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Camellia - GHOST

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Beafowl
Mod
22:06 JeZag: hey beafowl, its done.
22:06 JeZag: i dont think the last part is done well, so can you playtest for me?
22:06 JeZag: and ignore the first fast slider part, i will remap
22:06 Beafowl: no warmup but i can try
22:06 *JeZag is listening to [https://osu.ppy.sh/b/1288245 Camellia - GHOST]
22:08 JeZag: you might want NF for the stream and streamjumps
22:09 JeZag: im pretty sure they're not implemented well but i need feedback
22:14 JeZag: yeah tbh i just need you to eye thru the stream jumps
22:14 JeZag: you'll know once you see em
22:14 JeZag: oh you nailed the last set of stream jumps
22:15 JeZag: and regarding the fast sliders
22:15 JeZag: 03:11:757 (1) -
22:15 JeZag: i havent asked you before
22:15 JeZag: but which do you prefer
22:15 JeZag: or 04:39:573 (1) -
22:15 JeZag: which is more fun to play
22:15 JeZag: and which is better mapped
22:16 JeZag: the former was mapped without much regard to organization
22:16 Beafowl: both were painful haha
22:16 JeZag: and the 2nd was mapped with more focus to organization and structure
22:16 JeZag: haha
22:16 JeZag: oops
22:16 Beafowl: the second one looks better tho
22:16 Beafowl: much better
22:16 JeZag: ahhhh thats great to hear
22:16 JeZag: at least i can improve
22:17 Beafowl: there are no hitsounds right
22:17 JeZag: yeah
22:17 JeZag: i need to find good samples
22:17 JeZag: and or find someone to do it for me
22:18 JeZag: ah of course i havent asked
22:18 JeZag: how is it in general
22:18 JeZag: the new stuff too
22:18 Beafowl: 01:14:486 (1) -
22:18 Beafowl: did you think about using slow sliders here
22:18 JeZag: oooooooh no i have not
22:18 JeZag: but it does look like it'd play well
22:19 Beafowl: I guess it does
22:19 Beafowl: the sound just becomes pitched down
22:19 JeZag: 01:16:668 (1) -
22:19 Beafowl: just a little thought
22:19 JeZag: same here
22:19 Beafowl: yea
22:19 JeZag: i see i see
22:20 Beafowl: 01:44:758 (1) -
22:20 Beafowl: shouldnt there be
22:21 Beafowl: those 1/3 notes
22:21 Beafowl: well this is actually not that bad
22:21 JeZag: i wanted to make this intial one calmer after jumps instead of straight into 1/4s
22:21 Beafowl: its a good transition
22:21 JeZag: 1/3s
22:21 JeZag: sorta yeah
22:22 Beafowl: did you try to include both by making 1/3 sliders
22:22 Beafowl: two of them with reverse maybe
22:22 JeZag: ive not tried
22:22 JeZag: hmm but i did want this to be sustained tho
22:22 Beafowl: ok
22:23 Beafowl: 02:23:485 (1,2,3,4) -
22:23 Beafowl: this looks slightly random
22:23 Beafowl: and ugly
22:23 Beafowl: :P
22:23 JeZag: haha i'll just move 02:23:485 (1) -
22:23 JeZag: make it pretty
22:23 Beafowl: yea
22:24 Beafowl: 02:34:394 (1,2,3,4,5) -
22:24 Beafowl: same for the last note here
22:25 JeZag: okei
22:26 Beafowl: 02:59:211 -
22:26 Beafowl: not sure
22:26 Beafowl: but i think those sliders going to the blue ticks dont fit
22:26 Beafowl: I thought about 1/2
22:26 JeZag: i want them to suggest sustain
22:26 JeZag: which 1/2 doesnt do too well
22:26 Beafowl: ok
22:27 JeZag: cause something heavier in the music pops up around that spot
22:27 JeZag: im too drunk right now to carefully identify whay
22:27 Beafowl: XD
22:27 JeZag: but im almost 60% it does
22:27 JeZag: so 55% sure
22:29 Beafowl: thats it
22:29 Beafowl: masterpiece
22:29 JeZag: ahhhhhhhh thanks!
22:29 JeZag: of course
22:29 Beafowl: np
22:29 JeZag: thats after i can fix the first quick kiai time
22:29 JeZag: and then find great hitsounding
22:29 JeZag: but thanks!
22:29 JeZag: hey hey
22:29 JeZag: can you post the log?
22:30 Beafowl: ok

Good luck :D
Bluekrait
JeZag's #modhelp super short chat mod

SPEKTRE
22:20 JeZag: yooooo
22:20 JeZag: pm'ing for mod
22:20 Bluekrait: receiving pm for mod
22:20 *JeZag is editing [https://osu.ppy.sh/b/1288245 Camellia - GHOST [SPEKTRE]]
22:20 JeZag: !!!
22:21 JeZag: just to be a bit particular, this is more likely headed for loved than anything else but i still want it to be for-rank quality
22:21 JeZag: if makes any sense
22:22 Bluekrait: eww loved
22:22 Bluekrait: you want loved or ranked?
22:22 JeZag: i want it ranked too ><
22:22 JeZag: you take a look and be judge
22:22 JeZag: i have a lot of testplays
22:22 JeZag: but not enough mapper mods
22:23 JeZag: the current is the one thats not [old kiai]
22:31 Bluekrait: will be finished in ~4 hours
22:32 JeZag: ahhhhh thanks!
22:32 JeZag: take your time, dont kys!
22:32 Bluekrait: kys?
22:32 JeZag: you can put it off for a bit, i wont be able to see til tomorrow evening cause of business
22:32 JeZag: "kill urself"
22:32 Bluekrait: ahh ok, i dont plan to ^^
23:51 Bluekrait: oh man so im goin over your map atm, it's pretty messy (for ranked standards)
23:51 Bluekrait: i think you have better shot loved for this
23:51 JeZag: ah i thought so ><
23:52 Bluekrait: its not bad, per say...
23:53 Bluekrait: it might be because i cant play it that im not able to properly mod it :/
23:53 JeZag: haha im in no position to comment
23:54 JeZag: cause i cant even pass HT
23:54 Bluekrait: people say to map only maps you can play, but a lot of that is bs imo
23:55 Bluekrait: you just gotta study maps
23:55 JeZag: i feel like its just to scare off new comers from spewing out "jump practice" maps and clogging everything up
23:56 Bluekrait: there are worse things than jump practice maps *shivers*
23:56 JeZag: haha ive never had to dig that deep cause i dont actively look for them
23:56 JeZag: and noone comes to me for testplays
23:57 Bluekrait: do you have another map that you would like modded?
23:57 Bluekrait: I feel bad that i cant properly mod this one
23:58 JeZag: hahaha nah sorry its just this one ><
23:58 JeZag: did it on a whim cause i love the song and the other maps of this dont play well period
23:58 Bluekrait: for the most part, you got flow down, combos a bit iffy, streams ughh, theyre really messy
23:58 JeZag: and now that ive started im committing
23:58 JeZag: LOL
23:58 JeZag: feelsbadman
23:58 Bluekrait: yea, yours plays well
23:59 Bluekrait: 04:00:030 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4) - streams like this are kinda ugly
23:59 JeZag: in my defense
23:59 JeZag: 04:01:666 (1,2,3,4,1,2,3,4) -
23:59 JeZag: this makes it a lot easier to play from what ive seen from testplayers
00:00 JeZag: 04:01:257 (1,2,3,4,5,6,1,2,3,4,1,2,3,4) -
00:00 JeZag: yeah this particularly ugly bit
00:01 Bluekrait: cant say much since i cant play it though
00:01 Bluekrait: sorry :c
00:02 JeZag: haha no worries at all
00:02 JeZag: hey hey, if you have any maps either just hmu
00:02 JeZag: i need 100 SP to push this to loved
00:02 JeZag: and its pretty much what im gunning for cause any experienced modder is going to tear it to shreds
00:03 JeZag: as i've said, ive only gotten a bunch of testplay feedback
00:03 JeZag: but no actual modder feedback
00:03 JeZag: (except kaifin who has already shat on it...)
00:03 Bluekrait: modder feedback fo this thing is not going to be fun to write
00:03 Bluekrait: ive pretty much summed up the reasons though
00:04 JeZag: thanks for your time!
00:04 Bluekrait: it will take quite a bit of remapping, but you can do it!
Deramok
m4m as requested. i assume the old kiai thing is just there for preservation.

  1. 00:15:850 (2) - why not like 00:18:032 (2,3) - would make sense to have it that way from the beginning instead of just starting in the middle of it
  2. 00:27:168 (1,2) - bit of a general note for the part, you often just skip these 1/4 while mapping the majority of them, so it might be odd to just not be playing them whenever. i'd advise mapping all the occasions
  3. 01:07:123 (1,1) - how about making those a tick longer and leaving a little gap to the next object. because 01:07:395 (2,2) - don't have a drum on them like 01:06:850 (3,2,2) - all do. would be nice to differentiate like that.makes for a more interesting rhythm too
  4. 01:14:895 (2) - lower spacing to 1 and keep it the same as is to 3 for better contrast. otherwise everything seems mushed together without emphasis on anything (here it works kinda 01:16:259 (4) - )
  5. 01:24:032 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - the spiral could really look better, especially the first half of it
  6. 01:28:667 (1,2) - this one is so much heavier than it's preceeding two counterparts, but it's mapped the same way. might want to do something fancier. one way to do the section would be with a rhythm like http://puu.sh/vSNDD/f29740337e.jpg . also the reverse you have there atm is utterly pointless since it has no realy follow up or concept to it. or at least i don't see it. along with that rhythm some spacing and flow choices may also vary, up to you. similar things also apply to the second part of the section
  7. 02:03:985 (1) - a lot of these start early. i think you might need 1/12 snap to get these down properly
  8. 02:19:667 (1,2,3,4,5,6,7,8) - i see how you use a messy style for most of the map, probably due to the song's nature. but i think going orderly in this part might be a nice contrast and befitting of the accurately hitting goth instrument in it
  9. 04:09:573 (1) - make this two circles to emphasise the drum kicks as you use to for the rest of the part and maybe do womthing like http://puu.sh/vSOy7/1e65fc80dd.jpg on 04:09:846 (2) - for the same reason (in 04:11:210 (1) - this pattern too). imo that makes for a more interesting rhythm and doesn't just blend over the different kinds of sounds as much because now eveything just kinda plays the same in those patterns
  10. 04:12:437 (2,1) - would suggest making two longer and just adding a note after it like http://puu.sh/vSOFZ/715b9be6ab.jpg . reason being emphasis of drums and the held sound as well as differentiation of 04:12:573 (1) - from 04:12:710 (2,3,4) -
  11. 04:19:528 (1) - make it a single, on the other 1/4 sliders here you actually have distinct 1/4 sounds, so making this the same is not representative
  12. 04:27:300 (5,9,5) - these are drum kicks rather than the sounds that make up the rest of the streams, those even take a break on the kicks. so instead of just slapping one stream over it, i'd recommend doing something with either sliders or varying spacing for them. small split streams can work for example. http://puu.sh/vSOZk/924e6a1d59.jpg would be one way with the white ones maybe having a slower sv or coming from a different direction and havinga red anchor
bit short, but i don't really know much on modding maps like this. i tred.
Topic Starter
JeZag

Deramok wrote:

m4m as requested. i assume the old kiai thing is just there for preservation.

  1. 00:15:850 (2) - why not like 00:18:032 (2,3) - would make sense to have it that way from the beginning instead of just starting in the middle of it
    reason for 00:15:305 (1,2,3,4) is to establish the point of the repeats (i.e. the repeating 4 notes in the background). Afterwards, the repeats no longer follow the repeated notes exactly but the heartbeat instead.
  2. 00:27:168 (1,2) - bit of a general note for the part, you often just skip these 1/4 while mapping the majority of them, so it might be odd to just not be playing them whenever. i'd advise mapping all the occasions
    specifically, i skip the 1/4 only before big beats and sliders, because I feel that playing the 1/4 there takes away from the emphasis of these fast sliders and big beats.
  3. 01:07:123 (1,1) - how about making those a tick longer and leaving a little gap to the next object. because 01:07:395 (2,2) - don't have a drum on them like 01:06:850 (3,2,2) - all do. would be nice to differentiate like that.makes for a more interesting rhythm too
    your suggestion is good for differentiation, but I dont want it to be different because I want to follow the screechy noise, which almost requires clicks on 01:07:395 (2,2) -
  4. 01:14:895 (2) - lower spacing to 1 and keep it the same as is to 3 for better contrast. otherwise everything seems mushed together without emphasis on anything (here it works kinda 01:16:259 (4) - )
    simply due to the rhythm difference (the kick sliders), the emphasis is different. i will tweak spacing around a bit anyway.
  5. 01:24:032 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - the spiral could really look better, especially the first half of it
    i like the way it looks but i'll ask others
  6. 01:28:667 (1,2) - this one is so much heavier than it's preceeding two counterparts, but it's mapped the same way. might want to do something fancier. one way to do the section would be with a rhythm like http://puu.sh/vSNDD/f29740337e.jpg . also the reverse you have there atm is utterly pointless since it has no realy follow up or concept to it. or at least i don't see it. along with that rhythm some spacing and flow choices may also vary, up to you. similar things also apply to the second part of the section
    it would make it more interesting, but I want to set the groove for the rest of the section with the same rhythm. besides, the thing i'm following is pretty same and level throughout this little bit.
  7. 02:03:985 (1) - a lot of these start early. i think you might need 1/12 snap to get these down properly
    i will ask others too and then judge
  8. 02:19:667 (1,2,3,4,5,6,7,8) - i see how you use a messy style for most of the map, probably due to the song's nature. but i think going orderly in this part might be a nice contrast and befitting of the accurately hitting goth instrument in it
    this looks dirty in editor but plays very straightforward in game. i think its good as is
  9. 04:09:573 (1) - make this two circles to emphasise the drum kicks as you use to for the rest of the part and maybe do womthing like http://puu.sh/vSOy7/1e65fc80dd.jpg on 04:09:846 (2) - for the same reason (in 04:11:210 (1) - this pattern too). imo that makes for a more interesting rhythm and doesn't just blend over the different kinds of sounds as much because now eveything just kinda plays the same in those patterns
    to some degree, i want it to. this is supposed to parallel 01:06:304 (1) - in the previous part, but be slightly different due to the new percussive rhythm. So clicking the tail might be better to express solely the drums, but slider better captures what I want out of this section.
  10. 04:12:437 (2,1) - would suggest making two longer and just adding a note after it like http://puu.sh/vSOFZ/715b9be6ab.jpg . reason being emphasis of drums and the held sound as well as differentiation of 04:12:573 (1) - from 04:12:710 (2,3,4) -
    i like this; i will try to implement this.
  11. 04:19:528 (1) - make it a single, on the other 1/4 sliders here you actually have distinct 1/4 sounds, so making this the same is not representative this isnt supposed to be like the other 1/4 sliders. instead, its supposed to feel like a 1/2 slider like the other 1/2 slider sounds, except cut short by the next section.
  12. 04:27:300 (5,9,5) - these are drum kicks rather than the sounds that make up the rest of the streams, those even take a break on the kicks. so instead of just slapping one stream over it, i'd recommend doing something with either sliders or varying spacing for them. small split streams can work for example. http://puu.sh/vSOZk/924e6a1d59.jpg would be one way with the white ones maybe having a slower sv or coming from a different direction and havinga red anchor
    for the sake of drawing a parallel to the last time this was done, I'll keep this as is.
bit short, but i don't really know much on modding maps like this. i tred.
thanks for mod! every little bit helps
CucumberCuc
Hi
M4M

[SPEKTRE]
00:30:986 (3) move down
00:38:077 (1,2,3) do far
01:17:623 (4,1,2) try make triangle?
01:20:486 (4) move down
01:23:077 (2) - 01:23:759 (3) overlap
01:44:758 maybe remove slider and do stream?
01:48:576 (1,1) do far
maybe contunie map to 05:22:935?
That's all I could find in the best of its knowledge

cool map and music ^o^
Topic Starter
JeZag

CucumberCuc wrote:

Hi
M4M

[SPEKTRE]
00:30:986 (3) move down give me a reason to move and i might consider. right now i think its fine as is cause distance between 00:30:850 (2,3) - is pretty consistent for similar parts across this section
00:38:077 (1,2,3) do far far from each other like make it spaced triple? or do you mean increase 00:37:668 (1,1) - this jump? either way,
i think both are consistent with what i have currently so i will keep.

01:17:623 (4,1,2) try make triangle? its a good suggestion but incredibly difficult to implement without moving a lot of stuff and remapping.
and right now, altho square doesnt look very good, i think it plays as i want to (sort of uncomfortably)

01:20:486 (4) move down again, give me a reason why. i think this is good here because moving it down would break the string between 01:19:941 (2,3,4) -
01:23:077 (2) - 01:23:759 (3) overlap pushed them slightly away to not overlap
01:44:758 maybe remove slider and do stream? from a playing perspecitve i dont want to immediately want to go from 01:44:213 (1,2,3,4) - jumps to spaced 1/3 stream (it will be pretty hard to read and hit), so i make this slider as a "buffer" or break.
01:48:576 (1,1) do far i want to make this grow smaller, so the close distance is on purpose
maybe contunie map to 05:22:935? i do not map the rest because from a playing perspective, there is no point playing this slow part after the fast, fun part. i will elaborate on why i think it is not worth mapping if you want.

That's all I could find in the best of its knowledge

cool map and music ^o^
thanks lots for the mod!
qwr
misc complaints and carping
00:43:668 (1) - this part is too tiring for my poor fingers (it's not even the most intense part)
01:07:532 (3,1) - slightly bothers me for no reason
01:30:485 (3,1) - random jump?
01:32:122 (3,1) - I think should be closer
01:38:940 (3,1) - not as bad as the last jump but still annoys me
01:53:940 (3,1) - too much direction change I think
02:01:599 (4,1) - but why
Also the whole ghosty section is mapped with groupings of 4 and idk if that's actually the harpsichord melody (hard to hear)
03:12:302 (1,2) - mmm I love me some symmetry
04:01:939 (1) - why sharp angle change :(
05:11:480 (1,2,3,4,1,2,3,4) - I think it's too hard but maybe not
It may seem like my criticism is random and it kinda is so take it with a grain of salt that I can't even play this bpm
Topic Starter
JeZag

qwr wrote:

misc complaints and carping
00:43:668 (1) - this part is too tiring for my poor fingers (it's not even the most intense part)
i want ur fingers to feel raw just like a snare after this section xd
01:07:532 (3,1) - slightly bothers me for no reason but S Y M M E T R Y tho
01:30:485 (3,1) - random jump?
my intnetion was to make every grouping of 3 distinct for parts like these, and this was my method of accomplishing it. i might just make this connected tho, let me think about it
01:32:122 (3,1) - I think should be closer this jump is gud imo
01:38:940 (3,1) - not as bad as the last jump but still annoys me same as before, i'll consider
01:53:940 (3,1) - too much direction change I think based on testplays ive witnessed, it seems fine (and its a big emphasis too)
02:01:599 (4,1) - but why cause fuk ur combo :^)
Also the whole ghosty section is mapped with groupings of 4 and idk if that's actually the harpsichord melody (hard to hear) this part seems to play by groups of 2, which i did, and to a lesser degree groups of 4
03:12:302 (1,2) - mmm I love me some symmetry glad u lik
04:01:939 (1) - why sharp angle change :( for the extra umph
05:11:480 (1,2,3,4,1,2,3,4) - I think it's too hard but maybe not this has the same distance as the previous sliderjump distances, and even if you think every is too intense, maybe it is. but i think this is the best way to represent this section, which for some reason is mono-intensity (not increasing in intensity) yet somehow needs to be very intense

It may seem like my criticism is random and it kinda is so take it with a grain of salt that I can't even play this bpm
thanks for your input, i cant make everyone happy but i try ;w;
30201102
[Spektre]
  1. I think your timing offset may be 5-10 ms too late. It's noticeable in the following sections: 01:31:667 (1,2,3,1,2,3) - 01:36:031 (1,2,3,1,2,3) - 01:40:394 (1,2,3,1,2,3) - , especially when you listen on 25%.
  2. 00:25:668 (1) - you could move this note to snap with 00:24:578 (2) -
  3. The note density of the first 2 intense sections (starting 01:01:123 - and 01:27:304 - ) is skewed towards the left side of the screen. That is, there seems to be way more going on on the left half.
  4. For the section starting 01:05:486 - and ending 01:18:032 - , I would recommend lowering the volume on all slidertails that aren't mapped to anything in the BGM,
    (which is all the kicksliders as well as some of the longer ones too), or switching to a softer custom sampleset. It's labour intensive but it typically demonstrates higher map quality
  5. There are a few stacked timing points (red and green at the same time) which have different volumes. I don't know if you can get disqualified for that but honestly I would just fix it so that some random BN doesn't try to pull some shit. Here's a list: 01:27:304 - 02:02:213 - 02:19:667 - 02:35:485 - 04:03:301 - 04:48:028 - 04:48:300 - 04:50:209 - Just bring the red line to the same volume as the green line, nothing actually changes
  6. In general I'd say you need some more hitsounds, as I didn't really notice any while playing. Maybe a custom snare and a kick as they are quite common for dubstep type maps. Maybe not in the section with all the triplets but for sure in other intense sections
  7. You could snap 01:56:895 (3) - with 01:57:849 (1) - (and shift the whole pentagon pattern 01:57:849 (1,2,3,1,2) - )
  8. 02:23:212 (3,4,1,2,3,4) - You could create a triangular pattern here so that each arm is rotated by 120 (basically just move 02:23:894 (4) - down a little)
  9. If 02:41:211 (2) - was snapped with 02:39:848 (3) - you could create a cool "going back on previous notes" effect
  10. 03:38:484 (1,1,1,1,1,1,1) - Not really sure why the last three notes here don't follow the same curve as the previous notes
  11. 04:03:301 (1,2,1,2,1,2) - I think a triplet pattern here would be more intuitive since the player hears the triples in the music start near the end of 04:02:211 (1) - this long slider. Putting a 1/4ths might be a bit confusing
  12. 04:04:391 (1,1,1) - I recommend quietening these slidertails since the music isn't that loud here
  13. 04:31:391 (1,1) - restack these 2 sliders, they are off by a bit
  14. 04:34:937 (1,2,3,4,5,6,7,8) - I think this bit would look better if manually stacked into a curve
  15. 04:51:503 (2,3) - Restack these 2
  16. 05:13:117 (1,2,1,2,1,2) - Same thing with the triplet pattern here as with 04:03:301 (1,2,1,2,1,2) -
  17. It feels like you have a bit too much kiai. It seems that excluding a few breaks the entire back half is kiai'd. I feel that 04:03:301 (1,2,1,2,1,2) -this stream in particular doesn't deserve a kiai, and apart from this section starting at 04:39:301 - which is clearly the climax, maybe choose one other section to accentuate. Especially since you use 5 very dark combo colors and one really light one, the overuse of kiai can be a bit blinding
  18. 05:14:207 (2) - NC here?
Both our maps are 7.07 stars lol
Winnie
Placeholder for tomorrow
Topic Starter
JeZag
i havent gotten around to hitsounding yet, so i'll put off all the comments regarding hitsound volume and stuff until i get that stuff sorted out ^^

30201102 wrote:

[Spektre]
  1. I think your timing offset may be 5-10 ms too late. It's noticeable in the following sections: 01:31:667 (1,2,3,1,2,3) - 01:36:031 (1,2,3,1,2,3) - 01:40:394 (1,2,3,1,2,3) - , especially when you listen on 25%.
    i disagree that timing is off, but i definitely agree that my current rhythm is off, particularly at 01:36:122 (2,3,1,2,3) - and 01:40:485 (2,3,1,2,3) - but i want to keep this constant triplets because the "correct" rhythm involves shifting both of these forward 1/12 of a beat, and thats just stupid to play rhythmically imo...
  2. 00:25:668 (1) - you couldmove this note to snap with 00:24:578 (2) - done
  3. The note density of the first 2 intense sections (starting 01:01:123 - and 01:27:304 - ) is skewed towards the left side of the screen. That is, there seems to be way more going on on the left half. oh looking back its definitely skewed left, but imo its not too big of a deal as there is still some spacing and movement diversity (and im also too lazy to remap... oops)
  4. For the section starting 01:05:486 - and ending 01:18:032 - , I would recommend lowering the volume on all slidertails that aren't mapped to anything in the BGM,
    (which is all the kicksliders as well as some of the longer ones too), or switching to a softer custom sampleset. It's labour intensive but it typically demonstrates higher map quality this is something i'll keep in mind either when i find someone to hitsound or i actually suck it up and do em all
  5. There are a few stacked timing points (red and green at the same time) which have different volumes. I don't know if you can get disqualified for that but honestly I would just fix it so that some random BN doesn't try to pull some shit. Here's a list: 01:27:304 - 02:02:213 - 02:19:667 - 02:35:485 - 04:03:301 - 04:48:028 - 04:48:300 - 04:50:209 - Just bring the red line to the same volume as the green line, nothing actually changes i'll keep this one im mind too, thx!
  6. In general I'd say you need some more hitsounds, as I didn't really notice any while playing. Maybe a custom snare and a kick as they are quite common for dubstep type maps. Maybe not in the section with all the triplets but for sure in other intense sections HAHAHA... oops
  7. You could snap 01:56:895 (3) - with 01:57:849 (1) - (and shift the whole pentagon pattern 01:57:849 (1,2,3,1,2) - ) this is something i chose not to snap simply because i wanted 01:57:849 (1) - to feel like it was sorta inbetween 01:57:440 (3,3) , which isnt captured by stacking.
  8. 02:23:212 (3,4,1,2,3,4) - You could create a triangular pattern here so that each arm is rotated by 120 (basically just move 02:23:894 (4) - down a little)i see the triangle, and yeah i admit its more aesthetic, but i want to keep 02:23:348 (4,3,4) - align and perpendicular with 02:23:485 (1,2)
    just so it still keeps some aesthetics while still not being toooo far from 02:24:030 (1)
  9. If 02:41:211 (2) - was snapped with 02:39:848 (3) - you could create a cool "going back on previous notes" effect i feel like stacking it wont have as much "movement", which i wanted to capture by this small burst section
  10. 03:38:484 (1,1,1,1,1,1,1) - Not really sure why the last three notes here don't follow the same curve as the previous notes this is what i get for eyeballing... i tried to fix a bit, but honestly while playing it shouldnt be too big even if off by this much. still touched it up.
  11. 04:03:301 (1,2,1,2,1,2) - I think a triplet pattern here would be more intuitive since the player hears the triples in the music start near the end of 04:02:211 (1) - this long slider. Putting a 1/4ths might be a bit confusing triplets are easy to play, but it doesnt fit the music here. i will definitely mute that slider tail to make sure it doesnt disturb as much as it does currently tho
  12. 04:04:391 (1,1,1) - I recommend quietening these slidertails since the music isn't that loud here will keep this in mind
  13. 04:31:391 (1,1) - restack these 2 sliders, they are off by a bit fixed
  14. 04:34:937 (1,2,3,4,5,6,7,8) - I think this bit would look better if manually stacked into a curve you're right. it will also fix it for any HR players too
  15. 04:51:503 (2,3) - Restack these 2 fixed
  16. 05:13:117 (1,2,1,2,1,2) - Same thing with the triplet pattern here as with 04:03:301 (1,2,1,2,1,2) - i would if i could, but the rhythm doesnt permit. i will muffle 05:12:026 (1) - tail tho
  17. It feels like you have a bit too much kiai. It seems that excluding a few breaks the entire back half is kiai'd. I feel that 04:03:301 (1,2,1,2,1,2) -this stream in particular doesn't deserve a kiai, and apart from this section starting at 04:39:301 - which is clearly the climax, maybe choose one other section to accentuate. Especially since you use 5 very dark combo colors and one really light one, the overuse of kiai can be a bit blinding
  18. 05:14:207 (2) - NC here? ok
Both our maps are 7.07 stars lol 7.07 is .7 away from jackpot :'(
thanks for the mod!
Winnie
Hello from modding queue



[SPEKTRE]
Could probably use 0D9 I don't see the harm in it. Especially since it's already pushed to 9 stars
00:25:123 (1,2) - Really does seem that you pushed SV beyond. It just doesn't seem like its proper with the music itself. Yes it does work as a whole but the SV being outlandishly high doesn't make for a clean spectacle
00:26:213 (1) - Probably could use a finish on sliderstart
00:28:123 (1,2) - Your 1/4s here is breaking the rhythm because I don't think it's necessary just to throw 1/4 in a map to help make difficulty feel like its hard.
Could've mapped it 2 different ways. To have a 4 note stream with low hitnormals so it'll blend with the music or to use this rhythm instead of the 1/4. Plus it wouldn't make sense to have these 1/4s here and then the rest of the section has regular sliders
00:41:213 (1,2) - Same as ^
00:43:395 (1,2) - Nice this is how 1/4 should feel like
00:59:486 (1) - Was this intentional? It ends on a different snap than a blue one and it doesn't align with what the others have
01:44:758 (1) - Quite a regular slider for something with such intricate sounds while this one is crazy shaped but straight forward sounds 01:45:304 (1) -
04:38:482 (1,2,3,4,5,6) - Intensity quite too high or jumps for what seems like low sounds in the music

I mean there really isn't enough to say. Some people may play it poorly because of what it is some may say its badly mapped and thus playing feels strange. I mean there isn't MAJOR MAJOR PROBLEMS It's just simple it its own way and that's the best I can tell you.
Topic Starter
JeZag

Kocari wrote:

Hello from modding queue



[SPEKTRE]
Could probably use 0D9 I don't see the harm in it. Especially since it's already pushed to 9 stars can do
00:25:123 (1,2) - Really does seem that you pushed SV beyond. It just doesn't seem like its proper with the music itself. Yes it does work as a whole but the SV being outlandishly high doesn't make for a clean spectacle this one is already a little nerfed (1.75 as opposed to the typical 2.0) but i'll consider nerfing it a bit more just as the first of this kind. considering 1.5 SV...
00:26:213 (1) - Probably could use a finish on sliderstart i will deal with hitsounding later... orz
00:28:123 (1,2) - Your 1/4s here is breaking the rhythm because I don't think it's necessary just to throw 1/4 in a map to help make difficulty feel like its hard.
Could've mapped it 2 different ways. To have a 4 note stream with low hitnormals so it'll blend with the music or to use this rhythm instead of the 1/4. Plus it wouldn't make sense to have these 1/4s here and then the rest of the section has regular sliders i threw this in so that 00:41:213 (1,2)
wouldnt be the first time i use kicksliders for this purpose. altho i could change both to streams, i like how the latter feels.

00:41:213 (1,2) - Same as ^ the reason this particular one is kicksliders is because i feel like it feels better to play into the rhythm that is 00:41:486 (1,2,3,1) (citations needed)
00:43:395 (1,2) - Nice this is how 1/4 should feel like to me, this sounds like the previous part, altho certainly the circumstances change that make this LOTS better as kicksliders (particularly 00:43:668 (1,2,3,4,5) up next)
00:59:486 (1) - Was this intentional? It ends on a different snap than a blue one and it doesn't align with what the others have unintentional, must have snapped to a 1/3 tick some time during mapping. fixed
01:44:758 (1) - Quite a regular slider for something with such intricate sounds while this one is crazy shaped but straight forward sounds 01:45:304 (1) -
in my mind, 01:44:758 (1) represents the one "break" the player has between these two intense-ish sections and also is pretty straightforward (im ignoring the triplets, again for transition).
meanwhile, altho 01:45:304 (1) has straightforward sound, i want it to play like what it sounds: a burst (and this was my representation of it)

04:38:482 (1,2,3,4,5,6) - Intensity quite too high or jumps for what seems like low sounds in the music i will get feedback on it, but my take on it is that it isnt too intense due to easy readability (just up and down) despite relatively large distance. i will ask around.

I mean there really isn't enough to say. Some people may play it poorly because of what it is some may say its badly mapped and thus playing feels strange. I mean there isn't MAJOR MAJOR PROBLEMS It's just simple it its own way and that's the best I can tell you.
thanks a lot for the mod! i get your sentiment in the mod, cause i sorta feel it myself. this map feels sub-ranked quality even though nothing is blatantly wrong with it. rather, its just everywhere (aesthetics could be improved, patterns could be better, things are inconsistent, etc etc. )
even so, i want to sorta gauge how far i am from ranked before pushing this into loved (if possible).
Celektus

From Celektus' Hitsounding Queue


Here's a Link to an .osz with all the Hitsounds and some customs I added just for fun. In case you made some changes or want to add new diffs use this Tool to copy all the Hitsounds to other diffs. You might wanna edit the Volume of the timing points a bit since I think that's a creative aspect that should be up to you. Also a little mod cause why not

[SPEKTRE]

  1. try and find a BG that's maybe 1920x1080px since that's highest standard right now. You can also use this site to upscale pictures http://waifu2x.udp.jp/
    but that might not be perfect

  2. you have a lot of sliders that start on a Strong sound and end on one in sections that don't seem like they are trying to or are necessary to undermap in.
    For example this slider 00:26:759 (1) - starts on a strong Snare sound and ends on a a bit weaker, but still worth clicking Kick sound in my opinion. This happens from time to time and I think it's probably rankable, but still making all the necessary sounds clicked would be a bit better I'd say

  3. another thing I guess that's still very subjective, but could be improved would be how you blanket and overlap your wub sliders.

    Especially section like these 02:02:213 (1,1,1,1,1,1,1,1,1,1,1,1,1) - have some unnecessary slider body overlapping or unequal distances between sliders.

    here are a few example, but make sure to think about this yourself I just think that how your sliders relate to each other could be improved without too much effort and some trial and error. I'm not linking timestamps since this is a major complaint that happens all over the place





    this one as I pointed out with those colored lines has unequal distances from one slider to the next the lower half blankets the slider perfectly while the red anchor on the 1 just seems to be unrelated for no reason. I'm not sure how much you like this, but to me having these sliders not perfectly blanket is ok yet the distance or something else should be related.






    You also have some slightly off blankets. This one particularly sticks out since it needs like an extra note to be overlapped like I did if you want to get it perfect. So instead of pointing out single blankets look through most of yours and look if the approach circle is always equally overlapping the border, Head and End.




    lastly I wanna point out your slider body overlaps. most of the time these only look good if they are like tangential like this one. I'll list of a box full of suboptimal examples of your slider body overlapping and If you think any of my suggestions need more in depth explanation fell free to message me so I we can talk about each and every slider or whatever.


    example place saver I guess




    Especially this one

Celektus

Kocari wrote:

00:26:213 (1) - Probably could use a finish on sliderstart
I did that yay~
Owens
Hi from my queue,
Woah, very cool map !
SPEKTRE
Why 00:15:305 (1,2,3,4) - isn't like 00:17:487 (1,2,3,4) - ?

00:30:577 (1) - This spacing is ok but, really annoying to play imo..

00:32:691 (4,1) - this one is a bit less spaced, i think it's better :p

00:34:873 (4,1) - etc...

00:56:759 (1,2,3,4,1,2,3,4) - this feel a bit randomly placed (i know its not but still) i think you can do better here

01:06:986 (4) - i would copy 01:06:850 (3) - 's shape. Like you did for 01:07:395 (2,3) - / 01:07:941 (2,3) - / 01:08:486 (2,3) -

01:10:123 (1) - this could be more rounded to fit better with 01:09:850 (1) -

01:24:032 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,1,1,1,1,1,1) - oh god i love this part xD

01:28:940 (1,2,3,4) - why ?

01:38:213 (1,2,3,1) - ^

Btw you NC'ed this 01:38:485 (1) - and not this 01:29:213 (4) - , change one of them

01:40:394 (1,2,3,1,2) - Terrible flow. really annoying af to play

01:44:485 (3) - NC ?

02:01:122 (1,2,3,4,1,2,3,4,1,2,3,4,1) - HELL YEAH

03:42:984 (1,2,1,2,1,2) - i think you should just do something like you did here 03:34:257 (1,2,1,2,1,2) - instead of perfect overlap

03:57:848 (1,2) - that feels weird to me

04:01:666 (1,2,3,4,1,2,3,4) - i suggest c(circle ; circle ; 1/4 slider) + (circle ; circle ; 1/4 slider) instead of full circle, but this is fine too

04:02:211 (1) - You mapped almost evey sounds, just map theses 1/3 sounds xD

04:05:346 (2) - why overlap this circle there ? ._.

04:13:937 (3) - weird to not NC this one

04:15:028 (3) - ^

04:22:664 (1,2,3,1,2,3,1,2,3) - this is insane too read, would be better to space all 1,2,3 combos

04:45:573 (1) - died twice here, rip xD

Ok, thats all for me i guess, can't find more "issues" I love the map ! Good luck ranking this !
Einja
: ok_hand :

[SPEKTRE]
well first, im pretty sure the beginning is 220 bpm, not 55 (unless you're going for loved that is) Same with most of the timing points in the map :P

00:15:305 (1,2,3,4) - this part should be exactly like 00:17:487 (1,2,3,4) - to follow the drum behind it

00:25:123 (1) - I think this should be a triple, since even though the 1/4 beat between the 2 notes is very quiet, it would feel better to tap a triple instead of a kickslider.

00:43:668 (1) - Sorry, but this whole part after this note is incredibly overmapped. I even failed this part once, where I should normally fail at the kiai and intense parts of the map, not the buildup. This might be better http://prntscr.com/fcgvvy

01:00:577 (1) - small, but long sliders should have their tail face down to look better

01:04:395 (2,3) - should be a 1/4 stream to emphasize the clickable beats in the back

01:07:123 (1,2) - overlap slider 2 tail with slider 1 head

02:18:031 (2,4) - something like this might look nicer for both sliders http://prntscr.com/fcgya2

02:29:485 (1,1,1,1) - why the NCs?

02:31:667 (1,1,1,1) - ^

02:34:939 (5) - this should be an NC for a downbeat

04:05:687 (1) - I really don't think you should NC these notes or anything similar to this pattern, it doesn't look neat at all, and nor does it flow with the music.

04:26:210 (1,1) - 1/3? The 1/3 sounds are barely audible

04:40:391 (1,2,3,1,1) - These are 3/4 notes, but 03:12:302 (1,2,1,2,1,2) - aren't? The music is still the same in both patterns.

Jeez, this map is hell to pass.

Good luck with it! :o
Topic Starter
JeZag
Celektus

Celektus wrote:

[SPEKTRE]

  1. try and find a BG that's maybe 1920x1080px since that's highest standard right now. You can also use this site to upscale pictures http://waifu2x.udp.jp/
    but that might not be perfect
    ok, upscaled to something that im satisfied with

  2. you have a lot of sliders that start on a Strong sound and end on one in sections that don't seem like they are trying to or are necessary to undermap in.
    For example this slider 00:26:759 (1) - starts on a strong Snare sound and ends on a a bit weaker, but still worth clicking Kick sound in my opinion. This happens from time to time and I think it's probably rankable, but still making all the necessary sounds clicked would be a bit better I'd say
    i will keep it the way it is because even though snare is not clicked, there is a much larger emphasis on the sound i want with it like this.
  3. another thing I guess that's still very subjective, but could be improved would be how you blanket and overlap your wub sliders.

    Especially section like these 02:02:213 (1,1,1,1,1,1,1,1,1,1,1,1,1) - have some unnecessary slider body overlapping or unequal distances between sliders.
    i honestly think most of them are all fine (fixed minor blanket stuff), especially given the fast pace of the map, things that dont look too good here will look better in play. I will definitely ask around and learn more about slider aesthetics and what not and then come back and decide on change then.

    here are a few example, but make sure to think about this yourself I just think that how your sliders relate to each other could be improved without too much effort and some trial and error. I'm not linking timestamps since this is a major complaint that happens all over the place





    this one as I pointed out with those colored lines has unequal distances from one slider to the next the lower half blankets the slider perfectly while the red anchor on the 1 just seems to be unrelated for no reason. I'm not sure how much you like this, but to me having these sliders not perfectly blanket is ok yet the distance or something else should be related.






    You also have some slightly off blankets. This one particularly sticks out since it needs like an extra note to be overlapped like I did if you want to get it perfect. So instead of pointing out single blankets look through most of yours and look if the approach circle is always equally overlapping the border, Head and End.




    lastly I wanna point out your slider body overlaps. most of the time these only look good if they are like tangential like this one. I'll list of a box full of suboptimal examples of your slider body overlapping and If you think any of my suggestions need more in depth explanation fell free to message me so I we can talk about each and every slider or whatever.






    Especially this one


owens

Owens wrote:

Hi from my queue,
Woah, very cool map !
Why 00:15:305 (1,2,3,4) - isn't like 00:17:487 (1,2,3,4) - ? i wanted to introduce the bg thing that appears at this time (almost like a "hey this exists") before switching back to the previous rhythm

00:30:577 (1) - This spacing is ok but, really annoying to play imo.. it is a little far compared to the others so i nerfed it a tiny bit

00:32:691 (4,1) - this one is a bit less spaced, i think it's better :p heh, i will keep em like this

00:34:873 (4,1) - etc...

00:56:759 (1,2,3,4,1,2,3,4) - this feel a bit randomly placed (i know its not but still) i think you can do better here i will definitely see what i can do about this, cause i agree

01:06:986 (4) - i would copy 01:06:850 (3) - 's shape. Like you did for 01:07:395 (2,3) - / 01:07:941 (2,3) - / 01:08:486 (2,3) - i will consider

01:10:123 (1) - this could be more rounded to fit better with 01:09:850 (1) - it needs to be less round to be "blanket"

01:24:032 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,1,1,1,1,1,1) - oh god i love this part xD thats good to hear ;w;

01:28:940 (1,2,3,4) - why ? emphasis and diversity

01:38:213 (1,2,3,1) - ^ same really

Btw you NC'ed this 01:38:485 (1) - and not this 01:29:213 (4) - , change one of them good point

01:40:394 (1,2,3,1,2) - Terrible flow. really annoying af to play hahaha i want this to be uncomfortable but i will change if more ppl think its legit terrible

01:44:485 (3) - NC ? these jumps are all the "same thing" (the drums) so i will abstain NC

02:01:122 (1,2,3,4,1,2,3,4,1,2,3,4,1) - HELL YEAH

03:42:984 (1,2,1,2,1,2) - i think you should just do something like you did here 03:34:257 (1,2,1,2,1,2) - instead of perfect overlap so 2 reasons why i wont, 1 is cause im lazy (and making it like the first would require remapping cause it dont fit) and the 2 is because i think its good to have a variety like this anyay :>

03:57:848 (1,2) - that feels weird to me i will think about it.

04:01:666 (1,2,3,4,1,2,3,4) - i suggest c(circle ; circle ; 1/4 slider) + (circle ; circle ; 1/4 slider) instead of full circle, but this is fine too your idea has better emphasis but it isnt as intense as full stream (and i want it to realllly build up)

04:02:211 (1) - You mapped almost evey sounds, just map theses 1/3 sounds xD haha, not gonna map 1/3 straight after stream, take a break player

04:05:346 (2) - why overlap this circle there ? ._. cuz imo it was a good place to put it ^^;; it doesnt look bad and its good to play imo

04:13:937 (3) - weird to not NC this one so for this and the bottom, i wanted to NC every 4 but becaues it starts on an odd note, i dont NC here and only have 2 sliders as a combo next.

04:15:028 (3) - ^

04:22:664 (1,2,3,1,2,3,1,2,3) - this is insane too read, would be better to space all 1,2,3 combos to be honest, i believe something like this is easy to play but hard to read as you said and requires a couple plays to nail, but will be easy once gotten. i dont want spacing because i want to show connectedness (although i am open about change if more opinions arise)

04:45:573 (1) - died twice here, rip xD dont worry, lots of people have

Ok, thats all for me i guess, can't find more "issues" I love the map ! Good luck ranking this !

Einja

Einja wrote:

: ok_hand :

[SPEKTRE]
well first, im pretty sure the beginning is 220 bpm, not 55 (unless you're going for loved that is) Same with most of the timing points in the map :P
i think 55 bpm is ok for the beginning because it is actualllllly really slow here. on top of that, i dont want needless sliderticks ;w;

00:15:305 (1,2,3,4) - this part should be exactly like 00:17:487 (1,2,3,4) - to follow the drum behind it oh god so many people have talked about this that im considering changing, but here im establishing WHY im even using 1/4 sliders, that is to map the cycling thing in the background which has a cycle of ever 4 things.

00:25:123 (1) - I think this should be a triple, since even though the 1/4 beat between the 2 notes is very quiet, it would feel better to tap a triple instead of a kickslider. i actually remapped from triple to this slider, because even though triple might be better to play, there are 2 ways to do it;
spaced triple or stack. spaced triple is way too fast from the previous part and stack is not enough movement. so to fix this, i used a kickslider which is very easy to see movement yet easy to aim and read even when coming from a slower part.


00:43:668 (1) - Sorry, but this whole part after this note is incredibly overmapped. I even failed this part once, where I should normally fail at the kiai and intense parts of the map, not the buildup. This might be better http://prntscr.com/fcgvvy
i dont think its overmapped, although i think 220 bpm is very hard to play this part right. if this were 180 bpm, this part would be perfect.
however, its 220 bpm and its just hard x_x. imo it cant be slider because slider isnt percussive enough; it has to be clicks.


01:00:577 (1) - small, but long sliders should have their tail face down to look better i dont get why you think so, will probably PM you for your opinions.


01:04:395 (2,3) - should be a 1/4 stream to emphasize the clickable beats in the back with hitcircles everywhere, i think this place is better emphasized with these kicksliders especially because i want to keep steady 1/2 clicks.

01:07:123 (1,2) - overlap slider 2 tail with slider 1 head i will PM you ingame to get what you mean. do you mean slider 2 head and 1 head?


02:18:031 (2,4) - something like this might look nicer for both sliders http://prntscr.com/fcgya2 i want all 4 of these sliders to be of the same nature, and also i wanted them to all be simpler compared to the previous complex ones, so 4 curved sliders do the job well

02:29:485 (1,1,1,1) - why the NCs? made into not-NCs

02:31:667 (1,1,1,1) - ^ fixed

02:34:939 (5) - this should be an NC for a downbeat okei

04:05:687 (1) - I really don't think you should NC these notes or anything similar to this pattern, it doesn't look neat at all, and nor does it flow with the music. i will figure what to do with this. i realize im like pretty inconsistent with this particular part regarding NC but in my head, i really want the NC to denote like a deviation from the original part at 01:02:077 (1), with the NC being like punctures in the rhythm due to the new stuff

04:26:210 (1,1) - 1/3? The 1/3 sounds are barely audible to me its pretty audible and almost like a big component of this one part, taking over the rhythm that stopped from the previous part

04:40:391 (1,2,3,1,1) - These are 3/4 notes, but 03:12:302 (1,2,1,2,1,2) - aren't? The music is still the same in both patterns.they are not quite the same and it is different because of this. they both have heavy heavy emphasis to the 1/1 click pattern, but the former has lots more emphasis on the symmetry and repetition and 1/2s meanwhile the latter employs 3/4 to purposely create sustain which i want to represent the new sustained sounds in the background.


Jeez, this map is hell to pass. trust me, ive seen double-digit testplayers fail on first read

Good luck with it! :o

thanks a lot for the mods guys! it really does mean a lot!
Affirmation
Q

[spektre]
00:31:668 (3,4) - I suggest you making similar shape
00:43:668 (1,2,3,4,5) - ctrl G, this current pattern looks weird
02:00:576 (1) - from here, I could hear 1/8 sound.
03:01:393 (1,2,1,2) - don't ignore red tick's strong sound

gl
Topic Starter
JeZag

Neoskylove wrote:

Q

[spektre]
00:31:668 (3,4) - I suggest you making similar shape ok
00:43:668 (1,2,3,4,5) - ctrl G, this current pattern looks weird didnt ctrl G because i want the direction like this because all the rest are like this, but i change the objects after for "better flow"
02:00:576 (1) - from here, I could hear 1/8 sound. will not map for simplicity
03:01:393 (1,2,1,2) - don't ignore red tick's strong sound i'd rather call it "focusing on something else" rather than ignore :P in particular,
i want to put large emphasis to the sustained bass, which i cannot get by mapping red tick


gl thx!
Stack
M4M from my queue

oh god, a map that I have to watch at 25% speed

General

You probably already now this but the bg is in the wrong resolution, as you put quite alot of work into te mod for my map I gave a shot at resizing it without stetching it, if you don't like it then you can search for another bg. Link: https://imgur-archive.ppy.sh/5p0G4fX.png

SPECTRE

00:23:487 (4,2) - these are a tiny bit not stacked

00:25:260 (2,1) - You have a sound on this blue tick between these 2 objects that you mapped with a sliderend at 00:25:123 (1) -, I would choose to always map that or never map it, beacause if you give it some importance then you should keep giving it some importance.

00:25:941 (1) - don't really like how you ended this on the blue tick without sound as there is a sound on the red tick thats pretty clear, it's not like you have any kind of held sound here. It probably feels faster to play this way but meh idk, I don't like it

00:29:895 (5,1) - the sound that you mapped at 00:29:895 (5) - repeats it self on the blue tick between this but you didn't map it this time. Maybe a triple that looks like 00:29:350 (1,2,3) - (same sounds), going into 00:30:032 (1) - would be better, you would have some bad flow you'd want to fix

00:30:986 (3,1) - probably purposely not stacked but they annoy me

00:34:259 (5,1) - ^^, repeats itself in the map so you probably don't want to fix it

00:36:577 (1,1) - Don't see the need for a large spacing gap here as 00:36:850 (1) - is not particularly loud and 00:37:123 (1) - has less spacing but it's way louder imo

00:43:668 (1) - nice stamina training part

00:58:941 (1,1,1,1,1,1,1,1,1,1) - feels like too many NC's, I can kinda get the ones up to 01:00:577 (1) - but don't think that 01:01:395 (1,1) - should be NC'ed, as the osunds are quite similar and overusing NC kinda removes the point of it beacause if you have too many then the NC doesn't really stand out.

01:01:668 (1,1) - might want to show some more spacing here for the 1/2 gap as you gave the 1/4 gap at 01:01:395 (1,1) - nearly the same amount

01:28:758 (2,1) - Id on't see many people hitting this pretty large gap and also switching directions with a sharp angle for the stream, maybe do it a bit more like 01:30:122 (2,1) - the gap is still really large but at least it flows well

01:49:394 (1) - Why NC here, it's just part of the 1/3 stream, it doesn't really stand out

02:54:302 (1) - same thing as 00:25:941 (1) -

03:45:984 (2,1) - map sound between these 2 notes?

03:50:757 (1) - This slider is like 2 sounds packed in 1 slider which is a bit weird, how about 1/4 slider into 3/2 slider to show that you are mapping the second sound more

04:07:801 (4) - this slider doesn't fit as it looks the same as 04:07:664 (3) - but this slider has a very heavy drumbeat on the sliderhead which the other one does not.

04:20:891 (1,2,3) - Feels a bit weird spacing a 1/4 gap like that after a 1/2 slider, and right after that you have this really short 1/4 gpa with a wide angle. I imagine this plays bad but can't test this myself as this map is insane

Well, it's alot harder to notice things in a map like this than in a map like mine but I did what I could,
Gl with the map :)
Topic Starter
JeZag

gottagof4ast wrote:

M4M from my queue

oh god, a map that I have to watch at 25% speed hehe ^^;;

General

You probably already now this but the bg is in the wrong resolution, as you put quite alot of work into te mod for my map I gave a shot at resizing it without stetching it, if you don't like it then you can search for another bg. Link: https://imgur-archive.ppy.sh/5p0G4fX.png
oh shoot, i cant believe i upscaled to 1800x1080 not 1920x1080... fixed


SPECTRE

00:23:487 (4,2) - these are a tiny bit not stacked fixed

00:25:260 (2,1) - You have a sound on this blue tick between these 2 objects that you mapped with a sliderend at 00:25:123 (1) -, I would choose to always map that or never map it, beacause if you give it some importance then you should keep giving it some importance.
I chose not to put this in even tho i included the first one. the reason for this is because the first one is better to implement because it aligns with strong clicks and is easy and feels eas-ish to play whereas trying to get the second one in will screw up the emphasis of clicks and the big beat on the next hitcircle,
which I really want to be big


00:25:941 (1) - don't really like how you ended this on the blue tick without sound as there is a sound on the red tick thats pretty clear, it's not like you have any kind of held sound here. It probably feels faster to play this way but meh idk, I don't like it
i feel that at 100% speed, there is a held sound, which is hard to tell at 50% or 25% speed

00:29:895 (5,1) - the sound that you mapped at 00:29:895 (5) - repeats it self on the blue tick between this but you didn't map it this time. Maybe a triple that looks like 00:29:350 (1,2,3) - (same sounds), going into 00:30:032 (1) - would be better, you would have some bad flow you'd want to fixagain, i didnt map this because i think it takes away from an emphasis, specifically for this specific sound on white ticks. i want it to be big,
which cant be done as easily if there is some sorta triplet or stream before it


00:30:986 (3,1) - probably purposely not stacked but they annoy me okei i made this happen

00:34:259 (5,1) - ^^, repeats itself in the map so you probably don't want to fix it same as before regarding emphasis

00:36:577 (1,1) - Don't see the need for a large spacing gap here as 00:36:850 (1) - is not particularly loud and 00:37:123 (1) - has less spacing but it's way louder imo yeah i nerfed it a bit

00:43:668 (1) - nice stamina training part got2goFast? :^)

00:58:941 (1,1,1,1,1,1,1,1,1,1) - feels like too many NC's, I can kinda get the ones up to 01:00:577 (1) - but don't think that 01:01:395 (1,1) - should be NC'ed, as the osunds are quite similar and overusing NC kinda removes the point of it beacause if you have too many then the NC doesn't really stand out.ok, i will fix this for all these and ones of same.


01:01:668 (1,1) - might want to show some more spacing here for the 1/2 gap as you gave the 1/4 gap at 01:01:395 (1,1) - nearly the same amounti will consider this


01:28:758 (2,1) - Id on't see many people hitting this pretty large gap and also switching directions with a sharp angle for the stream, maybe do it a bit more like 01:30:122 (2,1) - the gap is still really large but at least it flows well haha, you'd be surprised about where testplayers break and dont break. i dont think this place is problematic especially cause it comes from a slider before

01:49:394 (1) - Why NC here, it's just part of the 1/3 stream, it doesn't really stand out it sounds like the other 1/3 streams which I NC like this. the reason why I NC like this is also easier to read 1/3 stream and grouping.

02:54:302 (1) - same thing as 00:25:941 (1) - again, going at 100% speed i feel like there is a held sound (granted the sustained sound starts before, but it feels like it should be like this to me)

03:45:984 (2,1) - map sound between these 2 notes? same as before about emphasis

03:50:757 (1) - This slider is like 2 sounds packed in 1 slider which is a bit weird, how about 1/4 slider into 3/2 slider to show that you are mapping the second sound more at 25% or 50% you can tell, but at 100% spd this sounds like 1 sound

04:07:801 (4) - this slider doesn't fit as it looks the same as 04:07:664 (3) - but this slider has a very heavy drumbeat on the sliderhead which the other one does not. i agree that these sliders sound a bit different for specifically the drums, but i want to focus on the other rhythm which draws parallels to 01:04:395 (2,3,1) -

04:20:891 (1,2,3) - Feels a bit weird spacing a 1/4 gap like that after a 1/2 slider, and right after that you have this really short 1/4 gpa with a wide angle. I imagine this plays bad but can't test this myself as this map is insane i want this to play awkward because the rhythm isnt too hard to read and yet I want the player to feel a bit uncomfortable playing this part.

Well, it's alot harder to notice things in a map like this than in a map like mine but I did what I could,
Gl with the map :)
theres a lot of red but each of the reds im still like internally debating and stuff. thanks for bringing this to attention, and thanks for your time and mod!
Gloria Guard
Hi From my queue.

[General]

This map lacks overall sound. (ex -> there is no drum custom sound and no sound associated with the song.) I recommend supplementing the lack of sound on the map


[SPEKTRE]

This difficulty is too fast for the sliders speed (Used x2.00 etc), I wonder if the players can clear it. and slider make sesne is really bad. I hope to more improve to sliders shape. also I hope you have created a pattern that has some more consideration for the player. Maps are not our toys. The map we have created should allow players to play and have fun. I mean, I hope to make it more careful when creating maps.

■ 00:18:305 (3) - This place need not be emphasized. It is recommended to make it a normal flow. I mean Ctrl+G is better.
■ 00:25:668 (1,2) - The second position of the note is too low. so The second note is need to slightly move x:332 y:308 is better
■ 00:28:123 (1,2,3) - This is an unconcerned flow for the player and This requires some adjustment.
■ 00:36:577 (1,1,2,3,4) - The (1,1) slider end and stream starting point is distance so big. This can be mistaken for a rhythm the other than a 3/4 rhythm (ex 1/2 rhythm + 5 streams.)
■ 00:39:577 (2) - Please change the slider flow in the opposite direction.
■ 00:59:759 (1) - The rhythm of this slider is not 3/4. and There is another 1/2 drum rhythm between the sliders.
■ 01:07:941 (2,3) - Here we need to create a basic flow. You must change the direction of the sliders to match the flow with the previous slider. The (2,3) 1/4 sliders ctrl+g after one more ctrl+g is better.
■ 01:30:304 (1,2,3,1) - What is the intent of this stream distance gap? I played this 1/6 stream or note+sliders reading is really confused. You should be consistency streams distance.
■ 01:53:076 (1,2,3) try to this sliders flow.
Topic Starter
JeZag

Gloria Guard wrote:

Hi From my queue.

[General]

This map lacks overall sound. (ex -> there is no drum custom sound and no sound associated with the song.) I recommend supplementing the lack of sound on the map hitsounds are still wip ( literally dont have anything except for silent slidertails ;w; )



[SPEKTRE]

This difficulty is too fast for the sliders speed (Used x2.00 etc), I wonder if the players can clear it. and slider make sesne is really bad. I hope to more improve to sliders shape. also I hope you have created a pattern that has some more consideration for the player. Maps are not our toys. The map we have created should allow players to play and have fun. I mean, I hope to make it more careful when creating maps.
I 100% agree that maps are supposed to be played for entertainment and not mappers saying "i can therefore i will". but i disagree that everything has to be fun and easy. i want this map to reflect how intense it is and i try to map it like this. i know this map is very very hard (and in fact out of reach for many many players), but regarding speed i do not think i will change because for the people who do have the skill to pass i want it to be rewarding.
besides, the fast sliders are a LOT easier than the spaced streams in the map.

I am definitely looking to replace / remap patterns and parts so let me know if anything stands out in that regard.


■ 00:18:305 (3) - This place need not be emphasized. It is recommended to make it a normal flow. I mean Ctrl+G is better.
i personally enjoy this emphasis due to the distorted kick here
■ 00:25:668 (1,2) - The second position of the note is too low. so The second note is need to slightly move x:332 y:308 is better
i do not like this suggestion because then it would be too close to 00:25:941 (1) which i want to have even emphasis and not less. regarding reading, this is not hard to read (judging from testplays)
■ 00:28:123 (1,2,3) - This is an unconcerned flow for the player and This requires some adjustment. i see your suggestion but due to slider leniency, 00:28:259 (2,1) - actually feels not bad to play, especially with circular flow taken into account.
■ 00:36:577 (1,1,2,3,4) - The (1,1) slider end and stream starting point is distance so big. This can be mistaken for a rhythm the other than a 3/4 rhythm (ex 1/2 rhythm + 5 streams.) ok i made closer and pushed bits around
■ 00:39:577 (2) - Please change the slider flow in the opposite direction. ok, i changed this a bit
■ 00:59:759 (1) - The rhythm of this slider is not 3/4. and There is another 1/2 drum rhythm between the sliders. the focus of this part here isnt the drums but the growing sustained sound in the background.
■ 01:07:941 (2,3) - Here we need to create a basic flow. You must change the direction of the sliders to match the flow with the previous slider. The (2,3) 1/4 sliders ctrl+g after one more ctrl+g is better. i will think about it, so maybe.
■ 01:30:304 (1,2,3,1) - What is the intent of this stream distance gap? I played this 1/6 stream or note+sliders reading is really confused. You should be consistency streams distance. ok, i made this consistent, and same with 01:38:758 (1,2,3) for consistency
■ 01:53:076 (1,2,3) try to this sliders flow. ok, i like this suggestion
thank you a lot for your mod! i really do care about making this map feel right (and even a bit fun for players) and your feedback means a lot.
emilia
ok i try

  • [spektr]
  1. 00:15:305 (1,2,3,4) - any reason why this isnt mapped like 00:17:487 (1,2,3,4) -
  2. 00:27:577 (4,1) - triplet
  3. 00:29:895 (5,1) - 00:31:941 (4,1) - 00:34:259 (5,1) - 00:36:304 (4,1) - ^ there are a lot of missing triplets throughout the map. try relistening and finding them i guess, you might as well have them mapped (repeated)
  4. 00:43:668 (1) - from here onwards i feel like distance can be increased to match the increased pitch in the song
  5. 01:13:123 (3,4,5,6,7) - why not make these kicks
  6. 01:25:123 (1,1,1,1,1,1) - feels like it would be better to make hitsounds here louder, if not its not obvious that these are 1/3s
  7. 01:33:167 (1,1,1,1,1) - any reason for the varied slider shapes of the kicks? feels better for them to at least look more consistent (stream shape as while while you're at it)
  8. for this part i feel like its better for the non coloured part to differ as well, i.e. 1/4 has grey only and 1/3 has white only or something like that. i think that would fit the theme you were trying to go for better (though it sounds like a hassle)
  9. 01:54:372 (1) - ngl when i got super used to triple -> buzz i screwed myself over in this portion cuz i didnt expect it. not sure if you wanna keep the sections consistent but i thought i'd just mention it
  10. 02:02:213 (1) - for this slow section to have such big distances between sliders look like an absolute pain in the ass to play. might wanna shift them closer together or shorten the sliders to at least red tick
  11. 02:17:485 (1,2,3,4,1) - these do not accurately map to the vocal or the grand piano, might wanna consider revising and redoing rhythm here
  12. 02:19:667 (1,2,3,4,5,6,7,8) - suggest you start with sliders instead like 02:20:757 (1,2,3,4) - since the player is so cooled down from playing slow sliders only
  13. btw this whole section has distances all out of whack so its up to you if you wanna make it more consistent and playable (i.e. make distances more consistent and smaller etc.)
  14. 03:22:666 (1,1) - & 03:20:757 (1,1) - vs 03:13:939 (1,1) - , i guess id prefer the extended sliders to be closer
  15. 03:45:166 (2) - would sound better if both were click beats
  16. 04:05:482 (3,1,2) - feels better to play if double was placed a little closer (in this section)
  17. 04:10:119 (1,2) - maybe it might work better if you could contrast these sliders a little more since they cover different sounds (repeated)
  18. 04:10:391 (1,2) - vs 04:10:937 (3) - why are they mapped differently even though they're pretty similar?
  19. 04:10:391 (1) - this sounds better if the slider tail was a clickbeat tbh
  20. 04:13:937 (3) - i guess NC here
  21. 04:15:437 (2) - 04:15:846 (1) - some things in this section like these can be a doublet instead, the slidertail sounds clickable
  22. 04:18:710 (1,2,3) - thats quite the drastic distance difference for the exact same timing difference and having not much to intensify in the song. suggest sticking to kicks
  23. 04:21:096 (2,3) - do know that this is meant to be played as a double, this distance is kinda huge
  24. 04:22:664 (1,2,3,1,2,3) - not necessary for the slidertail to stack onto the next triplet bc it just makes looking at it while playing uncomfortable
  25. 04:24:982 (3,1) - not sure why distance suddenly changes, nothing in the music really accounts for that
  26. 04:26:210 (1,1) - nothing here is actually 1/3 if u were to listen to it carefully
  27. 04:43:801 - i would say theres something here so i'd suggest mapping a triplet here instead of doublet


    220BPM 2.0 SV & on 1.8* i think its to high of an SV you can handle well. the slider shapes are still imo really unaes and it just looks very very messy in general. if i were to mention a part of sliders that i like it'd be around 04:39:573 (1) - where the sliders actually were making sense with respect to the song.
    else, i think this map is still very very messy. gl
Topic Starter
JeZag

Emilia wrote:

ok i try

  • [spektr]
  1. 00:15:305 (1,2,3,4) - any reason why this isnt mapped like 00:17:487 (1,2,3,4) - dang ive had to answer this so many times im considering just making this change. anyway the original reason behind this is because of the repeating melody that starts here. so what im doing is giving the 1/4 rhythm purpose (following that repeated rhythm) before switching back to following the kick and claps.
  2. 00:27:577 (4,1) - triplet the reason i chose to map none of these triplets is because personally i feel that it takes away from the emphasis onto the distorted kick, which i really wanted to bring out (as you can see from SV and whatnot)
  3. 00:29:895 (5,1) - 00:31:941 (4,1) - 00:34:259 (5,1) - 00:36:304 (4,1) - ^ there are a lot of missing triplets throughout the map. try relistening and finding them i guess, you might as well have them mapped (repeated)
  4. 00:43:668 (1) - from here onwards i feel like distance can be increased to match the increased pitch in the song i'm not quite sure what you mean by this so i'm going to try to interpret it from multiple aspects. 00:43:532 (2,1) - this DS is not very big because if its too large i dont think it would be good because the music is going into a more "calm" part relative to others and its not that big. 00:43:668 (1,2,3,4,5) - for each of these 5 note streams,
    i dont think the DS needs to be changed because the pitch of the snare decreases throughout, and even so only slightly.
  5. 01:13:123 (3,4,5,6,7) - why not make these kicks
    these are not kicks because i want this to stand out from the other kicksliders. let me try to explain my thinking for a bit: 01:04:395 (2,3) - this is kick because everything before are jumps and hitcircles. meanwhile, for 01:13:123 (3,4,5,6,7) - when everything is already kickslider, i want this to be different. the only alternative for this would be 1/8 kicksliders but thats overdone and stupid so im leaving this as stream
  6. 01:25:123 (1,1,1,1,1,1) - feels like it would be better to make hitsounds here louder, if not its not obvious that these are 1/3s ok
  7. 01:33:167 (1,1,1,1,1) - any reason for the varied slider shapes of the kicks? feels better for them to at least look more consistent (stream shape as while while you're at it) i'm definitely considering touching this part up but my thoughts behind this part was that in the next part starting like this,
    01:41:213 (1) - sliders and streams are both consistent but the DS for streams vary. thus for the first part where DS does not vary, i made each thing feel the same-ish but different by using different shapes. again, im going to think about this.
  8. for this part i feel like its better for the non coloured part to differ as well, i.e. 1/4 has grey only and 1/3 has white only or something like that. i think that would fit the theme you were trying to go for better (though it sounds like a hassle) 02:00:031 (1) - i'm guessing you dont want this to be white/grey because of confusion between 1/3 and 1/4, so i made this into vivid purple/ vivid blue and this should be good now.
  9. 01:54:372 (1) - ngl when i got super used to triple -> buzz i screwed myself over in this portion cuz i didnt expect it. not sure if you wanna keep the sections consistent but i thought i'd just mention it this is consistent with 01:50:008 (1) - but i might consider changing both idk
  10. 02:02:213 (1) - for this slow section to have such big distances between sliders look like an absolute pain in the ass to play. might wanna shift them closer together or shorten the sliders to at least red tick i do not believe these are that much of a pain to play; ive tried playing just this section with HR and even that is "fine" imo (as in no dropped ends or dead combos) but i have nothing to compare it to cause i dont get pp xd
  11. 02:17:485 (1,2,3,4,1) - these do not accurately map to the vocal or the grand piano, might wanna consider revising and redoing rhythm here this does follow the organ though. in terms of notes, the organ goes B -> A -> G -> F# -> E on these 5 clicks.
  12. 02:19:667 (1,2,3,4,5,6,7,8) - suggest you start with sliders instead like 02:20:757 (1,2,3,4) - since the player is so cooled down from playing slow sliders only ok, and reworked the other parts to better fit with this new.
  13. btw this whole section has distances all out of whack so its up to you if you wanna make it more consistent and playable (i.e. make distances more consistent and smaller etc.) for this one part, due to how slow it is, id rather it be more formless and less concrete.
  14. 03:22:666 (1,1) - & 03:20:757 (1,1) - vs 03:13:939 (1,1) - , i guess id prefer the extended sliders to be closer i will think about this and maybe change
  15. 03:45:166 (2) - would sound better if both were click beats ok
  16. 04:05:482 (3,1,2) - feels better to play if double was placed a little closer (in this section) shifted this and a couple other doubles too
  17. 04:10:119 (1,2) - maybe it might work better if you could contrast these sliders a little more since they cover different sounds (repeated) hmm, i will probably not because i didnt make these different back in 01:06:850 (3,4) - and stuff
  18. 04:10:391 (1,2) - vs 04:10:937 (3) - why are they mapped differently even though they're pretty similar? for this entire section, i wanted it to mirror the earlier parts, except feel "wrong" in a sense that the new rhythm is causing uncertainty and chaos into the previously established patterns. so the purpose of 04:10:391 (1,2) - is to feel like its supposed to be played like 04:10:937 (3) , with the exception that the slider 04:10:391 (1) - literally gets punctured and ended in advanced by 04:10:528 (2) (which are the drum beats that isnt present in the earlier part)
  19. 04:10:391 (1) - this sounds better if the slider tail was a clickbeat tbh it does but i want it this way for readability (being able to make all 3 of 04:10:391 (1,2) - clickable without some gimmick like weird stacking and spacing is impossible)
  20. 04:13:937 (3) - i guess NC here ok
  21. 04:15:437 (2) - 04:15:846 (1) - some things in this section like these can be a doublet instead, the slidertail sounds clickable this section i actually threw away everything that wasnt the one annoying wailing sound. so you have this kickslider spam that i literally want flooding the density. if each "part" in this section is supposed to be a modification of the earlier, than this part has no more "rest" jump in between and only has this continuous stream.
  22. 04:18:710 (1,2,3) - thats quite the drastic distance difference for the exact same timing difference and having not much to intensify in the song. suggest sticking to kicks due to slider leniency i do not believe this plays as intense as it looks. i havent gotten an HR testplayer for this part so i cant say for certain.
  23. 04:21:096 (2,3) - do know that this is meant to be played as a double, this distance is kinda huge i will nerf this a bit
  24. 04:22:664 (1,2,3,1,2,3) - not necessary for the slidertail to stack onto the next triplet bc it just makes looking at it while playing uncomfortable i will ask around and consider this more.
  25. 04:24:982 (3,1) - not sure why distance suddenly changes, nothing in the music really accounts for that i think this distance is ok not only due to slider leniency but also because of all the previous gaps that were also established in making groups of 2 due to claps in the music.
  26. 04:26:210 (1,1) - nothing here is actually 1/3 if u were to listen to it carefully i believe that this was actually intended to be 1/3, similar to how 01:36:031 (1,2,3,1,2,3) - and 01:40:394 (1,2,3,1,2,3) - seem obviously to be 1/3 but listening close shows that this isnt true for whatever reason camellia why
  27. 04:43:801 - i would say theres something here so i'd suggest mapping a triplet here instead of doublet there is something there but i dont want to map it due current emphasis.


    220BPM 2.0 SV & on 1.8* i think its to high of an SV you can handle well. the slider shapes are still imo really unaes and it just looks very very messy in general. if i were to mention a part of sliders that i like it'd be around 04:39:573 (1) - where the sliders actually were making sense with respect to the song.
    else, i think this map is still very very messy. gl
thanks a lot for your mod! i have a long way to go x_x
Keada
Hi there o/ M4M
Sorry for late mod D:


  • GHOST

  1. 00:13:941 (2) - move slightly to the left so it doesnt overlap
  2. 00:15:305 (1,2,3) - make this like http://puu.sh/wpXY2/00d2a6e60d.jpg cause the strong beat is on 00:15:850 - so something should start here
    00:17:487 (1,2,3) - just as you did here.
  3. 00:30:577 (1) - why is this one larger spaced than 00:32:759 (1) - 00:34:941 (1) - :thinking:
  4. 00:39:304 (1) - sliderend? on this strong of a beat? 01:03:304 - same 01:04:123 -
  5. 01:44:213 (1,2,3,4) - overmapped , should replace it with a slow slider.
  6. 01:53:349 (3) - so much build up here and then this little jump? 01:53:485 (1) - you should change that to a bigger jump to emphasis the build up you did
    and its also a strong note there
  7. 01:59:485 (1,1) - stream jumps here? and not here? 01:59:485 (1,1) -
  8. 02:02:213 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,3,4) - you should really not use 1/16 at all... it even says in red text xD
  9. 02:20:757 (1,2,3,4) - you could make this pattern better. I recommend slider convert
  10. 02:23:485 (1,2,3,4) - ^
  11. 02:26:212 (1,2,3,4) - ^
  12. 03:57:848 (1,2,3) - really hard to read, consider to redo them

    Good Luck with the map!
Topic Starter
JeZag
Thanks so much for following up! Will edit later with changes

Keada wrote:

Hi there o/ M4M
Sorry for late mod D:


  • GHOST

  1. 00:13:941 (2) - move slightly to the left so it doesnt overlap right now it doesnt overlap
  2. 00:15:305 (1,2,3) - make this like http://puu.sh/wpXY2/00d2a6e60d.jpg cause the strong beat is on 00:15:850 - so something should start here
    00:17:487 (1,2,3) - just as you did here.
    ok just because this point is brought up so many times i will change it.
  3. 00:30:577 (1) - why is this one larger spaced than 00:32:759 (1) - 00:34:941 (1) - :thinking: because i have bad eyes. changed
  4. 00:39:304 (1) - sliderend? on this strong of a beat? 01:03:304 - same 01:04:123 - i know it sounds weird but i only want clicks to be a certain sound (here, not the drums) hence why i have some slidertails on rather important beats.
  5. 01:44:213 (1,2,3,4) - overmapped , should replace it with a slow slider. i dont think overmapped but i will maybe change jumps.
  6. 01:53:349 (3) - so much build up here and then this little jump? 01:53:485 (1) - you should change that to a bigger jump to emphasis the build up you did and its also a strong note there
    2 reasons for not doing too much here. 1) currently although 01:53:485 (1) - is right next to the tail of previous, it is actually not toooooo close to the previous head (which is all that pretty much matters for kiclsiders0 and 2) i dont want too much jump into the triplets, because i think it makes it harder to read and play.
  7. 01:59:485 (1,1) - stream jumps here? and not here? 01:59:485 (1,1) -
    the reason why 02:00:031 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) - has no stream jumps is because i want it to play continuously because there is a certain sound that just becomes super frequent at this exact place (like 1/8 spam)
  8. 02:02:213 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,3,4) - you should really not use 1/16 at all... it even says in red text xD
    i know thats what it recommends but i want 1/16 because i want it to be sustained. also, 55bpm 1/16 is 220bpm 1/4 so its not like 220bpm 1/16 bad
  9. 02:20:757 (1,2,3,4) - you could make this pattern better. I recommend slider convert for all these, i want them to be a bit imperfect,
    but i will make perfect if its actually making people upset.
  10. 02:23:485 (1,2,3,4) - ^
  11. 02:26:212 (1,2,3,4) - ^
  12. 03:57:848 (1,2,3) - really hard to read, consider to redo them judging by testplays (lots of em), this part isnt too difficult to read (especially relative to some of the hard stuff to read in this map) so no change

    Good Luck with the map!
Speed of Snail
Hey from my queue.

Pretty surface level mod, but a few things caught my attention while skimming.

SPEKTRE

00:58:941 (1,1,1,1,1,1) - This seems off, you're definitely mapping to the synth, but if you listen at any speed above 25%, you're completely ignoring the change in rhythm in the middle of the pattern, which to me is the most dominant sound in this pattern, I'd rather see you follow the strong rhythm here.

02:00:576 (1) - Why no spacing jump here? you've been making a slight jump at every bass hit before, why is this one completely flat?

04:47:210 (1) - ^^^^^^

04:50:208 (1) - I don't like the stacking on this slider here, it's very easy to miss the circle between the slider end and slider head here. For the sake of not having stupid reading misses at the very end of a very difficult map, Just shift this slider down a little to show the circle better.

Honestly, I thought I would have a lot more problems than I did, the only thing I thought of but didn't really mention is that the intensity at the start of the map feels like it jumps around without much reason, but again I was just skimming.


Otherwise the problems that I came up with on the spot worked better than I expected upon closer review of how the functioned, so the map is actually pretty good from an overall standpoint. it might not be rank-able right now, but it's good enough you shouldn't need a remap to reach it, so GL with the set.
Topic Starter
JeZag
Hello Leon, thanks for the mod!

TheOnlyLeon wrote:

Hey from my queue.

Pretty surface level mod, but a few things caught my attention while skimming.

SPEKTRE

00:58:941 (1,1,1,1,1,1) - This seems off, you're definitely mapping to the synth, but if you listen at any speed above 25%, you're completely ignoring the change in rhythm in the middle of the pattern, which to me is the most dominant sound in this pattern, I'd rather see you follow the strong rhythm here.Whether the drums or the synth is more prominent than the other is debatable, but I definitely think emphasizing the synth growth through these sliders is more engaging and interesting.


02:00:576 (1) - Why no spacing jump here? you've been making a slight jump at every bass hit before, why is this one completely flat?
this is flat here because I wanted this stream to be continuous to represent a certain change of frequency (as in literally how often, not pitch) of a sound. in the previous parts before this, that sound has a 1/4 frequency which ramps up to 1/8 at 02:00:031 (1) - , which i want to literally be one continuously connected stream from here on out


04:47:210 (1) - ^^^^^^
for this pattern, the purpose of the jumpstream was to distinctively mark 4 note patterns that seemed to repeat yet swell. however, as soon as 04:46:937 (1) - hits, i interpreted this as being the pinnacle and the rest continuous like this.

04:50:208 (1) - I don't like the stacking on this slider here, it's very easy to miss the circle between the slider end and slider head here. For the sake of not having stupid reading misses at the very end of a very difficult map, Just shift this slider down a little to show the circle better.
i agree that reading this is a bit stupid so I'll see what I can change.

Honestly, I thought I would have a lot more problems than I did, the only thing I thought of but didn't really mention is that the intensity at the start of the map feels like it jumps around without much reason, but again I was just skimming.


Otherwise the problems that I came up with on the spot worked better than I expected upon closer review of how the functioned, so the map is actually pretty good from an overall standpoint. it might not be rank-able right now, but it's good enough you shouldn't need a remap to reach it, so GL with the set.
Einja
Celektus
on behalf of Coppertine

[ SPEKTRE]

Coppertine wrote:

  1. Sliders found throughout the map have different bpms layed out making the map unrankable. Try to introduce that the sliders at that point are slow as their are only two points at which it requires a 55bpm (one quater of 220bpm) and 0.25x. Also two other sliders found to have 55bpm and 0.5x (Could use 0.25x).
  2. The Slider at 05:12:026 (1) - Should just be 0.5x at 220 and not 2.00x at 55bpm.
  3. Confusion of the 1/3 and 1/4 streams starting at 01:27:304 (1) -
better explanation of the last point
Coppertine - Today at 12:40 PM
also, at 01:27:304 (1,2,3,1,2,3,1) - (Just example) not many people would know that it's 1/3 and think that 01:32:485 (1,2,3,4,5,6,7,8,9,10) - is 1/8.. maybe have a combo color thing in place?
Celektus - Today at 12:41 PM
nah at this level of play you can exspect people know that(edited)
Coppertine - Today at 12:41 PM
I just played it and thought the thing I just said
Celektus - Today at 12:41 PM
I can certainly hear and read that a a old 10k
Coppertine - Today at 12:41 PM
huh?
Celektus - Today at 12:41 PM
give like a suggestion on it
on how to change it exactly
Coppertine - Today at 12:42 PM
I think it might affect on the HP right?
Celektus - Today at 12:42 PM
how do you mean?
Coppertine - Today at 12:42 PM
you know the HP video from pishifat?
Celektus - Today at 12:42 PM
also that's not 1/8
I do
Coppertine - Today at 12:42 PM
think
Celektus - Today at 12:42 PM
well not really that neccesary
Coppertine - Today at 12:43 PM
there are no indication that White combo color is 1/3
Celektus - Today at 12:43 PM
again this is like 7* reading map level
Coppertine - Today at 12:43 PM
true
but this is also going for rank
Celektus - Today at 12:44 PM
yea well I think the mapper can argue that it's fine because of the overall rhythmical difficulty
Coppertine - Today at 12:44 PM
00:26:213 (1) - Section starting here does not have 1/3 streams making the player think that spaced streams are 1/4...

... Coppertine - Today at 12:47 PM
maybe if he can make 01:22:941 (1,2,3,4,1,2,3,4) - 1/3...
Celektus - Today at 12:48 PM
yea why not suggest that, true
might be kinda weird tho
as the section isn't really in swing beat yet
Coppertine - Today at 12:49 PM
dang
Celektus - Today at 12:49 PM
just put it in
Coppertine - Today at 12:49 PM
plus, there is no other 1/3 being used within the rest of the map
Celektus - Today at 12:49 PM
that's fine
Coppertine - Today at 12:49 PM
and the 1/3 section was not a kaii
also, I wish I could shoot a star at this map
I love it
Celektus - Today at 12:50 PM
do that all
Coppertine - Today at 12:51 PM
I cant
Celektus - Today at 12:51 PM
oh rip
I can shoot for you
xD
here are some additional Timestamps where his points apply in his opinion.

Coppertine wrote:

01:00:577 (1) -
01:26:759 (1) -
04:48:028 (1) - Used 0.5 at 55
04:50:209 (1) - Used 0.5 at 55
also the 1/16 gaps in 55bpm at 02:02:213 (1) -
gl with the map~

Ranking Criteria wrote:

  1. Uninherited timing sections cannot be used to manipulate slider speeds. These can be very unexpected for the player while also disrupting the main menu pulse and slightly changing the overall timing of the map.
That's a Rule and not a guideline so If I'm allowed to give my two cents about this, I would argue that If you can't use the "correct" BPM at some points for slower SV that trying to use that SV might not be a good idea anyway, but that's just a very broad complaint. Also I'll shoot a Star as promised in the text box.
Celektus
Also I'm just gonna post how I would "improve" some sliders. maybe try to give reasoning why you dislike them. If they are a bit unpolished I would like you to ignore that as for me this is more about the concept of most of them... some sliders would even need to be moved or have adjusted head positions too so keep that in mind.

I would also recommend looking at some sections with AR0 to maximize the amount of visual relationships between sliders good to see here 02:10:940 (1,1,1) - as 02:10:940 (1,1) - could have a relationship with blankets *eaxmple*. Not every slider needs visual relationships from 5 objects ago, though it certainly makes them more thought out and those relationships will be recognized by the players short term memory and pattern recognition.

examples
  1. 02:04:394 (1) -


    []
  2. 02:06:576 (1) -


    []
  3. 02:08:758 (1) -


    OR

    02:09:849 (1) -


    []
  4. 02:14:213 (1) -


    []
  5. 02:18:031 (2) - AR0
Einja
this map isn't going for rank .lol
Topic Starter
JeZag
Just want to clarify things, the 55 bpm parts will stay because at the beginning, I genuinely believe it's 55 but later on, I am definitely abusing it for the SV change and no slider ticks.
I intend for this map to be loved so this should be ok.

I will respond to the rest of the mod tomorrow, a bit busy today. Thanks again for your concerns and attention!

Edit EDIT:
If I change my mind and decide to push this for rank, I will definitely change the 55 bpm stuff that I used to abuse SV and tick rate changes.
I have removed the 55 bpm stuff and have silenced sliderticks. Everything here is now not un-rankable

To address some points in your previous (first) mod, I know that the slider overlaps are a bit meh, but due to the intense speed and AR of the song, I think the overlap only adds to the experience instead of subtract from it because due to the speed, the player wont have time to inspect how "ugly" the overlap is, but rather almost appreciate it due to the vague similarity in position from the overlap.

Now regarding Coppertine's mod, I think there are enough clues to allow the player to assume that this will be 1/3s, the first of which is the combo coloring as you've noticed. Certainly, white/gray can mean something else, but there wasnt and is not any spaced streams this large. Furthermore, I believe the buildup into this section using white/gray 1/3s 01:25:123 (1,1,1,1,1,1) - is the biggest sign that things are going to change.
I definitely dont expect players to 100% get the 1/3 patterns on the first read (and the many testplays I've asked for show it) but I am pretty resolute on keeping things this way. I don't want to introduce 1/3s any earlier because it doesn't fit, and I think things are good the way they are. Furthermore, this 1/3 part is distinct enough such that on the second play, everyone I've seen play it knows how it goes.

Finally, @Celektus, I don't think I need sliders to have relationships dating that far, but I really did like some of the suggestions you've provided so I tried my best to incorporate the ones I liked. Thanks!
Celektus
if you fix some of my suggestions I guess I might shoot some more stars to get this going a bit faster. You should ask a really knowledgeable BN before that tho so he might be able to get in some final polish.
Bubbleman


Genuinely don't think there are any issues with this map, perhaps 'this is bad structure blah blah' stuff that has to be cleaned up for ranked maps but even then it is hardly an issue and I only found it when I was really studying the editor.

Sliderbreak was my own stupid fault, not the map. :^)
Zexous

Celektus wrote:

if you fix some of my suggestions I guess I might shoot some more stars to get this going a bit faster. You should ask a really knowledgeable BN before that tho so he might be able to get in some final polish.
lol at +108 the SP isn't really what's holding anything back

will mod this probably in a few days I'm just posting because I really wanted to say, everytime I see your BG I think this is some kind of happy sea lion


xd
Mismagius
[SPEKTRE]
  1. 00:25:123 - There's a green line and a red line here at the same time. This usually isn't an issue, but you're using different hitsound sets and volumes between them. idk if this is unrankable, but I believe it sometimes causes osu! to get confused during gameplay.
  2. 02:37:121 - Same here, although it's just a hitsound volume difference
  3. 00:27:782 - There's a clear sound being ignored here. I can think of something like this to represent the sound without breaking too much of your structure.
  4. 00:32:145 - Same here, although this time it's easier to just stack a note on top of the 3/4 slider and it should flow well.
  5. 00:36:577 (1) - ^
  6. 00:40:941 (1) - asdasd idk how to do it here
  7. 00:42:577 (1) - this one is more obvious, really recommend even stacking a note on top of this slider to break flow as well
  8. 01:01:668 (3) - i'd probably shorten this by 1/4 and make the white tick clickable, it's a really strong beat
  9. 01:17:077 (2,3) - doesn't seem like the spacing emphasis is too intuitive here, i'd probably have (2) be around x492 y160 and (3) around x477 y360 so it's clear what's 1/4 and what's 1/2 while emphasizing (3)'s strong sound properly
  10. 01:17:623 (4) - ^, imo just move (4) to x32 y132 and it should work
  11. 01:44:759 (1) - i think this slider could emphasize this sound better, maybe make it all wobbly or just make a 1/3 stream, the mapping style until now was making clear that every sound is emphasized properly so it felt a bit weird to see this slider ignore the 1/3s
  12. 03:42:166 (2) - IMO this works better as a 1/4 slider because of the sound at the blue tick
  13. 04:04:121 (1) - this slider should be 1/3 with a repeat, listen to the song in 25%
  14. 04:22:121 (1) - ^ even though here I think it'd work better if you did something like 01:57:850 (1,2,3) -
  15. 05:11:484 (1,2,3,4,1,2,3,4) - this kind of pattern usually causes a lot of notelocking so i'm a bit against it
technical mapping really is out of my comfort zone so i may not be the best person to mod this kind of map, but hey here you go, cool map
Celektus

Zexous wrote:

Celektus wrote:

if you fix some of my suggestions I guess I might shoot some more stars to get this going a bit faster. You should ask a really knowledgeable BN before that tho so he might be able to get in some final polish.
lol at +108 the SP isn't really what's holding anything back

will mod this probably in a few days I'm just posting because I really wanted to say, everytime I see your BG I think this is some kind of happy sea lion


xd
It was at 94 when I made that post I think.
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