Well, I understand.
Sotarks wrote:
shadren
- 00:28:736 (8) - those kind of overlaps are not so cool ig overlalp is cool
- 01:01:182 (4) - more emphasis on this pls
- 01:56:290 (1) - ^
fck really good map, and god hitsound idk why u lost time to reproduce same sound as song but god!!
xD
take my stars sorry for shitmod
Thanks!NeilPerry wrote:
Poor mod by rukurShadren ins00:20:910 (8) - двинь слегка левее слайдер зачем ;w;
01:13:980 (5,6) - так и задумывалось по спейсу? упс
01:18:138 (3,1) - этот оверлап не нравится мне если его менять то нужно ремапать
нечего больше сказать, остальное для меня норм.Hard01:57:106 (4,1) - не знаю норм ли это норм
остальное все ок, ротации мне нравятся
Updated!CelsiusLK wrote:
here we go
[general][easy]
- nya.png ,w.png are unused re
[normal]
- 00:47:893 (2,3) - spacing error fixed
[slayed advance]
- 00:10:556 (4) - nc? cus i see you nc every downbeat here ye
- 00:11:045 (5,6,7) - why changing the rhythm so suddenly when it sound like the previous one , the sudden in change here make the rhythm inconsistent and make it a bit awkward to play imo so i think it better to still stick with the same rhythm like the previous one ( and you didn't do it here too lol 00:15:774 (1,2,3) - ) I change rhytm to previous one
- 00:40:556 - 00:43:165 - why not add a notes there ? i think it sound good with the music sure
- 00:47:567 - seems weird that you ignore this only snare here when you map it for the others part nearby too , maybe you can try make 00:47:730 (2) - start here 00:47:567 - instead i think that would improve rhythm consistency a bit oki
- 01:08:926 (3) - start this here 01:08:763 - would make the rhythm sound better imo , the current is like missing the emphasis on the vocal there when you just emphasis vocal here 01:07:295 (5) - I change
- 01:40:719 (3,4) - i think ctrl+g make the rhythm play better fixed
[hard]
- 00:29:632 (3,4) - spacing error fixed
- 00:43:165 - why not add a note here when you add it here 00:40:556 - for consistency ? I add
[shadren]
- 01:13:654 (2) - maybe it's better to only reverse once since the current state can make the later reverse slider a bit confuse like the player would expect the later to be reverse twice like this but it's not so yea i find this is the easiest solution for consistency
- 00:20:339 (6) - why not ctrl+g ? I think that make the flow here 00:19:687 (4,5,6) - better fixed
- 01:05:991 (2) - why is this the only 1/4 sldier here when the others similiar part you use triplet instead , this is a bit surprise for me when i play it imo so it think you use triplet here instead it would make the rhythm a bit more consistent and make thing go more smooth fixed
[slayed expert]let me know when ur ready
- 00:41:698 (5,6,1) - try to make spacing a bit equal ? i think that would make the flow a bit more solid i think that spacing there is ok becuz 00:42:024 (1) - here is a strong beat so it needs some emphasis
- 00:43:409 - skip this 1/4 somehow make the rhythm a bit awkward to play here imo , i think this rhythm would work better fixed
- 00:44:306 (7) - i think ctrl+g would make the flow here 00:44:143 (6,7) - better then there will be not enought emphasis for this slider 00:44:469 (1) - uwu.. but it plays ok imo so id like to keep it
- 01:40:067 (1,2,3) - flow is a bit awkward and weird here imo , the 1/3 is already hard to navigate tho and the slider leniency don't work there so it feel kinda forced imo , try something like this instead ? fixed
- 01:42:513 (3,4) - should have higher spacing than 01:42:350 (2,3) - cus (4) sound more emphasized , try move (4) to around x288 y276 ? fixed
- 01:47:730 (3,4) - same , try move (4) to around x157 y137 fixed
- 01:56:208 (1,2) - why not add a jumps here when you just did it for the previous rhythm it make thing inconsitent and play weird imo , so i think adding jumps here would improve flow consistency a bit fixed
Updated!CelsiusLK wrote:
softwhistle5.wav is unused Now I use it here 01:41:861-
slayed expert
01:47:893 (4,1) - i find auto stack looks better than manual stack so use auto stack instead ? Yea, auto stack
Thanks!sahuang wrote:
M4M[General]
- Unused hitsound:
soft-hitfinish78.wav[Easy]
- 00:54:415 (3,1) - DS
- 01:16:589 (2,1) - stack I don't want here stack
- 01:21:154 - slider ends here seems much better. Also i think add spinner from 01:21:154 - to 01:22:458 - may be a better choice as well. 01:22:458 - There's nothing on the white tick, 01:21:154 - I don't want to emphasize the sound slider/circle, for me break here is better suited
3/2 gaps at the end are cancer[Normal]
- 00:41:698 (6,1) - don't stack these 1/1 circles k
- 01:04:687 (5,1) - probably avoid overlap?looks messy tbh for me it's normal
- 01:16:426 - add a circle why?
[Advanced]
- 00:15:121 (8,2) - avoid overlapk
- 00:39:089 - slider should end here Don't emphasize the sound on the white tick, 00:38:926 - the sound continues here 00:39:252 -
Nice[Hard]
Better to map your own diffs with same starting/ending point.
- 00:22:621 (2) - no need to use reverse slider here,it's totally useless. Vocal
- 01:30:284 (1,2) - uncomfortable flow,try this instead http://puu.sh/rFRaw/a75563c12e.jpg ok
- 01:30:774 (2,1) - messy overlap Ends sliders stacked no changes
[Insane]
- 02:00:774 - This part is 1/3? Expert is stacked to 1/3s..i think both diffs need consistency. you're right
[Expert]
- 00:09:252 (6,1,2) - the rhythm is not good here cuz 00:09:252 - 00:09:741 - should be emphasised. Strongly recommend you to use same rhythm as 00:07:948 (1,2) -
- 00:14:306 (5,1,2) - same as above. rhythm is ok lol... im following the main melody so no need to change it to the rhytm that was here 00:07:948 (1,2) -
- 00:22:295 (1,2) - same shape would simply look better cant agree with you..
- 00:40:475 - 00:40:964 - you should map these 1/4 blue tick beats why? these sounds are pretty weak, and since this is a calm part im mapping only strong 1/4 drum sounds like 00:41:698 (5,6) -
- 00:59:469 (2) - 1/4 reverse is enough imo actually not because if i do this there wont be enought emphasis for that 1/8 slider since its an extra diff
- 01:20:502 (6) - NC? no need because there are no changes in music/flow/my mom?
- 01:48:382 (1,3) - blanket off it wasnt supposed to be a blanket
- 01:50:393 (2,3,4,5) - stack? wut
Generally very well mapped!
It's bubbled but I have no interest in nominating this set, so good luck
no reply = fixedSonnyc wrote:
Collab Normal.
00:18:545 - Set volume to 65% as other diffs plz.
Advanced.
00:18:219 - There is a noticable sound here. Why did you tuned the volume down? It doesn't sound nice.
01:12:513 - Skipping this rhythm didn't seem to following the music properly.
Hard.
01:59:795 (3) - This can be a 1/4 reverse as 01:58:491 (3) since the rhythm is consistent in the song.
02:02:241 - Volume 50% felt too low.
Insane.
01:21:643 (5) - Consider NC since there is a finish here. The music feels a little distributed, and your pattern is also different.
01:42:920 - This rhythm was the only one you ignored for similar 1/4s. this is the beginning of the part + i think its ok to diversify the rhytm at least here
02:02:241 - Volume 50% felt too low.
Expert.
00:40:719 (1) - I think you are mostly following the drums here. Ignoring the beat of 00:40:964 wasn't cool enough.
00:55:882 - 00:57:187 - ^ for the first one i think theyre not strong enough to be mapped, since im mapping only the strongest drum beats
for the second and third - well, im following the vocals so i think i shouldnt map these pretty weak drums
01:22:132 (1,2,3) - There is a noticable difference of rhythm of (1,2) and (2,3) while it is spaced similarly. Grouping them as a same combo didn't felt nice accordingly. idk its pretty readable, so imo there is not need in it
02:02:241 - Volume 50% felt too low.
Are you Crier? 아니요
Thanks and bye~~~MrSergio wrote:
m4mSlayed's Expert
- 00:15:448 - how come you ignored this beat while you didn't ignore 00:13:165 - 00:11:861 - 00:10:556 - 00:07:948 - ? Those are all beats falling on the high pitched synth sound in foreground so I was expecting to follow it all the way aaa i wanted to diversify the rhytm a bit so thats why i did this.. also i dont think that that's a bit problem since i didnt undermap it at all
00:16:589 (1,2,3) - clearly overmapped triplet which doesn't have much to do with the song unless you hitsound it with stronger hitsounds (same could apply for 00:10:067 (3,4,5) - but this is a bit different so it's fine) uwu idk it actually fits so lol...
00:23:355 (4) - I guess you really like overmapping stuff like this, huh =.=" It feels overmapped only because you ignore the sounds for 00:23:437 (5) - . If you were to use a 1/4 repeat slider things would feel totally different, but with the current pattern I'd rather keep following the drum as a player. yeah same
00:52:784 (2) - just really personal, but I'd ctrl + g this for flow flow is already good i think~
00:59:795 (1) - circles please, it just doesn't play right no matter how many times I try it. Even just a triangle is fine lol, its actually pretty easy to play... circles will be hard cuz imo its hard to click smth after 1/12 buzz slider
01:22:621 (3,1) - what do you think about swapping NCs here, since the spacing between 01:22:132 (1,2,3) - is a bit too misleading (the visual one) idk, it plays nicely and nobody was complaining about this
01:34:198 (1) - such a waste of vocal beats here :'( ikr
01:40:611 (4,1) - a bit too big imo, but I guess this is "preference" yes, i think too
02:08:111 - maybe silence this? is there a need in this? kinda 20% is already enough imoShadren's Insane
- 00:12:350 (2,3) - this a bit of a movement killer. You used to put more emphasis on the strong beats of the song, but here you ignore it. Basically, if you were to use a slider, it should start on 00:12:350 - and not on the red tick, that's what makes it awkward
01:33:871 (6,7,8,9) - I'd use claps on these at least, since it feels a bit too unnoticed as a pattern now (aka overmapped)
02:08:111 - maybe we can silence this spinner end?Hard
Structure is a bit poor here. Check the mod below to understand what I mean
- 00:13:165 (1,2,3,4) - umh... can I ask the logic behind this pattern? ???
00:18:545 (1,2,3) - maybe this one too, since they don't look like that solid in structure to me Then maybe you could show me how it should be solid in structure?
00:18:545 - from here on the song is quieter than the first part, so why is spacing and SV still the same? The map will end up looking plain, you know ¯\_(ツ)_/¯
00:39:415 - from here spacing and SV should increase a little, but not too much since you still have to compare it with the kiai times Why increase spacing and SV with this part if it is not as energetic as kiai? Imo it will not be not reasonable
00:40:882 (2,3,4,5,6,7,8) - too many triplets near each other for a Hard diff here ikr some triplets was removed
00:43:328 (1,2,3,4,5,6,7) - same. On this diff you should try to avoid 2 triplets which are 1 beat (1 white tick) apart uhm
01:00:284 - from here I was expecting another change, be it in patterning or spacing. Again, the map looks too plain for what the song provides Your expectations are not met
01:10:719 (1,2,3,4) - I guess I will stop asking in detail why your patterns have the shape they have... Yes, perhaps you should stop
01:23:763 - kiai starts and I still have same SV and same spacing... it feels like I already saw this, oh right: there is 1 minute and a half with this same characteristics -_ -
01:28:980 (1,2,3,4,5) - well, I said I wouldn't point out this stuff anymore, but I wonder what's the logic behind this pattern too uh
01:30:774 (2,1) - idk, this overlap is a bit ugly imo, but it may be it's just personal aesthetics It's not ugly
01:31:426 (1,2,3) - why aren't these using DS? Or why is 01:32:078 (3) - not on the line created by 1 and 2 like this? ooops
01:35:991 (3) - I wouldn't ignore vocals that much, since it was the instrument that most players would end up following at this level based on your rhythms
01:38:600 (3,4) - here I also ignored the vocals, so everything is consistent
01:37:458 (3,1) - ok, I guess that overlap was intentional. I still don't agree with it tho, it doesn't look nice at all imo my preferenceееее
01:53:600 (1,2) - overlap <.< ...
01:54:904 (1,2) - ... The problem is not the overlap itself. The problem is with the overlap being different at different stages of the map: if you use that overlap as a characteristic of your map make sure to use it with the same spacing and rules every time it occurs I understand
02:08:111 - as for the other diffs, it would be better to silence the end here
About the spacing and SV = I don't want to change it! It's my choice.Slayed's Advanced
- nothing much to point out here, although structure is really low here, wow. Many patterns are the way they are just because you want the cursor to move from x1 y1 to x2 y2 and that's not nice, or at least not that entertaining to play imo.
Few examples:
- 00:10:719 (1,2,3,4,5,6) - this is just a giant circle with some decoration (00:11:208 (2) - like this), but nothing more I can easily identify ur mum is a giant circle
- 00:15:937 (1,2,3,4) - reason behind this? ? u wont believe but it actually follow the music!!
- 00:34:850 (2,3,4,5,1) - ? wait r u just rofling or something?
- 00:42:024 (1,2,3,4,5,6,7,1,2) - this long chain is just... a chain lol. It could have been anything else and it would have been fine anyway probably but that's the problem: this isn't anyone's map, it's yours. Give it a proper sign that tells me "this is Slayed's map" this is Slayed's map
02:08:111 - same as for the other diffs yea sameCollab Normal
- 02:08:111 - spinner end as all the other diffs
Easy
- 00:15:937 (1,2) - I would have turned them into a repeat slider instead, but it's fine
00:45:611 - ignoring vocals for the sake of following drums was a really bad move here imo. It throws you off since you're used to hit on 1/1, but you use red ticks here For this reason I took a break 1/1, so they focused on the fact that there start is a slider starts at red tick
02:08:111 - silence it once again pleaseGeneral
- idk who thought of the idea for the hitsounding on the highest diffs, but it wasn't a smart move.
I say this because the hitsounder ignored the real meaning of hitsounds: feedback.
Exactly that, there is no feedback from those guitar chords because that keysounding perfectly blends in with the song. Lower diffs are much better since they keep following drums as they used to for the entire map till that point.
So... in conclusion: please fix that hitsounding since it is unrankable N o
anime is not needed into tags. eventually it will get added as a genre (although I barely think it makes sense here as a tag, but whatever lol)
PM me in case you didn't understand something.
Bye~
18:45 Wafu: Hey! I'm here. Tell me when you want to start.
18:45 wajinshu: Finally u here
18:45 Wafu: Sorry for the delay
18:45 wajinshu: i can
18:46 wajinshu: well
18:46 *wajinshu is editing [https://osu.ppy.sh/b/1006978 Ym1024 - 7 colors* (feat. lamie*) [Easy]]
18:46 wajinshu: soo
18:46 Wafu: Need to testplay it once so I get an idea what did I want to talk about lol
18:47 wajinshu: oki
18:47 wajinshu: lol
18:52 Wafu: So, the issue about the Easy is basically that you have a Normal difficulty that is something about 2.05 or so, this difficulty is 1.65, so it's pretty close.
18:53 Wafu: But the problem is that even though it's supposed to be somewhat an easy or an easier normal, it contains many rhythms that are literally inplayable by newbies.
18:55 Wafu: The new player needs to progress in some way, so jumping into advanced techniques will give him nothing. New players need to learn how to read and follow rhythm.
18:55 wajinshu: Okay, I'm starting to understand a little bit ..
18:56 Wafu: Adding inconsistencies will just throw the new player off the track.
18:57 Wafu: I agree that this song is not the best one rhythmically, that's for sure, but for that reason, trying to simplify the rhythms a bit is a good idea.
18:57 wajinshu: oh
18:58 Wafu: For instance the 3/2 rhythms usually seem to be very confusing.
18:58 Wafu: And I'm not saying that you shouldn't use any 3/2 rhythms, but that you should use them in a simple way.
19:00 Wafu: For example 01:02:893 (1) - is fine to end on 01:03:545 - as the end would land on a drum which will still give some constant kind of a rhythm.
19:00 wajinshu: o
19:00 wajinshu: okay
19:02 wajinshu: i finished slider here xd
19:02 Wafu: Because you have to think this way. The newbies hear just the 1/1 "kick, snare, kick, snare, kick, snare, kick, snare" pattern, instead of combining with guitar in few playes
19:02 Wafu: *places
19:03 Wafu: 00:12:676 (1) - Would not play so badly, but it's the only place where such a cymbal is ignored, you don't click it here unlike the rest of the map. That might create a little bit weird impression.
19:03 wajinshu: I understood T_T
19:05 wajinshu: but the sound is stronger
19:06 Wafu: Which one?
19:06 wajinshu: a
19:06 wajinshu: wait
19:06 Wafu: 00:13:165 - is pretty much the strongest beat among these three
19:07 Wafu: My recommendation would be adding a repeat at 00:12:024 (4) - and starting slider at 00:13:165 - , ending at 00:13:654 -
19:07 wajinshu: I just wanted to make it a little easier to play
19:08 wajinshu: Here are explanations for me better^
19:08 wajinshu: just bad english =)
19:08 Wafu: :D
19:09 wajinshu: xd
19:09 Wafu: 00:43:328 (3,4,1,2,1,2) - This part is quite an accuracy hell
19:11 wajinshu: pls help with rhytm xd
19:11 Wafu: 00:43:328 (3,4) - Is not a perfect, because it starts on kick, ends on vocals and has some drums in background that make it sound like you click completely off.
19:12 Wafu: The most simple solution is probably removing these two and adding a slider at 00:43:328 - ending at 00:43:980 -
19:14 wajinshu: okay
19:15 Wafu: 00:44:469 (1,2,1,2) - Is a bit more difficult to deal with, so I'll try to experiment with this part a little bit
19:16 Wafu: The problem is the repetitive usage of 3/2 rhythms and ending sliders at places like 00:45:448 -
19:19 wajinshu: hmm
19:20 wajinshu: maybe just ignore these red ticks and mapping 1/1 xdd
19:21 wajinshu: helo overmaping
19:21 Wafu: Was thinking of something like this, but it still is kinda complicated
19:21 Wafu: http://puu.sh/tRakb/2cfe0de459.jpg
19:23 wajinshu: o
19:24 wajinshu: its better
19:28 Wafu: 1sec, gonna check something
19:30 wajinshu: okok
19:31 Wafu: I'm back
19:31 wajinshu: \w/
19:34 Wafu: 01:08:763 (2,3,4) - This one could be a bit less focused on the complicated guitar rhythm
19:36 Wafu: e.g. http://puu.sh/tRbl2/b69d2787d0.jpg or even http://puu.sh/tRbnb/4a2589f825.jpg
19:37 Wafu: Or a little bit similarly to 01:10:719 (1,2,3,4,1) - , but I don't think it would be perfect
19:38 wajinshu: first option
19:38 wajinshu: xd
19:39 wajinshu: but 01:02:893 (1,2,3) - here too?
19:40 Wafu: If you can do it, it could be good
19:40 wajinshu: ok
19:50 Wafu: 01:55:719 (2,2) - These two sliders have similar emphasis problem as 00:12:676 (1) - I guess
19:52 wajinshu: `01:43:980 (1) - ?
19:53 Wafu: oh, probably too
19:55 wajinshu: soon to be fixed
20:12 wajinshu: Updated xd
20:16 Wafu: Will take a look at it in a while
20:25 Wafu: You should go through the kiai and check the hitsounds. You seem to forget drum finish at 01:25:556 - 01:30:284 - and many more. I guess you'll be able to recognize easily
20:27 wajinshu: can I use instead of the sounds of the drum just soft whistle xd
20:28 Wafu: If it sounds good, maybe. But why'd you choose the inconsistent way o.o?
20:28 Wafu: I mean, you used drums before, so.. :D
20:30 wajinshu: idk D: well, I will again use drums @_@
20:30 wajinshu: spam drums...
20:30 Wafu: :D
20:43 wajinshu: spam is finished
20:43 wajinshu: updated xd
The starting point is at the bottom, as we know.In conclusion, the easiest way to make structure is simply trying to make relations between 2 or more objects in a way that our brain easily recognize.
From there I initiate a first piece of structure: the orange line. (we still have no structure at all here)
-
Next is 4
In this case I'm still not building much yet, but I'm initiating the first green line, which will later be useful as you'll see
-
On 5 I return back on the orange line and something is starting to build into my mind, since I notice that it is connected to the first object.
Meanwhile I quickly end the first green line, so I put down a little piece of structure I can re-use if necessary.
-
With 6 I set up the preparation for the second green line, initialize the cyan combo and start hinting at the big red structure, although it is not clear yet.
-
Once on 7 you complete the second green line, which is a big bonus since those lines clearly have the same angle, just flipped + you finally close the red structure AND the orange line you started at first.
At this point your vision already has a huge amount of references and links between objects: the orange line, the red structure and even the 2 green lines
-
We finally close the pattern with 8 where we finally realize how 6 and 8 are literally mirrored if we consider the line between 4-7 as the mirror line (we also kept the same visual distance we used between the orange structure's objects)
-
To top it off, we started the pattern with a triplet in the bottom right corner of the pattern and ended up with another triplet in the top left corner of it (which is a gigantic symmetry once again + strong rhythm reason)
With curvy stuff things get a bit more complex but the concept is always the same: get as many reasons to make an object stay where it is
MrSergio wrote:
Shadren's Insane
Kiai time is cool, rhythm-wise. Structure may be better too in some places.
- 00:18:382 (8) - if you delete this you create contrast with the previous part and the last beat (00:18:219 (7) - ) will have more focus in the player's mind. It also defines better one section from another, since this is the point where they switch fixed
- 00:38:763 (3,4) - same as for Slayed's diff, the hitsounding here suggests 3 clicks instead of 2 sliders imo. 00:39:252 - this beat receives the same reasoning I made above ^ , if you delete it you create a better contrast with the rest and make the player focus on what's important fixed
- 00:51:154 (1,2) - just on a side note, why are these shapes like this? .-. fixed
- 00:59:632 (3,4) - either a repeat slider or 3 circles again, because all beats here have the same intensity so you can't create this variation in the map and ignoring the song I don't think so, cause this circle (4) put on strong beat and these makes player understand, that next pattern will start with jump, etc.
- 01:21:154 (1,2,3,4,1,2,3,1,2,1) - suddenly combos become just 3/2 long, instead of the usual 4/1... fixed
- 01:56:208 (1,2) - just personal flow preference, but if you ctrl + g both of these separately you make a better circular flow imo fixed
Maybe check the paragraph at the end of the mod.________________
changed the background and tittle artist sourceMrSergio wrote:
heh... it doesn't look like much changed since I last saw this.
Sorry, but I have to disagree with Chaoslitz's bubble...
EDIT: Wafu sniped me, rip.
I share the worries on the Easy diff and I mentioned something on my own, so check it out.
In addition I tried modding once again, trying to point out the critical spots. Please reply seriously this time, I hate memes :vSlayed's insane
- 00:17:893 (3) - if I listen to the guitar I get the impression you should have 2 circles here sounds on that slider are literally the same as on 00:17:567 (2) - this one, so i dont really want to map them differently
- 00:31:589 (1,2,1) - minor, but this combo-ing looks a bit random to me. Should be just one NC? i used this combo-ing every time i wanted to emphasise the vocals 01:23:763 (1,2,1,2) - 01:26:371 (1,2,1,2) -, so id like to keep it
- 00:38:763 (3,4) - even your hitsounding suggests this, yet you ignore that: there should be more clicks here. The best option, rhythm-wise, would be to map 00:38:763 - 00:38:926 - 00:39:089 - with circles and leaving 00:39:252 - empty. That way you create contrast and focus the attention on the important beats instead of overmapping the song.
- 00:41:371 - looks like rhythm is again problematic here, since the strong one is situated on the slider tail here. At the same time you make the player click on a weak beat which is not so great this is consistent mapping on vocals, there are a lots of places where you can find a strong sound on the slider tail.. why did u pick this one lol
- 00:43:165 (1,2) - I think this is personal, but this is sudden considering where the slider is pointing at. You can either remove the circle or make it more readable by not stacking it on top of the next slider, like this agree
- 00:46:589 (3) - rhythm is again messy here: there is a strong beat on the slider tail and another strong beat which is not mapped at all at 00:46:915 - , while you make the player click on 00:46:589 - , which is weaker in comparison vocals
- 00:59:795 (3) - this is my biggest issue with this map. You once again ignore the strong beat on the slider tail which creates a really awkward rhythm. Moreover you keep this strange fact even for 01:00:121 (1,1) - these, since the strong beat once again lands on a slider end actually these sounds are equal.. are you judging the strength of a sound by its place on the metronome? lol. by the way, i think that emphasising this sound by a high-sv slider is a better option since it fits this moment closer than a 1/2 pattern.. semi agree with the 1/4 kick-slider, but again i think that the slider conveys the sound in the music better
- 01:02:241 (4) - and again rhythm. Your hitsounding says so too: it needs two clicks here, not only one again vocals
- 01:05:339 (1,1) - same as mentioned before in bold same as before. and actually whats the problem with it if it is consistent? thats actually how i feel the song..
- 01:10:556 (1,1) - ^ ^
- 01:23:111 (1,1) - imo you don't need that many NCs for intuitive slider velocity changes, but it's the 2016 meta, right? Please mod seriously this time, I hate memes :v not only its the 2k16 meta, but its also a good reference to the song title, which contains "N colors"!!
- 01:23:763 (1,1) - umh, yeah ^ umh, no
- 01:26:698 (1,1) - ^ ^
- 01:40:067 (1,2,3,4) - the lack of a solid structure to base this pattern makes it harder to read/interpret during gameplay. Isn't there a more intuitive way to do it? Like a repeat slider or circles stacked on top of 1/3 slider? i have no idea of you are talking about, read the last paragraph to understand something, but that wasnt successful. if you are talking the playability, i think this pattern is easy enough to be played by a huge range of players and i see literally no problem here.
- 01:41:698 - you waste an important beat. If you plan on keeping both 01:41:208 (1,1) - on vocals you should first of all remove the useless NC and then change hitsounding, since the current one hints to the drum, but drum has a beat at
01:41:698 - which you don't map tried to emphasise another sound, thats why 01:40:067 (1,2,3,4) - this is skipped. gonna tell waji to fix hitsounds, though- 01:50:176 (2,3,4,5,6) - again, a bit more of structure would help for reading explained earlier
- 02:00:611 (2,3,4,5,6) - this is the only one among those 3 similar patterns which actually has a structure I can identify cant see much difference between those patterns lol probably you could explain it better
I probably can classify this map's style as free-style (by a large margin, I'd say), although it is clear that structure can be better in some places.
Take a look at the paragraph at the end of the mod
well, i cant really agree with your points since i mapped it in a way that i feel the song and looks like its not acceptable for you.
not much i can add, but hope youll be okay with my explanations..Hard
Check the final paragraph about structure, because that's my main issue with this diff.
- 00:38:926 (2,3) - as I suggested to the other diffs till now, if you delete the sldier tail beat from this you create contrast (having a break during a dense part make you focus more on what you click since nothing else requires your attention) and therefore you make the player focus on the more relevant beats alone. there is a long sound from the start of the slider, you don't hear?
- 01:40:719 (1,2) - not really a fan of overmapping on lower diffs tho. The beats 1 is covering are obviously far stronger than the beat covered by 2, yet you decided to make the player click on those beats. You should convert 1 into circles and delete 2 imo, that way you don't distract the player with weak beats in the way circle + 1/2 slider now it's better
- 01:41:779 (5) - fixed a misleading beat that you could as well delete, since I turned off effects for a moment and I noticed how soft that beat is. If you instead were following the drum, then... you kind of misheard things, since the drum beats are at 01:41:616 - and 01:41:698 -
After you read it, take 00:11:861 (1,2,3,4,5,6,1) - and try doing the same: you'll see why I am concerned with it
I'm not going to change it I want to keep itSlayed's Advanced
agreed
- 00:10:067 (7,8) - rhythm-wise I would have placed a slider on 8. My reason to say that is because of how the player leaves 7: this object starts matching a lot with the string-like instrument in the background at this point (notice the beat on the tail on what falls) + the drum stopped playing on the white tick at 00:10:719 - (at least in your hitsounding, which follows the song, so yeah... it's not there) the current way follows the song better imo
- 00:38:926 (4) - just personal again, but every diff till now seemed to ignore how to make certain sounds be more expressive and take the main stage. In this case you could just use a circle instead, that way the short break makes the player take position again and also recognize better the new song section agreed
- 01:01:426 (3,4) - your hitsounding is really misleading tho. The strong beat on 3 makes me think that's the beat that requires a slider, and not 4, which is a much weaker beat in comparison. Mapping weaker beats on lower diffs makes it hard, since players at this stage can't distinguish well sounds apart imo (talking only by personal experience, dunno how far it goes) will tell waji
- 01:22:295 (4,5) - I see you like a lot these 1/2 sliders but imo you should also try something different...
Either use just circles for 01:22:295 - 01:22:621 - 01:22:784 - OR use a 1/1 slider at 01:22:295 - and a circle at 01:22:784 - .
Both option offer more contrast to let the player focus on the important beats and leave aside unnecessary ones, like 01:22:458 - , where there's nothing worth imo
Generally structure is weak here too, so take a read at the bottom of this post for a more detailed explanation about structure.
Last time seemed like you weren't so inclined to take my advice, let's see if I can convince you this wayCollab Normal
Check the structure paragraph (again), because this diff needs improvements in that area too
- 01:06:806 (4) - the lack of strong hitsounding on the head makes this slider really awkward. Idk, add a normal-hitnormal or some drum addition... just make it stronger so the player can keep up with the rhythm, since you kind of force it if there's no real beat of the drum in the music this way
- In general the map feels a bit too dense in some parts where you have really long chains of 1/2 objects (01:49:034 (5,6,1,2,3,4,5) - example, but there are others) and if I add the relatively short DS, it feels a bit too cramped overall.
A bit more of spacing and a bit less note density here and there would be great for this diff.Easy
As a side note: really, try counting how many NON-1/1 gaps between objects you have in the entire map. You'll notice how monotonous this is.
- Note density-wise this diff is... "fine", I guess, but the usage of such beats is a bit poor, as Wafu pointed out.
Idk exactly what his points are, but imo an Easy diff that uses so many 1/1 snaps (probably the entire map is like that if I exclude the 2/1 breaks before kiai and those strange 3/2 snaps in the second half) is not so great.
Stuff like 00:08:763 (2,3,4,1,2,3,1,2,3,4,5,1,2) - is hella boring and I can say confidently that here it is not the song's fault for being repetitive, since you can easily switch to other rhythms (like... you know... placing a circle instead of a slider at the end of strong rhythms so to create a 2/1 gap and therefore contrast with the next combo, which therefore creates a better emphasis, etc...), or even stuff like 00:45:611 - this, where you skip the strong beat like that (you could find better alternatives if you try imo)
Also, again structure. уебо
then why isn't the whole map an NC fest? =w=Slayed wrote:
not only its the 2k16 meta, but its also a good reference to the song title, which contains "N colors"!!
It's not really a matter of playability, but structure once again. It's the small detail that lets me know how to read the pattern even before seeing.Slayed wrote:
i have no idea of you are talking about, read the last paragraph to understand something, but that wasnt successful. if you are talking the playability, i think this pattern is easy enough to be played by a huge range of players and i see literally no problem here.
I meant that 02:00:611 (2,3,4,5,6) - has structure, since I can take each slider + circle and notice how the rotation is constant and easily understandable, unlike the other similar 1/3 rhythms where angle changes were a bit randomSlayed wrote:
cant see much difference between those patterns lol probably you could explain it better
It's not whether there's a faint sound on that or not, but how the rest of the beats get interpreted. If you delete that beat you help the player focus on important beats instead of caring at that minor beat on the slider tailwajinshu wrote:
there is a long sound from the start of the slider, you don't hear?
Syph wrote:
hi
[Slayed's Expert]
00:09:252 (5,1) - why does this have so much emphasis but 00:10:556 (5,1) - doesn't while that has even stronger sound on 1 // actually the only time there's like no spacing lol well.. true, but i really want to keep that blanket since i really like how it works with the next slider 00:11:045 (2) - , so yeah.. also its playable enough, so shouldnt be a problem :3
00:26:371 (1,2,3) - flows kinda bad, just do ctrl+< on 3 and it shud be fine i think its fine orz
00:30:121 (1) - ur following vocal but ignoring that downbeat is rly tilting.. that happens a lot in the map tho.. actually because i only map on vocals xd
00:46:589 (3) - 2 circles would make more sense here for the kick on sliderend but slider fits the vocals better, so ;;
01:01:589 (1) - such a strong sound on red tick safdushihrdhgo tilted xd
01:04:850 (1,2,3,1,2,3) - more spacing here would be nice this is kinda lame true
01:08:926 (1,2) - switch nc? no need imo, cuz strange sound start from 01:08:926 (1) - here
01:09:904 (4,1) - either remove nc on 1 or switch cuz it doesnt make sense rn its the same as 01:04:687 (4,5,1) - lol.. but ill think about it..
01:10:556 (1,3) - switch nc the current nc works better with the melody ;; moreover, triangle looks more aesthetically right with the current nc placement
01:22:784 (1,1,1) - feel like this is a bit too much spacing, maybe just stack all of it on top of eachother like this https://sy.phic.al/i/jkdhyjp.png i think its pretty fine as it is
01:23:926 (2,1) - more spacing mayb something like https://sy.phic.al/i/cgtvgzg.png tried smth
01:26:534 (2,1) - ^ tried
01:28:817 (1,3) - switch nc nah, i wont really like this 01:28:491 (4,1) - followpoint then x(
01:31:426 (1,2) - this is just mean, u use the same spacing for 3/4 and the sound on white tick is so strong, more spacinggggg fixed
01:32:078 (1,2) - ^ fixed
01:38:926 (4) - missing finish on sliderend true
01:39:252 (1,3) - switch nc explained earlier
01:40:719 (1) - missing finish fixed
01:41:698 - dont ignore such a strong sound ): d
01:50:828 (6) - ctrl g its really awkward rn dont like ctrl+g because it sukk
01:52:295 (1,2) - moreeeee spacinggggggggg okay~ owo~
gl
indeedMark101 wrote:
лучший мем года
we made the decision together with slayed and we remove his diff T_TCelsiusLK wrote:
[easy][collab normal]
- 02:02:241 (3) - it sound pretty weird to have the spinner start right at the emphasized beat here 02:02:730 - , i think it would be better to start the spinner here instead 02:02:893 - and you can end slider here 02:02:730 - so it follow the guitar sound there nice imo
fixed[advance]
- 00:25:556 (4) - this appear to be a bit off for me for this rhythm here normally you don't focus on the 1/2 beat much here 00:18:545 (1,2,3,4,1,2,3,4) - where the beat 1/1 sound consistent like that but , i think it would be better to just delete 00:25:556 (4) - to make thing play more consistent no thanks
- 00:41:371 (5,6) - inconsistent spacing , should be 0.9x spacing but here 0,9 lol
- 01:03:382 (2,3) - a sudden switch here is a bit too sudden and might confuse player imo , would be better to still continue to follow the sound of 01:03:382 - which also play on 01:03:545 - so maybe try this rhythm ? sounds starts from here 01:03:708 - , So your rhythm proposal will sound strange in playing xd
- 01:05:502 (1,2) - similiar but this one happen in reverse but i think it still can confuse player so you can try use this rhythm instead
SPOILERsimiliar to ^ but end sounds 01:05:665 -- 01:10:719 (1,2) - same
- 01:26:861 (2,3) - stack to make it consistent with 01:24:252 (2,3) - , the vocal just sound so similiar so it would be better to make it play the same done
- 01:37:295 (2,3) - same d
- 01:49:524 (6) - uhh similiar to 00:25:556 (4) - you follow guitar all the way here but you suddenly switch to drum for a sec , that's make the rhythm sound not good much imo and could surprise or consfuse player what they need to follow
[insane]
- 00:58:817 (3) - want to follow the vocals here, shouldnt be a big problem
- 01:51:643 (5,6) - didnt really understand what do you mean
also did a lot self-fixes cuz this stuff was old and bad
thanks!!
[hard]
- 00:10:393 (5,1) - this should have higher spacing to emphasis the 1 there better , so try to make this higher spacing and decrease spacing on 00:10:230 (4,5) - ?
- 00:13:002 (5,1) - give them a bit more angle since the current one just make it feel a bit too monotonous you don't give them much thing to indicate to change in intensity in rhythm much , try move 1 to around x280 y224
- 00:15:611 (5,1) - same as 00:10:393 (5,1) -
- 00:26:045 (3,4) - jumps here don't really need imo lol , the music just stay the same so should just use consistent spacing
- 00:34:034 (5,1) - more angle would be nice you might get a bit of idea from 00:13:002 (5,1) - suggetion
- 00:40:393 (4,1) - beat is really similiar so higher spacing wouldn't be necessary here , consistent spacing should work better
- 00:45:611 (4,1) - higher spacing would emphasis 1 better imo
- 01:31:263 (3,1) - give this a bit angle and it would emphasis 1 better , try move 1 to around x472 y16
- 01:41:698 (4,1) - make high spacing a bit more noticeable by increase spacing more , this looks like just a spacing error more than intentionally high sapcing tbh
- 01:53:274 (4,1) - same
sorry i don't want make high spacing :<
should just try to give each spacing a bit more difference so that it can make the thing have like strong and weak feeling not just like the same or similiar feeling
currently the i don't feel like to icon this map yet , i would love to see some more improvement to this
- 00:30:284 (5) - ctrl+g so that the spacing will be a bit higher to emphasized 5 beat just like the others to make it a bit more consistent ? If i do ctrl g it would bad 00:30:774 (6) - Because the distance to 6 will be too large and the sound there is very weak, I prefer to leave what is
- 00:45:774 (6,1) - lower spacing would work better since the beat on 1 doesn't feel much strong imo , using high spacing just feel weird imo , try move 1 to around x248 y356 prefer leave what i have bcz i stack 00:45:937 (1,1) -
- 01:19:116 (3) - this beat feel pretty weird here , i don't hear any 1/4 beat there so this feel a bit overmapped for me , a typical 1/1 1/2 beat would be enough for this rhythm ok
- 02:02:567 (8,1) - flow is pretty awkward here the turn there doesn't feel like it would emphasis 1 nice imo , i think move 1 to around x336 y60 would make give a bit more impact to the 1 flow ok
the paragraph i said in there probably is like the major problem in this mapset here and not only that rhythm structure can be better too , right now i can still see some inconsistency in rhythm or unreasonable rhythm as mention in mods on some diffs here so would be bettter to try to consider that
anyway that should be all for me now , kinda semi-through check lol
good luck