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Foreground Eclipse - Last Liar Standing [OsuMania]

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Topic Starter
Worms

Lenfried- wrote:

hey. heyy. heeeeeyyyy.

source needs that . in the end like:
some moonrunes Subterranean Animism.

that . matters no kd
oshit waddup arigato very gozaimasu
Topic Starter
Worms
blue = accepted
red = denied
pink = other stuff

TheNewBungping wrote:

Hi I'm from TheNewBungping's 4Keys O!Mania GD/Modding Queue [OPEN]

1|2|3|4


COOL SONG AND MAP

EZ
00:10:063 Put a note here (I know it's Easy diff, but still)

00:39:873 Move 1 to 3 cool thang
00:40:253 Move 3 to 1 ^

00:59:240 - 01:11:392 Kinda interesting choice for using short LNs, but I donk think it's rankable since it's easy diff, convert it to normal notes i'm just gonna change where LNs are used in all diffs cos i realised NM and HD have barely any LNs. also i dont see why its not rankable ???
01:55:443 - 02:04:556 ^

01:42:531 Move 1 to 4 oki

NM
Use double notes for cymbals, if any cymbals in this diff is a single note, change it i'll do it if it is absolutely necessary

00:21:835 On 4 I didn't here any sounds, I recommend deleting it there is kick here

01:24:683 - 01:25:063 Weird stream, kinda too hard for normal, should change it (maybe use stair patterns) oki
02:13:291 - 02:13:670
02:31:139 - 02:31:518

HD
You can't ignore the loud cymbals i think you're confusing them for my hitsounds, in which case i'll lower the hitsound volume cos apparently its too loud
00:09:113 Add a note on 4
00:53:164 Add a note
01:05:316 ^
01:25:063 ^
01:31:139 ^
01:37:215 ^
01:43:291 ^
01:49:367 ^
01:55:443 ^
02:01:518 ^
02:13:670 ^
02:19:746 ^
02:25:822 ^
02:31:898 ^
02:34:936 ^
Thanks for the mod!
thenewlimee
knock knock, modding is came! :)
1 2 3 4

thenewlimee's modding - Deceiver
01:10:917 - add 1 (the other parts are all two, but only one here.)
01:16:329 (76329|2,76518|2) - move 1, 01:17:088 (77088|2,77278|2) - move 4, 01:18:227 (78227|2) - move 1 (how about this?)
02:06:360 - (need a note)
02:06:550 (126550|0) - delete (there is no other kick)
02:06:740 (126740|3) - delete (ghost)

since the map was almost perfect, I do not see any modding parts. sorry :?
Topic Starter
Worms
blue = accepted
red = denied
pink = other stuff

thenewlimee wrote:

knock knock, modding is came! :)
1 2 3 4

thenewlimee's modding - Deceiver
01:10:917 - add 1 (the other parts are all two, but only one here.) thank
01:16:329 (76329|2,76518|2) - move 1, 01:17:088 (77088|2,77278|2) - move 4, 01:18:227 (78227|2) - move 1 (how about this?) accepted
02:06:360 - (need a note) oshit
02:06:550 (126550|0) - delete (there is no other kick) accepted
02:06:740 (126740|3) - delete (ghost) i can clearly hear a kick here

since the map was almost perfect, I do not see any modding parts. sorry :? o w o
Thanks for the mod! :)
1164530434
Hello,Worms :D
Metal rock awesome!
And there're nice catching in Drumsounds by heart
Anyway, I think I can give a little help in upgrading HS and make it better

So here HS mod in random
I make a Drum Track diff for catching HS specially.
SPOILER
Link: http://puu.sh/wtSRa/ed066ed5fb.zip
You can copy it to your diffs by using p/5392330 Remember choose keysounds when you're copying
If you feel something strange you could revise in HS diff directly by yourself
Changelog
SPOILER
Adding other HS in beatmap
Fixing little mistakes and I re-catching/check Drumtrack
Change the HS in “soft-hitnormal”
“soft-hitwhistle” not using in it at all but I keep it because it from yours
Every note have volume itself
Here's a last liar standing. Let‘s rock it to the end of the world!lol
Good Luck! :)
Topic Starter
Worms

1164530434 wrote:

Hello,Worms :D
Metal rock awesome!
And there're nice catching in Drumsounds by heart
Anyway, I think I can give a little help in upgrading HS and make it better

So here HS mod in random
I make a Drum Track diff for catching HS specially.
SPOILER
Link: http://puu.sh/wtSRa/ed066ed5fb.zip
You can copy it to your diffs by using p/5392330 Remember choose keysounds when you're copying
If you feel something strange you could revise in HS diff directly by yourself
Changelog
SPOILER
Adding other HS in beatmap
Fixing little mistakes and I re-catching/check Drumtrack
Change the HS in “soft-hitnormal”
“soft-hitwhistle” not using in it at all but I keep it because it from yours
Every note have volume itself
Here's a last liar standing. Let‘s rock it to the end of the world!lol
Good Luck! :)
holy shit thank you so much for this!!! :DDDDDDDDDDDDDDDD
<3 <3 <3 <3 <3
Proxian
As requested from my Modding Queue:

Normal
00:28:860 - I think you should put two notes here. I hear a pretty big sound
00:30:379 - Doubles here too
00:33:417 - Same (This is the last one I promise)
00:39:493 (39493|0,42531|3,45569|0) - There are strong sounds here. I'm 50/50 on this one, so it's your choice for a double
01:02:278 - Either add a note here or take one off at 01:05:316
Easy
01:12:151 - This note deserves a double
01:13:670 (73670|2,75189|3) - These too
01:31:898 (91898|2,93417|2,94936|1,96455|0,97974|2,99493|0,101012|0) - These land on hard snares your choice if they should get a double or not

Nice map, I never knew a song like this would have a static BPM lol
GL for rank
Topic Starter
Worms
blue = accepted
red = denied
pink = other stuff

Proxian wrote:

As requested from my Modding Queue:

Normal
00:28:860 - I think you should put two notes here. I hear a pretty big sound accepted
00:30:379 - Doubles here too i think i'll leave this one as a single as it is different from the one above (not really that loud compared to it)
00:33:417 - Same (This is the last one I promise) same reason as above
00:39:493 (39493|0,42531|3,45569|0) - There are strong sounds here. I'm 50/50 on this one, so it's your choice for a double these are left as singles so that they are different from these ones 00:34:936 (34936|3,34936|1,41012|2,41012|3) -
01:02:278 - Either add a note here or take one off at 01:05:316 denied as the former does not have a crash, whereas the latter does
Easy
01:12:151 - This note deserves a double i used doubles for the snares in the kiai time, don't want to make it too hard
01:13:670 (73670|2,75189|3) - These too ^
01:31:898 (91898|2,93417|2,94936|1,96455|0,97974|2,99493|0,101012|0) - These land on hard snares your choice if they should get a double or not keeping it consistent as above

Nice map, I never knew a song like this would have a static BPM lol
GL for rank
Thanks for the mod! :D
Unlucky_w
Hi from queue

1/2/3/4

These are the kind of maps that are my weakness: It is so well-mapped I have nothing to say.

EZ & HD is all clear!

Mod
NM

00:48:607 (48607|0) - Move to 2, feels like an empty column

01:25:063 - 01:31:139 - Nice pattern originality

02:31:139 - No double, remove 3


MX

00:59:240 - Add a note to 2

00:59:335 - I can't hear any beat here... well even if you hear it, it's minor so I would remove the notes or one.

I feel useless after modding this... :?

Anyways good luck!
Topic Starter
Worms
blue = accepted
red = denied
pink = other stuff

FastYoshi wrote:

Hi from queue

1/2/3/4

These are the kind of maps that are my weakness: It is so well-mapped I have nothing to say. o w o

EZ & HD is all clear!

Mod
NM

00:48:607 (48607|0) - Move to 2, feels like an empty column accepted

01:25:063 - 01:31:139 - Nice pattern originality fuck, fixed

02:31:139 - No double, remove 3 true


MX

00:59:240 - Add a note to 2 oki

00:59:335 - I can't hear any beat here... well even if you hear it, it's minor so I would remove the notes or one. will remove one, as i'm fairly certain there's a kick here

I feel useless after modding this... :? your mod was helpful, don't worry :D

Anyways good luck!

Thanks for the mod!
Shima Rin
wow this set is much better than the time when I modded it lol. Good luck!
Topic Starter
Worms

Tofu1222 wrote:

wow this set is much better than the time when I modded it lol. Good luck!
haha thanks, i completely revised SC (which is now the new deceiver diff) and got rid of the old deceiver which wasn't great now that i look back at it lol
Protastic101
no generic dense handsteam stuff smh no wait jk, jacks are cool too
[General]
  1. Is soft-hitwhistle used anywhere? I kind of cant find it in notepad since you sample imported everything, and I can't find you using any of the editor shortcuts for samples.
  2. OD/HP jump from NM to HD feels a bit too large. Might tone down HD's values by 0.2 or so cause sure, it's some broken streams but it's still 158 bpm so there's no reason to punish the player incredibly hard for a missed note :/
  3. Not too sure about the diff jump between NM and HD. Feels pretty big cause you have some places that are very sparse in the NM but pretty heavy in the HD https://osu.ppy.sh/ss/8536696 or the 1/2 jumpstreams vs 1/4 handstreams https://osu.ppy.sh/ss/8536698 . I think the best option here would be to add a difficulty in between, and rename the HD to MX, and MX to SC, and focus this new difficulty on 1/4 single streams with sparse jumps.
[Deceiver]
00:28:006 (28006|1,28006|0,28101|1,28196|0,28291|1,28386|0,28481|1) - Lots of minijacks and one handed trills on the left hand whereas the right hand just has a chord or two, so it feels a lot heavier on the left hand than the right. I'd try arranging it like this to even it out https://osu.ppy.sh/ss/8528851

00:57:721 (57721|2,57721|1,57816|0,57911|1,57911|2) - I kind of dislike this particular pattern because of how it's set to be heavier on one hand than the other.
Instead, I would try to make it a bit more linear like this https://osu.ppy.sh/ss/8528873

01:01:708 (61708|0,61803|3) - Control H this to avoid having a jack on the outer columns while holding an LN at the same time. If you control H the notes, it isolates the LN and the minijack so that it's easier to hit as each hand is doing only one type of pattern.
01:06:265 (66265|2,66265|1,66360|3,66360|0,66455|3) - I'd suggest the same thing here, like so https://osu.ppy.sh/ss/8528882 . It's normally easier to hit the jacks with the index finger while the middle holds as opposed to the other way around.

01:06:645 (66645|0) - Move to col 3 cause there's already a few LNs in col 1 so it's a bit more straining than it needs to be

01:35:886 - to 01:36:075 - Kind of disliking this left -> right -> left strain. I'd prefer if it were more evenly balanced like so https://osu.ppy.sh/ss/8528893

01:54:493 (114493|1,114493|2,114683|1,114683|2,114778|0,114873|1,114873|2,114968|3,115063|1,115063|2) - aaaaa, god I hate the direction turns in this. You have this constantly stacked jump which I don't think is necessary because the percussion in the music differs slightly at 01:54:873 - , so I would do this instead to take some of the weight off the inner columns https://osu.ppy.sh/ss/8528916

02:04:556 - Since this measure is just full of kicks kind of like at 00:34:936 - , so I'd do the same kind of jack structure https://osu.ppy.sh/ss/8534861

02:06:075 (126075|0,126075|1,126170|2,126170|1,126265|3,126265|2,126360|3,126360|0) - These reverse shields are pretty unbalanced imo cause all the weight is focused on the left hand, and then shifts to the right only once. Instead, since the guitar alternates a bit in pitch, I might just do a jumptrill like this https://osu.ppy.sh/ss/8534873

02:06:835 (126835|0) - I'd extend this to 02:07:025 - just for simplification purposes.

02:08:354 (128354|2,128354|1,128544|1,128544|2,128734|2,128734|1,128924|2,128924|1) - tfw stacked jumps for no reason.https://osu.ppy.sh/ss/8534899 might do this instead so that the jacks switch hands every time

02:13:670 - Would try and calm down on the 1/4 OH trills here and use a few more [12][34] patterns to act as a rest for the player, like at 02:14:050 -

02:20:506 (140506|2,140601|3,140696|1,140696|2,140791|0,140886|1,140981|0,141075|1) - I'd try to avoid using a lot of direction turns like this during a handstream cause it can be kind of uncomfortable as it forces the strain to be more on the index fingers as opposed to middle. Might suggest this to improve it a bit https://osu.ppy.sh/ss/8535194 and so on

02:23:164 (143164|1) - I'd move this to col 4 to make a perfect jack with 02:23:069 (143069|2,143069|3) - , and then arrange the following notes like so https://osu.ppy.sh/ss/8535218

02:43:544 (163544|2,163607|3) - I'd control J to connect these notes with 02:43:670 (163670|1,163670|0) - which makes it smoother to hit imo


[MX]
00:08:987 (8987|3,9050|2,9113|3) - I think this is a bit hard to hit cause of the 1/6 OH minitrill, so what I would do is make it two handed and try to connect it to the starting 1/4 mini jumptrill like this https://osu.ppy.sh/ss/8535249

00:40:632 (40632|2,40632|0,40727|3,40822|1,40822|2,40917|0,41012|3,41012|1) - The direction turns here make me very sad :c https://osu.ppy.sh/ss/8535272

00:58:860 (58860|1,58860|2,59050|2,59050|1,59240|2,59240|1) - Direction turning again! I'd try to break the stack in col 2 a bit here too like so https://osu.ppy.sh/ss/8535318 . I realized while arranging it that there would be a larger stack in col 1, so I tried to break that up too :veryhardthenk:

01:12:911 - I'd try to balance this out a bit more compared to the Deceiver diff by capping the end of the 1/6 roll with a jump, like so https://osu.ppy.sh/ss/8535450

01:19:177 (79177|1,79272|2,79367|1,79462|2) - I'd control H this to keep the direction linear and easy to follow.
01:19:651 (79651|1,79746|0,79746|2,79841|3,79936|2,79936|1,80031|0) - Assuming you did the above, I'd arrange the following a bit different to rebalance the stream like so https://osu.ppy.sh/ss/8535505

01:24:208 (84208|1,84303|0,84398|1,84493|0) - Bit of a change in the flow, so I'd try to make it more linear so that it's a bit smoother to hit with a control H on 01:24:398 (84398|1,84493|2) -

01:36:740 - Dont really see a reason not to make this a jump. It's for the kick anyways, and similar in structure to 01:33:417 - anyways, so I'd just make it part of the [12][34] jt

01:42:246 - Missing a note here for the kick. I'd just add a jumpstream for this measure to maintain a consistent flow, and also control J 01:42:056 (102056|2,102104|3) - to connect it with the jump at 01:42:151 - https://osu.ppy.sh/ss/8535530

01:54:018 (114018|2,114113|1,114113|3,114208|2) - I feel like these type of patterns are more straining on one hand than the other and it also causes a bit of a hard direction change, so maybe like this might be better https://osu.ppy.sh/ss/8535546

02:17:848 (137848|2,137848|1,137943|0,138037|2,138037|1,138132|3) - 02:12:626 (132626|3,132721|2,132721|1,132816|0,132911|3,132911|1) - Just a few examples of direction changes which might not be as smooth as could be. I'd pretty much just try to avoid the [23][4][23] kind of stuff

02:13:670 - I notice you use a lot of the same patterns as seen here https://osu.ppy.sh/ss/8535840 , which isn't bad, though I would try to go for a bit of variation as the same hand movement gets monotonous after a bit.

02:24:398 (144398|1) - Move to 3 for a bit of consistency with the stacked sounds like at 02:13:291 -

02:24:778 (144778|1,144873|2) - Control H here if the above is accepted for symmetry


[HD]
00:24:303 - Tbh, starting after this measure, I'm feeling a pretty strong right hand bias cause col 1 isn't really doing anything for a majority of the time. I'd try to rearrange a few notes to balance it out.

00:47:088 - Here, I'm a bit confused about how exactly you're chording things. Like, you obviously use jumps every 2/1, but the jumps on 00:48:037 - 00:48:417 - or 00:49:177 - lack thereof at 00:51:455 - makes it seem like you've kind of just added jumps whenever you felt like without any real reason or structure behind it.

01:21:740 (81740|2,81835|3,81930|1,82025|2,82025|0,82120|1,82215|3,82310|2) - Sure, there's symmetry here but it puts a lot of the strain on the left hand as that's where all the hand movement is concentrated. The right hand has the same number of notes but it's spread out further to allow rest time between notes. Therefore, I'd try to balance out the left hand like this https://osu.ppy.sh/ss/8536659

02:18:132 (138132|1,138227|2,138227|0,138322|1) - Similar thing to what I mentioned above except there's no symmetry in this one due to the notes at 02:17:943 (137943|0,138037|3) - being different from 02:18:417 (138417|3,138512|2) - . I'd either use a trill or just make it into a singular roll for ease.

02:24:683 - I'd add a note in col 4 for the crash here probs since it's super accented in the music but the chart doesn't reflect that same intensity :c

02:25:063 - Since you're ending on a crash here, I think it'd be best to add another note in 2 to make it into a jump. It also completes the mini jumptrill which is visually easier to group with 02:24:873 (144873|0,144873|1,144968|2,144968|3) - instead of reading it separately.

02:25:632 - Add a note here in 2 to connect 02:25:443 (145443|1,145443|2,145537|3,145537|0) - and 02:25:727 (145727|3,145727|2,145822|1,145822|0) - together for a smooth flow and transition leading into the next measure.


[NM]
00:22:025 (22025|0,22120|1,22215|2,22310|0) - This is incorrectly snapped as it should be 1/6 instead of 1/4. I suggest you simplify though because 1/6 is probably too hard for a NM, in that case, you would use 1/3 instead, like so https://osu.ppy.sh/ss/8536713

00:22:784 - Kind of hard to get the hang of the rhythm in this section because of how the drum line is made. I'd try using 3/4 rhythms instead which I think are more intuitive than the current 1/2 hooked rhythms https://osu.ppy.sh/ss/8536764

00:46:898 (46898|2,47278|2,47658|2,48037|2,48417|2) - Bit unnecessary of a stack here. I'd try to balance it out so the right hand isn't doing all the moving while the left hand just chills, like this or smth https://osu.ppy.sh/ss/8536786 (that note on the blue tick should be on the red tick before it lol, dunno how it ended up there)

00:53:164 - Would add a note in col 4 for the crash here

00:59:240 - Feels a bit empty here cause you suddenly dropped the density by discontinuing the 1/2 jumpstream and instead went for a 1/1 jumpstream with a bit of 1/2 thrown in the mix for fun. I'd consider adding back the 1/2 drone just to keep density relatively the same since the music hasn't dropped in intensity that much.

01:32:848 (92848|0) - I'd move this up to 01:32:943 - to continue the same 3/4 rhythm I suggested in the beginning (same applies for 01:31:139 - )

01:45:189 (105189|0,105189|1,105949|1,105949|0) - I don't see a reason to repeat the two jumps, unless you're willing to do it for the rest of the musical phrase for consistency. Otherwise, I'd make them different.

01:55:443 - Same thing I mentioned at 00:59:240 -

02:47:468 (167468|1,167563|2,167658|0,167753|1) - Also incorrectly snapped due to 1/6 being unable to be simplified with 1/4. Make this 1/3 in that case so that it's a proper simplification for this difficulty.

Kind of became too lazy to mod EZ orz. Anyways, poke me in game if you find me cause I wanna go over the hitsounds in the lower diffs through irc, and we can also discuss the spread more in detail then. For now, this is just a regular mod.
Topic Starter
Worms
blue = accepted
red = denied
pink = other stuff

Protastic101 wrote:

no generic dense handsteam stuff smh no wait jk, jacks are cool too
[General][list]
[*]Is soft-hitwhistle used anywhere? I kind of cant find it in notepad since you sample imported everything, and I can't find you using any of the editor shortcuts for samples. i'll be honest some dude did the hitsounds for me and i listened to it and it sounded fine so i didnt really bother changing anything cos i didnt really know how to the hitsounding stuff. i'll try my best to not be lazy this time
[*]OD/HP jump from NM to HD feels a bit too large. Might tone down HD's values by 0.2 or so cause sure, it's some broken streams but it's still 158 bpm so there's no reason to punish the player incredibly hard for a missed note :/ will fix
[*]Not too sure about the diff jump between NM and HD. Feels pretty big cause you have some places that are very sparse in the NM but pretty heavy in the HD https://osu.ppy.sh/ss/8536696 or the 1/2 jumpstreams vs 1/4 handstreams https://osu.ppy.sh/ss/8536698 . I think the best option here would be to add a difficulty in between, and rename the HD to MX, and MX to SC, and focus this new difficulty on 1/4 single streams with sparse jumps. aaaaaaaaa

[Deceiver]
00:28:006 (28006|1,28006|0,28101|1,28196|0,28291|1,28386|0,28481|1) - Lots of minijacks and one handed trills on the left hand whereas the right hand just has a chord or two, so it feels a lot heavier on the left hand than the right. I'd try arranging it like this to even it out https://osu.ppy.sh/ss/8528851 i think i'll leave this because i don't think the song calls for another minijack like you've put in the screenshot, and i've tried changing the pattern before it too but it all ends up with some sort of trill happening

00:57:721 (57721|2,57721|1,57816|0,57911|1,57911|2) - I kind of dislike this particular pattern because of how it's set to be heavier on one hand than the other.
Instead, I would try to make it a bit more linear like this https://osu.ppy.sh/ss/8528873 changed it differently

01:01:708 (61708|0,61803|3) - Control H this to avoid having a jack on the outer columns while holding an LN at the same time. If you control H the notes, it isolates the LN and the minijack so that it's easier to hit as each hand is doing only one type of pattern.
01:06:265 (66265|2,66265|1,66360|3,66360|0,66455|3) - I'd suggest the same thing here, like so https://osu.ppy.sh/ss/8528882 . It's normally easier to hit the jacks with the index finger while the middle holds as opposed to the other way around. idk i don't think it's fun to just do one type of jacks, and i think the players should be exposed to different kinds of techniques as well

01:06:645 (66645|0) - Move to col 3 cause there's already a few LNs in col 1 so it's a bit more straining than it needs to be it's there for pitch relevancy

01:35:886 - to 01:36:075 - Kind of disliking this left -> right -> left strain. I'd prefer if it were more evenly balanced like so https://osu.ppy.sh/ss/8528893 personally i think it's not something to worry about too much but oki

01:54:493 (114493|1,114493|2,114683|1,114683|2,114778|0,114873|1,114873|2,114968|3,115063|1,115063|2) - aaaaa, god I hate the direction turns in this. You have this constantly stacked jump which I don't think is necessary because the percussion in the music differs slightly at 01:54:873 - , so I would do this instead to take some of the weight off the inner columns https://osu.ppy.sh/ss/8528916 will change

02:04:556 - Since this measure is just full of kicks kind of like at 00:34:936 - , so I'd do the same kind of jack structure https://osu.ppy.sh/ss/8534861 right but you also have to take into account the guitar as well, which is why the section is different

02:06:075 (126075|0,126075|1,126170|2,126170|1,126265|3,126265|2,126360|3,126360|0) - These reverse shields are pretty unbalanced imo cause all the weight is focused on the left hand, and then shifts to the right only once. Instead, since the guitar alternates a bit in pitch, I might just do a jumptrill like this https://osu.ppy.sh/ss/8534873 denied. this is one thing i'll be standing my ground for, and i REALLY don't want to be using a jumptrill or double/trill alternative

02:06:835 (126835|0) - I'd extend this to 02:07:025 - just for simplification purposes. eh

02:08:354 (128354|2,128354|1,128544|1,128544|2,128734|2,128734|1,128924|2,128924|1) - tfw stacked jumps for no reason.https://osu.ppy.sh/ss/8534899 might do this instead so that the jacks switch hands every time uhh this was done on purpose. if you look at the rest of the chorus they're all done the same, just arranged differently

02:13:670 - Would try and calm down on the 1/4 OH trills here and use a few more [12][34] patterns to act as a rest for the player, like at 02:14:050 -

02:20:506 (140506|2,140601|3,140696|1,140696|2,140791|0,140886|1,140981|0,141075|1) - I'd try to avoid using a lot of direction turns like this during a handstream cause it can be kind of uncomfortable as it forces the strain to be more on the index fingers as opposed to middle. Might suggest this to improve it a bit https://osu.ppy.sh/ss/8535194 and so on i'd rather keep it a nice mix

02:23:164 (143164|1) - I'd move this to col 4 to make a perfect jack with 02:23:069 (143069|2,143069|3) - , and then arrange the following notes like so https://osu.ppy.sh/ss/8535218 nice idea

02:43:544 (163544|2,163607|3) - I'd control J to connect these notes with 02:43:670 (163670|1,163670|0) - which makes it smoother to hit imo oki


[MX]
00:08:987 (8987|3,9050|2,9113|3) - I think this is a bit hard to hit cause of the 1/6 OH minitrill, so what I would do is make it two handed and try to connect it to the starting 1/4 mini jumptrill like this https://osu.ppy.sh/ss/8535249 cool

00:40:632 (40632|2,40632|0,40727|3,40822|1,40822|2,40917|0,41012|3,41012|1) - The direction turns here make me very sad :c https://osu.ppy.sh/ss/8535272 linear js makes me limp

00:58:860 (58860|1,58860|2,59050|2,59050|1,59240|2,59240|1) - Direction turning again! I'd try to break the stack in col 2 a bit here too like so https://osu.ppy.sh/ss/8535318 . I realized while arranging it that there would be a larger stack in col 1, so I tried to break that up too :veryhardthenk: fuCK OKAy

01:12:911 - I'd try to balance this out a bit more compared to the Deceiver diff by capping the end of the 1/6 roll with a jump, like so https://osu.ppy.sh/ss/8535450 oki

01:19:177 (79177|1,79272|2,79367|1,79462|2) - I'd control H this to keep the direction linear and easy to follow. oKAY
01:19:651 (79651|1,79746|0,79746|2,79841|3,79936|2,79936|1,80031|0) - Assuming you did the above, I'd arrange the following a bit different to rebalance the stream like so https://osu.ppy.sh/ss/8535505 yep redone

01:24:208 (84208|1,84303|0,84398|1,84493|0) - Bit of a change in the flow, so I'd try to make it more linear so that it's a bit smoother to hit with a control H on 01:24:398 (84398|1,84493|2) - when u shift a note in a handstream u have to shift everything else to rebalance it : )))))

01:36:740 - Dont really see a reason not to make this a jump. It's for the kick anyways, and similar in structure to 01:33:417 - anyways, so I'd just make it part of the [12][34] jt jt is for the snare

01:42:246 - Missing a note here for the kick. I'd just add a jumpstream for this measure to maintain a consistent flow, and also control J 01:42:056 (102056|2,102104|3) - to connect it with the jump at 01:42:151 - https://osu.ppy.sh/ss/8535530 i think it might just be a hitsounding error,
there isn't supposed to be a tom there as the hitsound suggests. time to go over hitsounds again weeeeeee


01:54:018 (114018|2,114113|1,114113|3,114208|2) - I feel like these type of patterns are more straining on one hand than the other and it also causes a bit of a hard direction change, so maybe like this might be better https://osu.ppy.sh/ss/8535546 will change

02:17:848 (137848|2,137848|1,137943|0,138037|2,138037|1,138132|3) - 02:12:626 (132626|3,132721|2,132721|1,132816|0,132911|3,132911|1) - Just a few examples of direction changes which might not be as smooth as could be. I'd pretty much just try to avoid the [23][4][23] kind of stuff im just trying to have a nice mix of handstream patterns :(((

02:13:670 - I notice you use a lot of the same patterns as seen here https://osu.ppy.sh/ss/8535840 , which isn't bad, though I would try to go for a bit of variation as the same hand movement gets monotonous after a bit. will change

02:24:398 (144398|1) - Move to 3 for a bit of consistency with the stacked sounds like at 02:13:291 - oki

02:24:778 (144778|1,144873|2) - Control H here if the above is accepted for symmetry


[HD]
00:24:303 - Tbh, starting after this measure, I'm feeling a pretty strong right hand bias cause col 1 isn't really doing anything for a majority of the time. I'd try to rearrange a few notes to balance it out. woopsie

00:47:088 - Here, I'm a bit confused about how exactly you're chording things. Like, you obviously use jumps every 2/1, but the jumps on 00:48:037 - 00:48:417 - or 00:49:177 - lack thereof at 00:51:455 - makes it seem like you've kind of just added jumps whenever you felt like without any real reason or structure behind it. woopsie

01:21:740 (81740|2,81835|3,81930|1,82025|2,82025|0,82120|1,82215|3,82310|2) - Sure, there's symmetry here but it puts a lot of the strain on the left hand as that's where all the hand movement is concentrated. The right hand has the same number of notes but it's spread out further to allow rest time between notes. Therefore, I'd try to balance out the left hand like this https://osu.ppy.sh/ss/8536659 i don't ever think about symmetry because i really don't think how a map "looks" should matter at all in mania but yea this will be changed

02:18:132 (138132|1,138227|2,138227|0,138322|1) - Similar thing to what I mentioned above except there's no symmetry in this one due to the notes at 02:17:943 (137943|0,138037|3) - being different from 02:18:417 (138417|3,138512|2) - . I'd either use a trill or just make it into a singular roll for ease. changed

02:24:683 - I'd add a note in col 4 for the crash here probs since it's super accented in the music but the chart doesn't reflect that same intensity :c again i think it might be just hitsound error

02:25:063 - Since you're ending on a crash here, I think it'd be best to add another note in 2 to make it into a jump. It also completes the mini jumptrill which is visually easier to group with 02:24:873 (144873|0,144873|1,144968|2,144968|3) - instead of reading it separately. oki

02:25:632 - Add a note here in 2 to connect 02:25:443 (145443|1,145443|2,145537|3,145537|0) - and 02:25:727 (145727|3,145727|2,145822|1,145822|0) - together for a smooth flow and transition leading into the next measure. eh i guess


[NM]
00:22:025 (22025|0,22120|1,22215|2,22310|0) - This is incorrectly snapped as it should be 1/6 instead of 1/4. I suggest you simplify though because 1/6 is probably too hard for a NM, in that case, you would use 1/3 instead, like so https://osu.ppy.sh/ss/8536713 o yea why didnt i think of that

00:22:784 - Kind of hard to get the hang of the rhythm in this section because of how the drum line is made. I'd try using 3/4 rhythms instead which I think are more intuitive than the current 1/2 hooked rhythms https://osu.ppy.sh/ss/8536764 changed my mind lol i think i'm going to keep it as it is because there are other sections where this fits better e.g. here 01:11:392 -

00:46:898 (46898|2,47278|2,47658|2,48037|2,48417|2) - Bit unnecessary of a stack here. I'd try to balance it out so the right hand isn't doing all the moving while the left hand just chills, like this or smth https://osu.ppy.sh/ss/8536786 (that note on the blue tick should be on the red tick before it lol, dunno how it ended up there) yes

00:53:164 - Would add a note in col 4 for the crash here

00:59:240 - Feels a bit empty here cause you suddenly dropped the density by discontinuing the 1/2 jumpstream and instead went for a 1/1 jumpstream with a bit of 1/2 thrown in the mix for fun. I'd consider adding back the 1/2 drone just to keep density relatively the same since the music hasn't dropped in intensity that much. aight

01:32:848 (92848|0) - I'd move this up to 01:32:943 - to continue the same 3/4 rhythm I suggested in the beginning (same applies for 01:31:139 - ) yeeeeeeeeeeeee

01:45:189 (105189|0,105189|1,105949|1,105949|0) - I don't see a reason to repeat the two jumps, unless you're willing to do it for the rest of the musical phrase for consistency. Otherwise, I'd make them different. oki

01:55:443 - Same thing I mentioned at 00:59:240 - yep

02:47:468 (167468|1,167563|2,167658|0,167753|1) - Also incorrectly snapped due to 1/6 being unable to be simplified with 1/4. Make this 1/3 in that case so that it's a proper simplification for this difficulty. osu

Kind of became too lazy to mod EZ orz. Anyways, poke me in game if you find me cause I wanna go over the hitsounds in the lower diffs through irc, and we can also discuss the spread more in detail then. For now, this is just a regular mod.
wow thanks for this massive dong mod!
i'll try to catch you ingame so we can talk about the hs and diff spread stuff
kaythen
Foreground Eclipse is pretty cool.

HD:

00:42:246 (42246|3,42246|0) - You had 2 note chords when the drum (or whatever percussion instrument that is) makes a sound. The sound doesn't exist here, so remove one of these notes. ( some examples of the percussion sound I'm talking about > over here 00:40:253 (40253|2,40253|1) - and 00:38:734 (38734|3,38734|2) - )

01:41:677 - Kick drum sound here, so maybe add a note? Not necessary, but uhhhh yeah.

I don't really play 4k so I can't comment on the patterns.


Hope this helps, and good luck!
Topic Starter
Worms
blue = accepted
red = denied
pink = other stuff

kaythen wrote:

Foreground Eclipse is pretty cool. hey ur pretty cool

HD:

00:42:246 (42246|3,42246|0) - You had 2 note chords when the drum (or whatever percussion instrument that is) makes a sound. The sound doesn't exist here, so remove one of these notes. ( some examples of the percussion sound I'm talking about > over here 00:40:253 (40253|2,40253|1) - and 00:38:734 (38734|3,38734|2) - ) woops note is missplaced thank

01:41:677 - Kick drum sound here, so maybe add a note? Not necessary, but uhhhh yeah. yes

I don't really play 4k so I can't comment on the patterns.


Hope this helps, and good luck!
thanks for the mod 9ker
Ayachi Meme
hi

from my q <-shameless promo

1\2\3\4

hd
i think these 00:46:329 (46329|2,46424|1,46518|2,46613|1,46708|3,46803|0,46898|3,46993|0) - deserve to be doubles (and this a triple 00:47:088 (47088|1,47088|2) - but just my opinion)
01:24:683 (84683|0,84778|2,84873|0,84968|2,85063|3) - same?!?!
01:42:911 (102911|0,103006|3,103101|0,103196|3) - ??
02:13:291 (133291|2,133386|1,133481|2,133575|1) - same

honestly really good map
i would give stars yeah nah

kthxbye

i also have a map that needs modding but i wont want to bring up my map in ur map forum : )
Topic Starter
Worms
blue = accepted
red = denied
pink = other stuff

Ayachi Meme wrote:

hi

from my q <-shameless promo

1\2\3\4

hd
i think these 00:46:329 (46329|2,46424|1,46518|2,46613|1,46708|3,46803|0,46898|3,46993|0) - deserve to be doubles (and this a triple 00:47:088 (47088|1,47088|2) - but just my opinion) reason why they are singles is because this diff is supposed to be mostly stream-orientated so having them as singles flows nicely than making them into jumptrills imo
01:24:683 (84683|0,84778|2,84873|0,84968|2,85063|3) - same?!?! same !!!
01:42:911 (102911|0,103006|3,103101|0,103196|3) - ?? same !!!
02:13:291 (133291|2,133386|1,133481|2,133575|1) - same same

honestly really good map
i would give stars yeah nah wew lad

kthxbye

i also have a map that needs modding but i wont want to bring up my map in ur map forum : ) cheeky
kudosu for at least trying ;)
puxtu
hd
00:47:848 - If I were you, I'd put a note here cuz it's weird to have a "pause" here while there's still rhythm guitar sound going on.
00:50:886 - same here and so on until this point 01:11:392 -
01:16:329 (76329|0,76518|0,76708|1,76898|1,77088|2,77278|2) - need some buffing here
01:44:050 - same issue as I mentioned before
02:44:430 (164430|1) - I don't think this note is necessary unless if you're trying to layer something else aside from drum sound

why is this not ranked yet?
Topic Starter
Worms
blue = accepted
red = denied
pink = other stuff

puxtu wrote:

hd
00:47:848 - If I were you, I'd put a note here cuz it's weird to have a "pause" here while there's still rhythm guitar sound going on. accepted
00:50:886 - same here and so on until this point 01:11:392 - fixed
01:16:329 (76329|0,76518|0,76708|1,76898|1,77088|2,77278|2) - need some buffing here yeap
01:44:050 - same issue as I mentioned before mmmm
02:44:430 (164430|1) - I don't think this note is necessary unless if you're trying to layer something else aside from drum sound just realised its a ghost note lul

why is this not ranked yet? rank urs when : (
thanks for the mod! :D
Hestia-
hihi~
[Deciever]
Too many jacks, most of them don't make sense. Not fun.
I recommend removing this diff entirely and putting it as an extra in the info section. Or delete and remap whole thing.
[SC]
Most of the hands feel unnecessary and too minijacky. Just use jumps. It's better as straight jumpstream map instead of jumpstream+funny minijacks
remove minijack
00:28:101 (28101|3) - Remove
00:28:481 (28481|0) - Remove
00:34:177 (34177|0) - Remove
00:34:556 (34556|2) - Remove
00:40:253 (40253|3) - Remove
00:46:234 (46234|1) - Remove
00:47:088 (47088|3) - Remove
01:36:455 (96455|1) - Remove
01:36:835 (96835|2) - Remove
01:43:006 (103006|1) - Remove
01:43:196 (103196|2) - Remove
02:20:031 (140031|0) - Remove
02:22:500 (142500|2) - Remove
02:23:069 (143069|2) - Remove
02:25:537 (145537|0) - Remove
02:25:727 (145727|3) - Remove
02:26:107 (146107|3) - Remove
02:28:575 (148575|2) - Remove
02:29:145 (149145|3) - Remove
02:30:284 (150284|2) - Remove
02:30:664 (150664|0) - Remove
02:31:044 (151044|1) - Remove
[MX]
02:38:354 - Add 2
02:39:493 - Add 4
02:40:632 - Add 1
02:41:962 - Add 1
02:42:246 - Add 3
02:42:341 - Add 1
[HD]
01:12:911 (72911|0,72974|1,73037|2,73101|3,73291|0,73354|1,73417|2,73481|3,73670|1,73670|0,73860|3,73924|2,73987|1,74050|0) - these rolls are bad mappu
lazy fix = 01:13:037 (73037|2,73101|3,73417|2,73481|3,73860|3,73924|2) - Ctrl+H -> move to right again
[NM]
is missing notes
00:24:018 - Add 3
00:24:493 - Add 4
00:24:778 - Add 1
00:26:012 - Add 3
00:26:297 - Add 4
00:27:056 - Add 3
00:27:816 - Add 2
00:29:050 - Add 2
00:29:335 - Add 4
00:30:094 - Add 3
00:30:569 - Add 3
00:30:854 - Add 1
00:32:088 - Add 4
00:32:373 - Add 3
00:33:132 - Add 3
00:33:892 - Add 4
[EZ]
ok

;) ;)
Topic Starter
Worms
blue = accepted
red = denied
pink = other stuff

Hestia- wrote:

hihi~
[Deciever]
Too many jacks, most of them don't make sense. Not fun.
I recommend removing this diff entirely and putting it as an extra in the info section. Or delete and remap whole thing. nice meme, you overlooked the fact that its supposed to be a jack map
[SC]
Most of the hands feel unnecessary and too minijacky. Just use jumps. It's better as straight jumpstream map instead of jumpstream+funny minijacks ok time to explain all of these
remove minijack
00:28:101 (28101|3) - Remove 1 - they are there to accent kick to snare
00:28:481 (28481|0) - Remove 2 - same as 1, but also to differentiate patterning of kicks to snare
00:34:177 (34177|0) - Remove 1
00:34:556 (34556|2) - Remove 2
00:40:253 (40253|3) - Remove 1
00:46:234 (46234|1) - Remove 2
00:47:088 (47088|3) - Remove 3 - end of section, also same as 1
01:36:455 (96455|1) - Remove 1
01:36:835 (96835|2) - Remove 2
01:43:006 (103006|1) - Remove 2
01:43:196 (103196|2) - Remove 3
02:20:031 (140031|0) - Remove 1
02:22:500 (142500|2) - Remove 1
02:23:069 (143069|2) - Remove 1
02:25:537 (145537|0) - Remove 1
02:25:727 (145727|3) - Remove ok this one makes sense
02:26:107 (146107|3) - Remove 1
02:28:575 (148575|2) - Remove 1
02:29:145 (149145|3) - Remove 1
02:30:284 (150284|2) - Remove 1
02:30:664 (150664|0) - Remove 1
02:31:044 (151044|1) - Remove 2
[MX]
02:38:354 - Add 2
02:39:493 - Add 4
02:40:632 - Add 1
02:41:962 - Add 1
02:42:246 - Add 3
02:42:341 - Add 1
i think you might've missed how i've mapped this section
[HD]
01:12:911 (72911|0,72974|1,73037|2,73101|3,73291|0,73354|1,73417|2,73481|3,73670|1,73670|0,73860|3,73924|2,73987|1,74050|0) - these rolls are bad mappu how so? its done for simplicity as this is only HD and supposed to ease players into bursts/rolls
lazy fix = 01:13:037 (73037|2,73101|3,73417|2,73481|3,73860|3,73924|2) - Ctrl+H -> move to right again makes little to no difference as to what i have currently
[NM]
is missing notes done on purpose
00:24:018 - Add 3
00:24:493 - Add 4
00:24:778 - Add 1
00:26:012 - Add 3
00:26:297 - Add 4
00:27:056 - Add 3
00:27:816 - Add 2
00:29:050 - Add 2
00:29:335 - Add 4
00:30:094 - Add 3
00:30:569 - Add 3
00:30:854 - Add 1
00:32:088 - Add 4
00:32:373 - Add 3
00:33:132 - Add 3
00:33:892 - Add 4
[EZ]
ok

;) ;)
thanks for mod
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