ty ty ty ty ty ty ty ty ty ty ty ty ty tyNeoskylove wrote:
[asdf]
02:37:468 (2,4) - avoid overlap intendededed
ty ty ty ty ty ty ty ty ty ty ty ty ty tyNeoskylove wrote:
[asdf]
02:37:468 (2,4) - avoid overlap intendededed
thanks for moddingNeoskylove wrote:
Q
turn on display epilesy warning ok
00:44:153 (5) - unsmap ok
00:44:325 (6) - ^ ok
02:10:896 (1) - ctrl G for better flow not sure if it makes it flow better so
03:09:096 (1,2,3) - really hard to read overlap i don't think so because if you got used to similar style maps it won't be hard to read tho
04:31:125 (1,2,3) - hard to play and read why.? imo it is not that hard to play and read, you just need to get used to it
GL
ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty[Nemesis] wrote:
hiM4M'ingEndless Sea
01:16:039 (7,1) - unlike the patterns you've used before this note is exactly over the stream. I'd either move this one a little, or fix every other pattern, for the sake of consequency. follows the same back and forth as the previous ones, so it's more consistent to keep it
01:14:668 (7,4) - uhm, I'm not sure about the readability of these sliders... make them look a bit more obvious like 01:28:382 (4) - intentional because it's a different part in the song from everything else
thanks[Nemesis] wrote:
hiM4M'ingEndless Sea
01:43:553 (6) - different combo colors please, it's almost unreadable. seperated with different shades of gray
05:15:953 (2) - uhhh, for some reason this feels so uncomfortable to read .__. that's why this part is so tricky, not every map should be easy. i would say it's a mini challenge for player
05:27:782 (4,1) - and 05:30:696 (6,1) - lack of flow consistency this section is complex in its own way, i think it's fine according to stacks and placement
that's all, it's almost perfect, I love it <3
ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty tyLasse wrote:
00:19:982 - even spacing or full stack here would make more sense cause tail and both circles map the same sound, similar for things like 00:30:268 (1,2,3) - changed 1st one to be more consistent
01:02:668 - from here on I don't get your rhythm choice at all. at first I thought this was supposed to become some kind of buildup but it just seemingly randomly swaps between repeat slidrs and circles the whole time
01:05:410 - similar but with 1/2 00:59:925 - buildup for the rhythm of the triples, followed by 01:02:668 - which is triples into return sliders that is buildup for aim, then the spacing keeps increasing to add even more buildup. All of this is intentional since an unusual rhythm is coming up with varied spacing
01:11:925 (7,1) - you really have to care more about what autostacking does to things like this . make sure http://i.imgur.com/Ca4sr27.jpg is enabled and it should be obvious. things like http://i.imgur.com/V4dHKWb.jpg happen on smany spots in the whole map and should be manually adjusted it's always enabled though and honestly i've stopped caring about this since every other ranked map has multiple of these issues without anyone being bothered
gl
thanks!Lasse wrote:
from m4m
your greys probably look a bit too identical ingame
05:18:268 (1) - offscreen http://i.imgur.com/sxrJERl.jpg i don't see why is it a problem? say you're playing hr (cs:5.2) then it won't even go offscreen
05:31:468 (1) - even more http://i.imgur.com/L7j5XSj.jpg ok
05:31:982 (1) - lol http://i.imgur.com/Pin0CFq.jpg ok
one thing that happens on many spots in the map is this really bad playfield usage. take 00:05:067 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - for example. it's all in this very small restricted area, making it feel pretty boring i've changed some sliders but main idea is the same, because i stack every 00:05:067 (1,1,1,1) - on previous sliders tail, it's complicated to use whole playfield
01:27:182 (4) - some kind of whistle would be great here ok
01:43:810 - whole part could use whistles to accentuate high pitched sounds better that many hitsounds might be a bit overkill
02:26:325 (1,1,1,1,1,1,1,2,1) - I'd just swap this rhythm to introduce the new snapping with repeats instead of having the easier rhythm later. also rhythm sounds like http://i.imgur.com/2Slihsm.jpg would fit better ok, changed
04:14:668 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,1,2,3,4,1,2) - I don't think this makes much sense tapping wise causet he song puts more emphasis on white ticks, but your triples do the opposite if i would swap then it would be worse imo, in this case i wanted to make buildup more intense
04:31:382 (2) - 1/4 spacing for this whole part is lol and I don't think it makes much sense with the intensity of the song to suddenly make the 1/4 jumps.. stacked, it's similar to the first kiai, so there won't be 1/4 large spacings, in some places i left because there was no better solution
04:42:096 (1,2,3,1,2,3,4,5,1,2,3) - one of the many spots where things just get extremely cluttered for no reason, using more of the playfield and more varied movement would help well i changed some placement, hope it's better
02:05:753 - 05:15:010 - while the drum beats are very similar for these parts, the others things are quite different, so having the parts feel this similar in the map was is a bit underwhelming it may seem it but that was the basic concept why these parts feel similar; as well as storyboard itself changes at the end
05:35:582 (1,1,1,1,1,1,1,2,1) - similar issue to the other 1/3 stream ok
gl
ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty ty6th wrote:
Hey.
00:18:096 (2,1) - Please stack them so the movement start on 00:18:268 (1) - to emphasize it. You already did that at 00:21:525 (1,2,3,4,5,6) - etc. It's a distinct sound on a 1/2 so i want to put more emphasis by adding spacing between 00:18:096 (2,1) - . The others which you pointed out were 1/1s so I could stack them without making reading too hard
00:25:125 (2,3) - CTRL+G to keep the using of stacks consistent and coherent. Same goes for 00:33:353 (2,3) - Don't think that's an issue, but I changed some of them
00:25:468 (4,5) - Maybe you could lower the spawing a bit ? It doesn't look that justified. Done
00:28:210 (2) - Reverse it for consistency. If you really don't want to do it then you may want to remove that anti-jump 00:28:210 (2,3) -. It can be really surprising for the player since it's the first time that an anti-jump has appeared in your map. Intentional, also 00:30:096 (4,1) - is the same
00:59:925 (1,2,3,4,1,2,3,4) - I don't really get why you do that but you break momentum at 01:02:668 (1) -, it doesn't reflect the song very well. Personally I think it reflects the music well as the drums get louder I put more emphasis on the aim strain instead of rhythm as stated in a mod before
01:06:439 (5,6,1) - Spacing seems unnecessarily high compared to 01:07:810 (4,5) - and 01:05:410 (1,2) - , I recommand lowering it. ^
01:10:896 (1,2,3) - This rhythm is really tricky and inintuitive since it compells the player to suddenly click on white tick, then blue ones. You may want to make a transition between the 2 rhythms, that's why I recommand doing something like http://osu.ppy.sh/ss/7376153 that (just look at rhythm, not placement). The player will notice extended sliders and click just after, therefore it will be much more readable. Intentional as well, imo this is the best way I could map these sounds. They are unique in this song and I made the previous section lead to this by building up the intensity through different rhythms and spacings
03:44:496 (1,2) - 03:49:982 (2,2) - You usually don't overmap calm sections so just extend them to red tick. I feel like sounds similar to this 03:53:239 (3) - need some emphasis
03:56:382 (1,1) - They're all finishing on the downbeat so consider reversing 03:55:010 (1) -, it makes more sense. It's really awkwardly timed so placing notes instead of sliders would lead to very random 100s and I want to avoid that in a slow part
04:20:839 (5) - NC yes
04:21:525 (1,2,3,4) - Why does the rhythm change compared to 04:20:153 (1,2,3,4,5,6,7,8) - ? To add variety because that section is literally just double spam. 04:21:525 (1,2,3,4) - and 04:24:268 (1,2,3,4) - follow the same reasoning
04:55:039 (4,5,6,7,8,1,2,3,4,1) - It doesn't sound that different from the other streams so why is spacing inconsistent here ? different mapper so it might not match? my streams in last kiai are all spaced the same
05:01:296 (1,1) - 05:01:982 (1,2,1) - Please make the rhythm consistent since they sound the same. How does 05:01:296 (1) - and 05:01:982 (1) - sound the same?
thank you!6th wrote:
Hey.
00:11:068 (4) - Idk if it's intended or not but its end cool look a bit better https://osu.ppy.sh/ss/7376087. ok
00:41:410 (4) - 00:38:668 (5,6) - Why are they different when they sound the same musically ? You do alternate sliders and kicksliders + triplet consistently from 00:37:982 - to 00:53:925 - but it doesn't make much sense in such a repetitive section and makes the section unbalanced in terms of difficulty since one is much harder than the other. they're different because 00:38:668 (5,6) - i was mapping percussion and later on 00:41:410 (4) - only bell sound; ofc it might seem overmapped because the percussion 00:38:668 (5,6) - 00:44:153 (5,6) - etc. is very quiet
00:57:182 (1,2,3) - I don't really get why they are different from 00:54:439 (1,2,1,2,1,2,1,2) - (especially the reverse slider), again they sound the same. I guess you wanted to make a transition between these 00:56:839 (2,1) - but it doesn't work well since the player have to suddenly click on a red tick after an 1/1-long slider. Adding a circle at 00:58:210 - would fix that. 00:54:439 (1,2,1,2,1,2,1,2) - they repeat 4 times so it's ok to make changes at the 5th one, besides adding a circle at 00:58:210 would cause remapping 00:58:382 - and even harder for player to read because there is no slight change musically so i guess i'll keep the reverse slider how it is if change is not necessary here
01:31:468 (1,2,3,4) - They could easily be read as doubles, try something like http://osu.ppy.sh/ss/7376222 sure okay
02:06:010 (2,1) - iirc it's unrankable. Ask a QAT/BN. i'll figure it out
02:42:953 (4,1,2,3) - Flow looks too wide between them, I recommand moving the triplet a bit to the right. well i moved a bit xd
02:47:925 (3,4,1) - This feels a bit weird to play tbh, mind moving 02:48:268 (1) - under 02:48:182 (4) - ? well not really because as it is now it would be complicated to remap this part considering 02:47:925 (3,1) - blanket + 02:48:268 (1,1) - connects
03:01:553 - 03:02:925 - (etc) Are you sure about ignoring that sound ? ok i'll add a circle there and make it stack with next slider
This is a good map but you could have done better rhythm choices imo.
Natsu wrote:
illl check this tomorrow
Endless Sea
- 00:16:553 (4,1) - suddenly you decide to silence the slider ticks? why you didn't that before, btw the slider-slide sound is annoying as well. You guys can just silence the slider-slide and use 5% volume lines to make the ticks less louder can't make both barely audible, there needs to be feedback on longer sliders
- from here 00:16:039 (1) - to here 00:36:439 (3) - you should reduce the spacing of the 1/2s (jumps), since the song stay calm at this section, so I don't see any objective reason to have jumps there tbh. to be completely honest i don't even see these as jumps, a map of this star rating could easily have this spacing in a slow section
- 01:02:668 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10) - the rhythm here is super random, like I don't see any kind of coherent pattern, you are just placing random circles and repeat sliders, you need to place them better in a more coherent way. as already stated before 00:59:925 - buildup for the rhythm of the triples, followed by 01:02:668 - which is triples into return sliders that is buildup for aim, then the spacing keeps increasing to add even more buildup. All of this is intentional since an unusual rhythm is coming up with varied spacing
- 01:16:382 (1,2,3,4,5,6) - this doesn't fit the music at all, listen again and you will notice that they are triplets, yes there are background secondary beats on every 1/4, but that doesn't justify to put random sliders at all, a proper rhythm would be triplets, you can use a slider in the third beat.
- 01:17:068 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,8) - same as above, some one may agree with you, but I really don't agree with your current rhythm at all.
- 01:19:125 (1,2,1,2) - they all basically follow the same rhythm in the song, why they are grouped as 1-2 combos and why some are overlapped while the other ones doesn't? also I don't recomend to use 1/8 jumps at all. yeah changed things above, only kept the 1/8 sliders because there's definitely a sound to follow
- 01:48:096 (2,3,4) - listen to this part again, this doesn't fit the song at all, is cool to use gimmicks, but pls try to follow the music as close as you can
- 01:50:839 (2,3,4) - ^ etc
- 01:53:410 (1,2,3) - 01:54:096 (4,5,6) - ^ if i mapped all sounds it would literally just be a stream only map with no interesting gimmicks, I didn't really feel like mapping a freedom dive or a stream practice map i guess
Natsu wrote:
illl check this tomorrow
Endless Sea
- 05:18:268 (1) offscreen Does it make it unrankable? i don't really think that it's offscreen because you can play it normally and it touches the bottom just a little. So in my oppinion it doesn't cause a big problem when playing or visually determinating sliders path.
- 00:05:582 (4) - slider ticks sounds really bad, they doesn't fit the music at all, you can use a 5% volume line there. Changed to 5% so no slider ticks
- 00:08:325 (4) - same as above ✓
- 00:11:068 (4) - ^ ✓
- 00:13:810 (4) - ^ ✓
- 00:49:810 (6,1) - super nazi, the stack is a bit off I didn't like how it was looking so I remapped this section
- 00:57:182 (1,2) - this should follow the same pattern as before, since the music is basically the same, I don't see any reason to suddenly change the flow of the map like that, it feels weird and inconsistent Changed so now it follows previous pattern
- 00:58:896 (3,4) - this doesn't looks nice, 4 looks randomly placed, also the straigh flow 00:58:896 (3,4,1) - isn't good to play, you should think more about those objects placements Reworked
- 01:21:868 (1,2) - using an extended slider to fit the drum, cool. But why you are ignoring it at 01:22:382 (3) - ? same here 01:24:610 (1,2,3) - I'm not ignoring anything. My first idea was to make first 01:21:868 (1,2) - like 01:22:382 (3) - but then I realized that I want to emphasize 01:22:210 (2) - as it's on strong beat so 01:22:382 (3) - tail is less important imo.
- 01:33:525 (5) - oh now you aren't ignoring it, where is the consistency? ✓
- 01:36:096 (3,4,5,6,7) - now there is a random stream ^ ? ✓
- 01:37:125 (2) - now a single slider ^? ✓
- 01:31:468 (1,2,3,4) - why are you ignoring the red tick? you basically mapped that sound in all the previous part and now you suddenly ignore it to map a secondary 1/4 beats that aren't noticeable at all OK. Mapped as a triple to emphasize different sounds
- 01:36:610 (8) - ignoring a strong beat at the red tick to map a bluetick without support from the music ✓
Changed/fixed until here. I have no idea what to do with all these bad visuals. I'll probably remap that again
- 02:06:268 (1,2,1) - stacks are what bother me more about this map, check how this looks in game, is not only bad for the visuals, but also hard to read, this happen basically in all the map and you guys should care about it
- 02:07:553 (4,5,1) - spacing?
- 02:11:496 (2,1) - overlapping perfectly half of the slider isn't nice, is hard to read, a manual stack would be better
- 02:13:039 (4) - when using repeat sliders there are 2 things that you should take in consideration, 1 the click able beat is stronger than the repeat and tail and the 3 beats have the same pitch, your current one doesn't follow any, head and repeat are mapped to strong beats while the tail is mapped to a totally different beat, that's why sounds really bad
- 02:15:268 (2) - same as above, there are more btw
- 02:18:525 (4,5,1) - spacing
Thanks for modding!Zunv wrote:
Hey there,
I noticed two little things while playing
Endless Sea
- 00:51:525 (3) - This one felt weird to play (movement). I suggest you to place this one here for example https://puu.sh/vep2g/1604b29910.png (x:0 | y:193) If you do this also consider moving 00:51:353 (2) - closer to the slider so 00:51:353 (2,3) - have the same distance to the slider. (just for the sake of makeing it look nicer ;D ) I like the current way I mapped these jumps because they actually create this good flow feeling when playing 00:51:525 (3,1) - but if I choose your proposition, it would require to change 00:51:696 (1) - a little so I rather keep it how it is
- 05:35:925 (1,2,3,4) - Also this didn't flow to well. ctrl + h and then stack (1) with the end of 05:35:411 (6) - again. https://puu.sh/vepKA/22f65bb737.png (you may also move 05:36:953 (1) - if you apply this I like your idea. Applied.
Anyway, great map besides this!
And sorry i couldn't find more :'D (Im still a noob in all the mapping and modding and stuff. Still hope it helped you)
Good Luck!!
AncuL wrote:
01:44:153 - tbh i'd like this part to empashize on the piano more
thanksCucumberCuc wrote:
Hi :3
01:21:525 (1,1) maybe stream to slider? ney
02:38:668 (1,2,3,1,2,3,1,2,3,1,2,3) I think it may slightly confuse players, but you can leave i'll leave
02:42:268 NC? hm ok
02:42:953 ^
02:44:153 (1,2,3,1,2,3,1,2,3,1,2,3) I think it may slightly confuse players, but you can leave
04:04:039 to 04:07:125 - (green TP) don't know why you put them there, and sounds not heard from them it's for the slider, i depends on whether your skin has spinning sound or not
Nice map ^o^
thanks, i'll mod back for you soon[Nemesis] wrote:
hi M4M again
00:39:010 (1) - https://osu.ppy.sh/ss/8075613 you might want to fix the storyboard there buddy, same applies to 00:44:496 (1) - 00:47:239 (1) - 00:49:982 (1) - 00:52:725 (1) - and in many different places, maybe remake it once you make sure it's perfect? rip storyboard :/ redownload the map pls
01:14:668 (7) - stack it with 01:15:010 (1) -
01:38:668 (5,1) - those two streams are connected, but those 01:40:039 (5,1) - aren't, I'd personally make it a little more consistent you see i have two pairs here: one is with two streams connected and the second is that both streams start kind of symmetrically 01:39:696 (1) - 01:40:382 (1) -
04:04:039 - that's a lot of unused inherited points, are you sure it's finished? accidentally removed the spinner xd thanks
04:09:182 - I fucking love this. thanks, i kind of felt like this section needs some rework
05:33:010 (3,4) - blanket is one pixel off lol ok
That's all I can really think of, this map is absolutely amazing (you might tell that I'm netpicking but the perfection of this map is the reason for it, I didn't want the mod to be empty)
best of luck from me
thanks for modding. i'll mod back soonDeramok wrote:
for your queuea lot is nitpicking and the movement aspects i can't really find aynthing off with outside the last kiai be it because it's good as is or because i'm bad with modding movement. so good luck bringing this forward, should be ona good way.
- 00:59:582 (4,5,6,7) - 04:28:382 (1,2) - just a suggestion for an alternative, since these 1/4 are different from teh previous ones as they are ver chopped and distinct, i'd map them to stand out a bit more, like visually differ. and example would be a low spacing stack like http://puu.sh/vOBYZ/cfd52208bf.jpg (maybe with spaced off end) but there are many other ways to make it stand out. i don't think it's necessary because i already made a 00:59:582 (4) - ds jump difference to emphasize that part. Alho your suggestion would be kind of hard and unconfortable to play so yeah.. have to nay
- 01:07:468 (3) - on 01:06:439 (5,6) - these the additional sounds on 5 justify having this being different (wouldn't be an issue if they weren't there either i guess), but that lead to 01:07:468 (3) - seeming misplaced, as it has those sounds as well. using singles on it might work a littl better. whether the following notes take a slider instead or are kept as singles works fine either way though.
- 01:19:125 (1,2,1,2) - it works fine with the simplifications as it is, but i'd find it cooler if you also captured the other rhythm going on here. that one http://puu.sh/vOCfA/ee484c9d9a.jpg
- 01:36:953 (1,2,3,4,1,2,3,4) - just as an idea to introduce the rhythm, to lead the player onto listening to this rhythm instead of the usual, you could start mapping on that instrument with sliders 01:35:582 (1,2,3,4) - here already. if start differing rhythm patterns at 01:35:582 - can really start confusing players because starting too early isn't right decision, heretofore you can't really tell whether rhythm is changing or not so definitely keeping right timing is the key because 01:36:953 - you can clearly hear the difference
- 01:39:353 (5,6) - sliders should be on 01:39:181 (3,5) - because of both, the foreground and background pairs of two sounds, there's nothing special on 6 atm ignoring this because i realized that the whole part 01:38:325 - to 01:41:068 - is mapped wrong. so i'll try to tweak it a little with rhythm and aesthetics
- 02:06:268 (1) - imo this one doesn't need to be slowed down, it packs the same impact if not more as the two previous sliders and should just be double as long as them, works nicer wisually too imo. also didn't slow down these 02:07:296 (3) - 02:07:296 (3,3) - which are basically the same well here you see where comes the spacing issues; visual spacing 02:06:010 (2,1) - is necessary so i increased sv a little and where you say that 02:07:296 (3) - are the same it's actually not because listen to 02:06:268 (1) - here you can hear one beat which i actually equal to two beats 02:07:296 (3,4) - because at first, you can't hear any more kicks coming out but on the other hand, 02:07:296 (3,4) - clearly two kicks so that's why no sv change and mapped differently
- 02:09:953 (3,4) - 02:15:439 (3,4) - 02:20:925 (3,4) - would make these into a slider because the first one is on a cymbal and making it part of the stack kills the distinction. works the other way around too, but it would be a bit too similar to 02:10:639 (8,9) - i guess, which is a different set hmm well not really because you see 02:10:038 (4,5) - strong sounds coming out and it's a bad decision to make a slider 02:09:953 (3) - which would cover up the strong sound 02:10:038 (4) -
- 02:27:010 (4,6) - 05:36:611 (6) - are quite clearly not the same. would either recommend to make the first one 2/3 long or pushing the second one 1/3 back (and maybe make it longer or replace it with two notes) to make both of those heavy souns clickable hmmm? 2/3 long? how they're not the same
- 02:41:582 (2,6,10) - with these placing the snares on slider ends in order to prioritize the electro sounds, it's odd to then suddenly have emphasising the snares over the elecro sounds, even skipping one. a fix would be a rhyrhm like 1/5 slier on 14, note on 15, 1/4 slider on the red tick during 15. with fitting slider speeds and shapes ofc, so probably faster than norm on the first one and slower on the second hmm
- 02:46:896 (1,2,3,4,1,2,3,4,1,2,3,4,1) - placing sliders on the drum beats, alright. the notes between them, not so much. only 02:47:153 (2,2) - are actually in the song, the rest of the sounds of the same nature are on slider ends, so it's really weird to play if you want to follow the rhythm instead of just going by metronome, which isn't something you've made the player do previously either with one exception of simplification. it's not going by metronome, actually, there are sounds but they're very quiet so that creates an illusion that it's being mapped wrong; e.g 02:47:153 (2) - very easy to distinguish but suddenly the following 02:47:496 (4) - actually changes the pitch by inconspicuous amount. however exception could be 02:47:839 (2) - because there isn't really a change, just a pitch shift but i think i'll keep it simple here
- 02:56:325 (7,4) - it's fine as it is, but as an idea leaving those out would bring out the kick doubles way more, depending on if you concider that more interestong /important than following the constant 1/2 electro sound, it might be an option
- 02:58:553 (2) - as an idea this might be worth turning into a 1/4 slider just to avoid confusion. it doesn't really change the movement or takes away of the distinction, preference
- 04:09:439 (2,3) - it's confusing due to the mix of the electro and kick mapping, 2 is mapped on a synth and 3 ona kick. the synth on the first reverse of 3 is simply skipped, makes it hard to follow a melody, if you skip some of it's parts. i'd recommend sticking to one instrument here or using two notes, though that might increase the density above what you want, so i'd personally go with the synth since it's more interesting thana constant beat. incidents like these occur a few more times during this section yeah that's me trying to map multiple instruments at the same time lol. i think for now i'll stick with the current version of this rhythm choice. it seems funky to me trying to jump between several instruments. we'll see what bn tell us in the future. if it'll turn out to be very inconsistent at some point and maybe controversial, i'll try out your suggestion
- 04:18:439 (5,6,1,2) - confusing. you map the 1/4 with the slider and then map a gap between the circles which skips a note f the very same beat. i know you're switching to drums here, but concidering from 04:19:468 (6) - on you use the synth again already it's probably better to just stick to it for that half meassure too, or ofc mix them in a smart way as you did afterwards i dk i'll swap 04:18:782 - with a slider atm
- 04:31:125 (1) - honestly not a fan of this kiai since you just prioritize constant drum beats over the song specific unique electro sounds and even kick pattern like from 04:44:839 (1) - , they get completely overshadowed with skips and emphasis. oh well, not inherently wrong, but imo a shame, entirely subjective. hmm you're kind of right, however, it'll require to remap the whole section so atm i'll keep how it is
- on a little less subjective note, i can't really tell what induces 1/4 timings to be used or not used. like what's the backing of 04:31:810 (1,2,3) - or with what logic are you using the electro 1/4. you skip many of them and whenever you want you just put some 1/4 stuff on them, most of the time blending together with drum kicks in a single curve with no distinction. sometimes they are used with one example being 04:39:095 (4,5,6) - , sometimes not with one example being 04:40:039 (1,2,3) - plenty to be found of both. you handle it better in the first bit of the second kiai half but then revert again, which in of itself also eludes me. maybe i'm just missing something big, so yeah, i really am not able to mod the kiai part in any detail as half the concepts escape my understanding, sorry about that.
Einja wrote:
The map is amazing.
[Endless Sea]
whoever is doing the storyboard should fix the hit lighting, because for example. This 00:39:010 (1) - and the storyboard flashlight don't follow at all. rip storyboard, redl the map
check aimod, missing file in sb
00:10:553 (1,2,3) - i think these notes are slightly off from the storyboard hit lighting ^
00:19:296 (1,2,3) - stack evenly?
00:26:668 (2,3) - i don't think a jump is necessary, because circle 3 is barely audible. Just stack the notes
00:35:239 (1,2) - good blanket opportunity http://prntscr.com/f7jz9j
01:19:125 (1,2) - you should space these away from 01:19:039 (8) - since it's a downbeat, but that's just a suggestion.
01:27:868 (3,1) - good blanket oppertunity nay, i want to keep spacing consistent here
01:54:096 (1) - NC? ok
02:23:153 (1,3) - overlap these perfectly please yep
02:26:782 (2,3,4,5,6) - I think you should NC all these notes since a completely new rhythm comes in. also it looks nicer c: hmm ok we'll see
02:40:982 (2,3) - These are slightly spaced out more compared to the other 1/4 jumps before it. yeah i moved to the right stack
03:19:125 (1) - I barely noticed that was a curved slider, remove the white tick or curve slider 2. ok
04:43:468 (1,2) - stack each other properly to make good blanket i'll recheck it, maybe i can improve this section
good luck!
thanksFruityEnLoops wrote:
OVERALL DISABLE HIT ANIMATIONS PLEASE I don't use it lol_Kise00:05:067 (1,4) - Stack or ignore DS (i fixed ds on following patterns) don't want to stack there
00:07:810 (1,4) - ^
this kind of pattern is just ugly a little bit more of explanation would help.. by the pattern you mean the whole thing or just this particular slider shape because the pattern repeats and i'm not sure what do u mean
00:39:010 (1,1) - stack sliderend with the next slider's head you see here 00:40:725 (1,2,3) - and 00:41:068 (2,3,4) - is a perfect triangle so the slider 00:40:725 (1) - can't be moved. i'll rather change the 00:39:010 (1) - shape a little
00:41:239 (3,1) - not perfect overlap ok
00:44:496 (1,2) - ^ + slider overlaps himself how.. you can clearly read the path
00:49:468 (3,4,5,6,1) - that's an ugly one ok
00:51:696 (1,3,1) - again stacking lul intentional. e.g stacks 00:51:353 (2,3) - and 00:51:353 (2,1) - basically the same as 00:43:810 (2,1) -
00:54:268 (2,2) - ok
01:22:382 (3,1) - s t a c k i n g intentional e.g check 01:27:868 (3,1)
I think you understood what i was talking about with stacking, so just fix everywhere else in the map
01:23:925 (1,2,3,4) - though this kind of stacking is ok
01:31:639 (2,3,4) - not perfect stacked triplet okay
02:26:325 (1,1,1,1,1,1,1,1) - why this combo splitting because it's the only part song introduces 1/3 rhythm and it's easier for player to distinguish it so i chose to emphasize it this way
FruityEnLoops wrote:
Here's my mod!
[notice]Hitsounds are too low i think it's fine
OVERALL DISABLE HIT ANIMATIONS PLEASE
you'll see stacking errors better. most stacks are intended manual stacks by kise
I'll split my mod into 2 parts (1/mapper)xChorse00:26:153 (5,1,4) - stack
01:04:039 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,7) - instead of finish use a custom clap on the downbeats to really get that impression of loudness doesn't make much of a difference
I think you understood what i was talking about with stacking, so just fix everywhere else in the map idk what you mean xd
02:31:810 (1,2,3,4,5,6,7,8) - it's the same kind of loudness as 02:26:325 (1,1,1,1,1,1,1,1) - but no weird combo splitting :thinking: first one is my part and the other one isn't, but the NCs are because of the change in rhythm since the notes are in 1/3s
05:11:495 (1,1) - ALMOST STACKED
no reply=changedEinja wrote:
The map is amazing.
[Endless Sea]
00:19:296 (1,2,3) - stack evenly? would be inconsistent with other stacks
00:26:668 (2,3) - i don't think a jump is necessary, because circle 3 is barely audible. Just stack the notes
00:35:239 (1,2) - good blanket opportunity http://prntscr.com/f7jz9j already like 2 blankets in that pattern but they aren't visible, I still want to keep them tho
01:19:125 (1,2) - you should space these away from 01:19:039 (8) - since it's a downbeat, but that's just a suggestion. sliderbreak heaven lol
01:54:096 (1) - NC?
tyEmilia wrote:
[llot of fish]
[chors]if this is going for loved im too lazy to mod the rest, its basically just a very boring map
- 00:18:096 (2,1,2) - whats up with the unintuitive distances? the 1->2 jump was kinda weird, would suggest you just overlap 2 with the 2 before piano sounds
- 00:20:153 (3,4) - 00:20:668 (1,2,3) - 00:22:382 (2,3,4) - 00:23:753 (5,6) - i highly discourage low distances in the beginning, considering how mellow the main musical track you're following still is (repeated throughout section) mellow should equal low spacing tho?
- 00:26:496 (1,2,3,4) - dont like the big distances or that 2 and 3 are completely stacked. theres really no reason to stack them since it doesnt make sense with respect to the music and doesnt play very well they both follow the same background piano sound and spacing is similar to parts before of the same intensity
- 00:35:239 (1,2) - suggest shifting 2 lower so it flows from 1 better? there isnt much reason for you to make them flow so awkwardly 00:35:239 (1) - sliderend curves upwards so flow looks fine visually? don't see any difficulty in playing it either
- 00:59:925 (1,2,3,4) - none of these are actually triplets if you were to listen to the song there definitely are sounds on 01:00:010 - .
mapping them with 1/4 sliders and a hitcircle would reflect the music better but that would be way too complicated for a part that is essentially used for buildup- 01:02:668 (1,2,3) - and what is the reason behind adding random triplets when the song doesnt exactly differ in anyway? triples are like 1/4 return sliders that have more emphasis, which is what i was doing here
- 01:05:410 (1) - suddenly giving up the triplet structure at such a random spot is kinda jarring, esp when the music sounds basically the same (except that the triplet noises are getting louder) it's the drum/kick sounds that are getting more distinct, 1/4 sounds barely increase in intensity throughout the section
- 01:19:468 (2,1) - this jump for a 1/8th feels very trashy to play. suggest stacking or leaving 1/4 spacing instead changed
- 01:22:896 (4) - any reason for this special slider at such a boring part of song? not my part
my dad left me
tyEmilia wrote:
im lazy to split properly
[llot of fish]if this is going for loved im too lazy to mod the rest, its basically just a very boring map
[kise]
basically nothing changed