forum

Camellia - GHOST

posted
Total Posts
66
show more
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 :)

SPOILER
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 :)

SPOILER
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
Weedy
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

SPOILER
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 .
Atsuro
Hello! Here's my part of the m4m (only 3 months late (sorry don't kill me))

SPEKTRE
  1. 01:17:623 (4,1,2) - This open angled circular flow feels and plays weird after having a section of mostly sharp angles, something like this might work better https://osu.ppy.sh/ss/8805378
  2. 03:10:939 (1,2,3,4,5,6,7,8) - You can make this look more polished, the way the sliders overlap each others differently right now looks a bit ugly
  3. 03:12:030 (1,2) - Imo this would give more impact to the kiai's buildup if they were more spaced from the slider that starts the kiai, right now it looks cool but the lack of movement feels anticlimatic or something
  4. 03:28:598 (1,2,1,2,1,2) - The last circle+slider pair would feel a lot better it it continued the side by side movement you had with the previous two, right now it feels like a slow movement downwards with these two 03:28:871 (1,2,1,2) - when playing, do a movement similar to this https://osu.ppy.sh/ss/8805540 (only less ugly)
  5. 03:29:757 (1,2,1,2,1,2,1,2,1,2,1,2,1) - This is cool, ill steal it for when i map something similar :^)
  6. 03:34:121 (2,1) - Having these stacked would make the pattern way more clean, right now the movement these makes feels awkward and looks unclean. Same with the other one
  7. 03:57:848 (1,2,3) - Ok, this is way too hard to read lol, try making 3 more distinguishable
  8. 04:13:939 - I kinda like the messy style this has but this 1/4 slider section is just way too messy. Make it more structured please aa
  9. 04:16:393 (1,2,3,4,5) - This burst is hard and uncomfortable to catch with this angle after all those slider jumps, could work better making it flow more smoothly or using less spacing to reduce the aim strain. Found that this placing works better https://osu.ppy.sh/ss/8805646 (it makes use of the fact that you already had a back and forth movement so it feels way easier to hit.
  10. 04:46:052 - Introducing stream jumps like these when the map is almost done just feels unfair :^(
This map has potential, just needs more work and polish here and there imo
I hope this helps, GL!
Celektus


your BG supposedly is 2MB big which is kinda big so try to compress it with jpg compression like Coppertine suggested
Topic Starter
JeZag
I will see what I can do with the BG
Also I will be changing the かめりあ tag back to かめるかめりあ as searching the first will pull up the second, whereas the second is the circle representing the album of cyphisonia (or appears to be according to diverse direct)

- Matha - wrote:

can't mod but here

SPOILER
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 .
Thanks for playing! For any body who cannot pass this no mod, try HT + HR (+ NF for me). It's quite enjoyable! i think

Atsuro wrote:

Hello! Here's my part of the m4m (only 3 months late (sorry don't kill me))

SPEKTRE
  1. 01:17:623 (4,1,2) - This open angled circular flow feels and plays weird after having a section of mostly sharp angles, something like this might work better https://osu.ppy.sh/ss/8805378 ooh i was bashing my head over the circular flow thing but didnt see an alternative. this is a good fix,
    i like it
  2. 03:10:939 (1,2,3,4,5,6,7,8) - You can make this look more polished, the way the sliders overlap each others differently right now looks a bit ugly haha my taste might be unrefined. anyway, the thing i was going for here was to make the overlap of those sliders become less and less and swing further out as the stream progressed, hoping this would make it more hype.
  3. 03:12:030 (1,2) - Imo this would give more impact to the kiai's buildup if they were more spaced from the slider that starts the kiai, right now it looks cool but the lack of movement feels anticlimatic or something the flow break here was intended to contrast with the movement and high SV when the melody kicks in, cause here at the very start it hasnt started yet. actually, I wanted it to be even more overlapped but was afraid for readability.
  4. 03:28:598 (1,2,1,2,1,2) - The last circle+slider pair would feel a lot better it it continued the side by side movement you had with the previous two, right now it feels like a slow movement downwards with these two 03:28:871 (1,2,1,2) - when playing, do a movement similar to this
    https://osu.ppy.sh/ss/8805540 (only less ugly)
    wow good eye, i was thinking about remapping this (because at high bpm and AR, this is terrible terrible flow cause of slider leniency) and your fix seems great!
  5. 03:29:757 (1,2,1,2,1,2,1,2,1,2,1,2,1) - This is cool, ill steal it for when i map something similar :^) go ahead, im pretty sure ive stolen this from somewhere too, but i forget :'^)
  6. 03:34:121 (2,1) - Having these stacked would make the pattern way more clean, right now the movement these makes feels awkward and looks unclean. Same with the other one fuckin genius
  7. 03:57:848 (1,2,3) - Ok, this is way too hard to read lol, try making 3 more distinguishable diddit
  8. 04:13:939 - I kinda like the messy style this has but this 1/4 slider section is just way too messy. Make it more structured please aa if i could i would ;w;
  9. 04:16:393 (1,2,3,4,5) - This burst is hard and uncomfortable to catch with this angle after all those slider jumps, could work better making it flow more smoothly or using less spacing to reduce the aim strain. Found that this placing works better https://osu.ppy.sh/ss/8805646 (it makes use of the fact that you already had a back and forth movement so it feels way easier to hit. ok will consider
  10. 04:46:052 - Introducing stream jumps like these when the map is almost done just feels unfair :^(
    elements of streamjumps are present in the beginning and in some streams, but definitely nothing like this hehehe. well its the pinnacle of the song so let me go wild ;w;
This map has potential, just needs more work and polish here and there imo
I hope this helps, GL!
thanks a lot for mod, very very helpful!

and let me know if anything else
uehdud
Topic Starter
JeZag
self mod:
Remap from 00:25:123 (1) - to 00:43:123 (1) - and use better slider shapes and flow done
01:07:123 (1,2,3,1,2,3,1) - iffy flow
01:11:350 (2,3,4,5,6,1,2,3,4,5,6) - see if possible to look better
01:14:759 (1) - find better patterns and flow for section done
01:23:486 (1,2,3,4) - see if possible to look better done
01:50:759 (1,2,3,1,1,2,3,1,1,2,3,1) - can this look better?
02:53:484 (1,1) - bad flow done
02:55:666 (1,2,3,4,1,2,3,4) - jump increase too fast nerfed
02:57:848 (1,2,3,4,1,2,3,4) - same nerfed
03:01:393 (1,2,1,2) - maybe nerf nerfed a bit
03:13:939 (1) - find a better shape done
03:18:575 (1,2,1,2,1) - give structure done
04:01:666 (1,2,3,4) - looks bad better pattern
04:50:484 (2,3,4) - find better pattern (too complex rn) done
AndrewRK
Just stopping by to say this is one of the coolest maps I've ever seen.
Keiger
hiya JeZag :D

Mod (edit)
01:02:077 The jumps seem really messy, and some don't overlap others, creating a giant mess of fast jumps
01:02:077. I find that the 1 should overlap 3 there
01:02:759. 2nd circle of that combo should overlap the 4
01:13:804. 3 should be overlapping the slider end of the the slider at 01:14:213
Topic Starter
JeZag
whoa sry i was dead recently, didnt even notice activity on this thread...
ill reply in a jiffy regarding your mod, thanks for the attention!

ItsSurreal wrote:

hiya JeZag :D

Mod (edit)
01:02:077 The jumps seem really messy, and some don't overlap others, creating a giant mess of fast jumps
01:02:077. I find that the 1 should overlap 3 there
01:02:759. 2nd circle of that combo should overlap the 4
01:13:804. 3 should be overlapping the slider end of the the slider at 01:14:213
hey ItsSurreal, regarding the first three, i tried to map the jumps not stacking on purpose so that there can be movement, but overlapping so there is spacial relation between jumps (so movement while being close to each other)

and regarding the last one, its lazy of me but i dont like stacking because i have good curve with 01:13:804 (3,4) - , and i like the crooked "blanket" between 01:13:941 (4,1) -
[Peachy]
JeZag
This is simply, the best map
i have ever fucking seen
can i buy you a beer
Topic Starter
JeZag
thanks for the kind words mate
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
Please sign in to reply.

New reply