This map is everything I've ever wanted and more *-*
I love you Charles
I love you Charles
They're 4 note chords, but I'm bad at 4 note chords, especially for minor keys with weird progressionAlheak wrote:
Are the hitsounds at the beginning supposed to be dissonant?
They sound really weird, for me at least (yes I re-dl'd)
Great mod, covered a lot of important stuff, thanks! (goddamn finishes disappearing)-Faded- wrote:
- You could find a more interesting bg, simply having "UNDERTALE" over a black background is incredibly bland. I would look for something a bit more active and interesting. I'm not asking you to go get a picture of Asgore and spoil the game for some people, but something simply more interesting would be nice.
I do like the frankness of the BG, but I can see why it'd be bland. It's a bit of a complicated issue: not only does the background serve as a non-spoiler option, but it allows for the storyboard to be much more load fficient (I'd say it saves roughly 0.8x load all the time to just have a coverslip over the logo rather than a fullscreen image.
The background does stop drawing somewhere during the map, but it's incredibly unclear where / how likely that's going to break in future updates.- Add an epilepsy warning for the storyboard? While the storyboard is absolutely amazing, the shaking text and the rainbow fireballs could hurt peoples eyes if they are effected by epilepsy.
I was thinking about this, and I couldn't tell if it was a big deal or not. Usually epilepsy warnings are for strobing maps, stuff that like flashes black and white over and over really fast. Surprise flashing storyboards HAVE given people attacks on this game before. I don't think shaking elements / color changes have that same effect? I'd need to talk to someone affected by it about that.- Throughout the map, I've encountered lots of overlapped repeat arrows, such as 01:41:868 (1,1) - , 01:47:292 (1,1) - , 02:03:563 (1,1) - , etc. While a hitburst isn't over them, I believe it is unrankable because the reverse arrows are still being overlapped. Therefore, I highly recommend you change these.
The players have plenty of time to see the repeat, fade-in of the repeat starts at 01:42:207 - and it becomes too late to see it at 01:42:715 - , which is a good half second. I suspect players will easily see them by the time the 1/4 slider before it finishes.
It was a point of consideration, which is precisely why they aren't under hitbursts, hahaha- 00:40:512 (6,1) - You could improve aesthetics by making this a blanket, as it promotes a cleaner and more organised look.
That'd look pretty good -> https://osu.ppy.sh/ss/4477030 but in order to preserve the jump from 6 to 1 (important moment) the angle from 5 to 6 would get all weird, and the jump from 5 to 6 would be a tad too big. This change would accompany moving 5, then moving 4, which would bust the blanket of 4 to the 1... etc
I'll think about this some more but for now I'm going to leave it- 01:52:207 (3,2) - Perhaps you could stack these sliderends? This will once again make the map seem neater, and be consistent with how you usually handle sliderends (stacking them).
that's a tough one
Okay so let's see, the 3 4 copies 1 2, which leads to 1 diving through the center of the 3, then the 2 goes between the 4 and 1. Only problem, the 3 doesn't end between the 4 and 1.
There's a couple of ways to cheese this, I could increase the slider velocity of the 3 to have it move those extra few pixels
https://osu.ppy.sh/ss/4477062 but then that messes up the 1 thing... bleh
Honestly I don't feel like it's a big problem but it is pretty different to everything else in this segment.- 02:17:970 (4) - Here's another blanket that has room for improvement.
Rotated 3 degrees, moved a bit so the endpoint is back in place- 02:40:173 (1) - Not too fond of this slider shape personally, it looks a bit harsh and the music doesn't really change to justify that. It would look much nicer if you make the bump a bit more subtle.
A bunch of instruments cut out, have to embellish it somehow. I think I did something like that later on into the second to last kiai.- 02:49:156 (6,7) - Another noticeable blanket error, moving (6) more towards the left would be nice.
Moved the slider's endpoint- 03:03:732 (4,5,6,7,8,9,10,11,12) - Is there any reasoning behind the music as to why these streams are so compressed? They look a bit out of place considering that every other stream has reasonable spacing behind them.
Yeah absolutely, listen to the main percussion isntrument in the music at this point. It quickly raises to a higher pitch, and gets weaker as it goes on. I lower hitsound volume there too very slightly.- 03:38:478 (1) - The beats that this repeat slider is covering are very powerful, having a repeat slider where the player simply has to hold doesn't really emphasize them fully. I would replace it with a triple instead, so that all three beats are clickable. Also, you'e placed triples in areas of the music that aren't so emphasized, such as at 03:40:511 (1,2,3) - .
That slider is to make the transition easier / give them time to react to what's coming up.- 03:43:562 (1,3) - Is there any reasoning about how this stack is slightly off like this? Personally, I feel that it would look neater if it were perfectly stacked, because it would be consistent with most other stacks in the beatmap. Same applies for 03:55:766 (1,3) -
I had a reason for these
but I forgot
so
I'll uh, change them- 04:11:020 (1,2) - It would look a bit nicer if (1) was sharp as well, that way it would look nicer by having symmetry with (2).
The change in shape is for the new instrument. I was considering making 04:13:393 (1) - linear for that same reason.- 04:13:393 (1,1) - Again, you could improve the blanket of these two notes for a neater look.
Rotated by -6- 05:11:699 (8,9) - Not a fan of how these sliders are at a 90° angle, seems a bit old fashioned imo. Make the sliders a bit more intresting by rotating them a bit or by curving them.
Rectangles are underused IMO, it becomes interesting to have them mixed in with other stuff, like at 02:41:529 (2,3,4) -- 05:55:258 - You could add a 1/4 slider here. If you listen to the music closely, then you can hear 2 sounds that would be appropriate for one. Also, the 1/1 gap feels quite strange being unmapped.
Undermapped part to transition a bit better, it's why 05:54:580 (3) - might seem out of place- 07:04:580 (1) - Add a finish here? I can hear a cymbal in the song, and adding one to the beatmap like you usually do when there's cymbals would be more consistent and it would complement the music better.
YEAH THERE IS SUPPOSED TO BE ONE THERE LOL you can see the Normal / Soft sampleset on the circle, the finish disappeared for some reason.- 07:09:326 (5,8) - Finally, I think you need to stack these properly. Having the two notes off like this doesn't look too aesthetically pleasing, so fixing the stack will make the pattern look cleaner.
I have to make sure the player tries to do a stationary stream wherever the 5 once was to make the movement feel right. I could manually stack to the right like automatic stacking does to the left, but it wouldn't have the advantage automatic stacking has of being immediately familiar to a player.
I'm going to go with the ugly route in order to make sure the pattern works properly.
Hahaha that'd be pretty funny, especially if it was only in the second oneFatfan Kolek wrote:
wouldn't it be hilarious if the annoying dog would be hanging left and right on this scene?
00:34:749 - 00:35:427 -
00:45:597 - 00:46:275 -
http://puu.sh/mXwIV/45b3e177fc.gif
Anyways, really awesome stuff you did there!!
Yeah I'll go ahead and dump that information for you.Forlornly wrote:
The hitsounds are ever so slightly out of tune. Just a sliver of a pitch higher than the actual music, I think. I don't have perfect pitch or anything so I can't be sure. It might just be the actual notes. Might even be the organ, and not the hitsounds. Do you know what notes the music/hitsounding chords are?
It does add an unsettling, eerie sort of feeling though, like sour church bells, so either way it's not so bad.
Ohh that could be it, I tried a full semitone and it sounded bad.Forlornly wrote:
the chords sound fine to me
can you somehow shift all the notes down like a microtone or something, somewhere closer to d than c#, because to me it sounds like the hitsounds are higher pitched than the music
okay, just trying to mod the perfectionCharles445 wrote:
Mods welcomed
yay modsbbj0920 wrote:
epilepsy warning maybe, 'game over' part is a bit too flashy Letters at that part are picking a fade between 0.15 and 0.55, shouldn't be bright enough to cause problemsCharles445 wrote:
Mods welcomed
00:27:305 - every piano on 2/1 from 00:21:871 - to 00:26:015 - is hitobjects and not here? Yeah this part was a little difficult to plan, an object on the piano would work but the spinner would have to start shortly after. No matter where the spinner started it wouldn't fit with the fade-in to white. So instead I opted to leave out the object and just have the spinner take the entire segment to fit the fade-in sound. 05:10:682 - was almost a spinner because of it, lol
00:50:512 (2,3) - ctrl+g I guess, when you put 3/4 slider + circle in this part you made distance following the emphasis of the song. But the distance here is narrower than 00:42:037 (1,2) - while the melody after 3/4 slider is higher-pitched here. I'm relying 100% on the angle change to work, 1 to 2 is pretty weak regardless though, but I think 2,3 4,5 and 6,7 being strong will make up for it. Good catch by the way, that's what's going on here. The most direct parallel is 00:39:326 (1,2) - where the 2 is a significant distance away from the 1. I kinda ran out of room later LMAO
02:07:292 (8,9) - definitely has a hi-hat on blue ticks. how about like this? imo gives good expression of the music too Yeah that hihat is at all four points in the map, 01:45:597 - and then the ones in the later kiai. It's skipped to make sure those strong drum beats aren't swamped by a weaker slider. (8) in these situations could absolutely be a 1/4 slider though, since it's still dominantly focusing on the hi-hat, but I felt the movement was too weird doing that, lol. The weird movement being uh, a 1/2 pause into a 1/4 slider stream jump. I think the only times those happen are during these gimmicky parts 01:47:292 (1,2,1,2,1) - (oh and 02:43:732 (7,8,1) - I forgot about that one)
03:26:275 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I love you. NOW That's what I call E D G Y <3
aaaaa it didn't workshARPII wrote:
Just a really quick thoughtNothing more to say on the rhythm for me otherwise, it's pretty solid. I'm not that good for checking positioning and flow in general but it was really enjoyable to play so I think we're reaching the final state of the map soon =3
- You started mapping 04:21:189 (1) - by following the melody, I wasn't expecting having 04:22:037 (2) - at all or at least, using a new combo on it? If you remove the circle, I guess you should remove the NC here 04:22:206 (1) - and put it on 04:22:545 (1) - )
ThanksSecretpipe wrote:
I was curious about 01:56:783 (1) - since there's a bass sound at 01:56:953 - and it had to be emphasized by a circle but that must be me I guess..
Same about 02:18:478 (1) -
Also you skipped an important kick at 06:38:139 - and 06:39:495 - and 06:40:851 - etc.. , I'd strongly recommand you to fix that!
Other than that , you did a really good job! Gl for rankin' that!
1pc test play (change to AR10Charles445 wrote:
Mods welcomed
Thanks for the modSnowNiNo_ wrote:
1pc test play (change to AR10 nice
00:34:749 (5) - im wonder why dont make a slow-speed slider that end at 00:35:258 - or 00:35:342 - , i think a slow-speed slider fit perfect with the music LOL. and 00:45:597 (5) - the same That would work,, but I want the pause there to be as abrupt as possible to fit how undertale handles its name drops.
01:24:749 (2) - the reverse slider doesnt fit here, you can try this, i think it's better here There's no kick where there would normally be one, so it's stuffed into a slider-end this time around. It also prevents 1/1 distance to circles in this slow part (easier to acc).
01:36:444 (1) - maybe the slider end 01:36:953 - here? The sound is echoing on 1/1 here, so it's where the slider end goes, much like the part before it. For example, 01:32:885 (3) - is an echo for the sliderend.
01:37:122 (1) - end 01:37:631 - here? Same echo
04:35:766 (4) - NC here instead of 04:36:444 (1) - ? That would be a visual improvement, but I'm keeping combos consistent here for hp drain / readability reasons.
awesome storyboard and awesome map XD
i like it a lot <3
btw if you got time can you also check out my map, i want to rank my map before the new ranking system, and now im finding for BN or QAT OWO
thanks in advance There's no way the listed system change is actually going to happen, I wouldn't worry about it.
sukiNathan wrote:
Just some minor thoughts from testplaying, couldn't find anything elseWell the map is pretty much perfect, just call me back whenever you want an icon
- 05:53:563 (4,5) - This spacing seemed awkwardly small considering the speed of the movement from 05:53:224 (3,4) Oh snap
- 07:06:614 (4,5,6) - The lack of direction change in this wide angle felt random, especially after the sharp movements from 07:05:766 (1,2,3,4) I think this one is going to be alright.
- 03:30:342 - I misread this since the circles abruptly disappeared after holding the majority of my focus over many repeats
this is the only alternative I can think of that doesn't completely screw up the patternA lot of people do... but it's a gamble I have to take for this part to work well... lol03:30:681 (2,3,4)- 02:47:461 (4,5,6,7,8) - You've already told me the reasoning behind this stream shape, but if you can find a way to change it to a normal curve I recommend doing so. It's literally the only uneven stream shape in the midst of a structured dnb map afaerhjtehnkjakdlf It's the good kind of inconsistent IMO... at least that's what I said when I refused to change the slider in dragons, lololol
is this like a thing^^^Okoratu wrote:
I can't hear most of the hitsounds even if i set music volume to 60% and leave hitsounds where they are.
The beginning and some other places feels weird to me due to audio feedback being really really similar to the actual audio
this is a placeholder
Thanks for the mod, messed with the tagsOkoratu wrote:
03:30:342 - tbh this gimmick confused me the first 4 times i tried it, like i expected to somehow continue clicking where the circles went...
the only way i see this being adressed would be taking 03:30:681 (2,4,2,4) - and move them with a crtlg where the next circles would have been.
i have no idea if you want to do that, prolly not but i think it'd be more intuitive to comprehend on sightreads Yeah like I said in the nathan response I'm taking this risk
03:38:138 (4,1) - slightly bothered of these touching but i guess otherwise this whole thing feels like shit Yep the overlap is to try and hint at it being a slider stream jump.
04:03:901 (1,2) - don't really get why these have to be that long holds like if im not mistaken everything else in the section is shorter by a lot so yeah idk Transition, instrument in the music is getting more intense... mostly for the transition.
04:06:274 (2,4) - due to autostacking this might look a bit odd lol Yeah, fortunately it worked out well, autostack is hit or miss and I think it works here
04:18:478 (3,4,5,6,7) - i don't understand streamspacing on this, like every other thing is bigger why like the next 2 are .75x and after that it's like .7x mainly cuz too lazy to type a 5 manually each time so uhhh why .5x Oh at this speed it really doesn't change much at all, sometimes I'd want travel distance to be less but to have the same overall feeling... so like subtle changes in distance can get you where you want without changing the feel.
did u run out of ideas of what to do or why do you show credits twice im confused Only a few people will understand what's happening at that point. Possibly no one... I would like people to figure it out, although it is only solvable to specific people...
05:27:292 (1,3) - and some others have slightly fucked stacking but i guess that's ignorable stacking is ok when automatic does an ok job and I think it does an oko job uhuhuhuhuhuhuhhuhuhuhuh
05:54:580 (3) - why like why suddenly put the instrument you followed the whole section long on the sliderend T R A N S I T I O N B O Y S
06:37:461 (1,2) - if you follow melody only this should be 1/1 like the slider that follows, otherwise 3 shouldnt be 1/1 tbh (nvmthewholesectionsibuiltaroundthatfuck) ye whole section since in the original song it's really important thematically and I'll be damned if I have to map that weird kick so I put a loud ass hitsound and made the storyboard do the bass like it needs to etc etc pretentiousness etc
07:09:326 (5,8) - stacking ingame looks ultra weird it's fine usually i want to stab automatic stacker but it's ok
technically the dm and pocket and dokuro are like duplicating in tags but i suppose it is to keep them readable and understandable as a whole
since every reading of undertale is canon you could fuck the source up according to the weird caps in this song title but i guess this will just cause hate so better not lol
tag "and" if you keep a drum 'n' base tag
can tag Bergentrueckung since not many ppl have umlauts and Bergentruckung is just plain DUMB (as a german im triggered) ok oko