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Masayoshi Soken - Metal - Brute Justice Mode [T...

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Arf

Electoz wrote:

[Easy]

  1. 00:16:959 (1,2) - lmao Fixed.
  2. 00:30:480 - From this point onward, the rhythm could've been better with more density variations. It's quite bland with 1/1 stuff constantly going on until like 00:55:832 I'll add some more repeat sliders or things here
  3. 01:17:804 (1,2,3,4,5,6) - Was expecting some symmetric concept like 01:11:043 (1,2,3,4) - 01:14:424 (1,2,3,4,5,6) - tbh. (Actually you could've placed 01:16:959 (5,6) in a way that they're symmetric with 01:14:424 (1,2) but up to you I guess, though currently the concept looks inconsistent compared to other diffs) I kind of thought that in the lowest diff the player would hear the lyrics more and not really pay attention to the beat so I just went "whatever" for the Easy in terms of structural similarity to the other diffs, but yeah this is a bit of a point, I'll try and work on the pattern a bit
  4. 01:21:184 (1,2) - You can use a 2/1 slider + circle instead too, according to your rhythm idea in Normal. ]I like what it follows here but if it gets brought up as an inconsistency I can pop it off no big deal
[Normal]

  1. 00:15:269 (1) - Since the rhythm changed here, you could use sth else different than this cuz you already used a 1/1 slider thing on 00:11:888 (1,1) which don't have the same rhythm as this. Good point, fixed this
  2. 01:26:043 (4,1) - Swap NC I guess. Yes, better
  3. 01:27:945 (1,2) - Why aren't these the same symmetric stuff like 01:31:325 (1,2) - 01:34:705 (1,2) - etc? I kind of split them into sets, like "first instance of the verse patterned like this, second one patterned like this" although at some point I made 01:28:579 (2,1) - so I dunno where that came from. Can look into repatterning if necessary
  4. Overall aesthetics can still be polished imo, sth like 00:19:917 (3,3) - 00:26:677 (4,1,2,3) - looks really cluttered and should be cleaned up. I mean, are they that noticeable? :c I think they work okay structurally
  5. Also same thing as what Mr.Hobbes mentioned about rhythm density in the second kiai. I know I've said it already but I think with the Easy existing the standard of difficulty for the Normal can afford to be a bit higher or denser than regularly seen. Also since it's the kiai I think the more intense sounds can be justified as being a denser rhythm
[Hard]

  1. 00:54:142 (1) - Can be confused with 00:43:579 (7) - 00:47:593 (2) - which have different number of repeats, the safest bet for this is to add a triplet on top of 00:54:142 (1) so you will have only 1 repeat on it. Good idea actually, I was wondering how to make those easier to read with the different number of repeats throughout the map
  2. 01:04:283 (1,3) - Where's the 1/4 rhythms aaaa, if you're sacrificing 01:04:283 (1) for 01:03:860 (5) then it's not really worth it cuz you're breaking your own consistency. Good point here as well, made ion consistent with previous instance of this rhythm
  3. 01:21:395 (2,4) - Aren't these supposed to be hitsounded in the same way or sth? They should be now
  4. 01:23:297 - Could've been hitsounded too. It has a drum finish :c
  5. 01:53:508 (2,3,4,5) - More consistent visual spacing pls Changed this
  6. Kiai feels surprisingly underwhelming for some reason, do you use any concepts in particular for kiai parts? Or do you just map normally? Asking this cuz to me kiai isn't interesting as other parts like 00:16:959 - 01:11:043 where you have cooler stuff going on. Well I dunno I kinda went with the flow of the Insane but simplified, lotta triples but not too many 1/2 after it cause that might be too much spread wise. And here I thought it might be too dense O_o
[Savage]

  1. 00:09:987 - Should be mapped too, otherwise you'll just have a 3/4 gap 00:09:881 (7,1) which we all know it's really awkward and not intuitive in gameplay. The sound sounds like a double to me but if it's mentioned again I might do it
  2. 00:23:719 (1,2,3,4,5,6,7) - Like, you used 00:23:191 (5,6,7,8,9) which mainly involving a fast movement, and then you're forcing 00:23:719 (1,2,3,4,5,6,7) which also involves a fast movement but the rhythm isn't really calling for it, 00:27:100 (1,2,3,4,5,6,7) - is a lot more easier to play and more fitting to the song.
  3. 00:23:719 (1,2,3,4,5,6,7) - Also why the pattern is so widely spaced compared to 00:27:100 (1,2,3,4,5,6,7) - zzz Okay I can explain this. GranDSenpai pointed out to me that at 00:23:719 (1) - the trumpet suddenly has a really intense rise, which then drops off a bit immediately after, before fading away completely by 00:25:832 (2) - and then a smaller rise happens at 00:27:100 (1) - . This is why the spacing is so huge at 00:23:719 (1,2,3,4,5,6,7) - , considerably smaller between notes but still a little high at 00:24:776 (1,2,3,4,5,6) - and back to higher at 00:27:100 (1,2,3,4,5,6,7) -
  4. 00:28:579 (1,2,3) - These one are like out of my expectation zzz, if you're going to do something like this you have to introduce something to indicate a fast SV concept before putting it into use otherwise it'll trip players up. In this case I would do either overlap those sliders or change the shapes to something that involves less movement to give more leniency of tripping up in actual gameplay, etc etc these are just my ideas. I get it, and I asked for playtests to see how much this tripped people up. This map was originally a shitty gimmick attempt and these sliders are kind of an artifact of that, but I think they work okay with how SV is implemented in the rest of the map
  5. The usage of spaced triplets and streams are sooo much to the point where they don't really look interesting/special throughout the map, and there isn't much things going on besides some symmetric patterns so yeah the diff could've been more interesting compared to Hard since you have a lot less gameplay restrictions. (but hey I really like Hard tbh) Savage was the first difficulty created and it was made in a slightly different style to the rest of them so it's a bit peculiar in that respect yeah. The number of triple sounds in the song is soooo high it's a little ridiculous. It's why I chose to ignore all the drum triples and map only guitar/trumpet ones because otherwise it would have been even more saturated. I hope the map doesn't feel that bland as an "extra" but I'm the first to admit I'm not very creative :c Glad you enjoyed the Hard!
Shinenite's diff can still be improved more, Savage could use a little more work (that aside, the diff is "kind of" fine just there's something I disagreed with). Other diffs are cool tho.
Good luck~ Thanks very much for the mod and the short review at the end, very helpful! I'll ask around a bit more and make some more tweaks, while Shinenite hones her own craft and Warpyc salivates in anticipation.
Warpyc

Electoz wrote:

[Warpy's Insane]

  1. 00:08:085 - The drum is building up here but you already used jump patterns since 00:07:240 onward. There should be a more significant change in gameplay at 00:08:085 so you should make these two parts 00:07:241 (2,3,4,5) - 00:08:086 (1,2,3,4,5) - more discernible, according to the drums' rhythm. Fair point, changed to make it more fitting with the music
  2. 00:09:987 - Should be mapped as well if you went for 00:09:881 . It's a very subtle sound that is barely noticeable and imo not even comparable to 00:09:881 - which is a heavy drum sound. I tried it out and I just ended up getting a 100'd on the note all the time, so I'll just leave it like this for the time being
  3. 01:45:058 (3,4,5) - This one is inconsistently stood out from the others cuz you used wide angles unlike every other ones 01:28:156 (3,4,5) - 01:31:536 (3,4,5) - 01:34:917 (3,4,5) - etc where you used sharp angles as transitions between triplets. I don't know why I haven't changed this yet because it's definitely true and I've known that part plays meh for a while
Thanks for the mod!

https://puu.sh/v5IR2/70a2208359.osu changed some other stuff as well
Shinenite

Electoz wrote:

[Shinenite's Insane]
  1. 00:02:805 (1,2,3,4,5) - A stream doesn't play really well because these sounds are not equally prominent, a different kind of rhythm should be used. Changed it up to use a kickslider/repeat slider
  2. 01:01:959 (4) - Probably should just use a triplet since it's musically different from 01:00:903 (1,3) . Fixed
  3. 01:11:043 - N a good idea to ignore those constant 1/1 sounds as they're really prominent in this section, using 1/4 rhythms is fine but they aren't done in a way that really highlights the constant 1/1 properly/consistently, which is the most prominent thing in that section. Things like 01:13:790 (8,9,10,11,12) - completely kills the emphasis on it since the most prominent thing 01:14:001 (10) is in the middle of the stream, 01:18:649 - this should be clickable in the first place, etc. Very good point, made changes to emphasize the 1/1 more in spots.
  4. 01:31:325 (1,2,3) - 01:31:959 (5,6,7) - Why aren't you using the same DS on both of these tho? Whoops, fixed.
  5. 01:37:346 (4,5,6,7,8,9,10,1,2,3) - Now the emphasis here isn't good as it should be, in this case 01:38:085 should be emphasized. To do so, you have to do something else other than just continuing the stream 01:38:086 (1,2,3) to make the gameplay more discernible as the rhythm changes. I suppose I can agree with it not being as emphasized as it could be, but with the triple going in a different direction than the stream/NC/hitsounding, I think it's enough. Frankly, I just feel like changing the rhythm would make it inconsistent with the rest of kiai.
  6. 01:58:156 - 01:58:261 - Could do some 1/4 rhythms here, the rhythm changes at 01:58:367 so in this case you can map those beats I mentioned so that a 1/1 gap will be introduced after 01:58:367 which makes more sense since the rhythm changed there rather than the current one which suddenly does a 1/1 gap 01:57:945 (9,1) when the rhythm hasn't changed yet. Sure
  7. Kiai is very repetitive tbh, at least you should do something differently on the later half 01:38:085 for variations. I don't really think so?
  8. Aesthetics could be improved tho, feels like some overlaps 00:18:860 (1,3,4,5) - 01:00:058 (3,2) - 01:40:621 (5,6,7,8,1,2,3) - are rather unintentionally placed than having a solid reasoning or concept behind them. See below.
  9. The diff itself is okay-ish but seems to lack in details like aesthetics, flows, variations, etc. Stuff like 00:20:338 (1,2,3,4,7) - Looks very forced, 01:53:297 (1,8) - 02:00:481 (3,8) - Could be polished according to how the pattern was arranged, etc. For this and above, fixed the examples (with some exceptions like with the jump patterns, cause I think those are polished enough) as well as other things I thought I could improve.
Thanks for the mod! I know the diff still has things that can be improved/polished - I'll try my best to get it as clean as I can.
Update
Cerulean Veyron
Queue

[- - Normal - -]
  1. 00:10:198 (1,2,3,1,2,3,1,2,3) - Apart of this section, these notes as a whole seems to be a distinct lack of hitsounding. And it sounds really empty too even with only hearing the default soft hitnormals. You can at least add a few drum claps on the upbeats, or the snares/chords over the song track to fill up the hitsound audibility.
  2. 00:34:705 (3,1) - Likely a subjective thing for me to say for the two sliders here. Patterning's good, but maybe doing a little more structure of reshaping the curve on slider (1) would probably work much better than the current. Because in my personal view of this, it nearly looked a bit steep when there's another similar slider in rhythm after it. Either you could redo something here, or usually trying a symmetry here perhaps. Well, you could just try your way to improve the aesthetics at least heh.
  3. 01:01:959 (4,2) - Pretty far overlap excluding the approach rate of the difficulty, but it can possibly be seen to be honest. But hey... overlaps are actually okay to implement on a map, but it should be used correctly. So, I'm quite certain you've tried your best here avoiding such awkward overlaps because of the distance spacing. However, I can give a little help for this part. Over these two sliders' bodies are technically collided, but what I think better is to only overlap slider (2)'s head and most of the body is visible. Pretty good for aesthetics and patterning in my opinion, but it's your call.
  4. 02:03:015 (3,1,2,3) - Ehh, this is literally the only 1/2 three-circles over all the difficulty, which kinda created a sharp spike by intensity. There are may ways of calming this rhythm composition down though, probably nerfing is also not a good idea as I thought. Maybe slider + circle (or vise versa)? Repeated slider? It's just kinda weird that the song track here sounds too great for an impact by clicking them out. But a spike is probably going to be a big issue, I assume.

[- - Hard - -]
  1. 00:10:198 - The same thing from the first issue of hitsound lacking.
  2. 00:38:085 (4,5) - The structural flowing from circle (3) towards slider (4) doesn't seem to be the smoothly way of players' cursor movements, while it is almost definitely a sharp turn or something that flows pretty uncomfortable. To find a little solution for that, maybe doing some flipping/rotating this slider would work something out. Like this one, for example. You can try the sample one, if you don't mind the overlap. Or you can do similar to this if you dislike the structure.
  3. 00:54:353 (3,4,5,6,7,8) - The distance spacing in each and every circle is probably looked a bit random, like it's going over approximately 1.5x and goes lower or higher overtime without bearing the note density or the intense of the song track. I understand the patterning about this, but this should also be an objective. Since each of the melody has it's own density, and it shouldn't constantly be increasing into larger distance spacing to the end and become ridiculously too hard. So instead, keeping a balance of using high spacing for the latter ones. Like 00:54:353 (3,4,5,6) - having the same distance spacing for the similarity sound where the intensity is basically all the same (1.4x or 1.5x), and 00:55:410 (7,8,1) - are the larger ones (approx 1.8x) for a little bit of the build up.
  4. 01:06:607 (3) - Does this 1/4 repeat sliderkick actually follow something? Because hearing with a slower playback rate over this part more than thrice, there's no kinds of hi-hats or rides that could possibly make this part considering a triple hit compared to 00:26:043 (3) -. So, redoing the rhythm composition here should be done.
  5. 01:24:142 (4,1) - Well, this sounds pretty much great as an impact of the kiai hitting up. So, I wondered why shouldn't this part be something like, a small jump or something that gives the intensity as an emphasis for this one. Perhaps you could at least slightly extend the distance spacing a little more, but just be careful if you're going to apply while the patterning is kinda near an edge of the gameplay field. If not, it's not technically a necessity or a must-do issue.

[- - Shinenite - -]
  1. 00:16:114 (6) - I would prefer the flowing of the patterning here goes onward the next note, which is slider (1), rather than downwards. So a Ctrl + G may suit best for the structure just after the previous notes, creating a better circular flowing.
  2. 00:19:071 (2,3) - It's not really that bad though. But I don't get why in another similar part on 00:26:043 (3,4) - that has a different kind of, and bigger, distance spacing than here. While the downbeat on 00:19:494 - is as great as the other part, I might suggest doing the same here for distance spacing consistency.
  3. 00:26:783 (5) - To be very honest, the 1/4 beat here you're trying to follow is barely audible by background music, or there's no beat at all. This may consider overmapped or overdone in rhythm composition most of it while almost all players actually follow main tracks and major downbeats to keep up with the song, but really. I've literally did not hear any beat over this specific beat, so it's best you remove it. Or in the other hand, you could move it onto the next blue tick on 00:26:994 - if you don't mind circle removals.
  4. 00:48:015 (3,4) - 00:48:860 (6,1) - Why the distance spacing difference over these two downbeats while the density sounds the same as incomparable? The song track's intensity is probably the same but all. So it would be nearly the same issue as for balancing on the Hard difficulty.
  5. 01:11:888 (5) - No wonder why the structure affects flowing a lot more weird around these sections. But for this part of aesthetics and that, why not flipping this slider and curve it above? Something like this would improve a little bit. Well, it shouldn't always be the best structure of mapping this kind of flow.. but it suffices for any subjectives at least.
  6. 01:17:909 (2) - 01:24:670 (2) - 01:38:191 (2) - Over all these parts, it is nearly the same issue of the 1/4 beats having no actual purpose in following any track in the music. The same reasoning as 00:26:783 (5) -
  7. 01:21:184 (1) - Isn't this way too much? I mean, the 1/8 snapping in division of this repeating sliderkick doesn't really make sense along with the song track, even with the ride sounds in the background music that's clearly heard but not rapidly streaming. Since it is also not distinguishable in rhythm, I highly suggest following the usual 1/4 drum lines instead of creating a compound of 1/8 repeatable-snapped sliderkick.
  8. 01:44:846 (1,2,3,4,5,6,7,8,9,10) - Starting from this section after many linear structures and sliders, it's probably getting a little repetitive sticking with only one single structure while you have many ways of creating good variations out of it. So it's better to make the differences over this section at least. By simply curving the triplets/sliders for tweaks, or creating a few more shapes in terms of aesthetics.

[- - Savage - -]
  1. - So, there's an unsnapped inherited point on 01:50:331 - which seems like a mistake, or overlooked on the timing setup. So ehh, resnap it on the white tick just after it.
  2. 00:43:156 (1,2,3,4) - Okay, this... is probably a little bit of something that's not likely to be good in use of the structure. The angle of the turning is way too sharp when moving onto the stream, and is not pretty comfortable in movement in my opinion. You could try flipping/rotating the slider that it's slider tail should move towards the circles, or redo the placements of the streams if you want to keep the flow before this one.
  3. 00:58:156 (5,6,1) - The overlap here doesn't seem right though, the placement of circle (1) is kinda out of context too. It's not wrong to attempt to make a back-and-forth, but this one doesn't seem to work well as that. So reconsidering this to find another grid of placement rather than placing it awkwardly in-between the spaced triplets.
  4. 01:52:029 (1,2) - Hmm this feels a bit close enough by distance spacing, no? It's 0.8x, so I assume that. Try to, at least, move 01:52:452 (2,3) - lower and flip it vertically with Ctrl + J so it could possibly be approximately 0.9x somehow. Or you could do something else here other than moving it lower or so, just as long as the issue counts.
  5. 01:59:846 (1,2,3,4,5,6,7,8,9) - I can see this is a very clear and obvious copy-paste from the part on 01:53:086 (1,2,3,4,5,6,7,8,9) -. Since in this very present, objectives like these are now a thing for ranking a beatmap in process(if you're going to). So to show a little more effort in almost all sections of the difficulty, you may need to remake this part for it's sake. But likely, it's not likely to feel that it's some "laziness overcome" or somewhat reason. It's just that it kinda takes away all the potential patterns and such where you can already have the chance to make every single pattern more exciting overtime and through the whole difficulty. Of course, isn't this the hardest difficulty? ~

The map was pretty good to me personally! There are just some things that may need more tweaks in order to improve the structures in the difficulties I modded. I would recommend focusing on aesthetics, patterning, and a few rhythm stuffs because that was mostly mentioned on this post and mainly an objective to look through, or thorough. Still not really ready, needs a little more work over it, and maybe getting more mods is a good idea too. But afterwards, I hope you find this useful!
Topic Starter
Arf

Cerulean Veyron wrote:

Queue
Fixed the lack of hitsounds in each part
[- - Normal - -]
  1. 00:10:198 (1,2,3,1,2,3,1,2,3) - Apart of this section, these notes as a whole seems to be a distinct lack of hitsounding. And it sounds really empty too even with only hearing the default soft hitnormals. You can at least add a few drum claps on the upbeats, or the snares/chords over the song track to fill up the hitsound audibility.
  2. 00:34:705 (3,1) - Likely a subjective thing for me to say for the two sliders here. Patterning's good, but maybe doing a little more structure of reshaping the curve on slider (1) would probably work much better than the current. Because in my personal view of this, it nearly looked a bit steep when there's another similar slider in rhythm after it. Either you could redo something here, or usually trying a symmetry here perhaps. Well, you could just try your way to improve the aesthetics at least heh. Sure, tried straightening these out a bit
  3. 01:01:959 (4,2) - Pretty far overlap excluding the approach rate of the difficulty, but it can possibly be seen to be honest. But hey... overlaps are actually okay to implement on a map, but it should be used correctly. So, I'm quite certain you've tried your best here avoiding such awkward overlaps because of the distance spacing. However, I can give a little help for this part. Over these two sliders' bodies are technically collided, but what I think better is to only overlap slider (2)'s head and most of the body is visible. Pretty good for aesthetics and patterning in my opinion, but it's your call. You kind of have a point here, I'd argue you can't really see it but dunno. Will consider
  4. 02:03:015 (3,1,2,3) - Ehh, this is literally the only 1/2 three-circles over all the difficulty, which kinda created a sharp spike by intensity. There are may ways of calming this rhythm composition down though, probably nerfing is also not a good idea as I thought. Maybe slider + circle (or vise versa)? Repeated slider? It's just kinda weird that the song track here sounds too great for an impact by clicking them out. But a spike is probably going to be a big issue, I assume. I figured because of the song and the presence of an Easy diff it's okay, it is a small spike compared to rest of the difficulty in terms of sheer circles but the kiai does up the density a bit anyway so I think it's a nice swan song to end the higher density section.

[- - Hard - -]
  1. 00:10:198 - The same thing from the first issue of hitsound lacking.
  2. 00:38:085 (4,5) - The structural flowing from circle (3) towards slider (4) doesn't seem to be the smoothly way of players' cursor movements, while it is almost definitely a sharp turn or something that flows pretty uncomfortable. To find a little solution for that, maybe doing some flipping/rotating this slider would work something out. Like this one, for example. You can try the sample one, if you don't mind the overlap. Or you can do similar to this if you dislike the structure. Hmm isn't it better to have the slider point towards 5? At least that makes more sense to me
  3. 00:54:353 (3,4,5,6,7,8) - The distance spacing in each and every circle is probably looked a bit random, like it's going over approximately 1.5x and goes lower or higher overtime without bearing the note density or the intense of the song track. I understand the patterning about this, but this should also be an objective. Since each of the melody has it's own density, and it shouldn't constantly be increasing into larger distance spacing to the end and become ridiculously too hard. So instead, keeping a balance of using high spacing for the latter ones. Like 00:54:353 (3,4,5,6) - having the same distance spacing for the similarity sound where the intensity is basically all the same (1.4x or 1.5x), and 00:55:410 (7,8,1) - are the larger ones (approx 1.8x) for a little bit of the build up. Didn't make it as high as 1.8 to avoid a spike, but did make the DS a biiit more similar here
  4. 01:06:607 (3) - Does this 1/4 repeat sliderkick actually follow something? Because hearing with a slower playback rate over this part more than thrice, there's no kinds of hi-hats or rides that could possibly make this part considering a triple hit compared to 00:26:043 (3) -. So, redoing the rhythm composition here should be done. It's mapped to the guitar triple.
  5. 01:24:142 (4,1) - Well, this sounds pretty much great as an impact of the kiai hitting up. So, I wondered why shouldn't this part be something like, a small jump or something that gives the intensity as an emphasis for this one. Perhaps you could at least slightly extend the distance spacing a little more, but just be careful if you're going to apply while the patterning is kinda near an edge of the gameplay field. If not, it's not technically a necessity or a must-do issue. Sure why not, spaced it more to make it have a better impact


[- - Savage - -]
  1. - So, there's an unsnapped inherited point on 01:50:331 - which seems like a mistake, or overlooked on the timing setup. So ehh, resnap it on the white tick just after it. That's weird, what happened here
  2. 00:43:156 (1,2,3,4) - Okay, this... is probably a little bit of something that's not likely to be good in use of the structure. The angle of the turning is way too sharp when moving onto the stream, and is not pretty comfortable in movement in my opinion. You could try flipping/rotating the slider that it's slider tail should move towards the circles, or redo the placements of the streams if you want to keep the flow before this one. Good point, tried something else here with an overlap
  3. 00:58:156 (5,6,1) - The overlap here doesn't seem right though, the placement of circle (1) is kinda out of context too. It's not wrong to attempt to make a back-and-forth, but this one doesn't seem to work well as that. So reconsidering this to find another grid of placement rather than placing it awkwardly in-between the spaced triplets. Dammit I must have missed this after repatterning those triples
  4. 01:52:029 (1,2) - Hmm this feels a bit close enough by distance spacing, no? It's 0.8x, so I assume that. Try to, at least, move 01:52:452 (2,3) - lower and flip it vertically with Ctrl + J so it could possibly be approximately 0.9x somehow. Or you could do something else here other than moving it lower or so, just as long as the issue counts. Moved it a bit more but didn't make it exactly 0.9x because I want some leeway between the sudden SV shift and the stream
  5. 01:59:846 (1,2,3,4,5,6,7,8,9) - I can see this is a very clear and obvious copy-paste from the part on 01:53:086 (1,2,3,4,5,6,7,8,9) -. Since in this very present, objectives like these are now a thing for ranking a beatmap in process(if you're going to). So to show a little more effort in almost all sections of the difficulty, you may need to remake this part for it's sake. But likely, it's not likely to feel that it's some "laziness overcome" or somewhat reason. It's just that it kinda takes away all the potential patterns and such where you can already have the chance to make every single pattern more exciting overtime and through the whole difficulty. Of course, isn't this the hardest difficulty? ~ Hehe, you have a bit of a point here, but I feel like since the sound that is being followed between these sections is the same, a little copy/paste rotation at least makes sense rhythmically. And since the sound also increases as the pattern progresses, I think the back n forth spam is appropriate, if a bit simple. Since the map in general utilizes techniques such as symmetry in large amounts, I don't feel (personally) that mapping this pattern removes some potential from the map, since the difficulty already is geared that way from the beginning. It was also originally mapped as an Insane, I don't know how to map extras D=

The map was pretty good to me personally! There are just some things that may need more tweaks in order to improve the structures in the difficulties I modded. I would recommend focusing on aesthetics, patterning, and a few rhythm stuffs because that was mostly mentioned on this post and mainly an objective to look through, or thorough. Still not really ready, needs a little more work over it, and maybe getting more mods is a good idea too. But afterwards, I hope you find this useful! Thanks for the mod, it was very useful and nice to have a different viewpoint on my mapset.
Come[Back]Home
Easy

Unmoddable wtf...

You may want to check your second timing point


* 00:30:480 - 00:55:832 - There are 1/1 objects everywhere without any kind of variety or little breaks. This is extremely hard for new players to play so try to add some 2/1 sliders of delete some circles where they are not necessarily needed


Normal

* I think that AR 5 fits better, otherwise it seems kinda fast for a Normal
* 00:19:916 (3,3) - This overlap is noticeable when you play it which makes it look kinda messy then
* 00:29:635 (3) - This one is touching the hp bar which is unrankable
* 00:41:466 (2,3,4,1,2) - This is a bit too hard for a Normal, would be more fitting to make (2,3) as a slider
* 01:35:339 (2) - This object is too high, you should move it a bit down
* 01:38:085 - 02:04:916 - there is not a single break between the objects in that part whichs is too hard considering that this is a Normal, try to delete some circles which arent needed.

Hard

* 00:05:550 (4,5) - The distance between both of them doesnt seem to be big enough to have a real "impact" on the player. Try doing it like here 00:06:607 (10,1) -
* 00:09:776 (5,1) - Why the 2x spacing here? Kinda weird and unfitting tbh
* 00:16:114 (4,1) - Why is the spacing here 1,85x and then here 00:18:015 (4,5) - 1,2? Kinda inconsistent
* 00:39:776 (4,5,6) - A triangle pattern would better here imo. Move (6) too 427/277 and 00:40:621 (1) - aswell. Looks way better
* 00:50:550 (8,1) - The spacing is not big enough to have any kind of impact on the player
* 01:21:395 (2,4) - Make them just straight, looks better on such short sliders
* 01:28:156 (3,4) - why the low distance here? Same here 01:45:057 (3,4) - 01:48:015 (5,1) -

Warpy's Insane

* 00:16:114 (6,1) - This would look good blanket
* 00:31:114 (3,4) - That overlap somehow makes the whole pattern look awful
* 00:43:895 (4) - overmapped, delete this one because there is not really any kind of sound
* 00:55:621 (10) - How about you move this one too 118/13 to have a nice or better flow. I dont like where it is placed currently tbh
* 01:09:987 (3,1) - This looks really ugly, pls try something else here
* Some of the triplets at the kiais flow kinda weird, but it may just be me so I wont mention them. Copy paste is good and all, but it has to flow well too

Savage

* 00:17:381 (3,5) - Why not just stack them perfectly?
* 00:29:423 (3,1) - Hard to read and weird to look at
* 00:43:156 (1,2,3,4) - Will kill the flow and is hard to play and read at first sight
* 00:54:142 (1,2,3,4,5) - Try to make this stream flow better, like make it curvy or something like that
* 01:00:057 (5,6) - Distance seems unnecessarily big here
* 01:09:987 (3,1) - weird to look at and hard to read

Kinda weird but somehow its okay, try to get someone experienced with such diffs to check it.


Thats it, good luck!
Warpyc

Come[Back]Home wrote:

Warpy's Insane

* 00:16:114 (6,1) - This would look good blanket sure
* 00:31:114 (3,4) - That overlap somehow makes the whole pattern look awful guess so, moved it down a bit so it doesn't overlap
* 00:43:895 (4) - overmapped, delete this one because there is not really any kind of sound Fair
* 00:55:621 (10) - How about you move this one too 118/13 to have a nice or better flow. I dont like where it is placed currently tbh Yeh,
flows a bit better now

* 01:09:987 (3,1) - This looks really ugly, pls try something else here Looks pretty good imo
* Some of the triplets at the kiais flow kinda weird, but it may just be me so I wont mention them. Copy paste is good and all, but it has to flow well too I think it flows fine, honestly good flow was one of the main things I was going for with this diff, the only thing I can imagine as being pretty flow breaking is the spacing of the triples but then again they are like that to emphasize the trumpets, so I think its fine and still flows quite good. Also believe it or not, not a single element of this map is copy pasted, I just don't like mapping the same sound in 5 different ways and tried to stick with the theme which was meant to be smooth flow and intense trumpets linear flow sucks

Thanks for modding
https://puu.sh/vdtPS/6a1e81abfe.osu Kemono Friends is a bad show
Topic Starter
Arf
October 19 2017: We're back.
GranDSenpai
Rank pls :3

1 year later
2017-10-23 02:03 GranDSenpai: READY
2017-10-23 02:03 GranDSenpai: ?
2017-10-23 02:03 Arf: SURE
2017-10-23 02:04 GranDSenpai: 00:00:058 (1) -
2017-10-23 02:04 GranDSenpai: shouldn't you start the red tick here?
2017-10-23 02:04 Arf: no that's an anacrusis
2017-10-23 02:05 GranDSenpai: :thinking:
2017-10-23 02:05 GranDSenpai: dunno what that is
2017-10-23 02:05 Arf: it's before the first measure of the song
2017-10-23 02:05 GranDSenpai: but o well
2017-10-23 02:05 GranDSenpai: 00:09:142 (4,6,7) -
2017-10-23 02:05 GranDSenpai: make
2017-10-23 02:05 GranDSenpai: 00:08:931 (3,4) -
2017-10-23 02:05 GranDSenpai: this jump
2017-10-23 02:05 GranDSenpai: bigger than
2017-10-23 02:05 GranDSenpai: 00:08:719 (2,3) -
2017-10-23 02:05 GranDSenpai: this
2017-10-23 02:05 Arf: err
2017-10-23 02:05 Arf: so what do you want me to make bigger
2017-10-23 02:06 GranDSenpai: 3-4
2017-10-23 02:06 GranDSenpai: make me bigger OwO
2017-10-23 02:06 Arf: kay i can do that
2017-10-23 02:06 Arf: but are yo usure
2017-10-23 02:06 Arf: i left smaller spacing cause the 1/6
2017-10-23 02:07 GranDSenpai: 1/6 doens't matter tho
2017-10-23 02:07 GranDSenpai: unless you end on
2017-10-23 02:07 GranDSenpai: blue tick or smth
2017-10-23 02:07 GranDSenpai: where you have to snap rly quickly
2017-10-23 02:07 GranDSenpai: then it'll affect playability
2017-10-23 02:07 GranDSenpai: https://osu.ppy.sh/ss/9374457
2017-10-23 02:07 GranDSenpai: like that or smth
2017-10-23 02:07 GranDSenpai: i feel like it's a weird thing to have it a smaller jump
2017-10-23 02:07 Arf: fixed
2017-10-23 02:08 GranDSenpai: 00:15:058 (10,1) -
2017-10-23 02:08 GranDSenpai: also i think
2017-10-23 02:08 GranDSenpai: perhaps you coud make this further apart aswell
2017-10-23 02:08 GranDSenpai: 00:14:846 (9,10,1) -
2017-10-23 02:08 GranDSenpai: i feel like these three notes shouldn't be same distance
2017-10-23 02:08 GranDSenpai: from each other
2017-10-23 02:09 Arf: hmm
2017-10-23 02:09 Arf: since th bgm kinda quiets down at 1
2017-10-23 02:09 Arf: that's why the spacing drops there a bit
2017-10-23 02:09 Arf: but i could make the jump from 10 to 1 bigger
2017-10-23 02:09 Arf: if i move 10 down somewhere
2017-10-23 02:09 GranDSenpai: bgm does quiet down
2017-10-23 02:09 GranDSenpai: but it's like
2017-10-23 02:10 GranDSenpai: very harsh compaired to what it was with bgm
2017-10-23 02:10 GranDSenpai: abrupt trumpets
2017-10-23 02:10 Arf: fair
2017-10-23 02:10 GranDSenpai: https://osu.ppy.sh/ss/9374476
2017-10-23 02:10 GranDSenpai: something like this perhaps?
2017-10-23 02:10 GranDSenpai: actually wait don't move 10 tho
2017-10-23 02:11 GranDSenpai: https://osu.ppy.sh/ss/9374490
2017-10-23 02:11 GranDSenpai: like that
2017-10-23 02:11 GranDSenpai: or smth
2017-10-23 02:11 GranDSenpai: it looks p ugly tho
2017-10-23 02:11 GranDSenpai: 00:29:635 (1) -
2017-10-23 02:11 GranDSenpai: THIS IS UGLY
2017-10-23 02:12 GranDSenpai: can you make this slider pretty pls q...q
2017-10-23 02:13 Arf: it's not!
2017-10-23 02:13 Arf: it's a little chubby is all
2017-10-23 02:13 Arf: i pushed in the bottom curve a bit
2017-10-23 02:13 GranDSenpai: chode slider :^(
2017-10-23 02:13 GranDSenpai: 00:42:945 (10) -
2017-10-23 02:13 GranDSenpai: i feel like
2017-10-23 02:14 GranDSenpai: you could make this also a bigger jump
2017-10-23 02:14 GranDSenpai: and perhap change the angle
2017-10-23 02:14 Arf: it's pretty big already my dude
2017-10-23 02:14 GranDSenpai: but
2017-10-23 02:14 GranDSenpai: it's smaller than
2017-10-23 02:15 GranDSenpai: the previous ones >:(
2017-10-23 02:15 GranDSenpai: personally
2017-10-23 02:15 GranDSenpai: https://osu.ppy.sh/ss/9374521
2017-10-23 02:15 GranDSenpai: i'd go with this >:)
2017-10-23 02:16 GranDSenpai: 00:55:198 (8) -
2017-10-23 02:16 GranDSenpai: also this note
2017-10-23 02:16 GranDSenpai: it TOO spaced imo
2017-10-23 02:16 GranDSenpai: no music change but there's such a big jump
2017-10-23 02:16 GranDSenpai: i'd suggest moving the 8 on top of the 4 in the stream
2017-10-23 02:17 GranDSenpai: 01:10:198 (1) -
2017-10-23 02:17 Arf: but my star
2017-10-23 02:17 GranDSenpai: >:(
2017-10-23 02:17 GranDSenpai: NO STAR >:(
2017-10-23 02:17 Arf: ;_;
2017-10-23 02:18 Arf: i'll think about that one but i think it sort of works
2017-10-23 02:18 GranDSenpai: 01:12:734 (1) -
2017-10-23 02:18 GranDSenpai: あL
2017-10-23 02:18 GranDSenpai: whoops
2017-10-23 02:18 Arf: did the other thing with the 10
2017-10-23 02:18 Arf: lol what
2017-10-23 02:18 Arf: al
2017-10-23 02:18 GranDSenpai: also
2017-10-23 02:18 GranDSenpai: i think
2017-10-23 02:18 GranDSenpai: you shouldn't increase spacing on this part
2017-10-23 02:19 Arf: i see why you say that
2017-10-23 02:19 GranDSenpai: hmm
2017-10-23 02:19 GranDSenpai: this part
2017-10-23 02:19 GranDSenpai: is weirdly mapped
2017-10-23 02:19 GranDSenpai: i'm not sure
2017-10-23 02:19 GranDSenpai: how rankable this is
2017-10-23 02:19 GranDSenpai: but i'll tell you how i'd map it
2017-10-23 02:19 GranDSenpai: 01:11:043 (1,2,3,4) -
2017-10-23 02:19 GranDSenpai: i'd keep these sliders
2017-10-23 02:19 GranDSenpai: 01:12:734 (1,2) -
2017-10-23 02:19 GranDSenpai: i'd keep these jumps but i wouldn't make them increase spacing
2017-10-23 02:20 GranDSenpai: 01:14:424 (1,2,3,4) -
2017-10-23 02:20 GranDSenpai: i'd keep this as they are
2017-10-23 02:20 GranDSenpai: 01:16:114 (1,2,3,4,5,6,7,8,9,10) -
2017-10-23 02:20 GranDSenpai: keep this part
2017-10-23 02:20 GranDSenpai: 01:17:804 (1,2,3,4,5,6,7,8) -
2017-10-23 02:20 GranDSenpai: i'd delete this part
2017-10-23 02:20 GranDSenpai: 01:11:043 (1) -
2017-10-23 02:20 GranDSenpai: and make it replicate this part
2017-10-23 02:20 GranDSenpai: 01:19:494 (1) -
2017-10-23 02:20 GranDSenpai: then i'd keep this part
2017-10-23 02:21 Arf: hmm
2017-10-23 02:21 Arf: i think i'll change the spacing on the first set of back and forths
2017-10-23 02:21 Arf: its a bit much
2017-10-23 02:21 Arf: don't want to add more sliders in there though
2017-10-23 02:22 GranDSenpai: i just think that
2017-10-23 02:22 GranDSenpai: because these two parts
2017-10-23 02:22 GranDSenpai: 01:11:043 (1,1) -
2017-10-23 02:22 GranDSenpai: sound identical
2017-10-23 02:22 GranDSenpai: should be mapped so
2017-10-23 02:22 GranDSenpai: don't think spacing is issue
2017-10-23 02:22 GranDSenpai: also
2017-10-23 02:22 Arf: hmm
2017-10-23 02:22 GranDSenpai: this is just me
2017-10-23 02:22 GranDSenpai: because i'm a cancer mapper
2017-10-23 02:22 GranDSenpai: 01:23:719 (7) -
2017-10-23 02:22 GranDSenpai: but on this note right here
2017-10-23 02:23 GranDSenpai: i'd increase spacing of the stream
2017-10-23 02:23 GranDSenpai: or change direction
2017-10-23 02:23 GranDSenpai: or smth
2017-10-23 02:23 GranDSenpai: but
2017-10-23 02:23 GranDSenpai: that's just how cancerous i am :^)
2017-10-23 02:23 Arf: that's too evil
2017-10-23 02:23 Arf: maybe if this was a 6 star i'd do that xD
2017-10-23 02:23 GranDSenpai: well
2017-10-23 02:23 GranDSenpai: this is top diff :^^^^)
2017-10-23 02:24 Arf: :notlikethis: the direction changes in the other streams gave me some pretty severe leukemia already
2017-10-23 02:25 GranDSenpai: 02:09:247 (2) -
2017-10-23 02:25 GranDSenpai: unmapped bass kick
2017-10-23 02:26 Arf: by god you're right
2017-10-23 02:26 Arf: it's quiet as hell though
2017-10-23 02:26 GranDSenpai: :^)
2017-10-23 02:26 GranDSenpai: still there
2017-10-23 02:26 GranDSenpai: welp
2017-10-23 02:26 GranDSenpai: that's the mod
Nevo
random thing from q
Warpy's Insane

- 00:33:860 (2) - maybe stack the tail of this to 00:32:804 (4) -
- 00:37:874 (3) - raise this up so it stacks to the tail of 00:38:931 (1) - and then you could move 00:38:086 (4) - to the right a little bit so you keep that even spacing just for neatness

Savage

- Minor ocd thing but you could move 00:00:058 (1,2,3,4,5) - so the 3 is in the center of the screen
- 00:03:438 (1) - you could also center this it's just because it's like 1 pixel off not which makes me :C
- 00:09:353 (5) - you can start a 1/2 slider here which of course means shorten 00:09:142 (4) - because the white tick is a pretty strong beat that should be clicked.
- 00:14:635 (8) - with the kinda reflecting thing you had going with 00:13:579 (1,2,3) - and 00:14:212 (5,6,7) - wouldn't it make more sense to put 00:14:635 (8) - at like x:256 y:172 because symmetry
OR if you dont want it there you could move it to x:396 y:168 to reflect how you did 00:14:001 (4) - and then if you dont know where to put the other notes you could move 00:14:846 (9) - to overlap 00:13:156 (3) - and 00:15:058 (10) - to overlap 00:14:001 (4) -
- 00:13:579 (1,2,3,5,6,7) - you could blanket these to 00:13:156 (3) -
- 00:15:269 (1,2) - this overlaps the slider which seems kinda messy
- 00:29:635 (1) - imo kinda bad looking wavy slider the curve just seems super "sharp" maybe make it more smooth
- 00:53:297 (1) - this doesnt have to be a red anchor it seems kinda random since like 00:51:607 (1) - isn't a sharp angle
- 01:17:804 (1,2,3,4,5,6,7,8) - why do these overlap but 01:12:734 (1,2,3,4,5,6,7,8) - doesnt maybe make the first one more like the second
Warpyc

Nevo wrote:

random thing from q yo
Warpy's Insane

- 00:33:860 (2) - maybe stack the tail of this to 00:32:804 (4) - sure
- 00:37:874 (3) - raise this up so it stacks to the tail of 00:38:931 (1) - and then you could move 00:38:086 (4) - to the right a little bit so you keep that even spacing just for neatness why not
Thanks
I too enjoy the Third Reich
also applied some changes from irc chat with GranDSenpai
2017-10-22 18:33 GranDSenpai: 02:07:874 (5,6,7,8,9) -
2017-10-22 18:34 GranDSenpai: THIS QUINT SUCKS
2017-10-22 18:34 Warpyc: why
2017-10-22 18:34 GranDSenpai: i dunno
2017-10-22 18:34 GranDSenpai: whenever i play it
2017-10-22 18:34 GranDSenpai: i hate it
2017-10-22 18:34 GranDSenpai: it's awkward
2017-10-22 18:34 Warpyc: hmm
2017-10-22 18:34 GranDSenpai: i feel like it should just be a triple
2017-10-22 18:34 GranDSenpai: cause
2017-10-22 18:35 GranDSenpai: with hitsounds loud
2017-10-22 18:35 GranDSenpai: i can't even hear what you're mapping to
2017-10-22 18:35 GranDSenpai: in the editor i can hear it
2017-10-22 18:35 GranDSenpai: but not while playing
2017-10-22 18:35 GranDSenpai: 02:09:142 (2) -
2017-10-22 18:35 GranDSenpai: also i think there shouyld be a triple here
2017-10-22 18:35 Warpyc: true 1-3 is a lot louder
2017-10-22 18:35 Warpyc: I could change that
2017-10-22 18:36 GranDSenpai: you could
2017-10-22 18:36 GranDSenpai: on 3 do a kick slider
2017-10-22 18:36 GranDSenpai: and still map 8
2017-10-22 18:36 GranDSenpai: wait
2017-10-22 18:36 GranDSenpai: on 7 map a kick slider
2017-10-22 18:36 GranDSenpai: and still have 9 somewhere
2017-10-22 18:36 GranDSenpai: emphasising the strong sounds while not undermapping
2017-10-22 18:36 Warpyc: also on 02:09:353 (2) - I didnt do the triple because I wanted to focus on trumpet
2017-10-22 18:37 GranDSenpai: if you do do a triple
2017-10-22 18:37 GranDSenpai: doesn't it focus on it more?
2017-10-22 18:37 Warpyc: not really
2017-10-22 18:37 GranDSenpai: https://osu.ppy.sh/ss/9374706
2017-10-22 18:38 Warpyc: hmm yeah
2017-10-22 18:38 GranDSenpai: plus
2017-10-22 18:38 GranDSenpai: i feel like it plays better like that
2017-10-22 18:38 Warpyc: I did map the drums before
2017-10-22 18:38 Warpyc: and yeah
2017-10-22 18:38 Warpyc: akward break
2017-10-22 18:39 GranDSenpai: 01:37:241 (4,5,6,7,8,9,10,11,1,2,3) -
2017-10-22 18:39 GranDSenpai: also i have to say
2017-10-22 18:39 GranDSenpai: this is sexy
2017-10-22 18:39 Warpyc: its p nice
2017-10-22 18:39 GranDSenpai: well
2017-10-22 18:39 GranDSenpai: that's all i have to say abnout the map tbh
2017-10-22 18:39 GranDSenpai: rest is :ok_hand:
2017-10-22 18:39 Warpyc: hey man it was helpful

https://puu.sh/y4EyF/1b8de57a89.osu
Topic Starter
Arf

Nevo wrote:

random thing from q Hullo

Savage

- Minor ocd thing but you could move 00:00:058 (1,2,3,4,5) - so the 3 is in the center of the screen tried
- 00:03:438 (1) - you could also center this it's just because it's like 1 pixel off not which makes me :C tried again
- 00:09:353 (5) - you can start a 1/2 slider here which of course means shorten 00:09:142 (4) - because the white tick is a pretty strong beat that should be clicked. I get where you're coming from with this, but the mapping here is more focused on the drum, so I think the current rhythm fits better
- 00:14:635 (8) - with the kinda reflecting thing you had going with 00:13:579 (1,2,3) - and 00:14:212 (5,6,7) - wouldn't it make more sense to put 00:14:635 (8) - at like x:256 y:172 because symmetry Makes the jump too big to justify imo
OR if you dont want it there you could move it to x:396 y:168 to reflect how you did 00:14:001 (4) - and then if you dont know where to put the other notes you could move 00:14:846 (9) - to overlap 00:13:156 (3) - and 00:15:058 (10) - to overlap 00:14:001 (4) - that is an absolutely brilliant idea, many thanks!
- 00:13:579 (1,2,3,5,6,7) - you could blanket these to 00:13:156 (3) - yeah seems better, dunno why it wasn't like that to begin with
- 00:15:269 (1,2) - this overlaps the slider which seems kinda messy adjusted per the mod of GranDSenpai
- 00:29:635 (1) - imo kinda bad looking wavy slider the curve just seems super "sharp" maybe make it more smooth Yes, GranDSenpai mentioned this too, tried my best to fix it
- 00:53:297 (1) - this doesnt have to be a red anchor it seems kinda random since like 00:51:607 (1) - isn't a sharp angle I suppose you have a point but I like variety :c
- 01:17:804 (1,2,3,4,5,6,7,8) - why do these overlap but 01:12:734 (1,2,3,4,5,6,7,8) - doesnt maybe make the first one more like the second did something different here as per GranDSenpai's mod
Ascendance
Rank Brute Justice
newton-
from q

[warpy's insane]
  1. 00:28:579 (1,2,3) - uncomfy flow on these to make them stand out even more, right now theyre just there and thats it i feel. needs more emphasis since those are p powerful trumpet noises. also red anchors like on 01:09:142 (1,2) -
  2. i feel like the more robotic parts couldve been differentiated from the more jazzy parts by making more use of red anchor sliders
  3. 01:49:705 (1) - why isnt this fully vertical :angery:
  4. 01:55:409 (1,3) - 1 could blanket 3 or vice versa idk
  5. 02:09:987 - lower sv here might work? more smooth feel imo
[savage]
  1. 00:19:494 (5,6) - these strike me as more buzzy than round. i feel that red anchors would represent these better
  2. 00:28:579 (1,2,3) - nc spam across all 3 notes would do better to signify sv i feel - players will read the nc on 1 as just the start of a new measure so i think more are needed
  3. 00:30:480 - starting here you get this sorta robotic voice in the bg that isnt really found in the previous parts - i feel more robotic instead of organic slider shapes would make the difference in sections more noticeable
  4. 00:50:339 (4,5,6) - ctrlg to keep that movement symmetry thing from 00:49:072 (9,10) - ?
  5. 01:17:804 (1,2,3,4,5,6,7,8) - i feel this would fit better as sliders for consistency with the past 2 sets of combos
  6. 01:24:565 (1,2,3,4,5,6) - why not spaced :c. it's the kiai and the trumpet people associate in the map with spaced triples is there too, so i feel this should be spaced
  7. 01:58:367 (1,1) - force movement from 1st to 2nd like the others, dont see any reason for stack
  8. 02:09:987 (6) - nice
good luck!
Cheri
doubt i'll be helpful... you don't have to kd for this since it is very short

From queue


  • Savange
  1. 00:00:902 - (very minor) I think it may be better to start the spinner here
  2. 00:06:818 (1) - may be a bit more comfortable if you move it more to the right like maybe X:283 Y: 50
  • Warpy's Insane
  1. 00:07:663 (4) - this note is pretty strong imo - maybe give a bit more spacing than it does now
  2. 00:36:396 (1,2,3) - (Minor) I feel this will flow better if you rotate this about 5 degrees
this is probably my worst mod man :(

GL and have a star - map is really cool
Warpyc

newton- wrote:

from q

[warpy's insane]
  1. 00:28:579 (1,2,3) - uncomfy flow on these to make them stand out even more, right now theyre just there and thats it i feel. needs more emphasis since those are p powerful trumpet noises. also red anchors like on 01:09:142 (1,2) - Flow is fine especially since there are large breaks between the notes also I think the rhythm break does a good enough job of giving emphasis
  2. i feel like the more robotic parts couldve been differentiated from the more jazzy parts by making more use of red anchor sliders this could have been a good idea if I designed the map with that in mind but I didn't and tbh it's just too much effort to change it now. Also not a big fan of sliders with red anchors. However, I did remove a few imo inconsistent red anchor sliders
  3. 01:49:705 (1) - why isnt this fully vertical :angery: Fixed
  4. 01:55:409 (1,3) - 1 could blanket 3 or vice versa idk Good idea
  5. 02:09:987 - lower sv here might work? more smooth feel imo I think the 4x spacing jump to a 1x sv slider contrasts it enough already.
    More would just be asking for sliderbreaks


    Thx

Hailie wrote:

  • Warpy's Insane
  1. 00:07:663 (4) - this note is pretty strong imo - maybe give a bit more spacing than it does now This is a pretty good suggestion but I wont give up muh symmetry
  2. 00:36:396 (1,2,3) - (Minor) I feel this will flow better if you rotate this about 5 degrees Sure

    Thanks
https://puu.sh/y5ndP/eff31e05b0.osu
Topic Starter
Arf

newton- wrote:

from q Good day

[savage]
  1. 00:19:494 (5,6) - these strike me as more buzzy than round. i feel that red anchors would represent these better will consider, someone else mentioned consistency between red anchors and curves, so i might rework that whole idea
  2. 00:28:579 (1,2,3) - nc spam across all 3 notes would do better to signify sv i feel - players will read the nc on 1 as just the start of a new measure so i think more are needed I'll consider this too if it gets mentioned again, but due to the long gap between the sliders on the timeline, I think this should be fine
  3. 00:30:480 - starting here you get this sorta robotic voice in the bg that isnt really found in the previous parts - i feel more robotic instead of organic slider shapes would make the difference in sections more noticeable there is currently pretty much no distinction between the two kinds of sliders, each is just used for variety kinda whenever, I'll see about remedying that
  4. 00:50:339 (4,5,6) - ctrlg to keep that movement symmetry thing from 00:49:072 (9,10) - ? I think it flows very awkwardly if I do that,
    this way I keep the symmetric look while keeping it comfortable to play
  5. 01:17:804 (1,2,3,4,5,6,7,8) - i feel this would fit better as sliders for consistency with the past 2 sets of combos As the build up comes to a head, I wanted to keep maximum tension for movement into the kiai
  6. 01:24:565 (1,2,3,4,5,6) - why not spaced :c. it's the kiai and the trumpet people associate in the map with spaced triples is there too, so i feel this should be spaced You are bloody right how has no one else mentioned this yet, even I didn't notice
  7. 01:58:367 (1,1) - force movement from 1st to 2nd like the others, dont see any reason for stack Isn't enough space to make it look good..... but it's an inconsistency......aaaagh i'll have to think about how i'm going to deal with this one
  8. 02:09:987 (6) - nice heh appreciate it
good luck! Thanks, thought-provoking mod! Gives me a lot to digest

Hailie wrote:

doubt i'll be helpful... you don't have to kd for this since it is very short Hello hello, we'll see :D Anything helpful is a leaf in the hat

From queue


  • Savange
  1. 00:00:902 - (very minor) I think it may be better to start the spinner here I'll think about it, it kinda doesn't matter, but also kinda does,
    so i'm not sure
  2. 00:06:818 (1) - may be a bit more comfortable if you move it more to the right like maybe X:283 Y: 50 you are correct

this is probably my worst mod man :( in the words of Hannah Montana, "Everybody has those days" Don't sweat it :D

GL and have a star - map is really cool Appreciate the kind words
Doj
what up boi

[Savage]
00:31:748 (1) - I noticed someone else mentioned the robot voice. I think you should at least change this slider to something robot-esque. You have changed the sv because of the robot voice :/
00:45:269 (1) - ^
00:33:015 (5,6) - why dont you make this play like these 00:33:860 (1,2) - 00:34:705 (4,5) - ?
00:36:396 (1,2,3,4,5,6) - these triples are clearly different in pitch. I think you should change them so they don't look the same. This applies 00:49:917 (1,2,3,4,5,6) - here too
01:21:184 (1,2) - starting 01:21:395 - there's a change in intensity in that snare, I think you should map it with something instead of having the player sit there on a reverse slider
01:21:924 (4) - You should delete the note here, because i don't think there's a sound, and put a note 01:22:135 - here to make a quintuplet.
01:23:403 (4,5,6) - no sound on any of this
01:27:205 (2) - no sound here
01:30:586 (2) - ^
01:33:965 (2) - ^
01:41:149 (10) - ^
01:44:529 (13) - ^

i guess that's it
all your other diffs look pretty solid, gl
Topic Starter
Arf

Doj wrote:

what up boi yo yo

[Savage]
00:31:748 (1) - I noticed someone else mentioned the robot voice. I think you should at least change this slider to something robot-esque. You have changed the sv because of the robot voice :/ The SV was actually made slower because the BGM quiets down in this section a lot more. The changing sliders for the robot voice thing would have been a good idea when this section was being mapped, but since all of it is currently based on blankets and symmetric circular patterns, turning them all into pointy sliders now would be quite disruptive and probably require a full overhaul. Will consider.
00:45:269 (1) - ^
00:33:015 (5,6) - why dont you make this play like these 00:33:860 (1,2) - 00:34:705 (4,5) - ? I didn't want to use the same pattern for the part with vocals and the part without when they're right after each other
00:36:396 (1,2,3,4,5,6) - these triples are clearly different in pitch. I think you should change them so they don't look the same. This applies 00:49:917 (1,2,3,4,5,6) - here too I hear what you mean. Hmm I hadn't noticed that at all actually. Because of how the triples are mapped in the kiai, I'm somewhat hesitant to change this, for the sake of spacing consistency, but if it's only in this section and with those two instances, I'll consider doing something a little different here
01:21:184 (1,2) - starting 01:21:395 - there's a change in intensity in that snare, I think you should map it with something instead of having the player sit there on a reverse slider You are quite correct, shortened the slider and mapped a triple here instead so hopefully it works better
01:21:924 (4) - You should delete the note here, because i don't think there's a sound, and put a note 01:22:135 - here to make a quintuplet. Correct again, did that, adjusted the spacings a but to make it more presentable
01:23:403 (4,5,6) - no sound on any of this I hear it, it's in the build up :c
01:27:205 (2) - no sound here
01:30:586 (2) - ^
01:33:965 (2) - ^
01:41:149 (10) - ^
01:44:529 (13) - ^ About the quintuplets in the first kiai, I represented what I heard. I know it kind of sort of sounds like two triples with a 1/2 gap in between instead of a 5 note stream but I feel this pattern has a good flow with regards to representing the rhythm as well. There are some quiet drum ticks in between all the near constant triple spam that I think can be joined together without being an inaccurate representation of what's actually in the music. However, I see your point and if it's noted to be a problem by other people then I'll change it and get an appointment with an ear doctor

i guess that's it
all your other diffs look pretty solid, gl
Useful mod, it may look like I denied just about everything but you made some pretty hard-hitting points that I need to reflect on. Will probably end up changing that triple thing, if nothing else. Good catch. Appreciate the effort :D
Nakano Itsuki
I'm fucking dead and tired but I promised I'd mod it so here

[Arf]
00:06:396 (5,6,7) - as much as I dont despise 45 degree angled pattern placements, this one tilts me to hell. Make it horizontal instead?
00:29:424 (3) - Im not a big fan of this aesthetic, better suggestion would be to make the straight slider a wave slider as well, but flipped.
00:46:536 (5,6) - Why not repeat the sv change pattern u did for 00:44:846 (5,1) - ? Considering u did it for 00:51:607 (1,1) - 00:53:297 (1,1) - , it looks nicer to have a matching pattern
00:54:142 (1,2,3,4,5) - I feel like you could have mapped this stream better for a more fun zigzag movement, but this works fine anyway
00:57:945 (4,5,6,7) - This movement is really weird, yet I'm not entirely sure what I can suggest to replace it
00:59:635 (3) - may I suggest to move up to 256|78 instead? looks nicer and wont create such a sharp angled flow imo
01:03:226 (4,1) - imo this is a bit too far and unneeded since the song's intensity doesn't really change much.
01:09:987 (3,1) - yes same as what I said
01:31:959 (5,6,7) - ctrl h for aesthetics?
01:49:283 (1,2,3) - nazi, make these align with the y axis? (2nd circle is x=255, 3rd is x=254)

tbh your diff isn't "fundamentally flawed" or "obviously bad" if I were to define such a phrase, but there's just this little feeling that this map just lacks something that prevents it from being good
also the kiai is better mapped than the rest of the map

[Simon]
00:36:396 (1,2,3,4,5,6) - make these triples more curved in terms of movement? current one looks weird
01:09:142 (1,2,3) - imo for a pattern like this, you could consider basing your sliders around 120 degree rotations for a triangle like pattern (same goes for 00:28:579 (1,2,3,1) - actually, but that looks better than this one lol)
01:13:156 (4,7) - ...as much as I dont oppose stacks like these when needed I feel like you can move these two apart lol
01:27:945 (1,2,3,4,5,6,7) - ...this rotation angle kinda tilts me
02:08:297 (8,9) - imo you could have used a slider for this instead, since 02:08:508 (9) - has such a weak beat a circle is not the most appropriate object for it lol

funnily enough, contrary to arf's diff, the kiai is not mapped as well as the rest of the diff; in fact, I quite liked your structure in the first half of the map, really really big improvement since resonant heart imo
Not meme, you might as well go remap genesis since this is pretty much good enough skill lmao

Not modding the others since they look fine in my eyes

Ascendance wrote:

Rank Brute Justice
Warpyc

StarrStyx wrote:

I'm fucking dead and tired but I promised I'd mod it so here o/

[Simon]
00:36:396 (1,2,3,4,5,6) - make these triples more curved in terms of movement? current one looks weird Sure, added a bit more curve
01:09:142 (1,2,3) - imo for a pattern like this, you could consider basing your sliders around 120 degree rotations for a triangle like pattern (same goes for 00:28:579 (1,2,3,1) - actually, but that looks better than this one lol) I tried to make it work at least
01:13:156 (4,7) - ...as much as I dont oppose stacks like these when needed I feel like you can move these two apart lol Fixed this and some other ugly parts in the section
01:27:945 (1,2,3,4,5,6,7) - ...this rotation angle kinda tilts me reduced tilt
02:08:297 (8,9) - imo you could have used a slider for this instead, since 02:08:508 (9) - has such a weak beat a circle is not the most appropriate object for it lol Dunno why I didnt think of this ages ago lol

funnily enough, contrary to arf's diff, the kiai is not mapped as well as the rest of the diff; in fact, I quite liked your structure in the first half of the map, really really big improvement since resonant heart imo
Not meme, you might as well go remap genesis since this is pretty much good enough skill lmao rank genesis Thanks for the mod and encouragement

ç¥–å …æ­£æ…¶
DeletedUser_423548
m4m

Easy
  1. 00:25:409 - Why auto whistle?
    Additions drum finish is better?
  2. 01:34:705 (1) - offscreen
  3. 01:44:846 (1,2,3,4,1,2,3,4) - Why not make the rhythm same?
    I think the same rhythm is better
  4. 01:49:494 (2,1) - stack miss
Normal
  1. 00:23:719 (1,2,3) - Beginners will be very confused if a certain rhythm is broken
    00:16:959 (1,2,3,1,2,3) - It would be better to do this the same way
  2. 00:54:987 (3) - I think that it will fit very well with songs by making two 1/2 sliders
Hard
  1. Wow nothing
Warpy's Insane
  1. I think that it is consistent and very good map!
Savage
  1. 00:00:058 (1,2,3,4,5) - Players feel that it is very difficult if the beginning of the song does not shrink a little more distance
  2. 00:24:776 (1,2,3,4,5,6) - 00:26:043 (3,4,5,6,7,8) - Why is this distance shrinking, unlike other streams?
  3. 00:31:748 (1,1,1) - I think this is really meaningless
    Even listening to songs is not so emphasized that it will be a very uncomfortable NC
Good luck!
Topic Starter
Arf

StarrStyx wrote:

I'm fucking dead and tired but I promised I'd mod it so here !simon

[Arf]
00:06:396 (5,6,7) - as much as I dont despise 45 degree angled pattern placements, this one tilts me to hell. Make it horizontal instead? it messes with the circular flow that I want to use though
00:29:424 (3) - Im not a big fan of this aesthetic, better suggestion would be to make the straight slider a wave slider as well, but flipped. because they're different speeds, I didn't want to do that
00:46:536 (5,6) - Why not repeat the sv change pattern u did for 00:44:846 (5,1) - ? Considering u did it for 00:51:607 (1,1) - 00:53:297 (1,1) - , it looks nicer to have a matching pattern those are mapped to vocals, and the vocal here is sort of....cut off. It isn't as prominent as the others imo. I'll consider though
00:54:142 (1,2,3,4,5) - I feel like you could have mapped this stream better for a more fun zigzag movement, but this works fine anyway You're probably right
00:57:945 (4,5,6,7) - This movement is really weird, yet I'm not entirely sure what I can suggest to replace it did something different here, moving the first triple away
00:59:635 (3) - may I suggest to move up to 256|78 instead? looks nicer and wont create such a sharp angled flow imo Did this, I'm not sure about making the jumps different lengths, but you're correct on the flow I suppose
01:03:226 (4,1) - imo this is a bit too far and unneeded since the song's intensity doesn't really change much. did something different here
01:09:987 (3,1) - yes same as what I said as above
01:31:959 (5,6,7) - ctrl h for aesthetics? I see your point but it kind of messes up the flow I have going. I'll see if I can work this in
01:49:283 (1,2,3) - nazi, make these align with the y axis? (2nd circle is x=255, 3rd is x=254) how the bollocks did that happen?

tbh your diff isn't "fundamentally flawed" or "obviously bad" if I were to define such a phrase, but there's just this little feeling that this map just lacks something that prevents it from being good to be honest I kind of feel the same? It's missing something and I can't put my finger on it
also the kiai is better mapped than the rest of the map whoo

Yasaija 714 wrote:

m4m Yellow

Easy
  1. 00:25:409 - Why auto whistle? mistake, fixed
    Additions drum finish is better?
  2. 01:34:705 (1) - offscreen Fixed and adjusted
  3. 01:44:846 (1,2,3,4,1,2,3,4) - Why not make the rhythm same?
    I think the same rhythm is better Yeah, tried something different here but it's just weird
  4. 01:49:494 (2,1) - stack miss adjusted
Normal
  1. 00:23:719 (1,2,3) - Beginners will be very confused if a certain rhythm is broken
    00:16:959 (1,2,3,1,2,3) - It would be better to do this the same way that's what the Easy is for! :D In all seriousness, it adjusts to a slightly more complex rhythm because the BGM is more intense, so it gets a little denser while still following the guitar
  2. 00:54:987 (3) - I think that it will fit very well with songs by making two 1/2 sliders I'll consider, if I can find a way to do this without having to rearrange 35/40 different things I'll do it
Hard
  1. Wow nothing woo

Savage
  1. 00:00:058 (1,2,3,4,5) - Players feel that it is very difficult if the beginning of the song does not shrink a little more distance considering what happens in the rest of the map, I think having this at the beginning is good, if a player can't pass this pattern the whole map is already too tough for that player I think
  2. 00:24:776 (1,2,3,4,5,6) - 00:26:043 (3,4,5,6,7,8) - Why is this distance shrinking, unlike other streams? because the first sets of triples were mapped to the trumpet which is rising, and the other two are guitar and drum respectively, which are not as intense
  3. 00:31:748 (1,1,1) - I think this is really meaningless
    Even listening to songs is not so emphasized that it will be a very uncomfortable NC not putting a new combo on slider velocity changes is worse though I think
Good luck! Appreciate the mod, good luck to you as well!
DeRandom Otaku
[Easy]
  1. 00:00:903 (1) - pretty sure this has been pointed out before but yeah 00:02:592 - The recovery time here is just not enough, Generally for easy difficulties you are supposed to have 4 beats gap for recovery. Also the spinner is pretty small for beginner players. Why don't you just try a long slider with some fancy shape which you could continue till 00:03:015 - and it would still be able to follow the drums that are currently ignored
  2. 00:23:719 (1) - The tail should have Drum as sample set not addition or is it on intentional
  3. 00:40:621 (1) - Leaving this without any hitsound is kinda meh, Theres clearly a cymbal in the song so you can use finish or atleast a whistle. Same goes for other difficulties
  4. 01:08:508 (3) - Kinda bad for emphasis to have 01:08:508 - this beat clickable but 01:09:142 - this not. The latter one is obviously much more stronger
  5. 01:36:395 - Even tho the sound faints here it again starts to build up at 01:37:240 - so it would be more natural to have 01:37:663 - this beat mapped
  6. 02:02:170 (2,3) - Instead of doing this rhythm do 01:58:790 (2) - this instead. It fits so much better
[Normal]
  1. 00:03:015 - for normals you actually need 2 beats gap as recovery so yea
  2. 00:40:621 (1) - Same thing is said for a pattern in easy. Try having 00:41:043 - this clickable instead of 00:40:621 - because the latter beat is much more intense
[Hard]
  1. 01:07:346 - the sound here is so much more noticeable yet you didn't map it while you mapped 01:07:135 - 01:06:712 - Even tho the sounds on those beats don't even stand out compared to 01:07:557 -
[Warpy]
  1. 00:45:691 (1,2) - 00:46:536 (3,4) - 00:47:381 (5,6) - Not personally a fan of how almost half of the body of second slider in each pattern overlaps with the previous notes. The aesthetics here themself feel out of this map because you didn't have anything like these anywhere else in the map
  2. 02:08:508 - The kick you mapped here is exactly the same as 02:06:818 - here so you could map this as well. All you need to do is simply replace 02:06:607 (7) - by a 1/2 slider
    Overall the triangular patterns like 01:04:283 (1,2,3) - are cool but sometimes the aesthetics felt rather random and messy
[Savage]
  1. 00:53:719 (1,1) - You can actually space the circle more. The beat on 00:54:142 - is really strong while your spacing is just too small
    Not really a fan of this diff ;/
Good luck
Warpyc

DeRandom Otaku wrote:

[Warpy]
  1. 00:45:691 (1,2) - 00:46:536 (3,4) - 00:47:381 (5,6) - Not personally a fan of how almost half of the body of second slider in each pattern overlaps with the previous notes. The aesthetics here themself feel out of this map because you didn't have anything like these anywhere else in the map Alright enough people has complained about this by now. Added a curve to the 2nd sliders to make it less overlapped
  2. 02:08:508 - The kick you mapped here is exactly the same as 02:06:818 - here so you could map this as well. All you need to do is simply replace 02:06:607 (7) - by a 1/2 slider Fair point
    Overall the triangular patterns like 01:04:283 (1,2,3) - are cool but sometimes the aesthetics felt rather random and messy I can't say I agree but I did change this particular one since its the only one in the map with red anchors that I must have missed earlier
Thanks for the mod
Suguri's hyper is broken
Mentai
you really think a8s was the hardest? i still think a3s or t7s pre-nerf was the hardest (mostly because gear-gating tho). brute justice is indeed the most fun i think

also pls let me know if you're gonna map anymore ffxiv stuff because id love to gd
Topic Starter
Arf

DeRandom Otaku wrote:

[Easy]
  1. 00:00:903 (1) - pretty sure this has been pointed out before but yeah 00:02:592 - The recovery time here is just not enough, Generally for easy difficulties you are supposed to have 4 beats gap for recovery. Also the spinner is pretty small for beginner players. Why don't you just try a long slider with some fancy shape which you could continue till 00:03:015 - and it would still be able to follow the drums that are currently ignored All right
  2. 00:23:719 (1) - The tail should have Drum as sample set not addition or is it on intentional Yes
  3. 00:40:621 (1) - Leaving this without any hitsound is kinda meh, Theres clearly a cymbal in the song so you can use finish or atleast a whistle. Same goes for other difficulties Okay
  4. 01:08:508 (3) - Kinda bad for emphasis to have 01:08:508 - this beat clickable but 01:09:142 - this not. The latter one is obviously much more stronger 1/2 is a bad idea imo
  5. 01:36:395 - Even tho the sound faints here it again starts to build up at 01:37:240 - so it would be more natural to have 01:37:663 - this beat mapped Yes, i agree
  6. 02:02:170 (2,3) - Instead of doing this rhythm do 01:58:790 (2) - this instead. It fits so much better Okay
[Normal]
  1. 00:03:015 - for normals you actually need 2 beats gap as recovery so yea Tried making the spinner a bit shorter
  2. 00:40:621 (1) - Same thing is said for a pattern in easy. Try having 00:41:043 - this clickable instead of 00:40:621 - because the latter beat is much more intense I do see your point but because of how the rhythm in this section has worked so far, with the vocal in focus, I can't find a pattern that is difficulty appropriate and leaves the last note clickable without sacrificing that long slider that the rhythm is based on.
[Hard]
  1. 01:07:346 - the sound here is so much more noticeable yet you didn't map it while you mapped 01:07:135 - 01:06:712 - Even tho the sounds on those beats don't even stand out compared to 01:07:557 - I didn't map the background trumpet stream in any of the difficulties since it broke rhythm consistency
[Savage]
  1. 00:53:719 (1,1) - You can actually space the circle more. The beat on 00:54:142 - is really strong while your spacing is just too small Kinda moved it a little, not too much really
    Not really a fan of this diff ;/ You're not the only one, evidently :c
Good luck Thanks for the mod

Mentai wrote:

you really think a8s was the hardest? i still think a3s or t7s pre-nerf was the hardest (mostly because gear-gating tho). brute justice is indeed the most fun i think

also pls let me know if you're gonna map anymore ffxiv stuff because id love to gd
I dunno about hardest, especially since I wasn't around during coil release or gordias savage, but I always thought it was one of the harder FFXIV raids, hence the description haha.

Also, I'm always mapping at least one FFXIV song, if not multiple ones at the same time! Got Zurvan theme in pending at the moment too. If you ever want to GD for anything you're more than welcome :D
Thanks for the star!
squirrelpascals
Hi, sorry this is later than i thought it would be

savage
• 00:05:868 (3,4,5,6,7,1,2,3,4,6,7,1,2,3,4,5,6,7) - not a fan of how you keep using this same space in the playfeild, it makes the map feel constricted

• 00:13:579 (1,2,3) - this rhythm feels strange to the music because 1,2 is mapped to trumpet while 3 is mapped to the more subtle bass note, inconsistency in the instruments you map to makes rhythm choices feel less applicable to the song. similar concept in 00:14:212 (5,6,7) -

• 00:17:276 (2) - feels overmapped, also for 00:20:656 (2) - which isnt as bad but the sound here is quiet. same thing at 01:06:607 (3,4,5,6,7,8) -

• 00:26:466 (6,7,8) - would be better if you mapped this to 00:26:783 - instead imo, sound is more noticable there

• 00:28:579 (1,2,3) - pretty unexpected sv change, can you make something stand out about this so that this is easier to read

• 00:30:163 (2,3,4) - sounds more like one continuous sound rather than a stream. the way you mapped it at 01:10:674 (2) - is better

• 01:10:674 (2) - should make this clickable on the white tick instead, more noticable beat there to click to

• 01:23:191 (2,3,4,5,6) - also feels kind of overmapped, stream sounds like it truly starts at 01:23:719 (7,8,9,10) -

• 01:24:881 (2) - 01:27:205 (2) - 01:30:586 (2) - A lot of the sounds you choose to map streams/triples to are super subtle/nonexistent and wont be noticable in the music to a player without really sharp headphones or with hitsounds enabled. Also regarding the kiai in general, these spaced movements like as 01:33:227 (5,6,7) - feel too intense over the quiet sounds you are mapping to (even though its a theme you use in the map). Reduced movement here (01:35:762 (1,2,3) - ) feels less overdone on quiet beats

• 01:56:677 (1,2) - sounds like circle 2 shouldnt be there, i only hear 01:56:677 - in the music

warpy
• 00:23:085 - sounds like the stream should start here instead

• 00:34:283 (3,4,5) - would feel nicer to play if you put more of an angle here

• 00:44:001 (1,2,3,4,1,2,3,4,5,6,1,2,3,4) - Your combo lengths are kinda random here. Make them more consistent in someway, consider downbeats such as 00:47:381 (5) -

• 01:03:438 (3,4,5) - same as 00:23:085 -

• 01:11:043 (1,2,3) - a triple feels overmapped here, don't hear anything on 01:11:149 -

• 01:18:227 (4,5,6,7) - i see the structure your using here, but the slider direction really throws off the symmetry aesthetic

• 01:55:409 (1) - the wave look suneven here xp

• 01:56:783 - also sounds overmapped,

• 01:58:367 (11) - nc here instead, downbeat xd

i feel like the larger jumps like 02:09:776 (6,7) - and 01:54:565 (7,8,9) - cause a large diff spike in general, even if they dont affect the sr much

hard
• 00:48:438 (5) - feels pointed in a random direction, adding some sort of structure with 00:47:593 (2) - or pointed more toward 00:48:860 (6) - would make this look nice

• 00:55:621 (8,1) - the largest jump in the map by a lot, you normally like half this distance. pls nerf xpp

• 01:03:860 (5,6) - i think a triple would work well here, because the note at 01:04:071 - doesnt stand out much from the notes at 01:03:966 - 01:04:177 -

• 01:36:818 (2,4) - space these, looks like an unintentional overlap

• 01:39:142 (4,5,6) - triple sounds overmapped

• 01:53:931 (3,4,5,6,7) - surprised you didn't use bigger spacing here to exaggerate this buildup

normal
• 01:39:142 (3,4) - slider would feel better for this because it would feel consistently mapped to vocals with 01:38:719 (2) -

• 02:02:381 (2,3) - a ctrl+g for rhythm to go with the vocals would feel better here, because this part before also goes to vocals 01:59:001 (2,3,1,2,3,4) - key concept for normal players so that the rhythm is more straightforward and less complex

ez
• 00:00:902 (2) - can you add more points to this slider to make it more evenly curved, the sharpness is more noticable cuz the slider is huge

• 01:24:565 (1) - move a tiny bit to right to fix blanket

• 01:31:325 (1,4) - the way these overlap doesn't feel structured because of how differently these sliders are angled, even if the first slider is already fading out

I like how different the top diff is from traditional maps you usually see nowadays. I feel like the rhythm is a but overdone though, so I'm going to have to pass on a bubble for now. Good luck though! :)
Warpyc

squirrelpascals wrote:

warpy
• 00:23:085 - sounds like the stream should start here instead It's fine like this

• 00:34:283 (3,4,5) - would feel nicer to play if you put more of an angle here Changed it so there's a sharper angle

• 00:44:001 (1,2,3,4,1,2,3,4,5,6,1,2,3,4) - Your combo lengths are kinda random here. Make them more consistent in someway, consider downbeats such as 00:47:381 (5) - While it wasn't random but rather based on the patterns I guess I'll change it to keep it consistent with the rest of the map even though I wouldn't consider it a big deal

• 01:03:438 (3,4,5) - same as 00:23:085 - Sounds good to me

• 01:11:043 (1,2,3) - a triple feels overmapped here, don't hear anything on 01:11:149 - If you listen closely enough there's a trumpet sound there, while it may be low I think it works

• 01:18:227 (4,5,6,7) - i see the structure your using here, but the slider direction really throws off the symmetry aesthetic While I agree that it doesn't look as good as it could I'd rather not make any radical changes at this point, if it becomes an issue I'll have a go at changing it

• 01:55:409 (1) - the wave look suneven here xp Yeah it was also real ugly

• 01:56:783 - also sounds overmapped, I see what you mean here but I think it works well with the song, I'll change it if needed though

• 01:58:367 (11) - nc here instead, downbeat xd Feels stupid to NC before the 'pause' but to be honest I'm not that experienced with NCing so I might change it after I ask some people

i feel like the larger jumps like 02:09:776 (6,7) - and 01:54:565 (7,8,9) - cause a large diff spike in general, even if they dont affect the sr much
It's the climax of the song and tbh with the low bpm they aren't even very hard. I'd say for a player that's skilled enough to fc the rest of the diff (constant triples etc) should be able to hit the jumps without a problem

Thanks for the mod
:thinking:
Topic Starter
Arf

squirrelpascals wrote:

Hi, sorry this is later than i thought it would be Hello

savage
• 00:05:868 (3,4,5,6,7,1,2,3,4,6,7,1,2,3,4,5,6,7) - not a fan of how you keep using this same space in the playfeild, it makes the map feel constricted That's only about 4 seconds of mapping though :c it isn't that clustered I don't think

• 00:13:579 (1,2,3) - this rhythm feels strange to the music because 1,2 is mapped to trumpet while 3 is mapped to the more subtle bass note, inconsistency in the instruments you map to makes rhythm choices feel less applicable to the song. similar concept in 00:14:212 (5,6,7) - No...? The trumpet is a triple in the song I'm pretty sure

• 00:17:276 (2) - feels overmapped, also for 00:20:656 (2) - which isnt as bad but the sound here is quiet. same thing at 01:06:607 (3,4,5,6,7,8) - The last example I can see the point a little as the guitar is quiet but in the other two there's a pretty obvious triple sound in the guitar isn't there?

• 00:26:466 (6,7,8) - would be better if you mapped this to 00:26:783 - instead imo, sound is more noticable there Don't really want to follow an extraneous background trumpet instead of the main established rhythm here but I'll consider it

• 00:28:579 (1,2,3) - pretty unexpected sv change, can you make something stand out about this so that this is easier to read the NC, different slider shape, and spacing should be enough for a 5*, even if it's somewhat difficult to sightread you wouldn't mess it up a second time.

• 00:30:163 (2,3,4) - sounds more like one continuous sound rather than a stream. the way you mapped it at 01:10:674 (2) - is better Yes all right, I agree

• 01:10:674 (2) - should make this clickable on the white tick instead, more noticable beat there to click to I don't really hear a sound there....

• 01:23:191 (2,3,4,5,6) - also feels kind of overmapped, stream sounds like it truly starts at 01:23:719 (7,8,9,10) - I can understand why it kinda sounds that way but there's drums in those first five notes. The last 4 were originally spaced out more (think Priti style) to differentiate the different sounds they follow, aka the trumpet, but that just created a massive massive spike that had no business being there

• 01:24:881 (2) - 01:27:205 (2) - 01:30:586 (2) - A lot of the sounds you choose to map streams/triples to are super subtle/nonexistent and wont be noticable in the music to a player without really sharp headphones or with hitsounds enabled. Also regarding the kiai in general, these spaced movements like as 01:33:227 (5,6,7) - feel too intense over the quiet sounds you are mapping to (even though its a theme you use in the map). Reduced movement here (01:35:762 (1,2,3) - ) feels less overdone on quiet beats I guess I'll take this point by point. The overmapping, as you call it, in those three examples the first one is I think out of place, there's clear trumpet noises there (admittedly they're somewhat quieter than the other instances of the same sound but they're still pretty obvious I think). As for the other two, the general idea of quints in the kiai follows sounds that are emphasized by the hitsounds,
as you noticed. If someone has hitsounds turned off and is using speakers to play the game or something I guess they might find it strange that they're not triples, but the drum pattern which the quints follow should not pose as difficult to understand for anyone capable of playing a 5* map. I don't think the drums are subtle enough to pose a problem, maybe it's because I have heard it a million times. As for spaced movements, it's the kiai, the song is in full crescendo mode, instruments are going bananas in the background, so the spaced movements should be perfectly fine, the build up to this point should be enough preparation for the madness of the song's final section. Also, each spaced pattern (from the examples given) is followed up by a stack or a pattern requiring less movement for a combination of emphasis and rest, at least up until the final kiai, where the song just explodes even more.


• 01:56:677 (1,2) - sounds like circle 2 shouldnt be there, i only hear 01:56:677 - in the music The drums here are doubles from what I hear


hard
• 00:48:438 (5) - feels pointed in a random direction, adding some sort of structure with 00:47:593 (2) - or pointed more toward 00:48:860 (6) - would make this look nice Adjusted slightly to point more at 6

• 00:55:621 (8,1) - the largest jump in the map by a lot, you normally like half this distance. pls nerf xpp Yeah I didn't like this jump either, adjusted.

• 01:03:860 (5,6) - i think a triple would work well here, because the note at 01:04:071 - doesnt stand out much from the notes at 01:03:966 - 01:04:177 - Agreed

• 01:36:818 (2,4) - space these, looks like an unintentional overlap Yes

• 01:39:142 (4,5,6) - triple sounds overmapped follows the drum like all the others, it's even hitsounded as such :c

• 01:53:931 (3,4,5,6,7) - surprised you didn't use bigger spacing here to exaggerate this buildup Tried something, will probably adjust later

normal
• 01:39:142 (3,4) - slider would feel better for this because it would feel consistently mapped to vocals with 01:38:719 (2) - Okay, done

• 02:02:381 (2,3) - a ctrl+g for rhythm to go with the vocals would feel better here, because this part before also goes to vocals 01:59:001 (2,3,1,2,3,4) - key concept for normal players so that the rhythm is more straightforward and less complex Sure, done

ez
• 00:00:902 (2) - can you add more points to this slider to make it more evenly curved, the sharpness is more noticable cuz the slider is huge I think it's fine? Not sure what you meant to be honest, I was going for a sickle slider

• 01:24:565 (1) - move a tiny bit to right to fix blanket Adjusted

• 01:31:325 (1,4) - the way these overlap doesn't feel structured because of how differently these sliders are angled, even if the first slider is already fading out might consider changing but I'm not too bothered about this I'll be honest

I like how different the top diff is from traditional maps you usually see nowadays. I feel like the rhythm is a but overdone though, so I'm going to have to pass on a bubble for now. Good luck though! :)
Thanks for the mod
map isn't really anything out of the ordinary though, at least I don't think so
-Mo-
I don't care what you say, I am abbreviating this map to BJ.

Easy
- Main thing I don't like is how some parts feel repetitive and mundane from the constant 1/1 rhythm.
- 00:00:902 (2) - The shape could do with smoothing out a bit I think, specifically the top part
- 00:04:705 (2) - I think removing this would be kinda cool, so there's a distinguishable difference between this combo and the next one where drums are more active.
- 00:40:621 (1,2,3,4,5) - This is one combo I would try to change to be different, since it's kind of like a 'finale' to the section. It feels too similar to the previous combos so far in my opinion. First suggestion would be changing 00:41:043 (2) to a reverse to match the trumpets playing the same notes. Could also change 00:42:311 (3) to circles to make the section slightly more click intensive.
- 01:19:494 (4,5,6) - Would've liked to see some sort of symmetry pattern continuing, since you did it for the previous two combos.
- 01:24:565 (1) - Using reverses here makes this section feel too similar to the section from 00:44:001. Suggestion would be to change one of the sections to use 2/1 sliders instead so there's more variety to distinguish the sections.
- These two kiai sections is basically repeating the same rhythm again and again until the end, which I guess is what the song does, but I still feel like some sort of variety could be added so it doesn't get too mundane.
- 01:55:410 (2,3) - Rhythm seems inconsistent with how you mapped these sounds elsewhere. Would make more sense if you at least repeated this later.
- 01:55:832 (3,4) - Would be nice to see these sliders be the same shape.
- 02:01:748 (1,2) - Flow is kinda inconsistent with how you mapped these rhythms previously, since you used smoother flow before whereas here it's sharp.

Normal
- This diff feels a lot better to play to me comparatively.
- 00:14:846 (3) - Regular curve will bit better here to transition into the blanket thing to me.
- 00:21:818 (4) - Personal choice would've been to place this at (221, 230). Overlap thing isn't really noticable to me, and current position has issues with visual flow between 00:21:818 (4,1) and that I don't think the wide circular flow really fits.
- 00:25:198 - I would aim to make this beat clickable, since it's clickable everywhere else and it's a distinct enough sound that it feels weird when you suddenly made it passive.
- 00:33:860 (1,3) - Coupling thing could be applied here too.
- 00:37:240 (1) - I guess here too if you wanted.
- 00:39:564 (2) - It didn't seem clear to me at first that you were following the vocals, since you had to simplify the rhythm so much it felt like you were following guitar. I'd say you should stick to guitar rhythms, since the vocals aren't too prominent and it feels weird to play this rhythm when it feels like you're not playing vocals.
- 00:40:621 (1,2,3,4,1,2,3) - I would've tried to make a pattern out of sharper angles rather than a smooth flow so it reflects the stronger impacts on each sound.
- 01:02:381 - rip hitsound
- 01:46:114 (3) - Random linear bend slider in the middle of a bunch of curved sliders seems weird.
- 01:59:846 (1,2,3) - Pattern symmetry could be improved, start by moving 2 up a bit.
- 02:04:071 (4) - Nazi blanket thing, just doesn't look right at the moment. Might be worth using two anchors for the curve.
- 02:08:931 (1,2,3,4,5) - Would be better if the finale wasn't confined to a corner I think. Easy fix is moving the entire combo so that 1 starts at (143, 42).

Hard
- 00:13:579 (1,2,3,4) - Simialr to Easy, would've liked the see the symmetry theme continue, more specifically havin the pattern be in the centre of the field rather than off to the side.
- 01:21:395 (2,4) - Using 5-note sliders here seems too unexpected for the player since you've used only 3-note sliders until now (expect that first slider but that doesn't count). I think it's better to keep these as 3-note sliders and base your rhythm around that. Applies to future ones too.
- 01:29:635 to 01:41:254 - lol https://puu.sh/yxThK.jpg
- 02:08:931 (1,2,3,4,5) - Finale thing like in Normal.

Warpy's Insane
Copying .osu files is hard huh.
- 00:06:712 (8) - Extending this to a stream does seem unnecessary, since it would make more sense to follow the trumpet beats with just a triple, and the sounds are getting quieter so there isn't any tension build up to justify a stream.
- 00:07:663 (4,5) - Larger spacing here isn't needed since there isn't a trumpet sound to support it.
- 00:09:142 (1) - Might as well Ctrl+G so it faces the previous/next object.
- 00:29:635 (1) - Flipping this so the bend goes in the other direction would be cooler to me I think.
- 00:35:339 (1,2) - Tail overlaps like this are kind of meh I think. I would try to avoid it.
- 00:44:001 to 00:53:930 - Repeating the same 3/4-1/2 slider rhythm gets old very quickly. This definitely needs changing to something more interesting.
- 01:23:719 (5,6,7,8) - Vertical flipping this would match the rest of the combo better, where you have to change direction after you reach the object.
- 02:00:058 (1,2,3,4,5,6,7,8,9) - Would've prefered to see the circular flow move in the opposite direction since it was like this before.

Kind
So the style is fine, but I do have suggestions on how to improve it. I think since those spaced stream things are pretty unforgiving to hit already, I would aim to make them as smooth for the player as possible while keeping them spaced. Stuff like keeping their shapes simple and their entry paths sharp to favour sharp movements.
- 00:14:001 (4,5,6,7) - Stuff like this is trickier to play since the player has to slow down their cursor speed but still move in roughly the same direction as they reach 5, which is harder to control (https://puu.sh/yxWl0.jpg).
- 00:49:494 (10,1,2,3) - This is more giving to play since the player is able to snap to 1 and move in roughly the opposite direction, which is easier to handle (https://puu.sh/yxWpM.jpg), though note that 00:50:128 (3,4,5,6) is awkward again.
- 00:54:142 (1,2,3,4,5) - I think these S-bend kind of things should be replaced with just a single curve or a straight line, so that the player only has to control one movement through the stream, which is easier.

- 00:31:747 (1) - Nice snapping.
- 00:42:945 (10,1,2,3,4) - So I have two suggestions you could do here. First one would be moving 00:43:156 (1,2,3,4) to (465, 305) so that it makes part of the linear patter at the end of the previous combo. Second suggestion would be moving 00:42:945 (10) upward so that there's an upward zig-zag motion between 00:42:734 (9,10,1) to emphasise the end of this section better.
- 01:21:184 (1) - Might be better to put this on the other side of the triple, since the slider ends on the opposite side of the head.
- 01:23:191 (2) - Could be removed to nerf the stream to be easier slightly.
- 01:23:297 (3,4,5,6,7,8,9,10) - Also as a nazi, this stream shape isn't really as circular as it could be.
- 01:24:565 (1,2,3) - Usually you have your spaced triple thing on starting on the downbeat rather than after a slider.
- 01:47:381 (5,6,7) - Would be smoother like this I think:
- 02:09:776 (5,6) - Could avoid the overlap.

Rhythm seems mostly fine to me, and outside of the spaced stream stuff I can only spot minor issues.

I still do think the mapset can be improved a fair bit before considering it for qualify, mostly for the upper diff to be less unforgiving, and the lower diffs to be less mundane and repetitive.

Oh and I still think the red line is shit.
Topic Starter
Arf

-Mo- wrote:

I don't care what you say, I am abbreviating this map to BJ. Can you not!

Easy
- Main thing I don't like is how some parts feel repetitive and mundane from the constant 1/1 rhythm. Easy diffs need to burn.
- 00:00:902 (2) - The shape could do with smoothing out a bit I think, specifically the top part Okay since everyone thinks my sickle is ugly
- 00:04:705 (2) - I think removing this would be kinda cool, so there's a distinguishable difference between this combo and the next one where drums are more active. I personally don't think anyone playing this as an Easy would be able to distinguish the cadence of the percussion here versus simply listening to the main melody of the trumpets.
- 00:40:621 (1,2,3,4,5) - This is one combo I would try to change to be different, since it's kind of like a 'finale' to the section. It feels too similar to the previous combos so far in my opinion. First suggestion would be changing 00:41:043 (2) to a reverse to match the trumpets playing the same notes. Could also change 00:42:311 (3) to circles to make the section slightly more click intensive. Yes I like this idea
- 01:19:494 (4,5,6) - Would've liked to see some sort of symmetry pattern continuing, since you did it for the previous two combos. I caaaan't ;_;
- 01:24:565 (1) - Using reverses here makes this section feel too similar to the section from 00:44:001. Suggestion would be to change one of the sections to use 2/1 sliders instead so there's more variety to distinguish the sections. But the previous section only had 2 reverse sliders :c
- These two kiai sections is basically repeating the same rhythm again and again until the end, which I guess is what the song does, but I still feel like some sort of variety could be added so it doesn't get too mundane. I have zero clue how to differentiate these while using only 1/1s. I tried, believe it or not, but to follow the song in the best way that I could while using only 1/1s, it ended up, well. This is why Easy diffs need to die
- 01:55:410 (2,3) - Rhythm seems inconsistent with how you mapped these sounds elsewhere. Would make more sense if you at least repeated this later. Good point, why did I do that here anyway
- 01:55:832 (3,4) - Would be nice to see these sliders be the same shape. Did something different here
- 02:01:748 (1,2) - Flow is kinda inconsistent with how you mapped these rhythms previously, since you used smoother flow before whereas here it's sharp.Changed to be more ugly

Normal
- This diff feels a lot better to play to me comparatively. Yes
- 00:14:846 (3) - Regular curve will bit better here to transition into the blanket thing to me. Yes it will
- 00:21:818 (4) - Personal choice would've been to place this at (221, 230). Overlap thing isn't really noticable to me, and current position has issues with visual flow between 00:21:818 (4,1) and that I don't think the wide circular flow really fits. Sure, all right
- 00:25:198 - I would aim to make this beat clickable, since it's clickable everywhere else and it's a distinct enough sound that it feels weird when you suddenly made it passive. Okay, done
- 00:33:860 (1,3) - Coupling thing could be applied here too. Did this
- 00:37:240 (1) - I guess here too if you wanted. Yeah all right did that too
- 00:39:564 (2) - It didn't seem clear to me at first that you were following the vocals, since you had to simplify the rhythm so much it felt like you were following guitar. I'd say you should stick to guitar rhythms, since the vocals aren't too prominent and it feels weird to play this rhythm when it feels like you're not playing vocals. It acts a bit like a finale before the trumpets so I tried to differentiate it, especially since there's stronger drums here
- 00:40:621 (1,2,3,4,1,2,3) - I would've tried to make a pattern out of sharper angles rather than a smooth flow so it reflects the stronger impacts on each sound. Aaaaah you have a point, but making the sharp flow noticeable without redoing the whole section is killer
- 01:02:381 - rip hitsound Stupid hitsounds
- 01:46:114 (3) - Random linear bend slider in the middle of a bunch of curved sliders seems weird. Why is this here?
- 01:59:846 (1,2,3) - Pattern symmetry could be improved, start by moving 2 up a bit. Okie dokes
- 02:04:071 (4) - Nazi blanket thing, just doesn't look right at the moment. Might be worth using two anchors for the curve. Tried my best
- 02:08:931 (1,2,3,4,5) - Would be better if the finale wasn't confined to a corner I think. Easy fix is moving the entire combo so that 1 starts at (143, 42). All righty then

Hard
- 00:13:579 (1,2,3,4) - Simialr to Easy, would've liked the see the symmetry theme continue, more specifically havin the pattern be in the centre of the field rather than off to the side. I get what you're saying, I do, but I can't make this work at the moment I'll try to find some way to shuffle things around but for now I'm leaving it be
- 01:21:395 (2,4) - Using 5-note sliders here seems too unexpected for the player since you've used only 3-note sliders until now (expect that first slider but that doesn't count). I think it's better to keep these as 3-note sliders and base your rhythm around that. Applies to future ones too. Okay,
did something different with all of these

- 01:29:635 to 01:41:254 - lol https://puu.sh/yxThK.jpg How does one notice these things >:(
- 02:08:931 (1,2,3,4,5) - Finale thing like in Normal. Adjusted

Kind
So the style is fine, but I do have suggestions on how to improve it. I think since those spaced stream things are pretty unforgiving to hit already, I would aim to make them as smooth for the player as possible while keeping them spaced. Stuff like keeping their shapes simple and their entry paths sharp to favour sharp movements.
- 00:14:001 (4,5,6,7) - Stuff like this is trickier to play since the player has to slow down their cursor speed but still move in roughly the same direction as they reach 5, which is harder to control (https://puu.sh/yxWl0.jpg).
- 00:49:494 (10,1,2,3) - This is more giving to play since the player is able to snap to 1 and move in roughly the opposite direction, which is easier to handle (https://puu.sh/yxWpM.jpg), though note that 00:50:128 (3,4,5,6) is awkward again.

Well, we've discussed this since you wrote this, and I changed that one vertical triple we talked about which was on the same line as the previous note, and based on what we discussed for each of the other triples, well, I'm not sure. I feel like the linear aspect of the pattern makes the momentum seem more unbalanced than it is, particularly if the player isn't used to playing linear patterns, since maps don't really utilize that anymore. At a 5* level though, I think making everything comfortable isn't really what you want, if you're trying to make something interesting. My belief is that the motion between the triples helps to emphasize the trumpets even more, while making it so the player has to actually be precise to hit the notes, which shouldn't be too bad considering the spaced streams later on.
- 00:54:142 (1,2,3,4,5) - I think these S-bend kind of things should be replaced with just a single curve or a straight line, so that the player only has to control one movement through the stream, which is easier. I think it fits the noises of the trumpets better to have it be a toilet

- 00:31:747 (1) - Nice snapping. Fixed
- 00:42:945 (10,1,2,3,4) - So I have two suggestions you could do here. First one would be moving 00:43:156 (1,2,3,4) to (465, 305) so that it makes part of the linear patter at the end of the previous combo. Second suggestion would be moving 00:42:945 (10) upward so that there's an upward zig-zag motion between 00:42:734 (9,10,1) to emphasise the end of this section better. Moved 10 up
- 01:21:184 (1) - Might be better to put this on the other side of the triple, since the slider ends on the opposite side of the head. Ehhh I think this should be fine since it's just a bzzt slider
- 01:23:191 (2) - Could be removed to nerf the stream to be easier slightly. but the drums >.<
- 01:23:297 (3,4,5,6,7,8,9,10) - Also as a nazi, this stream shape isn't really as circular as it could be. Indeed it is not
- 01:24:565 (1,2,3) - Usually you have your spaced triple thing on starting on the downbeat rather than after a slider. You are correct
- 01:47:381 (5,6,7) - Would be smoother like this I think: Indeed it would
- 02:09:776 (5,6) - Could avoid the overlap. Okay

Rhythm seems mostly fine to me, and outside of the spaced stream stuff I can only spot minor issues.

I still do think the mapset can be improved a fair bit before considering it for qualify, mostly for the upper diff to be less unforgiving, and the lower diffs to be less mundane and repetitive. Easy diffs still need to burn >:( . There's only so much you can do with 1/1.... As for the other diffs, well we've done what we can based on how we want the map to look and play. If it's not good enough then well.....I don't want to remap this anymore, and if it's not enough I suppose it's not enough. I'd like to think it's as ready as it'll ever be in its current state. Could it be better if remapped, maybe. But I can't see myself making something more interesting than this even with whatever skills I may or may not have picked up since last year. Hopefully I made sense on some level instead of looking like a stubborn idiot, but that's for you to decide.

Oh and I still think the red line is shit. I can change this if you really really want.......
Warpyc

-Mo- wrote:

Warpy's Insane
Copying .osu files is hard huh.
- 00:06:712 (8) - Extending this to a stream does seem unnecessary, since it would make more sense to follow the trumpet beats with just a triple, and the sounds are getting quieter so there isn't any tension build up to justify a stream. k
- 00:07:663 (4,5) - Larger spacing here isn't needed since there isn't a trumpet sound to support it. yeh
- 00:09:142 (1) - Might as well Ctrl+G so it faces the previous/next object. sure
- 00:29:635 (1) - Flipping this so the bend goes in the other direction would be cooler to me I think. I prefer it like this
- 00:35:339 (1,2) - Tail overlaps like this are kind of meh I think. I would try to avoid it. Tried to fix it at least
- 00:44:001 to 00:53:930 - Repeating the same 3/4-1/2 slider rhythm gets old very quickly. This definitely needs changing to something more interesting. changed to make it a bit less stale
- 01:23:719 (5,6,7,8) - Vertical flipping this would match the rest of the combo better, where you have to change direction after you reach the object. sure

- 02:00:058 (1,2,3,4,5,6,7,8,9) - Would've prefered to see the circular flow move in the opposite direction since it was like this before. why not
Phoenix
Ascendance
brute justice
Topic Starter
Arf
Maybe things will be different this time, let's have a go.

The number of people who modded this map and became a BN (or even a QAT) after the fact is ridiculously high wtf
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