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DystopiaGround - AugoEidEs [CatchTheBeat]

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Total Posts
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Topic Starter
koliron
This beatmap was submitted using in-game submission on lunes, 28 de marzo de 2016 at 04:59:42 p.m.

Artist: DystopiaGround
Title: AugoEidEs
Tags: Nao Demetori Dystopia Ground
BPM: 207
Filesize: 10627kb
Play Time: 07:11
Difficulties Available:
  1. Freezing (7,4 stars, 1689 notes)
Download: DystopiaGround - AugoEidEs
Information: Scores/Beatmap Listing
---------------



Freezing







Download here ~ Crystal's diff
Click here ~ Chara's mapset
Ascendance
hi
Lince Cosmico
6:50 :^)
Len
1:1 pm



i just dropped some suggestion so no need to giv kds

pp map:
  1. 04:05:624 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - about this pattern, its really awkward when i test; actually, idk lol
  2. 04:21:567 (2,3,4,5,6) - , 04:22:146 (2,3,4,5,6) - its really hard to catch tbhtbhtbh
  3. 05:48:958 (1,2,3,4,5,1,2) - try this? http://puu.sh/ncaSP/28d0bb224d.jpg its better than before i think lo
  4. 06:28:958 - ~ 06:29:393 - it should be emphasized like this: 06:31:277 (2,3,1) - ?

sorry troll mod but i tried my best dx
Topic Starter
koliron

Len wrote:

1:1 pm



i just dropped some suggestion so no need to giv kds

pp map:
  1. 04:05:624 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - about this pattern, its really awkward when i test; actually, idk lol ok i agree, i will try to change this
  2. 04:21:567 (2,3,4,5,6) - , 04:22:146 (2,3,4,5,6) - its really hard to catch tbhtbhtbh reduced
  3. 05:48:958 (1,2,3,4,5,1,2) - try this? http://puu.sh/ncaSP/28d0bb224d.jpg its better than before i think lo not exactly but changed
  4. 06:28:958 - ~ 06:29:393 - it should be emphasized like this: 06:31:277 (2,3,1) - ? In this second is because there is not a strong sound in 06:31:856 -

sorry troll mod but i tried my best dx if is your best i give you a kudosu ^^
Thank you!
Lince Cosmico
ExGon top rank incoming :)
Kyuare
General
  1. Add "marathon" and "suigintou" in your tags please; Suigintou is the girl who is on the Background

Freezing
  1. 00:35:769 (1) - A slider like this makes the flow a bit odd, try to curve it please.
  2. 00:45:624 (3,4,5) - Move it to x:~368; the jump is quite violent yet I don't see why it should be, nevertheless, I like the movement. Bring 00:45:914 (6) - closer be the way.
  3. 00:58:958 (2) - Move it to x:144; to make it symmetrical with 00:58:813 (1) - :^)
  4. 01:01:711 (2) - Curve it like 01:01:277 (1) - please, the flow will be better.
  5. 01:16:784 (1,2,3) - Should have more distance between 01:16:929 (2,3) - than 01:16:784 (1,2) - because the beat is stronger than others.
  6. 01:30:987 (6) - Link it to the beggining of 01:30:262 (4) - (move it to x:352) rather than at the end will make the transition much better.
  7. 01:39:103 (1) - Same for earlier, move it to x:336 will make the transition better.
  8. 01:47:074 (4,1) - Move it to x:384 to make it consistent with 01:46:349 (1,2) -
  9. 01:50:697 (3,4,5) - Same for 01:16:784 (1,2,3) -; should have more distance between 01:50:987 (4,5) - than 01:50:697 (3,4) -
  10. 01:55:190 (2) - Curve it please ;_; to make the flow better.
  11. 01:59:972 (1) - Ctrl + G will make this much better
  12. 02:12:001 (3,4) - I understand the idea, but the player will tend to go directly to the left, move 02:12:291 (4) - to x:192 please
  13. 02:12:581 (1,2) - Very hard jump, put a Hyper dash here to help the player please
  14. 02:16:059 (1) - Reduce the distance please, move it to x:256
  15. 02:16:059 (1) - Ctrl + H will make this much better, I let you arrange the following pattern depending on your choice
  16. 03:50:697 (5) - Curve it please o3o
  17. 04:03:595 (1,2,3,1,2,3,1) - I really would like a Slider Velocity variation here, which would increase depending on the intensity of the music!
  18. 04:29:248 (1,2,3,4) - Very hard, try to make this like 04:29:538 (1,2,3,4) -
  19. 04:40:407 (2,3) - Looks weird imo, move 04:41:494 (3) - to x:224 and Ctrl+H 04:41:567 (4) - will make this prettier and better
  20. 04:47:364 (3,4) - Very very punitive, I would suggest that: https://osu.ppy.sh/ss/4559667
  21. 05:08:088 (1,2) - I can see the idea, but the spacing is still too high imo, reduce a bit please.
  22. 05:38:233 (4) - x:120 to reduce the spacing and make it less shitmissable.
  23. 05:39:827 (4,5) - I can't see why you put a big spacing while there is nothing special about the music, Ctrl+H 05:39:972 (5) - please.
  24. 05:43:161 (1) - Curve it like you've done before here 05:40:842 (1) - it fits the music very nicely
  25. 05:46:349 (5) - Ctrl+H
  26. 05:55:624 (2) - I think you should move this slider 1/1 tic later, like you've done for 05:54:755 (5) -
  27. 06:09:827 (2,1) - Hyper Dash here please
  28. 06:14:030 (6,1) - Very hard spacing, reduce the distance please.
  29. 06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - Repetitive, sounds like genryuu kaiko lol; you can still vary patterns, but this is optional.
    Good flow, good map, but we regret the lack of vertical sliders. Good luck !
Topic Starter
koliron

Kyuare wrote:

General
  1. Add "marathon" and "suigintou" in your tags please; Suigintou is the girl who is on the Background added

Freezing
  1. 00:35:769 (1) - A slider like this makes the flow a bit odd, try to curve it please. not exactly but changed
  2. 00:45:624 (3,4,5) - Move it to x:~368; the jump is quite violent yet I don't see why it should be, nevertheless, I like the movement. Bring 00:45:914 (6) - closer be the way. reduced
  3. 00:58:958 (2) - Move it to x:144; to make it symmetrical with 00:58:813 (1) - :^) mh? sorry i cant understand your idea
  4. 01:01:711 (2) - Curve it like 01:01:277 (1) - please, the flow will be better. i tried to vary in this, if all sliders were curved, would be boring
  5. 01:16:784 (1,2,3) - Should have more distance between 01:16:929 (2,3) - than 01:16:784 (1,2) - because the beat is stronger than others. huh for me (2) is stronger and acute than (3)
  6. 01:30:987 (6) - Link it to the beggining of 01:30:262 (4) - (move it to x:352) rather than at the end will make the transition much better. changed
  7. 01:39:103 (1) - Same for earlier, move it to x:336 will make the transition better. sure
  8. 01:47:074 (4,1) - Move it to x:384 to make it consistent with 01:46:349 (1,2) - not exactly but changed!
  9. 01:50:697 (3,4,5) - Same for 01:16:784 (1,2,3) -; should have more distance between 01:50:987 (4,5) - than 01:50:697 (3,4) - Whoops, my error, thanks!
  10. 01:55:190 (2) - Curve it please ;_; to make the flow better. I like the current, but changed the positions
  11. 01:59:972 (1) - Ctrl + G will make this much better sure
  12. 02:12:001 (3,4) - I understand the idea, but the player will tend to go directly to the left, move 02:12:291 (4) - to x:192 please changed
  13. 02:12:581 (1,2) - Very hard jump, put a Hyper dash here to help the player please wop, iots true, but hyper not fit, ds reduced
  14. 02:16:059 (1) - Reduce the distance please, move it to x:256 reduced
  15. 02:16:059 (1) - Ctrl + H will make this much better, I let you arrange the following pattern depending on your choice hum it's the same point as above? i prefer keep this following the voice
  16. 03:50:697 (5) - Curve it please o3o aaa i like this
  17. 04:03:595 (1,2,3,1,2,3,1) - I really would like a Slider Velocity variation here, which would increase depending on the intensity of the music! hum, tbh i think thats not much appreciable at playing, but trying something like that
  18. 04:29:248 (1,2,3,4) - Very hard, try to make this like 04:29:538 (1,2,3,4) - changed
  19. 04:40:407 (2,3) - Looks weird imo, move 04:41:494 (3) - to x:224 and Ctrl+H 04:41:567 (4) - will make this prettier and better oh, sure
  20. 04:47:364 (3,4) - Very very punitive, I would suggest that: https://osu.ppy.sh/ss/4559667 huh, lol i think plays good o.o
  21. 05:08:088 (1,2) - I can see the idea, but the spacing is still too high imo, reduce a bit please. reduced
  22. 05:38:233 (4) - x:120 to reduce the spacing and make it less shitmissable. reduced a bit
  23. 05:39:827 (4,5) - I can't see why you put a big spacing while there is nothing special about the music, Ctrl+H 05:39:972 (5) - please. it's following the intrument aaa
  24. 05:43:161 (1) - Curve it like you've done before here 05:40:842 (1) - it fits the music very nicely as i said before
  25. 05:46:349 (5) - Ctrl+H sure
  26. 05:55:624 (2) - I think you should move this slider 1/1 tic later, like you've done for 05:54:755 (5) - vary in this is not so bad :(
  27. 06:09:827 (2,1) - Hyper Dash here please Whoops, my error, thanks!
  28. 06:14:030 (6,1) - Very hard spacing, reduce the distance please. aaaa
  29. 06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - Repetitive, sounds like genryuu kaiko lol; you can still vary patterns, but this is optional. yes why not :3
    Good flow, good map, but we regret the lack of vertical sliders. Good luck !
Thank you for the helpful mod! ^^
Manuxz
te amo
Taeyang
mod req
[ General]
  1. Combo3 and 4 too similar,i think need to change this
  2. i cant find anymore xdd

  • Freezing
  1. 00:35:262 (6) - i cant find any sound here
  2. 01:03:451 (5) - x160? i think 01:03:451 (5,1) - here need some hyper
  3. 01:07:074 (1,2) - rhythm ; 01:05:914 (1,2,3,4) - just use consistency rhythm? like there nor add circle here 01:07:653 -
    that's feel better
  4. 01:04:755 (5) - NC and remove NC this 01:05:190 (1) -
  5. 01:08:233 (5) - i think NC point here and remove that 01:08:668 (1) -
  6. 01:15:480 - dont skip here instrument drum sound
  7. 02:02:581 (7,1) - i think here need more DS then here 02:01:929 (2,3) - 02:02:219 (4,5) -
  8. 02:07:943 - add note?
  9. 02:20:842 - why did used KIAI here? i think that's fine 03:44:175 - 05:48:523 - i think recharge point here 02:22:001 - 03:45:480 - 05:49:538 -
  10. 04:23:740 (6) - NC
  11. 05:00:117 (1,1,1) - add finish sound? looks better
  12. 05:13:016 - KIAI end here looks better and NC
  13. 05:40:552 (2) - add clap
  14. 02:13:306 (1) - 03:36:784 (1) - add finish sound? like here 05:40:842 (1) -
  15. 06:50:262 - ~ 07:11:132 - add spin and 07:11:277 - add note
  16. Duplicate timing points(s) at:
    06:07:364 {367364}
Deif
Este mapa necesita más atención >:(
Topic Starter
koliron

Taeyang wrote:

mod req
[ General]
  1. Combo3 and 4 too similar,i think need to change this
  2. i cant find anymore xdd

  • Freezing
  1. 00:35:262 (6) - i cant find any sound here Hum, i can hear a clear sound here o.o try with sample 0%
  2. 01:03:451 (5) - x160? i think 01:03:451 (5,1) - here need some hyper not exactly but changed
  3. 01:07:074 (1,2) - rhythm ; 01:05:914 (1,2,3,4) - just use consistency rhythm? like there nor add circle here 01:07:653 -
    that's feel better ok there is a sound, but is just os hard to listen at play, i prefer dont add
  4. 01:04:755 (5) - NC and remove NC this 01:05:190 (1) - wo
  5. 01:08:233 (5) - i think NC point here and remove that 01:08:668 (1) - dumb again
  6. 01:15:480 - dont skip here instrument drum sound is just to vary a bit :D is not so bad
  7. 02:02:581 (7,1) - i think here need more DS then here 02:01:929 (2,3) - 02:02:219 (4,5) - fixed
  8. 02:07:943 - add note? wup
  9. 02:20:842 - why did used KIAI here? i think that's fine 03:44:175 - 05:48:523 - i think recharge point here 02:22:001 - 03:45:480 - 05:49:538 - is so similar as 02:01:567 - , and the instrument is just so different, +no voice, i will ask more people about this but i think the current is the correct kiai, as the ranked map
  10. 04:23:740 (6) - NC true
  11. 05:00:117 (1,1,1) - add finish sound? looks better not really, just the voice is so loud
  12. 05:13:016 - KIAI end here looks better and NC nc
  13. 05:40:552 (2) - add clap lol my error
  14. 02:13:306 (1) - 03:36:784 (1) - add finish sound? like here 05:40:842 (1) - in the first, the rest is just the voice
  15. 06:50:262 - ~ 07:11:132 - add spin and 07:11:277 - add note nooo that's so long! if you add a long spinner, the ryuuta would have a lot of notes, is exaplained in CtB RC
  16. Duplicate timing points(s) at:
    06:07:364 {367364} aaaa
Thank you! ^^

Deif wrote:

Este mapa necesita más atención >:(
En eso estoy! x.x Creo que voy a tomar esto como un insulto(?
Hareimu
GOTTA BOARD THE HYPE TRAIN
Cowboy
Your first "X" map, lol i'll mod later!
-rage
Hype! here's a star! maybe i'll check it out later too if i have motivation
Topic Starter
koliron

Jusenkyo wrote:

Your first "X" map, lol i'll mod later!

klonoa wrote:

Hype! here's a star! maybe i'll check it out later too if i have motivation
Wow this is so fast
Ascendance
hi for you
Sunkiss
Never enough AugoEidEs.
MBomb
hi

[Freezing]

00:33:596 (1,2,3,4,5) - At this section (and also the rest of the parts like this), 3 is definitely a stronger note than 4, it'd make a lot more sense to have the hyper to that instead.
00:36:204 (2) - This is weaker than 00:36:494 (3) - , why have a hyper to this if you're not gonna have one here? I think removing this hyper entirely is a better idea.
00:36:784 (5) - This note is also quite weak, get rid of the hyper to this (But keep the hyper from it, 1 is a strong note).
00:37:943 (6) - ^
00:38:813 (4) - You didn't have a hyper to really similar sounding notes earlier on, why the change here? Get rid of the hyper to this.
00:39:103 (5) - Again, get rid of the hyper to this, but keep the hyper from this, this note is relatively weak compared to other notes you didn't hyper.
00:41:422 (4) - ^
00:42:581 (6) - ^
00:43:740 (7) - ^
00:44:900 (4) - ^
00:46:059 (7) - ^
00:46:204 (1) - Keep in mind the antiflow here with the HDash, may be better to tilt this slider slightly to make flow better.
00:46:639 (2) - ^
00:48:378 (7) - Again, HDash not to this, but to 1, sounds a lot better with the music.
00:49:538 (4) - Whilst I do understand why this is a HDash with the music, I feel it'd actually be better to get rid of the HDash too, as the musical effect added by just the single HDash would be a lot better, and would make that note feel all the more powerful.
00:51:856 (7) - Again, get rid of the HDash to this, weak note compared to some others you're not using HDash on.
00:52:726 (4) - You didn't use a HDash to similar sounds, why use one here?
00:53:161 (1,2,3,4) - 1 is definitely a lot stronger than 3, have the HDash to that by changing this pattern around.
00:54:175 (1,2,3,4) - This pattern is just no, it's out of nowhere, and is completely different to 00:53:885 (1,2,3,4) - despite being basically the same sounds. If you really want to, have a HDash to 1, but even that is a bit of overpatterning in my opinion, and just a normal dash to this would be a lot better.
00:54:465 (1,1) - Whilst it's purely optional and personal preference, I think making this a break would be nice.
00:57:509 (1) - This spinner sounds like it starts a bit early in my opinion, the next 1/1 tick sounds a lot better as that's where the "woosh" sound starts.
00:59:972 (5) - Having a hyper both to and from this doesn't make much sense. The drumbeat isn't that strong compared to other drumbeats where you had normal dashes, and then the vocal afterwards is very weak.
01:01:132 (4) - Having a HDash to this doesn't make much sense either, for the same reason stated above.
01:02:291 (4) - ^, however the HDash afterwards feels nice.
01:03:451 (5) - Get rid of the HDash to this, the drumbeat is weak.
01:04:175 - You've been hitting this guitar notes consistently so far, why is there no circle here despite the fact there has been in every other place similar? Maybe a 1/2 slider from 01:04:030 (2) - would be better as this is more of a consistent sound from that note.
01:04:610 (4) - Get rid of the HDash to this and add a HDash to 1 instead, that guitar sound is very strong and feels underemphasised as it is now.
01:05:769 (4) - Vocal is weak and the drum isn't that strong either, get rid of this HDash.
01:06:929 (4) - Both drum and guitar aren't that strong, get rid of both of these HDashes as 1 isn't very strong either.
01:07:509 (2) - Same as earlier, 1/2 slider.
01:08:088 (5) - More of a curve pattern would be nice here, try x:432.
01:10:552 (3) - 1/1 slider followed by a circle would feel a lot better with the music.
01:11:567 (2) - No HDash to this, weak drumbeat.
01:12:726 (3) - No, this drumbeat is so weak, no reason to have a HDash to this.
01:13:885 (4) - ^
01:15:190 (5) - 1/1 slider followed by circle.
01:18:233 (3) - This is not strong, nor is 4, reduce the distance on both of these.
01:18:813 (1) - What? There's basically no sound on this, why is there a HDash at all?
01:20:552 (3) - Weak sound, please no HDash. Ctrl+g would work nicely.
01:21:711 (4) - Please have a bit of a jump to this, this is stronger than both 5 and 6.
01:22:871 (3) - Neither this nor 4 are strong, decrease distance.
01:24:029 (3) - This is stronger than 4 and 5, add a jump.
01:24:465 (1) - Feels weird to miss the note in the middle of this, 1/2 repeat slider would work better.
01:25:480 (5) - Make this a normal dash to add more emphasis onto the next note, as this drumbeat does not fit a HDash.
01:25:769 (2) - Maybe have a low distance triple for this one, and then the current distance on the next instead, to better ease the player into these HDash distances? Try x:112.
01:27:943 (4) - Vocal and drumbeat are both weak, please remove this HDash.
01:28:958 (3) - Nope, both sounds to and from this are weak, get rid of both HDashes.
01:30:697 (5) - This vocal and drum beat are both quite weak, no HDash here works a lot better.
01:31:277 (7,1) - Both of these sounds are weak, remove both HDashes.
01:31:856 (2) - 1/2 slider sounds better.
01:32:436 (4) - Drum beat is quite weak, get rid of the HDash.
01:33:740 (1) - Vocal isn't that strong, normal dash works better.

And so on. Not gonna continue because hopefully you get the idea by now. I've only been making remarks about HDash usage because I think flow comments wouldn't be helpful in this map's current state, as a lot of changes are needed in terms of distancing anyway.
Anyway, onto the slightly different parts of the map to say how these could be changed.

02:05:480 (2) - Please keep HDashes to strong vocals during the kiai, sounds a lot better, these drumbeats are a lot less noticeable in game, especially compared to the strength of the vocals.
02:06:059 (2) - This vocal is weak compared to the other vocals in the chorus, please get rid of the HDash.
02:07:798 (2) - Again, vocals only for HDash please.
02:08:378 (2) - This is more of a buildup vocal than a strong one, removing the HDash here sounds a lot better.
02:10:697 (4) - Split this into two circles. Makes sense for the other ones to be sliders, but not this one.
02:10:987 (1) - This vocal is weak compared to the other hypering ones, try a normal dash.
02:12:001 (3) - No HDash please.
02:12:436 (5) - ^
02:13:306 (1) - Maybe slightly lower distance here, super strong hypers like this should be avoided.
02:17:074 (4) - Why is this a hyper at all, ignoring the fact it's so strong. Please remove the HDash.
02:17:653 (2) - This is more of a buildup vocal, no HDash here sounds better with music.
02:19:103 (1) - No strong sound at all here, please get rid of the HDash.
02:19:393 (2) - Drum isn't strong enough for a HDash here and vocal is weak.
02:19:682 (3) - ^
02:19:972 (4) - ^
02:20:987 (4) - Both 4 and 5 are weak, why are there HDashes to either?

And again, you get the idea, this applies to all of the kiai times like this.

04:19:538 (1) - Hdash to this sounds weird with the music.
04:21:567 (2,3,4,5,6,2,3,4,5,6) - These stacks just feel bad to play. Make them a good stream that plays nicely.
04:23:161 (1) - This one isn't that strong? No hyper here would be better.
04:27:074 (3) - This is not that strong, why is there a HDash to this.
04:27:219 (1) - Same with this, neither the guitar nor the drum is that strong here.
04:27:654 (3) - Here too.
04:27:798 (1) - And here.
04:28:378 (1) - Also here.
04:28:523 (3) - Another one.
04:28:813 (3) - And another.
04:28:958 (1) - This one as well.
04:29:538 (1) - Here as well.
04:29:972 (3) - Drum isn't strong enough for a HDash here.
04:30:842 (3) - This one too.
04:33:161 (1) - This guitar sound is not that strong.
04:34:465 (3) - Drum and guitar are both quite weak.
04:34:610 (4) - This one is a bit more subjective but I don't like the way a hyper to this sounds.
04:36:929 (3) - No, these streams are constantly the same sound, don't decide you want to make the stream harder for no reason in the music. Get rid of this HDash.
04:37:292 (4) - Remove this, the 3/4 notes in this stream are so weak that I can't even tell they're there.
04:37:582 (4) - ^
04:37:798 (3) - No HDash, this note is weak.
04:37:870 (4) - Maybe remove this note too.
04:38:668 (3) - Slightly higher distance for the stronger note could be nice.
04:39:103 (5) - Drum and guitar are both quite weak, no HDash works better.
04:39:538 (2) - The guitar here is weak, please no HDash.
04:41:567 (4) - The way this hyper is currently, it feels like you're being forced against the wall, which is unrankable. Try x:448.
04:43:451 (4) - The guitar here is weak, get rid of the HDash.
04:45:480 (1) - Sound is moderately weak, avoid the HDash here.
04:45:625 (3) - This sound isn't as strong as surrounding sounds, no HDash please.
04:46:059 (1) - Sound is quite weak, get rid of the HDash.
04:47:074 (3) - No, this sound is weak, get rid of the HDash.
04:47:364 (3) - ^
04:47:798 (1) - Guitar here isn't strong enough for a HDash.
04:48:378 (1) - This guitar isn't too strong either.
04:48:523 (3) - Weak beat sounds better without HDash.
04:49:393 (3) - Nope, this is weak.
04:50:697 (1) - Similar sound earlier without HDash, why is there one here?
04:51:132 (3) - This is weak, get rid of the HDash.
04:51:277 (1) - Pretty weak sound for the guitar, no HDash sounds better.
04:51:422 (3) - Guitar is weak and there's not even a drum here, so the HDash sounds weird.
04:51:856 (1) - HDash sounds weird with music.
04:52:436 (1) - This one is a weak sound too, get rid of that HDash.
04:53:161 (3) - Guitar is weak and drum isn't too strong, sounds better without the HDash here.
04:54:610 (3) - Guitar isn't that strong, no HDash sounds better.
04:55:045 (1) - No HDash to this works better as well because the guitar is weak and drum isn't strong enough for a HDash.
04:55:624 (1) - Guitar isn't that strong and drum is weak so get rid of that HDash.
04:56:349 (3) - No HDash, this note is weak.
04:56:639 (1) - There is definitely a beat on the 3/4 beat here that you're missing for no reason.
04:57:364 (1) - Both beat and guitar aren't that strong.
04:57:509 (3) - ^.
04:57:798 (1) - Missing 1/4 beat here for no reason.
04:58:958 (1) - 1/1 slider followed by circle sounds better.
05:03:016 (2) - Normal dash would work better than HDash considering there was no dash to this sound in the last section like this.
05:03:451 (3) - ^, normal dash would work better for consistency.
05:04:610 (2) - Again, normal dash for consistency.
05:05:769 (4) - ^
05:06:349 (3) - Note isn't that strong, get rid of HDash.
05:06:639 (1) - Guitar is weak, get rid of HDash.
05:07:219 (3) - Why no HDash to this? The guitar is strong enough to support it.
05:08:088 (1) - Beat is not that strong, get rid of the HDash.
05:09:393 (2) - Guitar isn't that strong here, no HDash works better.
05:10:407 (4) - Guitar should be main focus of HDashes here, not drums, get rid of the HDash to this.
05:12:001 (2) - Normal dash sounds a lot better to this and better matches the effect of those drums.

And again, this isn't the whole map, keep in mind every part of this mod and carry on through the rest of the map and fix it all up. Should be easy for you to find and fix all the issues yourself.

Ok so that's all I'm gonna post about for now. As always, pm me in game if you have any questions, and good luck!
Aryssiel
mapa ql moda <3
Hareimu
So much stars desu
thanks klonoa for the little star on the pascoa mapset /me runs*
Topic Starter
koliron

- Magic Bomb - wrote:

hi hi ´o'

[Freezing]

00:33:596 (1,2,3,4,5) - At this section (and also the rest of the parts like this), 3 is definitely a stronger note than 4, it'd make a lot more sense to have the hyper to that instead. Huh, really? o.o i think is almost the same, is just impossible to notice at play
00:36:204 (2) - This is weaker than 00:36:494 (3) - , why have a hyper to this if you're not gonna have one here? I think removing this hyper entirely is a better idea. changed in my own
00:36:784 (5) - This note is also quite weak, get rid of the hyper to this (But keep the hyper from it, 1 is a strong note). Not really, (5) has a strong drum, is totally noticeable in game
00:37:943 (6) - ^ ^
00:38:813 (4) - You didn't have a hyper to really similar sounding notes earlier on, why the change here? Get rid of the hyper to this. oh, changed
00:39:103 (5) - Again, get rid of the hyper to this, but keep the hyper from this, this note is relatively weak compared to other notes you didn't hyper. same reason
00:41:422 (4) - ^ ^
00:42:581 (6) - ^ ^
00:43:740 (7) - ^ ^
00:44:900 (4) - ^ ^
00:46:059 (7) - ^ ^
00:46:204 (1) - Keep in mind the antiflow here with the HDash, may be better to tilt this slider slightly to make flow better. not exactly but changed
00:46:639 (2) - ^ ^
00:48:378 (7) - Again, HDash not to this, but to 1, sounds a lot better with the music. same reason
00:49:538 (4) - Whilst I do understand why this is a HDash with the music, I feel it'd actually be better to get rid of the HDash too, as the musical effect added by just the single HDash would be a lot better, and would make that note feel all the more powerful. ^
00:51:856 (7) - Again, get rid of the HDash to this, weak note compared to some others you're not using HDash on. ^
00:52:726 (4) - You didn't use a HDash to similar sounds, why use one here? waaa, her it's true
00:53:161 (1,2,3,4) - 1 is definitely a lot stronger than 3, have the HDash to that by changing this pattern around. I added hyper where i can, not in every strong sound following the song perfectly, that would be so boring, especially because there are parts so similar, and i think almost all songs have this, is not an expcetion
00:54:175 (1,2,3,4) - This pattern is just no, it's out of nowhere, and is completely different to 00:53:885 (1,2,3,4) - despite being basically the same sounds. If you really want to, have a HDash to 1, but even that is a bit of overpatterning in my opinion, and just a normal dash to this would be a lot better. i think you can understand with the previous
00:54:465 (1,1) - Whilst it's purely optional and personal preference, I think making this a break would be nice. aaa would be a really short break, i will consider this is more people want it
00:57:509 (1) - This spinner sounds like it starts a bit early in my opinion, the next 1/1 tick sounds a lot better as that's where the "woosh" sound starts. true
00:59:972 (5) - Having a hyper both to and from this doesn't make much sense. The drumbeat isn't that strong compared to other drumbeats where you had normal dashes, and then the vocal afterwards is very weak. Same reason as above, always the same drum sound
01:01:132 (4) - Having a HDash to this doesn't make much sense either, for the same reason stated above. ^
01:02:291 (4) - ^, however the HDash afterwards feels nice. ^
01:03:451 (5) - Get rid of the HDash to this, the drumbeat is weak. ^
01:04:175 - You've been hitting this guitar notes consistently so far, why is there no circle here despite the fact there has been in every other place similar? Maybe a 1/2 slider from 01:04:030 (2) - would be better as this is more of a consistent sound from that note. yesh why not owo
01:04:610 (4) - Get rid of the HDash to this and add a HDash to 1 instead, that guitar sound is very strong and feels underemphasised as it is now. saaame reasooonuu~
01:05:769 (4) - Vocal is weak and the drum isn't that strong either, get rid of this HDash. ^
01:06:929 (4) - Both drum and guitar aren't that strong, get rid of both of these HDashes as 1 isn't very strong either. ^
01:07:509 (2) - Same as earlier, 1/2 slider. oko
01:08:088 (5) - More of a curve pattern would be nice here, try x:432. not exactly but changed
01:10:552 (3) - 1/1 slider followed by a circle would feel a lot better with the music. vary in this is not so bad lol
01:11:567 (2) - No HDash to this, weak drumbeat. same reason
01:12:726 (3) - No, this drumbeat is so weak, no reason to have a HDash to this. ^
01:13:885 (4) - ^ ^
01:15:190 (5) - 1/1 slider followed by circle. As i said before
01:18:233 (3) - This is not strong, nor is 4, reduce the distance on both of these. Mh? i think is strong too, not exactly as 01:17:943 (2) - but feels so weird if i use different distances here imo
01:18:813 (1) - What? There's basically no sound on this, why is there a HDash at all? wop, that's true
01:20:552 (3) - Weak sound, please no HDash. Ctrl+g would work nicely. dddrruummm bom borobom
01:21:711 (4) - Please have a bit of a jump to this, this is stronger than both 5 and 6. ^
01:22:871 (3) - Neither this nor 4 are strong, decrease distance. ^
01:24:029 (3) - This is stronger than 4 and 5, add a jump. hum no, as i said before, i add hyper where i can, i do not use here because is just impossible to listen the difference in game
01:24:465 (1) - Feels weird to miss the note in the middle of this, 1/2 repeat slider would work better. changed in my own
01:25:480 (5) - Make this a normal dash to add more emphasis onto the next note, as this drumbeat does not fit a HDash. Nah, i think feels good in game owo a difference here wouldn't be sooo noticeable
01:25:769 (2) - Maybe have a low distance triple for this one, and then the current distance on the next instead, to better ease the player into these HDash distances? Try x:112. i think are enough strong to have a convencing dash o.o
01:27:943 (4) - Vocal and drumbeat are both weak, please remove this HDash. dd-d-d-d-dd-drrrum kfjghkdfh
01:28:958 (3) - Nope, both sounds to and from this are weak, get rid of both HDashes. ^
01:30:697 (5) - This vocal and drum beat are both quite weak, no HDash here works a lot better. ^
01:31:277 (7,1) - Both of these sounds are weak, remove both HDashes. ^
01:31:856 (2) - 1/2 slider sounds better. yeah
01:32:436 (4) - Drum beat is quite weak, get rid of the HDash. same reason
01:33:740 (1) - Vocal isn't that strong, normal dash works better. hum, here is different, changed

And so on. Not gonna continue because hopefully you get the idea by now. I've only been making remarks about HDash usage because I think flow comments wouldn't be helpful in this map's current state, as a lot of changes are needed in terms of distancing anyway.
Anyway, onto the slightly different parts of the map to say how these could be changed. im sorry ;__;

02:05:480 (2) - Please keep HDashes to strong vocals during the kiai, sounds a lot better, these drumbeats are a lot less noticeable in game, especially compared to the strength of the vocals. Why? in the kiai the drum is even strongest! ono i think especially here, follow both it's fine
02:06:059 (2) - This vocal is weak compared to the other vocals in the chorus, please get rid of the HDash. drum
02:07:798 (2) - Again, vocals only for HDash please. ^
02:08:378 (2) - This is more of a buildup vocal than a strong one, removing the HDash here sounds a lot better. ^
02:10:697 (4) - Split this into two circles. Makes sense for the other ones to be sliders, but not this one. changed
02:10:987 (1) - This vocal is weak compared to the other hypering ones, try a normal dash. wop, here is too different
02:12:001 (3) - No HDash please. same reason
02:12:436 (5) - ^ ^
02:13:306 (1) - Maybe slightly lower distance here, super strong hypers like this should be avoided. reduced
02:17:074 (4) - Why is this a hyper at all, ignoring the fact it's so strong. Please remove the HDash. drum
02:17:653 (2) - This is more of a buildup vocal, no HDash here sounds better with music. huh changed
02:19:103 (1) - No strong sound at all here, please get rid of the HDash. druuum
02:19:393 (2) - Drum isn't strong enough for a HDash here and vocal is weak. ^
02:19:682 (3) - ^ ^
02:19:972 (4) - ^ ^
02:20:987 (4) - Both 4 and 5 are weak, why are there HDashes to either? ^, especially here, please try to test it, not only see in the editor, hears so strong and feels good for me

And again, you get the idea, this applies to all of the kiai times like this.

04:19:538 (1) - Hdash to this sounds weird with the music. Huh? is one of the more strongest sound in the song ;___;
04:21:567 (2,3,4,5,6,2,3,4,5,6) - These stacks just feel bad to play. Make them a good stream that plays nicely. changed
04:23:161 (1) - This one isn't that strong? No hyper here would be better. drum
04:27:074 (3) - This is not that strong, why is there a HDash to this. Ok since here I don't agree, sorry, in all of these sounds there is a strong drum or guitar, especially in the final, is so obvious for me, also, how do you would done this? hyper in every 1/1 and no more? that would be soooo boring, i did't add hyper for every strong sound, that is in almost 1/1 and 1/2 in this section, i tried to add where i can, and feels good in my opinion, asked even more people about this and agree with me
04:27:219 (1) - Same with this, neither the guitar nor the drum is that strong here. ^
04:27:654 (3) - Here too. ^
04:27:798 (1) - And here. ^
04:28:378 (1) - Also here. ^
04:28:523 (3) - Another one. ^
04:28:813 (3) - And another. ^
04:28:958 (1) - This one as well. ^
04:29:538 (1) - Here as well. ^
04:29:972 (3) - Drum isn't strong enough for a HDash here. ^
04:30:842 (3) - This one too. ^
04:33:161 (1) - This guitar sound is not that strong. ^
04:34:465 (3) - Drum and guitar are both quite weak. ^
04:34:610 (4) - This one is a bit more subjective but I don't like the way a hyper to this sounds. ^
04:36:929 (3) - No, these streams are constantly the same sound, don't decide you want to make the stream harder for no reason in the music. Get rid of this HDash. ^
04:37:292 (4) - Remove this, the 3/4 notes in this stream are so weak that I can't even tell they're there. Hum? i can found a normal guitar note there o.o
04:37:582 (4) - ^ ^
04:37:798 (3) - No HDash, this note is weak. same reason
04:37:870 (4) - Maybe remove this note too. same reason
04:38:668 (3) - Slightly higher distance for the stronger note could be nice. hum, not exactly but changed
04:39:103 (5) - Drum and guitar are both quite weak, no HDash works better. the drum is strong, again
04:39:538 (2) - The guitar here is weak, please no HDash. ^
04:41:567 (4) - The way this hyper is currently, it feels like you're being forced against the wall, which is unrankable. Try x:448. Humm... ?, is 40 grids of the wall, huh, sorry i cant understand why you said it
04:43:451 (4) - The guitar here is weak, get rid of the HDash. same reason as above
04:45:480 (1) - Sound is moderately weak, avoid the HDash here. ^
04:45:625 (3) - This sound isn't as strong as surrounding sounds, no HDash please. ^
04:46:059 (1) - Sound is quite weak, get rid of the HDash. ^
04:47:074 (3) - No, this sound is weak, get rid of the HDash. ^
04:47:364 (3) - ^ ^
04:47:798 (1) - Guitar here isn't strong enough for a HDash. ^
04:48:378 (1) - This guitar isn't too strong either. ^
04:48:523 (3) - Weak beat sounds better without HDash. ^
04:49:393 (3) - Nope, this is weak. ^
04:50:697 (1) - Similar sound earlier without HDash, why is there one here? ^
04:51:132 (3) - This is weak, get rid of the HDash. ^
04:51:277 (1) - Pretty weak sound for the guitar, no HDash sounds better. ^
04:51:422 (3) - Guitar is weak and there's not even a drum here, so the HDash sounds weird. sorry i need exaplin here, clearly the guitar has a really different sound here, in comparision is basically the same as the others
04:51:856 (1) - HDash sounds weird with music. same reason
04:52:436 (1) - This one is a weak sound too, get rid of that HDash. ^
04:53:161 (3) - Guitar is weak and drum isn't too strong, sounds better without the HDash here. ^
04:54:610 (3) - Guitar isn't that strong, no HDash sounds better. ^
04:55:045 (1) - No HDash to this works better as well because the guitar is weak and drum isn't strong enough for a HDash. ^
04:55:624 (1) - Guitar isn't that strong and drum is weak so get rid of that HDash. ^
04:56:349 (3) - No HDash, this note is weak. ^
04:56:639 (1) - There is definitely a beat on the 3/4 beat here that you're missing for no reason. is for the strong guitar, anyway is not necessary add note in every sound, that's not possible to listen in game imo
04:57:364 (1) - Both beat and guitar aren't that strong. same reason as above
04:57:509 (3) - ^. ^
04:57:798 (1) - Missing 1/4 beat here for no reason. same reason as 04:56:639 (1)
04:58:958 (1) - 1/1 slider followed by circle sounds better. oh, sure
05:03:016 (2) - Normal dash would work better than HDash considering there was no dash to this sound in the last section like this. changed a bit
05:03:451 (3) - ^, normal dash would work better for consistency. drum
05:04:610 (2) - Again, normal dash for consistency. ^
05:05:769 (4) - ^ ^
05:06:349 (3) - Note isn't that strong, get rid of HDash. ^
05:06:639 (1) - Guitar is weak, get rid of HDash. ^
05:07:219 (3) - Why no HDash to this? The guitar is strong enough to support it. not exactly, but changed in a bit aaaa
05:08:088 (1) - Beat is not that strong, get rid of the HDash. same reason ;___;
05:09:393 (2) - Guitar isn't that strong here, no HDash works better. ^
05:10:407 (4) - Guitar should be main focus of HDashes here, not drums, get rid of the HDash to this. ^
05:12:001 (2) - Normal dash sounds a lot better to this and better matches the effect of those drums. why? is sooo strong, please try to listen in 100%

And again, this isn't the whole map, keep in mind every part of this mod and carry on through the rest of the map and fix it all up. Should be easy for you to find and fix all the issues yourself. huh ):

Ok so that's all I'm gonna post about for now. As always, pm me in game if you have any questions, and good luck! thank you

Thanks a lot for the mod! but i dont agree with the most ;www; i asked some bns/normal modders about those 2-1/1 drum sounds and everyone agree with me, are enough strong to add hyper, i'm sorry T_T don't hate me aaaa

Anyway accepted like 20 suggestions :3 thank you so much!!
-Sh1n1-
por cosas como esas ^ decidí responder siempre en negrita lol ya que a mi también me gusta rechazar mucho cuando no modean tratando de pensar en lo que quiero hacer, bueno lol quisiera decir para guardar slot pero todos me ganaran xD es una desgracia no tener internet y modear offline u.u igual lo modeare hoy en la madrugada y si para mañana entro y ya recibistes mas mods pues ya fui lol xD, me aguantas un slot :3 ?
Topic Starter
koliron

-Sh1n1- wrote:

por cosas como esas ^ decidí responder siempre en negrita lol ya que a mi también me gusta rechazar mucho cuando no modean tratando de pensar en lo que quiero hacer, bueno lol quisiera decir para guardar slot pero todos me ganaran xD es una desgracia no tener internet y modear offline u.u igual lo modeare hoy en la madrugada y si para mañana entro y ya recibistes mas mods pues ya fui lol xD, me aguantas un slot :3 ?
Incluso si alguien hace mod (demasiado probable lol, la mayoría de estos no los pedí D:) puedo dar prioridad a tu mod y responder primero, y después los demás, así como un "slot invisible" (?
Ascendance

koliron wrote:

(?
Hareimu
You dragged me onto doing this koli, don't say I didn't warn you D:

General - Metadata


  • Kyuare wrote:

  1. Add "marathon" and "suigintou" in your tags please; Suigintou is the girl who is on the Background
The one I bolded up. I see you didn't add it D^: (not that much important but eh)
Colours - Fruit Combos


  1. Huh, the colours are WAY too similar for me. Also really dark ones. May I suggest making them a little brighter? (And playing around with the hue doesn't hurt, I guess. In fact, it's healthy!)
  2. Also... IDK if this is accidental, but delete the Combocolour 5 (255,255,255). We all know what happens with pure black/white.
[Freezing]

01:19:682 (7) - For the sake of triggering the hyperdash and not have to pixel-jump the heck of a beautiful song, maybe move to x:32?
01:53:451 (1,2,3) - To make these 1/4 HDashing sliders flow better, maybe tilting them a bit outward? i.e: before and after
03:45:045 (4,5,6,7,8,1,2,3,4) - Maybe moving this to x:392 should feel better to play, but again, it's for the sake of triggering a hyperdash and not producing unnecessary shitmisses. Also maybe moving 03:45:914 (4) - a little to the left? Like, to x:432 wouldn't hurt.
03:46:059 (1) - Move to x:96? To make the landing from the previous HDashing note a bit more comfortable.
03:54:248 (6,7,8,9,10,11,12) - , 03:54:755 (1,2,3,4) - and 03:55:045 (1,2,3,4) - feel really weird to play because of the harsh curves the streams have. Aside from these, some others feel really strange to play as well, but I'll just let this one as an example for you to fix the rest.
04:15:769 (2,3,4,5,6,1) - Moving these to x:144 to make the HDash on 04:15:480 (5) - land better for the sake of changing directions to 04:15:769 (2) - feel better.
04:31:132 (1,2) - WOAH. Just that. Wow. Like, I've seen strange sliders on ctb that are like this to make the player move faster to catch droplets, but this is insane. And also why are these shaped like this while 04:40:407 (2,4) - are shaped like normal curves? Like, the background sound is almost the same in both pairs of sliders. no really, lol

Hum, I guess that's it. Not much to say, beautiful map as always, AugoEidEs hype, 2 much stars, and good luck with your mapset~
Topic Starter
koliron

Hareimu wrote:

You dragged me onto doing this koli, don't say I didn't warn you D: D:

General - Metadata


  • Kyuare wrote:

  1. Add "marathon" and "suigintou" in your tags please; Suigintou is the girl who is on the Background
The one I bolded up. I see you didn't add it D^: (not that much important but eh)
Colours - Fruit Combos


  1. Huh, the colours are WAY too similar for me. Also really dark ones. May I suggest making them a little brighter? (And playing around with the hue doesn't hurt, I guess. In fact, it's healthy!)
  2. Also... IDK if this is accidental, but delete the Combocolour 5 (255,255,255). We all know what happens with pure black/white.
    so dumb
[Freezing]

01:19:682 (7) - For the sake of triggering the hyperdash and not have to pixel-jump the heck of a beautiful song, maybe move to x:32? ups
01:53:451 (1,2,3) - To make these 1/4 HDashing sliders flow better, maybe tilting them a bit outward? i.e: before and after changed in a bit
03:45:045 (4,5,6,7,8,1,2,3,4) - Maybe moving this to x:392 should feel better to play, but again, it's for the sake of triggering a hyperdash and not producing unnecessary shitmisses. Also maybe moving 03:45:914 (4) - a little to the left? Like, to x:432 wouldn't hurt. aah, hum ok ok but just a bit
03:46:059 (1) - Move to x:96? To make the landing from the previous HDashing note a bit more comfortable. Hum? i think the current distance it's fine, is not so long, almost not hyper :b
03:54:248 (6,7,8,9,10,11,12) - , 03:54:755 (1,2,3,4) - and 03:55:045 (1,2,3,4) - feel really weird to play because of the harsh curves the streams have. Aside from these, some others feel really strange to play as well, but I'll just let this one as an example for you to fix the rest. hum, okay changed those streams
04:15:769 (2,3,4,5,6,1) - Moving these to x:144 to make the HDash on 04:15:480 (5) - land better for the sake of changing directions to 04:15:769 (2) - feel better. wow im dumb
04:31:132 (1,2) - WOAH. Just that. Wow. Like, I've seen strange sliders on ctb that are like this to make the player move faster to catch droplets, but this is insane. And also why are these shaped like this while 04:40:407 (2,4) - are shaped like normal curves? Like, the background sound is almost the same in both pairs of sliders. no really, lol naaa, these curves are so fun and i think fits good because the guitar is soooo strong :3 also, is not sooo hard to play imo

Hum, I guess that's it. Not much to say, beautiful map as always, AugoEidEs hype, 2 much stars, and good luck with your mapset~ /o/
Thank you! perdon shini aaaa
Ascendance
ascendance for worst modder 2016
2016-02-21 15:39 Ascendance: ACTION is editing [https://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]]
2016-02-21 15:40 koliron: q
2016-02-21 15:40 Ascendance: want irc?
2016-02-21 15:41 koliron: yes wait me until bober finish
2016-02-21 15:41 Ascendance: ~
2016-02-21 15:41 Ascendance: it will be probably shit mod
2016-02-21 15:41 Ascendance: like all of mine xD
2016-02-21 15:41 koliron: na :3
2016-02-21 15:46 koliron: ok go
2016-02-21 15:46 koliron: ACTION is editing [https://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]]
2016-02-21 15:46 Ascendance: ok
2016-02-21 15:46 Ascendance: 00:39:103 (5) -
2016-02-21 15:47 Ascendance: I don't think this calls for a hyper, you could probably turn 00:38:813 (4) - into a repeat slider or just move 5 into a dashable or walkable distance from 4
2016-02-21 15:47 koliron: hum, i think have a clear drum sound
2016-02-21 15:47 koliron: is the reason why i add clap
2016-02-21 15:48 Ascendance: yeah, but it's not strong enough to have an hdash, like 00:49:538 (4) - for example
2016-02-21 15:48 koliron: is in every 2/1
2016-02-21 15:48 Ascendance: With this note, you can clearly see the emphasis on it,
2016-02-21 15:48 Ascendance: at 00:39:103 (5) - you have hitsound to emphasize it while there isn't enough in the song
2016-02-21 15:48 koliron: try to listen both without hitsounds
2016-02-21 15:48 Ascendance: My version actually has no hitsounds :P
2016-02-21 15:49 koliron: this song was made with a program, tecnically both are exactly ther same sounds XD
2016-02-21 15:49 Ascendance: heh?D: This has a clear strong upswing note 00:49:538 (4) -
2016-02-21 15:50 koliron: maybe you think it for the previous guitar o.o idk
2016-02-21 15:50 Ascendance: hmm.. I just really disagree with the hyper there
2016-02-21 15:51 Ascendance: I think moving 00:39:103 (5) - to x136 is better
2016-02-21 15:51 koliron: okokok
2016-02-21 15:51 koliron: moved x.x
2016-02-21 15:51 Ascendance: <3
2016-02-21 15:52 Ascendance: 00:54:175 (1,2,3,4) - maybe you could make these completely horizontal?
2016-02-21 15:52 Ascendance: It would make for clear indication that you can hold dash instead of tap dash
2016-02-21 15:53 Ascendance: https://osu.ppy.sh/ss/4581655
2016-02-21 15:53 koliron: mh okay, changed
2016-02-21 15:53 Ascendance: 01:03:451 (5,1) - I think you could maybe put an hdash or at least a strong dash here since it's a musical upswing and a new vocal stanza
2016-02-21 15:54 Ascendance: If you want to make hdash, move 01:03:595 (1) - to around x:40
2016-02-21 15:54 koliron: okay, was to vary a bit but your argument is valid, i can a a convencing dash
2016-02-21 15:54 Ascendance: ok~
2016-02-21 15:54 Ascendance: where did you move it to?
2016-02-21 15:55 koliron: 01:03:595 (1) - a bit to the right
2016-02-21 15:55 Ascendance: okok
2016-02-21 15:55 Ascendance: 01:04:030 (2) - I think you should tilt this a bit more to the left
2016-02-21 15:55 Ascendance: I have the endpoint at x:112 y:208
2016-02-21 15:57 koliron: why o.o
2016-02-21 15:57 Ascendance: It feels a bit cramped to the next note
2016-02-21 15:57 koliron: mh
2016-02-21 15:57 koliron: ok a bit
2016-02-21 15:59 Ascendance: 01:05:480 (3,4,1) - https://osu.ppy.sh/ss/4581706 I did this because I felt 01:05:190 (2,3) - didn't play as well in your version. feel free to try it and tell me what you think
2016-02-21 16:00 koliron: mhh
2016-02-21 16:00 koliron: ok maybe the movement is a bit uncomfortable
2016-02-21 16:00 koliron: i prefer reduce the distance
2016-02-21 16:01 Ascendance: At least try to flip 01:05:480 (3) - the other way
2016-02-21 16:01 Ascendance: 2 left-side movements felt a bit weird for me
2016-02-21 16:01 Ascendance: https://osu.ppy.sh/ss/4581719 something like this?
2016-02-21 16:01 koliron: nah that movement its fine for me :3
2016-02-21 16:01 Ascendance: :3
2016-02-21 16:02 Ascendance: 01:12:436 (1,2,3) - I think you could turn this into a repeat slider or at least put 01:12:436 (1,3) - on the same position. It plays a bit better and properly matches the vocals
2016-02-21 16:03 koliron: ok changed 1,3
2016-02-21 16:04 Ascendance: 01:19:538 (6,7) - this distance is so so tricky D:
2016-02-21 16:04 koliron: wait me a sec
2016-02-21 16:04 Ascendance: ok~
2016-02-21 16:05 koliron: wtf me
2016-02-21 16:05 koliron: changed
2016-02-21 16:05 Ascendance: 01:19:248 (3,4,5) - I think moving this to x:224 would be much better to play out of 01:19:103 (2) - also
2016-02-21 16:06 koliron: but means a normal dash owo
2016-02-21 16:06 is for *
2016-02-21 16:06 koliron: ggghhtrghfd
2016-02-21 16:07 Ascendance: yes but if you move it, 01:19:103 (2,3) - has enough distance to where you can hold dash comfortably instead of over or undershooting the jump
2016-02-21 16:07 Ascendance: if you do that, you can move 01:19:538 (6,7) - accordingly
2016-02-21 16:07 koliron: c.c
2016-02-21 16:07 koliron: ok a bit
2016-02-21 16:07 Ascendance: ;w;
2016-02-21 16:07 koliron: xD
2016-02-21 16:08 Ascendance: 01:20:262 (2,3,4) - has a lot of same type movement, so boring quq try ctrl+g 01:20:552 (3) - ?
2016-02-21 16:09 koliron: i like it
2016-02-21 16:09 koliron: is because
2016-02-21 16:09 koliron: |101:17:943 (2,3,4) - and 01:22:581 (2,3,4) -
2016-02-21 16:10 Ascendance: hm ok
2016-02-21 16:10 Ascendance: 01:26:494 (7,8) - seems really close coming out of the dash, making 01:26:639 (8) - really easy to overshoot
2016-02-21 16:10 Ascendance: Try moving 8 to the left a bit so you can more comfortably dash to it
2016-02-21 16:11 koliron: true
2016-02-21 16:12 Ascendance: 01:31:856 (2,3) - these are a bit difficult to do mostly because they are very close to straight sliders
2016-02-21 16:12 Ascendance: I would make 01:31:856 (2) - tilt to the right more
2016-02-21 16:12 Ascendance: and 01:32:146 (3) - to the left
2016-02-21 16:13 koliron: true
2016-02-21 16:13 koliron: hey btw
2016-02-21 16:13 koliron: i have
2016-02-21 16:13 koliron: 20 mins ;w;
2016-02-21 16:13 koliron: do you prefer finish this in the night ir like until 2:00?
2016-02-21 16:13 Ascendance: ok
2016-02-21 16:13 Ascendance: ya
2016-02-21 16:13 Ascendance: i go eat now
2016-02-21 16:13 Ascendance: then
2016-02-21 16:13 koliron: sorry ;WWW;
2016-02-21 16:14 koliron: byee
2016-02-21 16:14 Ascendance: ~~
2016-02-21 20:10 Ascendance: uwa
2016-02-21 20:10 Ascendance: ACTION is editing [https://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]]
2016-02-21 20:10 koliron: go
2016-02-21 20:10 Ascendance: ok i go away
2016-02-21 20:11 Ascendance: ;w;
2016-02-21 20:11 koliron: oh
2016-02-21 20:11 Ascendance: hue
2016-02-21 20:11 Ascendance: 01:29:538 (1,2,3) - D: no
2016-02-21 20:11 koliron: then
2016-02-21 20:11 koliron: o
2016-02-21 20:11 koliron: ok changed a bit
2016-02-21 20:12 Ascendance: 01:29:972 (2) - best to flip this to the right of the slider end so the flow is better
2016-02-21 20:12 koliron: but ascendance this is an overdose :'v
2016-02-21 20:12 Ascendance: ur an overdose
2016-02-21 20:12 Ascendance: https://osu.ppy.sh/ss/4583006
2016-02-21 20:12 koliron: XD
2016-02-21 20:12 Ascendance: being overdose doesnt give excuse for bad flow ;o
2016-02-21 20:13 koliron: is not bad :C
2016-02-21 20:13 koliron: but anyway reduced the distance xc
2016-02-21 20:13 Ascendance: did you see screenshot?
2016-02-21 20:13 Ascendance: is better to have movement like that
2016-02-21 20:13 koliron: yea
2016-02-21 20:13 koliron: but prefer reduce
2016-02-21 20:13 Ascendance: =w=
2016-02-21 20:13 Ascendance: ok..
2016-02-21 20:13 koliron: one of these movements is not so bad xD
2016-02-21 20:14 Ascendance: well left right right is worse than right left right ;w;
2016-02-21 20:15 koliron: :B
2016-02-21 20:15 Ascendance: fixed? >W>
2016-02-21 20:16 koliron: no,
2016-02-21 20:16 koliron: ):
2016-02-21 20:16 Ascendance: :(
2016-02-21 20:16 koliron: xD
2016-02-21 20:16 Ascendance: oh well i guess lol
2016-02-21 20:16 Ascendance: 01:31:856 (2,3) - as discussed before you left
2016-02-21 20:16 Ascendance: best to tilt 2 to right and 3 to left
2016-02-21 20:16 Ascendance: so they arent so straight
2016-02-21 20:16 koliron: yes
2016-02-21 20:16 koliron: ok
2016-02-21 20:17 Ascendance: 01:35:335 (2,3,4) - why this pattern again
2016-02-21 20:17 Ascendance: makes me so sad
2016-02-21 20:17 koliron: seriously i cant find the problem
2016-02-21 20:17 koliron: is not so hard
2016-02-21 20:18 koliron: especially here because is less surved
2016-02-21 20:18 Ascendance: is not about the difficulty
2016-02-21 20:18 koliron: curved*
2016-02-21 20:18 Ascendance: I can play it fine lol
2016-02-21 20:18 koliron: then? o.o
2016-02-21 20:18 Ascendance: it just feels not as good as what i suggested but its ok
2016-02-21 20:18 Ascendance: its your map not mine lol
2016-02-21 20:18 koliron: x.x
2016-02-21 20:18 Ascendance: 02:17:364 (1,2) - this plays a bit weird especially out of the previous pattern you have
2016-02-21 20:20 koliron: but has hyper ono
2016-02-21 20:20 Ascendance: ;w;
2016-02-21 20:21 Ascendance: okthen
2016-02-21 20:21 koliron: XD
2016-02-21 20:21 Ascendance: 02:52:581 (1) -
2016-02-21 20:21 Ascendance: this slider is way too sharp, so easy to miss that edge droplet
2016-02-21 20:21 koliron: ok changed
2016-02-21 20:22 Ascendance: 03:05:769 (1,2) - maybe move 2 a bit closer to the top
2016-02-21 20:22 Ascendance: tip*
2016-02-21 20:23 Ascendance: just a bit
2016-02-21 20:23 koliron: changed
2016-02-21 20:23 Ascendance: 03:12:726 (3) - no pls
2016-02-21 20:24 koliron: farm modder?
2016-02-21 20:24 Ascendance: heh?
2016-02-21 20:24 koliron: xD
2016-02-21 20:24 Ascendance: whats this mean ;w;
2016-02-21 20:24 koliron: zirox suggest me anti curves here
2016-02-21 20:24 Ascendance: zirox is noob
2016-02-21 20:24 koliron: true
2016-02-21 20:24 koliron: changed
2016-02-21 20:24 koliron: (?
2016-02-21 20:24 koliron: hah no
2016-02-21 20:25 koliron: ):
2016-02-21 20:25 Ascendance: why would he suggest anti curve when 03:13:161 (4) - has such sharp turn
2016-02-21 20:25 Ascendance: plays so poorly
2016-02-21 20:25 Ascendance: so easy to miss
2016-02-21 20:25 koliron: i think couldn't be a problem for a player that can play 7* map :c
2016-02-21 20:25 Ascendance: .
2016-02-21 20:25 Ascendance: ok
2016-02-21 20:25 koliron: is 1/2 xD
2016-02-21 20:26 Ascendance: 03:33:885 (3,4) -
2016-02-21 20:26 Ascendance: distance a bit hard
2016-02-21 20:26 koliron: oh
2016-02-21 20:26 koliron: was already reduced
2016-02-21 20:26 koliron: ok a bit more
2016-02-21 20:26 Ascendance: 03:45:045 (4,5,6,7,8,1) - maybe adjust this a bit also
2016-02-21 20:27 koliron: fixed
2016-02-21 20:27 Ascendance: 04:31:132 (1) - .
2016-02-21 20:27 koliron: :D
2016-02-21 20:27 Ascendance: these turns are so sharp
2016-02-21 20:28 Ascendance: I fc'd the entire section before this and then missed 4 times on the slider
2016-02-21 20:28 koliron: yeah bhuahaha evil mapper :D
2016-02-21 20:28 Ascendance: ok please fix
2016-02-21 20:29 koliron: no
2016-02-21 20:29 koliron: next suggestion pls.
2016-02-21 20:29 koliron: ((?
2016-02-21 20:29 Ascendance: ..
2016-02-21 20:29 Ascendance: im too shit to mod this
2016-02-21 20:30 koliron: lol no
2016-02-21 20:30 koliron: until now accepted like 30 suggestions
2016-02-21 20:30 koliron: in mb's accepted 20 xdd
2016-02-21 20:30 Ascendance: lol
2016-02-21 20:30 koliron: and we have 2 mins more :3
2016-02-21 20:31 koliron: olo
2016-02-21 20:31 koliron: lol
2016-02-21 20:31 koliron: llo
2016-02-21 20:31 koliron: oll
2016-02-21 20:31 koliron: ool
2016-02-21 20:31 koliron: loo
2016-02-21 20:31 koliron: ooo
2016-02-21 20:31 koliron: lll
2016-02-21 20:31 Ascendance: im garbage sorry
2016-02-21 20:32 koliron: no D:
2016-02-21 20:32 koliron: lol
2016-02-21 20:32 koliron: pls dont xD
2016-02-21 20:32 koliron: gogogog
2016-02-21 20:32 Ascendance: :/
2016-02-21 20:32 Ascendance: 04:47:364 (3,4) -
2016-02-21 20:32 Ascendance: horizontal
2016-02-21 20:33 koliron: hum
2016-02-21 20:33 koliron: yes why not
2016-02-21 20:34 Ascendance: 05:13:016 - you should make this quieter
2016-02-21 20:34 Ascendance: 05:30:407 (1,2) - straight sliders why ;;
2016-02-21 20:35 koliron: first fixed
2016-02-21 20:35 koliron: second, huh a bit
2016-02-21 20:36 Ascendance: 06:35:480 (1,2,3,1,2,3,1,2,3) - adjust these distances a bit so they play
2016-02-21 20:36 Ascendance: a bit nicer;w;
2016-02-21 20:36 Ascendance: or this maybe
2016-02-21 20:36 Ascendance: https://osu.ppy.sh/ss/4583124
2016-02-21 20:37 Ascendance: You could also make a spinner that extends to here 07:11:277 -
2016-02-21 20:37 koliron: hum, ok changed in 06:36:059 (1,2,3) - because different distance for a bit, but the difference is not much in game
2016-02-21 20:37 koliron: yeah i tried it
2016-02-21 20:37 koliron: but deif suggest me remove it because so long
2016-02-21 20:37 Ascendance: lol
2016-02-21 20:37 Ascendance: did you see my screenshot ?
2016-02-21 20:38 koliron: 30 seconds of spinner means
2016-02-21 20:38 koliron: a lot of bananas x.x
2016-02-21 20:38 koliron: yeah but i prefer my current
2016-02-21 20:38 Ascendance: deif is noob
2016-02-21 20:38 koliron: anyway changed a bit :CCESDAF:EASDC
2016-02-21 20:38 koliron: yeah deif is noob, he need learn how2mod
2016-02-21 20:38 koliron: maybe reading his modding academy
2016-02-21 20:38 koliron: (?
2016-02-21 20:38 Ascendance: ya
2016-02-21 20:38 Ascendance: 06:40:842 (2) -
2016-02-21 20:38 Ascendance: this note ends at 06:42:436 -
2016-02-21 20:39 koliron: korean ears
2016-02-21 20:39 Ascendance: w
2016-02-21 20:39 Ascendance: ok sorry for doing such a shit mod
2016-02-21 20:39 Ascendance: hopefully it help
2016-02-21 20:41 koliron: was so helpful xD
2016-02-21 20:42 Ascendance: ;w;
2016-02-21 20:43 Ascendance: no need for kudosu since im shit
Deif
¡Hola!

[Freezing]
  1. 01:35:769 (3) - Esta nota se notaría más cómoda de jugar si la pones al lado izquierdo del slider (2), en vez de al lado derecho.
  2. 01:58:813 (3,4,5,6,7) - No soy un gran fan de estructuras como esta, sobre todo si lo que sigue a ese 1/4 hyperdash es otro 1/2 en la misma dirección. Quedaría mejor si hicieras algo como esto, ya que incrementas la velocidad gradualmente y no tan de repente: https://osu.ppy.sh/ss/4587332 Otra alternativa sería quitar 01:59:030 (6) - y del resultante triplet+nota+nota hacer 2 1/2 hyperdashes.
  3. 02:49:827 (7,8,9,1) - Bastante complicado después de todos esos 1/2 hyperdashes, me costó unos cuantos intentos hacerlo bien sin problema. Se podría mejorar algo si consideras colocar esos sliders completamente horizontal para continuar con el botón del dash al 100% apretado. Habría que recolocar las notas siguientes para que funcione bien: https://osu.ppy.sh/ss/4587386
  4. 04:02:001 (1) - Me pilló por sorpresa que usaras un slider 3/4 en vez de uno 1/2. Quizá sea mejor que lo acortes para que encaje mejor con el resto.
  5. 04:06:059 - 04:14:755 - Supongo que intentaste algo distinto para esta sección, pero el resultado es algo... meh. La sección usa sliders bastante poco inclinados que intentan reducir el movimiento del catcher, pero a la vez incluyes esos hyperdashes para encajar con la batería de fondo. Algo más de movimiento para esos sliders no hubiera estado mal, pero preferiría que también otros modders dieran su opinión sobre esta parte.
  6. 04:19:827 (2,3,4,5,6) - Intenta cambiar la curva de estas notas para que el principio esté más horizontal que el final, y no al revés como lo tienes ahora. Debería jugarse mejor de esa forma.
  7. 04:36:204 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - Ugh... todo esto debería seguir un ritmo de 1/3 y no de 1/4 ._.
  8. 04:40:262 (1) - No estoy 100% seguro de este slider. Sonaría mejor si se quedara como una nota simple.
  9. 04:47:219 (1,2,3,4) - Aquí vas a matar a muchos jugadores, sobre todo al tener (3,4) tan vertical en la mitad del stream. Tengo una propuesta para esas cuatro notas que fluye bastante bien, por si quieres probar: https://osu.ppy.sh/ss/4587682 Ten en cuenta que la distancia (2,3) y (4,5) tiene que ser la misma para que funcione bien.
  10. 05:06:784 (2) - Comenzaría este slider en el próximo beat azul 05:06:856 - para que encaje mejor con la guitarra.
  11. 05:09:393 (2,3) - Queda algo vacío el espacio que dejaste entre ambos sliders y se echa algo de menos un slider de los largos que has estado usando hasta ahora. ¿Y si transformas ambos sliders en uno solo?
  12. 05:10:697 (2,3,4,5,1,2,3,4) - Nah, no uses 1/6s aquí. Esas notas deberían ser 1/4s.
  13. 05:12:436 (1) - Este slider debería estar también en la sección de volumen 30%. La letra no es tan potente como en otras partes de la canción.
  14. 05:12:436 - 05:30:407 - ¿Dónde están los hitsounds de esta sección? Agrega unos cuantos, por ejemplo donde suena la campana de fondo. No creo que sea una buena idea mantener la sección completamente con N-hitsounds. Los S-hitsounds deberían encajar mejor aquí.
  15. 05:30:407 (1,2,3) - Los claps de esta parte quizá sean algo exagerados junto con los finales de los sliders. Prueba a reducir algo el volumen de estos últimos 05:30:552 - 05:30:769 - para darle más importancia a los saltos.
  16. 06:17:798 (1) - Agh, muévelo más a la derecha. Esta es la parte más intensa de la melodía y me vienes con hyperdashes flojos =(
  17. 06:28:958 (2,1) - Para evitar hacer una copia exacta de Genryuu Kaiko, puedes variar algo estos dos sliders junto con las notas de la melodía, por ejemplo haciendo esos sliders horizontales.
  18. 06:39:393 (1,2,3,1,2,1,2) - Fue una mala idea mapear la guitarra del final, ya que habría que ajustar todas esas notas con un nuevo timing. 06:39:393 (1) - debería ir mínimo unos 20-30 ms antes, 06:43:209 (1) - el final debería ir unos 20ms después, 06:44:900 (2) - también está atrasada,... Busca una alternativa para el final, como por ejemplo un slider desde 06:36:494 - hasta 06:50:166 - y después un spinner hasta el final 07:11:277 - .
[]
Necesita un par de mods para mejorar algunas partes, pero aún así me sigue encantando ;)
Topic Starter
koliron

Deif wrote:

¡Hola! holi :3

[Freezing]
  1. 01:35:769 (3) - Esta nota se notaría más cómoda de jugar si la pones al lado izquierdo del slider (2), en vez de al lado derecho. hum, bueno ya me sugirieron en uno de esots movimientos x.x okok, voy a cambiar varios de estos pero dejo los que sean más comodos
  2. 01:58:813 (3,4,5,6,7) - No soy un gran fan de estructuras como esta, sobre todo si lo que sigue a ese 1/4 hyperdash es otro 1/2 en la misma dirección. Quedaría mejor si hicieras algo como esto, ya que incrementas la velocidad gradualmente y no tan de repente: https://osu.ppy.sh/ss/4587332 Otra alternativa sería quitar 01:59:030 (6) - y del resultante triplet+nota+nota hacer 2 1/2 hyperdashes. aaaaa
  3. 02:49:827 (7,8,9,1) - Bastante complicado después de todos esos 1/2 hyperdashes, me costó unos cuantos intentos hacerlo bien sin problema. Se podría mejorar algo si consideras colocar esos sliders completamente horizontal para continuar con el botón del dash al 100% apretado. Habría que recolocar las notas siguientes para que funcione bien: https://osu.ppy.sh/ss/4587386 prefiero dejarlos como circulos normales, de igual forma seguro cambie esto más tarde, es complicado de mapear bien aaa
  4. 04:02:001 (1) - Me pilló por sorpresa que usaras un slider 3/4 en vez de uno 1/2. Quizá sea mejor que lo acortes para que encaje mejor con el resto. de hecho no sabía que estaba ahi xD
  5. 04:06:059 - 04:14:755 - Supongo que intentaste algo distinto para esta sección, pero el resultado es algo... meh. La sección usa sliders bastante poco inclinados que intentan reducir el movimiento del catcher, pero a la vez incluyes esos hyperdashes para encajar con la batería de fondo. Algo más de movimiento para esos sliders no hubiera estado mal, pero preferiría que también otros modders dieran su opinión sobre esta parte. voy a trabajar en esta parte, junto a los hitsounds y nc a la noche hecho
  6. 04:19:827 (2,3,4,5,6) - Intenta cambiar la curva de estas notas para que el principio esté más horizontal que el final, y no al revés como lo tienes ahora. Debería jugarse mejor de esa forma. verdá
  7. 04:36:204 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - Ugh... todo esto debería seguir un ritmo de 1/3 y no de 1/4 ._. ESTOY SORDAAA
  8. 04:40:262 (1) - No estoy 100% seguro de este slider. Sonaría mejor si se quedara como una nota simple. verdad, de lo puedo escuchar es un 1/6
  9. 04:47:219 (1,2,3,4) - Aquí vas a matar a muchos jugadores, sobre todo al tener (3,4) tan vertical en la mitad del stream. Tengo una propuesta para esas cuatro notas que fluye bastante bien, por si quieres probar: https://osu.ppy.sh/ss/4587682 Ten en cuenta que la distancia (2,3) y (4,5) tiene que ser la misma para que funcione bien. hum, en realidad no puedo encontrar el problema acá, la idea no es que se siga un dash constante sino que pare por unos instantes, no resulta un problema si seguís el ritmo de los hypers
  10. 05:06:784 (2) - Comenzaría este slider en el próximo beat azul 05:06:856 - para que encaje mejor con la guitarra. ok lol tuve problemas serios con el beat en esta canción
  11. 05:09:393 (2,3) - Queda algo vacío el espacio que dejaste entre ambos sliders y se echa algo de menos un slider de los largos que has estado usando hasta ahora. ¿Y si transformas ambos sliders en uno solo? obvio por que no :3
  12. 05:10:697 (2,3,4,5,1,2,3,4) - Nah, no uses 1/6s aquí. Esas notas deberían ser 1/4s. lo tuve que escuchar varias veces, sigo sin estar del tooodo segura pero en el segundo patrón parece más lógico
  13. 05:12:436 (1) - Este slider debería estar también en la sección de volumen 30%. La letra no es tan potente como en otras partes de la canción. oup, era la idea
  14. 05:12:436 - 05:30:407 - ¿Dónde están los hitsounds de esta sección? Agrega unos cuantos, por ejemplo donde suena la campana de fondo. No creo que sea una buena idea mantener la sección completamente con N-hitsounds. Los S-hitsounds deberían encajar mejor aquí. te dije que no te fijaras en los hitsounds :( hice solo una base, hecho
  15. 05:30:407 (1,2,3) - Los claps de esta parte quizá sean algo exagerados junto con los finales de los sliders. Prueba a reducir algo el volumen de estos últimos 05:30:552 - 05:30:769 - para darle más importancia a los saltos. buena ideaaa
  16. 06:17:798 (1) - Agh, muévelo más a la derecha. Esta es la parte más intensa de la melodía y me vienes con hyperdashes flojos =( Sí, mejor voy a cambiar varias distancias por acá
  17. 06:28:958 (2,1) - Para evitar hacer una copia exacta de Genryuu Kaiko, puedes variar algo estos dos sliders junto con las notas de la melodía, por ejemplo haciendo esos sliders horizontales. naa, encaja con la canción y me gusta :3 no es mi culpa que esté al final ):
  18. 06:39:393 (1,2,3,1,2,1,2) - Fue una mala idea mapear la guitarra del final, ya que habría que ajustar todas esas notas con un nuevo timing. 06:39:393 (1) - debería ir mínimo unos 20-30 ms antes, 06:43:209 (1) - el final debería ir unos 20ms después, 06:44:900 (2) - también está atrasada,... Busca una alternativa para el final, como por ejemplo un slider desde 06:36:494 - hasta 06:50:166 - y después un spinner hasta el final 07:11:277 - . sí lo sé, la mandé unos sliders cualquiera, me da pereza ponerme a hacer un slider largo que quede bien, por ahora pongo uno con una sola dirección, spinner añadido (ashhh, +21 segundos de drain)
[]
Necesita un par de mods para mejorar algunas partes, pero aún así me sigue encantando ;) "Un par" xddd recien empiezo a pedir mods esta semana :C falta mucha gente por pedir :3
Thank you a lot for this helpful mod Deif!
Riari
IRC mod, split over two sessions but the first one was lost.

Chatlogs
18:12 koliron: oh
18:12 koliron: go finish the irc(?
18:12 koliron: we are in 3:20
18:12 koliron: i think
18:16 Riari: sure I guess
18:16 *Riari is editing [http://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]]
18:17 *koliron is editing [https://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]]
18:18 Riari: 03:07:653 (1) - This is too long in my opinion, the tail end lands on something that is more intense than the head of the slider, I think working around this and giving 03:08:958 - some movement as to make it fit the intensity that the song gives it would make a better timeline
18:18 koliron: mh
18:18 koliron: ok changed a bit
18:19 Riari: 03:10:407 (3) - Replace this with a 1/2 repeater? 03:10:552 - is clear enough to map
18:20 koliron: aaa
18:20 koliron: ok
18:20 Riari: You can do similar with the two parts after, but I feel that this one is more prominent than the others
18:21 koliron: yea im doing that
18:24 Riari: 04:05:624 (2) - This sounds odd, I think ending it at 04:05:769 - and adding a circle at 04:05:914 - would fix this as 04:05:914 - links with 04:05:987 (3) - rather than 04:05:624 (2) -
18:25 koliron: hum, tbh the difference is not noticeable in game :b i preefer keep this
18:27 Riari: 04:06:349 (2) - This feels the same, removing it and adding a circle where the tail was sounds much better. It's similar for everything after, you have foregone your usual pattern of keeping a gap and it sounds really odd in this instance
18:27 koliron: oki
18:28 Riari: Though it ends up as triplet jumps, mapping the guitar might've been better here
18:29 koliron: ah?
18:29 Riari: 04:38:088 (3) - Swapping this for a 1/2 repeater might be a good idea, a slider/circle combo works too to add emphasis to the pitch change
18:30 koliron: yes why not
18:32 Riari: 06:14:175 (1,2) - Why isn't this similar to 06:13:740 (3,4,5,6) - ? You can clearly hear the triplet sound you worked with before
18:33 Riari: 06:17:364 (5) - No NC? small break so I suggest you do NC here.
18:33 koliron: yea but vary with that its fine :3
18:33 koliron: oh
18:34 koliron: ^^^ true
18:34 koliron: fixed
18:34 Riari: 06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - Merge these into groups of 4 rather than groups of 2? Seems a bit excessive
18:35 Riari: 06:39:393 (1) - This starts earlier than your current snap
18:35 koliron: in all 1/1 there is a strong sound, and others modders like it so why not
18:35 Riari: 06:44:900 (2) - same here
18:35 koliron: yeah that part was changed in a bit
18:36 koliron: i forgot update haha
18:37 Riari: I updated and its a gigantic slider in the same place, consider using a slower SV and atleast add some movement?
18:38 koliron: yes i need work in that slider, so lazy ):
18:38 koliron: but thanks for your opinion
18:38 Riari: oh np
18:38 Riari: Thats it, guess I should post these actual logs haha

Good luck with your map
Hareimu
I think you wanted a better hitclap? You'll love me.
http://puu.sh/niJXc/82bc9d5283.wav
Topic Starter
koliron

Hareimu wrote:

I think you wanted a better hitclap? You'll love me.
http://puu.sh/niJXc/82bc9d5283.wav

Added! ty aaaaa aun quiero ver si encuentro algo aún mejor(?

and thank riari for the helpful mod! ^^
Krah
And now rank it
Topic Starter
koliron

Krah wrote:

And now rank it
How to SP Krah <3
iiyo
no
Kagari
placeholder~ (it would take me up to 2 weeks to finish my mod depending on my ability and mood to mod) :3

+92 star priority already pls rank this ffs :v
Topic Starter
koliron

Kagari wrote:

placeholder~ (it would take me up to 2 weeks to finish my mod depending on my ability and mood to mod) :3

+92 star priority already pls rank this ffs :v
lol oki i will ask for other mods then :3
Ponchiwi
Que buen map hiciste, espero ansioso para que te lo rankeen :shock:
Razor Sharp
mod requested by a pretty girl!
time to get back in bussines

  1. 00:33:885 (4,5,4,5) - These, imo would be much better stacked (not move). It will fit the drums much better in the song here.
  2. 00:49:248 (3) - Try to ctrl+h this and move it too x248, then take 00:49:538 (4) - and move too x96. Doing this will empathize the guitar at this part. And will also give a little more challenge to the players.
  3. 00:54:175 (1,2) - ctrl+g this? Would fit with a drasticaly direction change here.
  4. 00:56:494 (5,6) - I can understand the pattern, but not the spacing. Would strongly suggest to increase the spacing here by 1 or 2 grids each note.
  5. 01:14:465 (1,2) - Why not spread these out a little more, and make them point towards the middle instead? Would fit the vocal a little.
  6. 01:17:074 (4) - Make this into 3 notes. Then make them go in a line towards the left side of the map.
  7. 01:54:030 (3) - Why not make this one face the right hand side more? To make a challenging snap?
  8. 03:06:929 (5,1) - Please increase the spacing here a little. This is currently too tight imo.
  9. 03:26:349 (1,2,3,4) - Increase distance by a little for each note here.
  10. 03:54:610 (7,8) - Try to place this at x496. Will make this stream a little more interesting.
  11. I love the stream part. Its too say perfect.

Thats all i have to say! Good job mapping!
And good luck!
Topic Starter
koliron

Razor Sharp wrote:

mod requested by a pretty girl!
time to get back in bussines

  1. 00:33:885 (4,5,4,5) - These, imo would be much better stacked (not move). It will fit the drums much better in the song here. Nah i like the current position, also the drum is so strong to strack notes
  2. 00:49:248 (3) - Try to ctrl+h this and move it too x248, then take 00:49:538 (4) - and move too x96. Doing this will empathize the guitar at this part. And will also give a little more challenge to the players. not exactly but changed
  3. 00:54:175 (1,2) - ctrl+g this? Would fit with a drasticaly direction change here. sure
  4. 00:56:494 (5,6) - I can understand the pattern, but not the spacing. Would strongly suggest to increase the spacing here by 1 or 2 grids each note. ahh, yeah maybe could be a bit more
  5. 01:14:465 (1,2) - Why not spread these out a little more, and make them point towards the middle instead? Would fit the vocal a little. naaaa the current its fine
  6. 01:17:074 (4) - Make this into 3 notes. Then make them go in a line towards the left side of the map. i tried it but feels a bit weird, i prefer the current pattern
  7. 01:54:030 (3) - Why not make this one face the right hand side more? To make a challenging snap? hum, lol not exactly but changed
  8. 03:06:929 (5,1) - Please increase the spacing here a little. This is currently too tight imo. is because the rest of hyper are 1/4, and a 1/2 in the middle feels weeeird
  9. 03:26:349 (1,2,3,4) - Increase distance by a little for each note here. were already increased xD i think more would be too much
  10. 03:54:610 (7,8) - Try to place this at x496. Will make this stream a little more interesting.hum, ok i tried to redo a bit this stream but not a hyper
  11. I love the stream part. Its too say perfect. thanks \o/

Thats all i have to say! Good job mapping!
And good luck!
Thank you!
-rage

koliron wrote:

Krah wrote:

And now rank it
How to SP Krah <3
holy stars o_o
Topic Starter
koliron
:)
Kagari
boom

*keep in mind that this is only my suggestions... if it doesnt help to improve this map, pls no kd

  1. 01:03:595 (1,2) - try ctrl+h and move to x:168 ? (might as well move 01:04:320 (3,4,5,1,2,3) - to right a bit to maintain the previous distance)
  2. 01:13:885 (4,5) - should be hyper IMO (or just dash if it's impossible)
  3. 01:26:494 (7,8) - another big hyperdash inbetween here seems fit IMO. I suggest ctrl+h this 01:26:639 (8,1,2) - (you might as well try to reduce the distance is the hyper is too big to catch)
  4. 02:12:436 (5,1) - another one suited to get hyperdashed as well. ctrl+h this 02:12:581 (1) - if can.
  5. 03:25:914 (4,5,1,2,3,4,5) - it's a bit dull here, why not swapping position of these two notes 03:26:349 (1,4) - (or just ctrl+h lel)
not really worth to get kd tho, but it's something :o

get this rank asap k bye
iiyo
I'll add my 2 cents from testing this map a lot and how I feel about. pros + cons.


cons:

Boring


1: It's really repetitive and it's the same, there is a lot of | | jumps and the map virtually feels the same throughout the entire map, there is the same reverse slider pattern common same with the way you did some of the streams.

| | jumps

pros:

Simple but effective


1: it is simple and easy to read and a good map for hr because of how the jumps are same with streams

notes:

you should change up the kai time to make it more interesting and intense because when I got into this map i thought there was gonna be a crazy death stream or sick triple/quad hypers but, when I played I learned that there was a lot of jump spam | | .

04:25:552 (2,2) - this entire section is the same maybe add some crazy
04:44:610 (1,2) - this is the same section as before but in different places with 1 new pattern (tap sliders) https://osu.ppy.sh/ss/4633411

pretty much what i'm getting at is to spice up the map a little bit and add more interesting patterns, the map or base of it is fine, but I feel like more patterns and harder patterns are needed for a map like this.
Topic Starter
koliron

Kagari wrote:

boom

*keep in mind that this is only my suggestions... if it doesnt help to improve this map, pls no kd

  1. 01:03:595 (1,2) - try ctrl+h and move to x:168 ? (might as well move 01:04:320 (3,4,5,1,2,3) - to right a bit to maintain the previous distance) changed in a bit
  2. 01:13:885 (4,5) - should be hyper IMO (or just dash if it's impossible) yeah i prefer dash, no hyper just to vary more :3
  3. 01:26:494 (7,8) - another big hyperdash inbetween here seems fit IMO. I suggest ctrl+h this 01:26:639 (8,1,2) - (you might as well try to reduce the distance is the hyper is too big to catch) not exactly but changed ^^
  4. 02:12:436 (5,1) - another one suited to get hyperdashed as well. ctrl+h this 02:12:581 (1) - if can. nah i prefer this normal dash
  5. 03:25:914 (4,5,1,2,3,4,5) - it's a bit dull here, why not swapping position of these two notes 03:26:349 (1,4) - (or just ctrl+h lel) ilove those symmetric pattern ^o^ and fit good because those sounds are the same
not really worth to get kd tho, but it's something :o was helpful, so take your kudosu o:

get this rank asap k bye soon tm
Thank you for the mod ^^

Fantasy wrote:

I'll add my 2 cents from testing this map a lot and how I feel about. pros + cons.


cons:

Boring


1: It's really repetitive and it's the same, there is a lot of | | jumps and the map virtually feels the same throughout the entire map, there is the same reverse slider pattern common same with the way you did some of the streams. my patterns are simple and not so hard, you probably said it for this xD but i like them :3

| | jumps

pros:

Simple but effective


1: it is simple and easy to read and a good map for hr because of how the jumps are same with streams aww, thank you? hahah

notes:

you should change up the kai time to make it more interesting and intense because when I got into this map i thought there was gonna be a crazy death stream or sick triple/quad hypers but, when I played I learned that there was a lot of jump spam | | . my style is not so hard i know ); i don't want to change the kiai without valid suggestions, sorry

04:25:552 (2,2) - this entire section is the same maybe add some crazy 2 similar streams (because are not the same) is not so bad lol
04:44:610 (1,2) - this is the same section as before but in different places with 1 new pattern (tap sliders) https://osu.ppy.sh/ss/4633411 Ok i will change this in a bit ^^

pretty much what i'm getting at is to spice up the map a little bit and add more interesting patterns, the map or base of it is fine, but I feel like more patterns and harder patterns are needed for a map like this. Sorry if my patterns are not enough hard for you ;__;
Thanks for take a view :3 but i will not give a kudosu, you said "I'll add my 2 cents" so i think you didn't do this like a normal mod
Topic Starter
koliron
Btw thank you Crystal for mod and a gd (not for rank) :3
-Sh1n1-


Manzanas Congeladas

  1. 01:26:349 (6,7,8) - if you hear carefully sounds like you need a straigh transition here, but looking to your patterns you did the opposite, also at 01:26:784 - there is a high pitch and a hyperdash between 01:26:639 (8,1) - is done, but why the transition is straigh here if there is a strong sound after such patterns? I recommend you to press ctrl+g at 01:26:494 (7,8) - and move to x:320, follow the song much better and you don't need to change other parts.
  2. 01:47:074 (4,1) - unconfortable and doesn't deserve a jump imo, change into 1 reverse slider a bit vertical to make it more easy to catch.
  3. 01:45:624 (2,3) - and 01:46:494 (2,3) - add more distance between such notes to add more movement, the current pattern looks like stacked and you don't need to jump to catch the fruits.
  4. 02:39:682 (6) - don't stop suddenly on an intense part, (no necesitas seguir todos los sonidos al pie de la letra) in my opinion, 02:39:827 - deserve a note, not at 02:39:972 -, break here feels more confortable to add more enphasis to the next strong sounds: 02:40:117 (1,2) -.
  5. 03:21:132 (4) - 03:23:451 (5) - press ctrl+G for a better transition, also a mirrored pattern is more confortable to catch, you don't need to change lot of patterns, is easy to fix imo, so, if you find more patterns like these try to fix it too.
  6. 03:28:958 - add NC and remove at 03:29:248 -
  7. 03:35:335 (4,5) - structure is wrong cuz the current break is offbeat, are you following guitar with breaks? what do you think about this pattern, 03:35:335 - note, 1 slider from 03:35:480 - to 03:35:480 - to follow guitar, sounds much better imo.
  8. 03:30:552 (3,4) - you miss a hyperdash here, you did on the first ( 02:07:074 (4,5) - ) and the last ( 05:34:610 (3,4) - ) kiai, I suggest you to keep order.
  9. 03:47:509 - add NC and remove at 03:47:798 -, there are lots of NC issues like this, please recheck, I'll leave it to you.
  10. 04:31:132 (1,2) - Koli please, don't do this, this is not fun, (no me imagino pasarme la mitad del mapa para perder con unos sliders a la mitad, me daria colera) change the SVM into 1.50 or 1.60
  11. Hyperdash is between 05:04:610 (2,3) - not between 05:03:595 (1,2) - keep consistency with your previous patterns.
  12. 06:28:958 (2,1,2) - should be mapped like 06:31:277 (2,3,1,2,1) - because is the same sound imo.
  13. 06:36:639 (1) - to be honest I prefer an slider here and them spin to finish at 07:11:277 -

Invisible mod? :3 hope to help you Koli, structure and jumps are fine, maybe some esthetic patterns could be added but it's fine as it is, GL, ya que krah me gano en estrellas xd y no tengo casi nada de kudosu para dar lol recibe mis dos estrellitas humildemente D:
Topic Starter
koliron

-Sh1n1- wrote:



Manzanas Congeladas

  1. 01:26:349 (6,7,8) - if you hear carefully sounds like you need a straigh transition here, but looking to your patterns you did the opposite, also at 01:26:784 - there is a high pitch and a hyperdash between 01:26:639 (8,1) - is done, but why the transition is straigh here if there is a strong sound after such patterns? I recommend you to press ctrl+g at 01:26:494 (7,8) - and move to x:320, follow the song much better and you don't need to change other parts. there is a strong and different sound as 1 and 4 o.o
  2. 01:47:074 (4,1) - unconfortable and doesn't deserve a jump imo, change into 1 reverse slider a bit vertical to make it more easy to catch. done
  3. 01:45:624 (2,3) - and 01:46:494 (2,3) - add more distance between such notes to add more movement, the current pattern looks like stacked and you don't need to jump to catch the fruits. that's the idea D:
  4. 02:39:682 (6) - don't stop suddenly on an intense part, (no necesitas seguir todos los sonidos al pie de la letra) in my opinion, 02:39:827 - deserve a note, not at 02:39:972 -, break here feels more confortable to add more enphasis to the next strong sounds: 02:40:117 (1,2) -. changed
  5. 03:21:132 (4) - 03:23:451 (5) - press ctrl+G for a better transition, also a mirrored pattern is more confortable to catch, you don't need to change lot of patterns, is easy to fix imo, so, if you find more patterns like these try to fix it too. without those movements would be sooo boring
  6. 03:28:958 - add NC and remove at 03:29:248 - is following the vocal, not the instrument, as the rest
  7. 03:35:335 (4,5) - structure is wrong cuz the current break is offbeat, are you following guitar with breaks? what do you think about this pattern, 03:35:335 - note, 1 slider from 03:35:480 - to 03:35:480 - to follow guitar, sounds much better imo. naaa i like the current rhythm :3 also that 1/1 is not enough strong to have a note
  8. 03:30:552 (3,4) - you miss a hyperdash here, you did on the first ( 02:07:074 (4,5) - ) and the last ( 05:34:610 (3,4) - ) kiai, I suggest you to keep order. changed in a dash, i prefer dont add hyper to vary, in this part there are a lot of hypers
  9. 03:47:509 - add NC and remove at 03:47:798 -, there are lots of NC issues like this, please recheck, I'll leave it to you. combos are following the vocal, not the instrument ):
  10. 04:31:132 (1,2) - Koli please, don't do this, this is not fun, (no me imagino pasarme la mitad del mapa para perder con unos sliders a la mitad, me daria colera) change the SVM into 1.50 or 1.60 bhuahaha im evil :3 changed in a bit to be more comfortable, but i like these sliders
  11. Hyperdash is between 05:04:610 (2,3) - not between 05:03:595 (1,2) - keep consistency with your previous patterns. there is a dash to (3), so the sense of dash is not lost
  12. 06:28:958 (2,1,2) - should be mapped like 06:31:277 (2,3,1,2,1) - because is the same sound imo. not exactly, there is not a strong sound in the 1/1 of the long slider, as the others, so i triend to vary since there
  13. 06:36:639 (1) - to be honest I prefer an slider here and them spin to finish at 07:11:277 - aaaa okokokkk i will do a sldier here this night, i need some time to do it tbh xD is so hard if i want it fun done, badly but doneee

Invisible mod? :3 hope to help you Koli, structure and jumps are fine, maybe some esthetic patterns could be added but it's fine as it is, GL, ya que krah me gano en estrellas xd y no tengo casi nada de kudosu para dar lol recibe mis dos estrellitas humildemente D:
Thank you for the mod and stars!
SYAHME
Which want I want to pick koliron or Chara's map.
StickyPicky
+star

Best CtB beatmap 2016? :D
Topic Starter
koliron

newtoniorock8 wrote:

+star

Best CtB beatmap 2016? :D
ayy thank you <3 already 100 SP! (and almost all of them shooted lmao)
-Sh1n1-

koliron wrote:

bhuahaha im evil :3
Idk why but it was so cute :3

Don't slap me please :c
Surono
p`ro, .
autofanboy
Hello! Finally back from examination

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Combo Colors
  1. Combo Color 2 is so dark and it is hard to notice by players during their gameplay. Please change it to the one with lighter color.

    Tags
  2. I think it is better to include 'Dystopia' and 'Ground' in separate. I cannot find this map with either one of the word, but the combined one 'DystopiaGround' so it is a good reason to do so.

    Preview Point
  3. It feels like the preview point at 02:03:451 - is much suitable then the current one. However it is fine with your personal choice as it doesn't affect much.

[ Freezing]

  • Difficulty Settings
  1. In my opinion AR and OD can be increased slightly, maybe 9.5? The map is covered with a lot of intense jumps and streams so it is better to increase the AR to suit the patterns.

    Gameplay
  2. 00:35:335 (7,8,1) - I see your point of adding HDash at (8,1) but it feels surprising to see the patterns after 00:35:480 (8) - . I guess you want to make this hard, and keep in mind that making a map difficult doesn't mean you have to add tons of HDashes, simply a dash can create much diversity and harder to predict the upcoming patterns. Right in the case, I think it is better to add a small pause (recommended) or a little dash as the sound of 00:35:480 (8) - is quite prolonging and it is still going on until 00:35:769 -
  3. 00:44:320 (2,3,4) - This is the same part in the rhythm with 00:39:972 (4,5,6) - so they are consistent in beat. While it seems impossible / troublesome to fix 00:39:972 (4,5,6) - with 2 HDashes like 00:37:798 (5,6,1) - (Of course it is much appreciated to do that so this whole part is with the same consistent 2-HDash pattern). Maybe you can alter 00:44:320 (2,3,4,1) - to contain only 1 HDash in order to keep its consistency?
  4. 00:46:929 (4,5,6,1) - ^, maybe it is better with a 2-HDash pattern too? It seems like you are using such pattern in this whole stanza. Probably you can do something like 00:48:088 (5,6,7) - for an idea.
  5. 00:50:117 (2,3,4,5,6,7) - It seems like this part is so plain and not as intense as the previous patterns since this part has not much HDashes. In fact maybe you want to add a HDash at 00:50:552 (6,7) - ? So a 2-HDash pattern can be adopted and be consistent throughout the intro stanza.
  6. 01:00:987 (3,4,1) - It feels inconsistent with the previous patterns and also the later ones regarding to the 2-HDash pattern. While this part is in a new stanza it can be slightly different. So I suggest changing the HDash place, to add one at 01:01:132 (4,1) - instead of (3,4). It is weird to see HDash landing on a strong drum beat since this part is already in vocal and it feels like mapping the vocal with HDashes match the rhythm more.
  7. 01:03:306 (4,5,1) - ^, You may do the same if the above one did so.
  8. 01:05:190 (1,2,3) - This is so uncomfortable to play because (1,2) forms a pretty weak pattern where players can actually catch both the heads and tails without moving the plate during the slider. In that way they can easily fail here because 01:05:480 (2,3,1) - is then a big HDash jump which is very surprising for them to encounter. I suggest increasing the slope of 01:05:190 (1,2) - for easier following of the coming up HDashes.
  9. 01:08:958 (3,1,2) - Like what I have mentioned ago. Oh and 01:10:117 (1,2,3) - is different from the above mods as HDashes are placed on vocal parts, so in case you don't agree with my suggestions, you should change this.
  10. 01:13:740 (3,4,5) - Add HDash at (4,5) instead of (3,4).
  11. 01:35:769 (3,4,5) - I feel like this part should add a 2-HDash pattern here as it sounds much prominent than the previous parts.
  12. 01:36:494 - 01:42:871 - This whole stanza do not contain any 2-HDash patterns as you have done a bit earlier. I suggest adding 1 or 2 to keep the consistency. Moreover this whole part is less-dense with notes comparing to 01:26:784 - 01:33:595 - so please check carefully and maintain a consistency between the two parts.
  13. 01:47:074 (4,1) - I thought there would be a HDash here as you did at 01:46:204 (4,1) - and it felt more suitable with a HDash here. If you did the suggestion you can actually remove the HDash between 01:47:219 (1,2) - as you are trying to focus HDashes on rhythmic jumps but not the vocal intensity.
  14. 01:50:697 (3,4,5) - A bit strange as the HDash should be placed at (4,5) since (5) is the prominent note but not (4).
  15. 02:20:842 (3,4,5,1) - I see what you tried to do here but this part is very timed right now, like you really need a precision to get through this one. In addition this is also a harsh part where players can actually fail right the way if they miss the HDashes, since parts after 02:21:277 (1) - are accessible when you can catch the HDash at 02:21:132 (5,1) - and mostly players may get lost when they miss the HDash left-right jumping. I suggest reworking on this part to make it more easier and tolerant to play.
  16. 02:22:581 (1,2) - This is consistent with 02:06:349 (1,2) - where there were no HDash before but you suddenly added one here. Pretty much removing the HDash here to maintain consistency. In fact they heard like the same rhythm with the same vocal intensity so it has no point increasing the HDash density.
  17. 02:24:900 (1,2) - ^
  18. 02:25:914 (1) - Again, this is consistent with 02:09:682 (1,2) - , please change to the same timeline as mentioned.
  19. 02:33:306 (5,1) - I think it is better to add HDash here, otherwise 02:33:306 (5,1,2) - this part feels really similar and it is hard to distinguish the different stanza.
  20. 02:35:624 (5,1,2) - ^, you may do the same if you fixed so. In fact if you didn't agree, please change this to fit consistency though.
  21. 02:38:813 (1,2,3,4,5) - To be honest this is really minimal, that I don't see any difference by replacing the sliders into circles, since they are with the same distance but only a droplet difference for first slider. I don't think it is appropriate as they actually sounding the same in rhythm so why not just map with the same notes like all with sliders? Or you can just change the pattern, too.
  22. 02:49:248 (1,2,3,4,5,6,7,1) - I know you want to make this difficult but it somehow is too timed. What about removing some of the HDashes and replace them with normal dashes?
  23. 02:53:885 (1,2,3,4,5,6,7) - I don't understand why there is a HDash at (1,2). (2) is not even sounding strong to be emphasized by HDash. In fact this pattern is similar to 02:51:856 (1,2,3,4,5,6,7,8,9,10) - with the similar rhythm so why not just change this 1/3 stream to somewhat like this?
  24. 02:58:813 (3,4) - I wonder if there is a HDash as 02:59:103 (4,5,6) - are sounding really strong.
  25. 03:00:697 (2,3,1) - Add HDash between (2,3)? Consistent with 02:59:538 (1,2,3) - .
  26. 03:01:856 (2,3,1) - ^
  27. 03:25:914 (4,5,1,2,3,4) - I wonder if this part can be a bit more intense since 03:26:349 (1,2,3,4) - are with strong drum beats. Perhaps adding a HDash at 03:26:277 (5,1) - would be recommended too.
  28. 03:30:552 (3,4) - Did you miss out a HDash here?
  29. 03:39:827 (3,4) - Add HDash? Just like what you have done at 03:37:653 (5,6) - .
  30. 03:57:653 (1,2,3) - Add HDashes as you did at 03:55:335 (1,2,3) - and also most of the patterns in the Kiai Time earlier.
  31. 04:36:494 (4,5,6) - This makes the whole 1/3 stream weird. In fact I think changing this to 1/3 stream work much better.
  32. 04:47:364 (3,4) - This can really cause a fail when catching the stream as this part is too close, players can easily overshoot and miss the HDash at 04:47:436 (4,1) - , subsequently miss the whole chunk of stream and fail. Please increase the slope of this 2-circle part to make it easier.
  33. 05:02:436 (1,2,3) - I don't think it is a good point to add HDashes here as you started another map pattern style at 04:58:958 - so I guess you are trying to add HDash every 4 red ticks.
  34. 05:03:595 (1,2,3) - ^ so I think adding HDash at (2,3) is better than adding the one at (1,2).
  35. 05:36:639 (2,3) - Add HDash? You may move 05:36:204 (1,2) - a bit to the right to add so. Note that this is consistent with 05:33:885 (1,2,3) - .
  36. 05:41:277 (2,3) - ^
  37. 05:50:117 (1,2,3) - ^. It feels like you are making this part much easier than what you did earlier before at first Kiai Time.
  38. 05:52:436 (1,2,3) - ^
  39. 06:03:161 (2,1) - Add HDash here? (1) is a strong drum beat and it starts with a new vocal.
  40. 06:05:480 (2,3) - What about a HDash here too? This is somewhat similar as 06:09:393 (3,1) - .
  41. 06:19:827 (6,7) - Add HDash to create a 2-HDash pattern? This stanza covered a lot of double HDash patterns so it is better to keep consistency.
  42. 06:36:349 (7,1) - This ending is really troll because the HDash is very strong that players can overshoot and miss the slider. That is also harsh for those who have already FC the previous parts and they miss here because of a very slow slider start like this. I suggest curving the start of the slider a bit.

    Be aware of the consistency, make sure to do a double check by yourself after the fix. For the combos, try not to cut combos into really small slices, especially during the jumpy part, as the splashing of fruits can really confuse players and block their views of the next jumps.

Good luck!

AFB
Topic Starter
koliron

alienflybot wrote:

Hello! Finally back from examination

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Combo Colors
  1. Combo Color 2 is so dark and it is hard to notice by players during their gameplay. Please change it to the one with lighter color. now all combos are in lum. 45

    Tags
  2. I think it is better to include 'Dystopia' and 'Ground' in separate. I cannot find this map with either one of the word, but the combined one 'DystopiaGround' so it is a good reason to do so. good idea :3

    Preview Point
  3. It feels like the preview point at 02:03:451 - is much suitable then the current one. However it is fine with your personal choice as it doesn't affect much. aaaaa, i like the current preview point, because the voice in the first and 3rd kiai is a bit different, the seconds hears much better :D

[ Freezing]

  • Difficulty Settings
  1. In my opinion AR and OD can be increased slightly, maybe 9.5? The map is covered with a lot of intense jumps and streams so it is better to increase the AR to suit the patterns. Ah, i don't agree, the there are not much 1/4 notes except the guitar solo, in that part i tried to do readable streams, i think its fine being 9.4

    Gameplay
  2. 00:35:335 (7,8,1) - I see your point of adding HDash at (8,1) but it feels surprising to see the patterns after 00:35:480 (8) - . I guess you want to make this hard, and keep in mind that making a map difficult doesn't mean you have to add tons of HDashes, simply a dash can create much diversity and harder to predict the upcoming patterns. Right in the case, I think it is better to add a small pause (recommended) or a little dash as the sound of 00:35:480 (8) - is quite prolonging and it is still going on until 00:35:769 - changed
  3. 00:44:320 (2,3,4) - This is the same part in the rhythm with 00:39:972 (4,5,6) - so they are consistent in beat. While it seems impossible / troublesome to fix 00:39:972 (4,5,6) - with 2 HDashes like 00:37:798 (5,6,1) - (Of course it is much appreciated to do that so this whole part is with the same consistent 2-HDash pattern). Maybe you can alter 00:44:320 (2,3,4,1) - to contain only 1 HDash in order to keep its consistency? not exactly ono 00:44:900 (4) - has a different drum
  4. 00:46:929 (4,5,6,1) - ^, maybe it is better with a 2-HDash pattern too? It seems like you are using such pattern in this whole stanza. Probably you can do something like 00:48:088 (5,6,7) - for an idea. done
  5. 00:50:117 (2,3,4,5,6,7) - It seems like this part is so plain and not as intense as the previous patterns since this part has not much HDashes. In fact maybe you want to add a HDash at 00:50:552 (6,7) - ? So a 2-HDash pattern can be adopted and be consistent throughout the intro stanza. donee
  6. 01:00:987 (3,4,1) - It feels inconsistent with the previous patterns and also the later ones regarding to the 2-HDash pattern. While this part is in a new stanza it can be slightly different. So I suggest changing the HDash place, to add one at 01:01:132 (4,1) - instead of (3,4). It is weird to see HDash landing on a strong drum beat since this part is already in vocal and it feels like mapping the vocal with HDashes match the rhythm more. changed!
  7. 01:03:306 (4,5,1) - ^, You may do the same if the above one did so. oko
  8. 01:05:190 (1,2,3) - This is so uncomfortable to play because (1,2) forms a pretty weak pattern where players can actually catch both the heads and tails without moving the plate during the slider. In that way they can easily fail here because 01:05:480 (2,3,1) - is then a big HDash jump which is very surprising for them to encounter. I suggest increasing the slope of 01:05:190 (1,2) - for easier following of the coming up HDashes. good idea, changed in a bit
  9. 01:08:958 (3,1,2) - Like what I have mentioned ago. Oh and 01:10:117 (1,2,3) - is different from the above mods as HDashes are placed on vocal parts, so in case you don't agree with my suggestions, you should change this. aaa
  10. 01:13:740 (3,4,5) - Add HDash at (4,5) instead of (3,4). yes why not
  11. 01:35:769 (3,4,5) - I feel like this part should add a 2-HDash pattern here as it sounds much prominent than the previous parts. okay, i will remove some hyper before this section since i added a lot until here hahhahh
  12. 01:36:494 - 01:42:871 - This whole stanza do not contain any 2-HDash patterns as you have done a bit earlier. I suggest adding 1 or 2 to keep the consistency. Moreover this whole part is less-dense with notes comparing to 01:26:784 - 01:33:595 - so please check carefully and maintain a consistency between the two parts. huh, changed in a bit about the dash
  13. 01:47:074 (4,1) - I thought there would be a HDash here as you did at 01:46:204 (4,1) - and it felt more suitable with a HDash here. If you did the suggestion you can actually remove the HDash between 01:47:219 (1,2) - as you are trying to focus HDashes on rhythmic jumps but not the vocal intensity. aaaa if i add here would be a lot of hypers in this section! i added hyper when i could, not in all, in some cases i prefer dont add to not be so repetitive, obviously i added always at least a dash to not miss the sense of distance and jump :3
  14. 01:50:697 (3,4,5) - A bit strange as the HDash should be placed at (4,5) since (5) is the prominent note but not (4). done
  15. 02:20:842 (3,4,5,1) - I see what you tried to do here but this part is very timed right now, like you really need a precision to get through this one. In addition this is also a harsh part where players can actually fail right the way if they miss the HDashes, since parts after 02:21:277 (1) - are accessible when you can catch the HDash at 02:21:132 (5,1) - and mostly players may get lost when they miss the HDash left-right jumping. I suggest reworking on this part to make it more easier and tolerant to play. hum, changed in a bit but i will keep the hypers, tbh i cant see why is so hard ;A; i reduced the distances so will be easier to read
  16. 02:22:581 (1,2) - This is consistent with 02:06:349 (1,2) - where there were no HDash before but you suddenly added one here. Pretty much removing the HDash here to maintain consistency. In fact they heard like the same rhythm with the same vocal intensity so it has no point increasing the HDash density. not really here ono becaaaause i dont want to add hyper in each 1/1, and 02:06:784 (2) - is the lowest consonant, so i prefer only keep a dash here
  17. 02:24:900 (1,2) - ^ oh here is true XD
  18. 02:25:914 (1) - Again, this is consistent with 02:09:682 (1,2) - , please change to the same timeline as mentioned. Ah?
    O___O is different D: maybe you put an wrong time, anyway vary with this is not so bad XD especially because in 02:25:914 (1) - the voice is so strong and llllonggg
  19. 02:33:306 (5,1) - I think it is better to add HDash here, otherwise 02:33:306 (5,1,2) - this part feels really similar and it is hard to distinguish the different stanza. truee
  20. 02:35:624 (5,1,2) - ^, you may do the same if you fixed so. In fact if you didn't agree, please change this to fit consistency though. oki
  21. 02:38:813 (1,2,3,4,5) - To be honest this is really minimal, that I don't see any difference by replacing the sliders into circles, since they are with the same distance but only a droplet difference for first slider. I don't think it is appropriate as they actually sounding the same in rhythm so why not just map with the same notes like all with sliders? Or you can just change the pattern, too. changed the pattern in a bit
  22. 02:49:248 (1,2,3,4,5,6,7,1) - I know you want to make this difficult but it somehow is too timed. What about removing some of the HDashes and replace them with normal dashes? i asked a lot of people about this pattern, and no one can think another option for this, i tried with what you suggested when i mapped this XD and is uncomfortable, the only way is not follow the increacing of the sounds, and that would be so obvious ): i prefr keep this pattern aaa. But if the second bn or deif suggest something that fit i will do it
  23. 02:53:885 (1,2,3,4,5,6,7) - I don't understand why there is a HDash at (1,2). (2) is not even sounding strong to be emphasized by HDash. In fact this pattern is similar to 02:51:856 (1,2,3,4,5,6,7,8,9,10) - with the similar rhythm so why not just change this 1/3 stream to somewhat like this? ok, was a bit strong but its true, is not possible to notice in game
  24. 02:58:813 (3,4) - I wonder if there is a HDash as 02:59:103 (4,5,6) - are sounding really strong. done
  25. 03:00:697 (2,3,1) - Add HDash between (2,3)? Consistent with 02:59:538 (1,2,3) - . done too
  26. 03:01:856 (2,3,1) - ^ tototoo
  27. 03:25:914 (4,5,1,2,3,4) - I wonder if this part can be a bit more intense since 03:26:349 (1,2,3,4) - are with strong drum beats. Perhaps adding a HDash at 03:26:277 (5,1) - would be recommended too. 1/2 jump after 1/4 hyper would be so uncomfortable D: and i cant add hyper in each note XD hyper is not the only way to add difficulty :3 strong dash are fine too
  28. 03:30:552 (3,4) - Did you miss out a HDash here? trueeee~
  29. 03:39:827 (3,4) - Add HDash? Just like what you have done at 03:37:653 (5,6) - . done
  30. 03:57:653 (1,2,3) - Add HDashes as you did at 03:55:335 (1,2,3) - and also most of the patterns in the Kiai Time earlier. changed with dash
  31. 04:36:494 (4,5,6) - This makes the whole 1/3 stream weird. In fact I think changing this to 1/3 stream work much better. okay is a weird sound but now is 1/3, i discussed about this note already with deif and clsw XD map rock songs is hard in some sections
  32. 04:47:364 (3,4) - This can really cause a fail when catching the stream as this part is too close, players can easily overshoot and miss the HDash at 04:47:436 (4,1) - , subsequently miss the whole chunk of stream and fail. Please increase the slope of this 2-circle part to make it easier. ok since a lot of people suggested it
  33. 05:02:436 (1,2,3) - I don't think it is a good point to add HDashes here as you started another map pattern style at 04:58:958 - so I guess you are trying to add HDash every 4 red ticks. hum, i will keep the first 1/1 since is so strong about the drum, but about the rest i will change it is true
  34. 05:03:595 (1,2,3) - ^ so I think adding HDash at (2,3) is better than adding the one at (1,2). yep
  35. 05:36:639 (2,3) - Add HDash? You may move 05:36:204 (1,2) - a bit to the right to add so. Note that this is consistent with 05:33:885 (1,2,3) - . yes why not
  36. 05:41:277 (2,3) - ^ nooot exactly here, because i think the voice is not neough strong for an hyper, also i didnt to this in the other kiais
  37. 05:50:117 (1,2,3) - ^. It feels like you are making this part much easier than what you did earlier before at first Kiai Time. added both, and yeah XD sorry for that, i will add distances, and some hypers more in this final kiai
  38. 05:52:436 (1,2,3) - ^ added
  39. 06:03:161 (2,1) - Add HDash here? (1) is a strong drum beat and it starts with a new vocal. yeah but i prefer add hyper only to 06:03:740 - because the instrument is much stronger there :3 but still changed this pattern, now will feels better
  40. 06:05:480 (2,3) - What about a HDash here too? This is somewhat similar as 06:09:393 (3,1) - . done
  41. 06:19:827 (6,7) - Add HDash to create a 2-HDash pattern? This stanza covered a lot of double HDash patterns so it is better to keep consistency. done
  42. 06:36:349 (7,1) - This ending is really troll because the HDash is very strong that players can overshoot and miss the slider. That is also harsh for those who have already FC the previous parts and they miss here because of a very slow slider start like this. I suggest curving the start of the slider a bit. changed

    Be aware of the consistency, make sure to do a double check by yourself after the fix. For the combos, try not to cut combos into really small slices, especially during the jumpy part, as the splashing of fruits can really confuse players and block their views of the next jumps. i added more difficulty in the last kiai as you suggested, and keep consistency in obvious hypers, also check all ncs and removed when is not necessary :3 the guittar kiai now have almost all combos of 8, is much better

Good luck!

AFB
Done! thank you, almost all changed
autofanboy
Recheck!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Combo Colors
  1. Is it just me that the second combo color is still very dark? It can be unrankable as the fruit can be difficult to be noticed.

    Kiai Time
  2. For the inherited timing section at 03:44:175 - , it should be starting at 03:44:320 - to be consistent with 02:20:842 - .

[ Freezing]

  • Gameplay
  1. 00:35:045 (4,5,6,7,8) - This part is totally fine but it feels a bit strange when catching the intro part, since the movement of 00:35:045 (4,5) - is not in a backward motion, like what you did at 00:33:885 (4,5) - and 00:34:465 (4,5) - . Hence what about changing to something like *this?
  2. 01:00:987 (3,4,1) - It is still not changed while you mentioned that it was changed. Please add HDash at (4,1) instead of (3,4), just like what you did at 00:59:972 (3,1) - .
  3. 01:10:552 (3) - This is perfectly okay but I suggest remapping this with somewhat like 01:09:393 (2,3) - since they are similar in rhythm and I don't understand the reason to use a long slider here, it doesn't give any special effects.
  4. 01:23:595 (2,3) - There should be no HDashes as there are only 3 sliders with HDashes attached in the previous two parts, i.e. 01:18:813 (1) - and 01:21:132 (1) - .
  5. 01:32:436 (4,5) - Add HDash? You did the same at 01:04:610 (4,5) - , which is also the same part in same rhythm.
  6. 01:33:740 (4) - Same as 01:10:552 (3) - .
  7. 02:14:030 (3,1) - Perhaps you can add a HDash here? You did the same at 02:16:349 (3,1) - and I find it more appropriate to do so.
  8. 02:58:088 (4,5) - Add a HDash if possible, you did 2-HDash patterns at this whole stanza so why not for this one?
  9. 03:31:277 (5,1) - HDash?
  10. 03:44:610 (1,2,3,4,5,6,7,8,1,2,3,4) - This part feels much easier than 02:20:262 (1,2,3,4,5,1,2,3,4,5,6) - in terms of the amount of HDashes. Please add some HDashes at this point to create consistent difficulty level here.
  11. 04:37:980 (2) - If you hear clearly, this should be at 04:37:992 - .
  12. 05:49:393 (4,1) - This distance can be smaller as it is really easy to overshoot here and miss (1). What about keeping the distance same as 00:33:885 (4,5) - ? In addition 05:49:538 (1,2) - is different from 02:22:001 (1,2) - and 03:45:480 (1,2,3,4) - in timeline, so I suggest having the same timeline, maybe changing this part to 1/2 sliders? Or you do the same for the first two stanzas.
  13. 06:28:958 (2,1) - I suggest changing this part with some patterns new here, it feels like 06:27:509 - 06:31:422 - is a bit predictable as players will just dash to and fro. Changing this part seem a bit appropriate and it fits the current rhythm too.

Good luck!

AFB
Topic Starter
koliron
All fixed! (kiais nowe are consistent when the intrument start), except
  1. 01:33:740 (4) - Same as 01:10:552 (3) - . I did it in 01:10:552 (3) - but in 01:33:740 (4) - in my opinion feels better with the current rhythm, with another sldier is just weird because the next sldiers arelong too, and thats not possible to change, as you said "is totally fine" \o/
    05:49:393 (4,1) - This distance can be smaller as it is really easy to overshoot here and miss (1). What about keeping the distance same as 00:33:885 (4,5) - ? In addition 05:49:538 (1,2) - is different from 02:22:001 (1,2) - and 03:45:480 (1,2,3,4) - in timeline, so I suggest having the same timeline, maybe changing this part to 1/2 sliders? Or you do the same for the first two stanzas. I did the first suggestion but i think its fine vary with these 1/4 sliders because the voice is different, also to add more difficulty in the last kiai as you suggested :3
  2. 06:28:958 (2,1) - I suggest changing this part with some patterns new here, it feels like 06:27:509 - 06:31:422 - is a bit predictable as players will just dash to and fro. Changing this part seem a bit appropriate and it fits the current rhythm too. just are a biiit different, in game feels good, i changed the rhythm and patterns since 06:31:711 - because in 06:31:856 - there is not a strong sound as the rest 1/1 and because 06:31:711 - this 1/2 is so, so strong
Updated
autofanboy
Had some discussion with koliron, right now the map is alright to me

Chat Information
2016-03-20 00:21 koliron: if you has another comment just say it here :3
2016-03-20 00:21 alienflybot: ya im checking
2016-03-20 00:21 alienflybot: so tired
2016-03-20 00:21 alienflybot: my eyes are like they are swollen
2016-03-20 00:21 koliron: ay D:
2016-03-20 00:22 alienflybot: it is 00:22 here
2016-03-20 00:23 koliron: sorry for it, the next time when you have a map ready i will help you too in exchage :D
2016-03-20 00:23 koliron: o rip
2016-03-20 00:23 koliron: at least is weekend
2016-03-20 00:24 alienflybot: I went school today
2016-03-20 00:25 koliron: in sunday!? O__O
2016-03-20 00:25 alienflybot: as i am a prefect and there are something official today like every prefects have to attend
2016-03-20 00:25 alienflybot: i mean yesterday if precisely
2016-03-20 00:25 alienflybot: saturday
2016-03-20 00:25 koliron: x.x
2016-03-20 00:25 alienflybot: and I have to go to do some voluntary work today
2016-03-20 00:26 alienflybot: sunday I mean
2016-03-20 00:26 alienflybot: lel
2016-03-20 00:26 koliron: DDD: afb life is hard
2016-03-20 00:26 alienflybot: at least
2016-03-20 00:26 alienflybot: next week there will be holiday
2016-03-20 00:26 alienflybot: after wednesday
2016-03-20 00:27 koliron: yeah :3
2016-03-20 00:29 alienflybot: actually I wonder if 05:30:407 (1,2) - can be more slanter
2016-03-20 00:29 alienflybot: it feels so straight and uncomfortable when hdashing
2016-03-20 00:30 alienflybot: i think the slope like 05:44:900 (1) - would be enough
2016-03-20 00:31 koliron: do you mean... more horizontal?
2016-03-20 00:31 koliron: ahh
2016-03-20 00:31 koliron: ok :3
2016-03-20 00:31 koliron: changed
2016-03-20 00:32 alienflybot: anyways want to make this clear
2016-03-20 00:32 alienflybot: 06:28:958 (2,1) -
2016-03-20 00:33 alienflybot: it is somewhat consistent as 06:31:277 (2,3) - and 06:33:595 (2,3) -
2016-03-20 00:33 alienflybot: hence I suggest changing the part here like changing (1) into circles or whatever
2016-03-20 00:33 alienflybot: it feels more fitter to the rhythm and also more consistent with the ending
2016-03-20 00:34 koliron: the difference is not much
2016-03-20 00:34 koliron: you already suggested it 3 times XD
2016-03-20 00:34 alienflybot: it feels so spammy now
2016-03-20 00:34 alienflybot: :(
2016-03-20 00:34 koliron: i want to keep it x:
2016-03-20 00:34 alienflybot: so clsw
2016-03-20 00:34 alienflybot: ,
2016-03-20 00:34 koliron: ayy
2016-03-20 00:34 koliron: lol
2016-03-20 00:35 koliron: is not my problem that that part is in the end of the song XD
2016-03-20 00:35 alienflybot: this is just genryuu kaiko 2nd
2016-03-20 00:35 alienflybot: huehue
2016-03-20 00:35 koliron: i would do it even if is in the middle
2016-03-20 00:35 alienflybot: the last part
2016-03-20 00:35 koliron: rip
2016-03-20 00:35 alienflybot: i can tell
2016-03-20 00:35 alienflybot: you probably following the pattern
2016-03-20 00:35 alienflybot: :)
2016-03-20 00:35 alienflybot: https://osu.ppy.sh/ss/4750179
2016-03-20 00:35 koliron: the sldiers in genryuu are longest xdd
2016-03-20 00:36 koliron: yeah the idea is taken of genryuu
2016-03-20 00:36 koliron: but thats so bad?
2016-03-20 00:36 alienflybot: nah just to point it out
2016-03-20 00:36 koliron: XD
2016-03-20 00:37 alienflybot: i think 06:16:494 (3,4) - can be larger
2016-03-20 00:38 alienflybot: it feels the distance is so similar with 06:16:204 (1,2,3) -
2016-03-20 00:38 alienflybot: when gameplay
2016-03-20 00:38 koliron: good idea
2016-03-20 00:39 alienflybot: you can drag 06:14:465 (2,3,4,5,6,7,1,2,3,4,1,2,3) -
2016-03-20 00:39 koliron: fixed
2016-03-20 00:39 alienflybot: ok
2016-03-20 00:43 alienflybot: 01:09:393 (2) -
2016-03-20 00:43 alienflybot: nc this instead of 01:09:248 (1) -
2016-03-20 00:43 alienflybot: ok also messed up with 01:10:117 (1,2,3,4) -
2016-03-20 00:43 alienflybot: the nc
2016-03-20 00:43 alienflybot: check this whole part
2016-03-20 00:43 koliron: sure why not
2016-03-20 00:44 alienflybot: until 01:12:726 -
2016-03-20 00:44 koliron: ah?
2016-03-20 00:44 alienflybot: you started the nc a bit late and the previous stanza you NC based on the vocal
2016-03-20 00:44 alienflybot: but now it is drum
2016-03-20 00:45 alienflybot: for instance 01:10:552 (3) - and 01:11:711 (3) - should be the one placed with nc
2016-03-20 00:45 koliron: do you mean in 01:10:117 (1,2,3,4) - ?
2016-03-20 00:45 koliron: oh ok
2016-03-20 00:45 koliron: both changed
2016-03-20 00:47 alienflybot: 01:59:972 (1,2) - i think you can nc at 02:00:407 (2) - and remove the nc at 01:59:972 (1) -
2016-03-20 00:47 alienflybot: like you did at 02:01:567 (1) -
2016-03-20 00:47 koliron: done
2016-03-20 00:48 alienflybot: checking nc is the hardest process of the mod xd
2016-03-20 00:48 alienflybot: because my images are so blurry now at night
2016-03-20 00:48 alienflybot: 02:41:422 (1) - remove nc
2016-03-20 00:48 koliron: are ncs, is not necessary be 100% consistent, that is not so noticeable in game except if is a real obvious inconsistency XD
2016-03-20 00:49 alienflybot: same as 02:42:581 (2) -
2016-03-20 00:49 koliron: oh sure
2016-03-20 00:49 alienflybot: but some are really redundant like this with only 1 note as a combo
2016-03-20 00:49 koliron: done
2016-03-20 00:49 alienflybot: ok
2016-03-20 00:49 koliron: yeah that 02:41:422 (2) - was an error haha
2016-03-20 00:50 alienflybot: 03:32:146 (3) - nc ee
2016-03-20 00:50 koliron: done ee
2016-03-20 00:51 alienflybot: 04:14:755 (1) - remove nc? 1 note here too
2016-03-20 00:51 alienflybot: just fit it with the previous combo
2016-03-20 00:51 koliron: lmao what happened there
2016-03-20 00:51 koliron: done
2016-03-20 00:54 alienflybot: yea thats it
2016-03-20 00:54 koliron: yai
2016-03-20 00:54 koliron: wait me i will update

get hyped m80s (yes pp!!!111oneone11one!)

Bubble #1
Topic Starter
koliron

alienflybot wrote:

(yes pp!!!111oneone11one!)
hahahah thank you!
Sey
IRC mod with koliron.
We mainly fixed a few spacing issues, a bit of hitsounding and a few timeline issues.

IRC mod
18:44 *Sey is editing [https://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]]
18:44 *koliron is editing [https://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]]
18:44 Sey: 00:49:610 - I suggest to add a note here to have a similar triplet as on previous sections as 00:47:943 (3,4,5) - , 00:46:639 (2,3,4) - , 00:45:624 (3,4,5) - and so on
18:45 Sey: Make sure to change the pattern that you have 0,88 distance snap between the notes.
18:45 koliron: but the drum there is not so clear as the others o.o
18:45 koliron: in 00:47:943 (3,4,5) - is so obvious
18:46 Sey: Yeah but you did map it like that in subsequent patterns again, you only skipped it there.
18:46 Sey: And since you only used a slider there and nowhere else it's inconsistent.
18:47 koliron: do you really can listen a clear soudn there? sorry i usually agree with all with you but this sound is not obvious to add a note, imo
18:47 Sey: Well I can clearly hear a sound there, yes. lol
18:48 koliron: well, sorry i cant XDD anyway is not necessary add notes in all sounds (i remember with you teached me it) :D
18:48 koliron: whe*
18:48 koliron: when*
18:48 koliron: nice keyboard
18:48 Sey: Its not necessary, nah. Thats why its a suggestions. Welp moving on.
18:49 koliron: :3
18:49 Sey: 00:54:393 (8,1) - Might be a little harsh, i prefer a more consistent spacing, so for 00:54:465 (1) - I suggest around x360, this wont really destroy the hyper as well.
18:50 koliron: done
18:50 Sey: Man modding this diff isn't easy lol
18:51 koliron: XD
18:52 koliron: your mod for my xi overdose was nice so i think you could here without problems
18:52 Sey: 01:33:740 (4,5,1,2) - This is a little confusing. I clearly see you mapped vocals at 01:33:740 (4,5) - , but then you kinda swap to drums again at (1) and (2) again, clearly the vocals are elongated at (1), so this slider should end at around 01:35:480 -
18:52 Sey: I really want you to consider if you wanna map on vocals here or on drums, make up your mind
18:54 Sey: The same could of course be said for 01:35:769 (3,4,5) - , actually I would prefer if you map it purely on drums, oh well-
18:54 koliron: hum, i followed vocal and drum in this song, will not be a problem for experienced players, ithink they can feels both, anyway i will change that pattern a bit
18:54 Sey: Just make sure there is something that follows the end of the vocals at 01:35:480 - , please
18:55 Sey: The argument that experienced players understand won't count here, because we could basically use that one for overdoses all the time to defend a mapset, it is a reason that you cannot really defeat on the logic of overdoses
18:56 koliron: sure
18:58 koliron: rip XD i mean, in cup-salad-platter you need follow the vocal orr the intrument, but rain and especially in overdoses you can follow both, feels good at least for me
18:58 Sey: 02:02:509 (4,5,1) - Do you really wanna do that?
18:58 Sey: I dislike it a lot from playability terms
18:58 Sey: The current hyper at 02:02:581 (5,1) - feels extremely spiky
18:58 Sey: Like you could at least make a bit softer I guess.
18:59 koliron: mh, is 1/5 hyper and then 1/2 but is not possible to not follow one of them
19:00 koliron: are so strong
19:00 koliron: 1/4*
19:00 Sey: Yeah it just plays a little awkward
19:00 Sey: Anyway, your decision-
19:01 Sey: Moving on, I think 02:10:117 (2,3,4) - can have far more increased distances, like we are in the Kiai. All in all this Kiai is really nice to play but these low distances feel extremely out of place for a Kiai tbh.
19:01 koliron: i wil try to reduce it to be easier
19:01 koliron: donee
19:01 Sey: They are just too squeeted, think you can increase the difficulty there a bit?
19:01 Sey: squeezed*
19:02 koliron: ok is true the third is possible to catch without dash
19:02 koliron: changed
19:02 Sey: xD yeah
19:02 Sey: It was too easy :p I normally use that pattern for platters :D
19:02 koliron: XD is a nice pattern :D
19:03 Sey: Yeah it is :p
19:04 Sey: 02:19:538 - I think this tick is very weak, listen to the vocals
19:05 Sey: I am not even sure if it should be emphasized with a slider tail, I try to rework the timeline, give me a sec.
19:05 Sey: Yeah basically just delete (2) and add a single note at 02:19:393 - . There is no clearly audible beat at 02:19:538 -
19:06 Sey: OPTIONALLY you can leave 02:20:117 - empty for consistency but the beat here is a little more audible.
19:06 koliron: hum, i cant listen the final of word there XD also the pattern would be totally broken if i use only a circle there
19:06 koliron: can*
19:06 koliron: lmao
19:06 koliron: is the same as 02:20:117 -
19:06 koliron: try to listenb it in 100%, not in 25%
19:07 koliron: i think in 100% is enough clear :3
19:07 Sey: but not in 25% playback rate, its a rhythm game afterall ._.
19:07 koliron: yeah thats what i mean XD
19:08 Sey: Oh well, I dont consider this single note overmapping, as you wish.
19:09 koliron: i will ask the next check what think about this notes, but for me are totally fine
19:09 Sey: next check?
19:09 Sey: eh I wanna approve it, koli. There will be no next check.
19:10 koliron: mh?
19:10 koliron: but
19:10 koliron: q
19:10 koliron: marathons need 3 checks
19:10 koliron: XD
19:10 koliron: bubble bubble flame right?
19:10 Sey: Oh wait, there was a new rule or something? I think I forgot
19:11 koliron: at least since a year ago marathons neeed be ranked with 3 icons
19:11 koliron: its pretty ilogic because spreads of 6 min 4803089 diffs can be ranked with 2 bns
19:11 koliron: but yeah
19:11 Sey: i ask the others about that
19:11 koliron: go discord
19:12 Sey: Anyway, until the next kiai the map is fine, make sure 03:43:161 (2,3) - is more distanced out of a similar reason as in the first kiai
19:13 Sey: And that is basically exactly the same pattern: 03:49:827 (2,3,4) -
19:13 Sey: you little copycat ;)
19:13 Sey: I see what you did there
19:13 koliron: changed o3o
19:13 Sey: 03:55:769 (2,3) - ^
19:13 koliron: yeah i love that pattern :3 but distances changed in a bit too
19:14 koliron: changed too
19:14 Sey: 04:04:030 (3) - You should consider to ctrl+g this slider to have a better direction towards 04:04:465 (1) -
19:15 Sey: The current antiflow movement is pretty awkward.
19:15 koliron: i will change a bit the distance but i like the direction
19:16 koliron: done
19:16 Sey: Alright, as you wish.
19:17 Sey: Uhm, one thing about hitsounds
19:17 Sey: 04:15:624 (1) - , 04:16:204 (1) - 04:16:784 (1) - 04:17:364 (1) - AND SO ON; ALL OF THEM
19:17 Sey: All the (1)'s, got it?
19:18 Sey: The normal sounds are pretty annoying, I suggest to go drum sampleset on all of them and give each of them a clap hitsound or something
19:18 koliron: do you want me to add in those?
19:18 koliron: ok feels good too
19:18 koliron: added
19:18 koliron: oh wait
19:18 koliron: are already clap
19:19 koliron: aaa
19:19 Sey: not all of them have a clap
19:19 Sey: Make sure its drum sampleset
19:19 Sey: not normal clap
19:19 Sey: It sounds better, believe me
19:19 koliron: oki
19:19 koliron: wait
19:19 koliron: only for those hitsounds right? the rest in normal
19:19 Sey: mhh
19:19 Sey: But for some reason it still sounds weird when they all have drum, let me try something
19:20 koliron: XD oki
19:20 koliron: i added drum claps when the drum is different
19:20 koliron: dont know if fit here
19:20 Sey: No wait... I try to find a solution on this
19:21 koliron: are the same sounds as 04:26:929 (1) -
19:21 koliron: and those have clap
19:21 koliron: normal clap*
19:21 koliron: if i change it maybe could be so different o.o
19:22 Sey: Give them normal sampleset, nothing more.
19:22 Sey: Remove all the hitsounds from them, even claps
19:22 koliron: yai
19:22 Sey: Thats the way it sounds the best.
19:22 koliron: o
19:22 Sey: You had a few claps on them before. Remove them completely
19:22 Sey: Then it should be fine
19:23 Sey: 04:19:103 (1) - Not the one here though, from this moment on start using hitsounds as before again. Then remove hitsounds again on any (1)
19:23 Sey: from 04:20:262 -
19:23 koliron: without hitsounds?
19:23 koliron: DD:
19:23 koliron: is a long time!
19:23 koliron: 04:14:900 - 04:23:161 -
19:23 koliron: 10 seconds aaa
19:23 Sey: And so on.
19:23 Sey: just remove the claps aaaa
19:23 koliron: mh ok
19:24 koliron: done
19:25 Sey: 04:37:992 (2) - Are you 100% sure this note is properly snapped?
19:25 Sey: I find it pretty difficult to determine if that one really is 1/12
19:25 Sey: probably, to be on the safe side it will be better to just erase this note
19:25 koliron: deif suggested me that in his mod :3
19:26 koliron: before it was 1/4 so noob
19:26 Sey: lol
19:26 Sey: I was not sure what it was tbh, i find it extremely difficult, but okay
19:26 koliron: XD
19:26 Sey: It still sounds a little off to me lol
19:28 Sey: Ok reaching last kiai now, we are almost done I think.
19:29 koliron: :3
19:31 Sey: 06:26:567 (4,1) - This is tricky
19:32 Sey: I dislike the sudden brake after the hyper, suggesting highly to increase the stream movement a bit more.
19:32 koliron: ok i will add a bit more distances in 06:26:639 (1,2,3,4,5,6) -
19:32 koliron: but the idea is not press the dash when you are in (1)
19:33 Sey: Of course, but its still easy to miss here and at the very ending of the beatmap it will be depressing
19:33 koliron: nono, is better with the previos distances
19:33 koliron: if i add more is not obvious
19:34 Sey: Ok let me make a screenshot.
19:34 koliron: and the player could keep the dash
19:34 koliron: but still distance changed a bit
19:34 koliron: ah?
19:35 Sey: You dont necessarily need to increase distances, an easy curved stream will make the player aware he needs to stand to reach the stream. if the stream goes purely to the right the player will automatically think he needs to move to the right, this one seems a little more obvious: https://osu.ppy.sh/ss/4751027
19:37 koliron: i could reduce the distance
19:37 koliron: then would be almmost unnecessary move the ryuuta
19:37 Sey: I think that will make it look even more ugly
19:37 koliron: but i like that pattern XD
19:37 koliron: ay
19:37 Sey: Alright, upload it then.
19:37 koliron: then i prefer keep the current :C

Bubble#2

Good luck!
Topic Starter
koliron

Sey wrote:

IRC mod with koliron.
We mainly fixed a few spacing issues, a bit of hitsounding and a few timeline issues.

IRC mod
18:44 *Sey is editing [https://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]]
18:44 *koliron is editing [https://osu.ppy.sh/b/906421 DystopiaGround - AugoEidEs [Freezing]]
18:44 Sey: 00:49:610 - I suggest to add a note here to have a similar triplet as on previous sections as 00:47:943 (3,4,5) - , 00:46:639 (2,3,4) - , 00:45:624 (3,4,5) - and so on
18:45 Sey: Make sure to change the pattern that you have 0,88 distance snap between the notes.
18:45 koliron: but the drum there is not so clear as the others o.o
18:45 koliron: in 00:47:943 (3,4,5) - is so obvious
18:46 Sey: Yeah but you did map it like that in subsequent patterns again, you only skipped it there.
18:46 Sey: And since you only used a slider there and nowhere else it's inconsistent.
18:47 koliron: do you really can listen a clear soudn there? sorry i usually agree with all with you but this sound is not obvious to add a note, imo
18:47 Sey: Well I can clearly hear a sound there, yes. lol
18:48 koliron: well, sorry i cant XDD anyway is not necessary add notes in all sounds (i remember with you teached me it) :D
18:48 koliron: whe*
18:48 koliron: when*
18:48 koliron: nice keyboard
18:48 Sey: Its not necessary, nah. Thats why its a suggestions. Welp moving on.
18:49 koliron: :3
18:49 Sey: 00:54:393 (8,1) - Might be a little harsh, i prefer a more consistent spacing, so for 00:54:465 (1) - I suggest around x360, this wont really destroy the hyper as well.
18:50 koliron: done
18:50 Sey: Man modding this diff isn't easy lol
18:51 koliron: XD
18:52 koliron: your mod for my xi overdose was nice so i think you could here without problems
18:52 Sey: 01:33:740 (4,5,1,2) - This is a little confusing. I clearly see you mapped vocals at 01:33:740 (4,5) - , but then you kinda swap to drums again at (1) and (2) again, clearly the vocals are elongated at (1), so this slider should end at around 01:35:480 -
18:52 Sey: I really want you to consider if you wanna map on vocals here or on drums, make up your mind
18:54 Sey: The same could of course be said for 01:35:769 (3,4,5) - , actually I would prefer if you map it purely on drums, oh well-
18:54 koliron: hum, i followed vocal and drum in this song, will not be a problem for experienced players, ithink they can feels both, anyway i will change that pattern a bit
18:54 Sey: Just make sure there is something that follows the end of the vocals at 01:35:480 - , please
18:55 Sey: The argument that experienced players understand won't count here, because we could basically use that one for overdoses all the time to defend a mapset, it is a reason that you cannot really defeat on the logic of overdoses
18:56 koliron: sure
18:58 koliron: rip XD i mean, in cup-salad-platter you need follow the vocal orr the intrument, but rain and especially in overdoses you can follow both, feels good at least for me
18:58 Sey: 02:02:509 (4,5,1) - Do you really wanna do that?
18:58 Sey: I dislike it a lot from playability terms
18:58 Sey: The current hyper at 02:02:581 (5,1) - feels extremely spiky
18:58 Sey: Like you could at least make a bit softer I guess.
18:59 koliron: mh, is 1/5 hyper and then 1/2 but is not possible to not follow one of them
19:00 koliron: are so strong
19:00 koliron: 1/4*
19:00 Sey: Yeah it just plays a little awkward
19:00 Sey: Anyway, your decision-
19:01 Sey: Moving on, I think 02:10:117 (2,3,4) - can have far more increased distances, like we are in the Kiai. All in all this Kiai is really nice to play but these low distances feel extremely out of place for a Kiai tbh.
19:01 koliron: i wil try to reduce it to be easier
19:01 koliron: donee
19:01 Sey: They are just too squeeted, think you can increase the difficulty there a bit?
19:01 Sey: squeezed*
19:02 koliron: ok is true the third is possible to catch without dash
19:02 koliron: changed
19:02 Sey: xD yeah
19:02 Sey: It was too easy :p I normally use that pattern for platters :D
19:02 koliron: XD is a nice pattern :D
19:03 Sey: Yeah it is :p
19:04 Sey: 02:19:538 - I think this tick is very weak, listen to the vocals
19:05 Sey: I am not even sure if it should be emphasized with a slider tail, I try to rework the timeline, give me a sec.
19:05 Sey: Yeah basically just delete (2) and add a single note at 02:19:393 - . There is no clearly audible beat at 02:19:538 -
19:06 Sey: OPTIONALLY you can leave 02:20:117 - empty for consistency but the beat here is a little more audible.
19:06 koliron: hum, i cant listen the final of word there XD also the pattern would be totally broken if i use only a circle there
19:06 koliron: can*
19:06 koliron: lmao
19:06 koliron: is the same as 02:20:117 -
19:06 koliron: try to listenb it in 100%, not in 25%
19:07 koliron: i think in 100% is enough clear :3
19:07 Sey: but not in 25% playback rate, its a rhythm game afterall ._.
19:07 koliron: yeah thats what i mean XD
19:08 Sey: Oh well, I dont consider this single note overmapping, as you wish.
19:09 koliron: i will ask the next check what think about this notes, but for me are totally fine
19:09 Sey: next check?
19:09 Sey: eh I wanna approve it, koli. There will be no next check.
19:10 koliron: mh?
19:10 koliron: but
19:10 koliron: q
19:10 koliron: marathons need 3 checks
19:10 koliron: XD
19:10 koliron: bubble bubble flame right?
19:10 Sey: Oh wait, there was a new rule or something? I think I forgot
19:11 koliron: at least since a year ago marathons neeed be ranked with 3 icons
19:11 koliron: its pretty ilogic because spreads of 6 min 4803089 diffs can be ranked with 2 bns
19:11 koliron: but yeah
19:11 Sey: i ask the others about that
19:11 koliron: go discord
19:12 Sey: Anyway, until the next kiai the map is fine, make sure 03:43:161 (2,3) - is more distanced out of a similar reason as in the first kiai
19:13 Sey: And that is basically exactly the same pattern: 03:49:827 (2,3,4) -
19:13 Sey: you little copycat ;)
19:13 Sey: I see what you did there
19:13 koliron: changed o3o
19:13 Sey: 03:55:769 (2,3) - ^
19:13 koliron: yeah i love that pattern :3 but distances changed in a bit too
19:14 koliron: changed too
19:14 Sey: 04:04:030 (3) - You should consider to ctrl+g this slider to have a better direction towards 04:04:465 (1) -
19:15 Sey: The current antiflow movement is pretty awkward.
19:15 koliron: i will change a bit the distance but i like the direction
19:16 koliron: done
19:16 Sey: Alright, as you wish.
19:17 Sey: Uhm, one thing about hitsounds
19:17 Sey: 04:15:624 (1) - , 04:16:204 (1) - 04:16:784 (1) - 04:17:364 (1) - AND SO ON; ALL OF THEM
19:17 Sey: All the (1)'s, got it?
19:18 Sey: The normal sounds are pretty annoying, I suggest to go drum sampleset on all of them and give each of them a clap hitsound or something
19:18 koliron: do you want me to add in those?
19:18 koliron: ok feels good too
19:18 koliron: added
19:18 koliron: oh wait
19:18 koliron: are already clap
19:19 koliron: aaa
19:19 Sey: not all of them have a clap
19:19 Sey: Make sure its drum sampleset
19:19 Sey: not normal clap
19:19 Sey: It sounds better, believe me
19:19 koliron: oki
19:19 koliron: wait
19:19 koliron: only for those hitsounds right? the rest in normal
19:19 Sey: mhh
19:19 Sey: But for some reason it still sounds weird when they all have drum, let me try something
19:20 koliron: XD oki
19:20 koliron: i added drum claps when the drum is different
19:20 koliron: dont know if fit here
19:20 Sey: No wait... I try to find a solution on this
19:21 koliron: are the same sounds as 04:26:929 (1) -
19:21 koliron: and those have clap
19:21 koliron: normal clap*
19:21 koliron: if i change it maybe could be so different o.o
19:22 Sey: Give them normal sampleset, nothing more.
19:22 Sey: Remove all the hitsounds from them, even claps
19:22 koliron: yai
19:22 Sey: Thats the way it sounds the best.
19:22 koliron: o
19:22 Sey: You had a few claps on them before. Remove them completely
19:22 Sey: Then it should be fine
19:23 Sey: 04:19:103 (1) - Not the one here though, from this moment on start using hitsounds as before again. Then remove hitsounds again on any (1)
19:23 Sey: from 04:20:262 -
19:23 koliron: without hitsounds?
19:23 koliron: DD:
19:23 koliron: is a long time!
19:23 koliron: 04:14:900 - 04:23:161 -
19:23 koliron: 10 seconds aaa
19:23 Sey: And so on.
19:23 Sey: just remove the claps aaaa
19:23 koliron: mh ok
19:24 koliron: done
19:25 Sey: 04:37:992 (2) - Are you 100% sure this note is properly snapped?
19:25 Sey: I find it pretty difficult to determine if that one really is 1/12
19:25 Sey: probably, to be on the safe side it will be better to just erase this note
19:25 koliron: deif suggested me that in his mod :3
19:26 koliron: before it was 1/4 so noob
19:26 Sey: lol
19:26 Sey: I was not sure what it was tbh, i find it extremely difficult, but okay
19:26 koliron: XD
19:26 Sey: It still sounds a little off to me lol
19:28 Sey: Ok reaching last kiai now, we are almost done I think.
19:29 koliron: :3
19:31 Sey: 06:26:567 (4,1) - This is tricky
19:32 Sey: I dislike the sudden brake after the hyper, suggesting highly to increase the stream movement a bit more.
19:32 koliron: ok i will add a bit more distances in 06:26:639 (1,2,3,4,5,6) -
19:32 koliron: but the idea is not press the dash when you are in (1)
19:33 Sey: Of course, but its still easy to miss here and at the very ending of the beatmap it will be depressing
19:33 koliron: nono, is better with the previos distances
19:33 koliron: if i add more is not obvious
19:34 Sey: Ok let me make a screenshot.
19:34 koliron: and the player could keep the dash
19:34 koliron: but still distance changed a bit
19:34 koliron: ah?
19:35 Sey: You dont necessarily need to increase distances, an easy curved stream will make the player aware he needs to stand to reach the stream. if the stream goes purely to the right the player will automatically think he needs to move to the right, this one seems a little more obvious: https://osu.ppy.sh/ss/4751027
19:37 koliron: i could reduce the distance
19:37 koliron: then would be almmost unnecessary move the ryuuta
19:37 Sey: I think that will make it look even more ugly
19:37 koliron: but i like that pattern XD
19:37 koliron: ay
19:37 Sey: Alright, upload it then.
19:37 koliron: then i prefer keep the current :C

Bubble#2

Good luck!
Thank you!
Sunkiss
:o
JBHyperion
Wow this is moving along pretty quickly, better give some suggestions before it's too late lol:

Freezing
  1. 00:45:045 (1,2,3) - Quite annoying to hit this antiflow pattern after the hdash, I'd move 00:45:624 (3,4,5) to x-376 to balance out these spacings a little and make this more comfortable
  2. 01:19:538 (5,6) - This is slightly sharp coming off of the antiflow and leading into a strong hyper, perhaps move (6) to somewhere like x-120
  3. 01:25:624 (1,2,3,4,5,6,7,8) - These are a little too spaced to walk without dash, and using dash can make this very unstable, especially considering how strong the hypers are here. I'd prefer if (2) and (5) were moved slightly closer towards (1,2) and (4,6) respectively, say x-8 for both - and 01:26:059 (4,5,6) was moved to around x-144
  4. 01:53:451 (1,2,3) - Yikes these are easy to overshoot, could you weaken them a tiny bit? (2) at x-280 would be more appropriate imo
  5. 02:12:001 (3,4) - Feel like I'm missing some spacing here, is this flowstop intentional? Try something like this - https://osu.ppy.sh/ss/4751361
  6. 03:05:769 (1,2) - I really expect (2) to be to the left of (1), catches me out every time lol. I'd move this to the left, or at least reduce the distance here so i can actually react to it, since 1/1 at AR9.4 really comes out of nowhere lol
  7. 03:41:856 (2,3) - Missing some spacing here too I think, perhaps curve 03:41:422 (1) more to the left and move (2) to around x-232 would improve the flow
  8. 04:03:306 (7,1) - This is a real flowkiller for me finishing off the kiai, I'd really like for (1) to be moved to x-256 or so for a more normal spacing. If you really need a bit more space, 04:03:958 (2,3) can be reduced a little, the hyper strength here is a tiny bit uncomfortable at the moment
  9. 04:21:567 (2,3,4,5,6) - 04:22:146 (2,3,4,5,6) - Nice idea, but I don't feel like the aesthetic effect really comes off. Curved or angled stream would be more interesting here I think since the music doesn't really indicate a flowstop
  10. 04:31:132 (1,2) - Holy shit I thought I was the only person who trolled droplets like this, I love it xD
  11. 04:56:349 (3,4,1,2) - I guess that this is supposed to be tap dashed? Feels a little awkward in the middle of the stream but I don't hate it. I would space out the doublets a tiny bit more though, maybe 04:56:421 (4,2) to x-228 so it's a little harder to break flow here
  12. 05:01:277 (1,2) - Spacing here is quite low compared to 05:00:117 (1,2) - considering the intensity of the guitar is still building, and the antiflow movement isn't present here, it would make more sense to have the same or slightly higher spacing here, so maybe x-168 for 05:01:856 (2,3,4)
  13. 05:06:639 (2,3,4,1) - This is so underwhelming it really takes away a lot of the buildup you've been creating, there should surely be a hyper to (1) at the very least considering the weaker sound at 05:06:639 (2) has one? (2,3,4) could also be increased if you keep a similar pattern
  14. 05:12:436 (3) - Consider flipping this so the head is at x-264 (keep tail roughly the same) since the spacing from 05:12:001 (2) to end the solo is really low at the moment, and this will avoid an awkward pause at the end
  15. 06:26:639 (1,2,3,4,5,6) - Not a fan of this tap-sideways stream, spils the flow for me a little. Considering you're reaching the end of the song, a nice big curve would fit much better here imo
  16. 06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - Hi Genryuu Kaiko, nice to see you again (^: I think you could vary some of these to make this more interesting though, alternating between vertical(ish), flowing horizontal, vertical, antiflowing horizontal, etc. would work really nicely here
  17. 06:36:349 (7,1) - It really sucks to overshoot and miss a slidertick here, like "I want to actually hang myself right now" sucks ): Please angle (7) slightly towards vertical and reduce the strength of the hyper a little to make this more comfortable. Try (7) at x-336 with a 30 degree rotation, then (1) at x-160
Awesome map, seriously good job. Shouldn't be a need to rebubble even if you accept all of this, but if you still need an icon later feel free to call me back. Otherwise good luck! (:

2805x max combo, Hi Genryuu Kaiko x2 lmao
Ascendance
hey koli



my mod

lo
ctrl+a
ctrl+h
change bg cause its not spook like the map /me runs

ok thats it gl!


@jbhyperion check augoeides
Deif
Sup
20:26 Deif: 04:03:161 (6) - Aquí te olvidaste del hyperdash?
20:26 Deif: Queda algo raro no usarlo aquí después del de 04:02:798 (3,4) -
20:26 koliron: te referis a 04:03:161 (6) - ?
20:27 Deif: Sí
20:27 koliron: pasa que no quiero hacer 1/4 hyper y despues 1/2
20:27 koliron: hay alguno por ahí, pero solo cuando practicamente no puedo ignorar el sonido
20:27 Deif: Lo hiciste antes del primer kiai también
20:27 koliron: este no es taan fuerte
20:27 koliron: o
20:28 koliron: bueno voy a agregarlo entonces :3
20:29 koliron: http://osu.ppy.sh/ss/4751431
20:29 koliron: algo asi?
20:31 Deif: Prueba a mover 04:03:161 (6) - a x:160 para que el hyper no sea tan fuerte
20:31 Deif: Si no tienes luego el slider de después que podría dar algún problema
20:31 Deif: Si lo aumentas mucho quizá no puedas ni con 04:03:306 (7) -
20:33 koliron: listo
20:33 koliron: todavia no se si 04:03:161 (6) - es suficientemente fuerte para hyper pero esta bien XD
20:34 Deif: Es más fuerte que 04:02:871 (4) -
20:34 Deif: Definitivamente
20:35 koliron: fldjsf
20:36 Deif: La parte siguiente ha mejorado bastante
20:36 Deif: El único salto que resulta raro es el de 04:07:798 (1,2) - que no tiene tanta distancia
20:36 koliron: :3
20:36 Deif: No lo cambiarás :((
20:37 koliron: por qué no? XD
20:37 koliron: hecho
20:37 Deif: Funcionó hue
20:38 koliron: yo no tengo problemas con cambiar las cosas de mi mapa, al fin y al cabo menos del 10% se cambio con los mods, no es como si fuera a darme cuenta de la diferencia
20:38 Deif: Luego casi ni lo jugarás
20:38 Deif: Has oído la canción tantas veces que la acabarás odiando
20:38 koliron: eso es verdad XD
20:39 koliron: voy a tener que jugar con solo los hitosunds(?
20:39 Deif: :^)
20:39 koliron: hito
20:39 koliron: :3
20:42 Deif: 04:26:349 (1) - Ese random slider para hacer hyperdash con la siguiente nota :DD
20:42 koliron: ah?
20:42 koliron: no entendi
20:43 Deif: Necesita estar tan alejado?
20:43 koliron: tanto 04:26:349 - como 04:26:494 - son suficientemente fuertes para hyper
20:43 koliron: pero no se por qué hay doble nc lol
20:43 Deif: Ni idea :DD
20:44 koliron: combo en 14
20:44 koliron: huh
20:44 koliron: un poco alto
20:44 Deif: Se puede vivir con ello
20:44 koliron: :^3
20:55 koliron: tengo una pregunta
20:56 koliron: 04:14:900 -
20:56 koliron: en esta parte
20:56 koliron: sey me insistio de quitar los hitsounds
20:56 koliron: excepto el del medio
20:56 koliron: pero creo que o sea es mucho tiempo sin hitsounds xD
20:56 Deif: Queda bien como está
20:57 koliron: ah bien :^)
20:57 Deif: No hace falta el hitsound al final del slider
20:57 koliron: q
20:58 Deif: Todo bien
20:58 koliron: hum jbh acaba de postear el mod
21:03 Deif: 04:56:204 (1,2,3,4,1,2,1) - Ésta es la única parte que cambiaría del stream
21:03 koliron: que tiene?
21:03 Deif: Al menos el (3,4) en otra posición
21:04 Deif: Es lo que mata el flow de ahí
21:04 koliron: lo voy a hacer como 04:47:364 (7,8) -
21:05 Deif: okidoki
21:09 Deif: El último slider me encantó :DD
I'll be checking the thread!
Topic Starter
koliron

JBHyperion wrote:

Wow this is moving along pretty quickly, better give some suggestions before it's too late lol:

Freezing
  1. 00:45:045 (1,2,3) - Quite annoying to hit this antiflow pattern after the hdash, I'd move 00:45:624 (3,4,5) to x-376 to balance out these spacings a little and make this more comfortable changed a bit
  2. 01:19:538 (5,6) - This is slightly sharp coming off of the antiflow and leading into a strong hyper, perhaps move (6) to somewhere like x-120 ^ a bit too why not
  3. 01:25:624 (1,2,3,4,5,6,7,8) - These are a little too spaced to walk without dash, and using dash can make this very unstable, especially considering how strong the hypers are here. I'd prefer if (2) and (5) were moved slightly closer towards (1,2) and (4,6) respectively, say x-8 for both - and 01:26:059 (4,5,6) was moved to around x-144is intentional D: are so strong!
  4. 01:53:451 (1,2,3) - Yikes these are easy to overshoot, could you weaken them a tiny bit? (2) at x-280 would be more appropriate imo a bit
  5. 02:12:001 (3,4) - Feel like I'm missing some spacing here, is this flowstop intentional? Try something like this - https://osu.ppy.sh/ss/4751361 yeah is intentional XD
  6. 03:05:769 (1,2) - I really expect (2) to be to the left of (1), catches me out every time lol. I'd move this to the left, or at least reduce the distance here so i can actually react to it, since 1/1 at AR9.4 really comes out of nowhere lol changed a bit
  7. 03:41:856 (2,3) - Missing some spacing here too I think, perhaps curve 03:41:422 (1) more to the left and move (2) to around x-232 would improve the flow same as above, is intentional aaa
  8. 04:03:306 (7,1) - This is a real flowkiller for me finishing off the kiai, I'd really like for (1) to be moved to x-256 or so for a more normal spacing. If you really need a bit more space, 04:03:958 (2,3) can be reduced a little, the hyper strength here is a tiny bit uncomfortable at the moment changed
  9. 04:21:567 (2,3,4,5,6) - 04:22:146 (2,3,4,5,6) - Nice idea, but I don't feel like the aesthetic effect really comes off. Curved or angled stream would be more interesting here I think since the music doesn't really indicate a flowstop i like them ): and the idea is do movememnt there lmao
  10. 04:31:132 (1,2) - Holy shit I thought I was the only person who trolled droplets like this, I love it xD this is a suggestion(?
  11. 04:56:349 (3,4,1,2) - I guess that this is supposed to be tap dashed? Feels a little awkward in the middle of the stream but I don't hate it. I would space out the doublets a tiny bit more though, maybe 04:56:421 (4,2) to x-228 so it's a little harder to break flow here yeah i like it :3
  12. 05:01:277 (1,2) - Spacing here is quite low compared to 05:00:117 (1,2) - considering the intensity of the guitar is still building, and the antiflow movement isn't present here, it would make more sense to have the same or slightly higher spacing here, so maybe x-168 for 05:01:856 (2,3,4) changed a bitttt
  13. 05:06:639 (2,3,4,1) - This is so underwhelming it really takes away a lot of the buildup you've been creating, there should surely be a hyper to (1) at the very least considering the weaker sound at 05:06:639 (2) has one? (2,3,4) could also be increased if you keep a similar pattern i tried to ad but feels a bit weird :x
  14. 05:12:436 (3) - Consider flipping this so the head is at x-264 (keep tail roughly the same) since the spacing from 05:12:001 (2) to end the solo is really low at the moment, and this will avoid an awkward pause at the end not exactly but changed in a bit
  15. 06:26:639 (1,2,3,4,5,6) - Not a fan of this tap-sideways stream, spils the flow for me a little. Considering you're reaching the end of the song, a nice big curve would fit much better here imo i like it \:D/ the idea is not use the dash, is walkable without problems
  16. 06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - Hi Genryuu Kaiko, nice to see you again (^: I think you could vary some of these to make this more interesting though, alternating between vertical(ish), flowing horizontal, vertical, antiflowing horizontal, etc. would work really nicely here no! i like it :3
  17. 06:36:349 (7,1) - It really sucks to overshoot and miss a slidertick here, like "I want to actually hang myself right now" sucks ): Please angle (7) slightly towards vertical and reduce the strength of the hyper a little to make this more comfortable. Try (7) at x-336 with a 30 degree rotation, then (1) at x-160
sure
Awesome map, seriously good job. Shouldn't be a need to rebubble even if you accept all of this, but if you still need an icon later feel free to call me back. Otherwise good luck! (: thank you!

2805x max combo, Hi Genryuu Kaiko x2 lmao
Topic Starter
koliron
Updated!
rostld
hype
Topic Starter
koliron

Jimmy Rustler wrote:

hype
hype hype hype

go deif go!
MBomb
right ok hi again i got told not to wait until it was qualified as much as i love to cause drama :(((((((((((((((((((((((

[fucking kill me]

00:53:885 (1,2,3,4,5,6,7,8) - 1,2,3,4 is the same sounds as 5,6,7,8. Please get rid of the HDash from 6 to 7. (Whilst I won't be commenting on HDash usage much, I'm just gonna point at the less subjective things).
01:01:711 (2) - A bit of a curve, like this would be nicer for flow.
01:04:755 (5) - Same as above, but the other way. These slider ticks are far too prone to overdashing.
01:19:682 (6) - The current movement to this feels a tiny bit too strong considering it's followed by an antiflow hyper in the opposite direction. Maybe try moving it to like x:112.
01:24:175 (7) - Hmm, feels a bit too strong to this too. A reduction like x:144 would be nice.
01:36:059 (5) - Curve this a bit to the left, please, the flow on this right now breaks the niceness of the movement so badly.
01:53:451 (1,2) - I'd recommend making these curve a bit too, mainly because of the big ticks being very hard to catch if you follow correct flow right now.
02:17:653 (4) - Tilt it a tiny bit vertically, keep in mind complete antiflow is very annoying to play, so having this a tiny bit easier would be a lot less frustrating.
02:26:639 (2,3) - x:384 on this would be a lot more comfortable to play, currently the small spacing between 1 and 2 feels awkward, but doing this makes it feel a lot nicer.
02:35:914 (1) - A bit more horizontal on this would be nice, because it's currently very likely to overdash this slider end due to the small amount of movement between head and tail.
03:06:349 (2,1,2,3,4) - 2 is a very troubling note right now, as the flow indicates a movement to the left, and so flow to the right is kinda unpredictable. However, this could be fine if you give the player more reaction time, so maybe moving this section to x:448 could be nicer for the flow there.
03:17:364 (1) - Again, a bit of curve on this would play nicely.
03:45:914 (4) - Move this to x:296, to make the antiflow movements play more flowy (Still keeps the HDash afterwards too :D)
03:50:697 (5) - More curve on this would be nice.
04:56:349 (3,4) - Flow to these notes really doesn't work with the rest of the stream at all, this part is so much harder than the rest of the stream because of the weird tap-dash effect. 3 to x:288 and 4 to x:224 plays a lot better.
05:55:335 (1) - Remove NC.
05:55:624 (2) - I really dislike how you used such a strong sound as a slider end, it just sounds really off (At first I thought you actually missed the note, because of how weak the way you mapped it makes it feel). Try making this two circles with a dash between, or something?
06:20:117 (1) - Again, curve please.
06:24:755 (1) - ^
06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - ...this is so boring? Feels really bad, I would recommend remapping this section to make it a bit more interesting to play, it currently feels really anticlimatic.

And that's it. Whilst I still disagree with your hyper usage quite a lot, I know this is more of a stylistic thing, so I'll let it be.

However, I do have to say, the guitar solo feels far too... easy? It doesn't really convey the song much at all, considering how energetic the song is, and then the map is just easier than most other parts there, but idk.

Anyway, hope this helped.
Ascendance

- Magic Bomb - wrote:

06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - ...this is so boring? Feels really bad, I would recommend remapping this section to make it a bit more interesting to play, it currently feels really anticlimatic.
This. This a thousand times. Please change it. you can even do some directional changes and some horizontal sliders, but 16 left rights in a row is horribly boring and not a fitting ending for the hardest ranked ctb map.

Not trying to be mean here, but I haven't seen any valid reason for keeping these the way they are besides "I like it". Really? At least provide some reasoning to why you like it rather than reject when people have asked for change countless times. If it's been suggested enough, clearly there's something wrong with it.
Topic Starter
koliron

- Magic Bomb - wrote:

right ok hi again i got told not to wait until it was qualified as much as i love to cause drama :(((((((((((((((((((((((

[fucking kill me]

00:53:885 (1,2,3,4,5,6,7,8) - 1,2,3,4 is the same sounds as 5,6,7,8. Please get rid of the HDash from 6 to 7. (Whilst I won't be commenting on HDash usage much, I'm just gonna point at the less subjective things). naaa feels good :3 there are different soudns there \o/
01:01:711 (2) - A bit of a curve, like this would be nicer for flow. i like these sldiers ):
01:04:755 (5) - Same as above, but the other way. These slider ticks are far too prone to overdashing. no but distance changed
01:19:682 (6) - The current movement to this feels a tiny bit too strong considering it's followed by an antiflow hyper in the opposite direction. Maybe try moving it to like x:112. was changed in jbh mod jfdsklfjdlik
01:24:175 (7) - Hmm, feels a bit too strong to this too. A reduction like x:144 would be nice. a bit
01:36:059 (5) - Curve this a bit to the left, please, the flow on this right now breaks the niceness of the movement so badly. nooo as i said i like them
01:53:451 (1,2) - I'd recommend making these curve a bit too, mainly because of the big ticks being very hard to catch if you follow correct flow right now. same as above
02:17:653 (4) - Tilt it a tiny bit vertically, keep in mind complete antiflow is very annoying to play, so having this a tiny bit easier would be a lot less frustrating. no ldkjslkjdsa i like it too
02:26:639 (2,3) - x:384 on this would be a lot more comfortable to play, currently the small spacing between 1 and 2 feels awkward, but doing this makes it feel a lot nicer. changed in a bit
02:35:914 (1) - A bit more horizontal on this would be nice, because it's currently very likely to overdash this slider end due to the small amount of movement between head and tail. was already changed too
03:06:349 (2,1,2,3,4) - 2 is a very troubling note right now, as the flow indicates a movement to the left, and so flow to the right is kinda unpredictable. However, this could be fine if you give the player more reaction time, so maybe moving this section to x:448 could be nicer for the flow there. ^ rip
03:17:364 (1) - Again, a bit of curve on this would play nicely. i like them! ))):
03:45:914 (4) - Move this to x:296, to make the antiflow movements play more flowy (Still keeps the HDash afterwards too :D) changed in a bit
03:50:697 (5) - More curve on this would be nice. i said no! hahah
04:56:349 (3,4) - Flow to these notes really doesn't work with the rest of the stream at all, this part is so much harder than the rest of the stream because of the weird tap-dash effect. 3 to x:288 and 4 to x:224 plays a lot better. you suggested me to change that circle +2 grid? lol the difference is almost nothing and doing a big change fels weird
05:55:335 (1) - Remove NC. o
05:55:624 (2) - I really dislike how you used such a strong sound as a slider end, it just sounds really off (At first I thought you actually missed the note, because of how weak the way you mapped it makes it feel). Try making this two circles with a dash between, or something? is following the drum!
06:20:117 (1) - Again, curve please. same reason
06:24:755 (1) - ^ ^
06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - ...this is so boring? Feels really bad, I would recommend remapping this section to make it a bit more interesting to play, it currently feels really anticlimatic. lol ño, i like it );

And that's it. Whilst I still disagree with your hyper usage quite a lot, I know this is more of a stylistic thing, so I'll let it be. fdsfdsdfs

However, I do have to say, the guitar solo feels far too... easy? It doesn't really convey the song much at all, considering how energetic the song is, and then the map is just easier than most other parts there, but idk. frlkejfrliklk

Anyway, hope this helped. fjfhui
Thank you!

Ascendance wrote:

- Magic Bomb - wrote:

06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - ...this is so boring? Feels really bad, I would recommend remapping this section to make it a bit more interesting to play, it currently feels really anticlimatic.
This. This a thousand times. Please change it. you can even do some directional changes and some horizontal sliders, but 16 left rights in a row is horribly boring and not a fitting ending for the hardest ranked ctb map.

Not trying to be mean here, but I haven't seen any valid reason for keeping these the way they are besides "I like it". Really? At least provide some reasoning to why you like it rather than reject when people have asked for change countless times. If it's been suggested enough, clearly there's something wrong with it.
Yeah! i like it, is my map :3
ZiRoX
I'm gonna post my suggestions for this before it gets its flame

  1. 00:46:204 (1,2,3,4) - Antiflow movements here feel a bit forced, and it makes this part feel unnecessarily dashy compared to the rest. I think you could Ctrl+G 00:46:204 (1) - and move it to x:344, Ctrl+G 00:46:639 (2) - and then move 00:46:856 (3,4) - to x:64. The overall movement feels more consistent with the rest of this part and the hyperdash series created at 00:46:929 (4,5,6) - fits the drums nicely.
  2. 00:48:523 (1) - A normal flow movement feels better here, imo. I think Ctrl+G'ing 00:48:523 (1) - and then moving to x:128 (it's original position) makes for a really nice movement.
  3. 01:07:074 (1) - The way this slider is placed makes it a bit awkward to play. The momentum of the hyperdash makes player finish the movement a bit to the right of the sliderhead center. Since the slider is near vertical, it doesn't induce the player to move back to the left, making the sliderend a bit easy to miss because it's out of the position where players stop. For this reason, I would either makes this more vertical or make the need to move more noticeable (as you did on 01:02:436 (1) - ).
  4. 01:07:653 - Why did you decide to skip this note? It stands out too much being left out and doesn't fit with the way you mapped the rest of this part.
  5. 01:11:132 - ^Same
  6. 01:18:813 (1) - I think doing some normal flow feels better with the patterns used on this part. You can try Ctrl+G'in this and moving it to x:144.
  7. 01:24:465 (1) - Same, maybe normal flow fits better here (so try Ctrl+G'ing this)
  8. 01:25:190 (4,5,1) - I think having two hyperdashes isn't the best here. First, the two hyperdashes are different in strenght which makes it flow a bit bad (that may be because I'm a bad player, though). Secondly, the most important emphasis on this part is on the 01:25:624 (1,2,3,4,5,6,7) - triplets, which makes (5) lose strenght and its reason to be an hyperdash. For these two reasons, I think putting (5) around x:184, as a normal dash, feels better.
  9. If you decide to apply the above suggestion, I think you could also move 01:26:204 (5) - a bit to the left (x:208 or x:216 are both okay), since the 01:25:914 (3,4) - hyperdash would be a bit stronger than 01:25:480 (5,1) - one, making the second antiflow movement a bit harder to catch if they both keep the same distance.
  10. 01:32:581 (5,1) - The way (5) is oriented makes the move to (1) very awkward to play, and really unexpected. I think you could Ctrl+H 01:33:016 (1) - to correct this, and it will also add a fitting hyperdash between 01:33:016 (1,2) -
  11. 01:44:175 (1,2,3,4,5,6,7,1,2,3,4) - I really expected a stronger pattern, with more movement (maybe some left-rights would be fitting). The drums (and the clap hitsounds you used to emphasize them) offer the possibility to add something less bland.
  12. 01:45:624 (2,3) - I know that this part is a bit calmer compared to the rest, but this distance is to small compared to your overall (as in the whole map) spacing, making it a bit unexpected. For example, moving 01:45:914 (3,4,1,2) - to x:256 already makes it feel better.
  13. Same could be said for 01:46:784 (3,4) - . On this one, you could move 01:47:074 (4,5) - a bit to the right.
  14. Same goes for 01:47:798 (1,2,3) -
  15. 01:53:451 (1,2) - These feel better as 1/2 sliders to me. You won't miss the downbeat that way and the sounds they are mapped to starts fading out on after 1/2.
  16. 02:10:987 (1) - In my opinion, I think a curved slider would follow the vocals better, and it should also flow a bit better.
  17. 02:12:001 (3,4,5,1) - The small distances break the flow completely, it's a weird "slow down". I think you could take advantage of the drums at 02:12:001 - and 02:12:291 - to make for a stronger pattern. For example, something like this:
  18. 02:17:653 (4) - I'm not really fond of this antiflow movement. I'd prefer if you Ctrl + G'ed this for a normal flow.
  19. 02:19:393 (2,4) - Same for these two. And I don't think they deserve the hyperdash, as the stronger sounds are on 02:18:378 (2) - and 02:18:378 (2) - . Maybe you could do something like the following and emphasize only (1) and (3) through hyperdashes:
  20. 03:12:726 (3) - Why did you kill the flow this way ;_; This would feel much better and consistent with the whole section if curved to the left.
  21. 03:35:914 (6,1,2) - This overall movement is awkward to play. I would make the slider less curved so it flows better into the next note, too. Something like this:
  22. 03:37:798 (6) - This isn't a strong note, so I wouldn't add an hyperdash to it. I'd Ctrl+G it and move it to the left, maybe x:144 or so.
  23. 03:45:914 (4) - I think you could move this note a bit to the left (x:312 or so) to make this movement a bit more lenient after the hyperdash.
  24. 04:04:030 (3) - I wouldn't recommend an antiflow movement like this after an 1/4 hyperdash, so I suggest you Ctrl+G this.
  25. 04:23:595 (5,6,7,8) - I think the song isn't strong enough to justify this pattern, but it doesn't play that bad. I suggest you make it a bit more lenient by moving 04:23:740 (6,8) - to x:224.
  26. 04:31:132 (1,2) - While I think the high SV fits overall, I think you overdid it a bit. This extremely high SV plus the Tick Rate 2 add an excessive ammount of precision to catch all the big droplets and mantain combo. Even more for the first one, considering you're expected to turn 1/2 after a giant 1/4 hyperdash.
  27. 04:44:538 (4) - While this note isn't overmapped, I think the pattern feels better without it, as it serves as a break before starting the 1/4 stream on a downbeat.
  28. Streams starting on 04:45:190 - : My main issue with this is that your hitsounding doesn't merge with the way you placed the hyperdash. This part is built upon structures of 2 stanzas: note how 04:45:190 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - are sounds around the same pitch, while the next half stanza (04:46:349 (1,2,3,4,5,6,7,8) - ) is a bit higher and the last half stanza (04:46:929 (1,2,3,4,5,6,7,8) - ) is a lower sound. Note how the same structure repeats on 04:47:509 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - and every other 2 stanzas after that. What you did the first time this structure showed up was good: you put your claps every 1/2 in the last half stanza at 04:46:929 (1,2,3,4,5,6,7,8) - and you emphasized that with hyperdashes. Your hitsounding and your hyperdash placement merge, they support each other. But then you lost the consistency, and messed things up. For example, on the third repetition of this structure, you placed your hyperdash burst on the third half stanza at 04:50:987 (1,2,3,4,5,6,7,8) - , but the claps went on the 4th half stanza at 04:51:567 (1,2,3,4,5,6,7,8) - . The claps are right there, they serve as a transition to the next repetition, but the hyperdashes feel out of place, as they don't have the claps to support them. Give this a thought and improve this part!
  29. 05:58:451 (1) - This clap feels out of place.
  30. 05:49:103 (2,3,4,1) - I'm sure you can think of something nicer, this pattern is really awkward to play. One option would be removing the note at the blue tick, making this a simpler 1/2 pattern.
  31. 06:26:639 (1,2,3,4,5,6) - Really underwhelming distance. It doesn't blend well with the previous pattern.
  32. 06:36:494 (1) - Just wanted to say that it's really interesting that the slider turns each time the guitar plays a new sound.
Yuii-

ZiRoX wrote:

/list
same.
Ascendance

Yuii- wrote:

ZiRoX wrote:

/list
same.
hi @yuii-
Topic Starter
koliron

ZiRoX wrote:

I'm gonna post my suggestions for this before it gets its flame

  1. 00:46:204 (1,2,3,4) - Antiflow movements here feel a bit forced, and it makes this part feel unnecessarily dashy compared to the rest. I think you could Ctrl+G 00:46:204 (1) - and move it to x:344, Ctrl+G 00:46:639 (2) - and then move 00:46:856 (3,4) - to x:64. The overall movement feels more consistent with the rest of this part and the hyperdash series created at 00:46:929 (4,5,6) - fits the drums nicely. yes why not
  2. 00:48:523 (1) - A normal flow movement feels better here, imo. I think Ctrl+G'ing 00:48:523 (1) - and then moving to x:128 (it's original position) makes for a really nice movement. zirox i like some antiflows, even i didnt use it so much ):
  3. 01:07:074 (1) - The way this slider is placed makes it a bit awkward to play. The momentum of the hyperdash makes player finish the movement a bit to the right of the sliderhead center. Since the slider is near vertical, it doesn't induce the player to move back to the left, making the sliderend a bit easy to miss because it's out of the position where players stop. For this reason, I would either makes this more vertical or make the need to move more noticeable (as you did on 01:02:436 (1) - ). ooo
  4. 01:07:653 - Why did you decide to skip this note? It stands out too much being left out and doesn't fit with the way you mapped the rest of this part. because is so low klfjlkdj
  5. 01:11:132 - ^Same ^
  6. 01:18:813 (1) - I think doing some normal flow feels better with the patterns used on this part. You can try Ctrl+G'in this and moving it to x:144. same reason as before
  7. 01:24:465 (1) - Same, maybe normal flow fits better here (so try Ctrl+G'ing this) ^
  8. 01:25:190 (4,5,1) - I think having two hyperdashes isn't the best here. First, the two hyperdashes are different in strenght which makes it flow a bit bad (that may be because I'm a bad player, though). Secondly, the most important emphasis on this part is on the 01:25:624 (1,2,3,4,5,6,7) - triplets, which makes (5) lose strenght and its reason to be an hyperdash. For these two reasons, I think putting (5) around x:184, as a normal dash, feels better. ok i will change this pattern in a bb--i---t-t-t
  9. If you decide to apply the above suggestion, I think you could also move 01:26:204 (5) - a bit to the left (x:208 or x:216 are both okay), since the 01:25:914 (3,4) - hyperdash would be a bit stronger than 01:25:480 (5,1) - one, making the second antiflow movement a bit harder to catch if they both keep the same distance. no but changed in a bit this pattern too
  10. 01:32:581 (5,1) - The way (5) is oriented makes the move to (1) very awkward to play, and really unexpected. I think you could Ctrl+H 01:33:016 (1) - to correct this, and it will also add a fitting hyperdash between 01:33:016 (1,2) - changed
  11. 01:44:175 (1,2,3,4,5,6,7,1,2,3,4) - I really expected a stronger pattern, with more movement (maybe some left-rights would be fitting). The drums (and the clap hitsounds you used to emphasize them) offer the possibility to add something less bland. huh, i think these sound are not so strong, but still changed a bit
  12. 01:45:624 (2,3) - I know that this part is a bit calmer compared to the rest, but this distance is to small compared to your overall (as in the whole map) spacing, making it a bit unexpected. For example, moving 01:45:914 (3,4,1,2) - to x:256 already makes it feel better. no i like it ;A; also this part is calm as you said, i think the current pattern is fine :3
  13. Same could be said for 01:46:784 (3,4) - . On this one, you could move 01:47:074 (4,5) - a bit to the right. ^
  14. Same goes for 01:47:798 (1,2,3) - ^
  15. 01:53:451 (1,2) - These feel better as 1/2 sliders to me. You won't miss the downbeat that way and the sounds they are mapped to starts fading out on after 1/2. i prefer keep 1/4 hypers for those strong sounds XD but still changed in a bit, the final of the guitar is in 1/4 i think :3
  16. 02:10:987 (1) - In my opinion, I think a curved slider would follow the vocals better, and it should also flow a bit better. sure
  17. 02:12:001 (3,4,5,1) - The small distances break the flow completely, it's a weird "slow down". I think you could take advantage of the drums at 02:12:001 - and 02:12:291 - to make for a stronger pattern. For example, something like this: hum i like this pattern D: to me feels good
  18. 02:17:653 (4) - I'm not really fond of this antiflow movement. I'd prefer if you Ctrl + G'ed this for a normal flow. cmon zirox this overdose has not much antiflow ): i want to vary with that is fun too aaaaa anyway changed in a bit
  19. 02:19:393 (2,4) - Same for these two. And I don't think they deserve the hyperdash, as the stronger sounds are on 02:18:378 (2) - and 02:18:378 (2) - . Maybe you could do something like the following and emphasize only (1) and (3) through hyperdashes: same ^ lol even this is a really nice pattern imo :3 wihtout changes here jklfsdljk
  20. 03:12:726 (3) - Why did you kill the flow this way ;_; This would feel much better and consistent with the whole section if curved to the left. basically ^ XD only one of these sliders has an antiflow movement, is not so bad or hard :3
  21. 03:35:914 (6,1,2) - This overall movement is awkward to play. I would make the slider less curved so it flows better into the next note, too. Something like this: okkkk changed
  22. 03:37:798 (6) - This isn't a strong note, so I wouldn't add an hyperdash to it. I'd Ctrl+G it and move it to the left, maybe x:144 or so. o.o? is strong in instrument and voice, huh maybe you putted an incorrect time
  23. 03:45:914 (4) - I think you could move this note a bit to the left (x:312 or so) to make this movement a bit more lenient after the hyperdash. changed a bit
  24. 04:04:030 (3) - I wouldn't recommend an antiflow movement like this after an 1/4 hyperdash, so I suggest you Ctrl+G this. fdsfds not exactly but changed
  25. 04:23:595 (5,6,7,8) - I think the song isn't strong enough to justify this pattern, but it doesn't play that bad. I suggest you make it a bit more lenient by moving 04:23:740 (6,8) - to x:224. dfdsf changed a tiny bit
  26. 04:31:132 (1,2) - While I think the high SV fits overall, I think you overdid it a bit. This extremely high SV plus the Tick Rate 2 add an excessive ammount of precision to catch all the big droplets and mantain combo. Even more for the first one, considering you're expected to turn 1/2 after a giant 1/4 hyperdash. an evil pattern bhuahaha :3 the song feels literally "evil", hard pattern are allowed \o/
  27. 04:44:538 (4) - While this note isn't overmapped, I think the pattern feels better without it, as it serves as a break before starting the 1/4 stream on a downbeat. mmh, good option, i will try to change the positions but i want to keep that note
  28. Streams starting on 04:45:190 - : My main issue with this is that your hitsounding doesn't merge with the way you placed the hyperdash. This part is built upon structures of 2 stanzas: note how 04:45:190 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - are sounds around the same pitch, while the next half stanza (04:46:349 (1,2,3,4,5,6,7,8) - ) is a bit higher and the last half stanza (04:46:929 (1,2,3,4,5,6,7,8) - ) is a lower sound. Note how the same structure repeats on 04:47:509 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - and every other 2 stanzas after that. What you did the first time this structure showed up was good: you put your claps every 1/2 in the last half stanza at 04:46:929 (1,2,3,4,5,6,7,8) - and you emphasized that with hyperdashes. Your hitsounding and your hyperdash placement merge, they support each other. But then you lost the consistency, and messed things up. For example, on the third repetition of this structure, you placed your hyperdash burst on the third half stanza at 04:50:987 (1,2,3,4,5,6,7,8) - , but the claps went on the 4th half stanza at 04:51:567 (1,2,3,4,5,6,7,8) - . The claps are right there, they serve as a transition to the next repetition, but the hyperdashes feel out of place, as they don't have the claps to support them. Give this a thought and improve this part! to be honest, i think (almost) all 1/2 and 1/1 could have hyper, some for drum and others for guitar, and a lot for both, and i basically CANT follow perfectly the song, would be so, so boring, the hitsounds are following only the drum, thats why are different, i added hyper only when i can, but not in all, and about the finial part the hitsounds are different, following some drum with less volume because the song is strongest here :3 thats why hardest patterns too
  29. 05:58:451 (1) - This clap feels out of place. lmao idk why there were an nc and clap there
  30. 05:49:103 (2,3,4,1) - I'm sure you can think of something nicer, this pattern is really awkward to play. One option would be removing the note at the blue tick, making this a simpler 1/2 pattern. changeed distances in a biiit
  31. 06:26:639 (1,2,3,4,5,6) - Really underwhelming distance. It doesn't blend well with the previous pattern. but i like it :3 and the drum is so different here, so i tried with a different pattern :x i think is the only stream with these positions aaaa
  32. 06:36:494 (1) - Just wanted to say that it's really interesting that the slider turns each time the guitar plays a new sound. thank you :3 was hard to map hahah
Thank youuuu

Alright, updated!
Ascendance
An actual advice - remove Suigintou from the tags. It has no correlation to the song, only to the background. If we used background tags for songs, things would be a lot different for some maps. Especially ones like this https://osu.ppy.sh/s/282345 which have a different bg for each difficulty, and NONE OF THEM are from the song's anime.
Topic Starter
koliron

Ascendance wrote:

An actual advice - remove Suigintou from the tags. It has no correlation to the song, only to the background. If we used background tags for songs, things would be a lot different for some maps. Especially ones like this https://osu.ppy.sh/s/282345 which have a different bg for each difficulty, and NONE OF THEM are from the song's anime.
Here is only one bg, use tags for things of the backgroud its good, people who knows her would find this map with her name :3
Ascendance

koliron wrote:

Ascendance wrote:

An actual advice - remove Suigintou from the tags. It has no correlation to the song, only to the background. If we used background tags for songs, things would be a lot different for some maps. Especially ones like this https://osu.ppy.sh/s/282345 which have a different bg for each difficulty, and NONE OF THEM are from the song's anime.
Here is only one bg, use tags for things of the backgroud its good, people who knows her would find this map with her name :3
but it has nothing to do with the song, therefore it's an irrelevant tag ???
-Sh1n1-
where is the flame? :3
Sey
I normally agree it should be removed from tags because it doesn't have a correlation with the song. However, tags are an extremely sensitive topic and if the mapper wants to keep it that's fine imo. As long as it's not totally irrelevant it's okay. Some people maybe like to play beatmaps with her in the background, that only makes the search easier.
Topic Starter
koliron

Sey wrote:

I normally agree it should be removed from tags because it doesn't have a correlation with the song. However, tags are an extremely sensitive topic and if the mapper wants to keep it that's fine imo. As long as it's not totally irrelevant it's okay. Some people maybe like to play beatmaps with her in the background, that only makes the search easier.
Exactly, tags are to help the people to find the maps, it's fine :3
Shululu
really fun map
Kagari
F L A M E
L
A
M
E
JBHyperion
Reviewed some of the previous mods, as I feel that personally, some of the reasoning given was insufficient and needed further clarification:

Chat Log
21:05 koliron: fkljlk now can you help me in my map? :D
21:05 koliron: sey said me that he will wait for the second bubble
21:05 JBHyperion: I just got asked to check another map, sorry xD
21:05 JBHyperion: maybe in a bit
21:05 JBHyperion: <3
21:06 koliron: okok i will wait here cuz im nothing to do, let me know here or in discord
21:15 JBHyperion: okie doke
21:38 koliron: a a a
21:38 koliron: sorry i didnt noticed your message in discord Xd
21:38 koliron: im here
21:39 JBHyperion: k gimme 5
21:40 koliron: sure :3
21:42 JBHyperion: ok
21:42 koliron: ko
21:42 JBHyperion: I'm gonna go through every mod you got since mine
21:43 JBHyperion: don't mean to be rude, but I see a lot of flimsy excuses for some of the denial reasons, and I want to know more
21:43 JBHyperion: if this is a problem, say so now
21:43 JBHyperion: and we'll stop
21:43 koliron: flimsy excuses?
21:43 koliron: what do you mean
21:44 koliron: i think that word doesnt exist in spanish Xd
21:44 JBHyperion: as in "not very good"
21:44 JBHyperion: for example "yeah is intentional"
21:44 koliron: oh
21:44 JBHyperion: why is it intentional? what are you trying to do here? why would <x> not be better?
21:44 JBHyperion: etc.
21:44 koliron: sorry i had not much time
21:44 JBHyperion: I know you were in a hurry
21:44 koliron: i could explain you what you want
21:44 koliron: :3
21:45 JBHyperion: but if this is going to be done, it will be done right
21:45 koliron: nono
21:45 koliron: is not that
21:45 koliron: XD
21:45 JBHyperion: let's start from here - p/4975634
21:45 koliron: 02:12:001 (3,4) - here
21:46 koliron: this is because i want a mini break
21:46 koliron: because the song feels like a different section since (4)
21:47 koliron: 01:25:624 (1,2,3,4,5,6,7,8) - here, because i think all sounds are so so strong, i think dash in all are fine to highlight it
21:47 JBHyperion: that ^ I accept
21:47 JBHyperion: fine
21:47 JBHyperion: I was just playing badly xD
21:47 JBHyperion: 02:11:422 (2) - this is near vertical, it provides enough break imo
21:47 koliron: 03:41:856 (2,3) - here is because the same reason as 02:12:001 (3,4) -
21:48 JBHyperion: please
21:48 JBHyperion: let me take this one at a time
21:48 koliron: aaa
21:48 JBHyperion: 02:12:001 (3,4,5,1) - this is just an awkward pause to play though imo
21:48 JBHyperion: I get that you want a pause, but you then have to start up again
21:48 koliron: okok i will add some distance
21:48 JBHyperion: not a lot, but some, just so it's more flowing with walk
21:49 koliron: yeah now you need walk all the time lemme fix in the second
21:49 JBHyperion: 03:41:856 (2,3,4) - this could be ok
21:49 JBHyperion: there is no long slider beforehand to provide that short pause
21:49 koliron: welp
21:49 JBHyperion: I would prefer more spacing of course
21:49 JBHyperion: but I can understand the reasons for keeping this
21:50 koliron: yeah anyway i added a bit to not be the only
21:50 koliron: cldkjfkdl
21:50 JBHyperion: 04:21:567 (2,3,4,5,6) - 04:22:146 (2,3,4,5,6) - if you want this effect, why didn't you just use a repeat slider lol
21:51 koliron: oh
21:51 koliron: yeah that could be another way to do it
21:51 koliron: but is the same, right(?
21:51 JBHyperion: I'm not a huge fan, but if you like as I think they look squashed and they create a weird flow stop, but if you like them I guess they're not awful
21:51 JBHyperion: whoops
21:51 JBHyperion: remove first "but if you like"
21:51 koliron: lfjdlkfs
21:51 JBHyperion: can't type shnbdaksdf
21:52 koliron: XD
21:52 JBHyperion: 04:31:132 (1,2) - this was not a suggestion, just me saying the pattern is awesome and I love you lol
21:52 koliron: haha yeah
21:53 koliron: was nerfed because before was a bit hard to catch some seeds
21:53 koliron: but now is fine i think
21:53 JBHyperion: k
21:54 JBHyperion: 05:06:639 (2,3,4) - you said you couldn't think of something to do here, how about (3) at x-88 and (4) at x-408?
21:54 JBHyperion: creates a hyper to 05:07:219 (1) - which is really needed here
21:56 koliron: ok also 05:06:639 (2) - in x 256 to not make a hard dash to (3)
21:56 JBHyperion: kk
21:56 koliron: done
21:56 JBHyperion: geez that's so much better
21:56 JBHyperion: phew
21:56 JBHyperion: xD
21:56 koliron: lkfdjfdlk
21:56 JBHyperion: 06:26:639 (1,2,3,4,5,6) - I find this sooooooooo easy to overshoot but meh, mad because bad perhaps
21:57 JBHyperion: but then we have the infamous 06:27:509 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) -
21:57 koliron: kjfdfdksjh those drums are different, i think a different pattern fits good :D
21:57 JBHyperion: literally 3 people in a row suggested the same thing and you still ignore it :-:
21:58 koliron: ;__;
21:58 koliron: ok
21:58 koliron: i have an idea
21:58 koliron: i could reduce those distances
21:58 koliron: then would be obvious to not use the dash or walk so muc
21:58 koliron: ch*
21:58 JBHyperion: at the very least use 06:30:987 (1,2,3,1) - at 06:28:668 (1,2,1,2) - here
21:58 JBHyperion: since the guitar rhythm is the same there
21:58 JBHyperion: it will help break it up a LOT
21:59 koliron: noo ;__; i like that pattern seriously
21:59 JBHyperion: please I am literally begging you here
21:59 JBHyperion: it's so unbelievably boring and totally unfitting the climax to this song
22:00 koliron: you cant live with that? ;A; are just some seconds and personally i like that pattern
22:01 JBHyperion: it's 5 seconds of literally nothing ):
22:01 koliron: pleaaaseee accept it ):
22:01 JBHyperion: three other people all suggested the same thing, how can I just ignore it?
22:03 koliron: dont try to force me to change it ): seriousy even if other people dont like it, fit with the song because in all 1/1 are strong sounds to have hyper
22:03 koliron: the map will not be broken only for that pattern XD
22:03 JBHyperion: what about here - 06:29:682 (2) - ? the guitar is clearly stronger there and you have it as a slider tail
22:04 JBHyperion: it's exactly the same sound as 06:31:711 (1) - yet you just ignored it completely
22:04 JBHyperion: and continued your generic left rigth 1/2 slider spam
22:04 koliron: 06:31:711 (1) - her is different because in 06:31:856 - there is not a strong sond as the rest
22:04 koliron: here*
22:05 koliron: ;__;
22:06 koliron: sey afb and deif accepted it, why not youuu ))))):
22:06 JBHyperion: because I think the whole pattern is totally unfitting
22:06 JBHyperion: it's the climax to the song in an intense guitar section
22:07 JBHyperion: why would you have such simple and repetitive patterns?
22:07 koliron: still i think are fun, dont understand why other people dont like, after 7 mins of playing easy pattern like this feels good
22:08 koliron: waaa
22:08 JBHyperion: the music there doesn't call for an easy pattern though
22:08 JBHyperion: the rhythm is intense as hell xD
22:08 koliron: pattern are easy, distances no XD
22:08 JBHyperion: well I can see you're not gonna change your mind so no point arguing further
22:09 koliron: for people who start to play a map like this to survive, for example, this could be interesting
22:09 koliron: fkjdhfdsjk
22:11 JBHyperion: considering how tricky the tap dashing on 04:54:030 (3,4,1,2) - is, 04:54:247 (2,1) - is really strong and way too easy to overshoot
22:12 koliron: mmh its maybe
22:12 JBHyperion: same at 04:56:349 (3,4,1,2,1) -
22:12 koliron: maybe with 04:54:247 (2) - this note to the left the dash feels better
22:12 JBHyperion: making those two sliders more horizontal (keep tails in same place) would play much better
22:12 koliron: oh
22:12 koliron: thats another way too, ok
22:12 JBHyperion: the flow is fine, but the hyper strength is too much imo
22:14 koliron: same in 04:57:798 (1) -
22:14 koliron: done
22:14 JBHyperion: ok
22:14 JBHyperion: 05:55:624 (2) - looking at MB's mod, I see what he meant about this feeling weird
22:15 JBHyperion: having such a strong vocal sound on slider end is really odd, perhaps 1/2 slider + circle would work better to emphasize that more?
22:15 koliron: mh
22:15 koliron: ok
22:15 koliron: wait
22:15 *JBHyperion waits
22:16 koliron: with a hyper to that circle
22:16 JBHyperion: wooo
22:17 JBHyperion: hmm MB just complained about a lot of vertical sliders
22:17 JBHyperion: don't really have a problem with those
22:17 koliron: i personally like them :3 hahah
22:18 JBHyperion: what the vertical sliders
22:18 JBHyperion: or MB's suggestions
22:18 JBHyperion: lol
22:18 koliron: vertical sldiers XD
22:18 koliron: hha
22:18 koliron: ok done
22:20 JBHyperion: Zirox mentioned a bunch of flow and antiflow stuff, yadda yadda
22:21 koliron: i fix when i think not fit
22:21 koliron: but when i denied in my opinion the sounds deserves it
22:22 koliron: also, there is not much antiflow o.o he mentioned almost all XD
22:22 JBHyperion: lol
22:22 JBHyperion: brb
22:23 koliron: mh?
22:26 JBHyperion: most of the other stuff I can agree with
22:26 koliron: :D
22:27 koliron: fdkjdflsk then lemme update
22:27 JBHyperion: gonna post logs and stuff
22:27 koliron: yep

I'm pretty happy with everything now except the aforementioned ending. No need to repeat myself or others, but seeing that multiple people are all complaining about the same section and you're best reasoning for not changing it is "I like them, it's a nice (unfitting, imo) rest at the end of a long map", I am unwilling to rebubble this currently. I would like to hear Deif and Sey's opinions on this first, and I advise you to discuss the recent mods with the involved parties as we have done.

Good luck.
Topic Starter
koliron

JBHyperion wrote:

Reviewed some of the previous mods, as I feel that personally, some of the reasoning given was insufficient and needed further clarification:

I'm pretty happy with everything now except the aforementioned ending. No need to repeat myself or others, but seeing that multiple people are all complaining about the same section and you're best reasoning for not changing it is "I like them, it's a nice (unfitting, imo) rest at the end of a long map", I am unwilling to rebubble this currently. I would like to hear Deif and Sey's opinions on this first, and I advise you to discuss the recent mods with the involved parties as we have done.

Good luck.
Pattern changed
JBHyperion
Amazing how swapping 3 sliders for 6 circles made the ending so much more interesting to play... And you managed to keep your current pattern for most part, just breaking it up to make it feel less monotonous.

Also fixed a couple of weird flow instances and some NC parity, let's start again with #1 since there were quite a lot of changes

Rebubbled~ #1
Topic Starter
koliron
Thank youuu
Sey
I think 04:02:291 (2) - isn't snapped correctly, considering there is no beat at 04:02:702 - and to follow the actual drums better it should probably end at 04:02:744 - . Can someone please confirm this?
BoberOfDarkness

Sey wrote:

I think 04:02:291 (2) - isn't snapped correctly, considering there is no beat at 04:02:702 - and to follow the actual drums better it should probably end at 04:02:744 - . Can someone please confirm this?
04:02:726 - here for me lol
Topic Starter
koliron

Sey wrote:

I think 04:02:291 (2) - isn't snapped correctly, considering there is no beat at 04:02:702 - and to follow the actual drums better it should probably end at 04:02:744 - . Can someone please confirm this?
LOL done
I totally dont know why was in 1/16 now is 1/2 again

Updated
BoberOfDarkness
Some suggestions of me

Nice diff
02:12:001 (3,4) - it would be better for me as slider instead.
02:12:436 (4,1) - This pattern is kinda weird, small anti-flow + rush'n'stop pattern is not comfortable (to me at least) maybe try something like this? So how to fix that? 02:12:436 (4,1) - swamp their positions. Also curve (1) so it will be nicer to play.

03:15:480 (1) - Droplets are easy to over-shot so maybe try to curve beginning of slider

03:19:103 - Feel like you should extend previous slider to it (by adding reverse)

04:36:204 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2) - 1/3 stream does fit but only for guitar, I swear every of those drums are missed 04:36:639 -, 04:36:929 -, 04:37:219 -, 04:37:798 -

06:26:639 (1,2,3,4,5,6) - I talked about this before, maybe you could change it to a bit curved or shaped in different way (I can suggest you This

06:27:436 - 06:27:726 - 06:28:885 - 06:31:204 - 06:33:523 - did you skipped those notes for purpose?

Sorry if I am unwanted here :|
Topic Starter
koliron
huh

BoberOfDarkness wrote:

Some suggestions of me

Nice diff
02:12:001 (3,4) - it would be better for me as slider instead. humm, i think being a slider the mini-break is besically missed :/
02:12:436 (4,1) - This pattern is kinda weird, small anti-flow + rush'n'stop pattern is not comfortable (to me at least) maybe try something like this? So how to fix that? 02:12:436 (4,1) - swamp their positions. Also curve (1) so it will be nicer to play. hmm, ok i will change the positions just in a bit

03:15:480 (1) - Droplets are easy to over-shot so maybe try to curve beginning of slider changed the position in a bit, now feels better i think :3

03:19:103 - Feel like you should extend previous slider to it (by adding reverse) huhhh noo, feel much better with the current rhythm x.x

04:36:204 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2) - 1/3 stream does fit but only for guitar, I swear every of those drums are missed 04:36:639 -, 04:36:929 -, 04:37:219 -, 04:37:798 - yeah as you said lol, i followed only the guitar, i dont want to follow the drum, first because would feels so weird in patterns, and the rhythm could be so confusing

06:26:639 (1,2,3,4,5,6) - I talked about this before, maybe you could change it to a bit curved or shaped in different way (I can suggest you This changed the positions, again just in a bit

06:27:436 - 06:27:726 - 06:28:885 - 06:31:204 - 06:33:523 - did you skipped those notes for purpose? yeah the rhythm could be so uncomfortable as in 04:36:204

Sorry if I am unwanted here :| dont think that, just i want to know why everyone want to mod this only when is bubbled ;__;
thank you! updated, as i see i need ask hyperion again
JBHyperion
Keep modding guys so we can get most bubbles ever placed on a single map (^:

Rebubbled~
Sey

JBHyperion wrote:

Keep modding guys so we can get most bubbles ever placed on a single map (^:

Rebubbled~
Yeah I think this must be my 1000th bubble in this thread. Okay then :!:

Bubble#2
Topic Starter
koliron
Thank youuuu both! time to wait deif bhuahaha
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