forum

Dormir - Une mage blanche

posted
Total Posts
5
Topic Starter
Left
This map has been deleted on the request of its creator. It is no longer available.
Low
hello! mod as requested from my queue. really nice song

[General]
  1. add "white" to the tags. the reason for this is that the word "blanche" in french translates to "white" in english. couldn't hurt to add as many relevant tags as possible.
  2. more tags you could add: "funaki" (this is TOMOSUKE's last name), "舟木智介" (this is TOMOSUKE's full name), "くりむ" (this is crimm's japanese alias), and "Upper" (as a part of the full name of the game: REFLEC BEAT groovin'!! Upper). you could also add "poche" to the tags, since they designed the jacket cover for this song. this isn't necessary, of course, since you did not include an image of the song jacket anywhere.
  3. the offsets on Hard and Moa's Insane are inconsistent with the rest of the difficulties. the offset should be 449 in order to be consistent with the other difficulties.
[Easy]
  1. 00:07:755 (3) - there should be a whistle on the start of this slider in order to be consistent with your previous hitsounding. for example, you have whistles on the starts of these sliders at 00:02:781 (3) and 00:05:268 (3). the music here is pretty much exactly the same as these parts, so it would only make sense to have a whistle here. i assume you just forgot it here
  2. 00:14:128 (4) - you should place a NC here. for the following parts in this difficulty, you are placing NCs for every two measures in the song, so there's no reason to have a longer combo at this part.
  3. 00:48:946 (1) - i really like how you left the part of the song after this slider unmapped. it's really fitting for this difficulty, and the gap in mapping provides for a really cool effect where the player just listens to that part in the music while waiting for the next object.
  4. 00:58:895 (1,2) - the shapes of these sliders seem rather messy when they're paired together. this entire difficulty has used almost exclusively parallel, perpendicular, or vertically/horizontally flipped linear slider patterns, so this seems very out of place. try an arrangement like this, where i made 00:59:516 (2) parallel to 00:58:895 (1), and made 01:00:293 (3) a vertical flip of (2).
  5. 01:02:470 (1) - remove the NC here for consistency with how you place NCs in the rest of this section. the rest of this section has NCs every two measures, so this should be no exception.
  6. 01:33:713 (5) - there should be a NC here in order to enforce the pattern of a NC every two measures that you've been following.
  7. 01:34:801 (1) - remove NC here for the same reason as mentioned above
  8. 01:48:946 (2) - at the end of this slider, there's a finish sound in the music. why not add a finish to match the music?
[Normal]
  1. OD +1.5. the OD is currently the same as the easy difficulty, which it shouldn't be. placing the OD as 4.5 fits the current difficulty spread you have between Easy, Normal, and Hard.
  2. AR +0.5 or +1 fits this difficulty better. it seems a bit too cluttered with only AR 4 since this is a 193 BPM song.
  3. 00:07:755 (3) - add a whistle to the start of this slider for the same reason that i mentioned in the Easy difficulty
  4. 00:12:884 (3,4) - this is a bit nitpicky, but (3) isn't totally perpendicular to (4). shift the end of (3) down a bit in order to do so. doing this makes this arrangement look very neat and aesthetically pleasing
  5. 00:40:242 (1) - remove the NC here in order to follow the combo pattern you've been using throughout this difficulty, which is placing a new combo every two measures. there's no indication in the music really that this should get a NC either
  6. 00:53:298 (5,6,1) - this is an interesting arrangement of objects. however, i believe this would look better and flow better if you changed 00:53:920 (1) to point downwards and be parallel with 00:52:521 (3), like this. of course, be sure to adjust the objects after this in order to fit the distance spacing if you do end up following this suggestion.
  7. 00:55:008 (3) - if you follow the suggestion above, i strongly recommend making this perpendicular to 00:53:920 (1) in order to look nice. not having it be perpendicular would just look sloppy
  8. 01:49:257 (3) - add a finish to this circle for the same reason as the Easy difficulty
[Hard]
  1. nothing to point out in the 16 seconds you've mapped
[Moa's Insane]
  1. 00:10:398 (1,2,3,4,5,6) - this is a really sloppy jump pattern. i think it would look much better and even play better if you were to create a symmetrical star pattern with your jumps. for example, try re-arranging the circles to look something like this
  2. 00:13:817 (3) - make this parallel to 00:13:351 (2). the way you've arranged these sliders now seems rather random. making them parallel would only make sense
[Insane]
  1. 00:07:755 (1) - add a whistle to the start of this slider for the same reason as the previous difficulties
  2. 00:11:174 (4,5,6) - adjust the position of this stack so it overlaps with the end of 00:10:553 (2). looks way better during gameplay this way. having the stack like this, the way you have it now, looks pretty messy even though this is the way the editor handles situations like these.
  3. 00:15:060 (4) - the larger spacing on this slider compared to the previous three really threw me off. there's nothing in the song that would really indicate that you should put a jump here. even if there was, this looks rather random and messy anyway. i would just completely re-position this slider to create a pattern in combination with 00:14:128 (1,2,3), like this. notice how i re-arranged (1,2,3) to slant in different directions as well. this looks much more aesthetically pleasing, and having (4) like this also flows into the next object very well. you could re-arrange this your own way, however, but the one thing that really matters is just getting rid of the larger spacing since it looks and plays very oddly.
  4. 00:34:646 (3) - you should reverse this. doing so makes it pair better in terms of jump and flow with the next object, 00:35:112 (1). also, by reversing this slider, you are keeping consistency with the other patterns like this at 00:31:537 (1,2,3) and 00:36:511 (1,2,3).
  5. 00:56:718 (2) - reverse this. it makes the entire arrangement of objects around it ( 00:56:408 (1,2,3,4) ) more fun to play.
  6. 01:06:355 (1,3) - i know this is hard to avoid due to the way the editor handles stacking, but try to fix (3) so that it's perfectly stacked under (1). looks a lot better while playing
  7. 01:08:843 (1,3) - same as above
  8. 01:10:242 (2) - just a suggestion, but i think it would look cooler if you positioned this circle slightly more downward, like this.
  9. 01:14:594 (3) - reversing this makes it flow much better with the previous slider. just a suggestion
  10. 01:14:905 (1) - if you follow the suggestion above, i strongly recommend reversing this as well. it makes the entire pattern really fun to play
  11. 01:49:257 (5) - add a finish here for the same reason as the other diffs
[Blooming Extra]
  1. i really like how you used a different BG, a custom sliderborder, and a custom slidertrack color in this difficulty. it really sets this difficulty aside from the others, and it fits the name "Blooming Extra" very well
  2. HP could be raised by +0.5 or +1. it's pretty low for such a short song
  3. 00:07:755 (1) - there should be a whistle at the start of this slider for the same reason as in the previous difficulties.
  4. 00:09:775 (1,2) - while playing this, i didn't really like how you went from fun, fast jumps to normal spacing. i think it would be great if you made this a jump similar to the previous jumps, like this. i also found that stacking 00:10:086 (3) under (2) would play well. notice how in the picture below, i made this jump larger than the other jumps at 00:09:154 (1,2) and 00:09:465 (1,2). this is because having the jumps get consecutively larger in spacing is very fun to play
  5. 00:22:988 (2,3) - these sliders look messy when put next to each other. there is seemingly no coordination between them, whether it be flipping them horizontally/vertically, being perpendicular, or just having a neat arrangement. a solution to this would be re-positioning the slant of 00:23:299 (3) so that it is the same as (2), just flipped horizontally and reversed. be sure to also re-position 00:23:765 (5) to be parallel to (3). example of everything:
  6. 00:59:516 (1,2,3) - like i mentioned at 00:09:775 (1,2), having this go to normal spacing when you've just been using jumps feels like i have to hold back while playing. i would make (1,2) a jump in similar fashion to my previous example, and stack (3) under (2). i would also add a NC at 00:59:205 (3) in order to match the NCs you placed at 00:08:687 (1,2,3,1,2,1,2). example of the pattern:
  7. 01:20:656 (1,2) - the flow between these kick sliders is a little rough and stagnated. this entire difficulty uses very fast and fun jump patterns, and having this kind of stifles the flow that you've been placing. a simple solution to this would be to place (2) in a way similar to this that feels great to play. the spacing should be easy to read due to the AR and note density
  8. 01:24:387 (3,4,5) - ctrl + g this triangle and move it slightly farther away from 01:24:076 (2). doing this makes (2) flow much better into (3), and it also makes this entire triangle pattern flow very nicely into 01:24:853 (1). example:
  9. 01:41:019 (3,4,1) - try to stack this perfectly under 01:40:397 (1). looks a lot better
  10. 01:49:257 (5) - add a finish for the same reason as the other diffs
i like the concept of this map with the linear sliders. throughout playing all of the difficulties, i noticed a "freestyle" kind of feel in terms of the mapping. this is mainly due to the fact that the sliders you have often seem to be placed in ways that are slanted slightly off in terms of being perpendicular or flipped horizontally/vertically. this isn't necessarily a bad thing, though. it just gives your map a somewhat less robotic feel, and more of a freestyle feeling. all in all, this is a decent mapset, and is very fun to play. best of luck
Topic Starter
Left

Low wrote:

hello! mod as requested from my queue. really nice song

[Insane]
00:34:646 (3) - you should reverse this. doing so makes it pair better in terms of jump and flow with the next object, 00:35:112 (1). also, by reversing this slider, you are keeping consistency with the other patterns like this at 00:31:537 (1,2,3) and 00:36:511 (1,2,3). no trumpet sound here, so slight change of pattern

[Blooming Extra]
01:24:387 (3,4,5) - ctrl + g this triangle and move it slightly farther away from 01:24:076 (2). doing this makes (2) flow much better into (3), and it also makes this entire triangle pattern flow very nicely into 01:24:853 (1). example:
now is better in what i intendeded

i like the concept of this map with the linear sliders. throughout playing all of the difficulties, i noticed a "freestyle" kind of feel in terms of the mapping. this is mainly due to the fact that the sliders you have often seem to be placed in ways that are slanted slightly off in terms of being perpendicular or flipped horizontally/vertically. this isn't necessarily a bad thing, though. it just gives your map a somewhat less robotic feel, and more of a freestyle feeling. all in all, this is a decent mapset, and is very fun to play. best of luck

all fixed except for these two! your mod was really helpful :)

that 'freestyle' one is maybe my poor mapping ability.. I have to improve it

thx for mod!
A BCDe
Insane

00:09:775 (3,4) -
이 부분에서 4의 끝과 3이 일치하는데
저는 이런 부분을 가독성이 떨어진다는 이유로 약간이라도 떼어 놓습니다.
-
00:26:252 (3,4) -
이 맵이 대칭을 많이 사용하고 있기 때문에 이 부분 역시 대칭을 추구해야 한다
...라고 해서 '형태를 바꾸라!'는 아니고요.
3과 4를 뒤집었을 때 바뀐 4번의 양 옆 디스턴스가 0.1 차이가 나요.
이 둘을 같게 만들어주면 좀 더 보기에 좋을 것 같습니다.
-
00:41:019 (2,3) -
저였다면 이 부분을 00:41:019 (2,3,4) - 이렇게 바꾸지 않았을까 쉽습니다.
글로만 쓰기 때문에 잘 표현은 안 되지만, 연타를 넣고 싶다고요!
-
00:48:480 (5,6,7) -
위의 경우와는 반대로 여기는 00:48:480 (5,6) - 이렇게 바꾸고 싶습니다.
저라면, 이 경우에 대해서는 마무리한다는 의미로 약간 패턴의 변화를 주고 싶다?라는 생각입니다. :)
-
01:20:967 (2) -
이 슬라이더를 클릭한 후 Ctrl+G를 한 번 했으면 좋겠습니다. 이 슬라이더는 끝나는 부분이 다음 부분과는 반대편에 있는지라 약간 불편함을 느낄 수 있다는 생각이 드네요.

--
B.Ex

전반적으로 반시계방향으로 도는 노트가 시계방향으로 도는 노트보다 많습니다.

00:23:299 (3,4) -
일직선이 아니어서... 4번을 아주 조금만 오른쪽으로 옮기면 되지 않을까요.
그런데 지금 보니까 1씩 옮겨주면 조금 더 직선답게 되는 부분이 많이 보이네요.
-
00:48:480 (2,3,4) -
Insane에서와 마찬가지 이유입니다.
-
01:23:610 (4) -
이 부분 역시 대칭성과 관련한 부분인데요, 의도하셨을 수도 있을 것 같다는 느낌이 갑자기 드네요. 양쪽 디스턴스가 안 맞습니다. 그런데 이걸 고치기 위해서는 3번도 함께 고쳐야 한다는... :?
-
01:48:325 (5,6,7,8) -
이 부분은 01:43:351 (5,6,7,8) - 이 부분과 함께 생각해보시면 좋겠습니다. 진행방향이 같아요. 변화를 준다고 만든 난이도에는 변화가 있어야 한다고 생각합니다.
Liokardo
Song and background combination is really cute.
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