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Muzzy - Play (feat. UK:ID)

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P A N

Mitkoff wrote:

P A N wrote:

your map is the 5th map after I post so here is my mod How is it even work? :lol:
I finally solve the problem that I can't update my map so I said "I will do a free mod on the 5th map after this" in #modreqs and yep. it's your map XD
eeezzzeee
Hello
NM from my queue

[Insane]
  1. 00:14:563 - try adding a note here for the vocals
  2. 00:17:306 - same
  3. 00:20:049 - same
  4. 00:26:220 (3) - try putting it somewhere on the other side to flow better with the next slider http://puu.sh/uH6Sk/209dd6ca4c.jpg
  5. 00:28:449 (1) - try using a 1/2 slider instead of just a circle, as the vocal is two syllables and lands on the red tick
  6. 00:28:963 - ehhh for a long vocal like this, its usually better to try to map some other sounds instead, especially on higher difficulties. This is not very engaging for players of this level.
  7. 00:31:877 (2,3) - maybe you should use the same 1/4 ds as earlier
  8. 00:33:934 (1,1) - try using the same rhythm for these parts as they are basically the same sound lol
  9. 00:37:363 (3,1) - this can be difficult to properly judge the timing as I think most players will be expecting a 1/1 timing between objects due to the rhythm of the previous patterns like 00:34:620 (4,1) - etc. I suggest adding a note at 00:38:049 -
  10. 00:40:106 (3,1) - same
  11. 00:48:848 (5,1) - why the random bent sliders though. 00:51:592 (6,1) - this is the same thing and its not bent
  12. 00:51:934 (1,3) - blanket is off
  13. 01:01:877 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - no need to use so many whistles, it sounds pretty awful especially since the custom hs is so strong. I think one every red tick would be great. also even though there are whistles lets not forget to add the claps too
  14. 01:05:134 (1,3) - swap NC
  15. 01:05:820 (1) - remove nc
  16. 01:13:878 (7,8) - maybe this one should be a slider too to match the instrumental in this section. compare with 01:08:049 (6,7,8) -
  17. 01:20:563 - comparing this section to 01:28:792 - the music is basicaly very similar, drums are the same and rap is almost the same. however, your map changes from all 1/2 patterns to lots of 1/4 patterns here and there. I think you should try to use a more consistant style between these similar parts of the song, you can try adding some triples to the first part or removing them from the second one.
  18. 01:31:877 (1) - delete NC
Shapes and object placement can use more polishing but I think the biggest problem preventing this from being a great map is the constant 1/2 rhythm that is used during parts that have many 1/4 and other possible sounds too. It makes for a bland playing experience and does not represent the song well imo.

Some general ideas about how to improve the rhythms used in this map:

i see that you are trying to closely follow the vocals whenever they are present, but that ends up neglecting the drums and instruments. you should try to include those too whenever possible to make a more complete map of the music provided. also having more variety in the rhythm of the map makes for a more interesting playing experience.

For example, 01:20:905 (2,3,4) - its quite obvious that between the objects there is drum on the blue ticks. as you probably know, dnb emphasizes the drums! so maybe your map should include them too xd

also try to avoid empty spaces during very intense parts of the song like 01:35:477 -

That's all from me. Don't give up! Fighting! c:
Topic Starter
Mitkoff

eeezzzeee wrote:

Hello Hello O/
NM from my queue

[Insane]
  1. 00:14:563 - try adding a note here for the vocals
  2. 00:17:306 - same
  3. 00:20:049 - same I don't want overmap the beginning, ¯\_(ツ)_/¯ , it's a bit too much imo
  4. 00:26:220 (3) - try putting it somewhere on the other side to flow better with the next slider http://puu.sh/uH6Sk/209dd6ca4c.jpg let it be
  5. 00:28:449 (1) - try using a 1/2 slider instead of just a circle, as the vocal is two syllables and lands on the red tick let it be
  6. 00:28:963 - ehhh for a long vocal like this, its usually better to try to map some other sounds instead, especially on higher difficulties. This is not very engaging for players of this level. No changes for now
  7. 00:31:877 (2,3) - maybe you should use the same 1/4 ds as earlier already done
  8. 00:33:934 (1,1) - try using the same rhythm for these parts as they are basically the same sound lol i don't get it :? they are the same...
  9. 00:37:363 (3,1) - this can be difficult to properly judge the timing as I think most players will be expecting a 1/1 timing between objects due to the rhythm of the previous patterns like 00:34:620 (4,1) - etc. I suggest adding a note at 00:38:049 - Honestly i thought the same at the beginning, but after some test plays i was confused... Some people were say to delete note at 00:38:049 - some were fine with it. I have not big counting of opinions ,but looks like: as high rank player as more chance to expecting down beat note. It make sense as Insane diff, but maybe not bad to make diff more playable for all players, hmmm. Actually this sounds pretty weak and not even close to strong vocal wich place nearly close, so... For diffently gameplay i keep it, at least for now.
  10. 00:40:106 (3,1) - same ^
  11. 00:48:848 (5,1) - why the random bent sliders though. 00:51:592 (6,1) - this is the same thing and its not bent Yep, they were bent earlier, removed now.
  12. 00:51:934 (1,3) - blanket is off fixed
  13. 01:01:877 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - no need to use so many whistles, it sounds pretty awful especially since the custom hs is so strong. I think one every red tick would be great. also even though there are whistles lets not forget to add the claps too good point
  14. 01:05:134 (1,3) - swap NC okie
  15. 01:05:820 (1) - remove nc ^
  16. 01:13:878 (7,8) - maybe this one should be a slider too to match the instrumental in this section. compare with 01:08:049 (6,7,8) - It sounds differently for me Orz, thats why i changed rhytm
  17. 01:20:563 - comparing this section to 01:28:792 - the music is basicaly very similar, drums are the same and rap is almost the same. however, your map changes from all 1/2 patterns to lots of 1/4 patterns here and there. I think you should try to use a more consistant style between these similar parts of the song, you can try adding some triples to the first part or removing them from the second one.
    I don't know how correctly explain the idea here in English hmmm. My knowledge is pretty poor as You can notice. I'll try anyway.
    So, as You said i tried carefully follow vocal in my map. There is 3 part of "rap flow" in 01:20:563 - 01:38:392 . I mean 3 kind of emphraise text.
    1st part 01:20:563 - 3 times 8/1 parts with constant 1/2 rhytm, we have mapped only 1/2 notes.
    2nd part 01:28:792 - 1/2 rhythm overloads a lot of s/h sounds wich make "(vocal) flow" more tense and smooth, i am tring to emphraise it with a lot of new 1/4s.
    3rd part 01:34:277 - and finally rest part wich uses pauses in vocal flow like 01:35:477 - and 01:36:849 -. We have a good moment for variativity and i emphraise diferences between heavy (01:28:792 -) and calm (01:34:277 -) sections.
    I know it's not best variation of map it, but i feel it like i described it...


    About a lot of missed 1/4s, i wanted to map all stuff in Extra diff, but my imagination hurt me :lol: especially for the beggining parts. Also my ability mapping Extra sucks xD. I haven't smthng decent for Ex now. ¯\_(ツ)_/¯ Yeah, bad news for mapset at all...
  18. 01:31:877 (1) - delete NC done

Shapes and object placement can use more polishing but I think the biggest problem preventing this from being a great map is the constant 1/2 rhythm that is used during parts that have many 1/4 and other possible sounds too. It makes for a bland playing experience and does not represent the song well imo.

Some general ideas about how to improve the rhythms used in this map:

i see that you are trying to closely follow the vocals whenever they are present, but that ends up neglecting the drums and instruments. you should try to include those too whenever possible to make a more complete map of the music provided. also having more variety in the rhythm of the map makes for a more interesting playing experience.

For example, 01:20:905 (2,3,4) - its quite obvious that between the objects there is drum on the blue ticks. as you probably know, dnb emphasizes the drums! so maybe your map should include them too xd

also try to avoid empty spaces during very intense parts of the song like 01:35:477 -

That's all from me. Don't give up! Fighting! c:
Thanks! I have a lot of stuff for thinking now...
UndeadCapulet
From my queue:

General

Your bg seems to be of very low quality, it's very grainy and blurry. I think you should try to find a crisper, cleaner bg for this song. (Also maybe something that isn't from an unrelated anime lol..)

---

Insane

Your intro rhythms are very random imo, you seem to mostly follow vocals, but also frequently skip over strong vocal beats like 00:20:049 - or add extra beats like 00:26:906 (5) - . You also randomly follow instrumental like at 00:21:249 (3) - . I think you should try to restructure your intro rhythms to fit either the instrumental or the vocals better. If you follow instrumental, you can show off the 3/2 rhythms and stuff like 00:16:792 - and 00:18:506 - . (This applies to all difficulties)

  1. Extending 00:33:592 (10) - to the kiai would fit well with how you extend sliders in the kiai.
  2. You skip beats like 00:38:049 - even though you mapped 00:35:306 - earlier. I think focusing so much on vocals here that you skip these beats really kills the pacing of your map.
  3. Really really think you should have some sort of clickable object at 00:55:534 - to map that laser out ;;
  4. I think skipping the 01:35:477 - and 01:36:849 - beats kills the pace of this section a lot. Since it's kind of a fast constant vocal rap section ending any hitsound beats, esp when there are drum ticks there, feels weird.
  5. 01:39:248 (3) - Should prob be a kickslider to match the surrounding rhythms.
  6. 01:59:820 (4,5,6) - Separating these notes more from 01:59:648 (3) - would emphasize the drums better.
---

Hard

01:42:506 (5) - and NC here, I know you didn't so these sliders would fit with the previous pattern, but that's not a good enough reason to have NC inconsistency imo. Same for 01:53:477 (5) - .

---

Normal

Please avoid having entire sections where the DS results in tiny overlaps like 01:41:820 (2,3,1) - . Honestly for a normal that kiai spacing might be too much anyway, but these tiny overlaps especially are unsightly.

---
Good luck with your future mapping!
rockrick
Hey, from modreqs ^^

normal

00:38:049 (1,2,3) - i can see you wen't with the electronic sound on the background, but emphasizing the vocal on this part would be better imo. i would instead do something like this this

00:57:249 (4) NC
01:08:220 (4) ^

01:24:334 (4) there is a lider end on a measure start here, making 4 a cicle and 5 a slider starting on 01:24:677 would do the trick
01:27:077 (4) same here

01:48:677 (2,3) - these two feel a bit too close

insane

00:28:963 (2) - You sometimes make some sliders distorted according to the song like in 00:39:420 (1) and 01:06:163 (10) so i would suggest you make this long slider a bit wobbly or something on the first half, since it's following the vocal, which would also make for some good slider art

00:35:963 (4) - 00:38:734 (3) - 00:41:477 (3) - since this part is following vocals, i would make these sliders 1/2 beat, not full beat, because the vocals are emphasized half a beat after the slider beginning

00:54:506 (5,1) - 00:55:192 (5,1) - these 1/4 jumps are a bit too close for this difficulty, especially the second one because it's longer than the ones before it, i would consider it a diff spike, so just getting them a bit closer would do the trick~

00:58:277 (10) - you can make this slider wobbly like i mentioned on the beginning of the mod, it would add up to the others making things prettier :>

01:14:734 (11,1) - putting the slider underneath 11 and making it point toward 2 would make it look nicer

01:34:792 (3) - 01:36:163 (3) - maybe it's just me, but i don't think these slider shapes fit the style youré going for in the rest of the map. maybe using red sliderpoints?


might have missed some stuff, but nice map and cool streams, good luck with it!
edit:timestamps were bugging xd
Topic Starter
Mitkoff
UndeadCapulet

UndeadCapulet wrote:

From my queue:

General

Your bg seems to be of very low quality, it's very grainy and blurry. I think you should try to find a crisper, cleaner bg for this song. (Also maybe something that isn't from an unrelated anime lol..) Who cares? i like it. Mb later.

---

Insane

Your intro rhythms are very random imo, you seem to mostly follow vocals, but also frequently skip over strong vocal beats like 00:20:049 - or add extra beats like 00:26:906 (5) - . You also randomly follow instrumental like at 00:21:249 (3) - . I think you should try to restructure your intro rhythms to fit either the instrumental or the vocals better. If you follow instrumental, you can show off the 3/2 rhythms and stuff like 00:16:792 - and 00:18:506 - . (This applies to all difficulties) image: i cut intro for 2 parts: 00:11:991 - 00:22:277 - . Less dense, more dense. Should be more sence with this criteria. :P

  1. Extending 00:33:592 (10) - to the kiai would fit well with how you extend sliders in the kiai. Yep
  2. You skip beats like 00:38:049 - even though you mapped 00:35:306 - earlier. I think focusing so much on vocals here that you skip these beats really kills the pacing of your map.
  3. Really really think you should have some sort of clickable object at 00:55:534 - to map that laser out ;; hmmm, i wanted to make 2 reverse kicksliders anyway so yea, why not
  4. I think skipping the 01:35:477 - and 01:36:849 - beats kills the pace of this section a lot. Since it's kind of a fast constant vocal rap section ending any hitsound beats, esp when there are drum ticks there, feels weird. I don't think so
  5. 01:39:248 (3) - Should prob be a kickslider to match the surrounding rhythms. i made it as circle for emphraise emphraise 01:39:420 (4) - beat as end of rap section.
  6. 01:59:820 (4,5,6) - Separating these notes more from 01:59:648 (3) - would emphasize the drums better. It's good point
---

Hard

01:42:506 (5) - and NC here, I know you didn't so these sliders would fit with the previous pattern, but that's not a good enough reason to have NC inconsistency imo. Same for 01:53:477 (5) - . Yes

---

Normal

Please avoid having entire sections where the DS results in tiny overlaps like 01:41:820 (2,3,1) - . Honestly for a normal that kiai spacing might be too much anyway, but these tiny overlaps especially are unsightly. I can't avoid tiny overlaps and use chnging ds in Normal at the same time ohhhh... I try 1.05 greenline for now, overlaps now much bigger...

---
Good luck with your future mapping!
Thanks! And Good luck with your BN run if You are serious.

rockrick

rockrick wrote:

Hey, from modreqs ^^ Hello O/

normal

00:38:049 (1,2,3) - i can see you wen't with the electronic sound on the background, but emphasizing the vocal on this part would be better imo. i would instead do something like this this I'm fine with current variation. actually i tried to have smthing between vocal and instruments

00:57:249 (4) NC i did't make NC for consistancy with sections like (1,2,3,4,5,6,7,8) - where i skipping down beats
01:08:220 (4) ^ ^

01:24:334 (4) there is a lider end on a measure start here, making 4 a cicle and 5 a slider starting on 01:24:677 would do the trick i'll remember that but now no changes
01:27:077 (4) same here

01:48:677 (2,3) - these two feel a bit too close Yep but i can't make jumps in Normal :cry:

insane

00:28:963 (2) - You sometimes make some sliders distorted according to the song like in 00:39:420 (1) and 01:06:163 (10) so i would suggest you make this long slider a bit wobbly or something on the first half, since it's following the vocal, which would also make for some good slider art It's good point let's see...

00:35:963 (4) - 00:38:734 (3) - 00:41:477 (3) - since this part is following vocals, i would make these sliders 1/2 beat, not full beat, because the vocals are emphasized half a beat after the slider beginning You know, people mention that i'm not constant in intro too much xD. I will not changing it more haha

00:54:506 (5,1) - 00:55:192 (5,1) - these 1/4 jumps are a bit too close for this difficulty, especially the second one because it's longer than the ones before it, i would consider it a diff spike, so just getting them a bit closer would do the trick~ In lower diff 1/4 jumps really tricky for players, at least you shoud make it with not clicable object imo

00:58:277 (10) - you can make this slider wobbly like i mentioned on the beginning of the mod, it would add up to the others making things prettier :> Another good catch, and reminder fore me

01:14:734 (11,1) - putting the slider underneath 11 and making it point toward 2 would make it look nicer let it be

01:34:792 (3) - 01:36:163 (3) - maybe it's just me, but i don't think these slider shapes fit the style youré going for in the rest of the map. maybe using red sliderpoints? Idea was 01:37:020 (1,2,3) - make every pattern with "loop flow" which actually a circularity xD that why dots are white


might have missed some stuff, but nice map and cool streams, good luck with it!
edit:timestamps were bugging xd
Thanks for mod!
tatemae
m4m https://osu.ppy.sh/s/506551 (да, она не моя, моддишь только последнюю диффу)

  • [Insane]
  1. 00:19:535 (5,1) - 00:16:792 (5,1) - ты тут игоришь вокал на красных тиках, хоть основной инструмент в этой части - это вокал, так что просто поставь туда серклы, ну, и во всех подобных моментах.
  2. 00:21:249 (3,1) - странная пауза, чтобы не сбиться с ритма, можно поставить серкл на белый тик, там есть какой-то звук
  3. 00:22:449 (2) - а из этого сделать слайдер, так как он лучше выделяет вокал(вот тут дропается звук 00:22:792 (3) - ), и слайдер этот лучше замедлить.
  4. 00:23:649 (2) - вообще, не люблю маленькие вейв-слайдеры, потому что они все по-ублюдски смотрятся, но если делать правильно, то лучше вот так http://puu.sh/uLRHp/1d6446c9dc.png ( но я бы вообше его заменил)
  5. 00:24:334 (1) - а еще вейвы эстетически хуево смотрятся под таким углом, обычно их применяет только вертикально или горизонтальнос небольшим наклоном
  6. 00:28:963 (2) - ну мы же в 2к17, можно и что-нибудь поинтереснее придумать, чем дугу
  7. 01:00:506 (8) - слишком маленький спейсинг для этого 1/1 бита
  8. 01:45:249 (1) - поправить оффскрин бы
  9. 01:58:620 (5,2) - пониже опустить 5 и ctrl+g для кругового, а значит более удобного флоу
Sakurauchi Riko
Hello

Insane
00:11:992 (1,2) - i feel like theres a bit off a missemphasis: as you can hear the sounds at 00:12:506 - and 00:13:020 - are really strong (stronger than the sounds you covered with the sliderheads) and currently covered by slidertails (slidertails have the weakest emphasis) which leads to the missemphasis. try to make those 2 sounds clickable
00:15:763 (3) - the same thing appears here. additionally the vocalist pitches her voice up so it should be even more emphasized.

00:14:563 - i recommend to place circle here for the vocal
00:20:049 - same

00:22:449 (2) - maybe a 1/1 slider to the next red tick instead? for the vocal at the red tick 00:22:792 -

00:28:963 (2) - i dont see this slider fitting. i see that u wanted to map the vocal here but during the slider she (vocalist) changes her voice, like its not a continously sound- it gets changed (also you are missing a couple sounds too which should not be missed imo)

00:33:592 - maybe you can add a slight slider velocity decrease for this slider. i think it fits pretty well here (also NC it then). just a suggestion

00:38:049 - i disagree missing this beat. i would just make 00:37:363 (3) - this a reverse slider so you cover the less important beat with a slidertail. same for 00:40:106 (3) -

00:43:619 (2,3,4) - this flows awkwardly

01:19:705 (7) - nc

01:57:248 (5,3) - stack eventually for better structure

02:07:192 - make the spinner end with 5% volume. really noisy sound for not having a sound there

i suck at hard sorry ><

normal
general: i'm a bit concerned about the settings you chose here - you have 1.2x slider velocity and a consistent distance snap of x0.9 which is kinda awkward to play because the sliders have a very fast movement while the movement between each object is really slow (because of the low DS). thats really confusing for newbies and im not sure if you can keep this setting. A simple 1.0 slider velocity and x1.0 DS (+/- x0.2) is rather appropriate. id recommend you to decrease the sv by 0.2

00:15:763 (3,4) - in low diffs you should avoid this because the sliderend is not pointing to the next object. sure you can use this element for emphasis but you shouldnt do that with the exact opposite direction.
00:27:077 (3,1) - same for this, you get it i think

00:43:192 - the soudn changes here so therfore it should be clickable

00:44:906 (1,2,1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4,1,2,3,4,1) - you constantly switch between very dense 1/2 rhythm and really slow rhythm. I dont know, i think its not a good thing since the music feels pretty much same intense in that section
01:15:764 (2,3,1,2,3,4) - the same problem appears here: you take away the rhythm density (of 1/2 rhythms) for no reason. or at least i can see no reason to because the music doesnt get slower and less intense in any way.. ><

01:21:420 (3,4) - why do u suddenly decide to stack those? i would rather recommend to make it consistent, so either space it or stack in throughout the map - just to be moire straightforward for newbs

01:30:334 (1,2,3,4) - newbies get problems here because they have to react very quickly to the reverses (since they appear multiple times they have to react even faster) so they will most likely miss at that point. you should search for a different rhythm here

01:38:392 (1,2,3) - this looks pretty neat at first view but theoretically the player has to do sudden movement changes to the right (so the players does down - right - down - right - down and that with a sharp 90° angle at 1/2 rhythm). thats really awkward and difficult movement

01:55:535 (2,2) - unintended overlap

02:00:334 (1,2,3,4) - and here you take away the density again, although this feels really intense (at least if u ask me)

ok i hope my random mod gives you a few ideas that can improve your map! :D
i dont actually know where i picked this map up ><

Good Luck on further process! :3
Topic Starter
Mitkoff
So, Update...

[]
Also,

Loreley wrote:

m4m https://osu.ppy.sh/s/506551 (да, она не моя, моддишь только последнюю диффу)

  • [Insane]
  1. 00:19:535 (5,1) - 00:16:792 (5,1) - ты тут игоришь вокал на красных тиках, хоть основной инструмент в этой части - это вокал, так что просто поставь туда серклы, ну, и во всех подобных моментах. По идее, я хотел оттенить сильные доли от слабых, но кажись это никого не ебет
  2. 00:21:249 (3,1) - странная пауза, чтобы не сбиться с ритма, можно поставить серкл на белый тик, там есть какой-то звук Очень слабый звук,честно , не думаю, что тут очень сложно сбиться с ритма
  3. 00:22:449 (2) - а из этого сделать слайдер, так как он лучше выделяет вокал(вот тут дропается звук 00:22:792 (3) - ), и слайдер этот лучше замедлить.
  4. 00:23:649 (2) - вообще, не люблю маленькие вейв-слайдеры, потому что они все по-ублюдски смотрятся, но если делать правильно, то лучше вот так http://puu.sh/uLRHp/1d6446c9dc.png ( но я бы вообше его заменил) Мне нравятся
  5. 00:24:334 (1) - а еще вейвы эстетически хуево смотрятся под таким углом, обычно их применяет только вертикально или горизонтальнос небольшим наклоном
  6. 00:28:963 (2) - ну мы же в 2к17, можно и что-нибудь поинтереснее придумать, чем дугу Ну что-то типа того, по эститике правда все рано слабовато
  7. 01:00:506 (8) - слишком маленький спейсинг для этого 1/1 бита апнул до предыдущих
  8. 01:45:249 (1) - поправить оффскрин бы опустил немного
  9. 01:58:620 (5,2) - пониже опустить 5 и ctrl+g для кругового, а значит более удобного флоу Я умышленно не стал тут крутить, до этого слишком много крутили
Спасибо за мод, Loreley.

[]

Phyloukz wrote:

Hello

Insane
00:11:992 (1,2) - i feel like theres a bit off a missemphasis: as you can hear the sounds at 00:12:506 - and 00:13:020 - are really strong (stronger than the sounds you covered with the sliderheads) and currently covered by slidertails (slidertails have the weakest emphasis) which leads to the missemphasis. try to make those 2 sounds clickable
00:15:763 (3) - the same thing appears here. additionally the vocalist pitches her voice up so it should be even more emphasized. Feels fine actually, let's see, i remember it

00:14:563 - i recommend to place circle here for the vocal
00:20:049 - same Nope

00:22:449 (2) - maybe a 1/1 slider to the next red tick instead? for the vocal at the red tick 00:22:792 - Did You test it? it sounds cool, but i'm personaly confuses when i place 1/1 slider here

00:28:963 (2) - i dont see this slider fitting. i see that u wanted to map the vocal here but during the slider she (vocalist) changes her voice, like its not a continously sound- it gets changed (also you are missing a couple sounds too which should not be missed imo) Yep and i still want to keep it. Imo makes emphasis uncommon things is much more important than follow to common 1/1 rhythm

00:33:592 - maybe you can add a slight slider velocity decrease for this slider. i think it fits pretty well here (also NC it then). just a suggestion Yep, sounds cool

00:38:049 - i disagree missing this beat. i would just make 00:37:363 (3) - this a reverse slider so you cover the less important beat with a slidertail. same for 00:40:106 (3) - with unclicable beat i agreed, let it be

00:43:619 (2,3,4) - this flows awkwardly hmm, this sounds unclear :lol:

01:19:705 (7) - nc for what?

01:57:248 (5,3) - stack eventually for better structure i changed pattern here so...

02:07:192 - make the spinner end with 5% volume. really noisy sound for not having a sound there Not sure about 5% hmmm it's pretty noticable sound here, but let it be lower

i suck at hard sorry ><

normal
general: i'm a bit concerned about the settings you chose here - you have 1.2x slider velocity and a consistent distance snap of x0.9 which is kinda awkward to play because the sliders have a very fast movement while the movement between each object is really slow (because of the low DS). thats really confusing for newbies and im not sure if you can keep this setting. A simple 1.0 slider velocity and x1.0 DS (+/- x0.2) is rather appropriate. id recommend you to decrease the sv by 0.2 i''l keep it for now, i guess. i have some reason for this settings, also i know some ranked Normal maps with this concept.
This diff is almost hard according osu!system, btw

00:15:763 (3,4) - in low diffs you should avoid this because the sliderend is not pointing to the next object. sure you can use this element for emphasis but you shouldnt do that with the exact opposite direction. kk
00:27:077 (3,1) - same for this, you get it i think

00:43:192 - the soudn changes here so therfore it should be clickable it's normal so, can't uses unconstant rhythm

00:44:906 (1,2,1,2,3,4,1,2,1,2,3,4,1,2,1,2,3,4,1,2,3,4,1) - you constantly switch between very dense 1/2 rhythm and really slow rhythm. I dont know, i think its not a good thing since the music feels pretty much same intense in that section i don't see any hard to catch things so, tried to follow vocals with constant rhytm and that's it
01:15:764 (2,3,1,2,3,4) - the same problem appears here: you take away the rhythm density (of 1/2 rhythms) for no reason. or at least i can see no reason to because the music doesnt get slower and less intense in any way.. >< emphasis overstrong beats

01:21:420 (3,4) - why do u suddenly decide to stack those? i would rather recommend to make it consistent, so either space it or stack in throughout the map - just to be moire straightforward for newbs For newbs i have easy... i did it for gameplay variavity....

01:30:334 (1,2,3,4) - newbies get problems here because they have to react very quickly to the reverses (since they appear multiple times they have to react even faster) so they will most likely miss at that point. you should search for a different rhythm here You know i used 01:22:620 (6,6,6) - this sliders not for just to be, it should be preparation for this pattern. Player already knows how to cath it and it's should be much easier. Also i have some test plays from inexperienced players, thats was like 90% to FC moment.

01:38:392 (1,2,3) - this looks pretty neat at first view but theoretically the player has to do sudden movement changes to the right (so the players does down - right - down - right - down and that with a sharp 90° angle at 1/2 rhythm). thats really awkward and difficult movement i nerfed angle to 60

01:55:535 (2,2) - unintended overlap avoid it

02:00:334 (1,2,3,4) - and here you take away the density again, although this feels really intense (at least if u ask me) emphasis overstrong beats again

ok i hope my random mod gives you a few ideas that can improve your map! :D
i dont actually know where i picked this map up ><

Good Luck on further process! :3

Phyloukz, Thanks~
Vannyha
IRC
2017-03-24 23:01 Vannyha: 00:36:677 (1,1) - На мой взгляд - пережиток 2014 года, когда под такой "Вуб" делали такой слайдер. Как сейчас - я бы сделал его просто более быстрым и прямым. Но с парой изгибов
2017-03-24 23:01 Vannyha: Или очень медленным
2017-03-24 23:02 Vannyha: Для примера могу кинуть что-то, если нужно)
2017-03-24 23:02 Mitkoff: давай
2017-03-24 23:04 Vannyha: 00:57:420 (7) - Слайдер оканчивается на "Сильный" бит. Наменил бы на два отдельных тапа, или предыдущий слайдер сделал бы реверсным
2017-03-24 23:04 Vannyha: ACTION is listening to [https://osu.ppy.sh/b/1059017 sakuraburst - cherry blossoms explode across the dying horizon]
2017-03-24 23:04 Vannyha: Тут пример быстрых и медленных слайдеров
2017-03-24 23:04 Vannyha: 05:31:672 (1) - Начиная от сюда
2017-03-24 23:05 Mitkoff: кк глянем
2017-03-24 23:05 Mitkoff: 00:57:420 (7) - а тут я 3 woob саунда в приоритет выставил
2017-03-24 23:06 Vannyha: ACTION is editing [https://osu.ppy.sh/b/684970 C-Show - Rocking to the Beat [MEGA LOSERS COLLAB]]
2017-03-24 23:06 Vannyha: 00:55:903 (1) - тут хороший пример тоже комбинирования скорости слайдертриков
2017-03-24 23:07 Vannyha: 01:06:763 (17) - (На твоей карте) слишком длинное комбо
2017-03-24 23:09 Vannyha: 02:00:334 (1,2,3,1,2,3,1,2,3,1,2,3) - В каждом триплстаке я бы увеличивал расстояние, т.к. бит под конец наращивает тон (Хз, вроде норм объяснил))
2017-03-24 23:10 Mitkoff: угу, можно
2017-03-24 23:11 Vannyha: 00:42:848 (5,6) - Тут слайдеры как то не очень смотрятся, при наращивании песни, заменил бы отдельными тапами их)
2017-03-24 23:12 Vannyha: 00:44:906 (1,2,3,4,5,6) - Тут есть один момент, сейчас попробую объяснить
2017-03-24 23:12 Vannyha: Короче мысленно лучше делать стаки ровными, чётными на 4 или на 8
2017-03-24 23:14 Mitkoff: эммч, что это значит?)
2017-03-24 23:14 Vannyha: 00:46:105 (6) - А конкректно этот слайдер. Он начинается как бы на незаконченном 8-такте, то есть бит пробил 7 раз, и на восьмом этот слайдер начался, как бы пересекаясь между предыдущими 8 нотами и следующими
2017-03-24 23:14 Vannyha: Я бы его начало сделал отдельным синглтапом, а его конец - началом нового комбо
2017-03-24 23:15 Vannyha: Ну я хз, может тут дело вкуса, но всё же немного мозолит эта особенность)
2017-03-24 23:16 Mitkoff: Ну тут идея другая 00:46:105 (6,1) - 00:46:963 (3,4) - на этих повторах основанная
2017-03-24 23:16 Mitkoff: Так я понял о чем ты
2017-03-24 23:17 Vannyha: Карта хорошая вообще. Поигрался бы со скоростью слайдеров, и немного уменьшил бы их количество)

А так огонь 🔥🔥🔥
Little
[General]
  1. Maximum rankable audio bitrate is 192kbps.
[Easy]
  1. 00:14:734 (1,2) - It would be nice if you could blanket this so (1) wraps around the head of (2) evenly.
  2. 00:45:592 (1,2,1) - 3/2 beat spacing is hard for beginners to read, especially when you mix it with 2/1 beat spacing like 00:47:649 (1,2) so I would recommend choosing a different rhythm.
  3. 01:27:763 (4) - Missing clap.
  4. Many of the blankets in the map could be cleaner.
[Normal]
  1. 00:21:592 (4) - Inconsistent distance spacing before and after.
  2. 00:44:220 (2,1) - Would look neater if they weren't so close together.
  3. 00:58:963 (2,3) - This angle is awkward imo. Why not make it smooth (1,2,3) or stack (2,3)? Same at 01:09:935 (2,3)
  4. 01:04:106 (1,2,3,4) - This rhythm would fit the music better since it emphasizes the strong drum on 01:04:449 http://puu.sh/uX0hW/ad8ae8882f.jpg
[Hard]
  1. 01:00:506 (6) - Use round slider (not bezier) so you can make a cleaner blanket.
  2. 01:15:592 (2,3,4,5,6) - This feels kinda weird to play since there's no significant indication in the music for why (5) should be emphasized by unstack. Maybe go for something with (3,4) and (5,6) stacked: http://puu.sh/uX0CE/0a9bfe8fb3.jpg
[Insane]
  1. 01:22:277 (2) - Unsnapped.
  2. 01:28:192 (6) - Unsnapped.
  3. 01:54:334 (5,6) - This slider end stack is kind of unexpected since you didn't use it anywhere else in the map. I think you should just unstack it or make it a 1/4 beat triple.
DeletedUser_6181859
IRC (Russian)
19:24 Mitkoff: Yo, тест плей май мап плс?
19:25 100bit: o/, выше 5* не смогу
19:25 *Mitkoff is listening to [https://osu.ppy.sh/b/1159841 Muzzy - Play (feat. UK:ID)]
19:25 Mitkoff: 4,5
19:27 100bit: Вот.
19:28 Mitkoff: Ты че такой жесткий
19:28 100bit: В смысле.
19:28 Mitkoff: Почти фк
19:28 100bit: > почти > мисс в середине карты
19:28 100bit: И пару комбобрейков.
19:29 100bit: Можно указать на пару некрасивых моментов?
19:29 Mitkoff: Sure
19:30 100bit: Из тех, что помню
19:30 100bit: 01:54:334 (5,6) - не вижу смысл в подобном паттерне, особенно стакнутом, выглядит фуфу, так что либо анстак, либо обычный трипл
19:31 100bit: 01:59:305 (2) - можно сделать ктрл+г для кругового флоу, будет пробиваться чуть приятнее
19:32 Mitkoff: Мне очень не нравится, что пол киаи круговое в одну сорону
19:32 Mitkoff: Еще тут по-мойму перебор
19:32 Mitkoff: имо
19:33 100bit: 00:33:592 (1,1) - вот так лучше не делать, дико курвнутый слайдер идёт после довольно медленного
19:33 100bit: Либо сделать меньше курвов на 00:33:934 (1) - , либо их тупо расположить ближе друг к другу
19:33 100bit: Лично я тут потерялся
19:34 Mitkoff: кк
19:34 100bit: 00:44:219 (8,9,10,11,12) - вот это вообще довольно плохо
19:35 100bit: К тому же, джамп между 00:43:706 (3,4) - довольно мал, не очень понятно, что и куда
19:35 Mitkoff: Почему?
19:36 100bit: Я бы лично сделал что-то [http://osu.ppy.sh/ss/7643798 такое]
19:36 100bit: А вместо 00:43:534 (1,2,3,4,5,6,7) - можно поставить либо кикслайдеры, либо два 1/4 повторяющихся слайдера
19:37 100bit: Потому что на синих тиках идут не столько звуки, сколько эхо от предыдущих звуков
19:38 100bit: 00:48:163 (3,4) - 00:49:706 (3,4) - разрушает дс, как и концепцию сета, чуть менее, чем полностью, стак тут ни к чему, и по эстетике не очень, но это имо
19:38 100bit: То есть, после просмотра анстакнутых слайдеров, даже сделанных без какого-либо флоу, те выглядят заметно лучше, чем вот такие стакнутые
19:40 Mitkoff: Предлагаешь все в полстака сделать?
19:40 100bit: Вот тут ничего не предлагаю, фантазия на нуле
19:41 Mitkoff: https://puu.sh/uX08r.jpg по дс должно быть так, но флоу больно крутое хех
19:41 100bit: idk, it's your fantasy
19:41 100bit: 00:58:277 (10,1) - вот тут можно было обойтись и без оверлапа, думаю, что игроки уже увидели примерный джампинг и смогут прожать 1/4 джамп... и да, снова эстетика. Лучше бы их сделать идентичными.
19:43 Mitkoff: угу
19:43 100bit: 00:59:134 (2,3,4,5,6,7) - в чём прикол именно этого паттерна, я понять так и не смог. Такое чувство, как будто ты застрял где-то в 2012. Оверлапы, и пробивается трудновато (нет). Вот тут точно не помогу, но укажу, ибо с маппингом инсуйнов у меня всё ну очень плохо.
19:44 100bit: 01:00:506 (8,9) - раз уж решил сделать бланкет, то сделай тогда двойной бланкет, а то я то думаю, чего не хватает. Тут с восьмёркой всё в порядке, только девятку подвигать.
19:44 Mitkoff: хыы. кк
19:45 100bit: 01:01:363 (1,2) - может, как-нибудь [https://osu.ppy.sh/ss/7643869 так]? (только не так ракообразно, как я, а опять же с двойным бланкетом, я чисто показать)
19:46 Mitkoff: Мне спейсинг ненравится,оверлапать тоже по эстетике не очень
19:47 100bit: Ну, со спейсингом тоже можно поиграть. Я как раз от этого оверлапа и избавлялся.
19:47 Mitkoff: Изначально так и было xD
19:47 100bit: У тебя там стак был, so idk really
19:48 100bit: 01:02:392 (7,1) - и снова насчёт бланкетов, хотя тут немного проблема, потому что похожий паттерн у тебя уже был (я его только что хайлайтил), но он был построен по другому насчёт ритма, так что я не думаю, что идентичный паттерн можно сделать и тут.
19:48 100bit: Как вариант - подвинуть единицу вообще вниз, чтобы ниже семёрки была, но тогда придётся переделывать стрим, и это офк чисто мой вариант... я уже говорил, что не могу в инсуйны, не так ли?
19:51 Mitkoff: Не, у меня ту симетри(нет) все дела 01:01:877 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8) -
19:52 100bit: Ну ладно.
19:53 100bit: 01:03:592 (8,9,10) - вот тут абсолютно не понятно, что помешало тебе сделать более нормальное флоу. Даже в карте, которую незаслуженно назвали самой плохой, такие слайдеры выглядели куда лучше. По крайней мере, игрались. Тут же снова путаешься из-за кучности, куда же лучше тыкнуть, чтобы не выбить сотку или слайдербрейкнуть, или ещё что-нибудь подобное.
19:53 *100bit is listening to [https://osu.ppy.sh/b/1055777 Atik - Itz Mr. Grim]
19:53 100bit: Я про эту.
19:54 100bit: По сути, вот такие кислайдеры прожимаются как ноты, соответственно, ничто не мешает тебе поставить им такой дс, какой бы был у нот.
19:56 Mitkoff: Ну так Дс то от начал как раз то одинаковый, хех
19:57 100bit: Если бы это были чисто ноты - они бы выглядели как-то [https://osu.ppy.sh/ss/7643949 так].
19:57 Mitkoff: Ну... и я о том же
19:58 100bit: А зачем так делать то.
19:58 100bit: Если можно... сейчас попробую что-нибудь сделать
19:59 100bit: [https://osu.ppy.sh/ss/7643968 Вот так]. Только устранить оверлап между девяткой и единицей, и всё.
19:59 100bit: И это снова пример, сделанный по фасту, можно сделать намного лучше.
19:59 100bit: И по сути, у тебя пойдёт зигзаговое флоу.
19:59 Mitkoff: Я понял о чем ты
20:01 100bit: 01:04:620 (3,4) - вот эти курвить вообще не обязательно и можно их оставить вообще без слайдерточек, прямыми. Не обязательно, но что-то такое. И, кстати, это комбо чот какое-то длинное, его бы урезать немного, а где - решай сам
20:02 Mitkoff: угу, порежем.
20:03 100bit: 01:05:306 (7,8,9,10) - вот это просто убрать. Заменить на что угодно - триплы, рипит-слайдеры, но по себе знаю - это пробивается откровенно ужасно.
20:03 100bit: Да, я уже мапал подобный паттерн, но запомнил его, что так делать нельзя.
20:04 100bit: То есть, даже нечто такое: 01:38:391 (1,2,3,1,2,3) - пробивается куда лучше, по сути обычные триплы.
20:06 Mitkoff: Да пробиваются нестандартно, но по ритму они сидят идеально имо
20:06 100bit: Ну, думай сам.
20:06 100bit: Небось, насчёт этого я не первый пристаю.
20:07 Mitkoff: Ну вообще-то первый
20:07 Mitkoff: хех
20:07 100bit: Лол.
20:07 100bit: Ну ладно.
20:08 100bit: 01:09:249 (10,1) - снова оверлап, это уже проходили. Кстати, что странно, на 01:11:991 (9,1) - у тебя примерно такой же ритм, но оверлапа нет.
20:08 100bit: Ты паттерны копируешь, что ли?
20:08 Mitkoff: По-настроению
20:09 Mitkoff: Чаще не
20:09 100bit: 01:09:249 (10,1,2,3,4,5,6,7,8) - я определённо уже видел такой паттерн
20:09 100bit: Сейчас даже скажу где
20:10 100bit: 00:58:277 (10,1,2,3,4,5,6,7,8,9) -
20:10 Mitkoff: Не пали контору
20:10 100bit: Но ведь действительно палевно же.
20:11 100bit: 01:14:563 (10,12) - эти можно было чуть ближе сделать друг к другу, в принципе паттерн стандартный, но чего-то в нём не хватает
20:12 100bit: Вообще, как по мне, страдает угол, в связи с чем 12 должно находиться ниже 10, но тогда придётся перерабатывать флоу со следующим комбо.
20:13 Mitkoff: Это можно, даже есть уже идейка, как именно
20:13 100bit: Пока дальше подиктую
20:13 100bit: 01:15:934 (1) - не понял прикол НК, какой-то он лишний тут
20:19 100bit: Вот дальше ничего не буду говорить про паттерны типа 01:20:905 (2,3,4) - , которые в теории пробиваются не очень, но выглядят нормально.
20:19 Mitkoff: Это типа technical mapping, you know....
20:20 100bit: Дико напоминает старый паттеринг, когда некоторые паттерны аля 01:22:620 (4,5) - можно заменить на один кикслайдер, или даже всю конструкцию 01:22:534 (3,4,5) - заменить на что-то подобное.
20:20 100bit: К киаи претензий нет.
tl;dr We discussed about lot of rhythm and aesthetics in Insane diff, and diff was testplayed (proof.
Mir
Hi, from queue.

[ Insane]
  1. 00:14:563 - Not mapping this note when you mapped the same kind of vocal at 00:13:706 (2) - feels really weird to.. well, not play. I suggest at least putting a circle here. Applies for the rest of the intro.
  2. 00:22:792 - Would add a circle here, since you do it at 00:24:163 (3,1) too to map both vocals and downbeat.
  3. 00:28:449 (1) - Would be cooler as two circles, one of which spaced on top of the slider that comes up like this or something. Idk, just would make the pause of the vocal cooler because atm it's kinda lacking.
  4. 00:31:192 (1,2) - Could make a blanket with this.
  5. 00:33:506 (9,1) - DS? You lowered SV and kept distance snapping on I assume.
  6. 00:35:991 (3) - Skipping the middle vocal on 00:36:163 - sounds very awkward considering you mapped the vocals at a high priority in the previous rhythm 00:34:620 (3,1,2). You could make 3 a reverse slider to capture the vocal while still keeping clicking at a minimum.
  7. 00:42:163 (1,2,3,4) - Could make a square.
  8. 00:44:906 - There are three things about this section I want to cover.
    1. 00:44:906 (1) - This slider is weird rhythmically seeing as how all the strong sounds end up on its tail rather than the head. It would work as two circles.
    2. 00:46:106 - If you're trying to follow the background wub noise, your snapping is completely off. What you have is this and this is the actual snapping.
    3. 00:48:163 (3,4,5) - This rhythm is ambiguous to me because I can't figure out what you're prioritizing. It sounds like 5 is trying to follow the wub, but then why are 3 and 4 starting on red ticks? The bass drum is on the white tick.
  9. 01:02:392 (7,1) - These could actually be repeats to keep the noticeable 1/4 still in rhythm.
  10. 01:03:419 (13) - Kicksliders should start here no? This is where the wubs start to change.
  11. 01:04:105 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17) - This whole combo is really chaotic and I can't figure out what you're following. 01:04:105 (1,2,3,4,5,6) - Seems to be following 1/4 which is fine, but 01:05:306 (7,8,9,10) - is following the wubs all of a sudden, then 01:05:992 (11,12,13,14,15,16,17) - follows the drums? The transition between all three of these is quite hard to understand in-game at least. I was wondering what it was following. I recommend sticking to one layer and trying to merge rhythms from other layers in passive rhythm such as slider ends or reverse arrows.
  12. 01:28:277 (7) - What is this section following exactly? It's mixing between drums and vocals so I can't really get what you're following. 01:29:134 (2,3,4) - Feels like vocals seeing as how it's all clickable, and 01:30:420 (2,3,4,5) - sounds like it's following drums.
  13. 01:33:248 (2,3,4,5,6) - This is overmapped, there's no 1/4 here and should be removed imo since it doesn't fit the song. There's plenty of 1/4 elsewhere in the section that you skipped like 01:32:134 (5,6) - yet here you create 1/4 out of nowhere.
  14. 01:34:277 - What are you following here? This rhythm doesn't even seem to prioritize any instrument, it just follows the 1/2 beat of the song. If you want to follow drums you should increase and change the rhythm to reflect that, for example this for 01:34:277 (1,2,3,4,5) which will allow a much clearer focus on the drums.
  15. 01:40:277 (3,4) - Ctrl+G'ing this rhythm would give more focus on the drums and the synth at the same time since the slider will be on the held synth and the circle will be on the clicked drum.
  16. 01:54:334 (5) - Could be an actual triple because there is clickable 1/4 here.
  17. 01:55:191 (2,3,4,5,6,7) - This isn't really following anything with flow or placement and much less rhythm. It's quite stale and I suggest varying flow usage to emphasize vocals such as 01:55:534 - and a slider for 01:55:877 - like you did everywhere else?
  18. 01:56:906 (3,5) - This blanket though.
  19. 01:58:105 (2,3,4,5,6) - Spacing looks quite inconsistent, and again the point about no emphasis using flow or placement of 01:58:791 (6) for the vocal.
Generally check visual spacing/blankets etc. and consistency.

[ Hard]
  1. 00:44:906 (1) - This being 1/1 doesn't make sense because you skip all of the 1/2 that's going on in this section. It's basically skipping beats that would play better if mapped.
  2. 01:12:334 (1,2) - Could space these out slightly more so they don't look like they almost touch.
  3. 01:32:220 (8,9) - This rhythm doesn't feel as good as 01:31:706 (6,7) - does to play. It's also weird because the vocal rhythm doesn't change yet you change the click emphasis of it.
  4. 01:39:763 (1,3,5) - Visual spacing could be improved.
  5. 01:42:163 (4,1) - No emphasis on this downbeat. Could space more or change flow to do so. Even changing the shape of 1 would work. // 01:53:134 (4,1) - 01:58:620 (4,5) -
  6. 01:58:277 (3,4,5) - 3 is slightly too far away.
Same comments as Insane really.


Good luck, lower diffs aren't my forte.~
Topic Starter
Mitkoff
Little

Little wrote:

[General]
  1. Maximum rankable audio bitrate is 192kbps.
[Easy]
  1. 00:14:734 (1,2) - It would be nice if you could blanket this so (1) wraps around the head of (2) evenly. k
  2. 00:45:592 (1,2,1) - 3/2 beat spacing is hard for beginners to read, especially when you mix it with 2/1 beat spacing like 00:47:649 (1,2) so I would recommend choosing a different rhythm. i want smting interesting, ¯\_(ツ)_/¯
  3. 01:27:763 (4) - Missing clap. y
  4. Many of the blankets in the map could be cleaner. i polish some... also avoid some overlaps
[Normal]
  1. 00:21:592 (4) - Inconsistent distance spacing before and after. fixed
  2. 00:44:220 (2,1) - Would look neater if they weren't so close together. fine
  3. 00:58:963 (2,3) - This angle is awkward imo. Why not make it smooth (1,2,3) or stack (2,3)? Same at 01:09:935 (2,3) changed to line
  4. 01:04:106 (1,2,3,4) - This rhythm would fit the music better since it emphasizes the strong drum on 01:04:449 http://puu.sh/uX0hW/ad8ae8882f.jpg and less emphasizes 01:05:820 (4) - this one, 01:04:106 (1) - slider here for emphasize 01:04:277 - stretched sound before clap.
[Hard]
  1. 01:00:506 (6) - Use round slider (not bezier) so you can make a cleaner blanket. k
  2. 01:15:592 (2,3,4,5,6) - This feels kinda weird to play since there's no significant indication in the music for why (5) should be emphasized by unstack. Maybe go for something with (3,4) and (5,6) stacked: http://puu.sh/uX0CE/0a9bfe8fb3.jpg Let it be
[Insane]
  1. 01:22:277 (2) - Unsnapped. k
  2. 01:28:192 (6) - Unsnapped. k
  3. 01:54:334 (5,6) - This slider end stack is kind of unexpected since you didn't use it anywhere else in the map. I think you should just unstack it or make it a 1/4 beat triple.Yep i'll change it
Thanks~

[]
Mir

Mir wrote:

Hi, from queue. Yo O/

[ Insane]
  1. 00:14:563 - Not mapping this note when you mapped the same kind of vocal at 00:13:706 (2) - feels really weird to.. well, not play. I suggest at least putting a circle here. Applies for the rest of the intro. FUCK ME triend to emphasis vocals in 00:14:734 (1) - that way
  2. 00:22:792 - Would add a circle here, since you do it at 00:24:163 (3,1) too to map both vocals and downbeat. That feels wierd
  3. 00:28:449 (1) - Would be cooler as two circles, one of which spaced on top of the slider that comes up like this or something. Idk, just would make the pause of the vocal cooler because atm it's kinda lacking. Cool, let it be
  4. 00:31:192 (1,2) - Could make a blanket with this.
  5. 00:33:506 (9,1) - DS? You lowered SV and kept distance snapping on I assume. yep
  6. 00:35:991 (3) - Skipping the middle vocal on 00:36:163 - sounds very awkward considering you mapped the vocals at a high priority in the previous rhythm 00:34:620 (3,1,2). You could make 3 a reverse slider to capture the vocal while still keeping clicking at a minimum. maybe, i'll remember as option, not a bid difference to me
  7. 00:42:163 (1,2,3,4) - Could make a square. Some kind of
  8. 00:44:906 - There are three things about this section I want to cover.
    1. 00:44:906 (1) - This slider is weird rhythmically seeing as how all the strong sounds end up on its tail rather than the head. It would work as two circles.
    2. 00:46:106 - If you're trying to follow the background wub noise, your snapping is completely off. What you have is this and this is the actual snapping. Do we talking about same song hmm? Yeah, my ears are not that musically good, but this sounds not on blues ticks for sure
    3. 00:48:163 (3,4,5) - This rhythm is ambiguous to me because I can't figure out what you're prioritizing. It sounds like 5 is trying to follow the wub, but then why are 3 and 4 starting on red ticks? The bass drum is on the white tick. Yes woobs sounds priority. 00:49:877 - sounds like here emphasis visually, have no idea how to explain it
  9. 01:02:392 (7,1) - These could actually be repeats to keep the noticeable 1/4 still in rhythm. i avoid it for purpose
  10. 01:03:419 (13) - Kicksliders should start here no? This is where the wubs start to change. Yes
  11. 01:04:105 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17) - This whole combo is really chaotic and I can't figure out what you're following. 01:04:105 (1,2,3,4,5,6) - Seems to be following 1/4 which is fine, but 01:05:306 (7,8,9,10) - is following the wubs all of a sudden, then 01:05:992 (11,12,13,14,15,16,17) - follows the drums? The transition between all three of these is quite hard to understand in-game at least. I was wondering what it was following. I recommend sticking to one layer and trying to merge rhythms from other layers in passive rhythm such as slider ends or reverse arrows. Exactly like You describe, it's best fits music rhytm imo
  12. 01:28:277 (7) - What is this section following exactly? It's mixing between drums and vocals so I can't really get what you're following. 01:29:134 (2,3,4) - Feels like vocals seeing as how it's all clickable, and 01:30:420 (2,3,4,5) - sounds like it's following drums. mmm, it's vocal section with increases intensivity
  13. 01:33:248 (2,3,4,5,6) - This is overmapped, there's no 1/4 here and should be removed imo since it doesn't fit the song. There's plenty of 1/4 elsewhere in the section that you skipped like 01:32:134 (5,6) - yet here you create 1/4 out of nowhere. Continue to follow vocals...
  14. 01:34:277 - What are you following here? This rhythm doesn't even seem to prioritize any instrument, it just follows the 1/2 beat of the song. If you want to follow drums you should increase and change the rhythm to reflect that, for example this for 01:34:277 (1,2,3,4,5) which will allow a much clearer focus on the drums. I don't get point here. It's 1/2 sections with following general 1/2 rhytm, yea. And it's continue vocal's theme. 01:35:134 - i less emphasis this kicks for emphasis difference of vocals 01:30:163 (1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6,7) - and 01:34:277 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) -
  15. 01:40:277 (3,4) - Ctrl+G'ing this rhythm would give more focus on the drums and the synth at the same time since the slider will be on the held synth and the circle will be on the clicked drum. No changes

  16. 01:54:334 (5) - Could be an actual triple because there is clickable 1/4 here. Yesx
  17. 01:55:191 (2,3,4,5,6,7) - This isn't really following anything with flow or placement and much less rhythm. It's quite stale and I suggest varying flow usage to emphasize vocals such as 01:55:534 - and a slider for 01:55:877 - like you did everywhere else? i on't think so, really
  18. 01:56:906 (3,5) - This blanket though. xD
  19. 01:58:105 (2,3,4,5,6) - Spacing looks quite inconsistent, and again the point about no emphasis using flow or placement of 01:58:791 (6) for the vocal.
Generally check visual spacing/blankets etc. and consistency.

[ Hard]
  1. 00:44:906 (1) - This being 1/1 doesn't make sense because you skip all of the 1/2 that's going on in this section. It's basically skipping beats that would play better if mapped. i don't think so... Big slider for strong spund on big white tic, why not
  2. 01:12:334 (1,2) - Could space these out slightly more so they don't look like they almost touch. a bit
  3. 01:32:220 (8,9) - This rhythm doesn't feel as good as 01:31:706 (6,7) - does to play. It's also weird because the vocal rhythm doesn't change yet you change the click emphasis of it. it's kind a vocal flow changes, feels fine for me hmmm
  4. 01:39:763 (1,3,5) - Visual spacing could be improved. Yes
  5. 01:42:163 (4,1) - No emphasis on this downbeat. Could space more or change flow to do so. Even changing the shape of 1 would work. // 01:53:134 (4,1) - 01:58:620 (4,5) -
  6. 01:58:277 (3,4,5) - 3 is slightly too far away. Okay , i made a visual emphasis for it now, lets see
Same comments as Insane really.


Good luck, lower diffs aren't my forte.~
It might looks like i denied a lot of stuf, but it's only looks like. I'll back to mods by the time again...
Thanks~
Izzywing
m4m

[Easy]

00:11:991 (1) - I think it would be better if you captured the synth sound, so a 3/2 reverse slider instead.
00:45:592 (1,2) - blanket
01:38:392 (3,1) - stack

solid diff I guess, blankets need work throughout. It's not that they're necessarily bad, but you should keep them consistent so that the map looks cleaner. As in, make sure the gaps between the objects is the same for all of them.

[Normal]

00:13:363 (4,5) - Better if it flows. Also it's a bit misleading how far apart these are, it might be DS'd properly but because of 00:13:363 (4) - 's sliderbody they look closer together.
00:22:963 (1,3) - try a better blanket - https://osu.ppy.sh/ss/7669717
00:38:735 (3) - ctrl+j gives better flow, be sure to move the pattern up so it doesnt go off screen
00:39:420 (1) - ctrl+h this and then use that for 00:40:106 (2) -
00:43:192 - should be clickable for proper rhythm, try making 00:42:849 (2) - into two circles instead
01:08:049 - your rhythm skips this sound
01:30:334 (1,2,3,4) - looks cool, but its too much for a normal, in both density and difficulty.
01:48:677 (2,3) - use a smoother flow, something like this is better https://osu.ppy.sh/ss/7669739

[Hard]

00:33:934 (1) - these sliders skip over the vocal in this section, which i dont really like. you could do circle to 1/2 slider, or just use a 1/2 reverse slider instead.
00:44:906 (1,3) - make parallel?
00:53:477 (1,2,1,2) - make square
01:04:791 (3,4,5,6) - may look nicer if the heads had the same y value
01:10:792 (4,6) - are the same slider, but 01:10:106 (2,4) - aren't and it looks weird because of that
01:12:849 (2,4,6) - here they're all different, but it would cool if you rotated the slider consistently or something instead of what looks like redrawing the slider randomly each time
01:42:506 (1) - vocal on tail of this slider, should make it clickable
01:53:477 (1) - ^vocal isnt as prominent here, but if you change the above change this one too for consistency

[Insane]

sightread testplay - https://osu.ppy.sh/ss/7669858

00:43:706 (3) - is a kickslider but 00:44:048 (6) - is not, which makes this inconsistent
00:46:448 (1) - on this measure, you have the "we" vocal clickable, but on the previous measure it is not (see 00:44:906 (1) - ), this is a bit of cross-measure inconsistency that you should fix
00:56:220 (2,3) - here the synth sound gets almost no spacing but then the later ones like 00:57:077 (6) - get a big amount.
01:07:192 (2,3) - ^same here
01:06:849 (1) - Also for this section NC every measure instead of every two measures imo. Some of these combos are getting pretty long
01:12:334 (1) - for one, I think 01:12:506 - should be clickable to be consistent with earlier in the map where you made the "we" clickable. Also, there's a synth on the blue tick that goes ignored.
01:19:877 (9,11) - could be kicksliders as there are kicks in the music there
01:42:163 (4,2) - try a smoother overlap https://osu.ppy.sh/ss/7669846

Good luck!
Topic Starter
Mitkoff

Hobbes2 wrote:

m4m

[Easy]

00:11:991 (1) - I think it would be better if you captured the synth sound, so a 3/2 reverse slider instead. it breaks intro's consistency
00:45:592 (1,2) - blanket k
01:38:392 (3,1) - stack k

solid diff I guess, blankets need work throughout. It's not that they're necessarily bad, but you should keep them consistent so that the map looks cleaner. As in, make sure the gaps between the objects is the same for all of them. i'll recheck it

[Normal]

00:13:363 (4,5) - Better if it flows. Also it's a bit misleading how far apart these are, it might be DS'd properly but because of 00:13:363 (4) - 's sliderbody they look closer together. perhaps, i changed it
00:22:963 (1,3) - try a better blanket - https://osu.ppy.sh/ss/7669717 okay
00:38:735 (3) - ctrl+j gives better flow, be sure to move the pattern up so it doesnt go off screen i like how it flows now, should be repetitive structure here, so i keep it
00:39:420 (1) - ctrl+h this and then use that for 00:40:106 (2) - they are different on purpose
00:43:192 - should be clickable for proper rhythm, try making 00:42:849 (2) - into two circles instead let it be, sounds nice
01:08:049 - your rhythm skips this sound i know, i can't catch all of them in normal, i should somehow avoid circle"s trains... Miss claps definitely bad idea, so i miss these sounds...
01:30:334 (1,2,3,4) - looks cool, but its too much for a normal, in both density and difficulty. i wanna keep it, it fits music cool, it looks cool and it plays fine, i have some test plays about it
01:48:677 (2,3) - use a smoother flow, something like this is better https://osu.ppy.sh/ss/7669739 i wanted somehow emphrase vocal changes (how it can be in normal?), i have tons of patterns on screenshot in kiai

[Hard]

00:33:934 (1) - these sliders skip over the vocal in this section, which i dont really like. you could do circle to 1/2 slider, or just use a 1/2 reverse slider instead.
i don't want to place many did smthing
00:44:906 (1,3) - make parallel? k
00:53:477 (1,2,1,2) - make square Nope
01:04:791 (3,4,5,6) - may look nicer if the heads had the same y value done
01:10:792 (4,6) - are the same slider, but 01:10:106 (2,4) - aren't and it looks weird because of that hmm should be fixed
01:12:849 (2,4,6) - here they're all different, but it would cool if you rotated the slider consistently or something instead of what looks like redrawing the slider randomly each time but they are roteted :? i don't remember angle but i pretty sure shape is the same
01:42:506 (1) - vocal on tail of this slider, should make it clickable i don't think so hmm, sounds more close to 01:42:849 - imo
01:53:477 (1) - ^vocal isnt as prominent here, but if you change the above change this one too for consistency ^

[Insane]

sightread testplay - https://osu.ppy.sh/ss/7669858 well palyed :) hope You enjoy

00:43:706 (3) - is a kickslider but 00:44:048 (6) - is not, which makes this inconsistent so let it be
00:46:448 (1) - on this measure, you have the "we" vocal clickable, but on the previous measure it is not (see 00:44:906 (1) - ), this is a bit of cross-measure inconsistency that you should fix it is the point :lol: slider in the beginning for playability , other done
00:56:220 (2,3) - here the synth sound gets almost no spacing but then the later ones like 00:57:077 (6) - get a big amount.
01:07:192 (2,3) - ^same here they are sounds different for me :? like charge effect
01:06:849 (1) - Also for this section NC every measure instead of every two measures imo. Some of these combos are getting pretty long it's kind a wierd looking because of synth based parts...
01:12:334 (1) - for one, I think 01:12:506 - should be clickable to be consistent with earlier in the map where you made the "we" clickable. Also, there's a synth on the blue tick that goes ignored. make sence
01:19:877 (9,11) - could be kicksliders as there are kicks in the music there calm part , keep it
01:42:163 (4,2) - try a smoother overlap https://osu.ppy.sh/ss/7669846 k

Good luck!
Thank You!
Cerulean Veyron
Hello, #modreqs

[- - Normal - -]
  1. - Like any other difficulties around, disable Widescreen Support in the settings on this difficulty.
  2. 00:39:420 (1,2,1) - The distance spacing here looks pretty different in-between slider (2). There's one at 0.9x approximately, and the other suddenly went into 0.8x which is a bit closer. The density haven't change around here in exception of the downbeats, so it would be best to rebalance the distance spacing here into 0.9x as how you usually do over most parts of the difficulty.
  3. 00:44:906 - & 00:54:848 - A small advice, I highly recommend not to create duplicated inherited points like this. There's no change in volume, sampleset, or slider velocity. Just to help you avoid flooding on the timing setup with the same adjustments, I suggest removing them for sure and keep the originals. It applies to other similar segments further from this.
  4. 01:17:820 - Why did you skipped a potential downbeat? It sounds significantly worthy for adding at least just one circle in order to stress an intense beat for a landing. If you're planning for a symmetric pattern here or something, you can possibly make a solid triangle here once you add an additional note here.

[- - Hard - -]
  1. 00:28:963 (2) - The aesthetics seem solid and fine, but hey. The red nodes in the middle of this slider seems to be holding a good ride on 00:29:477 -, in spite of mainstreaming the vocals "free" with this long slider. So a good solution for this is moving the second red node a little more above, but not too much, will make the positioning of the slider shape a bit more clear to represent the ride... Maybe the downbeat too, but yeah. Let me give you a hand by dropping you a sample for this, if you want it.
  2. 00:32:563 (1,2,3,4) - Kinda okay when you're intended to increase the spacing overtime here. But why not doing something a little more interesting other than keeping up linear 1/4-repeated sliders? Either making a good curvy pattern, or something that can shape this pattern aesthetically greater. So, it may be that.
  3. 00:36:677 (1) - 00:39:420 (1) - The placements of the red nodes over these two sliders are probably random to follow the buzzing bass on the song track, to me at least. So to keep things in balance for the patterning, maybe try a slider shape that buzzes accurately too. Alike this one parhaps. Just as the song track buzzes the bass and the slider does it too, it's create a good emphasis for sure.
  4. 00:46:448 (1,4,1) - Okay so, these notes seem to overlap pretty awkwardly. Too far due to the approach rate, but visible to see even in gameplay. You may wanna give them a little more space from each other to keep things clear for readability.
  5. 01:07:363 (2) - The structure here seems a bit too sharp for a turn and it doesn't really get something good out of it. So to improve this even a little bit, try a vertic flipping this slider with Ctrl + J... and make a little blanket if you mind for aesthetics. It would give you the best results in patterning so far.
  6. - The same thing for the duplicated inherited points issue.

[- - Insane - -]
  1. 00:39:420 (1) - Probably an exact copy of the last two wiggled sliders. To differ a little bit of the emphasis, it may look cooler if it were to wiggle the slider straight than curving again. Just so you could keep up the differential structure and make it more interesting to play.
  2. 00:43:706 (3,4) - 00:44:049 (6,7) - 00:44:563 (9) - Ehh, I wonder why have you done a jump on the first two parts mentioned, and not the last one. The song intensity is pretty much similar and the guitar sounds gradually increases it's pitch greatly, so why this isn't implemented for a worthwhile jump?
  3. 00:48:163 (3,4) - The rhythm here is likely to be undermapped, while the downbeat and vocals on 00:48:334 - lands the beat very dense. Speaking about rhythm composition, maybe you could do some circle + slider + circle in replacement of these two sliders here? It would emphasize the song track much more correctly if done in perspective. If applied, make sure to redo the patterning as well.
  4. 00:57:077 (6,7,8) - 01:08:049 (6,7,8) - Heh, a clear copy-paste from the first part to the second. You know, copy-pasting a single part of a verse shouldn't be a thing if you're gonna get this into a process of ranking. But talking about linear sliders, I probably dislike those kinds of patterns since they don't represent a lot of dropoffs and structures well... if not used correctly of course. But I mean it to say this, I suggest to reconsider mapping this into something else that's more incentive for the efforts in mapping the two parts here.
  5. 01:07:706 (4,6) - The two notes suffices the screen display in gameplay and editor mode. Kinda near off-screen, or close to touching the edge of the players' monitor screen but it's bared to look through it. So it's a subjective issue, you can move it a little higher if you think it would be that much of a problem. I don't really mind~ It's up to you.

Well, that should be it! Well-flowed map, keep it up~
Topic Starter
Mitkoff

Cerulean Veyron wrote:

Hello, #modreqs

[- - Normal - -]
  1. - Like any other difficulties around, disable Widescreen Support in the settings on this difficulty. Sure
  2. 00:39:420 (1,2,1) - The distance spacing here looks pretty different in-between slider (2). There's one at 0.9x approximately, and the other suddenly went into 0.8x which is a bit closer. The density haven't change around here in exception of the downbeats, so it would be best to rebalance the distance spacing here into 0.9x as how you usually do over most parts of the difficulty. Yep, i foget recheck ds when changed 00:38:049 (1,2,3) - pattern
  3. 00:44:906 - & 00:54:848 - A small advice, I highly recommend not to create duplicated inherited points like this. There's no change in volume, sampleset, or slider velocity. Just to help you avoid flooding on the timing setup with the same adjustments, I suggest removing them for sure and keep the originals. It applies to other similar segments further from this. should be good now, other diffs too
  4. 01:17:820 - Why did you skipped a potential downbeat? It sounds significantly worthy for adding at least just one circle in order to stress an intense beat for a landing. If you're planning for a symmetric pattern here or something, you can possibly make a solid triangle here once you add an additional note here.
    01:17:820 - 1) Sound here have less intence then 01:16:449 (1,2,3,4) - 2) 01:17:820 - 01:20:220 - this section have equal kicks on white ticks so if i map 1st one, player will be confused on 2nd, 3rd etc... i want to make pause here. So, one original thing what i can catch for this moment it's synth sound but it isn't enough loud for emphraise it in normal diff

[- - Hard - -]
  1. 00:28:963 (2) - The aesthetics seem solid and fine, but hey. The red nodes in the middle of this slider seems to be holding a good ride on 00:29:477 -, in spite of mainstreaming the vocals "free" with this long slider. So a good solution for this is moving the second red node a little more above, but not too much, will make the positioning of the slider shape a bit more clear to represent the ride... Maybe the downbeat too, but yeah. Let me give you a hand by dropping you a sample for this, if you want it. Yes, i tried to copy it :)
  2. 00:32:563 (1,2,3,4) - Kinda okay when you're intended to increase the spacing overtime here. But why not doing something a little more interesting other than keeping up linear 1/4-repeated sliders? Either making a good curvy pattern, or something that can shape this pattern aesthetically greater. So, it may be that. Line structure here for easy flowing , i wanna place something more easier to catch as it is transition between intro and more activity part. For that reason line structure works well imo. For more intance moments i tried to do more interesting patterns like 00:53:134 (1,1,2,1,2) -
  3. 00:36:677 (1) - 00:39:420 (1) - The placements of the red nodes over these two sliders are probably random to follow the buzzing bass on the song track, to me at least. So to keep things in balance for the patterning, maybe try a slider shape that buzzes accurately too. Alike this one parhaps. Just as the song track buzzes the bass and the slider does it too, it's create a good emphasis for sure. Let it be
  4. 00:46:448 (1,4,1) - Okay so, these notes seem to overlap pretty awkwardly. Too far due to the approach rate, but visible to see even in gameplay. You may wanna give them a little more space from each other to keep things clear for readability. sure
  5. 01:07:363 (2) - The structure here seems a bit too sharp for a turn and it doesn't really get something good out of it. So to improve this even a little bit, try a vertic flipping this slider with Ctrl + J... and make a little blanket if you mind for aesthetics. It would give you the best results in patterning so far. Yes, ctrl-j seems much better
  6. - The same thing for the duplicated inherited points issue.

[- - Insane - -]
  1. 00:39:420 (1) - Probably an exact copy of the last two wiggled sliders. To differ a little bit of the emphasis, it may look cooler if it were to wiggle the slider straight than curving again. Just so you could keep up the differential structure and make it more interesting to play. Imo it's fine, not worth it, destroying visual circular flow
  2. 00:43:706 (3,4) - 00:44:049 (6,7) - 00:44:563 (9) - Ehh, I wonder why have you done a jump on the first two parts mentioned, and not the last one. The song intensity is pretty much similar and the guitar sounds gradually increases it's pitch greatly, so why this isn't implemented for a worthwhile jump? heh, it's a good question... i made a jump
  3. 00:48:163 (3,4) - The rhythm here is likely to be undermapped, while the downbeat and vocals on 00:48:334 - lands the beat very dense. Speaking about rhythm composition, maybe you could do some circle + slider + circle in replacement of these two sliders here? It would emphasize the song track much more correctly if done in perspective. If applied, make sure to redo the patterning as well applied
  4. 00:57:077 (6,7,8) - 01:08:049 (6,7,8) - Heh, a clear copy-paste from the first part to the second. You know, copy-pasting a single part of a verse shouldn't be a thing if you're gonna get this into a process of ranking. But talking about linear sliders, I probably dislike those kinds of patterns since they don't represent a lot of dropoffs and structures well... if not used correctly of course. But I mean it to say this, I suggest to reconsider mapping this into something else that's more incentive for the efforts in mapping the two parts here. Well, i still learn how to map... and still looking for a line between variability and sequence, places like this(wich sounds the same) make me a bit confuse because when i trying map it in different way it triggers peoples every time :lol:
    . And if to be honest i don't get why these sliders represent music badly... oh, for now no changes i guess, I'll think what can i do here...
  5. 01:07:706 (4,6) - The two notes suffices the screen display in gameplay and editor mode. Kinda near off-screen, or close to touching the edge of the players' monitor screen but it's bared to look through it. So it's a subjective issue, you can move it a little higher if you think it would be that much of a problem. I don't really mind~ It's up to you. Yeah i can move it up

Well, that should be it! Well-flowed map, keep it up~
Thanks~ really appreciate your help.
headphonewearer
from modreqs

insane:

00:14:563 - maybe make this sound clickable
00:15:763 (3) - this could be transformed into 2 circles and the second one could have a nc
00:20:563 (2,3) - a bit boring with the straight sliders, maybe add some curves to them
00:22:792 - the vocals start here so maybe add a circle over the upcoming slider
00:34:620 (3,3,3,5,6,3,4,4) - all of these blankets can be improved
00:43:877 (4,7) - maybe nc these
00:55:534 (6) - change this repeat into a short slider emphasizing the bleep sound
00:57:077 (6,7,8) - again, boring with only straight sliders, do something with them that make them look better
00:57:077 (6) - nc
00:59:820 (5) - ^
01:02:392 (7,1) - fix blanket
01:03:420 (6) - this can be nced
01:06:163 (9) - ^
01:06:849 - kinda boring you just copy paste the entire section earlier, thats lazy
01:08:049 (6) - ^ you get it
01:21:163 (3) - people will read this repeat as it land on the white tick instead of the blue, so maybe put a circle where the repeat starts and move the repeat to the white tick. also remove the circle after the repeat if you do that
01:22:534 (3,4) - you did it here, do the same all the time
01:31:191 (6,2) - maybe a bit too close?
01:33:248 (2,3,4,5,6) - seems a bit random compared to the rest, make it the same as you did before
01:34:791 (3,3,3) - maybe too curved?
01:59:305 (2) - ctrl + g for better flow

doesnt look like a lot but there are a lot of problems with this diff. you shouldnt go for rank on this honestly. id say you should map more, try new stuff and "modding" your own maps and try to find as many problems as possible. good luck!
Fanteer
м4м

Easy
Какие-то у тебя большие характеристики на изике, OD-3 очень много, максимум 2 ставь. AR-4 тоже много для первой дифы.
00:25:363 (1,3) - на этом моменте новичок может не прочитать верхний слайдер, а сразу пойду на 3 слайдер. Стоит поменять паттерн, ведь это изик, тут надо делать все читабельным для новичков.
00:40:792 (1) - зачем тут нк, если в прошлых моментах их не было ?
00:56:392 (2,3,4,5,1) - возвращаюсь к моменту с нечитабельностью паттернов. Ты мапаешь изик, в него будут играть только новички или те, кто фармят топы на картах, но в 1 очередь новички, и ты должен понимать, что они даже не будут толком в ритм попадать, а ты уже на читалку моменты делаешь. Все паттерны собраны в куче, бланкеты - это конечно круто, но для изиков нужна комфортный маппинг для игрока. Мапай изики паровозиком : то есть все объекты идут друг за другом, и будет сложно запутаться.
01:27:763 (4) - не факт, что игрок прочитает эту четверку, ведь 01:28:106 (5) - тоже близко стоит.
01:46:277 (4) - та же история.
01:48:334 (1) - ^
01:52:105 (1) - а почему тут нк ? Ведь в комбо у тебя входило по 8 белых тиков, а тут ты делаешь только 4.

Normal
Хз, но OD-5 для нормала как-то много.
00:46:106 (1,2,3,4) - что-то много у тебя 1/2 в этом моменте, будет сложно это все прочитать с оверлапами. Сделай реверс там.
00:48:849 (1,2,3,4) - ^
00:51:592 (1,2,3,4) - ^
00:58:963 (2,3,4,5,6,7,8) - слишком много 1/2, многочисленные оверлапы также портят картину. Попробуй выражать только самые сильные звуки. К примеру : тут можно стакнуть 00:58:963 (2,3) - и это можно. Кстати, почему ты игноришь этот сильный бит 00:59:992 (6) - хотя он сильнее этих двух 00:59:649 (4,6) - .
01:06:163 (5) - такой себе слайдер, нету отчетливого звука под него.
01:09:935 (2,3,4,5,6,7,8) - уже писал об этом.

Hard
Вроде все норм

Insane
Зачем AR-9 ?
00:11:992 (1) - на конце этого слайдера очень хороший звук, который стоило бы выделить.
00:44:477 (8,9) - лучше стакни
00:44:820 (10,1) - и тут
01:22:534 (3,4) - ну не выглядит это красивым, стакни
01:25:277 (3,4) - ^
01:27:677 (2,3) - ^ и так далее
Topic Starter
Mitkoff
Mapper

Mapper wrote:

from modreqs

insane:

00:14:563 - maybe make this sound clickable No cause i want to make vocals on downbeats more important
00:15:763 (3) - this could be transformed into 2 circles and the second one could have a nc it's follow vocal now
00:20:563 (2,3) - a bit boring with the straight sliders, maybe add some curves to them maybe
00:22:792 - the vocals start here so maybe add a circle over the upcoming slider i don't like how it feels with consistansy of map
00:34:620 (3,3,3,5,6,3,4,4) - all of these blankets can be improved heh
00:43:877 (4,7) - maybe nc these no, i have no reason
00:55:534 (6) - change this repeat into a short slider emphasizing the bleep sound it's fine now imo
00:57:077 (6,7,8) - again, boring with only straight sliders, do something with them that make them look better i'll change this part
00:57:077 (6) - nc ^
00:59:820 (5) - ^ ^
01:02:392 (7,1) - fix blanket should be better
01:03:420 (6) - this can be nced for what?
01:06:163 (9) - ^ no for sure
01:06:849 - kinda boring you just copy paste the entire section earlier, thats lazy i did it for to be consistent, not cause i'm lazy and i already get that i have to make smthing more creativity
01:08:049 (6) - ^ you get it
01:21:163 (3) - people will read this repeat as it land on the white tick instead of the blue, so maybe put a circle where the repeat starts and move the repeat to the white tick. also remove the circle after the repeat if you do that Test plays says that it is pretty easy to catch
01:22:534 (3,4) - you did it here, do the same all the time what?
01:31:191 (6,2) - maybe a bit too close? space a bit
01:33:248 (2,3,4,5,6) - seems a bit random compared to the rest, make it the same as you did before i don't think so, it follow vocals
01:34:791 (3,3,3) - maybe too curved? Nope, it's fine
01:59:305 (2) - ctrl + g for better flow circular flow - not always better.... it's fine for me right now

doesnt look like a lot but there are a lot of problems with this diff. you shouldnt go for rank on this honestly. id say you should map more, try new stuff and "modding" your own maps and try to find as many problems as possible. good luck!
Thanks for mod!

Fanteer

Fanteer wrote:

м4м

Начну с того, что изначально сложности были Normal-Advanced-Hard-Insane, и характеристики брались под эту последовательность. Поскольку значки с нерфами стали ENHI то я переменовал сложности. Однако до сих пор мой изик очень (-0.01) близок к нормалу, а нормал к харду (-0.02),
на это стоит делать скидку... Легчайшая сложность изначально предполагала в себе не однообразный паровозик сквозь всю карту, поскольку это очень скучно и правилами не запрещено.... Как-то так

Easy
Какие-то у тебя большие характеристики на изике, OD-3 очень много, максимум 2 ставь. AR-4 тоже много для первой дифы. 4 АР ,чтобы лучше читать смены флоу, которые тебе так не нравятся
00:25:363 (1,3) - на этом моменте новичок может не прочитать верхний слайдер, а сразу пойду на 3 слайдер. Стоит поменять паттерн, ведь это изик, тут надо делать все читабельным для новичков. 3 начинает появлятся на экране сразу после того как ты закончил 1 слайдер, довольно сложно сразу на нее слететь имо
00:40:792 (1) - зачем тут нк, если в прошлых моментах их не было ? А хер его знает... Я убрал
00:56:392 (2,3,4,5,1) - возвращаюсь к моменту с нечитабельностью паттернов. Ты мапаешь изик, в него будут играть только новички или те, кто фармят топы на картах, но в 1 очередь новички, и ты должен понимать, что они даже не будут толком в ритм попадать, а ты уже на читалку моменты делаешь. Все паттерны собраны в куче, бланкеты - это конечно круто, но для изиков нужна комфортный маппинг для игрока. Мапай изики паровозиком : то есть все объекты идут друг за другом, и будет сложно запутаться.
01:27:763 (4) - не факт, что игрок прочитает эту четверку, ведь 01:28:106 (5) - тоже близко стоит.
01:46:277 (4) - та же история.
01:48:334 (1) - ^ См предисловие и это все очень субъективно...
01:52:105 (1) - а почему тут нк ? Ведь в комбо у тебя входило по 8 белых тиков, а тут ты делаешь только 4. См. начало киаи. Тут довольно четкий переход имо

Normal
Хз, но OD-5 для нормала как-то много.
00:46:106 (1,2,3,4) - что-то много у тебя 1/2 в этом моменте, будет сложно это все прочитать с оверлапами. Сделай реверс там. Он не будет передавать ритм правильно
00:48:849 (1,2,3,4) - ^
00:51:592 (1,2,3,4) - ^ Ритм довольно четкий и последовательный, я думаю, что такой паттерн вполне премлимый
00:58:963 (2,3,4,5,6,7,8) - слишком много 1/2, многочисленные оверлапы также портят картину. Попробуй выражать только самые сильные звуки. К примеру : тут можно стакнуть 00:58:963 (2,3) - и это можно. 00:58:963 (2,3,4,5,6,7,8) - мне нравится симетрия паттерна, не хочу тут стакать Кстати, почему ты игноришь этот сильный бит 00:59:992 (6) - хотя он сильнее этих двух 00:59:649 (4,6) - . Потому что тут приоритет не драмам и кикам, а synth саундам
01:06:163 (5) - такой себе слайдер, нету отчетливого звука под него. Слово Fire :lol:
01:09:935 (2,3,4,5,6,7,8) - уже писал об этом. ну ответ тот же

Hard
Вроде все норм -_-

Insane
Зачем AR-9 ? Имелось ввиду 9,2? Чтобы лучше читать 1/4 джампы, если честно 9,0 тоже работает нормально, но с 9,2 мне лично чуть проще... Я поменяю, если люди будут акцентировать на АР внимание
00:11:992 (1) - на конце этого слайдера очень хороший звук, который стоило бы выделить. Вроде бы не плохо играется, нет?
00:44:477 (8,9) - лучше стакни
00:44:820 (10,1) - и тут
01:22:534 (3,4) - ну не выглядит это красивым, стакни
01:25:277 (3,4) - ^
01:27:677 (2,3) - ^ и так далее Ну все эти стаки тормозят флоу, что идет в разрез с основной концепцией этой сложности....
Спасибо!
headphonewearer
why did you completely ignore what i said in the end? at least make a comment on it.
Topic Starter
Mitkoff

Mapper wrote:

why did you completely ignore what i said in the end? at least make a comment on it.
As You wish...

Mapper wrote:

Doesnt look like a lot but there are a lot of problems with this diff. you shouldnt go for rank on this honestly.
I really don't think that my map have too much problems... A lot of things that You mention is a minor changes except 00:57:077 (6,7,8) - wich i really should to care of. And what about ranking it... So, rank status is a privelegy for map and map's creator and i'm not BNG member for decide wich map deseerve it, wich not...
So, why i collecting mods? Because modding is improving as my mapping knowlege , as my map. Even it's not deserve to get rank status, i want to make it as good as it can be, for people who may want to play this map/song in osu!

Mapper wrote:

id say you should map more, try new stuff and "modding" your own maps and try to find as many problems as possible.
I do it all the time... If i uploaded 4 maps it doesn't mean i mapped only 4 maps :lol: i regulary check my maps, maps wich posted in modreq and qualified section, and try to found ways when i can improve myself as mapper.
I hope i give You decent answer...
Swiftis
Great mapset. No problems as far as I can tell. Good luck on getting ranked! ^^
Topic Starter
Mitkoff

Swiftis wrote:

Great mapset. No problems as far as I can tell. Good luck on getting ranked! ^^
Ty ty ^_^
Jonarwhal
hai from mod queue
little help post here
[general]
  1. "(feat. UK:ID)" is generally attached to the artist, not the title, switch that around
  2. totally optional but you can add the tags monstercat ukf if you want
[easy]
  1. CS3.4 is more logical because it makes the sliders not overlap each other as much
  2. 00:11:991 (1) - imo, this is overmapping for an easy, and you missed the essential beat 00:12:506 - here in doing it
    consider instead mapping this rhythm:
    of course if you do this (recommended), then also consider doing it for the repeating rhythms 00:14:734 - / 00:17:477 - / etc.
  3. 00:25:363 (1) - this rhythm is bad because you missed emphasizing the strong downbeat 00:25:706 - here
    change 00:25:363 (1) - this to 2 circles and make the circle 00:25:706 - here the NC
  4. 00:25:363 (1,2) - the flow here is bad because of the direction that the player has to shift here so quickly
    the movements are generally not as smooth as they should be here
    SPOILER
    • https://puu.sh/v3O9f/9636dd9cd2.jpg
  5. 00:44:906 - similar error to 00:25:363 (1) - here, you need to emphasize this strong downbeat by making it a clickable note and an NC since this is the strongest beat around here
    the rhythm needs to be changed to this:
  6. 00:48:849 (3) - this is an offbeat that an easy player would have trouble hitting, consider learning more about polarity in a tutorial https://youtu.be/53PkFLrK8Ws
    and I'm noticing this a lot in the rest of your easy, please fix it ;;
[normal]
  1. 00:15:077 (2) - the flow is much more linear at x256 y236
  2. 00:35:477 (2) - / 00:38:220 (2) - ctrl+j here looks and flows better
  3. 00:40:963 (2) - / 00:38:220 (2) - ctrl+j here looks and flows better
  4. 01:08:221 (4) - flows better at x20 y156
  5. 01:48:677 (2,3) - thats too much overlap its hard to read
hopefully thats enough to be helpful, best of luck~
Topic Starter
Mitkoff

Jonawaga wrote:

hai from mod queue Hello
little help post here
[general]
  1. "(feat. UK:ID)" is generally attached to the artist, not the title, switch that around that's how it wrote in EP track list
  2. totally optional but you can add the tags monstercat ukf if you want sure
[easy]
  1. CS3.4 is more logical because it makes the sliders not overlap each other as much they don't overlap at all orz
  2. 00:11:991 (1) - imo, this is overmapping for an easy, and you missed the essential beat 00:12:506 - here in doing it
    consider instead mapping this rhythm:
    of course if you do this (recommended), then also consider doing it for the repeating rhythms 00:14:734 - / 00:17:477 - / etc. 00:13:020 - beat more important then 00:12:506 - and i tried to cath every sounds on white ticks
  3. 00:25:363 (1) - this rhythm is bad because you missed emphasizing the strong downbeat 00:25:706 - here
    change 00:25:363 (1) - this to 2 circles and make the circle 00:25:706 - here the NC following for vocals is more intuitive here imo
  4. 00:25:363 (1,2) - the flow here is bad because of the direction that the player has to shift here so quickly
    the movements are generally not as smooth as they should be here i made in softer
    SPOILER
    • https://puu.sh/v3O9f/9636dd9cd2.jpg
  5. 00:44:906 - similar error to 00:25:363 (1) - here, you need to emphasize this strong downbeat by making it a clickable note and an NC since this is the strongest beat around here i agree
    the rhythm needs to be changed to this:
  6. 00:48:849 (3) - this is an offbeat that an easy player would have trouble hitting, consider learning more about polarity in a tutorial https://youtu.be/53PkFLrK8Ws
    and I'm noticing this a lot in the rest of your easy, please fix it ;; i saw this video already i think... it's kind a subjective opinion... i give a bit more space for reaction for each section where i swap to red tick (2beats and 1,5 beats), and i give player 1,5-beat space to catch that swap, and then use same rhytm pauses for same swaps For now no changes, let's see, if someone else point it out
[normal]
  1. 00:15:077 (2) - the flow is much more linear at x256 y236 mmm ???
  2. 00:35:477 (2) - / 00:38:220 (2) - ctrl+j here looks and flows better fine let it be
  3. 00:40:963 (2) - / 00:38:220 (2) - ctrl+j here looks and flows better ^
  4. 01:08:221 (4) - flows better at x20 y156 okay
  5. 01:48:677 (2,3) - thats too much overlap its hard to read Not too much imo
hopefully thats enough to be helpful, best of luck~
Thank You
direday
Hello! From my Queue. M4M

General
  1. Сделай теги одинаковыми во всех дифах, как в инсэйне:
    Insane: DnB drum and bass electronica F Minor Factory EP monstercat UKF
  2. Необязательно, но полезно: найди BG 1920х1080px. 2017 год на дворе, все как минимум такое разрешение имеют.

Insane

  • Не слушай Маппера. Вполне себе диффа. Тот же Фантир не намного дальше ушел.
  1. 00:14:563 (4) - тут есть и хайхэт и "for" в тесте. Яб просто влепил круг между 00:14:049 (3,1) -
  2. 00:17:306 (6) - тут есть довольно четкий звук, который резко обрывается. Тоже стоит замапить. Давай я сделаю еще одну диффу и буду исправлять на ней, потом скину, а то мне придется скриншотить каждый пункт, а мне лень. Вот диффа, кинь в папку с мэпсетом. Постараюсь объяснить тут все изменения.
  3. 00:17:820 (2,3) - эти два слайдера представляют точно такие же звуки как и 00:15:077 (2,3) - эти и должны быть замапленны соответственно. Ты выбрал 1.4 ds , я сохранил это.
  4. 00:20:049 (6) - во первых тут есть текст "else", а во вторых, если добавлять круги там ^ , то по ритму нужно и здесь.
  5. 00:21:249 (3) - я понимаю, ты пытаешься сохранить ритм, но там в музыке вообще нет звуков кроме хайхэта на большом белом тике. Если поменять на круг, то получится хорошо - кликать нужно только на звуке, который есть в музыке и перед и после круга одинаковая пауза, что позволяет сохранить ритм.
  6. 00:22:277 (4,5) - в целом это достаточно плохая идея мапить вокал без в местах, где нет четких других звуков, потому, что вокалист не машина и идеально точно под метроном попасть не может. А если заменить это на слайдер, то все норм - слайдер щадящий в плане точности.
  7. 00:22:963 (1,2,3,1) - ты не особо использовал линейный флоу до этого - почти везде у тебя были острые углы между объектами. Нет смысла ни с того ни с сего начинать тут. Плюс 00:23:649 (2,1) - плохой бланкет, некрасиво.
  8. 00:23:992 (3) - В идеале, каждый сильный звук должен быть кликабелен (а не концом слайдера - это не клик). Сделал более-менее
  9. 00:24:334 (4,1,2,3,4) - NC не всегда обязательно должно быть на большом белом тике. Тут это сильно портит читаемость. NC по названию даже говорит что это новое комбо, а не новый бит, потому лучше использовать его для группировки нескольких объектов, которые игроком воспринимаются как одна цепочка. Надеюсь я нормально выразился.
  10. 00:26:049 (1,2,3) - немного двинул, для красоты. Далее, если я не объяснил что-то, то это для красоты просто.
  11. 00:26:906 (4) - тут не зачем быть вообще какому-либо объекту
  12. 00:28:620 (2) - этой тычке не зачем иметь такой спейсинг. Она совсем не интенсивная в музыке.
  13. 00:28:963 (3) - А это наоборот стоит выделить спейсингом, потому что там сильная нота. Честно говоря - стрёмный слайдер.
  14. 00:31:192 (1,2,3) - весьма интенсивный кусок. Стоит как то это выделить. Например спейсингом.
    Дальше карта становится занчительно лучше, проблемы в основном только с выделением более громких/интенсивных частей музыки из обычных. В моей диффе на этом я закончил, далее просто объясню.
  15. 00:42:163 (1) - начиная от сюда и до 00:55:534 (6) - идет разгон. Интесивность музыки постоянно увеличивается. В карте должно примерно тоже самое происходить. Можешь просто постепенно увеличивать спейсинг между объектами, а можешь SV менять, но как то это нужно отразить.
  16. 00:58:277 (10,1) - плохо выглядит. Может их просто стакнуть?
  17. 01:06:163 (9) - Чот трипла загнулась, остальные прямые.
  18. 01:25:020 (2,3,4,5) - не очень визуально. Лучше чтоб они либо ровную дугу составляли, либо наоборот - более "не в линию" были.
  19. 01:42:677 (2) - на 188:316 двинь, а то как то не очень. И 01:43:877 (1) - туда же тогда
  20. 01:58:620 (5,1,2) - несимметрично чутка
    Ну в целом всё. Чуть подполировать и вполне ранкабельная карта будет!

    Да и это ^ в основном мои предложения, есть миллионы способов замапить по-другому. Но там, где я говорил про круги добавить, их реально надо добавить.

Остальные диффы проблем не имеют, может чуть чуть визуальную часть отполировать, хотя там и так хорошо. Видно, что не просто делал легкие диффы для галочки. Это сейчас редкость.
Topic Starter
Mitkoff

direday wrote:

Hello! From my Queue. M4M

General
  1. Сделай теги одинаковыми во всех дифах, как в инсэйне:
    Insane: DnB drum and bass electronica F Minor Factory EP monstercat UKF Вроде пофиксил тэги
  2. Необязательно, но полезно: найди BG 1920х1080px. 2017 год на дворе, все как минимум такое разрешение имеют. Оригинал этого в HD формате, больше нету, я просто цветовую гамму поменял немного. А скалить в FullHD на пофиг качества все равно не даст.., если есть идеи на БГ можешь кинуть Orz

Insane

  • Не слушай Маппера. Вполне себе диффа. Тот же Фантир не намного дальше ушел. Ну у него свое мнение, у меня свое. Все нормально
  1. 00:14:563 (4) - тут есть и хайхэт и "for" в тесте. Яб просто влепил круг между 00:14:049 (3,1) - Я накинул 1/2 ритмов
  2. 00:17:306 (6) - тут есть довольно четкий звук, который резко обрывается. Тоже стоит замапить. Давай я сделаю еще одну диффу и буду исправлять на ней, потом скину, а то мне придется скриншотить каждый пункт, а мне лень. Вот диффа, кинь в папку с мэпсетом. Постараюсь объяснить тут все изменения.
  3. 00:17:820 (2,3) - эти два слайдера представляют точно такие же звуки как и 00:15:077 (2,3) - эти и должны быть замапленны соответственно. Ты выбрал 1.4 ds , я сохранил это. Ну так вроде ритм одинаковы и был, вообщем хз...
  4. 00:20:049 (6) - во первых тут есть текст "else", а во вторых, если добавлять круги там ^ , то по ритму нужно и здесь. k
  5. 00:21:249 (3) - я понимаю, ты пытаешься сохранить ритм, но там в музыке вообще нет звуков кроме хайхэта на большом белом тике. Если поменять на круг, то получится хорошо - кликать нужно только на звуке, который есть в музыке и перед и после круга одинаковая пауза, что позволяет сохранить ритм. k
  6. 00:22:277 (4,5) - в целом это достаточно плохая идея мапить вокал без в местах, где нет четких других звуков, потому, что вокалист не машина и идеально точно под метроном попасть не может. А если заменить это на слайдер, то все норм - слайдер щадящий в плане точности. k
  7. 00:22:963 (1,2,3,1) - ты не особо использовал линейный флоу до этого - почти везде у тебя были острые углы между объектами. Нет смысла ни с того ни с сего начинать тут. Плюс 00:23:649 (2,1) - плохой бланкет, некрасиво. k
  8. 00:23:992 (3) - В идеале, каждый сильный звук должен быть кликабелен (а не концом слайдера - это не клик). Сделал более-менее k
  9. 00:24:334 (4,1,2,3,4) - NC не всегда обязательно должно быть на большом белом тике. Тут это сильно портит читаемость. NC по названию даже говорит что это новое комбо, а не новый бит, потому лучше использовать его для группировки нескольких объектов, которые игроком воспринимаются как одна цепочка. Надеюсь я нормально выразился. k
  10. 00:26:049 (1,2,3) - немного двинул, для красоты. Далее, если я не объяснил что-то, то это для красоты просто. k
  11. 00:26:906 (4) - тут не зачем быть вообще какому-либо объекту Он чтобы не было дыры в ритме где вокал начинается на синей тике
  12. 00:28:620 (2) - этой тычке не зачем иметь такой спейсинг. Она совсем не интенсивная в музыке. Я переделал
  13. 00:28:963 (3) - А это наоборот стоит выделить спейсингом, потому что там сильная нота. Честно говоря - стрёмный слайдер. :sadFace:
  14. 00:31:192 (1,2,3) - весьма интенсивный кусок. Стоит как то это выделить. Например спейсингом. k
    Дальше карта становится занчительно лучше, проблемы в основном только с выделением более громких/интенсивных частей музыки из обычных. В моей диффе на этом я закончил, далее просто объясню.
  15. 00:42:163 (1) - начиная от сюда и до 00:55:534 (6) - идет разгон. Интесивность музыки постоянно увеличивается. В карте должно примерно тоже самое происходить. Можешь просто постепенно увеличивать спейсинг между объектами, а можешь SV менять, но как то это нужно отразить. Ну про интенсивность музыки ты загнул по-моему, не думаю что я сейчас хочу тут что-то менять...
  16. 00:58:277 (10,1) - плохо выглядит. Может их просто стакнуть? не работают такие стаки в этом флоу
  17. 01:06:163 (9) - Чот трипла загнулась, остальные прямые. Там бланкет, который съехал чутка, этот трипл по другому звучит, вот я форму и поменял...
  18. 01:25:020 (2,3,4,5) - не очень визуально. Лучше чтоб они либо ровную дугу составляли, либо наоборот - более "не в линию" были. отодвинул
  19. 01:42:677 (2) - на 188:316 двинь, а то как то не очень. И 01:43:877 (1) - туда же тогда к
  20. 01:58:620 (5,1,2) - несимметрично чутка ммм так и задумано
    Ну в целом всё. Чуть подполировать и вполне ранкабельная карта будет!

    Да и это ^ в основном мои предложения, есть миллионы способов замапить по-другому. Но там, где я говорил про круги добавить, их реально надо добавить.

Остальные диффы проблем не имеют, может чуть чуть визуальную часть отполировать, хотя там и так хорошо. Видно, что не просто делал легкие диффы для галочки. Это сейчас редкость.
Спасибо!
В основном все поправил, вроде ничего не забыл... потом перепроверю.
CircleFairy
Hi I came from #modreqs :3

Insane
00:22:277 (4) - This small part can fit better with the song, like having that slider a reverse slider followed by a note on the red tick (see picture).

This was really all I could find out of all the difficulties, nice map set, good luck! :-)
Topic Starter
Mitkoff

CircleFairy wrote:

Hi I came from #modreqs :3 Hello O/

Insane
00:22:277 (4) - This small part can fit better with the song, like having that slider a reverse slider followed by a note on the red tick (see picture). Actually why not? xD

This was really all I could find out of all the difficulties, nice map set, good luck! :-)
Thanks for check!
P.S. i'm not sure about kudosu for that :lol: but i did a change and i'm not greedy. If i'm wrog, for sure, someone denies it :roll:
Smewo
INSANE
тут если на определенных местах заострять внимание вечность уйдет, просто скажу.
Правь ритм в определенных местах 00:55:192 (5,6) - тут например, 01:02:392 (7,1) - или тут, 01:33:248 (2,3,4,5) - тут четкая 1\2 хз зачем стрим

Еще проблема в выделении нот спейсингом у которых звук сильнее, у тебя идет все под ряд, что ни есть хорошо 01:39:420 (4) - вот например круг, поставь его в конец слайдера и слайдер {ctrl + G} так будет лучше например

Если затрагивать тему ненужных оверлапов, никакой жизни не хватит все написать ( утрирую офк я просто жопа ленинвая лол )

Сам попробуй посмотреть на карту, логически, подумать почему эта нота стоит тут а не тут, почему тут такой спейсинг, ну ты понял надеюсь

P.S. Песня просто отличная, удачи с мапой <3
Lami
Hello there, I come here for m4m.


  • [General]

    Overally volume is too loud.(especially, it doesn't make sense which used 100% volume in non-kiai section.)
    Recommend to adjust volume about reducing 10%~30%.

    [Insane]

    AR 9.2 is too high, at this diffculty. I highly recommend to use AR 9.
  1. 00:13:706 (2,3) - Might be minor issue, but they can be more polished. Yea, it just blanket off-ed.
    It looks unstable about visually. You can compare with 00:16:449 (4,5) - .
  2. 00:21:592 (3,4) - First, at 00:20:563 (2,3) - stacking isn't good idea, since music still continues instrument after vocals.
    At continous instrument, Stacking may occured killing movement(flow), and it give opposite feedback to players. Therefore, i would like to recommend to replace 00:21:592 (3) - . And about 00:22:277 (4) - , you may want to follow vocal in here.....? if it's right, this rhythm usage doesn't make sense about skipping another vocal 'te' 00:22:792 - .
  3. 00:23:649 (2,3) - would be better, if you try something here. as starting pitchy beat at here (00:23:992 - )
  4. 00:33:934 (1) - This slider shape looks so messy, even if you try something for expressing special sound.
    Because overall shape looks like randomly twisted rope, player may feel meh from this visual.
    I wish you can try more regular neat shape, like https://puu.sh/v9RWh.png
  5. 00:36:677 (1,2) - pretty improvable blanket. you can judge this whether it is wrong or not, from approach circle https://puu.sh/v9S4s.png
  6. 00:39:934 (2,3) - same above blanket issue
  7. 00:44:906 (1,2,4) - This overlapped partten isn't neat, imo. Unregular overlapping looks so weird on visual.
  8. 00:46:105 (6) - This down-beat slider feel so awkward. Because there is no motivation(vocal, instrument, etc..) for choose down-beat rhythm. You need to consdier to swap(ctrl+G) this rhythm 00:45:934 (5,6) - .
  9. 00:48:334 (4,5,6) - same ^.
  10. 00:51:420 (5,6) - same ^ .
  11. 00:46:276 (6,1) - I don't think that this jump was placed suitable. Because this jump is just unique partten at this whole section (00:44:906 - ~ 00:55:877 - ) Adittionally, you should be reconsider to flow, too.
  12. 00:44:906 - ~ 00:55:877 - Overally, almost of note just repeating similar partten with same DS.
    Consistent is good for logic of mapping, but it's too much, imo.
    I think that It feels so bored for playing. If you have time, I would like to recommend to remapping this section.
  13. 00:59:820 (4) - What is the basis of this acceleration? This sound follow pretty similar sound 01:00:163 (5) - without acceleration.
  14. 01:02:392 (7) - Slider's end point are snapped on 3/8 beat.? Well, i think you should be mapped 01:02:563 - , 01:02:649 - instead of uncommon rhythm. Because of 01:01:877 (1,2,3,4,5,6) - , they already mapped snare sound. then, why don't you follow 01:02:563 - , 01:02:649 - , too?
  15. 01:03:077 (2,3,4,5,6) - i suppose that you can make more natural circling flow, if you adjust note that 01:03:420 (6) - 's end point move right a little.
  16. 01:05:306 (1,2,3,4,5,6) - Nazi staff, They don't have consistent shape with each other. It's noticable different for player.(include for me. xd)
  17. 01:05:306 (1,3) - Swap NC?? Regular NC cycle is just white rhythm line tho..
  18. 01:06:334 (10,11,12) - According to music, I suggest that you can consider to mapping two stressed beat.
    1) 01:06:420 - This blue tick sound have pretty stronger than 01:06:334 (10) -
    2) 01:06:592 - Really similar sound with 01:06:763 (13) - , which you already make clickable beat.
  19. 01:10:106 (2,3,4,5,6,7) - About visually, I don't think that they really need overlapped partten in here.
    If they have some purpose from overlapped, then okay. But there is not something, imo.
  20. 01:12:849 (4,5,6,7,8,9,10,11,12,13) - Overlapped partten sometimes make weird about visual, if they don't have special purpose(mapper's intention). I think they can be better than looking, if you don't use overlapping here. also, 01:13:878 (8,10) - is more weird, as ambiguous overlapping, than others.
  21. 01:15:077 (1,2) - Consider buff DS here, as 01:15:420 (2) - have strong beat, and you already follow this policy at many point..
    I think changing DS is more good, since 01:15:077 (1,2,3,4,5,6) - have too consistent DS. feel kinda strict
  22. 01:15:591 (3) - This down-beat slider don't have big problem. But, since 01:15:763 - have more strong beat, it will required clickable here, than making clickable 01:15:592 - ...
  23. 01:19:534 (6) - Already, you keep some consistent shape at 01:17:820 (1,2,3,4,5) - , but (6) placed only off-shape with (1,2,3,4,5). Since they don't have big changing music, I think you should be better to keeping consistent place. (x60, y48 is right place)
  24. 01:21:163 (3) - Since 01:21:249 (4) - start new sound here, you may better to put click something here, than current. some example, https://puu.sh/va1bC.png or https://puu.sh/va1ca.png
  25. 01:20:905 (2,3,4) - , 01:23:649 (2,3,4) - They have same rhythm usage, but they have tiny different DS. Every note don't have to place same DS, But tiny different DS don't make any effect for playing. Make consistent DS, then looks good.
  26. 01:28:192 (6) - Im not sure abut this, just my opinion. Even number stream notes feel awkward for playing. Since 01:28:192 (6) - don't have pitch sound, you can consider to remove this, then it will give more clean feedback to player.
  27. 01:34:791 (3) - Just personal opinion, this slider curved too much. I think straight slider is better in this case.
  28. 01:38:391 (1,2,3,1,2,3,1,2,3) - They didn't polished about DS. Just example 01:38:391 (1,2) - ,is bigger DS than 01:38:477 (2,3) - . but the other way, 01:38:820 (2,3) - is bigger DS than 01:38:734 (1,2) - . I don't think they have some logic for that. You may should be check DS here.
  29. 01:49:363 (1,2,3,4,5,1,2,3,4,5) - it just personally, if you make more curved stream in here, it's more good flow, I think. Because this curvature only smaller than your style.(i intend more curved stream.) Nothing wrong here, just your choice whether you change or not.
  30. 01:55:877 (6,1) - Just nazi blanket, you can check this by approach circle.
  31. 02:01:706 (1) - Maybe you intend to place in center on the screen, but this place kinda weird by this 02:00:505 (3,3,3,3) - square. if you place this note on 02:00:505 (3,3,3,3) - square's center, it looks more neat.
I hope this modding help your map.
Good luck your further process of mapping.
DarkChoupinou
i like
Topic Starter
Mitkoff

Lami wrote:

Hello there, I come here for m4m. hey


  • [General]

    Overally volume is too loud.(especially, it doesn't make sense which used 100% volume in non-kiai section.)
    Recommend to adjust volume about reducing 10%~30%. my hs a bit lower volume and music abit higher than normal... but i guess i can lower it abit

    [Insane]

    AR 9.2 is too high, at this diffculty. I highly recommend to use AR 9. i want to get a good reason for it
  1. 00:13:706 (2,3) - Might be minor issue, but they can be more polished. Yea, it just blanket off-ed.
    It looks unstable about visually. You can compare with 00:16:449 (4,5) - . k
  2. 00:21:592 (3,4) - First, at 00:20:563 (2,3) - stacking isn't good idea, since music still continues instrument after vocals.
    At continous instrument, Stacking may occured killing movement(flow), and it give opposite feedback to players. Therefore, i would like to recommend to replace 00:21:592 (3) - . And about 00:22:277 (4) - , you may want to follow vocal in here.....? if it's right, this rhythm usage doesn't make sense about skipping another vocal 'te' 00:22:792 - . changed i guess
  3. 00:23:649 (2,3) - would be better, if you try something here. as starting pitchy beat at here (00:23:992 - ) i don't get it, if metion high sound here, so i don't want to highlight it because it's vocal follow section, i guess make it clicable enough here
  4. 00:33:934 (1) - This slider shape looks so messy, even if you try something for expressing special sound.
    Because overall shape looks like randomly twisted rope, player may feel meh from this visual.
    I wish you can try more regular neat shape, like https://puu.sh/v9RWh.png fine
  5. 00:36:677 (1,2) - pretty improvable blanket. you can judge this whether it is wrong or not, from approach circle https://puu.sh/v9S4s.png k
  6. 00:39:934 (2,3) - same above blanket issue k
  7. 00:44:906 (1,2,4) - This overlapped partten isn't neat, imo. Unregular overlapping looks so weird on visual. i fix it
  8. 00:46:105 (6) - This down-beat slider feel so awkward. Because there is no motivation(vocal, instrument, etc..) for choose down-beat rhythm. You need to consdier to swap(ctrl+G) this rhythm 00:45:934 (5,6) - . what? there is strong sound
  9. 00:48:334 (4,5,6) - same ^. ^
  10. 00:51:420 (5,6) - same ^ . ^
  11. 00:46:276 (6,1) - I don't think that this jump was placed suitable. Because this jump is just unique partten at this whole section (00:44:906 - ~ 00:55:877 - ) Adittionally, you should be reconsider to flow, too. i don't follow drums... 00:46:105 (6,1,6,1,6,1) - strong synth sounds what i highlight there
  12. 00:44:906 - ~ 00:55:877 - Overally, almost of note just repeating similar partten with same DS.
    Consistent is good for logic of mapping, but it's too much, imo. A lot of people are saying me to be more consistent... even with this kind of patterns... overall i guess i have now smthing between consistent and original
    I think that It feels so bored for playing. If you have time, I would like to recommend to remapping this section. That what i don't want to do
  13. 00:59:820 (4) - What is the basis of this acceleration? This sound follow pretty similar sound 01:00:163 (5) - without acceleration. 00:59:134 (2,3,4,5) - 1st slider have very big intense, 2nd - low intense, 3rd - big but less then 1st, and 4th equal to 2nd. Thats how i heard it
  14. 01:02:392 (7) - Slider's end point are snapped on 3/8 beat.? Well, i think you should be mapped 01:02:563 - , 01:02:649 - instead of uncommon rhythm. Because of 01:01:877 (1,2,3,4,5,6) - , they already mapped snare sound. then, why don't you follow 01:02:563 - , 01:02:649 - , too? I simply fogot recheck snaping after fixing blanket
  15. 01:03:077 (2,3,4,5,6) - i suppose that you can make more natural circling flow, if you adjust note that 01:03:420 (6) - 's end point move right a little. let it be
  16. 01:05:306 (1,2,3,4,5,6) - Nazi staff, They don't have consistent shape with each other. It's noticable different for player.(include for me. xd) k
  17. 01:05:306 (1,3) - Swap NC?? Regular NC cycle is just white rhythm line tho.. i swap to another instrument here, and it's reads easier imo
  18. 01:06:334 (10,11,12) - According to music, I suggest that you can consider to mapping two stressed beat.
    1) 01:06:420 - This blue tick sound have pretty stronger than 01:06:334 (10) - are You seriously?
    2) 01:06:592 - Really similar sound with 01:06:763 (13) - , which you already make clickable beat. it's sounds more like echo , there 2 strongs sounds and i guess i snap it correctly
  19. 01:10:106 (2,3,4,5,6,7) - About visually, I don't think that they really need overlapped partten in here.
    If they have some purpose from overlapped, then okay. But there is not something, imo. Noone like it :( Fine for me imo
  20. 01:12:849 (4,5,6,7,8,9,10,11,12,13) - Overlapped partten sometimes make weird about visual, if they don't have special purpose(mapper's intention). I think they can be better than looking, if you don't use overlapping here. also, 01:13:878 (8,10) - is more weird, as ambiguous overlapping, than others. i like overlaps here, i can make it more neat but not too much so...
  21. 01:15:077 (1,2) - Consider buff DS here, as 01:15:420 (2) - have strong beat, and you already follow this policy at many point..
    I think changing DS is more good, since 01:15:077 (1,2,3,4,5,6) - have too consistent DS. feel kinda strict k
  22. 01:15:591 (3) - This down-beat slider don't have big problem. But, since 01:15:763 - have more strong beat, it will required clickable here, than making clickable 01:15:592 - ... lets i lie that i follow vocal here... lol... it plays fine so
  23. 01:19:534 (6) - Already, you keep some consistent shape at 01:17:820 (1,2,3,4,5) - , but (6) placed only off-shape with (1,2,3,4,5). Since they don't have big changing music, I think you should be better to keeping consistent place. (x60, y48 is right place) all this pattern this pattern a bit clock turned if You don't metion
  24. 01:21:163 (3) - Since 01:21:249 (4) - start new sound here, you may better to put click something here, than current. some example, https://puu.sh/va1bC.png or https://puu.sh/va1ca.png So i have some stuff here, 1st - kick shuld be clicable as strongest beat here, 2nd - 01:22:534 (3,4,5) - i used for variativity with section, 3rd - it's unusuall pattern for insane let it be easier to catch as 1st in section , and 4th - it's a kind a funny to have 1 thing for word "kick" before kick in music...
  25. 01:20:905 (2,3,4) - , 01:23:649 (2,3,4) - They have same rhythm usage, but they have tiny different DS. Every note don't have to place same DS, But tiny different DS don't make any effect for playing. Make consistent DS, then looks good. okay
  26. 01:28:192 (6) - Im not sure abut this, just my opinion. Even number stream notes feel awkward for playing. Since 01:28:192 (6) - don't have pitch sound, you can consider to remove this, then it will give more clean feedback to player. hmm, i feel like it really easier to catch for player... hmm let's try to do another variation, i guess
  27. 01:34:791 (3) - Just personal opinion, this slider curved too much. I think straight slider is better in this case. i like how it is
  28. 01:38:391 (1,2,3,1,2,3,1,2,3) - They didn't polished about DS. Just example 01:38:391 (1,2) - ,is bigger DS than 01:38:477 (2,3) - . but the other way, 01:38:820 (2,3) - is bigger DS than 01:38:734 (1,2) - . I don't think they have some logic for that. You may should be check DS here. k
  29. 01:49:363 (1,2,3,4,5,1,2,3,4,5) - it just personally, if you make more curved stream in here, it's more good flow, I think. Because this curvature only smaller than your style.(i intend more curved stream.) Nothing wrong here, just your choice whether you change or not. so i keep, at least for now
  30. 01:55:877 (6,1) - Just nazi blanket, you can check this by approach circle. k
  31. 02:01:706 (1) - Maybe you intend to place in center on the screen, but this place kinda weird by this 02:00:505 (3,3,3,3) - square. if you place this note on 02:00:505 (3,3,3,3) - square's center, it looks more neat. let it be, and it's not square btw :P
I hope this modding help your map. Sure it does
Good luck your further process of mapping.
Thank for modding!

Smewo wrote:

INSANE
тут если на определенных местах заострять внимание вечность уйдет, просто скажу.
Правь ритм в определенных местах 00:55:192 (5,6) - тут например А что тут? сначала инерция затем лазер, вроде нормально , 01:02:392 (7,1) - поправил снайпинг или тут, 01:33:248 (2,3,4,5) - тут четкая 1\2 хз зачем стрим стрим чтобы следовать за вокалом при интесивной предыдущей секции

Еще проблема в выделении нот спейсингом у которых звук сильнее, у тебя идет все под ряд, что ни есть хорошо 01:39:420 (4) - вот например круг, поставь его в конец слайдера и слайдер {ctrl + G} так будет лучше например Имо fine

Если затрагивать тему ненужных оверлапов, никакой жизни не хватит все написать ( утрирую офк я просто жопа ленинвая лол )

Сам попробуй посмотреть на карту, логически, подумать почему эта нота стоит тут а не тут, почему тут такой спейсинг, ну ты понял надеюсь

P.S. Песня просто отличная, удачи с мапой <3
Спасибо.
Smokeman
NM from q

EDIT: INSANE

00:11:992 (1,2) - Emphasising the Melody rather than the wierd hi-hat at 00:12:677 - sounds like a better idea to tbh. 00:12:506 - The second note plays here so you would only need to shorten 00:11:992 (1) - and move 00:12:677 (2) - accordingly. Or you could try this rythm instead https://puu.sh/vczTR/ffcd1d057d.png
00:22:963 (1,2) - these play kinda awkward if you ask me, the break in the flow doesnt really add to anything in the song either. https://puu.sh/vcAeb/59e2f9a822.png
00:24:334 (4) - i dont think this slider art thingy adds to anything either. imo just a regular curved one would be just fine (keeping visual consitency) https://puu.sh/vcAmu/f6f96ac109.png (liek this 00:27:077 (1) - somehow)
00:31:877 (2) - this is pedantic but trust me, the curve on this one is kinda buged. Try removing the second white square and putting it back, you should be able to see the difference then.
00:33:249 (6,7,8,9) - putting 1/4 slider would allow you to create some nice feedback clicking 00:33:592 (1) - cuz there is this buildup drum sound on 00:33:420 - https://puu.sh/vcBoH/861233de4a.png
00:36:677 (1) - the slider end looks kinda off.. what happened xD https://puu.sh/vcBrV/bcc14fb04d.png
00:42:848 (5,6) - you can make the transition between those two a bit more dramatic by moving 00:43:191 (6) - to the left
00:44:220 (7,8,9) - not really a big fan of how this 90° angle feels. (also NC smth here its quite a long combo)
00:45:763 - the rythms after this point felt rather unintuitive to play. I think you tried to follow both thte drums and the vocals with each respective 1/2 snapping.
00:56:220 (2,3,4,5,1) - the visual flow might look good but the emphasis is all over the place.
00:57:077 (6) - NC here (same for the similar patterns following)
00:59:134 (2,3,4,5) - all the important sounds are on the tails : < try a rythm like this https://puu.sh/vcDf1/6a72a69f4a.png Alseo there is no visual clue that 00:59:134 (2) - is sped up, it looked more like a 3/4 slider which was quite confusing to play
01:22:534 (3,4,5,6) - try having more dramatic angle changes. What i mean by this: now https://puu.sh/vcEgj/461411358b.png a bit more dramatic https://puu.sh/vcEtM/cfe2c7c198.png up-down movement baisicly lol
01:29:820 (5) - also mute all those 3/4 slider ends (picked it up just now prolly did this earlier in the map, dunno)
01:51:077 (2,3,4,5,6) - 01:52:106 (1,2,3,4,5,6) - 01:53:477 (1,2,3,4,5) - 01:56:220 (1,2,3,4,5) - i think you could try to have circular the other way around aswell from time to time xD

this map is untitidy at some point e.g. 01:12:677 (3,4,5,6,7,8,9,10) - but i dont want to point out all of them. You can look at it yourself and find out which patterns might need to be cleaned up a little bit :^)

Didnt look at other diffs cuz lazy :^)

modded cuz mumei in BG

baaai
Topic Starter
Mitkoff

Smokeman wrote:

NM from q Hello O/ some late feedback

EDIT: INSANE

00:11:992 (1,2) - Emphasising the Melody rather than the wierd hi-hat at 00:12:677 - sounds like a better idea to tbh. 00:12:506 - The second note plays here so you would only need to shorten 00:11:992 (1) - and move 00:12:677 (2) - accordingly. Or you could try this rythm instead https://puu.sh/vczTR/ffcd1d057d.png k
00:22:963 (1,2) - these play kinda awkward if you ask me, the break in the flow doesnt really add to anything in the song either. https://puu.sh/vcAeb/59e2f9a822.png Not a big deal
00:24:334 (4) - i dont think this slider art thingy adds to anything either. imo just a regular curved one would be just fine (keeping visual consitency) https://puu.sh/vcAmu/f6f96ac109.png (liek this 00:27:077 (1) - somehow) It looks fine and it's just 2 times curved slider nothing uncommon with map's visual consitency
00:31:877 (2) - this is pedantic but trust me, the curve on this one is kinda buged. Try removing the second white square and putting it back, you should be able to see the difference then. okay
00:33:249 (6,7,8,9) - putting 1/4 slider would allow you to create some nice feedback clicking 00:33:592 (1) - cuz there is this buildup drum sound on 00:33:420 - https://puu.sh/vcBoH/861233de4a.png 00:33:420 (8,9) - i don't want to make 2 equal beat as slider and this alone 1/4 slider will be bad decision
00:36:677 (1) - the slider end looks kinda off.. what happened xD https://puu.sh/vcBrV/bcc14fb04d.png i have no idea lol
00:42:848 (5,6) - you can make the transition between those two a bit more dramatic by moving 00:43:191 (6) - to the left Nope thx
00:44:220 (7,8,9) - not really a big fan of how this 90° angle feels. (also NC smth here its quite a long combo) it's not a 90 , it's around 70, plays fine... added NC
00:45:763 - the rythms after this point felt rather unintuitive to play. I think you tried to follow both thte drums and the vocals with each respective 1/2 snapping. huh
00:56:220 (2,3,4,5,1) - the visual flow might look good but the emphasis is all over the place. ?
00:57:077 (6) - NC here (same for the similar patterns following) let it be
00:59:134 (2,3,4,5) - all the important sounds are on the tails : < try a rythm like this https://puu.sh/vcDf1/6a72a69f4a.png Alseo there is no visual clue that 00:59:134 (2) - is sped up, it looked more like a 3/4 slider which was quite confusing to play i have no idea how to do it more readble And it's not drum follow section
01:22:534 (3,4,5,6) - try having more dramatic angle changes. What i mean by this: now https://puu.sh/vcEgj/461411358b.png a bit more dramatic https://puu.sh/vcEtM/cfe2c7c198.png up-down movement baisicly lol but i don;t want to
01:29:820 (5) - also mute all those 3/4 slider ends (picked it up just now prolly did this earlier in the map, dunno) k
01:51:077 (2,3,4,5,6) - 01:52:106 (1,2,3,4,5,6) - 01:53:477 (1,2,3,4,5) - 01:56:220 (1,2,3,4,5) - i think you could try to have circular the other way around aswell from time to time xD but it's cool :?

this map is untitidy at some point e.g. 01:12:677 (3,4,5,6,7,8,9,10) - but i dont want to point out all of them. You can look at it yourself and find out which patterns might need to be cleaned up a little bit :^) When i try to do it:"My map sucks all it long, maybe i should remap it?" Then paly it and: "That's not too bad hmmm..." Zzzz

Didnt look at other diffs cuz lazy :^)

modded cuz mumei in BG That's how it works :lol:

baaai
Thank You!
Kaifin
holy you have a lot more pages of mods then i thought you would

Easy

  1. 00:25:363 (1,2,3) - giving these notes a bit more horizontal spacing would be helpful for the new player, as they usually follow sliders to the very end and thus the flow might be a tiny bit uncomfortable for them, either way the distance between 00:25:363 (1,2) - and 00:26:049 (2,3) - is not even, so this is a good time to fix that too, something like this is what i mean (with even spacing)
  2. 00:31:877 (2,1) - fix your DS, i assume this was a mistake
  3. 01:07:363 (2,3,4) - this is another place where i could see the flow being quite uncomfortable for a new player, this cursor movement + cramped reading will prove difficult for an Easy level player, there are weakness in being TOO tightly structured in Easy diffs, this applies to the other one that appears a couple seconds later
  4. 01:15:763 (2,1) - giving this the same angle as the angle between 01:15:077 (1,2) - would give better flow + consistency structure wise
  5. 01:20:563 - to 01:33:934 - this is REALLY good Easy patterning, good job
  6. 01:34:963 (2,1) - this movement could prove incredibly confusing to a new player, because 01:35:649 (1,2) - are both on the screen for a considerable amount of time before 01:35:649 (1) - is clicked, i would just make this pattern 01:34:277 (1,2,1,2) - a square to be honest
  7. 01:49:363 (3,4) - another opportunity to improve your structure by using the same angle as 01:48:677 (2,3) - i'm pointing this stuff out because based on your mapping you'll really really like this

    nice Easy! i like it, very well handled lower diff

Normal

  1. 00:29:134 (2,3,1) - uneven line
  2. 01:08:733 (6) - objects end is not snapped!
  3. 01:13:021 (2,3) - blanket
  4. 01:24:335 (4,5,6) - i know you're running out of room, but this looks mega cramped in comparison to 01:21:592 (4,5,6) -
  5. 01:42:163 (3) - DS this as 1.0x
  6. 01:48:677 (2,3) - i know its the same rhythm repeated a whole bunch, but i think this specific patterning would be very confusing for Normal player

Hard

  1. 00:22:963 (1,2,3) - uneven triangle but the one on the other side isn't uneven so its like ????
  2. 00:28:449 (1,2) - blanket
  3. 00:32:563 (1,2,3,4) - are these supposed to be slowly expanding in spacing? it just kind of looks like the last one is off, you'd have to either space them more which i wouldn't recommend, or give them all the same spacing (which i would recommend) OR alternatively pattern them differently so the expansion in spacing is more noticeable
  4. 00:42:677 (2,3) - bbbblanket
  5. 01:00:334 (5,6) - blanket
  6. 01:01:534 (2,3,4) - not a straight line but also not a discernible shape, plz make it one of these two
  7. 01:05:820 (6,7) - bbbbbbblanket
  8. 01:06:849 (1,2) - bbbbblanket
  9. 01:45:934 (3,1) - might have not been your intention but its close enough to be worth pointing out as fuckd

Hard

  1. AR 9.2 but OD 7 4.54 stars? this should be AR 9 at most if not a little lower
  2. 00:19:535 (5,6,1) - uneven spacing compared to the last two that were even spacing so pointing out
  3. 00:22:277 (4,5,1) - uneven triangle
  4. 01:13:535 (7) - NC for consistency with earlier
  5. 01:20:905 (2,3) - this 1/4 spacing is the exact same as your 1/2 spacing, which will cause this to be very very very easily misread, same with the next time it happens 2 seconds from now

your insane gets a bit more cluttered than everything else but this whole set has this really nice 2011 - 2012 vibe to it (in a good way)

good luck!
Topic Starter
Mitkoff

Kaifin wrote:

holy you have a lot more pages of mods then i thought you would HELLO THERE
hi


Easy

  1. 00:25:363 (1,2,3) - giving these notes a bit more horizontal spacing would be helpful for the new player, as they usually follow sliders to the very end and thus the flow might be a tiny bit uncomfortable for them, either way the distance between 00:25:363 (1,2) - and 00:26:049 (2,3) - is not even, so this is a good time to fix that too, something like this is what i mean (with even spacing) k
  2. 00:31:877 (2,1) - fix your DS, i assume this was a mistake k
  3. 01:07:363 (2,3,4) - this is another place where i could see the flow being quite uncomfortable for a new player, this cursor movement + cramped reading will prove difficult for an Easy level player, there are weakness in being TOO tightly structured in Easy diffs, this applies to the other one that appears a couple seconds later honestly it's sounds like just remap it because i don't like flow, without any pointing about right flow :-/ Anyway i made 2nd part easier 01:11:477 (4,1,2) - 01:07:363 (2,3,4) - there no changes because actually it is oval flow without rverse variation, i guess it's not too hard to do And about reading 01:06:849 (1,4) - only there i saw a bit issue but because 4 comes when 1 already readed it's also fine... My Easy was maded with simply visual idea, when 1/1 gaps placed nearly (close to touching) and placed 2/1 with noticable space. I find it a good idea, so when player see no space he should always expect only 1/1, that's why i used so many blankets/nearly placed objects in this diff, this patterns were done on 1st stage of mapping when i choosed SV/AR for diff. It was like map's consept for Easy... Maybe i didn't realise it perfect but yeah...
  4. 01:15:763 (2,1) - giving this the same angle as the angle between 01:15:077 (1,2) - would give better flow + consistency structure wise should be good now
  5. 01:20:563 - to 01:33:934 - this is REALLY good Easy patterning, good job hmmm?? it's a bit boring but yeahh....
  6. 01:34:963 (2,1) - this movement could prove incredibly confusing to a new player, because 01:35:649 (1,2) - are both on the screen for a considerable amount of time before 01:35:649 (1) - is clicked, i would just make this pattern 01:34:277 (1,2,1,2) - a square to be honest I tried to explain why i think it's not too hard before...
  7. 01:49:363 (3,4) - another opportunity to improve your structure by using the same angle as 01:48:677 (2,3) - i'm pointing this stuff out because based on your mapping you'll really really like this k

    nice Easy! i like it, very well handled lower diff Somehow i up diff by 0.01 and now have N icon :( Nvm we are still good

Normal

  1. 00:29:134 (2,3,1) - uneven line fixed
  2. 01:08:733 (6) - objects end is not snapped! yap
  3. 01:13:021 (2,3) - blanket
  4. 01:24:335 (4,5,6) - i know you're running out of room, but this looks mega cramped in comparison to 01:21:592 (4,5,6) - It's like inside-outside tringles , what's wrong?, i even tried to do same angles on them, if i remember correctly
  5. 01:42:163 (3) - DS this as 1.0x sure
  6. 01:48:677 (2,3) - i know its the same rhythm repeated a whole bunch, but i think this specific patterning would be very confusing for Normal player Everyone pointing it, and i still don't want to change it, it's like same overlap for 1/2 but in the middle instead of tail...

Hard

  1. 00:22:963 (1,2,3) - uneven triangle but the one on the other side isn't uneven so its like ???? so? it's different pattern
  2. 00:28:449 (1,2) - blanket
  3. 00:32:563 (1,2,3,4) - are these supposed to be slowly expanding in spacing? it just kind of looks like the last one is off, you'd have to either space them more which i wouldn't recommend, or give them all the same spacing (which i would recommend) OR alternatively pattern them differently so the expansion in spacing is more noticeable yes it's. I like it
  4. 00:42:677 (2,3) - bbbblanket
  5. 01:00:334 (5,6) - blanket
  6. 01:01:534 (2,3,4) - not a straight line but also not a discernible shape, plz make it one of these two k
  7. 01:05:820 (6,7) - bbbbbbblanket
  8. 01:06:849 (1,2) - bbbbblanket
  9. 01:45:934 (3,1) - might have not been your intention but its close enough to be worth pointing out as fuckd blankets should be better , but not last one, its too much...


Hard

Its Insane i guess? :lol:
  1. AR 9.2 but OD 7 4.54 stars? this should be AR 9 at most if not a little lower lets' do 9, but lower than 9 with 1/4 jumps is wierd
  2. 00:19:535 (5,6,1) - uneven spacing compared to the last two that were even spacing so pointing out wat??? its almost all intro in 1.4.... pettern wich You mention is consistant....
  3. 00:22:277 (4,5,1) - uneven triangle mmm
  4. 01:13:535 (7) - NC for consistency with earlier it's looks better as on part imo, pattering based NC
  5. 01:20:905 (2,3) - this 1/4 spacing is the exact same as your 1/2 spacing, which will cause this to be very very very easily misread, same with the next time it happens 2 seconds from now 01:26:563 (3) - i buffed ds here to 1.4 other places looks fine for me

your insane gets a bit more cluttered than everything else but this whole set has this really nice 2011 - 2012 vibe to it (in a good way) Really? give You extra kudos for general opinion Kappa

good luck! Thank You!
Thanks~
Comments with update tomorrow
emilia
as req'd insane only
[insane]
  1. 00:28:963 (3) - WOAH IT FOLLOWS HER VOCALS WTF THIS IS COOL
  2. 00:31:192 (1) - dont realy like the slider shape on this one, looks rather unbalanced
  3. 01:01:877 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9) - this hitsound spam is too much i think

    objectively there arent many things wrong with your map. i just think that its a little lacklustre. stuff like rhythm can be varied more e.g. using more hitcircles instead of just sliders (esp considering its an insane), introducing more slider shapes, cutting down the overly distance snapped look, introducing more interesting patterns and flow etc. at this point i think the map is pretty rankable, all you need is just some pattern polishing and you're good to go, but its just not very striking to me if it makes sense.

    at this state your map is rather monotonous, but i'm sure it can still rank.
sory for the short empty mod, though i think your map is good to go already. gl
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