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The Script - Superheroes

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Cheesecake

SuperMICrophone wrote:

[cheesecake's Easy]

00:11:208 (1,1) - These really should be further apart. Either stack them or maybe put the first (1) on top of the other (1) and then ctrl+h ctrl+j? I just stacked it onto the tail of (2)

Hitsounding note: the drum sounds should go only on the every 3rd beat. Trust me it'll sound much better. This is only the section before 00:40:669. Done that I belieeeve

01:00:789 (5) - NC I prefer not to use so many NC's in easy/normal difficulties. I feel like the NC patterns are fine as is
01:12:286 (5) - ^
01:46:777 (5) - ^
01:47:855 (6) - flow from (5) is weird; you should move this down Done and also rotated the slider a bit to conserve 1.0x distance snap
01:52:525 (5) - new combo
01:58:274 (5) - ^
02:04:022 (5) - ^
02:09:771 (6) - ^
02:15:519 (5) - ^
02:21:268 (6) - ^
02:27:016 (5) - ^

Cagrux wrote:

Cheesecake's Easy
  1. 00:16:238 (4,1) - Try to avoid doing stacks in Easy. Beginners can really easily get confused Should rename this to Normal and the real Normal to Advanced xd
  2. 00:42:465 - Circle here? Or change (2) to a sliders that starts at where it is right now and ends at 00:42:465 - Applies on the following parts too: 00:45:340 -
    00:48:214 - 00:51:088 - 01:31:328 - 01:34:202 - 01:37:076 - Following the piano here while that would be following the drums and I don't want to map to two instruments at the same time on Easy uh I mean Normal
  3. 01:49:651 (1,3) - Delete this stack and instead make (3) blanket (1)'s head Yeah that works
  4. 01:59:352 (6,7,8) - Change this placement. Put (7) somewhere up and make it curve to the left instead (optional)
  5. 02:01:148 (1,3) - The same stack thing a
  6. 02:06:897 (1,4) - ^ This one's fine I feel
  7. 02:16:956 (7,1) - ^ ^
Thank you both :)

http://puu.sh/n1LlK/8f1189dca7.osu
AlneCraft
hi~! from my modding queue, sorry if the mod isn't that good, if you are not satisfied with it i'll mod some other map of yours, just so that i'm not in debt for m4m :D

legend: Blue - my own preference, up to you, Red - a mistake or something that i really don't understand

Cheesecake's Easy
everything seems fine here

Normal
1. the 2 slider tick rate is really weird, although the slider tick sound is really silent so it's not much of an issue

Hard
1. the 2 slider tick rate, the same as in Normal
2. 00:46:058(9) or any 1/4 tick repeating sliders that are followed by a regular slider could be switched with streams, so that it feels more dynamic. but don't change all of them! just some of them.

this mapset is really great! don't know why you wanted a mod so much, but i did my best, sorry if it's not good enough.
Topic Starter
Loony

AlneCraft wrote:

hi~! from my modding queue, sorry if the mod isn't that good, if you are not satisfied with it i'll mod some other map of yours, just so that i'm not in debt for m4m :D

legend: Blue - my own preference, up to you, Red - a mistake or something that i really don't understand

Normal
1. the 2 slider tick rate is really weird, although the slider tick sound is really silent so it's not much of an issue Ok just needed it to be sure about that. Gonna change it ;)

Hard
1. the 2 slider tick rate, the same as in Normal ^
2. 00:46:058(9) or any 1/4 tick repeating sliders that are followed by a regular slider could be switched with streams, so that it feels more dynamic. but don't change all of them! just some of them. Gonna think about it

this mapset is really great! don't know why you wanted a mod so much, but i did my best, sorry if it's not good enough.
Thank you! Don't worry, you were heplful anyway ;) Gonna mod your mapset as soon as possible
Namki
yo

[General]
There's tag inconsistency.

[Easy]
Check AiMod.
00:09:052 (1,1) - between a spinner and an object should be 3/1 in easy, otherwise it's unrankable. I think it's better map this part.
01:05:100 (3,4) - make those two parallel.
02:09:771 (6) - NC.
02:21:268 (6) - same.

[Normal]
00:09:052 (1) - in normal should be 2/1, so make it shorter or delete.
01:47:315 (2,3) - make them parallel and don't stack (3).

[Hard]
Normalize your spacing.
00:14:082 (7,8) - 1.8x here, 00:21:987 (6,7) - 2x here but 01:02:585 (5,6) - 2.3x here.
01:11:568 (6,7) - between these two set 1.8x becuse of 01:11:208 (5,6) - those two spacing.
Else seem fine, just fix spacing.

good luck~
Cheesecake

Namki wrote:

[Easy]
Check AiMod. Done
00:09:052 (1,1) - between a spinner and an object should be 3/1 in easy, otherwise it's unrankable. I think it's better map this part. I'll just remove the hitcircle
01:05:100 (3,4) - make those two parallel. Would break visual spacing
02:09:771 (6) - NC. Sure
02:21:268 (6) - same.
Thanks

http://puu.sh/n31uT/c35ca8947a.osu
No Pulse
In-Game
[Hard]
100:18:394 (3,4,5) - Taka mała pierdoła, dla polepszenia designu zostawiłbym (4) i (5) takie jak (3), zaokrąglone będą raczej wygladać lepiej, design powinien nieco zyskać
00:22:705 (8) - 1. x:160 y:280 2. Ctrl + Shift + R, rotate by: Selection Centre i 25 stopni dla usprawienia blanketu
00:46:957 (2) - x:432 y:44
00:47:316 (3) - x: 296 y: 188
00:47:675 (4) - x: 156 y: 140 dla usprawnienia blanketu, potem wyrównaj DS do (5)
01:03:304 (7) - Mógłbyś bardziej to "przytulić" do (6), mocniej zaokrąglić żeby blanket się ładnie dopasował
01:13:005 (3,4) - Mógłbyś poprawić pattern, nie podaję tu dokładnych współrzędnych, bo potem i tak trzeba poprawić dalsze obiekty, po prostu brzydki pattern :V
01:49:292 (9,1) - Tu słabo z designem, też bym coś tu pomyślał więcej
02:09:771 (1) - Na upratego ujdzie, ale nie jest specjalnie ładny :P

~Nie zabrałem się za Easy ani Normala, bo nadal nie potrafię ich robić i modować :P
Topic Starter
Loony
Thanks all! Updated. Gonna reply to my diffs tomorrow
greenwood0301
Can't mod perfect nice song

GL HF for the rank
Topic Starter
Loony

Namki wrote:

yo

[General]
There's tag inconsistency. Now inconsistency's gone I think

[Normal]
00:09:052 (1) - in normal should be 2/1, so make it shorter or delete. Don't really understand what do you mean by 2/1 . I think it's okay as it is, unless someone else point it too.
01:47:315 (2,3) - make them parallel and don't stack (3). Fixed

[Hard]
Normalize your spacing. Hope so it's okay now
00:14:082 (7,8) - 1.8x here, 00:21:987 (6,7) - 2x here but 01:02:585 (5,6) - 2.3x here. Done
01:11:568 (6,7) - between these two set 1.8x becuse of 01:11:208 (5,6) - those two spacing. Done
Else seem fine, just fix spacing.

good luck~

PulseOfSk8 wrote:

In-Game
[Hard]
100:18:394 (3,4,5) - Taka mała pierdoła, dla polepszenia designu zostawiłbym (4) i (5) takie jak (3), zaokrąglone będą raczej wygladać lepiej, design powinien nieco zyskać Akurat te chciałbym zostawić w spokoju :P
00:22:705 (8) - 1. x:160 y:280 2. Ctrl + Shift + R, rotate by: Selection Centre i 25 stopni dla usprawienia blanketu Tutaj koszyczek mi z deczka nie pasuje, ale trochę dopieściłem ten pattern
00:46:957 (2) - x:432 y:44 Ok, koszyczek tutaj to gut idea
00:47:316 (3) - x: 296 y: 188 Również dopasowałem
00:47:675 (4) - x: 156 y: 140 dla usprawnienia blanketu, potem wyrównaj DS do (5) Też zmieniłem, ale blanketa tutaj nie wsadzę :P
01:03:304 (7) - Mógłbyś bardziej to "przytulić" do (6), mocniej zaokrąglić żeby blanket się ładnie dopasował Mhm pomyślę nad tym, ale wolę tutaj koszyczka nie przytulać, jakoś tak mi bardziej pasuje
01:13:005 (3,4) - Mógłbyś poprawić pattern, nie podaję tu dokładnych współrzędnych, bo potem i tak trzeba poprawić dalsze obiekty, po prostu brzydki pattern :V Poprawione, dzięks!
01:49:292 (9,1) - Tu słabo z designem, też bym coś tu pomyślał więcej Nad tym też pomyślę, na razie nic innego mi do głowy nie przychodzi
02:09:771 (1) - Na upratego ujdzie, ale nie jest specjalnie ładny :P Zmieniłem trochę, ale chyba go jeszcze poprawię ;)

~Nie zabrałem się za Easy ani Normala, bo nadal nie potrafię ich robić i modować :P

greenwood0301 wrote:

Can't mod perfect nice song

GL HF for the rank
Wow thanks :o Luck will be useful obviously ^^
Lumin
M4M from my queue
[Cheesecake's Normal]
  1. 00:00:070 (1,2,1,2,1,2) - I don't really know about this recycling here.. little variation please
  2. 00:48:573 (3,4) - Can be blaneketed better
  3. 01:20:190 (8,1) - ^
  4. 01:28:813 (3,4) - ^
  5. 01:18:034 (5,6) - Lower a bit for a flow
  6. 01:59:352 (6) - x:272 for flow
  7. 02:02:585 (3,4) - I'd overlap better or avoid
  8. 02:05:459 (7) - y:334 and 6 better between 2 sliders?
[Advanced]
  1. Different kiai times than in Normal
  2. 00:04:381 (2,3) - I'd not overlap
  3. 00:06:717 (1) - y:120?
  4. 00:20:549 (1,2) - copypaste?
  5. 00:51:806 (7,1) - Not a pretty overlap/slider adaptation, improve it
  6. 02:02:226 (4) - Good idea to make slider like bird's wings on the vocal fly! :) (If it was intentional :D)
  7. 02:05:998 (6) - Sliderend pointing a bit lower for flow
  8. 02:29:891 (1) - It's a bit lame to put last circle in the middle of the screen, Suggestion x:420 (blaze it) y:256 so it would be like captain america's shield
[Hard]
  1. Same about kiai's
  2. 00:02:944 (1) - y:308 and sliderend slightly lower, mirrors 2 then
  3. 00:07:256 (3) - Bit lame imo
  4. 00:16:597 (6) - x:308 y:180, reason slight difference in distance spacing in this triangle
  5. 01:48:573 (6) - x:144 y:356 ^
  6. 02:18:933 (2) - x:400 y:128^
  7. 00:47:675 (4,5) - I'd make 4 point more to 5
  8. 01:27:735 (6) - NC (over 10 combo ugly in Hard diff map)
  9. 01:45:699 (8) - ^
  10. 02:09:771 (1,2) - Pretty big distance spacing here o.o
  11. 02:14:801 (7,8) - ^
[Insane]
  1. 00:03:304 (3,4) - Overlap
  2. 00:13:364 (6) - I'd NC
  3. 00:17:316 (9) - I'd NC this or 00:16:238 (5) - this (12 combo is ugly :/)
  4. 00:19:112 (7) - NC
  5. 00:21:447 (4) - y:216 (distance spacing)
  6. You can place 00:24:412 timing point to 00:24:501 and it will have same effect, you do this a lot that you put timing points before notes
  7. 00:30:250 (3) - Not so pretty
  8. 00:36:358 (6) - NC
  9. 00:39:591 (6) - NC
  10. 00:42:825 (9,10) - NC other one or the other
  11. Same for rest of streams, I won't point every one out, it's just that 13 combo etc is ugly specially in this kind of map and song (Over 10 combos are for stream songs imo, demetori etc)
  12. 00:50:549 (5,7,8) - Make this triangle cleaner
  13. 01:00:789 (1,3) - Overlap
  14. Oh seems like this is Work in progress :D
That's all I got, hope this helps! :)
Cheesecake

Lumin wrote:

M4M from my queue
[Cheesecake's Normal]
  1. 00:00:070 (1,2,1,2,1,2) - I don't really know about this recycling here.. little variation please Rotated and flipped a few things
  2. 00:48:573 (3,4) - Can be blaneketed better Not really noticeable in-game
  3. 01:20:190 (8,1) - ^
  4. 01:28:813 (3,4) - ^
  5. 01:18:034 (5,6) - Lower a bit for a flow Sure
  6. 01:59:352 (6) - x:272 for flow Would break the blanket with 02:01:148 (1) - and mess up DS with 02:00:070 (7) - :(
  7. 02:02:585 (3,4) - I'd overlap better or avoid That overlap is fine imo
  8. 02:05:459 (7) - y:334 and 6 better between 2 sliders? Dont know why that was positioned like that lol
Thanks

http://puu.sh/n7uBB/c45344ee2e.osu
Mekki
How about renaming Normal to Easy and Advanced to Normal, your rhythm choice on Normal seems more of a easy than a normal, and advanced has so low spacing for being a advanced.
Topic Starter
Loony
Hmm, actually I changed them, but I'm not sure if that was as necessary as I thought then. So I'm gonna think about it again and check it with other modders. Thanks then!
Battle


m

[General]
Even though according to Oko, widescreen support being checked on or off with things without a storyboard literally does nothing, you might as well check it off lol
You could add League of Legends, LCK to tags, because this song plays after each match lol if you wanted proof

[Normal]
00:14:801 (3,4) - I don't like the current angle that you've put it at for 3, since there's a very sharp turn in movement required for players at the moment, not really making it flow very well, I don't feel like the beat 4 is on justifies the sharp movement you've put
00:43:543 (4,5,6) - This really feels like a lack of flow, since the movement to 5 already feels kinda clunky, the movement to 5 -> 6 doesn't feel smooth at all, maybe try something along the lines of the example, readjust accordingly
00:46:418 (1,2,3) - Again, it feels jagged, I feel like it could be a problem with the lack of rhythm density, despite it being a normal .3.
00:49:292 (4,5,6) - Maybe reposition 5 below 4 instead of to the right, to improve flow, and move 6 to a position where it'll flow as well
02:02:585 (3,4) - Overlap kinda looks gross, maybe just blanket instead? You seem to like them a lot lol
Overall, the diff kinda seems awkward, but not in a way you would expect. The rhythm density for the kiais are dense, which is kinda what you would expect, but at the end, the rhythm density is pretty dense compared to everything else that is non-kiai. I would suggest making sections like the start, and before the kiais a big denser, that way you can have less trouble making things flow, because for the times where the rhythm is dense, it flows quite nicely imo

[Advanced]
Tick rate of 2 might be an issue since there's some instances where there's no beats where the ticks are, making them useless, probably would suggest tick rate of 1 to avoid possible dq issues (there was a recent one for that one milk tea map so just to be safe)
00:01:507 (3,4,1) - Current angle of it is kinda awkward, try making 1 straight down or something? Adjust accordingly
00:19:830 (5,1,2) - Movement here is kinda not as you would expect, since you would expect that 1,2 would flow off of 5. The sharp movement kinda emphasizes the downbeat, but I think making it flow smoothly would work better
00:45:698 (4,1,2) - Maybe slight reposition like picture, the main point is to make 2 like the picture so there's clear flow from 2 -> 3
00:49:830 (2,3,4,5) - Very confusing, find an alternative
00:58:632 (3,4,5) - Movements here are pretty sharp, maybe reposition to make it flow smoother
01:02:226 (4,5,6) - Feels pretty cramped, maybe remove the 2nd anchor on 4 will make it feel less cramped, readjust visuals ofc
01:07:974 (4,5,6) - Confusing, try to find alternative
01:18:034 (1,2,3) - Kinda just looks messy, move 3 somewhere else
01:18:393 (2,4,5,6) - These will move when you move the above, it looks messy the way it is so try to make it feel cleaner
Points above can be applied to the map, try to make it feel cleaner as well as try to make things flow more

[Hard]
00:12:286 (1,2,3) - Either ds or make 2 a little closer to 1 or something, since 3 can be emphasized and this is a hard anyways, keeping it the way it currently is kinda just looks like ds got messed up
00:17:675 (1,2,3) - The positioning of 2 is pretty awkward since the flow off 1 is more toward 3

Kinda drained so I'll stop there orz
Cheesecake

Battle wrote:

[Normal]
00:14:801 (3,4) - I don't like the current angle that you've put it at for 3, since there's a very sharp turn in movement required for players at the moment, not really making it flow very well, I don't feel like the beat 4 is on justifies the sharp movement you've put Curved a bit
00:43:543 (4,5,6) - This really feels like a lack of flow, since the movement to 5 already feels kinda clunky, the movement to 5 -> 6 doesn't feel smooth at all, maybe try something along the lines of the example, readjust accordingly I did the first part from (4) to (5), but I don't like your (5) to (6) so I kept mine
00:46:418 (1,2,3) - Again, it feels jagged, I feel like it could be a problem with the lack of rhythm density, despite it being a normal .3. Fuck it just rename back to Easy
00:49:292 (4,5,6) - Maybe reposition 5 below 4 instead of to the right, to improve flow, and move 6 to a position where it'll flow as well Done
02:02:585 (3,4) - Overlap kinda looks gross, maybe just blanket instead? You seem to like them a lot lol Should have thought of that before tbh
Overall, the diff kinda seems awkward, but not in a way you would expect. The rhythm density for the kiais are dense, which is kinda what you would expect, but at the end, the rhythm density is pretty dense compared to everything else that is non-kiai. I would suggest making sections like the start, and before the kiais a big denser, that way you can have less trouble making things flow, because for the times where the rhythm is dense, it flows quite nicely imo Eh, no real way to make it denser while following what I'm following, although density should be according to the song and not kiai times. The part after the second time deserves that density and it would really be kiai time but I don't want to overuse it
Thanks

http://puu.sh/ndDv4/bf36f03083.osu
Pentori
heyoo!

[General]
please check your red timing points! they must be consistent across all difficulties

[Cheesecake's Easy]
00:33:483 - why is the break like this? you should just make it a normal break
01:25:220 - ^
02:06:897 (1) - my only other comment with this diff is that from here to the end of the map you've used very high density rhythms in comparison to the way you used rhythms in kiai time. like from here to the end you haven't left a single 1/1 gap when in kiai times you did eg. 01:45:340 - 02:06:537 . i understand you can argue that it's just the way the song is played, but i can see opportunities where you can lower the density. like instead of having two sliders here 02:08:334 (4,5) - you could make 02:08:334 (4) - a 2/1 slider and then leave an empty note on 02:09:412 . so yah try reduce density here.

[Normal]
00:00:070 (1) - i feel the note on 00:00:430 - is so important and should be mapped. maybe try a rhythm like http://puu.sh/qQ7mw/4028394dac.jpg instead
00:05:998 (3) - same story here. try rework this pattern to 00:06:178 - is clickable because its the downbeat of the music
00:48:213 (5,6) - i would ctrl g this rhythm. so the vocal on 00:48:573 - can be clicked
00:56:117 (2) - turn this into two circles on the 1/1 imo. this allows the downbeat on 00:56:477 - to be clicked
01:50:369 (3,4,5,6) - would prefer if you did something else here instead of so much 1/2 rhythm
01:58:274 - this beat is really important and you shouldn't have it on a slider's end. before hand you always have an object to click to represent this eg. 01:55:399 (1) - 01:52:525 (1)
02:09:052 (6,7,1,2,3) - again, it probably isn't good to have such a long 1/2 train

[Superhero]
00:07:256 (3) - you should position this further upwards to achieve circular flow. something like http://puu.sh/qQ8WB/ec8dbae468.jpg
00:18:753 (5,1,2) - it would be good to introduce an angle here, currently the player has to speed up their cursor while moving in the same direction which is very awkward. it's much more preferred to change direction and speed up
00:23:424 (1) - i dont think the nc here is necessary since you nced 00:23:962 (1) - already
00:30:250 (3) - tbh the slider's bend would look a lot nicer if you used a red slider point
00:36:178 (5) - perhaps you could remove this note. its a lot more preferred to map to the piano playing and this is mapped to vocals :v
00:39:052 (5) - same here. ctrl g this rhythm 00:38:873 (4,5)
01:10:489 (6) - i would avoid stacking here since stacking stops flow, yet the vocals are accented here so you want flow
01:43:543 (2) - nc this, like you did to 00:57:555 (1)
02:27:915 - 02:28:274 - why ignore these beats? i can here vocals on them

good luck!
Topic Starter
Loony

Pentori wrote:

heyoo!

[General]
please check your red timing points! they must be consistent across all difficulties Kinda don't know what's wrong but gonna check that

[Normal]
00:00:070 (1) - i feel the note on 00:00:430 - is so important and should be mapped. maybe try a rhythm like http://puu.sh/qQ7mw/4028394dac.jpg instead Okay!
00:05:998 (3) - same story here. try rework this pattern to 00:06:178 - is clickable because its the downbeat of the music Okay will remember about it
00:48:213 (5,6) - i would ctrl g this rhythm. so the vocal on 00:48:573 - can be clicked Sure
00:56:117 (2) - turn this into two circles on the 1/1 imo. this allows the downbeat on 00:56:477 - to be clicked Ok!
01:50:369 (3,4,5,6) - would prefer if you did something else here instead of so much 1/2 rhythm Ok... Something else sounds better
01:58:274 - this beat is really important and you shouldn't have it on a slider's end. before hand you always have an object to click to represent this eg. 01:55:399 (1) - 01:52:525 (1) Fixed
02:09:052 (6,7,1,2,3) - again, it probably isn't good to have such a long 1/2 train You are right, changed

[Superhero]
00:07:256 (3) - you should position this further upwards to achieve circular flow. something like http://puu.sh/qQ8WB/ec8dbae468.jpg wow that's much better thanks
00:18:753 (5,1,2) - it would be good to introduce an angle here, currently the player has to speed up their cursor while moving in the same direction which is very awkward. it's much more preferred to change direction and speed up Changed
00:23:424 (1) - i dont think the nc here is necessary since you nced 00:23:962 (1) - already Fixed
00:30:250 (3) - tbh the slider's bend would look a lot nicer if you used a red slider point Fixed
00:36:178 (5) - perhaps you could remove this note. its a lot more preferred to map to the piano playing and this is mapped to vocals :v Removed problematic note
00:39:052 (5) - same here. ctrl g this rhythm 00:38:873 (4,5) Changed
01:10:489 (6) - i would avoid stacking here since stacking stops flow, yet the vocals are accented here so you want flow Repatterned
01:43:543 (2) - nc this, like you did to 00:57:555 (1) Added
02:27:915 - 02:28:274 - why ignore these beats? i can here vocals on them That was intentional but actually you are right, fixed

good luck!
Thanks a lot!
Cheesecake

Pentori wrote:

heyoo! Hi!

[General]
please check your red timing points! they must be consistent across all difficulties I'll let Loony handle this one :0

[Cheesecake's Easy]
00:33:483 - why is the break like this? you should just make it a normal break Lol, I had the exact same thing with another Easy GD. My diffs just like to break themselves :c
01:25:220 - ^
02:06:897 (1) - my only other comment with this diff is that from here to the end of the map you've used very high density rhythms in comparison to the way you used rhythms in kiai time. like from here to the end you haven't left a single 1/1 gap when in kiai times you did eg. 01:45:340 - 02:06:537 . i understand you can argue that it's just the way the song is played, but i can see opportunities where you can lower the density. like instead of having two sliders here 02:08:334 (4,5) - you could make 02:08:334 (4) - a 2/1 slider and then leave an empty note on 02:09:412 . so yah try reduce density here. Did it for every other combo just so that it's not too sparse
Thanks! This map is pretty old I need to touch it up a bit
Firetruck
yooo, NM from queue!

I wasn't sure if you meant the GD insane or Superheroes so i modded both o/

-

Marianna's Insane
Change slider tick rate to 1? it seems kinda unnecessary with 2

00:14:801 (1) - This slider seems kinda overmapped compared to the other ones, change to normal straight slider?
00:17:316 (7,8,9,10) - This stream is kinda messy, re-make/improve it?
00:52:166 (1) - Blanket with 00:51:807 (4) -
00:57:555 (5) - Why a repeat here? Doesn't fit compared to the intensity of the music imo
01:03:304 (6) - ^^
01:09:052 (6) - ^^
01:20:909 - There should be a note here, you could lower the volume though
01:34:921 (4,5) - This should also be a stream instead of the 2 sliders, it doesn't really make sense
01:43:543 (1) - yeah u know, i don't have to point out the other steam things lol
01:44:980 (3) - Maybe stack with 01:43:364 (5) - ?
02:06:358 (1) - This slider is a bit too curved, imo
02:07:974 (1) - remove NC and NC here 02:08:334 (2) -
02:14:621 (1) - Shouldn't be NC here~
02:14:800 (2) - Blanket with 02:15:160 (4) -

Ok that's all for this diff~ Great diff, i like it! good luck c:

Superhero
00:06:178 (1,2) - Blanket could be improved
00:11:208 - Add clap here maybe?
00:18:214 (3) - Blanket with 00:18:394 (4) -
00:19:831 (5) - Stack with 00:20:549 (1) - slider end
00:43:543 (1) - Maybe this could be placed at x:488 y:302
01:14:801 - Should be a stream here
02:05:100 (1) - Random spinner usage lul, map this part pls
02:23:783 - Should be a streamerino here

ok that's all c: Great diff as well, i like it!


good luck with the mapset guys! :) i love this song have my babies pls
Topic Starter
Loony
Thank you! Gonna answer it as soon as I come home - I'm on the road atm
*Here lies nothing at all*
Topic Starter
Loony

Firetruck wrote:

yooo, NM from queue!

I wasn't sure if you meant the GD insane or Superheroes so i modded both o/ Baka me, should have precisised which Insane :lol:

-

Superhero
00:06:178 (1,2) - Blanket could be improved Of course, improved now
00:11:208 - Add clap here maybe? Why not
00:18:214 (3) - Blanket with 00:18:394 (4) - Good idea
00:19:831 (5) - Stack with 00:20:549 (1) - slider end Why haven't I noticed it? Thx
00:43:543 (1) - Maybe this could be placed at x:488 y:302 Nice pattern! Moved
01:14:801 - Should be a stream here In fact it should be, added
02:05:100 (1) - Random spinner usage lul, map this part pls I think I won't run from mapping this part, mapped!
02:23:783 - Should be a streamerino here Ok!

ok that's all c: Great diff as well, i like it! Wow thanks!


good luck with the mapset guys! :) i love this song have my babies pls
Thank you for the mod! Everything was more than helpful :)

EDIT: Lol rip edit option, let's assume there's no post above
HootOwlStar
god it's been almost 2 years since the release of No Sound Without Silence. from #modreqs tho
[General]
  1. maybe add cut version to tags since it's not full. ho l y sh i t it's nt f ull
  2. and also put the artist and song information in the descriptions? just sharing the initiative to let others be thankful too for the contributions of the artists to the music industry
  3. not sure but maybe type the BPM and offset again in Normal diff and Superhero diff. it works for me so I guess that's how you should fix it. maybe there is some really minor decimal things that cause the problem. btw remember to resnap everything after you fix the timing issue
  4. 00:34:921 (1) - doesn't seem fitting since the crescendo isn't strong enough to be emphasized with a spinner
[Easy]
  • gonna be picky
  1. 00:00:070 (1,2) - 00:02:944 (1,2) - might be really nitpicking but the circular flow is disrupted and doing a comparison, 00:05:819 (1,2) - would be so much better. and repeated patterns for these three parts is like meh too so idk
  2. 00:08:334 (3) - a w k w a r d. consider to use the pattern as in Hard diff. and 00:09:052 (1) - a w kward zz consider to make it as a long spinner to show off your aesthetics + the spinning time is too short for the players + it doesn't have any (de)crescendos to represent + you could then emphasize the snare beat at 00:11:208 - instead of ignoring it due to the react time criteria.
  3. 00:40:669 (1,2) - personally don't agree with second downbeat clicks and the reason is obvious. https://osu.ppy.sh/ss/5966007 didn't think of this pattern before? if you want to do it then it will be like remapping half of the map so tbh just think wisely and follow your feelz train
  4. 02:05:459 (7,1) - 02:05:459 (7,1) - 02:05:459 (7,1) - the flow- 02:05:459 (7,1) - 02:05:459 (7,1) - 02:05:459 (7,1) -
[Normal]
  1. 00:46:237 (1,2) - swap nc + 01:58:633 (1) - remove nc
  2. 02:27:016 (1) - same thing as of 00:34:920 (1) -
  3. 00:22:705 (5) - 01:20:190 (6) - 02:05:998 (6) - providing clicks in starts and ends of music sections would make more sense since it could give players indications like accomplishing something really meaningful. like they actually activate them like ykno wh i mean rite
  4. 01:15:160 (1,2) - just a suggestion to improve the flow though https://osu.ppy.sh/ss/5966130
[Hard]
  1. 00:00:071 (1,2,3) - try to make some cursor movements in the editor to experience the flow though. would be better if https://osu.ppy.sh/ss/5966237
  2. 00:02:945 (1,2,3) - distance between 00:02:945 (1,2) - should be relatively smaller than 00:03:304 (2,3) - to follow the distance-time concept
  3. 00:10:131 (2) - 00:11:208 (1) - 00:22:705 (8) - 00:39:591 (1) - 01:03:304 (7) - 01:42:106 (4) - 02:17:855 (9) - 02:29:172 (7) - well again the issue is that slider reverses or other things but mostly reverses, may cover some possible clicks which could emphasize the indications of music section starts and ends. some would be better if the reverses are replaced with circles to provide the clicks and some need extra work to shorten the sliders. this could be really personal opinions but I hope you would make considerations if you understand my viewpoint
  4. 01:20:190 (7,8) - err imo 01:20:190 (7) - should be a 1/2 instead of 3/4 to emphasize both pronunciation part /po-wer/ and also fix (8) if you agree
  5. 01:26:657 (3) - nc stuffs
  6. 02:03:843 - 02:12:465 - missed a circle + let 02:04:023 (1) - hide under the shadows of 02:02:226 (4) - is nt tragic love ;_;
  7. 02:09:771 (1) - and it is like the only 3/2 slider in the whole kiai part + why not provide a click at 02:10:310 - to emphasize the guitar
[Insane]
  1. 00:10:130 (1) - making 3/1 sliders followed by two circles would be so much better in the clicking sense
  2. 00:18:753 (6,1,2) - minor aesthetic fixes by making the two sliders at the side more further apart from the middle slider
  3. 00:43:543 (1) - remove finish + 01:37:795 (1) - unnecessary nc
  4. 01:45:699 (1) - the flow would be so much better if it is horizontally flipped + 01:51:268 (5) - the flow would be so much better if it is flat
[Superhero]
  • couldn't help much with highest diffs as always so gonna pick out some minor ones
  1. 00:10:489 (2) -
  2. 00:23:424 (9,1,2) - would be nice if you could apply the anti-jump pattern you used afterwards + swap ncs for 00:23:424 (9,1) -
  3. 00:36:358 (1,2) - expected to be on the other side like adele
  4. 00:39:950 (5,6) - the distance-time concept is rather poor. either stack them and apply interesting patterns afterwards or you could actually try out my suggestion https://osu.ppy.sh/ss/5966445
  5. 00:52:166 (1) - until before kiai are like random placements. maybe try to rearrange to give out a clearer message/emphasis
  6. 01:20:370 (6,1) - flow stuffs https://osu.ppy.sh/ss/5966464 + 01:50:190 (3,4) - minor flow stuffs
  7. 02:29:172 (5,6) - using 1/2 sliders here would work better for a slowdown since it emphasizes w/ the vocals in the same time
that's it. hope to see some more progress. good luck!
Topic Starter
Loony
Thanks man, gonna reply to your mod as soon as I come back home (lots of travelling lol)
So here I am:

HootOwlStar wrote:

god it's been almost 2 years since the release of No Sound Without Silence. from #modreqs tho Then it's hime time to rank it I guess :lol:
[General]
  1. maybe add cut version to tags since it's not full. ho l y sh i t it's nt f ull Naah is my cut that visible? :cry: Added
  2. and also put the artist and song information in the descriptions? just sharing the initiative to let others be thankful too for the contributions of the artists to the music industry Okok
  3. not sure but maybe type the BPM and offset again in Normal diff and Superhero diff. it works for me so I guess that's how you should fix it. maybe there is some really minor decimal things that cause the problem. btw remember to resnap everything after you fix the timing issue omg how, you're god thanks!
  4. 00:34:921 (1) - doesn't seem fitting since the crescendo isn't strong enough to be emphasized with a spinner Gonna consider it
[Normal]
  1. 00:46:237 (1,2) - swap nc + 01:58:633 (1) - remove nc of course
  2. 02:27:016 (1) - same thing as of 00:34:920 (1) - Hmm I would rather get rid of this spinner and map this than keepin it, so gonna consider where to move it
  3. 00:22:705 (5) - 01:20:190 (6) - 02:05:998 (6) - providing clicks in starts and ends of music sections would make more sense since it could give players indications like accomplishing something really meaningful. like they actually activate them like ykno wh i mean rite I completely understand ya but in Normal I'd like to keep these things as they are (though actually changed it in 02:05:998 (6) )
  4. 01:15:160 (1,2) - just a suggestion to improve the flow though https://osu.ppy.sh/ss/5966130 Nice suggestion, accepted!
[Hard]
  1. 00:00:071 (1,2,3) - try to make some cursor movements in the editor to experience the flow though. would be better if https://osu.ppy.sh/ss/5966237 yeah it's defienietely better now
  2. 00:02:945 (1,2,3) - distance between 00:02:945 (1,2) - should be relatively smaller than 00:03:304 (2,3) - to follow the distance-time concept Ok!
  3. 00:10:131 (2) - 00:11:208 (1) - 00:22:705 (8) - 00:39:591 (1) - 01:03:304 (7) - 01:42:106 (4) - 02:17:855 (9) - 02:29:172 (7) - well again the issue is that slider reverses or other things but mostly reverses, may cover some possible clicks which could emphasize the indications of music section starts and ends. some would be better if the reverses are replaced with circles to provide the clicks and some need extra work to shorten the sliders. this could be really personal opinions but I hope you would make considerations if you understand my viewpoint Of course I get it, reworked it all but 01:03:304 (7) - gonna consider what to do with it though
  4. 01:20:190 (7,8) - err imo 01:20:190 (7) - should be a 1/2 instead of 3/4 to emphasize both pronunciation part /po-wer/ and also fix (8) if you agree Good point, fixed!
  5. 01:26:657 (3) - nc stuffs how could I miss it lol thx
  6. 02:03:843 - 02:12:465 - missed a circle + let 02:04:023 (1) - hide under the shadows of 02:02:226 (4) - is nt tragic love ;_; Added a circle there and also changed a bit the pattern
  7. 02:09:771 (1) - and it is like the only 3/2 slider in the whole kiai part + why not provide a click at 02:10:310 - to emphasize the guitar my precious slider, cya in a better world... means fixed
[Superhero]
  • couldn't help much with highest diffs as always so gonna pick out some minor ones
  1. 00:10:489 (2) - ?? sorry I don't get it
  2. 00:23:424 (9,1,2) - would be nice if you could apply the anti-jump pattern you used afterwards + swap ncs for 00:23:424 (9,1) - Idk what you mean but swapped nc's
  3. 00:36:358 (1,2) - expected to be on the other side like adele I must have mapped a thousand times ... but still make shit, anyway fixed
  4. 00:39:950 (5,6) - the distance-time concept is rather poor. either stack them and apply interesting patterns afterwards or you could actually try out my suggestion https://osu.ppy.sh/ss/5966445 your suggestion is cool but idk I like this, gonna consider it too though
  5. 00:52:166 (1) - until before kiai are like random placements. maybe try to rearrange to give out a clearer message/emphasis Sorry, I really really like it, not gonna change
  6. 01:20:370 (6,1) - flow stuffs https://osu.ppy.sh/ss/5966464 + 01:50:190 (3,4) - minor flow stuffs First fixed, but the second issue? Idk what to do lol
  7. 02:29:172 (5,6) - using 1/2 sliders here would work better for a slowdown since it emphasizes w/ the vocals in the same time Ok ok changed
that's it. hope to see some more progress. good luck!
Thanks so much for pointing out it all and oh god thanks for the timing solution! Naturally luck's gonna be useful too ;)
Namki
okay, I did the mod 7 months ago and seems like mapper forgot to kd my post, so this post is for it. :)
Dawns
helo

Cheesecake EZ:
general thing to do: add cut version league of legends lck to tags

00:23:424 (1) - remove NC for combo consistency with 00:05:819 (1,2,3)

i hate EZ's so that's all ur getting LO

normal:

00:49:291 (1,2,3) - this is hard for newer players to hit 300's consistently on, seems wayyy too dense
00:57:555 (4) - why is this part of the same combo lol

hard:
nothing to say wowie i like this diff!!

mari's insane:

01:19:471 (1,2,3,4,5,6) - spacing random?

also good diff

superhero:
00:19:112 (1,2,3,4,5,6,7) - feels mega overmap, spacing random jump to a relatively calm section
02:23:603 (6) - antiflow note for seemingly no reason

lazy mod because im still trying to get my groove back.

cool set.
Topic Starter
Loony

Dawnsday wrote:

helo wooo hi there!

normal:

00:49:291 (1,2,3) - this is hard for newer players to hit 300's consistently on, seems wayyy too dense Sorry it looks good for me, not changing
00:57:555 (4) - why is this part of the same combo lol Thx a lot! I applied this fix also to Hard diff :o

hard:
nothing to say wowie i like this diff!! Lol thanks I like it too :P

superhero:
00:19:112 (1,2,3,4,5,6,7) - feels mega overmap, spacing random jump to a relatively calm section Touched up a really little bit, but generally won't change it because it actually isn't random, there are triangles, shapes, and other kind of triangles lol
02:23:603 (6) - antiflow note for seemingly no reason You are right

lazy mod because im still trying to get my groove back. Mod is a mod anyway so thanks :)

cool set.
Nice to see #modreqs is working properly, thanks for a mod then!
Cheesecake

HootOwlStar wrote:

[Easy]
  • gonna be picky
  1. 00:00:070 (1,2) - 00:02:944 (1,2) - might be really nitpicking but the circular flow is disrupted and doing a comparison, 00:05:819 (1,2) - would be so much better. and repeated patterns for these three parts is like meh too so idk Changed all that noise
  2. 00:08:334 (3) - a w k w a r d. consider to use the pattern as in Hard diff I mean it's pretty much the same thing :\ Moved it anyway with the rest of the restructuring. and 00:09:052 (1) - a w kward zz consider to make it as a long spinner to show off your aesthetics + the spinning time is too short for the players + it doesn't have any (de)crescendos to represent + you could then emphasize the snare beat at 00:11:208 - instead of ignoring it due to the react time criteria. I originally had it ending on that beat, but had to change it since you need a measure between the end of a spinner and the next object. I manged to pass the spinner with like ~150 RPM so it should be fine
  3. 00:40:669 (1,2) - personally don't agree with second downbeat clicks and the reason is obvious. https://osu.ppy.sh/ss/5966007 didn't think of this pattern before? if you want to do it then it will be like remapping half of the map so tbh just think wisely and follow your feelz train I'm find with how it is now, I don't want it to be that dense and I simply just like how it is now
  4. 02:05:459 (7,1) - 02:05:459 (7,1) - 02:05:459 (7,1) - the flow- 02:05:459 (7,1) - 02:05:459 (7,1) - 02:05:459 (7,1) - that was actually wrongly ctrl+g'd lol :oops:

Dawnsday wrote:

helo hey babe

Cheesecake EZ:
general thing to do: add cut version league of legends lck to tags tags are NOT my concern but ok

00:23:424 (1) - remove NC for combo consistency with 00:05:819 (1,2,3) 00:23:424 (1) - is nc'd cuz the time between that and the previous object isnt that long so i do it for the stylish downbeat nc before a break that people do ok. 00:08:334 (3) - is not nc'd cuz theres 3 whole beats between that and the previous object so you want to have the follow line telling baby players where to go and stuff

i hate EZ's so that's all ur getting LOL
Thanks!
Grrum
Hi. Here from my queue. Got quite opinionated on Superhero so I definitely expect some rejected suggestions. Hope this helps!

[Superhero]

00:00:070 (1,2,3) – There's a big change in spacing between 1,2 and 2,3. My only qualm is that this is the start of the map, so people aren't accustomed to the song yet, so such a big change in spacing might be a little too intense. To transition the player into the song a little better, consider nerfing the DS between (2,3): http://puu.sh/qVVNW/8746ea09f7.jpg

00:24:501 (3,4,1) – compare this to 00:04:382 (4,5,1) - . I think 00:04:382 (4,5,1) – is a lot more successful since the music is calmer and the constant DS fits that calmer feeling better to me. I see what you're trying to accomplish with this spacing, but I think doing something less intense will ultimately convey that feeling in a more approachable way: http://puu.sh/qVVWH/6c37a7eb48.jpg

00:32:046 (1,2) – To make this a little better design, consider increasing the curvature of (1): http://puu.sh/qVVZX/81ca703bd7.jpg

00:35:280 (2,3) – This spacing is quite large for a relatively weak part of the song. Can you nerf it some?

00:42:465 (2,3,4) – Something needs to change here. Anti jumps work by contrasting large emphasis with a rest. What I mean is, the reason that the player feels good about staying in one spot for a full beat between 00:42:465 (2,3) – has to be because the note at (2) was strong enough for them to want to take a break. So try increasing the spacing between 00:42:286 (1,2) – to give more emphasis here. Additionally, 00:42:825 (3,4) – this spacing and rhythm is too weak. Make (3) be a ½ slider instead to go with the percussion and have normal spacing between (3,4)

00:48:573 (2,3) – Stack (2) on (3) so that the anti-jump between them conveys the 1/1 pause a little better. Adjust the (1) slider as necessary to make the spacing reasonable. Now compare this to what I mentioned above. These parts of the song are basically the same. It might be good to use the same rhythm to show some consistency in what you're trying to express. Some people like having a variety of rhythms though, so I'm not upset if you make them different.

01:28:274 (1,2,1,2) – This section is similar to the above two. If you went with the above, consider doing similar types of changes here and 01:37:435 (1) - and 01:31:148 (1,2,3) – (the (2,3) rhythm reads like ½ rhythm instead of 1/1 rhythm) etc. I'd rather you talk to me in game after you consider the above stuff though as opposed to me writing it out here

00:50:729 (1) – This note is weak in the music. I don't like stacking weak notes underneath things because it hides visibility in a not so great way. Additionally, spacing could be changed to empahsize the notes differently: http://puu.sh/qVZnx/24f863edc2.jpg . Though now that I think about it, 00:51:447 – is kind of a strong note that might be better as a circle

00:53:603 (1,2) - versus 00:55:040 (1,2,3) - , why not put a jump into (3) to stay consistent between these two patterns?

00:55:400 (2,3,4,1) – Make the transition from low intensity to high intensity smoother by doing something like: http://puu.sh/qVZyT/3826a493e8.jpg
00:54:322 (3) – Similarly, try moving this to 216, 172

01:08:693 (5,6,7,8,9,1) – Examine this flow out of the (5) slider. The motion the (5) slider makes the player go in looks something like this: http://puu.sh/qVZT5/ca28118dd2.jpg . So the direction of the (6,7,...) stream is kind of unexpected, and when it is expected, it puts a lot of unwarranted energy on this part. So one option is to continue the flow of the (5) slider by changing the direction of the stream to: http://puu.sh/qVZWT/928f8cc0a3.jpg . Alternatively, if you ctrl + G on (5), the flow will make more sense, but you'll have to get the spacing right. However, what I think could work is moving the placement of the (6,7...) stream to something like this: http://puu.sh/qW02G/1cc8cb41e0.jpg. This flow is a little more predictable because the (5,6) flow matches the same flow as the (4,5) flow. Anyway, the point is to really consider the transitions between different flows because there's quite a few transitions that don't feel great to me.

01:13:723 (1,2,3) – When listening to the music, which beats are strong to you here? To me 01:14:262 – is a relatively weak note and 01:14:441 – is a relatively strong note. So now consider a flow like this: http://puu.sh/qW1Ql/f7c7c0d899.jpg . This motion does a better job of expressing that (2) is a weak note and (3) is a strong note because (1,2) continues the calm circle flow while (2,3) has a sharp angle, and this angle emphasizes the (3) note. Compare that to your current flow which places a strong emphasis on 01:14:262 (2) - . Is that really warranted here?

01:00:968 (2,3,4,5,6) – Compare this section to something like this: http://puu.sh/qW23v/cc5922c433.jpg . In your current pattern, (4,5,6) repeats the general curve that (2,3) makes just in the other direction. In this new pattern, there's a sharper angle between (4,5,6) which makes the (6) stand out a little more in the flow, which emphasizes that it's a stronger note. The lack of this kind of angle in your current pattern feels a bit odd to me, so I encourage you to find room to make a sharper angle like this.

This wraps up all I really want to say about transitions since I'd be basically repeating myself if I explained more. Feel free to ask me more in game if you want more discussion though. These are a few places that I thought didn't have great transitions that you might want to re-examine, though these aren't all of them:
01:10:310 (5,6,1) -
01:16:956 (2,3) -
01:27:915 (6,1) -
01:56:298 (3,4) -
02:11:927 (5,1) -

01:14:801 (1,2,3,4,1) – Examine the transition from the (4) circle into the (1) slider. Do the same for a similar pattern: http://puu.sh/qW1zn/f12efd6c38.jpg . This one is a little more continuous between the stream and the slider. Which do you prefer?

01:35:280 (1,3) – This overlap looks bad. Be intentional about your overlaps and otherwise avoid them

01:38:154 (1,2) – Compare this build up to 00:34:921 (1,2,3,4,1,2,3) - . One is a lot stronger than the other. Try to be a little more consistent in how you build up these sections.
01:41:747 (2,3,1) - Similarly, compare this to 00:55:759 (3,4,1) – and you'll see you build these sections up in quite different ways.

02:05:998 (4,1) – Space this jump out more to emphasize the strong percussion here.

02:23:604 (6,1) – I suggest not stacking these. This is probably a good place to include a sharper angle to emphasize this part.

If you'll allow me to be a bit critical, I feel like you're having some of the same problems I had on earlier maps. I had an idea of how I wanted a pattern to work, but I forced the pattern to be a certain way that overall hurt the playability. Perhaps I'm too biased about the comments at 01:08:693 (5,6,7,8,9,1) – and 00:42:465 (2,3,4) – since some of your flows like 01:47:855 (5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5) – are pretty good, but anyway, interesting map, keep up the good work.

[Marianna's Insane]

00:23:424 (1) – I think it would be nice to map this out. It's rankable as is, but it's a little too early in the pacing for a break and there's enough rhythm to map this out.

00:39:591 (1,2,3,4,5) - .30x DS works a bit better I think. Also consider adding a little rotation http://puu.sh/qX8fW/9ec5eb0c87.jpg

00:51:986 (5,1) – This is a large jump into a weak section. Are you sure you want to pace the map this way when you could ctrl + G (1) for a similar effect with less spacing?
01:37:975 (2,1) - ^ Same issue, the big jump and low SV don't work well together for me.

01:00:070 (2,3) – Why is there a large jump here? It feels inconsistent with what you have around it. I'm biased towards the melodies of songs, so maybe this isn't worth bringing up, but it's a real let down to have big spacing here and then to make the strong note at 01:01:867 (4) – be so weak in terms of spacing.

01:11:927 (5,6,1) – Angles help emphasize things. When you have to change direction, that's adding a layer of intensity. There isn't an angle into (1) though which makes it feel like it's lacking a certain emphasis. Linear flow works better when each note is the same strength, but I don't think that's the case for (1), so try adding an angle here to put some emphasis on the downbeat like: http://puu.sh/qX8vc/4d52710736.jpg

01:45:340 (4,1) – This flow is really really snappy which makes it pretty intense. After such high intensity, it makes sense to give players an easier pattern to let them recover from that intensity. So try not stacking (3) to make the pattern more readable and easier to digest. Setting up (1) differently could give you something like: http://puu.sh/qX8Gq/077b5cbfb0.jpg

01:51:268 (5,1) – The flow is a little aggressive since you're breaking the circular flow from (4,5) pretty hard. Consider moving (1) to ~280, 256.

[Hard]

00:14:082 (8,9,1) – Pay more attention to the structure/design here. Look at this: http://puu.sh/qX5nm/7d000d20fd.jpg . This has symmetry to it. Now you can use this as a basis for your placement for the pattern and get something like http://puu.sh/qX5qi/33a47fa5ca.jpg . This now has more structure because the spacing between (9,1) is the same as the spacing between (8,9). So how did we get that original symmetry? Select (8,9), make a copy paste of it, and rotate that by ~25 degrees anti clockwise. Now the (9) slider is horizontal (because its slider end and slider head have the same y coordinates), so you can ctrl + H this. Now rotate 25 degrees clockwise and stack back onto what you had and you'll get the symmetry.

01:18:035 (1,2,3,4) – I took your pattern and rotated it (by 3 degrees) and this is is what I got: http://puu.sh/qX61b/ef4ccc9e41.jpg . It could be more symmetrical. Play the same type of trick as above by creating the symmetry first and then rotating it back into position.
02:19:112 (4,5,6) – Same type of thing, rotate this by 23 degrees counterclockwise to find the symmetry. (do ctrl + G twice on 4. This will snap the nodes of the slider to the exact endpoint)

00:42:286 (7,8,9) – why not this way? http://puu.sh/qX5E5/31fdeb38f6.jpg . Changing the direction at (9) will put more emphasis there which fits the music better to me.

00:42:825 (9,3) – This overlap isn't great. Is it possible to avoid this by rotating 00:44:262 (3) - ?

01:02:944 (6,7) – blanket?

01:11:568 (6,7,1) – visual spacing could be more balanced since right now 01:11:568 (6,1) – is closer than 01:11:568 (6,7) - . Try doing this: http://puu.sh/qX5Sx/d5b1017202.jpg

02:02:226 (4,1) – overlap isn't great, try this: http://puu.sh/qX69f/6e7964b4b4.jpg

02:21:268 (1,4) – objects are a little close, try moving them apart a bit.

Good luck!
Topic Starter
Loony

pinataman wrote:

Hi. Here from my queue. Got quite opinionated on Superhero so I definitely expect some rejected suggestions. Hope this helps!

[Superhero]

00:00:070 (1,2,3) – There's a big change in spacing between 1,2 and 2,3. My only qualm is that this is the start of the map, so people aren't accustomed to the song yet, so such a big change in spacing might be a little too intense. To transition the player into the song a little better, consider nerfing the DS between (2,3): http://puu.sh/qVVNW/8746ea09f7.jpg

00:24:501 (3,4,1) – compare this to 00:04:382 (4,5,1) - . I think 00:04:382 (4,5,1) – is a lot more successful since the music is calmer and the constant DS fits that calmer feeling better to me. I see what you're trying to accomplish with this spacing, but I think doing something less intense will ultimately convey that feeling in a more approachable way: http://puu.sh/qVVWH/6c37a7eb48.jpg

00:32:046 (1,2) – To make this a little better design, consider increasing the curvature of (1): http://puu.sh/qVVZX/81ca703bd7.jpg

00:35:280 (2,3) – This spacing is quite large for a relatively weak part of the song. Can you nerf it some?

00:42:465 (2,3,4) – Something needs to change here. Anti jumps work by contrasting large emphasis with a rest. What I mean is, the reason that the player feels good about staying in one spot for a full beat between 00:42:465 (2,3) – has to be because the note at (2) was strong enough for them to want to take a break. So try increasing the spacing between 00:42:286 (1,2) – to give more emphasis here. Additionally, 00:42:825 (3,4) – this spacing and rhythm is too weak. Make (3) be a ½ slider instead to go with the percussion and have normal spacing between (3,4)

00:48:573 (2,3) – Stack (2) on (3) so that the anti-jump between them conveys the 1/1 pause a little better. Adjust the (1) slider as necessary to make the spacing reasonable. Now compare this to what I mentioned above. These parts of the song are basically the same. It might be good to use the same rhythm to show some consistency in what you're trying to express. Some people like having a variety of rhythms though, so I'm not upset if you make them different.

01:28:274 (1,2,1,2) – This section is similar to the above two. If you went with the above, consider doing similar types of changes here and 01:37:435 (1) - and 01:31:148 (1,2,3) – (the (2,3) rhythm reads like ½ rhythm instead of 1/1 rhythm) etc. I'd rather you talk to me in game after you consider the above stuff though as opposed to me writing it out here Gonna cosider it and catch you to ask you about it in-game though the first one section fix accepted!

00:50:729 (1) – This note is weak in the music. I don't like stacking weak notes underneath things because it hides visibility in a not so great way. Additionally, spacing could be changed to empahsize the notes differently: http://puu.sh/qVZnx/24f863edc2.jpg . Though now that I think about it, 00:51:447 – is kind of a strong note that might be better as a circle

00:53:603 (1,2) - versus 00:55:040 (1,2,3) - , why not put a jump into (3) to stay consistent between these two patterns?

00:55:400 (2,3,4,1) – Make the transition from low intensity to high intensity smoother by doing something like: http://puu.sh/qVZyT/3826a493e8.jpg
00:54:322 (3) – Similarly, try moving this to 216, 172

01:08:693 (5,6,7,8,9,1) – Examine this flow out of the (5) slider. The motion the (5) slider makes the player go in looks something like this: http://puu.sh/qVZT5/ca28118dd2.jpg . So the direction of the (6,7,...) stream is kind of unexpected, and when it is expected, it puts a lot of unwarranted energy on this part. So one option is to continue the flow of the (5) slider by changing the direction of the stream to: http://puu.sh/qVZWT/928f8cc0a3.jpg . Alternatively, if you ctrl + G on (5), the flow will make more sense, but you'll have to get the spacing right. However, what I think could work is moving the placement of the (6,7...) stream to something like this: http://puu.sh/qW02G/1cc8cb41e0.jpg. This flow is a little more predictable because the (5,6) flow matches the same flow as the (4,5) flow. Anyway, the point is to really consider the transitions between different flows because there's quite a few transitions that don't feel great to me.

01:13:723 (1,2,3) – When listening to the music, which beats are strong to you here? To me 01:14:262 – is a relatively weak note and 01:14:441 – is a relatively strong note. So now consider a flow like this: http://puu.sh/qW1Ql/f7c7c0d899.jpg . This motion does a better job of expressing that (2) is a weak note and (3) is a strong note because (1,2) continues the calm circle flow while (2,3) has a sharp angle, and this angle emphasizes the (3) note. Compare that to your current flow which places a strong emphasis on 01:14:262 (2) - . Is that really warranted here?

01:00:968 (2,3,4,5,6) – Compare this section to something like this: http://puu.sh/qW23v/cc5922c433.jpg . In your current pattern, (4,5,6) repeats the general curve that (2,3) makes just in the other direction. In this new pattern, there's a sharper angle between (4,5,6) which makes the (6) stand out a little more in the flow, which emphasizes that it's a stronger note. The lack of this kind of angle in your current pattern feels a bit odd to me, so I encourage you to find room to make a sharper angle like this.

This wraps up all I really want to say about transitions since I'd be basically repeating myself if I explained more. Feel free to ask me more in game if you want more discussion though. These are a few places that I thought didn't have great transitions that you might want to re-examine, though these aren't all of them:
01:10:310 (5,6,1) -
01:16:956 (2,3) -
01:27:915 (6,1) -
01:56:298 (3,4) -
02:11:927 (5,1) -

01:14:801 (1,2,3,4,1) – Examine the transition from the (4) circle into the (1) slider. Do the same for a similar pattern: http://puu.sh/qW1zn/f12efd6c38.jpg . This one is a little more continuous between the stream and the slider. Which do you prefer?

01:35:280 (1,3) – This overlap looks bad. Be intentional about your overlaps and otherwise avoid them

01:38:154 (1,2) – Compare this build up to 00:34:921 (1,2,3,4,1,2,3) - . One is a lot stronger than the other. Try to be a little more consistent in how you build up these sections. Hmm, I know it's different to the similiar previous section, but it's intentional though gonna consider some changes there
01:41:747 (2,3,1) - Similarly, compare this to 00:55:759 (3,4,1) – and you'll see you build these sections up in quite different ways. ^

02:05:998 (4,1) – Space this jump out more to emphasize the strong percussion here.

02:23:604 (6,1) – I suggest not stacking these. This is probably a good place to include a sharper angle to emphasize this part.

If you'll allow me to be a bit critical, I feel like you're having some of the same problems I had on earlier maps. I had an idea of how I wanted a pattern to work, but I forced the pattern to be a certain way that overall hurt the playability. Perhaps I'm too biased about the comments at 01:08:693 (5,6,7,8,9,1) – and 00:42:465 (2,3,4) – since some of your flows like 01:47:855 (5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5) – are pretty good, but anyway, interesting map, keep up the good work.

[Hard]

00:14:082 (8,9,1) – Pay more attention to the structure/design here. Look at this: http://puu.sh/qX5nm/7d000d20fd.jpg . This has symmetry to it. Now you can use this as a basis for your placement for the pattern and get something like http://puu.sh/qX5qi/33a47fa5ca.jpg . This now has more structure because the spacing between (9,1) is the same as the spacing between (8,9). So how did we get that original symmetry? Select (8,9), make a copy paste of it, and rotate that by ~25 degrees anti clockwise. Now the (9) slider is horizontal (because its slider end and slider head have the same y coordinates), so you can ctrl + H this. Now rotate 25 degrees clockwise and stack back onto what you had and you'll get the symmetry.

01:18:035 (1,2,3,4) – I took your pattern and rotated it (by 3 degrees) and this is is what I got: http://puu.sh/qX61b/ef4ccc9e41.jpg . It could be more symmetrical. Play the same type of trick as above by creating the symmetry first and then rotating it back into position.
02:19:112 (4,5,6) – Same type of thing, rotate this by 23 degrees counterclockwise to find the symmetry. (do ctrl + G twice on 4. This will snap the nodes of the slider to the exact endpoint)

00:42:286 (7,8,9) – why not this way? http://puu.sh/qX5E5/31fdeb38f6.jpg . Changing the direction at (9) will put more emphasis there which fits the music better to me.

00:42:825 (9,3) – This overlap isn't great. Is it possible to avoid this by rotating 00:44:262 (3) - ?

01:02:944 (6,7) – blanket?

01:11:568 (6,7,1) – visual spacing could be more balanced since right now 01:11:568 (6,1) – is closer than 01:11:568 (6,7) - . Try doing this: http://puu.sh/qX5Sx/d5b1017202.jpg

02:02:226 (4,1) – overlap isn't great, try this: http://puu.sh/qX69f/6e7964b4b4.jpg

02:21:268 (1,4) – objects are a little close, try moving them apart a bit.

Good luck!
Wow
I mean really wow, almost every suggestion/advice accepted, you're a god modder for me lol
Thanks a heaven then, gonna catch you in-game to ask you about any unclear stuff for me
(of course when no reply it means fixed, the most is fixed in the exact way you pointed)
iLaskee
On Marianna's Insane maybe try to remove the spinner at and put a heart
Topic Starter
Loony
I'm afraid Marianna's gone or idk, she hasn't answered any mods since a long time... Anyway thanks for the suggestion! Gonna bring her back if possible and give you kds then
C00L
Right :roll:
Check! - Means it's been checked and nothing wrong has been found
Please ignore my note/slider placement on the timeline, i do that to show make my point more clearer
Mod bedzie po angielsku bo nie umiem po polsku moddowac :D

[General]
  1. inconsistencies in Tags in Mariannas diff
[Timing]
  1. 415 is the correct timing, your current one is too late
[Hitsounds]
  1. Check!
[Superhero]
  1. 00:22:705 (4,5) - i don't understand this huge spacing when the music is dying out
  2. 00:29:711 (2,3) - Fix blanket xd
  3. 00:40:310 (6) - use higher spacing for this bigger gap since now it feels like a 1/2 gap, but it's actually a 1/1 gap and that is hard to read it out since the spacing is so similar to 1/2 gap spacing moving this note to x:152 y:100 would do the trick
  4. 00:56:477 (1) - remove NC it's not necessary
  5. 01:11:028 (2,4) - eww overlap
  6. 01:18:573 (3,4) - don't stack this give (3) some space since the vocals are really strong here and stacking just feels really odd
  7. 01:25:040 (1) - remove NC, not necessary again
  8. 01:34:202 (1) - remove NC
  9. 02:02:765 (2,3) - ?? why such low spacing compared to the rest this just plays so weird
  10. 02:06:178 (1) - remove NC
  11. 02:23:604 (6) - you could move this here x:264 y:259 for less cirular flow since that's boring and it also emphasizes the stream more since it doesn't require so much emphasis because it kinda dies out
  12. 02:27:735 (4,5,6,7) - give them space, strong vocals are going with them so don't limit them to their potential

[Final Words]

Robie tylko jeden diff poniewaz nie powiedziales jakie chcesz w moim queue :P
Jezeli masz jakies pytania to napisz do mnie w grze to ci prztlumacze na polski albo cus, nie lubie pisac modow po polsku poniewaz sie nie moge wyslowic tak jak po angielsku xd
Powodzenia !!
Fanteer
Hey

M4M


[google:1337]General[/google:1337]
Set offset 416

Superhero
00:00:070 (1,2,1,2) - 00:04:382 (4,5) - these parts must be made the same that is 2 circle
00:14:082 (4,5,4) - ^
00:41:927 (6) - you end slider on the white tick, which must be NC (in one combo it should be 4 white tick) because of such moments this rule is violated. it is not right
00:44:801 (6) - ^
00:58:274 (1) - why NC
01:26:657 (1) - bad slider
01:41:028 (1,3) - overlap

Cheesecake's Easy
00:08:334 (3) - Nc
02:09:771 (5) - remove NC because on every combo you must be have 16 white ticks
02:21:268 (1) - ^

Normal
00:00:430 - set SV less, for the slow part it is very fast
01:44:621 (3) - do so http://puu.sh/qZVB4/113da3d2a9.jpg
02:06:896 (1) - remove kiai

Hard
02:09:411 (8) - Put on x292 y290 for blanket
02:14:082 (5) - put down
02:06:897 (1) - remove kiai

Marianna's Insane
02:06:897 (1) - remove kiai

GL :)
Topic Starter
Loony
Thank you guys, gonna answer as soon as I finish school
Cheesecake
http://puu.sh/r3l0O/7f7a9ade18.osu

Fixed except for the first point which I've answered why in a previous response
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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