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posted
This beatmap was submitted using in-game submission on miércoles, 04 de octubre de 2017 at 10:01:51 p. m.

Artist: Maduk
Title: Life (ft. Hebe Vrijhof)
Tags: DnB Drum and Bass Summer Slammers 2013 Viper Recordings
BPM: 175
Filesize: 4003kb
Play Time: 02:35
Difficulties Available:
  1. Easy (1,45 stars, 156 notes)
  2. Hard (3,11 stars, 373 notes)
  3. Insane (4,23 stars, 515 notes)
  4. Normal (2,15 stars, 274 notes)


Download: Maduk - Life (ft. Hebe Vrijhof)
Information: Scores/Beatmap Listing
---------------
This is ready for rank. Call to your local BN to get this ranked :3

https://soundcloud.com/madukdnb/maduk-l ... be-vrijhof
https://www.viperrecordings.co.uk/download/vprlp006

How many BNs are looking in?: 7





Use this space to tell the world about your [******]. It helps to include a list of changes as your [******] is modded!

let mods or stars please :3
hitsounds done.
posted
beatmap is a bit hard for testplay thought
take an star instead and good luck c:
posted
Shit mod v.1
Easy
  1. 00:00:026 (1,1) - En un mapa yo también hice algo parecido a esto, me señalaron bastante que dos sliders se parecían mucho y que copiara uno y que lo pegara, como todos son diferentes creo que sería mejor cambiar un poco la forma de 00:02:768 (1) -
  2. 00:32:597 (4,2) - Uh men, ¿Que pasa con este overlap xD mejor deja 2 debajo de 4.
  3. 01:05:854 (3,1,1,1) - Son todos iguales, creo que sería mejor mapear todos como sliders 1/1
  4. 01:05:854 (3) - Con respecto a los demás que mencioné arriba, ¿NC? Todos tenían y se ve un poco raro así xd
  5. 01:25:054 (1) - Mueve el punto rojo hacia x:168 | y:216, nazi
  6. 01:50:083 - ¿Que pasó con este sonido? Es muy prominente el sonido de platillos, debería ser clickable.
Normal
  1. 01:05:854 (1,2,1,2,1,1,2,1) - ¿Que tal si intentas poner breaks entremedio como en Easy?
  2. 01:11:340 (1) - Lo mismo que en Easy
  3. 01:20:940 (4,5,6) - Creo no sigue bien el ritmo xd Ctrl+G a 01:21:454 (5,6) -
  4. 01:57:968 (1,3) - Otro overlap raro xd
  5. 01:49:740 - En Easy mapeaste este sonido, pero aquí no xd
  6. 01:50:083 - Lo mismo que en Easy
Hard
  1. 00:22:997 (4) - No creo que el stack sea prudente aquí, realmente no se como explicarlo pero no se siento cómodo con respecto a 00:23:340 (1) - (Por ejemplo, en tus otros combos que tienen los mismos sonidos no hay stack, y se siente mejor)
  2. 02:26:597 (4) - Creo que aquí sería mejor hacer stack con 02:25:911 (2) - El overlap se siente raro :s
  3. 01:06:540 (2,3) - Nazi blanket
  4. 01:45:282 (4,1) - nazi blanket
a
  1. 00:09:626 - & 00:09:968 - Estas timing section solo están en esta diff, sería mejor que estén en todas creo, aunque no estoy muy seguro
  2. 00:34:826 (1) - Saca el NC, pero si lo quieres dejar sería mejor poner NC en 00:40:311 (2) -
  3. 01:50:083 - Lo mismo que en Easy y Normal
GL~
posted
Primer y pequeño shitmod
General
Tags: Summer Slammers (álbum) Viper (Distribuidor del álbum)
Kiai time: Porqué no le aumentas el volumen al kiai a 80%? Se escucha muy monótono.
No encontré nada fuera de lo común en las diff. Suerte ^^
posted
Cool stuff.
posted

Hazu- wrote:

Shit mod v.1
Easy
  1. 00:00:026 (1,1) - En un mapa yo también hice algo parecido a esto, me señalaron bastante que dos sliders se parecían mucho y que copiara uno y que lo pegara, como todos son diferentes creo que sería mejor cambiar un poco la forma de 00:02:768 (1) - mm.. no estoy de acuerdo en que necesariamente tengan que ser iguales. Por ahora los dejaré así, y esperare a ver que más feedback me dan al respecto :3
  2. 00:32:597 (4,2) - Uh men, ¿Que pasa con este overlap xD mejor deja 2 debajo de 4. Este overlap así es de gusto. Hasta cierto punto, mejora un poco la legibilidad, y además 00:34:311 (2) - es simétrico.
  3. 01:05:854 (3,1,1,1) - Son todos iguales, creo que sería mejor mapear todos como sliders 1/1 Tienes razón en que el primero es un slider, pero el sonido en 01:11:340 (1) - sería el único que no da para un slider. Mejoré un poco más el pattern.
  4. 01:05:854 (3) - Con respecto a los demás que mencioné arriba, ¿NC? Todos tenían y se ve un poco raro así xd agree.
  5. 01:25:054 (1) - Mueve el punto rojo hacia x:168 | y:216, nazi Lo probé, pero en donde está cuadra exactamente sobre el slider tick. Así que nope. (eso sí, trate de mejorar un poco el blanket sin perder eso que te dije.)
  6. 01:50:083 - ¿Que pasó con este sonido? Es muy prominente el sonido de platillos, debería ser clickable. Pero, para el sonido que estoy siguiendo (la voz en este caso), pienso que queda mejor como está ahora.
Normal
  1. 01:05:854 (1,2,1,2,1,1,2,1) - ¿Que tal si intentas poner breaks entremedio como en Easy? Todavía no estoy seguro de ponerlo, pero lo consideraré en el futuro.
  2. 01:11:340 (1) - Lo mismo que en Easy same
  3. 01:20:940 (4,5,6) - Creo no sigue bien el ritmo xd Ctrl+G a 01:21:454 (5,6) - yep, tienes toda la razón. Cambiado.
  4. 01:57:968 (1,3) - Otro overlap raro xd No es raro, si le hago un stack, al jugarlo con DT es bastante difícil de leer.
  5. 01:49:740 - En Easy mapeaste este sonido, pero aquí no xd Bueno, son mapas distintos, y estoy siguiendo ritmos distintos también xD
  6. 01:50:083 - Lo mismo que en Easy same too
Hard
  1. 00:22:997 (4) - No creo que el stack sea prudente aquí, realmente no se como explicarlo pero no se siento cómodo con respecto a 00:23:340 (1) - (Por ejemplo, en tus otros combos que tienen los mismos sonidos no hay stack, y se siente mejor) okay, cambiado.
  2. 02:26:597 (4) - Creo que aquí sería mejor hacer stack con 02:25:911 (2) - El overlap se siente raro :s No estoy de acuerdo.
  3. 01:06:540 (2,3) - Nazi blanket done
  4. 01:45:282 (4,1) - nazi blanket done
a
  1. 00:09:626 - & 00:09:968 - Estas timing section solo están en esta diff, sería mejor que estén en todas creo, aunque no estoy muy seguro No hay problema con tener distintos green lines en los mapas. Lo que se debe procurar no hacer, es dejat greenlines que no se usen.
  2. 00:34:826 (1) - Saca el NC, pero si lo quieres dejar sería mejor poner NC en 00:40:311 (2) - Lo siento, pero por legibilidad lo debo dejar. Ese combo lo puse así luego de multiples testplays, y de varias personas que lo sugirieron.
  3. 01:50:083 - Lo mismo que en Easy y Normal same too.
GL~

-Taku wrote:

Primer y pequeño shitmod
General
Tags: Summer Slammers (álbum) Viper (Distribuidor del álbum)
Kiai time: Porqué no le aumentas el volumen al kiai a 80%? Se escucha muy monótono.
No encontré nada fuera de lo común en las diff. Suerte ^^

Aplicadas las sugerencias, pero por algo tan corto no te puedo dar kudosu.


Muchas gracias!!!!

-----

Nyu-chan wrote:

Cool stuff.

Yeah~
posted
Heyo, NM here for you!

Easy
00:10:997 (1) - the sliderpath is out of play area, Im 98% sure that is unrankable
00:57:626 (1) - ^
02:08:939 (1) - ^
00:43:911 (1) - make the slidershape with a red anchor, so its more different from the previous one which is nice to introduce to a new part of the song, just a suggestion
02:22:654 (1) - i suggest you to make also a flow interruption like you did with 02:19:911 (1) - 02:17:168 (1) - 02:14:426 (1) -
02:28:140 (1) - same thing
02:32:940 - make that clickable with a 1/1 slider and start the spinner right after (02:33:626 - ), its a really strong sound which should be mapped too imo.
You can also extend the spinner to 02:36:368 - (so it ends on a downbeat which is always very good) and make the volume at the end of it at 5%. you could even consider to make the volume decreasing in the spinner itself because the sound gets quiter and quiter (make sure you end the spinner at 5% becuase there is no beat). Do that for all difficulties
Normal
check AiMod and fix all the DS issues, Normal difficulties shopuld always have a consistent DS
00:47:340 (2) - nerf the shape, the flow isnt that great here. Or make a pattern like this http://puu.sh/rJOPN/fd92bc1ed4.jpg (that flows way better and is also aesthetically prettier c:)
make the spinner end at 01:27:111 - . 01:27:454 - has not enough recovery time for the player to hit the next object, espeically because the spinner overlaps the next objects drastically
01:32:940 (6,7,1) - that 1/4 snapping is questionable in Normal diffs, I'd remove it because in general you use 1/4 snaps rarely (because the less difficult difficulty hasnt got any 1/4's or in some cases even no 1/2's)
01:33:283 (1,2) - this is really bad flow, because slider (1) tends to click the slidertail of (2) which, we know, isnt right and would cause a miss. especially newer players are really confused to move the cursor all the way to the left to click the sliderhead
01:33:797 (2) - slightly hits the life bar with default skin which isnt recommended
In general: reduce your 1/4 usage. the difficulty might have a low star rate (which is appropriate for Normal) but it's a lot harder with all the 1/4's. Keep this diff more simple, nerf it a tiny bit because the gap between Easy and Normal is huge (regarding to the 1/4's)


I hope i helped you a tiny bit.
GL with your map and happy mapping! (:
posted

Phyloukz wrote:

Heyo, NM here for you!

Easy
00:10:997 (1) - the sliderpath is out of play area, Im 98% sure that is unrankable 00:57:626 (1) - ^ 02:08:939 (1) - ^
In game play, all are inside 4:3 screen, I think it will no have problems, but I will ask.

00:43:911 (1) - make the slidershape with a red anchor, so its more different from the previous one which is nice to introduce to a new part of the song, just a suggestion ok
02:22:654 (1) - i suggest you to make also a flow interruption like you did with 02:19:911 (1) - 02:17:168 (1) - 02:14:426 (1) - Its because it is following voice
02:28:140 (1) - same thing
02:32:940 - make that clickable with a 1/1 slider and start the spinner right after (02:33:626 - ), its a really strong sound which should be mapped too imo. mm, idk.. To follow this rhythm, will be complicated for a easy diff.

You can also extend the spinner to 02:36:368 - (so it ends on a downbeat which is always very good) and make the volume at the end of it at 5%. you could even consider to make the volume decreasing in the spinner itself because the sound gets quiter and quiter (make sure you end the spinner at 5% becuase there is no beat). Do that for all difficulties
I will think about it.
Normal
check AiMod and fix all the DS issues, Normal difficulties shopuld always have a consistent DS
00:47:340 (2) - nerf the shape, the flow isnt that great here. Or make a pattern like this http://puu.sh/rJOPN/fd92bc1ed4.jpg (that flows way better and is also aesthetically prettier c:) oks
make the spinner end at 01:27:111 - . 01:27:454 - has not enough recovery time for the player to hit the next object, espeically because the spinner overlaps the next objects drastically This time is acceptable for a normal diff.
01:32:940 (6,7,1) - that 1/4 snapping is questionable in Normal diffs, I'd remove it because in general you use 1/4 snaps rarely (because the less difficult difficulty hasnt got any 1/4's or in some cases even no 1/2's) emm... but think I dont have a advanced diff. the use 1/4 sliders is not problematic in a normal diff. Also, Normals are for casual players, not for noob players.
01:33:283 (1,2) - this is really bad flow, because slider (1) tends to click the slidertail of (2) which, we know, isnt right and would cause a miss. especially newer players are really confused to move the cursor all the way to the left to click the sliderhead Not problematic for a normal
01:33:797 (2) - slightly hits the life bar with default skin which isnt recommended true!!, fixed!!
In general: reduce your 1/4 usage. the difficulty might have a low star rate (which is appropriate for Normal) but it's a lot harder with all the 1/4's. Keep this diff more simple, nerf it a tiny bit because the gap between Easy and Normal is huge (regarding to the 1/4's)

mm... I think the gap is fine:


But tried to keep this diff simple even with all 1/4 sliders, I need more mods anyway ^^U




I hope i helped you a tiny bit.
GL with your map and happy mapping! (:



Thank you very much!!! :D
posted
Resurrected.. man, why no one wanna mod it :(
posted
Hi, from my modding queue
General
  1. Some DS problems in Normal, check AIMod
Insane
  1. 00:27:797 (2,3) - CTRL + G for better flow?
  2. 01:25:054 The music gets more intense in this part but you reduce the spacing :( would be better with some jumps or something imo
  3. 01:29:854 (3,4) - CTRL + G for better flow?
  4. 01:34:997 (2,3) - ^
  5. 01:32:597 (2,3,4,5) - Maybe something like that https://osu.ppy.sh/ss/6689966 instead? (I know it might be a bad way to mod a map but I feel like some of the jumps have awkward flow sry ;; )
  6. 01:49:740 (1) - Maybe blanket 01:48:711 (4) - a bit better?
Nice map and awesome song, sorry for this shitmod but I can't find much lol
Good luck!
posted

Shyotamaze wrote:

Hi, from my modding queue
General
  1. Some DS problems in Normal, check AIMod There are because manual stacks. Not problematic
Insane
  1. 00:27:797 (2,3) - CTRL + G for better flow? humm... not agree, sorry.
  2. 01:25:054 The music gets more intense in this part but you reduce the spacing :( would be better with some jumps or something imo Its true, but but doing this (reducing space), make the kiai star more intense too, so, I want to keep this.
  3. 01:29:854 (3,4) - CTRL + G for better flow? not agree, sorry.
  4. 01:34:997 (2,3) - ^
  5. 01:32:597 (2,3,4,5) - Maybe something like that https://osu.ppy.sh/ss/6689966 instead? (I know it might be a bad way to mod a map but I feel like some of the jumps have awkward flow sry ;; ) xD, I feel this strange, not applied
  6. 01:49:740 (1) - Maybe blanket 01:48:711 (4) - a bit better?
Nice map and awesome song, sorry for this shitmod but I can't find much lol lol, not problem. I will try to get any BN >_<
Good luck!

Thank you very much!
posted
Heya (quick NM from modreqs)

Remember that all of these are my own opinions and you have right to deny any of them but consider explaining why you have denied them aswell (I go full potato sometimes when modding at 3am so some of my points may not make sense xd)


Easy
00:12:368 (2) - Purely optional but you could move this roughly to x440|y150 so it would flow little bit better with the slider before it. The current placement may be intentional but all the other patterns 00:08:254 (1,2) - 00:13:740 (1,2) - 00:16:483 (1,2) - 00:19:226 (1,2) - (Long slider|Object) have much better flow when compared to that one :P There isn't really anything wrong with it but it's not similiar (in that way) when compared to the other otherwise similiar patterns so might just list this out here

00:24:711 (1) - Is there really any necessary reasons to have the two red anchors like they are now... It doesn't really create anything interesting like for example here 00:56:254 (3) - . You could for example try to tweak the slider to be somewhat like the other one 00:56:254 (3) - because... well it would just look more interesting imo .-.
Normal
00:56:254 (4) - You could move this little bit downwards and left to create a nice circular flow over hitcircle3|slider4|sliderhead5

01:25:226 (1) - This spinner is too close to the following notes. You can read more about this from here p/3359472 or argue with the BNs and QAT about it

01:33:283 (1,2) - Nothing wrong with the flow imo when you take a look at the overall mapping before but the overall placement could be improved. Mostly this is because the blanketing is... well kinda badly exectured currently as the midpoints of the sliders (when compared to the head/tail of the other slider) are so much further away than for example the tail of 1 and the head of 2. This is just a grid or so but it still shows off when you look at it. This http://puu.sh/sL4jd/249454db8e.jpg kind of placement for example would look better imo
Hard
00:27:968 (2) - I'll assume that you are trying to prioritize the vocals when they are there so you could add a reverse to this slider to cover up the sound here 00:28:311 - because i don't really see a reason to not have it mapped. Another issue around the other suggestion is that you have left a similiar vocal sound here 00:33:454 (2) - but you have done like so here 00:38:940 (2) - so what do you think about this?

00:46:311 (3,1,2) - Correct me if i fuck up at some point. Just be generally careful with stuff like this. Currently the 3|1 has same DS as the 1/1s you have used most of the time even though they are 1/2 apart from each other. This is fine as it can be justified by slider leniency and so on but right after that for the 1|2 you are using the similiar DS as you are using for 1/2s most of time time even though they are 1/1 apart from each other. This is just overall confusing to the players as you are not using that kind of beat spacing for the patterning. The fact of you doing similiar thingy here 00:48:026 (1,2,1) - aswell which is kinda right after the first mentioned thingys does not make the situation any better. This is why i for example use constant DS with DS snap for hard difficulties aswell. 00:51:454 (3,4) - For example stuff like this is fine but using similiar patterns here with different placement in the timeline 00:53:511 (1,2) - in my opinion is not the best possible decision. Beat spacing is important when your mapping is not consistant 1/2 for example because it gets really hard to read for example with hidden

00:57:626 (1,2) - This is not a big deal at all (=you can keep it if you like the way it is) but i would move this a bit to the left somewhat like this http://puu.sh/sL6Y1/78d174486a.jpg so the almost-a-wiggle part™ is not harassing the 2. You gotta give everyone their personal space nowdays
Insane
00:19:740 (2,3,4,5,6) - Too tired to write a rant about the beat spacing here (Comparing 00:19:740 (2,3) - and 00:20:426 (5,6) - ) but if you agreed on it overall in the hard check through this diff generally for stuff like this as there is stuff like this 01:05:683 (4,1,2) - for example. On top of the rant earlier i want to talk about emphasizing notes exceptionally here 01:10:826 (6,7,1) - . It's good to emphasize things that deserve it like the 1 here but completetly destroying the idea of beat spacing makes the map quite hard to read. Thus imo something like this https://osu.ppy.sh/ss/6778096 would fit really well as it clearly shows that the 6|7 is longer distance and by that way further away from each other timeline wise even though the 7|1 isn't changed that much from what it currently is but it shows that the distance in the timeline is not that big as 6|7 but it still somewhat emphasizes the strong hit here 01:11:340 - and it does not confuse the players by totally ignoring the beat spacing. Alternatively you can do stuff like this https://osu.ppy.sh/ss/6778177 where the 1/1s are stacked and 1/2s are spaced like they would be normally. This works really well aswell. Though these all are my own silly personal opinions and you are allowed to keep your own mapping but please if you disagree i want to hear your reasons why do you think the current way is the correct one

02:20:597 (3,4,5) - I think it should be just fine not to have these overlapped because you've done stuff like this 02:10:997 (7,8) - earlier in the difficulty. It would look better imo not to have them overlapped


Nice mapping overall. The style is quite enjoyable when playing and it feels nice and calm. Really well done dude

Few good nazi mods + BN mod/check and this should be ranked :>
Good luck
posted
inexperienced modder here trying to get xp

normal
00:26:083 (3,4) - I don't see why you have a dobbel here? to me it sounds like a normal beat. Suggest removing the circle and moving sliderhead to where the circle was. this happens some other places in the map, some where dobles are relevant and some where i think they are not.
00:46:654 (1,2,3) - think this could flow better.
02:24:883 (5) - considder turning this in to a repeat slider like the previus one.
02:26:597 (3) - is expendable
hard
00:04:654 (4,5) - sure about this? you didn't do this anywhere else in the opening so why are these? i cant hear any strong sound here ether.
00:20:597 (1) - don't think you need a new combo here.
00:46:654 (1,2,1) - this might be wrong of me but i think you can make this more interesting? i think this will make it more interesting http://puu.sh/sUeUq/4ea0caf1b6.jpg. i does not have to be like that, tho the sliders should be changed. just think it flows better. as it is now it feels kinda clunky.
01:38:768 (1) - think you should remove this and move 01:38:940 (2,3) - to its position.


hope it is something and gl with the map
posted

Nimagan wrote:

inexperienced modder here trying to get xp

normal
00:26:083 (3,4) - I don't see why you have a dobbel here? to me it sounds like a normal beat. Suggest removing the circle and moving sliderhead to where the circle was. this happens some other places in the map, some where dobles are relevant and some where i think they are not. This follow same sound as in 00:34:311 (4,5,6) - , but I dont understand why you feel this was wrong.
00:46:654 (1,2,3) - think this could flow better. I feel this flow is good, have you any suggestion?
02:24:883 (5) - considder turning this in to a repeat slider like the previus one. Im following the drums here, its why I did not use a repeat slider.
02:26:597 (3) - is expendable uh?, I dont understand what do you mean xD
hard
00:04:654 (4,5) - sure about this? you didn't do this anywhere else in the opening so why are these? i cant hear any strong sound here ether. yeah, Im sure.
00:20:597 (1) - don't think you need a new combo here. Not agree. I tried to keep a new combo at each new compass.
00:46:654 (1,2,1) - this might be wrong of me but i think you can make this more interesting? i think this will make it more interesting http://puu.sh/sUeUq/4ea0caf1b6.jpg. i does not have to be like that, tho the sliders should be changed. just think it flows better. as it is now it feels kinda clunky. Hey, its a good idea. Applied but without last circles (I made a repeat slider instead), ;)
01:38:768 (1) - think you should remove this and move 01:38:940 (2,3) - to its position. Not agree.


hope it is something and gl with the map


Thanks Nimagan!


DTM9 Nowa wrote:

Heya (quick NM from modreqs)

Remember that all of these are my own opinions and you have right to deny any of them but consider explaining why you have denied them aswell (I go full potato sometimes when modding at 3am so some of my points may not make sense xd)


Easy
00:12:368 (2) - Purely optional but you could move this roughly to x440|y150 so it would flow little bit better with the slider before it. The current placement may be intentional but all the other patterns 00:08:254 (1,2) - 00:13:740 (1,2) - 00:16:483 (1,2) - 00:19:226 (1,2) - (Long slider|Object) have much better flow when compared to that one :P There isn't really anything wrong with it but it's not similiar (in that way) when compared to the other otherwise similiar patterns so might just list this out here ok

00:24:711 (1) - Is there really any necessary reasons to have the two red anchors like they are now... It doesn't really create anything interesting like for example here 00:56:254 (3) - . You could for example try to tweak the slider to be somewhat like the other one 00:56:254 (3) - because... well it would just look more interesting imo .-. ok
Normal
00:56:254 (4) - You could move this little bit downwards and left to create a nice circular flow over hitcircle3|slider4|sliderhead5 okay

01:25:226 (1) - This spinner is too close to the following notes. You can read more about this from here p/3359472 or argue with the BNs and QAT about it good catch!

01:33:283 (1,2) - Nothing wrong with the flow imo when you take a look at the overall mapping before but the overall placement could be improved. Mostly this is because the blanketing is... well kinda badly exectured currently as the midpoints of the sliders (when compared to the head/tail of the other slider) are so much further away than for example the tail of 1 and the head of 2. This is just a grid or so but it still shows off when you look at it. This http://puu.sh/sL4jd/249454db8e.jpg kind of placement for example would look better imo fixed
Hard
00:27:968 (2) - I'll assume that you are trying to prioritize the vocals when they are there so you could add a reverse to this slider to cover up the sound here 00:28:311 - because i don't really see a reason to not have it mapped. Another issue around the other suggestion is that you have left a similiar vocal sound here 00:33:454 (2) - but you have done like so here 00:38:940 (2) - so what do you think about this?
The reason to make this like is, is to keep a similar feelink like in 00:26:768 (2,3) - and 00:29:511 (2,3) - Not changed.

00:46:311 (3,1,2) - Correct me if i fuck up at some point. Just be generally careful with stuff like this. Currently the 3|1 has same DS as the 1/1s you have used most of the time even though they are 1/2 apart from each other. This is fine as it can be justified by slider leniency and so on but right after that for the 1|2 you are using the similiar DS as you are using for 1/2s most of time time even though they are 1/1 apart from each other. This is just overall confusing to the players as you are not using that kind of beat spacing for the patterning. The fact of you doing similiar thingy here 00:48:026 (1,2,1) - aswell which is kinda right after the first mentioned thingys does not make the situation any better. This is why i for example use constant DS with DS snap for hard difficulties aswell. 00:51:454 (3,4) - For example stuff like this is fine but using similiar patterns here with different placement in the timeline 00:53:511 (1,2) - in my opinion is not the best possible decision. Beat spacing is important when your mapping is not consistant 1/2 for example because it gets really hard to read for example with hidden
Well... I am usually very careful about playability, Its why I ask ever for testplays when I make a map so I am sure about those patterns. About DS issues, I fixed that with Nimagan's mod :3

00:57:626 (1,2) - This is not a big deal at all (=you can keep it if you like the way it is) but i would move this a bit to the left somewhat like this http://puu.sh/sL6Y1/78d174486a.jpg so the almost-a-wiggle part™ is not harassing the 2. You gotta give everyone their personal space nowdays
humm... sorry I dont want.
Insane
00:19:740 (2,3,4,5,6) - Too tired to write a rant about the beat spacing here (Comparing 00:19:740 (2,3) - and 00:20:426 (5,6) - ) but if you agreed on it overall in the hard check through this diff generally for stuff like this as there is stuff like this 01:05:683 (4,1,2) - for example. On top of the rant earlier i want to talk about emphasizing notes exceptionally here 01:10:826 (6,7,1) - . It's good to emphasize things that deserve it like the 1 here but completetly destroying the idea of beat spacing makes the map quite hard to read. Thus imo something like this https://osu.ppy.sh/ss/6778096 would fit really well as it clearly shows that the 6|7 is longer distance and by that way further away from each other timeline wise even though the 7|1 isn't changed that much from what it currently is but it shows that the distance in the timeline is not that big as 6|7 but it still somewhat emphasizes the strong hit here 01:11:340 - and it does not confuse the players by totally ignoring the beat spacing. Alternatively you can do stuff like this https://osu.ppy.sh/ss/6778177 where the 1/1s are stacked and 1/2s are spaced like they would be normally. This works really well aswell. Though these all are my own silly personal opinions and you are allowed to keep your own mapping but please if you disagree i want to hear your reasons why do you think the current way is the correct one
I take your suggestion for jump before kiai. n.n

02:20:597 (3,4,5) - I think it should be just fine not to have these overlapped because you've done stuff like this 02:10:997 (7,8) - earlier in the difficulty. It would look better imo not to have them overlapped oh, but will be bad for HR players.


Nice mapping overall. The style is quite enjoyable when playing and it feels nice and calm. Really well done dude

Few good nazi mods + BN mod/check and this should be ranked :>
Good luck


Thank you DTM9 Nowa!, and sorry for delay >_<
posted
Hola, mod desde #modreqs:

Insane


00:27:454 (1,2,3) - en vez del ctrl + g que sugirieron arriba, podrías hacer un slider como este https://osu.ppy.sh/ss/7024733 para que no quede tanta distancia entre el slider y la siguiente nota

00:33:626 (3,4) - deberías hacerlos circulares o rectos como los venías haciendo, por consistencia digo, así como el punto anterior también, si notas la diferencia entre las notas largas (00:30:197 (1) -), la voz hace como un pequeño cambio que es para un slider más curvo

00:46:311 (3,4) - podrías moverlos a x:400 y:104, le dan un buen pie al siguiente slider

00:49:740 (2,3) - un ctrl+g, básicamente por cómo se siente al jugarlo (especialmente hdhr)

00:49:740 (2,3) - ese golpe que hay de fondo de ritmo deberías cambiarlo por slider (tick blanco -> tick blanco), en la siguiente lo haces así (01:08:597 (1) - ) o si no al revés, cambiar el último por 2 círculos como lo hacías anteriormente, y si andas de ganas podrías hacerle a cada uno un pequeño cambio de slider velocity, lo haría entretenido

01:26:426 (1,2,3,4,5,6,7) - este te sugiero que lo hagas al revés, que venga con notas cercanas y se alejen debido a cómo aumenta el ritmo de la canción, o la otra opción es que hagas stream con la última parte, no quedaría overmapped

01:35:168 (3,4) - ctrl + g, queda un bonito salto(free pp (?))

01:49:568 (8) - podrías bajarlo a y=196, para darle mejor pie al siguiente slider

02:10:826 (5,6,7,8) - la verdad, no sé que opinar de eso, quizás un stream largo por un tema de jugabilidad, pero igual al ser low bpm no es tan grave

02:15:111 (3,4,5) - quizás este triple está de más, es exactamente igual al anterior verso y siento que sobra /:


como siempre, todas son sugerencias, es un modeo bastante novato así que ojalá te sirva, quizás edito mi post y modeo las lower diffs que son más difíciles para mí xD, está entretenido en fin, saludos!
posted
ugg, I forgot to write the response, Sorry X.x

xfraczynho wrote:

Hola, mod desde #modreqs:

Insane


00:27:454 (1,2,3) - en vez del ctrl + g que sugirieron arriba, podrías hacer un slider como este https://osu.ppy.sh/ss/7024733 para que no quede tanta distancia entre el slider y la siguiente nota Lo intenté, pero no me gusta como se siente al jugar.

00:33:626 (3,4) - deberías hacerlos circulares o rectos como los venías haciendo, por consistencia digo, así como el punto anterior también, si notas la diferencia entre las notas largas (00:30:197 (1) -), la voz hace como un pequeño cambio que es para un slider más curvo Creo que eso va más de gustos... sin cambios.

00:46:311 (3,4) - podrías moverlos a x:400 y:104, le dan un buen pie al siguiente slider No estoy deacuerdo, se pierde el jump.

00:49:740 (2,3) - un ctrl+g, básicamente por cómo se siente al jugarlo (especialmente hdhr) Pero se le pierde la intencidad al otro salto porque quedarían iguales. mejor no

00:49:740 (2,3) - ese golpe que hay de fondo de ritmo deberías cambiarlo por slider (tick blanco -> tick blanco), en la siguiente lo haces así (01:08:597 (1) - ) o si no al revés, cambiar el último por 2 círculos como lo hacías anteriormente, y si andas de ganas podrías hacerle a cada uno un pequeño cambio de slider velocity, lo haría entretenido Buen punto, pero en esa parte elegí seguir la voz, u.u

01:26:426 (1,2,3,4,5,6,7) - este te sugiero que lo hagas al revés, que venga con notas cercanas y se alejen debido a cómo aumenta el ritmo de la canción, o la otra opción es que hagas stream con la última parte, no quedaría overmapped La razón por la que lo hice así es la de darle más énfasis a los tres sliders que vienen después. Me parece que queda chevere así.

01:35:168 (3,4) - ctrl + g, queda un bonito salto(free pp (?)) xD, pero no me gustó como se juega u.u

01:49:568 (8) - podrías bajarlo a y=196, para darle mejor pie al siguiente slider Pero se pierde el stack.

02:10:826 (5,6,7,8) - la verdad, no sé que opinar de eso, quizás un stream largo por un tema de jugabilidad, pero igual al ser low bpm no es tan grave Antes era así, pero no me gustó, no sé, es que hay algo que siento que queda mejor haciendo solo un hold slider en 02:11:168 - , y por eso lo cambié

02:15:111 (3,4,5) - quizás este triple está de más, es exactamente igual al anterior verso y siento que sobra /: La verdad, es que por como van los ritmos, se puede hacer hasta un stream de 5, pero preferí dejarlo así porque los triples xD


como siempre, todas son sugerencias, es un modeo bastante novato así que ojalá te sirva, quizás edito mi post y modeo las lower diffs que son más difíciles para mí xD, está entretenido en fin, saludos!


Gracias!
posted
Hi~
Metadata proof?

[Easy]
  1. 00:47:340 (2) - Creo que quizás este flow sería mas cómodo para los principiantes de esta manera.
  2. 01:59:340 (2) - Se puede ver a simple vista la pequeña inconsistencia de spacing; arreglarla no cuesta.
  3. 02:14:426 (1) - ^


[Normal]
  1. 00:14:254 (2,3) - Sonará muy nazi, pero esta blanket puede mejorar.
  2. 01:32:940 (6,7) - No siento que estos triples en 1/2 sean adecuados para este nivel. ¿Que tal reemplazar este par de notas por un slider 1/2?
  3. 01:35:683 (6,7) - 01:43:911 (6,7) - 01:46:654 (6,7) - 01:48:025 (3,4) - ^


[Hard]
  1. 00:47:854 (4,1) - El stacking provoca un cambio en el spacing; deberías desactivar el distance snap y ajustar el spacing deseado en este caso, 1.2x.


Lamento el mod pequeño, ando algo desmotivado.
posted

ezek wrote:

Hi~
Metadata proof?
Yep. This is a virtual album, here the official page: https://www.viperrecordings.co.uk/download/vprlp006


I must to add those parenthesis xD


[Easy]
  1. 00:47:340 (2) - Creo que quizás este flow sería mas cómodo para los principiantes de esta manera.
    No lo sé, jugándolo, haciendo la concavidad hacia abajo como sugieres, hace que el flow vaya más hacia arriba, y los sliders que siguen hace que baje de nuevo. En cambio como está ahora, el flow lleva una tendencia hacia abajo todo el tiempo.




    Creo que como lo tengo hecho se juega mejor.

  2. 01:59:340 (2) - Se puede ver a simple vista la pequeña inconsistencia de spacing; arreglarla no cuesta. done
  3. 02:14:426 (1) - ^ done, aproveché y moví algunos otros.


[Normal]
  1. 00:14:254 (2,3) - Sonará muy nazi, pero esta blanket puede mejorar. jajaja. oks. Aproveché para revisar otros blankets de una vez.
  2. 01:32:940 (6,7) - No siento que estos triples en 1/2 sean adecuados para este nivel. ¿Que tal reemplazar este par de notas por un slider 1/2?
  3. 01:35:683 (6,7) - 01:43:911 (6,7) - 01:46:654 (6,7) - 01:48:025 (3,4) - ^
    Yo sinceramente siento que no tienen mayor grado de dificultad, sobre todo teniendo en cuenta el spread del set.
    Además, he pedido bastantes test plays.
    De hecho, antes de postear esta respuesta conseguí a 5 jugadores con menos de 700 play counts que probaron el mapa, y estoy completamente seguro que para el tipo de público al que va dirigido el mapa, estos triples son completamente aceptables ya que la evidencia me lo mostró :)

    Sin embargo, con los plays sí noté que el stack en 00:54:883 (1,2) - fue terrible para ellos, ninguno lo agarró a la primera xD. así que cambié el pattern


[Hard]
  1. 00:47:854 (4,1) - El stacking provoca un cambio en el spacing; deberías desactivar el distance snap y ajustar el spacing deseado en este caso, 1.2x. true, fixed


Lamento el mod pequeño, ando algo desmotivado.
No te preocupes, todos tenemos nuestras épocas.


Muchas gracias Ezek BigCat :D
posted
Insane
00:04:654 (5,1) - unnecessary overlap imo, it looks ugly
00:20:426 (5,6) - 00:14:940 (5,6) - use the same spacing?
01:15:454 (1) - any reason for why you use these red points? it doesn't follow anything
01:48:883 (1,2,3,4,5,6,7,8) - something like this would look nicer http://puu.sh/vIkEP/0f589b7901.jpg

Hard
00:58:140 (2) - again
01:57:968 (1,2,3) - feels weird to follow vocals here, you skipped so many strong drums, also it's inconsistent with 02:08:940 (1,2,3,4,5,6) - this

Normal
01:04:140 - add a circle here? 01:03:797 - this break is so empty

not much to complain, gl
posted
Recheck

Easy


00:24:711 (1) - 00:30:197 (1,2) - 00:35:683 (1,2) - 00:41:168 (1) - I mean, having consistent rhythm on all of these patterns would improve the general following of the song as they all are mapped on nearly identical beat patterns and vocals

00:51:283 (3,1,2) - This could be aesthetically improved if the circularity of these two would be connected or broken completely instead of both going on a tiny bit with each other. Mostly just personal preference and there shouldn't really be any problems with it begin what it is now

01:45:626 (2,3) - This is slightly inconsistent with the other section since the movement kinda cuts and goes backwards instead of flowing ( 01:34:654 (2,3) - ) or having other kind of patterning where the movement is still continuous ( 01:40:140 (2,3) - ). I'd not really say it's bad for it directly but it's something that is really different when compared to the usual patterning. I would suggest to move the 3 down a bit, roughly bit under the vertical level of the tailpoint of the 2 which would keep the pattern style but it would make the movement bit more continuous https://puu.sh/vIlk2/70e5597ebe.png

01:55:911 (2,3) - Nazi, the blanketing between the reversepoint of 3 and body of 2 is not perfect

Normal


You have simplified stuff quite a lot in the beginning which kinda makes hard to figure out what exactly you are following, which is one way to map normals. Though this 00:08:768 (2,3) - pattern is kinda different from everything as it is quite intense. So to simplify stuff you could extend the 2 by 1/2 beat and palce a hitcircle here 00:09:626 - which would be consistent with the way you have usually patterned the objects ( see 00:13:740 (1,2,3) - ) or alternatively make all of them more intense. Considering the intensity of the beginning overall, i'd suggest to make that one pattern bit less intense

00:42:197 (3,4) - Sort of similar thingy as above. As the intensity for the similar beat patterns is 00:30:197 (1,2,3) - (or atleast what you have presented it as) it's not really justified to increase the intensity in this kind of a situation where the beat doesn't really increase either

01:16:826 (1,2) - This is inconsistent for some reason with the following three patterns

01:25:054 (1) - Nazi, the curve formed by the two last followpoints and the red anchor is little bit tighter than the curve below it. Adjusting the middle point by moving it bit to the right should solve the issue

02:30:883 (1) - If you want to follow the vocals imo this https://puu.sh/vIte2/68ae1a292f.png kind of a rhythm would fit it better

Hard


00:09:626 (1,2,3) - This pattern doesn't really follow the way that you have mapped otherwise on the sections as the spacing between 1 and 2 is extremely high even when considering the slider leniency and the fact that the 2 is mapped on a really light piano beat which emphasizes it even though it's totally unnecessary

00:20:597 (1) - You usually haven't NCd these beats so i don't really see a reason to do it here either

00:25:397 - You have represented these white ticks with a clap on every other occasion with the exception of 00:43:226 - (which imo should have a clap) so could there be a way to represent it here 00:25:397 - aswell?

01:08:083 (3) - 01:10:826 (3) - 01:13:397 (3) - 01:16:140 (4) - All of these bring unnecessary emphasis to something that is next to non-existent. The part would feel much more natural if more of the sounds were mapped that are like the ones after the long sliders or the objects after the longer sliders were removed

01:20:940 (1,2,3) - You could make these like you the patterns prior to this one as the the part it's mapped on is fairly similar to them. If not you should atleast move the 3 away from the body of 1 as they don't have to be that close

01:58:140 (2,3) - You could try to follow the vocals more accurately to solve Karen's issue like this https://puu.sh/vIAI7/cf52b0f770.png for example. Though i don't think it can be compared to 02:08:940 (1,2,3,4,5,6) - as the other one misses out the synthesizer

02:10:140 (6,1) - 02:16:997 (4,1) - (ect.) This kind of spacing may be mistakenly read as 1/1 spacing as you don't really use spacing to emphasis anything too much on the difficulty with hitcircle->other object patterning like this (only slider->other object 01:44:254 (1,2) - like here). Also it doesn't really help you that you use nearly identical spacing for 1/1 gaps in the same section, 02:25:054 (4,1) - to name one. Yes there is a small difference but it's kinda hard to read no matter what and when you have mapped one thing one way in one place, it shouldn't magically change since you are theoretically mapping the same thing

Insane


00:14:940 (5,6) - 00:20:426 (5,6) - Could use some consistency?

00:26:597 (3,4) - 00:29:168 (2,3) - You could try to keep an eye out for emphasis stuff generally. As i said in the suggestions/notes for hard "when you have mapped one thing one way in one place, it shouldn't magically change since you are theoretically mapping the same thing"

00:38:940 (2,3) - Imo CTRL Ging the rhythm here would follow the melody little bit better

01:34:654 (1,2,3,4) - I personally disliked how this part felt when playing ;/

01:41:168 (5) - Imo the tailpoint could be mapped as a hitcircle since the beat it's mapped on is audible and it sounds very similar to 01:42:711 - for example

01:50:083 - Why this cymbal doesn't have any emphasis but for some reason 01:50:254 (2) - gets all the spacing emphasis even though the beat it's mapped on is not even important by any means
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