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Meramipop - Itoushiki Mono ni, Utsukushiki Mono Ni

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Topic Starter
Halfslashed
This beatmap was submitted using in-game submission on Sunday, January 22, 2023 at 11:40:12 PM

Artist: Meramipop
Title: Itoushiki Mono ni, Utsukushiki Mono Ni
Source: 東方花映塚 ~ Phantasmagoria of Flower View
Tags: めらみぽっぷ 凋叶棕 diao ye zong rd-sounds rd sounds 彩 -Irodori- th9 touhou kaeidzuka 東方Project 今昔幻想郷 gensokyo past and present flower land yuuka kazami 風見 幽香
BPM: 161
Filesize: 8579kb
Play Time: 05:46
Difficulties Available:
  1. The Beauty of Nature (5.9 stars, 1658 notes)
Download: Meramipop - Itoushiki Mono ni, Utsukushiki Mono Ni
Information: Scores/Beatmap Listing
---------------
NEW MAPSET HERE

Second submitted and finished map.

Arrangement of Gensokyo, Past and Present ~ Flower Land from Touhou 9.

Difficulty name is one of Kazami Yuuka's spell cards.

The Beauty of Nature: For well-rounded players.

Metadata: http://www.rd-sounds.com/reitai9.html
Deramok
lil' mod for no reason in particular except that i'd like to see the map get somewhere
.
  1. 00:02:340 (1) - not sure what this is mapped on. i'd assume it's that background instrument of which i have no idea what it is. but then you switch to guitar or vocals right afterwards, so i don't really get the point of it being as long as it is.
  2. 00:06:812 (1) - i would end this on the white tick, captures the guitar as well as the vocals, not sure what you're going for having it extended
  3. 00:09:421 (3,4,5) - 00:04:948 (3,4,5) - small thing that probably doesn't matter, you went with equal spaces on the earlier pattern but differed it on the latter even though it's the same rhythmical pattern.
  4. 00:11:470 (2) - 00:13:892 (2) - would start the second one on teh start of the vocal as well to have it the same way. i don't think it hurts the intrumental emphasis either
  5. 00:14:638 (1,2) - missing a note, by which i would suggest something like this instead to follow the piano better since i think that is what you go for http://puu.sh/sNvdp/c4ac440bd3.jpg
  6. 00:15:756 (1) - i recommend ctrl+g because as it is, it suggests something worth emphasis happening on the tripple after it as it visually changes direction only then. perhaps somehting of the likes of this https://osu.ppy.sh/ss/6794901 spiking downwards on the second strong vocal 00:16:315 (5) - as well
  7. 00:17:433 (3,4) - wouldn't make that space that big for emphasis reasons. i see you decrease the spacing between the paris, but the jump between them is way more apparent and also takes away emphasis from the jump after it
  8. 00:38:489 (3,4) - overmapped? i meaneven if you go for the ping pong noises, the repeat isn't there and 00:39:110 (4) - should be one 1/6 later
  9. 00:39:234 (5) - just curious why one would put a clap on a repeat like that (or an end like 00:41:470 (5) - for that matter and then you even skipped it on 00:45:942 (5) - )
  10. 00:40:352 (1) - here too, the repeat and end aren't on anything there is a faint 1/3 tripple starting after it though.. doubt you went for that since you didn't map the 1/6 double on this either 00:40:911 (2) -
  11. 00:48:178 (1) - 00:49:296 (1) - you can't really tell what you want to emphasise with what. sometimes strong objects are on vocals, ignoring the strong piano notes and sometimes the piano notes fill up long vocals. one way that goes just after vocals would be http://puu.sh/sNxgi/2dca206e3f.jpg or for one that mainly goes after the piano, having vocals jump from sliderends to a note, giving it emphasis that way http://puu.sh/sNxo1/e731002a13.jpg
  12. 00:58:613 (2) - i don't really see the reason why this is emphasised so strongly with an extended slider and a clap even while it is such a soft sound. just having the sldierend there would be sufficient i'd think
  13. 01:08:302 (1,2,3,4,5,6) - i'd have the tripples be parallel. they look a bit cramped together as is. also to concider, the last piano note of the second tripple cuts of sharply, so maybe two notes work better than a slider
  14. 01:13:520 (1,2) - no 1/4 there
  15. 01:21:532 (5,1) - the low spacing takes away the emphasis you're building up to with the split apart pairs. since you're not using 01:21:346 (4,5) - to link other patterns it could simple be move a bit to the bottom left
  16. 01:28:054 (3) - since there is a changeup on this by not having a sound on the end, you could extend it and have a snappier transition to the next section like that. would also emphasise the sound on the start. personally i'd probably turn 01:27:681 (2) - into two singles too. likely could use the same angle still.
  17. 01:40:353 (1) - why is there a turn at such a sharp angle into such an unconfortable curvature? i don't really hear anythign calling for it. if anything i'd hear it on the red tick before with the vocals starting. the drums aren't building up to a strong bass adding in either like they do in 01:53:768 (1,2,3,4) -
  18. 01:46:874 (3,4) - nothing wrong here, just a bit sad that stop in the bass isn't translated into mapping. could have made for a nice spice01:56:377 (1) - lacking emphasis. i'd rotate it clockwise and put it a bit farther away. doesn't make much sense to me to have the sharpest vocals of the part with the least emphasis.
  19. 01:58:333 (2) - there is a stop in the drum and violin
  20. 02:02:340 (3,4,5,6,1,2,3,4) - i'd swap around the spacing since the second half goes softer in both in drums and vocals
  21. 02:17:060 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - might be an idea to increase the spacing a bit on that section
  22. 02:33:458 (2) - i'd rotate it a bit clockwise and ctrl+g. just plays less awkwardly i feel
  23. 02:37:557 (5) - why the etna? the instruments even stop for that beat. if you want to emphasise the next note you could also do that by making 4 a 1/2 double. you don't do it that way on other occasions either
  24. 02:41:097 (1,2) - tripple on the cymbal? they seem pretty prominent. could just put a note between 1 and 2 as they are so it wouldn't mess up anything either.
  25. 03:00:849 (7,8) - sound like 1/8 to me. you could just shorten and repeat them in place (also mapped here 04:51:346 (3) - )
  26. 03:17:619 (2) - no singles this time like on 01:30:103 (1,2,3) - ?
  27. 03:27:681 (1,2,3,4) - 03:45:662 (2) - 03:49:669 (3,4,5,6,1,2,3,4) - same comments as previous chorus
  28. 04:02:526 (7,1) - i think you usually map those drum tripples
  29. 04:26:190 (1,2) - could be neater a blanket
  30. 04:28:426 (1,2) - two sliders? don't hear why you'd seperate them. the violin sound only ends on 04:30:662 (1) - and there is nothing i'd call them following otherwise
  31. 04:43:147 (2,3) - i'd maintain the angle of 04:42:774 (4,1) - keeps the piano steady and puts some more clarity on the vocals starting up again
  32. 04:57:121 (1,2,3,4) - same comment as previous choruses, though it's a bit better sicne the angle isn't as unconfortable, putting less emphasis on it
  33. 05:06:066 (1,2,3,4) - same comment as previous choruses
  34. 05:18:933 (1,2) - seems off since the drum isn't constant 1/4 yet from what i hear. sound like http://puu.sh/sNB9A/f000c21228.jpg to me
  35. 05:46:510 (4) - feels a bit lackluster there at the end where you go to anyway. putting it on the sliderhead or just somewhere fitting with space in between might put more emphasis on it
Topic Starter
Halfslashed

Deramok wrote:

lil' mod for no reason in particular except that i'd like to see the map get somewhere
.
  1. 00:02:340 (1) - not sure what this is mapped on. i'd assume it's that background instrument of which i have no idea what it is. but then you switch to guitar or vocals right afterwards, so i don't really get the point of it being as long as it is.
    The slider is following piano, as are the three notes before. I then switch to the vocals as they begin to increase in intensity afterwards, on the next strong piano note.
  2. 00:06:812 (1) - i would end this on the white tick, captures the guitar as well as the vocals, not sure what you're going for having it extended
    I was attempting to create some sort of continuous hold effect here, but I like your suggestion better since it still works with that.
  3. 00:09:421 (3,4,5) - 00:04:948 (3,4,5) - small thing that probably doesn't matter, you went with equal spaces on the earlier pattern but differed it on the latter even though it's the same rhythmical pattern.
    To me, the sounds in the earlier part are much stronger, while these are weaker. The first one gives more of a sturdy feel, while the second does not, so I prefer my current pattern.
  4. 00:11:470 (2) - 00:13:892 (2) - would start the second one on teh start of the vocal as well to have it the same way. i don't think it hurts the intrumental emphasis either
    I'm a bit confused at what you mean here - both are identical and start on the vocals as they are currently.
  5. 00:14:638 (1,2) - missing a note, by which i would suggest something like this instead to follow the piano better since i think that is what you go for http://puu.sh/sNvdp/c4ac440bd3.jpg
    Nice catch. I prefer a different rhythm though.
  6. 00:15:756 (1) - i recommend ctrl+g because as it is, it suggests something worth emphasis happening on the tripple after it as it visually changes direction only then. perhaps somehting of the likes of this https://osu.ppy.sh/ss/6794901 spiking downwards on the second strong vocal 00:16:315 (5) - as well
    I like the idea, took your pattern suggestion.
  7. 00:17:433 (3,4) - wouldn't make that space that big for emphasis reasons. i see you decrease the spacing between the paris, but the jump between them is way more apparent and also takes away emphasis from the jump after it
    Fixed
  8. 00:38:489 (3,4) - overmapped? i meaneven if you go for the ping pong noises, the repeat isn't there and 00:39:110 (4) - should be one 1/6 later
    Not overmapped - soft piano on the repeat, the "ping pong noise" on the end. Additionally, there's also another soft piano note on the red tick and i would prefer to follow that for polarity reasons.
  9. 00:39:234 (5) - just curious why one would put a clap on a repeat like that (or an end like 00:41:470 (5) - for that matter and then you even skipped it on 00:45:942 (5) - )
    Mainly to maintain my hitsounding rhythm, but it's stupid, so I changed the claps in these sections.
  10. 00:40:352 (1) - here too, the repeat and end aren't on anything there is a faint 1/3 tripple starting after it though.. doubt you went for that since you didn't map the 1/6 double on this either 00:40:911 (2) -
    There's a faint note on the end.. not sure what instrument it is. I'm keeping the clap here until i figure out an alternative hitsounding. This is no longer a repeat slider, either, since i couldn't hear anything on the repeat arrow.
  11. 00:48:178 (1) - 00:49:296 (1) - you can't really tell what you want to emphasise with what. sometimes strong objects are on vocals, ignoring the strong piano notes and sometimes the piano notes fill up long vocals. one way that goes just after vocals would be http://puu.sh/sNxgi/2dca206e3f.jpg or for one that mainly goes after the piano, having vocals jump from sliderends to a note, giving it emphasis that way http://puu.sh/sNxo1/e731002a13.jpg
    Yep, I definitely agree with this. Fixed.
  12. 00:58:613 (2) - i don't really see the reason why this is emphasised so strongly with an extended slider and a clap even while it is such a soft sound. just having the sldierend there would be sufficient i'd think
    Sticking with the clap there due to what I explained above, but I changed the rhythm.
  13. 01:08:302 (1,2,3,4,5,6) - i'd have the tripples be parallel. they look a bit cramped together as is. also to concider, the last piano note of the second tripple cuts of sharply, so maybe two notes work better than a slider
    For the piano, it's my switching point from piano to vocal, so I would prefer my current rhythm. I also like the visual of the triples going with the curve, so I polished it.
  14. 01:13:520 (1,2) - no 1/4 there
    Indeed there isn't.
  15. 01:21:532 (5,1) - the low spacing takes away the emphasis you're building up to with the split apart pairs. since you're not using 01:21:346 (4,5) - to link other patterns it could simple be move a bit to the bottom left
    Moved the pair away and re-did some other spacing to achieve the same effect.
  16. 01:28:054 (3) - since there is a changeup on this by not having a sound on the end, you could extend it and have a snappier transition to the next section like that. would also emphasise the sound on the start. personally i'd probably turn 01:27:681 (2) - into two singles too. likely could use the same angle still.
    Extending this slider would provide more emphasis than I would prefer to the next note. The other notes you linked I had debated between changing to singles and tried out both, gathered some opinions and decided that the way I have it is better - i'll just leave it to the hitsounds to indicate the pitch change.
  17. 01:40:353 (1) - why is there a turn at such a sharp angle into such an unconfortable curvature? i don't really hear anythign calling for it. if anything i'd hear it on the red tick before with the vocals starting. the drums aren't building up to a strong bass adding in either like they do in 01:53:768 (1,2,3,4) -
    The turn there is reflecting the vocal as well as the change in volume with the drums here. You're definitely right about the curvature though, I fixed it.
  18. 01:46:874 (3,4) - nothing wrong here, just a bit sad that stop in the bass isn't translated into mapping. could have made for a nice spice01:56:377 (1) - lacking emphasis. i'd rotate it clockwise and put it a bit farther away. doesn't make much sense to me to have the sharpest vocals of the part with the least emphasis.
    There was definitely something wrong here. I usually emphasize the kick here and it was ignored, so I guess that also emphasizes the stop in the bass as well, though I can't say i noticed that before. As for the other note, it was fixed.
  19. 01:58:333 (2) - there is a stop in the drum and violin
    I definitely hear a drum here.
  20. 02:02:340 (3,4,5,6,1,2,3,4) - i'd swap around the spacing since the second half goes softer in both in drums and vocals
    The way i hear it, pitch drops but volume increases here. I prefer following the volume in this section.
  21. 02:17:060 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - might be an idea to increase the spacing a bit on that section
    I had it higher before and I ended up not liking it. What I have now is a nice transition from the previously very tight spacing to the new "standard" spacing established in the next section, or at least it feels that way to me.
  22. 02:33:458 (2) - i'd rotate it a bit clockwise and ctrl+g. just plays less awkwardly i feel
    I rotated it but i didn't ctrl+g since it played more awkwardly with that, i think mainly due to the fact that this is a single repeat rather than the usual double.
  23. 02:37:557 (5) - why the etna? the instruments even stop for that beat. if you want to emphasise the next note you could also do that by making 4 a 1/2 double. you don't do it that way on other occasions either
    Rhythm is identical to 00:50:228 (4,1). The piano note is actually still present on the blue tick, but it is at a lower volume.
  24. 02:41:097 (1,2) - tripple on the cymbal? they seem pretty prominent. could just put a note between 1 and 2 as they are so it wouldn't mess up anything either.
    Well, here i'm switching over to the piano as i did in the earlier section, so i'd prefer to keep the clicks the same. I used a 1/4 slider instead.
  25. 03:00:849 (7,8) - sound like 1/8 to me. you could just shorten and repeat them in place (also mapped here 04:51:346 (3) - )
    Fixed, but I didn't fully map the 1/8 for playability reasons.Don't hear anything at the sectond stamp.
  26. 03:17:619 (2) - no singles this time like on 01:30:103 (1,2,3) - ?
    Nope - Here the vocals are slurred where the slider ends, unlike before which was a distinct syllable.
  27. 03:27:681 (1,2,3,4) - 03:45:662 (2) - 03:49:669 (3,4,5,6,1,2,3,4) - same comments as previous chorus
    Same comments apply.
  28. 04:02:526 (7,1) - i think you usually map those drum tripples
    That I do.
  29. 04:26:190 (1,2) - could be neater a blanket
    Fixed.
  30. 04:28:426 (1,2) - two sliders? don't hear why you'd seperate them. the violin sound only ends on 04:30:662 (1) - and there is nothing i'd call them following otherwise
    Even though i'm following vocals here, it feels bad to completely ignore such a strong piano sound.
  31. 04:43:147 (2,3) - i'd maintain the angle of 04:42:774 (4,1) - keeps the piano steady and puts some more clarity on the vocals starting up again
    Yeah, I like it.
  32. 04:57:121 (1,2,3,4) - same comment as previous choruses, though it's a bit better sicne the angle isn't as unconfortable, putting less emphasis on it
    As above.
  33. 05:06:066 (1,2,3,4) - same comment as previous choruses
    As above.
  34. 05:18:933 (1,2) - seems off since the drum isn't constant 1/4 yet from what i hear. sound like http://puu.sh/sNB9A/f000c21228.jpg to me
    I hear faint drums here.
  35. 05:46:510 (4) - feels a bit lackluster there at the end where you go to anyway. putting it on the sliderhead or just somewhere fitting with space in between might put more emphasis on it
    Added some distance.. hopefully this isn't unreadable.
Thanks for the mod, much appreciated!
Deramok
it's a mod reply reply \o/

Halfslashed wrote:

Deramok wrote:

  1. 00:11:470 (2) - 00:13:892 (2) - would start the second one on the start of the vocal as well to have it the same way. i don't think it hurts the intrumental emphasis either
    I'm a bit confused at what you mean here - both are identical and start on the vocals as they are currently.
    notice that you can fit in 2 notes into the meassure after the slider on the first one but only one on the second while, as you said, the rhythmical pattern is identical. the second slider starts one syllable into the vocals
  2. 02:33:458 (2) - i'd rotate it a bit clockwise and ctrl+g. just plays less awkwardly i feel
    I rotated it but i didn't ctrl+g since it played more awkwardly with that, i think mainly due to the fact that this is a single repeat rather than the usual double.
    just to clarify, i meant something like http://puu.sh/sNRVn/b3be197920.jpg . on another note, don't you usually map these in circles? or did you just go for a slider becuse it's a calmer segment maybe?
  3. 02:41:097 (1,2) - tripple on the cymbal? they seem pretty prominent. could just put a note between 1 and 2 as they are so it wouldn't mess up anything either.
    Well, here i'm switching over to the piano as i did in the earlier section, so i'd prefer to keep the clicks the same. I used a 1/4 slider instead.
  4. 03:00:849 (7,8) - sound like 1/8 to me. you could just shorten and repeat them in place (also mapped here 04:51:346 (3) - )
    Fixed, but I didn't fully map the 1/8 for playability reasons.Don't hear anything at the sectond stamp.the bracket was actually meant for the previous point, my bad. but you didn't map it in most occasions anyway, so maybe it's better to undo it on that particular part
  5. 03:17:619 (2) - no singles this time like on 01:30:103 (1,2,3) - ?
    Nope - Here the vocals are slurred where the slider ends, unlike before which was a distinct syllable.
    it's a discinct change of vowels, from ga to e. i don't concider it a slur but i guess you're free to do so..
  6. 04:28:426 (1,2) - two sliders? don't hear why you'd seperate them. the violin sound only ends on 04:30:662 (1) - and there is nothing i'd call them following otherwise
    Even though i'm following vocals here, it feels bad to completely ignore such a strong piano sound.
    you do ignore one on the long curve anyway though and another one you just do a red anker on. also the vocals stop at that red anker too. if you still insiste on having them seperated i'll also mention that there is another piano note on teh red tick before the end of 04:28:426 (1) - so that might make for a better end point of it.. might just be my extended slider allergy talking though.
  7. 05:18:933 (1,2) - seems off since the drum isn't constant 1/4 yet from what i hear. sound like http://puu.sh/sNB9A/f000c21228.jpg to me
    I hear faint drums here.
    same as above, it's distinct sound i don't hear since it's just the vibration of the previous hit, which doesn't deserve a click imo. the first after teh downbeat i hear, which i also have in the screen shot. it's mainly about the second one.
02:51:159 (1,2,3) - also noticed you missed a 1/6 quint
had to bother again~
Topic Starter
Halfslashed

Deramok wrote:

it's a mod reply reply \o/

Deramok wrote:

  1. 00:11:470 (2) - 00:13:892 (2) - would start the second one on the start of the vocal as well to have it the same way. i don't think it hurts the intrumental emphasis either
    I'm a bit confused at what you mean here - both are identical and start on the vocals as they are currently.
    notice that you can fit in 2 notes into the meassure after the slider on the first one but only one on the second while, as you said, the rhythmical pattern is identical. the second slider starts one syllable into the vocals
    Now I understand, and I agree. Fixed.
  2. 02:33:458 (2) - i'd rotate it a bit clockwise and ctrl+g. just plays less awkwardly i feel
    I rotated it but i didn't ctrl+g since it played more awkwardly with that, i think mainly due to the fact that this is a single repeat rather than the usual double.
    just to clarify, i meant something like http://puu.sh/sNRVn/b3be197920.jpg . on another note, don't you usually map these in circles? or did you just go for a slider becuse it's a calmer segment maybe?
    Well I'd prefer not to create that kind of overlap but I'll see if more people agree with that and change it if it's generally agreed that it's a good solution. As for why I mapped these with a slider here, it's due to the fact that it's a calmer segment. The 1/6 normally appears in more intense sections, so this is a bit weird.
  3. 02:41:097 (1,2) - tripple on the cymbal? they seem pretty prominent. could just put a note between 1 and 2 as they are so it wouldn't mess up anything either.
    Well, here i'm switching over to the piano as i did in the earlier section, so i'd prefer to keep the clicks the same. I used a 1/4 slider instead.
  4. 03:00:849 (7,8) - sound like 1/8 to me. you could just shorten and repeat them in place (also mapped here 04:51:346 (3) - )
    Fixed, but I didn't fully map the 1/8 for playability reasons.Don't hear anything at the sectond stamp.the bracket was actually meant for the previous point, my bad. but you didn't map it in most occasions anyway, so maybe it's better to undo it on that particular part
    Yeah - generally I didn't map the 1/8 due to it's erratic nature. At least the 1/6 is predictable (mostly).
  5. 03:17:619 (2) - no singles this time like on 01:30:103 (1,2,3) - ?
    Nope - Here the vocals are slurred where the slider ends, unlike before which was a distinct syllable.
    it's a discinct change of vowels, from ga to e. i don't concider it a slur but i guess you're free to do so..
    Ahh, now I hear it - i can agree on that but it definitely to me doesn't feel the same as the earlier syllables, since there's a smoother transition between the two here. I'd still prefer my current rhythm, but i might be willing to change it for consistency purposes.
  6. 04:28:426 (1,2) - two sliders? don't hear why you'd seperate them. the violin sound only ends on 04:30:662 (1) - and there is nothing i'd call them following otherwise
    Even though i'm following vocals here, it feels bad to completely ignore such a strong piano sound.
    you do ignore one on the long curve anyway though and another one you just do a red anker on. also the vocals stop at that red anker too. if you still insiste on having them seperated i'll also mention that there is another piano note on teh red tick before the end of 04:28:426 (1) - so that might make for a better end point of it.. might just be my extended slider allergy talking though.
    I definitely agree with shortening that slider... I didn't like the shape anyways and it better matches the earlier rhythm. Rhythm wise, I'm just repeating what happens at 04:19:482 (1,2). The thing is though i'm ignoring strong piano sounds on the slider track, they aren't as strong as the first downbeats of each measure, which is where I seperate the sliders.
  7. 05:18:933 (1,2) - seems off since the drum isn't constant 1/4 yet from what i hear. sound like http://puu.sh/sNB9A/f000c21228.jpg to me
    I hear faint drums here.
    same as above, it's distinct sound i don't hear since it's just the vibration of the previous hit, which doesn't deserve a click imo. the first after teh downbeat i hear, which i also have in the screen shot. it's mainly about the second one.
    Well, I do have it mapped on a slider end, so it's not getting a click, rather all of the clicks in the measure are on vocals. I do still hear it though, so i'll keep it.
02:51:159 (1,2,3) - also noticed you missed a 1/6 quint
More like a quad. This is going to take some work.
had to bother again~
Ah, you're a savior, thanks! :)
Mir
lovely discord voice chat mod for my lovely halfy

mod
20:39 *Halfslashed is listening to [https://osu.ppy.sh/b/1148265 Meramipop - Itoushiki Mono ni, Utsukushiki Mono Ni]
20:41 Mir: 00:16:501 (6,7,8,9,1) -
20:41 Mir: this one r u shure
20:41 Mir: 00:16:874 (1,3) - r u sure can see
20:51 Mir: 01:37:743 (2,4) -
20:51 Mir: no stack?
20:51 Mir: o-o
20:53 Mir: 02:07:464 (2,1) -
20:53 Mir: :thinking:
20:54 Mir: 02:22:836 (4) -
20:54 Mir: felt really weird
20:57 Mir: 03:26:936 (1,2) - bluetick stream i cry
21:03 Mir: 04:28:426 (1,2) -
21:06 Mir: 05:10:911 (1) -
21:06 Mir: I THOUGHT
21:06 Mir: this would play well
21:06 Mir: but tbh it was aufgajsdgk
21:07 Mir: 05:11:113 - ?
21:07 Mir: 05:15:951 (2,3,4,5) -
21:07 Mir: broken stack tbh

proof if interested
jms8720
pp mapping in 2016 LUL
-sandAI
placeholder for m5m
-sandAI
m4m yoo

mermaidpop
00:02:340 (1) - Slider velocity seems kinda overdone here

00:11:284 (1) - This part up to 00:17:992 (1) - seems very ambiguous on what you're mapping to. I mean it is clear you're still mapping to the background because of the stream, but I think the parts other than the stream would be more effective if mapped to the vocals.

00:20:600 (2,3,4,5) - the way this is stacked seems a lot more clustered than the other 1/6th stacks for some reason.. ?

00:23:954 (2,3,4,1,2,3,4,5,6,1) - This is fine and sorta easy to hit but i'd recommend using a slider for the 1/6ths

01:34:389 (1,2,1,2) - this is much much higher in DS compared to 03:21:346 (1,2,1,2,1,2) - and the next one..

01:50:787 (1) - it really feels from here that the spacing is consistent with the part before this, but this is clearly much more hyped, so why not increase overall spacing?

04:05:694 (3,1) - why not increase the spacing between these two? you emphasized the higher SV change but i didn't feel anything when playing cuz the spacing was consistent.

05:10:911 (1) - I can see why you would increase SV but its really random to increase it THAT much.. i think maybe 1.65 or 1.7 SV is good enough

General stuff

decrease tickrate to 1, I see no reason to have it be 2

Use more audible hitsounds or more distinct hitsounds, It sounds like you didn't hitsound at all

I rly like ur streams :O
Topic Starter
Halfslashed

-Vanilla wrote:

m4m yoo

mermaidpop
00:02:340 (1) - Slider velocity seems kinda overdone here
The SV is the base, and it reflects the fact that the song starts at full energy. This also signals the player of the general high SV and towards other patterns like this to come in the future.
00:11:284 (1) - This part up to 00:17:992 (1) - seems very ambiguous on what you're mapping to. I mean it is clear you're still mapping to the background because of the stream, but I think the parts other than the stream would be more effective if mapped to the vocals.

00:11:284 (1) - 00:12:961 (3) - Vocals
00:13:147 (4) - 00:13:333 (5) - Piano
00:13:706 (1) - 00:15:010 (3) - Vocals
00:15:197 (4) - 00:15:569 (8) - Piano
00:15:756 (1) - 00:16:874 (1) - both. All the vocals start on sliders and have a jump following them, while I map the piano which starts to grow in intensity. Here I'm also establishing a pattern of introducing a turn mid-stream along with increasing spacing when a vocal is present, something else I do throughout the map.
00:17:246 (2) - 00:17:992 (1) - Vocals


00:20:600 (2,3,4,5) - the way this is stacked seems a lot more clustered than the other 1/6th stacks for some reason.. ?
Fixed.

00:23:954 (2,3,4,1,2,3,4,5,6,1) - This is fine and sorta easy to hit but i'd recommend using a slider for the 1/6ths
Breaks my association of 1/6s always being stacks with the exception of less intense parts that have 1/6.

01:34:389 (1,2,1,2) - this is much much higher in DS compared to 03:21:346 (1,2,1,2,1,2) - and the next one..
Pattern relies on visual DS of 01:34:017 (1,1,2). This pattern is also based off of linear jumps for emphasis. The second one uses linear visuals and stacking + gravity for emphasis. Given the consistent visual DS, i prefer my current pattern.

01:50:787 (1) - it really feels from here that the spacing is consistent with the part before this, but this is clearly much more hyped, so why not increase overall spacing?
01:49:669 (1,1,1) - The second one doesn't feel as strong to me as the first or third, so it has lower spacing. As for why i use linearly decreasing SV here instead of SV that matches the spacing, it's mainly to seperate the vocals from the drums in this section until the third one, where different instruments take the lead. Also, spacing overall does increase in this section.

04:05:694 (3,1) - why not increase the spacing between these two? you emphasized the higher SV change but i didn't feel anything when playing cuz the spacing was consistent.
I like the idea, so I made it happen.

05:10:911 (1) - I can see why you would increase SV but its really random to increase it THAT much.. i think maybe 1.65 or 1.7 SV is good enough
I'll gather more opinions because I don't mind changing to 1.7, but not any lower.

General stuff

decrease tickrate to 1, I see no reason to have it be 2
Song's main rhythm lands on 1/2 beats so it is appropriate.

Use more audible hitsounds or more distinct hitsounds, It sounds like you didn't hitsound at all
I suck at hitsounding but I just used the defaults.
I rly like ur streams :O
Thanks :)
Thanks for the mod!
micchi_chi
Hey, M4M
Thank you for the mod before.
The star diff is pretty high... I'm not good with hard maps like this .-.

Red : unrankable (or might be unrankable) issue
Blue : highly suggested to fix
Black : normal suggestion
Green : random comment
Bold : slightly more important than others

[The Beauty of Nature]
SPOILER
  1. 00:01:781 (1,2,3) - Maybe use soft sampleset here. The piano sound is pretty gentle.
  2. Some tip. One mistake you make here is (I think) you're too obsessed to make this map hard that you "overmap" the silent part. Try to make the silent part actually "silent" to make it more distinctive with other part. Well, I have seen your chorus part and I guess this part is still considered easy compared to chorus, but still, don't overmap it~ Like maybe use slower slider for silent part...
  3. 00:02:340 (1) - Another tip. I see those green lines at the tail are used to "silence" the tail. Well... You actually don't have to do that.... You simply can change it by selecting the tail and then press shift+E and the sampleset would be changed to soft. After you change it to soft, I don't think you need to reduce the volume because soft and normal are very different and the soft voices would be easily covered by normal voices and thus the tail seem silent. That way, you can reduce the number of green lines. But well, you've done it with green line here, I guess you can keep it for this map.
  4. 00:15:010 (3) - Well I think you've figured out that thing ^ here.
  5. 00:26:749 (7,1,2,3,4) - Just stack I think. Look messy this way tbh. If you want to manually stack, stack it on top of slider, not under the slider body http://puu.sh/sXvVL/a1f5b73821.jpg
  6. 00:47:060 (2) - Actually you better NC here tho. Because there's where the big sound at. You even add finish at the head. NC-ing it will make it emphasized better.
  7. 00:37:743 I think you better use soft sampleset for this entire section until the chorus. I mean there's no drum or anything that suggest you to use normal sampleset. That way, you can also emphasize the chorus part better because it suddenly changed to normal sampleset and boom.
  8. 00:43:706 (4,5,6) - Actually, avoid 1/4 rhythm on silent part. Furthermore, I don't think there's any reason to place 1/4 here tho considering the sound it's following is pretty weak. 1/4 rhythm are used to emphasize certain part so it's unfit for silent part like this.
  9. 00:53:209 (5,6,1,2,3,4,1) - Is this stream even necessary....
  10. 00:55:631 (5,6,1) - They are still one kind of vocal sound so map them similarly. Either use 1/4 slider for 00:56:004 (1) - or use 1/2 slider for 00:55:631 (5,6) -
  11. 00:56:377 (2,3,4) - fix blanket, lol.
  12. 00:57:122 (4) - Actually, this slider's head is a nice place to use normal sample set because that sound.
  13. 01:03:085 (2,3) - Very far actually. And they are 01:02:712 (1,2,3) - all following the same sound so it don't make sense if you say that you make jump here 01:03:085 (2,3) - to emphasize (3). Since they are following the same sound, better keep the spacing between them similar so none get less or more emphasized. Simplest way, do it like this http://puu.sh/sXwo6/37a224d011.jpg but it would be kinda problem because jump to 01:03:830 (1) - would be enormous. If you're fine with it, proceed, if not find your own way. Anyway, I don't recommend to keep.
  14. 01:03:830 (1,2,3) - ^ similar case. Use symmetrical pattern like this 01:02:712 (1,2,3) - for these too. Place (3) under (2) or something http://puu.sh/sXwtG/a2fbcb8f96.jpg
  15. 01:06:625 (3,4,5) - What are you following here? Piano? If you did it like this to emphasize the piano here 01:06:811 (4) - then you can go on. But if you're following vocal, change (4) to 1/4 slider. As well as 01:06:253 (1,2) - Because they are following the same kind of vocal.
  16. 01:47:433 (1) - Maybe change this to two circles to follow vocal better.
  17. 02:07:557 use soft sampleset here too.
  18. 03:09:979 (4,1) - Move them further to emphasize better.
  19. Welp, I was right. I won't be able to mod this well. I hate to say this, but yeah, it's overmapped. Unnecessary streams, spaced too, unreasonably far jumps, and stuff like that. I know this is the only diff and you're trying to make it as hard as possible but hard maps =/= good maps okay. What make maps good is (for me, this is totally subjective tbh) simply follow what the music says. Make it actually slow and mellow on slow part, make it more fast on quick part. As I say at first, distinctiveness of map during different verse is important. If the map goes intense all the time even on slow part, it's not fun either, okay. That way, the actual fast part would also lose it emphasis and it's not good at all. Other than that, limit your rhythm. Map is art form, I agreed on that. But map like that is not always good. Make your map follow the song, not the other way. Adding notes at where there's no sound is fine if you want to emphasize certain sound, but adding too much of it is not. That way, all notes would be emphasized the same and we are back at the distinctiveness problem. Hope this make sense. It's alright to make overmapped maps actually, but if you're already experienced and famous enough. That time, you'll have no problem in ranking even if your rhythm don't make any sense. But for beginning, I suggest to make "normal" map. By normal I mean not overmapped or too "unique". Well, I'm not saying it's impossible to rank this, but it would be pretty tough. Best of luck tho ;)

Good luck~~~~
Topic Starter
Halfslashed

hanyuu_nanodesu wrote:

Hey, M4M
Thank you for the mod before.
The star diff is pretty high... I'm not good with hard maps like this .-.

Red : unrankable (or might be unrankable) issue
Blue : highly suggested to fix
Black : normal suggestion
Green : random comment
Bold : slightly more important than others

[The Beauty of Nature]
SPOILER
  1. 00:01:781 (1,2,3) - Maybe use soft sampleset here. The piano sound is pretty gentle.
    I like it. To me it's not such a gentle piano, definitely not compared some of the later stuff, but I like the contrast it adds with what follows.
  2. Some tip. One mistake you make here is (I think) you're too obsessed to make this map hard that you "overmap" the silent part. Try to make the silent part actually "silent" to make it more distinctive with other part. Well, I have seen your chorus part and I guess this part is still considered easy compared to chorus, but still, don't overmap it~ Like maybe use slower slider for silent part...
    Yeah I was considering that, still trying to find a way to do this that I am happy with.
  3. 00:02:340 (1) - Another tip. I see those green lines at the tail are used to "silence" the tail. Well... You actually don't have to do that.... You simply can change it by selecting the tail and then press shift+E and the sampleset would be changed to soft. After you change it to soft, I don't think you need to reduce the volume because soft and normal are very different and the soft voices would be easily covered by normal voices and thus the tail seem silent. That way, you can reduce the number of green lines. But well, you've done it with green line here, I guess you can keep it for this map.
    Well I also lower the volume to 20% with those green lines, which isn't something that soft sample set will do by itself. Considering those notes don't actually exist in the music (since these are extended sliders), I really prefer to reduce the volume like i did.
  4. 00:15:010 (3) - Well I think you've figured out that thing ^ here.
    Well, here it's due to those notes actually existing in the music, so it doesn't make sense to combine soft sample set and volume decrease.
  5. 00:26:749 (7,1,2,3,4) - Just stack I think. Look messy this way tbh. If you want to manually stack, stack it on top of slider, not under the slider body http://puu.sh/sXvVL/a1f5b73821.jpg
    Great idea, this definitely works better.
  6. 00:47:060 (2) - Actually you better NC here tho. Because there's where the big sound at. You even add finish at the head. NC-ing it will make it emphasized better.
    Fixed.
  7. 00:37:743 I think you better use soft sampleset for this entire section until the chorus. I mean there's no drum or anything that suggest you to use normal sampleset. That way, you can also emphasize the chorus part better because it suddenly changed to normal sampleset and boom.
    I do use soft sampleset for this entire section, and I think it makes enough sense to have normal-hitnormal for the vocals, while soft sample set for any other sounds.
  8. 00:43:706 (4,5,6) - Actually, avoid 1/4 rhythm on silent part. Furthermore, I don't think there's any reason to place 1/4 here tho considering the sound it's following is pretty weak. 1/4 rhythm are used to emphasize certain part so it's unfit for silent part like this.
    I partially agree with you, but iId prefer more opinions. When I initially mapped this it was due to the background sound being much stronger here, to the point where I didn't feel a reverse would be enough, and considering there aren't active vocals it kind of makes sense.
  9. 00:53:209 (5,6,1,2,3,4,1) - Is this stream even necessary....
    Yes, because piano by this point has picked up enough intensity to warrant it, and it's still representing the vocal due to the sharp flow change on 00:53:395 (1).
  10. 00:55:631 (5,6,1) - They are still one kind of vocal sound so map them similarly. Either use 1/4 slider for 00:56:004 (1) - or use 1/2 slider for 00:55:631 (5,6) -
    Considering this is the switch back from piano to vocals, I think this is more appropriate. There are piano sounds on the ends the 1/4 sliders that are mapped to vocals, which makes the 1/2 slider inappopriate, and there is no sound on 00:56:097, so a 1/4 slider for 00:56:004 (1) doesn't fit either.
  11. 00:56:377 (2,3,4) - fix blanket, lol.
    Wtf happened here, lol.
  12. 00:57:122 (4) - Actually, this slider's head is a nice place to use normal sample set because that sound.
    I prefer my soft whistle, since I prefer to save my hitnormals for vocals.
  13. 01:03:085 (2,3) - Very far actually. And they are 01:02:712 (1,2,3) - all following the same sound so it don't make sense if you say that you make jump here 01:03:085 (2,3) - to emphasize (3). Since they are following the same sound, better keep the spacing between them similar so none get less or more emphasized. Simplest way, do it like this http://puu.sh/sXwo6/37a224d011.jpg but it would be kinda problem because jump to 01:03:830 (1) - would be enormous. If you're fine with it, proceed, if not find your own way. Anyway, I don't recommend to keep.
    01:03:458 (3) - is noticeably stronger than the first 2 piano sounds, the spacing looks large, but since visual spacing is very similar, it plays pretty well and not to forced. Slider leniency also does play a part.
  14. 01:03:830 (1,2,3) - ^ similar case. Use symmetrical pattern like this 01:02:712 (1,2,3) - for these too. Place (3) under (2) or something http://puu.sh/sXwtG/a2fbcb8f96.jpg
    The reason for not using a symmetrical pattern is contrast from the previous pattern, due to the pitches of the piano being different.Another reason for this pattern is I want the player to follow 01:04:576 (3) and use comfortable flow to emphasize the next note.
  15. 01:06:625 (3,4,5) - What are you following here? Piano? If you did it like this to emphasize the piano here 01:06:811 (4) - then you can go on. But if you're following vocal, change (4) to 1/4 slider. As well as 01:06:253 (1,2) - Because they are following the same kind of vocal.
    I try to avoid overmapping if I can, but I understand that this will improve the flow. There is no sound on the following blue tick, so I would prefer not to implement the 1/4 slider change. (And yes, it's vocals)
  16. 01:47:433 (1) - Maybe change this to two circles to follow vocal better.
    Yes, implemented.
  17. 02:07:557 use soft sampleset here too.
    Yeah. This works WAY better.
  18. 03:09:979 (4,1) - Move them further to emphasize better.
    Made this happen too.
  19. Welp, I was right. I won't be able to mod this well. I hate to say this, but yeah, it's overmapped. Unnecessary streams, spaced too, unreasonably far jumps, and stuff like that. I know this is the only diff and you're trying to make it as hard as possible but hard maps =/= good maps okay. What make maps good is (for me, this is totally subjective tbh) simply follow what the music says. Make it actually slow and mellow on slow part, make it more fast on quick part. As I say at first, distinctiveness of map during different verse is important. If the map goes intense all the time even on slow part, it's not fun either, okay. That way, the actual fast part would also lose it emphasis and it's not good at all. Other than that, limit your rhythm. Map is art form, I agreed on that. But map like that is not always good. Make your map follow the song, not the other way. Adding notes at where there's no sound is fine if you want to emphasize certain sound, but adding too much of it is not. That way, all notes would be emphasized the same and we are back at the distinctiveness problem. Hope this make sense. It's alright to make overmapped maps actually, but if you're already experienced and famous enough. That time, you'll have no problem in ranking even if your rhythm don't make any sense. But for beginning, I suggest to make "normal" map. By normal I mean not overmapped or too "unique". Well, I'm not saying it's impossible to rank this, but it would be pretty tough. Best of luck tho ;)
    I can't agree with you that I overmapped this song. Failed to map the calmer sections as well as possible, yes, I agree - it isn't easy for me to ignore sounds in the song. I actually wasn't really going for a high star rating, it just happened when I wanted to express certain things (such as with the spaced streams). Most of the jumps, in terms of distance, are rather tame for today's standards as well. What I was going for when I made this is "a map that I can enjoy playing and fits the song, and so I did my best to execute this, but I'm not the most experienced mapper- this is only my second map, after all. I definitely disagree with you on not making something "unique" though, since that kind of defeats one of the reasons I map anyways. I'm going to try to get this ranked though, I knew from the start it wouldn't be easy.

Good luck~~~~
Well, for not being able to mod higher star maps well, I'd say this was pretty helpful, thank you for the mod!
fieryrage
prefacing this by saying i dont intend to be a dick or want to be one so dont take anything i say as mean/rude if it comes across that way

eeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
e
  • full white combo color isn't allowed fyi xd
    ur claps are so awkwardly placed like half the time u should prob double check them, i do them only for snare hits

    00:02:340 (1,1,2,3) - if u dont silence ur sliderticks ur getting banned (do this for like every slider plz, this would not really be a huge issue if it was slider tick 1)
    00:04:576 (1,2,3,4,5,6,1) - honestly if you did something with the synth in the bg having the jumps increase in spacing slowly to accuentuate it that'd be kinda cool
    00:06:625 (5,1) - awkwardest angle u could ever make to play lul
    00:09:234 (2,3) - 3 should have more emphasis
    00:13:333 (5) - ehh i'd make this two circles instead of a slider tbh
    00:15:197 (4,5) - starting a stream here on the less intense notes is weird af lolz
    00:15:942 (2,3,4) - holy shte i guess u dont like aesthetics nvm
    00:19:482 (2) - would start nc here instead of before it
    00:20:600 (2,3,4,5) - Boy What The Fuck
    00:23:954 (2,3,4,1,2,3,4,5,6,1) - Boy What The Fuck

    ok i actually can't mod the rest of this without going on a huge tangent honestly
    tho 03:55:259 - delete one of these green lines plz

ok i get ur like trying to old style map but goddamn 00:21:346 (1,2,3,4,5,6) - patterns like these are actually impossible to play due to the angle/flow changes that happen within like one second, and that's basically this entire map lol

not to mention during the slow part there is 00:37:743 (1) - no change in SV here? there's a distinct lack of emphasis on these so the slider velocity should be lower, but it's the same throughout the entire song minus the kiais...? that doesn't make much sense if any at all

i'm okay with old style but it feels like you're trying way too heavily to force a gimmick here where there's no reason to add a gimmick, this should be a flowy map not a let's change angles every 5 seconds map + distance snap

(by the way ur not supposed to use distance snap on like anything other than easy/normal diffs lo)

sorry for short mod but hopefully i kind of brought up some good points?? i think??
Topic Starter
Halfslashed

fieryrage wrote:

prefacing this by saying i dont intend to be a dick or want to be one so dont take anything i say as mean/rude if it comes across that way

eeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
e
  • full white combo color isn't allowed fyi xd
    Damn.
    ur claps are so awkwardly placed like half the time u should prob double check them, i do them only for snare hits
    I dunno how to hitsound. I just did the claps on up beats - for calmer sections, on every other upbeat.

    00:02:340 (1,1,2,3) - if u dont silence ur sliderticks ur getting banned (do this for like every slider plz, this would not really be a huge issue if it was slider tick 1)
    Did it for every slider in this section.
    00:04:576 (1,2,3,4,5,6,1) - honestly if you did something with the synth in the bg having the jumps increase in spacing slowly to accuentuate it that'd be kinda cool
    I barely noticed it after listening a few times, so I don't think i'll be incorporating anything new here.
    00:06:625 (5,1) - awkwardest angle u could ever make to play lul
    Looks fine to me.
    00:09:234 (2,3) - 3 should have more emphasis
    To me both of these are roughly equal in intensity. This also creates good contrast with the jump to 4 as is.
    00:13:333 (5) - ehh i'd make this two circles instead of a slider tbh
    I'm following the high pitched piano here, as opposed to the bass or whatever. This also emphasizes the transition back to vocals.
    00:15:197 (4,5) - starting a stream here on the less intense notes is weird af lolz
    Well the stream technically starts on 00:14:638 (1), but vocals are present so the switch completes at the indicated spot. Piano is represented by circles, vocals amidst piano are represented by 1/4 sliders. This is also present throughout the whole map and is established here.
    00:15:942 (2,3,4) - holy shte i guess u dont like aesthetics nvm
    I tried something here.
    00:19:482 (2) - would start nc here instead of before it
    Phrase-wise, i'd agree, but it kinda breaks the NC structure. I'd like more opinions.
    00:20:600 (2,3,4,5) - Boy What The Fuck
    Song has powerful af 1/6 snare, so I mapped it with circles.
    00:23:954 (2,3,4,1,2,3,4,5,6,1) - Boy What The Fuck
    Same as above. It's not an easy rhythm by any means, but taking away emphasis from either the 1/6 or the 1/4 isn't something I want to do.
    ok i actually can't mod the rest of this without going on a huge tangent honestly
    tho 03:55:259 - delete one of these green lines plz
    Fixed thx.

SPOILER
ok i get ur like trying to old style map but goddamn 00:21:346 (1,2,3,4,5,6) - patterns like these are actually impossible to play due to the angle/flow changes that happen within like one second, and that's basically this entire map lol
I could hit this consistently through my play tests and as you said, it's basically the entire map, that's what it's based around.

not to mention during the slow part there is 00:37:743 (1) - no change in SV here? there's a distinct lack of emphasis on these so the slider velocity should be lower, but it's the same throughout the entire song minus the kiais...? that doesn't make much sense if any at all
Still trying to figure out a way to implement this that I can be satisfied with, though I agree.

i'm okay with old style but it feels like you're trying way too heavily to force a gimmick here where there's no reason to add a gimmick, this should be a flowy map not a let's change angles every 5 seconds map + distance snap

(by the way ur not supposed to use distance snap on like anything other than easy/normal diffs lo)

Well this map is fundamentally flawed, by that logic. This song is actually very awkward though, don't let the soothing vocals tell you other wise. If you notice this is in 3/4 signature has many phrases start on off beats or have lead-in beats, and incorporates various different rhythms (like the 1/6). Maybe if I mapped the percussion it'd be a nice flowy map, since it's mostly consistent, but I mapped the vocals, which follow an awkward rhythm structure. This is why the map is based around awkward patterns. As far as the spacing, I'll admit I'm not comfortable with letting it go all over the place, so I used other things to reflect the song like the playfield and angles.

sorry for short mod but hopefully i kind of brought up some good points?? i think??
Thanks for the mod!
Hollow Wings
m4m

The Beauty of Nature

  1. 1stly i think your map is so straightforward that i can't even tell more things about this map, because all 1/2 jumps with clearly expressed streams and nearly random shifts distance organized in designed shapes among patterns... that's your map's style here so i think it's a bit over my ability to judge it here.
    so i just mention some detail things, maybe these are not that necessary to you.
  2. 00:34:017 (3,4,5,6) - and 04:01:967 (2,3,4,5) - , spaced like other 1/12 streams?
  3. 02:07:184 (1,2) - this jump is a bit too large for sudden quiet part came in original song's track.
  4. i've noticed those hidden structures of your placements, that's just really good job to me. but i worried those distance settings which are not that logically placed... personally i prefer do distance works following the song itself, not forced structure or flow.
sorry for not help much, a star for the effort you put in this map.

good luck
Topic Starter
Halfslashed
SPOILER

Hollow Wings wrote:

m4m

The Beauty of Nature

  1. 1stly i think your map is so straightforward that i can't even tell more things about this map, because all 1/2 jumps with clearly expressed streams and nearly random shifts distance organized in designed shapes among patterns... that's your map's style here so i think it's a bit over my ability to judge it here.
    so i just mention some detail things, maybe these are not that necessary to you.
    O_O. I don't know how to respond to this.
  2. 00:34:017 (3,4,5,6) - and 04:01:967 (2,3,4,5) - , spaced like other 1/12 streams?
    Fixed the first one, other looks fine to me.
  3. 02:07:184 (1,2) - this jump is a bit too large for sudden quiet part came in original song's track.
    Nerfed spacing for better contrast with next jumps.
  4. i've noticed those hidden structures of your placements, that's just really good job to me. but i worried those distance settings which are not that logically placed... personally i prefer do distance works following the song itself, not forced structure or flow.
    Orz... I tried to reflect the song, but I guess my lack of experience shows in this regard. It makes me extremely happy that you can see what I was going for in my patterns though!
sorry for not help much, a star for the effort you put in this map.

good luck

Thank you for the mod and words!
Wuab
This ended up being way longer than i expected, alot of nitpicky stuff, i tried to stay to concepted but also pointed out other thing.

The Beauty of Nature

00:04:576 (1) - i would have this follow the same spacing as the previous sliders and not have it stack. 00:05:880 (2,3) - like that, may need to move previous sliders a bit
00:08:675 (3,1) - ^ same thing

00:17:619 (4) - make the stack or make the overlap better

This applies to to all 1/6 bursts (excluding the part talking about sections)
00:20:600 (2,3,4,5) - This part is the most interesting part of the map, mapping wise, I understand that you have mapped like this for reason but i will still adress this. the bursts at these sections are mapped to 1/6, firstly this is unexpected and secondly this is overmapping the 1/4 drums at these sections, the only reasoning behind this i can see is putting emphasis here on the drums by using finger strain, the map in this section (where the drums become more major) is only 1/4 and at this early point on in the section these are the only bursts so 1/4 looks fine imo as there is nothing to compare stain wise to the bursts
^ A middle ground for this issue is rearranging the circle to something like this http://i.imgur.com/uWDgUOP.jpg this at least gives the player some kind of warning of the irregular ryhthm used at these sections. You could also increse the hitsounds for these bursts to put further emphasis on the drums.

00:23:954 (2,3,4,1,2,3,4,5,6,1) - this has the same concept as before however imo this is very bad, you move from 1/6 to 1/4 all in 1 stream, the only indcation of rhythm change is the movement and combo colour, these help but the 1/6 does not have any shape positioning difference than a 1/4 stack, this occurs during a stream and so it is very difficult to adapt to the change in rhythm due to constantly clicking.
^this agian feels like overmapping and whilst i understand it during the bursts, here in the stream it becomes way to complex imo.

As i said in PMs i had reasoning for why this whould not like this and i do understand that there is reason for why they are like this. Just giving my opinion no bad blood in a circle clicking game:D Gonna mod the rest assuming nothing has been changed


00:27:308 (1,2,3,4) - you could make the tail of 7 stack on the next burst, feels like it should be the same as here 00:24:699 (1,2,3,4,5) -
00:32:526 (1,2,3) - the angle of these could be made smaller, it flows nice but i think the spacing is large enough that this would feel awkward to play it's nearly flat jumps
00:50:228 (4,1) - this feels way 2 quiet, it follows the triple in the music but i can't hear the slider tail at all
00:50:600 (2) - on the fence could just be a circle, its ok for now
01:06:625 (3,4) - make into triple? the slider tail isn't representing the piano very well, its very quiet, you also mapping the next that follows the piano with circle so circles here would be aproproate
01:06:998 (5) - ^ same as above, this i better tho as it leads into a stonger sound paired with a hitsound so i wouldn't change it
01:07:743 (3) - ^same as above
01:08:116 (4) - this is not snapped to 1/4 idk why it's not pls fix
01:21:346 (4,2) - little overlap
01:26:004 (4,5,6) - you could make the spacing more balanced between these notes, moving 5 up and making this more of a wide angle seems good, the spacing is small enough to allow the side angle
01:43:147 (2) - clips hp bar move down
01:43:147 (2) - stack them?
01:57:681 (2) - ^ might aswell stack that 2
02:04:948 (1) - clips hp bar move down
02:07:464 (2) - remove that, there is no sound on the blue tick, could put not on red tick to fill space, it would the same pattern here 02:04:203 (1,2,1,2,1,2) -
02:35:507 (1,2) - map that as a full beat to follow vocals? to be consistant with this part 02:34:389 (1) -
02:42:588 (3,4,5,6,7) - reduce spacing this part is alot more calm than the kiai
02:53:954 (3,4,5) - talked about this before , slider tail are to quiet for this to work
02:55:072 (3,4) - stack that
04:04:762 (7) - possible hp bar clipping move down
04:32:899 (1) - possible score bar clipping move down
04:35:507 (2,3,4,5) - this part is calm, i think simpler line on notes would fit better as it is less movement, this moreso than other parts as the jumps are back and forth
04:39:979 (2,3,4,5) - ^
04:44:451 (2,3,4,5) - ^
04:47:805 (2,3,4,5) - ^
05:09:979 (2,3,4,5) - this sharp turn could be removed, i hear no larger enough note to change dicrection here, this is compared to here 03:53:954 (2,3,4,5,6,7,1,2,3,4) -
05:39:429 (3,4) - don't make 4 stack here, the song is still quite intense no reason to limit movement, i think partail overlap would be better
05:43:902 (3,4) - ^

I'll keep up added!
Gl and have fun mapping!
Topic Starter
Halfslashed

Wuab wrote:

This ended up being way longer than i expected, alot of nitpicky stuff, i tried to stay to concepted but also pointed out other thing.
SPOILER
The Beauty of Nature

00:04:576 (1) - i would have this follow the same spacing as the previous sliders and not have it stack. 00:05:880 (2,3) - like that, may need to move previous sliders a bit
The purpose of having it stacked under the slider end is to give a subdued feeling and to put further emphasis to the following rhythm, since this beat is important, but it isn't strong enough to have the same sort of spacing as the rest of the rhythm i'm following.
00:08:675 (3,1) - ^ same thing
^

00:17:619 (4) - make the stack or make the overlap better
Changed this to have more consistent visual spacing with the previous notes instead.

This applies to to all 1/6 bursts (excluding the part talking about sections)
00:20:600 (2,3,4,5) - This part is the most interesting part of the map, mapping wise, I understand that you have mapped like this for reason but i will still adress this. the bursts at these sections are mapped to 1/6, firstly this is unexpected and secondly this is overmapping the 1/4 drums at these sections, the only reasoning behind this i can see is putting emphasis here on the drums by using finger strain, the map in this section (where the drums become more major) is only 1/4 and at this early point on in the section these are the only bursts so 1/4 looks fine imo as there is nothing to compare stain wise to the bursts
^ A middle ground for this issue is rearranging the circle to something like this http://i.imgur.com/uWDgUOP.jpg this at least gives the player some kind of warning of the irregular ryhthm used at these sections. You could also increse the hitsounds for these bursts to put further emphasis on the drums.
Alright. I'll give you a thorough explanation of why these are there. The song is overall pretty mellow, but then scattered throughout, mainly in the more intense sections, we hear these fast paced drums "drilling" into the mellow melodies. 4 circles are pretty much the best way to reflect this sort of drilling feeling, as they are still at a playable speed for players at this level (and I'm not referring to the audience of players who typically play 5.7* maps). Another thing, how is this unexpected? Map wise, the first 1/6 quad is introduced 20 seconds into the map, and while ideally as a game level, i'd like the 1/6 to be about 5-10 seconds earlier, this is not what the song supports. I'm using what the song gives me to reflect it, since the alternatives do not do this part justice, so this isn't overmapping, and I definitely refuse to "simplify" to 1/4 since that doesn't come anywhere near what I think the song is trying to say. Also, your pattern is messy and doesn't follow my concepts in this map, so I won't really implement it. Additionally, usually when things are in complex timing (1/3 and 1/6) they're even numbered streams, so it's pretty intuitive for a player that is used to these rhythms.

Also for the record, there are 1/6s present in a calmer section where they are simplified because drilling ruins the feeling in that section, but not in these more intense ones.


00:23:954 (2,3,4,1,2,3,4,5,6,1) - this has the same concept as before however imo this is very bad, you move from 1/6 to 1/4 all in 1 stream, the only indcation of rhythm change is the movement and combo colour, these help but the 1/6 does not have any shape positioning difference than a 1/4 stack, this occurs during a stream and so it is very difficult to adapt to the change in rhythm due to constantly clicking.
^this agian feels like overmapping and whilst i understand it during the bursts, here in the stream it becomes way to complex imo.
My previous explanation should explain why I mapped 1/6 quads. Now, from a game perspective, I will agree with you that this is a much more difficult rhythm to hit. However, think about it: given that I'm specifically trying to portray the drilling, it doesn't make sense to simplify the 1/6, since the same rhythm is present, but the feeling would be completely different, and it also doesn't really make sense to simplify the 1/4 because the intensity doesn't call for it. Also, I deliberately avoided using any 1/4 stacks in this map for the very reason that I wanted to associated stacked bursts with 1/6. Just because other people usually use 1/4 stacks, doesn't mean that this map does, so that's a pretty irrelevant point.

As i said in PMs i had reasoning for why this whould not like this and i do understand that there is reason for why they are like this. Just giving my opinion no bad blood in a circle clicking game:D Gonna mod the rest assuming nothing has been changed
No bad blood, that's kind of pointless.

00:27:308 (1,2,3,4) - you could make the tail of 7 stack on the next burst, feels like it should be the same as here 00:24:699 (1,2,3,4,5) -
Had it that way before, I guess I'm gonna change it back.
00:32:526 (1,2,3) - the angle of these could be made smaller, it flows nice but i think the spacing is large enough that this would feel awkward to play it's nearly flat jumps
Playtesting determines that it's fine, I'd prefer to keep my stack and distance here.
00:50:228 (4,1) - this feels way 2 quiet, it follows the triple in the music but i can't hear the slider tail at all
I'm redoing the hitsounds, but the idea was to have the player only click the vocals, since that's what i'm following.
00:50:600 (2) - on the fence could just be a circle, its ok for now
Piano sounds held to me.
01:06:625 (3,4) - make into triple? the slider tail isn't representing the piano very well, its very quiet, you also mapping the next that follows the piano with circle so circles here would be aproproate
Clicks follow vocals here, not the piano yet since it hasn't grown in intensity enough.
01:06:998 (5) - ^ same as above, this i better tho as it leads into a stonger sound paired with a hitsound so i wouldn't change it
Same as above.
01:07:743 (3) - ^same as above
Same as above. In general, I had triples at all of the points you suggested in one point, but it ended up making the rhythm messy and killing the feeling of this section.
01:08:116 (4) - this is not snapped to 1/4 idk why it's not pls fix
Nice catch. I changed SV for this section recently.
01:21:346 (4,2) - little overlap
Fixed.
01:26:004 (4,5,6) - you could make the spacing more balanced between these notes, moving 5 up and making this more of a wide angle seems good, the spacing is small enough to allow the side angle
Can't say I understand the purpose of why you'd suggest this - the distances are where I want them.
01:43:147 (2) - clips hp bar move down
Fixed.
01:43:147 (2) - stack them?
?
01:57:681 (2) - ^ might aswell stack that 2
Fixed.
02:04:948 (1) - clips hp bar move down
Fixed.
02:07:464 (2) - remove that, there is no sound on the blue tick, could put not on red tick to fill space, it would the same pattern here 02:04:203 (1,2,1,2,1,2) -
There is definitely a piano lead-in note there.
02:35:507 (1,2) - map that as a full beat to follow vocals? to be consistant with this part 02:34:389 (1) -
Fixed.
02:42:588 (3,4,5,6,7) - reduce spacing this part is alot more calm than the kiai
True, but spacing is lower than kiai here. This is a pretty intense part, where the percussion really spikes here.
02:53:954 (3,4,5) - talked about this before , slider tail are to quiet for this to work
Same response as before.
02:55:072 (3,4) - stack that
???????
04:04:762 (7) - possible hp bar clipping move down
It's fine.
04:32:899 (1) - possible score bar clipping move down
Score bar... wh... I don't care about that and there isn't even a guideline for it.
04:35:507 (2,3,4,5) - this part is calm, i think simpler line on notes would fit better as it is less movement, this moreso than other parts as the jumps are back and forth
I used equal visual distance here for intensity, since I still want to emphasize certain things with the movement. It's calm but not too calm, as earlier in the song, this was one of the chorus parts, but here it is dulled down.
04:39:979 (2,3,4,5) - ^
04:44:451 (2,3,4,5) - ^
04:47:805 (2,3,4,5) - ^

05:09:979 (2,3,4,5) - this sharp turn could be removed, i hear no larger enough note to change dicrection here, this is compared to here 03:53:954 (2,3,4,5,6,7,1,2,3,4) -
So, you don't think that the piano at 05:09:793 (1,4,1) are all strong notes? Well, I do.
05:39:429 (3,4) - don't make 4 stack here, the song is still quite intense no reason to limit movement, i think partail overlap would be better
Because I raised the slider velocity, this stack creates a "halting" motion, which puts emphasis on the note, so i'll be keeping this.
05:43:902 (3,4) - ^

I'll keep up added!
Gl and have fun mapping!
Thanks for the mod!
chainpullz
From my queue (M4M)
Preface
So I'm probably just going to focus on higher level things in this mod because that's what I feel would probably be most helpful for you at this stage. The reasoning for this being that my largest complaint is (as HW mentioned near the end of her mod) that your intentions/concepts do not come off very well due to structural/aesthetic issues.

While I would agree that having a rigid/forced structure is a bad thing, structure/aesthetics are both very important when it comes to communicating the core concepts of your map.
Slider Flow
So one of the things I noticed throughout was that the flow into the sliders seemed a bit misaligned with the shape/direction of the slider body. This can give a feeling that the slider shape/direction is more of an afterthought as opposed to being a key component of the pattern (sliders provide a lot of freedom of expression so it's usually a good idea to use them as structural foundation be it by way of blanketing/symmetry/etc).

So here we have a linear slider at the end of a circular flow pattern which is fine if it follows the circular flow but this one kind of goes off into space. If you intend to use that slider direction it would be better to use a bit less curvature as shown below.


This one is kind of minor but in this example we again have a circular flow pattern and the curved slider suggests it's supposed to compliment the circular flow. As depicted by the red circle it doesn't quite follow the same arc so it just looks a bit weird (probably plays nearly the same though). With enough of these minor slider flow issues the map starts to feel a bit incoherent and it can mask a lot of the good things in a map.


Here is a more major example:

The slider curve suggests that there is a bit of downward flow coming into it but instead the flow you have setup is mostly horizontal/upwards. In this specific example I would suggest something like what is shown below (blanketed 5) even though it breaks your current structure for that jump set.
Distance Increase on Downbeat
So now I sort of want to discuss one of the concepts that you are following to some extent throughout the map. The idea of an increase in spacing when moving to an object on a downbeat. There are some places where this works well and others where the implementation behind it creates some issues.

So I'll start by highlighting the implementation that I think works well and makes it easy to structure patterns around. As shown below you have the 1/2 tick pick up and the downbeat symmetric about the 1/1 pickup. Pickup notes often represent rising action in the music so the distancing generated by this structure works well to convey this in an easily identifiable/aesthetic way (note: slider flow works when flowing from 5's position but would not work well if it was coming from 4's position).


The place where I think the implementation negatively impacts the structure of your map is when the two pickups flow linearly into the downbeat as shown below:

Since the distance for the downbeat slider is increased and the flow is linear you can no longer abuse symmetry to obtain structure in the same way you could in the first example. The structure that you had going into this kind of falls apart as you try to follow your pre-established spacing convention. In addition you use a wave slider but don't really make use of the nice curves/blanket potential this shape provides (will maybe touch on this a bit later in the mod). The below image shows a more structured/aesthetic attempt at conveying the ideas you were going for (note it breaks your original structure a bit to make use of wave slider blanket).


01:23:768 (2,3,4) - There are also times where it just doesn't really fit with what you are following in the music. In this case you are following the vocals which happen to be very monotone. As such the added spacing to convey the percussion hit on the downbeat feels a bit incoherent. You do this throughout the entire section here but I would highly recommend you only do it when the vocals are actually going somewhere (ie. 01:20:973 (2,3,4,5,1) - ) or where you aren't predominately mapping the vocals (ie. 01:22:464 (3,4,1) - but please fix the symmetry :? )
Distance Snap After Sliders
So this is a pretty minor aesthetic thing that triggers me (and a lot of other people). If you are going to use DS after a slider make sure it overlaps like halfway or not at all. When it's just the rims overlapping as shown below it just looks a bit messy. Usually if you are going to overlap with a slider you go for >40% overlap with head/tail, 0% overlap with head/tail and partial overlap with body (best if equidistant between head/tail), or 100% overlap of slider body centered on a red point corner. There are a lot of other cases but this covers some of the more general ones.

Example of bad overlap:

Improvements:
(good overlap)

(no overlap but still abusing slider tail leniancy)


Other slider overlaps mentioned (not super relevant for your map but perhaps helpful):
(Partial overlap of slider body)

(Red tick overlap)
1/6 & Manual Stacking
So I'm a subscriber of the "fuck the player" methodology of mapping and am in full support of the 1/6 usage throughout the map including the 1/6->1/4 mixed streams. It's a cool feature of the music so, hey, might as well map it. It can be difficulty to read/play but fuck the player anyways. This is a rhythm game, they can figure it out somehow. :? :? :?

A key thing I would like mention is that you might want to consider reducing the spacing directly after these building back up to whatever spacing you are wanting to use. Since they essentially create a hold the spacing directly after them will feel larger than if it was just a normal jump. If you keep spacing relatively constant in the presence of these they just feel overemphasized.

On a separate note you use a lot of manual stacking for these it looks like. If you are going for a really compressed stack (ie. your 1/6 stacks) I find stacking on a 45 degree angle (2 or 3 units horizontally & vertically) tends to look the cleanest (personal opinion). You can accomplish this by choosing the x/y coordinates of each circle in the stack (click on the x/y thingy at the top right of editor and enter new coords) or, if using stack leniancy 0, stack the circles and then use ctrl+arrow_key to move each circle one unit at a time. You can always set stack leniency back to w/e setting when you are done mapping to restore any intended auto stacking if you go that route.

Secondly, the main advantage to manual stacking is choice of direction to compliment flow in a micro-aim sort of way. One of the best ways to do this is to have the stack follow the natural flow and then let the stream follow the new flow. This basically uses the stack point as a pivot. I think there are some places where you can make better use of this aspect. I'll provide a single example for now:
05:32:721 (2,3,4,1) - Basically flip horizontally so the stack follows the flow back into the 1/4 part of the stream. Change shown below:
Wave Sliders
So I kind of touched on this a few times already I think but I do want to touch on a bit more here. Having a bit of variety in slider shape is usually an overall plus but it works best when the slider actually fits be it structurally or rhythmically. Wave sliders are typically of the structural/aesthetic variety which mean it is very important to actually create your patterns around them. They have two potential blanket points and if you aren't using either of them it just feels out of place. Most of the places you use them they might as well just be angled linear sliders. If you want to incorporate wave sliders as part of your map's aesthetic you should be doing patterns similar to below (ignore the fact that this change doesn't fit the existing mapping at this location):

Misc other things that stood out:

02:12:774 (5) - Flowing inward instead of outward would compliment the square circular flow a bit better imo. You also get a nice bit of symmetry with the next pattern as shown below
04:16:128 (1,2) - ctrl-g would create a convention of left = upward pair right = downward pair as well as emphasize the change in pitch on the next slider (similar idea to your increased distance on downbeat convention).

If you do decide to go back and add a bunch of structure feel free to request another mod for this. I do honestly believe that a structural/aesthetic facelift would eliminate a lot of things I would otherwise point out if I were to nitpick the entire 5 minutes. Also hit me up if you want two replay files as mentioned in my queue (this didn't really follow my normal format so I didn't include ~ will have to be NF plays since my stamina is trash tier so the 1/6 is like russian roulette). Hopefully you find this [more] helpful in comparison to me just highlighting like a hundred different things and typing silly one liners after them. :? :? :?

Topic Starter
Halfslashed

chainpullz wrote:

From my queue (M4M)
Preface
So I'm probably just going to focus on higher level things in this mod because that's what I feel would probably be most helpful for you at this stage. The reasoning for this being that my largest complaint is (as HW mentioned near the end of her mod) that your intentions/concepts do not come off very well due to structural/aesthetic issues.

While I would agree that having a rigid/forced structure is a bad thing, structure/aesthetics are both very important when it comes to communicating the core concepts of your map.
Slider Flow
So one of the things I noticed throughout was that the flow into the sliders seemed a bit misaligned with the shape/direction of the slider body. This can give a feeling that the slider shape/direction is more of an afterthought as opposed to being a key component of the pattern (sliders provide a lot of freedom of expression so it's usually a good idea to use them as structural foundation be it by way of blanketing/symmetry/etc).

So here we have a linear slider at the end of a circular flow pattern which is fine if it follows the circular flow but this one kind of goes off into space. If you intend to use that slider direction it would be better to use a bit less curvature as shown below.


This one is kind of minor but in this example we again have a circular flow pattern and the curved slider suggests it's supposed to compliment the circular flow. As depicted by the red circle it doesn't quite follow the same arc so it just looks a bit weird (probably plays nearly the same though). With enough of these minor slider flow issues the map starts to feel a bit incoherent and it can mask a lot of the good things in a map.


Here is a more major example:

The slider curve suggests that there is a bit of downward flow coming into it but instead the flow you have setup is mostly horizontal/upwards. In this specific example I would suggest something like what is shown below (blanketed 5) even though it breaks your current structure for that jump set.
Distance Increase on Downbeat
So now I sort of want to discuss one of the concepts that you are following to some extent throughout the map. The idea of an increase in spacing when moving to an object on a downbeat. There are some places where this works well and others where the implementation behind it creates some issues.

So I'll start by highlighting the implementation that I think works well and makes it easy to structure patterns around. As shown below you have the 1/2 tick pick up and the downbeat symmetric about the 1/1 pickup. Pickup notes often represent rising action in the music so the distancing generated by this structure works well to convey this in an easily identifiable/aesthetic way (note: slider flow works when flowing from 5's position but would not work well if it was coming from 4's position).


The place where I think the implementation negatively impacts the structure of your map is when the two pickups flow linearly into the downbeat as shown below:

Since the distance for the downbeat slider is increased and the flow is linear you can no longer abuse symmetry to obtain structure in the same way you could in the first example. The structure that you had going into this kind of falls apart as you try to follow your pre-established spacing convention. In addition you use a wave slider but don't really make use of the nice curves/blanket potential this shape provides (will maybe touch on this a bit later in the mod). The below image shows a more structured/aesthetic attempt at conveying the ideas you were going for (note it breaks your original structure a bit to make use of wave slider blanket).


01:23:768 (2,3,4) - There are also times where it just doesn't really fit with what you are following in the music. In this case you are following the vocals which happen to be very monotone. As such the added spacing to convey the percussion hit on the downbeat feels a bit incoherent. You do this throughout the entire section here but I would highly recommend you only do it when the vocals are actually going somewhere (ie. 01:20:973 (2,3,4,5,1) - ) or where you aren't predominately mapping the vocals (ie. 01:22:464 (3,4,1) - but please fix the symmetry :? )
Distance Snap After Sliders
So this is a pretty minor aesthetic thing that triggers me (and a lot of other people). If you are going to use DS after a slider make sure it overlaps like halfway or not at all. When it's just the rims overlapping as shown below it just looks a bit messy. Usually if you are going to overlap with a slider you go for >40% overlap with head/tail, 0% overlap with head/tail and partial overlap with body (best if equidistant between head/tail), or 100% overlap of slider body centered on a red point corner. There are a lot of other cases but this covers some of the more general ones.

Example of bad overlap:

Improvements:
(good overlap)

(no overlap but still abusing slider tail leniancy)


Other slider overlaps mentioned (not super relevant for your map but perhaps helpful):
(Partial overlap of slider body)

(Red tick overlap)
1/6 & Manual Stacking
So I'm a subscriber of the "fuck the player" methodology of mapping and am in full support of the 1/6 usage throughout the map including the 1/6->1/4 mixed streams. It's a cool feature of the music so, hey, might as well map it. It can be difficulty to read/play but fuck the player anyways. This is a rhythm game, they can figure it out somehow. :? :? :?

A key thing I would like mention is that you might want to consider reducing the spacing directly after these building back up to whatever spacing you are wanting to use. Since they essentially create a hold the spacing directly after them will feel larger than if it was just a normal jump. If you keep spacing relatively constant in the presence of these they just feel overemphasized.

On a separate note you use a lot of manual stacking for these it looks like. If you are going for a really compressed stack (ie. your 1/6 stacks) I find stacking on a 45 degree angle (2 or 3 units horizontally & vertically) tends to look the cleanest (personal opinion). You can accomplish this by choosing the x/y coordinates of each circle in the stack (click on the x/y thingy at the top right of editor and enter new coords) or, if using stack leniancy 0, stack the circles and then use ctrl+arrow_key to move each circle one unit at a time. You can always set stack leniency back to w/e setting when you are done mapping to restore any intended auto stacking if you go that route.

Secondly, the main advantage to manual stacking is choice of direction to compliment flow in a micro-aim sort of way. One of the best ways to do this is to have the stack follow the natural flow and then let the stream follow the new flow. This basically uses the stack point as a pivot. I think there are some places where you can make better use of this aspect. I'll provide a single example for now:
05:32:721 (2,3,4,1) - Basically flip horizontally so the stack follows the flow back into the 1/4 part of the stream. Change shown below:
Wave Sliders
So I kind of touched on this a few times already I think but I do want to touch on a bit more here. Having a bit of variety in slider shape is usually an overall plus but it works best when the slider actually fits be it structurally or rhythmically. Wave sliders are typically of the structural/aesthetic variety which mean it is very important to actually create your patterns around them. They have two potential blanket points and if you aren't using either of them it just feels out of place. Most of the places you use them they might as well just be angled linear sliders. If you want to incorporate wave sliders as part of your map's aesthetic you should be doing patterns similar to below (ignore the fact that this change doesn't fit the existing mapping at this location):

Misc other things that stood out:

02:12:774 (5) - Flowing inward instead of outward would compliment the square circular flow a bit better imo. You also get a nice bit of symmetry with the next pattern as shown below
Breaks the structure I have in this section, would need to move lots of stuff around.
04:16:128 (1,2) - ctrl-g would create a convention of left = upward pair right = downward pair as well as emphasize the change in pitch on the next slider (similar idea to your increased distance on downbeat convention).
I agree.

If you do decide to go back and add a bunch of structure feel free to request another mod for this. I do honestly believe that a structural/aesthetic facelift would eliminate a lot of things I would otherwise point out if I were to nitpick the entire 5 minutes. Also hit me up if you want two replay files as mentioned in my queue (this didn't really follow my normal format so I didn't include ~ will have to be NF plays since my stamina is trash tier so the 1/6 is like russian roulette). Hopefully you find this [more] helpful in comparison to me just highlighting like a hundred different things and typing silly one liners after them. :? :? :?

Um... wow. I can't really thank you enough for this. Normally I would reply with each specific point, but since this is general i'll just state here. You've brought to my attention one of the things I knew I was lacking but didn't know how to go about fixing that will actually improve the map. Personally, I don't really care for aesthetics since I'm more of a player than a mapper right now, and I think it looks good enough as is. However, this is mainly because it looks good enough as is within my current ability.

It's going to take me quite a bit of time to implement the substantial changes, since it's practically a remap, so I'll have to hold off until I implement said changes, preferrably with better hitsounding as well. Nonetheless, I certainly don't plan on pushing forward until I get these issues resolved (or at least attempt to).

Thanks for explaining to me what's wrong with the map rather than just telling me "it's wrong, fix it".

Also, i'll be glad to take you up on that offer for another mod when I push this forward again.
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