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Katakiri Rekka - Moe Ochiru Hokori -Counter raid Another D-

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Nao Tomori
damn rip the most important part of the map
Ashton
wow this map is so wonderful

also bubble on first page o.o
Naxess
Greetings! You wanted me to look at this, so here I am.


  • [General]
  1. Why do you have a .osb in your song folder? It's not named correctly, and is therefore an unused file. Consider removing it if you're not going to use it.


    • "Katakiri Rekka - Moe Ochiru Hokori -Counter raid Another D- (Altuth) [The Abyss].osu"
      "Rekka Katakiri - Our pride burning down -Counter raid Another D- (Altuth).osb"
  2. soft-hitclap.wav currently has about 10 ms of delay. I'd suggest you cut it to remove the sounds before the actual impact.
  3. You have two timinglines at 00:01:111 - with conflicting sampleset settings. Same goes for 01:27:129 - , but this time it's about kiai. Generally you'd want to avoid conflicting settings because it may cause technical problems within the beatmap.
  4. All of the above are unrankable, and must be fixed before this is pushed forwards.

    [The Abyss]
  5. 00:03:570 (5,6) - Could space these a bit to reflect the drums like 00:02:094 (4,5) - 00:05:045 (6,7) - were doing.
  6. 00:10:578 (4,5) - Considering that these are similar sounds I don't see why it would be so different from 00:09:102 (4,5) - 00:07:627 (4,5) - . There may be a buildup here, but this is still a bit sudden. In order to make the transition smoother you could try increasing the spacing gradually over 00:09:102 (4,5,6,7,1,2,3) - , for example.
  7. Spacing looks rather inconsistent overall, things like 00:12:914 (1,2,3) - 00:14:389 (1,2) - compared to 00:15:865 (1,2,3) - 00:17:340 (1,2) - just looks really odd. Perhaps something could be done to bring some consistency into the whole thing in accordance with how the song sounds.
  8. 00:24:694 (1,1) - I don't mean to be pestering you about aesthetics, but the way this almost looks like a blanket is... pretty noticeable.
  9. 00:26:636 (1) - In order to keep the polarity to red ticks, as well as providing emphasis to the following slider, end this on 00:27:865 - .
  10. 00:35:488 (1) - I don't find this rhythm choice to be preferable, since previous vocals had both sounds emphasized, 00:34:013 (1,2) - 00:32:538 (1,2) - . Could always just keep doing what you were doing. Possibly providing some spacing between (4) and (5) in this example, because of the vocal pitch change.
  11. 00:45:079 - Would really like this sound to be accented in some way. Perhaps replacing it with a circle and providing a pause between it and (5).
  12. 00:48:029 (4,5,6,1) - Because of the repeated rhythm extending into (1), it makes things seem unnecessarily monotonous and (1) fails to stand out properly. In my opinion this section is also a bit too intense. When the vocals stop, you could try lowering the rhythm density for the sake of reflecting the intensity of the song. Would nicely contrast the following section, 00:48:767 - , as well.
  13. 00:51:964 (2,3,4) - Mixing multiple instruments in the same pattern is not something I would recommend. The layers feel more stitched together in the transition than intuitive, so if possible try not resorting to this. Instead, try somehow differentiating it, allowing vocals to play one part and melody to play another.
  14. 00:57:128 (6,7,1,2) - Similarly here, if something differs in the song, then try making this stand out in the map. The map is reflecting the song, after all. In this case the vocals on 00:57:865 (2) - are quite different from the rest. One alternative is to rhythmically swap 00:57:865 (2,3) - , in which way both vocals and the melody transition nicely into each other.
  15. 01:07:701 (4,1) - Again, there's a bunch of spacing that can reflect more of what the song is doing. Look at some other place like 01:17:783 (5,6,1) - , for example. It's important that you keep a good balance between these "jumps" though, so in case you find anything that is spaced too far unnecessarily, like (5) and (6) in comparison to (1) in the above example, then it's probably something to look at as well. Anyway, I'd recommend you check some of this on your own in the map to make sure things work intentionally in this regard, might be a good idea. I'm not going to be looking at this much more, which is why I'm recommending you to do this.
  16. 02:24:545 - Sounds quite strange that these have drum sounds when the song doesn't. Might sound better if the tails were silenced, don't you think? Having feedback for something that you don't even have to respond to and that the song doesn't support isn't exactly necessary in my opinion, especially not when it doesn't bridge into anything.
  17. 02:45:447 (3,4,5,1) - Going to stop mentioning this as well, but refrain from having patterns seemingly group together like this when one of the sounds are clearly different.
  18. 02:47:660 - In my opinion it would be great if this section was contrasting to 02:59:463 - and 02:35:857 - in some concept in accordance with the drums. One way could be by using Ctrl+G on 02:48:029 (2) - 02:50:980 (2) - 02:52:455 (2) - etc. as way to emphasize that these are different from 02:36:226 (2) - 02:39:176 (2) - 02:42:127 (2) - and so on.
  19. 03:27:866 (3,5) - 03:29:341 (3,5) - 03:30:817 (3,5) - These are definitely interesting, but in comparison to what the first kiai did with 01:28:850 (2,3,4,5) - 01:30:325 (2,3,4,5) - 01:31:801 (2,3,4,5) - , this just seems harder to read, whilst the first seems harder to aim. While I do like the diversity, it feels a bit inconsistent in terms of difficulty aspects.
  20. Similarly with the second halves of both kiais, none of 01:40:653 (2,3,4,5) - 01:42:128 (2,3,4,5) - 01:43:604 (2,3,4,5) - is even seen within the second one. Having one be this much more intense is unwarranted, since these two sections are analogous and, as such, the same, both fundamentally and musically. Consider making them a bit more consistent in regards to intensity.
  21. 04:20:550 - Not going to map this?
  22. 04:25:776 (3,4,5) - These are more intense than the rest so adding some spacing would be appropriate.
  23. 04:27:989 - This section looks a bit too dense for what the song supports. The drums are extremely faint, and the most audible and prominent layer is vocals, so to disregard this and create this kind of intensity may not be very... preferable. In addition, the vocals don't seem to be followed very well, since some lack emphasis, for example 04:30:202 - . At this point I'm not even sure why 04:28:357 (2) - 04:29:341 (6) - 04:30:325 (4) - are clickable. I'd suggest you revise this section somewhat, as it's not something I agree with at the moment. Try adding some more longer sliders and pauses between notes in accordance with the lower intensity.
  24. 05:16:431 (5,6,7,1,2,3) - 05:19:628 (1,2,3) - This looks... really questionable. Are you completely sure that these are supposed to be 1/3? From looking at 05:22:824 (4,5) - in 05:22:578 (1,2,3,4,5,6,7,8,9,10,11) - , it seems like you believe the guitar are making these sounds, if I'm not mistaken, but the most distinct guitar sounds are actually snapped to 1/4.
I'll stop there, and probably return before this is bubbled again, if things go well. It's definitely a unique map, and it has great potential, but I feel like some elements can still be polished and/or reconsidered before it reaches the ranked section. Feel free to call me back once you've thoroughly looked through your map for similar issues. Should you feel the need, you can also ask for more mods before calling me back. Good luck!

@Xexxar lets wait with rebubbling this for now
Topic Starter
Altuth

Naxess wrote:

Greetings! You wanted me to look at this, so here I am.


  • [General]
  1. Why do you have a .osb in your song folder? It's not named correctly, and is therefore an unused file. Consider removing it if you're not going to use it.


    • "Katakiri Rekka - Moe Ochiru Hokori -Counter raid Another D- (Altuth) [The Abyss].osu"
      "Rekka Katakiri - Our pride burning down -Counter raid Another D- (Altuth).osb"
  2. soft-hitclap.wav currently has about 10 ms of delay. I'd suggest you cut it to remove the sounds before the actual impact.
  3. You have two timinglines at 00:01:111 - with conflicting sampleset settings. Same goes for 01:27:129 - , but this time it's about kiai. Generally you'd want to avoid conflicting settings because it may cause technical problems within the beatmap.
  4. All of the above are unrankable, and must be fixed before this is pushed forwards.

    Fixed unrankable issues

    [The Abyss]
  5. 00:03:570 (5,6) - Could space these a bit to reflect the drums like 00:02:094 (4,5) - 00:05:045 (6,7) - were doing.
  6. 00:10:578 (4,5) - Considering that these are similar sounds I don't see why it would be so different from 00:09:102 (4,5) - 00:07:627 (4,5) - . There may be a buildup here, but this is still a bit sudden. In order to make the transition smoother you could try increasing the spacing gradually over 00:09:102 (4,5,6,7,1,2,3) - , for example.
  7. Spacing looks rather inconsistent overall, things like 00:12:914 (1,2,3) - 00:14:389 (1,2) - compared to 00:15:865 (1,2,3) - 00:17:340 (1,2) - just looks really odd. Perhaps something could be done to bring some consistency into the whole thing in accordance with how the song sounds.
  8. 00:24:694 (1,1) - I don't mean to be pestering you about aesthetics, but the way this almost looks like a blanket is... pretty noticeable.
  9. 00:26:636 (1) - In order to keep the polarity to red ticks, as well as providing emphasis to the following slider, end this on 00:27:865 - .
  10. 00:35:488 (1) - I don't find this rhythm choice to be preferable, since previous vocals had both sounds emphasized, 00:34:013 (1,2) - 00:32:538 (1,2) - . Could always just keep doing what you were doing. Possibly providing some spacing between (4) and (5) in this example, because of the vocal pitch change.
  11. 00:45:079 - Would really like this sound to be accented in some way. Perhaps replacing it with a circle and providing a pause between it and (5).
  12. 00:48:029 (4,5,6,1) - Because of the repeated rhythm extending into (1), it makes things seem unnecessarily monotonous and (1) fails to stand out properly. In my opinion this section is also a bit too intense. When the vocals stop, you could try lowering the rhythm density for the sake of reflecting the intensity of the song. Would nicely contrast the following section, 00:48:767 - , as well.
  13. 00:51:964 (2,3,4) - Mixing multiple instruments in the same pattern is not something I would recommend. The layers feel more stitched together in the transition than intuitive, so if possible try not resorting to this. Instead, try somehow differentiating it, allowing vocals to play one part and melody to play another.
  14. 00:57:128 (6,7,1,2) - Similarly here, if something differs in the song, then try making this stand out in the map. The map is reflecting the song, after all. In this case the vocals on 00:57:865 (2) - are quite different from the rest. One alternative is to rhythmically swap 00:57:865 (2,3) - , in which way both vocals and the melody transition nicely into each other.
  15. 01:07:701 (4,1) - Again, there's a bunch of spacing that can reflect more of what the song is doing. Look at some other place like 01:17:783 (5,6,1) - , for example. It's important that you keep a good balance between these "jumps" though, so in case you find anything that is spaced too far unnecessarily, like (5) and (6) in comparison to (1) in the above example, then it's probably something to look at as well. Anyway, I'd recommend you check some of this on your own in the map to make sure things work intentionally in this regard, might be a good idea. I'm not going to be looking at this much more, which is why I'm recommending you to do this.
    Made some remapping with your changes. Spacing should be more consistent now.

  16. 02:24:545 - Sounds quite strange that these have drum sounds when the song doesn't. Might sound better if the tails were silenced, don't you think? Having feedback for something that you don't even have to respond to and that the song doesn't support isn't exactly necessary in my opinion, especially not when it doesn't bridge into anything. I dont feel good about silencing slider ends. no change
  17. 02:45:447 (3,4,5,1) - Going to stop mentioning this as well, but refrain from having patterns seemingly group together like this when one of the sounds are clearly different.
  18. 02:47:660 - In my opinion it would be great if this section was contrasting to 02:59:463 - and 02:35:857 - in some concept in accordance with the drums. One way could be by using Ctrl+G on 02:48:029 (2) - 02:50:980 (2) - 02:52:455 (2) - etc. as way to emphasize that these are different from 02:36:226 (2) - 02:39:176 (2) - 02:42:127 (2) - and so on.
  19. 03:27:866 (3,5) - 03:29:341 (3,5) - 03:30:817 (3,5) - These are definitely interesting, but in comparison to what the first kiai did with 01:28:850 (2,3,4,5) - 01:30:325 (2,3,4,5) - 01:31:801 (2,3,4,5) - , this just seems harder to read, whilst the first seems harder to aim. While I do like the diversity, it feels a bit inconsistent in terms of difficulty aspects.
  20. Similarly with the second halves of both kiais, none of 01:40:653 (2,3,4,5) - 01:42:128 (2,3,4,5) - 01:43:604 (2,3,4,5) - is even seen within the second one. Having one be this much more intense is unwarranted, since these two sections are analogous and, as such, the same, both fundamentally and musically. Consider making them a bit more consistent in regards to intensity. Remapped the second kiai to have mroe consistency with the first one, star rating went a bit up too.
  21. 04:20:550 - Not going to map this?
  22. 04:25:776 (3,4,5) - These are more intense than the rest so adding some spacing would be appropriate.
  23. 04:27:989 - This section looks a bit too dense for what the song supports. The drums are extremely faint, and the most audible and prominent layer is vocals, so to disregard this and create this kind of intensity may not be very... preferable. In addition, the vocals don't seem to be followed very well, since some lack emphasis, for example 04:30:202 - . At this point I'm not even sure why 04:28:357 (2) - 04:29:341 (6) - 04:30:325 (4) - are clickable. I'd suggest you revise this section somewhat, as it's not something I agree with at the moment. Try adding some more longer sliders and pauses between notes in accordance with the lower intensity. Remapped, with slow slider.
  24. 05:16:431 (5,6,7,1,2,3) - 05:19:628 (1,2,3) - This looks... really questionable. Are you completely sure that these are supposed to be 1/3? From looking at 05:22:824 (4,5) - in 05:22:578 (1,2,3,4,5,6,7,8,9,10,11) - , it seems like you believe the guitar are making these sounds, if I'm not mistaken, but the most distinct guitar sounds are actually snapped to 1/4. I think they follow the faint guitar sounds good enough for players to adapt to it. In the case where I am completely wrong, I will revisit the streams.
I'll stop there, and probably return before this is bubbled again, if things go well. It's definitely a unique map, and it has great potential, but I feel like some elements can still be polished and/or reconsidered before it reaches the ranked section. Feel free to call me back once you've thoroughly looked through your map for similar issues. Should you feel the need, you can also ask for more mods before calling me back. Good luck! Thanks alot for looking at this, I got some really good quality changes in.

@Xexxar lets wait with rebubbling this for now

Thanks for the mod Naxess!
Naxess
Greetings again!

So we spoke IRC and some things were changed. Streams changed to 1/4 snapping, for instance. Now for the rest...


  • [The Abyss]
    Hit Objects
  1. 00:12:914 (1,2) - This spacing still looks a bit inconsistent with 00:14:389 (1,2) - 00:15:865 (1,2) - , so you could try spacing the others too, if you'd like, or simply lowering this first one.
  2. 00:36:718 (7,8,1) - Stacking this plays a bit odd. Where's the impact for 00:36:841 - ? The sounds aren't exactly similar either, hm. Could try some 1/2 slider, otherwise.
  3. 01:32:538 (7,8) - This movement feels a bit awkward because the flow is too smooth. Forces the player to decelerate and then accelerate in the same direction again. Try forcing some sharper angle or breaking flow here, as you have done with the other ones.
  4. Naxess wrote:

    02:47:660 - In my opinion it would be great if this section was contrasting to 02:59:463 - and 02:35:857 - in some concept in accordance with the drums. One way could be by using Ctrl+G on 02:48:029 (2) - 02:50:980 (2) - 02:52:455 (2) - etc. as way to emphasize that these are different from 02:36:226 (2) - 02:39:176 (2) - 02:42:127 (2) - and so on.
    Can't see from your reply what you wanted to do with this.
  5. 01:25:161 (6,1) - 03:24:054 (6,1) - Some consistency here would probably be appropriate. Might be easiest to lower the first one slightly first and then moving the second accordingly.
  6. 01:34:997 (4) - Isn't this inconsistent with what was done at 01:33:521 (4,5) - with the 4 circle pattern? It's barely the same sound as the other sliders here. At least try differentiating them in some way if you're keeping them. Same applies to 01:45:324 (4) - and 01:48:275 (4) - . It is possible to start them 1/4 before where they are, but that wouldn't follow vocals very well, but you still did it in the following kiai, 03:43:972 (2,3) - 03:41:021 (2,3) - 03:43:972 (2,3) - etc. Seems to be more of these later as well 04:49:136 (4) - .
  7. 02:24:054 (1) - There's no shape like this anywhere else in this section, is this intentional?
  8. 03:31:062 (5,6) - This seems to be a bit far, don't you think? Also regarding 03:28:234 (6) - and 03:30:693 (2,3,4,5) - , in the first kiai, many patterns would somehow be overlapped by the circles, as seen at 01:30:570 (4,6) - 01:32:046 (4,6) - 01:31:554 (1,3) - 01:33:521 (4,6) - etc. Could go for something similar here as well to keep the concept going, kind of like 03:32:414 (4,6) - 03:33:890 (4,6) - were done later in the same section.
  9. 03:36:717 - Could make this a 1/2 slider like was done at 01:37:824 - . I'd say this is quite emphasized, after all, and vocals are mostly idle too.
  10. 04:30:939 (1,2,3) - I'd think something like this would make these vocals stand out a bit better. As right now 04:31:431 - sounds quite off due to emphasis being on 04:31:677 - and 04:31:185 - . Something similar could be done at 04:36:841 (1,2) - in order to group 04:37:579 (3,4,5) - in accordance with the vocals in the song.
  11. 04:53:808 (6,7,8,1) - This part in specific would probably not be very intuitive in gameplay due to being lower spaced. The slider velocity is already quite high so it's likely that it will end up moving too fast and need for deceleration, like mentioned earlier. Try giving them a different angle, or force some kind of change in momentum like 04:45:202 (7,8) - or 04:49:382 (5,6) - does, along with some larger spacing. Alternatively you could try curving them like this for breaking the flow. Something similar is happening at 04:57:005 (7,8) - .
  12. 05:16:677 (1,2,3,4) - This first stream looks a bit excessive due to it's length. It's clearly not like 05:29:464 (7,8,9,10,11,12,13,14) - or 05:30:202 (2,3,4,5,6,7,8,9) - . Try replacing it with something like 05:20:120 (6,7) - 05:23:316 (11,12) - , since there's a stream leading into it.
  13. 05:35:366 (8,9) - I see what you're doing here, but it's probably a bit far, though. At least in comparison to 05:35:120 (7,8) - and considering that the pitch is getting lower. Might be easiest to just move it closer and space (7) and (8) a bit, and then perhaps lower (1) as well for emphasis.

    Hitsounds
  14. 00:01:111 - Tbh you should probably hitsound this beginning. There's quite a lot of distinct sounds around here, for example the loud drums in the background.
  15. 00:07:012 - Could try increasing the volume a bit here.
  16. 00:07:135 - 00:08:611 - 00:10:086 - 00:12:299 - 00:12:545 - These are probably unnecessary, nothing from what I can hear that this would reflect that the other ones do.
  17. 00:23:242 - Looks like a whistle was missed here.
  18. 00:23:918 - Remove this whistle and then add to 00:23:856 - and 00:23:979 - instead.
  19. 00:24:287 - Might be able to use claps or drum-claps on these, and then lowering the volume gradually over these. Or, even better, just do it like you did at 02:02:538 - for consistency.
  20. 00:25:161 - These finishes are quite difficult to hear at 25% volume, not to speak of the hitnormals. Might want to turn all 25% up to maybe 40% or 50% instead so feedback is audible, and then increasing the rest accordingly so they're still the same in comparison.
  21. 00:32:538 (1) - 00:34:013 (1) - 00:35:488 (1) - Try covering these as well, could try whistle and finish.
  22. 00:33:152 (4) - And then maybe cover these with only whistles or only claps or something. I mean there are audible drums on them, so why not use this for feedback?
  23. 00:39:177 - 00:45:079 - Oh and then hitsound all of these as well, perhaps with whistles. Ignoring them would seem a bit odd.
  24. 00:48:029 - Cover this one with a finish like you did 00:42:128 -
  25. 00:49:013 - This one doesn't seem to make much sense though. Would be nice if 00:48:767 - 00:49:997 - 00:50:242 - etc. and this were covered with the same thing. Maybe whistle and lowered volume or perhaps some default drum-hitnormal.
  26. 00:52:456 - This one is a bit out of pattern though, the sound is at 00:53:931 - , which you've hitsounded already. It's important to keep scarcity in what you hitsound so things stand out more in accordance with the song.
  27. 01:00:570 - There's even more stuff in this section which can be hitsounded, not going to mention anything specific, but just know that I'd like you to hitsound this as well. At the moment there's just a few finishes here and there, but there's actually potential for claps and whistles and even more finishes which would improve feedback considerably.
  28. 01:30:447 - 01:31:923 - Should probably hitsound these as well. There's barely anything on 01:32:046 - , so could consider removing those.
  29. 01:34:997 - Unless you changed this already, this is not the same sound as 01:35:242 - , so using the same hitsound combination wouldn't be appropriate. Same thing at 01:45:324 - and 01:48:275 - .
  30. 02:24:545 - I mean... the new hitnormal sort of solves this, but it's very quiet otherwise, which may not be very good for overall feedback. You did silence parts like 02:02:783 - so I don't see why you couldn't do here as well. It's just a bit risky, since the RC does mention that things should be audible. So either some other hitnormal is used or more of hitsounds are utilized. Not too sure on this though, could try asking some other nominator for confirmation. More hitsounds wouldn't hurt though, as long as they reflect and/or complement the song. also you should definitely add hitsounds in this part as well.
  31. 02:37:578 (3,4,5,6,7) - 02:39:545 (3,4,5) - 05:13:726 (1,3) - 05:15:693 - etc. Not sure what you were planning to do here, but appearantly all of these have soft samplesets, even though you already have the soft sampleset through your timing section. Doesn't affect anything unless you were to change sampleset on said timing section, though.
  32. 02:47:660 - You could potentially add whistles to some of these downbeats to reflect their prominence.
  33. 03:09:299 (4,6) - 03:24:299 - Could still add claps to these.
  34. 03:27:865 - Same stuff as previous kiai still applies here.
  35. 03:50:918 (1,2,3,4) - Might actually be able to cover these with finishes.
  36. 03:52:332 - I'd like for this section to be hitsounded with more than just finishes. There's plenty of drums that can be reflected.
  37. 04:14:709 - Could add a finish here.
  38. 04:20:488 (1,2) - Try claps on these.
  39. 04:21:226 - Some more missing stuff here, I think the main cause of hitsounds seemingly missing is because your previous hitnormal covered these or something, but it would probably also cover a bunch of other unnecessary things, so the change was probably beneficial in the end.
  40. 04:49:136 - Mentioned these earlier, they're in this kiai too, in case you haven't dealt with them already. Oh and 04:54:915 - are still here as well.
  41. 05:04:874 - No clap? This is the only downbeat in all of the kiais that doesn't also use a clap. Just looks a bit inconsistent. Oh and 05:41:759 - as well.
  42. 05:15:693 - I'd think this would go on 05:15:570 - instead? That's at least how the rest of this section goes. Refer to 05:21:472 - , for example. Some more missed on 05:19:997 - , though.
  43. 05:28:480 - Had claps on some of these previously as well, not sure why a finish now. Same goes for the one at 05:22:579 - .
  44. 05:37:702 - Song seems to suggest that there should be a finish here.
  45. 05:42:128 - Drums apparently go a bit differently in this section, there's impacts in places like 05:42:866 - 05:45:079 - and so on as well.
Should be fine for the most part after this, assuming hitsounds are audible, sections are hitsounded and so on.
Topic Starter
Altuth

Naxess wrote:

Greetings again!

So we spoke IRC and some things were changed. Streams changed to 1/4 snapping, for instance. Now for the rest...


  • [The Abyss]
    Hit Objects
  1. 00:12:914 (1,2) - This spacing still looks a bit inconsistent with 00:14:389 (1,2) - 00:15:865 (1,2) - , so you could try spacing the others too, if you'd like, or simply lowering this first one. Fixed by lowering the first one.
  2. 00:36:718 (7,8,1) - Stacking this plays a bit odd. Where's the impact for 00:36:841 - ? The sounds aren't exactly similar either, hm. Could try some 1/2 slider, otherwise. A slider worked well there.
  3. 01:32:538 (7,8) - This movement feels a bit awkward because the flow is too smooth. Forces the player to decelerate and then accelerate in the same direction again. Try forcing some sharper angle or breaking flow here, as you have done with the other ones. I cant seem to be able to change it, as it is a trait that is repeated throughout thw hole map. I did increase the distance a bit though.
  4. Naxess wrote:

    02:47:660 - In my opinion it would be great if this section was contrasting to 02:59:463 - and 02:35:857 - in some concept in accordance with the drums. One way could be by using Ctrl+G on 02:48:029 (2) - 02:50:980 (2) - 02:52:455 (2) - etc. as way to emphasize that these are different from 02:36:226 (2) - 02:39:176 (2) - 02:42:127 (2) - and so on.
    Can't see from your reply what you wanted to do with this. I am unsure about this improvement.
  5. 01:25:161 (6,1) - 03:24:054 (6,1) - Some consistency here would probably be appropriate. Might be easiest to lower the first one slightly first and then moving the second accordingly. Made them more consistent.
  6. 01:34:997 (4) - Isn't this inconsistent with what was done at 01:33:521 (4,5) - with the 4 circle pattern? Made consistent It's barely the same sound as the other sliders here. At least try differentiating them in some way if you're keeping them. Same applies to 01:45:324 (4) - and 01:48:275 (4) - . It is possible to start them 1/4 before where they are, but that wouldn't follow vocals very well, but you still did it in the following kiai, 03:43:972 (2,3) - 03:41:021 (2,3) - 03:43:972 (2,3) - etc. Seems to be more of these later as well 04:49:136 (4) - . I am unsure about this. I feel that it plays consistently.
  7. 02:24:054 (1) - There's no shape like this anywhere else in this section, is this intentional? Intentional
  8. 03:31:062 (5,6) - This seems to be a bit far, don't you think? Also regarding 03:28:234 (6) - and 03:30:693 (2,3,4,5) - , in the first kiai, many patterns would somehow be overlapped by the circles, as seen at 01:30:570 (4,6) - 01:32:046 (4,6) - 01:31:554 (1,3) - 01:33:521 (4,6) - etc. Could go for something similar here as well to keep the concept going, kind of like 03:32:414 (4,6) - 03:33:890 (4,6) - were done later in the same section. Reworked the patterns in the second kiai to be consistent.
  9. 03:36:717 - Could make this a 1/2 slider like was done at 01:37:824 - . I'd say this is quite emphasized, after all, and vocals are mostly idle too. Done
  10. 04:30:939 (1,2,3) - I'd think something like this would make these vocals stand out a bit better. As right now 04:31:431 - sounds quite off due to emphasis being on 04:31:677 - and 04:31:185 - . Something similar could be done at 04:36:841 (1,2) - in order to group 04:37:579 (3,4,5) - in accordance with the vocals in the song. Done
  11. 04:53:808 (6,7,8,1) - This part in specific would probably not be very intuitive in gameplay due to being lower spaced. The slider velocity is already quite high so it's likely that it will end up moving too fast and need for deceleration, like mentioned earlier. Try giving them a different angle, or force some kind of change in momentum like 04:45:202 (7,8) - or 04:49:382 (5,6) - does, along with some larger spacing. Alternatively you could try curving them like this for breaking the flow. Something similar is happening at 04:57:005 (7,8) - . Made them better
  12. 05:16:677 (1,2,3,4) - This first stream looks a bit excessive due to it's length. It's clearly not like 05:29:464 (7,8,9,10,11,12,13,14) - or 05:30:202 (2,3,4,5,6,7,8,9) - . Try replacing it with something like 05:20:120 (6,7) - 05:23:316 (11,12) - , since there's a stream leading into it. Remade stream
  13. 05:35:366 (8,9) - I see what you're doing here, but it's probably a bit far, though. At least in comparison to 05:35:120 (7,8) - and considering that the pitch is getting lower. Might be easiest to just move it closer and space (7) and (8) a bit, and then perhaps lower (1) as well for emphasis. Fixed distance to be more appropriate

    Hitsounds
  14. 00:01:111 - Tbh you should probably hitsound this beginning. There's quite a lot of distinct sounds around here, for example the loud drums in the background.
  15. 00:07:012 - Could try increasing the volume a bit here.
  16. 00:07:135 - 00:08:611 - 00:10:086 - 00:12:299 - 00:12:545 - These are probably unnecessary, nothing from what I can hear that this would reflect that the other ones do.
  17. 00:23:242 - Looks like a whistle was missed here.
  18. 00:23:918 - Remove this whistle and then add to 00:23:856 - and 00:23:979 - instead.
  19. 00:24:287 - Might be able to use claps or drum-claps on these, and then lowering the volume gradually over these. Or, even better, just do it like you did at 02:02:538 - for consistency.
  20. 00:25:161 - These finishes are quite difficult to hear at 25% volume, not to speak of the hitnormals. Might want to turn all 25% up to maybe 40% or 50% instead so feedback is audible, and then increasing the rest accordingly so they're still the same in comparison.
  21. 00:32:538 (1) - 00:34:013 (1) - 00:35:488 (1) - Try covering these as well, could try whistle and finish.
  22. 00:33:152 (4) - And then maybe cover these with only whistles or only claps or something. I mean there are audible drums on them, so why not use this for feedback?
  23. 00:39:177 - 00:45:079 - Oh and then hitsound all of these as well, perhaps with whistles. Ignoring them would seem a bit odd.
  24. 00:48:029 - Cover this one with a finish like you did 00:42:128 -
  25. 00:49:013 - This one doesn't seem to make much sense though. Would be nice if 00:48:767 - 00:49:997 - 00:50:242 - etc. and this were covered with the same thing. Maybe whistle and lowered volume or perhaps some default drum-hitnormal.
  26. 00:52:456 - This one is a bit out of pattern though, the sound is at 00:53:931 - , which you've hitsounded already. It's important to keep scarcity in what you hitsound so things stand out more in accordance with the song.
  27. 01:00:570 - There's even more stuff in this section which can be hitsounded, not going to mention anything specific, but just know that I'd like you to hitsound this as well. At the moment there's just a few finishes here and there, but there's actually potential for claps and whistles and even more finishes which would improve feedback considerably.
  28. 01:30:447 - 01:31:923 - Should probably hitsound these as well. There's barely anything on 01:32:046 - , so could consider removing those.
  29. 01:34:997 - Unless you changed this already, this is not the same sound as 01:35:242 - , so using the same hitsound combination wouldn't be appropriate. Same thing at 01:45:324 - and 01:48:275 - .
  30. 02:24:545 - I mean... the new hitnormal sort of solves this, but it's very quiet otherwise, which may not be very good for overall feedback. You did silence parts like 02:02:783 - so I don't see why you couldn't do here as well. It's just a bit risky, since the RC does mention that things should be audible. So either some other hitnormal is used or more of hitsounds are utilized. Not too sure on this though, could try asking some other nominator for confirmation. More hitsounds wouldn't hurt though, as long as they reflect and/or complement the song. also you should definitely add hitsounds in this part as well.
  31. 02:37:578 (3,4,5,6,7) - 02:39:545 (3,4,5) - 05:13:726 (1,3) - 05:15:693 - etc. Not sure what you were planning to do here, but appearantly all of these have soft samplesets, even though you already have the soft sampleset through your timing section. Doesn't affect anything unless you were to change sampleset on said timing section, though.
  32. 02:47:660 - You could potentially add whistles to some of these downbeats to reflect their prominence.
  33. 03:09:299 (4,6) - 03:24:299 - Could still add claps to these.
  34. 03:27:865 - Same stuff as previous kiai still applies here.
  35. 03:50:918 (1,2,3,4) - Might actually be able to cover these with finishes.
  36. 03:52:332 - I'd like for this section to be hitsounded with more than just finishes. There's plenty of drums that can be reflected.
  37. 04:14:709 - Could add a finish here.
  38. 04:20:488 (1,2) - Try claps on these.
  39. 04:21:226 - Some more missing stuff here, I think the main cause of hitsounds seemingly missing is because your previous hitnormal covered these or something, but it would probably also cover a bunch of other unnecessary things, so the change was probably beneficial in the end.
  40. 04:49:136 - Mentioned these earlier, they're in this kiai too, in case you haven't dealt with them already. Oh and 04:54:915 - are still here as well.
  41. 05:04:874 - No clap? This is the only downbeat in all of the kiais that doesn't also use a clap. Just looks a bit inconsistent. Oh and 05:41:759 - as well.
  42. 05:15:693 - I'd think this would go on 05:15:570 - instead? That's at least how the rest of this section goes. Refer to 05:21:472 - , for example. Some more missed on 05:19:997 - , though.
  43. 05:28:480 - Had claps on some of these previously as well, not sure why a finish now. Same goes for the one at 05:22:579 - .
  44. 05:37:702 - Song seems to suggest that there should be a finish here.
  45. 05:42:128 - Drums apparently go a bit differently in this section, there's impacts in places like 05:42:866 - 05:45:079 - and so on as well.
Went through and made all the changes listed. As well as those not listed.

Should be fine for the most part after this, assuming hitsounds are audible, sections are hitsounded and so on.

Thanks alot for the thorough mod.
Ashton
Naxess is famous for his: "Greetings!" and "Greetings, yet again!" and "Greetings, yet, yet again!"
Topic Starter
Altuth

CanadianBaka wrote:

Naxess is famous for his: "Greetings!" and "Greetings, yet again!" and "Greetings, yet, yet again!"
From what I can tell, he's concerned with the quality and comes with reasoning as well. And with the effort he puts into his mods, a Naxess looking at your map is worth tenfolds of mods from #modreqs.
Ashton
sorry i didn't mean to come of rude... i was just commenting that because of how often he says it
Topic Starter
Altuth

CanadianBaka wrote:

sorry i didn't mean to come of rude... i was just commenting that because of how often he says it
It was my fault for not putting a smiley at the end :)
Ashton
will delete in a month? :v
Garden
tested a bit xp

General
  1. i did some timing for ya to make 00:23:979 (2,1,1) - etc. snap smoother, also bpm should be 244 for most parts, be careful while resnapping the objects and inherited points! edited: uhh maybe fix mods first so codes won't mess up
    [TimingPoints]
    1111,245.901639344262,3,2,1,25,1,0
    23979,319.148936170213,3,2,1,25,1,0
    24298,375,3,2,1,25,1,0
    24673,491.803278688525,3,2,1,40,1,0
    25164,245.901639344262,3,2,1,40,1,0
    122541,333.333333333333,3,2,1,25,1,0
    122874,384.615384615385,3,2,1,25,1,0
    123643,245.901639344262,3,1,1,50,1,0
    144052,245.901639344262,3,2,1,35,1,0
  2. Title should be 燃え落ちる誇り -Counter raid Another D-
The Abyss
  1. 00:11:438 (1) - why is this one handled differently from the rest? vocal seems somehow similar
  2. 00:46:185 - vocal here being skipped plays weird to me since most other vocals are well addressed :\
  3. 01:20:120 (2,4) - pointless overlap, just move 4 a bit for a nice appearance
  4. 01:40:406 (1) - 01:43:357 (1) - ctrl-g? such flows were applied to all previous downbeats
  5. 02:02:538 - 02:02:906 - try drum addition clap and 02:03:275 - drum addition finish, that would fit the track better
  6. 02:25:283 (1,2,3) - 02:28:234 (1,2,3) - etc.. lacking hitsounds here, consider 02:25:283 - 02:25:529 - clap, 02:25:898 - whistle
  7. 02:36:226 - 02:36:594 - 02:36:840 - 02:37:086 - and similar spots in this section would sound nice with a whistle
  8. 03:39:299 (1) - 04:54:546 (1) - 04:56:021 (1) - 05:01:923 (1) - ctrl-g? similar point, just make the downbeat play differently from 03:38:562 (3,4) - etc.
  9. 03:41:758 (6,7) - might be personal preference, i think rearranging flow this way gives better emphasize on 03:42:250 - https://osu.ppy.sh/ss/7536224
  10. 04:57:005 (7,8) - same ^ https://osu.ppy.sh/ss/7536272
  11. 03:43:726 (1) - 03:45:201 (1) - yea similar points but i think ctrl-g doesn't work that well in these cases maybe you can consider sth else if you agree with my point
  12. 05:23:070 (7) - add new combo here? so two groups of patterns can be distinguished intuitively
  13. 05:24:054 (1,2,3,4,5,6,7,8,9) - i feel flow and visual here quite separated while playing, unlike the rest in this section.. hmm i did sth as well, maybe take it as a reference of what i mean https://osu.ppy.sh/ss/7536291
  14. 05:30:693 (10) - new combo? same as 05:29:956 (1) -
Map plays fine, I'm just still not satisfied with current hitsounding at some parts. When speaking of applying normal samples in game i actually mean almost every heavy drumbeats lol. Take 02:24:054 - section as example, 02:24:054 (1) - 02:26:758 (1,2) - 02:29:709 (1,2) - add normal sample on sliderheads would definitely provide better feedback.
call me when you think it's ready
Topic Starter
Altuth

Garden wrote:

tested a bit xp

General
  1. i did some timing for ya to make 00:23:979 (2,1,1) - etc. snap smoother, also bpm should be 244 for most parts, be careful while resnapping the objects and inherited points! edited: uhh maybe fix mods first so codes won't mess up Shiro was kind enough to fix the timing to what it is now. He was quite insistent that it should be 122 bpm 3/4.
    [TimingPoints]
    1111,245.901639344262,3,2,1,25,1,0
    23979,319.148936170213,3,2,1,25,1,0
    24298,375,3,2,1,25,1,0
    24673,491.803278688525,3,2,1,40,1,0
    25164,245.901639344262,3,2,1,40,1,0
    122541,333.333333333333,3,2,1,25,1,0
    122874,384.615384615385,3,2,1,25,1,0
    123643,245.901639344262,3,1,1,50,1,0
    144052,245.901639344262,3,2,1,35,1,0
  2. Title should be 燃え落ちる誇り -Counter raid Another D- Added
The Abyss
  1. 00:11:438 (1) - why is this one handled differently from the rest? vocal seems somehow similar Its because its a transition between two sections
  2. 00:46:185 - vocal here being skipped plays weird to me since most other vocals are well addressed :\ It might feel a little strange but out of all other composition of notes, this is the best way I feel.
  3. 01:20:120 (2,4) - pointless overlap, just move 4 a bit for a nice appearance Agree
  4. 01:40:406 (1) - 01:43:357 (1) - ctrl-g? such flows were applied to all previous downbeats Fixed all cases of this.
  5. 02:02:538 - 02:02:906 - try drum addition clap and 02:03:275 - drum addition finish, that would fit the track better done
  6. 02:25:283 (1,2,3) - 02:28:234 (1,2,3) - etc.. lacking hitsounds here, consider 02:25:283 - 02:25:529 - clap, 02:25:898 - whistle Added hitsounds
  7. 02:36:226 - 02:36:594 - 02:36:840 - 02:37:086 - and similar spots in this section would sound nice with a whistle done
  8. 03:39:299 (1) - 04:54:546 (1) - 04:56:021 (1) - 05:01:923 (1) - ctrl-g? similar point, just make the downbeat play differently from 03:38:562 (3,4) - etc. Fixed
  9. 03:41:758 (6,7) - might be personal preference, i think rearranging flow this way gives better emphasize on 03:42:250 - https://osu.ppy.sh/ss/7536224 Rearranged a bit.
  10. 04:57:005 (7,8) - same ^ https://osu.ppy.sh/ss/7536272 Same
  11. 03:43:726 (1) - 03:45:201 (1) - yea similar points but i think ctrl-g doesn't work that well in these cases maybe you can consider sth else if you agree with my point Rearranged this section somewhat.
  12. 05:23:070 (7) - add new combo here? so two groups of patterns can be distinguished intuitively done
  13. 05:24:054 (1,2,3,4,5,6,7,8,9) - i feel flow and visual here quite separated while playing, unlike the rest in this section.. hmm i did sth as well, maybe take it as a reference of what i mean https://osu.ppy.sh/ss/7536291 rearranged to be more appealing. But I still quite enjoy the counter flow here.
  14. 05:30:693 (10) - new combo? same as 05:29:956 (1) - done
Map plays fine, I'm just still not satisfied with current hitsounding at some parts. When speaking of applying normal samples in game i actually mean almost every heavy drumbeats lol. Take 02:24:054 - section as example, 02:24:054 (1) - 02:26:758 (1,2) - 02:29:709 (1,2) - add normal sample on sliderheads would definitely provide better feedback. I went through and added normal hitsamples to all places where there is drumbeat. The only places with soft hitsamples should now be the quiet parts.
call me when you think it's ready
Nao Tomori
alright hold up serious timing suggestion coming through
976 bpm 1/3 and 1/6th snapping

ok but actually, due to editor limitations, 244 bpm 3/4 is the most accurate it can be. since 122 3/8 is actually correct, but you can't represent that.

edit 2

apparently it's actually 244 6/4 as the most accurate. according to bonsai.
Topic Starter
Altuth

Nao Tomori wrote:

alright hold up serious timing suggestion coming through
732 bpm 1/3 and 1/6th snapping

ok but actually, due to editor limitations, 244 bpm 3/4 is the most accurate it can be. since 122 3/8 is actually correct, but you can't represent that.
I see, give me some time and i'll update.
Lasse
normal-hitfinish is extremely clipped and much louder on the left side making it pretty annoying
edited a version of that hitsound for someone a while ago so feel free to use that
http://puu.sh/uNbZT/2a460b588e.wav
Topic Starter
Altuth

Lasse wrote:

normal-hitfinish is extremely clipped and much louder on the left side making it pretty annoying
edited a version of that hitsound for someone a while ago so feel free to use that
http://puu.sh/uNbZT/2a460b588e.wav
Thanks, i'll be sure to switch to it.
Garden
#1
Ashton
gl nice map
Topic Starter
Altuth

Canadian Baka wrote:

gl nice map
Thanks, i'll do my best
Topic Starter
Altuth
Edit: i'll try a little more
Ashton
are you r e t a r t e d
Sharu
don't give up
Topic Starter
Altuth
Sorry to people who took their time modding this.
Asaiga
I accidentally updated the latest version (__ w ___)
Topic Starter
Altuth

Asaiga wrote:

I accidentally updated the latest version (__ w ___)
No worries, it probably has a higher chance of getting ranked now.
polka
Wow.
Daniel-
Why would you do that, good that I didn't update
Shiguri
stop crying about the bubblepop and try again, the map was amazing
kere
does anyone have not updated version?
zSlyr

Daniel- wrote:

Why would you do that, good that I didn't update
can you please upload the map and send it to me?
Firinael
Accidentally updated the map as well, and I used to love it. Can someone that hasn't updated their map send it to me via pm/inbox?
Topic Starter
Altuth

Shiguri wrote:

stop crying about the bubblepop and try again, the map was amazing
This was my experience after asking relevant BN's. I concluded with giving up.
2017-05-03 18:09 Altuth: How come you cant help?
2017-05-03 18:10 XXXXX: Because I Don't want to give off a bad impression to people looking for reasons to judge me now that I'm promoted
2017-05-03 18:12 Altuth: In other words, qualifying my map would put you in a bad light?
2017-05-03 18:12 XXXXX: Potentially, yeah.

2017-04-19 22:12 XXXXX: seems it have enough quality but I won't give a nomination if I can't play all diffs :(
2017-04-19 22:13 XXXXX: it too hard for me, sorry
2017-04-19 22:13 Altuth: I'm glad you liked it. I'll wait for you to improve!
2017-04-19 22:14 XXXXX: I can't defeat 244bpm single tap

2017-04-05 15:49 Altuth: Do you have time to let me show you my map? sorry for asking when you're mapping. bancho died.
2017-04-05 15:53 XXXXX: if is not a crazy map
2017-04-05 15:53 Altuth: It is serious
2017-04-05 15:53 Altuth: ACTION is listening to [https://osu.ppy.sh/b/1212341 Katakiri Rekka - Moe Ochiru Hokori -Counter raid Another D-]
2017-04-05 15:54 Altuth: been bubbled for 3 weeks soon.
2017-04-05 15:56 XXXXX: 7 stars xd

2017-04-05 15:12 XXXXX: this shouldn't be bubbled imo =3=
2017-04-05 15:12 XXXXX: you have a main concept, which is cool
2017-04-05 15:12 XXXXX: but the execution is not on par with ranked mapsets imo
2017-04-05 15:12 Altuth: Thats what I thought
2017-04-05 15:13 Altuth: I'm done
2017-04-05 15:15 XXXXX: sucks too
2017-04-05 15:15 XXXXX: is it possible no one can map this... =w=

2017-03-20 21:43 Altuth: Hey XXXXX, are you busy now?
2017-03-20 21:44 XXXXX: im not checking ur shit
2017-03-20 21:44 Altuth: I see
Firinael

Altuth wrote:

This was my experience after asking relevant BN's. I concluded with giving up.
You probably just asked the wrong people, dude. There's a shitton of people out there that you could ask for help and you most certainly didn't reach out to all of them. Don't give up over so little.
Hollow Delta
I'm very late, but I actually considered checking this out. But seriously, how immature can you be? You can't get what you want so you make sure nobody else has fun.
Topic Starter
Altuth

Bubblun wrote:

You can't get what you want so you make sure nobody else has fun.
By deleting my map I ruin the fun for others. you couldnt have said it better. Thanks!
Nao Tomori
https://puu.sh/wo2oO/9c45b5eb22.osu
fairly old version that i had, from when xexxar asked me to #2 it i think.

man, i don't think you should be so demotivated. the map has potential, though it needs work on the kiais.

i realize that getting a bunch of bns rudely turning you down is really demotivating, and i don't blame you at all for getting pissed and giving up.
i'm not gonna sit here and spew a bunch of shit about how bns are super busy and drowning in requests because you already heard all that stuff, so whatever.

but you gotta realize, instead of asking "can you qualify this?" and then giving up when they say no, you could instead be asking "how could this be improved to a level where you'd qualify it?" or something.

and of course, few people want to go and pop a bubbled map from a request, because they're lazy. so they just don't mod it instead.

to be blunt, a quick look at the kiais makes it quite clear why people didn't want to qualify. there's little "interactivity" with the song since all of the kiai is constant 1/2 with similar visual spacing and very little variation in rhythm or distance spacing. nobody wants to say something like "i won't qualify your map because it doesn't follow the song since it's just a giant 1/2 spam fest" (because of how rude that sounds, ofc) so instead you get people just denying you with seemingly no reason, or being rude about it.

anyway, what you do with the map is up to you. if you want to keep it deleted, that's your choice. but clearly people like playing it, so uploading it again wouldn't be too bad imo.
Topic Starter
Altuth
Thanks for your input Naotoshi, but I wont be reviving this because this is my Resistance.
Daniel-
What Resistance? You are just being immature
Hollow Delta
The BNs could care less of your 'Resistance'. The only people here who actually cared were your supporters, who you probably just lost the respect of.
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