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

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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
6th
Hey !

Don't you think that your combo colours 2 and 3 look really similar ? I really think that more contrast could be appreciable. Some NCs are annoying to read, especially in kiai time since momentum doesn't allow the player to really pay attention to the difference. Also I do think that the AR could be increased to 9,5, it fits more imo but this is rather subjective.
It's really important so consider gathering other opinions if you doubt.
00:49:412 (3,4,1) - The spacing between these objects is almost the same but it's respectively 1/2 and 1/1. It causes reading issues and could be really misleading and unpredictable. To fix that I'd advise you to reduce the spacing between the two first objects, therefore it will also make the spacing more balanced.
01:29:494 (5,6) - CTRL+G ? It's a bit personal but it could be more smooth to play since the flow between 01:29:002 (3,4) - is kinda difficult to play.
01:47:445 (6,1,2,3) - Minor, but it looks a bit unpleasant. Maybe you could move 01:48:305 (3) - to (218;128) ?
01:48:428 (4,5,6,1) - Flow/patterning is quite questionable here. This 01:48:920 (6,1) - is problematic because you suddenly break the circular flow in a really awkward way. 01:49:166 (1) - Move this to the right to make it more playable.
02:35:749 - Normal sampleset sounds really loud for slider ends, mind using soft since you focus on vocals ?
02:55:298 (2,3) - You should use an 1/1 slider, for consistency with 02:53:823 (2) - and 02:56:773 (2) -
03:02:060 (2,3,4,5) - Don't you think this is really brutal compared to the global note density ? You may want to use circles instead. Also it's pretty inconsistent and way too different in term of intensity compared to 03:07:962 - which sounds the same.
04:25:667 (1,2,3) - Mind reducing the SV ? Suddenly going from 0.70x to 1.20x may be really annoying to play, especially because the sliders could be mistaken with 1/1.
05:07:470 (6,1) - Flow can clearly be improved, move (1) to the bottom.
de 05:15:093 - à 05:38:700 - This section feels as hard as the kiai tbh, consider nerfing it to reflect the song better and describe the ending of kiai.
05:48:290 - Can you map that please ? There is no transition between this circle and 05:48:782 (1,2,3,4,5,6,1,2,3) -. It makes the pattern feel unnecessarily brutal and and gives to the player a real feeling of emptiness.

Should be all. Congrats.
Topic Starter
Sharu

6th wrote:

Hey ! Hey 6th!

Don't you think that your combo colours 2 and 3 look really similar ? I really think that more contrast could be appreciable. Some NCs are annoying to read, especially in kiai time since momentum doesn't allow the player to really pay attention to the difference. Also I do think that the AR could be increased to 9,5, it fits more imo but this is rather subjective. Well first i don't think that combo colours 2 and 3 look similar, it's basically orange and red, i really paid attention to this when i made them, for the AR at first i put it at 9,5 but then i checked other maps with the same SR and bpm and i realized that 9,3 fitted better.
It's really important so consider gathering other opinions if you doubt.
00:49:412 (3,4,1) - The spacing between these objects is almost the same but it's respectively 1/2 and 1/1. It causes reading issues and could be really misleading and unpredictable. To fix that I'd advise you to reduce the spacing between the two first objects, therefore it will also make the spacing more balanced. I think it's good since i put a nc here 00:50:149 (1) -
01:29:494 (5,6) - CTRL+G ? It's a bit personal but it could be more smooth to play since the flow between 01:29:002 (3,4) - is kinda difficult to play. No this pattern is a generic patern of the map, you can find it many time in it, 01:28:018 (5,6) - 01:30:969 (5,6) - 03:26:896 (5,6) - 03:29:847 (5,6) - etc.
01:47:445 (6,1,2,3) - Minor, but it looks a bit unpleasant. Maybe you could move 01:48:305 (3) - to (218;128) ? No because it would overlap with 01:47:199 (5,6) -
01:48:428 (4,5,6,1) - Flow/patterning is quite questionable here. This 01:48:920 (6,1) - is problematic because you suddenly break the circular flow in a really awkward way. 01:49:166 (1) - Move this to the right to make it more playable. I did this to emphasize the big sound on this slider 01:49:166 (1) - and i put a nc
02:35:749 - Normal sampleset sounds really loud for slider ends, mind using soft since you focus on vocals ? I can agree with this but it's more personnal since i think that normal sampleset correspond better than the soft one here
02:55:298 (2,3) - You should use an 1/1 slider, for consistency with 02:53:823 (2) - and 02:56:773 (2) - I use a 1/2 slider + a circle here because i want to emphasize the voice on the 02:55:298 (2) - slider end which isn't on this slider here 02:53:945 -
03:02:060 (2,3,4,5) - Don't you think this is really brutal compared to the global note density ? You may want to use circles instead. Also it's pretty inconsistent and way too different in term of intensity compared to 03:07:962 - which sounds the same. Yes, i agree with that but it plays good and the two ways to map this rythm are correct
04:25:667 (1,2,3) - Mind reducing the SV ? Suddenly going from 0.70x to 1.20x may be really annoying to play, especially because the sliders could be mistaken with 1/1. I increased the sv a lot here because i really want to emphasize the voice like i did here 05:49:765 - and here 00:36:133 - , the sv change is noticable by the nc too
05:07:470 (6,1) - Flow can clearly be improved, move (1) to the bottom. Flow doesn't need to be so circular here since i want to emphasize this sound 05:07:716 -
de 05:15:093 - à 05:38:700 - This section feels as hard as the kiai tbh, consider nerfing it to reflect the song better and describe the ending of kiai. I did it because i don't know why it souldn't be as hard as the kiai, it's the same rythme and the same drums, no vocals here but the guitar is here to replace it, i didn't put a kiai on this part because it wouldn't be appropriate since i put kiai only on vocals part
05:48:290 - Can you map that please ? There is no transition between this circle and 05:48:782 (1,2,3,4,5,6,1,2,3) -. It makes the pattern feel unnecessarily brutal and and gives to the player a real feeling of emptiness. I don't want to map this part because i did the same thing here 05:40:913 - 05:42:388 - 05:39:437 -, the jumps here 05:49:027 (2,3,4,5) - because i want to emphasize the last part of the map, and those are not as hard as those one 05:42:019 (3,4,5,6) -

Should be all. Congrats. Thanks!
If you want to talk more about the map you can still pm me in game or on discord
Sorry oko^^ i don't really know you so i didn't know how you would react
Mordred
I remember modding this ages ago, glad to see it qualified
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