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Transcending Bizarre? - the Return to Nothingness

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Topic Starter
Vad2009
This beatmap was submitted using in-game submission on 1 мая 2017 г. at 19:47:06

Artist: Transcending Bizarre?
Title: the Return to Nothingness
Tags: Death Metal
BPM: 63,5
Filesize: 14858kb
Play Time: 08:17
Difficulties Available:
  1. Abyss (7,52 stars, 2030 notes)
Download: Transcending Bizarre? - the Return to Nothingness
Information: Scores/Beatmap Listing
---------------
feeling very sorry for throwing it because of wishkey's huge monumental mod but its dead
MrKosiej
Coming from black vultures

That's actually not that bad
Imma write here my lil mod
[General]
Your map ain't that bad, i see you have "some" experience and you're familiar with some basic mapping stuff.
And you picked pretty tricky song to map.

[AiMOD]
Object's end is not snapped! 08:00:410
Object's end is not snapped! 08:00:677

[MOD]
The one major thing i'd improve in your map is aesthetics of the sliders.
Example 00:08:958 (1) - like this lil slider, it looks like you don't have time or idea for sth nice xd
other examples are all over the map, not everywhere tho, 00:15:572 (1) - this one i like lol

Other thing that you need to change is rhytm which is off here and there
Like here 00:08:604 (1,1) - wtf, use 1/6, make that reverse slider a normal slider and move everything to the right (forward in time). Also make this longer.
I'd say: do sth like https://osu.ppy.sh/ss/6963638

00:37:580 - you should make a slider on that blank spot

00:53:722 (1) - start that spinner 00:53:486 - here

01:12:147 (1,2,3,4) - that's not quite curved slider, looks like it should be curved

Try to use objects that you already placed, like you could snap all those 01:13:080 (4,5,3,1) -
01:28:280 (5,2) - and here with the slider tail

01:33:347 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - that's just boring

01:50:580 (1,2,1,2,1,2,1,2,3) - resnap to beats, should be equal
01:50:680 (2,1) - and snap those two

07:46:740 (1,4) - snap or blanket

[Summary]
Your map is quite playable, and there are no "hard" mistakes. You lack experience obviously but your going strong. And with fair attitide.
I skipped some of the things, because they're repetetive and over the whole map. You should look at my examples and look for more of them :P
Definitely try to go back and look at what you mapped in order to combine patterns, make them interesting and evolving or with direct correlation with other patterns. Good luck!
Topic Starter
Vad2009

MrKOSIEJ wrote:

Coming from black vultures

That's actually not that bad
Imma write here my lil mod
[General]
Your map ain't that bad, i see you have "some" experience and you're familiar with some basic mapping stuff.
And you picked pretty tricky song to map.

[AiMOD]
Object's end is not snapped! 08:00:410 fixed
Object's end is not snapped! 08:00:677 fixed

[MOD]
The one major thing i'd improve in your map is aesthetics of the sliders.
Example 00:08:958 (1) - like this lil slider, it looks like you don't have time or idea for sth nice xd
other examples are all over the map, not everywhere tho, 00:15:572 (1) - this one i like lol I got your point, i'll look through and try to make some sliders prettier, tho those little slider is ok imo, dunno what else could fit there better :)

Other thing that you need to change is rhytm which is off here and there
Like here 00:08:604 (1,1) - wtf, use 1/6, make that reverse slider a normal slider and move everything to the right (forward in time). Also make this longer.
I'd say: do sth like https://osu.ppy.sh/ss/6963638 Got it, i'll rework first part a bit

00:37:580 - you should make a slider on that blank spot tried as you mentioned, but i don't think it fits there

00:53:722 (1) - start that spinner 00:53:486 - here fixed

01:12:147 (1,2,3,4) - that's not quite curved slider, looks like it should be curved don't think so, i'll leave it for now

Try to use objects that you already placed, like you could snap all those 01:13:080 (4,5,3,1) - i didn't do that because i thought it would be too repetitive, i'll think about it
01:28:280 (5,2) - and here with the slider tail k i'll try that

01:33:347 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - that's just boring i'll try to diversify this part

01:50:580 (1,2,1,2,1,2,1,2,3) - resnap to beats, should be equal it really sounds like 1\8 and if i change anything it's gonna be off rhythm, i dunno what to do with this :o
01:50:680 (2,1) - and snap those two fixed

07:46:740 (1,4) - snap or blanket fixed

[Summary]
Your map is quite playable, and there are no "hard" mistakes. You lack experience obviously but your going strong. And with fair attitide.
I skipped some of the things, because they're repetetive and over the whole map. You should look at my examples and look for more of them :P
Definitely try to go back and look at what you mapped in order to combine patterns, make them interesting and evolving or with direct correlation with other patterns. Good luck!
Thank you very much for your mod, i'll go over fixing stuff a bit later (wanna celebrate the defeat of my hopelessness), thanks again :D
upd. - now working on those things
Wishkey
Heyo! cool map :D


General
* 01:06:147 (1) - and 05:57:662 (1) - enable both kiai timings on the red and green timing points (unrankable issue) but it seems you can just delete the green timings points here since they serve no purpose atm and it fixes the issue
*also I see hitsounds are still wip but you already muted some stuff so make sure to put the muted ends on a soft-hitnormal (prob planning that but mentioning just in case)
*having kiai only in the very beginning for such a long song is a bit too minus for this song, try to add some later aswell since I see your planning to add a storyboard aswell that would prob go good with kiai. Stuff like your preview point at 05:57:662 (1) - for example you could kiai that since its the insane part of the map
*slow part needs work still concerning snapping/optimal polarity (basicly equal rhythm gaps between a set of 3) tryd to explain a bit underneath but check back at 25% mostly, it might not be noticable now but with hitsounds you can hear the offtiming better so if your not sure of the snapping put a loud clap on it and if it sounds off adjust abit

Abyss
  1. 00:04:352 (2,1,2) - since its still in the easy beginning of the map so differentiate the spacing a bit more here to make different rythm gaps more clear, doesnt have to be much something like this would read better for example
  2. 00:09:076 (2) - try to start this on the next white tick, right now you can see by the slidertickk the rythm this slider is following is pretty weird (slidertick 1/6 before the end so no leniency which can be frustrating for an easy part) you can hear a small change of the instrument your following on the white tick aswell and a bigger one if you listen to the background gospel. to fill the rythm there are a number of ways 2x return 1/12 or single return 1/6 or single return 1/12 + circle. But I'd go for something easy since its still the easy section of the song
  3. 00:13:092 (2) - snap to prev blue tick, sounds better with the drum and you have an even rythm increase between 00:11:911 (1,2,3,1) - (3/16 4/16 5/16 gaps so optimal polarity for this weird part)
  4. 00:21:517 (4) - so I saw you look for slider shapes, usually 'random shapes' is fine as is but like here you could add another thing to the slider to match the music better for example:
    basicly you follow the background music in your slider (the wiggles are where the guitar shreds a bit and the turns are where the orgal switches of intensity) no need to change but it might come in handy for later maps or if your ever stuck on a shape
  5. 00:28:860 (1) - end 1/16 earlier like you did for prev similar (basicly your slidertick is the biggest guideline for irregular stuff like this if you have one like here 1/16 before the snap something is wrong 99% of the time)
  6. 00:31:281 (4) - snap to the next downbeat, strongest sound there and better sliderticks feedback
  7. 00:37:246 (2) - end on white tick instead since the sound is there + same lenght sliders are always better for slower parts
  8. 00:37:954 (3) - 1/16 earlier for better polarity for this and the next 2 notes and the sound is there
  9. 00:38:427 (5) - end on prev white tick, better for hold sound since the extend sound stops there and you ditch the slidertick issue
  10. 00:41:793 (1) - 1/8 prev
  11. 00:42:974 (2) - sounds more like 1/8 then 1/16 the start
  12. 00:45:513 (3) - 1/16 snap (polarity between (2,3,4)
  13. 00:46:281 (6) - sound starts on 1/8 here + added bonus of polarity between 00:45:809 (4,5,6) -
  14. 00:52:128 (2,3) - differentiate this a bit more visualy from 00:52:541 (4,5) - or put an NC on 00:52:364 (3) - for the rythm shift
  15. 00:53:486 (1) - why not end on the next downbeat where the orgal stops fits better imo since you still have an extended sound for a few beat now
  16. 01:06:147 (1) - 3/4 timing signature for the red timing point here
  17. 01:12:547 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6) - rythm is kinda bad here but might be because of the wrong signature. So basicly the song does 4 times the same rythm with the guitar only slightly increasing in pitch everytime, right now your slider placement is bit too random to represent that since the places where the music changes is on the downbeat so make sure these are clickable. right now 01:14:813 (4) - has the downbeat on its tail which is bad since thats where the rythm shifts. Try out sometihng like this rythm for example
    and here how that sounds with the music
  18. 01:15:480 (3,2) - these kind of easily avoidable overlaps make the map look a bit messy, try to avoid them if possible it'll clean it up a bit also could improve this flow here 01:16:013 (2,3) - a bit while doing it
  19. 01:31:747 (1,2,3,4,1) - this is kinda something to make the map itself look more aestheticly pleasing: since 01:31:747 (1,1) - represent relatively the same sound why not just copy/past the curve instead of manualy making a new one that is a bit more curvy. Also you could do a really cool mirror pattern here but its just a bit off with the new slider. This mirror thingy is what im speaking (long slider just there for showing mirror line):
    you could rearrenge it a bit so the sliders are mirrored for example. All small stuff I know but its that kind of stuff that in the end will make the map look more professional and I see you do it in a lot of places like visual stacking but there are still some improvements that can be made like this
  20. 01:35:480 (3,4,1,2) - kinda as ^ visually its not that appealing atm, try playing around with visual distance between objects/intentional good overlaps so it looks a bit better
  21. 01:36:547 (1,2,3) - don't forget to silence the ends of stuff like these
  22. 01:40:413 (4) - would place this a bit more up like at 176/136 ish, the anti jump into huge jumps is a bit too much since you switch from flow to snapping playablitiy wise with a rather awkard angle atm
  23. 01:50:580 (1,2,1,2,1,2,1,2,3) - hmm I think people expect these to all be the same rythm so an even rythm would fit better here imo, maybe try with 1/16 snap something like this
    at 100% it sounds alright
  24. 01:54:347 (1,6) - why not also use a repeat at (6) here? its the same in the music so imo it represents it better these were similar
  25. 01:59:428 (4,5,6) - doesnt really flow that well, because of the sliderleniency here this will play like linear flow with awkward stops in between, could place 01:59:782 (6) - at 464/228 for example to creat better flow and still have a good leadin to the next combo
  26. 02:03:561 (1,2,1) - same as above really bad lead into the slider, could try to control+g the slider as a possible solution
  27. 02:11:357 (1,2,3,4,5,6,7,8,9,10,11,12) - so this is where the drums really take over, you could do something with this like increase spacing/slightly more difficult turns/... something to differentiate these from the rest since this is the only part that has these intense drums
  28. 02:15:845 (5) - pretty important downbeat here since its the intro to an intenser part, would be better if the ending was clickable here
  29. 02:19:506 (2,3) - 02:19:743 (4,1) - skipping some really powerfull drums here in between these, pretty audible while playing so I'd consider mapping these
  30. 02:23:168 (5,6,7) - differentiate this more by NCing 5 or visual ds wise, kinda looks like 1/1s atm since its the same visual spacing and still in the same combo
  31. 02:23:640 (3) - 02:23:640 (3) - would either split this up into 2 2x returns or change this into a 2x return and 4 circles, having all the returns during this section be the same lenght woud benefit alot for playability
  32. 02:27:420 (1,2,3,4,5) - really confusing here, 02:27:774 (2,3) - vs 02:28:128 (4,5) - making it look llike this is the same rythm atm visually. I'd keep it with stacking te 1/1 and having a jump on the 1/2s
  33. 02:49:624 (1) - an NC for readability couldnt hurt here
  34. 02:51:042 (9) - NC here and since the guitar does a cool shred here you could make this into a 1/2 if you want
  35. 02:54:585 (4) - end wold be better off being clickable here like prev similar pattern
  36. 02:56:002 (5,6) - control+g would be cool here so you switch direction when the music shifts in intensity
  37. 02:58:128 (1,2,3,4,1) - similar like prev pattern about the missing beats
  38. 03:13:719 (1,2,3,4,5) - like prev mentioned about visual ds vs rythm shifts
  39. 03:57:184 (1) - not the best sliderhape here could be improved
  40. 05:24:092 (1,2) - control + g would makes this alot easier to read while still having that hold feeling
  41. 06:18:388 (1,2,3,4,5,6,7,8) - why the ds increase here? don't really hear anything special and the drum sound more intense at 06:17:856 (1,2,3,4) - to me (cool stream section btw!)
  42. 06:18:919 (1) - snap to here just on the downbeat, no need for that 1/16 gap since later on everyting sounds a little off aswell
  43. 06:48:652 (1) - strongest drums in the entire song, could use some more ds spacing to resprent that perhaps in this section. Also you use a lot of returns here which makes the rythm a lot less dense, it'd be cool if there more circles here for a denser rythm to represent these powerful drums more
  44. 07:19:460 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you can hear the increase of intensity here, try using the 1/8s here since its only 120ish bpm

Cool map, really liking the streams! in terms of structure and overal aesthetics it can still be improved but I hope this helped a bit with the core, GL with the map!
Topic Starter
Vad2009

Wishkey wrote:

Heyo! cool map :D

General
* 01:06:147 (1) - and 05:57:662 (1) - enable both kiai timings on the red and green timing points (unrankable issue) but it seems you can just delete the green timings points here since they serve no purpose atm and it fixes the issue fixed
*also I see hitsounds are still wip but you already muted some stuff so make sure to put the muted ends on a soft-hitnormal (prob planning that but mentioning just in case) will do
*having kiai only in the very beginning for such a long song is a bit too minus for this song, try to add some later aswell since I see your planning to add a storyboard aswell that would prob go good with kiai. Stuff like your preview point at 05:57:662 (1) - for example you could kiai that since its the insane part of the map yep, added a bit more kiai
*slow part needs work still concerning snapping/optimal polarity (basicly equal rhythm gaps between a set of 3) tryd to explain a bit underneath but check back at 25% mostly, it might not be noticable now but with hitsounds you can hear the offtiming better so if your not sure of the snapping put a loud clap on it and if it sounds off adjust abit

Abyss
  1. 00:04:352 (2,1,2) - since its still in the easy beginning of the map so differentiate the spacing a bit more here to make different rythm gaps more clear, doesnt have to be much something like this would read better for example yep, fixed
  2. 00:09:076 (2) - try to start this on the next white tick, right now you can see by the slidertickk the rythm this slider is following is pretty weird (slidertick 1/6 before the end so no leniency which can be frustrating for an easy part) you can hear a small change of the instrument your following on the white tick aswell and a bigger one if you listen to the background gospel. to fill the rythm there are a number of ways 2x return 1/12 or single return 1/6 or single return 1/12 + circle. But I'd go for something easy since its still the easy section of the song dunno i actually dont think this works here, slider is following background gospel and doing this pretty good as for me :)
  3. 00:13:092 (2) - snap to prev blue tick, sounds better with the drum and you have an even rythm increase between 00:11:911 (1,2,3,1) - (3/16 4/16 5/16 gaps so optimal polarity for this weird part) done, i believe
  4. 00:21:517 (4) - so I saw you look for slider shapes, usually 'random shapes' is fine as is but like here you could add another thing to the slider to match the music better for example:
    basicly you follow the background music in your slider (the wiggles are where the guitar shreds a bit and the turns are where the orgal switches of intensity) no need to change but it might come in handy for later maps or if your ever stuck on a shape yep thanks, i'll try to make sliders a bit prettier
  5. 00:28:860 (1) - end 1/16 earlier like you did for prev similar (basicly your slidertick is the biggest guideline for irregular stuff like this if you have one like here 1/16 before the snap something is wrong 99% of the time) fixed
  6. 00:31:281 (4) - snap to the next downbeat, strongest sound there and better sliderticks feedback done
  7. 00:37:246 (2) - end on white tick instead since the sound is there + same lenght sliders are always better for slower parts done
  8. 00:37:954 (3) - 1/16 earlier for better polarity for this and the next 2 notes and the sound is there fixed
  9. 00:38:427 (5) - end on prev white tick, better for hold sound since the extend sound stops there and you ditch the slidertick issue agreed, done
  10. 00:41:793 (1) - 1/8 prev done
  11. 00:42:974 (2) - sounds more like 1/8 then 1/16 the start moved backward but in 1\16
  12. 00:45:513 (3) - 1/16 snap (polarity between (2,3,4) done something, probably wrong tho lol
  13. 00:46:281 (6) - sound starts on 1/8 here + added bonus of polarity between 00:45:809 (4,5,6) - fixed
  14. 00:52:128 (2,3) - differentiate this a bit more visualy from 00:52:541 (4,5) - or put an NC on 00:52:364 (3) - for the rythm shift done
  15. 00:53:486 (1) - why not end on the next downbeat where the orgal stops fits better imo since you still have an extended sound for a few beat now yep, done
  16. 01:06:147 (1) - 3/4 timing signature for the red timing point here fixed
  17. 01:12:547 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6) - rythm is kinda bad here but might be because of the wrong signature. So basicly the song does 4 times the same rythm with the guitar only slightly increasing in pitch everytime, right now your slider placement is bit too random to represent that since the places where the music changes is on the downbeat so make sure these are clickable. right now 01:14:813 (4) - has the downbeat on its tail which is bad since thats where the rythm shifts. Try out sometihng like this rythm for example
    and here how that sounds with the music got your point, i'll rework this part
  18. 01:15:480 (3,2) - these kind of easily avoidable overlaps make the map look a bit messy, try to avoid them if possible it'll clean it up a bit also could improve this flow here 01:16:013 (2,3) - a bit while doing it okay, i'll hunt them down :D ***
  19. 01:31:747 (1,2,3,4,1) - this is kinda something to make the map itself look more aestheticly pleasing: since 01:31:747 (1,1) - represent relatively the same sound why not just copy/past the curve instead of manualy making a new one that is a bit more curvy. Also you could do a really cool mirror pattern here but its just a bit off with the new slider. This mirror thingy is what im speaking (long slider just there for showing mirror line):
    you could rearrenge it a bit so the sliders are mirrored for example. All small stuff I know but its that kind of stuff that in the end will make the map look more professional and I see you do it in a lot of places like visual stacking but there are still some improvements that can be made like this yeah, got it, remapped it a bit
  20. 01:35:480 (3,4,1,2) - kinda as ^ visually its not that appealing atm, try playing around with visual distance between objects/intentional good overlaps so it looks a bit better will be fixed, missed that one
  21. 01:36:547 (1,2,3) - don't forget to silence the ends of stuff like these fixed
  22. 01:40:413 (4) - would place this a bit more up like at 176/136 ish, the anti jump into huge jumps is a bit too much since you switch from flow to snapping playablitiy wise with a rather awkard angle atm done, also reduced ds for dis triangles a bit
  23. 01:50:580 (1,2,1,2,1,2,1,2,3) - hmm I think people expect these to all be the same rythm so an even rythm would fit better here imo, maybe try with 1/16 snap something like this
    at 100% it sounds alright done (thought about this for a long time lol)
  24. 01:54:347 (1,6) - why not also use a repeat at (6) here? its the same in the music so imo it represents it better these were similar redone
  25. 01:59:428 (4,5,6) - doesnt really flow that well, because of the sliderleniency here this will play like linear flow with awkward stops in between, could place 01:59:782 (6) - at 464/228 for example to creat better flow and still have a good leadin to the next combo remapped section
  26. 02:03:561 (1,2,1) - same as above really bad lead into the slider, could try to control+g the slider as a possible solution remapped section
  27. 02:11:357 (1,2,3,4,5,6,7,8,9,10,11,12) - so this is where the drums really take over, you could do something with this like increase spacing/slightly more difficult turns/... something to differentiate these from the rest since this is the only part that has these intense drums well, didn't wanted to because it's already pretty much spaced but i'll figure something out :)
  28. 02:15:845 (5) - pretty important downbeat here since its the intro to an intenser part, would be better if the ending was clickable here done
  29. 02:19:506 (2,3) - 02:19:743 (4,1) - skipping some really powerfull drums here in between these, pretty audible while playing so I'd consider mapping these did something
  30. 02:23:168 (5,6,7) - differentiate this more by NCing 5 or visual ds wise, kinda looks like 1/1s atm since its the same visual spacing and still in the same combo done
  31. 02:23:640 (3) - 02:23:640 (3) - would either split this up into 2 2x returns or change this into a 2x return and 4 circles, having all the returns during this section be the same lenght woud benefit alot for playability changed
  32. 02:27:420 (1,2,3,4,5) - really confusing here, 02:27:774 (2,3) - vs 02:28:128 (4,5) - making it look llike this is the same rythm atm visually. I'd keep it with stacking te 1/1 and having a jump on the 1/2s i'll keep it for now cause it's ok for me
  33. 02:49:624 (1) - an NC for readability couldnt hurt here yep
  34. 02:51:042 (9) - NC here and since the guitar does a cool shred here you could make this into a 1/2 if you want done
  35. 02:54:585 (4) - end wold be better off being clickable here like prev similar pattern fixed
  36. 02:56:002 (5,6) - control+g would be cool here so you switch direction when the music shifts in intensity ye, that's interesting
  37. 02:58:128 (1,2,3,4,1) - similar like prev pattern about the missing beats fixed
  38. 03:13:719 (1,2,3,4,5) - like prev mentioned about visual ds vs rythm shifts same here i'll leave it for now
  39. 03:57:184 (1) - not the best sliderhape here could be improved will do
  40. 05:24:092 (1,2) - control + g would makes this alot easier to read while still having that hold feeling done
  41. 06:18:388 (1,2,3,4,5,6,7,8) - why the ds increase here? don't really hear anything special and the drum sound more intense at 06:17:856 (1,2,3,4) - to me (cool stream section btw!) mostly because of more like clappy sounds, i believe they sound intensier
  42. 06:18:919 (1) - snap to here just on the downbeat, no need for that 1/16 gap since later on everyting sounds a little off aswell messed up timing a lil bit, fixed
  43. 06:48:652 (1) - strongest drums in the entire song, could use some more ds spacing to resprent that perhaps in this section. Also you use a lot of returns here which makes the rythm a lot less dense, it'd be cool if there more circles here for a denser rythm to represent these powerful drums more will rework this part, now i actually feel it's pretty bad
  44. 07:19:460 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you can hear the increase of intensity here, try using the 1/8s here since its only 120ish bpm won't use 1\8 but i probably will make spacing even more bigger

Cool map, really liking the streams! in terms of structure and overal aesthetics it can still be improved but I hope this helped a bit with the core, GL with the map!
Jesus, that's a huge mod man, thank you very very much :o
I see i have a lot of work to do, i'll get into fixing stuff, thanks again
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