Really like the map! Lots of fun to play.
I was planning on reviving it along with my other Yousei map. But I guess it'll be further delayedMafiamaster wrote:
What happened!!
Most likely, it's unrankable.HOLYWINNER wrote:
Why is insanity gone?
thank you !!Saten-san wrote:
Added~♪
Good thing I had it backed up
Didn't know that about the volume, srry P:Saten wrote:
Thanks Fiya!
Basically did all on my parts, except the 0% part. From what I know it acts like 5% (the minimum)
Yeah I mapped it before the limit got implemented.
Seriously, this is over a year old now. I need to get this ranked
Thanks alot!~wmfchris wrote:
Taiko mod as requested
[Taiko]
00:12:425 - it's significantly louder at 00:12:592 - so ddkdddd may fit the song better. Yes.
00:44:592 - don't make a slowdown on this note? looks better if kd moves in the same speed. (and less overlapping) Moved green line on blue tick right behind it..
01:13:592 - why not keep the x xxxxx mode? you can make variation on xxxxx as a progression too. Okay. I didnt do many variations, the previous stuff stayed but I variated from the spot you suggested on.
03:23:592 - finish as music indicated? Yes.
other than these stuffs, I also think that the middle stream is too hard comparing with the rest of the diff. Reduced the complexity of the stream drastically..
Thanks~ :3Colin Hou wrote:
m4m back :3
[Insanity][Insane]
- 00:33:425 - sounds empty here, try adding a note? added
- as score doesn't count anymore, this diff cound be ranked, but I cannot really mod it, it's much too overmapped for me. sorry. you mean overjumped, these 2 insanes almost have the same amount of combo. Only difference is that Insanity have a few more streams
- 02:43:592 - double section? also happened in Insane it's not really a double section, this is to get soft-hitfinish and then normal-sliderslide sound
[Easy]
- 00:55:092 (1,2) - remove them I can hear the stream start from here
- 03:43:592 (1) - consider to add 1 more reversep did something similar
[StoryBoard]
- 01:18:259 (2) - ending position is kind of odd. 01:18:759 sounds much better yes
- 01:20:926 (3) - ^ and condiser adding a reverse to it. done
- 01:22:259 (1) - ^ ^
- the pulse of circle2.jpg is much too long for me, half the time is perfect. removed half of them
- the 2nd KIAI part is almost non-SBed, you should work harder for that. Did my best!
Alright: http://puu.sh/1251oColin Hou wrote:
[Taiko]Fixed both.
- 00:43:592 - the speed changes happended a bit earlier imo
- 01:58:259 - ^
That was a long mod, thanks!TheVileOne wrote:
General
Your background fade is fading out the background completely until 02:10:259 - . I can see no sensible reason why players who don't plan on watching the video should have to stare at a black screen for most of the song. The background should be visible until it is needed to be faded.
Discussed the above IRC. It's probably better to keep it the way it is.
Insanity
IMO it's more than a bit overmapped.
00:12:925 (1,2) - The angles here seem off. i'm not sure if you did them like this for better flow, but I expected something more aligned. I expected something akin to rotating 2 by -6 - -10 degrees. Not sure if it could even work though. Up to you to do anything or nothing here. I see nothing wrong here
00:20:092 (4) - end part of this slider seems to be off. adjust the second to last and the next to last point until it's perfect. I suck at making sliders, I don't know how to do it D:
00:21:092 (1,2,3,4,5,6,7) - Can you play this? Personally I don't even hear jump notes during these parts. The rhythm keeps alternating, and that's not good for jumps IMO. You can keep, but I feel that jumps like this are overmapped. (referring to the other jumps too) When I mapped it, I couldn't, but now I can. It shouldn't even matter though
00:24:259 (2,3,4) - Spacing should be exactly 1.2 ok
00:25:425 (6) - Looks imperfect. how?
00:28:925 (1) - Curve feels out of place to me. I suggest a more symmetrical curve. I think I fixed it, didn't use symmetry though
00:29:759 (3,4) - Flows badly when it drops like this. It needs to be a forward movement IMO. kinda yeah, fixed
00:30:425 (5,6,7,8) - Should be curving to the right of 4. Take some flow lessons from your Insane. I think it's fixed from the previous thing I did
00:44:592 (4) - when you make a player speed up to follow a slider, it becomes awkward to have them reverse off of it into a less intense pace. With that being said I think you should add a note here 00:45:092 - I don't here any beat there though, well, not strong enough anyway
01:09:926 (7,1) - So annoying to read after jumps. I don't find this bad, it's pretty easy to analyze it
01:10:259 (1,2,3,4,5,6,7) - Again I ask, can you play this? Your patterns don't seem to be following the music and I really dislike when mappers decide to map based on pattern rather than song. Yeah, I can play this
01:11:425 - Add note to dissolve the painful anti jump at the end as I mentioned before. Also, with the previous anti-jump, this becomes more obvious
01:11:592 (1,2,1,2,1,2,1,2) - Personally I don't like how these types of transitions look. but they flow alright so take my opinion as you wish. it flows, and it's 100% symmetry as well
01:30:425 (2,3) - Huge jump- out of nowhere. 1,2 is more a jump sound than 2,3. there's no reason why 2,3 is ridiculously spaced. This is a jump map. Ridiculous spacing are everywhere, though no extreme ones. The bpm is not that fast for 1/2 jumps
01:34:759 (4,5,6) - Extra claps sound out of place. they are in the music though
01:48:925 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7) - I want to see this ranked, just to see people try to play this 100% troll grade jump stream. I've seen many pass/100% this part. Some complained that it was too easy, but I don't plan to make it any harder
02:01:925 (1,2,3,1,2) - Looks kind of random IMO. Not really random imo. It goes down & up, though no symmetry here
02:31:759 - I can barely hear this sound, nevermind it being part of a huge jump. Most of your jump sequences are filled with these barely related to the beat notes. I do hear something enough to add a beat here
02:37:925 (1,2,3) - Plays badly IMO. IDK why you've switched from nice flowing streams to awkward symmetry patterns. Plays decent imo
02:45:759 (6,7,8,1) - Spacing these are triangle pattern that rotates, that's explains the spacing differences
02:56:925 (1,2,3,4,5,6) - Such poor flow. Not very fun to play IMO. It seems you're mapping this backwards, when there are jump sounds you have streams, and when there are stream sounds you have jumps. It makes this difficulty really obnoxious to play. this was on pupose, however, I hear no beat @ 02:57:175 - so I made a different arrangement
03:04:925 (1,2,3) - Meh looking pattern IMO. You've already used many nice looking transitions. There's no sense having a bad one like this. I see nothing wrong with this though
03:20:092 (6,1) - 6 isn't pointing at 1. It doesn't look good. Try moving 1 to x 371 y 317. Then mirror 2 off of 1 It now points at it
03:46:259 (1,2,3,4,5,6) - Ugh this pattern again >.< Like I mention before, changed anyway
04:12:925 - 0% volume is unrankable. it's not unrankable. I did this when it was possible, though now it acts like a 5% anyway so I see no point in changing this
Insane
Probably not everything is fixable. I left out a few things that I felt weren't fixable, but there were several on the fence issues that might be fixable that I included.
00:12:925 (1,2,3,4,5) - Such a lumpy curve. Make better? fixed (used polygon method as template)
01:17:259 (3) - Maybe could be brought inward a little. Unsure if this will negatively affect flow. it feels better out-curved imo
01:49:592 (4,5) - I don't care for this, but just my opinion.
01:59:592 - I hate when songs decide to just kill the speed suddenly. I really love slowdown parts, it builds up more excitement before the next part
02:34:259 (1,2) - Doesn't look great IMO. Nothing I could do though, they are basically locked where they are
02:38:592 (1,2,3) - Are you manually stacking? I don't think 0.02 is enough to make the spacing differences seem like a mistake. the approach rate makes it much clearer imo
03:12:925 (3,4) - Meh spacing. hmm?
03:38:759 (3,4) - Doesn't look great. Again, nothing I could do
03:48:092 (2) - Covered by a hitburst. it's difficult to see :/ at least it's not a reverse-arrow
04:12:925 - 0% volume is unrankable Like I mentioned on Insanity
Nekoo's Normal
I can see where you got your inspiration.
00:55:592 (1) - Not sure I like that curve. I kind of prefer this kind of curve here http://puu.sh/1uj9H I'm sure Nekoo want's this to be symmetric
01:05:259 (4) - This offbeat slider plays weird IMO. I think just a circle on the red tick would be better. I don't think putting a hitcircle on this offbeat is such a good idea
01:44:925 (3) - The perfect version of this slider seems to require that the middle point be unsnapped to properly fit between the other points.
01:45:425 (4) - Also imperfect. If you could remove the flat parts in this curve, it would look a lot better. Try messing around with the new slider algorithm.
02:11:592 (2) - I don't like this slider design. You should make it softer. http://puu.sh/1ukaK might be true, however, I'm not good at making slider
02:32:092 (2) - Not sure I like the lack of a curve this has. It's kind of weird. i'll leave it up to you to decide if this is a problem. the same goes for all other instances of this. looks intended
02:47:592 (1,2) - Do these really need four points? Small tweaks could be made to make these absolutely perfect (equal spacing between points make better sliders). Hard to notice the imperfections though. 4 seems to be needed
02:51:592 (5) - ^ (slider points should be equally spaced) as above
02:52:092 (6) - Maybe 1 unit to the left. Unsure though. Change spacing to 7 accordingly. looks fine, the spacing becomes 0,97x if that even matters
03:04:925 (1) - End is flattening a bit. Adjust so that it's curve more at the end of it. probably fixed
03:12:259 (1,2,3) - Spacing should be more equal IMO. fixed
03:35:592 (5,6) - Plays weirdly. Maybe slider then note instead. http://puu.sh/1ukz0 that's what the next part is for
03:47:925 (2,3) - Feels slightly closer than most of the other transitions. I don't agree with the pattern all that much either. Personally I would do this http://puu.sh/1ukIo Nah, this is his usual style, I don't wanna break it
04:12:925 - 0% volume is unrankable as I mentioned before
Weez's Easy
00:12:925 (1,2) - Small but consider 1.0 spacing? fixed
00:22:259 (3) - Meh slider. Moving last point to x 209 y 100 makes a lot of difference. kinda
00:24:926 (3) - Does it have to look so unpolished? This could be better. I see nothing wrong with this
00:27:926 (4) - ^ (Middle point down 1 unit helps) hmm, ok
00:34:259 (1) - Asymmetrical in a bad way. A symmetrical U would be better. done
00:44:092 (5,1) - Don't have spacings like this. It can be confusing. Switching from red to white shouldn't be done in an anti jump. Slider 1 should be the main start of the next combo rather than a transitional slider IMO. Noticed how slider 2 contributes to a pattern and 1 doesn't. 1 should contribute to a pattern. fixed
00:48:925 (4,1) - It plays alright, but my mod wouldn't be complete if I didn't point out that lowering the spacing like this flows worse than properly spacing it. this is out of my league though
01:00:925 (2) - Shouldn't this be a finish instead? looks intended
01:02:925 (1,2) - Meh IMO. Personal preference. meh maybe, but it'll stay
01:11:592 (1) - Whistle on end to follow hitsound pattern done
01:16:925 (1) - So quiet. Start with whistle? finish worked better
01:16:925 (1,2) - Strange transition, flow is odd too. It would flow better if 2 didn't start exactly under the end of 1 but if it were more forward. nothing wrong with that though, though I extended (2) and curved it
01:54:259 (1,2) - These kind of sliders again >.< Maybe fixed
01:59:592 (1,2,3) - You should line these sliders up better. fixed
02:04:259 (4) - Find a cleaner position for this. It shouldn't overlap. done
02:07:592 (3,4) - Exactly 1.0. Turn grid snap off to fix did something different from the previous fix
02:12:926 (3) - Finish maybe? nah, it looks intended
02:20:925 (1,2) - A single slider here ending at 02:21:425 - sounds better to me. I'm trying to avoid leaving them on offbeats
02:22:259 (2) - Add whistle on repeat if there isn't one. it breaks the current pattern
02:23:592 (1,2,3) - Could be better. Look at this http://osu.ppy.sh/ss/504989 fixed maybe
02:34:926 (2) - Feels offbeat but it's fine. yeah fine
02:35:592 (3,1) - Please align better. done
02:54:259 (3) - Sounds weird without a whistle on start. I added a clap to the end that sounded nice as well. added whistle, Weez doesn't seem to use clap
02:56:259 (2) - Whistle on end? also perhaps move middle point up 1 unit. This sliders seems off. added whistle on both parts, and moved it up
02:57:925 (5) - Clap to go with first clap. like I mentioned before
02:58:259 (1) - Whistle on end done
02:59:592 (2,3) - Perhaps have a slider that repeats on the red tick like you did 02:54:259 (3) - . The start of the slider doesn't sound the greatest when you click on it. It sounds better to skip over it instead. done
03:03:425 - 0% is unrankable mentioned it before
03:02:259 (1) - I'm not sure if it's ending in the right place. when you're fixing the volumes, recheck to see if this is ending in the proper spot. ending on a downbeat isn't feel wrong
03:08:925 (2) - Curve doesn't look perfect to me. Try http://puu.sh/1uiKJ fixed
03:12:925 (2) - Use a symmetry slider? apply the same to 03:14:259 (3) - if you do. fixed kinda
03:18:259 (1) - Unsure about this slider. I'm not sure if it should be this asymmetrical. looks prettier now anyway
03:27:592 (2,3,4) - Doesn't look perfectly straight to me. because it wasn't, fixed
03:40:925 (4) - Add whistle on repeat? leaving it as it is
03:42:259 (1) - Add finish to start? done, I was going to do it anyway lol
03:58:259 (1) - Add whistle on end done
04:00:925 (1) - ^ ^
04:03:592 (1) - ^ ^
04:06:925 (2) - ^ ^
04:12:925 - 0% = 5%
Good luck with this. Personally i would never rank Insanity with such backwards reasoning jumps, but i'm not the BATs and they usually allow crazy unfitting stuff in as long as it's consistently coherent. So all is not lost I guess.
Does that mean my Grid Level 5 is unrankable as well? Because I do that in all my maps.TheVileOne wrote:
anything that requires editing the .osu is unrankable period.
There's a grid level 5? Wut.Hamuko wrote:
Does that mean my Grid Level 5 is unrankable as well? Because I do that in all my maps.TheVileOne wrote:
anything that requires editing the .osu is unrankable period.
It seems like you are the one raging. You shouldn't force other mappers with your own judgement and opinions.TheVileOne wrote:
I really, really hate it when mappers make excuses not to change something that's an issue. I will save you the rage on some of your replies, and just tell you that coming up with every excuse not to fix something that flows badly is ignorance of the flow of your map. "this is a jump map" is not an excuse to add unfitting jumps. A jump song should contain a jump map. It needs to fit. Furthermore 4.0 x at 180 BPM is extreme and unfitting. I don't know why you would think it isn't. You are trying to change my style here. Sure your opinion and judgement matter, but in the end I'm the one who decides. Anything I can play myself isn't extreme
0% is unrankable. You cannot set the volume to 0% within the editor anymore. anything that requires editing the .osu is unrankable technically. so you mean this is unrankable too? http://puu.sh/1uxGt (on another map of mine). It basically depends what you are changing. Yes, don't change anything if you do not know what you're doing, I'm fully aware of what I'm doing myself.
This is not an issue on the map, and it doesn't even affect gameplay. And this is an old map, when I started mapping, it was clearly possible. But now it acts like 5% so it doesn't even matter
Thos anti jumps play like garbage. I don't even know why you're keeping them. I mean I guess more perfect symmetry is an excuse to have garbage flow. I think many BATs would disagree with your mapping technique, just killing flow whenever you need to change pattern. Those doesn't play like garbage. I know what does, but this doesn't
02:01:925 (1,2,3,1,2) - Looks kind of random IMO. Not really random imo. It goes down & up, though no symmetry here
My point. None of these notes contribute to anything and I feel they should. I have no idea what to say here but it should be like that, I see nothing wrong with it
03:04:925 (1,2,3) - Meh looking pattern IMO. You've already used many nice looking transitions. There's no sense having a bad one like this. it's symmetry more or less
It's ugly. did you not get my message? all your other variation of this are better. Choose something else.
I don't plan on rechecking. Just realize there are serious flaws with your map and excusing over them will not make them any less serious regardless if there are people that consider this "fun". I could make a complete garbage map (not saying that this is complete garbage) and as long as it has nice patterns someone will find it fun. However there will probably be even more players shaking their heads saying why would they think this was a good idea. That's where I'm coming from. everyone has different tastes and opinions. I'm sure many would love it as well as loath it. I don't plan to make it any easier/harder