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Grynpyret - Boba Beach

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Total Posts
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Topic Starter
Zectro
This beatmap was submitted using in-game submission on vrijdag 29 april 2016 at 12:26:21

Artist: Grynpyret
Title: Boba Beach
Tags: Soda Island future bass chillout chill out edm dance music bird
BPM: -900
Filesize: 12785kb
Play Time: 05:45
Difficulties Available:
  1. Sandstone (4,9 stars, 1070 notes)
Download: Grynpyret - Boba Beach
Information: Scores/Beatmap Listing
---------------
Thanks VINXIS for letting me use the hitsounds from your map: https://osu.ppy.sh/s/327224

Fully mapped;
Fully hitsounded.
100% Done, so it's
ready for mods!



List of people that were kind enough to help me improve this map
Slayed
Lasse
Nozhomi
Maakkeli
pinataman
FCL
Lumin
HaloMaster96
Kalibe
UndeadCapulet
Slayed_old_1
MY FIRST IRC MOD PLEASE DONT BLAME M,E ^_____________^

2016-02-29 16:27 Zectro: :D
2016-02-29 16:29 Slayed: od 9 thx for pp hue
2016-02-29 16:29 Zectro: its pp either way but yes :>
2016-02-29 16:29 Slayed: but on marathon
2016-02-29 16:30 Slayed: i think its not a good choiche though
2016-02-29 16:30 Slayed: choiche lol
2016-02-29 16:30 Zectro: hmmm
2016-02-29 16:30 Zectro: 8,7?
2016-02-29 16:30 Zectro: od
2016-02-29 16:30 Slayed: 8.5
2016-02-29 16:31 Zectro: duuude but the pps :c
2016-02-29 16:31 Slayed: aaaaa
2016-02-29 16:31 Zectro: 8,7 for now
2016-02-29 16:31 Slayed: 5-36
2016-02-29 16:38 Zectro: are u gonna irc or
2016-02-29 16:38 Slayed: i can if u want
2016-02-29 16:39 Zectro: irc is ez
2016-02-29 16:39 Zectro: so sur
2016-02-29 16:39 Slayed: w8 i need to proplay it
2016-02-29 16:39 Zectro: proplay what
2016-02-29 16:39 Zectro: also i remember u being rank 66k what happened
2016-02-29 16:45 Slayed: impruv is real
2016-02-29 16:45 Zectro: haha
2016-02-29 16:46 Slayed: so
2016-02-29 16:46 Slayed: that jumps are ridiculsoaeusus
2016-02-29 16:46 Slayed: those
2016-02-29 16:46 Zectro: they are fine
2016-02-29 16:46 Slayed: ban pp maper pls
2016-02-29 16:46 Zectro: spacing makes snese
2016-02-29 16:46 Zectro: whole section makes sense
2016-02-29 16:47 Slayed: omg zectro it was s@rc@sm
2016-02-29 16:47 Zectro: oh i didnt notice u wrote ridiculous in meme language
2016-02-29 16:47 Zectro: u dank memer u
2016-02-29 16:47 Slayed: no u
2016-02-29 16:47 Slayed: soooou
2016-02-29 16:48 Slayed: hp 6 or 6.5
2016-02-29 16:48 Slayed: since its 5* marathon
2016-02-29 16:48 Zectro: kks will do 6.5
2016-02-29 16:49 Slayed: 00:29:838 (2,4) -
2016-02-29 16:49 Slayed: stacking sliders like this is bad
2016-02-29 16:50 Slayed: its pretty hard to read
2016-02-29 16:50 Zectro: 00:29:838 (2) - 5 pixels to the right 00:30:408 (4) - five pixels to the left and 5 up
2016-02-29 16:51 Slayed: okayysd
2016-02-29 16:52 Slayed: 00:41:800 (1,2,1) - actually this should be a triangle
2016-02-29 16:52 Slayed: if u will listen to the music
2016-02-29 16:52 Slayed: 00:42:180 (1,2,1) - and this will be the second triangle
2016-02-29 16:52 Zectro: to me it sounds like 00:41:800 (1,2,1,2) - is a square and i can split it into 2 .-.
2016-02-29 16:53 Slayed: http://cs629509.vk.me/v629509809/376c8/yqtnqo01j1I.jpg
2016-02-29 16:53 Slayed: put ncs like this and u will understand
2016-02-29 16:54 Zectro: nop still dont hear it
2016-02-29 16:54 Zectro: i hear
2016-02-29 16:54 Slayed: wtf
2016-02-29 16:55 Zectro: da da da da da du de da du de
2016-02-29 16:55 Slayed: no
2016-02-29 16:55 Slayed: da da da du du du de de di di
2016-02-29 16:55 Slayed: omg
2016-02-29 16:55 Slayed: ACTION is editing [https://osu.ppy.sh/b/726289 Grynpyret - Boba Beach [Habanero]]
2016-02-29 16:55 Slayed: check it here
2016-02-29 16:55 Zectro: ill leave it how it is since i really dont hear that
2016-02-29 16:55 Zectro: kk
2016-02-29 16:56 Zectro: i dont agree with it
2016-02-29 16:56 Slayed: nub
2016-02-29 16:56 Zectro: 00:43:129 (2) - is clearly a place for n
2016-02-29 16:56 Zectro: c
2016-02-29 16:56 Zectro: i wanna nc every high note
2016-02-29 16:56 Slayed: what
2016-02-29 16:56 Zectro: out of 00:42:560 (2,3,1) - 00:42:560 (2) - is the highest pitch
2016-02-29 16:57 Zectro: out of 00:43:129 (2,1,2) - 00:43:129 (2) - again
2016-02-29 16:57 Zectro: get it?
2016-02-29 16:57 Zectro: (im still in vinxis' map)
2016-02-29 16:57 Slayed: nope i didnt since this type of nc patterns is stupid
2016-02-29 16:57 Slayed: putting nc on every strong beat is better
2016-02-29 16:58 Zectro: OH you are talking about the drummmss
2016-02-29 16:58 Zectro: ooooooooooooooh
2016-02-29 16:58 Zectro: oooooooooooooooooooooooooooooooooooooooooooooooooooooooh
2016-02-29 16:58 Slayed: a-a-a-a-a-a-a-a-- oooo-o-o-o
2016-02-29 16:58 Zectro: sure ill change ncs but not pattern
2016-02-29 16:59 Zectro: since pattern is following melody
2016-02-29 16:59 Slayed: sure but ncs pls
2016-02-29 16:59 Zectro: and its fine even with new ncs
2016-02-29 16:59 Zectro: yepyuep
2016-02-29 17:00 Slayed: 01:06:104 (1,2) - why not a blanket
2016-02-29 17:01 Zectro: done
2016-02-29 17:01 Zectro: so if a blankets not 100% perfect its not a blanket anymore? xD
2016-02-29 17:02 Slayed: good blanket or no blanket, bad blankets for scrubs
2016-02-29 17:03 Slayed: 01:12:180 (1,2,3,4,5,6,7,8) -
2016-02-29 17:03 Zectro: ACTION is editing [https://osu.ppy.sh/b/905636 Feint - The Journey ft. Veela [Freedom]]
2016-02-29 17:03 Zectro: 00:54:131 (1,3,4,5) -
2016-02-29 17:03 Zectro: what is this
2016-02-29 17:03 Zectro: k sry
2016-02-29 17:04 Slayed: its not a blanket
2016-02-29 17:04 Slayed: just that triplet makes that feeling
2016-02-29 17:04 Zectro: okokook xddd
2016-02-29 17:04 Zectro: ddxxx
2016-02-29 17:04 Zectro: what about 01:12:180 (1,2,3,4,5,6,7,8) -
2016-02-29 17:04 Zectro: ?
2016-02-29 17:04 Slayed: after slow part such fullscreen jumps isnt really a good idea
2016-02-29 17:05 Slayed: if the appear so suddenly
2016-02-29 17:05 Zectro: alright
2016-02-29 17:05 Zectro: will change pattern
2016-02-29 17:06 Slayed: 01:19:775 (1,2) -
2016-02-29 17:06 Slayed: omg doubles
2016-02-29 17:06 Slayed: since if they dont do anything
2016-02-29 17:06 Slayed: maybe a 1/4 slider instead? 'w'
2016-02-29 17:07 Zectro: no sry i like this better xD
2016-02-29 17:07 Slayed: as u like
2016-02-29 17:07 Slayed: 01:26:610 (4,5) - can u tell wtf is the spacing here
2016-02-29 17:08 Zectro: 5* marathon; it should be reaaaally easy to SS it
2016-02-29 17:08 Zectro: i can try to move them a bit closer if u want me to
2016-02-29 17:08 Slayed: 01:27:750 (3,4) - spacing here
2016-02-29 17:09 Slayed: 01:26:610 (4,5) - and here
2016-02-29 17:09 Zectro: https://osu.ppy.sh/ss/4632113
2016-02-29 17:09 Slayed: standart skin wtf really
2016-02-29 17:09 Zectro: 01:26:610 (4,5) - is following letss goo letss goo
2016-02-29 17:09 Zectro: is my excuse for better spacing
2016-02-29 17:09 Zectro: i like standard skin for modding
2016-02-29 17:09 Slayed: ok move the end of the 4th closer and thats it
2016-02-29 17:10 Zectro: kk
2016-02-29 17:13 Slayed: 02:40:281 (1,2,3,4) - to many stacks here
2016-02-29 17:13 Slayed: http://cs629509.vk.me/v629509809/37716/UO4aRs6nyIc.jpg
2016-02-29 17:13 Slayed: can be hard to read a bit
2016-02-29 17:14 Zectro: nah flows like swagger and is suprisingly easy to read -all testplayersd
2016-02-29 17:14 Slayed: w;;w
2016-02-29 17:14 Zectro: also this map is technichal in general
2016-02-29 17:14 Zectro: supposed to be at least
2016-02-29 17:15 Zectro: so im PRETTY SURE its fine ;D
2016-02-29 17:16 Zectro: so when do u know if ur a bn or not
2016-02-29 17:16 Slayed: lmao
2016-02-29 17:16 Slayed: at the 3rd of march idk
2016-02-29 17:16 Zectro: ohyeah
2016-02-29 17:17 Slayed: 03:31:927 (1,2) - dont stack sliders like this pls
2016-02-29 17:17 Slayed: its not beautiful
2016-02-29 17:17 Slayed: 03:33:446 (1,2) - smth like this looks mucha better
2016-02-29 17:17 Zectro: will u be happy if i ctrl g 03:32:496 (2) - ?
2016-02-29 17:17 Slayed: yes pls
2016-02-29 17:17 Zectro: k
2016-02-29 17:18 Slayed: 03:51:674 (1,4) - maybe stack these like here? http://cs629509.vk.me/v629509809/3771d/QqcxMzxrJO0.jpg
2016-02-29 17:19 Slayed: caz u didnt use that stack for a while
2016-02-29 17:19 Zectro: mm sure if u think it looks better
2016-02-29 17:20 Slayed: laso i thik
2016-02-29 17:21 Slayed: that nc in those jumps isnt right
2016-02-29 17:21 Zectro: which oens
2016-02-29 17:21 Zectro: jump sectiong?
2016-02-29 17:22 Zectro: im pretty sure the nc patterns in there are allowed
2016-02-29 17:22 Zectro: they make complete sense lol xd
2016-02-29 17:22 Slayed: i mean u again missed triangles and 2note jumps
2016-02-29 17:23 Slayed: but idk the music is too similar
2016-02-29 17:23 Slayed: i cant check it normally srt
2016-02-29 17:23 Slayed: sry
2016-02-29 17:23 Zectro: there are no loud beats
2016-02-29 17:23 Zectro: plus ncing on melody works 10000000000000000x better
2016-02-29 17:24 Slayed: 04:54:522 (2,1) - kinda little spacing here
2016-02-29 17:24 Zectro: want me to put 1 more up?
2016-02-29 17:25 Slayed: ye a bit
2016-02-29 17:25 Zectro: kk
2016-02-29 17:26 Slayed: 05:10:661 (1,3) -
2016-02-29 17:26 Slayed: stack the 3rd slider a bit better
2016-02-29 17:26 Zectro: oye
2016-02-29 17:27 Slayed: 05:13:319 (1) - what this slider follow?
2016-02-29 17:27 Zectro: violin
2016-02-29 17:28 Slayed: i dont get it but as u like
2016-02-29 17:29 Zectro: also fits the little pause of those kicks
2016-02-29 17:29 Slayed: 2 1/2 slider work better
2016-02-29 17:29 Zectro: that continues at 05:14:079 -
2016-02-29 17:29 Zectro: wouldnt that be overmapping
2016-02-29 17:29 Zectro: idk this feels apropriate
2016-02-29 17:29 Zectro: but ill try
2016-02-29 17:30 Slayed: its pretty ok and the rhytm feels better
2016-02-29 17:30 Slayed: so i think thats all
2016-02-29 17:30 Zectro: kk
2016-02-29 17:30 Zectro: ill have a single note at 05:13:699 - tho
2016-02-29 17:31 Zectro: nah nvm im leaving the original slider
2016-02-29 17:31 Zectro: until i get a better suggestion
2016-02-29 17:31 Zectro: i really wanna emphasize the kicks and violin
2016-02-29 17:31 Zectro: a little 'break' feels best there from all the options you said
2016-02-29 17:31 Slayed: buutuutututu the rhytm
2016-02-29 17:31 Slayed: ok as u like
2016-02-29 17:32 Zectro: rythm is fine trust me
2016-02-29 17:32 Zectro: was that all?
2016-02-29 17:32 Slayed: yep
Lasse
m4m ticket thing from my queue
  1. 00:05:344 (1,2,3) - I know those all have the same ds, but having the sliderends spaced evenly in some kind of patter would look nice, try moving 00:06:484 (3) - to 503/163 to seem what I mean
  2. idk if you are not mapping with the default skin or sth, but the default soft-sliderwhislte sounds pretty awful and you use it a lot, so probably replace that
  3. 00:06:863 (4) - and 00:07:433 - seem liek the same sound, but only one of them is clickable?
  4. 00:08:193 (1) - do you really want to completely ignore this? using a repeating 1/2 slider would be nice, same for 00:13:509 (7) - and some others
  5. 00:17:117 (8,1) - how about some more spacing on 1 since it is quite strong?
  6. 00:18:636 (5,6) - should be spaced like 00:17:496 (1,2) - and 3,4 due to sounding pretty much the same that would make more sense
  7. 00:20:344 (1) - no idea what this is trying to follow, maybe use a rhythm like http://i.imgur.com/QF0WUdK.jpg
  8. 00:23:003 (7,2) - barely noticeable during gameplay, but autostacking makes this weird: http://i.imgur.com/pK1HxYT.jpg same for some other spots where it is a bit noticeable like 01:16:737 (5,7,1) -03:56:990 (3,5,1) - ... enabling stacking in the editor settings would be helpful
    try to arrange like http://i.imgur.com/pK1HxYT.jpg
  9. 00:25:851 (9,11) - nc on those would make it better to read imo
  10. 01:12:750 (5) - bascially the same as 01:13:129 (7,9) -, so why the stack here? spacing it like those would make much more sense
  11. 01:13:984 - not ignoring this and some other 1/4 here would make the whole buildup feel way better
  12. 01:15:218 (1) - yes it fits the pattern and looks nice, but spacing should be higher looking at before , so maybe try sth like http://i.imgur.com/pTqfN1e.jpg
  13. 01:27:370 (1) - why stack when the other two 1/4 gaps right before it were spaced pretty high and this is kinda strong? sth like http://i.imgur.com/eJ6NRUC.jpg would work well
  14. 01:44:269 (3,6) - those are not nearly as strong as when you did this pattern before, normal stack would fit better here
  15. 02:39:142 (1) - I'd remove thois nc, it doent do anything for reading, and having it immediately after such a strong sound feels unfitting
  16. 02:46:737 (3,4,5) - why this huuuuge spacing? it's like the highest up to this point even though it's only some drums. big jump ot 02:47:117 (5) - is okay, but others feel to much
  17. 03:47:686 (4) - could actually be spaced more due to the high pitched sound and the pattern before
  18. 04:11:610 (2) - moving this left a bit to give 3 more spacing would follow the music nicely and keep the idea of the pattern
whistle spam hurts my ears, lol
Nozhomi
M4M

- Sandstone :

  1. Hitsounds before 00:09:522 (5) - are too loud imo, smth like 50% fit more this calm part.
  2. 00:47:876 (1,2,3,4) - I think they should be all spaced same because thay all part of the same instrument pattern here. I don't see any reason for 00:48:256 (2,3) - to have a lower one except for pattern.
  3. 01:12:180 (1,2,3) - Maybe it's nothing but when I played it I was kinda surprised by the spacing of this triplet. Maybe consider reducing it a little (like 0.7x).
  4. 01:16:737 (5,6) - This jump is super huge compared to other similar sections after, so maybe nerf it to makes it more coherent with the rest of your diff.
  5. 01:31:927 (1,2,3) - Honestly I'm not a big fan of these. They could be more discreet than that to mark the different drumhit.
  6. Also you don't do it everywhere, like 01:57:560 (8,9,1) - could be similar if you keep them, because 01:57:560 (8,9) - are same drumhit and 01:57:750 (1) - start a new measure with a different drumhit.
  7. 02:11:231 (2,1) - They should be stacked because they are part of the same sound pattern. Having them with a different spacing after a bigger one feels really weird.
  8. 02:25:661 (2,3) - Maybe stack or just unstick them, the overlap just looks not so good, just for aesthetic.
  9. 03:31:927 (1) - Follow the triangle flow from 03:31:547 (5,6,1) - would work better imo (like this http://puu.sh/nqifs/ca7ca2ee59.jpg).
  10. 03:45:408 (1) - I know you want the jump to emphasis the music here, but CTRL+G would make this pattern play so much better and have a good link with 03:45:977 (2,3) - .
  11. 03:54:522 (1) - A curved slider would make the flow and movement less akward here with 03:54:332 (6) - .
  12. 04:11:420 - From here for all this part with single, I can't understand how works your choice for jumps or not. I mean why a low spacing for 04:14:269 (2,1,2,3,1) - and not 04:17:876 (3,1,2,1,2) - that when music is really similar ? There is no relation on your pattern when you listen to the music. I suggest you to work on that point.
  13. 04:50:724 (6,1) - Reduce spacing is killing the dynamic of your rhythm, because you have a jump just before, but you should keep the same for this one to emphasis the new measure and the song beat on 04:50:914 - .
  14. 05:05:250 (3) - Could you move it to 395:158 pls ? Feels slightly off the line.

Gl with your diff.
Mukyu~
Topic Starter
Zectro
aa i was half way through the mod and gave my reasons for everything but i accidentally closed it so i wont reply to the first half because it probably doesnt really matter to you anyway, if you want to know a reason for something not being applied you can reach me ingame

Lasse wrote:

m4m ticket thing from my queue
  1. 00:05:344 (1,2,3) - I know those all have the same ds, but having the sliderends spaced evenly in some kind of patter would look nice, try moving 00:06:484 (3) - to 503/163 to seem what I mean
  2. idk if you are not mapping with the default skin or sth, but the default soft-sliderwhislte sounds pretty awful and you use it a lot, so probably replace that
  3. 00:06:863 (4) - and 00:07:433 - seem liek the same sound, but only one of them is clickable?
  4. 00:08:193 (1) - do you really want to completely ignore this? using a repeating 1/2 slider would be nice, same for 00:13:509 (7) - and some others
  5. 00:17:117 (8,1) - how about some more spacing on 1 since it is quite strong?
  6. 00:18:636 (5,6) - should be spaced like 00:17:496 (1,2) - and 3,4 due to sounding pretty much the same that would make more sense
  7. 00:20:344 (1) - no idea what this is trying to follow, maybe use a rhythm like http://i.imgur.com/QF0WUdK.jpg
  8. 00:23:003 (7,2) - barely noticeable during gameplay, but autostacking makes this weird: http://i.imgur.com/pK1HxYT.jpg same for some other spots where it is a bit noticeable like 01:16:737 (5,7,1) -03:56:990 (3,5,1) - ... enabling stacking in the editor settings would be helpful
    try to arrange like http://i.imgur.com/pK1HxYT.jpg
  9. 00:25:851 (9,11) - nc on those would make it better to read imo
  10. 01:12:750 (5) - bascially the same as 01:13:129 (7,9) -, so why the stack here? spacing it like those would make much more sense
  11. 01:13:984 - not ignoring this and some other 1/4 here would make the whole buildup feel way better
  12. 01:15:218 (1) - yes it fits the pattern and looks nice, but spacing should be higher looking at before , so maybe try sth like http://i.imgur.com/pTqfN1e.jpg
  13. 01:27:370 (1) - why stack when the other two 1/4 gaps right before it were spaced pretty high and this is kinda strong? sth like http://i.imgur.com/eJ6NRUC.jpg would work well
  14. 01:44:269 (3,6) - those are not nearly as strong as when you did this pattern before, normal stack would fit better here not imo
  15. 02:39:142 (1) - I'd remove thois nc, it doent do anything for reading, and having it immediately after such a strong sound feels unfitting It's okay to me, specially since I like to keep a fair amount of 1,2 1,2 jumps in here.
  16. 02:46:737 (3,4,5) - why this huuuuge spacing? it's like the highest up to this point even though it's only some drums. big jump ot 02:47:117 (5) - is okay, but others feel to much
  17. 03:47:686 (4) - could actually be spaced more due to the high pitched sound and the pattern before I am unable to find a good way to space it more
  18. 04:11:610 (2) - moving this left a bit to give 3 more spacing would follow the music nicely and keep the idea of the pattern
whistle spam hurts my ears, lol sry :c
applied like 5-6 things, thanks!
Topic Starter
Zectro

Nozhomi wrote:

M4M

- Sandstone :

  1. Hitsounds before 00:09:522 (5) - are too loud imo, smth like 50% fit more this calm part.
  2. 00:47:876 (1,2,3,4) - I think they should be all spaced same because thay all part of the same instrument pattern here. I don't see any reason for 00:48:256 (2,3) - to have a lower one except for pattern.
  3. 01:12:180 (1,2,3) - Maybe it's nothing but when I played it I was kinda surprised by the spacing of this triplet. Maybe consider reducing it a little (like 0.7x).
  4. 01:16:737 (5,6) - This jump is super huge compared to other similar sections after, so maybe nerf it to makes it more coherent with the rest of your diff.
  5. 01:31:927 (1,2,3) - Honestly I'm not a big fan of these. They could be more discreet than that to mark the different drumhit. I'm always open to suggestions.
  6. Also you don't do it everywhere, like 01:57:560 (8,9,1) - could be similar if you keep them, because 01:57:560 (8,9) - are same drumhit and 01:57:750 (1) - start a new measure with a different drumhit. No change. This is the entrance to a new combo and therefore there is no problem with changing patterns. This basically works way better here.
  7. 02:11:231 (2,1) - They should be stacked because they are part of the same sound pattern. Having them with a different spacing after a bigger one feels really weird. I chose to not follow that exact sound pattern this time with 02:10:661 (1,2,1,2) - if it wasn't clear yet.
  8. 02:25:661 (2,3) - Maybe stack or just unstick them, the overlap just looks not so good, just for aesthetic. ITS MODERNR ART U GOTTA LEARN TO APPRECIATE ITR1
  9. 03:31:927 (1) - Follow the triangle flow from 03:31:547 (5,6,1) - would work better imo (like this http://puu.sh/nqifs/ca7ca2ee59.jpg).
  10. 03:45:408 (1) - I know you want the jump to emphasis the music here, but CTRL+G would make this pattern play so much better and have a good link with 03:45:977 (2,3) - . Map is technichal tho :>
  11. 03:54:522 (1) - A curved slider would make the flow and movement less akward here with 03:54:332 (6) - .
  12. 04:11:420 - From here for all this part with single, I can't understand how works your choice for jumps or not. I mean why a low spacing for 04:14:269 (2,1,2,3,1) - and not 04:17:876 (3,1,2,1,2) - that when music is really similar ? There is no relation on your pattern when you listen to the music. I suggest you to work on that point. I am actually pretty satisfied with the outcome, and not only because it looks good. I chose to do 04:14:458 (1,2,3,1,2,3) - to indicate a buildup since I found it fitting. If you have any more questions about this part I'd love to clarify.
  13. 04:50:724 (6,1) - Reduce spacing is killing the dynamic of your rhythm, because you have a jump just before, but you should keep the same for this one to emphasis the new measure and the song beat on 04:50:914 - . New combo; it's okay
  14. 05:05:250 (3) - Could you move it to 395:158 pls ? Feels slightly off the line.

Gl with your diff.
Mukyu~
Thanks for the mod!
Makeli
hei
i accidentally deleted my format for mods so have this instead:

cobblestone
Generally I think you should put HP7 cause this is HP7 worthy and not really draining or anything.
I. 00:04:585 (7) - MKL instantly with the stack thing. Yea I think this should be emphasized by not stacking it under 00:04:395 (6) - you know I could point out this like 10000000 times but i'm not gonna since you can find them all yourself ahdjhajsdfghag
II. 00:06:863 (4) - I think you could use more NC's like here since 00:05:344 (1,2,3) - musically differ from (4) and the others in the same nc if you get what I mean
III. 00:09:522 (5) - I find this kinda odd that you made this a 1/1 slider. Like the sound pretty much extends only for 1/2 and there is a cool piano sound on that sliderend even though I can see that you are not focusing on them but just as a filler note lel
IV. 00:12:370 (4) - This would be better of as 2 circles imo
V. 00:12:939 (6) - NC here cause you change the instrument you're mapping and pls give emphasis LOL
VI. 00:15:788 (5) - ok this sliderend should be clickable 100%. 1/2 slider pls
VII. 00:19:775 (7) - NC cause things are different and different are things hope you understand
VIII. 00:21:674 (4) - I mentioned this already so u know what i think
IX. 00:37:243 (6) - NC. I'm gonna stop pointing out these NC's too cause I think you already got what I'm striving for with these
X. 00:40:471 (7) - Kinda random imo that you gave this smaller spacing than (8) when this note kinda demands more emphasis idk 1/2 slider would work as well
XI. 00:49:015 (4) - Nothing really wrong here but personally I hate how this looks. Something like this would look a lot nicer imo.
XII. 00:50:914 (1) - I'm being a huge nazi right now but check your privilege blankets LOL
XIII. 01:09:237 (1) - You could like make this spinner a bit more silenced and then make the volume rise again on the blob sound but don't let the hitsounds overpower that sound too much
XIV. 01:13:984 (2,3) - Ok this jump feels too sudden tbh
XV. 01:20:250 (4) - Ye I think this sliderend should be clickable. 1/1 slider would be good actually
XVI. 01:24:047 - You know that there is sound on these blue ticks too
XVII. 01:34:585 (4,5,6) - This rythm sounds a lot better tbh
XVIII. 01:38:003 (1) - Pls make wiggly cause wiggly sounds need wiggly sliders amirite??
XIX. 01:39:142 (1) - Silence sliderend
XX. 01:58:319 (3,5) - You're not really giving emphasis with these stacks
XXI. 01:59:458 (2) - Kickslider? For shits and giggles
XXII. 02:06:104 (9,10) - I'm not really a fan of 1/2 slider overlap thingies
XXIII. 02:10:661 (1,2,1,2) - This NC spam part is kinda random and pretty inconsistent with your current nc's
XXIV. 03:05:914 (5) - I feel like this sliderend should be clickable
XXV. 03:11:990 (6) - ^
XXVI. 03:57:750 (1) - This one struck to my eye so nicely that I had to point this out. Pls emphasis is a thing and things are good
XXVII. 04:20:724 (2) - This was slightly annyoing to aim. Pls sharper angle and all good
XXVIII. 04:42:939 (4) - Ctrl+g would fit better imo
PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP
Waldschrein is PP too PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP
Oh yea. Do you know what's good about roman numbers? Roman number don't have zero so you can never run out of for example money. 10/10
Grrum
Hey, here for M4M from my que. Sorry I didn't get to your request as quick as I promised. Hope this helps!

[Sandstone]

Unused hitsounds:
{soft-sliderwhistle2.wav}

00:17:496 (1,2,3,4,5,6) – There's a pretty big change in pitch and volume here that allows you to add some jumps to express some of the intensity in this part (make them as big as you want, but the point is you don't need consistent spacing here). This could also help foreshadow some of the more difficult parts to come in the map like 00:46:927 (4) – etc.

01:12:180 (1) – You “speed up” the map with the high spacing in this section, but then you “slow down” the map by using smaller spacing around 01:21:294 (1) - (and to a lesser extent at 01:15:218 (1) - ). To me, 01:12:180 (1) –is acting as a “build up” section, so I think the sections that follow it should continue that relatively high spacing, or this build up section should be nerfed a bit, but I have a very rigid perspective on pacing so yeah.

01:39:142 (1,1,2) – Looks a little off to me. I did a 49 degree rotation and made 01:39:522 (1,2) – symmetrical across the y-axis and I get: http://puu.sh/nrhFe/7e5918369b.jpg. If you could move and rotate (1) (by like 5 degrees) so that it also becomes symmetric along the y-axis like http://puu.sh/nrhVN/74370401a2.jpg, and then rotate it 49 degrees back, I think the pattern would look a little nicer. One thing that can be a little troublesome is knowing where the endpoints of sliders are. If you do ctrl + G twice, you get the endpoints and midpoints more exact, which can help with your symmetry.

02:19:775 (3,1,2) – Try to avoid this overlap. I realize you're going with a stack, but the (2) slider has faded so that it's a lot less relevant while the overlap is very relevant. To accomplish this, maybe rotate 02:20:155 (4) – by 10 degrees or so?

02:17:117 (6,1) – See if you can make these symmetrical (across these lines: http://puu.sh/nriAB/a0a617512f.jpg). It might be too tricky to do with the (5) slider, but I think if you can get it right it'd look better.

02:35:724 (1,2) – Might be a little too much drop-off flow. Try making it a bit smoother by bringing (2) up. http://puu.sh/nriUz/37652d4f8b.jpg

03:21:104 (4,6) – These objects are a little close, so it might be nice to put a little distance between them. Imo, (2) has faded far enough that stack of (2,6) is not that necessary.

03:28:129 (4,5,6) – I can kind of see a reason to add jumps here, but I think they are too big relative to what you have in the rest of this section. Try nerfing this a bit.
03:36:863 (3,4) - ^

03:57:560 (5,1) – Why stack these? I think normal spacing works better here.

04:30:788 (1) – This was a fun section to play, and I'm glad you mapped it like this. However, the conclusion of this section feels very weak, mainly because the biggest spacing is at 04:22:813 (1,2,1,2) - , which set up an expectation of more high spacing in another part of this section. Try adding a similarly high spaced section so that the “fade-out” pattern at 04:34:015 (1) - has something to actually fade out of. The way I would do this is by first observing the melody has no note on 04:30:977 (2) - . That gives you the option to either make (1) a ½ slider or keep the rhythm and just make really low spacing into (2), maybe even stack them. Now that you've taken a rest here, you can make the spacing at 04:31:167 (1,2,1,2,1,2,1,2) – really big to give a sense of a climax for this section with the following notes of the section acting as your resolution. Looking within this measure, the beats at 04:31:927 (1,2) – might be a little weaker than the rest, so try making the spacing into (1) relatively lower or don't jump into (2).

04:52:053 (5) – If you rotate this by 20 degrees counterclockwise, the flow becomes a little smoother, which I find preferable.

05:42:655 (1) – The majority of this spinner doesn't have sound in the music to go with, and so it feels pretty awkward to play. I think it'd just be better to delete it and then maybe extend 05:36:579 (1) – to end at 05:44:079 - .

Pretty fun map overall, you did a great job. Good luck!
Topic Starter
Zectro

Maakkeli wrote:

hei
i accidentally deleted my format for mods so have this instead:

cobblestone
Generally I think you should put HP7 cause this is HP7 worthy and not really draining or anything.
I. 00:04:585 (7) - MKL instantly with the stack thing. Yea I think this should be emphasized by not stacking it under 00:04:395 (6) - you know I could point out this like 10000000 times but i'm not gonna since you can find them all yourself ahdjhajsdfghag I'm going to leave it as it is for now as I don't see this change as fully necessary. I follow different instruments and that excuse is good enough I thinkk 8-)
II. 00:06:863 (4) - I think you could use more NC's like here since 00:05:344 (1,2,3) - musically differ from (4) and the others in the same nc if you get what I mean
III. 00:09:522 (5) - I find this kinda odd that you made this a 1/1 slider. Like the sound pretty much extends only for 1/2 and there is a cool piano sound on that sliderend even though I can see that you are not focusing on them but just as a filler note lel Unnecessary to have a filler note there since it's the intro 8-)
IV. 00:12:370 (4) - This would be better of as 2 circles imo
V. 00:12:939 (6) - NC here cause you change the instrument you're mapping and pls give emphasis LOL
VI. 00:15:788 (5) - ok this sliderend should be clickable 100%. 1/2 slider pls
VII. 00:19:775 (7) - NC cause things are different and different are things hope you understand I think I would NC 00:18:825 (6) - then? not sure tho
VIII. 00:21:674 (4) - I mentioned this already so u know what i think
IX. 00:37:243 (6) - NC. I'm gonna stop pointing out these NC's too cause I think you already got what I'm striving for with these
X. 00:40:471 (7) - Kinda random imo that you gave this smaller spacing than (8) when this note kinda demands more emphasis idk 1/2 slider would work as well
XI. 00:49:015 (4) - Nothing really wrong here but personally I hate how this looks. Something like this would look a lot nicer imo.
XII. 00:50:914 (1) - I'm being a huge nazi right now but check your privilege blankets LOL
XIII. 01:09:237 (1) - You could like make this spinner a bit more silenced and then make the volume rise again on the blob sound but don't let the hitsounds overpower that sound too much
XIV. 01:13:984 (2,3) - Ok this jump feels too sudden tbh
XV. 01:20:250 (4) - Ye I think this sliderend should be clickable. 1/1 slider would be good actually
XVI. 01:24:047 - You know that there is sound on these blue ticks too Not loud enough imo 8-)
XVII. 01:34:585 (4,5,6) - This rythm sounds a lot better tbh I like the current one 8-) w
XVIII. 01:38:003 (1) - Pls make wiggly cause wiggly sounds need wiggly sliders amirite?? I'm following the bass there so no 8-)
XIX. 01:39:142 (1) - Silence sliderend Nice catch
XX. 01:58:319 (3,5) - You're not really giving emphasis with these stacks I'm giving enough. I am following the same sound with all these sliders 01:57:750 (1,3,5) - 8-)
XXI. 01:59:458 (2) - Kickslider? For shits and giggles noty
XXII. 02:06:104 (9,10) - I'm not really a fan of 1/2 slider overlap thingies if that picture is an actual fan im gon-FUHSFUFDG
XXIII. 02:10:661 (1,2,1,2) - This NC spam part is kinda random and pretty inconsistent with your current nc's I do these a lot though 8-)
XXIV. 03:05:914 (5) - I feel like this sliderend should be clickable Meehhhhh its okay 8-)
XXV. 03:11:990 (6) - ^
XXVI. 03:57:750 (1) - This one struck to my eye so nicely that I had to point this out. Pls emphasis is a thing and things are good
XXVII. 04:20:724 (2) - This was slightly annyoing to aim. Pls sharper angle and all good
XXVIII. 04:42:939 (4) - Ctrl+g would fit better imo Disliking the flow it creates 8-)
PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP
Waldschrein is PP too PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP
Oh yea. Do you know what's good about roman numbers? Roman number don't have zero so you can never run out of for example money. 10/10

8-) 8-) 8-) 8-) 8-) 8-) 8-) 8-) 8-) 8-)
Topic Starter
Zectro

pinataman wrote:

Hey, here for M4M from my que. Sorry I didn't get to your request as quick as I promised. Hope this helps!

[Sandstone]

Unused hitsounds:
{soft-sliderwhistle2.wav}

^ fixed with redownload^

00:17:496 (1,2,3,4,5,6) – There's a pretty big change in pitch and volume here that allows you to add some jumps to express some of the intensity in this part (make them as big as you want, but the point is you don't need consistent spacing here). This could also help foreshadow some of the more difficult parts to come in the map like 00:46:927 (4) – etc. I already indicate the melody enough with the pattern for my taste.

01:12:180 (1) – You “speed up” the map with the high spacing in this section, but then you “slow down” the map by using smaller spacing around 01:21:294 (1) - (and to a lesser extent at 01:15:218 (1) - ). To me, 01:12:180 (1) –is acting as a “build up” section, so I think the sections that follow it should continue that relatively high spacing, or this build up section should be nerfed a bit, but I have a very rigid perspective on pacing so yeah. While the buildup may be extremely intense, the actual 'drop' in this part I would consider relatively laid back and chill. That's why the spacing is how it is.

01:39:142 (1,1,2) – Looks a little off to me. I did a 49 degree rotation and made 01:39:522 (1,2) – symmetrical across the y-axis and I get: http://puu.sh/nrhFe/7e5918369b.jpg. If you could move and rotate (1) (by like 5 degrees) so that it also becomes symmetric along the y-axis like http://puu.sh/nrhVN/74370401a2.jpg, and then rotate it 49 degrees back, I think the pattern would look a little nicer. One thing that can be a little troublesome is knowing where the endpoints of sliders are. If you do ctrl + G twice, you get the endpoints and midpoints more exact, which can help with your symmetry.

02:19:775 (3,1,2) – Try to avoid this overlap. I realize you're going with a stack, but the (2) slider has faded so that it's a lot less relevant while the overlap is very relevant. To accomplish this, maybe rotate 02:20:155 (4) – by 10 degrees or so? I'd rather keep it as it is

02:17:117 (6,1) – See if you can make these symmetrical (across these lines: http://puu.sh/nriAB/a0a617512f.jpg). It might be too tricky to do with the (5) slider, but I think if you can get it right it'd look better. Changed the shape of 02:17:117 (6) -

02:35:724 (1,2) – Might be a little too much drop-off flow. Try making it a bit smoother by bringing (2) up. http://puu.sh/nriUz/37652d4f8b.jpg It's fine how it is

03:21:104 (4,6) – These objects are a little close, so it might be nice to put a little distance between them. Imo, (2) has faded far enough that stack of (2,6) is not that necessary. This is why this map doesn't look messy though, stacks are always good in my book

03:28:129 (4,5,6) – I can kind of see a reason to add jumps here, but I think they are too big relative to what you have in the rest of this section. Try nerfing this a bit. They are fine I think, I kind of want to build up to the jumpy part and I think this is the correct way
03:36:863 (3,4) - ^

03:57:560 (5,1) – Why stack these? I think normal spacing works better here.

04:30:788 (1) – This was a fun section to play, and I'm glad you mapped it like this. However, the conclusion of this section feels very weak, mainly because the biggest spacing is at 04:22:813 (1,2,1,2) - , which set up an expectation of more high spacing in another part of this section. Try adding a similarly high spaced section so that the “fade-out” pattern at 04:34:015 (1) - has something to actually fade out of. The way I would do this is by first observing the melody has no note on 04:30:977 (2) - . That gives you the option to either make (1) a ½ slider or keep the rhythm and just make really low spacing into (2), maybe even stack them. Now that you've taken a rest here, you can make the spacing at 04:31:167 (1,2,1,2,1,2,1,2) – really big to give a sense of a climax for this section with the following notes of the section acting as your resolution. Looking within this measure, the beats at 04:31:927 (1,2) – might be a little weaker than the rest, so try making the spacing into (1) relatively lower or don't jump into (2). I highly appreciate your suggestion and I've definetly considered it, but I came to the conclusion that I'd rather keep this section how it is for now, since it already makes enough sense by how it's mapped atm.

04:52:053 (5) – If you rotate this by 20 degrees counterclockwise, the flow becomes a little smoother, which I find preferable.

05:42:655 (1) – The majority of this spinner doesn't have sound in the music to go with, and so it feels pretty awkward to play. I think it'd just be better to delete it and then maybe extend 05:36:579 (1) – to end at 05:44:079 - . Fixed in a different way

Pretty fun map overall, you did a great job. Good luck!
Thank you!
FCL
Hi Zectro, you asked me for m4m, so i am here right now

  • [future bass + zectro = Kreygasm]
  1. 00:00:028 - you could add spinner here, why not. Like here http://puu.sh/nuo8W/658c0641c4.jpg (ended at blue tick because vocal started here)
  2. 00:02:307 - 00:26:610 - I almost went deaf when i played this part lol. Your hitsounds sound are too loud in the beginning. 30% would be fine
  3. 00:26:231 (1) - sound here has finishing at yellow tick (1/8 i mean), so u can add 1/8 slider instead, it's not much impact in game
  4. 00:34:775 (7,4) - and similar 1/1 sliders. You have skipped strong beats in the sliders like these. It's not so big issue, but i could increase slidertick rate to 2 and then add custom sldiertick hitsound. Will look good
  5. 03:14:269 (3,4) - i think ctrl+g rhythm should work better since white tick has some strong sound (same as at red tick) and should be clickable
  6. 02:58:509 - ah, same stuff about hs volume, it's should be less
  7. 03:28:509 (6,1) - it's looks like 1/2 and i am not sure that this pretty readable. U could try stuff like this http://puu.sh/nupj8/cc8d2c0bb6.jpg , should work better
  8. 04:01:547 (5,6,7) - meh, this flow kinda uncomfortable to play because it's almost linearly now. U can try stuff like this, it's looks better http://puu.sh/nupwl/091f7dbb76.jpg
  9. 04:11:420 (1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,3,4,5,6) - what a hell lol. yes, single tapping for 158 bpm should be fine, but i am sure that your map will be played with DT and for this mod it's not looks good. Player should get break in the form of sliders otherwise it will looks like unplayable
  10. 04:58:414 (8) - blue tick circle looks a kinda uncomfortable to play, i think u can add one more circle at red tick since he has sound also
  11. 05:14:458 (3,4,5,6) - i carefully listened these kicks and i can say that these ends of sliders are overmapped
  12. 05:19:585 (3) - i think nc should be here, 05:19:775 (1) - and remove this
  13. Some beats are undermapped but I do not mind. Hope it's fine
gl
Topic Starter
Zectro

FCL wrote:

Hi Zectro, you asked me for m4m, so i am here right now

  • [future bass + zectro = Kreygasm]
  1. 00:00:028 - you could add spinner here, why not. Like here http://puu.sh/nuo8W/658c0641c4.jpg (ended at blue tick because vocal started here)
  2. 00:02:307 - 00:26:610 - I almost went deaf when i played this part lol. Your hitsounds sound are too loud in the beginning. 30% would be fine
  3. 00:26:231 (1) - sound here has finishing at yellow tick (1/8 i mean), so u can add 1/8 slider instead, it's not much impact in game
  4. 00:34:775 (7,4) - and similar 1/1 sliders. You have skipped strong beats in the sliders like these. It's not so big issue, but i could increase slidertick rate to 2 and then add custom sldiertick hitsound. Will look good If I do that for one I have to do it for every single one which I am not willing to spend so much time on since I already spent a lot of time on the hitsounding haha
  5. 03:14:269 (3,4) - i think ctrl+g rhythm should work better since white tick has some strong sound (same as at red tick) and should be clickable
  6. 02:58:509 - ah, same stuff about hs volume, it's should be less
  7. 03:28:509 (6,1) - it's looks like 1/2 and i am not sure that this pretty readable. U could try stuff like this http://puu.sh/nupj8/cc8d2c0bb6.jpg , should work better
  8. 04:01:547 (5,6,7) - meh, this flow kinda uncomfortable to play because it's almost linearly now. U can try stuff like this, it's looks better http://puu.sh/nupwl/091f7dbb76.jpg
  9. 04:11:420 (1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,3,4,5,6) - what a hell lol. yes, single tapping for 158 bpm should be fine, but i am sure that your map will be played with DT and for this mod it's not looks good. Player should get break in the form of sliders otherwise it will looks like unplayable No change. Totally playable, and if not, git gud 8-)
  10. 04:58:414 (8) - blue tick circle looks a kinda uncomfortable to play, i think u can add one more circle at red tick since he has sound also
  11. 05:14:458 (3,4,5,6) - i carefully listened these kicks and i can say that these ends of sliders are overmapped Thank you for pointing that out
  12. 05:19:585 (3) - i think nc should be here, 05:19:775 (1) - and remove this How it is now should be fine aswell.
  13. Some beats are undermapped but I do not mind. Hope it's fine
gl
Thank you for the mod! Very helpful.
Lumin
Yayy NM here (yes I know I'm late)

Like really I couldn't find almost anything here (no flow, overlap, aesthetical or almost any problems) so this is really small mod, but I'll shoot you a few kudosu because of that :3

[Sandstone]
  1. 00:04:965 (8) - sounds better as 1/2 slider
  2. 00:08:193 (1,4) - I'd rather NC 4, overall NCs on red tick is not cool
  3. 01:19:015 (3) - ehh.. make it 1/2 slider
  4. 02:48:636 (2) - seems like you like to recycle this slidershape, dunno maybe you should use another one sometimes
  5. 02:49:395 (3) - NC??
  6. 04:11:420 (1) - from here on I'd make every second downbeat slider 04:14:458 (1) - 04:17:496 (1) - and so on
  7. 05:03:256 - pretty strong beatm why no note
Topic Starter
Zectro

Lumin wrote:

Yayy NM here (yes I know I'm late)

Like really I couldn't find almost anything here (no flow, overlap, aesthetical or almost any problems) so this is really small mod, but I'll shoot you a few kudosu because of that :3

[Sandstone]
  1. 00:04:965 (8) - sounds better as 1/2 slider no change
  2. 00:08:193 (1,4) - I'd rather NC 4, overall NCs on red tick is not cool no change, it's a slider that passes a big white tick, so you usually still nc it
  3. 01:19:015 (3) - ehh.. make it 1/2 slider
  4. 02:48:636 (2) - seems like you like to recycle this slidershape, dunno maybe you should use another one sometimes no change
  5. 02:49:395 (3) - NC??
  6. 04:11:420 (1) - from here on I'd make every second downbeat slider 04:14:458 (1) - 04:17:496 (1) - and so on no change (yet)
  7. 05:03:256 - pretty strong beatm why no note following a certain rythm pattern here, not specifically the melody, no change
Sorry for the late response! Thanks for the mod :3
Incise
From my queue, this will regard NC spam and or issues with how the map is executed.
Sandstone
like such04:12:560 (1,2,1,2,1,2,1,2,1,2) - and continuing on in this section of jumps, I feel the Combo should goto 4 then new combo

04:11:420 (1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,3,4,5,6) - Ok holy shit, why are these only hitcircles, add some variation and not just NC spam hitcircle jumps :/

04:35:724 (1,2,1,2) - why NC's here?

https://gyazo.com/7598172721877d7bdfe92da3a459137f fix this please.

05:08:193 (4,5) - NC, for reading reasons.

05:11:800 (4,5,1) - why NC? reading issue here I think

Anyway's not many issues with this map, it's pretty good, anyway's those are my issues with it, GL and i'm waiting for rank! :D
Topic Starter
Zectro

HaloMaster96 wrote:

From my queue, this will regard NC spam and or issues with how the map is executed.
Sandstone
like such04:12:560 (1,2,1,2,1,2,1,2,1,2) - and continuing on in this section of jumps, I feel the Combo should goto 4 then new combo you don't give a real reason to change this, so no change.

04:11:420 (1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,3,4,5,6) - Ok holy shit, why are these only hitcircles, add some variation and not just NC spam hitcircle jumps :/ I feel like it fits the map. If you have any better reasons or thing otherwise please tell me :D

04:35:724 (1,2,1,2) - why NC's here? alright yeah 04:36:294 (1) - NC may be unnecessary

https://gyazo.com/7598172721877d7bdfe92da3a459137f fix this please. Unnecessary to fix

05:08:193 (4,5) - NC, for reading reasons. Personally I don't have a problem with this and neither do all the testplayers. Will wait for more feedback

05:11:800 (4,5,1) - why NC? reading issue here I think 05:12:180 (1) - = NC cuz it's on a big white tick, and that's how my NC pattern goes. 05:11:800 (4,5) - are not needed to NC I think

Anyway's not many issues with this map, it's pretty good, anyway's those are my issues with it, GL and i'm waiting for rank! :D
thankuu for the mod o/
Incise

Zectro wrote:

HaloMaster96 wrote:

From my queue, this will regard NC spam and or issues with how the map is executed.
Sandstone
like such04:12:560 (1,2,1,2,1,2,1,2,1,2) - and continuing on in this section of jumps, I feel the Combo should goto 4 then new combo you don't give a real reason to change this, so no change.

04:11:420 (1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,3,4,5,6) - Ok holy shit, why are these only hitcircles, add some variation and not just NC spam hitcircle jumps :/ I feel like it fits the map. If you have any better reasons or thing otherwise please tell me :D

04:35:724 (1,2,1,2) - why NC's here? alright yeah 04:36:294 (1) - NC may be unnecessary

https://gyazo.com/7598172721877d7bdfe92da3a459137f fix this please. Unnecessary to fix

05:08:193 (4,5) - NC, for reading reasons. Personally I don't have a problem with this and neither do all the testplayers. Will wait for more feedback

05:11:800 (4,5,1) - why NC? reading issue here I think 05:12:180 (1) - = NC cuz it's on a big white tick, and that's how my NC pattern goes. 05:11:800 (4,5) - are not needed to NC I think

Anyway's not many issues with this map, it's pretty good, anyway's those are my issues with it, GL and i'm waiting for rank! :D
thankuu for the mod o/
04:11:420 (1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,3,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,3,1,2,3,4,5,6) - Ok holy shit, why are these only hitcircles, add some variation and not just NC spam hitcircle jumps :/ I feel like it fits the map. If you have any better reasons or thing otherwise please tell me :D My reasoning here, is when getting rid of the hitcircles and adding sliders, it adds more variation, better flow imo, not as much repetativeness, and overall it imo makes the map slightly better, I geuss that's my reasoning ;P

No kds
Kalibe
Waa, i didn't mod anything like month ago, so sorry if this mod will be shit or something. xd

- You try to be canadian Monstrata with OD 8,7 ? Well, it's not a big problem for me, but for insane and almost od 9? Prefer to decrease it, to like 8,5 i think.
- Try to change background from .png to .jpg just for less filesize of map

~ 00:25:851 (1,2,3,4) - When i play this pattern, i just thinking (what's going on?) because it's hard to read this 00:26:041 (2,3) - but maybe just me.. Anyways - I want to change this pattern a little bit to avoid confusions, something like this: http://puu.sh/oomp4/109e94edfb.jpg
~ 00:28:129 (6,6,5) - Maybe add NC on those notes, because you later emphasised for one strong beat?
~ 00:48:256 (2,3) - If you make this pattern symmetrically, it will be looks more clean and neater imo :3
~ 03:55:471 (4,5) - Personally, i don't like when in normal circle pattern occurs such a thing. meh. i like when dat thing it's stacked instead of weird tiny spaced tho.
~ Just a tiny suggestion about position 04:22:243 (3) - it's better to play (formeee) when you put it on 211|22 (btw nice jumpy section)
~ 04:38:762 (1,3) - This overlap is really specially? .w. / avoid it, moving (3) on safe place 199|125 ;w;
~ 05:01:737 (2,4) - Really minor, but stack better this xd
~ 05:07:623 (1,2,3) - I'm not sure about this spacing between 2 and 3.... hm ;w;/ looks awkward, because of straight spacing line. :)
~ 05:10:661 (1) - Move this slider a pixel, it's not stacked with next 2 sliders you have

Welp, that's all. Hope i helped somewhat. good luck ! xd
UndeadCapulet
Hi from my modding queue!
oh wait..

Sandstone

  1. 00:00:028 (1) - the hitnormal on the end doesnt fit imo, I think you should silence it or use a different sampleset. You could silence it by moving your red line four big white ticks back (see this post for why you'd do that). Or, you can leave the red line where it is, change the volume/sampleset for the spinner, and add a green line on top of the red line with the sampleset you want to use for everything else (so like this). Red lines try to affect everything behind them, so you can exploit it like this. But QAT probably won't like that because of some dumb poorly worded rule..
  2. 00:26:231 (3) - Silence the tail? (though personally I just wouldn't use a 1/8 slider here because you don't do that for the later bubble sounds lol..)
  3. 01:07:243 (3,4) - tbh I prefer just repeating the 01:04:205 (3,4) - rhythm.
  4. 01:14:648 (2,1) - weak, restructuring so it's spaced more would fit better, and it would give the whole motion a better snap into 01:15:218 (1) - because it's the end of a big jump pattern.
  5. 01:26:610 (4,5) - 3/4 rhythms are inconsistent with 01:50:914 (1,2) - , 02:15:218 (4,5) - , etc. (also notice the NC's aren't consistent either). Honestly in general your 3/4 sliders are pretty incomprehensible and random, I'd go so far as to say they don't fit in with the rest of the map. At least go through and make them have more rhythmic structure. (and do you really need to silence the tails?)
  6. 01:44:079 (1,2,3,4,5,6) - Don't get why you're using this pattern when there aren't drum hits here.
  7. 01:47:307 (2,3) - 01:59:458 (2,3) - 02:23:762 (2,3) - etc, make consistent
  8. 02:20:724 (3) - add note to stay consistent with other rhythms
  9. 02:26:610 (1,2,3) - this is the proper rhythm of the bubble pops, believe it or not. The heads are where the sounds start, the tails are where they pop. Pick a rhythm pattern and apply it to 01:38:003 (1) - and 04:58:509 (1,2,3) - as well.
  10. 02:46:357 (1,2,3,4,5) - Totally unneccesary jump pattern imo
  11. 03:10:661 (1,2,3,4) - a little too jump pattern-y for such a slow section imo, save this stuff for when you get to 03:22:813 (1) - , where the extra instruments come in.
  12. 03:48:446 (1) - Move further away to keep the momentum from 03:47:117 (1,2,3) - going a little longer.
  13. 04:11:420 (1) - to 04:35:534 (6) - LAME. You can do so much more here instead of arbitrary jump patterns. How about you arrange the notes based on pitch, so for example 04:11:990 (1,2,3,1,2) - will look more like this, because the second combo goes from a high note to a low note, etc. Well, you probably won't change this, but know that because of stuff like this I don't fully enjoy the map :< (sorry, this comment is more a personal rant than anything ^^' oh and it's not the "only circles" stuff that bugs me btw, i think the constant 1/2 tapping fits well, it's just the arbitrary placements that i don't like)
  14. 04:36:294 (3,4) - make 3 into a repeat slider instead? I think it fits your kiai idea better.
  15. 04:58:509 (1) - to 05:00:788 (2) - toggle kiai off? And then do that flashyflash thing you did earlier :>
  16. 05:00:028 (2) - You should probably NC because of earlier stuff like 01:39:142 (1,1) - , this isn't really connected to the previous slider in any way.
Meh, too tame for me :v
I probably missed some things seeing how inconsistent this is, but this should get you a lot closer to proper ranking. Hopefully BN's will find whatever I missed. Fun song, good luck~
Topic Starter
Zectro

Kalibe wrote:

Waa, i didn't mod anything like month ago, so sorry if this mod will be shit or something. xd

- You try to be canadian Monstrata with OD 8,7 ? Well, it's not a big problem for me, but for insane and almost od 9? Prefer to decrease it, to like 8,5 i think.
- Try to change background from .png to .jpg just for less filesize of map

~ 00:25:851 (1,2,3,4) - When i play this pattern, i just thinking (what's going on?) because it's hard to read this 00:26:041 (2,3) - but maybe just me.. Anyways - I want to change this pattern a little bit to avoid confusions, something like this: http://puu.sh/oomp4/109e94edfb.jpg Not necessary
~ 00:28:129 (6,6,5) - Maybe add NC on those notes, because you later emphasised for one strong beat?
~ 00:48:256 (2,3) - If you make this pattern symmetrically, it will be looks more clean and neater imo :3
~ 03:55:471 (4,5) - Personally, i don't like when in normal circle pattern occurs such a thing. meh. i like when dat thing it's stacked instead of weird tiny spaced tho. No change
~ Just a tiny suggestion about position 04:22:243 (3) - it's better to play (formeee) when you put it on 211|22 (btw nice jumpy section)
~ 04:38:762 (1,3) - This overlap is really specially? .w. / avoid it, moving (3) on safe place 199|125 ;w;
~ 05:01:737 (2,4) - Really minor, but stack better this xd
~ 05:07:623 (1,2,3) - I'm not sure about this spacing between 2 and 3.... hm ;w;/ looks awkward, because of straight spacing line. :) No idea why it would look awkward
~ 05:10:661 (1) - Move this slider a pixel, it's not stacked with next 2 sliders you have

Welp, that's all. Hope i helped somewhat. good luck ! xd
Thanks!
Topic Starter
Zectro

UndeadCapulet wrote:

Hi from my modding queue!
oh wait..

Sandstone

  1. 00:00:028 (1) - the hitnormal on the end doesnt fit imo, I think you should silence it or use a different sampleset. You could silence it by moving your red line four big white ticks back (see this post for why you'd do that). Or, you can leave the red line where it is, change the volume/sampleset for the spinner, and add a green line on top of the red line with the sampleset you want to use for everything else (so like this). Red lines try to affect everything behind them, so you can exploit it like this. But QAT probably won't like that because of some dumb poorly worded rule..
  2. 00:26:231 (3) - Silence the tail? (though personally I just wouldn't use a 1/8 slider here because you don't do that for the later bubble sounds lol..) Using it here as kind of an opening to the next section of the song, not looking for consistency with this particular one. Don't know if the tail should be silenced.
  3. 01:07:243 (3,4) - tbh I prefer just repeating the 01:04:205 (3,4) - rhythm.
  4. 01:14:648 (2,1) - weak, restructuring so it's spaced more would fit better, and it would give the whole motion a better snap into 01:15:218 (1) - because it's the end of a big jump pattern.
  5. 01:26:610 (4,5) - 3/4 rhythms are inconsistent with 01:50:914 (1,2) - , 02:15:218 (4,5) - , etc. (also notice the NC's aren't consistent either). Honestly in general your 3/4 sliders are pretty incomprehensible and random, I'd go so far as to say they don't fit in with the rest of the map. At least go through and make them have more rhythmic structure. (and do you really need to silence the tails?) Yes, I do. Also, I'm following different instruments/sounds with each of the other timestamps you pointed out
  6. 01:44:079 (1,2,3,4,5,6) - Don't get why you're using this pattern when there aren't drum hits here.
  7. 01:47:307 (2,3) - 01:59:458 (2,3) - 02:23:762 (2,3) - etc, make consistent Is this seriously necessary..?
  8. 02:20:724 (3) - add note to stay consistent with other rhythms
  9. 02:26:610 (1,2,3) - this is the proper rhythm of the bubble pops, believe it or not. The heads are where the sounds start, the tails are where they pop. Pick a rhythm pattern and apply it to 01:38:003 (1) - and 04:58:509 (1,2,3) - as well. Here in this specific case I'd definetly say that playability is more important. That's why I'll keep it how it is for now
  10. 02:46:357 (1,2,3,4,5) - Totally unneccesary jump pattern imo Following the bass and preparing for the kick 02:47:117 (5) - ; I don't see why this is 'unnecessary'
  11. 03:10:661 (1,2,3,4) - a little too jump pattern-y for such a slow section imo, save this stuff for when you get to 03:22:813 (1) - , where the extra instruments come in. Pretty sure it should still be okay.
  12. 03:48:446 (1) - Move further away to keep the momentum from 03:47:117 (1,2,3) - going a little longer.
  13. 04:11:420 (1) - to 04:35:534 (6) - LAME. You can do so much more here instead of arbitrary jump patterns. How about you arrange the notes based on pitch, so for example 04:11:990 (1,2,3,1,2) - will look more like this, because the second combo goes from a high note to a low note, etc. Well, you probably won't change this, but know that because of stuff like this I don't fully enjoy the map :< (sorry, this comment is more a personal rant than anything ^^' oh and it's not the "only circles" stuff that bugs me btw, i think the constant 1/2 tapping fits well, it's just the arbitrary placements that i don't like) Happy with the current way it is for now, minor changes will most likely be made, but the logic behind the whole section will probably stay the same.
  14. 04:36:294 (3,4) - make 3 into a repeat slider instead? I think it fits your kiai idea better. I like both of them just as much. I will keep the current once because of the way the next few hitobjects are arranged.
  15. 04:58:509 (1) - to 05:00:788 (2) - toggle kiai off? And then do that flashyflash thing you did earlier :>
  16. 05:00:028 (2) - You should probably NC because of earlier stuff like 01:39:142 (1,1) - , this isn't really connected to the previous slider in any way.
Meh, too tame for me :v
I probably missed some things seeing how inconsistent this is, but this should get you a lot closer to proper ranking. Hopefully BN's will find whatever I missed. Fun song, good luck~
Pretty helpful, thanks a bunch dude! I really appreciate it <3
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