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Aether & Sizzlebird - Raccoon City (ft. Veela)

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Topic Starter
Fursum
This map has been deleted on the request of its creator. It is no longer available.
Incomp
Hey there. From #modreqs.

[General]
The timing isn't correct. You only need more than one timing point (the red ones) on maps that have variable BPMs. This song has one BPM (and you nailed it!), which is 175. The offset should be 215. You'll have to resnap all the notes after adjusting your timing. The mod will follow this fixed timing, so use it before you start making more changes.

Also, the star difficulty of Hard is above the Insane cutoff, which is 3.75*. Consider renaming Hard to Insane and Insane to Another (or whatever you want, since it's the hardest difficulty).

[Hard]
Consider lowering the CS to 4, as the overwhelming majority of Hards use that CS size, and I don't see CS 5 working well for this map.

00:00:557 (2) - This sound is much less important than what 00:00:215 (1) - is on. You should turn 1 into a slider that ends where 2 is.
00:01:929 (1) - No sound here.
00:03:300 (1) - ^, unless you're following the "F" sound in "tougher". In that case, the note appears too late. Additionally, the F sound is awkward to map to, so maybe just ignore it altogether.
00:02:272 (2,3) - 2 doesn't really flow into 3 very well. You can move 3 (and thus 4) down a few units to remedy this.
00:02:957 (4) - Should have a new combo here.
00:03:300 (1,1) - Should not have new combos here.
00:04:843 (1,2) - 1 isn't snapped to the grid, so this double looks weird.
00:08:100 (3) - This slider ends on a more important sound than the one it starts on.
00:14:957 (1,2,3,4) - This would be confusing to read for players who play Hards. You can make good use of blankets here.
00:19:243 (6,7,8) - The song doesn't support a triple here.
00:47:872 (1,2,3,4,5,6) - Wouldn't recommend a square pattern like this.
00:49:243 (2,3) - 2 and 3 don't flow together -- move 3 downwards a little.
00:56:957 (4,5) - ^
01:04:329 (5,6) - Spacing here is not consistent with previous spacing for 1/2 notes.
00:36:386 (4,5) - ^

Overall, I was impressed with your use of hitsounds. You have a very good sense of rhythm.
There are also concerns regarding the general aesthetics and flow of the map, but those abstract concepts are things you can only really grasp from practicing mapping.

[Insane]
There are timing issues as well here.

This is probably going to be discouraging, I hate to be the one saying it, but this difficulty should be remapped entirely. The song does not support these streams or jumps, or even the spinners.

It's fun to play, it just doesn't go with this song.
Topic Starter
Fursum

Incomp wrote:

Hey there. From #modreqs.

[General]
The timing isn't correct. You only need more than one timing point (the red ones) on maps that have variable BPMs. This song has one BPM (and you nailed it!), which is 175. The offset should be 215. You'll have to resnap all the notes after adjusting your timing. The mod will follow this fixed timing, so use it before you start making more changes.

Also, the star difficulty of Hard is above the Insane cutoff, which is 3.75*. Consider renaming Hard to Insane and Insane to Another (or whatever you want, since it's the hardest difficulty).

[Hard]
Consider lowering the CS to 4, as the overwhelming majority of Hards use that CS size, and I don't see CS 5 working well for this map.

00:00:557 (2) - This sound is much less important than what 00:00:215 (1) - is on. You should turn 1 into a slider that ends where 2 is.
00:01:929 (1) - No sound here.
00:03:300 (1) - ^, unless you're following the "F" sound in "tougher". In that case, the note appears too late. Additionally, the F sound is awkward to map to, so maybe just ignore it altogether.
00:02:272 (2,3) - 2 doesn't really flow into 3 very well. You can move 3 (and thus 4) down a few units to remedy this.
00:02:957 (4) - Should have a new combo here.
00:03:300 (1,1) - Should not have new combos here.
00:04:843 (1,2) - 1 isn't snapped to the grid, so this double looks weird.
00:08:100 (3) - This slider ends on a more important sound than the one it starts on.
00:14:957 (1,2,3,4) - This would be confusing to read for players who play Hards. You can make good use of blankets here.
00:19:243 (6,7,8) - The song doesn't support a triple here.
00:47:872 (1,2,3,4,5,6) - Wouldn't recommend a square pattern like this.
00:49:243 (2,3) - 2 and 3 don't flow together -- move 3 downwards a little.
00:56:957 (4,5) - ^
01:04:329 (5,6) - Spacing here is not consistent with previous spacing for 1/2 notes.
00:36:386 (4,5) - ^

Overall, I was impressed with your use of hitsounds. You have a very good sense of rhythm.
There are also concerns regarding the general aesthetics and flow of the map, but those abstract concepts are things you can only really grasp from practicing mapping.

[Insane]
There are timing issues as well here.

This is probably going to be discouraging, I hate to be the one saying it, but this difficulty should be remapped entirely. The song does not support these streams or jumps, or even the spinners.

It's fun to play, it just doesn't go with this song.
Thank you very much for the feedback.

On hard, I wasnt very familiar with undermapping so it was really inconsistent but I couldnt point my finger on where. Ill work on those points then update my map.

On insane, Tambourin was noticeable so I tried out streaming. But as I am inexperienced i couldnt cut streams on vocals accordingly but I tried my best :p

I dont think I'll get discouraged with any feedback. I'm looking forward to next feedbacks!

Edit: Updated the map, fixed the issues with timestamps and fiddled around with the flow a little bit. I hope its better now!
- Frontier -
hey! I saw this map in #modreqs and it seems like this is your first map. I'll give a hand as much as I can!

[General]
  1. The combo colors look don't fits with the background since your background is like only blank and white (and a little bit yellow). So maybe delete the rest.
  2. It doesn't need to have comma between tag. Just add a blank between tag!
  3. Your background isn't 1366x768 (or 4:3) pixels, which it should be.
  4. Tick out "Widescreen Support" in Insaner diff because your map doesn't have storyboard.
  5. Okay so the actual name for this song is "Aether & Sizzlebird - Raccoon City (feat. Veela)"
    1. Reference
    2. Youtube Official Video: https://youtu.be/AioU9MdBgtg
    3. Liquicity Official Website: https://store.liquicity.com/product/alchemy-1-download/
    4. iTunes Album: https://itunes.apple.com/us/album/alche ... mpt=uo%3D4
  6. So, "Liquicity" shouldn't be in Source due to this. Move it to tags instead

    Ranking Criteria wrote:

    Only use the Source field if the song comes from or was made famous by a video game, movie, or series. Website names are not an acceptable Artist nor Source.
  7. Add "Alchemy" in tags.
  8. Don't use new Timing Points (a.k.a red lines xP) to start a kiai part. Use Inherited Points (a.k.a Green lines) to start the kiai part instead. If you use the red line to start the kiai part, it will cause when you play a map with Nightcore mod. It also unnecessary to make a new red line because you start a kiai part. :roll:

    Ranking Criteria wrote:

    Uninherited (red) Timing Sections should be used to accurately map the song's timing.
  9. 00:22:147 - Here you have 2 Uninherited Points (red lines) in the same place which is unnecessary to make 2.

    Ranking Criteria wrote:

    No two uninherited or two inherited timing sections should be placed at the same point. An inherited timing section may be placed on an uninherited timing section (but only to change the slider speed). Having two uninherited or two inherited sections on top of each other will cause problems within the beatmap.[/b]
  10. 00:00:204 - In Insaner diff, there is no red line here. So you should have it.
  11. Insane diff, which isn't that Insane. So maybe you try make it harder?
  12. Btw, no one names a diff name to Insaner before. Maybe you could change to to Extra?
That's all what can I help. I'll not gonna mod about diffs. (that would take lots of time xD) I think you should get lots of lots of experiences first~.
GL then~
Topic Starter
Fursum

- Frontier - wrote:

hey! I saw this map in #modreqs and it seems like this is your first map. I'll give a hand as much as I can!

[General]
  1. The combo colors look don't fits with the background since your background is like only blank and white (and a little bit yellow). So maybe delete the rest.
  2. It doesn't need to have comma between tag. Just add a blank between tag!
  3. Your background isn't 1366x768 (or 4:3) pixels, which it should be.
  4. Tick out "Widescreen Support" in Insaner diff because your map doesn't have storyboard.
  5. Okay so the actual name for this song is "Aether & Sizzlebird - Raccoon City (feat. Veela)"
    1. Reference
    2. Youtube Official Video: https://youtu.be/AioU9MdBgtg
    3. Liquicity Official Website: https://store.liquicity.com/product/alchemy-1-download/
    4. iTunes Album: https://itunes.apple.com/us/album/alche ... mpt=uo%3D4
  6. So, "Liquicity" shouldn't be in Source due to this. Move it to tags instead

    Ranking Criteria wrote:

    Only use the Source field if the song comes from or was made famous by a video game, movie, or series. Website names are not an acceptable Artist nor Source.
  7. Add "Alchemy" in tags.
  8. Don't use new Timing Points (a.k.a red lines xP) to start a kiai part. Use Inherited Points (a.k.a Green lines) to start the kiai part instead. If you use the red line to start the kiai part, it will cause when you play a map with Nightcore mod. It also unnecessary to make a new red line because you start a kiai part. :roll:

    Ranking Criteria wrote:

    Uninherited (red) Timing Sections should be used to accurately map the song's timing.
  9. 00:22:147 - Here you have 2 Uninherited Points (red lines) in the same place which is unnecessary to make 2.

    Ranking Criteria wrote:

    No two uninherited or two inherited timing sections should be placed at the same point. An inherited timing section may be placed on an uninherited timing section (but only to change the slider speed). Having two uninherited or two inherited sections on top of each other will cause problems within the beatmap.[/b]
  10. 00:00:204 - In Insaner diff, there is no red line here. So you should have it.
  11. Insane diff, which isn't that Insane. So maybe you try make it harder?
  12. Btw, no one names a diff name to Insaner before. Maybe you could change to to Extra?
That's all what can I help. I'll not gonna mod about diffs. (that would take lots of time xD) I think you should get lots of lots of experiences first~.
GL then~
Big thanks for technical feedback :D

My thought process on the gray combos were to get some bland colors. Ill try to find an alternative.

Edit: Fixed most of the issues you listed here and updated the map. The previous mod suggested it fit the Insane criteria so I changed it from Hard to Insane, and changed Insane with Insaner (now its Another).
CucumberCuc
Hi :3

move your second timing point on 00:01:912

[Hard]
00:04:827 (3,4) Stack
00:15:627 (3,4) move slightly left
00:16:312 remove NC
00:22:141 (1) move slightly right
00:30:370 (1,2,3,4) To make like right away and at least in the form of an arc
00:38:598 NC
00:44:084 (2) To do further away from the slider
00:44:770 (2) move slightly up and left
00:54:712 (5) move slightly right and down
00:57:455 (7) move slightly left
00:58:827 (7) move slightly right
01:04:312 (5) move slightly right and up

[Another]
00:12:376 (3) move slightly right
00:13:747 (3) move slightly left
00:22:833 (9,1) Make them closer to the stream was better
00:24:205 (9,1) Make them closer
00:35:176 (9,1) Make them closer
00:39:290 (9,1) ^
00:55:747 (9,1) ^
00:57:119 (9,1,2,3,4,1) ^
Your jump biggest, make them little closer

Nice song :)
Topic Starter
Fursum

CucumberCuc wrote:

Hi :3

move your second timing point on 00:01:912

[Hard]
00:04:827 (3,4) Stack
00:15:627 (3,4) move slightly left
00:16:312 remove NC
00:22:141 (1) move slightly right
00:30:370 (1,2,3,4) To make like right away and at least in the form of an arc
00:38:598 NC
00:44:084 (2) To do further away from the slider
00:44:770 (2) move slightly up and left
00:54:712 (5) move slightly right and down
00:57:455 (7) move slightly left
00:58:827 (7) move slightly right
01:04:312 (5) move slightly right and up

[Another]
00:12:376 (3) move slightly right
00:13:747 (3) move slightly left
00:22:833 (9,1) Make them closer to the stream was better
00:24:205 (9,1) Make them closer
00:35:176 (9,1) Make them closer
00:39:290 (9,1) ^
00:55:747 (9,1) ^
00:57:119 (9,1,2,3,4,1) ^
Your jump biggest, make them little closer

Nice song :)

Thanks for fine tuning placement!
Ethan
I love liquid DNB

from our Queue !

per your request i'm only going to mod insane diff

[general]

you shouldn't use grid snap, but even if you do, use level 4 as it gives you the most precise-ness if that's a word

[insane]

00:01:233 (4) - Why not move this to x292 y272? It would make the pattern a lot nicer.
00:20:090 (1) - why a spinner here? doesn't really make sense to have it as there's no rising sound or anything
00:25:233 (1,2,3) - this pattern is really bland b/c you use 1/2 and 1/4 literally right before it and then boring old 1/1 pattern, i would make it more complex
00:50:433 (6) - the way this flows back into the previous notes into the combo is really weird. same thing for every other time this happens, i would have the flow not go through the notes in the previous combo
00:51:462 (11) - try Ctrl + H and move to x264 y156, then move (10) to x204 y188. it looks pretty nice to me
00:51:976 (1) - remove NC
01:00:376 (2) - this overlaps with 00:59:519 (2)

for your first map, this is really good! good luck with the ranking :)
Topic Starter
Fursum

Ethan wrote:

00:01:233 (4) - Why not move this to x292 y272? It would make the pattern a lot nicer.
It was originally there, I couldnt decide if i should do an arc-y shape or a sharp angle. Yeah i guess it was a bad place to put.

Ethan wrote:

00:20:090 (1) - why a spinner here? doesn't really make sense to have it as there's no rising sound or anything
I couldnt fit a spinner at the end so I just threw that in there lol. I'll try to add something else there.

Ethan wrote:

00:25:233 (1,2,3) - this pattern is really bland b/c you use 1/2 and 1/4 literally right before it and then boring old 1/1 pattern, i would make it more complex
I couldn't fit anything because it felt like overmapping, so I left it there. But I'll work on it again.

Ethan wrote:

00:51:976 (1) - remove NC
Orange color indicates a 1 beat space. But I guess purple fits in that too. Ill consider it.

Also grid snapping is off by default, I rarely used snapping.


Other than that, I fixed other things you pointed out, thanks for the feedback!
MyAngelHelen
Helloooooooo!!

Wow! The first thing I notice when I start up the map are the combo colours. Woah that surprised me those are nice.

Hard
  1. 00:00:889 (1,2,3) - The fact that you change SV midcombo is quite misleading. If you put a NC on (3) it makes it more readable.
  2. 00:02:261 (1,2,3) - ^ Same here
  3. 00:02:947 (3) - Seems to be missnapped. I believe it should be a 1/1 slider ending on 00:03:290.
  4. 00:07:061 (2,3,4) - I would get (3,4) further away from (2) because right now (3,4) look like they would come earlier than they actually do.
  5. 00:08:090 (3,4,5) - ^ Same here. I would get (5) further away from (3,4).
  6. 00:19:405 (7) - This looks exactly like 00:17:690 (1). NC here too :P
  7. 00:22:147 (1,2,3) - Since most of the arrangements with this timing DON'T look like this, I would change 00:22:147 (1,2,3) to look more like 00:23:518 (1,2,3), for consistency.
  8. 00:24:204 (5,6) - (6) broke flow when there was nothing to be emphasized at 00:24:547.
  9. 00:27:632 (1,2,3,4,5) - This is nicely done :P
  10. 00:29:004 (1,2,3) - Broke flow here again without anything to emphasize.
  11. 00:31:061 (1,2,3) - Any particular reason why we don't see this arrangement ever again? Apart from 00:33:804 (5,6) I guess.
  12. 00:37:918 (5,6) - To be completely honest, this looks nicer than what you did at 00:31:061 (1,2,3) & 00:33:804 (5,6).
  13. 00:39:975 (1,2,3,4) - Looks slightly squished owo
  14. 00:44:432 (1,2,3,4) - If there is anything you can do about this spacing I encourage you to do it.
  15. 00:53:689 (1,2,3,4,5) - Kind of a weird pattern :o

Insane
  1. 00:00:205 (1,2,3,4,5,6) - Spacing is kind of weird in between (1) and (2,3,4,5,6).
  2. 00:03:805 (1,2,3,4,5) - Weird spacing here too.
  3. 00:06:547 (1,2,3,4,5) - Equal musical gap from (1) to (2) to (3,4,5) but it's visually different.
  4. 00:14:947 (1,2,3,4,5,6) - Spacing looks even but the rhythm is really not even at all.
  5. 00:17:691 (1,2,3) - This is also very weird and possibly unreadable
  6. 00:17:691 (1,2,3,4,5,6,7) - Also (2,3) looks exactly like (6,7) but they are different rhythmically.
  7. 00:22:147 (1,2) - This could just be replaced by a slider and still be nice.
  8. 00:22:319 (2) - You break flow here but the sond you need to emphasize is on 00:22:147 (1).
  9. 00:26:947 (1,2,1) - Spacing is weird here and emphasizes the wrong sound.
  10. 00:28:490 (1,2) - It is really difficult to hear the sounds you are mapping. It sounds like you are trying to emphasize nothing here with the flow break at (2). Either make hitsounds quieter or don't break flow here.
  11. 00:29:176 (1,2) - ^
  12. 00:30:719 (1,2,3,1,1,2,3,4,5) - I have no idea whether you meant to prioritise the voice or the percussion here. Keep what you are prioritising consistent by either prioritising the percussion like you have been doing so far or by prioritising the vocals from 00:30:719 to 00:32:776.
  13. 00:32:090 (2) - Because of the loud hitsounds it's impossible to hear the sound here so it sounds like overmapping.
  14. 00:33:119 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,1) - Same flow & hitsound stuff as before. Either make the hitsounds quieter or don't break flow.
  15. 00:43:747 (7,1) - I don't see the need to emphasize (1) with larger spacing here.
  16. 00:45:976 (1,2,3,4,5,1,2) - Angles are above the usual 60-70 degrees. We haven't seen wide angle jumps like these in such a large quantity and spacing before, so this is a difficulty spike and a bad one since the song is actually quieter here.
  17. 00:48:205 (8,9) - (9) is not audibly stronger than (8) so there is no need to break flow. This is the same hitsound & flow stuff as earlier. I won't point any more of these out.
  18. 00:54:376 (1,2,3,4,5) - Same wide angle stuff as 00:45:976 (1,2,3,4,5,1,2).
  19. 00:59:519 (2,1) - Spacing here should be bigger than that at 00:59:176 (1,2).
  20. 01:04:147 (1,2,3) - These are spaced too closely, I would either put them much closer to each other, or put them further away.
  21. 01:05:862 (4,5) - Spacing for these two is the same as for 01:04:833 (2,3) but they are rhythmically very different.

Another
  1. 00:03:805 (1,2,3,4,5,6,7,8) - This spacing is very even but the rhythm is very, very uneven. Therefore, the spacing is bad.
  2. 00:03:805 (1,2,3,4,5,6,7,8) - I have no idea what sounds this is mapped to.
  3. 00:03:976 - This vocal is completely ignored because?
  4. 00:06:719 (1,2,3,4,1,2,3) - I have no idea what you are trying to prioritise and why
  5. 00:09:633 (1,2) - I don't hear anything here because hitsounds are too loud.
  6. 00:11:176 (5) - I don't understand why there is a whistle here, not only does it make it impossible to hear what you are trying to emphasize, but it also shouldn't really be there.
  7. 00:11:862 (1,2,3,4,5) - You mapped this very differently before with obtuse angle jumps, using acute angles now breaks expectations.
  8. 00:13:233 (1,2,3,4,5) - ^ I shouldn't need to mention this because this is literally the same pattern.
  9. 00:14:947 (1,2,3,4,5,6) - Too many of these overmapped sections.
  10. 00:24:890 (1,2,3,4,5,6,7) - Mapped differently from 00:22:147 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9) but it's the exact same thing.
  11. 00:26:262 (8) - I don't understand why you're mapping this small bit with a 1/4 rhythm.
  12. 00:26:947 (1,2,3,4) - You're emphasizing stuff here and I don't hear why.
  13. 00:28:147 (1,2,3,4,5) - These don't have much thought to them at all.
  14. 00:29:519 (1,2,3,4,5) - ^
  15. 00:30:890 (1,2,3,4,5) - ^
  16. 00:32:262 (1,2,3,4,5,6) - Why use obtuse angle jumps when you've been using acute angle jumps for the whole kiai time??
  17. 00:37:747 (1,2,3,4,5) - Please actually put thought about spacing emphasis and flow into your jumps rather than making them look nice and give pp.
  18. 00:38:262 (4,3) - Stack these please.
  19. 00:41:347 (1,2,3,4,5,6,7,8,9) - I can't hear what this is mapped to.
  20. 00:45:805 (5) - NC here.
  21. 00:46:662 - There is sound here.
  22. 00:48:547 (5) - Why is there a need for emphasis here? Stream corners are used for emphasis and not aesthetics.
  23. 00:49:576 (1,2,3,4) - Weird rhythm here. Part of this is mapped to 1/4 rhythm and the other part is 1/2 rhythm. This is hard to read.
  24. 00:50:262 (5,6,7,8) - ^ Exact same pattern as before.
  25. 00:50:947 (1,2,3,4) - This is the first time you've used obtuse angle jumps in this kiai time. You have used lots of acute angle jumps though; this is out of place.
  26. 00:51:290 (3,4,1) - Quite a large jump from (4) to (1) since the player's cursor will be stationary.
  27. 00:52:662 (1,2,3,4,5,6,7) - This is the last time you use wide angle jumps in this kiai time. This is out of place.
  28. 00:56:947 (7) - What exactly do you need to emphasize here? Please explain.
  29. 00:57:804 (1,2,3,4) - These are a gimmick we've never seen before. Please remove as adding these earlier in the map isn't really suitable.
  30. 00:57:804 (1,2,3,4) - Also, obtuse angle jump. You didn't use obtuse angle jumps for the first ~45% of the map and the first ~30 seconds.
  31. 00:59:862 (1,2,3,4) - These jumps are overmapping and random. Please fix. At least they're not obtuse angle jumps though.
  32. 01:01:233 (1,2,3,4) - These jumps are random.
  33. 01:02:604 (1,2,3,4) - These jumps have acute angles.
  34. 01:03:976 (5) - Nothing needs to be emphasized here but it is.

Sorry for tearing into your mapset owo
:) Good luck with ranking!
Topic Starter
Fursum
[Hard]

Helen0903 wrote:

00:24:204 (5,6) - (6) broke flow when there was nothing to be emphasized at 00:24:547.
Well theres the next note of the vocal, but changed it so sliders look circular now, still breaks the right left flow.

Helen0903 wrote:

00:27:632 (1,2,3,4,5) - This is nicely done :P
Was that sarcasm lol.

[Insane]

Helen0903 wrote:

00:22:147 (1,2) - This could just be replaced by a slider and still be nice.
I wanted to avoid double 1/2 sliders there, if I replace that, it won't be consistent with other "circle circle slider circle-circle".

Helen0903 wrote:

00:30:719 (1,2,3,1,1,2,3,4,5) - I have no idea whether you meant to prioritise the voice or the percussion here. Keep what you are prioritising consistent by either prioritising the percussion like you have been doing so far or by prioritising the vocals from 00:30:719 to 00:32:776.
On this, vocals were more dominant than usual so I switched to vocals. But yeah I'll try to work around that.

Helen0903 wrote:

00:32:090 (2) - Because of the loud hitsounds it's impossible to hear the sound here so it sounds like overmapping.
Theres an actual clap there lol.

Helen0903 wrote:

00:33:119 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,1) - Same flow & hitsound stuff as before. Either make the hitsounds quieter or don't break flow.
Again, theres a clap there. Most of my claps overlap with songs claps.

Helen0903 wrote:

00:43:747 (7,1) - I don't see the need to emphasize (1) with larger spacing here.
Well I wasn't trying to emphasize anything. I just put it there because of the 1/1 gap.

Thank you very much for spending all that time :D

Map is updated now.
Baack
Sorry I'm a little late. :D

I'll mod the general/basic stuff (I'm new to modding)

First off, I think the map is too straight forward, you should use blankets and try more variety (or distance) on jumps.
The combo colors don't seem to fit the background.
Hitsounds are loud, try to lower them a bit.

  • [Hard]
    Most of the map is just going around, try to mix things up a little.
    00:03:805 - There's a sound here.
    00:06:547 - ^
    00:10:147 - ^ (very quiet tho)
    00:14:776 - ^
    00:11:861 (1,2,3) - Just a tip, when mapping the vocals, try to add whistles to the slider start circle, it sounds nice.
    00:23:175 (6) - Hitsounds?
    00:46:147 (1,2,3,4) - I like this pattern. :]
    01:06:032 (11) - I don't think this sould be a whistle, maybe a finish instead
  • [Insane]
    00:10:147 - Here, there's a quiet sound, that would be good for a slider end to be there, so 00:09:805 - Should be a slider.
    00:14:776 - There's a sound here.
    00:22:137 - Kiai isn't snapped. (though this isn't such a big deal, it would be nice to fix)
    00:27:284 - Kiai's end too.
    Some hitsounds are missing, 00:28:662 (2) - For example.
    00:35:519 (2) - There's a weird red tick on the slider shape.
    00:39:632 (6) - Object's end isn't snapped.
    00:58:662 (1) - Sliders should start on the white tick (strong sound).
I'm sorry if I didn't help, or if you already fixed them before.
Nice song btw.
Topic Starter
Fursum

Forzaken4K wrote:

Sorry I'm a little late. :D

I'll mod the general/basic stuff (I'm new to modding)

First off, I think the map is too straight forward, you should use blankets and try more variety (or distance) on jumps. Eh, I kinda gave up on this map already. Will come back when I actually learn how to map.
The combo colors don't seem to fit the background. Yeah I just wanted colors to contrast with the background and dim.
Hitsounds are loud, try to lower them a bit.

  • [Hard]
    Most of the map is just going around, try to mix things up a little.
    00:03:805 - There's a sound here. Very awkward to map that. Just doesn't play well, also for the first part, I mapped on vocals.
    00:06:547 - ^
    00:10:147 - ^ (very quiet tho)
    00:14:776 - ^
    00:11:861 (1,2,3) - Just a tip, when mapping the vocals, try to add whistles to the slider start circle, it sounds nice.
    00:23:175 (6) - Hitsounds?
    00:46:147 (1,2,3,4) - I like this pattern. :]
    01:06:032 (11) - I don't think this sould be a whistle, maybe a finish instead
  • [Insane]
    00:10:147 - Here, there's a quiet sound, that would be good for a slider end to be there, so 00:09:805 - Should be a slider. I tried mapping around that too, its just an echo so I ignored it.
    00:14:776 - There's a sound here.
    00:22:137 - Kiai isn't snapped. (though this isn't such a big deal, it would be nice to fix)
    00:27:284 - Kiai's end too.
    Some hitsounds are missing, 00:28:662 (2) - For example.
    00:35:519 (2) - There's a weird red tick on the slider shape.
    00:39:632 (6) - Object's end isn't snapped.
    00:58:662 (1) - Sliders should start on the white tick (strong sound).
I'm sorry if I didn't help, or if you already fixed them before.
Nice song btw.

Thanks for the mod, although I'll probably remap this later.

The mods after this post are for the remapped version.
Yamicchi
We did a small irc so
19:04 Yamicchi: well first things, aesthetics
19:04 Fursum: is it that bad
19:04 Yamicchi: a bit
19:05 Yamicchi: 00:00:171 (1,2,3,4,5) - I can tell by this
19:05 Yamicchi: there are many ways to create a clean pattern
19:05 Yamicchi: using symmetrycal or geometrycal
19:05 Fursum: should i just create a circular pattern
19:06 Yamicchi: idk it might destroy the emphasis if you don't create it well
19:06 Yamicchi: here lemme give you an example on what is good
19:07 Yamicchi: http://puu.sh/weiUc/31355e0ce6.jpg
19:07 Yamicchi: what do you think
19:07 Yamicchi: I combine the 2 parallel sliders with a blanket of 00:01:204 (4,5) -
19:07 Fursum: yeah its pretty simple
19:07 Yamicchi: that's what I called clean
19:08 Yamicchi: 00:03:776 (1,2,3) - love this
19:08 Yamicchi: the spacing is good
19:08 Yamicchi: 00:03:776 (1,2,3,4,5,6,7) - actually this whole pattern is good tho
19:09 Fursum: http://imgur.com/bxPgEyX
19:09 Fursum: how is this
19:09 Yamicchi: adjust the (4) to blanket with (3) too and it's good
19:10 Yamicchi: 00:07:033 (3,5) - not such a good idea here
19:10 Yamicchi: 00:10:461 (1,2,3,4,1) - geez this is so far the best
19:10 Yamicchi: 00:16:633 (9) - NC this one?
19:11 Fursum: oops
19:11 Fursum: the colors are pretty close and i dont have numbers on
19:11 Fursum: :p
19:12 Yamicchi: lol you should use other skin to map
19:13 Yamicchi: 00:14:747 (1,2,3,4,5,6) - well the pattern here is so linear, it doesn't express the song well, how about sth like http://puu.sh/wej83/280d3fffef.jpg
19:13 Yamicchi: 00:15:261 (4) - spacing emphasis here and 00:15:947 (6) - break flow for different vocal here
19:14 Fursum: hmm
19:14 Fursum: the pattern is so symmetrical though
19:14 Fursum: :D
19:14 Yamicchi: yea xd
19:14 Yamicchi: just a suggestion
19:16 Yamicchi: ok talking about the kiai. Remember when you map DnB, kicks and snares are the 2 most important things to be mapped. Along with that are the synth, rhythm and vocal
19:17 Fursum: i have some snares on slider ends because of the vocals
19:17 Fursum: but the slider heads should have a similar sound
19:17 Yamicchi: you should at least increase the spacing for like 90% of the snares except for those special ones where you choose to follow something else, but it should be convinced
19:18 Yamicchi: well for ex from the start of the kiai to 00:24:861 - here, there are nothing special to be mapped except for the kicks/snares right?
19:19 Fursum: i went for a flow break emphasis instead of spacing because sr was a bit low than i expected
19:19 Fursum: but i guess it will help with the sr too
19:19 Yamicchi: light insane you're making right?
19:19 Fursum: yeah
19:19 Yamicchi: if you wanna break the flow it should go along with a bit of spacing increase too
19:20 Yamicchi: http://puu.sh/wejsp/4e01bd1757.jpg small example
19:21 Yamicchi: you're in 45k rank so I believe you would feel the flow better this way too right?
19:21 Yamicchi: I mean you've gotta know what is a good flow and what is not
19:21 Yamicchi: when to break the flow and when not to
19:21 Fursum: kind of :p
19:22 Yamicchi: haha ok xd

Good luck with the set
Manakravte
SPOILER
08:10 Manakravte: tell me when you can take mod
08:27 Fursum: i have to apply the mod first though
08:27 Fursum: it can take a bit
08:27 Manakravte: tell me when you're ready
08:48 Fursum: alright i updated the map
08:49 Manakravte: alright
08:49 Manakravte: gonna take about 5 minutes to familiarize myself with your style
08:51 Manakravte: alright
08:51 Manakravte: do you have anything to say before i start?
08:52 Fursum: not really
08:53 Manakravte: what are you following for rhythm?
08:53 Fursum: vocals on calm sections and percussion when available
08:54 Manakravte: 00:03:604 - note here
08:55 Manakravte: so vocals come before percussion basically?
08:55 Manakravte: 00:06:347 - note here, just follow the pattern
08:56 Fursum: some percussions are not clickable because of the held vocals
08:56 Fursum: but every percussion should be mapped
08:57 Manakravte: 00:13:890 (3,1) - inconsistant spacing
08:57 Manakravte: you should use "red" more
08:58 Manakravte: 00:21:433 - example
08:59 Manakravte: i saw you only used the color red in your map 2 times
08:59 Manakravte: one of them doesn't make sense btw @ 02:09:604 (1,2,3,4) -
08:59 Fursum: yeah red doesnt really exist in the bg so i just used fot those special occasions
09:01 Manakravte: from what i can see, you're not using "red" for anything special except when she says "red"
09:01 Manakravte: unless you plan to do something more with it, i'd get rid of it altogether
09:01 Fursum: yeah
09:01 Fursum: it doesnt hurt though
09:01 Fursum: i have got enough colors for the rest of the map
09:02 Manakravte: it hurts when you use it incorrectly
09:02 Manakravte: 01:03:261 (1,2,3,4,5,6,7,8,9) - i am not sure what rhythm you are using here
09:02 Manakravte: can you explain
09:03 Fursum: for the snares
09:04 Manakravte: rather strange for there to be less notes when instrumental is still active
09:04 Fursum: but the instrumental overlaps with the snares
09:04 Fursum: so no notes skipped there
09:05 Fursum: maybe i skipped some held vocals though
09:05 Manakravte: no, all the notes in between were skipped
09:06 Manakravte: there are notes skipped and it's blatant
09:06 Fursum: oh yeah i skipped a kick
09:06 Fursum: oops
09:07 Manakravte: also, i hope you know that there is a major disadvantage for purely following vocals
09:08 Fursum: i didnt ignore strong instrumentals though
09:08 Fursum: 01:27:947 -
09:08 Fursum: like on this part
09:09 Manakravte: 01:22:461 - strong piano sound
09:09 Manakravte: 01:19:718 - another
09:09 Manakravte: 01:14:233 - and another
09:10 Fursum: hmm
09:10 Manakravte: 00:46:118 -
09:10 Manakravte: and the list goes on
09:11 Manakravte: take this however you want, but if you removed vocals from this song, it would be a pile of nonsense
09:11 Manakravte: it has disadvantages
09:11 Fursum: haha
09:12 Manakravte: yes, it's like trusting your drunk friend to drive you home
09:12 Fursum: yeah but for example on the only vocal mapped part, the song is pretty calm and i dont really want to crowd it with too many notes
09:12 Manakravte: but he's your friend, so you don't have to completely ignore him
09:13 Manakravte: the "crowding" that you'd do for those parts is actually fine
09:14 Manakravte: oh and more spacing inconsistancies that i can count
09:15 Manakravte: 00:46:118 - example 1
09:17 Manakravte: 00:51:261 (2,3,4,1) - example 2
09:17 Fursum: those are for emphasis on snares
09:17 Fursum: other notes have distance snap on
09:20 Manakravte: 00:52:290 (1) - why is this note not farther then?
09:21 Manakravte: it has the same signifiance as the note you mentioned
09:21 Fursum: not really
09:21 Fursum: i can even stack it with 00:52:118 (4) -
09:22 Manakravte: no, it has the same signifiance
09:24 Manakravte: another issue is aesthetics
09:24 Manakravte: you must have heard this from other modders as well
09:25 Manakravte: your slider placements have 2 problems that i can think of
09:25 Fursum: yeah i did :p
09:26 Manakravte: 1. it just doesn't LOOK good
09:26 Manakravte: 2. the placement doesn't have any PLAYING purpose
09:27 Manakravte: 00:24:518 (6) - example
09:27 Manakravte: i'll skip point one since i can really explain it well
09:28 Manakravte: as for the purpose, this slider is very short
09:28 Manakravte: so you hold while very slightly going to the right, and then it goes to the next note
09:29 Manakravte: basically, it doesn't serve a purpose other than a hold note
09:30 Manakravte: hold notes are not necessary bad, but if you have alot of them, it doesn't give much movement than what you could have had
09:30 Fursum: though i used the pattern for most of the snares
09:31 Manakravte: we are talking about placement
09:32 Fursum: i dont really get it
09:33 Manakravte: do you know pishifat's videos?
09:33 Fursum: yeah i watched them
09:34 Manakravte: i want you to go over rhythm again
09:35 Manakravte: [https://www.youtube.com/watch?v=3BC_I2ufqC8 rhythm]
09:35 Manakravte: there are many problems with rhythm in this map
09:36 Manakravte: few inconsistancies, skipped notes, large amount of pauses, etc.
09:38 Manakravte: and i apologize if i may have seemed rude, i just want you to understand the basics
09:38 Manakravte: anyways, good luck with your map, you got alot of work to do

In summary, improve object placement aesthetics, more reliable rhythm choice, and consistency.
You have lots of work to do but I wish you the best nonetheless.
Good luck.
SupersonicSPX
hey its me ur brother
Light Insane
00:08:061 (6) - i think this should be closer to the previous slider so then the new jump would match the hard sound in BACK-board
00:10:461 (1,2,3,4) - is it important to have these spaced further apart?
00:16:461 (8,1) - you could space these further to be similar to the other stressed notes
00:18:004 (4) - ^
00:19:376 (7) - ^
00:22:118 to 00:42:690 - there probably doesn't need to be this many kiai switches here imo
00:36:176 (2,3) - it could be slider -> circle to follow the pattern of how the drums are getting stressed
00:51:947 (3) - this jump feels pretty out of place...
01:04:633 (5) - changing this to a new combo will make it less likely for people to think this is a beat earlier (the way similar drum beats before this are mapped suggest that there is a beat earlier)
01:07:376 (4) - this could be put on the other side of the slider; some players might miss the slider end, thinking the next circle is timed at when the slider end is
01:27:947 (1) - why aren't these combos monochrome-colored anymore?
Overall this map is pretty well done
Topic Starter
Fursum

SupersonicSPX wrote:

hey its me ur brother
Light Insane
01:04:633 (5) - changing this to a new combo will make it less likely for people to think this is a beat earlier (the way similar drum beats before this are mapped suggest that there is a beat earlier) I thought spacing was enough there :p I tried out a purple color to show the difference.
People will probably point out that it looks odd though.

01:07:376 (4) - this could be put on the other side of the slider; some players might miss the slider end, thinking the next circle is timed at when the slider end is It was like that originally, although I used that placement very often in the map, so I reversed it to avoid inconsistency, point taken though.
01:27:947 (1) - why aren't these combos monochrome-colored anymore? I started mapping to the instrumental there, and I was planning to use blues for the kiai part, so I tried it out, looked decent.
Overall this map is pretty well done
Thank you very much for the mod!
LimePixel
Mod
[Light Insane]
00:10:461 (1,2,3,4) - Maybe clean this out a bit so it looks more like a square?

01:06:690 (3) - Suggestion: make the slider reverse only once and add a hitcircle where the slider end used to be in the timeline.

02:21:090 (8) - Ctrl+G

[Insane]
I think the objects in this diff are a bit clustered in the center. If you Ctrl+A you can see the corners are kind of empty. Only bringing this up because it was noticeable while playing.

01:09:604 (1) - This sound is almost silent and doesn't really need to be mapped imo.

01:32:061 (1) - Small observation but, move the anchor points so that the slider looks more like 01:34:804 (1) or 01:30:690 (1)

02:48:861- I suggest making this pattern(02:42:690 (4,5,6) ) here. Since it's only used once in the section.

03:22:461 (3) - Ctrl + G. No reason to go against the flow here.

Sorry for it being short, I couldn't see anything else that needs changing. Thanks again for your mod :)
Topic Starter
Fursum

LimePixel wrote:

Mod
[Light Insane]
00:10:461 (1,2,3,4) - Maybe clean this out a bit so it looks more like a square? I did that for the spacing emphasis, but come to think of it,
4 doesn't really support that. Maybe i should change the pattern.


02:21:090 (8) - Ctrl+G That was intentional, however I noticed that it was inconsistent with some other patterns so I fixed them.

[Insane]
I think the objects in this diff are a bit clustered in the center. If you Ctrl+A you can see the corners are kind of empty. Only bringing this up because it was noticeable while playing. Good point, although its kinda tricky to fix without breaking something.

03:22:461 (3) - Ctrl + G. No reason to go against the flow here. There was a strong instrument note, and I didn't want to use spacing, so i just broke the flow.

Sorry for it being short, I couldn't see anything else that needs changing. Thanks again for your mod :)
Thank you very much!
sleepy kira
M4M

SPOILER: Either I'm a bad modder or this map is already in a nice state. :thinking: Don't expect much from this mod.

[Light Insane]
Click Me!
Woah. This diff is almost perfect. There isn't alot to mod here. owo
-
02:34:461 - The time gaps between 1, 2 and 3 are too big in comparison the previous song section. The player could expect a 1/2 gap and not a full beat gap.
-
03:05:318 - Maybe make 4 the same way as 2 because the vocals sound similar.
[New and better Insane]
Click Me!
Okay, for real. I really had problems modding this map because there aren't alot of things that I consider "bad".
My mod contains things that aren't necessary to change, but could help the gameplay.

01:02:204 (2,3,5,6) - You first used smaller spacing on 2 and 3, but then larger spacing plus different slider angle on 5 and 6. I'd change that, because the song sounds nearly the same at both times.
-
01:11:490 - Slider shape of 4 hides slider shape of 6.
-
02:02:233 - The slider shape goes out of the grid, could be a problem when you try to get your map ranked.
-
02:11:833 - Let the player click at the blue tick, as the storyboard and drums indicate this.
-
02:28:804 - I feel like something is missing here. The reverse slider feels odd.
-
03:04:976 - This circle isn't necessary. Leaving a small amount of space in the timeline between 5 and 1 fits the music.

This map is really nice designed. No spacing problems, no timing problems, everything is balanced, the map doesnt feel cluttered. Try to get a BN next. Good Luck!
Topic Starter
Fursum
xRiiuk Response

xRiiuk wrote:

M4M

SPOILER: Either I'm a bad modder or this map is already in a nice state. :thinking: Don't expect much from this mod.

[Light Insane]
Woah. This diff is almost perfect. There isn't alot to mod here. owo
-
02:34:461 - The time gaps between 1, 2 and 3 are too big in comparison the previous song section. The player could expect a 1/2 gap and not a full beat gap. Yes I intentionally made the spacing smaller and I think small 1/1 gaps and big 1/2 gaps are readable enough, but the emphasis on the clap with a 1/1 gap might be a bit bad. I'll change it when it gets pointed out.
-
03:05:318 - Maybe make 4 the same way as 2 because the vocals sound similar. First vocal is 1,5 beat long and second one is 1 beat long,
I checked it over and over and I'm pretty sure its correct right now.


[New and better Insane]
Okay, for real. I really had problems modding this map because there aren't alot of things that I consider "bad".
My mod contains things that aren't necessary to change, but could help the gameplay.

01:02:204 (2,3,5,6) - You first used smaller spacing on 2 and 3, but then larger spacing plus different slider angle on 5 and 6. I'd change that, because the song sounds nearly the same at both times. My intention was to make it different for the funs sake, however I could argue that 5 and 6 is different because of the added instrument, yet I haven't paid much attention to that instrument when mapping, so your point is correct but I'll leave it as it is.
-
01:11:490 - Slider shape of 4 hides slider shape of 6. I separated them but now the spacing emphasis could be overdone xd
-
02:02:233 - The slider shape goes out of the grid, could be a problem when you try to get your map ranked. Its not offscreen on the player though, so I guess its fine.
-
02:11:833 - Let the player click at the blue tick, as the storyboard and drums indicate this. Storyboard pulse starts at the white tick though :d also theres no sound on the blue tick and I don't want to overmap it.
-
02:28:804 - I feel like something is missing here. The reverse slider feels odd. I added the reverse slider for variety but I feel the same way, changed to slider+circle.
-
03:04:976 - This circle isn't necessary. Leaving a small amount of space in the timeline between 5 and 1 fits the music. I don't want to ignore the snare/clap there. So far I mapped all of the drums so It would be inconsistent to do so.

This map is really nice designed. No spacing problems, no timing problems, everything is balanced, the map doesnt feel cluttered. Try to get a BN next. Good Luck!

Thank you very much for looking through, I still don't think I'm ready for BN's :d
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