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GET IN THE RING - Rebirth

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[adf]
00:02:182 (1,2) - Because of this note, 00:02:982 (1,2,3,4) - this notes' reading can be hard. others are, too.
00:12:882 - this part doesn't have any beats, but you set same pattern with 00:12:982 (1,2) - , looks werid for seeing.
00:46:982 (1,2) - you jumped in here only for stacking? you used antijump in this part, So I suggest antijump too.
01:07:382 (4,5) - antijump doesn't fit with music, intense gets higher imo.
01:37:782 (4) - gtrl G for make consistent DS.
01:49:382 (1,2,3) - Suddenly you reduced notes in here, I don't know why you reduced notes in here even if this part's intense gets higher. 01:49:382 (1,2) - My suggeston is using 1/2 sliders.
02:01:782 (4,1) - 01:55:382 (4,1) - same music part, too different intense. I suggest making consistent DS. 01:55:382 (4,1) - has too low DS imo, for seeing 02:08:182 (4,1) -
02:53:382 (1,2,3) - flow looks hard imo.
03:18:582 (1) - looks little bit dangerous for rank imo. it touches score status, img
03:31:382 (1,2) - 03:18:582 (1,2) - set consistent DS
04:29:982 (3,4) - too big DS in here. this part doesn't have specific emphasis, could you reduce DS?
05:11:782 (2,1) - don't make antijump since you made this low DS in 1/2. and for consistenct with 05:18:182 (3,1) - .

GL
Topic Starter
Metaku

Neoskylove wrote:

Q

[adf]
00:02:182 (1,2) - Because of this note, 00:02:982 (1,2,3,4) - this notes' reading can be hard. others are, too. should be fine, sparse rhythm and you can easily retry since it's first few secs of map
00:12:882 - this part doesn't have any beats, but you set same pattern with 00:12:982 (1,2) - , looks werid for seeing. changed since many people mentioned it
00:46:982 (1,2) - you jumped in here only for stacking? you used antijump in this part, So I suggest antijump too. The song gets more intense there so didnt use a stack
01:07:382 (4,5) - antijump doesn't fit with music, intense gets higher imo. not more intense imo
01:37:782 (4) - gtrl G for make consistent DS. Changed 01:34:582 (4) - instead
01:49:382 (1,2,3) - Suddenly you reduced notes in here, I don't know why you reduced notes in here even if this part's intense gets higher. 01:49:382 (1,2) - My suggeston is using 1/2 sliders. Imo circles feel better here
02:01:782 (4,1) - 01:55:382 (4,1) - same music part, too different intense. I suggest making consistent DS. 01:55:382 (4,1) - has too low DS imo, for seeing 02:08:182 (4,1) - Changed 01:55:382 (4,1) -
02:53:382 (1,2,3) - flow looks hard imo. Changed slightly
03:18:582 (1) - looks little bit dangerous for rank imo. it touches score status, img Fixed, needed to changed the following patterns a bit too
03:31:382 (1,2) - 03:18:582 (1,2) - set consistent DS ctrl + g
04:29:982 (3,4) - too big DS in here. this part doesn't have specific emphasis, could you reduce DS? reduced spacing
05:11:782 (2,1) - don't make antijump since you made this low DS in 1/2. and for consistenct with 05:18:182 (3,1) - . changed

GL

Good mod, thanks!
AlphaDude95
hello from the M4M q~

  • 00:05:382 (1,2,3) - Make 1/2 timing with a gray combo and 1/1 with brown?
    00:11:582 (2,2) - Overlap those
    01:03:382 (2,4) - ctrl + g and move them back
    01:04:582 (1) - Form a triangle with 01:03:782 (3,4) ?
    01:31:782 (1) - This slider is the only downbeat in this section missing spacing emphasis
    01:46:782 (2) - Moving it a little more away from teh slider could be better since it helps (at least me personally) aim it better
    01:51:382 (3,4) - Stacking here is sort of anticlimatic as this jump section should be aimed to be different from the previous part which contained a lot of them
    01:52:182 (2,3) - Space out more? As the two strongest sounds in the buildup they should be clearly further apart
    01:56:582 (3,1) - Bad flow, use lower half of the screen and clokwise rotation to help the player re-aim after the slider before
    02:06:382 (5) - ctrl + j? (I'd stick to keeping the flow and change the rotation on a downbeat)
    02:11:382 (4) - Suggest placing this one more in front of the slider (or further from it) - makes the patter's movement a lot smoother
    02:13:382 (1) - - Would ctrl + j as it fits the previous slider's movement requirements more efficiently
    03:13:582 (2) - Kind of kills the purpose of spacing out the downbeat (overlap with 03:12:782 (2) ? ) (also best section in the map I think <3)
    03:17:782 (2) - Place higher? The placement forces slider leniency abuse but this might be too much and also could be harder to read
    03:21:382 (1) - Switch rotation here and not at the (4)
    03:34:182 (1) - ^
    04:12:582 (3) - I don't like the placement of this note since it disrupts the flow
    04:12:782 (4,1) - You could go for a blanket here
    04:35:182 (4,1) - ^
    04:35:582 (1,2,3) - Form an equilateral triangle here
    05:12:182 (1,2) - You stacked 1/2s but didn't do it here, why?
Overall, your map was very aestetically pleasing and fun to play, good luck :)
Topic Starter
Metaku

AlphaDude95 wrote:

hello from the M4M q~

  • 00:05:382 (1,2,3) - Make 1/2 timing with a gray combo and 1/1 with brown? Meh, not worth colorhaxing imo
    00:11:582 (2,2) - Overlap those Not needed imo
    01:03:382 (2,4) - ctrl + g and move them back Uhh... Not sure what you mean here
    01:04:582 (1) - Form a triangle with 01:03:782 (3,4) ? 01:03:982 (4,1) - kinda is already a triangle, also triangle wouldn't work with the slider shape
    01:31:782 (1) - This slider is the only downbeat in this section missing spacing emphasis Same as this tho 01:28:382 (5,1) - :?:
    01:46:782 (2) - Moving it a little more away from teh slider could be better since it helps (at least me personally) aim it better Hmm, moved slightly
    01:51:382 (3,4) - Stacking here is sort of anticlimatic as this jump section should be aimed to be different from the previous part which contained a lot of them Fair enough
    01:52:182 (2,3) - Space out more? As the two strongest sounds in the buildup they should be clearly further apart Makes sense
    01:56:582 (3,1) - Bad flow, use lower half of the screen and clokwise rotation to help the player re-aim after the slider before Forced flow on purpose
    02:06:382 (5) - ctrl + j? (I'd stick to keeping the flow and change the rotation on a downbeat) ^
    02:11:382 (4) - Suggest placing this one more in front of the slider (or further from it) - makes the patter's movement a lot smoother ^
    02:13:382 (1) - - Would ctrl + j as it fits the previous slider's movement requirements more efficiently Meh, would mess up visuals too
    03:13:582 (2) - Kind of kills the purpose of spacing out the downbeat (overlap with 03:12:782 (2) ? ) (also best section in the map I think <3) Hmm that would feel underspaced imo... I'll think about possible change tho
    03:17:782 (2) - Place higher? The placement forces slider leniency abuse but this might be too much and also could be harder to read Moved slightly but for a different reason
    03:21:382 (1) - Switch rotation here and not at the (4) Not really a rotation based pattern
    03:34:182 (1) - ^ ^
    04:12:582 (3) - I don't like the placement of this note since it disrupts the flow Works fine imo, if you have better suggestions feel free to tell me
    04:12:782 (4,1) - You could go for a blanket here Nah I'd rather not
    04:35:182 (4,1) - ^ ^
    04:35:582 (1,2,3) - Form an equilateral triangle here Works better this way imo
    05:12:182 (1,2) - You stacked 1/2s but didn't do it here, why? Good point, fixed
Overall, your map was very aestetically pleasing and fun to play, good luck :)
Thanks for the mod!
Pulse


heeeeeeello!
from my queue


[Paradise Tries to Be Reborn Again]

  1. 00:31:782 (3) - I think that note should be apart from (4,5). These next notes follows instrumentals, but it also matches vocals, so you could try something a little bit different. Note that on 00:34:982 (3) - you do different than previous case.
  2. 03:27:582 (4) - I think that sampleset is messed up right here. This note doesn't provide sound feedback at all.
  3. 04:12:782 (4) - Minor suggestion but I think that a shape more like this looks and fits better.
  4. 04:18:582 (3) - ^
Sorry by short modding, but this map is already really great, good job!

Take a star, good luck!
Topic Starter
Metaku

Pulse wrote:



heeeeeeello!
from my queue


[Paradise Tries to Be Reborn Again]

  1. 00:31:782 (3) - I think that note should be apart from (4,5). These next notes follows instrumentals, but it also matches vocals, so you could try something a little bit different. Note that on 00:34:982 (3) - you do different than previous case. sure
  2. 03:27:582 (4) - I think that sampleset is messed up right here. This note doesn't provide sound feedback at all. ye
  3. 04:12:782 (4) - Minor suggestion but I think that a shape more like this looks and fits better. sure
  4. 04:18:582 (3) - ^ Nah I prefer straight slider here
Sorry by short modding, but this map is already really great, good job! Thanks owo

Take a star, good luck!
Thanks for the mod and star!
Blizs
Hi~ another candy from my queue :3

Paradise Tries to Be Reborn Again (Nice diff name :3)

  1. 00:08:382 (2,1) - I think this NC needs a spaced placement like you did on 00:01:982 (2,1) - , 00:05:182 (2,1) - , etc. .
  2. 00:10:982 (1,1) - nazi stack
  3. 01:06:582 (2) - Maybe you can place this circle around 01:06:982 (3) - 's head ? the current pattern looks similar to 01:04:582 (1,2,3) - , 01:01:382 (1,2,3) - , etc. and it feels a bit weird to play since it has a different snapping. You can apply something like 01:12:982 (2,1) - , it feels better.
  4. 01:58:382 (4,1) - This flow feels a bit weird if I can say. Their movement doesn't related to each other. Personally, it gives a bad feedback when I testplay it. If we're talking about flow and movement, I mean something "related" like this, or something else if you have a different idea.
  5. 03:38:182 (1,2) - idk why but this movement kinda bother me personally, I like the movement on 03:38:782 (2,3) - but not on this one.
  6. 03:50:182 (4) - Maybe you can ctrl+g on it ? It would give a better transition to the next slider. If you do this, you'll need to move 03:49:382 (3) - too.
  7. 05:13:982 (1,2) - How about use a same pattern like 05:10:782 (3,1) - ? It follows both vocal and instrument nicely.
  8. I think you need one more red line with 150bpm on 05:09:413 - the vocal and acoustic guitar sounds a bit late from here so the notes sounds a bit to early.

Well, nothing much I can say here ;w;
This song is very cool >< and it also mapped well :3
here take some o/
Good Luck!~
Topic Starter
Metaku

Blizs wrote:

Hi~ another candy from my queue :3

Paradise Tries to Be Reborn Again (Nice diff name :3)

  1. 00:08:382 (2,1) - I think this NC needs a spaced placement like you did on 00:01:982 (2,1) - , 00:05:182 (2,1) - , etc. . fair enough
  2. 00:10:982 (1,1) - nazi stack fix
  3. 01:06:582 (2) - Maybe you can place this circle around 01:06:982 (3) - 's head ? the current pattern looks similar to 01:04:582 (1,2,3) - , 01:01:382 (1,2,3) - , etc. and it feels a bit weird to play since it has a different snapping. You can apply something like 01:12:982 (2,1) - , it feels better.fix
  4. 01:58:382 (4,1) - This flow feels a bit weird if I can say. Their movement doesn't related to each other. Personally, it gives a bad feedback when I testplay it. If we're talking about flow and movement, I mean something "related" like this, or something else if you have a different idea. Hmm sure I guess
  5. 03:38:182 (1,2) - idk why but this movement kinda bother me personally, I like the movement on 03:38:782 (2,3) - but not on this one.03:38:782 (2,1) - rotated 03:38:782 (2,1) - a bit
  6. 03:50:182 (4) - Maybe you can ctrl+g on it ? It would give a better transition to the next slider. If you do this, you'll need to move 03:49:382 (3) - too. sure
  7. 05:13:982 (1,2) - How about use a same pattern like 05:10:782 (3,1) - ? It follows both vocal and instrument nicely. Nice idea
  8. I think you need one more red line with 150bpm on 05:09:413 - the vocal and acoustic guitar sounds a bit late from here so the notes sounds a bit to early. Good call. Changed it and I hope it won't feel too shit to play with the triple there, although the slider leniency should (hopefully) make it pretty unnoticeable. We'll see if I need to do something more about this

Well, nothing much I can say here ;w;
This song is very cool >< and it also mapped well :3
here take some o/
Good Luck!~
Good mod and thanks for the stars! :D
Nao Tomori
[edgy diffname]
00:16:182 (1) - i get what you're going for but i think a click is still better ;w;

00:18:382 (2) - tbh the nc should b on this 1 cuz u swwitched instrumentz

also u shd separate that pattern from the previous guitar thing for the same reazson !

01:33:282 - triple!

02:01:682 - you followed the 3/4 thing earlier with a repeat, ignoring it here is weird.

02:34:982 (2,3) - ctrlg ??

03:02:982 (1,2) - ??? hello map the really intense guitar plz dont just ignore it for 1/2 drums

04:31:382 (2,3) - not spaced enough, cursor movement here is really slow even tho u hav much much biggerj umps on calmer parts like 04:28:982 (4,5,1) - which doesnt even follow anything loud in the song

yea basically map the guitar properly in the solo and dont ignore all the 3/4 vocals that you ignored and it'll be better
Topic Starter
Metaku

Naotoshi wrote:

[edgy diffname]
00:16:182 (1) - i get what you're going for but i think a click is still better ;w; I'll look into it if I can change it in a way I like

00:18:382 (2) - tbh the nc should b on this 1 cuz u swwitched instrumentz the drum pattern starts at 00:18:182 (1) -

also u shd separate that pattern from the previous guitar thing for the same reazson ! Ehh... Maybe

01:33:282 - triple! Meh, it's a calm section so I think it's fine to skip this one

02:01:682 - you followed the 3/4 thing earlier with a repeat, ignoring it here is weird. I see your point here but I disagree, the vocals aren't as clear here and there's other sounds around it so I don't think a 3/4 slider would work any better there (and wouldn't be any different from 02:06:982 (1,2) - ) and sliderend triples wouldn't really work either imo

02:34:982 (2,3) - ctrlg ?? yeh

03:02:982 (1,2) - ??? hello map the really intense guitar plz dont just ignore it for 1/2 drums I see where you're coming from but the drums here are more intense than in other places too so I think it's fine. Not to mention the guitar rhythm is really messy there so it felt more natural to map to the drums there (and stream spam wouldn't really fit imo as it's pretty low sr)

04:31:382 (2,3) - not spaced enough, cursor movement here is really slow even tho u hav much much biggerj umps on calmer parts like 04:28:982 (4,5,1) - which doesnt even follow anything loud in the song It's not any different from 02:07:382 (2,3) - or 04:44:182 (2,3) - tho? and as for 04:28:982 (4,5,1) I can't agree it's calmer, it feels heavier and more intense there in general imo so I feel the higher spacing is justified.

yea basically map the guitar properly in the solo and dont ignore all the 3/4 vocals that you ignored and it'll be better
Thanks
Topic Starter
Metaku
Oops
Naxess
Greetings,

pretty solid actually


  • [General]
  1. 05:09:413 - Did you want 20% or 30%? Refer to the conflicting timing settings

    [Paradise Tries to Be Reborn Again]
  2. 00:10:382 (2) - Would have removed this in order to contrast the rhythms between 00:09:382 (1,2,3,4) - and 00:10:182 (1,2,3) - more, since they're different things in the song. This'd also follow your 00:00:582 (1,2) - 00:03:782 (1,2) - 00:06:982 (1,2) - concept and make it more recognizable than what it is currently.
  3. 00:13:382 - So from this point I really think you should get rid of the S:C1 hitwhistle, as it's way too distinct, loud and frequent to just suddenly disappear after 00:14:382 - only to return for 2 seconds at 00:19:782 - and then stop again at 00:20:782 - . Just that section though, 00:26:982 - works fine due to it being in predictable intervals.
  4. 00:15:782 (3,1) - So it'd probably look more structured if these had the same amount of visual space between them as 00:15:382 (2,4) - , since 00:16:182 (1,2) - are awkwardly close at the moment, unlike what you did later at 03:18:582 (1,2) - 03:24:982 (1,2) - .
  5. 00:16:182 (1) - Current way works, but I doubt the bump in the slider will really emphasize things more than just visually hm. An alternative to this is moving the whole slider 1/2 forwards and shortening it, then placing a circle at 00:16:182 - (I tried half-stacking on the head of the slider to stop momentum). Note now that this'll seem strange because the feedback of the circle will be stronger than the feedback of the slider, if hitsounded as it was done currently. However, if you leave a hitfinish on 00:16:382 - , it will play much better, and act more as an extension of the actual finish at 00:16:182 - than a separate one. This is one of the cases where additive hitsounding actually works. Anyway, this is only if you actually want an alternative. Both ways would work in my opinion, just depends what you want to emphasize; melody/guitar or absence of drums.
  6. 00:18:582 (3,4) - Considering that 00:18:982 (1) - is rather strong in the song, I'd try overlapping these, like you did at 00:24:982 (3,4) - . That way the player would stop motion and then quickly speed up again, making it more emphasized. While we're here you could also try moving 00:18:782 (4) - out from 00:17:382 (3,5,2,4) - as it seems a bit cluttery atm.
  7. 00:51:382 (1) - 00:57:782 (1) - These shapes seem a bit weird considering that most other shapes meant to reflect this part are straight and jagged. They also stand out considerably since it's a unique shape to this section unlike 00:49:782 (1) - , which also appears at 00:22:582 (1) - . Well regardless, if you're going to keep them as-is, try rounding the circular part a bit more, so it's not visually imbalanced.
  8. 01:28:382 (5,1) - 01:31:582 (5,1) - So you had this concept, but then it just disappears halfway through this part. 01:34:582 (4) - 01:40:982 (4) - would have been 2 circles if the concept kept going, for example. Just seems a bit strange and inconsistent conceptually, as previous parts have managed to keep to things they've introduced. Regardless, I would try keeping to that concept, as it plays pretty well in my opinion, and makes the section stand out in comparison to the others.
  9. 01:14:182 - These S:C1 hitwhistles are pretty inconsistent here as well. They just seem to randomly appear and disappear without any pattern. To fix this, 01:15:582 (4) - 1/2 before the second downbeat, which is the same as 01:18:782 - , so place a hitwhistle there. 01:20:182 - move this to 01:20:382 - , refer to 01:17:182 - . 01:21:982 - again, 1/2 before the downbeat so place a whistle. 01:23:582 - 1/2 before the hypermeasure change, so place whistle.
  10. 01:26:982 - So for this part I can't really tell how you're hitsounding it with the whistles... it kinda seems like the previous, but you're making the same mistakes here in that case, missing 01:28:782 - and placing 01:29:782 - too early. Then at 01:34:782 - 01:37:982 - 01:41:182 - etc you're even ignoring the one that the others had, 01:31:582 - 01:28:382 - . Anyway as it is currently it's way too barren and it doesn't seem like they really relate, even if they'd be in a consistent pattern. I'd suggest doing the 1/2 before the 2nd downbeat + the 1/2 after, like the previous section had, so stuff like 01:41:182 - 01:41:582 - would have whistles. Anyway I'm not really sure what you're doing with the whistle hitsound so maybe look over things again throughout the whole map to make sure things are all consistent.
  11. 01:54:182 (1,3,4,1) - Visual spacing seems a bit imbalanced when looking at (3). Could probably space it further from 01:54:182 (1) - so it's equal in visual spacing between it and 01:55:382 (4,1) - . I mean even looking at 01:54:582 (2,3,4) - , it becomes pretty obvious. Similar sort of thing at 01:55:582 (1,2,3) - and 02:06:982 (1,3,4) - . Same goes for the other kiai that sounds like this as well, 04:08:582 (1,3,1) - 04:09:982 (1,2,3) - 04:12:782 (4,1,2) - etc. Not really too important, but thought I'd mention it since most of the time you apply it but then randomly overlook some.
  12. 02:35:182 (3) - I realize that this whole section is following the paino, but the gap between (2) and (3) here seems a bit too intense for what the song is suggesting. The piano impact itself is rather weak, so using a whole slider for it like this seems a bit questionable. Since clickables generally work better on white ticks, and are almost more predictable that way, and there's a vocal on 02:35:382 - , I'd have moved this slider to start there and ctrlged it back to how it was originally. This way you'd cover 02:35:582 - and place the emphasis on 02:35:382 - , where the vocal impacts, as well as giving plenty of space on the timeline between (2) and (3) to be able to click calmly. As for the contradicting instrumental layer, just treat it as a temporary switch.
  13. 02:53:382 - imo it'd be pretty cool if this part had a clearly different visual aesthetic compared to the rest of the map, as it seems very different in the song. I get that you're trying to put some curves into some of the sliders like 02:54:782 (1) - 03:02:982 (1) - etc, but doing so for all sliders here would probably be more powerful and contrast 03:15:782 - in more than just rhythm and spacing. So you would turn stuff like 02:53:382 (1) - into something like this, 02:54:182 (3) - into this, and so on, you get the idea. Basically trying to incorporate the concept as a theme, happening constantly, rather than as something that is varied between and only appearing occasionally. You could also colorhax it to some different color to differentiate it from the rest of the map, this way emphasizing it even more visually, if you'd like.
  14. 03:02:982 - I kind of feel like this is missing the opportunity to be more elaborate. This is the only part in the map as far as I can see that has a 1/3 section, so I'm thinking we could use that to differentiate it. So things like 03:02:982 (1) - could become a 1/3 repeat, same for 03:03:782 (4) - . By doing this, you're still maintaining the same rhythm and emphasis, except now it also reflects the 1/3 in the background.
  15. 03:22:182 (1,2,3) - Could try keeping the overlaps of around equal spacing so it doesn't look like 03:22:182 (1,2) - is a smaller gap than 03:22:582 (2,3) - .
  16. 04:56:582 (1,2,3,4) - Spacing seems pretty excessive here, I'd think something like 05:02:982 (1,2,3) - would work better here to emphasize 04:57:782 (5,1) - , in accordance to the song. Compared to 04:58:982 (3,4,1) - , the last note in 04:56:582 (1,2,3) - isn't much stronger than the circles.
  17. 05:01:782 (3,4,1) - Similarly here to as was mentioned earlier, I think something like 05:08:182 (3,4,1) - for this would bring a larger difference in motion, and as such accentuate 05:02:182 (1) - more.
ok basically fix your hitsounding and we'll irc the rest I guess lo
Topic Starter
Metaku
Wow that's a lot of text, I'm not home atm but I'll get to it on thursday/friday
Cherry Blossom
Hello from my modding queue.

Paradise Tries to Be Reborn Again

  1. 00:14:382 (4,5) - there should be more distance between these notes to emphasize the sound better as you did for 00:20:782 (4,5,1) - . These two patterns don't give the same impression, the second one gives the best impression.
  2. 00:54:182 (1,2) - if i take each patterns one by one, this one is poor concerning its placement, i mean there should be a higher distance between 00:54:182 (1,2) - as you did for 01:00:582 (1,2) - , because the jump between 00:53:982 (4,1) - and the song suggest it.
  3. 01:13:982 (4,1) - this could play a little forced due to the large angle between 01:13:782 (3,4,1) - and the higher distance between previous circles. It would be nice if you reduce the distance between 01:13:982 (4,1) - a little.
  4. 01:40:382 (2,3,4) - i didn't see the same kind of transition before, and it looks quite surprising when seeing it because it doesn't really feel natural. It looks like you ran out of idea or space here. i'd rather see something like this instead :
  5. 01:54:982 (3,4,1) - I'd rather see another transition which looks more confortable to play between 01:55:382 (4,1) - and not feel "sheared" and rather more fluid like :
  6. 03:31:382 (1,2) - Same as i said before if i take your patterns one by one. There is a lower distance than 03:18:582 (1,2) - or 03:24:982 (1,2) - . so there should be the same distance between 03:31:382 (1,2) -

Good luck ~
Topic Starter
Metaku

Naxess wrote:

Greetings,

pretty solid actually


  • [General]
  1. 05:09:413 - Did you want 20% or 30%? Refer to the conflicting timing settings Oops, was supposed to be 30% , forgot to change red line

    [Paradise Tries to Be Reborn Again]
  2. 00:10:382 (2) - Would have removed this in order to contrast the rhythms between 00:09:382 (1,2,3,4) - and 00:10:182 (1,2,3) - more, since they're different things in the song. This'd also follow your 00:00:582 (1,2) - 00:03:782 (1,2) - 00:06:982 (1,2) - concept and make it more recognizable than what it is currently. While I partially agree with your point I think it's better to have a circle here. The song gets progressively a bit louder and more audible especially on places like 00:03:982 - so I wanted to somehow signify it here I did alter the pattern a bit visually tho so it looks different from 00:05:382 (1,2,3) -
  3. 00:13:382 - So from this point I really think you should get rid of the S:C1 hitwhistle, as it's way too distinct, loud and frequent to just suddenly disappear after 00:14:382 - only to return for 2 seconds at 00:19:782 - and then stop again at 00:20:782 - . Just that section though, 00:26:982 - works fine due to it being in predictable intervals. Fair enough, the whistles were kind of a mess and I wanted to do something with them anyway
  4. 00:15:782 (3,1) - So it'd probably look more structured if these had the same amount of visual space between them as 00:15:382 (2,4) - , since 00:16:182 (1,2) - are awkwardly close at the moment, unlike what you did later at 03:18:582 (1,2) - 03:24:982 (1,2) - . Adjusted the patterns around 00:15:782 (3,1) - to make it more visually consistent
  5. 00:16:182 (1) - Current way works, but I doubt the bump in the slider will really emphasize things more than just visually hm. An alternative to this is moving the whole slider 1/2 forwards and shortening it, then placing a circle at 00:16:182 - (I tried half-stacking on the head of the slider to stop momentum). Note now that this'll seem strange because the feedback of the circle will be stronger than the feedback of the slider, if hitsounded as it was done currently. However, if you leave a hitfinish on 00:16:382 - , it will play much better, and act more as an extension of the actual finish at 00:16:182 - than a separate one. This is one of the cases where additive hitsounding actually works. Anyway, this is only if you actually want an alternative. Both ways would work in my opinion, just depends what you want to emphasize; melody/guitar or absence of drums. While the alternative you suggested is valid and something I thought myself, I'd rather keep it the way as it is. I feel that the cymbal at 00:16:182 - and lack of drums until 00:16:782 - is a reason to do something a bit different on these.
  6. 00:18:582 (3,4) - Considering that 00:18:982 (1) - is rather strong in the song, I'd try overlapping these, like you did at 00:24:982 (3,4) - . That way the player would stop motion and then quickly speed up again, making it more emphasized. While we're here you could also try moving 00:18:782 (4) - out from 00:17:382 (3,5,2,4) - as it seems a bit cluttery atm. Adjusted 00:18:182 (1,2,3,4) -
  7. 00:51:382 (1) - 00:57:782 (1) - These shapes seem a bit weird considering that most other shapes meant to reflect this part are straight and jagged. They also stand out considerably since it's a unique shape to this section unlike 00:49:782 (1) - , which also appears at 00:22:582 (1) - . Well regardless, if you're going to keep them as-is, try rounding the circular part a bit more, so it's not visually imbalanced. Made them straight and jagged while keeping a semi unique shape for them (mostly because of their length)
  8. 01:28:382 (5,1) - 01:31:582 (5,1) - So you had this concept, but then it just disappears halfway through this part. 01:34:582 (4) - 01:40:982 (4) - would have been 2 circles if the concept kept going, for example. Just seems a bit strange and inconsistent conceptually, as previous parts have managed to keep to things they've introduced. Regardless, I would try keeping to that concept, as it plays pretty well in my opinion, and makes the section stand out in comparison to the others. Fair enough, changed some patterns accordingly.
  9. 01:14:182 - These S:C1 hitwhistles are pretty inconsistent here as well. They just seem to randomly appear and disappear without any pattern. To fix this, 01:15:582 (4) - 1/2 before the second downbeat, which is the same as 01:18:782 - , so place a hitwhistle there. 01:20:182 - move this to 01:20:382 - , refer to 01:17:182 - . 01:21:982 - again, 1/2 before the downbeat so place a whistle. 01:23:582 - 1/2 before the hypermeasure change, so place whistle.
    Yeah thanks, the whistles are a mess
  10. 01:26:982 - So for this part I can't really tell how you're hitsounding it with the whistles... it kinda seems like the previous, but you're making the same mistakes here in that case, missing 01:28:782 - and placing 01:29:782 - too early. Then at 01:34:782 - 01:37:982 - 01:41:182 - etc you're even ignoring the one that the others had, 01:31:582 - 01:28:382 - . Anyway as it is currently it's way too barren and it doesn't seem like they really relate, even if they'd be in a consistent pattern. I'd suggest doing the 1/2 before the 2nd downbeat + the 1/2 after, like the previous section had, so stuff like 01:41:182 - 01:41:582 - would have whistles. Anyway I'm not really sure what you're doing with the whistle hitsound so maybe look over things again throughout the whole map to make sure things are all consistent. I tried to fix things, will probably need more adjusment still lol
  11. 01:54:182 (1,3,4,1) - Visual spacing seems a bit imbalanced when looking at (3). Could probably space it further from 01:54:182 (1) - so it's equal in visual spacing between it and 01:55:382 (4,1) - . I mean even looking at 01:54:582 (2,3,4) - , it becomes pretty obvious. Similar sort of thing at 01:55:582 (1,2,3) - and 02:06:982 (1,3,4) - . Same goes for the other kiai that sounds like this as well, 04:08:582 (1,3,1) - 04:09:982 (1,2,3) - 04:12:782 (4,1,2) - etc. Not really too important, but thought I'd mention it since most of the time you apply it but then randomly overlook some. Tried to adjust most visual spacing errors I could find
  12. 02:35:182 (3) - I realize that this whole section is following the paino, but the gap between (2) and (3) here seems a bit too intense for what the song is suggesting. The piano impact itself is rather weak, so using a whole slider for it like this seems a bit questionable. Since clickables generally work better on white ticks, and are almost more predictable that way, and there's a vocal on 02:35:382 - , I'd have moved this slider to start there and ctrlged it back to how it was originally. This way you'd cover 02:35:582 - and place the emphasis on 02:35:382 - , where the vocal impacts, as well as giving plenty of space on the timeline between (2) and (3) to be able to click calmly. As for the contradicting instrumental layer, just treat it as a temporary switch. I guess it feels more natural that way and that's how it originally was anyway
  13. 02:53:382 - imo it'd be pretty cool if this part had a clearly different visual aesthetic compared to the rest of the map, as it seems very different in the song. I get that you're trying to put some curves into some of the sliders like 02:54:782 (1) - 03:02:982 (1) - etc, but doing so for all sliders here would probably be more powerful and contrast 03:15:782 - in more than just rhythm and spacing. So you would turn stuff like 02:53:382 (1) - into something like this, 02:54:182 (3) - into this, and so on, you get the idea. Basically trying to incorporate the concept as a theme, happening constantly, rather than as something that is varied between and only appearing occasionally. You could also colorhax it to some different color to differentiate it from the rest of the map, this way emphasizing it even more visually, if you'd like. This is actually a pretty nice idea, I also applied some basic colorhaxing to the whole map
  14. 03:02:982 - I kind of feel like this is missing the opportunity to be more elaborate. This is the only part in the map as far as I can see that has a 1/3 section, so I'm thinking we could use that to differentiate it. So things like 03:02:982 (1) - could become a 1/3 repeat, same for 03:03:782 (4) - . By doing this, you're still maintaining the same rhythm and emphasis, except now it also reflects the 1/3 in the background. Fair enough.
  15. 03:22:182 (1,2,3) - Could try keeping the overlaps of around equal spacing so it doesn't look like 03:22:182 (1,2) - is a smaller gap than 03:22:582 (2,3) - . fixed
  16. 04:56:582 (1,2,3,4) - Spacing seems pretty excessive here, I'd think something like 05:02:982 (1,2,3) - would work better here to emphasize 04:57:782 (5,1) - , in accordance to the song. Compared to 04:58:982 (3,4,1) - , the last note in 04:56:582 (1,2,3) - isn't much stronger than the circles.Nerfed spacing on 04:56:582 (1,2) - but kept them as circles as there's still some overlapping vocals from the chorus so I wanted to have circles for that.
  17. 05:01:782 (3,4,1) - Similarly here to as was mentioned earlier, I think something like 05:08:182 (3,4,1) - for this would bring a larger difference in motion, and as such accentuate 05:02:182 (1) - more. Here I personally prefer to have them this way as first of all this section I find more intense than the one on the intro without vocals and I think the first patterns decreasing spacing is enough to have a clear difference in motion.
ok basically fix your hitsounding and we'll irc the rest I guess lo
That was a long mod and took me a fair amount of time to apply all the changes, thanks Naxess (If you still want to discuss some of the changes in irc I'll try to catch you online sometime)

Cherry Blossom wrote:

Hello from my modding queue.

Paradise Tries to Be Reborn Again

  1. 00:14:382 (4,5) - there should be more distance between these notes to emphasize the sound better as you did for 00:20:782 (4,5,1) - . These two patterns don't give the same impression, the second one gives the best impression. Moved 00:14:582 (5) -
  2. 00:54:182 (1,2) - if i take each patterns one by one, this one is poor concerning its placement, i mean there should be a higher distance between 00:54:182 (1,2) - as you did for 01:00:582 (1,2) - , because the jump between 00:53:982 (4,1) - and the song suggest it. Increased the spacing slightly on 00:54:182 (1,2) -
  3. 01:13:982 (4,1) - this could play a little forced due to the large angle between 01:13:782 (3,4,1) - and the higher distance between previous circles. It would be nice if you reduce the distance between 01:13:982 (4,1) - a little. Hmm I wanted to feel it a bit forced there and I don't really see an issue it with it so I won't change it for now.
  4. 01:40:382 (2,3,4) - i didn't see the same kind of transition before, and it looks quite surprising when seeing it because it doesn't really feel natural. It looks like you ran out of idea or space here. i'd rather see something like this instead : Changed it based on naxess' mod
  5. 01:54:982 (3,4,1) - I'd rather see another transition which looks more confortable to play between 01:55:382 (4,1) - and not feel "sheared" and rather more fluid like : I literally had it like this when I first mapped this lol. I changed it later on and it should play pretty well regardless because of slider leniency.
  6. 03:31:382 (1,2) - Same as i said before if i take your patterns one by one. There is a lower distance than 03:18:582 (1,2) - or 03:24:982 (1,2) - . so there should be the same distance between 03:31:382 (1,2) - Not a big issue imo but increased the spacing slightly

Good luck ~
Thanks for the mod!
Naxess
Changed some hitsounds, added tags and fixed some more colorhaxing for the middle kiai.

Metadata
Mir
Back off BNs, this one is mine.

Hi sweetie.~

Long Edgy Diffname
- 04:07:782 - SAD WHY NO MAP THIS DISTORTION

ok that's all I have. Call me back tomorrow for qualify.

Darned Naxess fixing all the problems before I even look. asdf
Topic Starter
Metaku

Mir wrote:

Back off BNs, this one is mine.

Hi sweetie.~

Long Edgy Diffname
- 04:07:782 - SAD WHY NO MAP THIS DISTORTION I'm bad, so just thought spinner is fine lol

ok that's all I have. Call me back tomorrow for qualify.

Darned Naxess fixing all the problems before I even look. asdf
Hi Mir :D
Topic Starter
Metaku
fixed a green line smh
Mir
Metaku's first qualified map - qualified by his Angel. Cute. :3c

Qualified!
Topic Starter
Metaku
<3
timemon
niiice
Blizs
I'm late ;w;
but gratzzz ><
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