Camellia - GHOST

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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) -
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.

  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.
Topic Starter
JeZag

Mismagius wrote:

[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. ooh im gonna make them match, never considered that.
  2. 02:37:121 - Same here, although it's just a hitsound volume difference got it
  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. yup, all the triples that are right before the distorted snare i ignored on all occasions because i thought that would water down the impact of said snare during gameplay. if i ever do decide to incorporate these triples, i will definitely refer to your tips when remapping.
  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 i know its a strong beat but this whole phrase i decided to put the drum beats on the tails for click emphasis on the wubs or whatever those screechy things are
  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 i will consider this, but while mapping this i really abused slider leniency, especially with 1/4s and stuff. (pretend that the kick before is literally just a hitcircle)
  10. 01:17:623 (4) - ^, imo just move (4) to x32 y132 and it should work mapping with similar idea as before, but i will definitely do this if i decide to not abuse slider leniency as much.
  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 musically, this slider represents that first "wew" sound and is straightforward, hence the curve. the reason i made it 1/1 and not streamy is because stylistically and gameplay-wise, this is a tiny break coming from the jumps (cause going from 1/4 jumps to 1/3 is a pain in the ass)
  12. 03:42:166 (2) - IMO this works better as a 1/4 slider because of the sound at the blue tick i cheated the rhythm a bit, but this slider is supposed to represent the screech sound that actually occurs on the blue tick (hence whistle), and i think it is ok like this, but just boarderline ok. actually ive never noticed this til now so i will definitely give it more thought.
  13. 04:04:121 (1) - this slider should be 1/3 with a repeat, listen to the song in 25% there is definitely repeated 1/3s across all of 04:03:302 (1,2,1,2,1,2,1) - but i wanted to map the snares and drums here, and here, 04:04:121 (1) - would be like the big kick.
  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) - will definitely consider but i really dont want to go from 1/2s to 1/3s without a slider buffer, and the previous jumps i really want clicked.
  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 hehehehehehehehehe. i will see if theres anything else i can do, but i sorta like this ;w;w;


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
thanks a lot BD for the mod! if you think im missing a point of yours, message me because i probably am ^^;;
Zexous


M4M p/6140138

[SPEKTRE]
  1. Your hitsounds seem really quiet to me, I can barely ever hear anything except for the normal-hitwhistle, maybe raise volume?
  2. 01:01:668 (3) - This sliderend is on a really prominent note, and the sound it's mapped to is the same as the ones before it, so why not make this a 3/4 slider as well, and map an actual circle on 01:01:941 - ? As it is, it's really offputting that there isn't an active object to play there.
  3. 02:02:213 (1) - The self-blanket on the end of this slider needs some work http://puu.sh/wOTyu/b2ff81fa10.jpg I didn't really bother with aesthetics modding anywhere else, but since this is a really slow section that imperfect slider will be noticeable for a long time lol
  4. 02:37:121 - I know I already mentioned hitsounds, but man, this part especially needs louder hitsounds, it would sound so cool on the kicks
  5. 03:12:302 - Why not map this kiai more like 04:39:575 - ? I guess you might've been wanting to make the last kiai seem even more epic, but frankly, the constant 1/2 in this kiai was REALLY underwhelming. Also, while it's understandable that you didn't use them because it might spam the section, some whistles might be nice.
  6. 03:29:757 - I really did not like these patterns, I feel like they don't play that well and aren't very fun when you use so many like that. Same goes for all other instances of these. Some of them are better than others, i.e. 03:31:939 (1,2,1) - this pattern is better than 03:29:757 (1,2,1) - this one because the second one is directly counter-flow, whereas the first one has at least a somewhat closer angle. I think there are better ways to map these.
  7. 03:31:530 (2,3,1) - You used this spacing for 1/3, so it might potentially be confusing, same with 03:40:257 (2,3,1) -
  8. 04:18:439 (3,4,1) - Really awkward movement here in this pattern


Very cool map, have a star (though it doesn't matter for you at this point). Your post here p/6134915 was kind of vague, so I'm not sure if you're still going for loved or not, but I encourage you to go for ranked :)

never forget happy sea lion
Celektus


かめりあ
Topic Starter
JeZag
thx celektus, i will change next update

will edit to respond to your mod zexious but im feeling a bit burnt out as of late ^^;;
a bit more motivated. god bless pishifat mapping videos, those are so wholesome.

thanks a lot for the mod Zexous!

Zexous wrote:



M4M p/6140138

[SPEKTRE]
  1. Your hitsounds seem really quiet to me, I can barely ever hear anything except for the normal-hitwhistle, maybe raise volume? k, gonna raise volume by 10% overall except for that one natural drum part where i do 20%
  2. 01:01:668 (3) - This sliderend is on a really prominent note, and the sound it's mapped to is the same as the ones before it, so why not make this a 3/4 slider as well, and map an actual circle on 01:01:941 - ? As it is, it's really offputting that there isn't an active object to play there. it may not be appealing but for this one section, i put all the major drum beats on slider tails for the sole purpose of making sure that the only clicks are wubs and not drums.
  3. 02:02:213 (1) - The self-blanket on the end of this slider needs some work http://puu.sh/wOTyu/b2ff81fa10.jpg I didn't really bother with aesthetics modding anywhere else, but since this is a really slow section that imperfect slider will be noticeable for a long time lol oop fixed. just a comment though, the self-blanket isnt for just the circle, its for part of the body too just a bit
  4. 02:37:121 - I know I already mentioned hitsounds, but man, this part especially needs louder hitsounds, it would sound so cool on the kicks gottem
  5. 03:12:302 - Why not map this kiai more like 04:39:575 - ? I guess you might've been wanting to make the last kiai seem even more epic, but frankly, the constant 1/2 in this kiai was REALLY underwhelming. Also, while it's understandable that you didn't use them because it might spam the section, some whistles might be nice. my motivation for mapping the later kiai differently was because i wanted it to have more sustain and flow more freely due to the new instruements in the background. meanwhile, i wanted the first one to feel more rigid and oppressive but i dont know if it came across as such. i try ;w;
  6. 03:29:757 - I really did not like these patterns, I feel like they don't play that well and aren't very fun when you use so many like that. Same goes for all other instances of these. Some of them are better than others, i.e. 03:31:939 (1,2,1) - this pattern is better than 03:29:757 (1,2,1) - this one because the second one is directly counter-flow, whereas the first one has at least a somewhat closer angle. I think there are better ways to map these. i will keep this pattern because ive found for my testplayers it is easy to hit if you can read it, and also fun to play apparently. however i do concede that notelock and overlaps make it a pain to read, and very easy to botch.
  7. 03:31:530 (2,3,1) - You used this spacing for 1/3, so it might potentially be confusing, same with 03:40:257 (2,3,1) - there are no cues of being 1/3s here (as opposed to the last time, where there are 1/3 repeated sliders cueing 1/3s) so i will not change spacing.
  8. 04:18:439 (3,4,1) - Really awkward movement here in this pattern this bit is on purpose (for this kiai specifically, i wanted things to be more stressful to hit because of the puncturing sporadic and random percussion and screeching)


Very cool map, have a star (though it doesn't matter for you at this point). Your post here p/6134915 was kind of vague, so I'm not sure if you're still going for loved or not, but I encourage you to go for ranked :)

never forget happy sea lion
you have no idea how happy i was when i found this BG. like, i chose my combo colors BEFORE finding this, and somehow this perfectly matched the color scheme i was going for wtf? also thanks i cant unsee mr. sea lion now


Celektus wrote:



かめりあ
thanks Celektus! i will actually not change the tag i have though because searching for かめりあ will still pull mines up due to the longer tag. and im keeping the longer tag cause another ranked camellia map has it (but i will remove if it is incorrect or wrong... let me know if so and i will immediately change)
- Frontier -
Topic Starter
JeZag
- Frontier -

Me wrote:

I really like this song, is this going for loved?
[General]
  1. Unable to detect sound file format:
    normal-slidertick.wav
    normal-slidertick2.wav
    normal-slidertick7.wav
    soft-slidertick.wav
  2. Tick out widescreen.
  3. Should the song be 220 BPM in the whole map? Looks like the structure of the song is meant to 220 BPM.
  4. Color 1 is pretty bright. Consider darken a little bit. (make the luminosity lower than 210)


[SPEKTRE]
  1. 01:44:759 (1) - This has almost the same rhythm like 01:49:123 (1,2,3,1,2,3) -, both have the same 1/3 sounds, but why they mapped differently?
  2. 01:54:577 (1,2,3) - These touch the hp-bar. Consider moving it lower to avoid having difficulty in reading notes.
  3. 03:44:211 (2) - not perfectly stacked with the others.
  4. 03:57:848 (1,2,3) - This might be weird because they are hard to read while the others (like 03:58:257 (1,2,3) - ) are clear to read. But this might be only for me.
  5. 04:20:893 (1) - This touches the hp-bar. Consider moving it lower to avoid having difficulty in reading notes.


can't mod ;w ★
Good Luck~
Topic Starter
JeZag

- Frontier - wrote:

Me wrote:

I really like this song, is this going for loved?

JeZag wrote:

Not quite sure, I'm honestly still testing the waters...
[General]
  1. Unable to detect sound file format:
    normal-slidertick.wav
    normal-slidertick2.wav
    normal-slidertick7.wav
    soft-slidertick.wav
    Correct me if im mistaken, but these wavs serve as silence to silence sliderticks; they dun do nuthin wrong
  2. Tick out widescreen.
    i will not touch this for now, will wait for SB before taking action
  3. Should the song be 220 BPM in the whole map? Looks like the structure of the song is meant to 220 BPM.
    personally some parts definitely seem slower than 220 bpm especially when there is no percussion and only slow stuff
  4. Color 1 is pretty bright. Consider darken a little bit. (make the luminosity lower than 210)
    ok, made into 210 luminosity exact

  5. you got it


[SPEKTRE]
  1. 01:44:759 (1) - This has almost the same rhythm like 01:49:123 (1,2,3,1,2,3) -, both have the same 1/3 sounds, but why they mapped differently?
    this is mapped like this to give a break or a buffer for the player. I don't think its healthy to go straight from 1/4 jumps into 1/3 spaced streams so i have this here.
  2. 01:54:577 (1,2,3) - These touch the hp-bar. Consider moving it lower to avoid having difficulty in reading notes. i will consider and think of a workaround.
  3. 03:44:211 (2) - not perfectly stacked with the others. good now
  4. 03:57:848 (1,2,3) - This might be weird because they are hard to read while the others (like 03:58:257 (1,2,3) - ) are clear to read. But this might be only for me. i definitely see where you're coming from but judging by testplays from people who are willing to testplay this, this is readable (on first try!) with high-level reading and AR 9.7
  5. 04:20:893 (1) - This touches the hp-bar. Consider moving it lower to avoid having difficulty in reading notes. i will think of a workaround.


can't mod ;w ★
Good Luck~
Thank you a lot for your mod!! Sorry that it took me a while to get back, but I really do appreciate it <3
[[Pika]]
hi im from q

gonna skim mod because i dont wanna spend too much time modding a map trying for loved

00:09:578 (2) - make this like all of the other sliders in section - two segment

00:15:305 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - cluttered zzz, have some patterning. this feels pretty clunky to look at due to no visible ideology in positioning (big boy words aaa)

00:44:895 (1,3,5,7) - try to artificial stack (ctrl + arrow keys when selecting to move things by 1 pixel) these for readability, same for everything following

00:57:713 (4,1,2) - eww flow, 00:57:850 (1,2,3,4,5,6,7,8) - ctrl j all of this problem solved | currently you need to snap really far up and then make a small movement downwards to prevent missing (2) and that's bad

01:01:941 - this is lame, really strong downbeat on sliderend zzz

01:09:304 (1,2,3,4) - circle flow in intense part pls. 01:09:441 (2,3) - ctrl g this group

01:17:486 (3,4,1,2) - same thing, 01:17:623 (4,1) - ctrl g this group

03:15:030 (1,1) - this transition is a lot slower than i'd like, push 03:15:030 (1) - this a little to the right to fix imo

03:45:848 (1,2) - weird transition, nc (2) too

03:50:757 (1) - you could've done more with this slider, normal at start and then turns more messed up as it progresses

03:59:484 (1) - same

04:14:484 (3) - nc for clarity

04:15:030 (3) - this especially because the pattern is cascading

04:15:575 (3) - 04:16:121 (3) - ye nc

04:18:302 - strong sound on slider end again very angery

04:34:939 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - stream shape looks like spaghetti lol

04:39:575 - what happened to your cool symmetrical thing, it was pretty dank

04:51:507 (2,3) - all nc because different rhythm

boom
Topic Starter
JeZag

[[Pika]] wrote:

hi im from q

gonna skim mod because i dont wanna spend too much time modding a map trying for loved

00:09:578 (2) - make this like all of the other sliders in section - two segment i dont think this would look good as two segment cause then it would be rather big for the little spoon in this relationship

00:15:305 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - cluttered zzz, have some patterning. this feels pretty clunky to look at due to no visible ideology in positioning (big boy words aaa) i agree that there isnt a definite structure going on here, but i tried to make up for that by some rudimentary symmetry and definitive spacing emphasis

00:44:895 (1,3,5,7) - try to artificial stack (ctrl + arrow keys when selecting to move things by 1 pixel) these for readability, same for everything following if the artificial stack is only for readability, i think there is no need judging by testplays ive seen. also i dont like the look of the stack (otherwise i couldve just mapped this with higher stack leniency)

00:57:713 (4,1,2) - eww flow, 00:57:850 (1,2,3,4,5,6,7,8) - ctrl j all of this problem solved | currently you need to snap really far up and then make a small movement downwards to prevent missing (2) and that's bad i wouldnt quite say its terrible flow, and i dont plan on changing it. the reason for this is that the streamjumps that are 00:57:304 (1,2,3,4) - should have already conditioned the player to snap then flow the other way, which is pretty much how 00:57:850 (1,2,3) - reads, albeit some horizontal motion added. i will definitely keep this in mind in case i have a change of heart though

01:01:941 - this is lame, really strong downbeat on sliderend zzz i getchu but this is just how i did this section (clicks only on wubs, nothing else)

01:09:304 (1,2,3,4) - circle flow in intense part pls. 01:09:441 (2,3) - ctrl g this group ooh i like this

01:17:486 (3,4,1,2) - same thing, 01:17:623 (4,1) - ctrl g this group i'll keep the spacing as is because i want 01:17:486 (3,4) - spaced like the rest, sorta close like this with the slider pointing to it.

03:15:030 (1,1) - this transition is a lot slower than i'd like, push 03:15:030 (1) - this a little to the right to fix imo i will keep this in mind but no change for now

03:45:848 (1,2) - weird transition, nc (2) too ok, i change this NC and the other two sections analogous to this

03:50:757 (1) - you could've done more with this slider, normal at start and then turns more messed up as it progresses i think this sound is represented well enough by this slider in the sense that it starts out with large bumps then steadily hones into the tail. i see where you're coming from though

03:59:484 (1) - same ok i cant defend this shape as well as i can the last but i still think this fits reasonably enough because i intended the "upper curve" and the "lower curve" of this slider to converge to the tail, sorta honing in just like the last one.

04:14:484 (3) - nc for clarity ok, changed NC to every two. woa thats a lot of ncs

04:15:030 (3) - this especially because the pattern is cascading

04:15:575 (3) - 04:16:121 (3) - ye nc

04:18:302 - strong sound on slider end again very angery i put the angry percussion on the back burner for this section to click the high wubs

04:34:939 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - stream shape looks like spaghetti lol its extra curvy

04:39:575 - what happened to your cool symmetrical thing, it was pretty dank different emphasis. the first drop was intended to be more "methodical" whereas this is supposed to be more "free" (so i adhered less to strict rhythm and took advantage of more 3/4 and sustain)

04:51:507 (2,3) - all nc because different rhythm super emphasis

boom
thanks for mod!! 'preciate you
Petal
can't mod but here

This map has high SV changes and all but it is separated nicely among the slower ones , just like here 00:25:123 (1,1) - there is first a kick slider the start , followed up by this huge SV change , although there is a huge difference in speed the map is still very enjoyable , and I love how you decided to map these 04:42:575 (1,2,3) - xd , I can pass the map but some players cannot , like my friends but after see this mapset I feel like no matter how hard this is for lower ranked player they will still have the though of trying to pass the map , tho this map has a 3 min build up , it is still pretty depressing to fail right before the kiai mode enters tbh , the map's pattern is pretty simple and plain but if that's what the song offers , overall I really hope this map reached loved and after experiencing the map , I will return and play again .
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