hi-mei wrote:
SPOILERhi
from my queue:
i think this map can be improved aesthetically:
like these 00:02:124 (1,2) - can be parallel yeah that was the original intention, not sure what happened there
00:12:555 - this slider end shud be muted
00:24:488 (1) - ^ given those are only there to map a drum sound while keeping the guitar pattern in focus that would be rather pointless
00:27:215 (2,3) - whats happening with this spacing? u shud keep the pattern here, emphasis isnt that needed in such places was suggested by dsco and i prefer it since it makes the emphasis on bass drum consistent and makes the pattern more similar to it's second occurrence
i think this spinner shud be ending here 02:26:351 -
by rc, spinners shudnt be longer than 10 sec, and i dont really see any strong reason here to keep it that long planning to (get someone to help me) do some sliderart here to replace the spinner
that leads u to the point where u shud map a slider art from here 02:26:601 -
which makes sense, cuz this break is too long (till the 03:25:860 - ) almost 1 minute
which isnt that rankable uh? there are really good sounds and melody to map a slider art
02:26:601 -
02:28:851 -
02:30:601 - etc i don't consider any of the sounds in this section fitting to map sliderart, and if i'd map this section the way i consider appropriate i'd get complaints about it being too boring
in a current state its a mistake
03:33:360 (3,4,5,6,7) - this flow pattern isnt that nice i wud say, the 03:33:860 - is a strong sound that shud have emphasis (higher ds)
and this transition 03:34:110 (6,7) - isnt that logical i wud say, tho its a my personal preference the spacing is intentionally very consistent in this section, that specific note already gets more emphasis by being the first after an extended slider
well this break is nice 03:34:110 (6,7) - it makes a bit of sense here at least
05:16:850 (1,2,3) - i dont like these hitsounds, they are too loud here. fix the volume doesn't seem too loud in any way to me
06:05:771 (1,2,1) - uh spacing? why is it that high?
06:07:211 (2,1,2) - ^
06:09:131 (1,2) - ^ etc emphasis
06:18:251 (1,2,3,4,5) - ^ i mean, wow... how is that justified? the song is calm here
yea there are coming spaced stream next up, i dont understand why did u do that because the song gets very intense and it's not a calm part at all
u just forcing the SR to be higher than it shud be that really is one of the things i worry the least about
how u would imagine someone playing this with HR? there's another thing i don't worry about
07:34:168 (1,2,3,1,2,3,1,2,3,1,2,3) - the entire pattern is wrong, because the intensity is decreasing, u just keep the same spacing for no reason here geometry is the reason, and there isn't really that much of a decrease in intensity here since it leads into the next downbeat
07:59:608 (1) - lol maybe it shud be like that? bg scaling is different in editor and play mode, the way it is aligns perfectly in play (results may vary
http://puu.sh/viQh6/1743da4f35.jpg
alright thats it
take care
Bergy wrote:
SPOILER"this is probably rock/metal"
ye but plini is hot anyways
hte end fo eveyrhtyign
- in general, i don't agree with how you mapped 00:03:487 (1,2,3) - , it makes it seem like the same/similar rhythm as 00:02:124 (1,2) - , but in the (1,2,3) it has louder 1/4 beats. maybe add some circles to emphasize this like
i want the focus to be mostly on the guitar in this section, plus that would be very hard to make work with my flow concepts here- 00:11:123 (1) - this SV/spacing change seems out of place, it's not like this part is very emphasized in the music. make sure you would do the same for parts like 00:23:125 (1,2) - , etc. sv change is there to bring the slider in line with other straight sliders, spacing is not all that much different from the rest of the section
- 00:19:716 (1) - i would try to emphasize this - i understand that the spacing is increasing but this note is significantly more intense than the other ones and marks a new "section" of the music, but the way you mapped it it doesn't seem special. it's already fairly emphasized by spacing , sv change and flow change
- 00:21:488 (1,2) - i understand that the guitar here is the main focus, but you could make this rhythm incorporate more of the other instruments by doing a rhythm like:
would be hard to combine with the symmetry i use here so i'd rather not- 00:27:079 (1,2,3) - why do you space the (3) away from the others? it sounds like it should be grouped together like the combo before it. blame dsco
- 00:35:125 (5) - this isn't very clear that it's an extended slider should be more than clear enough with nc and pattern consistency
- 00:36:897 (1,2) - you could map the triple here too done
- 00:37:307 (1) - from here on it seems like you use a lot of extended sliders, but i think you could just do it to the red tick before and it would be good. at 00:37:579 - there's a hi-hat and a constant 1/4 guitar pulse, so ending it on the red tick would make more sense imo. the point of those is to emphasize the staccato note they lead into through contrast
- 00:38:534 - add a circle here? i'm not mapping the guitar part this would follow at all here so that would be pretty awkward
- 00:44:398 (2) - this is significantly stronger than the notes around it, i would emphasize it in some way by using spacing/flow/etc. i prefer keeping pattern consistency
- 00:47:670 (1,2,1,2,3,1,2,3,1,2,3) - i find this rhythm really weird and hard to understand. maybe make this more optimized. it's on my todo list but i keep being busier than i expect these days
- 00:59:057 (1,1,1,1) - i would NC one of the notes in these patterns - either the slider or the circle before the slider, not both. used for colorhaxing signifying the 32nd notes
- 01:00:216 (2,1,2,3,1,2,3) - i don't think this pattern is fitting here- it's much less intense than when you mapped this before, so maybe go for something more calm? the triangle pattern is kept consistent to earlier related patterns, the kicksliders are added to map the drumfill
- again, at 01:01:579 (1,2,3,4,5,6,1) - you introduce a new concept to the player without easing into it. you could use a 1/6 repeating slider to indicate that there's a change to 1/6. from there, you can use similar spacings at places like 01:03:761 (1,2,3,4,5,6,1) - without easing in since the player is already accustomed to this new pattern. the colorhax should be sufficient to warn the player, i am howerver considering to reduce the spacing of all these streams to make it easier to adapt to
- 01:07:579 (1,2,3,4,5,6,1) - i don't think (1,2,3,4) should be spaced that close together, maybe a little bit less, though that close makes it hard for the player to distinguish the 1/6. colorhax should be sufficient for that
- 01:41:533 (3) - separate this a little more? i would maybe move (2) up and to the left so you can distinguish the spacing difference easier. sure
- 01:45:816 - make this a slider end or something to map that missed note? not sure what you're referring to, i can't even get to this timestamp normally
- 01:48:760 (1) - remove NC prioritizing the staccato doubles so this is to keep their nc pattern consistent
- 01:50:601 (1,1) - same NC thing as earlier still colorhax
- 02:05:260 (2,1) - map this triple from the end of (2) to the circle of (1)? would be pretty had to do in a non-awkward way while keeping the patterns intact so i decided against it
- 03:31:860 (3,4) - maybe make these the same sliders that extend to the red tick so it's easier to read? bringing this in line with the later variant where the cymbals are more audible
- 04:04:352 - put a circle or here or extend the (2) slider to this
- 04:08:852 - this note is the loudest out of the whole snare roll, so you should probably map it AND emphasize it
^most of this stuff applies throughout the whole section prioritizing bass over drums in this section- 05:33:426 (1) - i would extend this slider to 05:33:671 (2) - no change but considering
- 05:36:714 (1,2,3,4,5,6) - this is really quiet, i would probably just make it two repeating 1/6 sliders i consider it more than significant enough, considering also pattern consistency with the next section
- 05:38:154 (3) - i would make this a 1/4 slider to get the kick sound on 05:38:274 - , though i see you missed a lot of things like this, so if they're mistakes then i'd work on fixing them, if not then hm xd idk most probably are intentionally unmapped but i'll have a look over it
- 07:13:048 (1) - sumthin sumthin worldwide choppers
cool song
uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
TheKingHenry wrote:
SPOILERHello mod from my queue~
Hopefully I won't be saying too much of the same things the guys before me. I was waiting couple days so you could update with hi-mei mod but then we got a new one so I'll do this now. real life n shit happenedEnd of EverythingGood luck!
- from AiMod objects not snapped: 05:19:850 (1) - fixed
- This timing triggers me lol. There are sections where you could use massively less timing points instead of the current spam. Example: from 05:19:837 - on the music is basically 245 bpm 7/4 and after every 3 measures there's one 11/4. Same drill after it changes to 250 bpm at 05:35:514 - except the 11/4 is replaced with 9/4 and so on. There's absolutely no need to spam new red point every time. If you insist on keeping your low bpm varieties, fine, they'll fit the music with 7/4 too except the latter part of every measure will be off-beated. That's why higher bpm is better here. And this similar stuff could be done to like most parts of the maps timing lol (changing stuff like the constant 220 bpm 11/4 in the beginning won't really necessarily lessen the amount of red points though while it still makes it look more clean) i'd much rather have a timing that better reflects the song than one that saves redlines
- I think this could be structured better difficulty-wise. The problem isn't difficulty spikes, but the way how the rest of the stuff aside from those feels like some 3* most of the time, while the music isn't like that. Granted this song is kinda challenging on that aspect for some parts. The reason is kinda connected to how you have timed this with the low bpms. You have kinda mapped this with those as well. It's spacing feels lacking in many places and many places with actual streams are mapped with kicksliders (as in 1/8 = kickslider). Low bpm technical stuff is a thing sure, but for the target level of players for this map would likely play this more as a doubled bpm variety of the current one for the most part. i don't really map to a target level of player, but rather to the music. if anything, the target player is people like me who enjoy slow technical maps
- I would also map the breaks when there is something relevant to map after all. Like, while 01:13:852 - is short and not bad, you could still map it. i could but i find not mapping it adds to the map and better emphasizes the start of the part after Musically the break from 02:39:851 - (or actually 02:18:488 - in the music) is just the kind of stuff that can be used as a break, but since it's so long no way it's good idea. Map something for it, the break is way too long i'd just get complaints about the section being boring if i mapped it the way i see it so i prefer not mapping it
- 00:00:215 - map these >.< i prefer not to, they give a nice count in and mapping them would make the beginning a pain to acc
- 00:12:486 (1,2,3,1,2,3) - here's an example. It would be more fun as circles imo, tho kicksliders are fine. What I find problematic is how the spacing is so low from the kicksliders. It feels restricting to play these when they are literally touching each other lol the patterns mirror the earlier circle patterns and are intended to play just like them, just with the addition of the kicksliders to map additional drum sounds
- 00:15:420 (1) - I don't think any of these NCs you've made are necessary. Questionable is though how this kind of stuff plays, looks slightly awkward with all the flow direction and slider velocity changes with this kind of rhythmical execution this particular one is to distinguish 32nd notes since an earlier mod noted that they can be hard to distinguish from other close spacing
- 00:48:079 (2,3,1,2,3,1,2,3) - please some streams lol. There's no need to add streams/triples/circles to all places where you've mapped kickslider for 'em (while I think a lot of those places could really use it) but for this kind of longer stream section pleeease add some. And same for all other similarly done stream sections (I think there were couple)adding longer 1/8 snap streams would heavily offset the focus of the map from what i intend it to be, an alternating-oriented 110-125bpm map. i did experiment with triples early on but they felt unfitting for what i want to achieve
- 00:51:897 (3,1) - kinda large gap to the next slider considering player can't really comprehend the size of the gap not sure what you mean
- 01:01:579 (1,2,3,4,5,6) - maybe have equal visual distance to sliderend of 01:01:307 (1) - for the first 4 circles? Would look a lot neater. Same to the other streams of this section. adding to todo since i might redo most of those anyway Tho for 01:07:579 (1,2,3,4,5,6) - why not have the same stream shape first lol spacing emphasis for the backing instruments dropping out
- 03:53:602 - another break you should totally map. This build-up section with grey colors is where the low spacing and that stuff can work at first. But throughout the whole section there is like no progression in that. Sure, there's more sounds in the music when the music goes on, but due the low spacing and high usage of kickslider the increase in density goes practically unnoticed. It would feel a lot better imo if you'd increase the spacing and later on map some of those 240 bursts too. i find the changing rhythmic density sufficient, but if anything i'd have to reduce spacing in places since otherwise the later parts would be relatively underspaced
- 05:22:775 (7) - definitely NC. Would be good place to NC anyways but you even have a changes in both direction and spacing too bit iffy on the colorhaxing but it does make sense
- 06:04:331 - idea is cool but spacing kinda low for the feeling it's trying to be. Also I'd use this kind of patterning more, and slowly just lessen the amount of kickslider until finally the last kiai (where you could then increase the spacing for 06:34:179 (1,2,3,4,5) - these kind of patterns and perhaps slightly in the circles of 4 too) I'm pretty sure this bpm (on this level of difficulty) will mostly be single-tapped unless pretty long sections and you should take that into consideration assuming you men the kickslider patterning in this section, that doesn't really fit anywhere else in the song. i did originally use almost entirely circles in this section (imagine ctrl-shift-f'ing every kickslider) but it felt over the top, so i won't add more circles to this section
- 06:41:036 (4,5,6,7,1) - space this out, why is this mapped like this compared to all those spaced stuff before? The climax ain't really dead yet it isn't but this isn't really part of it
- 06:57:688 - timing is audibly late, althought it lines up during the final measure before the next red point at 07:09:208 - (more like during the last 2 beats with this bpm)i am aware but haven't gotten around to taking a closer look at it
- 08:12:366 - the others are cool but I don't think this sliderbody sound is necessary there's a cymbal there
- 08:13:401 - what's all those green points after this for? slider was longer originally, just more sliderbody hitsounding. i left it in in case i want to go back to the longer slider