jawns wrote:Yo, a mod from my queue!
Starting with the Cool difficulty...
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!
Axon wrote:Sorry for late mod, school has priority over modding queue tho. It's alright~ you've done nothing wrong ;pEasy
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 for checking out~
Venix wrote:For queue!Normal Suggestion
GeneralIt's correct! \o/http://www.shi-no-kakaku.com/2016/04/customiz-coolest-2016-sakamoto-desu-ga.html
- 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.
- 01:20:308 (2,3) - you can place this better Done it on my own way.
- 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.
- 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.
- 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.
- 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.
- 01:22:862 - move break stop here Alright
- 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.
- 01:02:436 (7) - ^
- 01:07:542 (7) - ^
- 01:12:649 (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.
- 00:28:766 (8) - NC
- 00:57:968 (1) - ^
- 01:12:649 (7) - ^
- 00:06:904 (1) - NC
- 00:22:064 (2,3) - blank it Alright.
- 00:30:840 (1) - NC
- 00:58:287 (1) - ^
- 01:02:675 (8) - ^
- 01:08:181 (9) - ^
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
- 00:02:014 - brake here Sure thing
- 00:39:777 (1,1) - CTRL+G for better balance Balance? But that would make the pattern VERY confusing to play.. D:
- 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
Cerulean Veyron wrote:Cho Kyuhyun
Thanks for the mod, but no changes :/
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
LGV894 wrote:ok mod 4 bubu bcs dad, plez00:03:394 (1,2) - This blanket is haunting the fuck out of my dreams. Fix it hoyl sht I fixed it from zev's shtmod and it's still there?!?! omfv fixing AGAIN
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 I did bigger spikes than that on the next few patterns, I think introducing it here will give them a warning further on though.
00:09:936 (6,7,8) - You're overlapping too much of (7,8) Try to have (6) overlap less of (8) Moved the slider a bit bottom for spacing.
00:14:564 (3) - Ctrl+G Feels better- nah, it feels meh either way. It sucks. What would make it sucks anyway without Ctrl+G? Was making some emphasizing structure than patterning xd
00:15:202 (5,6,7) - Straight line, dam aesthetics plez fix. It'd break the curve I'm intending to do, especially if you look at it close. You'll notice a curved flow ofc.
00:16:957 (2,3,4,5) - http://osu.ppy.sh/ss/6051964 Goddamit, wtf did you do? I swear to Volkswagen, I did nothing but overlap D: pls I'm innocent.
00:19:830 (4,5,6) - http://osu.ppy.sh/ss/6051974 Who tf are modding your maps? [color=#8000F]Monstrata[/color]
00:54:457 (4,5,6,7) - https://osu.ppy.sh/ss/6051987 Why does your patterns have to be messy as hell? I know you're not used to this kind of structure, but it's for the sake of spacing and patterning. It doesn't hurt the playability tho.
01:12:649 (1,2) - Why have these facing away from the next pattern? just what exactly is wrong with you? ^
00:15:362 (6,7) - http://osu.ppy.sh/ss/6052034 Feels better, imo. I don't think a jump that big fits the density here. And besides, the substance is quite weaker than 00:15:521 (7,8) - so I think this shouldn't oppose the emphasis.
00:17:755 (5,6) - http://osu.ppy.sh/ss/6052044 Better pattern. Same as above tbh, and that kind of spacing is unacceptable on this track.
00:36:904 (1,2,3) - https://osu.ppy.sh/ss/6052052 Triangle like this. Not much like a triangle to me, but actually would break pattern consistency over 00:37:542 (3,4) - so I should keep it for the structural flow.
00:56:372 (2,3,4,5,6,7,8) - http://osu.ppy.sh/ss/6052062 Fix this ugly flow patterning. It's not ugly, you- It's just a continuous note density that goes on equally with the music and vocals. What else should it be undone?
01:08:819 (1,2) - Omfg, it's not 2009 anymore, blanket or re-arrange. Re-arranged instead.
01:10:574 (7,8,1) - https://osu.ppy.sh/ss/6052078 Please fix ( Who needs slider blankets nowadays? B)
01:11:691 (2,3) - Better off Cltr+G this, or Ctrl+G (4) It'd make 01:12:011 (4,5) - less emphasized if I do that, and might break a little bit of structure in my point of view, so it'd be almost the same reason as 00:56:372 (2,3,4,5,6,7,8) - for consistency.
It was better than Cool, though. CoolI 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. Why that? I like the aesthetics of curves rather than linear, but I don't do that often anyways.
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.) I'll ctrl+H slider (7) anyway.
00:14:404 (2,4) - The overlap kinda confused me a bit. Try to re-map this part. The stacking doesn't seem bad at all imo, it'd still be readable after slider (3) and playable. So I don't think remapping here is necessary.
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 Well, was trying to follow the deep kick drums mainly. So it'd have a little tension for both track ofc, so a slider shouldn't matter more here.
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. Uhmm there's only a triplet here, I think it'd be too early to introduce the triple 1/4 kick slider here unlike 01:02:596 (6,7,8) -. So just not to destroy structure ofc.
01:02:277 (4,5,6,7,8) - Ain't this too difficult for Advanced players? Not really, I asked a few testers and they didn't mind. So It'll be fine, not too tense for Advanced as well.
01:13:925 (1,3) - Overlap seems unnecessary when you can make a beautiful equilateral triangle instead. Oh I tried making a triangle once here, but it nearly got it offscreen, so I didn't have any other choice but overlapping it. It won't hurt the aesthetics tho.
I think that the density might be a tad too high, but it's up to you. I just didn't like it.
gl with map. it seems good not
zev wrote:Hey, you asked me to bubble your map but I am not BN so I am afraid I can't do that... but ;n;
This could potentially help xd
Cerulean Veyron, Mod.
DO NOT KDZ!!!! I don't deserve it okya xd
[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 I did 1.6x spacing instead for density ;n;
od6 is pretty low imo lol would just go around 7~ Hard is OD5, This is OD6, Sergio's Insane is OD7... don't want to increase more to break that.
00:23:660 (6) - where is the circle?! Well, there it is :^) ... (6)
00:32:915 (4) - ^
00:57:330 (7) - blanket is rekt,quality mod Okay xdd
00:57:649 (8,9) - this doesn't work with slider leniency anymore, flows better Because of the less-spacing? I didn't use this "slider leniency" for patterning them, as how I've tried a little symmetry with the previous slider (7). So a little consistency is there somehow.
01:06:266 (1,2,3,4,5,6) - fucking amazing HAHA IKR
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 k
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
This might explain everything more than words http://puu.sh/r5BNv/fd43986205.jpg
[car cool!!]00:20:947 (10,1,2,1) - can you make these tapable objects like the light insane pleasee ? i rly liked m I'd literally make a pp jump or something really sht on this part if I replaced this slider into circles.
00:50:947 (1) - ooooo OOOOO
Thanks! WOW 0,01 SR NERF
LGV894 wrote:Cerulean Veyron: This is true pp
00:09:936 (1) - Ctrl+G bcs why not naa, prefer not to since 00:09:298 (1) - 's flow is already upwards so ye
00:19:670 (3,4,5,1) - Can't you equilateral traingle? Mm okay
00:22:223 (3,4,5,6) - Square this out. I kinda strongly dislike perfect square patterns
00:36:266 (1,2) - Ctrl+G, but 00:36:585 (3) - You'll have to adjust this. It flows better this way, though. Why change something that plays almost exactly the same if I have to destroy the pattern after that? D:
00:36:904 (1,3,4,5) - Okay, wtf blanket? Lmao whoops stacking messed up, fixed
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. I actually completely disagree here. That's the thing with GDs, to give the song a twist of your own. Why would you want to have two diffs around the same difficulty in the same style?
01:14:564 (4) - Ctrl+G. Alright, done
It's a good map, compared to his'