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SO SUS + KONKA - ACORN

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DuckNess
NUTS:

P.S THESE ARE PERSONALLY MY OPIONS PLZ DON'T TAKE THESE SUGGESTIONS TOO SERIOUSLY

00:00:019 - for this beginnign section i recomment to not use 100% volume since the beat is hard to hear and i think that it would be better if it was building up

00:00:907 - maybe use a slider for this sound? 00:04:463 - too

00:08:685 (2,3,4,5,6,1,2,3,4,1) - idk what section of the song you're trying to map

00:10:907 (1) - extend this spinner to the blue?

00:14:907 (1) - try using a low sv

00:15:907 (3,4) - a bit awkard

00:15:907 (3,4) - start the sliders from here?

00:22:685 (2,3) - low sv?

00:29:130 (2) - low sv?

00:34:018 (1,2,3,4,5,6) - maybe start off weak and build up?

00:55:130 - sorta a weird place to start and spinner and i think that you can extend it to the blue tic

01:12:685 (6,1) - I don't really like the spacing between these two

01:18:130 (4,1) - same with this how it feels weird when u play

01:28:907 - maybe play around with spacing a bit more

02:10:463 (1) - low sv?

02:11:574 (1,2) - these feel too similar for very different sounds

02:13:574 (1,2,3,4,5,6) - a bit better spacing?

02:15:796 (3) - something different for a different sound?

02:21:796 (1,2,3) - try this? http://puu.sh/of1E1/9a731963ea.jpg
Topic Starter
squirrelpascals

DuckNess wrote:

NUTS:

P.S THESE ARE PERSONALLY MY OPIONS PLZ DON'T TAKE THESE SUGGESTIONS TOO SERIOUSLY

00:00:019 - for this beginnign section i recomment to not use 100% volume since the beat is hard to hear and i think that it would be better if it was building up This is okay

00:00:907 - maybe use a slider for this sound? 00:04:463 - too Both are fine

00:08:685 (2,3,4,5,6,1,2,3,4,1) - idk what section of the song you're trying to map Change of pitch in the risers

00:10:907 (1) - extend this spinner to the blue? Started at blue, if that's what you mean

00:14:907 (1) - try using a low sv sv should be raised here if anything

00:15:907 (3,4) - a bit awkard Didn't know where else to put it; I asked this too and it is said that it is fine

00:15:907 (3,4) - start the sliders from here? This sounds fine as is

00:22:685 (2,3) - low sv? Not going to change sv just to make shorter sliders

00:29:130 (2) - low sv?

00:34:018 (1,2,3,4,5,6) - maybe start off weak and build up? I tried this and it looks really messy

00:55:130 - sorta a weird place to start and spinner and i think that you can extend it to the blue tic Moved it back but not extending this

01:12:685 (6,1) - I don't really like the spacing between these two I seem to like this positioning the best.

01:18:130 (4,1) - same with this how it feels weird when u play It's just a spaced stream into a slider

01:28:907 - maybe play around with spacing a bit more I did a lot here already and I like the way this plays out now

02:10:463 (1) - low sv? Same

02:11:574 (1,2) - these feel too similar for very different sounds They fit for both

02:13:574 (1,2,3,4,5,6) - a bit better spacing? You only have to consider the sliderheads here, since the player wont slide out to the slidertail. That's why it says spacing is uneven in the top right. I did thoroughly measure this and distance /spacing seems consistent

02:15:796 (3) - something different for a different sound? Hmm good idea, but I don't know what I can do here :?:

02:21:796 (1,2,3) - try this? http://puu.sh/of1E1/9a731963ea.jpg This works okay

Sorry if I didn't accept much, your mod helped me consider a lot tho.
Thank you for the mod! :)
ErunamoJAZZ
Hello o7




[NUTS]
man, This really dont looks rankable.

[Extra]
If you want to rank this diff, It will need more consistency and readably, imo.

[Insane]
  1. 00:08:018 (1,2,1,2) - are difficult to read, pls, spacing like in 00:04:463 (1,2,1,2) -
  2. 00:12:759 (4,5,6,7) - 1/3 and very inconsistent spacing?? that will be bad idea u.u
  3. 00:16:463 (7) - 00:30:685 (6) - 01:28:686 (4) - 02:10:241 (5) - 02:24:463 (5) - Stacks like those are difficult to read, moving a bit will improve it. http://puu.sh/ojTlb/cd2748903d.jpg
  4. 00:28:019 (2,3,4) - nice owo)b
  5. 00:31:130 (1) - Ctrl+G will be more intuitive, ask for opinions about it.
  6. 00:34:241 (3) - mm.. too away?, move a bit up: http://puu.sh/ojTxM/b44ed77747.jpg
  7. 00:35:796 (1,2,3,4,5,6) - why inconsistent spacing?, does not have sense for me :/
  8. 01:23:574 (1) - too ugly :( hahaha
  9. 01:25:685 (2) - 01:27:463 (2) - 01:29:241 (2) - 01:31:018 (2) - 01:32:796 (2) - 01:34:574 (2) - disable grid, and make DS perfect, Due those jumps are fast and away, any wrong spacing feels weird.
  10. 02:06:685 (1,2,3,4,5,6) - I think you will improbe it. Increasing spacing will not work fine, because its 1/3.
  11. 02:21:796 (1,2,3) - Prefect DS pls :cry:
  12. 02:34:685 (1,2,3,4,1,2,3,4,1,2,3,4) - non-sense random spacing xD
  13. Good rhythms man, i really like that. Consistency need more work, but was a good map
[Hard]
  1. 00:00:019 (1,2,3,4,5,1) - why the inconsistent spacing?, its 1.4x or 1.5x?, even if it is a hard, try to be consistent!! pls!! >_<
  2. 00:21:574 (2) - It is difficult to read, I think stack is bad idea. Make it like in 02:32:018 (2) - (same for similar patterns)
  3. 00:21:796 (3) - 2.0?, or 2.4? :/
  4. 01:10:463 (3) - nice >:3
  5. 01:31:574 (2,3) - ... 1.5?, 1.6? or 1.35?
  6. ...and etc etc etc, pls check all map, try to be consistent, if you make jumps with 2.0, then use it in all map (since this have sense, of course), or if make common spacing with 0.8, or 1.5, or etc, use it in all map. ;)
[normal]
  1. 01:26:463 (2) - mm... It is a bit out screen.
  2. 01:30:685 (1,2,3) - You could improve flow.
  3. 02:39:130 (4) - repeat slider maybe?
  4. Good, try improve slider shapes n.n
[Easy]
  1. mm.... I think this diff need more work with flow. try to make it extremely obvious for new players!.
  2. Like in normal, try improve slider shapes too (00:29:352 (1) - X.x).
  3. From 00:56:907 - to 02:01:796 - , is veeeery intense, since that does not have any break or something like this. That will be bad for "easy" maps in long songs like this.

--------------

Sorry for dont mod Extra and Nuts diffs, If I moded those, could be veeeeery long xD
Topic Starter
squirrelpascals

ErunamoJAZZ wrote:

Hello o7


Love this pic XD <3



[NUTS]
man, This really dont looks rankable. I would like to know why you think that

[Extra]
If you want to rank this diff, It will need more consistency and readably, imo. Scanned over this diff many times, I would like to know where

[Insane]
  1. 00:08:018 (1,2,1,2) - are difficult to read, pls, spacing like in 00:04:463 (1,2,1,2) - Not too difficult to read; AR 9 and they're spaced but it isn't that drastic.
  2. 00:12:759 (4,5,6,7) - 1/3 and very inconsistent spacing?? that will be bad idea u.u Jumps are okay
  3. 00:16:463 (7) - 00:30:685 (6) - 01:28:686 (4) - 02:10:241 (5) - 02:24:463 (5) - Stacks like those are difficult to read, moving a bit will improve it. http://puu.sh/ojTlb/cd2748903d.jpg I originally had an offset stack, but that made it look messy.
  4. 00:28:019 (2,3,4) - nice owo)b :D
  5. 00:31:130 (1) - Ctrl+G will be more intuitive, ask for opinions about it. I did this
  6. 00:34:241 (3) - mm.. too away?, move a bit up: http://puu.sh/ojTxM/b44ed77747.jpg Done
  7. 00:35:796 (1,2,3,4,5,6) - why inconsistent spacing?, does not have sense for me :/ Theres more exageration in the song when it's spaced more
  8. 01:23:574 (1) - too ugly :( hahaha Uhh I didn't change the slider in general but I made it less "tilted" at the end so it looks nicer
  9. 01:25:685 (2) - 01:27:463 (2) - 01:29:241 (2) - 01:31:018 (2) - 01:32:796 (2) - 01:34:574 (2) - disable grid, and make DS perfect, Due those jumps are fast and away, any wrong spacing feels weird. You don't ever need to turn off grid snapping
  10. 02:06:685 (1,2,3,4,5,6) - I think you will improbe it. Increasing spacing will not work fine, because its 1/3. Jumps are okay at 1/3 even if spacing varies
  11. 02:21:796 (1,2,3) - Prefect DS pls :cry: Sry, don't need a perfect ds
  12. 02:34:685 (1,2,3,4,1,2,3,4,1,2,3,4) - non-sense random spacing xD These go to the pitch changes
  13. Good rhythms man, i really like that. Consistency need more work, but was a good map :)
[Hard]
  1. 00:00:019 (1,2,3,4,5,1) - why the inconsistent spacing?, its 1.4x or 1.5x?, even if it is a hard, try to be consistent!! pls!! >_< It was a ds error where last 1 was moved down. 1.5 here btw
  2. 00:21:574 (2) - It is difficult to read, I think stack is bad idea. Make it like in 02:32:018 (2) - (same for similar patterns) Made it a repeat slider instead
  3. 00:21:796 (3) - 2.0?, or 2.4? :/ Made this better
  4. 01:10:463 (3) - nice >:3 :D
  5. 01:31:574 (2,3) - ... 1.5?, 1.6? or 1.35? Blanket. ds can fluctuate in hard
  6. ...and etc etc etc, pls check all map, try to be consistent, if you make jumps with 2.0, then use it in all map (since this have sense, of course), or if make common spacing with 0.8, or 1.5, or etc, use it in all map. ;) All streams are .8, all jumps are ~1.3 with few exceptions that have to do with sv changes changing the number :3


[normal]
  1. 01:26:463 (2) - mm... It is a bit out screen. Looks like it in editor but its in the grid
  2. 01:30:685 (1,2,3) - You could improve flow. I pointed slider end more toward circle, if that's what you meant..
  3. 02:39:130 (4) - repeat slider maybe? I added a circle (both times)
  4. Good, try improve slider shapes n.n
[Easy]
  1. mm.... I think this diff need more work with flow. try to make it extremely obvious for new players!.
  2. Like in normal, try improve slider shapes too (00:29:352 (1) - X.x). New players shouldn't get too confused over a funny shaped slider like this :P
  3. From 00:56:907 - to 02:01:796 - , is veeeery intense, since that does not have any break or something like this. That will be bad for "easy" maps in long songs like this.Stamina isn't much of a problem in Easy difficulties, only in a high bpm since your constrained to 1/1 mapping mostly

--------------

Sorry for dont mod Extra and Nuts diffs, If I moded those, could be veeeeery long xD
Thank you for the mod! :)
emanfman
Hi there.

We worked together on this through voice chat.

21:18 *squirrelpascals is listening to [https://osu.ppy.sh/b/922018 SO SUS + KONKA - ACORN]
21:25 emanfman: https://osu.ppy.sh/ss/4962953
21:33 emanfman: 00:15:907 (3,1,2,3,4,5) -
21:34 emanfman: 00:17:796 (1,2,3,4) -
21:35 squirrelpascals: 00:19:796 (3,4,5,6,7,8) -
21:35 emanfman: 00:19:796 (3,4,5,6,7,8) -
21:35 emanfman: 00:23:130 (1,2,3,4,5) -
21:35 emanfman: 00:23:130 (1,3,5) -
21:35 emanfman: 00:23:241 (2,4) -
21:37 emanfman: 00:32:018 (3,4,5,6) -
21:39 emanfman: 00:34:018 (3,4,5,6,7,8) -
21:41 squirrelpascals: https://osu.ppy.sh/ss/4963002
21:41 emanfman: 00:38:241 (2) -
21:41 emanfman: 00:40:907 (1,2,3,4,1,2,3,4) -
21:43 emanfman: 00:41:796 (1,2,3,4) -
21:44 emanfman: 01:12:796 (6,1,2,3,4,1,2,3,4) -
21:45 emanfman: 01:33:352 (4,5,6,7) -
21:45 emanfman: 01:14:130 (2,3,4,5,6) -
21:46 emanfman: 01:10:463 (3,4,5,6,1) -
21:47 emanfman: 01:33:130 (3,4) -
21:47 emanfman: 01:33:463 (5) -
21:48 emanfman: 01:42:241 (1,2,3,4,5) -
21:50 squirrelpascals: ok
21:51 emanfman: 02:09:685 (2,3,4,5,6,7) -
21:51 squirrelpascals: 00:40:907 (1,2,3,4,1,2,3,4,1,2,3,4) -
21:54 emanfman: 02:29:574 (1,2,3,4,5,6) -
21:56 emanfman: 02:31:574 (5) -
21:56 emanfman: 02:34:685 (1,2,3,4,1,2,3,4,1) -
21:58 squirrelpascals: https://osu.ppy.sh/ss/4963060
21:59 emanfman: 02:35:574 (1) -
21:59 emanfman: 02:35:018 (4) -
22:01 emanfman: 02:40:018 (1,2,3) -
22:03 emanfman: 02:48:796 (1,2,3,4,5) -
22:07 squirrelpascals: thank you for mods <3
22:07 emanfman: Np <3

GLHF, you show a lot of promise and I hope to see you change the meta of mapping :D We need more unique mapping style like yours!
Natsu
yo

Nuts

  1. Is this name related to the song?, or just a meme?
  2. 00:10:241 (3) - unsnapped slider end
  3. 00:00:907 (3,4,5,6) - spacing ok lets start with this first, the spacing in this mapset sometimes looks chaotic, specially when you do circle patterns with different gaps in the timeline, for example 00:00:907 (3,4,5) - the 3 objects have the same spacing visually talking, but different gaps in the time line, you can argue someone can read this spacings and it's true, but they aren't intuitive to play and are super uncomfortable, so I'm strongly against them.
    People usually think extra diffs use a random spacing, but isn't true they follow a theme, pitch, lyrics, comboing etc. I have a hard time figuring some of your spacing in this diff, so I'll suggest you to take a look of some more extra diffs and change the spacing in this one to a more consistent one, consistent in this case doesn't mean the same spacing over and over, but to follow theme and apply that consistency to similar parts in the song, take as example 00:01:018 (4,5) - vs 00:01:352 (6,7) - , 00:16:130 (5,6,7,8) - etc
  4. 00:01:796 (1) - rhythmsome parts have a really weird rhythm in this case the beats are mapped correctly with the exception that you are starting a slider in a not that prominent beat when you compared it to the tail and the repeat, just by grouping the rhythm differently it will represent the song better, for example you dont map a piano sound with a slider ending it on a cymbal, at this specific case using a circle + a 1/2 slider would represent better the different instrument in the song, grouping them together is ¨fine¨, but not awesome. Other example can be 02:09:352 - basically the active strong beats need a click action slider start or circle, weak beats can be mapped as passive beats slider ends
  5. Hitsounding try to add more volume to some parts in the song, because actually some sections the hitsounds are barely audible (the hitsounds merge too well with the song/ volume is too low etc), the main task of hitsounding is to give players a feedback when clicking objects, so try too make them a bit more notables.
  6. Slider shapes Usually weird slider shapes are fine, you can look at different mappers and get a better idea val0108, skystar etc, but your current ones are really not appropriate, first to all we have a really questionable ones, 00:16:907 (2) - for example as a BN I'll not agree with this kind of sliders in a beatmap, they are hard to read and looks random (not in a good way), 00:20:685 (2) - etc, I really hope you can take a look at some slider art to improve, since you have good ideas, but they need alot of polish
  7. Anyways you have really nice ideas, but they need alot of work, mapping a really hard diff as this one require alot of experience at mapping or playing, I'd strongly suggest to you keep modding other people maps, playing and mapping more, so you can get more knowledge of how to build a diff like that. Can be done don't worry, is like riding a bike, once you got it you never forget.
Extra

  1. 00:10:685 (1) -when you found this kind of situations, you want to add a spinner, but you can't add a hitsound the spinner start a good technique is to add a circle and start the spinner 1/4 or 1/8 later depending of bpm and difficulty lvl. That improve rhythm and hitsound, since you can't add hitsounds at the spinner start.
  2. 00:15:130 (2,1) - overlapping sometimes can be good, but this kind of overlaps looks more like a mistake from the mapper than an intended pattern, so avoid overlapping unless it looks planned.
  3. 00:29:352 (2) - usually you should add NCs to kiai start, also try to keep them consisten in a pattern around the map, ofc you can break them when something special in the music happen or when you try something new, but try to keep them consistent mostly, since they affect the HP drain, also your map looks more organized.
  4. 01:23:574 (1) - this is the kind of sliders I want to see from you, weird, but looks cool and the curves are nice, is nice too see and u don't have a weird feeling when you play it.
  5. 02:29:907 (4) - this is a special moment in the song! you did well at dividing 02:29:574 (1,2,3) - and 02:29:907 (4,5,6) - but also you can NC 02:29:907 (4) - to let the player know about it.
Basically the same general comments for the 3 higher diffs, that were just general input so they apply too all the map in general.

Hard

  1. 00:15:574 - same rhythm problems as the other diffs.
  2. 00:17:796 (1,2,3,4) - streams on hard diffs aren't that common thing to happen and the rhythm is so similar to the insane diff, reducing rhythm is also important when mapping a lower diff, for example a player will not find fun playing a hard with the same rhythm as the insane, but less spacing, so try to do variations double repeat sliders + circle work well with 5 beats streams.
  3. 01:23:574 (1) - grats see!! this is awesome, go and make the overlaped ones awesome too.
  4. This diff seems a lot better than the insane and both extras, but still some things from the previous input apply here too.
I'm super worry at the 3 hardest diff, especially at the nut one, I can point issue by issue, but that will end in a huge mod that repeat the same over and over, so I think a general advice is better in this case, anyways GL with this and keep improving
Topic Starter
squirrelpascals
I'm replying to Natsu first to apply some of what he said to emanfman's mod

Natsu wrote:

yo

Nuts

  1. Is this name related to the song?, or just a meme? This isn't a meme ;-; An acorn is a type of nut, and nuts can also mean crazy, which relates to the difficulty. Its a pun.
  2. 00:10:241 (3) - unsnapped slider end Where did this come from lol (fixed)
  3. 00:00:907 (3,4,5,6) - spacing ok lets start with this first, the spacing in this mapset sometimes looks chaotic, specially when you do circle patterns with different gaps in the timeline, for example 00:00:907 (3,4,5) - the 3 objects have the same spacing visually talking, but different gaps in the time line, you can argue someone can read this spacings and it's true, but they aren't intuitive to play and are super uncomfortable, so I'm strongly against them.
    People usually think extra diffs use a random spacing, but isn't true they follow a theme, pitch, lyrics, comboing etc. I have a hard time figuring some of your spacing in this diff, so I'll suggest you to take a look of some more extra diffs and change the spacing in this one to a more consistent one, consistent in this case doesn't mean the same spacing over and over, but to follow theme and apply that consistency to similar parts in the song, take as example 00:01:018 (4,5) redid this first part - vs 00:01:352 (6,7) same - , 00:16:130 (5,6,7,8) This particular one follows the pitch, and is appropriate because it leads to a pause in the song etc Okay, I'm going through parts where objects can use more consistency in spacing stuff like this part 00:38:241 and this part 00:21:574 and here 00:23:130 im adjusting for example. The outro turned out to be a mess in the spacing department so I went and fixed that too
  4. 00:01:796 (1) - rhythmsome parts have a really weird rhythm in this case the beats are mapped correctly with the exception that you are starting a slider in a not that prominent beat when you compared it to the tail and the repeat, just by grouping the rhythm differently it will represent the song better, for example you dont map a piano sound with a slider ending it on a cymbal, at this specific case using a circle + a 1/2 slider would represent better the different instrument in the song, grouping them together is ¨fine¨, but not awesome. Other example can be 02:09:352 - basically the active strong beats need a click action slider start or circle, weak beats can be mapped as passive beats slider ends. In the example you posted, there is a big exaggeration on the lead here because it is on the drop of the song which places a large exaggeration on the lead (which you only hear in the chorus, as well). Here is the same idea 00:15:130 (2) - Besides for those two examples, I'm going back to see any stronger beats I should have mapped, or weaker beats I can disregard. For example 00:19:574 a slider here instead of 2 circles, and vise versa here 00:39:574 . I'm also deleting the hard to play and random 1/8 sliderends (with the exception of slider streams, which are appropriate), like here 02:14:241 and here 00:38:241
  5. Hitsounding try to add more volume to some parts in the song, because actually some sections the hitsounds are barely audible (the hitsounds merge too well with the song/ volume is too low etc), the main task of hitsounding is to give players a feedback when clicking objects, so try too make them a bit more notables. I can agree that the hitsounds do merge with the song a little. I can make the hit-normal a little brighter to make it stand out more, everything else I will boost the volumes more just to make it more audible, to be sure
  6. Slider shapes Usually weird slider shapes are fine, you can look at different mappers and get a better idea val0108, skystar etc, but your current ones are really not appropriate, first to all we have a really questionable ones, 00:16:907 (2) - for example as a BN I'll not agree with this kind of sliders in a beatmap, they are hard to read and looks random (not in a good way), 00:20:685 (2) - etc, I really hope you can take a look at some slider art to improve, since you have good ideas, but they need alot of polish They can use polish. But, the reason why I mapped the sliders like this in the first place is to fit the nature of the music in a eccentric type of way, as the song is eccentric itself. I will fine tune the sliders to make corners more visible, etc, but the shapes themselves are going to stay (Picture). If this is unrankable in anyway, please feel free to tell me.
  7. Anyways you have really nice ideas, but they need alot of work, mapping a really hard diff as this one require alot of experience at mapping or playing(play more :P ), I'd strongly suggest to you keep modding other people maps, playing and mapping more, so you can get more knowledge of how to build a diff like that. Can be done don't worry, is like riding a bike, once you got it you never forget.Thank you! Ranking this map feels like a unicycle so far haha. I'm going to try to get to sp30 or so before I get another bn.
Extra

  1. 00:10:685 (1) -when you found this kind of situations, you want to add a spinner, but you can't add a hitsound the spinner start a good technique is to add a circle and start the spinner 1/4 or 1/8 later depending of bpm and difficulty lvl. That improve rhythm and hitsound, since you can't add hitsounds at the spinner start. Just noticed this inconsistency. Fixed.
  2. 00:15:130 (2,1) - overlapping sometimes can be good, but this kind of overlaps looks more like a mistake from the mapper than an intended pattern, so avoid overlapping unless it looks planned. I made it so that spacing decreased here anyways, so there is a better overlap on the sliderhead of one.
  3. 00:29:352 (2) - usually you should add NCs to kiai start, also try to keep them consisten in a pattern around the map, ofc you can break them when something special in the music happen or when you try something new, but try to keep them consistent mostly, since they affect the HP drain, also your map looks more organized. The point you mentioned is okay, because the lead starts at 00:29:130 (1) but the beat itself starts at 00:29:352 - (where I NCed). I will go through the rest of the mapset looking for this though, because I can imagine I could miss something like this
  4. 01:23:574 (1) - this is the kind of sliders I want to see from you, weird, but looks cool and the curves are nice, is nice too see and u don't have a weird feeling when you play it. Thank you! c: See slider mod response in NUTS diff.
  5. 02:29:907 (4) - this is a special moment in the song! you did well at dividing 02:29:574 (1,2,3) - and 02:29:907 (4,5,6) - but also you can NC 02:29:907 (4) - to let the player know about it. Did this! I will probably have to do this in Insane diff too
Basically the same general comments for the 3 higher diffs, that were just general input so they apply too all the map in general. | | | Okay. I will go over general mods you gave for the 3 harder diffs in a future update, since if I did a general mod for 3 diffs right now that would take a while x.x

Hard

  1. 00:15:574 - same rhythm problems as the other diffs.
  2. 00:17:796 (1,2,3,4) - streams on hard diffs aren't that common thing to happen and the rhythm is so similar to the insane diff, reducing rhythm is also important when mapping a lower diff, for example a player will not find fun playing a hard with the same rhythm as the insane, but less spacing, so try to do variations double repeat sliders + circle work well with 5 beats streams. Fixed this one, going to go over more later with repeat sliders
  3. 01:23:574 (1) - grats see!! this is awesome, go and make the overlaped ones awesome too. :)
  4. This diff seems a lot better than the insane and both extras, but still some things from the previous input apply here too. Future mod
I'm super worry at the 3 hardest diff, especially at the nut one, I can point issue by issue, but that will end in a huge mod that repeat the same over and over, so I think a general advice is better in this case, anyways GL with this and keep improving
Very helpful mod, thank you! :)
Topic Starter
squirrelpascals
Putting emanfman's points here and editing in reply for convenience. Sorry if you weren't as satisfied with my voice replies since i'm not good @ talking >.<

EXTRA

21:33 emanfman: 00:15:907 (3,1,2,3,4,5) - You commented on spacing increase. Made spacing decrease to pitch rather than increase
21:34 emanfman: 00:17:796 (1,2,3,4) - You said this should flow more toward 5. But 00:18:241 (5) - Flows away from it by itself
21:35 emanfman: 00:19:796 (3,4,5,6,7,8) - You said you liked this :D
21:35 emanfman: 00:23:130 (1,2,3,4,5) - You said to fix uneven spacing errors. Fixed
21:37 emanfman: 00:32:018 (3,4,5,6) - I believe you said to make this flow more into 7. This is suitable with 6 (I was considering this screenshot https://osu.ppy.sh/ss/4963002 but 3 and 4 dont flow from 2 well)
21:39 emanfman: 00:34:018 (3,4,5,6,7,8) - You pointed out how 3 should stack on a slider, I pointed out that it already does
21:41 emanfman: 00:38:241 (2) - I think you pointed out it's shape? I don't see what's wrong with this/color]
21:41 emanfman: 00:40:907 (1,2,3,4,1,2,3,4) - You said spacing should slowly increase , rather than somewhat increase, decrease and fully increase.
21:44 emanfman: 01:12:796 (6,1,2,3,4,1,2,3,4) - You liked this flow
21:45 emanfman: 01:33:352 (4,5,6,7) - You said it looks like I ran out of room here by the vertical angle of 5,6,7 I think it matters more that this plays well, and I show my intentions with vertical angles by slider 8, but I made this look more intentional by my next mod
21:47 emanfman: 01:33:130 (3,4) - I made a cool thingy :D http://imgur.com/PuVJk9c.png
21:45 emanfman: 01:14:130 (2,3,4,5,6) - and 01:10:463 (3,4,5,6,1)- and also 01:42:241 (1,2,3,4,5) - You were pointing out stream angles here, and to try and keep them consistent. I do't think this was as much of a suggestion as it was a thought, but as far as modding standards: I don't want the map to be too static, I want to vary things like this here and there to keep gameplay interesting. The ones mentioned are okay. If any of these pose a pliability problem I will be willing to change it.
21:51 emanfman: 02:09:685 (2,3,4,5,6,7) - Same as first mod, I made spacing decrease instead
21:54 emanfman: 02:29:574 (1,2,3,4,5,6) - NUTS diff; Used an example of how I used spacing decrease here
21:56 emanfman: 02:31:574 (5) - Think this was a spacing comment? Big spacing here is okay
21:56 emanfman: 02:34:685 (1,2,3,4,1,2,3,4,1) - Same as before; said spacing should slowly increase. Done :D You also said how spacing between streams should be consistent here And I did that also
21:58 squirrelpascals: https://osu.ppy.sh/ss/4963060 Lazy suggestion by me; dont worry i didn't do this dont mind me
22:01 emanfman: 02:40:018 (1,2,3) - You said how this stack could be difficult for hidden players. Said how I don't map for hidden players. They should follow the rhythm prominently
22:03 emanfman: 02:48:796 (1,2,3,4,5) - Spacing comment here Fixed

Voice modding was a lot more fun and more interactive. I wish I was better at it :)
Thanks for the mods!!!
Shishou
M4M
INSANE
00:13:796 (2) - stack with 00:12:463 (1,2,3,7) -
00:15:130 (3) - change slider's chape.I dont know it's a bit uncomfortable
00:24:463 (3) - put it in x:368 y:328

EXTRA
00:05:352 (3) - why noy make it like this
01:35:463 (3) - add circle

NUT
00:15:130 (2) - end slider at the white tick
00:21:574 (2) - move it a little higher
00:34:907 (2) - - put it in here 00:34:685 (1) - and remove 00:34:685 (1) -
01:08:463 (4,5) - make it something like this

01:46:130 (3) - end this slider at the white tick

Good Luck :)
Topic Starter
squirrelpascals

abanes16 wrote:

M4M
INSANE
00:13:796 (2) - stack with 00:12:463 (1,2,3,7) - Okay, done
00:15:130 (3) - change slider's chape.I dont know it's a bit uncomfortable It flows okay right now
00:24:463 (3) - put it in x:368 y:328 The back and forth is okay here

EXTRA
00:05:352 (3) - why noy make it like this Isn''t uncomfortable to play, shapes are more interesting too
01:35:463 (3) - add circle This is okay. Goes well with the snap

NUT
00:15:130 (2) - end slider at the white tick This is drawn out with the lead
00:21:574 (2) - move it a little higher Did this
00:34:907 (2) - - put it in here 00:34:685 (1) - and remove 00:34:685 (1) - Better like this. Mapped to the pitch, and if you listen closley it starts again at 00:34:907
01:08:463 (4,5) - make it something like this Shape repetitiveness is okay because of repetitive kick pattern

01:46:130 (3) - end this slider at the white tick Wow, done. And doing this for the other few snap beats that I missed also.

Good Luck :)
Thank you for the mods!! :)
Ataraxia
Hii :)

Easy

00:02:241 (3) - Open ai mod and check distance snap, you will see the snap indiference (but i think is irrelevant, just a "warning")

01:08:907 (5,1,2,3) - i Don't like this section, the Nc is confuse ;s

01:59:574 (1,2,3) - Same ^

02:29:352 (4) - NC here, to correctly the section,if have a NC her, Should be in 02:08:018 (1) - , in 02:15:130 (1) - and in 02:21:352 (1) - )

02:20:463 (3,1,2,3) - This section should be good like This

Normal

The tags on normal are incorrect on the other diffs, you should fix this

00:03:352 (3,1) - Little nazi, but you should Stack correctly?

00:22:907 (2) - Ds error? Ai mod...

01:34:241 (1) - NC

01:45:796 (5) - NC

02:33:130 (3) - NC

02:48:907 (3) - Ds error? Ai mod...²

02:48:018 (2) - move the red point(bezier) to x396 y36, its to "Place" correctly with 02:46:241 (4) - ( http://osu.ppy.sh/ss/4984977 )

Uh... the sv on normal and hard is the same... i do not know if this aceitable, i just warning to you btw...

Hard

00:29:130 (2) - Nc

00:42:241 (1) - i think her should have a diferent slider velocity, i think 1.0x Is cool

02:22:241 (1) - Nc, to emphase better

02:37:352 (4) - Stack better with 02:37:130 (3) -

Insane

02:41:685 (1) - i think her could be better a stack with 02:41:796 (2) -

02:48:796 (1) - Same ^

Extra

00:01:241 (4,5) - Just a simple stack, because is random on the map :s

01:13:352 (5) - Nc

01:16:907 (5,7,11) - do a Nc fix to be a Unique combo

01:20:463 (5) - Nc

01:24:907 (1) - uh... Nc because of the slide velocity alteration, but i do not think is good at all, i recomend to you delete the sv alteration or do like the 01:23:574 (1) - veolocity

NUTS

01:24:907 (1) - NC

01:38:685 (1) - The kiai on this diff is diferent from the set, i think you add the kiai all the same on the mapset or cut like you do in this diff in the set

01:49:796 (5) - Need Nc her because in 01:46:463 (5) - is nothing, should be same on this moment

wow Nice Set, all the diffs is creative ! i really hope this rank, good luck !
Topic Starter
squirrelpascals
Orange color signifies changes that had previously been made, since a lot of what you suggested has a) already been applied or b) contains something nonexistent in the set

Ataraxia wrote:

Hii :)

Easy

00:02:241 (3) - Open ai mod and check distance snap, you will see the snap indiference (but i think is irrelevant, just a "warning") Error from last mod i guess. Fixed

01:08:907 (5,1,2,3) - i Don't like this section, the Nc is confuse ;s Put nc on 01:08:018 (4) instead

01:59:574 (1,2,3) - Same ^ This one is fine

02:29:352 (4) - NC here, to correctly the section,if have a NC her, Should be in 02:08:018 (1) - , in 02:15:130 (1) - and in 02:21:352 (1) - ) Timing points are diffrent for this section for some reason, it already has an nc for me

02:20:463 (3,1,2,3) - This section should be good like This Don't see what's wrong with it now.

Normal

The tags on normal are incorrect on the other diffs, you should fix this No, they're similar

00:03:352 (3,1) - Little nazi, but you should Stack correctly? No lol, fixed

00:22:907 (2) - Ds error? Ai mod... Excuse me for not checking ds on AI. fixed

01:34:241 (1) - NC Done

01:45:796 (5) - NC Already did. (Maybe you have an older version..?)

02:33:130 (3) - NC Same^

02:48:907 (3) - Ds error? Ai mod...² Fixed all

02:48:018 (2) - move the red point(bezier) to x396 y36, its to "Place" correctly with 02:46:241 (4) - ( http://osu.ppy.sh/ss/4984977 ) Doesn't need to be exactly similar to previous slider

Uh... the sv on normal and hard is the same... i do not know if this aceitable, i just warning to you btw... Not the same. I use sv x1.5 on hard

Hard

00:29:130 (2) - Nc Already did this?

00:42:241 (1) - i think her should have a diferent slider velocity, i think 1.0x Is cool Would be too surprising to the player

02:22:241 (1) - Nc, to emphase better Done

02:37:352 (4) - Stack better with 02:37:130 (3) - Lol fixed

Insane

02:41:685 (1) - i think her could be better a stack with 02:41:796 (2) - This offset stack is consistent throughout the whole outro. Unneeded

02:48:796 (1) - Same ^ ^

Extra

00:01:241 (4,5) - Just a simple stack, because is random on the map :s You're right. (This spacing was said to be needed from a previous mod for exaggeration but turned out to be a bad idea)

01:13:352 (5) - Nc Already is one here..?

01:16:907 (5,7,11) - do a Nc fix to be a Unique combo Wtf, I never had a combo of 11 on this map. I don't know where you're getting these random combos from.

01:20:463 (5) - Nc Already here

01:24:907 (1) - uh... Nc because of the slide velocity alteration, but i do not think is good at all, i recomend to you delete the sv alteration or do like the 01:23:574 (1) - veolocity Throughout the whole mapset, the color green signifies a shift in intensity of the song. So it is unneeded.

NUTS

01:24:907 (1) - NC See above

01:38:685 (1) - The kiai on this diff is diferent from the set, i think you add the kiai all the same on the mapset or cut like you do in this diff in the set Done

01:49:796 (5) - Need Nc her because in 01:46:463 (5) - is nothing, should be same on this moment Already is here

wow Nice Set, all the diffs is creative ! i really hope this rank, good luck !
Thank you for the mods!! :)
Topic Starter
squirrelpascals
Lithium from modhelp discord gave a mod, adding +1 sp in it's honor.

Extra:

increase AR to ~9.4
lower OD to ~8.7
00:12:741 (4,5) - maybe make a slider for. this part is really hard to read with only singletaps
00:20:018 (5) - insert a slider ( http://i.imgur.com/aIHQ6Qy.png ) too hard pattern for Extra
00:28:167 (2,3) - higher spacing for easier readabilty ( http://i.imgur.com/WV9HAjV.png )
01:02:463 - this sound can be mapped in an Extra (maybe similar to your NUTS)
01:09:574 - same as above
01:28:685 (5) - move on (2) from the next combo due to spacing + timing difference
01:59:907 (2) - remove, no sound to map it to
02:21:796 (1,2,3,4) - higher spacing for different timings inbetween notes ( http://i.imgur.com/8nzNfly.png )
02:36:018 (1) - blanket ( http://i.imgur.com/ZNaal5E.png )
02:41:685 (1) - move above (2) from this combo due to calm sound and doubletap
02:42:463 (4) - same as above, just move it under
02:48:796 (1,2,3,4) - same as the above


NUTS:

00:20:018 (1,2,3,4) - just normal circles
00:27:574 (1,2,3,4) - same as above
00:34:018 (1,2,3,4,5,6) - probably the 6.6* part. make it a little bit easier/smaller. its just random to have a so hard part at the beginning of the song
00:37:130 (2,3,4) - stack 2 and 3 because soft sounds
01:21:574 (3,4) - maybe rotate them so they fit the triangle theme of the combos before ( http://i.imgur.com/TdMvNSM.png )
01:34:796 (4) - move it a little bit so you get a nice triangle ( http://i.imgur.com/A3aJ2YK.png ) //Maybe intended by u not to look like a triangle
01:47:240 (4) - on slideron of (5) of previous combo
01:57:907 (2,3,4) - repeat slider instead?
02:00:463 (7) - place like this maybe ( http://i.imgur.com/IS6tfXK.png ) because timing gap
02:01:463 (2,3,4) - look 2 above
02:06:685 (1,2,3,4,5,6) - maybe pattern like this ( http://i.imgur.com/FXRPflQ.png )
02:13:574 (1,2,3,4,5,6) - normal circles, maybe smaller distance snap
02:16:907 (3,4,5,6,7) - normal circles, but maybe gut arrange them like ( http://i.imgur.com/75J0n1i.png )
02:20:463 (1,2,3,4,5) - repeat sliders ( http://i.imgur.com/oOLGERH.png ) //(4) is palced on (1) from next combo
02:21:796 (1,2,3) - switch (2) and (3) and place (2) onto (3) from previous combo ( http://i.imgur.com/fq8TLRn.png )
02:35:574 (1,2,3,4) - move like this ( http://i.imgur.com/ibzMKwc.png )
02:40:907 (2,3,4) - not perfect on (5) of prev combo
Topic Starter
squirrelpascals

squirrelpascals wrote:

Lithium from modhelp discord gave a mod, adding +1 sp in it's honor.

Extra:

increase AR to ~9.4 Did this
lower OD to ~8.7 Did this also
00:12:741 (4,5) - maybe make a slider for. this part is really hard to read with only singletaps I don't map/play for singletaps (I alternate) so I'm going to ask some singletappers about this.
00:20:018 (5) - insert a slider ( http://i.imgur.com/aIHQ6Qy.png ) too hard pattern for Extra Fast singletapping is okay
00:28:167 (2,3) - higher spacing for easier readabilty ( http://i.imgur.com/WV9HAjV.png ) No, this uses the same ds as the previous pattern, unnesessary
01:02:463 - this sound can be mapped in an Extra (maybe similar to your NUTS) Put a slidertail here
01:09:574 - same as above same
01:28:685 (5) - move on (2) from the next combo due to spacing + timing difference Fixed spacing/timing correlation
01:59:907 (2) - remove, no sound to map it to Yes there is. Turn off effect volume
02:21:796 (1,2,3,4) - higher spacing for different timings inbetween notes ( http://i.imgur.com/8nzNfly.png ) The ds slready increases by 1 here
02:36:018 (1) - blanket ( http://i.imgur.com/ZNaal5E.png ) Fixed this
02:41:685 (1) - move above (2) from this combo due to calm sound and doubletap Don't see why I would have to do this
02:42:463 (4) - same as above, just move it under ^
02:48:796 (1,2,3,4) - same as the above ^


NUTS:

00:20:018 (1,2,3,4) - just normal circles Exaggerates increasing intensity of the pattern with the kick at 00:20:018
00:27:574 (1,2,3,4) - same as above This one keeps the pattern less humdrum and more intresting for the player to play (I elaborated below)
00:34:018 (1,2,3,4,5,6) - probably the 6.6* part. make it a little bit easier/smaller. its just random to have a so hard part at the beginning of the song I deleted this pattern and the rest of the map was 6.5, so it wasnt too drastic of a diffrence. I reduced size by like 5 or 10% but I don't want to reduce it anymore
00:37:130 (2,3,4) - stack 2 and 3 because soft sounds Don't need to do this
01:21:574 (3,4) - maybe rotate them so they fit the triangle theme of the combos before ( http://i.imgur.com/TdMvNSM.png ) No, need to keep fluctuating patterns to keep these parts intense and more intresting/exciting
01:34:796 (4) - move it a little bit so you get a nice triangle ( http://i.imgur.com/A3aJ2YK.png ) //Maybe intended by u not to look like a triangle It is a triangle but triangles dont have to be part (barley any of them are in this whole section :P )
01:47:240 (4) - on slideron of (5) of previous combo Did this
01:57:907 (2,3,4) - repeat slider instead? Don't see why I should change this
02:00:463 (7) - place like this maybe ( http://i.imgur.com/IS6tfXK.png ) because timing gap I repleced 02:00:241 (6) instead
02:01:463 (2,3,4) - look 2 above Same as 2 above
02:06:685 (1,2,3,4,5,6) - maybe pattern like this ( http://i.imgur.com/FXRPflQ.png ) Don't see why this would be any better of an alternative
02:13:574 (1,2,3,4,5,6) - normal circles, maybe smaller distance snap I made spacing consistent. Like I said earlier but I'll elaborate a little more. The kickslider streams brings more variety in the maps rhythm to keep it interesting and to continue engaging with the player in different ways. This is why there are more kicksliders in the second part of the map; to keep the pattern variety less stagnant. I realize there is a difference between using these when necessary and using these randomly; I'm going to look more into that.
02:16:907 (3,4,5,6,7) - normal circles, but maybe gut arrange them like ( http://i.imgur.com/75J0n1i.png ) I didn't use your alternative but I made spacing here consistent
02:20:463 (1,2,3,4,5) - repeat sliders ( http://i.imgur.com/oOLGERH.png ) I haven't use repeats for this section; that would be inconsistent//(4) is palced on (1) from next combo Here you have 5 positions for hitobjects, 02:20:907 (5) is on 02:21:352 (1) and 02:20:463 (1) is on 02:21:796 (1) (Might be harder to see bc of nc)
02:21:796 (1,2,3) - switch (2) and (3) and place (2) onto (3) from previous combo ( http://i.imgur.com/fq8TLRn.png ) Then spacing from 3 would be ridiculous
02:35:574 (1,2,3,4) - move like this ( http://i.imgur.com/ibzMKwc.png ) Don't see why
02:40:907 (2,3,4) - not perfect on (5) of prev combo Made it so it is
Thank you for the mod!! :)
Starset
[NUTS]
-did actually someone mentioned about this blanket 00:00:019 (1,2) -
-00:15:907 (3,4,5,6,7,8) - idk why spacing is decreasing especially with the claps on 00:16:241 (6,8) - i think it should have more emphasis
-00:34:352 (4,5) - how about ctrl+g for a nice flow
-01:02:241 (1,2) - sry blanket
-01:02:574 (3,4) - ^
-01:03:352 - im hearing 1/8 here but its up to u if u feel like mapping it, i think it would be less boring in that part if u do so :v (there are other parts too ofc but i think u can find em alone)
-01:08:463 (4,5) - not really fan of this transition, feels like u ran out of ideas here xd basically change this one 01:08:796 (5) - maybe like http://puu.sh/oz0ci/37a4cec618.jpg
-01:24:907 (2) - dont u think it calls for NC?
-01:26:685 (1,2) - why not symmetrical o_O
-01:28:018 (1,2) - lol these too, i just noticed u arent using copy and past, its very helpful to build ur asthetics u know :v
-01:29:241 (3) - dunno why placed on red tick and also its making this clap 01:29:352 - not clickable
-01:30:241 (3) - wtf here its okey y u do dis xd
-01:31:018 (3) - well...actually i think u follow that drum but imo that clap is the most hearable instrument for the player :v o well
-01:37:796 (1,4) - u could avoid this overlap
-01:40:463 (1) - ehh i dont really like that corner on the end its really forced...
-01:42:907 - why not continue as a slider like u did here 01:50:018 (2) - ?
-01:50:241 (1,3,5) - wat inspired u in the music to do such things? basically this pattern is meant to represent a repetitive rythme or vocal tone but here its not it :/
-01:52:018 - can i ask why the sudden decrease of sv here? nothing in the song makes me feel like it needs to slow done tho
-02:08:463 (3) - NC
-02:46:907 (6,1) - u should work on ur blankets really

[EXTRA]
-00:13:204 (1,2,3,4) - well here i guess u should slowly decrease spacing as the beats are fading
-00:27:130 (5) - how about x160 y304 to allow some more space for that clap and ofc emphasis
-00:32:907 (1) - personal asthetic suggestion but i really feel like u should try diffrent shape for these slow sliders to kinda make the diffrence and so they feel unique
-00:56:907 - this part seems harder then the highest diff wtf xd
-01:24:907 (2) - pls nc
-01:32:018 (3) - i would flip it sideways like this http://puu.sh/oz1p0/3bd72f82e2.jpg
-01:37:796 (6) - either stack on previous note or go for more space since its baiting to click 1/4...
-02:06:981 (4,5,6) - not too much movement in this transition it seems and i dont like jumps with cursor not changing much direction :/
-02:08:463 (3) - nc
-02:20:907 (5) - x180 y336

[INSANE]
-00:13:204 (7) - dont really like this placement, try this instead x204 y228
-00:13:796 (2) - pls dont forget NCs
-00:27:130 (2) - why stacked
-00:35:241 (2) - overmap, didnt see this on ur higher diffs
-02:06:981 (3) - should nc here and here 02:07:278 (5) - to make reading easier for this kind of jumps

well gud luck
Topic Starter
squirrelpascals

HB24 wrote:

[NUTS]
-did actually someone mentioned about this blanket 00:00:019 (1,2) - Yes and everybody said to remove it >_< Im going to try and put it back because it looks tacky without the blanket, and I'll place 1 and 2 better as well
-00:15:907 (3,4,5,6,7,8) - idk why spacing is decreasing especially with the claps on 00:16:241 (6,8) - i think it should have more emphasis Spacing decreases with the pitch of the lead + the silence that comes after it
-00:34:352 (4,5) - how about ctrl+g for a nice flow Ruins the hexgon pattern
-01:02:241 (1,2) - sry blanket fixed
-01:02:574 (3,4) - ^ same
-01:03:352 - im hearing 1/8 here but its up to u if u feel like mapping it, i think it would be less boring in that part if u do so :v (there are other parts too ofc but i think u can find em alone) No way, this is way to quiet. I just now noticed this lol
-01:08:463 (4,5) - not really fan of this transition, feels like u ran out of ideas here xd basically change this one 01:08:796 (5) - maybe like http://puu.sh/oz0ci/37a4cec618.jpg No, the sliders are the same but 5 is slightly rotated. Pattern looks nicer and transitions works just fine.
-01:24:907 (2) - dont u think it calls for NC? Not in this case. This is the only instance the green combo color is used in the song; it signifiez change in the music
-01:26:685 (1,2) - why not symmetrical o_O okay
-01:28:018 (1,2) - lol these too, i just noticed u arent using copy and past, its very helpful to build ur asthetics u know :v Okay, did this. (I used to be lazy and not use ctrlc+v but dont worry im past that xp
-01:29:241 (3) - dunno why placed on red tick and also its making this clap 01:29:352 - not clickable There is a very prominent kick on the red tick. I like the way the snap is mapped to the sliders release anyways.
-01:30:241 (3) - wtf here its okey y u do dis xd lol. Used ctrlc+v on 4 plus transformations to replace this
-01:31:018 (3) - well...actually i think u follow that drum but imo that clap is the most hearable instrument for the player :v o well Yeah :P see previous mod for thsi
-01:37:796 (1,4) - u could avoid this overlap opps fixed
-01:40:463 (1) - ehh i dont really like that corner on the end its really forced... Does not interfere with playability + a e s t h e t i c
-01:42:907 - why not continue as a slider like u did here 01:50:018 (2) - ? Lol why did I do that. Done
-01:50:241 (1,3,5) - wat inspired u in the music to do such things? basically this pattern is meant to represent a repetitive rythme or vocal tone but here its not it :/ The pitch in the bass rises. This is pretty prominent in the music.
-01:52:018 - can i ask why the sudden decrease of sv here? nothing in the song makes me feel like it needs to slow done tho Yes, the pitch of the bass goes downwards here, and slows the player down before the next slower section of the map.
-02:08:463 (3) - NC WOw how do did I miss this xp fixed
-02:46:907 (6,1) - u should work on ur blankets really Im sorry >,< fixed lol til i was horrible at blanketing

[EXTRA]
-00:13:204 (1,2,3,4) - well here i guess u should slowly decrease spacing as the beats are fading It's fine like this
-00:27:130 (5) - how about x160 y304 to allow some more space for that clap and ofc emphasis No, this will kinda kill the triangle pattern. Unnedded.
-00:32:907 (1) - personal asthetic suggestion but i really feel like u should try diffrent shape for these slow sliders to kinda make the diffrence and so they feel unique K I added a bezier
-00:56:907 - this part seems harder then the highest diff wtf xd Is this sarcastic? Elaborate more plaese, I think this part is fine...
-01:24:907 (2) - pls nc See above mod
-01:32:018 (3) - i would flip it sideways like this http://puu.sh/oz1p0/3bd72f82e2.jpg Flippedd 1 instead
-01:37:796 (6) - either stack on previous note or go for more space since its baiting to click 1/4... Done
-02:06:981 (4,5,6) - not too much movement in this transition it seems and i dont like jumps with cursor not changing much direction :/ Changed this part before your mod
-02:08:463 (3) - nc Done
-02:20:907 (5) - x180 y336 Don't see why

[INSANE]
-00:13:204 (7) - dont really like this placement, try this instead x204 y228 Don't see why this isn't okay as it is
-00:13:796 (2) - pls dont forget NCs wow im bad xd fixed
-00:27:130 (2) - why stacked Approaches a silence in the song
-00:35:241 (2) - overmap, didnt see this on ur higher diffs There's a pitch change on each tick here
-02:06:981 (3) - should nc here and here 02:07:278 (5) - to make reading easier for this kind of jumps Perfectly readable as it is with the offset stack.

well gud luck
Thank you for the mods!! :)
Topic Starter
squirrelpascals
Some self-modding and why I changed / reverted some things in NUTS. I thought it would be important to write these down so that no one asks "Why u do this argh xp" Shouldn't be too much

Box 'o' stuff
• 00:23:130 (1,2,3,4,5) - Changed back to the original pattern. Originally asked to change back because of awkwardness, but this suits the mapset well because of it's linear flow and just an added jump. Nothing here should really stop this from being ranked, it's just the direction of the pattern.

• 00:30:241 (3,4,5,6,7) - spacing reduction from -.2 -> -.1. Wayyy too awkward at -.2 (Not in preranked vers. but thought I'd add this here).

• 00:38:241 (2,3) - readded the 1/8 timing here: more fun to play to music and no one really modded for it. Was trying to be overconsistent with my timing when I changed this

• 00:34:018 (1,2,3,4,5,6) - I reverted to larger spacing. This was the 6.6 star part, but it only buffed the diff by .1 stars. The pattern plays smoothly and this diff has large spacing as it is already. This part felt too underwhelming after the nerf, and the sharp angles fit the songs style.

• 00:35:796 (1,2,3,4,5,1) - Changed this part to feel less stagnant :P

• 01:16:463 - Here I added the back and forths back here! (I never really liked what I changed this to) Originally these were removed entirely because they were cross screen and ridiculous, and I was too stubborn to solely change the spacing. Now I know how to utilize these better and gave the most intense combo back and forth the same spacing as 01:21:352 (1,2,3,4) , which has come across as okay. As I previously said, the increase in spacing matches with the increase in spacing.

That seems to really be it, besides changing some minor stuffs and removing unnecessary timing points I found.
Fraye
Hey squirrel :3
I'm not sure how to mod maps like these D:

General

Nothing I could think of pointing out tbh :D

NUTS
00:19:907 (4,1) - this is pretty hard to read and not really good to look at imo
00:19:796 (3,2) - I suggest stacking
00:19:907 (4,1) - same
00:19:574 (2) - move this a 'lil bit to the right to compensate for the distance between it and 00:19:796 (3) - if you stacked
00:34:018 (1,2,3,4,5,6) - these jumps tho, consider nerfing a bit?
00:35:796 (1,2,3,4) - idk about the flow here tho, consistent DS is something I'd suggest
00:56:907 (1) - this part onwards is gorgeous tbh <3 (ignore this)
01:17:352 (1,2,3,4,1,2,3,4) - hardcore back and forths (ignore this)
01:40:463 (1,2) - ctrl + G?
01:42:241 (1,2,3,4,1) - use consistent DS?
02:13:574 (1,2,3,4,5,6) - nerf the spacing?

--Damn, this map is dope af--

EXTRA
00:59:907 (2,1) - the way their touching bothers me lmao

--Nothing else worth complaining about-- :o

INSANE
02:55:130 (4) - ctrl + G?

--*speechless*--

Awesome map! :D
Those hitsounds were on-point!
Topic Starter
squirrelpascals

flawful wrote:

Hey squirrel :3
I'm not sure how to mod maps like these D:

General

Nothing I could think of pointing out tbh :D

NUTS
00:19:907 (4,1) - this is pretty hard to read and not really good to look at imo Agreed. Made it look a lot nicer. I also made it so that 4 was not on top of 1
00:19:796 (3,2) - I suggest stacking No, the overlap looks good and doesn't interfere
00:19:907 (4,1) - same ^
00:19:574 (2) - move this a 'lil bit to the right to compensate for the distance between it and 00:19:796 (3) - if you stacked Changed these sliders entirely
00:34:018 (1,2,3,4,5,6) - these jumps tho, consider nerfing a bit? nerfed spacing again by x.95
00:35:796 (1,2,3,4) - idk about the flow here tho, consistent DS is something I'd suggest Uneven jumps are fine in an extra
00:56:907 (1) - this part onwards is gorgeous tbh <3 (ignore this) Thank you!
01:17:352 (1,2,3,4,1,2,3,4) - hardcore back and forths (ignore this) i like to party hard
01:40:463 (1,2) - ctrl + G? Flows fine as it is
01:42:241 (1,2,3,4,1) - use consistent DS? Opps, fixed
02:13:574 (1,2,3,4,5,6) - nerf the spacing? Don't think this spacing is as bad, but I nerfed it by x.95 anyways

--Damn, this map is dope af-- Thanks!

EXTRA
00:59:907 (2,1) - the way their touching bothers me lmao fixed :P

--Nothing else worth complaining about-- :o yeet

INSANE
02:55:130 (4) - ctrl + G? No reason to really :P

--*speechless*--

Awesome map! :D
Those hitsounds were on-point!
[/color]
Thank you for the mods!! :)
Hollow Wings
m4m

NUTS

  1. 00:10:241 (3) - unsnapped.
  2. 01:10:796 (3,4,5) - change these order into 435 can be better in aiming and flow.
  3. well... the diff is mainly filled with spread objects with less flow but more aiming patterns, so i just mention something about distance: 00:04:463 (3,4) - and 00:04:574 (4,5) - : as a really large distance spaced beatmap, you really need to take more attention to the distance setting than other works, because it effects playing and reading directly. the map has lots of 1/4 spaced jumps, that means you need to set much more large distance at 1/2 gaps to figure that out, otherwise that may cause ds pattern appeared and people may confused about that if there're no really special reason to use them. here jump at 34 and 45 are really similar, but with different gap. you did some of these well, but almost not. even you wanna give really large 1/4 jumps, i think you need to notice that by other objects nearby a bit. despite all 1/4 jumps at some kiai, choosing common settings to abnormal patterns may be the best choice.
  4. uh, idk if i've overmodded this, just mention some personal idea, since i've mapped something like that before as well.

EXTRA

  1. some kind of same words as the top diff's mod... how to get 01:26:685 (4,1) - 's distance larger? how to give a better version to distinguish 02:40:685 (3,4) - and 02:41:685 (1,2) - 's jump? and ofc you can keep that if you really did something to notice that as a markble series of patterns on purpose... ←that may be enough if you really understand my idea.
  2. and btw, the distance of 1/4 jumps' setting is more appropriate than the top diff imo, not only the value of distance, but using at the exact where and when.

Insane

  1. 00:06:907 (5,1) - overlapping the arrow is unrankble.
  2. watch 01:31:130 (3,1) - and 01:32:019 (3,1) - , guess what? www.
  3. when the map became in normal style, the settings seems fine as well, some of 5-notes stream can be spaced a bit thou.

Hard

  1. 01:18:018 (2,3) - and 01:18:241 (3,4) - , in a hard level map i think snap ds more can be better and friendly to the players at this level... well it effects less than other maps thou, because this song's bpm is not very high. patterns like 02:52:463 (1,2,3) - are fine to me btw.

Normal

  1. 00:28:018 (5) - highly recommend you not add some complex rhythm into normal level diff, noobs may get into panic when they see some different stuff suddenly. same to 02:06:685 (2,3) - and 02:21:796 (3) - as well.
  2. generally fine.

Easy

  1. 01:38:675 kiai's inherited line must be snapped on tick.
this is really an easy song to map imo, because its tracks are so special and have various kinds of beats or special sources of melody.

good luck
Topic Starter
squirrelpascals

Hollow Wings wrote:

m4m

NUTS

  1. 00:10:241 (3) - unsnapped. fixed this again :P
  2. 01:10:796 (3,4,5) - change these order into 435 can be better in aiming and flow. It flows well as it is. I also like the flow form 123
  3. well... the diff is mainly filled with spread objects with less flow but more aiming patterns, so i just mention something about distance: 00:04:463 (3,4) - and 00:04:574 (4,5) - : as a really large distance spaced beatmap, you really need to take more attention to the distance setting than other works, because it effects playing and reading directly. the map has lots of 1/4 spaced jumps, that means you need to set much more large distance at 1/2 gaps to figure that out, otherwise that may cause ds pattern appeared and people may confused about that if there're no really special reason to use them. here jump at 34 and 45 are really similar, but with different gap. you did some of these well, but almost not. even you wanna give really large 1/4 jumps, i think you need to notice that by other objects nearby a bit. despite all 1/4 jumps at some kiai, choosing common settings to abnormal patterns may be the best choice. Remodded for this. I've modded for this many times before and I'm starting to wonder why I keep getting this
  4. uh, idk if i've overmodded this, just mention some personal idea, since i've mapped something like that before as well.

EXTRA

  1. some kind of same words as the top diff's mod... how to get 01:26:685 (4,1) - 's distance larger? how to give a better version to distinguish 02:40:685 (3,4) - and 02:41:685 (1,2) - 's jump? and ofc you can keep that if you really did something to notice that as a markble series of patterns on purpose... ←that may be enough if you really understand my idea. I fixed the outro for this. I notice this issue is a lot more prominent in this diff
  2. and btw, the distance of 1/4 jumps' setting is more appropriate than the top diff imo, not only the value of distance, but using at the exact where and when.

Insane

  1. 00:06:907 (5,1) - overlapping the arrow is unrankble. Added a large offset from the stack so arrow is obvious now
  2. watch 01:31:130 (3,1) - and 01:32:019 (3,1) - , guess what? www. Fixed this one :P
  3. when the map became in normal style, the settings seems fine as well, some of 5-notes stream can be spaced a bit thou. Sounds good, but streams are spaced fine right now in insane

Hard

  1. 01:18:018 (2,3) - and 01:18:241 (3,4) - , in a hard level map i think snap ds more can be better and friendly to the players at this level... well it effects less than other maps thou, because this song's bpm is not very high. patterns like 02:52:463 (1,2,3) - are fine to me btw. Spaced that equally

Normal

  1. 00:28:018 (5) - highly recommend you not add some complex rhythm into normal level diff, noobs may get into panic when they see some different stuff suddenly. same to 02:06:685 (2,3) - and 02:21:796 (3) - as well. Friend who plays Normal maps said that they played oka. Plus this is a hold rhythm so it makes it a lot easier on them (all mentioned are 1/3 pattern)
  2. generally fine.

Easy

  1. 01:38:675 kiai's inherited line must be snapped on tick.Fixed
this is really an easy song to map imo, because its tracks are so special and have various kinds of beats or special sources of melody.

good luck
Thank you for the mod! :)
-[ Prxzm ]-
INSANE
  • Remap all
EXTRA
  • Perfect map
NUTS
  • Perfect map
kds pls <3
-[ Prxzm ]-
Omg will you have the honor of being the person that gives me my first kudosu? owo
A REAL mod for my little squirrel friend~
NUTS
00:15:907 (3,4,5,6,7,8) - Inconsistent spacing between 7 and 8. Only place in the map with this type of inconsistency (in other parts the spacing gradually decreases or increases, this one is sudden).
02:08:463 (3) - Consider putting a New Combo here to signify the SV change.


EXTRA
00:41:351 (1,2,3,4) - Pattern doesn't flow well and is uncomfortable to play. Consider either making it straight or curve smoothly.
01:01:352 (1,2,3) - Aesthetic/consistency issue. 1 points straight to 2, but 2 doesn't point straight to 3. Consider arching the 2 by -30 degrees then repositioning it accordingly. (208,256) flows better but (204,256) gives more consistent spacing.
01:35:130 (2,3) - Very minor flow issue. Consider moving it 30 degrees then placing it at (138,289).
01:36:018 (1) - If you make the above change, move this to (192,12) to fix the inevitable flow inconsistency.
01:57:352 (4) - Perhaps make this a New Combo to signify the spacing change.
02:50:463 (6,1) - Maybe not perfectly stack these for HD/HDHR players.


INSANE
00:26:685 (1,2) - Don't perfectly stack these. Consider moving the circle slightly Northwest of the slider.
00:35:241 (2,3) - Same here. Consider moving the circle slightly Southwest of the slider.
01:28:686 (4) - Minor readability issue. Consider making this a New Combo to signify the spacing change.
02:56:018 (1,2,3,4,5) - Combo inconsistency. Consider making 02:57:241 (4) - a New Combo as you did here 02:53:130 (3,1,2,1) -


HARD
01:46:130 (4) - There's a strong note between the slider start and slider end. Consider making this a circle then a slider. (01:46:241 (1) - Strong note)
01:49:352 (2,3) - Consistency issue. See above.
02:08:241 (5) - Merely an opinion. Consider removing this to keep consistent with the musical style (dramatic pause).
02:39:796 (6) - Consider making this a New Combo.
02:53:685 (4,1) - Consider making the slider a New Combo and the circle a part of that combo to keep consistent with the musical style.
02:54:574 (2) - If you go through with the above change, make this a New Combo.
02:57:241 (4,1,2) - Same here.
03:00:796 (4,1,2) - Same here.


NORMAL
00:27:574 (4,5) - Consider making the 4 a New Combo
00:33:796 (1) - Slider starts on a weak beat and ends on a strong beat. Consider starting the slider here 00:33:796 (1) - but ending at the same point.
01:21:796 (1,2) - Look buddy, I know you like your fancy sliderart but don't make new players struggle playing fancy sliders :P
02:20:463 (1,2) - This is awkward to a new player. The end of a reverse slider should end in the same direction as the next note in a Normal difficulty.
02:53:685 (2,3) - Consider making this a New Combo to keep consistent with the musical style.
02:56:018 (3) - Same here.
02:57:241 (4) - Same here.
02:59:574 (3) - Same here.
03:00:796 (4) - Same here.


EASY
00:05:796 (2) - Please keep the slider point inside the slider.
00:09:796 (3) - Same here.
00:17:796 (2) - Same here.
00:27:574 (2) - Consider making this a New Combo.
00:37:352 (1) - Please keep the slider point inside the slider.
00:53:352 (1) - Why is there no iconic spinner in here like the rest of the difficulties?
00:58:241 (2) - Please keep the slider point inside the slider.
00:59:574 (3) - Same here.
01:18:241 (1,2,3,1,2) - I'm not going to ask you to fix the fancy sliderart since they're slow, but I'll have my mother play them tomorrow and if she finds them difficult I'll pm you asking you to fix them.
02:08:018 (1) - Consider using a silent hitsound on the sliderend.
02:32:018 (4,1,2,3) - Very minor spacing inconsistency.
02:35:574 (2) - Please keep the slider point inside the slider.
02:42:685 (4) - Same here.
02:47:130 (1) - You're just mocking me with this one.
Topic Starter
squirrelpascals

-[ Snowflake ]- wrote:

INSANE
  • Remap all :(
EXTRA
  • Perfect map <3
NUTS
  • Perfect map <3
kds pls <3 yus gud mod

-[ Snowflake ]- wrote:

Omg will you have the honor of being the person that gives me my first kudosu? owo
A REAL mod for my little squirrel friend~
NUTS
00:15:907 (3,4,5,6,7,8) - Inconsistent spacing between 7 and 8. Only place in the map with this type of inconsistency (in other parts the spacing gradually decreases or increases, this one is sudden). The space decrease is on purpose, however i found that 4&5 should have been spaced by 1.4 rather than 1.3, so thanks for pointing out
02:08:463 (3) - Consider putting a New Combo here to signify the SV change. Did this


EXTRA
00:41:351 (1,2,3,4) - Pattern doesn't flow well and is uncomfortable to play. Consider either making it straight or curve smoothly. 1 gives a nice transition into 234
01:01:352 (1,2,3) - Aesthetic/consistency issue. 1 points straight to 2, but 2 doesn't point straight to 3. Consider arching the 2 by -30 degrees then repositioning it accordingly. (208,256) flows better but (204,256) gives more consistent spacing. This is fine. I don't want to modify 2 because I think it's positioned well atm, and then I would have to move 3 too low
01:35:130 (2,3) - Very minor flow issue. Consider moving it 30 degrees then placing it at (138,289). Repositioned 3 instead
01:36:018 (1) - If you make the above change, move this to (192,12) to fix the inevitable flow inconsistency. Had to reposition this pattern anyways bc spacing
01:57:352 (4) - Perhaps make this a New Combo to signify the spacing change. Done (for timing in song)
02:50:463 (6,1) - Maybe not perfectly stack these for HD/HDHR players. I don't map for hdhr players(ik, the irony right)


INSANE
00:26:685 (1,2) - Don't perfectly stack these. Consider moving the circle slightly Northwest of the slider. Changed back (error from prev. mod)
00:35:241 (2,3) - Same here. Consider moving the circle slightly Southwest of the slider. ^
01:28:686 (4) - Minor readability issue. Consider making this a New Combo to signify the spacing change. No spacing change here..
02:56:018 (1,2,3,4,5) - Combo inconsistency. Consider making 02:57:241 (4) - a New Combo as you did here 02:53:130 (3,1,2,1) - Fixed consistency (although in a different manner).


HARD
01:46:130 (4) - There's a strong note between the slider start and slider end. Consider making this a circle then a slider. (01:46:241 (1) - Strong note) Okay, I'll put another double here
01:49:352 (2,3) - Consistency issue. See above. No, I don this in other parts also
02:08:241 (5) - Merely an opinion. Consider removing this to keep consistent with the musical style (dramatic pause). No, I would miss an important beat
02:39:796 (6) - Consider making this a New Combo. No, combo on white ticks
02:53:685 (4,1) - Consider making the slider a New Combo and the circle a part of that combo to keep consistent with the musical style. ^see above
02:54:574 (2) - If you go through with the above change, make this a New Combo. ^
02:57:241 (4,1,2) - Same here. ^
03:00:796 (4,1,2) - Same here. ^ How combos correlate with the music is more important than visual appeal (same combo colors, etc.)


NORMAL
00:27:574 (4,5) - Consider making the 4 a New Combo Done for both parts
00:33:796 (1) - Slider starts on a weak beat and ends on a strong beat. Consider starting the slider here 00:33:796 (1) - but ending at the same point. No, there's a big kick on slider beat
01:21:796 (1,2) - Look buddy, I know you like your fancy sliderart but don't make new players struggle playing fancy sliders :P This is okay, it's very readable to a new player
02:20:463 (1,2) - This is awkward to a new player. The end of a reverse slider should end in the same direction as the next note in a Normal difficulty. Done. Also modded this part for rhythm
02:53:685 (2,3) - Consider making this a New Combo to keep consistent with the musical style. See above
02:56:018 (3) - Same here. ^
02:57:241 (4) - Same here. ^
02:59:574 (3) - Same here. ^
03:00:796 (4) - Same here. ^


EASY
00:05:796 (2) - Please keep the slider point inside the slider. Wtf was that o.O
00:09:796 (3) - Same here. Matters less but okay
00:17:796 (2) - Same here. K
00:27:574 (2) - Consider making this a New Combo. Don't see why I should
00:37:352 (1) - Please keep the slider point inside the slider. Fine
00:53:352 (1) - Why is there no iconic spinner in here like the rest of the difficulties? Wow I don't know :P fixed
00:58:241 (2) - Please keep the slider point inside the slider. Don't need to, don't feel like messing w/ curve
00:59:574 (3) - Same here. ^
01:18:241 (1,2,3,1,2) - I'm not going to ask you to fix the fancy sliderart since they're slow, but I'll have my mother play them tomorrow and if she finds them difficult I'll pm you asking you to fix them. Okay XD
02:08:018 (1) - Consider using a silent hitsound on the sliderend. Unneeded, helps keep rhythm for new players too
02:32:018 (4,1,2,3) - Very minor spacing inconsistency. By x.01, it doesn't matter XD
02:35:574 (2) - Please keep the slider point inside the slider. Don't want to mess with curve
02:42:685 (4) - Same here. ^
02:47:130 (1) - You're just mocking me with this one. Sorry if this bugs you XD
Thank you sooo much for the mod!! :)
just click
It's cool to see that you've improved a lot with your mapping!
Topic Starter
squirrelpascals

Breezy wrote:

It's cool to see that you've improved a lot with your mapping!
Thanks dude! :D
MikasaSerket
I have a tiny little bear right next to me for motivation :D/

nutz:
6.62 my GLUTEUS MAXIMUS. Make that 6.66 because I'm TRIGGERED.
oki I read something about how you wanted the sliders to be weird like that to emphasize the song (or that you feel it's right like that.) Good job!1111one! I encourage you to do that. So instead, I won't be an ignorant mapper and mod the sliders.
The sliders remind me of Notch Hell SO MUCH HOLY-
Anyways, on to actual modding.

02:00:907 - oki so since from here to 02:00:907 (1) - here is building up hype and tension for the kiai time, I thinking having slider multipliers would boost the added effect. What I mean by this is having slider multipliers start very low, let us say .65 or something, and then gradually becoming higher, .75, .90 1.00 and so on.
02:37:352 (4) - Imo, you shouldn't have 4 have similar spacing with 02:37:574 (5,6) - this is because 5 and 6 are on the part where the music sounds bubbly and 4 is on a strong clap. A suggestion would to have four slightly spaced out from the rest of the combo to provide more emphasis on that strong clap.
02:40:907 (2) - The same goes for here ^.
01:34:241 (1,2,3,4,5) - Okay this is going to be some really bad explanation :d. Anyways, the transitioning from slider to hitcircle is...uh... How do I say this... Awkward? I mean visually. I don't know how it actually plays out because I don't have a tablet to play. 01:34:241 (1,2,3) - has a really sharp edge to it forming a triangle which causes the player to move pretty quickly? I'm not sure if this was the objective you were going for, if so, that's okay I guess but maybe position the slider so that it does not have such a sharp turn. Same goes for 01:34:574 (3,4,5) - .

Normal:
00:00:019 (1) - I was thinking this should end 00:00:463 - imo. Same thing for 00:01:796 (1) - I was thinking it should end on the white tick before it. But that's just what it sounds like to me.

Submitting for now, I am getting back to it.
Topic Starter
squirrelpascals

MikasaSerket wrote:

I have a tiny little bear right next to me for motivation :D/

nutz:
6.62 my GLUTEUS MAXIMUS. Make that 6.66 because I'm TRIGGERED. Not going to map for difficulty (It already was 6.6 but triggered a lot of modders :l
oki I read something about how you wanted the sliders to be weird like that to emphasize the song (or that you feel it's right like that.) Good job!1111one! I encourage you to do that. So instead, I won't be an ignorant mapper and mod the sliders.
The sliders remind me of Notch Hell SO MUCH HOLY- >I was the og 8-)
Anyways, on to actual modding.

02:00:907 - oki so since from here to 02:00:907 (1) - here is building up hype and tension for the kiai time, I thinking having slider multipliers would boost the added effect. What I mean by this is having slider multipliers start very low, let us say .65 or something, and then gradually becoming higher, .75, .90 1.00 and so on. Good idea actually. Added some small boosts starting at 02:04:463
02:37:352 (4) - Imo, you shouldn't have 4 have similar spacing with 02:37:574 (5,6) - this is because 5 and 6 are on the part where the music sounds bubbly and 4 is on a strong clap. A suggestion would to have four slightly spaced out from the rest of the combo to provide more emphasis on that strong clap. Jump from 3 to 4 already emphasizes that
02:40:907 (2) - The same goes for here ^. ^ I buffed their spacing a bit xd
01:34:241 (1,2,3,4,5) - Okay this is going to be some really bad explanation :d. Anyways, the transitioning from slider to hitcircle is...uh... How do I say this... Awkward? I mean visually. I don't know how it actually plays out because I don't have a tablet to play. 01:34:241 (1,2,3) - has a really sharp edge to it forming a triangle which causes the player to move pretty quickly? I'm not sure if this was the objective you were going for, if so, that's okay I guess but maybe position the slider so that it does not have such a sharp turn. Same goes for 01:34:574 (3,4,5) - . They're just triangles. Test players didn't have much of a problem with this; this pattern stays

Normal:
00:00:019 (1) - I was thinking this should end 00:00:463 - imo. Same thing for 00:01:796 (1) - I was thinking it should end on the white tick before it. But that's just what it sounds like to me. Did the second one only. No beat on white tick in first one.

Submitting for now, I am getting back to it. Sounds good, you requested no kd till then. Take yo time
Pereira006
[Easy]

Gameplay:

  1. 00:31:130 (2,1,1) - you use normal spacing is 0.80 but this part is -0.10, is inconsistency spacing
  2. 00:53:352 (1,1) - this objects is too much near and difficulty play for this level as easy, that spinner need reduce by -1/1 i mean to 00:55:574
  3. 01:45:796 (5,1) - inconsistency spacing
  4. 01:59:574 (1) - I really don't see why there NC, remove NC
  5. 02:04:463 (3) - missing NC, the part song is changing
[Normal]

Gameplay:

  1. 00:04:463 (2,1) - inconsistency spacing
  2. 00:22:241 (1,2,3) - ^ same
  3. 00:27:574 (1,2) - ^ same
  4. 00:56:907 (1) at 01:20:018 (3) - that rhythm is too much to clicks and very hard to play, because this level should be as Normal, I feel that is hard or advance. I really don't support this rhythm, need reduce something
  5. 01:23:574 (2,1) - inconsistency spacing
  6. 01:27:130 (1,2,3,1,2) - ^ same
  7. 01:33:352 (2,1) - ^ same
  8. 01:39:574 (1,2,3,1,2,3,4,1) - same happen before as 00:56:907 (1) at 01:20:018 (3), need reduce rhythm
this need huge work, there lot parts rhythm need reduce.

[Hard]

Gameplay:

  1. 00:25:796 (1,2,3) - inconsistency spacing, keep it use 1.30x
  2. 00:33:574 (1,2,3) - ^ same
  3. 01:12:907 (1,2,3) - i really don't get it why reduce so much this part, feel better if keep same spacing like you did in 01:11:574 (2,3,4,5) (jump) or use normal spacing
  4. 01:36:018 (1,2) - you blanket is off

[Insane]

Gameplay:

  1. 01:34:241 (1,2,3) - inconsistency spacing, use same spacing like 01:32:463 (1,2,3)
[]
Other diff's look fine, very insteresting your style and is actually pretty funny to play this map, but I feel this mapset need more work
Good luck
Topic Starter
squirrelpascals
I did a self-mod before I saw this for Easy/Normal diffs so things I changed might overlap

Pereira006 wrote:

[Easy]

Gameplay:

  1. 00:31:130 (2,1,1) - you use normal spacing is 0.80 but this part is -0.10, is inconsistency spacing Fixed in self mod
  2. 00:53:352 (1,1) - this objects is too much near and difficulty play for this level as easy, that spinner need reduce by -1/1 i mean to 00:55:574 done
  3. 01:45:796 (5,1) - inconsistency spacing fixed
  4. 01:59:574 (1) - I really don't see why there NC, remove NC ok, done
  5. 02:04:463 (3) - missing NC, the part song is changing Okay, moved the nc from 02:06:241
[Normal]

Gameplay:

  1. 00:04:463 (2,1) - inconsistency spacing fixed in self mod
  2. 00:22:241 (1,2,3) - ^ same fixed in self mod
  3. 00:27:574 (1,2) - ^ same If your talking about the 1.2x spacing on the next slider, then fixed
  4. 00:56:907 (1) at 01:20:018 (3) - that rhythm is too much to clicks and very hard to play, because this level should be as Normal, I feel that is hard or advance. I really don't support this rhythm, need reduce something Okay, I'm going to see more about this in teh future and get some more opinions on this
  5. 01:23:574 (2,1) - inconsistency spacing Fixed in self mod
  6. 01:27:130 (1,2,3,1,2) - ^ same ^^ omg
  7. 01:33:352 (2,1) - ^ same fixed
  8. 01:39:574 (1,2,3,1,2,3,4,1) - same happen before as 00:56:907 (1) at 01:20:018 (3), need reduce rhythm Found a circle I could delete, I'll look for more later like above
this need huge work, there lot parts rhythm need reduce.

[Hard]

Gameplay:

  1. 00:25:796 (1,2,3) - inconsistency spacing, keep it use 1.30x done
  2. 00:33:574 (1,2,3) - ^ same also done
  3. 01:12:907 (1,2,3) - i really don't get it why reduce so much this part, feel better if keep same spacing like you did in 01:11:574 (2,3,4,5) (jump) or use normal spacing done
  4. 01:36:018 (1,2) - you blanket is off fixed

[Insane]

Gameplay:

  1. 01:34:241 (1,2,3) - inconsistency spacing, use same spacing like 01:32:463 (1,2,3) okay
[]
Other diff's look fine \o/, very interesting your style and is actually pretty funny to play this map, but I feel this mapset need more work fair enough
Good luck Thanks!
Next goal 45+ sp
unless other bn says its okay
Ireiisu
hi m4m,

EASY
  1. 01:53:352 (2) - 02:42:241 (3) - 02:50:241 (5,2) - 03:00:018 (5) - 02:52:908 (5) - 02:53:796 (1,3) - 02:56:463 (6) - 02:57:352 (1) - 03:00:018 (5) - 03:00:907 (1) - 03:03:574 (5) - 03:03:574 (5) - These few circles sounds like its 10ms off (slow) , try setting the playback rate at 25% and you can hear the difference. It would sound correct if it is at 1/4 beat snap but this is easy diff. The only idea i an think of is that use sliders to cover these parts
NUTS
  1. OD 9.7 seems too high for this kinds of map, set it to about OD 9..?
  2. 01:20:018 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - this part seems like its all cramped up in one area and its a bit difficult to read , note this diff is ar 9.4 and its mostly 270 bpm and it goes the opposite direction at 01:21:352 (1,2,3,4) -
Sorry if the mod is really short , I don't think there is much problem to the map .(its just the combo being a bit weird for me but i think its suppose to be like this ) The map seems unique from the others and the hit sound sounds really nice to the song.
good luck!
Topic Starter
squirrelpascals

Ireiisu wrote:

hi m4m,

EASY
  1. 01:53:352 (2) - 02:42:241 (3) - 02:50:241 (5,2) - 03:00:018 (5) - 02:52:908 (5) - 02:53:796 (1,3) - 02:56:463 (6) - 02:57:352 (1) - 03:00:018 (5) - 03:00:907 (1) - 03:03:574 (5) - 03:03:574 (5) - These few circles sounds like its 10ms off (slow) , try setting the playback rate at 25% and you can hear the difference. It would sound correct if it is at 1/4 beat snap but this is easy diff. The only idea i an think of is that use sliders to cover these parts Yeah, that's because of the huge 3/4 rhythms in the song. I deleted some of the notes you mentioned that caused a discrepancy between the 3/4 and 1/1 rhythm
NUTS
  1. OD 9.7 seems too high for this kinds of map, set it to about OD 9..? No, The OD was already adjusted for reasons, works well with spread
  2. 01:20:018 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - this part seems like its all cramped up in one area and its a bit difficult to read , note this diff is ar 9.4 and its mostly 270 bpm and it goes the opposite direction at 01:21:352 (1,2,3,4) - No, it might seem cramped when selected and I see what your saying, but in gameplay (with fast AR) its a triangle that spreads outwards. The jumps are no bigger than 01:17:796 (1,2,3,4) . Plus, 01:21:352 (1,2,3,4) - doesn't flow the opposite direction, it just changes it's angle
Sorry if the mod is really short , I don't think there is much problem to the map . It's okay! You looked at the map for a while(its just the combo being a bit weird for me but i think its suppose to be like this ) The map seems unique from the others and the hit sound sounds really nice to the song.
good luck!
Thank you for the mod! :)
Shiguma
Weeks late, but here we go: (A lot (if my mod is even "a lot") of this will be opinion, but if I mention it, I think it's worth at least thinking about)

Easy
00:00:019 (1,2,3) - Do this: https://osu.ppy.sh/ss/5345061 Reason: Looks/flows better.
00:03:574 (1,2) - https://osu.ppy.sh/ss/5345070 Reason: More circular.
00:09:796 (4) - Similar to the others. I think the lead in to the next circle/slider should be nice and consistent for this difficulty, because it is Easy.
00:22:241 (2) - Turn this into a slider maybe? You are making beats on all the snaps except this one.
00:29:352 (2) - I think this is a good slider, but I think THIS 00:32:018 (1) - is an uglier one. Don't put two red points so close like that. I'd change the first one to a white point. Also the angle you have to go to for the next note is kinda meh as well.
00:37:352 (2) - By this point you might be asking why the fuck I'm saying all these nazi things, well here is my reason. So this note is pretty high up. I think it should be lower because of the way the player will most likely go: http://i.imgur.com/fx2nGdq.jpg (<--- only an example... but still imo better than how far up you put it.)
00:56:907 (1,2) - - Gonna stop mentioning stuff like this from now on because you probably figured out what I mean with all these examples at this point... This is not too great, but this is: 00:58:241 (2,3)

I get the song is sporadic but that shouldn't be displayed too much in the easy difficulty, and not like this.

01:05:352 (2) - I keep forgetting, but is this allowed to go under? I thought you weren't allowed to go outside of the screen.
01:21:796 (1,2) - These two are good. Use these as reference for your other special sliders.

tl;dr- Does this need remap? I don't think so. Buuuut I think you should take a good look at the flow of your map, and reposition several of the notes.

Normal
The "flow" things I said about Easy apply here too.
01:11:352 (2) - I think it would be better if 01:11:130 (1) - was a slider than went up to 01:11:463 (1) (blue tick) and then if there was a circle on 01:11:796 (2) instead.
02:29:352 (1) - I said I wouldn't mention things like this again but just another example, move this up. https://osu.ppy.sh/ss/5345305

Hard
00:06:352 (2) - Wait what? Isn't this like pls no for a Hard?
00:24:907 (1) - This should be the slider until that red tick, 00:25:352 (2) - this should be a hitcircle
00:30:130 (4) - Move circle here and slider 00:30:241 (5) - here.
02:07:574 (4) - Generally, you want the strong beats to be clickable. Putting slider end on white bar is usually a no-no. White ticks are usually where you'd put a circle or sliderhead.

Insane
00:28:463 (1) - Feel like this would be better if it was stacked on 00:28:018 (2) - instead of 00:27:574 (1)
02:06:685 (1,2,3,4,5,6) - Really hard to read :( Don't know if you should change it, add NC or something, idk.

Extra
00:28:167 (2,3) - Make these go in this direction pls: https://osu.ppy.sh/ss/5345465 (obviously shouldn't be how I did in picture but just the general idea)
01:23:574 (1) - Good slider, this works really well I think.
01:33:130 (3) - Bad angle imo. The first two were good as an example.

Nuts
00:20:685 (2) - This one doesn't work I feel like because the first red point goes up way too high.
00:25:796 (1) - This one is good.
00:34:018 (1,2,3,4,5,6) - Consider a movement like this: https://osu.ppy.sh/ss/5345532
01:16:685 (3) - You have this peeking out, why not 01:16:796 (4) this one?
01:17:240 (4) - Same story, why not make it further away?
01:19:796 (3) - HIGHLY recommend not stacking anything on this when you start the triangle stream. Either move all the triangles or move the slider. Reason? Hard to see that the triangle stream began.
01:34:241 (1,2,3) - Whatever you're trying to do here isn't working. It's extremely hard to read compared to read of the map because of the stacking and stuff.
02:13:574 (1,2,3,4,5,6) - Kick sliders are fine to have, but the way you've placed them is pls no tier. To fix, I think there are a few options that pop up in my head (I haven't tested them because bpm is way too high for me but yeah)
a) If you want to keep this circular style, decrease distance spacing on it
b) zigzag style instead
c) don't have the distance spacing be linear for the section
d) ???
02:16:907 (3,4,5,6,7) - Similar complaint here
02:20:463 (1,2,3,4,5) - For some reason, I feel like this one works! Don't know why though.
02:30:241 (1) - Doesn't work I don't think.

If you need more from me you can pm me and I'll eventually look at it again... maybe. Sorry for short mod. Good luck! :D
Monarch
modddd
[Easy]

00:22:685 I don't think you should leave a gap here and I think something like the slider leading up to this tick (00:21:352 (1) - ) should be used instead of 00:22:241 (2) -

As a side note, you've chosen to use reverse sliders here 00:23:130 (2,1) - which land on sounds which carry across the beat. I think it would be better suited to instead use two sliders , both of which start at what would have been the end of the reverse slider and end at the circle between the two sliders (00:24:463 (3,2) - although I can understand if you do not want to do this

00:29:352 (2) - you could move the end of this slider upwards to leave room to blanket the 3 on the slider, looks nicer that way

00;35;907 I really don't think you should be leaving out these loud click sounds

01:05:352 (2) - this doesn't really work as the previous slider is the one that starts on a heard note whereas this sliders hard note (the long white tick) is where it reverses, maybe place a circle where the slider 01:05:352 (2) - starts, move it down 1 white tick and then remove the reverse (reposition too to leas to slider 3 01:06:685 (3) - )

02:43:574 (1,2) - maybe extend these two by 1 more reverse? (and move closer if you do)

[Normal]

00:15:130 (1) - maybe make this a reverse slider, move 00:16:018 (3) - 1/2 down and make it a normal slider

01:06:685 (4) - move this slider end slightly down and then blanket the next slider?

01:11:130 (1,2) - I think you should use a slider that is a ctrl+g ctrl+ h of 01:10:685 (2) - as the second circle isnt as intense as the first circle

[hard]

01:37:796 (3) - this should land on the white tick

01:39:018 (2) - this should be a double

01:45:796 (2,3) - these should be removed, replaced with one of these 00:37:352 (3,4) - and 01:46:130 (4) - should be moved 1/4 forward and shortened by 1/4

maybe turn this 02:18:018 (2,3) - into a slider?

[insane]

01:11:130 (1,2) - I think you should place a note between these

01:12:685 (6,1) - I think this gap should be removed as the song is still only building up and even the kiai time 01:49:130 (3,1) - doesn't have these jumps

01:32:019 (3) - this should be turned into a circle and a short slider place on where the slider end was to emphasise the breath

01:35:574 (2) - I think you should do the same here

02:30:241 (1) - blanket the end of the slider before onto the start curve of this slider?

[Extra]

00:22:018 (4) - maybe place this above 00:21:574 (2) -

I think this 00:27:574 (1,2,3,4) - should go in the same clockwise direction as the previous triangle..

01:58:241 (1,2,3,1) - this part doesn't really sound right but I'm not 100% sure on what you should do to change it

02:08:241 (2) - maybe ctrl+h ctrl+g and blanket with the next slider?

nice map :o
Topic Starter
squirrelpascals

Shiguma wrote:

Weeks late, but here we go: (A lot (if my mod is even "a lot") of this will be opinion, but if I mention it, I think it's worth at least thinking about)

Easy
00:00:019 (1,2,3) - Do this: https://osu.ppy.sh/ss/5345061 Reason: Looks/flows better. Nice suggestion, fixed
00:03:574 (1,2) - https://osu.ppy.sh/ss/5345070 Reason: More circular. Don't see the intended change here
00:09:796 (4) - Similar to the others. I think the lead in to the next circle/slider should be nice and consistent for this difficulty, because it is Easy. Changed to make flow a little better, as well as the next notes
00:22:241 (2) - Turn this into a slider maybe? You are making beats on all the snaps except this one. Done
00:29:352 (2) - I think this is a good slider, but I think THIS 00:32:018 (1) - is an uglier one. Don't put two red points so close like that. I'd change the first one to a white point. Also the angle you have to go to for the next note is kinda meh as well. I like this one :c
00:37:352 (2) - By this point you might be asking why the fuck I'm saying all these nazi things, well here is my reason. So this note is pretty high up. I think it should be lower because of the way the player will most likely go: http://i.imgur.com/fx2nGdq.jpg (<--- only an example... but still imo better than how far up you put it.) Change d angle of the slider as an alternative
00:56:907 (1,2) - - Gonna stop mentioning stuff like this from now on because you probably figured out what I mean with all these examples at this point... This is not too great, but this is: 00:58:241 (2,3) This one's okay

I get the song is sporadic but that shouldn't be displayed too much in the easy difficulty, and not like this.

01:05:352 (2) - I keep forgetting, but is this allowed to go under? I thought you weren't allowed to go outside of the screen. Not outside screen. Last slidernode is inside the grid.
01:21:796 (1,2) - These two are good. Use these as reference for your other special sliders. mkay

tl;dr- Does this need remap? I don't think so. Buuuut I think you should take a good look at the flow of your map, and reposition several of the notes. Noted

Normal
The "flow" things I said about Easy apply here too.
01:11:352 (2) - I think it would be better if 01:11:130 (1) - was a slider than went up to 01:11:463 (1) (blue tick) and then if there was a circle on 01:11:796 (2) instead. Only made 01:11:130 (1) a slider
02:29:352 (1) - I said I wouldn't mention things like this again but just another example, move this up. https://osu.ppy.sh/ss/5345305 Didn't do exactly this because of the placement of 02:28:018 (5) - but I adjusted the rest of the combo after it to flow better

Hard
00:06:352 (2) - Wait what? Isn't this like pls no for a Hard? Doubles/triples are okay in hard
00:24:907 (1) - This should be the slider until that red tick, 00:25:352 (2) - this should be a hitcircle No, that red tick should definitely be clickable I made 00:25:352 - clickable tho
00:30:130 (4) - Move circle here and slider 00:30:241 (5) - here. No, the circles are on the strong kicks
02:07:574 (4) - Generally, you want the strong beats to be clickable. Putting slider end on white bar is usually a no-no. White ticks are usually where you'd put a circle or sliderhead. I really like the sliderend here because of how you release the slider during this slow-down part. No change

Insane
00:28:463 (1) - Feel like this would be better if it was stacked on 00:28:018 (2) - instead of 00:27:574 (1) Tried it, but it makes the placement of 00:27:574 (1) - look ugly
02:06:685 (1,2,3,4,5,6) - Really hard to read :( Don't know if you should change it, add NC or something, idk. A lot of people said the same. Added nc at 02:06:981 and 02:07:278

Extra
00:28:167 (2,3) - Make these go in this direction pls: https://osu.ppy.sh/ss/5345465 (obviously shouldn't be how I did in picture but just the general idea) Don't see why this is necessary
01:23:574 (1) - Good slider, this works really well I think. thanks!
01:33:130 (3) - Bad angle imo. The first two were good as an example. Flows perfect into 01:33:352 (4,5,6,7) , this is the better angle to use

Nuts
00:20:685 (2) - This one doesn't work I feel like because the first red point goes up way too high. But this flows really well from 00:20:463 (1) -
00:25:796 (1) - This one is good. cool
00:34:018 (1,2,3,4,5,6) - Consider a movement like this: https://osu.ppy.sh/ss/5345532 Don't see why I should change this
01:16:685 (3) - You have this peeking out, why not 01:16:796 (4) this one? Made these more evenly peak out
01:17:240 (4) - Same story, why not make it further away? Done
01:19:796 (3) - HIGHLY recommend not stacking anything on this when you start the triangle stream. Either move all the triangles or move the slider. Reason? Hard to see that the triangle stream began. Added a small offset
01:34:241 (1,2,3) - Whatever you're trying to do here isn't working. It's extremely hard to read compared to read of the map because of the stacking and stuff. You complain that this part is hard to read because of the stacking, yet this whole middle section of the map has stacks everywhere. No change.
02:13:574 (1,2,3,4,5,6) - Kick sliders are fine to have, but the way you've placed them is pls no tier. To fix, I think there are a few options that pop up in my head (I haven't tested them because bpm is way too high for me but yeah)
a) If you want to keep this circular style, decrease distance spacing on it
b) zigzag style instead ??
c) don't have the distance spacing be linear for the section
d) ??? Please be more specific about this. I don't know what you don't like about these. You haven't tested them, so how would you know how they play?
02:16:907 (3,4,5,6,7) - Similar complaint here
02:20:463 (1,2,3,4,5) - For some reason, I feel like this one works! Don't know why though. Sweet.
02:30:241 (1) - Doesn't work I don't think. Don't see why not

If you need more from me you can pm me and I'll eventually look at it again... maybe. Sorry for short mod. Good luck! :D Thank you!! Your mod was great :) I'll take another look at that flow stuff soon

jamiesalvador wrote:

modddd
[Easy]

00:22:685 I don't think you should leave a gap here and I think something like the slider leading up to this tick (00:21:352 (1) - ) should be used instead of 00:22:241 (2) - No, the big white tick at 00:21:352 - should be clickable, and 00:22:241 - and 00:23:130 - are also important beats

As a side note, you've chosen to use reverse sliders here 00:23:130 (2,1) - which land on sounds which carry across the beat. I think it would be better suited to instead use two sliders , both of which start at what would have been the end of the reverse slider and end at the circle between the two sliders (00:24:463 (3,2) - although I can understand if you do not want to do this I see what your saying, but it would be best not to place a slider on the silence at 00:27:130

00:29:352 (2) - you could move the end of this slider upwards to leave room to blanket the 3 on the slider, looks nicer that way Okay, gave this a try

00;35;907 I really don't think you should be leaving out these loud click sounds Have to stick to 1/1 rhythm on Easy tho

01:05:352 (2) - this doesn't really work as the previous slider is the one that starts on a heard note whereas this sliders hard note (the long white tick) is where it reverses, maybe place a circle where the slider 01:05:352 (2) - starts, move it down 1 white tick and then remove the reverse (reposition too to leas to slider 3 01:06:685 (3) - ) Agreed with that, fixed

02:43:574 (1,2) - maybe extend these two by 1 more reverse? (and move closer if you do) Would rather end the sliders on the stronger beat

[Normal]

00:15:130 (1) - maybe make this a reverse slider, move 00:16:018 (3) - 1/2 down and make it a normal slider No, I want 00:16:018 to be clickable

01:06:685 (4) - move this slider end slightly down and then blanket the next slider? This is already blanketed in they way they intercept eachother

01:11:130 (1,2) - I think you should use a slider that is a ctrl+g ctrl+ h of 01:10:685 (2) - as the second circle isnt as intense as the first circle Adjusted from Shiguma mod already (Deleted 2 circles and made a slider)

[hard]

01:37:796 (3) - this should land on the white tick There's a kick at 01:38:130 which is what's being mapped to at the time, what I have would go better with that rhythm

01:39:018 (2) - this should be a double This would be confused with the stack at 01:38:463 (4,1)

01:45:796 (2,3) - these should be removed, replaced with one of these 00:37:352 (3,4) - and 01:46:130 (4) - should be moved 1/4 forward and shortened by 1/4 This is mapped to the bass kicks, no change

maybe turn this 02:18:018 (2,3) - into a slider? Could be, but I would rather map to the very strong kicks at 02:18:018 and 02:18:241

[insane]

01:11:130 (1,2) - I think you should place a note between these I tried this and it's a good thought, but I don't like the awkward pause that would come after it

01:12:685 (6,1) - I think this gap should be removed as the song is still only building up and even the kiai time 01:49:130 (3,1) - doesn't have these jumps Done

01:32:019 (3) - this should be turned into a circle and a short slider place on where the slider end was to emphasise the breath The slider is mapped to the bass kick, and I think the short breath sounds cool during the short pause

01:35:574 (2) - I think you should do the same here Same, I like the breathupon release of the slider

02:30:241 (1) - blanket the end of the slider before onto the start curve of this slider? Done

[Extra]

00:22:018 (4) - maybe place this above 00:21:574 (2) - Isn't it like this already?

I think this 00:27:574 (1,2,3,4) - should go in the same clockwise direction as the previous triangle.. Made it this way to flow into the stream 00:28:018 (1,2,3) -

01:58:241 (1,2,3,1) - this part doesn't really sound right but I'm not 100% sure on what you should do to change it 01:58:241 (1) - is mapped to the impact, and 01:58:574 (2,3) - Are mapped to the clicks and go along with the riser

02:08:241 (2) - maybe ctrl+h ctrl+g and blanket with the next slider? I like it better this way

nice map :o Thank you!! I'll finish your mod as soon as possible
Thanks guys! :)
Cryptic
Kind of late I guess? M4M.

Nuts
  1. OD 9.4 is probably a bit too high for the way you've mapped this. OD 9 should suffice.
  2. 1. We'll start with a rhythm mod and then go into spacing/design later depending on how long this is.
  3. First things first. Be consistent with what instruments you map to. A good example of weird rhythm variation comes up in the first few measures. 00:00:019 (1,2,3,4,5,6,7,8) - In this combo you seem to be following the hollowish drum in the background. However in this combo 00:01:796 (1,2,3,4,5,6,7) - you ignore some of those hollow drum sounds. Being consistent with the instruments you follow and emphasize is important. You don't have to follow the hollowed drums throughout the entire map, but it shouldn't switch back and forth haphazardly as its hard for the player to "read" the map.
  4. 00:00:019 (1,2) - I recommending deleting 1, sliding 2 to 1's position, and making it a repeat slider. Doing this will help the player be introduced into a somewhat rhythmically odd song. (Its important to note that you should also be consistent with the way you map it.)
  5. 00:01:574 (7,8) - These notes, no matter how loud I turn up my volume, do not exist. The 7 has a faint echo attached to it way in the background, but this is definitely overmapping. (And if you decided to map the faint noise at 7 why did you ignore the one at 00:00:463 ?)
  6. 00:01:796 (1) - You have a strong drum beat on the repeat part of a slider on your highest diff. This is like undermapping, especially compared to the rest of the map.
  7. 00:02:130 - As mentioned earlier, you change up your rhythms here and decide to skip this beat. I do not advise this.
  8. 00:04:241 (2) - I think it'd be better if you did what I mentioned earlier and just reversed 00:03:574 (1) - this slider since the 2 is so quiet.
  9. 00:05:130 (7) - This noise is honestly too quiet to put as a circle. Maybe as a slider end or something.
  10. 00:06:130 (4) - Does this note exist? I don't hear it.
  11. 00:06:241 (5) - If anything, this should be a 1/4th slider as theres a note on the blue tick and none of the red tick.
  12. 00:06:907 (8,9) - Refer to my earlier point about this being too quiet and mostly nonexistent.
  13. 00:08:685 (2) - Are you mapping the weird fade in the background? Thats not a distinct instrument.
  14. 00:08:685 (2,3,4,5,6,1,2,3,4) - These sliders are rhythmically bad. They don't prioritize any particular instrument and seem to be there just to emphasize the weird whining noise in the background that would typically be ignored.
  15. 00:15:130 (2) - You ignore a strong drum beat in this slider, which I'm aware you hit with the tick, but hes mega strong. Its not the kind of thing you ignore. I get that you're mapping to the "whrrrr" noise in the background, but technically that noise doesn't end until 00:16:018 . My suggestion would be to map the entire noise or none at all.
  16. 00:16:685 (1) - I love inaudible noises tbh.
  17. 00:17:796 (1,2,3,4,5) - You and I both know that the rhythm in the background is not what you have mapped. Your rhythm is not a representation of the music here. Theres a few things wrong here, firstly the only clear beats that you did hit are 1 and 5. The "beat" 4 is mapped to actually lands after 4, more around 00:18:167 . The next issue is that 5's slider end lands on nothing. If anything make it a 3/4th slider with a silence slider end if you're trying to map the noise because it clearly ends where the next note begins (00:18:685 (1) - ).
  18. 00:18:685 (1) - I don't really know what this is mapped to? There also seems to be a 1/6th triplet in the background starting where you have the slider. Not 100% positive on that though.
  19. 00:19:352 (1,2) - What are these slider ends hitting? Why are they there?
  20. 00:20:018 (1,2,3,4) - Overmapped no matter how you look at it.
  21. 00:21:352 (1) - I'm fine with mapping clear strong breathing noises (like this), but at least silence the slider end since its not hitting anything.
  22. 00:24:685 (4) - Same thing, slider end hits nothing, silence it or change your patterning.
  23. 00:24:907 (1) - Nope. Nope. Nope. Theres nothing here except a faint echo in the background?
  24. 00:27:574 (1,2,3,4) - Overmapped. I really don't see an argument for this staying. It plays poorly (which I'll get to later) and it also makes no sense design wise (which I'll also get to later).
  25. 00:29:130 (2) - Same thing as I said earlier with the breathing, this is okay if you silence the slider end.
  26. 00:29:352 (1) - Okay, with this note I now see that I'm getting into the area where I'll be repeating myself, so lets go back over the first 30 seconds for rhythm and patterning below this point.
  27. 2. Now on to the wonderful world of patterns and design. Assuming that your map doesn't severely change from fixing rhythms, here goes some clear issues I noticed in the first 30 seconds pattern wise.
  28. 00:00:019 (1,2,3,4,5,6,7,8) - So lets just break this pattern down in general. 00:00:019 (1,2) - I addressed this previously, but it applies here. This works better as just a single reverse slider. 00:00:907 (3,4,5,6,7,8) - Musically speaking, there is nothing that warrants spacing that large, whether its in relation to the "doubles" (3>4, 5>6, 7>8) or the doubles to each other (34>56>78). I see that you've used a consistent DS but its just really spaced out for the sake of difficulty, which is no bueno (especially in an opening bit of a song). Just to nail home the point, you have a 2.3 DS to a inadubile sound 00:01:574 (7,8) . A spacing that large you would typically use to denote something of importance, like the drum at 00:01:352 (6) - which you've done nothing to emphasize.
  29. 00:01:796 (1) - Two huge strong drum beats on the repeat and the slider end, in a song like this they should definitely be clickable.
  30. 00:01:796 (2,3,4,5,6,7) - Just read above for that paragraph.
  31. 00:03:574 (1,2,3,4,5,6,7,8) - ^
  32. 00:05:352 (1,2,3) - These notes are much stronger than 00:06:241 (5,6,7) - these yet they're mapped the same way. Why? One should emphasize instrument and song intensity via spacing variation, which is not being done here.
  33. 00:07:130 (1,2,3,4,5) - I actually like this bit. I think its a bit under/over mapped (depending on where you look) but I think out of all the patterns in the map this is probably one of the few that feels comfortable/natural to play.
  34. 00:08:685 (2,3,4,5,6,1,2,3,4) - I don't really know what to say about this design wise other than why? Note placement makes no sense to me here. It flows very haphazardly. 00:08:463 (1,2,3) - Is a curving pattern that goes into a zig-zag pattern at 00:08:907 (3,4,5,6) - and then another curve from 00:09:574 (6,1) - into another weird zig zag at 00:09:796 (1,2,3,4,1) . It just feels clunky.
  35. 00:12:463 (1,2,3,4,5,6,7,1,2,3,1) - This isn't intuitive at all. Firstly, the 3 largest jumps should be your last 3, 1>2, 2>3, 3>1 (00:13:352 (1,2,3,1) - ). The song is getting louder there and thats when the notes are getting the lowest (which is the way this song builds up I guess). Spacing is a bit random (I don't get why 00:12:759 (4,5) - is spaced so differently from 00:13:056 (6,7) - when they're essentially the same sound) and so is your flow (00:13:204 (7,1) - you randomly switch from ccw to cw movement here and it just seems very forced). I'd take a step back and evaluate how a pattern moves from one circle to the next.
  36. 00:13:352 (1) - Why the NC? Either NC 00:12:907 (5) - or remove the NC.
  37. 00:15:130 (2) - SQUIGGLES JUST FOR THE SHIGGLES AMIRIGHT? No but seriously theres no good reason for the slider being like this other than to be edgy or something. What I'd recommend is making the squiggles consistent with your (have your slider bend to the ticks kind of like you did on the white tick, but for the entire slider). I think that would help emulate the noise in the background and overall just give you a more pleasant playing experience.
  38. And actually, that covers all points patterning design wise. The map's issues (in my opinion) boil down to everything I've mentioned here. I think these apply to all your upper diffs in various ways. Overall I'd suggest a remap, but keep in mind this is purely my opinion so feel free to ignore it.

Sorry for it seeming so "nazi," I'm just trying to help. Feel free to ask me questions in game if needed.
Topic Starter
squirrelpascals

Cryptic wrote:

Kind of late I guess? M4M.

Nuts
  1. OD 9.4 is probably a bit too high for the way you've mapped this. OD 9 should suffice. Already discussed, already sufficed. I can get some more opinions tho
  2. 1. We'll start with a rhythm mod and then go into spacing/design later depending on how long this is.
  3. First things first. Be consistent with what instruments you map to. A good example of weird rhythm variation comes up in the first few measures. 00:00:019 (1,2,3,4,5,6,7,8) - In this combo you seem to be following the hollowish drum in the background. However in this combo 00:01:796 (1,2,3,4,5,6,7) - you ignore some of those hollow drum sounds. Being consistent with the instruments you follow and emphasize is important. You don't have to follow the hollowed drums throughout the entire map, but it shouldn't switch back and forth haphazardly as its hard for the player to "read" the map. In this particular situation, you only have 2 instruments holding rhytym; the bongos and the kick. The kick is a very strong beat and takes priority over the bongos. I had your recommendation before, but I agree with this change.
  4. 00:00:019 (1,2) - I recommending deleting 1, sliding 2 to 1's position, and making it a repeat slider. Doing this will help the player be introduced into a somewhat rhythmically odd song. (Its important to note that you should also be consistent with the way you map it.) This isn't detrimental. I don;t think I should have to worry about this is a 6.6*
  5. 00:01:574 (7,8) - These notes, no matter how loud I turn up my volume, do not exist. The 7 has a faint echo attached to it way in the background, but this is definitely overmapping. (And if you decided to map the faint noise at 7 why did you ignore the one at 00:00:463 ?) Agreed, changed 00:01:352 (6) into a slider
  6. 00:01:796 (1) - You have a strong drum beat on the repeat part of a slider on your highest diff. This is like undermapping, especially compared to the rest of the map. I feel like the slider personally satisfies these kicks
  7. 00:02:130 - As mentioned earlier, you change up your rhythms here and decide to skip this beat. I do not advise this. Your first mod already encompasses this
  8. 00:04:241 (2) - I think it'd be better if you did what I mentioned earlier and just reversed 00:03:574 (1) - this slider since the 2 is so quiet. Good point, but I wanted to keep the kicks specific to the sliders, like 00:03:352 (7,1)
  9. 00:05:130 (7) - This noise is honestly too quiet to put as a circle. Maybe as a slider end or something. But it exists, and there's no problem reading it with the current reading patterns
  10. 00:06:130 (4) - Does this note exist? I don't hear it. It does exist, but it was too quiet so I got rid of it
  11. 00:06:241 (5) - If anything, this should be a 1/4th slider as theres a note on the blue tick and none of the red tick. changed to something different
  12. 00:06:907 (8,9) - Refer to my earlier point about this being too quiet and mostly nonexistent. yes
  13. 00:08:685 (2) - Are you mapping the weird fade in the background? Thats not a distinct instrument. made 1 a sliderl
  14. 00:08:685 (2,3,4,5,6,1,2,3,4) - These sliders are rhythmically bad. They don't prioritize any particular instrument and seem to be there just to emphasize the weird whining noise in the background that would typically be ignored. I changed this part overall to be sure each slider lands on a particular note
  15. 00:15:130 (2) - You ignore a strong drum beat in this slider, which I'm aware you hit with the tick, but hes mega strong. Its not the kind of thing you ignore. I get that you're mapping to the "whrrrr" noise in the background, but technically that noise doesn't end until 00:16:018 . My suggestion would be to map the entire noise or none at all. The whirr noise is literally the embodiment of the song and is just as strong as the kick (it comes on the drop of the song). 00:15:907 (3,4,5,6,7,8) is mapped to a prominent gate effect applied to the whir noise (why i didnt end the slider at 00:16:018
  16. 00:16:685 (1) - I love inaudible noises tbh. Mapped to the reverse clap; audible
  17. 00:17:796 (1,2,3,4,5) - You and I both know that the rhythm in the background is not what you have mapped. Your rhythm is not a representation of the music here. Theres a few things wrong here, firstly the only clear beats that you did hit are 1 and 5. The "beat" 4 is mapped to actually lands after 4, more around 00:18:167 This change in sound starts happening on the note. The next issue is that 5's slider end lands on nothing. If anything make it a 3/4th slider with a silence slider end if you're trying to map the noise because it clearly ends where the next note begins (00:18:685 (1) - ). extended
  18. 00:18:685 (1) - I don't really know what this is mapped to? There also seems to be a 1/6th triplet in the background starting where you have the slider. Not 100% positive on that though. What? There's nothing on this slider
  19. 00:19:352 (1,2) - What are these slider ends hitting? Why are they there? There's pitch changed on the slider starts and ends
  20. 00:20:018 (1,2,3,4) - Overmapped no matter how you look at it. Not overmapped. Each kickslider is mapped to the gate effect of the whir noise
  21. 00:21:352 (1) - I'm fine with mapping clear strong breathing noises (like this), but at least silence the slider end since its not hitting anything. sure
  22. 00:24:685 (4) - Same thing, slider end hits nothing, silence it or change your patterning. No, this sound stops here, even though there's a small echo.
  23. 00:24:907 (1) - Nope. Nope. Nope. Theres nothing here except a faint echo in the background?
  24. 00:27:574 (1,2,3,4) - Overmapped. I really don't see an argument for this staying. It plays poorly (which I'll get to later) and it also makes no sense design wise (which I'll also get to later). Same as above mod for this
  25. 00:29:130 (2) - Same thing as I said earlier with the breathing, this is okay if you silence the slider end. Not same as the breathing. Pitch change
  26. 00:29:352 (1) - Okay, with this note I now see that I'm getting into the area where I'll be repeating myself, so lets go back over the first 30 seconds for rhythm and patterning below this point. I explained this above
  27. 2. Now on to the wonderful world of patterns and design. Assuming that your map doesn't severely change from fixing rhythms, here goes some clear issues I noticed in the first 30 seconds pattern wise.
  28. 00:00:019 (1,2,3,4,5,6,7,8) - So lets just break this pattern down in general. 00:00:019 (1,2) - I addressed this previously, but it applies here. This works better as just a single reverse slider Explained above, also threw same rhythm in at 00:07:130 - . 00:00:907 (3,4,5,6,7,8) - Musically speaking, there is nothing that warrants spacing that large, whether its in relation to the "doubles" (3>4, 5>6, 7>8) or the doubles to each other (34>56>78). I see that you've used a consistent DS but its just really spaced out for the sake of difficulty, which is no bueno (especially in an opening bit of a song). Not spaced for difficulty. You acct like I made these jumps; it's not difficult to hit at all and is small in comparison to the more tense part of the song, 00:14:907 and onward. Just to nail home the point, you have a 2.3 DS to a inadubile sound 00:01:574 (7,8) . A spacing that large you would typically use to denote something of importance, like the drum at 00:01:352 (6) - which you've done nothing to emphasize. already turned this into slider (dont know if i already said so)
  29. 00:01:796 (1) - Two huge strong drum beats on the repeat and the slider end, in a song like this they should definitely be clickable. No, repeat arrow is okay
  30. 00:01:796 (2,3,4,5,6,7) - Just read above for that paragraph. Explained it above
  31. 00:03:574 (1,2,3,4,5,6,7,8) - ^ ^
  32. 00:05:352 (1,2,3) - These notes are much stronger than 00:06:241 (5,6,7) - these yet they're mapped the same way. Why? One should emphasize instrument and song intensity via spacing variation, which is not being done here. They're not mapped the same, I used sliders to emphasize the strong kicks on 00:05:352 (1,2,3)
  33. 00:07:130 (1,2,3,4,5) - I actually like this bit. I think its a bit under/over mapped (depending on where you look) but I think out of all the patterns in the map this is probably one of the few that feels comfortable/natural to play. Remapped lol [color=#4080](i dont remember if this was apart from your mods or not because I replied to this mod in 2 portions)[/color]
  34. 00:08:685 (2,3,4,5,6,1,2,3,4) - I don't really know what to say about this design wise other than why? Note placement makes no sense to me here. It flows very haphazardly. 00:08:463 (1,2,3) - Is a curving pattern that goes into a zig-zag pattern at 00:08:907 (3,4,5,6) - and then another curve from 00:09:574 (6,1) - into another weird zig zag at 00:09:796 (1,2,3,4,1) . It just feels clunky. It's just a zig zag that has a circular motion to it, it plays fine
  35. 00:12:463 (1,2,3,4,5,6,7,1,2,3,1) - This isn't intuitive at all. Firstly, the 3 largest jumps should be your last 3, 1>2, 2>3, 3>1 (00:13:352 (1,2,3,1) - ). The song is getting louder there and thats when the notes are getting the lowest (which is the way this song builds up I guess). Spacing is a bit random (I don't get why 00:12:759 (4,5) - is spaced so differently from 00:13:056 (6,7) - when they're essentially the same sound Why would I space everything so similarly anyways?) and so is your flow (00:13:204 (7,1) - you randomly switch from ccw to cw movement here and it just seems very forced). I'd take a step back and evaluate how a pattern moves from one circle to the next. Plays okay to me, I don't see such a durastic need to make any spacing changes here
  36. 00:13:352 (1) - Why the NC? Either NC 00:12:907 (5) - or remove the NC. I nc every 2 beats from the point 00:09:796 - i nc 00:13:796 (1) also because of the sv change
  37. 00:15:130 (2) - SQUIGGLES JUST FOR THE SHIGGLES AMIRIGHT? No but seriously theres no good reason for the slider being like this other than to be edgy or something. What I'd recommend is making the squiggles consistent with your (have your slider bend to the ticks kind of like you did on the white tick, but for the entire slider don't think this would make too much of a difference without just killing the slider). I think that would help emulate the noise in the background and overall just give you a more pleasant playing experience. Have you read the description? Well, read that. The only thing I'm able to use to express the outlandishness of this music are lines dude, lines.
  38. And actually, that covers all points patterning design wise. The map's issues (in my opinion) boil down to everything I've mentioned here. I think these apply to all your upper diffs in various ways. Overall I'd suggest a remap, but keep in mind this is purely my opinion so feel free to ignore it. I won't ignore it, but I want to consider it

Sorry for it seeming so "nazi," I'm just trying to help. Feel free to ask me questions in game if needed.

Alrighty, thanks. I'm going to upload what I have and see how I can apply this all around in the morning not like it's already been the morning
Monstrata
NUTS

00:15:907 (3,4,5,6,7) - If you want to do a decreasing DS pattern, Make the shape more simple? Like a line or a curve? this just looks really messy.
00:17:685 - Nothing here?
00:17:907 (2,3,4) - These sound quite overmapped though... I don't even hear anything, whereas the part above, there's actually a note that goes unmapped.
00:30:130 (3,4,5,6,7,8) - Same as earlier, the structure just doesn't look like anything...
00:32:018 (1,2,3,4,5) - This is quite uneven too. Make the structure nicer?
00:32:130 (2,3,4) - They sound overmapped just like before. and 00:31:907 - is neglected.
00:34:575 (6,1) - I never understood why you always use low spacing going into this glass-shattering sound... Don't you want to emphasize it?
00:37:574 (5,6,1) - This spacing is just going to confuse ppl imo... you're mapping both 1/4 and 1/2 rhythms to the same visual spacing.
01:14:130 (2,3,4,5,6,1) - The spacing increment is too large imo... and your curve is poorly constructed.
01:57:907 (2) - Doesn't sound like anything... I'd just begin on 01:58:018 (3) - .
02:19:241 (4,6) - These sound overmapped too..
02:21:796 (1,2,3) - You could make these bigger tbh

Idk man. This just looks like a mess to me... Some parts just sound overmapped. While the majority of your notes actually do exist in the music though, it just feels really exaggerated. For me, the map really lacks structure. Many patterns look like they are manually placed, rather than a product of some sort of copy/paste /Ctrl+Something function. As a result, the map really suffers on a structural level. Maps can be chaotic, yes, but they should still have some underlying thread of structure and consistency tying all objects together. Here, I don't see any really good flow choices, many are simply "acceptable" as it, they work, and no one will complain about them in testplays. The rhythms are okay, but some are rather questionable, and there are many places where I just feel objects are overmapped. Honestly, this needs work, but more than anything, I feel you need to gain more experience as a mapper before taking on a song like this, because extremely high bpm/alternator mapping does require a good sense of flow, rhythm, and being able to tie object placements together cohesively.

EXTRA

00:01:796 (1) - Kinda weird how the repeat and tail are quite a different sound to the head.
00:08:685 (1,2) - Sounds overmapped to me..
00:19:796 (3,4,5,6,7,8) - This is okay, but structurally, you can still make the pattern better. Spacing's still off, as are alignments
00:41:351 (1,2,3,4) - Try and give this a single movement too, like the other 4 note streams. Either make this linear, or curved, but stick to one fluid movement.
01:10:018 (3,1,2) - This spacing is so confusing honestly... you're already making a mistake by putting 1 so close to 3 since you're mapping that kind of spacing to 1/4 jumps, like compare it with 01:09:352 (1,2) - . It's really hard to read the rhy thm here.
01:16:685 (3,4,1) - Spacing change here but not 01:17:574 (3,4,1) - ?
01:27:796 (1,2) - I would swap NC's and begin the NC pattern on 01:28:018 - instead. It sounds better rhythmically.
01:29:574 (1,2) - Same. And what happened to the Orange?
01:31:574 (1,2,3) - You do it right here. Okay basically NC is inconsistent in this section. There are other places where its inconsistent, i trust you know where.
01:51:130 (5) - NC
02:14:241 (5) - NC
02:21:796 (1,2,3) - Spacing can be more consistent here.

This one's a bit better. The patterns are at least more structurally sound, though yea they still need a lot of polishing up because your structures aren't really consistent in spacing.

INSANE

00:08:685 (1) - Idk what this is following at all. I can only guess it's the whirring sound int he back, but you don't map it earlier so its really weird switching into it so abruptly. (If you are mapping to that whirring, I think its a mistake too... you should stick with the instruments since you dont map the whirring sound elsewhere in the intro).
00:33:574 (1) - You should really map 00:33:796 - to something clickable xP mapping it to a 2nd repeat is too passive imo.
00:57:796 (4,5) - Blanketting would look a lot nicer.
00:59:574 (1) - Your NC pattern is really inconsistent throughout this section. Are you doing 2 measures? 00:56:907 (1,2,3,4,5,6) - 01:00:463 (1,2,3,4,5) - or one measure?00:58:685 (1,2,3) - 01:05:796 (1,2,3) -
01:17:352 (5,1) - Swap NC's.
01:40:464 (4) - NC and do something more interesting? 01:44:018 (1,2,3) - was nice.
01:51:130 (1) - Man, you're really inconsistent about mapping this to 3 sliders or to 1 repeat slider. 3 sliders is less lame imo.

HARD

00:05:130 (6) - This doesn't actually exist imo... Use a 1/2 slider instead with 00:04:907 (5) -
00:14:907 (1,2) - Just sounds overmapped.
01:10:241 (1,2,3,4,5,6) - This is such a complicated rhythm for a Hard... Can you do something simpler? Use 1/4 repeats and don't use streams that begin on blue ticks, especially when they're coming right out of a 1/4 repeat slider. Also spacing them this far apart is just not good either, especially since the 1/4's are so quiet.
01:40:463 (2,3,4) - Why's the spacing so different.

NORMAL

NC'ing is really off for me...
00:22:241 (3) - This should be the start of a new NC pattern, considering the music.
00:24:018 (6) - I would NC here too, remove on 00:24:907 (1) - and NC on 00:25:796 (3) - . Basically stick to single measures.
This song is really off in terms of its rhythm so I don't blame you, but try and NC when theres a start of a new measure, or where it sounds like a new measure starts. Places like 00:36:463 - 00:38:241 - 00:40:018 - 00:41:796 - Your NC pattern after 01:25:352 - is a lot better since you NC a lot more frequently, which makes more sense with a song like this.
01:55:574 (3) - NC Stick to one measure. 01:52:018 (1) - follow this pattern.

EASY

Looks alright, I would prefer if you were more consistent about mapping the crashes to something clickable. Right now, sometimes you map it to a circle/slider-head and other times it's passive like on a slider-tail.
Talking about 00:15:130 (1) - (sliderhead) vs 00:17:796 (1) - slidertail
00:31:130 (3) - Clickable, 00:32:018 (1) - Not clickable 00:34:685 (3) - Clickable

Okay good luck.
Topic Starter
squirrelpascals

Monstrata wrote:

NUTS

00:15:907 (3,4,5,6,7) - If you want to do a decreasing DS pattern, Make the shape more simple? Like a line or a curve? this just looks really messy. While the shape still looks the same, I put structure behind it and used 45 degree rotation increments in between each circle.
00:17:685 - Nothing here? Put a slider end there
00:17:907 (2,3,4) - These sound quite overmapped though... I don't even hear anything, whereas the part above, there's actually a note that goes unmapped. I know this needs to be changed except I don't know how, so I'm going to keep it until I think of something.
00:30:130 (3,4,5,6,7,8) - Same as earlier, the structure just doesn't look like anything... I don't understand how it doesn't look like anything; it's a zig zag pattern so it doesn't look like anything too random. I perfected the angles on the zig zag tho using copy + paste
00:32:018 (1,2,3,4,5) - This is quite uneven too. Make the structure nicer? I perfected it by using 63 degree angles evenly between each circle
00:32:130 (2,3,4) - They sound overmapped just like before. and 00:31:907 - is neglected. Sliderend added on neglected beat, See comment above
00:34:575 (6,1) - I never understood why you always use low spacing going into this glass-shattering sound... Don't you want to emphasize it? Sure, moved it more to the left
00:37:574 (5,6,1) - This spacing is just going to confuse ppl imo... you're mapping both 1/4 and 1/2 rhythms to the same visual spacing. Opps, fixed
01:14:130 (2,3,4,5,6,1) - The spacing increment is too large imo... and your curve is poorly constructed. If the spacing increment on 01:12:907 (1,2,3,4,1,2,3,4) isn't too large then why did you choose to comment on this? This specific curve uses a logarithmic spacing pattern and I like the way it bleeds into 01:14:685 (1)
01:57:907 (2) - Doesn't sound like anything... I'd just begin on 01:58:018 (3) - . I just removed it
02:19:241 (4,6) - These sound overmapped too.. I hear notes here. Turn off effect volume
02:21:796 (1,2,3) - You could make these bigger tbh Sure

Idk man. This just looks like a mess to me... Some parts just sound overmapped. While the majority of your notes actually do exist in the music though, it just feels really exaggerated. For me, the map really lacks structure. Many patterns look like they are manually placed, rather than a product of some sort of copy/paste /Ctrl+Something function. As a result, the map really suffers on a structural level. Maps can be chaotic, yes, but they should still have some underlying thread of structure and consistency tying all objects together. Here, I don't see any really good flow choices, many are simply "acceptable" as it, they work, and no one will complain about them in testplays. The rhythms are okay, but some are rather questionable, and there are many places where I just feel objects are overmapped. Honestly, this needs work, but more than anything, I feel you need to gain more experience as a mapper before taking on a song like this, because extremely high bpm/alternator mapping does require a good sense of flow, rhythm, and being able to tie object placements together cohesively. Yeah I understand, I did map this like 6 months ago and I've improved a lot since then. Back then even when I did map this, although I was able to envision structure in this map, I didn't know how to apply it to a map as well as I do today. That's why I'm going to use the experience that I gain as I move on with this to the map itself; I still believe that this map can go somewhere. I think more mods from experienced mappers in general will help a lot as well as just using what I learn and applying it to this map. I don't believe that song choice should exactly confine me to what type of maps I should make, there's nothing wrong with going out on a limb as that's always part of a learning process.

EXTRA

00:01:796 (1) - Kinda weird how the repeat and tail are quite a different sound to the head. They're different but they're both percussional, so they're not too alienated from eachother
00:08:685 (1,2) - Sounds overmapped to me.. Removed
00:19:796 (3,4,5,6,7,8) - This is okay, but structurally, you can still make the pattern better. Spacing's still off, as are alignments I don't understand this comment. 3,4,5 is copy pasted and ctrl+h'ed to finish the pattern, and the only possible way I can improve spacing here is by moving 6 one picel to the right. But still, this pattern is okay
00:41:351 (1,2,3,4) - Try and give this a single movement too, like the other 4 note streams. Either make this linear, or curved, but stick to one fluid movement. Alright, sure
01:10:018 (3,1,2) - This spacing is so confusing honestly... you're already making a mistake by putting 1 so close to 3 since you're mapping that kind of spacing to 1/4 jumps, like compare it with 01:09:352 (1,2) - . It's really hard to read the rhy thm here. Agreed, replaced
01:16:685 (3,4,1) - Spacing change here but not 01:17:574 (3,4,1) - ? Applied the spacing change
01:27:796 (1,2) - I would swap NC's and begin the NC pattern on 01:28:018 - instead. It sounds better rhythmically. Okay that fine. i tried to preserve the 1/2 nc pattern here but its okay i guess
01:29:574 (1,2) - Same. And what happened to the Orange? Theres already an nc? And orange cc is used for claps specifically here (I improved that consistency by a lot)
01:31:574 (1,2,3) - You do it right here. Okay basically NC is inconsistent in this section. There are other places where its inconsistent, i trust you know where. I got it figured out
01:51:130 (5) - NC Done
02:14:241 (5) - NC Done also
02:21:796 (1,2,3) - Spacing can be more consistent here. Made consistent

This one's a bit better. The patterns are at least more structurally sound, though yea they still need a lot of polishing up because your structures aren't really consistent in spacing. Okay

INSANE

00:08:685 (1) - Idk what this is following at all. I can only guess it's the whirring sound int he back, but you don't map it earlier so its really weird switching into it so abruptly. (If you are mapping to that whirring, I think its a mistake too... you should stick with the instruments since you dont map the whirring sound elsewhere in the intro). Okay, I remapped this bit
00:33:574 (1) - You should really map 00:33:796 - to something clickable xP mapping it to a 2nd repeat is too passive imo. Sure, added another slider I tried not to do this to differentiate
00:57:796 (4,5) - Blanketting would look a lot nicer. True
00:59:574 (1) - Your NC pattern is really inconsistent throughout this section. Are you doing 2 measures? 00:56:907 (1,2,3,4,5,6) - 01:00:463 (1,2,3,4,5) - or one measure?00:58:685 (1,2,3) - 01:05:796 (1,2,3) - I know this is sad but I kind of forgot what was intended here. I think it was 2 measures so i changed to that
01:17:352 (5,1) - Swap NC's. opps fixed
01:40:464 (4) - NC and do something more interesting? 01:44:018 (1,2,3) - was nice. Applied nc. and I think this slider fits the sound really well see below
01:51:130 (1) - Man, you're really inconsistent about mapping this to 3 sliders or to 1 repeat slider. 3 sliders is less lame imo. Actually yeah ill switch to 3 sliders

Man I just realized how inconsistent I was when I mapped this; i always check for consistency nowadays but i think i forgot about this diff when checking for it in nuts and extra

HARD

00:05:130 (6) - This doesn't actually exist imo... Use a 1/2 slider instead with 00:04:907 (5) - Good idea
00:14:907 (1,2) - Just sounds overmapped. Changed to 1/2 slider
01:10:241 (1,2,3,4,5,6) - This is such a complicated rhythm for a Hard... Can you do something simpler? Use 1/4 repeats and don't use streams that begin on blue ticks, especially when they're coming right out of a 1/4 repeat slider. Also spacing them this far apart is just not good either, especially since the 1/4's are so quiet. Agreed, made 2 repeat sliders
01:40:463 (2,3,4) - Why's the spacing so different. Changed along with all other intended jumps. they just looked messy

NORMAL

NC'ing is really off for me... It was originally intended to ouse an nc on each count of 8, but I agree the music may call for something different
00:22:241 (3) - This should be the start of a new NC pattern, considering the music.
00:24:018 (6) - I would NC here too, remove on 00:24:907 (1) - and NC on 00:25:796 (3) - . Basically stick to single measures.
This song is really off in terms of its rhythm so I don't blame you, but try and NC when theres a start of a new measure, or where it sounds like a new measure starts. Places like 00:36:463 - 00:38:241 - 00:40:018 - 00:41:796 - i think this ones fine but the rest i agree with Your NC pattern after 01:25:352 - is a lot better since you NC a lot more frequently, which makes more sense with a song like this.
01:55:574 (3) - NC Stick to one measure. 01:52:018 (1) - follow this pattern. Sounds good

Okay, I renovated the nc patterns for this diff to go more with the song

EASY

Looks alright, I would prefer if you were more consistent about mapping the crashes to something clickable. Right now, sometimes you map it to a circle/slider-head and other times it's passive like on a slider-tail.
Talking about 00:15:130 (1) - (sliderhead) vs 00:17:796 (1) - slidertail
00:31:130 (3) - Clickable, 00:32:018 (1) - Not clickable 00:34:685 (3) - Clickable okay ill put this on my to do list cuz im tired now

Okay good luck.
Alright, thanks for the mod! I'll try to push this forward with more experience and ask some better mappers to come by and look at the map.
Only goal for now is that^
Monstrata
Well, you say you mapped this 6 months ago when you did not have a lot of experience. Have you considered remapping parts of the map instead of just looking for more mods? Essentially, modding will improve your mod by a set percentage. Lets say your map is a 3/10 right now, mods can improve it by 50%, but that'd still only be 4.5/10 Whereas if your map was already a 6/10 mods would improve it to a 9/10. Basically what I'm saying is modding will help polish up what you have, but only you can really give modders a better baseline for what to mod.

I'm not saying remap everything, but if you see things that you yourself wouldn't do nowadays, or know how to do better, I would consider just remapping it to better reflect how you'd handle such things today.
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