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ZUN - Demystify Feast

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Stjpa
I'm not gonna make a huge ass mod, most likely just gonna give you some general tips that will increase the quality of your map drastically, except you are stubborn and want to make your own thing which I don't suggest at all.

[Easy]
Why is the patterning the same for the whole diff? That's also the case for the other diffs, so I highly suggest you to let it variete because nobody wants to play a map that is exactly the same for straight 4 minutes.
Please do use a bigger DS. It's extremely disgusting and boring when objects are touching even though they have a gap of 1/1. If you take a look on all other new maps (2013 and upwards probably) you will notice that they are always mapped like this. Due the fact that you have that you also have a lot of overlaps at the same time, which shouldn't be a thing until Hard (and even there you have to use them carefully). To compensate the SR you need to use a lower SV then.
Another thing that you probably can apply to other diffs are better aesthetics. Most of the time you use either straight sliders or really curved ones, which doesn't give variety at all. There are a lot of possibilities to give the diff a great look buy using only slightly curved sliders or even give them red nodes etc.
00:46:072 - The break you are using here isn't really appropriate as it's only a change in the pitch. That's exactly the same as you have 00:54:960 here. So that means that if you do a break at 46 seconds there should also be one at 54 because else it's inconsistent and doesn't make sense.
01:32:367 (4) - This slider (and all similiar ones, I don't point things out multiple times normally) don't end on anything that is really audible. That makes it really confusing to what the player needs to listen to, so maybe pick the sound on the following red tick.
01:37:182 (3) - For whatever reason you have the slidertail on a downbeat that has a really audible sound. So it's highly recommended to make it clickable.
01:52:738 (1) - Using two repeats out of a sudden which this SV is way too surprising for new players who haven't played old maps before, because they aren't meta at all in newer ones.
02:04:590 (1,1) - NC spam for emphasizing shouldn't be used in an Easy diff because whatever you want to emphasize is undermapped anyway.

[Normal]
Obviously things I mentioned in Easy can also applied here.
00:07:184 (2,1) - Who tough you to use jumps in a Normal diff? That's unrankable.
00:21:258 (1) - As I mentioned in Easy. If you always use only one repeat it's way too surprising for a new player when there's suddenly a slider with two repeats. And at this difficulty there's no way to show it in any way.
01:22:367 (3,1) - Why a sudden overlap? That's really inconsistent and that shouldn't be done this way.

[Hard]
You shouldn't use overlaps like in the beginning. It looks really unappealing if you ask me. Especially something like 00:07:184 (3,4,5) .
00:21:258 (3,4) - How are people who are about to learn simple 1/4 to know how many repeats one slider has? The maximum you should use it 3 repeats.
An overall problem as I can see is that you are using triplets really inconsistent. There are so many drumrolls (if they are even called like that) yet you just map them sometimes instead of doing it all the time.
00:33:480 (3,4,1,2) - Why the sudden increase of spacing? There's literally nothing that allows you to do that.

And that's it. Sorry, but the things I mentioned should help really much already if you execute it properly. There are just so many things to fix and I don't wanna sit like 2 hours to mention every single thing and so on.
Topic Starter
Halfslashed

Electoz wrote:

Random mod

[General]
SPOILER
  1. 03:03:106 - Please make a sampleset the same for both red and green lines, I guess it's supposed to be Normal sampleset since the rhythm is the same as 01:30:516 . This is technically an unrankable issue.Fixed.
[Easy]
SPOILER
  1. OD2 and HP2 is more friendly towards players considering the star rating, OD3 and HP3 will be most likely used with 1.5*+ diffs.
    Changed.
  2. 01:00:516 (2) - 01:06:442 (2) - 01:12:367 (2) - Hitsounds are missing, mainly because you didn't map these in higher diffs so there's nothing on these when you copied the hitsounds.
    Fixed all iterations of this in the diff.
  3. 01:03:479 (2) - Not sure if this is supposed to be a Normal sampleset but I'll mention this just in case. Also applies to 01:09:404 (2) - 01:15:330 (2) - and a few more that I didn't mention cuz it's the same hitsound pattern so you would know where to go next.
    It is indeed supposed to be a hit-normal, fixed all iterations of this.
  4. 01:52:738 (1) - Stuff like 2+ reverse arrow will most likely throw beginners off, it's pretty confusing and somewhat ruins the flow as well, using a 2 1/1 sliders would flow better. Well there's more later so I won't mention this again.
    Good to know, Fixed with 2 1/1 sliders.
  5. 02:07:923 (4,1) - I guess I'll point out the same thing as other modders....blanket!
    I tried.
  6. 02:32:366 (2) - Yeah another missing hitsound starts here as well.
    Got it coach!
  7. 02:02:367 - 03:34:957 - Aren't both of these the same rhythm? Better use the same sampleset imo.
    Second one had a normal missing, fixed.
  8. 03:54:957 (3) - 04:00:883 (3) - Was expecting an NC on both of these since you put it on 03:43:105 (1) - 03:49:031 (1) .
    Yep, Fixed.
  9. 04:25:328 (3) - Could have end this on 04:25:883 to be consistent with other difficulties.
    Fixed.
  10. Like, personally I think you're trying to stick with white ticks when making rhythms, which is ok but can be better, in Easy it's fine whether you're mapping on white or red tick as long as you leave a 1/1 rhythm gap between objects. You missed some strong sounds on red ticks like 01:33:293 for example, which can be easily fixed by shorten 01:32:367 (4) to 01:32:923 and then add another slider starting from 01:33:293 . Something like this.
    Yeah, I was definitely afraid of going on red ticks. Fixed.
  11. I strongly recommend that NC should be consistent throughout the song in easier difficultes, I can see that you're putting some NCs to emphasize certain rhythms but mostly beginners aren't at the point of learning emphasis yet so keeping NC consistent will make things easier for them.
    I guess this counts as the another opinion. Will fix some.
Also pls recheck all hitsound stuff I pointed out in all diffs just in case
Will do.
[Normal]
SPOILER
  1. OD4? OD5 is for Advanced or Normal songs with a high bpm, which is not in this case.
    Fixed.
  2. 00:07:184 (2,1) - 00:08:295 (2,1) - Recheck DS pls.
    AiMod left me out for dry here, fixed.
  3. 00:09:406 (2,2) - Eh was expecting an exact same slider shape here but I guess it's just me.
    Nah you're right.
  4. 00:19:035 (1,2,1) - Flows pretty bad lol, it's really uncomfortable to change the angle from 00:19:035 (1) to 00:19:591 (2) . To fix this you have to make it flow like 00:17:924 (1,2,1) which is pretty much impossible since it will be off-screen, I suggest using this rhythm instead of 00:17:924 (1,2,1) that way will be much easier for placing stuff, also since the rhythm is repetitive you might want to apply the same thing on 00:19:035 (1,2) - 00:20:146 (1,2) and a few more starting from 02:26:810 (1) too if you feel like it.
    I reworked the pattern to provide better flow, but I'm using the same rhythm.
  5. 00:21:258 (1) - Same as Easy, especially when you have a lot of repeat slider in this diff so it will pretty damn confusing figuring stuff like "how many repeats on this one" while playing. If you're stuck on how to express this part of rhythm, imo one long slider art instead of 00:21:258 (1,2) would do the trick, or you might just use 2 1/2 sliders instead of 00:21:258 (1) but the rhythm will be pretty dense so I don't really recommend the latter suggestion, up to you.
    Fixed with some sliders. I wouldn't call it art, but it isn't ugly.
  6. 00:17:924 (1,2,1,2,1,2,1,2,1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,2,3,4,1,2,3,1) - Yeah that's a very long chain of 1/2 rhythm so it's not really surprising for star rating to go that high, anyways the point is in Normal you should have some 1/2 or 1/1 rhythm gaps to give players a moment to rest/recover or whatever. What you have now is something like a "rhythm chain" which could be tiring for players, I suggest removing some objects here in this part since this kind of rhythm chains happens throughout the song so yeah, you might want to take a look at the whole diff again and remove some stuff.
    Alright, I figured out what I wanted to remove. Now there should be a lot more gaps for players.
  7. 01:04:590 (3,1,2,3,4,1) - Kinda cramped imo, it's alright but could have been neater if the overlap on 01:05:330 (1,1) can be avoided.
    Cleaned it up a bit.
  8. 01:29:034 (1) - Damn this spinner is so short lol I don't think players in this level can handle this, better start the spinner at 01:26:071 since the rhythm started building up there, or you can use a long sliderart instead of a spinner too if you want to keep 01:26:071 (1,2,3,4,1,2,3,4) for consistency with 02:57:921 (1,2,3,4,1,2,3,4) .
    Slider it is.
  9. 01:34:960 (1) - This one too, if you want to express that sound then a long sliderart here is an option. And 01:36:256 is a really prominent beat that should be mapped.
    Fixed.
  10. 01:40:886 (1) - Similar as above.
    Fixed.
  11. 01:56:071 (3) - There's a strong sound on 01:56:349 . In Normal, blue ticks can be mapped as well with a similar reasoning I explained in Easy, this rhythm would work here too. Same applies to 03:28:661 (3) .
    Done.
  12. 02:02:923 - Should be clickable, the sound on this beat is even more prominent than 02:02:738 - 02:03:108 . Same applies to 03:35:513 .
    Fixed.
  13. 02:10:516 (1) - 03:43:105 (1) - The shape could have been more symmetric but I'm suck at making these sliderarts so I can't really give a suggestion here, rip.
    I attempted to make it neater.
  14. 03:07:550 (1) - 03:13:476 (1) - Same thing as mentioned before.
    Fixed.
  15. 03:15:698 (1) - No need to NC this I think since you didn't put one on 03:18:661 (3) - 03:21:624 (3) - 03:24:587 (3) which has a similar rhythm.
    Fixed.
  16. 03:50:513 (1,2,1,2) - Shouldn't be mapped in the same way, the rhythms on both 03:50:513 (1,2) - 03:51:254 (1,2) are different so they should be mapped differently.
    Following a different part of the music here.
  17. 04:13:476 (1) - Optional but this can be started at 04:13:291 since the sound you're following started there.
    I'll skip this for consistency with other diffs.
  18. The most painful stuff to fix in this diff is gonna be those 2+ repeat sliders and the rhythm chains, I believe the star rating will drop considerably if the rhythm is less dense.
    Yeah, this is going to be a struggle, but it will be worth it.
  19. Same NC thing as Easy also applies here as well.

Yeah I'm pretty much tired gonna stop here, I might continue this later if I feel like it.
Hope this helps~
Thanks for mod!

Ayyri wrote:

Hello there.

M4M from Bow Queue

Keep in mind, these are my suggestions, don't change something I mentioned unless it seems good to you! :)

[General]
SPOILER
  1. In your Feast Day difficulty, fix this error from AiMod.

    Fixed.

[Hard]
SPOILER
  • 00:24:591 - Move this to properly underlap with the tail of 00:23:294 - to get rid of the weird overlap.
    Fixed.
  1. From 00:26:257 - to 00:27:183 - you have quite a bit of overlaps. Consider moving some things around to make this cleaner.

    Yep, will make an effort to clean everything up.
  2. 00:22:369 - / 00:22:739 - / 00:22:831 - / 00:22:924 - This type of pattern looks really cramped and forced in this map. And it reoccurs many times. Please consider changing some of these. Like not having them all stacked, or just in general having a different pattern. (I'm mentioning it once here so it doesn't get said multiple times.)
    I got the same feeling too. I'll come up with a different pattern.
  3. 01:00:330 - / 01:00:423 - / 01:00:608 - / 01:00:701 - This doesn't really follow the short little sounds that the doubles seem to be following. Something more like this should work better. (Also feel more natural to play.) You also followed a similar rhythm to what I am suggesting, at 01:01:256 -

    So, the rhythm I'm trying to follow here consists of the short notes, which are distinct and represented by 01:00:330 (6,7,8). By not mapping the white tick in the normal rhythm I kept up in the first section, i'm putting more emphasis on them (especially since there's no snare here either). In order to get the player back on the rhythm that I suggested, I need to map 01:00:701 (9) as a part of it as well. The section here at 01:01:256 (2,3) is mapped to the same kinds of notes, but there are 4 of them, which I can represent with a single kickslider. In addition, I can get the player back to the normal rhythm by mapping 3. Additionally, this fits the rhythm style I'm trying to mimic for this difficulty (and the mapset in general), so I won't change this.
    (Cursor at 01:00:330 - )
  4. 01:03:293 - Same problem as above, the rhythm repeats here. ^
  5. 01:06:256 - The rhythm repeats, again. ^
  6. 01:09:219 - ^ ^
  7. 01:12:182 - ^ ^
  8. 01:15:145 - ^ ^
  9. 01:18:108 - ^ ^
  10. 01:21:071 - ^ (The reason I'm pointing out this rhythm so much, is because I really think it doesn't fit how you currently have it.) ^
  11. 01:26:442 - Remove one reverse from this note, and move 01:26:997 - forward a tick. (Also add a reverse.) Because the piano for the second reverse slider starts at 01:26:904 - rather than 01:26:997 - unless you are following the more subtle downbeat of it. This is what I mean.

    (Cursor at 01:26:442 - )
    Fixed.
  12. 01:31:997 - / 01:32:367 - / 01:32:460 - / 01:32:553 - Please move the slider at 01:31:997 - somewhere else, because it's a bit hard to read this overlap. (Also it looks kind of messy. @_@ )
    Leftovers from consistency with other difficulties (with parts that got remapped). Fixed.
  13. Going off of the above, I think that changing this slider at 01:31:997 - to two circles to have the piano clickable would overall look better and also flow better.
    Fixed.
  14. 01:35:053 - This spinner could be shortened to end at 01:35:886 - so you could have a circle at 01:36:256 - to better follow the piano. Because it seems rather odd to have the rest of the piano from 01:36:442 - on to be clickable, but not the first note of it.
    Also would be more consistent with other diffs. Fixed.
  15. 01:37:923 - Same suggestion as at 1:31:997 -
    Fixed.
  16. 02:14:127 - and 02:14:219 - I would suggest removing these two notes. Because the slider at 02:14:219 - isn't really following anything, and neither is the note at 02:14:127 - Something like this should work out better for you.

    (Cursor at 02:14:034 - )
    Both notes are following the chime rhythms in the background.
  17. 02:30:144 - Remove one reverse from this slider and move 02:30:884 - forward a tick, also adding a reverse to it. This follows the piano here a lot better. This is what I mean.
  18. 02:32:180 - The rhythm from 01:00:330 - repeats here again. Look at that point for my suggestion on this.
    Read my above rationale for why.
  19. 02:35:143 - ^ ^
  20. 02:38:106 - ^ ^
  21. 02:41:069 - ^ ^
  22. 02:44:032 - ^ ^
  23. 02:46:995 - ^ ^
  24. 02:49:958 - ^ ^
  25. 02:52:921 - ^ ^
  26. 03:04:587 - Same suggestion as for 01:31:997 -
    Fixed.
  27. Like in the first half of this song, the rhythm that you mapped a spinner to at 03:07:643 - could me shortened to end at 03:08:476 - So you can add a circle at 03:08:846 - to better follow the piano.
    Fixed.
  28. 03:10:513 - Same suggestion as for 01:31:997 -
    Fixed.
  29. 03:40:143 - to 03:41:439 - The general rhythm of this section feels a bit off with the reverse sliders. Since you're mapping some reverse sliders to the held out trumpet, which doesn't sound right. I think some more like this would work better.

    (Cursor at 03:40:698 - )
    I agree that it sounds out of place, but i'm following the piano here, and that's the purpose of the repeat slider.
  30. 03:43:105 - to 03:44:587 - Same thing as above, this pattern should follow the piano/trumpet better.

    Different rhythms, but I did shorten 03:44:217 (3) to make the next white tick clickable.
    (Cursor at 03:43:754 - )
  31. 03:52:828 - to 03:54:217 - Same as the last two points. Here's a pattern that should follow the piano better.

    (Cursor at 03:53:754 - )
    Mapped similarly to this section 03:29:124 (5,1,2) since it makes an appearance in the kiai.
Thanks for mod!

Stjpa wrote:

I'm not gonna make a huge ass mod, most likely just gonna give you some general tips that will increase the quality of your map drastically, except you are stubborn and want to make your own thing which I don't suggest at all.
Yeah, that's kind of fine since I definitely do need to use some things. Just note that I do still want to stick with the theme of this mapset - being an older set. I want to enhance playability as much as possible while still representing the music and sticking to the theme.

[Easy]
SPOILER
Why is the patterning the same for the whole diff? That's also the case for the other diffs, so I highly suggest you to let it variete because nobody wants to play a map that is exactly the same for straight 4 minutes.
I prioritize rhythm consistency over variety. I do change the pattern variation slightly though. For the normal I dropped a red tick here or there, since those weren't main beats, but for the easy, since almost all beats are on white ticks, they need to be there. For the hard, I want to map as much of the song as possible, which involves similar emphasis. It's a very consistent song in some places, and I want to map that.If someone wants to suggest a variation that could help me accomplish the goal of keeping beats emphasized and keeping it interesting, i'd be more inclined to do something about this.
Please do use a bigger DS. It's extremely disgusting and boring when objects are touching even though they have a gap of 1/1. If you take a look on all other new maps (2013 and upwards probably) you will notice that they are always mapped like this. Due the fact that you have that you also have a lot of overlaps at the same time, which shouldn't be a thing until Hard (and even there you have to use them carefully). To compensate the SR you need to use a lower SV then.
I don't think this is a problem. The objects are overlapped on top of each other slightly, which reduces the amount the player has to aim. I went by wiki guidelines for this (Yes, they're older), which fits the style of the mapset much more. Since playability isn't hindered, I won't change this.
Another thing that you probably can apply to other diffs are better aesthetics. Most of the time you use either straight sliders or really curved ones, which doesn't give variety at all. There are a lot of possibilities to give the diff a great look buy using only slightly curved sliders or even give them red nodes etc.
Both curved sliders and straight sliders are bread and butter - quick to play and easy to control the flow of. Straight sliders, as i've been told aren't exactly the nicest thing, but they do get the job done and also fit the theme. Slightly curved sliders are a new invention that I don't want to explore in this mapset.I'll see what I can do about red node sliders, though.
00:46:072 - The break you are using here isn't really appropriate as it's only a change in the pitch. That's exactly the same as you have 00:54:960 here. So that means that if you do a break at 46 seconds there should also be one at 54 because else it's inconsistent and doesn't make sense.
This is a transition to the section similar to the earlier part of the map. I'm skipping it since the player has already played it. At 54 seconds, the pitch is increasing as the map transitions into the main rhythm, which is a point of emphasis that I do want to map.
01:32:367 (4) - This slider (and all similiar ones, I don't point things out multiple times normally) don't end on anything that is really audible. That makes it really confusing to what the player needs to listen to, so maybe pick the sound on the following red tick.
Fixed due to previous mod.
01:37:182 (3) - For whatever reason you have the slidertail on a downbeat that has a really audible sound. So it's highly recommended to make it clickable.
Fixed.
01:52:738 (1) - Using two repeats out of a sudden which this SV is way too surprising for new players who haven't played old maps before, because they aren't meta at all in newer ones.
Fixed in previous mod.
02:04:590 (1,1) - NC spam for emphasizing shouldn't be used in an Easy diff because whatever you want to emphasize is undermapped anyway.
Fixed in previous mod.

[Normal]
SPOILER
Obviously things I mentioned in Easy can also applied here.
00:07:184 (2,1) - Who tough you to use jumps in a Normal diff? That's unrankable.
I don't think I had a jump here even before mods. DS is consistent in this entire difficulty.
00:21:258 (1) - As I mentioned in Easy. If you always use only one repeat it's way too surprising for a new player when there's suddenly a slider with two repeats. And at this difficulty there's no way to show it in any way.
Fixed. All instances of 2+ repeats removed in this difficulty.
01:22:367 (3,1) - Why a sudden overlap? That's really inconsistent and that shouldn't be done this way.
I agree, fixed all instances.

[Hard]
SPOILER
You shouldn't use overlaps like in the beginning. It looks really unappealing if you ask me. Especially something like 00:07:184 (3,4,5) .
I do not see the problem with intentional overlaps. These are readable, and this is a very debatable matter.I might change if others have an issue with it.
00:21:258 (3,4) - How are people who are about to learn simple 1/4 to know how many repeats one slider has? The maximum you should use it 3 repeats.
Will gather more opinions on this.
An overall problem as I can see is that you are using triplets really inconsistent. There are so many drumrolls (if they are even called like that) yet you just map them sometimes instead of doing it all the time.
I have no idea what you're referencing.
00:33:480 (3,4,1,2) - Why the sudden increase of spacing? There's literally nothing that allows you to do that.
There is a 3/4 signature rhythm repeating in the background, this jump is here to emphasize the sudden change in that rhythm to 2/4, which then transitions back to it's normal 3/4 rhythm. This happens four times in this section of the music, as well as each other similar sounds.

And that's it. Sorry, but the things I mentioned should help really much already if you execute it properly. There are just so many things to fix and I don't wanna sit like 2 hours to mention every single thing and so on.
Thanks for the mod!
Doormat

Stjpa wrote:

I'm not gonna make a huge ass mod, most likely just gonna give you some general tips that will increase the quality of your map drastically, except you are stubborn and want to make your own thing which I don't suggest at all.
i normally don't get involved in these types of things, but what the fuck is this.

there's a fine line between providing criticism and calling something shit; this clearly falls into the latter. instead of calling the mapper stubborn for wanting to use an old style and how they shouldn't do it just because "you don't suggest it", you should be providing feedback into what works and what doesn't; how the mapper can improve what they currently have instead of telling them to change everything.

saying that your general tips will increase the quality of the map "drastically"? how much hubris do you have to have to say something like that..

back on topic, i'll try and take a look at this soon.
rs_fadeaway
Hi,as ur req)
[General]
delete the useless redline, only remain the first is enough.

[Easy]
01:13:479 (4,5,1,2,3) - im kinda worry if these notes too close for beginner
03:38:661 (1,2) - seems a little hard for read
04:25:328 (3) - should end at the next white tick( 04:26:068
i don't really good at with Easy diff, so a short mod.

[Normal]
the NC changes too frequently, i consider to use it every 8 bits
00:59:960 - the song do have sound here, i dont know why you skip it,add a not or try this rhythm,does it feel better?
01:01:442 - ^ same as here
01:04:404 - ^
... and so on
01:43:108 (2) - this slider cover the follow notes, its unrankable ,separate them
01:03:108 (2,3,1,2,3,1) - the flow like this is too shape for this diff, try to make curve or obtuse angle
01:53:108 (2,3) - this flow also shape for players this level, try to clockwise it 60° will more fine.
02:55:514 (2,1) - dont suggest to put stack like this
03:28:105 (3) - miss notes, they are several 1/4 beats here
03:50:513 (1,2,1,2,1) - the rhythm here is wrong,you can try this
03:52:365 (3) - wrong rhythm, slider should start like this
04:00:143 (3) - better use two 1/2 sliders or 2notes + 1/2 slider instead.

[Hard]
00:28:294 (1,2) - too close, same here. dont rly get whats ur point.
00:32:183 (6,7,1) - balance the DS, dont suggest change DS so many times in hard,at last u should keep one DS in a part of music.
01:00:701 (9,1) - too far
01:00:145 (5,6,7,8,9) - there are 1/4 stream here,why u put like this
01:03:108 (5,6,7,8,9) - ^
01:43:386 - miss beat here , same as 01:46:349 - ,01:49:312 - ,01:52:275 -
02:14:219 (6) - end it 1/4 beat early
02:29:959 (1,2,3) - stack them?
03:51:254 (1) - end it 1/4 beat early
03:57:920 (3,4,5,6,1,2,1,1,1,1,1) - try to do some other pattern, a lot long 1/4 reverse sliders will boring.

[lunatic]
01:00:516 - miss sound here,add notes or u fix ur hitsouds for ur own rhythm , emphasis should at the second note.
01:29:034 (1,2,1,2,1,2,1,2,1,2,1,2) - NC spam here
01:37:923 (1,2,3) - too close?
02:16:442 (1) - claps here are too noisy, remove them
03:34:772 (6,7) - too close,hard to read
03:44:587 (3) - suggest to map the sound here, emphasis should not on the tail of slider

[Feast]
01:50:145 (1,2,3,4,1,2,1,2,1,2,1,2) - lel?
01:54:960 (1,2,3,4,5,6,7,8) - why do the pattern its not fit music
03:00:514 (13) - its 1/8 here
03:01:717 (2,1,2,3,1,2,3,4) - i cant read this
03:16:809 (1,2,3,4,1,2,1,2,1,2,1,2,1) - its rly confuse to read this
03:29:679 (7,1) - no need to stack them,the music coherent here
03:43:476 (5) - NC mb better
04:02:365 (1) - As the music back to soft,u should also reduce the difficulty.

I see someone blame about the map quality. im an old player and have seen all kinds of style.I think its not about if it is an old style map, as long as the rhythm and pattern fit the music, it will be ok.
Pls consider which i point out,and the same problem in the same rhythm if it has
No one starts like a talent in mapping, keep working on it, u will improve a lot) GL!
Electoz

Doormat wrote:

Stjpa wrote:

I'm not gonna make a huge ass mod, most likely just gonna give you some general tips that will increase the quality of your map drastically, except you are stubborn and want to make your own thing which I don't suggest at all.
i normally don't get involved in these types of things, but what the fuck is this.

there's a fine line between providing criticism and calling something shit; this clearly falls into the latter. instead of calling the mapper stubborn for wanting to use an old style and how they shouldn't do it just because "you don't suggest it", you should be providing feedback into what works and what doesn't; how the mapper can improve what they currently have instead of telling them to change everything.

saying that your general tips will increase the quality of the map "drastically"? how much hubris do you have to have to say something like that..

back on topic, i'll try and take a look at this soon.

Just kidding guys please don't take this meme seriously
EDIT : Yeah I skimmed Easy again:

Electoz wrote:

Like, personally I think you're trying to stick with white ticks when making rhythms, which is ok but can be better, in Easy it's fine whether you're mapping on white or red tick as long as you leave a 1/1 rhythm gap between objects.
What I intended on this is you should take a look at your diff where you can apply those sort of rhythms on red ticks, not only just the place I pointed out tho. That example I gave you is just one of the places where you can apply that logic.
Kibbleru
00:21:258 (3,4) - i agree with stjpa, this does not follow the rhythm very well, 00:21:906 - there is no darastic change in the music for you to start the next repeat slider here, and it's generally a bad idea to start it on a blue tick anyway. i would recommend starting the slider 00:21:998 - which the drum pattern changes.

as for the overlaps, 00:07:369 (4,5) - they're not bad, however makes the diff look very unclean in general. i would change them personally.
Topic Starter
Halfslashed

rs_fadeaway wrote:

Hi,as ur req)
[General]
SPOILER
delete the useless redline, only remain the first is enough.
Fixed.

[Easy]
SPOILER
01:13:479 (4,5,1,2,3) - im kinda worry if these notes too close for beginner
Fixed by separating the distance.
03:38:661 (1,2) - seems a little hard for read
Fixed.
04:25:328 (3) - should end at the next white tick( 04:26:068
Might change with more opinions, but i like the fact that every diff ends on the same tick now so I won't change for now.
i don't really good at with Easy diff, so a short mod.
Still helpful.

[Normal]
SPOILER
the NC changes too frequently, i consider to use it every 8 bits
Fixed as much as I could spot.
00:59:960 - the song do have sound here, i dont know why you skip it,add a not or try this rhythm,does it feel better?
Yeah. I removed these notes from a previous mod to break the rhythm chain. I'm just going to add some back now and see where I can go from there, since I do need a for breaks with players.
01:01:442 - ^ same as here
I'll leave these out for the sake of players.
01:04:404 - ^
... and so on
Read above.
01:43:108 (2) - this slider cover the follow notes, its unrankable ,separate them
Fixed.
01:03:108 (2,3,1,2,3,1) - the flow like this is too shape for this diff, try to make curve or obtuse angle
I tried to fix.
01:53:108 (2,3) - this flow also shape for players this level, try to clockwise it 60° will more fine.
Not really sure what you're getting at here. Is linear flow too much for normal-level players?
02:55:514 (2,1) - dont suggest to put stack like this
I don't understand why.
03:28:105 (3) - miss notes, they are several 1/4 beats here
Trying to heavily avoid 1/4 if at all possible. Rhythm I have is pretty much the most complex I think I can get for this difficulty.
03:50:513 (1,2,1,2,1) - the rhythm here is wrong,you can try this
Fixed.
03:52:365 (3) - wrong rhythm, slider should start like this
Keeping this since i'm mapping like the stream sections here.
04:00:143 (3) - better use two 1/2 sliders or 2notes + 1/2 slider instead.
Fixed.
Orz... 0.1 star increase :x

[Hard]
SPOILER
00:28:294 (1,2) - too close, same here. dont rly get whats ur point.
Fixed.
00:32:183 (6,7,1) - balance the DS, dont suggest change DS so many times in hard,at last u should keep one DS in a part of music.
I don't think it's too big of a jump, new combos separate them, and slider leniency is there, so I'm probably not going to change this. If it's too hard though, then i'll have to change it.
01:00:701 (9,1) - too far
Fixed.
01:00:145 (5,6,7,8,9) - there are 1/4 stream here,why u put like this
I want to emphasize the whistles here for 01:00:330 (6,7,8), then get the player back on rhythm with 01:00:701 (9).
01:03:108 (5,6,7,8,9) - ^ ^
01:43:386 - miss beat here , same as 01:46:349 - ,01:49:312 - ,01:52:275 -
Fixed. Logically this also goes for every other difficulty.
02:14:219 (6) - end it 1/4 beat early
Fixed. Also applies to other diffs.
02:29:959 (1,2,3) - stack them?
Fixed.
03:51:254 (1) - end it 1/4 beat early
No thanks. There is definitely a beat here.
03:57:920 (3,4,5,6,1,2,1,1,1,1,1) - try to do some other pattern, a lot long 1/4 reverse sliders will boring.
My biggest issue with this is that although it's boring, it's difficulty appropriate (from what I can gather). I don't know how to execute this in a way that it is more interesting and yet also difficulty appropriate. If I knew how, I would fix this though.

[lunatic]
SPOILER
01:00:516 - miss sound here,add notes or u fix ur hitsouds for ur own rhythm , emphasis should at the second note.
You're right but i'd rather drop this beat and emphasize my other rhythm with circles than indicate the start of the hitsounded rhythm here.Going to drop another clap in another section so that it doesn't seem like such a sudden dropped clap.
01:29:034 (1,2,1,2,1,2,1,2,1,2,1,2) - NC spam here
You're right, not really necessary here other than for volume.
01:37:923 (1,2,3) - too close?
It's fine.
02:16:442 (1) - claps here are too noisy, remove them
For the kiai section here, i'd prefer them to be loud.
03:34:772 (6,7) - too close,hard to read
Fixed.
03:44:587 (3) - suggest to map the sound here, emphasis should not on the tail of slider
Fixed.

[Feast]
SPOILER
01:50:145 (1,2,3,4,1,2,1,2,1,2,1,2) - lel?
Don't really get what you're trying to say here, but i'll explain it since it looks extremely questionable. http://puu.sh/qjwLF/5a631cf8bd.png. Player reads the stream, goes forward on normal spacing with the red arrow. At the turning point, player completes the decelerating zigzag. It plays similarly to a stream with a sharp angle that decreases in spacing.
01:54:960 (1,2,3,4,5,6,7,8) - why do the pattern its not fit music
But it does. For notes at 01:54:960 (1,2,3,4,5,6), the piano is rapidly fluctuating in pitch, going from low to high, before decreasing in pitch with the notes 01:55:516 (7,8).
03:00:514 (13) - its 1/8 here
1/8 starts at 02:57:921 (1) very softly, and sharply increases in volume at 03:00:143 (9). I didn't want to map the 1/8 here, since I would rather follow the piano than the snare.
03:01:717 (2,1,2,3,1,2,3,4) - i cant read this
I thought this would be a problem, but then I consistently hit this, and so did a majority of my play testers. It's a big increase, but it can also be played by playing straight across.
03:16:809 (1,2,3,4,1,2,1,2,1,2,1,2,1) - its rly confuse to read this
Read above explanation.
03:29:679 (7,1) - no need to stack them,the music coherent here
Nope. Both notes are at the same pitch, but change octave. I wanted to emphasize it with this stack.
03:43:476 (5) - NC mb better
Don't really understand the reasoning here for this, since there isn't any spacing change.
04:02:365 (1) - As the music back to soft,u should also reduce the difficulty.
Well, I did already reduce difficulty here by keeping spacing low and switching from spaced triples to stacks. I could feasibly do a decrease in DS to 1.5x though if more people think it's a good idea, but I don't really see the issue here either.I slept on it and I think this is actually a great idea after all. Fixed.

I see someone blame about the map quality. im an old player and have seen all kinds of style.I think its not about if it is an old style map, as long as the rhythm and pattern fit the music, it will be ok.
Pls consider which i point out,and the same problem in the same rhythm if it has
No one starts like a talent in mapping, keep working on it, u will improve a lot) GL!
Thank you for your mod and kind words, i'll try!

Kibbleru wrote:

SPOILER
00:21:258 (3,4) - i agree with stjpa, this does not follow the rhythm very well, 00:21:906 - there is no darastic change in the music for you to start the next repeat slider here, and it's generally a bad idea to start it on a blue tick anyway. i would recommend starting the slider 00:21:998 - which the drum pattern changes.
Fixed. Not changing from this anymore.

as for the overlaps, 00:07:369 (4,5) - they're not bad, however makes the diff look very unclean in general. i would change them personally.
Fixed, time to do some restructuring.
Thanks for small mod on hard diff.

Electoz wrote:

Like, personally I think you're trying to stick with white ticks when making rhythms, which is ok but can be better, in Easy it's fine whether you're mapping on white or red tick as long as you leave a 1/1 rhythm gap between objects.
What I intended on this is you should take a look at your diff where you can apply those sort of rhythms on red ticks, not only just the place I pointed out tho. That example I gave you is just one of the places where you can apply that logic.
I'll try to see what I can do.
DaxMasterix
Hi! M4M From my Queue! Make sure to select one of my maps!

Easy
  1. CS: 2,5 (?
  2. 00:46:072 (1) - Remove clap
  3. 00:58:295 (1) - I think you missed a whistle here
  4. 01:54:221 (1) - Add a finish
  5. 02:17:924 (1) - Same
  6. 04:15:146 (2) - This is outplaced, move it to the white tick
Normal:
  1. 00:21:258 (3) - I would like this more curved
  2. 01:29:035 (1) - Same as before
  3. 04:02:369 (1) - Add a finish (?
  4. 04:25:332 (7,8) - Remove (8) and extend (7) to 04:26:072
Hard:
  1. 00:00:887 (5) - Maybe this or this would be better
  2. 00:45:702 (1) - Remove NC
  3. 01:26:072 (1,2,3,1,2,3,4) - Can you fix this to slider with 2 repeats and no more?, 01:26:906 (3) - Feels bad when plays
  4. 02:57:924 (1,2,3,1,2,3,4) - Same as before
Lunatic:
  1. 00:36:443 (1,2,3,4) - Why not a square
  2. 01:34:961 (1) - Remove NC
  3. 01:40:887 (1) - Remove NC
  4. 03:07:554 (1) - Same as before
  5. 03:13:480 (1) - Same
  6. 03:40:517 (3) - Remove a repeat
Feast Day:
  1. 00:32:184 (5,6) - Why Stack
  2. 01:34:961 (1) - Remove NC
  3. 02:14:776 (1) - Distance please
  4. 03:07:554 (1) - Remove NC
Okay, that's all, Good luck with your map :)
Topic Starter
Halfslashed

DaxMasterix wrote:

Hi! M4M From my Queue! Make sure to select one of my maps!

Easy
SPOILER
  1. CS: 2,5 (?
    No thanks.
  2. 00:46:072 (1) - Remove clap
    I don't understand why.
  3. 00:58:295 (1) - I think you missed a whistle here
    I didn't. There's a similar sound at a much lower pitch here, but the sounds are different. I do agree that sounds odd, but that's the song.
  4. 01:54:221 (1) - Add a finish
    I want more opinions. There isn't an actual cymbal crash here, but it is definitely consistent with the rest of what i've been doing.
  5. 02:17:924 (1) - Same
    Same.
  6. 04:15:146 (2) - This is outplaced, move it to the white tick
    Absolutely. Fixed.
Normal:
SPOILER
  1. 00:21:258 (3) - I would like this more curved
    Me too. Fixed.
  2. 01:29:035 (1) - Same as before
    Fixed.
  3. 04:02:369 (1) - Add a finish (?
    Again, I'll need more opinions.
  4. 04:25:332 (7,8) - Remove (8) and extend (7) to 04:26:072
    No thanks. I want all difficulties to end on the same tick, but not only that, i want to partially map the sound that is mapped in higher difficulties with that circle.

Hard:
SPOILER
  1. 00:00:887 (5) - Maybe this or this would be better
    I changed the shape since I see what you're going for but I don't know how well it went.
  2. 00:45:702 (1) - Remove NC
    Background rhythm changes here, no thanks.
  3. 01:26:072 (1,2,3,1,2,3,4) - Can you fix this to slider with 2 repeats and no more?, 01:26:906 (3) - Feels bad when plays
    I shortened 01:26:443 (2) and moved 01:26:813 (3) to white tick instead.
  4. 02:57:924 (1,2,3,1,2,3,4) - Same as before
    This is even more messed up than the first one, it looks like I was drunk. Applied the same fix.

Lunatic:
SPOILER
  1. 00:36:443 (1,2,3,4) - Why not a square
    I like a square better too. Fixed.
  2. 01:34:961 (1) - Remove NC
    Got them all.
  3. 01:40:887 (1) - Remove NC
    ^
  4. 03:07:554 (1) - Same as before
    ^
  5. 03:13:480 (1) - Same
    ^
  6. 03:40:517 (3) - Remove a repeat
    No thanks, i'm emphasizing the piano here.


Feast Day:
SPOILER
  1. 00:32:184 (5,6) - Why Stack
    This, like many other parts in this section is to emphasize the synth rhythm. The synth includes 00:31:628 (1,2,3,4,5,7), but the repeating six note rhythm that is going on in the background requires 00:32:369 (6), so I used a stack here to show that.
  2. 01:34:961 (1) - Remove NC
    Fixed.
  3. 02:14:776 (1) - Distance please
    Now at 1x, fixed.
  4. 03:07:554 (1) - Remove NC
    Fixed.

Okay, that's all, Good luck with your map :)
Thank you for the mod!
Underforest
placeholder for mod, sorry for being late, real life things
jms8720
Don't know why I haven't given this a star already but good luck with the map, it's pretty damn fun ^^
Seijiro
Returning an old M4M from my queue, sorry for the delay


Feast Day


  • 00:00:702 (4) - not big, but make sure to use constant DS
    00:09:591 (4) - same
    00:10:702 (4) - same

    Overlaps like 00:01:072 (6,1) - or 00:02:554 (2,3,5) - or 00:03:665 (2,3,5) - aren't that nice. Try to avoid them

    00:23:480 (1) - what about stacking it on top of 00:23:665 (2) - instead. You're creating a strange emphasis by using a jump on the red tick
    00:23:665 (2) - what about moving this to around x117 y310?

    00:28:295 (1) - why NC here?

    00:29:406 (1,2) - place the jump on the white tick, not the red tick :/

    00:29:406 (1) - what about moving this to around x86 y181 and 00:29:591 (2) - stacked on 00:29:035 (5) - ? To create a better flow for that pattern

    00:58:758 (1,2,3,4,5,6,7,1) - this curve can clearly be improved: https://osu.ppy.sh/ss/5808427

    01:23:850 - you should put the slider starting from here, and not from 01:24:035 - : avoid big jumps on red ticks please
    01:25:332 (6,7) - same

    01:25:517 (7,8,1) - this spacing is awfully short. As I see it now, it's really hard to read it: use more spacing please

    01:31:258 (1,2,3) - cool, but again hard to read. Is a plain stack so ugly? .-.
    01:37:184 (1,2,3) - same

    01:53:109 (3) - what about moving this to around x343 y32? It feels like a big note in the music for me

    01:55:702 (1,1,1,1) - why so many NC... I guess you should revise the whole Combo-ing, since the map looks really unpolished on that regard

    01:57:091 (7,1) - that stop comes out of nowhere and it's really hard to read once again.

    02:00:146 (1,2,3,4,5,6,7,8) - this whole curve can be smoothed too

    02:55:702 (6,7) - again jumps on red ticks :/
    02:57:184 (6,7) - in this case the problem is still the slider, rather than the jumps: don't start sliders on weak beats

    03:32:739 (1,2,3,4,5,6,7,8) - curve can be smoothed

    03:34:591 (5,6) - the whole part of 1/4 sliders is a bit messy imo. Try this out: https://osu.ppy.sh/ss/5808498 7

    What about raising AR maybe... It's the Extra diff after all
Overall the map flows well, but it needs a lot of polishing. Some slider stream shapes just need to be fixed by few pixels, yet it would make a big difference. Also, in general you should try to give a more solid structure to your map: flow is not everything. Just because it flows decently it doesn't mean it can't be improved further

________________



Lunatic


  • 01:23:850 (5,6) - please start sliders on white ticks and not red ticks
    01:25:332 (5,6) - same

    01:43:850 (1,1) - more spacing, otherwise players will think this is jut the start of the stream
    01:46:813 (1,1) - same. Also don't abuse NCs like that, you don't need so many
    01:49:776 (8,1) - same

    01:55:702 (1,1,1,2,1) - NC spam once again. You don't need that many

    02:14:591 (8,1) - more spacing here too

    03:16:443 (1,1) - same reasoning as for the Extra diff: the spacing is too misleading, too similar to a 1/4 snap
    It applies to all cases where it happens

    04:02:369 - I would map this break tho. It's almost at the end of the map and you put a break? It feels strange imo
Overall this diff too needs more work regarding structure and meaning of pattern. What I mean is that most patterns are just placed there, with no particular reasons. This creates a sort of patterns that just flow into each other well, yet they express nothing in the song.

________________



Hard


  • 00:21:258 (3,4) - avoid doing such thing, because no one can count how many repeats are there on each single slider. YOu have to make them equally long
    00:58:295 (3,4) - same

    00:23:295 (6) - I already mentioned this before, but I'll repeat myself once again: sliders starting on a weak beat (on a red tick) don't play well at all. All the emphasis is misplaced on the beats here.
    Same applies for all sliders like this.

    01:00:332 (6,7,8,9) - doubles on Hard diffs are totally unplayable like this. Use slider instead please

    01:36:258 (1,2,3,4) - why big spacing so suddenly?

    02:07:924 (2,3,4,5,6) - even if it is kiai time, I find that such stream is too hard for this difficulty

    03:27:554 (1,1,2,3,4,5) - this passage is sooo confusing for this level. The usage of blue ticks really messes up reading an rhythm here
I'd say that overall this diff has a lot of room for improvement. What this diffs lacks the most is really some order, as well as less note density: those triplets ad doubles used so often make the map way too hard for this level imo, as well as those strange streams using different number of repeats.
Combo-ing should be re-made too, since it looks like you did't follow any rule at all to place them: generally, put a NC every 4 or 8 white ticks and you're sure to not make anything wrong

________________



Normal


  • in general, try to avoid too many 1/2 objects in a row like 01:01:628 (6,7,1,2,3,4,5) - or 01:04:591 (6,7,1,2,3,4,5) - because it gets tiring on the player

    01:23:665 (2,3) - uh... I'm not a fan of stacks on Normal diffs, above all between slider ends and slider starts together
    01:25:146 (4,1) - same goes for this one and similar ones

    03:28:480 (4,6) - overlaps like this one are hella hard to read for newbie players tho
Overall this diff is way too dense of notes. There are chains of almost 10 objects in a row with 1/2 snap: that's too much for players of this level.
You should also try to make more flowy patterns, because it makes it easier for players to understand how the game works

________________



Easy


  • 01:16:813 (5,2) - overlaps and stacks are strictly forbidden on Easy diffs
What came to my mind after seeing this diff was just "this looks like a 1/1 spam of beats". The whole map is literally the same and it tells nothing in particular to the player. Again, try to give more variety (like using 2/1 beats more often) and to give a meaning to your patterns

That's probably everything I could say here
Topic Starter
Halfslashed

MrSergio wrote:

Returning an old M4M from my queue, sorry for the delay


Feast Day


SPOILER
  • 00:00:702 (4) - not big, but make sure to use constant DS
    Fixed. Same with previous pattern.

    00:09:591 (4) - same
    As Above.

    00:10:702 (4) - same
    ^.This turning point hasn't been very lucky for me.

    Overlaps like 00:01:072 (6,1) - or 00:02:554 (2,3,5) - or 00:03:665 (2,3,5) - aren't that nice. Try to avoid them
    First one wasn't an overlap (Notes aren't even close together).As for the second pattern, I reworked it since it seems to be a problem for many. Now it looks nicer and keeps intended motions.

    00:23:480 (1) - what about stacking it on top of 00:23:665 (2) - instead. You're creating a strange emphasis by using a jump on the red tick
    In this part of the music, there are two parts i'm paying particular attention to: the synth rhythm and the piano rhythm. The piano rhythm is simple 1/2 spam throughout this section, and thus has a note in every place (With an exception later on). The synth rhythm only includes the notes at 00:22:369 (1,2,3,4,5,6,2). This note is not part of that synth rhythm, but is part of the piano rhythm, so in order to represent both parts, I created an anti jump here.

    00:23:665 (2) - what about moving this to around x117 y310?
    I move some notes around and stacked this under 00:23:109 (5) instead.

    00:28:295 (1) - why NC here?
    The repeating piano rhythm starts at 00:26:813 (1) in time signature 3/4, mirroring other NCs in this section. The NC at 00:27:924 (1) starts a new piano rhythm, one that is distinct from the repeating piano rhythm. This NC returns back to the repeating piano rhythm, and combined with the previous NC, emphasizes the previous piano rhythm.

    00:29:406 (1,2) - place the jump on the white tick, not the red tick :/
    Similar to before.

    00:29:406 (1) - what about moving this to around x86 y181 and 00:29:591 (2) - stacked on 00:29:035 (5) - ? To create a better flow for that pattern
    Picked a different grid position in order to keep the distance I wanted, but it matches the angles your grid position suggested.

    00:58:758 (1,2,3,4,5,6,7,1) - this curve can clearly be improved: https://osu.ppy.sh/ss/5808427
    I certainly tried to fix it.

    01:23:850 - you should put the slider starting from here, and not from 01:24:035 - : avoid big jumps on red ticks please
    This is a lower volume version of the synth rhythm I was representing earlier.

    01:25:332 (6,7) - same
    As above.

    01:25:517 (7,8,1) - this spacing is awfully short. As I see it now, it's really hard to read it: use more spacing please
    Gladly.I was also able to fix a rhythm and an overlap because you pointed this out :)

    01:31:258 (1,2,3) - cool, but again hard to read. Is a plain stack so ugly? .-.
    I'd be fine with a plain stack, but this is off-stacked because i'm trying to represent the higher pitch of 01:31:350 (2) here by offsetting it slightly, as well as the fact that notes at 01:31:258 (1,3) have the exact same pitch. I tried to make it so that it can be played like a normal stack, but I decreased spacing to 0.2x to make it easier to read as one.
    01:37:184 (1,2,3) - same
    As above.

    01:53:109 (3) - what about moving this to around x343 y32? It feels like a big note in the music for me
    Wow, this is cool. Gladly.

    01:55:702 (1,1,1,1) - why so many NC... I guess you should revise the whole Combo-ing, since the map looks really unpolished on that regard
    I removed 01:56:072 (1,1) but I kept 01:56:535 (1) because it feels like a distinct section in the music. Also, I'm quite aware of my weird NC tendencies in this map, but I have justification for it.

    01:57:091 (7,1) - that stop comes out of nowhere and it's really hard to read once again.
    Stop comes out of nowhere similarly to the point of emphasis. The piano at 01:56:535 (1,2,3,4,5,6,7) suddenly drops an entire octave in pitch at this point, and that is the purpose of the stack here.

    02:00:146 (1,2,3,4,5,6,7,8) - this whole curve can be smoothed too
    I tried.

    02:55:702 (6,7) - again jumps on red ticks :/
    Same rationale as before.
    02:57:184 (6,7) - in this case the problem is still the slider, rather than the jumps: don't start sliders on weak beats
    Same rationale as before.

    03:32:739 (1,2,3,4,5,6,7,8) - curve can be smoothed
    I tried.

    03:34:591 (5,6) - the whole part of 1/4 sliders is a bit messy imo. Try this out: https://osu.ppy.sh/ss/5808498 7
    Sure, looks cool.

    What about raising AR maybe... It's the Extra diff after all
    I tried it at both AR9 and AR8, and decided that AR8 would be a better fit. The map doesn't have too many spacing changes all throughout and the hardest parts to read are the intentional stacks, which AR wouldn't really affect IMO. AR8 compliments the style and theme of the map well.

Overall the map flows well, but it needs a lot of polishing. Some slider stream shapes just need to be fixed by few pixels, yet it would make a big difference. Also, in general you should try to give a more solid structure to your map: flow is not everything. Just because it flows decently it doesn't mean it can't be improved further
Did lots of stacking and restructuring to try to make this fit the theme better. Thanks!

________________



Lunatic


SPOILER
  • 01:23:850 (5,6) - please start sliders on white ticks and not red ticks
    Same reasoning as with Feast Day.
    01:25:332 (5,6) - same
    ^

    01:43:850 (1,1) - more spacing, otherwise players will think this is jut the start of the stream
    Gladly.
    01:46:813 (1,1) - same. Also don't abuse NCs like that, you don't need so many
    Fixed both spacing and NCing.
    01:49:776 (8,1) - same
    Fixed.

    01:55:702 (1,1,1,2,1) - NC spam once again. You don't need that many
    Applied same fixes as Feast Day.

    02:14:591 (8,1) - more spacing here too
    Fixed.

    03:16:443 (1,1) - same reasoning as for the Extra diff: the spacing is too misleading, too similar to a 1/4 snap
    It applies to all cases where it happens
    Fixed along with all NCs.

    04:02:369 - I would map this break tho. It's almost at the end of the map and you put a break? It feels strange imo
    There's a break here because the song loses much of the intensity it gained during the kiai, after the climax. The reason this isn't mapped here but it is in the higher difficulty is mainly for gameplay reasons - There are long streams with higher spacing in the kiai, and the player needs to rest to handle the rest of the map. In the higher difficulty, the player instead gets to feel the lower intensity of the map instead of getting a chance to break. I'll actually map this break here in the Lunatic, but I will not do so in lower difficulties for that reason.
Overall this diff too needs more work regarding structure and meaning of pattern. What I mean is that most patterns are just placed there, with no particular reasons. This creates a sort of patterns that just flow into each other well, yet they express nothing in the song.
I'll look for overlaps and notes that can be stacked, as well as try to give more meaning to other patterns and reduce the meaning of others.

________________



Hard


SPOILER
  • 00:21:258 (3,4) - avoid doing such thing, because no one can count how many repeats are there on each single slider. YOu have to make them equally long
    Fixed.
    00:58:295 (3,4) - same
    Fixed.
    00:23:295 (6) - I already mentioned this before, but I'll repeat myself once again: sliders starting on a weak beat (on a red tick) don't play well at all. All the emphasis is misplaced on the beats here.
    Same applies for all sliders like this.
    Here I agree. The restructuring begins..When I looked again, I realized it was the same synth rhythm, so I didn't change this.

    01:00:332 (6,7,8,9) - doubles on Hard diffs are totally unplayable like this. Use slider instead please
    Okay.. this has been brought up enough that i'll use one slider within this pattern. More restructuring.

    01:36:258 (1,2,3,4) - why big spacing so suddenly?
    These are very powerful beats in the main melody, I don't think they're sudden at all.

    02:07:924 (2,3,4,5,6) - even if it is kiai time, I find that such stream is too hard for this difficulty
    I want some more opinions on this, since I think it will unbalanced the spread.

    03:27:554 (1,1,2,3,4,5) - this passage is sooo confusing for this level. The usage of blue ticks really messes up reading an rhythm here
    I'm not actually sure how to fix this. The player would already be used to hitting notes with a 1/4 gap between them due to the doubles earlier in the map. If I could get a better idea of what's actually wrong here, I would fix it.


I'd say that overall this diff has a lot of room for improvement. What this diffs lacks the most is really some order, as well as less note density: those triplets ad doubles used so often make the map way too hard for this level imo, as well as those strange streams using different number of repeats.
Combo-ing should be re-made too, since it looks like you did't follow any rule at all to place them: generally, put a NC every 4 or 8 white ticks and you're sure to not make anything wrong
Yeah, I think this one was a bit rushed myself. Two of the things you mentioned are already grounds for great improvement of this map, and i'll be able to keep a lookout for similar things as I work on that.

________________



Normal


SPOILER
  • in general, try to avoid too many 1/2 objects in a row like 01:01:628 (6,7,1,2,3,4,5) - or 01:04:591 (6,7,1,2,3,4,5) - because it gets tiring on the player
    I'll try not to go over 6 objects in a row.

    01:23:665 (2,3) - uh... I'm not a fan of stacks on Normal diffs, above all between slider ends and slider starts together
    I think it's fine but if more people mention it, i'll change it. These ended up changing to circle, so the slider end stacking is gone. Now it's just regular stacking.

    01:25:146 (4,1) - same goes for this one and similar ones
    As above.

    03:28:480 (4,6) - overlaps like this one are hella hard to read for newbie players tho
    Good to note. Fixed.
Overall this diff is way too dense of notes. There are chains of almost 10 objects in a row with 1/2 snap: that's too much for players of this level.
You should also try to make more flowy patterns, because it makes it easier for players to understand how the game works
Same as above with the object density, but I don't exactly understand what you mean by more flowy patterns. Most of them look flowy to me.

________________



Easy


SPOILER
  • 01:16:813 (5,2) - overlaps and stacks are strictly forbidden on Easy diffs
    Fixed.
What came to my mind after seeing this diff was just "this looks like a 1/1 spam of beats". The whole map is literally the same and it tells nothing in particular to the player. Again, try to give more variety (like using 2/1 beats more often) and to give a meaning to your patterns
Looks like i'll be remapping most of this. I'm really struggling with rhythm representation here, since it's basically gone.

That's probably everything I could say here
Thanks for the mod, really helpful!

Will probably upload changes in a few hours or by tomorrow, a lot needs to be done.
Seijiro
ok, my bad skill at writing stuff came out really well yesterday night LOL
What I meant on the Normal's comment was not really "flowy", but rather "intuitive" (yesss, I did it, that's the right one ahahahah)

But again, it's not so easy to understand I guess: basically, intuitive mapping and note density are like siblings, because you can't make an intuitive map if you make it with too many beats or too less (depending on the song) and viceversa.


Actually, explaining all the stuff I have in my mind right now would need kind of a long explanation since I suck at summarizing arguments.
Anyway, feel free to contact me in game or even on forums if you need help with anything else.
You may also have noticed my mod was kinda rushed, sorry about that. That's also why you should contact me, so I can explain better.
DeletedUser_6181859
so many touhou
===
Hey from my queue, my name is Max 100bit, and this is my mod!
Well, opinion of modder is opinion of modder.
Do not judge strictly, I could be wrong.
If you change little things from my mod - do not give kudosu. My english is bad, so sorry for googletranslate.

Song and beatmaps

  1. tbh it's very strange track because it have 3/4 and 4/4 signature at the same time but you should to fix it because it affects on hitsounds - most of beginners with Taiko not read your patterns

Easy

  1. Fix all mistakes with Distance Spacing: Ctrl+Shift+A -> Check distance snap
  2. tbh i don't want to mod this diff; yep, i know that it's your mapping style but... unfortunately now is 2016 and old pattering looks awful. In this diff you have some antiflows and a lot of overlaps; generally small DS in this diffs looks very strange and ugly.

Normal

  1. 00:09:406 (2,3) - blanket should be improved
  2. 00:10:517 (4,1) - ^ some
  3. 00:14:961 (4,1) - ^
  4. 00:29:035 (3,4) - you can to make blanket here (optional)
  5. 00:29:035 (3,5) - overlap need to fix
  6. 00:31:258 (1,4) - ^
  7. 00:34:035 (6) - to x=192 y=268, 00:34:221 (1) - 1st sliderpoint to x=244 y=240 for better flow
  8. 00:37:924 (2,3,4) - tbh strange pattern because overlap, remap this if possible
  9. 00:43:109 (1,4) - overlaaap
  10. 00:58:295 (3) - tbh strange and untidy slider, make like in %image%
  11. 01:02:924 (2,3,4,5) - same as in 0:37:924
  12. 01:13:480 (6,7) - Ctrl+H for better flow in 01:14:221 (1) because this antiflow looks strange
  13. 01:30:517 (1,2,3) - change to slider? it's not a Hard-diff
  14. 01:34:961 (5) - and again - ugly slider because it have overlap... with himself?
  15. 01:40:887 (5) - ^
  16. 01:44:406 (5,6) - a bit left because it located close to 01:43:109 (2) (suggestion)
  17. 01:46:628 (3,1) - overlaap
  18. 01:51:072 (7) - remove, you don't need this note imp
  19. 01:51:258 (1,4) - overlaaaaap
  20. 01:59:406 (7,8) - change to slider (with 1 repeat)?
  21. 02:02:739 (8,9) - hmm... change to slider because you have only sliders, for example, in 01:52:739 (4,5,6,7)
  22. 02:06:072 (1,2,3) - same as in 1:30:517
  23. 02:11:998 (1,2,3) - ^
  24. 02:32:739 (5,7) - you have a lot of overlaps, you know?
  25. 02:42:924 (6) - move to x=112 y=144 for better flow
  26. 03:05:146 (8,1) - blanket should be improved
  27. 03:07:554 (5) - same as in 1:34:961
  28. 03:13:480 (5) - ^
  29. 03:09:776 (3,7) - overlaaaaaaaaaaap
  30. 03:20:887 (1,3) - ^
  31. 03:18:665 (2,3,4) - same as in 0:37:924
  32. 03:23:850 (1,3,4) - ^
  33. 03:30:146 (2,5) - overlaaaap
  34. 03:32:184 (8,3) - ^
  35. 03:38:665 (1,2,3) - same as in 1:30:517
  36. 03:44:591 (1,2,3) - ^
  37. 03:51:998 (7) - NC (suggestion)
  38. 03:59:035 (8,9) - same as in 2:02:739
  39. 04:20:146 (1,5) - hey Mr.Overlapper
Good luck!
{end of mod}
Topic Starter
Halfslashed

100bit wrote:

so many touhou
===
Hey from my queue, my name is Max 100bit, and this is my mod!
Well, opinion of modder is opinion of modder.
Do not judge strictly, I could be wrong.
If you change little things from my mod - do not give kudosu. My english is bad, so sorry for googletranslate.

Song and beatmaps

SPOILER
  1. tbh it's very strange track because it have 3/4 and 4/4 signature at the same time but you should to fix it because it affects on hitsounds - most of beginners with Taiko not read your patterns
Uh... I'm not very sure what you mean here, since i'm basically mapping most of the hitsounds in 3/4 signature patterning anyways.

Easy

SPOILER
  1. Fix all mistakes with Distance Spacing: Ctrl+Shift+A -> Check distance snap
    I'll be remapping most of this.
  2. tbh i don't want to mod this diff; yep, i know that it's your mapping style but... unfortunately now is 2016 and old pattering looks awful. In this diff you have some antiflows and a lot of overlaps; generally small DS in this diffs looks very strange and ugly.
    I'll keep an eye out for overlaps and antiflows, but I can understand not wanting to mod this. I still have to remap a good portion of this anyways.

Normal

SPOILER
  1. 00:09:406 (2,3) - blanket should be improved
    I tried.
  2. 00:10:517 (4,1) - ^ some
    ^
  3. 00:14:961 (4,1) - ^
    ^
  4. 00:29:035 (3,4) - you can to make blanket here (optional)
    I tried.
  5. 00:29:035 (3,5) - overlap need to fix
    Nice catch!
  6. 00:31:258 (1,4) - ^
    ^
  7. 00:34:035 (6) - to x=192 y=268, 00:34:221 (1) - 1st sliderpoint to x=244 y=240 for better flow
    I used some different grid points since my fix for the overlap required some other adjustments, but I kept the same flow.
  8. 00:37:924 (2,3,4) - tbh strange pattern because overlap, remap this if possible
    Definitely. Had to adjust some other things to get good flow, but I made it happen.
  9. 00:43:109 (1,4) - overlaaap
    Fixed.
  10. 00:58:295 (3) - tbh strange and untidy slider, make like in %image%
    Heavily improved thanks to that.
  11. 01:02:924 (2,3,4,5) - same as in 0:37:924
    Fixed.
  12. 01:13:480 (6,7) - Ctrl+H for better flow in 01:14:221 (1) because this antiflow looks strange
    Ctrl+H'd 01:13:480 (5,6) instead and changed 01:12:739 (4) instead.
  13. 01:30:517 (1,2,3) - change to slider? it's not a Hard-diff
    These are really powerful beats and I want them to be clickable.
  14. 01:34:961 (5) - and again - ugly slider because it have overlap... with himself?
    It's a circle slider.. and I like it. These appeared in older maps, and they're suitable for today as well.. Natsu has a recently ranked map with these.
  15. 01:40:887 (5) - ^
    ^
  16. 01:44:406 (5,6) - a bit left because it located close to 01:43:109 (2) (suggestion)
    Fixed.
  17. 01:46:628 (3,1) - overlaap
    Fixed.
  18. 01:51:072 (7) - remove, you don't need this note imp
    I removed a ton of other notes due to last mod, so I think this is fine.
  19. 01:51:258 (1,4) - overlaaaaap
    Huh? These are more than a measure apart. Might be due to the removed notes, but there's no overlap here anymore.
  20. 01:59:406 (7,8) - change to slider (with 1 repeat)?
    No thanks.
  21. 02:02:739 (8,9) - hmm... change to slider because you have only sliders, for example, in 01:52:739 (4,5,6,7)
    Did something different when I removed notes here.
  22. 02:06:072 (1,2,3) - same as in 1:30:517
    Read my previous explanation.
  23. 02:11:998 (1,2,3) - ^
    ^
  24. 02:32:739 (5,7) - you have a lot of overlaps, you know?
    I'm glad I removed notes. This is no longer here.
  25. 02:42:924 (6) - move to x=112 y=144 for better flow
    Didn't use your grid position, but I changed this area for better flow.
  26. 03:05:146 (8,1) - blanket should be improved
    Fixed.
  27. 03:07:554 (5) - same as in 1:34:961
    Same as before.. I like these sliders.
  28. 03:13:480 (5) - ^
    ^
  29. 03:09:776 (3,7) - overlaaaaaaaaaaap
    Fixed.
  30. 03:20:887 (1,3) - ^
    Fixed.
  31. 03:18:665 (2,3,4) - same as in 0:37:924
    Fixed.
  32. 03:23:850 (1,3,4) - ^
    Fixed.
  33. 03:30:146 (2,5) - overlaaaap
    No overlap here. Probably because of removed notes.
  34. 03:32:184 (8,3) - ^
    ^
  35. 03:38:665 (1,2,3) - same as in 1:30:517
    Read above explanation.
  36. 03:44:591 (1,2,3) - ^
    ^
  37. 03:51:998 (7) - NC (suggestion)
    No thanks. Breaks the NC pattern I have in this diff.
  38. 03:59:035 (8,9) - same as in 2:02:739
    It's already a slider.
  39. 04:20:146 (1,5) - hey Mr.Overlapper
    That note is gone.

Good luck!
{end of mod}
Thanks for the mod!
fieryrage
can u like box ur mod responses so theyre not huge holy fUC

extra
  • I Suggest Ar 7 Becasuse The Bpm Is Low

    actually dont please
    00:06:813 (1,2,3,4,5,6) - i get you're trying to imitate old style maps but this kind of overlap is pretty uncanny
    00:21:258 (1) - shouldn't diagonal stream start here?
    00:21:813 (1) - instead of completely ending the diagonal stream it'd be kind of cool to have a sort of less-intense diagonal stream here for that sort of fade out effect
    00:29:776 (3) - this curves so much and it triggers the fuck out of me
    00:58:295 (1) - basically same thing as 00:21:258 (1)
    00:58:758 (1) - ok why does this nc start on the blue tick it was the red tick last time
    01:08:109 (4,5) - words can't express how much i hate you for doing this angle of the SLIDER FUICK
    01:10:146 (2,3,4,5) - synth is more noticeable during the first two sliders so i'd rather follow those but ur choice xd
    01:30:146 (3) - nc to follow nc pattern tho tbh you don't really need this many nc's here, every 4th note is better than every 2nd note imo
    01:31:258 (1,2,3) - 1985
    01:32:554 (3) - slider ticks should be quieter/silenced here
    01:38:295 (3) - nc for consistency with 01:32:369 (1) - pls
    01:43:758 (7,1) - im not really sure why the distance snap is not consistent for these two notes on the stream, feels really out of place (goes for all streams in this section)
    01:53:295 (4,5,6,7,8,9) - this could be spaced or a diagonal stream but it isnt and it makes me sad
    01:55:702 (1) - shouldn't this go on top of 8
    01:57:091 (7,1) - goddammit
    02:00:887 (1,2,1,2,1) - this nc pattern with this ar is pretty misleading, i'd honestly just remove the nc on 02:01:072 (1) - and keep the rest as is
    02:01:443 (1) - remove nc
    02:30:332 (1) - no real purpose ncing this
    02:30:702 (5) - and start your nc here instead of 02:30:887 (1) - get ur shit CONSISTENT mang
    03:00:517 (13) - y not 1/8
    03:05:887 (1) - remove nc here or 03:06:258 (1) - here (preferably first one since it follows the nc pattern in the other section)
    03:17:184 (1,2,1,2) - why r these two diagonal streams differENT THEY WERE ALWAYS THE SAME NOW THEY ARENT
    03:57:369 (1) - remove nc
    03:59:035 (1) - useless claps
    04:00:887 (1,2,3,4,1,2,3,4) - this is like literally the most awkward stream to hit ever due to the inconsistencies with the angles, i'd say make the first stream the same angling as the second one since the second one is the same as the third one
    04:02:369 (1) - space this out from the 1/8 more pls
most of everything about nc's applies to lunatic as well so just apply them there as you see fit
otherwise i can't really mod this that well because i'm too corrupted by the META

good map
Topic Starter
Halfslashed

fieryrage wrote:

can u like box ur mod responses so theyre not huge holy fUCLool okay.

extra
SPOILER
  • I Suggest Ar 7 Becasuse The Bpm Is Low

    actually dont please
    xd
    00:06:813 (1,2,3,4,5,6) - i get you're trying to imitate old style maps but this kind of overlap is pretty uncanny
    Eh, it's a known pattern and I personally haven't had any issues reading it.
    00:21:258 (1) - shouldn't diagonal stream start here?
    This is where the zigzag portion begins, but I adjusted 00:21:165 (2) to make it flow more as intended.
    00:21:813 (1) - instead of completely ending the diagonal stream it'd be kind of cool to have a sort of less-intense diagonal stream here for that sort of fade out effect
    My issue with that is the reason I have the zigzagging. At 00:21:258 (1,2,3,4,5,6), the pitch is sharply changing between each note, going back and forth. The pitch at 00:21:813 (1,2,3,4,5,6) however, is steadily decreasing, with much lower intensity.
    00:29:776 (3) - this curves so much and it triggers the fuck out of me
    Pls no trigger, I fixed it.
    00:58:295 (1) - basically same thing as 00:21:258 (1)
    See above.
    00:58:758 (1) - ok why does this nc start on the blue tick it was the red tick last time
    I think I was drunk, fixed.
    01:08:109 (4,5) - words can't express how much i hate you for doing this angle of the SLIDER FUICK
    Fixed it by rotating it so that you don't follow the slider in the direction you just jumped from.
    01:10:146 (2,3,4,5) - synth is more noticeable during the first two sliders so i'd rather follow those but ur choice xd
    I'll keep as is, since that snare is pretty dominant here.
    01:30:146 (3) - nc to follow nc pattern tho tbh you don't really need this many nc's here, every 4th note is better than every 2nd note imo
    I wasn't going to take this because my reasoning for NCing is due to changing distance, but it both looks more appealing and helps separate those beats better, so I did. Because of that reason, I won't be changing from every 2nd to every 4th though.
    01:31:258 (1,2,3) - 1985
    And various other old maps. I tried to make this as readable as possible while preserving the effect that 1 and 3 are the same pitch, but 2 is distinctly higher.If someone has a suggestion that can keep the same effect while keeping each object clickable, i'd be inclined to change.
    01:32:554 (3) - slider ticks should be quieter/silenced here
    Fixed.
    01:38:295 (3) - nc for consistency with 01:32:369 (1) - pls
    Un-NC'd 01:32:369 instead.
    01:43:758 (7,1) - im not really sure why the distance snap is not consistent for these two notes on the stream, feels really out of place (goes for all streams in this section)
    I'm representing the fact that the entire stream is increasing in volume with the spacing. There is a subtle increase in spacing between each note (from 1.00 to 1.25 in 0.05x increments. However, I did adjust some notes by a few pixels to be more accurate on that spacing for all streams like this.
    01:53:295 (4,5,6,7,8,9) - this could be spaced or a diagonal stream but it isnt and it makes me sad
    It's now a spaced deaccelerating stream to emphasize the snare, and also show the decreasing volume the synth that would normally be mapped here if not for the snare. Have fun!
    01:55:702 (1) - shouldn't this go on top of 8
    Not really sure why. Pitch is different here, and this flows better.
    01:57:091 (7,1) - goddammit
    However here, pitch is the same, but there's a sudden octave decrease. I'm showing this with the stacking, and it will feel sudden because that's basically how the octave change feels.
    02:00:887 (1,2,1,2,1) - this nc pattern with this ar is pretty misleading, i'd honestly just remove the nc on 02:01:072 (1) - and keep the rest as is
    Sure. Even though distance is changing here, it's not very noticeable, so this would improve readability.
    02:01:443 (1) - remove nc
    Got it boss.
    02:30:332 (1) - no real purpose ncing this
    Yep...
    02:30:702 (5) - and start your nc here instead of 02:30:887 (1) - get ur shit CONSISTENT mang
    I tried and failed.. rip.
    03:00:517 (13) - y not 1/8
    Following piano instead of snare here.
    03:05:887 (1) - remove nc here or 03:06:258 (1) - here (preferably first one since it follows the nc pattern in the other section)
    I suck at NCing.
    03:17:184 (1,2,1,2) - why r these two diagonal streams differENT THEY WERE ALWAYS THE SAME NOW THEY ARENT
    I tried really hard to fix the angles and forgot to fix the consistency here. Fixed, as well as the other one.
    03:57:369 (1) - remove nc
    Fixed, as well as some others.
    03:59:035 (1) - useless claps
    Part of my hitsounding rhythm.
    04:00:887 (1,2,3,4,1,2,3,4) - this is like literally the most awkward stream to hit ever due to the inconsistencies with the angles, i'd say make the first stream the same angling as the second one since the second one is the same as the third one
    Fixed.
    04:02:369 (1) - space this out from the 1/8 more pls
    Whoops, forgot to fix this.
most of everything about nc's applies to lunatic as well so just apply them there as you see fit
otherwise i can't really mod this that well because i'm too corrupted by the META
All good, i'll do another check.
good map
:)
Thanks for the mod, really helpful!
_handholding

  1. 00:23:109 (3) - how about rotating it a bit so it flows onto the net object better? http://puu.sh/qDbJY/36c364adc0.jpg
  2. 00:58:295 (3) - I recommend ending this on the white tick so it's easier to go onto the next object, also because there's a drum hit on the white tick
  3. 01:26:072 (1,2,3,4,5,6,7,8) - Find another rhythm? there are so many clickable objects here yet the sounds on them are very quiet. Same for 02:57:924 (1,2,3,4,5,6,7,8) -
  4. 03:43:109 (4) - Try to get it so the length of both sides are the same(ish)
  5. 03:46:628 - shouldn't you be mapping this sound? You've been mapping this melody throughout the map so far
  6. 04:13:480 (1,2) - deleting these 2 objects would give more emphasis to 04:14:221 (1)

Lunatic

  1. 00:21:998 (11) - this should be mapped to yellow ticks http://puu.sh/qDcdb/ea56169818.jpg Same goes for 02:30:887 (11) -
  2. 00:28:109 (2,1) - better to make the jump between these 2 objects rather than 00:27:739 (6,1) . The finish on the downbeat would make the jump flow better. a jump between 00:27:739 (6,1) - feels a bit awkward.
  3. 01:00:146 (5,6,7,8,9,1) - This rhythm is really hard as well as awkward, there's also no dominant sound that this rhythm is following. Try doing something similar as you were doing in the section before. This applies to all other rhythms like this
  4. 01:10:146 (2) - If you shorten this slider to the blue tick it would make it less likely for players to slider break (something that can be very annoying at stuff like these) same goes for 02:41:998 (2) etc
  5. 01:30:146 (11) - same as above
  6. 01:27:554 - There are sounds on the yellow ticks so why not map them? Maybe something like this? http://puu.sh/qDcu0/601fe4a8f0.jpg
  7. 01:30:517 (1) - This does feel slightly hidden under the slider
  8. 02:16:443 (1,1) - A spinner would work better imo
  9. 02:48:665 (1,2,1) - Have the distance between 02:48:850 (2,1) > 02:48:665 (1,2) for a similar reason as 00:28:109 (2,1)
my map wnt be ready for a long long tome so takee this as a nm :v
Topic Starter
Halfslashed

Kisses wrote:

Normal

SPOILER
  1. 00:23:109 (3) - how about rotating it a bit so it flows onto the net object better? http://puu.sh/qDbJY/36c364adc0.jpg
    Definitely looks better, fixed.
  2. 00:58:295 (3) - I recommend ending this on the white tick so it's easier to go onto the next object, also because there's a drum hit on the white tick
    I agree, changed. Hopefully I don't have to keep remaking this slider :p
  3. 01:26:072 (1,2,3,4,5,6,7,8) - Find another rhythm? there are so many clickable objects here yet the sounds on them are very quiet. Same for
    02:57:924 (1,2,3,4,5,6,7,8) -
    Changed. There's now 2 less clickable objects in that section.
  4. 03:43:109 (4) - Try to get it so the length of both sides are the same(ish)
    I'll try.
  5. 03:46:628 - shouldn't you be mapping this sound? You've been mapping this melody throughout the map so far
    Agreed, fixed by moving slider up to the red tick.
  6. 04:13:480 (1,2) - deleting these 2 objects would give more emphasis to 04:14:221 (1)
    Wow, this feels much better too. Fixed, also applied this to easy diff.

Lunatic

SPOILER
  1. 00:21:998 (11) - this should be mapped to yellow ticks http://puu.sh/qDcdb/ea56169818.jpg Same goes for 02:30:887 (11) -
    Yes, there's a snare here, but I only want to map the piano here. The kickslider here is just rhythm simplification for what I map in the higher diff.
  2. 00:28:109 (2,1) - better to make the jump between these 2 objects rather than 00:27:739 (6,1) . The finish on the downbeat would make the jump flow better. a jump between 00:27:739 (6,1) - feels a bit awkward.
    It's intended too feel awkward due to the sudden time signature change in this measure. 3/4 suddenly changes to 4/4, and I wanted to emphasize the difference here, which is why there is a jump between 6 and 1.
  3. 01:00:146 (5,6,7,8,9,1) - This rhythm is really hard as well as awkward, there's also no dominant sound that this rhythm is following. Try doing something similar as you were doing in the section before. This applies to all other rhythms like this
    The section before has a snare, that I decided to follow, while this section doesn't. This rhythm is following the bells for 00:59:776 (2,3,4,5,6,7,8), which is what i'm bringing out here. 01:00:702 (9) then returns to the 3/4 signature piano rhythm in the background.
  4. 01:10:146 (2) - If you shorten this slider to the blue tick it would make it less likely for players to slider break (something that can be very annoying at stuff like these) same goes for 02:41:998 (2) etc
    No qualms with doing this to make this difficulty a bit easier for players to adjust to 1/8 rhythms.
  5. 01:30:146 (11) - same as above
    ^
  6. 01:27:554 - There are sounds on the yellow ticks so why not map them? Maybe something like this? http://puu.sh/qDcu0/601fe4a8f0.jpg
    I want to follow the piano in this section instead, since it's more dominant than the snare to me.
  7. 01:30:517 (1) - This does feel slightly hidden under the slider
    I tried to increase visibility.
  8. 02:16:443 (1,1) - A spinner would work better imo
    No thanks, the snare is dominant here, and I want to map it.
  9. 02:48:665 (1,2,1) - Have the distance between 02:48:850 (2,1) > 02:48:665 (1,2) for a similar reason as 00:28:109 (2,1)
    No thanks, for the above reasons on why i didn't apply 00:28:109 (2,1)

my map wnt be ready for a long long tome so takee this as a nm :v
Please, don't hesitate to contact me for a mod when you're finished.
Thank you for the mod, very helpful!
micchi_chi
Hey, I hope this is not dead
Very late mod from my modding Q~

Red : unrankable (or might be unrankable) issue
Blue : highly suggested to fix
Black : normal suggestion
Green : random comment
Bold : slightly more important than others

[Easy]
SPOILER
  1. General stuff (apply for all diffs) : song setup -> design, uncheck widescreen support since it's only used if you have storyboard.
  2. 00:05:702 (2,1) - Better just blanket these (wrapping (1)'s slider body around (2)'s head) http://puu.sh/qNFoS/9c31725d74.jpg you can do this by using (2)'s approach circle as a guide.
  3. 00:11:258 (1,3) - Maybe you can just copy paste these two so their shape would be the same then rotate one of them to make a "symmetry" feeling since they cover preferably similar sound http://puu.sh/qNFzZ/01a33146ff.jpg
  4. 00:15:702 (1,3) - ^ http://puu.sh/qNFDG/ddf9c06744.jpg
  5. 00:22:369 (1) - Try to make this slider more "wavy" and make the wave blanket 00:21:258 (3) - 's tail http://puu.sh/qNFIQ/5f746aa5d0.jpg (note : I added extra anchors so it can blanket perfectly, I also rotated it a bit so it would keep it way going down)
  6. 00:23:850 (2,3) - If you apply above ^ you will need to DS this and while doing so, you can also make a neater blanket patter like so http://puu.sh/qNFNP/b7ed39aa66.jpg even if you don't apply above ^ you can also do similar things. http://puu.sh/qNFQK/1506908024.jpg you will have to move a few things to make sure you have enough room tho, but it totally worth it.
  7. 00:26:443 I think you should totally fill this with a note since usually you always map this fully, it feels weird that you stop here while the music don't indicate stopping. Just map it as usually you do.
  8. 00:29:776 (2,3) - Lol, the blanket is slightly off near the tail, and you actually only need 1 anchor to make this kind of slider, the slider will look more balanced with 1 anchor too http://puu.sh/qNG7I/ac4fccb8fc.jpg
  9. 01:18:665 (2,1) - ^ could be blanketed more perfectly.
  10. 01:23:850 (2,2) - I think you should avoid 1/2 slider in Easy. Yeah it fit, I understand. But considering you didn't use 1/2 slider at all before, considering it's currently more silent part where you supposedly map less, considering the polarity issue, I think you better stick at 1/1 rhythm by simply switching these to circle.
  11. 02:40:146 (3) - Lol, this looks so forced. I prefer some more loose slider pattern like so (?) http://puu.sh/qNGAT/d13bd0951f.jpg lol but the DS would be a total pain and it's okay if you don't apply btw, it's not like mine look that nice xD. But if you don't apply, again, fix blanket. And you only need 1 anchor for (1) and (2).
  12. 02:49:035 (1) - I'm not sure, isn't this shape might be confusing for Easy? .-. maybe just use less complicated slider shape. Just try to avoid slider body overlapping each other. Just avoiding that would do just fine.
  13. 02:55:702 (2,2) - Same thing about 1/2 sliders above ^
  14. 03:33:480 (2,3) - ^ and this one is even more confusing tho.... just use 1/1 rhythm please. The music don't really indicate this kind of rhythm either btw...
  15. 04:23:850 (2) - since you always use 1/2 slider, maybe use it too for this...
  16. Okay, the rhythm actually mostly fine. I just somehow find these little break unnecessary 00:35:702 00:38:295 01:00:887 and many more since the music don't really seem to indicate break, but I guess I'll just let this slip by... What you need to improve the most is placement, pattern, and flow; but mostly flow. What I see here your flow is still pointy. Like for example here 00:02:369 (1,2,3) - this kind of flow plays like this http://puu.sh/qNHi5/0f3d6c8620.jpg and it's not really good. It might look good because the tail and head totally placed right after one another and stuff, but it actually isn't. If the case is like this http://puu.sh/qNHne/33f08c593f.jpg then it would be totally nice to place one's head right after another's tail, but this case is different. What make them different is in this case the slider change direction. As you can see at the http://puu.sh/qNHne/33f08c593f.jpg case, both the slider goes to the left, while on our case here, the sliders change direction, where (1) goes left and (3) goes down. It would make problem if we use the same flow formula (flow=placing one's head right after another's tail) for this case. So my formula for this case is flow=slider leniency+bumper gap. As you can see, slider have this thing called slider leniency where in gameplay, you shouldn't follow the slider completely from start to end to achieve perfect (300) score, instead, you can slack of the end a bit as long your cursor still placed inside the slider's circle (I'm sure you know this since you're a experienced player). That's why pattern like this http://puu.sh/qNHBW/279ce68114.jpg considered to have good flow because thanks to slider leniency, you can simply play it like this http://puu.sh/qNHQK/2a96d71e84.jpg Annddd we can use this slider leniency principle in our case here. Long story short, you can place them like this for better flow http://puu.sh/qNHUy/3c8a0ad382.jpg as you can see, (2) is not placed right after (1)'s tail, instead placed slightly to the left, leaving a little gap between them; this what I call bumper gap. But, thanks to slider leniency, player don't have to follow (1)'s shape all along and could simply skip to (2) at 3/4 of the slider, like this http://puu.sh/qNI5j/fcd2c7160f.jpg and as you can see, an arch would be formed between (1)'s tail and (2), so if we just follow that arch to form a half of a circle, we could determine (3)'s position. (3)'s head not exactly placed right after (2), but still flow better http://puu.sh/qNIb6/3cf7c95e8a.jpg So the whole flow would be like this http://puu.sh/qNIfJ/fcecdf3a3f.jpg smooth and satisfying, more perks, it would also make the pattern looks less crumpled -w- you can apply this at a lot of cases like 00:20:146 (1,2,3) - http://puu.sh/qNInE/9a7c5e4eda.jpg 00:36:072 (4,5,1) - http://puu.sh/qNIsk/b9f147150a.jpg and many more, I'm sure you can improve them yourself :3

Is it alright if I just mod 1 diff? lol. Because this one diff take me 1 and a half hour xD
Anyway I'll end this here xD
Good luck :3
Topic Starter
Halfslashed

hanyuu_nanodesu wrote:

Hey, I hope this is not dead
Very late mod from my modding Q~

Red : unrankable (or might be unrankable) issue
Blue : highly suggested to fix
Black : normal suggestion
Green : random comment
Bold : slightly more important than others

[Easy]
SPOILER
  1. General stuff (apply for all diffs) : song setup -> design, uncheck widescreen support since it's only used if you have storyboard.
    Will fix when I update all diffs next time.
  2. 00:05:702 (2,1) - Better just blanket these (wrapping (1)'s slider body around (2)'s head) http://puu.sh/qNFoS/9c31725d74.jpg you can do this by using (2)'s approach circle as a guide.
    Fixed.
  3. 00:11:258 (1,3) - Maybe you can just copy paste these two so their shape would be the same then rotate one of them to make a "symmetry" feeling since they cover preferably similar sound http://puu.sh/qNFzZ/01a33146ff.jpg
    Fixed.
  4. 00:15:702 (1,3) - ^ http://puu.sh/qNFDG/ddf9c06744.jpg
    Fixed.
  5. 00:22:369 (1) - Try to make this slider more "wavy" and make the wave blanket 00:21:258 (3) - 's tail http://puu.sh/qNFIQ/5f746aa5d0.jpg (note : I added extra anchors so it can blanket perfectly, I also rotated it a bit so it would keep it way going down)
    That... looks really cool. Copying your slider.
  6. 00:23:850 (2,3) - If you apply above ^ you will need to DS this and while doing so, you can also make a neater blanket patter like so http://puu.sh/qNFNP/b7ed39aa66.jpg even if you don't apply above ^ you can also do similar things. http://puu.sh/qNFQK/1506908024.jpg you will have to move a few things to make sure you have enough room tho, but it totally worth it.
    Yeah. This looks really nice now, it was definitely worth it.
  7. 00:26:443 I think you should totally fill this with a note since usually you always map this fully, it feels weird that you stop here while the music don't indicate stopping. Just map it as usually you do.
    I just hope this doesn't end up making the map too dense. I'll do it though.
  8. 00:29:776 (2,3) - Lol, the blanket is slightly off near the tail, and you actually only need 1 anchor to make this kind of slider, the slider will look more balanced with 1 anchor too http://puu.sh/qNG7I/ac4fccb8fc.jpg
    I was unable to achieve the results you ddi with 1 anchor, so i just tried to make it more balanced with my current points.
  9. 01:18:665 (2,1) - ^ could be blanketed more perfectly.
    Fixed.
  10. 01:23:850 (2,2) - I think you should avoid 1/2 slider in Easy. Yeah it fit, I understand. But considering you didn't use 1/2 slider at all before, considering it's currently more silent part where you supposedly map less, considering the polarity issue, I think you better stick at 1/1 rhythm by simply switching these to circle.
    Yeah.. I didn't want to do this, but it makes more sense. Fixed.
  11. 02:40:146 (3) - Lol, this looks so forced. I prefer some more loose slider pattern like so (?) http://puu.sh/qNGAT/d13bd0951f.jpg lol but the DS would be a total pain and it's okay if you don't apply btw, it's not like mine look that nice xD. But if you don't apply, again, fix blanket. And you only need 1 anchor for (1) and (2).
    That.. is a really cool slider. I'm taking it.
  12. 02:49:035 (1) - I'm not sure, isn't this shape might be confusing for Easy? .-. maybe just use less complicated slider shape. Just try to avoid slider body overlapping each other. Just avoiding that would do just fine.
    Alright, I made something different.
  13. 02:55:702 (2,2) - Same thing about 1/2 sliders above ^
    Fixed.
  14. 03:33:480 (2,3) - ^ and this one is even more confusing tho.... just use 1/1 rhythm please. The music don't really indicate this kind of rhythm either btw...
    Remapped this section as well as the earlier one.
  15. 04:23:850 (2) - since you always use 1/2 slider, maybe use it too for this...
    Fixed.
  16. Okay, the rhythm actually mostly fine. I just somehow find these little break unnecessary 00:35:702 00:38:295 01:00:887 and many more since the music don't really seem to indicate break, but I guess I'll just let this slip by... What you need to improve the most is placement, pattern, and flow; but mostly flow. What I see here your flow is still pointy. Like for example here 00:02:369 (1,2,3) - this kind of flow plays like this http://puu.sh/qNHi5/0f3d6c8620.jpg and it's not really good. It might look good because the tail and head totally placed right after one another and stuff, but it actually isn't. If the case is like this http://puu.sh/qNHne/33f08c593f.jpg then it would be totally nice to place one's head right after another's tail, but this case is different. What make them different is in this case the slider change direction. As you can see at the http://puu.sh/qNHne/33f08c593f.jpg case, both the slider goes to the left, while on our case here, the sliders change direction, where (1) goes left and (3) goes down. It would make problem if we use the same flow formula (flow=placing one's head right after another's tail) for this case. So my formula for this case is flow=slider leniency+bumper gap. As you can see, slider have this thing called slider leniency where in gameplay, you shouldn't follow the slider completely from start to end to achieve perfect (300) score, instead, you can slack of the end a bit as long your cursor still placed inside the slider's circle (I'm sure you know this since you're a experienced player). That's why pattern like this http://puu.sh/qNHBW/279ce68114.jpg considered to have good flow because thanks to slider leniency, you can simply play it like this http://puu.sh/qNHQK/2a96d71e84.jpg Annddd we can use this slider leniency principle in our case here. Long story short, you can place them like this for better flow http://puu.sh/qNHUy/3c8a0ad382.jpg as you can see, (2) is not placed right after (1)'s tail, instead placed slightly to the left, leaving a little gap between them; this what I call bumper gap. But, thanks to slider leniency, player don't have to follow (1)'s shape all along and could simply skip to (2) at 3/4 of the slider, like this http://puu.sh/qNI5j/fcd2c7160f.jpg and as you can see, an arch would be formed between (1)'s tail and (2), so if we just follow that arch to form a half of a circle, we could determine (3)'s position. (3)'s head not exactly placed right after (2), but still flow better http://puu.sh/qNIb6/3cf7c95e8a.jpg So the whole flow would be like this http://puu.sh/qNIfJ/fcecdf3a3f.jpg smooth and satisfying, more perks, it would also make the pattern looks less crumpled -w- you can apply this at a lot of cases like 00:20:146 (1,2,3) - http://puu.sh/qNInE/9a7c5e4eda.jpg 00:36:072 (4,5,1) - http://puu.sh/qNIsk/b9f147150a.jpg and many more, I'm sure you can improve them yourself :3
    The 1/1 gaps are there for players to rest, and because they do make sense. I did want to include some anti-flows, but only to separate new sections in rhythm. I'll definitely be on the look to make these more consistent and improve overall flow.

Is it alright if I just mod 1 diff? lol. Because this one diff take me 1 and a half hour xD
Yes, since this was the most problematic difficulty for me to map in this set..
Anyway I'll end this here xD
Good luck :3
Wow, thanks so much, this mod was extremely helpful. I'm glad I was the lucky one!
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