forum

Katakiri Rekka - Moe Ochiru Hokori -Counter raid Another D-

posted
Total Posts
65
show more
Topic Starter
Sharu

Julie wrote:

Seriously, nice map
00:59:002 (1) - How about making the 2nd red tick on the white dot : http://puu.sh/sS1bR/d6949f74b5.jpg, just like you did on the first dot, since there is a piano sound at 00:59:494 - , just like here 00:59:248 - .Ok^^

01:20:395 (6,7,8) - Hmm maybe try not to make a constant looking spacing here, due to this 01:20:395 (6,7) - being really fast, and this notes 01:20:887 (8) - appear really fast but shouldn't be hit the same rhythm, so player might be hitting this notes 01:20:887 (8) - too fast (will mostly see that in HD as well). Oh ok distance snap fixed

01:48:305 (3,5) - Maybe try to avoid this, because look how it look in-game for people that have perfectly snap enable : http://puu.sh/sS1zp/8428ff53e6.jpg. Pretty confusing, it look like there is a slider at (3). Unlike here 01:50:272 (7,1) - the color are different. Ok fixed

01:53:346 (6,1) - Make this a way bigger spacing then between these 01:53:592 (1,2) - to emphasize the loud cymbal. Just like what you did here 01:56:297 (7,1,2) - and here 01:59:248 (5,1,2) - . Yep fixed

02:49:396 (2,3) - I find this rhythm a bit tricky to understand, since the instrument here 02:49:642 - from the song is really low, while here 02:49:519 - there the vocal and a low instrument sound as well. While here 02:50:872 (2,3) - is different due to no new sound at 02:50:995 - (well there is one, but is so low, not worth mapping). Mmh, i don't find any problem with it when i testplay, so i don't fink it's a big problem

03:18:905 (5,6) - ^ Same reason, except that I feel is way better if you start the rhythm at 03:19:273 (1) - , just like you did here 03:17:798 - . Is like the start of a new section. Since the sound on notes (6) is pretty low. Ok i started the rythm at 03:19:273 (1) -
While here 03:22:101 - , you could add a note, is the same drum as 03:22:224 - , except of course the volume is lower and you've having a note on these drums.Mmh i think that it's better without note here 03:22:101 - because if i do it will maybe be weird because there is no note here 01:23:223 -


I love the way you pattern and the inconsistency woah. I usually hate inconsistency stuff, but this is really well done in my opinion, nice understanding of how the song work. Thx !: )

Seriously, good jobs from me, I'd love to see your future work *kudos* (been a while I haven't shoot one :D) Thanks !! You are very nice !
BounceBabe

bg size is 1400x990 which isnt rankable as its not a 4:3 or 16:9. use 1366x768 or 1920x1200

spacing contradicts between 00:03:480 (2,1) - and 00:02:496 (1,2) - either make spacing between 1 and 2 larger or 2 to 1 smaller

00:11:102 (1) - remove nc

00:12:086 (4,5,6) - playability would increase with same spacing between these

00:13:807 (4,5) - flow is rather bad between these try something like this http://puu.sh/sUXmd/eea3772470.jpg

00:42:035 (1,2,3,4) - spacing should be equal same here 00:39:084 (1,2,3,4) - 00:44:986 (1,2,3,4) - since they are technically the same but spacing varies on every one of them

00:50:887 (1,2,3) - first time you use this spacing, could be confused with 1/2 elements, use spaced out arrangement like here 00:53:838 (1,2,3) - its better

01:03:428 (6) - NC

01:12:281 (1,2,3) - spacing is not readable whatsoever. look at the timeline. 01:12:281 (1,2) - make this bigger and 01:13:018 (2,3) - smaller

01:17:076 (4,5) - dont see why you have a spacing increase here. 01:16:707 (2,3,4,5) - sound all the same. rather keep them consistent

01:21:133 (1) - sound here is more intense so should have larger spacing while 01:20:641 (7,8) - is softer and should have smaller spacing

01:23:346 (1,2,3) - this spacing makes this 01:24:453 (4,5,6,7,8,9) - not readable. 01:24:084 (3,4) - is close to 01:23:346 (1,2) -

01:24:453 (4,5) - 01:24:822 (6,7) - should have the same spacing since its all 1/2 notes

01:27:035 (1) - SV increase isnt noticeable since you have no slider ticks, make STR 2 so the increase is easier to read

01:29:248 (4,5) - flow is unpleasant to play here reverse 01:29:494 (5,6) - for smoother gameplay

01:35:027 (3) - move it here http://puu.sh/sUY4T/0abded5050.jpg it will make flow better

02:24:437 (3,4,5) - can be misread as 1/4 elements again, consider spacing them out a bit more since spacing of 02:23:946 (1,2) - 02:25:175 (1,2) - is much larger so it gives the impression they are played differently same with 02:26:036 (3,4,1,2,3) - stacking is also makes fluent gameplay suffer in this case. even more since you used larger spacing for 02:31:568 (1,2) - so it contradicts a bit

02:37:224 (1,2) - should have same spacing as 02:35:749 (1,2,3) - since they sound the same

that's as far as i got in 20 min. GL ^^
Topic Starter
Sharu

BounceBabe wrote:


bg size is 1400x990 which isnt rankable as its not a 4:3 or 16:9. use 1366x768 or 1920x1200 I'll find a new background later^^

spacing contradicts between 00:03:480 (2,1) - and 00:02:496 (1,2) - either make spacing between 1 and 2 larger or 2 to 1 smaller Fixed

00:11:102 (1) - remove nc Fixed

00:12:086 (4,5,6) - playability would increase with same spacing between these Fixed

00:13:807 (4,5) - flow is rather bad between these try something like this http://puu.sh/sUXmd/eea3772470.jpg Fixed

00:42:035 (1,2,3,4) - spacing should be equal same here 00:39:084 (1,2,3,4) - 00:44:986 (1,2,3,4) - since they are technically the same but spacing varies on every one of them Well ok fixed

00:50:887 (1,2,3) - first time you use this spacing, could be confused with 1/2 elements, use spaced out arrangement like here 00:53:838 (1,2,3) - its better Ok fixed

01:03:428 (6) - NC Ok

01:12:281 (1,2,3) - spacing is not readable whatsoever. look at the timeline. 01:12:281 (1,2) - make this bigger and 01:13:018 (2,3) - smaller I stacked 01:13:018 (2) - with the end of the slider

01:17:076 (4,5) - dont see why you have a spacing increase here. 01:16:707 (2,3,4,5) - sound all the same. rather keep them consistent Fixed

01:21:133 (1) - sound here is more intense so should have larger spacing while 01:20:641 (7,8) - is softer and should have smaller spacing Ok fixed

01:23:346 (1,2,3) - this spacing makes this 01:24:453 (4,5,6,7,8,9) - not readable. 01:24:084 (3,4) - is close to 01:23:346 (1,2) - Fixed i think

01:24:453 (4,5) - 01:24:822 (6,7) - should have the same spacing since its all 1/2 notes Fixed

01:27:035 (1) - SV increase isnt noticeable since you have no slider ticks, make STR 2 so the increase is easier to read I don't fink that put str to 2 is a good idea, sv change is noticeable by the new combo here 01:26:789 (1,1) -

01:29:248 (4,5) - flow is unpleasant to play here reverse 01:29:494 (5,6) - for smoother gameplay My current patern is better to play and you can find it at each kiai: 01:30:723 (4,5,6,7) - 03:26:650 (4,5,6,7) - 03:28:126 (4,5,6,7) - 03:29:601 (4,5,6,7) - 03:48:782 (5,6,7,8) -

01:35:027 (3) - move it here http://puu.sh/sUY4T/0abded5050.jpg it will make flow better No, my current patern has a circular flow, i don't fink yours has a good flow

02:24:437 (3,4,5) - can be misread as 1/4 elements again, consider spacing them out a bit more since spacing of 02:23:946 (1,2) - 02:25:175 (1,2) - is much larger so it gives the impression they are played differently same with 02:26:036 (3,4,1,2,3) - I want this part to be played like a low bpm stream so it would be weird to space them out more stacking is also makes fluent gameplay suffer in this case. even more since you used larger spacing for 02:31:568 (1,2) - so it contradicts a bit I used larger spacing here 02:31:568 (1,2) - to emphasize the rythme because it change and become more intense here 02:30:093 -

02:37:224 (1,2) - should have same spacing as 02:35:749 (1,2,3) - since they sound the same Fixed

that's as far as i got in 20 min. GL ^^
Thanks for mod !
Topic Starter
Sharu
bg size fixed
Ryuusei Aika
from queue

no kds merci

Final Retribution
01:01:953 (4) - blanket avec 01:01:215 (3) - sera mieux

Ce map est très intéressant et assez clair, je peux trouver presque rien de problèmes :o
bonne chance et tiens mon étoile
Topic Starter
Sharu

Neanmoins wrote:

from queue

no kds merci

Final Retribution
01:01:953 (4) - blanket avec 01:01:215 (3) - sera mieux Ok fixed

Ce map est très intéressant et assez clair, je peux trouver presque rien de problèmes :o
bonne chance et tiens mon étoile
Merci pour ton mod :)
vrnl
hello from q

very fun map to play since i alternate and high bpm /w/

dif:

00:35:764 (2) - could be blanketed better
00:39:084 (1,2,3) - are these intentionally spaced like this?
00:50:641 (4,1) - feels too close
01:00:969 (2) - id have this like in between the 2 sliders, plays better because spacing is even
01:51:871 (6) - this is in the HP bar so lower it down
02:02:445 (1,2,3) - these could be sliders with short ending because if u listen, the beats are quick doubles, so it would go with the music better
02:40:421 (3) - this is in the HP bar too
03:16:323 (1,2,3) - spacing intentional??
03:36:978 (5) - in the HP bar

thats all from me. gl with rank \w\
Topic Starter
Sharu

cute boy wrote:

hello from q

very fun map to play since i alternate and high bpm /w/ Thanks o3o

dif:

00:35:764 (2) - could be blanketed better Yep
00:39:084 (1,2,3) - are these intentionally spaced like this? Yes they always have the same spacing like here 00:42:035 (1,2,3) -
00:50:641 (4,1) - feels too close Fixed
01:00:969 (2) - id have this like in between the 2 sliders, plays better because spacing is even Mmh i want to emphasize 01:01:215 (3) - here
01:51:871 (6) - this is in the HP bar so lower it down Oh ok fixed
02:02:445 (1,2,3) - these could be sliders with short ending because if u listen, the beats are quick doubles, so it would go with the music better Mmmh i think quick slider are too hard here, i want to simplify rythm
02:40:421 (3) - this is in the HP bar too Ok lol sorry fixed
03:16:323 (1,2,3) - spacing intentional?? Yes
03:36:978 (5) - in the HP bar Fixed

thats all from me. gl with rank \w\
Thanks for mod !!
CookieBite
hi there, from my queue.

[Final Retribution]
  1. 00:20:201 (1,2) - the pattern before this (before this is 00:18:725 (1,2,1,2,1,2,1,2) - ) are like stack and go but this one is go and stack, better move 00:20:201 (1) - near 00:19:955 (2) - (man hard to explain)
  2. 00:30:723 (1,1) - blanket improve
  3. 00:34:658 (3) - NC
  4. 00:57:527 (4) - ^
  5. 01:18:182 (7,1) - switch NC
  6. 01:24:084 (2,3) - the curve in there looks weird, probably do this will be better
  7. 01:57:772 (5) - ctrl+h, ctrl+j to make the flow better
  8. 02:47:306 (3,1) - improve parallel
  9. 04:10:913 (3,4) - ctrl+g to make the flow more nature
  10. 05:12:511 (2) - ctrl+h, ctrl+j, ctrl+h to improve the flow

nice map!
gl with your map!
Topic Starter
Sharu

CookieBite wrote:

hi there, from my queue.

[Final Retribution]
  1. 00:20:201 (1,2) - the pattern before this (before this is 00:18:725 (1,2,1,2,1,2,1,2) - ) are like stack and go but this one is go and stack, better move 00:20:201 (1) - near 00:19:955 (2) - (man hard to explain) Understood^^, fixed
  2. 00:30:723 (1,1) - blanket improve Yep
  3. 00:34:658 (3) - NC Fixed
  4. 00:57:527 (4) - ^ Ok
  5. 01:18:182 (7,1) - switch NC Ok
  6. 01:24:084 (2,3) - the curve in there looks weird, probably do this will be better Mmh, i made blanket with 01:23:346 (1) - sliderend
  7. 01:57:772 (5) - ctrl+h, ctrl+j to make the flow better I changed slider shape but kept the same flow
  8. 02:47:306 (3,1) - improve parallel Ok
  9. 04:10:913 (3,4) - ctrl+g to make the flow more nature Changed patern
  10. 05:12:511 (2) - ctrl+h, ctrl+j, ctrl+h to improve the flow I ctrl g this 05:12:142 (1) -


nice map!
gl with your map! Thanks for mod !
Kyubey
Add to the tags: "帝國交響楽団 気高き者達の碑 シズメシズメ shizume kantai collection kancolle doujin"
Add to the source: "艦隊これくしょん -艦これ-", it's a Kancolle track after all.
You shouldn't translate titles, you romanize them. Change the romanised title to "Moe Ochiru Hokori -Counter raid Another D-". You can put translated one to the tags as well.
02:23:946 - you can't set different volumes/samplesets from green and red lines that are placed at same time, make the redline using soft sampleset too.
There's no point to use .png background when you can use .jpg one without losing any quality but with saving 2 MB of space. Use this: https://qb.s-ul.eu/uNPtNCWd.jpg

00:37:608 (2,3) - it would be better if you moved them closer to avoid misreads of it being 1/1, since spacing between 00:38:100 (3,1) - is almost same
00:45:723 (4,5) - same here, spacing between 00:45:723 (4,5) - and 00:46:461 (6,7) - is same but time iinterval between them is different, and they belong to same combo, therefore consistency is needed here more
00:54:576 (4) - nc?
00:56:789 (1,2,3) - this inconsistent spacing looks bad
00:59:740 (1,2,3) - same here
01:47:445 (6,1) - either make them overlapping more or remove this overlap, it looks untidy
02:48:290 (3,4,5) - would be good to use the consistent spacing between them
05:16:077 (5,1) - even if everything disappears faster here, it's still pretty tricky to notice the repeat arrow here, and adding such a tricky pattern out of nowhere in the end of map can be frustrating for players, better unstack it
05:44:601 (1,4) - 05:45:339 (4,1) - any reason for them to have different types of stacks?

I guess you can call me back after this. Few timing points might be off a little, but since they're unpredictable anyway, it shouldn't be affecting gameplay.
Topic Starter
Sharu

Kyubey wrote:

Add to the tags: "帝國交響楽団 気高き者達の碑 シズメシズメ shizume kantai collection kancolle doujin" Added
Add to the source: "艦隊これくしょん -艦これ-", it's a Kancolle track after all. Ok!
You shouldn't translate titles, you romanize them. Change the romanised title to "Moe Ochiru Hokori -Counter raid Another D-". You can put translated one to the tags as well. Fixed
02:23:946 - you can't set different volumes/samplesets from green and red lines that are placed at same time, make the redline using soft sampleset too. Oops fixed
There's no point to use .png background when you can use .jpg one without losing any quality but with saving 2 MB of space. Use this: https://qb.s-ul.eu/uNPtNCWd.jpg Thanks !

00:37:608 (2,3) - it would be better if you moved them closer to avoid misreads of it being 1/1, since spacing between 00:38:100 (3,1) - is almost sameFixed
00:45:723 (4,5) - same here, spacing between 00:45:723 (4,5) - and 00:46:461 (6,7) - is same but time iinterval between them is different, and they belong to same combo, therefore consistency is needed here more Fixed
00:54:576 (4) - nc? Ok
00:56:789 (1,2,3) - this inconsistent spacing looks bad Fixed
00:59:740 (1,2,3) - same here Fixed
01:47:445 (6,1) - either make them overlapping more or remove this overlap, it looks untidy Ok
02:48:290 (3,4,5) - would be good to use the consistent spacing between them Fixed
05:16:077 (5,1) - even if everything disappears faster here, it's still pretty tricky to notice the repeat arrow here, and adding such a tricky pattern out of nowhere in the end of map can be frustrating for players, better unstack it Ok
05:44:601 (1,4) - 05:45:339 (4,1) - any reason for them to have different types of stacks? Ok i stacked 05:46:077 (1) - sliderend with 05:45:339 (4) -

I guess you can call me back after this. Few timing points might be off a little, but since they're unpredictable anyway, it shouldn't be affecting gameplay.
Thanks Kyubey !
Kyubey
Bubble #1.
Topic Starter
Sharu
Yaaaaayyy
PoNo
Nice !!
Kyuukai
H Y P E
Kagetsu
[Final Retribution]
  1. 00:23:889 (1,1,1) - i think you can space them a bit more, current pattern looks like previous 1/2 gaps. although they have a new combo, higher spacing would be easier to read i guess, could also add some consistency to the whole pattern, because 00:23:889 (1,1) - is represented by a overlap while 00:24:204 (1,1) - is not
  2. 00:45:723 (4,5) - this feels inconsistent with previous spacing concept, 1/2 gaps were represented by stacks (e.g 00:38:346 (1,2,3) - 00:41:297 (1,2,3) - )) so it would be better to do the same thing with this as well
  3. 00:56:051 (2,3,4) - i don't think using "jumps" like these feel good for this specific phrase, it also looks inconsistent if you consider stuff like 00:50:149 (1,2,3) - which represent the same thing in the music
  4. 01:00:477 (1,2) - quite weird rhythm, i don't really get why is 01:00:969 - a circle, the beat on 01:00:846 - is way stronger so you could maybe try something like this?
  5. 01:10:805 (1,2,3) - i think you could increase the spacing a bit here, looks kinda cramped compared to similar stuff
  6. 01:32:199 (4) - i was expecting something harder to hit here, it's feel way too easy considering how strong this beat is
  7. 01:43:264 (1,2,3,4,5,6,7) - uhhh... kinda weird placement for this phrase... this specific combo represents the middle of the chorus (means that the drums are really strong because the music is about to repeat itself once again) yett... the way you mapped this makes it feel like nothing was changing, i think you could do something more interesting by varying angles (just like you did on 01:37:363 (1,2,3,4,5,6,7,8) - )
  8. 02:02:445 (1,2,3,4) - could spam nc to be consistent with previous 00:23:889 (1,1,1) - thing
  9. 02:25:667 - 02:28:618 - 02:31:568 - 02:34:519 - i don't really get the reason for these NCs, stuff like 02:25:667 (1) - doesn't really have such importance musically speaking... in fact you could even remove these type of beats, by using something like this it feels way more appropriate that way, because the current rhythm outshines the strong beat on 02:25:790 -
  10. 02:46:077 (1,2,3) - i think you could do something more interesting here, such low object density doesn't really represents the music imo
  11. 02:47:306 (3,1) - i was expecting the overlapped pattern to represent those strong drums (this 02:48:782 (5,1) - )
  12. 03:16:323 (1,2,3) - isn't this inconsistent with 03:17:798 (1,2,3) - and 03:19:273 (1,2,3) - ?
  13. second kiai is kinda the same as previous, there are few places where flow seems a bit random, for example stuff like this 03:26:282 (2,3,4,5,6,7) - is emphasized not only by spacing but also by angles, while in the other hand music changes such as 03:31:077 (4,5,6) - feels way too easy to hit compared to sections in the music that aren't even relevant.
  14. 03:37:470 (8,1) - could use same curvature for these two, it looks inconsistent as it's now
  15. 04:05:011 (3,4,5) - looks a bit messy imo, i get your idea of representing the same type of sounds through overlaps, but it seems a bit out of place... maybe you could try something like this?
don't take me wrong, the mod might sound a bit rough, but i do think it's a good map, my main concerns are those flow breaks that doesn't really emphasize anything, stuff like 04:47:060 (1,2,3,4) - looks rather random in terms of emphasis/music intensity. it just feels weird that on some instances the map goes clockwise then it suddenly changes on a non-strong beat. these changes should have a bit more logic behind them
Topic Starter
Sharu

Kagetsu wrote:

[Final Retribution]
  1. 00:23:889 (1,1,1) - i think you can space them a bit more, current pattern looks like previous 1/2 gaps. although they have a new combo, higher spacing would be easier to read i guess, could also add some consistency to the whole pattern, because 00:23:889 (1,1) - is represented by a overlap while 00:24:204 (1,1) - is not Fixed
  2. 00:45:723 (4,5) - this feels inconsistent with previous spacing concept, 1/2 gaps were represented by stacks (e.g 00:38:346 (1,2,3) - 00:41:297 (1,2,3) - )) so it would be better to do the same thing with this as well I can't do the same here because there is no sound on the red tic 00:45:846 -
  3. 00:56:051 (2,3,4) - i don't think using "jumps" like these feel good for this specific phrase, it also looks inconsistent if you consider stuff like 00:50:149 (1,2,3) - which represent the same thing in the music Fixed
  4. 01:00:477 (1,2) - quite weird rhythm, i don't really get why is 01:00:969 - a circle, the beat on 01:00:846 - is way stronger so you could maybe try something like this? Mmmh, here the rythme is a bit tricky and it's a slow part, so i want to simplify the rythm in 1/1
  5. 01:10:805 (1,2,3) - i think you could increase the spacing a bit here, looks kinda cramped compared to similar stuff Fixed
  6. 01:32:199 (4) - i was expecting something harder to hit here, it's feel way too easy considering how strong this beat is Here i prefer reduce spacing of 01:32:076 (3,4,5,6) - in order to emphasize 01:32:936 (1) -
  7. 01:43:264 (1,2,3,4,5,6,7) - uhhh... kinda weird placement for this phrase... this specific combo represents the middle of the chorus (means that the drums are really strong because the music is about to repeat itself once again) yett... the way you mapped this makes it feel like nothing was changing, i think you could do something more interesting by varying angles (just like you did on 01:37:363 (1,2,3,4,5,6,7,8) - ) Well i did but the spacing is not as harder as here 01:37:363 (1,2,3,4,5,6,7,8) - because the intensity is not the same
  8. 02:02:445 (1,2,3,4) - could spam nc to be consistent with previous 00:23:889 (1,1,1) - thing Fixed
  9. 02:25:667 - 02:28:618 - 02:31:568 - 02:34:519 - i don't really get the reason for these NCs, stuff like 02:25:667 (1) - doesn't really have such importance musically speaking... in fact you could even remove these type of beats, by using something like this it feels way more appropriate that way, because the current rhythm outshines the strong beat on 02:25:790 - Fixed
  10. 02:46:077 (1,2,3) - i think you could do something more interesting here, such low object density doesn't really represents the music imo I did something
  11. 02:47:306 (3,1) - i was expecting the overlapped pattern to represent those strong drums (this 02:48:782 (5,1) - ) Sorry i don't understand ;_; (i'll pm you to have clearer explenation)
  12. 03:16:323 (1,2,3) - isn't this inconsistent with 03:17:798 (1,2,3) - and 03:19:273 (1,2,3) - ? Well the instensity is rising up here, so i introduce rythme with 03:16:323 (1,2,3) - and i emphasize the rise by sliders 03:18:044 (2,3) - 03:19:273 (1,2,3) -
  13. second kiai is kinda the same as previous, there are few places where flow seems a bit random, for example stuff like this 03:26:282 (2,3,4,5,6,7) - is emphasized not only by spacing but also by angles, while in the other hand music changes such as 03:31:077 (4,5,6) - feels way too easy to hit compared to sections in the music that aren't even relevant. But 03:31:077 (4,5,6) - is less intense that's why i reduce spacing and put a yellow combo color, and it emphasize 03:31:814 (1) - this too.
  14. 03:37:470 (8,1) - could use same curvature for these two, it looks inconsistent as it's now I curved more these sliders
  15. 04:05:011 (3,4,5) - looks a bit messy imo, i get your idea of representing the same type of sounds through overlaps, but it seems a bit out of place... maybe you could try something like this? Yep fixed
don't take me wrong, the mod might sound a bit rough, but i do think it's a good map, my main concerns are those flow breaks that doesn't really emphasize anything, stuff like 04:47:060 (1,2,3,4) - looks rather random in terms of emphasis/music intensity. it just feels weird that on some instances the map goes clockwise then it suddenly changes on a non-strong beat. these changes should have a bit more logic behind them Ok i'll keep this in mind for my future maps, thx for mod!
Kyubey
Rebubbled. #1
Topic Starter
Sharu
Thanks!
Pentori
hey
[Final Retribution]
00:03:971 - sv change doesnt really feel intuitive. the music stays the same until 00:06:061
00:14:668 (2,4) - stack sliderends? the hitcircle overlap looks bad
00:15:775 (1,2) - can probably avoid this overlap too http://puu.sh/u2D5U/acaa40f1b2.jpg or something similar
00:25:129 (1) - should make this auto sampleset so u get feedback on the kick drum
00:26:604 (1) - soft sampleset cos no drum
00:30:723 (1) - redundant nc, rhythms are already easy enough to read
01:00:477 (1,2,3) - same rhythms yet the spacing varies so much, can u try make this more consistent
01:10:067 (4,5,6) - pretty big spacing for 1/2. using the same ds as 01:10:805 (1,2) - would work better
01:26:789 (1) - y not extend this to the blue tick? since there's nothing specifically on 01:26:912 - and it gives emphasis to 01:27:035 . or u could just make it a circle instead and leave a 1/1 gap there. same for 03:25:667 (1) - too
01:38:838 (1,4) - looks nicer stacked, since u generally stacked things
03:01:568 (5) - nc? or space appropriately
04:05:011 (3,4,5) - overlaps here were unexpected since 04:03:536 (4,5,6) - is spaced. imo you should try to use the same concept here since the sounds are the same
04:24:929 (7) - nc
05:33:536 (1,2) - breaks ur rhythmical patterning, normally u represented the drums with 3 sliders eg. 05:32:060 (4,5,6) .
05:41:773 - dont think u should skip the drum here. could easily make 05:41:650 (2) - a circle + slider

there are also a lot of finishes u missed that u can hitsound. try going through ur map again with 0% effect vol to find these. stuff like 00:25:068 (1) - 00:26:543 (1) - 00:28:018 (1) - 00:36:871 (1) - 01:00:477 (1) - 01:12:281 (1) - etc. should have finishes

placement seems a bit random, but it plays really well
call me back
Topic Starter
Sharu

Pentori wrote:

hey
[Final Retribution]
00:03:971 - sv change doesnt really feel intuitive. the music stays the same until 00:06:061 Fixed
00:14:668 (2,4) - stack sliderends? the hitcircle overlap looks bad Fixed
00:15:775 (1,2) - can probably avoid this overlap too http://puu.sh/u2D5U/acaa40f1b2.jpg or something similar Ok
00:25:129 (1) - should make this auto sampleset so u get feedback on the kick drum Yes
00:26:604 (1) - soft sampleset cos no drum Ok
00:30:723 (1) - redundant nc, rhythms are already easy enough to read Fixed
01:00:477 (1,2,3) - same rhythms yet the spacing varies so much, can u try make this more consistent I wanted to emphasize 01:01:215 (3) - tho, but i reduce a bit distance between 01:00:969 (2,3) -
01:10:067 (4,5,6) - pretty big spacing for 1/2. using the same ds as 01:10:805 (1,2) - would work better Fixed
01:26:789 (1) - y not extend this to the blue tick? since there's nothing specifically on 01:26:912 - and it gives emphasis to 01:27:035 . or u could just make it a circle instead and leave a 1/1 gap there. same for 03:25:667 (1) - too Yep fixed
01:38:838 (1,4) - looks nicer stacked, since u generally stacked things Ok
03:01:568 (5) - nc? or space appropriately Nced
04:05:011 (3,4,5) - overlaps here were unexpected since 04:03:536 (4,5,6) - is spaced. imo you should try to use the same concept here since the sounds are the same Ok fixed
04:24:929 (7) - nc Fixed
05:33:536 (1,2) - breaks ur rhythmical patterning, normally u represented the drums with 3 sliders eg. 05:32:060 (4,5,6) . But i follow guitare in this part
05:41:773 - dont think u should skip the drum here. could easily make 05:41:650 (2) - a circle + slider Mmh, i think that i should skip this drum because i want to emphasize this 05:41:650 -, like i did with the other kind of sounds like this there 05:38:823 - 05:40:175 - 05:43:126 -

there are also a lot of finishes u missed that u can hitsound. try going through ur map again with 0% effect vol to find these. stuff like 00:25:068 (1) - 00:26:543 (1) - 00:28:018 (1) - 00:36:871 (1) - 01:00:477 (1) - 01:12:281 (1) - etc. should have finishes Fixed

placement seems a bit random, but it plays really well
call me back Thanks for mod!
Pentori
still missing some strong finishes 03:18:536 - 03:20:011 - 03:22:962 - 03:50:995 - 05:20:995 - 05:38:700
and make sure the finishes u added are the right sampleset so they actually sound like a cymbal crash lol

also u should probably increase the volume at 00:06:922 - to 50% since it's a little quiet right now
Topic Starter
Sharu

Pentori wrote:

still missing some strong finishes 03:18:536 - 03:20:011 - 03:22:962 - 03:50:995 - 05:20:995 - 05:38:700
and make sure the finishes u added are the right sampleset so they actually sound like a cymbal crash lol I added the finishes but i think that the finish of the hitsounds N:C1 are more appropriate for this part

also u should probably increase the volume at 00:06:922 - to 50% since it's a little quiet right now Ok
Pentori
#2
Topic Starter
Sharu
Nice! Thanks Pentori !
Linada
finally a map for this song
Garden
flamecheck

Final Retribution
  1. 00:10:242 (2) - i suggest exact same shape as 00:08:766 (2) - , it feels visually consistent with previous straight slider
  2. 00:14:668 (2,4) - what about blanketing these two sliders to make things less messy here, but some extra adjustments on other blankets/stacks would be required
  3. 00:16:512 (3) - consider moving this a bit to make visual spacing for both blankets 00:16:512 (3,4) - 00:16:512 (3,5) - more even https://puu.sh/um42c/b069a213e0.jpg
  4. 00:31:338 (2,1) - ez to blanket this one as well!
  5. 00:48:674 - to 01:00:477 - maybe just me, i feel normal-hitnormals here is too loud for this relatively calm section, nerf some volume might work as well
  6. 00:50:887 (1) - should be whistle+clap according to 00:53:838 (1) - 00:56:789 (1) -
  7. 00:53:838 (1,2,3) - any special reason why they are the only soft-hitnormals in this section?
  8. 01:02:690 - 01:08:592 - whistle?
  9. 01:01:953 - 01:07:854 - finish? it sounds similar to 01:00:477 -
  10. 01:18:920 (3,4) - judging from 01:18:182 (1,2,3) - spacing, it might be misread as 1/2 gap, what about moving 4 to somewhere around 120,365?
  11. 01:24:453 (3) - consider make it a curve one http://puu.sh/um5te/af984235fb.jpg so flow is more intuitive
  12. 01:28:510 (1) - try this shape? http://puu.sh/um65W/bca5468a3c.jpg flows nice and make 01:28:510 (1,3) - less crowded
  13. 01:33:674 (4,5,6) - visuals here are bit crowded, try moving 01:33:674 (4,5,1,3) - together and let 01:33:674 (4) - sliderhead stack with 01:34:781 (2) - slidertail, would fit your overall structure as well
  14. 01:44:494 (7,1) - the spacing and smooth flow here makes 01:44:740 - much less emphasized compared with other cymbol crashing, u kinda stick to stacks too much here
  15. 02:02:445 (1,1) - try addition drum clap and 02:03:150 (1) - addition drum finish?
  16. 02:01:584 (4,5,6) - flow feels forced to play from my perspective, also it's the first time u throw two circles after a 1/2 reversed slider, maybe consider sth else here
  17. 02:23:946 - 02:25:421 - 02:26:650 - 02:26:896 - 02:28:126 - 02:28:372 - etc.. u can try normal sample plus soft addition on these spots, that would provide nice feedbacks on the downbeats, same applied to 04:02:798 - section
  18. 02:25:790 (3,1) - etc. from my perspective as a player the movements are very much forced, if theres some good reasons for it i can also accept. 02:25:790 (3) - 02:28:741 (3) - 02:31:691 (3) - 02:34:642 (3) - ctrl-g them would be better to play imo
  19. 02:37:224 (1,2) - 02:43:126 (1,2) - why not follow those vocals on red ticks like 02:40:175 (1,2) - ? if u agree, try http://puu.sh/umboJ/61a1f89395.jpg rhythm maybe
  20. 02:39:068 (2,3) - spacing for the blanket feels inconsistent with 02:37:593 (2,3) - 02:46:077 (1,2) - etc.
  21. 02:46:077 (1,2,3,4,5) - would be good if spacing here is visually consistent http://puu.sh/umbAl/8b39ff633c.jpg
  22. 02:58:618 - whistle mayb
  23. 03:08:208 - 03:09:683 - 03:12:634 - 03:14:109 - 03:15:585 - 03:21:486 - seem to miss finishes, judging from your previous hitsounding patterns
  24. 03:18:536 (4) - add new combo? similar to 03:17:060 (1,2) -
  25. 04:14:601 (1) - i found slowdown here a bit unpredictable, try some different slider shapes from previous sliders just like u did to 04:25:667 (1,2,3) - the speedup?
  26. 04:24:191 (4,5,6) - finishes on head, same as 04:22:716 (4,5,6) -
  27. 04:24:929 - finish as well?
  28. 05:19:888 (2) - i suggest ctrl-g, suddenly bumped up spacing and anti-flow make it the only painful spot to play in this section
  29. 05:41:650 (2,3) - looks bit close. if u wanna keep 3 stacking there, just move 05:40:913 (5,1,2) - away, easy fix
  30. 05:44:601 (1,4) - 05:45:339 (4,1) - kinda doubt if the reverse is perfectly readable here, i think it's ok but better ask for some other opinions as well
can call me after u reply the above things
and probably it's my concept but i hope u can improve your visuals in your future maps, making them consistent here and there would make gameplay a more enjoyable experience, my personal viewpoint tho
Topic Starter
Sharu

Garden wrote:

flamecheck

Final Retribution
  1. 00:10:242 (2) - i suggest exact same shape as 00:08:766 (2) - , it feels visually consistent with previous straight slider Ok
  2. 00:14:668 (2,4) - what about blanketing these two sliders to make things less messy here, but some extra adjustments on other blankets/stacks would be Fixed
  3. 00:16:512 (3) - consider moving this a bit to make visual spacing for both blankets 00:16:512 (3,4) - 00:16:512 (3,5) - more even https://puu.sh/um42c/b069a213e0.jpgOk
  4. 00:31:338 (2,1) - ez to blanket this one as well!Yep
  5. 00:48:674 - to 01:00:477 - maybe just me, i feel normal-hitnormals here is too loud for this relatively calm section, nerf some volume might work as well Changed to soft-hitnormals
  6. 00:50:887 (1) - should be whistle+clap according to 00:53:838 (1) - 00:56:789 (1) -Fixed
  7. 00:53:838 (1,2,3) - any special reason why they are the only soft-hitnormals in this section? Fixed
  8. 01:02:690 - 01:08:592 - whistle? Fixed
  9. 01:01:953 - 01:07:854 - finish? it sounds similar to 01:00:477 - Fixed
  10. 01:18:920 (3,4) - judging from 01:18:182 (1,2,3) - spacing, it might be misread as 1/2 gap, what about moving 4 to somewhere around 120,365? Ok
  11. 01:24:453 (3) - consider make it a curve one http://puu.sh/um5te/af984235fb.jpg so flow is more intuitive Yes
  12. 01:28:510 (1) - try this shape? http://puu.sh/um65W/bca5468a3c.jpg flows nice and make 01:28:510 (1,3) - less crowded Mmh i prefer my current shape
  13. 01:33:674 (4,5,6) - visuals here are bit crowded, try moving 01:33:674 (4,5,1,3) - together and let 01:33:674 (4) - sliderhead stack with 01:34:781 (2) - slidertail, would fit your overall structure as well Fixed
  14. 01:44:494 (7,1) - the spacing and smooth flow here makes 01:44:740 - much less emphasized compared with other cymbol crashing, u kinda stick to stacks too much here Spaced more
  15. 02:02:445 (1,1) - try addition drum clap and 02:03:150 (1) - addition drum finish? Good idea, fixed
  16. 02:01:584 (4,5,6) - flow feels forced to play from my perspective, also it's the first time u throw two circles after a 1/2 reversed slider, maybe consider sth else here Fixed
  17. 02:23:946 - 02:25:421 - 02:26:650 - 02:26:896 - 02:28:126 - 02:28:372 - etc.. u can try normal sample plus soft addition on these spots, that would provide nice feedbacks on the downbeats, same applied to 04:02:798 - section Fixed
  18. 02:25:790 (3,1) - etc. from my perspective as a player the movements are very much forced, if theres some good reasons for it i can also accept. 02:25:790 (3) - 02:28:741 (3) - 02:31:691 (3) - 02:34:642 (3) - ctrl-g them would be better to play imo Ok fixed
  19. 02:37:224 (1,2) - 02:43:126 (1,2) - why not follow those vocals on red ticks like 02:40:175 (1,2) - ? if u agree, try http://puu.sh/umboJ/61a1f89395.jpg rhythm maybe I agree but i did the same as here 02:40:175 (1,2,3,4,5) -
  20. 02:39:068 (2,3) - spacing for the blanket feels inconsistent with 02:37:593 (2,3) - 02:46:077 (1,2) - etc. Fixed
  21. 02:46:077 (1,2,3,4,5) - would be good if spacing here is visually consistent http://puu.sh/umbAl/8b39ff633c.jpg Mmh Fixed
  22. 02:58:618 - whistle mayb Ye
  23. 03:08:208 - 03:09:683 - 03:12:634 - 03:14:109 - 03:15:585 - 03:21:486 - seem to miss finishes, judging from your previous hitsounding patterns Fixed
  24. 03:18:536 (4) - add new combo? similar to 03:17:060 (1,2) - Ok so here too 03:20:011 -
  25. 04:14:601 (1) - i found slowdown here a bit unpredictable, try some different slider shapes from previous sliders just like u did to 04:25:667 (1,2,3) - the speedup? Mmh i don't think that it's a big problem since i add a nc here
  26. 04:24:191 (4,5,6) - finishes on head, same as 04:22:716 (4,5,6) - Yes
  27. 04:24:929 - finish as well? Yes
  28. 05:19:888 (2) - i suggest ctrl-g, suddenly bumped up spacing and anti-flow make it the only painful spot to play in this section Ok
  29. 05:41:650 (2,3) - looks bit close. if u wanna keep 3 stacking there, just move 05:40:913 (5,1,2) - away, easy fix Fixed in another way
  30. 05:44:601 (1,4) - 05:45:339 (4,1) - kinda doubt if the reverse is perfectly readable here, i think it's ok but better ask for some other opinions as well Well i asked some testplay but it seems good
can call me after u reply the above things
and probably it's my concept but i hope u can improve your visuals in your future maps, making them consistent here and there would make gameplay a more enjoyable experience, my personal viewpoint tho Yep, this one is a bit old, i improved since. If you want to check my newest maps xd
Thanks for mod!
Garden
00:39:084 (1) - 00:44:986 (1) - 00:50:887 (1) - 00:53:838 (1) - 00:56:789 (1) - 00:59:002 - pretty sure they should be normal addition like this one 00:42:035 (1) -
Topic Starter
Sharu
Oh true, fixed
Garden
qualified
Nozhomi
Almost died from seeing this
XD
Topic Starter
Sharu
I like this patern acctually
Okoratu
i think he meant that the pattern doesn't stack

like about everything else in the map

02:46:077 - to 02:56:405 - doesn't really sound hitsounded btw, also not really getting why you default to the hitsounding you used previously in 02:57:142 (3,4,5) - (compare to stuff you did to 02:38:700 - until 02:46:077 - )

05:15:093 - seems to drop a bunch of intensity compared to the previous kiai section (aka the song itself), but you jsut keep doing the same thing about, which makes 05:21:364 (2,3,4) - 05:18:659 (3) - 05:27:265 (2,3,4) - etc as circles look pretty out of place because half your rhythm kinda follows the more peaceful guitar.

basically you're mapping drums in a section taht is more focused on a guitar and you map it almost the same way as you mapped the kiai just before which makes you lose a bunch of contrast

only other complaint if you can call it like that is that the map is seemingly randomly more circular at some points which just doesn't look intentional,
examples of this are 00:11:717 (2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - 00:30:969 (1,2,1,2,3,1,2,1,2,3) - 01:42:527 (5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2) - being all clockwise for pretty long and then changing directions at seemingly weird places
tldr of the above: it seems like you're not considering movement through your patterns or how they influence (moreso mouse players) playing the map leading to random imbalances in some points, some of which are noticable while playing

none of these are big issues, i just thought i'd post what spots of this map make it less fun to play for me and why, what you wanna do with this is up to you
Topic Starter
Sharu

Okorin wrote:

i think he meant that the pattern doesn't stack

like about everything else in the map I didn't stack those sliders because it would be too hard to read, and i think that it's more aesthetic than this http://puu.sh/unUjt/c2889988c6.jpg

02:46:077 - to 02:56:405 - doesn't really sound hitsounded btw, also not really getting why you default to the hitsounding you used previously in 02:57:142 (3,4,5) - (compare to stuff you did to 02:38:700 - until 02:46:077 - ) 02:46:077 - to 02:56:405 - this part is hitsounded, i just put whistle here 02:57:142 (3,4,5) - to emphasize the voice which is rising up, also i put whistle on slider like this 02:38:700 (1) - because the voice is more demarked in this part

05:15:093 - seems to drop a bunch of intensity compared to the previous kiai section (aka the song itself), but you jsut keep doing the same thing about, which makes 05:21:364 (2,3,4) - 05:18:659 (3) - 05:27:265 (2,3,4) - etc as circles look pretty out of place because half your rhythm kinda follows the more peaceful guitar. Mmh, how can i change my rythme significally while the guitar is covering the same rythm has the previous kiai? I can just follow the guitar a bit by making jumps when the guitar allows to do it in order to show that the guitar is here

basically you're mapping drums in a section taht is more focused on a guitar and you map it almost the same way as you mapped the kiai just before which makes you lose a bunch of contrast

only other complaint if you can call it like that is that the map is seemingly randomly more circular at some points which just doesn't look intentional,
examples of this are 00:11:717 (2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - 00:30:969 (1,2,1,2,3,1,2,1,2,3) - 01:42:527 (5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2) - being all clockwise for pretty long and then changing directions at seemingly weird places
tldr of the above: it seems like you're not considering movement through your patterns or how they influence (moreso mouse players) playing the map leading to random imbalances in some points, some of which are noticable while playing
I used only circular flow in this part 00:11:717 (2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - to emphasize the fact that the song is not rising up here, as you can see i broke the flow at each big beats in this part 00:06:922 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6) - in order to emphasize this rise. 00:30:969 (1,2,1,2,3,1,2,1,2,3) - Here it's true that i didn't broke the flow as i should have done 00:32:199 (3,1) - but i didn't have the place to put my slider in order to break it

none of these are big issues, i just thought i'd post what spots of this map make it less fun to play for me and why, what you wanna do with this is up to you
Hey oko, i hope that i'm clear in my answer and that you'll understand my choices
Okoratu
sure, just make sure that you're not being overly defensive because the thing is qualified lol
Topic Starter
Sharu
Sorry if i offended you, It wasn't my intention
edit: and yep i think that my arguments are good enough, if you want to discuss more about things in the map you still can pm me in game or idk
Pachiru
Gg pour ta première approval :)
Okoratu
im not offended what
i just want to make sure you won't regret this map soon lol
show more
Please sign in to reply.

New reply