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DystopiaGround - AugoEidEs [CatchTheBeat]

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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.
newtoniorock8
+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 ???
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