Nekomata Master - Following Flow

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Topic Starter
Beomsan
what the ppuck
Line-
앙기무



  • 시작부터 매우 주관적인 의견이 있습니다..

    스빼샬

  1. 00:01:102 (1) - 슬라이더 모양을 조금 바꿔주는게 어떨까용?
    사실 이부분 에딧 들어가서 보자마자 살짝 알수없는 거부감 비슷한게 느껴졌는데 이렇게하면 1번 끝부분의 슬라이더 방향과 2번 머리로 향하는 방향이 일치해서 좀 더 보기 좋을 거 같아요.
  2. 00:52:531 (4) - 얘도 빨간점만 냅두지 말고 곡선형태로 바꿔주는건 어떨까용?
    대충 요런느낌?
  3. 00:54:588 (3,1) - 지나칠뻔했는데 갑자기 크게 띄워두신 이유가..?
  4. 01:11:388 (1,2,3) - 여긴 진짜 개인적인 의견인데 1번에 연관되있는 3번 슬라가 좀 억지로 달라붙어있는 느낌이 들어서 한번 새로 둬봤어요
    2번과 3번의 상하 배치가 바뀌면서 플로우도 바뀌어버리니까 맘에 드신다면 써주시고 아니면 패스해주세용.
    146,211,71388,6,0,B|117:182|72:192|72:192|150:174|136:111|179:108,1,215.999993408203,6|0,0:0|0:0,0:0:0:0:
    65,108,71902,1,0,0:0:0:0:
    93,265,72074,2,0,P|141:286|191:271,1,107.999996704102,2|0,0:0|0:0,0:0:0:0:

    하드
  5. 00:59:045 (1) - 01:01:102 (1) - 이런것들 솔직히 슬라모양이 너무 어중간해요. 굽힐거면 확 굽히고, 필거면 확 피고. 00:59:045 (1) - 이런건 슬라이더 속도도 느려서 간단한 3점슬라만 찍어도 될거같은데, 01:01:102 (1) - 이런 슬라이더는 제 눈에는 찍다만 미완성형 처럼 보이네요.. 맵에는 리듬과 플로우가 퀄리티 면에 큰 부분을 차지하지만 맵의 생김새도 어느정도 필요하다고 생각해요.
  6. 01:46:359 (1) - 여기부터 제 생각에는 분위기가 점점 고조되어가는 느낌인데 고정 디스턴스로 하지 말고 01:46:359 (1,2,3,4) - 01:47:388 (1,2,3,4) - 01:48:417 (1,2,3,4) - 이 세 단위로 천천히 디스턴스를 올려주는것은 어떨까요?

오르페우스의 음악은 정말 굉장한걸? 아름다운 재능에 축복을!
moonlightleaf
[Basic]

00:25:102 (2,3) - change a slider?

01:07:788 (2,3) - better to map like this


01:15:502 - add Break

01:44:302 (1,2) - try not to overlap

01:49:445 (1) - try to use the shape of ctrl+h

[Medium]

00:06:074 - ignore this ?

00:26:988 - ^

00:31:102 - ^

00:19:959 (1) - blanket

00:25:788 (3) - change to a short slider?

00:54:588 (5) - ^

00:38:131 (1,2,3) - try this


00:45:502 (3) - remove this

00:55:788 (3) - ^

01:31:445 (4) - ^

01:36:931 (2) - ^

01:38:645 (2) - ^

01:00:588 (2,3) - better to use slider as before

01:49:445 (1,2,3,1) - try this


[Hard]

Best BG

00:07:617 (1,2) - better to use slder

00:15:845 (1,2) - try this ? 00:16:874 (1) should be jump

00:17:388 (2,3,4,1) - no so need in jump 234 ,seen the 1is the heavy hitsound, should jupm . but you did, so try put 4 on (369,260)

01:17:559 (1,2,3) - try this , better to flow 01:18:588 (1) -

01:34:017 (1,2,3) - ^

01:19:274 (3,4) - no need jump imo , change to slider

01:20:988 (2,3) - same to use slider

01:29:902 (1) - no need NC

[Another]

00:11:045 (2) - put on (81,117)?

00:28:531 (2) - overlap ,try put(365,292)

00:37:102 (4) - ctrl+g flow will be nice

00:49:274 (3) - stack on 00:48:417 (5) -

00:52:531 (5) - ctrl+g

01:37:788 (4) - i perfer to use this

[Special]

00:04:016 (2,1) - stack? or on porpuse?

00:19:274 (3) - ctrl+g

00:45:331 (5,6,1,2) - just try
Streliteela
Hi m4m from your queue~<3
Here's my map: https://osu.ppy.sh/s/516179

[Special]
  1. 00:45:674 (1) - Flow is a bit weird, maybe use a curved-up slider?
  2. 01:09:331 (1) - ctrl+g?
  3. 01:19:274 (1) - remove nc?
  4. 01:37:788 (1,2,3,4) - nazi, select all these 4 notes and move it slightly to x357|y368
[Another]
  1. 00:44:988 (2,4) - imo it's not a good choice to stack these two notes together, cuz tunes of these two parts are actually not the same, the latter is lower than the former. So maybe try this?
  2. 00:49:788 (1) - ctrl+g to increase the ds here? As it's a long white tick, ds should be increased to emphasize that/
  3. 00:50:474 (4,5) - also this part, try something like:
[Hard]
  1. 00:09:674 (4) - Add nc?
  2. 01:19:274 (3,4) - ctrl+g so as to increase the ds between 01:19:445 (4,1) -
  3. 01:35:732 (3,4) - same as above
    nice bg~<3
[Normal]

  • This normal has too many long 'trains' (6+ objects connect end-to-end without any breaks; For example 01:07:274 (1,2,1,2,3,1,2,3,4,1,2,3,4,1) - ). Actually we avoid to use long trains in Normal diff cuz some qats said that's too hard lol. Better consider what moonlightleaf has said above and remove some notes to add more breaks.
  1. 00:11:217 (4) - I think change it to a 1/2 slider is better, as it sounds really loud in 00:11:388 - , so better not ignore that.
  2. 00:49:788 (4) - there's a really obvious sound in 00:50:131 - which shouldn't be ignored imo. Consider to use a note+1/2 slider, like this:
  3. 00:55:445 (2,3,4) - it looks really congest here. Actually you can just remove 00:55:788 (3) - this note cuz the drum sound here is hardly to be heard.
  4. 00:58:874 (5) - note like this could be removed to avoid being a 'train'. Also, add a little break here could also emphysize the stress in 00:59:045 (1) - .
  5. 01:32:817 (2) - also you can remove this.
    Nothing serious except those 'Train issues', so please find out more and fixed them by yourself :3
[Easy]
  1. 01:14:474 (2,1) - Add breaks between these two parts.
  2. 01:44:302 (1,2) - this overlap looks quite weird. Try this?

Okay that's it~
Nice song~Good luck for rank! :)
Topic Starter
Beomsan

Line- wrote:

앙기무



  • 시작부터 매우 주관적인 의견이 있습니다..

    스빼샬

  1. 00:01:102 (1) - 슬라이더 모양을 조금 바꿔주는게 어떨까용?
    사실 이부분 에딧 들어가서 보자마자 살짝 알수없는 거부감 비슷한게 느껴졌는데 이렇게하면 1번 끝부분의 슬라이더 방향과 2번 머리로 향하는 방향이 일치해서 좀 더 보기 좋을 거 같아요.
  2. 00:52:531 (4) - 얘도 빨간점만 냅두지 말고 곡선형태로 바꿔주는건 어떨까용? 앙 지금도 괘안아보임
    대충 요런느낌?
  3. 00:54:588 (3,1) - 지나칠뻔했는데 갑자기 크게 띄워두신 이유가..? 그냥 모양을 위해서인데 그닥 문제안되는 디스턴스같음
  4. 01:11:388 (1,2,3) - 여긴 진짜 개인적인 의견인데 1번에 연관되있는 3번 슬라가 좀 억지로 달라붙어있는 느낌이 들어서 한번 새로 둬봤어요
    2번과 3번의 상하 배치가 바뀌면서 플로우도 바뀌어버리니까 맘에 드신다면 써주시고 아니면 패스해주세용. 괜찮은 거 같은데 지금이 흐름상으론 더 깔끔해보여서 킵 ㅠ
    146,211,71388,6,0,B|117:182|72:192|72:192|150:174|136:111|179:108,1,215.999993408203,6|0,0:0|0:0,0:0:0:0:
    65,108,71902,1,0,0:0:0:0:
    93,265,72074,2,0,P|141:286|191:271,1,107.999996704102,2|0,0:0|0:0,0:0:0:0:

    하드
  5. 00:59:045 (1) - 01:01:102 (1) - 이런것들 솔직히 슬라모양이 너무 어중간해요. 굽힐거면 확 굽히고, 필거면 확 피고. 00:59:045 (1) - 이런건 슬라이더 속도도 느려서 간단한 3점슬라만 찍어도 될거같은데, 01:01:102 (1) - 이런 슬라이더는 제 눈에는 찍다만 미완성형 처럼 보이네요.. 맵에는 리듬과 플로우가 퀄리티 면에 큰 부분을 차지하지만 맵의 생김새도 어느정도 필요하다고 생각해요. 전자는 차차 생각해볼거고 후자는 좀 더 확실하게 해놨음
  6. 01:46:359 (1) - 여기부터 제 생각에는 분위기가 점점 고조되어가는 느낌인데 고정 디스턴스로 하지 말고 01:46:359 (1,2,3,4) - 01:47:388 (1,2,3,4) - 01:48:417 (1,2,3,4) - 이 세 단위로 천천히 디스턴스를 올려주는것은 어떨까요? 그걸 최상위 난이도에다가 해놔가지고 여기다간 안했는데한 번 생각해보는거로

오르페우스의 음악은 정말 굉장한걸? 아름다운 재능에 축복을!

moonlightleaf wrote:

[Basic]

00:25:102 (2,3) - change a slider? yes

01:07:788 (2,3) - better to map like this i think current one also fine xd


01:15:502 - add Break ok

01:44:302 (1,2) - try not to overlap it looks fine cuz not dirty overlap lol

01:49:445 (1) - try to use the shape of ctrl+h okok

[Medium]

00:06:074 - ignore this ?

00:26:988 - ^

00:31:102 - ^

00:19:959 (1) - blanket

00:25:788 (3) - change to a short slider?

00:54:588 (5) - ^

00:38:131 (1,2,3) - try this


00:45:502 (3) - remove this

00:55:788 (3) - ^

01:31:445 (4) - ^

01:36:931 (2) - ^

01:38:645 (2) - ^

01:00:588 (2,3) - better to use slider as before

01:49:445 (1,2,3,1) - try this


[Hard]

Best BG

00:07:617 (1,2) - better to use slder 00:05:559 (1,2,3) - please see here. just same part

00:15:845 (1,2) - try this ? 00:16:874 (1) should be jump I can't understand this picture. cuz maybe skin :(

00:17:388 (2,3,4,1) - no so need in jump 234 ,seen the 1is the heavy hitsound, should jupm . but you did, so try put 4 on (369,260) ummmm sorry I like current one :<? if I get more mention, I'll replace them

01:17:559 (1,2,3) - try this , better to flow 01:18:588 (1) - yes

01:34:017 (1,2,3) - ^ ok

01:19:274 (3,4) - no need jump imo , change to slider not necessary but not bad imo

01:20:988 (2,3) - same to use slider same

01:29:902 (1) - no need NC keep for now. cuz consistency with other ncs

[Another]

00:11:045 (2) - put on (81,117)? ok I can understand your mean! but it's concept of this map lol I want to keep

00:28:531 (2) - overlap ,try put(365,292) overlap is really fine owo

00:37:102 (4) - ctrl+g flow will be nice ok good

00:49:274 (3) - stack on 00:48:417 (5) - noooooo

00:52:531 (5) - ctrl+g ok

01:37:788 (4) - i perfer to use this applied

[Special]

00:04:016 (2,1) - stack? or on porpuse? stack

00:19:274 (3) - ctrl+g oh my god it must not :<

00:45:331 (5,6,1,2) - just try nope sorry ;(

Streliteela wrote:

Hi m4m from your queue~<3
Here's my map: https://osu.ppy.sh/s/516179

[Special]
  1. 00:45:674 (1) - Flow is a bit weird, maybe use a curved-up slider? current one also fine imo =w=
  2. 01:09:331 (1) - ctrl+g? good point yea
  3. 01:19:274 (1) - remove nc? ok
  4. 01:37:788 (1,2,3,4) - nazi, select all these 4 notes and move it slightly to x357|y368 sorry, keep for now
[Another]
  1. 00:44:988 (2,4) - imo it's not a good choice to stack these two notes together, cuz tunes of these two parts are actually not the same, the latter is lower than the former. So maybe try this? yes, your point is almost correct. I don't know well seriously, but I want to keep them. maybe it's this mapset's concept?.? lol
  2. 00:49:788 (1) - ctrl+g to increase the ds here? As it's a long white tick, ds should be increased to emphasize that/ okioki
  3. 00:50:474 (4,5) - also this part, try something like: same :<:<:<
[Hard]
  1. 00:09:674 (4) - Add nc? yes
  2. 01:19:274 (3,4) - ctrl+g so as to increase the ds between 01:19:445 (4,1) -
  3. 01:35:732 (3,4) - same as above actually I worried about this. but I tried the test. and it's pretty good. idk well for now lol
    nice bg~<3
[Normal]

  • This normal has too many long 'trains' (6+ objects connect end-to-end without any breaks; For example 01:07:274 (1,2,1,2,3,1,2,3,4,1,2,3,4,1) - ). Actually we avoid to use long trains in Normal diff cuz some qats said that's too hard lol. Better consider what moonlightleaf has said above and remove some notes to add more breaks.
  1. 00:11:217 (4) - I think change it to a 1/2 slider is better, as it sounds really loud in 00:11:388 - , so better not ignore that.
  2. 00:49:788 (4) - there's a really obvious sound in 00:50:131 - which shouldn't be ignored imo. Consider to use a note+1/2 slider, like this:
  3. 00:55:445 (2,3,4) - it looks really congest here. Actually you can just remove 00:55:788 (3) - this note cuz the drum sound here is hardly to be heard.
  4. 00:58:874 (5) - note like this could be removed to avoid being a 'train'. Also, add a little break here could also emphysize the stress in 00:59:045 (1) - .
  5. 01:32:817 (2) - also you can remove this.
    Nothing serious except those 'Train issues', so please find out more and fixed them by yourself :3
[Easy]
  1. 01:14:474 (2,1) - Add breaks between these two parts. yea
  2. 01:44:302 (1,2) - this overlap looks quite weird. Try this? o.o again! I think it's fine. just for my taste flow lol

Okay that's it~
Nice song~Good luck for rank! :)
about Medium: removed some notes and now looks fine.
thanks for mods! was very helpful~
wasin
m4m from your q
here my map : https://osu.ppy.sh/s/468268

Basic
00:39:502 (2) - How about this! to make a pretty shape of this slider, just in my opinion.

Medium
00:08:645 (3) - How about this! to make a pretty shape of this slider, just in my opinion.
00:17:902 (1) - I think the whistle hs isn't appropriate on the beginning of this slider, I recommend you to add finish hs instead, try this.
00:29:902 (3,1) - This slider can be improved a bit, it doesn't fit with a circle(3) before.
01:03:674 (2) - How about clap hs ?
01:49:788 (1) - I think this NC isn't necessary because it's just "Medium" diff and it makes new players are confused about this.

Hard
AR7.5 ? OD 6.5 or 6 ?
00:56:474 (2) - Movement about this circle it's quite hard, so you can try moving this circle to X:72 Y:196 and adjust 00:56:645 (3) - slightly .
01:07:274 (1,1) - Adjust 01:08:302 (1) - slightly to make a pretty shape with slider(1) before.

Another
00:10:359 (3) - Move the end of this slider to the right a bit to make this equal with 00:09:674 (1) -
01:23:559 (2) - Probably you can NC here!
01:40:016 (2) - The reason same as above

I'll leave the "spacial" diff to other modders because you'll get the worst suggestion from me, I haven't enough for modding diffs stars more than 5.
GL~~~
Spork Lover


Yo, M4M from the Halcyon queue <3

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

General



- The time signature doesn't go in 4/4. It's actually a waltz. (3/4) All you need to do is just change it to that, and you follow the downbeat perfectly lol :D

- The filesize overall would be reduced significantly if the images - #111, #222, #333 and #666 were all in .jpg instead of .png. The overall filesize would be reduced by like 3,5-4 MB lol

- The hitsound soft-hitclap has a 10ms delay, which is unrankable by current standards. I'd consider just straight up cutting the first 10ms from the hitsound itself with audacity or some other program :o

- The soft-whistle is really quiet and doesn't really provide much feedback, which is an issue for parts like 00:17:902 - to 00:24:759 -, where the volume is already really low (referencing this from the Basic difficulty, but I assume the same applies to the other difficulties as well.) I'd basically just advice to amp up the hitsound itself via an audio program or something. (As a matter of reference, I actually used the exact same hitsound for a different map of mine, but was adviced to remove it by Lasse lol (I use default soft whistle now which also works well for slow sections like this but yeah :p) For the section, you could also add a finish in the middle or something to add the feedback if you disagree with the volume and whistle stuff

- Since the backgrounds are all different, why aren't the colors different too? I'm sure that you can find some way to make the colors fit better with some of the backgrounds (For example, they fits a lot better for the basic diff than they do for the Hard diff as an example imo) ^^ I'm sure you can figure something out from here.

- On top of this, you can colorhax during the kiai with some different shades of the colors that you're using if you want to give a nice effect, shouldn't take much longer than like 20 minutes :D

- 01:50:502 (1) - Why is it snapped to the 1/12th tick? xd Also, the special diff's spinner ends like 50 ms earlier than all the other diffs, might as well snap that special diff spinner to the white tick xd

As a note: If I find any hitsound inconsistencies, and you copied the hitsounds from a different diff, please apply them to the other difficulties too :)

Basic


Generally, the NC'ing seems to be pretty excessive to me, since there's often only 2 objects involved in the combo itself, and it'll make it way too easy to recover HP-wise. Reducing the NC count to around half the amount would probably be more beneficial for gameplay at this level. :)

00:01:102 (1,1,2) - I'd advice just doing 1,2,3 here since the NC pattern is pretty hard to read for new players as it is atm ^^

00:17:902 (1,2,1,2,1,2,1) - Hitsounds are too quiet, but I talked about this in the general section lol

00:53:902 (2) - move the clap to 00:54:588 (3) - for rhythm consistency? I don't hear any major differences in tempo/rhythm here xd

00:59:045 - to 01:12:417 - I don't really understand the volume reductions in this section, since they feel way too sudden when you hear them in-game (20% difference is really easy to notice) If you want to do a small fluctuation, 10% is a better difference than 20 on this diff and the Medium. (70/60/50?) (From Hard-Special, the volumes make a lot more sense because you do some very obvious gimmicks with the volume points)

01:31:959 (1,2,3,4) - There's some claps missing here ^^

01:46:359 (1,2) - The softwhistle doesn't give enough feedback here either (A finish or clap somewhere would help tremendously with feedback)

The difficulty seems to be really solid in terms of aesthetics and rhythm, so I don't wanna go into detail with that since it'd like "move this like 2 pixels" etc lol

Medium


Same thing with 80-40% volume as I explained in the Basic diff applies here too obviously (Still a lot of sudden changes out of nowhere xd) (It seems to fit better on the hard diff and above)

00:08:645 (3,1) - This kinda looks like it wants to be a blanket, but struggles xd I'd either ctrl+J 00:08:645 (3) and resnap, or blanket it with the other slider

00:24:074 (1,2) - switch NC, so the slider pattern you do for 00:22:017 (1,2,1) - doesn't get overlooked by the NC ^^

00:45:159 (2,3) - I think switching them around would emphasize the downbeat much better (singletap --> kick instead of kick --> singletap)

01:28:531 (3) - The sliderend clap seems unnecessary here imo

01:29:902 - I'd add a finish on the slider end like at 01:25:788 -

01:46:359 - Same applies to this one

01:49:788 (1) - I know that you want it to be a kind of gimmick pattern by NC'ing like this, but it becomes too weird for newer players, so doing 1,2,1,2 instead of 1,1,1,2 would probably help

Hard


Kinda funny that this is called hard lol, but I understand that it's from the reference game xd

00:17:559 (3,4,1) - The transition is odd because of spacing emphasis to the white tick - There doesn't seem to be any structure related patterns, so I'd probably increase spacing on 4,1 and decrease it on 2,3 (00:17:388 (2,3) - )

00:25:102 (1,3) - They look the same, play differently - I can imagine some people letting go too early from the 2nd one xd

00:36:417 (1,3,4) - The visual distance is a little weird near the sliderends here and the sliderstart on 4

The volume idea seems to work a little better on the hard difficulty :)

01:25:445 (1,1) - Why are both NC'ed? xd

01:28:874 (1,1,1) - This especially applies here lol (I see that it's consistent, but it doesn't seem that much different from some of the other rhythms :o) (Won't mention the next ones xd)

01:35:732 (3,4,1) - Small spacing emphasis thing again ^^

01:48:417 (1,2,1) - The flow is a little wonky here. I think just moving 01:49:445 (1) - down a bit and adjusting the next pattern is a better idea.

Pretty good too :D

Another



00:40:188 (4) - Clap here for consistency with 00:37:788 (2) - (it'll initiate the lead-in a bit better as well this way)

00:56:645 (3,1) - The beat's pretty strong here, but the spacing between 3 and 1 is pretty small :(

01:20:645 (1) - Is the clap on this slider intentional? :o

Super solid :)

Special


01:04:702 (4) - Moving the slider a little more to the left will make the transition from 3,4,1 a lot more manageable

01:09:159 (6,1) - Why is the spacing here so much different from 01:00:931 (6,1) - ? It's almost the same intensity, so I don't understand why the change is so large :o I'd even them out a little more probably so they're around the same spacing

01:21:674 (4,1) - Switch the NC, this is unnecessarily hard to read because the 4 isn't NC'ed lol

01:29:902 (4,1) - Again plz >//< They both follow the downbeat xd

01:33:502 (4) - NC this to make it obvious that it's a 1/6 and not 1/4

01:36:931 (4,1) - Transition looks a little funny because of the slider shape related to that note. I'd maybe rotate the slider a bit? :o [Insert "Following Flow" pun here]

01:38:131 (4,1) - switch NC like before :D

01:42:245 (4,1) - Inconsistent NC's with 01:25:788 (1,2) - . I'd make both 1,2 so they focus on the downbeat :)

01:46:359 (4,1) - Again lol xd I won't complain about them anymore, it's just spam at this point lol (You'll understand why I mentioned them so much after you changed the song to 3/4 lol xd)

01:50:502 (1) - Spinner ends too early compared to the other diffs

Overall the mapset seems pretty good! I really enjoyed the two top diffs especially - There seems to be a lot of creative ideas involved, looking forward to see this in the qualified panel ;) Good luck, buddy! :D
Logic Agent
m4m stuff, sorry it took so long.

[General]
  1. The spinner in your topdiff ends on a blue tick when it should end on the white tick, move it over a bit
  2. Disable widescreen support on everything but your topdiff (it's already disabled there)


[Basic]
  1. 00:01:102 (1,1,2) - I think the rhythm at the very beginning should be this instead. Using this rhythm allows for a click on the part where the synth or whatever starts.
  2. 00:05:388 (3) - not a fan of 1/2 rhythm in such a low difficulty, especially when using a circle fits the same purpose and makes the same amount of sense as a 1/2 slider. tbh it's just not worth trying to keep these kinds of rhythms unless you REALLY want to imo
  3. 00:07:445 (3) - ^


[Medium]
  1. 01:50:474 (2) - nc this?


[Hard]
  1. 00:26:817 (1,2) - I think ctrl + g'ing this would help because imo it's easier to go from a 1/3 snapped repeater into a 1/4 snapped circle instead of the other way around... imo this change makes for less potential breaks here. Also a custom stack might be nice if you're into that kind of thing, to make sure the interesting rhythm is very noticeable. Obv this suggestion is for every place where it is applicable.


[Another]
  1. 00:12:245 (2,1) - blanket


[Special]
  1. looks good


short mod, clean set. gl
Topic Starter
Beomsan
added story board :D thanks
maybe re:working from tomorrow
Spork Lover
"Flare" in the Storyboard file is unrankable (i think) because of:
  1. The maximum dimensions for tall or wide scrolling images are 640x1440 and 1920x480 respectively. This is for the sake of gameplay performance, image loading time, and filesize.


The filesize is currently 1068x800, so I think you're required to reduce the size? (correct me if I'm wrong lol, I've heard situations where certain images were acceptable)

Also, to me the "faded out background" looks more like a weird blur at 00:10:017 - to 00:57:331 - to me and doesn't really compliment the other effects too much :o I feel like if you added a contrast color instead, it would look a lot better (or make it a bit darker instead, add small strobes etc)

Apart from that there didn't seem to be anything :o good luck again xd

(Remember not to KD 'cause I modded before lol)
Enon
i feel kindness
Topic Starter
Beomsan

wasinkingspeedq wrote:

m4m from your q
here my map : https://osu.ppy.sh/s/468268

Basic
00:39:502 (2) - How about this! to make a pretty shape of this slider, just in my opinion. umm... similar? lol

Medium
00:08:645 (3) - How about this! to make a pretty shape of this slider, just in my opinion. yesss
00:17:902 (1) - I think the whistle hs isn't appropriate on the beginning of this slider, I recommend you to add finish hs instead, try this. sure. I can hear finish sound xD good point
00:29:902 (3,1) - This slider can be improved a bit, it doesn't fit with a circle(3) before. fixed~
01:03:674 (2) - How about clap hs ? not fit I guess :(
01:49:788 (1) - I think this NC isn't necessary because it's just "Medium" diff and it makes new players are confused about this. yes my mistake xd fixed

Hard
AR7.5 ? OD 6.5 or 6 ? 7.5 and 6.5
00:56:474 (2) - Movement about this circle it's quite hard, so you can try moving this circle to X:72 Y:196 and adjust 00:56:645 (3) - slightly . This is more dynamic flow I guess. want to keep it for now
01:07:274 (1,1) - Adjust 01:08:302 (1) - slightly to make a pretty shape with slider(1) before. yes

Another
00:10:359 (3) - Move the end of this slider to the right a bit to make this equal with 00:09:674 (1) - tried
01:23:559 (2) - Probably you can NC here! not bad but keep :D
01:40:016 (2) - The reason same as above

I'll leave the "spacial" diff to other modders because you'll get the worst suggestion from me, I haven't enough for modding diffs stars more than 5.
GL~~~

Spork Lover wrote:



Yo, M4M from the Halcyon queue <3

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

General



- The time signature doesn't go in 4/4. It's actually a waltz. (3/4) All you need to do is just change it to that, and you follow the downbeat perfectly lol :DI fucked up

- The filesize overall would be reduced significantly if the images - #111, #222, #333 and #666 were all in .jpg instead of .png. The overall filesize would be reduced by like 3,5-4 MB lol

- The hitsound soft-hitclap has a 10ms delay, which is unrankable by current standards. I'd consider just straight up cutting the first 10ms from the hitsound itself with audacity or some other program :oyes will modify

- The soft-whistle is really quiet and doesn't really provide much feedback, which is an issue for parts like 00:17:902 - to 00:24:759 -, where the volume is already really low (referencing this from the Basic difficulty, but I assume the same applies to the other difficulties as well.) I'd basically just advice to amp up the hitsound itself via an audio program or something. (As a matter of reference, I actually used the exact same hitsound for a different map of mine, but was adviced to remove it by Lasse lol (I use default soft whistle now which also works well for slow sections like this but yeah :p) For the section, you could also add a finish in the middle or something to add the feedback if you disagree with the volume and whistle stuff I'll request to someone for volume :D

- Since the backgrounds are all different, why aren't the colors different too? I'm sure that you can find some way to make the colors fit better with some of the backgrounds (For example, they fits a lot better for the basic diff than they do for the Hard diff as an example imo) ^^ I'm sure you can figure something out from here.

- On top of this, you can colorhax during the kiai with some different shades of the colors that you're using if you want to give a nice effect, shouldn't take much longer than like 20 minutes :D

- 01:50:502 (1) - Why is it snapped to the 1/12th tick? xd Also, the special diff's spinner ends like 50 ms earlier than all the other diffs, might as well snap that special diff spinner to the white tick xd 1/12 snap is perfectly fine! ex)bbHard* and fixed spinner end snap xd

As a note: If I find any hitsound inconsistencies, and you copied the hitsounds from a different diff, please apply them to the other difficulties too :)

Basic


Generally, the NC'ing seems to be pretty excessive to me, since there's often only 2 objects involved in the combo itself, and it'll make it way too easy to recover HP-wise. Reducing the NC count to around half the amount would probably be more beneficial for gameplay at this level. :) tried. but the latter part is really fitting so Idk well for now. I'll ask to someone about NC :D

00:01:102 (1,1,2) - I'd advice just doing 1,2,3 here since the NC pattern is pretty hard to read for new players as it is atm ^^ yes I agree with your point xD

00:17:902 (1,2,1,2,1,2,1) - Hitsounds are too quiet, but I talked about this in the general section lol

00:53:902 (2) - move the clap to 00:54:588 (3) - for rhythm consistency? I don't hear any major differences in tempo/rhythm here xd

00:59:045 - to 01:12:417 - I don't really understand the volume reductions in this section, since they feel way too sudden when you hear them in-game (20% difference is really easy to notice) If you want to do a small fluctuation, 10% is a better difference than 20 on this diff and the Medium. (70/60/50?) (From Hard-Special, the volumes make a lot more sense because you do some very obvious gimmicks with the volume points) using 80% volume for emphasis finish and it's obviously working imo. but 40% volumes are changed to 50

01:31:959 (1,2,3,4) - There's some claps missing here ^^ no it's intended

01:46:359 (1,2) - The softwhistle doesn't give enough feedback here either (A finish or clap somewhere would help tremendously with feedback) added clap

The difficulty seems to be really solid in terms of aesthetics and rhythm, so I don't wanna go into detail with that since it'd like "move this like 2 pixels" etc lol I aimed that xD

Medium


Same thing with 80-40% volume as I explained in the Basic diff applies here too obviously (Still a lot of sudden changes out of nowhere xd) (It seems to fit better on the hard diff and above)

00:08:645 (3,1) - This kinda looks like it wants to be a blanket, but struggles xd I'd either ctrl+J 00:08:645 (3) and resnap, or blanket it with the other slider

00:24:074 (1,2) - switch NC, so the slider pattern you do for 00:22:017 (1,2,1) - doesn't get overlooked by the NC ^^

00:45:159 (2,3) - I think switching them around would emphasize the downbeat much better (singletap --> kick instead of kick --> singletap) This is good for the emphasis of clap, I guess.

01:28:531 (3) - The sliderend clap seems unnecessary here imo I think it's necessary

01:29:902 - I'd add a finish on the slider end like at 01:25:788 - clearly different from the other parts here. finish is not fit Imo xd

01:46:359 - Same applies to this one

01:49:788 (1) - I know that you want it to be a kind of gimmick pattern by NC'ing like this, but it becomes too weird for newer players, so doing 1,2,1,2 instead of 1,1,1,2 would probably help 1231

Hard


Kinda funny that this is called hard lol, but I understand that it's from the reference game xd

00:17:559 (3,4,1) - The transition is odd because of spacing emphasis to the white tick - There doesn't seem to be any structure related patterns, so I'd probably increase spacing on 4,1 and decrease it on 2,3 (00:17:388 (2,3) - )

00:25:102 (1,3) - They look the same, play differently - I can imagine some people letting go too early from the 2nd one xd

00:36:417 (1,3,4) - The visual distance is a little weird near the sliderends here and the sliderstart on 4

The volume idea seems to work a little better on the hard difficulty :)

01:25:445 (1,1) - Why are both NC'ed? xd

01:28:874 (1,1,1) - This especially applies here lol (I see that it's consistent, but it doesn't seem that much different from some of the other rhythms :o) (Won't mention the next ones xd)

01:35:732 (3,4,1) - Small spacing emphasis thing again ^^ this is shared with the other top difficulties.

01:48:417 (1,2,1) - The flow is a little wonky here. I think just moving 01:49:445 (1) - down a bit and adjusting the next pattern is a better idea.

Pretty good too :D

Another



00:40:188 (4) - Clap here for consistency with 00:37:788 (2) - (it'll initiate the lead-in a bit better as well this way) it's fine i guess :D

00:56:645 (3,1) - The beat's pretty strong here, but the spacing between 3 and 1 is pretty small :(fine too, I can't find problem lol

01:20:645 (1) - Is the clap on this slider intentional? :oyes. clap is pretty fitting imo!

Super solid :)

Special


01:04:702 (4) - Moving the slider a little more to the left will make the transition from 3,4,1 a lot more manageable yea? I think I did correctly lol

01:09:159 (6,1) - Why is the spacing here so much different from 01:00:931 (6,1) - ? It's almost the same intensity, so I don't understand why the change is so large :o I'd even them out a little more probably so they're around the same spacing umm.... cuz the place. I did not find another suitable place. I'll think about this ;D

01:21:674 (4,1) - Switch the NC, this is unnecessarily hard to read because the 4 isn't NC'ed lol

01:29:902 (4,1) - Again plz >//< They both follow the downbeat xd

01:33:502 (4) - NC this to make it obvious that it's a 1/6 and not 1/4

01:36:931 (4,1) - Transition looks a little funny because of the slider shape related to that note. I'd maybe rotate the slider a bit? :o [Insert "Following Flow" pun here] lol 15 degrees

01:38:131 (4,1) - switch NC like before :D

01:42:245 (4,1) - Inconsistent NC's with 01:25:788 (1,2) - . I'd make both 1,2 so they focus on the downbeat :)

01:46:359 (4,1) - Again lol xd I won't complain about them anymore, it's just spam at this point lol (You'll understand why I mentioned them so much after you changed the song to 3/4 lol xd)

01:50:502 (1) - Spinner ends too early compared to the other diffs

Overall the mapset seems pretty good! I really enjoyed the two top diffs especially - There seems to be a lot of creative ideas involved, looking forward to see this in the qualified panel ;) Good luck, buddy! :D
ooooooooooooooooooooooooooooooooooooo yes finally done!
thanks for your detail modding and good words again. It was really helpful!
no reply = fix. cuz I can't reply with mouth-filling comments lul /me slaps me

Logic Agent wrote:

m4m stuff, sorry it took so long.

[General]
  1. The spinner in your topdiff ends on a blue tick when it should end on the white tick, move it over a bit
  2. Disable widescreen support on everything but your topdiff (it's already disabled there)


[Basic]
  1. 00:01:102 (1,1,2) - I think the rhythm at the very beginning should be this instead. Using this rhythm allows for a click on the part where the synth or whatever starts. true, good point.
  2. 00:05:388 (3) - not a fan of 1/2 rhythm in such a low difficulty, especially when using a circle fits the same purpose and makes the same amount of sense as a 1/2 slider. tbh it's just not worth trying to keep these kinds of rhythms unless you REALLY want to imo
  3. 00:07:445 (3) - ^


[Medium]
  1. 01:50:474 (2) - nc this?


[Hard]
  1. 00:26:817 (1,2) - I think ctrl + g'ing this would help because imo it's easier to go from a 1/3 snapped repeater into a 1/4 snapped circle instead of the other way around... imo this change makes for less potential breaks here. Also a custom stack might be nice if you're into that kind of thing, to make sure the interesting rhythm is very noticeable. Obv this suggestion is for every place where it is applicable. yea actually good point. I'll think about it. but I want to say. "people who play this map need to understand about this song."


[Another]
  1. 00:12:245 (2,1) - blanket


[Special]
  1. looks good


short mod, clean set. gl
yesyes thanks for mods!

Spork Lover wrote:

"Flare" in the Storyboard file is unrankable (i think) because of:
  1. The maximum dimensions for tall or wide scrolling images are 640x1440 and 1920x480 respectively. This is for the sake of gameplay performance, image loading time, and filesize.


The filesize is currently 1068x800, so I think you're required to reduce the size? (correct me if I'm wrong lol, I've heard situations where certain images were acceptable)

Also, to me the "faded out background" looks more like a weird blur at 00:10:017 - to 00:57:331 - to me and doesn't really compliment the other effects too much :o I feel like if you added a contrast color instead, it would look a lot better (or make it a bit darker instead, add small strobes etc)

Apart from that there didn't seem to be anything :o good luck again xd

(Remember not to KD 'cause I modded before lol)
wow again!
cellina will reply to this. thank you so much!

Edit: @Spork Lover and next modders: fixed delay issue of soft-hitclap. (by sonnyc)
I think soft-hitwhistle's volume is fine.
bbj0920

Beomsan wrote:

lo
Spork Lover

Beomsan wrote:

Edit: @Spork Lover and next modders: fixed delay issue of soft-hitclap. (by sonnyc)
I think soft-hitwhistle's volume is fine.
Yeah, the only time where the soft-hitwhistle was an issue, was when you only used the whistle on the Basic and Medium, but that's fixed now, so it should be fine <3
Topic Starter
Beomsan
<3 thank you
fixed a few things by self-mod
Affirmation
Tags에 Cellina Down 추가 해야하지 않으려나요
Down

Neoskylove wrote:

Tags에 Cellina Down 추가 해야하지 않으려나요
않이요ㅎ
Topic Starter
Beomsan

Neoskylove wrote:

Tags에 Cellina Down 추가 해야하지 않으려나요
주말에는 야간 아르바이트가 있으니 월요일에 꼭 수정하도록 하겠습니다.
Sonnyc
Basic.
00:54:588 (6) - 음악상 클랩은 부적절한듯요.
01:04:188 (2) - 앞에서는 3/2 슬라로 표현해 놓고 01:00:074 (2)와 달리 이거는 1/1로 표현되어서 음악을 따르는 느낌도 없고 통일성도 결여된듯요.
01:15:502 - 모든 난이도들에 걸쳐서 이 난이도만 브레이크가 있네요. 최하 난이도여서 브레이크 사용이 적절한지 의문스럽고, hp 드레인이 낮은 이지 특성상 브레이크를 제거해도 문제될 것은 없어보이네요. 무엇보다 타 난이도들과 다른 설정이 걸리고요.
01:24:417 - 클랩 여기 말고 리버스가 더 적절할듯요.

Medium.
00:52:531 - 클랩이 없네요.
01:00:074 - 피니시가 없네요.
01:04:702 - 01:08:817 - ? 강한 비트인데 박자가 갑자기 없네요. 박자의 단순화라기에는 너무 음악 표현이 안된 느낌입니다.

Hard.
00:14:817 (1,2) - 보시면 음악상 00:10:702 (1,2) - 00:12:759 (1,2) - 이 두 개랑 대응이 되어보이네요. 동일한 형태의 슬라이더를 간격감 있게 표현한 것과 다르게 아예 표현 컨셉 자체가 리듬을 제외하면 달라져서 구조적으로 아쉬웠습니다.
00:53:902 (1,2,1) - 1/4도 나오고 1/2도 나오고 1/3도 나오는데 이 박자들이 유사한 간격, 유사한 슬라이더 길이로 표현되어서 리딩이 매우매우 어렵습니다. 적최소한 00:53:902 (1)을 1/2 슬라이더로 만들어야 아예 읽기가 불가능한 수준은 아니게 될 것 같네요.
01:00:074 - 피니시.

Another.
01:07:788 (2) - 시각적으로 따졌을 때 (1)은 그냥 보통 곡선인데 이 슬라는 끝에 꺾은 점을 갖고 있어서 굳이 그 의미가 파악이 잘 안되네요.
01:21:502 (4) - 플레이하는데는 1/2이 편합니다만 음악의 특징적인 부분을 1/3에 맞게 표현한게 아니라 그냥 1/2로 흘러버려서 음악이 잘 살지 못한 것 같네요.
01:29:731 (4) - 01:37:788 (4) - ^
01:44:217 - 여기 박자가 있는데 노트가 없네요. 이전의 01:27:759 (6)는 표현됐는데 반해서요.

Special.
00:27:845 (5,1,2) - 간격이 동일해서 리딩이 안됩니다. ar만으로 읽어야 하는데 그렇게 되면 패턴의 완성도가 낮아진다고 봅니다.
00:38:131 (4,5,1) - 1/3인데 음 적어도 이 배치는 그 표현에 적절하지 않아보이네요.
00:47:360 (4,1) - 00:51:502 (4,1) - 00:54:588 (3,1) - 이 1/3 패턴이 개인적으로는 살짝 난해해보였는데 직관적이지도 않고,, 음 이거는 텟플 좀 받아보면서 플레이어들이 읽는데 어려움이 있는지 파악 좀 해보셔야 할듯요.
01:03:159 (1,2) - (2)가 곡률이 더 높은 수평 슬라이더였다면 슬라 블랭킷이 더 보기 좋지 않았을까 싶네요.
01:04:188 (1,2,3,4) - 어나더 난이도에서도 그러셨고 이 난이도에서도 마찬가지로 이러한 음악 파트는 01:08:302 (1,2,3,4,5,6) 이런식으로 슬라 겹침으로 표현이 되었는데 여기서만 뜬금없이 1/4 점프로 표현이 되어서 음악을 표현함에 있어서 구조적으로 일관되지 못해보였습니다. Variation을 주셨다기에는 너무도 다른 표현이었습니다.
01:16:874 - 여기는 20%보다는 조금 더 높은 볼륨을 채택하는게 어떨까요?

맵이 완성도가 상당히 높은 편이네요.
Topic Starter
Beomsan
감사합니다 평일에 확인하겠습니다 :DDD
Edit: 도저히 일정이 안맞네요... 다시 주말동안 일하고 다음주로 미루겠습니다 xd 죄송합니다
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