forum

xi - Halcyon -Long Version-

posted
Total Posts
151
show more
Topic Starter
Natsu
thanks xexxar, alacat and gero! ;)
Euny
thanks xexxar, alacat and gero!!! c:♥
Affirmation
Good~
Anxient
hoyl.. congrats!
Lasse
A lot of your keysound samples have horrible amounts of clipping :c
examples would be
01:28:771 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) -
02:37:096 (1,2,3,4,5,1,2,3,4,5) -
and most other keysounded things
seems like you went a bit too far when increasing volume of them

since you forced default soft hitnormals anyways*, using higher volume settings overall for the map, but lower volume for the hitnormals + not boosting volume of the keysounds so much would've possible been a better solution
* (which I personally don't really like for stream heavy maps as they just don't give much feedback. but that's your choice after all and not the point of this post)
Topic Starter
Natsu

Lasse wrote:

A lot of your keysound samples have horrible amounts of clipping :c
examples would be
01:28:771 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) -
02:37:096 (1,2,3,4,5,1,2,3,4,5) -
and most other keysounded things
seems like you went a bit too far when increasing volume of them

since you forced default soft hitnormals anyways*, using higher volume settings overall for the map, but lower volume for the hitnormals + not boosting volume of the keysounds so much would've possible been a better solution
* (which I personally don't really like for stream heavy maps as they just don't give much feedback. but that's your choice after all and not the point of this post)
I think the volume is really fine, since if the keysounds blend too much then will bring not feedback, the hitnormal is not that strong, I really prefer to keep the current way, since is the one we feel bring more feedback :l we got much opinions about the volume lvl
Lasse
that was not my point
yes the volume of the samples is fine, but the way you achieved the volume is not as they ended up with horrible clipping
if you can't notice it yourself ingame, try listening to the keysound samples on their own
Topic Starter
Natsu

Lasse wrote:

that was not my point
yes the volume of the samples is fine, but the way you achieved the volume is not as they ended up with horrible clipping
if you can't notice it yourself ingame, try listening to the keysound samples on their own
oh that can't be helped tho, I don't have the original files anymore and will be a pain to find, plus isn't that noticeable in game, unless you're really picky o.o
Shiirn
Hi Natsu!

I know you hate me and will be sorely tempted to just deny this offhand because you probably think I'm just being a dick, but I feel like there is some genuine improvement that can and should be made to this map. It has piles of potential and I love Halcyon a lot, so I want it to be the best map it can be before actually getting ranked. You only get one shot, after all.

Your bordercolor seems pointless and useless. Care to explain why it's even there?

I'm skipping the incredibly badly clipped hitsounds that I'll let someone else go over. I'm no hitsound expert so I'll let someone else take care of that, so let's just go directly over the mapping itself because it appears nobody has actually tried to mod this map to improve it within your own mapping concepts, they just went over it for obvious mistakes and that's it. That's lazy as balls and I don't like it, so here I am.

also, keysounding means you can't actually use snares or kicks or claps or finishes or whistles or other hitsound emphasis which imo is far more vital to player enjoyment than pianos ringing in their ears. Please don't use the "I can't be assed to fix it" excuse when it's something that you hate me for.

Deity
  1. 00:37:940 (2) - Was nobody willing to tell you this one looks bad? Clean it up with a couple more grey nodes, that first curve is warped. Given the smooth curving of the rest of the section, you might want that last linear node to be smoothed out as well.
  2. 00:40:107 (1,2,3,1,2,3,1) - The emphasis here is incorrect. The strong wavering begins on 3. The proper setup would be 12,12,12,1. Sets of three are not in line with the pitch and tones used.
  3. 00:42:647 (1,2) - These... are not only borderline burai, but they're incredibly out of place both in the fact that the first curve is squished as hell and the straight line feels really out of place with the wavering of the violin. Please, please make these curvy sliders to fit with the violin. Shit works so good.
  4. 00:47:017 - I understand if you want to skip these beats, but I feel like they're important enough to mention. Since you mapped it 00:48:587 (3) - here, you should be consistent with it. Follow the background thumps or don't, don't just do the loudest one.
  5. 00:54:713 (2) - Don't pussy out by making the piano hit at the end here the slider ending. You've mapped every hit here, don't pussy out and skip this one just because it's slightly off the normal snapping. Players won't fuck up on it. Believe me.
  6. 01:05:304 (2,2) - I really feel like these sliders detract from the power of the long violin holds of 01:04:515 (1) - and 01:06:167 (1) - . This is one of those "It's up to you" choices, but you focused really hard on the violin and piano for this section, it's a bit weird to have sliderstarts on the weak background drum.
  7. 01:09:923 (1,2) - I'm only going to mention this once, but it applies to every single chorus and every single repeat of this measure: Why the hell are you skipping the beat on 01:10:080 - ??????? It's 75% of what makes Halcyon such a powerful piece of music. It kicks off the offbeat pattern right at the start of the measure and smacks the listener in the face with it. Skipping it makes the entire measure just this weak version of itself. This repeats every 8 beats so I'm sure you did it on purpose and I'm sure you'll call it "your style" but believe me when I say you're missing out on the strongest possible emphasis you can put in this map by skipping these.
  8. 01:14:792 (1,2,3,4,5) - I disagree with your use of a stream here but the drums are faintly there on 1,3,4 and 5 so i suppose you can justify it.
  9. 01:16:049 (1,2,3,4,5) - This has the same issue as ^that but I feel like your piano keysounding is directly conflicting with the mapping style you're trying to push on this track. The piano sounds are so loud and overwhelming, but you're trying to utilize much weaker and softer drum lines to provide a more complicated rhythm. This is very counter-productive, given that Halcyon as a whole is a piece of music that relies on its violins, piano, and synth, not its drums, to evoke emotions.
  10. 01:28:771 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - I am going to call this the "cool stream" because I like it alot due to how it properly emphasizes the 123412341234 musical patterns in the music. When, in the future of this mod, I reference "The cool stream", I'm not saying to use streamjumps, but to properly emphasize the varying pitch and tone in that section like this stream does here.
    That said, I don't know why you only ever use jumpstreams here. Seems like too much of a vast difference in difficulty between "Normal streams" and "chorus-ending streams". Jumpstreams are really damn hard, you know. Even just spacing them different but overlapping would make them way more fair.
  11. 01:36:310 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - This stream fails to live up to the Cool Stream because the music very clearly does four repeats of 1234, but this stream has one circle for the first 12345678, while the second has 5678 properly curving but no new combo to go along with it. Basically, it's inconsistent with itself. Either you emphasize each individual set of four beats, or you emphasize none of them. You can't just do the last one in the set of four.
  12. 01:37:881 (3,2) - These aren't in a straight line like 01:37:881 (3,1) - are, but.... this is tiny shit.
  13. 01:39:452 (1,2,3,4,5,6,7,8) - This is fine because it changes on 5, but you need to actually be consistent with whether you new combo them or not. New combos are more than just for measure resets.
  14. 01:44:478 (1,2,3,4,5,6,7,8) - This looks familiar :thinking:
  15. 01:46:363 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Again, part of what makes halcyon powerful is its usage of piano pitch. This is another example of a set of four fours listed as two eights. That's not necessarily bad, but it's inconsistent.
  16. 01:50:447 (2) - Inconsistent with 01:40:394 (1) - , 01:30:342 (1) - , etc needs new combo or remove new combo from the others. Either way, be consistent. I prefer the 1,1, new combo setup, myself.
  17. 01:51:389 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - here is where we get into the REALLY fancy shit that truly makes Halcyon, Halcyon. These notes are a set of four 3's and a 4! e,g, it's 123,123,123,123,1234. This is one of Xi's favorite "fuck you" rolls. Now, these are hard as fuck to emphasize so I don't blame you for stepping out and giving up. But new combos and slight spacing changes could work, if you want to make your map special?
  18. 01:59:242 (1,2,3,4,5,6,7,8,9,10,11,12) - See you actually have spacing changes on the sets of 4 changes here. Good.
  19. 02:00:499 (2) - Inconsistent with 01:40:394 (1) - , needs new combo or remove new combo from the others. Either way, be consistent. I prefer the 1,1, new combo setup, myself. etc etc. Last time I'll mention these. Like Irre says, you should only need to mention it once and you'll magically fix every other one right? xD
  20. 02:12:750 (1,2,3,4) - Any reason you change from counterclockwise to clockwise at 2->3? Then you just go into weird back-and-forth-ish patterns. If you did this on-beat or something it'd be okay, but as-is just seems weird. Heck, I remember you getting on my ass about this on felys.
  21. 02:14:635 (1,2,3) - This feels like you're intentionally skipping the beat on 02:14:871 - . Surely you could use a 1/2 slider and a circle on 02:14:871 - to properly capture every slap there, maybe? I don't think it'd make the section too busy, it's just another alternate button hit amongst a singletap section, which'd fit for a specially different measure.
  22. 02:18:091 (1,2,3,4,1,2,3,4,5,6,7,8,1) - This is just another one of those "It's three sets of four but you only new comboed the first set and only had a direction change on the first set" things. I'm pointing out every one of these because Halcyon can get fairly complex and some of these are legitimately 123412345678 or something similar to that, and given this map as evidence, you can't really tell so I'm helping you out.
  23. 02:19:661 (1,2,3) - This is just so weird and out of place given your obsession with keeping things onbeat and neat. This bluetick slider has no polarization into it and reads really badly, especially when you can satisfiably replace 02:19:897 (2,3) - with circle-1/4slider-1/4slider
  24. 02:21:860 (1,2,3,1,2,3,1,2,3,1,2,3,1) - Wait, maybe you areable to tell when the music uses different patterns? But this is one of many! you did it right here, do it right everywhere else! T_T
  25. 02:30:813 (2,3) - lemme just say i can see what you did here and while i personally feel that the strength of 02:30:970 - in the musical pattern warrants a click, i can understand you forgoing that in favor of the 3-3 pattern. But mostly just in this case.
  26. Xi starts copy+pasting like crazy and so do you, so there'll be more space between commentary from now on.
  27. 03:02:070 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Here's where your emphasis via new combos goes completely bonkers. Xi's just doing his standard 123412341234 shit dude, don't put new combos on red ticks here (see next line). Either do 1234,1234, or 12345678. Don't do this 10 and 6 and other stuff.
  28. 03:04:269 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - It's funny to say this righta fter saying "don't put new combos on red ticks" because here xi actually starts his sets of four on 03:04:426 - , which means the red ticks are the proper new combo spots. Why is this? Because 03:04:347 - doesn't actually have a beat. Also because Xi is nuts.
  29. 03:07:881 (1,2,3,4,5,6,1,2,3,4,5,6,1) - I don't think i've ever seen a more blatant "fill empty space with a stream" example in my life. One of the few times in the map where the drums are actually prominent and you can map them to fill the piano space? Nope, better chuck a weirdo 13-note stream there.
  30. 03:09:766 (1,2,3,4,5) - ^except 1/4 sliders
  31. 03:12:750 (1,2,3) - Just my opinion but a 3/4 slider with a bit of a hop to the note would do way better expressing the woosh noise than... three 1/2 circles.
  32. 03:14:320 (5) - pretty violin, ugly slider. :(
  33. hey yo ima take a break from the criticism and just let you know that i really really really do like how you did the patterning for the slow bit from here on out. top shelf man just wish the sliders were a bit less angular and harsh for such a pretty, gentle section.
  34. 03:27:799 (1,2,3,1,2,3,1) - Just like before, this is 12,12,12,1. But your patterning already does this with back and forths, so a new combo change is all u really need
  35. 03:47:843 - pretty sure the harp is around here. Weirdo shit tho.
  36. 03:51:953 (1,2,3,4,5,6,7,8) - This curve is really harsh and weird despite how clean the rest of them are.
  37. 03:54:466 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - Now here's the problem, see. I've always called these "the rain sections" in my head because the original video has a rainstorm over these 1/2 sections. The first one doesnt have this 1,2,12,12,1,21,2,12,12, stuff. The first one has a nice set of patterns that, while at one time weirdly changing rotation, fit the music pattern-wise. This is just a bunch of 1,2 jumps with no real pattern. It has a rotation, but that's just boring. It's beneath you, and it's insulting to the music, to use such a plain and uninventive way to map this 1/2 section.
  38. 04:05:775 (1,2,3,4) - This is the problem with overmapping streams to fill dead space. You lead into a 123123 section with a 1234 and it just feels so weird, especially when you hit 04:06:795 (1,2) - because the strongest final set of three's final strong beat is a slider ending. It could not be more plain that the hitsounding was done independently of the mapping than right here, because no sane mapper would have the strongest hitsound on the only beat in the entire measure where there isn't a click.
  39. That said, this stream section is done much better than the early ones. Evidence that a mapper can get better at mapping a song simply over the time it takes him to map it?
  40. 04:40:958 (1,1,1,1,1,1) - neat
  41. 04:49:754 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - See 03:04:269 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - . Keysounding or not, it comes off as weird
  42. 04:53:367 (1,2,3,4,5,6,1,2,3,4,5,6,1) - another silly filler
  43. 05:00:121 (1) - 50% sure this is unrankable as it is not clear which direction it goes in. And it's impossible to tell because it bends on the same point, and doesn't flow into the circle evenly to hint that thats how it goes. I for one thought that because it was symmetrical it'd "bounce" off the middle. Also, for nazi, the circle is off.


Let me say that I like this map, and I really want a good halcyon in ranked. But that's just it; I want a good halcyon that fits and follows its own rules. This map is inconsistent and has many small errors that detract from it. Meme me all you want but you know that this map wasn't meticulously gone over as much as it should have been.

If this map gets any more attention, I'll be happy to come back and go over the other two difficulties. I spent a decent chunk of time on Deity and if it's just going to get brushed aside I don't want to have wasted my time on the other difficulties.
Kroytz
Are these keysounds considered inaudible hitsounds? :thinking: :thinking: //summon Irreversible

Also, a small incomplete list of incorrect keysounds:

00:09:950 (1) - low F
00:10:270 (2) - middle C
00:11:233 (1) - slider-end is middle C
00:12:911 (1) - low G
00:13:225 (2) - middle C
00:13:540 (3) - idk what this is but it isn't what you used lol
00:16:056 (4) - better just to make as chord. I don't think this note is correct either on its own, though.
00:17:961 (2) - low A#
00:29:748 (3) - repeat is on low F, end is on low A#
00:35:688 (1) - A#
00:39:155 (3) - this is chord D,F,B. Simplified as B.
00:39:472 (1) - higher B,D,F chord. Simplified as B too, but would sound miles better if both were chorded.
00:45:755 (1) - A#
01:37:881 (3,1,2,1,2,3,4,5,6,7,8) - Half of this isn't correct
02:09:295 (1,2,3,4,1,2,3,4) - ouch this isn't remotely close.... starting from high to low it's: A, G, G#, D#, D, C, A#, A, G, F#, D#, C, A#, A, G, F#, D#, D, C, A#, A, G, F#, D# (total 24 beats on 1/12 [I think it's 1/12?]).
02:26:886 (1,2,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1) - Super duper wrong because you hit 02:27:358 (3) - as one key lower than it should be (needs to be F) throwing off the rest of the arpeggio >>;


Sorry, but I'm gonna stop here because the more I listen to the keysounds, the more wrong I find in them. Not just the intro part but also the chorus, and so many other places... It's not good Natsu :/
I should also mention these samples are badly clipped as two other people have pointed out. And for those who disable custom hitsounds, there are a TON of wonky hitsounding because of how you chose to go about hitsounding. Especially on the quiet parts with keysounded claps over whistles which is a bit confusing when the pianos are identically emphasized.

Edit: gonna tag along with Shiirn's point here and say that keysounding this particular song wasn't a good idea at the core because there are 3 unique types of instruments being played at the same time. There are much better ways to hitsound it using Drum samples mixed with Softs whistles/claps or Normals mixed with Drums, etc. There aren't many exciting things to be done when this song is keysounded, it just plays flat and repetitive.
Monstrata
Idk about you, but I actually really enjoy the keysounding. The keysounds aren't always following the song, but rather, are providing a harmony to complement the song.

Stuff like 00:09:635 (4,1) - doesn't follow the song, but it still sounds nice because the note harmonizes with the track.
00:29:748 (3,1,2,3,4) - ^ Same. It sounds really nice, and provides a contrast between the hitsounds and the actual song, something that typical keysounding usually falls flat in.

I'm pretty sure the stuff Kroytz point out is intentional, but I'd still go over it to be sure.
Okoratu
Natsu requested a dq to fix some of the stuff from these mods
Shiirn

Monstrata wrote:

The keysounds aren't always following the song
Then it's not keysounding, it's regular hitsounding.

Monstrata wrote:

but rather, are providing a harmony to complement the song.
But there's a piano already doing that in the music adding another piano to make it a duet just overwhelms the already delicate balance of piano, synth, violin, and bass that xi is doing.
Okoratu
To add my opinion on the key or whatever sounds I think this map would benefit from less volume on these things because the clipping is quite frankly, insane lol.
Kroytz
Harmonizing with the pianos is an "ok" decision at best, but definitely not the strongest. It's also unclear to see which keys are even being harmonized (if that was Euny's intention or if it was as one would say, a "happy little accident").

Couple of examples:

03:51:953 (1) - Incorrect key and harmonically off.

03:48:183 (1,2,1) - Why use a high E three times when the song is shifting it's pitch down? It can't be harmonically correct nor are the keys correct so yea...

03:48:812 (1,2,3,4) - This could be seen as harmonizing, but why would you do that when it's easily discernible to follow 1:1?

03:52:031 (4) - Missed sound

03:53:524 (1,2,3,4,1,2,3,4) - You can't harmonize a piano slide, so it has to be 1:1 but this isn't followed 1:1. It's the same as 02:09:295 (1,2,3,4,1,2,3,4) - which you got right in copying over but it's not sounded correctly. If you try to simplify a 24 beat slide with only 16 beats (you used 13 for this btw), it's gonna sound ugly.. Also note that it'll sound ugly if you try to imitate all 24 beats because of how close in time the sounds are. You'd need a separate set of keys that play and end quicker so they don't overlap (1/4 already overlaps poorly so imagine 1/12 lol).

So in the end, I'd have to disagree with the notion that these were meant to be harmonizing with the song because a lot of these "harmonizing keys" aren't actually harmonizing and the rest of those "harmonizing keys" aren't sounded correctly. Tagging along with Shiirn once more, the piano in this song isn't the main instrument that needs accompaniment through hitsounding since the piano in this song is meant to accompany the main instruments which are the drums/synth/violin. The piano acts as the harmony to those instruments so there's no need to harmonize the harmony because why lol that's so counter intuitive xD
Topic Starter
Natsu

Shiirn wrote:

Hi Natsu!

I know you hate me and will be sorely tempted to just deny this offhand because you probably think I'm just being a dick, but I feel like there is some genuine improvement that can and should be made to this map. It has piles of potential and I love Halcyon a lot, so I want it to be the best map it can be before actually getting ranked. You only get one shot, after all. I don't hate you, I just delete you, because you was being immature with me at modhelp and disrespectful in private chats, but I don't have any problem with you, just I think you could say sorry atleast.

Your bordercolor seems pointless and useless. Care to explain why it's even there? It fit the BG, isn't that noticeable, but kinda lol

I'm skipping the incredibly badly clipped hitsounds that I'll let someone else go over. I'm no hitsound expert so I'll let someone else take care of that, so let's just go directly over the mapping itself because it appears nobody has actually tried to mod this map to improve it within your own mapping concepts, they just went over it for obvious mistakes and that's it. That's lazy as balls and I don't like it, so here I am. this will be improved, that's why I requested the DQ and btw I totally disagree, their mods help me alot more than yours, the NC based mod isn't superior as the patterns I reworked from the previous ones.

also, keysounding means you can't actually use snares or kicks or claps or finishes or whistles or other hitsound emphasis which imo is far more vital to player enjoyment than pianos ringing in their ears. Please don't use the "I can't be assed to fix it" excuse when it's something that you hate me for. I have to totally disagree with you here, I asked players to play this map with the keysounds and no one had problems even one fc it at the first try with 98%, also take in consideration that 95% of players will off map hitsounds as they do with any map, anyways I already have profs of they don't affecting the gameplay and I actually love them as other people also do, ofc I'll improve them, but I won't remove the keysounds

Deity
  1. 00:37:940 (2) - Was nobody willing to tell you this one looks bad? Clean it up with a couple more grey nodes, that first curve is warped. Given the smooth curving of the rest of the section, you might want that last linear node to be smoothed out as well. I love my slider sorry, is just a design thing you are free to dislike it, but that don't make it bad.
  2. 00:40:107 (1,2,3,1,2,3,1) - The emphasis here is incorrect. The strong wavering begins on 3. The proper setup would be 12,12,12,1. Sets of three are not in line with the pitch and tones used. I just removed the NC 00:40:583 (4) - , I love how the pattern play and doing 1 - 2 combos in a triangle pattern will be weird AF
  3. 00:42:647 (1,2) - These... are not only borderline burai, but they're incredibly out of place both in the fact that the first curve is squished as hell and the straight line feels really out of place with the wavering of the violin. Please, please make these curvy sliders to fit with the violin. Shit works so good. Isn't really that bad, but I made something better
  4. 00:47:017 - I understand if you want to skip these beats, but I feel like they're important enough to mention. Since you mapped it 00:48:587 (3) - here, you should be consistent with it. Follow the background thumps or don't, don't just do the loudest one. was like that, but it got changed from some mod and I actually prefer it, since it follow the continue sound better, I mapped the loudest one, because is really audible when you playing not like the before one
  5. 00:54:713 (2) - Don't pussy out by making the piano hit at the end here the slider ending. You've mapped every hit here, don't pussy out and skip this one just because it's slightly off the normal snapping. Players won't fuck up on it. Believe me. I don't believe you, because I mapped this as a circle before and almost every previous mod pointed it out, I also asked angelism for a testplay and he got a 50 hit there, that's enough to confirm me that's better to just keep the slider, playability is important
  6. 01:05:304 (2,2) - I really feel like these sliders detract from the power of the long violin holds of 01:04:515 (1) - and 01:06:167 (1) - . This is one of those "It's up to you" choices, but you focused really hard on the violin and piano for this section, it's a bit weird to have sliderstarts on the weak background drum. yeah I don't really want to keep this, but I'm forced to keep it, if you notice I can't snap the tails due to the timing change sadly
  7. 01:09:923 (1,2) - I'm only going to mention this once, but it applies to every single chorus and every single repeat of this measure: Why the hell are you skipping the beat on 01:10:080 - ??????? It's 75% of what makes Halcyon such a powerful piece of music. It kicks off the offbeat pattern right at the start of the measure and smacks the listener in the face with it. Skipping it makes the entire measure just this weak version of itself. This repeats every 8 beats so I'm sure you did it on purpose and I'm sure you'll call it "your style" but believe me when I say you're missing out on the strongest possible emphasis you can put in this map by skipping these. first to all how ¨style¨ can be a valid argument for rhythm o.o, my argument is that the extended slider fit better the song, there are hold sounds and if you notice this is the ¨feeling¨ that I add to every kiai, is just my representation of the song, but I don't think that beat is really important
  8. 01:14:792 (1,2,3,4,5) - I disagree with your use of a stream here but the drums are faintly there on 1,3,4 and 5 so i suppose you can justify it. if there was an important sound in the middle of the stream I'd agree with you, but there is none and the stream is in the music.
  9. 01:16:049 (1,2,3,4,5) - This has the same issue as ^that but I feel like your piano keysounding is directly conflicting with the mapping style you're trying to push on this track. The piano sounds are so loud and overwhelming, but you're trying to utilize much weaker and softer drum lines to provide a more complicated rhythm. This is very counter-productive, given that Halcyon as a whole is a piece of music that relies on its violins, piano, and synth, not its drums, to evoke emotions. that's your opinion and isn't an incorrect one, but a valid one, but also my representation of the song is a valid one, there is not only one way, but multiple ones, if not then let's just make an auto map program
  10. 01:28:771 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - I am going to call this the "cool stream" because I like it alot due to how it properly emphasizes the 123412341234 musical patterns in the music. When, in the future of this mod, I reference "The cool stream", I'm not saying to use streamjumps, but to properly emphasize the varying pitch and tone in that section like this stream does here.
    That said, I don't know why you only ever use jumpstreams here. Seems like too much of a vast difference in difficulty between "Normal streams" and "chorus-ending streams". Jumpstreams are really damn hard, you know. Even just spacing them different but overlapping would make them way more fair. the last part in the chorus is in my opinion the more representative part to introduce this kind of patterns, yes they are hard to play, but not for the ones that can play the map properly, I got multiple test and no one fails to read/play them

  11. 01:36:310 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - This stream fails to live up to the Cool Stream because the music very clearly does four repeats of 1234, but this stream has one circle for the first 12345678, while the second has 5678 properly curving but no new combo to go along with it. Basically, it's inconsistent with itself. Either you emphasize each individual set of four beats, or you emphasize none of them. You can't just do the last one in the set of four. you are actually wrong, did you play this part? there are 4 moments in this stream, first one is going up 01:36:310 (1) - , second is going down 01:36:626 (5) - , third 01:36:938 (1) - going up again and fourth 01:37:253 (5) - going down, the problem, shiirn is that you don't play the map, so you can't feel these changes happening, they aren't bigger changes, but they are there, I made the NCs going in groups of 4 tho
  12. 01:37:881 (3,2) - These aren't in a straight line like 01:37:881 (3,1) - are, but.... this is tiny shit. fixed
  13. 01:39:452 (1,2,3,4,5,6,7,8) - This is fine because it changes on 5, but you need to actually be consistent with whether you new combo them or not. New combos are more than just for measure resets. this isn't 100% true, but I follow your previous suggestions so this 01:39:766 (5) - have NC now
  14. 01:44:478 (1,2,3,4,5,6,7,8) - This looks familiar :thinking: fixed too
  15. 01:46:363 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Again, part of what makes halcyon powerful is its usage of piano pitch. This is another example of a set of four fours listed as two eights. That's not necessarily bad, but it's inconsistent. I made the NCs every 4 beats, but about the movements the stream follows the same as 01:36:310 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - you can't notice at looking at editor, but at playing it
  16. 01:50:447 (2) - Inconsistent with 01:40:394 (1) - , 01:30:342 (1) - , etc needs new combo or remove new combo from the others. Either way, be consistent. I prefer the 1,1, new combo setup, myself. fixed
  17. 01:51:389 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - here is where we get into the REALLY fancy shit that truly makes Halcyon, Halcyon. These notes are a set of four 3's and a 4! e,g, it's 123,123,123,123,1234. This is one of Xi's favorite "fuck you" rolls. Now, these are hard as fuck to emphasize so I don't blame you for stepping out and giving up. But new combos and slight spacing changes could work, if you want to make your map special? fixed
  18. 01:59:242 (1,2,3,4,5,6,7,8,9,10,11,12) - See you actually have spacing changes on the sets of 4 changes here. Good.
  19. 02:00:499 (2) - Inconsistent with 01:40:394 (1) - , needs new combo or remove new combo from the others. Either way, be consistent. I prefer the 1,1, new combo setup, myself. etc etc. Last time I'll mention these. Like Irre says, you should only need to mention it once and you'll magically fix every other one right? xD ye
  20. 02:12:750 (1,2,3,4) - Any reason you change from counterclockwise to clockwise at 2->3? Then you just go into weird back-and-forth-ish patterns. If you did this on-beat or something it'd be okay, but as-is just seems weird. Heck, I remember you getting on my ass about this on felys. this was a suggestion from some players, and personally I believe them, since they always test my maps
  21. 02:14:635 (1,2,3) - This feels like you're intentionally skipping the beat on 02:14:871 - . Surely you could use a 1/2 slider and a circle on 02:14:871 - to properly capture every slap there, maybe? I don't think it'd make the section too busy, it's just another alternate button hit amongst a singletap section, which'd fit for a specially different measure. will be to dense and I actually prefer my current way for design and rhythm
  22. 02:18:091 (1,2,3,4,1,2,3,4,5,6,7,8,1) - This is just another one of those "It's three sets of four but you only new comboed the first set and only had a direction change on the first set" things. I'm pointing out every one of these because Halcyon can get fairly complex and some of these are legitimately 123412345678 or something similar to that, and given this map as evidence, you can't really tell so I'm helping you out. fixed
  23. 02:19:661 (1,2,3) - This is just so weird and out of place given your obsession with keeping things onbeat and neat. This bluetick slider has no polarization into it and reads really badly, especially when you can satisfiably replace 02:19:897 (2,3) - with circle-1/4slider-1/4slider the one that I have wrong is 02:20:054 (3) - , if you notice there are 3 important beats here, 02:19:661 - 02:19:897 - 02:20:132 -
  24. 02:21:860 (1,2,3,1,2,3,1,2,3,1,2,3,1) - Wait, maybe you areable to tell when the music uses different patterns? But this is one of many! you did it right here, do it right everywhere else! T_T
  25. 02:30:813 (2,3) - lemme just say i can see what you did here and while i personally feel that the strength of 02:30:970 - in the musical pattern warrants a click, i can understand you forgoing that in favor of the 3-3 pattern. But mostly just in this case. I really think my current way is better, is easier to play and still follows the music close enough, seems you don't care much about the playability, but I really do :l
  26. Xi starts copy+pasting like crazy and so do you, so there'll be more space between commentary from now on.
  27. 03:02:070 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Here's where your emphasis via new combos goes completely bonkers. Xi's just doing his standard 123412341234 shit dude, don't put new combos on red ticks here (see next line). Either do 1234,1234, or 12345678. Don't do this 10 and 6 and other stuff. there is also a rhythm going in the red ticks if you didn't notice, but I change this, since the white line is stronger tho
  28. 03:04:269 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - It's funny to say this righta fter saying "don't put new combos on red ticks" because here xi actually starts his sets of four on 03:04:426 - , which means the red ticks are the proper new combo spots. Why is this? Because 03:04:347 - doesn't actually have a beat. Also because Xi is nuts. fixed
  29. 03:07:881 (1,2,3,4,5,6,1,2,3,4,5,6,1) - I don't think i've ever seen a more blatant "fill empty space with a stream" example in my life. One of the few times in the map where the drums are actually prominent and you can map them to fill the piano space? Nope, better chuck a weirdo 13-note stream there. there is a stream in the music and I think it fit really well, again is my interpretation of the song in my map and not yours
  30. 03:09:766 (1,2,3,4,5) - ^except 1/4 sliders same as above
  31. 03:12:750 (1,2,3) - Just my opinion but a 3/4 slider with a bit of a hop to the note would do way better expressing the woosh noise than... three 1/2 circles. nope, there are 3 strong sounds in the music, if any I'd make a 1/2 repeat slider, but I think the 3 hits fit perfectly fine
  32. 03:14:320 (5) - pretty violin, ugly slider. :( I made a simple curvy slider
  33. hey yo ima take a break from the criticism and just let you know that i really really really do like how you did the patterning for the slow bit from here on out. top shelf man just wish the sliders were a bit less angular and harsh for such a pretty, gentle section.
  34. 03:27:799 (1,2,3,1,2,3,1) - Just like before, this is 12,12,12,1. But your patterning already does this with back and forths, so a new combo change is all u really needI just removed the NCs, as I did in the previous one, to keep consistency
  35. 03:47:843 - pretty sure the harp is around here. Weirdo shit tho. yeah, but we are lucky that there is a sound at the white tick, since that's more intuitive to play and a player wouldn't even notice it while playing
  36. 03:51:953 (1,2,3,4,5,6,7,8) - This curve is really harsh and weird despite how clean the rest of them are. I improved it a bit
  37. 03:54:466 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - Now here's the problem, see. I've always called these "the rain sections" in my head because the original video has a rainstorm over these 1/2 sections. The first one doesnt have this 1,2,12,12,1,21,2,12,12, stuff. The first one has a nice set of patterns that, while at one time weirdly changing rotation, fit the music pattern-wise. This is just a bunch of 1,2 jumps with no real pattern. It has a rotation, but that's just boring. It's beneath you, and it's insulting to the music, to use such a plain and uninventive way to map this 1/2 section. the one insulting the music and my map calling this part bored is you, if you actually play it, you will notice is not
  38. 04:05:775 (1,2,3,4) - This is the problem with overmapping streams to fill dead space. You lead into a 123123 section with a 1234 and it just feels so weird, especially when you hit 04:06:795 (1,2) - because the strongest final set of three's final strong beat is a slider ending. It could not be more plain that the hitsounding was done independently of the mapping than right here, because no sane mapper would have the strongest hitsound on the only beat in the entire measure where there isn't a click. fixed
  39. That said, this stream section is done much better than the early ones. Evidence that a mapper can get better at mapping a song simply over the time it takes him to map it?
  40. 04:40:958 (1,1,1,1,1,1) - neat
  41. 04:49:754 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - See 03:04:269 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - . Keysounding or not, it comes off as weird fixed
  42. 04:53:367 (1,2,3,4,5,6,1,2,3,4,5,6,1) - another silly filler ew how is a filler when it is in the music
  43. 05:00:121 (1) - 50% sure this is unrankable as it is not clear which direction it goes in. And it's impossible to tell because it bends on the same point, and doesn't flow into the circle evenly to hint that thats how it goes. I for one thought that because it was symmetrical it'd "bounce" off the middle. Also, for nazi, the circle is off. Is not unrankable I used it in other map when the rules were more strict, any player that can play this map won't have any problem reading this, the patch is logical and even if you do the silly mistake of going the other sider the slider leniency will allow you to keep the track of it, btw I'm not saying is rankable because was used in other map, but because no one failed to read it there.


Let me say that I like this map, and I really want a good halcyon in ranked. But that's just it; I want a good halcyon that fits and follows its own rules. This map is inconsistent and has many small errors that detract from it. Meme me all you want but you know that this map wasn't meticulously gone over as much as it should have been.

If this map gets any more attention, I'll be happy to come back and go over the other two difficulties. I spent a decent chunk of time on Deity and if it's just going to get brushed aside I don't want to have wasted my time on the other difficulties.
Thanks for mod, if you want to mod the other diffs or discuss this further let me know.

@Lasse I'll give u a proper reply later

@Kroytz I like your hitsound suggestions and we will give u a proper reply later, but I won't remove the keysounds, since Monstrata isn't the only one who love the hitsound, you don't have idea on how much pms I got about them being nice, so sorry about that.

If someone have more feedback feel free to post it ;)
Asahina Momoko

Monstrata wrote:

The keysounds aren't always following the song, but rather, are providing a harmony to complement the song.
yes, but some of keysounds like 00:39:155 (3,1) - are obviously executed in the wrong way and end up as discordance tho (A# and B don't provide harmony here). 
Low
i pointed out a few examples of the keysounds creating discordance with the song in my mod awhile back, but it seems they were never fixed :o
Euny

Lasse wrote:

that was not my point
yes the volume of the samples is fine, but the way you achieved the volume is not as they ended up with horrible clipping
if you can't notice it yourself ingame, try listening to the keysound samples on their own

Okorin wrote:

To add my opinion on the key or whatever sounds I think this map would benefit from less volume on these things because the clipping is quite frankly, insane lol.
@Lasse & Okorin : ✔fixed i didnt notice with my past headset. changed audio files for hs thanks for advice c:

Kroytz wrote:

Are these keysounds considered inaudible hitsounds? :thinking: :thinking: //summon Irreversible

Also, a small incomplete list of incorrect keysounds:

00:09:950 (1) - low F✔fixed
00:10:270 (2) - middle C✔fixed
00:11:233 (1) - slider-end is middle C✔fixed
00:12:911 (1) - low G✔fixed
00:13:225 (2) - middle C✔fixed
00:13:540 (3) - idk what this is but it isn't what you used lol i think is D#
00:16:056 (4) - better just to make as chord. I don't think this note is correct either on its own, though.✔Fixed I put a too high note at the chord, now should be fine. so i fixed it to C
00:17:961 (2) - low A#✔fixed
00:29:748 (3) - repeat is on low F, end is on low A#repeat is already low F, but maybe the problem was the volume should be fine now
00:35:688 (1) - A#✔fixed
00:39:155 (3) - this is chord D,F,B. Simplified as B.✔fixed
00:39:472 (1) - higher B,D,F chord. Simplified as B too, but would sound miles better if both were chorded. ✔fixed
00:45:755 (1) - A# ✔fixed
01:37:881 (3,1,2,1,2,3,4,5,6,7,8) - Half of this isn't correct ✔fixed
02:09:295 (1,2,3,4,1,2,3,4) - ouch this isn't remotely close.... starting from high to low it's: A, G, G#, D#, D, C, A#, A, G, F#, D#, C, A#, A, G, F#, D#, D, C, A#, A, G, F#, D# (total 24 beats on 1/12 [I think it's 1/12?]).✔fixed. i used only A
D#
A#
F#

A#
F#
D
A

D# for head sounds

02:26:886 (1,2,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1) - Super duper wrong because you hit 02:27:358 (3) - as one key lower than it should be (needs to be F) throwing off the rest of the arpeggio >>; this part was taken from the sheet I used for reference and it works nice for me, also natsu told me he loves that part, I guess is just from person to person


Sorry, but I'm gonna stop here because the more I listen to the keysounds, the more wrong I find in them. Not just the intro part but also the chorus, and so many other places... It's not good Natsu :/
I should also mention these samples are badly clipped as two other people have pointed out. And for those who disable custom hitsounds, there are a TON of wonky hitsounding because of how you chose to go about hitsounding. Especially on the quiet parts with keysounded claps over whistles which is a bit confusing when the pianos are identically emphasized.

Edit: gonna tag along with Shiirn's point here and say that keysounding this particular song wasn't a good idea at the core because there are 3 unique types of instruments being played at the same time. There are much better ways to hitsound it using Drum samples mixed with Softs whistles/claps or Normals mixed with Drums, etc. There aren't many exciting things to be done when this song is keysounded, it just plays flat and repetitive.

Kroytz wrote:

Harmonizing with the pianos is an "ok" decision at best, but definitely not the strongest. It's also unclear to see which keys are even being harmonized (if that was Euny's intention or if it was as one would say, a "happy little accident").

Couple of examples:

03:51:953 (1) - Incorrect key and harmonically off.✔fixed

03:48:183 (1,2,1) - Why use a high E three times when the song is shifting it's pitch down? It can't be harmonically correct nor are the keys correct so yea...✔fixed

03:48:812 (1,2,3,4) - This could be seen as harmonizing, but why would you do that when it's easily discernible to follow 1:1? Because it was for fitting the pattern, is decoration yes, but that's also a valid way of hitsounding it fit the map pattern and also the music

03:52:031 (4) - Missed sound I followed the main ones there, I don't think it have a bad effect or add something here, I really prefer how it sounds without it

03:53:524 (1,2,3,4,1,2,3,4) - You can't harmonize a piano slide, so it has to be 1:1 but this isn't followed 1:1. It's the same as 02:09:295 (1,2,3,4,1,2,3,4) - which you got right in copying over but it's not sounded correctly. If you try to simplify a 24 beat slide with only 16 beats (you used 13 for this btw), it's gonna sound ugly.. Also note that it'll sound ugly if you try to imitate all 24 beats because of how close in time the sounds are. You'd need a separate set of keys that play and end quicker so they don't overlap (1/4 already overlaps poorly so imagine 1/12 lol). ✔fixed already said about that in your past mod

So in the end, I'd have to disagree with the notion that these were meant to be harmonizing with the song because a lot of these "harmonizing keys" aren't actually harmonizing and the rest of those "harmonizing keys" aren't sounded correctly. Tagging along with Shiirn once more, the piano in this song isn't the main instrument that needs accompaniment through hitsounding since the piano in this song is meant to accompany the main instruments which are the drums/synth/violin. The piano acts as the harmony to those instruments so there's no need to harmonize the harmony because why lol that's so counter intuitive xD
thanks for mod!

Low wrote:

i pointed out a few examples of the keysounds creating discordance with the song in my mod awhile back, but it seems they were never fixed :o
oh seems you didn't checked this map after your mod, it changed alot and we changed the hitsounding, since when you modded it the hitsounds was WIP

Asahina Momoko wrote:

yes, but some of keysounds like 00:39:155 (3,1) - are obviously executed in the wrong way and end up as discordance tho (A# and B don't provide harmony here). 
fixed from Kroytz mod. thanks for advice ^^
Topic Starter
Natsu
To Shiro:

01:14:792 (1,2,3,4,5,6,7) - 02:36:468 (1,2,3,4,5,6,7) - 04:21:953 (1,2,3,4,5,6,7) - I think the 1/4s are really noticeables and considering the main sound is a hold sound that last for the full lenght of stream I guess the stream really fit this part a lot.

01:16:049 (1,2,3) - The stream here should be gone now, there are 3 1/2 sliders instead
02:37:724 (1,2,3) - ^
04:23:210 (1,2,3) - ^

01:17:934 (1) - 02:39:609 (1) - 04:25:095 (1) - added the NCs here

01:26:101 (1,2,3) - this is not longer a stream
02:47:462 (1,2,3,1,2,3) - ^
04:32:948 (1,2,3,1,2,3) - ^

02:16:520 (1,2,3,4,5,6,7,8) - there is a clearly 1/4, 1/2s would ruin this part

03:54:309 (2,1) - fixed the spacing
Shiro
Focusing only on Deity diff. I'll follow up on what I've said over IRC, and try to add in as many suggestions as I can for things that I think can be improved or polished. Some of it might go directly into personal mapping style, so if you don't like the suggest, feel free to reject it, but at least give it a shot before denying.

  1. 00:42:647 (1) - This is EXTREMELY unnatural. Extended sliders that are longer than 3/4 (ie 7/4 or similar) or equivalent in 1/8 here play very awkwardly because of how long they last. This should end on the blue tick before (still be silenced) to avoid the unncessary spike that it creates with the jump into
  2. 00:44:177 (2) - (notice that the flow between those two is awkward) and to avoid the very uncomfortable end to this slider, especially since it isn't repeated on 00:44:177 (2) - .
  3. 00:42:647 (1,2) - this blanket is by the way not perfect but I doubt anyone would ever notice it
    00:36:320 (4,1) - This one is VERY off and it's very obvious
  4. 00:46:545 (5,1) - This is extremely bad flow, which doesn't make sense in this context because every time this rhythm appeared before, you had very straightforward flow. No, the introduction of drums does not justify this change - the change should be in the spacing, not in the pattern's direction. You still have 00:46:071 (2,3,4,5,1) - this group of objects to keep consistent with the introduction of the song, and you can make a change after 00:46:703 (1) - appears, but you shouldn't be changing the group itself for it - especially since you're ignoring the drums.
  5. 00:52:671 (3,4,5) - Would be better off as a small back and forth, probably following the direction of 00:53:613 (6) - imo. The stack is dull, but this part is pretty interesting with the repeated slider couple, and you should try to capitalize on this movement.
  6. 00:54:713 (2) - Should be separated into two sliders. Its end is currently on a very strong bit in the song (you even bothered making a hitsound just for it) and should definitely be clicked. It's also more consistent with the rest of the intro.
  7. 00:58:011 (2,1) - This jump feels extremely forced and too big, but it'd be difficult to fix.
  8. 01:00:524 (3) - I have the feeling this should be rotated to accommodate the flow better. This part is okay, but this little flaw irks me and it could be made a lot smoother. Considering the pattern has symmetry, and the song has no particular change at this point at all, the movement should be kept consistent and not jagged.
    click this box for a detailed explanation on how this flow should, in my opinion, work, versus what you have
    The flow between these 00:58:011 (2,1) - is very decent, because of the movement the first slider implies:

    which naturally leads into an oval flow that the second slider picks up almost perfectly:

    The slider's shape then complements this movement very nicely and leads into the next objects:

    So, to continue this movement, one would expect the next objects to be placed like this:

    But what you have contradicts this movement and goes this way instead:

    So you should at least reverse the slider, if not rotate it a tiny bit to keep the movement smooth:
    Note that the movement on 01:01:153 (1,2,3,4,1) - should also follow, which means you'd have to reorder and reposition these to continue the counterclockwise motion. And again, 01:01:624 (4,1) - this is a flow break that should not be happening. More of them: 03:13:692 (1,2,3,4,1) -
  9. 01:04:515 (1,2,1,2) - This is a suggestion, but while I like the repetition here, it feels way too forced as you have, since it does not actually bring anything special to the pattern. I'd rearrange it so that the movement naturally calls for the repetition into something like this http://puu.sh/sRrFv/ed49f983e1.jpg
  10. 01:08:981 (2,1) - That is an excessive and unexpected jump. Expect people to randomly break on this and get frustrated. The low spacing on 01:08:667 (1,2) - calls for something similar for the next object, which you break entirely (I can understand why), but hiding 01:09:295 (1) - at the bottom is a bad idea. If you want to keep a jump, make this one more visible, moving it to the top left somewhere, which would keep the movement still consistent thanks to the circular motion of the stream.
  11. 01:10:394 (3,4,1,3) - This is a recurring problem through the entire map (which means that you've stuck to your structure, good job), but these extended sliders are awfully awkward because of how many there are. You're just constantly holding the player back in a place, while separating them with massive jumps, and that creates an extremely jagged movement that is very uncomfortable to play. 01:09:923 (1,2) - is fine and fits, but the others are forced and don't play well. I'll point out all occurring similar patterns to make it easier for you:
    i am box
    01:12:907 (3,4,1,3) -
    01:20:447 (3,4,1,3) -
    01:22:960 (3,4,1,3) -
    02:32:069 (3,4,1,3) -
    02:34:583 (3,4,1,3) -
    02:42:122 (3,4,1,3) -
    02:44:635 (3,4,1,3) -
    02:52:174 (3,4,1,3) -
    02:54:687 (3,4,1,3) -
    04:17:555 (3,4,1,3) -
    04:20:069 (3,4,1,3) -
    04:27:608 (3,4,1,3) -
    04:30:121 (3,4,1,3) -
    04:37:660 (3,4,1,3) -
  12. 01:27:358 (1,2,3,4,5,6,7,8,9,10,1,2,3,4) - This is one of the streams I pointed out that are sort of overmapped, but more importantly badly introduced and ruin the effect following streams should have. Would be better to replace this with 1/2 sliders, preferably jumps, for better effect. Likewise: 02:49:033 (1,2,3,4,5,6,7,8,9,10,1,2,3,4) - 04:34:519 (1,2,3,4,5,6,7,8,9,10,1,2,3,4) -
  13. 01:28:771 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This might be me but I find the streamjumps here way excessive. The base spacing should be high and the streamjumps smaller imo. Same for 02:50:447 (1,2,3,4,1,2,3,4,1,2,3,4) - 04:35:933 (1,2,3,4,1,2,3,4,1,2,3,4,1) -
  14. 01:30:028 (1,1) - This is an example of counter flow done right. The speed of this slider, suddenness of the sound in the song and counter intuitive movement all work well to completely reset the flow with 01:30:342 (1) - which is great, given the abrupt end of the chorus in the song.
  15. 01:31:756 (6) - Should be higher pitched, not lower. I can't tell you exactly what note it is, but it definitely should be higher pitched. Your hitsounding is following the main melody, which goes higher here. Might happen later in the song and I miss it, so be careful about these!
  16. 01:37:488 (4,1) - Very surprising, and honestly it doesn't make much sense. Finish off the stream normally, you have no need for this gimmick here. You should keep the streamjumps to a minimal so that they have the desired effect, mostly on choruses.
  17. 01:40:001 (4,1) - Same here, especially given how quirky and jagged this movement is. This does not play well - if you want to keep it, have it your way, but at least make the transition 01:40:001 (4,1) - smooth so that it's easier on players. Same here: 01:45:027 (4,1) -
  18. 01:40:080 (1,1) - This is honestly really ugly. =(
  19. 01:44:792 (1,2,3,4,1) - I'm not even sure this is rankable.
  20. 01:49:504 (1,2,3,4) - Incorrect snap. These should be 1/8, not 1/6.
  21. 01:51:389 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4,1) - I think the spacing on this should be lower. We've reached a less intense part of the song, but your streams are still spaced the same way. Same goes for 01:53:902 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - 01:56:415 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - 02:01:441 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4) - 02:03:012 (1,2,3,4,5,6,7,8,1,2,3) - 02:04:269 (1,2,3,4,1,2,3,4,1,2,3,4,1) - 02:05:839 (1,2,3,4,5,6,7,8,1) - 02:07:096 (1,2,3,4,1,2,3,4,5) -
  22. 02:10:237 (1) - to 02:15:263 (1) - as I explained over IRC, the spacing is really way too high here. You're supposed to be building up momentum into the streams then eventually into 02:20:604 (1) - where you can go ham on jumps, but your starting jumps are bigger than the final jumps of the section you're trying to emphasize. This isn't working and really needs to be fixed. Same for 03:54:466 (1) -
  23. 02:14:635 (1,2,3,1) - This was cool =D
  24. 02:19:897 (2,3) - Very awkward; would be best as a regular stream imo.
  25. 02:21:389 (3) - To go better with the sounds associated with 02:20:918 (1,2) - you should replace (3) with a 1/4 slider following the direction of 02:21:075 (2) - . It would be more consistent, since you'd then have sliders for all these sounds, and the little structure it introduces would be nicer to have.
  26. 02:26:415 (3,4) - Emphasis on this is wrong. 02:26:572 (4) - is a filler object, yet the one being emphasized. (3) should bear it.
  27. 02:28:614 (2,4) - This is poor placement for the 1/4 jumps because it looks bad and it's difficult to read. You've done a... fairly decent job at keeping the map clean so far, this is very much out of place.
  28. 02:46:520 (1,2,3) - Should be spaced out !
  29. 03:02:070 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,1,2,3,4,1,2,3,4,1) - This is one of the issues that comes in with your other streams being so spaced out: this one is spaced the same way and doesn't stand out at all, while it really should. Same for 04:47:555 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,1,2,3,4,1,2,3,4,1) -
  30. 03:35:304 (3,1) - This is extremely awkward. 03:35:147 (2,3) - should be moved up higher and 03:35:304 (3) - should be pointing at the very least downright for better movement.
  31. 03:35:932 (2) - Unnecessary hitsound. It adds a note that does not exist and it sounds bad.
  32. 03:37:189 (1) - While this is technically correct, I can't help but think it's a mistake either in the recording or in the sheet directly. It doesn't make sense that it's on the 1/6 tick - maybe replace this with a 1/2 slider for the sake of consistency with the rest of the song and intuitiveness of this rhythm. Might need to see with QATs if that would be appropriate to do though.
  33. 03:47:398 (3,6) - This is really unnecessary imo. It doesn't improve the pattern and just makes it confusing. I'm not sure it's even rankable.
  34. 04:16:456 (5) - Why is this a kickslider ? =( should be a full stream
  35. 05:00:121 (1) - This movement is really awful for such a fast slider, keep the bumps at a minimum and slow it down a bit
I've said as much as I remembered to, I still don't like the map because most of the movement feels very forced, especially when you try so hard to reuse the same lines all the time etc and I can't get behind the keysounding (I hate it), but it's definitely improved since the first version I saw. If there were two things I'd say you have to fix, that would be the extended sliders that I pointed out in the box, and the spacing in the buildup sections. These are the two biggest flaws imo.
Topic Starter
Natsu

Shiro wrote:

Focusing only on Deity diff. I'll follow up on what I've said over IRC, and try to add in as many suggestions as I can for things that I think can be improved or polished. Some of it might go directly into personal mapping style, so if you don't like the suggest, feel free to reject it, but at least give it a shot before denying.

  1. 00:42:647 (1) - This is EXTREMELY unnatural. Extended sliders that are longer than 3/4 (ie 7/4 or similar) or equivalent in 1/8 here play very awkwardly because of how long they last. This should end on the blue tick before (still be silenced) to avoid the unncessary spike that it creates with the jump into
  2. 00:44:177 (2) - (notice that the flow between those two is awkward) and to avoid the very uncomfortable end to this slider, especially since it isn't repeated on 00:44:177 (2) - . fixed
  3. 00:42:647 (1,2) - this blanket is by the way not perfect but I doubt anyone would ever notice it fixed

    00:36:320 (4,1) - This one is VERY off and it's very obvious fixed
  4. 00:46:545 (5,1) - This is extremely bad flow, which doesn't make sense in this context because every time this rhythm appeared before, you had very straightforward flow. No, the introduction of drums does not justify this change - the change should be in the spacing, not in the pattern's direction. You still have 00:46:071 (2,3,4,5,1) - this group of objects to keep consistent with the introduction of the song, and you can make a change after 00:46:703 (1) - appears, but you shouldn't be changing the group itself for it - especially since you're ignoring the drums. I really don't agree with this, mainly because they are 1/2s in a 95 bpm section which isn't uncomfortable to play, plus the SV isn't that high so you can readjust your cursor without any problem
  5. 00:52:671 (3,4,5) - Would be better off as a small back and forth, probably following the direction of 00:53:613 (6) - imo. The stack is dull, but this part is pretty interesting with the repeated slider couple, and you should try to capitalize on this movement. fixed
  6. 00:54:713 (2) - Should be separated into two sliders. Its end is currently on a very strong bit in the song (you even bothered making a hitsound just for it) and should definitely be clicked. It's also more consistent with the rest of the intro. I didn't wanted to do this, but well already two people complained I fixed it
  7. 00:58:011 (2,1) - This jump feels extremely forced and too big, but it'd be difficult to fix. I don't think so the bpm is really slow and I didn't see anyone having a hard time with it, plus I really like my pattern
  8. 01:00:524 (3) - I have the feeling this should be rotated to accommodate the flow better. This part is okay, but this little flaw irks me and it could be made a lot smoother. Considering the pattern has symmetry, and the song has no particular change at this point at all, the movement should be kept consistent and not jagged.
    click this box for a detailed explanation on how this flow should, in my opinion, work, versus what you have
    The flow between these 00:58:011 (2,1) - is very decent, because of the movement the first slider implies:

    which naturally leads into an oval flow that the second slider picks up almost perfectly:

    The slider's shape then complements this movement very nicely and leads into the next objects:

    So, to continue this movement, one would expect the next objects to be placed like this:

    But what you have contradicts this movement and goes this way instead:

    So you should at least reverse the slider, if not rotate it a tiny bit to keep the movement smooth:
    Note that the movement on 01:01:153 (1,2,3,4,1) - should also follow, which means you'd have to reorder and reposition these to continue the counterclockwise motion. And again, 01:01:624 (4,1) - this is a flow break that should not be happening. More of them: 03:13:692 (1,2,3,4,1) - I did ctrl g in the last slider, btw I don't think the other pattern is a flow breaker, I think it follows the music really well, I use it often in my maps, also the bpm is really slow
  9. 01:04:515 (1,2,1,2) - This is a suggestion, but while I like the repetition here, it feels way too forced as you have, since it does not actually bring anything special to the pattern. I'd rearrange it so that the movement naturally calls for the repetition into something like this http://puu.sh/sRrFv/ed49f983e1.jpg probably just a mapping style thing, but I really prefer my current pattern it looks better and make the main sound go up with the first slider and then go down with the second one which have a lower sound.
  10. 01:08:981 (2,1) - That is an excessive and unexpected jump. Expect people to randomly break on this and get frustrated. The low spacing on 01:08:667 (1,2) - calls for something similar for the next object, which you break entirely (I can understand why), but hiding 01:09:295 (1) - at the bottom is a bad idea. If you want to keep a jump, make this one more visible, moving it to the top left somewhere, which would keep the movement still consistent thanks to the circular motion of the stream. well is a 1/1 spacing should be stack or really big spacing, since I'm introducing in to a 1/2 jumpy streamy section which also contains 1/4 slider jumps, I don't think that reducing the spacing would be a good idea
  11. 01:10:394 (3,4,1,3) - This is a recurring problem through the entire map (which means that you've stuck to your structure, good job), but these extended sliders are awfully awkward because of how many there are. You're just constantly holding the player back in a place, while separating them with massive jumps, and that creates an extremely jagged movement that is very uncomfortable to play. 01:09:923 (1,2) - is fine and fits, but the others are forced and don't play well. I'll pointed out all occurring similar patterns to make it easier for you:
    i am box
    01:12:907 (3,4,1,3) -
    01:20:447 (3,4,1,3) -
    01:22:960 (3,4,1,3) -
    02:32:069 (3,4,1,3) -
    02:34:583 (3,4,1,3) -
    02:42:122 (3,4,1,3) -
    02:44:635 (3,4,1,3) -
    02:52:174 (3,4,1,3) -
    02:54:687 (3,4,1,3) -
    04:17:555 (3,4,1,3) -
    04:20:069 (3,4,1,3) -
    04:27:608 (3,4,1,3) -
    04:30:121 (3,4,1,3) -
    04:37:660 (3,4,1,3) -

    I hope you understand I'll not agree with all these, since is like the main feature of the map, anyways I'll list you what I did as a 01:13:536 (1,3) - changed the shape so they are super lenient now, 01:20:447 (3,4,1,3) I love this pattern really much and I really don't plan to change it, 01:22:960 (3,4,1) - spacing becomes shorter, 01:23:588 (1,3) - slider shapes change to more lenient movement, 02:32:069 (3,4,1,2) - spacing is shorter now, 02:34:583 (3,4,1,2) - this is really fine to play the slider leniency make it not that dfifficulty to play compared to other parts, 02:42:122 (3,4,1) - again this is not difficulty to play, 02:42:750 (1,2) - spacing should be shorter now, 02:44:635 (3,4,1,2) - again I don't think is hard to play, 02:52:174 (3,4,1,2) - same the slider leniency works well here, 02:55:002 (4,1,2) - spacing should be shorter now, 04:17:555 (3,4) - spacing got reduced, 04:20:069 (3,4,1,2) - at this poing the player already know how this kind of pattern works, 04:27:608 (3,4) - reduced the spacing, 04:30:121 (3,4,1,2,3,4,1,2,3,4) - changed the spaing a bit, I asked to like 15 to players to play this map, hvick was one of them he FC it in 1 try, anyways no one break on the this sliders, I know this can't be comfortable for anyone, hence why I mapped 3 diffs to have a bigger audience for my map, this sliders are kinda the soul of this map, so this is the only compromise I can do with them :l
  12. 01:27:358 (1,2,3,4,5,6,7,8,9,10,1,2,3,4) - This is one of the streams I pointed out that are sort of overmapped, but more importantly badly introduced and ruin the effect following streams should have. Would be better to replace this with 1/2 sliders, preferably jumps, for better effect. Likewise: 02:49:033 (1,2,3,4,5,6,7,8,9,10,1,2,3,4) - 04:34:519 (1,2,3,4,5,6,7,8,9,10,1,2,3,4) - I can hear music in the 1/4s, they aren't drums, but is there and is similar to other sections, I really like the stream tho
  13. 01:28:771 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This might be me but I find the streamjumps here way excessive. The base spacing should be high and the streamjumps smaller imo. Same for 02:50:447 (1,2,3,4,1,2,3,4,1,2,3,4) - 04:35:933 (1,2,3,4,1,2,3,4,1,2,3,4,1) - they are almost overlapped, even with some custom skins they are, yes I know some players don't like them and find they annoying, but other people love them and I find them fit this sections really well, then again this is one of the sections I don't wish to touch, since are the main things in my map, I try to make my maps avaible for big audiences, I mapped the other difficultys for the people who hate this kind of gimmicks tho.
  14. 01:30:028 (1,1) - This is an example of counter flow done right. The speed of this slider, suddenness of the sound in the song and counter intuitive movement all work well to completely reset the flow with 01:30:342 (1) - which is great, given the abrupt end of the chorus in the song. yeah
  15. 01:31:756 (6) - Should be higher pitched, not lower. I can't tell you exactly what note it is, but it definitely should be higher pitched. Your hitsounding is following the main melody, which goes higher here. Might happen later in the song and I miss it, so be careful about these! will check this
  16. 01:37:488 (4,1) - Very surprising, and honestly it doesn't make much sense. Finish off the stream normally, you have no need for this gimmick here. You should keep the streamjumps to a minimal so that they have the desired effect, mostly on choruses. I think the sound is really strong and deserves it, also reflects the pattern at 01:37:881 (3,1) -
  17. 01:40:001 (4,1) - Same here, especially given how quirky and jagged this movement is. This does not play well - if you want to keep it, have it your way, but at least make the transition 01:40:001 (4,1) - smooth so that it's easier on players. Same here: 01:45:027 (4,1) - same as above
  18. 01:40:080 (1,1) - This is honestly really ugly. =( it's just a design thing, so i think is not much a problem, since I really like it
  19. 01:44:792 (1,2,3,4,1) - I'm not even sure this is rankable. why it shouldn't? if you mean 01:44:792 (1,2,3,4,1) - the stream covering the slider is already gone by the time u play the slider
  20. 01:49:504 (1,2,3,4) - Incorrect snap. These should be 1/8, not 1/6. actually this was 1/8 but got changed to 1/6 by some mod I'll change back to 1/8
  21. 01:51:389 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4,1) - I think the spacing on this should be lower. We've reached a less intense part of the song, but your streams are still spaced the same way. Same goes for 01:53:902 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - 01:56:415 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - 02:01:441 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4) - 02:03:012 (1,2,3,4,5,6,7,8,1,2,3) - 02:04:269 (1,2,3,4,1,2,3,4,1,2,3,4,1) - 02:05:839 (1,2,3,4,5,6,7,8,1) - 02:07:096 (1,2,3,4,1,2,3,4,5) - I don't think this part is less intense, i feel it flows in the same way as the before one and I'm really consistent with my mapping
  22. 02:10:237 (1) - to 02:15:263 (1) - as I explained over IRC, the spacing is really way too high here. You're supposed to be building up momentum into the streams then eventually into 02:20:604 (1) - where you can go ham on jumps, but your starting jumps are bigger than the final jumps of the section you're trying to emphasize. This isn't working and really needs to be fixed. Same for 03:54:466 (1) - reduced them a bit, but for the later one is fine, since is already a crescendo
  23. 02:14:635 (1,2,3,1) - This was cool =D :D
  24. 02:19:897 (2,3) - Very awkward; would be best as a regular stream imo. Actually is following the main strong sounds 02:19:897 (2,3,4) - awkard yes, but it fit the music really nice
  25. 02:21:389 (3) - To go better with the sounds associated with 02:20:918 (1,2) - you should replace (3) with a 1/4 slider following the direction of 02:21:075 (2) - . It would be more consistent, since you'd then have sliders for all these sounds, and the little structure it introduces would be nicer to have. I want to keep it different with 02:21:546 (1,2) -
  26. 02:26:415 (3,4) - Emphasis on this is wrong. 02:26:572 (4) - is a filler object, yet the one being emphasized. (3) should bear it. it's just for the pattern, 4 still have a clap on it so isn't much a problem
  27. 02:28:614 (2,4) - This is poor placement for the 1/4 jumps because it looks bad and it's difficult to read. You've done a... fairly decent job at keeping the map clean so far, this is very much out of place. fixed
  28. 02:46:520 (1,2,3) - Should be spaced out ! I don't like to space much triplets
  29. 03:02:070 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,1,2,3,4,1,2,3,4,1) - This is one of the issues that comes in with your other streams being so spaced out: this one is spaced the same way and doesn't stand out at all, while it really should. Same for 04:47:555 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,1,2,3,4,1,2,3,4,1) - I added a bit different spacing between each combo now, so should reflect better the music, if anything I'd space this one more, but I think the current way is better for the gameplay
  30. 03:35:304 (3,1) - This is extremely awkward. 03:35:147 (2,3) - should be moved up higher and 03:35:304 (3) - should be pointing at the very least downright for better movement. fixed
  31. 03:35:932 (2) - Unnecessary hitsound. It adds a note that does not exist and it sounds bad. I'll look in to it, even tho I think is for decorating
  32. 03:37:189 (1) - While this is technically correct, I can't help but think it's a mistake either in the recording or in the sheet directly. It doesn't make sense that it's on the 1/6 tick - maybe replace this with a 1/2 slider for the sake of consistency with the rest of the song and intuitiveness of this rhythm. Might need to see with QATs if that would be appropriate to do though. I already asked, and multiple people agree with the 1/6, 1/2 wouldn't be even close to the snap
  33. 03:47:398 (3,6) - This is really unnecessary imo. It doesn't improve the pattern and just makes it confusing. I'm not sure it's even rankable. the slider is visible in game tho, it doesn't overlap in game
  34. 04:16:456 (5) - Why is this a kickslider ? =( should be a full stream fixed
  35. 05:00:121 (1) - This movement is really awful for such a fast slider, keep the bumps at a minimum and slow it down a bit i'll change the speed and shape
I've said as much as I remembered to, I still don't like the map because most of the movement feels very forced, especially when you try so hard to reuse the same lines all the time etc and I can't get behind the keysounding (I hate it), but it's definitely improved since the first version I saw. If there were two things I'd say you have to fix, that would be the extended sliders that I pointed out in the box, and the spacing in the buildup sections. These are the two biggest flaws imo.
It's just a different way of interpret the song, those extended sliders are the soul of my maps as the jump streams without them the map is really normal :l

thank you for mod, I improved the map alot, didnt updated yet tho
Euny
@Shiro :
01:31:756 (6) - Should be higher pitched, not lower. I can't tell you exactly what note it is, but it definitely should be higher pitched. Your hitsounding is following the main melody, which goes higher here. Might happen later in the song and I miss it, so be careful about these!

03:35:932 (2) - Unnecessary hitsound. It adds a note that does not exist and it sounds bad. I'll look in to it, even tho I think is for decorating

✔applied all thanks for mod c:
Gero
~ Bubbled #1 ~
Monstrata
Deity

01:45:106 (1,1) - I think the overlap isn't necessary for aesthetic purposes. Try a parallel so you can get some emphasis onto 01:45:420 -
01:48:326 - Kickslider instead for the 1/4 on 01:48:483 - ? Tbh I would have used a different structure completely, since 01:48:247 (1,2) - doesn't sound similar to 01:47:619 (1,2) - in terms of pitch or rhythm.
04:25:723 (1,2,3,4,5) - This rhythm was quite odd imo. Instead of a 1/2 repeat i would have done a circle > 1/2 slider for 04:26:037 (5) - . Also, I don't think the streams are that necesary, You could just do a 1/2 slider on 04:25:723 - // Anyways, i think the main reason it felt weird for me was cuz the stream here diidn't seem necessary, but yet it feels the same as 04:26:666 (2,3,4,5,6,7) - which definitely has important 1/4's.
04:30:749 (1) - I think Ctrl+G flows better, but up to you i guess xD.

Demigod

01:16:363 (2,4) - Was this supposed to be stacked.
01:24:530 (4,1) - I would put a bigger jump here to prepare the player for the jumps coming up on 01:25:787 (1,2,3) - cuz those are preetty big for the section. How about stacking 01:24:530 (4) - on 01:23:588 (1) - 's head? Creates a really nice flow and aesthetic.

Human

03:09:138 (2,1) - Ctrl+G'ing this rhythm just sounds so much better, considering the piano xd. Emphasize that piano note with a hold rather than immediately releasing into the next object.

[]

You know where to fine me~
Topic Starter
Natsu

Monstrata wrote:

Deity

01:45:106 (1,1) - I think the overlap isn't necessary for aesthetic purposes. Try a parallel so you can get some emphasis onto 01:45:420 -
fixed
01:48:326 - Kickslider instead for the 1/4 on 01:48:483 - ? Tbh I would have used a different structure completely, since 01:48:247 (1,2) - doesn't sound similar to 01:47:619 (1,2) - in terms of pitch or rhythm. I prefer my current rhythm, idk I think the 1/4s would ruin it, because 01:48:247 (1,2) - acts the same way as 01:47:619 (1,2) - and during the gameplay a player will focus on the main sounds
04:25:723 (1,2,3,4,5) - This rhythm was quite odd imo. Instead of a 1/2 repeat i would have done a circle > 1/2 slider for 04:26:037 (5) - . Also, I don't think the streams are that necesary, You could just do a 1/2 slider on 04:25:723 - // Anyways, i think the main reason it felt weird for me was cuz the stream here diidn't seem necessary, but yet it feels the same as 04:26:666 (2,3,4,5,6,7) - which definitely has important 1/4's. fixed
04:30:749 (1) - I think Ctrl+G flows better, but up to you i guess xD. okay

Demigod

01:16:363 (2,4) - Was this supposed to be stacked. yeah
01:24:530 (4,1) - I would put a bigger jump here to prepare the player for the jumps coming up on 01:25:787 (1,2,3) - cuz those are preetty big for the section. How about stacking 01:24:530 (4) - on 01:23:588 (1) - 's head? Creates a really nice flow and aesthetic. k

Human

03:09:138 (2,1) - Ctrl+G'ing this rhythm just sounds so much better, considering the piano xd. Emphasize that piano note with a hold rather than immediately releasing into the next object. I want to keep 03:09:295 (1,2,3) - this separate from the piano as I did in the other diffs

[]

You know where to fine me~
I also changed the volume at 01:30:656 (1,2,3) - 30% 01:40:708 (1,2,3) - 35%

ty
I Must Decrease
Rebubble #2

P A N

Xexxar wrote:

Rebubble #2

overmoeness
Monstrata
reflamed!

sry forgot xd
Shiirn


i was gone for a few damn days
Nuolong
gratz!
Shiirn
since i don't feel my points were adequately explained or gone over since last time, i'm here again.

[deity]
00:37:940 (2) -



00:40:107 (1,2,3,4,5,6,1) - Maybe you misunderstood me. The musical patterning is 12,12,12,1. I wasn't telling you to new combo them in pairs; I was telling you to change your pattern from triangles to a more suitable pattern that represents the patterning in the music.

01:14:792 (1,2,3,4,5) - The stream is "in the music" for most of entire chorus. There's a 1/4 background beat for nearly the entire time. Don't use it as an excuse to bullshit fill empty spots that are left by the instruments just because you think you'll lose power or whatever you think you're doing.

01:49:504 (1,2,3,4) - these are still 1/6 btw... if you want to keep the power that badly.

02:19:661 (1,2,3) - This is still completely fucked up. In no other part of the map does this sort of rhythm present, it plays like shit, and ignores the piano on 02:19:740 - while the rest of the pianos are still going nuts. Especially when the piano is doing a normal repeated 4-beat roll.

02:28:771 (3) - This slider is still out of place when following the music. It follows your standard stream roll just fine, but this is one of many examples of you using mapping patterns that do not fit the musical pattern presented. E.g.: There is no actual beat here.

03:21:842 (2) - Just an annoying fun-fact: you can't properly blanket a bezier curve without at least two grey points between the start and the end. One will never form a clean blanket. People give me shit for this, so I figure it's worth mentioning. I don't mention blankets in general cuz fuck that, but I figure this is a tidbit of information that you might not know about and is convenient to know.

03:44:100 (3,4,5) - you always used 4 circles why the sudden change of heart
03:46:299 (6) - would need new combo to be consistent with your patterning and the musical patterning
04:16:299 (3,4,5,6,7,8) - the most powerful drop in the map and it's....a stacked stream

[demigod]
00:44:177 (2) - im glad you took some of my advice re: fugly sliders in Deity, but it looks like people didn't do the same for demigod. So here. Fugly slider. The linear bend straight down feels really weird compared to the nonstop curving the rest of the section does for long holds.

01:34:740 (5) - For the purposes of clarity, when you have repeat sliders in a streamy map, you generally want to stick to being extremely consistent with the number of repeats. There should really be two repeats here, considering how lenient you're being with whether there are actual noises in the map to have objects over.

01:35:054 (6) - and 01:40:080 (1) - inconsistent new combo considering the musical pattern, and 01:45:106 (1,1,1) - says you should just be new comboing 01:35:682 (2) - as well, but either way it all needs to be consistent. It's not exactly easy to fix these since it can be hard to keep track of what's going where, so if you want help making the new comboing perfect, hit me up.
01:49:190 (5) - new combo etc
01:52:096 (1,2) - this is where that aforemention number of repeats can get real confusing. It'd honestly be better to have (2) be two 1/4 sliders than a repeat, as it's needlessly confusing otherwise.
01:59:556 (1,2,3,4) - what happened here? this is very unusual for this map, to have it bent like this.
02:02:148 (1,2) - see 1:52
02:21:546 (1,2,3,4,5,1,2,3,4,1,2,3,4) - what the shit is this did nobody playtest this? Your attempt to mash up Deity and Human just makes this pattern incredibly confusing and a struggle. Both alternators and single players will struggle with maintaining their natural key alignment (Main finger on white/red ticks, off finger on blue) with patterns like this, even if it technically follows the music. Human does this fine by turning it into a bunch of single-key sliders. Deity avoids this by starting off with two 1/4 sliders and not actually separating the 3-note musical pattern into slider-circles-slider-circles
02:23:745 (6) - probably new combo

I'm going to stop here because I don't even know whether anyone will find these issues worthwhile at all, since you clearly don't care yourself and have quite easily found other people of like mind who don't care about these niggling issues. But if they are actually worth going over, you know where to find me. But don't try to bullshit me just to get a headache out of the way, the focus should be on the map proper.



[ ]


Honestly, either the BNs who iconned this map are doing it just to score points with you, they don't actually care about helping you improve or clean up your map, or didn't even look at the map in the first place. I'll leave it to the experts to work out which is which.

Halcyon is pretty complex and is surprisingly technical for a generic piano faceroll track, so it's not like I'm saying your map sucks. It's not easy to get right and it's easier to just scrap a short combo and do it over with new knowledge than struggle to work an impossible-to-fit pattern into the music. Nobody seems to be pointing out these many tiny little issues that are normally mentioned by the dozen when BNs actually look at maps.


You don't fit square pegs into triangle holes, and you don't stick generic patterns into an ungeneric track. You should also probably find people who actually care about improving the map, rather than checking for mistakes, as they're clearly not even doing that all that well.
Akasha-
[Deity]
Im sure that it's no need to snap 00:55:263 (3) - on there, it's kind of delay and annoying while I'm listening with keysound only (0% music)
Because I listened to this song for a hundred times, I believe it's a kind of delay, and I'm sure it should be begins on 00:55:184 - (1/2) instead of that snap
I think it's because of delay of violin sound I would say
If you make that kind of snap then it's unreasonable to 00:53:613 (6,2) - which sound should be snap like that too, so I would recomended to move 00:55:263 (3) - back to 00:55:184 -

Well, just my opinion, other than that all neat :) xi's love
Congratulations
Topic Starter
Natsu

Shiirn wrote:

since i don't feel my points were adequately explained or gone over since last time, i'm here again.

[deity]
00:37:940 (2) - yeah I know is not perfect, but I like it like that lol


00:40:107 (1,2,3,4,5,6,1) - Maybe you misunderstood me. The musical patterning is 12,12,12,1. I wasn't telling you to new combo them in pairs; I was telling you to change your pattern from triangles to a more suitable pattern that represents the patterning in the music. I really like how it plays, that's why I didn't change it, i know u dislike it, but feels nice when playing, now grouped in the same combo it feels like a full pattern

01:14:792 (1,2,3,4,5) - The stream is "in the music" for most of entire chorus. There's a 1/4 background beat for nearly the entire time. Don't use it as an excuse to bullshit fill empty spots that are left by the instruments just because you think you'll lose power or whatever you think you're doing. is not empty and is how i feel the music, there are beats and is how i feel it should be mapped, you are free to use your own rhythm, but I'm also free, i think the holde note and the 1/4 background beats do represent the song better as a stream

01:49:504 (1,2,3,4) - these are still 1/6 btw... if you want to keep the power that badly. uh it was 1/6, but after i asked and listen to it multiple times, check shiro mod, 1/8 sounds better

02:19:661 (1,2,3) - This is still completely fucked up. In no other part of the map does this sort of rhythm present, it plays like shit, and ignores the piano on 02:19:740 - while the rest of the pianos are still going nuts. Especially when the piano is doing a normal repeated 4-beat roll. is not ¨fucked up¨ they are following the fun effect in the song, yeah it doesn't follow the piano, but follow the special happen in the music, which I think is nice, that's why I didn't apply it from your past mod

02:28:771 (3) - This slider is still out of place when following the music. It follows your standard stream roll just fine, but this is one of many examples of you using mapping patterns that do not fit the musical pattern presented. E.g.: There is no actual beat here. there is a strong drum on it, yes 4 1/4 sliders play better than what u suggest and the music can be mapped in different ways

03:21:842 (2) - Just an annoying fun-fact: you can't properly blanket a bezier curve without at least two grey points between the start and the end. One will never form a clean blanket. People give me shit for this, so I figure it's worth mentioning. I don't mention blankets in general cuz fuck that, but I figure this is a tidbit of information that you might not know about and is convenient to know. no one will notice this in game tbh

03:44:100 (3,4,5) - you always used 4 circles why the sudden change of heart because is fine to use variations in a map, specially in the calm part of the song IMO, it plays nice for me

03:46:299 (6) - would need new combo to be consistent with your patterning and the musical patterning I don't think it needs a NC, specially because is a single slider

04:16:299 (3,4,5,6,7,8) - the most powerful drop in the map and it's....a stacked stream no, the song is comming back, I strongly believe the stream should have no movement in my interpretation, even it was a slider, but i changed by shiro request.

[demigod]
00:44:177 (2) - im glad you took some of my advice re: fugly sliders in Deity, but it looks like people didn't do the same for demigod. So here. Fugly slider. The linear bend straight down feels really weird compared to the nonstop curving the rest of the section does for long holds. I like the slider shape, not planning to change it

01:34:740 (5) - For the purposes of clarity, when you have repeat sliders in a streamy map, you generally want to stick to being extremely consistent with the number of repeats. There should really be two repeats here, considering how lenient you're being with whether there are actual noises in the map to have objects over. nah, variations are fine

01:35:054 (6) - and 01:40:080 (1) - inconsistent new combo considering the musical pattern, and 01:45:106 (1,1,1) - says you should just be new comboing 01:35:682 (2) - as well, but either way it all needs to be consistent. It's not exactly easy to fix these since it can be hard to keep track of what's going where, so if you want help making the new comboing perfect, hit me up. is being a nc, I don't feel i want to add it for the sake of it
01:49:190 (5) - new combo etc I really don't like single repeats as a NC, is way too spammy and the hp becomes crazy
01:52:096 (1,2) - this is where that aforemention number of repeats can get real confusing. It'd honestly be better to have (2) be two 1/4 sliders than a repeat, as it's needlessly confusing otherwise. well the map is based on streams and repeat sliders a playing who can play this properly will not have problems, believe me I asked to a lot of players about this map
01:59:556 (1,2,3,4) - what happened here? this is very unusual for this map, to have it bent like this. yeah I know, but I like it is just a stream shape.
02:02:148 (1,2) - see 1:52 same as 1:52
02:21:546 (1,2,3,4,5,1,2,3,4,1,2,3,4) - what the shit is this did nobody playtest this? Your attempt to mash up Deity and Human just makes this pattern incredibly confusing and a struggle. Both alternators and single players will struggle with maintaining their natural key alignment (Main finger on white/red ticks, off finger on blue) with patterns like this, even if it technically follows the music. Human does this fine by turning it into a bunch of single-key sliders. Deity avoids this by starting off with two 1/4 sliders and not actually separating the 3-note musical pattern into slider-circles-slider-circles what?? how is this confused to play, is totally fine and represen the music properly
02:23:745 (6) - probably new combo

I'm going to stop here because I don't even know whether anyone will find these issues worthwhile at all, since you clearly don't care yourself and have quite easily found other people of like mind who don't care about these niggling issues. But if they are actually worth going over, you know where to find me. But don't try to bullshit me just to get a headache out of the way, the focus should be on the map proper. is just you man, you don't get that song can be mapped in many ways



[ ]


Honestly, either the BNs who iconned this map are doing it just to score points with you, they don't actually care about helping you improve or clean up your map, or didn't even look at the map in the first place. I'll leave it to the experts to work out which is which.

Halcyon is pretty complex and is surprisingly technical for a generic piano faceroll track, so it's not like I'm saying your map sucks. It's not easy to get right and it's easier to just scrap a short combo and do it over with new knowledge than struggle to work an impossible-to-fit pattern into the music. Nobody seems to be pointing out these many tiny little issues that are normally mentioned by the dozen when BNs actually look at maps.


You don't fit square pegs into triangle holes, and you don't stick generic patterns into an ungeneric track. You should also probably find people who actually care about improving the map, rather than checking for mistakes, as they're clearly not even doing that all that well.
shiirn, I'm mapping the song how i feel it needs to be mapped, feel free to map your own version, but this is the way i feel the song should be mapped, I don't like your maps and you don't like mines that's fine, but learn to understand there is not 1 only correct way to map something, if you believe your ideas that's great, but personally I have my owns.
your last post I asked for DQ, because I saw issues that worth fixing, this time I don't agree with u and I feel really offensive that you talk about the BNs and QATs who helped me with this, they are all experienced mappers and modders that agree with the way I mapped it, is Natsu version not shiirn one xd


Kuo Kyoka wrote:

[Deity]
Im sure that it's no need to snap 00:55:263 (3) - on there, it's kind of delay and annoying while I'm listening with keysound only (0% music)
Because I listened to this song for a hundred times, I believe it's a kind of delay, and I'm sure it should be begins on 00:55:184 - (1/2) instead of that snap
I think it's because of delay of violin sound I would say I listen to this part a lot, and 1/2 is way too off, I really think it starts at 1/8 I'm 100% sure is 1/8, 1/2 is way too off

If you make that kind of snap then it's unreasonable to 00:53:613 (6,2) - which sound should be snap like that too, so I would recomended to move 00:55:263 (3) - back to 00:55:184 - 00:53:613 (6) - this is different, because there is a beat on this tick, but there isn't any at the previous one

Well, just my opinion, other than that all neat :) xi's love
Congratulations
Satellite
congrats ~
Shiirn
Natsu, variation in patterning is fine. variation in new comboing is not.
Changing the angle or movement of a pattern that fits a musical pattern is fine, if not great. Completely changing the gameplay pattern and clicking points for the same musical pattern is not.

You are a Beatmap Nominator and thus should be held to a higher standard than your average joe mapper. If I saw these mistakes from an average mapper, I'd point this out to them privately and offer to help them if they require it in the future.

Like it or not, you're not an average mapper, you're a BN, and it's disturbing that being a BN allows you to make more polish errors and ignore more small issues than your average mapper.

That is what is really annoying people in the community. That BNs generally don't care about the little stuff in their own maps; only in the maps of the general mapper. So you should hold yourself to the same standard you demand of other maps. Mod your own map. See your own little inconsistencies. It's hard, but it's worth it to not be a hypocrite.




Quit with your "DQ-avoidance" bullshit shuffle. It's quite clear to see, and while everyone does it, it needs to be called out on to have the modding process move forward. I understand you don't care to make your map any clearer or more functional, and that you like the choices you've made, but things such as new combo consistency and rhythm consistency should be non-negotiable fixes. (So should completely freaking ugly sliders that look like a newbie's first wub slider that don't fit at all for pretty violin rolls, but if you like them making your map look like it has little pieces of poo stuck to it, more power to you.)


"Variation is fine" is a (bullshit) excuse I made on felys to bullshit away new combo and rhythm consistency errors.

It got DQ'd twice.

I kept going.

Sometimes you just gotta buckle down and actually get people to look at the map and look for the polish issues, because it clearly was not Xexxar, Gero, Monstrata, or alacat's focus to actually polish the map for ranking, but just icon your map for you. And if they won't hold you to a high standard, you should. If you do not, I will try to, no matter how much hate I may get for it. It's only fair.
Topic Starter
Natsu

Shiirn wrote:

.
Eh when I saw things that would improve my map I personally ask for a DQ, I did in this map already, you don't think the map is high quality, but a lot of people think this is a really good map. I'm not shiirn who map in a weird way, I do in my way and it works really nice, I don't think your second post would improve anything about my map, you should learn to know you are not always right, and don't say I didn't put effort on it lol,it has been pending 7 months I remapped it 2 times and even asked a DQ before lol, also go ask to hvick angelism dsan etc, I got test plays from like 20 top players, don't talk just for talking.

I'm really happy with my work here, if you don't like it is fine, map your own version, don't try to make my map yours, I'm Natsu not shiirn, what's is hight quality for you is not for me and viceversa, what you talk like that about gero, monstrata or alacat lol, they are really experience mappers and modders, what you are trying to do is like forcing me to map in your way and I don't want because I dislike yours maps.

Is fine to post your suggestions and all, but also understand when someone don't want to apply them, I already explain you the same things like two times and I don't agree with it, thanks for your time.
Saileach
define a lot of people, most people i talk to complain about it, the keysounding, the stream design etc...
Topic Starter
Natsu

- Rain - wrote:

define a lot of people, most people i talk to complain about it, the keysounding, the stream design etc...
players who i asked for test play, modders in this map (without one or two o.o), check the top players in favourite and number of favs while pending, the map ranting, disques thing, reddit lol.

There are people who complain/dislike anymap, but there is always a lot more people who enjoy then, btw streams shapes are really simple LOL
Shiirn
Again, you're strawmanning me by saying I'm trying to make you map the song my way.

I'm not. You can map this how you like.

I think your way is wrong and does a horrible job of representing the music, but that is irrelevant to the issues of rhythmic consistency and even new combo consistency and general polish.

This is not too much to expect from you, and like I said earlier, it isn't something I'd even mention publicly to a newer mapper. But you have no excuse for having these polish issues still lying around after hypothetically so many people have checked it.

All I'm seeing is a bunch of illogical excuses, not any actual attempts to explain why it's okay to have these types of issues and not fix them.

Until you satisfactorily explain that new combo inconsistency, mapping the same exact roll wildly different one time out of four, and blatantly misshapen and lazy slider and stream shapes, are all fine and shouldn't be fixed, you're just wasting everyone's time by making up irrelevant reasons and factoids that don't actually explain anything.

That's simply all there is to it.

I'm not trying to make you map my way. I'm trying to make you make your map fit the standards you yourself hold other maps to. I've seen you mod maps and I've seen you fix these polish issues in other maps. What's so god damn hard about doing it to your own?
show more
Please sign in to reply.

New reply