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!
Done, thanks a lot for your help! Check below for some notes.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.
Nice, glad it helped, looks very good now!Nightsky wrote:
Done, thanks a lot for your help! Check below for some notes.
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.
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.JenHideo wrote:
Noticed this in modding queueA Few IssuesFor 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.JenHideo wrote:
Noticed this in modding queueA Few IssuesFor 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!
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!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)
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.iLegacy wrote:
Are you looking for others to create difficulties on this?
- Managed to nerf Normal enough to be below 2*.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.
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: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.
[Hard]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.
Thank you for the effort,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: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: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.
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) -[Hard]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.
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 kind words and I hope I can get this ranked any time soon.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!