toby fox - Undertale (Chime Remix)

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-Zeraora
[Undertale]
General:
  1. HP should be decreased by 1, imo.


Map:
  1. 00:06:088 (3) - Needs emphasis.
  2. 00:08:123 (5) - Flow between 00:07:802 (4,5) - wouldn't be really affected imo, but I think putting 00:08:123 (5) - slightly below the slider end is better. The flow between 00:07:802 (4,5,6) - is too linear for me lel.
  3. 00:14:230 (2,3) - Seems weird. idk. Maybe do it the way you did this 00:17:659 (2,3) - ?
  4. 00:22:159 (5) - Emphsize for consistency.
  5. 00:41:659 (3) - Just put the NC here instead of 00:41:873 (1) - .
  6. If you did the one above, perhaps apply it on the following parts, as well.
    00:44:659 (1,2,3,4,1,1,2,3,4,1,1,2,3,4,1,1,2,3,1,2,3,4,1,1,2,3,4,1,1,2,3,4,1,1,2,3,1,2,3,4,1,1,2,3,4,1,2) -
  7. 00:53:338 (3) - There are no significant sounds here imo, so I guess you should remove this...?
  8. 00:53:659 (2) - NC
  9. 00:58:373 (1,2) - Blanket.
  10. 01:05:230 (1,2) - Same here.
  11. 01:29:872 (7,8,1,2,3,4,5,6) - Try to make this part more rounded.
  12. 01:31:587 (7,8,1,2,3,4,1) - Same here.
  13. 03:46:373 - Same thing for the stream part here.
  14. 01:51:730 (1) - Remove NC.
  15. 02:20:231 (1,2,3,1,2,3,4) - The way how these overlap each other isn't good imo. Keeping 02:20:659 (1,2,3,4) - a bit away from 02:20:231 (1,2,3) - may fix this.
  16. 04:21:945 (2,3) - Fix blanket.
  17. 04:27:516 (1,2) - Fix blanket.
  18. 04:28:802 (2,3) - Blanket.
  19. 04:30:945 (1,2) - Fix blanket.
  20. 04:37:802 (1) - I suggest making this circle the turning point of the stream. The main beat lands on this part so yea.


Great map!
I hope it helped.
Good luck =w=)/
Topic Starter
-[ Prxzm ]-

-Harpuia- wrote:

[Undertale]
General:
  1. HP should be decreased by 1, imo. Would make the map too easy considering all the recovery points added to the map. Unchanged.


Map:
  1. 00:06:088 (3) - Needs emphasis. Remap of the first 23 seconds and 4th kiai time are coming soon, so this will be unchanged for now.
  2. 00:08:123 (5) - Flow between 00:07:802 (4,5) - wouldn't be really affected imo, but I think putting 00:08:123 (5) - slightly below the slider end is better. The flow between 00:07:802 (4,5,6) - is too linear for me lel. I placed it slightly above to match 00:11:230 (4,5,6) -
  3. 00:14:230 (2,3) - Seems weird. idk. Maybe do it the way you did this 00:17:659 (2,3) - ? Fixed. Thanks.
  4. 00:22:159 (5) - Emphsize for consistency. Placed further away.
  5. 00:41:659 (3) - Just put the NC here instead of 00:41:873 (1) - . Done.
  6. If you did the one above, perhaps apply it on the following parts, as well. Yup! :3
    00:44:659 (1,2,3,4,1,1,2,3,4,1,1,2,3,4,1,1,2,3,1,2,3,4,1,1,2,3,4,1,1,2,3,4,1,1,2,3,1,2,3,4,1,1,2,3,4,1,2) -
  7. 00:53:338 (3) - There are no significant sounds here imo, so I guess you should remove this...? There's literally a piano note from the melody right there ewe
  8. 00:53:659 (2) - NC Unchanged. The 1 is where the piano melody starts, the 7 is where it ends.
  9. 00:58:373 (1,2) - Blanket. It was already blanketed, but now I moved it slightly further away.
  10. 01:05:230 (1,2) - Same here. Already blanketed.
  11. 01:29:872 (7,8,1,2,3,4,5,6) - Try to make this part more rounded. Busy with life atm. Will fix in the future.
  12. 01:31:587 (7,8,1,2,3,4,1) - Same here. Same.
  13. 03:46:373 - Same thing for the stream part here. Same.
  14. 01:51:730 (1) - Remove NC. Done.
  15. 02:20:231 (1,2,3,1,2,3,4) - The way how these overlap each other isn't good imo. Keeping 02:20:659 (1,2,3,4) - a bit away from 02:20:231 (1,2,3) - may fix this. This is intentional and consistent. May remap section in the future though.
  16. 04:21:945 (2,3) - Fix blanket. Fixed.
  17. 04:27:516 (1,2) - Fix blanket. It was only off by 4 units T^T Fixed.
  18. 04:28:802 (2,3) - Blanket. Already blanketed.
  19. 04:30:945 (1,2) - Fix blanket. Also only off by 4 units T^T Also fixed.
  20. 04:37:802 (1) - I suggest making this circle the turning point of the stream. The main beat lands on this part so yea. The main beat lands on the 1, the end beat lands on the 8. Unchanged.


Great map!
I hope it helped.
Good luck =w=)/
Thanks for the mod! ^~^
-Faded-
Hey, m4m from #modreqs

[General]
  1. Check AIMod, some objects aren't snapped.
  2. I found a watermark at the top left of the image, which is bad because it detracts detail from the image and breaks immersion during play. I made a version without it: http://puu.sh/oQwK8/28a0421e51.jpg


[Undertale]
  1. 00:28:373 (4,5) - Make this rhythm more like 00:31:802 (5,6) - or 00:35:230 (5,6) - . It doesn't make much sense to keep it as it is, as that would be inconsistent with the music.
  2. 00:41:659 (1,2,3) - This pattern can be extremely awkward to read without looking at the approach circles because this is the first time 1/4 is introduced in the map. Replace with something like an ordinarily spaced triplet so people know the general rhythm, and then they'll have a generally idea of what to do when the pattern crops up again at 00:45:088 (1,2,3) - .
  3. 00:58:373 (1) - Curve this slider a bit more so that it blankets nicer over (2). You want to make sure the slidertrail and hitcircle are fully parallel.
  4. 01:02:659 (2) - The blanket here could also use some work, move the head of the slider to x:388 y:156 to make it parallel with (1)'s slidertrail.
  5. 01:05:230 (1,2) - Again, blankets, adjust each slider until the trails are parallel with each other. For general guidance, here's what it should look like.
  6. 01:06:945 (3,4,5,6) - Have a bit more variance here? The second set of notes in the music have a different tone, so you should have the second set of notes in a different place to reflect upon that.
  7. 01:34:588 - Add a note here. Since you're mapping to the drums, it wouldn't make much sense to leave this part empty. It also feels tacky to play since the player has to wait a beat before hitting the next note, despite clearly hearing a drum sound that isn't mapped.
  8. 01:41:552 - Here's another missing beat. This is especially bad due to how it's 1/8, meaning players are likely to misread and hit 01:41:605 (5) - too early. I seriously recommend adding a note here.
  9. 02:00:088 (3) - An NC would be really appropriate here, this is a downbeat and the music completely changes.
  10. 02:30:516 (1,2,3,4) - Make this a jump pattern, like the stars you've had in the kiai. The reason for this is because the music isolates all other instruments except for this, making it really powerful. Your beatmap should reflect upon that.
  11. 02:32:016 (1) - Add a bit more variety in terms of slider shapes, seeing the same one for 15 seconds can feel a bit daunting. Same applies for 02:45:730 (1) - as well.
  12. 02:58:159 (7,8) - Reduce the spacing between these notes since the intensity of the music has declined even further.
  13. 03:51:730 - See 01:34:588 -
  14. 03:58:695 (7,8) - See 01:41:552 -
  15. 04:06:373 (6,1,2) - This obtuse angle makes the transition into 1/4 really awkward, I'd make it much sharper so it's enjoyable to play. (<60°)
  16. 04:22:802 (3) - For a nicer blanket, I would curve this slider a bit less. Like I said, make sure the blanket is fully parallel.
  17. 04:24:088 (1,2) - Same issue here, curve this a bit less and make sure that the end of both sliders and the end of (1) are evenly spaced.
  18. 04:21:945 (2,3) - I would replace these sliders with circles. This is because they're on relatively powerful beats, and having circles would make sure that they're all clickable.
  19. 04:28:802 (2,3) - ^
  20. 04:35:979 (4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Why have huge spaced streams on this relatively calm part of the song? You can have spaced streams for the build-up that's a few seconds later (as the music builds up, it should get harder not easier). You have to tone this down a bit.
  21. 04:47:659 (1,2,3,4) - See 02:30:516 (1,2,3,4) -


This is a pretty nice map for the most part; keep an eye on rhythms and gameplay then your map will improve. I shot a star, good luck!
Seijiro
Idk, I ended up here by chance tbh

General


  • Default ComboColors are sad :'(

    Image
    [Colours]
    Combo1 : 255,193,224
    Combo2 : 128,255,255
    Combo3 : 138,138,255
    Combo4 : 172,100,91

    If you don't know where this code goes: open the .osu and copy/paste this code between the Timing and the Hitobjects section

    I didn't check the exact values, but your BG is not of a recommended size. Either 1366x768, 1024x768 or any other 16:9 or 4:3 res works fine (sorry, you'll have to ask someone else to fix this since I changed pc and I have literally 0 tools on it)

    Remove "placeHolder Tag" from tags please =w="

Undertale


  • 00:09:730 (4) - This slider is inconsistent if you see 00:07:802 (4,5) - (after) and 00:11:230 (4,5) - (before). Above all, the overlap between this slider and 3 is a bit awful to see so you should use the same pattern imo.
    Btw, the beat should go on 00:09:838 - , not on 00:09:730 -

    00:06:088 (3) - Since there is a different note in the music here, I would suggest to use a sharp curve instead. This way you give a bit more of depth to your map. Like this maybe

    00:04:373 (4) - (yeah, I'm going backwards, sorry) The movement here is a bit different from before. This creates a noticeable difference in flow which is a bit stiffer than before. What about rotating 4 like this?

    00:07:802 (4,5) - Back to this pattern I mentioned earlier: probably this is just personal stuff, but the spacing is really meh :v
    As it is now, it doesn't feel like a 1/4 at all: you don't have previous patterns resembling this, nor similar flows elsewhere, therefore feels ugly aesthetically (imo). You should reduce the spacing here imo, as well as for the other similar patterns (the best spacing you could use here would be a stack imo, right under the slider end)
    00:11:230 (4,5) - don't forget to do this for all of them

    00:12:302 (1,2,3,4,5,6) - this patterns shows me that no one told you anything regarding emphasis whatsoever so I guess it's my job:
    - first, we need to check where the strong beats are. In most cases, the strong beats fall on the white tick on the time line;
    - in this case tho, the bell is a bit strange and does how it pleases, so I'll tell you where the strong beats fall: 00:12:730 - 00:12:945 - 00:13:588 - ;
    - now that we have the strong beats we just need to make sure that the spacing is coherent. This means that if you have a bigger spacing on a weak note, rather than a strong one, the flow will feel "forced" and will give less "feeling of the song" top the player.
    Now that we have a some sort of guide, here's what I would suggest.
    First of all, avoid putting 00:12:730 (2,3,4,5,6) - in a straight line: as I mentioned above, there are plenty of emphasis changes with these beats and usually a straight line doesn't give a proper feel.
    Secondly, I would increase spacing on the beats I previously mentioned as "strong ones".
    As a test, you should try to make a new pattern by yourself trying to follow those guinelines and then check my suggestion to compare it. I'm not ensuring you will learn everything I have in mind (since it is impossible anyway), but I hope it gives you a little input on how things work):

    Image

    I tried following your style but I gues it's not really accurate, sorry.
    As you can see, the distance between 1, 2 and 3 is equal, because I previously said that 00:12:730 - and 00:12:945 - are strong beats, therefore they need same amount of spacing between them. At the same time, the spacing between 2 and 3 must be lower than the one between 3 and 4, because we have a weak beat on 4.
    Last thing I had to take in consideration was the problem of the spacing between 5 and 6: usually, a 3/4 spacing is hard to map properly since it becomes easily a boring pattern or a nonsensical pattern. Now check how big is the spacing between 2 and 3 and compare it with the spacing between 5 and 6: you will notice that the spacing has been scaled based on the 3/4 snap. To make it more understandable during gameplay I also put 2+3 and 5+6 on parallel lines, so the eyes of the player automatically compare them and notice the difference (really complex stufff you don't really have to remember).
    Ask me in game if you didn't understand the pattern, since I can imagine it is hard to grasp

    00:15:302 (4,5,1) - This kind of overlap is a bit too ugly imo.
    00:15:730 (1,3) - same ^ (I won't give alternatives here since it can be anything as long as the overlap vanishes)
    00:18:945 (5,1,3) - same ^

    00:19:588 (2,3,4) - Do Not Ever Do This. The visual spacing between these 3 objects is the same, but the snap is different. This causes confusion and makes the map sloppy, since the spacing between 3 and 4 is too low. Either decrease spacing between 2 and 3, or increase it for 3 and 4.

    00:20:123 (4,1) - You used higher spacing before for the strong beat on 00:20:659 - tho...

    00:21:088 (2,3) - This is easily mistaken for 00:07:802 (4,5) - , which I told you before to avoid. As it is now, these 2 patterns are in conflict and create a big inconsistency within the map itself. One pattern for one kind of rhythm, don't mix them up if you don't have a clear idea of what you're aiming for please.

    The first section is over, so I have to remind you to re-check all your 3/4 jumps since they usually are really inconsistent and not so intuitive.

    00:41:659 (1,2,3) - There is no need for the NC to begin with, since it doesn't really change stanzas here. Also, here's a little protip: when you're mapping on a foreground sound (in this case the bell/keyboard/whatever that high pitch sound is) and you want to add a soft instrument playing into background which is faster than the foreground you're following, you use a repeat slider.
    The logic behind all this is that: you click only on the strong beat of the foregroung, yet you let the player hear the soft beats of the background instrument. This way you keep both and playability increases by far. What I mean

    00:42:516 (2,3,4) - I would apply the same pattern to these objects too ^
    Since it is the same sound, it deserves the same pattern

    00:43:159 (2) - Same as above ^ In this case you have to split this slider: one circle at 00:43:159 - and one 1/4 repeat slider at 00:43:373 - instead of 00:43:480 (3,4) -

    00:45:088 (1,2,3) - I just noticed, but you place 3 1/4 objects in the following manner: first 2 objects stacked and the third one far away from them -- NO.
    The song doesn't give such strong feeling imo and it is also too hard compared to the rest of the patterns used since now. If you really want that jump make sure to use a 1/4 slider for the first 2 objects instead.

    00:45:088 (1) - remove NC
    00:45:945 (1) - same ^
    00:46:802 (1) - same ^
    (Generally, avoid placing 1 NC every 1 measure since it looks overdone and also inconsistent seeing how constant the song proceeds with the same rhythm.
    Remove the other NCs on your own, since it keeps repeating)

    01:00:088 (1,1) - little overlap I would totally avoid

    00:58:373 (1) - this shape is a bit too sloppy and tells me nothing. Why is that slider there? Why it has that shape? Try to give more reasons to it if you can.

    01:01:802 (1) - Good blanket, 01:02:659 (2,3) - but random shapes, or rather, they look like you didn't give them much thought

    01:05:230 (1,2) - blanket, fsss

    01:31:587 (7,8,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8) - We both know you should work on making this shape more "curvy" xP

    01:34:695 (3,4,5,6,7,8,9,10,11) - I just... this isn't so readable you know. There is nothing telling the player to jump on 1/4 notes like that at all: not a single 1/4 slider, not a single NC, nothing. As it is now, I highly doubt about it tbh...

    ok... now that I look at the kiai overall, it looks a bit too messy compared to the rest of the map. What I mostly see here is that you tried to make someting you're not sure about. Using different SVs here and there, using different snaps (1/4 and 1/3) and trying to alternate between rhythms which have no points on which they converge.

    02:05:230 (1) - random NC appears
    02:08:659 (1) - same ^
    02:12:088 (1) - same ^ (am I missing something here? It looks like it is consistent for this section, but I can't understand what you're referring at)

    02:17:659 (1) - remove NC
    02:18:516 (1) - same (and so on)

    02:33:945 (7) - There are two sounds here tho, one starting where this slider starts and one starting where this slider ends. 2 1/4 sliders would work better imo
    02:37:374 (7) - same
    02:40:802 (7) - same
    02:44:231 (7) - same (I guess you get it)

    02:56:873 (1,2,3,4,5,6,7,8) - This combo really stands out for how clean and fitting is for this part of the map. I wish you used more clean patterns like this for all the map

    03:14:230 (4,5) - Hear the song here and you'll notice that a slider would fit better instead. Also, the spacing is a bit awkward, but idk why...

    03:17:445 (1,2,3) - Please, decrease spacing here, this part of the song is calmer. Also, move the NC on 3
    03:24:302 (1,2,3) - same

    03:35:659 (1) - random NC appears

    03:49:373 (1) - Another random NC

    03:51:838 (3,4,5,6,7,1,2,3,4) - uh... again this pattern with the 1/4 jumps in the middle. This time I guess it is more ordered tho, even if I find the jumps still too much

    04:12:195 (2,3,4,5,1) - first time that you change this pattern here. It had a totally different rhythm before...

    04:41:873 (1,2) - NC goes on 2

    The last kiai is repeated so just follow same things of the second kiai (if any)

    05:15:088 (1) - Why NC on this, but not on 02:57:945 (6) - ? Be consistent: either NC on both, or on none

I avoided mentioning hitsounds in order to not make this post longer than it needs to be for now.
Hope this helped you understand how mapping works a little better.
Have fun~


PS: catch me in game if you need further explanations about the mod, since I know it is a bit hard at first~
Kuki
quick cute mod

general

i don't think your preview point accurately sounds like the difficulty you're preparing to play. granted, the star rating is there to view but i think this could confuse some people whereas you could have the preview point at somewhere more like 01:33:516 - which i think not only makes the difficulty in the map audibly clear, but also makes for a much more 'intense' part of the song to be featured, making it more attractive to people who hear the map's preview.

your background quality is quite bad, and it doesn't fit most of the song itself (i say this because it only really fits in the slower portions of the song). i would consider trying to find a higher quality version of your current bg, or just changing it entirely. something like this perhaps, as i think it's at the same time soft for the slower parts, but also bright and neon for the kiai. if you don't like this particular bg i still strongly suggest you try and find another one as i don't think the quality of your current bg is good, nor does it fit with the song.

your mp3 is only 128kbps, contrary to the limit of 192kbps which most should try to use. a lower bitrate on this song means a lot of the synths cut off + most bass will cut off at the low end aswell, really cutting out a chunk of quality, especially for this kind of song. i had a quick look and found an official download link from the artist, and converted it to 192kbps for you already so all you need to do is chuck in the mp3, which you can download here.
01:31:694 (8,1,2,3,4) - this part in the stream is a little off, you have a continuous curve going into a really weak one. i'd think about changing it to something more like this (a smoother, circle-ish shape), as it looks cleaner and flows much nicer.

the screenshot i used was more of a rough draft but i suggest maybe even utilizing some of the convert slider to stream + polygon circle features when you are making larger streams like this and you want them to look nice.

01:36:088 (1,2,3,4,5,6,7) - i feel like the spacing is waaay too low here, it's really boring to play and slows down the cursor soo much. i suggest maybe removing these altogether and trying to map it a different rhythm, maybe like this. remember that if you did make the changes here, repeat them in other sections of the map where you have done the same, and maybe spice things up with another rhythm change.

01:38:980 (4,5) - the flow here generally is quite lacking. you should try and rearrange the notes so the cursor moves from 01:38:659 (1) - to 01:39:088 (5) - instead to make it smoother, as currently the transition from (4) - (5) is quite straight and considering you have to move upwards on the slider following it, quite uncomfortable aswell.

01:41:230 (1,2,3,4,5,1,2,3) - the spacing here is quite ridiculous, and doesn't fit well at all, though the 8bit sounds are very clear they are not very strong. you need to place specific emphasis on kicks here 01:41:659 (1) - and 01:42:088 (3) -, not place emphasis on 01:41:445 (3) - and 01:41:605 (5) -, as they don't have a particular reason to have emphasis, whereas the kicks do.

02:29:873 (4,5,6) - the overlaps here aren't very aesthetically pleasing, consider something more like this to fix, imo this actually fits better anyway.

still heaps of issues, which for a beginner, is normal. it'll take a while for this set to be qualified but i hope that when it does i'll agree with the level of quality lmao.

good luck with the set, keep on keepin' on 8-)
Topic Starter
-[ Prxzm ]-

-Faded- wrote:

Hey, m4m from #modreqs

[General]
  1. Check AIMod, some objects aren't snapped. One :P Fixed.
  2. I found a watermark at the top left of the image, which is bad because it detracts detail from the image and breaks immersion during play. I made a version without it: http://puu.sh/oQwK8/28a0421e51.jpg Thank you so much!! I'm amazed that you were able to remove the watermark and keep the cloudy "sky"!


[Undertale]
  1. 00:28:373 (4,5) - Make this rhythm more like 00:31:802 (5,6) - or 00:35:230 (5,6) - . It doesn't make much sense to keep it as it is, as that would be inconsistent with the music. This was an error from a previous mod. It was listed to change that part but not the other, and I'd completely forgotten there was another part similar to it. It's been fixed now :P
  2. 00:41:659 (1,2,3) - This pattern can be extremely awkward to read without looking at the approach circles because this is the first time 1/4 is introduced in the map. Replace with something like an ordinarily spaced triplet so people know the general rhythm, and then they'll have a generally idea of what to do when the pattern crops up again at 00:45:088 (1,2,3) - Fixed, but I think I fixed it in a terrible way. Will consider remapping in the future..
  3. 00:58:373 (1) - Curve this slider a bit more so that it blankets nicer over (2). You want to make sure the slidertrail and hitcircle are fully parallel. Fixed.
  4. 01:02:659 (2) - The blanket here could also use some work, move the head of the slider to x:388 y:156 to make it parallel with (1)'s slidertrail. Done!
  5. 01:05:230 (1,2) - Again, blankets, adjust each slider until the trails are parallel with each other. For general guidance, here's what it should look like. Fixed? I think?
  6. 01:06:945 (3,4,5,6) - Have a bit more variance here? The second set of notes in the music have a different tone, so you should have the second set of notes in a different place to reflect upon that. Fixed. The 4th and 6th note have the same pitch, so they're still in the same part, but the 5 has been moved lower to symbolize the lower pitch.
  7. 01:34:588 - Add a note here. Since you're mapping to the drums, it wouldn't make much sense to leave this part empty. It also feels tacky to play since the player has to wait a beat before hitting the next note, despite clearly hearing a drum sound that isn't mapped. Eh I didn't hear a drum at first. Fixed, but it kinda ruins the style I'd set up/am setting up. May remove in the future.
  8. 01:41:552 - Here's another missing beat. This is especially bad due to how it's 1/8, meaning players are likely to misread and hit 01:41:605 (5) - too early. I seriously recommend adding a note here. Unchanged. Play in 25% and you'll understand.
  9. 02:00:088 (3) - An NC would be really appropriate here, this is a downbeat and the music completely changes.
  10. 02:30:516 (1,2,3,4) - Make this a jump pattern, like the stars you've had in the kiai. The reason for this is because the music isolates all other instruments except for this, making it really powerful. Your beatmap should reflect upon that. Will fix at a later date.
  11. 02:32:016 (1) - Add a bit more variety in terms of slider shapes, seeing the same one for 15 seconds can feel a bit daunting. Same applies for 02:45:730 (1) - as well. Will work on a change.
  12. 02:58:159 (7,8) - Reduce the spacing between these notes since the intensity of the music has declined even further. Done.
  13. 03:51:730 - See 01:34:588 - Mh!
  14. 03:58:695 (7,8) - See 01:41:552 - Play in 25% speed.
  15. 04:06:373 (6,1,2) - This obtuse angle makes the transition into 1/4 really awkward, I'd make it much sharper so it's enjoyable to play. (<60°) Unchanged for now. Will change if it comes up in another mod.
  16. 04:22:802 (3) - For a nicer blanket, I would curve this slider a bit less. Like I said, make sure the blanket is fully parallel. Fixed.
  17. 04:24:088 (1,2) - Same issue here, curve this a bit less and make sure that the end of both sliders and the end of (1) are evenly spaced. Fixed.
  18. 04:21:945 (2,3) - I would replace these sliders with circles. This is because they're on relatively powerful beats, and having circles would make sure that they're all clickable. This is intentionally a slider section. Will consider changing if it comes up in another mod.
  19. 04:28:802 (2,3) - ^ ^
  20. 04:35:979 (4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Why have huge spaced streams on this relatively calm part of the song? You can have spaced streams for the build-up that's a few seconds later (as the music builds up, it should get harder not easier). You have to tone this down a bit. This is a part of the "Massively inconsistent difficulty throughout the song is being looked into." part of the "Known Problems and Planned Changes" section. Will specify and will fix at a future date.
  21. 04:47:659 (1,2,3,4) - See 02:30:516 (1,2,3,4) - Will fix at a later date.


This is a pretty nice map for the most part; keep an eye on rhythms and gameplay then your map will improve. I shot a star, good luck!
Thanks for the mod! ^~^
Topic Starter
-[ Prxzm ]-

Kuki wrote:

your background quality is quite bad, and it doesn't fit most of the song itself (i say this because it only really fits in the slower portions of the song). i would consider trying to find a higher quality version of your current bg, or just changing it entirely. something like this perhaps, as i think it's at the same time soft for the slower parts, but also bright and neon for the kiai. if you don't like this particular bg i still strongly suggest you try and find another one as i don't think the quality of your current bg is good, nor does it fit with the song.

Wtf? It's a background, not a hitcircle. You could literally use an anime girl for the bg and it'd still be rankable. Background images have nothing to do with song emphasis.
That aside, how dare you say the quality of the background is bad? This is some high quality shit. No pixels, round edges, strong detail in the setting (i.e. mountains, trees, clouds, etc.), a very good depiction of The Underground, good shading, a lot of different colours used to keep fine detail, and a lot of god damn hard work and dedication. There is absolutely nothing wrong with the quality of the background. It is beautiful, not fuzzy, not blurry, and not pixelated. I am insulted! >:(

That aside, MrSergio and Kuki, I won't be able to get to your mods until tomorrow. I have looked at the mods but have not applied them, and Kudosu has been given, but only -Faded-'s mod is in the recent update. Howbeit, I have added the combo colours in, Sergio.
Topic Starter
-[ Prxzm ]-

-Faded- wrote:

Hey, m4m from #modreqs

[General]
  1. Check AIMod, some objects aren't snapped.
  2. I found a watermark at the top left of the image, which is bad because it detracts detail from the image and breaks immersion during play. I made a version without it: http://puu.sh/oQwK8/28a0421e51.jpg


[Undertale]
  1. 00:28:373 (4,5) - Make this rhythm more like 00:31:802 (5,6) - or 00:35:230 (5,6) - . It doesn't make much sense to keep it as it is, as that would be inconsistent with the music.
  2. 00:41:659 (1,2,3) - This pattern can be extremely awkward to read without looking at the approach circles because this is the first time 1/4 is introduced in the map. Replace with something like an ordinarily spaced triplet so people know the general rhythm, and then they'll have a generally idea of what to do when the pattern crops up again at 00:45:088 (1,2,3) - .
  3. 00:58:373 (1) - Curve this slider a bit more so that it blankets nicer over (2). You want to make sure the slidertrail and hitcircle are fully parallel.
  4. 01:02:659 (2) - The blanket here could also use some work, move the head of the slider to x:388 y:156 to make it parallel with (1)'s slidertrail.
  5. 01:05:230 (1,2) - Again, blankets, adjust each slider until the trails are parallel with each other. For general guidance, here's what it should look like.
  6. 01:06:945 (3,4,5,6) - Have a bit more variance here? The second set of notes in the music have a different tone, so you should have the second set of notes in a different place to reflect upon that.
  7. 01:34:588 - Add a note here. Since you're mapping to the drums, it wouldn't make much sense to leave this part empty. It also feels tacky to play since the player has to wait a beat before hitting the next note, despite clearly hearing a drum sound that isn't mapped.
  8. 01:41:552 - Here's another missing beat. This is especially bad due to how it's 1/8, meaning players are likely to misread and hit 01:41:605 (5) - too early. I seriously recommend adding a note here.
  9. 02:00:088 (3) - An NC would be really appropriate here, this is a downbeat and the music completely changes.
  10. 02:30:516 (1,2,3,4) - Make this a jump pattern, like the stars you've had in the kiai. The reason for this is because the music isolates all other instruments except for this, making it really powerful. Your beatmap should reflect upon that.
  11. 02:32:016 (1) - Add a bit more variety in terms of slider shapes, seeing the same one for 15 seconds can feel a bit daunting. Same applies for 02:45:730 (1) - as well.
  12. 02:58:159 (7,8) - Reduce the spacing between these notes since the intensity of the music has declined even further.
  13. 03:51:730 - See 01:34:588 -
  14. 03:58:695 (7,8) - See 01:41:552 -
  15. 04:06:373 (6,1,2) - This obtuse angle makes the transition into 1/4 really awkward, I'd make it much sharper so it's enjoyable to play. (<60°)
  16. 04:22:802 (3) - For a nicer blanket, I would curve this slider a bit less. Like I said, make sure the blanket is fully parallel.
  17. 04:24:088 (1,2) - Same issue here, curve this a bit less and make sure that the end of both sliders and the end of (1) are evenly spaced.
  18. 04:21:945 (2,3) - I would replace these sliders with circles. This is because they're on relatively powerful beats, and having circles would make sure that they're all clickable.
  19. 04:28:802 (2,3) - ^
  20. 04:35:979 (4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Why have huge spaced streams on this relatively calm part of the song? You can have spaced streams for the build-up that's a few seconds later (as the music builds up, it should get harder not easier). You have to tone this down a bit.
  21. 04:47:659 (1,2,3,4) - See 02:30:516 (1,2,3,4) -


This is a pretty nice map for the most part; keep an eye on rhythms and gameplay then your map will improve. I shot a star, good luck!
Something happened and the entire mod got deleted. Will have to reapply it later.
[ Drop ]
just wondering
How do you think about this map ?
Kuki

-[ Snowflake ]- wrote:

Wtf? It's a background, not a hitcircle. You could literally use an anime girl for the bg and it'd still be rankable. Background images have nothing to do with song emphasis.
actually, you couldn't (unless it's related somehow). backgrounds should represent the song as nicely as possible, why would i have a song like this fitted to a bg like this? certain parameters must be followed, unless you're in a circumstance where there is nothing you can directly trace back to the song that can be reliably used or at least incorporated.

-[ Snowflake ]- wrote:

That aside, how dare you say the quality of the background is bad? This is some high quality shit. No pixels, round edges, strong detail in the setting (i.e. mountains, trees, clouds, etc.), a very good depiction of The Underground, good shading, a lot of different colours used to keep fine detail, and a lot of god damn hard work and dedication. There is absolutely nothing wrong with the quality of the background. It is beautiful, not fuzzy, not blurry, and not pixelated. I am insulted! >:(
your background is 1193x670, contrary to the highest quality allowed (1366x768). stretched out onto a 1920x1080 screen, and coupled with the watermark, it looks bad. the "fine detail" of this piece is lost in the resolution.

i don't know why you would be insulted regardless.
_handholding
idk, the bg looks more than fine to me. Both in editor and whilst playing
Kuki

Kisses wrote:

idk, the bg looks more than fine to me. Both in editor and whilst playing
i assure you it's not as good as it could be regardless.
_handholding

Kuki wrote:

Kisses wrote:

idk, the bg looks more than fine to me. Both in editor and whilst playing
i assure you it's not as good as it could be regardless.
I feel like its good the way that it is as any more pixels would have too much detail and create a distracting bg
-Faded-
While I agree that the way he responded was inappropriate, you shouldn't force your suggestions onto the mapper unless it's something unrankable. Personally I like the BG and the fuzziness adds a warm, retro feel to the beatmap. This is subjective, and at the end of the day it is down to the mapper as to whether he/she wants to change it or not.
Kuki

Kisses wrote:

I feel like its good the way that it is as any more pixels would have too much detail and create a distracting bg
you just said that worse quality is important to have in a bg so it's less distracting? this is possibly one of the most ridiculous statements i've ever heard. if you played the map in 1024x768 it would be perfect quality, but i don't see how it could possibly be distracting in any sense of the word.

-Faded- wrote:

While I agree that the way he responded was inappropriate, you shouldn't force your suggestions onto the mapper unless it's something unrankable. Personally I like the BG and the fuzziness adds a warm, retro feel to the beatmap. This is subjective, and at the end of the day it is down to the mapper as to whether he/she wants to change it or not.
i wasn't forcing my suggestions.

you're saying that worse quality adds a retro feel? there are thousands of ways to edit an image to get a nicer looking image, with a nicer looking "retro" quality to it.

Kuki wrote:

i don't think the quality of your current bg is good

Kuki wrote:

i still strongly suggest you try and find another one
-Faded-

Kuki wrote:

i wasn't forcing my suggestions.
It definitely seems that way when you make three forum posts about it when the mapper had clearly stated that they don't want to change the bg.
Shizuku-
Why is this almost 6 stars? It's like every mod, it gets way harder.
Seijiro
I don't get it all.
This argument went on for already few days. Instead of keeping drama going on why not providing a better BG quality?

Also, unless the BG is really out of context, it's not even a problem for the ranking process.
Let's stop being stubborn for tiny matters, please.


rip my mod's reply :'(
_handholding

Kuki wrote:

Kisses wrote:

I feel like its good the way that it is as any more pixels would have too much detail and create a distracting bg
you just said that worse quality is important to have in a bg so it's less distracting? this is possibly one of the most ridiculous statements i've ever heard. if you played the map in 1024x768 it would be perfect quality, but i don't see how it could possibly be distracting in any sense of the word.
Im pretty sure that wasnt what I said at all you're just twisting my words to make yourself look big and right.
Kuki

Kisses wrote:

Im pretty sure that wasnt what I said at all you're just twisting my words to make yourself look big and right.
you said leaving it as it is (with a lower resolution) would be better, because if it was higher, it would be too distracting.

Kuki wrote:

you just said that worse quality is important to have in a bg so it's less distracting
like i said also, it's my opinion, there's no real right or wrong here, just lower or higher quality.

mrsergio, i searched for a higher quality bg, and there isn't one. i offered a high quality bg i found that i thought suited in it's place.

-faded-, i'm trying to explain myself further as so far it seems there isn't an understanding.

-[ snowflake ]-, if you don't want to use the bg i suggested i think you should try waifu2x or something to up the resolution.
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