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Starset - My Demons

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Eclipse-
Yeah imo sometimes the sliders and circles don't suit the music as much as they could, for example with the "okay, okay" or "away, away" parts you could make some sort of a sequence of the very same sliders far away and mirroring eachother. It would certainly add a feel to it.

But not counting that, a very good map! ;)
Topic Starter
Nightsky

CRTVirtual wrote:

Yeah imo sometimes the sliders and circles don't suit the music as much as they could, for example with the "okay, okay" or "away, away" parts you could make some sort of a sequence of the very same sliders far away and mirroring eachother. It would certainly add a feel to it.

But not counting that, a very good map! ;)
Thank you for your feedback, gonna work on it right now! :)
Haru -
Helped out with offset & mapping position


SPOILER
http://puu.sh/sOcpe/ef9a329725.txt
Yahuri
from queue, thanks for waiting!

Survivability
00:11:565 (2,3,4,5,6) - could stack the sliders and make a pentagon with the circles
00:25:786 (1,2,3,4) - i dont think you should introduce a jump pattern here, because there arent any consequent jumps before here. save the jumps for here 00:27:866 (1).
00:30:641 (1,2) - the DS here feels really awkward and anticlimactic. i think it would be better if you increase DS here.
01:26:133 (1,2) - ^
01:37:230 (1,2) - ^
01:42:779 (1) - ^ not as bad though
03:00:467 (1,2) - ^
03:28:213 (1,2) - ^
00:33:067 (7,1) - make jump for NC and finish hitsound
00:35:843 (5,1) - 00:36:710 (3,1) - the jump DS of these spots are significantly different, i would recommend making them more consistent
00:45:207 (3,4,5) - flow angle doesnt look good, either make it straight or make it sharper
00:52:837 - this section is very empty compared to the rest of the kiai, and is inconsistent with 01:45:554. i think you should fill in the empty spots.
01:31:161 (2) - 01:31:508 (2) - these notes are very soft, so i dont see a reason for jumps here.
01:33:068 (1,2,3,4,5,6,7,8,1) - this section would work well for jumps, rather than the one mentioned above
02:18:849 (1) - slider shape looks awkward imo, maybe you could add a second red point to make it more Z shaped?
02:21:623 (1) - curve the tail more to the left to get a better lead into the next slider
02:45:208 (1,1,1,1,1,1,1) - i dont think all these NCs are necessary
03:26:826 (1,2,3) - i think the vocals at 3 more (if not as much as) 1 because of the clap + vocals, so make a large jump here
03:28:213 - add new kiai here?
03:33:762 (1) - this isnt consistent with other similar sections like 03:33:762 (1) - 00:47:288 (1), fill in the holes
03:44:861 (1) - ^

Good luck!
Topic Starter
Nightsky

Yahuri wrote:

from queue, thanks for waiting!

Survivability
00:11:565 (2,3,4,5,6) - could stack the sliders and make a pentagon with the circles
00:25:786 (1,2,3,4) - i dont think you should introduce a jump pattern here, because there arent any consequent jumps before here. save the jumps for here 00:27:866 (1).
00:30:641 (1,2) - the DS here feels really awkward and anticlimactic. i think it would be better if you increase DS here.
01:26:133 (1,2) - ^
01:37:230 (1,2) - ^
01:42:779 (1) - ^ not as bad though
03:00:467 (1,2) - ^
03:28:213 (1,2) - ^
00:33:067 (7,1) - make jump for NC and finish hitsound
00:35:843 (5,1) - 00:36:710 (3,1) - the jump DS of these spots are significantly different, i would recommend making them more consistent
00:45:207 (3,4,5) - flow angle doesnt look good, either make it straight or make it sharper
00:52:837 - this section is very empty compared to the rest of the kiai, and is inconsistent with 01:45:554. i think you should fill in the empty spots.
01:31:161 (2) - 01:31:508 (2) - these notes are very soft, so i dont see a reason for jumps here.
01:33:068 (1,2,3,4,5,6,7,8,1) - this section would work well for jumps, rather than the one mentioned above
02:18:849 (1) - slider shape looks awkward imo, maybe you could add a second red point to make it more Z shaped?
02:21:623 (1) - curve the tail more to the left to get a better lead into the next slider
02:45:208 (1,1,1,1,1,1,1) - i dont think all these NCs are necessary
03:26:826 (1,2,3) - i think the vocals at 3 more (if not as much as) 1 because of the clap + vocals, so make a large jump here
03:28:213 - add new kiai here?
03:33:762 (1) - this isnt consistent with other similar sections like 03:33:762 (1) - 00:47:288 (1), fill in the holes
03:44:861 (1) - ^

Good luck!

Done, thanks for helping! :D
Zolixe
modding time :P
Trying to keep it short

Normal
Normal
General problems with the spacing between objects
00:30:641 (1,2) is fine, 00:31:335 (2,1) is weird if you don't know the song, should be closer

00:56:652 (1,1) - insert break?

01:23:011 (1) - seems weird to me that it has 4 hits, but 3 hits still seem a bit out of style, so maybe keep it

01:33:069 (3,4) - here I am learning that you want 4 hits on the small repeating sliders
01:44:167 (4) - 4 hits, so it must be a thing
02:10:525 (1,2,1,2) - but now, theres suddenly 3 hits on all those small sliders, so I get confused when playing this part

02:16:074 (5,1) - this break is awfully long, maybe add some slower/shorter sliders when he starts singing a little again?

You decide if one diff is enough for kudosu, but was tired :oops:
Topic Starter
Nightsky

Zolixe wrote:

modding time :P
Trying to keep it short

Normal
Normal
General problems with the spacing between objects
00:30:641 (1,2) is fine, 00:31:335 (2,1) is weird if you don't know the song, should be closer

00:56:652 (1,1) - insert break?

01:23:011 (1) - seems weird to me that it has 4 hits, but 3 hits still seem a bit out of style, so maybe keep it

01:33:069 (3,4) - here I am learning that you want 4 hits on the small repeating sliders
01:44:167 (4) - 4 hits, so it must be a thing
02:10:525 (1,2,1,2) - but now, theres suddenly 3 hits on all those small sliders, so I get confused when playing this part

02:16:074 (5,1) - this break is awfully long, maybe add some slower/shorter sliders when he starts singing a little again?

You decide if one diff is enough for kudosu, but was tired :oops:

Anything that helps improving the map earns kudos, as long as you point out anything that doesn't seem right, issues, etc.
Done, thanks for helping! :D
BisTris74
such a good map, im a noobie so i played it on normal diff but still managed to get 2m700k points and 800x score no mods. really liked it, thank you for this map!
Chaotic Neutral
Hello Im From Black Vultures Clan you asked for mod you shall receive:

General: ooh i love this song! Brings back memories.

All right ill start with the hardest diff and work my way through:

Survivability

00:16:768 (1,1,1) - i suggest these sliderheads to have whistle instead of finish, fits better to the sound heard in the song.

00:21:797 (1,2,3,4,5,6) - this kinda catches you very offguard (i got a 1k combo on this with one mistake first try so i think its not cause im bad) i suggest, since in the music this sequence is very subtle aswell, to instead use a short slider with reverse arrows instead, would flow better into the build up youre creating here.

00:29:253 (4) - I wouldnt ignore the two big drum sounds here, i mean technically youre not ignoring them, since you make a great curve right when the drum sound is. i still feel like, to further add to the buildup of the song, to make this a little bit more intense to play, instead of just one long slider.

00:52:490 (1,2) - I feel like these should be a little bit closer to eachother (so that they just touch the blue circles before that) so the jumps get harder in a more intuitive way.

00:56:999 (2) - feel like you should add a flinish hitsound here

00:55:959 (1) - this is missing a finish hitsound aswell btw

00:56:652 (1) - and based on the drums in this song you should finishhitsound both sliderhead and tail here, consider making this into 2 hitcircles instead to further emphazise the drums.

01:11:565 (3) - i think you had a little bit too much fun there, not very pleasing to the eye, i would change it, but its just a minor thing, if you have close feelings to this slider and you dont want to bodyshame it, you can leave it like that.

01:19:196 (5) - feel like you should make this a little bit more intense instead of just one slider.
01:21:970 (3) - same

01:39:311 (6,7,8) - drummer going mad here, id increase spacing abit. that would also make
01:42:086 (1,2,3,4) - this feel less like a unwarranted difficulty spike, maybe decrease spacing a little bit here.

02:13:300 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - this feels a little bit too much for this part, consider sliders with reverse arrows on every downbeat instead.

01:01:161 (1) - almost forgot! maybe consider mapping the part before this note? drum is doing some stuff after all.

02:29:947 (1) -
02:32:722 (1) - these two arent rly pretty, think you could make them more beautiful, again, just a minor thing.

02:47:635 (1,2,3,4,1,2,3,4,1,2) - i would continue what oyu have done with short sliders before this part, circles feel kinda unwarranted cause now you have to click more, which doesnt really fit on how calm the song is (this is why i had something against this 02:13:300 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) aswell

03:10:525 (1,2,1) - this jump feels weird cause its only a 90° angle from 1 to 1, consider switching these twos position 03:10:872 (1,2) -

03:25:959 (4,5) - either do this more often or not at all, doing it once is out of place.

Advanced

00:38:965 (1) - end this on the whitetick after
00:40:005 (2) - end this on the whitetick before

same problem here 00:36:190 (1) - 00:37:231 (2) -

stull like this is maybe fine in an easy, but in advanced, advanced players already get confused as of why sliders wouldnt end on the downbeat, or when the drummer is like.. hitting the drum.. very hard..

00:56:999 (1) - add circle on downbeat, start spinner later

01:01:161 (1) - add break before this or map it like i suggested on Survivability

01:15:728 (2,3,4) - weird spacing, either stack 3 onto 4 or put 2 farther away, its kinda weird like this right now.

01:21:971 (4,5,6) - same

01:23:011 (1,1) - id decrease spacing here

02:13:300 (1,2,3,4,1,2,3,4,1,2,3,4) - same as in survivability.

Normal

00:33:416 (1,2,1) - stull like this is kinda frowned upon on normals, this would be totally fine on higher diffs, but a new player cant tell that 00:33:416 (1,2) - has a different timing gap between them than 00:34:109 (2,1) -

try to make your spacing more clear on easier difficulties, because spacing is the best way to show new players how rhytm in osu really works.
00:34:630 (1,2,3,4) - this has the same problem, almost the same spacing between sliderend and between the circles even though timing gaps are different, do not do such a thing.

00:42:953 (3,4,5,6) - i guess this will happen alot now, so just... maybe consider remapping. If the problem happens again i wont call it out.

trust me if you get the spacing down new players will love your map and that is something you definetely want!

01:23:011 (1,2) - on normal id consider overlapps on any 1/4 beat timing gap that might occur.

everything else has the distance spacing issue thing i talked about so fix that and it will be good!

This a fun map to play, especially survivability, you got this.

Thats all from me, hope I deserve some kudosu, have a nice day.
Topic Starter
Nightsky

Lightdevil166 wrote:

Hello Im From Black Vultures Clan you asked for mod you shall receive:

General: ooh i love this song! Brings back memories.

All right ill start with the hardest diff and work my way through:

Survivability

00:16:768 (1,1,1) - i suggest these sliderheads to have whistle instead of finish, fits better to the sound heard in the song.

00:21:797 (1,2,3,4,5,6) - this kinda catches you very offguard (i got a 1k combo on this with one mistake first try so i think its not cause im bad) i suggest, since in the music this sequence is very subtle aswell, to instead use a short slider with reverse arrows instead, would flow better into the build up youre creating here.

00:29:253 (4) - I wouldnt ignore the two big drum sounds here, i mean technically youre not ignoring them, since you make a great curve right when the drum sound is. i still feel like, to further add to the buildup of the song, to make this a little bit more intense to play, instead of just one long slider.

00:52:490 (1,2) - I feel like these should be a little bit closer to eachother (so that they just touch the blue circles before that) so the jumps get harder in a more intuitive way.

00:56:999 (2) - feel like you should add a flinish hitsound here

00:55:959 (1) - this is missing a finish hitsound aswell btw

00:56:652 (1) - and based on the drums in this song you should finishhitsound both sliderhead and tail here, consider making this into 2 hitcircles instead to further emphazise the drums.

01:11:565 (3) - i think you had a little bit too much fun there, not very pleasing to the eye, i would change it, but its just a minor thing, if you have close feelings to this slider and you dont want to bodyshame it, you can leave it like that.

01:19:196 (5) - feel like you should make this a little bit more intense instead of just one slider.
01:21:970 (3) - same

01:39:311 (6,7,8) - drummer going mad here, id increase spacing abit. that would also make
01:42:086 (1,2,3,4) - this feel less like a unwarranted difficulty spike, maybe decrease spacing a little bit here.

02:13:300 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - this feels a little bit too much for this part, consider sliders with reverse arrows on every downbeat instead.

01:01:161 (1) - almost forgot! maybe consider mapping the part before this note? drum is doing some stuff after all.

02:29:947 (1) -
02:32:722 (1) - these two arent rly pretty, think you could make them more beautiful, again, just a minor thing.

02:47:635 (1,2,3,4,1,2,3,4,1,2) - i would continue what oyu have done with short sliders before this part, circles feel kinda unwarranted cause now you have to click more, which doesnt really fit on how calm the song is (this is why i had something against this 02:13:300 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) aswell

03:10:525 (1,2,1) - this jump feels weird cause its only a 90° angle from 1 to 1, consider switching these twos position 03:10:872 (1,2) -

03:25:959 (4,5) - either do this more often or not at all, doing it once is out of place.

Advanced

00:38:965 (1) - end this on the whitetick after
00:40:005 (2) - end this on the whitetick before

same problem here 00:36:190 (1) - 00:37:231 (2) -

stull like this is maybe fine in an easy, but in advanced, advanced players already get confused as of why sliders wouldnt end on the downbeat, or when the drummer is like.. hitting the drum.. very hard..

00:56:999 (1) - add circle on downbeat, start spinner later

01:01:161 (1) - add break before this or map it like i suggested on Survivability

01:15:728 (2,3,4) - weird spacing, either stack 3 onto 4 or put 2 farther away, its kinda weird like this right now.

01:21:971 (4,5,6) - same

01:23:011 (1,1) - id decrease spacing here

02:13:300 (1,2,3,4,1,2,3,4,1,2,3,4) - same as in survivability.

Normal

00:33:416 (1,2,1) - stull like this is kinda frowned upon on normals, this would be totally fine on higher diffs, but a new player cant tell that 00:33:416 (1,2) - has a different timing gap between them than 00:34:109 (2,1) -

try to make your spacing more clear on easier difficulties, because spacing is the best way to show new players how rhytm in osu really works.
00:34:630 (1,2,3,4) - this has the same problem, almost the same spacing between sliderend and between the circles even though timing gaps are different, do not do such a thing.

00:42:953 (3,4,5,6) - i guess this will happen alot now, so just... maybe consider remapping. If the problem happens again i wont call it out.

trust me if you get the spacing down new players will love your map and that is something you definetely want!

01:23:011 (1,2) - on normal id consider overlapps on any 1/4 beat timing gap that might occur.

everything else has the distance spacing issue thing i talked about so fix that and it will be good!

This a fun map to play, especially survivability, you got this.

Thats all from me, hope I deserve some kudosu, have a nice day.
Done, thanks a lot for your help! Check below for some notes. :D

Survivability
- Added the finish hitsound at 00:55:612 (3) - instead of 00:55:959 (1) - since it might work/sound a bit better.
- Decided to replace the 3rd and 4th circle previously to a slider at 02:47:635 (1,2,3,1,2,3,1,2) - just to keep a part of the difficulty, but if it's still bothering I can change it all to sliders.
- Everything else is applied as you said.

Advanced
- Everything applied.

Normal
- Decided to place the sliders on 1/1 ticks, should help a lot.
- Everything else applied.
Chaotic Neutral

Nightsky wrote:

Done, thanks a lot for your help! Check below for some notes. :D

Survivability
- Added the finish hitsound at 00:55:612 (3) - instead of 00:55:959 (1) - since it might work/sound a bit better.
- Decided to replace the 3rd and 4th circle previously to a slider at 02:47:635 (1,2,3,1,2,3,1,2) - just to keep a part of the difficulty, but if it's still bothering I can change it all to sliders.
- Everything else is applied as you said.

Advanced
- Everything applied.

Normal
- Decided to place the sliders on 1/1 ticks, should help a lot.
- Everything else applied.
Nice, glad it helped, looks very good now!
Osatia
Noticed this in modding queue

A Few Issues
For you to have a "Normal" as the lowest difficulty in your mapset, the "Normal" must have a sr lower than 2*
Also, ar6 is too high for a "Normal"
Your "Advanced" difficulty is too hard to be named "Advanced" it is more of a "Hard" difficulty. (Also the sr is way too high for an "Advanced"
AR8.4 is too high for an "Advanced" difficulty, it is also too high for a "Hard" difficulty.
The gap between the "Advanced" and "Survivability" diffs is too high so you need to add a 4* (Insane) in there to fill it.
The ds in the "Normal" and "Advanced" diffs is pretty random at times so I suggest you fix those.

Pretty short, but I hope it helped! Good luck with the mapset!
Topic Starter
Nightsky

JenHideo wrote:

Noticed this in modding queue

A Few Issues
For you to have a "Normal" as the lowest difficulty in your mapset, the "Normal" must have a sr lower than 2*
Also, ar6 is too high for a "Normal"
Your "Advanced" difficulty is too hard to be named "Advanced" it is more of a "Hard" difficulty. (Also the sr is way too high for an "Advanced"
AR8.4 is too high for an "Advanced" difficulty, it is also too high for a "Hard" difficulty.
The gap between the "Advanced" and "Survivability" diffs is too high so you need to add a 4* (Insane) in there to fill it.
The ds in the "Normal" and "Advanced" diffs is pretty random at times so I suggest you fix those.

Pretty short, but I hope it helped! Good luck with the mapset!
I'll have everything in consideration but right now I'm a bit busy. Will get to work as soon as I got time, most likely by the end of the week.

Edit: Managed to get some spare time. Updated the AR on both diffs, fixed DS on Normal, Advanced will be fixed soon. Also, these 3 diffs were created a long time ago and I had no intentions on making more than 3 diffs so I'm gonna stick with them, unless if I need to, I'll make a fourth one later on but hopefully it won't be necessary. Changing the diffs' names would now be a bit unnecessary since you have to redownload the map, but the names still fit the appropriate difficulty nonetheless (except the last one of course).
BisTris74
Honestly the map was great before the update and I think you should have left it as it was. It was one of my favourites and now it's just like many others. It is too slow for me and way too easier. Also all my 15 records deleted, i've spent more than an hour in this map. It was good while it lasted :( (normal diff, 140pp user comment)
Topic Starter
Nightsky

JenHideo wrote:

Noticed this in modding queue

A Few Issues
For you to have a "Normal" as the lowest difficulty in your mapset, the "Normal" must have a sr lower than 2*
Also, ar6 is too high for a "Normal"
Your "Advanced" difficulty is too hard to be named "Advanced" it is more of a "Hard" difficulty. (Also the sr is way too high for an "Advanced"
AR8.4 is too high for an "Advanced" difficulty, it is also too high for a "Hard" difficulty.
The gap between the "Advanced" and "Survivability" diffs is too high so you need to add a 4* (Insane) in there to fill it.
The ds in the "Normal" and "Advanced" diffs is pretty random at times so I suggest you fix those.

Pretty short, but I hope it helped! Good luck with the mapset!
Sorry for the mapping hiatus, needed to take a break.
Almost fully remapped Advanced, nerfed some parts, others stayed the same and hopefully it's all good now.
Thank you again for the mod! ;)
Topic Starter
Nightsky

BisTris74 wrote:

Honestly the map was great before the update and I think you should have left it as it was. It was one of my favourites and now it's just like many others. It is too slow for me and way too easier. Also all my 15 records deleted, i've spent more than an hour in this map. It was good while it lasted :( (normal diff, 140pp user comment)
Wasn't intended to be a hard difficulty and I was asked to nerf it a bit, but look on the bright side, you got the Advanced difficutly which might bring some challenge to you. Keep improving! ;)
Arkaeic
Are you looking for others to create difficulties on this?
Topic Starter
Nightsky

iLegacy wrote:

Are you looking for others to create difficulties on this?
Not right now, I've thought about it but I want to work on the map, whenever I can, before I go ask around for GDs.
Topic Starter
Nightsky
NOTE: Normal difficulty was "remapped"
tatatat
The nomal difficulty needs to be below 2.00* to be considered for ranking.
On the normal difficulty you have an unsnapped object at 02:14:686 (1) -
Kiai time is toggled on for 99.884 seconds in the map.
The songs total drain time on advanced is 230.982 seconds.
Kiai time is toggled on for 43.2432% of the map. Thats way too long.
On the normal difficulty you should consider starting the beginning of the sliders at 02:16:074 - through 02:56:999 - a distance away from the end of the last slider to account for the distance in time that is between each slider.
Topic Starter
Nightsky

tatatat wrote:

The nomal difficulty needs to be below 2.00* to be considered for ranking.
On the normal difficulty you have an unsnapped object at 02:14:686 (1) -
Kiai time is toggled on for 99.884 seconds in the map.
The songs total drain time on advanced is 230.982 seconds.
Kiai time is toggled on for 43.2432% of the map. Thats way too long.
On the normal difficulty you should consider starting the beginning of the sliders at 02:16:074 - through 02:56:999 - a distance away from the end of the last slider to account for the distance in time that is between each slider.
- Managed to nerf Normal enough to be below 2*.
- Unsnapped note is fixed.
- Reduced kiais in all diffs to about half, should help in the long-time kiai issue.
- Fixed drain time across all diffs by adding some more notes.
- Long notes on Normal were placed further away as asked.

Hope this will be enough. Thank you very much for your help. :D
Topic Starter
Nightsky
Insane difficulty coming very soon, Advanced will be renamed to Hard.
Topic Starter
Nightsky
Insane difficulty added and Advanced renamed to Hard.
Redownload after June 20th
waefwerf
From m4m.
Feel free to message me if some points don't make sense.
Not too experienced modding/mapping normals and hards, hope the feedback is useful

[General]
00:41:739 - why does kiai end here? Isn't the chorus still going? Ditto for the other choruses
Spread might be a bit iffy, large jump from hard-insane compared to insane-extra (survivability)

[Normal]
In general: Use AiMod's "Check distance snap" function, it finds a lot of inaccuracies of varying significance. Aesthetics are also less than perfect in a lot of places, lots of room for making better blanketing and such.
From the ranking criteria:

Ranking Criteria wrote:

Avoid slider-only sections. Aiming and following a lot of sliders in a row can be tiring for new players. In such cases, circles and rest moments without hitobjects to click or follow should be used.
There are a lot of these kinds of sections. Suggest making some of those sliders into hitcircles instead, there are generally plenty of good opportunities for this. Hitcircles are also easier to make good aesthetics with. Examples of this are:
00:36:190 (1,2,3,4,1,2,3,4,1,2,3) -
01:28:907 (1,2,1,2,1,2,1,2,1,2,3,4,1,2,3) -
01:51:104 (1,2,1,2,1,2,3,4,1) -
03:00:468 (1,2,1,2,1,2,3,4,1,2,1,2,1,2) -

00:31:335 (2,1,2) - Could probably make the rhythm slightly more interesting by instead placing a slider on 00:31:854 - to 00:32:201 - and a circle on 00:32:375 - . Ditto for this phrase in every chorus
00:58:386 - to 01:01:161 - break here?
01:08:098 (4,5,1) - this breaks time-distance equality and is not readable for newer players.
01:13:647 (3,4,1) - ^
01:17:115 (4,5,1) - this looks somewhat cluttered
01:44:167 (3,4) - this sort of slider leniency might not be intuitive to newer players, suggest matching distance snap closer.
02:10:526 (1,2,1,2) - This rhythm might be unintuitive for newer players, but I'm not that sure about it.
02:16:074 - at least part of this section could do with being a break, especially considering the RC guideline from before.
03:45:901 (1,2,3) - This doesn't really follow the song too well.
03:53:184 (1) -

Ranking Criteria wrote:

Avoid 1/2 sliders with multiple reverses. New players are unable to read additional reverses because they are visible for such a short amount of time.
[Hard]
Sorry for the limited feedback. General comment from before about aesthetics still apply, plenty of opportunity for better structure and aesthetics.
00:09:832 (4) - Probably should be distinguished more, NC at least and maybe more spacing OR stack under 00:09:138 (3) -, as otherwise the spacing doesn't hint well enough at the pause.
01:23:011 (1) - unsnapped object
01:38:791 (4,5,6) - this pause is not clearly enough indicated
01:46:248 (3,5) - slightly unperfect alignment, and I don't really think this sort of overlap fits the map.
01:46:941 (5,1,2,3) - don't know whether this rhythm difference is clearly enough indicated for a hard.
02:07:751 (1,2,3,4,5) - Why is the rhythm less dense here than previously? Don't hear any clear difference in music hinting at this
02:13:300 (1,2,3,4,1,2,3,4) - There's more potential in this section than simple sliderspam - circles in the first half, long sliders in second half.
02:16:074 - same as with the normal, but less critical here
02:45:207 (1,2,3,4,1,2,3,4,1,2,3,4) - Having less spacing here might fit the section better
02:52:837 (2,3,4) - rhythm could probably be better indicated here
03:15:901 (4,5,1) - poorly indicated pause
03:54:052 (4,5,6) - ^
03:29:774 (4,5,6) - this pause wouldn't even be fair in an extra.

[Insane]
00:07:057 (1,2,3,4) - this pattern feels off, the last two sliders don't feel too coherent. Why differ from 00:05:670 (1,2,3,4) - ? 00:58:386 (1,2,3,4,1,2,3,4) - something like this is what I would suggest going for.

00:36:190 (1,2,3,4,1,2,3,4) - could emphasize vocals more
00:51:970 (4,1,2) - this flow doesn't look too clean
01:23:011 (1,2,3,4,1) - this doesn't look clean, feels like 01:23:357 (1) - is not on the same line as the stream
01:44:167 (3,4,5,1,2,3,4,5) - nice pattern, but could be tidied up a bit, such as aligning 01:44:687 (1,2,5,1) - more cleanly
02:45:207 (1,2,3,4,1,2,3,4,1,2,3,4) - Having less spacing here might fit the section better
03:26:479 (1,2,3) - Feels odd to have this type of non-intense mapping in a climactic section of the song.
03:54:051 (3,4,5) - Bit of a vague spacing change, maybe NC 03:54:571 (5) - ?

[Survivability]
00:12:953 (2,4,5) - bit of an ugly overlap
00:20:063 (3,8,11) - why not stack these?
00:29:947 (1,2,1) - Iffy pause, suggest stacking 00:30:641 (1) - under the circle
00:55:265 (1,2,3) - this pattern seems like it would be more interesting with more spacing and maybe a back and forth
01:15:727 (1) - odd NC
01:43:820 (3,4,1,2,3,4,5,6,7,8) - Nice pattern, but odd to not have jumps in an intense section like this one.
02:45:208 (1,2,3) - did you accidentally delete something on 02:44:860 - ? Seems odd to have this type of pattern, especially after seeing the other diffs. Also, once again might fit better with a smaller spacing
02:47:635 (1,2,3,1,2,3,1,2) - had a hard time hearing the point of these circles while playing, might make more sense stacking the circles on their respective sliders
03:11:045 (2,1,2) - is this anti-jump intentional?

Hope the mod is of some use :) Good luck!
Topic Starter
Nightsky

waefwerf wrote:

From m4m.
Feel free to message me if some points don't make sense.
Not too experienced modding/mapping normals and hards, hope the feedback is useful

[General]
00:41:739 - why does kiai end here? Isn't the chorus still going? Ditto for the other choruses
Spread might be a bit iffy, large jump from hard-insane compared to insane-extra (survivability)

[Normal]
In general: Use AiMod's "Check distance snap" function, it finds a lot of inaccuracies of varying significance. Aesthetics are also less than perfect in a lot of places, lots of room for making better blanketing and such.
From the ranking criteria:

Ranking Criteria wrote:

Avoid slider-only sections. Aiming and following a lot of sliders in a row can be tiring for new players. In such cases, circles and rest moments without hitobjects to click or follow should be used.
There are a lot of these kinds of sections. Suggest making some of those sliders into hitcircles instead, there are generally plenty of good opportunities for this. Hitcircles are also easier to make good aesthetics with. Examples of this are:
00:36:190 (1,2,3,4,1,2,3,4,1,2,3) -
01:28:907 (1,2,1,2,1,2,1,2,1,2,3,4,1,2,3) -
01:51:104 (1,2,1,2,1,2,3,4,1) -
03:00:468 (1,2,1,2,1,2,3,4,1,2,1,2,1,2) -

00:31:335 (2,1,2) - Could probably make the rhythm slightly more interesting by instead placing a slider on 00:31:854 - to 00:32:201 - and a circle on 00:32:375 - . Ditto for this phrase in every chorus
00:58:386 - to 01:01:161 - break here?
01:08:098 (4,5,1) - this breaks time-distance equality and is not readable for newer players.
01:13:647 (3,4,1) - ^
01:17:115 (4,5,1) - this looks somewhat cluttered
01:44:167 (3,4) - this sort of slider leniency might not be intuitive to newer players, suggest matching distance snap closer.
02:10:526 (1,2,1,2) - This rhythm might be unintuitive for newer players, but I'm not that sure about it.
02:16:074 - at least part of this section could do with being a break, especially considering the RC guideline from before.
03:45:901 (1,2,3) - This doesn't really follow the song too well.
03:53:184 (1) -

Ranking Criteria wrote:

Avoid 1/2 sliders with multiple reverses. New players are unable to read additional reverses because they are visible for such a short amount of time.
[Hard]
Sorry for the limited feedback. General comment from before about aesthetics still apply, plenty of opportunity for better structure and aesthetics.
00:09:832 (4) - Probably should be distinguished more, NC at least and maybe more spacing OR stack under 00:09:138 (3) -, as otherwise the spacing doesn't hint well enough at the pause.
01:23:011 (1) - unsnapped object
01:38:791 (4,5,6) - this pause is not clearly enough indicated
01:46:248 (3,5) - slightly unperfect alignment, and I don't really think this sort of overlap fits the map.
01:46:941 (5,1,2,3) - don't know whether this rhythm difference is clearly enough indicated for a hard.
02:07:751 (1,2,3,4,5) - Why is the rhythm less dense here than previously? Don't hear any clear difference in music hinting at this
02:13:300 (1,2,3,4,1,2,3,4) - There's more potential in this section than simple sliderspam - circles in the first half, long sliders in second half.
02:16:074 - same as with the normal, but less critical here
02:45:207 (1,2,3,4,1,2,3,4,1,2,3,4) - Having less spacing here might fit the section better
02:52:837 (2,3,4) - rhythm could probably be better indicated here
03:15:901 (4,5,1) - poorly indicated pause
03:54:052 (4,5,6) - ^
03:29:774 (4,5,6) - this pause wouldn't even be fair in an extra.

[Insane]
00:07:057 (1,2,3,4) - this pattern feels off, the last two sliders don't feel too coherent. Why differ from 00:05:670 (1,2,3,4) - ? 00:58:386 (1,2,3,4,1,2,3,4) - something like this is what I would suggest going for.

00:36:190 (1,2,3,4,1,2,3,4) - could emphasize vocals more
00:51:970 (4,1,2) - this flow doesn't look too clean
01:23:011 (1,2,3,4,1) - this doesn't look clean, feels like 01:23:357 (1) - is not on the same line as the stream
01:44:167 (3,4,5,1,2,3,4,5) - nice pattern, but could be tidied up a bit, such as aligning 01:44:687 (1,2,5,1) - more cleanly
02:45:207 (1,2,3,4,1,2,3,4,1,2,3,4) - Having less spacing here might fit the section better
03:26:479 (1,2,3) - Feels odd to have this type of non-intense mapping in a climactic section of the song.
03:54:051 (3,4,5) - Bit of a vague spacing change, maybe NC 03:54:571 (5) - ?

[Survivability]
00:12:953 (2,4,5) - bit of an ugly overlap
00:20:063 (3,8,11) - why not stack these?
00:29:947 (1,2,1) - Iffy pause, suggest stacking 00:30:641 (1) - under the circle
00:55:265 (1,2,3) - this pattern seems like it would be more interesting with more spacing and maybe a back and forth
01:15:727 (1) - odd NC
01:43:820 (3,4,1,2,3,4,5,6,7,8) - Nice pattern, but odd to not have jumps in an intense section like this one.
02:45:208 (1,2,3) - did you accidentally delete something on 02:44:860 - ? Seems odd to have this type of pattern, especially after seeing the other diffs. Also, once again might fit better with a smaller spacing
02:47:635 (1,2,3,1,2,3,1,2) - had a hard time hearing the point of these circles while playing, might make more sense stacking the circles on their respective sliders
03:11:045 (2,1,2) - is this anti-jump intentional?

Hope the mod is of some use :) Good luck!
Thank you for the effort, I'll work on it as soon as possible and I'll make sure to point out anything I conflict with. :D
About time I'm able to work on this mod.

General

- Kiais extended to their proper length.
- The spread is focused more between the first 3 difficulties, after this mod is applied they should have a similar spread.

Normal

- Fixed most AIMod distance checks, some were ignored to avoid stacking or overlapping.
- Fixed slider only patterns to include hitcircles too.
- Starting from 02:16:074 I prefer using long sliders so the drain time in every difficulty would have a similar value.
- 03:45:901 (1,2,3) - These reverse sliders represent the 1/3 drums, highlighted in every difficulty.
- Everything else should be fixed like you suggested.

Hard

- Restructured and placed 00:09:832 (4) this slider away so it's easier to distinguish.
- 01:23:011 (1) - Fixed unsnapped object
- 01:46:941 (5,1,2,3) - Fixed overlap and the placement just follows the rhythm even though it feels weird. Might change it later on. Turned 01:48:328 (3) into a slider.
- 02:13:300 (1,2,3,4,1,2,3,4) - I prefer having these sliders like this, probably would end up making a weird pattern that wouldn't fit the part very well.
- Same as in normal ^
- 02:45:207 (1,2,3,4,1,2,3,4,1,2,3,4) - Spacing reduced
- 02:52:837 (2,3,4) - Fixed rhythm indication
- Everything else is fixed.

Insane

- 00:07:057 (1,2,3,4) - They're positioned like this due to the lack of space to do the same as the first 4 sliders. If I were to change this I would have to position the following patterns differently to keep the spacing going.
- 00:36:190 (1,2,3,4,1,2,3,4) - Remapped to fit the patterns in the other sections.
- 01:23:011 (1,2,3,4,1) - Fixed the last note's position a little bit, hope this won't be a big deal.
- 02:45:207 (1,2,3,4,1,2,3,4,1,2,3,1) - I think the spacing is fine like this.
- 03:26:479 (1,2,3) - Just wanted to bring out the lyrics in a non-ridiculous way, first note swapped with a slider.
- Everything else applied.

Survivability

- 00:12:953 (2,3,4,5) - Fixed weird overlap.
- 00:18:676 (3,8,11) - Fixed stacking.
- 00:30:294 (2) - Turned the circle into a slider to fill in the pause and stacked with 00:29:600 (2), the following notes are mirrored so I didn't want to change their position.
- 00:55:265 (1,2,3,1,2,1,2,3) - These notes are all in a linear pattern, flipped vertically each NC if you didn't notice, I want to keep it that way.
- 01:44:860 (5,6,7,8) - Turned these into jumps.
- 02:45:208 (1,2,3,1,2,3,4,1,2,3,1,2,3,1,2) - This whole section used to be hitcircles and it was way too hard to acc, didn't want to turn it all to sliders so I made it like that, stacked the hitcircles here 02:47:635 (1,2,3,1,2,3,1,2,1) to their following slider.
- 03:11:045 (2,1,2) - I have no clue how this skipped all of my checks and testplays, finally fixed.

Hope everything you mentioned turns out like you wanted, thank you again for your mod! :D
synthsquared
honestly one of the better pending maps i've played in a while. i think some of the jumps in hard mode (about 03:21:401 for example) were a bit confusing, but that may just be because of my poor eyesight. great job with this! i wish you luck on getting it ranked! :)
Topic Starter
Nightsky

utaushinth wrote:

honestly one of the better pending maps i've played in a while. i think some of the jumps in hard mode (about 03:21:401 for example) were a bit confusing, but that may just be because of my poor eyesight. great job with this! i wish you luck on getting it ranked! :)
Thank you for the kind words and I hope I can get this ranked any time soon. :)
Topic Starter
Nightsky
Changes in Survivability difficulty on the way, new patterns and fixing sections.
Increased hitsound volume.


Everything done.
TABLETCLIX
Have you ever seen a map so beautiful that you cried
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