.7)
light.fade(0, 165601, 165943, 0.7, 0)
light.fade(0, 198858, 207086, 0, 0.7)
light.fade(0, 207086, 208458, 0.7, 0)

light.fade(0, 209829, 210172, 1, 0.7)
light.fade(0, 219601, 220801, 0.7, 0)
light.fade(0, 220801, 221486, 1, 0.7)
light.fade(0, 221486, 222001, 0.7, 1)
light.fade(0, 222515, 223543, 0.7, 0)
light.fade(0, 223543, 223886, 1, 0.7)
light.fade(0, 224572, 224915, 0.7, 1)
light.fade(0, 226286, 229029, 1, 0.5)

light.fade(0, 229029, 229029 + beat/4, 0.6, 0.5)
light.fade(0, 229372, 229372 + beat/4, 0.6, 0.5)
light.fade(0, 229543, 229543 + beat/4, 0.6, 0.5)
light.fade(0, 229629, 229629 + beat/4, 0.6, 0.5)
light.fade(0, 229715, 229715 + beat/4, 0.6, 0.5)
light.fade(0, 230058, 230058 + beat/4, 0.6, 0.5)
light.fade(0, 230229, 230229 + beat/4, 0.6, 0.5)

light.fade(0, 230401, 230401 + beat/4, 0.7, 0.5)
light.fade(0, 230486, 230486 + beat/4, 0.7, 0.5)
light.fade(0, 230572, 230572 + beat/4, 0.7, 0.5)
light.fade(0, 230658, 230658 + beat/4, 0.7, 0.5)
light.fade(0, 230743, 230743 + beat/4, 0.8, 0.5)
light.fade(0, 230829, 230829 + beat/4, 0.8, 0.5)
light.fade(0, 230915, 230915 + beat/4, 0.8, 0.5)
light.fade(0, 231001, 231001 + beat/4, 0.8, 0.5)
light.fade(0, 231086, 231086 + beat, 1, 0)

light.fade(0, 231772, 233143, 1, 0.5)
light.fade(0, 252858, 253029, 0.5, 0)
light.fade(0, 253715, 254401, 1, 0.5)
light.fade(0, 275658, 277029, 0.5, 0)

black = osbject("sb/black.png", "Background", "Centre", 320, 240)
black.scale(0, 285258, end, imgScale, imgScale)
black.fade(0, 285258, end, 0, 1)

osbject.end(songFolderPath + "Reol - Minazoko Yuuhodou (The Fetish).osb")
Topic Starter
EphemeralFetish

Nephroid wrote:

Hello, from my SB queue!

Enable epilepsy warning and widescreen support.

http://puu.sh/oYqbZ/2a935075b0.zip

Tell me if there's anything else you need and/or anything is broken. Also, the SB colors are read directly from the combo colors on the map. If you end up changing combo colors, you can update the storyboard by re-running the python code below (requires osbpy).

storyboard.osbpy
from osbpy import *
from math import *

songFolderPath = "C:/Path/To/Containing/Folder"

beat = 343
start = 686
end = 303086

imgScale = 0.6486452

gradient1_r = [255,237,213,184,152,118,85,54,27,7,0,0,0,0,0,0]
gradient1_g = [255,252,248,245,240,235,229,221,213,203,187,164,136,107,79,56]
gradient1_b = [255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255]

def clamp(val, low, high):
return min(max(val, low), high)

#Shooting Star Particles
def shootingStar(minSpeed, maxSpeed):
centerX = 320
centerY = 280
reflectY = 390
speed = randint(minSpeed, maxSpeed)
radius = randint(80, 430)#(1 - (randint(1, 1000)/1000)**2) * 350 + 80
trailLength = randint(40, 80)
lifeTime = randint(1000, 3000) * sqrt(radius) / speed

delay = randint(0, 5000)

starScale = randint(40, 70)/100 * sqrt(radius / 400)

fadeTimeA = randint(100, 1000)
fadeTimeB = randint(100, 1000)

radiusPercent = (radius - 80) / 350

colorId = int(radiusPercent * 16)
cR = gradient1_r[clamp(colorId + randint(-1, 1), 0, 15)]
cG = gradient1_g[clamp(colorId + randint(-1, 1), 0, 15)]
cB = 255

hasReflection = True#randint(0, 100) <= 30

for i in range(trailLength):
trailDelay = 5 * i;
trailFade = (trailLength - i) / trailLength
trailScale = starScale * trailFade

trailStartTime = trailDelay

star = osbject("sb/particle.png", "Background", "Centre", centerX + radius, centerY)
star.para(0, delay, end, "A")
star.scale(0, delay, end, trailScale, trailScale)

star.loop(delay + trailDelay, (end - delay - trailDelay) / lifeTime);
star.fade(0, 0, fadeTimeA, 0, trailFade, True)
star.fade(0, lifeTime - fadeTimeB, lifeTime, trailFade, 0, True)

star.moveX(17, 0, lifeTime, centerX + radius, centerX - radius, True)
star.moveY(16, 0, lifeTime/2, centerY, centerY - radius, True)
star.moveY(15, lifeTime/2, lifeTime, centerY - radius, centerY, True)

star.color(0, delay, end, cR, cG, cB, cR, cG, cB)

if hasReflection:
reflection = osbject("sb/particle.png", "Background", "Centre", centerX + radius, reflectY)
reflection.para(0, delay, end, "A")
reflection.scale(0, delay, end, trailScale, trailScale)

reflection.loop(delay + trailDelay, (end - delay - trailDelay) / lifeTime);
reflection.fade(0, 0, fadeTimeA, 0, trailFade, True)
reflection.fade(0, lifeTime - fadeTimeB, lifeTime, trailFade, 0, True)

reflection.moveX(17, 0, lifeTime, centerX + radius, centerX - radius, True)
reflection.moveY(16, 0, lifeTime/2, reflectY, reflectY + radius, True)
reflection.moveY(15, lifeTime/2, lifeTime, reflectY + radius, reflectY, True)
reflection.color(0, delay, end, cR/2, cG/2, cB/2, cR/2, cG/2, cB/2)

background = osbject("minasokobg2.jpg", "Background", "Centre", 320, 240)
background.scale(0, 0, end, imgScale, imgScale)


for i in range(100):
shootingStar(5, 10)


base = osbject("sb/base.png", "Background", "Centre", 320, 329)
base.scale(0, start, end, imgScale, imgScale)

topLight = osbject("sb/light.png", "Background", "TopCentre", 320, 0)
topLight.para(0, 0, end, "A")
topLight.vecscale(0, 0, end, 880, 2, 880, 2)

toggleTimes = []

beatmap = open(songFolderPath + "Reol - Minazoko Yuuhodou (The Fetish) [Abyss].osu", encoding="utf-8").readlines()

timingSections = []
beatmapParseState = 0
timingSectionId = 0
comboColor = 0
firstCombo = True

#Not actual combo colors, but colors that I want to correspond with the combo colors
light_comboR = [0, 0, 0, 0, 255, 255, 255, 255]
light_comboG = [0, 0, 128, 255, 0, 0, 180, 128]
light_comboB = [0, 0, 255, 128, 0, 128, 0, 0]

back_comboR = [148, 128, 180, 200, 255, 255, 255, 128]
back_comboG = [148, 128, 180, 200, 225, 225, 0, 128]
back_comboB = [148, 128, 180, 200, 225, 255, 0, 0]

for line in beatmap:
if beatmapParseState == 0:
if line == "[TimingPoints]\n":
beatmapParseState = 1
elif line == "[HitObjects]\n":
beatmapParseState = 2
elif beatmapParseState == 1: #Parse Timing Sections
if line == "\n":
beatmapParseState = 0
else:
timingSections.append(line.split(","))
elif beatmapParseState == 2: #Parse Hit Objects
hitObject = line.split(",")
currentTime = int(hitObject[2])

currentTimingSection = timingSections[timingSectionId]
if timingSectionId < len(timingSections) - 1:
nextTimingSection = timingSections[timingSectionId + 1]

if currentTime >= int(nextTimingSection[0]):
timingSectionId += 1
currentTimingSection = timingSections[timingSectionId]

sampleType = int(currentTimingSection[3])
sampleSet = int(currentTimingSection[4])
volume = int(currentTimingSection[5])

objectType = int(hitObject[3])
if firstCombo:
firstCombo = False
elif (objectType & 4) != 0:
prevComboColor = comboColor
comboIncrease = (objectType >> 4) + 1

comboColor += comboIncrease
comboColor %= 8

r1 = light_comboR[prevComboColor]
g1 = light_comboG[prevComboColor]
b1 = light_comboB[prevComboColor]
r2 = light_comboR[comboColor]
g2 = light_comboG[comboColor]
b2 = light_comboB[comboColor]

topLight.color(0, currentTime, currentTime + beat, r1, g1, b1, r2, g2, b2)

r1 = back_comboR[prevComboColor]
g1 = back_comboG[prevComboColor]
b1 = back_comboB[prevComboColor]
r2 = back_comboR[comboColor]
g2 = back_comboG[comboColor]
b2 = back_comboB[comboColor]

background.color(0, currentTime, currentTime + beat, r1, g1, b1, r2, g2, b2)
base.color(0, currentTime, currentTime + beat, r1, g1, b1, r2, g2, b2)

light = osbject("minasokobg2.jpg", "Background", "Centre", 320, 240)
light.scale(0, 0, end, imgScale, imgScale)
light.para(0, 0, end, "A")
light.fade(0, 0, 23315, 0, 0.5)
light.fade(0, 44572, 45258, 0.5, 0)
light.fade(0, 53486, 56229, 0, 0.5)
light.fade(0, 76801, 77401, 0.5, 0)
light.fade(0, 77401, 78172, 0, 0.7)
light.fade(0, 99429, 100115, 0.7, 0.3)
light.fade(0, 100115, 120686, 0.3, 0.5)
light.fade(0, 144001, 144343, 0.5, 0)
light.fade(0, 154972, 164572, 0, 0.7)
light.fade(0, 164572, 165258, 0.7, 0)
light.fade(0, 165258, 165601, 0, 0.7)
light.fade(0, 165601, 165943, 0.7, 0)
light.fade(0, 198858, 209486, 0, 0.7)
light.fade(0, 209486, 209829, 0.7, 1)
light.fade(0, 231772, 233143, 1, 0.5)
light.fade(0, 252858, 253029, 0.5, 0)
light.fade(0, 253715, 254401, 1, 0.5)
light.fade(0, 275658, 277029, 0.5, 0)

black = osbject("sb/black.png", "Background", "Centre", 320, 240)
black.scale(0, 285258, end, imgScale, imgScale)
black.fade(0, 285258, end, 0, 1)

osbject.end(songFolderPath + "Reol - Minazoko Yuuhodou (The Fetish).osb")
Thanks a lot man. Looks great.
SoresuMakashi
tfw sb spins better than you

I like the length and speed of the startrails during the main parts, but during the calm sections I think they should be slower and with reduced or no trails, to reflect the speed. They can speed up and stretch with the drop/kiai hits. Reminds me of Hyouka ED1.

Also, remove sliderslide in the last section?
Topic Starter
EphemeralFetish

SoresuMakashi wrote:

tfw sb spins better than you

I like the length and speed of the startrails during the main parts, but during the calm sections I think they should be slower and with reduced or no trails, to reflect the speed. They can speed up and stretch with the drop/kiai hits. Reminds me of Hyouka ED1.

Also, remove sliderslide in the last section?
Ill be forwarding all SB related comments to Nep whenever this gets bubbled and let him decide on any changes.

And yeah, I should probably get around to taking out the slider slide. Thanks for bringing that up.
kricher
00:30:515 (2) - why overlap
00:43:201 (3,4) - there is no music that those 2 are mapping
00:51:772 (2) - this should end at 00:52:286 - i think
02:44:229 (1) - remove NC to fit the 'eeeeeeeee' voice

sry for the short mod im new at mapping :(
Topic Starter
EphemeralFetish

kricher wrote:

00:30:515 (2) - why overlap - Why not. Its tidy, it looks good.
00:43:201 (3,4) - there is no music that those 2 are mapping - Theres clear "Winding" sounds there.
00:51:772 (2) - this should end at 00:52:286 - i think - Theres extended breathing, and the tail also sits on a clean beat where it is now.
02:44:229 (1) - remove NC to fit the 'eeeeeeeee' voice - NC are there to signal different spacing for each group of 4.

sry for the short mod im new at mapping :(
Alheak
heya, wanted to mod this for some time now so here I go

while this map plays quite nicely, it falls a bit short on the aesthetic side, so I'll primarily focus on it

bold means general remark, you should look after those issues in the whole map, it often means it's a conceptual flaw

  1. Avoid completely horizontal/vertical straight sliders, streams or jumps like 00:00:686 (1,2) - , 01:17:658 (3,4,5) - and 01:44:572 (1,2) - , also another great tip is to abuse the 90° + horizontal/vertical mirror to create a sort of diagonal mirroring:
    also this can work:
  2. of course, there are exception to ^, mainly because of context, like 01:51:601 (2,3,4) -
  3. 00:01:886 (3,4) - why not horizontally mirroring the previous pattern?
  4. Avoid bending short sliders too much, like 00:06:858 (1) - , they look very "goofy" and make the map look cheap, one way to make sure you won't do this is to give up blankets with those, favor this kind of pattern instead:
  5. 00:21:943 (1) - make sure your curves are perfectly round, even if they're not a blanket, unless you just want to "not make them straight" if that makes sense
  6. 00:21:943 (1,3) - overlap :3
  7. have one blanket distance for the whole map, or at least for each section, ex.: 00:24:515 (3,4) - and 00:25:715 (1,1) - , this also makes the map look cheap and poorly designed
  8. 00:32:572 (3,1) - polish your blankets, have a constant distance between the two objects
  9. 00:47:658 (6,7) - really not a fan of this overlap, i'd recommend putting (6) so it's blanketed by (7) instead
  10. 00:49:201 (3) - sliders of this shape should be either obviously with one side longer than the other or both sides of the same side, unless there's context for it
    also, make sure both sides go in opposite directions:
  11. 01:20:915 (1,1,2) - please make this properly symmetrical
  12. 01:34:286 (1,1) - i'd place (2) like this instead, the mirroring looks weird here:
  13. 01:38:915 (3,6) - i'd rather go with bent sliders after bent streams, this looks weird
  14. 01:51:601 (2) - place it a bit lower so the tail perfectly fits 01:52:115 (5) - 's center?
  15. 01:59:315 (1,2) - bad blanket + (1)'s body awkwardly close to (2)'s head
  16. 04:46:629 - and on, I don't understand this section, we are obviously losing intensity, going towards the end of the song, yet you suddenly add density and energy here with all those objects?
  17. 04:57:429 (7) - rework the loop, the center drop should be perfectly round, you even have (6) to help you with that

That's mostly it, i am not yet skilled enough to explain the rest, but this should suffice for now
Always bear in mind that all those suggestions are subject to context and may not be true for every case, but they are good rules of thumb that you should apply
Make the map play with itself, make the objects relate to each other

Don't hesitate to ask in-game if you have questions

Good luck :3
Topic Starter
EphemeralFetish

Alheak wrote:

heya, wanted to mod this for some time now so here I go

while this map plays quite nicely, it falls a bit short on the aesthetic side, so I'll primarily focus on it

bold means general remark, you should look after those issues in the whole map, it often means it's a conceptual flaw

  1. Avoid completely horizontal/vertical straight sliders, streams or jumps like 00:00:686 (1,2) - , 01:17:658 (3,4,5) - and 01:44:572 (1,2) - , also another great tip is to abuse the 90° + horizontal/vertical mirror to create a sort of diagonal mirroring:
    also this can work:
  2. of course, there are exception to ^, mainly because of context, like 01:51:601 (2,3,4) - - I really dont get why so many people have issues with straight sliders and streams. Its simple variety. Is there some unwritten rule about this Im not aware of. Change the first 2 notes but the rest are fine. 01:44:572 (1,2) - Also changed just to avoid the overlap.
  3. 00:01:886 (3,4) - why not horizontally mirroring the previous pattern? - Why should I? Mirroring is pretty lazy most of the time.
  4. Avoid bending short sliders too much, like 00:06:858 (1) - , they look very "goofy" and make the map look cheap, one way to make sure you won't do this is to give up blankets with those, favor this kind of pattern instead: - Less curve.
  5. 00:21:943 (1) - make sure your curves are perfectly round, even if they're not a blanket, unless you just want to "not make them straight" if that makes sense - I literally cant see anything wrong with this no matter how much I look at it.
  6. 00:21:943 (1,3) - overlap :3 - Pretty pointless but fixed.
  7. have one blanket distance for the whole map, or at least for each section, ex.: 00:24:515 (3,4) - and 00:25:715 (1,1) - , this also makes the map look cheap and poorly designed - Ive never done this. And I never will.
  8. 00:32:572 (3,1) - polish your blankets, have a constant distance between the two objects - This was ugly as shit anyways so I just redid that part.
  9. 00:47:658 (6,7) - really not a fan of this overlap, i'd recommend putting (6) so it's blanketed by (7) instead - Im a fan of it tho.
  10. 00:49:201 (3) - sliders of this shape should be either obviously with one side longer than the other or both sides of the same side, unless there's context for it - Fixed.
    also, make sure both sides go in opposite directions:
  11. 01:20:915 (1,1,2) - please make this properly symmetrical - Should be fine now.
  12. 01:34:286 (1,1) - i'd place (2) like this instead, the mirroring looks weird here: - Done.
  13. 01:38:915 (3,6) - i'd rather go with bent sliders after bent streams, this looks weird - Had different opinions on these. Bent them now though.
  14. 01:51:601 (2) - place it a bit lower so the tail perfectly fits 01:52:115 (5) - 's center? - Done.
  15. 01:59:315 (1,2) - bad blanket + (1)'s body awkwardly close to (2)'s head - Should be better now.
  16. 04:46:629 - and on, I don't understand this section, we are obviously losing intensity, going towards the end of the song, yet you suddenly add density and energy here with all those objects? - The section before is a pseudo break. And this is just mapped naturally.
  17. 04:57:429 (7) - rework the loop, the center drop should be perfectly round, you even have (6) to help you with that - The whole point is its supposed to be a rain drop shape. With the whole water theme going on with this song.

That's mostly it, i am not yet skilled enough to explain the rest, but this should suffice for now
Always bear in mind that all those suggestions are subject to context and may not be true for every case, but they are good rules of thumb that you should apply
Make the map play with itself, make the objects relate to each other

Don't hesitate to ask in-game if you have questions

Good luck :3
Thanks. Im pretty adamant about a lot of this because I dont like to strictly follow aesthetics like most others. The whole idea of this was flow (And lack of) Along with emphasis to reflect the music.

So yeah, I'm gonna be rather annoying about keeping the majority of the style. Also this map was one of my first so its not as good as I can do now.
Shiirn
there is nothing wrong with straight sliders what the hell

varying blanket distance is one of the cornerstones of good consistency and flow mapping

what the fuck do you mean "avoid bending short sliders" hbastgbhs?


Fetish isn't a newbie mapper, and even if he was, your advice needs work. It's basically "how to alheak", not "how to map". And we already have enough "alheak"s.
Alheak
Sorry, I tried to help but I guess I'm bad at explaining things. I need to train more, but keep in mind that objectively explaining something as subjective and abstract as aesthetics can be a real headache.

So yeah, straight horizontal/vertical sliders don't look bad for what they are, but with the wrong context/style they can.
That's why I strongly believe this map could benefit a lot from having slightly angled sliders instead of strictly straight ones because of its style.

I've surely been too much influenced by RLC/Skystar style aesthetics, also I understand that not everyone can appreciate them, but what I think they can teach is great consistency in the design of the map.
This is where I can't really follow you when you say that "varying blanket distance is one of the cornerstones of good consistency and flow mapping", because it just sounds like the complete opposite of what consistency is.
If you could explain this to me I'd greatly appreciate it.

On the subject of bending short sliders, it's still mostly a context/style issue, but as I have explained in my mod, they tend to look the opposite of what they're trying to represent: shapeless blobs, awkward and goofy.
Strong shapes require strong intent, and if you're not certain about what you're trying to represent, the result is something that looks out of place.

This leads me to another important aspect of aesthetics in a map, which is the structure and making objects "interact" with each other. This is why blankets, overlaps, patterns and the transitions between them are so important. They make the map look "built" rather than cheaply assembled with random pieces of borrowed patterns and awkward transitions.
I don't think I can properly explain this part in depth for now, but I hope you'll agree with it nonetheless.

I am a relatively new mapper, so most of those things may sound obvious to you, but I have yet to see someone explain properly what is a good design without "infecting" others with their own style.

Whether or not those explanations were good and objective enough, I strongly believe this map could benefit a lot from having better aesthetics. As bold as this claim may be, take it more as feedback rather than a well reasoned opinion because I do not have the skill to do it yet, apart from what have been said earlier.

I'm open for debate, so please don't hesitate to discuss the points I tried to make.
Topic Starter
EphemeralFetish
Thanks for throwing in the discussion. But honestly its just a clash of opinions. Not you explaining things improperly.

I'm considering dropping this anyways. I knew I was in for some disagreements with people when I chose this particular "style" But I just dont think Ill be able to get this one anywhere with my low standing.

But yeah. no real discussion needed. You have your opinion and I have mine. Thats really all it is.

PS. Ignore Shiirn :^)
Trigg
hey, uhh sorry i don't really mod and i hardly map but i loved feelin' sky so i checked out some of your other maps and this map looks amazing
i have one suggestion, and i'm not sure if i'm just not understanding what your goal was here, but you might want to check your timing on the short sliders on 2:49:715 (1,2,3,4) -

(never modded so hopefully the time stamp link works)

edit: nvm after close inspection i realized this mod is awful
Topic Starter
EphemeralFetish

Trigg wrote:

hey, uhh sorry i don't really mod and i hardly map but i loved feelin' sky so i checked out some of your other maps and this map looks amazing
i have one suggestion, and i'm not sure if i'm just not understanding what your goal was here, but you might want to check your timing on the short sliders on 2:49:715 (1,2,3,4) -

(never modded so hopefully the time stamp link works)

edit: nvm after close inspection i realized this mod is awful

Thanks for the kind words and taking a look man. But yeah, this is heading for grave sadly.
chainpullz
Time for another bg change yet?
N0thingSpecial
NotLikeThis
Beomsan
well made sliders
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