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Intervals - A Voice Within

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Total Posts
58
Topic Starter
Dilectus
This beatmap was submitted using in-game submission on den 20 augusti 2017 at 03:17:12

Artist: Intervals
Title: A Voice Within
Tags: mike semesky anup sastry progressive metal djent bergy
BPM: 230
Filesize: 14417kb
Play Time: 06:55
Difficulties Available:
  1. Deity (6,69 stars, 1579 notes)
Download: Intervals - A Voice Within
Information: Scores/Beatmap Listing
---------------

The space between the walls that surround us
Is only as confined as our hearts and our minds
In time we all will hear what resonates from within
The voice that we must find and embrace to guide us
Parts
00:00:00 - 02:25:6667 - Me
02:25:667 - 04:40:006 - Bergy
04:40:006 - 06:55:838 - Me
-Visceral-
Man I wanna map this so bad ;w; going for rank?
Topic Starter
Dilectus
Yeah. Will start focusing on this map after my ELISA map
Est-
d
donacdum
I tried to find more, but I can't seem to. :( Really good map!


[Metadata]
Possibly add the other two band members to the tags. Aaron Marshall and Lukas Guyader.

[DavidEd]

00:08:450 - 00:25:145 - The sliders here sound off to me, considering the slider heads seem to be changing what sound is being emphasized. For example, 00:08:450 (1,2) - starts on the white tick, on the snare, where 00:09:363 (1,2) - lands on the red tick, the bass drum. It sounds odd to me, so possibly move the sliders ahead 1/2 to the white tick, unless you're emphasizing the guitar or something. This goes on for most of the intro. Also happens at 01:06:363 up to the first kiai.

[Bergy]

02:39:493 (5) - It seems for most of the sliders you're offsetting the stack slightly, where this is a direct stack. I'm not sure if this is intentional or not.
02:27:232 (3) - Same as above.

02:43:276 (4) - Possibly blanket slidertail with 2?

02:45:493 (1) - Possibly curve this slider to blanket with 2?

02:52:276 (1) - You should end the slider on the white tick to emphasize the snare. Also goes for 03:00:623 (1)

03:21:493 (1,2,1) - Just praise here! The blanketing job is really nice, it looks really cool!

03:39:754 (4) - You should new-combo this because it is a drastically different SV, and some players might mess up.
Bergy

donacdum wrote:

I tried to find more, but I can't seem to. :( Really good map!


[Metadata]
Possibly add the other two band members to the tags. Aaron Marshall and Lukas Guyader. i agree!

[Bergy]

02:39:493 (5) - It seems for most of the sliders you're offsetting the stack slightly, where this is a direct stack. I'm not sure if this is intentional or not.
02:27:232 (3) - Same as above.

02:43:276 (4) - Possibly blanket slidertail with 2?

02:45:493 (1) - Possibly curve this slider to blanket with 2?

02:52:276 (1) - You should end the slider on the white tick to emphasize the snare. Also goes for 03:00:623 (1)

03:21:493 (1,2,1) - Just praise here! The blanketing job is really nice, it looks really cool! owo thank

03:39:754 (4) - You should new-combo this because it is a drastically different SV, and some players might mess up.
fixed all

uwu
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Topic Starter
Dilectus

donacdum wrote:

Possibly add the other two band members to the tags. Aaron Marshall and Lukas Guyader. the reason i added mike and anup is cause theyre not in the band anymore, so they count more as a featuring artist. idk maybe i could?

00:08:450 - 00:25:145 - The sliders here sound off to me, considering the slider heads seem to be changing what sound is being emphasized. For example, 00:08:450 (1,2) - starts on the white tick, on the snare, where 00:09:363 (1,2) - lands on the red tick, the bass drum. It sounds odd to me, so possibly move the sliders ahead 1/2 to the white tick, unless you're emphasizing the guitar or something. This goes on for most of the intro. Also happens at 01:06:363 up to the first kiai. this part puts emphasize on both guitar and drums equally as the guitar has its strong beats and the drums with it's fills.
Thanks for the mod!
Alheak
Hello from our modding queue

  1. would be a good idea to get a 1920x1200 bg, also i'm pretty sure i've already seen another map with this bg lol
  2. be careful with where you add NCs, for example:
    01:15:493 (1) - 03:24:363 (1) - and 01:32:188 (4) - 03:13:928 (4) - ,
    01:19:667 (3,1) - 03:18:102 (3,1) - and 01:28:015 (1,3) - , etc
    you should stay consistent with your choices
  3. 03:08:189 (3,5) - overlap
  4. 05:00:283 - to be honest i don't really understand what you're following here, looks like a mix of guitar/drums but it's really inconsistent throughout, i believe this part could use being more structured, and more personally i'd like to see more emphasis on the guitar since this is the solo
  5. 05:35:838 - same here I guess, I have no idea what warrants a 1/4 slider to be mapped or not
  6. 06:20:283 (6,1) - switch NC
  7. 06:25:560 (5) - should be a slider for consistency
Overall I think this is a pretty good map, plays well and looks good, that's why we chose it after all. Not much to mod really.
However I feel like some of the ideas could have been more defined and consistent, that's my only real problem with it.

Anyway that's all from me, good luck!
Bergy
did some self-modding and changed NC/overlap stuff from mod^
osu file format v14

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AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 186016
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 27212,43908,60603,74690,91386,110169,128951,145647,162343,184777,201473,220256,236951,253647,262516,280293,297243,300299,318076,335854,353627,371404,389182,406960,415854
DistanceSpacing: 0.3
BeatDivisor: 4
GridSize: 4
TimelineZoom: 3.799998

[Metadata]
Title:A Voice Within
TitleUnicode:A Voice Within
Artist:Intervals
ArtistUnicode:Intervals
Creator:DavidEd
Version:berg.
Source:
Tags:
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8.5
ApproachRate:9.7
SliderMultiplier:1.79999995708466
SliderTickRate:1

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Topic Starter
Dilectus

Alheak wrote:

Hello from our modding queue

  1. would be a good idea to get a 1920x1200 bg, also i'm pretty sure i've already seen another map with this bg lol i could consider. but atm, the set is 12,7 mb so i want to keep that number a bit low for now
  2. be careful with where you add NCs, for example: reworked nc of both of the chorus
    01:15:493 (1) - 03:24:363 (1) - and 01:32:188 (4) - 03:13:928 (4) - ,
    01:19:667 (3,1) - 03:18:102 (3,1) - and 01:28:015 (1,3) - , etc
    you should stay consistent with your choices
  3. 05:00:283 - to be honest i don't really understand what you're following here, looks like a mix of guitar/drums but it's really inconsistent throughout, i believe this part could use being more structured, and more personally i'd like to see more emphasis on the guitar since this is the solo i guess i followed the general rhythm of the song. illl consider reworking some of the parts to maybe emphasize stuff better
  4. 05:35:838 - same here I guess, I have no idea what warrants a 1/4 slider to be mapped or not same
  5. 06:20:283 (6,1) - switch NC fix
  6. 06:25:560 (5) - should be a slider for consistency fix
Overall I think this is a pretty good map, plays well and looks good, that's why we chose it after all. Not much to mod really.
However I feel like some of the ideas could have been more defined and consistent, that's my only real problem with it.

Anyway that's all from me, good luck!
Thanks for the mod!
Seto Kousuke
Mod
[Deity]

  • David


    amazing map
  1. 00:10:536 (1,2,3,4,5,1,2,3,4,5,6) - From the start, you're focusing both drums and guitars because they have similar intensities, and so the player understands that....but at this moment the guitar have different intensities based on the tunes of the notes he used and the jumps aren't emphasizing them properly because of that first slider you put because the sliders should actually be placed on the red ticks (just like you did with 00:11:189 (5) - ) so the rythm gets a bit ''confused'' based on the structure you had, you can see that this will be more instinctive and loyal if you make 1 become a single note and make a 1/2 slider starting at 00:10:667 - the ''lick'' of the guitar sound represented by 00:10:928 (3) - will feel better on the gameplay
  2. 00:11:449 (1) - for similar reasons as stated above, this will feel/sound better if you make it a single note and make a 1/2 slider at 00:11:580 - . all the guitar licks will feel better on the slider and intensity will fit perfectly on the jumpy single notes :3 (in case you agree with both opinions you could try something similar on the next sections with the same transitions as this one which I highly suggest since the guitar licks makes the rythm a bit confusing and ''hollow'' with the current notes....they have the proper intensity and the proper ''rythm'', but they don't really follow the guitar that well which causes trouble to ''feel'' it)
  3. 00:30:884 (4) - I suggest you adjust to something like this (similar to other movements you made) because the current motion that this 4 gives feels kinda ''clustered'' and doesn't give a nice transition and intensity to 00:31:145 (5) - and also ''breaks'' a little the flow logic you used for all the other similar 1/2 sliders after 3/4
  4. 01:16:015 (6) - Ctrl + G here and Ctrl + G 01:16:276 (7) - here ? these motions will feel better, you could either do that or change the slider shapes a bit to fit your structure better with these motions
  5. 02:02:319 (5,6,1) - this feels too sudden in gameplay, I suggest placing 6 somewhere else to give proper feedback of motions for the slider 1

    Bergy

  6. 02:51:102 (1) - they're fine but they're too hard to know how to play even if you memorize them, they're too unexpected, I'd suggest that on this particular moment you use really weak and cold combo colors for the slow slider and a strong and hot color for the fast ones for feedback
  7. 03:50:710 (1) - This reverse doesn't feel good on the music because of the main riff sound, I suggest removing the reverse and make something clickable

incredible map and really fun, my only complain I would say...it's the last 2 minutes that literally plays the same, even though at some point a guitar starts, I know that the song is calm and don't really change much, but some variety could go well there, although it's technically fine the way it is :p


In case it was helpfull, feel free to always ask more mods in the future :D

peace :roll:
Bergy

Seto Kousuke wrote:

Mod

  • Bergy
  1. 02:51:102 (1) - they're fine but they're too hard to know how to play even if you memorize them, they're too unexpected, I'd suggest that on this particular moment you use really weak and cold combo colors for the slow slider and a strong and hot color for the fast ones for feedback considering colorhaxing wasn't used in the rest of the song, it doesn't make sense to use it here. Plus, they have really weird slider shapes and new combos for a reason.
  2. 03:50:710 (1) - This reverse doesn't feel good on the music because of the main riff sound, I suggest removing the reverse and make something clickable it's not rly emphasized in any way, reverse is fine here
did change some slider shape stuff a lil (code is too big for osu forums):
https://pastebin.com/4EhQRV2e
Topic Starter
Dilectus

Seto Kousuke wrote:

Mod
[Deity]

  • David


    amazing map
  1. 00:10:536 (1,2,3,4,5,1,2,3,4,5,6) - From the start, you're focusing both drums and guitars because they have similar intensities, and so the player understands that....but at this moment the guitar have different intensities based on the tunes of the notes he used and the jumps aren't emphasizing them properly because of that first slider you put because the sliders should actually be placed on the red ticks (just like you did with 00:11:189 (5) - ) so the rythm gets a bit ''confused'' based on the structure you had, you can see that this will be more instinctive and loyal if you make 1 become a single note and make a 1/2 slider starting at 00:10:667 - the ''lick'' of the guitar sound represented by 00:10:928 (3) - will feel better on the gameplay made sure that the louder pitched guitar sounds got more emphasized (reworked rhythm in some parts)
  2. 00:11:449 (1) - for similar reasons as stated above, this will feel/sound better if you make it a single note and make a 1/2 slider at 00:11:580 - . all the guitar licks will feel better on the slider and intensity will fit perfectly on the jumpy single notes :3 (in case you agree with both opinions you could try something similar on the next sections with the same transitions as this one which I highly suggest since the guitar licks makes the rythm a bit confusing and ''hollow'' with the current notes....they have the proper intensity and the proper ''rythm'', but they don't really follow the guitar that well which causes trouble to ''feel'' it) fixed
  3. 00:30:884 (4) - I suggest you adjust to something like this (similar to other movements you made) because the current motion that this 4 gives feels kinda ''clustered'' and doesn't give a nice transition and intensity to 00:31:145 (5) - and also ''breaks'' a little the flow logic you used for all the other similar 1/2 sliders after 3/4 ill consider maybe increasing spacing of 4 (then making it the other parts consistent), but im really happy with the current movements
  4. 01:16:015 (6) - Ctrl + G here and Ctrl + G 01:16:276 (7) - here ? these motions will feel better, you could either do that or change the slider shapes a bit to fit your structure better with these motions fixed
  5. 02:02:319 (5,6,1) - this feels too sudden in gameplay, I suggest placing 6 somewhere else to give proper feedback of motions for the slider 1 i tried reducing spacing so the transition feels smoother

incredible map and really fun, my only complain I would say...it's the last 2 minutes that literally plays the same, even though at some point a guitar starts, I know that the song is calm and don't really change much, but some variety could go well there, although it's technically fine the way it is :p i'll probably rework the last kiai like i said in previous mods
Nice mod! Thank you <3
Hollow Delta
From #modreqs doing m4m

General
soft-sliderslide.wav is unused

00:13:797 - Up until here your slider emphasis is random. Just for an example, I'd switch these 00:12:102 (5,6) - so the slider is on the stronger note.
00:19:015 (2) - Slightly off from 1.
00:34:145 (3,1) - Since 1 is an extension of 3, wouldn't it look nicer for them to be perfectly parallel?
01:07:276 (6,1) - Same situation with the slider emphasis. It's more accurate to put the sliders on the held notes.
01:30:754 (1,2,3,4,5) - The pattern goes against the flow of the player. Try ctrl+g on 1 and 2 then the same on 3 and 4. Move 5 where 1 is.
02:00:623 (1) - Random whistle?
02:48:102 (1) - For the guitar and any other similar ones I'd shorten it to the 1/2 measure where it actually ends, because it doesn't extend as long as this slider does.
02:51:102 (1,2,3) - These are the only extended sliders that're supported by the music
03:52:667 (5) - Because of the temporary muscle memory you established here, this note was surprising because it wasn't under the head of the previous slider.
Kalibe
a

- 00:30:884 (4) - that clap feels kinda off thou.. it sounds more on 00:30:901 - imo
- 00:55:928 (4) - ^ same situation
- 01:00:623 (1) - how about stacking this on 00:59:449 (4) - head? plays more intuitive!!!
- 01:53:319 (1,2,3,4) - this is like hajimete u doing 4 notes stacked and that makes it weird.. really prefer to change it with spacing use wwww
- 02:06:754 (8) - stack on 02:05:449 (8) - head? looks nice
- 02:12:623 (7) - feels off
- 02:42:232 - why you don't map this? aaa
- 02:49:015 (2) - try maybe ctrl G ? plays more funnier !!!
- 03:05:971 (7,8) - vs 01:15:884 (5,6) - compare spacing :thinking:
- 03:20:058 (4,5,6,1) - not really sure about this... looks really egdy to play dude xd
- 04:05:319 (1,2) - em reep flow..... 04:05:319 (1) - if you ctrl G this it would plays a lot of better than you have actually
- 04:12:623 (1,2) - 04:13:536 (2,3) - pls
- 06:03:060 (1) - remove nc, cause i don't see u using additional nc, only following to downbeat

somehow reminds me of https://osu.ppy.sh/s/412270 maybe cause patterns like 03:13:536 (2,3,4) -

good luck, cool map!
Bergy

Bubblun wrote:

From #modreqs doing m4m
02:48:102 (1) - For the guitar and any other similar ones I'd shorten it to the 1/2 measure where it actually ends, because it doesn't extend as long as this slider does. i might remap this eventually, not quite sure yet :thinking:
02:51:102 (1,2,3) - These are the only extended sliders that're supported by the music
03:52:667 (5) - Because of the temporary muscle memory you established here, this note was surprising because it wasn't under the head of the previous slider. i mean i don't think so, this part of the music is different from the last section even though it's similar, i think the one at 03:52:666 (5,1) - is justified considering the gap in the music that seems much more prominent than any of the other gaps.

Kalibe wrote:

- 02:42:232 - why you don't map this? aaa just made it a slider xd
- 02:49:015 (2) - try maybe ctrl G ? plays more funnier !!!sure
- 03:05:971 (7,8) - vs 01:15:884 (5,6) - compare spacing :thinking: uhhhh its a collab and i mapped the part differently cause i am different mapper ? it's not like there's a massive diffspike in either of our parts, the difficulty seems to be quite consistent
- 03:20:058 (4,5,6,1) - not really sure about this... looks really egdy to play dude xd fixed up a little, moved 6 closer to the circle and 1 loser to 6
- 04:05:319 (1,2) - em reep flow..... 04:05:319 (1) - if you ctrl G this it would plays a lot of better than you have actually sure ctrl + g
- 04:12:623 (1,2) - 04:13:536 (2,3) - pls yeayea fixed spacing xDddd
thank 4 modz
https://pastebin.com/vaDfJLhn
Topic Starter
Dilectus
00:13:797 - Up until here your slider emphasis is random. Just for an example, I'd switch these 00:12:102 (5,6) - so the slider is on the stronger note. 00:12:623 (1) - is the start of the next section so i thought id emphasize that one instead. 00:12:493 (7) - is clickable anyways so theres no issue
00:19:015 (2) - Slightly off from 1. meant to form this triangle 00:18:493 (6,7,2) - also goes well with the other notes 00:18:363 (5,6,7,8,1,2) -
00:34:145 (3,1) - Since 1 is an extension of 3, wouldn't it look nicer for them to be perfectly parallel? they werent meant to correlate with each other
01:07:276 (6,1) - Same situation with the slider emphasis. It's more accurate to put the sliders on the held notes. changed
01:30:754 (1,2,3,4,5) - The pattern goes against the flow of the player. Try ctrl+g on 1 and 2 then the same on 3 and 4. Move 5 where 1 is. the zig zag movement was intentional. i think it fits well with the music
02:00:623 (1) - Random whistle? changed to clap

00:30:884 (4) - that clap feels kinda off thou.. it sounds more on 00:30:901 - imo asked bergy and apparently this is a so called "flam". http://puu.sh/veCgP/b4dacdd85f.jpg so ill keep it for now i guess
00:55:928 (4) - ^ same situation same
01:00:623 (1) - how about stacking this on 00:59:449 (4) - head? plays more intuitive!!! sure!!!!
01:53:319 (1,2,3,4) - this is like hajimete u doing 4 notes stacked and that makes it weird.. really prefer to change it with spacing use wwww fixed
02:06:754 (8) - stack on 02:05:449 (8) - head? looks nice fix
02:12:623 (7) - feels off same as before

Thanks guys!
MrKosiej
Sorry it took so long but i didn't have time and then i forgot XD

[Mod]
00:16:276 (4,5,6,7) - these are not lined up, i'd correct it aestheticly wise
also you could move all thing down to stack 00:15:232 (6,6) - but it's not important cuz very far time distance

00:50:189 (1,2) - i'd correct that blanketish thing, it ain't perfect just sayin

01:00:102 (7,8,9,10) - are you making those on puropse, cuz if you don't then nevermind my previous comment about teh line

01:19:276 (2) - move up to fit blanket with 01:19:797 (4) -

01:20:449 (6,7,8) - its not a perfect line

02:29:841 (1,4) - stack and 02:31:406 (3,1) - stack with tail?
03:16:536 (6,2) - stack

03:21:884 (2,4) - fix blanket

Yeah, sorry it's so small but your map is great as it is xd so not much to add.
GL
Bergy

MrKOSIEJ wrote:

02:29:841 (1,4) - stack and 02:31:406 (3,1) - stack with tail?
03:16:536 (6,2) - stack no its my style thanks

03:21:884 (2,4) - fix blanket lol ok
literally just changed one slider
https://pastebin.com/ZY383qhM
Topic Starter
Dilectus
Fixed all. But I'll keep the straight line aestetics

Thank you!
Ametrin
hi
nm from my q
just nazi mod :(

mod
00:13:667 (7) - NC here
00:14:580 (7) - ctrl+g
00:17:971 (2,3,4) - keep the same direction like 00:17:580 (7) - is kinda boring so ctrl+g or j and put it upward
00:19:276 (3,4) - better make a slider after a note like 00:18:884 (1,2) - . tho no difference in the rhythm, it's good for playing
00:20:449 (4) - stack with the head of 00:20:710 (1) -
01:41:841 (1,2) - this appeared tooooo much times... try a new slider
01:59:058 (4) - ctrl+g
03:23:319 (8,1) - too close
03:55:929 (6,5) - NC
04:52:227 (4) - why same as 04:51:116 (1) - ? ctrl+h, also emphasize the 04:51:116 (1) -
05:08:338 (6) - keep the same direction like you did at 05:04:727 (1,3,5) - will be cool
05:21:671 (5) - stack with 05:20:838 (2) -
that's my work
sorry for short mod
Bergy

Ametrin wrote:

03:23:319 (8,1) - too close david can u change this to x:272 y:244
03:55:929 (6,5) - NC david can u NC this
too lazy to upload new osu when it has 2 simple changes
Topic Starter
Dilectus

Ametrin wrote:

hi
nm from my q
just nazi mod :(

mod
00:13:667 (7) - NC here the guitars go into a new section on white tick
00:14:580 (7) - ctrl+g would rather have flow go upwards towards the stream
00:17:971 (2,3,4) - keep the same direction like 00:17:580 (7) - is kinda boring so ctrl+g or j and put it upward i think its nice, it sets up for the next section
00:19:276 (3,4) - better make a slider after a note like 00:18:884 (1,2) - . tho no difference in the rhythm, it's good for playing rhythm is fine already as ive put sliders on the louder guitar beats for emphasize
00:20:449 (4) - stack with the head of 00:20:710 (1) - the "v" flow here is fine
01:41:841 (1,2) - this appeared tooooo much times... try a new slider its for consistency
01:59:058 (4) - ctrl+g blanketed instead
04:52:227 (4) - why same as 04:51:116 (1) - ? ctrl+h, also emphasize the 04:51:116 (1) - ctrl+h seems good
05:08:338 (6) - keep the same direction like you did at 05:04:727 (1,3,5) - will be cool i think flow is good already
05:21:671 (5) - stack with 05:20:838 (2) - didnt stack, just placed it slightly above 2
that's my work
sorry for short mod
Thanks for the mod!
emilia
owo whats this
[deity]
  1. 00:13:145 (4,5) - make this 1 slider? since youve been doing it for every guitar
  2. 00:37:145 (4) - not really a big fan of the slider, its rather lopsided
  3. 00:43:928 (1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5) - NC here is confusing, maybe stick to big white tick NC?
  4. 01:25:536 (2,3,4) - just a word of caution to not have these patterns be spaced too far, they are 1/4s after all (repeated)
  5. 01:49:536 (4,5) - intensity here doesnt really warrant a big jump imo
  6. 01:50:189 (1) - structure from here onwards to 02:06:754 (8) - was a little confusing to me, because on similar guitar notes you add jumps 01:50:189 (1,2,3) - sometimes or stacks 01:53:319 (1,2,3,4) - . would prefer something more consistent, or at least have the stacks make sense and be necessary and have the jumps more frequent or something (personally i prefer jumps because they hold the momentum of movement better)
  7. 02:24:493 (1,2) - would suggest you space 1/4 with hitcircles closer so they're easier on the eye to play
  8. 02:36:102 - missing beat?
  9. 02:37:406 (2,3,4) - why not make these sliders like you've been doing? feels pointless if they were to be just left empty
  10. 02:42:363 (1,2,3,4) - distances (1&2 vs 3&4) a little too drastic here for similar intensity, especially since you're slowing down, players dont expect big jumps unless you're emphasising something like 02:45:363 (3,1) -
  11. 02:51:102 (1) - these fast sliders were unplayable for me at first glance, though im not really sure how you could fix it unless you used a special combo colour or if you were to just not make the SV difference that big
  12. 02:55:406 - not worth it skipping this drum beat tbh
  13. 03:23:580 (9) - NC?
  14. 04:01:015 (1,2) - probably too close to each other for the intended intensity (repeated)
not a lot to complain about really, i like the song choice. gl
Makeli
hi!

such a chaotic song kinda annoying to mod lmao
but a really good song, kinda wanna map this myself too


  • TIMING RELATED STUFF KÖÄSGJHSDKLFHJ
  1. 01:03:754 - 6/4 redline here and then add a 4/4 redline again at 01:05:319 - . Not sure if that's actually correct, just felt like it fit the best
  2. 02:45:493 - 6/4 redline here again and then a 4/4 redline at 02:47:058 - again
  3. 02:48:102 - the bpm here is actually 115 i think if you listen to the cymbal hits but idk maybe you can get away with 230

  • deviDAD
  1. 00:10:015 (4) - i'd throw some NC's here to clarify the guitar stuff since your spacing is so huge everywhere so you can't really tell what is being emphasized but NC's would fix that. Could NC 00:10:015 (4) - this alone or NC that and 00:10:276 (6) - as well to create some 1-2-1-2 jumps inb4 NO STRUCTURE WOW OMG REPORT
  2. Overall I think you could use NC's more "freely" I guess since this song is really complex and just grouping the drumfills and melodic guitars with pretty much everything just feels really messy. Would also help the player see what sounds you're emphasizing with each pattern and object. For example 00:12:623 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7) - you could add some variety to the NC's in this part to highlight the drums/guitar etc. Also I think stuff like 00:18:363 (5) - should be NC'd for the patterning (and the sounds obviously).
  3. 00:14:058 (2) - manly men map all 1/4's (it's actually a 1/6 double cause PROG but you could argue about it lmao)
  4. 00:27:232 (2) - spacing emphasis tyvm
  5. 01:16:276 (7) - personally i think you shouldäve mapped this as two circles for the intensity and also because there are two kicks here
  6. 01:37:015 (6,7,8) - this movement is actually super harsh to play

    blerghy
  7. 02:51:102 (1) - really sad actually how much stuff you ignore here
  8. 03:13:145 (1) - i'm kind of a consistency freak. Might wanna make the rhythm similar to 03:04:797 (1) - cause same thing repeats
  9. 03:41:970 (4) - was expecting some bigger jump for the guitar pitch tbh
  10. 04:04:797 (1,2,3,4,5,6,7,8) - perhaps a more "chaotic" pattern would fit the guitar tone here
  11. 04:06:884 (5) - kinda repeating myself here again with this "nc this" bullshit but read the second point from david's part.
  12. 04:13:275 (1) - dunno why you would NC this when you didn't NC 04:12:884 (3) -
using more nc's to clarify the player what's going on in the map and the song would help a lot imo since the spacing you both use is so big that it leaves a lot of the sounds feel really unemphasized. Changing the jump spacing from 2.0x to 1.8x is not really a change since visually it will look almost the same.

Alex Rüdinger is better than Anup Sastry
gl
Bergy

Emilia wrote:

owo whats this ur mum
[deity]
  1. 02:36:102 - missing beat? ye i guess the little 8th note pulse is continuing through this
  2. 02:37:406 (2,3,4) - why not make these sliders like you've been doing? feels pointless if they were to be just left empty through the rest of the section there's a constant eighth note pulse in the drums, but here it stops and emphasizes these three notes, so i wanted to show that by just mapping circles
  3. 02:42:363 (1,2,3,4) - distances (1&2 vs 3&4) a little too drastic here for similar intensity, especially since you're slowing down, players dont expect big jumps unless you're emphasising something like 02:45:363 (3,1) - i reduced it a little bit but there is a little accent on the ride cymbal which i was trying to emphasize but idrk why
  4. 02:51:102 (1) - these fast sliders were unplayable for me at first glance, though im not really sure how you could fix it unless you used a special combo colour or if you were to just not make the SV difference that big ok so i remapped this whole part xd
  5. 02:55:406 - not worth it skipping this drum beat tbh &
  6. 03:23:580 (9) - NC? whoops
  7. 04:01:015 (1,2) - probably too close to each other for the intended intensity (repeated) yea i just blanketed the second slider now instead of stack
not a lot to complain about really, i like the song choice. gl haha same haha woah

Maakkeli wrote:

hi!

such a chaotic song kinda annoying to mod lmao
but a really good song, kinda wanna map this myself too

Smoothie World wrote:

Man I wanna map this so bad ;w; going for rank?
smoothie + maakkeli collab when


  • TIMING RELATED STUFF KÖÄSGJHSDKLFHJ
  1. 01:03:754 - 6/4 redline here and then add a 4/4 redline again at 01:05:319 - . Not sure if that's actually correct, just felt like it fit the best
  2. 02:45:493 - 6/4 redline here again and then a 4/4 redline at 02:47:058 - again idk how i didn't realize i was mapping 2 beats behind the timeline that whole time holy david pls fix
  3. 02:48:102 - the bpm here is actually 115 i think if you listen to the cymbal hits but idk maybe you can get away with 230 id be down for that
  • blerghy
  1. 02:51:102 (1) - really sad actually how much stuff you ignore here remapped this whole part
  2. 03:13:145 (1) - i'm kind of a consistency freak. Might wanna make the rhythm similar to 03:04:797 (1) - cause same thing repeats yea fixed cause i was lazy to change it at first
  3. 03:41:970 (4) - was expecting some bigger jump for the guitar pitch tbh whoops fixed that dad
  4. 04:04:797 (1,2,3,4,5,6,7,8) - perhaps a more "chaotic" pattern would fit the guitar tone here yea i did a little up and down thing that i think is kinda cool
  5. 04:06:884 (5) - kinda repeating myself here again with this "nc this" bullshit but read the second point from david's part. ill leave david to do most of the NCing so it's consistent with his part, but ill do it from the part at 02:48:102 (1) - and 03:56:971 (1) - since they're different from his parts.
  6. 04:13:275 (1) - dunno why you would NC this when you didn't NC 04:12:884 (3) - accident
using more nc's to clarify the player what's going on in the map and the song would help a lot imo since the spacing you both use is so big that it leaves a lot of the sounds feel really unemphasized. Changing the jump spacing from 2.0x to 1.8x is not really a change since visually it will look almost the same.

Alex Rüdinger is better than Anup Sastry anup's fills and drum tone >>>>>>>>>>>>>>>>>>>>>
gl
https://pastebin.com/7tvZ3EaG
Topic Starter
Dilectus

Emilia wrote:

owo whats this best anime opening 2020

[deity]
  1. 00:13:145 (4,5) - make this 1 slider? since youve been doing it for every guitar the high pitched guitar beat on 00:13:276 (5) - should be clickable
  2. 00:37:145 (4) - not really a big fan of the slider, its rather lopsided fix
  3. 00:43:928 (1,2,3,4,5,6,7,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5) - NC here is confusing, maybe stick to big white tick NC? gonna go through entire map again anyways for nc changes
  4. 01:25:536 (2,3,4) - just a word of caution to not have these patterns be spaced too far, they are 1/4s after all (repeated) this should fix it. its inconsistent with bergy's kiai. but should be alright
  5. 01:49:536 (4,5) - intensity here doesnt really warrant a big jump imo its the heavier beat in this section and also the last
  6. 01:50:189 (1) - structure from here onwards to 02:06:754 (8) - was a little confusing to me, because on similar guitar notes you add jumps 01:50:189 (1,2,3) - sometimes or stacks 01:53:319 (1,2,3,4) - . would prefer something more consistent, or at least have the stacks make sense and be necessary and have the jumps more frequent or something (personally i prefer jumps because they hold the momentum of movement better) this part probably follows the guitar the best out of all my sections. and thats because every time the guitar plays a back and forth rhythm, i do the same in the map. and when the guitar stays at a specific note, i stack to represent that.
  7. 02:24:493 (1,2) - would suggest you space 1/4 with hitcircles closer so they're easier on the eye to play fix

Maakkeli wrote:


  • TIMING RELATED STUFF KÖÄSGJHSDKLFHJ
  1. 01:03:754 - 6/4 redline here and then add a 4/4 redline again at 01:05:319 - . Not sure if that's actually correct, just felt like it fit the best fixed but only the red tick on 01:06:363 - cause the rest sounds correct to me
  2. 02:45:493 - 6/4 redline here again and then a 4/4 redline at 02:47:058 - again same
  3. 02:48:102 - the bpm here is actually 115 i think if you listen to the cymbal hits but idk maybe you can get away with 230 isnt double bpm unrankable? idk
[list]
deviDAD
[*]00:10:015 (4) - i'd throw some NC's here to clarify the guitar stuff since your spacing is so huge everywhere so you can't really tell what is being emphasized but NC's would fix that. Could NC 00:10:015 (4) - this alone or NC that and 00:10:276 (6) - as well to create some 1-2-1-2 jumps inb4 NO STRUCTURE WOW OMG REPORT ill do something fun with NC
[*]Overall I think you could use NC's more "freely" I guess since this song is really complex and just grouping the drumfills and melodic guitars with pretty much everything just feels really messy. Would also help the player see what sounds you're emphasizing with each pattern and object. For example 00:12:623 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7) - you could add some variety to the NC's in this part to highlight the drums/guitar etc. Also I think stuff like 00:18:363 (5) - should be NC'd for the patterning (and the sounds obviously). same as above, will go through the map again.
[*]00:14:058 (2) - manly men map all 1/4's (it's actually a 1/6 double cause PROG but you could argue about it lmao) meh, added slider
[*]00:27:232 (2) - spacing emphasis tyvm fix
[*]01:16:276 (7) - personally i think you shouldäve mapped this as two circles for the intensity and also because there are two kicks here fixed
[*]01:37:015 (6,7,8) - this movement is actually super harsh to play fixed for better flowed

Alex Rüdinger is better than Anup Sastry ringo starr best prog metal drummer obviously
Thanks for the mods!
Deppyforce
widescreen support

00:28:145 (1) - move tail to x414 y207 cuz aesthetics
00:59:449 (1,3) - blanket pls i is nazi
01:00:363 (3) - guitar here u could shift the stright line a bit to emphasize http://puu.sh/vLzSu/5e235455ac.jpg
01:31:145 (4) - space this higher (or lower) to emphasize start of new vocals but why not higher cuz its cooler
01:47:840 (4) - same

02:41:189 (1,3,2) - this looks a bit bad cuz how stack leniency works can u move 02:41:710 (3,2) - out of slidertail a bit
02:48:102 - isnt this 115 bpm 03:04:797 - and back to 230 here 03:04:797 -
03:04:014 (6,7) - think 6 should be slider cuz the hihat thing and change 7 to circles instead
03:23:058 (7,1) - nazi blonket again but try use 2 white anchors work better
03:29:580 (5) - nazi stack
04:11:971 (2,3) - a bit overmapped tbh
04:22:555 - why is there a timing point here (and its not even correct lmfao as u can see its off later on at 04:31:419 - ) place timing point at 04:40:006 - and 04:40:283 - would make more sense

06:14:171 (3,5) - nazi stack
Topic Starter
Dilectus

Deppyforce wrote:

widescreen support fix

01:00:363 (3) - guitar here u could shift the stright line a bit to emphasize http://puu.sh/vLzSu/5e235455ac.jpg this is meant to represent the drum fill i maybe consider making it the same to the other simular patterns even tho it plays fine as it is

01:31:145 (4) - space this higher (or lower) to emphasize start of new vocals but why not higher cuz its cooler i think the spacing is enough emphasize. the consistent ds is also good for the aestetics of this pattern

01:47:840 (4) - same ^
Rest fixed

Thanks!
Bergy

Deppyforce wrote:

widescreen support


02:41:189 (1,3,2) - this looks a bit bad cuz how stack leniency works can u move 02:41:710 (3,2) - out of slidertail a bit oops fixed
02:48:102 - isnt this 115 bpm 03:04:797 - and back to 230 here 03:04:797 - i agree!
03:04:014 (6,7) - think 6 should be slider cuz the hihat thing and change 7 to circles instead eh i want 7 to be a slider to distinguish it from the roll after and 6 would then have to be different too so i'll keep it
03:23:058 (7,1) - nazi blonket again but try use 2 white anchors work better fixed i guess
03:29:580 (5) - nazi stack ok
04:11:971 (2,3) - a bit overmapped tbh
04:22:555 - why is there a timing point here (and its not even correct lmfao as u can see its off later on at 04:31:419 - ) place timing point at 04:40:006 - and 04:40:283 - would make more sense uhhhhhhhh i think its right
https://pastebin.com/Bhkt5Cu7
tzechi
wooperoni, first time modding a collab diff!

dont mind the very VERY short mod, i cant spot stuff since im bad :(

DavidEd Sections
SPOILER
00:58:536 (1) - try placing this directly in the flow from the (4) slider, doesnt do much for gameplay but aesthetics should be *slightly* better
01:36:623 (1,2,3,4,5,6,7,8) - 678 stream's flow in conjunction with 12345 is kinda weird aesthetically and flow-wise, probably because of their direction

Bergy Sections
SPOILER
02:27:623 (1,2,3) - i get the idea behind this triangle but try doing back n forths instead of triangle here
03:05:580 (4) - neater curves
Bergy

Pencil-kun wrote:

02:27:623 (1,2,3) - i get the idea behind this triangle but try doing back n forths instead of triangle here did stack jumps
03:05:580 (4) - neater curves looks fine tbh
thanks
https://pastebin.com/9EqErJ3A
Topic Starter
Dilectus

Pencil-kun wrote:

DavidEd Sections

00:58:536 (1) - try placing this directly in the flow from the (4) slider, doesnt do much for gameplay but aesthetics should be *slightly* better the current direction is fine flow wise. but i did make it look better

01:36:623 (1,2,3,4,5,6,7,8) - 678 stream's flow in conjunction with 12345 is kinda weird aesthetically and flow-wise, probably because of their direction changed both of these patterns now cause i hated the way they looked
Thanks for the mod!
ItashaS13
DavidEd
00:10:145 (2,3,4) -his jump it's kinda.. idk, I doesn't really feel good, maybe stacking 00:10:406 (4) - with 00:09:884 (3) - would play better (less wided angle)
nazi: 01:11:319 (6) - stack sliderend with 01:10:406 (6) -
01:14:319 (5) - stack with 01:13:667 (6) - so this jump 01:14:449 (6,7) - doesnt feel too forced
01:54:493 (1,3) - ctrl+g these 2? its kinda hard to read atm
02:00:754 (2,3,4) - stack just 2 of them or do something like http://prntscr.com/fagofd these 3 stacked doesn't really plays good
nazi: 02:18:623 (2,4) - blanket?

Bergy
02:28:406 (4) - make this slider into 2 circles? that would play better
02:35:971 (6) - ctrl+g? spacing here it's too short 02:35:841 (5,6) -
03:07:276 (2,3) - isnt spacing here too much? maybe make this slider 03:07:667 (4) - a - horizontal slider like the previous ones and make that spacing short

I loved your thinking and the map ;)
Bergy

Itasha_S13 wrote:

02:28:406 (4) - make this slider into 2 circles? that would play better theres no strong sound on the sliderend really
02:35:971 (6) - ctrl+g? spacing here it's too short 02:35:841 (5,6) - sure
03:07:276 (2,3) - isnt spacing here too much? maybe make this slider 03:07:667 (4) - a - horizontal slider like the previous ones and make that spacing short sure
https://pastebin.com/P4rZigxV
Topic Starter
Dilectus

Itasha_S13 wrote:

00:10:145 (2,3,4) -his jump it's kinda.. idk, I doesn't really feel good, maybe stacking 00:10:406 (4) - with 00:09:884 (3) - would play better (less wided angle) the current angle plays fine for me cause it flows better into the next pattern cause of the 60 degree angle


nazi: 01:11:319 (6) - stack sliderend with 01:10:406 (6) - sure


01:14:319 (5) - stack with 01:13:667 (6) - so this jump 01:14:449 (6,7) - doesnt feel too forced sure


01:54:493 (1,3) - ctrl+g these 2? its kinda hard to read atm would ruin the structure of this section. and ive been repeating this pattern over and over, it shouldnt be confusing.


02:00:754 (2,3,4) - stack just 2 of them or do something like http://prntscr.com/fagofd these 3 stacked doesn't really plays good did something else. since the guitar goes up and then down to the same note again, i rendered a back and forth motion to represent that.


nazi: 02:18:623 (2,4) - blanket? sure, note placement was bad anyways
Also applied Burger's changes

Thanks for mod!
newton-
hi, from queue

[ deity]
  1. general complaint is that some 1/4 gaps like 00:42:754 (1,2) - look visually similar to 1/2 gaps like 00:43:406 (1,2,3,4) - , maybe overlap or reduce the spacing for the 1/4 instead (i didnt check which collab part this was in orz)
    davided
  2. 00:22:928 (1,2,3,4,5,6) - might be a bit too sharp and hard to aim at this bpm? idk if thats what you were going for
  3. 00:29:449 (2,3) - blanket maybe
  4. 00:35:971 (2,3) - maybe space these out instead since you used stacks for 1/1 before
  5. 00:36:363 (4,1) - this breaks conventional flow unlike the rest of the section soo it might be a bit overemphasized
  6. 00:40:276 (3,4) - ctrlg then reposition 5 for more conventional flow?
  7. 01:34:797 (6,7,8) - maybe make this equidistant - 8 is a lot closer visually to 6 than to 7
  8. 01:53:319 (1,2,3,4) - i dont see the need for an antijump here, + this looks a bit too similar to 1/4
  9. 01:59:580 (1,2) - stack is off
  10. 02:20:058 (4,1) - this is kinda confusing with a 1/2 stack directly before it
  11. bergy
  12. 03:32:319 (2) - this might look better idk
  13. davided
  14. 05:18:060 - at this part the song doesnt feel as intense as it is in the other kiais
  15. 05:23:894 (6) - itd be safe to stack on 05:23:060 (3) - since the latter is fully faded out i think
  16. 06:12:783 (5,1) etc - important sounds are on white ticks here so redtick sliders would be bad since youd be ending them on more important sounds than they start
  17. the last point pops up a lot in the final kiai onwards, careful of those
cool map

good luck!
Topic Starter
Dilectus

newton- wrote:

general complaint is that some 1/4 gaps like 00:42:754 (1,2) - look visually similar to 1/2 gaps like 00:43:406 (1,2,3,4) - , maybe overlap or reduce the spacing for the 1/4 instead (i didnt check which collab part this was in orz) fix

00:22:928 (1,2,3,4,5,6) - might be a bit too sharp and hard to aim at this bpm? idk if thats what you were going for nope, it flows bad so fix

00:29:449 (2,3) - blanket maybe fix

00:35:971 (2,3) - maybe space these out instead since you used stacks for 1/1 before fix

00:36:363 (4,1) - this breaks conventional flow unlike the rest of the section soo it might be a bit overemphasized fixed from previous change

00:40:276 (3,4) - ctrlg then reposition 5 for more conventional flow? i can consider, but current flow is better for the transition into 00:40:667 (1) -

01:34:797 (6,7,8) - maybe make this equidistant - 8 is a lot closer visually to 6 than to 7 sure

01:53:319 (1,2,3,4) - i dont see the need for an antijump here, + this looks a bit too similar to 1/4 the concept in this section is to stack whenever the guitar plays 2 notes or more of the same pitch. and a back and forth pattern when the guitar plays a back and forth melody.

01:59:580 (1,2) - stack is off fix

02:20:058 (4,1) - this is kinda confusing with a 1/2 stack directly before it has been used multiple times, shouldnt feel unexpected

05:18:060 - at this part the song doesnt feel as intense as it is in the other kiais i cant map this more intense without overmapping it (which it probably already is with the kicksliders). cant really do much about that. this kiai is also less intense than the 230 bpm ones

05:23:894 (6) - itd be safe to stack on 05:23:060 (3) - since the latter is fully faded out i think would ruin this visual 05:23:338 (4,5,6,7) -

06:12:783 (5,1) etc - important sounds are on white ticks here so redtick sliders would be bad since youd be ending them on more important sounds than they start i did emphasize the important parts - aka, the sounds that stand out. I feel like following the "xylophone like" instrument here would be more interesting than mapping the drums tbh

the last point pops up a lot in the final kiai onwards, careful of those ^[/list]
Also did some self modding on the 1st kiai.

Thanks for the mod!
Bergy

newton- wrote:

bergy
03:32:319 (2) - this might look better idk yeah sure
im too lazy to make a new pastebin for literally deleting a slider point and moving another one
can you just fix it david thanks
Nao Tomori
from my queue from a while ago

[davided]
00:19:536 (4) - doing a slider here would be cool cuz you could get this nice effect where all the finishes are on sliders
01:14:971 - 3/4 here would be cool for clickable stuff idk
01:22:536 (2,3,4,5) - seems like a pretty random place to have big jumps considering that theres nothing going on in the lead guitar or the drums
01:22:406 - sounds like it should have a 1/2 slider on it to match 01:22:145 (6) - as well, and consider nerfing these jumps
01:24:232 (6) - feels very underspaced compared to the previous time this rhythm was used
01:30:754 (1,2,3,4,5) - same as before. etc etc. dunno why theyre all so big -_-
02:04:276 - feels weird as a slider cuz you're mostly using them for single held guitar notes or bendy things and this was just 2 guitar notes
02:06:102 (5,6,7) - could be cool to use the stacking thing from before on this again
02:08:971 (1) - well this entire section feels identical to the kiai in terms of spacing. should differentiate it better, use lower spacing by a lot imo.
02:17:058 (6,1) - this is pretty hard to read as 3/4 due to the spacing
02:20:710 (3,4) - same
05:04:449 (5) - wtf is this following.. you're supposed to be following the lead guitar >.>
05:09:171 (1,2) - this is mapped as a 1/1 slider every other time
tbh in this 2nd kiai the rhythm doesnt really follow anything. it switches between guitar, vocal and drums constantly and feels super inconsistent to me.
it's hard to tell why you use kicksliders and why not.
06:12:227 - shouldn't all of these be sliders too? same sound as 06:12:783 (5) -
yeaj

[bergy]
ok the overlap thing looks like you did it using perfect stacks then went and unstacked them all to be edgy so it looks like garbage to me

02:26:058 (2,3,4,1) - rhythm felt a bit weird here cuz you're using sliders for vocals then you kinda drop it with 02:26:580 (4,1) -

02:30:232 (2,3) - kinda sounds like it should be a 1/1 slider instead, dont hear anything on 3s head and the tail is kinda strong

02:32:319 (2,3) - yehaj

02:48:102 (1) - i think each and every one of these extended sliders sucks cuz the sound you're following with them ends at the blue tick after they start

03:06:102 (6,8) - this visual spacing is super small randomly

03:12:232 (2,3,4) - since it's the same sound, would be nice to map them both the same way

03:15:232 (1,2) - would be nice to repeat the back and forth motion used at the previous one of these, ctrl h on 2 would work nicely

03:23:971 (2,4) - visual spacing plz

03:42:101 (5) - don't really hear a new guitar note here. would be nice to have a slider end / 1/1 gap here imo

04:00:883 (4) - ? not mapped to any sound, and it messes up the rhythm of the song since 04:00:623 (3,1) - are paired together and 1 is a faster version of 3

https://osu.ppy.sh/ss/8299536 04:08:970 (1) - imo this rhythm << fits a bit better with what the guitar is doing. 04:09:231 - definitely shouldnt be a big jump since it doesn't exist in the song as a new guitar note

good luck!
Topic Starter
Dilectus

Naotoshi wrote:

00:19:536 (4) - doing a slider here would be cool cuz you could get this nice effect where all the finishes are on sliders the guitar melody is much audiable here so it's better the have it clickable

01:14:971 - 3/4 here would be cool for clickable stuff idk i prefer to emphasize the finishes and vocals here as they have way more impact.

01:22:536 (2,3,4,5) - seems like a pretty random place to have big jumps considering that theres nothing going on in the lead guitar or the drums its to put proper emphasize on the drum fill

01:22:406 - sounds like it should have a 1/2 slider on it to match 01:22:145 (6) - as well, and consider nerfing these jumps theres no held guitar note on that beat. and same response as above

01:24:232 (6) - feels very underspaced compared to the previous time this rhythm was used fix

01:30:754 (1,2,3,4,5) - same as before. etc etc. dunno why theyre all so big -_- same response

02:04:276 - feels weird as a slider cuz you're mostly using them for single held guitar notes or bendy things and this was just 2 guitar notes correct

02:06:102 (5,6,7) - could be cool to use the stacking thing from before on this again this is more interesting and has good impact

02:08:971 (1) - well this entire section feels identical to the kiai in terms of spacing. should differentiate it better, use lower spacing by a lot imo. nerfed some notes here and there, dont want to ruin the structure.

02:17:058 (6,1) - this is pretty hard to read as 3/4 due to the spacing fix

02:20:710 (3,4) - same fix

05:04:449 (5) - wtf is this following.. you're supposed to be following the lead guitar >.> idk why that was a kickslider

05:09:171 (1,2) - this is mapped as a 1/1 slider every other time uhuh

tbh in this 2nd kiai the rhythm doesnt really follow anything. it switches between guitar, vocal and drums constantly and feels super inconsistent to me.
it's hard to tell why you use kicksliders and why not. kick sliders were mostly to make it more interesting. but looking back at this part, it may need a rework anyways as back then, i didnt know really what to do about this part so i just went ham.

06:12:227 - shouldn't all of these be sliders too? same sound as 06:12:783 (5) - good eye sniper
Also improved aesthetics of last part

Appreciate the help. Thank you!

Havent applied Bergy's parts yet so care inc modders
Bergy

Naotoshi wrote:

from my queue from a while ago
[bergy]
ok the overlap thing looks like you did it using perfect stacks then went and unstacked them all to be edgy so it looks like garbage to me <3 overlaps

02:26:058 (2,3,4,1) - rhythm felt a bit weird here cuz you're using sliders for vocals then you kinda drop it with 02:26:580 (4,1) - the vocal sound is on the (4), the snare is on the (1), plus a 1/1 slider on the (4) would be really weird imo

02:30:232 (2,3) - kinda sounds like it should be a 1/1 slider instead, dont hear anything on 3s head and the tail is kinda strong for this one,
i disagree because there's really nothing going on in the music and it's too long of a pause to map to a drum or vocal sound, but you can hear the guitar play a note here so I think that's the most fitting thing to map right here


02:32:319 (2,3) - yehaj changed the rhythm to more fit the kicks in the drums, but not a 1/1 slider

02:48:102 (1) - i think each and every one of these extended sliders sucks cuz the sound you're following with them ends at the blue tick after they start i'll be willing to change this in the future once i get more opinions, but i think just circles is really boring and awkward considering there are lot of hits on the upbeats. i just think it would make it unnecessarily difficult and weird to read and play.

03:06:102 (6,8) - this visual spacing is super small randomly moved (8) up in between (6) and (7). also reworked stuff after that to make spacing not as variant

03:12:232 (2,3,4) - since it's the same sound, would be nice to map them both the same way fixed

03:15:232 (1,2) - would be nice to repeat the back and forth motion used at the previous one of these, ctrl h on 2 would work nicely fixed by ctrl+h a small section

03:23:971 (2,4) - visual spacing plz tried making it as good as i can but idk how good thaht is xddd

03:42:101 (5) - don't really hear a new guitar note here. would be nice to have a slider end / 1/1 gap here imo there's definitely a note there

04:00:883 (4) - ? not mapped to any sound, and it messes up the rhythm of the song since 04:00:623 (3,1) - are paired together and 1 is a faster version of 3 i definitely hear guitar there, plus i think the 3 to 1 overlap is cool because they're both crashes but 1 is a more "finished' crash (i guess you could say), meaning it finishes the phrase and resolves the stress of the drum fill, so it's more emphasized.

https://osu.ppy.sh/ss/8299536 04:08:970 (1) - imo this rhythm << fits a bit better with what the guitar is doing. 04:09:231 - definitely shouldnt be a big jump since it doesn't exist in the song as a new guitar note same thing as before, i definitely hear a guitar note there.

good luck!
thanks nao-kun owo
https://pastebin.com/bW9SJQ0b owo pastebin owo
Lasse
modding with the the update from ^ applied
soft-hitfinish - fix the huge delay http://lasse.s-ul.eu/GiMgayRo.jpg
nvm something is totally wrong with your hs files

like soft-hitfinish.wav is actually an mp3 file renamed to .wav, suprised it plays at all
just convert them all to real .wav or something
list of files:
drum-hitclap.wav
drum-hitfinish.wav
drum-hitnormal.wav
normal-hitfinish.wav
normal-hitnormal.wav
soft-hitfinish.wav

I'm tilted now



00:00:00 - 02:25:6667 - Me
00:37:667 (1,2) - sudden 1/2 stack didnt make much sense to me cause every other similar things at least has some spacing
overall for this part I don't understand many of the spacing stuff cause it seems to have pretty big changes on similar/repeating stuff. the cymbal ones make sense though
Overall also seemd a bit overspaced when compared to spacing in more intense parts, similar for repetitions of this like 02:08:971 -
01:00:689 (1,1,1) - these spinner seem so random, idk what they follow but normal mapping would make more sense imo
things like 01:15:102 (2,3,4,5) - just feel quite "unorganized" visually to me, kinda hard to express, but there seems to be no real relation between the objects, compared to things like 01:14:710 (1,2) - where shapes and angles make them look much more "connected"
similar would be something like 01:23:841 (5) - the music is also quite similar to 01:23:058 (1) - so something like http://lasse.s-ul.eu/T2LmwS1j.jpg might work well
things like 01:35:319 (4,1,2,4) - seem nicer cause at least the rather even visual spacing there makes them a bit neater

01:18:363 (8) - breaking flow here would be great for emphasis on the change (like your shapes suggest), could maybe just ctrlg 01:18:102 (7) - ?
01:39:754 (1,1,2,3,4) - felt a bit too copy pasted considering 01:23:058 (1,2,3,4,5) - and other stuff in this part being a bit more varied visually
01:48:102 - sounds like a noticeable decrease in intensity to me, think lower spacing overall /maybe even less clicks or sv / would be nice

02:25:667 - 04:40:006 - Bergy
actually I think it would be great if your 1/4 stacks in the chorus instead utilized the overlap concept you use for most of the chorus, like http://lasse.s-ul.eu/m97uVHoZ.jpgfor example
03:08:449 (7) - dpesnt really fit your overall spacing emphasis, should be way bigger jump
03:12:101 (1,3) - 03:13:928 (4,6) - things like this look pretty gross, would be nice to care a bit more for visual spacing I think
03:21:493 (1,2,4) - good example for a spot that would be really cute with equal visual spacing like
03:32:319 (2,3) - lol 1/4 spacing, if you apply the first point you could change 2 a bit and adjust stuff for http://lasse.s-ul.eu/tdPnXuDz.jpg

04:40:006 - 06:55:838 - Me
05:12:644 (4) - could be just a 1/8 triple, it's only 108bpm and that seems more fitting with the guitar stuff
04:46:671 - part again seems a quite spaced in contrast to the much more "intense" part at 05:18:894 - , even if both are extremely easy in comparison the the first 2/3 of the map, they could contrast each other better, 06:11:394 - similar thing in this part

my biggest issue here is the seemingly weak contrast between some parts I pointed out, other stuff is kinda alright, mainly rather subjective aesthetic stuff, like visual spacing things etc.
Bergy

Lasse wrote:

02:25:667 - 04:40:006 - Bergy
actually I think it would be great if your 1/4 stacks in the chorus instead utilized the overlap concept you use for most of the chorus, like http://lasse.s-ul.eu/m97uVHoZ.jpgfor example made them .2x DS manual stacks yea
03:08:449 (7) - dpesnt really fit your overall spacing emphasis, should be way bigger jump fixed, but not "way bigger", i don't emphasize kicks very much, i mainly just emphasize them by actually mapping them with a fairly short DS, then I emphasize things like snares or cymbals
03:12:101 (1,3) - 03:13:928 (4,6) - things like this look pretty gross, would be nice to care a bit more for visual spacing I think sure ill fix these really short spacing things
03:21:493 (1,2,4) - good example for a spot that would be really cute with equal visual spacing like
really cute owo fixed, also ctrl+g'ed 03:21:884 (2) - to keep my general idea03:32:319 (2,3) - lol 1/4 spacing, if you apply the first point you could change 2 a bit and adjust stuff for http://lasse.s-ul.eu/tdPnXuDz.jpg i changed all of these 1/4 gap things, but i made them just continue on with how the slider after it is, like https://puu.sh/wgfzY/4dcd5e77e9.png
thanks lasse-kun owo
https://pastebin.com/gc6BZW2u
Topic Starter
Dilectus

Lasse wrote:

modding with the the update from ^ applied
soft-hitfinish - fix the huge delay http://lasse.s-ul.eu/GiMgayRo.jpg
nvm something is totally wrong with your hs files

like soft-hitfinish.wav is actually an mp3 file renamed to .wav, suprised it plays at all
just convert them all to real .wav or something
list of files:
drum-hitclap.wav
drum-hitfinish.wav
drum-hitnormal.wav
normal-hitfinish.wav
normal-hitnormal.wav
soft-hitfinish.wav
just copied the hitsounds from my ranked set to this



00:37:667 (1,2) - sudden 1/2 stack didnt make much sense to me cause every other similar things at least has some spacing i didnt like this either

overall for this part I don't understand many of the spacing stuff cause it seems to have pretty big changes on similar/repeating stuff. the cymbal ones make sense though i did check for some inconsistencies

Overall also seemd a bit overspaced when compared to spacing in more intense parts, similar for repetitions of this like 02:08:971 - this part is still pretty intense because of the drums playing a fast complicated rhythm which is most of my main focus here

01:00:689 (1,1,1) - these spinner seem so random, idk what they follow but normal mapping would make more sense imo mapping this part

things like 01:15:102 (2,3,4,5) - just feel quite "unorganized" visually to me, kinda hard to express, but there seems to be no real relation between the objects, compared to things like 01:14:710 (1,2) - where shapes and angles make them look much more "connected" went through the kiai to improve aestetics

similar would be something like 01:23:841 (5) - the music is also quite similar to 01:23:058 (1) - so something like http://lasse.s-ul.eu/T2LmwS1j.jpg might work well fix

01:18:363 (8) - breaking flow here would be great for emphasis on the change (like your shapes suggest), could maybe just ctrlg 01:18:102 (7) - ? fix

01:39:754 (1,1,2,3,4) - felt a bit too copy pasted considering 01:23:058 (1,2,3,4,5) - and other stuff in this part being a bit more varied visually changed shapes

01:48:102 - sounds like a noticeable decrease in intensity to me, think lower spacing overall /maybe even less clicks or sv / would be nice the drums are still very intense here

05:12:644 (4) - could be just a 1/8 triple, it's only 108bpm and that seems more fitting with the guitar stuff that guitar note is a "hammer-on"
which means that you play a note, then press down a finger on a higher fret which plays that note without having to strum again. thought that slider would be a nice way to render that


04:46:671 - part again seems a quite spaced in contrast to the much more "intense" part at 05:18:894 - , even if both are extremely easy in comparison the the first 2/3 of the map, they could contrast each other better, 06:11:394 - similar thing in this part agreed remapped
Thanks alot! :)
sahuang
Sorry for late, too busy at the start of the semester :W:

soft-sliderslide.wav is unused
00:13:797 (1) - why dont you ctrl+G this since the flow atm for 00:13:667 (7,1,2) - is really hard
00:29:319 (1,2) - its not a good idea to stack them especially when this is right followed by 00:29:971 (4,1) -
00:54:363 (1,2) - same here, you used 1/1 spacing for such stacks elsewhere
00:55:667 (3,4) - blanket
01:17:580 (5) - 01:24:363 (7) - nc
01:25:928 (5,1) - swap nc from what youve done previously
01:26:710 (1,2,3,1) - this plays awkward because of the blunt flow and what you did 01:26:710 (1,3) -
01:27:232 (1,2) - maybe make these more even
01:59:580 (1,2) - stack?
01:59:971 (2,1,2,3,4,1,2,3,4,5) - these look too random imo. 02:00:102 (1,2,3,4) - looks bad
02:04:797 (1,2,3) - why stack all 3
02:04:145 (3,4,5,6,7,1) - spacing here might be a bit too large as well
02:11:058 (6,1) - same stack stuff as mentioned above
03:06:102 (7) - etc same nc inconsistency
06:45:838 (5,6,7,8) - slider positions are kinda random

I don't really like very jumpy maps, but i guess this might be fine. This reminds me of ALIEN lol
Topic Starter
Dilectus

My Angel Azusa wrote:

soft-sliderslide.wav is unused changed to soft-sliderslide2

00:13:797 (1) - why dont you ctrl+G this since the flow atm for 00:13:667 (7,1,2) - is really hard fixed

00:29:319 (1,2) - its not a good idea to stack them especially when this is right followed by 00:29:971 (4,1) - made it simular to 00:37:406 (5,6,7) -

00:54:363 (1,2) - same here, you used 1/1 spacing for such stacks elsewhere fixed

00:55:667 (3,4) - blanket fixed

01:17:580 (5) - 01:24:363 (7) - nc reworked the nc in my kiai and bergy's to be consistent

01:25:928 (5,1) - swap nc from what youve done previously ^

01:26:710 (1,2,3,1) - this plays awkward because of the blunt flow and what you did 01:26:710 (1,3) - moved the pattern upwards

01:27:232 (1,2) - maybe make these more even fixed when moving pattern

01:59:580 (1,2) - stack? fixed

01:59:971 (2,1,2,3,4,1,2,3,4,5) - these look too random imo. 02:00:102 (1,2,3,4) - looks bad the structure of 02:00:102 (1,2,3,4) - will remain, as the guitars play a simular melody as 00:10:015 (1,2,3,4) - but i did polish the following pattern

02:04:797 (1,2,3) - why stack all 3 i was gonna deny at first, but i realised that 02:04:928 (2) - is not the same cymbal as 02:04:797 (1,3) - so i unstacked.

02:04:145 (3,4,5,6,7,1) - spacing here might be a bit too large as well the song is still quite intense in this section, but i polished pattern a bit.

02:11:058 (6,1) - same stack stuff as mentioned above fixed

03:06:102 (7) - etc same nc inconsistency same as before

06:45:838 (5,6,7,8) - slider positions are kinda random gonna make it symmetrical for consistency

I don't really like very jumpy maps, but i guess this might be fine. This reminds me of ALIEN lol yeah, the bg sorta resembles the alien bg in a way :thinking:
Thanks! Very beneficial mod.
sahuang
Good. Bubbled.
Natsu
general

  1. drum-hitclap.wav has like 5 ms delay
  2. normal-hitfinish.wav you need to encode it again, it's an ogg file. but named .wav?
diff

  1. 00:08:971 (3,4,5,1) - vs 00:10:015 (1,2,3,4,1) - make the rhythm consistent, also the NCs
  2. 00:13:406 (1,2) - eh the short combo is really weird compared to the rest of combos
  3. 00:14:058 (2,3,4,5,6) - vs 00:14:580 (7,1,2,3,4,5) - 00:15:232 (1,2,3,4,5,6,7,1) - the spacing and rhythms are really different o.o, i really can't get your idea tbh
  4. 00:17:319 (5,6,7) - the same melody as 00:08:971 (3,4,5,1) - 00:10:015 (1,2,3,4,1) - repeats, but is mapped really different
  5. 00:19:276 (3,4,5) - i think the slider should also be 2 circles to fit the melody properly
  6. 00:32:971 (3,5) - blanket is really off
  7. 01:06:884 (3,4,5,1) - vs 01:07:928 (1,2,3,4,1) - vs 01:08:841 (3,4,5) -
  8. 02:42:363 (1,2) - this really don't fit this map style tbh
  9. 02:48:102 (1) - the tick sound at every slider in this section sounds too loud compared to the music
  10. 03:17:319 (1) - touching the hp bar
  11. 03:33:102 (2) - 04:12:623 (1) - same
  12. 03:39:754 (1) - slider tick sounds too loud
  13. adding the last kiai to that slow part feels really anticlimactic lol

    I like the map, but I really dislike the sections with the inconsistent rhythm, so call your previous BN back for rebub once you fix the hitsounds and I'll decide what to do depending on your reply
Topic Starter
Dilectus

Natsu wrote:

general

  1. drum-hitclap.wav has like 5 ms delay gonna use the file from my ranked set instead
  2. normal-hitfinish.wav you need to encode it again, it's an ogg file. but named .wav? same ^
diff

  1. 00:08:971 (3,4,5,1) - vs 00:10:015 (1,2,3,4,1) - make the rhythm consistent, also the NCs the cymbal patterning is alternating between white ticks (00:08:450 (1,2) - ) and red ticks (00:09:363 (1,2) - ) if you listen to the songs beginning up til 00:11:449 - (which is where this patterning changes until the next simular part at 1 minute). all while emphasizing the notable guitar notes. this is why the rhythm seems inconsistent, because it is. but i have tweaked the rhythm slightly in this section because i noticed that some guitar notes wasnt clickable

  2. 00:13:406 (1,2) - eh the short combo is really weird compared to the rest of combos yeah, that one wasnt intentional

  3. 00:14:058 (2,3,4,5,6) - vs 00:14:580 (7,1,2,3,4,5) - 00:15:232 (1,2,3,4,5,6,7,1) - the spacing and rhythms are really different o.o, i really can't get your idea tbh should be more consistent now. same for 00:22:406 -

  4. 00:17:319 (5,6,7) - the same melody as 00:08:971 (3,4,5,1) - 00:10:015 (1,2,3,4,1) - repeats, but is mapped really different because there's an alter to the tempo, i thought it'd be nice to map differently (following the drums) so that these parts doesn't feel so repetetive.

  5. 00:19:276 (3,4,5) - i think the slider should also be 2 circles to fit the melody properly fixed

  6. 00:32:971 (3,5) - blanket is really off fixed

  7. 01:06:884 (3,4,5,1) - vs 01:07:928 (1,2,3,4,1) - vs 01:08:841 (3,4,5) - refer to first response ^

  8. adding the last kiai to that slow part feels really anticlimactic lol ill make it start at 05:35:838 - so that it pulses every white tick which adds impact on the crash symbals (heavy beats)
Waiting for Bergy's changes before anything else happens.

Thanks Natsu!
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