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Viewtifulday - My Future (Stu Infinity Remix)

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Topic Starter
Wesular
This beatmap was submitted using in-game submission on 6 марта 2017 г. at 20:17:21

Artist: Viewtifulday
Title: My Future (Stu Infinity Remix)
Source: Viewtifulday
Tags: Viewtifulday, My Future, Wesular, Stu Infinity
BPM: 170
Filesize: 5497kb
Play Time: 05:21
Difficulties Available:
  1. bumbumbum (4,72 stars, 746 notes)
Download: Viewtifulday - My Future (Stu Infinity Remix)
Information: Scores/Beatmap Listing
---------------
loool
Wishkey
Yow! Random #modreqs check, really cool song! :D

General
  1. Try to set offset to 30 instead of 12, notes come a bit too early atm
  2. Don't forget to set atleast 2 combo colours
  3. Try playing with the volume a little 100% everying is kinda a no-go, like this section 02:04:247 (1) - is the highpoint in the song so have that the most volume toghether with similar ones (can add Kiai time here aswell) and you hear 00:45:558 (1) - and 01:41:659 (1) - are very weak parts
    in the song and relatively quiet so have that lesser volume etc basicly put volume based on your interpretation of how strong the song is at the current parts :d
Hitsounding
  1. You're kinda lacking in hitsounds atm, so I'd recommend to use some more. The use of additions would be nice here, some examples:
  2. 00:00:030 (1) - ,00:11:323 (3) - you hear how these are very distuinges cymbals in the song, usually you want to put a similar hitsound on those a soft or normal finish additon would go well for these
  3. 00:00:384 (2,4,2,4) - etc here you have the snare drums, claps are usually placed on these since they represent a snare soundish soft/normal both fit
  4. 00:05:659 (1,2,3,1,2,3,1,2,3,1,2,3) - this whistling is kinda a bit weird atm, the song doesnt change at all compared in terms of drums/guitar/synth compared to the previous and next sections so having this the only whistled is kinda inconsistent
  5. 00:11:676 (1,2,3) - not really necesarry but addition soft whistles tend to go really well with piano sounds so might wanna put some on the piano sections for feedback while playing
  6. 00:16:970 (1) - can hitsound the ends here aswell if it lands on a piano sound for example, or if it lands on nothing like 05:16:353 (1) - you can mute these by adding a 5% volume line with soft sample set at the end of the spinner
  7. 00:33:911 (1,2,3,4) - here you can hear the louder bass drum coming in, drum claps instead of regular would be good here to indicate that change or just the drum sampleset would be good aswell if the claps are too loud
  8. should help with the general concept of hitsounding, make sure to check the whole map

New Combos

  1. Try to keep a consisent pattern throughout the diff, usually based on downbeats (the biggest white tick):
  2. 00:09:911 (1,2,1,2) - here you have 4 sliders 1-2'd but the previous similar parts has it different even though its kinda the same in the music 00:04:264 (1,2,3,4) - also 00:11:323 (3) - should e NC'd bc of it even if the 12123 remained bc its inconsistent
  3. 00:39:558 (1,1,1,1) - all NC is a bit of overkill and can be confusing since people might think something chagnes here, 1212 NCing fits better here with your current NC pattern
  4. 00:56:147 (1) - NC should be removed her to match the other 00:54:029 (1,2,3) - (also tehrs no beat on the red tick so 1/2 slider deosnt really fit)
  5. 00:56:500 (1,2,3,4) - whole section, here it'd be better to have them 1212 since this combo covers a significicatly larger amount of downbeats then anything up until this point
  6. 02:24:012 (5) - NC here long combo/new section
  7. 02:44:853 (2,3,1,1,2,3) - here the 1 combo sliders are out of place since thers not really anything special here like a sv change so I'd recommend just starting the combos on the each downbeats
  8. 02:54:558 (1) - NC should be removed to fit the other patterns
  9. 02:56:500 (5) - NC fit the other patterns + new section of the song starts here
  10. 03:10:617 (5) - NC ^
  11. 04:21:205 (5) - NC here to fit the other patterns + readability
  12. 04:26:853 (5) - ^
  13. 04:42:382 (1,2,3,4) - really long combo in term of downbeats again and kidna inconsistent with stuff like 03:17:676 (1,1) -
  14. 05:06:382 (5,5) - NC both
  15. 05:14:853 (17) - NC bit long combo
  16. also usually people divide the NC in streams in terms of 8 to not go to high incombo since 8-8 reads a lot better to the lenght then 16 so might consider adding an NC on the streams aswell
Rythm, Emphasis and Flow
  1. 00:11:323 (3) - try to make this note stand out more, its the finisher of the section and landsd on the downbeat so its a really strong note in the song, try to represent that in some way to emphasize this, like increased ds is usually done or different angles then anyhing else
  2. 00:16:970 (1) - it'd be better if this landed on a piano note instead of nothing since the end is still an audible tick in the map while playing, ending on 00:21:912 - would be nice here for example
  3. 00:25:794 (3,4) - etc try to wiggle these stacks a little so stacking is enabled on them, right now the approach circles kinda make it look a bit weird (check if stacking in the options if enabled, maybe its off dunno)
  4. 00:43:688 - pretty loud beat your skipping here, would definitly map this for smoother transistion aswell
  5. 00:44:747 - also a skipped beat here, might be better to make 00:44:483 (3) - a 4 note stream here tho so your returns in the combo all have the same lenght
  6. 00:51:894 (3) - so you have some nice copy pasted patterns here wich is alright for the music but take a look at here, the piano make a sudden pretty strong pitch change compared to all the others in this section, somethign to represent that would fit better here like control + g 00:51:894 (3) - so you break flow compared to the rest fits nice imo for example
  7. 00:56:130 (1) - no beat on the red tick, overmapped. Just a circle would do here
  8. 01:02:130 (1) - honestly the sliders look a bit random and can be made much simpler and cleaner then all these white ticks, try to use some red anchor points and inbetween a white, could do stuff like this (just random example)
  9. 02:01:424 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,1) - and similar, aaaahh this was really anticlimatic while playing for me :/ basicly the whole section is building up to this point 02:03:894 - and you create this buildup really well by having continous denser rythm up until this point 02:02:924 - where all the build up just loses its intensity and makes you lose all the impact of 02:03:894 - I'd really continue to follow the stream towards this section, doenst have to be 1/4 circles like you could trhow in 3 double returns in from 02:02:835 (17) - and then a powerfull placed note on 02:03:894 - somewhere where its emphasized but this kinda kills the song atm :/ (also if you decide not to change 16 instead of 17 notes is better for playablity wise (downbeats and even stream))
  10. 02:14:836 (3,4) - theres a trip here you could map since its pretty unique in the song, you can hear that the synth guitar thingy increases intensity a bit
  11. 02:21:188 (1,2,3,4) - bit of overmap but it fits, but try to extend these all the way to the blue for a smoother follow. Basicly the sliderleniency takes over here and having these all extended towards the blue beat would make it flow alot better (try it out!)
  12. 02:25:512 (1) - , 02:59:394 (1) - aaaah mentioned this before but here the spinner itself is kinda wrong, it should end at the prev white tick since thats where that beat it (tho pls change it into something stream like instead it'll fit a lot better with the intensity of the song)
  13. 02:33:188 (2,3) - try to avoid the overlap here looks a bit messy, prob space these 02:32:483 (1,2) - a tiny bit more
  14. 02:37:424 (2) - skipping a really strong beat here at 02:37:777 - would consinder mapping it (has piano, wub vocal and synth)
  15. 02:49:777 (2,3) - same about stacking
  16. 03:51:541 (1,2,3) - 03:52:247 (1,2,3) - stacking in this section again (you can see 1-2 has a slight overlap while 2-3 is completely under eachother)
  17. 03:56:483 (3,4) - that gimmicky trip here if you did it for the previous section
  18. 04:02:836 (1,2,3,4,5) - same licke prev mentioned about extending to blue tick + NC on 5
  19. 04:15:188 (2,3) - could do something with that increased piano pitch again to emphasize that sound
  20. 05:00:012 (3) - ^
  21. 05:15:541 (19,20) - missing beat inbetween here
Aight thats about it, really cool song and the map is pretty well made for a new mapper, the concept is there!
GL with this, hope to see this going somewhere! :D
Gokateigo
Hi from my queue o/ (I know, I'm late sorry XD)
General :
-Change the difficulty name to insane or another usual thing, bumbumbum doesn't sound serious
-Use hitsounds
bumbumbum :
  1. 00:05:659 (1,2) - 00:06:364 (1,2) - 00:07:070 (1,2) - 00:07:777 (1,2) - space all the 2 a bit more of the 1
  2. 00:08:483 (1,2,3,4,1,2,3,4) - Do little squares with this (I said little)
  3. 00:25:777 (3,4) - 00:26:483 (3,4) -00:27:189 (3,4) - 00:27:895 (3,4) - why is this stacked ? It looks bad
  4. 00:56:483 (1,2,3,4,1,2,3,4) - These sliders aren't good, they look bad and they don't represent the music
  5. 01:19:071 (1) - Move this to the top left corner
  6. 01:21:894 (3) - Move this to the bottom right corner
  7. 01:23:306 (4) - Move this to the bottom left corner
  8. 01:24:718 (1,2,3,4) - Do the same thing than the previous pattern but with different corner for every circle
  9. 01:30:365 (1,2,3,4) - ^
  10. 01:36:012 (1,2,3,4) - ^
  11. 03:17:659 (1,1) - These sliders don't represent the music
  12. 03:45:894 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,1,2,3,4,1,2,3,4,1,2,1,2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,1) - Obvious ctrl+c/ctrl+v remap this
-NeBu-
bumbumbum:

00:01:089 (4,1) - unnecessary overlap
00:03:911 (4,1) - ^
00:04:265 (1,2,3,4) - overall shitty placement
00:28:265 (1) - overlap this on 00:27:736 (2) -
00:28:618 (2,3,4) - spread them out a little like 00:29:677 (1,2,3,4) -
00:44:501 (3,4) - make blanket slider
00:56:501 (1,2,1,2,1,2,1,2,1,2,3,4) - you should work on your slider look - it's something that can st and out a map, the look of the map - If you don't know how to do long sliders like that, just watch some Raikozen/Settia/Fort or Kroytz maps - they use them a lot, CXu on TRUST IN YOU map have some cool sliders too.
02:04:265 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - same patterns as before, use something different
03:45:912 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - like, srsly? ctrl+c ctrl+v? :\
03:55:795 (1,2,3,4,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - ^

Overall, it's playable, I can feel the rhythm, but you should work on your placement, and coping a part of map from beginning to second part of map without any change is not a cool idea. good luck!
Topic Starter
Wesular

Wishkey wrote:

Yow! Random #modreqs check, really cool song! :D

General
  1. Try to set offset to 30 instead of 12, notes come a bit too early atm
  2. Don't forget to set atleast 2 combo colours
  3. Try playing with the volume a little 100% everying is kinda a no-go, like this section 02:04:247 (1) - is the highpoint in the song so have that the most volume toghether with similar ones (can add Kiai time here aswell) and you hear 00:45:558 (1) - and 01:41:659 (1) - are very weak parts
    in the song and relatively quiet so have that lesser volume etc basicly put volume based on your interpretation of how strong the song is at the current parts :d
Hitsounding
  1. You're kinda lacking in hitsounds atm, so I'd recommend to use some more. The use of additions would be nice here, some examples:
  2. 00:00:030 (1) - ,00:11:323 (3) - you hear how these are very distuinges cymbals in the song, usually you want to put a similar hitsound on those a soft or normal finish additon would go well for these
  3. 00:00:384 (2,4,2,4) - etc here you have the snare drums, claps are usually placed on these since they represent a snare soundish soft/normal both fit
  4. 00:05:659 (1,2,3,1,2,3,1,2,3,1,2,3) - this whistling is kinda a bit weird atm, the song doesnt change at all compared in terms of drums/guitar/synth compared to the previous and next sections so having this the only whistled is kinda inconsistent
  5. 00:11:676 (1,2,3) - not really necesarry but addition soft whistles tend to go really well with piano sounds so might wanna put some on the piano sections for feedback while playing
  6. 00:16:970 (1) - can hitsound the ends here aswell if it lands on a piano sound for example, or if it lands on nothing like 05:16:353 (1) - you can mute these by adding a 5% volume line with soft sample set at the end of the spinner
  7. 00:33:911 (1,2,3,4) - here you can hear the louder bass drum coming in, drum claps instead of regular would be good here to indicate that change or just the drum sampleset would be good aswell if the claps are too loud
  8. should help with the general concept of hitsounding, make sure to check the whole map

New Combos

  1. Try to keep a consisent pattern throughout the diff, usually based on downbeats (the biggest white tick):
  2. 00:09:911 (1,2,1,2) - here you have 4 sliders 1-2'd but the previous similar parts has it different even though its kinda the same in the music 00:04:264 (1,2,3,4) - also 00:11:323 (3) - should e NC'd bc of it even if the 12123 remained bc its inconsistent
  3. 00:39:558 (1,1,1,1) - all NC is a bit of overkill and can be confusing since people might think something chagnes here, 1212 NCing fits better here with your current NC pattern
  4. 00:56:147 (1) - NC should be removed her to match the other 00:54:029 (1,2,3) - (also tehrs no beat on the red tick so 1/2 slider deosnt really fit)
  5. 00:56:500 (1,2,3,4) - whole section, here it'd be better to have them 1212 since this combo covers a significicatly larger amount of downbeats then anything up until this point
  6. 02:24:012 (5) - NC here long combo/new section
  7. 02:44:853 (2,3,1,1,2,3) - here the 1 combo sliders are out of place since thers not really anything special here like a sv change so I'd recommend just starting the combos on the each downbeats
  8. 02:54:558 (1) - NC should be removed to fit the other patterns
  9. 02:56:500 (5) - NC fit the other patterns + new section of the song starts here
  10. 03:10:617 (5) - NC ^
  11. 04:21:205 (5) - NC here to fit the other patterns + readability
  12. 04:26:853 (5) - ^
  13. 04:42:382 (1,2,3,4) - really long combo in term of downbeats again and kidna inconsistent with stuff like 03:17:676 (1,1) -
  14. 05:06:382 (5,5) - NC both
  15. 05:14:853 (17) - NC bit long combo
  16. also usually people divide the NC in streams in terms of 8 to not go to high incombo since 8-8 reads a lot better to the lenght then 16 so might consider adding an NC on the streams aswell
Rythm, Emphasis and Flow
  1. 00:11:323 (3) - try to make this note stand out more, its the finisher of the section and landsd on the downbeat so its a really strong note in the song, try to represent that in some way to emphasize this, like increased ds is usually done or different angles then anyhing else
  2. 00:16:970 (1) - it'd be better if this landed on a piano note instead of nothing since the end is still an audible tick in the map while playing, ending on 00:21:912 - would be nice here for example
  3. 00:25:794 (3,4) - etc try to wiggle these stacks a little so stacking is enabled on them, right now the approach circles kinda make it look a bit weird (check if stacking in the options if enabled, maybe its off dunno)
  4. 00:43:688 - pretty loud beat your skipping here, would definitly map this for smoother transistion aswell
  5. 00:44:747 - also a skipped beat here, might be better to make 00:44:483 (3) - a 4 note stream here tho so your returns in the combo all have the same lenght
  6. 00:51:894 (3) - so you have some nice copy pasted patterns here wich is alright for the music but take a look at here, the piano make a sudden pretty strong pitch change compared to all the others in this section, somethign to represent that would fit better here like control + g 00:51:894 (3) - so you break flow compared to the rest fits nice imo for example
  7. 00:56:130 (1) - no beat on the red tick, overmapped. Just a circle would do here
  8. 01:02:130 (1) - honestly the sliders look a bit random and can be made much simpler and cleaner then all these white ticks, try to use some red anchor points and inbetween a white, could do stuff like this (just random example)
  9. 02:01:424 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,1) - and similar, aaaahh this was really anticlimatic while playing for me :/ basicly the whole section is building up to this point 02:03:894 - and you create this buildup really well by having continous denser rythm up until this point 02:02:924 - where all the build up just loses its intensity and makes you lose all the impact of 02:03:894 - I'd really continue to follow the stream towards this section, doenst have to be 1/4 circles like you could trhow in 3 double returns in from 02:02:835 (17) - and then a powerfull placed note on 02:03:894 - somewhere where its emphasized but this kinda kills the song atm :/ (also if you decide not to change 16 instead of 17 notes is better for playablity wise (downbeats and even stream))
  10. 02:14:836 (3,4) - theres a trip here you could map since its pretty unique in the song, you can hear that the synth guitar thingy increases intensity a bit
  11. 02:21:188 (1,2,3,4) - bit of overmap but it fits, but try to extend these all the way to the blue for a smoother follow. Basicly the sliderleniency takes over here and having these all extended towards the blue beat would make it flow alot better (try it out!)
  12. 02:25:512 (1) - , 02:59:394 (1) - aaaah mentioned this before but here the spinner itself is kinda wrong, it should end at the prev white tick since thats where that beat it (tho pls change it into something stream like instead it'll fit a lot better with the intensity of the song)
  13. 02:33:188 (2,3) - try to avoid the overlap here looks a bit messy, prob space these 02:32:483 (1,2) - a tiny bit more
  14. 02:37:424 (2) - skipping a really strong beat here at 02:37:777 - would consinder mapping it (has piano, wub vocal and synth)
  15. 02:49:777 (2,3) - same about stacking
  16. 03:51:541 (1,2,3) - 03:52:247 (1,2,3) - stacking in this section again (you can see 1-2 has a slight overlap while 2-3 is completely under eachother)
  17. 03:56:483 (3,4) - that gimmicky trip here if you did it for the previous section
  18. 04:02:836 (1,2,3,4,5) - same licke prev mentioned about extending to blue tick + NC on 5
  19. 04:15:188 (2,3) - could do something with that increased piano pitch again to emphasize that sound
  20. 05:00:012 (3) - ^
  21. 05:15:541 (19,20) - missing beat inbetween here
Aight thats about it, really cool song and the map is pretty well made for a new mapper, the concept is there!
GL with this, hope to see this going somewhere! :D
done
Dammond
Хай! ;)
Рандомный реквест :)
Не знаю применил ли ты предыдущие моды, так как на них нет ответа, а по некоторым пунктам я с ними согласен. Но всё равно напишу, вдруг забуду

00:01:089 (4,1) - Есть ли смысл распологать их так близко? Было бы лучше сделать стабильный визуальный спейсинг, как-то так https://osu.ppy.sh/ss/7279148

00:03:911 (4,1) - Аналогично тому, что выше... Тоже не помешало бы придумать более красивый переход

00:11:324 - сильная доля в данном случае просто обязана быть кликабельной. Лучше поставить ноту или слайдер

00:27:736 (2,1) - просто совет на будущее - в данном случае стак будет намного красивее. Можно организовать его и сейчас, если есть желание подвигать всю партию дальше

00:43:706 - здесь должна быть нота, так ты сделал этот стрим под ударные. Кстати, злесь ты так и сделал 05:14:765 (16)

00:56:501 (1) - по правде говоря - эти слайдеры в данном месте выглядят странно и как бы "из ниоткуда". В данной части песни всё ещё продолжается мелодическая часть и лично я бы продолжал следовать ей. К слову, в следующей части 01:07:795 (1) - всё логично звучит и выглядит - вступают струнные и слайдеры под них ложатся как раз. Но если уж ты решил сделать слайдеры, то есть ещё одно решение - выставить Слайдертики = 2, и тогда, собственно, Тики будут идти чётко в такт музыке

01:19:089 (1) - тут у меня претензия больше не к самой этой части, а к настройкам карты. Поскольку в карте есть настолько медленная партия, то HP=7.7 - слишком жестоко. В данном месте хп будет уменьшатся просто так, без причины. А если игрок случайно выбьет пару "соток" - то и сфейлить недолго. Короче, используй HP=6 :)

02:43:795 (5) - новое комбо должно быть тут, так как это сильная доля, и в музыке, на басах, уже звучит другая нота. Это касается всей последующей партии 02:45:206 (4) - и тд.

03:55:795 (1) - SV=2.0 полностью бессмысленен и нелогичен. Если уж где его и начинать, то здесь 03:45:912 - в начале, собственно, интенсивной партии. А ещё в этом же месте 03:45:912 - не помешает включить Kiai, и выключить где-нибудь здесь 04:08:500 -
Topic Starter
Wesular
я не могу найти, где киай включить xd

Dammond wrote:

Хай! ;)
Рандомный реквест :)
Не знаю применил ли ты предыдущие моды, так как на них нет ответа, а по некоторым пунктам я с ними согласен. Но всё равно напишу, вдруг забуду

00:01:089 (4,1) - Есть ли смысл распологать их так близко? Было бы лучше сделать стабильный визуальный спейсинг, как-то так https://osu.ppy.sh/ss/7279148

00:03:911 (4,1) - Аналогично тому, что выше... Тоже не помешало бы придумать более красивый переход

00:11:324 - сильная доля в данном случае просто обязана быть кликабельной. Лучше поставить ноту или слайдер

00:27:736 (2,1) - просто совет на будущее - в данном случае стак будет намного красивее. Можно организовать его и сейчас, если есть желание подвигать всю партию дальше

00:43:706 - здесь должна быть нота, так ты сделал этот стрим под ударные. Кстати, злесь ты так и сделал 05:14:765 (16)

00:56:501 (1) - по правде говоря - эти слайдеры в данном месте выглядят странно и как бы "из ниоткуда". В данной части песни всё ещё продолжается мелодическая часть и лично я бы продолжал следовать ей. К слову, в следующей части 01:07:795 (1) - всё логично звучит и выглядит - вступают струнные и слайдеры под них ложатся как раз. Но если уж ты решил сделать слайдеры, то есть ещё одно решение - выставить Слайдертики = 2, и тогда, собственно, Тики будут идти чётко в такт музыке

01:19:089 (1) - тут у меня претензия больше не к самой этой части, а к настройкам карты. Поскольку в карте есть настолько медленная партия, то HP=7.7 - слишком жестоко. В данном месте хп будет уменьшатся просто так, без причины. А если игрок случайно выбьет пару "соток" - то и сфейлить недолго. Короче, используй HP=6 :)

02:43:795 (5) - новое комбо должно быть тут, так как это сильная доля, и в музыке, на басах, уже звучит другая нота. Это касается всей последующей партии 02:45:206 (4) - и тд.

03:55:795 (1) - SV=2.0 полностью бессмысленен и нелогичен. Если уж где его и начинать, то здесь 03:45:912 - в начале, собственно, интенсивной партии. А ещё в этом же месте 03:45:912 - не помешает включить Kiai, и выключить где-нибудь здесь 04:08:500 -
riffy
basically, it lacks structure and that's what I was tryina to explain, don't kudosu, not an actual mod

IRC log (Russian)
19:20 Bakari: 00:33:559 (4,1) - 00:39:207 (4,1) - не стоит так близко их ставить 
19:21 Bakari: На (1) там сильные биты стоят, поэтому игроку захочется джамп или что-то в таком роде.
19:21 Wesular: можешь под темой мапы написать?
19:22 Wesular: пожалуйста
19:22 Bakari: 00:56:501 (1,2,1,2,1,2,1,2) - в клавиши не попадает
19:22 Bakari: Могу лог закинуть
19:22 Wesular: давай
19:23 Bakari: 01:41:677 (1,2,3,4,1,2,3,4) - очень однобразно, хотя бы в два раза меньше повторов на каждом слайдере сделать больше секунды для таких паттернов это очень скучно
19:24 Bakari: 01:55:089 (3,4,1,2) - темп в музыке нарастает, поэтому уменьшать спейсинг не стоит
19:24 Bakari: 02:14:148 (1) - нет же никакой причины. это очень нелогично, плюс трудно прочитать
19:25 Bakari: 03:00:736 (1,2,3,4) - спейсинг странно меняется, ритм будет неудобно читать
19:27 Bakari: 05:15:206 (2,3) - тоже не прочитается никак
19:28 Bakari: Слишком кучкуется у центра, очень много всего сжимается в центре, и идет по кругу
19:29 Bakari: из-за этого выглядит монотонным
19:30 Bakari: Хочется какой-то большей осмысленности в расстановке, какие-то фигуры попробуй изображать, поиграй с тем, как ты строишь паттерны
19:30 Bakari: 05:04:971 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - вот это например можно было оформить в интересный набор квадратов
19:30 Bakari: или что-то типа сердечка изобразить из них
19:30 Bakari: Или еще что-нибудь придумать. Но никак не оставлять их случайным образом
Topic Starter
Wesular
done

Bakari wrote:

basically, it lacks structure and that's what I was tryina to explain, don't kudosu, not an actual mod

IRC log (Russian)
19:20 Bakari: 00:33:559 (4,1) - 00:39:207 (4,1) - не стоит так близко их ставить 
19:21 Bakari: На (1) там сильные биты стоят, поэтому игроку захочется джамп или что-то в таком роде.
19:21 Wesular: можешь под темой мапы написать?
19:22 Wesular: пожалуйста
19:22 Bakari: 00:56:501 (1,2,1,2,1,2,1,2) - в клавиши не попадает
19:22 Bakari: Могу лог закинуть
19:22 Wesular: давай
19:23 Bakari: 01:41:677 (1,2,3,4,1,2,3,4) - очень однобразно, хотя бы в два раза меньше повторов на каждом слайдере сделать больше секунды для таких паттернов это очень скучно
19:24 Bakari: 01:55:089 (3,4,1,2) - темп в музыке нарастает, поэтому уменьшать спейсинг не стоит
19:24 Bakari: 02:14:148 (1) - нет же никакой причины. это очень нелогично, плюс трудно прочитать
19:25 Bakari: 03:00:736 (1,2,3,4) - спейсинг странно меняется, ритм будет неудобно читать
19:27 Bakari: 05:15:206 (2,3) - тоже не прочитается никак
19:28 Bakari: Слишком кучкуется у центра, очень много всего сжимается в центре, и идет по кругу
19:29 Bakari: из-за этого выглядит монотонным
19:30 Bakari: Хочется какой-то большей осмысленности в расстановке, какие-то фигуры попробуй изображать, поиграй с тем, как ты строишь паттерны
19:30 Bakari: 05:04:971 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - вот это например можно было оформить в интересный набор квадратов
19:30 Bakari: или что-то типа сердечка изобразить из них
19:30 Bakari: Или еще что-нибудь придумать. Но никак не оставлять их случайным образом
Hythes
From #modreqs

First Check your AIMod , btw good song

mod
i get bored at this 01:19:088 - until this 01:40:265 -, maybe you can give something on it
02:33:206 (2) - maybe u can give a hitsound at this, bcz it sounds good IMO
can you give some variant at 03:10:618 - until 03:17:332 - this? it kinda boring
03:34:618 - until 03:38:853 - ^
04:20:854 (4) - make the circle become slider? there is a rythm at here
04:22:265 (4) - ^, and the other
05:16:354 (1) - remove this slider? bcz there is no more sound at here

sorry if my mod is bad, GL
BanchoBot
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