Mooie map xD
Thanks for the mod!Swerro wrote:
Nice map!
- You forgot to set a preview point! I would suggest 00:28:433 or 01:32:433 Oh missed that, i added it!
- I'd also suggest adding 1 or more Kiai mode sections, considering the chorus occurs multiple times. For example: at 00:28:433 the chorus starts and difficulty increases, in my opinion it's worth/should be a Kiai section According to the mapping guidlines it is advised to have 1/3rd of your map be a kiai.
Adding a kiai to all the choruses would be 1/3 of the map in kiai.
- Sliderend-circle spacing: At 01:16:433 you have a 1/8th returnholdslider with a 1/8th gap for the next not. On here it's okay since the bpm is only ~130 and the spacing at the gap isn't that large. But at the end of the kickbackslider at 01:25:332 the gap is quite large (comparable to a 260bpm streamjump) I would either make the gap 1/4th instead of 1/8th or decrease the spacing between those two Fair enough, fixed!
Yeah sure go ahead dude! I'm trying to get it ready for rank if i can, so keep that in mind i guess.Musty wrote:
If I can do a GD on this id be glad because your map is so much fun already, i love it
Thanks a lot for taking your time to mod my map, i honestly appriciate it!squishi wrote:
<=====<========<============SQUISHI MOD=====>========>============ SARDINE
00:15:099 (3,1) - Timeline distance isn't very clear, could be mistaken for 1/2 or player would not be given enough time to aim to the next. Of course, this might just be introducing it, but move it closer to ease players in. You're right, i moved the slider to be more in line with the last jump (00:14:655 (2) - )
00:26:988 (2,3,4) - Do something like NCing these notes to clear up the timeline distance. I think that with the pattern, angle, flow and the nc thats already there, there is enough already to signal a diffrence in rhythm. And the OD allows you to still hit it even if you're early.
00:57:914 (4,5,6,7,8) - Can you use sliders for these to clear up the 1/3s? I think they're fine, i want to stay in the spirit of the circular patterns that are in the part before it. I'm also using the sliders 01:01:322 (1,2,1,2) - because these 1/3s are different from the ones pointed out. making everything sliders would make it so it doesn't consistently follows the song.
02:34:433 (9) - 02:34:877 (3) - Overlap is exrtemely messy, but putting (9) anywhere else still flows well. Fixed
In general, really solid and fun map. I love the rush that the end gives. Thanks!HARD
00:23:988 (3,4,5,6,1,2,3,4,1,2,3,4,1) - This pattern goes on far too long. Players would be easily exhausted, and the complicated sahpes only add to that. Consider more 1/2 sliders. I think the heavier use of 1/2 fits the hard myself, else the diffrence between the normal is quite a bit bigger
01:01:322 (3,4,1) - Move 3,4 closer together. It's a pretty big jump, as even I was caught off by this while playing. Fair point, changed it
01:37:988 (1,2,3,1,2,3,4,1,2,3,4,1) - Consider more 1/2. Same reason as the first one
Sorry that's only 3 problems. This diff is real well structured.. Thanks! I tried really hard to structure it properly, glad it got noticedN̶O̶R̶M̶A̶L̶ MEDIUM
This diff just has 1 general problem. It's all the overlaps. Combine this with the low AR and CS, and players are practically left in a dazed state after playing this. I understand, I don't have the time to go through the map right now but i'll change it later this week or next week
cute sb uwu 3000 hours in notepad confirmed :^)
Daxxel wrote:
Hard:
01:55:544 (9) - NC
02:00:877 (7) - NC desperately needed here
02:04:433 (7) - NC
02:25:322 (8) - NC
02:39:544 (8) - NC
Added all the nc's, thanks!
Sardine:
Love the flower shaped streams in the last kiai
All in all an amazing map. the hitsounding is amazing, would love to see this get ranked someday! ^^
sorry for the late response dude, but thanks a lot for the mod!Linada wrote:
rank itttttttttttt okkkkkkkkkkkkkkkk
edit:
01:01:322 (1) - it's 1/4 there
01:08:433 (1) - same yeah sure, both fixed
perfect map
Thanks for the mod!Swerro wrote:
birthday mod, grats btw.
- 00:48:877 (5,6,7) - the (6) sounds significantly weaker/different compared to 5 and 7- i suggest you change spacing. (similar to how you handled 01:41:099 (5)) SHUT THE UP, no but seriously, i follows the style of the map, if more people point it out i'll change it.
- 00:53:322 (1,2,1,2,12) - not sure if you want all (1,2)'s to be the same strength here, but if not: not only spacing but also the sharp angle change on that slider hits really hard combined making it stand out quite alot. SHUT THE UP, no but seriously, it does not impact the game at all in my opinion, if someone else complains aside from you i'll change it maybe
01:18:655 (2,1,2,3) - look at the movement you are required to make here really. In all previous sections of the streams they slider into the 1,2,3 can be executed by a flowy circularcomfortable movement, but this one seems to require the player to make an actual zig-zag pattern. SHUT THE UP, the map is not supposed to easy anyways.
finish your medium diff
Thanks my dude, you've been a great help!Mir wrote:
OK THEN
after rechecking and some extensive irc modding i think this is ready to go
gl with this~
Thanks for the mod! (and all the help dude, thank you so much)Mir wrote:
hi some things about spread/readability in the normal
normal
overall this diff needs to be totally buffed with more 1/2 circles (active 1/2) there's too big a jump between normal and hard, but hard and insane are very linear in terms of how much 1/4 is used
Fixed
- 01:11:099 (1,2) - 01:18:211 (1,2,3) - these shouldn't be stacked cuz it's a little hard to read imo, would unstack
Fixed
you might need an easy for how dense this will eventually become and the hard is very 1/4 heavy too, so the spread is sort of unstable rn.
This did not happen in the end since the medium was easy enough to make the mapset elligible for rank.
tl;dr:
- get an easy and more active 1/2 in the normal (not the last kiai)
- get rid of those stacking patterns in the normal since they're too hard to read for newbs
Fixed (after much rechecking and such)
others:sb files unused:FixedclickFixedsb\CACTLOID\ca_2\10.png
sb\CACTLOID\ca_2\11.png
sb\CACTLOID\ca_2\12.png
sb\CACTLOID\ca_2\13.png
sb\CACTLOID\ca_2\14.png
sb\CACTLOID\ca_2\15.png
sb\CACTLOID\ca_2\8.png
sb\CACTLOID\ca_2\9.png
sb\CACTLOID\ca_3\10.png
sb\CACTLOID\ca_3\11.png
sb\CACTLOID\ca_3\12.png
sb\CACTLOID\ca_3\13.png
sb\CACTLOID\ca_3\14.png
sb\CACTLOID\ca_3\15.png
sb\CACTLOID\ca_3\8.png
sb\CACTLOID\ca_3\9.png
sb\Nemu\sn_10\0.png
sb\Nemu\sn_10\1.png
sb\Nemu\sn_10\10.png
sb\Nemu\sn_10\11.png
sb\Nemu\sn_10\12.png
sb\Nemu\sn_10\13.png
sb\Nemu\sn_10\14.png
sb\Nemu\sn_10\15.png
sb\Nemu\sn_10\16.png
sb\Nemu\sn_10\17.png
sb\Nemu\sn_10\18.png
sb\Nemu\sn_10\19.png
sb\Nemu\sn_10\2.png
sb\Nemu\sn_10\20.png
sb\Nemu\sn_10\21.png
sb\Nemu\sn_10\22.png
sb\Nemu\sn_10\23.png
sb\Nemu\sn_10\24.png
sb\Nemu\sn_10\25.png
sb\Nemu\sn_10\26.png
sb\Nemu\sn_10\27.png
sb\Nemu\sn_10\28.png
sb\Nemu\sn_10\29.png
sb\Nemu\sn_10\3.png
sb\Nemu\sn_10\30.png
sb\Nemu\sn_10\31.png
sb\Nemu\sn_10\4.png
sb\Nemu\sn_10\5.png
sb\Nemu\sn_10\6.png
sb\Nemu\sn_10\7.png
sb\Nemu\sn_10\8.png
sb\Nemu\sn_10\9.png
sb\Neumafu\nf_3\24.png
sb\Neumafu\nf_3\25.png
sb\Neumafu\nf_3\26.png
sb\Neumafu\nf_3\27.png
sb\Neumafu\nf_3\28.png
sb\Neumafu\nf_3\29.png
sb\Neumafu\nf_3\30.png
sb\Neumafu\nf_3\31.png
sb\Neumafu\nf_6\126.png
sb\Neumafu\nf_6\127.png
sb\Pumpking\pu_1\32.png
sb\Pumpking\pu_1_3\8.png
files that aren't found:clickFixedStoryboard files not found:
sb\Teto\te_1_1\32.png
sb\Teto\te_1_1\33.png
sb\Teto\te_1_1\34.png
sb\Teto\te_1_1\35.png
sb\Teto\te_1_1\36.png
sb\Teto\te_1_1\37.png
sb\Teto\te_1_1\38.png
sb\Teto\te_1_1\39.png
sb\Teto\te_1_1\40.png
sb\Teto\te_1_1\41.png
sb\Teto\te_1_1\42.png
sb\Teto\te_1_1\43.png
sb\Teto\te_1_1\44.png
sb\Teto\te_1_1\45.png
sb\Teto\te_1_1\46.png
sb\Teto\te_1_1\47.png
sb\Teto\te_1_1\48.png
sb\Teto\te_1_1\49.png
sb\Teto\te_1_1\50.png
sb\Teto\te_1_1\51.png
sb\Teto\te_1_1\52.png
sb\Teto\te_1_1\53.png
sb\Teto\te_1_1\54.png
sb\Teto\te_1_1\55.png
sb\Teto\te_1_1\56.png
sb\Teto\te_1_1\57.png
sb\Teto\te_1_1\58.png
sb\Teto\te_1_1\59.png
sb\Teto\te_1_1\60.png
sb\Teto\te_1_1\61.png
sb\Teto\te_1_1\62.png
sb\Teto\te_1_1\63.png
Unused hitsounds:
drum-hitnormal.wav
normal-hitnormal.wav
Deleted
Background dimensions are more than allowed maximum - exceed rankable limitation of 1920x1200:
Medium: sardinebg.jpg (2133x1199)
Hard: sardinebg.jpg (2133x1199)
Sardine: sardinebg.jpg (2133x1199)
fix all of this and you may call me back
Thanks for the mod!Halfslashed wrote:
[Medium]
00:42:655 (3,4) - Stick to distance snap for this, stacking objects under slider tails like this is not appropriate for normal difficulties This should've been fixed already, idk why it isn't, anyways, fixed.
02:00:877 (1) - Remove this NC for consistency with stuff like 02:02:211 (1,2,3,4) -. Very true, Fixed
[Hard]
00:07:099 - I find it weird how you use a non-overlapping 1/4 distance at the intro while sticking to overlapping 1/4 for most of the map. Since the intro is lower intensity than the rest of the song, I recommend overlapping stuff like 00:07:544 (2,1) - similarly to 00:14:211 (1,2) - or with more of an overlap.
Fixed
Call me back.
Fixed the issues, thanks for the complimentGabe wrote:
Disqualified for unsnapped objects in the Hard difficulty.
00:54:879 (4) -
01:39:988 (3) -
Awesome storyboard, by the way!