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Traktion - Amethyst

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6th
Hey

[Collab Hard]
01:26:292 (1,3) - i mean yea nice gimmick but a hard diff isn't the place to use it lol, but that's just my opinion What is gimmick exactly ? it's totally readable...
01:34:550 (2) - :/ ?
01:35:730 (1,2,3,4,5) - :/ ?
01:47:528 (1) - i dont think u need this note
02:12:134 (1,2,3,4,5) - this is mapped to be so much harder than 02:09:438 (1,1) - i'd go for an equilibrium in density since the music is the same in both sections. also this is mapped to a different instrument while the rest of ur rhythms are mapped to piano The first pattern acts as a lead-in
02:29:662 (4,5) - :/ ?
02:30:505 (6,7,8) - :/
02:40:449 (1,1,1,1) - :/ really doesn't need nc spam it does because the music is repeating itself

Thanks for the mod, even if I'd have really appreciated more explainations ):
Strategas
[general]

soft-sliderslide.wav unused

[another]

00:11:797 (5,1,2) - having the same spacing for 1/2 and 1/1 gaps is misleading for some

00:24:269 (1,2,3,1,2,3,1,2,3) - weird how you keep increasing spacing here like this when 00:21:573 (1,2,3,1,2,3,1,2,3) - sounds the same but you do something else

00:34:719 (7,8) - you always keep them close, but here is the only place you spaced them

01:04:044 (3,4) - if you listen to these and then listen to 01:02:528 (2,3,4,5,6) - the place you mapped sliders are clearly more important in the music but you made them much less dense, it should be the opposite by making the drums circles and weak beat on slider ends or having very low spacing to better represent the music. also it's weird how 01:03:370 (1,2,3,4) - are a part of the same patern when they sound different

01:57:303 (1,2,3,1,2,3,1,2,3,1,2,3) - they sound different and you have all of them mapped the same way

02:10:955 (2,4) - don't really like the rhythm you chose for these, the snares are clearly more important but they are not clickable and something that is weaker is made clickable instead, applies for the later ones too

structure of the map is pretty neat due to the hexagons, but I don't like how you make paterns independant on how intense certain beats are

[galv]

00:40:449 (1) - you emphasized this before and you should do it now by spacing it more

00:41:629 (2) - weird placement because too close to 00:40:955 (2,3,4) -

00:43:146 (3) - nc like before
00:45:842 (3) -

00:46:853 (1,2) - I don't get why the jump is on 1 instead of 2 when there's a snare on 1 and weaker sound on 2, you even used NC

00:54:775 (1) - remove nc

00:58:820 (5) - pretty boring to use repeat slider when the rhythm here stand out at 00:58:988 - and 00:59:157 -
01:04:044 (4) - this one especially because those are even stronger beats

01:07:415 (1) - also too close, should space more, you even put a finish here

01:09:438 - remove clap

01:11:797 (5,1) - this is really weird too, you have nc and jump to 1 when the beat isn't anything special

01:17:865 (2) - missing clap on slider head
01:23:258 (6) - same

01:26:123 - remove clap

01:28:651 (6) - for some reason the hitsounds or on the whole slider instead of the slider hear

01:32:190 (1,1) - suddenly decided to NC when you didn't at 01:18:707 (4,7) - 01:26:797 (4,7) -

01:34:297 (7) - kinda overmap, it just stands out as you didn't do it more

01:58:988 (2,4) - this whole section should have claps on these notes

01:57:303 (1,2,3,1,2,3,1,2,3,1,2,3) - they sound different though so a perfect square just doesn't fit

02:10:617 (5) - 02:13:314 (5) - don't like how you used 1/1 sliders as the downbeat seems more important than the red tick

02:24:269 (1) - space further from 6 for emphasis

02:25:617 (3) - nc
02:36:404 (3) -

02:39:101 (1) - should be also spaced further for emphasis

it's pretty hard to understand what are you following because each patern you're doing different things which makes your map really inconsistant

good luck!
Topic Starter
Shyotamaze

Strategas wrote:

[general]

soft-sliderslide.wav unused wait what how can that be unused? lol

[another]

00:11:797 (5,1,2) - having the same spacing for 1/2 and 1/1 gaps is misleading for some Fixed

00:24:269 (1,2,3,1,2,3,1,2,3) - weird how you keep increasing spacing here like this when 00:21:573 (1,2,3,1,2,3,1,2,3) - sounds the same but you do something else Fixed

00:34:719 (7,8) - you always keep them close, but here is the only place you spaced them Fixed

01:04:044 (3,4) - if you listen to these and then listen to 01:02:528 (2,3,4,5,6) - the place you mapped sliders are clearly more important in the music but you made them much less dense, it should be the opposite by making the drums circles and weak beat on slider ends or having very low spacing to better represent the music. also it's weird how 01:03:370 (1,2,3,4) - are a part of the same patern when they sound different Fixed but 01:03:370 (1) - isn't really in the same pattern otherwise he would have the same placement/shape or whatever as them 01:03:707 (2,3,4) - (idk how to explain lol)

01:57:303 (1,2,3,1,2,3,1,2,3,1,2,3) - they sound different and you have all of them mapped the same way I don't really understand, they sound almost the same to me

02:10:955 (2,4) - don't really like the rhythm you chose for these, the snares are clearly more important but they are not clickable and something that is weaker is made clickable instead, applies for the later ones too idk it seems fine for me since I'm mapping the background weird sound for that part

structure of the map is pretty neat due to the hexagons, but I don't like how you make paterns independant on how intense certain beats are

good luck!
Thanks!
galvenize
Topic Starter
Shyotamaze
how to get mods please
Hibari_Yagyu

Shyotamaze wrote:

how to get mods please
c:
galv's Insane

• 00:22:078 (1) - you could try to make a circle-slider instead of slider-circle, it fits better with the music imo
• 00:27:640 (6,7) - Why stack? its not like its a similar sound or something... also what about adding NC on the whole pattern? like you did before ( 00:21:573 (1,2,1,2,3,1) - )
• 00:29:662 (5,6) - weird slidershape xD... it should be better if you move 6 a bit lower
• 00:31:685 (1,2,3,4,5) - idk if it's intended, but for now, fix the stream shape
• 00:32:022 (5) - NC emphatises good imo
• 00:37:078 (7) - make a 1/6 reverse slider?
• 00:43:146 (1,2) - moving the sliders so the slider 2 can be stacked with 00:42:640 (7,8) -
• 00:49:044 (2) - stack with the stream from before?
• 01:03:707 (3) - what an useless grey tic xD
• 01:28:146 (4,1) - move 4 a bit high? so it could be like this
• 01:37:078 (10) - same than before (NC to emphatise)
• 02:24:943 (6) - same 1/6 thing
• 02:41:797 (5) - same NC thing
Nice diff :D
Collab Hard

• 01:01:348 (4,5,6) - eh weird, you could change like the one before it 01:00:674 (1,2,3) -
• 01:25:280 (4) - maybe better if you move the slider acording to 01:24:943 (1) -
• 01:28:314 (5,6) - and 01:28:651 (7,8) - : Ctrl + G? (basically rotate the square)
• 01:31:179 - feels weird to stop there xD
• 02:03:707 (3,1) - fix slider 1 shape
• 02:06:404 (3,1) - stack? (idk if you have it stacked for real, on my pc it figures nonstacked)
• 02:16:179 (1,2) - sounds like this sliders should be on 02:16:348 - and 02:16:853 -
• 02:18:876 (1,2) - same (basically move 2 tics to the right)
• 02:22:584 (6,7) - Ctrl + G
• 02:24:269 (4,5) - blanket is a bit wrong
• 02:25:449 (7) - move 7 a bit high? so it can be like this
Well done with the diff c:

only this diffs because im lazy xD
Topic Starter
Shyotamaze

Hibari_Yagyu wrote:

Shyotamaze wrote:

how to get mods please
c:
Thanks a lot to you and Lince Cosmico haha :d

Collab Hard

• 01:01:348 (4,5,6) - eh weird, you could change like the one before it 01:00:674 (1,2,3) - hmm idk I'm mapping the sax with 01:01:516 (5) - but if I get more complains sure
• 01:25:280 (4) - maybe better if you move the slider acording to 01:24:943 (1) - Fixed
Well done with the diff c:

only this diffs because im lazy xD
Thanks a lot! I didn't expect a mod from you at all since I never asked you but Lince gave me a little surprise haha :)
galvenize
6th
Hello

• 01:28:314 (5,6) - and 01:28:651 (7,8) - : Ctrl + G? (basically rotate the square)
• 01:31:179 - feels weird to stop there xD It fits with the vocals
• 02:03:707 (3,1) - fix slider 1 shape
• 02:06:404 (3,1) - stack? (idk if you have it stacked for real, on my pc it figures nonstacked) It's stacked actually (:
• 02:16:179 (1,2) - sounds like this sliders should be on 02:16:348 - and 02:16:853 - True, but in fact I'm following the drums. I don't want to skip the claps
• 02:18:876 (1,2) - same (basically move 2 tics to the right) ^
• 02:22:584 (6,7) - Ctrl + G
• 02:24:269 (4,5) - blanket is a bit wrong Not really noticeable in game
• 02:25:449 (7) - move 7 a bit high? so it can be like this I don't get what differs from my version actually :/

Thanks ! http://puu.sh/rJFbJ/6da1b8860d.osu
Janpai
I owe you mod from my queue but I can't really find sth major orz please forgive me xD
so here's a 2 stars for you goodluck with the mapset!
Topic Starter
Shyotamaze
oh wow I don't even remember tbh haha thanks a lot! :)
reflection
is there any other ranked make that is mapped in this hexagrid format
Topic Starter
Shyotamaze

Apraxia wrote:

is there any other ranked make that is mapped in this hexagrid format
Hmm there are a lot of Monstrata maps that use this kind of structure but most of them don't use it from the start to the end of the song https://osu.ppy.sh/ss/6340348 https://osu.ppy.sh/ss/6340361 etc https://osu.ppy.sh/b/764441 (kinda lazy to screenshot his others maps but pretty sure almost all of them have some hexagrids parts) ;)
Nozhomi
Ren's Easy :

  1. 00:10:786 - A whistle on slider starts on this section could be nice.
  2. The diff is nice, but hitsounding is so flat. Could have more dynamic with some whistles imo.
Normal :
  1. 00:10:786 - Your clap like 00:11:123 (2) - on this section are too loud for the music volume. Could be nice to adjust that (and do it for all your other diffs.
  2. 01:07:415 (1,2) - Spacing (1.07x)
  3. 01:04:213 - I'm suprised you didn't map that sound and make play 01:04:044 - pasively when you did two 1/2 sliders for weaker sounds at 00:58:651 (2,3) - .
  4. 02:08:595 (2,2) - Little overlap uhhhh berk.
  5. 02:10:449 (3) - Could be nice to move it to 128:188 for doing a nicer curve with both sliders.
  6. 02:38:764 (3) - Don't break the angle flow here. Just move it to 124:276.
  7. I think aesthetic could be improved more here, just my personnal thoughts.
Collab Hard :
  1. 00:12:134 (1) - Maybe CTRL+G ? Would do the transition between 00:11:966 (5,1) - better imo.
  2. 00:18:370 (4) - Doing a straight slider like this https://puu.sh/rVyu3/4c9230371e.png would help to have a smoother transition.
  3. 00:51:235 (1) - Would be nicer for the flow to invert the curve here (a little like this https://puu.sh/rVyzO/86056c3b5f.png).
  4. 01:04:044 (4,5,6,7) - The stack don't work with the music. You can hear the back and forth of the music with the drum, and it don't work with a stack. A solution could be like that https://puu.sh/rVyWv/7288d95e40.png .
  5. 01:26:292 (1,2,3,4,5) - This pattern is incredibly hard to read for this diff. You overlap multiple elements with the same combo color. I suggest you to redo this pattern with an easier one. Same for 01:28:988 (1,2,3,4,5) - .
  6. 01:31:685 (1,2,3,4,5) - This one is more "ok" because circles are more readable without overlaps.
  7. 01:34:550 (2,3) - Tbh something like https://puu.sh/rVzlb/a470a7e10e.png would work much better with vocal~
  8. 01:47:949 (1) - TOO L O N G ! Stop it minimum at 01:53:258 - and map with circles after !
  9. 02:24:775 (5,1) - Cover a little the reverse arrow.
  10. 02:29:662 (4,5) - Why a stack you never did one before :/
  11. 02:40:449 (1,1,1,1) - Could be nice to use a little spacing like this instead of a simple stack https://puu.sh/rVzZh/0954b5d0e8.png.
6th's Hyper :
  1. 00:17:865 (2,4) - Why ;w; it was so good and suddenly an ugly overlap aaaaaaaa.
  2. 00:10:786 - Tbh on this overall part, I think you could gain in consistency with some patterns like 00:11:966 (5,1) - / 00:13:314 (5,1) - / 00:14:662 (5,1) - / etc...the spacing changes all the time without reason.
  3. 00:26:966 (1) - finish it at 00:30:842 - to let some recovery to people, and fit more vocal here so it's nice.
  4. 00:34:213 (3,5) - ;w;
  5. 00:35:899 (3,3) - Nice stack.
  6. 00:39:437 (2,3) - Why a different spacing from 00:39:101 (1,2) - ? You don't do that after.
  7. 00:52:584 (1,1,1,1) - Same suggestion than last one of Collab Hard.
  8. 01:07:078 (4,1) - Looks not good with overlap like that, and spacing is so low compared to rest of the map.
  9. 01:28:988 (1,2,3,4,5) - How to read that ? :c
  10. 01:54:606 (1) - Same than previous one, end on red tic.
  11. 02:40:449 (1,1,1,1) - Same than other one.
galv's Insane :
  1. 00:26:123 (2) - I'm not fan of stacking it. You don't build-up anything with it and the beat deserve to have standard spacing, it's enough strong for that.
  2. 00:32:275 - 80% volume is enough, everything is too loud atm.
  3. 02:04:044 (5) - Forget NC.
  4. 02:16:853 (1) - And why a NC here ?
  5. 02:20:224 - I don't understand at all your NCing in this section lol. There's no construction at all.
  6. 02:39:775 (5,6,1) - Nice stack :3
Another :
  1. 00:13:988 (3,4) - If you really want to follow vocal here, invert them pls https://puu.sh/rVBtg/13380a337e.png .
  2. 00:42:808 (6) - There is the same find of fast vocal here but you don't use 1/4 sliders like 00:42:134 (2,3) - . Why ?
  3. 01:11:629 (2) - I know you want to stack but spacing is going crazy here for no reason. Adjust it like 01:10:955 (4) - thx.
  4. 01:14:157 (1,2,3) - / 01:14:831 (5,6,7) - and more don't really play nicely and flow is broken so much, and also don't fit the rest of your patterns who are nice like 01:14:494 (3,4,5) - . I think you should consider about improving them (and all other like that on the diff).
  5. 01:16:011 (3) - Maybe CTRL+G to keep the round flow from 01:15:505 (1,2) - .

Mukyu~
galvenize
Good mod.

http://puu.sh/rWP7j/f3c8e8d3c1.rar

Feels kinda unreal to see my 4 year old diff get potentially ranked.
Topic Starter
Shyotamaze

Nozhomi wrote:

Normal :
  1. 00:10:786 - Your clap like 00:11:123 (2) - on this section are too loud for the music volume. Could be nice to adjust that (and do it for all your other diffs. Fixed
  2. 01:07:415 (1,2) - Spacing (1.07x) Fixed
  3. 01:04:213 - I'm suprised you didn't map that sound and make play 01:04:044 - pasively when you did two 1/2 sliders for weaker sounds at 00:58:651 (2,3) - . Fixed I think?
  4. 02:08:595 (2,2) - Little overlap uhhhh berk. It's barely noticeable imo and I would need to change that whole part ;;
  5. 02:10:449 (3) - Could be nice to move it to 128:188 for doing a nicer curve with both sliders. Fixed
  6. 02:38:764 (3) - Don't break the angle flow here. Just move it to 124:276. Fixed
  7. I think aesthetic could be improved more here, just my personnal thoughts.
Collab Hard :
  1. 00:12:134 (1) - Maybe CTRL+G ? Would do the transition between 00:11:966 (5,1) - better imo. Fixed
  2. 00:18:370 (4) - Doing a straight slider like this https://puu.sh/rVyu3/4c9230371e.png would help to have a smoother transition. Fixed
  3. 00:51:235 (1) - Would be nicer for the flow to invert the curve here (a little like this https://puu.sh/rVyzO/86056c3b5f.png). Fixed
  4. 01:04:044 (4,5,6,7) - The stack don't work with the music. You can hear the back and forth of the music with the drum, and it don't work with a stack. A solution could be like that https://puu.sh/rVyWv/7288d95e40.png . Fixed
Another :
  1. 00:13:988 (3,4) - If you really want to follow vocal here, invert them pls https://puu.sh/rVBtg/13380a337e.png . Fixed
  2. 00:42:808 (6) - There is the same find of fast vocal here but you don't use 1/4 sliders like 00:42:134 (2,3) - . Why ? Fixed
  3. 01:11:629 (2) - I know you want to stack but spacing is going crazy here for no reason. Adjust it like 01:10:955 (4) - thx. Fixed
  4. 01:14:157 (1,2,3) - / 01:14:831 (5,6,7) - and more don't really play nicely and flow is broken so much, and also don't fit the rest of your patterns who are nice like 01:14:494 (3,4,5) - . I think you should consider about improving them (and all other like that on the diff). Fixed
  5. 01:16:011 (3) - Maybe CTRL+G to keep the round flow from 01:15:505 (1,2) - . Changed that part bc of last point so it flows better now I think

Mukyu~
Thanks and sorry for the late reply :?

galvenize wrote:

Feels kinda unreal to see my 4 year old diff get potentially ranked.
Haha I'll try my best to make it happen :)
6th
Hi, thanks for the mod.

[Hyper]
00:17:865 (2,4) - Why ;w; it was so good and suddenly an ugly overlap aaaaaaaa. It's still readable, also not overlapping them would force me to space (3) and (4) too much.
00:10:786 - Tbh on this overall part, I think you could gain in consistency with some patterns like 00:11:966 (5,1) - / 00:13:314 (5,1) - / 00:14:662 (5,1) - / etc...the spacing changes all the time without reason. Ok, although 00:13:314 (5,1) - does sound more intense than 00:14:662 (5,1) -
00:26:966 (1) - finish it at 00:30:842 - to let some recovery to people, and fit more vocal here so it's nice. did
00:34:213 (3,5) - ;w; xD
00:35:899 (3,3) - Nice stack. ikr. Fixed
00:39:437 (2,3) - Why a different spacing from 00:39:101 (1,2) - ? You don't do that after. Fixed
00:52:584 (1,1,1,1) - Same suggestion than last one of Collab Hard. Pas vraiment. Cela joue quasiment de la même manière, qui plus est les stacks vont avec la musique.
01:07:078 (4,1) - Looks not good with overlap like that, and spacing is so low compared to rest of the map. Ils fonctionnent quasiment comme un stack, et ils n'ont pas la même direction car ils ne couvrent pas la même chose.
01:28:988 (1,2,3,4,5) - How to read that ? :c Je vais nerf celui-ci
01:54:606 (1) - Same than previous one, end on red tic. Oui
02:40:449 (1,1,1,1) - Same than other one. Pareil que tout à l'heure !

[Hard]
01:26:292 (1,2,3,4,5) - This pattern is incredibly hard to read for this diff. You overlap multiple elements with the same combo color. I suggest you to redo this pattern with an easier one. Same for 01:28:988 (1,2,3,4,5) - . Testplayers read it correctly :/
01:31:685 (1,2,3,4,5) - This one is more "ok" because circles are more readable without overlaps.
01:34:550 (2,3) - Tbh something like https://puu.sh/rVzlb/a470a7e10e.png would work much better with vocal~ Yes
01:47:949 (1) - TOO L O N G ! Stop it minimum at 01:53:258 - and map with circles after ! Ok
02:24:775 (5,1) - Cover a little the reverse arrow. Is it that annoying ? Seems fine
02:29:662 (4,5) - Why a stack you never did one before :/ It makes the flow a bit jerky which was my intention.
02:40:449 (1,1,1,1) - Could be nice to use a little spacing like this instead of a simple stack https://puu.sh/rVzZh/0954b5d0e8.png . Sure

Thanks for the mod !
F D Flourite
hi, late mod here.

[General]
  1. Clean
[Ren's Easy]
  1. 00:57:977 (2) - I think it is better to end slider at 00:58:988 - because 00:58:988 - sounds more like an end of this long sound, more suitable as a slider end.
  2. 02:16:179 (2,1) - The overlap between the starting and ending circle looks untidy. Would you mind making slider 02:17:528 (1,2) - a little bit more curve?
[Normal]
  1. 00:37:078 - Rhythm section distribution here should be like this because 00:37:078 - 00:37:247 - these 2 sounds should be together as a whole. However I understand you don't want a complex rhythm in Normal. So my suggestion on rhythm here is to delete 00:36:910 (2) - based on my rhythm suggestion at first.
  2. 00:47:696 (2) - ^ same
  3. 02:35:561 (2) - ^
[Hard]
  1. 00:34:044 (2,3) - I don't think the music presents stack here. Unstacking them will express the music better.
  2. 01:23:595 (1,2) - I don't see a jump here.
  3. Continuous jump in kiai is not a good idea imo. The spacing keeps changing between 1.3x and 1.8x, which makes Hard level players difficult to read map properly.
  4. 02:04:044 (1) - The spacing seems weird. There's no heavy beat on slider head while a jump on slider tail where the music doesn't change or imply a jump. I know you are making a pattern, but that's not the principle where we making Hard diffs.
  5. 02:30:168 (5) - Make a small unstack with 02:29:662 (4) - (or large-part overlap) just like 02:30:505 (6,8) - to infer the shaking music here?
  6. 02:40:449 (1,1,1,1,1) - I don't see the necessity of NC spam here...
  7. Really interesting and fun map~
[6th's Hyper]
  1. 00:35:899 (3,2,3) - stack them neatly (There are many similar places like 00:46:685 (3,1) - 00:44:494 (1,3) - ,etc. I won't point out all of them to avoid being annoying. You can go through your whole diffs and they are easy to be find out)
  2. 01:22:921 (1) - No need to NC imo
[galv's Insane]
  1. 00:22:078 (1) - Not necessary to NC here
  2. 00:22:921 (1) - spacing is not corresponding to the music. I think the jump should be 00:22:921 - instead of 00:23:426 - according to the music.
  3. 00:42:134 (2,3,4,5,6,7) - I think the rhythm in music is like this instead of in your current way.
  4. 01:33:033 (1,2,3,4,5) - This pentagon is irregular anyway, so I suggest you move 01:33:370 (3) - a bit leftward to avoid random overlap with 01:34:044 (6) - .
  5. 02:18:539 (4,5) - slightly adjust position to avoid overlap between 02:18:033 (2,5) -
[Another]
  1. 00:16:685 (3) - move to (179,325) (On the grid, ofc)? The music on 00:16:179 (1,2) - and 00:16:685 (3,4) - is repeating, so I think the flow being repeating would be great.
  2. 00:48:202 (8,9) - Swap them? I think you need a larger spacing here, because you did a lot of 1/4 jumps before this.
  3. 01:10:786 (3,4,5) - Straight line flow is not easy to play here imo. Maybe (27,149)?
  4. Nice flow overall.
Good luck~
DeRandom Otaku
@F D Flourite The slider sounds better to me where it ends current , Changed the second one in a bit different way
Thanks!
Send update to shyo in discord
Topic Starter
Shyotamaze

F D Flourite wrote:

hi, late mod here.

[General]
  1. Clean
[Normal]
  1. 00:37:078 - Rhythm section distribution here should be like this because 00:37:078 - 00:37:247 - these 2 sounds should be together as a whole. However I understand you don't want a complex rhythm in Normal. So my suggestion on rhythm here is to delete 00:36:910 (2) - based on my rhythm suggestion at first. Fixed
  2. 00:47:696 (2) - ^ same ^
  3. 02:35:561 (2) - ^ ^
[Hard]
  1. 00:34:044 (2,3) - I don't think the music presents stack here. Unstacking them will express the music better. idk it seems fine to me and I did that a lot of time in my part and I also did it to decrease the star rating lol
  2. 01:23:595 (1,2) - I don't see a jump here. It has the same spacing as the previous jumps 01:23:258 (4,1) - and it's quite a strong sound so why not?
  3. Continuous jump in kiai is not a good idea imo. The spacing keeps changing between 1.3x and 1.8x, which makes Hard level players difficult to read map properly. hmm idk it's fine imo because it's the kiai so it must be a bit harder but if I get more complains I'll try something
  4. Really interesting and fun map~
[Another]
  1. 00:16:685 (3) - move to (179,325) (On the grid, ofc)? The music on 00:16:179 (1,2) - and 00:16:685 (3,4) - is repeating, so I think the flow being repeating would be great. Fixed
  2. 00:48:202 (8,9) - Swap them? I think you need a larger spacing here, because you did a lot of 1/4 jumps before this. Fixed
  3. 01:10:786 (3,4,5) - Straight line flow is not easy to play here imo. Maybe (27,149)? Fixed
  4. Nice flow overall.
Good luck~
Thanks!
galvenize
6th
02:04:044 (1) - The spacing seems weird. There's no heavy beat on slider head while a jump on slider tail where the music doesn't change or imply a jump. I know you are making a pattern, but that's not the principle where we making Hard diffs. Leniency keeps it totally playable and intuitive. I know that the spacing is a bit consistent but it's pattern-based.
02:30:168 (5) - Make a small unstack with 02:29:662 (4) - (or large-part overlap) just like 02:30:505 (6,8) - to infer the shaking music here? Stacking is enough, isn't it ? It won't change anything gameplay-wise. (:
02:40:449 (1,1,1,1,1) - I don't see the necessity of NC spam here... The music repeats itself
Really interesting and fun map~

00:35:899 (3,2,3) - stack them neatly (There are many similar places like 00:46:685 (3,1) - 00:44:494 (1,3) - ,etc. I won't point out all of them to avoid being annoying. You can go through your whole diffs and they are easy to be find out) I can't ): the game automatically replaces them.
01:22:921 (1) - No need to NC imo yep

Thank you !
C00L
Right :roll:
Check! - Means it's been checked and nothing wrong has been found
Please ignore my note/slider placement on the timeline, i do that to show make my point more clearer
Red - Indicates that an DQ worthy/Unrankable issue has been found

[General]
  1. Tag inconsistencies - There seems to quite a lot of these here the'll be shown in the box below, the ones in bold are the missing ones
    8===D
    - [6th's Hyper] : drum and bass dnb 6th galvenize DeRandom Otaku collaboration
    - [Another] : mission ascii ep drum and bass dnb 6th galvenize DeRandom Otaku collaboration
    - [Collab Hard] : drum and bass dnb 6th galvenize DeRandom Otaku collaboration
    - [galv's Insane] : drum and bass dnb 6th galvenize DeRandom Otaku collaboration
    - [Normal] : mission ascii ep drum and bass dnb 6th galvenize DeRandom Otaku collaboration
    - [Ren's Easy] : drum and bass dnb 6th galvenize DeRandom Otaku collaboration
  2. Some inconsistencies in kiai times (i think this should be constant) but feel free to ignore
  3. Combo colours inconsistencies too (^) feel free to ignore too
[Timing]
  1. Check!
[Hitsounds]
  1. Check!

[Ren's Easy]
  1. 02:33:033 (3,1) - Ha! blanket is off see gotcha on that one ren, your diffs are too easy to mod
[Normal]
  1. See tbh with you the nc's could have been done better to represent the spacing and the music in the beginning so you could have done something like this onwards to represent is much much better imo, since at the current state it only goes with the measure beats which doesn't fit nor represent the spaicng differences between the notes.
  2. 00:37:415 (4) - i think changing this sldier to 2 notes instead would go really well with the vocals and the music much better than another slider, since the other sldier here 00:37:078 (3) - has very different sounds that are being used
  3. 01:32:528 (3) - it feels kinda weird that this sldier is facing away from the next note imo
  4. 02:19:887 (3) - ugh see for things like this i would do this so that the sounds at the slider here 02:19:887 (3) - would get more priority on a slider, rather than both of them being sldiers whilst both having different sounds, 02:19:550 (2) - also this doesn't have any sounds on the red tick as much noticable as the other sldier, oh and this applies to all similar patterns like this one
  5. 02:22:078 (2) - if i were you i'd keep these slider shapes the same 02:21:573 (1) - since the sounds represented are really really simialar, you do this in other patterns similar to this one so i'm guessing this is a mistake
[Collab Hard]
  1. 00:12:640 (2) - lool your stack is off with this note 00:11:966 (5) - xd
  2. 00:35:056 (1) - you make this slider a repeat slider, i know it kinda fits the vocals but you could still do a 1/4 slider and a note after it which would represent it nicely too and get rid of a sldierend strong sound miss. But i guess you want to prioritze the vocals but idk that thing i linked gets both sounds caught, up to youz
  3. 00:40:449 (1) - ^
  4. 01:14:831 (3,4) - these seem weird since the same sounds are here 01:14:494 (2,3) - yet these slider go in a really nice flow pattern whilst these 01:14:831 (3,4) - go really anti-flow, change for consistency :D
  5. 01:28:988 (1) - hmm these patterns are really hard to read imo for newer players and will cause easy misses, this is also the first time you used such a hard to read pattern, usually for similar sounds you done more readable stuff like this 01:15:505 (1,2,3,4,5) - also all of these patterns go into play here so 01:26:292 (1) - this onwards and the one i hled, tbh with you this one 01:31:685 (1) - is the best out of all 3, i'd really suggest you base other ones around this one since it's not as difficult to spot what's going on whilst the rest are not as easy to imo. I'm not saying flat out copy the patterns but just base it around this one
  6. 02:10:786 (1) - making this slider the same as 02:09:438 (1) - is kinda nonsense imo, they both follow different sound snaps yet they are mapped the same, for example 02:10:786 (1) - this slider has a really noticable sound here 02:11:123 - and here 02:11:460 - which really makes them stand out, you could do this, this will make it sound really much better and it will fit the trumpets much better than what you have currently, just a pattern idea i sent too, but it could be anything with similar snapping to the beat
[8th Hyper]
  1. 00:40:112 (4,2) - kinda awkward overlap imo, really easily avoidable that would make the map look more polished
  2. 00:42:134 (2,3) - these 2 are reall confusing to hit since there's a sound on the blue tick that you are missing out completely which makes it sound really off, either make it a stacked triple or a repeat slider would work well either way, but i guess a repeat slider would be less intense whilst playing
  3. 01:00:337 (4,1) - fix blanket a little lo
  4. 01:02:022 (1,2) - ^
  5. 01:09:606 (3) - i feel like if you stack this on the end of the slider and do something like this the sounds at both of 01:09:776 (4,5) - will get more priority and will play much better in terms of intensity, since the notes at (4) and (5) get much more emphasis
  6. 01:12:471 (4) - on this note you can really hear the trumpet dragging onto the next note, it doesn't just stop when played, it drags on,. So what i would do is place a 1/2 sldier here it would do the trick
  7. 01:29:831 (2) - shoudn't this clap be here 01:29:999 (1) - ? and also why the nc's at every slider, make them a constanst combo or make the other pattern a fixed 1/2 combo
  8. 01:33:202 (2,3,4) - you're making this look too similar to the spacing you used on 1/4 streams here for example 01:25:112 (2,3,4,5,6) - it could be easily confusable and therefore easily missable on, change up the spacing to stacks or make it more distinguishable
  9. 02:06:741 (1) - you forgot to set some hitsounds here onwards check xd
  10. 02:10:280 - you're missing very strong sounds on here even though you're mapping to the trumpet (i think its called that) you shoudn't ignore the dominant sounds that you mapped to through out the whole map!, this applies to this whole section
  11. 02:14:494 (6,7) - again your spacing usage is too similar to a 1/4 stream
[galv's Insane]

  • Side Note: Your diff has a veery long break, you could map somethnig out of that like everyone else did since waiting 30 seconds for something to happen is kinda boring z
  1. 00:20:224 (2) - ending such a strong sound on a slider end and then continuing the same section on differnt spots is so meh imo, like you could have made the sldier 3/4 muted its end and started the 2 stack clicky jumps from there, rather than keeping one sound on a slider end that later gets emphasized more strongly. If you do this that would mean that the last slider here 00:21:573 (1) - woudn't end on a stack yet something like this would happen which would leave the (1) on it's own spacing accord (except of stacking 2 different sounds which is so wrong imo) and give it a lot more deserved emphasis
  2. 00:30:674 (1,2) - if i were you I'd control g this for more emphasis on 00:31:011 (3) - since so far it's got the same spacing as the (1) and (2) which really doesn't match considering how different the sounds are
  3. 01:01:685 (7) - why does this have the same spacing as 01:01:516 (6) - when the sounds are so different
[Another]

  • Side Note: Hexagrids huh, aslo same with u map the breka jez its so aids to wait during it
  1. 00:14:494 (5) - nice stack fail lo 00:13:988 (3) -
  2. 02:00:337 (2) - ctrl j and rotate by -60 for better flow xd (it still keeps your grid thing dw)

[Final Words]

Nice diffs imo, keep pushing it forward !!!!

Good Luck!
DeRandom Otaku
lol
Topic Starter
Shyotamaze

C00L wrote:

Right :roll:
Check! - Means it's been checked and nothing wrong has been found
Please ignore my note/slider placement on the timeline, i do that to show make my point more clearer
Red - Indicates that an DQ worthy/Unrankable issue has been found

[General]
  1. Tag inconsistencies - There seems to quite a lot of these here the'll be shown in the box below, the ones in bold are the missing ones Fixed
    8===D
    - [6th's Hyper] : drum and bass dnb 6th galvenize DeRandom Otaku collaboration
    - [Another] : mission ascii ep drum and bass dnb 6th galvenize DeRandom Otaku collaboration
    - [Collab Hard] : drum and bass dnb 6th galvenize DeRandom Otaku collaboration
    - [galv's Insane] : drum and bass dnb 6th galvenize DeRandom Otaku collaboration
    - [Normal] : mission ascii ep drum and bass dnb 6th galvenize DeRandom Otaku collaboration
    - [Ren's Easy] : drum and bass dnb 6th galvenize DeRandom Otaku collaboration
  2. Some inconsistencies in kiai times (i think this should be constant) but feel free to ignore Will fix if a BN says it's unrankable, I don't want to force galvenize to change something (even though it's a minor change I know)
  3. Combo colours inconsistencies too (^) feel free to ignore too Yea I will fix that once I'm sure that the map would get bubbled otherwise it would be pretty annoying because if you delete a NC somewhere the colorhax thing gets messed up :(
[Timing]
  1. Check!
[Hitsounds]
  1. Check!
[Normal]
  1. See tbh with you the nc's could have been done better to represent the spacing and the music in the beginning so you could have done something like this onwards to represent is much much better imo, since at the current state it only goes with the measure beats which doesn't fit nor represent the spaicng differences between the notes. Fixed
  2. 00:37:415 (4) - i think changing this sldier to 2 notes instead would go really well with the vocals and the music much better than another slider, since the other sldier here 00:37:078 (3) - has very different sounds that are being used Fixed
  3. 01:32:528 (3) - it feels kinda weird that this sldier is facing away from the next note imo The flow is fine and not really confusing imo, but I'll change if I get more complains
  4. 02:19:887 (3) - ugh see for things like this i would do this so that the sounds at the slider here 02:19:887 (3) - would get more priority on a slider, rather than both of them being sldiers whilst both having different sounds, 02:19:550 (2) - also this doesn't have any sounds on the red tick as much noticable as the other sldier, oh and this applies to all similar patterns like this one The sounds don't sound different to me, the only thing different is that there is a big clap sound on 02:19:550 (2) - 's end so yea it should be mapped like this imo
  5. 02:22:078 (2) - if i were you i'd keep these slider shapes the same 02:21:573 (1) - since the sounds represented are really really simialar, you do this in other patterns similar to this one so i'm guessing this is a mistake Fixed
[Collab Hard]
  1. 00:12:640 (2) - lool your stack is off with this note 00:11:966 (5) - xd wat it's not off it's because I stacked them 00:12:640 (2,3) -
  2. 00:35:056 (1) - you make this slider a repeat slider, i know it kinda fits the vocals but you could still do a 1/4 slider and a note after it which would represent it nicely too and get rid of a sldierend strong sound miss. But i guess you want to prioritze the vocals but idk that thing i linked gets both sounds caught, up to youz Fixed
  3. 00:40:449 (1) - ^ I'll keep this one to add more diversity :d
  4. 01:14:831 (3,4) - these seem weird since the same sounds are here 01:14:494 (2,3) - yet these slider go in a really nice flow pattern whilst these 01:14:831 (3,4) - go really anti-flow, change for consistency :D Fixed I guess?
[Another]

  • Side Note: Hexagrids huh, aslo same with u map the breka jez its so aids to wait during it
  1. 00:14:494 (5) - nice stack fail lo 00:13:988 (3) - o no it's not a fail it's like this because I stacked them 00:14:494 (5,6) -
  2. 02:00:337 (2) - ctrl j and rotate by -60 for better flow xd (it still keeps your grid thing dw) Changed it in another way

[Final Words]

Nice diffs imo, keep pushing it forward !!!!

Good Luck!
Thanks!
Izzz
Hello from Rabbit Inc. Modding Queue!
Couldn't find any way to improve EZ.
Normal
00:11:629 (2,1,2,1,2,1,2,1,2,1,2,1) - I understand you're putting a new combo every downbeat, but you should probably deviate from that here. If you asked somebody what the pattern of this section is, they'd probably answer with 00:11:629 (1,2) - and not 00:10:786 (1,2). The time between the two notes acts like a separator.

01:03:202 (1) - Not totally comfortable with this slider skipping the downbeat, as well as 01:03:707 - (which is the same noise as 01:04:044 (2) - which is clickable).
Hard
01:04:382 (6,7,1) - The angle is really big and uncomfortable compared to the stuff around it, although I can't find a very good way to fix this myself.

01:23:932 (2) - Why is this a 1/1 slider when a very similar noise is mapped with a repeating slider at 01:34:719 (3) -? Its inconsistent and doesn't match the intensity of the section very well.

01:34:719 (3,4,5) - This angle is also pretty uncomfortable, ctrl+g'ing 4 and 5, then the following combo would keep the pattern in tact

02:09:438 (1,2,1,2,1,2) 02:12:134 (1,2,3,4,5,1,2,3,4) - These are both mapped to the same part of the song, but the difficulty of both of these parts is way off when compared to each other, as well as the rest of the kiai. Since the song here is the same for both parts, try to keep the difficulty relatively consistent between them by buffing the first pair of measures and nerfing the second pair.

02:17:528 (1,2) - This overlap doesn't really fit how clean the rest of the map is. Maybe make this look more like 02:14:831 (1,2) - with the sliderend falling completely in the other slider's body?
Hyper
00:56:629 (1) - I'm noticing a trend in this diff of using a lot of overlaps, but the sliderhead here is a bit too close to being placed in the slider for it to be alright. I'd suggest either moving it completely into the sliderbody (x=416 y=169) or moving it a considerable distance out for a nicer overlap

01:47:528 (1) - This seems like an odd place to put a note, since you didn't map the identical noises before it. I think I know why you did this, but could you give me your reasoning behind it over just having 01:47:865 (1) - here?

02:09:438 (1) - The sliderbody here sort of slightly grazes 11, could you move it to get rid of this?

02:09:438 (1) - Why did you make this slider 1/1 when all of the other sliders in this section of the music are 1/2, including the ones mapped to the same noise? Shortening this down to 1/2 for consistency would be the easiest fix, but I think having a 1/1 slider on every downbeat for this section actually would fit better.

02:21:235 (3) - This note is very slightly off from being in the middle of the sliderbody, I think moving it to x=245 y=130 would be a lot closer.

02:21:573 (1,2) - The sliderend of 1 is very slightly off from being in the middle of the sliderbody of 2, I think moving 2 to x=245 y=324 would be a lot closer.
Insane
01:19:550 (1,2,3,4,5) - Spacing here seems odd, as the intensity of the vocals peaks around 3 but the spacing keeps increasing until 5.
Another
00:10:786 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3) - woah this is a really long time to have the flow be in one direction, maybe switch it to counterclockwise a bit in here

otherwise looks pretty good, although I do admit its part because I don't really understand how the hexagrids work.
why does the spoilerbox look so gross rip thank MrSergio
galvenize
Topic Starter
Shyotamaze

Joezapy wrote:

Hello from Rabbit Inc. Modding Queue!
Couldn't find any way to improve EZ.
Normal
00:11:629 (2,1,2,1,2,1,2,1,2,1,2,1) - I understand you're putting a new combo every downbeat, but you should probably deviate from that here. If you asked somebody what the pattern of this section is, they'd probably answer with 00:11:629 (1,2) - and not 00:10:786 (1,2). The time between the two notes acts like a separator. Fixed

01:03:202 (1) - Not totally comfortable with this slider skipping the downbeat, as well as 01:03:707 - (which is the same noise as 01:04:044 (2) - which is clickable). I'm mapping the saxo thing in that part but I understand what you mean, I really like how it is now so I'll only change if a BN gives me a good reason
Hard
01:04:382 (6,7,1) - The angle is really big and uncomfortable compared to the stuff around it, although I can't find a very good way to fix this myself. Fixed

01:23:932 (2) - Why is this a 1/1 slider when a very similar noise is mapped with a repeating slider at 01:34:719 (3) -? Its inconsistent and doesn't match the intensity of the section very well. I mapped this to the vocals and 01:34:719 (3) - is in 6th's part, I guess he mapped it to the streamy background noise
Another
00:10:786 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3) - woah this is a really long time to have the flow be in one direction, maybe switch it to counterclockwise a bit in here CTRL + G'ed 00:14:157 (4) - (it's a bit hard to change the flow without having to remap ;;

otherwise looks pretty good, although I do admit its part because I don't really understand how the hexagrids work.
why does the spoilerbox look so gross rip thank MrSergio
Thanks!
6th
Hey !

[Hard]
01:34:719 (3,4,5) - This angle is also pretty uncomfortable, ctrl+g'ing 4 and 5, then the following combo would keep the pattern in tact Hm, it just looks like a random parallelogram

02:09:438 (1,2,1,2,1,2) 0212:134 (1,2,3,4,5,1,2,3,4) - These are both mapped to the same part of the song, but the difficulty of both of these parts is way off when compared to each other, as well as the rest of the kiai. Since the song here is the same for both parts, try to keep the difficulty relatively consistent between them by buffing the first pair of measures and nerfing the second pair. This is true. At the beginning it was supposed to help the player to get used to the rhythm changement. I'll nerf the gap.

02:17:528 (1,2) - This overlap doesn't really fit how clean the rest of the map is. Maybe make this look more like 02:14:831 (1,2) - with the sliderend falling completely in the other slider's body? okay

[Hyper]
00:56:629 (1) - I'm noticing a trend in this diff of using a lot of overlaps, but the sliderhead here is a bit too close to being placed in the slider for it to be alright. I'd suggest either moving it completely into the sliderbody (x=416 y=169) or moving it a considerable distance out for a nicer overlap Well I like that kind of overlap tbh lol

01:47:528 (1) - This seems like an odd place to put a note, since you didn't map the identical noises before it. I think I know why you did this, but could you give me your reasoning behind it over just having 01:47:865 (1) - here? Fixed

02:09:438 (1) - The sliderbody here sort of slightly grazes 11, could you move it to get rid of this? Yes

02:09:438 (1) - Why did you make this slider 1/1 when all of the other sliders in this section of the music are 1/2, including the ones mapped to the same noise? Shortening this down to 1/2 for consistency would be the easiest fix, but I think having a 1/1 slider on every downbeat for this section actually would fit better. I wanted to emphasize particularily 02:09:438 - because it's the first apparition of that sound.

02:21:235 (3) - This note is very slightly off from being in the middle of the sliderbody, I think moving it to x=245 y=130 would be a lot closer. Ok

02:21:573 (1,2) - The sliderend of 1 is very slightly off from being in the middle of the sliderbody of 2, I think moving 2 to x=245 y=324 would be a lot closer. Ok

Thanks !
Nowaie

NM from joe mods everything queue


Ren
01:17:865 (4,1,2) - The transition could look little bit more pleasing to me overall if the 1 would be placed somewhere around x443|y230 but i know aswell that you most likely have the sliderhead/tail1|sliderhead2|slidertail3 ( 01:18:202 (1,2,3) - ) positioned like that intentionally so the way you have done it should be fine aswell

Normal
00:20:561 (1,2,1) - I don't really know what to think about this... I'm not the best person to analyze this kind of patterns because i can play this kind of patterns but i'll give my thoughts anyway. The patterning currently has been done in a way which can be confusing to read for the newer players because the patterning does not reflect the way the reverses are. More ideal way imo would be roughly something like this http://puu.sh/sSyJq/da503f1d9d.jpg as it would create a good and easy to understand flow for the objects (here http://puu.sh/sSyQg/0f99f99988.png demonstrated by arrows) On the other hand you technically value these two 00:20:561 - 00:21:235 - to be stronger than the others makes me wonder that is the whole idea of 2 reverse sliders correct... so would three 1/2 sliders work instead as it would still keep up with the vocal effects (imo even better than currently) but it would prioritize the notes you deem to deserve hitsounds aswell. In conclusion i would suggest you to change the pattern so it flows little bit better (understandably) or alternatively change the idea of 2 reverse sliders to be 3 1/2 sliders. You can always justify your own way as this is just my own vision of the pattern

00:36:404 (1,2,3,4,5,1) - I don't really understand nor see a reason that this is as intense as it is because you have mapped pretty much similiar beats here 00:47:191 (1,2,3,4) - to be muuuuuuuch less intensive as there are less clickables overall (+ on top of that your mapping is nowhere near that intensive in other parts of this difficulty) also it's just a normal difficulty after all. After all i do not really see a reason to do this so could you help me understand that why did you map it like so and why is it the correct way or remove few notes here and there so it would match atleast the other similair pattern. The stack ( 00:37:584 (5,1) - ) is kinda weird but it shouldn't matter that much

Collab
It would be nice if the storyboard would feature a way to tell whose part is it :> You get the point

00:33:539 (4,1,2) - Just a small question. Why did you increase the spacing here? There isn't really anything that would justify it to me as the stronger notes are on the odd big white ticks instead of the even ticks like here 00:32:359 (1) - for example so it just seems really weird that those do not have atleast little bit higher spacing when you have done like so for muuch less intensive beats :/

01:15:505 (1,2,3) - Couldn't ya move the 2 little bit downwards to create a nice circular flow such as i quickly did here https://osu.ppy.sh/ss/6828784. It may be stacked with the head of 3 01:14:831 (3) - but it would look so much better if

01:23:932 (2) - The curves of this slider are not "balanced" because the first/left curve is much tighter than the second/right one

01:27:134 (4) - Move this hitcircle exactly to x256|y177 so the pattern matches what you have done here 01:26:292 (1,2,3) - . Also it would look more logical overall that way :P Alternatively you can just CTRL G the 3 01:26:797 (3) - to match what most likely was your original intention (Pattern such as this one 01:28:988 (1,2,3,4,5) - )

02:26:123 (2,4) - I'm not sure what is your intention here .-. The overlap is quite random no matter what as 2 covers atleast 60% of the 4

6th
For the part after the spinner you usually emphasize every odd big white tick (talked about similiar stuff in the suggestions to hard) so this 00:34:887 (5,1) - begin the only pattern not emphasized feels to be quite out of place overall. I would suggest you to move it to for example under the tail of 1 ( 00:33:707 (1) - ) here. It would keep the triangular movement but it would emphasize the 1 ( 00:35:056 (1) - ) like you have done in other occasions

01:29:831 (2) - Did you accidentally forget a clap here? :>

01:33:033 (1,2,3,4,1) - This may be confusing to the some players as you use three ways to map 1/2s (2 ways in the same combo) which makes everything look sooooo confusing. Also not making matters any better is the fact that you have not used this 01:33:202 (2,3,4) - kind of 1/2 spacing in the difficulty prior this pattern which will make nearly anyone not knowing the map click that as 1/4s

02:08:089 (6) - NC this because you have all the other similiar patterns as this one 02:08:089 (6,7,8,9,10,11) - in their own comboes ( 01:58:651 (1,2,3,4,5) - 01:59:999 (1,2,3,4,5) - and so on)

02:11:797 (6,7,1) - Unlike before this kind of spacing does work here as it's sort of the gimmick for that section but not having the 7|1 spaced atleast little bit more imo doesn't work. Even something like this http://puu.sh/sSRDV/e384a4035c.jpg would be better imo. Same opinion applies to other similiar patterns

02:22:584 (3,4,1) - 02:25:449 (4,1) - Constantly changing the emphasis this much isn't really a good thing to do imo. On top of that you have used the spacing such as here 02:25:449 (4,1) - almost on every similiar pattern before it with the expection of 00:34:887 (5,1) - which i noted out earlier

02:40:112 (3,4,1) - You could make the distances here equal. The stacking ruined the original spacing

Galv
As the background is gray for 00:21:573 - to 00:31:011 - i thought it would be cool to have the combo colours to be like gray and grayer to match the SB so would that be possible?

00:00:000 - 00:09:859 - Two unnecessary inherited points. Few other inherited points are like an 1/4 tick off the optimal poisition which should be fine with one exception as the kiai starts from here 01:15:421 - instead from here 01:15:505 - like in any other difficulty

To divide up some of the patterns here 00:30:674 (1,2,3,4,5,6,7,8,9,10,11,12) - you could NC these two 00:31:011 (3,8) - as the 3 starts the stream pattern after the short jumps 00:30:168 (1,2,3,1,2) - and the 8 just because it would look better imo .-. (I don't really have a clear reason that the 8 should be NCd but it would work, trust me .-.)

00:40:112 (4,5,1) - This kinda of emphasis is somewhat odd when compared that you use this kind of spacing 00:34:887 (5,1) - 00:37:584 (4,1) - for the cymbal hits prior. Same opinion applies to similiar cases such as this one 00:48:202 (7,8,1) - where the 8 is much more emphasized than the 1 You get what i mean

01:19:550 (1,2,3,4,5) - You should overhaul this pattern by a bit. Most likely you want a gradually increasing spacing in a circular flow. As you have used .2x increasements for most of the beats the spacing should be 1.2x for 1|2 and 1.8x for 4|5. This should clean the patterning by a bit as it would have a clear reason to be like it is

Some other pattening things that kinda point out but that's your style so not going to touch that

Another
00:32:022 (5) - This could be curved just a little bit more to match the shape of the stream before it

00:43:146 (1,2,3,1,2,3,1,2,3) - It may just be me begin ResidentSleeper or bad but i had hard time playing this pattern. The spacing was the major surprising part but it's a pattern and so on so it shouldn't matter that much :> do something to it if you want

That's about it, good luck~
fieryrage
galv fucking rank sound in motion already

e
gen
  • combo colors are off in hyper and another, make them consistent plz since no change in bg or anything
Another
  • 00:19:213 (2,3,4,5,6,7) - why the sudden decrease in spacing here? doesn't make sense to go from high spacing to bunched-up patterns like this all the sudden
    00:21:573 (1) - personal preference but i'd use a slower SV here since not much is happening in the song compared to prior
    00:39:438 (2,3) - this jump is shorter than 00:39:101 (1,2) - but is a stronger beat why tho
    00:40:955 (2,3,4) - this flow in particular is honestly pretty bad, the flow you establish prior with the repeat slider makes it so it should be going counter-clockwise, not clockwise
    00:43:146 (1,2,3,1,2,3,1,2,3) - why is this spacing so low compared to the rest of the map lol
    00:50:730 (4,5) - ^
    01:01:011 (2,3) - ^
    01:10:786 (3,4,5) - another awkward flow pattern, the flow changes like 3 times here from 01:10:112 (1) - i'd just make it consistent during this part at least
    01:33:707 (5,6,7) - having 7 so close to 5 makes this awkward to play, direct stacking on 6 might be a better idea here or something similar to that
    02:10:786 (1,2,3,4,5,6) - you go from all claps being clickable to suddenly having slider-ends on claps which makes this awkward lol
    02:13:483 (1,2,3,4,5,6) - ^ etc
    02:20:224 (1,2,3,1,2,3,1,2) - ok this pattern is awful honestly there's really no nicer way to put it; first off 02:20:561 (3,1) - this is an okay transition to a different pattern but it's completely nullified by doing something different 02:21:067 (3,1) - here, which makes 02:21:235 (1,2) - these two notes have little to no emphasis as it's basically just a continuation of the pattern left off from 02:21:067 (3) - here; not to mention the actual shape of the pattern in general is awkward to hit, particularly 02:20:898 (2) - the note after the pattern switch (though that's just personal, probably, i don't doubt other people can hit it consistently). idk, patterns like this are honestly just really bad playability-wise.
    02:21:404 (2,3) - if you keep that pattern at least increase the spacing here tho :/
    02:22:752 (8,1) - downbeat should have more emphasis than this
    02:29:325 (3,4) - i honestly was expecting these to be lower (i.e. below 2nd slider)
    02:31:853 (3,1) - again with the lack of emphasis and continuation of patterns, this makes this play so awkwardly compared to the rest of the pattern

    idk, i'm not really a fan of the lack of emphasis on a lot of the notes here. it feels really bland almost throughout the entire song, and it's exasperated by the fact its a repetitive dnb song as well. some of the jumps are also way too awkward to hit comfortably for normal rhythms. i'd relook through the map and adjust spacing as needed because i only pointed out a few cases in some places.

gl!
Topic Starter
Shyotamaze
Thanks for the mods, I'll reply to them when I'll be less busy and lazy
Topic Starter
Shyotamaze

DTM9 Nowa wrote:


NM from joe mods everything queue


Normal
00:20:561 (1,2,1) - I don't really know what to think about this... I'm not the best person to analyze this kind of patterns because i can play this kind of patterns but i'll give my thoughts anyway. The patterning currently has been done in a way which can be confusing to read for the newer players because the patterning does not reflect the way the reverses are. More ideal way imo would be roughly something like this http://puu.sh/sSyJq/da503f1d9d.jpg as it would create a good and easy to understand flow for the objects (here http://puu.sh/sSyQg/0f99f99988.png demonstrated by arrows) On the other hand you technically value these two 00:20:561 - 00:21:235 - to be stronger than the others makes me wonder that is the whole idea of 2 reverse sliders correct... so would three 1/2 sliders work instead as it would still keep up with the vocal effects (imo even better than currently) but it would prioritize the notes you deem to deserve hitsounds aswell. In conclusion i would suggest you to change the pattern so it flows little bit better (understandably) or alternatively change the idea of 2 reverse sliders to be 3 1/2 sliders. You can always justify your own way as this is just my own vision of the pattern I can't make the pattern such as your screenshot because the DS would be too high, if I try to do something such as your screenshot while having a consistent DS then it becomes ugly imo so I just moved 00:21:067 (2) - 's reverse a bit to try to make it more readable and I don't want to change to 3 1/2 sliders because I prefer that kind of rhythm sry ;;

00:36:404 (1,2,3,4,5,1) - I don't really understand nor see a reason that this is as intense as it is because you have mapped pretty much similiar beats here 00:47:191 (1,2,3,4) - to be muuuuuuuch less intensive as there are less clickables overall (+ on top of that your mapping is nowhere near that intensive in other parts of this difficulty) also it's just a normal difficulty after all. After all i do not really see a reason to do this so could you help me understand that why did you map it like so and why is it the correct way or remove few notes here and there so it would match atleast the other similair pattern. The stack ( 00:37:584 (5,1) - ) is kinda weird but it shouldn't matter that much Fixed

Collab
It would be nice if the storyboard would feature a way to tell whose part is it :> You get the point Yes I'll probably do that when I'll be less lazy :^)

00:33:539 (4,1,2) - Just a small question. Why did you increase the spacing here? There isn't really anything that would justify it to me as the stronger notes are on the odd big white ticks instead of the even ticks like here 00:32:359 (1) - for example so it just seems really weird that those do not have atleast little bit higher spacing when you have done like so for muuch less intensive beats :/ I probably had a good reason when I mapped that diff but I can't remember and you're right I didn't emphasize the vocals correctly so, fixed lol

01:15:505 (1,2,3) - Couldn't ya move the 2 little bit downwards to create a nice circular flow such as i quickly did here Fixedhttps://osu.ppy.sh/ss/6828784. It may be stacked with the head of 3 01:14:831 (3) - but it would look so much better if

01:23:932 (2) - The curves of this slider are not "balanced" because the first/left curve is much tighter than the second/right one Fixed

Another
00:32:022 (5) - This could be curved just a little bit more to match the shape of the stream before it Fixed

00:43:146 (1,2,3,1,2,3,1,2,3) - It may just be me begin ResidentSleeper or bad but i had hard time playing this pattern. The spacing was the major surprising part but it's a pattern and so on so it shouldn't matter that much :> do something to it if you want idk it seems playable to me but if I get more complains I'll see

That's about it, good luck~

fieryrage wrote:

galv fucking rank sound in motion already I agree

e
gen
  • combo colors are off in hyper and another, make them consistent plz since no change in bg or anything Sure I'll fix that once I'm not lazy zzzzzzz
Another
  • 00:19:213 (2,3,4,5,6,7) - why the sudden decrease in spacing here? doesn't make sense to go from high spacing to bunched-up patterns like this all the sudden The music is pretty calm here and it's a good way to emphasize 00:20:561 (2,3,4,5,6,7) - imo because that part is much louder
    00:21:573 (1) - personal preference but i'd use a slower SV here since not much is happening in the song compared to prior Slower SV would ruin my hexagrid pattern thing and I lowered the spacing in that part anyway so it doesn't really matter imo
    00:39:438 (2,3) - this jump is shorter than 00:39:101 (1,2) - but is a stronger beat why tho uh? They have the same spacing but if you want me to make a bigger spacing for 00:39:438 (2,3) - then I don't agree because both vocals and claps are pretty strong here so I can't really emphasize one more than another
    00:40:955 (2,3,4) - this flow in particular is honestly pretty bad, the flow you establish prior with the repeat slider makes it so it should be going counter-clockwise, not clockwise Fixed
    00:43:146 (1,2,3,1,2,3,1,2,3) - why is this spacing so low compared to the rest of the map lol Fixed
    00:50:730 (4,5) - ^ ^
    01:01:011 (2,3) - ^ The sound on 3 is pretty weak and it's a cool way to emphasize 01:01:516 (4) - imo
    01:10:786 (3,4,5) - another awkward flow pattern, the flow changes like 3 times here from 01:10:112 (1) - i'd just make it consistent during this part at least The flow is fine imo
    01:33:707 (5,6,7) - having 7 so close to 5 makes this awkward to play, direct stacking on 6 might be a better idea here or something similar to that Moved 6 a bit
    02:10:786 (1,2,3,4,5,6) - you go from all claps being clickable to suddenly having slider-ends on claps which makes this awkward lol I should stop using claps on that part just because I'm following the background sound here? I don't think so :/ it's not awkward imo
    02:13:483 (1,2,3,4,5,6) - ^ etc ^
    02:20:224 (1,2,3,1,2,3,1,2) - ok this pattern is awful honestly there's really no nicer way to put it; first off 02:20:561 (3,1) - this is an okay transition to a different pattern but it's completely nullified by doing something different 02:21:067 (3,1) - here, which makes 02:21:235 (1,2) - these two notes have little to no emphasis as it's basically just a continuation of the pattern left off from 02:21:067 (3) - here; not to mention the actual shape of the pattern in general is awkward to hit, particularly 02:20:898 (2) - the note after the pattern switch (though that's just personal, probably, i don't doubt other people can hit it consistently). idk, patterns like this are honestly just really bad playability-wise. Fixed
    02:21:404 (2,3) - if you keep that pattern at least increase the spacing here tho :/ Fixed the previous pattern
    02:22:752 (8,1) - downbeat should have more emphasis than this Fixed
    02:29:325 (3,4) - i honestly was expecting these to be lower (i.e. below 2nd slider) Why? It's fine like this imo
    02:31:853 (3,1) - again with the lack of emphasis and continuation of patterns, this makes this play so awkwardly compared to the rest of the pattern Fixed

    idk, i'm not really a fan of the lack of emphasis on a lot of the notes here. it feels really bland almost throughout the entire song, and it's exasperated by the fact its a repetitive dnb song as well. some of the jumps are also way too awkward to hit comfortably for normal rhythms. i'd relook through the map and adjust spacing as needed because i only pointed out a few cases in some places.

gl!
Thanks aaaa finally finished replying to mods after 1 month and a half of laziness orz
Zerss


hey~


    General

  1. I checked all diffs and all of them were starting way after the first timing point, I recommend you to move it at offset 10786.
  2. Letterboxing doesn't seem to show up with the storyboard, maybe you can think about disabling it, if that's why you putted it.
  3. I'd like to talk with you about the storyboard.

    Ren's

  1. Try to have at least one spinner in each difficulty to create variety in the map and fluctuation among scores. However, if a spinner just doesn't fit anywhere in the song, then there's no need to force one.
    Taken from Ranking Criteria's Guidelines. Please consider that.
  2. 00:53:932 (1,1) - The red dots are clearely not placed correctly; for the first one, put yourself, in time, in the middle of the slider and put the dot on the top of the sliderball, for the second one, put the red dot on the white tick. It helps playing with rhythms.
  3. 01:12:808 (1,2,3,4) - Why is the post-chorus transition less intense than this one 00:51:235 (1,2,3,4) -?
  4. 01:58:651 - This part is clearly repetitive, you should play with it, rhythmically, for instance what you've done here 01:28:988 (1,2) - or visually.

    Normal

  1. Try to have at least one spinner in each difficulty to create variety in the map and fluctuation among scores. However, if a spinner just doesn't fit anywhere in the song, then there's no need to force one.
    Taken from Ranking Criteria's Guidelines. Please consider that.
  2. 00:10:786 - This control point is clearly useless, you should remove it.
  3. I don't think using claps, at 00:10:786 - is a really good idea, since music clearly doesn't have a much intense sound.
  4. 01:15:505 - I wish you played more with these kind of rhythm for these and not only doing the one you do
  5. 02:10:786 - You are missing a really important beat here, you should consider adding something. It feels weird playing, mostly for newbies players. Same after.

    Collab

  1. You don't have names written in the storyboard, what a shame! LOL. Contact me and I can do them.
  2. 00:10:786 - Useless control point.
  3. Same clap thing as Normal, won't tell about them for the other diffs.
  4. 01:26:292 (1,2,3,4,5) - This pattern is really hardly readable, you should put some stacking at least in my opinion. (same with the others)
  5. 01:35:730 (1,2,3,4) - Doing that feels weird because you change rhythm on a concept you just gave to players. You should do something else.
  6. 02:21:573 (4,4,4,4,4,4,4) - If you wanna follow last part's consistency, you should NC that.

    6th's

  1. Same as above about claps.
  2. 01:05:730 (4,1) - This pattern is confusing imo. Overlapping an important sound with the last feels like it's really not important.
  3. 01:28:988 (1,1,1,1) - What happend here? NCs are completely inconsistant with the rest of the map!
  4. 02:10:280 - I understand what you did there and that's a good idea imo to give slider heads here, but I think you should still add circles to fill what's missing.
cool map from my fav BN!
DeRandom Otaku

Zerss wrote:

[centre]

    Ren's

  1. Try to have at least one spinner in each difficulty to create variety in the map and fluctuation among scores. However, if a spinner just doesn't fit anywhere in the song, then there's no need to force one.
    Taken from Ranking Criteria's Guidelines. Please consider that. unnecessary
  2. 00:53:932 (1,1) - The red dots are clearely not placed correctly; for the first one, put yourself, in time, in the middle of the slider and put the dot on the top of the sliderball, for the second one, put the red dot on the white tick. It helps playing with rhythms. fixed first one , second one is supposed to be like it is
  3. 01:12:808 (1,2,3,4) - Why is the post-chorus transition less intense than this one 00:51:235 (1,2,3,4) -? well in first case there are more stuff going on as u can hear them vocals thats why there are 1/1 sliders while in the second case there are no vocals so i m only emphasizing the kicks
  4. 01:58:651 - This part is clearly repetitive, you should play with it, rhythmically, for instance what you've done here 01:28:988 (1,2) - or visually. repeated stuff in map is better for repeated stuff in song
cool map from my fav BN!
ty
up http://puu.sh/tKWgW/03e440d516.txt
6th
Accepted everything but the last suggestion. I think having some diversity is funnier. Thanks
Topic Starter
Shyotamaze

Zerss wrote:



hey~


    General

  1. I checked all diffs and all of them were starting way after the first timing point, I recommend you to move it at offset 10786. Unnecessary and the first beat is at offset 0 anyway so it's more accurate imo
  2. Letterboxing doesn't seem to show up with the storyboard, maybe you can think about disabling it, if that's why you putted it. oh sure I don't even remember putting it
  3. I'd like to talk with you about the storyboard. Let's talk :^)

    Normal

  1. Try to have at least one spinner in each difficulty to create variety in the map and fluctuation among scores. However, if a spinner just doesn't fit anywhere in the song, then there's no need to force one.
    Taken from Ranking Criteria's Guidelines. Please consider that. I have no clue where to put one tbh
  2. 00:10:786 - This control point is clearly useless, you should remove it. Fixed
  3. I don't think using claps, at 00:10:786 - is a really good idea, since music clearly doesn't have a much intense sound. I think the claps are fine but I reduced the volume
  4. 01:15:505 - I wish you played more with these kind of rhythm for these and not only doing the one you do Fixed
  5. 02:10:786 - You are missing a really important beat here, you should consider adding something. It feels weird playing, mostly for newbies players. Same after. Fixed

    Collab

  1. You don't have names written in the storyboard, what a shame! LOL. Contact me and I can do them. Sure I was just too lazy xd
  2. 00:10:786 - Useless control point. Fixed
  3. Same clap thing as Normal, won't tell about them for the other diffs. Same as Normal
cool map from my fav BN! "fav BN" pls kill me
Thanks! I'll do a pause on this mapset until I get the courage to remap Normal and Another since I think they don't reflect my current mapping skill :d
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