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JynX - After All

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Topic Starter
NothingnessZ
This beatmap was submitted using in-game submission on czwartek, 2 lutego 2017 at 18:14:18

Artist: JynX
Title: After All
Source: Len'en
Tags: Reactivate Majestical Imperial stage 6
BPM: 100
Filesize: 1339kb
Play Time: 00:57
Difficulties Available:
  1. Easy (0,87 stars, 36 notes)
  2. Hard (2,67 stars, 148 notes)
  3. Normal (1,35 stars, 64 notes)
Download: JynX - After All
Information: Scores/Beatmap Listing
---------------
crappy old map please ignore

Darkxell_mc
Hi

Very good set overall, pretty impressive.

General

Quick note, don't forget to add a description to your mapset.

The set is pretty good, but overall pretty easy. A last harder diff would be appreciated, and I'm sure it would fit the music, just listening to it gave me a bunch of ideas. If you don't really know how deal with it, think about asking someone for a collab, or maybe when you'll have a bit more in game experience try it yourself. The song isn't long, I'm sure it's possible.
That being said, you could also don't bother about it and leave the set with only 3 diffs.

Consider placing an other preview point. Songs that don't have a starting point right into the action of the song tend to be ignored when the player is browsing his song list by spamming F2, unless he really loves it.

Also your map doesn't have any Kiai time, and it would be very fitted to add one from 00:39:259 to 00:58:178 .
(To add one, place yourself on an extremity, click "timming", add a green timming point (the default one), chak the kiai time chackbox and save. Add an other timming point with an unchecked kiai time box to end it.)

Timming

BPM is exactly 100. A quick note for your future maps, when you have a value that is very close to a integer, try the integer. Electro songs often use non decimal bpm.
Also your offset is a bit too early. You can see that because the first note is actually played a bit after the first beat. 870 seems much better.

Easy

Notewise, everything is fine. I mean it's a very easy difficulty, and everything is distance snapped to the grid, you left no room for errors.
The note placement is very fluid, every note is coherent with the previous and next one, so congrats with that also.

About map difficulty settings, I would tweak them to the following ones: CS:2.5 AR:3 HP:1.5-2
I feel like you are used to higher difficulty, it's hard to know what a newbie will feel when playing your map. On easy diffs, HP drainrate has to be very low, because at that star rating, the goal is to make the player progress fast, as he is not really having fun clicking the circles. There is no need to kill the player, HP is symbolic, and if the player manages to die, it just loses gameplay time and is frustrating. So yeah, keep it low.

Normal

Pretty much the same stuff than easy diff.

Maybe bigger circles, AR looks fine to me, Hp drain is ok, a tad high but that's personal preference.

00:52:472 (6,7,8) - This is really hard to read for this star rating. 00:38:057 (6,7,8) - was much better though.

Hard

00:04:423 (8) - This slider looks odd. Good length and placement, but the shape of it is weird. Maybe It's just me seeing things.
(Note: this is valid for all the sliders shaped like this one trough the whole map of course, even If I won't tell you for each one)

00:16:435 (3) - I like this one for some reasons. Meh.

00:51:271 (1) - Feels like this one is to close to the previous one, I want to click it too soon.

00:57:277 (1,2,3,4,5,6,7) - Find something else? Maybe with smaller grid, i don't know.
campa97
Mod :D sorry for my bad english ^^

General and Timing
Timing: 100,00 bpm
Offset: 842
HP: 6,4 is so high for an hard difficult, you should put it at 5,5 or max 6
OD: 6

Hard
You should use distance snap and don't use grind snap, except to make symmetric patterns ^^
00:02:042 (5,6) - you can make a blanket if you adjust the slider number 5
00:04:442 (8,1) - ^
00:06:842 (4,5) - this break the flow, you can make something like this: https://puu.sh/tlfQo/dbb264c2e6.png
00:10:892 (2,3,4) - absolutely, use distance snap, and use it from start to end :)
00:12:842 (7) - NC
00:15:242 (1) - this is weird and break the rhythm after this 00:10:442 (1,2,3) - then you can reuse that
00:16:442 (3) - ^
00:17:642 (5) - ^
Ok, your map have bad flow like 00:04:442 (8,1) - this, or 00:13:442 (8,9) - this... or 00:15:242 (1,2,3) - ... to make a good flow, don't use rigth or obtuse angles, but try to make sharped angle... there are more natural
00:21:842 (4) - too far
00:22:442 (7) - you should to replace the circle with a slider... something like this https://puu.sh/tlgws/b124d1fca2.png
00:24:842 (1) - this is weird and break the rhythm
00:26:042 (3) - ^
00:27:242 (5) - ^
00:34:142 (12,1) - blanket
00:38:642 (6,2) - stack those object or you can rotate 00:39:242 (1,2,3,4,5,6) - this
00:41:642 (1,2) - uhhmm, there are ugly and break the flow, but you can do something like that https://puu.sh/tlhaU/a2eecd73e8.png
00:43:742 (7,1) - adjuste this distance
00:45:242 (5,6) - flow is bad, adjuste it
00:56:043 (1,2,3) - you can stack this with 00:54:243 (2) - this
00:57:243 (1,2,3,4,5,6,7) - bad pattern... it's so old style

Then... to be your first map, is decent. You should (must) to use distance snap and don't use grid snap except to make symmetric patterns
You can improve with some practice, i'm sure :)
GL :)
Topic Starter
NothingnessZ

Darkxell_mc wrote:

Hi

Very good set overall, pretty impressive.

General

Quick note, don't forget to add a description to your mapset.

The set is pretty good, but overall pretty easy. A last harder diff would be appreciated, and I'm sure it would fit the music, just listening to it gave me a bunch of ideas. If you don't really know how deal with it, think about asking someone for a collab, or maybe when you'll have a bit more in game experience try it yourself. The song isn't long, I'm sure it's possible.
That being said, you could also don't bother about it and leave the set with only 3 diffs.

Consider placing an other preview point. Songs that don't have a starting point right into the action of the song tend to be ignored when the player is browsing his song list by spamming F2, unless he really loves it. Changed the preview point.

Also your map doesn't have any Kiai time, and it would be very fitted to add one from 00:39:259 to 00:58:178 .
(To add one, place yourself on an extremity, click "timming", add a green timming point (the default one), chak the kiai time chackbox and save. Add an other timming point with an unchecked kiai time box to end it.) Added Kiai time.

Timming

BPM is exactly 100. A quick note for your future maps, when you have a value that is very close to a integer, try the integer. Electro songs often use non decimal bpm.
Also your offset is a bit too early. You can see that because the first note is actually played a bit after the first beat. 870 seems much better.

Easy

Notewise, everything is fine. I mean it's a very easy difficulty, and everything is distance snapped to the grid, you left no room for errors.
The note placement is very fluid, every note is coherent with the previous and next one, so congrats with that also.

About map difficulty settings, I would tweak them to the following ones: CS:2.5 AR:3 HP:1.5-2
I feel like you are used to higher difficulty, it's hard to know what a newbie will feel when playing your map. On easy diffs, HP drainrate has to be very low, because at that star rating, the goal is to make the player progress fast, as he is not really having fun clicking the circles. There is no need to kill the player, HP is symbolic, and if the player manages to die, it just loses gameplay time and is frustrating. So yeah, keep it low. Changed difficulty settings.

Normal

Pretty much the same stuff than easy diff.

Maybe bigger circles, AR looks fine to me, Hp drain is ok, a tad high but that's personal preference. Changed difficulty settings slightly.

00:52:472 (6,7,8) - This is really hard to read for this star rating. 00:38:057 (6,7,8) - was much better though. Changed it a little bit.

Hard

00:04:423 (8) - This slider looks odd. Good length and placement, but the shape of it is weird. Maybe It's just me seeing things.
(Note: this is valid for all the sliders shaped like this one trough the whole map of course, even If I won't tell you for each one) Changed the sliders a little bit.

00:16:435 (3) - I like this one for some reasons. Meh.

00:51:271 (1) - Feels like this one is to close to the previous one, I want to click it too soon. Increased spacing.

00:57:277 (1,2,3,4,5,6,7) - Find something else? Maybe with smaller grid, i don't know. Is a flower combo alright?

campa97 wrote:

Mod :D sorry for my bad english ^^

General and Timing
Timing: 100,00 bpm
Offset: 842 Changed timing.
HP: 6,4 is so high for an hard difficult, you should put it at 5,5 or max 6
OD: 6 Changed difficulty settings.

Hard
You should use distance snap and don't use grind snap, except to make symmetric patterns ^^
00:02:042 (5,6) - you can make a blanket if you adjust the slider number 5 Done
00:04:442 (8,1) - ^ Done
00:06:842 (4,5) - this break the flow, you can make something like this: https://puu.sh/tlfQo/dbb264c2e6.png Done
00:10:892 (2,3,4) - absolutely, use distance snap, and use it from start to end :)
00:12:842 (7) - NC Done
00:15:242 (1) - this is weird and break the rhythm after this 00:10:442 (1,2,3) - then you can reuse that
00:16:442 (3) - ^
00:17:642 (5) - ^ Changed
Ok, your map have bad flow like 00:04:442 (8,1) - this, or 00:13:442 (8,9) - this... or 00:15:242 (1,2,3) - ... to make a good flow, don't use rigth or obtuse angles, but try to make sharped angle... there are more natural I'll keep that in mind
00:21:842 (4) - too far Changed spacing.
00:22:442 (7) - you should to replace the circle with a slider... something like this https://puu.sh/tlgws/b124d1fca2.png
00:24:842 (1) - this is weird and break the rhythm
00:26:042 (3) - ^
00:27:242 (5) - ^ Changed
00:34:142 (12,1) - blanket Done
00:38:642 (6,2) - stack those object or you can rotate 00:39:242 (1,2,3,4,5,6) - this Why?
00:41:642 (1,2) - uhhmm, there are ugly and break the flow, but you can do something like that https://puu.sh/tlhaU/a2eecd73e8.png Your version definitely looks better
00:43:742 (7,1) - adjuste this distance Done
00:45:242 (5,6) - flow is bad, adjuste it Not sure what you mean by that.
00:56:043 (1,2,3) - you can stack this with 00:54:243 (2) - this Why?
00:57:243 (1,2,3,4,5,6,7) - bad pattern... it's so old style Changed

Then... to be your first map, is decent. You should (must) to use distance snap and don't use grid snap except to make symmetric patterns
You can improve with some practice, i'm sure :)
GL :)
Darkxell_mc

NothingnessZ wrote:

Darkxell_mc wrote:

Hi

00:57:277 (1,2,3,4,5,6,7) - Find something else? Maybe with smaller grid, i don't know.
Is a flower combo alright?
That looks much better to me indeed.
Weedy
NM Queue
99.99996 what is this bpm

Easy
00:29:642 (1,2) - why do these sliders have 2 anchor points instead of one
00:38:042 (4) - beginners can't read multiple reverses very well, i suggest you do something like this instead https://osu.ppy.sh/ss/7177482
00:47:642 (3) - expand this slider a little bit https://osu.ppy.sh/ss/7177487
00:52:442 (2) - same thing with 00:47:642 (3) -
00:57:242 (3) - same thing with 00:38:042 (4) - replace with 1 slider that covers all of the beats
END
Normal
00:13:442 (4) - make this a bit more expanded so it naturally flows to 00:14:642 (5) - https://osu.ppy.sh/ss/7177504
00:24:842 (1) - flatten this https://osu.ppy.sh/ss/7177509
00:27:242 (3) - same thing with 00:24:842 (1) - https://osu.ppy.sh/ss/7177514
I'd probably tell you to flatten things like 00:30:242 (1) - but you'd need to remap the section to do that =/
00:52:442 (6,7) - make these ends parallel https://osu.ppy.sh/ss/7177533
00:53:642 (8) - make this at the end of 00:53:042 (7) - for flow https://osu.ppy.sh/ss/7177538
00:57:242 (4) - this may or may not be acceptable, idk
END
Hard
00:02:042 (5) - this doesnt really work in the song, it doesnt represent anything
00:04:442 (8) - ^
00:06:842 (4) - ^
00:08:042 (5) - ^
00:12:842 (1) - flatten this http://osu.ppy.sh/ss/7177565
00:32:042 (7) - new combo
END (you could probably improve this if you remapped, a lot of the rhythms are not really emphasizing anything in the song)
decent map for first ^^
Topic Starter
NothingnessZ

[ Pika ] wrote:

NM Queue
99.99996 what is this bpm (well that's definitely not intentional)

Easy
00:29:642 (1,2) - why do these sliders have 2 anchor points instead of one (Is that really an issue?)
00:38:042 (4) - beginners can't read multiple reverses very well, i suggest you do something like this instead https://osu.ppy.sh/ss/7177482 (Done)
00:47:642 (3) - expand this slider a little bit https://osu.ppy.sh/ss/7177487 (Done)
00:52:442 (2) - same thing with 00:47:642 (3) - (Done)
00:57:242 (3) - same thing with 00:38:042 (4) - replace with 1 slider that covers all of the beats (Done)
END
Normal
00:13:442 (4) - make this a bit more expanded so it naturally flows to 00:14:642 (5) - https://osu.ppy.sh/ss/7177504 (Changed)
00:24:842 (1) - flatten this https://osu.ppy.sh/ss/7177509 (Done)
00:27:242 (3) - same thing with 00:24:842 (1) - https://osu.ppy.sh/ss/7177514 (Done)
I'd probably tell you to flatten things like 00:30:242 (1) - but you'd need to remap the section to do that =/ (Remapping that was not a problem)
00:52:442 (6,7) - make these ends parallel https://osu.ppy.sh/ss/7177533 (Done)
00:53:642 (8) - make this at the end of 00:53:042 (7) - for flow https://osu.ppy.sh/ss/7177538 (Done)
00:57:242 (4) - this may or may not be acceptable, idk (Let's leave that there for now)
END
Hard
00:02:042 (5) - this doesnt really work in the song, it doesnt represent anything
00:04:442 (8) - ^
00:06:842 (4) - ^
00:08:042 (5) - ^
00:12:842 (1) - flatten this http://osu.ppy.sh/ss/7177565 (Done)
00:32:042 (7) - new combo (Done)
END (you could probably improve this if you remapped, a lot of the rhythms are not really emphasizing anything in the song) (I might consider remapping certain sections)
decent map for first ^^
thank you for modding
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