forum

League of Legends - Bit Rush

posted
Total Posts
35
show more
No_Gu
M4M from my queue

[Easy]
00:38:820 (1) - Idk the meaning of this slow down in rhythm
01:47:055 - what's up with the NC sets behind?

[Normal]
SV gap is a little big between easy and normal
00:10:585 (1,1) - you should leave 2 white lines after spinner in normal
01:54:702 (2,3) - this is confusing in normal diff
this diff is a little harder than regular normal....I'm worrying about the diff spready

[Hard]
00:23:967 (2,3) - ctrl+g?
01:33:526 (2) - spacing?
01:48:232 (1,1) - I think you could make a little jump cuz of these strong beats
01:52:938 (1,1) - ^
01:56:467 (1,2,3,1,2,3) - better to make a smaller triangle imo
02:23:526 (1,2,1,2,1,2) - good pattern,but not suitable in hard imo
This is more like an insane diff..

[Insane]
00:22:202 (2) - better to make a jump according to your previous pattern
00:25:144 (2,3,1,2,3,4) - starting sliders at red tick is a little strange imo
01:41:173 (1,2,3,4,1,2,3,4,1) - the rhythm is more strong at the end,maybe you should put jumps on them

[Rush]
00:24:849 (2,3) - ctrl+g?
00:32:055 (2,3) - bad flow imo
01:06:467 (5,6) - feel strange that you made a stop here
01:39:261 - add a note?
Topic Starter
JeZag

No_Gu wrote:

M4M from my queue

[Easy]
00:38:820 (1) - Idk the meaning of this slow down in rhythm Following the low synth here, and it looks like this.
01:47:055 - what's up with the NC sets behind? Fixed. My motivation is to go blu > green for slow and red >yello for fast, and for the extra AESTHETICS, transotion between yello > green >yello exclusively.

[Normal]
SV gap is a little big between easy and normal x_x
00:10:585 (1,1) - you should leave 2 white lines after spinner in normal I've been eyeing other normals from lots of ranked mapsets, so i don't think this is an unrankable issue. maybe another normal will fix this, we'll see
01:54:702 (2,3) - this is confusing in normal diff personally i don't think so, so i'll ask around
this diff is a little harder than regular normal....I'm worrying about the diff spready

[Hard]
00:23:967 (2,3) - ctrl+g? maybe
01:33:526 (2) - spacing? did something
01:48:232 (1,1) - I think you could make a little jump cuz of these strong beats nah, i dont think it really fits.
01:52:938 (1,1) - ^
01:56:467 (1,2,3,1,2,3) - better to make a smaller triangle imo considering
02:23:526 (1,2,1,2,1,2) - good pattern,but not suitable in hard imo considering, but with the AR i think it might be fine.
This is more like an insane diff..

[Insane]
00:22:202 (2) - better to make a jump according to your previous pattern each subsequent jump of this fashion in this pattern has shorter ds, so this follows that pattern. (chiptune goes down in tune)
00:25:144 (2,3,1,2,3,4) - starting sliders at red tick is a little strange imo it is, but it is also interesting.
01:41:173 (1,2,3,4,1,2,3,4,1) - the rhythm is more strong at the end,maybe you should put jumps on them i dont think jumps fit here

[Rush]
00:24:849 (2,3) - ctrl+g? this fits music better but seems rather uncomfortable to play.
00:32:055 (2,3) - bad flow imo tried something different
01:06:467 (5,6) - feel strange that you made a stop here feels weird definitely... will remap later.
01:39:261 - add a note? forgive me, but i don't hear anything here.
Thanks for mod!
Ringating
as requested, here's a cleaner bg (the current bg has a lot of compression artifacts).
Topic Starter
JeZag
thanks again and again!
Azure
Hello,M4M

[General]
  1. select "Display epilepsy warning" in Design
  2. In AiMod,about 3 losing imgs in your folder, maybe you should delete the code where has those img in osb.
[Normal]
  1. 00:19:261 (4,5)、00:20:879 (2,3) this overlap is hard in the Normal diff
  2. I think this Normal is harder than regular normal, because there are too many 1/4
[Hard]
  1. 00:10:585 same as Rush
  2. 02:14:702 add red NC here?
[Insane]
  1. 00:06:320 stack it with 00:05:144 and move 00:06:173 (2)、00:06:908(1) downer
  2. 00:25:330 stack it well with 00:23:614 (3)
  3. 00:10:585 same as rush diff
  4. 00:27:496 stack?
  5. 00:32:938 (1) srack with 00:32:349 (3) is better to me..
  6. 01:24:849 stack with 01:23:526 (1)
[Rush]
  1. 00:10:585 add a note? because there is a drum and the spinner end in the same timing 00:12:644
    add the hitsound (Sanpleset:Soft | Additions:Normal+finish)
  2. 00:20:732 (2) stack with 00:20:144 (2) it's better with the melody
  3. 01:46:908 (8) stack with 01:45:879 (1) ?
  4. 02:21:173 - 02:23:232 select NC with all sliders in this part
    (select all sliders with ctrl then click "new comco" 3 times)
that's all,easy diff is good, good luck~
Topic Starter
JeZag

Azure wrote:

Hello,M4M

[General]
  1. select "Display epilepsy warning" in Design can do
  2. In AiMod,about 3 losing imgs in your folder, maybe you should delete the code where has those img in osb.
[Normal]
  1. 00:19:261 (4,5)、00:20:879 (2,3) this overlap is hard in the Normal diff a GD is on its way, should be easier than this, so the diff will hopefully be good
  2. I think this Normal is harder than regular normal, because there are too many 1/4
[Hard]
  1. 00:10:585 same as Rush i dont want to map this cause its not "melody"
  2. 02:14:702 add red NC here? Maybe you've disabled the skin or whatever, but I want my combo colors specifically to go from green -> yellow -> green when transitioning between the two color scheme. A red combo here ruins it :(
[Insane]
  1. 00:06:320 stack it with 00:05:144 and move 00:06:173 (2)、00:06:908(1) downer I see what you mean. done.
  2. 00:25:330 stack it well with 00:23:614 (3) I'm afraid this one's unclear
  3. 00:10:585 same as rush diff
  4. 00:27:496 stack? although this one doesnt look too good unstack, when playing, you cant tell. also, i don't want it too close.
  5. 00:32:938 (1) srack with 00:32:349 (3) is better to me.. did my own thing, but pretty much the same
  6. 01:24:849 stack with 01:23:526 (1) alright
[Rush]
  1. 00:10:585 add a note? because there is a drum and the spinner end in the same timing 00:12:644 hmmm, neither the beginning nor the end are concrete sounds to me, so no hitcircle or hitsound imo
    add the hitsound (Sanpleset:Soft | Additions:Normal+finish)
  2. 00:20:732 (2) stack with 00:20:144 (2) it's better with the melody I used to do that, but too much stacking is actually harder to read (for me)
  3. 01:46:908 (8) stack with 01:45:879 (1) ? too much jump for calm for me
  4. 02:21:173 - 02:23:232 select NC with all sliders in this part I'd rather not, because the sliders are paired with the melody in my interpretation of it. Thus, NC every other is more appropriate.
    (select all sliders with ctrl then click "new comco" 3 times)
that's all,easy diff is good, good luck~
Thanks a lot for the mod!
Mir
From my queue!

Some stuff is off on the storyboard in the editor. Double-check that, will ya?

AIMod is complaining about missing files. Double-check that too.

Insane

Insane

  1. 00:26:320 (3,2) – Stack opportunity.
  2. 00:39:114 (2,4) – Ctrl+G these individually. If you do, Ctrl+G 00:39:996 (1) too.
  3. 00:43:526 (4) – Could space more because the sound is pretty strong.
  4. 01:13:673 (4) – Possible Ctrl+G.
  5. 01:37:644 (1) – Idk how I feel about this NC. While it’s technically okay to NC downbeats, you did a NC at 01:37:938 (1) too… but it’s because 01:37:644 (1) is like a strong finish… idk. Up to you.
  6. 01:40:585 (3,4) – Not aligned properly.
  7. 01:48:526 (2,4) – Possibly Ctrl+G indivually.
  8. 01:51:761 (1) – As mentioned above with the NC.^
  9. 02:23:526 (1,2,3,1,2,3,1,2) – Super hard to read because these 02:23:526 (1,2,1,2) are stacked. If you maybe moved them slightly it would be easier to read. I got it wrong on both testplays. (with and without relax)

Hard

Hard

  1. 00:51:173 (3) – Clap hitsound here?
  2. 01:15:879 (3) – Would play better if Ctrl+G but that would mess up 01:16:320 (1,2). Up to you what you wanna do. New combo on 01:16:467 (2) btw.
  3. 01:57:644 (1,2) – Swap these.
  4. 02:07:055 (1,2,3,4) – Circular flow here please in the clockwise direction. Move this 02:07:644 (1) so that is isn’t as big a jump too.
  5. 02:21:467 (2,4) - – Ctrl+G.
  6. 02:22:349 (1) – ^

You asked for a flow mod, and you got one. Nice song. I pointed out a couple of things while I was looking at flow too.~

Good luck!
Topic Starter
JeZag
Heyyo, thanks for the mod!

Miryle wrote:

From my queue!

Some stuff is off on the storyboard in the editor. Double-check that, will ya?

AIMod is complaining about missing files. Double-check that too.

SB stuff will be fixed very very soon.

Insane

Insane

  1. 00:26:320 (3,2) – Stack opportunity. Alright
  2. 00:39:114 (2,4) – Ctrl+G these individually. If you do, Ctrl+G 00:39:996 (1) too. This was originally for emphasis, but we'll see how it goes.
  3. 00:43:526 (4) – Could space more because the sound is pretty strong. Maybe, but I'll see how it goes. I like it the way it is atm.
  4. 01:13:673 (4) – Possible Ctrl+G. For repetition, no
  5. 01:37:644 (1) – Idk how I feel about this NC. While it’s technically okay to NC downbeats, you did a NC at 01:37:938 (1) too… but it’s because 01:37:644 (1) is like a strong finish… idk. Up to you. This is for contrasting new sections... and for the color transition.
  6. 01:40:585 (3,4) – Not aligned properly. fixed symmetry
  7. 01:48:526 (2,4) – Possibly Ctrl+G indivually. Intentional, so no
  8. 01:51:761 (1) – As mentioned above with the NC.^ This is for denoting different sounds... and to make the colors work again. oops
  9. 02:23:526 (1,2,3,1,2,3,1,2) – Super hard to read because these 02:23:526 (1,2,1,2) are stacked. If you maybe moved them slightly it would be easier to read. I got it wrong on both testplays. (with and without relax) Alright, I changed the jumps a bit.

Hard

Hard

  1. 00:51:173 (3) – Clap hitsound here? For consistency with a later part that sounds similar, I'd rather not
  2. 01:15:879 (3) – Would play better if Ctrl+G but that would mess up 01:16:320 (1,2). Up to you what you wanna do. New combo on 01:16:467 (2) btw.
    I like it your way, Ctrl + G so I moved things around to make it work. No new combo tho, because I really want the color coordination of combos to work out, which means 01:17:496 (1,2) has to exist, which is hart to justify if I make a NC where you want.
  3. 01:57:644 (1,2) – Swap these. I was initially worried about spacing, but with this AR it should be no worries.
  4. 02:07:055 (1,2,3,4) – Circular flow here please in the clockwise direction. Move this 02:07:644 (1) so that is isn’t as big a jump too. By repetitive motion, I don't think rotational flow is necessary for these hitcircles.
  5. 02:21:467 (2,4) - – Ctrl+G. Sacrificing some flow, I chose to do this on purpose to match the melody continuously going "up".
  6. 02:22:349 (1) – ^ Same

You asked for a flow mod, and you got one. Nice song. I pointed out a couple of things while I was looking at flow too.~

Good luck!
Topic Starter
JeZag
@GhostFY
BASIC MOD START!
When in editor, TURN OFF GRID SNAP! It's useless and messes things up!
Change AR to 6.5 or 7. AR 4 is wayyy too low.
Change CS t- 3.5 or keep at 4
00:02:938 (4) - The "tail" of this slider (the end) is on a major beat. Players want to click major beats, so this slider is a bad idea.
00:05:291 (4) - Same here.
00:09:996 (2,3,1) - Why are these notes suddenly on the beat? They should follow the music and be off beat.
00:10:879 (1) - Don't end the slider on a beat. Slider ends aren't "powerful" because the player cannot "click" it.
00:16:173 (2) - The tail is important.
00:17:055 (4) - Same
00:19:996 (1,2) - This is VERY hard to read.
00:22:938 (1,2) - You're missing important beats.
00:41:173 (1) - Don't end with an important beat.
00:44:555 (2,3) - This just doesn't feel right... I'll talk about it later.
00:50:291 (4,1) - You have the player click everything but the IMPORTANT BEAT
01:14:408 (4) - Miss important beat at tail.
01:22:938 (1) - Important beat at tail.
01:26:761 (2,3,4) - Interesting, but now the player clicks on unimportant beats.
01:45:879 (1) - Please don't do this :(
01:47:349 (1,2,3,1,2) - Hitsounds are off for this whole section.
01:56:467 (1,2,3,4,5) - Clicks emphasize the music, and I think you are emphasizing the wrong beats.
01:59:702 (2) - Tail is imortant
02:00:585 (4) - Same
02:12:644 (1,2) - Important beats are missed.
02:14:996 (1) - I don't think this is representative of the music.
02:24:408 (2,1) - I don't think these are needed at all
02:24:996 (1) - Pls dont end the song with a slider :(((

ART & RHYTHM MOD START!
Please use less curve sliders and more bent sliders (imo straightness fits this song better)
Also, please ABUSE BENT SLIDERS AND HEXGRID

To be frank, your difficulty doesn't look complicated, intricate, and beautiful enough. Work on it.
00:01:173 (1) - Long plain sliders look boring and unappealing (to me)
00:02:055 (2,3) - Too much empty space, and you're missing important beat
00:03:820 (1,2) - This doesn't look too good
00:04:408 (3) - Too bent, and doesn't fit nor flow well.
00:06:173 (1,2,3) - Doesn't fit and makes 00:06:908 (3) bend look weird
00:08:232 (3,4) - Don't stack, it makes reading a bit harder
00:09:261 (1,2) - Not a good blanket
00:13:526 (1) - Useless bend
00:13:526 (1,2,3) - Weird flow
00:15:291 (1,2) - 90 degree angle don't look good, especially when the "edge" isn't solid.
00:18:820 (3,4,5,1) - Flows but not very connected
00:19:996 (1) - Out of place curve
00:21:026 (2) - Out of place, but at least it looks better with 00:21:761 (3).
00:23:820 (2,3) - Not as good looking because 00:23:820 (2) doesn't point "towards" 00:24:408 (3).
Remap suggestion:
00:25:879 (3,4) - Why not straight? Looks weird when not aligned.
00:26:761 (5,1) - Not a good blanket
00:30:585 (3,4) - Would look better as bent sliders, not round.
00:43:526 (1) - Useless curve
00:45:585 (4,1) - Bad blanket: see for yourself

00:50:438 (1) - Curve too much!
00:50:879 (2) - Would look better as bent
00:51:467 (3,4) - Doesn't play bad but doesn't look good. What is the relationship between these two? Besides spacing, I see none.
00:52:938 (1) - Too plain. Look at this:
00:55:291 (1,2) - Bad blanket, and you don't want the overlap. Looks bad here.
00:56:761 (3,4,5,1) - Looks unorganized. Could use more connection.
00:59:408 (5,1) - Don't stack, and it looks plain.
01:00:879 (2) - Don't use a slider like this unless you use red anchor for better curves:
And with better flow:
01:04:114 (1,1) - Season it up!
01:04:702 (1,2,3) - Not the smoothest flow
01:07:055 (1,3) - Bad blanket
01:09:408 (1) - I think this is actually illegal because you can't see the "repeat" symbol due to visibility.
01:09:408 (1,2,3) - Now with more compactness:
01:12:644 (1) - Plain, and the flow is a bit meh:
01:16:467 (2,1) - Interesting, but too disjoint and not connected.
01:18:673 (1) - Looks a bit ugly and unfitting.
01:22:938 (1) - Curve looks ugly imo especially right next to 01:24:114 (3).
01:24:114 (3,4,5) - Have these be slightly curved:
I would redo these and abuse hexgrid.
01:28:820 (1) - Not very good because the tail points and curves UP where 01:29:702 (2) is further down.
01:30:585 (4,5,6,1) - Unpretty
01:31:761 (1,2,3) - Compact compact compact:
01:37:055 (5) - Uneven distance before and after; keep constant.
01:49:996 (2) - Curves up but 01:50:585 (3) is down.
01:52:349 (2,3) - Not perfect symmetry.
01:52:938 (3,4,1) - Looks not good cause it could be hexgrid but its not.
01:53:820 (1,2,3,4) - Same
01:54:996 (4,1) - Tail is too close and head is too far.
01:56:467 (1,3) - Not good blanket nor symmetry.
02:00:291 (3,4) - Not good blanket.
02:01:467 (1,2) - Pointless. Not good looking.
02:04:408 (2,3) - Don't overlap. Too difficult to read for this level.
02:06:467 (1,2) - Doesn't quite mesh. Better as this:
02:09:114 (2,3) - I rotated this sideways for you. . It doesn't look pretty horizontal, and it doesn't look pretty to me sideways either.
02:09:996 (3,1,2) - Not hexgrid so it looks unpolished.
02:11:467 (3,4) - Don't stack.
02:11:761 (4,1) - Same
02:12:644 (1,2) - Doesn't look too good because no "intersection". . 02:13:232 (2) "receives from" too low.
02:13:232 (2,3) - Not good blanket.
02:13:232 (2,4) - Don't stack.
02:22:349 (1) - Smooth the edge or make it blatant and obvious

ALSO, if you make it blatant, put the edge on the slider TICK, because if it TICKS when it bends, it feels better.

There are loads of stuff more, but I'll let you sort these issues first before introducing harder ones.
BE PREPARED TO REMAP. A LOT.

P.S. if you have time, watch these videos. They are really good: https://www.youtube.com/playlist?list=P ... GGoLIrQtOx
Izzywing
placeholder as a reminder for myself

P.S. @ JeZag, put pictures in boxes or use links like puush / imgur, this way it doesn't clutter the thread with pictures.

11/7 edit - soon i promise zzz sorry for being so late :v
[ Lilu ]
Hiya~

I suck at mapping/modding, but i offered to m4m so heres some things i noticed and unless the following post looks like the ramblings of a madman, i hope it can be useful :3



Rush difficulty

when i played this difficulty for the first time (before opening the editor) it felt really smooth, so i didnt think i'd find anything wrong with it

00:02:644 (2,3) - Seems kind of awkward and weird, since the rest of that section has nothing like that in it.

00:02:938 (4) - and 00:04:114 (3) - both are mapped to the 'static' sounding sound, but nowhere else in the beginning of the song are any notes mapped to that sound. In fact right here 00:06:320 (3) - and here 00:08:673 (3) - that same sound begins to play on a slider end, which sounds odd to me.

I noticed that 00:48:232 (1) - and 00:52:938 (1) - both have relatively small spacing to the next note despite being half beat (i think) gaps, just seems a little off, since all the other half beat gaps in that section of music have a largely spaced jump coming from them. (though i also noticed that both the notes mentioned before, are slider ends, and the others are not, but yeah just something i noticed.)


00:57:202 (4,5,6,1) - Are all rather largely spaced, though my spidey senses sense no change in song intensity.



Insane

When i played this map for the first time (without looking in the editor) it was also really smooth, but i noticed the slider mentioned below as i played

01:05:585 (4) - Kinda weird to play, i think its cos of the really small gap between the slider end and 01:05:879 (5) - but im not 100% sure D:

01:14:996 (1) - same thing is happening here, but since the following note, 01:15:291 (2) - is a slider its less noticeable because of how lenient sliders are with hit timing.

01:18:820 (1) - there's a somewhat noticeable sound on the blue tick which this slider goes over which seems a bit strange as it isn't mapped, there are other sliders soon after it which do the same thing, but for this slider 01:18:820 (1) - , the music is still in the process of slowing down, so skipping that beat feels awkward in my opinion.

02:02:153 (5,6,1) - and 02:11:565 (5,6,1) - These streams seem 100% fine but for some reason they feel weird to me, they probably don't need changing, just subjective observation i made.


Hard

When i first played it i found it kinda awkward to play, but i think that's just my bad low AR reading skills.

00:42:938 (1) - may be better off as a short slider, since there's a sound on the blue tick after, which is pretty loud, but nothing is mapped on it so when you actually play it it feels weird and somewhat difficult to hit the following circle ( 00:43:232 (2) - ) accurately.

01:54:996 (2) - there's a beat on the slider end that sounds wrong to be on a slider end



I feel like all the stuff i mentioned isn't very important, but that's just my opinion, i hope this can be somewhat useful to you :P
Sorry i don't think i'll be of any use modding easy and normal since i suck with slow/easy maps :(
Topic Starter
JeZag
I'll complete my side of the m4m soon... orz
AND respond to this mod. This week is brutal for some reason.


[ Lilu ] wrote:

Hiya~

I suck at mapping/modding, but i offered to m4m so heres some things i noticed and unless the following post looks like the ramblings of a madman, i hope it can be useful :3



Rush difficulty

when i played this difficulty for the first time (before opening the editor) it felt really smooth, so i didnt think i'd find anything wrong with it

00:02:644 (2,3) - Seems kind of awkward and weird, since the rest of that section has nothing like that in it. I remapped a bit

00:02:938 (4) - and 00:04:114 (3) - both are mapped to the 'static' sounding sound, but nowhere else in the beginning of the song are any notes mapped to that sound. In fact right here 00:06:320 (3) - and here 00:08:673 (3) - that same sound begins to play on a slider end, which sounds odd to me. I think this is fine, because the static lasts a whole 1/2, so that even though my off beat 1/4 doesnt start at the beginning of static, it still has the body in 1/2 of the static.

I noticed that 00:48:232 (1) - and 00:52:938 (1) - both have relatively small spacing to the next note despite being half beat (i think) gaps, just seems a little off, since all the other half beat gaps in that section of music have a largely spaced jump coming from them. (though i also noticed that both the notes mentioned before, are slider ends, and the others are not, but yeah just something i noticed.)
Did a fix to the spacing.

00:57:202 (4,5,6,1) - Are all rather largely spaced, though my spidey senses sense no change in song intensity.
did a fix



Insane

When i played this map for the first time (without looking in the editor) it was also really smooth, but i noticed the slider mentioned below as i played

01:05:585 (4) - Kinda weird to play, i think its cos of the really small gap between the slider end and 01:05:879 (5) - but im not 100% sure D:
alright decreased DS

01:14:996 (1) - same thing is happening here, but since the following note, 01:15:291 (2) - is a slider its less noticeable because of how lenient sliders are with hit timing.
alright same

i just dont like overlap in my map cause i want it to be clean and concise on purpose, and i dont think overlap fits the bill ><

01:18:820 (1) - there's a somewhat noticeable sound on the blue tick which this slider goes over which seems a bit strange as it isn't mapped, there are other sliders soon after it which do the same thing, but for this slider 01:18:820 (1) - , the music is still in the process of slowing down, so skipping that beat feels awkward in my opinion.

i recognize the synth there, but I think the transition from the previous pattern into this section as well as the "finish" from the previous section merits the use of this "long" slider.

02:02:153 (5,6,1) - and 02:11:565 (5,6,1) - These streams seem 100% fine but for some reason they feel weird to me, they probably don't need changing, just subjective observation i made.

This was the best way I could nudge in the 1/3 stream while having it be more intense than just sliders, which I used in the earlier half :(((


Hard

When i first played it i found it kinda awkward to play, but i think that's just my bad low AR reading skills.

00:42:938 (1) - may be better off as a short slider, since there's a sound on the blue tick after, which is pretty loud, but nothing is mapped on it so when you actually play it it feels weird and somewhat difficult to hit the following circle ( 00:43:232 (2) - ) accurately.
There is a sound, but it's not as loud as the others. Thus, these 3 hitcircles, I think, accurately portray the main skeleton of the drums here.

01:54:996 (2) - there's a beat on the slider end that sounds wrong to be on a slider end alriiight done.



I feel like all the stuff i mentioned isn't very important, but that's just my opinion, i hope this can be somewhat useful to you :P
Sorry i don't think i'll be of any use modding easy and normal since i suck with slow/easy maps :(

Thanks a lot for your mod!
Senko-san
Oh, didn't know the other guy who mapped this set got banned. GL on getting this ranked.
Topic Starter
JeZag
Fairly unfortunate. Thanks for the stars!
Xayler
Heya, M4M from my queue. I see that the map is already in a good contition for the rank so most of the things what I say here are mainly my suggestions!

Easy
00:10:585 (1,1) - Improve the blanket a bit.
01:07:938 (4) - I'd highly recommend to start this slider at a white tick instead since the white tick has higher emphasis and it's kinda hard for beginners to have 3 sliders like this to click.
01:14:114 (1) - Same as above, but end it at white tick instead.
01:28:232 (1) - I'd highly recommend to avoid 1/2 sliders if they aren't repeat sliders because beginners just can't play these sadly when notes are so close to each other.
01:28:820 (2,3) - And I'd better remove the circle and start the slider from white tick instead. Let the slider be as long as it currently is.
01:33:526 (2,3) - ^

Normal
I'd nerf this difficulty a bit because the gap between Easy and Normal is very high tbh. Just don't use too much 1/4 in this case.
Aimod says that 01:21:026 (3) - this object is too far from the previous object.
00:09:702 (3) - Make this as a repeat slider, otherwise it feels really off.
00:10:585 (1) - Shouldn't the spinner end at 00:11:761 - instead according to the ranking criteria?
00:23:820 (4) - This note feels really weird to click, I'd change here something to make this as a slidertail instead.
02:05:732 (5) - This feels very weird, I'd better place it 02:05:879 - here instead.

Hard
01:07:496 (2) - This hitsound at the slidertail is very weird, I'd move it into the next sliderhead instead.
01:48:232 (1) - Just like you started with the 01:47:055 (1) - start of this circle, I'd place it further from 01:47:938 (3) - .
01:52:938 (1) - ^
01:56:908 - I'd add circle to here and 01:58:085 - here also as it's that intense place and later you do it in the normal part.
02:05:879 - Same from normal, this seems a bit weird to me.
02:24:555 (2,1) - Move them closer to eachother as it's 1/4 gap and it feels very weird to have the same gap as it's like 1/2.

Insane
00:10:585 - I'd add a circle here and start the spinner in 1/8 timescale from 00:10:658 - here.
02:24:702 (1) - I'd move this away from 02:24:555 (2) - this circle as this sudden spacing change isn't that healthy.
02:25:879 (1) - Make this slider a bit more appealing to the eye please. 8-)

I'd better not go for 204 bpm Extra as I even didn't find anything in Insane. Good luck with the set as it's quite good tbh!
My map: https://osu.ppy.sh/s/533181
Topic Starter
JeZag

Xayler wrote:

Heya, M4M from my queue. I see that the map is already in a good contition for the rank so most of the things what I say here are mainly my suggestions!

Easy
00:10:585 (1,1) - Improve the blanket a bit. hm looks fine to me, judging from its approach circle.
01:07:938 (4) - I'd highly recommend to start this slider at a white tick instead since the white tick has higher emphasis and it's kinda hard for beginners to have 3 sliders like this to click. due to the rhythm being established, i think this will be fine.
01:14:114 (1) - Same as above, but end it at white tick instead. i leik ur suggestion better, changed
01:28:232 (1) - I'd highly recommend to avoid 1/2 sliders if they aren't repeat sliders because beginners just can't play these sadly when notes are so close to each other. alright
01:28:820 (2,3) - And I'd better remove the circle and start the slider from white tick instead. Let the slider be as long as it currently is. due to emphasis, i'd rather not
01:33:526 (2,3) - ^ changed the notes before according to the other comment, but not this particular rhythm

Normal
I'd nerf this difficulty a bit because the gap between Easy and Normal is very high tbh. Just don't use too much 1/4 in this case. the more and more i think about this, the less i am inclined to nerf this difficulty, else the gap between this and hard is just too much.
Aimod says that 01:21:026 (3) - this object is too far from the previous object. should be fine
00:09:702 (3) - Make this as a repeat slider, otherwise it feels really off. i feel like its off with the repeat when comparing it to the music. certainly ending on a white tick might feel good, but it doesnt correlate to the music.
00:10:585 (1) - Shouldn't the spinner end at 00:11:761 - instead according to the ranking criteria? the ranking criteria regarding this particular point is kinda hand-waivy. ive found examples of maps ranked recently (within the year or two) with normals like this. it seems to be a problem when you have high (or low in my case?) bpm
00:23:820 (4) - This note feels really weird to click, I'd change here something to make this as a slidertail instead. i changed something.
02:05:732 (5) - This feels very weird, I'd better place it 02:05:879 - here instead. its a reoccurring emphasis (or lack of it) throughout the mapset.

Hard
01:07:496 (2) - This hitsound at the slidertail is very weird, I'd move it into the next sliderhead instead. alright
01:48:232 (1) - Just like you started with the 01:47:055 (1) - start of this circle, I'd place it further from 01:47:938 (3) - . i'd prefer not to because even though there is an emphasis, its one continuous melody with the rest whereas 01:51:761 (1) literally "doesnt belong"
01:52:938 (1) - ^
01:56:908 - I'd add circle to here and 01:58:085 - here also as it's that intense place and later you do it in the normal part. its not in the normal part (later cause its different). its used in the insane (the 2nd time not the first) cause its no longer mapping drums but the melody. here, i would not use it cause the percussion in the song dont support it
02:05:879 - Same from normal, this seems a bit weird to me. im firm in my stance ( ͡° ͜ʖ ͡°)
02:24:555 (2,1) - Move them closer to eachother as it's 1/4 gap and it feels very weird to have the same gap as it's like 1/2. this was done cause i still want a jump even if smaller between these two, sort of to separate two fairly distinct parts of the song.

Insane
00:10:585 - I'd add a circle here and start the spinner in 1/8 timescale from 00:10:658 - here. cause im mapping melody here, no hitcircle there cause no melody there.
02:24:702 (1) - I'd move this away from 02:24:555 (2) - this circle as this sudden spacing change isn't that healthy. u right changed
02:25:879 (1) - Make this slider a bit more appealing to the eye please. 8-) its already A E S T H E T I C >:^(((((((

I'd better not go for 204 bpm Extra as I even didn't find anything in Insane. Good luck with the set as it's quite good tbh!
My map: https://osu.ppy.sh/s/533181
thanks a lot for your mod!
Lavender
Hello, M4M fro my queue
Red means unrankable
Blue means suggestions, recommended to fix
Black means comments, feel free to ignore

[General]
  1. Found unused .wav files:
    - soft-hitfinish3.wav
[Easy]
  1. Nice.
[Normal]
  1. 00:24:114 (5,6) - 1.15x spacing?
  2. 01:18:820 (1,2) - idk whether it is unrankable but i suggest you using ds here
  3. 00:10:585 (1,1) -

    Guideline wrote:

    Try to avoid using hitobjects directly after spinners (especially on Easy/Normal difficulties). Spinners are sometimes the hardest element for players, and having a hitcircle or slider half a beat (or even a beat) after a spinner will commonly result in frustration and a broken combo. Hitobjects directly after spinners are fair game for Hard/Insane difficulties, but try to give a nice pause for Easy/Normal difficulties.
    gap between spinner end and incoming notes should be bigger than 1/1 in Normal (common)
[Advanced]
  1. 2.16-2.21-3.65 lol
  2. 00:02:644 (3,4) - please fix that nazi
  3. 00:08:232 (3,4) - 00:58:526 (2,3) - stack note to the sliderend is not recommended in a 2* map
  4. 00:09:261 (1,3) - stack??....
  5. 00:20:585 - you missed a beat here
  6. 00:59:408 (5,1) - not recommended to stack or overlap
  7. 01:35:291 (3,4) - inconsistent distance snap
  8. 01:07:349 (2,3) - nazi blanket
  9. 01:09:114 (5,1) - please don't overlap the reverse arrow
[Hard]
  1. 00:43:085 - missing a beat here
  2. 02:23:526 (1,2,1,2,1,2) - seem a bit intense for hard difficulty
Nice diff.
[Insane]
  1. 00:25:144 (2,3,1,2,3,4) - those sliders are begin with blue line, that's not comfortable to play. You may want this rhythm:
  2. 00:43:232 (2) - NC
  3. 02:05:732 (2) - an 1/8 reversed slider would be better here
[Rush]
  1. Don't have much to say, it's fairly good.
Good Luck!
Topic Starter
JeZag

Lavender wrote:

Hello, M4M fro my queue
Red means unrankable
Blue means suggestions, recommended to fix
Black means comments, feel free to ignore

[General]
  1. Found unused .wav files:
    - soft-hitfinish3.wav
    whoops removed
[Easy]
  1. Nice.
[Normal]
  1. 00:24:114 (5,6) - 1.15x spacing? [/color]
  2. 01:18:820 (1,2) - idk whether it is unrankable but i suggest you using ds here [/color]
  3. 00:10:585 (1,1) -

    Guideline wrote:

    Try to avoid using hitobjects directly after spinners (especially on Easy/Normal difficulties). Spinners are sometimes the hardest element for players, and having a hitcircle or slider half a beat (or even a beat) after a spinner will commonly result in frustration and a broken combo. Hitobjects directly after spinners are fair game for Hard/Insane difficulties, but try to give a nice pause for Easy/Normal difficulties.
    gap between spinner end and incoming notes should be bigger than 1/1 in Normal (common)
    argh i concede, changed.
[Hard]
  1. 00:43:085 - missing a beat here not included on purpose, i feel like its too minor
  2. 02:23:526 (1,2,1,2,1,2) - seem a bit intense for hard difficulty :x i hope not
Nice diff.
[Insane]
  1. 00:25:144 (2,3,1,2,3,4) - those sliders are begin with blue line, that's not comfortable to play. You may want this rhythm:
    hmmm im adamant about changing this rhythm cause its on purpose for the emphasis, even if uncomfortable.
  2. 00:43:232 (2) - NC if i NC here, i screw up the combo color scheme :(((
  3. 02:05:732 (2) - an 1/8 reversed slider would be better here [/color]
[Rush]
  1. Don't have much to say, it's fairly good.
Good Luck!
oh nooooo you modded the advanced orz orz orz
thanks for the mod!
Gaia
sb says mapped by owo ?
if that's not you then remove owo from tags too


[easy]
00:05:291 (5,1,2,3) - this pattern really isnt beginner friendly, stack is clearly visible from f5
00:22:349 (1,2) - this kind of flow is more suitable for hard/insane imo
01:06:173 (2,3,4) - 01:11:761 (3,4,1) - etc. doesn't make sense why you'd introduce 1/2 rhythms this far into the song. note density is not consistent with the beginning (esp these 2 points i linked)
01:28:232 (1,2,3,4,5) - this part sounds exactly the same to me but why did u use different rhythms? consistency is important. same with 01:32:938 (1,2,3,4,5) -
01:58:526 (3) - delete . it's the same rhythm as 01:57:349 -

[normal]
00:05:291 (5) - reading hazard
00:05:291 (5,1,2,3) - flow into (3) is kinda sharp
00:27:644 (2,3,4,5,1) - weird flow, try making it more circular
00:36:467 (1,2,3,4) - try to make a cleaner shape i guess lol
01:32:349 (4) - move this down and maybe curve it more would help the flow
01:58:820 (1) - not following anything . u skipped the emphasized note at 01:59:408 -
02:05:879 - leaving this empty just messes with the polarity tbh

[Hard]
I'd avoid meddling with combos in anything but insanes cuz it just kills your combo consistency and screws up the drain
like sometimes u have really short combos and others u have long ones ya

00:35:291 (1) - might wanna just stack this or avoid the overlap completely, flow into (2) isnt great btw
01:29:702 (1,2,3,1,2,3,4,5) - dont really understand the 1/4 spam here, again it breaks note density
02:17:644 (1,2,3) - bad flow

[Insane]
00:25:144 (2,3,1,2,3,4,5) - these offbeat sliders really don't represent the song well, try
00:27:055 (1,2,3,4,1,2,3,4) - same thing about consistency, this part has the exact same rhythm as ^
00:43:526 (4,1) - switch nc imo
00:46:908 (4) - NC, u did it in Rush
01:32:202 (3) - the snare is on the downbeat, either map to it or remove the hitsound
01:41:173 (1,2,3,4,1,2,3,4,1) - honestly i barely hear these in the music.. this pattern is pretty hard to read/play too
01:46:467 (1,2,3) - make into 1/1 slider, (2) atm sounds way too forced
01:49:408 (1,1,1) - note density consistency...
02:02:153 (5,6,1) - 02:11:565 (5,6,1) - try not to use circles cuz most people dont know this is 1/6

[Rush]
00:05:879 (1,2,3,4,5) - you were following the constant 1/4 beat and all of a sudden you switch to offbeat sliders, then go back to following the constant 1/4.... kinda inconsistent
00:08:673 (3) - again don't put sliders on the upbeat like this, the emphasized note here should be the downbeat 00:08:820 - not the blue tick
00:17:644 (1) - 1/2 slider for consistency
00:27:055 (1,2,3,1,2,3,1,2,3,1,2,3) - this linear pattern is really awkward cuz u dont have any jumps
00:32:202 (3,4,5,6) - asdf
00:43:085 (2) - maybe reduce this jump cuz the notes that should be emphasized are (3,4,5) but since they're all spaced the same you lose the jump emphasis effect
00:43:820 (1,2) - spacing
01:02:791 (2) - try to have something clickable on the snare
01:05:144 (3) - try to map the snare
01:07:055 (1,2,3,4,5,6) - don't use snares to hitsound emphasis. there is no snare here except for 01:07:644 - and 01:08:820 - which you didn't map. use whistles/finishes/normal samplesets/whatever else that isnt overpowering

rest of the map is fine just the same stuff again so i dont wanna bomb u with the same thing over and over again even tho i already did lol :s

glhf!
Yoshimaro
hi im modder c:

skip normal and easy

[Hard]
some parts of the map i feel would look more aesthetically pleasing if the object spacings were consistent (that sounds dumb) so here's what i mean xD

00:31:761 (1,2,1,2) - spaced consistently and then suddenly this 00:34:114 (1,2) - gets really tight

01:11:761 (1,3,1) - when suddenly 01:12:938 (1,3) - gets super tight

i hope that makes sense anyway inconsistencies like that occur all throughout the map so im not going to post every single one, just scan for them and consider this

02:04:114 (3,4,1,2,3,4,5) - awkward circle flow

[Insane]
00:15:144 (4,1,2,3,4,1,2,3,4,1) - if you intended for the flow gaps to be jumps to the right on every beat in this section, then thats cool but if not, reconsider the flow because 00:15:144 (4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - flow is lacking different directions until here and it gets monotonous

00:25:144 (2) - start 00:25:144 - with a circle and follow 00:25:291 - with a slider, the current rhythm choice ignores the emphasis on 00:25:291 - and starts awkwardly on an off beat
now that i look at those 2 combos, its a little rhythmically challenged, there are a lot of stressed elements that are getting completely ignored by spamming sliders
consider this , this allows you to capture the slide effect on the less emphasized parts of the song and still have room to fit flow change and distance for emphasizing stuff like 00:25:879 - which deserves its own clicking function

00:29:408 (1,2,3,4,5,1,2,3,4,5,6) - over use of right direction jumps, add some flow breaks and make it less clockwise flow (a lot of this diff is over use of 1 direction flow the more i look at it)

really everything about this diff is nice, just that one sections rhythm choice and how lacking in comparison there are of snappy jumps going left (or counterclockwise flow at all for that matter), i love the theme you have going in here though of the shapes made by the whole combo, they're pretty cool but you're sacrificing a lot of play-ability enjoyment in how it's mapped currently, there are definitely better alternatives that can keep your aesthetic (ill let you explore that since i dont want to invade your map tbh lol its nice).

[Rush]
00:32:349 - the reverse in melodic tune occurs here, not 00:32:202 - , the slider should start on the on beat and not the off beat

02:23:673 (2,3,2,3,2,1) - should not be jumps. according to how you hitsounded it and how the music is, the emphasis is exclusively on 02:23:526 (1,2,1,2,1,2) - , mapping 02:23:673 (2,3) - with the same distance as 02:23:526 (1,2) - is a bit too much, and mapping 02:23:820 (3,1) - with less distance even though it is a musically more emphatic note is far too little. i suggest some ctrl gs in this section since the notes are placed well but can flow better and capture the music better if they are oriented differently.

ok well super short mod since a lot is repetetive and tbh i loved the aesthetic in literally all of them even if i didnt really like the flow in a couple of them, gl with set c:
polka


[General:]
  • I don't think League of Legends is the artist, that's the source.
    The sword pulsing to the right really doesn't make a whole lot of sense. Why not have it pulse outward?
[Easy:]
  • 00:05:291 (5,2) - Don't overlap this. Beginners will mess this up.
    00:38:232 (4,1) - Blanket could be improved.
    01:01:467 (2) - Too complex for beginners. I won't point this out again, but please avoid 1/2 all throughout the map.
    ^01:07:055 (3,4) - This is too much. Even for 102, this isn't "easy". Beginners wont know how to play this.

    I'll stop here.
[Normal:]
  • 00:04:114 (3,5) - Move these out because this overlap is hard to read.
    00:09:702 (3) - Just a circle here.
    00:31:761 - Don't put SV changes in easier difficulties. That's an advanced technique.
    02:01:614 (2,4) - Players will go for (4) before the see (3). Make the flow more obvious.
[Hard:]
  • This one's fun!
    01:15:144 (4,1,2) - I feel this could be confusing. Wait for other opinions on this though, as I'm not sure if this is a big deal or not.
    01:33:967 (4,1) - This jump is unnecessary.
    02:04:114 (3,4) - ^
[Afteword:]
  • I like the pretty use of sliders! Good luck.
Topic Starter
JeZag

Gaia wrote:

sb says mapped by owo ?
if that's not you then remove owo from tags too
to say it concisely, owo "is the mapper". I picked up this project cause he ded


[easy]
00:05:291 (5,1,2,3) - this pattern really isnt beginner friendly, stack is clearly visible from f5 fixed
00:22:349 (1,2) - this kind of flow is more suitable for hard/insane imo i'll reconsider
01:06:173 (2,3,4) - 01:11:761 (3,4,1) - etc. doesn't make sense why you'd introduce 1/2 rhythms this far into the song. note density is not consistent with the beginning (esp these 2 points i linked) i know its not entirely consistent with the beginning, but in some ways, i intended it to get a tad bit harder, slowly by first introducing 1/2 repeats at 00:51:761 (5) and then toning it up later. Furthermore, later in the map there are still calm parts where the density is comparable to the calm beginning.
01:28:232 (1,2,3,4,5) - this part sounds exactly the same to me but why did u use different rhythms? consistency is important. same with 01:32:938 (1,2,3,4,5) - you're following the high synth but i was following the low synth.
01:58:526 (3) - delete . it's the same rhythm as 01:57:349 - same rhythm, but different functions. I treat this one as a "pick-up" note to the next section, which I think is justified cause this one note is louder than the other one in addition to sounding a bit more emphasized imo.

[normal]
00:05:291 (5) - reading hazard fixed
00:05:291 (5,1,2,3) - flow into (3) is kinda sharp fixing the other fixed this
00:27:644 (2,3,4,5,1) - weird flow, try making it more circular alright
00:36:467 (1,2,3,4) - try to make a cleaner shape i guess lol fiiiine
01:32:349 (4) - move this down and maybe curve it more would help the flow did something
01:58:820 (1) - not following anything . u skipped the emphasized note at 01:59:408 - this is almost a throwback to 01:02:349 (1), which I think sounds the same (at least the notes im following are)
02:05:879 - leaving this empty just messes with the polarity tbh polarity might be fuk'd, but i dont think reading is an issue because 02:06:467 (1) starts on a major white tick. polarity is a tool to make readability easier but here its a nonfactor.

[Hard]
I'd avoid meddling with combos in anything but insanes cuz it just kills your combo consistency and screws up the drain
like sometimes u have really short combos and others u have long ones ya the motivation was really to keep distinct colors and complements between sections (pretty sure you saw the red/yellow and blue/green stuff, but I made sure that each transition was also necessarily green to yellow cause any other looks ugly imo)

00:35:291 (1) - might wanna just stack this or avoid the overlap completely, flow into (2) isnt great btw fixed the flow a tad bit, but the overlap should be fine.
01:29:702 (1,2,3,1,2,3,4,5) - dont really understand the 1/4 spam here, again it breaks note density hmmm, the note density later is pretty comparable to this. Also, i think the "clicking" load isnt terrible.
02:17:644 (1,2,3) - bad flow

[Insane]
00:25:144 (2,3,1,2,3,4,5) - these offbeat sliders really don't represent the song well, try
even though it sounds and plays weird, I wanted to make this section different due to the unique emphasis in the melody.
00:27:055 (1,2,3,4,1,2,3,4) - same thing about consistency, this part has the exact same rhythm as ^
if i ever decide to change one, i'll definitely change the other. but for now, this gon stay.
00:43:526 (4,1) - switch nc imo hm i'll consider but i wanna group this triangle ><
00:46:908 (4) - NC, u did it in Rush o oops changed
01:32:202 (3) - the snare is on the downbeat, either map to it or remove the hitsound i dont wanna remap so i'll probably change hitsound. however, i've gotten so used to it being like this that removing the hitsound makes something feel missing... orz
01:41:173 (1,2,3,4,1,2,3,4,1) - honestly i barely hear these in the music.. this pattern is pretty hard to read/play too i dont think its hard to hear. also, this is split into "two" patterns: 01:41:173 (1,2,3,4) and 01:41:761 (1,2,3,4,1), both of which I think should be fairly manageable.
01:46:467 (1,2,3) - make into 1/1 slider, (2) atm sounds way too forced hmm realistically you're listening with only one part of your headset on, or its not picking up the right things. I'm aware that the R/L audio is fairly different, but this rhythm definitely exists in one of the two.
01:49:408 (1,1,1) - note density consistency... screw dat xd i think this represents this portion of the music well and honestly that should come in front of density consistency.
02:02:153 (5,6,1) - 02:11:565 (5,6,1) - try not to use circles cuz most people dont know this is 1/6 i dont think many people can read the rhythm right on the first try, but i went so far as to make this a triple tap so it will be easy to hit (and not lose combo on) even if misread. triples are easy to tap (hopefully). i did reduce the distance tho so it should be easier to hit.

[Rush]
00:05:879 (1,2,3,4,5) - you were following the constant 1/4 beat and all of a sudden you switch to offbeat sliders, then go back to following the constant 1/4.... kinda inconsistent with the introduction of a new melody, i think its apt to throw things around a bit. its like "hey, here i am!!!"
00:08:673 (3) - again don't put sliders on the upbeat like this, the emphasized note here should be the downbeat 00:08:820 - not the blue tick same as before. new harmony kicks in, "here i am!!!"
00:17:644 (1) - 1/2 slider for consistency o oops didnt even realize ive never done a 3/4 slider before. changed.
00:27:055 (1,2,3,1,2,3,1,2,3,1,2,3) - this linear pattern is really awkward cuz u dont have any jumps i know the buildup is awk and the big beats dont seem big, but i think the buildup gets worth.
00:32:202 (3,4,5,6) - asdf hrrrnngg i think emphasizes it better evn tho is offbeat
00:43:085 (2) - maybe reduce this jump cuz the notes that should be emphasized are (3,4,5) but since they're all spaced the same you lose the jump emphasis effect good idea
00:43:820 (1,2) - spacing
01:02:791 (2) - try to have something clickable on the snare aight
01:05:144 (3) - try to map the snare mapping the snare loses the emphasis i wanted to curry with the slider :( i'll see what i can do
01:07:055 (1,2,3,4,5,6) - don't use snares to hitsound emphasis. there is no snare here except for 01:07:644 - and 01:08:820 - which you didn't map. use whistles/finishes/normal samplesets/whatever else that isnt overpowering aight

rest of the map is fine just the same stuff again so i dont wanna bomb u with the same thing over and over again even tho i already did lol :s

glhf!

thanks a lot for the mod! was really insightful even if you might feel otherwise...
Topic Starter
JeZag

- Yoshimaro - wrote:

hi im modder c: hi modder, am JeZag!!!


skip normal and easy

[Hard]
some parts of the map i feel would look more aesthetically pleasing if the object spacings were consistent (that sounds dumb) so here's what i mean xD o i totally know what u mean, but i think it already looks gud

00:31:761 (1,2,1,2) - spaced consistently and then suddenly this 00:34:114 (1,2) - gets really tight moved a tad bit

01:11:761 (1,3,1) - when suddenly 01:12:938 (1,3) - gets super tight unfortunately, im afraid i cant do much about this due to my wanting to adhere to a hexgrid :/

i hope that makes sense anyway inconsistencies like that occur all throughout the map so im not going to post every single one, just scan for them and consider this

02:04:114 (3,4,1,2,3,4,5) - awkward circle flow eh i think this is fine

[Insane]
00:15:144 (4,1,2,3,4,1,2,3,4,1) - if you intended for the flow gaps to be jumps to the right on every beat in this section, then thats cool but if not, reconsider the flow because 00:15:144 (4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - flow is lacking different directions until here and it gets monotonous hm its sorta intended. although instead of "monotonous" i would say "pretty standard". until i get to the weird stuff hehehe

00:25:144 (2) - start 00:25:144 - with a circle and follow 00:25:291 - with a slider, the current rhythm choice ignores the emphasis on 00:25:291 - and starts awkwardly on an off beat
now that i look at those 2 combos, its a little rhythmically challenged, there are a lot of stressed elements that are getting completely ignored by spamming sliders
consider this , this allows you to capture the slide effect on the less emphasized parts of the song and still have room to fit flow change and distance for emphasizing stuff like 00:25:879 - which deserves its own clicking function
everyone pretty much suggests the same rhythm-to-be but im pretty firm about this cause i want to pull out the irregular emphasized pickups.

00:29:408 (1,2,3,4,5,1,2,3,4,5,6) - over use of right direction jumps, add some flow breaks and make it less clockwise flow (a lot of this diff is over use of 1 direction flow the more i look at it) hmmm i want it to flow, and i think its fine. flow is definitely rotational but its not always clockwise

really everything about this diff is nice, just that one sections rhythm choice and how lacking in comparison there are of snappy jumps going left (or counterclockwise flow at all for that matter), i love the theme you have going in here though of the shapes made by the whole combo, they're pretty cool but you're sacrificing a lot of play-ability enjoyment in how it's mapped currently, there are definitely better alternatives that can keep your aesthetic (ill let you explore that since i dont want to invade your map tbh lol its nice). i'll be looking into ways to make it better. until then, i've been getting used to the way this looks and dont wanna sacrifice stuff i've already planned out ><

[Rush]
00:32:349 - the reverse in melodic tune occurs here, not 00:32:202 - , the slider should start on the on beat and not the off beat do to emphasis in volume on this particular note, even if its not musically emphasized, i did it the way it is.

02:23:673 (2,3,2,3,2,1) - should not be jumps. according to how you hitsounded it and how the music is, the emphasis is exclusively on 02:23:526 (1,2,1,2,1,2) - , mapping 02:23:673 (2,3) - with the same distance as 02:23:526 (1,2) - is a bit too much, and mapping 02:23:820 (3,1) - with less distance even though it is a musically more emphatic note is far too little. i suggest some ctrl gs in this section since the notes are placed well but can flow better and capture the music better if they are oriented differently. i'll look into this. this is recently remapped from something shittier so i'll see how to make it bettahr

ok well super short mod since a lot is repetetive and tbh i loved the aesthetic in literally all of them even if i didnt really like the flow in a couple of them, gl with set c:
enlightening mod! thanks for your voice!
Topic Starter
JeZag

PolkaMocha wrote:



[General:]
  • I don't think League of Legends is the artist, that's the source.
    The sword pulsing to the right really doesn't make a whole lot of sense. Why not have it pulse outward?
[Easy:]
  • 00:05:291 (5,2) - Don't overlap this. Beginners will mess this up. fixed
    00:38:232 (4,1) - Blanket could be improved. fixed
    01:01:467 (2) - Too complex for beginners. I won't point this out again, but please avoid 1/2 all throughout the map.
    ^01:07:055 (3,4) - This is too much. Even for 102, this isn't "easy". Beginners wont know how to play this.

    I'll stop here.

    I've been looking at the easiest difficulties for ranked maps with bpm >= 200 and I think its safe to say these rhythms are safe (if i were to scale it up to 204 bpm and scale the objects, its comparable to several of the easies i've seen)
    The reason why i dont wanna get it to 204 bpm is cause those slider ticks are just unbearable ><
[Normal:]
  • 00:04:114 (3,5) - Move these out because this overlap is hard to read. i think is better now
    00:09:702 (3) - Just a circle here. the reason behind this is that the bass has 2 notes here, being head and tail.
    00:31:761 - Don't put SV changes in easier difficulties. That's an advanced technique. this was actually recommended by another (veteran i hope) modder. bsides, it feels better to play this way (i hope oops)
    02:01:614 (2,4) - Players will go for (4) before the see (3). Make the flow more obvious. okei done
[Hard:]
  • This one's fun!
    01:15:144 (4,1,2) - I feel this could be confusing. Wait for other opinions on this though, as I'm not sure if this is a big deal or not. hopefully combo colors will sort it out :x
    01:33:967 (4,1) - This jump is unnecessary. aaand removed
    02:04:114 (3,4) - ^ i think this jump is okei due to reinforcement in pattern. also, i wanted to emphasize the synth.
[Afteword:]
  • I like the pretty use of sliders! Good luck. i try orz
thanks a lot for the mod! mapping ez was particularly hard for me cause i want to make it interesting, but i dont have enough experience to know what i can do and cannot orz... my only "guide" are other ranked high bpm maps even tho it might not be right for this 102 bpm map
Izzywing
hey im late

[Easy]

As a protip, usually HP drain and OD are 1 lower than AR in easier diffs. Not a strict rule, but its worth following imo :P

00:54:114 (3) - woah, huge jump here, that's a no-no

I can't really spot anything without being too picky, I will say if you ctrl+a your map you should nice that its very centered in general, meaning you use the same part of the map a lot, look at how the corners have little no objects. Keeping a map in the same portion of the screen is a bit stale to play. If you want to fix that it would require some moving around so it's up to you.

[Normal]

00:07:644 (5,1) - Hm, it might look better if you fix these to be parallel

00:16:467 (3) - If you want to perfect this pattern, copy paste 00:15:291 (1) - and flip it then line the slider - https://osu.ppy.sh/ss/6678116 (you also have to temporarily lower stack leniency)

00:31:761 (1) - If anyone asks, SV changes in normals are totally fine as long as they're minor and throughout a section and not for an individual object, which this follows. Feel free to keep that mind if someone asks about this later ;)

00:56:173 - Not a fan of how you skip this drum.

01:30:585 (1,2) - Blanket

01:32:938 (1,2) - Similar to how I mentioned earlier, I suggest making these parallel for neatness.

02:05:879 - Hm, nothing here? I can kinda see why, but I think it would throw off the players rhythm to skip this.

[Hard]

00:06:908 (4) - This slider is kinda eh, the tail lands on the strong beat

00:31:761 (1) - Well, you lowered the SV for this section in the normal, why not do that here as well? Certainly fits the music.

00:50:291 (4) - Due to the intensity of this (two strong clap), I think using two hit circles would reflect the music better.

01:15:144 (4,1,2) - Saw this discussed in the last mod, it's fine in my opinion.

cool map, keep in the mind the centered thing i talked about in the easy

[Insane]

00:56:369 - There isn't actually a sound here, the sound falls on the 1/6 tick before this.

01:12:496 (3) - For this particular slider the tail has a stronger sound than the head, and I think the sound at the tail should have been clickable. Messes up the pattern tho so I guess you don't need to fix if you don't want.

01:41:173 (1,2,3,4,1,2,3,4,1) - Due to the bpm this comes off as one of the hardest sections in the map despite the calm music, I'd incorporate some sliders in this to ease it up

01:58:085 (4) - 01:58:379 (2) - and 01:57:791 (2), make an equilateral triangle out of these? I'd kinda expect that based on the structure of this map

02:01:761 (4,5,6,1) - I think you should use a reverse slider here, to prepare the player for the 1/3 rhythm instead of expecting them to be able to read it like this

I've got nothing for the Extra. Looks good.

Good luck, this set is really good! I love the structure and all of the diffs play very well.
Topic Starter
JeZag

Hobbes2 wrote:

hey im late

[Easy]

As a protip, usually HP drain and OD are 1 lower than AR in easier diffs. Not a strict rule, but its worth following imo :P

00:54:114 (3) - woah, huge jump here, that's a no-no wait thats not supposed to be there... fixed

I can't really spot anything without being too picky, I will say if you ctrl+a your map you should nice that its very centered in general, meaning you use the same part of the map a lot, look at how the corners have little no objects. Keeping a map in the same portion of the screen is a bit stale to play. If you want to fix that it would require some moving around so it's up to you.

o oops. i dont plan on remapping cause im too lazyyyyyy
[Normal]

00:07:644 (5,1) - Hm, it might look better if you fix these to be parallel tweaked

00:16:467 (3) - If you want to perfect this pattern, copy paste 00:15:291 (1) - and flip it then line the slider - https://osu.ppy.sh/ss/6678116 (you also have to temporarily lower stack leniency) tweaked

00:31:761 (1) - If anyone asks, SV changes in normals are totally fine as long as they're minor and throughout a section and not for an individual object, which this follows. Feel free to keep that mind if someone asks about this later ;) got it, thx!

00:56:173 - Not a fan of how you skip this drum. aww wanted more emphasis on the thing right after but couldnt figure out how to take both, so sacrifices were made.

01:30:585 (1,2) - Blanket tweaked a bit

01:32:938 (1,2) - Similar to how I mentioned earlier, I suggest making these parallel for neatness. oof this was just bad on my part

02:05:879 - Hm, nothing here? I can kinda see why, but I think it would throw off the players rhythm to skip this. this is a reoccurring theme thru out my mapset, so they're in for a real treat ;)

[Hard]

00:06:908 (4) - This slider is kinda eh, the tail lands on the strong beat hmmm i want the head clicked but if the tail is clicked, im afraid of too much density too early

00:31:761 (1) - Well, you lowered the SV for this section in the normal, why not do that here as well? Certainly fits the music. tediously tweaked. good idea

00:50:291 (4) - Due to the intensity of this (two strong clap), I think using two hit circles would reflect the music better. it most likely would, but im more inclined to stick to this firstly due to the fact that i leik how it looks, and second cause i want to avoid 3 clicks in a row at this bpm.

01:15:144 (4,1,2) - Saw this discussed in the last mod, it's fine in my opinion. aaaight

cool map, keep in the mind the centered thing i talked about in the easy
buuut mannn im too lazy to remap with this in mind _(:3」∠)_

[Insane]

00:56:369 - There isn't actually a sound here, the sound falls on the 1/6 tick before this. i beg to differ; listening till my ears want to die tells me there is faint drum there.

01:12:496 (3) - For this particular slider the tail has a stronger sound than the head, and I think the sound at the tail should have been clickable. Messes up the pattern tho so I guess you don't need to fix if you don't want. dont want

01:41:173 (1,2,3,4,1,2,3,4,1) - Due to the bpm this comes off as one of the hardest sections in the map despite the calm music, I'd incorporate some sliders in this to ease it up arrghh i really want each one clicked tho... i'll see if i can toy around with stacking to keep it as it is without as much stress.

01:58:085 (4) - 01:58:379 (2) - and 01:57:791 (2), make an equilateral triangle out of these? I'd kinda expect that based on the structure of this map looking back, i cant believe i missed this... fixed

02:01:761 (4,5,6,1) - I think you should use a reverse slider here, to prepare the player for the 1/3 rhythm instead of expecting them to be able to read it like this im banking on two things here: firstly, this rhythm was already introduced before. second, ive purposefully made this a triple tap instead of quadra-tap to make it easier to hit. hopefully it works out!

I've got nothing for the Extra. Looks good.

Good luck, this set is really good! I love the structure and all of the diffs play very well.
thanks a lot for the mod! you took your time but im glad you came!
Battle


I'm kinda confused on this whole "owo is the mapper." Does this mean that he mapped the set and you're just trying to get it ranked now that he's banned? You might want to be careful if that's the case, pretty sure this falls under grey territory but could be seen as beatmap stealing nonetheless, but you seem to have his permission so I dunno

[General]
You really need one of those regular kick hitsounds because for sounds like 01:49:408 - and 01:48:232 - players would feel a lot more feedback if it were a kick hitsound as opposed to a muffled whatever hitsound
Sections like 01:00:438 - which utilize S:C2 really need to change for the clap because there's basically no feedback for the claps that you're putting on beats like 01:01:761 -
Recheck your hitsounding, you're missing hitsounds in some places while you have unfitting hitsounds in others

[Easy]
00:22:349 (1,2,3,4,5,6) - and 00:27:055 (1,2,3,4,5,6) - I would find a way to make these different rhythm-wise, right now 00:29:408 (3,4,5,6) - is much more intense than 00:24:702 (3,4,5,6) - but they are represented in relatively the same fashion, making it so 00:24:702 (3,4,5,6) - has a 1/1 slider would make the next combo feel more impactful
00:38:820 (1) - You can use gridsnap on to make more symmetrical looking sliders
00:43:526 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - To be honest, this doesn't really seem to structured musically, I would suggest that you try to at least have a similar rhythm for at least two of them (for example having one of the combos have a repeat 1/1 slider like 00:43:526 (1) - ). In addition to this, I would suggest having the rhythm like 00:50:585 (3,4,5) - at the end of the next combo, so that way once you've structured it similarly like suggested, it gives clear indication of a transition in the music. tl;dr change some of the stuff so that way players know when to expect a big change happening
00:45:879 (3,4) - For here it's pretty easy to notice that 4 is pretty delayed from the actual sound that you're probably going for, while I don't really have anything to suggest to make this better, you kinda need to fix it because it's basically the opposite of feedback clicking something to a beat that already passed
01:07:055 (3,4) - I get that you were trying to simplify the rhythm here, but it doesn't really work out considering that the beat you're going for actually lands on 01:07:496 - . You may debate that it's not the beat you're going for but the slider 01:07:938 (4) - follows that rhythm lol. Since the rhythm is significantly more intense, it can warrant a slightly more intense serious of things so you can do stuff like below
01:12:644 (4) - This slider really doesn't follow a whole lot with the repeat, would just be better to extend it to 01:13:526 - and remove the repeat
01:28:232 (1,2) - DS
01:35:879 (5,6,7,1) - Maybe try below rhythm? It hits some of the key drums and stuff in the music so I feel like it would go well for this section
02:03:526 (4,5) - This rhythm kinda feels out of nowhere since the last few notes followed the main 8bit melody, the seemingly random introduction of a /1 slider into a 3/2 slider feels too forced imo, better to just stick with normal 8 bit melody
02:12:938 (4,5) - Same, it's just that the main melody is pretty powerful right here, switching off it feels too awkward

[Normal]
00:05:291 - Drum sampleset
00:10:585 (1) - Insufficient recovery time, there should be at least 750~ ms of recovery time for normals most of the time, at the very least I think the amount of recovery time should be 3/2
00:16:173 (2,3,4) - Honestly you should keep your density consistent in this section, it switches from being super dense to extremely sparse like here, it feels bad to have a very inconsistent section in play
00:17:055 - also clap here
00:25:879 (3,4) - This movement may look good theoretically but it can play pretty bad since there's a small pause and it's forcing an angular direction, try to make this smoother to play
00:28:820 (4,1) - Movement feels very forced here due to 1 going against the flow of 4, better to just keep following flow of 4
01:49:408 (1) - If you're going to do something like this, at least make sure it's symmetrical because rn the end is longer than the start
01:56:467 (1,2,1,2) - I find it rather underwhelming that this section is mapped like this when the section calmer to it and right after it 02:01:173 (1,2,3,4,5,6,7) - uses complex rhythms and fast-paced clicking expected of this underwhelming section
02:06:467 (1,2,3) - Even the Easy felt more intense in this part tbh
02:01:173 (1,2,3,4,5,6,7) - Now that this section is over I can talk about this, this entire combo feels completely out of place in this section, it's the most intense pattern for seemingly no reason, there's not an abrupt pick up in the music like the first kiai, nor is it structured anywhere else in this section, you should simplify this
02:15:291 (1,2) - Since sliders are one of the harder concepts for newer players, it would have been nicer if the follow pointed were more visible toward the start, instead of just the end since the slider body mostly covers the first few follow points
02:22:349 (1) - Having all the build up for 02:19:996 (1,2,3,4) - and just ending up using a long slider that's not even symmetrical feels kinda bad tbh

[Hard]
00:06:908 (4) - You seem to mostly following the more consistent 8 bit music in the bg so making the slider end of this clickable (you would end up putting the NC here instead) would feel much more in line to what you were following
00:24:702 (1,2,3) - If you're going to put jumps on the claps you might as well make it kinda consistent, because it doesn't really feel too good when 00:22:349 (1,2,3,4) - has a jump while this and 00:23:526 (1,2,3) - don't have a jump
01:04:555 (2,1) - No jump here? I feel like it would've made sense given that the song picks up again here
01:07:496 - Remove clap here, if you really want a clap you're oging to have to move the slider to 01:07:644 - instead
01:09:996 - Clap
01:14:996 - Clap
01:31:761 (1,2,3) - Yeah I'm pretty sure you can tell I'm not extremely proficient at modding hards since I'm only pointing our really obvious things wrong but like right here the jump on 2 makes literally no sense , if you want to put a jump place it on 3 instead, it actually has a significant beat on it. Don't map patterns for patterns, map them accord to the intensity of the beats instead
01:35:291 (1,2) - I wouldn't be surprised if someone mistook this for a jump because what you did in ^^^^
01:56:467 (1,2,3,4,1,2,3,4,5) - Seriously you've mapped the slower parts to be more dense than this part like every time and it triggers me lmao
02:12:349 (3,4) - Again, you're not really mapping to the music, you're mapping to make patterns which in turn makes things more important gameplay-wise than it deserves
02:23:526 (1,2,1,2,1,2) - tbh it feels like this is unreadable, you should get more hard player opinions on this

equal drain

d
Lumael
M4M
BOLD means: highly questionable/unrankeable
not BOLD means: it's only a suggestion/comment, whether you may or may not apply
[General]
  1. 02:26:467 - SB suggestion: I reckon it would be more interesting, if the three circles didn't dessapear together with the background, it would be better if they continue to zoom even after the bg dessapear and just after some ms they fade out. Just a suggestion though.
[Rush]
  1. I reckon this difficulty has a big issue with jumps, the spacing doesn't make too much sense sometimes, where you choosed to emphasize awkward beats over the strong ones, and some geometric jump patterns just doesn't make any sense in the mapping point of view. 00:16:467 (1,2,3,4,1,2,3,4) - What makes you place 00:16:614 (2,3) - so close and 00:17:055 (1,2,3,4) - so spaced out? It's kind of the same sound, and they are just so inconsistent in my point of view that it worthed mentioning. It happens all over the difficulty. 01:06:026 (2,3,4,5) - What about this? Yet the same sound of before with the same intencity but here we have a huge jumping, with awkward transition between them(flow). 01:13:379 (1,2) - Here we have the downbeat undermapped if compared to the offbeat. (2) is clearly stronger and the jump actually doesn't exist, while the (1), which is the offbeat has a quite considerable jump (for this kind of BPM) while it doesn't represents something as strong as the second object. That's what I ask you to think about on this difficulty, why enhance some objects over others? Does it really make sense? To be honest I recommend remapping this difficulty, since I already took a first glance on the others and they looked okay, but this one has a lot of trouble with jumping and flow. Some jumps makes the player move his/her thingers in very strange and awkward directions making some jumps almost unplayable without some stretching...
[Insane]
  1. Sometimes the issue mentioned on Rush difficulty happens here too, but it's much less noticiable, which means that the difficulty was better built, but I can still find some issues regarding emphasis: 00:05:732 (6,1) - 01:13:967 (5,1) - 02:23:526 (1,2,3,1,2,3,1,2) - .
  2. There are some quite hard to read patterns too, example: 02:06:467 (1,2,3,4,1,2,3,4) - This jump pattern is too hard for an Insane, it's probably harder than a lot of patterns of the Extra difficulty too.
  3. Some patterns can be hell repetitive, that's because you have used a lot of circular flow on your map, and it's jut boring to rotate your mouse clockwize (or oposite) all time time without a break, I'm not saying that there are no breaks or points with a harder flow, there are, but they are too few, and in the majority of the map, it's just geometric shapes with the same sliders all over, everything just looks the same through the entire map, making it quite boring to play. I tested and I could confirm what I'm saying. You should probably look after on the Rush difficulty as well.
[Hard]
  1. 01:56:467 - The kiai itself is much stronger in the song but the patterns are actually a bit softer than the next part (which is much less stronger). That's due to the gaps between the triangle pattern you applied, I know that they are a break from the high spaced triangle, but it also makes it a bit boring to play and softer than the soft part, if that makes any sense... 02:06:467 - here we have a good example of a dense pattern for the other kiai.
I know that my mod was much more about concept than "pointed mistakes/issues" but I think that's what it needs for now. The rhythm construction is quite okay, but there are some stuff that working on before start pointing stuff around the difficulty. I see potential here, but I do see a lot of stuff that you should take into consideration after applying other mods, it's really important for you to take a deep look into the higher difficulties, they carry most of the issues from the whole mapset. I looked through the Normal and the Easy too and they look fine, the rhythm is well balanced and the flow is good enough to me. I have to admit that the song doesn't really appeal to me but I tried my best... Good Luck!
Topic Starter
JeZag

Battle wrote:



I'm kinda confused on this whole "owo is the mapper." Does this mean that he mapped the set and you're just trying to get it ranked now that he's banned? You might want to be careful if that's the case, pretty sure this falls under grey territory but could be seen as beatmap stealing nonetheless, but you seem to have his permission so I dunno
permission was granted

[General]
You really need one of those regular kick hitsounds because for sounds like 01:49:408 - and 01:48:232 - players would feel a lot more feedback if it were a kick hitsound as opposed to a muffled whatever hitsound yeh i needa get that
Sections like 01:00:438 - which utilize S:C2 really need to change for the clap because there's basically no feedback for the claps that you're putting on beats like 01:01:761 -
Recheck your hitsounding, you're missing hitsounds in some places while you have unfitting hitsounds in others

[Easy]
00:22:349 (1,2,3,4,5,6) - and 00:27:055 (1,2,3,4,5,6) - I would find a way to make these different rhythm-wise, right now 00:29:408 (3,4,5,6) - is much more intense than 00:24:702 (3,4,5,6) - but they are represented in relatively the same fashion, making it so 00:24:702 (3,4,5,6) - has a 1/1 slider would make the next combo feel more impactful hard to differentiate much in an EZ.. it'll stay as it is for now
00:38:820 (1) - You can use gridsnap on to make more symmetrical looking sliders tbh gridsnapping would make it worse cause adjustments are too coarse to make the slider symmetrical. anyway fixed by making sure the anchors have same x, y, etc etc.
00:43:526 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - To be honest, this doesn't really seem to structured musically, I would suggest that you try to at least have a similar rhythm for at least two of them (for example having one of the combos have a repeat 1/1 slider like 00:43:526 (1) - ). In addition to this, I would suggest having the rhythm like 00:50:585 (3,4,5) - at the end of the next combo, so that way once you've structured it similarly like suggested, it gives clear indication of a transition in the music. tl;dr change some of the stuff so that way players know when to expect a big change happening the reason i havent done this is first of all the next combo has 2 repeated sliders that ease into the next section. also, this exact "moment" in the next combo doesnt have the drums like this current combo does.
00:45:879 (3,4) - For here it's pretty easy to notice that 4 is pretty delayed from the actual sound that you're probably going for, while I don't really have anything to suggest to make this better, you kinda need to fix it because it's basically the opposite of feedback clicking something to a beat that already passed yeh i made less intense
01:07:055 (3,4) - I get that you were trying to simplify the rhythm here, but it doesn't really work out considering that the beat you're going for actually lands on 01:07:496 - . You may debate that it's not the beat you're going for but the slider 01:07:938 (4) - follows that rhythm lol. Since the rhythm is significantly more intense, it can warrant a slightly more intense serious of things so you can do stuff like below
i want no blu ticks this diff, so i think this simplified rhythm is the best i can get
01:12:644 (4) - This slider really doesn't follow a whole lot with the repeat, would just be better to extend it to 01:13:526 - and remove the repeat i want dat tail
01:28:232 (1,2) - DS oops
01:35:879 (5,6,7,1) - Maybe try below rhythm? It hits some of the key drums and stuff in the music so I feel like it would go well for this section
i agree it feels good, but i dun wanna use it for EZ
02:03:526 (4,5) - This rhythm kinda feels out of nowhere since the last few notes followed the main 8bit melody, the seemingly random introduction of a /1 slider into a 3/2 slider feels too forced imo, better to just stick with normal 8 bit melody
i think it does follow a melody, specifically the one i was following in the simplified thing above.
02:12:938 (4,5) - Same, it's just that the main melody is pretty powerful right here, switching off it feels too awkward same

[Normal]
00:05:291 - Drum sampleset i'll get on that
00:10:585 (1) - Insufficient recovery time, there should be at least 750~ ms of recovery time for normals most of the time, at the very least I think the amount of recovery time should be 3/2 ive seen examples of ranked maps bpm>200 ignoring this, so i hope that same applies here
00:16:173 (2,3,4) - Honestly you should keep your density consistent in this section, it switches from being super dense to extremely sparse like here, it feels bad to have a very inconsistent section in play i think its appropriate here
00:17:055 - also clap here oops added
00:25:879 (3,4) - This movement may look good theoretically but it can play pretty bad since there's a small pause and it's forcing an angular direction, try to make this smoother to play alright better flow nao
00:28:820 (4,1) - Movement feels very forced here due to 1 going against the flow of 4, better to just keep following flow of 4 flow is forced but i think its pretty readable
01:49:408 (1) - If you're going to do something like this, at least make sure it's symmetrical because rn the end is longer than the start anyone playing this diff wont be able to see its not symmetrical just by eye... unless they go into editor and toggle mirror back and forth. anyway its fixed.
01:56:467 (1,2,1,2) - I find it rather underwhelming that this section is mapped like this when the section calmer to it and right after it 02:01:173 (1,2,3,4,5,6,7) - uses complex rhythms and fast-paced clicking expected of this underwhelming section i'll see what i can do, but until then this gon stay, maybe for good
02:06:467 (1,2,3) - Even the Easy felt more intense in this part tbh relatively, maybe so. but this is most likely gonna stay as is, cause sliders are still (hopefully) stressful to ppl playing Norm
02:01:173 (1,2,3,4,5,6,7) - Now that this section is over I can talk about this, this entire combo feels completely out of place in this section, it's the most intense pattern for seemingly no reason, there's not an abrupt pick up in the music like the first kiai, nor is it structured anywhere else in this section, you should simplify this i'll look into this
02:15:291 (1,2) - Since sliders are one of the harder concepts for newer players, it would have been nicer if the follow pointed were more visible toward the start, instead of just the end since the slider body mostly covers the first few follow points i dont think this is an issue here. perhaps thats cause when i got into osu! as a newb, the follow points were more distraction than aid tbh
02:22:349 (1) - Having all the build up for 02:19:996 (1,2,3,4) - and just ending up using a long slider that's not even symmetrical feels kinda bad tbh ehhhhh this one is almost perfectly symmetrical unless you bother digging in editor, toggling mirror back and forth... anyway this is fixed now. i can see why you dont do slider art... orz
anyway i agree that the buildup is perhaps let down, but it shouldnt be a terrible disappointment.


[Hard]
00:06:908 (4) - You seem to mostly following the more consistent 8 bit music in the bg so making the slider end of this clickable (you would end up putting the NC here instead) would feel much more in line to what you were following i dont want to make both head and tail clickable due to stress, but rearranging rhythm means sacrificing following the bass as religiously as i did atm
00:24:702 (1,2,3) - If you're going to put jumps on the claps you might as well make it kinda consistent, because it doesn't really feel too good when 00:22:349 (1,2,3,4) - has a jump while this and 00:23:526 (1,2,3) - don't have a jump i'll investigate more into this later, but throughout my map, you can probably tell that jumps dont always correlate to claps. rather, i stress it too thru density i think.
01:04:555 (2,1) - No jump here? I feel like it would've made sense given that the song picks up again here good point, added
01:07:496 - Remove clap here, if you really want a clap you're oging to have to move the slider to 01:07:644 - instead did smth else
01:09:996 - Clap aight
01:14:996 - Clap doesnt sound right here
01:31:761 (1,2,3) - Yeah I'm pretty sure you can tell I'm not extremely proficient at modding hards since I'm only pointing our really obvious things wrong but like right here the jump on 2 makes literally no sense , if you want to put a jump place it on 3 instead, it actually has a significant beat on it. Don't map patterns for patterns, map them accord to the intensity of the beats instead wasnt precisely mapping intensity, but i was mapping the lurch i was listening to in the song, so i mapped a lurch and this is what it looks like.
01:35:291 (1,2) - I wouldn't be surprised if someone mistook this for a jump because what you did in ^^^^ added distance to help out. stacking doesnt feel right imo
01:56:467 (1,2,3,4,1,2,3,4,5) - Seriously you've mapped the slower parts to be more dense than this part like every time and it triggers me lmao serisously not much i can do about it if im mapping to the drums. it is one of the most intense parts tho with lots o' clicking. i did buff it a bit tho.
02:12:349 (3,4) - Again, you're not really mapping to the music, you're mapping to make patterns which in turn makes things more important gameplay-wise than it deserves i dont feel this is "overmapped" due to synth in background.
02:23:526 (1,2,1,2,1,2) - tbh it feels like this is unreadable, you should get more hard player opinions on this i think its an AR issue. someone who isnt used to this AR would most definitely have an issue reading this, but other hard testers i kno have not in my own experience.

equal drain

d
thx lots for teh mod! xd
Topic Starter
JeZag

Lumael wrote:

M4M
BOLD means: highly questionable/unrankeable
not BOLD means: it's only a suggestion/comment, whether you may or may not apply
[General]
  1. 02:26:467 - SB suggestion: I reckon it would be more interesting, if the three circles didn't dessapear together with the background, it would be better if they continue to zoom even after the bg dessapear and just after some ms they fade out. Just a suggestion though.
[Rush]
  1. I reckon this difficulty has a big issue with jumps, the spacing doesn't make too much sense sometimes, where you choosed to emphasize awkward beats over the strong ones, and some geometric jump patterns just doesn't make any sense in the mapping point of view. 00:16:467 (1,2,3,4,1,2,3,4) - What makes you place 00:16:614 (2,3) - so close and 00:17:055 (1,2,3,4) - so spaced out? It's kind of the same sound, and they are just so inconsistent in my point of view that it worthed mentioning. It happens all over the difficulty. 01:06:026 (2,3,4,5) - What about this? Yet the same sound of before with the same intencity but here we have a huge jumping, with awkward transition between them(flow). 01:13:379 (1,2) - Here we have the downbeat undermapped if compared to the offbeat. (2) is clearly stronger and the jump actually doesn't exist, while the (1), which is the offbeat has a quite considerable jump (for this kind of BPM) while it doesn't represents something as strong as the second object. That's what I ask you to think about on this difficulty, why enhance some objects over others? Does it really make sense? To be honest I recommend remapping this difficulty, since I already took a first glance on the others and they looked okay, but this one has a lot of trouble with jumping and flow. Some jumps makes the player move his/her thingers in very strange and awkward directions making some jumps almost unplayable without some stretching...
looking into the extra. changes to come maybe

[Insane]
  1. Sometimes the issue mentioned on Rush difficulty happens here too, but it's much less noticiable, which means that the difficulty was better built, but I can still find some issues regarding emphasis: 00:05:732 (6,1) - 01:13:967 (5,1) - 02:23:526 (1,2,3,1,2,3,1,2) - .
    1st example isnt a problem. i wanted to illustrate the melody line and since its continous, no jump
    2nd example is like that on purpose cause i wanted to goup like that, rather than issue with emphasis.
    3rd, i think this is emphasized fine. a jump for every strong drum is good, no?
    anyway i probably do have real emphasis problem somewhere that isnt justified, but these few dont seem to be the issue.
  2. There are some quite hard to read patterns too, example: 02:06:467 (1,2,3,4,1,2,3,4) - This jump pattern is too hard for an Insane, it's probably harder than a lot of patterns of the Extra difficulty too. touched on it so lots more readable now
  3. Some patterns can be hell repetitive, that's because you have used a lot of circular flow on your map, and it's jut boring to rotate your mouse clockwize (or oposite) all time time without a break, I'm not saying that there are no breaks or points with a harder flow, there are, but they are too few, and in the majority of the map, it's just geometric shapes with the same sliders all over, everything just looks the same through the entire map, making it quite boring to play. I tested and I could confirm what I'm saying. You should probably look after on the Rush difficulty as well.
    the circular rhythm was a feature, also im not too good with other flows... orz
[Hard]
  1. 01:56:467 - The kiai itself is much stronger in the song but the patterns are actually a bit softer than the next part (which is much less stronger). That's due to the gaps between the triangle pattern you applied, I know that they are a break from the high spaced triangle, but it also makes it a bit boring to play and softer than the soft part, if that makes any sense... 02:06:467 - here we have a good example of a dense pattern for the other kiai.
added some stuff, shoulld be nice now

I know that my mod was much more about concept than "pointed mistakes/issues" but I think that's what it needs for now. The rhythm construction is quite okay, but there are some stuff that working on before start pointing stuff around the difficulty. I see potential here, but I do see a lot of stuff that you should take into consideration after applying other mods, it's really important for you to take a deep look into the higher difficulties, they carry most of the issues from the whole mapset. I looked through the Normal and the Easy too and they look fine, the rhythm is well balanced and the flow is good enough to me. I have to admit that the song doesn't really appeal to me but I tried my best... Good Luck!
Doormat
m4m, sorry i'm late school was hard

[General]
  1. noticed that you took the storyboard from the other set you linked in your description.. did you get permission?
  2. actually, [ owo] is a useless tag since he's not involved in your set
[Easy]
  1. 00:22:349 (1,2) - i think it would look nicer if you made these same slider shape
  2. 00:51:761 (5) - this one repeat slider feels out of place with the current rhythm imo; maybe try a 1/1 slider instead
  3. 01:12:644 (4) - i don't think you should be skipping over the snare at 01:13:526 -
[Normal]
  1. just a personal opinion, but i think the jump from Easy -> Normal is a bit much. Easy is mainly 1/1 with the occasional 1/2, whereas Normal is consistent 1/2 with often 1/4s. this feels more like an Advanced than a Normal given the rhythms used, but yeah decent diff
  2. 02:06:467 (1,2,3) - kind of expected a more intense rhythm here since the music spikes up in intensity. maybe try this?
  3. 02:05:879 - i get you want a pause here to give more emphasis to the next intense bit but you shouldn't ignore this beat here; place a circle?
[Hard]
  1. some similar concerns to the previous diff; this kind of feels more like a Light Insane than a Hard :/
  2. 00:24:261 (4) - the middle pivot should be centred like 00:24:702 (1) - for nicer aesthetics imo
  3. the break at 00:40:879 - seems out of place.. it's not in any of the other diffs, was this intentional?
  4. 01:07:496 (2,1,2) - i get the long slider for the emphasis on that chiptune sound, but you end up skipping the snares and kicks on the white ticks. maybe try a circle + slider combo?
  5. 02:05:879 - beat here shouldn't be ignored imo; add a circle?
[Insane]
  1. 00:41:173 (1,2,3,4,5,6,7,8,9,10,1) - is a calmer section of the song but feels a lot like the previous parts.. i'd consider nerfing this section or buffing up the buildup before this section
  2. 00:59:996 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,1,2) - no hitsounds during this section?
  3. 01:32:202 (3) - the kick is on 01:32:349 - which is the white tick after this note, this feels really out of place
  4. 01:41:320 (2,3) - Ctrl + G these? the jump from 3->4 right now doesn't really make sense imo (why is there a jump here when the music isn't getting intense?)
  5. 02:05:879 - yeah don't ignore this
  6. 02:15:291 (1,3) - should be following the chiptunes since they're the only sliders during the finale that don't follow the chiptune.. just feels out of place imo. try something like this?
[Rush]
  1. i was starting to wonder why this mapset looked familiar... after modding for a while i noticed that you basically took [ owo]'s mapset... did you even get permission to do this... i get that the guy who uploaded the original set is probably restricted since i can't see his userpage, but you can't just take his work and publish it as your own without permission..
edit: looking past previous posts and it does appear that you got permission, but i still find this whole situation kind of weird :/ you could've just mapped your own set instead of taking somebody else's

i'm not entirely sure about this situation, actually. i can't believe i didn't notice that this was a copied mapset to begin with, considering i modded the original set LOL
Ohwow
Hi sorry, was M4M from my roasting queue, but since it's like so late, you don't have to mod me back, just giving you a free NM. I was modding this a month ago but i never got to finish and i completely forgot about it :( o well Here's what I have

Rush
00:14:702 (3,4,5,2) - move so that the 2 stacks onto 00:16:173 (4)
00:57:496 (6,1) - too big of a spacing here when the intensity of the music doesn't really change
01:02:349 (1) - stack this it bit better, pretty minor though
01:14:702 (3) - rotate this -9 degrees so it points towards 01:14:555 (2)
01:23:526 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,1,2,3,4,5,1,2,3,4,5,6,7,8) - rotate this like around 10 degrees because right now it's rotated around 4 degrees horizontally and imo doesn't look that great. Usually what I do is i make a pattern perfectly horizontal/vertical, and then rotate it like 10-15 degrees so it doesn't look blocky.
01:28:084 (1,2,3) - move this so the sliderend of 3 stacks onto 01:27:791 (7)
02:02:055 (4,5,6,1) - another 1/6 that imo doesn't fit
02:05:879 - maybe a slow slider here to emphasize the drop in the music


Insane
01:05:585 (4,5) - line it up?
01:06:467 (2,3) - Make this symmetrical by choosing 1 of the sliders (preferable the right one since it's less diagonal and would look better), copy it/paste it, and flip it horizontally
01:29:996 (3,4) - This could be better, maybe angle it towards the next circle more:
01:41:173 (1,2,3,4) - Why is this pattern different from the next notes 01:41:761 (1,2,3,4,1) - (which are just simple back and forths). Just make the pattern consistent by making all back and forths, or something else, as long as it's consistent. (01:41:173 (1,3) - ctrl+g this and then 01:41:320 (2,3) - ctrl+g this.)
01:45:291 (3,4) - spread this out more so that it doesn't overlap 01:44:408 (7) -
Why all of the sudden 01:49:408 to 01:51:761 - is not mapped like 01:47:055 to 01:49:408 or 01:51:761 to 01:54:114 ? I think it should be mapped the same
02:05:879 - A sound that you can maybe map? Kinda weird not ending at the big white tick
02:16:614 (2) - Move this as shown in the picture below so that it doesn't overlap the red slider there.
I don't really like how 02:23:673 (2,3) - is small spacing compared to 02:23:526 (1,2) (Same case for this one too 02:24:114 (2,3) - ) The beats in this section sound very similar, so i think the spacing should be the same.

That's it for me, good luck if you're still working on this map.
Yene
Its not mod but i think the artist shuld be Riot games bcs the Rito own this song or check the wiki for the original author
Topic Starter
JeZag
This metadata is straight from the mp3 provided from rito's website, so I'm inclined to keep it like this.
BanchoBot
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.
Please sign in to reply.

New reply