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Meramipop - Matsuri fu ~ Kamiasobi no Uta

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Topic Starter
Deramok
This beatmap was submitted using in-game submission on Sonntag, 4. Dezember 2016 at 06:22:19

Artist: Meramipop
Title: Matsuri fu ~ Kamiasobi no Uta
Source: 東方Project
Tags: Halfslashed ..! 掲 凋叶棕 - 掲 Diao ye zong RD-Sounds kakage yesterday was not 明日ハレの日、ケの昨日 touhou th10 東方風神録 mountain of faith Moriya Suwako 東方Project
BPM: 133
Filesize: 11572kb
Play Time: 05:53
Difficulties Available:
  1. Tomorrow Will Be Special (5,97 stars, 1831 notes)
Download: Meramipop - Matsuri fu ~ Kamiasobi no Uta
Information: Scores/Beatmap Listing
---------------
collab parts
00:00:00 - 00:53:959 (8) - deramok
00:54:154 (1) - 02:02:336 (9) - halfslashed
02:02:725 (1) - 02:39:933 (2) - deramok
02:40:128 (1) - 03:17:433 (9) - halfslashed
03:17:531 (1) - 04:01:167 (1) - deramok
04:01:362 (2) - 05:05:063 (1) - halfslashed
05:05:258 (2) - 05:53:277 (8) - deramok
05:53:375 (1) - halfslashed
hs - deramok
sb - halfslashed
graphics - kaetwo


timing, bg and audio from:
https://osu.ppy.sh/s/456477
Net0
Hey there from #modreq o/, I decided to give it a try and mod this (touhou <3). It seems that you're open for m4m, so if this mod is of any help, this is the map: https://osu.ppy.sh/s/502648

[General]
  1. Tags: Add a few tags; RD-Sound kakage 掲 凋叶棕 - 掲
  2. The title Romaji is probably "Matsuri fu ~ kami asobi no uta . The Kami and Asobi should be splitted.
  3. About combo colors: Your colors are great, so I'll show you a suggestion that could improve it a little bit more.

    Right now you have 5 custom colors:



    My suggestion is to add one more color:



    Mostly because using that, you will have an equal amout of colors that blend and contrast. Also, this new color could be used in a clever way, since combo color number 1 is a color that you can reach by mixing red and blue. So imagine this possibility:

    You have the final kiai time 02:22:985 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,10) - . You have three combos, and they're increasing intesity, you could probably use blue/red and for final part the purple. There are many possibilities of how you could structure the combos using 6 paired combo colors. Just a suggestion.


[Tomorrow Will be Special]
    1. Overlap fix 00:05:145 (4) -
    2. Having both sliders ending on upbeats that are silenced ones and final slider ending on an actual beat was kinda strange 00:20:032 (1,2,3) - . You could actually improve this by lowering the hitsound volume on the sliders ends of both of this 00:20:032 (1,2) - .
    3. This is really hard 00:59:998 (4,5) - . I mean consider that it's a stream spaced 1,6x apart and there's not much of an increase of intensity of decrease as well to make such a huge variation os spacing, considering that this is a stream pattern. Be careful with it. I believe most ppl won't agree with it.
    4. This could probably work better as a stack 01:44:024 (1,2) -
    5. Considering all previous sliders from the same section, this overlap here looks odd 03:14:803 (2,3) -
    6. The increase of DS in this section starts a bit too early 03:17:531 (1,2,3,4,5,6,7,8) - . The emphatic increase of the instrumental sound is more noticiable from this point on 03:18:505 (6) - . You could make the increase even smaller in the previous 03:17:531 (1,2,3,4,5) - . I'm saying to decrease the amount of DS at each object 03:17:531 (1,2,3,4,5) - . So instead of increase from 0,2x-0,4x-0,6x-0,8x-1,2x . You could keep all consistently 0,2x-0,4x-0,6x-0,8x and 1,0x then increase the double 0,3x 0,4x and 0,5x.
    7. Same stack idea 04:09:544 (3,4) -
    8. The only part so far that I think flow is broken is here 04:29:998 (1,2,3,4) - . The straight lines are strange to me. Can you consider reworking the flow here?
    9. The increase and the after decrease of spacing here didn't make a lot of sense to me. 04:58:829 (1,2,3,4,5,6,1,2,3,4,1,2,3,4,5) - . Would you make it progressivelly increase or explain why you choose to increase here 04:59:414 (1,2,3,4) - and after make it smaller 04:59:803 (1,2,3,4) - .

This map is REALLY creative. I could really enjoy both map and song. Hopefully you can puush it foward. xD
Topic Starter
Deramok
color code: will do, won't do, no changes for now/unsure/open for discussion, comment
points i did not say anything on are halfslashed's collab parts, and will be handled by him

Net0 wrote:

Hey there from #modreq o/, I decided to give it a try and mod this (touhou <3). It seems that you're open for m4m, so if this mod is of any help, this is the map: https://osu.ppy.sh/s/502648

[General]
  1. Tags: Add a few tags; RD-Sound kakage 掲 凋叶棕 - 掲 added
  2. The title Romaji is probably "Matsuri fu ~ kami asobi no uta . The Kami and Asobi should be splitted. i will split the fu off from matsurifu as suggested because i really don't know any better. but as you say probably on splitting kamiasobi, i think i'll stick to it since it's one word in the dictionary as well http://puu.sh/raoIB/618be1d35c.png and reading as the translation is "Festive Sign “Divine Offering Song”", that word seems to be correct. feel free to prove me otherwise.
  3. About combo colors: Your colors are great, so I'll show you a suggestion that could improve it a little bit more.

    Right now you have 5 custom colors:



    My suggestion is to add one more color:



    Mostly because using that, you will have an equal amout of colors that blend and contrast. good idea,added the colour. Also, this new color could be used in a clever way, since combo color number 1 is a color that you can reach by mixing red and blue. So imagine this possibility:

    You have the final kiai time 02:22:985 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,10) - . You have three combos, and they're increasing intesity, you could probably use blue/red and for final part the purple. There are many possibilities of how you could structure the combos using 6 paired combo colors. Just a suggestion. i'll keep the possibility in mind.. but i won't do anything of the sorts for now. i don't have any way of doing things in mind. might or might not get back to it at some point


[Tomorrow Will be Special]
    1. Overlap fix 00:05:145 (4) - oh, i guess this is why i should enable stacking in the editor. fixed
    2. Having both sliders ending on upbeats that are silenced ones and final slider ending on an actual beat was kinda strange 00:20:032 (1,2,3) - . You could actually improve this by lowering the hitsound volume on the sliders ends of both of this 00:20:032 (1,2) - . these slider ends aren't on a silenced note though. either i don't know what you mean by upbeat because my terminology is lacking or you're missing the sound that is playing on them. they're already less stressed by the hitsounds than the slider starts and both start and end of 00:21:837 (3) - as they do not have a finish or whistle on them. so i think those are fine as is.
    3. This is really hard 00:59:998 (4,5) - . I mean consider that it's a stream spaced 1,6x apart and there's not much of an increase of intensity of decrease as well to make such a huge variation os spacing, considering that this is a stream pattern. Be careful with it. I believe most ppl won't agree with it.
    4. This could probably work better as a stack 01:44:024 (1,2) -
    5. Considering all previous sliders from the same section, this overlap here looks odd 03:14:803 (2,3) -
    6. The increase of DS in this section starts a bit too early 03:17:531 (1,2,3,4,5,6,7,8) - . The emphatic increase of the instrumental sound is more noticiable from this point on 03:18:505 (6) - . You could make the increase even smaller in the previous 03:17:531 (1,2,3,4,5) - . I'm saying to decrease the amount of DS at each object 03:17:531 (1,2,3,4,5) - . So instead of increase from 0,2x-0,4x-0,6x-0,8x-1,2x . You could keep all consistently 0,2x-0,4x-0,6x-0,8x and 1,0x then increase the double 0,3x 0,4x and 0,5x. the skip of 1.0x was actually a slip-up of mine, i didn't intend to go 0.8x-1.2x-1.2x as that is what was in the map. so that i fixed. the second suggestion however i don't really like. the point where it becomes noticable is 5 rather than 6 from what i get. makes sense as it is on the white tick as well, usually more important ones after all. hence, that is where the turn is placed. and the bigger increase ratio.. if i interpreted correctly what you suggested and put it into place correctly, i don't like it. the spacing becomes too big and seems out of place
    7. Same stack idea 04:09:544 (3,4) -
    8. The only part so far that I think flow is broken is here 04:29:998 (1,2,3,4) - . The straight lines are strange to me. Can you consider reworking the flow here?
    9. The increase and the after decrease of spacing here didn't make a lot of sense to me. 04:58:829 (1,2,3,4,5,6,1,2,3,4,1,2,3,4,5) - . Would you make it progressivelly increase or explain why you choose to increase here 04:59:414 (1,2,3,4) - and after make it smaller 04:59:803 (1,2,3,4) - .this is not my part but i'll leave a comment on it for halfslashed anyway. the initiall increase i agree with, the guitar shifts it's pitch upwards and also downshifts afterwards. so far so good, but the decrease should start on 04:59:609 (3) - already and then again decrease and maybe also turn on 04:59:901 (2) - rather than 04:59:803 (1) - because the entire stream is mapped on the guitar, and that is where it shifts. surely enough the drum hits hard on 1, but it hits just as hard on 3 as well and is ignored there. so either a way to include both should be found, or it should stick to one thing (probably the guitar)

This map is REALLY creative. I could really enjoy both map and song. Hopefully you can puush it foward. xD
thanks a lot for your mod. i did not expect to get a mod from modreq anytime soon, especially not after the first time posting there.
i will take a look at the map you linked and see what i can do. not gonna indulge in the alternative game mode difficulties though
Halfslashed
SPOILER
Time to handle it

Net0 wrote:

Hey there from #modreq o/, I decided to give it a try and mod this (touhou <3). It seems that you're open for m4m, so if this mod is of any help, this is the map: https://osu.ppy.sh/s/502648

[Tomorrow Will be Special]
  1. This is really hard 00:59:998 (4,5) - . I mean consider that it's a stream spaced 1,6x apart and there's not much of an increase of intensity of decrease as well to make such a huge variation os spacing, considering that this is a stream pattern. Be careful with it. I believe most ppl won't agree with it.
    The beats mapped here are noticeably louder than those surrounding it, so I used slightly higher spacing to emphasize this. This also isn't too large of a spacing increase relative to the rest of the map for aim difficulty, and the notes are spaced enough that the player will be able to notice that it is a more intense part.
  2. This could probably work better as a stack 01:44:024 (1,2) -
    I'd like more opinions. Main reason is because although your suggestion works better than what I have, it heavily disrupts the flow I have in these sections, since at 01:43:635 (4,5,6,7,1) you go from a spaced stream to a stack. Also ruins flow and creates an overlap in a similar instance of teh song.
  3. Considering all previous sliders from the same section, this overlap here looks odd 03:14:803 (2,3) -
    Yeah it does. I don't even remember if i had any reason for this either.
  4. Same stack idea 04:09:544 (3,4) -
    As above.
  5. The only part so far that I think flow is broken is here 04:29:998 (1,2,3,4) - . The straight lines are strange to me. Can you consider reworking the flow here?
    Moved 3 to be in the direction of 4.
  6. The increase and the after decrease of spacing here didn't make a lot of sense to me. 04:58:829 (1,2,3,4,5,6,1,2,3,4,1,2,3,4,5) - . Would you make it progressivelly increase or explain why you choose to increase here 04:59:414 (1,2,3,4) - and after make it smaller 04:59:803 (1,2,3,4) -
    .
    Pitch increase on 04:58:829 (1,2,3,4,5,6), pitch increases further on 04:59:414 (1,2,3,4), pitch decrease on 04:59:803 (1,2,3,4).
    this is not my part but i'll leave a comment on it for halfslashed anyway. the initiall increase i agree with, the guitar shifts it's pitch upwards and also downshifts afterwards. so far so good, but the decrease should start on 04:59:609 (3) - already and then again decrease and maybe also turn on 04:59:901 (2) - rather than 04:59:803 (1) - because the entire stream is mapped on the guitar, and that is where it shifts. surely enough the drum hits hard on 1, but it hits just as hard on 3 as well and is ignored there. so either a way to include both should be found, or it should stick to one thing (probably the guitar)
    The decrease does start on 04:59:609 (3). 04:59:609 (3,4,1) is 1.3x, 04:59:414 (1,2,3) is 1.6x. As far as the guitar sound, it does start on 04:59:803, but the higher pitched part is on 04:59:901. Since it starts on 04:59:803 and flows better than the alternative, i'll be keeping this part as is.

This map is REALLY creative. I could really enjoy both map and song. Hopefully you can puush it foward. xD
thanks a lot for your mod. i did not expect to get a mod from modreq anytime soon, especially not after the first time posting there.
i will take a look at the map you linked and see what i can do. not gonna indulge in the alternative game mode difficulties though[/quote]
MisterDinner
yeah boi
(gone sexual)
(gone m4m)
(gone nm)
(gone kudos)
(please kill me, im experiencing deja vu every 10 minutes or so and that period of time is shortening by the day, please help i dont know if im getting dementia or not, i just got it by looking at the bg of ur map)

what is this, japanese blue grass.

Dat boi
01:13:440 (2,3,4,5,6) - based on emphasis 01:13:440 (2,3) - should be farther, while the other 3 are closer.
01:32:920 (5) - bad placement
01:35:453 (3) - blanket isnt lined up properly
03:05:063 (1) - the kink in the middle shouldnt be there.
03:17:531 (1,2,3,4,5,6,7,8) - theres 0 reason for these to have different spacing from one another
04:44:998 (4,5,6) - no
04:57:466 (2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,1,2,3,4,5) - completely overmapped.
05:04:479 (1,2,3,4,5,6,1) - this stream shouldnt speed up like this
05:34:674 (1) - cool and all but i dont think this is rankable, since theres little to no way of telling if the circle at the top just reverses direction or keeps flowing ahead

thats it
Topic Starter
Deramok

MisterDinner wrote:

yeah boi
(gone sexual)
(gone m4m)
(gone nm)
(gone kudos)
(please kill me, im experiencing deja vu every 10 minutes or so and that period of time is shortening by the day, please help i dont know if im getting dementia or not, i just got it by looking at the bg of ur map) ...what

what is this, japanese blue grass.

Dat boi
01:13:440 (2,3,4,5,6) - based on emphasis 01:13:440 (2,3) - should be farther, while the other 3 are closer.
01:32:920 (5) - bad placement
01:35:453 (3) - blanket isnt lined up properly
03:05:063 (1) - the kink in the middle shouldnt be there.
03:17:531 (1,2,3,4,5,6,7,8) - theres 0 reason for these to have different spacing from one another the piano goes up in volume/intensity gradually - the spacing increases gradually
04:44:998 (4,5,6) - no
04:57:466 (2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,1,2,3,4,5) - completely overmapped.
05:04:479 (1,2,3,4,5,6,1) - this stream shouldnt speed up like this
05:34:674 (1) - cool and all but i dont think this is rankable, since theres little to no way of telling if the circle at the top just reverses direction or keeps flowing ahead looking at a certain hw map that got ranked recently, i should be fine. you can even just go to the center of the upper loop if in doubt. i'll look into it if i really have to at some point

thats it
points i didn't comment on will be handled by halfslashed
thanks for having a look. you might want to give some more reasons though. for example on "03:05:063 (1) - the kink in the middle shouldnt be there.", why you would think that way.
Akali
Overall fun and good rhythms, however design is unclean at times, just sometimes objects overlap and touch in meh ways, and stream shapes/ds choices in streams, sliders are very different from each other (it's nice to have similar curvature for simple sliders) could be done better. Gonna mention those that really throw me off the most, don't wanna super mega blanket mod

D

Not a big fan of perfect stacks in this part, makes thing weird on HD for no reason but increasing reading difficulty, I would move the notes around a bit so there are consistent overlaps, it's technically fine though so will just suggest few NCs

00:08:303 (1) - remove NC (it's done without NC here before) as it's more readable later to NC 00:08:604 (2) -

00:11:010 (1,2) - same, swap

00:12:213 (3) - might as well NC

00:16:273 (3) - NC

00:18:228 (1,2) - 00:18:979 (4,1) - swap

00:22:137 - ghost note on this timing so you can start jump pattern on 00:22:288 - would feel better. Also I would remap 00:22:438 (1,2,3,4,5,6,7,8,9) - just looks messy and weird flows, do some patterns where notes are grouped in 3s

00:24:243 (3,4,3,4) - again kinda sucks on hidden but not that bad can stay, avoidable though

00:25:446 (1,3) - not nice, move away a bit at least or find different place for (3)

00:33:867 (6,7,8) - 304:139?

00:41:687 (8) - just start spinner here, previous doubles represent clean drum rhythms no drums in here, + suddenly stack for no reason (really annoying on hidden)

00:45:972 (7) - would see this as two notes, piano has more emphasis, could also be 1/4 slider 00:46:362 - here but skipping is ok

00:47:141 (7,8,9,10,11) - move 214:158?

H

00:59:511 (7,1,2) - this movement is sort of awkward however I don't hear much change in the first place, spacing change should be ok on and after 00:59:803 (3) -

01:00:583 (2,3) - a bit ambigous whether it's 1/4 or 1/2 into next slider http://puu.sh/refC8.jpg would be in flow and more obvious intentions

01:02:238 (2,3) - at this point jump should be ok it's getting obvious, however I would move 01:02:433 (4) - below (3) right now it's weird flow, these things work better with this movement, 01:02:531 (5) - move if applied of course

01:31:557 (1) - very low and overlaps with hitmeter in terrible way, I think it was mentioned in recent changes to RC/suggestions/whatever so would move that somewhere else

01:34:089 (4) - move away 01:33:505 (2,3) - suggests it's 1/4

D

02:10:518 (1,2,3) - move this whole thing up somehow, very awkward, 02:10:031 (5,6) - played better in comparison

02:21:427 (1,2,3,4) - there are some bassy ghostnoes on slider ends but I don't like 1/6 snap in the slightest, it feels weird to play, you would usually expect 1/4 and 1/6 rhythm isn't clear. Also would silence those ends, sounds bad

02:23:277 (2,3,4) - if you map vocals this should be a triple, there are clearly 3 syllables

02:30:193 (8) - use circles, sounds are clearly paired

02:37:011 (1,2) - very hard to read, especially after very spaced stream before, hard to maintain control and it's not important enough to warrant rhythmical/reading difficulty spike, use standard medium jump here

02:37:790 (7,8) - at this point it's more readable as player probably 50'd a note before and knows something is wrong, but it needs to be NC'd if you really want to keep this (would still reccomend changing)

02:39:349 (6,7) - again, bad especially considering 02:39:349 (6,7,1) - triad of notes with similar strength, weird to have two of them touching on order to have big jump after

H

03:05:063 (1) - put it in the middle so it's Y axis symmetrical, sort of weird to have it "almost but not quite"

D

03:17:531 (1) - I think piano has one 1/1 or 3/2 note here before it goes with 1/2s, hihat goes in 1/4s so would be weird focus swap, slider would be less ambigous to read considering a stream before this

03:21:037 - weak having slider end here

03:23:180 (4) - NC

03:35:453 (5,6,7) - super weird, doesn't happen anywhere else too, at least take the note from top of it (03:35:648 (6,7) - are paired (5) is different thing)

H

04:01:751 - slider start here, as you use them for piano chords like 04:02:336 (5,2) -

04:04:674 (3,4) - 04:05:842 (1,2,3,4) - could map the piano

04:24:544 (1,2,3,4) - just very ugly sliders :c

04:26:492 (3) - rotate it so it follows the direction from (2) better, kinda weird flow atm

04:32:336 (1,2,3) - again sudden hard to read change to 1/2

04:37:596 (4,1) - swap NCs

04:50:453 (5,1) - swap NCs, this whole arc seems overdone though, maybe tone it down a bit

D

05:07:790 (6,7) - please no, absolute disaster for HD, + stops the flow, just feels awkward. These perfect stacks aren't the essential part of maps theme (unlike used by fanzhen on his wubmaps for example) so could get rid of them easily

05:28:050 (8,9) - again, makes some sense musically but eh

05:29:414 (4) - NC

05:53:375 (1) - cute

like I wrote at start a lot of stuff just looks very unpolished and a lot of BNs might disregard the map for that , but gl nonetheless
Topic Starter
Deramok

Akali wrote:

Overall fun and good rhythms, however design is unclean at times, just sometimes objects overlap and touch in meh ways, and stream shapes/ds choices in streams, sliders are very different from each other (it's nice to have similar curvature for simple sliders) could be done better. Gonna mention those that really throw me off the most, don't wanna super mega blanket mod

D

Not a big fan of perfect stacks in this part, makes thing weird on HD for no reason but increasing reading difficulty, I would move the notes around a bit so there are consistent overlaps, it's technically fine though so will just suggest few NCs

00:08:303 (1) - remove NC (it's done without NC here before) as it's more readable later to NC 00:08:604 (2) - can do. didn't go for anything in specific with those anyway

00:11:010 (1,2) - same, swap fixed

00:12:213 (3) - might as well NC fixed

00:16:273 (3) - NC fixed

00:18:228 (1,2) - 00:18:979 (4,1) - swap fixed

00:22:137 - ghost note on this timing so you can start jump pattern on 00:22:288 - would feel better. Also I would remap 00:22:438 (1,2,3,4,5,6,7,8,9) - just looks messy and weird flows, do some patterns where notes are grouped in 3s i really don't like having ghost notes, so i'll keep the slider tried to fix the flow on the 3on3 patterns.. probably will be having to revisit it again though

00:24:243 (3,4,3,4) - again kinda sucks on hidden but not that bad can stay, avoidable though i'll keep it in mind. i think the testplayer who used hd didn't really have an issue with them though

00:25:446 (1,3) - not nice, move away a bit at least or find different place for (3) i.. don't really see why it's not nice. i like the pattern's visuals and it does it's job with emphasis as well as being playable

00:33:867 (6,7,8) - 304:139? moved 00:32:965 (2,3) - instead to make the suggested structure, so i can preserve the blankets

00:41:687 (8) - just start spinner here, previous doubles represent clean drum rhythms no drums in here, + suddenly stack for no reason (really annoying on hidden) ok. was unsure on this anyway. btw i don't take mods into concideration when mapping. i map for nomod, any mod is just an addition a player adds himself, so i don't arrange things for the sake of the map being simpler for them

00:45:972 (7) - would see this as two notes, piano has more emphasis, could also be 1/4 slider 00:46:362 - here but skipping is ok i like that note as a slider because it is a held note. also the tripple into the next slider emphasizes the second note in it enough imo
the 1/4 i can do. should even as i mapped on the lower pitch piano not long after this too

00:47:141 (7,8,9,10,11) - move 214:158? ok


D

02:10:518 (1,2,3) - move this whole thing up somehow, very awkward, 02:10:031 (5,6) - played better in comparison tried to fix in a different way

02:21:427 (1,2,3,4) - there are some bassy ghostnoes on slider ends but I don't like 1/6 snap in the slightest, it feels weird to play, you would usually expect 1/4 and 1/6 rhythm isn't clear. Also would silence those ends, sounds bad it should play about the same as 1/4 really, which is basically hold as long for as close to the next note as possible. so i prefere to have the ends on something that's at least audible rather than on something non-existent in between the audible made them quieter though

02:23:277 (2,3,4) - if you map vocals this should be a triple, there are clearly 3 syllables there are 3 indeed. somehow i missed that

02:30:193 (8) - use circles, sounds are clearly paired done somehow

02:37:011 (1,2) - very hard to read, especially after very spaced stream before, hard to maintain control and it's not important enough to warrant rhythmical/reading difficulty spike, use standard medium jump here it's not that hard to read due to the nc and imo a stop fits quite well on those spots since the instrument puts a half to the rapid note sequence as well. i'ts one of the most playful parts in the map to me even

02:37:790 (7,8) - at this point it's more readable as player probably 50'd a note before and knows something is wrong, but it needs to be NC'd if you really want to keep this (would still reccomend changing) the argument of it being more readable by now is what i'd use to juristify the missing nc. but i guess i can do that much

02:39:349 (6,7) - again, bad especially considering 02:39:349 (6,7,1) - triad of notes with similar strength, weird to have two of them touching on order to have big jump after one thing is, that it's consisten with the other stops like this, and then the they have crash cymbals on them from the second circle to the slider, which is, what the jump is for


D

03:17:531 (1) - I think piano has one 1/1 or 3/2 note here before it goes with 1/2s, hihat goes in 1/4s so would be weird focus swap, slider would be less ambigous to read considering a stream before this tried to fix

03:21:037 - weak having slider end here not optimal, but i don't see a better way of doing it atm. singles wouldn't capture the held vocal and an extended slider.. for once i don't like the idea of and seconds probably plays even worse anyway

03:23:180 (4) - NC hmm, i don't like have those three notes being a combo on their own as well as the next six notes.. i'll take it for now, but might go back

03:35:453 (5,6,7) - super weird, doesn't happen anywhere else too, at least take the note from top of it (03:35:648 (6,7) - are paired (5) is different thing)
it doesn't occur anythere else because that sound pattern isn't anywhere else in the song. tried to fix nonetheless. might go back to the old one though

D

05:07:790 (6,7) - please no, absolute disaster for HD, + stops the flow, just feels awkward. These perfect stacks aren't the essential part of maps theme (unlike used by fanzhen on his wubmaps for example) so could get rid of them easily tried to fix.. 05:07:985 (7) - is hard to be made working. also i still don't really care about hd players

05:28:050 (8,9) - again, makes some sense musically but eh should be better now

05:29:414 (4) - NC ? to me it sounds like those belong together. if anywhere i'd put it on 3. but that doesn't work very well either

H

05:53:375 (1) - cute

like I wrote at start a lot of stuff just looks very unpolished and a lot of BNs might disregard the map for that , but gl nonetheless
polish is a thing i'm trying to get a hang of with this.. really not a strength of mine. i'll probabl look into keeping simple sliders more similar to each other in a future map, by which i think it can really limit things you can do with patterns. i'll see
anyway, thanks for the mod as well as the stars~
Halfslashed
MisterDinner

MisterDinner wrote:

01:13:440 (2,3,4,5,6) - based on emphasis 01:13:440 (2,3) - should be farther, while the other 3 are closer.
I didn't change spacing since I still want to reference the increasing piano, but I moved objects around to create a sharp angle on 3 for emphasis.
01:32:920 (5) - bad placement
Don't understand why. There's a powerful beat that deserves a sharp angle, and the next vocal sounds abrupt, which is why I wanted a sharp turn from 5 to 1.
01:35:453 (3) - blanket isnt lined up properly
Fixed.
03:05:063 (1) - the kink in the middle shouldnt be there.
Don't see why not. It even lands on a tick properly.
03:17:531 (1,2,3,4,5,6,7,8) - theres 0 reason for these to have different spacing from one another
04:44:998 (4,5,6) - no
?
04:57:466 (2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,1,2,3,4,5) - completely overmapped.
I disagree. There were initially beats that weren't audible that were mapped and further removed, but the rest are definitely in the music. Spacing increases reflect pitch of the guitar.
05:04:479 (1,2,3,4,5,6,1) - this stream shouldnt speed up like this
Volume of everything is increasing here, piano and drum intensity.
05:34:674 (1) - cool and all but i dont think this is rankable, since theres little to no way of telling if the circle at the top just reverses direction or keeps flowing ahead

thats it

Akali

Akali wrote:

Overall fun and good rhythms, however design is unclean at times, just sometimes objects overlap and touch in meh ways, and stream shapes/ds choices in streams, sliders are very different from each other (it's nice to have similar curvature for simple sliders) could be done better. Gonna mention those that really throw me off the most, don't wanna super mega blanket mod

00:59:511 (7,1,2) - this movement is sort of awkward however I don't hear much change in the first place, spacing change should be ok on and after 00:59:803 (3) -
The reason for the spacing increase is the introduction of the bass sounds in this part. They are prominent enough for a spacing increase, but what I did change was the spacing from 7 to 1 since it was awkward.

01:00:583 (2,3) - a bit ambigous whether it's 1/4 or 1/2 into next slider http://puu.sh/refC8.jpg would be in flow and more obvious intentions
Used your flow with my spacing.

01:02:238 (2,3) - at this point jump should be ok it's getting obvious, however I would move 01:02:433 (4) - below (3) right now it's weird flow, these things work better with this movement, 01:02:531 (5) - move if applied of course
Yeah I agree with you. 3 doesn't deserve the angle emphasis that it had.

01:31:557 (1) - very low and overlaps with hitmeter in terrible way, I think it was mentioned in recent changes to RC/suggestions/whatever so would move that somewhere else
Fixed.

01:34:089 (4) - move away 01:33:505 (2,3) - suggests it's 1/4
Not even sure how this happened. Fixed.

03:05:063 (1) - put it in the middle so it's Y axis symmetrical, sort of weird to have it "almost but not quite"
Fixed this and previous 1/4 sliders.

04:01:751 - slider start here, as you use them for piano chords like 04:02:336 (5,2) -
Going to use two circles instead for this rhythm.

04:04:674 (3,4) - 04:05:842 (1,2,3,4) - could map the piano
Vocals are stronger here to me so i'd prefer mapping those. Previously I made a change for piano only because of how strong the note was, here I don't find that to be the case.

04:24:544 (1,2,3,4) - just very ugly sliders :c
If you were to ask me how this happened.. I couldn't respond to you.

04:26:492 (3) - rotate it so it follows the direction from (2) better, kinda weird flow atm
Fixed this and the next set.

04:32:336 (1,2,3) - again sudden hard to read change to 1/2
I think spacing changes are large enough here that it indicates a snap change.Might change if I get some more opinions on this.

04:37:596 (4,1) - swap NCs
I wanted NC to indicate the spacing change here. Modified the spacing between 04:37:693 (5,1).

04:50:453 (5,1) - swap NCs, this whole arc seems overdone though, maybe tone it down a bit
Again, using NCs to indicate spacing changes.Nerfed spacing here and at 04:56:687 (8,9,1,2,3,4,1)
Zhuriel
congratulations on being the first map selected by my priority algorithm, you got 30 points which is a relatively arbitrary value that doesn't really mean anything on it's own but i figured i'd let you know anyway.

pretty fun to play, had some trouble with aim, which is to be expected, and overlaps, which is also to be expected. great song choice too, made modding pretty fun. (even though it took me even longer than usual because i would just listen to parts of the song after checking something)

tried grouping my points by collab part to make it easier for you.

00:01:987 - add a red line here to get the downbeats in the correct places for the intro - everything before is an anacrusis, an incomplete measure before the first downbeat
00:18:228 (1,2,3,4) - you're using the exact same spacing for two entirely different rhythms here, you do a much better job on similar rhythms earlier. can't really think of an easy fix except for redoing this whole pattern though
00:20:032 (1,2) - end these on triplet/ 1/3 ticks, there aren't really any other rhythms here
00:22:288 - make this clickable since it's the start of the circle pattern following it
00:45:583 (5) - i'd NC here for the chord change. i find the nc'ing to be a bit inconsistent in general, going from some parts with very short combos in halfslashed's parts (stuff like 00:54:933 (1,2,3,4,1,2,3,4) - ) to some very long combos especially in deramok's parts
00:47:141 (7,8,9) - the corner here should really be on 9 if anything, to match the lower piano note. also, same thing with nc's as previous point, etc for rest of this part


01:00:680 (3,4) - i like the emphasis idea but the sudden spacing change makes it really hard to read, nc'ing might help here. same applies to other similar patterns in this section.


02:29:998 (7,8) - i think having the slider on 7 and a circle at 02:30:388 - would make more sense here since the bent shamisen note here stands out a bit more
02:32:725 - make this clickable, also the spacing from the slider to 2 is a bit too close to the stream spacing and might be hard to read


02:48:699 (4) - not quite symmetrical, not sure how best to fix that since i suck at sliders but a subtle sv change so that the end circle is exactly at the last node might do the trick


04:18:602 (2,3,4,5) - not a big fan of the direction changes here, feels a bit out of place with the rest of the map
04:41:102 (4,5) - looks a bit messy due to how close these are to the stream after, i'd recommend rotating/moving these out a bit
05:02:531 (5,6) - the spacing here is a bit confusing since you're coming out of a fairly long stream section with wildly varying spacing, so i'd recommend spacing this out a bit more to make it clear it's a longer gap


05:43:537 (5,6,7) - the overlap of 5 and 7 makes this look a bit messy, i know it'll break your rhombic pattern but move 5 away a bit
05:52:888 (1) - why is there a nc here? 05:52:596 (9) - would make much more sense both in terms of emphasis and consistency with 05:51:816 (1) - since it's the same pattern just at a lower pitch
05:53:375 (1) - the bottom left corner of this is off the playfield.

overall, even if it feels visually unpolished in places, really fun and well made map, made it's way into my favorites. really hope you manage to get it ranked, good luck and have a star!
Topic Starter
Deramok

Zhuriel wrote:

congratulations on being the first map selected by my priority algorithm, you got 30 points which is a relatively arbitrary value that doesn't really mean anything on it's own but i figured i'd let you know anyway. a priority algorhythm, interesting. i assumed you just used so many check boxes to see what you're on to exactly.

pretty fun to play, had some trouble with aim, which is to be expected, and overlaps, which is also to be expected. great song choice too, made modding pretty fun. (even though it took me even longer than usual because i would just listen to parts of the song after checking something)

tried grouping my points by collab part to make it easier for you.

00:01:987 - add a red line here to get the downbeats in the correct places for the intro - everything before is an anacrusis, an incomplete measure before the first downbeat nothing added, but moved the first section instead
00:18:228 (1,2,3,4) - you're using the exact same spacing for two entirely different rhythms here, you do a much better job on similar rhythms earlier. can't really think of an easy fix except for redoing this whole pattern though entirely different rhythms? 00:17:777 (2,3,1,2,1,2) - are pairs of two with the same notes of whatever string instrument that is. the vocal is also just held throughout. so i don't really get what you mean by entirely different
00:20:032 (1,2) - end these on triplet/ 1/3 ticks, there aren't really any other rhythms here fixed. i falsely perceived the sounds on the triplet ticks as on the 1/4 ticks
00:22:288 - make this clickable since it's the start of the circle pattern following it i don't really have a way of doing so without using an extended slider, which i don't want to use and 3 needs to be a slider. and i think it's excusable to not have it clickable since the first note of the sequence isn't strong at all. hit me up ingame if you know a good way to get it clickable in an agreeable way tho
00:45:583 (5) - i'd NC here for the chord change. i find the nc'ing to be a bit inconsistent in general, going from some parts with very short combos in halfslashed's parts (stuff like 00:54:933 (1,2,3,4,1,2,3,4) - ) to some very long combos especially in deramok's parts well, i just stuck with using nc on big white ticks for the most part as i didn't have anything else in mind to do with it. we might want to go over it to have it be more consistent through the parts
00:47:141 (7,8,9) - the corner here should really be on 9 if anything, to match the lower piano note. also, same thing with nc's as previous point, etc for rest of this part the turn on 8 is for the higher pitched pano that picks up there again after taking a 1/2 break from 00:46:946 (6) -


01:00:680 (3,4) - i like the emphasis idea but the sudden spacing change makes it really hard to read, nc'ing might help here. same applies to other similar patterns in this section.


02:29:998 (7,8) - i think having the slider on 7 and a circle at 02:30:388 - would make more sense here since the bent shamisen note here stands out a bit more changed it to just circles from previous mod already
02:32:725 - make this clickable, also the spacing from the slider to 2 is a bit too close to the stream spacing and might be hard to read changed the 1/1 slider to a 1/2 and a note since there is a drum i skipped before, so that worked out. the spacing is a gradual increase along with the volume of the instrument, it works quite intuitively in this place imo. especially with the additional now.


02:48:699 (4) - not quite symmetrical, not sure how best to fix that since i suck at sliders but a subtle sv change so that the end circle is exactly at the last node might do the trick


04:18:602 (2,3,4,5) - not a big fan of the direction changes here, feels a bit out of place with the rest of the map
04:41:102 (4,5) - looks a bit messy due to how close these are to the stream after, i'd recommend rotating/moving these out a bit
05:02:531 (5,6) - the spacing here is a bit confusing since you're coming out of a fairly long stream section with wildly varying spacing, so i'd recommend spacing this out a bit more to make it clear it's a longer gap


05:43:537 (5,6,7) - the overlap of 5 and 7 makes this look a bit messy, i know it'll break your rhombic pattern but move 5 away a bit put them at a 120 angle.. might return thoough since i liked the visuals of the previosu pattern myself
05:52:888 (1) - why is there a nc here? 05:52:596 (9) - would make much more sense both in terms of emphasis and consistency with 05:51:816 (1) - since it's the same pattern just at a lower pitch i have no idea why it was that way.. must have misclicked something somehow
05:53:375 (1) - the bottom left corner of this is off the playfield.

overall, even if it feels visually unpolished in places, really fun and well made map, made it's way into my favorites. really hope you manage to get it ranked, good luck and have a star!
thanks for the mod and the star. i hope i can get it somewhere too. about it being visually unpolished.. my sense of aesthetics might just vary from most since i only ever really got influenced by two mappers, both of which map sort of messily. other than that i developed it myself. hoping to get a glimpse of what is generally aesthetic through mods here~
Halfslashed
Zhruiel

Zhuriel wrote:

congratulations on being the first map selected by my priority algorithm, you got 30 points which is a relatively arbitrary value that doesn't really mean anything on it's own but i figured i'd let you know anyway.

pretty fun to play, had some trouble with aim, which is to be expected, and overlaps, which is also to be expected. great song choice too, made modding pretty fun. (even though it took me even longer than usual because i would just listen to parts of the song after checking something)

tried grouping my points by collab part to make it easier for you. Much appreciated! :)

01:00:680 (3,4) - i like the emphasis idea but the sudden spacing change makes it really hard to read, nc'ing might help here. same applies to other similar patterns in this section.
Applied Ncs and made some of the NCing in this section more consistent overall.

02:48:699 (4) - not quite symmetrical, not sure how best to fix that since i suck at sliders but a subtle sv change so that the end circle is exactly at the last node might do the trick
It's fine, I know how to fix this.

04:18:602 (2,3,4,5) - not a big fan of the direction changes here, feels a bit out of place with the rest of the map
These fit with the strings in the background. Only reason I haven't referenced the strings too much is due to my pattern of emphasizing vocals, which tends to get in the way of referencing other parts.. Here this isn't really the case, so I referenced the strings here.
04:41:102 (4,5) - looks a bit messy due to how close these are to the stream after, i'd recommend rotating/moving these out a bit
Fixed.
05:02:531 (5,6) - the spacing here is a bit confusing since you're coming out of a fairly long stream section with wildly varying spacing, so i'd recommend spacing this out a bit more to make it clear it's a longer gap
1x Spacing and some rotation to fix.

05:53:375 (1) - the bottom left corner of this is off the playfield.
http://puu.sh/rexxX/892f16e43e.jpg Doesn't look like it to me.. (this is in 4:3)

overall, even if it feels visually unpolished in places, really fun and well made map, made it's way into my favorites. really hope you manage to get it ranked, good luck and have a star!
Zhuriel

Deramok wrote:

00:18:228 (1,2,3,4) - you're using the exact same spacing for two entirely different rhythms here, you do a much better job on similar rhythms earlier. can't really think of an easy fix except for redoing this whole pattern though entirely different rhythms? 00:17:777 (2,3,1,2,1,2) - are pairs of two with the same notes of whatever string instrument that is. the vocal is also just held throughout. so i don't really get what you mean by entirely different

i meant that the time between 1 and 2 for example is twice as long as between 2 and 3, yet the spacing is exactly the same, sorry for being unclear

Halfslashed wrote:

05:53:375 (1) - the bottom left corner of this is off the playfield.
http://puu.sh/rexxX/892f16e43e.jpg Doesn't look like it to me.. (this is in 4:3)

https://osu.ppy.sh/ss/6118137 pretty sure the red anchor being off the grid counts as off the playfield
(that slider is pretty cool btw though)
Domi200
<3


[General]
  1. Unsnapped object - Just open AiMod and readjust the snapping its probably the result of changing the offset a bit or so.
  2. If you want to simplify your mapping you can just click on a sliderend and select Soft Sampleset (Top left corener) to silent a sliderend
[Tomorrow Will Be Special]
  1. 00:05:446 (1,2,3) - This sounds weird in (2,3) but you're also skipping beats in the beginning on (1,2)
    http://i.imgur.com/sJTFr7B.png
  2. 00:30:333 (4,5) - Try to curve this a biut more to blanket 00:30:860 (2) -
  3. 00:50:258 (5,6,7) - (5) and the beginning/ending of (7) could be highlighted with a different and more emphasizing pattern iomo. That rythm gets lost with a sider like (7)
  4. 01:13:440 (2) - This note is hanging in the hiterror bar
  5. 01:15:972 (1,2) - Shorten (1) by one 1/6 tick and replace (2) with a slider starting at 01:16:362 - 01:16:687
  6. 01:25:323 (1) - it could be a bit more opened to make a bigger circle pattern
  7. 01:35:063 (2) - THis blanket doesnt align with 3
  8. 01:38:959 (7,8,9,10) - Maybe push (7,8) up a bit to make a blanket with 01:38:570 (6) - but it woulöd make it a bit easier so ya
  9. 01:42:465 (1,2,3,1,2,3) - This feels weird - Suggesdtion would be ctrl+g 01:42:661 (2,3) - and ctrl+g 01:43:050 (1,2) -
  10. 01:48:699 (1) - Not sure if I would go for a straight sliderend to stream here
  11. 01:54:933 (1) - ^ It fits better here
  12. 02:16:459 (9) - Push it up just a tad to x145y135 so its not overlapping with (7)
  13. 02:18:699 (5,6,7,8) - This doesnt look too appealing and (7) is kissing the hit error bar :* Maybe try to make a upper curve starting with 5
    http://i.imgur.com/scmxhI0.png
  14. 02:22:596 (4) - You overlap with the hit error bar again :*
  15. 02:32:920 (10,11,12,13) - Maybe increase the distance between (10,11) a bit
  16. 02:38:570 (1) - Sliderend can be a bit sharper so the blanket fits better
  17. 02:46:751 (2) - Pull the 4th (3rd white) point a bit to the left almost on the grid centre line so the blanket will fit better. Also move up the sliderend a bit
  18. 02:52:596 (1) - You overlap with the hit error bar again :*
  19. 04:03:894 (6) - Open it up a bit for a blanket
  20. 04:26:102 (1,2,3) - I would place (2) close to (3) instead of the end of (1)
  21. 04:26:492 (3,4,5) - ^ same with (4)
  22. 04:26:881 (5,6,7) - ^ (6)
  23. 04:31:849 (4,5,6,7,8) - I would definitivly decrase this spacing - kiai is over aswell
  24. 04:39:544 (6,7,8,9,1,2,3) - Make the turn at (9) not (8)
  25. 04:40:323 (4) - Add NC
  26. 04:40:712 (1) - Remove NC
  27. 04:41:102 (7) - Add NC
  28. 04:41:102 (1,2,3,4,5,6) - Increased spacing seems unnecessary/overmapped
  29. 04:41:297 (1) - ^ Remove NC
  30. 04:42:076 (2) - You overlap with the hit error bar again :*
  31. 04:47:920 (1) - You overlap with the hit error bar again :*
  32. 04:51:037 (1) - Remove NC
  33. 04:51:232 (6) - Add NC
  34. 04:56:687 (8,9,1,2,3,4,1) - unnecessary DS increase
  35. 04:56:881 (1) - ^ Remove NC
  36. 04:57:271 (1) - Remove NC
  37. 04:57:466 (2) - Add NC
  38. 05:07:401 (4) - You overlap with the hit error bar again :*
  39. 05:11:492 (2) - You overlap with the hit error bar again :*
  40. 05:29:414 (3,4,5,6,7,8) - The music goes down yet you increase the spacing?
Topic Starter
Deramok

Zhuriel wrote:

Deramok wrote:

00:18:228 (1,2,3,4) - you're using the exact same spacing for two entirely different rhythms here, you do a much better job on similar rhythms earlier. can't really think of an easy fix except for redoing this whole pattern though entirely different rhythms? 00:17:777 (2,3,1,2,1,2) - are pairs of two with the same notes of whatever string instrument that is. the vocal is also just held throughout. so i don't really get what you mean by entirely different

i meant that the time between 1 and 2 for example is twice as long as between 2 and 3, yet the spacing is exactly the same, sorry for being unclear
ah i see, well, i like how you can take your time to get to the new pairing of two, feels even snappier that way. also funily enough, i had a larger spacing between those before but was told to change it.

Domi200 wrote:

<3


[General]
  1. Unsnapped object - Just open AiMod and readjust the snapping its probably the result of changing the offset a bit or so. fixed
  2. If you want to simplify your mapping you can just click on a sliderend and select Soft Sampleset (Top left corener) to silent a sliderend a soft sample doesnt equal making it quiet(er). i know about those bars as you could tell from the many notes i used it on
[Tomorrow Will Be Special]
  1. 00:05:446 (1,2,3) - This sounds weird in (2,3) but you're also skipping beats in the beginning on (1,2) no idea how that sliderlength came to happen, fixed i didn't map any of the tripples of that nature.
    http://i.imgur.com/sJTFr7B.png
  2. 00:30:333 (4,5) - Try to curve this a biut more to blanket 00:30:860 (2) - curving it is not a good idea as it would destroy it's coherrence with the other patterns. i moved 2 tho.. i think it was blanketed originally anyway and i just dragged it elsewhere by accident seeing the spacing it has
  3. 00:50:258 (5,6,7) - (5) and the beginning/ending of (7) could be highlighted with a different and more emphasizing pattern iomo. That rythm gets lost with a sider like (7) i'm mapping on the shamisen here. the drum is so subliminal, that it doesn't really need any special object choice in this place.
  4. 01:13:440 (2) - This note is hanging in the hiterror bar
  5. 01:15:972 (1,2) - Shorten (1) by one 1/6 tick and replace (2) with a slider starting at 01:16:362 - 01:16:687
  6. 01:25:323 (1) - it could be a bit more opened to make a bigger circle pattern
  7. 01:35:063 (2) - THis blanket doesnt align with 3
  8. 01:38:959 (7,8,9,10) - Maybe push (7,8) up a bit to make a blanket with 01:38:570 (6) - but it woulöd make it a bit easier so ya
  9. 01:42:465 (1,2,3,1,2,3) - This feels weird - Suggesdtion would be ctrl+g 01:42:661 (2,3) - and ctrl+g 01:43:050 (1,2) -
  10. 01:48:699 (1) - Not sure if I would go for a straight sliderend to stream here
  11. 01:54:933 (1) - ^ It fits better here
  12. 02:16:459 (9) - Push it up just a tad to x145y135 so its not overlapping with (7) and it's fine doing so. it's a recognisable pattern as the last three are just a mirrored counterpart of the previous three. moving that note would mess up the spacing as well as angles and the pattern
  13. 02:18:699 (5,6,7,8) - This doesnt look too appealing and (7) is kissing the hit error bar :* Maybe try to make a upper curve starting with 5
    http://i.imgur.com/scmxhI0.png that wouldn't emphazise the vocals that the turn is placed on. also it can snuggle with the error bar all it wants for all i care as long as it's in the playfield.
  14. 02:22:596 (4) - You overlap with the hit error bar again :* and yet again i'm completely fine with that
  15. 02:32:920 (10,11,12,13) - Maybe increase the distance between (10,11) a bit this whole pattern relies on increasing it's spacing gradually as the shamisen does with it's intensity. there are enough notes previous to that to figure out what's happening
  16. 02:38:570 (1) - Sliderend can be a bit sharper so the blanket fits better fixed i think
  17. 02:46:751 (2) - Pull the 4th (3rd white) point a bit to the left almost on the grid centre line so the blanket will fit better. Also move up the sliderend a bit
  18. 02:52:596 (1) - You overlap with the hit error bar again :*
  19. 04:03:894 (6) - Open it up a bit for a blanket
  20. 04:26:102 (1,2,3) - I would place (2) close to (3) instead of the end of (1)
  21. 04:26:492 (3,4,5) - ^ same with (4)
  22. 04:26:881 (5,6,7) - ^ (6)
  23. 04:31:849 (4,5,6,7,8) - I would definitivly decrase this spacing - kiai is over aswell
  24. 04:39:544 (6,7,8,9,1,2,3) - Make the turn at (9) not (8)
  25. 04:40:323 (4) - Add NC
  26. 04:40:712 (1) - Remove NC
  27. 04:41:102 (7) - Add NC
  28. 04:41:102 (1,2,3,4,5,6) - Increased spacing seems unnecessary/overmapped
  29. 04:41:297 (1) - ^ Remove NC
  30. 04:42:076 (2) - You overlap with the hit error bar again :*
  31. 04:47:920 (1) - You overlap with the hit error bar again :*
  32. 04:51:037 (1) - Remove NC
  33. 04:51:232 (6) - Add NC
  34. 04:56:687 (8,9,1,2,3,4,1) - unnecessary DS increase
  35. 04:56:881 (1) - ^ Remove NC
  36. 04:57:271 (1) - Remove NC
  37. 04:57:466 (2) - Add NC
  38. 05:07:401 (4) - You overlap with the hit error bar again :* mhm
  39. 05:11:492 (2) - You overlap with the hit error bar again :* you get my drift
  40. 05:29:414 (3,4,5,6,7,8) - The music goes down yet you increase the spacing? no? the first 2 notes are lower pitched. they also work as sort of an upbeat for the rest of the burst
thanks for your time

p.s. half, you still haven't gotten this curve right 01:24:349 (3,4,5,6,7,8,9,10,11,12) - \o/
Halfslashed
Domi200

Domi200 wrote:

[Tomorrow Will Be Special]
  1. 01:13:440 (2) - This note is hanging in the hiterror bar
    Fixed.
  2. 01:15:972 (1,2) - Shorten (1) by one 1/6 tick and replace (2) with a slider starting at 01:16:362 - 01:16:687
    1/6 would be awkward. I shortened it by 1/4 tick instead and placed a circle there instead. As for why I didn't replace 2 with a slider, it's due to the strength of the piano here compared to the earlier section where it is vocal dominated.
  3. 01:25:323 (1) - it could be a bit more opened to make a bigger circle pattern
    Wasn't really going for a circle pattern here.
  4. 01:35:063 (2) - THis blanket doesnt align with 3
    No it doesn't. Forgot to fix this slider when I fixed 3.
  5. 01:38:959 (7,8,9,10) - Maybe push (7,8) up a bit to make a blanket with 01:38:570 (6) - but it woulöd make it a bit easier so ya
    Distance is too big for a decent blanket here IMO, and i'd prefer a sharp angle on the start of the next stream to contrast with the vocals. Tidied up this section though, making it more consistent angle wise.
  6. 01:42:465 (1,2,3,1,2,3) - This feels weird - Suggesdtion would be ctrl+g 01:42:661 (2,3) - and ctrl+g 01:43:050 (1,2) -
    01:42:465 (1,2,3) don't deserve sharp angles IMO since they aren't powerful vocals, while sharp angles on 01:43:050 (1,2,3) make sense due to the distinct drum beats that were lead into.
  7. 01:48:699 (1) - Not sure if I would go for a straight sliderend to stream here
    Sliderend was fine, but I read your comment below and noticed that it fit better. I tried to mimic the conditions by moving the earlier pattern around to improve flow.
  8. 01:54:933 (1) - ^ It fits better here
    No change since I think the slider end is fine.
  9. 02:46:751 (2) - Pull the 4th (3rd white) point a bit to the left almost on the grid centre line so the blanket will fit better. Also move up the sliderend a bit
    Fixed, but I may have to remake this again on the grid eventually :p
  10. 02:52:596 (1) - You overlap with the hit error bar again :*
    I hope this is the last time I have to change this slider.
  11. 04:03:894 (6) - Open it up a bit for a blanket
    Fixed.
  12. 04:26:102 (1,2,3) - I would place (2) close to (3) instead of the end of (1)
    I want to emphasize the vocal starts here, so I will keep my current spacing.
  13. 04:26:492 (3,4,5) - ^ same with (4)
    ^
  14. 04:26:881 (5,6,7) - ^ (6)
    ^
  15. 04:31:849 (4,5,6,7,8) - I would definitivly decrase this spacing - kiai is over aswell
    This is the finisher to the kiai, I don't see a reason to decrease spacing here.
  16. 04:39:544 (6,7,8,9,1,2,3) - Make the turn at (9) not (8)
    Why? The turn is on 8 since there's a prominent piano note here and there's nothing going on at 9.
  17. 04:40:323 (4) - Add NC
    No spacing change here and doesn't follow the logic i'm using.
  18. 04:40:712 (1) - Remove NC
    Makes spacing change here harder to read.
  19. 04:41:102 (7) - Add NC
    Here the main reason I won't NC is though spacing is different here, I feel that would detract from the spacing increase at 04:41:297 and look like a cluster of NC spam.
  20. 04:41:102 (1,2,3,4,5,6) - Increased spacing seems unnecessary/overmapped
    I'm just following the spacing logic for piano beats in this section. Piano is more prominent, so it deserves higher spacing as compared to the lower drum beats.
  21. 04:41:297 (1) - ^ Remove NC
    Since i'm keeping the spacing change, no.
  22. 04:42:076 (2) - You overlap with the hit error bar again :*
    Screw the OD bar...
  23. 04:47:920 (1) - You overlap with the hit error bar again :*
    Fixed.
  24. 04:51:037 (1) - Remove NC
    Measure start. No.
  25. 04:51:232 (6) - Add NC
    I get the logic that this is where the guitar starts, but I do my NCing based on bar lines and spacing changes, not on musical distinction since it looks sloppier.
  26. 04:56:687 (8,9,1,2,3,4,1) - unnecessary DS increase
    Those drums have a pretty high intensity to them which deserves a DS increase.
  27. 04:56:881 (1) - ^ Remove NC
    Not taken since I didn't decrease distance.
  28. 04:57:271 (1) - Remove NC
    Not taken because of my barline NC logic
  29. 04:57:466 (2) - Add NC
    Not taken because I didn't remove the previous NC
No_Gu
M4M from my queue

[Tomorrow Will Be Special]
00:25:445 (1,3) - avoid overlapping
00:34:166 (9) - better to add a note here to follow the drums
00:38:978 (5) - a little touched bar
01:00:388 (1,2,3) - mistake?or I don't think it's a good idea
01:01:459 (4,5) - bad flow imo
01:03:894 (1) - this one has the same position that 01:03:505 (1,1) - have,so I don't think it's a good idea to place it like this
01:47:336 (2) - a little touched bar
01:50:258 (1,2) - bad flow
03:15:583 (4,1) - move out a little to avoid overlapping
03:20:648 (1,2,3,4,5,6) - Idk the meaning of this overlapping and it makes 03:22:206 (1,2) - hard to read
04:20:648 (5,6,7) - nice idea but maybe this is really confusing
04:23:764 (4,5,6,7) - I can't hear this fading....
05:17:725 (2,3) - bad flow imo
05:33:894 (1,2) - try ctrl+g?

hmmm sorry but I can't give some practical advice cuz I personally don't like and don't know the patterns of random jumps setting
Topic Starter
Deramok

No_Gu wrote:

M4M from my queue

[Tomorrow Will Be Special]
00:25:445 (1,3) - avoid overlapping i don't see it as a problem in this manner, but fixed
00:34:166 (9) - better to add a note here to follow the drums added
00:38:978 (5) - a little touched bar touched the bar? which bar?
01:00:388 (1,2,3) - mistake?or I don't think it's a good idea
01:01:459 (4,5) - bad flow imo
01:03:894 (1) - this one has the same position that 01:03:505 (1,1) - have,so I don't think it's a good idea to place it like this
01:47:336 (2) - a little touched bar
01:50:258 (1,2) - bad flow
03:15:583 (4,1) - move out a little to avoid overlapping
03:20:648 (1,2,3,4,5,6) - Idk the meaning of this overlapping and it makes 03:22:206 (1,2) - hard to read the jumps are one each new syllable in the vocals. and having those overlaps should prepare for the transition into 1/1 ones. also the switch in the vocals is very noticable and the density isn't high. so i don't think it's an issue reading whise. or at the very least not more so than many other patterns in the map.
04:20:648 (5,6,7) - nice idea but maybe this is really confusing
04:23:764 (4,5,6,7) - I can't hear this fading....
05:17:725 (2,3) - bad flow imo hmm, you'd have to tell my what you think so. an overcross coming in on this direction works quite well with the paired syllables imo
05:33:894 (1,2) - try ctrl+g? would destroy the spacing as well as the repitition of the vocal pattern being represented in the circle pattern

hmmm sorry but I can't give some practical advice cuz I personally don't like and don't know the patterns of random jumps setting random? :(
thanks for the mod
Halfslashed
No_Gu

No_Gu wrote:

M4M from my queue

[Tomorrow Will Be Special]
01:00:388 (1,2,3) - mistake?or I don't think it's a good idea
Same as 00:54:154 (1,2,3) since it's musically the same.
01:01:459 (4,5) - bad flow imo
Flow was different from 00:55:225 (4,5) -
01:03:894 (1) - this one has the same position that 01:03:505 (1,1) - have,so I don't think it's a good idea to place it like this
Not really sure what you mean here. I spaced it apart from 01:03:797 (3) to emphasize the string pluck on 01:03:894 (1).
01:47:336 (2) - a little touched bar
http://puu.sh/rj3mi/be2bf1ba95.jpg I don't see it.
01:50:258 (1,2) - bad flow
Agreed, fixed.
03:15:583 (4,1) - move out a little to avoid overlapping
It wasn't overlapping on my screen, but it was close and definitely looks better moved out (and fits spacing better)
04:20:648 (5,6,7) - nice idea but maybe this is really confusing
I agree it's not the easiest thing to read, but it achieves the intended effect here, so i'll be keeping as is.
04:23:764 (4,5,6,7) - I can't hear this fading....
It's not volume related, it's pitch related. Pitch of each vocal is decreasing here.
Spork Lover
Alright here's a mod that I'm doing because Halfslashed forced me :* (jk <3)

Keep in mind that I'm gonna mention a lot of general concepts here since there seems to be a lot of issues with consistency, flow and aesthetics at times (So I don't repeat myself). Also, please try to explain why you don't apply certain suggestion if you disagree with me, so I have something to base the disagreement on. Onto the mod <3 :^)

Both mappers should read through everything, 'cause a lot of the suggestions are general concepts rather than precise issues.

Color coding:
Color coding
Unrankable if unchanged
Normal Suggestion/Comment
Strong Suggestion

General


The BG is 1365x768, might as well make it the preferred size (1366x768) so it doesn't letterbox that one pixel lol (also, make it jpg, but I'll mention that further down)

Colorhax can be used in the chorus to give a contrast from the verse (You can use Orange/yellow in the chorus and more gray-ish red and cyan in the verse), 'cause having 6 combo colors in general for a marathon map where you're not colorhaxing seems a little dull imo, and having a colorhax effect would fit pretty well with how the intensity is portrayed :)

If you want the storyboard to have a prominent effect on visuals as well, you can add a flowery flash (Orange?) at the start of each segment in the chorus (More stuff can be applied if you want the storyboard to be high quality. Simplicity doesn't mean unappealing, it can be small things too that create a really cool storyboard :D

I feel like the default hitsounds are going to be meh when it's ranked since like 80% of skins have hitsounds that overlay them anyway regardless of if they ignore hitsounding or not (mine included lol), so I don't know if adding a custom clap or something that is consistent on the offbeat would help with anything, but that's completely up to you of course xd

There's two osb files, delete one of them, since you're not allowed to have duplicates of any sort in your song folder. BOO :O

(Extended sliders shouldn't go on 1/4 ticks in the spots where the song is 1/3 snapped. It's supposed to go on the 1/6 tick in those spots. (In general I'd actually advice to rarely use long extended sliders at all) It's really obvious when you listen to something like 03:12:855 (1,2) - on 50% feedback that there's enough feedback to just go for ending it on the red tick. I won't go into detail about those though

The background can be changed to a jpg file to reduce filesize, since no transparency is needed for a full screen image like this

Tomorrow Will Be Special


For both mappers:
Alright, so Halfslashed talked about that he had reworked a lot of things to make it more aesthetically pleasing. I'm going to mention two general concepts that I'm NOT gonna go over in the mod regarding aesthetics that I think would make the map a lot more pleasing than how it is atm, because mentioning small things about aesthetics wouldn't help much overall.

Concept number 1: Visually equal spacing.

Alright, so this basically means that when you place objects, your eyes want to see patterns that have some sort of structure with the spacing. If I gave an example of how this isn't executed too well in the map (matter of reference, there are issues for both collab parts) a place like 03:13:635 (3,4,5,1,2) - (https://osu.ppy.sh/ss/6220640), you have (1) and (2) which are really clumped up and are obviously related to each other and 3,4,5 that create a triangle pattern - Sure, that might seem alright at first glance, but when you take a look at the overall picture, it looks a lot less pleasing to look at. For now I'm gonna talk about the spacing thing, so here's an idea where the visual spacing is taken into account: https://osu.ppy.sh/ss/6220795
In that example, 03:13:635 (3,5,1,2) - these 4 objects add some sort of spacing related equally between them: 3's sliderend with (1) and (5) and 3's sliderend with 1 and 2, as well as the 1,2 blanket being similar spacing to the spacing from 3... I hope you get what I mean here. equal visual spacing helps a lot with visuals (even when there's a jump, like in my suggestion)

Concept number 2: Obvious aesthetics and concepts

Here I'm gonna talk about aesthetics in a different way that you can apply on top of the equal spacing thing I mentioned above.
Here's an example from halfslashed's part: https://osu.ppy.sh/ss/6220829 Overall, this looks a little weird at first glance, mainly because the sliders don't really represent anything except being paired in groups of 2. What I mean by "Obvious concepts" is very clear-cut and straight forward patterns. If you look at https://osu.ppy.sh/ss/6220856 <--- this pattern and compare it to the pattern from before, you see some very obvious things that could be applied (Keep in mind that the "visual spacing equally" that I used in the 1st concept is applied in my suggestion here so way more sliders are related to each other ^^.

Also, you probably noticed already that I used the same slider shape. Why is that? Why would I not just do something like this instead? Reason is that in order for a pattern to be clear cut and pleasing, there needs to be a clearly recognizable pattern. There are different maps where that concept is flipped on its head and used in completely different ways (Like I did on this: osu.ppy.sh/ss/6220912), but if you're on a song that has a very simple rhythm, the way you apply the aesthetics is through simple and clear-cut patterns. The pattern I used in the previous one is technically fine too, since the sliders still have a sort of relationship with each other (the straight sliders being parallel etc.). An example of a map that has really simple rhythm and makes use of these pattern concepts are https://osu.ppy.sh/b/1053729, and you could look at this to maybe get some ideas. His map is based a lot on structure, and your map should portray structure in some way too (you can interpret how you use this structure as you want. If you want a more detailed explanation, pishifat has a video regarding the topic here In that video, he talks about clearly recognizable patterns which is what I tried to portray it here, but in his video he mentions more ways this can be achieved. :)

If you have any questions regarding the stuff I mentioned above, just contact me in-game or write a detailed comment here and I'll try to explain myself as well as I can xd

Deramok:

00:11:911 (2,1) - Even though I understand what you're trying to do, this doesn't really work too well flow wise, 'cause it's the same DS as the jumps you're doing, making you stretch your cursor too much for what the intensity is (overdoing patterns)

00:19:580 (4) - I'd advice either NC'ing this or all 3 notes (00:19:580 (4,5,6) - ) and then move them like so (https://osu.ppy.sh/ss/6220537) to emphasize the decreasing spacing.

00:23:189 (1,2,3,1) - Here's the first prominent flow issue - You're already throwing in a lot of patterns that defy the typical means of how snapping works - It's not really that much of a problem here since the notes before it are low spacing, but later it becomes more of a problem - The reason why it's a problem is when a player typically snaps to notes, which we'll do a lot, >90 degree angles feel really iffy to nail. An example of how this spacing would be better executed flow-wise would be like this or something similar

00:23:922 (2,2) - The sliders here start on the third 1/3 tick which emphasis wise makes you feel like you're delayed in-game. Sometimes people do this intentionally obviously, but in this case I'm pretty sure it's not, considering you went for correct rhythm emphasis for 23 seconds before this pattern xd

00:26:347 (5,6,7,8,9,10) - Circular flow gets broken a little too much, I'd advice giving the triple more of steep angle to the next note instead: An idea could be something like https://osu.ppy.sh/ss/6220579 but there are a lot of options. An idea like this would make the peak section here a lot more sudden and snappy rather than alternate-ish , and I don't think you tried to portray the alternate style here

00:32:663 (1,2,3,4,5) - I feel like making them all turn the same direction would help a lot more with flow due to snapping to notes. When you move between 00:32:663 (1,2) these two notes, your cursor will do a snap movement, and after it does that, it wants to move backwards, not forward. An idea is something like https://osu.ppy.sh/ss/6221037 this.

00:34:016 (8,9,1) - I think this isn't on purpose xd Move 00:34:317 (1) - to here, since the spacing doesn't portray the intensity at all - It's a small peak it doesn't decrease in intensity there

00:38:377 (2,3,4,5,6,7) - You make use of the same direction which is fine, but remember the snappy thing? you could do some ctrl+g'ing if you want to apply it to this too to make it consistent :) (you do a downwards movement on 00:39:730 (1,2) - )

00:39:881 (2,3,4) - spacing relative to time is really odd here imo if you look at the slider starts.

00:45:972 (7,8,1) - 8 goes on a downbeat which should definitely be clickable. The player doesn't know that there's a pretty inaudible sound there, so the kickslider ending on a downbeat throws the player off a lot. Also, if you choose to do this, I'd also add some spacing in between those notes if you do this. The long sliders that do this are fine because you do it consistently.

00:53:377 (5,1) - I'd switch NC's here since the 3rd segment of the measure starts here, and the pattern doesn't really allow for only nc'ing 00:53:764 (1) - xd


Halfslashed:

00:54:933 (1,2,3,4,5,6,7,8) - Alright, so this is the first alternating pattern you do. There's some fine aesthetics going on, like 00:55:420 (6,7,8) - , but if you look at the way you do the turns, it becomes a little weird to play, 'cause spacing wise, it looks like a normal stream, but from the way you're emphasizing the turns, it plays like a disconnected stream. There's a lot of options on how you can make the turn (https://osu.ppy.sh/ss/6221156) Like here where I emphasized the turn on 5 like any normal stream would do. Interpret this as you want, but ye xd

00:55:907 (1,2,3,4,5) - Some of the streams look pretty obviously handmade, which is a problem for polishing the aesthetics. the Ctrl+Shift+F command (Slider to stream) might help you here ^^

01:01:167 (1,2,3,4,5,6,7,8) - If you applied a change to the first stream, make this consistent with the first stream too

01:04:869 (6,7,1) - this turn feels unnecessarily sharp.

01:07:401 (3) - aesthetically, this doesn't really relate to anything else (think aesthetic concepts from before) You could probably do some really creative blankets with this slider.

I think I'm gonna stop for now, since I've already used a lot of time to explain the aesthetic concepts and some flow stuff. (1,5 hours on the general sections and aesthetic part alone lol) I think that when it comes to flow, try to make sure that the cursor movement doesn't go in an unhealthy way (there's another vid by pishi regarding that too lol (Just called "flow" I believe :o))

If any of the suggestions I mentioned apply to a different consistent part, I'd obviously advice to apply it there too xd

Overall I just feel like the map doesn't have that much of a personality going for it if you know what I mean. There are some good concepts that you're trying to do, but I feel like a lot of the flow and aesthetics can be executed a lot better, and I hope that some of the stuff I mentioned here might help you out a bit :) If you apply the concepts about equal visual spacing and slider shapes from pishi's video (seriously, that video is crazy good if you haven't seen it lolxd), you're in a really good spot already.

I wish you guys luck, just call me if you need help with something ^^
Halfslashed
Spork Lover

Spork Lover wrote:

Alright here's a mod that I'm doing because Halfslashed forced me :* (jk <3)

Keep in mind that I'm gonna mention a lot of general concepts here since there seems to be a lot of issues with consistency, flow and aesthetics at times (So I don't repeat myself). Also, please try to explain why you don't apply certain suggestion if you disagree with me, so I have something to base the disagreement on. Onto the mod <3 :^)

Both mappers should read through everything, 'cause a lot of the suggestions are general concepts rather than precise issues.

Color coding:
SPOILER
Unrankable if unchanged
Normal Suggestion/Comment
Strong Suggestion

General


The BG is 1365x768, might as well make it the preferred size (1366x768) so it doesn't letterbox that one pixel lol (also, make it jpg, but I'll mention that further down)

Colorhax can be used in the chorus to give a contrast from the verse (You can use Orange/yellow in the chorus and more gray-ish red and cyan in the verse), 'cause having 6 combo colors in general for a marathon map where you're not colorhaxing seems a little dull imo, and having a colorhax effect would fit pretty well with how the intensity is portrayed :)

If you want the storyboard to have a prominent effect on visuals as well, you can add a flowery flash (Orange?) at the start of each segment in the chorus (More stuff can be applied if you want the storyboard to be high quality. Simplicity doesn't mean unappealing, it can be small things too that create a really cool storyboard :D
Yeah I was already planning on adding some more to the SB and making it an actual one - what's up right now was made just because I don't like it when collabs don't have storyboarded names on each part.

I feel like the default hitsounds are going to be meh when it's ranked since like 80% of skins have hitsounds that overlay them anyway regardless of if they ignore hitsounding or not (mine included lol), so I don't know if adding a custom clap or something that is consistent on the offbeat would help with anything, but that's completely up to you of course xd

There's two osb files, delete one of them, since you're not allowed to have duplicates of any sort in your song folder. BOO :O

(Extended sliders shouldn't go on 1/4 ticks in the spots where the song is 1/3 snapped. It's supposed to go on the 1/6 tick in those spots. (In general I'd actually advice to rarely use long extended sliders at all) It's really obvious when you listen to something like 03:12:855 (1,2) - on 50% feedback that there's enough feedback to just go for ending it on the red tick. I won't go into detail about those though
The only part that's 1/3 snapped is the intro - the rest all falls on 1/4, so it makes less sense for extended sliders. On that instance you linked as well, they weren't extended sliders.

The background can be changed to a jpg file to reduce filesize, since no transparency is needed for a full screen image like this

Tomorrow Will Be Special


For both mappers:
Alright, so Halfslashed talked about that he had reworked a lot of things to make it more aesthetically pleasing. I'm going to mention two general concepts that I'm NOT gonna go over in the mod regarding aesthetics that I think would make the map a lot more pleasing than how it is atm, because mentioning small things about aesthetics wouldn't help much overall.

Concept number 1: Visually equal spacing.

Alright, so this basically means that when you place objects, your eyes want to see patterns that have some sort of structure with the spacing. If I gave an example of how this isn't executed too well in the map (matter of reference, there are issues for both collab parts) a place like 03:13:635 (3,4,5,1,2) - (https://osu.ppy.sh/ss/6220640), you have (1) and (2) which are really clumped up and are obviously related to each other and 3,4,5 that create a triangle pattern - Sure, that might seem alright at first glance, but when you take a look at the overall picture, it looks a lot less pleasing to look at. For now I'm gonna talk about the spacing thing, so here's an idea where the visual spacing is taken into account: https://osu.ppy.sh/ss/6220795
In that example, 03:13:635 (3,5,1,2) - these 4 objects add some sort of spacing related equally between them: 3's sliderend with (1) and (5) and 3's sliderend with 1 and 2, as well as the 1,2 blanket being similar spacing to the spacing from 3... I hope you get what I mean here. equal visual spacing helps a lot with visuals (even when there's a jump, like in my suggestion)

Concept number 2: Obvious aesthetics and concepts

Here I'm gonna talk about aesthetics in a different way that you can apply on top of the equal spacing thing I mentioned above.
Here's an example from halfslashed's part: https://osu.ppy.sh/ss/6220829 Overall, this looks a little weird at first glance, mainly because the sliders don't really represent anything except being paired in groups of 2. What I mean by "Obvious concepts" is very clear-cut and straight forward patterns. If you look at https://osu.ppy.sh/ss/6220856 <--- this pattern and compare it to the pattern from before, you see some very obvious things that could be applied (Keep in mind that the "visual spacing equally" that I used in the 1st concept is applied in my suggestion here so way more sliders are related to each other ^^.

Also, you probably noticed already that I used the same slider shape. Why is that? Why would I not just do something like this instead? Reason is that in order for a pattern to be clear cut and pleasing, there needs to be a clearly recognizable pattern. There are different maps where that concept is flipped on its head and used in completely different ways (Like I did on this: osu.ppy.sh/ss/6220912), but if you're on a song that has a very simple rhythm, the way you apply the aesthetics is through simple and clear-cut patterns. The pattern I used in the previous one is technically fine too, since the sliders still have a sort of relationship with each other (the straight sliders being parallel etc.). An example of a map that has really simple rhythm and makes use of these pattern concepts are https://osu.ppy.sh/b/1053729, and you could look at this to maybe get some ideas. His map is based a lot on structure, and your map should portray structure in some way too (you can interpret how you use this structure as you want. If you want a more detailed explanation, pishifat has a video regarding the topic here In that video, he talks about clearly recognizable patterns which is what I tried to portray it here, but in his video he mentions more ways this can be achieved. :)

If you have any questions regarding the stuff I mentioned above, just contact me in-game or write a detailed comment here and I'll try to explain myself as well as I can xd


Halfslashed:

00:54:933 (1,2,3,4,5,6,7,8) - Alright, so this is the first alternating pattern you do. There's some fine aesthetics going on, like 00:55:420 (6,7,8) - , but if you look at the way you do the turns, it becomes a little weird to play, 'cause spacing wise, it looks like a normal stream, but from the way you're emphasizing the turns, it plays like a disconnected stream. There's a lot of options on how you can make the turn (https://osu.ppy.sh/ss/6221156) Like here where I emphasized the turn on 5 like any normal stream would do. Interpret this as you want, but ye xd
Well, that's actually the intent of this section overall - the way i interpret this section is that rhythm is in distinct sets of 4, calling for emphasis between set transitions - Your proposed alternative puts this pattern out of place in this section, and follows more of what is done in later sections of the map (for my parts at least).

00:55:907 (1,2,3,4,5) - Some of the streams look pretty obviously handmade, which is a problem for polishing the aesthetics. the Ctrl+Shift+F command (Slider to stream) might help you here ^^
00:55:323 (5,6,7,8) was made via slider to stream, 00:55:907 (1,2,3) is perfectly stacked under that. 00:56:102 (3,4,5) prepare the players for the upcoming patterns at 00:56:492 (1,2,3,1,2,3) (they are the same pattern).

01:01:167 (1,2,3,4,5,6,7,8) - If you applied a change to the first stream, make this consistent with the first stream too
See above.

01:04:869 (6,7,1) - this turn feels unnecessarily sharp.
I hear audibly louder and more distinct drums on 01:05:063 (1). In addition, this prepares the player for the upcoming stream.

01:07:401 (3) - aesthetically, this doesn't really relate to anything else (think aesthetic concepts from before) You could probably do some really creative blankets with this slider.
01:06:622 (1) blankets it, but I did change things up to make a better following concept.

I think I'm gonna stop for now, since I've already used a lot of time to explain the aesthetic concepts and some flow stuff. (1,5 hours on the general sections and aesthetic part alone lol) I think that when it comes to flow, try to make sure that the cursor movement doesn't go in an unhealthy way (there's another vid by pishi regarding that too lol (Just called "flow" I believe :o))

If any of the suggestions I mentioned apply to a different consistent part, I'd obviously advice to apply it there too xd

Overall I just feel like the map doesn't have that much of a personality going for it if you know what I mean. There are some good concepts that you're trying to do, but I feel like a lot of the flow and aesthetics can be executed a lot better, and I hope that some of the stuff I mentioned here might help you out a bit :) If you apply the concepts about equal visual spacing and slider shapes from pishi's video (seriously, that video is crazy good if you haven't seen it lolxd), you're in a really good spot already.

I wish you guys luck, just call me if you need help with something ^^

Much appreciated mod. It seems like I denied most of your stuff but i'll be trying to incorporate the concepts into the map more.
09kami
がんばって (。・`ω´・)
Topic Starter
Deramok

Spork Lover wrote:

Alright here's a mod that I'm doing because Halfslashed forced me :* (jk <3)

Keep in mind that I'm gonna mention a lot of general concepts here since there seems to be a lot of issues with consistency, flow and aesthetics at times (So I don't repeat myself). Also, please try to explain why you don't apply certain suggestion if you disagree with me, so I have something to base the disagreement on. Onto the mod <3 :^)

Both mappers should read through everything, 'cause a lot of the suggestions are general concepts rather than precise issues.

Color coding:
Color coding
Unrankable if unchanged
Normal Suggestion/Comment
Strong Suggestion

General


The BG is 1365x768, might as well make it the preferred size (1366x768) so it doesn't letterbox that one pixel lol (also, make it jpg, but I'll mention that further down) fixed (thanks half)

Colorhax can be used in the chorus to give a contrast from the verse (You can use Orange/yellow in the chorus and more gray-ish red and cyan in the verse), 'cause having 6 combo colors in general for a marathon map where you're not colorhaxing seems a little dull imo, and having a colorhax effect would fit pretty well with how the intensity is portrayed :) the first mod on this map suggested something similar.. i'll try looking into it, it's not a bad idea. might not be in the next update already tho

If you want the storyboard to have a prominent effect on visuals as well, you can add a flowery flash (Orange?) at the start of each segment in the chorus (More stuff can be applied if you want the storyboard to be high quality. Simplicity doesn't mean unappealing, it can be small things too that create a really cool storyboard :D

I feel like the default hitsounds are going to be meh when it's ranked since like 80% of skins have hitsounds that overlay them anyway regardless of if they ignore hitsounding or not (mine included lol), so I don't know if adding a custom clap or something that is consistent on the offbeat would help with anything, but that's completely up to you of course xd i would like to work with custom hitsounds but.. i have close to no experience with it and what is more important, i wouldn't know what hitsounds to get

There's two osb files, delete one of them, since you're not allowed to have duplicates of any sort in your song folder. BOO :O did not notice, deleted the old one

(Extended sliders shouldn't go on 1/4 ticks in the spots where the song is 1/3 snapped. It's supposed to go on the 1/6 tick in those spots. (In general I'd actually advice to rarely use long extended sliders at all) It's really obvious when you listen to something like 03:12:855 (1,2) - on 50% feedback that there's enough feedback to just go for ending it on the red tick. I won't go into detail about those though

The background can be changed to a jpg file to reduce filesize, since no transparency is needed for a full screen image like this
[notice]

Tomorrow Will Be Special


For both mappers:
Alright, so Halfslashed talked about that he had reworked a lot of things to make it more aesthetically pleasing. I'm going to mention two general concepts that I'm NOT gonna go over in the mod regarding aesthetics that I think would make the map a lot more pleasing than how it is atm, because mentioning small things about aesthetics wouldn't help much overall.

Concept number 1: Visually equal spacing.

Alright, so this basically means that when you place objects, your eyes want to see patterns that have some sort of structure with the spacing. If I gave an example of how this isn't executed too well in the map (matter of reference, there are issues for both collab parts) a place like 03:13:635 (3,4,5,1,2) - (https://osu.ppy.sh/ss/6220640), you have (1) and (2) which are really clumped up and are obviously related to each other and 3,4,5 that create a triangle pattern - Sure, that might seem alright at first glance, but when you take a look at the overall picture, it looks a lot less pleasing to look at. For now I'm gonna talk about the spacing thing, so here's an idea where the visual spacing is taken into account: https://osu.ppy.sh/ss/6220795
In that example, 03:13:635 (3,5,1,2) - these 4 objects add some sort of spacing related equally between them: 3's sliderend with (1) and (5) and 3's sliderend with 1 and 2, as well as the 1,2 blanket being similar spacing to the spacing from 3... I hope you get what I mean here. equal visual spacing helps a lot with visuals (even when there's a jump, like in my suggestion) if this is about what i think it is (after asking half) i should be following this already as it is really a main thing i look after in my mapping already.. so i'd need some concrete examples to look after in my parts. i will try looking through and finding things, but from my idea what you mean here, i doubt i'll find much, especially concidering i'm horrible at finding spots based on concepts in my own maps

Concept number 2: Obvious aesthetics and concepts

Here I'm gonna talk about aesthetics in a different way that you can apply on top of the equal spacing thing I mentioned above.
Here's an example from halfslashed's part: https://osu.ppy.sh/ss/6220829 Overall, this looks a little weird at first glance, mainly because the sliders don't really represent anything except being paired in groups of 2. What I mean by "Obvious concepts" is very clear-cut and straight forward patterns. If you look at https://osu.ppy.sh/ss/6220856 <--- this pattern and compare it to the pattern from before, you see some very obvious things that could be applied (Keep in mind that the "visual spacing equally" that I used in the 1st concept is applied in my suggestion here so way more sliders are related to each other ^^.

Also, you probably noticed already that I used the same slider shape. Why is that? Why would I not just do something like this instead? Reason is that in order for a pattern to be clear cut and pleasing, there needs to be a clearly recognizable pattern. There are different maps where that concept is flipped on its head and used in completely different ways (Like I did on this: osu.ppy.sh/ss/6220912), but if you're on a song that has a very simple rhythm, the way you apply the aesthetics is through simple and clear-cut patterns. The pattern I used in the previous one is technically fine too, since the sliders still have a sort of relationship with each other (the straight sliders being parallel etc.). An example of a map that has really simple rhythm and makes use of these pattern concepts are https://osu.ppy.sh/b/1053729, and you could look at this to maybe get some ideas. His map is based a lot on structure, and your map should portray structure in some way too (you can interpret how you use this structure as you want. If you want a more detailed explanation, pishifat has a video regarding the topic here In that video, he talks about clearly recognizable patterns which is what I tried to portray it here, but in his video he mentions more ways this can be achieved. :) i've been keeping up with pishi's series on mapping videos (best one attempt on one i've seen so far). and i have to say as far as anker points go for example, i usually have them all exactly in the middle of the slider, and use the same shape if it occurs several times in a pattern. and going by that map you linked, i see a lot of varying in shapes for similar or same rhythms and within single patterns even. either it's not a good example map or i just don't what exactly you're pointing at. especially the thing with keeping things related to each other is what i mentioned on the first concept, already a big part of my mapping. oh well, i might hit you up ingame when i got some more time again and ask for further explanation there. as you seem to think these are bigger problems with both our parts.

If you have any questions regarding the stuff I mentioned above, just contact me in-game or write a detailed comment here and I'll try to explain myself as well as I can xd

Deramok:

00:11:911 (2,1) - Even though I understand what you're trying to do, this doesn't really work too well flow wise, 'cause it's the same DS as the jumps you're doing, making you stretch your cursor too much for what the intensity is (overdoing patterns) right, that one, i've more or less been waiting for it to be pointed at really. tried an easy fix, which works for me at least

00:19:580 (4) - I'd advice either NC'ing this or all 3 notes (00:19:580 (4,5,6) - ) and then move them like so (https://osu.ppy.sh/ss/6220537) to emphasize the decreasing spacing. i don't see why those would need NCs tbh. i like the idea of decreasing spacing tho, applying that in a lower manner

00:23:189 (1,2,3,1) - Here's the first prominent flow issue - You're already throwing in a lot of patterns that defy the typical means of how snapping works - It's not really that much of a problem here since the notes before it are low spacing, but later it becomes more of a problem - The reason why it's a problem is when a player typically snaps to notes, which we'll do a lot, >90 degree angles feel really iffy to nail. An example of how this spacing would be better executed flow-wise would be like this or something similar now the thing is, >90° angles are somthing i myself very much appreciate. i find them fun to play, so i sue them. it's not something that is aimed to appeal much to newer players that are really used to the <90 angles. also keeping it at a higher angle like it is atm is better for the continuation as it sort of hints at the repetition in if it just continues. also putting the slider all the way where you have it in your image would make it quite impossible to keep the pattern after the one this point is about.

00:23:922 (2,2) - The sliders here start on the third 1/3 tick which emphasis wise makes you feel like you're delayed in-game. Sometimes people do this intentionally obviously, but in this case I'm pretty sure it's not, considering you went for correct rhythm emphasis for 23 seconds before this pattern xd i'm afraid i don't really get what the issue is. it's mapped on the guitar, and i would think it emphasizes the right parts of it. and ofc the precious 23 seconds wouldn't do the same as the guitar only starts here

00:26:347 (5,6,7,8,9,10) - Circular flow gets broken a little too much, I'd advice giving the triple more of steep angle to the next note instead: An idea could be something like https://osu.ppy.sh/ss/6220579 but there are a lot of options. An idea like this would make the peak section here a lot more sudden and snappy rather than alternate-ish , and I don't think you tried to portray the alternate style here circular flow gets broken? it keeps the momentum in the direction throughout the pattern untill the strong upbeat on 1. putting that steep angle would break it and take away from the emphazis i put on 1 with the directional change. pishi also made a video in which he talks about directional changes like these since you referenced him as well~ additionally this is still going on on the guitar, which just sounds like a change of direction during that part would be out of place. and i don't really get what you mean with it having an alternate-ish style

00:32:663 (1,2,3,4,5) - I feel like making them all turn the same direction would help a lot more with flow due to snapping to notes. When you move between 00:32:663 (1,2) these two notes, your cursor will do a snap movement, and after it does that, it wants to move backwards, not forward. An idea is something like https://osu.ppy.sh/ss/6221037 this. fixed it in another way

00:34:016 (8,9,1) - I think this isn't on purpose xd Move 00:34:317 (1) - to here, since the spacing doesn't portray the intensity at all - It's a small peak it doesn't decrease in intensity there that pattern is actually intentional. and it there is a clear decreas in intensity there as the bass drum flat out doesn't play there as well as the shamisen not having a strong paring like on the previous pars of two notes

00:38:377 (2,3,4,5,6,7) - You make use of the same direction which is fine, but remember the snappy thing? you could do some ctrl+g'ing if you want to apply it to this too to make it consistent :) (you do a downwards movement on 00:39:730 (1,2) - ) tried making it similar to what i did on the previous section.. that part never felt right tbh

00:39:881 (2,3,4) - spacing relative to time is really odd here imo if you look at the slider starts. how so?

00:45:972 (7,8,1) - 8 goes on a downbeat which should definitely be clickable. The player doesn't know that there's a pretty inaudible sound there, so the kickslider ending on a downbeat throws the player off a lot. Also, if you choose to do this, I'd also add some spacing in between those notes if you do this. The long sliders that do this are fine because you do it consistently. the sound on the downbeat is really weak and on a completely different pitch to the ones i'm mainly emphazising. the sound on 8 clearly calls for a pause in clicking to me, the slider end is only there because the low pitch sound does exist at all, i don't really want it to be clickable even. which takes my attention to 00:46:946 (6) - tho, which needs to start a tick later

00:53:377 (5,1) - I'd switch NC's here since the 3rd segment of the measure starts here, and the pattern doesn't really allow for only nc'ing 00:53:764 (1) - xd i don't know why that note had an nc on it. a slip up i assume. just removed that


I think I'm gonna stop for now, since I've already used a lot of time to explain the aesthetic concepts and some flow stuff. (1,5 hours on the general sections and aesthetic part alone lol) I think that when it comes to flow, try to make sure that the cursor movement doesn't go in an unhealthy way (there's another vid by pishi regarding that too lol (Just called "flow" I believe :o))

If any of the suggestions I mentioned apply to a different consistent part, I'd obviously advice to apply it there too xd

Overall I just feel like the map doesn't have that much of a personality going for it if you know what I mean. There are some good concepts that you're trying to do, but I feel like a lot of the flow and aesthetics can be executed a lot better, and I hope that some of the stuff I mentioned here might help you out a bit :) If you apply the concepts about equal visual spacing and slider shapes from pishi's video (seriously, that video is crazy good if you haven't seen it lolxd), you're in a really good spot already.

I wish you guys luck, just call me if you need help with something ^^
thank you for the mod. i'll probably get back at you for the concepts at a later point in time

09kami wrote:

がんばって (。・`ω´・)
will do, to the best of my ability ~
eh - - -
Mod


Tommorow will be Special



First off warning , this mod has been forced by myself. I am in no vital shape to execute this right now.

About the unmodded parts about slider speeds , and slider shapres . in this map i looked over because of the mod from above.
One hint , about a approach from me there , instead of ignoring it as a whole.
Your sliders mostly tend to repeat a shape , while technically they are placed on vocals aswell.
If i would set a rule here to approach this , it would be :

If you have a slider placed at this overall map difficulty , and decide this patterns should still flow in one direction at slow parts , break out of the usual
equal angling and go towards individual angling and shaping.

Aside from that aesthicaly you can help yourself there with new combo numbers if a pattern is known and long enough to make individual combo starts at the last sequence of the pattern.


To patterns itself:

01:38:180 (2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6) -
Caught my eye allot of times. Approach to change this and reason.
Reason: We already know that most of the maps flow by this point is to go into a Circular pattern, and even for a slow part this feels to plain.
Approach: starts and ends of sounds help here to make out potential rhytm patterns that will flow more pleasing.
Slight details in up and down dont hurt here.
03:18:115 (2) - Needs NC here , and your allowed to increase DS here aswell as map the different pitches of the from your decided to be mapped sound.
04:06:621 (5,6,7,8,9) - at the begin of this transition you just presented a new spacing . While instantly crashing towards it from spaced sliders into the new spacing. Id approach it by turning 04:07:596 (2) - into a notepack and transitioning from the previous pack of stream slowly into the new spacing , its okay if 04:08:472 (5) - has already the desired spacing . Just get there with a small adjustment.
Especially since you decided with 04:09:738 (4,5,6) - to introduce another spacing on the same combo colour.


Stream patterns visual appeal:

01:24:544 (1,2,3,4) - This pattern still has the inheritence of sound from the previous pattern allowing you to spread it slightly slower towards the finishing ones. This makes it aesthically better for users that dont use combo colours
01:49:479 (1,2,3,4,1,2,3,4,1) -
The note placement of the 1 visually doesnt go pleasing in combination with the sound intensity change which was tried to map here.
You decided to connect the 1 closer to 2 , while realisticly the sound peaks should have more direction changes including you keeping up a logic that would make if you decide to connect the 1 and 2 like that to keep it visually better flowing in a progressive sense ,
rather then a sudden sense. 01:55:712 (1,2,3,4,1,2,3,4,1) - this was more going towards it but lacked the differentiating detail while the spacing was slightly better but random near the end.
02:08:180 (3,4,5,6,7,8,9) - This one doesnt represent the vocals voice but would neither make the background possible mapped instrument aethically visible. The changes need to be more noticeable on the sections of detailed sound mapping.
02:14:609 (4) - NC for the change of visual
02:36:037 (4,5,6,7,8,9,10,11,12,13,1) - While visualy readable its still not consistent in terms of reading.
The 13 combo is firstly unusual . then adding the stacked pattern. Mapping it in a circle is alright aswell based on the sound . Could use a more technical rework if wanted. But heres where Combo colours shine with all comming together.
03:23:180 (1,2,3,4,5,6) - Can reduce DS here even further , and add a detail of spacing on your choice here . Isnt required to have this forced overflow here. Could be viewed as flow. But goes technically into visual connection to click faster in the mind while connecting and seperating the sound and transition better.

Individual changes in visuals:

02:46:362 (1,2,3,4) - 12 voice goes downwards. 34 voice goes deeper and upwards. pattern ignores it here. then the last one has detail to it wich is already "to late", like 3 and 4 itself dont make sense to be shaped that simple if you start 1 and 2 like this.
04:20:940 (7) - Id suggest a NC here Mainly because you introduce a new pattern and it puts more emphasis on the individual sound rather then flowing over. Stacking is fine aslong you dont ignore when you introduce what , And how the eye would like to follow with the sound.
04:24:544 (1,2,3,4,5) - This is a prime example where simply by having each of them having an individual colour it allows you to catch up to the sudden change afterwards.


Altough theres quite allot more to be modded , i end it here. Since it has some repetitions of concepts.
Its more important that the baseline of thoughts gets accross in this matter since its a Collab rather then spamming indivudal changes all over the place.
Aswell as me simply not being up to the task right now.

About the vocal preference in modding it comes from focusing on the more prominent sound while the instrument still can be followed. Just needs more visual clarification what you decide on patterns.
It also makes more sense to put emphasis on this song on slow parts rather then on just the instruments.
Halfslashed
Shian-aaa

Shian-aaa wrote:

Mod


Tommorow will be Special



First off warning , this mod has been forced by myself. I am in no vital shape to execute this right now.

About the unmodded parts about slider speeds , and slider shapres . in this map i looked over because of the mod from above.
One hint , about a approach from me there , instead of ignoring it as a whole.
Your sliders mostly tend to repeat a shape , while technically they are placed on vocals aswell.
If i would set a rule here to approach this , it would be :

If you have a slider placed at this overall map difficulty , and decide this patterns should still flow in one direction at slow parts , break out of the usual
equal angling and go towards individual angling and shaping.
For my parts, I repeat slider shapes for visual consistency. I vary them as much as possible without (at least from my perspective) having the map look like it's going in too many directions. Also changing spacing and angles for similar sounds isn't something I'm interested in.

Aside from that aesthicaly you can help yourself there with new combo numbers if a pattern is known and long enough to make individual combo starts at the last sequence of the pattern.


To patterns itself:

01:38:180 (2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6) -
Caught my eye allot of times. Approach to change this and reason.
Reason: We already know that most of the maps flow by this point is to go into a Circular pattern, and even for a slow part this feels to plain.
Approach: starts and ends of sounds help here to make out potential rhytm patterns that will flow more pleasing.
Slight details in up and down dont hurt here.
Not really sure what the issue with this is. Each pair of slider + streams follows a different direction of flow, with the first pair going counter-clockwise, second going clockwise, and third going counter-clockwise. Physically, it doesn't get much more pleasing here, since circular motion at this spacing feels good to play.

04:06:621 (5,6,7,8,9) - at the begin of this transition you just presented a new spacing . While instantly crashing towards it from spaced sliders into the new spacing. Id approach it by turning 04:07:596 (2) - into a notepack and transitioning from the previous pack of stream slowly into the new spacing , its okay if 04:08:472 (5) - has already the desired spacing . Just get there with a small adjustment.
Especially since you decided with 04:09:738 (4,5,6) - to introduce another spacing on the same combo colour.
The transition has different spacing, but this is due to the impact of the end of the transition. The jumps on 04:07:401 (1,2,3,4) already indicate that something is different (the song is way more intense), which should prompt the player to recognize that spacing concepts are different, so I don't see any issues here. Also, Replacing the slider with a set of circles doesn't fit with how I want to represent that vocal.
NC added to 04:09:738 (4,5,6) though.


Stream patterns visual appeal:

01:24:544 (1,2,3,4) - This pattern still has the inheritence of sound from the previous pattern allowing you to spread it slightly slower towards the finishing ones. This makes it aesthically better for users that dont use combo colours
Differences in spacing here are apparent enough that even a player that isn't using combo colors can identify. Stacking -> Overlapping -> Slightly spaced.
01:49:479 (1,2,3,4,1,2,3,4,1) -
The note placement of the 1 visually doesnt go pleasing in combination with the sound intensity change which was tried to map here.
You decided to connect the 1 closer to 2 , while realisticly the sound peaks should have more direction changes including you keeping up a logic that would make if you decide to connect the 1 and 2 like that to keep it visually better flowing in a progressive sense ,
rather then a sudden sense. 01:55:712 (1,2,3,4,1,2,3,4,1) - this was more going towards it but lacked the differentiating detail while the spacing was slightly better but random near the end.
The placement of 1 is spaced as 01:48:992 (2,3,4,5,6) is, since they're part of the same stream. 1 and 2 are close because this is the beginning of the acceleration that is mapped to the increasing volume of the drums, havign a final spacing at 01:49:868 (1,2,3,4). Both streams are spaced the same, so 1 and 2 for both are equally the same, the only difference being the angle on the second stream. Visually, I don't see what's wrong here.

Individual changes in visuals:

02:46:362 (1,2,3,4) - 12 voice goes downwards. 34 voice goes deeper and upwards. pattern ignores it here. then the last one has detail to it wich is already "to late", like 3 and 4 itself dont make sense to be shaped that simple if you start 1 and 2 like this.
Vocal on 1 is going upward in pitch. Slider is going upwards. Vocal on 2 is going downward. Slider is going downward. 3 and 4 are shaped to be simple in order to fit better with the previous sliders aesthetically, and both are ending on similar pitches, so they are the same slider.
04:20:940 (7) - Id suggest a NC here Mainly because you introduce a new pattern and it puts more emphasis on the individual sound rather then flowing over. Stacking is fine aslong you dont ignore when you introduce what , And how the eye would like to follow with the sound.
Spacing between 1/4 circles hasn't been defined within this combo, and this is the first instance. I don't really see a reason to NC.
04:24:544 (1,2,3,4,5) - This is a prime example where simply by having each of them having an individual colour it allows you to catch up to the sudden change afterwards.
NCing all of these would just look like NC spam. It's also not a sudden change, the accelerating spacing of these sliders should already indicate a build up.


Altough theres quite allot more to be modded , i end it here. Since it has some repetitions of concepts.
Its more important that the baseline of thoughts gets accross in this matter since its a Collab rather then spamming indivudal changes all over the place.
Aswell as me simply not being up to the task right now.

About the vocal preference in modding it comes from focusing on the more prominent sound while the instrument still can be followed. Just needs more visual clarification what you decide on patterns.
It also makes more sense to put emphasis on this song on slow parts rather then on just the instruments.
Topic Starter
Deramok

Shian-aaa wrote:

Mod


Tommorow will be Special



First off warning , this mod has been forced by myself. I am in no vital shape to execute this right now.

About the unmodded parts about slider speeds , and slider shapres . in this map i looked over because of the mod from above.
One hint , about a approach from me there , instead of ignoring it as a whole.
Your sliders mostly tend to repeat a shape , while technically they are placed on vocals aswell.
If i would set a rule here to approach this , it would be :

If you have a slider placed at this overall map difficulty , and decide this patterns should still flow in one direction at slow parts , break out of the usual
equal angling and go towards individual angling and shaping. going mostly with the same concepts as half already stated minus some slider shape variation, i tend to stick to simpler shapes more. tried to get them more consistent since the last mod as well

Aside from that aesthicaly you can help yourself there with new combo numbers if a pattern is known and long enough to make individual combo starts at the last sequence of the pattern.


To patterns itself:

03:18:115 (2) - Needs NC here , and your allowed to increase DS here aswell as map the different pitches of the from your decided to be mapped sound. i have an nc on the note right before , which already belongs to the same rhythmic pattern, so i don't think it needs one on that note. on the second thing.. i'm not sure what you're suggesting tbh

Stream patterns visual appeal:

02:08:180 (3,4,5,6,7,8,9) - This one doesnt represent the vocals voice but would neither make the background possible mapped instrument aethically visible. The changes need to be more noticeable on the sections of detailed sound mapping. it's visible enough, and feelable. you have to slow down if you don't want to break on it. aside that the vocal is only a held one from the stream start, so there is nothing i'd skip out on in it.
02:14:609 (4) - NC for the change of visual change of visual? it still belongs to the same section as the previous notes in the song while being the lead in to the next one. so unless i get an elaboration on the point i'll keep it
02:36:037 (4,5,6,7,8,9,10,11,12,13,1) - While visualy readable its still not consistent in terms of reading.
The 13 combo is firstly unusual . then adding the stacked pattern. Mapping it in a circle is alright aswell based on the sound . Could use a more technical rework if wanted. But heres where Combo colours shine with all comming together. 13 combo isn't really unusual i'd say, i use 10+ combos in a number of places of my parts, usually they just simply last a meassure. so the average combo is at 9 or so already. the stacked pattern comes with a nc, it's in the right place and helps differentiating it from the regular 1/4 that comes before it.
03:23:180 (1,2,3,4,5,6) - Can reduce DS here even further , and add a detail of spacing on your choice here . Isnt required to have this forced overflow here. Could be viewed as flow. But goes technically into visual connection to click faster in the mind while connecting and seperating the sound and transition better. again i'm not very sure what you mean with this tbh.. goes for all of the statements in the point i did change the shape in the beginning tho since i didn't like how it just rolls over a big hit as it was


Altough theres quite allot more to be modded , i end it here. Since it has some repetitions of concepts.
Its more important that the baseline of thoughts gets accross in this matter since its a Collab rather then spamming indivudal changes all over the place.
Aswell as me simply not being up to the task right now.

About the vocal preference in modding it comes from focusing on the more prominent sound while the instrument still can be followed. Just needs more visual clarification what you decide on patterns.
It also makes more sense to put emphasis on this song on slow parts rather then on just the instruments. in most parts of the song the instruments are really just as important as the vocals, even more important on slower parts at times. and the parts where they actually are conciderably more important they are the main focus (mostly the bit around the break). so emphazis choices are quite fine in general i'd think
thank you for the mod
Lazer
professionalbox
21:20 Lazer: wait wtf i dont have u as friend
21:21 Halfslashed: no you don't lol
21:21 Halfslashed: can change that :p
21:21 Lazer: 00:01:986 (2,3) - blanket is off
21:22 Lazer: 00:01:535 (1,2) - also off by a tad bit
21:22 Lazer: 00:02:888 (1,2) - stackies all off ;o; !
21:23 Halfslashed: .. dera please
21:23 Lazer: wait i jus realised its dera part
21:23 Lazer: do you want me to mod yours?
21:24 Lazer: or also dera
21:24 Halfslashed: i'll take whatever you give me
21:24 Lazer: okai
21:24 Lazer: 00:17:775 (2,3,1) - this is wrong
21:25 Halfslashed: what do you mean by that?
21:25 Lazer: because the 3 - 1 - 2 distance
21:25 Lazer: if you look, the 3 and 1 are 1/1
21:25 Lazer: or well something like that
21:25 Lazer: they are further away than the 1 - 2
21:25 Lazer: while 1- 2 has less of a beat inbetween
21:26 Halfslashed: oh the DS is off
21:26 Halfslashed: okay
21:26 Lazer: if you get what im saying
21:26 Lazer: liiike
21:26 Lazer: it s very confusing to play
21:26 Lazer: , also! the fact that it switches to 1/3 all of a sudden
21:26 Lazer: this could better be replaced with sliders tbh
21:28 Halfslashed: got it
21:28 Lazer: aighttt lets see what else
21:28 Lazer: 00:20:933 (2) - out of the screen
21:28 Lazer: lol
21:30 Halfslashed: that isn't off screen though :x
21:30 Lazer: if you look at your healthbar
21:30 Lazer: it goes over it
21:31 Lazer: http://cute.lazer.moe/GmbKruIW.jpg
21:32 Lazer: >w< tell me when done, it must be pretty hard to fix that due to structure
21:33 Halfslashed: http://puu.sh/rB3Do/3d3643bc68.jpg
21:33 Halfslashed: on 800x600
21:33 Halfslashed: doesn't touch anything so i don't think dera will fix that
21:33 Lazer: well i still think he should but
21:33 Lazer: uhh lets move on
21:34 Lazer: 00:23:490 (3) - very hard to read overall, unsure about it but keepable
21:34 Lazer: 00:23:640 (1,3,4) - too close together
21:35 Halfslashed: yeah it looks like the equality is off
21:35 Lazer: 00:24:542 (1,3,4) - considering this is copy paste also too close here
21:36 Lazer: 00:25:445 (1,3) - too close ;o;
21:36 Lazer: uw theres alot of things to fix
21:37 Halfslashed: so it seems for that part in general it's equality and DS?
21:38 Lazer: p much
21:38 Halfslashed: alright
21:39 Lazer: 00:33:866 (6,7,8,9,1) - 9 - 1 spacing weird
21:42 Halfslashed: i know the reason for 00:34:166 (9,1) - it's less intense
21:42 Halfslashed: not sure about 00:33:866 (6,7,8,9) -
21:42 Lazer: should still incrase 00:34:317 (1) -
21:42 Lazer: by a bit
21:43 Lazer: im just gona mod ur parts
21:43 Lazer: cause modding other person is hard
21:43 Lazer: >w<
21:44 Halfslashed: rip - i think i might suffer from the same issues
21:44 Lazer: ok let me c
21:46 Halfslashed: btw i know i need to fix 01:10:128 (2) -
21:46 Lazer: 01:00:388 (1,2,3,1) -
21:46 Lazer: this ain gonna work
21:47 Halfslashed: why?
21:47 Halfslashed: plays fine
21:47 Lazer: let me try
21:47 Lazer: seems weird
21:49 Lazer: first of all
21:49 Lazer: holy
21:49 Lazer: increase that ar please
21:49 Lazer: l0l
21:49 Lazer: OH WAIT
21:49 Lazer: MY BAD
21:49 Lazer: i accidentally switched to ar8
21:49 Lazer: LO
21:50 Halfslashed: LOL
21:50 Lazer: UH
21:50 Lazer: ok so it plays well
21:50 Lazer: but the part after doesnt
21:50 Lazer: hueh
21:51 Halfslashed: referring to 01:01:167 (1,2,3,4,5,6,7,8) -
21:51 Halfslashed: ?
21:51 Lazer: 01:01:849 (8) -
21:51 Lazer: after this slider
21:51 Lazer: just cant c shit hueh
21:52 Halfslashed: 01:01:849 (8,9,10) - is the same as 00:55:615 (8,1,2) -
21:53 Lazer: not 01:01:849 (8,9,10,1,2,3) -
21:53 Halfslashed: nope because the jump is introduced for that part
21:53 Lazer: is different and after you pull that big jumpy thing with the two @ 01:00:583 (2,3) - , its gonna be REALLY hard to reap
21:53 Lazer: read**
21:54 Halfslashed: 01:00:777 (1) - isn't enough recovery time?
21:54 Lazer: doubtfully i think nu
21:54 Halfslashed: hmm
21:55 Halfslashed: well i definitely want to keep this jump at 01:02:238 (10,1) -
21:55 Halfslashed: what would i need to do to make it more readable?
21:55 Lazer: hm
21:57 Lazer: idk about you but
21:57 Lazer: the old version i remember playing seemed more clean
21:58 Halfslashed: that makes barely any sense.. lol - i did change the structure in this section but
21:58 Halfslashed: the parts you linked were in there when you got it earlier on
21:59 Lazer: nah like
21:59 Lazer: from just looking at the full mapo
21:59 Lazer: im really unsure what to do at 01:02:092 - though
21:59 Lazer: its just really hard to read haha
21:59 Lazer: i guess we can keep it this way for now
21:59 Halfslashed: i'll get some more opinions
22:00 Lazer: 01:17:531 (1,2,3) - i think we can go a bit fancier with this
22:00 Lazer: heh
22:01 Halfslashed: line isn't good enough? :x
22:01 Lazer: 01:17:920 (2) - try putting on x220 y160
22:02 Lazer: 01:18:310 - can also try putting this one on x408 y43
22:04 Halfslashed: eh, not really feeling it
22:04 Lazer: 01:25:323 (1,2,3) - http://cute.lazer.moe/y4BDPHR0.png unsure if youre a fan of this i am a fan of this
22:04 Lazer: aight
22:05 Lazer: 01:42:076 (7,8,9,10,1) - too high
22:05 Halfslashed: and no, i'm usually not a fan of putting anchors in curves like that
22:05 Lazer: a oki
22:07 Halfslashed: http://puu.sh/rB5HA/52a11c710a.jpg looks like i'm just barely making the cut
22:08 Halfslashed: i'll see if i can arrange it and lower it a bit to be safer
22:08 Lazer: 01:50:453 (2) - >w< tu high
22:12 Halfslashed: http://puu.sh/rB5Zc/3d3aab0611.jpg fine
22:12 Lazer: 02:19:868 (1) - WHY
22:12 Lazer: 02:22:985 (1) - deramok is always high
22:12 Halfslashed: someone else actually pointed that out with the same reaction
22:12 Halfslashed: but i don't understand what the problem is
22:12 Halfslashed: and neither does he
22:13 Lazer: its just too high
22:13 Lazer: 02:32:336 (8,9,10) - missing NC and spacing that dont make sense
22:13 Halfslashed: oh, yeah it's touching HP bar
22:13 Halfslashed: both of those are
22:13 Lazer: 02:36:232 (6,7) - wat de heckie i think u know wats wrong here >w<
22:14 Halfslashed: yeah i don't know what happened there lol.. inconsistent stream spacing
22:15 Lazer: 02:48:407 (2,3) - 2hi
22:17 Lazer: 03:17:531 (1,2) - overlap
22:21 Halfslashed: fixed the 2hi
22:21 Lazer: hyaa
22:22 Lazer: deramok ft too hi 03:54:641 (12,13) -
22:27 Lazer: uuf
22:27 Lazer: theres a loooot to fix still
22:27 Lazer: i can tell chu thatt ;o; let mesee how many mods you have
22:29 Halfslashed: so aside from hp bar, blankets, some overlaps
22:29 Halfslashed: aesthetically, am i headed in the right direction?
22:30 Lazer: i would say rather gameplay wise to be headed in the right direction
22:30 Lazer: 04:07:401 (1) - WAIT NO WHAT THE FUCK
22:31 Halfslashed: ...?
22:31 Halfslashed: it's not offscreen
22:31 Halfslashed: is the jump too big?
22:31 Lazer: no but its too hi
22:31 Lazer: you have to think of the hp bar as a big line
22:31 Lazer: that just goes all across the screen
22:31 Lazer: it shouldnt hit that region
22:31 Lazer: kya
22:32 Halfslashed: why though.. i understand the whole "not touching hp bar, od bar, insert interface element here" part
22:32 Halfslashed: but it just seems like wasted space otherwise
22:32 Lazer: unsure, its rules i go by
22:32 Lazer: ALSO
22:32 Lazer: TOILET BREAK UW
22:32 Lazer: BRB
22:32 Halfslashed: lol kk
22:38 Lazer: oki bak
22:38 Halfslashed: wb
22:39 Lazer: kyaa
22:39 Lazer: oh !
22:39 Lazer: i thnk you should participate in the community mentee/mentor program
22:40 Lazer: you could prob def learn some good stuff from that
22:40 Halfslashed: yeah i need to make a new map for that
22:40 Halfslashed: and i'm gonna try
22:40 Halfslashed: but i don't have the highest hopes for getting picked, especially after seeing how good the applicants were last time
22:40 Lazer: there is no such thing as good applicants
22:41 Lazer: i think they will pick randomly
22:41 Lazer: i will definitely join!
22:41 Halfslashed: no
22:41 Lazer: they wont ;w; ?
22:41 Halfslashed: they pick their own people
22:41 Lazer: ; 3;
22:41 Lazer: does that mean i have a chance
22:41 Lazer: ; w;
22:42 Halfslashed: yeah
22:42 Halfslashed: everyone has a chance
23:35 Halfslashed: anyways, thanks for the mod
23:35 Halfslashed: you should post log
23:36 Lazer: npp kyaa
23:36 Lazer: okaii i hope itd helped al il ;w ;
NoHitter
Oh hey! 1/3 sections <3

[Deramok]
00:01:535 (1,2,3) - Your initial blanket here feels a bit off. I think the sliderend of (2) isn't properly blanketing (1).
00:03:791 (1,2,3) - [nazi] The ends here aren't overlapped properly
00:19:279 (1,2,3,4,5,6) - A couple of things here: 1) The flow between (1,2,3) and (4) is a bit off. I suggest moving it down a bit so that the circular flow from (3) allows you to loop to 4 properly. 2) (5) is spaced a bit inconsistently between (4) and (6). Move it a bit up.
00:23:490 (9) - I don't think this is the best positioning of this note patternwise. Your formed a triangle with 00:22:588 (2,3,8) so perhaps take advantage of that? Adjust the combo to form a good triangle then perhaps you can place 00:23:490 (9) at where (2) is? A suggestion: http://puu.sh/rRiA4/f82bfff898.jpg
00:24:242 (3,4) - [nazi] Move a little to the left perhaps to avoid that slight overlap with the slider.
00:25:144 (3,4) - Same here ^
00:26:648 (6,7,8) - You might as well make (5) and (6,7,8) look like mirrored sliders for neatness. http://puu.sh/rRiRV/f8295ad9ca.jpg
00:34:016 (8,9,1,2) - Really, really inconsistent spacing here. (8,9,1) should be spaced similarly. The jump to (2) is fine given the music, but I think a reordering of combos would be necessary to signal that jump well. If you want to keep the jump RNC (1) and NC on (2) instead.
00:34:467 (2,3,4,5,1,2) - [nazi] Sliderends aren't overlapped properly (sorry for nazi xD)
00:38:377 (2,3,4,5,6,7) - An overall flow recommendation: First, reverse[Ctrl+G] (2) and (3), then make (5) be on the left instead of the right side of (4). Reverse (6) and (7) then make (6) on the right instead of the left side. It plays better IMO.
02:06:622 (4,5,6) - This would play better as mirrored sliders with (5) placed in the center between the two IMO.
02:08:180 (3,4,5,6,7,8,9) - Your stream spacing here is inconsistent. Is this intentional?
02:10:031 (5) - Place this at 69,203 instead. The flow variety is much better compared to the current placement which is just a blanket.
02:14:609 (4,5,6,7,8,9) - Flow wise, it's ok, but the design aspect is kind of :<
02:16:264 (7,8,9,10) - Same as above. Those overlaps looks ugly IMO :<
02:17:531 (6,7,8,9) - Two things here: 1) I think (8) would look better at 286,204, since you get to form a pseudo-pattern with it. 2) The jump to (9) has no flow to it whatsoever. There is no indication flow-wise as to how it jumps from (8) to (9). Note that in (8), the direction is from topright to downleft.
02:18:602 (4,5,6) - The sudden angled stream bit here is a bit jarring.
02:19:479 (11,12) - (9) and (10) were basically V-flipped sliders, so I think you should keep it consistent with (11) and (12) and also use V-flipped sliders.
02:23:570 (4) - Try placing this at 289,370 the flow and patterning become much better.
02:32:725 (2,3) - Please space your anti-jumps consistently. That's the only visual indication people have for them, so it's better to not ruin that too.
03:18:115 (2,3,4) - Again, design wise the overlaps aren't really good :<
03:19:089 (1) - I kind of was expected a 1/4 slider, 1/4 slider pattern here given how other parts similar to this was mapped that way. It just feels odd that you change the patterning now.
03:19:674 (2,3,4,5,6,1) - Can I recommend a pattern here for neatness? http://puu.sh/rRl3W/9c24c4aaa0.jpg
03:26:687 (10,11,1,2) - Actually, I'm going to keep quiet regarding these at this point, but yeah do note that I said earlier about overlaps :<
03:28:635 (2,3,4) - The slight curvature is kind of ugly IMO. Normally, you compress a stream like that in order to make it seem like a note, so you make it a straight line. By curving it, it looks really awkward and generally, you only curve them when you are transitioning between sliders and need to fill the space between the two with a small curve. [Same with the rest of the notes in the next part]
03:35:648 (6,7,8) - Inconsistent spacing here, and I think you could do well using a pattern here.
05:25:907 (4) - Weird flow here. Try placing it at 159,49?

[HalfSlashed]
Oh boy... spaced streams with jumps in between. Note that I actiively modded in a time of distance snap requirements, so excuse me if I sound a bit too harsh regarding your inconsistent spacing. Actually, maybe I'll just ignore some of the more minor things, but I'll bring up the big ones.
00:55:128 (3,4,5,6) - The stream structure and movement (during play) here is awkward.
01:01:362 (3,4,5,6) - Same goes here.
01:03:894 (1,2,3) - Regarding this inconsistent spacing, you don't have your usually music cue (the low bass) to justify a jump here. All your other similar jumps have that bass sound, so I think for consistency's sake you need to space this normally. [See 00:54:154 (1,2) - , 01:03:505 (1,2,3) - , etc]
01:10:128 (2,3,4) - Your blanketing here is too tight. Move (3) and bit to the left and up, I think.
01:12:855 (1,2) - Flow's a bit off here. (2) should be lowered a bit more to let's say 226,378? It doesn't go offscreen in play, don't worry.
01:13:440 (2,3,4,5,6) - After that, your pattern here also feels awkward. Flow wise, you start with a right -> left -> right, but in the middle, you swap it with a clockwise one. The change is a bit jarring.
01:15:193 (3,4,5,6,1) - Your curve here feels a bit more sharp towards the end. Soften it a bit by moving (5,6) a bit down? http://puu.sh/rRjHb/480411fc6d.jpg
01:17:141 (5,6,1) - [nazi] Inconsistent spacing here for no musical reason.
01:43:635 (4,5,6,7,1) - The curve here also gets more sharp towards the end. Suggestion: http://puu.sh/rRjSz/60170091d2.jpg
01:45:388 (9,10,1) - The slight curve looks a bit off IMO. Just make it straight.
01:46:946 (9,10,1) - I think it would look better if you just lined them up straight here. The curve back is a bit jarring.
01:53:180 (9,10,1) - Same comment here, but it looks passable here.
01:55:614 (6,1,2,3,4,1) - Flow-wise, there's no problem, but design-wise it looks ugly IMO.
02:46:362 (1,2,3) - Blanketing is off here
04:05:063 (4,5,1) - Please don't confuse players like this. That anti-jump from (5) to (1) is unintuitive and will piss off so many players.
04:10:031 (5,1,2,3) - Inconsistent spacing :< Accelerated spacing doesn't work on narrowed streams, you need to clearly see the spacing increase slowly like in 04:32:336 (1,2,3,4,5,6)!
04:20:842 (6,7,8) - I think you're better of doing that triangle pattern at 04:22:401 (6,7,8) - first before you try a more confusing pattern like this, so that players know how this pattern is played before tackling it. So if possible, I recommend you swap the two patterns.
04:45:193 (6,7,8) - The flow between these notes are awkward.

The map needs more polishing IMO. Good luck!
Topic Starter
Deramok

NoHitter wrote:

Oh hey! 1/3 sections <3

[Deramok]
00:01:535 (1,2,3) - Your initial blanket here feels a bit off. I think the sliderend of (2) isn't properly blanketing (1). is it? i really can't see it.. i'll ask someone on the topic as to confirm if i really have to replace every slider in this part..
00:03:791 (1,2,3) - [nazi] The ends here aren't overlapped properly why osu.. i adjusted them pixel by pixel before the update again.. either ot got infixed (once again) or i updated it with the wrong version somehow
00:19:279 (1,2,3,4,5,6) - A couple of things here: 1) The flow between (1,2,3) and (4) is a bit off. I suggest moving it down a bit so that the circular flow from (3) allows you to loop to 4 properly. 2) (5) is spaced a bit inconsistently between (4) and (6). Move it a bit up. 1) playing the tripple farther down like that wouldn't bode well with the spacing as well as it would make the angle less sharp, which isn't something i want in this particular part. 2) it's intentional. decreasing spacing on the set of three. it might seem like an incoinsistency because it's really only one note that changes the spacing, but it is intentional.
00:23:490 (9) - I don't think this is the best positioning of this note patternwise. Your formed a triangle with 00:22:588 (2,3,8) so perhaps take advantage of that? Adjust the combo to form a good triangle then perhaps you can place 00:23:490 (9) at where (2) is? A suggestion: http://puu.sh/rRiA4/f82bfff898.jpg not sure if i'm happy with it. but i more or less applied your suggestion for now. that part has been a hassle
00:24:242 (3,4) - [nazi] Move a little to the left perhaps to avoid that slight overlap with the slider. ah, it's been brought up often enough now, i'll change it
00:25:144 (3,4) - Same here ^
00:26:648 (6,7,8) - You might as well make (5) and (6,7,8) look like mirrored sliders for neatness. http://puu.sh/rRiRV/f8295ad9ca.jpg they are actually. just that the it's more point than axis symmetric.
00:34:016 (8,9,1,2) - Really, really inconsistent spacing here. (8,9,1) should be spaced similarly. The jump to (2) is fine given the music, but I think a reordering of combos would be necessary to signal that jump well. If you want to keep the jump RNC (1) and NC on (2) instead. similar spacing won't work very well with the song here imo. so i keep the jump. but i don't know why i even had the nc like that, so that's fixed
00:34:467 (2,3,4,5,1,2) - [nazi] Sliderends aren't overlapped properly (sorry for nazi xD) nazing on those is just fine.. they're upsetting as hell. fixed.. again
00:38:377 (2,3,4,5,6,7) - An overall flow recommendation: First, reverse[Ctrl+G] (2) and (3), then make (5) be on the left instead of the right side of (4). Reverse (6) and (7) then make (6) on the right instead of the left side. It plays better IMO. another part i've been tempering with for a while now already, never being quite satisfied. i'll try and take your suggestion on it.
02:06:622 (4,5,6) - This would play better as mirrored sliders with (5) placed in the center between the two IMO. it would look neater for sure and the slider end of the second one isn't really needed to be where it is atm. changing it for now
02:08:180 (3,4,5,6,7,8,9) - Your stream spacing here is inconsistent. Is this intentional? yes, it is intentional, going with the violin pitch.
02:10:031 (5) - Place this at 69,203 instead. The flow variety is much better compared to the current placement which is just a blanket. as the pattern itself would be interesting, i don't see it fitting emphasis wise. there would be a pretty big jump there that doesn't really go along with much of anything
02:14:609 (4,5,6,7,8,9) - Flow wise, it's ok, but the design aspect is kind of :< i like this kind of stream design
02:16:264 (7,8,9,10) - Same as above. Those overlaps looks ugly IMO :< i don't mind them at all. and using a different spacing or shape wouldn't fit either. so i'll stick to what works for me.
02:17:531 (6,7,8,9) - Two things here: 1) I think (8) would look better at 286,204, since you get to form a pseudo-pattern with it. 2) The jump to (9) has no flow to it whatsoever. There is no indication flow-wise as to how it jumps from (8) to (9). Note that in (8), the direction is from topright to downleft. 1) playing 8 as a part of the stream pattern wouldn't give it the proper snappyness i wanted to have there due to the shamisen, 2) which is also the reason why i use unconfortable movement for my jump onto 9. also moving the slider there would overlap unnicely with the following stream.
02:18:602 (4,5,6) - The sudden angled stream bit here is a bit jarring. it's there to follow both the vocals as well as the violin that break a held note there
02:19:479 (11,12) - (9) and (10) were basically V-flipped sliders, so I think you should keep it consistent with (11) and (12) and also use V-flipped sliders. thing is, none of these are v-flipped sliders. they all follow a rotation by the same amount. displaying disaray with the sharp vocals while following the 1/4 of th shamisen.
02:23:570 (4) - Try placing this at 289,370 the flow and patterning become much better. hmm, the note was over there to form a pattern that dosen't exist anymore, so moving it is no problem. but i'm not sure with it's working of the spacing in your suggestion. i'll take it for n ow, but it might change again
02:32:725 (2,3) - Please space your anti-jumps consistently. That's the only visual indication people have for them, so it's better to not ruin that too. this whole pattern revolves around increasing spacing with the shamisen's intensity. the "anit-jumps", even if i wouldn't call those particular notes as such, should be fairly readable especially with the slider before them giving time to read them properly. also what are the inconsistent with? that would be interesting to know. might have to look into other ones based ont hat.
03:18:115 (2,3,4) - Again, design wise the overlaps aren't really good :< i've seen overlaps on low angle jumps after a very sharp angle a number of times and don't really think it's an issue based on that. besides it's not something that bothers me personally.. also changing that would mean changing a lot of other things following it, killing a number of patterns in the process, so unless there is a really good reason to do so, i won't touch it.
03:19:089 (1) - I kind of was expected a 1/4 slider, 1/4 slider pattern here given how other parts similar to this was mapped that way. It just feels odd that you change the patterning now. what in this calm part of the song would warant 1/4 sliders though? it would increase the density unnecessarily and be mapped to an instrument i haven't really mapped anywhere else. the emphasis on this part is really just on the vocals and the piano. i don't remember having a part that does this otherwise either to be honest. even looking at halfslashed's previous parts.
03:19:674 (2,3,4,5,6,1) - Can I recommend a pattern here for neatness? http://puu.sh/rRl3W/9c24c4aaa0.jpg you can. not a fan of how the angle 6 to 1 is in the however.. so i might change it againctrl+g'd 6 and 5~
03:26:687 (10,11,1,2) - Actually, I'm going to keep quiet regarding these at this point, but yeah do note that I said earlier about overlaps :< yeah, i get the point you're getting at, so there's no use in pointing at them further. and the same goes for my reasoning to keep them.
03:28:635 (2,3,4) - The slight curvature is kind of ugly IMO. Normally, you compress a stream like that in order to make it seem like a note, so you make it a straight line. By curving it, it looks really awkward and generally, you only curve them when you are transitioning between sliders and need to fill the space between the two with a small curve. [Same with the rest of the notes in the next part] the thought of doing this in order to compress them to one note never occurrede to me actually. there is a reason behind curving these. the piano just hits a note, shifts to another tone and returns to the first one, which is why i didn't put them on one line. now i'll probably still change it, but more because i have the latter ones straight as well for whatever reason and it would be a big hassle changing all of those as they connect patterns.
03:35:648 (6,7,8) - Inconsistent spacing here, and I think you could do well using a pattern here. it plays as the same pattern as 03:34:674 (1,2,3) - and 03:35:063 (3,4,5) - the spacing is identical as the positions are just rotated by 120/240 degree. so the positions are consistent in spacing. hence it is also a part of the pattern
05:25:907 (4) - Weird flow here. Try placing it at 159,49? hm. both options work really imo. my version just lays a bit more emphasis on the downbeat vocal with the spike out of the circular flow pattern. actually due to the change in 02:23:277 (2,3,4) - i think i want to keep my patter as it's more consistent with the changes the in spacing, that being lower spacing to the secon a vowel and a bigger jump into the next syllable


The map needs more polishing IMO. Good luck! polish is a big problem for me for sure, which is why i'm trying to get somewhere with this, getting mods on this (and if things happen to align getting it ranked) in order to achieve polish is the whole point of the project to me~ thank you for the mod
Halfslashed
NoHitter

NoHitter wrote:

Oh hey! 1/3 sections <3

[HalfSlashed]
Oh boy... spaced streams with jumps in between. Note that I actiively modded in a time of distance snap requirements, so excuse me if I sound a bit too harsh regarding your inconsistent spacing. Actually, maybe I'll just ignore some of the more minor things, but I'll bring up the big ones.
00:55:128 (3,4,5,6) - The stream structure and movement (during play) here is awkward.
Reworked this pattern quite a bit.
01:01:362 (3,4,5,6) - Same goes here.
^
01:03:894 (1,2,3) - Regarding this inconsistent spacing, you don't have your usually music cue (the low bass) to justify a jump here. All your other similar jumps have that bass sound, so I think for consistency's sake you need to space this normally. [See 00:54:154 (1,2) - , 01:03:505 (1,2,3) - , etc]
The jumps in this part are the string plucks (Deramok calls this instrument the shamisen) which pick apart the structure established for the first similar section of this song, so i'm using a different emphasis here.
01:10:128 (2,3,4) - Your blanketing here is too tight. Move (3) and bit to the left and up, I think.
I could've sworn i fixed this before.
01:12:855 (1,2) - Flow's a bit off here. (2) should be lowered a bit more to let's say 226,378? It doesn't go offscreen in play, don't worry.
Alright I changed it.
01:13:440 (2,3,4,5,6) - After that, your pattern here also feels awkward. Flow wise, you start with a right -> left -> right, but in the middle, you swap it with a clockwise one. The change is a bit jarring.
Yeah this is due to the loud drum on 3. This sound warrants a sharp angle, which results in a flow change since the rest of the pattern is smooth-sounding.
01:15:193 (3,4,5,6,1) - Your curve here feels a bit more sharp towards the end. Soften it a bit by moving (5,6) a bit down? http://puu.sh/rRjHb/480411fc6d.jpg
Made the rest have more defined angles instead and pretty'd it up a bit.
01:17:141 (5,6,1) - [nazi] Inconsistent spacing here for no musical reason.
You're right. Spacing was increasing at a static multiple, so I reflected that here.
01:43:635 (4,5,6,7,1) - The curve here also gets more sharp towards the end. Suggestion: http://puu.sh/rRjSz/60170091d2.jpg
I attempted to fix this.
01:45:388 (9,10,1) - The slight curve looks a bit off IMO. Just make it straight.
Made this and the other one more curvy instead.
01:46:946 (9,10,1) - I think it would look better if you just lined them up straight here. The curve back is a bit jarring.
It was my intent for it to be jarring, but given the following comment, I just reduced the angle and removed the overlap on 10 and 8.
01:53:180 (9,10,1) - Same comment here, but it looks passable here.
As above.
01:55:614 (6,1,2,3,4,1) - Flow-wise, there's no problem, but design-wise it looks ugly IMO.
Not sure I want to really change this since it's fairly consistent with what i've done before aesthetically. Change this would also require many pattern changes to accomodate it to be more in line with what it was before, and i'd like to keep those patterns.
02:46:362 (1,2,3) - Blanketing is off here
I tried harder.
04:05:063 (4,5,1) - Please don't confuse players like this. That anti-jump from (5) to (1) is unintuitive and will piss off so many players.
I don't know how in my many playtests, I didn't notice this nor did anyone else. This was unintentional and is fixed in both occurances.
04:10:031 (5,1,2,3) - Inconsistent spacing :< Accelerated spacing doesn't work on narrowed streams, you need to clearly see the spacing increase slowly like in 04:32:336 (1,2,3,4,5,6)!
This has different spacing because of the different sounds being mapped here. The string instrument in the background is prominent, but not particularly intense, so it is normal spacing (for this section). The drum that 5 is mapped to however, is relatively soft in comparison, so it has lower spacing.
04:20:842 (6,7,8) - I think you're better of doing that triangle pattern at 04:22:401 (6,7,8) - first before you try a more confusing pattern like this, so that players know how this pattern is played before tackling it. So if possible, I recommend you swap the two patterns.
Took restructuring, but I agree with this concept heavily, so I made it happen.
04:45:193 (6,7,8) - The flow between these notes are awkward.
Also found a DS error here, thanks!

The map needs more polishing IMO. Good luck!
Well you certainly helped quite a bit :)
GIDZ
yea that m4m lel
Its here
  1. Rly recommend custom hitsounds :v
    Deramok
  2. 00:01:535 - Use soft sampleset? Normal sounds very noisy imo.
  3. 00:30:407 (5) - Move this to the left a bit for a more curved flow?
  4. 00:33:114 (3,5) - I think u could increase spacing here for 1/3 jump
  5. 00:33:866 (6,7,8,9,10) - Inconsistent spacing s weird here. Why not follow like prev? 00:23:039 (5,6,7,8,9) -
  6. 00:38:377 (2,3,4,5,6,7,1,2) - Same about spacing on 1/3 jumps
  7. 00:41:234 (6) - Move down a bit for better circular flow?
  8. 00:46:264 (1,2,3,4,5,6,7,8) - I think u can move pattern to the left a little to avoid overlap with 00:45:972 (7) -
  9. 00:47:628 (4,5) - The spacing here is weird imo. I know u wanna emphasize the 2 piano notes but it just doesnt play well when I tested it. Also I recommend curving 00:47:433 (3) - a little + stack 00:47:725 (5) - . :arrow: http://puu.sh/rZAOG/7953ce07fb.jpg
  10. 00:53:375 (5,7) - Make it more neat? http://puu.sh/rZATe/c898c59892.jpg
  11. 02:05:648 (7) - This seems a bit too far according to ur distance between 02:05:355 (5,6) -
  12. 02:23:277 (2,3) - Spacing weird here again imo. Since 02:23:375 (3) - is 1.6x away from 02:23:277 (2) - , why not make 02:23:277 (2,3) - 1.6x away from 02:22:985 (1) - as well? :arrow: http://puu.sh/rZBvW/e738e079fa.jpg I moved 02:23:764 (5) - to stack with 02:23:277 (2) - as well.
  13. 02:24:349 (7) - Move down to make triangular flow? http://puu.sh/rZBz1/6ef82ae725.jpg
  14. 02:29:998 (7) - NC here like 02:29:220 (1) -
  15. 02:32:725 (2,3) - I misread them for 1/4s here, I think u should make a jump here. Or stack them.
  16. 02:37:011 (1,2) - I suggest u stack them cuz that little spacing can make players misread easily
  17. 02:37:790 (1,2) - ^
  18. 02:39:251 (4,1,2,3,4) - Confusing flow here imo. 02:39:349 (1) - Stack on 02:39:251 (4) - , 02:39:544 (2,4) - 2 on 02:38:570 (1) - end and 4 on tail, 3 on 02:40:128 (1) - head? Plays out better imo.
  19. 03:18:115 (2,3,4,5,6) - I think u could make some jumps here
  20. 03:20:453 (6) - X:319 Y:191 to complete star jumps
  21. 03:21:232 (2) - Stack on slider end? Since 03:21:427 (3,4,5,6) - have small spacing, I think its better to make players stoop cursor there.
  22. 03:51:816 (1,2,3,4,5,6,7,8) - I think u should rly make jumps here since 03:51:427 (9,10) - gives a lot of momentum to cursor movement, hence decreasing spacing here would alter flow and make players panic in reading for that moment.
  23. 05:25:615 (2,3) - Spacing :v :arrow: Maybe http://puu.sh/rZCDH/00174a6ba3.jpg ?

    Halfslashed
  24. 01:00:388 (1,2,3,1) - lol, the distance is very obscure to play. Maybe something like http://puu.sh/rZB0K/9175ebde77.jpg ?
  25. 01:03:505 (1,2,3,1) - same
  26. 01:08:180 (1,2) - Why not std curve sliders :v This slider seems complex but it isnt lol
  27. 01:10:907 (4) - Move to right a little to avoid overlap with 01:10:518 (3) -
  28. 01:19:089 - I would do a double kick slider + stream pattern here cuz I think it would rly fit the music here. But its ur choice.
  29. 01:25:323 (1) - lol did u delete a red point on this slider? The shape will look better if u make shape again. Just delete middle white point and ctrl + click there again.
  30. 02:02:238 (1) - Unnecessary NC here pls remove
  31. 02:41:687 (1) - I rly recommend u to use simpler shapes to avoid some disagreements with BN lol. Just my experience kek
  32. https://osu.ppy.sh/forum/t/37194 this might help you~
  33. 03:17:531 (1) - slider shape again here
  34. 04:22:400 (6,7,8) - Not that its an old pattern but I think at this bpm, the flow of this pattern just doesnt work well. Applies to all the back-forth triplets u did in the map.
  35. 04:26:394 (2) - Why not space evenly with 04:26:102 (1,3) - ?? Just looks bad in aesthetics imo.
  36. 04:32:531 (2,3,4,5) - Recommend left right jumps here instead of curved line pattern. Cuz I would have thought the stream was gonna continue lol
  37. 04:39:933 (1) - Mostly spacing of streams change on white ticks as it feels more comfortable, but on a red tick might feel uneasy. Hmm, I think u could delete 04:39:641 (7,9) - and make jumps till triplets. Then NC 04:40:128 (3) - instead.
  38. 04:40:128 (12,13) - These seem a bit too close

Thats it from me I suppose, GL~
Topic Starter
Deramok

- G I D Z - wrote:

yea that m4m lel
Its here
  1. Rly recommend custom hitsounds :v if only i had any idea what to use
    Deramok
  2. 00:01:535 - Use soft sampleset? Normal sounds very noisy imo. the instruments are distinct enough to warant normal imo. but i'm no expoert in hitsounding
  3. 00:30:407 (5) - Move this to the left a bit for a more curved flow? staying curved isn't the intention here, i want it to be straight due to the nature of the instrument it follows
  4. 00:33:114 (3,5) - I think u could increase spacing here for 1/3 jump increase? if anything it's a decrease with the vocals lowering the pitch and intensity. but it follows the shamisen, which stays the same relative to previous one.
  5. 00:33:866 (6,7,8,9,10) - Inconsistent spacing s weird here. Why not follow like prev? 00:23:039 (5,6,7,8,9) - those two follow different instruments quite clearly. first one follows the shamisen, which isn't even present at the second one, there it's the guitar.
  6. 00:38:377 (2,3,4,5,6,7,1,2) - Same about spacing on 1/3 jumps why though? they still follow the relatively low intensity shamisen pulls, lower in intensity than the previous ones at that as to explain why they have lower spacing than those. only the last one i could see increased, but that doesn't work very well with the pattern and i don't have enough space to pull it of i'd like it and it's good enough as is imo
  7. 00:41:234 (6) - Move down a bit for better circular flow? same as previous suggestion of the sorts
  8. 00:46:264 (1,2,3,4,5,6,7,8) - I think u can move pattern to the left a little to avoid overlap with 00:45:972 (7) - it doesn't overlap? it blankets it from what i see which was slightly off however, so i fixed that
  9. 00:47:628 (4,5) - The spacing here is weird imo. I know u wanna emphasize the 2 piano notes but it just doesnt play well when I tested it. Also I recommend curving 00:47:433 (3) - a little + stack 00:47:725 (5) - . :arrow: http://puu.sh/rZAOG/7953ce07fb.jpg curved it a bit more. didn't put a stack because it wouldn't fit in with the part of the map, but i changed the direction to be circular instead
  10. 00:53:375 (5,7) - Make it more neat? http://puu.sh/rZATe/c898c59892.jpg in what way. and how is it not neat now? it's a zig-zag on the lower, low spacing part of the pattern and a curve with stably increasing angles on the upper, larger spoaced part of the pattern.
  11. 02:05:648 (7) - This seems a bit too far according to ur distance between 02:05:355 (5,6) - that's because the second link doesn'0t lead to especially emphasis requiring notes. the first link however leads to an emphasis more relatable to this gap 02:05:063 (4,5) - besides it's slider into note and not note into slider, which isn't really very comparable at times.
  12. 02:23:277 (2,3) - Spacing weird here again imo. Since 02:23:375
    (3) - is 1.6x away from 02:23:277 (2) - , why not make 02:23:277 (2,3) - 1.6x away from 02:22:985 (1) - as well? :arrow: http://puu.sh/rZBvW/e738e079fa.jpg I moved 02:23:764 (5) - to stack with 02:23:277 (2) - as well. again spacing from slider to note can vary vastly from note to note spacing and still be at the same level due to slider leniency. but it's still comparably high here, that is true, and that's due to emphasis on the really sharp and outstanding vocals
  13. 02:24:349 (7) - Move down to make triangular flow? http://puu.sh/rZBz1/6ef82ae725.jpg it's as triangular as i'm willing to tollerate ont his pattern. i want it to be on a high angle. it's not a very sharp vocal on it, rather than that it's a smooth transitioning one with the pitch.
  14. 02:29:998 (7) - NC here like 02:29:220 (1) - unlike on the second one i think the notes after the first one still belong together with the stream, they're in the same pattern as well and the meassure is still ongoing too. and meassures are really the main thing i went after when setting combos
  15. 02:32:725 (2,3) - I misread them for 1/4s here, I think u should make a jump here. Or stack them. i explained this one a bunch of times by now, and i'm sticking with it unless someone brings up a convincing argument to me
  16. 02:37:011 (1,2) - I suggest u stack them cuz that little spacing can make players misread easily ^
  17. 02:37:790 (1,2) - ^ ^ besides needing a little bit of reading doesn't hurt, a map isn't supposed to present evertything on a silver plate to the player as long as it follows the song. just a different kind of difficulty than just large spacing
  18. 02:39:251 (4,1,2,3,4) - Confusing flow here imo. 02:39:349 (1) - Stack on 02:39:251 (4) - , 02:39:544 (2,4) - 2 on 02:38:570 (1) - end and 4 on tail, 3 on 02:40:128 (1) - head? Plays out better imo. wouldn't play well imo. i like the momentary stop it doesn now better as well. i changed the latter three notes of the pattern in a different way though because the direction from the note to the sldier was bothering me as well as the spacing from 2 to 3
  19. 03:18:115 (2,3,4,5,6) - I think u could make some jumps here gradually increasing intensity on the piano - gradually increasing spacing on the first instance of this sound pattern.
  20. 03:20:453 (6) - X:319 Y:191 to complete star jumps was never supposed to be a star pattern
  21. 03:21:232 (2) - Stack on slider end? Since 03:21:427 (3,4,5,6) - have small spacing, I think its better to make players stoop cursor there. you more or less stop cursor movement there anyway. stacking it would only mess up the pattern
  22. 03:51:816 (1,2,3,4,5,6,7,8) - I think u should rly make jumps here since 03:51:427 (9,10) - gives a lot of momentum to cursor movement, hence decreasing spacing here would alter flow and make players panic in reading for that moment. it's a part that goes from rapid to not-so-rapid note sequences in the song, so the map does the same. jumps would throw me off more than what i have now, plus again, reading doesn't hurt
  23. 05:25:615 (2,3) - Spacing :v :arrow: Maybe http://puu.sh/rZCDH/00174a6ba3.jpg ? same concept as in my first chorus

Thats it from me I suppose, GL~
thank you for having a look, even if it took some time ~
Halfslashed

- G I D Z - wrote:

yea that m4m lel
Its here

  • Halfslashed
  1. 01:00:388 (1,2,3,1) - lol, the distance is very obscure to play. Maybe something like http://puu.sh/rZB0K/9175ebde77.jpg ?
    Explained it before but the spacing right now is to emphasize the large string pluck on 01:00:777 (1). The spacing on 01:00:388 (1,2) is the same spacing as if this was a circle, since the end of 01:00:388 (1) is used to elongate the chime sound.
  2. 01:03:505 (1,2,3,1) - same
    As above.
  3. 01:08:180 (1,2) - Why not std curve sliders :v This slider seems complex but it isnt lol
    Mainly because it complements 01:07:401 (3) fairly well.
  4. 01:10:907 (4) - Move to right a little to avoid overlap with 01:10:518 (3) -
    Fixed.
  5. 01:19:089 - I would do a double kick slider + stream pattern here cuz I think it would rly fit the music here. But its ur choice.
    The hitsounding agrees too. I made it happen.
  6. 01:25:323 (1) - lol did u delete a red point on this slider? The shape will look better if u make shape again. Just delete middle white point and ctrl + click there again.
    Nice fix. With a few more changes, I made it work into my pattern here.
  7. 02:02:238 (1) - Unnecessary NC here pls remove
    Don't ask how it got there, because I don't know either.
  8. 02:41:687 (1) - I rly recommend u to use simpler shapes to avoid some disagreements with BN lol. Just my experience kek
    It's neatly made and fits the oscillating vocal here, I don't know why this would be considered a problem. Also I used the guide below.
  9. https://osu.ppy.sh/forum/t/37194 this might help you~
  10. 03:17:531 (1) - slider shape again here
    Not mine but I don't think he'll change it :P
  11. 04:22:400 (6,7,8) - Not that its an old pattern but I think at this bpm, the flow of this pattern just doesnt work well. Applies to all the back-forth triplets u did in the map.
    I consistently hit them when they're in this orientation. I could understand if the pattern was vertically flipped, but due to the upward movement landing on a red tick for every single triple, it makes it easy to play the stronger beats on the white ticks with downward movement. I've gotten quite a few playtests from others on this as well, and any player that can handle this map can hit these just fine.
  12. 04:26:394 (2) - Why not space evenly with 04:26:102 (1,3) - ?? Just looks bad in aesthetics imo.
    I did something. The sliders and notes are paired here, so I made the spacing between the pairs more even.
  13. 04:32:531 (2,3,4,5) - Recommend left right jumps here instead of curved line pattern. Cuz I would have thought the stream was gonna continue lol
    I agree. Made it happen.
  14. 04:39:933 (1) - Mostly spacing of streams change on white ticks as it feels more comfortable, but on a red tick might feel uneasy. Hmm, I think u could
    delete 04:39:641 (7,9) - and make jumps till triplets. Then NC 04:40:128 (3) - instead.
    Did 1/4 sliders instead since there are sounds on those blue ticks that I consistently map.
  15. 04:40:128 (12,13) - These seem a bit too close
    No clue what that's linking to, but if it's the next NC'd note, then it's fine.

Thats it from me I suppose, GL~
Flezlin
okA from my ded quue


  • [tomorrow i will be ded]
  1. 01:12:855 (1) - slider curve looks off http://puu.sh/rVQni/f7b47b8ad4.jpg
  2. 01:31:557 (1) - i dont get why u suddenly decide to make a 1/2 repeat slider instead of usual 1/1
  3. 01:49:771 (4,1) - kinda nazi but the spacing between these two is larger than throughout these 01:49:868 (1,2,3,4,1) -
  4. 02:16:362 (8,9,10) - i think the rhythm would make more sense as http://puu.sh/s179Y/c8d8871a04.jpg
  5. 02:27:076 (5,6,7,8,9,10) - these all sound the same intensity to me, why stack on 5,6,7 ?
  6. 02:36:524 (9,10,11,12) - surprised at no change in spacing for these muffled sounds
  7. 03:44:998 (8,9,10) - stacking these would be pretty cool so you map the vocals but still emphasize 03:45:193 (10,11,12,13,1) -
  8. 04:13:245 (1,2,3) - this should be more emphasized in comparison with 04:12:855 (1,2,3) - , maybe reduce the spacing on the first triple
  9. 04:33:310 (6,7,1,2,3) - spacing is pretty big for the sounds here imo
  10. 04:33:505 (1) - lol what random nc?
  11. 04:59:803 (1,2,3,4) - why not make these kicksliders to emphasize those weird drum sounds
  12. 05:03:505 (1,2,3,4,5) - maybe slowly decrease spacing here with the lowering pitch and fading cymbal soudn thing
  13. 05:12:855 (1,2,3) - i feel like you tried to emphasize these 3/4s with bigger spacing but it doesn't stand out much since the rest of the map already has huge spacing xd
  14. 05:53:375 (1) - nice slider !
ok bad mod

gl yo
Halfslashed
SPOILER

Flezlin wrote:

okA from my ded quue


  • [tomorrow i will be ded]
  1. 01:12:855 (1) - slider curve looks off http://puu.sh/rVQni/f7b47b8ad4.jpg
    Fixed
  2. 01:31:557 (1) - i dont get why u suddenly decide to make a 1/2 repeat slider instead of usual 1/1
    There's a 1/2 rhythm present here that's different from the other sections along with the typical rhythm here.
  3. 01:49:771 (4,1) - kinda nazi but the spacing between these two is larger than throughout these 01:49:868 (1,2,3,4,1) -
    Fixed.
  4. 04:13:245 (1,2,3) - this should be more emphasized in comparison with 04:12:855 (1,2,3) - , maybe reduce the spacing on the first triple
    If it's due to the cymbal crashes, i'm not really basing my emphasis off of those, so i'll be keeping these.
  5. 04:33:310 (6,7,1,2,3) - spacing is pretty big for the sounds here imo
    It's 1x and I consistently represent these sounds in this fashion in this section.
  6. 04:33:505 (1) - lol what random nc?
    lol ya
  7. 04:59:803 (1,2,3,4) - why not make these kicksliders to emphasize those weird drum sounds
    Focus here is the guitar, not the drum sounds.
  8. 05:03:505 (1,2,3,4,5) - maybe slowly decrease spacing here with the lowering pitch and fading cymbal soudn thing
    Wonderful idea, I made it happen.
  9. 05:53:375 (1) - nice slider !
    Thanks :)
ok bad mod

gl yo
Topic Starter
Deramok

Flezlin wrote:

okA from my ded quue


  • [tomorrow i will be ded]
  1. 02:16:362 (8,9,10) - i think the rhythm would make more sense as http://puu.sh/s179Y/c8d8871a04.jpg the shamisen goes in 1/4 consistently through that part, i don't see a reason to break it up in the end with a singletap while the turn emphasises the other part enough already
  2. 02:27:076 (5,6,7,8,9,10) - these all sound the same intensity to me, why stack on 5,6,7 ? tried fixing it, now there's something else for people to go ham on instead
  3. 02:36:524 (9,10,11,12) - surprised at no change in spacing for these muffled sounds there are spacing changes all throughout that stream, but it's entirely on the shamisen
  4. 03:44:998 (8,9,10) - stacking these would be pretty cool so you map the vocals but still emphasize 03:45:193 (10,11,12,13,1) - i do map the vocals there though?
  5. 05:12:855 (1,2,3) - i feel like you tried to emphasize these 3/4s with bigger spacing but it doesn't stand out much since the rest of the map already has huge spacing xd it's more about the slow down after the jump into 05:12:855 (1) - actually, so it's the oposite
ok bad mod

gl yo
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