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posted
GoldenWolf uses not black bold but red text. This is when you know - shit is serious
posted
posted
: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.
posted
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.
posted
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
posted
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.
posted
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.
posted
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
posted

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!
posted

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!
posted
  • Gowo requested a mod so here it is.

    Also sorry in advance for shit mod structure.

    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.
    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]

    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.
posted
Incoming mod later today or tomorrow c:
posted

Hysteria wrote:

  • Gowo requested a mod so here it is.

    Also sorry in advance for shit mod structure.

    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
    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]

    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
posted

Hysteria wrote:

  • Gowo requested a mod so here it is.

    Also sorry in advance for shit mod structure.

    [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
posted
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.
posted

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
posted

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!
posted
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*
posted

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!
posted

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!
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