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Infected Mushroom - Drum n Bassa

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jeanbernard8865
Hypee

poke me if you need mods when that part is remapped, I'll be glad to help
Topic Starter
direday

AyanokoRin wrote:

Hypee

poke me if you need mods when that part is remapped, I'll be glad to help
Thanks for the offer! I'll definetly need mods so help is always welcome. Will pm you when I'll fix everything I can find myself.
jeanbernard8865
As promised

[Bummer²]

03:45:900 (5,6,2,3) - this might be confusing due to a 1/3 rhythm being stacked while a 1/6 is further from slider, people might read 03:46:614 (2,3) as 1/3 so I’d find a way to have 03:46:614 (2,3) stacked while not stacking 03:45:900 (5,6)

03:47:900 (3) - buzzslider here ? this is technically fine but imo a buzz would fit as well

03:48:400 (5) - this should begin at 03:48:471, if you want to keep the held weird vomit voice sound from 03:48:185 (4) I’d suggest ending it at 03:48:400

03:49:257 - I hear one of those weird sounds here as well, maybe double ? Would fit the technical aspect of the map

03:51:042 (3) - I hear the same sound as 03:49:328 (1,2,3,4) here ( although more faintly ), so circles ?

03:52:757 (5) - slider head and tail both are snapped on the same sound, at the same pitch, but slider emphasis makes 03:52:757 stand out more than 03:52:900 due to it being clickable, so I think both should be clickable, then the only slidertail being on 03:53:185 would make the pitch difference stand out since it would be the only non-clickable object at that sound

03:53:328 (1,2) - kinda nazi but move those just 1 pixel to the left so that it overlaps with 03:54:185 (3) perfectly

03:57:900 (2,3) - here the flow is different from 03:44:185 (2,3) while it’s the same sounds

04:04:757 (3) - why slider here ? It’s the same sound as 03:49:328 (1,2,3,4) ( a bit modified, I’ll give you that, but it’s similar enough that just a spacing change would suffice )

04:06:471 (5) - why didn’t you carry on with the stream ? I don’t hear a new sound here and the stream thing carries on

04:14:114 - bruh y u lev dis empty

04:16:757 (6,7) - I like the idea of changing the rhythm pattern to reflect intensity, but due to how slider emphasis works this ends up standing out less to the player than 4 circles like 03:56:185 (1,2,3,4), so I’d move the 2 sliders to 03:49:328 (1,2,3,4), etc part and put circles here

04:18:042 (2,3,4,1) - sudden spacing difference between 04:18:042 (2,3) and 04:18:471 (4,1) for the same sound

04:22:042 (6,7,8) - until there linear flow was strictly used for 2/3 gaps so a sudden 1/3 rhythm in linear flow ( especially with the same spacing ) could be confusing to the player

05:11:471 (5,6,7,8,9) - flow is different from 04:57:757 (1,2,3,4,5) cause here it’s primarily sharp angles and circular flow while before it was more back & forth and arguably wider angles

05:20:757 (1,2,3) - flow differs from 05:19:042 (1,2,3) because people would expect 05:21:185 (3) to be on the right instead due to the pattern you introduced with 05:19:042 (1,2,3,4,5,6)

05:25:328 (5,6) - ^

05:37:900 (1,2,3) - first time in that part that 05:38:329 (3) has a shape following circular flow ( as opposed to 05:36:185 (1,2,3) )

05:40:472 (5,6,7) - happens here again

If you still up for modding back I could ask you to take a look at my gekiai map but I mean it's 6 minutes of modding vs 2 so it would feel like stealing to me, if you wanna mod that one back then pm me and I'll mod another map of yours
Topic Starter
direday

AyanokoRin wrote:

As promised

[Bummer²]

03:45:900 (5,6,2,3) - this might be confusing due to a 1/3 rhythm being stacked while a 1/6 is further from slider, people might read 03:46:614 (2,3) as 1/3 so I’d find a way to have 03:46:614 (2,3) stacked while not stacking 03:45:900 (5,6) Yes, good find

03:47:900 (3) - buzzslider here ? this is technically fine but imo a buzz would fit as well. Okay, this works too

03:48:400 (5) - this should begin at 03:48:471, if you want to keep the held weird vomit voice sound from 03:48:185 (4) I’d suggest ending it at 03:48:400 Changed

03:49:257 - I hear one of those weird sounds here as well, maybe double ? Would fit the technical aspect of the map No, after countless changes I've decided that this is optimal. It throws rythm out the windows otherwise.

03:51:042 (3) - I hear the same sound as 03:49:328 (1,2,3,4) here ( although more faintly ), so circles ? I think it's fine rn Changed

03:52:757 (5) - slider head and tail both are snapped on the same sound, at the same pitch, but slider emphasis makes 03:52:757 stand out more than 03:52:900 due to it being clickable, so I think both should be clickable, then the only slidertail being on 03:53:185 would make the pitch difference stand out since it would be the only non-clickable object at that sound Turned 2nd slider into 2 circles instead since 2nd has pitch change.

03:53:328 (1,2) - kinda nazi but move those just 1 pixel to the left so that it overlaps with 03:54:185 (3) perfectly. Moved but its "hard" to perfectly overlap curved and stright slider

03:57:900 (2,3) - here the flow is different from 03:44:185 (2,3) while it’s the same sounds Fair enough. Changed

04:04:757 (3) - why slider here ? It’s the same sound as 03:49:328 (1,2,3,4) ( a bit modified, I’ll give you that, but it’s similar enough that just a spacing change would suffice ) Ok, you convinced me. Changing the one earlier too.

04:06:471 (5) - why didn’t you carry on with the stream ? I don’t hear a new sound here and the stream thing carries on. Ok, remade this combo to emphasize clicky sounds. I wonder if it's readable but plays well.

04:14:114 - bruh y u lev dis empty If I don't wan't to end sliderend on 1/6, and if I dont' I'd have to place it on 04:14:328 (2) - and lose dat juicy empasis. i cri evry tiem. Will see what I can do, this needs to change, yes.

04:16:757 (6,7) - I like the idea of changing the rhythm pattern to reflect intensity, but due to how slider emphasis works this ends up standing out less to the player than 4 circles like 03:56:185 (1,2,3,4), so I’d move the 2 sliders to 03:49:328 (1,2,3,4), etc part and put circles here Guess I'll do just that. Actually screw those, I'll just have sliders everywhere. 03:56:185 (1,2,3,4) those sound more distinct than 04:16:757 (6,7) tbh so 04:16:757 (6,7) will be less spaced.

04:18:042 (2,3,4,1) - sudden spacing difference between 04:18:042 (2,3) and 04:18:471 (4,1) for the same sound I was actually mapping the kick here, but I see from where you are coming. Changing.

04:22:042 (6,7,8) - until there linear flow was strictly used for 2/3 gaps so a sudden 1/3 rhythm in linear flow ( especially with the same spacing ) could be confusing to the player. But I like it so much :O. I think AR is high enough to sight-read that. Will change if there someone will mention it again in mod.

05:11:471 (5,6,7,8,9) - flow is different from 04:57:757 (1,2,3,4,5) cause here it’s primarily sharp angles and circular flow while before it was more back & forth and arguably wider angles. Ok, changing 1st to be more like 2nd. I think those should form easily recognizeble pattern for easier reading and wide angles don't matter that much since those are not too spaced apart.

05:20:757 (1,2,3) - flow differs from 05:19:042 (1,2,3) because people would expect 05:21:185 (3) to be on the right instead due to the pattern you introduced with 05:19:042 (1,2,3,4,5,6)

05:25:328 (5,6) - ^

05:37:900 (1,2,3) - first time in that part that 05:38:329 (3) has a shape following circular flow ( as opposed to 05:36:185 (1,2,3) )

05:40:472 (5,6,7) - happens here again Fuck this, I'm remapping this part. It's been itching for a while but I just couldn't bring myself to map such boring part.

If you still up for modding back I could ask you to take a look at my gekiai map but I mean it's 6 minutes of modding vs 2 so it would feel like stealing to me, if you wanna mod that one back then pm me and I'll mod another map of yours
Big thanks for the mod! Again, evrything was on-point. Will mod back tomorrow!
xChorse
Hello, m4m from my queue.


Bummer

You can stack 00:12:507 (2) - on 00:11:328 (1) - tail to make it easier to read, currently it obstructs the sliderend making it unnecessarily hard to read the length of the slider.

Stack 00:19:364 (2) - tail on 00:18:507 (2) - ^

00:24:185 - this section is pretty cluttered because it's mapped mostly in one spot of the grid, you could try to space it out a bit, but that's not necessary.

00:27:614 (1,1,1,1) - doesn't look great imo, you could try something like this: https://osu.ppy.sh/ss/7701022. That's just an example, you should experiment with slidershapes to find out what looks bets to you.

01:03:078 (5) - the sound that you mapped this slider on starts at 01:02:971 - so consider changing 01:02:757 (4) - to a 1/4 slider.

01:01:900 (1) - is there a reason why this is mapped differently from 00:58:471 (1) - and sliders like it? I think they sound the same so they should probably follow the same rhythm. But you should add a clap at the end of it.

01:05:328 (1) - ^

01:07:042 (1) - ^ you mapped clap sounds with a hitcircle instead of a sliderend before, you should keep that consistent by changing it as well.

01:10:471 (1) - ^

01:12:185 (1) - ^

01:15:614 (1) - ^

01:19:042 (1) - ^

01:24:185 (1) - ^

01:03:614 (1) - this one is fine because there is no sound cut on 01:03:935 - and it follows the same sound until its end.

01:33:614 (3,4,5,6,7) - this plays weird, make something like this: https://osu.ppy.sh/ss/7701132.

02:06:292 - you ignore this sound, but you mapped it before with a sliderend 02:05:114 (9) - so just make 02:06:185 (5) - a slider.

02:20:007 - similar to ^

02:13:042 - strong sound, you should definitely map this.

02:13:578 - this one is less noticeable so you should decide whether you want to map it or not.

02:54:614 (4,3) - stack?

03:24:185 (1,2,3,4) - pretty random pattern compared to 03:25:900 (1,2,3,4) - so I would recommend making it organized.

03:44:757 (1,2,3,4,5) - these shouldn't get progressively lower spaced because 03:45:614 (4) - is probably the strongest note in there, but it has one of the smallest spacing out of them.

03:51:614 (1,2,3,4) - ^

03:59:328 (4) - is the strongest note again, like ^

03:54:042 (2,3) - blanket instead, looks pretty weird as an overlap atm.

04:06:471 (5,6) - these sounds start at 04:06:185 - so you should map 1/6 sliders on 04:06:185 - and 04:06:328 -

04:18:042 (2) - Imo stacking it under the slidertail is a bad idea because it stops the flow. You should do something like 04:10:471 (1,2) - or 04:24:185 (1,2) -

04:31:042 (1,2) - ^

04:34:042 (4) - you should move this somewhere else because 04:33:614 (1,2,3,4) - looks cluttered atm.

04:55:328 - you mapped this sound before 04:53:614 (4) - so you should map this too.

05:09:042 - ^

06:13:900 (1) - move to x:170 y:234 to blanket it's tail with 06:13:042 (4,5) - since imo it would look nicer.

msg me ingame if i messed something up or you don't understand something. Good luck!
Troponoop
howdy, returning the m4m

00:25:042 (1,2,3,4) - seems a bit hard to read, while you have been doing some cute overlaps and stacking, i dont think that it should be emphasized that much

00:31:471 (2,1) - could blanket 2 with the slider end of 1. currently i think that 2 is too close to 00:31:900 (3) -

00:31:042 (1,1,1) - i highly dislike these pauses, it takes away from the flow, so you could definitely make these into sliders because ur ignoring a strong sound there (there is a bunch more)

01:13:042 (4,1) - since its kiai time, this is where the map should be getting spicy, but these slow SV changes dont seem to fit naturally. Just seems to be an odd place to start using them here

01:15:614 (1,1) - again, turn these into sliders, ur ignoring sounds to promote odd anti-flow

02:27:185 (1) - cute slider, maybe try putting SV changes on these as well 02:08:757 (3,2) -

03:45:614 (4,4) - should do something to emphasize these better

04:06:400 - there is a sound on this red tick that could be filled

04:12:185 (6,7,8,2,3,4) - DS is slightly off for these. i think your trying to have reduced spacing for each note and if thats the case, then you should reduce the spacing further cuz it doesnt seem to emphasize much atm ( just style preference )

04:15:614 (1,5,1) - so its apparent that this is the gimmick your picking (lots of pauses), but its at the expense of some juicy sounds, some wonderfully funky sliders could be used here and it would be epic

06:05:900 (6) - mmm seems a bit out of place with all the other curved / straight sliders

general thoughts:

the first half plays like a 4.5 star map, which isn't exactly a bad thing, but i just dont think that the difficulty spike should be that high, either reduce the jumps / streams or make the first part of the map a bit more difficult

for the gimmicky anti-flow pauses / jumps, i dont think there needs to be so many. there are multiple times that a dominant sound is present, but you neglect it and keep the gimmick instead

fun fun map though its got a lot of potential :D
Topic Starter
direday
xChorse

xChorse wrote:

Hello, m4m from my queue.


Bummer

You can stack 00:12:507 (2) - on 00:11:328 (1) - tail to make it easier to read, currently it obstructs the sliderend making it unnecessarily hard to read the length of the slider. Ok

Stack 00:19:364 (2) - tail on 00:18:507 (2) - ^ Yep

00:24:185 - this section is pretty cluttered because it's mapped mostly in one spot of the grid, you could try to space it out a bit, but that's not necessary. It won't allow for such pattern otherwise

00:27:614 (1,1,1,1) - doesn't look great imo, you could try something like this: https://osu.ppy.sh/ss/7701022. That's just an example, you should experiment with slidershapes to find out what looks bets to you. This looks cool! I'll go with something similar.

01:03:078 (5) - the sound that you mapped this slider on starts at 01:02:971 - so consider changing 01:02:757 (4) - to a 1/4 slider. It's been like you suggest at first but I've decided to go with current one as I think it represents the music and rythm better. And the gap between slider and buzz-slider is just for comfortable play.

01:01:900 (1) - is there a reason why this is mapped differently from 00:58:471 (1) - and sliders like it? I think they sound the same so they should probably follow the same rhythm. But you should add a clap at the end of it. There is actually a reason - 00:58:792 there is a faint sound here and 00:58:471 (1) - starts at stronger sound. But you are right, I'll change smth about it.

01:05:328 (1) - ^

01:07:042 (1) - ^ you mapped clap sounds with a hitcircle instead of a sliderend before, you should keep that consistent by changing it as well.

01:10:471 (1) - ^

01:12:185 (1) - ^

01:15:614 (1) - ^

01:19:042 (1) - ^

01:24:185 (1) - ^ Changed some of those to have more logic behind object choice

01:03:614 (1) - this one is fine because there is no sound cut on 01:03:935 - and it follows the same sound until its end.

01:33:614 (3,4,5,6,7) - this plays weird, make something like this: https://osu.ppy.sh/ss/7701132. Moved around those

02:06:292 - you ignore this sound, but you mapped it before with a sliderend 02:05:114 (9) - so just make 02:06:185 (5) - a slider.

02:20:007 - similar to ^ Okay. Plays much better now.

02:13:042 - strong sound, you should definitely map this. Yes

02:13:578 - this one is less noticeable so you should decide whether you want to map it or not. No, I like the sense of breaking the rythm here.

02:54:614 (4,3) - stack? whoops

03:24:185 (1,2,3,4) - pretty random pattern compared to 03:25:900 (1,2,3,4) - so I would recommend making it organized. Ye

03:44:757 (1,2,3,4,5) - these shouldn't get progressively lower spaced because 03:45:614 (4) - is probably the strongest note in there, but it has one of the smallest spacing out of them.

03:51:614 (1,2,3,4) - ^

03:59:328 (4) - is the strongest note again, like ^ Did a bootleg patch of those.

03:54:042 (2,3) - blanket instead, looks pretty weird as an overlap atm. I like it. Will change if there will be other comments

04:06:471 (5,6) - these sounds start at 04:06:185 - so you should map 1/6 sliders on 04:06:185 - and 04:06:328 - Well there are 2 sounds that are just on the start of those sliders. Will keep it for now

04:18:042 (2) - Imo stacking it under the slidertail is a bad idea because it stops the flow. You should do something like 04:10:471 (1,2) - or 04:24:185 (1,2) - Stopping the flow was exactly the intention of it. At least I feel it this way in the music.

04:31:042 (1,2) - ^ ^

04:34:042 (4) - you should move this somewhere else because 04:33:614 (1,2,3,4) - looks cluttered atm. True.

04:55:328 - you mapped this sound before 04:53:614 (4) - so you should map this too. Ok

05:09:042 - ^ Ok

06:13:900 (1) - move to x:170 y:234 to blanket it's tail with 06:13:042 (4,5) - since imo it would look nicer. Agreed. 06:13:042 (4,5,1) - was supposed to be cute little mushroom :3

msg me ingame if i messed something up or you don't understand something. Good luck!
Big thanks, your mod helped to bring more structure to the map! Will definetly do mod back this weekend, sorry for the delay.


Troponoop
Working on the reply atm

Troponoop wrote:

howdy, returning the m4m

00:25:042 (1,2,3,4) - seems a bit hard to read, while you have been doing some cute overlaps and stacking, i dont think that it should be emphasized that much But it's so cool D: I like this pattern a lot. Will try to keep it unless BN says otherwise.

00:31:471 (2,1) - could blanket 2 with the slider end of 1. currently i think that 2 is too close to 00:31:900 (3) - Just moved (2) a bith further from (3)

00:31:042 (1,1,1) - i highly dislike these pauses, it takes away from the flow, so you could definitely make these into sliders because ur ignoring a strong sound there (there is a bunch more) Huh? There are literally no sounds between 00:31:042 (1,2) - and similar except some noise. Experimenting with adding sliders rn to try to make a better flow but that's borderline overmapping

01:13:042 (4,1) - since its kiai time, this is where the map should be getting spicy, but these slow SV changes dont seem to fit naturally. Just seems to be an odd place to start using them here Yeah, you might be right. Giving them more SV

01:15:614 (1,1) - again, turn these into sliders, ur ignoring sounds to promote odd anti-flow. Again, don't think I'm ignoring anything here, but giving more empasis to the sound after those may be a good idea.

02:27:185 (1) - cute slider, maybe try putting SV changes on these as well 02:08:757 (3,2) - Nah, those would break the flow too much

03:45:614 (4,4) - should do something to emphasize these better Done in prev. mod

04:06:400 - there is a sound on this red tick that could be filled Addressed this in prev mod too

04:12:185 (6,7,8,2,3,4) - DS is slightly off for these. i think your trying to have reduced spacing for each note and if thats the case, then you should reduce the spacing further cuz it doesnt seem to emphasize much atm ( just style preference ) I'm considering giving them even DS, but there was reduced spacing on similar once before so I don't know. Will think more about it.

04:15:614 (1,5,1) - so its apparent that this is the gimmick your picking (lots of pauses), but its at the expense of some juicy sounds, some wonderfully funky sliders could be used here and it would be epic. Nope, still no sounds there. Will explore the possibility of adding some sliders though.

06:05:900 (6) - mmm seems a bit out of place with all the other curved / straight sliders They are supposed to remind of 03:48:757 (6) - this since those are the same sounds. Changed a bit tho.

general thoughts:

the first half plays like a 4.5 star map, which isn't exactly a bad thing, but i just dont think that the difficulty spike should be that high, either reduce the jumps / streams or make the first part of the map a bit more difficult. Yeah I have the same concern. I've nefed it by about half a star last time I remapped and I'm kind of satisfied with diff spikes now. The first half is much more technical to at least try to balance the spikes out.

for the gimmicky anti-flow pauses / jumps, i dont think there needs to be so many. there are multiple times that a dominant sound is present, but you neglect it and keep the gimmick instead Added some juicy sliders here and there

fun fun map though its got a lot of potential :D

Thanks for the mod! Gave me something to think about.
Mitkoff
Hello there,
M4M from your q.
Надеялся, что выздоровлю до выходных, но не пошло... Поэтому мог много напутать...


[Drum n Bassa]
Вообще карта мне очень нравится, правда стиль музыки не совсем по мне, но карта кульная. По ритму и спейсингу в основном мне очень неплохо, н по визуальной и структурной части ... Дальше очень много моего субъективного мнения, дважды подумай, что менять, что нет.
Ну начну с того, что над визуальнй составляющей еще можно думать...
Допустим первые 30 секунд:
00:14:757 (1,2,3,2) - Тут у нас 2 вида оверлапа 1/2 круга (00:15:078 (2,3) - ), оверлап (00:15:185 (3,2) - ), стак (00:14:757 (1,1) - ) и все это на 2 секундах времени в одной части игрового поля, все это путает и больше мешает сосредоточится, чем создает читательный челендж. Все таки нужно использовать более последовательные конструкции визуального плана.
00:15:185 (3,2) - хотя наверно это просто слетевший стак, да?)
Подобная же ситуация с визуальным спейсингом в разных паттернах
00:16:900 (3,1,1,3) - Например 00:16:900 (3,1) - расстояние этого бланкета будет здорово смотреться с 00:18:185 (1,3) - таким же расстояние тут
00:20:971 (2,3) - 00:21:614 (1,2) - 00:22:471 (1,2) - 00:10:471 (1,3) - 00:15:614 (1,2) - ну ты понял, Последовательный визуальный спейсинг делает мапу намного более акуратной

00:18:507 (2) - тут на ту же тему только через оверлапы

00:24:185 (1) - Зачем ты флоу обламал круговое? 00:24:185 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,1,1,1) - вообще можно на оверлапать эту часть с предыдущей? место то много дважды ctrl-> и по спейсингу прокорректировать. 00:27:614 (1,1,1,1) - и тут довернуть.

00:37:042 (1,2,3,4) - та же визуальная капуста

00:46:471 (2,4) - Под 1/2 оверлап, я думаю ты понял , что я от тебя хочу добиться... больше не буду их отмечать. все это довольно сложно переделать сохранив паттерны, но оно того стоит. И это относится в основном к вступлению (до 2 спинера) дальше получше

01:04:257 (2,3,4,5) - не хоччешь бланкет по 01:04:900 (5) - апроач кругу?
01:06:185 (9,11) - ^
01:32:757 (1,2) -

01:14:542 (2,3,4) - ctrl-j можно, лучше флоу

01:25:900 - почему киаи кончился? :lol:

01:30:185 (3) - зачем форму поменял, ммм? Можно оставить, тут нет четкой перемены в музыке.

01:30:185 (3,3) - стак

01:38:328 (1,2,3,4,5) - можно сделать акценты по каждому звуку, и более подчеркнуть затухание

02:24:078 (2,3,4,5,1,2,3,4,5,6) - Почему тут резко упал спейсинг на 1/4?

02:26:435 (4) - я бы не пропускал 1/4 бит тут как минимум, он очень сильный

02:31:042 (1,2,3,4) - для последовательности с предыдущим https://puu.sh/v6Ogt.jpg

02:37:042 (4,1,2) - я люблю бланкеты :?
02:34:471 (1,2,3) - ^

02:52:900 (4,2) - поправь стак

02:55:042 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7) - как-то больно хаотично, можно паттерны с более последовательным спейсингом придумать? Причем интенсивность джампов должна нарасть плавно и до самого конца, а не рандомно... Может я, конечно, не вижу идеи, она не очевидна... Комбо свапы тоже очень неочевидны. Вторую часть, как по мне, можно серьезно апнуть по спейсингу, так как это очень интесивная часть, а также 1/3 намного сложнее сейчас имо.

03:39:614 (1,2,3,4,5,6,7,8,9,10) - клэпы куда делись? 03:39:614 (1,2,3,4,5,6,7,8,9,10) - в идеале это вообще 1/8 ,но отметить надо помощней в любом случае

04:09:329 (3,1) - стак

04:14:757 (9,10) - crt-g по ритму, чтобы отобразить лучше растянутый звук

04:06:185 (4,5) - бланкет или по флоу https://puu.sh/v6Q7z.jpg

04:08:470 (5) - кликабельный бит, потому что он одинаковой интенсивнсти, что и рядом стоящие... как 04:22:042 (6,7,8) -

04:12:185 (6) - НК как ты делал до этого для сниженного спейсинга

04:18:614 (1,2,3,4,5) - Тут ты тоже с нк намудрил зачем-то

04:19:042 (3,1) - авоид оверлап , сделай бланкет выглядит покрасивше

04:32:328 (1,2,3,4,5) - я не понимаю зачем ты перешел на нк по офф битам, это просто затрудняет чтение мапы имо

05:19:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - пофикси оверлапы или приведи их их к более последовательному состоянию, а то они то появляются то исчезают, то в 1/2 то 1/3...

05:35:328 (5) - сюды можно нк влипить для читабельности паттера

05:58:471 (1,2,3) - одинаковый спейсинг можно?

06:08:185 (1,2,3,1,2) - Нк в порядок приведи, теперь ты занкашил обе части и оффбиты и переход :lol:

Вообще вторую половину карты на последовательность в НК я б перепроверил на твоем месте...
Наверно все от меня, пока что... Сори, что так мало и рандомно
В общем:
1) Над визуалкой в начале можно еще поработать
2) Над структурой в спокойных частях тоже, выглядят рандомно... хотя играются нормально.
3) И сделать гап между (1/2)1/4 и 1/3 поменьше, я отыграл где-то раз 5: первые 1000 комбо проще чем остальная часть где-то на 1,0 по старрейту, не сказать чтоб это плохо, ведь у грибов часто интесивность нарастает под конец. 02:55:042 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7) - часть можно апнуть, по-моему

А так здорово, мне лично нравится, хоть я не люблю особо марафоны...
Удачи!
Topic Starter
direday

Mitkoff wrote:

Hello there,
M4M from your q.
Надеялся, что выздоровлю до выходных, но не пошло... Поэтому мог много напутать...


[Drum n Bassa]
Вообще карта мне очень нравится, правда стиль музыки не совсем по мне, но карта кульная. По ритму и спейсингу в основном мне очень неплохо, н по визуальной и структурной части ... Дальше очень много моего субъективного мнения, дважды подумай, что менять, что нет.
Ну начну с того, что над визуальнй составляющей еще можно думать...
Допустим первые 30 секунд:
00:14:757 (1,2,3,2) - Тут у нас 2 вида оверлапа 1/2 круга (00:15:078 (2,3) - ), оверлап (00:15:185 (3,2) - ), стак (00:14:757 (1,1) - ) и все это на 2 секундах времени в одной части игрового поля, все это путает и больше мешает сосредоточится, чем создает читательный челендж. Все таки нужно использовать более последовательные конструкции визуального плана.
00:15:185 (3,2) - хотя наверно это просто слетевший стак, да?)
Подобная же ситуация с визуальным спейсингом в разных паттернах
00:16:900 (3,1,1,3) - Например 00:16:900 (3,1) - расстояние этого бланкета будет здорово смотреться с 00:18:185 (1,3) - таким же расстояние тут
00:20:971 (2,3) - 00:21:614 (1,2) - 00:22:471 (1,2) - 00:10:471 (1,3) - 00:15:614 (1,2) - ну ты понял, Последовательный визуальный спейсинг делает мапу намного более акуратной

00:18:507 (2) - тут на ту же тему только через оверлапы

00:24:185 (1) - Зачем ты флоу обламал круговое? 00:24:185 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,1,1,1) - вообще можно на оверлапать эту часть с предыдущей? место то много дважды ctrl-> и по спейсингу прокорректировать. 00:27:614 (1,1,1,1) - и тут довернуть.

00:37:042 (1,2,3,4) - та же визуальная капуста

00:46:471 (2,4) - Под 1/2 оверлап, я думаю ты понял , что я от тебя хочу добиться... больше не буду их отмечать. все это довольно сложно переделать сохранив паттерны, но оно того стоит. И это относится в основном к вступлению (до 2 спинера) дальше получше

01:04:257 (2,3,4,5) - не хоччешь бланкет по 01:04:900 (5) - апроач кругу?
01:06:185 (9,11) - ^
01:32:757 (1,2) -

01:14:542 (2,3,4) - ctrl-j можно, лучше флоу

01:25:900 - почему киаи кончился? :lol:

01:30:185 (3) - зачем форму поменял, ммм? Можно оставить, тут нет четкой перемены в музыке.

01:30:185 (3,3) - стак

01:38:328 (1,2,3,4,5) - можно сделать акценты по каждому звуку, и более подчеркнуть затухание

02:24:078 (2,3,4,5,1,2,3,4,5,6) - Почему тут резко упал спейсинг на 1/4?

02:26:435 (4) - я бы не пропускал 1/4 бит тут как минимум, он очень сильный

02:31:042 (1,2,3,4) - для последовательности с предыдущим https://puu.sh/v6Ogt.jpg

02:37:042 (4,1,2) - я люблю бланкеты :?
02:34:471 (1,2,3) - ^

02:52:900 (4,2) - поправь стак

02:55:042 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7) - как-то больно хаотично, можно паттерны с более последовательным спейсингом придумать? Причем интенсивность джампов должна нарасть плавно и до самого конца, а не рандомно... Может я, конечно, не вижу идеи, она не очевидна... Комбо свапы тоже очень неочевидны. Вторую часть, как по мне, можно серьезно апнуть по спейсингу, так как это очень интесивная часть, а также 1/3 намного сложнее сейчас имо.

03:39:614 (1,2,3,4,5,6,7,8,9,10) - клэпы куда делись? 03:39:614 (1,2,3,4,5,6,7,8,9,10) - в идеале это вообще 1/8 ,но отметить надо помощней в любом случае

04:09:329 (3,1) - стак

04:14:757 (9,10) - crt-g по ритму, чтобы отобразить лучше растянутый звук

04:06:185 (4,5) - бланкет или по флоу https://puu.sh/v6Q7z.jpg

04:08:470 (5) - кликабельный бит, потому что он одинаковой интенсивнсти, что и рядом стоящие... как 04:22:042 (6,7,8) -

04:12:185 (6) - НК как ты делал до этого для сниженного спейсинга

04:18:614 (1,2,3,4,5) - Тут ты тоже с нк намудрил зачем-то

04:19:042 (3,1) - авоид оверлап , сделай бланкет выглядит покрасивше

04:32:328 (1,2,3,4,5) - я не понимаю зачем ты перешел на нк по офф битам, это просто затрудняет чтение мапы имо

05:19:900 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - пофикси оверлапы или приведи их их к более последовательному состоянию, а то они то появляются то исчезают, то в 1/2 то 1/3...

05:35:328 (5) - сюды можно нк влипить для читабельности паттера

05:58:471 (1,2,3) - одинаковый спейсинг можно?

06:08:185 (1,2,3,1,2) - Нк в порядок приведи, теперь ты занкашил обе части и оффбиты и переход :lol:

Вообще вторую половину карты на последовательность в НК я б перепроверил на твоем месте...
Наверно все от меня, пока что... Сори, что так мало и рандомно
В общем:
1) Над визуалкой в начале можно еще поработать
2) Над структурой в спокойных частях тоже, выглядят рандомно... хотя играются нормально.
3) И сделать гап между (1/2)1/4 и 1/3 поменьше, я отыграл где-то раз 5: первые 1000 комбо проще чем остальная часть где-то на 1,0 по старрейту, не сказать чтоб это плохо, ведь у грибов часто интесивность нарастает под конец. 02:55:042 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7) - часть можно апнуть, по-моему

А так здорово, мне лично нравится, хоть я не люблю особо марафоны...
Удачи!
Извини за поздний ответ - совсем загружен был плюс длц на ДС3 вышло. Я полностью согласен насчет визуалок, начал плотно над ними работать. После того как доделаю, снова гляну на твой мод, а то я много менять планирую. Большое за него спасибо, пойду тебе звезд кину куда-нибудь.
Bokkie
Hello!
M4M from my queue c:

Bummer

  1. 00:22:792 (2,6) - stack those two
  2. 00:31:900 (3,1) - this blanket could be better; literally move it down to the end of 00:32:328 (1) like this
  3. 00:33:400 (1,2) - for these two I'd stack 00:33:400 (1) with 00:32:757 (2) sliderend and then 00:33:721 (2) with sliderend of (1) like that
  4. 00:40:042 (3) - since you're mapping to the bass thingy you should swap this in time with 00:40:471 (1,2,3) and then adjust other objects ofc (I'd recommend something like this)
  5. 00:52:900 (1) - you're using curved one here but back at 00:46:042 (1) you use straight slider; I'd use only one type to keep it consistent
  6. 01:07:042 (1) - this shape doesnt' fit the map; I mean, you use simply curved ones (literally later on 01:20:757 (1) there's the same sound and you use curved slider)
  7. 01:19:900 (4,1) - blanked (1) to the sliderend of (4)
  8. 01:23:328 (3) - for other 3/4 sliders you use x1.2 SV; what's so different about this one?
  9. 01:34:257 (6) - move it slightly up to emphasize the sound (x:273 y:71 looks fine to me)
  10. 02:04:364 (4) - keep it on the line with previous slider's flow (link); not sure if you should keep 02:05:114 (9) in the same spot tho; you could always move it so that sliderend's stacked with 02:04:685 (7)
  11. 02:13:150 (1,2) - I'd line it up with 02:13:471 (3,4)
  12. 02:27:185 (1) - move it down for an emphasis
  13. 02:30:828, 02:34:257, 02:37:685 - Imo you should map those sounds
  14. 03:17:114 (4) - maybe space it a bit more; maybe blanket it with 03:16:257 (4)
  15. 03:22:471 - !!!
  16. 03:42:614 (1) - ctrl+G
  17. 03:44:757 (1,2,3) and other like this - maybe line them up to make it clear which notes are 1/4 like here 04:12:185 (1,2,3)
  18. 04:23:757 (7,1) - not exacly good blanket
  19. 04:27:328 (4,1) - you could blanket those
  20. 04:35:756 (6,7,8) - this is 1/3 but 04:32:757 (1,2,3) is 1/4; like I said before, staight line pattern like this should be used for 1/4 to avoid confusion
  21. 05:31:400 (1) - am I wrong or is this the only 1/6 slider in your map?
  22. 06:07:042 - why is it diffrent from 06:00:185 (1)? it's literally the same sound, isn't it?

That's it!
Cool map, I'm looking forward to play this once it gets ranked c:

Good luck c:
RevenKz
Hey im posting this for Lince, DO NOT GIVE KUDOSU FOR THIS POST

Lince Cosmico wrote:

Bummer


• 00:10:471 (1) - Ctrl+G here, so you will make it fit with 00:09:614 (1,2) -
• 00:11:757 (3,2) - Fix stack (not relevant)
• 00:13:042 (1,1) - They're too close imo, maybe consider moving the second slider (with its stack) a bit down
• 00:20:917 - woah there, 1/8? lol
• 00:24:721 (4,4,4,4) - This sliders are barely visible, to improve map playability, You should make them visible by moving it somewhere else
• 00:31:471 (2,3) - You can blanket these slider shapes like this, it actually gives an impact while playing
• 00:33:400 (1,2,3) - I consider this a flow issue, but if you think its good, you can still do the same blanket shape than before on this 00:33:721 (2,3) -
• 00:34:471 (1,2) - Another flow issue, maybe, instead of changing the flow here you can move the slider end a bit higher (like doing Ctrl+J)
• 00:35:328 (3,1,2,3) - Such a weird overlap usage there lol, that pattern feels kinda ugly, you have a lot of space to use sliders, why do you overlap that pattern in that small space?
• 00:37:900 (1,2,3,1) - This part has some spacing issues, you should be consistent there
• 00:38:328 (2,1) - Fix stack
• 00:40:471 (1,2,3) - Same usage of space thing
• 00:43:471 (5,4) - Stack the 4 with the 5? its not relevant at all but it gives some good visual stuff
• 00:45:935 - Why did you ignore this sound?
• 00:52:685 (4,4) - Stack?
• 00:56:757 (5) - This is literally not relevant, but what about adding a NC here to give it some kind of emphasis releated with its background sound?
• 00:58:471 (1,2) - Sick flow right here xD
• 01:03:078 (5) - uhm it feels kinda weird like this, maybe you can move the sliderend higher like this, actually, it would fit with 5-6 followpoints
• 01:04:685 (4,5) - Flow issues S:
• 01:05:328 (1,2,3) - What about doing something like this, Using this way, the flow will be correct and visuals will give a better impact of structure, also if you do that, you can do same here 01:06:185 (4,5,6) - , doing Ctrl + H on 01:06:185 (4) - and stacking its sliderend with 01:05:328 (1) - , then do Ctrl+G on circles 5 and 6 and blanket 5 with that slider (exactly like this
• 01:07:042 (1) - edgy but cool lol
• 01:09:614 (3,1) - Fix both blankets (not relevant at all)
• 01:12:185 - Why is this a kiai? its 100% the same thing than before and this is the only part that is kiai, i can't find the sense
• 01:13:042 (4,5,6) - Same than before
• 01:13:900 (1,2) - This is totally your decision, cuz this is likee a flow issue, but since it has some notable difference of time between these notes its not really an issue
• 01:31:900 (3) - This curve is really REALLY weird... 01:33:185 (2,4,6) - this overlaps too
• 02:04:042 (3,4) - Too much spacing imo, compared to 02:17:757 (3,4,5,6,7) - , you cant use the excuse that its low bpm, because consistency is needed anyway
• 02:31:900 (4) - Sounds like a wrong clap, maybe it should be here 02:32:328 -
• 02:35:328 (4) - Same here
• 02:41:328 - You should put a note here, since there's an strong sound
• 02:49:042 (2,3) - uh the spacing here is really ..bad?, even if you're trying to emphasize, its still too much (counting that its an slow part btw), also these sliders are straigh right now, what about making them a bit curvy?
• 02:51:614 (1,2,3,4) - This pattern feels kinda lack of structure
• 02:58:042 (6,1) - woah there, whats this change of spacing? its not really suposed to be that low, right?!
• 02:58:257 (1,3) - I thiink that you should open this jump a bit (moving the circle 3 to the right) , just for cursor movement purposes
• 03:01:471 (6,7) - I think you should move this to exactly between 03:00:614 (2,3) - (basically at x163 y:145) like this, if not, it would be kinda ugly
• 03:00:614 (2,2) - What about stacking?
• 03:11:757 (3,5,1,2,4) - They're just too close, in visual terms its kinda bad positioned, maybe you should put a bit of space between each circle
• 03:16:257 (4,4) - Fix stack
• 03:19:471 (1,2) - Add a bit of spacing, Its pretty low atm
• 03:20:542 (6) - same
• 03:43:042 (1) - hooooooooooooooooooooooooooooooooooooooooly shit so good xD
• 03:44:328 (3) - fix the blanked with the "hoooooooooooooooooooooooooooooooooly shit so good xD" slider
03:43:042 - This whole part seems to be good to add some short kiais , right?
• 03:44:185 (2,3,5,6) - Comparing spacings, the 5-6 should be more spaced :p
• 03:47:757 (2,3,4) - Linear flow with a lot of spacing, Not really recommended
• 03:48:757 (6) - such a weird slider shape, i know you can do something clear than that
• 03:52:757 (5) - Add NC to add emphasis
• 03:55:614 (3,4) - The 4 slider should be where circle 3 is imo, i think it flows better like that
• 03:59:614 (5,6) - same than before
• 04:01:042 (3,1) - The spacing here makes it seems like its an 1/2 beat, and it isnt, maybe you can stack them to add emphasis to the loop
• 04:03:185 (5,6,1) - wtf is this flow LOL
• 04:05:328 (1,2,3) - They're all similar, why does they have different spacing? It should be same for these three imo
• 04:06:471 (5,6) - Ctrl+G them, actually that 5 is really close to the sliider 4, and its kinda annoying to see
• 04:23:042 (4,1) - Fix stack
• 04:23:042 (4,1) - Fix this blanket , the slider is actually wrong so far
• 04:32:328 (5) - this is good but maybe you can make it curvy, just a suggestion... also you should stack it correctly 04:30:757 (6,5) -
• 04:34:471 (1,4) - They're ALMOST overlapping, i recommend you to move that 4 at least 2 pixels up so it wont affect the visuals
• 04:56:042 (5) - This slider is breaking the flow in a bad way, maybe you can make it straigh and move the sliderend down so it would be *almost* straigh to the left, it would be a lot better than now imo
• 04:57:757 (1,2) - Why did you change jumps for sliders here? kinda unconsistent
• 05:01:328 (3,1) - Fix stack (irrelevant)
• 05:05:043 (5) - Move this to x:136 y:149 so it would be exactly between 05:04:614 (2,3) - , and it will make aesthetics better
• 05:09:757 (5) - overclapped?? (inb4 new word) i mean, is the clap intentional?
• 05:19:042 - / 05:32:757 - Check the blankets on this whole part
• 05:51:042 (4,5,6,7) - The difficulty spike here is just too big, maybe you can change 05:51:185 (5,6) - into an slider to not excess what players can do (you need a very good reaction and speed to change that fast from slow to that)
• 05:52:900 (6) - Unsnapped slider (it has to be 1/3)
Actually, all the "difficulty" on this map is at the kiai and the next parts after it, so the difficulty spike is kinda not good, but since the difference isnt that big between the first half and the map and the outro, i think its fine enough, anyway... Good luck on ranking!
jeanbernard8865
T E X T W A L L B O I S
Topic Starter
direday

Catshy wrote:

Hello!
M4M from my queue c:

Bummer

  1. 00:22:792 (2,6) - stack those two yep, was intended that way
  2. 00:31:900 (3,1) - this blanket could be better; literally move it down to the end of 00:32:328 (1) like this Rearranged
  3. 00:33:400 (1,2) - for these two I'd stack 00:33:400 (1) with 00:32:757 (2) sliderend and then 00:33:721 (2) with sliderend of (1) like that Cool idea, changed
  4. 00:40:042 (3) - since you're mapping to the bass thingy you should swap this in time with 00:40:471 (1,2,3) and then adjust other objects ofc (I'd recommend something like this) Don't think it fits the rythm here. I'm mapping bass thing and percursion (that "tsss" thingy).
  5. 00:52:900 (1) - you're using curved one here but back at 00:46:042 (1) you use straight slider; I'd use only one type to keep it consistent Good point
  6. 01:07:042 (1) - this shape doesnt' fit the map; I mean, you use simply curved ones (literally later on 01:20:757 (1) there's the same sound and you use curved slider) Fair enough
  7. 01:19:900 (4,1) - blanked (1) to the sliderend of (4) Yep, also this made me notice other mistake
  8. 01:23:328 (3) - for other 3/4 sliders you use x1.2 SV; what's so different about this one? Yep, mistake
  9. 01:34:257 (6) - move it slightly up to emphasize the sound (x:273 y:71 looks fine to me) Moved 01:34:042 (5) - instead
  10. 02:04:364 (4) - keep it on the line with previous slider's flow (link); not sure if you should keep 02:05:114 (9) in the same spot tho; you could always move it so that sliderend's stacked with 02:04:685 (7) Rearranged
  11. 02:13:150 (1,2) - I'd line it up with 02:13:471 (3,4) Made the opposite for style points :P
  12. 02:27:185 (1) - move it down for an emphasis Good idea
  13. 02:30:828, 02:34:257, 02:37:685 - Imo you should map those sounds Ok
  14. 03:17:114 (4) - maybe space it a bit more; maybe blanket it with 03:16:257 (4) Ok
  15. 03:22:471 - !!! ? Fixed assymetrical slider tho. Moved bookmark, if it triggers you :D
  16. 03:42:614 (1) - ctrl+G Hmmmm, this might be a good idea. Done the same later on obviously.
  17. 03:44:757 (1,2,3) and other like this - maybe line them up to make it clear which notes are 1/4 like here 04:12:185 (1,2,3) This might be a good idea too!
  18. 04:23:757 (7,1) - not exacly good blanket Agreed. Now it's precisely okay
  19. 04:27:328 (4,1) - you could blanket those Un-blanketed those more so that they won't look like I failed to blanket
  20. 04:35:756 (6,7,8) - this is 1/3 but 04:32:757 (1,2,3) is 1/4; like I said before, staight line pattern like this should be used for 1/4 to avoid confusion Yeah
  21. 05:31:400 (1) - am I wrong or is this the only 1/6 slider in your map? Yeah, you are right, there used to be tons of them, but the remap came in place. Gona change it somehow.
  22. 06:07:042 - why is it diffrent from 06:00:185 (1)? it's literally the same sound, isn't it? Well the barfing sound is the same but 06:07:328 has a distinct sound here, while also fading the barf, so I figured I'd map it this way.

That's it!
Cool map, I'm looking forward to play this once it gets ranked c: Hoping to ranking it soon

Good luck c: Thanks for the good mod!
Topic Starter
direday

RevengeZ wrote:

Hey im posting this for Lince, DO NOT GIVE KUDOSU FOR THIS POST

Lince Cosmico wrote:

Bummer


DAT WALL INDEED
• 00:10:471 (1) - Ctrl+G here, so you will make it fit with 00:09:614 (1,2) - Ok
• 00:11:757 (3,2) - Fix stack (not relevant)
• 00:13:042 (1,1) - They're too close imo, maybe consider moving the second slider (with its stack) a bit down. There are so many dependacies here D:, I'll se what I can do.
• 00:20:917 - woah there, 1/8? lol Whoops, you saw nothing
• 00:24:721 (4,4,4,4) - This sliders are barely visible, to improve map playability, You should make them visible by moving it somewhere else But what's the fun-to-read-but-organized" is my take at balancing the dificulty spikes between 1/2 and 1/3 parts. and 1/3 parts.
• 00:31:471 (2,3) - You can blanket these slider shapes like this, it actually gives an impact while playing. Ok
• 00:33:400 (1,2,3) - I consider this a flow issue, but if you think its good, you can still do the same blanket shape than before on this 00:33:721 (2,3) - Changed
• 00:34:471 (1,2) - Another flow issue, maybe, instead of changing the flow here you can move the slider end a bit higher (like doing Ctrl+J) Dunno, seems fine to me
• 00:35:328 (3,1,2,3) - Such a weird overlap usage there lol, that pattern feels kinda ugly, you have a lot of space to use sliders, why do you overlap that pattern in that small space? I like the sharp angles those kind of overlaps allow
• 00:37:900 (1,2,3,1) - This part has some spacing issues, you should be consistent there Kind of fixed
• 00:38:328 (2,1) - Fix stack ^
• 00:40:471 (1,2,3) - Same usage of space thing Well, I'm consistent with half-of-a-circle overlaps throughthout the map. I think it's fine this way
• 00:43:471 (5,4) - Stack the 4 with the 5? its not relevant at all but it gives some good visual stuff Ok
• 00:45:935 - Why did you ignore this sound? Tbh I didn't know how to fit it in the strure I had at the time. Will give it a lot of thought now.
• 00:52:685 (4,4) - Stack? k
• 00:56:757 (5) - This is literally not relevant, but what about adding a NC here to give it some kind of emphasis releated with its background sound? Eh, I don't like spamming NC
• 00:58:471 (1,2) - Sick flow right here xD If it's not sacrasm than thanks =]
• 01:03:078 (5) - uhm it feels kinda weird like this, maybe you can move the sliderend higher like this, actually, it would fit with 5-6 followpoints sure
• 01:04:685 (4,5) - Flow issues S: This one is intentional for emphasizing intense sound. It's kind of pointless to emphasize such loud sounds just by DS in 1/2 snapping since bpm is low and that'd require a cross screen jump and that is boring.
• 01:05:328 (1,2,3) - What about doing something like this, Using this way, the flow will be correct and visuals will give a better impact of structure, also if you do that, you can do same here 01:06:185 (4,5,6) - , doing Ctrl + H on 01:06:185 (4) - and stacking its sliderend with 01:05:328 (1) - , then do Ctrl+G on circles 5 and 6 and blanket 5 with that slider (exactly like this. I don't think there is a "correct" flow out there. Flow can be comfortable and/or predictable or the opposite. By not using those kind of flows everywhere I try to emphasize the music better (whether I'm succesefull at it is another deal). Right here that is the intended flow. It stays consistent throughout this whole part. Besides experienced players tend to let go of the slider early and that makes such placement even easier than what you suggest.
• 01:07:042 (1) - edgy but cool lol Actually changed it from the previous mod, since it indeed doesnt fit the style of the map.
• 01:09:614 (3,1) - Fix both blankets (not relevant at all) k
• 01:12:185 - Why is this a kiai? its 100% the same thing than before and this is the only part that is kiai, i can't find the sense While notes are the same music ggets much more intense both in volume and in richness (I wish I'd knew the correct term) of the lead synth.
• 01:13:042 (4,5,6) - Same than before Fixed the blanket a bit
• 01:13:900 (1,2) - This is totally your decision, cuz this is likee a flow issue, but since it has some notable difference of time between these notes its not really an issue I think the flow was fine but it indeed needed to change
• 01:31:900 (3) - This curve is really REALLY weird... 01:33:185 (2,4,6) - this overlaps too Just as weird as the sound i represents. Moved a bit
• 02:04:042 (3,4) - Too much spacing imo, compared to 02:17:757 (3,4,5,6,7) - , you cant use the excuse that its low bpm, because consistency is needed anyway Yeah, changed in prev. mod
• 02:31:900 (4) - Sounds like a wrong clap, maybe it should be here 02:32:328 - Seems fine to me: every downbeat has one.
• 02:35:328 (4) - Same here
• 02:41:328 - You should put a note here, since there's an strong sound Ok, that would actually make sense rythm wise to start the break at the downbeat.
• 02:49:042 (2,3) - uh the spacing here is really ..bad?, even if you're trying to emphasize, its still too much (counting that its an slow part btw), also these sliders are straigh right now, what about making them a bit curvy? changing those to have less spacing overall
• 02:51:614 (1,2,3,4) - This pattern feels kinda lack of structure fixed this part
• 02:58:042 (6,1) - woah there, whats this change of spacing? its not really suposed to be that low, right?! fixed this part
• 02:58:257 (1,3) - I thiink that you should open this jump a bit (moving the circle 3 to the right) , just for cursor movement purposes fixed this part
• 03:01:471 (6,7) - I think you should move this to exactly between 03:00:614 (2,3) - (basically at x163 y:145) like this, if not, it would be kinda ugly agree
• 03:00:614 (2,2) - What about stacking? yes
• 03:11:757 (3,5,1,2,4) - They're just too close, in visual terms its kinda bad positioned, maybe you should put a bit of space between each circle Improved this part
• 03:16:257 (4,4) - Fix stack Improved this part
• 03:19:471 (1,2) - Add a bit of spacing, Its pretty low atm True
• 03:20:542 (6) - same True
• 03:43:042 (1) - hooooooooooooooooooooooooooooooooooooooooly shit so good xD >=D
• 03:44:328 (3) - fix the blanked with the "hoooooooooooooooooooooooooooooooooly shit so good xD" slider Dunno, blanket seems perfect to me
•03:43:042 - This whole part seems to be good to add some short kiais , right? If I'd add kiai, I'd also need to set bpm to 70 here in order to have lighning match the song. Such parts in music aren't called halftempo for no reason. Plus the lower amount of kiais map has, the more impactfull they become.
• 03:44:185 (2,3,5,6) - Comparing spacings, the 5-6 should be more spaced :p True
• 03:47:757 (2,3,4) - Linear flow with a lot of spacing, Not really recommended Buzzslider (3) makes player fully stop so I think it's ok.
• 03:48:757 (6) - such a weird slider shape, i know you can do something clear than that But I like it D: It is reserved for this particular sound and repeats near the end once. Will keep it in mind tho
• 03:52:757 (5) - Add NC to add emphasis Nah, that'd ruin the logic I has behind the NCs
• 03:55:614 (3,4) - The 4 slider should be where circle 3 is imo, i think it flows better like that I don't get what you mean
• 03:59:614 (5,6) - same than before yep
• 04:01:042 (3,1) - The spacing here makes it seems like its an 1/2 beat, and it isnt, maybe you can stack them to add emphasis to the loop Yeah, I dunno how it come to this, when I stack 2/3 everywhere, my bad
• 04:03:185 (5,6,1) - wtf is this flow LOL Tbh I think it's one of the best in the map, in terms of reflecting the music
• 04:05:328 (1,2,3) - They're all similar, why does they have different spacing? It should be same for these three imo Yeah fixed those in prev. mod
• 04:06:471 (5,6) - Ctrl+G them, actually that 5 is really close to the sliider 4, and its kinda annoying to see Made them more pretty
• 04:23:042 (4,1) - Fix stack remade those
• 04:23:042 (4,1) - Fix this blanket , the slider is actually wrong so far remade those
• 04:32:328 (5) - this is good but maybe you can make it curvy, just a suggestion... also you should stack it correctly 04:30:757 (6,5) - Moved around some things
• 04:34:471 (1,4) - They're ALMOST overlapping, i recommend you to move that 4 at least 2 pixels up so it wont affect the visuals Moved around some things
• 04:56:042 (5) - This slider is breaking the flow in a bad way, maybe you can make it straigh and move the sliderend down so it would be *almost* straigh to the left, it would be a lot better than now imo Good idea
• 04:57:757 (1,2) - Why did you change jumps for sliders here? kinda unconsistent There are no leads here but instead quite the unique and faint sound
• 05:01:328 (3,1) - Fix stack (irrelevant)
• 05:05:043 (5) - Move this to x:136 y:149 so it would be exactly between 05:04:614 (2,3) - , and it will make aesthetics better ye
• 05:09:757 (5) - overclapped?? (inb4 new word) i mean, is the clap intentional? No, nice find
• 05:19:042 - / 05:32:757 - Check the blankets on this whole part Yeah you are right. Wierd, I just copy-pasted them, how could this happen to me? I made my.. nevermind.
• 05:51:042 (4,5,6,7) - The difficulty spike here is just too big, maybe you can change 05:51:185 (5,6) - into an slider to not excess what players can do (you need a very good reaction and speed to change that fast from slow to that) Nerfed the spacing
• 05:52:900 (6) - Unsnapped slider (it has to be 1/3) Yes

Actually, all the "difficulty" on this map is at the kiai and the next parts after it, so the difficulty spike is kinda not good, but since the difference isnt that big between the first half and the map and the outro, i think its fine enough, anyway... Good luck on ranking!
Thanks! I've tried my best to make the 1/2 part more difficult to balance it out and I think I've managed to do it. Not through huge spacing but through uncomfortable rythm and somewhat hgard-to-read placements. For me it's harder to get 100% on 01:46:471 (1) - / 02:27:185 (1) - part than on the kiai, though it's easier to FC. That's just how I wanted it to be and I'm happy with it.
That's legit one of the largest mods I've ever seen. Big thanks, it definetly helped to improve the map!
RevenKz

direday wrote:

Will finish the reply tomorrow and will give kudosu then

RevengeZ wrote:

Hey im posting this for Lince, DO NOT GIVE KUDOSU FOR THIS POST
Topic Starter
direday
Yeah, right, my bad
tokiko
[Bummer]
  1. 00:31:042 (1) - смотри, сейчас предложу другой слайдер. вот. если всё-таки захочешь его сделать, то скопируй 00:31:471 (2) - протяни его до 00:31:328 - и стакни с концом 00:31:900 (3) -
  2. 00:34:900 (2) - хм хм, почему этот, и все последующие подобные слайдеры, прямой? ты же 00:31:471 (2) - тут сделал его с тремя якорями!
  3. 00:42:828 (2,4) - не люблю, когда стакают конец 1/4 слайдера и ноту.. это как-то неприятно выглядит, но ничего страшного
  4. 00:45:828 (4,3) - стакни тройку с началом слайдера, если хочешь
  5. 00:58:900 (2) - лучше перемести это на 81 279, так милее смотрится
  6. 01:00:614 (2) - а вот это лучше на 209 307, не то слишком угловато выглядит
  7. 01:01:900 (1) - не попробуешь стакнуть его с чем-нибудь из 01:01:042 (4,5,6) - этого?
  8. 01:08:757 (1) - милый слайдер
  9. 01:25:042 (3,4) - лучше их одинаковыми сделать, т.к. тут вроде и звуки одинаковые
  10. 01:27:614 - блиин, на этих местах вуб такой, что хочется поставить слайдер с 0.15 св
  11. 02:24:400 (4,1,2) - как-то некрасиво оверлапится, но дело твоё
  12. 05:03:471 (7,1,2,3,4,5,6,1,2,3,4,5,6) - если это выделить, то в центре будут некрасивые треугольнички.. можешь подвигать это, если хочешь
  13. 05:12:757 (2) - лучше повернуть его на 15-30 градусов и концом слайдера сделать бланкет 05:12:185 (1) - , но тут уже как хочешь
  14. 05:17:186 (7,1,2,3,4,5,6,1,2,3,4,5,6) - мне это показалось сжатым, а при выделении - немного рандомным. постарайся упорядочить все кружки, чтобы красиво выглядело
  15. 05:31:042 (5) - нк потерял
  16. 06:08:614 (3,1) - можно попробовать ctrl+g, а можно не пробовать, если хочешь оставить треугольничек

я закончил, удачи тебе в будущем!
Topic Starter
direday

tokiko wrote:

[Bummer]
  1. 00:31:042 (1) - смотри, сейчас предложу другой слайдер. вот. если всё-таки захочешь его сделать, то скопируй 00:31:471 (2) - протяни его до 00:31:328 - и стакни с концом 00:31:900 (3) - Хммм, я для таких звуков использую тупой угол везде(00:34:471 (1,2) - 00:37:900 (1,2) - 00:41:328 (1,2) - ), так что такое не подойдет
  2. 00:34:900 (2) - хм хм, почему этот, и все последующие подобные слайдеры, прямой? ты же 00:31:471 (2) - тут сделал его с тремя якорями! Справедливо - сделаю все кривыми
  3. 00:42:828 (2,4) - не люблю, когда стакают конец 1/4 слайдера и ноту.. это как-то неприятно выглядит, но ничего страшного Зато какой приятный флоу! Если не стакать получится слишком беспорядочно
  4. 00:45:828 (4,3) - стакни тройку с началом слайдера, если хочешь Да
  5. 00:58:900 (2) - лучше перемести это на 81 279, так милее смотрится Хммм, решил сделать еще более мило (или наоборот - кому как)
  6. 01:00:614 (2) - а вот это лучше на 209 307, не то слишком угловато выглядит поставил в линию с (4)
  7. 01:01:900 (1) - не попробуешь стакнуть его с чем-нибудь из 01:01:042 (4,5,6) - этого? согласен
  8. 01:08:757 (1) - милый слайдер :3
  9. 01:25:042 (3,4) - лучше их одинаковыми сделать, т.к. тут вроде и звуки одинаковые ок
  10. 01:27:614 - блиин, на этих местах вуб такой, что хочется поставить слайдер с 0.15 св Не, низкая св зарезервирована для тех двух слайдеров перед 1/3 частями
  11. 02:24:400 (4,1,2) - как-то некрасиво оверлапится, но дело твоё двинул слегка
  12. 05:03:471 (7,1,2,3,4,5,6,1,2,3,4,5,6) - если это выделить, то в центре будут некрасивые треугольнички.. можешь подвигать это, если хочешь Да, стоит
  13. 05:12:757 (2) - лучше повернуть его на 15-30 градусов и концом слайдера сделать бланкет 05:12:185 (1) - , но тут уже как хочешь поправил
  14. 05:17:186 (7,1,2,3,4,5,6,1,2,3,4,5,6) - мне это показалось сжатым, а при выделении - немного рандомным. постарайся упорядочить все кружки, чтобы красиво выглядело чуть поменял
  15. 05:31:042 (5) - нк потерял ага спс
  16. 06:08:614 (3,1) - можно попробовать ctrl+g, а можно не пробовать, если хочешь оставить треугольничек не, так норм

я закончил, удачи тебе в будущем! и тебе
Спасибо за мод, подправил визуалки!
Shiirn
Sure, I can take a look.


Look into getting custom hitsounds. You've done okay with the default, but they just don't fit the borderline-techno-grunge that infected mushroom is doing here.


Bummer
  1. 00:31:900 (3,1) - Swap new combos.
  2. 00:32:757 (2) - New combo.
  3. 00:35:328 (3,1) - Swap new combos.
  4. 00:36:185 (3) - New combo.
  5. 00:38:757 (3,1) - Swap new combos.
  6. 00:39:614 (2) - New combo.
  7. 00:42:185 (3,1) - Swap new combos.
  8. 00:43:042 (3) - New combo.
  9. 00:49:900 (6) - New combo.
  10. 00:56:328 (1,2,3,4,5) - The variation on 2 just doesn't make sense here. It works better to have it just be a sharp shape of some sort, try a pentagon or something?
  11. 01:06:185 (4,5) - These notes are different in that the 5 isn't a "backwards movement from the slider's movement" like every other time you've done it this section. This should be fixed, yes.
  12. 02:04:364 (4,5,6,7) - Feels like this should be closer for readability, as you usually don't have this much of a movement change after sliders here.
  13. 02:12:935 (4,1,2) - Same as ^, also, really really should remove new combo. It confuses the player's sense of rhythm.
  14. 02:13:471 - Add a new combo here, if you do what I said here^. It seperates the two notes.
  15. 02:58:900 (2,3,4) - I really liked what you were doing here with the stacked-1/2s into the spaced ones when the melody kicked in. Keep doing it, it's great!
  16. 03:43:042 (1) - this looks like a slider i'd make before polishing it. that's not a compliment; i suck at sliders xD
  17. The 1/3 sections are pretty alright as far as rhythm goes, but the patterns look really chaotic and unstructured and inconsistent. Generally speaking, chaotic is okay, unstructured can be okay, but inconsistent is right out. I'm not caring enough to go over every little bit of the sections and offer suggestions, but in general focus on improving the consistency of your jumps.
  18. That said, I was actually rather impressed with this map. You very clearly connected sounds into patterns and tried to map patterns to those sets of sounds, and tried to do so consistently. This is a rather rare skill nowadays in newer mappers, so I'm happily impressed. I was very satisfied with the rhythms you used and the ways you chose to interpret most of the map, even if the actual execution was rather clumsy. All you can really do is just keep mapping and keep learning.
Topic Starter
direday
DISCLAIMER

At this point map was completely remapped. Earlier mods won't make sense.

10.11.2017

Shiirn wrote:

Sure, I can take a look.


Look into getting custom hitsounds. You've done okay with the default, but they just don't fit the borderline-techno-grunge that infected mushroom is doing here. I myself almost always play with custom hs from skins so it's really hard for me to do. Will look into it for sure.


Bummer

  1. 00:31:900 (3,1) - Swap new combos.
  2. 00:32:757 (2) - New combo.
  3. 00:35:328 (3,1) - Swap new combos.
  4. 00:36:185 (3) - New combo.
  5. 00:38:757 (3,1) - Swap new combos.
  6. 00:39:614 (2) - New combo.
  7. 00:42:185 (3,1) - Swap new combos.
  8. 00:43:042 (3) - New combo.
  9. 00:49:900 (6) - New combo. Yeah, ok. I figgured the pattern and it's indeed better
  10. 00:56:328 (1,2,3,4,5) - The variation on 2 just doesn't make sense here. It works better to have it just be a sharp shape of some sort, try a pentagon or something? Well since 00:56:328 (1,2) - are much loudeer sounds I've tried to make them stand out. Did a thing.
  11. 01:06:185 (4,5) - These notes are different in that the 5 isn't a "backwards movement from the slider's movement" like every other time you've done it this section. This should be fixed, yes. True, fixed
  12. 02:04:364 (4,5,6,7) - Feels like this should be closer for readability, as you usually don't have this much of a movement change after sliders here. Yea but I'm puzzled how to do it while retaining the rules for visuals I've set for this part. Moved stuff.
  13. 02:12:935 (4,1,2) - Same as ^, also, really really should remove new combo. It confuses the player's sense of rhythm. But muh aesthetics! Changed
  14. 02:13:471 - Add a new combo here, if you do what I said here^. It seperates the two notes. ok
  15. 02:58:900 (2,3,4) - I really liked what you were doing here with the stacked-1/2s into the spaced ones when the melody kicked in. Keep doing it, it's great!
  16. 03:43:042 (1) - this looks like a slider i'd make before polishing it. that's not a compliment; i suck at sliders xD Guess you've figgured I suck at them too. =D Will do smth
  17. The 1/3 sections are pretty alright as far as rhythm goes, but the patterns look really chaotic and unstructured and inconsistent. Generally speaking, chaotic is okay, unstructured can be okay, but inconsistent is right out. I'm not caring enough to go over every little bit of the sections and offer suggestions, but in general focus on improving the consistency of your jumps. I kind of agree that some parts are really lacking, perhaps will give them a rermap someday (It'd be like 4th one).
  18. That said, I was actually rather impressed with this map. You very clearly connected sounds into patterns and tried to map patterns to those sets of sounds, and tried to do so consistently. This is a rather rare skill nowadays in newer mappers, so I'm happily impressed. I was very satisfied with the rhythms you used and the ways you chose to interpret most of the map, even if the actual execution was rather clumsy. All you can really do is just keep mapping and keep learning. Yeah, clumsy is the word I'd use too especially talking about 1/3 part. But hey, it was the 1st map I've mapped seriously and through countless remaps I've grown as a mapper. Guess I'll move on to different map for now. I will bug you with feedback request once I'm satisfied with it =P
Nemis
Nice map man! :)
Topic Starter
direday

Nemis wrote:

Nice map man! :)
Thanks!

I'm putting the map ranking on hold, while getting better at defining my concepts properly.
jeanbernard8865

direday wrote:

Nemis wrote:

Nice map man! :)
Thanks!

I'm putting the map ranking on hold, while getting better at defing my concpets more properly.
rank it or else
Topic Starter
direday

AyanokoRin wrote:

rank it or else
I'd love to, but only when I'm finally happy with the results. I've heard this track about 1-1.5k times during this year alone while mapping (not even exaggerating). Getting a lil' bit tired of it. Were it any other artist, I'd given up long time ago xd
timemon
mod, sorry for the long delay I was slacking off
General/Modding Assist
  1. is 03:56:756 - worthy of Kiai time? I think it's better to remove it and save it up for the 04:24:184 -
map
  1. 00:55:042 (1,2,3,4,5,6,1,2,3) - I think the transition to this build up could be more noticeable.
    00:53:328 (1,2,3,4,5,6) - has almost the same spacing as the build up which will make 00:55:042 (1,2,3,4,5,6,1,2,3) - not stand out as much. I would increase the spacing here.
  2. 00:55:042 (1,5,6) - visual stuff, you stack these but you partial overlap these 00:54:614 (5,2) - . both methods are good, but when you do with such method you should stick to it at least for the nearby objects. Switching between 2 methods can actually make your map look unpolished. If patterns are close to each other on the timeline, it's better to stick to one method. Consistency is key to organized map!
  3. 00:56:542 (2,3) - a little bit of nitpicking but please align them to make follow point straight pls
  4. 01:05:114 - I think the slider end should be clickable, the sound is really strong and you should emphasize it.
  5. 01:21:185 (1,3) - visual: I think you can find a better place to put 01:21:828 (3) - . could blanket it with the slider
  6. I think overall the map is cool but your visual game needs some work. It is very hard to make maps like this look organized (well this map is not wubby like other tech maps but still a little bit familiar) I'm not familiar with these types of genre and mapping in general, but from what I have seen those wub maps put a lot of emphasis on aesthetic.
  7. 01:33:400 (2,3,4,5,6,1) - visual: I think you can rearrange these circles into a shape of a triangle, it will play the same but now it will also "look" organized. Play well + Look good = awesome
  8. 01:36:828 (3,5) - these two sound much faster than 01:37:042 (4) - but are mapped the same. I believe it's better to differentiate these sliders, faster one maybe use some faster SV and 1/8 snap? at least for the 01:36:828 (3) -
  9. 01:37:900 (1) - add a green line here to silence the circle a bit? the music is really quiet here but your hitnormal is really loud.
  10. 01:55:792 (6) - I think mapping this as 1/4 slider and a circle sounds better here.
  11. 02:01:042 (5,7) - no need to be so close to the slider body, space it out a bit
  12. You seem to be partial overlap here a lot why not overlap 02:13:685 (2) - with 02:13:257 (6) - like you did with 02:12:935 (4,1) -
  13. 02:55:042 - The layer you're following is too dense for such a calm section imo. 1/2 gap everywhere I think sticking to the 1/1 rhythm here would fit better with much less density to highlight the build up at 03:08:757 -
  14. the song seems to continuously gain intensity but 03:31:256 (2) - suddenly shrink in spacing, I would move it further away
  15. 03:36:185 (1,2,3,4,5,6,7,8,1,2,1,2,1,2,1,2) - increasing the SV with the intensity is cool but you kind of forget to ramp up the spacing too, they usually go together (higher SV, higher spacing)
  16. 03:41:328 (1,2,3,1) - we're in a dangerous situation here, the guideline says buzz sliders should have 1/4 gap but you have 1/8. But your BPM is only 140 and the spacing between 03:41:328 (1,2) - isn't big so I think 1/8 is at least okay (maybe a little bit questionable but mostly okay!). However, I think 03:42:185 (3,1) - is unrankable, you should retract one reverse to make the gap 1/4 because the spacing is way too big(even atomosphere map has smaller spacing between buzz sliders)
    04:22:470 (1,2,3,1) - same as above
so this is what it feels like to mod a long map, I can see why people avoid modding my maps haha
Good luck!
Topic Starter
direday
Guess this map will be remapped in not so near future, so I'm answering to your mod mainly as a way to learn things. Sorry about that :C

timemon wrote:

mod, sorry for the long delay I was slacking off np
General/Modding Assist
  1. is 03:56:756 - worthy of Kiai time? I think it's better to remove it and save it up for the 04:24:184 - I'm not a big fan of spamming kiai myself, but I halved the bpm for this section specifically for kiai flashes to be half as frequent. So it shouldn''t feel as intense as the next one.
map
  1. 00:55:042 (1,2,3,4,5,6,1,2,3) - I think the transition to this build up could be more noticeable.
    00:53:328 (1,2,3,4,5,6) - has almost the same spacing as the build up which will make 00:55:042 (1,2,3,4,5,6,1,2,3) - not stand out as much. I would increase the spacing here. Good point, will do in remap.
  2. 00:55:042 (1,5,6) - visual stuff, you stack these but you partial overlap these 00:54:614 (5,2) - . both methods are good, but when you do with such method you should stick to it at least for the nearby objects. Switching between 2 methods can actually make your map look unpolished. If patterns are close to each other on the timeline, it's better to stick to one method. Consistency is key to organized map! Yeah, visual aesthetics are the main problem atm, will be focus of next remap.
  3. 00:56:542 (2,3) - a little bit of nitpicking but please align them to make follow point straight pls It is almost pixel-perfect tho :O. Those things do trigger me aswell though
  4. 01:05:114 - I think the slider end should be clickable, the sound is really strong and you should emphasize it. True, I think I'll change rythm structure in 1st half.
  5. 01:21:185 (1,3) - visual: I think you can find a better place to put 01:21:828 (3) - . could blanket it with the slider yep
  6. I think overall the map is cool but your visual game needs some work. It is very hard to make maps like this look organized (well this map is not wubby like other tech maps but still a little bit familiar) I'm not familiar with these types of genre and mapping in general, but from what I have seen those wub maps put a lot of emphasis on aesthetic. Exactly what several experienced mapper told me. Will do. Eventually
  7. 01:33:400 (2,3,4,5,6,1) - visual: I think you can rearrange these circles into a shape of a triangle, it will play the same but now it will also "look" organized. Play well + Look good = awesome remap
  8. 01:36:828 (3,5) - these two sound much faster than 01:37:042 (4) - but are mapped the same. I believe it's better to differentiate these sliders, faster one maybe use some faster SV and 1/8 snap? at least for the 01:36:828 (3) - those sound exactly the same to me :O. In music there are 3 sounds tho, but I've decided to undermap a bit to make the section less intense
  9. 01:37:900 (1) - add a green line here to silence the circle a bit? the music is really quiet here but your hitnormal is really loud. Actually I didn't put much effort into hisoundind and such yet, as I figured I'll make sure the map is rankable and satisfying fisrt.
  10. 01:55:792 (6) - I think mapping this as 1/4 slider and a circle sounds better here. Troo
  11. 02:01:042 (5,7) - no need to be so close to the slider body, space it out a bit 'kay
  12. You seem to be partial overlap here a lot why not overlap 02:13:685 (2) - with 02:13:257 (6) - like you did with 02:12:935 (4,1) - Sure
  13. 02:55:042 - The layer you're following is too dense for such a calm section imo. 1/2 gap everywhere I think sticking to the 1/1 rhythm here would fit better with much less density to highlight the build up at 03:08:757 - I'll give it a try
  14. the song seems to continuously gain intensity but 03:31:256 (2) - suddenly shrink in spacing, I would move it further away remap
  15. 03:36:185 (1,2,3,4,5,6,7,8,1,2,1,2,1,2,1,2) - increasing the SV with the intensity is cool but you kind of forget to ramp up the spacing too, they usually go together (higher SV, higher spacing) remap
  16. 03:41:328 (1,2,3,1) - we're in a dangerous situation here, the guideline says buzz sliders should have 1/4 gap but you have 1/8. But your BPM is only 140 and the spacing between 03:41:328 (1,2) - isn't big so I think 1/8 is at least okay (maybe a little bit questionable but mostly okay!). However, I think 03:42:185 (3,1) - is unrankable, you should retract one reverse to make the gap 1/4 because the spacing is way too big(even atomosphere map has smaller spacing between buzz sliders) Yep, a bit too much. It's just 140 bpm 1/8 tho, compared to 170 of atomosphere. I want to give the most intense part of the buildup some difficulty.
    04:22:470 (1,2,3,1) - same as above same
so this is what it feels like to mod a long map, I can see why people avoid modding my maps haha I find it more interesting to mod marathons though, since they usually have more interesting concepts. Also modding ENH is usually extremely boring as mappers tend to make them as simple as possible. :D
Good luck! Thanks for the mod!
Wishkey
Heyo!

You requested a mod but I just noticed you are planning for a remap so I'll have a look at this once its done!
Main things from quick playthorugh were 1/6 vs 1/8 ryhthm choices at stuff like 03:47:327 (4) - which the really strong 1/6 is ignored which played kinda odd and overall at some places it felt a bit really forced cluttered structered like 03:47:327 (4,1,2,3,4,1,2) - and at the intro too like 00:14:757 (1,2,3,4,1,2) - from a player perspective this was pretty hard to determine the sv changes since theres just a lot of cluttered approach circles and overlaps etc that makes this really hard to tell. Its prob alot easier if you get used to the song tho but for the more casual players a bit less clustered for these part would really help;

gl with the remap cya then! :D
Mykaterasu
Queueue

Sorry for the essay, this mod had to be wordy. ;_;

Firstly, defining concepts is definitely something that needs addressing, so I'm glad you know that. You've got stuff here, but it's definitely not clean enough for the ranking standard. This is mostly due to how your themes are focusing so much on aesthetics that there is very little command on flow here. When you put objects so close together, there isn't much you can do with flow. It'd be much better to be decisive on how the player will move alongside your aesthetics, essentially pairing each aesthetic idea to a movement idea. That way your maps will be much more congruent in both movement and aesthetics.
I feel like going after these ideas will be far better than giving a mod, point after point, spacing after spacing. The map isn't fundamentally solid enough. A remap is most certainly in order in numerous locations.
There are workings of fresh ideas here, which is always a great start; let's touch on each section's ideas before we go any further;

Ideas
  • Beginning to 00:30:614 -
  1. The first major impression you get is that this section is way too much. There is a lot of objects going on, but we're only just warming up to the map and a lot of stuff is happening outside of the player's control. If there's one thing I could say that would help out a lot, it'd be a healthy balance of 1/1 and 3/4 sliders. From a technical mapping standpoint, which applies mostly to the first half of the piece, having this section too active doesn't really make much sense because the structure doesn't support it. 00:31:042 - and onwards is the section of greater interest since that's where the bass is and I believe your mapping should show that.

    I'd do 00:10:471 (1,2) - as a 1/1 slider
    00:11:328 (1,2) - as a 3/4 and 00:11:757 (3) - two circles or as a 1/1 slider and a circle respectively. Depends on how simple you want it.
    This way you're getting the rhythmical focus on what matters, the downbeats, while still keeping the intensity in check.
  2. Next problem is the SV'ing here. This might come up later so I'll just say this now. I love SVs as much as the next guy, but there isn't much theory being applied to the readability of SV's. As a result the player doesn't have the most enjoyable of experiences, so I'll give a short rundown on SV changing readability.
    As osu players we like to cut information coming in to the bare bones, we don't have time to process anything too drastic. Because of this, sliders with different designs that indicate different slider speeds have to be amazingly well telegraphed, using previous examples to spur every player into finding out the gimmick. There's a lot of debate on how much the player can take, but that's not for us newer mappers to push the boundary of. Our goal should be to keep things nice and clean. If there isn't a theme that's instantly identifiable from previous exposure, we have to stick to what is universally readable.

    For slowing down, that's easy. Pretty much anything that is slowing down is readable as long as the player can roughly understand when the sliderend must end and the changed speed isn't anywhere less than or around 1/2 of the previous speed. This means that if the player can see the next object appearing before they play the slowed slider then they know that the slider must end before then. If they can't see the next object, they'll assume the slider will end before the next major beat. This usually devolves into "if the slider is on the 4th beat and I can't see anything, I probably have to click on the 1st beat of the next bar, so I'll just hold this slider until then".

    Speeding up... is way harder. Speeding up is much more intense in movement, and an unexpected speed up can leave the dirtiest of tastes in the player's mouth, even when playable. In the same way, having a speed up above or around double the speed is pretty much a no-go zone unless you absolutely know what you're doing. Even with this knowledge - this is the one that leads to most of the problems. As a result there's two concepts that mappers have learnt to apply so that the rhythm of SV sliders is hinted in-game. Don't mind me and pull up deetz' dreamless wanderer in the editor as an example, since this has both methods pretty much back to back. 01:51:397 - Familiarise yourself from here for the next ten seconds or so.

    1) Readability by Distance Relation

    The first 7 beats of this section all use the same SV. In that time, we get to see a decent number of 1/2 sliders. 5 to be exact. When we get 01:53:380 (4) - here, we know what this rhythm feels like. When we then see 01:53:811 (1) - immediately next to it our brain does some simple sight reading. These are both parallel, so we can easily see that 01:53:811 (1) - is just 01:53:380 (4) - with a little bit more at the end (illustration). As long as that little bit at the end doesn't also look like the 1/2 here, the player will assume it's a 3/4 slider, even if this slider is actually faster. Obviously the higher the SV difference, the more difficult it is to do, but the theory is the same until you reach a point where it just looks like a 1/1 slider at normal speed.

    2) Readability by Repeat Performance

    This is a lot harder to handle and doesn't come up as often, but you'll know when you get it right. Similarly to the previous example, we have a base SV and slider to work with. 01:55:190 (1) - is indisputably a 1/2 slider. When we play this rhythm 01:55:190 (1,2) - going into the next object, we induce counter-clockwise circular flow and this rotation lasts 3/4 (illustration). When we play the higher SV slider 01:55:535 (1) - we induce a clockwise circular flow and this also lasts 3/4 (illustration). What you can notice from this is that even though 01:55:535 (1) - is clearly a larger circle and therefore a wider turn, because of slider leniency you can follow the inside turn of the slider ring. Even if you make exactly the same sharp turn as before, it's very unlikely that you'll break. Therefore there is little effect on gameplay even though the SV is changing (illustration).

    wew that was a tangent, oh dear. I hope that was useful.

    Either way, that basically means that this section feels super slippery. jumping between 1.4 and 0.6 like this is really weird and gives us very little rhythmical information, so don't do it unless you've prepared a hella identifiable structure to it.
  3. Generally, this 00:24:614 (3) - slider speed seems pretty outlandish. You're building up tension here, but this would be a lot stronger with a more representative rhythm, plus a tighter focus on a different flow type rather than on slider speed.

    00:31:042 - to 00:56:757 -

  4. Going for a "dirty overlaps" theme is great, I love stuff like 00:31:042 (1,2) - this, but it's better to have a consistent position in which these dirty overlaps occur. For example, the most popular is exactly half way along the previous slider, so something like this. The half-way point is easily findable with the snap-divisor and work out roughly where the slider end should overlap the body of the previous slider. My personal favourite is just half-way like in the screenshot. This can also work for slider heads too! 00:32:328 (4,1) - example
  5. Yet again, some better command of flow would be good. Nothing in the movement is showing us that this is a 5* map. not saying that every section in a 5*
    map should be hard, but there should be greater control over how the player should move in these sections with less intense rhythm, especially when the music is trying to make this section intense with a large focus on bass frequencies.

    00:58:471 - to 01:25:685 -

  6. It's good that you're not focusing on exact slider-body overlaps here (Except when you did 01:08:328 (5,1) -), but you're making this idea a little too diverse too early. It would be best to stick to either 00:59:114 (4,1) - or 00:59:971 (4,1) - even if they're for the different intensities of synth.
    I recommend using the 2nd idea, but keeping it really modern and readable. Something like this would be perfect since it's a much bolder stylistic element. Hiding too much of the slider doesn't make it as visually striking, so most mappers tend to opt for showing around 1/5th to 1/6th of the body instead.
  7. 01:03:078 (2) - There are far more elegant solutions for this. Namely, all sorts of filters are being applied to these instruments, so aiming to play out the rhythm for some of them doesn't seem too optimal. Aim to use slider speed and minor shape variation here to get the desired effect for each, instead of giving something new rhythmically.
  8. 01:13:042 (1) - Bringing in curves here is a nice change, but you should still tie it to the previous aesthetic theme instead of doing something totally different. Going back to my example, I'd do something like this. Similar, but different enough to show something. The tone of the section can always be changed by more interesting flow between these and the other objects later.

    01:25:900 - to 01:39:614 -

  9. Nothing too out of place here mapping wise but it might be a little too simple for this section. The music is pretty intense here. The percussion is picking up with syncopated hihats and the synth is repeating the same rhythm every bar instead of every 4. I'd think this is an equally suitable kiai candidate if I didn't know any better.

    01:46:471 - to 02:27:507 -

  10. Rhythm isn't that bad, but flow could definitely use some decisive control. Also you shouldn't be sticking to 01:46:578 (2,3) - this overlap theme anymore. Try something different here, like this
  11. As you include variation, try not to stray too far from the original rhythm. 01:53:328 (1,2,3,4,5) - is fine.
    01:55:042 (1,2,3) - is not. Use this to be more congruent.
  12. Also try to keep some sort of visual basis for rhythm, both in spacing and flow. If you're going to have stuff like 02:12:935 (4,5,6) - 02:02:864 (5,6) - and 02:08:007 (5,1) - then they need to be tightly controlled in their positioning.

    02:27:614 - to 02:41:328 -

  13. Design is generally pretty good here. Some more command of spacing between sliders (02:28:471 (4,5) -) would be nice. This is 5*, we can definitely take it.

    02:41:328 - to 02:55:042 -

  14. For fade in sections like this when some instruments are still going, it's generally a lot better to continue mapping the simplest rhythm, and letting the incoming voice take up the active rhythm after a while. We can achieve this same effect by filling the break with 1/1 sliders until 02:48:185 (1) - . Then map the melody more and more actively until landing 02:55:042 - here, where you're practically mapping it purely melodically.

    02:55:042 - to 03:22:471 -

  15. This generic section is really good. You might want to consider better command of flow in 03:12:185 (1) - this combo and all the combos after it. Just because they're geometric doesn't mean that the flow is representative of the melody at all times.

    03:22:471 - to 03:42:935 -

  16. 03:32:757 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - would be much better as sets of triples. Example
  17. After reaching such high slider speeds 03:39:399 (2) - here, having 03:39:614 (1) - these stack so close to each other is a massive anti-climax. Our goal in this section is to build tension, and if you jump massively down a notch like this the effect is ruined. 03:39:721 (2) - should be at least 0.5x away from 03:39:614 (1) - to start with.

    03:43:042 - to 04:10:470 -

  18. This section is pretty well done. This is the best bit so far. 03:44:756 (1,2,3) - is such a good theme, so you need to make sure the other parts aren't over-clogging this idea. Simplify everything else that isn't your main theme, don't make it too complicated. Keep everything locked to the 1/6th timeline except your 03:44:756 (1,2,3) - .
    03:47:327 (4) - 1/6 not 1/4. Don't get too overzealous with the shapes either. Keep the 03:43:899 (1) - basic curve, and straight sliders. Use a more curved slider in only the most specific of situations where more accentuation is needed outside 03:44:756 (1,2,3) -
  19. 03:43:899 (1,2,3,4) - After entering with this, keep it up. Allow this section to be super clean - no overlapping sliders except for 03:44:756 (1,2,3) - your theme. So respace 03:45:613 (1,2) - 03:45:328 (3,3) - etc...

    04:10:470 - to 04:24:077 -

  20. 04:20:756 (1,2,3) - triples aren't as intensive as 1/4 slider jumps are, so swap these themes around.

    04:24:184 - to 04:51:612 -

  21. 04:24:184 (1,2,3) - Similar to last time, this symmetry is really good as a theme. You need to choose ideas that match this theme to elevate it instead of ideas that contrast it. Take out messy overlaps like 04:25:470 (3,1) - and fix blankets like 04:25:898 (1,2) - .
  22. Fill out your rhythms with filler rhythm. 04:29:327 (6) - should be a 2/3 slider here. 04:34:041 (4) - 1/3 slider here etc.

    04:51:612 - to 05:46:470 -

  23. For this section, The music is slowly losing tension. The rhythms should be dying away slowly. The oddities in flow should be getting less and less intense as you progress, and spacings should be decreasing slowly, but surely...
  24. Keep in mind that this section is very similar to 00:10:471 - here. So you'll want to use as many ideas from your beginning as possible, while also using the next theme below...
  25. 05:20:755 (1,2,3) - shouldn't be as intense as the kiai used to be (03:44:756 (1,2,3) - ). This is the dying breath of your theme during this calming down section. It shouldn't be so bold anymore. Don't let 05:21:184 - this note undermine your theme either. Never compromise for your main theme, it'll only weaken its basis.
    Something small like this 05:19:041 - Focus on the similar rhythm here too.

Other than that, you have some inconsistencies in your New Combos, I'm sure someone will point them out to you, but take a look yourself first.
Obviously your spacings need major work too, but reworking the spacings for a map with weak themes won't do much when it'll be remapped soon :S
The more I look at the map, the more it seems that the messy overlaps is caused by messy mapping, which is why it's critical that in breakthrough sections like 02:55:042 - here and on that you map without them, since you need that contrast to elevate the map's concepts and prove to the BNs that this is intentional.

Of course, gl with the map~
Topic Starter
direday

Wishkey wrote:

Heyo!

You requested a mod but I just noticed you are planning for a remap so I'll have a look at this once its done!
Main things from quick playthorugh were 1/6 vs 1/8 ryhthm choices at stuff like 03:47:327 (4) - which the really strong 1/6 is ignored which played kinda odd and overall at some places it felt a bit really forced cluttered structered like 03:47:327 (4,1,2,3,4,1,2) - and at the intro too like 00:14:757 (1,2,3,4,1,2) - from a player perspective this was pretty hard to determine the sv changes since theres just a lot of cluttered approach circles and overlaps etc that makes this really hard to tell. Its prob alot easier if you get used to the song tho but for the more casual players a bit less clustered for these part would really help;

gl with the remap cya then! :D
Guess I chose the wrong way to make 1/3 more in line with first half in terms of difficulty =\. Will definetly look into rythm there. It was a very jumpy section with little to no sliders beforehand, so it seems like I've tried both extremes and none of them worked.
Thanks for your time!

Mykaterasu wrote:

Queueue

Sorry for the essay, this mod had to be wordy. ;_; That's the longest mod I've ever seen, and this map had a pretty long one already T.T. Big thanks for your time!

Firstly, defining concepts is definitely something that needs addressing, so I'm glad you know that. You've got stuff here, but it's definitely not clean enough for the ranking standard. This is mostly due to how your themes are focusing so much on aesthetics that there is very little command on flow here. When you put objects so close together, there isn't much you can do with flow. It'd be much better to be decisive on how the player will move alongside your aesthetics, essentially pairing each aesthetic idea to a movement idea. That way your maps will be much more congruent in both movement and aesthetics.
I feel like going after these ideas will be far better than giving a mod, point after point, spacing after spacing. The map isn't fundamentally solid enough. A remap is most certainly in order in numerous locations. Yep, that's exactly what I need.
There are workings of fresh ideas here, which is always a great start; let's touch on each section's ideas before we go any further;

Ideas
  • Beginning to 00:30:614 -
  1. The first major impression you get is that this section is way too much. There is a lot of objects going on, but we're only just warming up to the map and a lot of stuff is happening outside of the player's control. If there's one thing I could say that would help out a lot, it'd be a healthy balance of 1/1 and 3/4 sliders. From a technical mapping standpoint, which applies mostly to the first half of the piece, having this section too active doesn't really make much sense because the structure doesn't support it. 00:31:042 - and onwards is the section of greater interest since that's where the bass is and I believe your mapping should show that.

    I'd do 00:10:471 (1,2) - as a 1/1 slider
    00:11:328 (1,2) - as a 3/4 and 00:11:757 (3) - two circles or as a 1/1 slider and a circle respectively. Depends on how simple you want it.
    This way you're getting the rhythmical focus on what matters, the downbeats, while still keeping the intensity in check.
  2. Next problem is the SV'ing here. This might come up later so I'll just say this now. I love SVs as much as the next guy, but there isn't much theory being applied to the readability of SV's. As a result the player doesn't have the most enjoyable of experiences, so I'll give a short rundown on SV changing readability.
    As osu players we like to cut information coming in to the bare bones, we don't have time to process anything too drastic. Because of this, sliders with different designs that indicate different slider speeds have to be amazingly well telegraphed, using previous examples to spur every player into finding out the gimmick. There's a lot of debate on how much the player can take, but that's not for us newer mappers to push the boundary of. Our goal should be to keep things nice and clean. If there isn't a theme that's instantly identifiable from previous exposure, we have to stick to what is universally readable.

    For slowing down, that's easy. Pretty much anything that is slowing down is readable as long as the player can roughly understand when the sliderend must end and the changed speed isn't anywhere less than or around 1/2 of the previous speed. This means that if the player can see the next object appearing before they play the slowed slider then they know that the slider must end before then. If they can't see the next object, they'll assume the slider will end before the next major beat. This usually devolves into "if the slider is on the 4th beat and I can't see anything, I probably have to click on the 1st beat of the next bar, so I'll just hold this slider until then".

    Speeding up... is way harder. Speeding up is much more intense in movement, and an unexpected speed up can leave the dirtiest of tastes in the player's mouth, even when playable. In the same way, having a speed up above or around double the speed is pretty much a no-go zone unless you absolutely know what you're doing. Even with this knowledge - this is the one that leads to most of the problems. As a result there's two concepts that mappers have learnt to apply so that the rhythm of SV sliders is hinted in-game. Don't mind me and pull up deetz' dreamless wanderer in the editor as an example, since this has both methods pretty much back to back. 01:51:397 - Familiarise yourself from here for the next ten seconds or so.

    1) Readability by Distance Relation

    The first 7 beats of this section all use the same SV. In that time, we get to see a decent number of 1/2 sliders. 5 to be exact. When we get 01:53:380 (4) - here, we know what this rhythm feels like. When we then see 01:53:811 (1) - immediately next to it our brain does some simple sight reading. These are both parallel, so we can easily see that 01:53:811 (1) - is just 01:53:380 (4) - with a little bit more at the end (illustration). As long as that little bit at the end doesn't also look like the 1/2 here, the player will assume it's a 3/4 slider, even if this slider is actually faster. Obviously the higher the SV difference, the more difficult it is to do, but the theory is the same until you reach a point where it just looks like a 1/1 slider at normal speed.

    2) Readability by Repeat Performance

    This is a lot harder to handle and doesn't come up as often, but you'll know when you get it right. Similarly to the previous example, we have a base SV and slider to work with. 01:55:190 (1) - is indisputably a 1/2 slider. When we play this rhythm 01:55:190 (1,2) - going into the next object, we induce counter-clockwise circular flow and this rotation lasts 3/4 (illustration). When we play the higher SV slider 01:55:535 (1) - we induce a clockwise circular flow and this also lasts 3/4 (illustration). What you can notice from this is that even though 01:55:535 (1) - is clearly a larger circle and therefore a wider turn, because of slider leniency you can follow the inside turn of the slider ring. Even if you make exactly the same sharp turn as before, it's very unlikely that you'll break. Therefore there is little effect on gameplay even though the SV is changing (illustration). I was going for

    I was going for readability by repeating the same sv on the same beats. Every second white tick (a.k.a. downbeat) uses the low SV. I further dug into this concept by training the player from here 04:51:612 (1) - and 'till the end, that downbeats have low sv sliders. Guess it wasn't clear enough, and the main reason is, as I think, unclear/messy visual design. I completely agree with both your points, I just think tying SV to the actual rythm (that is dense enough, repeats every beat or two) is a valid way to make it readable. My execution sucks tho.

    wew that was a tangent, oh dear. I hope that was useful. Sure was

    Either way, that basically means that this section feels super slippery. jumping between 1.4 and 0.6 like this is really weird and gives us very little rhythmical information, so don't do it unless you've prepared a hella identifiable structure to it.
  3. Generally, this 00:24:614 (3) - slider speed seems pretty outlandish. You're building up tension here, but this would be a lot stronger with a more representative rhythm, plus a tighter focus on a different flow type rather than on slider speed. yep

    00:31:042 - to 00:56:757 -

  4. Going for a "dirty overlaps" theme is great, I love stuff like 00:31:042 (1,2) - this, but it's better to have a consistent position in which these dirty overlaps occur. For example, the most popular is exactly half way along the previous slider, so something like this. The half-way point is easily findable with the snap-divisor and work out roughly where the slider end should overlap the body of the previous slider. My personal favourite is just half-way like in the screenshot. This can also work for slider heads too! 00:32:328 (4,1) - example
  5. Yet again, some better command of flow would be good. Nothing in the movement is showing us that this is a 5* map. not saying that every section in a 5*
    map should be hard, but there should be greater control over how the player should move in these sections with less intense rhythm, especially when the music is trying to make this section intense with a large focus on bass frequencies.

    00:58:471 - to 01:25:685 -

  6. It's good that you're not focusing on exact slider-body overlaps here (Except when you did 01:08:328 (5,1) -), but you're making this idea a little too diverse too early. It would be best to stick to either 00:59:114 (4,1) - or 00:59:971 (4,1) - even if they're for the different intensities of synth.
    I recommend using the 2nd idea, but keeping it really modern and readable. Something like this would be perfect since it's a much bolder stylistic element. Hiding too much of the slider doesn't make it as visually striking, so most mappers tend to opt for showing around 1/5th to 1/6th of the body instead.
  7. 01:03:078 (2) - There are far more elegant solutions for this. Namely, all sorts of filters are being applied to these instruments, so aiming to play out the rhythm for some of them doesn't seem too optimal. Aim to use slider speed and minor shape variation here to get the desired effect for each, instead of giving something new rhythmically. Yeah, those were a pain in the arse to deal with and it was the best combination of objects I could come up with. Looking back at it, udermapping and expressing those through passive objects (sliderbody) seems to be a better idea.
  8. 01:13:042 (1) - Bringing in curves here is a nice change, but you should still tie it to the previous aesthetic theme instead of doing something totally different. Going back to my example, I'd do something like this. Similar, but different enough to show something. The tone of the section can always be changed by more interesting flow between these and the other objects later. Actually a nice idea.

    01:25:900 - to 01:39:614 -

  9. Nothing too out of place here mapping wise but it might be a little too simple for this section. The music is pretty intense here. The percussion is picking up with syncopated hihats and the synth is repeating the same rhythm every bar instead of every 4. I'd think this is an equally suitable kiai candidate if I didn't know any better.

    01:46:471 - to 02:27:507 -

  10. Rhythm isn't that bad, but flow could definitely use some decisive control. Also you shouldn't be sticking to 01:46:578 (2,3) - this overlap theme anymore. Try something different here, like this
  11. As you include variation, try not to stray too far from the original rhythm. 01:53:328 (1,2,3,4,5) - is fine.
    01:55:042 (1,2,3) - is not. Use this to be more congruent.
  12. Also try to keep some sort of visual basis for rhythm, both in spacing and flow. If you're going to have stuff like 02:12:935 (4,5,6) - 02:02:864 (5,6) - and 02:08:007 (5,1) - then they need to be tightly controlled in their positioning.

    02:27:614 - to 02:41:328 -

  13. Design is generally pretty good here. Some more command of spacing between sliders (02:28:471 (4,5) -) would be nice. This is 5*, we can definitely take it.

    02:41:328 - to 02:55:042 -

  14. For fade in sections like this when some instruments are still going, it's generally a lot better to continue mapping the simplest rhythm, and letting the incoming voice take up the active rhythm after a while. We can achieve this same effect by filling the break with 1/1 sliders until 02:48:185 (1) - . Then map the melody more and more actively until landing 02:55:042 - here, where you're practically mapping it purely melodically.

    02:55:042 - to 03:22:471 -

  15. This generic section is really good. You might want to consider better command of flow in 03:12:185 (1) - this combo and all the combos after it. Just because they're geometric doesn't mean that the flow is representative of the melody at all times.

    03:22:471 - to 03:42:935 -

  16. 03:32:757 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - would be much better as sets of triples. Example
  17. After reaching such high slider speeds 03:39:399 (2) - here, having 03:39:614 (1) - these stack so close to each other is a massive anti-climax. Our goal in this section is to build tension, and if you jump massively down a notch like this the effect is ruined. 03:39:721 (2) - should be at least 0.5x away from 03:39:614 (1) - to start with.

    03:43:042 - to 04:10:470 -

  18. This section is pretty well done. This is the best bit so far. 03:44:756 (1,2,3) - is such a good theme, so you need to make sure the other parts aren't over-clogging this idea. Simplify everything else that isn't your main theme, don't make it too complicated. Keep everything locked to the 1/6th timeline except your 03:44:756 (1,2,3) - .
    03:47:327 (4) - 1/6 not 1/4. Those were meant to be a logical step further from 2/3 slider - 5/6 (or 4/6 and 10/12 since its the halftempo) Don't get too overzealous with the shapes either. Keep the 03:43:899 (1) - basic curve, and straight sliders. Use a more curved slider in only the most specific of situations where more accentuation is needed outside 03:44:756 (1,2,3) -
  19. 03:43:899 (1,2,3,4) - After entering with this, keep it up. Allow this section to be super clean - no overlapping sliders except for 03:44:756 (1,2,3) - your theme. So respace 03:45:613 (1,2) - 03:45:328 (3,3) - etc...

    04:10:470 - to 04:24:077 -

  20. 04:20:756 (1,2,3) - triples aren't as intensive as 1/4 slider jumps are, so swap these themes around.

    04:24:184 - to 04:51:612 -

  21. 04:24:184 (1,2,3) - Similar to last time, this symmetry is really good as a theme. You need to choose ideas that match this theme to elevate it instead of ideas that contrast it. Take out messy overlaps like 04:25:470 (3,1) - and fix blankets like 04:25:898 (1,2) - .
  22. Fill out your rhythms with filler rhythm. 04:29:327 (6) - should be a 2/3 slider here. 04:34:041 (4) - 1/3 slider here etc. I've already used filling like 04:24:612 (2,3) - those, so I figured it'd be a nice contrast here, since the melody supports it. On the other hand it breaks the flow, so I should've sticked to filler rythm, yeah.

    04:51:612 - to 05:46:470 -

  23. For this section, The music is slowly losing tension. The rhythms should be dying away slowly. The oddities in flow should be getting less and less intense as you progress, and spacings should be decreasing slowly, but surely...
  24. Keep in mind that this section is very similar to 00:10:471 - here. So you'll want to use as many ideas from your beginning as possible, while also using the next theme below...
  25. 05:20:755 (1,2,3) - shouldn't be as intense as the kiai used to be (03:44:756 (1,2,3) - ). This is the dying breath of your theme during this calming down section. It shouldn't be so bold anymore. Don't let 05:21:184 - this note undermine your theme either. Never compromise for your main theme, it'll only weaken its basis.
    Something small like this 05:19:041 - Focus on the similar rhythm here too.

Other than that, you have some inconsistencies in your New Combos, I'm sure someone will point them out to you, but take a look yourself first.
Obviously your spacings need major work too, but reworking the spacings for a map with weak themes won't do much when it'll be remapped soon :S
The more I look at the map, the more it seems that the messy overlaps is caused by messy mapping, which is why it's critical that in breakthrough sections like 02:55:042 - here and on that you map without them, since you need that contrast to elevate the map's concepts and prove to the BNs that this is intentional.

Dang, that was one hell of a ride. Everything I didn't comment on I fully agree with (how do I English? xd). It's really just what I needed: comments on general mapping concepts rather than pointing out specific things that don't make up entire picture that is the map or a section of it at least.
The thing about this map is that it was a throwaway to begin with. I've picked a rather mediocre but diverse IM track and tried a bunch of things I've found interesting in other maps. I've stick with it for far too long, but I kept learning in the process. The more I dig into concepts of tech mapping the more I realize I need more practice and, more importantly, constructive feedback/criticism just like what you did here. For now I'm moving on to the next map but I will, for sure, return to this map one day with new ideas and expierience to make a clean and defined map.


Of course, gl with the map~
Big kudos for this, helped a lot!
CircleChu
Is it coming back any time soon?
Topic Starter
direday

CircleChu wrote:

Is it coming back any time soon?
Not likely to be soon as I am working on more promising maps right now. I will surely remake it sooner or later with my newfound mapping knowledge.

You can check https://osu.ppy.sh/s/701730 though. It's also pretty "meh" map but much better than Drum n Bassa imo

https://osu.ppy.sh/s/733108 is still WIP but this one I consider to be really good compared to previous maps of mine. Both maps are of Infected Mushroom of course
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