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Demetori - Fall of Fall ~ The Door Into Summer

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TheKingHenry
Hello mod from my queue~
Waterfall of Nine Heavens
  1. smh I think older Demetori was better but maybe that's just me FeelsBadMan
  2. AiMod complaining about epilepsy warning but I don't think it was that epileptic. But again, I don't have epilepsy so someone having that might have problems with it. Can't hurt to add the warning I guess
  3. 00:25:532 (3) - would make more sense imo and look better if this was stacked to the same as 00:24:365 (2,4,1) - compare to 00:28:032 (3) - for example where it makes more sense the other way (the way it currently is)
  4. 00:29:032 (3,1) - couldn't these be located in the middle of 00:29:698 (2) - for that matter I would also NC 00:29:698 (2) - instead of 00:29:365 (1) - since that's where the emphasis is and also the white tick for that matter
  5. 00:35:865 (1,2,3) - here this makes more sense than earlier, since 00:36:032 (2) - is placed differently. Maybe have the same way in both?
  6. 00:39:698 (3,1) - last time these were stacked? Nevertheless these could also be located to the middle of 00:40:365 (2) -
  7. 01:00:698 (2,3,4,5,6) - 00:50:032 (2,3,4,5,6,7) - is there some reason these patterns are made to flow so differently when the music is about the same
  8. 01:03:698 (4) - not really necessary, but NCing would make it more organized. Also I don't really think the music warrants smth like 01:04:032 (1,2,3,4,1) - there isn't particularly strong emphasis on groups of 2 to make this kind of stuff, it's more like normal 1/4. Same for 01:06:698 (1,2,3,4,1) - the way these patterns play just isn't that relevant to the music imo
  9. 01:13:032 (1,2,3,4,1) - there have been few where I already kinda wanted to comment, but like, this is more spacing for 1/4 than you have for 1/2 secs ago lol. Due sliders it's not that bad to play, but still making unnecessary strain for kinda no reason
  10. 01:18:032 (2) - 01:19:032 (6) - I guess in music like this we can argue all we want about NCs but nevertheless I think NCing these instead of the current ones would make more sense
  11. 01:26:698 (1,2,3,4,1) - the drum sounds are more like getting quieter from the kicksliders, so stream this spaced doesn't really express the music too well
  12. 01:45:365 (1) - since you this time decided to put it in the middle, if you wanna nazi, it's not exactly in the middle atm
  13. 02:27:032 (1,2,3,4,5) - I don't think this is necessary either compared to the music, could just line up 02:27:698 (5) - to the end of the stream. Alternatively atleast NC it to indicate the change. Similar at 02:30:698 (5) - but NC recommended just anyways cuz the sliders are different from usual.
  14. 02:31:615 (2,3) - last time this similar place was mapped as 01:14:615 (4,1) - lol
  15. 02:42:698 (4,5,6,7,1) - same drill as last chorus. This one also doesn't have the NC at 02:42:698 (4) -
  16. 02:58:365 (1,2,3,4) - even if you want to have this kind of patterning here, it would make no sense to then have the following 02:58:698 (5,6,7,8) - have like 0 spacing when the sounds are basically the same
  17. 02:59:532 (6,5,5) - if patterned and emphasised like this, NC these instead of the circles. Same drill with 03:02:198 (3,3,3) -
  18. 03:41:032 (1,2,3,1,2,3,4,5) - not really recommendable especially after 1/3 kickslider. It makes player think 03:41:032 (1,2,3) - is 1/3 as well. There is really not that much reason to not do this 4+4 anyways since even tho you have emphasised this differently, that's what the guitar essentially does
  19. 03:51:698 (4) - perhaps NC
  20. 03:52:198 - I don't think the highly spaced triples in this section are necessary, but it's true that the guitar is doing smth new and interesting so I guess it's okay. However, the way you change how you map the similar sounds during the section makes it play inconsistently. Like, there's some of those sounds not mapped, some are with those spaced triples, some are with kicksliders, some with spaced triple into slider and all that. When every spaced triple then has the spacing that's almost like 1/2 that's used in that section, it gets quickly blurry
  21. 04:13:365 (5) - NC (similarly as in 04:07:032 (1,2,3,4,1,2,3,4) - for the jumpstream for example)
  22. last section again having a lot of similar spacing between 1/2 and 1/4. I guess you could call that progression, but for example compared to the similar part in the beginning of the song, it was pretty different lol
  23. There was a lot of stuff I wanted to say, but since most of things were done somewhat constantly regardless if I agreed with it or not, I didn't mention 'em. Instead I tried here to pick our things that would make the patterns more organized and make it more rational for the player to play (read = lots of NCs for example lol ¯\_(ツ)_/¯)
Good luck!
-LynX-
hi (:
so i'm NM-ing on my own accord since i like this song a lOT
also note that since i'm a beginner mapper, i'll only highlight things which stand out to me as a player, and less of the technical mapping stuff

Waterfall of Nine Heavens
  1. 00:27:282 (2) - i think this is too far away from the sliderend of 00:26:865 (1)? for the others you didnt place it that far (see 00:22:949 (4) - 00:32:615 (2) - 00:33:615 (4) - etc)
  2. 01:00:698 (2,3,4,5) - playing this slider feels weird.. they are repeating the same sounds after all. the rhythm guitar plays differently, yes, but it sorta makes gameplay weird. also the same 4 notes 00:50:032 (2,3,4,5) repeat themselves previously too, but there's no slider (ahh ok it's the same thing here 02:40:198 (6,1).. maybe you can ctrl+shift+f the slider?)
  3. 01:05:032 (4) - 01:07:698 (4) - NC these? it's a 1/1 beat compared to the previous 1/2 beats (these too 04:14:032 (3) - 04:16:699 (3) - )
  4. 01:08:198 (1,2) - there's nothing going on at 2. similarly, it's mapped differently from 01:05:532 (1,2). i'd say keep the latter one and change the former?
  5. 01:09:198 (1,2) - NC at 2 and not 1. while you're at it you may also wanna get rid of the NC on 01:09:699 (1)
  6. 01:24:198 (6,1) - i'd say move 1 closer to the sliderend? since it's only 1/4
  7. 01:26:698 (1,2,3,4,1) - get rid of 1 and 2, since there's nothing going on in the music that justifies them (02:42:698 (4,5,6,7,1) - here too)
  8. 02:03:532 (5,6) - going by the music, i'd map this as a 1/1 slider then a circle instead of 2 1/2 sliders
  9. 02:16:198 (5,6,7) - nothing going on in the music that deems this necessary
  10. 02:19:032 (1,2,1,2,3,4,5,6,1) - i like this part a lot :)
  11. 02:27:448 (2,3,4) - nothing going on at 2, maybe move 3,4 closer to the next slider and get rid of 2
  12. 02:29:365 (4,5,1,2) - maybe move 1 closer to 5 and let 2 stand alone? it's a 1/4 beat after all (ahhh ok i see it now 02:31:198 (1,2,3,4) it's intended isn't it.. in that case maybe make the 2 in 02:29:365 (4,5,1,2) further from 1? it's slightly confusing gameplay-wise)
  13. 02:58:365 (1,2,3,4) - nerf this lol
  14. 03:00:032 (5,1,2,3,4) - spacing from 5 to 1 is larger compared to the ones before and after
  15. 03:41:032 (1,2,3,1,2,3,4,5) - confusing gameplay-wise, if you really want to keep this maybe fix the NC in case players think 1,2,3 are 1/3 beats
  16. 03:45:032 (1) - this 1.5 sv is kinda unexpected but can be justifiable by the music i guess
  17. 03:53:532 (1,2) - 03:56:198 (1,2) - 03:58:865 (1,2) - similar parts, different spacing. tbh i like how you mapped this section, but maybe make the 3 sections more similar in terms of pattern? especially the 3rd part
  18. 04:08:198 (1,2,3) - looks nice, but they're basically the drums doing the same thing, no need for this spacing perhaps
  19. 04:17:032 (4,5,1,2,3) - from the small spacing between 4 and 5 to the large spacing between 1,2,3: it's kinda counter-intuitive as 4,5 are 1/1 beats but 1,2,3 are 1/4
  20. 04:18:532 (1,2,3,4,5,6,1,2,3) - you're following the drums, then the guitar.. may be hard to follow, you can keep it though if you want
  21. 04:21:698 (1,2,3,4,5,6,7,8,1,2,3,4,5,1,2,3) - man i love this
  22. 04:27:198 (1,2) - remove NC on 1, NC on 2 instead
  23. rest of the kiai has similar issues as previously
  24. 04:56:365 (1,2,3,4,5,6,7,8) - may wanna reduce the spacing, but otherwise i love it

andd there you go :) i love your take on this song; it was fun playing it (until i failed at the streamy parts xd)
also, note that this is my first mod so it may contain A LOT of errors in terms of technicalities but hopefully i helped you one way or another :D
Alheak

TheKingHenry wrote:

Hello mod from my queue~ hello
Waterfall of Nine Heavens
  1. smh I think older Demetori was better but maybe that's just me FeelsBadMan ye i miss the chiller tracks, but the new ones aren't bad
  2. AiMod complaining about epilepsy warning but I don't think it was that epileptic. But again, I don't have epilepsy so someone having that might have problems with it. Can't hurt to add the warning I guess ye idk why its not on
  3. 01:00:698 (2,3,4,5,6) - 00:50:032 (2,3,4,5,6,7) - is there some reason these patterns are made to flow so differently when the music is about the same indeed, changed
  4. 01:03:698 (4) - not really necessary, but NCing would make it more organized. will look into that
    Also I don't really think the music warrants smth like 01:04:032 (1,2,3,4,1) - there isn't particularly strong emphasis on groups of 2 to make this kind of stuff, it's more like normal 1/4. Same for 01:06:698 (1,2,3,4,1) - the way these patterns play just isn't that relevant to the music imo those are more about the way they play, they give a "contracted" feel as the drums go lower in tone
  5. 01:18:032 (2) - 01:19:032 (6) - I guess in music like this we can argue all we want about NCs but nevertheless I think NCing these instead of the current ones would make more sense will into that as well, actually for every other NC mod there might be, so I won't respond to those anymore
  6. 01:26:698 (1,2,3,4,1) - the drum sounds are more like getting quieter from the kicksliders, so stream this spaced doesn't really express the music too well they're going lower in tone, but they're not quieter
  7. 02:27:032 (1,2,3,4,5) - I don't think this is necessary either compared to the music, could just line up 02:27:698 (5) - to the end of the stream. this accentuates the rather intense beat here so I'd prefer keeping it spaced like thatAlternatively atleast NC it to indicate the change. Similar at 02:30:698 (5) - but NC recommended just anyways cuz the sliders are different from usual.
  8. 02:31:615 (2,3) - last time this similar place was mapped as 01:14:615 (4,1) - lol collab things (v:^), the whole parts aren't really similar
  9. 02:42:698 (4,5,6,7,1) - same drill as last chorus. This one also doesn't have the NC at 02:42:698 (4) -
  10. 03:52:198 - I don't think the highly spaced triples in this section are necessary, but it's true that the guitar is doing smth new and interesting so I guess it's okay. However, the way you change how you map the similar sounds during the section makes it play inconsistently. Like, there's some of those sounds not mapped, some are with those spaced triples, some are with kicksliders, some with spaced triple into slider and all that. When every spaced triple then has the spacing that's almost like 1/2 that's used in that section, it gets quickly blurry it's not consistent because while they play great, there are some conditions necessary for those spaced 1/4 to work, and where they couldn't, I did kick sliders instead
  11. 04:13:365 (5) - NC (similarly as in 04:07:032 (1,2,3,4,1,2,3,4) - for the jumpstream for example)
  12. last section again having a lot of similar spacing between 1/2 and 1/4. I guess you could call that progression, but for example compared to the similar part in the beginning of the song, it was pretty different lol
  13. There was a lot of stuff I wanted to say, but since most of things were done somewhat constantly regardless if I agreed with it or not, I didn't mention 'em. Instead I tried here to pick our things that would make the patterns more organized and make it more rational for the player to play (read = lots of NCs for example lol ¯\_(ツ)_/¯) yeah i understand that, since this is a collab, not all parts are consistent with each other but the parts should be consistent within themselves
Good luck!
Thank you!

-LynX- wrote:

hi (: hey
so i'm NM-ing on my own accord since i like this song a lOT
also note that since i'm a beginner mapper, i'll only highlight things which stand out to me as a player, and less of the technical mapping stuff

Waterfall of Nine Heavens
  1. 01:00:698 (2,3,4,5) - playing this slider feels weird.. they are repeating the same sounds after all. the rhythm guitar plays differently, yes, but it sorta makes gameplay weird. also the same 4 notes 00:50:032 (2,3,4,5) repeat themselves previously too, but there's no slider (ahh ok it's the same thing here 02:40:198 (6,1).. maybe you can ctrl+shift+f the slider?) fixed
  2. 01:24:198 (6,1) - i'd say move 1 closer to the sliderend? since it's only 1/4 no because it's supposed to play like a normal 1/2 circle, ztrot will make a video about this soon
  3. 01:26:698 (1,2,3,4,1) - get rid of 1 and 2, since there's nothing going on in the music that justifies them (02:42:698 (4,5,6,7,1) - here too) well yes there are drum beats here
  4. 02:27:448 (2,3,4) - nothing going on at 2, maybe move 3,4 closer to the next slider and get rid of 2 drums again
  5. 02:29:365 (4,5,1,2) - maybe move 1 closer to 5 and let 2 stand alone? it's a 1/4 beat after all (ahhh ok i see it now 02:31:198 (1,2,3,4) it's intended isn't it.. in that case maybe make the 2 in 02:29:365 (4,5,1,2) further from 1? it's slightly confusing gameplay-wise) yes it's to accentuate, it should be easy to play if read correctly
  6. 03:53:532 (1,2) - 03:56:198 (1,2) - 03:58:865 (1,2) - similar parts, different spacing. tbh i like how you mapped this section, but maybe make the 3 sections more similar in terms of pattern? especially the 3rd part fixed
  7. 04:08:198 (1,2,3) - looks nice, but they're basically the drums doing the same thing, no need for this spacing perhaps i like my 1/4 tricks for emphasis :3
  8. 04:56:365 (1,2,3,4,5,6,7,8) - may wanna reduce the spacing, but otherwise i love it the spacing's jsut fine really, some patterns take a while to get used to but everything's calculated

andd there you go :) i love your take on this song; it was fun playing it (until i failed at the streamy parts xd)
also, note that this is my first mod so it may contain A LOT of errors in terms of technicalities but hopefully i helped you one way or another :D
Thanks, that wasn't too bad for a first mod. Focus more on objective flaws like consistency, rhythm etc, the rest should come with practice

update
Topic Starter
GoldenWolf

TheKingHenry wrote:

Hello mod from my queue~ heyo
Waterfall of Nine Heavens
  1. smh I think older Demetori was better but maybe that's just me FeelsBadMan Different.
  2. AiMod complaining about epilepsy warning but I don't think it was that epileptic. But again, I don't have epilepsy so someone having that might have problems with it. Can't hurt to add the warning I guess There are some quick white flashes so I can get why it added the warning. And yeah can't hurt to have it, better be safe than sorry
  3. 00:25:532 (3) - would make more sense imo and look better if this was stacked to the same as 00:24:365 (2,4,1) - compare to 00:28:032 (3) - for example where it makes more sense the other way (the way it currently is) It does look better like you mentionned at 00:35:865 (1) - here, so yeah why not
  4. 00:29:032 (3,1) - couldn't these be located in the middle of 00:29:698 (2) - for that matter I would also NC 00:29:698 (2) - instead of 00:29:365 (1) - since that's where the emphasis is and also the white tick for that matter Because of your point at 00:39:698 (3,1) - you gave me a genius idea; making them consistent! So I made them consistent with the second one. No NC chance because I think it is better to highlight the pattern as a whole.
  5. 00:35:865 (1,2,3) - here this makes more sense than earlier, since 00:36:032 (2) - is placed differently. Maybe have the same way in both?
  6. 00:39:698 (3,1) - last time these were stacked? Nevertheless these could also be located to the middle of 00:40:365 (2) -
  7. 01:13:032 (1,2,3,4,1) - there have been few where I already kinda wanted to comment, but like, this is more spacing for 1/4 than you have for 1/2 secs ago lol. Due sliders it's not that bad to play, but still making unnecessary strain for kinda no reason Unnecessary? It's a buildup toward the chorus. It also plays fine since there are sliders to support them.They aren't much different than 1/2s.
  8. 01:18:032 (2) - 01:19:032 (6) - I guess in music like this we can argue all we want about NCs but nevertheless I think NCing these instead of the current ones would make more sense 01:19:032 (1) - Was a mistake, so that's fixed. As for 01:18:032 (2) - I see no valid reason to NC this and not 01:17:865 (1) - instead.
  9. 01:45:365 (1) - since you this time decided to put it in the middle, if you wanna nazi, it's not exactly in the middle atm I did nazi this coming.
  10. This one also doesn't have the NC at 02:42:698 (4) - Fixed.
  11. 02:58:365 (1,2,3,4) - even if you want to have this kind of patterning here, it would make no sense to then have the following 02:58:698 (5,6,7,8) - have like 0 spacing when the sounds are basically the same Sorry but a snare + high tom is not the same as two mid toms. That said, I changed the spacing of 02:58:532 (3,4) - those two circles to lead into the compressed stream better. The first part of this pattern is more spaced to emphasize the drum roll, then into a compressed stream because the drums are going down, also to reduce the spacing to a minimum before jumping into the next part.
  12. 02:59:532 (6,5,5) - if patterned and emphasised like this, NC these instead of the circles. Same drill with 03:02:198 (3,3,3) - Mhhh it probably makes more sense that way, so okay.
  13. 03:41:032 (1,2,3,1,2,3,4,5) - not really recommendable especially after 1/3 kickslider. It makes player think 03:41:032 (1,2,3) - is 1/3 as well. There is really not that much reason to not do this 4+4 anyways since even tho you have emphasised this differently, that's what the guitar essentially does None of the players who fit the target audience of this map have misread that stream so far. Because of how I mapped 03:39:365 (1,2,3,4) - the previous 1/3s, and how the stream is spaced, it is obvious enough it's a 1/4 stream and not 1/3. Also, I am fairly sure that the guitar's accent is on 03:41:282 (1) - this note.
  14. 04:13:365 (5) - NC (similarly as in 04:07:032 (1,2,3,4,1,2,3,4) - for the jumpstream for example) That one stream had spacing change within it, so the NCing is here to make it a bit easier to read. Otherwise the other stream is fine as it is, I don't think a NC is needed.
  15. 03:51:698 (4) - perhaps NC ok
Good luck!
Thanks for your mod


-LynX- wrote:

hi (: heyo
so i'm NM-ing on my own accord since i like this song a lOT o thanks!
also note that since i'm a beginner mapper, i'll only highlight things which stand out to me as a player, and less of the technical mapping stuff

Waterfall of Nine Heavens
  1. 00:27:282 (2) - i think this is too far away from the sliderend of 00:26:865 (1)? for the others you didnt place it that far (see 00:22:949 (4) - 00:32:615 (2) - 00:33:615 (4) - etc) That is because 00:32:198 (1,2,3) - = 00:21:532 (1,2,3) - , 00:22:699 (3,4,1) - = 00:33:365 (3,4,1) - , so 00:26:865 (1,2,3) - = 00:37:532 (1,2,3) - , all these patterns are consistent with one another, like pairs.
  2. 01:05:032 (4) - 01:07:698 (4) - NC these? it's a 1/1 beat compared to the previous 1/2 beats (these too 04:14:032 (3) - 04:16:699 (3) - ) No because it's a pattern as a whole. You don't need to NC to every rhythm changes.
  3. 01:08:198 (1,2) - there's nothing going on at 2. similarly, it's mapped differently from 01:05:532 (1,2). i'd say keep the latter one and change the former? How can you not hear the guitar here o_o
  4. 01:09:198 (1,2) - NC at 2 and not 1. while you're at it you may also wanna get rid of the NC on 01:09:699 (1) Again, the NCing is mainly focusing the patterns. So no change here.
  5. 02:03:532 (5,6) - going by the music, i'd map this as a 1/1 slider then a circle instead of 2 1/2 sliders ...but there are 4 guitar notes lol
  6. 02:16:198 (5,6,7) - nothing going on in the music that deems this necessary This one is fair, there are ghost snare notes played on both blue ticks here. It's arguable wether or not it's the best thing to do here, but it seems to fit in my opinion.
  7. 02:19:032 (1,2,1,2,3,4,5,6,1) - i like this part a lot :) thanks!
  8. 02:58:365 (1,2,3,4) - nerf this lol Why? I understand you're a beginner mapper and modder, and one thing that you should ALWAYS keep in mind when modding, is to ALWAYS explain your intention. I am not in your mind and I can't be, so if you don't explain why I should change a pattern that I put a lot of thought into, then I am not going to change it on a whim. I'd need a strong valid reason for that.
  9. 03:00:032 (5,1,2,3,4) - spacing from 5 to 1 is larger compared to the ones before and after Yes it is, and it's also intended. It is to emphasize the snare + guitar accent.
  10. 03:41:032 (1,2,3,1,2,3,4,5) - confusing gameplay-wise, if you really want to keep this maybe fix the NC in case players think 1,2,3 are 1/3 beats See previous reponse to this part: "None of the players who fit the target audience of this map have misread that stream so far. Because of how I mapped 03:39:365 (1,2,3,4) - the previous 1/3s, and how the stream is spaced, it is obvious enough it's a 1/4 stream and not 1/3. Also, I am fairly sure that the guitar's accent is on 03:41:282 (1) - this note." The NC is here because the spacing changes from that point onward.
  11. 03:45:032 (1) - this 1.5 sv is kinda unexpected but can be justifiable by the music i guess It really isn't hard to play at all. It still follows the expected movement.
  12. 04:17:032 (4,5,1,2,3) - from the small spacing between 4 and 5 to the large spacing between 1,2,3: it's kinda counter-intuitive as 4,5 are 1/1 beats but 1,2,3 are 1/4 04:16:365 (1,2) - Given how there is this jump here, it shouldn't be expected to see the same exact spacing afterward. It isn't confusing that the 1/4s are this spaced because 1) Spaced 1/4s are used throughout the map and 2) it would be confusing IF the 1/4s were less spaced given the stacke 1/1s just before.
  13. 04:18:532 (1,2,3,4,5,6,1,2,3) - you're following the drums, then the guitar.. may be hard to follow, you can keep it though if you want Well.. Yeah. Drum roll = I map the drum roll, then the roll finishes and we switch onto the guitar, with a transition made easier by the 1/4 sliders at 04:19:032 (1,2) - .
  14. 04:21:698 (1,2,3,4,5,6,7,8,1,2,3,4,5,1,2,3) - man i love this ~
  15. 04:27:198 (1,2) - remove NC on 1, NC on 2 instead Why? It is consistent with other choruses.
  16. 04:56:365 (1,2,3,4,5,6,7,8) - may wanna reduce the spacing, but otherwise i love it

andd there you go :) i love your take on this song; it was fun playing it (until i failed at the streamy parts xd)
also, note that this is my first mod so it may contain A LOT of errors in terms of technicalities but hopefully i helped you one way or another :D
Thanks for you mod. As Alheak said, focus on the basic things like consistency and rhythm first, the rest will come with experience as you mod more and more.
Also pay more attention to what's going on in a song. You mentionned a lot of things that you couldn't hear but are very well there.
GENDER BENDER
Hi from my modding queue https://osu.ppy.sh/forum/t/554467&start=0
Note: I modded this in the span of 2 days and you applied 2 mods during this time. I don't think it affects anything tho.
Note: have fun reading blocks of texts

Waterfall of Nine Heavens

  • -The timing in the beginning is noticeably wrong. While 165bpm does follow the guitar solo somewhat accurately because of many timing sections, it fails to follow the faint (organ?) sound. Even if you are not mapping the organ sound. I believe 180bpm is the correct speed for this song.

    00:21:532 (1) - I believe that everything prior to this point was build up for this drop. In that case there is something wrong here. 00:20:365 (1,2,1,2) - The difficulty change here is significant to 00:19:712 (1,2) . I agree with this sudden difficulty spike because it follows the song intensity. However, the section afterwards fails to followup with the difficulty change. Since everything prior to this point was buildup, this section should have the same, if not higher difficulty than the buildup. An example would be: 00:23:032 (1,2,3,4,5) - I believe this pattern should be more spaced

    00:31:031 (3) - The guitar comes in with its wonky melody at THIS point, not 00:30:865 (1) . But the way you put NC and arranged your pattern makes it seem like it's at 00:30:865 (1) . I think you should move NC to 00:31:031 (3) and maybe stack 00:30:865 (1,2,3) to better distinguish the melody change.

    00:34:698 (1) - Just because sliders 1 and 2 look similar doesn’t make it okay to inconsistently put NC. I would argue that NC should be here 00:35:032 (2) . There are more inconsistency in your New Combos such as 00:35:865 (1,2,3) and 00:39:031 (5) , but pointing every single one of them out is a pain to do, I will leave that task to you. Generally NC is at the big white tick and whenever there is big difficulty spike.

    01:03:698 (4,5,6,7,1,2,3,4) - The drums are pretty much consistent, other than the fact that at 01:04:032 (1) the pitch drops. There is no clear reason for this sudden change in DS inconsistency in your stream. If you want to emphasize that the pitch drops at 01:04:032 (1) , try another pattern.

    01:05:532 (1,2) - Your slider-heads are on clap sounds and slider-ends are on guitar melody, I don't like this since the players aren't tapping to the melody. I believe clap sounds are secondary, and they can even be neglected (sometimes) to emphasize melody. Don't you feel something missing at 01:05:865 (2) , there is a cool guitar sound and the players aren't tapping on it. Basically, mapping to the rhythm is fine and all, as long as your map emphasizes the melody the most, if that makes sense.

    01:06:698 (1,2,3,4) - Same problem that I had with 01:03:698 (4,5,6,7,1,2,3,4) .

    01:13:615 (4,1,2,3) and 01:14:615 (4,1,2,3) - follow similar rhythm, and you should move 01:14:615 (4,1) farther away from 01:14:198 (3) . Like how you spaced 01:13:365 (3,4,1) .

    Kiai Time: There isn’t a stable flow that my mouse can follow, so gameplay feels a little choppy. It isn’t very visually appealing either. Distance between objects doesn’t really follow the intensity of the song at certain times. I will point out a few of these problems.

    01:18:032 (2) - You’ve been using simple slider shapes like straight and curve, and this sudden change here doesn’t really make sense. The long guitar sound isn’t that intense to begin with, and you ended it on the wrong beat.

    01:21:032 (3,4,5) - I don’t see how 5 deserves such a big jump, and I don’t understand why 01:21:532 is not mapped. There is a clap sound at 5 yes, but every other 2 bars has one. 01:20:698 (2) has a clap, and 01:20:865 is mapped correct? Same rule applies here then. You can’t just add your own hitsounds to a map and map those hitsounds as if they were part of the song.

    01:26:365 (2,3,1,2,3,4,1) - You ignored the guitar here and focused the drums, but you focused the guitar here 01:24:865 (1,2,3,4) and ignored the drums. Pick which instrument to focus on and stick with it. Also this 01:26:698 (1,2,3,4,1) is too spaced, the drums are dropping in pitch, and is not intensifying, which means that this difficulty spike is contradicting the song.

    This next part is just copy pasted so im gonna skip~

    For this section 02:53:698 (1,2,3,4,5) can you use 2 combo colors? I know you're trying to make it look cool but it's really hard to play those 02:53:698 (1,2,3,4,5) when they stack. Maybe use white and a shade of grey to compliment the storyboard.

    I can't really pass the slider deathstream haha, rhythm kinda hard to follow but that's probably intended so not gonna say anything.

    03:28:615 (3) - Please don’t use 5% for any slider ends it’s confusing as fuck

    04:10:198 (2,1) - fix the parallel part please

    05:08:698 - this timing point is unnecessary. Not all songs end the last note on a big white tick anyways
And that's all! If you have questions about my mods don't hesitate to pm me on forum or in game. Good luck with your map
Alheak

Not Tomori wrote:

Hi from my modding queue https://osu.ppy.sh/forum/t/554467&start=0 hello
Note: I modded this in the span of 2 days and you applied 2 mods during this time. I don't think it affects anything tho.
Note: have fun reading blocks of texts

Waterfall of Nine Heavens

  • 01:03:698 (4,5,6,7,1,2,3,4) - The drums are pretty much consistent, other than the fact that at 01:04:032 (1) the pitch drops. There is no clear reason for this sudden change in DS inconsistency in your stream. If you want to emphasize that the pitch drops at 01:04:032 (1) , try another pattern. this doesn't really play like the stream is separated, it's more of a visual effect combined with the tightening of the DS that creates an effect which fits the rolling drums quite well

    Kiai Time: There isn’t a stable flow that my mouse can follow, so gameplay feels a little choppy. It isn’t very visually appealing either. Distance between objects doesn’t really follow the intensity of the song at certain times. I will point out a few of these problems.

    01:18:032 (2) - You’ve been using simple slider shapes like straight and curve, and this sudden change here doesn’t really make sense. The long guitar sound isn’t that intense to begin with, and you ended it on the wrong beat. i can't really do fancy shapes with shorter sliders because they always end up looking like turds, and even if the shape of this long one looks "too much", it doesn't really affect gameplay since there are no ticks on it and the path to take to clear the slider and reach the next circle is a completely straight line
    i'm not sure i follow what is this "wrong beat" tho


    01:21:032 (3,4,5) - I don’t see how 5 deserves such a big jump, and I don’t understand why 01:21:532 is not mapped. There is a clap sound at 5 yes, but every other 2 bars has one. 01:20:698 (2) has a clap, and 01:20:865 is mapped correct? Same rule applies here then. You can’t just add your own hitsounds to a map and map those hitsounds as if they were part of the song. this is mapped this way to create a continuity for the held note, however, once the circles are in the focus is switched to the drums, there's no reason to make it a slider, plus I wanted to add a stop before the guitar starts playing again to accentuate it
    i don't understand the part about adding hitsounds tho (and technically we could, it's not a rule)


    01:26:365 (2,3,1,2,3,4,1) - You ignored the guitar here and focused the drums, but you focused the guitar here 01:24:865 (1,2,3,4) and ignored the drums. Pick which instrument to focus on and stick with it. Also this 01:26:698 (1,2,3,4,1) is too spaced, the drums are dropping in pitch, and is not intensifying, which means that this difficulty spike is contradicting the song. well it's possible to focus on both, plus the kick sliders are here exactly to keep the active focus on the guitar, then switch to the drums with the stream
    the stream itself is constant because the drums are equally intense throughout, just dropping in pitch just like you said, and the stream's spaced this way to keep the momentum going from the previous build-up


    03:28:615 (3) - Please don’t use 5% for any slider ends it’s confusing as fuck but there's nothing there, you can’t just add your own hitsounds to a map and map those hitsounds as if they were part of the song

    04:10:198 (2,1) - fix the parallel part please yes
And that's all! If you have questions about my mods don't hesitate to pm me on forum or in game. Good luck with your map
Thank you!
Topic Starter
GoldenWolf

Not Tomori wrote:

Waterfall of Nine Heavens

  • -The timing in the beginning is noticeably wrong. While 165bpm does follow the guitar solo somewhat accurately because of many timing sections, it fails to follow the faint (organ?) sound. Even if you are not mapping the organ sound. I believe 180bpm is the correct speed for this song. What. So, you want me to use a wrongly snapped timing for the sake of a background instrument I don't even follow, instead of a correctly snapped timing for the instrument I do actually follow? What is this nonsense.
    So. Onto why I used this timing in the first place: Even though the guitar starts every groups of notes on a 180bpm grid, it is actually playing at a slower pace than 180bpm; so 165bpm. It isn't "somewhat accurately" as it is as precise as you can time a guitar, given how the distortions, reverbs and how, by the nature of the instrument itself, the innacuracies affects the timing. If you get a guitar-only track for ANY song played by a human, it does not matter how good the guitarist is, there will always be inconsistencies literally everywhere. Drums are much easier to fix in post-production. As for the guitar, not so much. With all of that in mind, the reason why I used this timing instead of the edited-and-fixed MP3 done by pishifat for lfj's map, is because I think the guitar playing at a slower pace is actually intended. Because I have timed the majority of Demetori songs, I know how well they fix their timing, and how they either don't let random inconsistencies slip through, or they don't fix the timing at all. Their guitarist is a skilled musician, and nails just about everything he plays. And, on top of all of that, it somehow snaps perfectly down to the millisecond into each succeeding redline, which all of them are snapped on white ticks on a 180bpm grid. Knowing Demetori, I do not believe this is a mere coincidence in the end. They have done some similar "easter-eggs" on previous tracks. For all of these reasons, I do not believe this is wrong.


    00:21:532 (1) - I believe that everything prior to this point was build up for this drop. In that case there is something wrong here. 00:20:365 (1,2,1,2) - The difficulty change here is significant to 00:19:712 (1,2) . I agree with this sudden difficulty spike because it follows the song intensity. However, the section afterwards fails to followup with the difficulty change. Since everything prior to this point was buildup, this section should have the same, if not higher difficulty than the buildup. An example would be: 00:23:032 (1,2,3,4,5) - I believe this pattern should be more spaced This... is not how it works. You are basically asking us to remap everything so the difficulty curve is about the same, but with harder verses. There is a good reason why the verses are mapped the way they are; to follow the song appropriately. What you want us to do is to make it as jumpy as the choruses. Which means we'd have to scale everything up. And then everything is overdone. No.

    00:31:031 (3) - The guitar comes in with its wonky melody at THIS point, not 00:30:865 (1) . But the way you put NC and arranged your pattern makes it seem like it's at 00:30:865 (1) . I think you should move NC to 00:31:031 (3) and maybe stack 00:30:865 (1,2,3) to better distinguish the melody change. Except that 00:30:865 (1,2) - those 2 kicks are still a part of the following drum roll.

    00:34:698 (1) - Just because sliders 1 and 2 look similar doesn’t make it okay to inconsistently put NC. I would argue that NC should be here 00:35:032 (2) . There are more inconsistency in your New Combos such as 00:35:865 (1,2,3) and 00:39:031 (5) , but pointing every single one of them out is a pain to do, I will leave that task to you. Generally NC is at the big white tick and whenever there is big difficulty spike. The heck man. Maybe pay attention to the rhythm guitar? The NCing is following it. Just like the pattern. Or the whole structure of the verses.

    01:05:532 (1,2) - Your slider-heads are on clap sounds and slider-ends are on guitar melody, I don't like this since the players aren't tapping to the melody. I believe clap sounds are secondary, and they can even be neglected (sometimes) to emphasize melody. Don't you feel something missing at 01:05:865 (2) , there is a cool guitar sound and the players aren't tapping on it. Basically, mapping to the rhythm is fine and all, as long as your map emphasizes the melody the most, if that makes sense. There is a lot of drum focus on this map if you haven't noticed already. A snare+strong hi-hat hit is much more prominent. Especially since I have been following the drums while skipping the guitar right before 01:04:365 (1,2,3,4,5) - there, along with the 3/4 rhythm it played. That would make even less sense to suddenly ignore the drums and follow the guitar here. The exception I made is for these outstanding notes 01:08:198 (1,2) - here.

    01:13:615 (4,1,2,3) and 01:14:615 (4,1,2,3) - follow similar rhythm, and you should move 01:14:615 (4,1) farther away from 01:14:198 (3) . Like how you spaced 01:13:365 (3,4,1) . So 01:13:615 (4,1) - is spaced away because 1) the sliders are faster and allow for a jump like that and 2) 01:13:282 (2,3) - because it is consistent with this. You would have known had you payed attention to the NCing of the patterns.


    This next part is just copy pasted so im gonna skip~ Sorry, what is copy pasted? I don't remember using that function over a whole section of the map. Actually, I don't remember doing that since my 2nd map ever made.

    For this section 02:53:698 (1,2,3,4,5) can you use 2 combo colors? I know you're trying to make it look cool but it's really hard to play those 02:53:698 (1,2,3,4,5) when they stack. Maybe use white and a shade of grey to compliment the storyboard. You might want to check if your monitor is working properly.

    I can't really pass the slider deathstream haha, rhythm kinda hard to follow but that's probably intended so not gonna say anything. You did just say something, though.

    05:08:698 - this timing point is unnecessary. Not all songs end the last note on a big white tick anyways Yeah, let's not properly time a song, much less if it has a following part that would be correctly snapped otherwise. Who cares about that.
Alright. So you pretty much forced your views and opinions onto the map, instead of trying to improve it. This is the most passive-aggressive mod I've ever had in over 4 years of mapping. None of the "suggestions" were useful.
Hysteria
*popcorn munching intensifies*
den0saur
GoldenWolf uses not black bold but red text. This is when you know - shit is serious
Liiraye
GENDER BENDER
:o

GoldenWolf wrote:



  • You might want to check if your monitor is working properly.[/color][/b] I meant two easily distinguishable colors, like a darker shade of grey

    Yeah, let's not properly time a song, much less if it has a following part that would be correctly snapped otherwise. Who cares about that. You literally just said above that you don't want to time a part that you're not following ecksdee
Alright. So you pretty much forced your views and opinions onto the map, instead of trying to improve it. This is the most passive-aggressive mod I've ever had in over 4 years of mapping. None of the "suggestions" were useful. What should I "suggest" then your highness? BLanket?Stack? Move 1 pixel to the left?

Anyways, I didn't try to offend you through my mod and if I did I'm sorry, but I've come to realize that what needs to change is not your map, but your attitude. Even if you think my mods are unhelpful, I took time to look through the map several times because I care about your map, but to get THIS kind of treatment? I believe that I should receive an apology for you BASHING and being outright RUDE to me. If you thought my mods are unhelpful just say so with good reason and deny me of kudosu without sounding like a dick, like Alheak did, is that so hard? I don't think what you're doing defines what a mapper does.
Topic Starter
GoldenWolf
If your mod was only not helpful I wouldn't have cared much, but the amount of passive-aggressiveness, the way you looked down on me, alheak and the map in general made it awful and a waste of time to go through.

I took nearly 2 hours to go through your mod, considering everything you said. The reasoning behind most suggestions were so awfully off of the map's intentions. Not only nothing in your mod was any useful, but it was detrimental to the map. It clearly showed you did not understood the map at all. You did not even try to get the logic behind it. Yet you acted as if you did.

Once again, if the mod was simply not useful but you would have still tried to understand how the map works and tried to improve it, that would have been totally fine by me. See LynX's mod for example.

This is honestly, hands down the worst mod I have ever received in over 4 years. The only mod I can recall to which I did not give a kd to. Nothing in it seemed to be well-intentioned.



Last point:

Not Tomori wrote:

You literally just said above that you don't want to time a part that you're not following ecksdee
This is exactly why your mod is awful.
Liiraye
gw even though we're "friends", I have to call you out on this one. You clearly offended him when you gave "reasonable" responses to his perfectly CoC abiding mod. Why are you not apologizing for slandering his in depth analysis of your "map", if you can even call it that... /s
GENDER BENDER
I do not recall looking down on you, alheak, or your map while modding it, And I sincerely apologized if I have offended you two. And sorry that you wasted 2 hours of work going through my mod. my 2 days work rip
I tried to critically analyze your map both from a mapper and player's perspective, and voiced my thoughts on what could give better experience to others. As you may know, I am still quite new to modding, and perhaps my take on it was completely out of place of me. I just really dislike getting mods completely dedicated to aesthetics and I dislike giving them. I enjoyed your map so I didn't want to give half-assed efforts to mod it, and I guess I wasn't thinking too much about the logic and reasoning behind your map. In my defense though, I cannot possibility understand every mappers take on a song, and my lack of experience doesn't help weak defense I know
Anyways, I just didn't want to end this with you on such bad terms, so I thought we would work it out if both parties just apologized, I guess that didn't work. I would have loved to mod your maps in the future, when I don't suck at modding.
All the best.
Alheak
I don't mind it much really, GW was the most triggered because the first thing you did was criticizing his timing with too much confidence which he spent years perfecting, and I know this from experience since I myself made the same error some years ago.

I guess the main problem with your modding is that you focus too much on what you would have done instead of trying to understand the reasoning behind the mapping and helping accordingly. I know that it's not an easy task to do and I understand why you'd make those mistakes except that you may have been way too confident in your modding skills, so it made the general tone of your mod seem very passive-aggressive.

I don't think the time you spent modding was wasted since you did hopefully understand something out of it. Better this than going on forever in the wrong direction, that would have been the real waste right there.
Net0
m4m as discussed with Alheak

[ Waterfall of Nine Heavens ]
  1. I have a suggestions for this sliders 00:00:379 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - . Just a small angle change for an alternative arrangement. The current one is the same slider angles with a continuous spacing increase until it reaches this 00:19:712 (1,2,1,2) - ; https://osu.ppy.sh/ss/7398295 . My suggestion is that you slightly change the angles so that this part 00:19:712 (1,2,1,2) – the two small 1/2 sliders ‘blanket’ the curvature of the big 1/2 sliders, like this; https://osu.ppy.sh/ss/7398326 . This is a visual improvement suggestion, all I did as changing a bit of the angles of this 00:19:712 (1,2) – by 10 which is the value to create the blanket and from that point I changed all previous sliders angles by 2 consecutively, keeping the same angle only on this one here 00:05:712 (1,2) - , you can compare both here structures; https://puu.sh/ufl1A.png and if you want to see on the editor here’s the code;
     209,179,379,102,0,L|212:220,1,40
    302,179,742,2,0,L|300:220,1,40,2|0,0:0|0:0,0:0:0:0:
    203,180,5712,6,0,L|207:224,1,40
    308,180,6075,2,0,L|304:224,1,40,2|0,0:0|0:0,0:0:0:0:
    196,180,11045,102,0,L|202:219,1,40
    314,180,11408,2,0,L|308:219,1,40,2|0,0:0|0:0,0:0:0:0:
    190,180,16378,6,0,L|196:219,1,40
    320,180,16741,2,0,L|314:219,1,40,2|0,0:0|0:0,0:0:0:0:
    183,180,17712,102,0,L|192:219,1,40
    327,180,18075,2,0,L|318:219,1,40,2|0,0:0|0:0,0:0:0:0:
    178,180,18712,6,0,L|188:219,1,40
    333,181,19075,2,0,L|323:219,1,40,2|0,0:0|0:0,0:0:0:0:
    172,181,19712,102,0,L|183:219,1,40
    338,181,20075,2,0,L|328:219,1,40,2|0,0:0|0:0,0:0:0:0:
  2. The first thing I’ve noticed is how you structured the bigger gaps of this first intro of the song 00:21:198 (2,1,3,1,5,1,4,1,3,1,3,1,3,1,5,1,4,1,3,1,3,1) - . You kept a really low DS in this gap to give emphasis in the song breaks. Works perfectly, the only suggestion I might have for this idea is that you keep the consistency of when you’re stacking and when you’re not stacking, for example; the sections where you have a circle ending the phrase and a slider starting the new one like this 00:21:198 (2,1) – and this 00:23:698 (5,1) – you have stacked while the other parts that contains only circles were not stacked 00:22:032 (3,1,4,1,3,1) - . You should probably keep this idea for the entire intro of the song. In case you agree with me on this suggestion, you will need to stack this 00:29:032 (3,1) – and this 00:39:698 (3,1) - . It’s not a major thing but just a suggestion for a bit more of consistency.
  3. What’s you thoughts on the flow with this ctrol+g 00:23:199 (2,3) - ? It’s just a personal suggestion to keep odds and evens separated and also make it flow more linear oriented.
  4. Interesting to see how this sections are just a little bit different from each other 00:22:365 (1,2,3,4,1,2,3,4,5) - / 00:33:032 (1,2,3,4,1,2,3,4,5) - . If I may suggest an improvement here would probably be about how this 00:23:032 (1,2,3,4,5,1,2,3,4,5) – flow that are different from each other. The gap is really small from one to another and perhaps repeating the flow is the best way to go here. Just in case you want to check my suggestion for this part 00:33:032 (1,2,3,4,1,2,3,4,5) – here’s what I’d do; https://osu.ppy.sh/ss/7398465
     276,292,33032,5,6,0:0:0:0:
    120,352,33198,1,4,0:0:0:0:
    264,284,33365,2,0,P|272:244|276:204,1,80,10|4,0:0|0:0,0:0:0:0:
    274,116,33615,1,4,0:0:0:0:
    273,102,33698,5,6,0:0:0:0:
    357,146,33865,1,4,0:0:0:0:
    276,196,34032,1,10,0:0:0:0:
    360,240,34198,1,6,0:0:0:0:
    273,102,34365,1,6,0:0:0:0:
  5. This suggestion might increase the difficulty of the intro; this beats here could work as clickable objects 00:30:032 - /00:40:698 - . I believe that making this beats passive and next to them a circle on a not so strong beat 00:30:198 (3) – could be avoided. My suggestion for this 00:29:698 (2,3) – is replacing the 1/1 slider and circle with two sliders; this first slider 00:29:698 (2) – would be reduced to 3/4 muting the sliderend to keep the mapping of the bend on the guitar, while this beat 00:30:032 – would be mapped as a 1/2 slider. Making a 3/4 slider and two circles also works depending on the spacing you make.
  6. The SB pulses here 00:42:865 – and here 00:43:365 – works great with the guitar. My suggestion for this section is that the second pulse effect could be even slower compared to what it is now.
  7. This three particular sections are very similar 00:47:532 (1,2,3,4,1) - /00:52:865 (2,3,4,5,1) - /00:57:865 (2,3,4,5,1) - about the guitar melody. Their rhythm is well done, the only thing I could suggest here is that you change a bit the spacing of this 3 objects 00:47:532 (1,2,3) - . In the other two patterns is clear that that the spacing is growing along with the guitar intensity 00:52:865 (2,3,4,5) - / 00:57:865 (2,3,4,5) -
  8. I honestly believe that this flows better 01:16:865 (3,4,5,6) – with 01:17:198 (5,6) – ctrol+G . Also the spacing here suggests that you want 01:17:198 (5) – more emphasized then 01:17:365 (6) - . But as I listen to this part of the music the strong snare sounds are here on this slider end 01:16:698 - and here 01:17:365 (6) – while this other objects sounds like regular kicks 01:16:865 (3,4,5) - . So I’m not sure what were your intentions here, but my suggestion for this part is first ctrol+G this two 01:17:198 (5,6) – then take this object located here 01:17:365 (6) – and space it out a bit more, I’d suggest x:361 y:28
  9. Move this slider 01:33:532 (1) – to x:149 y: 57 and 01:34:198 (3) - to x:293 y:167 to make sure that this pair 01:33:532 (1,2) – is structured the same way as this other pair 01:34:198 (3,4) - https://puu.sh/ufoek.jpg . This is just a really small polishment suggestion.
  10. Don’t you think that the spacing here 04:08:198 (1,2,3) – is a bit excessive compared to the other jump streams that this map has in even stronger parts of the music? For example 02:58:365 (1,2,3,4,5) – this jumpstream on the solo, or this 02:59:448 (5,1) - , 03:25:448 (11,1) - . My main suggestion here is that you actually map this sound 04:08:532 – clickable, but if you want to keep the slider 1/1 for the guitar melody, at least consider nerfing this spacing here 04:08:615 (2,3) - .

I guess that’s all for me. Personally this map is really too good/well done to question main concepts or suggest bigger modifications and in the end all I could come up with are just small little modifications that doesn’t affect much of the map quality. I hope that you can find at least one of them useful to improve this even more.
Hope to see this on ranked soon o/

edited to fix timestamp
Alheak

Net0 wrote:

m4m as discussed with Alheak

[ Waterfall of Nine Heavens ]
  1. This three particular sections are very similar 00:47:532 (1,2,3,4,2,3,4,5,2,3,4,5) – about the guitar melody. Their rhythm is well done, the only thing I could suggest here is that you change a bit the spacing of this 3 objects 00:47:532 (1,2,3) - . In the other two patterns is clear that that the spacing is growing along with the guitar intensity 00:52:865 (2,3,4,5) - / 00:57:865 (2,3,4,5) - they are quite similar indeed, but not entirely and the way they are introduced in the song isn't either, there are also times when the drums play a certain beat, other times when they play another, and this implies that they should be mapped differently
  2. I honestly believe that this flows better 01:16:865 (3,4,5,6) – with 01:17:198 (5,6) – ctrol+G . Also the spacing here suggests that you want 01:17:198 (5) – more emphasized then 01:17:365 (6) - . But as I listen to this part of the music the strong snare sounds are here on this slider end 01:16:698 - and here 01:17:365 (6) – while this other objects sounds like regular kicks 01:16:865 (3,4,5) - . So I’m not sure what were your intentions here, but my suggestion for this part is first ctrol+G this two 01:17:198 (5,6) – then take this object located here 01:17:365 (6) – and space it out a bit more, I’d suggest x:361 y:28 i'm focusing on the lead guitar here, and it's playing on upbeat, and the way it plays suggests a back-and-forth pattern, hence why it's mapped that way. doing as you suggested not only woudn't work with the guitar, but it actually wouldn't flow feel that great because it wouldn't be as snappy anymore
  3. Move this slider 01:33:532 (1) – to x:149 y: 57 and 01:34:198 (3) - to x:293 y:167 to make sure that this pair 01:33:532 (1,2) – is structured the same way as this other pair 01:34:198 (3,4) - https://puu.sh/ufoek.jpg . This is just a really small polishment suggestion. yeah i see that lol, don't think it matters really
  4. Don’t you think that the spacing here 04:08:198 (1,2,3) – is a bit excessive compared to the other jump streams that this map has in even stronger parts of the music? For example 02:58:365 (1,2,3,4,5) – this jumpstream on the solo, or this 02:59:448 (5,1) - , 03:25:448 (11,1) - . My main suggestion here is that you actually map this sound 04:08:532 – clickable, but if you want to keep the slider 1/1 for the guitar melody, at least consider nerfing this spacing here 04:08:615 (2,3) - . this plays just fine, and works thanks to the magic of slider leniency

I guess that’s all for me. Personally this map is really too good/well done to question main concepts or suggest bigger modifications and in the end all I could come up with are just small little modifications that doesn’t affect much of the map quality. I hope that you can find at least one of them useful to improve this even more.
Hope to see this on ranked soon o/
Thank you!
Topic Starter
GoldenWolf

Net0 wrote:

m4m as discussed with Alheak

[ Waterfall of Nine Heavens ]
  1. I have a suggestions for this sliders 00:00:379 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - . Just a small angle change for an alternative arrangement. The current one is the same slider angles with a continuous spacing increase until it reaches this 00:19:712 (1,2,1,2) - ; https://osu.ppy.sh/ss/7398295 . My suggestion is that you slightly change the angles so that this part 00:19:712 (1,2,1,2) – the two small 1/2 sliders ‘blanket’ the curvature of the big 1/2 sliders, like this; https://osu.ppy.sh/ss/7398326 . This is a visual improvement suggestion, all I did as changing a bit of the angles of this 00:19:712 (1,2) – by 10 which is the value to create the blanket and from that point I changed all previous sliders angles by 2 consecutively, keeping the same angle only on this one here 00:05:712 (1,2) - , you can compare both here structures; https://puu.sh/ufl1A.png and if you want to see on the editor here’s the code; That seems pretty good, I'll take that thanks
     209,179,379,102,0,L|212:220,1,40
    302,179,742,2,0,L|300:220,1,40,2|0,0:0|0:0,0:0:0:0:
    203,180,5712,6,0,L|207:224,1,40
    308,180,6075,2,0,L|304:224,1,40,2|0,0:0|0:0,0:0:0:0:
    196,180,11045,102,0,L|202:219,1,40
    314,180,11408,2,0,L|308:219,1,40,2|0,0:0|0:0,0:0:0:0:
    190,180,16378,6,0,L|196:219,1,40
    320,180,16741,2,0,L|314:219,1,40,2|0,0:0|0:0,0:0:0:0:
    183,180,17712,102,0,L|192:219,1,40
    327,180,18075,2,0,L|318:219,1,40,2|0,0:0|0:0,0:0:0:0:
    178,180,18712,6,0,L|188:219,1,40
    333,181,19075,2,0,L|323:219,1,40,2|0,0:0|0:0,0:0:0:0:
    172,181,19712,102,0,L|183:219,1,40
    338,181,20075,2,0,L|328:219,1,40,2|0,0:0|0:0,0:0:0:0:
  2. The first thing I’ve noticed is how you structured the bigger gaps of this first intro of the song 00:21:198 (2,1,3,1,5,1,4,1,3,1,3,1,3,1,5,1,4,1,3,1,3,1) - . You kept a really low DS in this gap to give emphasis in the song breaks. Works perfectly, the only suggestion I might have for this idea is that you keep the consistency of when you’re stacking and when you’re not stacking, for example; the sections where you have a circle ending the phrase and a slider starting the new one like this 00:21:198 (2,1) – and this 00:23:698 (5,1) – you have stacked while the other parts that contains only circles were not stacked 00:22:032 (3,1,4,1,3,1) - . You should probably keep this idea for the entire intro of the song. In case you agree with me on this suggestion, you will need to stack this 00:29:032 (3,1) – and this 00:39:698 (3,1) - . It’s not a major thing but just a suggestion for a bit more of consistency. That's a pretty good analysis of what I did in the intro; however those two circles to sliders unstacked is intentional, I moved them slightly apart because I put emphasis on the lead guitar for these, unlike the rest of the intro, so I made the stacking logic different than before
  3. What’s you thoughts on the flow with this ctrol+g 00:23:199 (2,3) - ? It’s just a personal suggestion to keep odds and evens separated and also make it flow more linear oriented. Mhhh I think both are almost equal, it's very close but I'd say your suggestion is probably slightly better given the general flow of the map (tend to not be so oval-flow oriented but more back n forth and linear) so I'll go with that
  4. Interesting to see how this sections are just a little bit different from each other 00:22:365 (1,2,3,4,1,2,3,4,5) - / 00:33:032 (1,2,3,4,1,2,3,4,5) - . If I may suggest an improvement here would probably be about how this 00:23:032 (1,2,3,4,5,1,2,3,4,5) – flow that are different from each other. The gap is really small from one to another and perhaps repeating the flow is the best way to go here. Just in case you want to check my suggestion for this part 00:33:032 (1,2,3,4,1,2,3,4,5) – here’s what I’d do; https://osu.ppy.sh/ss/7398465 They are ever so slightly different because of how the flow felt at that point, what I currently have at 00:33:698 (1) - seems to flow better in that context imo, because the conditions are a bit different (different place, where it's coming from, where it's leading, etc etc)
     276,292,33032,5,6,0:0:0:0:
    120,352,33198,1,4,0:0:0:0:
    264,284,33365,2,0,P|272:244|276:204,1,80,10|4,0:0|0:0,0:0:0:0:
    274,116,33615,1,4,0:0:0:0:
    273,102,33698,5,6,0:0:0:0:
    357,146,33865,1,4,0:0:0:0:
    276,196,34032,1,10,0:0:0:0:
    360,240,34198,1,6,0:0:0:0:
    273,102,34365,1,6,0:0:0:0:
  5. This suggestion might increase the difficulty of the intro; this beats here could work as clickable objects 00:30:032 - /00:40:698 - . I believe that making this beats passive and next to them a circle on a not so strong beat 00:30:198 (3) – could be avoided. My suggestion for this 00:29:698 (2,3) – is replacing the 1/1 slider and circle with two sliders; this first slider 00:29:698 (2) – would be reduced to 3/4 muting the sliderend to keep the mapping of the bend on the guitar, while this beat 00:30:032 – would be mapped as a 1/2 slider. Making a 3/4 slider and two circles also works depending on the spacing you make. Mhhh, I am not of a fan of those 3/4 sliders, even when not extended. I only use them in very specific contexts. I do believe this wouldn't improve the feeling I wanted to give by using this 1/1 circular slider. It would also make it shorter and kinda break the whole idea here
  6. The SB pulses here 00:42:865 – and here 00:43:365 – works great with the guitar. My suggestion for this section is that the second pulse effect could be even slower compared to what it is now. Extended by half a beat, seems to work pretty well

I guess that’s all for me. Personally this map is really too good/well done to question main concepts or suggest bigger modifications and in the end all I could come up with are just small little modifications that doesn’t affect much of the map quality. I hope that you can find at least one of them useful to improve this even more.
Hope to see this on ranked soon o/

edited to fix timestamp
Thanks for your mod!
Hysteria
  • Gowo requested a mod so here it is.

    Also sorry in advance for shit mod structure.

    Combo Colours
    I'm quite dissapointed that there's no REAL red combo colour. Would have been perfect at 00:21:532 (1) - and 03:04:365 - instead of this poopish orange-brown you are using now. Also I think it would be cool for the entire solo 03:04:365 - to be 3 different shades of red colours. Like Red, Orange and Brown/yellow or something like that to emphasis the crazy-ness of the solo itself and the storyboard.

    01:24:365 (1,2,3,1,2,3,4) - These two combo colours are a bit too similar, It's not similar enough for you to need to change either of them, just dont put them together like this to increase reading clarity.

    Hitsounds
    Unused hitsounds:
    1. drum-hitclap6.wav
    2. drum-hitfinish6.wav
    3. drum-hitnormal6.wav
    4. drum-hitwhistle6.wav
    5. drum-sliderslide6.wav

    Waterfall of Nine Heavens
    [Waterfall of Nine Heavens]

    00:41:698 (3,6) - Hard to spot them being sliders (THANKS PISHI FOR MAKING ME NO BE ABLE TO CALL THEM KICKSLIDERS). To fix it just rotate all the pairs by +5 an -5 equivalently

    00:52:032 (1) - Subjective opinions, but I think it would look better if you blanket 00:53:032 (3) - instead of creating a triangle with sliderhead, sliderend and the single.

    00:56:698 (2,3,4) - This is a bit gimmicky considering you havn't used it in any other spot previously in the same section. It's good however that it's this early, and not late into the map. Consider putting it in line with the rest of the section, or change other similar patterns to be like this to make it more consistent.

    00:57:865 (2) - Single into slider to emphasise snare instead of a repeat slider that skips the snare with the reverse arrow.

    01:05:532 (1,2) - Angle +10 to make it more aesthetically pleasing. Or alternatively do this.

    01:06:365 (3,4) - Ctrl+g either one of them to make it look aesthethically better, as well as continuing with the structure you've started with so far.

    01:17:532 (7) - Could place in line with rest of pattern by placing the slider in a position where the angle between 6-7 isn't 90 degree. Also due to how you play 01:16:865 (3,4,5,6) - putting the slider more top right of the screen would feel more natural, while still breaking the flow.

    01:25:115 - 02:41:115 - 04:34:448 - Skipping a beat here consitently throughout the map that you could do something like 01:24:198 (6,1) - instead, which would fit the patterns a lot better.

    01:56:365 (2) - Slider shape doesn't fit rest of structure, as simple as that. If you would have used similar sliders then it would've been fine.

    02:01:532 (1) - Make into Anchor slider instead, right now it looks dull for what it is representing in the song.

    02:08:865 (4,5,6) - Inconsistent with the last section with the same sound. 00:52:032 (1,2,3,4,5) - and the latter one is imo way better at representing what is happening in the song.

    02:29:365 (4,5,1) - 02:30:198 (3,4,5) - 02:31:198 (1,2,3) - Way too late and way too calm to introduce such a intense and reading heavy pattern.

    02:44:698 (2) - Slider could be improved visually (Alheak fix it, I know you can improve it)

    02:49:532 (5,1,2,3) - Inconsistent with last chorus 01:33:532 (1,2,3,4) - The latter one is easy, but still requires you to aim, while the earlier one is just, bland and quite frankly boring to play due to the lack of movement.

    02:55:199 (1,2,3,4,5) - Should move so that the manual stack is more easily visible

    03:16:198 (2,1) - Flow is really uncomfy here, could fix by doing this.

    03:32:865 (3) - Slider body stack isnt great as shown here.

    03:41:698 (1) - Slider could be improved visually by curving it a bit more.

    03:43:532 (2) - Rotate +15 to make the flow change direction better.

    03:44:032 (1) - Should end at 03:44:032 (1) - to make the pattern less confusing, and the guitar also changes how it sounds at that beat which justifies it too.

    03:45:698 (1) - Could make this slider body stack the slider end of 03:44:532 (2) -

    03:46:365 (1,2,3) - Could make this less "static"(visually) by mixing it up with ctrl+g.

    04:00:198 (1) - Unecessary slider body stack, it stops the flow in a way you havn't used earlier in the song.

    04:01:532 (1) - Make into a 1/4 repeat or a 1/4 and a single to represent the song better, since now you're skipping a beat. And you will still follow the guitar since there's stilla slider there. just shorter.

    04:02:865 (1) - Could improve the visuals of this slider by quite a bit.

    04:37:532 (1) - Could be improved visually by making the red anchor be in the middle and both curves be symmtrical with eachother.


    04:59:698 (2,3,4) - Bigger spacing to emphasise the difference in strums compared to 04:59:532 (1) like so.

    05:04:365 (6,7,8,9) - Manual stack this to keep it like similar sections 00:38:365 (1,2,3,4,5,6,7,8) -

    05:06:032 (2,3,4) - Inconsistent spacing compared to the rest of the section, however this is how it should be, more in line with the intensity. Comparing this too

    05:08:032 (1,2,3,1) - If you want people to kill you then this is completely fine.

    These last points are paired together.

    04:46:865 (1,2,3) - 04:52:198 (1,2,3) - 04:57:532 (1,2,3) - 05:02:865 (1,2,3) - Too extreme for this section, compare to the intro section that sounds the same and go the same intensity. (Gowo you're the one who taught me NOT to make the ending noticeably harder for no obvious reason)

    05:06:032 (2,3,4) - Inconsistent spacing compared to the rest of the section, however this is how it should be, more in line with the intensity. Comparing this too the ones above.
lazygirl
Incoming mod later today or tomorrow c:
Topic Starter
GoldenWolf

Hysteria wrote:

  • Gowo requested a mod so here it is.

    Also sorry in advance for shit mod structure.

    Combo Colours
    I'm quite dissapointed that there's no REAL red combo colour. Would have been perfect at 00:21:532 (1) - and 03:04:365 - instead of this poopish orange-brown you are using now. Also I think it would be cool for the entire solo 03:04:365 - to be 3 different shades of red colours. Like Red, Orange and Brown/yellow or something like that to emphasis the crazy-ness of the solo itself and the storyboard. there isn't a need for a red combo color, I think the orange is gud enuf

    01:24:365 (1,2,3,1,2,3,4) - These two combo colours are a bit too similar, It's not similar enough for you to need to change either of them, just dont put them together like this to increase reading clarity. it's either that or one combo color, so either way it changes nothing? + tbh it isn't hard to make the dinstinction to me

    Hitsounds
    Unused hitsounds:
    1. drum-hitclap6.wav
    2. drum-hitfinish6.wav
    3. drum-hitnormal6.wav
    4. drum-hitwhistle6.wav
    5. drum-sliderslide6.wav
      deleted

    Waterfall of Nine Heavens
    [Waterfall of Nine Heavens]

    00:41:698 (3,6) - Hard to spot them being sliders (THANKS PISHI FOR MAKING ME NO BE ABLE TO CALL THEM KICKSLIDERS). To fix it just rotate all the pairs by +5 an -5 equivalently STILL KICKSLIDERS IN MY HEART. That said, it would break the visual linearity.. so further changes required

    01:05:532 (1,2) - Angle +10 to make it more aesthetically pleasing. Or alternatively do this. seems good

    01:06:365 (3,4) - Ctrl+g either one of them to make it look aesthethically better, as well as continuing with the structure you've started with so far. how so? it perfectly follows the structure i've set so far, also would be breaking either the flow or visuals

    01:56:365 (2) - Slider shape doesn't fit rest of structure, as simple as that. If you would have used similar sliders then it would've been fine. It is supposed to break it here though, because of how the song's pattern is different here and breaks consistency

    02:01:532 (1) - Make into Anchor slider instead, right now it looks dull for what it is representing in the song. but it should be curvy

    02:08:865 (4,5,6) - Inconsistent with the last section with the same sound. 00:52:032 (1,2,3,4,5) - and the latter one is imo way better at representing what is happening in the song. It is a collab after all, inconsistencies are going to happen because of each mapper's view of the song, but the parts should be consistent within themselves

    02:55:199 (1,2,3,4,5) - Should move so that the manual stack is more easily visible oops

    03:41:698 (1) - Slider could be improved visually by curving it a bit more. I guess

    03:43:532 (2) - Rotate +15 to make the flow change direction better. Mhhh good catch, it does go better into the next slidergy

    03:44:032 (1) - Should end at 03:44:032 (1) - to make the pattern less confusing, and the guitar also changes how it sounds at that beat which justifies it too. It doesn't though, it extends into the next slider's start even, so much that the next note starts late.

    03:45:698 (1) - Could make this slider body stack the slider end of 03:44:532 (2) - eh I guess

    03:46:365 (1,2,3) - Could make this less "static"(visually) by mixing it up with ctrl+g. nah, jump would be a tad too big

    04:37:532 (1) - Could be improved visually by making the red anchor be in the middle and both curves be symmtrical with eachother. I'm gonna trigger you and make even more assymetrical

    05:08:032 (1,2,3,1) - If you want people to kill you then this is completely fine. We do. Please end our suffering.

    These last points are paired together.

    04:46:865 (1,2,3) - 04:52:198 (1,2,3) - 04:57:532 (1,2,3) - 05:02:865 (1,2,3) - Too extreme for this section, compare to the intro section that sounds the same and go the same intensity. (Gowo you're the one who taught me NOT to make the ending noticeably harder for no obvious reason) Yo that isn't my part, blame alheak
tnaks hesteh
Alheak

Hysteria wrote:

  • Gowo requested a mod so here it is.

    Also sorry in advance for shit mod structure.

    Waterfall of Nine Heavens
    [Waterfall of Nine Heavens]

    00:52:032 (1) - Subjective opinions, but I think it would look better if you blanket 00:53:032 (3) - instead of creating a triangle with sliderhead, sliderend and the single. blanketing would make the slider too long (more movement) and make the angle 00:51:865 (4,1) - not as smooth as is it rn

    00:56:698 (2,3,4) - This is a bit gimmicky considering you havn't used it in any other spot previously in the same section. It's good however that it's this early, and not late into the map. Consider putting it in line with the rest of the section, or change other similar patterns to be like this to make it more consistent. mhh, the parts aren't really the same even if it seems like they do, but changed since it was maybe too gimmicky too randomly

    00:57:865 (2) - Single into slider to emphasise snare instead of a repeat slider that skips the snare with the reverse arrow. alright

    01:17:532 (7) - Could place in line with rest of pattern by placing the slider in a position where the angle between 6-7 isn't 90 degree. Also due to how you play 01:16:865 (3,4,5,6) - putting the slider more top right of the screen would feel more natural, while still breaking the flow. changed

    01:25:115 - 02:41:115 - 04:34:448 - Skipping a beat here consitently throughout the map that you could do something like 01:24:198 (6,1) - instead, which would fit the patterns a lot better. yes

    02:29:365 (4,5,1) - 02:30:198 (3,4,5) - 02:31:198 (1,2,3) - Way too late and way too calm to introduce such a intense and reading heavy pattern. I do agree with you, though i still believe it's kinda appropriate since it fits the changing intensity of the song from rather calm to suddenly louder. I also think even if it's late it still introduces this concept for the solo part. I'll change it if I find something better to replace it with

    02:44:698 (2) - Slider could be improved visually (Alheak fix it, I know you can improve it) guess so, I don't think it's bad, just a bit boring maybe, I hope this is better

    02:49:532 (5,1,2,3) - Inconsistent with last chorus 01:33:532 (1,2,3,4) - The latter one is easy, but still requires you to aim, while the earlier one is just, bland and quite frankly boring to play due to the lack of movement. changed both

    03:16:198 (2,1) - Flow is really uncomfy here, could fix by doing this. changed

    03:32:865 (3) - Slider body stack isnt great as shown here. fixed

    04:00:198 (1) - Unecessary slider body stack, it stops the flow in a way you havn't used earlier in the song. uhm, not really sure I understand this

    04:01:532 (1) - Make into a 1/4 repeat or a 1/4 and a single to represent the song better, since now you're skipping a beat. And you will still follow the guitar since there's stilla slider there. just shorter. yes

    04:02:865 (1) - Could improve the visuals of this slider by quite a bit. changed the shape to something I hope is better

    04:59:698 (2,3,4) - Bigger spacing to emphasise the difference in strums compared to 04:59:532 (1) like so. yes

    05:04:365 (6,7,8,9) - Manual stack this to keep it like similar sections 00:38:365 (1,2,3,4,5,6,7,8) - those do not have the same intensity

    05:08:032 (1,2,3,1) - If you want people to kill you then this is completely fine. i do

    These last points are paired together.

    04:46:865 (1,2,3) - 04:52:198 (1,2,3) - 04:57:532 (1,2,3) - 05:02:865 (1,2,3) - Too extreme for this section, compare to the intro section that sounds the same and go the same intensity. (Gowo you're the one who taught me NOT to make the ending noticeably harder for no obvious reason) those were originally at the beginning but changed due to some issues in the collab, blame GoWo
    Anyway I dont think those patterns are hard, they do look intimidating but with the flow and the help of the slider leniency it's actually quite easy to hit, plus the 1/1 pause just after helps with not overwhelming the player and helps recovering


    05:06:032 (2,3,4) - Inconsistent spacing compared to the rest of the section, however this is how it should be, more in line with the intensity. Comparing this too the ones above. there are basically only two 1/4 spacings in this part (not counting stacks), like this (~0.4 DS) and 1/4 jumps (~2.25 DS). This is a rather calm 1/4 rhythm (only guitar strums instead of picks) so I used the 0.4 DS spacing
Thanks a lot
DT-sama
I'm neither a mapper nor a modder, so I'm just going to give my considerations on playability for me as a player, which can be thrown into the trash like the trash player I am. I want to optimize the map to give me as many pp as possible with as little effort as possible.
It is short, but quality over quantity.

01:04:032 (1,2,3,4,1) - these quintuples are pretty easy to miss, you could make them easier to hit by rotating a tiny bit more each (3,4) pair so that (2) flows more easily into (3) and (4) into (1). Ex. https://osu.ppy.sh/ss/7452370
That might ruin aesthetics a bit and it's not a big problem so you can easily ignore it.

01:06:532 (4) - this pointing outwards instead of towards the next quintuple is asking me to miss it, since it's in a slow section so I'm trying to get a hold of myself.

02:27:448 (2,3,4,5) - this looks VERY misleading and I had to misread it twice before reading it as a quadruple and even then I didn't understand it started on a blue tick. But I like it.

02:58:198 (5,1,2,3,4) - this is probably the biggest problem I have with the map.
The jump from 02:58:198 (5,1) - is very unintuitive and sudden, as every 1/2 gap between the quintuples right before this point had no movement whatsoever. The only time this pattern is broken it is with these triples 02:55:698 (1,2,3,4,5,6) - here, which makes it less of a problem as triples are easy, but 02:58:365 (1,2,3,4) - is very hard, and the next section makes it difficult to recover from a misread here at all, even with 02:58:698 (5,6,7,8,1) - this stack here.
You could try lowering the spacing like https://osu.ppy.sh/ss/7452457 but I'm not sure to what extent it'd fix the problem, really.

02:59:532 (1) - move a bit more to the right or do this https://osu.ppy.sh/ss/7452468 plz. Latter solution is better if you can fit it with the previous pattern.

05:08:254 (2,3,1) - I never noticed this till now. This is what bullying looks like. ;_;

Thanks for your map.
Alheak

DT-sama wrote:

I'm neither a mapper nor a modder, so I'm just going to give my considerations on playability for me as a player, which can be thrown into the trash like the trash player I am. I want to optimize the map to give me as many pp as possible with as little effort as possible.
It is short, but quality over quantity.

01:04:032 (1,2,3,4,1) - these quintuples are pretty easy to miss, you could make them easier to hit by rotating a tiny bit more each (3,4) pair so that (2) flows more easily into (3) and (4) into (1). Ex. https://osu.ppy.sh/ss/7452370
That might ruin aesthetics a bit and it's not a big problem so you can easily ignore it.
mhh, that's pretty weird, i have absolutely no problem doing this, i just consider it like a normal stream and it plays just fine 99% of the time, either players are overreading this or my own playstyle is too weird
i'm not a fan of the idea of removing it because of the aesthetic, but i changed the placement/spacing a little bit


02:27:448 (2,3,4,5) - this looks VERY misleading and I had to misread it twice before reading it as a quadruple and even then I didn't understand it started on a blue tick. But I like it. heh, i like it too, changed really a little bit hoping it's more obvious

05:08:254 (2,3,1) - I never noticed this till now. This is what bullying looks like. ;_; jsut mash tbh

Thanks for your map.
good luck with your pp farm!

and thanks for the mod

update
Topic Starter
GoldenWolf

DT-sama wrote:

I'm neither a mapper nor a modder, so I'm just going to give my considerations on playability for me as a player, which can be thrown into the trash like the trash player I am. I want to optimize the map to give me as many pp as possible with as little effort as possible.
It is short, but quality over quantity.

01:06:532 (4) - this pointing outwards instead of towards the next quintuple is asking me to miss it, since it's in a slow section so I'm trying to get a hold of myself. Does it really play different though? Even pointing inward doesn't seem to make a substantial difference, it does however look worse

02:58:198 (5,1,2,3,4) - this is probably the biggest problem I have with the map.
The jump from 02:58:198 (5,1) - is very unintuitive and sudden, as every 1/2 gap between the quintuples right before this point had no movement whatsoever. The only time this pattern is broken it is with these triples 02:55:698 (1,2,3,4,5,6) - here, which makes it less of a problem as triples are easy, but 02:58:365 (1,2,3,4) - is very hard, and the next section makes it difficult to recover from a misread here at all, even with 02:58:698 (5,6,7,8,1) - this stack here.
You could try lowering the spacing like https://osu.ppy.sh/ss/7452457 but I'm not sure to what extent it'd fix the problem, really. So it seems the diff spike was a tad too big, changed those 2 circles for sliders to make it much easier to 1) understand the jump and 2) to play and not being fucked over as the next section has some streamjumps

02:59:532 (1) - move a bit more to the right or do this https://osu.ppy.sh/ss/7452468 plz. Latter solution is better if you can fit it with the previous pattern. k

05:08:254 (2,3,1) - I never noticed this till now. This is what bullying looks like. ;_; I bet ya love it

Thanks for your map.
Thanks for your mod!
lazygirl
AHOI!

Can't defeat counter-attack

So here's your free mod, enjoy it while it lasts :3

[General]

  1. Well nothing to say all files are good format and all :p
[Mapping]

  1. Personnally I find the intro to be quite bland. Plus one the 00:00:379 (1) - 1 combo sliders, the end note is a bit stronger than the slider head. I'm pretty certain there's more fitting and interesting ways to map this than what it's currently like. A bit of singletap doesn't hurt anyone. Plus you simply copy pasta'd it over to the entire intro which is a bit meh :p
  2. 03:01:198 (2,3,4,5) - I don't exactly understand the placement of these kicsliders. they play fine, but I don't hear any sound that need special emphasis and think a 7 stream should do this justice (maybe I'm wrong tho)
  3. If I understand this pattern correctly 03:06:532 (2,3,4,5,6) - this being the same notes as 03:05:865 (3,4) - should be mapped the same way (but maybe I missed something idk). Same 03:11:865 (2,3,4,5,6) - here. Because you used kicksliders/repeat sliders on the low notes and streams on the high notes except for those two streams which are placed on low notes. If there's a percussion you're following to justifiy this you should probably emphasize it by having it be a different stream shape than the guitar focused ones.
  4. 03:40:698 (1,1,2,3) - Very missleading to read. You could probably replace 1,2,3 by a repeat? would read nicer ^^
  5. 03:52:198 (1,2,3) - Do you even have a heart? How could one be so cruel :( Plays fine tho
  6. 05:08:254 (2,3,1) - ow
  7. The last part from 04:46:865 - to 05:06:865 - is a bit over the top imo although it's not much more intense than 00:21:532 - this part
[Hitsounds]

  1. 00:22:365 (1,2,3,4,1,2,3,4,5) - this pattern's snares are messed up
  2. 02:16:198 (5,6,7) - is soft on purpose here? it sounds off
  3. 03:28:615 - here there's also small patches of soft hs which sound off
  4. 03:34:198 (3) - Sounds better with a snare on the tail
  5. 04:37:198 (4) - same here
[Combo]

  • Nothing wrong c:
I'll show myself out now *lazy out*
Alheak

lazyboy007 wrote:

AHOI! woah hey

Can't defeat counter-attack

So here's your free mod, enjoy it while it lasts :3

  1. 03:52:198 (1,2,3) - Do you even have a heart? How could one be so cruel :( Plays fine tho plays fine tho - exactly
  2. 05:08:254 (2,3,1) - ow yep
  3. The last part from 04:46:865 - to 05:06:865 - is a bit over the top imo although it's not much more intense than 00:21:532 - this part ye collab stuff happens
I'll show myself out now *lazy out*
thanks!
Topic Starter
GoldenWolf

lazyboy007 wrote:

AHOI! arwhoo

  1. Personnally I find the intro to be quite bland. Plus one the 00:00:379 (1) - 1 combo sliders, the end note is a bit stronger than the slider head. I'm pretty certain there's more fitting and interesting ways to map this than what it's currently like. A bit of singletap doesn't hurt anyone. Plus you simply copy pasta'd it over to the entire intro which is a bit meh :p The goal here is repetition. I didn't use 1/2s because of 00:16:378 (1,2,1,2,1,2,1,2) - this. Anything else would break the repetition.
  2. 03:01:198 (2,3,4,5) - I don't exactly understand the placement of these kicsliders. they play fine, but I don't hear any sound that need special emphasis and think a 7 stream should do this justice (maybe I'm wrong tho) To emphasize the drums toms. I made the toms clickable at 03:01:282 (3,4) - here and here, the rest is to make for a more intuitive pattern and rhythm to play than having two consecutive 1/4 sliders on blue ticks.
  3. If I understand this pattern correctly 03:06:532 (2,3,4,5,6) - this being the same notes as 03:05:865 (3,4) - should be mapped the same way (but maybe I missed something idk). Same 03:11:865 (2,3,4,5,6) - here. Because you used kicksliders/repeat sliders on the low notes and streams on the high notes except for those two streams which are placed on low notes. If there's a percussion you're following to justifiy this you should probably emphasize it by having it be a different stream shape than the guitar focused ones. 03:06:532 (2,3,4,5,6) - Because this is a 2 beats long pattern, whereas others are 1 and a half long beat patterns. It is different. Also it leads into the next part which is stream heavy, and is a lower spacing than them, so it makes for a transition. Same goes for 03:09:365 (1,2,3,4) - where it transitions into the slider heavy part by using a much closer spaced stream.
  4. 03:40:698 (1,1,2,3) - Very missleading to read. You could probably replace 1,2,3 by a repeat? would read nicer ^^ I find it worse tbh, because it would a one repeat slider, exactly like the 1/3 one just before, except it would a 1/4 slider.. Also you'd be starting the stream on a blue tick at 03:41:282 (1) - too, which I find quite awkward.
  5. The last part from 04:46:865 - to 05:06:865 - is a bit over the top imo although it's not much more intense than 00:21:532 - this part It happens when two mappers have a quite different view over one part. It is more reading intense, but isn't really harder to actually play than the previous ones.
[Hitsounds]

  1. 00:22:365 (1,2,3,4,1,2,3,4,5) - this pattern's snares are messed up I blame ctrl+g being dumb.
  2. 02:16:198 (5,6,7) - is soft on purpose here? it sounds off Yup, because ghost snares notes on the blue ticks. I did mention it in a previous mod, but this section has a lot of them throughout, I mapped those specifically because they were the most audible ones, and I did like the transition into the next pattern/section that went with it.
  3. 03:28:615 - here there's also small patches of soft hs which sound off Heavily guitar focused part, as it's the solo. Guitar notes played without drum hits going with it have their hitnormal set on soft, to 1) not have weird af drum patterns, as it starts on a lot of blue ticks which would sound very random if I hitsounded it as a drum and 2) to not take away the focus on the guitar.
  4. 03:34:198 (3) - Sounds better with a snare on the tail oops
  5. 04:37:198 (4) - same here oops²
I'll show myself out now *lazy out*
Thanks for your mod!
Lasse
from m4m alheak requested

no idea about collab parts so lol

I'd love if these greys were a bit more differentiated, they look alright in the editor, but I think they are a bit too similar ingame for some reason which makes the 02:53:698 - part a bit painful with how "similar" approach cirle colors are http://lasse.s-ul.eu/ZX2q9F17 just make them a bit more different in brightness I think.

00:26:365 (1,2,3) - just a personal thing, but I think 1/8 snap on these and similar ones would be great to fit with the "short" guitar sounds, but current also seems okay. would also nicely seperate them more from things like 00:41:032 (4,5) - , similar in other parts you do these
00:57:032 (4,5,6) - spacing seems a bit too different from 00:54:365 (4,5,6) - considering how similar music is
01:04:198 (3,4) - think this would be nicer to hit if 3+4 were angled a bit differently. like ~15° clockwise maybe? http://lasse.s-ul.eu/s0sbW1kv
02:03:032 (1,2,3) - triple feel so weird here considering 02:02:948 -. just think a rhythm like http://lasse.s-ul.eu/YolyEAo7 would work better
02:10:365 (3,4) - any reason to suddenly have some overlapped 1/2 antijump? you dont really use them anywhere else, at least in this section except 02:17:698 (1,2,3,4,5,6) - which sound pretty different, so mapping for one differently would make the other thing stand out more too
02:27:032 (1,2) - I like this concept, but I think it doesnt really fit here with how strong guitar is on sliderend and drum roll starting there. why not just http://lasse.s-ul.eu/ZJUk1OlK ?
03:24:698 (2,3) - think it would be great to make this a 1/4 slider so the stream starts on the guitar
03:28:198 - with this click being on the lower pitch distorted guitar, skipping over that at 03:28:032 - feels really off, might be nice to make (1) a 1/2 slider. other similar ones work better cause the click after maps the other guitar
03:41:032 (1,2,3,1,2,3,4,5) - can you like, 4-4 combo this lol. the 1/3 repeat before, together with the 3 note combo here make it so easy to mistake for 1/3
04:08:615 (2,3) - the other ones seemed kinda alright, but this 1/4 jump really looks like it should be toned down a bit lol
04:18:532 (1,2,3,4,5,6,1) - really minor but would be great if you cleaned these up a bit on spots like http://lasse.s-ul.eu/pNHNXOix the near overlapping spacing makes the inconsistencies really noticeable
05:08:254 (2,3,1) - as much as I love putting 1/6 myself, suddenly mapping them clickable in a 1/4 filled section without ever introducing them right at the end of the map is pretty tilting

some really nice 1/4 concepts
[]

really like this map, let me know when it's ready
Topic Starter
GoldenWolf

Lasse wrote:

from m4m alheak requested

no idea about collab parts so lol

I'd love if these greys were a bit more differentiated, they look alright in the editor, but I think they are a bit too similar ingame for some reason which makes the 02:53:698 - part a bit painful with how "similar" approach cirle colors are http://lasse.s-ul.eu/ZX2q9F17 just make them a bit more different in brightness I think. Alright, made them easier to distinguish from each other (luminosity 120-200 should be enough I think)

00:26:365 (1,2,3) - just a personal thing, but I think 1/8 snap on these and similar ones would be great to fit with the "short" guitar sounds, but current also seems okay. would also nicely seperate them more from things like 00:41:032 (4,5) - , similar in other parts you do these I did consider that, but sometimes they would come with some 1/4 drums such as 00:37:032 (1) - here, and considering how drum-heavy the hitsounding is it would fit well enough. Also increasing the spaced a bit for the other sliders you mentionned.
02:03:032 (1,2,3) - triple feel so weird here considering 02:02:948 -. just think a rhythm like http://lasse.s-ul.eu/YolyEAo7 would work better Mhhh I guess since the first ghost note is more audible, so that makes sense
02:10:365 (3,4) - any reason to suddenly have some overlapped 1/2 antijump? you dont really use them anywhere else, at least in this section except 02:17:698 (1,2,3,4,5,6) - which sound pretty different, so mapping for one differently would make the other thing stand out more too wow lol idk how that slider got there but it was supposed to be like this lol
03:41:032 (1,2,3,1,2,3,4,5) - can you like, 4-4 combo this lol. the 1/3 repeat before, together with the 3 note combo here make it so easy to mistake for 1/3 Ehhh I don't think it properly emphasize the guitar's accents, but since so many ppl are pointing this out I guess I should change it eh ¯\_(ツ)_/¯
04:18:532 (1,2,3,4,5,6,1) - really minor but would be great if you cleaned these up a bit on spots like http://lasse.s-ul.eu/pNHNXOix the near overlapping spacing makes the inconsistencies really noticeable aight

some really nice 1/4 concepts
[]

really like this map, let me know when it's ready
Thank you for your mod! gonna grab alheak to get on it
Alheak

Lasse wrote:

from m4m alheak requested

00:57:032 (4,5,6) - spacing seems a bit too different from 00:54:365 (4,5,6) - considering how similar music is fixed
01:04:198 (3,4) - think this would be nicer to hit if 3+4 were angled a bit differently. like ~15° clockwise maybe? http://lasse.s-ul.eu/s0sbW1kv okay
02:27:032 (1,2) - I like this concept, but I think it doesnt really fit here with how strong guitar is on sliderend and drum roll starting there. why not just http://lasse.s-ul.eu/ZJUk1OlK ? that's indeed better
03:24:698 (2,3) - think it would be great to make this a 1/4 slider so the stream starts on the guitar i believe it's better like this for consistency with the previous patterns + the change from stack to DS is enough to separate the two and gives off a nice effect
03:28:198 - with this click being on the lower pitch distorted guitar, skipping over that at 03:28:032 - feels really off, might be nice to make (1) a 1/2 slider. other similar ones work better cause the click after maps the other guitar alright
04:08:615 (2,3) - the other ones seemed kinda alright, but this 1/4 jump really looks like it should be toned down a bit lol just a bit then
05:08:254 (2,3,1) - as much as I love putting 1/6 myself, suddenly mapping them clickable in a 1/4 filled section without ever introducing them right at the end of the map is pretty tilting changed

some really nice 1/4 concepts
[]

really like this map, let me know when it's ready
thank you!
Lasse
more accurate source (=name of the actual game) is preferred now for touhou stuff, so would be good to change it to this:
東方風神録 ~ Mountain of Faith.
weird spacing around the ~ is intentional, see http://www16.big.or.jp/~zun/html/th10top.html

also adjust tags accordingly


will try to check the other things tomorrow
Lasse
http://lasse.s-ul.eu/f8YJKBXw make sure these are either used or delete them
took a quick look over the timing panel and it looked like set 6 and 8 weren't used at all?

you can also remove "風神録" and "Mountain of Faith" from tags cause they are in source already

everything else should be fine now
Topic Starter
GoldenWolf
Not sure why 6 & 8 are back when I deleted them like 3 days ago lol

all should be fine now
Lasse
#1
Alheak
i never get tired of seeing those bubbles, thanks Lasse
Stjpa
sadly have to bubble pop because of a wrong snapped slider :(

  1. 00:43:365 (2) - u might want to nc it because right now it can be read like a kickslider considering how much faster (1) is atm and they are overlapping, same goes for the exact same patterns later on
  2. 00:52:032 (1) - feels super boring with that slidershape, are u sure u dont wanna use something more fancy?
  3. 01:08:448 (2) - feels like the sliderhead is mapped to nothing because the actual attack point of the guitar is on the red tick, at least it felt a lot more intuitive when i was testing it out
  4. 02:16:198 (5,6,7) - whats the purpose of this pattern? when playing its really noticable that its mapped to nothing, and im pretty sure u can just use another cool pattern here because the polarity here is unusual
  5. 02:18:698 (1,1) - playing with slider leniency and streams at other places but not doing it here is kinda counter-intuitive if u ask me, u can easily space this one these a little more apart while still making the 1/4 to 1/3 rhythm transition readable
  6. 02:53:615 (9,1) - imo the difference between this gap and the other 1/2 gaps isnt clear enough because of the spacing being quite similar and with the nc being there its even harder to read because the 1/2 gaps dont get complimented anymore
  7. 03:27:865 (1,2) - even though the pattern is somewhat unique i dont think its enough to tell the player that the sv of the first slider is much higher than of the second, especially since you had enough other patterns that were overlapping, maybe use another nc here or something
  8. 03:40:698 (1) - the third guitar sound is definitely on the blue tick and not on the 1/3 one
  9. 04:13:365 (5) - tbh i wonder if this one should get ncd or not so its the gap is more clear, can be misread as 1/2 since u used pretty small 1/2 gaps before already
call me back after everything is done
Alheak

Stjpa wrote:

sadly have to bubble pop because of a wrong snapped slider :(

  1. 00:52:032 (1) - feels super boring with that slidershape, are u sure u dont wanna use something more fancy? alright
  2. 03:27:865 (1,2) - even though the pattern is somewhat unique i dont think its enough to tell the player that the sv of the first slider is much higher than of the second, especially since you had enough other patterns that were overlapping, maybe use another nc here or something yeah, changed
call me back after everything is done
thank you, made some small aesthetic changes as well
Topic Starter
GoldenWolf

Stjpa wrote:

sadly have to bubble pop because of a wrong snapped slider :(

  1. 00:43:365 (2) - u might want to nc it because right now it can be read like a kickslider considering how much faster (1) is atm and they are overlapping, same goes for the exact same patterns later on a 1/4 slider at this speed is about 2/3 of the length of that slow slider, that's quite the huge misread lol, also no playtesters have been fooled that way on this slider so far so no need to spam nc
  2. 01:08:448 (2) - feels like the sliderhead is mapped to nothing because the actual attack point of the guitar is on the red tick, at least it felt a lot more intuitive when i was testing it out There is a note starting on the blue tick. So basically, the 2 notes played at 01:08:198 (1) - are also played at 01:08:448 (2) - except twice as fast.
  3. 02:16:198 (5,6,7) - whats the purpose of this pattern? when playing its really noticable that its mapped to nothing, and im pretty sure u can just use another cool pattern here because the polarity here is unusual they are mapped on ghost snare notes, but as I said before I wasn't sure if it was that good of an idea lol, probably better to change it I guess
  4. 02:18:698 (1,1) - playing with slider leniency and streams at other places but not doing it here is kinda counter-intuitive if u ask me, u can easily space this one these a little more apart while still making the 1/4 to 1/3 rhythm transition readable oke
  5. 02:53:615 (9,1) - imo the difference between this gap and the other 1/2 gaps isnt clear enough because of the spacing being quite similar and with the nc being there its even harder to read because the 1/2 gaps dont get complimented anymore fixed by using a kick slider on the previous stream
  6. 03:40:698 (1) - the third guitar sound is definitely on the blue tick and not on the 1/3 one Because it is a mistime by the guitarist. He did mean to play those 3 notes as 8th notes triplets, and there are 3 notes total in that beat. Just because the last one is slightly late doesn't mean it is any good idea to map it as a 16th note, that would not only break the pattern (doesn't matter) but it would break the rhythm and make it super unintuitive to play (actually matters a lot). If you wanna nitpick, 03:41:448 (2,3) - this is also off and I should map it as a 1/6 double too? It doesn't make much sense. The way it's currently mapped makes for a much more intuitive way to play it, but is also accurate to what the guitarist wanted to play. It's a <20ms mistime in the middle of a stream that isn't noticeable if you don't slow it down to 25%. For all of these reasons, I do strongly believe that this should stay as a reverse 1/3 slider.
call me back after everything is done
tnaks 4 ur moddu!
Stjpa
Discussed 03:40:698 (1) - in IRC, it's properly snapped now

#1
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