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kensuke ushio - (i can) say nothing

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PantyDev

Morgar wrote:

Panty's Hard

01:35:122 (3,4) - They overlap a small bit. Please fix for aesthetics. - ok
02:00:247 - This spinner is already super long so my first suggestion is to map this bit with lowering volume where is also does in the song.
If you choose to keep this spinner then make it last half a note longer (up to 02:16:122 - that is), this is exactly where the music ends. - already fixed

Dron4ik_G wrote:

Привет! Я из мод очереди.


  • [Panty's Hard]
  1. 00:11:122 (4,5) - Также желательно направить 4 на 5. - fixed
  2. 00:44:622 (2,3) - Тут нужно немного выровнять концы. Это почти незаметно, но все же. - fixed
  3. 01:35:122 (3,4) - Это наложение 3 на 4 мне не очень нравится. 3 стоит сдвинуть немного вниз. - already fixed, check prev mod
  4. 01:48:122 (1,2,3) - 3 стоит немного криво, поэтому из 1, 2 и 3 не получается прямой линии. Конец 3 нужно сдвинуть на одну клетку вправо по линии сетки. - это паттерн такой. После 3 идет такой же, но отраженный слайдер.

    В остальном все хорошо. Удачи!

Quadrocake wrote:

Мой сверхнужный мод(нет)

Panty's Hard

00:09:872 (4) - по музыке комбо нужно начать с этой ноты - угу
00:37:122 (3,4) - слайдер можно изогнуть, к тому же тут 00:33:122 (3) - тот же звук сделан одним слайдером - не реверсный слайдер ради разнообразия паттернов, да и к тому же изогнутый сюда не впишется, смотри предыдущие слайдеры - один, ровный, чуть влево направлен, другой, ровный, чуть вправо, и наконец длинный тоже ровный и отраженный.
01:30:497 - 01:31:497 - отчётливо слышно слово "to", но там ничего нет, и хочется нажать на ноту заранее. прости, но не слышу там слога "to".
00:49:497 (7) - можно сдвинуть немного вверх и вправо шоб красиво- ok
Topic Starter
Liko

[ Space ] wrote:

hello! from my queue
[easy]
good map, only 2 complaints:

CS 2? Nah, 3 is good
02:00:122 (1,1,1) - you have all of that space to map but you instead place spinners for more than 15% of the song? I'll leave it like that for now.
Thank you!
EijiKuinbii

[ Space ] wrote:

hello! from my queue


[kj's normal]
AIMod
01:36:997 - too far fixed
01:37:497 - too far fixed
01:38:747 - too far fixed
02:15:622 - too close fixed

these points are not DSed correctly according to AIMod.

01:38:872 (6) - this is too fast for the player to react to. map should have some moments that are slightly harder than the rest of the map
EijiKuinbii

Deivedux wrote:

kj's Normal

00:25:622 (4) - Place that note somewhere closer to the next beat. ok, i think it is better now
00:59:122 - Either place this part more to the left, or reform this slider 00:59:122 - so that it would go more to the right after the reverse arrow. changed shape of the slider
Feezly

Quadrocake wrote:

привет.
Feezly's Hard

00:12:622 (2,3,4) - Этот паттерн не очень подходит музыке, я бы немного изменил форму согласен
00:41:122 (3,4) - 00:45:122 (3,4) - 00:49:122 (3) - один и тот же звук ты делаешь совсем разными паттернами. Можно в 3 случае поменять слайдер на слайдер и ноту, как ты делал до этого, или первые два поменять на сплошные слайдеры. 00:53:122 (3) - этот вроде в тему стоит . знаешь , этот я изменил - 00:49:122 (3), ибо плохо выглядит , давно собирался , а остальные оставлю как есть . Ибо в этом и была задумка . Чтоб карта была интересной и разнообразить как-то, ведь дальше идет сплошной повтор . тройка - слайдер , тройка - сладйер .
01:31:122 (7) - 01:33:122 (3) - Вторую часть слайдера можно сделать паралельно нижней кромке nope . так играется намного легче , считаю нужным оставить как есть
01:40:622 (2) - Можно выгнуть как и предыдущий слайдер и снова нет . тут же задумка такая . верхний слайдер идет вверх , центральный по середине , нижни идет снизу .
02:00:122 (1,1,1) - ну... криво бесите . исправил расположение :o
Feezly

[ Space ] wrote:

hello!



[feezly's hard]
00:09:122 (4) - like the last diff (and even more relevant in this one), sliders like these could end on a white tick and place a circle at the sliderend. Nope
00:37:372 (4) - try to have a more circular flow here. I purposely made a triangle and not going to make it more circular.
Thank you
Gokateigo
Hi from my queue o/ (You asked a long time ago but I forgot sorry ^^)
Easy
  1. The map is very good in genral but :
  2. 01:36:122 (1) to 01:59:622 (5) : All these objects don't represent any sound
  3. The kiai time and the normal parts are the same, you should map another sound or remove sliders to add circles to keep the map interesting to play

kj's normal
  1. 00:30:622 (5) - This angle isn't visible (or hard to see)
  2. 00:39:622 (8) - ^
  3. 00:41:122 (3) - This slider looks bad, do a better curve
  4. 00:47:622 (7) - Angle is better than a curve here because it's a clap (use angles for claps and curves for the other sounds)
  5. 00:48:622 (2) - ^
  6. 00:49:122 (3) - Remove this angle and add a curve
  7. 00:51:622 (8) - angle
  8. 00:52:622 (2) - ^
  9. 00:53:122 (3) - curve
  10. 01:14:122 (4) - ^
  11. There are other mistakes like these but I'm too lazy to flag them all, use angle for clap sounds (better emphasis than a curve) and curve for the other sounds

Feezly's hard
  1. 00:13:122 (4) - Use a slider here
  2. Same mistakes than kj's N Curves aren't good for clap sounds

Panty's hard
  1. 00:12:622 (2) - bad flow
  2. Same thing about curves/angles
Good luck o/
EijiKuinbii

Gokateigo wrote:

kj's normal
00:30:622 (5) - This angle isn't visible (or hard to see) I do not think so
00:39:622 (8) - ^ - ^
00:41:122 (3) - This slider looks bad, do a better curve Fixed
Feezly

Gokateigo wrote:

Hi
Feezly's hard
00:13:122 (4) - Use a slider here Fixed
Same mistakes than kj's N Curves aren't good for clap sounds fixed
Topic Starter
Liko

Gokateigo wrote:

Easy
  1. The map is very good in genral but :
  2. 01:36:122 (1) to 01:59:622 (5) : All these objects don't represent any sound Listen carefully to the song.
  3. The kiai time and the normal parts are the same, you should map another sound or remove sliders to add circles to keep the map interesting to play I'll think about adding some sircles.
Thank you!
riffy
[Storyboard]
  1. Не проще было разбить пнг файл с пузырьками на несколько аккуратно обрезанных файлов и анимировать отдельно. Это бы избавило нас от лишней сб нагрузки.
[Easy]
  1. Что-то ОД и ХП высоковаты. Я бы на тройку поставил, все-таки ритм простой да и глядя на другие сложности ясно становится, что 4 это высоковато.
  2. Паттерны. Проблема в том, что у тебя нет какой-то идеи или структуры и даже похожие моменты замапаны по-разному. Например, 01:44:123 (1,2,3) - три слдайдера идущих друг за другом и каждый изогнут и поставлен как-то по своему, дальше 01:48:123 (1,2,3) - тоже не наблюдается никакой связи или структуры. Начинается это все примерно 00:12:122 (1,2,3) - отсюда.

    Если ты строишь карту на таких слайдерах, то логично ограничить их разнообразие до двух трех определенных углов и фигур и применять их через всю карту, тогда у тебя появится четко прослеживаемая структура и карта в целом будет ощущаться более логичной и аккуратной. Это особенно важно в этом треке, который сам по себе весьма монотонный.

    И все бы было неплохо, но из-за общего ощущения неаккуратности и нерегулярности паттернов все кажется очень неаккуратным, даже принимая во внимание вполне неплохой ритм.
[kj's Normal]
  1. 01:12:122 - не стоит оставлять сильные биты некликабельными попробуй заменить 01:11:872 (7) - на два серкла? Как вариант можно так
    Note: 01:20:122 - аналогично. Может еще где-то что-то упустили.
  2. 01:42:122 (5) - совсем уж он внезапно тут возникает, я бы не стал так резуо гнуть слайдер без особого повода. У тебя такое больше нигде в карте не встречается.

    Ну, оно такое. Местами видны неаккуратности и нехватка опыта, 01:33:122 (4) - например вот тут слайдер касается хп бара, а 02:08:622 (3,4) - вот тут переход немного резковат, но вообще неплохо.
[Feezly's Hard]
  1. Через весь интро спейсинг плавает от х1.0 до х1.7, хотя особой причины для этого я не вижу. Это очень заметно и выглядит сокрее неаккуратно, чем интересно.

    Попробуй спейсинг привести в порядок, попутно можно попробовать поработать над структурой паттернов, хотя мне кажется, что многие из них выглядят кривовато именно из-за спейсинга. В детали я не вникаю, советую с основным сначало разобраться.
[Panty's Hard]
  1. 00:08:122 (1,2) - не имеет смысла ставить тут джамп, если дальше в музыке он нигде не повторяется.
  2. 00:44:622 (2,3) - реверс у тройки не читается, это неранкабильно. Попробуй перестроить паттерн.
  3. 00:52:497 (4,5,6,7) - попробуй на четверку поставить новое комбо, чтоб предупредить игроков о смене спейсинга?
    Note: 01:09:122 (5,6) - 01:10:372 (3,4) - вот такие вещи могут путать игроков, не стоит так делать. Лучше каких-то примерно одинаковых значений спейсинга придерживаться. // 01:26:122 (1,2) - 01:29:622 (5,6) - вот такие паттерны вызывают трудности при чтении

    Cо спейсингом что-то странное.
~~~~~~~~~~~~~~~~~

Удачи!
EijiKuinbii

Bakari wrote:

[kj's Normal]
  1. 01:12:122 - не стоит оставлять сильные биты некликабельными попробуй заменить 01:11:872 (7) - на два серкла? Как вариант можно так
    Note: 01:20:122 - аналогично. Может еще где-то что-то упустили. Исправил
  2. 01:42:122 (5) - совсем уж он внезапно тут возникает, я бы не стал так резуо гнуть слайдер без особого повода. У тебя такое больше нигде в карте не встречается. Постарался сделать слайдер чуть более плавным, но резкий угол все равно оставил

    Ну, оно такое. Местами видны неаккуратности и нехватка опыта, 01:33:122 (4) - например вот тут слайдер касается хп бара Мне кажется, это зависит от размера хп-бара, например, у меня он достаточно тонкий, так что слайдер никак не задевает
riffy
Мне кажется, это зависит от размера хп-бара, например, у меня он достаточно тонкий, так что слайдер никак не задевает
Попробуй со стандартным, все, что касается редактора всегда берет в расчет стандартный скин (ну или тот, который идет с мапсетом).
EijiKuinbii

Bakari wrote:

Мне кажется, это зависит от размера хп-бара, например, у меня он достаточно тонкий, так что слайдер никак не задевает
Попробуй со стандартным, все, что касается редактора всегда берет в расчет стандартный скин (ну или тот, который идет с мапсетом).
Хорошо, исправил этот и еще пару подобных моментов.
Topic Starter
Liko

Bakari wrote:

[Easy]
  1. Что-то ОД и ХП высоковаты. Я бы на тройку поставил, все-таки ритм простой да и глядя на другие сложности ясно становится, что 4 это высоковато. Понизил до 3.
  2. Паттерны. Проблема в том, что у тебя нет какой-то идеи или структуры и даже похожие моменты замапаны по-разному. Например, 01:44:123 (1,2,3) - три слдайдера идущих друг за другом и каждый изогнут и поставлен как-то по своему, дальше 01:48:123 (1,2,3) - тоже не наблюдается никакой связи или структуры. Начинается это все примерно 00:12:122 (1,2,3) - отсюда.

    Если ты строишь карту на таких слайдерах, то логично ограничить их разнообразие до двух трех определенных углов и фигур и применять их через всю карту, тогда у тебя появится четко прослеживаемая структура и карта в целом будет ощущаться более логичной и аккуратной. Это особенно важно в этом треке, который сам по себе весьма монотонный.

    И все бы было неплохо, но из-за общего ощущения неаккуратности и нерегулярности паттернов все кажется очень неаккуратным, даже принимая во внимание вполне неплохой ритм. Окей, ремапну. :cry:
Спасибо за мод!
Mombei
From #modreqs :)

[Easy]

Although you say not to mod it, there are minor issues that need to be looked into.

  1. 00:21:622 (3,4) - 00:36:622 (2,3) - 00:41:122 (3,4) - 00:52:622 (2,3) -
    00:54:622 (4) - The circle's approach rate comes from outside the playfield or anyhow the monitor and it may overlap with some skins' HP bar. It should be placed lower to ensure it's easily readable for new players
  2. 01:02:622 (6) - 01:09:622 (2) - 01:30:622 (4) - ^
More generally, some sliders use a different angle for their curves than the rest, so try cap the variations in curves to 1-2

[kj's normal]

  1. 00:08:122 (1,2,3,4,5,6) - I think it's not clear what rhythm you are following here.1 and 2 clearly follow the guitarish sound, and so does 3. Then 4 is on the drums and 5/6 follow the guitar again. What I don't understand is why you'd prioritize drums on 4 when 3 completely ignores the drum on the white tick.
    All objects but 3 could be seen as "following the drums" (since they hit white ticks aswell), but 3 misleads into thinking the guitar is the main focus, so 4 is just confusing. A solution to this pattern could be something like this. That pattern makes more sense because all clicks are on white ticks up to 3, which introduces clicks on the offbeat with a passive rhythm, and 4 makes sense here because no white ticks were ignored. Consider making 6 a reverse, since ignoring the guitar sound @ 00:11:872 is not justifiable at that point
  2. 00:12:122 (1,2,3,4) - This pattern has a similiar issue. Here I think this rhythm would be the best solution, because it's consistent with the previous pattern. The clickable on 7 can be justified because in the previous pattern a reverse 6 had an object there. It's about properly introducing rhythms and patterns with passive rhythms first.
  3. 00:16:122 (1,2) - 1, 2, and 2's sliderend all represent the same sound. Plus, 1's sliderend follows the bass line, while 2 ignores it. To solve both of these issues I suggest you shorten 2 and add a clickable object, like so
  4. 00:18:122 (6,7) - ^
So on, so forth. I could honestly keep going for the entire map but at that point I'd be remapping it for you, which is not what I'm here for. If you understand why the patterns were wrong, you should be able to figure out the rest on your own.

[Feezly's Hard]

  1. 00:09:122 (4) - There is no reason to skip the drum @ 00:09:622 , especially when 00:08:122 (1,2,3) - starts off so dense. You should shorten the slider and add a clickable object, like you did for 00:13:122 (4) -
  2. 00:10:122 (1,2,3,4,5,6) - Rhythm is all over the place with this one. While there are sounds an all objects, the emphasizing is way off imo. This is an example on how it should be done, and I'll explain thoroughly why to ensure you get an idea of how to fix similiar patterns:
    4 was shortened to land on the drum. Consequently, 5 and 6 were placed on offbeats since 1, 2 and 4 also follow the guitar. 7 was placed as a circle rather than a slider so that 8 can be a slider instead. This is because 8,9,10 emulate 00:08:122 (1,2,3) - same clicking
  3. 00:13:872 (1,2,3,4,5,6) - I can hear the continous 1/2 noise in the bg, but the guitar and drums are more prominent and not prioritizing them plays poorly. I suggest the same changes as above
  4. 00:16:122 (1,2,3,4) - 1,2,3 are perfect. 1 follows the guitar, bass and drums, 2 makes sense because of the bass addition and the slight guitar sound, and 3 is emphasized by having it be a slider. 4, on the other hand, emphasizes the same sounds differently for no reason. I advise you restructure the rhythm starting from 4 onwards by repeating 1,2 and 3
In general this diff could use some better rhythm.

[Panty's Hard]

Everything I've said about all the other diffs still applies. Emphasizing of rhythms is inconsistent and arbitrary.



I focused on the rhythm because I think if the rhyhtm isn't fixed first, anything regarding spacing, aesthetics and whatnot will add nothing of value to the map at all. I did not go through every single issue with every difficulty because my obejctive is to make you understand the fundamental issues with the concepts of the map, rather than pinpointing single mistakes, and I don't have 4h to spare remapping the whole mapset for you. These are my views, I hope I was of help :D
PantyDev

Gokateigo wrote:

Hi from my queue o/ (You asked a long time ago but I forgot sorry ^^)
Panty's hard
  1. 00:12:622 (2) - bad flow - fixed
  2. Same thing about curves/angles
Good luck o/

Bakari wrote:

[Panty's Hard]
  1. 00:08:122 (1,2) - не имеет смысла ставить тут джамп, если дальше в музыке он нигде не повторяется. - fixed
  2. 00:44:622 (2,3) - реверс у тройки не читается, это неранкабильно. Попробуй перестроить паттерн. - fixed
  3. 00:52:497 (4,5,6,7) - попробуй на четверку поставить новое комбо, чтоб предупредить игроков о смене спейсинга? - fixed
    Note: 01:09:122 (5,6) - 01:10:372 (3,4) - вот такие вещи могут путать игроков, не стоит так делать. Лучше каких-то примерно одинаковых значений спейсинга придерживаться.- fixed // 01:26:122 (1,2) - 01:29:622 (5,6) - вот такие паттерны вызывают трудности при чтении

    Cо спейсингом что-то странное.
~~~~~~~~~~~~~~~~~

Удачи!
http://puu.sh/ubS8C/a4057b11e5.osu
Chalwa
o/
[General]
  1. Fine.
[kj's Normal]
  1. 00:13:872 (3,4) - I'm a bit confused why you make here a circle on red tick and slider on white, when on pattern before you made a slider on red tick and you followed a guitar. Now it can be a bit complicated, cause when you are changing a sound which you follow that fast when it's not new part here. So i prefer to Ctrl + G both objects and then try to make this objects nice look and make good DS. Also you can make 00:09:872 (3,4) here Ctrl + G and then it will follow drums so this way is good too.
  2. 00:29:622 (3,5) - This two are a bit too close in my opinion, so better thing which you can make here is move 00:30:622 (5) a bit to up and then DS 00:31:622 (6,7) objects (i prefer by rotating and will be fine).
  3. 00:58:122 (6) - I prefer NC here, cause I think a 00:59:622 (9) combo in Normal is kinda weird.
  4. 01:06:122 (6) - The same as above.
  5. 01:11:622 (6) - Is start of this slider you should add a normal addition, cause better consistency in hitsounding.
  6. 01:19:622 (5,6) - I think you should make here a normal addition on start of slider and auto addition on circle, cause then it sounds much better in my opinion.
[Feezly's Hard]
  1. 00:13:122 (4) - Why there isn't clap on a head of slider like before? You should to add it for better sounds.
  2. Ok, that's all form hitsounds. To be hosent with you this is not the best diff i've seen ever. The Distance Snap is really randomely and aesthetics is kinda bad. You need to still improve your mapping, of course everyone must started. I prefer to you watch a pishifat videos on YouTube, because he is learning newbies and experienced mappers how to making our maps better.
[Panty's Hard]
  1. Maybe add a custom diff name?
  2. Nothing.
Ok.
End of my fast check. Sorry for shitty mod, but i must to clear all reqs from queue.
GOOD LUCK!
Misery
Hello! from the OSUWOT modq. Sorry for late!

Easy
-AR0, raise it a bit! The next diff's AR is 6 which is pretty far away from zero
-02:00:122 (1,1,1,1) - you can map this with some long cute sliders, like in Feezly's diff
-All good!

kj's Normal
-00:18:622 (6) - slider curve moved to left for flow?
-01:42:122 (5) - already fine, but shape could be improved
-01:52:122 (1) - slider curve moved to left for flow?
-02:02:872 (6) - could be the other way around

Feezly's Hard
-00:31:622 (4) - looks better if stacked at the same place as circle 2
-01:40:622 (2) - curve this the same as slider 1?

Panty's Hard
-00:27:122 (4,5) - ctrl+g? (flip the two circles?)
-00:52:622 (2,3) - removing the reverse arrow and moving the slider 3 to the white tick sounds better to my ears
-01:34:872 (2) - move this to the northwest very slightly just so that it lines straightly to the next slider
-02:09:122 (3) - I like this slider if the red dots are white

GL with your map! most problems are already solved by the other mods, and these are just aesthetics-wise.
EijiKuinbii

Mombei wrote:

[kj's normal]

00:08:122 (1,2,3,4,5,6) - I think it's not clear what rhythm you are following here.1 and 2 clearly follow the guitarish sound, and so does 3. Then 4 is on the drums and 5/6 follow the guitar again. What I don't understand is why you'd prioritize drums on 4 when 3 completely ignores the drum on the white tick.
All objects but 3 could be seen as "following the drums" (since they hit white ticks aswell), but 3 misleads into thinking the guitar is the main focus, so 4 is just confusing. A solution to this pattern could be something like this. That pattern makes more sense because all clicks are on white ticks up to 3, which introduces clicks on the offbeat with a passive rhythm, and 4 makes sense here because no white ticks were ignored. Consider making 6 a reverse, since ignoring the guitar sound @ 00:11:872 is not justifiable at that point -- Some notes are really out of rhythm so I deleted them

00:12:122 (1,2,3,4) - This pattern has a similiar issue. Here I think this rhythm would be the best solution, because it's consistent with the previous pattern. The clickable on 7 can be justified because in the previous pattern a reverse 6 had an object there. It's about properly introducing rhythms and patterns with passive rhythms first. I did a slider 00:14:122 (4) - shorter so now the pattern should have a clear guitar rhythm

00:16:122 (1,2) - 1, 2, and 2's sliderend all represent the same sound. Plus, 1's sliderend follows the bass line, while 2 ignores it. To solve both of these issues I suggest you shorten 2 and add a clickable object, like so I think my version is better
EijiKuinbii

Chalwa wrote:

[kj's Normal]
  1. 00:58:122 (6) - I prefer NC here, cause I think a 00:59:622 (9) combo in Normal is kinda weird. I see no reason for NC
  2. 01:11:622 (6) - Is start of this slider you should add a normal addition, cause better consistency in hitsounding. Done
  3. 01:19:622 (5,6) - I think you should make here a normal addition on start of slider and auto addition on circle, cause then it sounds much better in my opinion. Done
EijiKuinbii

[- Mizki -] wrote:

kj's Normal
-00:18:622 (6) - slider curve moved to left for flow? No
-01:52:122 (1) - slider curve moved to left for flow? No
-02:02:872 (6) - could be the other way around No
Shmiklak
oops
Feezly

Mombei wrote:

yo
[Feezly's Hard]

  1. 00:09:122 (4) - There is no reason to skip the drum @ 00:09:622 , especially when 00:08:122 (1,2,3) - starts off so dense. You should shorten the slider and add a clickable object, like you did for 00:13:122 (4) - Fixed
  2. 00:10:122 (1,2,3,4,5,6) - Rhythm is all over the place with this one. While there are sounds an all objects, the emphasizing is way off imo. This is an example on how it should be done, and I'll explain thoroughly why to ensure you get an idea of how to fix similiar patterns:
    4 was shortened to land on the drum. Consequently, 5 and 6 were placed on offbeats since 1, 2 and 4 also follow the guitar. 7 was placed as a circle rather than a slider so that 8 can be a slider instead. This is because 8,9,10 emulate 00:08:122 (1,2,3) - same clicking Fixed
  3. 00:13:872 (1,2,3,4,5,6) - I can hear the continous 1/2 noise in the bg, but the guitar and drums are more prominent and not prioritizing them plays poorly. I suggest the same changes as above Fixed
  4. 00:16:122 (1,2,3,4) - 1,2,3 are perfect. 1 follows the guitar, bass and drums, 2 makes sense because of the bass addition and the slight guitar sound, and 3 is emphasized by having it be a slider. 4, on the other hand, emphasizes the same sounds differently for no reason. I advise you restructure the rhythm starting from 4 onwards by repeating 1,2 and 3 Fixed
In general this diff could use some better rhythm.
Feezly

[- Mizki -] wrote:

o/

Feezly's Hard
-00:31:622 (4) - looks better if stacked at the same place as circle 2 Fixed
-01:40:622 (2) - curve this the same as slider 1? My idea
Feezly

Chalwa wrote:

o/
[Feezly's Hard]
  1. 00:13:122 (4) - Why there isn't clap on a head of slider like before? You should to add it for better sounds.
  2. Ok, that's all form hitsounds. To be hosent with you this is not the best diff i've seen ever. The Distance Snap is really randomely and aesthetics is kinda bad. You need to still improve your mapping, of course everyone must started. I prefer to you watch a pishifat videos on YouTube, because he is learning newbies and experienced mappers how to making our maps better. nice mod
Feezly

Bakari wrote:

здарова
[Feezly's Hard]
  1. Через весь интро спейсинг плавает от х1.0 до х1.7, хотя особой причины для этого я не вижу. Это очень заметно и выглядит сокрее неаккуратно, чем интересно. пофиксил

    Попробуй спейсинг привести в порядок, попутно можно попробовать поработать над структурой паттернов, хотя мне кажется, что многие из них выглядят кривовато именно из-за спейсинга. В детали я не вникаю, советую с основным сначало разобраться. ^
Juiceys
Panty's hard

01:41:122 (4) - Looks weird could change it to look nice like this
SPOILER
https://puu.sh/vQa18/a01e436610.jpg
01:53:122 (4,5) - All of the other patterns with similar rythmn have much smaller DS like at 01:44:872 (2,3) - or 01:18:122 (1,2) -
Why is the DS larger here?
01:29:622 (5,6) - Same here, no prominent sound on 6 to justify such a large jump
01:40:122 (1,2,3) - The sounds here are really similar and I feel should be mapped the same ( 2 sliders or 4 circles )

Feelzy's hard:

General: The DS changes so often its hard to point out everything, but the constantly switching DS looks really unorganized in a lower diff

00:16:622 (2) - Not too much of a problem but this touches the health bar, might want to move it down a little
00:12:622 (2,3,4) - Just opinion but this looks kinda sloppy to me, looks like 2 failed blankets imo
02:00:122 (1,1,1) - I like pretzels too but these objects look pretty weird
Pennek
hi from modqueue o/
this seems like a wellmodded map already, I'll do my best to find what others may have missed

[General]
00:33:122 (3) - counting these sections as kiai time is weird as the rhythm itself doesn't change intensity. It'd be like seeing a wub map adding kiai every time a fast slider came. The same applies for all of the other onesound-sections.

[Easy]
02:00:122 (1,1,1) - shortening these 3 spinners by 1 redtick will make them follow the music and give more time for new players to react to the spinners.

[Eiji's Normal]
01:03:872 (1) - Sliders should start on strong sounds and end on sounds of equal or relatively less strength.
01:38:872 (6) - follow the concept you establish here 01:34:872 (6) - and shorten your slider by 1 red tick to end on a strong sound. note: i see you do this through most of the map from then on. The easiest fix would be to lengthen the first slider by 1 red tick, but I don't feel that reflects the music accurately because of the strong beat/vocal on the white ticks, so instead I suggest to rework all of those other sliders. sorry, I know it's a pain.

[Feezly's Normal]
00:10:872 (3,4) - Sliders should generally start on strong sounds and end on sounds of equal or relatively less strength. This is done all throughout the map, consider reworking those sections. Look at Eiji's Normal to see a good example of this. Some of his ending /vocal lengthy sliders are up for debate though, but I consider them okay because it's a normal where undermapping is used heavily.

[Panty's Hard]
00:08:872 (3,4) - these are angled differently from these 00:08:122 (1,2) - . It's an easy fix with copy paste.
00:36:122 (1) - suggestion - Can add emphasis onto 1 by ctrl g'ing 1.
01:01:122 (3) - Sliders should start on strong sounds and end on sounds of equal or relatively less strength. This ends on a very strong sound.
01:05:372 (5) - ^
01:07:372 (4) - ^there are more than just these, probably also before as I just started focusing on it. I'll let you find them yourself as you'll learn more that way.



Good luck with your map!
EijiKuinbii

Pennek wrote:

[Eiji's Normal]
01:03:872 (1) - Sliders should start on strong sounds and end on sounds of equal or relatively less strength. not necessary

01:38:872 (6) - follow the concept you establish here 01:34:872 (6) - and shorten your slider by 1 red tick to end on a strong sound. note: i see you do this through most of the map from then on. The easiest fix would be to lengthen the first slider by 1 red tick, but I don't feel that reflects the music accurately because of the strong beat/vocal on the white ticks, so instead I suggest to rework all of those other sliders. sorry, I know it's a pain. Similar sounds do not have to be mapped the same way
Thanks for mod
PantyDev

Misery wrote:

-00:27:122 (4,5) - ctrl+g? (flip the two circles?) no
-00:52:622 (2,3) - removing the reverse arrow and moving the slider 3 to the white tick sounds better to my ears - sounds identically, but yea now it's looks better
-01:34:872 (2) - move this to the northwest very slightly just so that it lines straightly tohttps://puu.sh/vRR4E/f352556e88.txt the next slider - ok
-02:09:122 (3) - I like this slider if the red dots are white - ok

Juiceys wrote:

01:41:122 (4) - Looks weird could change it to look nice like this - ok
SPOILER
https://puu.sh/vQa18/a01e436610.jpg
01:53:122 (4,5) - All of the other patterns with similar rythmn have much smaller DS like at 01:44:872 (2,3) - or 01:18:122 (1,2) -
Why is the DS larger here? - idk. fixed
01:29:622 (5,6) - Same here, no prominent sound on 6 to justify such a large jump - fixed
01:40:122 (1,2,3) - The sounds here are really similar and I feel should be mapped the same ( 2 sliders or 4 circles ) - hm... I don't think so

Pennek wrote:

[Panty's Hard]
00:08:872 (3,4) - these are angled differently from these 00:08:122 (1,2) - . It's an easy fix with copy paste. - fixed
00:36:122 (1) - suggestion - Can add emphasis onto 1 by ctrl g'ing 1. - yes, now it's looks better
01:01:122 (3) - Sliders should start on strong sounds and end on sounds of equal or relatively less strength. This ends on a very strong sound. - fixed
01:05:372 (5) - ^ - fixed
01:07:372 (4) - ^there are more than just these, probably also before as I just started focusing on it. I'll let you find them yourself as you'll learn more that way. - fixed
пиу
Topic Starter
Liko

Pennek wrote:

hi from modqueue o/
this seems like a wellmodded map already, I'll do my best to find what others may have missed

[General]
00:33:122 (3) - counting these sections as kiai time is weird as the rhythm itself doesn't change intensity. It'd be like seeing a wub map adding kiai every time a fast slider came. The same applies for all of the other onesound-sections. Deleted.

[Easy]
02:00:122 (1,1,1) - shortening these 3 spinners by 1 redtick will make them follow the music and give more time for new players to react to the spinners. Fixed.
Thank you for mod!
Qiyana
hi from my queue~
i read all the manga but haven't seen the movie yet- well.. into the mod :D

[General]
song setup
  1. https://puu.sh/vW4hS.jpg this site say that the correct name for this dude is the same but with lower case
  2. i would add tags like silent and voice since the manga is called that and someone might search it by that

[Easy]
the map
there are a lot of missing beats that should be there
  1. 00:16:622 (2,4) - maybe make it so they don't overlap weirdly
  2. 00:20:622 (2,4) - ^
  3. 00:24:622 (2,4) - ^ i know this is for a pattern but could at least try something different.
  4. 00:30:622 (4,1) - can you make it not overlap
  5. 00:33:622 - there is a strong sound there, maybe shorten the slider and add a beat next to it.
  6. 00:37:122 (2) - ^
  7. 00:41:122 (2) - ^
  8. 00:45:122 (2) - ^
  9. 00:49:122 (2) - ^
  10. 00:53:122 (2) - ^
  11. 01:37:622 (2,4) - again with the overlaps
  12. 01:46:122 (3,1) - move the one closer to the 3
  13. 01:57:122 (2,3) - no overlap
  14. 02:00:122 (1,1,1,1) - 4 spinners in a row in an easy diff? maybe get rid of the first 3 add a break, then keep the last one

[Eiji's Normal]
found nothing :v

[Feezly's Hard]
the sv in this is 1.20 which is the same one in easy and is lower than hard......
the map
  1. 00:16:622 (2) - this slider is way to high which might affect the hp bar.
  2. 00:19:372 (4,1) - add a beat in between
  3. 00:25:122 (3) - ctrl+g maybe
  4. 00:28:622 (2) - ^
  5. 00:37:122 (3) - this also might affect the hp bar.
  6. 00:37:372 (4,5) - blanket or add a curve to the 5.
  7. 00:57:247 (2) - remove this. there's no beat there and isn't it necessary.
  8. 00:59:247 (2) - ^
  9. 01:01:122 (1) - maybe make this a 1/2 slider like 01:01:622 (2) - except ctrl+g'ed
  10. 01:03:122 (1) - ^
  11. 01:08:122 (1,2) - ctrl+g
  12. 01:09:122 (1,2) - ^
  13. 01:13:247 (2) - remove
  14. 01:15:122 (1) - make this 1/2
  15. 01:17:247 (2) - remove
  16. 01:24:247 (2) - ^
  17. 01:26:247 (2) - ^
  18. 01:30:622 (6) - ctrl+g
  19. 01:45:122 (3) - might affect hp bar
  20. 02:00:122 (1) - this is pretty good but a bit off.
  21. 02:00:122 (1,1,1,1) - suggestion, get rid of all but leave 1 of the hearts where the spinner was and add break.

[Panty's Hard]
map
is this a hard or insane? i'm confused with all the stream so i won't mod this diff
if you want me to mod if, pm me what diff it is.
combos
  1. 00:08:622 (1) - get rid of the nc
  2. 00:09:872 (1) - ^
  3. 00:14:622 (1) - ^
  4. 00:18:122 (1) - ^
  5. 00:22:622 (1) - ^
  6. 00:26:122 (1) - ^
  7. 00:30:622 (1) - ^
  8. 00:34:372 (1) - ^
  9. 00:38:122 (1) - ^
  10. 00:42:372 (1) - ^
  11. 00:46:372 (1) - ^
    you get the idea

(good luck) on this map :3
Topic Starter
Liko

Dyl-Byl wrote:

hi from my queue~
i read all the manga but haven't seen the movie yet- well.. into the mod :D You should watch this movie! It's a masterpiece :^)

[General]
song setup
  1. https://puu.sh/vW4hS.jpg this site say that the correct name for this dude is the same but with lower case Fixed.
  2. i would add tags like silent and voice since the manga is called that and someone might search it by that Added.

[Easy]
the map
there are a lot of missing beats that should be there
  1. 00:16:622 (2,4) - maybe make it so they don't overlap weirdly Fixed.
  2. 00:20:622 (2,4) - ^ Fixed.
  3. 00:24:622 (2,4) - ^ i know this is for a pattern but could at least try something different. Fixed.
  4. 00:30:622 (4,1) - can you make it not overlap Why not? It is easy to read.
  5. 00:33:622 - there is a strong sound there, maybe shorten the slider and add a beat next to it. Nah... These sliders follows the sound of the guitar (I'm not sure if it's guitar or something else). I will think about adding the hitsounds for the slider ticks.
  6. 00:37:122 (2) - ^
  7. 00:41:122 (2) - ^
  8. 00:45:122 (2) - ^
  9. 00:49:122 (2) - ^
  10. 00:53:122 (2) - ^
  11. 01:37:622 (2,4) - again with the overlaps Easy to read.
  12. 01:46:122 (3,1) - move the one closer to the 3 Fixed
  13. 01:57:122 (2,3) - no overlap Yes overlap :P
  14. 02:00:122 (1,1,1,1) - 4 spinners in a row in an easy diff? maybe get rid of the first 3 add a break, then keep the last one 11 seconds break just for the spinner sounds like a bad idea. But I will think of something different.
Thank you for mod! Don't forget to watch the movie :P
PantyDev

Dyl-Byl wrote:

[Panty's Hard]
map
is this a hard or insane? i'm confused with all the stream so i won't mod this diff
if you want me to mod if, pm me what diff it is.
- lol this is hard diff. So... as you want.
combos
  1. 00:08:622 (1) - get rid of the nc - yeh k
  2. 00:09:872 (1) - ^- k
  3. 00:14:622 (1) - ^- nope
  4. 00:18:122 (1) - ^- no
  5. 00:22:622 (1) - ^- nope
  6. 00:26:122 (1) - ^- no
  7. 00:30:622 (1) - ^- nope
  8. 00:34:372 (1) - ^- no
  9. 00:38:122 (1) - ^- nope
  10. 00:42:372 (1) - ^- no
  11. 00:46:372 (1) - ^- nope
    you get the idea - i think it's bad idea imo
Fu Xuan
Hello from my queue~

[Easy]
  1. Nice diff, pretty solid imo. I'll only point out minor stuff like nazi blankets and etc
  2. 00:29:622 (3,4) - Polish blanket
  3. 00:43:622 (4,1) -
  4. 01:25:122 (2) - maybe ctrl j like what you did on 00:08:122 (1,2) - Because it flows more better
  5. 01:27:122 (4,2) - This stack isn't perfect as osu auto stacks if you try to stack it and and you ctrl z you will notice it will move, so yea.
  6. 01:37:622 (2,4) - Fix blanket
[Eiji's Normal]
  1. 00:14:122 (4) - I recommend stacking this on slidertail of 00:12:122 (1) - for the sake of aesthetics
  2. 01:44:122 (1) - Maybe stack this on 01:41:872 (4) -
  3. I think the diff feels empty and needs more objects Unlike Easy, this diff feels really less dense and it's like mapping only to 1 sound which is pretty 1 sided.
[Feezly's Hard]
  1. 00:16:622 (2) - Missed a clap?
  2. 00:34:622 (2,3) - Fix blanket
  3. 02:00:122 (1,1,1) - This feels too repetitive. Which is kinda boring. Is this aspire? xddd
  4. The diff needs flow and aesthetics, I feel the notes are just randomly placed and it's just like you're eyeballing everything, like for example 01:28:122 (1,2,3,4,5,6,7) - This section feels so random because the flow changes every time on each slider and it looks aesthetically bad. :( I believe you should do comfortable flow since the song is soft and slow and doesn't need such flowkillers even if it's a hard diff
[Panty]
  1. If this is a hard then you're breaking the ranking criteria guideline that says
    Avoid streams made of more than 5 notes.
    Consider nerfing this
  2. 00:52:872 (6,7,8) - I think this jump isn't necessary as there is no strong sound there. Also people might think that this is 1/2 spaced instead or w/e
  3. There are too many streams, which is not appropriate for a hard diff, consider removing the streams or rework this as an Insane diff instead.
nice sb gl
EijiKuinbii

-Aqua wrote:

[Eiji's Normal]
  1. 00:14:122 (4) - I recommend stacking this on slidertail of 00:12:122 (1) - for the sake of aesthetics It will not be noticeable, which means no aesthetics
  2. 01:44:122 (1) - Maybe stack this on 01:41:872 (4) - ^
  3. I think the diff feels empty and needs more objects Unlike Easy, this diff feels really less dense and it's like mapping only to 1 sound which is pretty 1 sided.
Topic Starter
Liko

-Aqua wrote:

[Easy]
  1. Nice diff, pretty solid imo. I'll only point out minor stuff like nazi blankets and etc
  2. 00:29:622 (3,4) - Polish blanket Fixed.
  3. 00:43:622 (4,1) - This is not a blanket.
  4. 01:25:122 (2) - maybe ctrl j like what you did on 00:08:122 (1,2) - Because it flows more better Nah I will leave it like that.
  5. 01:27:122 (4,2) - This stack isn't perfect as osu auto stacks if you try to stack it and and you ctrl z you will notice it will move, so yea. Fixed.
  6. 01:37:622 (2,4) - Fix blanket Fixed.
Thank you for mod!
30201102
[General]
  1. Is the storyboard done? It looks like there's just a blue line in the middle of the screen going up and down
[Easy]
  1. Whenever you have 1/2 sliders like 00:33:122 (2) - , you can still have a clap hitsound play in order to preserve the hitsound pattern. You just need to switch to a custom sampleset on the slider tick, and name the clap hitsound drum-slidertickXXX.wav, where XXX is the number of the custom sampleset. Ths way, the long sliders won't seem weird compared to the rest of the notes hitsound wise.

[Feezly's Hard]
  1. You need justification for the DS changes which currently occur multiple times in the map, seemingly at random. As a result it looks very disorganized as it is. For example, the map starts out 1.5x, but suddenly switches to 1.3x at 00:12:122 (1) - seemingly for no reason. It then goes back and forth betwwen 1.5 and 1.3 before moving to 1.2x? The intensity of the music remains pretty much constant until the chorus at the end so there should be DS changes like this unless you are implementing jumps (which there doesn't seem to be)
  2. In general, I think the notes need more structure. A lot of the map feels a bit randomly placed, even ignoring the varying DS changes. For example, 00:51:122 (6,7,8,1) - these notes could have easily been in a perfect line, and most of the blanketed notes (eg, 00:08:872 (3,4) - 00:33:122 (3,4,1) - 00:34:622 (2,3) - ) are not blanketed precisely, and a lot of the notes which come directly before or after a slider (eg, 00:10:622 (2,3) - ) could be placed so that they are directly in line with the slider, and certain runs like 00:17:122 (3,4,5) - could easily be made into perfect triangles. There's a lot more examples of things that can be changed in order for the map to have more structure. Basically you should always try to ask yourself whether there's a reason a note was placed in a particular location.
  3. 00:49:622 - You can still have a clap hitsound right here by changing to a custom sampleset with the clap sample as drum-slidertick.wav, same with 00:53:122 (3) - and a few other long sliders
  4. 00:57:122 (1,2,3) - For 1/4 triples such as these, I would recommend using a much smaller DS than 1.6x. I think 1.0x would be an appropriate DS for the given difficulty of the map.
  5. 01:08:122 (1,2) - I highly reccomend you switch this pattern either to 01:07:122 (1) - , 01:06:122 (1,2) - , or 01:04:122 (1,2,3) - . The slider tail is not a clickable element, which makes the tail weaker than the head. However, the 3rd pulse of the beat, which lands on the slider tail, is by convention stronger than the 2nd pulse. Thus, this pattern is rhythmically uncomfortable to play. Also, this is the only instance where the particular pattern is brought up, meaning it could easily be chtanged to one of the other options without affecting the map.
  6. 01:17:122 (1,2,3) - Why do you start stacking triples here, only to stop stacking them at 01:25:122 (1,2,3) - ? You should probably be consistent with the rest of the map and space out the stacked notes. If you're going to have stacks, you should at least have some sort of reasoning on why one triple is stacked and another one isn't. You shouldn't just haphazardly switch between the two
Quadrocake

30201102 wrote:

[General]
  1. Is the storyboard done? It looks like there's just a blue line in the middle of the screen going up and down
I've redownloaded map, and storyboard seems to be okay
show more
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