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Nardis - LOSTAIR

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Myxo
Did some IRC talk :3

2017-05-31 14:51 zev: hi can you give me an opinion on this map just curious what you think :v
2017-05-31 14:51 zev: https://osu.ppy.sh/s/555408
2017-05-31 14:52 Desperate-kun: i don't have much time rn but i'll give it a quick look
2017-05-31 14:52 zev: so far everyone likes it so far both mappers and players but it looks controversial
2017-05-31 14:52 zev: or something
2017-05-31 14:52 zev: ok
2017-05-31 14:55 Desperate-kun: it's nice that you are trying out something different from the norm, by using some special concepts and using them consistently, this is the right way to go
2017-05-31 14:55 Desperate-kun: execution wise there are good parts and bad parts
2017-05-31 14:56 zev: :o
2017-05-31 14:56 Desperate-kun: when there are problems it's mostly rhythm
2017-05-31 14:56 Desperate-kun: like in the beginning section
2017-05-31 14:56 Desperate-kun: 00:01:358 -
2017-05-31 14:56 zev: yeah i'm working on it
2017-05-31 14:56 Desperate-kun: 00:01:358 (1,2,1,2,3) - only 1/2 sliders for so many different things
2017-05-31 14:56 zev: do you see the insane
2017-05-31 14:56 zev: rhythm
2017-05-31 14:57 Desperate-kun: sometimes the tail has a piano sound that's equally strong than the heads or slightly stronger
2017-05-31 14:57 zev: I think you'll like that one better
2017-05-31 14:57 Desperate-kun: sometimes a 1/2 slider follows a hold sound
2017-05-31 14:57 zev: [Insane]*
2017-05-31 14:57 zev: Yeah, i think i sacrificed rhythm for patterning not good idaa
2017-05-31 14:57 zev: that will chng
2017-05-31 14:57 Desperate-kun: also this is really weird 00:11:530 (4) - this was probably supposed to be a 1/1 slider? because the piano note is here 00:11:875 - not here 00:11:702 -
2017-05-31 14:57 Desperate-kun: okay so others already told you this i guess
2017-05-31 14:58 Desperate-kun: i can't look at Insane now beacuse i need to leave for university
2017-05-31 14:58 zev: o
2017-05-31 14:58 Desperate-kun: maybe i'll look at it later if i remember
2017-05-31 14:58 zev: allright!!
2017-05-31 14:58 Desperate-kun: gl!
2017-05-31 14:58 zev: ;3
2017-06-02 20:21 zev: hey
2017-06-02 20:21 Desperate-kun: hey
2017-06-02 20:22 zev: I fixed the intro rhythm completly
2017-06-02 20:22 zev: wanna give a signi f its ok
2017-06-02 20:22 zev: lostair
2017-06-02 20:22 zev: u had to go to uni
2017-06-02 20:23 Desperate-kun: oh sure
2017-06-02 20:23 Desperate-kun: link again pls
2017-06-02 20:23 zev: ACTION is editing [https://osu.ppy.sh/b/1310082 Nardis - LOSTAIR [Galaxy]]
2017-06-02 20:26 Desperate-kun: the beginning is a lot better now
2017-06-02 20:26 zev: yes thanks to kocari andsom ppl
2017-06-02 20:26 zev: and*
2017-06-02 20:26 zev: nice
2017-06-02 20:27 Desperate-kun: you like to skip some piano beats that feel pretty prominent to me but it might differ due to headphones or smt
2017-06-02 20:27 Desperate-kun: like 00:11:358 -
2017-06-02 20:27 Desperate-kun: it doesn't feel like a pause between 00:11:185 - 00:11:530 - so the gap is not intuitive imo
2017-06-02 20:28 zev: oops
2017-06-02 20:28 Desperate-kun: and this one 00:33:944 - the same
2017-06-02 20:28 zev: yes i can't hear some notes
2017-06-02 20:28 Desperate-kun: yeah had this problem with a few people
2017-06-02 20:29 Desperate-kun: and i am a huge friend of undermapping etc but here it really feels a bit weird xD
2017-06-02 20:29 Desperate-kun: otherwise
2017-06-02 20:30 Desperate-kun: 00:19:116 (4,5) - 00:22:047 (5,6) - really weird choice to make these extended
2017-06-02 20:30 zev: :v
2017-06-02 20:30 Desperate-kun: with sliders longer than 3/4 usually, they already feel extended enough without ending on the blue tick
2017-06-02 20:30 Desperate-kun: because they are already pretty long
2017-06-02 20:30 Desperate-kun: and when these end up going over piano background beats it sounds weird
2017-06-02 20:30 Desperate-kun: especially the second ones with the large jumps in between
2017-06-02 20:30 Desperate-kun: feel weird
2017-06-02 20:31 zev: oops
2017-06-02 20:32 zev: sometimes the synth does literally end on a blue tick though
2017-06-02 20:32 zev: nvm
2017-06-02 20:33 Desperate-kun: the end of sounds is not something you can recognize when playing (talking about wether they end 1/4 earlier or not)
2017-06-02 20:33 zev: 00:22:047 (5) - does this end on blue
2017-06-02 20:33 Desperate-kun: what players do recognize is the skipped piano beats
2017-06-02 20:33 Desperate-kun: 1/4 before the slider tails
2017-06-02 20:33 Desperate-kun: also yeah i think neither of those really ends on 1/4 in the music either
2017-06-02 20:33 zev: xd mmk
2017-06-02 20:33 Desperate-kun: well, 00:19:116 (4,5) - do
2017-06-02 20:34 zev: that seems like it continues and raises pitch on 00:19:806 -
2017-06-02 20:35 Desperate-kun: yeah
2017-06-02 20:35 Desperate-kun: trust me it's better to just let them end on the red / white ticks
2017-06-02 20:35 zev: yeah think ill fix that soon
2017-06-02 20:36 Desperate-kun: cool
2017-06-02 20:36 Desperate-kun: 00:30:151 (5,1) - minor but spacing between these looks oddly low, maybe do smt like this? http://puu.sh/w8ReQ/be404e04b0.jpg
2017-06-02 20:36 zev: yep
2017-06-02 20:36 Desperate-kun: then, 00:42:737 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - this already confused me when i first looked at it
2017-06-02 20:37 Desperate-kun: what is the reasoning behind these patterns here
2017-06-02 20:37 Desperate-kun: equal emphasis on each beat through star patterns could only emphasize the piano but the piano is the same as before in the section
2017-06-02 20:38 Desperate-kun: would've been better to do something with the melody here imo because it actually changes
2017-06-02 20:39 zev: rhythm and pattern is only on the 1/2 continues track synth thinking though
2017-06-02 20:40 Desperate-kun: but hasn't that been there before already
2017-06-02 20:41 Desperate-kun: i mean i kinda get it, those feel intuitive but idk what to think about them xD
2017-06-02 20:41 Desperate-kun: maybe you're right
2017-06-02 20:41 Desperate-kun: something feels different about the song here
2017-06-02 20:42 Desperate-kun: 00:45:495 - this part is interesting though i think 00:48:082 (1) - 00:50:151 (1) - could actually be spaced more away from the main stack
2017-06-02 20:42 Desperate-kun: so that actual movement is required
2017-06-02 20:43 zev: oh yes true i saw players just idling there lol
2017-06-02 20:43 Desperate-kun: yeah i think you get it
2017-06-02 20:43 Desperate-kun: it's like
2017-06-02 20:43 Desperate-kun: you put that contrast of the huge stack and those notes just there for aesthetics right now
2017-06-02 20:43 Desperate-kun: but it could actually be a gameplay gimmick
2017-06-02 20:44 Desperate-kun: 01:12:737 (2,1) - lol
2017-06-02 20:45 zev: think i'll just move them slightly
2017-06-02 20:45 zev: more
2017-06-02 20:45 Desperate-kun: yeah
2017-06-02 20:46 zev: 01:12:737 (2,1) - it looks ridulicious but flow is really polished here tholol
2017-06-02 20:46 Desperate-kun: i know, i think it's okay
2017-06-02 20:46 Desperate-kun: i didn't expect a full screen jump though lmao
2017-06-02 20:46 Desperate-kun: some of the NC spamming you have in the middle of this map is ridiculous
2017-06-02 20:46 Desperate-kun: it will mess up your drain unnecessarily
2017-06-02 20:47 Desperate-kun: 01:32:737 (1,1,1,1,1,1,1) - do these really all need to be NCd?
2017-06-02 20:47 Desperate-kun: and those patterns 01:38:771 (1,1,1,1) -
2017-06-02 20:47 Desperate-kun: and those stacks 01:39:288 (1,1,1) -
2017-06-02 20:47 zev: yes they are following a certain concept
2017-06-02 20:47 zev: this not though 01:32:737 (1,1,1,1,1,1,1) -
2017-06-02 20:48 zev: notice how all those beats on red ticks 01:35:668 (1,2) -
2017-06-02 20:48 zev: are all green sliders
2017-06-02 20:48 zev: it really makes sense for me aesthetical
2017-06-02 20:49 01:35:668 (1,2,1) - *
2017-06-02 20:49 zev: giving each invidual instrument an invidual color
2017-06-02 20:49 zev: so things look more patternised
2017-06-02 20:50 zev: It dooesn't really look like spam in my perspective
2017-06-02 20:50 Desperate-kun: i see
2017-06-02 20:51 Desperate-kun: it still makes your hp drain significantly sharper if you miss a note
2017-06-02 20:51 Desperate-kun: it's okay though
2017-06-02 20:51 zev: does it make sense for you?
2017-06-02 20:52 Desperate-kun: the comboing makes sense but it might make this map more frustrating to play
2017-06-02 20:52 Desperate-kun: however, i tend to overvalue the impact of nc spam
2017-06-02 20:52 Desperate-kun: so don't mind me too much with this
2017-06-02 20:52 zev: the sliderdesigns also kinda give this obvious clue which
2017-06-02 20:52 zev: instrument is being followed
2017-06-02 20:52 Desperate-kun: so, those sections are actually really well mapped, as is the rest of the map
2017-06-02 20:52 zev: mm
2017-06-02 20:53 Desperate-kun: from here on
2017-06-02 20:53 Desperate-kun: except for some problems that repeat in other similar sections, that i already mentioned
2017-06-02 20:53 Desperate-kun: i would maybe talk about some flow issues later on but i can't playtest the map right now
2017-06-02 20:53 Desperate-kun: and those are some unusual movements so i can't judge right now
2017-06-02 20:54 zev: i see
2017-06-02 20:54 Desperate-kun: like, if the transitions from those sliders 03:12:909 (1) - to the next notes sometimes feel too extreme
2017-06-02 20:54 Desperate-kun: but other people will tell you that in mods i'm sure
2017-06-02 20:54 Desperate-kun: if there are issues
2017-06-02 20:55 Desperate-kun: that would what i have to say through looking over it :d can i post this log in the thread btw?
2017-06-02 20:55 Desperate-kun: if it helped
2017-06-02 20:55 zev: uh yeah, i'll be changing some things you said
Kondou-Shinichi
N I C E U
Topic Starter
zev
applied desperate kun irc + even more self modding, and some thing from lasse testplay irc
-Aerith-
# Hello !!! Hitsound Mod from my Modding Queue #


Galaxy
as i said this is a Short Mod so.....Anyway here it is :
-00:51:358 instead of normal how about you use soft-hitclap but without the costum hitsound ?
-00:51:013 instead of normal-hitclap how about you use Drum-hitfinish but without the costum hitsound
-01:22:392 change it to finish i guess ?

Done! Thats all from me Good luck with your map. i like your style btw :D
Topic Starter
zev

-Aerith- wrote:

# Hello !!! Hitsound Mod from my Modding Queue #


Galaxy
as i said this is a Short Mod so.....Anyway here it is :
-00:51:358 instead of normal how about you use soft-hitclap but without the costum hitsound ?
-00:51:013 instead of normal-hitclap how about you use Drum-hitfinish but without the costum hitsound
-01:22:392 change it to finish i guess ?

Done! Thats all from me Good luck with your map. i like your style btw :D
didnt apply any of them cus those were consistently hitsouded tho i did notice something in hitsounds so i changed that so take kds for that i guess?
thanks for your mod =w=

edit: fixd some stuff from mrsergio metniond .
hohol454
Hi, NM from my queue

Galaxy
00:01:013 (1) - 1/6
00:04:978 (2,3,4) - I think it looks better slightly rotated like this
00:11:530 (1) - random, low SV is not the gimmick of the map so why have this here
00:15:151 (1,4) - rotate so 4 begins inside 1 sliderbody
00:21:185 (2,3) - fix blanket
00:24:633 (6,2) - could do something with this overlap
00:28:944 (1) - is pretty much covered up by the stream. you could stack the sliderend with a circle in the stream or rotate it to make it more visible. 00:26:185 (1) - looks better since the red anchor is nearly perfectly stacked on a circle of the stream
00:39:461 (1,2,3,1) - kinda bothered that it's not perfectly vertically symmetrical
00:40:840 (1,2,3,4) - move the pattern so sliderend of 4 stacks with the big slider
00:42:392 (8) - why are not all of these sliders copy pasted? this one is noticably different
00:45:323 (8,1) - change the starting point of the star so it continues the motion into 1
00:57:047 (2) - offscreen
01:12:393 (2,2) - blanket
01:12:737 (2,1) - this jump is a bit excessive, compare with 01:09:978 (2,1) -
01:13:944 (1,1,2) - these don't make a straight line
01:51:702 (1) - the curve is a bit wasted when there's nothing in it
01:55:840 (1,1,1,1,1,1,1,2,3,4) - the hanzer stream would play better if it started at the same place like those back and forth jumps
02:16:530 (5) - offscreen
02:23:254 (5) - different slider from others
02:56:530 (1,2) - ctl+h for better flow
03:06:185 (1) - and the rest of kiai is kinda inconsistent with the rest of the map. This sound used to be a normal slider 02:19:289 (1) - plays pretty nice tho

interesting map, reminds me of probox's odyssey
MrKosiej
box of cookies
21:26 MrKOSIEJ: 00:48:082 (1) - that feels weird to play
21:26 zev: intentionl obvs
21:27 MrKOSIEJ: maybe if you didnt make perfect stacks, it would be much better. There are very little things that feel not right and this is one of those things
21:28 zev: perfect stacks re my fetissh tho
21:28 zev: so not gonn hppen
21:28 MrKOSIEJ: just my opinion
21:29 MrKOSIEJ: 01:45:151 (2) - ok, that's another thing that i didn't find fitting. It's the hardest (imo) thing to hit in this map
21:30 MrKOSIEJ: 01:44:806 (1,2,1) - whole transition is super weird to play
21:30 zev: nah my dude
21:31 MrKOSIEJ: maybe it's not after a few plays, but sightread is not so good
21:31 MrKOSIEJ: ill try again in a bit
21:31 zev: which
21:31 zev: ok
21:31 zev: this pattern
21:31 zev: u just selected
21:31 zev: like
21:31 zev: this whole part 01:43:771 (1,2,3,1,2,1) -
21:31 zev: It appears 3 times more in the map
21:32 zev: 01:54:806 (1,2,3,1,1,1,1,1,1,1,2,3,4,1) - second time
21:32 zev: third tim 02:05:840 (1,2,3,1,1) -
21:32 zev: 02:16:875 (1,2,3,1,1) - 4th time
21:32 zev: Which one
21:32 zev: you found mosts fun to play?
21:32 zev: and best flow
21:32 MrKOSIEJ: 01:55:323 (2) - this was a good transition, nice to play
21:32 zev: maybe i can see what i can do
21:33 MrKOSIEJ: 02:07:392 (1) - this is cure too
21:33 MrKOSIEJ: cute*
21:33 MrKOSIEJ: i like those
21:33 zev: what about the last one
21:33 MrKOSIEJ: the 4th time is also nice to play, i just dont like the first one
21:33 MrKOSIEJ: also
21:33 zev: can u
21:33 zev: rate them?
21:33 MrKOSIEJ: in a moment
21:33 zev: like rate each of them
21:33 zev: :v
21:35 MrKOSIEJ: 01:56:875 (1,2,3,4) - this is sth i didnt find as much fun to play. It's possible, but also weird, like the transition sucks a bit. 02:18:943 (1,2,3,4) - this is much better
21:35 zev: ya
21:35 zev: i cn fix that
21:35 zev: easily
21:35 zev: prettygood modder
21:35 zev: :v
21:35 zev: i thought it was
21:35 zev: a bit weird tooo
21:36 zev: I should make this pattern 01:56:875 (1,2) -
21:36 zev: stacked on this pattern 01:56:702 (1) -
21:36 zev: So its natural i think
21:36 MrKOSIEJ: yeah, maybe it'll work
21:38 MrKOSIEJ: about rating, the 3rd was the best tho, a bit lacking of sth, idk. 4th was fun, just behind 3rd. 2nd, was pretty weird, probably mainly for this 01:56:875 (1,2,3,4) - . And the 1st one was the worst of them all. I didn't like the shapes too.
21:39 zev: is it cus of
21:39 zev: this huge leap 02:07:392 (1,1) -
21:41 zev: rate this flow 02:17:909 (1,1) -
21:41 MrKOSIEJ: i thought you'd do sth like https://osu.ppy.sh/ss/8280933 adds more expression, ephasize
21:41 MrKOSIEJ: (about this 3rd one)
21:41 MrKOSIEJ: 02:17:909 (1,1) - that flow ain't bad, it's just.. basic xd
21:42 zev: its fun tho
21:42 zev: itss like
21:42 zev: go all the to the left screen to the rgiht
21:42 zev: then back agin
21:42 zev: :v
21:42 MrKOSIEJ: maybe, as i said, it's not bad. You can leave it xd
21:42 MrKOSIEJ: flows pretty well
21:43 zev: I want to personally
21:43 zev: do 4th pattern for
21:43 zev: 1st and 2nd
21:43 zev: XD
21:43 zev: i mean
21:43 zev: copying the 4th pattern on
21:43 zev: 3th and 1st too
21:43 zev: because 2 has a change in the song so i cant do it there
21:44 zev: i could still variate these partss though 02:16:875 (1,2,3) -
21:45 zev: this plays lame 02:16:875 (1,2,3) -
21:45 MrKOSIEJ: sure, but i wouldn't put 02:17:909 (1,1) - these two everywhere. You should change these shapes aswell
21:45 zev: oops
21:45 zev: these are the worst 01:43:771 (1,2,3,1,2,1) -
21:45 MrKOSIEJ: yeah
21:46 zev: what u think of this slider impact tho 01:46:185 (1) -
21:46 MrKOSIEJ: cool
21:46 zev: do u hear the cinematic
21:46 zev: stamp
21:46 zev: i think it rly fits
21:47 MrKOSIEJ: yep
21:47 zev: mm
21:47 zev: i think i know what im going to do
21:47 zev: to make it better
21:47 zev: :V
21:47 MrKOSIEJ: good, then my work is done here xd
21:47 zev: did u hit those 01:54:116 (1,2,3,4,5) -
21:47 MrKOSIEJ: glad i could help
21:47 zev: cus i think the angle
21:47 zev: is sharp
21:47 zev: into the stream
21:47 zev: not sure
21:48 MrKOSIEJ: it is, but it flows
21:48 zev: hey
21:48 zev: Okay
21:48 zev: 02:16:013 (2,1,2,3,4,5) -
21:48 zev: This
21:48 zev: versus.
21:48 zev: 01:54:116 (1,2,3,4,5) -
21:48 zev: Which one flows better in your opinion
21:48 zev: its a feeling
21:49 MrKOSIEJ: umm, it's the same thing really. Mapped in the same way. The only thing that changes is the direction
21:50 zev: ow
21:50 MrKOSIEJ: unless there's sth i dont see
21:56 *MrKOSIEJ is listening to [https://osu.ppy.sh/b/1310082 Nardis - LOSTAIR]
Topic Starter
zev

hohol454 wrote:

Hi, NM from my queue

Galaxy
00:01:013 (1) - 1/6 applied
00:04:978 (2,3,4) - I think it looks better slightly rotated like this is fine
00:11:530 (1) - random, low SV is not the gimmick of the map so why have this here its certain piano note that stand out to me i did here to 00:33:599 (1) -
00:15:151 (1,4) - rotate so 4 begins inside 1 sliderbody not needed
00:21:185 (2,3) - fix blanket fixd
00:24:633 (6,2) - could do something with this overlap i think looks fine
00:28:944 (1) - is pretty much covered up by the stream. you could stack the sliderend with a circle in the stream or rotate it to make it more visible. 00:26:185 (1) - looks better since the red anchor is nearly perfectly stacked on a circle of the stream it doesnt matter players can remember aesthetics no need to make visible and i kinda like it a bit hidden sometims
00:39:461 (1,2,3,1) - kinda bothered that it's not perfectly vertically symmetrical im not symmetrical mapper
00:40:840 (1,2,3,4) - move the pattern so sliderend of 4 stacks with the big slider yeah makes sense thanks
00:42:392 (8) - why are not all of these sliders copy pasted? this one is noticably different there is different sounds there going on so i did a different sliderdesign.
00:45:323 (8,1) - change the starting point of the star so it continues the motion into 1 i want a slight sharp angle here tho
00:57:047 (2) - offscreenfixd
01:12:393 (2,2) - blanket I want ruined blanket here.
01:12:737 (2,1) - this jump is a bit excessive, compare with 01:09:978 (2,1) - no is fine cus this is a song transition nd literally twice stronger lul
01:13:944 (1,1,2) - these don't make a straight line i dont know what u mean i think looks fine
01:51:702 (1) - the curve is a bit wasted when there's nothing in it its fine tho
01:55:840 (1,1,1,1,1,1,1,2,3,4) - the hanzer stream would play better if it started at the same place like those back and forth jumps this is really good suggestion, applied :v
02:16:530 (5) - offscreen fixddd
02:23:254 (5) - different slider from othersoh how did that hppen fixd!!
02:56:530 (1,2) - ctl+h for better flow ruins 120 angle aesthetic
03:06:185 (1) - and the rest of kiai is kinda inconsistent with the rest of the map. This sound used to be a normal slider 02:19:289 (1) - plays pretty nice tho entirely different sections of the song dunno lol

interesting map, reminds me of probox's odyssey
thank you for your time and mod!! :)
jeanbernard8865
rainbow answers
Zetera

zev wrote:

(i actually did apply some things he rack mentioned)

They shall post what they said outside that little conversation that was on the screenshot to receive their kudosu properly.
HDHR Crutch
I'm not a mapper nor any good at modding (also first actual post regarding mapping) so take what I say with a grain of salt if need be, anything I list will not be directly aimed at mapping timing and other specifics, rather more aimed towards the style and the way it feels as the maps play. Sorry for the short posts, not experienced enough for more refined opinions.

The more I play the maps the more I love it, having real fun trying to FC the galaxy diff. Also I absolutely adore your mapping style.

Galaxy diff
00:45:495 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,1) - You can just hold your cursor in one spot and hit the combo change, maybe make the player aim more rather then just have their cursor sit there? Even on HR you don't need to move your cursor. Because It's a hi-hat opening maybe have the player aim upwards like the opening of a hi-hat? This is just a preference for me.

Maybe like that? IDK.

Insane(my favourite diff btw)
01:32:737 (1,2,3,4,5,6) - Increase slider velocity a little more slightly as the song builds up to develop more tension towards the drop? Feels a little flat here, for me.

Can't find anything with the Hard diff.
bork
I thought the galaxy dif was fun 8-)
hi-mei
Galaxy
The BG doesnt hint pink combo color at all. Maybe change it to yellow?
00:16:358 (4) - nc, new sound measure
00:36:875 (7,8,9,10) - this needs a new pattern, reference:00:31:702 -
00:38:599 (7) - nc
00:50:668 - 00:50:926 - i would make a slider here, good opportunity for 1/4 jump to emphasize 00:51:013 (1) - better
00:59:289 (1,2,3,4,5,6,7,8,9,10) - would divide these on small combos by 2. reference: 01:11:185 (1,2,1,2,1,2,1,2) -
01:07:909 - missed the hitsound? reference: 01:06:530 -
01:27:220 (1,2) - i dont really like how the correlate with each other, use ctrl+shift+s to resize one of them and then copy-paste. they are actually not equal. lol
01:32:737 (1,1,1,1,1,1) - you should make this pattern more accurately, 01:33:426 (1) - slider end shud be properly stacked to 01:33:082 (1) -
same for this 01:33:771 (1) -
01:33:771 (1) - this one is too long, it doesnt line up with 01:33:082 (1,1) -
01:38:599 (2) - you sure it shud be a note, not fast slider? this sound is so unique, you better reconsider it. 01:49:633 - same
01:43:082 - same, i'd say
01:45:840 - lack of emphasis on slider end? thats a strong beat over there
02:07:909 - same, i think there shud be a note
02:21:702 - talked about streams above, i think it shud change the direction from this point
02:24:461 - same^
02:27:220 - ^
02:32:737 - ^
02:38:254 - ^ basically here you can hear a different stronger sound to others in this sound phrase
03:05:840 - ^
03:08:599 - ^
03:11:358 - ^
well, im simply against not emphasizing the sound change on (7) in each stream.
02:38:599 (1,1) - oversimplified rhythm, but w/e its your choice
02:55:151 (1) - isnt it too fast? like... i think theres no way the player can guess that this slider is fast. basically you didnt prepare him for sudden changes, however there are similar places like this 02:53:426 (1,2) - here.
yes, 02:55:151 (1,2) - this one is stronger, but not THAT stronger
03:11:702 (10) - nc?
02:57:909 (1) - 02:58:944 - i still feel like you shud nerf it to 4.00x at least
03:03:771 - missed a note? if this intentional, then please explain. feels really odd to me
03:11:702 (10) - nc?
03:25:495 (1) - i would suggest you to make this a 3rd corner to 03:25:150 (6,7) - thing, however if you do, the note will be outside of the playfield, so you might move it a bit?
03:33:771 - 03:34:978 - 03:35:668 - 03:36:185 - might be a slider art?

alright, thats it for now, im kinda surprised you did a good job at parts of this map.
some stuff needs a bit of work to stretch it to 2018 mapping standards for easy rank.

alright w/e i gonna check lower diffs now.

Insane:
00:12:047 (2) - man, put this inside the circle and rotate like that
00:12:392 (1) - slider end of it might be stacked with 00:11:530 (3) - slider end to make things clean
00:32:909 (3) - nc? reference: 00:32:220 (1) -
00:34:461 (2) - make the curve more circular to approach circle of 00:34:116 (1) - ?
01:27:909 (3,1) - remove overlap?
01:44:719 - mute the slider end? it has no sound under it, however it
02:01:701 (1,2) - 2 needs more emphasis? (spacing)
02:35:840 (1,3) - make them closer to the point, where the distance between 02:35:840 (1) - slider end and the body will be equal to distance of 02:35:840 (1,3) - these two (i know about stacked note, you still can do that)
03:05:840 - 03:16:874 - talked about these in galaxy diff mod

alright thats it
Topic Starter
zev
himei
SPOILER

hi-mei wrote:

Galaxy
I dont really like the pink color for combos here, the BG doesnt hint that color at all. Maybe change it to yellow? yellow is too close to combo color 5
00:16:358 (4) - nc, new sound measure the piano notes are now longer extended, so the combo is longer extended
00:36:875 (7,8,9,10) - this needs a new pattern, reference:00:31:702 - the pattern you referenced is a different phrase of the song and can't be applied there
00:38:599 (7) - nc NC's here are preserve to indicate actual changes in the song or when swapping to a different instrument, just following 4/4 downbeats make things weird and creates inconsistent patterns, also to note that the whole map is colorhaxed(like all my maps)
00:50:668 - 00:50:926 - i would make a slider here, good opportunity for 1/4 jump to emphasize 00:51:013 (1) - better no i want a 1/1 gap for more contrast in the transition
00:59:289 (1,2,3,4,5,6,7,8,9,10) - would divide these on small combos by 2. reference: 01:11:185 (1,2,1,2,1,2,1,2) - i'm mapping the piano which has a different new combo concept than the drum/kick pattern you referenced, which is why 01:01:013 (1,2,1,2) - is divided by combos of 2
01:07:909 - missed the hitsound? reference: 01:06:530 - oops fixed
01:27:220 (1,2) - i dont really like how the correlate with each other, use ctrl+shift+s to resize one of them and then copy-paste. they are actually not equal. lol copy pasted m8
01:32:737 (1,1,1,1,1,1) - you should make this pattern more accurately, 01:33:426 (1) - slider end shud be properly stacked to 01:33:082 (1) -
same for this 01:33:771 (1) - yeah true, i don't know what i was thinking 7 months ago
01:33:771 (1) - this one is too long, it doesnt line up with 01:33:082 (1,1) - ^
^
01:38:599 (2) - you sure it shud be a note, not fast slider? this sound is so unique, you better reconsider it. 01:49:633 - same It's a circle for more breathing room/rhythm contrast for the player, making that a slider would devalue the main sliders of the wub section
01:43:082 - same, i'd say ^
01:45:840 - lack of emphasis on slider end? thats a strong beat over there releasing a note is enough emphasize for the player at this speed, i want the long wub synth to have the most priority because that stands out the most for me
02:07:909 - same, i think there shud be a note
02:21:702 - talked about streams above, i think it shud change the direction from this point
02:24:461 - same^
02:27:220 - ^
02:32:737 - ^
02:38:254 - ^ basically here you can hear a different stronger sound to others in this sound phrase
03:05:840 - ^
03:08:599 - ^
03:11:358 - ^ only mapping the synth that's comfortable to follow for the player
well, im simply against not emphasizing the sound change on (7) in each stream. I'm only mapping the synth layer
02:38:599 (1,1) - oversimplified rhythm, but w/e its your choice it's so the next part of the song feels alive again
02:55:151 (1) - isnt it too fast? like... i think theres no way the player can guess that this slider is fast. basically you didnt prepare him for sudden changes, however there are similar places like this 02:53:426 (1,2) - here. rhythm sense, the player basically recognizes it as 2 1/2 jumps, plays fine
yes, 02:55:151 (1,2) - this one is stronger, but not THAT stronger
03:11:702 (10) - nc? no
02:57:909 (1) - 02:58:944 - i still feel like you shud nerf it to 4.00x at least also plays naturally for players, try like picturing them as 1/2 jumps
03:03:771 - missed a note? if this intentional, then please explain. feels really odd to me it's on a sliderend so it's mapped, i'm only following the impact here 03:03:427 - it stands out the most for me
03:11:702 (10) - nc? no, they are colorhaxed pink streams
03:25:495 (1) - i would suggest you to make this a 3rd corner to 03:25:150 (6,7) - thing, however if you do, the note will be outside of the playfield, so you might move it a bit? no
03:33:771 - 03:34:978 - 03:35:668 - 03:36:185 - might be a slider art? yehj

alright, thats it for now, im kinda surprised you did a good job at parts of this map.
some stuff needs a bit of work to stretch it to 2018 mapping standards for easy rank. lul

alright w/e i gonna check lower diffs now.

Insane:
00:12:047 (2) - man, put this inside the circle and rotate like that no ;w;, preference
00:12:392 (1) - slider end of it might be stacked with 00:11:530 (3) - slider end to make things clean
00:32:909 (3) - nc? reference: 00:32:220 (1) - no, i've explained it already
00:34:461 (2) - make the curve more circular to approach circle of 00:34:116 (1) - ? it's looks pretty ok to me tbh, dunno
01:27:909 (3,1) - remove overlap? why? it's emphasized in rhythm
01:44:719 - mute the slider end? it has no sound under it, however it ow thanks didn't really notice that :o
02:01:701 (1,2) - 2 needs more emphasis? (spacing) it feels pretty comfortable for me already imo, the way you move through sliders already makes everything emphasize about the same
02:35:840 (1,3) - make them closer to the point, where the distance between 02:35:840 (1) - slider end and the body will be equal to distance of 02:35:840 (1,3) - these two (i know about stacked note, you still can do that)moved closer
03:05:840 - 03:16:874 - talked about these in galaxy diff mod

alright thats it
the way your mod is build up i think we have different mapping philosophies that are just clashing hard, eg: the sound on (7) feels so irrelevant to me because i'm already prioritizing the synth the rest just are secondary beats for me. /shrug


naraa
SPOILER
00:45:495 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,1) - You can just hold your cursor in one spot and hit the combo change, maybe make the player aim more rather then just have their cursor sit there? Even on HR you don't need to move your cursor. Because It's a hi-hat opening maybe have the player aim upwards like the opening of a hi-hat? This is just a preference for me. yeah i've did it feels better now

01:32:737 (1,2,3,4,5,6) - Increase slider velocity a little more slightly as the song builds up to develop more tension towards the drop? Feels a little flat here, for me. applied, ye agree

thanks for modding and kind words munchkins~!
Rohit6
Hollow Delta
m4m from my queue (Sorry for the delay)

General
  1. Add 'Zetera' to tags please. Guest mapper, so they deserve the credit.
  2. Some of the kiai lines are unsnapped in the Hard and ANOTHER diffs. Please go through and fix those.
  3. Zetera's diff uses tick rate 2 when the other diffs use 1. Both sound accurate to me, but I suggest choosing Tick Rate 1 for all the diffs as tick rate 2 gives Hard a max combo of 1127 while Another has a max combo of 1195. They seem very close to me, especially when you compare Another to Galaxy; 1351.
  4. I feel the spread could use 1 more diff to make it even. There's a .9* star gap between Normal / Hard and Another / Galaxy roughly, but 1.8* gap between Hard and Another. To me that seems very unbalanced, because of that I suggest adding an Insane around 4* that incorporates short bursts of 1/4 rhythm so as to prepare for the streams in the final diffs.
  5. 02:55:151 (1,2) - For the final 2 diffs, I feel on Another the high sv here fits because it's a kick slider that's shaped in a way so that it's bunched up, so the movement on the sliderbody doesn't have to be played. In Galaxy the sliders are too long to be played as kick sliders, so the speed feels forced in. I suggest adjusting the shapes in Galaxy so the sliders act more like 'kick sliders'.
Galaxy
  • Personal opinion, but I feel HP could be toned down to maybe 5-5.5 because of the complex NC patterns.
  1. 00:03:254 (2) - I feel a circle would be more interesting here because the kick sliders at 00:03:426 (3,4) - have more emphasis, so having the first note as a kick slider as well doesn't contrast the different strengths. You used a circle at 00:06:013 (3) - so I'm not sure why the same concept wouldn't apply.
  2. 00:08:771 (2,1) - Because this pattern shares a similar visual concept to 00:03:426 (3,4) - 00:06:185 (4,5) - but is snapped differently, I feel could be misread. If you ctrl+g the heads of each slider separately it creates more distance from the notes, which I feel would better contrast the extended reverse.
  3. 00:50:323 (1,1,2) - The emphasis sounds like it's on 2, so I feel 1 should be stacked under the other 1s so the jump is on 00:50:668 (2) - compared to 1 which shares the intensity of 00:49:978 (11,1,1) -
  4. 01:07:564 - sounds like a loop of 00:51:013 - so to have the repeated sections play differently feels inconsistent. What I mean is 00:52:909 (1,2,3,4) - you have linear flow here but at 01:03:944 (1,2,3,4) - it's snappy. 00:56:185 (2,3) - perfect stack in contrast to 01:07:047 (1,2) - not-stacked. My point is it's hard to tell what idea you're going for, so it could make these patterns unpredictable. I highly suggest going through and making sure the concepts repeat with slight variations where it best suits the song and to keep the map engaging to play.
    Nice NC and Horizontal concept during the kiai
  5. 03:36:531 (1,2) - I'm Not sure why you wouldn't stack these but stack 03:39:289 (2,3) - they sound similar so I feel different stacking styles would throw off the player.
Another
Same suggestion with the HP. Please consider
  1. 00:08:771 (3) - Because this pattern shares a similar visual concept to 00:03:426 (3,4) - 00:06:185 (4,5) - but is snapped differently, I feel could be misread. If you ctrl+g the heads of each slider separately it creates more distance from the notes, which I feel would better contrast the extended reverse.
  2. 00:50:323 (29,1,2) - I feel you could better contrast the emphasis on 00:50:495 (1,2) - by spacing them out like so https://puu.sh/z5NJG/d512af5c2d.png I feel having the antijump on 00:50:668 (2) - would play too surprisingly because it's emphasis isn't as great as 1's.
  3. 00:52:047 (4,1) - I think the stronger note is 4 so placing the NC here I feel would better represent the emphasis.
  4. 01:53:944 (2) - I feel the kick slider here is confusing to play because the sound here isn't as emphasized as 01:52:564 (2) - so here it feels underwhelming. I suggest extending the reverse of 1 https://puu.sh/z5ODx/c222680c4d.jpg as it catches that sound while still serving as a 'cushion' to help with the upcoming slider.
  5. 02:16:013 (2,1,2,3,4) - ^
  6. 03:47:392 - I think you forgot the kiai burst here xp
For Zetera, please consider the HP suggestion I gave for the other 2 diffs.

Normal
  1. 00:23:426 (1) - More of a personal opinion, but I feel 1/2 reverse sliders aren't that interesting to play. I think it'd look and play more engagingly if you use slider art instead.
  2. 00:30:840 (1) - The start of this slider feels unexpected to me because the map has been simplified to 2/1 rhythm up until here, so throwing in a 1/2 click feels surprising. If you shorten the slider to the upcoming white tick I feel it captures the 1/8 layer while following the simplified rhythm.
    In general I feel the multiple reverse sliders are too simplified and static to play in comparison to the Hard diff. I feel you could incorporate more interesting slider shapes and 2/1 rhythm to make the diff more engaging to play. It's hard for me to judge the other aspects of the map based on this, so I'll let you decide how to go about handling the diff.
Hard looked good. Gl with the set.

don't forget about my map please
Topic Starter
zev
:idea:

Bubblun wrote:

m4m from my queue (Sorry for the delay)
bubblun
General
  1. Add 'Zetera' to tags please. Guest mapper, so they deserve the credit. ok
  2. Some of the kiai lines are unsnapped in the Hard and ANOTHER diffs. Please go through and fix those.ok
  3. Zetera's diff uses tick rate 2 when the other diffs use 1. Both sound accurate to me, but I suggest choosing Tick Rate 1 for all the diffs as tick rate 2 gives Hard a max combo of 1127 while Another has a max combo of 1195. They seem very close to me, especially when you compare Another to Galaxy; 1351.fair point, zetera decided to have slidertick 1
  4. 02:55:151 (1,2) - For the final 2 diffs, I feel on Another the high sv here fits because it's a kick slider that's shaped in a way so that it's bunched up, so the movement on the sliderbody doesn't have to be played. In Galaxy the sliders are too long to be played as kick sliders, so the speed feels forced in. I suggest adjusting the shapes in Galaxy so the sliders act more like 'kick sliders'.no, these are practically played as two 1/2 circles in player perspective, feels really comfortable imo
Galaxy
  • Personal opinion, but I feel HP could be toned down to maybe 5-5.5 because of the complex NC patterns. the song has a playful challenging vibe, you either can or can't play it which why it is 6.5
  1. 00:03:254 (2) - I feel a circle would be more interesting here because the kick sliders at 00:03:426 (3,4) - have more emphasis, so having the first note as a kick slider as well doesn't contrast the different strengths. You used a circle at 00:06:013 (3) - so I'm not sure why the same concept wouldn't apply.want 1/4 gap and these are different melody of the song
  2. 00:08:771 (2,1) - Because this pattern shares a similar visual concept to 00:03:426 (3,4) - 00:06:185 (4,5) - but is snapped differently, I feel could be misread. If you ctrl+g the heads of each slider separately it creates more distance from the notes, which I feel would better contrast the extended reverse.no, it's done on purpose, it cycles through the melody in a more engaging way then
  3. 00:50:323 (1,1,2) - The emphasis sounds like it's on 2, so I feel 1 should be stacked under the other 1s so the jump is on 00:50:668 (2) - compared to 1 which shares the intensity of 00:49:978 (11,1,1) - yah
  4. 01:07:564 - sounds like a loop of 00:51:013 - so to have the repeated sections play differently feels inconsistent. What I mean is 00:52:909 (1,2,3,4) - you have linear flow here but at 01:03:944 (1,2,3,4) - it's snappy. 00:56:185 (2,3) - the 1/2 synth works a bit differently on the 00:56:185 (2,3)
    -
    perfect stack in contrast to 01:07:047 (1,2) - not-stacked. My point is it's hard to tell what idea you're going for, so it could make these patterns unpredictable. I highly suggest going through and making sure the concepts repeat with slight variations where it best suits the song and to keep the map engaging to play. i think it looks ok,
    Nice NC and Horizontal concept during the kiai thanks
  5. 03:36:531 (1,2) - I'm Not sure why you wouldn't stack these but stack 03:39:289 (2,3) - they sound similar so I feel different stacking styles would throw off the player.ok
Another
Same suggestion with the HP. Please consider
  1. 00:08:771 (3) - Because this pattern shares a similar visual concept to 00:03:426 (3,4) - 00:06:185 (4,5) - but is snapped differently, I feel could be misread. If you ctrl+g the heads of each slider separately it creates more distance from the notes, which I feel would better contrast the extended reverse ok.
  2. 00:50:323 (29,1,2) - I feel you could better contrast the emphasis on 00:50:495 (1,2) - by spacing them out like so https://puu.sh/z5NJG/d512af5c2d.png I feel having the antijump on 00:50:668 (2) - would play too surprisingly because it's emphasis isn't as great as 1's. i already like how it is however i've did something like that in Galaxy now
  3. 00:52:047 (4,1) - I think the stronger note is 4 so placing the NC here I feel would better represent the emphasis.no, pink nc=piano
  4. 01:53:944 (2) - I feel the kick slider here is confusing to play because the sound here isn't as emphasized as 01:52:564 (2) - so here it feels underwhelming. I suggest extending the reverse of 1 https://puu.sh/z5ODx/c222680c4d.jpg as it catches that sound while still serving as a 'cushion' to help with the upcoming slider. did somth, thanks
  5. 02:16:013 (2,1,2,3,4) - ^ no
  6. 03:47:392 - I think you forgot the kiai burst here xp
yej


@bubblun all reject mods about normal cause it's done on purpose, I have to make some calm rhythms so the main parts of the song stand out,
the surpringsly 1/2 snap in the intro was just to indicate 1/4 in a simplified manner


For Zetera, please consider the HP suggestion I gave for the other 2 diffs.zetera's hard is hp6 now,

Hard looked good. Gl with the set.

don't forget about my map please
welp xd, got more opinions and i agree with your suggestion on the gap between hard and another, but now i'm too sleepy.
thanks for the mod u pumpkin! and ofc ppl who irc'd~
Topic Starter
zev
I am lost don't tell anyone oof
Nao Tomori
placeholder

[galaxy]
00:29:806 (4,5) - for this and the others, why not continue the overlapping idea? seems oddly detached atm imo

02:45:755 (10) - probably nc this lol

02:55:151 (1) - wtf why is this like this, the other ones are all jumps...??

02:56:185 (1,2,1) - this seems like a really awkward angle

03:06:703 (1) - fundamentally all of these feel really way too overspaced for me. since they come out of very low velocity sliders, having fullscreen spacing puts a ridiculous amount of pressure on them that i really doubt they deserve.

03:11:702 (10) - nc?

yea idk... i feel like sliders in the slower part could also make more cohesive patterns overall

and the slow > fast slider parts are pretty overspaced yea

[another]
IMO (imo) the perfect overlaps feel kind of forced, you sort of only use them in one small section and never anywhere else.

00:56:875 (1) - circle>slider or circle+circle works better than repeat, the red tick is quite prominent imo

01:42:909 (2,1,1) - wtf is thsi stacking

01:51:358 - worth following imo

02:17:564 (2,1) - lol

03:05:323 (1,2,3,4,5,6,7,8,9,10,1) - i feel like having more or less the exact same pattern on extra and on insane is pretty bad for spread

[hard]
01:14:289 - meh would be nice to click on these. it actually feels really awkward to miss it imo

02:52:392 (1,2,1,2) - probably not the best idea to do this kind of reading stuff on this diff..

perfect stacking 1/2 is unrankable on hards too
Zetera
help my diff keeps vanishing
Topic Starter
zev
:D

Naotoshi wrote:

placeholder

[galaxy]
00:29:806 (4,5) - for this and the others, why not continue the overlapping idea? seems oddly detached atm imo i felt like i could bind different placement concepts depending on the pitch of the beep

02:45:755 (10) - probably nc this lol yehaj

02:55:151 (1) - wtf why is this like this, the other ones are all jumps...?? there is suspense building at this part and this is the outburst, it's like the same jump actually if you place a circle on the sliderhead.

02:56:185 (1,2,1) - this seems like a really awkward angle rhythm feels comfortable here so the the edgy angle plays cute

03:06:703 (1) - fundamentally all of these feel really way too overspaced for me. since they come out of very low velocity sliders, having fullscreen spacing puts a ridiculous amount of pressure on them that i really doubt they deserve. I want the ridiculous pressure because it's a prolonged emphasize for the impact sounds on 03:06:185 lowering wud feels underwhelming for me because the rhythm is weak here while the song is intense. so i have to compensate in spacing




03:11:702 (10) - nc? extending combo represents extended stream tbh

yea idk... i feel like sliders in the slower part could also make more cohesive patterns overall the song isn't cohesive though the beep pitch and piano are constantly like clashing with each other so mapping it cohesive wudnt make sense it's because it's pretty variable,

and the slow > fast slider parts are pretty overspaced yea wubs

[another]
IMO (imo) the perfect overlaps feel kind of forced, you sort of only use them in one small section and never anywhere else. i'm comfortable with it because it fits the aesthetics

00:56:875 (1) - circle>slider or circle+circle works better than repeat, the red tick is quite prominent imo i'll fix

01:42:909 (2,1,1) - wtf is thsi stacking idk i fix i map without sliderends xd

01:51:358 - worth following imo i keep this wubs>boring durms

02:17:564 (2,1) - lol ok

03:05:323 (1,2,3,4,5,6,7,8,9,10,1) - i feel like having more or less the exact same pattern on extra and on insane is pretty bad for spread
nerfed streams a little, that's cause it's an Another, making an light insane/hyper
thanks for m4m owo

Zetera wrote:

help my diff keeps vanishing
ok shud be fine now xd
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