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DystopiaGround - AugoEidEs [CatchTheBeat]

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Ascendance

Yuii- wrote:

ZiRoX wrote:

/list
same.
hi @yuii-
Topic Starter
koliron

ZiRoX wrote:

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

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

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

Ascendance wrote:

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

koliron wrote:

Ascendance wrote:

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

Sey wrote:

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

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

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

Good luck.
Topic Starter
koliron

JBHyperion wrote:

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

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

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

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

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

Sey wrote:

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

Sey wrote:

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

Updated
BoberOfDarkness
Some suggestions of me

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

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

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

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

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

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

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

BoberOfDarkness wrote:

Some suggestions of me

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

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

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

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

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

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

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

Rebubbled~
Sey

JBHyperion wrote:

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

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

Bubble#2
Topic Starter
koliron
Thank youuuu both! time to wait deif bhuahaha
Deif
Some smalls modifications and...

Qualified!!
Yuii-
5.4!!!!!
Ascendance
o
MBomb
5.3

oh wait shit i messed this up again
Surono
( 2 day ago I auto this map, and my brain is nothing... and spect kolorin.. And I get scolding from korilon cuz my shoorrttttt post. K, I make yhis long on "short" )

Thx to teh musik.. And blame metal tohow gitar n kawaeed nep nep voice
And this map happening..

Well I feel enough for rhtym game today
btw grats koriron :U

n I get mad cuz writting on phonr, fk kursor n lag typ
-rage
CONGRATS!!!!!!
Moeruattack
Congratzzzz :3
Xinely
Grats koli ~
Taeyang
YEAH~! congrtz lol
StickyPicky
DystopiaPPGround. Congrats!! :D
Equim
Hello, here are some suggestions which I think can make it better, even if its quality has already reached rank level. It may be a bit subjective but I hope it helps.

Recommend
Suggestions

[Freezing]
  1. 00:59:682 (2) - move the tail to x252 and move 00:59:972 (3) - to x32. A vertical slider leading to an anti-flow is a bit unpleasant, and the anti-jump here is not so significant. Also, the retardation effect of the verticality makes players "slow down", which doesn't match the dynamic rhythem and break the flow. Such sliders can be seen throughout the map, but not all of them need such fixing.
  2. 01:00:117 (1) - move to x328 and make it like this. The curved slider helps buffering the changing vocal and make it not so awkward for its verticality (see above).
  3. 01:01:711 (2,3) - http://osu.ppy.sh/ss/4769940, move (3) to x152, ^.
  4. 01:05:407 - This distance is a bit wide. 01:05:190 (1) - x112.
  5. 01:07:798 (3,4,5) - imo it should be in a reverse way, that means (4) should be at the right side of (3) and (5) should be at left.
  6. 01:07:509 (2,3,4) - make most players have to hold shift to pass, but the music here doesn't require such movement, and even it does, the vacuum in 01:07:653 - can be confusing.
  7. 01:08:958 (3) - same as 00:59:682 (2) -.
  8. 01:10:117 (3) - move to x336. If you are following the vocal, the HDash should be at here.
  9. 01:14:465 (1,2) - Suddenly cut into a pair of vertical sliders. They break the flow somehow. 01:14:755 (2) - move tail to x112 can make it better.
  10. 01:16:349 (1) - same as 01:00:117 (1) - , but in this case you can not curve it, but just make it more horizontal.
  11. 01:32:146 (3) - same as 00:59:682 (2) -.
  12. 01:32:581 (5) - you can make it more curved to the right to nerf the retardation effect, as http://osu.ppy.sh/ss/4770068.
  13. 01:37:653 (4,3) - you can make them HDashes; it flows better and satisfy the needs of consistency, since you also made a HDash at
  14. 01:39:972 (3) - . My solution: 01:37:653 (4) - x168, 01:38:378 (2,3) - http://osu.ppy.sh/ss/4770087.
  15. 01:45:480 (1,2,3,4,1,2,3,4,5,6,1,2,3,4) - This part needs more works. It doesn't flow well, as it is slow-and-fast move-and-stop in a
  16. strange way that doesn't going well with the rhythem. 01:45:914 (3) - x256. 01:46:784 (3) - x360. 01:48:233 (2) - x136. 01:48:523 (3,4) - ctrl+G and x264. Try it and decide whether it should be accepted.
  17. 01:53:451 (1,2,3,4,5,6) - strange pattern. It looks like it wants the player to make some tricky dashes, meanwhile it is like it wants the player to stop and stand. My solution: http://osu.ppy.sh/ss/4770146 (make (1) and (2) more horizontal and (4) a HDash, may not be the best solution).
  18. 02:02:001 (1,2,3,4) - same as above.
  19. 02:05:769 (1) - same as 00:59:682 (2) - .
  20. 02:10:117 (2,3) - same as 01:05:407 - . move 02:09:682 (1,2) - to x112.
  21. 02:11:422 (2) - the hit is really strong enough here to make a HDash. My solution: 02:10:697 (4) - x272, 02:10:987 (1) - x96 and curve it (http://osu.ppy.sh/ss/4770181), 02:11:422 (2,3) - x32.
  22. 02:12:581 (1) - this doesn't flow well with the next object. ctrl+G and x176.
  23. 02:18:378 (2) - x48, in this way it flow better with both the previous and the next object, though it may not be the best solution.
  24. 02:35:914 (1) - same as 00:59:682 (2) - .
  25. 02:40:987 (1) - curve it to the left can flow better. This verticality is too unexpected for players who are shifting into this new section.
  26. 02:43:740 (2,3) - same as 01:53:451 (1,2,3,4,5,6) -.
  27. 02:59:972 (2) - same as 01:05:407 - .
  28. 03:02:291 (3) - same as 00:59:682 (2) - .
  29. 03:17:364 - From here to 03:26:929 - , there are some issues same with 01:53:451 (1,2,3,4,5,6) -.
  30. 03:35:335 (4) - move the tail to x16, otherwise it's too close to the next object and it doesn't require such a stop here.
  31. 03:40:552 (5) - the anti-flow is strange, try to move it to x136, though it may not be the best solution.
  32. 04:02:291 (2) - you don't have to make it end at 04:02:798 - . Ending at 04:02:726 - is fine and less strange.
  33. 04:02:871 (3,4,5) - same as 01:53:451 (1,2,3,4,5,6) - again.
  34. 05:09:827 - I suggest here should make a similar pattern like 05:08:233 (1,2,3) - .
  35. 05:12:436 (3) - move the head to x272.
  36. 05:39:393 (5) - move the tail to x0 to make it flow well to the next object, though it may not be the best solution.
  37. 05:44:900 (1) - this HDash doesn't seem so significant, and its verticality..... move to x128 and move the tail to x208.
  38. 05:54:755 (5) - tail x512.
  39. 05:55:914 (3) - in this case this HDash should be stronger than the previous one at 05:55:624 (2) - , because the vocal is stronger, so widen the distance of this HDash. Move it to x464 and move 05:56:204 (4) - to x344 with tail at x248.
  40. 06:00:987 - too wide. 06:01:132 (1) - x208.
  41. 06:02:146 (1,2,1) - same as 01:53:451 (1,2,3,4,5,6) -.
  42. 06:11:277 (2,3) - x360, or it is too wide to the previous.
  43. 06:11:711 (4) - too close to the prev, x256.
  44. 06:35:480 (2,3,4,1,2,3,4,5,6) - too far from each others, and it's not so necessary for such usage.

Good luck.
MBomb
Takes quite a bit of courage to post on a map like this during qualified, honestly. Whether your mod helps or not, having someone that is willing to say what they think is nice, and I hope for more people like you, Equim.
Topic Starter
koliron
I will look at this in some mins
BoberOfDarkness
I agree with Equim that aesthetic values of map should be increased and of course quality of some patterns could be improved q.q
Ascendance

BoberOfDarkness wrote:

I agree with Equim that aesthetic values of map should be increased and of course quality of some patterns could be improved q.q
Agree, there's quite some times where holding dash is encouraged, and then player is forced to randomly stop for a walkable antiflow pattern. In the streams, there's also parts that punish you for holding dash (or as mbomb says, "playing correctly") and force the player to have to tap dash sometimes difficult or quick patterns. Just my 2c here, gl.
CLSW
Disqualify first, and go through the discussion.
Taeyang
what?
Riari

CLSW wrote:

Disqualify first, and go through the discussion.

As of now, there is no discussion. Equim has posted their thoughts about specific parts within the map, they have not opened up a discussion.

It takes two to tango.



EDIT: To clarify, if posting a mod after qualification was all it took to get a map DQ'd, the community would be rampant with more 'blatant' attempts at derailing maps. It may not be the case here so I do not think a DQ is deserved as of this moment.
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