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AVTechNO!xTreow - DYE/Re:flection+

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Topic Starter
dsco
This beatmap was submitted using in-game submission on Wednesday, July 26, 2017 at 6:09:29 PM

Artist: AVTechNO!xTreow
Title: DYE/Re:flection+
Tags: idm glitch breakcore drum and bass electronic electrocutica vocaloid megurine luka treow reminixe
BPM: 165
Filesize: 7603kb
Play Time: 05:03
Difficulties Available:
  1. RGB (5.57 stars, 1640 notes)
Download: AVTechNO!xTreow - DYE/Re:flection+
Information: Scores/Beatmap Listing
---------------
Saturnalize
SPOILER
HSL
  1. PREVENT USING WHITE COMBO COLOUR AS IT IS HARD TO READ, ESPECIALLY DURING KIAI. We have a guideline for that so consider this and change the color. Pale cream is good also, but would blend with the skin bg
  2. Please consult to other experienced metadata whether to use (feat. Vocaloid Luka) or not. We have two different source with two different title naming.
    Source 1: Amazon
    Source 2 : Nico Nico Douga
  3. CS too small, considering your map is almost all about jump and stuffs.
  4. Also OD is too high, I guess, since it affects sliders, too (iirc). Consult about this to other experienced mapper (BN would be better).
  5. 00:45:548 (4,1) - I believe this one has gone too far. Close the gap maybe?
  6. 01:16:549 (2,3,4,5,1) - This one is hard to read because it's deceptive. I suggest you to change the pattern from 4.
  7. 01:54:186 - You use normal clap here but 02:17:458 - you use soft hitclap. Since it's quite strong here, change all to normal hitclap. If you want to change it to soft, change all. (tl;dr change all to either soft or normal clap. Only one.) Same with 03:15:640 -
  8. 03:48:640 (2,1,2,3) - This gap is quite big, I should say.
  9. 04:12:913 (2) - The overlap looks not so pleasing.
  10. 04:40:004 (1) - Missing finish?
  11. 04:40:395 - Starting from here, use soft hitclap. The part here is quite quiet.
  12. 05:01:822 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - Don't put normal whistle in every note. The warning wub only rings every red bars. Also, extend the stream gap little by little to emphasize the volume up?
Topic Starter
dsco

Saturnalize wrote:

SPOILER
HSL
  1. PREVENT USING WHITE COMBO COLOUR AS IT IS HARD TO READ, ESPECIALLY DURING KIAI. We have a guideline for that so consider this and change the color. Pale cream is good also, but would blend with the skin bg i cannot find anything about this in the ranking criteria, all that is mentioned is not using same color twice or colors that blend with bg, i will check with others though.
  2. Please consult to other experienced metadata whether to use (feat. Vocaloid Luka) or not. We have two different source with two different title naming.
    Source 1: Amazon
    Source 2 : Nico Nico Douga i am using the metadata from the official download of the music (which is the amazon format), so i think it is okay
  3. CS too small, considering your map is almost all about jump and stuffs. using high CS will hinder readability and aesthetic and the flow of the map since many patterns are very intricate/subtle and are near overlapping. i personally think that the high CS also improves the type of aim that the map is (tech aim), but if this comes up more often i will address it.
  4. Also OD is too high, I guess, since it affects sliders, too (iirc). Consult about this to other experienced mapper (BN would be better). i will check, though when i play the map i have no trouble maintaining accuracy.
  5. 00:45:548 (4,1) - I believe this one has gone too far. Close the gap maybe? it uses 1.8 as is used elsewhere in the map. i think the flow is improvable though to make this cleaner, i will think about this and consult others
  6. 01:16:549 (2,3,4,5,1) - This one is hard to read because it's deceptive. I suggest you to change the pattern from 4. i've thought about this, but i think the AR is appropriate to avoid reading those as a continuation of 2 since they do not begin appearing until the next slider.
  7. 01:54:186 - You use normal clap here but 02:17:458 - you use soft hitclap. Since it's quite strong here, change all to normal hitclap. If you want to change it to soft, change all. (tl;dr change all to either soft or normal clap. Only one.) Same with 03:15:640 - these were actually intentional choices to emphasize the increase in energy or movement from section to section. i'm not *very* experienced with hitsounding though so this could very well change.
  8. 03:48:640 (2,1,2,3) - This gap is quite big, I should say. yes, i think i may need to change this flow, though it uses the same spacing as elsewhere within this section. pondering ideas.
  9. 04:12:913 (2) - The overlap looks not so pleasing. edited
  10. 04:40:004 (1) - Missing finish? yes
  11. 04:40:395 - Starting from here, use soft hitclap. The part here is quite quiet. these two hitsounds are nearly identical with default set, so i dont believe it is a problem. using the most popular custom hitsounds, the normal hitclap is shorter and more staccato which is part of the reason it was used here.
  12. 05:01:822 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - Don't put normal whistle in every note. The warning wub only rings every red bars. Also, extend the stream gap little by little to emphasize the volume up?fixed, i was a little lost on what to hitsound here. and good idea on spacing, implemented.
thank you for modding!!
LwL
Heyo, M4M from my queue.

RGB
-Regarding the white combo color as mentioned in the previous mod: I don't think there's anything about it in the old RC, but the Proposal says "Avoid using combo colors with ~220 luminosity or higher during kiai times. They create bright pulses which can be unpleasant to the eyes.", so it might be a good idea to change it/don't use it during kiai.

-NC usage in general seems a bit spammy

-CS is fine imo, though I agree that lowering OD to 8.5 or so might be good, but it's not a must.


00:07:367 (1,1) - Both of these end on stronger ticks than they start. Could make it circle - slider - circle instead, would work much better imo.

00:21:913 (2,1) - ^

00:08:731 (1,1) - Completely subjective, but I don't really like this sudden jump with the flow reversal afterwards, consider angling the double further to the left.

00:13:095 (2) - 1/8 repeat slider? It's the same sound as 00:13:458 (2) as far as I can tell, and it shouldn't really mess with playability.

00:14:549 (1,1,1,2) - Unless I'm completely missing what sound you're mapping to here, I think it'd be more fitting to have 00:14:822 and 00:15:095 as clickable objects, they seem to be the dominant sound here, so having them as sliderends doesn't feel fitting. 00:14:913 (1) also doesn't really have much going on at its start. I'd suggest a rhythm like this (maybe two circles instead of the first slider depending on what you want to emphasize).

00:26:186 (1,1,1,2) - ^

00:28:973 (1,1) - ew NC stack

00:55:276 (3,4) - This is a bit bad in terms of flow. Also, should you prefer it as it is: They're slightly misaligned.

01:07:640 (1) - Seems unfitting to have such a strong note as a stack.

01:42:367 (2) - ends on a stronger sound than it starts on, make it a double maybe?

01:49:276 (6,7,8) - imo (6) to (7) should have higher spacing here, (7) is at least as intense than (8), if not more so, and while the DS is 1.8x for both, the effective spacing to (7) is much smaller due to slider leniency (6 is almost a kickslider after all, and it goes in the exact opposite direction of the following jump).

01:51:276 (1) - suddenly undermapping this seems a bit random, I think something like this would be more fitting

03:18:004 (6) - It's barely visible that this is a slider because it gets almost completely overlapped by the previous one.

03:23:822 (6) - ^

03:24:367 (1,2,3) - seems like poor flow to me, though this is the point where it's too far above my level to judge with any degree of certainty.

04:04:731 (1,2,1) - ^

05:01:822 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I think for many if not all of these it would be appropriate to make them 1/8 kicksliders

Good Luck! :) While I'm far too bad at mapping to judge it from a technical standpoint, from what I've played it's definitely fun.
Topic Starter
dsco

LawL4Ever wrote:

Heyo, M4M from my queue.

RGB
-Regarding the white combo color as mentioned in the previous mod: I don't think there's anything about it in the old RC, but the Proposal says "Avoid using combo colors with ~220 luminosity or higher during kiai times. They create bright pulses which can be unpleasant to the eyes.", so it might be a good idea to change it/don't use it during kiai. i'll wait for a BN opinion on this as i think the color fits the color theme of the lyrics and the difficulty name, if its a problem i will definitely change it :D

-NC usage in general seems a bit spammy the reason for this is to decrase the amount of followpoints and emphasize which parts in the music are being followed. the NC spam typically occurs during the synth jingle that is in the intro. the followpoints make the playfield cluttered which i find seriously hurts the readability for a map with this styleof tech aiming.

-CS is fine imo, though I agree that lowering OD to 8.5 or so might be good, but it's not a must. again, will think about it :D


00:07:367 (1,1) - Both of these end on stronger ticks than they start. Could make it circle - slider - circle instead, would work much better imo. the reason for this is the emphasis on the melody of the synth which has emphasized notes here

00:21:913 (2,1) - ^

00:08:731 (1,1) - Completely subjective, but I don't really like this sudden jump with the flow reversal afterwards, consider angling the double further to the left. i improved flow in a different way using the previous kickslider

00:13:095 (2) - 1/8 repeat slider? It's the same sound as 00:13:458 (2) as far as I can tell, and it shouldn't really mess with playability. there is a sound that makes a 1/8 (maybe 1/16 rhythm) here, its glitched like in breakcore music

00:14:549 (1,1,1,2) - Unless I'm completely missing what sound you're mapping to here, I think it'd be more fitting to have 00:14:822 and 00:15:095 as clickable objects, they seem to be the dominant sound here, so having them as sliderends doesn't feel fitting. 00:14:913 (1) also doesn't really have much going on at its start. I'd suggest a rhythm like this (maybe two circles instead of the first slider depending on what you want to emphasize). i will consider it. i think a rhythm like this would be pretty difficult to read and would cause more problems than the downtick rhythm

00:26:186 (1,1,1,2) - ^

00:28:973 (1,1) - ew NC stack this is to emphasize to the player that this section is 1/3.

00:55:276 (3,4) - This is a bit bad in terms of flow. Also, should you prefer it as it is: They're slightly misaligned. fixed alignment

01:07:640 (1) - Seems unfitting to have such a strong note as a stack. messing around with other stack forms or jumps doesn't emphasize it as well imo

01:42:367 (2) - ends on a stronger sound than it starts on, make it a double maybe? i couldn't find an immediate solutioin but this could be a potential fix, noted for later.

01:49:276 (6,7,8) - imo (6) to (7) should have higher spacing here, (7) is at least as intense than (8), if not more so, and while the DS is 1.8x for both, the effective spacing to (7) is much smaller due to slider leniency (6 is almost a kickslider after all, and it goes in the exact opposite direction of the following jump). this is also noted for later, though i think this is fine since changing the spacing would introduce something new to the section when 1.8x is used everywhere else.

01:51:276 (1) - suddenly undermapping this seems a bit random, I think something like this would be more fitting i was following the 'siren-esque' noise in the music, though i did change the pattern to increase the energy, just in a different way

03:18:004 (6) - It's barely visible that this is a slider because it gets almost completely overlapped by the previous one. i didn't have problems with it in playtesting with others, i think since the slider plays as a kickslider its direction is implied enough, given the jump to the circle following

03:23:822 (6) - ^

03:24:367 (1,2,3) - seems like poor flow to me, though this is the point where it's too far above my level to judge with any degree of certainty. i struggled mapping this part, i will see if i can find something better.

04:04:731 (1,2,1) - ^ i think this one is fine.

05:01:822 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I think for many if not all of these it would be appropriate to make them 1/8 kicksliders since the synth from the last measure continues i think switching to kicksliders wouldn't match the rhythm as well

Good Luck! :) While I'm far too bad at mapping to judge it from a technical standpoint, from what I've played it's definitely fun.
thanks so much for modding! :D
Kujinn
I kind of struggle modding technical maps so I'm just gonna shoot some stars cause I really like this :)
Topic Starter
dsco

Kujinn wrote:

I kind of struggle modding technical maps so I'm just gonna shoot some stars cause I really like this :)
thank you so much!! :)
Caput Mortuum
hi

[RGB]
00:06:549 (1,1,1,1,1,1,1,2,1) - I don't know why would you use ncs on those sliders.
00:28:367 (1,1,1,1) - try do this? http://osu.ppy.sh/ss/6596098
00:30:004 (1) - why nc?
03:30:186 - I don't think this part should be mapped this way. it's less intense than the kiai, but it has the same movement speed as the kiai. it'll be better if you map this part like the beginning.
04:09:458 (1,2,3,1,2,3,4,5) - a bit too crowded here.

sorry for short mod. good luck.
Topic Starter
dsco

Eraser wrote:

hi

[RGB]
00:06:549 (1,1,1,1,1,1,1,2,1) - I don't know why would you use ncs on those sliders. i believe the way i have the NC's is fine, though i did go through the map and make them more consistent and slightly less spammed.
00:28:367 (1,1,1,1) - try do this? http://osu.ppy.sh/ss/6596098 i might consider a different rhythm, but the current way is definitely truest to the song. i think that suggestion also has the danger of reading as kicksliders
00:30:004 (1) - why nc? to separate the pattern as done with the doubles and other uses of this spacing
03:30:186 - I don't think this part should be mapped this way. it's less intense than the kiai, but it has the same movement speed as the kiai. it'll be better if you map this part like the beginning. i disagree. to explain why; it is the song's chorus, as with the kiai. it is far more energetic than the intro, and i think mapping it with a 1.25x SV green tick compared to the 1.5x in the kiai is very suitable, plus the energy / tension from the section immediately before it makes this part very important, compositionally
04:09:458 (1,2,3,1,2,3,4,5) - a bit too crowded here. altered slightly

sorry for short mod. good luck.
thank you
Topic Starter
dsco
implemented some quick changes based on other's thoughts.
xChorse
hi brb kms
RGB


F6, select all timing and inherited points with CTRL+A and then move the offsets by 20 then resnap the notes

00:16:004 (1,2,3,4,5) - how about this rhythm? Yours currently ignores the chip sounds http://puu.sh/sJt3H/03e599fbae.png

00:22:549 (1,2,3) - similar as above, but this one has different sounds http://puu.sh/sJteX/726d057fa2.png

00:28:610 (1,1) - could be stacked, 00:28:731 (1) - the head doesn't have a distinct sound so stacking would be a bit better imo (You can also change 00:28:731 (1) - tail to be a hitcircle because there's a strong sound on there, but I can see why you made it a slider since it's timing is weird)

00:34:004 (2,1) - nazi blanket

01:02:549 (4) - make this a 1/4 return slider so it would still focus on the vocals but it won't miss the 1/4 sounds

01:19:095 (7) - stack on one of these 01:19:822 (3,4,6) - . Even it it's a triangle between 01:18:731 (5,6,7) - imo it looks cleaner when it's stacked

01:27:458 (5,2,5) - you can make these spaced the same distance to make it look cleaner

02:43:640 (1,1) - stack their tails

There's a strong sound on 03:20:004 - so mapping 03:19:822 (9) - as hitcircles would be better imo

04:07:095 (2,3,4,5,6) - awkward curve imo

good luck friend
Topic Starter
dsco

xChorse wrote:

hi brb kms
RGB


F6, select all timing and inherited points with CTRL+A and then move the offsets by 20 then resnap the notes ~14 seemed to be right

00:16:004 (1,2,3,4,5) - how about this rhythm? Yours currently ignores the chip sounds http://puu.sh/sJt3H/03e599fbae.png i chose to follow the drum sounds, same with elsewhere in this section for consistency.

00:22:549 (1,2,3) - similar as above, but this one has different sounds http://puu.sh/sJteX/726d057fa2.png ^

00:28:610 (1,1) - could be stacked, 00:28:731 (1) - the head doesn't have a distinct sound so stacking would be a bit better imo (You can also change 00:28:731 (1) - tail to be a hitcircle because there's a strong sound on there, but I can see why you made it a slider since it's timing is weird) yeah this part is weird. the reason i didn't stack is because it would read like 1/4, moving it like i did was to try and show that it is 1/3.

00:34:004 (2,1) - nazi blanket fixed

01:02:549 (4) - make this a 1/4 return slider so it would still focus on the vocals but it won't miss the 1/4 sounds implemented

01:19:095 (7) - stack on one of these 01:19:822 (3,4,6) - . Even it it's a triangle between 01:18:731 (5,6,7) - imo it looks cleaner when it's stacked i think the bits are far enough away that it visually doesn't connect. plus, the kick sliders to stack under are part of a triangle as well, so i'd have to unravel the next combo which is very neat

01:27:458 (5,2,5) - you can make these spaced the same distance to make it look cleaner changed

02:43:640 (1,1) - stack their tails makes pattern uglier imo.

There's a strong sound on 03:20:004 - so mapping 03:19:822 (9) - as hitcircles would be better imo here i'm following the vocals though, which are strongly emphasized on the offbeat

04:07:095 (2,3,4,5,6) - awkward curve imo changed

good luck friend
thank you for mod
Silverboxer
this mod might be garbage but here we go anyway

RGB

00:15:472 (1) - 00:15:836 (1) - can get rid of nc on these two? pattern is symmetrical and it really messes with my brain that they are all nc with criss cross jumps. probably just me but it also doesn't look bad with combos of 2 here anyway :thinkin:
00:51:836 (1) - 00:52:200 (1) - same here since patterns are symmetrical copied and the same shape
00:56:927 (2,3) - note on this blue tick since you are still following the vocals in this pattern
02:57:472 (2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,1,2,3,4,5,6,1) - this entire part is symmetrical... but not around the y-axis? not really a problem, just not sure why you did this lmao
03:17:654 (4) - this should be 1/4 notes?
03:17:927 (5) - and then I don't hear anything here but there is a circle?
03:23:472 (4) - should be 1/4 notes?
03:23:745 (5) - I hear the sound on this tick now, but the previous one I think there isn't for some reason
04:25:472 (1,1,1,1) - it seems like you do nc spam when it's weird sounds like in the beginning section but here sounds quite normal. can do combos of 2 because it is copied patterns of 2 like my suggestion before?
04:28:381 (1,1,1,1) - same here ^
04:34:200 (1,1,1,1) - and here again if you want

amazing map, good luck
Topic Starter
dsco

Silverboxer wrote:

this mod might be garbage but here we go anyway

RGB

00:15:472 (1) - 00:15:836 (1) - can get rid of nc on these two? pattern is symmetrical and it really messes with my brain that they are all nc with criss cross jumps. probably just me but it also doesn't look bad with combos of 2 here anyway :thinkin: i do NC every 1/2 for the synth bleeps
00:51:836 (1) - 00:52:200 (1) - same here since patterns are symmetrical copied and the same shape ^ removed NC on 00:51:472 (2) though
00:56:927 (2,3) - note on this blue tick since you are still following the vocals in this pattern there's no vocal there D: i think you were hearing the 'f' at the end of that syllable
02:57:472 (2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,1,2,3,4,5,6,1) - this entire part is symmetrical... but not around the y-axis? not really a problem, just not sure why you did this lmao ||| cause of the angles of the last part it the circles: 02:57:836 (3,1) - didn't end up around the y-axis. i just made it symmetrical from that point of origin
03:17:654 (4) - this should be 1/4 notes? it's same sound as the kickslider before it. both are fine rhythms i think, but the one i use reinforces the symmetry
03:17:927 (5) - and then I don't hear anything here but there is a circle? there's a snare hit there, its quiet but its the same rhythms as elsewhere in teh map
03:23:472 (4) - should be 1/4 notes? following vocal
03:23:745 (5) - I hear the sound on this tick now, but the previous one I think there isn't for some reason as above :D
04:25:472 (1,1,1,1) - it seems like you do nc spam when it's weird sounds like in the beginning section but here sounds quite normal. can do combos of 2 because it is copied patterns of 2 like my suggestion before? its for the synth bleeps
04:28:381 (1,1,1,1) - same here ^
04:34:200 (1,1,1,1) - and here again if you want

amazing map, good luck
thanks my man

also, went through and updated hitsound volumes a fair bit. should feel even better now.
sammish
shot a star, gl with ranking this
Izzz
Yo, here for the M4M my dude!

I like this map, so lets see if I can help you make it any better.

SPOILER
I know it was pointed out before but 00:06:563 (1,1,1,1,1,2,1,1,2) - is way over nc'd. I understand you're giving a new combo after every new pair of bleeps with exceptions at 00:07:290 (1,2) - and 00:07:745 (1,2) - but this could be simplified down to something like this where the new combo is on the beep boop synth's emphases. Hell, default skin has some of the worst followpoints but I could still do the first four notes without any issues using it on test. Plus, 00:07:290 (1,2,3,1,2) - wouldn't be affected at all since they're too close for followpoints to be produced. Since you used this pattern a lot, don't forget to do something similar with the other instances of this.

00:16:745 (1,2,3,1,1,2,1) - shouldn't this be patterned more like 00:08:018 (1,2,3,1,1,2,1) since you were sticking to that consistently before? Overlapping 00:16:745 (1,2) for example would keep up the consistency and I can't identify a reason for to have been switched up like this in the first place. Same goes for 00:17:472 (1) - which should be a circle. This consistency error seems to happen a ton through the map, so going through and fixing this when it pops up would benefit the map's structure.

00:17:472 (1) and 00:17:836 (2) - if you didn't make 1 a circle you should adjust it so it isn't overlapping here.

00:18:745 (1) - The sound on the blue tick here is way more important than the red tick so adjusting this is in order. I'd suggest doing the rhythm like this but this would also work.

00:19:200 (2) - and 00:19:472 (2,3) - Maybe emphasize these more with some higher spacing here?

00:22:563 (1,2,3) - Having equal distances between the slidertail of 1 and the slider head of 2 as well as the slider heads of 1 and 3 would be pretty cool

00:26:927 (1,1) - Why not decreasing the sv for these sliders to reflect this suddenly quieter section?

00:27:290 (1,2) - The red tick is kinda important here but I think this makes enough sense as is.

00:52:472 (2) - sound on the red tick here should probably be clickable, especially since the synth beeping here doesn't seem as strong of a noise as the drums are. Ctrl+g'ing the rhythm would probably be the best fix.

00:57:018 - Aren't you missing a note here? There are vocals here after all.

00:59:109 (2) - since you've started to map to the drums in tandem with the vocals around here, wouldn't this pattern fit better than a repeat slider? Otherwise it isn't consistent with 00:59:654 (4) - where you end the slider with the drum on the blue tick and not the end of the vocals around the following blue tick.

01:02:745 - is missing a note, repeating 01:02:472 (4) - an extra time would suffice.

01:30:927 (1) - I know you have that rotational symmetry going on here, but this is way under-emphasized. Same goes with 01:32:381 (1) . You emphasized this sound pretty well with 01:33:836 (1) - though, so I'd suggest doing something similar to that.

01:49:472 (7,8) - This is really hard to read, moving 7 left and/or down (x=214 y=318 maybe?) would improve it a ton. (at the expense of the stack :^< )

01:52:745 (1) - The blue tick here should probably get emphasis if you're emphasizing the white tick after it.

02:40:745 - pls emphasize this sound too thanks

02:40:927 (1,2,3,4,5,6,1,2,3,1,2,1,2,1,2,3,1) - nice

Confused by how you chose to map the blue ticks before the beats 1 and 3 from 02:58:018 - until 03:15:654 - since sometimes you did map them and sometimes you didn't, what am I missing?

03:17:654 (4) - Why do you map this to the vocals but map 03:18:018 (6,7,8,1) - to the drums?

03:23:472 (4) - Why did you map this to the vocals but map 03:23:836 (6,7,8) - to the drums?

03:45:200 (4) - Drum on the slider end should definitely be clickable, especially since 03:45:381 (5) - is clickable and I can barely hear anything going on then.

04:57:472 (1,2,3,4,5,6,7,8,9,10,11,12,1,1,1,1,1) - liked this part and 05:00:381 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - a whole bunch whoa
Fun fact when I was highlighting the last part it sent me to the beginning and highlighted everything and it crashed my game.
Bad at phrasing mods woo
Topic Starter
dsco

Joezapy wrote:

Yo, here for the M4M my dude!

I like this map, so lets see if I can help you make it any better.

SPOILER
I know it was pointed out before but 00:06:563 (1,1,1,1,1,2,1,1,2) - is way over nc'd. I understand you're giving a new combo after every new pair of bleeps with exceptions at 00:07:290 (1,2) - and 00:07:745 (1,2) - but this could be simplified down to something like this where the new combo is on the beep boop synth's emphases. Hell, default skin has some of the worst followpoints but I could still do the first four notes without any issues using it on test. Plus, 00:07:290 (1,2,3,1,2) - wouldn't be affected at all since they're too close for followpoints to be produced. Since you used this pattern a lot, don't forget to do something similar with the other instances of this. i don't think its necessary and doesn't highlight that part as well, it makes the map feel much messier and less well composed

00:16:745 (1,2,3,1,1,2,1) - shouldn't this be patterned more like 00:08:018 (1,2,3,1,1,2,1) since you were sticking to that consistently before? Overlapping 00:16:745 (1,2) for example would keep up the consistency and I can't identify a reason for to have been switched up like this in the first place. Same goes for 00:17:472 (1) - which should be a circle. This consistency error seems to happen a ton through the map, so going through and fixing this when it pops up would benefit the map's structure. this specific case is a slider because of the 'siren' sound, which i map with sliders elsewhere. otherwise, the rhythm that follows is consistent with elsewhere in the map.

00:17:472 (1) and 00:17:836 (2) - if you didn't make 1 a circle you should adjust it so it isn't overlapping here. fixed

00:18:745 (1) - The sound on the blue tick here is way more important than the red tick so adjusting this is in order. I'd suggest doing the rhythm like this but this would also work. this is actually the same arpeggio as the first one and others in this same section, this would sorta compromise that structure. the drums are different here and that rhythm follows those but this part prioritizes the bleeps

00:19:200 (2) - and 00:19:472 (2,3) - Maybe emphasize these more with some higher spacing here? edited this part around

00:22:563 (1,2,3) - Having equal distances between the slidertail of 1 and the slider head of 2 as well as the slider heads of 1 and 3 would be pretty cool edited slightly in different way

00:26:927 (1,1) - Why not decreasing the sv for these sliders to reflect this suddenly quieter section? readability, would be only time i use it in this section

00:27:290 (1,2) - The red tick is kinda important here but I think this makes enough sense as is.

00:52:472 (2) - sound on the red tick here should probably be clickable, especially since the synth beeping here doesn't seem as strong of a noise as the drums are. Ctrl+g'ing the rhythm would probably be the best fix. following bleeps here still, same rhythm as other sections

00:57:018 - Aren't you missing a note here? There are vocals here after all. there isn't. the you are hearing the 'f' of the word "beautiful" which is the 3 downbeats here. "i want to become beautiful mind"

00:59:109 (2) - since you've started to map to the drums in tandem with the vocals around here, wouldn't this pattern fit better than a repeat slider? Otherwise it isn't consistent with 00:59:654 (4) - where you end the slider with the drum on the blue tick and not the end of the vocals around the following blue tick. there's no drum on blue tick for the first part, there is for the second part.

01:02:745 - is missing a note, repeating 01:02:472 (4) - an extra time would suffice. 01:02:563 (4) - was supposed to start on white tick LOL oops

01:30:927 (1) - I know you have that rotational symmetry going on here, but this is way under-emphasized. Same goes with 01:32:381 (1) . You emphasized this sound pretty well with 01:33:836 (1) - though, so I'd suggest doing something similar to that. mapping to vocals here, all of this section has same spacing.

01:49:472 (7,8) - This is really hard to read, moving 7 left and/or down (x=214 y=318 maybe?) would improve it a ton. (at the expense of the stack :^< ) i think this part is quite important, reading this bit keeps the intensity of the map high, the follow points make it pretty easy to read imo.. might change but i think its quite good for now.

01:52:745 (1) - The blue tick here should probably get emphasis if you're emphasizing the white tick after it. not sure which bluie tick you mean. do you mean 1:52:836? if so, all taps here are sync'd with the loud drums.

02:40:745 - pls emphasize this sound too thanks mapping to vocals, i think this is a good transition to quiet part

02:40:927 (1,2,3,4,5,6,1,2,3,1,2,1,2,1,2,3,1) - nice <3

Confused by how you chose to map the blue ticks before the beats 1 and 3 from 02:58:018 - until 03:15:654 - since sometimes you did map them and sometimes you didn't, what am I missing? the drums aren't consistent here, sometimes there are triples and sometimes there aren't. each blue tick that has a triple has slider end or circle there, the latter half of this section i used kicksliders since the drum sound for the triples is a low sound and is less emphasized

03:17:654 (4) - Why do you map this to the vocals but map 03:18:018 (6,7,8,1) - to the drums? both are mapped. the red tick vocal is emphasized by the drum fill which is mapped since it is a fill

03:23:472 (4) - Why did you map this to the vocals but map 03:23:836 (6,7,8) - to the drums? ^

03:45:200 (4) - Drum on the slider end should definitely be clickable, especially since 03:45:381 (5) - is clickable and I can barely hear anything going on then.

04:57:472 (1,2,3,4,5,6,7,8,9,10,11,12,1,1,1,1,1) - liked this part and 05:00:381 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - a whole bunch whoa
Fun fact when I was highlighting the last part it sent me to the beginning and highlighted everything and it crashed my game.
Bad at phrasing mods woo
thanks a ton, really good mod :D went through and fixed some other things too that i was looking at
Rumia-
hey! from my m4m queue..
im so sorry for delaying for quite a time and i finally get to look at the map..

and i couldnt bring up any suggestion that would help/improve the map due to your mapping style is very unique and abstract ( not in a bad way! ) and it contradicted with a lot possible way of my mapping influence

very fun to play and cool map but i cant find any alternative ways to fit my suggestion into making this map better so i gave 2 stars and very good luck!
the map is very cool!
-Mo-
osumapping Discord

RGB
Colourhaxing for this map would be so damn good. Please do something about that.

- 00:14:927 (1) - Maybe shorten this and add a circle on 00:15:109 instead? I feel the rhythm would be smoother to play that way, and there's an interesting sound I can hear on this beat that could be mapped to an active beat.
- 00:17:290 (3) - Ctrl+G for smoother circular flow, which is welcome for these sort of slider patterns.
- 00:28:381 (1,1,1,1,1) - It's really hard to see that this is in 1/3 timing, and spamming NCs doesn't feel help since this map has spammy NCs anyway. I would maybe map excludively to sliders so that the rhythm doesn't seem so out of place. - 00:37:654 (3) - Random suggestion, maybe use a linear red-point bend for this slider to match with the straight sliders better?
- 00:38:200 (1) - I would maybe adjust the flow of this so that it's not in the same direction as 00:38:018 (1,2) to emphasise the different sounds better. Maybe something along the lines of this? - 00:38:745 (1) - Seems like an unnecessary NC to me. The introduction of vocals and the NC on 00:38:563 (1) should be enough to indicate a SV change already.
- 00:54:290 (1,1,1) - NC spam on these seem a little unnecessary to me too but eh.
- 01:46:927 (1,2) - Why not kick sliders to keep with the consistency?
- 01:50:654 (2,1) - Nazi stack thing if you care about that.
- 02:07:836 (3) - I'd probably flip the direction this slider is going for a smoother flow.
- 03:14:200 - I would make this an active note since there's a strong beat on the downbeat. Perhaps replace 03:14:018 (8) with a triple?
- 03:30:018 (3) - Repalcing this with a 1/8 slider stream could help with building up the tension better than just a reverse 1/4.
- 03:31:290 (3) - 03:34:381 (3) etc - NC these for consistency, seeing as how you did that for the previous times you used these patterns?
- 04:19:290 - As before, make this an active note if possible. Shorten 04:19:109 (4) and place a circle?
- 04:52:745 (1,1,1,1) - 04:58:563 (1,1,1,1) - These NC spams seem kinda silly to me.

I like this. This is cool.
Topic Starter
dsco

-Mo- wrote:

osumapping Discord

RGB
Colourhaxing for this map would be so damn good. Please do something about that. :thinking:

- 00:14:927 (1) - Maybe shorten this and add a circle on 00:15:109 instead? I feel the rhythm would be smoother to play that way, and there's an interesting sound I can hear on this beat that could be mapped to an active beat. changed
- 00:17:290 (3) - Ctrl+G for smoother circular flow, which is welcome for these sort of slider patterns. this originally was ctrl+g LOL thank you
- 00:28:381 (1,1,1,1,1) - It's really hard to see that this is in 1/3 timing, and spamming NCs doesn't feel help since this map has spammy NCs anyway. I would maybe map excludively to sliders so that the rhythm doesn't seem so out of place. changed in different way
- 00:37:654 (3) - Random suggestion, maybe use a linear red-point bend for this slider to match with the straight sliders better? true
- 00:38:200 (1) - I would maybe adjust the flow of this so that it's not in the same direction as 00:38:018 (1,2) to emphasise the different sounds better. Maybe something along the lines of this? i actually like this flow a lot personally
- 00:38:745 (1) - Seems like an unnecessary NC to me. The introduction of vocals and the NC on 00:38:563 (1) should be enough to indicate a SV change already. yes
- 00:54:290 (1,1,1) - NC spam on these seem a little unnecessary to me too but eh. i think it looks cool and doesnt cost any readability
- 01:46:927 (1,2) - Why not kick sliders to keep with the consistency? to emphasize vocals here
- 01:50:654 (2,1) - Nazi stack thing if you care about that. might as well, ez
- 02:07:836 (3) - I'd probably flip the direction this slider is going for a smoother flow. disagree
- 03:14:200 - I would make this an active note since there's a strong beat on the downbeat. Perhaps replace 03:14:018 (8) with a triple? changed in different way, re-edited spacing
- 03:30:018 (3) - Repalcing this with a 1/8 slider stream could help with building up the tension better than just a reverse 1/4. i think emphasizing the vocals is important for rhythm here
- 03:31:290 (3) - 03:34:381 (3) etc - NC these for consistency, seeing as how you did that for the previous times you used these patterns? there was a reason i didn't but i don't remember it and its definitely better for consistency
- 04:19:290 - As before, make this an active note if possible. Shorten 04:19:109 (4) and place a circle? personally disagree with this one, i think this fits better
- 04:52:745 (1,1,1,1) - 04:58:563 (1,1,1,1) - These NC spams seem kinda silly to me. it matches intro and brings that bit of the map back at no cost, i think its fine

I like this. This is cool.
very good mod my man, 2 thumbs up
Topic Starter
dsco
edited / polished a few various things.

its ready?
Lasse
your mp3 quality is too high, it's 256kbps, but 192 is the maximum rankable except for some featured artist things

I see you want for that .1 thing for you difficulty settings, though I think od9.1 is a bit high for this type of map, especially on low bpm and makes it rather painful to play, but 8.1 might be too low so lol

01:06:563 - you might want to change sampleset everywhere to S:C1 and add a silenced soft-sliderslide.wav and a custom soft-hitclap.wav
some interesting ideas, but overall it seemed quite messy

00:06:563 (1,1,1,1,1,2) - immediately at thestart one the biggest issues is noticeable: the visuals just feel pretty random and cluttered, because everything overlaps so randomly. if you want to overlap thigs which are noticeable ingame you'd usually want some consistency behind how they overlap
compare what you have currently with something that just utilizes some stacks instead and plays pretty much the same: http://i.imgur.com/M54g1TF.jpg
00:08:018 (1,2) - another example where you could just perfectly overlap the slidertail of 2 with 1-body http://i.imgur.com/V3rUv7P.jpg
basically happens throughout the whole map, like 00:10:563 (2,3,1,2,3,1,1) - etc.

a similar issue are seemingly random patterns like 00:09:472 (1,1,1,1) - => 00:09:654 (1,1,1) - is pretty nice, but why is 00:09:472 (1) - placed where it is right now? musically it would belong with the others (be in the same pattern), like you did on 00:06:563 (1,1,1,1) -
same thing hapeens a lot and just contributes even more to a very unstructured feeling map

00:11:654 (1,1,2,1) - this is quite awkward to play because of the linear movement together with slowdown on 00:11:654 (1,1,2) - but then speedup to hit 00:12:018 (1) - combined with rhythm changes. how about moving 00:11:654 (1) - to get something like http://i.imgur.com/VYEwDvv.jpg ?
00:16:018 (1,2,1,2) - I think this should use a different sv from your other 1.5x patterns as the sounds are so different
also 00:16:290 (2,1) - these things are just extremely annoying to play, you got from fast slider to stop to big active 1/4 jump, sth like http://i.imgur.com/nyG1NOk.jpg would work better and still give a fitting emphasis due to the 1s being at the end of doubles // similar for 00:26:927 (1,2,1) - etc.
00:19:563 (3) - seems to be missing some hitsound
00:22:290 (1,2) - high pitched musical pattern continues here and you spaced the last double so idk why this would be stacked
00:24:745 (1,2,3,4,5,6,7,8) - this is pretty nice. how about adding some green lines that start with lower volume and gradually increase it?
00:28:381 (1,1,1,1) - seems like you put nc spam to make the 1/3 more noticeable because that is what people often do, just doesn't work in this case cause the whole map is nc spam, main issue is the 00:28:987 (1,1) - stack as people usually dont expect stacked 1/3s in this context
00:40:745 (1,2,3,1) - this kind of movement just feels way too forced http://i.imgur.com/KsM4VtM.jpg with the small 1/4 back and forth things out of nowhere, when you could http://i.imgur.com/oHcYySg.jpg or something
00:54:200 (1,1,1,1) - nice, just doubt it needs nc spam
01:29:109 (6) - you could use a different shape to make this stand out more to match the weird sound, just like you did on 01:23:290 (7) -
also weird that 01:34:927 (4) - suddenly isn't a slider similar to ^
01:48:381 (1,2,3,4,5,6,7,8) - this whole thing just feels incredibly messy and 01:48:927 (4,5,6) - also kills playability. how about stacking 01:49:290 (6) - tail on 01:48:563 (2) - and moving 5 so you get http://i.imgur.com/XaS2kwr.jpg
01:54:745 (2) - why is this clickable? there's barely anything and 01:54:836 - is way stronger http://i.imgur.com/0WRRyCN.jpg would make more sense // 01:56:018 (1,2) -
02:05:836 (8,1,2) - I recommend you enable stacking in the editor http://i.imgur.com/UMiV2q0.jpg and it should be clear what is wrong here // 02:58:745 (4,5,6,7,8) - and more
02:07:836 (3) - simialr to the 1:56 thing and it really doesn't capture rhythm of this part well
also a thing: a lot of your 1/2 stacks feel pretty random as the second sound on them is quite strong and tend to kill moementum the part, like 02:11:836 (1,2) - whereas stacks like03:15:654 (1,2) - actually make sense
things like 02:19:290 (1,2,3,4,5,6,1,2,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,1) - feel incredibly cluttered, looking at how much of the playfield they use should tell you why
02:46:563 (1,1,1) - these can work, but not if you only do them once randomly, that just makes the a really annyoing thing leading to frustrating combobreaks
03:17:654 (4,5,6) - could easily be a bit more readable //03:23:472 (4,5,6) -
03:23:472 (4,5,6,7,8) - even more cluttered : /
03:30:018 (3) - pretty sure this is 1/8
04:58:563 (1) - could change spacing/patterning to make the different sounds stand out more

most of these things happen on more spots so yeah

gl with this, it could become an interesting map if you can polish up things and make if feel more structured
Topic Starter
dsco

Lasse wrote:

your mp3 quality is too high, it's 192kbps, but 192 is the maximum rankable except for some featured artist things the mp3 is VBR V2 which has been stated to be an acceptable encoding p/1358291

I see you want for that .1 thing for you difficulty settings, though I think od9.1 is a bit high for this type of map, especially on low bpm and makes it rather painful to play, but 8.1 might be too low so lol i think since this is a very rhythmic intensive map od9.1 makes sense

01:06:563 - you might want to change sampleset everywhere to S:C1 and add a silenced soft-sliderslide.wav and a custom soft-hitclap.wav
some interesting ideas, but overall it seemed quite messy perhaps, though i think it is good as is. there are a lot of different sections / themes of hitsounding in this map and i worry about complicating it further

00:06:563 (1,1,1,1,1,2) - immediately at thestart one the biggest issues is noticeable: the visuals just feel pretty random and cluttered, because everything overlaps so randomly. if you want to overlap thigs which are noticeable ingame you'd usually want some consistency behind how they overlap
compare what you have currently with something that just utilizes some stacks instead and plays pretty much the same: http://i.imgur.com/M54g1TF.jpg i went through and fixed some overlaps, though i feel many are okay for this beatmap. one of the themes of the map is microflow and thus consequently, reading
00:08:018 (1,2) - another example where you could just perfectly overlap the slidertail of 2 with 1-body http://i.imgur.com/V3rUv7P.jpg
basically happens throughout the whole map, like 00:10:563 (2,3,1,2,3,1,1) - etc. i do not like overlapping slider tails on another slider perfectly, as it joins them and looks quite ugly to me, it connects patterns that i prefer to have visually separated

a similar issue are seemingly random patterns like 00:09:472 (1,1,1,1) - => 00:09:654 (1,1,1) - is pretty nice, but why is 00:09:472 (1) - placed where it is right now? musically it would belong with the others (be in the same pattern), like you did on 00:06:563 (1,1,1,1) -
same thing hapeens a lot and just contributes even more to a very unstructured feeling map i agree that maybe visually some of these cases do not look connected but i worked around this by resuing slider shapes very often to connect patterns and instead focus very hard on the flow to articulate the music.

00:11:654 (1,1,2,1) - this is quite awkward to play because of the linear movement together with slowdown on 00:11:654 (1,1,2) - but then speedup to hit 00:12:018 (1) - combined with rhythm changes. how about moving 00:11:654 (1) - to get something like http://i.imgur.com/VYEwDvv.jpg ? this would contrast the two 1/4 circles' movement with the jump even more which is dangerous, it would make the aim even more jagged
00:16:018 (1,2,1,2) - I think this should use a different sv from your other 1.5x patterns as the sounds are so different musically its the same as 00:10:927 (1,2,3) except that it repeats the first beat
also 00:16:290 (2,1) - these things are just extremely annoying to play, you got from fast slider to stop to big active 1/4 jump, sth like http://i.imgur.com/nyG1NOk.jpg would work better and still give a fitting emphasis due to the 1s being at the end of doubles // similar for 00:26:927 (1,2,1) - etc. this flows very poorly imo and de-emphasizes the downbeat
00:19:563 (3) - seems to be missing some hitsound its the same as all others in this section, drum sampleset, whistle addition
00:22:290 (1,2) - high pitched musical pattern continues here and you spaced the last double so idk why this would be stacked following drum sounds 00:10:927 (1,2,3), fits well since high pitched part is reversed and glitchy
00:24:745 (1,2,3,4,5,6,7,8) - this is pretty nice. how about adding some green lines that start with lower volume and gradually increase it? good idea
00:28:381 (1,1,1,1) - seems like you put nc spam to make the 1/3 more noticeable because that is what people often do, just doesn't work in this case cause the whole map is nc spam, main issue is the 00:28:987 (1,1) - stack as people usually dont expect stacked 1/3s in this context 00:28:381 (1,1) - gives time to react, in playtesting this wasn't an issue
00:40:745 (1,2,3,1) - this kind of movement just feels way too forced http://i.imgur.com/KsM4VtM.jpg with the small 1/4 back and forth things out of nowhere, when you could http://i.imgur.com/oHcYySg.jpg or something this suggestion incentivizes the player to shortcut cursor movement which is a theme i am trying to avoid / highlight in the map
00:54:200 (1,1,1,1) - nice, just doubt it needs nc spam fixed
01:29:109 (6) - you could use a different shape to make this stand out more to match the weird sound, just like you did on 01:23:290 (7) - i use this slider shape to flow into the next section's slider shape, plus the blanket on 4
also weird that 01:34:927 (4) - suddenly isn't a slider similar to ^ following vocals though D:
01:48:381 (1,2,3,4,5,6,7,8) - this whole thing just feels incredibly messy and 01:48:927 (4,5,6) - also kills playability. how about stacking 01:49:290 (6) - tail on 01:48:563 (2) - and moving 5 so you get http://i.imgur.com/XaS2kwr.jpg this is much weaker musically though. the followpoints and rhythm make this quite easy to read but i'll have people playtest it more
01:54:745 (2) - why is this clickable? there's barely anything and 01:54:836 - is way stronger http://i.imgur.com/0WRRyCN.jpg would make more sense // 01:56:018 (1,2) - following vocals + establishes theme for rest of section
02:05:836 (8,1,2) - I recommend you enable stacking in the editor http://i.imgur.com/UMiV2q0.jpg and it should be clear what is wrong here // 02:58:745 (4,5,6,7,8) - and more i have stacking enabled. i dont see the problem? are you suggesting i lower stack leniency?
02:07:836 (3) - simialr to the 1:56 thing and it really doesn't capture rhythm of this part well i don't see a better way to follow vocals primarily with drums acknowledged
also a thing: a lot of your 1/2 stacks feel pretty random as the second sound on them is quite strong and tend to kill moementum the part, like 02:11:836 (1,2) - whereas stacks like03:15:654 (1,2) - actually make sense these stacks are used when the vocals sing the same note twice
things like 02:19:290 (1,2,3,4,5,6,1,2,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,1) - feel incredibly cluttered, looking at how much of the playfield they use should tell you why thematically it is fine to me
02:46:563 (1,1,1) - these can work, but not if you only do them once randomly, that just makes the a really annyoing thing leading to frustrating combobreaks i think the section builds to it nicely, and you have quite a lot of time to react
03:17:654 (4,5,6) - could easily be a bit more readable //03:23:472 (4,5,6) - increased spacing
03:23:472 (4,5,6,7,8) - even more cluttered : / ^
03:30:018 (3) - pretty sure this is 1/8 i think its indistinguishable but i changed it
04:58:563 (1) - could change spacing/patterning to make the different sounds stand out more would conflict structure / drums here as well

most of these things happen on more spots so yeah

gl with this, it could become an interesting map if you can polish up things and make if feel more structured
thank you! :)
transcendental
hallo man

just overall i'll have to admit i'm not a fan of this sort of messy style but i'll do my best to make suggestions. i know i'm repeating at least a few of lasse's points but suggesting different alternatives pls don't get mad D:

00:07:290 (1,2,1,1,2) - you have this mapped as groups of 3, 2, and 3, whereas the music does 2, 3, 3. this rhythm would better match what the music suggests. some instances of this musical phrase are mapped properly such as 00:18:927 (1,1,2,1,2,3) but others aren't such as 00:21:836 (1,2,1,1,2) so go through closely and find these; i'm sure there are more.
00:08:927 (1,2) - ctrl+g these would continue the clockwise flow through 00:08:018 (1,2,3,1) into 00:09:109 (1,2,1)
00:16:018 (1,2,1) - this is super awkward to play since you have to move cursor fast through the slider, stop for the circle, and then jump again in the same direction to the next slider. simply moving 2 a bit farther away like this would make it much better.
00:27:290 (1,2,1,2) - this reads as a 1/2 gap. increasing 00:27:654 (1,2) spacing would help it read more as a sequence of 1/4 circles into a slider than the way it is right now, which looks like a small jump into a circle+slider double.
00:29:472 (1,2) - not mapping these as 1/4 sliders seems weird. why not?
00:30:200 (1,2,1,2,1,2) - same issue as 00:16:018 (1,2,1). maybe? this pattern would also allow faster cursor movement maintained through the pattern and be a cool link with 00:31:290 (1,2,3) which is now the same pattern but mirrored, without the circles, and distorted.
00:38:018 (1,2,1) - this spacing is a little large, i'd reduce a little. perhaps make 00:38:018 (1,2) halfway between 00:37:654 (3) and 00:38:200 (1)
00:40:927 (2,3,1) - this is incredibly awkward to play since 3 direction changes are required in a very short period of time. ctrl+g 00:41:018 (3,1) would help.
01:16:563 (2,3,4,5) - love this pattern
01:48:927 (4,5,6) - same as 00:16:018 (1,2,1), honestly just removing the kink at the end of 01:48:927 (4) changes the implied flow enough to make it significantly more comfortable
02:07:654 (2,3,4) - if you want to emphasize vocal more you could use a pattern like 02:12:018 (2,3,4,5) with a 1/1 slider into 1/4s
02:05:836 (8,1,2) - right now 02:06:200 (1,2) is a stack meaning that 02:06:200 (1) appears at 306, 83 with stacking enabled even though it's placed at 309, 86. 02:05:836 (8) however is stacked on 02:06:381 (2) at 309, 86 (since it's too far away from 02:06:200 (1) to trigger auto-stacking) which looks super weird. just manually stack these by moving 02:06:200 (1) to exactly 306, 83 and 02:05:836 (8) to 303, 80
02:59:290 (6,7,8) - here the auto stacking just looks ugly, manual stack it with 02:59:290 (6) at 247, 318, 02:59:381 (7) at 250, 321, and 02:59:472 (8) at 253, 324
03:28:745 (1,2,3,4,5,1) - the section starting here is way more cleanly mapped than the section at the beginning of the song. nice work

please don't take this the wrong way i love this map and i'm not trying to be mean :/
good luck!
Topic Starter
dsco

transcendental wrote:

hallo man

just overall i'll have to admit i'm not a fan of this sort of messy style but i'll do my best to make suggestions. i know i'm repeating at least a few of lasse's points but suggesting different alternatives pls don't get mad D:

00:07:290 (1,2,1,1,2) - you have this mapped as groups of 3, 2, and 3, whereas the music does 2, 3, 3. this rhythm would better match what the music suggests. its sync'd to the high pitch notes. this is simply an arpeggio of a chord so this is interpretable, i think the rhythm i have fits bettersome instances of this musical phrase are mapped properly such as 00:18:927 (1,1,2,1,2,3) different rhythms here though in the other parts of the music but others aren't such as 00:21:836 (1,2,1,1,2) so go through closely and find these; i'm sure there are more. same as intro
00:08:927 (1,2) - ctrl+g these would continue the clockwise flow through 00:08:018 (1,2,3,1) into 00:09:109 (1,2,1) 00:08:563 (3) - changes the flow to counter clockwise
00:16:018 (1,2,1) - this is super awkward to play since you have to move cursor fast through the slider, stop for the circle, and then jump again in the same direction to the next slider. simply moving 2 a bit farther away like this would make it much better. sliders are shaped such that you can skip to the ending for slow cursor movement. the stop-n-go flow is used in many other situations in the map, regardless
00:27:290 (1,2,1,2) - this reads as a 1/2 gap. disagree, i don't see how, since this is 1.8x as everywhere else before in map, plus overlaps which are only 1/4 in this section increasing 00:27:654 (1,2) spacing would help it read more as a sequence of 1/4 circles into a slider than the way it is right now, which looks like a small jump into a circle+slider double.
00:29:472 (1,2) - not mapping these as 1/4 sliders seems weird. why not? following drums, i follow these drums everywhere else in this section
00:30:200 (1,2,1,2,1,2) - same issue as 00:16:018 (1,2,1). maybe? this pattern would also allow faster cursor movement maintained through the pattern and be a cool link with 00:31:290 (1,2,3) which is now the same pattern but mirrored, without the circles, and distorted. stop n go movement is common theme, microflow
00:38:018 (1,2,1) - this spacing is a little large, i'd reduce a little. perhaps make 00:38:018 (1,2) halfway between 00:37:654 (3) and 00:38:200 (1) its same as everywhere else in section, 1.8x
00:40:927 (2,3,1) - this is incredibly awkward to play since 3 direction changes are required in a very short period of time. ctrl+g 00:41:018 (3,1) would help. same theme i want to keep D:
01:16:563 (2,3,4,5) - love this pattern <3
01:48:927 (4,5,6) - same as 00:16:018 (1,2,1), honestly just removing the kink at the end of 01:48:927 (4) changes the implied flow enough to make it significantly more comfortable this 01:48:745 (3,4,5,6,7,8) - flows in a circle, i think breaking the kink removes that implication
02:07:654 (2,3,4) - if you want to emphasize vocal more you could use a pattern like 02:12:018 (2,3,4,5) with a 1/1 slider into 1/4s i think both are fine, though mine builds a 1/2 theme for next combos
02:05:836 (8,1,2) - right now 02:06:200 (1,2) is a stack meaning that 02:06:200 (1) appears at 306, 83 with stacking enabled even though it's placed at 309, 86. 02:05:836 (8) however is stacked on 02:06:381 (2) at 309, 86 (since it's too far away from 02:06:200 (1) to trigger auto-stacking) which looks super weird. just manually stack these by moving 02:06:200 (1) to exactly 306, 83 and 02:05:836 (8) to 303, 80 fixed
02:59:290 (6,7,8) - here the auto stacking just looks ugly, manual stack it with 02:59:290 (6) at 247, 318, 02:59:381 (7) at 250, 321, and 02:59:472 (8) at 253, 324 this breaks the vertical symmetry
03:28:745 (1,2,3,4,5,1) - the section starting here is way more cleanly mapped than the section at the beginning of the song. nice work thank you :D its cause its constant 1/1 downbeat, intro isn't and requires more fluid mapping

please don't take this the wrong way i love this map and i'm not trying to be mean :/ you're fine :D i understand your suggestions, i think some of them just break the microflow theme of the map
good luck!
thank you for mod!
PyroBear
WHEW LAD tech aim map, my only weakness.
[RGB]
  1. Diffname is RGB but there's a white combo color? :thinking:
  2. 00:39:290 (2) -slightly overlap with 00:39:381 (3)'s startpoint?
  3. 00:50:927 (1) - cancer flow
  4. 01:21:381 (3) - I'm P sure everything I point out is done on purpose, still cancer flow to me
Aight, it's a great map have some stars.
Topic Starter
dsco

PyroBear wrote:

WHEW LAD tech aim map, my only weakness.
[RGB]
  1. Diffname is RGB but there's a white combo color? :thinking: only 3 colors doesn't look as good to me D:
  2. 00:39:290 (2) -slightly overlap with 00:39:381 (3)'s startpoint? its cause 0.8x ds
  3. 00:50:927 (1) - cancer flow I Love Cancer
  4. 01:21:381 (3) - I'm P sure everything I point out is done on purpose, still cancer flow to me || lol
Aight, it's a great map have some stars.
thanks <3
Altuth
00:08:018 (1,2) - These two can ble blanked.
00:10:927 (1,2) - Make similar ^
00:08:927 (1,1) - These can overlap.
00:16:381 (1,2,1,2) - Blanket this pattern something like this http://puu.sh/t5FXT/50c85c4808.jpg
00:22:563 (1,2) - Remake this pattern to be more similar to ^
00:34:472 (2) - Remake slider, maybe curved.
00:36:563 (1,2,3) - Make better symmetry with the sliders.
00:42:745 (3,4) - Why aren't these two stacked like?? 00:40:927 (2,3) -
00:45:836 (1,2) - Blanket
01:07:836 (2,7) - Overlap
01:12:745 (4,1) - ^
01:14:836 (7,1) - Feels strange to play, as its not repeated anywhere. It might be a little too random.
01:18:381 (3,2) - Overlap
01:19:109 (7,4) - ^
01:21:654 (5,5) - ^
01:25:109 (1) - Place so that it corresponds better to previous notes, like the other overlaps do.
01:49:290 (6) - Plays bad, consider having it blanket 01:48:927 (4) - and make it curved.
03:35:836 (2) - Make it the same slider as 03:35:654 (1) -
03:37:381 (2,1) - Have these two overlap, remember to also drag up the slider that its blanketing.
03:44:018 (1,2) - Have them overlap
03:48:200 (2,1) - ^
03:55:290 (1,1,2,3) - ^
03:59:109 (2,1) - Make better blanket.
04:00:745 (1,1) - Make overlap on sliderends
04:25:654 (1,1,1) - I dont think you need NC on all of these.
04:28:563 (1,1,1) - ^Same here
04:29:836 (1) - A slider here would follow the vocals well. Seeing as its done that way here 04:32:745 (1,2) -
04:35:654 (1,2) - Can they blanket?
01:57:836 (4,5,6) - I dont like 45 degree sliders, every other curvature/degree makes for better playability, revise.

The kiai time was really nice, it felt flawless with good flow. Object distance was thought out and works in all the cases I saw. Maybe the only thing I didnt like was that it easily got clustered in the technical parts and the playing field was not used to its limit. A little more structure would really elevate the style of this map, good luck! :)
Topic Starter
dsco

Altuth wrote:

00:08:018 (1,2) - These two can ble blanked. blanket made flow too diagonal, but i changed shape to make nicer
00:10:927 (1,2) - Make similar ^ i think this case is fine
00:08:927 (1,1) - These can overlap. prefer equidistant from each slider, less visually obscured
00:16:381 (1,2,1,2) - Blanket this pattern something like this http://puu.sh/t5FXT/50c85c4808.jpg changed in similar way
00:22:563 (1,2) - Remake this pattern to be more similar to ^ kept this one
00:34:472 (2) - Remake slider, maybe curved. changed, been meaning to
00:36:563 (1,2,3) - Make better symmetry with the sliders. done
00:42:745 (3,4) - Why aren't these two stacked like?? 00:40:927 (2,3) - more sounds / energy
00:45:836 (1,2) - Blanket changed in different way
01:07:836 (2,7) - Overlap 2 got moved, fixed
01:12:745 (4,1) - ^ need different spacing, i think its fine the way it is
01:14:836 (7,1) - Feels strange to play, as its not repeated anywhere. It might be a little too random. will consider but i think its fine for now
01:18:381 (3,2) - Overlap would get rid of angle i use for all jumps of 2 combos, i think its far apart enough in time to not matter.
01:19:109 (7,4) - ^ ^
01:21:654 (5,5) - ^ ^
01:25:109 (1) - Place so that it corresponds better to previous notes, like the other overlaps do. its using the midpoint axis of 01:24:563 (5,6,7) triangle
01:49:290 (6) - Plays bad, consider having it blanket 01:48:927 (4) - and make it curved. everyone points this out so i changed it to something less controversial though i feel it plays worse.
03:35:836 (2) - Make it the same slider as 03:35:654 (1) - if you mean same angle it already was? if you mean same rhythm i disagree
03:37:381 (2,1) - Have these two overlap, remember to also drag up the slider that its blanketing. fixed
03:44:018 (1,2) - Have them overlap prefer to not since new rhythm
03:48:200 (2,1) - ^ this would require new spacing
03:55:290 (1,1,2,3) - ^ done
03:59:109 (2,1) - Make better blanket. sacrifices 03:59:109 (2) - overlap which is more important imo
04:00:745 (1,1) - Make overlap on sliderends changes spacing too much
04:25:654 (1,1,1) - I dont think you need NC on all of these. it is a reference to the intro
04:28:563 (1,1,1) - ^Same here it is a reference to the intro
04:29:836 (1) - A slider here would follow the vocals well. Seeing as its done that way here 04:32:745 (1,2) - i'm mapping to drums but will consider.
04:35:654 (1,2) - Can they blanket? Yes They Can!™
01:57:836 (4,5,6) - I dont like 45 degree sliders, every other curvature/degree makes for better playability, revise. i avoid it normally but i actually think it works well here

The kiai time was really nice, it felt flawless with good flow. Object distance was thought out and works in all the cases I saw. Maybe the only thing I didnt like was that it easily got clustered in the technical parts and the playing field was not used to its limit. A little more structure would really elevate the style of this map, good luck! :)
thanks for mod!!
Topic Starter
dsco
rip NC, removed the spam

still think it improves overall visual feel and aesthetics but too many people disagree so :thinking:
neonat
Can't really find where the artist name can be shown as AVTechNO! & Treow
Though Treow did remix this track and another, it's not explicitly stated in the way you phrased it.
You can use AVTechNO!×ELECTROCUTICA as the Artist name, as it is stated for DYE SYNTHESIS -extended-, which is the album this song is in.
Title is also just DYE/Re:flection+

http://electrocutica.com/album-dyesyn/
Topic Starter
dsco

neonat wrote:

Can't really find where the artist name can be shown as AVTechNO! & Treow
Though Treow did remix this track and another, it's not explicitly stated in the way you phrased it.
You can use AVTechNO!×ELECTROCUTICA as the Artist name, as it is stated for DYE SYNTHESIS -extended-, which is the album this song is in.
Title is also just DYE/Re:flection+

http://electrocutica.com/album-dyesyn/
It's listed as i have it on the video page on niconicovideo (video uploaded by treow), youtube as well as for the official mp3 download on amazon. Treow is another alias of electrocutica

edit: relevant links: http://www.nicovideo.jp/watch/sm11767540 // https://www.amazon.com/DYE-Re-flection- ... 0050ACB6G/ (note that the artist field is incorrect here because it is uploaded in part of a compilation album)

as well, on the link you listed it says " Song : AVTechNO! Rebuild & Remix : Treow" which makes the artist area more apt. as far as removing vocaloid luka, i think keeping it is more relevant since it is listed in the official video page and amazon mp3 downloads. do you think i should remove it for consistency with osu beatmaps regardless of this?

thanks for helping check things!
neonat

haha woah man wrote:

as well, on the link you listed it says " Song : AVTechNO! Rebuild & Remix : Treow" which makes the artist area more apt. as far as removing vocaloid luka, i think keeping it is more relevant since it is listed in the official video page and amazon mp3 downloads. do you think i should remove it for consistency with osu beatmaps regardless of this?
Well, I think you should remove from the title, for several reasons:

Why I gave that as a suggestion is that AVTechNO!×ELECTROCUTICA is the overall artist of the album, as you can see in the CD pictures and the crossfade video, AVTechNO! being the song composer and Treow the remixer of tracks 6-7 is going into the specifics in the crediting, like how they will include things like who mastered, who designed etc.
Treow is just part of ELECTROCUTICA which involves another 2 people in the circle as well. (To answer the part of the alias)

The video uses AVTechNO!×Treow for the artist, so if you do want to use that, use x instead of &
But the vocaloid is not part of the artist field, vocaloid artists tend to use a format of [vocaloid] song title [composer] or something along the lines, so that they give adequate information for users in the video site to see what the song is (like how some artists would add genre in the title, or that it's a cover, etc.). The vocaloid used would then go into the tags here.

AmazonMP3 isn't really a good source for metadata. Music stores like iTunes and Mora are rated very lowly in terms of how accurate the information they give as they tend to change the information themselves, especially when it's an English site selling Japanese songs. The metadata criteria is not out yet but in a tier system, music stores are only just above unofficial wikis (it's not really accurate with a lot of chance that it is not officially stated). This is why I recommend you use information from their official website and CD scans, and official music videos are just below that in priority.
Topic Starter
dsco

neonat wrote:

Well, I think you should remove from the title, for several reasons:

Why I gave that as a suggestion is that AVTechNO!×ELECTROCUTICA is the overall artist of the album, as you can see in the CD pictures and the crossfade video, AVTechNO! being the song composer and Treow the remixer of tracks 6-7 is going into the specifics in the crediting, like how they will include things like who mastered, who designed etc.
Treow is just part of ELECTROCUTICA which involves another 2 people in the circle as well. (To answer the part of the alias)

The video uses AVTechNO!×Treow for the artist, so if you do want to use that, use x instead of &
But the vocaloid is not part of the artist field, vocaloid artists tend to use a format of [vocaloid] song title [composer] or something along the lines, so that they give adequate information for users in the video site to see what the song is (like how some artists would add genre in the title, or that it's a cover, etc.). The vocaloid used would then go into the tags here.

AmazonMP3 isn't really a good source for metadata. Music stores like iTunes and Mora are rated very lowly in terms of how accurate the information they give as they tend to change the information themselves, especially when it's an English site selling Japanese songs. The metadata criteria is not out yet but in a tier system, music stores are only just above unofficial wikis (it's not really accurate with a lot of chance that it is not officially stated). This is why I recommend you use information from their official website and CD scans, and official music videos are just below that in priority.
(feat. vocaloid luka) is removed, and artist field changed to AVTechNO!×Treow (romanised artist field remains the same since × is not a recognized character however). as well, i added electrocutica, megurine luka and vocaloid to the tags.

thanks!
neonat
It may not be recognised as a normal character, but you change it to the x we know for romanised field, here's some clarification


Hope this clears the doubts
Topic Starter
dsco

neonat wrote:

It may not be recognised as a normal character, but you change it to the x we know for romanised field, here's some clarification


Hope this clears the doubts
thanks again! fixed
VINXIS
no prob
Topic Starter
dsco
hha, yaea
-Mo-
Okay so I really like this map so here's a recheck.

RGB
- The combo colours go in the order of RBG :thinking:
- I still also think it would be cool if stronger places in the map were colourhaxed to use only colours, and calmer sections to use whites.
- 00:05:109 (1) - This kinda feels ninja-spinner-esque. It comes almost unexpectedly since there's not much indication of it coming, and by the time most people realise it's a second spinner, it's too late to score a 300. It might be better replacing this with something else.
- 00:06:927 (1) - 00:07:381 (2) - Is it necessary to overlap so much of a short slider? I think you should probably reduce how much is being overlapped even if overlaps like these seem to be a common theme. It could also easily stack like you did with 00:06:745 (1) 00:07:109 (1).
- 00:07:109 (1) - 00:07:563 (1) - I'd maybe not have these ones overlap though since they're part of a different pattern.
- 00:15:836 (1) - You could maybe orientate this slider in a different way since it's a different sound than the previous sliders are mapping.
- 00:40:927 (2,3,1) - I don't think this is really necessary and feels like too much of a spike in difficulty. There's a lot of strain on the player since they already have a large jump into 2, change directions to hit 3, and then change directions again to hit 1. I'd try to at least use smoother flow for these objects, and maybe reduce the jump between 3-1.
- 01:12:018 (1) - I'd probably only keep about 25% of the circle overlapped instead of half so it's a little clearer since it's a NC. It'll also match the overlapping with 01:12:200 (2).
- 01:15:472 (3,4,6) - This overlapping feels like it more makes the pattern feel cluttered than add anything special though.
- 01:19:836 (3) - I'd probably nudge this to about (381, 125) so 01:20:381 (6) doesn't seem so cluttered.
- 01:21:836 (6,2) - This one feels kind of unecessary to me.
- 01:49:200 (5) - I feel like it's a better idea to places this ontop of 6 so that this sort of rhythm and pattern is easier to follow.
- 01:51:836 (3,5) - These aren't perfectly inline which each other if you care about that.
- 02:20:018 (7,8,1,2,3) - Yeah the amount of overlapping done in this section feels a little overdone and way too cluttered.
- 02:22:018 (2) - Probably should rotate this slightly so match with 02:21:654 (8) better. The stack is also slightly off with 02:22:563 (5) if you care about that.
- 02:27:290 (7,1) - This overlap also feels kind of weird.
- 02:33:472 (1,4) - Might be better to make these not touching.
- 02:50:109 (3) - Would probably be better off as circles to transition into the triples later on.
- 03:30:018 (3) - This may need a buffer (end it on the blue tick) because of how short you hold for and the gap needed to jump to the next slider. The alternative would be to move this ontop of the next slider.
- 03:32:745 (1,1) - Not perfectly stacked if you care about that.
- 03:37:018 (2) - 03:42:836 (2) - The disconnected streams are already pretty difficult to hit on their own when in groups of two, however when you place these extra notes before them it adds another level of complexity that I don't think is needed for this map, where a player has to hit this stream in a 1-2-2 grouping. I would consider dropping these extra notes before these streams just so the difficulty here isn't too unreasonable.
- 03:41:472 (1,2,3,1) - The amount of directional changes needed to hit this stream of notes feels too unreasonable to me. It should ideally be something a lot smoother.
- 03:44:563 (2) - This amount of overlapping felt kind of confusing where the direction of the slider was. I'd reduce this one.
- 04:08:745 (1,2,2,3) - Yeah, this is also too cluttered I think. They don't need that much overlapping.
- 04:32:745 (1,3) - Unrankable overlap, the first object must be fully faded out before the second object is fully faded in for perfect overlaps.
- 04:44:381 (17) - NC should be here I think.

I wouldn't mind giving this a push but I don't think I can in its current state. I can take another look at it after some more opinions from more experienced modders.
Topic Starter
dsco

-Mo- wrote:

Okay so I really like this map so here's a recheck.

RGB
- The combo colours go in the order of RBG :thinking: tru
- I still also think it would be cool if stronger places in the map were colourhaxed to use only colours, and calmer sections to use whites. it'd be cool but i dont think the work would justify the small quality increase. i had tried it out and i couldnt get good colors that were different enough but not too dark/too light
- 00:05:109 (1) - This kinda feels ninja-spinner-esque. It comes almost unexpectedly since there's not much indication of it coming, and by the time most people realise it's a second spinner, it's too late to score a 300. It might be better replacing this with something else. it makes more sense contextually than other objects and since its at the beginning of the map i think its not a problem
- 00:06:927 (1) - 00:07:381 (2) - Is it necessary to overlap so much of a short slider? I think you should probably reduce how much is being overlapped even if overlaps like these seem to be a common theme. It could also easily stack like you did with 00:06:745 (1) 00:07:109 (1). fixed stack in similar way, also addresses next point v
- 00:07:109 (1) - 00:07:563 (1) - I'd maybe not have these ones overlap though since they're part of a different pattern.
- 00:15:836 (1) - You could maybe orientate this slider in a different way since it's a different sound than the previous sliders are mapping. i feel like it would be too convoluted
- 00:40:927 (2,3,1) - I don't think this is really necessary and feels like too much of a spike in difficulty. There's a lot of strain on the player since they already have a large jump into 2, change directions to hit 3, and then change directions again to hit 1. I'd try to at least use smoother flow for these objects, and maybe reduce the jump between 3-1. the purpose of this map is to explore 1/4 spacing concepts and its the same spacing as is used elsewhere in the map, i think this one is fine
- 01:12:018 (1) - I'd probably only keep about 25% of the circle overlapped instead of half so it's a little clearer since it's a NC. It'll also match the overlapping with 01:12:200 (2). should be more clean
- 01:15:472 (3,4,6) - This overlapping feels like it more makes the pattern feel cluttered than add anything special though. changed
- 01:19:836 (3) - I'd probably nudge this to about (381, 125) so 01:20:381 (6) doesn't seem so cluttered. would break angle structure mentioned previously
- 01:21:836 (6,2) - This one feels kind of unecessary to me. artifact of structure
- 01:49:200 (5) - I feel like it's a better idea to places this ontop of 6 so that this sort of rhythm and pattern is easier to follow. almost everything in this diff puts the movement into the strong beats, i think it would break structure
- 01:51:836 (3,5) - These aren't perfectly inline which each other if you care about that. fixed
- 02:20:018 (7,8,1,2,3) - Yeah the amount of overlapping done in this section feels a little overdone and way too cluttered. i disagree
- 02:22:018 (2) - Probably should rotate this slightly so match with 02:21:654 (8) better. The stack is also slightly off with 02:22:563 (5) if you care about that. each pair of two sliders is rotated 60deg it wouldnt make sense to change rotation. fixed two stacks here
- 02:27:290 (7,1) - This overlap also feels kind of weird. i would have to introduce new spacing values to avoid this or sacrifice motion emphasis
- 02:33:472 (1,4) - Might be better to make these not touching. its moved slightly
- 02:50:109 (3) - Would probably be better off as circles to transition into the triples later on. agree
- 03:30:018 (3) - This may need a buffer (end it on the blue tick) because of how short you hold for and the gap needed to jump to the next slider. The alternative would be to move this ontop of the next slider. buffer
- 03:32:745 (1,1) - Not perfectly stacked if you care about that. fixed
- 03:37:018 (2) - 03:42:836 (2) - The disconnected streams are already pretty difficult to hit on their own when in groups of two, however when you place these extra notes before them it adds another level of complexity that I don't think is needed for this map, where a player has to hit this stream in a 1-2-2 grouping. I would consider dropping these extra notes before these streams just so the difficulty here isn't too unreasonable. doing so would comprimise the rhythm / structure
- 03:41:472 (1,2,3,1) - The amount of directional changes needed to hit this stream of notes feels too unreasonable to me. It should ideally be something a lot smoother. it feels very smooth to me already
- 03:44:563 (2) - This amount of overlapping felt kind of confusing where the direction of the slider was. I'd reduce this one. increased angle change so it overlaps less
- 04:08:745 (1,2,2,3) - Yeah, this is also too cluttered I think. They don't need that much overlapping. i will think about this one but it looks much less cluttered in play and i like the movement a lot here
- 04:32:745 (1,3) - Unrankable overlap, the first object must be fully faded out before the second object is fully faded in for perfect overlaps. fixed, hadnt been updated since new criteria
- 04:44:381 (17) - NC should be here I think. yep

I wouldn't mind giving this a push but I don't think I can in its current state. I can take another look at it after some more opinions from more experienced modders.
Ancelysia
saw that this was revived and immediately shot a kudo
Topic Starter
dsco
someday™

i still do believe that this is my best, most well structured map. the concepts may mislead you, however
Izzywing
placeholder so i dont forget, because i probably will
Okoayu
congrats on placeholder

idk what the .1 diffstats are supposed to mean, at least it plays much better to me with 9.3 as the clutter itself gets more bearable that way
so if you can do just .3 everything apart from cs or something thatd be neat



[rgb]
why do you have 4 combo colours with that title wtf
i do have only one pressing issue that could potentially just make me go away completely for the rest of it and that's 00:06:563 - to 00:31:290 - being comparatively one of the hardest to interpret parts of the entire map whereas even the cluttered kiai is easier to execute because object placements themselves are more friendly for players by not having 1/4 objects under sliderends and jumping to the next objects.

overall i think the intro is a weird way to introduce the player into the gameplay experience this map provides overall because the beginning uses so much more complex patterning right off the bat that by the time the player is used to them they just stop, that especially goes for things such as 00:29:836 (1,2,3) - 00:30:200 (1,2,3,4,5,6) -

  1. apart from that: 00:07:290 (1,2,1,1,2) - 00:21:836 (1,2,1,1,2) - seems odd to offbeat the entire thing especially since there's no real distinct blue tick focus going on to begin with and you dongt do it in patterns like 00:18:200 (1,1,1,1,1) - 00:15:290 (1,1,1,1) - and you completely drop the concept by the next part: 00:44:381 (1,1,1,1,1,1,2,3,4,1) -
    the grouping itself is kinda counter-intuitive as there's no clearly audible reason opposed to patterns such as 00:18:927 (1,1,2) -

    overall i'd advise you to stick to on beat patterns for these two
  2. 03:41:381 (2) - this is kinda lol, you ignore all the 1/8 in the next place where it happens (03:47:200 (2,1,2) - ) after that so it not only seems random as heck it also doesnt really play well
    how about just not doing that
  3. 03:58:927 (1,1) - offset the second slider the same way you do to 02:46:563 (1,3) - ? would improve readability and other patterns kinda already do this by having different slidershapes
  4. 04:12:200 (2,3,1) - you didnt really do this sort of thing, you always had some sort of offset or a slider for this stuff, so having two directly underneath this sliderend would lead people to believe its a slider and only click once even though there's another circle - at that point into the map youve conditioned them to because circle patterns under sliderends were usually offset in some way everywhere else.
as i said my only pressing issue with this is the thing before any bullet point i'm looking forward to your answer to that one
VINXIS
this is not hiphop so i cant nominate it forrrrrr grand mca
Topic Starter
dsco

Okorin wrote:

congrats on placeholder

idk what the .1 diffstats are supposed to mean, at least it plays much better to me with 9.3 as the clutter itself gets more bearable that way
so if you can do just .3 everything apart from cs or something thatd be neat i'm over the same decimal everywhere thing so changed it (CS5.1, HP5.4, AR9.4, OD8.6)



[rgb]
why do you have 4 combo colours with that title wtf true, i originally did it cause it balances the combo colors but conceptually just rgb makes more sense.
i do have only one pressing issue that could potentially just make me go away completely for the rest of it and that's 00:06:563 - to 00:31:290 - being comparatively one of the hardest to interpret parts of the entire map whereas even the cluttered kiai is easier to execute because object placements themselves are more friendly for players by not having 1/4 objects under sliderends and jumping to the next objects.

overall i think the intro is a weird way to introduce the player into the gameplay experience this map provides overall because the beginning uses so much more complex patterning right off the bat that by the time the player is used to them they just stop, that especially goes for things such as 00:29:836 (1,2,3) - 00:30:200 (1,2,3,4,5,6) - the song itself is quite 'cluttered' with many separate and unique ideas or rhythms being presented, with nearly no two identical measures. as well, conceptually the map is constructed to present a series of ideas which culminate (as they too do musically) in the pre-kiai section, as the whole of all parts. the jump 1/4 spacing is used elsewhere in the map, its just typically connected with a kickslider instead of circle to end it. i dont want to get too pretentious but i do believe this is the best representation of the song musically especially for someone who has not heard it before playing the map

  1. apart from that: 00:07:290 (1,2,1,1,2) - 00:21:836 (1,2,1,1,2) - seems odd to offbeat the entire thing especially since there's no real distinct blue tick focus going on to begin with and you dongt do it in patterns like 00:18:200 (1,1,1,1,1) - during this section i am following the drums as it takes precedence, i changed the NCing to represent this clearly00:15:290 (1,1,1,1) - this one is the same as in the intro, its just that the part that would be mapped off beat is under 00:16:018 (1,2,3,4) - and you completely drop the concept by the next part: 00:44:381 (1,1,1,1,1,1,2,3,4,1) - i actually changed this to match intro, this was just poor structure
    the grouping itself is kinda counter-intuitive as there's no clearly audible reason opposed to patterns such as 00:18:927 (1,1,2) -

    overall i'd advise you to stick to on beat patterns for these two
  2. 03:41:381 (2) - this is kinda lol, you ignore all the 1/8 in the next place where it happens (03:47:200 (2,1,2) - ) after that so it not only seems random as heck it also doesnt really play well changed to circle
    how about just not doing that
  3. 03:58:927 (1,1) - offset the second slider the same way you do to 02:46:563 (1,3) - ? would improve readability and other patterns kinda already do this by having different slidershapes ye
  4. 04:12:200 (2,3,1) - you didnt really do this sort of thing, you always had some sort of offset or a slider for this stuff, so having two directly underneath this sliderend would lead people to believe its a slider and only click once even though there's another circle - at that point into the map youve conditioned them to because circle patterns under sliderends were usually offset in some way everywhere else. i changed this, take a look and let me know if you think its ok
as i said my only pressing issue with this is the thing before any bullet point i'm looking forward to your answer to that one
to also note, i removed dsco from the tags (thank you lince!)
Okoayu
representing clutter of ideas is fine, but the beginning is by no means the most intense part of the song but is one of the more intense parts of the map

which doesn't sit right with me - i'd suggest to nerf it a bit in accordance to your ideas
Topic Starter
dsco
i dont believe the intro to be difficult to the degree that it doesnt fit (the part by itself is only 4.95*), i gathered the opinion of playtesters to see if this was a shared thought but they thought it well within being fine, + it hadn't come up in modding before

perhaps buffing the kiai slightly is a better way to express the ideas of the map? since i believe the intro to fit the rest of the map quite well. let me know your thoughts
Izzywing
Regarding oko's first bullet, so if the drums are taking precedence, why is 00:21:381 - a slider tail then? it also doesnt explain 00:07:290 (1,2,1,1,2)'s weird offbeat rhythms because there's not even drums there. This also doesnt explain 00:21:836 (1,2,1,1,2) - when the drum is even on 00:22:200, a note you put on a slidertail. I think your explanation for these has nothing to do with what you're actually doing.

I'm willing to icon this, but idk if mo + oko wanna tag team so yea lol. consider me a back up
Topic Starter
dsco

Hobbes2 wrote:

Regarding oko's first bullet, so if the drums are taking precedence, why is 00:21:381 - a slider tail then? nowhere in thsi intro section are the hihats mapped, they are extremely quiet it also doesnt explain 00:07:290 (1,2,1,1,2)'s weird offbeat rhythms this isn't offbeat for the drums its offbeat to represent the accented notes of the arpeggiated synth because there's not even drums there. This also doesnt explain 00:21:836 (1,2,1,1,2) - when the drum is even on 00:22:200, a note you put on a slidertail.again i dont map the hihats since they are very quiet and there are more prominent things in the music. the intro is mapped between the arpeggiated synth and the bass / snare patterns which variate every 2 measures I think your explanation for these has nothing to do with what you're actually doing.

I'm willing to icon this, but idk if mo + oko wanna tag team so yea lol. consider me a back up
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