CustomiZ - COOLEST

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diraimur
i approve that difficulty
Topic Starter
Cerulean Veyron
no u dont stap lying, cuz u didnt put a flame icon

im calling dad
diraimur
plzno
jawns
Yo, a mod from my queue!

Starting with the Cool difficulty...

Cool!:

You could think about following the drums at 00:00:521 (you could use repeat sliders if you don't want to start on a stream), and the guitar between 00:01:160 (1) - and 00:04:989 (1) - , though it might be a bit late to change that now. What you've mapped makes sense as well, I just think mapping the whole intro could be interesting, especially if you did something to differentiate between the lead guitar and the drums. No change necessary though.

00:05:787 (4) - I would have 2 hit circles here, since there are two very clear snare drum hits.

00:08:819 (1) - and onward, I feel like you don't follow the drums as well as you could. For example, 00:08:979 (2) - isn't very important for the melody, so I think that could be a stream/two kick sliders/something that follows the drums. 00:09:298 (4) - this slider goes over a white tick with a clear drum hit, which is a bit weird. 00:09:617 (5) - There's a very important note in the melody on the slider end, I think it should be emphasized with a hit circle instead.

00:12:330 (4) - Important note on the slider end that should be emphasized. Maybe something like this?

00:15:840 (1,2) - I feel like these could be emphasized even more if you increased the distance a little bit.

00:20:947 (10) - Very clear drum hit on the slider end, should be a hit circle in my opinion.

00:26:053 (10) - The guitar and drums are interesting here, you could consider mapping those

00:30:761 (7,8,9,10,11) - This doesn't follow the drums very well. There is a clear triple in the drums starting at the slider end of 00:30:840 (8) - but you mapped a triple starting at 00:31:160 (9) - instead, which is very confusing. You could have something like this instead:
or just leave out the 00:30:761 (7) - :

00:31:319 (11) - The slider head is not emphasized a lot in the music, but the slider tail is. The slider tail should be a hit circle, you can consider making the slider head into a slider tail as well

00:34:351 (1,4) - Again, important notes on slider ends. You could fix this by making 00:34:032 (9) - into a repeat slider, make 00:34:032 (9) - single notes and make 00:34:032 (9) - a slider.

00:40:734 (5,6,7) - These should be emphasized a lot more, since it's a lot different from just the vocals before. First I think it should be NC, second I would probably space them out more.

00:46:479 (5,6,7) - These drums are different from 00:45:840 (1,2,3,4) - so I think they should be mapped differently.

The chorus seems good to me

01:26:612 (15) - I would delete this note, since you don't really follow the drums for most of the outro, so it's a bit confusing. Either that, or you could focus a bit more on the drums in the outro in general.

Even though I did have a lot of small criticisms, I think this is my favourite difficulty of the set. It's an interesting map for an interesting song. Definitely a big fan of this one.


Voli's Extra:
You could think about following the drums at 00:00:521 (you could use repeat sliders if you don't want to start on a stream), and the guitar between 00:01:160 (1) - and 00:04:989 (1) - , though it might be a bit late to change that now. What you've mapped makes sense as well, I just think mapping the whole intro could be interesting, especially if you did something to differentiate between the lead guitar and the drums. No change necessary though.

00:08:819 (1,1) - I would probably add a stream to the end of these sliders to follow the drums.

There are quite a few places where there's an important sound on a slider end, which I think should be emphasized better (like 00:12:649 (1) - 00:15:202 (1) - 00:19:351 (2) - etc)

00:11:851 (3) - is emphasized a lot more in the music than 00:12:011 (4) - , shouldn't the map reflect that?

00:22:862 (1) - this beat is very weak in the song, I don't think anything justifies this jump
00:25:415 (1) - ^

00:25:415 (1) - very important note in the song that is mapped to a slider end. Same goes with 00:34:989 (5) - and 00:35:628 (1) - .

01:14:564 (4) - on the slider end again, the beginning of a line in the vocals begin here, so I think it should be emphasized better.

That's all I really have for this map. Not much and I repeat myself a lot, but it looks like a very solid map.



MrSergio's Insane:
You could think about following the drums at 00:00:521 (you could use repeat sliders if you don't want to start on a stream), and the guitar between 00:01:160 (1) - and 00:04:989 (1) - , though it might be a bit late to change that now. What you've mapped makes sense as well, I just think mapping the whole intro could be interesting, especially if you did something to differentiate between the lead guitar and the drums. No change necessary though.

00:09:936 (1,2,3) - I think it's a bit weird that you mapped the drums here, but at no point during 00:08:819 (1,2,3,4,5) - .

Continuing with the theme from the two previous mods, there are a lot of slider ends on important sounds in the music. A few examples: 00:12:489 (1) - , 00:17:596 (1) - , 00:22:702 (1) - .

Kinda the same criticism, but I think it is even more clear on 00:27:330 (4) - and 00:28:606 (4) - .

00:35:628 (1) - And again, very important sound in the music on slider end.

00:49:670 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Just wanted to point out that I think this works really well :)

01:19:032 (1) - Sorry for repeating myself, but again, important sound on slider end

I'm sorry for repeating myself a lot, but I'm having a hard time thinking about stuff to criticize (which is a good thing). Maybe I would have liked it if you had followed the drums a bit more during 00:08:819 (1,2,3,4,5,1,2,3,4,5) - and 01:24:138 (1,2,3,4,5,1,2,3,4,5,6,1,2,3) - , but I think that might be hard to do without making the map too difficult.


All in all I think this is a very good set, with some very solid and interesting maps. Good luck!
Topic Starter
Cerulean Veyron
I guess it's time to explain a lot of important things on your mod, might be useful to link them later on in case other people after this has similar concerns. Take that back.

jawns wrote:

Yo, a mod from my queue!

Starting with the Cool difficulty...

Cool!:

You could think about following the drums at 00:00:521 (you could use repeat sliders if you don't want to start on a stream), and the guitar between 00:01:160 (1) - and 00:04:989 (1) - , though it might be a bit late to change that now. What you've mapped makes sense as well, I just think mapping the whole intro could be interesting, especially if you did something to differentiate between the lead guitar and the drums. No change necessary though.
Well, that explained a bit why mustn't I fully map the intro smh. Easier to read the first note, and easier to click the best note over it. Really not changing it.

00:05:787 (4) - I would have 2 hit circles here, since there are two very clear snare drum hits.
I don't really think two circles would really fit best on this one. I know it gives a little more impact of the drums. But really, the ongoing upbeats which on 00:05:947 - actually lands a greater hit. I don't matter snares as much as they suddenly turned into percussion in the next few tracks. So what's the use of following them and turn these into repetitive 1/2? I'd better not intend to do that.

00:08:819 (1) - and onward, I feel like you don't follow the drums as well as you could. For example, 00:08:979 (2) - isn't very important for the melody, so I think that could be a stream/two kick sliders/something that follows the drums. 00:09:298 (4) - this slider goes over a white tick with a clear drum hit, which is a bit weird. 00:09:617 (5) - There's a very important note in the melody on the slider end, I think it should be emphasized with a hit circle instead.
Well, for the slider (2). I probably think kick sliders won't make sense while trying to follow audible rides even though following the background drums, it wouldn't work correctly at least to me. Slider (4) shouldn't be made shorter or harder as long as it basically follows the rides that was going from upbeats to 1/2s a bit unanticipated, so it shouldn't overtake the emphasis just for both tracks. So mainstreaming one track is enough.

00:12:330 (4) - Important note on the slider end that should be emphasized. Maybe something like this?
Ahh sure, I might give that a little good try. Well, changed it's placement on my own way because the structure wouldn't budge too much ofc ;p

00:15:840 (1,2) - I feel like these could be emphasized even more if you increased the distance a little bit.
Well, the distance spacing is quite a little sufficient for the structure according to the SV change. So increasing the distance spacing isn't really necessary for creating some jumps on this one.

00:20:947 (10) - Very clear drum hit on the slider end, should be a hit circle in my opinion.
Almost the same explanation as on 00:05:787 (4) -, but this one's for the vocals. It actually lands a bit in a low density on slider end, It'd take away the good and equal emphasis if I replace this slider into circles. More like "undermapped".

00:26:053 (10) - The guitar and drums are interesting here, you could consider mapping those
Yeah, I was considering this. But since the track's density was totally binding the same substance continuously for the "cooler, coolest, get low..." part. Why shouldn't we do something 'continuous' as well for greater emphasis and a bit consistency? As I planned a backward patterning in order to do that. So yeah, not the best one but still good to go. Especially for structure flowing and playability.

00:30:761 (7,8,9,10,11) - This doesn't follow the drums very well. There is a clear triple in the drums starting at the slider end of 00:30:840 (8) - but you mapped a triple starting at 00:31:160 (9) - instead, which is very confusing. You could have something like this instead:
or just leave out the 00:30:761 (7) - :
Ahh sure, I didn't even think of that before xd But I kept the placements for the spacing and consistency. But still, replaced it to triplets.

00:31:319 (11) - The slider head is not emphasized a lot in the music, but the slider tail is. The slider tail should be a hit circle, you can consider making the slider head into a slider tail as well
You mean, Ctrl + G on 00:31:319 (11,12) - ? I don't really think it's a good idea, after all of the sudden changing rhythm from mainstreaming upbeats jumping into a different comparison. That's really out of bound. I don't think this'll be a big deal over rhythm composition, should've been done than told.

00:34:351 (1,4) - Again, important notes on slider ends. You could fix this by making 00:34:032 (9) - into a repeat slider, make 00:34:032 (9) - single notes and make 00:34:032 (9) - a slider.
Well, right here again. The same two reasons on the other above mods ofc.

00:40:734 (5,6,7) - These should be emphasized a lot more, since it's a lot different from just the vocals before. First I think it should be NC, second I would probably space them out more.
Yeah, gonna space it out only a little because of the triangle form 00:41:372 (7,8,9,1) - I'm intending to do, but won't be adding an NC since the consistency is having one NC in every two tracks unless it's SV change. Considering this as a 'fix'.

00:46:479 (5,6,7) - These drums are different from 00:45:840 (1,2,3,4) - so I think they should be mapped differently.
Well, it's already being mapped differently for the drums starting from 00:46:399 - for sure. Previous notes were only a follow-up by structure and patterning. There won't be a problem though.

The chorus seems good to me


01:26:612 (15) - I would delete this note, since you don't really follow the drums for most of the outro, so it's a bit confusing. Either that, or you could focus a bit more on the drums in the outro in general.
Alright, removed circle.

Even though I did have a lot of small criticisms, I think this is my favourite difficulty of the set. It's an interesting map for an interesting song. Definitely a big fan of this one.

All in all I think this is a very good set, with some very solid and interesting maps. Good luck!
Placeholding...
I've did also some changes on things you haven't mentioned while applying your mod. Thanks btw!
_handholding
I should get to modding this
Topic Starter
Cerulean Veyron
and bubble it pls ok dad /kisses

_________________________
Edit: Modders after this, please take a deep look over the diffs that has less mods. Needed just a few of them and this'll be ready for sure.
Luel Roseline


From my queue. Light mod is just simple and short mod.

[Cool!]
CS 5.5? Please set to 5...

01:12:649 (7) - NC here
01:15:202 (5,6,7) - Sampleset to soft at all sliderends.
Topic Starter
Cerulean Veyron
o ye ye sakamoto

The one thing I didn't change is the circle size 5.5, because it'd break the spread and makes Voli's Extra the hardest diff. So it's absolutely a "no" for that.

I applied everything else, good catch btw.
And thank you for checking out the diff /o/
Axon
Sorry for late mod, school has priority over modding queue tho.

Easy

00:10:096 (2) - I don't hear any significant rhythm this note is placed on.

00:12:649 (2) - tbh this slider should start at 00:12:489

00:15:202 (2) - should start on 00:15:042

01:26:372 - very strong sound, do not ignore it.
Normal

00:17:755 (4) - Should probably start at 00:17:596

00:33:713 (4,5,1,2,3,4,5) - This is really awkward flow.
Hard

00:29:564 (2,3,4,5) - the first time i saw it, i misread it.
MrSergio's Insane

I suggest replacing 00:08:181 (1,2,3,4,5,6,7,8) with a few reverse arrows, i am an insane player, and i know i can't stream 190 BPM this consistantly. maybe i just suck xd. just take what i said into account.

00:21:106 (1,2,3) - this is a bit hard to read and ruins flow

sorry, but my extra mods suck, they would be useless to you.
Topic Starter
Cerulean Veyron

Axon wrote:

Sorry for late mod, school has priority over modding queue tho. It's alright~ you've done nothing wrong ;p

Easy

00:10:096 (2) - I don't hear any significant rhythm this note is placed on. At least it lands upon the downbeat, the rhythm composition you've suggested is really god but it skips the bigger note. Nearly mine as well, but I'd like to keep it for easier 1/1 rather than hearing complexity music.

00:12:649 (2) - tbh this slider should start at 00:12:489 - I've never started a single slider on red ticks, ofc it'd be too hard since it's defaulted rhythm is 1/1 based. So I couldn't simply break it though. You can also hear the deep piano in the background that's landing on each downbeat, so yeah.

00:15:202 (2) - should start on 00:15:042 - The same reason as above.

01:26:372 - very strong sound, do not ignore it. Okay, replaced into a slider.
Normal

00:17:755 (4) - Should probably start at 00:17:596 - It'd break a huge consistency with the rhythm I've made previously and next. Like on 00:11:372 - or 00:19:032 (1) - . You could've seen it, so I wouldn't just follow vocals all of the sudden on this part.

00:33:713 (4,5,1,2,3,4,5) - This is really awkward flow. What makes this symmetry flows really awkward? It wouldn't play that bad imo.
Hard

00:29:564 (2,3,4,5) - the first time i saw it, i misread it. Don't worry, this diff sets AR8. The slider may disappear before circle (5) could show up on gameplay. So readability here shouldn't be a problem.

sorry, but my extra mods suck, they would be useless to you.
Thanks btw~
Venix
For queue!
Normal Suggestion
Strong Suggestion
Unrankable

General

http://www.shi-no-kakaku.com/2016/04/customiz-coolest-2016-sakamoto-desu-ga.html
  1. I preffer 521 offset for timing point

Easy

  1. 01:20:308 (2,3) - you can place this better

Normal

  1. Try hit AR4
  2. 00:31:798 (1,2,3,4) - make this flow better
  3. 01:17:755 (4,5) - suggestion

Advanced

  1. 00:12:968 (6,7) - blanket here plz
  2. 01:22:862 - move break stop here

Hard

  1. 00:57:330 (1) - NC
  2. 01:02:436 (7) - ^
  3. 01:07:542 (7) - ^
  4. 01:12:649 (1) - ^

Light Insane

  1. 00:24:298 (2) - suggestion
  2. 00:28:766 (8) - NC
  3. 00:57:968 (1) - ^
  4. 01:12:649 (7) - ^

MrSergio's Insane

  1. 00:38:021 (6,2,3) - blank it

Voli's Extra

  1. 00:02:014 - brake here
  2. 00:39:777 (1,1) - CTRL+G for better balance
  3. 01:13:287 (1) - NC

Cool!

  1. 00:06:904 (1) - NC
  2. 00:22:064 (2,3) - blank it
  3. 00:30:840 (1) - NC
  4. 00:58:287 (1) - ^
  5. 01:02:675 (8) - ^
  6. 01:08:181 (9) - ^
~GL!
Topic Starter
Cerulean Veyron
gonna placehold this for mod response ;p dw will apply them after work soon k

Venix wrote:

For queue!
Normal Suggestion
Strong Suggestion
Unrankable

General

http://www.shi-no-kakaku.com/2016/04/customiz-coolest-2016-sakamoto-desu-ga.html
It's correct! \o/
  1. I prefer 521 offset for timing point That's where the drum starts streamings, true. But the current offset indicates downbeats more effective than that. So this shouldn't be implemented.

Easy

  1. 01:20:308 (2,3) - you can place this better Done it on my own way.

Normal

  1. Try hit AR4 Since the song is at high bpm and diff with a few density, I don't really think decreasing AR would be really necessary. I was also gapping between Easy and Advanced by two-rates of AR.
  2. 00:31:798 (1,2,3,4) - make this flow better Right here, I'm actually trying to create a few swirling movements like this one. The thing you were suggesting is really okay, flow isn't bad. And here, It's not "bad" as well after all.
  3. 01:17:755 (4,5) - suggestion Uhmm, I don't know what you're trying to explain the patterning here. But as far as I know, I'm not a fan of linear structures and others like that too. And besides, the aesthetics between (5) and (1) are a bit lacking of interests. I may keep this for now.

Advanced

  1. 00:12:968 (6,7) - blanket here plz I'm probably not leaping into aesthetics on this track, was flowing it as the current based on spacing.
  2. 01:22:862 - move break stop here Alright

Hard

  1. 00:57:330 (1) - NC There's a huge consistency for new combos that is measured in two tracks. If one is added here, it breaks the whole thing. It's not like the music change needs more NCs or the HP drain rate is high. So this counts to all other NC mods as well. Wouldn't want to repeat myself again.
  2. 01:02:436 (7) - ^
  3. 01:07:542 (7) - ^
  4. 01:12:649 (1) - ^

Light Insane

  1. 00:24:298 (2) - suggestion That's... probably some awkward small overlap there. The spacing is very odd by 1.54x, I don't really think this is highly suggested as an expection.
  2. 00:28:766 (8) - NC
  3. 00:57:968 (1) - ^
  4. 01:12:649 (7) - ^

Cool!

  1. 00:06:904 (1) - NC
  2. 00:22:064 (2,3) - blank it Alright.
  3. 00:30:840 (1) - NC
  4. 00:58:287 (1) - ^
  5. 01:02:675 (8) - ^
  6. 01:08:181 (9) - ^
~GL!
Thanks for checking out~
Voli

jawns wrote:

Voli's Extra:
You could think about following the drums at 00:00:521 (you could use repeat sliders if you don't want to start on a stream), and the guitar between 00:01:160 (1) - and 00:04:989 (1) - , though it might be a bit late to change that now. What you've mapped makes sense as well, I just think mapping the whole intro could be interesting, especially if you did something to differentiate between the lead guitar and the drums. No change necessary though. I see what you mean but I'd much rather keep the intro simple for a clean start and so that you get that ''o damn now we startin'' feel when all the drums kick in etc. - mapping everything in the intro kinda defeats that effect

00:08:819 (1,1) - I would probably add a stream to the end of these sliders to follow the drums. Since the beat snap of those drums in both this part and 00:08:819 (1,1) - is very weird and unintuitive to follow when playing, i prefer following solely the strong sounds in the music to prevent it from becoming an unorganized mess

There are quite a few places where there's an important sound on a slider end, which I think should be emphasized better (like 00:12:649 (1) - 00:15:202 (1) - 00:19:351 (2) - etc) ah, you mean the vocals, right? But it's mapped in a way that the main beat (drums) are always almost clickable while still following the vocals, so sometimes a ''stronger vocal'' might be missed on a slider end but it's not the main thing i've been mapping to. For example you can hear a pitch change + drum on the slider head of 00:15:202 (1) - , thats why it is a slider etc.

00:11:851 (3) - is emphasized a lot more in the music than 00:12:011 (4) - , shouldn't the map reflect that? same thing as above basically

00:22:862 (1) - this beat is very weak in the song, I don't think anything justifies this jump
00:25:415 (1) - ^ yeah I see what you mean but it's a NC (so a new stanza in the music) so it doesn't actually feel like a random jump, its just the start of a new pattern, and if I were to change these the patterns would be completely ruined too :(

00:25:415 (1) - very important note in the song that is mapped to a slider end. Same goes with 00:34:989 (5) - and 00:35:628 (1) - .

01:14:564 (4) - on the slider end again, the beginning of a line in the vocals begin here, so I think it should be emphasized better. Well all of these are basically because of the same reason I explained above, I guess our view on mapping differs quite a bit (I prefer to emphasize the percussion/main beat over anything with clickable notes, while following vocals is secondary to me). Again, I see what you mean but all of these were intentionally done D:

That's all I really have for this map. Not much and I repeat myself a lot, but it looks like a very solid map. Thanks! Sorry for not accepting stuff but yeah it's just a conflicting view on the map/rhythms of the song I suppose

Venix wrote:

Voli's Extra

  1. 00:02:014 - brake here Sure thing
  2. 00:39:777 (1,1) - CTRL+G for better balance Balance? But that would make the pattern VERY confusing to play.. D:
  3. 01:13:287 (1) - NC I prefer not to since the stream doesn't change any shape whatsoever so there's no real reason to NC this, it's clear as it is

~GL!

Thanks a lot for the mods! Yeah uh, I'm pretty stubborn/picky about the way I mapped this I suppose. Sorry for that! D:
Since the only change is the break at 00:01:179 - , could you add that for me CV?

\o/
Topic Starter
Cerulean Veyron
Cho Kyuhyun
zev
bubble mod!!


00:03:713 (2) - maybe 1 pixel to the left?

nahhh is good ;)



I don't know w-what you mean lol
Topic Starter
Cerulean Veyron

Cerulean Veyron wrote:

Cho Kyuhyun
LGV894
ok mod 4 bubu bcs dad, plez

00:03:394 (1,2) - This blanket is haunting the fuck out of my dreams. Fix it
00:07:462 (13,1) - This jump felt a bit too much for me. Please reduce it by a bit because my heart will </3 </3
00:09:936 (6,7,8) - You're overlapping too much of (7,8) Try to have (6) overlap less of (8)
00:14:564 (3) - Ctrl+G Feels better- nah, it feels meh either way. It sucks.
00:15:202 (5,6,7) - Straight line, dam aesthetics plez fix.
00:16:957 (2,3,4,5) - http://osu.ppy.sh/ss/6051964 Goddamit, wtf did you do?
00:19:830 (4,5,6) - http://osu.ppy.sh/ss/6051974 Who tf are modding your maps?
00:54:457 (4,5,6,7) - https://osu.ppy.sh/ss/6051987 Why does your patterns have to be messy as hell?
01:12:649 (1,2) - Why have these facing away from the next pattern? just what exactly is wrong with you?
uh
Light insane
00:15:362 (6,7) - http://osu.ppy.sh/ss/6052034 Feels better, imo.
00:17:755 (5,6) - http://osu.ppy.sh/ss/6052044 Better pattern.
00:36:904 (1,2,3) - https://osu.ppy.sh/ss/6052052 Triangle like this.
00:56:372 (2,3,4,5,6,7,8) - http://osu.ppy.sh/ss/6052062 Fix this ugly flow patterning.
01:08:819 (1,2) - Omfg, it's not 2009 anymore, blanket or re-arrange.
01:10:574 (7,8,1) - https://osu.ppy.sh/ss/6052078 Please fix :((
01:11:691 (2,3) - Better off Cltr+G this, or Ctrl+G (4)
It was better than Cool, though.
I don't know how to feel about this. I think there're too much overlaps, which ruined my perspective. The diff seems almost perfect, doe. Can't mod it further.
00:06:266 (1) - Straight line, please.
00:13:287 (7) - You can improve aesthetics by blanketing, or Ctrl+J, Ctrl+G (but make sure to adjust it according to DS afterwards.)
00:14:404 (2,4) - The overlap kinda confused me a bit. Try to re-map this part.
00:19:511 (2,4) - ^
00:21:266 (7,8) - I think that a slider would fit this part better, because of the sound effects that would match (hey) better
00:31:160 - I thought you loved emphasizing 1/4's? What happened? Either reduce the 1/4's in other parts or add some here.
01:02:277 (4,5,6,7,8) - Ain't this too difficult for Advanced players?
01:13:925 (1,3) - Overlap seems unnecessary when you can make a beautiful equilateral triangle instead.
I think that the density might be a tad too high, but it's up to you. I just didn't like it.
Cerulean Veyron: This is true pp
00:09:936 (1) - Ctrl+G bcs why not
00:19:670 (3,4,5,1) - Can't you equilateral traingle?
00:22:223 (3,4,5,6) - Square this out.
00:36:266 (1,2) - Ctrl+G, but 00:36:585 (3) - You'll have to adjust this. It flows better this way, though.
00:36:904 (1,3,4,5) - Okay, wtf blanket?
00:39:457 (1,1,1,1) - Style seems inconsistent from CV's. Try to cooperate with each other and chose what really is the best.
01:14:564 (4) - Ctrl+G.
It's a good map, compared to his'

gl with map. it seems good not
Seijiro

jawns wrote:

MrSergio's Insane:
You could think about following the drums at 00:00:521 (you could use repeat sliders if you don't want to start on a stream), and the guitar between 00:01:160 (1) - and 00:04:989 (1) - , though it might be a bit late to change that now. What you've mapped makes sense as well, I just think mapping the whole intro could be interesting, especially if you did something to differentiate between the lead guitar and the drums. No change necessary though. It was like that at first but then I noticed the other diffs had the same feature so I wanted to make it similar

00:09:936 (1,2,3) - I think it's a bit weird that you mapped the drums here, but at no point during 00:08:819 (1,2,3,4,5) - . That part is following the most prominent instrument in the song. 00:08:819 (1,2,3,4,5,1,2,3,4,5) - this whole part is following guitar while 00:09:936 (1,2,3) - follows drums since the way those circles are placed don't change the guitar's flow which I keep following. It's what I call "fused rhythms", when 2 or more rhythms follow the same flow while keeping both rhythms

Continuing with the theme from the two previous mods, there are a lot of slider ends on important sounds in the music. A few examples: 00:12:489 (1) - , 00:17:596 (1) - , 00:22:702 (1) - . Are you asking me to not use 1/1 sliders? LOL I wasa following vocals with them and based on the nearby objects skipping that beat is more than fine

Kinda the same criticism, but I think it is even more clear on 00:27:330 (4) - and 00:28:606 (4) - . I don't even know what to reply... the whole style is like that and you're asking me to change it... Should I use circles only so every beat is correctly emphasized? xD

00:35:628 (1) - And again, very important sound in the music on slider end. ^

00:49:670 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Just wanted to point out that I think this works really well :)hue

01:19:032 (1) - Sorry for repeating myself, but again, important sound on slider end umh.. ok... but after seeing that the whole map is like this doesn't it feel strange you pointed them all out? xD

I'm sorry for repeating myself a lot, but I'm having a hard time thinking about stuff to criticize (which is a good thing). Maybe I would have liked it if you had followed the drums a bit more during 00:08:819 (1,2,3,4,5,1,2,3,4,5) - and 01:24:138 (1,2,3,4,5,1,2,3,4,5,6,1,2,3) - , but I think that might be hard to do without making the map too difficult. Guitar is way more interesting to follow imo tho and it adds a nice feeling to the map
Thanks for the mod, but no changes :/

@Venix & Axon
Those parts feel good to me tho.
The repeat sliders are not needed since there's not a good spot for them imo while the blanket wasn't a blanket to begin with lol
zev
Hey, you asked me to bubble your map but I am not BN so I am afraid I can't do that... but
This could potentially help xd

Cerulean Veyron, Mod.
DO NOT KDZ!!!! I don't deserve it :(

[Light Insane]
00:52:542 (1,2) - because of the previous spinner these jumps are really hard, it doesn't need that much emphasize xd i think it needs 1.4 ds

od6 is pretty low imo lol would just go around 7~
00:23:660 (6) - where is the circle?!
00:32:915 (4) - ^

00:57:330 (7) - blanket is rekt,quality mod

00:57:649 (8,9) - this doesn't work with slider leniency anymore, flows better

01:06:266 (1,2,3,4,5,6) - fucking amazing HAHA

01:09:617 (3,4,5,6) - this is the only composition that could be better somth suks here imo idk so next two mods are suggestions

01:09:617 (3) - this allows for a good mid-spaced jump because of the slider leniency,
now it's placed a bit too close and it de-accelerates the flow, which is bad because the jump on (4) is also linear so a bit hard :|

01:10:096 (5) - stack this on the previous slider end? the stop emphasizes just as much as a jump

[Mrsergio insane]
00:16:479 (1,2,3) - I would really pick a different spot for that slider because you already used it for jumps,
i would try to get some more hit objects down in the screen in this diff, a lot of compositions are in the top right corner pre-kiai xd

[car cool!!]
00:20:947 (10,1,2,1) - can you make these tapable objects like the light insane pleasee ? i rly liked m :(
00:50:947 (1) - ooooo
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