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LigerZero
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NO Kudosu
Topic Starter
- Milhofo -

LigerZero wrote:

in Source remove space " "
Tags remove ","

NO Kudosu
Forgot to remove the space, thanks! Also removed the commas, probably thought I was in youtube xD
Lasse
hi

General

  1. most of the ARs feel a bit high on such a slow song, maybe sth like 3-4.5-7-8.5 could fit
  2. removing this: http://i.imgur.com/JdGPyJR.jpg from soft-hitclap3 makes it feel a bit more responsive, similar for hitclap4
    also removing the a bit of the silence after some hitsounds could waste less space
    => http://puu.sh/o5Tu3/05bf7e6aa2.zip this should be fine
    all of them are still above the minimum length of 100ms
  3. 01:34:127 - volume and sampleset of the green and red timing points have to be the same, even though nobody could ever prove that it actually causes any weird stuff, it's unrankable (and easy to fix)
  4. Kiai should be consistent throughout difficulties
    normal/easy dont have that kiai reset
    yes, it's only a guideline but still odd to not have it the same on all diffs you mapped
    best solution would imo be putting kiai on 01:15:739 - for all diffs and then putting a timing point without kiai on 01:16:685 - so you only have 1/4 without kiai and kep the start of the second kiai like on 01:16:820 - like it is on the higher diffs
    http://i.imgur.com/tiVIaqQ.jpg

aya

  1. lowering the volume for the clap hitsound in the first section, like on 00:08:727 - would be nice, since it completely drown out the very quiet clap in the music
  2. 00:10:619 (3) - having this slider start on such a weak sound and end on a really loud and low pitched piano doesnt fell that fitting. how about ending the slider on the really weak sound at 00:11:430 - and adding a circle? also I'd lower volume on the sliderbody a little bit since the tick lands on nothing and is quite loud, just dont make the tick inaudible since you already silenced the sliderslide
  3. 00:21:970 (4) - spacing feels really low compared to how you usually space those strong piano hits
  4. 00:23:322 (2,3,4) - I'm sure you can make a more visually appealing pattern d
  5. 00:34:132 (2,5) - 00:34:673 (4,6) - overlapping stuff in the same pattern in a similar/the same way looks pretty nice
    also I don't really see a reason to space 6 lower suddenly?
  6. 00:45:484 (5,6) - having the same spacing for the strong piano on 5 as for the barely audible sound on 6 :?
    ^similar reasoning for why 00:51:970 (3) - should not have such low spacing
    => 00:53:592 (2,3,4,5) - this is how it makes much more sense
  7. 00:55:214 (1) - sharper angle for more emphasis? sth like 256/267 for example
  8. 00:59:268 (3) - seems bit huge considering how the piano goes and it also takes away emphasis from this really strong downbeat at 00:59:523 (1) - as that has way lower spacing
  9. 01:15:739 (1) - sound on blue tick is quite strong, so how about making this a 1/4 repeatslider instead to cover it? it's the same sound you often put on kickslider-ends like 01:18:036 -
  10. 01:14:658 (1) - so much stronger than the other 1/2 sliderends, so making this one clickable would fit better
  11. 01:16:279 (2) - kickslider here would be nice to cover the sound
  12. 01:18:441 (7,8,9) - rotating this a bit to go more downwards or sth would work beter with the movement from before imo
  13. 01:29:252 (8) - some more spacing here would work better with the piano
  14. 01:24:387 (5) - pretty sure someone will tell you to tone this down a bit at some point xd
    at least a little bit to bring it in line with this pattern for the first kiai
  15. 01:32:766 - if you nc this, then also nc'ing 01:33:306 (4,5,6) - and 01:33:847 - would be nice imo

Hard

  1. 00:04:132 (2,3) - not having this stacked when the second sound is so much different and stronger would be nice, if you really want a stack I guess stacking 2 und 1-tail would work, same for 00:12:781 (2,3) -
  2. 00:11:700 - like other diff
  3. 00:18:187 (1,2,3,4) - mapping them with spacing more similar to insane would work better since they are really weak
  4. 00:21:430 (2,3) - strong change of speed on straight line plays pretty awkward. could at least try to put some angle like http://i.imgur.com/luWV355.jpg
  5. 00:44:403 (4,5) - going for even spacing with this whole combo here when there is such a strong difference is how strong the beats are doesnt really fit
  6. 00:51:970 (3) - some actual spacing to emphasize how strong it is?
  7. 00:59:928 (2) - uh, did you like accidentally ctrl-g this xd
    01:04:252 (2) - oh, actually not it seems
    it seems to be some concept of the map after all, but it feels really strange to me + the fact that that rhythm remoes all emphasis from beats like 01:00:063 - even ignoring the 1/4 on those blue ticks and doing sth simple like http://i.imgur.com/bDLtg2f.jpg would work imo
    current pattern needs so much slider leniency abusing and all due to the 1/4 gap, feels harder than sth like http://i.imgur.com/4PSdCPi.jpg to me
  8. 01:41:451 - could you not do that on a hard :d


Normal

  1. 00:04:132 (2) - same comment on the stacks as hard, but since the current way of stacking is much easier to play, keeping it should be okay.
    or just use normal ds for the whole pattern, same for the other stacks than obv.
  2. 00:14:132 (4,5) - overlapping them this much really hurts readability for newer players. and the fact that you suddenly halved ds won't help either. changing ds a bit on normal can sometimes work, but this makes it look like a 1/4 gap
  3. 01:01:144 - 1/4 sliders don't really seem like a suitable gameplay element for normals to me, even with a rather low bpm :( also the fact that most or all of those are mapped as 1/1 gaps on easy creates huge gap in actual difficulty, so at least making them into simple 1/2 sliders would be much better
    also making 01:33:036 (3,4) - a 1/2 instead of 1/4 gap would be good
  4. 01:15:739 (1,2,1) - whole kiai seems to use 1.8x ds and then this has 1.6x?


Easy

  1. 00:08:997 (3,1) - kicksliders are already not great for easy diffs and even less with such a low spacing and sv
  2. 01:40:255 (1) - spacing this in a way that makes it easier to understand that this is not a 1/2 gap like before would be nice
  3. 00:16:024 (4,1,2,3,4) - bit dense for such a low diff with all the holding and 1/2 gaps
  4. 00:44:403 (2) - even if 1 already starts fading out here, not covering so much of 2 with it would be better
  5. 01:01:685 (1,2,3,4) - kickslider spam is not really suited for such a low difficulty
kicksliders and especially this kickslider spam is what bother me most about this diff, it'S not very suitable for completely new players which are the target audience of this diff :(
hope I could help, gl!
Topic Starter
- Milhofo -

Lasse wrote:

hi hey :3

General

  1. most of the ARs feel a bit high on such a slow song, maybe sth like 3-4.5-7-8.5 could fit changed to 3 - 5 - 7 - 8.5
  2. removing this: http://i.imgur.com/JdGPyJR.jpg from soft-hitclap3 makes it feel a bit more responsive, similar for hitclap4
    also removing the a bit of the silence after some hitsounds could waste less space
    => http://puu.sh/o5Tu3/05bf7e6aa2.zip this should be fine
    all of them are still above the minimum length of 100ms still hadn't checked the hitsounds for that, also thanks so much for even working on the files ! I could do it but you saved me a lot of time :b thanks!
  3. 01:34:127 - volume and sampleset of the green and red timing points have to be the same, even though nobody could ever prove that it actually causes any weird stuff, it's unrankable (and easy to fix) fixed all of them as I had several of those
  4. Kiai should be consistent throughout difficulties
    normal/easy dont have that kiai reset
    yes, it's only a guideline but still odd to not have it the same on all diffs you mapped
    best solution would imo be putting kiai on 01:15:739 - for all diffs and then putting a timing point without kiai on 01:16:685 - so you only have 1/4 without kiai and kep the start of the second kiai like on 01:16:820 - like it is on the higher diffs
    http://i.imgur.com/tiVIaqQ.jpg fixed in all diffs

aya

  1. lowering the volume for the clap hitsound in the first section, like on 00:08:727 - would be nice, since it completely drown out the very quiet clap in the music I didn't think of that, it fits a lot better indeed, fixed
  2. 00:10:619 (3) - having this slider start on such a weak sound and end on a really loud and low pitched piano doesnt fell that fitting. how about ending the slider on the really weak sound at 00:11:430 - and adding a circle? also I'd lower volume on the sliderbody a little bit since the tick lands on nothing and is quite loud, just dont make the tick inaudible since you already silenced the sliderslide I am kind of divided on this one, I kind of agree that the strong piano note should be clickable but at the same time I don't think this pattern is so bad, and I really like it, I'll se from future mods if I change or not
  3. 00:21:970 (4) - spacing feels really low compared to how you usually space those strong piano hits yep, changed
  4. 00:23:322 (2,3,4) - I'm sure you can make a more visually appealing pattern d kind of reworked this whole section
  5. 00:34:132 (2,5) - 00:34:673 (4,6) - overlapping stuff in the same pattern in a similar/the same way looks pretty nice
    also I don't really see a reason to space 6 lower suddenly? fixed
  6. 00:45:484 (5,6) - having the same spacing for the strong piano on 5 as for the barely audible sound on 6 :? increased spacing on the strong note
    ^similar reasoning for why 00:51:970 (3) - should not have such low spacing changed this as well
    => 00:53:592 (2,3,4,5) - this is how it makes much more sense
  7. 00:55:214 (1) - sharper angle for more emphasis? sth like 256/267 for example the flow gets really weird, the cursor movement changes too fast
  8. 00:59:268 (3) - seems bit huge considering how the piano goes and it also takes away emphasis from this really strong downbeat at 00:59:523 (1) - as that has way lower spacing I'll see about this one, because I think the opposite xD
  9. 01:15:739 (1) - sound on blue tick is quite strong, so how about making this a 1/4 repeatslider instead to cover it? it's the same sound you often put on kickslider-ends like 01:18:036 - I want to map the piano only on this part, to be consistent with 00:58:457 (1,2,3) -
  10. 01:14:658 (1) - so much stronger than the other 1/2 sliderends, so making this one clickable would fit better I think this is fine though, I don't want to change the pattern drastically just because of 1 snare
  11. 01:16:279 (2) - kickslider here would be nice to cover the sound same reason as above
  12. 01:18:441 (7,8,9) - rotating this a bit to go more downwards or sth would work beter with the movement from before imo I'll change another way, since it would ruin the flow into the next pattern
  13. 01:29:252 (8) - some more spacing here would work better with the piano imo spacing needs to be consistent here
  14. 01:24:387 (5) - pretty sure someone will tell you to tone this down a bit at some point xd
    at least a little bit to bring it in line with this pattern for the first kiai maybe, I'll try to get my point across though :b
  15. 01:32:766 - if you nc this, then also nc'ing 01:33:306 (4,5,6) - and 01:33:847 - would be nice imo true, fixed

Hard

  1. 00:04:132 (2,3) - not having this stacked when the second sound is so much different and stronger would be nice, if you really want a stack I guess stacking 2 und 1-tail would work, same for 00:12:781 (2,3) - stacked it under the tail, you're right here, it's my first time mapping a piano section so I was still trying things
  2. 00:11:700 - like other diff will change this when I find a good solution, I was thinking of this too but I didn't like the sound of ending on a blue tick here
  3. 00:18:187 (1,2,3,4) - mapping them with spacing more similar to insane would work better since they are really weak it's easier to read this way, and I wanted for it to be different than the other diff
  4. 00:21:430 (2,3) - strong change of speed on straight line plays pretty awkward. could at least try to put some angle like http://i.imgur.com/luWV355.jpg added your solution
  5. 00:44:403 (4,5) - going for even spacing with this whole combo here when there is such a strong difference is how strong the beats are doesnt really fit increased spacing on strong note
  6. 00:51:970 (3) - some actual spacing to emphasize how strong it is? how did I not notice this god damn it
  7. 00:59:928 (2) - uh, did you like accidentally ctrl-g this xd
    01:04:252 (2) - oh, actually not it seems
    it seems to be some concept of the map after all, but it feels really strange to me + the fact that that rhythm remoes all emphasis from beats like 01:00:063 - even ignoring the 1/4 on those blue ticks and doing sth simple like http://i.imgur.com/bDLtg2f.jpg would work imo
    current pattern needs so much slider leniency abusing and all due to the 1/4 gap, feels harder than sth like http://i.imgur.com/4PSdCPi.jpg to me will have to find a solution but when I have more time, will be fixed though
  8. 01:41:451 - could you not do that on a hard :d it's not that hard pls, fixed though xD


Normal

  1. 00:04:132 (2) - same comment on the stacks as hard, but since the current way of stacking is much easier to play, keeping it should be okay.
    or just use normal ds for the whole pattern, same for the other stacks than obv. I think it's allright here, a lot easier to read and the emphasis comes from the stack too
  2. 00:14:132 (4,5) - overlapping them this much really hurts readability for newer players. and the fact that you suddenly halved ds won't help either. changing ds a bit on normal can sometimes work, but this makes it look like a 1/4 gap I was really doubtfull about this one, guess it's crossed out right on the first mod xD fixed
  3. 01:01:144 - 1/4 sliders don't really seem like a suitable gameplay element for normals to me, even with a rather low bpm :( also the fact that most or all of those are mapped as 1/1 gaps on easy creates huge gap in actual difficulty, so at least making them into simple 1/2 sliders would be much better
    also making 01:33:036 (3,4) - a 1/2 instead of 1/4 gap would be good I kept them because they just require 1 keypress, but I guess you're right, changed
  4. 01:15:739 (1,2,1) - whole kiai seems to use 1.8x ds and then this has 1.6x? I changed the kiai spacing midways and forgot this part, fixed


Easy

  1. 00:08:997 (3,1) - kicksliders are already not great for easy diffs and even less with such a low spacing and sv changed this part (I HATE undermapping, so I hate easy diffs because I can't map the sounds I want to lol)
  2. 01:40:255 (1) - spacing this in a way that makes it easier to understand that this is not a 1/2 gap like before would be nice I have to keep constant spacing so I can't really change the spacing here, only the positioning but I think this is probably the most straight forward one
  3. 00:16:024 (4,1,2,3,4) - bit dense for such a low diff with all the holding and 1/2 gaps I'll see about this one with further mods, I think the mid note is too strong to be removed
  4. 00:44:403 (2) - even if 1 already starts fading out here, not covering so much of 2 with it would be better keeping until I find a better solution
  5. 01:01:685 (1,2,3,4) - kickslider spam is not really suited for such a low difficulty
kicksliders and especially this kickslider spam is what bother me most about this diff, it'S not very suitable for completely new players which are the target audience of this diff :( the problem is there is no good way of mapping these parts without either missing important notes or just plain undermapping, when i have more time I'll try fixing it to 1/1 timing I guess
hope I could help, gl!
I'm kind of low on time right now, so I'll reply to the Aya diff mod later today or tomorrow, just wanted to give you kds so replied to half of it. Thanks for the great mod! :D
Mercusheigan
Olá,

Aya


SPOILER
AR e OD deveriam ser reduzidos em 0,5 e o HP em 1, IMO

00:07:646 (1) - mova para 193, 89; mid point 256, 80; end 310, 119

00:08:457 (2) - stackar com 00:06:565 (2) -

00:08:997 (4) - stackar com o end do 00:07:646 (1) -

00:09:538 (5) - pra 395, 111

00:10:619 (3) - tá desbalanceado... acho que fica melhor assim ó:

1. 273, 252
2. 333, 205
3. 390, 250
4. 408, 175
5. 497, 173

00:11:970 (1) - pra 464, 308, mid point 412, 340; end 340, 327

00:18:187 (1,2,3,4) - talvez colocando inherits pra diminuir o hitsound volume aos poucos fique ainda melhor

00:23:322 (2) - pensei em algo diferente, como um slider curvado, ao invés de um reto. (o DS cai de 2.7 pra 2.35 mas me parece encaixar melhor na música) (usei 206, 232; 255, 182 e end 207, 107) aí o começo dele é stackado com o end do 00:24:403 (4) - e o 00:25:484 (3) - é movido pra 190, 165, pra ser "acoplado" pelo novo slider

00:33:592 (1) - move o mid point pra 312, 58 e o end pra 352, 68

00:35:484 (7) - mid point pra 309, 224 e end pra 241, 196

00:56:835 (1,2) - talvez esses dois ficando mais próximos fique mais legal

01:07:901 (8) - apesar de quebrar a perfeição do DS, movendo ele para 281, 194 condiz mais com o sentido do slider anterior

01:34:117 (1) - isso tá estranho pois o timing point muda em 01:34:127

01:41:451 (1) - acho que o spinner deveria começar aqui, porque não tem nenhuma outra batida pra "começar" o spinner... a batida do fundo já tá acontecendo... além disos acho que poderia ser aumentado a duração do spin pra mais ou menos por aqui 01:49:451 (apesar de que fica meio longo)

Hard

SPOILER
HP drain pra mim deveria ser 5


00:13:051 (3,1) - vou ser honesto e dizer que não sou muito fã de sliders retos nesses tipos de músicas, talvez mudando os sliders para algo mais ou menos assim (sugestões) fique melhor (se mudar, nao esqueça de mover até arrumar o DS de volta)

00:18:187 (1,2,3,4) - assim como dito anteriormente sobre adicionar alguns inherits pra diminuir um pouco o hitsound volume de cada hit circle

00:28:187 (4) - NC

01:34:117 (1) - De novo, não sei se isso tá certo :(

Mesma coisa sobre o spin, considere sobre.

Um bom mapa, não sei como melhorar ele mais do que isso. O flow é muito bom

Normal

SPOILER
00:05:484 (4) - NC (no hard tem)

00:22:781 (5) -- acho que aqui também merece NC (e no hard também tem)

00:49:808 (2) - por mais que o DS não vá ficar exato em 1,6; mover ele pro end do 00:47:646 (2) - fica bem melhor IMO

01:34:127 (1) - ta vendo? aqui tá no 127 e nas outras anteriores no 117. Algo tá estranho nessa parte

01:41:451 (1) - mais do que nas outras dificuldades, eu encorajo a colocar o spin aqui e tirar esse single

Um bom normal, também

Easy

SPOILER
00:44:403 (2) - mova para 420, 289; mid point 330, 246 e end 247, 302. O próximo slider vai ter que ser movido por conta do DS

01:41:451 (1) - como nas outras dificuldades

O easy tá quase perfeito, honestamente.

Bom mapset, espero que consiga rankear sem problemas :)

Perdão por não focar muito em hitsounding :( não sou muito bom com isso
Topic Starter
- Milhofo -

Mercusheigan wrote:

Olá, oioi

Aya


SPOILER
AR e OD deveriam ser reduzidos em 0,5 e o HP em 1, IMO mudei o OD e o HP, o AR ta bom assim acho

00:07:646 (1) - mova para 193, 89; mid point 256, 80; end 310, 119 mudei

00:08:457 (2) - stackar com 00:06:565 (2) - ok

00:08:997 (4) - stackar com o end do 00:07:646 (1) - mudei o outro slider tambem e ajustei

00:09:538 (5) - pra 395, 111 ta certo

00:10:619 (3) - tá desbalanceado... acho que fica melhor assim ó: ok, mudei, sou horrivel com slider art xD

1. 273, 252
2. 333, 205
3. 390, 250
4. 408, 175
5. 497, 173

00:11:970 (1) - pra 464, 308, mid point 412, 340; end 340, 327 mudado

00:18:187 (1,2,3,4) - talvez colocando inherits pra diminuir o hitsound volume aos poucos fique ainda melhor boa ideia !

00:23:322 (2) - pensei em algo diferente, como um slider curvado, ao invés de um reto. (o DS cai de 2.7 pra 2.35 mas me parece encaixar melhor na música) (usei 206, 232; 255, 182 e end 207, 107) aí o começo dele é stackado com o end do 00:24:403 (4) - e o 00:25:484 (3) - é movido pra 190, 165, pra ser "acoplado" pelo novo slider dei rework nesse pattern inteiro, espero que esteja melhor

00:33:592 (1) - move o mid point pra 312, 58 e o end pra 352, 68 ok

00:35:484 (7) - mid point pra 309, 224 e end pra 241, 196 certo

00:56:835 (1,2) - talvez esses dois ficando mais próximos fique mais legal gosto deles assim :b

01:07:901 (8) - apesar de quebrar a perfeição do DS, movendo ele para 281, 194 condiz mais com o sentido do slider anterior o DS ficou ok, deu para mudar

01:34:117 (1) - isso tá estranho pois o timing point muda em 01:34:127 isso e porque ha um red timing point logo ai, o slider começa no red point, porque um slider nao pode atravessar dois timings diferentes

01:41:451 (1) - acho que o spinner deveria começar aqui, porque não tem nenhuma outra batida pra "começar" o spinner... a batida do fundo já tá acontecendo... além disos acho que poderia ser aumentado a duração do spin pra mais ou menos por aqui 01:49:451 (apesar de que fica meio longo) isto mudei apenas no normal e no easy, em insanes e normal os spinners começarem depois de uma nota

Hard

SPOILER
HP drain pra mim deveria ser 5 ok, mudei por agora


00:13:051 (3,1) - vou ser honesto e dizer que não sou muito fã de sliders retos nesses tipos de músicas, talvez mudando os sliders para algo mais ou menos assim (sugestões) fique melhor (se mudar, nao esqueça de mover até arrumar o DS de volta) dei uma ligeira forma, usei parte da ideia :b

00:18:187 (1,2,3,4) - assim como dito anteriormente sobre adicionar alguns inherits pra diminuir um pouco o hitsound volume de cada hit circle adicionei aqui tambem

00:28:187 (4) - NC ok

01:34:117 (1) - De novo, não sei se isso tá certo :( mesma razao que em cima

Mesma coisa sobre o spin, considere sobre.

Um bom mapa, não sei como melhorar ele mais do que isso. O flow é muito bom

Normal

SPOILER
00:05:484 (4) - NC (no hard tem) verdade, mudei

00:22:781 (5) -- acho que aqui também merece NC (e no hard também tem) sim, e igual

00:49:808 (2) - por mais que o DS não vá ficar exato em 1,6; mover ele pro end do 00:47:646 (2) - fica bem melhor IMO nao faz grande diferença, mas mudei

01:34:127 (1) - ta vendo? aqui tá no 127 e nas outras anteriores no 117. Algo tá estranho nessa parte mesma explicação, o slider começa sempre aos 127

01:41:451 (1) - mais do que nas outras dificuldades, eu encorajo a colocar o spin aqui e tirar esse single concordo aqui, eu e que me esqueci que fica melhor assim em normals

Um bom normal, também

Easy

SPOILER
00:44:403 (2) - mova para 420, 289; mid point 330, 246 e end 247, 302. O próximo slider vai ter que ser movido por conta do DS mudei e tambem o slider seguinte

01:41:451 (1) - como nas outras dificuldades mudei tambem aqui

O easy tá quase perfeito, honestamente.

Bom mapset, espero que consiga rankear sem problemas :)

Perdão por não focar muito em hitsounding :( não sou muito bom com isso o mod ajudou imenso, nao tem problema :D
Obrigado pelo mod! Vou tratar do seu mapa amanha se nao conseguir hoje ^^
-CD
Aya
00:04:403 (3) - Ctrl + G on this note would fit the spacing, same with here. 00:06:835 (3) and here 00:15:484 (3).

00:31:430 (1,2,3,4,5) - Fix up the spacing.

00:33:051 (4,5) - Why are these notes so far from the (3), it just throws off the rhythm of the song.

00:55:214 (1) - Maybe you could delete those two notes, and have a break be here, to balance the fast and slow part? Do you want to emphasize those notes? Think about if those two are really important.

01:06:550 (3,4,5,6) - These jumps are HUGE, but they are 1/2 so maybe make them a little smaller and blanketed.

01:24:117 (4,5,6) - Again with the HUGE jumps, the beat doesn't change intensity, so the map shouldn't either.

Hard
00:06:835 (3) - This note should be closer to the 2 in some way.

00:08:457 (2,3,4,5) - Make sure the spacing with all these notes are the same, the 2 seems farther out then the rest.

00:52:511 (4) - move this note down and to the right more.

00:56:835 (1,2) - Remove them and have a break here.

01:23:306 (1,2,3,4,5,6) - This whole section in is the one quadrant, change it up.

01:32:766 (3,4,5,6,7,8,9) - Spacing inconsistancies.

01:41:451 (1) - Why no slider with the 1/4 reverse on this diff, but on the Aya diff?

Overall Thoughts:

GREAT SONG, fell in love the moment I heard it. Timing is on point! Good Job!

A little bit more blanketing could go into the map, ask for more mods and it will definitely come your way.
Topic Starter
- Milhofo -

JayJay-San wrote:

Aya
00:04:403 (3) - Ctrl + G on this note would fit the spacing, same with here. 00:06:835 (3) and here 00:15:484 (3). I kept this because the slider start is a high note on the piano, and I really wanted to highlight those notes, so I made it with more spacing

00:31:430 (1,2,3,4,5) - Fix up the spacing. done

00:33:051 (4,5) - Why are these notes so far from the (3), it just throws off the rhythm of the song. fixed this part, plays a lot better thx

00:55:214 (1) - Maybe you could delete those two notes, and have a break be here, to balance the fast and slow part? Do you want to emphasize those notes? Think about if those two are really important. still not too sure about this, I always like to map every important sound on songs, feels wrong to remove them xd

01:06:550 (3,4,5,6) - These jumps are HUGE, but they are 1/2 so maybe make them a little smaller and blanketed. I wanna keep them, the song gets a bit more intense and the piano is played with a lot more power on these parts (if you meant from the other big jumps, they aren't that different)

01:24:117 (4,5,6) - Again with the HUGE jumps, the beat doesn't change intensity, so the map shouldn't either.

Hard
00:06:835 (3) - This note should be closer to the 2 in some way. changed a bit, even though it shoudl keep the highlight of the piano note

00:08:457 (2,3,4,5) - Make sure the spacing with all these notes are the same, the 2 seems farther out then the rest. it's to highlight the higher piano note

00:52:511 (4) - move this note down and to the right more. done

00:56:835 (1,2) - Remove them and have a break here. same reasoning as the other diff

01:23:306 (1,2,3,4,5,6) - This whole section in is the one quadrant, change it up. I don't think this should be a problem since it is a small pattern, I'll change if needed later though

01:32:766 (3,4,5,6,7,8,9) - Spacing inconsistancies. fixed them

01:41:451 (1) - Why no slider with the 1/4 reverse on this diff, but on the Aya diff? I had it like that but removed it due to another mod. Hard diffs shouldn't have such a small slider

Overall Thoughts:

GREAT SONG, fell in love the moment I heard it. Timing is on point! Good Job!

A little bit more blanketing could go into the map, ask for more mods and it will definitely come your way. will work on blankets as soon as I have more time to work on the map!
Thanks for the mod!!
Aoki Inoue
Fix again in timing and his knock ... cuman've much for a course.
KnightC0re
hihi modmod

Timing
Should start at offset 1145, so you don't have to change the timing later in the chorus, you might also have to move all offsets before the chorus by -15.

Easy
00:09:808(4) - It will probably be better if the sliderend goes towards the next object
Yeah that's it.
New players might not know if an object is on a red tick though, just be a bit more cautious about that.

Normal
00:11:970(1,2) - Might be better if it exit the last slider better
00:42:241(1) - Could blanket better (It's really just a few pixel off so just move the nodes a bit)
01:12:495(1) - (Just my opinion because I don't like round sliders that much) This?

Advanced
Not much I can say about this but I think you need some more sv changes... I think
Maybe just have a decreasing sv in the ending?

Hard
00:10:619(3) - The thing that bothers me is that the last three nodes is just a straight line. Change to this?
00:13:051(3,1) - Curved this a bit more to show the shape better
Also the gap is a bit far between advanced and hard... I don't know what I can do about it sorry.

Aya diff is fine, only thing is that some triples uses less spacing than others... they sound pretty similar to me so i don't think the difference in spacing is needed.

The more I listen to this the more I want to cry... well I'm done.

EDIT: I just played the map with mouse Ignore the low acc
Topic Starter
- Milhofo -

KnightC0re wrote:

hihi modmod

Timing
Should start at offset 1145, so you don't have to change the timing later in the chorus, you might also have to move all offsets before the chorus by -15. will change this when I have time! I've been pretty low on time so I just wanted to get a reply out in time

Easy
00:09:808(4) - It will probably be better if the sliderend goes towards the next object I think it's ok this way
Yeah that's it.
New players might not know if an object is on a red tick though, just be a bit more cautious about that. I'm aware, I tried my best to avoid it but the song didnt let me xd

Normal
00:11:970(1,2) - Might be better if it exit the last slider better fixed without changing ds
00:42:241(1) - Could blanket better (It's really just a few pixel off so just move the nodes a bit) tried my best XD
01:12:495(1) - (Just my opinion because I don't like round sliders that much) This? I put it this way to highlight a sound in the song on this part

Advanced
Not much I can say about this but I think you need some more sv changes... I think
Maybe just have a decreasing sv in the ending? will think about this, because this diff was my previous normal diff

Hard
00:10:619(3) - The thing that bothers me is that the last three nodes is just a straight line. Change to this? ok, seems good
00:13:051(3,1) - Curved this a bit more to show the shape better I like small curves eheh
Also the gap is a bit far between advanced and hard... I don't know what I can do about it sorry.

Aya diff is fine, only thing is that some triples uses less spacing than others... they sound pretty similar to me so i don't think the difference in spacing is needed. I'll also recheck the distance on the triples when I have more time!

The more I listen to this the more I want to cry... well I'm done.

EDIT: I just played the map with mouse Ignore the low acc
Thanks so much for the mod!
direday
Hello! From my Queue.

General
  1. From Modding Assistant:
    Aya:
    Timings:
    00:59:523 (kiai)
    01:39:618 (hitsound set)
    01:40:255 (hitsound set)
    01:41:451 (hitsound set)

    Every other diff:
    Timings:
    00:59:523 (volume level) (hitsound set) (custom set number) (kiai)
    01:34:127 (volume level) (hitsound set) (custom set number)
    01:38:436 (volume level) (hitsound set) (custom set number)
    01:39:083 (volume level) (hitsound set) (custom set number)
    01:39:618 (volume level) (hitsound set) (custom set number)
    01:40:255 (volume level) (hitsound set) (custom set number)
    01:41:451 (volume level) (hitsound set) (custom set number)

    When you have green and red timing points at the same time just change (volume level) (hitsound set) (custom set number) (kiai) of those to be the same.
  2. I'm not sure I've understood the logic behind hitwhistle placements. Check if they are placed as indended.

Aya

  • You seem to know what you are doing with emphasis so I will mostly comment on visuals.
  1. 00:07:646 (1) - I think this should be a bit more spaced, something in the middle between current and spacing 00:06:835 (3) - has. Those sounds have similar instensity though 00:07:646 (1) - is quieter.
  2. 00:09:808 (1) - and this should spaced less. Of course that's just my opinion.
  3. 00:21:970 (4) - I'd space it a bit more
  4. 00:28:187 (1,3) - blanket
  5. 00:33:051 (4,1,3) - those look meh perhaps stack 00:33:051 (4,3) - those so that 00:33:592 (1) - can blanklet both?
  6. 00:39:538 (6) - move it to 193:262 for geometry
  7. I think it's bad that 00:46:024 (6) - almost no sound (extremly faint) has the same spacing as intense one 00:45:484 (5) - . 00:43:862 (3) - same. Better make those sliderends, like you have right after.
  8. 01:00:063 (3,4) - and 01:00:604 (6,7) - different size of gap spaced pretty much the same. Perhaps stack one of those?
  9. 01:13:306 (4,5,6) - bad overlap with 01:12:495 (1) -
  10. 01:06:279 (2,3,4,5,6) - perhaps change those into 1/4 sliders to keep the precursion mapped? Something like this. Then you'll need to change the rest of the map accordingly.

Can't comment on easier diffs - never mapped those myself, but there are some minor problems with blankets. i.e. 00:27:376 (2,3) - in hard

Hope that helped! Good luck.
Topic Starter
- Milhofo -

direday wrote:

Hello! From my Queue.

General
  1. From Modding Assistant:
    Aya:
    Timings:
    00:59:523 (kiai)
    01:39:618 (hitsound set)
    01:40:255 (hitsound set)
    01:41:451 (hitsound set)

    Every other diff:
    Timings:
    00:59:523 (volume level) (hitsound set) (custom set number) (kiai)
    01:34:127 (volume level) (hitsound set) (custom set number)
    01:38:436 (volume level) (hitsound set) (custom set number)
    01:39:083 (volume level) (hitsound set) (custom set number)
    01:39:618 (volume level) (hitsound set) (custom set number)
    01:40:255 (volume level) (hitsound set) (custom set number)
    01:41:451 (volume level) (hitsound set) (custom set number)

    When you have green and red timing points at the same time just change (volume level) (hitsound set) (custom set number) (kiai) of those to be the same.
  2. I'm not sure I've understood the logic behind hitwhistle placements. Check if they are placed as indended.
fixed everything in this box!

Aya

  • You seem to know what you are doing with emphasis so I will mostly comment on visuals.
  1. 00:07:646 (1) - I think this should be a bit more spaced, something in the middle between current and spacing 00:06:835 (3) - has. Those sounds have similar instensity though 00:07:646 (1) - is quieter. it's a small highlight imo
  2. 00:09:808 (1) - and this should spaced less. Of course that's just my opinion. here I had to increase the distance because it would overlap, still think it's ok though
  3. 00:21:970 (4) - I'd space it a bit more I'm just highlighting the snare more in this case
  4. 00:28:187 (1,3) - blanket done
  5. 00:33:051 (4,1,3) - those look meh perhaps stack 00:33:051 (4,3) - those so that 00:33:592 (1) - can blanklet both? looks cool, fixed
  6. 00:39:538 (6) - move it to 193:262 for geometry done
  7. I think it's bad that 00:46:024 (6) - almost no sound (extremly faint) has the same spacing as intense one 00:45:484 (5) - . 00:43:862 (3) - same. Better make those sliderends, like you have right after. reduced the spacing a bit, didn't want to slider spam
  8. 01:00:063 (3,4) - and 01:00:604 (6,7) - different size of gap spaced pretty much the same. Perhaps stack one of those? I just don't have the room to space it more xD
  9. 01:13:306 (4,5,6) - bad overlap with 01:12:495 (1) - fixed
  10. 01:06:279 (2,3,4,5,6) - perhaps change those into 1/4 sliders to keep the precursion mapped? Something like this. Then you'll need to change the rest of the map accordingly. I thought about this but then this whole section would be made of 1/4 sliders, I just decided to leave it this way, as it's not that much of a hearable beat

Can't comment on easier diffs - never mapped those myself, but there are some minor problems with blankets. i.e. 00:27:376 (2,3) - in hard fixed some I checked

Hope that helped! Good luck.
Thanks a lot! I'll try to take a look at your map asap, might take a few days though since I'm a slow modder xd
LisaBestGirl
From my queue :3


Aya:

00:18:187 (1,2,3,4) - move these circles from end to slider to beginning that's gonna look better and that's gonna be good intro for this slider :3
00:24:943 (1,2,3,4,1,2,3,4,1,2,3,4) - ctrl+g these jumps and move 00:28:187 (1) - slider on x232 y80

Hard:

00:07:646 (1) - change that slider,its not feat good with 00:06:835 (3) - slider
00:10:619 (3) - weird slidershape
00:23:322 (2,3,4) - that's sliders.. not that so close
00:33:051 (4) - move that circle on beginning of 00:33:592 (1) - this slider
01:03:847 (1,2) - that overlapping...
01:16:820 (1,2) - overlapping too

other diffs i can't mod cuz i hate moding slow diffs sorry...
Topic Starter
- Milhofo -

LisaBestGirl wrote:

From my queue :3


Aya:

00:18:187 (1,2,3,4) - move these circles from end to slider to beginning that's gonna look better and that's gonna be good intro for this slider :3 changed, should have done this from the start eheh
00:24:943 (1,2,3,4,1,2,3,4,1,2,3,4) - ctrl+g these jumps and move 00:28:187 (1) - slider on x232 y80 I altered this section a bit, mostly with your changes

Hard:

00:07:646 (1) - change that slider,its not feat good with 00:06:835 (3) - slider done, no more straight sliders
00:10:619 (3) - weird slidershape like me, don't want to change it xd
00:23:322 (2,3,4) - that's sliders.. not that so close it's because of the timing, I don't want it to be hard to misunderstand
00:33:051 (4) - move that circle on beginning of 00:33:592 (1) - this slider not changing yet, but maybe later
01:03:847 (1,2) - that overlapping... on purpose, looks fine on skins without slider ends
01:16:820 (1,2) - overlapping too ^

other diffs i can't mod cuz i hate moding slow diffs sorry... Already rly helpful :D
Thanks for the mod!
Usaha
top diff
00:03:187 - there's a piano note here why not map it
00:34:132 (2) - this should be small spacing as the piano is rly quiet here, also because piano gets stronger here 00:34:403 (3) - so you could use spacing to reflect that (you could also make the 1/2 slider into a 1/1)
00:38:457 (2) - ^
00:43:322 (2,4) - you should blanket this to make it look better
hard
00:03:187 - y not map piano?
00:45:484 (5,6) - i would make 5 different from 6 somehow as there is a strong note on 5
your hard is as rhythmically dense as your top diff in the kiai, something i think that i would help the this would making the triples into reverse sliders, 01:01:144 (6,7,8) - 01:05:468 (6,7,8) - are some but you can find the rest that you repeat.
normal
01:19:253 (2,3,4) - you should make this pattern more straightforward as it might be hard for newer players
general
the rhythm in all of your diffs is generally solid, but you could have better usage of the play field as you don't really use the edges
Topic Starter
- Milhofo -

Takekii wrote:

top diff
00:03:187 - there's a piano note here why not map it I tried that on my first iterations of the map, those second piano notes aren't on perfect timing and are really off putting when playing
00:34:132 (2) - this should be small spacing as the piano is rly quiet here, also because piano gets stronger here 00:34:403 (3) - so you could use spacing to reflect that (you could also make the 1/2 slider into a 1/1) completely agree, fixed
00:38:457 (2) - ^ fixed
00:43:322 (2,4) - you should blanket this to make it look better done
hard
00:03:187 - y not map piano? same as top diff
00:45:484 (5,6) - i would make 5 different from 6 somehow as there is a strong note on 5 yes, and done
your hard is as rhythmically dense as your top diff in the kiai, something i think that i would help the this would making the triples into reverse sliders, 01:01:144 (6,7,8) - 01:05:468 (6,7,8) - are some but you can find the rest that you repeat. I also thought about this, and you made a good point to change it, so changed
normal
01:19:253 (2,3,4) - you should make this pattern more straightforward as it might be hard for newer players made the pattern easier to read
general
the rhythm in all of your diffs is generally solid, but you could have better usage of the play field as you don't really use the edgesI always mapped like this, edges were never my thing xd
Thanks for the great mod!
Shohei Ohtani
FELT - Rendezvous

Overall:
This shit where there's only a new BG in the hardest diff still triggers the fuck out of me but I guess it's rankable just know that it makes me sad.
I'm going to sound retarded when I say this but your red combocolor is way too strong. It's like super strongly red, but the background and the song call for something a little lighter. Make this a lighter shade of red so it doesn't pop out so much

Aya:
Apparently something is off with the uninherited timing points in this diff compared to the other diffs so check that.

Hard:
00:21:430 (2,3) - This jump just looks pointless since it's structured in a way that implies space. If you're going to put a jump make it something that isn't implying a pattern.

Advanced:
Nice

Normal:
The really big CS does not work in your favor in the slightest. What it does is makes your map look SUPER cramped, since you have small spacing and somewhat dense rhythms at parts. 2.5 would work just fine.
01:01:955 (2,3,4) - I'm not really a huge fan of slidertrains since they look bulky so maybe consider something like, 1 1/2 slider, 1 note, 1 1/1 slider? idk. Apply to all similar patterns if applied.

Easy:
Nice

Yeah it's a really solid map lmao if only I were a BN lmao
Topic Starter
- Milhofo -

CDFA wrote:

FELT - Rendezvous

Overall:
This shit where there's only a new BG in the hardest diff still triggers the fuck out of me but I guess it's rankable just know that it makes me sad.
I promise it's the only and the last map where I'll ever do this! Just because I couldn't find another fitting background that I'd enjoy iusing for all diffs with Aya alone (all the wallpapers were agressive af and this is a calm song)
I'm going to sound retarded when I say this but your red combocolor is way too strong. It's like super strongly red, but the background and the song call for something a little lighter. Make this a lighter shade of red so it doesn't pop out so much Changed, I'm lazy so I just pick one of the basic colours and that was the only red one

Aya:
Apparently something is off with the uninherited timing points in this diff compared to the other diffs so check that. changed something from previous mod and forgot to change other diffs, fixed!

Hard:
00:21:430 (2,3) - This jump just looks pointless since it's structured in a way that implies space. If you're going to put a jump make it something that isn't implying a pattern. fixed pattern, now highlights both the snare and the piano note

Advanced:
Nice yay

Normal:
The really big CS does not work in your favor in the slightest. What it does is makes your map look SUPER cramped, since you have small spacing and somewhat dense rhythms at parts. 2.5 would work just fine. actually changed it, was thinking about that too for a while
01:01:955 (2,3,4) - I'm not really a huge fan of slidertrains since they look bulky so maybe consider something like, 1 1/2 slider, 1 note, 1 1/1 slider? idk. Apply to all similar patterns if applied. with the new cs it became less of a clustertruck so I'll keep it, since I want to highlight this rhythmn even in this diff

Easy:
Nice ~

Yeah it's a really solid map lmao if only I were a BN lmao
Thank you so much for the mod and for the stars! If it's still unranked when you get BN I'll come for you then ;)
TheKingHenry
Hello mod from my queue~
General
  1. Using different BG for top diff seems really unnecessary here, especially as the BG in 4 of the diffs looks easily superior in terms of being a map BG and how it fits the atmosphere of the map. But in the end it's up to you ¯\_(ツ)_/¯
  2. Feels like 4 diffs woulda been enough (as in out of the lowest 3 mapping 2 low diffs woulda been enough) but that's useless point now since we have 5 and it's not like it should be a problem anyways
  3. Spread things: Advanced -> Hard seems kinda overly large, mostly looking at for example how the 1/4 are treated; Advanced barely has any (actually I think none expect one prolonged sliderend on blue tick) while Hard especially in kiai is already going pretty ham, mapping actually most of the rhythms the song has to offer (mostly the same rhythms as in top diff for example); so since Normal and Advanced seem kinda overly similar on multiple things (dunno if I mentioned that on either one) you could add some 1/4 in the kiai of advanced (with kicksliders obviously) and I think things'd fit better in the picture
Easy
  1. 01:29:793 (1,2) - make these reverse slider? Same with adding one reverse to 00:18:187 (1,2) - so it's only one object, like, I'd avoid doing subsequent 1/1 to 3/2 clickings since this diff is supposed to be very easy and it's fairly simple to change
  2. 01:37:370 (1) - remove NC, this is still in the previous phrase (and it's not those timing things yet either)
Normal
  1. There's prob more but I'm just mentionin what I see; 01:13:307 (2,1) - blanket could look better (see with approach circle)
Advanced
  1. 00:49:808 (2,2) - considering the quite large amount of space you have usable, was it really needed to make these overlap lol
  2. 00:58:457 (1,2) - why are these NCd here btw but not in Normal? actually nvm Normal seems to be the only one with this pre-kiai pattern not NCd so maybe change that instead lol
  3. 01:31:955 (1,2,3) - could triangle patterns like this tbh (but don't break the blanket of 01:31:955 (1,3) - )
Hard
  1. 00:59:523 (1,2) - just reverse the short slider (or pattern it like 01:08:171 (1,2) - ) I don't think slightly gimmicky stuff like this is necessary when it's already the first 1/4 around
  2. 01:38:436 (1,1) - could avoid this overlap
Aya
  1. 00:07:646 (1,4) - fix stack
  2. 00:36:565 (8) - I think you've been NCing this one in the previous diffs, maybe here as well? Tbh current works too (and I actually like it more lol)
  3. 01:25:198 (8) - kickslider this too? There's pretty strong sound under the blue tick not mapped atm (the drum pattern for 01:24:928 (7,8) - is actually pretty much the same as previously for 01:16:279 (2,3) - which has interpreted it differently like that, piano ain't the same though)
Looks pretty clean, call me back for re-check after you're done addressing these
Topic Starter
- Milhofo -

TheKingHenry wrote:

Hello mod from my queue~ Hi :)
General
  1. Using different BG for top diff seems really unnecessary here, especially as the BG in 4 of the diffs looks easily superior in terms of being a map BG and how it fits the atmosphere of the map. But in the end it's up to you ¯\_(ツ)_/¯ I used a different one for the main diff because the other wallpaper is already beeing used as BG for another mapset, but I guess it does fit the song better, so I removed the blue one.
  2. Feels like 4 diffs woulda been enough (as in out of the lowest 3 mapping 2 low diffs woulda been enough) but that's useless point now since we have 5 and it's not like it should be a problem anyways Advanced was supposed to be the Normal diff when I first mapped the song, but it ended up beeing too hard for a normal diff
  3. Spread things: Advanced -> Hard seems kinda overly large, mostly looking at for example how the 1/4 are treated; Advanced barely has any (actually I think none expect one prolonged sliderend on blue tick) while Hard especially in kiai is already going pretty ham, mapping actually most of the rhythms the song has to offer (mostly the same rhythms as in top diff for example); so since Normal and Advanced seem kinda overly similar on multiple things (dunno if I mentioned that on either one) you could add some 1/4 in the kiai of advanced (with kicksliders obviously) and I think things'd fit better in the picture added 1/4's in Advanced, but left the 1/2's as well so not to overmap this diff, hope it's ok like this
Easy
  1. 01:29:793 (1,2) - make these reverse slider? Same with adding one reverse to 00:18:187 (1,2) - so it's only one object, like, I'd avoid doing subsequent 1/1 to 3/2 clickings since this diff is supposed to be very easy and it's fairly simple to change changed both
  2. 01:37:370 (1) - remove NC, this is still in the previous phrase (and it's not those timing things yet either) fixed
Normal
  1. There's prob more but I'm just mentionin what I see; 01:13:307 (2,1) - blanket could look better (see with approach circle) fixed this one and a couple more I found
Advanced
  1. 00:49:808 (2,2) - considering the quite large amount of space you have usable, was it really needed to make these overlap lol mirrored pattern and fixed
  2. 00:58:457 (1,2) - why are these NCd here btw but not in Normal? actually nvm Normal seems to be the only one with this pre-kiai pattern not NCd so maybe change that instead lol changed
  3. 01:31:955 (1,2,3) - could triangle patterns like this tbh (but don't break the blanket of 01:31:955 (1,3) - ) I tried my best, I think I fixed ahah
Hard
  1. 00:59:523 (1,2) - just reverse the short slider (or pattern it like 01:08:171 (1,2) - ) I don't think slightly gimmicky stuff like this is necessary when it's already the first 1/4 around changed, however I left the other ones since I feel they are easier to read than this one, and I always loved kick sliders like this
  2. 01:38:436 (1,1) - could avoid this overlap avoided
Aya
  1. 00:07:646 (1,4) - fix stack fixed
  2. 00:36:565 (8) - I think you've been NCing this one in the previous diffs, maybe here as well? Tbh current works too (and I actually like it more lol) changed all other diffs xD
  3. 01:25:198 (8) - kickslider this too? There's pretty strong sound under the blue tick not mapped atm (the drum pattern for 01:24:928 (7,8) - is actually pretty much the same as previously for 01:16:279 (2,3) - which has interpreted it differently like that, piano ain't the same though) I didn't use this because I was afraid of overmapping and oversaturating the map with kick sliders, but the more I listen to it, the more I feel the need to map that sound xD so I changed it, now maps all sounds (and also the other identical patterns afterwards)
Looks pretty clean, call me back for re-check after you're done addressing these
Thank you so much for the mod! Will pm ~
TheKingHenry
Oh yeah forgot to ask in my mod before, do you have any proper metadata source for this?

EDIT: actually nvm it's faster if I do it myself; so metadata seems pretty good, refer to the album page from their official website

You could actually switch the specific touhou game this arrange is from to be the source (東方文花帖 ~ Shoot the Bullet) and add "touhou project" to tags (no need for 東方 since it's in the source game name already); additionally also "instrumental" would be good addition to the tags
Topic Starter
- Milhofo -

TheKingHenry wrote:

Oh yeah forgot to ask in my mod before, do you have any proper metadata source for this?
Yeah, I have all the album info, from where I took mostly everything in the tags. Here: https://en.touhouwiki.net/wiki/Ground_Snow

"inside" is the 9th song
TheKingHenry
lol get ninja edited
EDIT: it's better to use official websites for metadata than wiki sites if possible (even though the wiki sites might have pretty solid info too)
Topic Starter
- Milhofo -

TheKingHenry wrote:

lol get ninja edited
EDIT: it's better to use official websites for metadata than wiki sites if possible (even though the wiki sites might have pretty solid info too)
Got rekt xdd

Yeah I even buy CD's from them, Ground Snow is one of the few I don't own XD I'm just too used to the wiki I guess. Updated everything, source, tags and added album page to the description!
TheKingHenry
This sounds a lot like VN bgm tbh
Topic Starter
- Milhofo -
Yay, thank you so much for your help!

Idk if I should give you kudos for your metadata post? If someone could clarify that for me so it doesn't get denied pls
TheKingHenry

- Milhofo - wrote:

Idk if I should give you kudos for your metadata post? If someone could clarify that for me so it doesn't get denied pls
From osu!wiki (kudosu in the glossary): "Did you not already give the modder kudosu for a mod post on the same map recently, and if you did, has the map vitally changed between the two mod posts (adding a difficulty, remapping a difficulty)?"
So basically multiple posts by same user shouldn't all receive kudosu unless significant amount of time or changes happen between the mods. So in this case, no kudosu
Topic Starter
- Milhofo -
Oh got it. So many hours into mapping and I'm still lost on some things xddd thank you for clarification
neonat
Easy

00:18:187 (1) - is it really necessary to use a slider with multiple repeats? Could you change the rhythm here?
00:22:781 (2,3,1,2,3,4,5,6,1,2) - seems like a sudden increase in density but not much of a change in the song itself. You could possibly merge 00:24:943 (1,2) - together to at least have 1 less object
00:46:565 (3) - make the curves on each side equal at least?
01:38:436 (1,1,1,1) - maybe try and make more evenness visually for these, given that with their differences in BPM, having the same distance snap will vary

Normal

00:42:241 (1,2) - you could adjust the curves to be more aligned for blankets
01:33:036 (4,1) - could shift ever so slightly such that 01:33:036 (4) sliderend is equally spaced away from both ends of 01:34:127 (1) -

Hard

01:03:306 (7,1,2) - 01:07:631 (7,1,2) - 01:20:604 (7,1,2) - 01:24:928 (7,1,2) - equal spacing between objects? Odd that the first 2 sliders are so close but then spaced more for the next

Aya

Significance of difficulty name?

00:23:322 (2,3,4) - could really be touched up, can look nicer, this is a rough example of making things more equal and neat:
Topic Starter
- Milhofo -

neonat wrote:

Easy

00:18:187 (1) - is it really necessary to use a slider with multiple repeats? Could you change the rhythm here? it was because there were more sounds on red ticks, but I changed it to a big slider nonetheless
00:22:781 (2,3,1,2,3,4,5,6,1,2) - seems like a sudden increase in density but not much of a change in the song itself. You could possibly merge 00:24:943 (1,2) - together to at least have 1 less object piano notes increase on this part, did merge those notes however
00:46:565 (3) - make the curves on each side equal at least? I suck at slider shapes, fixed to the best of my abilities
01:38:436 (1,1,1,1) - maybe try and make more evenness visually for these, given that with their differences in BPM, having the same distance snap will vary they're all straight and same direction now

Normal

00:42:241 (1,2) - you could adjust the curves to be more aligned for blankets tried my best
01:33:036 (4,1) - could shift ever so slightly such that 01:33:036 (4) sliderend is equally spaced away from both ends of 01:34:127 (1) - done

Hard

01:03:306 (7,1,2) - 01:07:631 (7,1,2) - 01:20:604 (7,1,2) - 01:24:928 (7,1,2) - equal spacing between objects? Odd that the first 2 sliders are so close but then spaced more for the next used more spacing between the sliders, all fixed

Aya

Significance of difficulty name? The song is an arrangement of Retrospective Kyoto which is from the game Touhou Shoot the Bullet, in which Aya is the main character, so I titled the diff Aya (as I did with my previous ranked map I name the highest diff after the character in the game if it's a touhou arrange)

Source: https://en.touhouwiki.net/wiki/Shoot_the_Bullet/Characters


00:23:322 (2,3,4) - could really be touched up, can look nicer, this is a rough example of making things more equal and neat: fixed
Thank you for checking neonat! Fixed everything you mentioned :)

Rip bubble though :(
neonat
Ok
Topic Starter
- Milhofo -
Rip bubble though :(
And hello heart! Thanks again <3

1 year pause is over :D
Nao Tomori
hello! i have some concerns about the quality of this map!

[aya]

00:04:132 (2,3) - the spacing in this part is a bit jarring. the piano is really quiet. but there is a lot of sharp angles and spacing variation which creates a lot of pressure... idk. i think it would be nicer to just have calm stuff in the calm intro.
this is simple to resolve if you think it's problematic. just ctrl g all those 1/1 sliders like 00:06:835 (3) - etc...

00:31:430 (1,2) - these sliders and similar patterns look very much unrelated. at least make them the same angle... 00:50:889 (1,3) - same idea here...

01:40:255 (1) - >.> the rest of these are all curved whys this one a red point............ plus the angles look a bit weird when matched together lol

anyway

a few of your patterns could be improved imo

00:08:997 (4,5,1,2,3) - for example.
the instrument you are following starts on 4, which means you should probably NC 4 instead of 1 or in addition to 1 to avoid blending 00:08:457 - this low piano part with the high pitched one. at 00:08:997 - the song has a very clear up - down phrase here. so if the pattern was made of the entire phrase rather than just 00:09:808 (1,2,3) - it would work better. spacing wise the map does a decent job here, so try to incorporate that into a pattern that works together...

01:06:009 (1,2,3,4,5,6) - these jump patterns don't look very cohesive. that is to say they look randomly placed. the angles used between objects changes a lot, which makes it disorganized. compare 01:06:009 (1,2) - , 01:06:550 (3,4) - , 01:07:360 (6,7) - and you can see theyre all different angles... you can easily resolve this by using more consistent angles that work better together.

01:19:252 (2,3,4,5,6) - this one for example looks better, if unpolished, since there's fairly consistent angles on jumps and an overall rotational movement.


additionally, i think you should map the prominent blue tick rhythm present in the song. at the moment, every single one of them is mapped passively, which is very unsatisfying to play.
of course that refers to 01:00:333 (4,5,6) - . since it's mapped as a kickslider, the player only plays a triple... i can understand the first few times to introduce it but really after that it should be mapped as clickable since it's hitsounded loudly and very obvious in the song...

this goes for 01:32:766 (1,2,3,1,2,3,1) - as well - you add a very loud hitsounded rhythm in - might as well make it actually clickable, it'd be interesting to play.

additionally, i think the use of kicksliders in the jump parts is fairly arbitrary. 01:01:685 (1,2,3,4,5,6,7,8) - for example - there are the same ticking sounds playing, but only mapped the first and last 2 piano notes. why not use kicksliders on all of them? 01:02:090 - 01:02:631 - 01:03:171 - . that would let you emphasize the strong notes too since they would have kicksliders into them.

01:11:414 (6,7,8,9) - like i dont see why all these are mapped but none of the ones before. it's still the same sound as far as i can tell.

[]
so yeah i think the map could use a bit of work. atm it seems kind of messy since a lot of the patterning is uncohesive and the rhythm doesn't really bring out the most unique parts of the song...
Topic Starter
- Milhofo -

Naotoshi wrote:

hello! i have some concerns about the quality of this map! hi

[aya]

00:04:132 (2,3) - the spacing in this part is a bit jarring. the piano is really quiet. but there is a lot of sharp angles and spacing variation which creates a lot of pressure... idk. i think it would be nicer to just have calm stuff in the calm intro.
this is simple to resolve if you think it's problematic. just ctrl g all those 1/1 sliders like 00:06:835 (3) - etc... the set started with this diff, as expected, and I started with the idea that I wanted to highlight most of the high pitched notes with jumps, even in the intro, tbch these jumps you just mention are one of my favorite things to play as it highlights the piano just as I wanted to, each one views the song a different way of course, but I think that with the different pitch in the notes and the diff level, the jumps are justified

00:31:430 (1,2) - these sliders and similar patterns look very much unrelated. at least make them the same angle... 00:50:889 (1,3) - same idea here... I was never a big fan of making every slider similar or copy pasting shapes in higher than hard diffs, but I can change this if deemed worthy of a dq

01:40:255 (1) - >.> the rest of these are all curved whys this one a red point............ plus the angles look a bit weird when matched together lol the last one (red pointed) has a much slower bpm so much slower SV and that was the way I highlighted that, the others all have similar but at the same time different shapes to highlight the difference in timing between each one

anyway

a few of your patterns could be improved imo

00:08:997 (4,5,1,2,3) - for example.
the instrument you are following starts on 4, which means you should probably NC 4 instead of 1 or in addition to 1 to avoid blending 00:08:457 - this low piano part with the high pitched one. at 00:08:997 - the song has a very clear up - down phrase here. so if the pattern was made of the entire phrase rather than just 00:09:808 (1,2,3) - it would work better. spacing wise the map does a decent job here, so try to incorporate that into a pattern that works together... with the NC's I went with every 4th main beat as the power notes kind of justified it for me. Yes, the piano starts on 00:11:700 (4) - but at the same time taht would break the consistency with the other NC's and there's a kick / bass that goes off on 00:11:970 (1) - that I found strong enought to NC there and keep consistency

01:06:009 (1,2,3,4,5,6) - these jump patterns don't look very cohesive. that is to say they look randomly placed. the angles used between objects changes a lot, which makes it disorganized. compare 01:06:009 (1,2) - , 01:06:550 (3,4) - , 01:07:360 (6,7) - and you can see theyre all different angles... you can easily resolve this by using more consistent angles that work better together. I can agree on this one, map is old and it doesn't look pretty, in terms of spacing it is how I want it, a crescendo until 01:07:090 (5) - and then lower, but I didn't want all the jump patterns to be triangular / pentagonal so I just went with something that felt confortable enough to play and ignored aesthetic on this pattern

01:19:252 (2,3,4,5,6) - this one for example looks better, if unpolished, since there's fairly consistent angles on jumps and an overall rotational movement. it's close to a pentagon and has triangular jumps, like any other map everyone puts out today. I understand, it's familiar but I also want to bring a bit of readability into my maps, just so that not every player already expects a certain pattern, but instead he has to read it on the spot. Most maps today are predictable and I don't want that in my maps


additionally, i think you should map the prominent blue tick rhythm present in the song. at the moment, every single one of them is mapped passively, which is very unsatisfying to play.
of course that refers to 01:00:333 (4,5,6) - . since it's mapped as a kickslider, the player only plays a triple... i can understand the first few times to introduce it but really after that it should be mapped as clickable since it's hitsounded loudly and very obvious in the song... this is kind of subjective, the stronger note is still the white tick, so triples work imo, then I map the next one as a slider end to the stronger note. Also I think it would be uncorfotable for a lot of players to have quads right in between so many triples, since it's already a really hard bpm and spacing to keep consistent accuracy (this just goes with the idea I had for the song, I'm not saying it wouldn't make sense that way, just saying i think it also makes sense my way and it's subjective)

this goes for 01:32:766 (1,2,3,1,2,3,1) - as well - you add a very loud hitsounded rhythm in - might as well make it actually clickable, it'd be interesting to play. 01:33:036 - and 01:33:577 - are really strong snares, and I highlight that through the kicksliders, the next notes aren't as strong and so I didn't want to just make a big spaced stream with no highlights

additionally, i think the use of kicksliders in the jump parts is fairly arbitrary. 01:01:685 (1,2,3,4,5,6,7,8) - for example - there are the same ticking sounds playing, but only mapped the first and last 2 piano notes. why not use kicksliders on all of them? 01:02:090 - 01:02:631 - 01:03:171 - . that would let you emphasize the strong notes too since they would have kicksliders into them. this is because of the high pitched piano notes that go off right in these parts, which to me are the most important part of the song (they follow the melody of the original touhou song), hence why they are mapped as singles and not kicksliders, in the first kickslider there's no piano yet, so it follows the beat, as well as at the end. When the piano comes I change the kicksliders with singles and increase the spacing for the big jumps. I could use kicksliders with higher spacing too but imo that would be too much of a kickslider spam throughout the map

01:11:414 (6,7,8,9) - like i dont see why all these are mapped but none of the ones before. it's still the same sound as far as i can tell. no piano highlight here, so it just follows the beat normally

[]
so yeah i think the map could use a bit of work. atm it seems kind of messy since a lot of the patterning is uncohesive and the rhythm doesn't really bring out the most unique parts of the song...
Appreciate the post, I understand that aesthetically I can probably improve some things (slider and pattern shapes), I usually go for gameplay first and don't fully comit to make the map pleasing to look at while playing. If that's something that is deemed worthy of a DQ please let me know and I'll fix it as I can.

But I still think this post was highly subjective as most was targeted at the way I saw and mapped the song, and the sounds I chose to highlight. I still think the way I mapped the rhythmn makes complete sense and there's no need to change that part (at least I wouldn't be confortable with changing the core things that made me map this song in the fisrt place, namely its chorus highlight)
Nao Tomori
i feel like the polishing would have minimal gameplay impact and make the map look a lot nicer. stuff like https://osu.ppy.sh/ss/10577727 would look like https://osu.ppy.sh/ss/10577741 which maintains the spacing differences based on pitch but also looks a bit more cohesive imo. same for 00:08:997 - https://osu.ppy.sh/ss/10577764 something along those lines.

as for the kicksliders... you'd still be following the piano with clicking. atm it seems even weirder since the parts without the piano have more dense rhythm and stand out more.


anyway, dq is up to you. if you want to polish more then go ahead, i do suggest it...
Topic Starter
- Milhofo -
Even though you are right and it will make some mappers cringe if they play the map (over those patterns you mentioned), I'm still very confortable with the map's state and I really don't mind with its aesthetic. The only one I really think stands out is the first jump pattern you mentioned in the chorus, I played it over and over for a couple days and it didn't change my mind so I think I'll keep it this way.

It also has some of my 2016 mapping which I really didn't want to remap if possible since I was really trying to rank it the way it was mapped before. I'm fully reworking my other set from 2015 because I know that one is actually really bad, but I hope this one can get a pass since it plays well and seems to be beeing ejoyed by the players. Hope you understand ~
Mir
Personally I'd agree with Nao that the map could use a lot of polish before hitting rank. I see that you want to keep the map as close to the original as possible but you can still keep the original idea - just move a couple of things around to make the patterns more closely reflect the song rather than how they are currently.
Pachiru
art is subjective so mapping is
Mun
I don't mean to be rude, but wouldn't you agree that being satisfied with a map with obvious room for improvement simply because you want it ranked is only damaging to you in the long run?
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