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posted

DavidEd wrote:

Here's my part of the M4M
My map: https://osu.ppy.sh/s/646289

Parachute's Kiss
  1. 00:20:012 (2) - Sorta weak transition going into the next section. How about converting into 2 notes for emphasize on the snare beats for more impact like you did at 00:10:320 (1,2,3,4) - . Same goes for 00:22:056 (5,6) - and 00:26:809 (5) - Changed
  2. 00:50:502 (5,6,7) - This rhythm doesn't go with the song as 00:50:817 (6,7) - is mapped to silence. And the only heavy beat here isn't clickable (00:51:132 - ). How about this rhythm? https://puu.sh/wWb1c/7a61a32106.jpg Changed it a bit. the 00:50:817 - however is made to the singing so, ill keep it like that for now since it definitely represents the music now ^^
  3. 01:00:469 (1,2,3,4,5,6) - Because of the default stacking mechanic, it ruins the symmetry. So maybe if you make the stream into a straight line instead, it would keep the symmetry. (https://osu.ppy.sh/ss/8710294) Changed
  4. 01:20:140 (1) - The only thing audiable here are the vocals so a spinner isn't a good way to represent that because spinners are used to emphasize longer held notes. I suggest mapping the rest of the lyrics using notes. Changed
Thanks for mod! <3
posted
M4M https://osu.ppy.sh/s/651065 Hny's diff please.

INSANE
00:08:550 (1) - Hitsound of finish, either remove or add more at the start of each of those patterns. [00:09:140 (1) - 00:09:730 (1) - 00:10:320 (1) - ]

00:10:320 (1,2,3,4) - The movement on this is uncomfortable, its handled way better there 00:19:131 (1) - in this part.

00:11:188 (2) - Move this one bit lower and to the right. Compensate the transition from two strong sounds to lesser one.


00:22:056 (7) - This feels like its very out of its place. Try placing it higher like in 00:26:809 (7) - Inconsistent. Same sound, yet this time its placed according to the straight flow, so either change the first one to be in straight line or rearrange that one.

00:33:809 (1,2) - These two sliders are random as phucc. Also the sound these sliders are trying to represent is really weak.

Also 00:34:105 (2) - Ranking criteria states that sliders must end on a sound of equal or less power than the beggining, and as i hear it, it ends on a stronger one.

The map after 00:35 gets really coonfusing, at least for me.

01:00:518 (1) - Shouldn't this be reversed two times?

01:04:107 (1,2,3,1,2,3) - This feels kind of too diff spiky.

01:20:140 (1,2,3,4,5) - This star gave me a disease :cry::cry::cry::cry::cry:
posted

Hny wrote:

M4M https://osu.ppy.sh/s/651065 Hny's diff please.

INSANE
00:08:550 (1) - Hitsound of finish, either remove or add more at the start of each of those patterns. [00:09:140 (1) - 00:09:730 (1) - 00:10:320 (1) - ] no, i followed the songs finishes, so why i should?

00:10:320 (1,2,3,4) - The movement on this is uncomfortable, its handled way better there 00:19:131 (1) - in this part. on both parts a strong last 4 notes stream, imo they do what the are supposed to do, reflect the music, the jumps between are so little that is unnessecary in which degress the are, only the space between 1,2,3,4 matters

00:11:188 (2) - Move this one bit lower and to the right. Compensate the transition from two strong sounds to lesser one.
why not it was a bit weak^^

00:22:056 (7) - This feels like its very out of its place. Try placing it higher like in 00:26:809 (7) - Inconsistent. Same sound, yet this time its placed according to the straight flow, so either change the first one to be in straight line or rearrange that one. agree, changed

00:33:809 (1,2) - These two sliders are random as phucc. Also the sound these sliders are trying to represent is really weak. Hee heaaadxD!? the arent random, as u can see from this part on i mapped the lyrics first not the riff anymore

Also 00:34:105 (2) - Ranking criteria states that sliders must end on a sound of equal or less power than the beggining, and as i hear it, it ends on a stronger one. same as above, i mapped lyrcis not drums

The map after 00:35 gets really coonfusing, at least for me. i need examples xD

01:00:518 (1) - Shouldn't this be reversed two times? ye, i missed one tick,. fixed :)

01:04:107 (1,2,3,1,2,3) - This feels kind of too diff spiky. i made it consistent, it represents the music. i mean that arent common pp jump pattern, but i dont see any reason to change it into that

01:20:140 (1,2,3,4,5) - This star gave me a disease :cry::cry::cry::cry::cry:well, this wasnt supposed to be a star, i made it more clear^^
thanks a lot for your mod ;)
posted
00:38:103 (7,8,1,2,3) - If you prioritise the vocal, why this objects are more focused on instrumental
01:04:107 (1,2,3,1,2,3) - ^
00:42:494 (4,5) - they have to be more spaced because of strong sound
00:43:975 (1,2) - you can change the direction of the flow, this sound is much different
00:52:014 (5,6) - there is no point for stack, you have a lot of space
01:10:042 (1,2,3,4) - ^
There is a problem in spacing, if you trying to make each object on time-distance quality, than you should work on one spacing
00:03:526 (5) - overlap
00:17:952 (1,2) - make blanket
00:36:304 (6) - if you follow the vocal, why this mapped on instrumental 00:32:758 (3,5)
00:44:568 (3) - reverse
00:25:037 (1,2,3,4) - looks very hard for the new players, normal and easy should be appropriate for the new players
posted

DendyMudak wrote:

00:38:103 (7,8,1,2,3) - If you prioritise the vocal, why this objects are more focused on instrumental
01:04:107 (1,2,3,1,2,3) - ^ mhh, i mapped the drumhits, vocals and that guitar riff <01:04:107 (1,2,3,1,2,3) same goes for the drumfill at 00:38:103 i allways choose the foreground sounds, that reflect the song best. I did this consistent in that parts so i guess its ok and was the best solution for me
00:42:494 (4,5) - they have to be more spaced because of strong sound agree, fix
00:43:975 (1,2) - you can change the direction of the flow, this sound is much different good idea, changed that pattern
00:52:014 (5,6) - there is no point for stack, you have a lot of space yepp, that was random
01:10:042 (1,2,3,4) - ^ no, there are only drums that was intenionelly to stack this part to represent that little break from the other instruments
00:25:037 (1,2,3,4) - looks very hard for the new players, normal and easy should be appropriate for the new players mhh i dont think so i did the same at 00:20:304 (1,2,3,4) - but i looked at some other parts and simplified 00:23:269 (2,3) -
Thanks a lot for your free Mod, really appreciated :D
posted
Hello, m4m from my queue
Sounds like drummer was drunk af :o

[Modding assistant stuff]
1. Unused hitsounds:
drum-hitclap3.wav
drum-hitfinish3.mp3
drum-hitwhistle3.wav
drum-sliderslide3.wav
2. Usage of mp3 and ogg as hitsounds is not recommended (consider converting to .wav):
drum-hitfinish2.mp3
drum-hitfinish3.mp3
3. Hitsound file is not 100 ms length:
drum-hitnormal2.wav 97.3ms

[Normal]
00:23:269 (2,3) - will be more understanable for newbies if you continue doing your short slider-long slider rhythm as you did here - 00:20:888 (2,3)
00:45:756 (5) - this slider scared me, 1/2 slider on the vocal will be cool

[Space's Hard]
00:08:550 (1) - if you remove one reverse it will be more appropriate for this difficulty lvl imo
00:40:440 (3) - this clap sounds out of place, try whistle instead
00:54:647 (4) - ^
00:43:375 (6) - remove whistles from head and end of the slider, please, it sounds like hs spam x_x
00:57:583 (5) - put clap instead of whistle, it sounds better here
01:00:223 (7) - remove clap
01:08:848 (3) - put nc so it will be easier to read?

[Insane]
00:33:809 (2,3) - this two sliders looks a bit random, try this - https://osu.ppy.sh/ss/8931244
00:36:304 (1) - move it up a bit up, I think this vocal needs more spacing (like between these objects - 00:34:835 (2,3))
00:37:674 (5,6) - same as before, try to make spacing between this objects similar to spacing between these two notes - 00:37:377 (3,4)
00:38:968 (4) - what about this - https://osu.ppy.sh/ss/8931302? For creating difference between this slider and sliders from next part
00:43:975 (1,2,3) - just an aesthetic suggestion, copy 1 slider, put it instead of 2, ctrl+h and ctrl+g it - https://osu.ppy.sh/ss/8931333
00:45:756 (8,9) - map vocal by 1/2 slider isntead of these two notes, because you mapped vocal before?
00:47:262 (5) - ctrl+h? Spacing between 4 and 5 is too small imo
00:49:353 (3) - what about end this slider on the white tick? Sound on it is stronger than sound on blue tick
00:52:438 - you missed vocal sound on this tick, try to make note+slider instead of big slider?
00:56:988 (5,6) - what about cirlce+1/1 slider rhythm here, I think it will emphasize vocal better https://osu.ppy.sh/ss/8931423
01:08:848 (1,2,3,1,2,3) - make similar angle like you did here - 01:04:107 (1,2,3,1,2,3), because it sounds pretty same?

[Parachute's Kiss]
This diff was really enjoyable to mod, gj :)

There is not so much yellow color on the bg, maybe remove it?
01:19:543 - you have red and green line with different volume lvl (58% and 38%)

00:18:542 (3,4) - oh, you can copy this thing - 00:17:952 (1,2), ctrl+j it and stack head of 4 slider with the end of 2 slider, I think it will be cool with your style https://osu.ppy.sh/ss/8930977
00:26:513 (4) - why you stop cursor on this slider, there is nothing in music for it, what about ctrl+g this - 00:26:513 (4,5)? (don't forget that hitsounds will ctrl+g too)
00:31:556 (1,2,3) - ctrl+j and move it down? This will be more intuitive to play
00:33:809 (3,4) - what about ctr+g this rhythm? It will fit vocal better imo
00:34:543 (1,2) - not a very good spacing solution for 1/2 objects, I would recommend you to make smth like this - https://osu.ppy.sh/ss/8931080
00:35:715 (3,4) - if you did this ^, I guess you'll need to make smth with these notes
00:48:755 (1) - stack this with 00:47:859 (7)? This note deserves more spacing imo
00:52:014 (5) - maybe put nc here so it will be more pleasant to read?
00:54:080 (3) - 00:54:647 (5) - 00:55:214 (7) - it will plays more fun if you do ctrl+g for these sliders
01:00:481 (1,2,3,4,5,6) - ...these notes are unsnapped, right?
01:07:089 (3) - stack it with slider's head will be better, because it's the same sound as here - 01:05:908 (3)
01:16:444 (5) - what about ctrl+h, j, g and move it up for better flow?? https://osu.ppy.sh/ss/8931165

Good luck with this set
posted

PandaHero wrote:

Hello, m4m from my queue
Sounds like drummer was drunk af :o

[Parachute's Kiss]
This diff was really enjoyable to mod, gj :)Thanks <3

There is not so much yellow color on the bg, maybe remove it? Uhm I had a different bg but rin desu removed it so well see about that one xD
01:19:543 - you have red and green line with different volume lvl (58% and 38%)

00:18:542 (3,4) - oh, you can copy this thing - 00:17:952 (1,2), ctrl+j it and stack head of 4 slider with the end of 2 slider, I think it will be cool with your style https://osu.ppy.sh/ss/8930977
00:26:513 (4) - why you stop cursor on this slider, there is nothing in music for it, what about ctrl+g this - 00:26:513 (4,5)? (don't forget that hitsounds will ctrl+g too)
00:31:556 (1,2,3) - ctrl+j and move it down? This will be more intuitive to play
00:33:809 (3,4) - what about ctr+g this rhythm? It will fit vocal better imo Idk about this one. The note changes and where it changes i make the player click the second slider so imo it fits more like it is now ^^
00:34:543 (1,2) - not a very good spacing solution for 1/2 objects, I would recommend you to make smth like this - https://osu.ppy.sh/ss/8931080 Why? I think it fits the harsh vocal sounds here pretty good with a stack so no change, also the whole "more harsh" section here with the linear pattern in the middle. I think it fits good so ill keep it for now^^
00:35:715 (3,4) - if you did this ^, I guess you'll need to make smth with these notes
00:48:755 (1) - stack this with 00:47:859 (7)? This note deserves more spacing imo
00:52:014 (5) - maybe put nc here so it will be more pleasant to read? True, its easier to read. Imo misuse of nc though /: not sure if its actually the best thing to do but i made a nc there.
00:54:080 (3) - 00:54:647 (5) - 00:55:214 (7) - it will plays more fun if you do ctrl+g for these sliders I dont think so about this one tbh.
Spacing emphasis is better right now so it would kinda ruin that and i also think its already fun like it is so i dont think this is necessary at all especiall since it would ruin the spacing emphasis ^^

01:00:481 (1,2,3,4,5,6) - ...these notes are unsnapped, right? Not rlly xD, idk how else to do this while still representing the music, and this is imo the closest to get to ^^'
01:07:089 (3) - stack it with slider's head will be better, because it's the same sound as here - 01:05:908 (3)
01:16:444 (5) - what about ctrl+h, j, g and move it up for better flow?? https://osu.ppy.sh/ss/8931165 Well you gotta explain on why that would have better flow though o.O i dont see any flow problem since it will go just up-right anyways and honestly it wouldnt make much of a difference here playwise. At least i dont see any difference ^^'

Good luck with this set
Everything where i wrote nothing is fixed. Thanks for mod <3
posted
Hi from my queue =! :)
I searched it up, the BPM should be 102, I think you have too many timing points, you can put more than 1 but yours has too many (well IDK maybe you are right)
IDK you forgot to add Kiai time or you remove it on purpose
00:08:258 (1) - I think the spinner is too short for beginners(at least 5 beats (white ticks)), consider delete it or make it longer
00:17:657 (1) - same as this
01:19:543 (1) - same
there is a heavy beat on 00:33:659 - add something-
01:15:401 - add an circle- there is a heavy beat just like this 01:10:042 (1,2,3) -
00:10:894 (1,2,3) - consider putting with the same DS
I think you should plan the DS for your map, its different sometimes so it will make players confused

ok GL!! :)
posted

PandaHero wrote:

Hello, m4m from my queue
Sounds like drummer was drunk af :oHow dare u xD

[Modding assistant stuff]
1. Unused hitsounds:
drum-hitclap3.wav
drum-hitfinish3.mp3
drum-hitwhistle3.wav
drum-sliderslide3.wav They are for Spaces Hard i fixed it
2. Usage of mp3 and ogg as hitsounds is not recommended (consider converting to .wav):
drum-hitfinish2.mp3
drum-hitfinish3.mp3 converted
3. Hitsound file is not 100 ms length:
drum-hitnormal2.wav 97.3ms its longer now :)

[Normal]
00:23:269 (2,3) - will be more understanable for newbies if you continue doing your short slider-long slider rhythm as you did here - 00:20:888 (2,3)
i rly dont know about this it doesnt reflect the music, if someone else point this out as a problem ill change it

00:45:756 (5) - this slider scared me, 1/2 slider on the vocal will be cool i tried hard to change that section but idk how to represet it and make it beginner friendly changed it a bit but not rhythmwise

[Insane]
00:33:809 (2,3) - this two sliders looks a bit random, try this - https://osu.ppy.sh/ss/8931244 i rotate them a bit so they look good togheter i wanted to represent the strong vocals, thats why i choose that strong shape
00:36:304 (1) - move it up a bit up, I think this vocal needs more spacing (like between these objects - 00:34:835 (2,3))
00:37:674 (5,6) - same as before, try to make spacing between this objects similar to spacing between these two notes - 00:37:377 (3,4) i made as before 2 and 2,2 on snare normal 1,4 made it more clear now :)
00:38:968 (4) - what about this - https://osu.ppy.sh/ss/8931302? For creating difference between this slider and sliders from next part
00:43:975 (1,2,3) - just an aesthetic suggestion, copy 1 slider, put it instead of 2, ctrl+h and ctrl+g it - https://osu.ppy.sh/ss/8931333i like the idea but the flow would be inconsitent in compare with the pattern that follow ;:/
00:45:756 (8,9) - map vocal by 1/2 slider isntead of these two notes, because you mapped vocal before? true i added sth
00:47:262 (5) - ctrl+h? Spacing between 4 and 5 is too small imo i moved a bit up instead
00:49:353 (3) - what about end this slider on the white tick? Sound on it is stronger than sound on blue tick
00:52:438 - you missed vocal sound on this tick, try to make note+slider instead of big slider? added circle :)
00:56:988 (5,6) - what about cirlce+1/1 slider rhythm here, I think it will emphasize vocal better https://osu.ppy.sh/ss/8931423
01:08:848 (1,2,3,1,2,3) - make similar angle like you did here - 01:04:107 (1,2,3,1,2,3), because it sounds pretty same? uhh lel youre right

Good luck with this set
Thanks alot for your Mod :)
posted

tiffany yu tyu wrote:

Hi from my queue =! :)
I searched it up, the BPM should be 102, I think you have too many timing points, you can put more than 1 but yours has too many (well IDK maybe you are right) nah u cant handle Rhcp songs / songs w/o metronome in one bpm^^
IDK you forgot to add Kiai time or you remove it on purpose purpose^^
00:08:258 (1) - I think the spinner is too short for beginners(at least 5 beats (white ticks)), consider delete it or make it longer
00:17:657 (1) - same as this
01:19:543 (1) - same mhh auto gets 7k atleast on all my spinners, idk what else should i do in this parts, spinner reflect best here, if somebody else points this out ill change it
there is a heavy beat on 00:33:659 - add something- followed vocals complety, since its an normal i have to hold it simpel
01:15:401 - add an circle- there is a heavy beat just like this 01:10:042 (1,2,3) - not there but find sth else cuase of this^^
00:10:894 (1,2,3) - consider putting with the same DS is iot rly that hard? i mean its buildup and a little gimmick, dont consider to change it cause imo its a nice way to represent this part of this song on an insane diff
I think you should plan the DS for your map, its different sometimes so it will make players confused rechecked all find 2 notes, that could were DS random

ok GL!! :)
Thank you a lot for your time and Free mod
Have a nice Day :) !
posted

DendyMudak wrote:

There is a problem in spacing, if you trying to make each object on time-distance quality, than you should work on one spacing
00:03:526 (5) - overlap overlap on what, looks fine to me
00:17:952 (1,2) - make blanket nah it feels like it will go against the downward directional flow i am emphasising here
00:36:304 (6) - if you follow the vocal, why this mapped on instrumental 00:32:758 (3,5) it is all on vocals, i didn't want to overmap it as it would be too much of a diffspike for a hard.
00:44:568 (3) - reverse wouldn't be consistent with how ive mapped this in other places.
Thanks for checking :)

PandaHero wrote:

[Space's Hard]
00:08:550 (1) - if you remove one reverse it will be more appropriate for this difficulty lvl imo wouldn't sound right with the guitar im mapping to.
00:40:440 (3) - this clap sounds out of place, try whistle instead yeah that sounds better, thanks for finding this! :)
00:54:647 (4) - ^ yeah, also agree on this. thanks! :)
00:43:375 (6) - remove whistles from head and end of the slider, please, it sounds like hs spam x_x alright changed
00:57:583 (5) - put clap instead of whistle, it sounds better here nah I think its current sound is fine
01:00:223 (7) - remove clap alright, changed this too
01:08:848 (3) - put nc so it will be easier to read? nah I feel it's fine as it is, due to 01:05:908 (3,4) being a similar style
Thanks for the mod! :)

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 39262
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.5
BeatDivisor: 12
GridSize: 4
TimelineZoom: 1.950484

[Metadata]
Title:Suck my Kiss
TitleUnicode:Suck my Kiss
Artist:Red Hot Chili Peppers
ArtistUnicode:Red Hot Chili Peppers
Creator:Rin Desu
Version:Space's Hard
Source:
Tags:RHCP 1991 Blood Sugar Sex Magic Rock ALternativ Funk Space Parachute Explicit
BeatmapID:1360612
BeatmapSetID:596832

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:6
ApproachRate:7
SliderMultiplier:2.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"spdQn7.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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posted
Overall - What is this timing points ??? Ask yourself a question "Does all this timing poinds must be here?"

[Normal]
00:24:005 - Maybe stick it somewhere around x88 y208. So it would have same distance between 2 and 4
01:01:408 - Spinner ends here

[Space's Hard]
00:02:331 and 00:04:722 and 00:07:091 and 00:11:776 and 00:16:482 and etc. - Those are the same sounds, but have all kinds of shapes. Fix it.
Also all ^ should end 1 tick before they are. You've missed a lot of strong beats on these. You can shorten them and if you want - add a circle instead of sliderend like so

[Insane]
~

[Parachute's Kiss]
~

In general it mapped nice, except moments i metnioned above. Good luck!
Feeling kinda dumb, because you've made a long informative mod and I'm backing with this. Meh... What can I say - your map is made better from the beginning tbh...
posted

bezbashn wrote:

Overall - What is this timing points ??? Ask yourself a question "Does all this timing poinds must be here?"
yeah i think so, otherwise it would be rly hard to handle. A clean timing is essential. if i would take longer timing sections this map would feel off

[Normal]
00:24:005 - Maybe stick it somewhere around x88 y208. So it would have same distance between 2 and 4visually i agree but this atm shows timedistance perfekt there is a gap between 3 and 4 in the timeline
01:01:408 - Spinner ends here ok :)

[Insane]
~

In general it mapped nice, except moments i metnioned above. Good luck! Thank u
Feeling kinda dumb, because you've made a long informative mod and I'm backing with this. Meh... What can I say - your map is made better from the beginning tbh...
i know that pain too dont worry. I had alot of remaps and discussion over that 5 months on this mapset i researched a lot of stuff. in comparassion to my first attempt this looks much better from my perspective.
Thanks alot for your Mod! :)
posted
Hello, from mod queue :)
First off, why are there so many timing points? Seems weird to me...
Absence of mods is easily explained by the fact that I didnt find anything major wrong in this map. If I was a bn and encouraged by others, I would bubble this.

Good luck in ranking :)
posted

DrSensei-Hugo wrote:

Hello, from mod queue :)
First off, why are there so many timing points? Seems weird to me... trust me they are needed :D
Absence of mods is easily explained by the fact that I didnt find anything major wrong in this map. If I was a bn and encouraged by others, I would bubble this.

Good luck in ranking :)
Anyway, thanks for your check and kind words :)
posted
nm from my queue
like i said in my queue i focus my mods on the higher diffs, i mentioned a few things i thought were pretty glaring in normal though

Normal:

00:08:258 (1) - might want to reconsider this spinner. ranking criteria says spinners under 3 beats in length are discouraged for normal maps

00:17:657 (1) - ^

00:23:269 (2,3,4) - i'm not a new player so take this with a grain of salt, but i found this part to be very difficult to read. i think that just turning 3 into a slider would go a long way to making this rhythm easier to interpret


00:33:359 (3,4,5) - i can tell you've tried to switch to the vocals but i don't think its working. firstly, consider the slider ends of 3 and 4. a vocal is put on the slider end of 3, but not on the slider end of 4. this makes this part feel like there should be a distinct vocal sound on the end of 4 when in actuality there isn't. furthermore, the actual vocals over 4 and 5 ("hea-ead") clearly prioritize 4 over 5 (since 4 is the start of the new syllable and 5 is just a continuation). but, with the current pattern you've used here, the player is expected to hit 5 after a 1/4 gap from 4, which puts strain on 5 instead of 4. it also doesn't help that 00:32:157 (1,2) only ambiguously follow the vocals (a lot of vocal beats are skipped), making it difficult for the player to anticipate 00:33:359 (3,4,5) prioritizing the vocals so stringently. i'd seriously consider reworking this part.

00:46:360 (1,2,3,4,5) - very similar to what i was explaining above

ultimately i found the rhythm choice to be beyond what players playing a 1.8 star map ought to be expected to handle



Insane:

00:08:550 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - pay attention to the angle between these. 00:09:582 (4,1) and 00:10:173 (4,1) feel totally different because one is a sharp angle and the other is wide. decide on if you want wide angle jumps or sharp angle jumps between your jump streams and stick with it

00:29:329 (8,9,1,2,3) - the cursor movement along these 5 notes is completely wide angled. this doesn't really give a whole lot of emphasis to the downbeat at 00:29:774 (1). i'd try to make the angle between 00:29:477 (9,1,2) sharp so that 1 stands out a lot more than it currently does.

00:39:556 (1,2,3,4,5) - i don't like how the flow for this section changes for 5. what is different about 5 that warrants breaking the pattern 1 through 4 set up?

00:42:201 (3,4,5) - there's a rotation change on 5 that doesn't really make much sense to me. the only thing i can think of is the chord change but i really don't think that warrants such uncomfortable movement

00:52:297 (7) - might want to cover the snare drum sound that happens inside of this slider

00:53:775 (1,2,3,4,5,6,1,2,3,4) - movement seems really sporatic here. at 00:54:931 (5) and 00:56:692 (4) the slider body moves against how the player entered the slider. there's stuff like 00:54:363 (3) and 00:56:396 (3) where the slider body moves with how the player entered the slider. i couldn't figure out why you kept changing movement on these sliders. i'd remap this part putting more thought into flow.

01:00:863 (2) - this slider landing on a 1/12 tick is near impossible to time. remap these two sliders in an easier way for the player

01:05:609 (6,7,8,1,2) - all these big 1/2 gaps make the chorus lose a lot of intensity. i'm thinking back to the beginning where you had patterns like 00:01:435 (1,2) to go along with the guitar. wouldn't stuff like 01:07:681 (1,2) make sense to be mapped in a similar way? i'd add in some more sliders to try to keep the intensity of the map up.



Parachute's Kiss:
overall i enjoyed the old map vibe that this one had but i feel like the concept could have been better executed on

notice how each iteration of this has a slightly different flow:
00:02:331 (2,3,4) - 4 breaks circular flow
00:04:722 (4,5,6) - all three notes follow circular flow
00:07:091 (4,5,6) - 6 breaks implied slider direction of 4

there's a lot in this map like this. i appreciate the symmetry, but more thought needs to be put into keeping flow consistent throughout the map

00:03:825 (1,2) and 00:06:216 (1,2) is probably the best example of this. ctrl+g on the second pattern completely changes how it plays. i can appreciate striving for variety, but consistency ought never to be sacrificed for it.

00:08:550 (1,2,3,4) - why the awkward movement to 3? also, why the overlaps? i'd sooner use a pattern more like this:


00:18:837 (4,5) - notice how different the movement is from 4 to 5 than any of the other ones? also, the overlaps are completely unnecessary. i'd redesign this pattern

00:34:077 (4,1,2,3,4,5) - this part is extremely difficult to read on account of the overlaps and completely horizontal movement. i'm not against using difficult reading as a concept in your map, but as is 90% of the map is extremely easy to read and this pattern stands out as a result. either this pattern needs to be changed to minimize the reading difficult it presents, or the rest of the map needs to be reworked to utilize difficult reading as a more central mechanic

00:45:756 (7,8,9) - cross screen wide angled jumps like this are extremely difficult to hit. what i said above applies. i'm not against the use of jumps like this, but if they are used they need to be a more central aspect of the map. they can't just appear half way through out of no where.


hopefully this helps!
posted

frogyfro wrote:

Parachute's Kiss:
overall i enjoyed the old map vibe that this one had but i feel like the concept could have been better executed on

notice how each iteration of this has a slightly different flow:
00:02:331 (2,3,4) - 4 breaks circular flow
00:04:722 (4,5,6) - all three notes follow circular flow
00:07:091 (4,5,6) - 6 breaks implied slider direction of 4
About these 3 things, i dont really understand what you mean since i wanted these flow breaks on the last notes of this pattern and i dont see how the flow is getting broken at 00:04:722 (4,5) - which btw is the same as 00:07:091 (4,5) - . The third note of these patterns should have been flowbreaks, even if the last one is a bit more of a harsh one, i think it keeps the consistency good, at least on the example you picked, and i dont really see a reason to change that. So in the end i really dont see anywhere where the flow makes the map "badly playable" or where it doesnt fit the music, and if you see any actual flowmistakes then im more then happy to look at them, but i dont really see what you mean since, honestly the flow isnt even bad on these spots or anything its just a bit of a different flow to emphasize the music a bit better at these points (:

there's a lot in this map like this. i appreciate the symmetry, but more thought needs to be put into keeping flow consistent throughout the map

00:03:825 (1,2) and 00:06:216 (1,2) is probably the best example of this. ctrl+g on the second pattern completely changes how it plays. i can appreciate striving for variety, but consistency ought never to be sacrificed for it.Yea it does change a bit how it plays. A bit. Its just barely noticeable, actually youll not even notice this while playing since the placing of these notes together are literally the same, its just ctrl+g'd on 1 slider. Its still perfectly playable, imo fits the music totally fine and is kinda consistent (since its still kinda of a turn when playing on both of these places). So unless theres a reason besides "consistency" id rather not change this since imo its still really similar playing wise, flow wise, aesthetically so yea.

00:08:550 (1,2,3,4) - why the awkward movement to 3? also, why the overlaps? i'd sooner use a pattern more like this: Because the music here is kinda weird too + theres a drum-thing-sound on this 3 note so tbh i think it fits the music like this, so no change ^^ also i dont really see what you mean with overlap? the only overlap is at 00:10:463 (2) - and yea. i do agree this could be made a bit cleaner with the next slider so, fixed that overlap (if you even meant that). if you mean 00:07:966 (6,2) - the 6 is completely gone before 2 is completed so .. uhm idk about that one especially since the music gets kinda weird here i think its fitting so ill keep it for now.


00:18:837 (4,5) - notice how different the movement is from 4 to 5 than any of the other ones? also, the overlaps are completely unnecessary. i'd redesign this pattern Here also i dont really get what you mean. playing wise this pattern just gets more intense with every .. lets say "part" while at 3 and 5 are new "parts" since the song gets more intense in these parts too. And tbh i dont really see how its so "different" to play 4 to 5 honestly. 5 to 6 is nearly the same just a bit more up/more of a jump. If the flow would be totally different i would get it but its literally just left/right the whole time o.O also the beginning of a new part there makes this totally reasonable. Just like i started making the 3 diagonal flow instead of the normal flow on 1 to 2. then normal flow again 3 to 4 since its kinda the same just a bit more intense (the only thing i could agree on here is to make this jump bigger but imo its not necessary here already) then i made this 180° flow to 5 since a new part starts, and then the bigger jump to 6 since it gets more intense. I dont really see at any point how this has bad overlaps or how this is supposed to be bad to play since the flow is totally fine imo and it represents the music like this so... no change ^^

00:34:077 (4,1,2,3,4,5) - this part is extremely difficult to read on account of the overlaps and completely horizontal movement. i'm not against using difficult reading as a concept in your map, but as is 90% of the map is extremely easy to read and this pattern stands out as a result. either this pattern needs to be changed to minimize the reading difficult it presents, or the rest of the map needs to be reworked to utilize difficult reading as a more central mechanic Why? the singing here is COMPLETELY different to the rest of the song so i dont see any reason not to make a "newer" pattern here, when theres a "new" part introduced in the music too?

00:45:756 (7,8,9) - cross screen wide angled jumps like this are extremely difficult to hit. what i said above applies. i'm not against the use of jumps like this, but if they are used they need to be a more central aspect of the map. they can't just appear half way through out of no where. Hmm thats something i would have agreed on. I might reconsider this one day but honestly this is just 2.3 spacing and its not hard really :/ theres way bigger jumps that are way harder to hit... i dont think any player would have a problem with this particular jump but be completely fine with the rest of the map tbh...


hopefully this helps!
Thanks for the mod anyways, <3
posted

frogyfro wrote:

nm from my queue

Insane:

00:08:550 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - pay attention to the angle between these. 00:09:582 (4,1) and 00:10:173 (4,1) feel totally different because one is a sharp angle and the other is wide. decide on if you want wide angle jumps or sharp angle jumps between your jump streams and stick with it
no, imo this doesnt matter at all cause they arent real jumps, angles doesnt matter in this case
00:29:329 (8,9,1,2,3) - the cursor movement along these 5 notes is completely wide angled. this doesn't really give a whole lot of emphasis to the downbeat
on 00:28:750 (6,7,8,9) - i got 2 jumps in sharp angles for the snaredrums here, 00:29:774 (1,2,3) - are vocal focused and got a sharp angle jump to the next 00:30:368 (1,2,3) pattern - and the next 00:30:962 (1,2,3) - to emphasize the snare again

at 00:29:774 (1). i'd try to make the angle between 00:29:477 (9,1,2) sharp so that 1 stands out a lot more than it currently does.
i stacked 9 at the sliderend to solve that problem i understand u there :)
00:39:556 (1,2,3,4,5) - i don't like how the flow for this section changes for 5. what is different about 5 that warrants breaking the pattern 1 through 4 set up? i dont know what breaks it i mean circle to linear in with the same spacing and on straight sliders, that doesnt play badly at all?

00:42:201 (3,4,5) - there's a rotation change on 5 that doesn't really make much sense to me. the only thing i can think of is the chord change but i really don't think that warrants such uncomfortable movement strong vocals + buildup imo enough to justify my choice

00:52:297 (7) - might want to cover the snare drum sound that happens inside of this slider
ye fuck that part, ill change it now my bad!
00:53:775 (1,2,3,4,5,6,1,2,3,4) - movement seems really sporatic here. at 00:54:931 (5) and 00:56:692 (4) the slider body moves against how the player entered the slider. there's stuff like 00:54:363 (3) and 00:56:396 (3) where the slider body moves with how the player entered the slider. i couldn't figure out why you kept changing movement on these sliders. i'd remap this part putting more thought into flow.
this was intenionelly i got again a buildupsection, directionchange is because of the vocals and the bassslide after justify the big jump and again a directionchange
01:00:863 (2) - this slider landing on a 1/12 tick is near impossible to time. remap these two sliders in an easier way for the player
testplayers never mention im fine with it too, if it caused probs ok ill change it but imo is this the easiest solution^^

01:05:609 (6,7,8,1,2) - all these big 1/2 gaps make the chorus lose a lot of intensity. i'm thinking back to the beginning where you had patterns like 00:01:435 (1,2) to go along with the guitar. wouldn't stuff like 01:07:681 (1,2) make sense to be mapped in a similar way? i'd add in some more sliders to try to keep the intensity of the map up.
why should i build intensity when there isnt any, there are a lot of break where no guitar and bass is playing :arrow: i reflected that. I got a lot of intense stuff on the guitar riff parts, so no change there

hopefully this helps!
Yeah :)
thank you very much for your mod and keep up this quality. i like it!

ill edit the normal mod later btw
posted
Hi, from my queue

[Normal]
00:22:662 (1,2,3) - It's same music section as at previous pattern, so pattern itself shouldn't change
00:31:556 (4) - Imo red tick here is more important sound than blue tick so end it on red
00:46:662 - Fill
00:49:353 (2) - Instead of this slider make 1/4 slider and put a circle on 00:49:353 (2) -
01:09:445 - Fill
01:14:208 - ^
01:15:997 - ^


[Insane]
00:22:056 (7) - Nc
00:26:809 (7) - ^
01:07:089 (3,1) - Make it more clear that's a 1/4 gap
01:15:997 (5,1) - ^

Nice map, I'm really impressed with timing, hope it can be helpful
posted
Hello from M4M queue!

  1. 00:10:894 (1,2) - Why not make these sliders like the rest of them? The pattern isn't any different in the music
  2. 00:26:069 (5) - This slider shape doesn't really occur elsewhere in the section, feels unwarranted
  3. 00:31:706 (5,1) - Might want to decrease the stack value so that this stacks cleanly instead of sticking out
  4. 00:32:607 (5,6) - imo don't see a reason for this spacing, nothing changes in the song to warrant this if you used even spacing before
  5. 00:33:809 (2,3) - don't really see a reason for this slider shape, but it's not really an issue
  6. 00:35:863 (5) - again, the angled slider doesn't make a lot of sense to me because the held vocal right before it is curved instead
  7. 00:38:246 (8) - I think this works far better as a slider, if you change it you'd have to move the position though
  8. 01:16:742 (3,4) - Right here again, lower stack distance so these stack nicely, looks ugly as is
  9. 01:18:064 (4,4) - For both of these, last section which is the same part musically you used curved, but switched to angled here, feels inconsistent.
  1. 00:08:258 (1,1) - Both of these spinners should go a little longer and end somewhere else. They don't end on a strong sound and it feels off
  2. 00:10:894 (1,2,3) - This is the only time you used circles over sliders in this section, consider changing for consistency
  3. 00:31:556 (4) - This is a held vocal note, should extend the slider to catch all of it
  4. 01:12:717 (2) - You were using circles everywhere else, no real reason to use a slider here instead
  5. In general, you have a weird thing of skipping over vocal lines even though you were mapping to vocals just moments before. You want to stay consistent imo so that players know what to play based on what they're hearing.


Good luck in ranking! The timing points seem like a hassle to work with though. M4M map: https://osu.ppy.sh/s/651083
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