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Hey Aliom, could you fix the missing hitsounds on the Easy difficulty while we are at it?
00:58:734 (2) - 01:07:357 (2) -

Thank you in advance <3
Topic Starter

Yuii- wrote:

Hey Aliom, could you fix the missing hitsounds on the Easy difficulty while we are at it?
00:58:734 (2) - 01:07:357 (2) -

Thank you in advance <3
ok fixed missing hitsounds
The slider is a little slow
The slider-circle-composition is pretty unbalanced. Don't fear to use more circles, especially when two beats are equally strong in the music: im consistent about the usage of slider and circle actually, not fear but to be considerate with the spread to be exact, not hard, not easy, right at the middle. luckily i finished this gd not long ago so i still remember what i was doing lol
00:02:686 (5) - Both beats are strong, so circles would feel nice. this simply breaks my intention of avoiding using two consecutive circles, i could use it in a lot of places if i intend to use the pattern
00:05:560 (5,1,2,3,4) - These rhythms feel quite weird to me, I kind of understand why they are made this way, but I still would prefer following the melody more obviously here: i make slider going through 00:05:920 - till 00:06:279 - for the drum rolls so i don't manage to break it; 00:07:357 - 00:07:716 - this part too and they serve as parallel structure from my point of view; 00:08:075 - 00:08:435 - no consecutive circles as i mentioned so i guess i will just leave it as it's; what you suggest is also something similar to what i did at first except the handling of continuous drum rolls
00:18:495 (2) - Would be nice to have circles here in between all these slider patterns. i don't know why you would try to break my intended usage of circles in my difficulty honestly, it doesn't happen throughout the whole difficulty..
00:48:674 (5) - Here, the vocals call so much for circles, too. ^
00:57:297 (4) - 01:00:171 (6) - 01:03:045 (5) - 01:08:794 (4) - 01:11:668 (5) - Same for all these. Fixing those would be awesome because it would make the chorus more dense in terms of clicking, too. have explained at least twice
thank you for mod~ i hope you are fine with my explanation, train of thought and my decision on how to manage to balance spread of this set (at least the lower difficulties) as i was the last who started to do my diff, based on what easy and hard look like

and also quoting this, "Avoid focusing on individual objects when an issue repeats itself throughout a difficulty."
i think it kind of applies to my case, thank you for your concern.
Topic Starter

Desperate-kun wrote:

Random check. Veto for the reasons mentioned below.


00:14:004 - Similar to Atrue's diff, it feels weird not to have a jump here. good idea
00:38:974 (4) - 00:43:285 (5) - These rhythms are very questionable, since you end them on beats with very strong sounds that should be clickable. Would be better to replace these with 1/2-slider & circle, for example. i don't like...sorry><
01:01:968 (4) - Same here, also the 1/1-slider itself doesn't make much sense because there is even a vocal at the red tick, which you follow in the rest of the section. Here also is


The rhythm problems of Insane (1/1-sliders ending on strong beats) repeat here.
00:18:854 (4) - 01:01:968 (1) - fixed front,Behind same Ins
00:50:650 (4,1) - Here it would be better to have the slider start at the red tick 00:50:650 - to emphasize that beat more. Currently the music and hitsounding emphasizes the red ticks but the actual rhythm of the map doesn't bring that across. You said to, such real quite good

Hit me up once those issues were adressed, I'll let smallboat rebubble.
thanks your mod>.<
From in-game request by mapper.

Looks fine again, so reb it. Rebubbled

Thanks Desperate-kun checking !
Bubbled mapset

Moved to Pending as it was in WIP
And after 2 months...!

Yuii- wrote:

And after 2 months...!
Here I come...!

[Easy Collab]
* 00:37:896 (1) - There is a much prominent sound on 00:38:435 - , so why not make a 3/2 reverse slider? It's same as 00:40:770 (1) - imo.
* 00:34:303 (1) - Having the finish on the slider tail isn't good imo. Furthermore, as you have NC'd it, it just feels like it's in middle of nothing. To be honest I don't really see a reason to not do instead.
* 01:17:417 (4) - This doesn't work as a simplification of 3/4 sounds, as 01:17:776 - has nothing. Just use something like

This diff would haven been great if there were actual consistencies on blankets, as they sometimes just do almost linear-blanketing, while others completely covers around notes... Like how 00:01:788 (2,3) - 00:07:716 (3,4) - 00:21:010 (2,3) - 01:21:010 (1,2) - they are not really blankets while 00:10:411 (3,4,1) - 00:32:147 (1,2) - 00:45:081 (2,3) - 00:48:674 (4,1) - etc are proper blankets etc... and many of them are really off too. Though blankets are minor, it becomes quite critical when the notes are close to each other.

[kWAn's Normal]
The map is really good in most aspects, but what bothers me here is that the 1/2s overlap too much to each other, resulting the combo numbers to be half-hidden for the entire map. like this, feels very stiff. Also there is almost no advance in terms of cursor movement from Easy, and therefore I think you should have used some bigger spacing overall... If you look at Hard diff, the 1/2s are spaced more than Normal's 1/1s, which makes the movement intensity more than double. That's pretty unbalanced.

0.8x ds is on the lowest edge of recommended ds on Normal diff on SRC, and especially when the sv isn't that high, higher ds would be better for the diff itself, and the spread too imo.

* 00:05:560 (5,1,2,3,4) - I read your reply on Desperate's mod, but that still doesn't explain why 00:06:638 (1,2) - 00:08:075 (3,4) - have to be look the same. Starting from 00:07:716 - this beat, the basic musical elements change drastically(especially regarding the melody being on every 1/1s), so I think the pattern should reflect the change as well.

Starting from this diff, I have lots of concerns that I think need to be considered.

* 00:14:004 (1) - The sound already disappears on 00:14:722 - , no need to extend this that much.
* 00:15:441 - Why do you pass through this obvious vocal when you just mapped 00:15:081 - this much weaker beat?
* 00:18:854 (4,5,1,2,3,4,5,6) - There is no reason for this to be a difficulty-spike. This part isn't even intense. If you want to follow the melodies then you rather need to ignore 00:19:932 (5) - this beat and make it slider end or whatever.
* 00:25:680 (2,3) - Even though there is a strong beat on 00:26:039 - , you do nothing special? If you say you're focusing on the vocals, then 00:25:860 - should have been clickable. This pattern right now is just way too plain as it can be.
* 00:28:914 (5,1) - This is an abuse of slider leniency. 00:29:273 - is not even that intense, and is not intense than other downbeats as well. Compared to 00:31:788 (5,1) - , there is no cymbal sound so it's even weaker.
* 00:32:147 (1,2,3,4,5,1) - What are you trying to follow here? They seems to be sort of trying to follow the vocals but it's rather some random 1/2 notes for me. 00:33:584 - is not really worth clicking when focusing on the vocals.
* 00:36:279 (3,1) - You would say that you were keeping the 1.2x ds. But that's not how works. The sound of 00:36:818 - is actually very strong, and the only thing you want to achieve by reducing the slider velocity is the long cymbal sound, which means there is no reason for them to be that close. the DS value depends on the latter object's SV, so you need to use 2.4x ds to keep the actual spacing same as before.
* 00:49:393 (1,2,3,4) - Just why this rhythm? I mean, any reason to ignore 00:49:572 - , and especially 00:50:291 - ? It's even less understandable considering how intense you made with 00:51:010 (1,2,3) - when they're similar intensity of music.
* 00:52:267 (1,2) - You used this random spacing only to do the stack. That just hurts the structure and consistency.
* 00:51:369 (3,4,1,2,3,4,5) - And just look at the whole pattern here, why is this so underwhelming compared to 00:26:399 - this part?
* 00:55:680 (2) - Notes like this really just feel like 1/2 filler notes, and not something that represents the music better. Just compare it to 00:56:039 - which has a high vocal. Don't you think that one rather needs a click, and 00:55:680 - can just be ignored instead. would do a much better job.
* 00:56:938 (2,3) - Same as above. You may have felt using another 1/2 slider would be boring, but rather than using random 1/2 circles, following what's more important on the music is better to make your map more logical. Especially in this case, 00:56:938 (2,3,4,5) - All these have same vocals so constructing a pattern with all of these is a good way to show that the map is focusing on the vocals.
* 00:58:555 (4,5) - Why a jump + harsh flow? It doesn't seem to be any different from the previous 4.
* 01:00:890 (1,2,3,1,2) - Could you explain why the rhythm is like this? Yes, I know that 01:02:147 - has no that minor drum which is barely audible anyway. So the question is that why are you ignoring the actual strong sounds here. Your answer to this on Depserate's mod was only "I don't like" but you should provide why your choice reflects the song any better. Adding to that one, I'd say 01:01:788 - is also strong but the rhythm seem to be not even care about that.
* 01:00:890 (1,2,3,1,2,3,4,5,1,2,3,4,1) - And we see a bit more widely, this whole part is somewhat underwhelming while it should be one of the most intense part music-wise. The map doesn't seem to show any actual music intensity.
* 01:07:177 (2,3) - And here's random offbeat sliders. 01:07:177 - is in no way prominent than 01:07:357 - in any aspects, so using this kind of rhythm is really not understandable.
* 01:11:668 (3) - First, you have a really strong vocal sound on the slider tail. 01:12:566 (1,2,3,4) - Second, this 1/2 circle spam is very inconsistent to what you do later ( 01:15:261 (1,2,3) - ). 01:14:363 (3,4) - Third, why are they offbeat again? The white ticks are much much stronger than red ticks. 01:15:261 (1,2,3) - Fourth, this should be one of the strongest sounds on the whole song, and it's really, really underwhelming D:
* 01:19:932 (3,4) - Please check if (4) is actually stronger than (3)'s tail.
* 01:21:010 (1,2) - So again, why not two 1/2 sliders? 01:21:010 (1,2,3,4,1) - They're all in same rhythm so there is not reason to not do so. 01:21:548 (2) - is not even strong.

Not only these rhythmical issues, but the overall pattern structure also really feels not organized. I wouldn't say it's terrible, as you actually try to make some good patterns sometimes 00:07:716 (1,2,3,4,1) - 00:39:333 (2,3,4) - 00:42:207 (2,3,4) - 00:45:081 (2,3,4,5) - and quite a lot of slider-copied patterns. But mostly, I don't really see much other things on the map other than flow.

I'm gonna skip Insane. I see pretty much same things I mentioned on Hard already (rhythm inconsistency, lacking emphasis, unbalanced intensity, lack of structures etc) so I think you really should think what you can do to improve the map overall before making more progress.

[Atrue's Insane]
* 00:14:004 (3) - Obviously the sound keeps going until 00:14:722 - , so no need to end it too early.
* 00:15:261 (2,3,4,5) - Why do they have such inconsistent spacing like this...?
* 00:20:111 - Putting this melody sound on the slider tail when you made 00:19:932 - clickable? 00:19:572 (4,5,6) - This is not very good for representing the music imo.
* 00:24:961 (1,2,3,4,5,6,7,8) - Umm... Please tell me a placement logic behind this if there is one.
* 00:35:022 (1,2) - That's pretty random 3/4 sliders... I see 00:35:201 - has no sounds, but 00:35:560 - does have one, and none of the sounds there really need to be uniquely extended like that imo.
* 00:49:393 (1,2,3,4,5,6,7) - 00:50:650 (1,2,3,4,5,6) - 00:52:267 (1,2,3,4,5,6,7,8,1,2) - I don't get why you start to put notes on random places sometimes. Like when I saw 00:06:279 (1,2,3,4,5,1,2,3,4,5,6,7,8,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,1,2,3) - this, I thought the map is really solid and well-structured. But I really don't see why you have to not do this on other places.
* 00:50:650 (1) - And regarding this one note there is no reason to reduce the spacing this much 00:50:471 (7,1) - .
* 00:56:219 (5,1) - Same, why is that one the smallest among the jumps.
* 01:03:764 (1,2,3,4,5,6,7,8) - No..... apart from the random-ish shape, there also is no reason for that to be a full 1/2 jumps. At least not all of them has that kind of random intensity. There are stronger/weaker sounds between themselves.
* 01:12:387 (1,2,3,4,5,6,7) - 01:15:261 (1,2,3,4,5,6,7) - 01:21:010 (1,2,3,4,5,6,7,8) - Same
* 01:16:519 (1,2,3) - Considering the spacing, (3) seems to be really nothing. But in fact the music has something very special on (3) and nothing special (2). So really uhh...
* 01:26:219 (4,5,6,7,1) - It's weird to not start the 1/4s on 01:26:309 - already, since it does have a drum sound...

I have to disagree with all the unstructured patterns. A map is not about just going here and there you know, I hope you really would apply your intro-like structure for the rest of the map too.

So this is a veto, which is mainly for Hard/Insane/Atrue's rhythm choice/structure. Poke me anytime if you have any questions/things you want to discuss.
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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