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League of Legends - Piercing Light (Mako Remix)

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Topic Starter
Diasios

Naxess wrote:

From Queue

Huh, a centered mapping style based on symmetry. I'll try to mod with that in mind as best I can, then.

Easy
SPOILER
  1. 00:07:168 (1) - This slider literally takes up the whole hypermeasure (set of 4 measures, which are sets of 4 white ticks). Consider perhaps starting some new sliders at 00:09:088 and 00:11:008 and 00:12:928 for some variety. (Holding down a key for this long isn't very intuitive, even if the player is a beginner)
  2. It feels like you're going for consistency, so I'd recommend learning about downbeats and measures and how a song will repeat the same parts over hypermeasures. Basically, downbeats are the most important notes. You should generally always have a clickable note on a downbeat, since it often represents a loud sound in the song and as such wouldn't make sense to lift your finger on. Plus, it allows the player a point of reference to the rhythm, as well as allowing the map creator to "copy" patterns from one part of a song to another without overlapping notes on the timeline.
    You may think this might ruin your symmetry, but it's actually the other way around. Consistency is after all what enables you to create symmetries.
  3. 00:14:848 - So here, for example, you should have a clickable note, which will also allow you to keep placing notes on each quarter of the screen consistently. Combos will also become more consistent, because of the ability to now NC the note at this position (begins on downbeat, so NC).
  4. 00:18:688 (1) - This slider also takes up a whole hypermeasure. Consider changing this like I mentioned earlier.
  5. 00:30:208 - Ends on downbeat, make it clickable instead. You may have to change some patterns to keep symmetry, but trust me, it'll be worth it in the end.
    00:45:568 - ^
    01:00:928 - ^
    02:31:168 - ^
    00:53:248 (1) - Take a look here, for example, where you placed one correctly. If you decide not to make downbeats clickable, then this is inconsistent.
  6. 00:34:048 (1) - In general, avoid sliders that are going for over one or two measures, not very intuitive to just hold down your finger. You could always split them into two symmetrical sliders instead, for instance.
    00:49:408 (1) - ^
    00:57:088 (1) - ^
  7. 01:23:488 (1) - Stacking shouldn't appear in easy difficulties, even if this is a part of your mapping style. The player must have full vision of all notes from the moment they appear, to teach them the basic principles of osu! at the same time as being able to play their favorite songs. Consider Ctrl C V ing this note 01:21:568 (1) and flipping it over the horizontal axis for symmetry.
  8. 01:31:168 (1) - I'd like you to do something about this as well, but I'm not really sure how you could do it at the moment.
  9. 02:03:808 (1) - NC is too early, should be on a clickable note at 02:04:288 instead.
  10. 02:06:208 (1) - This slider, even though it is at two measures, still fits well because of the buildup towards kiai mode, so you shouldn't change this.
  11. 02:26:848 (1) - Don't begin notes before a downbeat, because it'll be offbeat and confuse the player of the rhythm, though I've seen why you've done it here, perhaps it's fine, but you should still keep this in mind.
  12. 02:35:488 (3,4,5) - In general you should avoid placing later notes closer, or even at the same distance, to the last note than to sooner notes. We mappers have to learn new players about the principle of distance to time (usually taught with distance spacing). This will only confuse them, because circle (4) and circle (5) are at equal distance to circle 3 and as such might have the player mistake the order of execution. Anyway, try making a curve of this instead of a triangle.

I've only modded one difficulty because I'm not very used to this kind of mapping style, but I hope I helped at least :)

Thanks for the mod. I changed only 2 things, these circles 01:23:488 (1) - 01:31:168 (1) are no longer stacked.
Why didn't I change everything else? Because I think the difficulty is fine: it's not the end of the world if in this difficulty a downbeat isn't clickable or if a slider is longer than usual, let mappers map the way they want.
6th
let mappers map the way they want.
What's the point of asking for mods then
Topic Starter
Diasios
Uh, to see what other mappers think of my map and to eventually improve it if they suggest something that makes sense to me? Some good modders could also help me improve my mapping style.

I don't have to fix whatever you say if I don't agree because this is my map, not yours; as long as I follow the ranking criteria I can map the way I want, you might not like it but it doesn't really matter.

Yes, I'm arrogant. ( ͡° ͜ʖ ͡°) /
Cyllinus
changes
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 130048
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 7168,22528,37888,53248,68608,83968,99328,114688,130048,145408,160768
DistanceSpacing: 2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.6

[Metadata]
Title:Piercing Light (Mako Remix)
TitleUnicode:Piercing Light (Mako Remix)
Artist:Riot Games
ArtistUnicode:Riot Games
Creator:Diasios
Version:Cyllinus's Diamond
Source:League of Legends
Tags:LoL Rito Season 4 World Championship Warsongs Album Female Lucian Purifier Grizscald Dubstep EDM Cut Version -Nya- Cyllinus
BeatmapID:944277
BeatmapSetID:419015

[Difficulty]
HPDrainRate:7
CircleSize:4.5
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:1.92
SliderTickRate:1

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_handholding
Wheres 'wood' diff?
Topic Starter
Diasios
Yooo you're the second person that asks where is the wood diff... should I actually map it? lol
I mean, I could make a diff even easier than "Bronze" if I want...
Battle
wood division best division
Snaggletooth
From my NoMoeQ!

A mod was requested only for the guest-difficulties.

  1. Check your Tags.

[Nya's Platinum]
  1. Rhythmical Issues:
    1. 01:10:408 (6) - I suggest you remove this circle, and the following ones who fall into the same
      scheme of this part. The spacing is quite crude as it is and the current beat-density is quite high as
      well, for this difficulty, also considering that the song here is in relativity to the rest of the songm, quite "soft".
      Removing it wouldn't hurt rhythmically or flow-wise, since there is no musical
      support for it anyway + it would give the player a moment to breath. same for 01:12:328 (4) -
      01:14:248 (6) - 01:16:168 (4) - 01:18:088 (6) - 01:20:008 (4) - 01:21:928 (6) -
      I mean alternatively, extending the sliders right before these sliders to 3/4 sliders would
      do the trick as well, and wouldn't leave such a big gap, but I really think that the click-density
      should be brought down a notch.
  2. Placement Issues:
    1. 02:15:088 (5) - Something really minor: Maybe hit ctrl+g to keep consitency with the previous
      slider patterns that were arranged similarly. 02:28:288 (4) -
Really solid map. Might as well delete what I said since those aren't major flaws, but
I thought still worth mentioning.

I checked both diffs, but to me, I can't really find anything wrong with them.

No kd
This post really isn't worth 2kd.
Topic Starter
Diasios

Snaggletooth wrote:

From my NoMoeQ!

A mod was requested only for the guest-difficulties.

  1. Check your Tags. Fixed.

Thank you! :D
Natsu
Challenger

  1. At this BPM OD 9 isn't that nice, probably 8 - 8,5 max, also take in consideration that the kind of patterns you are using at this diff aren't really friendly >:
  2. 00:57:208 (1) - I can't hear nothing in the music here, there are other similars, oh btw the NC should be at 00:57:088 - but dunno why you didn't mapped it as click'able object being it a really important beat in the song
  3. 01:14:368 (1,2) - 01:22:048 (1,2) - use a slider instead for consistency with your previous rhythms 01:10:528 (1) - etc
  4. 02:06:208 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - this pattern is really painful to play, linear movements are hard to do for humans, I'd suggest to change the pattern direction at 02:07:168 (1) -
  5. 02:32:368 (1) - I'd remove this NC and one at 02:32:608 (2) - to differentiate the different sounds in the music (hitsounds as well), I guess that makes more sense
  6. I can't suggest much stuff, since this map is really different from my mapping style
Master

  1. rhythm and some patterns are super similar to challenger, so rhythm suggestions may apply here as well, even tho I would suggest to make the similar things a bit different
  2. 00:39:088 (5) - this is almost inaudible, but there is a really strong beat at 00:38:968 - and even other at 00:39:208 -, so idk why you're ignoring them and mapping almost inaudible ones
  3. 00:27:808 (6) - you added whistles to similar parts in the music, but you let some empty, this is on purpose? anyways I think is better if you keep your whistle pattern consistent
  4. 02:32:368 (1) - same as challenger diff
Cyllinus's Diamond

  1. 00:21:568 (4) - this is almost inaudible, I'd just make 00:21:328 (3,4) - a slider.
  2. 00:37:048 (5) - 00:52:408 (4) - SV challenges usually need a NC to HL them.
  3. 00:46:648 (7,8,9) - 00:50:488 (7,8,9) - same spacing for different gaps at the same combo, nop, try to make it different, since it play in a different way
  4. 02:40:528 (10) - make this a slider and finish as the other diffs for consistency
Nya's Platinum

  1. 01:29:968 (2,3) - blanket can be improved
  2. Can you consider ending your diff as the other ones? for consistency
  3. the last half of your map is super dense and harder than the first half, I'd suggest you to use AR 8 Instead.
Gold

  1. 02:40:768 (1) - this is really troll, maybe you can just remove and extend the spinner there?
  2. all the copy paste patterns make this diff really monotonous and not that fun to play, some variations can be nice, is fine and rankable sure!, but is not fun to play, since we are playing the same patterns multiple times
Silver

  1. This should be a normal diff right? there are some distance snap issues, so maybe you should care of them
  2. this diff is fine, but what I'm really worry is about the big gap with the gold diff, I mean check gold diff is super dense with some hard to play patterns and this silver is super simple to play, don't rely much on star ranting >:
Bronze

  1. is fine.. but all the first part mapped at 2/1 feels so empty and not fitting the music, is a easy diff yes, but you still can manage to follow the music better
Sorry for short mod, but your mapping style is really different from mine, so I can't really suggest much stuff without breaking your style
Cyllinus

Natsu wrote:

Cyllinus's Diamond

  1. 00:21:568 (4) - this is almost inaudible, I'd just make 00:21:328 (3,4) - a slider.
  2. 00:37:048 (5) - 00:52:408 (4) - SV challenges usually need a NC to HL them.
  3. 00:46:648 (7,8,9) - 00:50:488 (7,8,9) - same spacing for different gaps at the same combo, nop, try to make it different, since it play in a different way
  4. 02:40:528 (10) - make this a slider and finish as the other diffs for consistency
changed

http://puu.sh/p1IMT/dbe6fcd732.7z
Topic Starter
Diasios

Natsu wrote:

Challenger

  1. At this BPM OD 9 isn't that nice, probably 8 - 8,5 max, also take in consideration that the kind of patterns you are using at this diff aren't really friendly >: Ok, fixed.
  2. 00:57:208 (1) - I can't hear nothing in the music here, there are other similars, oh btw the NC should be at 00:57:088 - but dunno why you didn't mapped it as click'able object being it a really important beat in the song NC is fine here as well, and btw I added "extra circles" because this part of the song is boring (sadly not only this part tbh) and wanted to keep it interesting in some way.
  3. 01:14:368 (1,2) - 01:22:048 (1,2) - use a slider instead for consistency with your previous rhythms 01:10:528 (1) - etc Already explained why this (and 01:22:048 (1,2)) are different from the other previous patterns, I want differentiation.
  4. 02:06:208 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - this pattern is really painful to play, linear movements are hard to do for humans, I'd suggest to change the pattern direction at 02:07:168 (1) - Since this is the hardest diff (and there are 7 diffs in this mapset) this is totally fine, if you're good at aiming you won't have any problems here! ( ͡° ͜ʖ ͡°)
  5. 02:32:368 (1) - I'd remove this NC and one at 02:32:608 (2) - to differentiate the different sounds in the music (hitsounds as well), I guess that makes more sense There is a NC here because the spacing changes drastically, this is a way to help players understand they have to stop.
  6. I can't suggest much stuff, since this map is really different from my mapping style
Master

  1. rhythm and some patterns are super similar to challenger, so rhythm suggestions may apply here as well, even tho I would suggest to make the similar things a bit different
  2. 00:39:088 (5) - this is almost inaudible, but there is a really strong beat at 00:38:968 - and even other at 00:39:208 -, so idk why you're ignoring them and mapping almost inaudible ones Alright alright, I'm gonna try remapping this part later.
  3. 00:27:808 (6) - you added whistles to similar parts in the music, but you let some empty, this is on purpose? anyways I think is better if you keep your whistle pattern consistent There's no whistle here because there isn't any sound in the background.
  4. 02:32:368 (1) - same as challenger diff same as challenger diff
Gold

  1. 02:40:768 (1) - this is really troll, maybe you can just remove and extend the spinner there? Uh, this is not the only diff to have something after the spinner, and since this is supposed to be a normal/hard difficulty a single circle it's fine.
  2. all the copy paste patterns make this diff really monotonous and not that fun to play, some variations can be nice, is fine and rankable sure!, but is not fun to play, since we are playing the same patterns multiple times
Silver

  1. This should be a normal diff right? there are some distance snap issues, so maybe you should care of them spacing is fine, ignore the distance snap.
  2. this diff is fine, but what I'm really worry is about the big gap with the gold diff, I mean check gold diff is super dense with some hard to play patterns and this silver is super simple to play, don't rely much on star ranting >:
Bronze

  1. is fine.. but all the first part mapped at 2/1 feels so empty and not fitting the music, is a easy diff yes, but you still can manage to follow the music better
Sorry for short mod, but your mapping style is really different from mine, so I can't really suggest much stuff without breaking your style
Thanks!



Cyllinus wrote:

Natsu wrote:

Cyllinus's Diamond

  1. 00:21:568 (4) - this is almost inaudible, I'd just make 00:21:328 (3,4) - a slider.
  2. 00:37:048 (5) - 00:52:408 (4) - SV challenges usually need a NC to HL them.
  3. 00:46:648 (7,8,9) - 00:50:488 (7,8,9) - same spacing for different gaps at the same combo, nop, try to make it different, since it play in a different way
  4. 02:40:528 (10) - make this a slider and finish as the other diffs for consistency
changed

http://puu.sh/p1IMT/dbe6fcd732.7z
Updated!
neonat
General

Normal hitosunds for the starting sounds pretty loud for the song, I think it might be more suitable if soft hitsounds were used instead

Bronze

00:15:808 (1,2,3,1) - this kind of movement, I don't really think it's that great, it seems to be very rigid and doesn't really move that well
00:26:368 (1,2,3,1,2) - this included, there seems to be quite a number of those patterns which goes in a straight line back and forth, which cuts off movement
00:34:048 (1) - I know you went for the symmetry, but I think it should end at 00:36:928 where you here the change in the cello, and also the tune at 00:37:888 is a strong beat which feels off being where a slider end is at right now
01:10:048 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - I would really disagree with having such a thing here, the gap between each 2 objects is quite long and then expecting people to hit 2 circles which are going up and down on the Easy. The rhythm itself seems really empty and coupled with hitting all circles in this section, it's not going to be well-fitted into the Easy
01:23:488 (1,2) - once again really rigid, slider going straight up, after all that was happening before were upward and downward motions
01:23:968 (2,3,1,2,1,2,3,1,2) - and again the rigidness of it all, it is going to make everything more forceful and harder to be played with this kind of motion
01:54:688 (1,2,1,2) - 1 beat slider with more than 1 repeat? I wouldn't recommend using it in Easy
02:29:728 (2,3) - slider ends on stronger beats, which should be where someting should start


Overall the starting was very empty with the 2/1 beats throughout which could have fitted with the song better rhythmically. Also the whole map is filled with so much straight movements which isn't working. I also have to point out that the symmetry used along with the straight patterns causes sliders and circles to be starting at positions in the song which they do not fit in, with sliders ending at strong points, in the middle of a phrase, circles appearing suddenly where they aren't really relavant. It's one thing to make patterns symmetrical and all, but the rhythm has to match with the song as well, which it isn't at the moment.

Good Luck
Topic Starter
Diasios

neonat wrote:

General

Normal hitosunds for the starting sounds pretty loud for the song, I think it might be more suitable if soft hitsounds were used instead I don't like them here, I prefer using the normal ones.

Bronze

00:15:808 (1,2,3,1) - this kind of movement, I don't really think it's that great, it seems to be very rigid and doesn't really move that well I like it.
00:26:368 (1,2,3,1,2) - this included, there seems to be quite a number of those patterns which goes in a straight line back and forth, which cuts off movement Yo those patterns are fine.
00:34:048 (1) - I know you went for the symmetry, but I think it should end at 00:36:928 where you here the change in the cello, and also the tune at 00:37:888 is a strong beat which feels off being where a slider end is at right now There are some circles later so no, I prefer having a long slider here. (I could split this slider in 2/add a repeat but nothing really changes)
01:10:048 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - I would really disagree with having such a thing here, the gap between each 2 objects is quite long and then expecting people to hit 2 circles which are going up and down on the Easy. The rhythm itself seems really empty and coupled with hitting all circles in this section, it's not going to be well-fitted into the Easy It's fine dude, if people find this too easy then they're ready to go play Silver instead.
01:23:488 (1,2) - once again really rigid, slider going straight up, after all that was happening before were upward and downward motions ヾ( ̄0 ̄ )ノ
01:23:968 (2,3,1,2,1,2,3,1,2) - and again the rigidness of it all, it is going to make everything more forceful and harder to be played with this kind of motion I don't agree with you, sorry.
01:54:688 (1,2,1,2) - 1 beat slider with more than 1 repeat? I wouldn't recommend using it in Easy Why not? Because nobody does that? This is fine.
02:29:728 (2,3) - slider ends on stronger beats, which should be where someting should start Whatever you say, still it's fine either way.


Overall the starting was very empty with the 2/1 beats throughout which could have fitted with the song better rhythmically. Also the whole map is filled with so much straight movements which isn't working. I also have to point out that the symmetry used along with the straight patterns causes sliders and circles to be starting at positions in the song which they do not fit in, with sliders ending at strong points, in the middle of a phrase, circles appearing suddenly where they aren't really relavant. It's one thing to make patterns symmetrical and all, but the rhythm has to match with the song as well, which it isn't at the moment. We have a different view on mapping apparently, for me this mapset is totally fine and ready for ranking, you're just used to the way mappers map nowadays, be more open-minded and accept different mapping styles.

Good Luck Sure ty
-Nya-
I'll make my fixes soon. Sorry for late >.<

Fixed almost everything. @Diasios: Give Snaggletooth kudos.

Update
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AudioLeadIn: 0
PreviewTime: 130048
Countdown: 0
SampleSet: Normal
StackLeniency: 0.4
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LetterboxInBreaks: 0
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Title:Piercing Light (Mako Remix)
TitleUnicode:Piercing Light (Mako Remix)
Artist:Riot Games
ArtistUnicode:Riot Games
Creator:Diasios
Version:Nya's Platinum
Source:League of Legends
Tags:LoL Rito Season 4 World Championship Warsongs Album Lucian Purifier Grizscald Dubstep EDM Cut Version -Nya- Cyllinus
BeatmapID:944094
BeatmapSetID:419015

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HPDrainRate:6.5
CircleSize:4
OverallDifficulty:7
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308,124,120448,5,2,0:0:0:0:
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400,284,127648,1,2,0:0:0:0:
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320,312,131008,2,0,L|376:272,1,63.7500012159348,8|2,0:0|0:0,0:0:0:0:
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224,180,131848,1,2,0:0:0:0:
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268,352,132688,1,2,0:0:0:0:
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280,280,133888,6,0,P|244:228|244:136,1,127.50000243187,10|0,0:0|0:0,0:0:0:0:
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196,184,135328,2,0,L|300:308,1,127.50000243187,10|10,0:0|0:0,0:0:0:0:
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108,76,136768,2,0,L|108:148,1,63.7500012159348,8|2,0:0|0:0,0:0:0:0:
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280,88,138928,2,0,L|228:160,1,63.7500012159348,0|0,0:0|0:0,0:0:0:0:
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100,80,141568,6,0,P|72:144|92:228,1,127.50000243187,10|0,0:0|0:0,0:0:0:0:
148,272,141928,2,0,L|280:308,1,127.50000243187,2|0,0:0|0:0,0:0:0:0:
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304,352,143488,5,0,0:0:0:0:
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268,340,144568,1,0,0:0:0:0:
256,336,144928,2,0,P|208:280|208:196,1,127.50000243187,10|10,0:0|0:0,0:0:0:0:
208,124,145288,1,0,0:0:0:0:
292,44,145408,6,0,P|320:108|312:176,1,127.50000243187,14|0,0:0|0:0,0:0:0:0:
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340,92,146368,2,0,L|292:24,1,63.7500012159348,0|2,0:0|0:0,0:0:0:0:
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188,272,147328,6,0,P|264:244|288:196,1,127.50000243187,10|0,0:0|0:0,0:0:0:0:
324,112,147688,2,0,L|420:208,1,127.50000243187,2|0,0:0|0:0,0:0:0:0:
468,288,148048,2,0,L|452:352,1,63.7500012159348,2|0,0:0|0:0,0:0:0:0:
352,353,148288,2,0,L|368:292,1,63.7500012159348,0|2,0:0|0:0,0:0:0:0:
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152,340,148768,2,0,P|104:268|112:184,1,127.50000243187,10|10,0:0|0:0,0:0:0:0:
124,128,149128,1,0,0:0:0:0:
224,68,149248,6,0,B|276:36|276:36|356:28,1,127.50000243187,10|0,0:0|0:0,0:0:0:0:
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312,200,149968,2,0,L|384:316,1,127.50000243187,2|8,0:0|0:0,0:0:0:0:
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108,288,151168,6,0,P|88:220|112:144,1,127.50000243187,10|0,0:0|0:0,0:0:0:0:
164,84,151528,2,0,L|280:20,1,127.50000243187,2|0,0:0|0:0,0:0:0:0:
376,36,151888,2,0,P|372:112|344:184,1,127.50000243187,2|8,0:0|0:0,0:0:0:0:
308,252,152248,1,2,0:0:0:0:
0,252,152608,1,10,0:0:0:0:
52,56,152848,1,10,0:0:0:0:
280,36,153088,6,0,P|304:104|292:204,1,127.50000243187,10|0,0:0|0:0,0:0:0:0:
256,248,153448,2,0,L|344:360,1,127.50000243187,2|0,0:0|0:0,0:0:0:0:
436,344,153808,1,2,0:0:0:0:
444,140,154048,2,0,L|420:52,1,63.7500012159348,0|2,0:0|0:0,0:0:0:0:
324,72,154288,2,0,L|300:-16,1,63.7500012159348,0|0,0:0|0:0,0:0:0:0:
204,12,154528,2,0,P|140:88|140:144,1,127.50000243187,10|10,0:0|0:0,0:0:0:0:
152,216,154888,1,0,0:0:0:0:
224,308,155008,6,0,B|168:336|168:336|68:348,1,127.50000243187,10|0,0:0|0:0,0:0:0:0:
36,268,155368,2,0,P|16:196|16:136,1,127.50000243187,2|0,0:0|0:0,0:0:0:0:
40,44,155728,1,2,0:0:0:0:
224,136,155968,2,0,L|280:208,1,63.7500012159348,0|2,0:0|0:0,0:0:0:0:
360,148,156208,2,0,L|416:220,1,63.7500012159348,0|0,0:0|0:0,0:0:0:0:
496,160,156448,2,0,L|412:56,1,127.50000243187,10|10,0:0|0:0,0:0:0:0:
320,24,156808,1,0,0:0:0:0:
208,48,156928,6,0,P|168:108|160:172,1,127.50000243187,10|0,0:0|0:0,0:0:0:0:
184,260,157288,2,0,L|276:360,1,127.50000243187,2|0,0:0|0:0,0:0:0:0:
172,380,157648,1,2,0:0:0:0:
48,216,157888,2,0,L|20:132,1,63.7500012159348,8|2,0:0|0:0,0:0:0:0:
108,92,158128,2,0,L|136:8,1,63.7500012159348,0|0,0:0|0:0,0:0:0:0:
232,40,158368,2,0,P|280:112|300:184,1,127.50000243187,10|10,0:0|0:0,0:0:0:0:
312,252,158728,1,0,0:0:0:0:
408,216,158848,5,0,0:0:0:0:
124,332,159208,1,0,0:0:0:0:
164,28,159568,1,0,0:0:0:0:
408,216,159928,1,0,0:0:0:0:
120,112,160288,2,0,P|112:200|128:260,1,127.50000243187,2|2,0:0|0:0,0:0:0:0:
236,332,160768,1,0,0:0:0:0:
Topic Starter
Diasios
Updated! :)
Topic Starter
Diasios
Added a new custom hitsound and changed some of the previous ones, please redownload this beatmap! :)

In the near future I'll probably check hitsounds again since, well, I think they still sucks, sort of... D:
Bandison
came here from #modreqs
(this is my first mod)
gonna farm some kudosu \o/
Bronze
02:06:208: This slider looks like sh*t. Replace it with a spinner (02:06:208 - 02:09:568)
02:25:888: You can do something bcuz this hole doesn't look good.
Silver
02:25:888: Same as in Bronze diff.
BTW change the normal-clap hitsound to this (right-click on link and "Save element as)
Topic Starter
Diasios
Thanks for your mod but no changes; I don't like that hitsound, the slider in Bronze is fine and that part is empty because there is a spinner before, noob-friendly difficulties, y'know?
Seijiro
come perdere i PM nel vuoto piu' totale.
Credo di aver fatto una figura di merda, ma pazienza, il dado e' tratto.

Bronze:
- 02:16:225 (1,2) - credo la NC vada sul 2 invece, vista la tua combo precedente (controlla anche 01:38:848 (3,1) - )
- alzerei un pochetto AR OD e HP, visto il distacco che hai dalla prossima diff. Farei un +1 su tutte e tre

Please dimmi che hai una fonte ufficiale per il metadata cosi' risparmiamo tempo xD
Chiamami quando hai controllato (no kd ovviamente, ho gia' moddato una volta lol)
Topic Starter
Diasios

MrSergio wrote:

come perdere i PM nel vuoto piu' totale.
Credo di aver fatto una figura di merda, ma pazienza, il dado e' tratto. Yo don't worry, non hai fatto nessuna figura di merda per quanto mi riguarda quindi relax~ :D

Bronze:
- 02:16:225 (1,2) - credo la NC vada sul 2 invece, vista la tua combo precedente (controlla anche 01:38:848 (3,1) - ) A me onestamente le NC sembravano apposto, riguardando la difficoltà ho deciso comunque di aggiungerne un paio nel ritornello visto che è la parte più "caotica" della difficoltà, dimmi se ti vanno bene così.
- alzerei un pochetto AR OD e HP, visto il distacco che hai dalla prossima diff. Farei un +1 su tutte e tre Ok

Please dimmi che hai una fonte ufficiale per il metadata cosi' risparmiamo tempo xD Questa è la fonte. (Warsong è il nome dell'album e nel box descrizioni c'è anche il download)
Chiamami quando hai controllato (no kd ovviamente, ho gia' moddato una volta lol)
Grazie mille per il recheck, ho cambiato anche un hitsound, praticamente il vecchio "normal-hitfinish3" è diventato "normal-hitclap3" ed ho aggiunto un nuovo "normal-hitfinish3" che credo stia benissimo. (lo uso solo all'inizio della canzone, nella parte "calma")
Seijiro
La fonte va bene, ma meglio ricontrollare:

Topic Starter
Diasios
Fixed, I guess.
Seijiro
bul
Topic Starter
Diasios
muoro

Grazie mille! <3
Halliday
There's something about the metadata...

Riot games may not be the right Artist. This song is part of "Warsongs", an anthology of 11 classic League remixed tunes.

According to this 3 official music websites, the right Artist is actually "League of Legends":

https://soundcloud.com/leagueoflegends/piercing-light-mako-remix

https://itunes.apple.com/mx/album/piercing-light-feat.-mako/id1075906256?i=1075906263&ign-mpt=uo%3D4

https://soundcloud.com/leagueoflegends/piercing-light-mako-remix

So I think Riot games is just like the -distributor- or the -record company- for the song...

Oh, and I don't think League of Legends should be on Source, since this song is a remix of the original song, and is said that this remix is only to "accompany your competitive climb during the 2016 Season" (Quoting the official website), so, it isnt inside the game.

I don't know, I don't play LoL, but if it doesn't plays inside the game, LoL can't be on Source (?)

So, before it gets ranked, this needs to be checked!

Good luck :D
Topic Starter
Diasios
To be honest it doesn't make that much of a difference to change the artist since League of Legends is developed and published by Riot Games, both are fine imo.

Also this song is sometimes played during replays/breaks on League of Legends official broadcasts and it's heavily connected to LoL in general, so for me the source is correct as well and it doesn't need to be changed.
Seijiro
How can a game (League of legends) produce music on its own? x)
The artist is the people involved in making the track, hence the staff of Riot Games.

This track is famous around for being part of the League of Legends game/logo/whatever, so it's fine to assume it as a source (can you find this song anywhere else besides LoL?)
Halliday
Alright xd I Just wanted to make sure it wasnt a mistake...

Loving the CS btw! <3

This is my type of map :'D
Bananafish1
this is lit
Arusamour
yup, riot games as artist is 100% acceptable
-Nya-
Wow, bubbled. Nice
Pappy
I also think that League of Legends should be an artist there. Its not only on these two sites listed by HallidayASR, but also on Spotify. I've seen mapsets disqualified because of one missing capital letter, so why isn't this one an issue?

Anyway, good luck on this map and i hope to see it ranked asap, i love the song and map, thanks dude.:)
Edit: also both itunes and spotify say it's (feat. Mako) instead of (Mako Remix). I'd really recommend asking some more people about it tho

Edit2: So yeah when you download the album from the original website, the artist is League of Legends in file. That should be enough sources, right?
Sonnyc
Nominated.
Topic Starter
Diasios
Thank you! <3



Pappy wrote:

I also think that League of Legends should be an artist there. Its not only on these two sites listed by HallidayASR, but also on Spotify. I've seen mapsets disqualified because of one missing capital letter, so why isn't this one an issue?

Anyway, good luck on this map and i hope to see it ranked asap, i love the song and map, thanks dude.:)
Edit: also both itunes and spotify say it's (feat. Mako) instead of (Mako Remix). I'd really recommend asking some more people about it tho

Edit2: So yeah when you download the album from the original website, the artist is League of Legends in file. That should be enough sources, right?
As I said earlier, it doesn't really matter imo, it's not like I'm forgetting someone important or I have the wrong source/artist, it doesn't make any difference to me since you can say that Riot Games = League of Legends.

Also, as Sergio said:

MrSergio wrote:

How can a game (League of legends) produce music on its own? x)
The artist is the people involved in making the track, hence the staff of Riot Games.
Myxo
I like the mapping style, but there are some issues that need to be adressed imo:

[General]

The hitsound volume bothers me, it's consistent throughout the whole song even though it gets significantly louder throughout. At the beginning the hitsounds are way too noisy, at the end they could be a little bit louder than they are. Would be nice if you can make a progression of volume here.

You need to find a way to silence the slider ticks. If you don't want to get rid of the silenced sliderslides, atleast use green lines to reduce the ticks' volumes drastically, because they sound really noisy at the moment and most of them don't land on any beats in the song. This applies to:
> 00:37:048 (1) - on Cyllinus's (maybe this one could be resolved by ending the slider at 00:37:408 - )
> The entirety of Bronze and Silver.

The mapset's coherency is kinda ruined by the unthemed guest difficulties, since your mapping style is so themed, but whatever.

[Challenger]

00:37:888 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,7) - In this section, the rhythm is questionable as the 3/4-sounds are sometimes ignored and other sounds have been overmapped instead. I get the intention of increasing density throughout the map but here it seems to have increased at the wrong places, especially since notes have been ignored that have been followed before.
(Examples: 00:38:968 - ignored, 00:39:088 (5) - overmapped, 00:40:888 - ignored, 00:41:008 (5) - overmapped, etc)

00:53:248 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,5,6,7) - The 1/4-patterns in this section are very questionable, too. The circle patterns are very hard to play and they don't fit into the progression of the map, because it seems like the difficulty is supposed to increase consistantly, so why is this section more difficult than anything until 01:54:688 - ? Moreover, the rhythms are overmapped even though the music is still pretty similar to the previous section. I'd recommend to remap this section more closely to the previous one, just increasing the intensity a little bit.

02:16:168 (2,3,4,5,6,7,8,1,2,3) - 02:31:528 (2,3,4,5,6,7,8,1,2,3) - Those patterns play super unintuitively. Even though the aesthetics and structure are similar to other 1/4-patterns around here, the flow is completely different. They can't be played with circular movement, because the spacings are way too big for that, so instead the players need to snap to these circles, which is much more intuitive with zig-zag-movement (as it has been used throughout the rest of the kiais) than with these hexagon-movements.
Obviously they aren't supposed to play smoothly, but I still think they are way too much of a difficulty-spike and contrast the rest of the map way too much, even though the song isn't significantly different here to call for such a pattern. A pattern with sharper angles, like on the Master difficulty, would improve this a lot imo.

02:40:288 (1,2) - Weird to decision to follow those sounds, as you've ignored them during the spinner where they were still more intense. Ending the spinner at the white tick, and having a single circle at the end, like on the Gold difficulty, would fit the music better here. Same applies for the Master difficulty.

[Silver]

There are a lot of sections on this difficulty that feel disconnected from the song, because you decide to simplify the rhythm to follow white ticks entirely, while the music has the strong beats on the 3/4-rhythms throughout the song. It might seem easier to play than using more complicated rhythms, however in reality it will throw people off because the rhythm isn't really connected with the song:

00:07:168 (1,2,1,2,1,2,1,2) - This section feels fine, because the slider heads and tails are mapped to beats in the song, however you really need to reduce the volume of the slider ticks as I already mentioned in General.

00:22:528 (1,2,3,4,1,2,1,2,3,4,1,2) - This section doesn't feel fine, however. There are no instruments besides the 3/4-rhythms and the strings, so it would feel much better to actually follow that. What about rhythms like this http://puu.sh/u1O55/d540fdc035.jpg or http://puu.sh/u1O66/4efa6d1d12.jpg ? 00:35:968 (2) - is fine imo because it creates a proper transition to the next section, leaving a little break, and it follows the strings.

00:37:888 (1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,2,3,4,1,2,3,4,5,6,1,2,3,4) - Same applies to those sections. I would recommend to increase density gradually while following the background and strings properly.

01:08:608 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - This is good!

01:23:968 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - This feels alright, because the music is already hinting at the beat that will exist soon, that makes mapping on white ticks fitting. However, it would still feel a little bit better to have these rhythms instead: http://puu.sh/u1One/2f62b9e084.jpg

Rest of the map feels fine, however it is ironic you chose to follow only the 3/4-instruments in the chorus, even though there is an actual beat present, while you ignored them before, lol.

[Bronze]

I love how the density progresses in this difficulty, from very low to relatively high! However, it's sad that you chose to follow the imaginary white tick notes again up until 01:08:608 - , because the rest of the map is really well made rhythmically.

The problem are these 2/1-circle patterns 00:15:808 (1,2,3) - 00:23:488 (1,2,3,1,2) - 00:31:168 (1,2,3) - etc, because every circle on beat 3 doesn't follow a note in the music. Actually the solutions I suggest would be:
> 00:07:168 (1,1,2,3,1) - Since you have such an extremely low density in this section anyway, maybe you could keep the rhythm completely at 4/1? Which would mean deleting the circles on beat 3.
> 00:23:488 (1,2,3,1,2,3,1,2,3,1,1,2,3,1,1,2,3,1,1,2,3,4,1,1,2,3) - For these sections, having these rhythms http://puu.sh/u1P4c/d033bbd15e.jpg would work well, aka moving the circles from beat 3 to the previous red tick. They are slightly more complicated, but fit to the song (and the mapping of the higher difficulties) much better. It would be a good idea to introduce these rhythms with sliders first, in case you apply them.
Topic Starter
Diasios

Desperate-kun wrote:

I like the mapping style, but there are some issues that need to be adressed imo:

[General]

The hitsound volume bothers me, it's consistent throughout the whole song even though it gets significantly louder throughout. At the beginning the hitsounds are way too noisy, at the end they could be a little bit louder than they are. Would be nice if you can make a progression of volume here. Done, I think it's ok now.

You need to find a way to silence the slider ticks. If you don't want to get rid of the silenced sliderslides, atleast use green lines to reduce the ticks' volumes drastically, because they sound really noisy at the moment and most of them don't land on any beats in the song. This applies to:
> 00:37:048 (1) - on Cyllinus's (maybe this one could be resolved by ending the slider at 00:37:408 - )
> The entirety of Bronze and Silver. Added 3 new normal-sliderticks! (don't know if I should increase/decrease the volume a bit more though, seems fine for me)

The mapset's coherency is kinda ruined by the unthemed guest difficulties, since your mapping style is so themed, but whatever. The reason why I decided to have guest difficulties is to let people that didn't like my "2013 mapping style" play those difficulties and stop complaing.

[Challenger]

00:37:888 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,7) - In this section, the rhythm is questionable as the 3/4-sounds are sometimes ignored and other sounds have been overmapped instead. I get the intention of increasing density throughout the map but here it seems to have increased at the wrong places, especially since notes have been ignored that have been followed before.
(Examples: 00:38:968 - ignored, 00:39:088 (5) - overmapped, 00:40:888 - ignored, 00:41:008 (5) - overmapped, etc) Moved those (5) 1/4 back, should be fine now.

00:53:248 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,5,6,7) - The 1/4-patterns in this section are very questionable, too. The circle patterns are very hard to play and they don't fit into the progression of the map, because it seems like the difficulty is supposed to increase consistantly, so why is this section more difficult than anything until 01:54:688 - ? Moreover, the rhythms are overmapped even though the music is still pretty similar to the previous section. I'd recommend to remap this section more closely to the previous one, just increasing the intensity a little bit. I like this, sure this part is harder but that's what I was looking for, this is the hard part of the slower and easier part, don't know if you get what I'm saying. It's nice to have an increasing difficulty thoughout the entire difficulty (like I did in Bronze, and I tried to do the same in all diffs) but here I wanted to also have difficulty spikes in order to make the difficulty overall more fun. And for me this is good "overmapping", the song itself is so repeating and these kind of patterns are a must if you want to not bore the player imo, and it's not like I did crazy 1/8 patterns or anything like that, this for me is fine and enjoyable. I could add some 1/4 repeating sliders to make these patterns easier like I did in Master but I don't want to, if people find those patterns too hard then they have to practice and get better aim/play Master instead.

02:16:168 (2,3,4,5,6,7,8,1,2,3) - 02:31:528 (2,3,4,5,6,7,8,1,2,3) - Those patterns play super unintuitively. Even though the aesthetics and structure are similar to other 1/4-patterns around here, the flow is completely different. They can't be played with circular movement, because the spacings are way too big for that, so instead the players need to snap to these circles, which is much more intuitive with zig-zag-movement (as it has been used throughout the rest of the kiais) than with these hexagon-movements.
Obviously they aren't supposed to play smoothly, but I still think they are way too much of a difficulty-spike and contrast the rest of the map way too much, even though the song isn't significantly different here to call for such a pattern. A pattern with sharper angles, like on the Master difficulty, would improve this a lot imo. As I said earlier, if people find those patterns too hard then they have to practice and get better aim/play Master instead. These are my favourite patterns and I genuinely love them, there's no way I'm going to make any change here.

02:40:288 (1,2) - Weird to decision to follow those sounds, as you've ignored them during the spinner where they were still more intense. Ending the spinner at the white tick, and having a single circle at the end, like on the Gold difficulty, would fit the music better here. Same applies for the Master difficulty. This is a "backstab". Some people when they arrive at the end of a map (with a FC hopefully) and see a spinner they just focus entirely on spinning with all their might in order to make more points. Well, usually they get distracted from everything else and this is my way to say "got you nerd ( ͡° ͜ʖ ͡°)".

[Silver]

There are a lot of sections on this difficulty that feel disconnected from the song, because you decide to simplify the rhythm to follow white ticks entirely, while the music has the strong beats on the 3/4-rhythms throughout the song. It might seem easier to play than using more complicated rhythms, however in reality it will throw people off because the rhythm isn't really connected with the song:

00:07:168 (1,2,1,2,1,2,1,2) - This section feels fine, because the slider heads and tails are mapped to beats in the song, however you really need to reduce the volume of the slider ticks as I already mentioned in General.

00:22:528 (1,2,3,4,1,2,1,2,3,4,1,2) - This section doesn't feel fine, however. There are no instruments besides the 3/4-rhythms and the strings, so it would feel much better to actually follow that. What about rhythms like this http://puu.sh/u1O55/d540fdc035.jpg or http://puu.sh/u1O66/4efa6d1d12.jpg ? 00:35:968 (2) - is fine imo because it creates a proper transition to the next section, leaving a little break, and it follows the strings. Remapped those parts a bit.

00:37:888 (1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,2,3,4,1,2,3,4,5,6,1,2,3,4) - Same applies to those sections. I would recommend to increase density gradually while following the background and strings properly. ^

01:08:608 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - This is good!

01:23:968 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - This feels alright, because the music is already hinting at the beat that will exist soon, that makes mapping on white ticks fitting. However, it would still feel a little bit better to have these rhythms instead: http://puu.sh/u1One/2f62b9e084.jpg Ok, done!

Rest of the map feels fine, however it is ironic you chose to follow only the 3/4-instruments in the chorus, even though there is an actual beat present, while you ignored them before, lol. what can I say, I'm weird lol.

[Bronze]

I love how the density progresses in this difficulty, from very low to relatively high! However, it's sad that you chose to follow the imaginary white tick notes again up until 01:08:608 - , because the rest of the map is really well made rhythmically.

The problem are these 2/1-circle patterns 00:15:808 (1,2,3) - 00:23:488 (1,2,3,1,2) - 00:31:168 (1,2,3) - etc, because every circle on beat 3 doesn't follow a note in the music. Actually the solutions I suggest would be:
> 00:07:168 (1,1,2,3,1) - Since you have such an extremely low density in this section anyway, maybe you could keep the rhythm completely at 4/1? Which would mean deleting the circles on beat 3.
> 00:23:488 (1,2,3,1,2,3,1,2,3,1,1,2,3,1,1,2,3,1,1,2,3,4,1,1,2,3) - For these sections, having these rhythms http://puu.sh/u1P4c/d033bbd15e.jpg would work well, aka moving the circles from beat 3 to the previous red tick. They are slightly more complicated, but fit to the song (and the mapping of the higher difficulties) much better. It would be a good idea to introduce these rhythms with sliders first, in case you apply them. Alright, should be fine now!

Thank you so much for your mod, once this beatmap gets dq'ed I'll upload the map! <3
_handholding

Pappy wrote:

Edit2: So yeah when you download the album from the original website, the artist is League of Legends in file. That should be enough sources, right?

MrSergio wrote:

How can a game (League of legends) produce music on its own? x)
The artist is the people involved in making the track, hence the staff of Riot Games.
If you had no idea of the artist this would make sense but when the original source has League of Legends as it's artist then why use anything else? I Don't understand why you would choose not use what's in the original source just because of what Sergio said a long time ago. You could think harder about it and that the artists of the song don't necessarily work for riot games and were temporarily employed, it happens often with game developers since they aren't making music and want one off pieces but this would be digressing

Here is the source

http://oce.leagueoflegends.com/en/site/warsongs/

and this is what it says within the album
alacat
As request for fix them
Topic Starter
Diasios
Thank you alacat :)

Also as you can see I changed the artist (for the 3rd time if I'm not mistaken), I hope everything's fine now.
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