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Yousei Teikoku - Hades: The End

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Topic Starter
LwL
This beatmap was submitted using in-game submission on 01 May 2019 at 15:46:38

Artist: Yousei Teikoku
Title: Hades: The End
Tags: hades:the hadesthe other world symphonic gothic metal
BPM: 185
Filesize: 11343kb
Play Time: 05:51
Difficulties Available:
  1. Perishment (6.42 stars, 1859 notes)
Download: Yousei Teikoku - Hades: The End
Information: Scores/Beatmap Listing
---------------
Timing, mp3 and bg shamelessly copied from lolcubes' Taiko set

Ending slider by Aiseca (thanks!)

Re-DL 2018-11-07 for hitsound changes
onsaemiro
HERRO FROM MY QUEUE (y u mod mine so soon)
here i go
the one and only difficulty
00:24:373 (7,8,9,10) - looks kinda... weird and def not pretty. you should prolly stick to the same tiny zigzag patterns you were using before
00:28:914 (1,1,1) - i really like this part
00:31:184 (7,1) - you can blanket this better
00:31:832 (2,3,4,5,6,7,8) - either deform it even more or use perfect star with ctrl-shift-d because atm its star-like enough to be associated with a star, but the asymmetry makes it look kinda ugly. for example 00:33:130 (3,4,5,6,7,8,9) - this is a similar pattern (cursor movement-wise), but the pattern looks nothing like a star (therefore less expectation for it to look more perfect from a viewer perspective).
00:46:914 (1,2,3,4) - i get what you were trying to do here but i think it's kind of counter-intuitive while playing. it's not necessarily hard to combo through, but afterward i felt, "wait what"? im pretty sure you already considered a version where you ctrl+g 2 and 4, and sure it may not be as cool, but it just makes more... sense?
00:48:211 (6,5) - overlap
00:55:832 (6,1) - ^
00:59:400 (4,4) - ^
01:02:968 (7,1) - it should be in the vicinity of the lower right side of the screen (i just think it should be considerably further than 01:02:643 (6,7) )
01:10:914 (4,2) - overlap
01:31:832 (3,1) - should be further apart
01:38:319 (3,1) - ^
01:39:616 (4,1) - ^
01:53:238 (1,4) - overlap
01:54:859 (2,1) - ^
02:05:076 (2,6) - ^
02:10:103 (1,2) - stack on 02:09:130 (3) starting circle
02:12:697 (1,2,3,1,2,3,4,5) - overlap
02:16:914 (2,1) - ^
02:23:238 (1,5) - ^ just lower 02:23:887 (4,5) <-- these 2 notes a bit like this - https://osu.ppy.sh/ss/6189711
02:25:995 (1,2) - why stack? based on the music i think these should be spaced out quite a distance
02:48:211 (2,1) - these can stack. bonus if you find a way to stack it with 02:47:400 (4)
02:55:995 (2,2) - should stack these too
03:07:508 (4,7) - overlap
03:09:130 (4,1) - should be further
03:10:427 (4,1) - should increase ds these actually seem somewhat better because you change the direction. the ones that i mentioned above (03:09:130 (4,1), 01:39:616 (4,1), 01:38:319 (3,1), 01:31:832 (3,1)) all feel clumsy because the momentum remains relatively same while going from 4 --> 1 (which is super close while quite far in terms of timing). So if you dont want to change the distance too much, at least switch the direction of cursor momentum
03:31:832 (2) - - ??? music gets super hyped but the SV got slower. or just make it straight
03:43:346 (9,6) - overlap
03:46:103 (1,2,3) - i think you should keep the style consistent and make it straight. i dont see why it should suddenly start curving
04:06:049 (3,2) - should be stacked
04:08:805 (4) - it would be cool if it started from the same spot as 04:08:157 (1) and follows the curve of the stream
04:50:643 (1) - same thing i mentioned before about counter-intuitive. should be stacked with 04:50:805 (2)
04:52:751 (2,3) - this extreme jump doesn't make much sense
04:52:914 (3,1,2,3) - ok ngl this is the same thing i mentioned before, but its kinda cool in this case (as long as you fix that awk extreme jump right before it) idk why
04:53:562 (3,1) - too close (doesnt have to be too far since momentum changes, but this is like tooo close)
05:05:887 (4,10) - it be cool if you can find a way to overlap this without screwing up the star
05:11:076 (1) - why nc? jk i see why
05:12:697 (8,4) - should be stacked
05:25:995 (2) - overlaps with 05:26:968 (3)
05:26:643 (1,5) - ^
05:50:481 (6,3) - overlap (prolly should stack 6 on it)
hope i was helpful! This was a really cool map :3
Topic Starter
LwL

chparkkim wrote:

HERRO FROM MY QUEUE (y u mod mine so soon) Because I'm a lazy fuck that can't motivate myself if I don't do stuff immediately :^)
here i go
the one and only difficulty
00:24:373 (7,8,9,10) - looks kinda... weird and def not pretty. you should prolly stick to the same tiny zigzag patterns you were using before true
00:28:914 (1,1,1) - i really like this part yay
00:31:184 (7,1) - you can blanket this better fixed
00:31:832 (2,3,4,5,6,7,8) - either deform it even more or use perfect star with ctrl-shift-d because atm its star-like enough to be associated with a star, but the asymmetry makes it look kinda ugly. for example 00:33:130 (3,4,5,6,7,8,9) - this is a similar pattern (cursor movement-wise), but the pattern looks nothing like a star (therefore less expectation for it to look more perfect from a viewer perspective). Fixed I hope. That was some uncanny valley stuff right there.
00:46:914 (1,2,3,4) - i get what you were trying to do here but i think it's kind of counter-intuitive while playing. it's not necessarily hard to combo through, but afterward i felt, "wait what"? im pretty sure you already considered a version where you ctrl+g 2 and 4, and sure it may not be as cool, but it just makes more... sense? remapped
00:48:211 (6,5) - overlap These should be far enough apart for it not to matter
00:55:832 (6,1) - ^ Tried rearranging this in many ways, and none of them really worked. Now made it so that it's directly on top of the sliderendcircle.
00:59:400 (4,4) - ^ Same as first
01:02:968 (7,1) - it should be in the vicinity of the lower right side of the screen (i just think it should be considerably further than 01:02:643 (6,7) ) Increased the distance a little bit, but since it's a 1/1 gap it's not really possible to make the actual spacing larger tahn the previous one. Visual spacing should be far enough to be clear now.
01:10:914 (4,2) - overlap same as first
01:31:832 (3,1) - should be further apart To me this is the start of an entirely new section of the song, the spacing is intentionally small to allow a short rest to emphasize the separation
01:38:319 (3,1) - ^ When there's a timing gap this large, it's imo a good idea to keep the next note in the direct viciinity of the previous one, as there will be a period without any notes on the screen, and putting it far away can be confusing to read, as the player will expect the note somewhere in the vicinity. Proper emphasis is hardly possible anyway, since even a cross screen jump would be really easy compared to the rest of the map.
01:39:616 (4,1) - ^ ^
01:53:238 (1,4) - overlap fixed
01:54:859 (2,1) - ^ same as first
02:05:076 (2,6) - ^ ^
02:10:103 (1,2) - stack on 02:09:130 (3) starting circle This is consistent with 02:03:616 (1,2,3,4,5), 02:06:211 (1,2,3,4,5), etc.
02:12:697 (1,2,3,1,2,3,4,5) - overlap same as first
02:16:914 (2,1) - ^ Kind of an edge case, but imo these are still far enough apart to not be hindering while playing
02:23:238 (1,5) - ^ just lower 02:23:887 (4,5) <-- these 2 notes a bit like this - https://osu.ppy.sh/ss/6189711 These are far enough apart, but I noticed the same uncanny valley star pattern stuff going on as in the beginning, fixed that.
02:25:995 (1,2) - why stack? based on the music i think these should be spaced out quite a distance imo the flow reversal does a good job of emphasizing this
02:48:211 (2,1) - these can stack. bonus if you find a way to stack it with 02:47:400 (4) That's kinda neat. Don't wanna do it for all 3 though as then it starts feeling a bit weird imo.
02:55:995 (2,2) - should stack these too It already stacks with 4 from the previous combo, and again I don't wanna do it too often since it's not a general theme throughout the map.
03:07:508 (4,7) - overlap fixed
03:09:130 (4,1) - should be further see 01:38:319 (3,1)
03:10:427 (4,1) - should increase ds these actually seem somewhat better because you change the direction. the ones that i mentioned above (03:09:130 (4,1), 01:39:616 (4,1), 01:38:319 (3,1), 01:31:832 (3,1)) all feel clumsy because the momentum remains relatively same while going from 4 --> 1 (which is super close while quite far in terms of timing). So if you dont want to change the distance too much, at least switch the direction of cursor momentum ^, also, flow direction gets reversed in all except this instance, which is to make the 1/2 stream after feel more natural to aim since it probably won't be snapped
03:31:832 (2) - - ??? music gets super hyped but the SV got slower. or just make it straight It's the end of the kiai, and the build up to the solo. To me, this until 03:35:724 (1) is essentially the calm before the storm. There are actually quite a few SV changes after 03:35:724 (1) for emphasis through cursor slow down and speed-up.
03:43:346 (9,6) - overlap same as first
03:46:103 (1,2,3) - i think you should keep the style consistent and make it straight. i dont see why it should suddenly start curving Idk why I thought this would work better, fixed.
04:06:049 (3,2) - should be stacked I'd rather keep the pattern intact
04:08:805 (4) - it would be cool if it started from the same spot as 04:08:157 (1) and follows the curve of the stream This is borderline overlap already, if I do that it might end up being very hard to read.
04:50:643 (1) - same thing i mentioned before about counter-intuitive. should be stacked with 04:50:805 (2) I think this fits, and it's not that weird double stack thing from before, just a regular 1/1 stack, so there shouldn't be any confusion
04:52:751 (2,3) - this extreme jump doesn't make much sense This is like 04:50:319 (6), just that there are also vocals. It's intense enough to justify this imo, and the huge spacing to the drums in contrast to the very low spacing when there are no drums is consistent throughout this section
04:52:914 (3,1,2,3) - ok ngl this is the same thing i mentioned before, but its kinda cool in this case (as long as you fix that awk extreme jump right before it) idk why ^
04:53:562 (3,1) - too close (doesnt have to be too far since momentum changes, but this is like tooo close) see 01:38:319 (3,1)
05:05:887 (4,10) - it be cool if you can find a way to overlap this without screwing up the star That was the intention, unfortunately this is as close as I can get without screwing up the stream curve. It's only ~2px apart though.
05:11:076 (1) - why nc? jk i see why Readability is overrated anyway :^)
05:12:697 (8,4) - should be stacked Would screw up the pattern too much
05:25:995 (2) - overlaps with 05:26:968 (3) same as first
05:26:643 (1,5) - ^ Would screw up spacingg consistency too much if I fixed this IMO
05:50:481 (6,3) - overlap (prolly should stack 6 on it) These are far enough apart, and if I stacked them I'd have 3 stacked notes in a row again which I still find kinda weird.
hope i was helpful! This was a really cool map :3 Thanks for the mod!
Blitzfrog
General:
Check Ai mod please, there are some unrankable warnings

Zee Own Lee Dee Phee Coe Tea
00:12:049 (1,2) - What is this random one doing here in the set of pattern???
Either change 00:14:643 (1,2,3,4,5,6) to that or 00:13:346 (1,2,3,4,5,6) otherwise it's really random
00:11:400 (7,8,9,10) - This should be expanded, with emphasis by the drums and a sf the jumps should be noticeably larger than 00:10:103 (7,8,9,10)
00:16:589 (7,8,9,10) - There is obviously a crescendo here, an expansion would be nice
00:21:778 (7,8,9,10) - ^
00:26:968 (7,8,9,10) - ^

00:29:887 - Good place to add slider with the held guitar note don't you think? Especially because it leads well into the next verse
00:33:130 (3,4,5) - Make this straight line or fix the curve
00:42:697 (4) - This can be more zigzagged, recommend an increase in SV just for this guitar because it's very prominent
00:46:427 (3,4) - This was impossible to read first time especially because I have never heard this music before, the DS is similar to previous 2 but time interval was decreased by half
00:55:508 (4,5) - Swap these 2 and adjust, flows better
01:06:697 (2,3,4,5) - Map this like 01:07:670 (1,3) otherwise 01:07:670 (1,3) has too big DS difference
01:07:670 (1,3) - Either stack these or mirror them
01:16:103 (4,5,6,7,8,9,10,11,12,13,14) - Fix this curve please
01:19:184 (3,4) - Make these 2 follow the curve, it's a softer verse, it should be smoother than the guitar heavy parts
01:26:968 (3,4,1,2) - Wasn't very pleasant for me to play, can't really explain why
01:35:076 (3) - I would stack this one the head of (1)
01:41:562 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5) - An accelerated stream would be better here
02:14:643 (1,2,3,4,5) - Making this broken stream flow the same way as the previous plays better imo
02:17:238 (3,4) - Swap these 2 and adjust, the is the shouting at 02:17:238 (3,4) and a singular drum at 02:17:562 (4) so it will fit the music better
02:25:995 (1,2,3,4) - This was REALLY weird to play, I mean I got it, but it was one of those huh? moments
02:25:346 (4,5) - No matter how I hear it, this is a held note and 02:25:751 is a triplet
02:25:995 (1) - Here you are not mapping to the guitar or the vocals but to the drums so why miss 02:26:724 ??
02:36:859 - Missing something here, I would make that (1) a slider
02:44:319 (4) - Make this into a non-repeating slider and 02:44:643 add a note here then make 02:44:805 (1,2) a repeating slider, just fits with the guitar better
02:47:887 (1) - Here the guitar is literately in sync with the vocals, so why not map to the vocal and add a HS 02:48:130 ?
02:49:508 (2,3,4,1) - Making these equidistant flows much better imo
02:57:535 - Missed a drum here, if you were mapping to the guitar then missed a guitar note 02:57:941
02:58:103 (1) - You already made it vertical before, why not horizontal this time for variation? Unless you want to keep it as a mirrored image then I got nothing
03:13:832 (1) - Were you trying to incorporate this into the stream? If so please fix
03:13:022 (1,2,3,4,5,6,7,8,9) - This curve honestly does not look the best, would change that
I would make the stream stop 03:15:130 (1) and add another stream starting 03:15:616 (5) to latch onto 03:16:265 (1)
03:24:049 (1) - This section is very well mapped
03:22:751 (1) - Why the slow down??? Each drum is very distinct, if anything it should be accelerated
03:23:157 (6) - Probs get rid of this and latch the stream onto (1), it really fits the music better
03:36:373 (1,2,3,4,1,2,3,4) - Make the acceleration gradual, otherwise it looks bad
03:40:589 (8) - Without this feels more epic
03:43:832 (4,5) - Yo man this is really not cool, my 500 combo just got rekt by this, the DS should be smaller, you have 03:43:508 (1,2,3) and then suddenly bam the (4,5) DS into my face just didn't work for me. Also the (6) should be at 03:44:319
03:46:103 (1,3,2,4,5) - Wth???
03:56:724 (1,2,3,4,5,6,7,8,9,1,2,3,4,5) - Make the acceleration gradual please
04:22:022 (5) - This is good, but if you're going to do that then continue with it please
04:22:751 (1,2,3,4) - Why the decrease in DS??
04:24:535 (3,4,5,6,7,8) - ^
04:55:184 (3,4,5,6,7,8,9,10,11,12) - Just make that into 1 stream
05:11:319 (1) - What's this doing here? Also I would make the stream end 05:11:400
05:15:292 (1,2,3,4,5,6,7,8,9,10) - Don't really get why you always slow down here, the music doesn't suggest that :/
05:31:184 (5,6,7,8,9,10) - I suggest making these 2 parallel straight lines
05:51:941 (7) - Spinner maybe? The guitar is held note

There are 1 or 2 stuff in there that I changed my mind but couldn't be stuffed editing :P

Great mapping
Good luck on ranking!
Hope I helped :)))))
Topic Starter
LwL

Blitzfrog wrote:

General:
Check Ai mod please, there are some unrankable warnings Huh, guess I forgot to delete some stuff while applying the last mod. thx.

Zee Own Lee Dee Phee Coe Tea
00:12:049 (1,2) - What is this random one doing here in the set of pattern???
Either change 00:14:643 (1,2,3,4,5,6) to that or 00:13:346 (1,2,3,4,5,6) otherwise it's really random It's not random, this is repeated every four measures. I changed 00:12:697 (3,4) into circles though because that's actually inconsistent with the rest.
00:11:400 (7,8,9,10) - This should be expanded, with emphasis by the drums and a sf the jumps should be noticeably larger than 00:10:103 (7,8,9,10) Guess I missed this while mapping, agreed.
00:16:589 (7,8,9,10) - There is obviously a crescendo here, an expansion would be nice This already is larger than the rest, I actually just brought the above point in line with this
00:21:778 (7,8,9,10) - ^ ^
00:26:968 (7,8,9,10) - ^ ^ These are the largest consecutive jumps in the entire intro

00:29:887 - Good place to add slider with the held guitar note don't you think? Especially because it leads well into the next verse I've thought about this, the main problem is that I have no sound to properly end the slider on unless I make it a full 1/1. I also think it works pretty well as it is, as a 1/1 break before the song starts for real.
00:33:130 (3,4,5) - Make this straight line or fix the curve It's a slightly curved triple (made by sliderconvert iirc), nothing to fix here
00:42:697 (4) - This can be more zigzagged, recommend an increase in SV just for this guitar because it's very prominent Made the slider a bit more zigzagged, didn't change SV though because it might be confusing and imo the shape emphasizes this well enough.
00:46:427 (3,4) - This was impossible to read first time especially because I have never heard this music before, the DS is similar to previous 2 but time interval was decreased by half It's a kickslider and as such intended to be played as a circle, the effective DS to the next note is 2.05.
00:55:508 (4,5) - Swap these 2 and adjust, flows better Doesn't make much of a difference imo, and if I did this there'd just be overlaps everywhere
01:06:697 (2,3,4,5) - Map this like 01:07:670 (1,3) otherwise 01:07:670 (1,3) has too big DS difference Lowered spacing a bit since this was unproportional to the other instances of it, but there's no need to change the pattern completely, 01:07:670 (1,2,3,4) are stronger than 01:06:697 (2,3,4,5), the difference is there to reflect that and this is repeated throughout the map.
01:07:670 (1,3) - Either stack these or mirror them It's fine as it is.
01:16:103 (4,5,6,7,8,9,10,11,12,13,14) - Fix this curve please aye
01:19:184 (3,4) - Make these 2 follow the curve, it's a softer verse, it should be smoother than the guitar heavy parts There are drums on 01:19:184 (3), and the angle to (4) is shallow
01:26:968 (3,4,1,2) - Wasn't very pleasant for me to play, can't really explain why idk, should be fine
01:35:076 (3) - I would stack this one the head of (1) It's a stronger sound than on the start of (2) and the spacing is there to reflect that
01:41:562 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5) - An accelerated stream would be better here I can't explain why, but the last 5 notes feel like a stack to me. I see the point though, if this gets too many complaints I'll change it.
02:14:643 (1,2,3,4,5) - Making this broken stream flow the same way as the previous plays better imo They should flow almost the same already, just in different directions. Main difference is that you have to snap to the second, but the spacing is pretty small so it shouldn't be an issue
02:17:238 (3,4) - Swap these 2 and adjust, the is the shouting at 02:17:238 (3,4) and a singular drum at 02:17:562 (4) so it will fit the music better remapped. Hope flow is still ok like this (seems like it to me but I'm not quite sure) or I'll have to remap the entire section
02:25:995 (1,2,3,4) - This was REALLY weird to play, I mean I got it, but it was one of those huh? moments I like it tho
02:25:346 (4,5) - No matter how I hear it, this is a held note and 02:25:751 is a triplet I think making either (4) or (5) a slider is both valid, however I went with 5 since the guitars and background vocals seem to suggest it. The triple definitely ends on 02:25:832 (7)
02:25:995 (1) - Here you are not mapping to the guitar or the vocals but to the drums so why miss 02:26:724 ?? I think the short pause here fits best, to me the drums on the red tick aren't really noticeable
02:36:859 - Missing something here, I would make that (1) a slider done
02:44:319 (4) - Make this into a non-repeating slider and 02:44:643 add a note here then make 02:44:805 (1,2) a repeating slider, just fits with the guitar better fits at it is imo
02:47:887 (1) - Here the guitar is literately in sync with the vocals, so why not map to the vocal and add a HS 02:48:130 ? I am mapping the vocals, there's no sound on 02:48:130, vocals are on sliderend of (1) and sliderstart of (2)
02:49:508 (2,3,4,1) - Making these equidistant flows much better imo Spacing difference is for emphasis, you're right that the flow is a bit bad though, fixed it somewhat.
02:57:535 - Missed a drum here, if you were mapping to the guitar then missed a guitar note 02:57:941 Made 02:57:778 (4) a slider
02:58:103 (1) - You already made it vertical before, why not horizontal this time for variation? Unless you want to keep it as a mirrored image then I got nothing Yeah it's supposed to be somewhat mirrored
03:13:832 (1) - Were you trying to incorporate this into the stream? If so please fix nah
03:13:022 (1,2,3,4,5,6,7,8,9) - This curve honestly does not look the best, would change that fixed
I would make the stream stop 03:15:130 (1) and add another stream starting 03:15:616 (5) to latch onto 03:16:265 (1) It's seperate to emphasize the vocals. 03:15:778 (6) is simply different so this doesn't become a stream part when the streams are just mapped to the background. The focus here is supposed to be on the vocals.
03:24:049 (1) - This section is very well mapped yay
03:22:751 (1) - Why the slow down??? Each drum is very distinct, if anything it should be accelerated Same as before, this is simply how this feels to me.
03:23:157 (6) - Probs get rid of this and latch the stream onto (1), it really fits the music better extended stream by one note and repositioned 03:23:400 (1) a little
03:36:373 (1,2,3,4,1,2,3,4) - Make the acceleration gradual, otherwise it looks bad I don't think it looks bad, also 03:36:697 (1) is where the music gets different so gradual wouldn't really fit imo
03:40:589 (8) - Without this feels more epic Don't really want to skip over this
03:43:832 (4,5) - Yo man this is really not cool, my 500 combo just got rekt by this, the DS should be smaller, you have 03:43:508 (1,2,3) and then suddenly bam the (4,5) DS into my face just didn't work for me. Also the (6) should be at 03:44:319 Again, it's a kickslider, effective DS is 2.025. Don't understand what you mean with the second part.
03:46:103 (1,3,2,4,5) - Wth??? made (4) a kickslider, idk how I missed that
03:56:724 (1,2,3,4,5,6,7,8,9,1,2,3,4,5) - Make the acceleration gradual please same as before
04:22:022 (5) - This is good, but if you're going to do that then continue with it please Do what?
04:22:751 (1,2,3,4) - Why the decrease in DS?? Guitar pitch goes down
04:24:535 (3,4,5,6,7,8) - ^ idk what I was thinking, fixed
04:55:184 (3,4,5,6,7,8,9,10,11,12) - Just make that into 1 stream fits better like it is imo
05:11:319 (1) - What's this doing here? Also I would make the stream end 05:11:400 There's the same drum sound on all 3 of 05:11:076 (1,1,1), that's what this is mapped to. Would feel weird to ignore it imo.
05:15:292 (1,2,3,4,5,6,7,8,9,10) - Don't really get why you always slow down here, the music doesn't suggest that :/ See before
05:31:184 (5,6,7,8,9,10) - I suggest making these 2 parallel straight lines Eh it's nicer as it is imo
05:51:941 (7) - Spinner maybe? The guitar is held note I don't like long ending spinners or sliders

There are 1 or 2 stuff in there that I changed my mind but couldn't be stuffed editing :P

Great mapping
Good luck on ranking!
Hope I helped :)))))
Thanks for the mod!
Nao Tomori
your bg looks like a naked demon girl ._. you could use something less suggestive imo

underworld
the intro is fine and all imo, but you could make some minor changes like spacing notes progressively farther apart when the scale is going up (00:10:103 (7,8,9,10) - ) and closer when going down (00:13:995 (7,8,9,10) - )

00:32:968 (2) - for these i think it shouldnt be stacked. when it's a slider moving, it creates the impression of movement in the song, which is big contrast against these stacks even though the sound is the same.

00:57:130 (1) - it's weird how you suddenly abadon the guitar here. also you might consider raising the sv a little and making slider arts like in kite's Uta map (obviously not the exact same situation but it could be cooler) instead of wiggly slow stuff.

01:12:859 (1,1) - i think these are a bit too ugly and slow. maybe just keeping it simple wold be better (but that's just my aesthetic preference, they are okay as it is.) the second one that wiggle might be too close to a burai slider to rank though. probably not.

01:38:481 - here it sounds like you could stick in a 1/1 slider from the red tick to the next one, there is a guitar chord to follow. or you could extend 3. it seems weird to just have a massive break while the song is ongoing.

01:39:616 - ^

02:08:968 (2) - same thing with the stacking before - the other times there are jumps in those two circle. i know you're alternating, but i t hink it's better to alternate between sliders and jumps than stacks and jumps.

02:20:319 (1) - why are these all NC'd o.o theyre not changing SV
i think a better rhythm to follow the vocal (which you've been doing through the map) would be something like this > http://puu.sh/rrgGs/ee4d0d7a66.jpg
but the one here is fine too

02:37:022 (2) - this spacing looks like it comes from a 1/4 after the slider instead of a 1/2. i think you should move that burst down or ctrl h it and move it under the slider head of 1. (maybe like this > https://osu.ppy.sh/ss/6202692&#41;

02:40:103 (1) - suddenly stacking when the rest of the time it's jumps :o

03:02:968 (1) - i think this would be better as a 3/4 slider into a 1/1 slider to follow the vocal line better.

03:49:995 (1) - in these sections i dont think you need to NC so much.

04:13:346 (1,2,3) - lol r u mapping counter clock world or something

04:25:670 (1) - i think this stream's spacing is a little too high, the other time it had a really high pitched guitar solo but here is isnt very different from the lighter parts of the guitar solo.

04:33:343 - i think a spinner here might fit if you want. break is fine though.

05:36:697 (3) - these are like the biggest jumps in the entire thing, i don't think this is the most loud or intense part though. so i think you should nerf them

05:38:157 (7) - the spacing here is 2.8 or so, but the next time this happens (05:39:454 (6) - ) it is 2.01 or something. i think you could make it more consistently spaced based on the repeating phrase in the music.

a spinner at the end would also really make sense, or some pretty slider art thing thats really fucking hard to make but looks nice

i like the map, good luck. hope i helped.
Topic Starter
LwL

Nao Tomori wrote:

your bg looks like a naked demon girl ._. you could use something less suggestive imo Never really thought of it as suggestive, but I see your point. Changed and adjusted Combo Colors.

underworld
the intro is fine and all imo, but you could make some minor changes like spacing notes progressively farther apart when the scale is going up (00:10:103 (7,8,9,10) - ) and closer when going down (00:13:995 (7,8,9,10) - ) I don't like how this ends up aesthetically, and since overall the intro stays relatively consistent (well, it's an intro), I don't find it quite necessary.

00:32:968 (2) - for these i think it shouldnt be stacked. when it's a slider moving, it creates the impression of movement in the song, which is big contrast against these stacks even though the sound is the same. Makes sense

00:57:130 (1) - it's weird how you suddenly abadon the guitar here. also you might consider raising the sv a little and making slider arts like in kite's Uta map (obviously not the exact same situation but it could be cooler) instead of wiggly slow stuff. The part in uta to me feels much faster than this, maybe because of the pitch, so I don't think it'd fit here. You're right about suddenly abandoning the guitar though, having that random slider in the beginning and then afterwards primarily following the drums was weird, so I removed the long slider completely and just mapped it like the rest of the part.

01:12:859 (1,1) - i think these are a bit too ugly and slow. maybe just keeping it simple wold be better (but that's just my aesthetic preference, they are okay as it is.) the second one that wiggle might be too close to a burai slider to rank though. probably not. Fixed 01:12:859 (1) since it was honestly really fucking ugly (hope it's better now), but otherwise I think this is fine.

01:38:481 - here it sounds like you could stick in a 1/1 slider from the red tick to the next one, there is a guitar chord to follow. or you could extend 3. it seems weird to just have a massive break while the song is ongoing. There's not really a distinct sound on any of the ticks between these, so I think this fits.

01:39:616 - ^ ^

02:08:968 (2) - same thing with the stacking before - the other times there are jumps in those two circle. i know you're alternating, but i t hink it's better to alternate between sliders and jumps than stacks and jumps. Made the stacks into lower spaced jumps. They do sound differently to me which is why they're differently spaced, but you're right that it's a bit weird if they're stacked.

02:20:319 (1) - why are these all NC'd o.o theyre not changing SV I wish I remembered why I did this
i think a better rhythm to follow the vocal (which you've been doing through the map) would be something like this > http://puu.sh/rrgGs/ee4d0d7a66.jpg
but the one here is fine too Second vocal seems like it's on the start of (2), so no change

02:37:022 (2) - this spacing looks like it comes from a 1/4 after the slider instead of a 1/2. i think you should move that burst down or ctrl h it and move it under the slider head of 1. (maybe like this > https://osu.ppy.sh/ss/6202692&#41; Hey that's nice

02:40:103 (1) - suddenly stacking when the rest of the time it's jumps :o I've done this before and it repeats through the section, I find there's a pretty large difference in how these sound, so I think it fits. Better than the other stack/jump alternation where the change in sound is really subtle.

03:02:968 (1) - i think this would be better as a 3/4 slider into a 1/1 slider to follow the vocal line better. done

03:49:995 (1) - in these sections i dont think you need to NC so much. I liked it for emphasis, but yeah it's kinda unnecessary, changed it.

04:13:346 (1,2,3) - lol r u mapping counter clock world or something maybe

04:25:670 (1) - i think this stream's spacing is a little too high, the other time it had a really high pitched guitar solo but here is isnt very different from the lighter parts of the guitar solo. Yeah but it has the really loud drums backing it up

04:33:343 - i think a spinner here might fit if you want. break is fine though. I tried this while mapping actually, it's too short if I start it when the guitar starts. Auto can't get 1k.

05:36:697 (3) - these are like the biggest jumps in the entire thing, i don't think this is the most loud or intense part though. so i think you should nerf them Nerfed the entire ending. Still the hardest part SR-wise, but I blame the SR system for that, the stream part is harder imo.

05:38:157 (7) - the spacing here is 2.8 or so, but the next time this happens (05:39:454 (6) - ) it is 2.01 or something. i think you could make it more consistently spaced based on the repeating phrase in the music. It's based on the intensity of the vocals

a spinner at the end would also really make sense, or some pretty slider art thing thats really fucking hard to make but looks niceBleh I never like this while playing. Maybe if it keeps getting brought up.

i like the map, good luck. hope i helped. Definitely, thanks for the mod!
Lily Bread
M4M

i only mention once if there are several same situation.

00:49:184 (6) - besides vocal, other music such as drum, also very strong in this part. so i suggest to catch them. for example, you can make this circle into a 1/2 slider to map both vocal and drum and stress the vocal, because vocal is at slider's start.
http://puu.sh/rwcnw/90488954ea.jpg

01:27:454 (2) - similar as above.

01:29:238 (1,2) - and these, i suggest to use 4 * 1/2 circles, because you only map vocals before, to map another track can make this map more interesting.
http://puu.sh/rwcxH/51ecab96f6.jpg

02:14:968 (5) - make this into a 1/2 slider? i can hear a not very strong but not weak beat at - 02:15:130 -.

02:26:724 - there is a triple in music.

02:47:400 (4,6) - ctrl+g them? because - 02:47:400 - and - 02:47:562 - are strong finish in music. you can put them away to stress them. if you do this, move - 02:47:238 (3) - to a suitable place.

02:53:724 (1,2,3) - current circles' place are not very good, because there is no big difference between 1/1 gap and 1/2 gap.
http://puu.sh/rwcZC/980ec0deda.jpg

so, what about this pattern? very suitable imo!
http://puu.sh/rwcSU/f472134cfe.jpg

02:56:805 (1,2,3,1,2,3,4) - the rhythm in music should be this imo.
http://puu.sh/rwd6x/052cbec325.jpg
(the cursor is at - 02:57:211 -)

overall it's a okay map to me. good luck!
CrimsonClaw
Hey, from my queue (M4M)

[General stuff]
  1. White color isn't suited as the character in the background only provides gray (hair) -> you could use violet, cause her eyes are violet, or the rose on her dress.
  2. The BG is fine - resolution is 16:9, if anyone complains.
Mod itself
00:06:859 (1) - is it just me or is this slider not correctly snapped?

00:08:157 (1,4) - they dont have to be so close to each other, also an overlap.
00:10:589 (10) - place this to x276y224 to make it symmetrical
00:12:859 (4,4,5,6) - overlap!
00:14:481 (10,4,5,6) - slight overlap
00:19:670 (10,4,5,6) - they dont have to be so close to each other
00:28:914 (1,1,1) - ^ you can space them more + I like how they speed up
00:38:157 (2,6) - overlap. stack? .-.
00:39:941 (6,7,8,9) - I like that you used kicksliders. But please use more system to it (more copy paste, sth like this *click* maybe)
00:42:697 (4) - you can make this more beautiful... example *click*
00:44:157 (4) - copy paste and flip vertically + horizontally for 00:44:319 (5) - this so it looks better
00:45:292 (3) - you can make this more beautiful... .-.
00:49:346 - why a gap? are you mapping on vocals? please fill that gap + 00:49:670 - this one
00:59:400 (4,4) - why overlap, just stack them maybe
01:02:481 (6,1) - this does not have to overlap
01:06:859 (3,1) - ^
01:11:724 (2,1,1) - please do not map vocals with long sliders like this, theyre indeed not a good stilistic device as theyre also not looking good.
01:27:292 (1,2,1,2,1,2,1,2) - i like that though, and the part afterwards
01:33:778 - major downbeat, try to use circles instead of that slider
01:38:319 - use a slowed up slider for that, ending on the blue tick 01:38:887 - here
01:39:616 - ^
01:42:211 - the stream should "slow down" in terms of spacing from here on
01:49:346 - this should be a slider; 01:49:022 (5) - this should be a circle; 01:49:184 - here should start a triplet (ending in the slider), if we want to be consistent with the part from before!
01:49:184 - gap? why .-. please fill it with a circle
02:10:265 (2,4) - overlap .-.
02:12:049 (2,3) - triplet maybe
02:13:670 (1,2,3,4,5,1,2,3,4,1,2,3,4,5) - cool!
02:20:968 (3,6) - they shouldnt touch
03:33:941 (6) - this could look better!
03:46:914 (6) - ^
03:47:400 (1,1,1) - cool o:
03:57:941 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - this is so good
04:04:589 (1) - make it a bit more visible
04:12:373 (1,2,1,2,1,2) - i think this pattern fits really well, keep it!
04:20:643 - the guitar sound is already starting here.. maybe put the slider there instead o:
04:21:535 (1) - confusing because it starts on a blue tick :/
04:38:968 (4) - not a good slider shape
05:11:724 - really strong beat, why emphasize it with a sliderend?
05:16:022 (10) - this is on a blue tick - why?

I hope this was helpful enough!
Topic Starter
LwL

Lily Bread wrote:

M4M

i only mention once if there are several same situation.

00:49:184 (6) - besides vocal, other music such as drum, also very strong in this part. so i suggest to catch them. for example, you can make this circle into a 1/2 slider to map both vocal and drum and stress the vocal, because vocal is at slider's start. Changed both circles into sliders to catch the drum afterwards
http://puu.sh/rwcnw/90488954ea.jpg

01:27:454 (2) - similar as above. Nah, I like this part as it is. Actually me imagining this part of the song in this way is what made me map it in the first place.

01:29:238 (1,2) - and these, i suggest to use 4 * 1/2 circles, because you only map vocals before, to map another track can make this map more interesting. ^
http://puu.sh/rwcxH/51ecab96f6.jpg

02:14:968 (5) - make this into a 1/2 slider? i can hear a not very strong but not weak beat at - 02:15:130 -. Yeah, seems good.

02:26:724 - there is a triple in music. added kickslider

02:47:400 (4,6) - ctrl+g them? because - 02:47:400 - and - 02:47:562 - are strong finish in music. you can put them away to stress them. if you do this, move - 02:47:238 (3) - to a suitable place. The focus here is meant to be on the guitar, which is strongest on (4) and (6).

02:53:724 (1,2,3) - current circles' place are not very good, because there is no big difference between 1/1 gap and 1/2 gap.
http://puu.sh/rwcZC/980ec0deda.jpg

so, what about this pattern? very suitable imo! I like this
http://puu.sh/rwcSU/f472134cfe.jpg

02:56:805 (1,2,3,1,2,3,4) - the rhythm in music should be this imo. This is mapped to the guitar, but after a previous mod I had the red tick afterwards mapped as well since I missed it before, for some reason that change is gone now, so I re-added that. Or something like it since I don't remember 100% how I did it. FML.
http://puu.sh/rwd6x/052cbec325.jpg
(the cursor is at - 02:57:211 -)

overall it's a okay map to me. good luck! Thanks for the mod!

CrimsonClaw wrote:

Hey, from my queue (M4M)

[General stuff]
  1. White color isn't suited as the character in the background only provides gray (hair) -> you could use violet, cause her eyes are violet, or the rose on her dress. Good idea, used violet instead of white. Also made the grey a bit more blue-ish.
  2. The BG is fine - resolution is 16:9, if anyone complains.
Mod itself
00:06:859 (1) - is it just me or is this slider not correctly snapped? Interesting, that wasn't there from the start. Seems like there was some glitch going on with the SV that didn't have the 1.25x from the green line apply to the slider. Fixed it by moving the timing points.

00:08:157 (1,4) - they dont have to be so close to each other, also an overlap.
00:10:589 (10) - place this to x276y224 to make it symmetrical fixed
00:12:859 (4,4,5,6) - overlap!
00:14:481 (10,4,5,6) - slight overlap
00:19:670 (10,4,5,6) - they dont have to be so close to each other
00:28:914 (1,1,1) - ^ you can space them more + I like how they speed up I like the small spacing since they're really quiet
00:38:157 (2,6) - overlap. stack? .-.
00:39:941 (6,7,8,9) - I like that you used kicksliders. But please use more system to it (more copy paste, sth like this *click* maybe) fixed
00:42:697 (4) - you can make this more beautiful... example *click* Guitar is heavily distorted, so slider shape is distorted as well
00:44:157 (4) - copy paste and flip vertically + horizontally for 00:44:319 (5) - this so it looks better
00:45:292 (3) - you can make this more beautiful... .-. same as before
00:49:346 - why a gap? are you mapping on vocals? please fill that gap + 00:49:670 - this one fixed in previous mod
00:59:400 (4,4) - why overlap, just stack them maybe
01:02:481 (6,1) - this does not have to overlap
01:06:859 (3,1) - ^ Since my browser hates me tl;dw on all the overlaps above this: Fixed the ones I found either significant enough or easy enough to fix
01:11:724 (2,1,1) - please do not map vocals with long sliders like this, theyre indeed not a good stilistic device as theyre also not looking good.I'll gladly take suggestions for the shape of the second slider, but overall I like these.
01:27:292 (1,2,1,2,1,2,1,2) - i like that though, and the part afterwards
01:33:778 - major downbeat, try to use circles instead of that slider Pales in comparision to the vocals on the red tick imo
01:38:319 - use a slowed up slider for that, ending on the blue tick 01:38:887 - here Prefer the break
01:39:616 - ^ ^
01:42:211 - the stream should "slow down" in terms of spacing from here on Prefer the instant spacing change
01:49:346 - this should be a slider; 01:49:022 (5) - this should be a circle; 01:49:184 - here should start a triplet (ending in the slider), if we want to be consistent with the part from before! Changed first, rest is fine though. The triple into the slider was still part of the previous section.
01:49:184 - gap? why .-. please fill it with a circle There's a sliderend here lol
02:10:265 (2,4) - overlap .-. made it overlap less, looks better now.
02:12:049 (2,3) - triplet maybe It's a kiickslider to emphasize the strong sound on (3)
02:13:670 (1,2,3,4,5,1,2,3,4,1,2,3,4,5) - cool! <3
02:20:968 (3,6) - they shouldnt touch fixed
03:33:941 (6) - this could look better! same as before about the distortion
03:46:914 (6) - ^ ^
03:47:400 (1,1,1) - cool o: :]
03:57:941 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - this is so good I wish I came up with this entirely on my own without heavy inspiration from counter-clock world
04:04:589 (1) - make it a bit more visible changed the angle a bit to help, overall I think it's fine since by the time the player is looking at this, the hit animations are already gone.
04:12:373 (1,2,1,2,1,2) - i think this pattern fits really well, keep it! [:
04:20:643 - the guitar sound is already starting here.. maybe put the slider there instead o: I'm not entirely sure but I think it gets a lot higher pitched on the sliderstart. Also this way I don't have to skip the drums.
04:21:535 (1) - confusing because it starts on a blue tick :/ There's a distinct guitar sound starting on this, and it's a repeat slider, so it should be fine.
04:38:968 (4) - not a good slider shape It's fine imo, but I'll take suggestions for a better one
05:11:724 - really strong beat, why emphasize it with a sliderend? Good point, but I'll stick with the slider to make the rhythm less confusing since the previous gaps were 3/4
05:16:022 (10) - this is on a blue tick - why?For consistent 3/4 clicking rhythm. It's the end of the stream so there shouldn't be any confusion

I hope this was helpful enough! Yupyup, thanks for the mod!
LMT
hi, m4m from q
  • [Underworld]
  1. 01:49:022 (5,5) - since in these measures you use sliders to indicate vocals 01:48:049 (1,4) - with these, 5 has to be circles to differentiate drums with vocals.
    01:50:643 (1) - 04:02:643 (6) - 03:21:454 (1) - streams starting on the white ticks make more sense , streams starting on blue ticks only works for really short bursts as you always want to click things on more prominent beats.
  2. 01:54:211 (5,6) - why not follow the vocals with a 1/2 slider here? You obviously can justify this but I'd like to hear what your reasoning is.
  3. 01:54:859 (2) - this slider breaks the vocal on red tick structure, any specific reason? It's not following the guitar riffs as well and blast beats are stressed on red ticks, not white ticks.
  4. 02:28:589 (5,3) - unnecessary overlap.
  5. 02:47:887 (1) - since red and white ticks on this slider is equally strong in the music, due to music theory the player will always lean the stress towards the white tick so this be broken down to 2 circles. Make sure it has a different pattern from the previous jumps if you decide to change.
  6. 03:51:941 (1,2,3) - might want to NC all of these to inform of the 3/4 better since there are similar stuff with smaller spacing but people just tend to read the large spacing as 1/2 anyway cus that's how the meta is xd.
  7. 03:56:481 (3,1) - you really want people to start a long stream on a more prominent tick than a blue tick. This only works for very short (2 or 4 notes after the sliderend) bursts.
  8. 04:01:832 (1,2) - this pattern is reserved for musical patterns that have emphasis on the blue tick, in this case the stress is on the white tick so stressing the blue tick visually is a really evil thing to do. (experienced players can even misread this as a 1/3 pattern).
  9. 04:16:265 (2) - guitar doesn't stress the sliderhead, neither does the drums cus blast beats. I suggest changing 04:15:941 (1) - to a 1/1 slider + a circle on red tick.
  10. 05:00:697 (4,5,6,7) - pattern positioning looks somewhat random to me, mind explaining the logic?
  11. 05:11:562 (1) - this offbeat slider which sliderend landing on downbeat is really nasty. 05:11:076 (1,1,1) - try this thing out https://osu.ppy.sh/ss/6252752 .
  12. On the aesthetics side I think you can improve things a little more, there are some overlaps that I think you can avoid, such as these 00:09:292 (6,9) - 00:11:400 (7,2) - 00:14:481 (10,8) - 00:16:103 (3,8) - you find these little overlaps everywhere. If you're going to overlap, make it as if it's intentional, these small overlaps make the maps look slightly messy, which undermines your effort and I'm quite certain you put a lot of effort into this map.
  13. Patterns can look a bit more neat 00:39:941 (6,7,8,9) - shape could be a bit more recognisable, slightly messy in its current state, blankets can be improved here and there 00:52:589 (2,4) - so I suggest you should take a few minutes to go through your maps to see if there are any aesthetics errors. I'm not a really aesthetics modder but when you overlap there has to be some justification to it, small overlaps are generally unjustifiable as they make your map look unclean, I'm ok with big overlaps though.
Pretty cool map, gl!
Topic Starter
LwL

LMT1996 wrote:

hi, m4m from q
  • [Underworld]
  1. 01:49:022 (5,5) - since in these measures you use sliders to indicate vocals 01:48:049 (1,4) - with these, 5 has to be circles to differentiate drums with vocals. The logic behind this is rather that every vocal is a clickable hitobject, since they're stronger. The rhythm is consistent as well (s - c - c - s - s | s - c - c - s - s, all 1/2)
    01:50:643 (1) - 04:02:643 (6) - 03:21:454 (1) - streams starting on the white ticks make more sense , streams starting on blue ticks only works for really short bursts as you always want to click things on more prominent beats. It's something I tend to miss while mapping since I've personally never had issues with it when the first note of the stream is a sliderend. Might have something to do with alternating. Changed, it's better anyway since this way I don't miss the drums on the red tick.
  2. 01:54:211 (5,6) - why not follow the vocals with a 1/2 slider here? You obviously can justify this but I'd like to hear what your reasoning is. There are stronger guitar notes on (5,6), that are only present once for each slider
  3. 01:54:859 (2) - this slider breaks the vocal on red tick structure, any specific reason? It's not following the guitar riffs as well and blast beats are stressed on red ticks, not white ticks. The logic was that the vocals sort-of start on the white tick already (you can hear her starting with the sound), but you're right that it's probably better if I start the slider on the stronger sound, it's also consistent in following the guitar.
  4. 02:28:589 (5,3) - unnecessary overlap. fixed
  5. 02:47:887 (1) - since red and white ticks on this slider is equally strong in the music, due to music theory the player will always lean the stress towards the white tick so this be broken down to 2 circles. Make sure it has a different pattern from the previous jumps if you decide to change. That was a tough one to do without breaking the entire part. Since 02:47:886 (1,2) are kind of similar to 02:48:535 (4,5,6) I've made them low angle low spacing as well. Definitely feels better overall.
  6. 03:51:941 (1,2,3) - might want to NC all of these to inform of the 3/4 better since there are similar stuff with smaller spacing but people just tend to read the large spacing as 1/2 anyway cus that's how the meta is xd. done
  7. 03:56:481 (3,1) - you really want people to start a long stream on a more prominent tick than a blue tick. This only works for very short (2 or 4 notes after the sliderend) bursts. see first occurence
  8. 04:01:832 (1,2) - this pattern is reserved for musical patterns that have emphasis on the blue tick, in this case the stress is on the white tick so stressing the blue tick visually is a really evil thing to do. (experienced players can even misread this as a 1/3 pattern). Hm, I don't think I agree. This pattern is supposed to emphasize 04:01:832 (1,3) since to me those are the strongest notes. This works especially well here imo since the sliderstarts of 04:01:914 (2,4) are also stronger than the sliderends.
  9. 04:16:265 (2) - guitar doesn't stress the sliderhead, neither does the drums cus blast beats. I suggest changing 04:15:941 (1) - to a 1/1 slider + a circle on red tick. I think this is fine, the entire part is supposed to focus on the guitar so drums are a secondary concern. The spacing between the sliders is really low so even though the sliderstart is a bit emphasized because it's a click, it's not by a lot. A 1/1 slider with a circle after would skip the drum on the first red tick and then emphasize the drum on the second red tick with a click, which I'd find weird.
  10. 05:00:697 (4,5,6,7) - pattern positioning looks somewhat random to me, mind explaining the logic? (5) was placed a bit sloppy, so that's why that wasn't symmetric (corrected that). The spacing is higher from (5,6) onwards since the intensity increases there.
  11. 05:11:562 (1) - this offbeat slider which sliderend landing on downbeat is really nasty. 05:11:076 (1,1,1) - try this thing out https://osu.ppy.sh/ss/6252752 . o wow that's great. Didn't make the last one a slider though since I don't hear anything on the blue tick.
  12. On the aesthetics side I think you can improve things a little more, there are some overlaps that I think you can avoid, such as these 00:09:292 (6,9) - 00:11:400 (7,2) - 00:14:481 (10,8) - 00:16:103 (3,8) - you find these little overlaps everywhere. If you're going to overlap, make it as if it's intentional, these small overlaps make the maps look slightly messy, which undermines your effort and I'm quite certain you put a lot of effort into this map. The first 3 you linked are so far apart that you'll never notice them outside the editor. I fixed the last one since it was an easy fix and is borderline in terms of timing, but in general I hopefully fixed most overlaps that are relevant and reasonably easy to fix thanks to the last mod, either by removing them or making them look intentional.
  13. Patterns can look a bit more neat 00:39:941 (6,7,8,9) - shape could be a bit more recognisable, slightly messy in its current state, blankets can be improved here and there 00:52:589 (2,4) - so I suggest you should take a few minutes to go through your maps to see if there are any aesthetics errors. I'm not a really aesthetics modder but when you overlap there has to be some justification to it, small overlaps are generally unjustifiable as they make your map look unclean, I'm ok with big overlaps though. Fixed the blanket. I went over the map multiple times while mapping, I should've done it with hit animations some of those times since that makes it way easier to spot which overlaps are relevant (which actually was the main reason for most overlaps that still persisted, I thought they were farther apart than they actually were). I did that now and hopefully fixed everything remaining.

    As for patterns, seems like the kickslider patterns were mostly messy, idk why it was only those in particular. Went through the map and cleaned them up, along with a few blankets.
Pretty cool map, gl! Thanks for the mod!
LMT

LawL4Ever wrote:

LMT1996 wrote:

hi, m4m from q
[list][Underworld]
[*]01:49:022 (5,5) - since in these measures you use sliders to indicate vocals 01:48:049 (1,4) - with these, 5 has to be circles to differentiate drums with vocals. The logic behind this is rather that every vocal is a clickable hitobject, since they're stronger. The rhythm is consistent as well (s - c - c - s - s | s - c - c - s - s, all 1/2) well yeah but then these sliders don't seem to correspond with the vocals, at least it doesn't sound like it's mapped to the vocals to me. (1,4) definitely are mapped to the vocals so that's why I think 5 shouldn't be a slider since it doesn't seem like the vocals is there.
Thanks for 100th kds though hehe.
Once again , gl!
Topic Starter
LwL

LMT1996 wrote:

hi, m4m from q
[list][Underworld]
[*]01:49:022 (5,5) - since in these measures you use sliders to indicate vocals 01:48:049 (1,4) - with these, 5 has to be circles to differentiate drums with vocals. The logic behind this is rather that every vocal is a clickable hitobject, since they're stronger. The rhythm is consistent as well (s - c - c - s - s | s - c - c - s - s, all 1/2) well yeah but then these sliders don't seem to correspond with the vocals, at least it doesn't sound like it's mapped to the vocals to me. (1,4) definitely are mapped to the vocals so that's why I think 5 shouldn't be a slider since it doesn't seem like the vocals is there. It makes sense to me as it is, so I won't change it. I can see where you're coming from, but I don't think it needs changing.


Thanks for 100th kds though hehe.
Once again , gl!
Thanks for replying to the reply.
Kashima
hello!m4m here!

  • [Overall]
  1. sv 1.4 is too low for such bpm imo.maybe 1.6-1.8 will help you to draw an aesthetic slider.
  • [Underworld]
  1. 00:06:859 (1,4) - overlap
  2. 00:11:400 (7,8,9,10) - you can place them like "N",it will looks good.
  3. 00:12:697 (3,4,5,6) - ^
  4. 00:15:292 (7,8,9,10) - ^ (that 7)
  5. 00:20:481 (7,8,9,10) - ^
  6. 00:26:968 (7,8,9,10) - ^ (no need to place them like a star without an angle)
  7. 00:29:887 (3) - maybe a slider to 00:30:048 -
  8. 00:30:211 (1,6) - overlap
  9. 00:38:157 (2,6) - ^
  10. 00:46:913 (1,2,4,5) - replace them with 2 sliders in order to following the vocal.(ka~ori da~chi)
  11. 01:06:535 (1,5) - overlap
  12. 01:13:995 (2,1) - ^
  13. 01:12:859 (1) - https://osu.ppy.sh/ss/6313627
  14. 01:14:319 (1) - the slider is inaesthetic
  15. 01:16:103 (4,5,6,7,8,9,10,11,12,13,14) - overmap imo
  16. 01:17:887 (5,2) - overlap
  17. 01:22:914 (4,5,6) - reset the DS to 2.0 in order to https://osu.ppy.sh/ss/6313640
  18. 01:24:373 (3,4,2) - ds 1.86 http://osu.ppy.sh/ss/6313653
  19. 01:32:481 (1,4) - is there a blanket?if yes,fix it.
  20. 01:42:535 (1,2,3,4,5) - the rhythm becomes strong here you should increase the ds
  21. 01:50:886 (4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6) - this stream should start here 01:50:643 (1) - and end here 01:52:589 (1) -
  22. 02:03:941 (3,4,5) - make them staright
  23. 02:06:535 (3,4,5) - ^
  24. 02:19:832 (3,1,2,3,4) - rhythm should be like this
  25. 02:23:400 (2) - 2 notes here
  26. 02:23:724 (3,4) - 1 slider here
  27. 02:26:156 - 1 note here
  28. 02:23:238 (1,5) - overlap
  29. 02:24:049 (5,2) - ^
  30. 02:48:697 (5,6,2) - ds 2.0 here https://osu.ppy.sh/ss/6313776
  31. 02:51:291 (3,3) - overlap,you can stack them together
  32. 02:52:589 (5,2) - ^
  33. 02:55:184 (3,4,2) - ds 2.0 https://osu.ppy.sh/ss/6313791
  34. 03:25:346 (1,2,3,4,5,6,7,8) - the same rhythm here like 03:24:049 (1,2,3,4,5,6,7,8,9) - so just place them in the same way
  35. 03:29:238 (1,2,3,4,5,6,7,8) - ^
  36. 04:04:265 (1,1,1,1) - you can place them like this https://osu.ppy.sh/ss/6313832 or something more aesthetic here.
  37. 04:12:049 (7,1,2,1,2,1,2) - actually there is 4 group of same rhythm here,you should place them like groups.
  38. 04:49:022 (4,5) - fix the blanket
  39. 04:52:265 (1,2) - ^
  40. 05:44:157 (4,6) - overlap
  41. 05:51:941 (7) - spinner here?
Good luck! :)
Topic Starter
LwL

Kashima wrote:

hello!m4m here!

  • [Overall]
  1. sv 1.4 is too low for such bpm imo.maybe 1.6-1.8 will help you to draw an aesthetic slider. Large parts of the map use higher SV (x1.2 and x1.5), but I might play with it a bit for some sliders
  • [Underworld]
  1. 00:06:859 (1,4) - overlap Not really noticeable since they're so far apart in timing
  2. 00:11:400 (7,8,9,10) - you can place them like "N",it will looks good. Then I'd have to redo the placements of everything here, also this way there's a bit of pattern variety.
  3. 00:12:697 (3,4,5,6) - ^ ^
  4. 00:15:292 (7,8,9,10) - ^ (that 7) Did it here, it was really just the same rotated before, and this way it's nicer
  5. 00:20:481 (7,8,9,10) - ^ Changed this a bit, but differently. It looks better now.
  6. 00:26:968 (7,8,9,10) - ^ (no need to place them like a star without an angle) Since it's the end of the intro, I want this to be different not just in spacing, but also as a pattern.
  7. 00:29:887 (3) - maybe a slider to 00:30:048 - There's not really a distinct sound on that and I like having the short break to emphasize the starting point of the song.
  8. 00:30:211 (1,6) - overlap Doesn't really hinder reading imo and isn't easily fixable
  9. 00:38:157 (2,6) - ^ intentional
  10. 00:46:913 (1,2,4,5) - replace them with 2 sliders in order to following the vocal.(ka~ori da~chi)I prefer having the vocals as active objects for emphasis
  11. 01:06:535 (1,5) - overlap intentional as a result of the pattern
  12. 01:13:995 (2,1) - ^ This doesn't overlap
  13. 01:12:859 (1) - https://osu.ppy.sh/ss/6313627 I love you
  14. 01:14:319 (1) - the slider is inaesthetic Removed one of the anchors so it's a bit less wonky, but overall I don't think this one' bad. Though if these sliders get many more complaints I guess I'll just remap it to the same rhythm as the section before
  15. 01:16:103 (4,5,6,7,8,9,10,11,12,13,14) - overmap imo There's a pretty loud drumroll here
  16. 01:17:887 (5,2) - overlap Far enough apart in timing, so it doesn't rly matter
  17. 01:22:914 (4,5,6) - reset the DS to 2.0 in order to https://osu.ppy.sh/ss/6313640 Looks kinda nice, but I want this to have lower spacing to emphasize the vocals
  18. 01:24:373 (3,4,2) - ds 1.86 http://osu.ppy.sh/ss/6313653 ^
  19. 01:32:481 (1,4) - is there a blanket?if yes,fix it.fixed
  20. 01:42:535 (1,2,3,4,5) - the rhythm becomes strong here you should increase the ds This feels like a stack to me for a reason I can't really explain, I see the point though.
  21. 01:50:886 (4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6) - this stream should start here 01:50:643 (1) - and end here 01:52:589 (1) - There's no distinct sound on either of the blue ticks in the beginning. The undermap in the end is to ease reading for the 3/4 afterwards.
  22. 02:03:941 (3,4,5) - make them staright Prefer it as it is
  23. 02:06:535 (3,4,5) - ^ ^
  24. 02:19:832 (3,1,2,3,4) - rhythm should be like this It's emphasizing the vocals
  25. 02:23:400 (2) - 2 notes here ^
  26. 02:23:724 (3,4) - 1 slider here ^, transitioning into guitar
  27. 02:26:156 - 1 note here Not really an important sound imo, and I like the short break
  28. 02:23:238 (1,5) - overlap far enough apart to not matter
  29. 02:24:049 (5,2) - ^ Not really severe, and it's necessary to keep the pattern intact
  30. 02:48:697 (5,6,2) - ds 2.0 here https://osu.ppy.sh/ss/6313776 same as before
  31. 02:51:291 (3,3) - overlap,you can stack them together Is intentional as it is, stacking would fuck up the pattern
  32. 02:52:589 (5,2) - ^ fixed
  33. 02:55:184 (3,4,2) - ds 2.0 https://osu.ppy.sh/ss/6313791 same as before
  34. 03:25:346 (1,2,3,4,5,6,7,8) - the same rhythm here like 03:24:049 (1,2,3,4,5,6,7,8,9) - so just place them in the same way drum rhythm is different
  35. 03:29:238 (1,2,3,4,5,6,7,8) - ^ ^
  36. 04:04:265 (1,1,1,1) - you can place them like this https://osu.ppy.sh/ss/6313832 or something more aesthetic here. It's fine imo. Changed the angle of the first slider a bit though.
  37. 04:12:049 (7,1,2,1,2,1,2) - actually there is 4 group of same rhythm here,you should place them like groups. fixed
  38. 04:49:022 (4,5) - fix the blanket done
  39. 04:52:265 (1,2) - ^ ^
  40. 05:44:157 (4,6) - overlap Intentional
  41. 05:51:941 (7) - spinner here? I guess I'll try to find someone to make me an art slider for this
Good luck! :) Thanks for the mod!
I'll probably get to yours tomorrow.
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 unrankable issue has been found

[General]
  1. Your bg image is 1300x731 which is really eh and i think unrankable, try to get a 1366x768 to avoid problems d
[Timing]
  1. Offset should be 4,250
[Hitsounds]
  1. Not using hitsounds is unrankable!!

[Diff-Name]

  • Right so off the bat i see really so many mistakes that i'll give you amore general mod rather than a picky one d
  1. So for spacing - 00:08:805 (3,4,5,6) - why place these so close to each other when the sounds are really strong, that is just like wrong orz, i would understand somewhat (although not really) if you kept this pattern consistent or really similar but 00:10:103 (7,8,9,10) - same sounds yet different spacing zz, avoid using random note placement think about every note you place and think to yourself, does it fit? does it play nice? does it flow? could i maybe improve it? is it hard to hit?
  2. For Nc's - this one is a tricky one for new people to grasp so like see i use nc's so that when new sounds come into play you get to see a new colour for them to make them unique so like a example here 00:14:724 (2,3,4,5,6) - these sounds are much different than 00:15:292 (7,8,9,10) - soo therefore what i would do to make them stand out is nc this note 00:15:292 (7) - that way the sounds get more recongnised as different by the player and for the mapper therefore it makes it more unique \o/, so if you understand that if new sounds come into play you should technically NC since then it will give it emphasis rather than keeping the same combo for differnt sounds : o. Exception of that ofc is when 3/4 or a more complicated rhytm like a 1/3 jumping rhytm or something is implied the that scenario of nc's changes. But that's for a later day
  3. sounds - although you do map to what you think is correct you sometimes need to make sure you actually catch all sounds possible so here 00:52:103 (1) - you are ignoring a strong vocal inside the sldier, maybe that's not a good example but what i would do is make the slider a 1/2 slider and place a note on the red tick, that way you are emphasizing more things in the song : o which in return makes it better to play and listen to even :p, another example of that is the kiai time since you're ignoring most of the guitar and drum hits which could be used to create a nice streamy part rather than just jumps alone

    that's about it for basics xd, you could also read this if you wish that might help bits here and there too it's a little guide for beginners

    02:06:210 (1,2) - this sort of stuff i would avoid since there's strong sounds on both of them and practically it plays bad too, you could stack it or something instead orz

    02:08:157 (6,7,8,9) - these have stronger sounds than 02:07:508 (1,2) - yet you still use the same spacing

    The last kiai is missing a lot of crucial sounds xd
well that's mostly it if you read the things i wrote it may help xd, i looked through you're whole map but found the same mistakes repeating over and over again xd, so probably all of that mod applies to the whole map. Hope i helped \o/
Topic Starter
LwL

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 unrankable issue has been found

[General]
  1. Your bg image is 1300x731 which is really eh and i think unrankable, try to get a 1366x768 to avoid problems d It's not available in a higher res, I cropped it to be 16:9, it's fine.
[Timing]
  1. Offset should be 4,250
Changed it to 4255 since 4250 seemed a little too early

[Hitsounds]
  1. Not using hitsounds is unrankable!!
Uhm wut, the entire map is custom hitsounded. Did BSS fuck something up?


[Diff-Name]

  • Right so off the bat i see really so many mistakes that i'll give you amore general mod rather than a picky one d
  1. So for spacing - 00:08:805 (3,4,5,6) - why place these so close to each other when the sounds are really strong, that is just like wrong orz, i would understand somewhat (although not really) if you kept this pattern consistent or really similar but 00:10:103 (7,8,9,10) - same sounds yet different spacing zz, avoid using random note placement think about every note you place and think to yourself, does it fit? does it play nice? does it flow? could i maybe improve it? is it hard to hit? None of these are random lol. 00:08:805 (3,4,5,6) and the other notes with that spacing are all the same, lower pitched sounds. 00:10:103(7,8,9,10) is not the same sound, it's higher pitched and therefore feels stronger, to me at least. If I didn't vary the spacing here the intro would just be completely repetitive, and it's perfectly consistent with itself.
  2. For Nc's - this one is a tricky one for new people to grasp so like see i use nc's so that when new sounds come into play you get to see a new colour for them to make them unique so like a example here 00:14:724 (2,3,4,5,6) - these sounds are much different than 00:15:292 (7,8,9,10) - soo therefore what i would do to make them stand out is nc this note 00:15:292 (7) - that way the sounds get more recongnised as different by the player and for the mapper therefore it makes it more unique \o/, so if you understand that if new sounds come into play you should technically NC since then it will give it emphasis rather than keeping the same combo for differnt sounds : o. Exception of that ofc is when 3/4 or a more complicated rhytm like a 1/3 jumping rhytm or something is implied the that scenario of nc's changes. But that's for a later day Both would work here imo. I don't think the difference is large enough to really neccesitate an NC, NCing every measure is pretty standard and that's what I'm doing here.
  3. sounds - although you do map to what you think is correct you sometimes need to make sure you actually catch all sounds possible so here 00:52:103 (1) - you are ignoring a strong vocal inside the sldier, maybe that's not a good example but what i would do is make the slider a 1/2 slider and place a note on the red tick, that way you are emphasizing more things in the song : o which in return makes it better to play and listen to even :p, another example of that is the kiai time since you're ignoring most of the guitar and drum hits which could be used to create a nice streamy part rather than just jumps alone I changed this one because while imo justifiable it's nicer the other way and more consistent with the rest (changed the slider directly after as well), but there's not really a need to map all sounds if there's a clear focus on one, in this case the foreground vocals, the important part is not jumping between different rhythms at random. And the only things the kiai ignores are some background 1/4 hits with little importance, if I mapped all of them it would be more streams than anything which really doesn't fit since I'm trying to have a vocal focus.

    that's about it for basics xd, you could also read this if you wish that might help bits here and there too it's a little guide for beginners

    02:06:210 (1,2) - this sort of stuff i would avoid since there's strong sounds on both of them and practically it plays bad too, you could stack it or something instead orz Fun fact: I had these as stacks originally. After trying out the change to 1.0 DS I realized that I liked it though, as it provides a nice change in gameplay without having the cursor just chill in place and taking out the speed (which was the original complaint). I don't find the second sound that strong.

    02:08:157 (6,7,8,9) - these have stronger sounds than 02:07:508 (1,2) - yet you still use the same spacing Ended up remapping this entire section. It was retardedly inconsistent with the first one (happens when you take 3 month breaks between mapping them) and honestly seemed sloppy on second look.

    The last kiai is missing a lot of crucial sounds xd Unless you somehow find the constant background 1/4 crucial, I fail to see how that's the case.
well that's mostly it if you read the things i wrote it may help xd, i looked through you're whole map but found the same mistakes repeating over and over again xd, so probably all of that mod applies to the whole map. Hope i helped \o/y, thanks for the mod!
Net0
I think I'll mod this eventually, for now take a star :3
Topic Starter
LwL
o:

Thanks!
Topic Starter
LwL
fixed some hitsound stuff and remapped that one problematic slider section.
Jason13
Thank you very much for mapping my favourite band. Suppose it will get ranked.
dsco
this is a long mod but i dont want that to discourage you! let it inspire you to improve the map, be confident that you can rank it :D

i'm going to second what kashima said about an increased SV being more suitable for this map, given its map-style and difficulty. ~1.8 would be better for the map, even higher maybe. (i don't mean with green ticks, i mean in the timing panel itself)

____________________

to start my mod off i wanna just point out a few general things that were persistent in the entire map that need work
* too many straight line sliders. especially ones at around a ~45 degree angle can really kill flow as its an awkward wrist movement on both mouse and tablet. if you like the aesthetic of straight line sliders, consider adding a redpoint in the middle so it breaks up the movement a little bit, straight lines can kill flow
* inconsistent spacing. an example is this: 00:11:390 (7,8,9,10) versus 00:16:579 (7,8,9,10) . why does the first one have a 2.6x jump but not the second? and then 00:16:579 (7,8,9,10) why use 2.5x here when you've established 2.6x as a jump spacing previously? making things like this consistent (limiting separate parts of the map to ~2 or 3 jump spacings, for example, only using 1.6x, 2.0x, and 2.6x, will make your map more visually pleasing and easy to understand)
* 00:31:498 (1) - random jump spacings, just use 2.2x, or separate more (like 2.6x) so that it is easier to read that it is a new spacing. also seen in: 00:32:795 (1) , 00:36:687 (1) , 00:37:985 (1) , 00:34:092 (1)
* small improvements can be made to the flow in very many places! 00:46:093 (2,3) - this is a good example. the slight curve from the 2 slider influences a leftward direction, but the kickslider is placed quite vertically. by moving the kickslider left you are improving the flow and giving the sliders more harmony.
* 00:55:498 (4,5,6,7,1) - increasing jump spacing is fine but i think it works better to do two of the same spacings twice. so instead of 2.7, 2.8, 2.9, 3.0, 3.1 maybe use something like 2.6, 2.6, 2.8, 2.8, 3.0x. appears elsewhere.

______________________

onto specifics :D
00:07:498 (3,4) - i dont think it is necessary to use these sliders instead of the jumps like in the following combos. the two sliders before it already set the rhythm
00:08:795 (3,4,5,6) - i urge you to consider changing this, especially since the triples ( 00:09:444 (1,2,3) ) are very similarly spaced, it is visually confusing. stacking them perfectly or separating them with something like 0.8x would be much better.
00:12:039 (1) - angle this slider up, or away from 00:12:363 (2) this object. it separates the two objects and makes the flow easier to understand.
00:17:228 (1,2) - angling these sliders upwards as well improves the flow, since it doesnt force an awkward cursor-stopping movement from the last jump
00:26:958 (7,8,9,10) - space the final jump something like ~3.0x? it would emphasize it a bit more and make the pause more dramatic.
00:27:444 (10,1) - insert break. that way hp isnt draining and its more dramatic
00:28:904 (1) - higher SV multiplier. because it is so slow, it reads like a kickslider, especially since the spacing to 00:29:228 (1) is low as well.
00:32:795 (1,2) - this small jump is fairly awkward. i think a stack would play better
00:34:093 (1,2) - ^
00:34:741 (1,2,3,4,1) - really strange jump spacings. why not 2.6x into and out of this combo and then 2.4x for each jump within it?
00:35:066 (3,4,1) - awkward flow. 00:35:228 (4,1) - this jump is high energy and makes you move very quickly to the left of the screen but slow down a lot because of the slider. if the slider changed direction it wouldnt be as awkward since it would be two movements instead of one.
00:37:985 (1,2) - same as above
00:39:282 (1,2) - ^
00:39:768 (5,6) - angle 6 in a new direction to emphasize the change in flow. i think NC would make sense here as well to make consistent with: 00:34:741 (1,2,3,4)
00:40:093 (7,8) - *very* anti-flow. these may play like jumps but a kickslider's direction still influence aim and flow. ctrl+g would improve (and then re-distance snapping) or maybe just copy and paste 00:39:931 (6,7) but shift slightly (and re-distance snapping)
00:40:579 (1) - i think ctrl+g and re-distance snapping would improve flow a lot here (unless you change the kicksliders before this) because the flow from 00:40:255 (8,9) - is counterclockwise, but the slider is clockwise.
00:43:985 (3) - 1.5x here but 00:41:552 (5) - 1.3x here? use one or the other, otherwise things get messy :D
00:48:363 (1) - ~3.2x here but 00:50:958 (1) - ~3.0x here? same suggestion as above ( 00:53:552 (1) too )
00:56:795 (2,3,4) - finding a way to stack this on the end of 00:56:147 (1) as an anti jump plays much better i think. same thing appears elsewhere, but somewhat of a personal suggestion, not a necessity.
01:02:633 (7) - http://i.imgur.com/e4Amhu0.jpg something like this looks much better imo. appears elsewhere (made a comment about it in the intro of the song)
01:06:525 (1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,1,2,3,4,5,1,2,1,2,1,2,3) - veryinconsistent NC
01:07:660 (1,2,3,4) - this is the kind of place where the straight sliders hurt flow.
01:10:255 (1,2,3,4) - ^
01:16:904 (14,1) - moving 1 so the jump is more vertical greatly improves flow, but you have to change the jumps after as well.
01:17:714 (4,5,6,1) - if you are going to do the sort of old-map small spacing, small angle pattern used in 4,5,6, you should make 01:18:039 (6,1) - a sharper jump to separate the two flows.
01:18:687 (2,3) - poor flow. there is nothing to indicate the flow will be so harsh. compare to 01:19:985 (2,3) - where it works better. the slider's curve influences and implies a flow in that direction and its not as harsh.
01:26:471 (2) - why not take 01:25:985 (1) and rotate 180 degrees? looks much nicer. same as 01:24:687 (1,2) and many other places where the sliders are almost identical but not quite. when they are nearly identical but not it is hard on the eyes.
01:27:282 (1,2,1,2,1,2,1,2,1,2) - i disagree with these jumps; having to move the cursor back down to 1 each time is awkward since its not a large jump, but the energy is high. i think something like this would play better: https://streamable.com/hhyw and you can be much more creative with the jumps, too.
01:31:012 (2,1,3,1) - more awkward mini jumps during gaps, anti jumps work well here, or bigger spacings.
01:38:309 (3,1) - ^. why not stack? *much* nicer visually.
01:39:606 (4,1) - ^
01:40:255 (1,2,3,4) - this part in the music is building the energy but these sliders are spaced pretty small so it doesn't feel very epic / dramatic.
just want to say that the flow is much better in the chorus in the other parts of the map, its very fun. however, it would be greatly improved if you snapped the distance of things more consistently. this doesnt *have* to mean only 2.4x and 3.0x or whatever, but there are parts that don't feel quite right because it feels like there should be a big jump and there isnt or vice versa.
01:52:255 (5,6) - extremely awkward and confusing to the player to end a long stream on a blue tick kickslider. it would make much more sense to have the stream end on a red tick kickslider which jumps to 01:52:579 (1)
^ you did this here: 03:23:228 (7) - which was good
02:00:039 (2,3,4,5,6) - matching the curve of this stream to these sliders 01:58:903 (3,6,1) will look nicer, or just separating the two visually by making the stream a straight line.
02:00:687 (1,2) - awkward small jump, explained my reasoning for thinking changing this somehow is better earlier
02:01:011 (2) - NC. as well, i think kiai should end here. that way the part before it is more emphasized.
02:03:606 (1,2) - 02:04:904 (1,2) - as explained earlier
02:05:552 (1,2,3,4,1) - i think making this into a star completes the pattern better (as in moving 1 to top of screen)
02:10:741 (6) - NC to match 02:05:552 (1)
02:12:039 (2) - i dont think you should lower the SV here, i think you should wait until 02:16:579 (1)
02:17:228 (3,4,1) - improvable flow
02:18:525 (5,1,2,3) - in the music the guitar plays this part here that the jumps seem to be mapped to, but the NC starts one note late, and the jump from 5 to 1 goes against it.
02:18:687 (1) - why NC here but not 02:21:282 (4) ?
02:26:633 (5,6) - this is one of the cases i think 5 *should* point towards 6. pointing it away and down makes the flow imply a direction that way, but this is very contradicted by where the jump actually goes (up and to the left)
02:36:687 (1,2) - space more so that the player doesnt misread and think that the stream starts on the blue tick, as that is common in maps.
02:37:498 (1,2,3,4,1,2,1,2,1,2,3,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6) - inconsistent NC again
02:42:201 (1,2,3) - very low energy compared to the jumps/spacing used elsewhere
02:44:309 (4,1,2) - poor rhythm
02:52:093 (4) - delete tick and re-add, it is shapign the slider as though there was a red tick or another white tick on the slider (common bug)
02:53:390 (3,1) - anti-jumps are good, i think you should do more like this for the map, it works very well with the rhythms. however, you didnt use them *before* this in the map, so i think this doesn't work as is. if you add anti-jumps before this, it will be a theme of the map, but right now it is confusing since it isnt used elsewhere.
02:58:093 (1,2,1,2,1,2,1,2) - considering changing somewhat like my suggestion earlier. again, anti jumps work VERY well for these rhythms.
03:09:120 (4,1) - anti jump improves this. the slight cursor movement is awkward. ( 03:10:417 (4,1) too)
03:11:066 (1,2,3,4) - very odd to use a spacing this low when everywhere else in the map you use something bigger. it almost looks like a spaced stream in the editor. compare to parts like this 02:48:525 (4,5,6) that use the same flow. you should use a similar spacing for consistency.
again, make spacing in the chorus more consistent. it helps the flow, too.
03:21:120 (7,1) - improvable flow.
03:21:444 (1) - slowing down this slider makes it look visually like 03:20:795 (6,7) - which makes the player attempt to play the same rhythm, which is confusing.
03:21:444 (1,2) - very bad rhythm choice. it is very awkward to start a stream on a blue tick that comes after a white tick. it is much better to start the stream on the white tick. starting a stream on a blue tick like this wouldnt be bad if the slider ended on a red tick, but this makes the rhythm very confusing.
03:31:822 (2) - NC?
03:37:660 (5,6) - big no-no. 6 looks almost identical to 5 in length but is a different rhythm. don't change the SV multiplier so dramatically here.
03:40:255 (7,8) - ^
03:45:444 (7,8) - ^
03:41:390 (5,6,1) - improvable flow / placement. i think 6 has a conflicting shape, angle it a different way.
03:44:309 (6,7,1) - ^ but 7 shouldn't be placed so harshly, i think placing it above 6 and then using the jump for the triple right after is better
03:47:390 (1,1,1) - 9.0x is *way* too big. WAY too big, especially for sliders you have to hold. also, rotating each consecutive one by 120 degrees will make them triangularly symmetrical which will look nice.
03:49:985 (1,2,3) - ^ but also, why no NC?
03:56:471 (3,1) - the stream starts on the red tick, i would do the same, or start the stream on the blue tick after the red tick. it makes more sense with the music.
03:57:768 (5,1) - very small jump to start off such an energetic section. this should be way more dramatic.
04:01:660 (11) - NC here makes the next bit much easier to read and play.
04:01:822 (1,2,3,4,5) - improvable rhythm.
04:02:633 (6,1) - start the stream on the white tick, not the blue tick.
04:04:417 (1,1,1) - no reason for NC
04:04:904 (1,2,3,4,5,6,7,8) - improvable flow. either make the angle more harsh or make it continued. right now it sort of continues which makes it a little ugly and awkward to play
04:06:039 (3) - what is this slider
04:07:498 (5) - NC?
04:08:795 (4,5,6) - you completely ignore the guitar rhythm here. you could map it using something like this: http://i.imgur.com/xcA0DdR.png
04:10:093 (4,5,6) - ^
04:11:390 (4,5,6) - ^
04:13:336 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - curving these somehow would make it look and play better i think, since it is difficult to move the cursor in a straight line for high spacing streams especially after big jumps
04:16:579 (3,4,5) - *very* awkward rhythm, consider using something like what i showed above.
04:17:228 (6) - this slider points down which makes the next jump feel wrong. the implied flow is downward but the jump goes upwards.
04:18:687 (1) - this dramatic SV multiplier change makes these small sliders read like kicksliders which is very confusing for the player
04:21:282 (5,1,2) - nearly unreadable. the stream *should* start on the white tick, which it does, but because the stream is placed from the reverse tick of the slider, it seems it will start on a blue tick. the stream should start from the end of the slider. also, starting a kickslider that reverses on a blue tick out of context is confusing, since you dont do it anywhere else and its very spaced.
04:25:660 (1,2,3,4,5,6,7,8,9,10,11,12) - consider changing this stream so that the sharp angles occur on circles 5 and 9 since those are the downbeats of the music. this way its 3 separate movements which sync to the music. currently, its 3 separate ones which occur randomly within these beats.
04:27:120 (6,7) - improvable rhythm
04:28:417 (4) - you almost never see kicksliders that reverse an odd number of times (except once) in difficult maps. this rhythm is very difficult to read. consider making this a stream to end the high energy section dramatically, instead of quietly.
04:38:958 (4,5) - this overlap is confusing since you dont really do it on a end-tick of a slider anywhere else in the map
04:39:768 (1,2) - this stack is confusing since these are kicksliders. it leads the reader to think that this is a 1/4 rhythm instead of 1/2. as well, i think separating 04:39:931 (2) - into two kicksliders or a stream would make this better.
04:40:579 (1,2,1,2,1,2) - consider using my suggestion above
04:42:525 (1,2,3,1,2,1,2) - ^ suggested improvements above
04:44:147 (3,1) - spinner in between?
04:50:633 (1,2,3) - very big jumps for a quiet section. save these for the climax! just need to be toned down a little bit, not majorly.
04:53:228 (1,2,3) - ^
04:54:525 (1) - dramatic SV multiplier change makes this read like a 1/1 slider instead of 1/2.
04:55:498 (7) - separating into two kicksliders makes this rhythm much more pleasant
05:11:065 (1,2,3) - considering that you dont use this anywhere else or before this is very awkward to read and play. the spacing is a little high, as well. lowering it would improve the flow.
05:15:931 (9,10) - explained above.
turn off kiai between 05:24:687 (7) and 05:36:363 (1)
05:46:255 (8,9,10) - doesn't play very well with such a high energy music part
05:51:282 (3,4,5,6,7) - ^ the obtuse angle is awkward to play

again, i don't want this mod to make you discouraged to map! its a fun map, it just has small things which can greatly improve it. good luck :D
Topic Starter
LwL

haha woah man wrote:

this is a long mod but i dont want that to discourage you! let it inspire you to improve the map, be confident that you can rank it :D

i'm going to second what kashima said about an increased SV being more suitable for this map, given its map-style and difficulty. ~1.8 would be better for the map, even higher maybe. (i don't mean with green ticks, i mean in the timing panel itself) The thing is, most maps use 1.00x on the green lines in large parts throughout, this one uses 1.00 in slower parts and 1.20 as the "standard" velocity, with 1.5 for kiai. Effectively it has the same results as ~1.65 SV if I used lower multipliers. Though since you're the second one saying this, I might increase it a bit, will ask some people to testplay it and decide accordingly considering the workload involved.

____________________

to start my mod off i wanna just point out a few general things that were persistent in the entire map that need work
* too many straight line sliders. especially ones at around a ~45 degree angle can really kill flow as its an awkward wrist movement on both mouse and tablet. if you like the aesthetic of straight line sliders, consider adding a redpoint in the middle so it breaks up the movement a little bit, straight lines can kill flow I personally don't have an issue playing these sliders at all, but I'll ask some ppl about this. They're primarilly in slow sections so I would think it shouldn't be an issue, but I'll get some other opinions.
* inconsistent spacing. an example is this: 00:11:390 (7,8,9,10) versus 00:16:579 (7,8,9,10) . why does the first one have a 2.6x jump but not the second? and then 00:16:579 (7,8,9,10) why use 2.5x here when you've established 2.6x as a jump spacing previously? making things like this consistent (limiting separate parts of the map to ~2 or 3 jump spacings, for example, only using 1.6x, 2.0x, and 2.6x, will make your map more visually pleasing and easy to understand) The first one honestly looks like something I might have moved on accident while doing something else, heh. Regarding the second point (in general, because the first pattern is now at 2.2x as well, properly emphasizing the final pattern of the intro as the highest spaced one), I generally agree, though marginal differences like 2.5 to 2.6 shouldn't be a problem if it improves the aesthetics since there's basically no gameplay difference.
* 00:31:498 (1) - random jump spacings, just use 2.2x, or separate more (like 2.6x) so that it is easier to read that it is a new spacing. also seen in: 00:32:795 (1) , 00:36:687 (1) , 00:37:985 (1) , 00:34:092 (1) I went through the map and moved some notes around, but for the most part the spacing was only variant within a small margin.
* small improvements can be made to the flow in very many places! 00:46:093 (2,3) - this is a good example. the slight curve from the 2 slider influences a leftward direction, but the kickslider is placed quite vertically. by moving the kickslider left you are improving the flow and giving the sliders more harmony.Hmm I kinda disagree about this one, to me directly continuing the motion of a slider into a snap is a bit awkward, if anything I'd move the kickslider to the right.
* 00:55:498 (4,5,6,7,1) - increasing jump spacing is fine but i think it works better to do two of the same spacings twice. so instead of 2.7, 2.8, 2.9, 3.0, 3.1 maybe use something like 2.6, 2.6, 2.8, 2.8, 3.0x. appears elsewhere. It's meant to be a continuous build up. Made the spacing increase a bit larger though as it was barely noticeable before.

______________________

onto specifics :D
00:07:498 (3,4) - i dont think it is necessary to use these sliders instead of the jumps like in the following combos. the two sliders before it already set the rhythm I just don't wanna start directly with triple spam, so I've made the first 4 trips into sliders, and I feel like making these into jumps would kinda make me lose the justification for that.
00:08:795 (3,4,5,6) - i urge you to consider changing this, especially since the triples ( 00:09:444 (1,2,3) ) are very similarly spaced, it is visually confusing. stacking them perfectly or separating them with something like 0.8x would be much better. I think since the rhythm here is very steady and already established (2x trip, 4x 1/2) it shouldn't be that confusing. Will try to get some more opinions tho.
00:12:039 (1) - angle this slider up, or away from 00:12:363 (2) this object. it separates the two objects and makes the flow easier to understand. If I understand correctly what your issue was, I tried to fix it by changing the angle of (1) in a different way and ctrl-g-ing (2).
00:17:228 (1,2) - angling these sliders upwards as well improves the flow, since it doesnt force an awkward cursor-stopping movement from the last jump done with the first, changed the angle of the second but it's still downwards since I liked that better aesthetically, should have fixed it though.
00:26:958 (7,8,9,10) - space the final jump something like ~3.0x? it would emphasize it a bit more and make the pause more dramatic. nah
00:27:444 (10,1) - insert break. that way hp isnt draining and its more dramatic k
00:28:904 (1) - higher SV multiplier. because it is so slow, it reads like a kickslider, especially since the spacing to 00:29:228 (1) is low as well. should be obvious from the music that this isn't something fast, so no
00:32:795 (1,2) - this small jump is fairly awkward. i think a stack would play better I had these as stacks originally and then changed them due to a mod, I'll think about it, both have their merit imo.
00:34:093 (1,2) - ^
00:34:741 (1,2,3,4,1) - really strange jump spacings. why not 2.6x into and out of this combo and then 2.4x for each jump within it? That's the intention, the difference is so marginal that it should change virtually nothing gameplay-wise. I did move (2) a tiny bit tho since there was no reason not to.
00:35:066 (3,4,1) - awkward flow. 00:35:228 (4,1) - this jump is high energy and makes you move very quickly to the left of the screen but slow down a lot because of the slider. if the slider changed direction it wouldnt be as awkward since it would be two movements instead of one. ctrl-g'd (1)
00:37:985 (1,2) - same as above
00:39:282 (1,2) - ^
00:39:768 (5,6) - angle 6 in a new direction to emphasize the change in flow. i think NC would make sense here as well to make consistent with: 00:34:741 (1,2,3,4) There shouldn't be much of a flow change here, it stays clockwise from the triple. Did NC it though.
00:40:093 (7,8) - *very* anti-flow. these may play like jumps but a kickslider's direction still influence aim and flow. ctrl+g would improve (and then re-distance snapping) or maybe just copy and paste 00:39:931 (6,7) but shift slightly (and re-distance snapping) changed in a different way, see below
00:40:579 (1) - i think ctrl+g and re-distance snapping would improve flow a lot here (unless you change the kicksliders before this) because the flow from 00:40:255 (8,9) - is counterclockwise, but the slider is clockwise. the flow should be clockwise, though this might depend on how it's read. I changed (8,9), visual flow now matches the intended flow more closely.
00:43:985 (3) - 1.5x here but 00:41:552 (5) - 1.3x here? use one or the other, otherwise things get messy :D I find 00:43:985 (3) to be more intense, there's the triple before it and also the drums are louder, it's not the same drum pattern.
00:48:363 (1) - ~3.2x here but 00:50:958 (1) - ~3.0x here? same suggestion as above ( 00:53:552 (1) too ) kind of a marginal difference (it's less than 10% of the DS value), but I happened to change something about this because of an earlier point anyway, so the second one is 3.18x now. Third one is for vocal emphasis and to make the pattern work.
00:56:795 (2,3,4) - finding a way to stack this on the end of 00:56:147 (1) as an anti jump plays much better i think. same thing appears elsewhere, but somewhat of a personal suggestion, not a necessity. I changed the flow direction because this made me notice some DS inconsistencies that are fixed now, not an antijump though.
01:02:633 (7) - http://i.imgur.com/e4Amhu0.jpg something like this looks much better imo. appears elsewhere (made a comment about it in the intro of the song) Yeah that looks nicer
01:06:525 (1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,1,2,3,4,5,1,2,1,2,1,2,3) - veryinconsistent NC This is what happens when you copy-paste and forget to remove NCs.
01:07:660 (1,2,3,4) - this is the kind of place where the straight sliders hurt flow. I think it works with slider leniency and being slow, but as I said in the beginning I'll get some opinions on this.
01:10:255 (1,2,3,4) - ^
01:16:904 (14,1) - moving 1 so the jump is more vertical greatly improves flow, but you have to change the jumps after as well. I know what you mean, but the flow isn't all that bad imo.
01:17:714 (4,5,6,1) - if you are going to do the sort of old-map small spacing, small angle pattern used in 4,5,6, you should make 01:18:039 (6,1) - a sharper jump to separate the two flows. I think having it slightly less than 90° should be fine. In both instances of these I made the straight sliders into curved/redpointed sliders though, makes the transition a bit better imo.
01:18:687 (2,3) - poor flow. there is nothing to indicate the flow will be so harsh. compare to 01:19:985 (2,3) - where it works better. the slider's curve influences and implies a flow in that direction and its not as harsh. fixed
01:26:471 (2) - why not take 01:25:985 (1) and rotate 180 degrees? looks much nicer. same as 01:24:687 (1,2) and many other places where the sliders are almost identical but not quite. when they are nearly identical but not it is hard on the eyes. I actually thought I had done that lol
01:27:282 (1,2,1,2,1,2,1,2,1,2) - i disagree with these jumps; having to move the cursor back down to 1 each time is awkward since its not a large jump, but the energy is high. i think something like this would play better: https://streamable.com/hhyw and you can be much more creative with the jumps, too. I don't think it's awkward, actually find it rather nice
01:31:012 (2,1,3,1) - more awkward mini jumps during gaps, anti jumps work well here, or bigger spacings. ^
01:38:309 (3,1) - ^. why not stack? *much* nicer visually. hm I prefer it as it is.
01:39:606 (4,1) - ^
01:40:255 (1,2,3,4) - this part in the music is building the energy but these sliders are spaced pretty small so it doesn't feel very epic / dramatic.
just want to say that the flow is much better in the chorus in the other parts of the map, its very fun. however, it would be greatly improved if you snapped the distance of things more consistently. this doesnt *have* to mean only 2.4x and 3.0x or whatever, but there are parts that don't feel quite right because it feels like there should be a big jump and there isnt or vice versa. No to the sliders, I think they do the job of building up to the stream nicely. I went through all the kiais and adjusted the spacing a bit tho, not many huge changes however.
01:52:255 (5,6) - extremely awkward and confusing to the player to end a long stream on a blue tick kickslider. it would make much more sense to have the stream end on a red tick kickslider which jumps to 01:52:579 (1) done
^ you did this here: 03:23:228 (7) - which was good
02:00:039 (2,3,4,5,6) - matching the curve of this stream to these sliders 01:58:903 (3,6,1) will look nicer, or just separating the two visually by making the stream a straight line. tried to fix it by changing the sliders
02:00:687 (1,2) - awkward small jump, explained my reasoning for thinking changing this somehow is better earlier same as earlier
02:01:011 (2) - NC. as well, i think kiai should end here. that way the part before it is more emphasized. ok about the NC, but to me this should be part of the kiai
02:03:606 (1,2) - 02:04:904 (1,2) - as explained earlier as earlier
02:05:552 (1,2,3,4,1) - i think making this into a star completes the pattern better (as in moving 1 to top of screen) It's meant to be seperated
02:10:741 (6) - NC to match 02:05:552 (1) yup
02:12:039 (2) - i dont think you should lower the SV here, i think you should wait until 02:16:579 (1) nah
02:17:228 (3,4,1) - improvable flow tried to fix
02:18:525 (5,1,2,3) - in the music the guitar plays this part here that the jumps seem to be mapped to, but the NC starts one note late, and the jump from 5 to 1 goes against it. Ok about the NC, but regarding the jump I find 02:18:687 (2) to be much stronger than the rest, so that's why.
02:18:687 (1) - why NC here but not 02:21:282 (4) ? fixed
02:26:633 (5,6) - this is one of the cases i think 5 *should* point towards 6. pointing it away and down makes the flow imply a direction that way, but this is very contradicted by where the jump actually goes (up and to the left) y
02:36:687 (1,2) - space more so that the player doesnt misread and think that the stream starts on the blue tick, as that is common in maps. Spaced it a bit more. Shouldn't be too much of an issue though as jumps to a blue tick aren't that common.
02:37:498 (1,2,3,4,1,2,1,2,1,2,3,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6) - inconsistent NC again blame copypaste round 2
02:42:201 (1,2,3) - very low energy compared to the jumps/spacing used elsewhere changed a bit
02:44:309 (4,1,2) - poor rhythm Don't rly agree
02:52:093 (4) - delete tick and re-add, it is shapign the slider as though there was a red tick or another white tick on the slider (common bug) kk
02:53:390 (3,1) - anti-jumps are good, i think you should do more like this for the map, it works very well with the rhythms. however, you didnt use them *before* this in the map, so i think this doesn't work as is. if you add anti-jumps before this, it will be a theme of the map, but right now it is confusing since it isnt used elsewhere. Changed, it was inconsistent with the previous part anyway
02:58:093 (1,2,1,2,1,2,1,2) - considering changing somewhat like my suggestion earlier. again, anti jumps work VERY well for these rhythms. same as before
03:09:120 (4,1) - anti jump improves this. the slight cursor movement is awkward. ( 03:10:417 (4,1) too) Moved both a bit closer, see no need stack them though
03:11:066 (1,2,3,4) - very odd to use a spacing this low when everywhere else in the map you use something bigger. it almost looks like a spaced stream in the editor. compare to parts like this 02:48:525 (4,5,6) that use the same flow. you should use a similar spacing for consistency.It's meant to be slower, much like 01:40:255 (1,2,3,4). Different pattern though because the music is different.
again, make spacing in the chorus more consistent. it helps the flow, too. y, see before
03:21:120 (7,1) - improvable flow. see below
03:21:444 (1) - slowing down this slider makes it look visually like 03:20:795 (6,7) - which makes the player attempt to play the same rhythm, which is confusing. Made it like 01:50:633 (1,2), should've done that when I changed it in the first place.
03:21:444 (1,2) - very bad rhythm choice. it is very awkward to start a stream on a blue tick that comes after a white tick. it is much better to start the stream on the white tick. starting a stream on a blue tick like this wouldnt be bad if the slider ended on a red tick, but this makes the rhythm very confusing. ^, this was the reason for the change at 01:50:633 (1,2) actually
03:31:822 (2) - NC? y
03:37:660 (5,6) - big no-no. 6 looks almost identical to 5 in length but is a different rhythm. don't change the SV multiplier so dramatically here. It's intentionally only 2/3 of the original value and not more extreme than that, it should be quite easy to notice given that the sliderstart overlaps the slider end on (5), but not on (6). If people play without sliderends then that's not my problem.
03:40:255 (7,8) - ^
03:45:444 (7,8) - ^
03:41:390 (5,6,1) - improvable flow / placement. i think 6 has a conflicting shape, angle it a different way. (6) is just a flipped version of (5), so the shapes should be fine, but I moved it a bit so the slider direction doesn't conflict as much with the jump flow.
03:44:309 (6,7,1) - ^ but 7 shouldn't be placed so harshly, i think placing it above 6 and then using the jump for the triple right after is better Made it like the one before
03:47:390 (1,1,1) - 9.0x is *way* too big. WAY too big, especially for sliders you have to hold. also, rotating each consecutive one by 120 degrees will make them triangularly symmetrical which will look nice. 9.0x at 0.5x SV and with long sliders between each jump isn't much at all, this part is super easy to play compared to the stream part/kiais. I did something for the symmetry though (but not 120° rotations).
03:49:985 (1,2,3) - ^ but also, why no NC? I goofed when I redid the NCs here, it's consistent now. The sliders are not NC'd to ease reading on the 3/4 gaps at 03:51:931 (1,1,1) and it'd also be a bit spammy.
03:56:471 (3,1) - the stream starts on the red tick, i would do the same, or start the stream on the blue tick after the red tick. it makes more sense with the music. I don't wanna overmap the sliderend, and also want to avoid starting the stream on a blue tick, so I'd rather just skip the first one, it also keeps the emphasis on the held guitar notes from the sliders before.
03:57:768 (5,1) - very small jump to start off such an energetic section. this should be way more dramatic. I think it's fine, just the tapping speed should emphasize this well enough
04:01:660 (11) - NC here makes the next bit much easier to read and play. hm ok
04:01:822 (1,2,3,4,5) - improvable rhythm. I think this fits very well
04:02:633 (6,1) - start the stream on the white tick, not the blue tick.y
04:04:417 (1,1,1) - no reason for NC changed
04:04:904 (1,2,3,4,5,6,7,8) - improvable flow. either make the angle more harsh or make it continued. right now it sort of continues which makes it a little ugly and awkward to play Considering the angle before this, it should flow fine
04:06:039 (3) - what is this slider Nothing I wanted to make, idk how it ended up like that. It's more similar to 04:02:633 (7) now.
04:07:498 (5) - NC? nah, it continues the exact same motion
04:08:795 (4,5,6) - you completely ignore the guitar rhythm here. you could map it using something like this: http://i.imgur.com/xcA0DdR.png Fuck yes. I actually didn't notice that the second guitar note here started on the blue tick, I love this kind of slider pattern.
04:10:093 (4,5,6) - ^
04:11:390 (4,5,6) - ^
04:13:336 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - curving these somehow would make it look and play better i think, since it is difficult to move the cursor in a straight line for high spacing streams especially after big jumps These play well, the overlap is large enough to allow for some leniency to move in a slight curve.
04:16:579 (3,4,5) - *very* awkward rhythm, consider using something like what i showed above. This is different from the ones before, the third guitar note is on the blue tick, as such the rhythm fits.
04:17:228 (6) - this slider points down which makes the next jump feel wrong. the implied flow is downward but the jump goes upwards. It's supposed to be circular from the previous ones, I rotated them a bit to make it nicer.
04:18:687 (1) - this dramatic SV multiplier change makes these small sliders read like kicksliders which is very confusing for the player yes, but it's fitting, and considering how short they are, the worst that should happen is a missed sliderend, but no combobreak.
04:21:282 (5,1,2) - nearly unreadable. the stream *should* start on the white tick, which it does, but because the stream is placed from the reverse tick of the slider, it seems it will start on a blue tick. the stream should start from the end of the slider. also, starting a kickslider that reverses on a blue tick out of context is confusing, since you dont do it anywhere else and its very spaced. Stream now starts on the red tick, first slider extended by one tick.
04:25:660 (1,2,3,4,5,6,7,8,9,10,11,12) - consider changing this stream so that the sharp angles occur on circles 5 and 9 since those are the downbeats of the music. this way its 3 separate movements which sync to the music. currently, its 3 separate ones which occur randomly within these beats. done
04:27:120 (6,7) - improvable rhythm It follows the music
04:28:417 (4) - you almost never see kicksliders that reverse an odd number of times (except once) in difficult maps. this rhythm is very difficult to read. consider making this a stream to end the high energy section dramatically, instead of quietly. I don't think this is that difficult, but changed it into more kicksliders because why not.
04:38:958 (4,5) - this overlap is confusing since you dont really do it on a end-tick of a slider anywhere else in the map Shouldn't really be problematic, the section is primarily 1/2 up to this point, and the difference between 1/4 and 1/2 should be easy to see with a stack
04:39:768 (1,2) - this stack is confusing since these are kicksliders. it leads the reader to think that this is a 1/4 rhythm instead of 1/2. as well, i think separating 04:39:931 (2) - into two kicksliders or a stream would make this better.It's the same rhythm as elsewhere in the map, plus stacks make it easy to discern the timing. Also nah, I wanna keep the clicking rhythm slow here.
04:40:579 (1,2,1,2,1,2) - consider using my suggestion above
04:42:525 (1,2,3,1,2,1,2) - ^ suggested improvements above
04:44:147 (3,1) - spinner in between? I think I prefer it as it is, but I might change my mind.
04:50:633 (1,2,3) - very big jumps for a quiet section. save these for the climax! just need to be toned down a little bit, not majorly.
04:53:228 (1,2,3) - ^
04:54:525 (1) - dramatic SV multiplier change makes this read like a 1/1 slider instead of 1/2. ok made it 1.0
04:55:498 (7) - separating into two kicksliders makes this rhythm much more pleasant I think it's fine
05:11:065 (1,2,3) - considering that you dont use this anywhere else or before this is very awkward to read and play. the spacing is a little high, as well. lowering it would improve the flow. ok
05:15:931 (9,10) - explained above. changed
turn off kiai between 05:24:687 (7) and 05:36:363 (1) as before
05:46:255 (8,9,10) - doesn't play very well with such a high energy music part I think it fits nicely, the part ends and the slowdown emphasizes this nicely. It's analogous to the last few notes.
05:51:282 (3,4,5,6,7) - ^ the obtuse angle is awkward to play ^, spacing should be low enough for this not to cause a problem.

again, i don't want this mod to make you discouraged to map! its a fun map, it just has small things which can greatly improve it. good luck :D No worries, appreciate it!
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