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Halozy - Kikoku Doukoku Jigokuraku

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Hollow Wings

110 wrote:

M4M
????!!!!
打不动怒跪
原来不粘在一起滑条也可以读不懂 见识了
虽然很鬼畜但也无法反驳
[background]
人确实位置太歪了 感觉中心缺东西一样 四周的黑幕中可以加点阴暗中的东西裙子变更长了!太保守了!(????)腿饰也美丽OAO 我还要做sb呢,bg太花没法搞lyric,我才不会告诉你真正的原因是因为我懒得涂了。
[Notch Hell]
部分高潮部分可以再调大点 啥大一点?
00:01:687 (1) - 转盘太长了,容易转的累 分两个或者break一部分 不。
00:17:945 (4) - 到00:18:236 (1,2) - 的距离调匀 02:49:977 (2) - 到02:49:493 (5,6) - 同样 ds在这不需要微调啦。。。这图虽然是在ds基础上排版但主要架构还是几何。
00:37:493 (2,3,4,5,1) - 这个地方太难读了 几乎都被挡死了 我觉得00:37:784 (5,1) - 变成折返好一些 这个梗不会动。
01:04:300 (2,3) - 包得不够好稍微改下 这得多nazi。。。算了稍微调了一下。
01:08:171 (5) - 感觉先直再弯更好 或者Ctrl+G 不。
01:12:816 (1,2) - 平行齐一些 差不多得了。
01:46:106 (1,2) - 放在01:46:300 (3) - 左上 不。
02:00:816 (1) - 接到02:00:623 (3) - 头 02:01:493 (2,3) - 也跟着改 不。
02:04:106 (1) - 这里这样画感觉更好 嗯。。。不改。
02:14:461 (4) - 这样叠起来 不。
02:19:397 (1,2) - 看前后感觉这里最好02:19:881 (2) - Ctrl+G 这里还是这样比较好,前后有不意味着必须一样。
02:23:074 - 这个音可以加个在02:23:171 (4) - 上 04:14:558 - 这里也可以考虑下
02:51:235 (6) - 终点往上提折返 让终点和02:51:913 (1) - 一起和02:51:526 (2,3) - 的尾巴呈正三角 爷爷,这边有stack然后不遮挡,ds差不多就行了,不需要那么规整。。。structure已经锁住了没必要大改。
03:22:881 (1) - 自我感觉良好中突然觉得应该加个锚点 对了 还要和03:24:429 (1) - 平行 滑条形状没什么特殊情况不会动了。
03:31:784 (7,8) - 感觉这里应该是2个1/4滑条 。。。没必要。
03:46:300 (1) - 台上一些三面和滑条等距离舒服也不影响后面 哈?
03:46:784 (4) - 第一个转折点看着难受 无所谓,你滑不完的。
03:53:074 (3) - 既然已经stack了 不妨第一个弧都稍微错开好点? 没必要,这个和需要判断节奏的梗不同。
05:06:235 (2,3) - Ctrl+G 我也这么想过,不过为了在这里降低难度,每个长滑条之后的note我都给stack在滑条尾了,所以就这样吧。
05:06:623 (1) - 包好自己 稍微调了一下。
05:23:655 (1,2) - blanket的不好 这个就这样吧。
这是我的orz https://osu.ppy.sh/s/430208

__Ag wrote:

M4M

01:25:203 (1) - 我觉得这个方向不太好接,每次到这里都会难拉,也许ctrl+j+h再拖回原来的位置会好很多 其实就是跳的远了一点而已,没那么难。

02:00:429 (2) - 叠在高速滑条尾巴上不太好吧,ctrl+G 不不,这里停顿足够反应这个stack,反向反而难读。

02:05:074 (1,2) - 这个也挺容易误导,柑橘叠在02:04:106 (1) - 这个头上会好些 。。。不好。

03:11:074 (4,5,6) - 这接衔不是很好,3到4和4到5到6的感觉有点违和 好像是有点,把6反向了。

04:02:461 (5,6) - 叠到04:02:074 (3) - 这个的尾巴上吧 不。

美丽,其实真的不会摸

09kami wrote:

09kami wrote:

m4m
link : https://osu.ppy.sh/s/440423

[Notch Hell]

02:04:106 (1) - 这个滑条既然没有人声 那么白线和后面的蓝线就不能忽略 建议改成拉到白线 然后蓝红线加一个滑条 这里。。。你可以理解成“没必要不忽略蓝线”,在适当的地方阶段性地缓冲超长滑条带来的移动疲劳感。

02:13:977 (3,4,1) - 这里我知道你是想跟节奏 但考虑到人声的特效改成两个白线开头的滑条怎么样 因为他不区别于类似于02:07:397 (2,3,4,5,6) - 这个地方的人声 这里前面有一些节奏做铺垫 但前面那段的人声结束后又是连贯的人声 这里我更想突出02:13:977 (3,4) - 这个跟着电音的跳,所以我节奏这么下。

02:01:590 (3,4,5) - 同上 ^

03:53:074 (3,4,5) - 同上 ^

05:07:397 (2,3) - 同上 ^

02:19:397 (1,2) - 改成白线开头的两个滑条 理由同上 ^

02:17:461 (7,8,9) - 这一段是漏音吗?还是故意空了蓝线的音 7貌似下比较重的音效 但我感觉蓝线那个音还是不忽视比较好 即使有音我也选择不跟,这里明显要着重强调电鼓。

02:08:364 (8) - 这个位置感觉有点不善良 和其他的比起来 怎么会,这个梗不难。

02:19:010 (2) - 尝试改成下图 嗯,不改。
http://puu.sh/oehBF/c7d619609f.png

02:53:752 (2,3,4,1) - 这个我没猜错的话....应该是梗吧 梗的话就不用改了 不过还是建议23 41这样放 前面你没看到过一个一模一样的梗么。。。

03:52:300 (1) - 这个滑条好丑 绝对不止我一个人这么想 因为就算03:53:074 (3) - 包起来 打的时候还是只能看到前面那个滑条 重新扭过 嗯,不改,就是要这么摆。

04:12:042 (4) - 红点后面的那段滑条和04:12:429 (1) - 的角度有点稍微错开 没对齐是故意的? 这么nazi的地方就算啦。

04:15:526 (1) - 尝试改成下图 不。
http://puu.sh/oehXK/c53a0f1bd5.jpg

04:18:623 (1) - 这个红点转圈的滑条我感觉挺好的啊 我看前面的评论说这里不好 搞不懂 不用太在意。

05:14:364 (1) - 我还是第一次见这种符合RANK规则还把全图占满的滑条 最后一个kiai不全是。

05:29:848 (1) - 尝试改成下图 不。
http://puu.sh/oeieH/6a5a1331c7.png

LigerZero wrote:

no kudosu....

tags added "corpse voyage best vol.1 c80" added "corpse voyage" but no "best vol.1" and "c80", there are lots of albums or collections contain this song, can't cover all of them right? so i just added the original one in tags even in previous halozy maps as always. thanks for reminding me that thou, also add "ヴォヤージュ" followed.
thanks for modding!




also,

i state these to everyone again, and won't do it anymore if not necessary:

1. all sliders are readble, playble, and rankble.

2. sliders are following music.
melloe
The sliders are readable and followable. The third and last batch of sliders is actually easier than the second batch imo.

As for whether or not the sliders follow the music -- they certainly follow the music rhythm-wise, but the shapes are completely arbitrary, pretty though they are. I don't have a problem with that, and in fact I very much like it that way, but the fact is that the way the sliders are shaped have nothing to do with the music.

Also, I find that
02:11:558 (9) -
02:12:816 (2,3,1) -
02:13:880 (2) -
02:14:654 (1) -
04:04:300 (2,3,1) -
04:05:364 (2) -
04:06:138 (1) -
are too hard to hit in comparison with the rest of the map. They require awkward speed changes in cursor movement.
Pho
i hear ducks in the track o.o
sebek64
wow that's one of the most creative maps i've played, gj Hollow Wings
fieryrage
delayed it long enough so lets go i guess
most of these are just going to be personal-preference sort of things so feel free to deny all of them

SPOILER
are the sliders in the kiai supposed to not have claps because every slider with ticks on claps had them and the ones in the kiai don't and it makes me sad :[

00:01:687 (1) - i feel like the spinner here goes on too long, it might be better adding a break in between to make the transition from spinner to the next slider not as awkward
00:37:784 (5) - nc to keep consistency with 00:31:591 (1)
01:51:139 (3) - might be better as two circles instead?
02:11:558 (9) - put this somewhere in between 02:11:364 (8) - and 02:11:655 (1) - for equal spacing
03:22:881 (1) - follow the vocal track here? you've been doing it previously with the other long sliders aside from this one
03:42:623 (3) - same as 01:51:139 (3)
03:50:752 (1) - the overlap on the sliderhead looks ugly imo but idk
04:29:461 (1,2) - might be better as a repeat slider
04:40:300 (1) - sliders after this section could get progressively faster imo for intensity
04:56:945 (3) - same as 01:51:139 (3)
05:43:783 (1,2) - same as 04:29:461 (1,2)
05:48:042 (5) - this doesn't perfectly overlap the slider after idk if that was what you intended but ye

im shit at modding maps like this
jabronski

Pho wrote:

i hear ducks in the track o.o
rip to anyone using quack as combo breaker

also ur gonna hit 1k posts
SFGrenade

Hollow Wings wrote:

1. all sliders are readble, playble, and rankble.
So i guess that you at least fc'd that beatmap in order to test the playability and readability?
To the rankable, it seems that you already asked a bn to test this map. :o
Shoga
Have mapping gone too far?
Kite

II Jelli II wrote:

because the slider velocity and shapes are completely unjustified by the music
Maybe for you;
Mapping is about interpretation and people see things differently (which is also part of the reason why you can never have a map that appeals to everyone)

II Jelli II wrote:

the shapes are what a person uses the editor for the 1st time would create
The shapes are actually interesting and refined if you take a closer look.

II Jelli II wrote:

they are effectively unplayable if you play the sliders properly instead of just moving to hit the sliderticks
They are perfectly playable, people are just not used to extreme velocities like this because it's not part of the pp mapping meta.

II Jelli II wrote:

May as well just rank every map in graveyard that has correct timing and is finished if this can get ranked.
If people bothered pushing their mapsets forward and bend them into a rankable state, yeah I agree, graveyarded map should be ranked.
Monstrata
This has inspired me. Also I absolutely love this song now lol. Going to make my own version someday.
ConsumerOfBean
damn, this map is fun on Easy! I still stand by the end chorus sliders being unplayable, but everything else is so much fun to read on EZ lol
-Atri-
可以占位做m4m嗎? 雖然我想你摸的還要等GD,但是再遅的話就很難給摸
Alheak
Some people here sound like contemporary arts apologetics hypocrites defending someone who just smeared shit on a canvas saying it represented the downfall of the western society or something.

Don't get me wrong tho, this map plays nicely, until the long sliders that is.

You say they are readable, playable and rankable. Technically, they are indeed, though it doesn't make them reasonnable or appropriate, also I can't agree with your second point saying they're in some way following the music.
The only thing they seem to follow is the held note by the vocalist, but their speed and shape are just completely unrelated to the song, the cursor mouvements you have to make are awkward and not fitting, nothing can justify them, or if you think they do, please explain it objectively, and don't throw out the "but it feels that way to me" card, anybody could just do the same for every shitmap there is then.

I believe mapping is a personnal expression, but if you're aiming for rank, you'll have to consider the opinion of the community even if you don't like it.
Ranking your map is about providing for the community, yet you are creating things only you and a few hand picked people actually seem to like and can play (i hope), so what point is there if you're just doing it for yourself?

Ultimately, BNs will have the last word as usual, and seeing the majority of the mods here, the cantonese circlejerk seems to be as strong as ever, so you won't have much problem with the ranking process.
Yohanes
Kawaii Neko nyan
Wojowu
I find this map to be extremely fun to play, but due to my skill level I have to play with HT. I'd like to see some good player play this map with increased slider tick rate :D

Monstrata wrote:

This has inspired me. Also I absolutely love this song now lol. Going to make my own version someday.
Please do, there will never be enough of this amazing song ♥
Antalar

Monstrata wrote:

This has inspired me. Also I absolutely love this song now lol. Going to make my own version someday.
please do it :D
Luel Roseline
Hi for now

Somebody call DoKito...

00:50:558 (2,3,4) - I think three sliders are enough to 1/8 snap...
04:58:881 (1) - Add whistle in sliderborder
05:01:977 (1) - ↑
05:05:074 (1) - ↑
05:06:623 (1,2,3,1) - ↑
05:11:268 (1) - ↑
05:14:364 (1) - ↑
05:18:042 (1) - ↑
05:19:010 (1,2,3,1) - ↑
05:23:655 (1,2,1,2,3,4,1) - ↑
05:29:461 (7,1,2,3,1,2,3,4,1,1,1) - ↑
05:42:235 (1,2,3,4) - ↑
05:43:881 (2,3,4,5,1,2,3,4,1,4,5,1) - ↑
Xantaria
Yo. If I could mod I would. And my mod would mark every single slider and write a Capslocked PLAYABILITY? behind it.

This is not mapping. This is just 'Hey look my arrangement of notes (Trying to avoid the term mapping here) is different, give it the attention it deserves'. Nobody in his right mind would put stuff in a map like this. It's not even following the song. It's just trying so so so so so incredibly hard to be different. This has always been an issue with this mapper specifically. If being different is reason enough to rank a map and thus acknowledge it as a high quality map is not up to me. But let's be honest. Does it make any sense at all to do that?
-Makishima S-
You forget one thing - this is HW map and his transfer of vision into map. Calling something "unjustify" is pure subjective point of view.
What one person see as high quality and fun to play, other see as shit and unplayable.
It was about almost all maps where people found new patterns.
Back to FD by Nakagawa-Kanon people was amazed by map what was impossible for like... almost everyone (talking about FD4D - you can read posts from 4 years ago).

Slider velocity and shape are pure subjective POV. As far as they are not against ranking criteria, in my opinion, they are perfectly rankable.

Objectively - it is already proven that this map is perfectly playable.
RikiH_


I could pass it, so this is definitely playable since I'm a bad player.
Xantaria

[Taiga] wrote:

You forget one thing - this is HW map and his transfer of vision into map. Calling something "unjustify" is pure subjective point of view.
What one person see as high quality and fun to play, other see as shit and unplayable.
It was about almost all maps where people found new patterns.
Back to FD by Nakagawa-Kanon people was amazed by map what was impossible for like... almost everyone (talking about FD4D - you can read posts from 4 years ago).

Slider velocity and shape are pure subjective POV. As far as they are not against ranking criteria, in my opinion, they are perfectly rankable.

Objectively - it is already proven that this map is perfectly playable.
FYI - I get your point and everything (although I do not aggree) but I wanted to tell you that your comparison isn't entirely true. FD4D was appreciated a LOT by almost everyone. People went crazy about it and loved it. Pretty much everyone wanted to see it ranked. Read through it: t/66915&start=0
Lily Bread
as request

01:08:171 (5) - 拆开多好,这样来回一直折返感觉2010 style

01:30:429 (2,1) - 有折返箭头遮挡嫌疑 http://puu.sh/ozYw6/01be0f6591.jpg

01:39:139 - 这里单独拆个圈出来就很棒啦。可以和后面 - 01:39:332 (1,2,3,4,5,6,7,8) - 凑成一组

02:17:558 - 把这个音填上也是一种选择嗯。你这一段滑条做得比较夸张,那圈的音也填满的话感觉好一点

04:09:042 - ^

good luck
Lifdrasir
1st part.

Hi. Only suggestions

00:27:235 (6) - control G. because is a bit far from 00:27:042 (5) - tail.
00:27:913 (1) - control H and x232 y348. I guess will have better flow.
00:29:461 (1) - huh... try with out back track, and use circle here 00:29:655 - place is up to you, but I recommend stack in 00:29:752 (3,4) - head.
00:30:139 (6) - i guess will be better using control G and stacking 00:30:042 (5) - in 00:30:139 (6) - head.
00:30:623 (2) - same here. try using control G and stacking 00:30:526 (1) - on 00:30:623 (2) - head
00:31:010 (1) - iguess. the next notes are a bit hard to read. so I think.. you have to use it with oout back track, using a note here 00:31:203 (2) - place is up to you, but, see next suggestion.
00:31:203 (2,3,4,5,1,2,3) - I suggest you this pattern https://osu.ppy.sh/ss/5038117 00:31:203 (2,3) - x164 y326 stacked notes. 00:31:397 (4,5) - stacked in 00:31:881 (3) - tail. 00:31:591 (1,2) - x286 y187 and use control G in 00:31:881 (3) -
00:32:365 (3) - use first at 00:32:075 (1,2) - and try this https://osu.ppy.sh/ss/5038146
00:33:429 (6) - I recomend you use first at 00:33:236 (5) - and try this http://osu.ppy.sh/ss/5038173
00:34:978 (6) - owo... can you use control G here?
Good luck. 2nd part in a few days.
Ayesha Altugle
Deppyforce
hi im a m4m mod from hw's queue

00:25:977 (2) - try change to a low sv slider instead instead plays nicer imo
00:38:364 (1,2,3,4) - should be spaced cuz theyre stronger than 00:37:590 (3,4)
00:49:977 (1,2) - switch nc makes more sense imo
01:03:139 (5) - ctrl+h flows better xd
01:12:816 (1,2) - nazi but its not parallel
01:53:074 (1) - tbh it feels a bit empty while playing cuz the whole slider part has no hitsounds, u might wanna hitsound the slidertick
(same for all these long sliders
02:11:364 (8,1) - not perfect overlap lol
02:20:171 (3,4) - make it parallel
02:41:074 (1,2) - i think http://puu.sh/oA3hH/4ca4820b45.jpg fits better
03:07:203 (4) - shouldnt this be a slider?
03:22:881 (1,2,1) - pls make it parallel
03:44:171 (4,5,1) - 5 ->1 spacing should be bigger than 4 -> 5
03:55:590 (1) - overlap looks weird maybe move to x321 y41
04:44:752 (5) - maybe change to 2 circles so its constant with 04:43:880 (4,5)
04:58:881 (1) - lol u can make http://puu.sh/oA46u/df6ebe9d69.jpg parallel if u care
05:29:848 (1) - im being rly nazi but it would look nice if u dont overlap the slidertail

sry if this is too nazi but u know this map is not normal lol
gl
SnowNiNo_
你的m4m queue

  • [Notch Hell]
  1. 00:19:301 (1) - 個人覺得這邊不用nc, 因為跟其他地方inconsistent, 看這4個點就蠻清楚了00:14:654 (3,3,3,1) -
  2. 00:31:591 (1) - 同上, 看這4個地方會清楚點 00:26:945 (4,4,4,1) -
  3. 00:56:364 (1) - 同上
  4. 01:15:332 (2,3) - 變速滑條上個NC?
  5. 02:01:977 - 聽起來你在kiai都是跟VOCAL的, 所以你應該把02:02:074 (4) - 移到02:01:977 - , 畢竟這邊從vocal換到背景音樂有點太突然了
  6. 02:04:687 (3) - 這邊也是 跟vocal的話應該是1/2來回滑條
  7. 02:17:848 (1,2) - 這邊可以用好一點
  8. 02:20:171 (3,4) - 這邊也是
  9. 02:47:848 (1) - 跟00:19:301 (1) - 一樣
  10. 02:59:655 (5) - 可以把滑條停在03:00:429 - 然後03:00:816 - 擺個NOTE
  11. 03:46:300 (1) - 擺中間比較好看
  12. 03:53:848 (1,1) - 弄好看一點
  13. 04:03:139 (1,2) - 這可以做blanket, 跟02:11:655 (1,2,3) - 一樣
  14. 04:05:945 (4) - 跟02:01:977 -一樣
  15. 04:16:784 (3) - 這也應該移到白線跟VOCAL
GL~
xChorse
Hi, M4M from your queue

Notch Hell


wall of stacks (These aren't major, but they look off with HR)
00:22:010 (2,3) - Fix stack

00:22:301 (4,5) - ^

00:23:848 (4,5) - ^

00:25:107 (2,3) - ^

00:28:978 (1,2) - ^

00:30:042 (4,5) - ^

00:35:172 (1,2) - ^

00:49:784 (2,1) - ^ (Doesn't even matter since it's slower than the others)

00:53:752 (1,2) - ^

00:54:817 (4,5) - ^

00:59:945 (1,2) - ^

01:42:139 (4,1) - ^

02:45:235 (1,2) - ^

02:51:429 (1,2) - ^

03:26:655 (4,5) - ^

00:14:655 (3) - CTRL+G since most of the short sliders somewhat went in the direction of the next slider

01:03:139 (5,1) - Maybe make 0103526 (1) - on the other side of the slider since the slider's flow makes the cursor want to move the other way imo

Stack 01:07:976 (4) - on 01:05:655 (6) - tail

Move 01:16:106 (2) - to x:365 so the spacing between it and 01:16:300 (3,5) - are the same

Move 04:07:977 (1) - to x:71 y:70; 04:08:945 (7) - to x:303 y:150 ;04:09:139 (8,9) - to x:37 y:249 This emphasizes the shape of the slider (04:06:235 (2) -) which is similar to what you've been doing with the other long sliders.




Eh, found as much as I could. I hope this helped :o Good luck!
UndeadCapulet
(short) M4M from your queue:

Notch Hell

  1. Maybe have the 01:03:139 (5) - and 02:54:623 (5) - be .75x sv. It would match with the sv of 00:25:977 (2) - , and idk I just think it would fit well ^^'
  2. 02:08:558 (1) - This slider design is a bit misleading because it looks like you can just do this motion, but the sliderball doesn't allow that. I've ss'd most sliders in this map at least once while playing, but never this one. Maybe I'm just bad though.
  3. 03:43:590 (1,2,3,4,5) - I don't think this pattern needs to be spaced so large here. I think you should match it up more with 01:52:106 (1,2,3,4,5) - 's spacing, and how 01:52:881 (5) - stacks with the repeat. Make 04:57:912 (1,2,3,4,5) - the larger spaced one to lead into the final chorus.
  4. 05:06:623 (1,2,3) - The 1/4 gap is higher spaced than the 1/2. Before you had circles to fill the 1/2 gap, so the 1/4 jump was more natural. Some players will stick to the song's rhythm, but other players will just see this as all 1/2 and break. I think you should move the 3 sliderhead closer to 2's tail, or use spacing closer to 05:19:010 (1,2,3) - .
04:33:719 (1) - to 04:46:300 (9) - is stunning.

---
too pro
ac8129464363
queue m4m if i finish this fast enough to get a slot lololol

[notch minecraft]

03:03:526 (4) - NC to indicate white tick?
03:04:881 (2) - just my opinion but this could look a bit nicer if it was shifted a few pixels to the right so that it would "catch" 1's tail
04:12:042 (4,1) - again just my opinion, but consider making the visual distance between these two the same. this would be most easily achieved by moving this closer together
04:43:784 (3,4,5,1) - it would require a lot of restructuring but consider not stacking these because the sound here is more consistent than before (ex: 04:41:074 (1,2,3,4,5,1) - kicks on red ticks vs. 04:43:397 (1,2,3,4,5,1,2,3,4,5) - kicks on blue ticks as well)
04:47:074 (2,1,2,3) - just curious as to why all of these are straight, it's the same section musically as 01:40:687 - and 03:32:171 - from what I can tell, but the sliders in those sections are more interesting.
05:06:429 (3) - also curious for your reasoning behind stacking this, you might be able to bring out the vocals more by placing 3 below the slider
05:34:493 (1) - consider changing this slider to another design, it looks very similar to the "meow" sliders and it could cause those to stand out less imo

g

hope this is helpful somehow
Luel Roseline
Where's my mod...
Rohulk
Hi, I have a suggestion.

With HR the stacked 155 BPM streams are perfectly stacked, as opposed to nomod, where they aren't. This makes it almost impossible to read the stacked streams with HDHR and would require memorizing... May I suggest you increase the stack leniency or manually make the streams not stacks in those cases?

Thank you.
JJburstOwO
m4m

00:36:526 (6) - 左右翻转一下
00:50:558 (2,3,4) - 1/8
02:01:977 - 我总觉得4滑条在这个位置,个人感觉这里压vocal爽一点
02:14:364 - ^
02:19:784 - ^
02:25:203 - ^
02:26:848 - ^
我觉得都压人声比较好
后边kiai不提了

03:10:300 (5) - 弧度往下
04:02:461 (5,6) - 这个放到78位置上,78放4上,04:02:848 (8) - 调一下方向顺着flow转到9
05:23:655 (1) - 好像有点歪?8蹭到右边了
05:29:848 (1) - 别蹭到


扑通
太神了
Manysi

[Taiga] wrote:

You forget one thing - this is HW map and his transfer of vision into map. Calling something "unjustify" is pure subjective point of view. True, they call it unjustified because they dont see the reasons which justify those objectively.( I might just be one of them.)
What one person see as high quality and fun to play, other see as shit and unplayable. It was about almost all maps where people found new patterns.
Back to FD by Nakagawa-Kanon people was amazed by map what was impossible for like... almost everyone (talking about FD4D - you can read posts from 4 years ago).

Slider velocity and shape are pure subjective POV. They have to fit the music at least. SVs between too fast and too slow is subjective and rankable. However whats too fast and too slow is subjective but people can agree on that i think. Slider shapes has to make objective sense. As far as they are not against ranking criteria, in my opinion, they are perfectly rankable.

Objectively - it is already proven that this map is perfectly playable. Thats what people need to realize. The line between amateur work and an inventory masterpiece can be very thin, at least in this case. People tend to not see that because they are inexperienced in mapping which makes ther opinion worth less. They need to explain why to be considered.

Alheak wrote:

Some people here sound like contemporary arts apologetics hypocrites defending someone who just smeared shit on a canvas saying it represented the downfall of the western society or something. I personally think the point is invention. It's just an attempt tho.

Don't get me wrong tho, this map plays nicely, until the long sliders that is.

You say they are readable, playable and rankable. Technically, they are indeed, though it doesn't make them reasonnable or appropriate, also I can't agree with your second point saying they're in some way following the music. 03:56:945 (1) - it's curved according to the beat. How does this not follow the music?
The only thing they seem to follow is the held note by the vocalist, but their speed and shape are just completely unrelated to the song, the cursor mouvements you have to make are awkward and not fitting, nothing can justify them, or if you think they do, please explain it objectively, and don't throw out the "but it feels that way to me" card, anybody could just do the same for every shitmap there is then. 04:00:042 (1) - this follows the other instruments with the shapes. Just slow down to 25% and you'll see. Shapes like 04:06:235 (2) - follow the beat with the curves. I respect you as a mapper but please, dont state things without taking a closer look . However i can't really say if get things right until HW says it.

I believe mapping is a personnal expression, but if you're aiming for rank, you'll have to consider the opinion of the community even if you don't like it. I think he does consider opinions if people understand his intetions or something like that.
Ranking your map is about providing for the community, yet you are creating things only you and a few hand picked people actually seem to like and can play (i hope), so what point is there if you're just doing it for yourself?

Ultimately, BNs will have the last word as usual, and seeing the majority of the mods here, the cantonese circlejerk seems to be as strong as ever, so you won't have much problem with the ranking process.edgy? I cant really tell.
Edit: i'm down for a m4m with you HW if you dont mind
Otosaka-Yu
m4m~~~~~~~~~
[Notch Hell]
00:49:997 (1) - 感觉没必要NC,00:50:558 (2) - 这里可以NC吧
02:00:623 (2,3) - 尾部不要在一起呀,不然怎么反应 02:00:816 (1) 呀。。
感觉这图跟人声啊,但是 03:21:332 (5,1) - 没有跟人声,不如考虑跟前面 01:29:848 (1,2,3,1) - 一样?
怎么感觉 04:58:881 (83,1) - 里的滑条都无法判定一样额= = 可以在kiai里加多点连打么
----------------------我是分割线hhhhhhhhhh------------------------------------------------------------------------------------------
sorry啦就这么点了,毕竟这种程度的图摸不起QWQ
望早日Rank~
ConsumerOfBean

Wojowu wrote:

I find this map to be extremely fun to play, but due to my skill level I have to play with HT. I'd like to see some good player play this map with increased slider tick rate :D
well i decided to do it with Slider tick rate 2 and EZ.. it went well
Alheak

Manysi wrote:

03:56:945 (1) - it's curved according to the beat. How does this not follow the music? 04:00:042 (1) - this follows the other instruments with the shapes. Just slow down to 25% and you'll see. Shapes like 04:06:235 (2) - follow the beat with the curves. I respect you as a mapper but please, dont state things without taking a closer look .
I have taken a close look, and not just once, and I repeat, those sliders are not following anything.
Sure they sometimes bend on a beat or other random note, but those are so faint and inconsistent that it just doesn't make any sense.

If HW is truly making a gimmick out of those beats and notes, it has to be consistent, especially with this much emphasis put on them. It's not just a detail, you can very easily break a combo here. This alone should make you question whether or not those notes deserve the emphasis they get.

Manysi wrote:

However i can't really say if get things right until HW says it.
So you are just blindly defending this? You have actually no idea of what you are talking about?
squirrelpascals
Hi, M4M!

Notch Hell
• 00:01:590 (1) - This would look nicer if placed it in the center, imo

• 00:18:913 - put a double here? (you put one here 00:19:687 (1,2) and here 00:20:461 (2,3) also)

• 00:38:364 (1,2,3,4,1) - Why is it spaced like this? Spacing it like this means that there is a change in the music at 00:38:558 (3) and 00:38:752 (1)

• 00:40:881 (6) and 00:51:139 (1) and 00:52:688 (1) - Why are the ends of these sliders so short? I would move the red tick more to the left because it looks like the arrow points in a different direction of the slider

• 01:31:397 (1) - lessen the curve at the end for the same reason above

• 01:17:461 (1) - ctrl + g? because of the large spacing

• 01:41:655 (3) - put this at x176 y261 because its hard to read and isn't the same as 01:42:816 (2,3) and 01:44:364 (2,3) -

• 01:53:074 (1) and 03:44:558 (1) - I respect your decision to use a fast sv, but with certain sliders such as this one, that have quick and sharp turns, it's a lot easier for a player to sliderbreak. ( 01:56:171 (1) is nicer with this because it has the corners in the middle of the slider for aesthetic but they're not as big so they play nicely) • And for the same slider, the repeat arrow HAS to point toward the slider, it can't point outwards

• 01:55:300 (4,1,2) - blanket

• 02:04:106 (1) - there's no vocals here; wouldn't recommend using a long slider

• 02:14:461 (4) - because of the synths in the background it sound like this should be 2 circles

• 02:19:881 (2) - start this slider at 02:19:784 ? You're mapping to vocals here 02:25:300 (3) - Start at 02:25:203 for the same reason. 02:26:074 (2) - Start at 02:25:977 . 02:26:848 (4) - Start at 02:26:752 - This will make this part much more satisfying to play

• 03:10:300 (5,1) - Space less?

• 03:22:881 (1) - I would make this multiple sliders because of the vocals

• 03:53:558 (4) - Make this 2 circles because of the synths? Or start it at 03:53:461 to go with the vocals

• 03:56:171 (3,1,2) - Space these because of the gap in the timeline?

03:59:848 (8) - move tail to x312 y188 for a better blanket

• 04:04:687 (1,2,3) - The spacing of 2 is really hard to hit. Stack 2 on 3 like the other sliders?

• 04:05:945 (4) - Same mod as 03:53:558 (4)

• 04:18:623 (1) - Most insane slider nodes ever haha

• 04:30:816 - Make this clickable?

• 04:32:558 (1,2,3,4,5,1,2,3,4,5) - Why not make these normal streams? Spacing doubles like this implies something significant in the music is happening there

• 04:45:332 (3,4) - put at x28 y268?

• 05:29:848 (1) - Make the end look like this?

One last note: I think it would be really helpful to add a slidertick skin element to the map, to help players follow the sliders more. Since fast sliders like this are a pretty new concept to osu!.

Interesting map, good luck :)
Aeril

Alheak wrote:

If HW is truly making a gimmick out of those beats and notes, it has to be consistent, especially with this much emphasis put on them. It's not just a detail, you can very easily break a combo here. This alone should make you question whether or not those notes deserve the emphasis they get.
TBH, this is just me, but I feel the sliders are justified because the movement of the mouse in the wide and curving arcs at fast speeds makes me feel a bit more empathetic towards the vocals and the vocalist herself, portraying more thought and effort then just a very default rhythm that she could've done in the drums with a boring 'pp meta' map.

Take this however you want, just putting my 2 cents out there.
Manysi

Alheak wrote:

Manysi wrote:

However i can't really say if get things right until HW says it.
So you are just blindly defending this? You have actually no idea of what you are talking about?
Thats not what i meant, you don't have to take every word literally. I said i'm not 100% sure but this is most likely the case with some sliders and only HW can confirm because he/she had the thought process.
Topic Starter
Hollow Wings

Forlornly wrote:

The sliders are readable and followable. The third and last batch of sliders is actually easier than the second batch imo.

As for whether or not the sliders follow the music -- they certainly follow the music rhythm-wise, but the shapes are completely arbitrary, pretty though they are. I don't have a problem with that, and in fact I very much like it that way, but the fact is that the way the sliders are shaped have nothing to do with the music.

Also, I find that
02:11:558 (9) -
02:12:816 (2,3,1) -
02:13:880 (2) -
02:14:654 (1) -
04:04:300 (2,3,1) -
04:05:364 (2) -
04:06:138 (1) -
are too hard to hit in comparison with the rest of the map. They require awkward speed changes in cursor movement. they are just spaced to fit the increased sv.

S A V E R Y wrote:

Hi for now

Somebody call DoKito...

00:50:558 (2,3,4) - I think three sliders are enough to 1/8 snap... i'm sure they fit 1/4 tick better.
04:58:881 (1) - Add whistle in sliderborder don't wanna give additional hs effect because the current slider-slidertrack filled hearing already. same as below ones.
05:01:977 (1) - ↑
05:05:074 (1) - ↑
05:06:623 (1,2,3,1) - ↑
05:11:268 (1) - ↑
05:14:364 (1) - ↑
05:18:042 (1) - ↑
05:19:010 (1,2,3,1) - ↑
05:23:655 (1,2,1,2,3,4,1) - ↑
05:29:461 (7,1,2,3,1,2,3,4,1,1,1) - ↑
05:42:235 (1,2,3,4) - ↑
05:43:881 (2,3,4,5,1,2,3,4,1,4,5,1) - ↑

Lily Bread wrote:

as request

01:08:171 (5) - 拆开多好,这样来回一直折返感觉2010 style 拆开不好。

01:30:429 (2,1) - 有折返箭头遮挡嫌疑 稍微改了一下。 http://puu.sh/ozYw6/01be0f6591.jpg

01:39:139 - 这里单独拆个圈出来就很棒啦。可以和后面 - 01:39:332 (1,2,3,4,5,6,7,8) - 凑成一组 没太必要。

02:17:558 - 把这个音填上也是一种选择嗯。你这一段滑条做得比较夸张,那圈的音也填满的话感觉好一点 不好,这里还是主要凸显主旋律。

04:09:042 - ^ ^

good luck

Gandalfr wrote:

1st part.

Hi. Only suggestions

00:27:235 (6) - control G. because is a bit far from 00:27:042 (5) - tail. it's ok if they are near from each other.
00:27:913 (1) - control H and x232 y348. I guess will have better flow. the composing here is locked so i still wanna keep the organization.
00:29:461 (1) - huh... try with out back track, and use circle here 00:29:655 - place is up to you, but I recommend stack in 00:29:752 (3,4) - head. i don't wanna easily do any stack stuff at this part, for all spaced jumps are basically requiring much attention to read, giving simple structure style can be the best choice.
00:30:139 (6) - i guess will be better using control G and stacking 00:30:042 (5) - in 00:30:139 (6) - head. ... nope.
00:30:623 (2) - same here. try using control G and stacking 00:30:526 (1) - on 00:30:623 (2) - head i think you need to get why i set jump before that kick slider... same to all same mods as well.
00:31:010 (1) - iguess. the next notes are a bit hard to read. so I think.. you have to use it with oout back track, using a note here 00:31:203 (2) - place is up to you, but, see next suggestion. [#FF0000]this is the exact way how this pattern i wanna make.[/color]
00:31:203 (2,3,4,5,1,2,3) - I suggest you this pattern https://osu.ppy.sh/ss/5038117 00:31:203 (2,3) - x164 y326 stacked notes. 00:31:397 (4,5) - stacked in 00:31:881 (3) - tail. 00:31:591 (1,2) - x286 y187 and use control G in 00:31:881 (3) - ^
00:32:365 (3) - use first at 00:32:075 (1,2) - and try this https://osu.ppy.sh/ss/5038146 ... nope.
00:33:429 (6) - I recomend you use first at 00:33:236 (5) - and try this http://osu.ppy.sh/ss/5038173 ^
00:34:978 (6) - owo... can you use control G here? ^
Good luck. 2nd part in a few days.

Deppyforce wrote:

hi im a m4m mod from hw's queue

00:25:977 (2) - try change to a low sv slider instead instead plays nicer imo but i love the slider's shape, it fit the song as well. so i still keep the sv.
00:38:364 (1,2,3,4) - should be spaced cuz theyre stronger than 00:37:590 (3,4) they are already spaced.
00:49:977 (1,2) - switch nc makes more sense imo i think you are right, but the current nc setting makes lots of sense as well... that's difficult to choose... i still keep it here for now.
01:03:139 (5) - ctrl+h flows better xd uh... that's not necessary imo.
01:12:816 (1,2) - nazi but its not parallel changed a bit.
01:53:074 (1) - tbh it feels a bit empty while playing cuz the whole slider part has no hitsounds, u might wanna hitsound the slidertick
(same for all these long sliders i've tried add tick hitsounds in kiai's long sliders, and it turns out really bad feeling to me, so i removed them all.
02:11:364 (8,1) - not perfect overlap lol lol i decide to ignore tiny nazi like this orz... ------ ①
02:20:171 (3,4) - make it parallel done.
02:41:074 (1,2) - i think http://puu.sh/oA3hH/4ca4820b45.jpg fits better hmmm i don't think so... both in used way i've given in the whole map about streams, and the emphasis way to express the only strong tick with heated beat.
03:07:203 (4) - shouldnt this be a slider? no...
03:22:881 (1,2,1) - pls make it parallel changed a bit.
03:44:171 (4,5,1) - 5 ->1 spacing should be bigger than 4 -> 5 i can accept this, changed 5's position.
03:55:590 (1) - overlap looks weird maybe move to x321 y41 the current is better imo...
04:44:752 (5) - maybe change to 2 circles so its constant with 04:43:880 (4,5) these sliders are not necessary to be set as consistent rhythm style, because i'm using them following the electric main malody track's beats with their tapping ticks.
04:58:881 (1) - lol u can make http://puu.sh/oA46u/df6ebe9d69.jpg parallel if u care
05:29:848 (1) - im being rly nazi but it would look nice if u dont overlap the slidertail

sry if this is too nazi but u know this map is not normal lol lol orz...
gl

SnowNiNo_ wrote:

你的m4m queue

  • [Notch Hell]
  1. 00:19:301 (1) - 個人覺得這邊不用nc, 因為跟其他地方inconsistent, 看這4個點就蠻清楚了00:14:654 (3,3,3,1) - 然而其实并不能很好地看清楚,因为这里是很多1/4和1/4折返混杂在一起的地方,在适当的物件放置nc能让玩家更好或者说更轻松地读图。
  2. 00:31:591 (1) - 同上, 看這4個地方會清楚點 00:26:945 (4,4,4,1) - 嗯。。。不好。
  3. 00:56:364 (1) - 同上 ^
  4. 01:15:332 (2,3) - 變速滑條上個NC? 这里因为变化不大加上挺流畅的所以就不加了。
  5. 02:01:977 - 聽起來你在kiai都是跟VOCAL的, 所以你應該把02:02:074 (4) - 移到02:01:977 - , 畢竟這邊從vocal換到背景音樂有點太突然了 这边这个背景音就是故意加进去加强的,以及其实在vocal和base轨之间切换这种事在下节奏时一点也不稀奇呢。
  6. 02:04:687 (3) - 這邊也是 跟vocal的話應該是1/2來回滑條 ^
  7. 02:17:848 (1,2) - 這邊可以用好一點 这里其实就这样吧,不可能完全包很好,有些甚至并不是特意去包的仅仅是靠在旁边而已。如果每个在长滑条旁边的物件我都要去包的话那这些长滑条的形状变化就太大了。。。
  8. 02:20:171 (3,4) - 這邊也是 这个已经改了。
  9. 02:47:848 (1) - 跟00:19:301 (1) - 一樣 同上。
  10. 02:59:655 (5) - 可以把滑條停在03:00:429 - 然後03:00:816 - 擺個NOTE 我觉得这里折返是最佳选择。
  11. 03:46:300 (1) - 擺中間比較好看 压到别的东西了,这个不改。
  12. 03:53:848 (1,1) - 弄好看一點稍微调了一下。
  13. 04:03:139 (1,2) - 這可以做blanket, 跟02:11:655 (1,2,3) - 一樣 这里不了,因为跳很大,还是注重以下打击感。
  14. 04:05:945 (4) - 跟02:01:977 -一樣 [/url]稍微调了一下。
  15. 04:16:784 (3) - 這也應該移到白線跟VOCAL 这边没在跟vocal。
GL~ 居然是华人,生面孔呢居然完全不认识。。。

xChorse wrote:

Hi, M4M from your queue

Notch Hell


wall of stacks (These aren't major, but they look off with HR)
00:22:010 (2,3) - Fix stack all fixed. but may still happen the stack bug somehow, may ignore this nazi issue if so.

00:22:301 (4,5) - ^

00:23:848 (4,5) - ^

00:25:107 (2,3) - ^

00:28:978 (1,2) - ^

00:30:042 (4,5) - ^

00:35:172 (1,2) - ^

00:49:784 (2,1) - ^ (Doesn't even matter since it's slower than the others)

00:53:752 (1,2) - ^

00:54:817 (4,5) - ^

00:59:945 (1,2) - ^

01:42:139 (4,1) - ^

02:45:235 (1,2) - ^

02:51:429 (1,2) - ^

03:26:655 (4,5) - ^

00:14:655 (3) - CTRL+G since most of the short sliders somewhat went in the direction of the next slider nope for i'm actually doing the opposite.

01:03:139 (5,1) - Maybe make 0103526 (1) - on the other side of the slider since the slider's flow makes the cursor want to move the other way imo the flow here is set as an anti one on purpose, to emphasis the special pause beat here.

Stack 01:07:976 (4) - on 01:05:655 (6) - tail ... nope.

Move 01:16:106 (2) - to x:365 so the spacing between it and 01:16:300 (3,5) - are the same for it's not that emphasis beat here as 01:15:913 (1,2) - does, jump at 01:16:106 (2,3) - with shifting from the previous one can be better to fit the song.

Move 04:07:977 (1) - to x:71 y:70; 04:08:945 (7) - to x:303 y:150 ;04:09:139 (8,9) - to x:37 y:249 This emphasizes the shape of the slider (04:06:235 (2) -) which is similar to what you've been doing with the other long sliders. lol... i think it's not that necessary to do that trick on purpose, i set those notes only to slow down the aiming after really really hard long slider patterns, thats all.




Eh, found as much as I could. I hope this helped :o Good luck!

UndeadCapulet wrote:

(short) M4M from your queue:

Notch Hell

  1. Maybe have the 01:03:139 (5) - and 02:54:623 (5) - be .75x sv. It would match with the sv of 00:25:977 (2) - , and idk I just think it would fit well ^^' well i already give feedback to similar mod as this above...
  2. 02:08:558 (1) - This slider design is a bit misleading because it looks like you can just do this motion, but the sliderball doesn't allow that. I've ss'd most sliders in this map at least once while playing, but never this one. Maybe I'm just bad though. uh? why sliderball doesn't allow that... you can even just move to the arrow and ticks if you really good at reading and aiming, maybe it's just some kind of special trick which is hard to you.
  3. 03:43:590 (1,2,3,4,5) - I don't think this pattern needs to be spaced so large here. I think you should match it up more with 01:52:106 (1,2,3,4,5) - 's spacing, and how 01:52:881 (5) - stacks with the repeat. Make 04:57:912 (1,2,3,4,5) - the larger spaced one to lead into the final chorus. i give larger ds here for two reason: one is jump at 03:44:364 (5,1) - requires a really good aiming with anti-flow and anti-jump as the special pattern, which need larger ds to distinguish it from other common jumps; and the other one is players may get used to the map's style in the middle of the diff even he can play it so far, larger jumps can notice him that later part can be still different from previous, like twice long sliders in the last kiai, etc.
  4. 05:06:623 (1,2,3) - The 1/4 gap is higher spaced than the 1/2. Before you had circles to fill the 1/2 gap, so the 1/4 jump was more natural. Some players will stick to the song's rhythm, but other players will just see this as all 1/2 and break. I think you should move the 3 sliderhead closer to 2's tail, or use spacing closer to 05:19:010 (1,2,3) - . that 1/4 jump is just following that special electrical beat with larger distance, it's no more different to what you did to 1/2 jumps and make those jumps in large distance. thou the pattern is like some ds pattern, it already been noticed in 1st kiai with similar one, you noticed this at second time, that's good news to me, because you've get used to it already.
04:33:719 (1) - to 04:46:300 (9) - is stunning.

---
too pro

deetz wrote:

queue m4m if i finish this fast enough to get a slot lololol

[notch minecraft]

03:03:526 (4) - NC to indicate white tick? hmm i still think that nc is available, but i removed that to emphasis the later vocal beat with nc, which may give a better tapping sense to players in this quiet part after really heated ones.
03:04:881 (2) - just my opinion but this could look a bit nicer if it was shifted a few pixels to the right so that it would "catch" 1's tail lol... well not really effect to me, moved 1 grid to the right thou orz.
04:12:042 (4,1) - again just my opinion, but consider making the visual distance between these two the same. this would be most easily achieved by moving this closer together well... i'll leave this, this time orz...
04:43:784 (3,4,5,1) - it would require a lot of restructuring but consider not stacking these because the sound here is more consistent than before (ex: 04:41:074 (1,2,3,4,5,1) - kicks on red ticks vs. 04:43:397 (1,2,3,4,5,1,2,3,4,5) - kicks on blue ticks as well) maybe you didn't get the reason i set rhythm here, just look into the slider's tapping ticks and listen to the guitar track.
04:47:074 (2,1,2,3) - just curious as to why all of these are straight, it's the same section musically as 01:40:687 - and 03:32:171 - from what I can tell, but the sliders in those sections are more interesting. lol... that may just be set by various style, won't ever strict into "set all patterns in same style to keep that consistent".
05:06:429 (3) - also curious for your reasoning behind stacking this, you might be able to bring out the vocals more by placing 3 below the slider i used to think notes among long sliders should be read very very easily to balance the difficulty, but i think your idea is really good to fit the song, so i moved that note to 474,254, the aiming should be better to express the vocal track now.
05:34:493 (1) - consider changing this slider to another design, it looks very similar to the "meow" sliders and it could cause those to stand out less imo maybe no one have noticed those sliders in different part has a really secret series theme in them... well i still choose to keep this thou.

g

hope this is helpful somehow

Rohulk wrote:

Hi, I have a suggestion.

With HR the stacked 155 BPM streams are perfectly stacked, as opposed to nomod, where they aren't. This makes it almost impossible to read the stacked streams with HDHR and would require memorizing... May I suggest you increase the stack leniency or manually make the streams not stacks in those cases? i think i can agree with you, and i'm sure this suggestion is useful. changed stack leniency into 3.

Thank you.

JJburstOwO wrote:

m4m

00:36:526 (6) - 左右翻转一下 不要。
00:50:558 (2,3,4) - 1/8 不。
02:01:977 - 我总觉得4滑条在这个位置,个人感觉这里压vocal爽一点 我也纠结过这点,然而下节奏的时候就决定了,就是要现在这么来。玩家在打高速滑条的时候,往往会十分在意滑条尾有没有拖到,给一个重音在滑条尾,然后再跳出去,更能让玩家集中精力在移动上。另外,即使现在这么下节奏和排版也没什么不对,此处重音之后跟的音差也十分大,跳出去没什么不妥,打击感也不错。
02:14:364 - ^
02:19:784 - ^
02:25:203 - ^
02:26:848 - ^
我觉得都压人声比较好
后边kiai不提了

03:10:300 (5) - 弧度往下 不。
04:02:461 (5,6) - 这个放到78位置上,78放4上,04:02:848 (8) - 调一下方向顺着flow转到9 不,此梗坚决不改。
05:23:655 (1) - 好像有点歪?8蹭到右边了 稍微动了下。
05:29:848 (1) - 别蹭到 不,就是要蹭到。


扑通
太神了

Suzuki_1112 wrote:

m4m~~~~~~~~~
[Notch Hell]
00:49:997 (1) - 感觉没必要NC,00:50:558 (2) - 这里可以NC吧 你说的对,但我不打算改,理由可以看看上面某个feedback。
02:00:623 (2,3) - 尾部不要在一起呀,不然怎么反应 02:00:816 (1) 呀。。 这个尾巴在一起又不是不能读。。。你读1/4还会去看尾么,看头都来不及了。
感觉这图跟人声啊,但是 03:21:332 (5,1) - 没有跟人声,不如考虑跟前面 01:29:848 (1,2,3,1) - 一样? 这边因为鼓的轨没了,所以我想挑一个比较安静的轨来跟,和前面的部分区分开来。
怎么感觉 04:58:881 (83,1) - 里的滑条都无法判定一样额= = 可以在kiai里加多点连打么 这个滑条完全能判定啊,我没打算用别的节奏。
----------------------我是分割线hhhhhhhhhh------------------------------------------------------------------------------------------
sorry啦就这么点了,毕竟这种程度的图摸不起QWQ
望早日Rank~

squirrelpascals wrote:

Hi, M4M!

• 00:01:590 (1) - This would look nicer if placed it in the center, imo lol symm setting is not really my taste www.

• 00:18:913 - put a double here? (you put one here 00:19:687 (1,2) and here 00:20:461 (2,3) also) i put tapping ticks only with electrical beats supported, not do them in general consistent style, so there may be differences.

• 00:38:364 (1,2,3,4,1) - Why is it spaced like this? Spacing it like this means that there is a change in the music at 00:38:558 (3) and 00:38:752 (1) if you've scanned the map 1st, you would know why.

• 00:40:881 (6) and 00:51:139 (1) and 00:52:688 (1) - Why are the ends of these sliders so short? I would move the red tick more to the left because it looks like the arrow points in a different direction of the slider why not then? i would do the current one because it still stay in stable direction judgments.

• 01:31:397 (1) - lessen the curve at the end for the same reason above ^

• 01:17:461 (1) - ctrl + g? because of the large spacing nope for this jump is actually easy to combo, in this quiet part with slow sv sliders.

• 01:41:655 (3) - put this at x176 y261 because its hard to read and isn't the same as 01:42:816 (2,3) and 01:44:364 (2,3) - why they should all the same? and the current setting is better than other distance and flow ones.

• 01:53:074 (1) and 03:44:558 (1) - I respect your decision to use a fast sv, but with certain sliders such as this one, that have quick and sharp turns, it's a lot easier for a player to sliderbreak. ( 01:56:171 (1) is nicer with this because it has the corners in the middle of the slider for aesthetic but they're not as big so they play nicely) • And for the same slider, the repeat arrow HAS to point toward the slider, it can't point outwards the slider gets nearly no problem to following the rhythm and patterns in the song, also, how the arrow comes that has to point toward the slider? it's easy to see arrows give same direction everywhere in ranked section maps even with zig-zag tricks or overlapped tracks, like what i've done in this map as well.

• 01:55:300 (4,1,2) - blanket changed a bit.

• 02:04:106 (1) - there's no vocals here; wouldn't recommend using a long slider i'm not following vocal track here.

• 02:14:461 (4) - because of the synths in the background it sound like this should be 2 circles nope for it's not necessary to tap the second one in that low volume of beat.

• 02:19:881 (2) - start this slider at 02:19:784 ? You're mapping to vocals here 02:25:300 (3) - Start at 02:25:203 for the same reason. 02:26:074 (2) - Start at 02:25:977 . 02:26:848 (4) - Start at 02:26:752 - This will make this part much more satisfying to play the real satisfying way to play is following the exact detail situation of the specific pattern: this slider has a really large jump after it, with slider in that "7" shape down to the corner, then i give the current direction. as for other similar ones, let them be others.

• 03:10:300 (5,1) - Space less? for you didn't notice 01:18:816 (5,1) - then i think this one is fine as well in playing.

• 03:22:881 (1) - I would make this multiple sliders because of the vocals this is a quiet part so i choose quiet track, differed from the previous part.

• 03:53:558 (4) - Make this 2 circles because of the synths? Or start it at 03:53:461 to go with the vocals nope as similar reason as above.

• 03:56:171 (3,1,2) - Space these because of the gap in the timeline? that'll be too hard, and i've set similar pattern in 1st kiai as well.

03:59:848 (8) - move tail to x312 y188 for a better blanket hmm... nope.

• 04:04:687 (1,2,3) - The spacing of 2 is really hard to hit. Stack 2 on 3 like the other sliders? it's easy to hit if you can play so far.

• 04:05:945 (4) - Same mod as 03:53:558 (4) ^

• 04:18:623 (1) - Most insane slider nodes ever haha hmm i think that's just common.

• 04:30:816 - Make this clickable? nope for wanna mainly follow the violin track.

• 04:32:558 (1,2,3,4,5,1,2,3,4,5) - Why not make these normal streams? Spacing doubles like this implies something significant in the music is happening there do you still remember the violin track? i'm following them here as well.

• 04:45:332 (3,4) - put at x28 y268? nope...

• 05:29:848 (1) - Make the end look like this? nope, i do that slider's shape on purpose.

One last note: I think it would be really helpful to add a slidertick skin element to the map, to help players follow the sliders more. Since fast sliders like this are a pretty new concept to osu!. that's ok to me, but i think players can do it by their skins themselves, and with the default skin, the map can be read without doubt, too.

Interesting map, good luck :)
thanks for modding!
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