Nekomata Master - Following Flow

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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
Len
m4m


SB:
  1. spectrum is a bit wrong. it should be starts at 00:01:102 - not 00:01:231 -
Medium:
  1. 00:01:102 (1) - http://puu.sh/rRwjn/5cea7fbea6.jpg is better if you want to emphasize on 00:01:445 -
  2. 00:14:474 (2) - make triangle with 13 http://puu.sh/rRwmu/a306cf270f.jpg
  3. 00:31:274 (2) - distance a bit wrong with 1
  4. 01:47:388 (1) - remove nc
Hard:
  1. overall is a bit hard to play should be hyper
  2. 00:01:102 (1) - change to 1/2 is better
  3. 00:08:645 (1) - no need to add jump here so suddenly
  4. 00:10:359 (3,1,2) -
  5. 00:12:759 (1,2) -
  6. 00:15:845 (1,2,3) - and 00:17:559 (3,4,1) - is really too hard to catch imo
  7. 01:19:274 (3,4) - zz http://puu.sh/rRwKH/76151e8020.jpg
  8. 01:35:732 (3,4) -
  9. 01:34:017 - make patterns with circle and sliders and dont do ctrl c v
  10. 01:29:674 (1,2) - swap nc
  11. 01:50:502 (1) - starts at 01:50:559 -
Another:
  1. 00:40:702 (2,3,4) - this overlap make confuse try this: 00:40:359 - ~ http://puu.sh/rRwVa/e13f7d225e.jpg
  2. 01:50:502 (1) - same as hard
Special:
  1. 01:32:645 (1,2,3,1,2,3,1,2,3,1,2,3,1) -
  2. 01:48:417 (1,2) - ctrl g
GugUCorn
https://puu.sh/rQmIW/ef7caffa06.zip

힛사 스페셜 난이도만 찍어봤어요
참고~ ;)
Cellina
님 이거 SB수정 좀 크게할테니 일단 버블같은건 받지마셈
Topic Starter
Beomsan
Blue - 수정
Green - 수정했으나 다른 방향이거나 수정하지 않았지만 여지가 충분
Red - 수정하지 않음

앞서 히트사운딩이 TaMul님의 도움으로 상당히 바뀌어서 힛사에서 지적해주신 부분들이 전부 수정되어 있습니다. 따로 답변을 달지는 않고 일괄로 전합니다.
제가 수정하지 않았음에도 답변을 달지 않은 부분이 있다면 아래에 일괄로 답변하는 것이 편리하기 때문에 그렇게 하도록 하겠습니다.

Sonnyc wrote:

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. 브레이크 타임 삭제했습니다.
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. 노트 일단 넣어놓고 뺄 수 있는 부분 찾아봤는데 한 곳 밖에 없네요. 지금 상태 괜찮은지 모르겠습니다 ㅋㅋ

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. 수정하기 가장 힘들었던 부분인데... 아직도 잘 모르겠네요 일단 유사하게 보일 수 있도록 최대한 해봤습니다.
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. 1/2로 바꿨습니다.
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. 보통의 3점슬라이더를 사용하기에는 약간 심심한 감이 있어서... 이유가 이 것 뿐이네요. 근데 모든 난이도에서 이 파트에서는 슬라이더 모양을 평범하지 않은 것을 많이 사용하려고 했기 때문에 그 컨셉에 맞다고 생각합니다.
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) - ^ 이 맵을 제작할 때 조금 재미있는 숨겨진 의도가 생각나서 넣었습니다. 그게 이런 부분들인데, 1/3과 1/6 리듬에 익숙하지 않은 유저들이 어나더를 통해서 적응을 하고, 최상위 난이도로 올라갈 때 조금 더 많은 홀수 박자를 만나 최종 보스를 극복하라, 같은... 하드와 어나더 사이에도 비슷한 빈도로 홀수 박자들이 무시되는 것을 의도해봤는데 전달력이 미미했나봅니다 :^)
01:44:217 - 여기 박자가 있는데 노트가 없네요. 이전의 01:27:759 (6)는 표현됐는데 반해서요. 추가했습니다.

Special.
00:27:845 (5,1,2) - 간격이 동일해서 리딩이 안됩니다. ar만으로 읽어야 하는데 그렇게 되면 패턴의 완성도가 낮아진다고 봅니다. 아무래도 수정을 한다면 박자상으로 조금 더 빠르게 나오는 1/4 박자(1)를 (5)에 붙이는게 적절해보이네요. 수정했습니다.
00:38:131 (4,5,1) - 1/3인데 음 적어도 이 배치는 그 표현에 적절하지 않아보이네요. 거리 자체가 넓은게 나쁘지는 않다고 생각하는데, 말씀하신거 보고나니 그 뒤가 어려울 수는 있겠구나, 싶어서 리버스로 교체했습니다. 꽤나 여유가 생겨서 더 치기 편해졌다고 생각해요.
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. 텟플을 더 받아볼 생각이지만 이전에도 텟플을 7회 이상 받았고, 이 곳에서는 대부분 깔끔하게 넘어가셨기 때문에 수정 될 확률은 적다고 미리 말씀드릴 수 있습니다.
01:03:159 (1,2) - (2)가 곡률이 더 높은 수평 슬라이더였다면 슬라 블랭킷이 더 보기 좋지 않았을까 싶네요. 제가 이런거에 약한거도 사실이지만 참 대충 갈겨놨었네요... 최선을 다 해놨습니다.
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? 좋네요 :^)

맵이 완성도가 상당히 높은 편이네요.
01:04:188 - 이 부분에 대해서 저는 음이 비슷한 두 구간(01:00:074 - 01:08:302 - )과는 확실하게 다르다고 생각합니다. 01:00:074 - 여기는 처음부터 저음이고 01:08:302 - 여기는 처음엔 높다가 점점 낮아져서 힘을 잃는데 반해 01:04:188 - 여기서는 쭉 뻗어가는 감상을 받았고, 개인적으로 굉장히 잘 된 표현이라고 생각하고 있습니다. Basic에서 증명할 수 있습니다. 박자를 바꿔가면서까지 그 것을 표현하려고 시도했었다는 점 때문에...

Len wrote:

m4m


SB:
  1. spectrum is a bit wrong. it should be starts at 00:01:102 - not 00:01:231 -
Medium:
  1. 00:01:102 (1) - http://puu.sh/rRwjn/5cea7fbea6.jpg is better if you want to emphasize on 00:01:445 - f
  2. 00:14:474 (2) - make triangle with 13 http://puu.sh/rRwmu/a306cf270f.jpg tried baesutu
  3. 00:31:274 (2) - distance a bit wrong with 1 y
  4. 01:47:388 (1) - remove nc k
Hard:
  1. overall is a bit hard to play should be hyper
  2. 00:01:102 (1) - change to 1/2 is better
  3. 00:08:645 (1) - no need to add jump here so suddenly OOOO
  4. 00:10:359 (3,1,2) - (3)이랑 (1)사이 거리는 조정됐는데 (1)이랑 (2)사이의 거리는 벌려져도 구조상으로도 괜찮고 패턴이 있기 때문에 하드에서 괜찮은 사용이라고 생각함 일단 줄일 수 있는거는 다 줄였음
  5. 00:12:759 (1,2) - 위랑 일괄로 구조가 완전 깨지기때문에 차라리 구간 리맵을 하라하면 하겠음
  6. 00:15:845 (1,2,3) - and 00:17:559 (3,4,1) - is really too hard to catch imo 점프를 넣는 거 자체는 정말 하기 좋은 음이라고 생각되는데 확실히 어렵긴 어려워서 일단 되는데로 해놨음
  7. 01:19:274 (3,4) - zz http://puu.sh/rRwKH/76151e8020.jpg
  8. 01:35:732 (3,4) -
  9. 01:34:017 - make patterns with circle and sliders and dont do ctrl c v 솔직하게 복붙 싫어하는거 다 알면서도 넣어놓고 밀고온 이유가 있음 이 정도로 유사한 음이 나오는 파트의 시작부분은 복붙이 전달력이 굉장히 좋다고 생각함 약간 구곡감성이긴 한데 이건 고려좀...
  10. 01:29:674 (1,2) - swap nc
  11. 01:50:502 (1) - starts at 01:50:559 -
Another:
  1. 00:40:702 (2,3,4) - this overlap make confuse try this: 00:40:359 - ~ http://puu.sh/rRwVa/e13f7d225e.jpg
  2. 01:50:502 (1) - same as hard
Special:
  1. 01:32:645 (1,2,3,1,2,3,1,2,3,1,2,3,1) - 잘 가라 아이덴티티
  2. 01:48:417 (1,2) - ctrl g 굳이 할 필요 읎어보임
sb기다리는중
Shiranai
I thoought it was Krimek's lol, here have a star Beom :)
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