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SUICIDEWAVE - LAKUNA

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Total Posts
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Topic Starter
2zz
This beatmap was submitted using in-game submission on Sunday, November 12, 2017 at 4:30:49 AM

Artist: SUICIDEWAVE
Title: LAKUNA
Tags: witch house
BPM: 95
Filesize: 7052kb
Play Time: 03:21
Difficulties Available:
  1. another (4.56 stars, 702 notes)
  2. easy (1.41 stars, 246 notes)
  3. expert (5.43 stars, 855 notes)
  4. hard (3.03 stars, 618 notes)
  5. insane (4 stars, 681 notes)
  6. normal (2.2 stars, 428 notes)
Download: SUICIDEWAVE - LAKUNA
Information: Scores/Beatmap Listing
---------------

under reconstruction

v0
v1.2

thank you for affection
THEORYONLEANCE
General

BG - откровенное

Отключи Widescreen Support

hollow

Скорость слайдеров в нормале изменять нельзя
У тебя очень непонятное расставление NC 00:17:726 (1,2,1,2,1) - вот тут к примеру, звук не меняется а комбо меняется ( Слайдер нота и сразу же новое комбо ) и таких моментов много
02:11:410 (1,2) - Может сделаешь 1-ый как 2-ой
Первый киай очень долгий, предлагаю сделать его вот от сюда 02:21:831 (1)

blank

все таже проблема с NC

void

01:06:357 (4,5,1) - Попробуй их сделать дальше от друг друга
01:29:726 (1) - оверлап
01:35:410 (1,1,1) - ^^
01:53:410 (2) - бланкет
02:30:357 (1,2,3,4) - чуть чуть дальше от друг друга
Диффа однако очень классная

gap

Такое я хз как модить

От себя
Карта очень динамичная и не однообразная что и есть хорошо. Удачи тебе с ней ;)
Cheri
M4M From Queue - Mod this map https://osu.ppy.sh/beatmapsets/675527/discussion (couple of suggestions would do just fine)

Ok for 1 - is that a naked women? ya need to find a more appropriate bg for this game and I HIGHLY advised ya change that before you end up being force to change it and you don't want that to happen since it have been cases like this

if you look in the box (came straight from Ranking Criteria)
RC
A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username. Mapsets may also use a complete set of custom difficulty names that clearly indicate their level of difficulty to the player. Marathon maps with a single difficulty may use free naming.

It fine having the last difficulty a custom name but it be better to just called the other difficulties Normal, Hard, and Insane since none of the names given indicate the difficulty at all and will just confuse people.

Another thing is the difficulty spread itself - You will need a difficulty below 2* if you wish to have this rank since your normal difficulty is above that

Now as I seen the hard and compared to the Normal - I am a bit bad at explaining this so maybe someone else would come along but I feel the need to say that u may need an advanced difficulty (basically just a harder normal) because your hard look difficult for hard players starting off
I could be wrong about that so just get some more opinions about that (it might just be fine )



  • void
  1. 00:05:726 (5) - since this is a SV change - this is too similar to how these look 00:05:568 (4) - and a player would mess up on this
    Add a NC on it too make it look more obvious
    this occurs quite a bit but I think some of them is not that bad but I feel ya still should check them just in case
  2. 00:45:515 (1,2,3,4) - I understand what you trying to do but these jumps is too high and I just believe the music doesn't support that much since the song isn't that jumpy to begin with - plus ya don't have these type of jumps in the actual kiai so please just lower them
    kind of the same 00:46:778 (1,2,3,4) - but not as bad as those above - the other jump in this section isn't that spacy like these so I won't point them out
  3. 01:24:041 (1,2) - hmm they basically following the same similar sound so I think having (2) look like 1 would be better


kind of short mod I know ... I think the difficulties look quite interesting and I couldn't mod the highest difficulty sorry

gave a star
Topic Starter
2zz
Meouxe-

Meouxe- wrote:

General

BG - откровенное

Отключи Widescreen Support

hollow

Скорость слайдеров в нормале изменять нельзя Печально, потом ремапну. Может быть
У тебя очень непонятное расставление NC 00:17:726 (1,2,1,2,1) - вот тут к примеру, звук не меняется а комбо меняется ( Слайдер нота и сразу же новое комбо ) и таких моментов много Вроде поправил
02:11:410 (1,2) - Может сделаешь 1-ый как 2-ой
Первый киай очень долгий, предлагаю сделать его вот от сюда 02:21:831 (1) Музыка одинаковая в обоих частях, так что оставлю как есть

blank

все таже проблема с NC

void

01:06:357 (4,5,1) - Попробуй их сделать дальше от друг друга
01:29:726 (1) - оверлап
01:35:410 (1,1,1) - ^^
01:53:410 (2) - бланкет норм
02:30:357 (1,2,3,4) - чуть чуть дальше от друг друга
Диффа однако очень классная хех, спасибо

gap

Такое я хз как модить

От себя
Карта очень динамичная и не однообразная что и есть хорошо. Удачи тебе с ней ;) Спасибос :oops:


Hailie

Hailie wrote:

M4M From Queue - Mod this map https://osu.ppy.sh/beatmapsets/675527/discussion (couple of suggestions would do just fine)

Ok for 1 - is that a naked women? ya need to find a more appropriate bg for this game and I HIGHLY advised ya change that before you end up being force to change it and you don't want that to happen since it have been cases like this Removed for now

(came straight from Ranking Criteria)
A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username. Mapsets may also use a complete set of custom difficulty names that clearly indicate their level of difficulty to the player. Marathon maps with a single difficulty may use free naming.

It fine having the last difficulty a custom name but it be better to just called the other difficulties Normal, Hard, and Insane since none of the names given indicate the difficulty at all and will just confuse people. Yeah, I know but there not just an usual diffs, so I named them. But ok, normal and hard get back

Another thing is the difficulty spread itself - You will need a difficulty below 2* if you wish to have this rank since your normal difficulty is above that I'll add ez later then

Now as I seen the hard and compared to the Normal - I am a bit bad at explaining this so maybe someone else would come along but I feel the need to say that u may need an advanced difficulty (basically just a harder normal) because your hard look difficult for hard players starting off
I could be wrong about that so just get some more opinions about that (it might just be fine ) Ok if someone else note that



  • void
  1. 00:05:726 (5) - since this is a SV change - this is too similar to how these look 00:05:568 (4) - and a player would mess up on this
    Add a NC on it too make it look more obvious
    this occurs quite a bit but I think some of them is not that bad but I feel ya still should check them just in case
  2. 00:45:515 (1,2,3,4) - I understand what you trying to do but these jumps is too high and I just believe the music doesn't support that much since the song isn't that jumpy to begin with - plus ya don't have these type of jumps in the actual kiai so please just lower them
    kind of the same 00:46:778 (1,2,3,4) - but not as bad as those above - the other jump in this section isn't that spacy like these so I won't point them out
  3. 01:24:041 (1,2) - hmm they basically following the same similar sound so I think having (2) look like 1 would be better




kind of short mod I know ... I think the difficulties look quite interesting and I couldn't mod the highest difficulty sorry

gave a star Oh thanks
Peter
Hi from my queue

Change background pls its just gray,,

Normal
Your mapping style is pretty weird lol
I can't understand it really why don't for example make 00:06:357 (1) like that http://osu.ppy.sh/ss/9294102
00:43:936 (1) - doesnt fit with curve of previous slider
01:06:673 (1,2) - ehh make it look better
02:45:831 (2) - why doesnt it have the same shape as previous

Hard
01:35:410 (1,2) - feels too close
02:16:463 (1) - doesnt flow well with previous
Topic Starter
2zz
PeterEU

PeterEU wrote:

Hi from my queue

Change background pls its just gray,,

Normal
Your mapping style is pretty weird lol heh
I can't understand it really why don't for example make 00:06:357 (1) like that http://osu.ppy.sh/ss/9294102 recurved
00:43:936 (1) - doesnt fit with curve of previous slider
01:06:673 (1,2) - ehh make it look better
02:45:831 (2) - why doesnt it have the same shape as previous

Hard
01:35:410 (1,2) - feels too close
02:16:463 (1) - doesnt flow well with previous
thanks
BlakeIsMyWaifu
From my queue

Easy
01:20:252 (6,1) - Changing the slider velocity by 0.5x isn't recommended. Maybe change it to 0.75x so that it isn't so much a change
01:36:673 (1) - After the red anchor the slider should go up
01:37:936 (2) - Replace the a 1/2 repeating slider
01:45:515 (4) - It should be a 1/2 slider + a note
01:50:568 (4) - Same here ^
01:55:620 (4) - ^
02:00:673 (1) - Way too hard for an easy. New players are unable to read additional reverses because they are visible for such a short amount of time
03:20:884 (5,6,7) - They should be in a straight line. Move them up a bit

Normal
01:12:357 (1,2,3,1) - I don't know if it is just me or the flow is off
01:37:936 (1,2,3) - Don't stack notes under slider tails on a normal

The difficulty gap between [hard] and [void] is huge. It's like there is a missing difficulty. Good luck with mapset!
Topic Starter
2zz
BlakeBestWaifu

BlakeBestWaifu wrote:

From my queue

Easy

01:20:252 (6,1) - Changing the slider velocity by 0.5x isn't recommended. Maybe change it to 0.75x so that it isn't so much a change increased to 0.7
01:36:673 (1) - After the red anchor the slider should go up
01:37:936 (2) - Replace the a 1/2 repeating slider eh, here notable hs. But ok
01:45:515 (4) - It should be a 1/2 slider + a note
01:50:568 (4) - Same here ^
01:55:620 (4) - ^
02:00:673 (1) - Way too hard for an easy. New players are unable to read additional reverses because they are visible for such a short amount of time
03:20:884 (5,6,7) - They should be in a straight line. Move them up a bit
all fixed

Normal

01:12:357 (1,2,3,1) - I don't know if it is just me or the flow is off
01:37:936 (1,2,3) - Don't stack notes under slider tails on a normal

The difficulty gap between [hard] and [void] is huge. It's like there is a missing difficulty. uuhhh, so there will be another diff soon
Good luck with mapset! thanks :D
mantasu
o/ m4m from my q
Easy
In general your sliders as in easy diff are too fast. Consider lowering slider velocity
00:02:568 (3,4) - it'd look better if you would put them in one line and made this slider something like this but neater

00:36:042 (1) - if this would face 00:34:778 (5) - this slider's middle, it'd look better
00:37:936 (4,5) - these repeated sliders follow different sounds, so both should be placed on white or red ticks, not differently. So I suggest you this:

01:12:041 (2) - would also look neater if it faced slider middle
02:00:673 (1) - 1/4 beats can't be in easy diff
Normal
Slider velocity should also be reduced
00:07:620 (1,2) - would look better if this was also a blanket
00:42:673 (4,1) - for new players it is an uncomfortable backward movement, they might click slider tail
00:54:042 (1,2) - would also look better if it was blanket
00:59:726 (2,3) - nothing is emphasized by these, so they should be separate
01:14:252 (6,1) - blanket
01:18:357 (1,1,1) - no need so many NCs
01:21:515 (1,2) - these emphasize something different; it's good :)
01:30:989 (3) - even different sound, I'd place it somewhere near
01:36:041 (3) - ^ etc
02:02:252 (1,2) - blanket
02:14:884 (1,2) - blanket better
02:40:463 (3,4) - no need for stack
03:05:410 - it'd be good if this was clickable sound
Hard
00:15:515 (2) - ok, so 00:15:594 - there is no sound, and 00:15:673 - there is sound. If you want this a slider then you should extend it to blue tick.
00:16:147 (2) - ^ etc
00:20:252 (4,1) - pls keep ds constant, this can be confusing
00:22:463 (4,3) - almost overlap
00:38:252 (1,2,3) - this stream's and 00:38:884 (4,5,6) - this' circles are placed in a little different spacing. you shoud make spacing the same
00:39:515 (1,2,3) - there are no sounds on yellow ticks
00:44:252 (1,2) - overlap
00:45:831 (2,3,4) - again different stream spacing
01:41:094 (2,1) - spacing should change
03:20:568 (1) - no sound on blue tick
void
00:07:620 (1,2,3,4) - and 00:08:884 (1,2,3,4) - stream spacing should be the same
00:36:357 (1) - no sounds on repeated places
00:54:041 (4) - can be hard to notice
00:56:252 (3,1) - spacing should change
00:57:831 (1) - ^
01:25:936 (1) - should end on red tick
01:29:726 (1) - ^
01:42:989 (1) - No need for repeated :D
02:06:357 (1,2,3) - since it's kiai, shouldn't it be jumpy?
03:01:620 (1) - remove NC
gap
00:01:305 (1,2) - again overmapped, no sounds on yellow ticks :D
00:30:673 (1,2) - and 00:31:305 (1,2) - spacing shouldn't be so drastically different
00:34:778 (3) - different sound, you should place somewhere else
00:37:936 (1,1) - between these 2 and 00:38:252 (1,2) - between these 2 same spacing? wrong :o
00:39:042 (2,3,1) - fix spacing
00:49:620 (1,1,1,1,1) - no needed for so many NCs
01:20:252 (7) - NC
01:20:884 (11) - NC
01:21:199 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) - too many NCs. Basically they should indicate new sound
02:03:515 (1) - even with nc, spacing is confusing
In the rest of the map similar problem :lol:
what I pointed out you should apply to all your map, not just those places :D

In general, you shouldn't overmap, you should pay more attention to spacing and use NCs sensibly
GL 8-)
my map for m4m https://osu.ppy.sh/s/673857
Topic Starter
2zz
seselis1

seselis1 wrote:

o/ m4m from my q
Easy

In general your sliders as in easy diff are too fast. Consider lowering slider velocity uhh, whole remaped
00:02:568 (3,4) - it'd look better if you would put them in one line and made this slider something like this but neater

00:36:042 (1) - if this would face 00:34:778 (5) - this slider's middle, it'd look better
00:37:936 (4,5) - these repeated sliders follow different sounds, so both should be placed on white or red ticks, not differently. So I suggest you this:

01:12:041 (2) - would also look neater if it faced slider middle
02:00:673 (1) - 1/4 beats can't be in easy diff important sound, but changed a bit

Normal

Slider velocity should also be reduced will do if someone else point this out
00:07:620 (1,2) - would look better if this was also a blanket
00:42:673 (4,1) - for new players it is an uncomfortable backward movement, they might click slider tail
00:54:042 (1,2) - would also look better if it was blanket
00:59:726 (2,3) - nothing is emphasized by these, so they should be separate
01:14:252 (6,1) - blanket
01:18:357 (1,1,1) - no need so many NCs
01:21:515 (1,2) - these emphasize something different; it's good :) thanks
01:30:989 (3) - even different sound, I'd place it somewhere near
01:36:041 (3) - ^ etc
02:02:252 (1,2) - blanket
02:14:884 (1,2) - blanket better
02:40:463 (3,4) - no need for stack
03:05:410 - it'd be good if this was clickable sound
almost all fixed

Hard

00:15:515 (2) - ok, so 00:15:594 - there is no sound, and 00:15:673 - there is sound. If you want this a slider then you should extend it to blue tick.
00:16:147 (2) - ^ etc
00:20:252 (4,1) - pls keep ds constant, this can be confusing
00:22:463 (4,3) - almost overlap
00:38:252 (1,2,3) - this stream's and 00:38:884 (4,5,6) - this' circles are placed in a little different spacing. you shoud make spacing the same
00:39:515 (1,2,3) - there are no sounds on yellow ticks but here incite moment
00:44:252 (1,2) - overlap
00:45:831 (2,3,4) - again different stream spacing not a kiai but more active part
01:41:094 (2,1) - spacing should change
03:20:568 (1) - no sound on blue tick

void

00:07:620 (1,2,3,4) - and 00:08:884 (1,2,3,4) - stream spacing should be the same 1 fixed 2 good
00:36:357 (1) - no sounds on repeated places high pitch here
00:54:041 (4) - can be hard to notice ye, changed a bit
00:56:252 (3,1) - spacing should change nc, so conceived
00:57:831 (1) - ^ same
01:25:936 (1) - should end on red tick ok
01:29:726 (1) - ^
01:42:989 (1) - No need for repeated :D high pitch again
02:06:357 (1,2,3) - since it's kiai, shouldn't it be jumpy? i guess it's fine
03:01:620 (1) - remove NC

gap

00:01:305 (1,2) - again overmapped, no sounds on yellow ticks :D that triples fit good in rhytm
00:30:673 (1,2) - and 00:31:305 (1,2) - spacing shouldn't be so drastically different that diff about unusual spacing at all
00:34:778 (3) - different sound, you should place somewhere else
00:37:936 (1,1) - between these 2 and 00:38:252 (1,2) - between these 2 same spacing? wrong :o i like that microjump ;_;
00:39:042 (2,3,1) - fix spacing same as 00:30:673 (1,2)
00:49:620 (1,1,1,1,1) - no needed for so many NCs
01:20:252 (7) - NC
01:20:884 (11) - NC
01:21:199 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) - too many NCs. Basically they should indicate new sound lul didnt notice that
02:03:515 (1) - even with nc, spacing is confusing
In the rest of the map similar problem :lol: fixed
what I pointed out you should apply to all your map, not just those places :D thanks for advice, i'll try

In general, you shouldn't overmap, you should pay more attention to spacing and use NCs sensibly true
GL 8-) thank you
my map for m4m https://osu.ppy.sh/s/673857
Gloria Guard
Hello, From my queue

I have something to say to you before I write a modding post.

1. Normal and hard difficulty you make is completely different from normal difficulty. and You lack basic distance use and ability to control difficulty. yea i understand You are a beginner mapper with some mapping experience.

2. You used a pattern that is not suitable for Hard. example 02:18:673 (4) - 02:29:094 (1,2,3,4,1,2,3) - 02:236:989 (2,3,1,2,3,4) etc. also These slider patterns are not organized and are inconsistent.

ok That's all I have to say. i will post modding this map.

[normal]

Overall this difficulty is inconsistent in distance. You must use the correct distance and make sure you understand the correct distance.

00:28:463 (2) off screen slider body. 1~2 grid up this slider. 00:30:042 (1) this slider too
00:39:515 (1,2,3) spacing error ?
01:01:936 (1) off screen slider body too.
01:17:726 (1,1,2,3) Can you try consistency curve slider shape?


[Hard]

00:35:094 (4,5) This 1/4 slider rhythm can confuse the player and the same slider length as the usual 1/2 rhythm.
You should make a normal 1/2 slider rhythm here.



Good luck.
Topic Starter
2zz
Gloria Guard

Gloria Guard wrote:

Hello, From my queue

I have something to say to you before I write a modding post.

1. Normal and hard difficulty you make is completely different from normal difficulty. and You lack basic distance use and ability to control difficulty. yea i understand You are a beginner mapper with some mapping experience. sure, I need some practice with this

2. You used a pattern that is not suitable for Hard. example 02:18:673 (4) - 02:29:094 (1,2,3,4,1,2,3) - 02:36:989 (2,3,1,2,3,4) etc. also These slider patterns are not organized and are inconsistent.

ok That's all I have to say. i will post modding this map.

[normal]

Overall this difficulty is inconsistent in distance. You must use the correct distance and make sure you understand the correct distance. yes, I'm not get right distances sometimes, but at all here smooth range. Only in peak moments rise is.
I'll be glad if you give some additional explanations

00:28:463 (2) off screen slider body. 1~2 grid up this slider. 00:30:042 (1) this slider too
00:39:515 (1,2,3) spacing error ? reduced, and on 03:00:989 (1,2,3,1) too
01:01:936 (1) off screen slider body too.
01:17:726 (1,1,2,3) Can you try consistency curve slider shape?


[Hard]

00:35:094 (4,5) This 1/4 slider rhythm can confuse the player and the same slider length as the usual 1/2 rhythm.
You should make a normal 1/2 slider rhythm here. slowed them



Good luck. here I need more than only it heh
UselessXD
Hi o/ From my queue #_#

gap
00:04:463 (5,6,7) - I would say that this jumps are too big - it's the beggining of the map and music ain't changed yet.
00:06:357 (3) - please make smaller slider velocity
00:07:936 (2) - maybe try to do here a repeated slider like 00:06:989 (2)
00:08:252 (3) - how about changing the slider velocity to make this slider like 00:06:673 (1)
00:11:726 (1,3) - this slider reminds me HW's Tsubaki, lower slider velocity again
00:14:568 (5) - make this slider longer (1/4, not 1/8)
00:15:515 (2,3,1,2,1,2,1,2,1,2) - i think that this rhythm is unpleasant to play, you can change it or just mix pattern of this sequence
00:21:199 (1,2,3) - too big spacing (according to 00:20:568 (1,2,3) ) , when you'll make jumps like this think about making 1-2 jump smaller 2-3 a bit bigger 3-4 bigger etc..
00:26:568 (3) - direction of this slider should't be contrary to direction of previous jump
00:30:831 (2,3) - you made here big jump in 1/4 and small spacing in 1/2 00:30:989 (3,1) - think about swaping this spacings
00:42:989 (3,4,5) - too hard to not sliderbreak i guess, maybe some change here
00:46:463 (1,2,3) - it is going to surprise player while playing a map, try to keep the tempo like here: 00:47:726 (1,2,3)
00:52:147 (1,2,3) - easier to sliderbreak then 2 tips upper ^^
00:57:831 (1,2,3,1,2,3) - small spacing, small spacing and BOOM 00:59:094 (1,2,1,2,3,4,5,6) - make this jumps smaller and the spacing from earlier sequance bigger please
01:03:199 (3,4,5) - I'm not sure about this kick sliders...
01:13:620 (1,2) - you can move away this from 01:13:305 (3)
01:18:041 (1,2,3) - 90% chance of sliderbreak if you dont know the map
01:19:305 (1,2,3,4,5,6,7,8,1,2,1) - very hard pattern, I would make it easier
01:20:884 - there is a slower part, dont make slider velocity too big
01:58:463 - i think that -> 01:57:199 (1,2,3) this pattern shall be putted also here (remember about changing slider velocity like in this kick sliders)
02:02:884 (1,2) - this is way too huge spacing
02:03:041 (2,3,1,2) - misleading pattern I guess
02:03:673 (2,3) - too huge again
02:04:778 (1,2,3,4,5,6) - I see that you like this pattern but it is really 'extreme'
02:12:357 (1,2,3,1,2,3) - this pattern is unfcable while playing first time x.x
02:13:936 (3,4,5) - again I'm not sure about this kick sliders.. If you like them let them to be there.
02:14:884 (1,2,3,4,5,6,7) - again this pattern - really difficult..
02:18:042 (1,2,3) - pattern is hard to play cuz slider velocity is too high
02:19:936 (1,2,3,4,5,6,7,8,1,2,3) - this whole sequence is surely unrankable (if you aren't Hollow Wings)
02:31:936 (1,2) - too big spacing
02:35:094 (1,2,3,4,5,6,7) - this pattern again - it's just uncomfortable to play
02:51:199 (1,2,3,4,5) - pattern hard to read but also cool in some way
03:02:884 - here at the reds new sound appear. I think that there should be slider instead of a circle.
03:05:568 (2,1,2,1,2,3,1) - too hard to read i guess
03:11:884 (6,7) - make some spacing between these

This diff is interesting and for sure isn't standard like most of the map nowadays. I would say that it's some type of Hollow Wings' mapping :p
I think that it's cool map, but it might be hard to make it ranked :v

I hope I could help :D Good luck!
Gordon123
привет,а билетик тут (и он сгорает)
[general]

  • во первых почекай аимод в нормале и изи(в изи явижу ты использовал спейсинг 0,9 - но у тебя проблемы с дс,пофикси это)
    во всей карте отключи видскриин суппорт(так как это для СБ)
[Easy]

  • 00:26:568 (2,3) - двойные реверсы нежелательны на самых лёгких сложностях,так что попробуй что то другое
    00:32:884 (5) - ^ так же,если далее будут идти такие де ноты,то если что я из не пишу,так как двух раз хватает для уточнения этого момента
    02:00:673 (1) - такие ноты определённо нельзя использовать в изи
    02:17:726 (3,4) - оу,так у тебя всё не по ДС ЛООООЛ,ты чо! до этого момента идёт 02:17:410 (2,3) - момент с норм дсом,а в этом моменте у тебя джамп очень резкий,юзай дс на все карте (я про изи-нормалы) так как именно там всё идёт под ДС. (исправь спейсинг на всей карте)
    02:27:199 (2,3) - ^ странный переход,хотя соединение между нотами есть,ФИКС ДС
[normal]

  • очень странно,сравня изи и нормал,на нормале с ДС всё в полядке,в аиМоде только один объект 01:20:568 (2,3) - фикс
    02:21:199 (1,2,1) - а не слишком ли это далеко?
[hard]

  • как всегда за гранью моего понимания D:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

соре,но я больше из себя не могу выдавить,так что звиняй за такой короткий мод

Good Luck ;)
Topic Starter
2zz
UselessXD

UselessXD wrote:

Hi o/ From my queue #_#

gap

00:04:463 (5,6,7) - I would say that this jumps are too big - it's the beggining of the map and music ain't changed yet.
00:06:357 (3) - please make smaller slider velocity
00:07:936 (2) - maybe try to do here a repeated slider like 00:06:989 (2) hm, sure
00:08:252 (3) - how about changing the slider velocity to make this slider like 00:06:673 (1)
00:11:726 (1,3) - this slider reminds me HW's Tsubaki, lower slider velocity again heh
00:14:568 (5) - make this slider longer (1/4, not 1/8) here strong beat, but ok
00:15:515 (2,3,1,2,1,2,1,2,1,2) - i think that this rhythm is unpleasant to play, you can change it or just mix pattern of this sequence mixed a bit
00:21:199 (1,2,3) - too big spacing (according to 00:20:568 (1,2,3) ) , when you'll make jumps like this think about making 1-2 jump smaller 2-3 a bit bigger 3-4 bigger etc.. swapped 00:21:199 (1,2,3) and 00:21:831 (1,2,3)
00:26:568 (3) - direction of this slider should't be contrary to direction of previous jump here should so recurved slider
00:30:831 (2,3) - you made here big jump in 1/4 and small spacing in 1/2 00:30:989 (3,1) - think about swaping this spacings strong beat at 00:30:989 (3) is reason for it, but reduced
00:42:989 (3,4,5) - too hard to not sliderbreak i guess, maybe some change here shortened by 1 repeat
00:46:463 (1,2,3) - it is going to surprise player while playing a map, try to keep the tempo like here: 00:47:726 (1,2,3) it's fun, so if someone else req
00:52:147 (1,2,3) - easier to sliderbreak then 2 tips upper ^^
00:57:831 (1,2,3,1,2,3) - small spacing, small spacing and BOOM 00:59:094 (1,2,1,2,3,4,5,6) - make this jumps smaller and the spacing from earlier sequance bigger please
01:03:199 (3,4,5) - I'm not sure about this kick sliders... downrepeated
01:13:620 (1,2) - you can move away this from 01:13:305 (3)
01:18:041 (1,2,3) - 90% chance of sliderbreak if you dont know the map circled
01:19:305 (1,2,3,4,5,6,7,8,1,2,1) - very hard pattern, I would make it easier
01:20:884 - there is a slower part, dont make slider velocity too big
01:58:463 - i think that -> 01:57:199 (1,2,3) this pattern shall be putted also here (remember about changing slider velocity like in this kick sliders) nice
02:02:884 (1,2) - this is way too huge spacing remixed
02:03:041 (2,3,1,2) - misleading pattern I guess ^
02:03:673 (2,3) - too huge again color=#0080FF]✔[/color]
02:04:778 (1,2,3,4,5,6) - I see that you like this pattern but it is really 'extreme' I play my maps and here it even easier to aim
than 00:59:410 (1,2,3,4,5,6)

02:12:357 (1,2,3,1,2,3) - this pattern is unfcable while playing first time x.x mixed
02:13:936 (3,4,5) - again I'm not sure about this kick sliders.. If you like them let them to be there. slowed
02:14:884 (1,2,3,4,5,6,7) - again this pattern - really difficult.. made it smaller
02:18:042 (1,2,3) - pattern is hard to play cuz slider velocity is too high mixed It was hardest pattern for me at first testplays
02:19:936 (1,2,3,4,5,6,7,8,1,2,3) - this whole sequence is surely unrankable (if you aren't Hollow Wings) ;_; reduced
02:31:936 (1,2) - too big spacing
02:35:094 (1,2,3,4,5,6,7) - this pattern again - it's just uncomfortable to play sure, changed
02:51:199 (1,2,3,4,5) - pattern hard to read but also cool in some way nc added
03:02:884 - here at the reds new sound appear. I think that there should be slider instead of a circle. sure
03:05:568 (2,1,2,1,2,3,1) - too hard to read i guess
03:11:884 (6,7) - make some spacing between these

This diff is interesting and for sure isn't standard like most of the map nowadays. I would say that it's some type of Hollow Wings' mapping :p
I'm not HW, but her maps inspire me a lot, right
I think that it's cool map, but it might be hard to make it ranked :v

I hope I could help :D Good luck! thanks, it was very helpful


Gordon123

Gordon123 wrote:

привет,а билетик тут (и он сгорает)
[general]

  • во первых почекай аимод в нормале и изи(в изи явижу ты использовал спейсинг 0,9 - но у тебя проблемы с дс,пофикси это) аимод умер, пишет, что всё плохо, хотя всё на месте лол
    во всей карте отключи видскриин суппорт(так как это для СБ) хз почему он в езе включился, везде до этого убирал
[Easy]

  • 00:26:568 (2,3) - двойные реверсы нежелательны на самых лёгких сложностях,так что попробуй что то другое
    00:32:884 (5) - ^ так же,если далее будут идти такие де ноты,то если что я из не пишу,так как двух раз хватает для уточнения этого момента
    02:00:673 (1) - такие ноты определённо нельзя использовать в изи
    02:17:726 (3,4) - оу,так у тебя всё не по ДС ЛООООЛ,ты чо! до этого момента идёт 02:17:410 (2,3) - момент с норм дсом,а в этом моменте у тебя джамп очень резкий,юзай дс на все карте (я про изи-нормалы) так как именно там всё идёт под ДС. (исправь спейсинг на всей карте) проглядел этот момент
    02:27:199 (2,3) - ^ странный переход,хотя соединение между нотами есть,ФИКС ДС тоже упустил
[normal]

  • очень странно,сравня изи и нормал,на нормале с ДС всё в полядке,в аиМоде только один объект 01:20:568 (2,3) - фикс не знаю, чего возмущается, расстояние-то идентичное
    02:21:199 (1,2,1) - а не слишком ли это далеко? укоротил, и на 01:00:357 (1,2,1) заодно
[hard]

  • как всегда за гранью моего понимания D: хех
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

соре,но я больше из себя не могу выдавить,так что звиняй за такой короткий мод изик вон ковырять не так уж и мало

Good Luck ;)
huntress
i like the song and your mapping is cool so i might as well

[void]

- the start of the song continually increases in intensity, but 00:02:568 (1) - 00:03:831 (1) - are more intense jumps than 00:06:357 (1) - 00:07:620 (1) - that follow afterwards. could switch these two maybe? would be a better buildup
- 00:16:463 (1) - could lower this slightly? the 90 degree angle from 00:16:147 (4) - doesnt fit well with the other slider angles and having it in the far corner makes it awkward
- 00:21:831 (3,4,5) - this wide angle jump and sudden change in momentum is really hard to play and doesnt feel natural at all. would be nicer if 00:22:147 (5) - was switched with 00:22:463 (1) - but theres other ways that would work too
- 00:40:463 (1) - this part starting here is really neat but it could be more interesting and less repetitive to play if you change the direction you move around the center? starting at 00:42:989 (1) - maybe? (halfway through)
- 02:10:305 (2,3,4) - this angle is also awkward because it goes against the established flow
- 02:43:305 (2,1) - the slider velocity change here is really unexpected because these two sliders look almost identical, makes it hard to tell the rythym is changing. could change it to be more like 02:42:042 (2,1) - where the first slider is obviously longer

theres not much else could add, nothing really sticks out to me

i cant play [gap] very well so i dont think i could be useful for that. i like the aesthetics of [void] more though
Topic Starter
2zz
huntress

huntress wrote:

i like the song and your mapping is cool so i might as well

[void]

- the start of the song continually increases in intensity, but 00:02:568 (1) - 00:03:831 (1) - are more intense jumps than 00:06:357 (1) - 00:07:620 (1) - that follow afterwards. could switch these two maybe? would be a better buildup changed spacings to increasing
- 00:16:463 (1) - could lower this slightly? the 90 degree angle from 00:16:147 (4) - doesnt fit well with the other slider angles and having it in the far corner makes it awkward
- 00:21:831 (3,4,5) - this wide angle jump and sudden change in momentum is really hard to play and doesnt feel natural at all. would be nicer if 00:22:147 (5) - was switched with 00:22:463 (1) - but theres other ways that would work too I want few obstacles in map for righty players. Jump from bottom-right to left-up is nice place for choke :D
- 00:40:463 (1) - this part starting here is really neat but it could be more interesting and less repetitive to play if you change the direction you move around the center? starting at 00:42:989 (1) - maybe? (halfway through)
- 02:10:305 (2,3,4) - this angle is also awkward because it goes against the established flow same as above, but here also some clockwise flow is
- 02:43:305 (2,1) - the slider velocity change here is really unexpected because these two sliders look almost identical, makes it hard to tell the rythym is changing. could change it to be more like 02:42:042 (2,1) - where the first slider is obviously longer extended

theres not much else could add, nothing really sticks out to me

i cant play [gap] very well so i dont think i could be useful for that. i like the aesthetics of [void] more though

Thanks for mod, note for start part was really important even if that not really visible for others. I recommend you to point out such things further in your mods.
mindmaster107
Here from my M4M queue!

My map: https://osu.ppy.sh/s/677022

I did mention I can only mod 5+, so Im modding the top diff

[gap]
There are no individual problems, rather overarching problems you should consider.

Your movement gimmick is beautiful, and it is fun to play in a hollow wings style of mapping which I wish people would try for songs which support it.

That is about as far as I am stepping however, as I am confused about spacing.
00:07:620 (1,2,3,4) - 00:05:094 (1,2,3,4,5) - 00:00:042 (1,1) - These patterns suggests drums are being emphasized through SV.
00:23:094 (1,2,3) - 00:25:620 (1,2,3) - 00:27:831 (1,2,3) - These patterns suggests drums are being emphasized through spacing.
If you wanna make a cohesive map, you need to stick with one and only one method of representing sounds. If I say used spacing, rhythm, and SV to represent the drums, unless there is a clear distinctive sound overpowering the drums, it would make no sense to the player, and they wouldn't be able to associate the song with the map's ideas.
00:45:831 (1,2,3) - 00:47:094 (1,2,3) - Pattern changes like this also make no sense. Here I cannot tell what spacing and flow is trying to match up with. You need to keep to your ideas strongly, and make sure they stay consistent.
This happens throughout your map, with ideas not being cohesive enough both across patterns in a section, and the map as a whole.

TL;DR Make your ideas more clear by matching ideas to the song in clear and DISTINCT ways.

Some parts are done well, like intense and calm sections feel different, both to play and to see, visually and physically. You now need to focus on making repeated bits look and play about the same bar some variation. Keep your core ideas the same. For more info watch pishifat's video outlining how to do it.

One idea I really think you should expand on is having your objects form some overall pattern, like 01:09:199 (1,2,3,1,2,3,4,5,6,7,1,2,3) - of parallel lines, and 00:54:042 (1,2,3,1,2,3,4,1,2,3) - of concentric objects. If you can make your map visually connected, rather than a loose connection of objects that would be great.

Apart from that glaring issue, I really think you can reach rank :)
Topic Starter
2zz
mindmaster107

mindmaster107 wrote:

Here from my M4M queue!

My map: https://osu.ppy.sh/s/677022

I did mention I can only mod 5+, so Im modding the top diff

[gap]
There are no individual problems, rather overarching problems you should consider.

Your movement gimmick is beautiful, and it is fun to play in a hollow wings style of mapping which I wish people would try for songs which support it. heh, glad to know it

That is about as far as I am stepping however, as I am confused about spacing.
00:07:620 (1,2,3,4) - 00:05:094 (1,2,3,4,5) - 00:00:042 (1,1) - These patterns suggests drums are being emphasized through SV.
00:23:094 (1,2,3) - 00:25:620 (1,2,3) - 00:27:831 (1,2,3) - These patterns suggests drums are being emphasized through spacing.
If you wanna make a cohesive map, you need to stick with one and only one method of representing sounds. If I say used spacing, rhythm, and SV to represent the drums, unless there is a clear distinctive sound overpowering the drums, it would make no sense to the player, and they wouldn't be able to associate the song with the map's ideas. It's because of background tension in music, started from 00:20:252 (3), but I get you point i guess, so it will be helpful for me in future
00:45:831 (1,2,3) - 00:47:094 (1,2,3) - Pattern changes like this also make no sense. Here I cannot tell what spacing and flow is trying to match up with. You need to keep to your ideas strongly, and make sure they stay consistent. sure, these jumps must be similar
This happens throughout your map, with ideas not being cohesive enough both across patterns in a section, and the map as a whole. patterns here coupled with circle places, which overlap each other, so if I want change pattern - I need to remap huge part of section

TL;DR Make your ideas more clear by matching ideas to the song in clear and DISTINCT ways. now I know, what to do with my style, thanks

Some parts are done well, like intense and calm sections feel different, both to play and to see, visually and physically. You now need to focus on making repeated bits look and play about the same bar some variation. Keep your core ideas the same. For more info watch pishifat's video outlining how to do it.

One idea I really think you should expand on is having your objects form some overall pattern, like 01:09:199 (1,2,3,1,2,3,4,5,6,7,1,2,3) - of parallel lines, and 00:54:042 (1,2,3,1,2,3,4,1,2,3) - of concentric objects. If you can make your map visually connected, rather than a loose connection of objects that would be great. yeah, but here a lot of jums, so it possible only in few places. You can take a look on [void]

Apart from that glaring issue, I really think you can reach rank :) thats cool
newton-
from nm q

might wanna rename "void" to "insane" since only the topdiff of each mapset is allowed to have custom naming

[gap]
  1. more general than specific problems - will mainly focus on aesthetics and flow because rhythm seems fine. apply these to the whole map.
  2. 00:03:831 (1,2,3,4,5,6,7) - it feels like most of your objects are just placed there because they play at vaguely comfortable angles and don't follow any patterns - try arranging your objects in more geometric, symmetrical, or parallel patterns for visual appeal.
  3. 02:07:620 (3,1) - looks just like the 1/2 spacing you just used on 02:07:305 (1,2,3) - even though this is 1/1. i suggest that you give each rhythm pattern its own distinct spacing so that it's more easily recognizable to players.
  4. 02:01:305 (1,2,3) - you switch between different kinds of flow without apparent reasons - for example, here, you switch between wide and sharp flow between these objects, but you don't follow up this pattern with 02:02:884 (1,2,3) - since you use wide flow to jump to 3 rather than using sharp flow like you did in the previous combo. keep it consistent and have a predictable pattern for the kind of flow you're using.
  5. 02:16:305 (2,3) - there's a bunch of spacing inconsistencies too - the sound on 3 was spaced multiple times before, yet here it isn't spaced - breaking player expectations. when mapping important sounds, space them consistently so theyre more easily recognizable.
watch pishifat if you haven't, he explains how to make your maps more consistent with the concepts they have

good luck!
Topic Starter
2zz
newton-

newton- wrote:

from nm q

might wanna rename "void" to "insane" since only the topdiff of each mapset is allowed to have custom naming ye

[gap]
  1. more general than specific problems - will mainly focus on aesthetics and flow because rhythm seems fine. apply these to the whole map. sure, i need some remap
  2. 00:03:831 (1,2,3,4,5,6,7) - it feels like most of your objects are just placed there because they play at vaguely comfortable angles and don't follow any patterns - try arranging your objects in more geometric, symmetrical, or parallel patterns for visual appeal.
    it's a pattern, maybe i'll change it if someone else req
  3. 02:07:620 (3,1) - looks just like the 1/2 spacing you just used on 02:07:305 (1,2,3) - even though this is 1/1. i suggest that you give each rhythm pattern its own distinct spacing so that it's more easily recognizable to players.
  4. 02:01:305 (1,2,3) - you switch between different kinds of flow without apparent reasons - for example, here, you switch between wide and sharp flow between these objects, but you don't follow up this pattern with 02:02:884 (1,2,3) - since you use wide flow to jump to 3 rather than using sharp flow like you did in the previous combo. keep it consistent and have a predictable pattern for the kind of flow you're using.
  5. 02:16:305 (2,3) - there's a bunch of spacing inconsistencies too - the sound on 3 was spaced multiple times before, yet here it isn't spaced - breaking player expectations. when mapping important sounds, space them consistently so theyre more easily recognizable. fixed i guess
watch pishifat if you haven't, he explains how to make your maps more consistent with the concepts they have I have a lot to work on

good luck! thanks
-Aerith-
NM FROM MY QUEUE ~


Easy
-00:03:831 are you sure this is not offscreen ? for me it is lol
-00:40:147 remove this circle pls , its too much for a noob player xd
-01:00:357 might as well change this to circle rather than slider

Normal
-00:16:463 uhh blanket maybe ?
-00:17:726 same

Others are fine and fix distance snap pls ~

Hard
-00:02:568 stack maybe ?
-00:03:199 same
-00:44:252 this slider is not good , can you try to fix it maybe ?

Btw , you wanna change the BG to this one Instead XD ? https://wall.alphacoders.com/big.php?i=672578
Topic Starter
2zz
-Aerith-

-Aerith- wrote:

NM FROM MY QUEUE ~


Easy
-00:03:831 are you sure this is not offscreen ? for me it is lol i have a lot space above
-00:40:147 remove this circle pls , its too much for a noob player xd
-01:00:357 might as well change this to circle rather than slider unsupport with sound

Normal
-00:16:463 uhh blanket maybe ? it is part of pattern 00:15:199 (1,2,1,2,3)
-00:17:726 same

Others are fine and fix distance snap pls ~ really dk why it warn, ds everywhere all the same

Hard
-00:02:568 stack maybe ? fine so
-00:03:199 same ^
-00:44:252 this slider is not good , can you try to fix it maybe ? fixed i guess

Btw , you wanna change the BG to this one Instead XD ? https://wall.alphacoders.com/big.php?i=672578
looks nice, but here I want smth inhuman ( ͡° ͜ʖ ͡°)
coke bottle
i don't like this song. why did i accept it hmm :?: :?: :?:

general
i don't think the 2nd kiai is necessary

Easy
00:40:463 (1) - shift it up so that it aligns with 00:39:831 (7) -
01:38:568 (3) - not necessary. del it
01:46:147 (5) - ^

NOarmal
DO NOT have BIG sv chnages all of a sudden in normal diff's boi.at 02:00:673 (1) - the slider is TOO fest. things like this should be used in insanes/extra's and hard ocaasianally. change it baxck to 1
02:21:199 - ^

haard
00:02:568 (1,2,3,4,5,6) - these patterns are different from 00:05:094 (1,2,3,4,5,6) - when they represent the same sounds. ples change them to same pattern
00:10:147 (1,2,3,4,5,6) - ^
00:39:515 (1,2,3) - these reveres are not necessary. just make them as circles or 1/4 sldiers
00:59:410 (1,2) - ^
01:00:042 (3) - why 1/8? just put this as circle or 1/4 sldier
01:03:199 (1,2,3,4) - ^
02:26:568 (1) - ^
01:09:831 (1,2,3) - ^
02:03:199 (3,2) - ugly overlap. fix ples
02:23:726 (4,3) - ^
02:32:568 (4,1) - ^

i'lll stop here. cause i really just can't take anymore of this song lmao
Topic Starter
2zz
Reynolduh

Reynolduh wrote:

i don't like this song. why did i accept it hmm :?: :?: :?:

general
i don't think the 2nd kiai is necessary i think it is

Easy
00:40:463 (1) - shift it up so that it aligns with 00:39:831 (7)
01:38:568 (3) - not necessary. del it it is fine
01:46:147 (5) - ^ ^

NOarmal
DO NOT have BIG sv chnages all of a sudden in normal diff's boi.at 02:00:673 (1) - the slider is TOO fest. things like this should be used in insanes/extra's and hard ocaasianally. change it baxck to 1
02:21:199 - ^

haard
00:02:568 (1,2,3,4,5,6) - these patterns are different from 00:05:094 (1,2,3,4,5,6) - when they represent the same sounds. ples change them to same pattern
00:10:147 (1,2,3,4,5,6) - ^ it is same already lul
00:39:515 (1,2,3) - these reveres are not necessary. just make them as circles or 1/4 sliders they are good
00:59:410 (1,2) - ^
01:00:042 (3) - why 1/8? just put this as circle or 1/4 sldier
01:03:199 (1,2,3,4) - ^ cause of range
02:26:568 (1) - ^
01:09:831 (1,2,3) - ^
02:03:199 (3,2) - ugly overlap. fix ples
02:23:726 (4,3) - ^
02:32:568 (4,1) - ^

i'lll stop here. cause i really just can't take anymore of this song lmao
Yusomi
hii, m4m from my queue

you can't have 2 diffs with custom diff names, it's not allowed regardless of the techniques used. All diffs must indicate the increasing difficulty of the map with the exception of the highest diff.

gap
00:03:831 (1,2,3) - maybe just make perfect triangle
00:09:515 (3) - this has such a strong sound on it you should make it stand out, like you do here 00:08:252 (3) - for example.
00:10:147 (1,2,3,4,5) - if you want to do this you have to do it here also 00:05:094 (1,2,3,4,5) - otherwise my map won't make sense
00:22:463 (1,2,3,1,2,3,1,2,3) - spacing is really random here, try to have a justification or reason for every objects position
00:48:989 (1,2) - why such large spacing when you usally make 1-2 small spacing but 2-3 big spacing. here you did the opposite?
01:03:199 (3) - this should be more spaced to match 01:02:410 (2,3) -
01:19:936 (5,6,7) - suggest evenly spacing this, as currently it looks quite messy
01:49:936 (3) - this should be closer to 01:49:620 (2) - to follow your previous logic
02:42:357 (3,1) - , 02:33:515 (3,1) - , 02:34:778 (3,1) - there's so much random spacing in this diff, like i said earlier find a reason in the music for why each object is in that position.
03:10:147 (3,1) - this should have low spacing to follow the same logic as 03:07:620 (3,1) - and 03:08:884 (3,1) - and 03:06:357 (3,1) -

void
00:00:042 (1,1) - suggest spacing it out more, having things so tightly packed looks messy
00:05:094 (1,2,3,4,1) - these aren't evenly spaced
00:06:357 (1,2,3,4,1,1,2,3,4,1,1,2,3,4,1,1,2,3,4,1,1,2,3,4,5) - why do these get more spaced when the music stays the same?
00:20:568 (2,3) - space it out a little more looks messy
00:39:831 (1,2) - if you really want to do this then ctrl+g these two notes then 00:40:147 (3,4) - ctrl+g these two, it has better flow from the previous sliders
00:48:989 (4,1) - why is spacing so low here
00:50:252 (4,1) - same here, it's pretty weird since the (1) is a much stronger sound so it's being under-emphasised with this spacing
00:57:515 (3,1) - and 00:58:778 (3,1) - . like the top diff spacing seems very random, these should be consistently spaced.
01:05:726 (1,2,3,4,5,1,2,3,4) - this is very cluttered, space things out more, try to maximise use of the playfield.
01:09:199 (1) - i have no idea what's going on with the inherited points in this map. so many sv changes and mutes makes it look very unstructured
01:18:357 (1) - i think there's a hitsound mistake here
01:39:515 (2,1) - random overlap looks messy
02:07:936 (3,4) - this looks really out of place in this map
in this whole kiai the music is really repetitive but your mapping has no consistency or structure. i think you should use some similarities in your patterns to follow the music better.

insane
00:01:936 (5) - strong sound is on this note, so it should be emphasised
00:06:989 (5) - same here, strong sounds should stand out

there seems to be no reasoning for your choice of object. when you use circles or 1/2 sliders it's random, like the other diffs this one is lacking structure or consistency. Make sure you are always attempting to follow something in the music.

03:02:252 (2) - this reverse arrow is hidden. this is unrankable

good luck !
Topic Starter
2zz
Yusomi

Yusomi wrote:

hii, m4m from my queue

you can't have 2 diffs with custom diff names, it's not allowed regardless of the techniques used. All diffs must indicate the increasing difficulty of the map with the exception of the highest diff.

gap
00:03:831 (1,2,3) - maybe just make perfect triangle if someone else req changes for this, i'll mix
00:09:515 (3) - this has such a strong sound on it you should make it stand out, like you do here 00:08:252 (3) - for example. reverse added
00:10:147 (1,2,3,4,5) - if you want to do this you have to do it here also 00:05:094 (1,2,3,4,5) - otherwise my map won't make sense
00:22:463 (1,2,3,1,2,3,1,2,3) - spacing is really random here, try to have a justification or reason for every objects position
00:22:463 (1,2,3) - low space for easier aim from 00:22:147 (3). Next, 00:23:252 (2,3) - larger space cause of stronger sound on 00:23:410 (3). And low space at 00:23:726 (1,2) again for easier aim from 00:23:410 (3)
00:48:989 (1,2) - why such large spacing when you usally make 1-2 small spacing but 2-3 big spacing. here you did the opposite? really, reduced
01:03:199 (3) - this should be more spaced to match 01:02:410 (2,3) -
01:19:936 (5,6,7) - suggest evenly spacing this, as currently it looks quite messy fixed i guess
01:49:936 (3) - this should be closer to 01:49:620 (2) - to follow your previous logic
02:42:357 (3,1) - , 02:33:515 (3,1) - , 02:34:778 (3,1) - there's so much random spacing in this diff, like i said earlier find a reason in the music for why each object is in that position. changed a bit now it's increasing. About positions - that is for patterns, you can set lower AR and take a look
03:10:147 (3,1) - this should have low spacing to follow the same logic as 03:07:620 (3,1) - and 03:08:884 (3,1) - and 03:06:357 (3,1) - uggggh remapped for break-jump-break-jump

void
00:00:042 (1,1) - suggest spacing it out more, having things so tightly packed looks messy
00:05:094 (1,2,3,4,1) - these aren't evenly spaced i know lul
00:06:357 (1,2,3,4,1,1,2,3,4,1,1,2,3,4,1,1,2,3,4,1,1,2,3,4,5) - why do these get more spaced when the music stays the same? not the same, that section has rising, but ok, reduced a bit
00:20:568 (2,3) - space it out a little more looks messy
00:39:831 (1,2) - if you really want to do this then ctrl+g these two notes then 00:40:147 (3,4) - ctrl+g these two, it has better flow from the previous sliders
00:48:989 (4,1) - why is spacing so low here cause of sound changing. yeah inversed, but i want so
00:50:252 (4,1) - same here, it's pretty weird since the (1) is a much stronger sound so it's being under-emphasised with this spacing ^
00:57:515 (3,1) - and 00:58:778 (3,1) - . like the top diff spacing seems very random, these should be consistently spaced. mixed
01:05:726 (1,2,3,4,5,1,2,3,4) - this is very cluttered, space things out more, try to maximise use of the playfield. changed a bit
01:09:199 (1) - i have no idea what's going on with the inherited points in this map. so many sv changes and mutes makes it look very unstructured just a different sound heh
01:18:357 (1) - i think there's a hitsound mistake here oh sure
01:39:515 (2,1) - random overlap looks messy
02:07:936 (3,4) - this looks really out of place in this map i like it
in this whole kiai the music is really repetitive but your mapping has no consistency or structure. i think you should use some similarities in your patterns to follow the music better. I try to hark bgm, where may be (and there is) additional sounds which i can show by all that sliderhell. I dont like map just beats, it's boring so that is why this overmap hard to perceive

insane
00:01:936 (5) - strong sound is on this note, so it should be emphasised
00:06:989 (5) - same here, strong sounds should stand out

there seems to be no reasoning for your choice of object. when you use circles or 1/2 sliders it's random, like the other diffs this one is lacking structure or consistency. Make sure you are always attempting to follow something in the music. :|

03:02:252 (2) - this reverse arrow is hidden. this is unrankable didnt know about it

good luck ! thanks
Arutsuki
hi m3m

expert
•ok so keep in mind those are all general issues and reapeat through the rest of the map, I'm leaving out specific little mistakes cuz they're better to take care of once you learn the basics properly

•First and most notable problem is your rhythm choice; you need something that represents what you follow in the music properly, and is consistent. I assume you're trying to give variety to the map to not have it repeat too much, since the song is really repetitive, but you can achieve that all while having consistent and accurate rhythm choices. Let's see an example:
•00:02:568 - from here the intro is basically just 4 sounds repeating with a loud clap on every second white tick; you can map this for example with a
rhythm like this, which covers all the sounds it needs and doesn't add any that aren't in the music.
Then 00:05:094 - here comes a change in the music, the pitch of the bass in the background goes down, which you can use to add in more variety,
like this. There's a ton more of these you can use to vary the gameplay and keep the rhythm accurate
at the same time, so listen to the song carefully and work on your rhythm choices before anything. Listening/mapping without hitsounds enabled
would help with telling what's the right rhythm in the song.
•Also in the kiai there's tons of 1/4 sounds different from the rest of the song that you just ignored which is a real shame.

•Next, the spacing and sv changes. Both of these should be done on sounds in the music that go out of the ordinary (a drum louder than the rest has a bigger jump into it, or a low pitch synth has a slower slider, etc), but not randomly only where it might look cool. There's some nice ideas going on there, 00:10:147 (1,2,3,4,5) - or 00:11:726 (1,2,3) - would be pretty cool if they weren't done randomly, that's why I think it's a shame you aren't mapping any more interesting songs, or songs that would support these kinda patterns. Anyway, some examples of the spacing:
•02:06:673 (1,2,3) - this kinda spacing would be nice if it was used more, 02:06:673 (1,2) - low spacing on less intense sounds and 02:06:989 (3) -
higher on more intense one. It might be a bit overdone imo but the basic idea is there, so if you kept this up consistently where the music keeps it
up, the map would have much better structure just from that alone.

•Overall it has nice ideas and I can see how you take inspiration from other mappers, but it needs proper execution. With anything you do, it should be consistent as long as the sounds it's mapped to are consistent, and different when the music is different. I don't think it's worth it with this song unless you remap from scratch, but take these advices for the next time you make something and put more thought into why and where you place objects.

Had a look at the other difficulties and it's basically the same as for expert, you have to get a hang of your rhythm and structure, and your maps will be better.
If you need me to clarify anything feel free to message me, good luck :)
Topic Starter
2zz
Arutsuki

Arutsuki wrote:

hi m3m

expert
•ok so keep in mind those are all general issues and reapeat through the rest of the map, I'm leaving out specific little mistakes cuz they're better to take care of once you learn the basics properly

•First and most notable problem is your rhythm choice; you need something that represents what you follow in the music properly, and is consistent. I assume you're trying to give variety to the map to not have it repeat too much, since the song is really repetitive, but you can achieve that all while having consistent and accurate rhythm choices. Let's see an example:
  • •00:02:568 - from here the intro is basically just 4 sounds repeating with a loud clap on every second white tick; you can map this for example with a
    rhythm like this, which covers all the sounds it needs and doesn't add any that aren't in the music. as you could see, I use different rhythm for each diff. I guess, most covered version is [another]. using of different rhythms is not good at all at least by new(bie) mapper like me, but i want so.
    Then 00:05:094 - here comes a change in the music, the pitch of the bass in the background goes down, which you can use to add in more variety,
    like this. There's a ton more of these you can use to vary the gameplay and keep the rhythm accurate
    at the same time, so listen to the song carefully and work on your rhythm choices before anything. yeah, I need to map few mapsets fully for sort out my ideas before going to rank. I got it after few mods. Anyway I want some else critique for this.
    Listening/mapping without hitsounds enabled would help with telling what's the right rhythm in the song. I always map without hs
    •Also in the kiai there's tons of 1/4 sounds different from the rest of the song that you just ignored which is a real shame.
•Next, the spacing and sv changes. Both of these should be done on sounds in the music that go out of the ordinary (a drum louder than the rest has a bigger jump into it, or a low pitch synth has a slower slider, etc)I know, but mostly dont like this concept, but not randomly only where it might look cool. It is not so random like looks, if someoone want, i can explain position 90% of objects. but my positioning logic too much overweighted comparing to other maps as I see There's some nice ideas going on there, 00:10:147 (1,2,3,4,5) - or 00:11:726 (1,2,3) - would be pretty cool if they weren't done randomly, that's why I think it's a shame you aren't mapping any more interesting songs, or songs that would support these kinda patterns. Yooh can fit for this, but cause of bpm my map of them will be literally hell heh Anyway, some examples of the spacing:
  • •02:06:673 (1,2,3) - this kinda spacing would be nice if it was used more, 02:06:673 (1,2) - low spacing on less intense sounds and 02:06:989 (3) -
    higher on more intense one. It might be a bit overdone imo but the basic idea is there, so if you kept this up consistently where the music keeps it
    up, the map would have much better structure just from that alone. whole diff about this, isn't it? not same spacing everywhere, and not only of circles but this pattern comes often enough
•Overall it has nice ideas and I can see how you take inspiration from other mappers, but it needs proper execution. With anything you do, it should be consistent as long as the sounds it's mapped to are consistent, and different when the music is different. I don't think it's worth it with this song unless you remap from scratch, but take these advices for the next time you make something and put more thought into why and where you place objects. sure

Had a look at the other difficulties and it's basically the same as for expert, you have to get a hang of your rhythm and structure, and your maps will be better.
If you need me to clarify anything feel free to message me, good luck :) Mod mostly for mapping than for map, but thanks. I need to save it as guide for myself
Muya
hi, sorry for delay :o

[General]
this map is used 100% volume on some sections, but I think its too noisy.
also, this costom hit sounds are doesnt fit at this song. just a imo
03:02:884 - why kiai here? I thought its strage, and doesnt fit.

[easy]
you should fix stack leniency to 7 (default), because you didnt use stack on this difficulty.
00:32:884 (5,6,7,8) - miss grid? I concern this gap of grids as (5) and (6,7,8).

[normal]

Ranking Criteria wrote:

If stacks are used, Stack Leniency must be set high enough for 1/1 hit objects to stack. Directly overlapping hit objects cause reading problems for new players.
^ you must do increase stack leniency on this difficulty if normal diff.

[hard]
01:49:620 (2,3) - if not overlapping on this, I guess will be more good look
02:00:673 (1,2,1) -

Ranking Criteria wrote:

If stacks are used, Stack Leniency must be set high enough for 1/2 hit objects to stack. Directly overlapping hit objects cause reading problems for players of this level.
you should set enough leniency for 1/2 snap stacked object.
02:16:147 (4,3) - might be looks bad for this overlap.
02:17:410 (4,1) - this stacking too, unrankable issue.
02:31:305 (4,1) - ^
03:11:726 (1,5) - if not overlapping on this, I guess will be more good look

[insane]
00:28:463 (3,5) - avoid this overlapping? I'd suggest these objecting instead.
00:59:410 (5,9) - same
01:10:463 (8,2) - same
01:33:515 (8,9,10,11) - might be this spacings will make a confusion for players.
03:20:252 (4,5) - make a mirror of them? just do copy (5) and put then ctrl+H. it also possible avoid overlap of with 03:19:620 (1) -

[another]
00:05:094 (1,2,3,4,1) - might be over mapped... use soft-hitnormal to these slider ends?

[expert]
01:03:199 (3,4) - unsnapped either one? looks (3) snapping on 1/16, but (4) snapping on 1/12
02:00:673 - if I mapping with this song, I think I'll follow the dnb sounds...
^ this map is kept same rhythms, and hit sounds. I thought want more other patterns

[another]
00:19:936 (4) - I thought 1/4 slider does fit

[expert]
00:07:305 (4) - make reverse? or snap with 1/4 might be better
01:49:936 (3) - hmm suddenly drum sound? might be strange
02:01:305 - you were follow with the dnb sounds :( (to make some streams) this map has literary followed same rhythm, this is make boring for players.

well, Im not good this song at mapping or modding, I couldnt good suggestions
at least you must fix the stack leniency issues, this is unrankable issue.
good luck :)
Topic Starter
2zz
Muya

Muya wrote:

hi, sorry for delay :o

[General]
this map is used 100% volume on some sections, but I think its too noisy. sure, reduced in mid-section
also, this costom hit sounds are doesnt fit at this song. just a imo idk where to get it, but anyway almost all players use skins with own hs
03:02:884 - why kiai here? I thought its strage, and doesnt fit. different mood here

[easy]
you should fix stack leniency to 7 (default), because you didnt use stack on this difficulty.
00:32:884 (5,6,7,8) - miss grid? I concern this gap of grids as (5) and (6,7,8). yeah

[normal]

Ranking Criteria wrote:

If stacks are used, Stack Leniency must be set high enough for 1/1 hit objects to stack. Directly overlapping hit objects cause reading problems for new players.
^ you must do increase stack leniency on this difficulty if normal diff. I dont like stack as you could notice heh. fixed

[hard]
01:49:620 (2,3) - if not overlapping on this, I guess will be more good look
02:00:673 (1,2,1) -

Ranking Criteria wrote:

If stacks are used, Stack Leniency must be set high enough for 1/2 hit objects to stack. Directly overlapping hit objects cause reading problems for players of this level.
you should set enough leniency for 1/2 snap stacked object.
02:16:147 (4,3) - might be looks bad for this overlap.
02:17:410 (4,1) - this stacking too, unrankable issue.
02:31:305 (4,1) - ^
03:11:726 (1,5) - if not overlapping on this, I guess will be more good look

[insane]
00:28:463 (3,5) - avoid this overlapping? I'd suggest these objecting instead.
00:59:410 (5,9) - same
01:10:463 (8,2) - same
01:33:515 (8,9,10,11) - might be this spacings will make a confusion for players. yeah
03:20:252 (4,5) - make a mirror of them? just do copy (5) and put then ctrl+H. it also possible avoid overlap of with 03:19:620 (1) - not sure i get you right, but changed a bit. also overlap fixed

[another]
00:05:094 (1,2,3,4,1) - might be over mapped... use soft-hitnormal to these slider ends? soft is notable different from others but it may goes good

[expert]
01:03:199 (3,4) - unsnapped either one? looks (3) snapping on 1/16, but (4) snapping on 1/12 and (5) snapped on 1/8. here pitch changing so i decide to vary sliderlenghts
02:00:673 - if I mapping with this song, I think I'll follow the dnb sounds... ¯\_(ツ)_/¯
^ this map is kept same rhythms, and hit sounds. I thought want more other patterns

[another]
00:19:936 (4) - I thought 1/4 slider does fit

[expert]
00:07:305 (4) - make reverse? or snap with 1/4 might be better too slow for previous 00:06:673 (2,3)
01:49:936 (3) - hmm suddenly drum sound? might be strange UUUUGGGGHHHHH idk why it broken. here soft sample. same situation was on [another] at 00:58:147 (1) and i lost my mind in try to fix it
anyway right now i know that was damned sampleset addition

this stand over other samples huh, now i can hate it

02:01:305 - you were follow with the dnb sounds :( (to make some streams) i guess here really low bpm for streams this map has literary followed same rhythm, this is make boring for players. I have to agree

well, Im not good this song at mapping or modding, I couldnt good suggestions
at least you must fix the stack leniency issues, this is unrankable issue. yeah, fixed i guess
good luck :) thanks
Nokie-
m4m
Here from my queue

In general I have a huge issue with consistency on all maps of this set.

03:02:884 - either remove this kiai or prolong it until 03:12:042 -

easy
Your hitsounding is really inconsistent. It doesn't really follow the music sometimes. You should try to use the same hitsounds for the same instruments.

example: 00:10:147 (1,2) - different sounds, same hitsound

You also seem to be using a lot of different ideas to express the same rhythm, which gives the map a certain feel of randomness, which is only intesified by the hitsounds.

One suggestion I have would be not using 1/2 during the 'normal section' or only in very special occasions, and then using more in the kiai. It further emphasizes what is to be emphasized, and builds more consistency within both sections too.
Another problem is that, the long kiai feels no different from the other parts. That could be fixed with that same suggestion I made above too.

Now on with the mod:

00:41:726 (2,3,4) - since this 00:40:463 (1) - is a perfectly straight slider, you should also straighten up this pattern, it looks kinda weird to me.

00:50:568 (1,2,3) - this is a really weird-looking pattern and could be confusing for newer players. please change to something more straight-forward

00:55:620 (1,3) - please use the same shape for these two, for the sake of the pattern

01:00:357 (1) - looks ugly imo how about this?

01:36:673 (1) - should be a 1/2 slider

01:57:831 (2) - should be a 1/2 slider and moved here 01:58:147 -

01:59:094 (3) - should be a 1/1 slider and moved here 01:59:410 -

02:49:936 (5,1) - use the same shape for both sliders
normal
imo too many sv changes for a normal diff

Basically the same concerns I had with the easy. Too many different concepts, the hitsounding doesn't always follow the music, and the kiai isn't well distinguished from the rest of the map.
I cannot really point out any idividual objects, as they are all relatively neatly arranged, and your way of handling the same rhythms differently, doesn't really allow me to get a grasp on what your ideas are behind each object.
I will however try to point out some objects I find noteworthy.
Overall, it feels like you created something that doesn't really merge with the music in the background well, since well, it is kinda repetitive, whereas your map does everything in it's power to avoid using the same composition for even a few beats, let alone measures after the initial 20 seconds.
One example of this is here 00:22:147 (1,2,3,4,1,2,3,1,2,1,2,3) -.

This is obviously just my subjective take on this, but I feel like in general it would be a better idea, to follow the song and it's repetitiveness more than you do it right now.

on with some objects

00:00:042 (1) - starting this low on the screen may be a problem for newer players

00:23:410 (4) - this is what I was talking about. Following the logic of this 00:21:199 (2,3,4,1) - this slider 00:23:726 (1) - should be here 00:23:410 (4) - instead

00:24:673 - here this sound is mapped passively, when it was made cliackable before
00:27:200 (2) - and then here it's clickable again
00:34:778 - and back to passive

00:41:410 (1) - why does this have such a distinct shape? It doesn't cover any special sounds

Hard
This is beyond the point where I can point out individual objects. It's just too many different patterns and ideas for a single map imo. So many, partially unfitting sv changes, majorly different objects compositions for the same sounds, the hitsounds that sometimes don't follow the music.
Your map doesn't ever feel consistent really, which is not a feel that's at all supported by the song.

two big examples:

  1. 01:20:884 (1,2,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,3,1,2,1,2,1,2,1,2,1,2,3,1) -
  2. 02:00:673 (1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,1,2,3,1,2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,1,2,3,4,1,2,3,1) -
The latter one is a prime example of what I mean when I say unfitting sv changes.

Also the kiai doesn't really stick out here either

Keep in mind, this is only a hard diff. People are still learning the game.

Insane
somehow your insane is less gimmicky than your hard, don't think that's good tbh.

the beginning features a lot of the inconsistency I already talked about in all other diffs.

00:11:410 (3,4,5,6) - and 00:13:305 (2,3,4,5,6,7) - this for example; there are no sounds here that weren't there before, yet you suddenly start mapping 1/4? why?

However, I think that you then mapped the next part really well, until 01:20:884 (1) -, where you start getting inconsistent with your ideas again.
Just focus on these 01:21:515 - sounds here, played like this 01:21:515 (2,3) -. Seconds later, they're mapped like this 01:22:778 (5) - which has a totally different feel to it, and the later like this 01:24:041 (7) - ; again different feel. And then once even like this 01:34:147 (9,10) - ( why the 1/8 tho?)

The kiai section is good, but I don't like your way of distinguishing it from the rest. The kiai is basically the same as the other sections, with an added layer of music on top. How about trying to express that via 1/8 triples and / or repeat sliders, instead of just increasing the spacing, which doesn't express that well imo.
Another
00:05:094 (1,2,3,4,1) - something like this is not a pattern you just throw into a map occasionally. You need to build your map around it, for it to work nicely

I can basically only repeat what I already said. Try to focus more on the song and its properties. Try to map the same sounds in a way, that I could tell they're the same sounds without even listening to the song. Yeah, they don't have to be an exact copy-paste, but consistency in expression is vitally important in making a map.

Expert
Honestly I love playing this map, it's really fun to play!

From a mappers' point of view, I don't think I like it so much though. It has that same feel of using random patterns for the sake of variety, sv changes sometimes follow one logic, then suddenly another, the same sounds are expressed by a bunch of different objects, sometimes even different rhythms,
the kiai isn't well distinguished from all the rest and it overall just isn't consistent

I'm sorry I can't give a detailed mod with timestamps and all that :/

I don't think however that it would help in solving the problems I talked about anyway.

Sorry for shit mod; feel free to poke me in-game or forum pm me if you need clarification for anything.

Good luck!
Topic Starter
2zz

WasserIstGut wrote:

m4m
Here from my queue

In general I have a huge issue with consistency on all maps of this set. I dont see the point to answer on all this stuff right now, cause map just need remap. sorry for that. when i'll go for it, ill answer properly.

Sorry for shit mod; but here useful comments feel free to poke me in-game or forum pm me if you need clarification for anything.

Good luck! thanks
Uta
I like the hitsound more than the song
BanchoBot
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