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Nekomata Master+ - encounter

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Aeril
[Another]
  1. Holy fuck this is absurdly difficult to read... nice.
  2. 00:08:325 (1,2) - Why does 2 get the most emphasis if the loudest notes are on 1 and 3?
  3. 00:36:747 (2,3,4,5,6,7,1) - Reason for the W pattern? The notes continue up in pitch so I don't see why there is a dip in 6.
  4. 00:52:378 (3) - Isn't there the most emphasis on this note? So why is there so little spacing?
  5. 00:56:799 (4) - Quite a big beat here, is it really okay to just stack the note?
[EX]
  1. Not much to say other than it plays extremely well and is fun as well as looks really cool.
[EXTREME]
  1. Really nicely mapped, I like how so far the maps are based on reading.
  2. 00:09:378 (2) - Shouldn't this be NC'd because it's 1/3?
  3. 00:09:904 (3) - No emphasis on this note even though its a big beat?
  4. 00:31:536 (6,1) - This as well, this has the least amount of emphasis while 00:30:589 (4,1) has way more even though the first is much louder.
  5. 01:20:220 (2,2,3,4,5) - Shouldn't these all be NC's?
[ADVANCED]
  1. Into the realm of shakiness in my mapping ability, I think it's pretty good though.
  2. 00:11:799 (5,1) - This is the only 1/4 repeat slider that is stacked. Why is that?
  3. 01:01:062 (3) - I'm going to be that guy and say... blanket.
  4. 01:22:536 (6) - Maybe NC because it follows a completely different instrument?
[MEDIUM]
  1. A lot of the slider patterns are very boring and could use a bit of creativity in my opinion.
  2. 00:12:747 (2,3) - The repeats on the sliders in this section point towards flow going backwards yet they go back forward. I feel like for newer players having the slider point towards the next note to improve flow would be better.
  3. 00:32:325 (1,2,3,4,5,6) - This section could look and player much more fun if it wasn't just straights.
  4. 00:42:432 (1) - This entire section as well up to 00:52:537 (1)
  5. 00:52:537 (1) - I think it would be nicer if all the parts of the slider were the same length.
  6. 01:51:905 (1,2) - Maybe change these to hit circles as they are the last notes in the song and should get the most emphasis.
[BASIC]
  1. It's okay I guess.
  2. 00:02:010 (1) - Maybe end all of these sliders on 00:02:799 to create some rhythmical difference between 00:02:010 (1,2)
  3. 00:16:852 - Maybe put a 1/1 slider here and remove the hit circle at 00:17:168 (1)
  4. 00:22:220 (1) - I find it odd you end all of these sliders on a drum beat and note a emphasized note like 00:23:641 or 00:23:168
  5. 00:32:325 (1) - Please end this slider on 00:33:747
  6. 01:12:747 (1) - Why do all these notes start in one phrase and end on the beginning of another?
For the most part, I really quite like this mapset. Good luck on getting this ranked! :P
Affirmation
Q
Music don't match with me, I'll mod only one diff.

[EX]
00:04:220 (3,1) - why anti jump
00:07:378 (1) - unnecessary NC
00:08:878 - 00:08:957 - add beats
00:10:852 (1,2,3,4,5,1,2,3,4,5,1,2,3,4) - make consistency Ds when you make streams, It looks weird
00:16:378 (1,2,3,4,5) - ^
00:20:957 (1,2,3,4) - 1/6 slider.
00:52:062 (1) - delete NC
00:57:589 (1,2,3) - why this is jump? don't make, could be HArd to read.
01:17:878 (1,1) - two spinners? why you made them? You ignored too many rhythm because of these spinners.
01:33:036 (1,1,1,1,1,1,1) - delete NC
01:36:115 (1,1,1,1) - ^
01:39:273 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - players can't read it?
Irreversible

Neoskylove wrote:

Q
Music don't match with me, I'll mod only one diff.

[EX]
00:04:220 (3,1) - why anti jump If you see, the 1/1 all follow a constant sound. It has a stop here, hence the antijump.
00:07:378 (1) - unnecessary NC Patterning
00:08:878 - 00:08:957 - add beats Following another sound here..
00:10:852 (1,2,3,4,5,1,2,3,4,5,1,2,3,4) - make consistency Ds when you make streams, It looks weird Hmm.. but it has a progression in it, because the song progresses.
00:16:378 (1,2,3,4,5) - ^
00:20:957 (1,2,3,4) - 1/6 slider. ?? Why
00:52:062 (1) - delete NC adjusted
00:57:589 (1,2,3) - why this is jump? don't make, could be HArd to read. Everything is 1/4, so this is fine.
01:17:878 (1,1) - two spinners? why you made them? You ignored too many rhythm because of these spinners. I might adjust that, not sure yet
01:33:036 (1,1,1,1,1,1,1) - delete NC no
01:36:115 (1,1,1,1) - ^no
01:39:273 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - players can't read it? I got testplays on that! They did well
Thank you for this check :) Also thanks to the rest! Will post an update a bit later.


;More creativitiyy
osu file format v14

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Title:encounter
TitleUnicode:encounter
Artist:Nekomata Master+
ArtistUnicode:猫叉Master+
Creator:Low
Version:EX
Source:jubeat saucer fulfill
Tags:bemani konami plus naoyuki sato 佐藤直之 音源 examination sing irreversible
BeatmapID:1119273
BeatmapSetID:525414

[Difficulty]
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11,193,92957,5,2,1:2:0:0:
6,232,93036,5,2,1:2:0:0:
1,273,93115,5,2,1:2:0:0:
33,313,93193,5,2,1:2:0:0:
79,337,93272,5,2,1:2:0:0:
131,339,93351,5,2,1:2:0:0:
179,319,93430,5,2,1:2:0:0:
214,280,93509,5,2,1:2:0:0:
229,230,93589,6,4,L|341:224,1,105.000004005432,4|0,1:2|0:0,0:0:0:0:
343,231,93826,6,0,L|355:115,1,105.000004005432,4|0,1:2|0:0,0:0:0:0:
437,62,94062,6,0,L|429:138,1,52.5000020027161,4|0,1:2|0:0,0:0:0:0:
436,264,94220,5,0,0:0:0:0:
417,298,94298,1,0,0:0:0:0:
387,322,94377,1,0,0:0:0:0:
349,332,94456,1,0,0:0:0:0:
311,325,94535,1,0,0:0:0:0:
201,325,94694,5,0,0:0:0:0:
163,332,94773,1,0,0:0:0:0:
125,322,94852,1,0,0:0:0:0:
95,298,94931,1,0,0:0:0:0:
76,264,95009,1,0,0:0:0:0:
201,325,95168,5,0,0:0:0:0:
182,291,95246,1,0,0:0:0:0:
152,267,95325,1,0,0:0:0:0:
114,257,95404,1,0,0:0:0:0:
76,264,95483,1,0,0:0:0:0:
436,264,95642,5,0,3:0:0:0:
396,257,95720,1,0,3:0:0:0:
359,267,95799,1,0,3:0:0:0:
328,290,95878,1,0,3:0:0:0:
311,325,95957,6,0,P|280:340|248:336,1,56
146,285,96115,6,0,P|122:260|116:228,1,56
133,116,96273,6,0,P|149:86|177:70,1,56
289,52,96431,6,0,P|323:58|347:80,1,56
399,180,96589,6,0,P|404:214|390:244,1,56
258,330,96747,5,0,0:0:0:0:
222,318,96825,1,0,0:0:0:0:
222,280,96904,1,0,0:0:0:0:
258,268,96983,1,0,0:0:0:0:
281,299,97062,1,0,0:0:0:0:
123,238,97220,5,0,0:0:0:0:
123,199,97298,1,0,0:0:0:0:
159,187,97377,1,0,0:0:0:0:
182,218,97456,1,0,0:0:0:0:
159,249,97535,1,0,0:0:0:0:
170,80,97694,5,0,0:0:0:0:
206,69,97772,1,0,0:0:0:0:
229,99,97851,1,0,0:0:0:0:
205,130,97930,1,0,0:0:0:0:
170,119,98009,1,0,0:0:0:0:
333,76,98167,5,0,0:0:0:0:
355,108,98245,1,0,0:0:0:0:
333,138,98324,1,0,0:0:0:0:
296,125,98403,1,0,0:0:0:0:
296,88,98483,6,0,P|309:52|336:29,1,56
168,117,98641,6,0,P|136:94|122:60,1,56
157,252,98799,6,0,P|126:275|89:278,1,56
282,304,98957,6,0,P|295:341|286:377,1,56
370,200,99115,6,0,P|410:200|441:219,1,56
260,207,99273,5,0,0:0:0:0:
241,201,99352,1,0,0:0:0:0:
241,181,99431,1,0,0:0:0:0:
260,175,99510,1,0,0:0:0:0:
271,191,99589,1,0,0:0:0:0:
262,215,99747,5,0,0:0:0:0:
234,206,99826,1,0,0:0:0:0:
234,176,99905,1,0,0:0:0:0:
262,167,99984,1,0,0:0:0:0:
280,191,100062,1,0,0:0:0:0:
266,227,100220,5,0,0:0:0:0:
224,213,100299,1,0,0:0:0:0:
224,169,100378,1,0,0:0:0:0:
266,155,100457,1,0,0:0:0:0:
292,191,100536,1,0,0:0:0:0:
269,245,100694,5,0,0:0:0:0:
206,224,100773,1,0,0:0:0:0:
206,158,100852,1,0,0:0:0:0:
269,137,100931,1,0,0:0:0:0:
307,191,101010,6,0,P|376:196|392:184,1,56
452,100,101168,6,0,L|440:44,1,56
452,284,101325,2,0,L|440:340,1,56
348,128,101483,6,0,L|335:71,1,56
348,313,101640,2,0,L|335:369,1,56
180,192,101799,6,0,B|172:160|128:119|77:127|77:127|99:134|112:148,1,167.999994873047
332,192,102273,2,0,B|340:160|384:119|434:127|434:127|413:134|400:148,1,167.999994873047
256,72,102747,1,0,0:0:0:0:
328,292,102904,1,0,0:0:0:0:
328,292,102983,1,0,0:0:0:0:
328,292,103062,6,0,B|341:326|393:350|441:342|441:342|436:318|409:314,1,167.999994873047
184,292,103457,1,0,0:0:0:0:
184,292,103536,2,0,B|171:326|119:350|71:342|71:342|75:318|103:314,1,167.999994873047
256,72,104010,5,0,0:0:0:0:
156,340,104168,2,0,P|104:356|80:348,1,41.9999987182618
44,256,104325,5,0,0:0:0:0:
45,239,104404,1,0,0:0:0:0:
61,235,104483,1,0,0:0:0:0:
70,249,104562,1,0,0:0:0:0:
59,262,104641,1,0,0:0:0:0:
254,99,104799,5,0,0:0:0:0:
265,86,104878,1,0,0:0:0:0:
256,72,104957,1,0,0:0:0:0:
240,76,105036,1,0,0:0:0:0:
239,93,105115,1,0,0:0:0:0:
453,262,105273,5,0,0:0:0:0:
442,249,105352,1,0,0:0:0:0:
451,235,105431,1,0,0:0:0:0:
467,239,105510,1,0,0:0:0:0:
468,256,105589,1,0,0:0:0:0:
273,93,105747,5,0,0:0:0:0:
272,76,105826,1,0,0:0:0:0:
256,72,105905,1,0,0:0:0:0:
247,86,105984,1,0,0:0:0:0:
260,100,106062,6,0,P|296:88|312:56,1,57.7500005507469
198,264,106220,2,0,P|162:252|130:269,1,57.7500005507469
344,167,106378,2,0,P|367:197|402:203,1,57.7500005507469
169,159,106536,2,0,P|169:121|143:96,1,57.7500005507469
306,268,106694,2,0,P|284:299|290:334,1,57.7500005507469
474,182,106852,5,0,0:0:0:0:
487,142,106930,1,0,0:0:0:0:
479,102,107009,1,0,0:0:0:0:
439,111,107089,1,0,0:0:0:0:
410,140,107167,1,0,0:0:0:0:
420,280,107325,5,0,0:0:0:0:
433,320,107403,1,0,0:0:0:0:
425,360,107482,1,0,0:0:0:0:
385,351,107562,1,0,0:0:0:0:
356,322,107640,1,0,0:0:0:0:
156,322,107799,5,0,0:0:0:0:
127,351,107877,1,0,0:0:0:0:
87,360,107957,1,0,0:0:0:0:
79,320,108036,1,0,0:0:0:0:
92,280,108114,1,0,0:0:0:0:
102,140,108272,5,0,0:0:0:0:
73,111,108350,1,0,0:0:0:0:
33,102,108430,1,0,0:0:0:0:
25,142,108509,1,0,0:0:0:0:
38,182,108589,6,0,P|73:209|100:212,1,57.7500005507469
176,332,108747,6,0,P|206:311|215:291,1,57.7500005507469
356,243,108904,6,0,P|345:208|329:192,1,57.7500005507469
327,42,109062,6,0,P|290:40|271:52,1,57.7500005507469
129,8,109220,6,0,P|116:42|121:64,1,57.7500005507469
252,207,109378,5,0,0:0:0:0:
271,201,109457,1,0,0:0:0:0:
271,181,109536,1,0,0:0:0:0:
252,175,109615,1,0,0:0:0:0:
241,191,109694,1,0,0:0:0:0:
250,215,109852,5,0,0:0:0:0:
278,206,109931,1,0,0:0:0:0:
278,176,110010,1,0,0:0:0:0:
250,167,110089,1,0,0:0:0:0:
232,191,110167,1,0,0:0:0:0:
246,227,110325,5,0,0:0:0:0:
288,213,110404,1,0,0:0:0:0:
288,169,110483,1,0,0:0:0:0:
246,155,110562,1,0,0:0:0:0:
220,191,110641,1,0,0:0:0:0:
243,245,110799,5,0,0:0:0:0:
306,224,110878,1,0,0:0:0:0:
306,158,110957,1,0,0:0:0:0:
243,137,111036,1,0,0:0:0:0:
205,191,111115,6,0,P|136:196|120:184,1,56
132,88,111273,5,0,0:0:0:0:
148,49,111351,1,0,0:0:0:0:
184,29,111430,1,0,0:0:0:0:
225,34,111509,1,0,0:0:0:0:
255,63,111588,1,0,0:0:0:0:
285,34,111668,1,0,0:0:0:0:
326,29,111747,1,0,0:0:0:0:
362,49,111826,1,0,0:0:0:0:
380,88,111904,6,0,P|357:219|345:235,1,140
157,221,112378,2,0,P|131:157|133:88,1,140
256,344,112852,1,0,0:0:0:0:
420,148,113010,1,0,0:0:0:0:
420,148,113089,1,0,0:0:0:0:
420,148,113168,6,0,P|370:96|288:87,1,140
92,236,113562,1,0,0:0:0:0:
92,236,113641,6,0,P|141:287|223:296,1,140
368,176,114116,5,0,0:0:0:0:
340,92,114273,1,0,0:0:0:0:
192,152,114431,6,0,B|124:136|132:40|211:38|240:72|240:72|239:22|307:-6|357:42|340:92|340:92|388:60|435:108|423:171|366:177|366:177|365:218|330:237|277:240|260:180|260:180|252:212|219:229|183:226|183:226|240:280|252:368|252:368|297:301|297:301|348:307|403:287|424:244|424:244|408:328|452:368|452:368|472:340|456:304,1,1382.5,6|2,1:0|0:0,0:0:0:0:
Topic Starter
Low

-himei wrote:

~
extreme:
00:57:909 (9) - i guess it should be like this http://puu.sh/s6NQU/eed7622060.jpg why
00:16:378 (1,2,3,4,5) - lmao what happened with this curve what?
00:15:904 (1,2,3,4,5) - ^
00:17:168 (1,2) - how is that readable, dude please we have one chaoslitz already ;w; easily
00:46:536 (3,4,5) - how is this correlates with 00:46:852 (6,7,8) - in terms of shape? they're both curves
01:19:378 - > 01:22:852 - i dont like the way you mapped this part, it could be something more spaced with lower sv. it's fine
01:27:904 (1) - this spinner seemed way too weird for me it matches the song to me.
01:47:641 (5) - what up with this note it follows the song
01:41:247 -
01:41:404 -
01:42:194 -
01:46:773 -
01:48:825 -
01:48:983 -
01:49:141 -
01:49:299 -
01:49:457 -
01:49:536 -
01:49:615 - unmapped sounds i did these on purpose for rhythmic variation.
01:46:852 (1) - ^ i dont know why you skipped so many sounds under slider. because you don't have to map to every sound

the structure is decent, but the way you time your objects is weird

gl

iHatePeople wrote:

Hi M4M if you accept~ but I made your mod and i will not wait to post this >< (I'm a potato) i didn't accept your m4m... sorry. thank you for modding, though

[BASIC]

00:19:694 (1) - Move to 264,312 no, it's a symmetrical pattern as it is now
00:27:273 (1) - Flow path? 120,321 ^
00:29:168 (2) - Move to 244,220
00:29:799 (1) - Better shape ok
00:32:325 (1) - More open to blanket with 00:31:694 (2)
01:00:115 (1) - Move to 400,332
01:38:010 (2) - Move to 32,220 (this is the cause AiMod report distance)
01:41:799 (1) - The middle white move to: 116,56. The flow path is better
01:50:641 (2) - Move to 372,291

[MEDIUM]

00:24:116 (3) - Move to 187,208
00:24:747 (1) - Move to 32,208
00:25:695 (2) - Move to 229,344
00:26:642 (3) - Move to 187,57
00:28:221 (2) - Fix Blanket not supposed to be a blanket
00:44:484 (4) - Move to 268,284
00:47:011 (4) - Move to 472,276
01:14:642 (3) - Red point: 128,72
01:51:274 (3) - Fix Blanket ok

[ADVANCED]

00:34:220 (1) - Fix Blanket
00:35:641 (4) - Move to 140,142
01:01:062 (3) - Fix Blanket
01:36:036 (5) - delete
01:43:378 (2) - too difficulty for hard
00:47:799 (2) - delete (optional) - This circle alone is weird in this diff, good will be if 00:47:957 (3) stack with this putting 00:47:799 (2,3) in same position, but i preferer delete this.
01:43:378 (2) - i think you should modify this, circle or something, this slide 1/4 is more readeable in insane these are all fine.

_________
The others Diffs i will mod later.
_________
i couldn't read most of this mod because 80% of the suggestions were insignificant one grid changes. for the future, please don't mod like this. it's not helpful to the mapper unless they are specifically trying to map in a super precise and tidy way (which i am not).

Aeril wrote:

[Another]
  1. Holy fuck this is absurdly difficult to read... nice. QAQ
  2. 00:08:325 (1,2) - Why does 2 get the most emphasis if the loudest notes are on 1 and 3? because it's an interesting tricky rhythm
  3. 00:36:747 (2,3,4,5,6,7,1) - Reason for the W pattern? The notes continue up in pitch so I don't see why there is a dip in 6. it looks cool. didn't want to map to pitch here
  4. 00:52:378 (3) - Isn't there the most emphasis on this note? So why is there so little spacing? looks cool
  5. 00:56:799 (4) - Quite a big beat here, is it really okay to just stack the note? why wouldn't it be
[EX]
  1. Not much to say other than it plays extremely well and is fun as well as looks really cool.
[EXTREME]
  1. Really nicely mapped, I like how so far the maps are based on reading. thank you
  2. 00:09:378 (2) - Shouldn't this be NC'd because it's 1/3? decided not to put it here because it's easy to just hit without the NC.
  3. 00:09:904 (3) - No emphasis on this note even though its a big beat? nope
  4. 00:31:536 (6,1) - This as well, this has the least amount of emphasis while 00:30:589 (4,1) has way more even though the first is much louder. on the contrary, actually. i believe it has a lot of emphasis since the pattern i use makes the player stop at the stack, and then continue quickly. this puts emphasis on it
  5. 01:20:220 (2,2,3,4,5) - Shouldn't these all be NC's? technically, yeah, but i didn't put them because i think the player has the idea by now, and the NC spam is redundant. if more people mention this, i'll add the NCs. don't think i'll need to, though
[ADVANCED]
  1. Into the realm of shakiness in my mapping ability, I think it's pretty good though.
  2. 00:11:799 (5,1) - This is the only 1/4 repeat slider that is stacked. Why is that? fixed it (kind of?)
  3. 01:01:062 (3) - I'm going to be that guy and say... blanket. delet this
  4. 01:22:536 (6) - Maybe NC because it follows a completely different instrument? i'll think about this one
[MEDIUM]
  1. A lot of the slider patterns are very boring and could use a bit of creativity in my opinion. really? i think they're actually pretty creative
  2. 00:12:747 (2,3) - The repeats on the sliders in this section point towards flow going backwards yet they go back forward. I feel like for newer players having the slider point towards the next note to improve flow would be better. nah, because nobody plays short repeat sliders by actually following them all the way through. they just hold their cursor over the start of it, even newer players because it's just common sense
  3. 00:32:325 (1,2,3,4,5,6) - This section could look and player much more fun if it wasn't just straights. nope. it's really cool and follows a cool symmetrical pattern
  4. 00:42:432 (1) - This entire section as well up to 00:52:537 (1) what?
  5. 00:52:537 (1) - I think it would be nicer if all the parts of the slider were the same length.
    there's beauty in asymmetry
  6. 01:51:905 (1,2) - Maybe change these to hit circles as they are the last notes in the song and should get the most emphasis. them being sliders follows the structure the map has been keeping thus far
[BASIC]
  1. It's okay I guess. same
  2. 00:02:010 (1) - Maybe end all of these sliders on 00:02:799 to create some rhythmical difference between 00:02:010 (1,2) nope. rhythmic simplicity and consistency is key in an easy diff
  3. 00:16:852 - Maybe put a 1/1 slider here and remove the hit circle at 00:17:168 (1) this doesn't make much sense to me
  4. 00:22:220 (1) - I find it odd you end all of these sliders on a drum beat and note a emphasized note like 00:23:641 or 00:23:168 simplicity is key in easy diff
  5. 00:32:325 (1) - Please end this slider on 00:33:747 ^
  6. 01:12:747 (1) - Why do all these notes start in one phrase and end on the beginning of another? hmm... i did this because it would be a simple rhythm variation to go along with the variation in the song, but i might change this.
For the most part, I really quite like this mapset. Good luck on getting this ranked! :P
thanks for modding
Incise
Hi from my queue! Most of this is opinionated/ still kinda new to modding.

Another: 00:08:325 (1,2) - Stack one from better flow?

00:09:273 (1,2,3,1) - Might cause minor reading issues, try something like this? https://gyazo.com/d892bf1a491a9268a9a33973ca545e84

00:52:220 (1,2,3) - Try something like this? https://gyazo.com/66179c80f6a4626367233077022db2d4

00:56:641 (2,3,4) - ^ https://gyazo.com/600fe3ed911dd2769c04d2ef5f764504

Honestly couldn't find much wrong with the other diff's imo, hopefully this mod helped GL
Topic Starter
Low

HaloMaster96 wrote:

Hi from my queue! Most of this is opinionated/ still kinda new to modding.

Another: 00:08:325 (1,2) - Stack one from better flow?

00:09:273 (1,2,3,1) - Might cause minor reading issues, try something like this? https://gyazo.com/d892bf1a491a9268a9a33973ca545e84

00:52:220 (1,2,3) - Try something like this? https://gyazo.com/66179c80f6a4626367233077022db2d4

00:56:641 (2,3,4) - ^ https://gyazo.com/600fe3ed911dd2769c04d2ef5f764504

Honestly couldn't find much wrong with the other diff's imo, hopefully this mod helped GL
thanks for modding. didn't change anything because i felt my arrangements made more sense
CodeS
Hey Low!

M4M from your Q!

BASIC

00:19:694 (1,1) - This is really, REALLY confusing, I know you did put a "New Combo" here, but the chance of a newbie NOT missclicking here are very low, especially when 00:22:220 (1) - appears as soon as 00:19:694 (1) - fades out and can trick players into thinking the yellow is right next, in my opinion, you should CTR G 00:22:220 (1) - and re-arrange 00:24:115 (2,1) - , maybe a kinda sharp triangle like: http://i.imgur.com/Gj6mhnM.png

00:27:273 (1) - Just for flow, Curve this a little bit and try: http://i.imgur.com/og1fdhS.png

00:55:062 (1) - Try turning this by 6 clockwise and move 00:56:325 (2) - to x424 y128

01:38:957 (3,1) - Try http://i.imgur.com/pdPW7eA.png tho you would need to move 01:40:536 (2) - a small bit

Nice diff!

MEDIUM:

Gonna be honest, the DS of this diff is at times kinda all over the place, Aesthetic wise is "fine" and the patterns are also OK, but you should take a look at the DS for some parts where the song is not changing but somehow the DS is all over the place

00:07:063 (1) - Here it goes from 0.9 to 1.0 for no reason,
00:09:589 (1) - 0.9 then 1.0 on 00:10:221 (2) - , etc etc

Actually, one of the reason why I guess is like this is because of the Grid size, I would use just Small Grid and try to pay attention to these DS changes, and while yes, you might say "a change from 0.9 to 1.0 is not so noticeable", well, this is still a "normal", aiming for consistency is a good thing, also check AI MOD

00:58:379 (2) - CTR G, move next pattern a bit for DS

01:25:378 (1) - Maybe consider a NC here?


ADVANCED:

01:09:589 (5,6,1) - This looks very messy http://i.imgur.com/UOXqcgK.png try something like http://i.imgur.com/piA7JGy.png ?
01:19:694 (7) - CTR G?
01:25:378 - This doesn't feel like it should be a slider tail, instead of having a reverse arrow on 01:25:141 -, end this slider here, and put a note on 01:25:378 -
01:33:589 (1) - No reason for this to have a NC

01:52:378 (2) - Make similar shape as 01:51:904 (1) -

01:53:483 (1) - New Combo

01:54:431 (1) - Delete new combo, there's not even a strong beat or something that would make it be a different new combo.


Gonna stop here as the other diff are over my threshold, just one thing, the spread between the ADVANCED and EXTREME is massive.


These diff were cool, sorry if this wasn't helpful, an IMGUR link doesn't work or Copypaste timeline doesn't fit

Good luck!
Topic Starter
Low

Katyusha wrote:

Hey Low!

M4M from your Q!

BASIC

00:19:694 (1,1) - This is really, REALLY confusing, I know you did put a "New Combo" here, but the chance of a newbie NOT missclicking here are very low, especially when 00:22:220 (1) - appears as soon as 00:19:694 (1) - fades out and can trick players into thinking the yellow is right next, in my opinion, you should CTR G 00:22:220 (1) - and re-arrange 00:24:115 (2,1) - , maybe a kinda sharp triangle like: http://i.imgur.com/Gj6mhnM.png fixed

00:27:273 (1) - Just for flow, Curve this a little bit and try: http://i.imgur.com/og1fdhS.png no. i want the triangle here

00:55:062 (1) - Try turning this by 6 clockwise and move 00:56:325 (2) - to x424 y128 ok

01:38:957 (3,1) - Try http://i.imgur.com/pdPW7eA.png tho you would need to move 01:40:536 (2) - a small bit i like my arrangement

Nice diff!

MEDIUM:

Gonna be honest, the DS of this diff is at times kinda all over the place, Aesthetic wise is "fine" and the patterns are also OK, but you should take a look at the DS for some parts where the song is not changing but somehow the DS is all over the place please don't point out 0.1x differences in DS when modding. they are unnoticeable and don't matter while playing; even in a normal diff

00:07:063 (1) - Here it goes from 0.9 to 1.0 for no reason,
00:09:589 (1) - 0.9 then 1.0 on 00:10:221 (2) - , etc etc

Actually, one of the reason why I guess is like this is because of the Grid size, I would use just Small Grid and try to pay attention to these DS changes, and while yes, you might say "a change from 0.9 to 1.0 is not so noticeable", well, this is still a "normal", aiming for consistency is a good thing, also check AI MOD

00:58:379 (2) - CTR G, move next pattern a bit for DS nah

01:25:378 (1) - Maybe consider a NC here? nope


ADVANCED:

01:09:589 (5,6,1) - This looks very messy http://i.imgur.com/UOXqcgK.png try something like http://i.imgur.com/piA7JGy.png ? it's fine to me. your suggestion looks even worse (no offense)
01:19:694 (7) - CTR G? ok
01:25:378 - This doesn't feel like it should be a slider tail, instead of having a reverse arrow on 01:25:141 -, end this slider here, and put a note on 01:25:378 - i did this for simplicity of rhythm and reading
01:33:589 (1) - No reason for this to have a NC yes there is. it's a unique sound in the song, so i put a NC there

01:52:378 (2) - Make similar shape as 01:51:904 (1) - they're already the same shape

01:53:483 (1) - New Combo no, that would be inconsistent to the way the combos are placed

01:54:431 (1) - Delete new combo, there's not even a strong beat or something that would make it be a different new combo. yes there is. it's the beginning of a new measure lol


Gonna stop here as the other diff are over my threshold, just one thing, the spread between the ADVANCED and EXTREME is massive.


These diff were cool, sorry if this wasn't helpful, an IMGUR link doesn't work or Copypaste timeline doesn't fit

Good luck!
thanks for modding
_Stan
Hey from my queue

Basic
  1. 00:15:904 (2) - I suggest make this slider stop at 00:16:852 - keep same rhythm with the fore three
Normal
  1. 00:17:800 (3) - I suggest you change a direction of slider's end like for better space with note [4] and this slider's end
  2. 00:19:062 (6) - the same
  3. 00:52:062 - I think if move 00:52:063 (6) - a little top-left will more nice between 00:51:589 (5,1) - , like
Hard
  1. 00:11:799 (5,1) - If you wanna overlap, here is not completely overlap, if you do it in design, make a little ds about 1.4 it good
  2. 00:27:115 (6,1) - You can blanket this better
  3. 01:09:904 (6,1) - They are not parallel
  4. 01:38:168 (4) - I seggest you to move this to (x:50. y:287) for better blanket with 01:37:694 (3) -
  5. 01:38:641 (5) - You can use 2 1/4 here, I think 6x reverse is not good, you can try
  6. 01:46:220 - the same
  7. 01:51:273 - ^
other diff I think is good and can not find anything sorry.

GOOD LUKL~ :)
Topic Starter
Low

_Stan wrote:

Hey from my queue

Basic
  1. 00:15:904 (2) - I suggest make this slider stop at 00:16:852 - keep same rhythm with the fore three i did this intentionally because of the change in the music here
Normal
  1. 00:17:800 (3) - I suggest you change a direction of slider's end like for better space with note [4] and this slider's end done
  2. 00:19:062 (6) - the same done
  3. 00:52:062 - I think if move 00:52:063 (6) - a little top-left will more nice between 00:51:589 (5,1) - , like fixed
Hard
  1. 00:11:799 (5,1) - If you wanna overlap, here is not completely overlap, if you do it in design, make a little ds about 1.4 it good they are stacked
  2. 00:27:115 (6,1) - You can blanket this better fixed
  3. 01:09:904 (6,1) - They are not parallel fixed
  4. 01:38:168 (4) - I seggest you to move this to (x:50. y:287) for better blanket with 01:37:694 (3) - not supposed to be a blanket
  5. 01:38:641 (5) - You can use 2 1/4 here, I think 6x reverse is not good, you can try
  6. 01:46:220 - the same
  7. 01:51:273 - ^ no to all. these were originally two 1/4, but i simplified it to make this difficulty easier to match the spread of the map better.
other diff I think is good and can not find anything sorry.

GOOD LUKL~ :)
thanks for modding
Cloudchaser
Hi! M4M from my queue.

I hope my mod helps you in anything because these maps are really well made and for me, it's a bit difficult to find major stuff to fix. Going to check until Insane, I'm not that good modding higher difficulties.

Insane
  1. 00:18:510 - 00:18:668 - You should considerer in add a note here to keep the consistency.
  2. 00:13:062 (5) - Sounds better with 1/2 and makes more sense with previous pattern.
  3. 00:17:799 (5,6) - this plays weird as well by the composition, you could try something like you did in 00:12:589 (3,4,5) -
  4. 00:18:904 (4,5) - It's weird to see these sliders when at the beginning you used a lot of 1/4 streams and then suddenly you're following melodies
  5. 00:39:904 (6) - NC, strong note + change of snap
  6. 00:39:747 - I would say, in my opinion, that this slider should be changed for circles for give emphasis to the cymbals.
  7. 00:47:483 - 00:50:010 - 00:50:483 - 00:51:273 - 00:51:747 - 00:52:536 - 00:57:589 - 01:02:641 - 01:12:747 - 01:22:852 (1) - add finish hitsound(there are a lot like these, idk why you didn't).
  8. 01:07:694 (1,2,3) - blanket please :3
  9. 01:10:220 (1,2,4,1,2,3) - finish hitsound in white/blue/red order
Hyper
  1. 00:15:431 (4) - This sound off with the rhythm, try with this: http://i.imgur.com/noswJ5E.png
  2. 00:35:168 (1,2) - they would look better if they were symmetrical imo
  3. 01:22:536 (6) - It doesn't feel good finishing a slider in a strong note, I would make it clickable
Hard
  1. 00:27:115 (6,1) - Blanket here, please.
  2. 00:31:694 (5,6,1) - this is very confusing to read, so many different stacks here. I sightly suggest you to remove a turn from 00:32:010 (6) - and snap.
  3. 00:33:747 (4,1) - blanket
Normal
  1. 01:08:642 (2) - Try something like this, it has better flow imo. http://i.imgur.com/xXG5bCh.png
  2. 01:51:904 (1,2) - what's going on with these sliders XD
Easy
  1. Seems fine to me
I'm bothered that you didn't put any finish hitsound when this had a lot of opportunities for that :(
Topic Starter
Low

Cloudchaser wrote:

Hi! M4M from my queue.

I hope my mod helps you in anything because these maps are really well made and for me, it's a bit difficult to find major stuff to fix. Going to check until Insane, I'm not that good modding higher difficulties.

Insane
  1. 00:18:510 - 00:18:668 - You should considerer in add a note here to keep the consistency. changed
  2. 00:13:062 (5) - Sounds better with 1/2 and makes more sense with previous pattern. no, i prefer this. it's also consistent with the other times i use sliders like this
  3. 00:17:799 (5,6) - this plays weird as well by the composition, you could try something like you did in 00:12:589 (3,4,5) - i like this. adds variation to the 1/2 rhythms
  4. 00:18:904 (4,5) - It's weird to see these sliders when at the beginning you used a lot of 1/4 streams and then suddenly you're following melodies i know. i mapped this to the whoosh sounds in the music. weird is beautiful
  5. 00:39:904 (6) - NC, strong note + change of snap don't want too many NCs. it would be redundant here because it's an easy to hit repeat slider
  6. 00:39:747 - I would say, in my opinion, that this slider should be changed for circles for give emphasis to the cymbals. i prefer giving emphasis to the guitar sounds
  7. 00:47:483 - 00:50:010 - 00:50:483 - 00:51:273 - 00:51:747 - 00:52:536 - 00:57:589 - 01:02:641 - 01:12:747 - 01:22:852 (1) - add finish hitsound(there are a lot like these, idk why you didn't). because this is my hitsounding style
  8. 01:07:694 (1,2,3) - blanket please :3 no
  9. 01:10:220 (1,2,4,1,2,3) - finish hitsound in white/blue/red order refer to what i previously mentioned
Hyper
  1. 00:15:431 (4) - This sound off with the rhythm, try with this: http://i.imgur.com/noswJ5E.png this completely matches the rhythm. i'm following the melody here
  2. 00:35:168 (1,2) - they would look better if they were symmetrical imo fixed
  3. 01:22:536 (6) - It doesn't feel good finishing a slider in a strong note, I would make it clickable i'll think about this
Hard
  1. 00:27:115 (6,1) - Blanket here, please. there is
  2. 00:31:694 (5,6,1) - this is very confusing to read, so many different stacks here. I sightly suggest you to remove a turn from 00:32:010 (6) - and snap. fixed my own way
  3. 00:33:747 (4,1) - blanket it pretty much is
Normal
  1. 01:08:642 (2) - Try something like this, it has better flow imo. http://i.imgur.com/xXG5bCh.png it's fine to me. the flow isn't bad here, and changing this would require an overhaul of all the subsequent patterns
  2. 01:51:904 (1,2) - what's going on with these sliders XD XD
Easy
  1. Seems fine to me
I'm bothered that you didn't put any finish hitsound when this had a lot of opportunities for that :(
thanks for modding
Arutsuki
hi nm from q

Insane
•First off I gotta say there's patterns and ways the sliders are used i've never seen in an insane difficulty before, consider easing on the kicksliders and spaced bursts / streams
•00:18:904 (6,7) - doesn't feel right with the music, try making 00:18:904 (6) - into a 1/2 slider and put a circle at 00:19:141 -
•00:19:536 (1,2,3,4) - this spacing looks pretty weird to me, feels a bit awkward to play. too close
•00:20:957 (1,1,1) - same sound as 00:21:431 (1) - , why change spacing that much? feels unnatural
•00:24:431 (2,3,1) - I don't like how these overlap
00:25:220 (2,3) - ^
•00:36:852 (1,1) - consider making those into return sliders, kinda hard to read the rhythm change when they look the same as the other kicksliders

Another
•00:31:694 (1,2,3,4) - this makes zero sense to me, doesn't fit in aesthetically or difficulty wise imo
•01:25:694 - put a break here unless you're gonna map something there
•01:34:220 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,4) - these have way bad flow imo, try making them something like the bursts after
•pretty fun diff otherwise, enjoyed it lots

good luck!
Sharu
Cool map :^)
Topic Starter
Low

Arutsuki wrote:

hi nm from q

Insane
•First off I gotta say there's patterns and ways the sliders are used i've never seen in an insane difficulty before, consider easing on the kicksliders and spaced bursts / streams i think it's absolutely fine. compared to a lot of what i've seen in insane difficulties, this is actually relatively tame. i don't use any sort of wild spacing or crazy streams
•00:18:904 (6,7) - doesn't feel right with the music, try making 00:18:904 (6) - into a 1/2 slider and put a circle at 00:19:141 - no, that would make the rhythm here boring when the song clearly is not
•00:19:536 (1,2,3,4) - this spacing looks pretty weird to me, feels a bit awkward to play. too close nope. it's anti-flow which i think is cool
•00:20:957 (1,1,1) - same sound as 00:21:431 (1) - , why change spacing that much? feels unnatural follow the increasing pitch and it's really cool
•00:24:431 (2,3,1) - I don't like how these overlap i do
00:25:220 (2,3) - ^
•00:36:852 (1,1) - consider making those into return sliders, kinda hard to read the rhythm change when they look the same as the other kicksliders i think it's fine. sliders are lenient when you hit them, and i used NCs to indicate a rhythm change.

good luck!
thanks for modding

[ Sharuresu ] wrote:

Cool map :^)
ty :)
Natsu
Hi

General
[]
  1. Metadata source?
EXL
[]
  1. What does EXL mean and how is that related to the song? isn't better to just call it EX?
  2. OD is really low despite this being the hardest diff in the set, use 8,5 or 8 at least
  3. 00:02:010 (1) - add a hitsound? it feels really empty atm, Another diff is using a whistle which sounds really nice.
  4. 00:04:220 - 00:06:747 - 00:06:904 - those beats are part or the main melody in the song, even you mapped some of them at other diffs, I really don't get why you didn't mapped them here, it sounds really empty tbh, mainly because the sounds are basically the same as others such as 00:03:747 (5) -
  5. 00:00:747 (1,2,3,4) - shouldn't this be a yellow combo color?
  6. 00:20:957 (1,2,3,4) - 5% on sliders tails, 10% is still too loud
  7. 00:21:904 (1) - why is this yellow?
  8. 00:26:799 (2,4) - nazi,but they are too close, do you mind moving them a bit? since your map pattern looks really cool and stuff like this isn't that cool
  9. 00:41:799 (1) - remove this NC and add one at 00:41:957 (2) - that fit the song change better
  10. 00:56:878 - Why is this one unmapped? I'm sure it follows the song melody really nice.
  11. 01:08:641 (1,1,2,1,2,3,4,5) - not a fan of the comboing, since I don't get what are you trying to do here, do you mind explaining me or making the full pattern a single combo?
  12. 01:22:852 (1) - shouldn't be a yellow combo 01:22:852 (1,2,3) - ?
  13. 01:27:589 (7) - NC?
  14. 01:32:957 (1,2,3,4,5,6,7,8) - Why is this yellow combo? isn't that super confuse ? since yellow means 1/3
  15. 01:36:115 (1,2,3,4) - 01:38:641 (1,2,3,4) - 01:41:168 (1,2,3,4,5) - 01:45:273 (1,2,3,4,5) - 01:47:799 (1,2,3) - 01:50:325 (1,2,3,4,5) - 01:54:431 (1,2,3,4,5,6) - same as above
  16. 01:48:431 (3) - remove 1 repeat and add a circle instead? that would fit the melody better
  17. 01:57:378 (3,4,5,6,1,2,3,4,5,6) - this is super confuse to play, I asked a few pro players and almost everyone rip their acc at the different snaps, could you use sliders instead 01:57:378 (3,4,5,6) - ? like you did with 01:56:957 (1,2) -
  18. 01:59:247 (1,2) - I'd use a slider here instead too, i feel the snaps being really unfair to players
Another
[]
  1. 00:12:115 (1) - unsnapped
  2. 00:14:326 (1) - *
  3. 00:15:273 (5) - *
  4. 00:15:431 (6) - *
  5. 01:32:562 (4) - *
  6. 01:32:957 (1,1,1,1,1,1,1,1,1,1,1) - The NC spam is really unnecessary tbh, there are no weird snaps or sv changes, also the pattern is a normal one.
  7. 01:35:957 (1,1,1,1,1) - 01:38:483 (1,1,1,1,1) - 01:48:589 (1,1,1,1,1) - 01:51:115 (1) - Same
  8. 01:35:642 (1,2,3,4) - are the current hitsounds intended?
  9. 01:54:431 (1) - reduce the volume a bit in the body of this slider? slider ticks sounds a bit annoying.
Insane
[]
  1. 00:04:220 - 00:06:747 - 00:06:904 - I really think is super weird to ignore beats that are going with the main melody of the song.
  2. 00:20:957 (1,1,1,1) - 5% sounds better in the tails, btw why this have a combo spam, but the ones at your hardest diff doesn't?
  3. 00:36:589 (1,1,1,1) - the combo spam doesn't make much sense, even you didnt use it at your hardest diff
  4. 00:40:747 (1,1) - again the NCs are totally unnecessary.
  5. 00:41:957 - I'm a bit sad, because your rhythm here is kinda poor and don't represent the song that well, maybe you can improve the rhythm according to the change in the music?
  6. 00:49:694 (8) - 01:35:641 (1) - ctrl g would be more intuitive for insane lvl players
  7. 00:54:589 (5) - tbh this rhythm doesn't represent the song that well, I'd suggest:
  8. 00:56:878 - ignoring this just make your rhythm sounds weird, since that's an important beat in the song, in fact it follows the same melody as 00:56:799 (3) -
  9. 01:19:378 (1,1,1,2) - tbh,your NCs for 1/3s would work with circle patterns, but I don't think sliders need a warning, since in the actual gameplay sliders are really lenient, I'm fine if you want to keep such NCs, but I really don't think they help that much.
  10. 01:43:062 (1) - I'd prefer a symmetric slider, since that can be better for visuals IMO
Hyper
[]
  1. 00:16:852 (7,8,1) - the spacing is really weird for me, 1 is stronger than 8, yet 8 is a jump and 1 just normal spacing
  2. 01:26:641 (2) - I'd add a NC here, since the HP drain is kinda unfair if you fail an object before
Hard
[]
  1. AR feels really slow for the note density of this diff, AR 7,5 instead
  2. 00:02:799 (3) - if you listen to the music a single 1/2 slider would work better, also that will make a 1/2 break, since your hard is too dense atm
  3. 00:03:273 (1) - this should be a 1/2 slider, if you want a triplet then it should be at 00:03:510 -
  4. 00:03:747 (3) - same as above
  5. 00:09:273 (5) - 1/3, tbh I'd just add a single circle to create a little break for hard players.
  6. 00:17:957 (3,5) - they are too close to each other, for better visuals I strongly recommend u to copy past 00:17:483 (2,4) -
  7. 00:19:536 (7) - for example you could remove this circle to create a little break
  8. 00:34:694 (2,4) - not a fan tbh, atleast use a proper blanker, so it doesn't looks that bad, also you can improve the blanket at 00:33:747 (4,1) - as well
  9. 00:42:115 (1) - rhythm is super weird, just remove 00:42:115 (1) - or try:
  10. 00:44:957 (1,3) - the overlap looks so bad in game
  11. 00:53:010 (2,1) - blanket is really off
  12. 01:20:010 (7) - this is 1/3, but since is a hard diff just use a 1/2 slider, the 1/4 don't fit at all tho
  13. 01:20:957 (2) - you can use a 1/2 slider, since the sounds going in 1/3 will throw off hard diff players
  14. 01:26:641 (2) - same as hyper, add a NC to give a HP boost
  15. 01:51:904 (1,2) - they are too close to each other..
Normal
[]
  1. 00:04:537 (1,2,3) - spacing
  2. 00:02:011 (1,2,3,4) - same
  3. 00:19:062 (6) - touching the HP bar, isn't unrankable, but looks really bad and not intended
  4. 00:35:168 (5) - missing NC
  5. the diff is fine, but please fix all the spacing, even if they are small, is really inconsistent
Basic
[]
  1. 00:10:852 (2,3,1) - a tiny spacing error
  2. 00:37:694 - is the break extended on purpose?
Topic Starter
Low

Natsu wrote:

Hi

General
[]
  1. Metadata source? https://remywiki.com/Encounter
EXL
[]
  1. What does EXL mean and how is that related to the song? isn't better to just call it EX? i had this named "EX" originally, but i decided that i liked "EXL" better. it just stands for "excel".
  2. OD is really low despite this being the hardest diff in the set, use 8,5 or 8 at least i had it set like this because of tricky rhythms in this difficulty, but i see your point. i'll make it 8
  3. 00:02:010 (1) - add a hitsound? it feels really empty atm, Another diff is using a whistle which sounds really nice. reasonable suggestion; added
  4. 00:04:220 - 00:06:747 - 00:06:904 - those beats are part or the main melody in the song, even you mapped some of them at other diffs, I really don't get why you didn't mapped them here, it sounds really empty tbh, mainly because the sounds are basically the same as others such as 00:03:747 (5) - i mapped sparsely at this point in the song because i was following the dnb track in the background. also, i feel that mapping it sparsely like this gives more emphasis to the beat-heavy section starting at 00:07:062 (1)
  5. 00:00:747 (1,2,3,4) - shouldn't this be a yellow combo color? fixed
  6. 00:20:957 (1,2,3,4) - 5% on sliders tails, 10% is still too loud changed
  7. 00:21:904 (1) - why is this yellow? matches the previous slider and matches the synth sound in the song. i extended it to end on a 1/6 tick now for good measure
  8. 00:26:799 (2,4) - nazi,but they are too close, do you mind moving them a bit? since your map pattern looks really cool and stuff like this isn't that cool changed
  9. 00:41:799 (1) - remove this NC and add one at 00:41:957 (2) - that fit the song change better ok
  10. 00:56:878 - Why is this one unmapped? I'm sure it follows the song melody really nice. understandable, but i am following the dnb here. provides for a better emphasis on the next dnb sounds
  11. 01:08:641 (1,1,2,1,2,3,4,5) - not a fan of the comboing, since I don't get what are you trying to do here, do you mind explaining me or making the full pattern a single combo? pink combos follow the odd guitar sound that pops up in the song (here). yellow means 1/3, so i combined them in an interesting and sporadic way.
  12. 01:22:852 (1) - add a break? i'm not sure how good is to have this drain zone,btw shouldn't be a yellow combo 01:22:852 (1,2,3) - ? i don't think a break is necessary. the drain here has never affected me while playing. also, i don't think there should be a yellow combo since it's hardly recognizable as 1/6
  13. 01:27:589 (7) - NC? i wanted this to specifically feel like a continuation from the last part of the song, so no change
  14. 01:32:957 (1,2,3,4,5,6,7,8) - Why is this yellow combo? isn't that super confuse ? since yellow means 1/3 i did this because i wanted to include all of the combo colors in the kiai for an epic effect. i don't think it's too confusing since with the AR and the note density, one should easily be able to tell it's 1/4. if you can provide some players who mess up here and think it's 1/3, i will gladly change it
  15. 01:36:115 (1,2,3,4) - 01:38:641 (1,2,3,4) - 01:41:168 (1,2,3,4,5) - 01:45:273 (1,2,3,4,5) - 01:47:799 (1,2,3) - 01:50:325 (1,2,3,4,5) - 01:54:431 (1,2,3,4,5,6) - same as above
  16. 01:48:431 (3) - remove 1 repeat and add a circle instead? that would fit the melody better good suggestion
  17. 01:57:378 (3,4,5,6,1,2,3,4,5,6) - this is super confuse to play, I asked a few pro players and almost everyone rip their acc at the different snaps, could you use sliders instead 01:57:378 (3,4,5,6) - ? like you did with 01:56:957 (1,2) - man, i really like this arrangement at the end of the song. i would STRONGLY like to keep this because i feel as if it matches the sporadic effect of the song. it's kind of like you're playing freestyle drums. i will change some of them into sliders for playability, but i will keep most of the circles
  18. 01:59:247 (1,2) - I'd use a slider here instead too, i feel the snaps being really unfair to players ok
Another
[]
  1. 00:12:115 (1) - unsnapped
  2. 00:14:326 (1) - *
  3. 00:15:273 (5) - *
  4. 00:15:431 (6) - *
  5. 01:32:562 (4) - *
  6. 01:32:957 (1,1,1,1,1,1,1,1,1,1,1) - The NC spam is really unnecessary tbh, there are no weird snaps or sv changes, also the pattern is a normal one.
  7. 01:35:957 (1,1,1,1,1) - 01:38:483 (1,1,1,1,1) - 01:48:589 (1,1,1,1,1) - 01:51:115 (1) - Same
  8. 01:35:642 (1,2,3,4) - are the current hitsounds intended?
  9. 01:54:431 (1) - reduce the volume a bit in the body of this slider? slider ticks sounds a bit annoying.
Insane
[]
  1. 00:04:220 - 00:06:747 - 00:06:904 - I really think is super weird to ignore beats that are going with the main melody of the song. same reason here as in EXL
  2. 00:20:957 (1,1,1,1) - 5% sounds better in the tails, btw why this have a combo spam, but the ones at your hardest diff doesn't? because in EXL, yellow = 1/3. in this diff, NC = 1/3. in fact, i'm going to go in this diff and change all the 1/3 to NC because i forgot to do some
  3. 00:36:589 (1,1,1,1) - the combo spam doesn't make much sense, even you didnt use it at your hardest diff refer to above
  4. 00:40:747 (1,1) - again the NCs are totally unnecessary.
  5. 00:41:957 - I'm a bit sad, because your rhythm here is kinda poor and don't represent the song that well, maybe you can improve the rhythm according to the change in the music? fixed
  6. 00:49:694 (8) - 01:35:641 (1) - ctrl g would be more intuitive for insane lvl players changed the first one, but not the second. i like how the stream flows into the slider on the second one.
  7. 00:54:589 (5) - tbh this rhythm doesn't represent the song that well, I'd suggest: your suggestion leaves out a lot of precious dnb beats! i like mine better
  8. 00:56:878 - ignoring this just make your rhythm sounds weird, since that's an important beat in the song, in fact it follows the same melody as 00:56:799 (3) - i'm mapping to dnb here!
  9. 01:19:378 (1,1,1,2) - tbh,your NCs for 1/3s would work with circle patterns, but I don't think sliders need a warning, since in the actual gameplay sliders are really lenient, I'm fine if you want to keep such NCs, but I really don't think they help that much. keeping the NCs for consistency. also, colorful = good!
  10. 01:43:062 (1) - I'd prefer a symmetric slider, since that can be better for visuals IMO i really like this slider! :cry:
Hyper
[]
  1. 00:16:852 (7,8,1) - the spacing is really weird for me, 1 is stronger than 8, yet 8 is a jump and 1 just normal spacing made it another juuuuump
  2. 01:26:641 (2) - I'd add a NC here, since the HP drain is kinda unfair if you fail an object before fair enough
Hard
[]
  1. AR feels really slow for the note density of this diff, AR 7,5 instead ok, fixed
  2. 00:02:799 (3) - if you listen to the music a single 1/2 slider would work better, also that will make a 1/2 break, since your hard is too dense atm ok
  3. 00:03:273 (1) - this should be a 1/2 slider, if you want a triplet then it should be at 00:03:510 - changed
  4. 00:03:747 (3) - same as above changed
  5. 00:09:273 (5) - 1/3, tbh I'd just add a single circle to create a little break for hard players. changed
  6. 00:17:957 (3,5) - they are too close to each other, for better visuals I strongly recommend u to copy past 00:17:483 (2,4) - fixed spacing
  7. 00:19:536 (7) - for example you could remove this circle to create a little break done
  8. 00:34:694 (2,4) - not a fan tbh, atleast use a proper blanker, so it doesn't looks that bad, also you can improve the blanket at 00:33:747 (4,1) - as well fixed this whole section
  9. 00:42:115 (1) - rhythm is super weird, just remove 00:42:115 (1) - or try: removed
  10. 00:44:957 (1,3) - the overlap looks so bad in game fixed
  11. 00:53:010 (2,1) - blanket is really off fixed
  12. 01:20:010 (7) - this is 1/3, but since is a hard diff just use a 1/2 slider, the 1/4 don't fit at all tho i just made it a circle.
  13. 01:20:957 (2) - you can use a 1/2 slider, since the sounds going in 1/3 will throw off hard diff players ok
  14. 01:26:641 (2) - same as hyper, add a NC to give a HP boost fixed
  15. 01:51:904 (1,2) - they are too close to each other.. fixed
Normal
[]
  1. 00:04:537 (1,2,3) - spacing fix
  2. 00:02:011 (1,2,3,4) - same
  3. 00:19:062 (6) - touching the HP bar, isn't unrankable, but looks really bad and not intended shifted it a bit so it's not touching as much
  4. 00:35:168 (5) - missing NC hm, i disagree. i wanted this all to feel like one big symmetrical arrangement
  5. the diff is fine, but please fix all the spacing, even if they are small, is really inconsistent fixed all the spacing
Basic
[]
  1. 00:10:852 (2,3,1) - a tiny spacing error fixed
  2. 00:37:694 - is the break extended on purpose? fixed
thanks for modding and starring! gonna wait for irre to check this mod
Natsu
btw about the yellow combos in your hardest diff, I really think you should use it only for the 1/6s - 1/3s, because if you use it at some 1/4 streams then having a warning becomes more confusing than having no warning

anyways i really strongly recomend you to use it only for the 1/6s or remove the warning from the op, finding a new combo color for the 1/6s also can work tho!
Irreversible

Natsu wrote:

Hi

Another
[]
  1. 00:12:115 (1) - unsnapped
  2. 00:14:326 (1) - *
  3. 00:15:273 (5) - *
  4. 00:15:431 (6) - *
  5. 01:32:562 (4) - * fixed all, that was really random
  6. 01:32:957 (1,1,1,1,1,1,1,1,1,1,1) - The NC spam is really unnecessary tbh, there are no weird snaps or sv changes, also the pattern is a normal one. The song really couldn't be any more special here... I'd like to keep it.
  7. 01:35:957 (1,1,1,1,1) - 01:38:483 (1,1,1,1,1) - 01:48:589 (1,1,1,1,1) - 01:51:115 (1) - Same I've chosen to NC them to make it visually more appealing here, the song always sounds the same in these sections!
  8. 01:35:642 (1,2,3,4) - are the current hitsounds intended? I redid the hitsounding.
  9. 01:54:431 (1) - reduce the volume a bit in the body of this slider? slider ticks sounds a bit annoying. okay!
Thank you Natsu :3

http://puu.sh/sg1hS/1c442d2d9f.txt
Irreversible
Arutsuki:

31s: No fix, because I think it stresses the player very well before a part changes.
1m25s: Mapped something small there
1m34s: you're right

http://puu.sh/sgKC7/a74fa02e93.txt
Topic Starter
Low

Natsu wrote:

btw about the yellow combos in your hardest diff, I really think you should use it only for the 1/6s - 1/3s, because if you use it at some 1/4 streams then having a warning becomes more confusing than having no warning

anyways i really strongly recomend you to use it only for the 1/6s or remove the warning from the op, finding a new combo color for the 1/6s also can work tho!
i fixed the combo colors so that yellow is only 1/3 now (added a new sky blue color for the chorus to replace yellow). also updated irre's diff; should be ready
Natsu
EXL

  1. 00:21:904 (1) - I don't think is a good idea to end this in 1/6, since the strong beats are going in 1/4, I don't mind the color that much, but I don't agree with the 1/6
Insane

  1. 00:54:589 (5) For this I still think your rhythm don't represent the music that well, what about :
Normal

  1. 00:06:587 (5,6) - unsnapped
  2. 00:53:800 (3,1) - spacing
  3. 01:09:273 (3,4) - ^
  4. 01:17:484 (5,1) - ^
  5. 01:38:483 (4,5) - ^
  6. 01:41:010 (4,5) - ^
  7. 01:51:115 (4,5) - ^
DeletedUser_423548
From my queue :o

I could not mod
I'm sorry...

I will send a star instead

Good luck!
Topic Starter
Low

Natsu wrote:

EXL

  1. 00:21:904 (1) - I don't think is a good idea to end this in 1/6, since the strong beats are going in 1/4, I don't mind the color that much, but I don't agree with the 1/6
Insane

  1. 00:54:589 (5) For this I still think your rhythm don't represent the music that well, what about :
Normal

  1. 00:06:587 (5,6) - unsnapped
  2. 00:53:800 (3,1) - spacing
  3. 01:09:273 (3,4) - ^
  4. 01:17:484 (5,1) - ^
  5. 01:38:483 (4,5) - ^
  6. 01:41:010 (4,5) - ^
  7. 01:51:115 (4,5) - ^
fixed all
Natsu
The normal diff still have the unsnapped objects 00:06:587 (5) - 00:06:745 (6) - , also check the spacing at 00:34:695 (4,5) -

call me back
Natsu
NCs in the hardest diffs looks a bit spammy, but they make sense with theme of the song and patterns, everything seems fine for me.
Topic Starter
Low
thanks for everything :oops:
Saturnalize
lol I have not even mod this

well good luck then
Pentori
hi
the sections at 00:00:747 - 00:37:378 - and 01:54:431 - need to be timed properly before this moves forward as there are clear changes in bpm

once u've done that call me back
Topic Starter
Low

Pentori wrote:

hi
the sections at 00:00:747 - 00:37:378 - and 01:54:431 - need to be timed properly before this moves forward as there are clear changes in bpm

once u've done that call me back
i'm not entirely sure how to properly go about timing sections like these, so if you could help me out or find someone to assist me that would be cool :o
Rumia-
try this

[TimingPoints]
747,315.789473684211,4,2,1,5,1,0
116957,428.571428571429,4,2,1,5,1,0
117132,461.538461538462,4,2,1,100,1,0
118340,631.578947368421,4,2,1,100,1,0
118734,555.555555555556,4,2,1,100,1,0
118872,705.882352941176,4,2,1,5,1,0
119048,821.917808219178,4,2,1,100,1,0
119253,666.666666666667,4,2,1,100,1,0
119419,882.352941176471,4,2,1,100,1,0
119639,857.142857142857,4,2,1,100,1,0
119853,923.076923076923,4,2,1,5,1,0
120083,923.076923076923,4,2,1,5,1,0
120198,1090.90909090909,4,2,1,100,1,0

for snap confirmation
[HitObjects]
224,288,116957,1,0,0:0:0:0:
256,192,117132,1,0,0:0:0:0:
256,192,117362,1,0,0:0:0:0:
256,192,117593,1,0,0:0:0:0:
224,192,117824,1,0,0:0:0:0:
256,192,117997,1,0,0:0:0:0:
288,96,118257,1,0,0:0:0:0:
224,256,118340,1,0,0:0:0:0:
224,256,118497,1,0,0:0:0:0:
352,192,118655,1,0,0:0:0:0:
352,256,118734,1,0,0:0:0:0:
224,160,118872,1,0,0:0:0:0:
128,224,119048,1,0,0:0:0:0:
160,96,119253,1,0,0:0:0:0:
224,256,119419,1,0,0:0:0:0:
320,192,119639,1,0,0:0:0:0:
256,128,119853,1,0,0:0:0:0:
352,96,120083,1,0,0:0:0:0:
192,192,120198,1,0,0:0:0:0:
288,256,120334,1,0,0:0:0:0:

looking forward to see this rank soon!!
Topic Starter
Low

Rumia- wrote:

try this

[TimingPoints]
747,315.789473684211,4,2,1,5,1,0
116957,428.571428571429,4,2,1,5,1,0
117132,461.538461538462,4,2,1,100,1,0
118340,631.578947368421,4,2,1,100,1,0
118734,555.555555555556,4,2,1,100,1,0
118872,705.882352941176,4,2,1,5,1,0
119048,821.917808219178,4,2,1,100,1,0
119253,666.666666666667,4,2,1,100,1,0
119419,882.352941176471,4,2,1,100,1,0
119639,857.142857142857,4,2,1,100,1,0
119853,923.076923076923,4,2,1,5,1,0
120083,923.076923076923,4,2,1,5,1,0
120198,1090.90909090909,4,2,1,100,1,0

for snap confirmation
[HitObjects]
224,288,116957,1,0,0:0:0:0:
256,192,117132,1,0,0:0:0:0:
256,192,117362,1,0,0:0:0:0:
256,192,117593,1,0,0:0:0:0:
224,192,117824,1,0,0:0:0:0:
256,192,117997,1,0,0:0:0:0:
288,96,118257,1,0,0:0:0:0:
224,256,118340,1,0,0:0:0:0:
224,256,118497,1,0,0:0:0:0:
352,192,118655,1,0,0:0:0:0:
352,256,118734,1,0,0:0:0:0:
224,160,118872,1,0,0:0:0:0:
128,224,119048,1,0,0:0:0:0:
160,96,119253,1,0,0:0:0:0:
224,256,119419,1,0,0:0:0:0:
320,192,119639,1,0,0:0:0:0:
256,128,119853,1,0,0:0:0:0:
352,96,120083,1,0,0:0:0:0:
192,192,120198,1,0,0:0:0:0:
288,256,120334,1,0,0:0:0:0:

looking forward to see this rank soon!!
thank you, but i'm not entirely sure that's correct. i'll try to see what i can do
Topic Starter
Low
update: timing should be fine now
Ayumiita
Hey ;)
[Basic]
  1. 00:24:747 (1,2,3) - 3 seems badly placed, im pretty sure its not nice to play
[Hyper]
  1. 00:56:719 - i think this sound is too heavy for me, for leaving it empty, specialy cause you hit the sound at 00:56:956
  2. 1:20:325 (1) - The sound is still the same here so i wouldnt change the slider style aswell, even more cause it seems for me that you used the rythm of it at 01:19:456 (2,3,4) but correct me if im wrong.
  3. 01:43:298 (3,4,5,6,7,8) - seems not correct in terms of rythm for me. More like i dont se a point of doing the stream here
but to be real your map looks really great, it needs nearly no changes and i had a lot of fun test playing the map.

sorry but i dont find more time to mod this atm, school and stuff.
Pentori
^ make sure you reply to the above mod
[Normal]
00:52:534 (1,2,3,1,2,3) - why is this mapped so differently from everything else? feels more like laziness than creativity here as nothing in the music supports this
01:17:165 (4,5) - the blue tick synths are a lot more noticeable here so 01:17:481 (5) - will probably get clicked early because of that. perhaps you could replace this with a 3/4 slider to follow those sounds and do a rhythm like http://puu.sh/sqqAY/ffaef42e16.jpg

[Hyper]
00:07:773 (6) - why use white tick triplets? there are no percussion sounds here, yet there is a hihat on 00:07:615 - which you should probably use
00:24:115 (3) - i cant really agree with the streams here.. at this bpm an 8 note stream isn't really appropriate in hyper, especially because hard doesn't include any streams or triplets at all. maybe use a maximum of 5 note streams, and fill the rest with repeat sliders
00:26:720 (5) - again, can't really agree with this because there is nothing here and 00:26:641 - is so much more powerful than 00:26:799 - making the triplet feel uncomfortable. using a rhythm like http://puu.sh/sqrZc/b09367cf32.jpg follows the snares better, or you could just remove the triplet
00:31:062 (1) - 00:31:220 - really powerful beat, and the highlight of this section. so why not make this clickable? similar to how you did 00:26:010 (1,2)
01:03:586 (1,2,3,4) - there's a lot more you can follow here other than the 1/2. why not use the repeating 3/4 rhythms? 01:03:823
01:09:271 (3,4) - not really consistent that you included these repeats sliders here but no where else 01:04:218 (3,4) - 01:14:323 (3,4)
01:43:692 (3) - probably reduce this
01:51:192 (3,4,5) - bit too confusing to read, i'd be better if you spaced these out more like 01:48:744 (4,5)

[Insane]
00:15:115 (3) - feels quite undermapped, at least make this 1/2 slider + circle?
00:20:957 (1,1,1,1) - 1/12 snap really isn't appropriate. the sound ends on the blue tick, so why not map it like that? i guess if you want to keep the effect, use 1/8 at max
00:40:749 (1,1,1,1,1) - why do you need nc spam here? aren't your intention of ncs for difficult rhythms?
00:41:798 (1) - should be snapped to blue tick
01:24:902 (2) - nc? for hp reasons

[Another]
00:37:477 (1) - should probably be snapped to something
01:54:588 - 01:55:694 - should be 8% vol to dampen slider ticks
01:54:429 (1) - the end of the slider looks weird, probably could be tidied up by removing the red node or increasing the length of the tail

blame low for this xD

[EXL]
bump up od? maybe 8.5
00:20:957 (1) - same as insane
00:39:075 (1,2,3,4,5,6) - snapping could probably be better here. if you keep the same amount of ms between each object is becomes playable http://puu.sh/squ8r/ace36d8113.jpg. since the rhythm is pretty weird here, following it exactly makes really hard to acc. this is a rhythm game after all
00:41:171 (3) - end this on blue tick? i hear a feint snare on 00:41:277 - but nothing on 00:41:312
00:41:382 (4) - probably better to make this a circle instead of a 1/8 since this is all 1/6
00:50:481 (2,3) - 00:50:481 (2) - isn't emphasised very well and 00:50:639 (3) - doesn't really deserve a click in comparison to 00:50:797 . perhaps you could try work with the music better here
00:54:744 - why skip this?
00:56:007 (9) - u should end the stream here with a kick slider because the music moves onto its next phrase
00:56:955 (1,2,3,4) - ctrl g this rhythm? there are two snares, on 00:57:113 - and 00:57:271 . representing them with the same slider would be cool
00:59:955 - why is this skipped too??
01:02:007 (4,5,6,7,8,9,10,11) - you should nc these so they dont appear as duplets
01:08:744 (1) - not sure if this nc is really needed
01:09:165 (1) - ^
01:20:323 (1) - still uses 1/3 so should be pink?
01:24:863 (2) - nc for hp
01:27:586 (7) - ^
01:25:534 (2,3,4) - i really dont like how these are on the red ticks, since the white ticks are more powerful
01:27:586 (7,8,9,10) - doesn't really make sense since you skipped all the drums before 01:26:955 - 01:27:271 - but then start mapping them again
Topic Starter
Low

Lucyyyyyyy wrote:

Hey ;)
[Basic]
  1. 00:24:747 (1,2,3) - 3 seems badly placed, im pretty sure its not nice to play it seems perfectly fine to me
[Hyper]
  1. 00:56:719 - i think this sound is too heavy for me, for leaving it empty, specialy cause you hit the sound at 00:56:956 i'm following the melody of the song here, and there's no sound in the melody here for me to indicate that i should place a note
  2. 1:20:325 (1) - The sound is still the same here so i wouldnt change the slider style aswell, even more cause it seems for me that you used the rythm of it at 01:19:456 (2,3,4) but correct me if im wrong. what? i don't understand this
  3. 01:43:298 (3,4,5,6,7,8) - seems not correct in terms of rythm for me. More like i dont se a point of doing the stream here it's following the sixteenth notes in the dnb of the song
but to be real your map looks really great, it needs nearly no changes and i had a lot of fun test playing the map.

sorry but i dont find more time to mod this atm, school and stuff.

Pentori wrote:

^ make sure you reply to the above mod
[Normal]
00:52:534 (1,2,3,1,2,3) - why is this mapped so differently from everything else? feels more like laziness than creativity here as nothing in the music supports this it's variation of the song's rhythm. the creator of this difficulty changes the rhythm of his mapping every four measures in this section, and this section is no exception. it seems fine to me
01:17:165 (4,5) - the blue tick synths are a lot more noticeable here so 01:17:481 (5) - will probably get clicked early because of that. perhaps you could replace this with a 3/4 slider to follow those sounds and do a rhythm like http://puu.sh/sqqAY/ffaef42e16.jpg i don't want to include a 3/4 rhythm in this normal difficulty, so i just changed the two circles to a 1/1 slider to allow for more leniency in clicking

[Hyper]
00:07:773 (6) - why use white tick triplets? there are no percussion sounds here, yet there is a hihat on 00:07:615 - which you should probably use the hihat sound is not very prominent, and i've mapped the way i did here because of the more prominent dnb sounds
00:24:115 (3) - i cant really agree with the streams here.. at this bpm an 8 note stream isn't really appropriate in hyper, especially because hard doesn't include any streams or triplets at all. maybe use a maximum of 5 note streams, and fill the rest with repeat sliders i disagree. this hyper difficulty is a good step between hard and insane in terms of streaming. the 8 note streams are very sparse in terms of how often they appear and are spaced closely so they are easier to play. i don't want to make the streams easier because i feel i've created a good balance
00:26:720 (5) - again, can't really agree with this because there is nothing here and 00:26:641 - is so much more powerful than 00:26:799 - making the triplet feel uncomfortable. using a rhythm like http://puu.sh/sqrZc/b09367cf32.jpg follows the snares better, or you could just remove the triplet changed this
00:31:062 (1) - 00:31:220 - really powerful beat, and the highlight of this section. so why not make this clickable? similar to how you did 00:26:010 (1,2) made this a slider to keep the variation flowing. i don't think it's all too important to make it clickable
01:03:586 (1,2,3,4) - there's a lot more you can follow here other than the 1/2. why not use the repeating 3/4 rhythms? 01:03:823 i like my simplified rhythm. it's quirky
01:09:271 (3,4) - not really consistent that you included these repeats sliders here but no where else 01:04:218 (3,4) - 01:14:323 (3,4) i like varying the rhythm in this difficulty, so although this is a reasonable suggestion, i'm gonna keep this
01:43:692 (3) - probably reduce this nope for the same reason i mentioned previously
01:51:192 (3,4,5) - bit too confusing to read, i'd be better if you spaced these out more like 01:48:744 (4,5) fixed

[Insane]
00:15:115 (3) - feels quite undermapped, at least make this 1/2 slider + circle? i like this variation here! :-(
00:20:957 (1,1,1,1) - 1/12 snap really isn't appropriate. the sound ends on the blue tick, so why not map it like that? i guess if you want to keep the effect, use 1/8 at max i want to keep the effect. i also think 1/12 is absolutely fine for the effect as well, since 1/16 is too close to the next object and 1/8 isn't close enough for what i'm going for
00:40:749 (1,1,1,1,1) - why do you need nc spam here? aren't your intention of ncs for difficult rhythms? nc = 1/3
00:41:798 (1) - should be snapped to blue tick oops
01:24:902 (2) - nc? for hp reasons yeah

[Another]
00:37:477 (1) - should probably be snapped to something
01:54:588 - 01:55:694 - should be 8% vol to dampen slider ticks
01:54:429 (1) - the end of the slider looks weird, probably could be tidied up by removing the red node or increasing the length of the tail

blame low for this xD note for irre: no!! i had to fiddle with the .osu to get the slider perfectly snapped and changing it will mess everything up! pls leave it

[EXL]
bump up od? maybe 8.5 eh, i want to keep 8 because a lot of the rhythms are really tricky and that would make it even more of a pain to play
00:20:957 (1) - same as insane same as insane
00:39:075 (1,2,3,4,5,6) - snapping could probably be better here. if you keep the same amount of ms between each object is becomes playable http://puu.sh/squ8r/ace36d8113.jpg. since the rhythm is pretty weird here, following it exactly makes really hard to acc. this is a rhythm game after all fixeroo
00:41:171 (3) - end this on blue tick? i hear a feint snare on 00:41:277 - but nothing on 00:41:312 reworked the rhythm here
00:41:382 (4) - probably better to make this a circle instead of a 1/8 since this is all 1/6 it's not 1/6! the circles are all 1/4. plus i really like this
00:50:481 (2,3) - 00:50:481 (2) - isn't emphasised very well and 00:50:639 (3) - doesn't really deserve a click in comparison to 00:50:797 . perhaps you could try work with the music better here i'm moreso following the dnb here
00:54:744 - why skip this? i considered mapping here, but i like the "trip" rhythm i've created here
00:56:007 (9) - u should end the stream here with a kick slider because the music moves onto its next phrase nah, for this whole phrase in the music i am following the unique sixteenth note background sound
00:56:955 (1,2,3,4) - ctrl g this rhythm? there are two snares, on 00:57:113 - and 00:57:271 . representing them with the same slider would be cool
00:59:955 - why is this skipped too?? cool idea, changed
01:02:007 (4,5,6,7,8,9,10,11) - you should nc these so they dont appear as duplets i don't think that's necessary. the spacing combined with the AR should give a player of this caliber the sense that these are just spaced 1/4
01:08:744 (1) - not sure if this nc is really needed you're right that it's not needed. however, i liked the eccentric mix of my yellow and pink comboing so that the player gets the idea that it is 1/3 from the yellow combo while at the same time getting the consistency of pink = that weird "bass"-like sound in the music.
01:09:165 (1) - ^
01:20:323 (1) - still uses 1/3 so should be pink? you mean yellow? and i didn't put it here because i thought the player got the idea by now already, and keeping this yellow would be silly
01:24:863 (2) - nc for hp i think not having an nc here in this diff is fine since the previous pattern is easy to hit and gives the players a good amount of leniency for the hp drain. i also don't want an nc because i want to keep the "continuous" music feeling as opposed to separating the music with a new combo
01:27:586 (7) - ^ same reasoning as above
01:25:534 (2,3,4) - i really dont like how these are on the red ticks, since the white ticks are more powerful just a personal preference, but i really like this pattern. i like the offbeat clicking
01:27:586 (7,8,9,10) - doesn't really make sense since you skipped all the drums before 01:26:955 - 01:27:271 - but then start mapping them again there's a 1/4 cymbal sound here that starts fading in to signify the start of a new verse of music, so i mapped to that.
thanks for modding! waiting for irre
Irreversible
You can fix all of the raised points for me

About the end slider, welllll if it really doesn't work differently it's not so tragic but i'd prefer it without the nod.

Thx! :)
Topic Starter
Low
alright, everything should be ok
Pentori

Low wrote:

Pentori wrote:

[Normal]
00:52:534 (1,2,3,1,2,3) - why is this mapped so differently from everything else? feels more like laziness than creativity here as nothing in the music supports this it's variation of the song's rhythm. the creator of this difficulty changes the rhythm of his mapping every four measures in this section, and this section is no exception. it seems fine to me i dont think you can disregard it as variation when it glosses over most beats in the music
01:17:165 (4,5) - the blue tick synths are a lot more noticeable here so 01:17:481 (5) - will probably get clicked early because of that. perhaps you could replace this with a 3/4 slider to follow those sounds and do a rhythm like http://puu.sh/sqqAY/ffaef42e16.jpg i don't want to include a 3/4 rhythm in this normal difficulty, so i just changed the two circles to a 1/1 slider to allow for more leniency in clicking what do you mean you don't want to include a 3/4 slider..? 01:02:639 (1,2) - 01:05:165 (1,2) - 01:07:692 (1,2) - 01:10:218 (1,2) - what exactly are all these? please provide another reason

[Hyper]
00:07:773 (6) - why use white tick triplets? there are no percussion sounds here, yet there is a hihat on 00:07:615 - which you should probably use the hihat sound is not very prominent, and i've mapped the way i did here because of the more prominent dnb sounds if you're following the "dnb" sound here then why is 00:08:010 - ignored. swapping between layers of music often makes the rhythm really awkward
00:24:115 (3) - i cant really agree with the streams here.. at this bpm an 8 note stream isn't really appropriate in hyper, especially because hard doesn't include any streams or triplets at all. maybe use a maximum of 5 note streams, and fill the rest with repeat sliders i disagree. this hyper difficulty is a good step between hard and insane in terms of streaming. the 8 note streams are very sparse in terms of how often they appear and are spaced closely so they are easier to play. i don't want to make the streams easier because i feel i've created a good balance the issue isn't the frequency of them, but the fact that you have them in the first place. 190 bpm 8 note streams aren't very appropriate when transitioning from a hard that uses no form of clickable 1/4 rhythms

[EXL]
00:50:481 (2,3) - 00:50:481 (2) - isn't emphasised very well and 00:50:639 (3) - doesn't really deserve a click in comparison to 00:50:797 . perhaps you could try work with the music better here i'm moreso following the dnb here still doesn't make sense as to why 00:50:639 (3) - is clicked in prominence to 00:50:797 - perhaps ctrl g 00:50:481 (2,3)
00:54:744 - why skip this? i considered mapping here, but i like the "trip" rhythm i've created here so you're saying you ignore dominant beats to make rhythms tricky? i cant agree at all with that thought process. why dont you just use a kick slider on 00:54:665 - to at least address the beat
00:59:955 - why is this skipped too?? ~
Topic Starter
Low

Pentori wrote:

[Normal]
00:52:534 (1,2,3,1,2,3) - why is this mapped so differently from everything else? feels more like laziness than creativity here as nothing in the music supports this it's variation of the song's rhythm. the creator of this difficulty changes the rhythm of his mapping every four measures in this section, and this section is no exception. it seems fine to me i dont think you can disregard it as variation when it glosses over most beats in the music i still don't see the issue with this. nothing is fundamentally flawed. if anything, the lack of mapping to all of the beats adds a special flare to this section. the song gets repetitive for a bit, and simply mapping to all of the beats can get boring for both the player and the mapper. i think creating sliders like this as a variation is fine and i actually am rather fond of it
01:17:165 (4,5) - the blue tick synths are a lot more noticeable here so 01:17:481 (5) - will probably get clicked early because of that. perhaps you could replace this with a 3/4 slider to follow those sounds and do a rhythm like http://puu.sh/sqqAY/ffaef42e16.jpg i don't want to include a 3/4 rhythm in this normal difficulty, so i just changed the two circles to a 1/1 slider to allow for more leniency in clicking what do you mean you don't want to include a 3/4 slider..? 01:02:639 (1,2) - 01:05:165 (1,2) - 01:07:692 (1,2) - 01:10:218 (1,2) - what exactly are all these? please provide another reasonoops, my bad. yeah, there are other 3/4 sliders. i like the 1/1 rhythm here anyway because i wanted to emphasize the heavy beats of the dnb which land on where the slider is.

[Hyper]
00:07:773 (6) - why use white tick triplets? there are no percussion sounds here, yet there is a hihat on 00:07:615 - which you should probably use the hihat sound is not very prominent, and i've mapped the way i did here because of the more prominent dnb sounds if you're following the "dnb" sound here then why is 00:08:010 - ignored. swapping between layers of music often makes the rhythm really awkward to me, i did not hear the sound as being too prominent at 00:08:010, so i chose to not map it. also, i think the swapping between layers of music in the scenarios it happens throughout the map work well
00:24:115 (3) - i cant really agree with the streams here.. at this bpm an 8 note stream isn't really appropriate in hyper, especially because hard doesn't include any streams or triplets at all. maybe use a maximum of 5 note streams, and fill the rest with repeat sliders i disagree. this hyper difficulty is a good step between hard and insane in terms of streaming. the 8 note streams are very sparse in terms of how often they appear and are spaced closely so they are easier to play. i don't want to make the streams easier because i feel i've created a good balance the issue isn't the frequency of them, but the fact that you have them in the first place. 190 bpm 8 note streams aren't very appropriate when transitioning from a hard that uses no form of clickable 1/4 rhythms fair point. i'll nerf the first one, but i want to keep the 8 note stream in the kiai time because i feel it presents a challenge for the kiai/chorus of the song.

[EXL]
00:50:481 (2,3) - 00:50:481 (2) - isn't emphasised very well and 00:50:639 (3) - doesn't really deserve a click in comparison to 00:50:797 . perhaps you could try work with the music better here i'm moreso following the dnb here still doesn't make sense as to why 00:50:639 (3) - is clicked in prominence to 00:50:797 - perhaps ctrl g 00:50:481 (2,3) it is clicked in prominence because with these two sliders, i like the effect of having the claps of the dnb land on the ends of the sliders. it seems cool to me
00:54:744 - why skip this? i considered mapping here, but i like the "trip" rhythm i've created here so you're saying you ignore dominant beats to make rhythms tricky? i cant agree at all with that thought process. why dont you just use a kick slider on 00:54:665 - to at least address the beat i skipped 00:54:744 because the rhythm in that spot didn't come across as prominent to me. i strongly prefer the rhythm i have now as it is how i interpreted and heard the strong beats of the song. same case with 00:59:955
00:59:955 - why is this skipped too?? ~
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