Muzzy - Play (feat. UK:ID)

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salchow
EASY

General:

use 1/2 or 1/1 ( < recomended) Beat Snap Divisor




00:46:106 (3) - Move this silder to 00:46:277, becouse its hard to read for new players and it dosent fit rythmacly.

00:48:849 (3) - ^ ^ ^ ^ (just move it to the second white tick).

00:51:763 (3) - ^ ^ ^ ^ (just move it to the second white tick).


00:56:392 (2) - Move this silder to 00:56:220 (reasons are pretty obvious and they are the same as above).

00:56:906 (3) - ^ ^ ^ ^ (just move it to the previus white tick).

00:56:906 (3,4) - These are to close.

00:57:249 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the end of the slider circle at x:96 y:108

00:58:277 (5) - Place this circle at x:104 y:176.

01:00:334 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the end of the slider circle at x:392 y:272



01:06:849 (1) - Move this ciricle at x:192 y:112

01:07:363 (2) - Move this silder to 01:07:192 (reasons are all above)

01:08:049 (3) - ^ ^ ^ ^ (just move it to the previus white tick).

01:08:220 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the start of the slider circle at x:232 y:48 and place the end of the slider circle at x:352 y:120

01:09:249 (5) - Place this circle at x:328 y:216

01:09:592 (1) - Place this circle at x:424 y:232

01:09:934 (2,3) - ^ ^ ^ ^ (just move it to the previus white tick).

01:10:620 (3) - Place this circle at x:344 y:272

01:11:306 (4) - (^ ^ ^ ^ (just move it to the previus white tick)). Exctend this slider to the next white tick. Place the start of the slider circle at x:184 y:312 and place the end of the slider circle at x:46 y:312



01:33:249 (4) - just cut the circle in half, and add a circle at the next white tick. Becouse there is no exctended vocal or some special sound so try to follow the rythm insted of the vocals there.

01:34:277 (1,2,1,2,1,2) - please fill up the rest of the sounds, becouse in that part there is no more or less densety. just use repetition.



NORMAL


General:


(none)


(Perfect)





HARD


General:


Set AR at 7 and if you want you can change CS to 3,5 or 4.




At 00:29:477 there is a sound that you should include.

00:36:677 (1) - 00:39:420 (1) - This slider viraiaty just dosent fit and I dont like the slider in general. Try to make it less wigly, similar to this slider 01:06:163 (7) .

01:11:477 (6,7,1) - repetition + varaiaty + hard diff map = nightmare flow / very uncomfortable. Please replace this slider that it goes well with the flow. (how to do / recomendation) 01:12:334 (1) - ctrl+G this silder and place it at x:328 y:288. Now atleast its comfortable.





INSANE


General:


(none)



(Perfect, but i dont like the style. Becouse it feels old, I don't know why :? )
Topic Starter
Mitkoff

salchow wrote:

EASY

General:

use 1/2 or 1/1 ( < recomended) Beat Snap Divisor




00:46:106 (3) - Move this silder to 00:46:277, becouse its hard to read for new players and it dosent fit rythmacly.

00:48:849 (3) - ^ ^ ^ ^ (just move it to the second white tick).

00:51:763 (3) - ^ ^ ^ ^ (just move it to the second white tick).


00:56:392 (2) - Move this silder to 00:56:220 (reasons are pretty obvious and they are the same as above).

00:56:906 (3) - ^ ^ ^ ^ (just move it to the previus white tick).

00:56:906 (3,4) - These are to close.

00:57:249 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the end of the slider circle at x:96 y:108

00:58:277 (5) - Place this circle at x:104 y:176.

01:00:334 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the end of the slider circle at x:392 y:272



01:06:849 (1) - Move this ciricle at x:192 y:112

01:07:363 (2) - Move this silder to 01:07:192 (reasons are all above)

01:08:049 (3) - ^ ^ ^ ^ (just move it to the previus white tick).

01:08:220 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the start of the slider circle at x:232 y:48 and place the end of the slider circle at x:352 y:120

01:09:249 (5) - Place this circle at x:328 y:216

01:09:592 (1) - Place this circle at x:424 y:232

01:09:934 (2,3) - ^ ^ ^ ^ (just move it to the previus white tick).

01:10:620 (3) - Place this circle at x:344 y:272

01:11:306 (4) - (^ ^ ^ ^ (just move it to the previus white tick)). Exctend this slider to the next white tick. Place the start of the slider circle at x:184 y:312 and place the end of the slider circle at x:46 y:312



01:33:249 (4) - just cut the circle in half, and add a circle at the next white tick. Becouse there is no exctended vocal or some special sound so try to follow the rythm insted of the vocals there.

01:34:277 (1,2,1,2,1,2) - please fill up the rest of the sounds, becouse in that part there is no more or less densety. just use repetition.


Summing up everything that you suggested, I suppose you want me to concentrate all attention on the sounds of the drums and thereby simplify the following rhythm for the player. However, I do not like this idea. When I conceived this difficulty, I wanted to shift the player's attention to the rhythms that includes in places without vocals, tk. even in the easiest difficulty it seems to me inappropriate and boring to do simple "circle's trains". In such places (without vocals), I follow the sounds (synth sounds) and do not want to change them to the drums that are in all places of the song. Highlight new sounds makes the map more interesting, even if it's an easy difficulty...
So no changes



NORMAL


General:


(none)


(Perfect)





HARD


General:


Set AR at 7 and if you want you can change CS to 3,5 or 4.

CS 3,8 looks and feels fine imo
Actually i want even buff AR for 7,8 or smthing because 01:30:677 (2,3,4,5,6,7,8) - overlap like this is pretty hard to read on 7AR. If, of course, you do not play with dt or hr
No changes as well


At 00:29:477 there is a sound that you should include.
I emphraise it visually by slider shape , it should be enough imo, some kind of simplified version of Insane's slider...

00:36:677 (1) - 00:39:420 (1) - This slider viraiaty just dosent fit and I dont like the slider in general. Try to make it less wigly, similar to this slider 01:06:163 (7) .
i have no idea why no one likes wiggle sliders, it's not hard to read and it fits 1/8 gap of this sound (it my opinion, and i hear it like 1/8)
01:11:477 (6,7,1) - repetition + varaiaty + hard diff map = nightmare flow / very uncomfortable. Please replace this slider that it goes well with the flow. (how to do / recomendation) 01:12:334 (1) - ctrl+G this silder and place it at x:328 y:288. Now atleast its comfortable. Actually i thought about something like this, so yeah, let it be





INSANE


General:


(none)



(Perfect, but i dont like the style. Becouse it feels old, I don't know why :? )
¯\_(ツ)_/¯ old maps smtimes were more fun then like a half maps wich maded nowdays, so i guess it's even better


Anyway, thank You for opinion and feedback about my map. I appreciate it.
salchow

Mitkoff wrote:

salchow wrote:

EASY

General:

use 1/2 or 1/1 ( < recomended) Beat Snap Divisor




00:46:106 (3) - Move this silder to 00:46:277, becouse its hard to read for new players and it dosent fit rythmacly.

00:48:849 (3) - ^ ^ ^ ^ (just move it to the second white tick).

00:51:763 (3) - ^ ^ ^ ^ (just move it to the second white tick).


00:56:392 (2) - Move this silder to 00:56:220 (reasons are pretty obvious and they are the same as above).

00:56:906 (3) - ^ ^ ^ ^ (just move it to the previus white tick).

00:56:906 (3,4) - These are to close.

00:57:249 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the end of the slider circle at x:96 y:108

00:58:277 (5) - Place this circle at x:104 y:176.

01:00:334 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the end of the slider circle at x:392 y:272



01:06:849 (1) - Move this ciricle at x:192 y:112

01:07:363 (2) - Move this silder to 01:07:192 (reasons are all above)

01:08:049 (3) - ^ ^ ^ ^ (just move it to the previus white tick).

01:08:220 (4) - (^ ^ ^ ^ (just move it to the second white tick)). Exctend this slider to the next white tick. Place the start of the slider circle at x:232 y:48 and place the end of the slider circle at x:352 y:120

01:09:249 (5) - Place this circle at x:328 y:216

01:09:592 (1) - Place this circle at x:424 y:232

01:09:934 (2,3) - ^ ^ ^ ^ (just move it to the previus white tick).

01:10:620 (3) - Place this circle at x:344 y:272

01:11:306 (4) - (^ ^ ^ ^ (just move it to the previus white tick)). Exctend this slider to the next white tick. Place the start of the slider circle at x:184 y:312 and place the end of the slider circle at x:46 y:312



01:33:249 (4) - just cut the circle in half, and add a circle at the next white tick. Becouse there is no exctended vocal or some special sound so try to follow the rythm insted of the vocals there.

01:34:277 (1,2,1,2,1,2) - please fill up the rest of the sounds, becouse in that part there is no more or less densety. just use repetition.


Summing up everything that you suggested, I suppose you want me to concentrate all attention on the sounds of the drums and thereby simplify the following rhythm for the player. However, I do not like this idea. When I conceived this difficulty, I wanted to shift the player's attention to the rhythms that includes in places without vocals, tk. even in the easiest difficulty it seems to me inappropriate and boring to do simple "circle's trains". In such places (without vocals), I follow the sounds (synth sounds) and do not want to change them to the drums that are in all places of the song. Highlight new sounds makes the map more interesting, even if it's an easy difficulty...
So no changes


REPLAY TO EASY DIFF CRITISIM:

When I conceived this difficulty, I wanted to shift the player's attention to the rhythms that includes in places without vocals, tk. even in the easiest difficulty it seems to me inappropriate and boring to do simple "circle's trains". In such places (without vocals), I follow the sounds (synth sounds) and do not want to change them to the drums that are in all places of the song. Highlight new sounds makes the map more interesting, even if it's an easy difficulty...

well its still an easy difficulty map, and it is made for beginners. You should stay more to the logical side, because now what you're saying is nonsense. You can't really rank a map if it doesn't follow the "ranking criteria". Basically you need to follow the drums because it's one of the primary instruments and if you follow vocal or some other bullshit then it will be hard to read, and the drums are the rhythm. If you summarise more, that means your "idea" is pretty thrash :o



NORMAL


General:


(none)


(Perfect)





HARD


General:


Set AR at 7 and if you want you can change CS to 3,5 or 4.

CS 3,8 looks and feels fine imo
Actually i want even buff AR for 7,8 or smthing because 01:30:677 (2,3,4,5,6,7,8) - overlap like this is pretty hard to read on 7AR. If, of course, you do not play with dt or hr
No changes as well


At 00:29:477 there is a sound that you should include.
I emphraise it visually by slider shape , it should be enough imo, some kind of simplified version of Insane's slider...


00:36:677 (1) - 00:39:420 (1) - This slider viraiaty just dosent fit and I dont like the slider in general. Try to make it less wigly, similar to this slider 01:06:163 (7) .
i have no idea why no one likes wiggle sliders, it's not hard to read and it fits 1/8 gap of this sound (it my opinion, and i hear it like 1/8)

You know why nobody likes the slider? Becouse its UGLY.



01:11:477 (6,7,1) - repetition + varaiaty + hard diff map = nightmare flow / very uncomfortable. Please replace this slider that it goes well with the flow. (how to do / recomendation) 01:12:334 (1) - ctrl+G this silder and place it at x:328 y:288. Now atleast its comfortable. Actually i thought about something like this, so yeah, let it be





INSANE


General:


(none)



(Perfect, but i don't like the style. Because it feels old, I don't know why :? )
¯\_(ツ)_/¯ old maps smtimes were more fun then like a half maps wich maded nowdays, so i guess it's even better


Anyway, thank You for opinion and feedback about my map. I appreciate it.
Thank you ;)
Topic Starter
Mitkoff

salchow wrote:

well its still an easy difficulty map, and it is made for beginners. You should stay more to the logical side, because now what you're saying is nonsense. You can't really rank a map if it doesn't follow the "ranking criteria". Basically you need to follow the drums because it's one of the primary instruments and if you follow vocal or some other bullshit then it will be hard to read, and the drums are the rhythm. If you summarise more, that means your "idea" is pretty thrash :o
i did't break any of rules. Music consists not only of drums rhythm.
"Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. " - from ranking criteria. And i have strong logic with visual spacing for different rhythms.
I made another one change for avoid 3/2 and 2/1 rhythm in 1 section, so now it's as easy as possible to read.
Tbh If people come to play this game for clicing x / z only on every 1/2 or 1/1 beat, they are doing smthing wrong ... imo

salchow wrote:

You know why nobody likes the slider? Becouse its UGLY.
its subjective stuff.
Electoz
Hi we meet again

[Easy]

  1. 00:33:934 (1,2) - Shouldn't this be the same rhythm as 00:36:677 (1,2,3) - 00:39:420 (1,2,3) ? You repeated the same rhythm 3 times at this part 00:44:906 so idk why you did differently here.
  2. 01:20:563 - Strongly recommend to have more rhythm variations on this part, the rhythm density here is basically 1/1 everywhere until 01:33:249 .
  3. Rhythm is okay-ish but aesthetics can be improved to some extent:
    1. If you want to make your object cramped then that's one thing, but you should pay more attention with inconsistency between visual spacings like 00:56:392 (2,3) - 00:57:421 (4,1) - 01:43:877 (1,2) - 01:45:249 (3,1) - and a lot more. This is what you have to pay attention especially when you're mapping with distance snap.
    2. And like, you should be more consistent when you're executing aesthetics. For example, have you ever thought on blanketing the same object between these measures 00:58:620 (1,2,3,4) - 01:09:592 (1,2,3,4) since they have the same rhythm? My impression atm is that you blanket instinctively so there isn't any real aesthetics concept behind it.


Also your volume is super jarring would recommend reduce the whole song by 10-20%

[Normal]

  1. 00:13:020 - Should be clickable tbh and you made this clickable in other diffs too. Something like this could work I guess.
  2. 00:29:134 (2,3) - Not sure why you used a less dense rhythm than other difficulties.
  3. 00:52:449 (4,1,2) - The placement is misleading cuz 00:53:477 (2) is placed closer to the tail.
  4. 01:12:335 (1,2,3,4,5) - In Hard and Insane, you decided to follow the same sound in the previous measure 01:09:592 . How about doing it in this diff as well then? The rhythm density on this measure is almost the same as Easy in the first place, so it should be buffed.
  5. 01:29:820 - Missing clap.


[Hard]

  1. 00:33:934 (1) - Isn't this supposed to be like 00:36:677 (1) - 00:39:420 (1) ?
  2. 00:59:134 (2,3,4,5) - 01:01:877 (3,4,5,6,7,8) - The concept you used on both of these is the same but they have different rhythms from the song, would be better if you can come up with something else for 00:59:134 (2,3,4,5) or just use the same concept from 01:10:106 (2,3,4,5) lol


I modded these 3 diffs a few days ago so idk if I missed anything during your update so yeah sry in advance I guess

[Insane]

  1. 00:51:935 (1,3) - Don't see really need to stack this tbh, like you always stacked these things whenever sliders are next to each other but idk why you did it inconsistently on this one.
  2. 01:10:106 (2,3,4,5,6,7) - Not really worth breaking your flow concept since this measure is rhythmically the same as 01:09:592 .
  3. 01:14:221 (3,3) - Isn't this supposed to be overlapped instead of stacking according to 01:13:192 (1,3) - 01:13:878 (1,3) - 01:14:564 (1,1) ?
  4. 01:24:335 (5,1,2) - Can be polished more compared to how 01:21:591 (5,1,2) which is a lot cleaner. Probably have to move things around a bit so you don't trap yourself near the edge lol
  5. 01:47:306 (4,5,1) - Looks really cluttered zz


In general aesthetics could be cleaner to some degree, try to focus more on keeping visual spacings consistent. Your comboing in some diffs left me wondering whether they're intentional, like how 00:24:334 (3,1) are not consistent in Hard. In Normal, 00:33:934 is less intense than some other parts like 00:55:877 - 01:20:563 yet your NCs are more frequent which kind of contradicts considering the two latter ones I mentioned could've been NC'd more frequently due to higher rhythm density, you might wanna take a look at that too.
Some conceptual thing could be more consistent I guess, which I already pointed out some (if not all) of them above. Overall has a good potential, can be ranked with some more polishing.
Good luck~
Topic Starter
Mitkoff

Electoz wrote:

Hi we meet again Hi hi, do You remember me O_O ?, anyway glad to see You here. :lol:

[Easy]
  1. 00:33:934 (1,2) - Shouldn't this be the same rhythm as 00:36:677 (1,2,3) - 00:39:420 (1,2,3) ? You repeated the same rhythm 3 times at this part 00:44:906 so idk why you did differently here. i just increase more intense for get more hype, why not?
  2. 01:20:563 - Strongly recommend to have more rhythm variations on this part, the rhythm density here is basically 1/1 everywhere until 01:33:249 . You know what's funny? People want from me follow that rhythm all song long... i think it's not bad how it's now tbh it fits song pretty well
  3. Rhythm is okay-ish but aesthetics can be improved to some extent:
    1. If you want to make your object cramped then that's one thing, but you should pay more attention with inconsistency between visual spacings like 00:56:392 (2,3) - 00:57:421 (4,1) - 01:43:877 (1,2) - 01:45:249 (3,1) - and a lot more. This is what you have to pay attention especially when you're mapping with distance snap.
    2. And like, you should be more consistent when you're executing aesthetics. For example, have you ever thought on blanketing the same object between these measures 00:58:620 (1,2,3,4) - 01:09:592 (1,2,3,4) since they have the same rhythm? My impression atm is that you blanket instinctively so there isn't any real aesthetics concept behind it.
    should be better.


Also your volume is super jarring would recommend reduce the whole song by 10-20% -10% now or your mean mp3? anyway i wnted reduce hss

[Normal]

  1. 00:13:020 - Should be clickable tbh and you made this clickable in other diffs too. Something like this could work I guess. let it be, i wanted to keep consistency with pattering but since there are no vocals which were base for them so, i think it's fine
  2. 00:29:134 (2,3) - Not sure why you used a less dense rhythm than other difficulties. let's make big slider
  3. 00:52:449 (4,1,2) - The placement is misleading cuz 00:53:477 (2) is placed closer to the tail. fixed
  4. 01:12:335 (1,2,3,4,5) - In Hard and Insane, you decided to follow the same sound in the previous measure 01:09:592 . How about doing it in this diff as well then? The rhythm density on this measure is almost the same as Easy in the first place, so it should be buffed. buffed a bit, and swaped to red ticks
  5. 01:29:820 - Missing clap. yep, fixed


[Hard]

  1. 00:33:934 (1) - Isn't this supposed to be like 00:36:677 (1) - 00:39:420 (1) ? Nope, it sounds differently. but it's still pretty similar, and map it in same way in insane, so yeah
  2. 00:59:134 (2,3,4,5) - 01:01:877 (3,4,5,6,7,8) - The concept you used on both of these is the same but they have different rhythms from the song, would be better if you can come up with something else for 00:59:134 (2,3,4,5) or just use the same concept from 01:10:106 (2,3,4,5) lol Is it really needed to change?, i like how same concepts with differences flow or tiny visual differences works for different sounded sections placed nearly. I mean it's same concept yeah, but it feels pretty much difference in gameplay.


I modded these 3 diffs a few days ago so idk if I missed anything during your update so yeah sry in advance I guess nvm

[Insane]

  1. 00:51:935 (1,3) - Don't see really need to stack this tbh, like you always stacked these things whenever sliders are next to each other but idk why you did it inconsistently on this one. 00:46:449 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4) - There was an idea to put objects closer and closer to visually create tension before a very dense next section.
  2. 01:10:106 (2,3,4,5,6,7) - Not really worth breaking your flow concept since this measure is rhythmically the same as 01:09:592 . changed
  3. 01:14:221 (3,3) - Isn't this supposed to be overlapped instead of stacking according to 01:13:192 (1,3) - 01:13:878 (1,3) - 01:14:564 (1,1) ? Nope, i fixed it
  4. 01:24:335 (5,1,2) - Can be polished more compared to how 01:21:591 (5,1,2) which is a lot cleaner. Probably have to move things around a bit so you don't trap yourself near the edge lol You know?, it's pretty unclear tbh, hhhh..., i can translate it in russian with 3 different meanings and technically all will be correct, blame me about my language's knowlendge. Anyway I guess You suggest rotate it or make more similar like previous pattern, right? But i think i just can make new more mathematicly organazed pattern with more clean aesthetic with based on triangle. So, i did more neat pattern...
  5. 01:47:306 (4,5,1) - Looks really cluttered zz it's also sounds pretty unclear, i place objects closer when i want to create more stress for player, for example before 1/4's streams, cause it also uses circles pretty nearly to each other.


In general aesthetics could be cleaner to some degree, try to focus more on keeping visual spacings consistent. Your comboing in some diffs left me wondering whether they're intentional, like how 00:24:334 (3,1) are not consistent in Hard. In Normal, 00:33:934 is less intense than some other parts like 00:55:877 - 01:20:563 yet your NCs are more frequent which kind of contradicts considering the two latter ones I mentioned could've been NC'd more frequently due to higher rhythm density, you might wanna take a look at that too. hhh, should be better too
Some conceptual thing could be more consistent I guess, which I already pointed out some (if not all) of them above. Overall has a good potential, can be ranked with some more polishing. Hope so
Good luck~
Thank You! :)

edit: looks like fixed everything, what i wanted :o
FruityEnLoops
from #modreqs
NM but feel free to check out my map if I helped ya' | helps a lot!
kiai time is really weird
should be on the intense part before the actual kiai

[insane]
00:24:334 (4) - overlaps himself
00:28:963 (3) - the lower parts overlaps himself
00:31:192 (1) - ^
00:38:392 (2,3) - fix blanket
00:40:106 (3,3) - ^ (if that's what you meant to do)
00:45:420 (3) - stack correctly with 00:44:563 (3) -
01:01:363 (1,2) - hard to read for insane, and you only use it 1 time
01:14:049 (2,2) - overlaps
01:16:620 (2,4,6) - move these close to the slider end as you did here for the slider head 00:44:477 (2,3,4,1) -
01:22:620 (4,5) - move it closer to the sliderend
01:24:163 (4) - ^
01:25:534 (5) - ^
01:34:791 (3) - this looks ugly
01:36:163 (3) - ^ (and same for 01:37:534 (3) - )
01:42:163 (4,2) - needs to be either under the sliderend or next to it, not between
01:43:191 (4,6) - ^
01:44:563 (3,5) - overlaps
01:45:935 (3,5) - ^
01:50:049 (1,2,3,4) - spacing is really large here, you need to stay with the same distance snap for all the streams to help the player
02:00:677 (1,2,3) - add bouncing slider here and here 02:01:363 (1,2,3) -
good structure overall

[hard]
higher ar to 8 at least
00:28:963 (2) - that m looks ugly, the two anchor point are too close form each other
better https://puu.sh/vMRpz/30c5e96910.png
00:54:848 (1,1) - why do you break the rythm
01:11:477 (6,1) - overlaps ^
01:29:820 (4,1) - same as ^
01:30:849 (3,4,5,6,7) - too hard to read

[normal]
00:32:563 (3) - shaped weirdly
sometimes you stack circles and sliders, sometimes you don't
confusing for normal
good map overall

nothing for easy

gl on ranking :D
Topic Starter
Mitkoff

FruityEnLoops wrote:

from #modreqs
NM but feel free to check out my map if I helped ya' | helps a lot!
sorry but now i lack of time :(
kiai time is really weird
should be on the intense part before the actual kiai imo kiai now on right place, since tone of music becomes higher imo it's more fits for kiai effect then rap part

[insane]
00:24:334 (4) - overlaps himself it's fine while it have clear follow way
00:28:963 (3) - the lower parts overlaps himself ^
00:31:192 (1) - ^ ^
00:38:392 (2,3) - fix blanket it's not supose to be perfect blanket, i prefer stacks for this section better
00:40:106 (3,3) - ^ (if that's what you meant to do) ^
00:45:420 (3) - stack correctly with 00:44:563 (3) - fixed
01:01:363 (1,2) - hard to read for insane, and you only use it 1 time i'm pretty sure it's not hardest read-pattern wicth insanes use nowdays. And if You ask me i think it's fine. On test-plays wich i got , players easilly read it.
01:14:049 (2,2) - overlaps yep , patterns there based on these overlaps
01:16:620 (2,4,6) - move these close to the slider end as you did here for the slider head 00:44:477 (2,3,4,1) -
01:22:620 (4,5) - move it closer to the sliderend why? it's pretty easy to catch especially if You catch 3,0ds on 00:33:249 (6) -
01:24:163 (4) - ^
01:25:534 (5) - ^
01:34:791 (3) - this looks ugly fine for me
01:36:163 (3) - ^ (and same for 01:37:534 (3) - )
01:42:163 (4,2) - needs to be either under the sliderend or next to it, not between why?
01:43:191 (4,6) - ^
01:44:563 (3,5) - overlaps yep and it supose to be
01:45:935 (3,5) - ^
01:50:049 (1,2,3,4) - spacing is really large here, you need to stay with the same distance snap for all the streams to help the player music goes more intense stream do it as well , that's how it works, actually I spaced it like + 0,1 ds (+0,2) by 1st metric, it's not so high
02:00:677 (1,2,3) - add bouncing slider here and here 02:01:363 (1,2,3) - i use it in hard so there i guess i can try smthing harder
good structure overall

[hard]
higher ar to 8 at least i think i haven't reason for it... now we have good ar spread, i don't see why ar should be 8 or 7 ...
00:28:963 (2) - that m looks ugly, the two anchor point are too close form each other
better https://puu.sh/vMRpz/30c5e96910.png it follow for vocals pinch now, and i don't think it's agly
00:54:848 (1,1) - why do you break the rythm emphasize attention on slowed stretched vocals
01:11:477 (6,1) - overlaps ^ yeah, and im fine with it, it's dont hard to catch and fit overlap consept with pattern around
01:29:820 (4,1) - same as ^ how should i avoid 1/4 overlap? i think it have to be for better readability of this section
01:30:849 (3,4,5,6,7) - too hard to read yep but still possible

[normal]
00:32:563 (3) - shaped weirdly hmm, fine for me
sometimes you stack circles and sliders, sometimes you don't
confusing for normal it's hard to make somthing different and fun with 1 billion rules about how to map easy difficulty, hopefully i'm fine with at least 1st of it
good map overall

nothing for easy

gl on ranking :D thx)
Thanks for mod!
- myRumble -
Clean map in my opinion
Great job dude! I love it!!
Monstrata
Insane

00:26:392 (3,4) - Use two 1/2 sliders instead. Clicking on 00:26:906 - is really awkward imo cuz its not well supported in the music.
00:28:106 (3) - 1/2 slider instead? Vocal is held so a slider would be nice.
00:28:620 (2) - Same tbh. The rhythm here was quite hard to decipher with those spacings and 1/1 gaps in between.
00:35:649 (2,3) - The arrangement feels like it could have been structured better.
00:49:192 (1,3,4,4) - Bunch of stacks got messed up with the stacking leniency xp 00:51:935 (1,3,4) - etc... just check them again.
00:55:877 (1,2,3) - Structure it like this: consistent visual spacing is nice here.

01:01:363 (1,2) - This gives very little emphasis onto 2 xP.
01:02:392 (7,1) - Stacking on 7''s tail would be nicer imo
01:05:306 (1,2,3,1,2,3,1,2,3) - See if you can integrate these into a single pattern. the curved triplet looks out of place currently.
01:34:791 (3) - Maybe its just me, but i just find these kinds of sliders realy overbent and ugly lol. You could try using some variation of cornered sliders for these types of sliders maybe. That could potentially inprove aesthetics.

Your flow choice is really interesting. I wish you could improve aesthetics a bit more.

Hard

00:25:706 (1,2,3) - Stuff like this, use a larger angle of rotation, like 30 or 45 degrees. The current rotation looks pretty bad due to the unevenness it creates:

00:52:792 (4,1) - The spacing randomly gets lower. I think if anything you should keep the same DS.
01:10:106 (2,4,6) - I really like your idea here. I think you need to space it in a way where the head is more visible though.

01:12:848 (2,4,6) - This is better, but the heads are inconsistent in overlap. Make sure you're copy pasting two sliders, and rotating them both when you set up the 3rd slider.
01:30:163 (1,2,3,4,5,6,7,8,9,1) - Okay this is a bit too hard to read imo cuz of all the stacks. 01:31:877 (7,9) - is the biggest offender. If you want to keep the ones earlier i'm ehhh ont he fence, but this one is really unexpected since it's not centralized like the other stacks. You have to remember that the stacks will be covered by a 300 even after they disappear and when they keep recurring in the same location its hard to keep track of them at this level.
01:54:163 (4,5,6) - Angle them in a way that doesn't it make it seem like you messed up in making them parallel xP.
01:58:277 (3,4,1,2,3,4) - Ehh... Not a good pattern imo. I think this could have been better thought out with cleaner visual flows. It looks like you ran out of room for the 1>2>3>4 pattern too xP.

Normal

00:12:506 (2,3) - This is the intro, don't use two circles yet, introduce them later when the song picks up.
01:31:877 (5,6,1) - Visual flow is really poor here. see how 5's slider doesn't point to 6, and slider 1 doesn't suggest a movement from g?


You see how the slider directs the player's path to the next object? The visual is cleaner and makes sense with the slider's path

Generally the aesthetics on this diff could really be improved. Small stuff like blankets, cleaner patterns, and visual flow.

Easy

The visual flow comment from Normal applies to Easy too.
00:14:734 (1,2) - Stuff like this doesn't match the direction of the sliders.

00:48:849 (2,3) - Same about visual flow.
00:56:392 (2,3,4) - Here the player's natural movement is to go straight into slider 4 instead of 3 due to the visual flow.
01:11:477 (4,1,2) - Same idea here^

[]

Alright good luck. Places to improve on are definitely getting a better sense of good aesthetics and patterning. If you want to map freestyle, its important to still respect visual flow so patterns, despite not being very related to one another visually, can still be connected through clean flow movements.
Topic Starter
Mitkoff

Monstrata wrote:

Insane

00:26:392 (3,4) - Use two 1/2 sliders instead. Clicking on 00:26:906 - is really awkward imo cuz its not well supported in the music. changed
00:28:106 (3) - 1/2 slider instead? Vocal is held so a slider would be nice. nope, i want to give more attention on 00:28:449 - cause it's really strong
00:28:620 (2) - Same tbh. The rhythm here was quite hard to decipher with those spacings and 1/1 gaps in between. same thing with vocal, emm it's all 1,4 on ds, why is it hard?
00:35:649 (2,3) - The arrangement feels like it could have been structured better. i fixed stacks on first pattern, others seems fine
00:49:192 (1,3,4,4) - Bunch of stacks got messed up with the stacking leniency xp 00:51:935 (1,3,4) - etc... just check them again. lol, fixed
00:55:877 (1,2,3) - Structure it like this: consistent visual spacing is nice here. up a bit higher

01:01:363 (1,2) - This gives very little emphasis onto 2 xP. actually i wanted to make less emphasis on it since i hear 1 and 2 like related to each other, same kind of sound which i mention on your map, i suggested ~same structure. i think it's fine tbh
01:02:392 (7,1) - Stacking on 7''s tail would be nicer imo changed
01:05:306 (1,2,3,1,2,3,1,2,3) - See if you can integrate these into a single pattern. the curved triplet looks out of place currently. i don't actually think it's necessary since 01:05:306 (1,2,3,1,2,3) - sounds differently than 01:05:992 (1,2,3) - , especially if take more attention on synth sounds
01:34:791 (3) - Maybe its just me, but i just find these kinds of sliders realy overbent and ugly lol. You could try using some variation of cornered sliders for these types of sliders maybe. That could potentially inprove aesthetics. You mb don't remember, but You already said it to me before, and i still prefer curved sliders... my map usually use curved sliders, and this sections might be passed with oval flow... it's personal look on things tbh, i want to keep it.

Your flow choice is really interesting. I wish you could improve aesthetics a bit more. Aesthetics is kinda personal stuff... Orz, i don't see way how i can improve it generally, it seems pretty solid currently...

Hard

00:25:706 (1,2,3) - Stuff like this, use a larger angle of rotation, like 30 or 45 degrees. The current rotation looks pretty bad due to the unevenness it creates:

i did't get point, your screenshot don't make it clearly as well xD, if it's all about nice stuff with circle-blanketing, i believe blankets can be realized also as parallel curved lines
00:52:792 (4,1) - The spacing randomly gets lower. I think if anything you should keep the same DS. fixed
01:10:106 (2,4,6) - I really like your idea here. I think you need to space it in a way where the head is more visible though. Is it necessary? it looks like change 30% to 40% not a big deal if You ask me... also i want to make visible difference beetwen this one and next on

01:12:848 (2,4,6) - This is better, but the heads are inconsistent in overlap. Make sure you're copy pasting two sliders, and rotating them both when you set up the 3rd slider. should be fixed
01:30:163 (1,2,3,4,5,6,7,8,9,1) - Okay this is a bit too hard to read imo cuz of all the stacks. 01:31:877 (7,9) - is the biggest offender. If you want to keep the ones earlier i'm ehhh ont he fence, but this one is really unexpected since it's not centralized like the other stacks. You have to remember that the stacks will be covered by a 300 even after they disappear and when they keep recurring in the same location its hard to keep track of them at this level. i fogot about 300 animation in default skin :o ,changed
01:54:163 (4,5,6) - Angle them in a way that doesn't it make it seem like you messed up in making them parallel xP. should be better
01:58:277 (3,4,1,2,3,4) - Ehh... Not a good pattern imo. I think this could have been better thought out with cleaner visual flows. It looks like you ran out of room for the 1>2>3>4 pattern too xP. i have smthing else hmmm, changed

Normal

00:12:506 (2,3) - This is the intro, don't use two circles yet, introduce them later when the song picks up. oki doki
01:31:877 (5,6,1) - Visual flow is really poor here. see how 5's slider doesn't point to 6, and slider 1 doesn't suggest a movement from g?


You see how the slider directs the player's path to the next object? The visual is cleaner and makes sense with the slider's path

Generally the aesthetics on this diff could really be improved. Small stuff like blankets, cleaner patterns, and visual flow.

Easy

The visual flow comment from Normal applies to Easy too.
00:14:734 (1,2) - Stuff like this doesn't match the direction of the sliders.

00:48:849 (2,3) - Same about visual flow.
00:56:392 (2,3,4) - Here the player's natural movement is to go straight into slider 4 instead of 3 due to the visual flow.
01:11:477 (4,1,2) - Same idea here^

[]
N/E have almost perfect note connecting riht now , i reworked some sections

Alright good luck. Places to improve on are definitely getting a better sense of good aesthetics and patterning. If you want to map freestyle, its important to still respect visual flow so patterns, despite not being very related to one another visually, can still be connected through clean flow movements.
Thanks for mod!
Sidetail
[general]
- lmao 1/16
- convert current bg into jpg for spacing saving. you're not taking advantage of feature of png anyways since there is no transparency

[insane]
00:16:449 (4,5) - i usually dont nitpick on blankets but since this one is misaligned from other ones, it sort of bothers me
00:56:220 (2,3) - that's bit too close tbh compared to other objects' placement
01:34:791 (3) - this looks out of shape from rest of the map (etc)
remove green line since previous points are identical:
00:31:191 -
01:11:477 -

[hard]
00:53:134 (1,1,2,1,2) - perhaps it would be nice if you increased sv as well since compared to 00:32:563 (1,2,3,4) - they are both 0.75x but one's placement in the song has more power
remove greenline:
00:39:420 -

[normal]
remove greenline:
00:39:420

[easy]
01:34:277 (1,2,1,2,1,2) - there is a lot of stuff going on, yet it's mapped like this :l
Topic Starter
Mitkoff

Sidetail wrote:

[general]
- lmao 1/16 ???
- convert current bg into jpg for spacing saving. you're not taking advantage of feature of png anyways since there is no transparency done

[insane]
00:16:449 (4,5) - i usually dont nitpick on blankets but since this one is misaligned from other ones, it sort of bothers me should be better
00:56:220 (2,3) - that's bit too close tbh compared to other objects' placement idea was to make hold-spead up cursor movemet, for fits synth sounds better
01:34:791 (3) - this looks out of shape from rest of the map (etc) hmm, i dont think so... it's just curved sliders wich i have a lot in my map
remove green line since previous points are identical:
00:31:191 -
01:11:477 - deleted all

[hard]
00:53:134 (1,1,2,1,2) - perhaps it would be nice if you increased sv as well since compared to 00:32:563 (1,2,3,4) - they are both 0.75x but one's placement in the song has more power i thin it's fine,00:53:134 (1,1,2,1,2) - i made jumps to kick sliders and for more soft mechanic 0.75 is fine, i want that player considers jumps and do not give a lot of attention for correct hold cursor, changing in placement enough imo
remove greenline:
00:39:420 -

[normal]
remove greenline:
00:39:420

[easy]
01:34:277 (1,2,1,2,1,2) - there is a lot of stuff going on, yet it's mapped like this :l i made it because i focused on vocals here, wich become less tense. And sinse it's easy i should skip a lot of stuff. If You check other diff, You'll see same idea.
This world really small, like 3 hours ago, i wanted to request NM to your queue (but couldn't find anything because of internet (pictures)). heh...

Thanks
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