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Kyle Massey - Cory in the House [Osu|Taiko]

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Ascendance
waiting for this to be qualified so i can mod it
Topic Starter
fieryrage
when u look at forum and cory has a new post but it turns out to be a shitpost from ascenden

Ayyri
hi n1do

[General]
  1. Please make the SV changes into the kiai a bit less awkward. ;w;
  2. Move the background up a bit, so you can actually see the guy's face. Already asked n1doking, and he said this code was fine. So here you go.
~
[Events]
//Background and Video events
0,0,"listenup.jpg",0,-70

[Muzukashii]
  1. 00:01:780 - Move to 00:01:499 - and change to k. The beat at 00:01:499 - is just like the pattern at 00:01:079 - , which is a bit more prominent than at 00:01:780 - .
  2. 00:03:742 - Add a k. This would follow the same rhythm as what I explained in the above point.
  3. 00:06:686 - Change to D. The same vocal is at 00:06:966 - and has a finisher. So why not here too?
  4. 00:07:527 - Could be k, since the vocal pitch changes throughout the triplet, but it's not a must here. Just a suggestion though.
  5. 00:11:032 - Add a note. The vocal starts here, rather than just at 00:11:172 - . So it feels a bit weird to note have anything hittable here.
  6. 00:12:294 - Change to d. The vocal pitch changes throughout the triplet here.
  7. 00:13:275 - and 00:13:415 - Ctrl+G. dk kd flows and matches the vocal a bit better here, than dk dk. (Since the vocals aren't repeated or anything.)
  8. 00:15:938 - Change to D. You had this sound as a D at 00:13:695 - , so having both like this would be good for consistency.
  9. 00:16:219 - If this pattern is following the same vocal as the pattern at 00:16:780 - , I would suggest making both of them ddk. Since having one as kkk and the other as ddk sounds a bit weird.
  10. 00:18:181 - dk or kd. Doesn't really fit the vocal to keep both of them as k's.
  11. 00:30:518 - to 00:31:079 - Change to k ddk. Fits the vocals a bit better rather than just the monotonous pattern of kkkkk.
  12. 00:34:723 - Change to d. There's a bit too many k's here to fit the vocals.
  13. 00:35:705 - kd. Fits the vocal pitches a bit better than just dd.
  14. 00:37:387 - to 00:37:808 - dk k. The current triplet awkwardly emphasizes the echo of the vocal at 00:37:808 - with the lead-in at 00:37:667 - . But the dk at 00:37:387 - would be following the vocal from 00:37:107 - and fit the next verse as well.
  15. 00:40:611 - I wouldn't suggest you ignore this beat. It's relatively prominent here, and would be deserving of a finisher.
  16. 00:42:574 - kd. The rhythm here is basically just like 00:42:013 - , but variation would be good for the different vocal tones.
[Oni]
  1. 00:01:499 - Could be k if you want to emphasize the beats at 00:01:639 - and 00:01:780 - a bit more.
  2. 00:03:882 - and 00:04:023 - Ctrl+G. There's a pitch difference between these two notes.
  3. 00:04:303 - Wouldn't recommend putting a note right before a finisher like this. This makes the finisher a bit awkward to hit.
  4. 00:07:153 - to 00:08:649 - This rhythm should fit the record squeeks a lot better than the current 1/6 pattern that you have.
  5. 00:11:733 - Change to k. There's a difference in vocal pitch here, and makes the pattern not so boring.
  6. 00:15:938 - Change to D. There's a pretty prominent sound here, that you generally mapped with a finisher in the Muzukashii.
  7. 00:16:219 - to 00:18:322 - Try this rhythm, it should fit the vocal a bit better.
  8. 00:20:845 - Add a d. The vocal is still going here, so there should probably be something hittable here.
  9. 00:21:826 - This should be a 1/4 kdk instead of a 1/6 kddk. The 1/6 here doesn't really make any sense.
  10. 00:40:611 - Add a note. I wouldn't suggest ignoring this really loud finish-like sound here.
  11. 00:42:574 - Could be kd. Just some variation here.
Also, @fieryrage tell me when I need to check the Standard mapset. I'm only modding the Taiko difficulties for now, since n1doking asked me to.
Topic Starter
fieryrage
will do once cryptic finishes

edit: applied n1dos changes lo
Ney

Ayyri wrote:

hi n1do

[General]
  1. Please make the SV changes into the kiai a bit less awkward. ;w; stretched the SV changes to last for 2 measures instead of 1/2
  2. Move the background up a bit, so you can actually see the guy's face. Already asked n1doking, and he said this code was fine. So here you go. fixed
~
[Events]
//Background and Video events
0,0,"listenup.jpg",0,-70

[Muzukashii]
  1. 00:01:780 - Move to 00:01:499 - and change to k. The beat at 00:01:499 - is just like the pattern at 00:01:079 - , which is a bit more prominent than at 00:01:780 - . ok
  2. 00:03:742 - Add a k. This would follow the same rhythm as what I explained in the above point. ok
  3. 00:06:686 - Change to D. The same vocal is at 00:06:966 - and has a finisher. So why not here too? ok
  4. 00:07:527 - Could be k, since the vocal pitch changes throughout the triplet, but it's not a must here. Just a suggestion though. pitch is still generally low for this note so no change
  5. 00:11:032 - Add a note. The vocal starts here, rather than just at 00:11:172 - . So it feels a bit weird to note have anything hittable here. ok
  6. 00:12:294 - Change to d. The vocal pitch changes throughout the triplet here. ok
  7. 00:13:275 - and 00:13:415 - Ctrl+G. dk kd flows and matches the vocal a bit better here, than dk dk. (Since the vocals aren't repeated or anything.) this is tricky, but the vocal follows the same low-high pitch motif as the one before it so no change
  8. 00:15:938 - Change to D. You had this sound as a D at 00:13:695 - , so having both like this would be good for consistency. ok
  9. 00:16:219 - If this pattern is following the same vocal as the pattern at 00:16:780 - , I would suggest making both of them ddk. Since having one as kkk and the other as ddk sounds a bit weird. the vocal has a generally high pitch throughout on the first triplet, whereas the second triplet is low then goes high, so no change
  10. 00:18:181 - dk or kd. Doesn't really fit the vocal to keep both of them as k's. made into dk
  11. 00:30:518 - to 00:31:079 - Change to k ddk. Fits the vocals a bit better rather than just the monotonous pattern of kkkkk. ok
  12. 00:34:723 - Change to d. There's a bit too many k's here to fit the vocals. ok
  13. 00:35:705 - kd. Fits the vocal pitches a bit better than just dd. i hear a lower pitch for the first note actually, so no change
  14. 00:37:387 - to 00:37:808 - dk k. The current triplet awkwardly emphasizes the echo of the vocal at 00:37:808 - with the lead-in at 00:37:667 - . But the dk at 00:37:387 - would be following the vocal from 00:37:107 - and fit the next verse as well. ok
  15. 00:40:611 - I wouldn't suggest you ignore this beat. It's relatively prominent here, and would be deserving of a finisher. added D
  16. 00:42:574 - kd. The rhythm here is basically just like 00:42:013 - , but variation would be good for the different vocal tones. ok
[Oni]
  1. 00:01:499 - Could be k if you want to emphasize the beats at 00:01:639 - and 00:01:780 - a bit more. ok
  2. 00:03:882 - and 00:04:023 - Ctrl+G. There's a pitch difference between these two notes. ok
  3. 00:04:303 - Wouldn't recommend putting a note right before a finisher like this. This makes the finisher a bit awkward to hit. i believe it's fine like this as it fits every part of the criteria regarding finishers ending 1/4 streams, so no change
  4. 00:07:153 - to 00:08:649 - This rhythm should fit the record squeeks a lot better than the current 1/6 pattern that you have. changed it into this instead, i want to keep the pattern somewhat simple
  5. 00:11:733 - Change to k. There's a difference in vocal pitch here, and makes the pattern not so boring. ok
  6. 00:15:938 - Change to D. There's a pretty prominent sound here, that you generally mapped with a finisher in the Muzukashii. ok
  7. 00:16:219 - to 00:18:322 - Try this rhythm, it should fit the vocal a bit better. changed it into this instead, the 1/2 break is there for the vocal ending, and the kdkddk fits the pitch of cory
  8. 00:20:845 - Add a d. The vocal is still going here, so there should probably be something hittable here. ok
  9. 00:21:826 - This should be a 1/4 kdk instead of a 1/6 kddk. The 1/6 here doesn't really make any sense. pretty sure the guitar is 1/6 here, so no change
  10. 00:40:611 - Add a note. I wouldn't suggest ignoring this really loud finish-like sound here. ok
  11. 00:42:574 - Could be kd. Just some variation here. ok
Also, @fieryrage tell me when I need to check the Standard mapset. I'm only modding the Taiko difficulties for now, since n1doking asked me to.
thanks so much for the mod!
defiance
rank this
defiance
rank this
headphonewearer
nice doublepost
defiance

Mapper wrote:

nice doublepost
thanks i really want this ranked
HootOwlStar
yes.
C00L
Right :roll:
Check! - Means it's been checked and nothing wrong has been found
Please ignore my note/slider placement on the timeline, i do that to show make my point more clearer
Red - Indicates that an unrankable issue has been found

[General]
  1. Check!
[Timing]
  1. Check!
[Hitsounds]
  1. Check!

[Easy]
  1. 00:17:060 (4) - you could change this slider up a bit since it doesnt follow the same sounds as 00:15:938 (3) -, and if not then make the angle of the slider a bit more steep or straight xd
  2. 00:22:667 (1,2) - blanket pls fix
[Normal]
  1. 00:01:219 (2,3) - you use a curvy slider for this to separate sounds from each other nice, yet 00:03:462 (2,3) - here you use the same sliders :/
  2. 00:26:593 (4,1) - fix blanket xd
  3. 00:27:995 (2) - ds
  4. 00:34:723 (2) - ^
[idke's Advanced]
  1. If i were you i would check over spacing again here, since its not always constant and sometimes it increases/decreases for no reason
  2. 00:00:238 (1,2) - fix blanket xd
  3. 00:23:228 (2) - Could you like fix this slider so that it repeats at the blue tick kthanks
  4. 00:24:350 also theres a strong sound here xd dont miss it
  5. 00:24:910 (1) - whats the snapping on this slider? youre not catching anything with it and your missing red and white tick sound lo
[Hard]
  1. Check!
[Insane]
  1. Check!
[Toy's Insane]
  • nice cs
  1. Check!
[Expert]
  1. Check!
[Extra]
  1. 00:32:761 (5,7) - fix blanket xd
  2. 00:35:424 (2,3) - these vocals are different than 00:34:303 (2,3) - so why stack it, try to give it some space since the vocals actually seem stronger than the rest xd
[Extreme]
  1. 00:02:340 (3,1) - imo this is really hard to read, since the 1/2 gap you left between 00:02:060 (2,3) - is really similar to the gap at 00:02:340 (3,1) - yet they are both different snapping
[Weeb]
  1. 00:01:219 (1) - you use a sharper slider for the sounds that it represents yet here 00:03:462 (1) - you dont aaa
  2. 00:38:368 (1) - you break consistency with "sharp curvy sharp" ting here aaa

[Final Words]

xd
Good Luck dude /o/
Ashton



scary map
Topic Starter
fieryrage
COOL

C00L wrote:

[Easy]
  1. 00:17:060 (4) - you could change this slider up a bit since it doesnt follow the same sounds as 00:15:938 (3) -, and if not then make the angle of the slider a bit more steep or straight xd fuck ur aesthetics
  2. 00:22:667 (1,2) - blanket pls fix ok just kidding
[Normal]
  1. 00:01:219 (2,3) - you use a curvy slider for this to separate sounds from each other nice, yet 00:03:462 (2,3) - here you use the same sliders :/ ur right
  2. 00:26:593 (4,1) - fix blanket xd ur right
  3. 00:27:995 (2) - ds
  4. 00:34:723 (2) - ^ stacks like this should be fine in a normal so unless im told otherwise by bn im keeping them for now
[Extra]
  1. 00:32:761 (5,7) - fix blanket xd i accidentally made more pp jumps darn
  2. 00:35:424 (2,3) - these vocals are different than 00:34:303 (2,3) - so why stack it, try to give it some space since the vocals actually seem stronger than the rest xd have no idea how to fix this w/o it being shit drnbv ns
[Extreme]
  1. 00:02:340 (3,1) - imo this is really hard to read, since the 1/2 gap you left between 00:02:060 (2,3) - is really similar to the gap at 00:02:340 (3,1) - yet they are both different snapping the spacing is that big for the downbeat, while it's confusing i don't really know how else to make it better and i feel like the ar is high enough so this won't be hard to read for many people
[Weeb]
  1. 00:01:219 (1) - you use a sharper slider for the sounds that it represents yet here 00:03:462 (1) - you dont aaa im pishi
  2. 00:38:368 (1) - you break consistency with "sharp curvy sharp" ting here aaa i m p i s h i also these arent meant to be consistent so ya

tytytytytytytytytytytytyhtyurfdgshijkaukjsandsakfvnfjksnAUJKISFHGUIEHFUYIHASNDHNBFRBOB HELP
Ashton
i can do better mod than I did before when we m4m ?
NOOBTRON1337
rip 6.66*
Topic Starter
fieryrage
@Whirl the mod you gave was pretty good as it was imo

@jub sharkie told me to put his map back in but im too far in the ranking process at this point just delayed af xd
NOOBTRON1337
the map needs a 6.66* diff so the meme can be complete
Topic Starter
fieryrage
i dont wanna overextend the boundaries of this classic meme

e: rip diff loel
7ambda
Just rename Extreme to Anime.
Shiguma

F1r3tar wrote:

Just rename Extreme to Anime.
NOOBTRON1337
#BringBack6.66AnimeDiff
Ashton
REMAP

REMAP

REMAP

REMAP

REMAP

REMAP

this map is dead
Topic Starter
fieryrage

Whirl wrote:

this map is dead
hell no lol
spent way too much time w/ mods and shit, it's just insane and extra are outdated by 10 months now

it's not disaster-tier anyway, it's literally a 40 second song i can make a map within like 10 minutes if i try hard enough
Ashton

fieryrage wrote:

Whirl wrote:

this map is dead
hell no lol
spent way too much time w/ mods and shit, it's just insane and extra are outdated by 10 months now and expert is apparently unrankable with cs 7

it's not disaster-tier anyway, it's literally a 40 second song i can make a map within like 10 minutes if i try hard enough

if it does grave because of the harder difficulties, loved section hype!!!
headphonewearer
rip anime forever in my heart
MBmasher
m4m

Normal
00:32:480 (2) - Should there be a hitcircle here? I don't hear any strong sounds.

idke's Advanced
00:32:761 (1,2) - Ctrl-G to follow the rest of the pattern.

Hard
00:12:854 (3) - This should stop at 00:12:995 to match the vocals.

Toy's Insane
00:22:948 (2,3) - a 1/2 stack, which is then followed by 1/4 stacks. This is hard to read, so you could move 00:22:948 (2) forward by a 1/4 beat, and extend 00:22:667 (1) by 1/4.
00:25:892 (5,6) - the last 1/4 double was a stack, so I would expect this to be a stack as well. Don't stack it with the next slider.

Expert
00:07:808 (3) - There is another sound 1/8 after this slider ignored. You could fix it by adding one extra repeat.
00:06:966 (1,2,3,4) - This pattern is awkward to play. You could move down 4 to keep sharp angles. If you want to do this, move down 00:07:527 (1,2) and Ctrl-G them.
00:22:037 (3) - I don't hear any sound, there shouldn't be a circle here.
00:27:153 (1) - You should map this to the vocals.

Extra
00:07:808 (1) - Add an extra repeat.
00:22:037 (5) - Remove this circle.

Extreme
00:22:037 (2) - Remove this circle.
00:42:854 (1) - Why does SV change here? IMO, it shouldn't because there is no reason to.

First mod in a while, sorry if it's bad
Topic Starter
fieryrage
mb

MBmasher wrote:

m4m

normal
00:32:480 (2) - Should there be a hitcircle here? I don't hear any strong sounds. it's to keep the 1/2 rhythm in the kiai consistent also for the "ry" vocal

hard
00:12:854 (3) - This should stop at 00:12:995 to match the vocals. emphasis on the cymbal

expert
00:07:808 (3) - There is another sound 1/8 after this slider ignored. You could fix it by adding one extra repeat. jump would be dumb if i did that tho
00:06:966 (1,2,3,4) - This pattern is awkward to play. You could move down 4 to keep sharp angles. If you want to do this, move down 00:07:527 (1,2) and Ctrl-G them. pattern here is supposed to be a bit awkward to play, if i was going to fix it i'd add more emphasis to 00:07:527 (1,2) - but for now i think its ok
00:22:037 (3) - I don't hear any sound, there shouldn't be a circle here. no there's a circle here lol
00:27:153 (1) - You should map this to the vocals. "whoo!"

extra
00:07:808 (1) - Add an extra repeat. same reasoning as expert here
00:22:037 (5) - Remove this circle. yea

extreme
00:22:037 (2) - Remove this circle. hyea
00:42:854 (1) - Why does SV change here? IMO, it shouldn't because there is no reason to. will consider if other people bring up as well but i think it's good for now

First mod in a while, sorry if it's bad na i'm just a stubborn motherfucker lolz

ty!
Script
here from your modding queue

Normal
00:32:480 (2,3) - I would turn this into stacked circle, then two 1/2 sliders to keep it consistent with the previous "Cory, Cory" , also seems to fit better with the music
idke's Advanced
00:23:228 (2) - tbh I feel like this part doesn't slow down enough to justify having this long repeat slider

00:24:910 (1) - continuing off the last point, this is probably where you want to slow it down where the singer starts elongating words

00:30:238 (2) - I would move this down so the slider can lead into it better, feels more natural to play

00:40:611 (1) - point slider to the next circle, reasoning same as above

00:47:340 (3) - feels like it doesn't fit, I would personally either change the combo colour so the player can follow the approach circle easier, or move it further out to the right to match up with the spacing of the two sliders before it
Hard
00:17:200 (4) - add combo colour, spacing doesn't make it immediately clear enough

00:46:499 (2,1) - even though there's not really any sound justifying this, I would add an extra circle or 1/4 slider somewhere between these to fill the empty space
Insane
00:08:649 (5) - feels like the empty space doesn't fit, as there's cory's "go!" and the "I'm the" that can be mapped - see whatever works best, but I personally think this note should be changed into a 1/2 slider followed by a circle

00:17:621 (2) - start the new combo here instead to not make the player think the two circles are 1/4 beat apart

00:22:948 (2) - I think this section needs more consistency, either change this into a circle to match 00:24:630 (5), or change 00:24:630 (5) into a slider to match instead

00:24:910 (1) - I would put a circle to fill the empty space, singer also goes " 'cause" so it's justified I guess
Toy's Insane
00:14:677 (4) - space seems random, I would put a slider right after that starts the combo and delete 00:14:957 (1)

00:23:228 (3) - new combo colour to make it clear that the beat distance between the two stacked notes is different from the beat distance of other stacked notes

00:25:892 (5) - here you can add a new combo colour to emphasize the jump, but idk that just might be me being bad, your call
Expert
00:17:200 (4) - new combo here to not make the player think the two circles are 1/4 beat apart

00:19:583 (2) - doesn't really fit, I would move it one down 1/4 beat to the blue tick and put a note so that it matches with cory's "it started"

00:35:004 (1) - I would extend this slider so cory's "the" gets a beat

00:48:322 (1) - spinner doesn't end at the same time as the other diffs do
Extra
00:12:854 (2) - I would break this into circle-1/4 slider to fit with cory's "some fun"

00:15:378 (6) - fill in empty space before it by making this into a double

00:19:583 (3,4) - instead of 1/2slider-circle, I would do circle-1/2slider instead, matches with cory's "it started"actually after playtesting, didn't feel too weird so take it with a grain of salt
Extreme
00:19:723 (4) - this is where cory starts to say "started", so a slider should be here

HP drain should be 6 tbh

also will this be the hardest diff? you could probably go for a more meme-y name

I'm surprised there's not more support for this mapset imo

good luck!
beaw
Iiiiiin West Philadelphia born and raised, the playgr-

wait is that the wrong song oops sry bye
Clappy
Bring back anime or Riot
Topic Starter
fieryrage
haze

HazeTrance wrote:

here from your modding queue

normal
00:32:480 (2,3) - I would turn this into stacked circle, then two 1/2 sliders to keep it consistent with the previous "Cory, Cory" , also seems to fit better with the music undermapped cuz its a normal and i dont wanna be too gimmicky here

hard
00:17:200 (4) - add combo colour, spacing doesn't make it immediately clear enough d

00:46:499 (2,1) - even though there's not really any sound justifying this, I would add an extra circle or 1/4 slider somewhere between these to fill the empty space sure

insane
00:08:649 (5) - feels like the empty space doesn't fit, as there's cory's "go!" and the "I'm the" that can be mapped - see whatever works best, but I personally think this note should be changed into a 1/2 slider followed by a circle did something else

00:17:621 (2) - start the new combo here instead to not make the player think the two circles are 1/4 beat apart yea

00:22:948 (2) - I think this section needs more consistency, either change this into a circle to match 00:24:630 (5), or change 00:24:630 (5) into a slider to match instead should be good as it is rn tbh

00:24:910 (1) - I would put a circle to fill the empty space, singer also goes " 'cause" so it's justified I guess added circle

expert
00:17:200 (4) - new combo here to not make the player think the two circles are 1/4 beat apart nah this 1 should be ok

00:19:583 (2) - doesn't really fit, I would move it one down 1/4 beat to the blue tick and put a note so that it matches with cory's "it started" emphasizing the cymbal zzdddfda

00:35:004 (1) - I would extend this slider so cory's "the" gets a beat it has a beat 00:35:284 (2) - here tho

00:48:322 (1) - spinner doesn't end at the same time as the other diffs do fuk

extra
00:12:854 (2) - I would break this into circle-1/4 slider to fit with cory's "some fun" cymbal thing

00:15:378 (6) - fill in empty space before it by making this into a double made this section a bit more readable in general

extreme
00:19:723 (4) - this is where cory starts to say "started", so a slider should be here would be missing a clap which is more potent than vocals here imo

HP drain should be 6 tbh cs 5 gimmicks = less hp darn

also will this be the hardest diff? you could probably go for a more meme-y name already tried a meme name with another high diff and it didnt work so xd.

I'm surprised there's not more support for this mapset imo

good luck!

tyty!

toy will respond to mods soon, idke denied basically everything so YEA
Cryptic
[Easy]
  1. 00:00:238 (1,2) - Have the 1 slider flow into 2.
  2. 00:22:667 (1,2) - Fix blanket, its atrocious :<
  3. 00:40:611 (1,2,3) - I think it'd be better if 3 was lower than 2. Rework that slider's location and then the following sliders to keep the DS consistent.
[Normal]
  1. IMO, you could do better than this, but lets mod it anyway.
  2. 00:00:238 (1,2) - Aesthetics here are pretty weak, curving one may make it look better who knows.
  3. 00:04:443 (4,1) - Move 4 down lower to be a better lead in from 3, and then move 1's head downwards to fix DS.
  4. 00:06:406 (4,1) - Not a big fan of the fact that the 4 slider doesn't lead into 1, but I don't see a way to change it. If you do, though, please change it.
  5. 00:13:695 (1,2,3) - So on lower diffs, its better for repeat sliders to aim inbetween (or close to inbetween) where you're coming from and where you're going to. A slider like this just plays a bit weird overall for lower difficulties.
  6. 00:24:350 (4,1) - You did it again :c
  7. 00:30:798 (3,4) - Same thing as earlier
  8. 00:31:639 (1,2,3) - Pure linear patterns in lower difficulties are pretty meh, I'd just curve this out a bit by lower the 2 and then moving the 3 to compensate. Make it like a gradual turn.
  9. 00:32:761 (3,1) - Opposing flow here is blegh, but changing would require a remap of sorts for everything after this.
  10. 00:36:966 (2,3) - Same thing as earlier
  11. 00:40:331 (5) - I think adding the kick here complicates things, I'd remove it and normalize your DS.
[Advanced]
  1. An advanced is meant to be the bridge between a Normal and a Hard. This diff seems more like a spaced bridge between the Easy and Normal, remap/delete/whatever, it doesn't fit in the spread. (I'd recommend removal.)
[Hard]
  1. To clarify, you will need an Advanced, but that one will not do the trick.
  2. Going to get some more opinions on this, holding off on modding this for now.
[Rest of Map]
  1. Uh, your CS spread is weird. CS 4 on Hard, CS 3 on Insane, ehh. IMO, since you have the CS 6 insane as well, one of those two needs to change. I'd recommend the CS 3 Insane to be remapped/changed to CS 4. (Remap will probably be needed.)
The set still needs work, fam. Start stalking queues, try to get more experienced modders.
Topic Starter
fieryrage
re-kds since the mapset from the OG cryptic mod was literal trash tier and basically all diffs he modded aren't there or are remapped now

responding to ez/nm later but i'll give my quick thoughts on the cs spread rn:

as far as i know (feel free to correct me on this, you know better than i do probably) cs doesn't really matter that much in terms of actually ranking a map, at least there's no guideline regarding it and its usage throughout ranked sets is sporadic enough as is. i get the gap from cs 3 > cs 6 > cs 7 > cs 4 is pretty weird all things considering, but toy wanted to make a cs 6 diff so i let him. i figured a cs 7 diff harder than the cs 6 would fit better than a cs 4.

looking at cs 3 insane specifically, the cs is low mainly because otherwise it'd be approaching 4.5 stars which wouldn't fit with the spread (unless i wanted to make another diff). i'll see about nerfing some jumps and making this back to cs 4, though, because i agree, the insane is definitely the odd-ball here.

also i would get experienced modders but all queues fill up instantly and the ones i do get into no one wants to mod this because it's a "meme" feels bad man

thanks for actually modding this tho i actually thought u wouldnt now brb while i kil myself trying to get more mods
Topic Starter
fieryrage
posting reminder so i do this today d

cryp

Cryptic wrote:

[Easy]
  1. 00:00:238 (1,2) - Have the 1 slider flow into 2. i dont really think this is a problem aesthetically speaking
  2. 00:22:667 (1,2) - Fix blanket, its atrocious :< fuck this game red node slider fixes everything
  3. 00:40:611 (1,2,3) - I think it'd be better if 3 was lower than 2. Rework that slider's location and then the following sliders to keep the DS consistent. looks good, i agree, changed
[Normal]
  1. IMO, you could do better than this, but lets mod it anyway.
  2. 00:00:238 (1,2) - Aesthetics here are pretty weak, curving one may make it look better who knows. straight sliders look better than curves everywhere imo but who knows im probably retarded lolz
  3. 00:04:443 (4,1) - Move 4 down lower to be a better lead in from 3, and then move 1's head downwards to fix DS. done
  4. 00:06:406 (4,1) - Not a big fan of the fact that the 4 slider doesn't lead into 1, but I don't see a way to change it. If you do, though, please change it. aesthetics stuff from easy applies here and to like basically all diffs so this should be ok
  5. 00:13:695 (1,2,3) - So on lower diffs, its better for repeat sliders to aim inbetween (or close to inbetween) where you're coming from and where you're going to. A slider like this just plays a bit weird overall for lower difficulties. i think given the fact the song is fairly slow in the lower diffs this should be alright for beginners to read fine
  6. 00:24:350 (4,1) - You did it again :c see above
  7. 00:30:798 (3,4) - Same thing as earlier this one is fine as is though since it's going from 1/4 snap slider to 1/2 circle, more than readable imo
  8. 00:31:639 (1,2,3) - Pure linear patterns in lower difficulties are pretty meh, I'd just curve this out a bit by lower the 2 and then moving the 3 to compensate. Make it like a gradual turn. honestly i have no better way to change this and it doesn't look terrible both playing and aesthetically so i mean nvm i did it later on in the song so i did it here as well
  9. 00:32:761 (3,1) - Opposing flow here is blegh, but changing would require a remap of sorts for everything after this. opposing flow still works well here tho d
  10. 00:36:966 (2,3) - Same thing as earlier ya
  11. 00:40:331 (5) - I think adding the kick here complicates things, I'd remove it and normalize your DS. changed differently by adding slider starting on 4 and ending on 5 but basically did what you suggested so yea
[Rest of Map]
  1. Uh, your CS spread is weird. CS 4 on Hard, CS 3 on Insane, ehh. IMO, since you have the CS 6 insane as well, one of those two needs to change. I'd recommend the CS 3 Insane to be remapped/changed to CS 4. (Remap will probably be needed.) explained reasoning above, possible remap to insane but i'm still not entirely sure on it rn so u have that
The set still needs work, fam. Start stalking queues, try to get more experienced modders. ya but no one wants to mod this zz

ty!
Izzywing
now that im not poo modder i can take another look at this if I can find time
Topic Starter
fieryrage
at this point getting a bubble is a dream lolz
Kroytz
rip the dream
Topic Starter
fieryrage
banned
Izzywing
Thanks for agreeing to m4m!!! Here's the map 4 u to mod https://osu.ppy.sh/s/393239 lol get fkt

Alright so

[Easy]

00:00:238 (1) - ctrl+j, ctrl+h, ctrl+g and you can make this flow into the next note. Not necessary, but I think it's an improvement - https://osu.ppy.sh/ss/6512382

00:21:546 - Hm, why not change up the rhythm for the electric guitar? Could remove the reverse from 00:20:424 (3) - and add a 1/1 slider on 00:21:546. Makes the guitar clickable and it's about as much as you can get in terms of variety in a diff like this lol

This diff looks pretty rankable to me lol

[Normal]

00:01:079 - Hm, you could afford to map this tick. Makes it so the gap between 00:00:238 (1) - and the next clickable note is 1/2 instead of 3/4.
00:03:322 - Same here. Because this affects spacing and all you'd have to rearrange this general area.

00:06:686 - I would prefer this to be clickable. You can make 00:05:845 (3) - a reverse and make 00:06:686 - a circle. It would match the intensity of the music here. Again forces you to rearrange stuff rip

00:11:452 (1,2) - Eh, I don't really think 1/4 sliders like this are appropriate for a normal like this. Players don't hold these down, they tend to follow them (easy / normal players in general) so they'll try to follow the reverse slider and it messes them up, especially when they're still short and small. Stick to 1/2 in this diff is my suggestion.

00:15:378 (3,1) - That being said, 1/4 like this is fine.

00:14:537 (2) - Shape like this for better flow? - https://osu.ppy.sh/ss/6512398

00:15:938 (1) - For this measure, there are some things going on in the song that could call for more interesting rhythm. There's a "yeah, yeah" on the red ticks at 00:16:219 - and 00:16:780, which means you could try a rhythm like this - http://imgur.com/a/GqSM2
The reverse on 4 is mostly so you can still map the clap, I think it's also fine if that's just a 1/1 slider. Alternatively, skip 00:17:340 - and make a 1/2 slider starting on 00:17:621.

00:26:593 (4,1) - You could make 1 blanket 4 if you want.

00:45:658 (1,2,3) - all of these are a continuation of the sound on 00:45:097, so wouldn't it fit to have 00:45:097 - be a circle as well and put it into the pattern? Doesn't make much sense to have 00:45:097 - be a slidertail. A solution is to make 00:44:537 (4) - a 1/2 slider and then the tail be a circle instead.

I thought this diff was fine. I guess it could be better but it looks like a pretty standard normal to me, aesthetically and rhythmically speaking. I don't like the 1/4 reverse sliders, and the one instance of a 1/4 gap that I said was fine is the only time in the entire difficulty you do something like that (talking about 00:15:378 (3,1)) so it's probably not appropriate either.

[Advanced]

wow its not even finished !1 11

[Hard]

Ill preface this by saying 214 bpm hards are really hard to make in my opinion, so you've done a pretty good job already lol

Alright so a problem this diff has is really imbalanced note density. Compare this measure - 00:11:452 (1,2,1,2,3,4,5) - with this 00:09:209 (1,2,3,4,5,6), there's a really noticeable difference. The music may be a bit more intense but it's not THAT much. I recommend filling out the pink combo a bit. For example, 00:10:752 - could be mapped, 00:10:191 - is pretty intense but isn't mapped.

00:11:452 (1,2) - I mentioned in this in the last mod but I really don't like these double reverse sliders. Since this song is mapped like in the double BPM style, it would be like having double reverse 1/2 sliders in a 214 BPM map which is just poo in hard and above maps. Try to use a different way to represent the song.

00:17:200 (1,1) - these NCs aren't needed.

00:20:144 (1) - this NC should be on 00:20:424 (2) -
00:21:546 (1) - remove NC

00:22:387 (3,1) - This spacing looks really similar visually to 00:23:789 (1,2), but they're different timings. This can be confusing to the player.

00:30:518 (1) - remove NC

00:30:798 (3,4) - Would look much neater if you lined these up.

alright so you need to clean up your combos lol, just stick to putting them ever downbeat tbh, that should work fine for the entire map.

00:41:733 (1,3,4) - make a neat triangle out of the tails of these sliders for aesthetics

I think if you keep in mind the note density thing I was talking about (it's mostly noticeable in the non-kiai portion of the song) this diff should be pretty alright. The kiai in my opinion is pretty well mapped.

[Insane]

So this feels like an Insane that was mapped like cs 4 at first, you realized it'd be too hard, then made CS 3 to fit the curve lol

00:04:723 (1,2,3) - make this the same spacing as 00:05:845 (2,3,4)

00:06:966 (2,3,1,2,3,4,5,1,2,3,4,1) - This is far and away the hardest part of the map by far. Does that mean you think this is the climax of the song? I think you should simplify / remap the rhythm. Delete this measure of the song and the SR drops to 3.8 lol

00:13:415 (1) - not necessary NC
again, clean up the NCs, unless its like readability or something, NC every other white tick should be fine.

00:35:845 (1,2) - looks neater if these are the same distance from 00:35:004 (1) -

This diff doesn't really need to be CS 3 tbh, nothing in the map really stands out to make it feel like a CS 3 map. I think the jump section here 00:06:966 (2) - inflated the SR so you lowered the CS to compensate or something lol. Remap the jump section and the diff fits just as fine with CS 4. I might be making assumptions so please correct me if I am. In that case, nerf that jump pattern as I said, or if you want, add more jump patterns like it during matching intensity sections in the kiai.

[Expert]

I really like the structure in this diff, but I'm not sure how good I am at judging the quality of cs7 extras lol I want to say it's a good diff but tbh i don't really know.

00:16:359 - why not map this? pretty audible sound there.

00:35:565 (4) - move the end of the slider down a hair for an improved blanket - https://osu.ppy.sh/ss/6512487

I'll save the other diffs for sometime later.

This set is honestly pretty close to rankable status imo. Easiest strat is to quit school and dedicate your entire free time to modding queues, or find more degenerates like me.

Btw, I can make you a diff if you ever need one lol
Topic Starter
fieryrage
re kds for same reason as cryptic lolz

responding when i get home from school still might have to respond to insane maybe idk?????

hobes

Hobbes2 wrote:

Thanks for agreeing to m4m!!! Here's the map 4 u to mod https://osu.ppy.sh/s/393239 lol get fkt yea wots up

Alright so

[Easy]

00:00:238 (1) - ctrl+j, ctrl+h, ctrl+g and you can make this flow into the next note. Not necessary, but I think it's an improvement - https://osu.ppy.sh/ss/6512382 next time 1 of u people criticize my sliders im gonna tilt

00:21:546 - Hm, why not change up the rhythm for the electric guitar? Could remove the reverse from 00:20:424 (3) - and add a 1/1 slider on 00:21:546. Makes the guitar clickable and it's about as much as you can get in terms of variety in a diff like this lol nah easy = boring so its boring

This diff looks pretty rankable to me lol

[Normal]

00:01:079 - Hm, you could afford to map this tick. Makes it so the gap between 00:00:238 (1) - and the next clickable note is 1/2 instead of 3/4.
00:03:322 - Same here. Because this affects spacing and all you'd have to rearrange this general area. im more mapping to the bass/snare here rather than every clickable note tho

00:06:686 - I would prefer this to be clickable. You can make 00:05:845 (3) - a reverse and make 00:06:686 - a circle. It would match the intensity of the music here. Again forces you to rearrange stuff rip this 1 is fine though since the downbeat is more potent than the finish on the sliderend here

00:11:452 (1,2) - Eh, I don't really think 1/4 sliders like this are appropriate for a normal like this. Players don't hold these down, they tend to follow them (easy / normal players in general) so they'll try to follow the reverse slider and it messes them up, especially when they're still short and small. Stick to 1/2 in this diff is my suggestion. stacking solves everything

00:15:378 (3,1) - That being said, 1/4 like this is fine. changed cuz of the change listed below lolz

00:14:537 (2) - Shape like this for better flow? - https://osu.ppy.sh/ss/6512398 rearranged rhythm / pattern

00:15:938 (1) - For this measure, there are some things going on in the song that could call for more interesting rhythm. There's a "yeah, yeah" on the red ticks at 00:16:219 - and 00:16:780, which means you could try a rhythm like this - http://imgur.com/a/GqSM2
The reverse on 4 is mostly so you can still map the clap, I think it's also fine if that's just a 1/1 slider. Alternatively, skip 00:17:340 - and make a 1/2 slider starting on 00:17:621. i mean there's like barely anything happening here until after the 2nd slider, this can be seen in most of every diff so i think its ok right now

00:26:593 (4,1) - You could make 1 blanket 4 if you want. yea wots up

00:45:658 (1,2,3) - all of these are a continuation of the sound on 00:45:097, so wouldn't it fit to have 00:45:097 - be a circle as well and put it into the pattern? Doesn't make much sense to have 00:45:097 - be a slidertail. A solution is to make 00:44:537 (4) - a 1/2 slider and then the tail be a circle instead. changed rhythm again lolz

I thought this diff was fine. I guess it could be better but it looks like a pretty standard normal to me, aesthetically and rhythmically speaking. I don't like the 1/4 reverse sliders, and the one instance of a 1/4 gap that I said was fine is the only time in the entire difficulty you do something like that (talking about 00:15:378 (3,1)) so it's probably not appropriate either.

[Advanced]

wow its not even finished !1 11 wew

[Hard]

Ill preface this by saying 214 bpm hards are really hard to make in my opinion, so you've done a pretty good job already lol

Alright so a problem this diff has is really imbalanced note density. Compare this measure - 00:11:452 (1,2,1,2,3,4,5) - with this 00:09:209 (1,2,3,4,5,6), there's a really noticeable difference. The music may be a bit more intense but it's not THAT much. I recommend filling out the pink combo a bit. For example, 00:10:752 - could be mapped, 00:10:191 - is pretty intense but isn't mapped. added two circles at 00:10:752 (5) - and 00:14:677 (3) - hopefully that does something

00:11:452 (1,2) - I mentioned in this in the last mod but I really don't like these double reverse sliders. Since this song is mapped like in the double BPM style, it would be like having double reverse 1/2 sliders in a 214 BPM map which is just poo in hard and above maps. Try to use a different way to represent the song. ok mom fixed kind of i think

00:17:200 (1,1) - these NCs aren't needed. did the first one but not the last one since i feel like it's needed for emphasis on the vocal change also so follow points dont give me aids cancer

00:20:144 (1) - this NC should be on 00:20:424 (2) - yea
00:21:546 (1) - remove NC electric guitar

00:22:387 (3,1) - This spacing looks really similar visually to 00:23:789 (1,2), but they're different timings. This can be confusing to the player. i think this should be ok since the concept is kind of introduced earlier in the map anyways

00:30:518 (1) - remove NC this 1 is fine though alongside most of the kiai stuff imo

00:30:798 (3,4) - Would look much neater if you lined these up. i thought these were already don't ask how

alright so you need to clean up your combos lol, just stick to putting them ever downbeat tbh, that should work fine for the entire map. follow point aesthetics

00:41:733 (1,3,4) - make a neat triangle out of the tails of these sliders for aesthetics its a lopsided triangle have some respect

I think if you keep in mind the note density thing I was talking about (it's mostly noticeable in the non-kiai portion of the song) this diff should be pretty alright. The kiai in my opinion is pretty well mapped.

[Insane]

idke is mapping this one because i fucking hate my life and can't map insane so i didn't look at this 1 but basically what u said about the cs 3 filler is correct so yea lolz actually i might look at this later maybe it's still salvageable

[Expert]

I really like the structure in this diff, but I'm not sure how good I am at judging the quality of cs7 extras lol I want to say it's a good diff but tbh i don't really know.

00:16:359 - why not map this? pretty audible sound there. yea, adjusted the spacing as well to accommodate for it

00:35:565 (4) - move the end of the slider down a hair for an improved blanket - https://osu.ppy.sh/ss/6512487 The House

I'll save the other diffs for sometime later.

This set is honestly pretty close to rankable status imo. Easiest strat is to quit school and dedicate your entire free time to modding queues, or find more degenerates like me. ok very easy wil keep in mind

Btw, I can make you a diff if you ever need one lol if i'm gonna need a diff it's either a) advanced if mine turns out to be asswipe or b) insane if idke tilts and doesnt map it but yea will do

ty!
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