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Thousand Leaves - Kissing the Tears

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Topic Starter
TheKingHenry

[Nemesis] wrote:

M4M.
00:13:702 (1,2,3,4,5) - this is inconsistent. This pattern has never occured before and can be misleading. You are kinda both right and wrong.
Sure, this kinda of patterning with the overlaps/stacks and shit hasn't happened before, but the way it plays is almost identical to everything before. It's just that instead of blankets, the sliders are connected with stacks. I guess it looks more confusing than what has been before but it's still fairly simple

(suggestion) 00:38:368 (1,2,3) - I'd shorten all the sliders and put circles in between (try something like this) Are those 2 objects intentionally at the same timestamp in your pic lol? Anyways that's actually not bad idea, it's just that since the sliders 00:38:368 (1,2) - aren't that long, shortening them changes the way they play (from 1/2 to 1/4 they are kicksliders instead) and that would lose some of what it's supposed to emphasize in the music at the moment, while I guess arguably the current one is losing some other aspects too (it's basically either melody or rhythm guitars + drums, and I prefer melody here due how it clearly pops up with something different to offer
01:52:368 - why are you suddenly changing patterns even though there is almost no change in music? First of all, the change in the pattern is very minimal, you can see larger changes for no reason in most maps lol. Nevertheless you are right it changes, but I think there is little change in the music too (similar to the small change in patterning). The sounds don't really change, but the melody picks up slightly, progresses, this section gets repeated rhythmically, which increases the tension, it's basically slowly building up towards something. That's why I map the 2nd iteration with pattern that's slightly more dense to click. Hope that made sense
02:26:535 (6) - inconsistency Mind elaborating? I don't see what you mean. Tbh I don't think there are any inconsistencies in my choruses as I literally used the same DS and same angles for every one of them, only changing how they are positioned on the screen to make it flow
03:32:202 (2,3) - I wouldn't say it flows too well Can't really say anything to that, haven't played it myself, so I rely on testplayers (haven't gotten any complaints so far). Also from theoretical mappers point of view I see what you mean, but it's not really that bad imo

That's all from me. I know the mod was really short (and maybe not too helpful), but I can't really find any other flaws in the map, outside of some inconsistencies. Good luck with your map. No kds if it wasn't helpful. Couple good ideas tbh, but no real problems and since I like my current constructs for now, didn't change anything. If you think this mod was short, you could also mod either this or this if you want.
Thanks for the mod!
LMT

  • [Acquiscence]
  1. 00:00:369 (1,2,3,4,5,1) - spacing is way too big to start out giving a slightly bad first impression. Spacing is a lot smaller later on 00:05:702 (1,2,3,4,5,1) - -> kinda inconsistent imo.
  2. 00:05:702 (1,2,3,4,5) - these plays more like back-and-forth rather than a circular flow like 00:07:035 (1,2,3,4,5) - . https://osu.ppy.sh/ss/8735924 this is more consistent with the movement later on.
  3. 00:48:035 (10,11) - parallel so they stand out more? Looks random the way this pattern is organised atm.
  4. 01:51:868 (5,6,7) - you're way too committed to the drum line to ignore it at this point.
  5. 03:06:534 (5,6,7) - ^ and also the stuff after the solo
  6. 01:57:035 (4,5,6) - this is fine tho since the drum line overlaps with the guitar rhythm.
  7. 03:23:035 (1,2,3,4,5,6,1,2,3,4) - the intensity in this section is a lot less than the kiai ones so this spacing feels forced while playing. I'd use more sliders in this part and scale down the overall spacing a bit.
  8. 04:00:868 (3,4) - can these be a 1/4 slider? The guitar plays a bending sound that deserves some differentiation
  9. 04:47:701 (1) - 1/4 slider to emphasise the bend?
I personally dislike the rhythm choice in the riffs, you choose to follow drums most of the time even though the guitar rhythm is more interesting imo, but it's your choice.

Nice solo btw!


gl!!

Edit: Oh btw can you lower the hp to 5 ? The kiais are like if you miss 3 or 4 of them in the whole section you're kinda ded which isn't fair considering this is a marathon.
Topic Starter
TheKingHenry

LMT wrote:


  • [Acquiscence]
  1. 00:00:369 (1,2,3,4,5,1) - spacing is way too big to start out giving a slightly bad first impression. Spacing is a lot smaller later on 00:05:702 (1,2,3,4,5,1) - -> kinda inconsistent imo. true enough I guess, although it's not like it feels terribly inconsistent to me. It's kinda high to sort of wake up the player from the beginning since the spacing changes so that it isnt "out of nowhere anymore". But I guess tuning it little wouldn't hurt EDIT: how the fuck do I tune with structure this strict AAAAAAAAA I guess I did something
  2. 00:05:702 (1,2,3,4,5) - these plays more like back-and-forth rather than a circular flow like 00:07:035 (1,2,3,4,5) - . https://osu.ppy.sh/ss/8735924 this is more consistent with the movement later on. It's not like 00:00:369 (1,2,3,4,5) - is very circular either. You see, the patterns flow evolve in each of them, always beginning anew (like the riff). Well, except the last one in this section, which as the transition to the next section is slightly different in that sense
  3. 00:48:035 (10,11) - parallel so they stand out more? Looks random the way this pattern is organised atm. Why would it need to stand out more tho? They are currently organized according to rough flow directions
  4. 01:51:868 (5,6,7) - you're way too committed to the drum line to ignore it at this point. How am I way too committed? This section is mostly just drums doing anything interesting. Since I guess you are referring to the verse stuff, lemme comment on that later. Anyways, I'm following the guitar here since it's doing something new which takes priority here
  5. 03:06:534 (5,6,7) - ^ and also the stuff after the solo ^
  6. 01:57:035 (4,5,6) - this is fine tho since the drum line overlaps with the guitar rhythm. That's partly why it is so, woulda most likely mapped guitar-focused pattern here if they didn't line
  7. 03:23:035 (1,2,3,4,5,6,1,2,3,4) - the intensity in this section is a lot less than the kiai ones so this spacing feels forced while playing. I'd use more sliders in this part and scale down the overall spacing a bit. I see no need, first of all I wouldn't necessarily say "a lot less" the music is basically teh same except the drum parts have less emphasis on stuff. The spacing is already lower than kiai and it already has sliders to lessen the strain. Completely fine imo Also this same section was already at 00:21:702 - but you didn't mention, did the feel fine or did you just let it sink for while and mentioned it here later?
  8. 04:00:868 (3,4) - can these be a 1/4 slider? The guitar plays a bending sound that deserves some differentiation Sure they could, but the bend is not between those (okay, would not be that bad on those either since they have the same note), but on 04:00:952 (4,1) - which, for understandable reasons, doesn't work, so it's mapped the way it is currently
  9. 04:47:701 (1) - 1/4 slider to emphasise the bend? Not liking the idea here tbh. Making longer sliderart stuff until the guitar picks again would be an option but I prefer to briefly switch the focus to drums since they are doing fill (which imo makes it more interesting here than the long guitar note
I personally dislike the rhythm choice in the riffs, you choose to follow drums most of the time even though the guitar rhythm is more interesting imo, but it's your choice. Now kinda also comment from above somewhere. I actually (pretty sure) explained this to (atleast one) modder before too,
but I'm not really following only one part of the band here. The TL:DR version would be smth like, "following all the rhythms while emphasising the ones with importance." What this means in practice, is that I mostly follow rhythm guitars and drums (since, well, aside from the occasional 00:38:368 (1,2,3) - the melody isn't doing anything interesting/mapping worthy. Thus melody is, aside from that occasional lead, only emphasising the stuff that is based on the rhythms of other instruments (this probably leads to the things that you noted as following the drums) Now for the drums and rhythm guitars itself tho. For example, 00:39:202 (2,3,4,5,6,7,8,9,10,11,12) - you could see that I'm "following drums". Half right, half wrong. The rhythm I'm following is indeed what the drums have (except the kicksliders 00:39:369 (4,7,10) - ends, which don't have drums sounds to support them. They are 1/4 to catch the constant feeling of 1/4 that the rhythm guitars make (due the, well, pretty much constant 1/4 they are playing lol. Which actually would make them hella boring to map if they didn't have those emphasis points with "breaks"). But, trick here is, that the reason I'm mapping the drum rhythms in this measure is because the melody is having sounds on each white tick. Thus, mapping the "more interesting" rhythm guitar riffage wouldn't end up with the same emphasis points. Prioritities. Then case 2: 00:44:035 (9,10,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,9,10) - you see this is actually pretty big block of stuff. Same rhythmical structure repeated in every verse. This is the main place where I follow the rhythm guitars. Actually, there is only one measure of following drums before this (after the fills or transitions) and one measure after this (before the melody emphasisions) that don't necessarily have melody influences. And 00:43:035 (1,2,3,4,5,6,7,8) - is pretty much a hybrid (since rhythms guitars and drums have more common than in most of the other measures. Actually similarly 00:47:035 (1,2,3,4,5,6,7,8,9,10,11) - they have lot of common points. Basically that leaves actually fairly little to "following drums only" for these sections. Even if you would count out these "halfies" here, there's still fairly big chunk of rhythm guitars. Hopefully this explanation made something clearer :)


Nice solo btw! o(≧o≦)o


gl!!

Edit: Oh btw can you lower the hp to 5 ? The kiais are like if you miss 3 or 4 of them in the whole section you're kinda ded which isn't fair considering this is a marathon. It's supposed to be fairly punishing, but tuned down to 5,5 instead
Thanks for the mod!
frogyfro
m4m from your queue

firstly i want to comment on the overall map. i genuinely believed while playing that you had been directly copy-pasting these sections and was surprised to find out that you didn't when i opened the map in the editor. i'm usually a proponent for consistency over variety so you're completely in the right for doing this and i can't really fault you for it, but from a playing perspective i want this to be said: i was bored while playing this map. the repetition of the overall sections as well as the repetition within the sections themselves was so much that it felt i was doing the same thing over and over again for 5 minutes. anyways, like i said i completely understand if you shrug this off and stick with what you're doing, but i felt the need to include this anyway because its a perspective i feel like you may not have considered before.

00:05:035 (4) - given that this circle has the same sound that every slider has been earlier (the difference only begins at 00:05:202 (5,6,1) ), i don't think this change in rotation is justified. it'd make much more sense if 00:05:035 (4) rotated in the same direction, but 00:05:202 (5,6,1) is the point that changes direction.

00:36:368 (1) - the sliders throughout this section feel really messy. i feel like you should remap this and focus on just putting the sliders in symmetrical locations. just for comparison:


just doing minor stuff like that would really make this part look better

00:47:868 (8,9,10,11,1) - i feel like the way you emphasize the melody is a bit inconsistent. you're putting the melody notes on either the last note of a triple or a jump. both serve to emphasize, but it feels slightly off to me because of how much you switch between the two. for these notes, the melody notes you're trying to emphasize are 00:48:035 (10,11,1), but i feel like this pattern in its current state gives more attention to 00:47:868 (8,11,1). i'd put every melody note as a snap rather than mixing it up.

00:55:868 (6,7,8) - i don't understand why this isn't stacked with 00:55:535 (4). seems like an odd choice to break the established pattern of the jump section. you even avoid breaking the pattern at 01:03:868 (6,7,1,2,3,4,1).

01:01:201 (6,7,8,9,10,1) - these stacks appear super messy. i think its a combination of using 1 pixel stacking instead of the traditional 4 pixel stacking, as well as the fact that you change the direction they're stacking for every single one. there's not much flow to account for when it comes to stacks, is there anything wrong with just using the traditional 4 pixel stack for these?

01:46:952 (8,1,2) - this sudden shift in spacing between the end of the stream and the beginning of this next section really doesn't make sense to me. i'd definitely space this entire next section out more it feels unnecessarily cramped in comparison to the rest of the map.

01:47:868 (5,6,7) - at no point prior to this have you used time distance equality in any meaningful way, and suddenly you rely on time distance equality to make this rhythm playable. it's extremely unintuitive to realize that the gap between the circle and the slider is 1/4. if you put 01:53:202 (5,6,7,8) this pattern first, i think it would be a lot more intuitive as this is very clearly 1/4. i would seriously consider changing this one, imo this is the most glaring flaw of the map.

02:26:868 (8,1,2) - wide angle jump? doesn't seem to make sense

04:13:702 (1,2,3,4,5,6,7,8) - i love what you're going for with the decrease in spacing to reflect the melody but i'd space 04:14:035 (3) and 04:14:368 (5) slightly more. as is it really loses a lot of intensity when it gets to these notes and i think you can get the same effect with more intensity if you use slightly higher spacing.

hopefully this helps at least a little, in retrospect this is a pretty messy mod lol. solo was very well mapped, good job on that.
Topic Starter
TheKingHenry

frogyfro wrote:

m4m from your queue

firstly i want to comment on the overall map. i genuinely believed while playing that you had been directly copy-pasting these sections and was surprised to find out that you didn't when i opened the map in the editor. i'm usually a proponent for consistency over variety so you're completely in the right for doing this and i can't really fault you for it, but from a playing perspective i want this to be said: i was bored while playing this map. the repetition of the overall sections as well as the repetition within the sections themselves was so much that it felt i was doing the same thing over and over again for 5 minutes. anyways, like i said i completely understand if you shrug this off and stick with what you're doing, but i felt the need to include this anyway because its a perspective i feel like you may not have considered before. Okay, so where should I begin? Anyways, this isn't perspetive I haven't considered before. It was the first perspective I considered when I originally decided to go for this approach (why would I begin with an idea without thinking of what the idea does anyways). I'm completely aware that many people might get bored while playing this map. That, however, might not necessary all be in the map.
The TV-size phenomenon, making different patterns just for the sake of it or just the overall decline in people's prolonged concentration, their attention span. Whatever you wanna have here. Nevertheless, I didn't get bored. I have gotten testplayers saying they really liked the map. Does that mean the map is boring? Wouldn't make sense then I guess. So, what I mean, I don't see the problem of the map "being boring" in the map itself. The music is repetitive,
so is the map. Repetitive ≠ boring? Is the music boring too? To some maybe, not to me. I personally have fun playing this (well, for the parts I can play it ¯\_(ツ)_/¯) tho thinking more about that, me having fun is partly due the map being very challenging for me. If you can play it without breaking a sweat,
maybe you begin thinking about the repetition.


00:05:035 (4) - given that this circle has the same sound that every slider has been earlier (the difference only begins at 00:05:202 (5,6,1) ), i don't think this change in rotation is justified. it'd make much more sense if 00:05:035 (4) rotated in the same direction, but 00:05:202 (5,6,1) is the point that changes direction. Kinda see your point, but I don't think it's necessary. I don't think any of these "fill measures" are really following strictly to the "rules" of the patterning used in the sections before them.

00:36:368 (1) - the sliders throughout this section feel really messy. i feel like you should remap this and focus on just putting the sliders in symmetrical locations. just for comparison: I don't really think not-symmetrical = messy. If I wanted them to be symmetrical, I woulda just mapped them according to it originally. Now currently there are 2 leading principles for most of these sections. I'm trying to implement some kind of natural flow while slightly avoiding overlapping objects that are somewhat close to each other in the timing-axel. Symmetry can avoid overlaps but the flow isn't as natural as freely placed objects.


just doing minor stuff like that would really make this part look better

00:47:868 (8,9,10,11,1) - i feel like the way you emphasize the melody is a bit inconsistent. you're putting the melody notes on either the last note of a triple or a jump. both serve to emphasize, but it feels slightly off to me because of how much you switch between the two. for these notes, the melody notes you're trying to emphasize are 00:48:035 (10,11,1), but i feel like this pattern in its current state gives more attention to 00:47:868 (8,11,1). i'd put every melody note as a snap rather than mixing it up. Agree on the emphasised notes, tapping-wise. However, how the pattern actually is supposed to work, is that with all those triples like 00:47:202 (2,3,4,5,6,7,8,9) - there are those drums and rhythm guitars and that stuff. Now when the melody emphasis kicks in at 00:48:035 (10,11) - what do we get? Two kicksliders clickable on the melody notes. But not only that. The emphasis, which you commented one here, is working like, from 00:47:868 (8,9) - to 00:48:035 (10) - we have the triple. Movement is slight. Now when the melody kicks in, the movement kicks in. Simple as that. What differentiates it from 00:47:702 (7) - where the movement kicks in for the rhythm guitar tone kicking in, is that there is 2nd kickslider. Tldr it's working as intended. Gotta say tho that there hasn't been a single mod on this yet I think that hasn't mentioned these sections, complaining about inconsistensies, but none of them seem to have even gotten what I'm doing here (neither seem they have read my responds to the previous ones ¯\_(ツ)_/¯

00:55:868 (6,7,8) - i don't understand why this isn't stacked with 00:55:535 (4). seems like an odd choice to break the established pattern of the jump section. you even avoid breaking the pattern at 01:03:868 (6,7,1,2,3,4,1). Uhm, it's not "breaking pattern". Stacking it there would be "breaking the pattern" You see, there's 2 variants of the patterns during the choruses. The one with only one bass drum triple (most of stuff are stacked) and the one with two bass drum triples (where stuff isn't as much stacked, instead forming a triangle with two of those stack systems).
And please, I don't think the measure with the drum fill is any relevant here. I mean, I couldn't break the system in the same way as with the other "counterparts" as you meant even if I wanted to since the drum roll 01:03:868 (6,7,1,2,3,4,1) - takes way too much space from the measure. Lol


01:01:201 (6,7,8,9,10,1) - these stacks appear super messy. i think its a combination of using 1 pixel stacking instead of the traditional 4 pixel stacking, as well as the fact that you change the direction they're stacking for every single one. there's not much flow to account for when it comes to stacks, is there anything wrong with just using the traditional 4 pixel stack for these? I don't think 01:01:534 (9,10,1) - is that messy, looks fine to me.
Good catch on 01:01:201 (6,7,8) - fixed that one. And no, why would I remove the changes in direction?
I agree that with your point about flow. But simultaneously it also says that it has some effect on flow (while small) So why would I remove that fine tuning?
I also find it more visually appealing. And if traditional stacks mean the manual stacks editor does, not really fan of those. I use them very little


01:46:952 (8,1,2) - this sudden shift in spacing between the end of the stream and the beginning of this next section really doesn't make sense to me. i'd definitely space this entire next section out more it feels unnecessarily cramped in comparison to the rest of the map. "rest of the map"
is highly misleading as there are like 3 or 4 sections exactly like that. Anyways that's aside the point. I believe this has been mentioned few times as well (and actually tuned already from the original). I want it to be the low spacing it currently is, I think it expresses what I see in the music there. Anyways if you want longer (the usual) essay out of me, go check some of the other mods, I think i have longer shit written somewhere for this too.


01:47:868 (5,6,7) - at no point prior to this have you used time distance equality in any meaningful way, and suddenly you rely on time distance equality to make this rhythm playable. it's extremely unintuitive to realize that the gap between the circle and the slider is 1/4. if you put 01:53:202 (5,6,7,8) this pattern first, i think it would be a lot more intuitive as this is very clearly 1/4. i would seriously consider changing this one, imo this is the most glaring flaw of the map. Okay, so first of all, not gonna change it so that the more intense variant is before the more easier one lol. And then, time distance equality aside, I wanna really know how that is unintuitive to see it's 1/4. Like, good heavens man, what else could it be with that kind of patterning lol. And for that matter, this variant that is used first is also the better one to begin since due the slider it's more lenient to click, thus making the player familiar with the rhythm before the actualy click-to-the-rhythm part begins. So, glaring flaws aside too, I have no idea where you are coming from (well, other than the point above that you clearly dislike this section already ¯\_(ツ)_/¯)

02:26:868 (8,1,2) - wide angle jump? doesn't seem to make sense Yeah I kinda dislike it too. It's there cuz I ran out of space
(FeelsBadMan) and putting the pattern with very sharp angle to the other side would then run out of space mid-pattern (iirc). But if I get complaints from the testplays I get, I guess I'll get on tuning this one


04:13:702 (1,2,3,4,5,6,7,8) - i love what you're going for with the decrease in spacing to reflect the melody but i'd space 04:14:035 (3) and 04:14:368 (5) slightly more. as is it really loses a lot of intensity when it gets to these notes and i think you can get the same effect with more intensity if you use slightly higher spacing.Pretty legitimate suggestion tbh, but I couldn't get very drastic changes off without breaking the pattern, and without drastic changes the effect isn't big enough so it would be worth to break the stacks they are positioned on atm. So no changes atleast for now

hopefully this helps at least a little, in retrospect this is a pretty messy mod lol. solo was very well mapped, good job on that.
Thanks for the mod!
hohol454
Very late M4M from weekend Queue 1/3.

01:37:535 (2,1,2,3,4) - I think it would look better if you spaced 01:37:702 (1,2) - a bit more so the slider and following stream are roughly in the middle of 01:37:535 (2,1) - like this.

01:43:036 (1,2,3,4) - same thing, maybe use this spacing as a reference point since it's the same SV 01:47:035 (1,2,3) - . Makes the map more consistent too, as if it wasn't enough.

Idk about some of those 1/6 streams, 04:08:368 (1,2,3,4,5,6,1) - and 04:09:035 (1,2,3,4) - sound pretty similar for example.

04:42:035 - shouldn't the slider end here? you map the sound later 04:45:368 (3) - . 04:42:035 -

Not much I can say here, everything makes sense to me and looks nice.

modding your other maps very soon
Topic Starter
TheKingHenry

hohol454 wrote:

Very late M4M from weekend Queue 1/3.

01:37:535 (2,1,2,3,4) - I think it would look better if you spaced 01:37:702 (1,2) - a bit more so the slider and following stream are roughly in the middle of 01:37:535 (2,1) - like this.

01:43:036 (1,2,3,4) - same thing, maybe use this spacing as a reference point since it's the same SV 01:47:035 (1,2,3) - . Makes the map more consistent too, as if it wasn't enough. I don't think it works. There are multiple instances of this pattern, and 01:37:702 (1,2,3,4) - is always the same spacing, with the following jumps having little more freedom. Not only would moving it remove the current low spacing I wanted on 01:37:702 (1,2,3,4) - but it'd also make the different places have different spacing due the jumps having different ones. Unless, of course, I'd have all the jumps have the same spacings as well, but I think this map needs some freedom in somewhere atleast, since it's already pretty damn strictly structured. Basically, I don't see the visual change being worth it for the other aspects it'd apply.

Idk about some of those 1/6 streams, 04:08:368 (1,2,3,4,5,6,1) - and 04:09:035 (1,2,3,4) - sound pretty similar for example. 100% speed?
The point isn't what they sound like here, but what they actually are.
They are very similar in terms of what the guitarist does. But listening with 25% speed, you can hear that while 01:37:702 (1,2,3,4) - is 1/4 (not exactly on timing but the guitarist is human too), 04:08:368 (1,2,3,4,5,6) - is clearly 1/6 (it's actually one of the cleanest 1/6s in the solo, most of the 1/6 is due the guitarist being early on the 1/4 and then adding some notes of 1/6 and then being just about in time. Or slightly late (see 04:03:035 (1,2,3,4,1,2,3,4,1,2,3) - for example))

04:42:035 - shouldn't the slider end here? you map the sound later 04:45:368 (3) - . 04:42:035 - There is clear difference though. The fact that 04:41:702 (1) - is longer guitar sound are more fitting for the "artful" slider aside, the point is that after it there is 1/4, which goes nicely straight from the sliderend. At 04:45:702 (1,2) - there isn't that though, and making the slider longer would only swallow up one sound more (04:46:202 (2) - which is clearly strong enough to be clicked since we are following guitar. To combine the fact that there just happens to be good sound on 04:46:035 - I see no reason not to pattern it like this.

Not much I can say here, everything makes sense to me and looks nice.

modding your other maps very soon
Can't really give kudosu for that since I didn't accept anything, but thanks for the mod!
Saileach
m4m from your queue!

Acquiescence
  1. 00:21:701 00:29:368 - I feel the spacing in this section is a little large as this is most likely meant to be the calm section after this semi-intense intro
  2. compare 00:31:368 (1,2,3,4,1,2,3,4,1,2,3,4) - to 00:52:536 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1) - In the first section you didnt space the first part and spaced the second while its vice versa for the second even though the have really similar drum structure
  3. 01:35:202 (2,3,4,5,6,1,2,3,4,1,2,3,4) - compared to 00:31:368 (1,2,3,4,1,2,3,4,1,2,3,4) -, basically use the ones used on 1:35 rather than the one used at 31,not only would it help consistency but establishing certain stream spacings for certain types of drums adds to structure
  4. 01:43:036 (1,2) - could probably do with some breathing rom
  5. 02:55:368 (2,3,4,5,1) - i feel these could use some more spacing
  6. 03:23:035 - again, calm section after, feel the spacing is a little much, what makes it feel like a calmer section is that it lacks any real drum track in the back and its purely the guitar(?)
  7. 03:32:202 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - higher intenisty drums at the start, less at the end yet mapped vice versa

all i got, seems good, cant wait to see it in the ranked section someday
Topic Starter
TheKingHenry

DakiniBrave wrote:

m4m from your queue!

Acquiescence
  1. 00:21:701 00:29:368 - I feel the spacing in this section is a little large as this is most likely meant to be the calm section after this semi-intense intro Howd you fuck up that link lol Anyways, I don't think there's need to nerf it more (it got already at some point). So basically it used to be (almost?) all the way circles, but then considering it has like no drums the rhythm was kinda overdone in that aspect.
    That being said the riff/melody/whatever you wanna call it is actually "fairly intense" (thus spacing; I think I have commented on this before). What I haven't said before I think is that this is also "the main theme" of sorts (see kiai), which is part of the reason for emphasising it in some way (which basically just means I won't ignore it at the very least)
  2. compare 00:31:368 (1,2,3,4,1,2,3,4,1,2,3,4) - to 00:52:536 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1) - In the first section you didnt space the first part and spaced the second while its vice versa for the second even though the have really similar drum structure See below
  3. 01:35:202 (2,3,4,5,6,1,2,3,4,1,2,3,4) - compared to 00:31:368 (1,2,3,4,1,2,3,4,1,2,3,4) -, basically use the ones used on 1:35 rather than the one used at 31,not only would it help consistency but establishing certain stream spacings for certain types of drums adds to structure This is actually good point, and tbh looking at several drum fills I'll probably do something. Only subjects of change will probably are 00:30:868 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - and same one (03:32:202 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - The rest are fine imo; the most similar one in music,
    the one before the first kiai is still not the same and it's patterned differently (and spaced accordingly already). The other ones leading to kiais and the ones leading to calm sections are both fine (and they are consistent). The ones during the calm sections are also fine, since it's fine for the overall spacing to be lower there. As for other occasional drum fills don't see any problems (and not like there'd really be consistency problems considering they are occasional and not linked to each other). But yeah I'll do smth to these couple
  4. 01:43:036 (1,2) - could probably do with some breathing rom Not really necessary, 01:43:202 (2) - is as if sidekick of 01:43:036 (1) - anyways
  5. 02:55:368 (2,3,4,5,1) - i feel these could use some more spacing above on the drum fill thingys ^ basically I think the calm sections are fine to have lower spacing
  6. 03:23:035 - again, calm section after, feel the spacing is a little much, what makes it feel like a calmer section is that it lacks any real drum track in the back and its purely the guitar(?) Yeah right you are on the guitar. But yeah basically the same as the first one.
  7. 03:32:202 (2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - higher intenisty drums at the start, less at the end yet mapped vice versa Yeah above on that wall of text, this is the other one

all i got, seems good, cant wait to see it in the ranked section someday
Thanks for the mod!
Mking
Hello old M4M I still had to return ~

First Id like to suggest lowering the HP drain to 5 or lower, when you play the map the HP drain is fine on the streams but if you get a couple of 100s on the jumps you just almost get drained to death.

00:33:202 (8) - Change this to a double? you can hear 2 guitar sounds that you mapped as doubles on the previous notes
00:35:451 (4) - there is no sound on this note and it just makes it weird when playing, so leave it out?
00:42:118 (4) - ^
03:32:368 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - starting here you use a NC every 5th note (I think to express the drum sounds?) and later on 04:36:368 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you dont, which is good, cause the drum sounds fall away. But then here 05:09:702 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - you dont do this anymore? might apply it here as well as there are drum sounds here too

The rest of the map is basically a lot of the same part over and over :p Good map though I like it!
Goodluck ~
Topic Starter
TheKingHenry

Mking wrote:

Hello old M4M I still had to return ~

First Id like to suggest lowering the HP drain to 5 or lower, when you play the map the HP drain is fine on the streams but if you get a couple of 100s on the jumps you just almost get drained to death. While I can't really deny it since I can't actually play this through, according to what experience I have it's not that terrible, you can actually fuck up quite a bit before you die and I don't want it to become too lenient. Also haven't gotten comments about it from testplayers (as far as I can remember) so it'll stay for now. I'll keep my eyes open though, this is easy fix anyways if it comes to it.

00:33:202 (8) - Change this to a double? you can hear 2 guitar sounds that you mapped as doubles on the previous notes I mean, guitars are 1/4 pretty much most of the time here, but whether circles or sliders fit better changes. For example here 00:32:368 (1,2,3,4,5,6,7,8) - 00:32:368 (1,2,3) - and 00:32:702 (4,5,6) - both sound like the 1/2+ triple pattern they are but 00:32:702 (4,5,6) - is actually full 1/4 thus the kickslider. Similarly 00:33:035 (7,8) - sounds quite like 1/2, making kicksliders fitting here. Also have to note here that in these sections I don't strictly follow any one instrument but rather switch the focus all the time, preferably catching the nuances of as many different parts as possible. For more info, if interested, just read some of the previous mods in this thread, since pretty much almost every one noted on some part and most of the time my response is some kind of massive paragraph lol
00:35:451 (4) - there is no sound on this note and it just makes it weird when playing, so leave it out? There's pretty clear sound though
00:42:118 (4) - ^ same here
03:32:368 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - starting here you use a NC every 5th note (I think to express the drum sounds?) and later on 04:36:368 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - you dont, which is good, cause the drum sounds fall away. But then here 05:09:702 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - you dont do this anymore? might apply it here as well as there are drum sounds here too Okay so where to begin? Don't quite get where you are coming from here, tl:dr there ain't the same drums at 05:09:702 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - (unless it's wrong link but hey dunno) As for the difference between 03:32:368 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - and 04:36:368 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - it's pretty simple; in the first one the drums change every 5 notes in the latter one they change every 8 notes (which is only once in that pattern). All drum fills are mapped in the similar way (though most of them are of the groups of 4 variants, I don't think there's many of the groups of 8 variation, if any other than the linked one here)

The rest of the map is basically a lot of the same part over and over :p Good map though I like it!
Goodluck ~
Thanks for the mod!
Can't quite give kudosu since I didn't exactly accept anything though.
Keada
Hi there o/ the M4M I was supposed to be doing.


  • Acquiescence

  1. 00:01:201 (4) - move this to x:316 y:80 to make the distance snap more consistant
  2. 00:01:702 (1,2) - why does this have alot more ds than 00:00:369 (1,2) - ? its the same melody so why not keep it consistant? :>
  3. 00:03:035 (1,2) - same here and so on, youll get it.
  4. 00:05:202 (5,6,1,2,3,4) - really cramped here, try to space up a bit
  5. 00:20:868 (3,5) - not that nice with overlaps like this
  6. 00:21:701 (1,2) - not sure why you have such a big distance with these, the melody is the same and the music actually calms down a bit comparrison to the part before
  7. 00:21:868 (2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - try this part with soft hitsounds. Sounds a bit better
  8. same with the part after where there is no drums
  9. 00:37:535 (11,2) - overlap D:
  10. 00:42:702 (5,6,7,8,1,5) - this overlap also isnt that nice, try to make the stream shape a bit more out like this https://puu.sh/zcTNB/28f299df19.png
  11. 01:06:535 (6,8) - actually hard to read try something like this https://puu.sh/zcTRn/831f2f6d89.png same with the others after
  12. 01:18:369 (6,7,8,9,10,5) - overlap again, try to space out a bit more
  13. 01:37:702 (1,2) - space out a bit so it looks better
  14. 01:43:036 (1,2) - ^
  15. 01:44:368 (1,2,3,1,2,3,1,2,3,1,2,3,1) - space them a bit more so the overlapping doesnt happen
  16. 01:47:035 (1) - from here and until 01:57:702 (1) - try to space out a bit more again, its reeeeeaaally cramped and the music is kinda intense so you could use more space
  17. 02:21:202 (6,8) - same as I said above and with future parts
  18. 02:28:535 (2,3,4,5,6) - use soft hitsounds
  19. 02:40:035 (5,6,7,8,1,5) - same as I said above https://puu.sh/zcTNB/28f299df19.png
  20. 02:54:202 (1,1,1) - stronger note on this one. space these out more than the rest of the pattern
  21. 03:01:702 (1) - here until 03:12:368 (1) - really cramped again
  22. 03:55:757 (2) - dont hear any sound here
  23. 04:05:952 (2,1,2,3) - this is gonna be really hard to read/fc. I would recommend 1/6 repeat sliders on the 1/6 parts since the map is kinda easy from before and suddenly comes this hard part. But thats up to you, if you want people to break on this part then youre evil :^)
  24. 04:51:202 (2,4) - ugly overlap 04:51:535 (4) - just space this out a bit to the right then youre fine
  25. 04:54:368 (1) - should end on white tick
  26. 04:54:868 (2,3,4,5) - timeline here should be mapped like this https://puu.sh/zcUla/02ecec0e32.png 04:55:285 - cause I hear no sound here, just listen to the music and map from there, it kinda looks like you rushed this part xD
Rest of the map looks nice tho!
Good luck!
Topic Starter
TheKingHenry

Keada wrote:

Hi there o/ the M4M I was supposed to be doing.


  • Acquiescence

  1. 00:01:201 (4) - move this to x:316 y:80 to make the distance snap more consistant Not really necessary, the difference is really small and the readjusting of the future patterns related in placing to 00:01:201 (4) - would be far more work than what'd be worth it
  2. 00:01:702 (1,2) - why does this have alot more ds than 00:00:369 (1,2) - ? its the same melody so why not keep it consistant? :> The spacing fluctuates somewhat throughout the sections, sort of to match the phrasing of the music (or not) but essentially they both work the same way and play very similarly, I don't think it's necessary to DS every single bit perfectly to each other. It's would actually just end up far more restricting both for mapper and player (and as a matter of fact, I'm pretty sure I DS stuff far more than most mappers lol)
  3. 00:03:035 (1,2) - same here and so on, youll get it. ya same indeed
  4. 00:05:202 (5,6,1,2,3,4) - really cramped here, try to space up a bit It's cramped (or lower spacing) because the flow changes from the back-and-fortish ones to the circular motion here, so I begin with lower spacing. Not like any object are really overlapping either so it's more like tight and neat rather than cramped. [color=#008000(expect 00:06:035 (2) - to land on the end of following slider but tuned 'em)[/color]
  5. 00:20:868 (3,5) - not that nice with overlaps like this they don't overlap though
  6. 00:21:701 (1,2) - not sure why you have such a big distance with these, the melody is the same and the music actually calms down a bit comparrison to the part before Only drums. The melody section actually goes upwards in intensity imo. Also speaking of spacing, the section before this isn't necessarily of lower spacing than this, it's just that there are both higher and lower spacings there than 00:21:701 (1,2) - and also should noted that this specific spacing (with these pitches) is the highest one in the following section, it goes only down from here with the others (the other pitch changes, basically larger change in pitch = larger spacing, while taking the overall pitch into consideration).
  7. 00:21:868 (2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - try this part with soft hitsounds. Sounds a bit better Depends on skin tbh but I agree changed to all relevant sections
  8. same with the part after where there is no drums ^
  9. 00:37:535 (11,2) - overlap D: no?
  10. 00:42:702 (5,6,7,8,1,5) - this overlap also isnt that nice, try to make the stream shape a bit more out like this https://puu.sh/zcTNB/28f299df19.png close ≠ overlap; dis actually very comfortable blanket
  11. 01:06:535 (6,8) - actually hard to read try something like this https://puu.sh/zcTRn/831f2f6d89.png same with the others after Not necessary, it's exactly the same thing as the one with only one kickslider so even their reading aside, players are also familiar with the pattern. Haven't gotten any complaints from testplays so far. If I do it's anotha thing though
  12. 01:18:369 (6,7,8,9,10,5) - overlap again, try to space out a bit more as above
  13. 01:37:702 (1,2) - space out a bit so it looks better not necessary; here it's also visuals aside preferably to have low spacing since I want to bring the intensity down
  14. 01:43:036 (1,2) - ^ ^
  15. 01:44:368 (1,2,3,1,2,3,1,2,3,1,2,3,1) - space them a bit more so the overlapping doesnt happen they ain't overlapping though
  16. 01:47:035 (1) - from here and until 01:57:702 (1) - try to space out a bit more again, its reeeeeaaally cramped and the music is kinda intense so you could use more space It's not actually very intense. It's sort of that kind of place, where the intensity is down but there is still something bubbling underneath, basically here see how the melody goes long af but the drums are still "bubbling" underneath. Resulting in section like this with the rhythms but low spacing, which is as if relaxed and easy calm section with the low spacings but still keeps you on your toes with the rhythms. I have actually discussed this in many mods before so refer to those if you want to read more.
  17. 02:21:202 (6,8) - same as I said above and with future parts yeah same
  18. 02:28:535 (2,3,4,5,6) - use soft hitsounds done as mentioned above
  19. 02:40:035 (5,6,7,8,1,5) - same as I said above https://puu.sh/zcTNB/28f299df19.png same indeed
  20. 02:54:202 (1,1,1) - stronger note on this one. space these out more than the rest of the pattern could do this tbh, done. Now it's also nice progression from the last iteration (there one circle was stable but here all move during the pattern)
  21. 03:01:702 (1) - here until 03:12:368 (1) - really cramped again same as before
  22. 03:55:757 (2) - dont hear any sound here It's pretty clear though (and one of the better timed ones as well) Just use lower music speeds for this, like 50% or 25% if you can't hear with faster ones
  23. 04:05:952 (2,1,2,3) - this is gonna be really hard to read/fc. I would recommend 1/6 repeat sliders on the 1/6 parts since the map is kinda easy from before and suddenly comes this hard part. But thats up to you, if you want people to break on this part then youre evil :^) What do I hear?
    Solo part harder than the rest of the map? Blasphemy! You are right it's going to be tough, but that's pretty much the point here. The solo is clearly next level in intensity compared to most of the song, so so shall it be. As for readability I will of course try my best within the frames I want the solo to have. It's actually been improved already according to testplayer feedback.
  24. 04:51:202 (2,4) - ugly overlap 04:51:535 (4) - just space this out a bit to the right then youre fine I don't quite get these overlaps of yours, most of the time they clearly aren't touching
  25. 04:54:368 (1) - should end on white tick Agree, but it's for the rhythmical consistency during this pattern. This pattern has actually been discussed hella lot in the earlier mods so check those if ya interested.
  26. 04:54:868 (2,3,4,5) - timeline here should be mapped like this https://puu.sh/zcUla/02ecec0e32.png 04:55:285 - cause I hear no sound here, just listen to the music and map from there, it kinda looks like you rushed this part xD Similar to above. Not what I had originally but this has been discussed quite the much already, read those for more information. (also worth mentioning that you are right there are unmapped drum sounds but that's intentional since the focus in clearly on guitar here, and pretty much guitar only)
Rest of the map looks nice tho!
Good luck!
Thanks for the mod!
Topic Starter
TheKingHenry
Ayy actually revived for once in a while
Maybe I should now try to do something before it's gone again
Sakurauchi Riko
Hey, M4M (sorry for late)

Acquiescence
00:05:702 (1) - this would deserve a flow change imo. looks hard to change since everything is patterned but if you could somehow manage it (even just a slight flow change) that'd help the emphasis. just like you did here 00:16:035 (1,1) -
00:21:701 (1,2,3,4) - the music gets objectively calmer (less instruments playing and sounds are quiter) so these jumps are way too high, considering the intense part before uses same or even lower distances. this applies of course to the following patterns too, but at the end of the section it actually turns out to be a well fitting spacing
00:38:868 (3) - any reason for this to be not curved? would look better with sliders before
00:48:035 (10) - how about NC here for emphasis? you could even space both sliders more since the sounds are super strong. right now its really underwhelming
01:44:702 (1) - 01:45:368 (1) - i dont understand these nc's there is an important sound 01:45:035 (1) - here which deserves an NC but the others i linked dont seem to have any meaning behind
01:46:952 (8,1,2) - i ddont know if you really want this here, you see the spacing thing with different rhythm. imo it just causes unecessariely missread from players-perspective. even if you double the spacing of the 1/2 rhythm it would still get the same feeling
01:52:035 (7) - nc for sv change maybe?
02:05:702 (1) - 1/4 kickslider is better here so you dont interrupt the flow. 02:05:702 (1) - is also a very strong sound which gets represented better if its a different object (emphasis wise)
02:28:368 (1,2,3,4,5) - same thing i mentioned above, the music loses a lot of its intensity. yes this time it is a bit slower spaced but lowering it drastically would represent the song better and that a new calmer section begins. right now it feels like the pattern in the new section is still together with the pattern in the section before
04:03:368 (1,2,3,4,1,2,3,1) - this is super awkwardd to play considering there are even more notes in the stream before. changing into clickable 1/6 rhythm rigth after a 1/4 stream feels super uncomfortable. in fact, even with spacing change, you read this rather as 1/4. personally i'd simplify it with 1/4 rhythm (circles but more spaced, or 2 kicksliders) because this is way too hard otherwise and way too unexpected imo. it is far in the map also andd you coulddnt get to get the player used to that kind of stuff. as a player i'd be super frustrated of that, too. i mean it is consistent after that point but i doubt it has a good playability. you should get few more opinions on these and testplays (i myself cant stream for shit maybe thats why iam so biased here)

04:16:368 - yo this kiai is sick, well done :D
in fact the whole ending is super cool

hope this helps you a bit!
Best of Luck :)
Topic Starter
TheKingHenry

Sakurauchi Riko wrote:

Hey, M4M (sorry for late)

Acquiescence
00:05:702 (1) - this would deserve a flow change imo. looks hard to change since everything is patterned but if you could somehow manage it (even just a slight flow change) that'd help the emphasis. just like you did here 00:16:035 (1,1) - Could be done tbh, but due how strictly patterned it is,
it's way too pain to try to implement for relatively small thing (considering it already has some emphasis)

00:21:701 (1,2,3,4) - the music gets objectively calmer (less instruments playing and sounds are quiter) so these jumps are way too high, considering the intense part before uses same or even lower distances. this applies of course to the following patterns too, but at the end of the section it actually turns out to be a well fitting spacing For more info, read previous mods (dunno if they have any more though). But while the drums get quieter and so on,
as noted, the guitar/melody gets more spotlight. The spacing isn't really that big (many compared it to the spacing of the last section, and you can check, the largest spacing of this pattern is about the same as many spacings in the former section, with other spacings with this jump pattern being smaller. So as the pattern isn't as intense people make it seem and the music isn't as calm and people make it seem I think it's in fairly okay spot. It also lines up with the kiai spikes of the same kind of patternings.

00:38:868 (3) - any reason for this to be not curved? would look better with sliders before 1/4 slider; too short to look good curved, most of the 1/4 sliders in this map are straight (there are some slightly curved with faster SV in the solo I think though)
00:48:035 (10) - how about NC here for emphasis? you could even space both sliders more since the sounds are super strong. right now its really underwhelming Not really convinced about the NC considering it'd make the NCing different compared to the previous iteration that isn't so important that it'd be NCd, but I can increase the spacing indeed (did same with all of the same places) sum green here so I know I accepted some stuff
01:44:702 (1) - 01:45:368 (1) - i dont understand these nc's there is an important sound 01:45:035 (1) - here which deserves an NC but the others i linked dont seem to have any meaning behind Just patterning decision, groups of 4 look neater with pattern like this. And after all, even if the 8 dividing snap has even stronger sounds, the drums are essentially groups of 4 as well.
01:46:952 (8,1,2) - i ddont know if you really want this here, you see the spacing thing with different rhythm. imo it just causes unecessariely missread from players-perspective. even if you double the spacing of the 1/2 rhythm it would still get the same feeling The feeling is intentional, the contrast is supposed to be large here. As for misreading, I don't really think that should be a problem, it should be pretty clear that 01:47:035 (1,2) - don't continue in 1/4 anymore due the overall themes of the map. So it comes down to whether or not the emphasis does it's work as intended, which is harder to evaluate.
01:52:035 (7) - nc for sv change maybe? Not really drastic change in SV nor slider shape/length that would really make large changes to how it plays, not necessary.
02:05:702 (1) - 1/4 kickslider is better here so you dont interrupt the flow. 02:05:702 (1) - is also a very strong sound which gets represented better if its a different object (emphasis wise) Not really needed for flow tbh, kickslider would perhaps "force" the good flow on it, but circle doesn't really restrict it (how could it when kickslider is basically just more stuff on the board) so if you play it so that it flows bad it's rather on how you play it since if it works with kickslider, it's possible for it to work with circle too. It gives more freedom. As for the sound, indeed emphasising with kickslider is a thing but since there's not sound there I'd rather not here since I've mostly used kicksliders for structuring 1/4 with different sounds. Also it's not really "odd one out" in terms of having this kind of thing anyways since there's plenty of similar fill transitions in the song which contain similar music after all.
02:28:368 (1,2,3,4,5) - same thing i mentioned above, the music loses a lot of its intensity. yes this time it is a bit slower spaced but lowering it drastically would represent the song better and that a new calmer section begins. right now it feels like the pattern in the new section is still together with the pattern in the section before This isn't even section of it's own but rather transition from the last to the next, in which case your "together with the section before" is actually very fitting. As for spacing, it's the exact same as the earlier section (and I mean exactly). So kinda above as well.
04:03:368 (1,2,3,4,1,2,3,1) - this is super awkwardd to play considering there are even more notes in the stream before. changing into clickable 1/6 rhythm rigth after a 1/4 stream feels super uncomfortable. in fact, even with spacing change, you read this rather as 1/4. personally i'd simplify it with 1/4 rhythm (circles but more spaced, or 2 kicksliders) because this is way too hard otherwise and way too unexpected imo. it is far in the map also andd you coulddnt get to get the player used to that kind of stuff. as a player i'd be super frustrated of that, too. i mean it is consistent after that point but i doubt it has a good playability. you should get few more opinions on these and testplays (i myself cant stream for shit maybe thats why iam so biased here) There's plenty of maps with combined 1/4 and 1/6 though, some even on fairly high skill level so the fundamental idea isn't really problematic, it's about execution. I actually like tapping combined different rhythms be it 1/4 with 1/6 or 1/8 or 1/3 or whatnot, so it's not like it's terrible idea to anyone from the beginning either (or then I'm alone with this FeelsBad). So how I went with this here was that all of the 1/6 had sliders after them to "reset" the tapping. It's better that way than the other since transitioning 1/4-> 1/6 is a lot easier than the other way (atleast how I feel, seems logical too imo considering it's easier to change from streaming to "bursting" in case of high bpms than from said bursting to streaming accurately). So after this the problem that is left is how to differentiate the 1/6 so that the player knows when to switch the modes (mind noting that this has mostly been the primary problem I've gotten from testplayers, and it already got tuned earlier according to Doomsday's suggestion. "Earlier" being like year ago though ¯\_(ツ)_/¯). So here there are few things I've done for this. First of all the first ones "introductions" 03:55:202 (1,2,3,1,2,3) - have sliders on both sides to make it more lenient. Thus player now knows there are 1/6 and should also note how they looked here. That is actually important for player to note, considering visuals are after all the primary source of distinguishing stuff since it's the thing that can predate the tapping itself. They have specific combo color (if one uses those, like is recommended). Their spacing stays the exact same throughout the solo, meaning every single 1/6 is of the same spacing. Now with these player should know what 1/6 looks like. To then not confuse it with 1/4 of similar features (spacing) there are also couple things: every 1/6 begins with visible change in spacing usually about halving the spacing or similar. 1/4 on the other hand mostly uses smooth transitions in spacing according to pitch, meaning 1/6 are the only drastic changes. 1/4 larger spacing changes are usually done with additional turning point emphasis anyways (also due the fact that turning points make sense with the sounds that accompany larger spacing change stuff in 1/4, see for example the latter part of the solo) and thus 1/6 aren't. So every single larger change in spacing that continues the smooth shape of stream is 1/6. Well, there ain't really almost any turning point 1/4 anyways during the earlier part of the solo though lol Thanks for the feedback though!
04:16:368 - yo this kiai is sick, well done :D
in fact the whole ending is super cool

hope this helps you a bit!
Best of Luck :)
Thanks for the mod!
Topic Starter
TheKingHenry
Added some tags and linked metadata in description
bigfrog
hi, m4m from your queue!
Acquiescence
00:35:368 (3,4,5) - maybe the rhythm here should be like this cuz there is a extend of sound at 00:35:368
00:52:536 (2,3,4,5,6,7,1) - try this pattern? looks more smoothly to hit and also better imo
01:22:868 (11,12) - stack this way? will not stack on the 01:23:034 (1) - slider body so player can hit it more smoothly
00:40:535 (2,3,4,5) - i think it better to swap 00:40:535 (2,3) - and also 00:40:868 (4,5) - so the white line just divided the rhythm by the jump at 00:40:702 (3,4) - and also remain the triangle too
01:37:785 - maybe can put a circle here to emphasize the extend of the finish from 01:37:702
02:28:368 (1) - i think there should have the clap&finish here cuz it's the last one of this part and it still have the audible sound
03:21:535 (3) - move a little left to avoid the overlap with 03:21:702 (1) - ?
03:22:368 (1,2,3,4,5,6,7,8) - maybe this part can be avoid the overlap with 03:21:952 (2,3,4,5,6) - ? it'll seem more neat imo xD
04:01:035 (1) - can try to make this slider end at 04:01:285 and add a circle at 04:01:368 to emphasize the strong sound
04:03:118 (2,3) - maybe can fixed the distance between? or is it on purpose idk lol
04:45:368 (3) - NC? you added NC at both 04:42:702 (1) - and 04:44:035 (1) -
04:54:368 ~ 04:57:535 - i guess use 1/8 beats can more fit the guitar here xD
05:30:951 (6) - maybe wrong placed? move to 204|208 seems better
05:39:035 (1) - i guess moved it a little up would make the flow better cuz it just need a angle to point to the next object imo
that's all i can mod i guess xD almost all are suggestion so you can just reply rejected anyway lol
btw i hope you can mod my map after i solved the offset problem if you can ;u;
i'll message you if it's solved, i really appreciate it!!
and GL for rank!! :)
Topic Starter
TheKingHenry

bigfrog wrote:

hi, m4m from your queue!
Acquiescence
00:35:368 (3,4,5) - maybe the rhythm here should be like this cuz there is a extend of sound at 00:35:368 The extended one is already kickslider'd (5) 3 and 4 are 2 guitar shreds; the sections switches all the time between emphasisin drums rhythm guitar or perhaps sometimes melody and it'll create situations where it might not fit all of them at once (obviously)
00:52:536 (2,3,4,5,6,7,1) - try this pattern? looks more smoothly to hit and also better imo The difference in gameplay is fairly small, but the one I have looks a lot better since it feels like there's stream shape that continues, while your picture has the last one somewhat straight from the previous objects which ain't too fit for stream shape there
01:22:868 (11,12) - stack this way? will not stack on the 01:23:034 (1) - slider body so player can hit it more smoothly Indeed true enough,
changed. Also for some god knows what reason 01:23:035 (1) - was unsnapped (AiMod didn't notice lol) so snapped that back
00:40:535 (2,3,4,5) - i think it better to swap 00:40:535 (2,3) - and also 00:40:868 (4,5) - so the white line just divided the rhythm by the jump at 00:40:702 (3,4) - and also remain the triangle too Nah works better this way
01:37:785 - maybe can put a circle here to emphasize the extend of the finish from 01:37:702 There ain't sound for it so no
02:28:368 (1) - i think there should have the clap&finish here cuz it's the last one of this part and it still have the audible sound finish could be debatable, I don't think there's snare for clap, but I like it the way it is for the sudden drop
03:21:535 (3) - move a little left to avoid the overlap with 03:21:702 (1) - ? It's not overlapping
03:22:368 (1,2,3,4,5,6,7,8) - maybe this part can be avoid the overlap with 03:21:952 (2,3,4,5,6) - ? it'll seem more neat imo xD They ain't overlapping, you do realize that those permanent "approach circles" don't exist outside of editor
04:01:035 (1) - can try to make this slider end at 04:01:285 and add a circle at 04:01:368 to emphasize the strong sound It's more like the sound for the guitar sound to end, not new one. Also it's also plenty dense so I'd rather not make it more
04:03:118 (2,3) - maybe can fixed the distance between? or is it on purpose idk lol All DS changes here are on purpose (should be atleast)
04:45:368 (3) - NC? you added NC at both 04:42:702 (1) - and 04:44:035 (1) - Not necessary, the changes ain't drastic like that (the following sldier has same SV for example, the ones before had changes that the NC were indicating
04:54:368 ~ 04:57:535 - i guess use 1/8 beats can more fit the guitar here xD It's not quite snappable, it switches as in for what rhythm would fit it best and we discussed this earlier here; decided for this for consistency and fairly clear way of playing
05:30:951 (6) - maybe wrong placed? move to 204|208 seems better Nah it's supposed to be curved not straightish as it seems your suggestion is
05:39:035 (1) - i guess moved it a little up would make the flow better cuz it just need a angle to point to the next object imo Works fine,
positioning the exact same as with hte streams before, and lower angle to 05:39:202 (2) - would actually likely play worse than this anyways (which hte higher point would mean)
that's all i can mod i guess xD almost all are suggestion so you can just reply rejected anyway lol
btw i hope you can mod my map after i solved the offset problem if you can ;u;
i'll message you if it's solved, i really appreciate it!!
and GL for rank!! :)
Thanks for the mod!
Topic Starter
TheKingHenry
While at it, since I apparently could do it now (not sure if I coulda done it before) moved to pending section while updating.
- Milhofo -
Hello, mod from my queue!

acquiscenscanxescse
  1. 00:52:536 (2,3,4,5,6,7,1,2,3,4,5,6,7,8) - the transition from the first combo to the second is kind of awkward, because our movement is rotating to the left at the end of 00:52:952 (7) - , but the other combo starts on the right and goes right as well. It would flow better if 00:53:035 (1,2,3,4,5,6,7,8,1) - this pattern started more to the left, like 00:53:035 (1) - would still be in the first part of the stream (I know it overlaps but plays so much better)
  2. 01:47:202 (2) - NC? feels like the slider is still part of the stream sometimes (03:01:868 (2) - as well)
  3. 02:28:368 (1,2,3,4,5,6) - you could reduce the spacing on this pattern a bit to highlight the lack of the drums and guitar.
  4. 03:55:202 (1,2,3,1) - and 03:55:702 (1,2,3,1) - I really wasn't expecting those there xD made me fail twice

Clean map, I really couldn't find anything else worth mentioning in my standards, I'll leave the 1/6 streams for better players to judge, since I can't play them xD no kds if you didn't apply anything, it was a really short mod

The only thing I'd say in general is that that background is slightly overused in osu, if you ever pass by another fitting one maybe you could think of changing it so I wouldn't think it's a foreground eclipse song eheh
Topic Starter
TheKingHenry

- Milhofo - wrote:

Hello, mod from my queue!

acquiscenscanxescse
  1. 00:52:536 (2,3,4,5,6,7,1,2,3,4,5,6,7,8) - the transition from the first combo to the second is kind of awkward, because our movement is rotating to the left at the end of 00:52:952 (7) - , but the other combo starts on the right and goes right as well. It would flow better if 00:53:035 (1,2,3,4,5,6,7,8,1) - this pattern started more to the left, like 00:53:035 (1) - would still be in the first part of the stream (I know it overlaps but plays so much better) It's indeed not as common as could be, but the movement shouldn't be left anymore at the transition places, but changed to right mid-stream along about 00:52:869 (6,7) - thus making the following objects just fairly casual direction change with the combo change
  2. 01:47:202 (2) - NC? feels like the slider is still part of the stream sometimes (03:01:868 (2) - as well) Nah downbeat NC should work better
  3. 02:28:368 (1,2,3,4,5,6) - you could reduce the spacing on this pattern a bit to highlight the lack of the drums and guitar. It's already lower. Instead, it's the exact same as the same section in the early parts of the map.
  4. 03:55:202 (1,2,3,1) - and 03:55:702 (1,2,3,1) - I really wasn't expecting those there xD made me fail twice Indeed these 1/6 are probably the hardest thing to make work here

Clean map, I really couldn't find anything else worth mentioning in my standards, I'll leave the 1/6 streams for better players to judge, since I can't play them xD no kds if you didn't apply anything, it was a really short mod no kds it is then ¯\_(ツ)_/¯

The only thing I'd say in general is that that background is slightly overused in osu, if you ever pass by another fitting one maybe you could think of changing it so I wouldn't think it's a foreground eclipse song eheh It wasn't overused when I began mapping this map (╯°□°)╯︵ ┻━┻ anyways it's very fitting not only with the touhou stuff this is from but the thematics of the song title ¯\_(ツ)_/¯
Thanks for the mod!
Yahuri
m4m from ur q

Acquiescence
01:36:368 - 01:57:702 - the general DS in this section (other than streams) is below what it should be imo. even though a lot of the background instruments have dropped out, the guitar still has a strong presence so it feels weird to have small jumps. so you could increase DS in places like here 01:37:368 (1,2,1) and here 01:39:035 (1,2,3,1,2,3,1,2,3,1) and here 01:49:535 (7,1)
02:01:034 (9,10,11,12,13,14,15,1,2,3,4) - 02:02:868 (15,1,2,3,4,5,6) - 02:03:951 (12,13,14,1,2) - is the visual spacing supposed get smaller? (in comparison to here 01:58:784 (14,15,1,2,3,4))
02:51:035 - 03:12:368 - same as mentioned before, DS seems low
04:59:035 - ^
03:16:202 (15,1) - visual spacing thing
03:21:035 (1,1) - stack?
03:33:702 - 03:54:202 - also seems low on general DS. the same guitar melody at relatively the same intensity as the kiai is playing here. this section has a stronger background guitar/drum presence than here 01:36:368 though

not much really, its a very clean map
good luck!
my quote btw

the last page of No Longer Human by Dazai Osamu
Topic Starter
TheKingHenry

Yahuri wrote:

m4m from ur q

Acquiescence
01:36:368 - 01:57:702 - the general DS in this section (other than streams) is below what it should be imo. even though a lot of the background instruments have dropped out, the guitar still has a strong presence so it feels weird to have small jumps. so you could increase DS in places like here 01:37:368 (1,2,1) and here 01:39:035 (1,2,3,1,2,3,1,2,3,1) and here 01:49:535 (7,1) It's intentionally so. What you think the guitar feels aside, these are still the less intense sections and it's intentionally emphasized with the mapping for further contrast in a otherwise fairly stale song intensity-wise
02:01:034 (9,10,11,12,13,14,15,1,2,3,4) - 02:02:868 (15,1,2,3,4,5,6) - 02:03:951 (12,13,14,1,2) - is the visual spacing supposed get smaller? (in comparison to here 01:58:784 (14,15,1,2,3,4)) while the visual spacing might get down too due smaller spacing -> smaller curves, it's not really intentional atleast on very important level, the spacing change for lower is the main idea, the visual spacings and such are just mostly to fit well with stuff like blanketing the last one etc.
02:51:035 - 03:12:368 - same as mentioned before, DS seems low same
04:59:035 - ^ ^
03:16:202 (15,1) - visual spacing thing as above
03:21:035 (1,1) - stack? yeah it was supposed to be indeed (holy shit this was pain in the ass to fix due the double-triple-whatever stack blanket systems that place had asdf
03:33:702 - 03:54:202 - also seems low on general DS. the same guitar melody at relatively the same intensity as the kiai is playing here. this section has a stronger background guitar/drum presence than here 01:36:368 though It's intentionally so similarly to the previous ones. Also note how the section is mostly according to the rhythm guitar+ the drum triples, not the melody. And additionally, not every section in music necessarily carries the same intensity even if it's the same or about the same as some other section

not much really, its a very clean map
good luck!
my quote btw

the last page of No Longer Human by Dazai Osamu
¯\_(ツ)_/¯
Thanks for the mod!
Einja
m4m time (about time xP)

[general]
all good

[Acquiescene]
00:19:035 (1,2,3,4,5) - don't know why this pattern has a sudden increase in spacing, i actually think it should decrease/stay the same since it's a lower pitch than the previous measure.

00:26:368 (1,2,3,4) - this should be more spaced than 00:26:702 (1,2,3,4) - since the drums are pitched higher.

00:41:368 (7,8) - i think it would be nice if these 2 circles were a kickslider, it would follow the synth pattern really nicely, you did do it at 00:52:035 (7,8) -

00:42:702 (5) - nc?

01:09:202 (6,7) - why doesn't the kickslider face into the circle D:

03:11:952 (5) - i understand why you would change sv in these patterns, since it's a slightly higher pitch. but rn, it's kind of annoying to read since, i think it would just be a longer slider than (4). maybe nc's could fix this issue?

that's all i really have, this is a streamy map :D
Topic Starter
TheKingHenry

Einja wrote:

m4m time (about time xP)

[general]
all good

[Acquiescene]
00:19:035 (1,2,3,4,5) - don't know why this pattern has a sudden increase in spacing, i actually think it should decrease/stay the same since it's a lower pitch than the previous measure. First of all the increase isn't sudden or particularly large, but rather sort of same as the previous ones; this section doesn't go necessarily according to pitch but rather steadily slowly increasing the spacing of groups of 4 (the phrases)

00:26:368 (1,2,3,4) - this should be more spaced than 00:26:702 (1,2,3,4) - since the drums are pitched higher. I wouldn't go pitch checking on drums lol; the latter are louder and thus like this. Also as a leading type drum fill (as in towards something more intense) increasing spacing fits better (so it acts as a short build-up of sorts from 00:26:368 (1) - to 00:27:035 (1) - )

00:41:368 (7,8) - i think it would be nice if these 2 circles were a kickslider, it would follow the synth pattern really nicely, you did do it at 00:52:035 (7,8) - 00:52:035 (7,8) - there's melody for both but 00:41:368 (7,8,9,10) - only one thus I changed to the guitar shred.

00:42:702 (5) - nc? Why not actually. Applied to all (3) of them

01:09:202 (6,7) - why doesn't the kickslider face into the circle D: Why should it? It's facing to the general direction of the flow and that's well enough. Actually pointing to the exact direction of the circle in these (and some) cases wouldn't even be the best direction for flow considering players movements aren't exactly perfectly sharp and straight but rather cutting corners and smoother movement if possible

03:11:952 (5) - i understand why you would change sv in these patterns, since it's a slightly higher pitch. but rn, it's kind of annoying to read since, i think it would just be a longer slider than (4). maybe nc's could fix this issue? Shouldn't be that much of a problem tbh the rhythms are fairly simple and outta calmer section so it leaves plenty tools for player to not fuck up so I'd rather keep my NC/measure here like what I've done in these sections

that's all i really have, this is a streamy map :D
Thanks for the mod!
Gus
m4m!

00:15:868 (5,6,1,1) - this angle is much cleaner and aesthetically pleasing than, for instance, this one here 00:05:202 (5,6,1,1) - the slider on this latter pattern doesnt really overlap as strongly and the angle isnt as clean

00:21:035 (4) - why not make this note equal distance from 00:21:702 (1) - for an equal visual appeal

01:47:035 (1,2) - i feel like this is the sort of thing that might've been brought up before, but this spacing is confusing while playing. makes me think (2) is on the blue tick.

02:24:202 (8) - you should change up some of the slider shapes in these sections, curving some of these slightly would make them lead into the other notes. (I don't know if this makes much objective sense, because the sounds don't call for different shapes, but I don't know how stringently as a mapper you follow complete objective sense, it would certainly make sense flow/aesthetic wise).

03:01:702 (1,2) - as aforementioned

03:21:952 (2,3,4,5,6,1,2,3,4,5,6,7,8,1) - oof this stream is not too good looking

04:11:035 (1) - kill one of those sliderpoints at the very end of the slider

04:51:035 (1,2,4) - these 3 notes could be equally spaced from one another. would look better

04:54:868 (2) - this note (and all similarly sounding notes) may play better as kicksliders. i really highly recommend trying it out

05:20:368 (1,2,3,4,5,6,7) - whats up with the sudden switch from cleanly stacked notes to slightly rotated patterns in this last kiai (as compared to the first two?)

thats really all i got for ya lol looks pretty clean overall

im really not sure if this helped, pm me if not and ill mod something else of yours.
Topic Starter
TheKingHenry

Gus wrote:

m4m!

00:15:868 (5,6,1,1) - this angle is much cleaner and aesthetically pleasing than, for instance, this one here 00:05:202 (5,6,1,1) - the slider on this latter pattern doesnt really overlap as strongly and the angle isnt as clean Not really. It's different, not inferior. While I too like looks like the former in SV change stuff like this, the latter one has cool aesthetic patterns of its own and how it plays isn't really problem on any level so there's no point changing it really

00:21:035 (4) - why not make this note equal distance from 00:21:702 (1) - for an equal visual appeal Equal distance to what? 00:20:868 (3,5) - ? Why not actually

01:47:035 (1,2) - i feel like this is the sort of thing that might've been brought up before, but this spacing is confusing while playing. makes me think (2) is on the blue tick. It has been indeed, and no, it shouldn't be a problem, the idea is to drastically drop the intensity and this is good way to do it. It might need little brainwork, but that can't hurt. Not like you should really think it's 1/4, since no way I'd pattern it like this if it were, my patterning habits aside, the way this looks shouldn't really make you think of 1/4

02:24:202 (8) - you should change up some of the slider shapes in these sections, curving some of these slightly would make them lead into the other notes. (I don't know if this makes much objective sense, because the sounds don't call for different shapes, but I don't know how stringently as a mapper you follow complete objective sense, it would certainly make sense flow/aesthetic wise). As for aesthetics, these look cool. Actually, better than what curved ones would (since the shorter the sliders, the worse curved sliders look). Flow is also insignificant be it curved or not for slider this short. It's also not necessary to actually point towards the next object with the slider (if that's what you'd want to curve) since due the movement of the player the slight off angle is more accurate re-construction of what's happening (since player doesn't go with absolute angles and stuff but rather "cuts corners" for smoother movement

03:01:702 (1,2) - as aforementioned Indeed

03:21:952 (2,3,4,5,6,1,2,3,4,5,6,7,8,1) - oof this stream is not too good looking Why so? Obviously not the most gorgeous stream I have seen (that'd need different spacing ¯\_(ツ)_/¯) but, like, it looks pretty good as is. What problem do you have with it?

04:11:035 (1) - kill one of those sliderpoints at the very end of the slider lol

04:51:035 (1,2,4) - these 3 notes could be equally spaced from one another. would look better Not necessary, not only are they doing other visual stuff, but it's mean to be more along the lines of patterning like with 04:55:035 (1,2,3,1,2,3) - except that they don't overlap here (but the idea of the pattern is about the same and 04:51:202 (2,4) - are supposed to be close

04:54:868 (2) - this note (and all similarly sounding notes) may play better as kicksliders. i really highly recommend trying it out While sort of "why not", there isn't really any 1/4 for it and the spacing of the pattern with kickslider would get fairly high towards the end (compared to the music) so not gonna apply

05:20:368 (1,2,3,4,5,6,7) - whats up with the sudden switch from cleanly stacked notes to slightly rotated patterns in this last kiai (as compared to the first two?) Maybe the change that's in the music? LOL Sooo first 2 kiais are the back-and-forth melody (á la sections like 00:21:702 - too); while this last kiai revisits the very first theme of the song that is based on descending melody of groups of 3 so obviously it's mapped as groups of 3 (triangles) of descending spacing (and drum triples applied similarly as to the back-and-forth). That make more sense to you hm?

thats really all i got for ya lol looks pretty clean overall

im really not sure if this helped, pm me if not and ill mod something else of yours.
Thanks for the mod!
Yuii-
there's a 1 year old bubble in here hello

will mod
mod

mod

-title is too gay, tell the artist to change it

(and you better do that, else i'm disqualifying the map)

- 00:21:368 (1,2,3,4) - 00:26:702 (1,2,3,4) - and the other one - following your gay patterning, i'd just do something about these red streams and keep the gimmick of slowing down when this color appears on screen. that means, use any other color for the stream because they represent the exact opposite of a slowdown
- 00:38:368 (1,2) - 00:49:035 (1,2) - silence both of these tails oh my god
- 02:04:368 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - what the fuck are these combos and what the fuck they are representing, where's the guitar; change prioritiessss as you do in the next patternnnnn
- 02:06:368 (1,2) - and follow the music here pleaserino - music plays like this https://i.imgur.com/GpH5YUn.png
- 02:28:368 (1,2,3,4,5,6) - boi maybe decreasing the spacing for the sake of actually representing intensity isn't bad idkkk

03:23:035 - i am honestly not sure at all about these patterns and their intensity
like there's other part of the map that are so well and nicely executed such as 02:51:035 - 02:53:368 - 01:44:368 - but then you throw these really spaced patterns to the map when there's no way they have the same spacing as the kiais
it makes no sense at all sorry
like for example 03:29:535 (8,9,1) - you could increase the spacing on these triplets... but you don't do that, you just keep them as close as possible which is kinda dumb

CHANGE IT

- 04:05:035 (1) - 04:10:368 (1,2,1) - vs 04:15:702 (1,2) - = https://i.imgur.com/jTYroRh.png
- 04:46:702 (1) - SLOWER!!!!

- 04:54:368 (1) - yea this should actually end on the white tickk
i also believe this is a really poor introduction to this section as you're suddenly using 3/4s mapped as typical 1/2s

- 05:41:785 (1) - suggestion mostly, but you could basically add a whistle (and lowering the volume ofccccc); or simply reducing the length of the spinner and add a really short red-colored slider to map the guitar which will tilt most people off as they won't be expecting said slider which will cause everyone to miss the last note, delete your map, uninstall osu and get cured from their depression

that or you could just keep your slider hehehe

[]

that's all!!!!
good luck ~

solid map btw eya
ye
Topic Starter
TheKingHenry

Yuii- wrote:

there's a 1 year old bubble in here hello uh

will mod
mod where'd this mod come from? Is this like "hey saw this lemme mod this" who even does that :^)

mod

-title is too gay, tell the artist to change it

(and you better do that, else i'm disqualifying the map)

- 00:21:368 (1,2,3,4) - 00:26:702 (1,2,3,4) - and the other one - following your gay patterning, i'd just do something about these red streams and keep the gimmick of slowing down when this color appears on screen. that means, use any other color for the stream because they represent the exact opposite of a slowdown Red ain't for slowdown, it's for stuff that differs from the "normal" here so additional streams, the slowed down sliders and drum fills and so on usually utilize red colors (and in the case of longer sections like drum fills orange is also usually used)
- 00:38:368 (1,2) - 00:49:035 (1,2) - silence both of these tails oh my god Not necessary, there's pretty much constant 1/4 in the background anyways. Additional hitsounds will further accentuate the rhythm anyways
- 02:04:368 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - what the fuck are these combos and what the fuck they are representing, where's the guitar; change prioritiessss as you do in the next patternnnnn Not sure what you're meaning considering this is all according to the guitar here ¯\_(ツ)_/¯
- 02:06:368 (1,2) - and follow the music here pleaserino - music plays like this https://i.imgur.com/GpH5YUn.png At this point it seems like you're memeing around lul; anyways, the additional gibberish rhythms produced by the guitar pattern transitions and that shit aside, what I have makes much more sense here
- 02:28:368 (1,2,3,4,5,6) - boi maybe decreasing the spacing for the sake of actually representing intensity isn't bad idkkk It's already lower than the kiai and the exact spacing as the early-on sequence of this patterning.

03:23:035 - i am honestly not sure at all about these patterns and their intensity
like there's other part of the map that are so well and nicely executed such as 02:51:035 - 02:53:368 - 01:44:368 - but then you throw these really spaced patterns to the map when there's no way they have the same spacing as the kiais
it makes no sense at all sorry The pattern in music is different to the linked ones you referenced though; unlike those, the melody actually feels intense even if the presence of drums and such ain't as much anymore and it feels fit (simple yet "having some air" like the melody feels)
like for example 03:29:535 (8,9,1) - you could increase the spacing on these triplets... but you don't do that, you just keep them as close as possible which is kinda dumb Because it's my manual version of the automatic stacking I dislike; pretty much all of the triples I use are manually stacked as close as it works (basically means 0,1x) and that's not really a problem.

CHANGE IT

- 04:05:035 (1) - 04:10:368 (1,2,1) - vs 04:15:702 (1,2) - = https://i.imgur.com/jTYroRh.png You mean the difference? Latter one is drum fill, the others ain't; and thus the others are according to the guitar solo, the latter ain't. Simple as that
- 04:46:702 (1) - SLOWER!!!! Not necessary. At this point, making it slightly slower is pretty much insignificant, and making it a lot slower would not fit the music anymore.

- 04:54:368 (1) - yea this should actually end on the white tickk
i also believe this is a really poor introduction to this section as you're suddenly using 3/4s mapped as typical 1/2s This is fine. We've had some discussions on here before if you're interested, but basically it wouldn't make sense mapping this exactly on rhythm to guitar considering it switches around during this (at point not really being well snappable) so the decision was to map it like it "feels" or how it'd likely supposed to be in the music (thus the constant 3/4s); as for the introduction, the first with slider is enough, this kind of rhythm is fairly intuitive to play as long as you know it's coming and with the support from the first slider that's about it.

- 05:41:785 (1) - suggestion mostly, but you could basically add a whistle (and lowering the volume ofccccc); or simply reducing the length of the spinner and add a really short red-colored slider to map the guitar which will tilt most people off as they won't be expecting said slider which will cause everyone to miss the last note, delete your map, uninstall osu and get cured from their depression Not really necessary; the ending guitar sound represent more like the ending of the previous guitar sound rather than new one and thus ending of an object fits more than putting new one. Thus it comes to whether I want to use a spinner or slider for the last object to which the obvious answer should be spinner. Not only does it fit better imo, it's also the only spinner in the song and thus recommendable for the possible score differentiation

that or you could just keep your slider hehehe

[]

that's all!!!!
good luck ~

solid map btw eya
ye
Didn't really accept anything so sorry, no kuds ¯\_(ツ)_/¯
Thanks for the mod!
Kalibe
helo

your bg resolution is rly weird lol, try the hd edition 1920:1080 this or maybe look for more interesting bg, because i feel like there's a ranked map with this bg used, how about that

- 00:10:035 (2,3,4,5) - 00:04:702 (2,3,4,5) - can these get similar spacing emphasis? because it's actually repeated part in song and would be cool having those consistent
- 00:21:701 (1) - that part really lacks hitsounding, objects like 00:22:035 (3) - 00:22:368 (5) - 00:22:702 (6) - could use whistle to emphasis instruments and etc, same to other similar parts like 03:23:035 -
- 01:52:035 (7) - i don't really like how this skips snare by sliderend, would be better for emphasis to use 2 circles instead, same for 03:06:702 (7) - and etc.
- 02:06:868 (3,1,2,3,4,5) - this might be kinda cluster to play, because of really close placement http://osu.ppy.sh/ss/10831955 this could work nicely, do similar thing on 05:18:868 (3,1,2,3,4,5) -
- 02:28:368 (1,2,3,4,5,6) - could add some hitsounds, lacking a bit
- 02:36:702 (4) - missed clap on head
- 04:14:035 (3,7) - maybe change placement for 04:14:702 (7) - without stacking it at the same place on 3 when they are diffirent beats in song
- 04:54:368 (1) - something happen wrong lol, please fix it
- 04:55:285 (2,2,2,2) - would be cool adding hitsounds on these aswell to get more noticed it's actually diffirently snapped, like drum whistles or smth

looks okay, but it's not really my cup of tea uwu
Topic Starter
TheKingHenry

Kalibe wrote:

helo

your bg resolution is rly weird lol, try the hd edition 1920:1080 this or maybe look for more interesting bg, because i feel like there's a ranked map with this bg used, how about that I swear I already changed this to max res one while back why's it not here reeeeeeeeee changed again, maybe works this time? As for using other one, I'd rather not. What you linked is indeed cool bg, but not only are my color schemes according to this, it fits more thematically. As for other ranked maps uh, I had this BG before any ranked maps had this >:) (atleast I hadn't seen any ¯\_(ツ)_/¯)

- 00:10:035 (2,3,4,5) - 00:04:702 (2,3,4,5) - can these get similar spacing emphasis? because it's actually repeated part in song and would be cool having those consistent Not like small variation is terrible, the overall spacing is roughly the same anyways. Though since there was some space for tuning I did some small changes
- 00:21:701 (1) - that part really lacks hitsounding, objects like 00:22:035 (3) - 00:22:368 (5) - 00:22:702 (6) - could use whistle to emphasis instruments and etc, same to other similar parts like 03:23:035 - Not necessary. Since drums completely die there it makes sense to not have many hitsounds considering most hitsounds by nature are likeable to drums. Actually imo the lack of hitsounds is better hitsounding for section like this than using some, feels more fitting.
- 01:52:035 (7) - i don't really like how this skips snare by sliderend, would be better for emphasis to use 2 circles instead, same for 03:06:702 (7) - and etc. Not necessary. Just because there's snare doesn't mean it's instantly priority, and guitar is the priority for this (basically the reason these 01:51:868 (5,6,7) - don't go according to the scheme the rest mostly go in these sections)
- 02:06:868 (3,1,2,3,4,5) - this might be kinda cluster to play, because of really close placement http://osu.ppy.sh/ss/10831955 this could work nicely, do similar thing on 05:18:868 (3,1,2,3,4,5) - Not really necessary. Just because they are close or utilize same places again doesn't mean it'll be clustered, for what I've played (and for what I can play) and gotten testplays this isn't problem and it's neater this way
- 02:28:368 (1,2,3,4,5,6) - could add some hitsounds, lacking a bit Same section as above
- 02:36:702 (4) - missed clap on head u right
- 04:14:035 (3,7) - maybe change placement for 04:14:702 (7) - without stacking it at the same place on 3 when they are diffirent beats in song I presume you mean pitch (since beat'd be different thing); but anyways while this pattern is spaced around pitches, it's also patterned according to the descend and ascend of the melody (as a back and forthing back and forth jump pattern lol?); anyways it's supposed to be stacked even if the pitch ain't same since that's how the pattern is supposed to work, it's supposed to retract the steps back up similarly to how it went down
- 04:54:368 (1) - something happen wrong lol, please fix it eeeeee you can just read the earlier discussion, this is intentional and if you don't suggest anything better, also the best option currently
- 04:55:285 (2,2,2,2) - would be cool adding hitsounds on these aswell to get more noticed it's actually diffirently snapped, like drum whistles or smth Well there ain't any of the relevant hitsoundable sounds there so no. It's too late to notify player of different snaps as you're supposed to click them (or as in notifying them with hitsounds), the intro pattern is supposed to do that (the slider you mentioned) and it's doing exactly that.

looks okay, but it's not really my cup of tea uwu
Thanks for the mod!
jeanbernard8865
mod

00:53:368 (5) - nc for consistency w/ 01:36:035 (1) - 02:50:702 (1) - etc

04:15:702 (1,2) - yeah idk about putting 2 repeats cus its very underwhelming for a part where the guitar peaks in pitch and having 16 more notes in the following stream shouldnt be a problem for players that can play the rest of the map

05:12:368 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - ngl that shape is kinda cute

05:41:785 (1) - make this lower volume

call me back !
Topic Starter
TheKingHenry

AyanokoRin wrote:

mod

00:53:368 (5) - nc for consistency w/ 01:36:035 (1) - 02:50:702 (1) - etc True, done that (and checked, all should be like this now)

04:15:702 (1,2) - yeah idk about putting 2 repeats cus its very underwhelming for a part where the guitar peaks in pitch and having 16 more notes in the following stream shouldnt be a problem for players that can play the rest of the map Somewhat true indeed, but like it mostly is in here, it's according to the drum fill, which goes down a lot in intensity as it switches from the snare to more soft-hitting ones there, so to add a little breather before the deathstreams it's fairly fit place imo, even further so as it doesn't feel quite connected the guitar as the guitar is going there with some fairly inconvenient rhythms so to say lul

05:12:368 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - ngl that shape is kinda cute

05:41:785 (1) - make this lower volume Halved it to 20%, that should be fine

call me back !
Thanks for the re-check!
Here I applied sum but it's not your first time around and this hasn't changed a lot since that so no kudosu ¯\_(ツ)_/¯
jeanbernard8865
nyabble
Net0
Hey
  1. 01:21:035 (1,2,3,1) - are you sure this shouldn't be hitsounded? I think it should be hitsounded kinda like what you did here 01:57:035 (4,5,6) - , it's also inconsistent with 02:35:701 (1,2,3) -
  2. 02:29:035 (5,6) - You should at least add some soft-hitwhistles here imo
  3. What are you following with the 1/6 here 03:55:202 (1,2,3,1) - /03:55:702 (1,2,3,1) - ? I just want to make sure if you're following the guitar. Because if it is, this section;
    04:08:368 (1,2,3,4,5,6,1) - and 04:09:035 (1,2,3,4,1) - should be similar imo since they're repetitions of the same guitar phrase and you mapped the first one with 1/6 and the second with 1/4
  4. 04:45:035 - ~ 04:45:368 - the sound here imo should be mapped with a 1/1 slider or 3/4 instead of 04:45:035 (1,2) - two circles like. This section here is a long guitar bend and the melody is very similar to sections like 04:45:702 (1) - /04:41:702 (1) -
  5. Not a mod but just a suggestion, when making sliders like this; 04:41:702 (1) - don't use so many anchors, you just need two red anchors to make the little oval thing on the slider; https://puu.sh/ApPjd.png this is like the technique but you can also use other ideas as well
  6. I really recommend you don't make this section here 04:59:035 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6) - an exact copy paste of what you did previously on; 01:47:035 - ~ 01:57:702 - and 03:01:702 - ~ 03:12:368 - . Players will hate that the song didn't loose that much of power and intensity but the map simply will become low spaced out of nowhere. Take this as a friend advice please, the snares are at a constant high pace but the map broke the difficulty there and it's the 3rd repetition of the same section that can also makes it too repetitive. You can keep the rhythm idea, but at least space things a bit more compared to the other 2 sections imo
Call me back
Topic Starter
TheKingHenry

Net0 wrote:

Hey
  1. 01:21:035 (1,2,3,1) - are you sure this shouldn't be hitsounded? I think it should be hitsounded kinda like what you did here 01:57:035 (4,5,6) - , it's also inconsistent with 02:35:701 (1,2,3) - True enough, added whistle on the head of 02:35:952 (2) - ; didn't add anything to the tails even if there were sounds since that'd be unnecessary emphasis on them here (since there's quite the many of these in here went through all of these and added the whistle where missin)
  2. 02:29:035 (5,6) - You should at least add some soft-hitwhistles here imo Nah since the hitsounds are for drums I keep them for drums. I like it more as keeping lone guitar sections like this devoid of hitsounds, work as emphasis of its own imo
  3. What are you following with the 1/6 here 03:55:202 (1,2,3,1) - /03:55:702 (1,2,3,1) - ? I just want to make sure if you're following the guitar. Because if it is, this section; All 1/6 is guitar (well, nothing else has 1/6 anyways)
    04:08:368 (1,2,3,4,5,6,1) - and 04:09:035 (1,2,3,4,1) - should be similar imo since they're repetitions of the same guitar phrase and you mapped the first one with 1/6 and the second with 1/4 Similar, surely, they are similar scale in the same key the music is written in. However they aren't really specificly same phrases, the music is continuously flowing forward here (as in it doesn't really feel like it's repeating any phrases); while 04:08:368 (1,2,3,4,5,6) - goes down it goes up with the couple last notes to repeat similar process (the 4 first are pretty much the same as the 4 of 04:09:035 (1,2,3,4) - for pitches true enough); but rather than being the same phrase (repetition that way) they are more like inside the same phrase (04:08:368 (1) - to 04:10:368 (1) - ) during which the music has it's ups and downs which contains these similarities. Well, that's not really important anyways, what's important is that 04:08:368 (1,2,3,4,5,6) - has 6 notes per beat in the music while 04:09:035 (1,2,3,4) - has 4 per beat (the 2 additional ascending ones in the first are what make the difference) thus other is 1/6 and other 1/4
  4. 04:45:035 - ~ 04:45:368 - the sound here imo should be mapped with a 1/1 slider or 3/4 instead of 04:45:035 (1,2) - two circles like. This section here is a long guitar bend and the melody is very similar to sections like 04:45:702 (1) - /04:41:702 (1) - You ain't wrong, but it's intentionally skipped, those rhythms are for the rhythm guitar there (same with for example 04:46:368 (1,2) - ) the melody is surely fairly strong, but following weeping long guitar notes for all the time doesn't make for a good rhythm game stuff, thus I switch between it and the rhythm guitar to keep the map alive
  5. Not a mod but just a suggestion, when making sliders like this; 04:41:702 (1) - don't use so many anchors, you just need two red anchors to make the little oval thing on the slider; https://puu.sh/ApPjd.png this is like the technique but you can also use other ideas as well True enough (this slider is ancient work anyways) though that being said, using less nodes like that will allow for less control regarding the end which is also supposed to blanket stuff. Same thing with how the ends are supposed to connect into the oval. Well, I'm sure I coulda still used less anchors tho ¯\_(ツ)_/¯
  6. I really recommend you don't make this section here 04:59:035 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6) - an exact copy paste of what you did previously on; 01:47:035 - ~ 01:57:702 - and 03:01:702 - ~ 03:12:368 - . Players will hate that the song didn't loose that much of power and intensity but the map simply will become low spaced out of nowhere. Take this as a friend advice please, the snares are at a constant high pace but the map broke the difficulty there and it's the 3rd repetition of the same section that can also makes it too repetitive. You can keep the rhythm idea, but at least space things a bit more compared to the other 2 sections imo Post solo increase for this? Progression? Hm. Why not? These are supposed to be the heavy contrasting sections in here but I guess I could increase it little here (man that's pain to do though). Didn't increase too drastically, but it's clearly noticeable
Call me back
Thanks for the mod!
Net0
GL \o/
jeanbernard8865
alright boys
Noffy
Hello there, metadata check.
You forgot the . in the source :(

東方地霊殿 ~ Subterranean Animism.
http://www16.big.or.jp/~zun/html/th11top.html
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