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Carach Angren - Once upon a Time... / There's No Place Like

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cisphobia
m4m from ur queue!
reminder: my map
also sorry for taking 2 days, i meant to get to it yesterday but rip internet :9
i keep failing the ending: the map

00:27:782 (1) - wave slider isn't looking too good. make the nodes look more like this & tweak it as you feel necessary to make both sides of the "wave" look as circular as possible.
00:28:873 (1,1) - ^, and more. if you don't known already, use ctrl + shift + s to change the length of copy/pasted sliders so you don't have to make a wave slider for every different length of slider ha ha.

00:27:782 (1,1) - although i'm pretty sure you're using distance spacing to space the sliders, i'd say either make the ends & starts of the sliders stack on top of eachother, or make them overlap more. having them stack would look much better than an extremely small spacing difference, and it's clear that these sliders focus on aesthetics. this goes for all the sliders in this section & other sections like it.

00:28:873 (1,1) - i suggest you work on your sliderart skills for this whole section & sections like it. something i'd recommend is having a circle to blanket to make sure the sliders create a perfect circle, or as perfect of a circle as possible. you can see how it's definitely not a perfect circle. goes for all the sliders in this section & other sections like it.
00:31:055 (1,1) - ^, and more

00:37:600 (1) - this loop doesn't look that great, either. it's much easier to make a loop when it's nodes are perfectly symmetrical.
00:55:055 (1) - ^, and more

00:41:419 (1) - make both curves of this even

01:03:782 (1,2,3,4) - it's very awkward going from emphasizing the violin(?) to emphasizing the vocals(or whatever it's called xd), i'd suggest emphasizing both at the same time by having the sliders continue to follow the violin, but with a large increase in slider velocity whenever the vocals play.

you use very different slidershapes in the section from 01:38:117 (1) - onwards. for example, 01:38:402 (3) - has a different curve than 01:39:831 (2) - & 01:40:402 (1) - , they have different curves than 01:42:402 (1) - , etc. i'd suggest copy & pasting just one of these sliders and rotating them and increasing their length (ctrl + shift + s) as needed. atm having varying slidershapes just doesn't fit the song, is hard to make look nice, and destroys consistency in a section of the song that stays consistent.

01:49:259 (1,2,3,4,5,6,1) - make this look like 01:47:545 (1,2,3,4,5,6,1) - this. same sounds with different intensities, so, same pattern with different spacing.
01:50:974 (1,2,3,4,5,6) - ^

02:12:114 (1) - should be a repeating slider like 02:10:397 (5) - , because you do the same thing every time the violin plays, like 02:09:252 (1,2,3,4,5) - and such.

02:17:545 (6) - should be a stream instead of a slider, like 02:10:110 (1,2,3,4,5,1,2,3,4)

03:05:755 (2) - new combo to signify different rhythm than normal.
03:26:256 (2,4) - ^

03:06:965 (1) - offscreen slider, or more like slider beyond where it's supposed to go. i check this by placing a circle and looking to see if the slider goes past where i can place a circle, as you can see in the screenshot.

03:43:828 (1,2,1,2,1,2,1) - i really like the idea but it looks bad. idk how you'd make it look good, tho. maybe overlap the heads of the sliders perfectly, by stacking them? so that theres less movement in the individual sliders, but only movement in the curvature of the slider.
03:50:685 (1,2,1,2,1,2,1,2,1) - ^

04:20:399 (1,1) - increase the spacing between the sliderend and the circle, atm it's a bit hard to notice that there's a stream coming. either that or stack it under the sliderend.

04:32:545 (2,3,4,1) - what are these sliders emphasizing? i don't really hear anything to warrant them.

04:30:687 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4) - why are you ignoring the guitar here? it increases in intensity, i'd replace the jump section with more streams.

04:40:116 (1) - why such a sharp turn here? i hear nothing that warrants it.

05:20:974 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - i'd decrease the spacing of these streams (ctrl + shift + s is the easy way to go), because they reach the same spacing as the ending streams (aka 05:44:973 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - and further), and the ending streams should be emphasized the most, as it's the most intense part of the song. either increase the spacing of the ending streams (altho that might make it too hard for your liking) or decrease the spacing of the stream i mentioned.

05:55:259 (1,2,1,2,3,4,5,1,2,3,4,5,1,2,1,2,1,2) - i'd make these streams as they're basically the most intense part of the most intense part of the song; reducing it to sliders really doesn't do the song justice. not to mention the drums don't stop in the song. it may be extremely hard, but it really would fit the song imo :9

sorry for short mod lol, there's not much to mod because it's pretty hard to go wrong with streams compared to jumps.
some of what i said can be applied throughout the whole map.
hope this helped, and good luck with rank!
if you rank this, or even any map, you should totally work on painters of the tempest again haha
Topic Starter
TheKingHenry

sonic8889 wrote:

m4m from ur queue!
reminder: my map allright gonna mod this later today if I have the time EDIT:
gonna go to tomorrow

also sorry for taking 2 days, i meant to get to it yesterday but rip internet :9
i keep failing the ending: the map

00:27:782 (1) - wave slider isn't looking too good. make the nodes look more like this & tweak it as you feel necessary to make both sides of the "wave" look as circular as possible. I prefer the 3 noded wave slider (mechanically they work pretty much the same). Also I don't really see what is making this slider look not so good (other than the fact that it's kinda short for wave slider, making the waves look kinda meh. But that can't really be fixed either. Did some tuning but dunno if it's really that much different
00:28:873 (1,1) - ^, and more. if you don't known already, use ctrl + shift + s to change the length of copy/pasted sliders so you don't have to make a wave slider for every different length of slider ha ha. they aren't actually made to be the same anyways (similarly to how organic string sounds are never exactly the same kinda contradicting since I'm p sure there's no organic strings here

00:27:782 (1,1) - although i'm pretty sure you're using distance spacing to space the sliders, i'd say either make the ends & starts of the sliders stack on top of eachother, or make them overlap more. having them stack would look much better than an extremely small spacing difference, and it's clear that these sliders focus on aesthetics. this goes for all the sliders in this section & other sections like it. Yeah I'm using DS (which with the SV changes kinda looks interesting at times). Can't really stack them tho without having ridiculously low (too low) stack leniency (since they are, like, 1/8 snapped or smth due the low bpm). Low stack leniency can create problems of it's own kind then, and I don't see the visual profits being great enough for that

00:28:873 (1,1) - i suggest you work on your sliderart skills for this whole section & sections like it. something i'd recommend is having a circle to blanket to make sure the sliders create a perfect circle, or as perfect of a circle as possible. you can see how it's definitely not a perfect circle. goes for all the sliders in this section & other sections like it. Didn't even think of making circles or smth like that, but that's hella good idea. Lemme do that (not now tho, that's gonna take some time)
00:31:055 (1,1) - ^, and more

00:37:600 (1) - this loop doesn't look that great, either. it's much easier to make a loop when it's nodes are perfectly symmetrical. It's not really trying to be symmetrical anyways, since that's more like in-organically clean type of visuals, which is in contradiction to what I'm having here
00:55:055 (1) - ^, and more

00:41:419 (1) - make both curves of this even similar to above

01:03:782 (1,2,3,4) - it's very awkward going from emphasizing the violin(?) to emphasizing the vocals(or whatever it's called xd), i'd suggest emphasizing both at the same time by having the sliders continue to follow the violin, but with a large increase in slider velocity whenever the vocals play. hmm I'll see if I can implement smth like that. It's just that the vocals itself aren't emphasized, the vocal tone is. Vocals itself are just extracted from rest with circle-only mapping. The spacing is according to the tune. So, transfering this to slider mapping doesn't happen as simply but lemme see bout that

All in all I'll need to do some work on the intro section visuals

you use very different slidershapes in the section from 01:38:117 (1) - onwards. for example, 01:38:402 (3) - has a different curve than 01:39:831 (2) - & 01:40:402 (1) - , they have different curves than 01:42:402 (1) - , etc. i'd suggest copy & pasting just one of these sliders and rotating them and increasing their length (ctrl + shift + s) as needed. atm having varying slidershapes just doesn't fit the song, is hard to make look nice, and destroys consistency in a section of the song that stays consistent. While you are right they are not of the same shape, the shapes are made according to the surrounding objects in that particular place. Imo copy pasting would just create more restricted structure and flow, making it less smooth and interesting. It's not like the sounds are exactly the same either

01:49:259 (1,2,3,4,5,6,1) - make this look like 01:47:545 (1,2,3,4,5,6,1) - this. same sounds with different intensities, so, same pattern with different spacing.
01:50:974 (1,2,3,4,5,6) - ^ I mean, isn't it already that way? All of them are back-and-forth jump patterns with increasing spacing. I think that's plenty enough for consistency, it's not like copy pasting them would make it better. (It's not like I'm really against copy-pasting even tho it might seem like it from these)

02:12:114 (1) - should be a repeating slider like 02:10:397 (5) - , because you do the same thing every time the violin plays, like 02:09:252 (1,2,3,4,5) - and such. True, but I tend to follow more things at once in the music, and here the vocal takes the cake, so it's slightly altered for more intense lead towards the next section, according to how the vocal rises up there

02:17:545 (6) - should be a stream instead of a slider, like 02:10:110 (1,2,3,4,5,1,2,3,4) Actually nope, while at 02:10:683 (1) - presents us with new clear violin sound, at 02:17:545 (6) - there's nothing (atleast nothing audible), thus mapped like this

03:05:755 (2) - new combo to signify different rhythm than normal. Uh, no, I see what you mean, but NCing a blue tick circle won't make the things any better, after that it will just be read as anti-jumpish type of pattern as in where 03:05:755 (2) - would be at the white tick. It's definitely better the current way, more clean structure and consisten NCing
03:26:256 (2,4) - ^ Same as above, while not so strongly. (not blue tick but red tick). Anyways for the same reason, making consistent structure by prioritizing NCing the logical points will make it more clear than NC spamming the unusual rhythms. Also, these double patterns should totally be readable to the players of the targeted skill-lvl

03:06:965 (1) - offscreen slider, or more like slider beyond where it's supposed to go. i check this by placing a circle and looking to see if the slider goes past where i can place a circle, as you can see in the screenshot. True, but it's totally in the playable area (as in it's in so that it doesn't really bother playing it). So I'll change it later if needs be (since it's pain in the ass, I'd have to move like 30 seconds of the map ¯\_(ツ)_/¯)

03:43:828 (1,2,1,2,1,2,1) - i really like the idea but it looks bad. idk how you'd make it look good, tho. maybe overlap the heads of the sliders perfectly, by stacking them? so that theres less movement in the individual sliders, but only movement in the curvature of the slider.
03:50:685 (1,2,1,2,1,2,1,2,1) - ^ Why? That'd only make the pattern lose it's progression, making it become stale. The point of it is to slowly move forward along with the strong swipes, kinda like how someone would slam on a door to slowly bend it in. Also not sure why you think it looks bad if stacking the heads is the only thing that'd be needed to perhaps make it fine ¯\_(ツ)_/¯

04:20:399 (1,1) - increase the spacing between the sliderend and the circle, atm it's a bit hard to notice that there's a stream coming. either that or stack it under the sliderend. Good point, since it can't be stacked lemme just add some spacing then (now about the same spacing as the initial stream has

04:32:545 (2,3,4,1) - what are these sliders emphasizing? i don't really hear anything to warrant them. Because 04:32:545 (2,3) - and 04:32:830 (4,1) - are actually triples (2 bass drum hits + snare) but I want to emphasise the heavy lower density beats (basically 1/2 here) so it's mapped as kickslider instead.

04:30:687 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4) - why are you ignoring the guitar here? it increases in intensity, i'd replace the jump section with more streams. Compare the guitar to the few beats of it before and you already have your answer lol. Basically, the guitar loses the grip on the clear 1/4, it's kinda still there, but it's very vague compared to the accurate ones before it, thus making more sense to map the less dense ones with more spacing. And actually this one is better for the build-up anyways, since this kind of patterning with jump oriented playing but occasional 1/4 like triples and bursts of 5 are more of the kind to keep the player on his toes instead of the numbing 1/4 spam. (good example smth like how the chorus is mapped in GoldenWolf's styx river Demetori map). So leads better to the actual stream parts

04:40:116 (1) - why such a sharp turn here? i hear nothing that warrants it. 02:08:967 (1,2,3,4,1,2,3,4) - same things as here. It's just that with the larger spacing it looks a lot more sharper (althought it kinda is sharper too, which is in line with the overall increase in intensity that has happened so far). Arguing about if those violins should cause such turns earlier either are completely another matter though

05:20:974 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - i'd decrease the spacing of these streams (ctrl + shift + s is the easy way to go), because they reach the same spacing as the ending streams (aka 05:44:973 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - and further), and the ending streams should be emphasized the most, as it's the most intense part of the song. either increase the spacing of the ending streams (altho that might make it too hard for your liking) or decrease the spacing of the stream i mentioned. No need, it's intentionally so. Ending shouldn't be any more spaced than any other place if it's not any more intense. Okay, shit gets down there, but how? It's just that the subjective interpretation of the song the listener has is going upwards during the long ending stream mayhem, but instrumentally it's actually pretty bland. For example the stream you said is too high spacing, has basically all the stuff the ending has PLUS a lot more intense guitar tune (okay, maybe little less of the orchestrations, but not too much difference). So basically, making the ending already the same spacing as this is just because I wanted to emphasise the ending a lil' more. Now combined with the fact that it's (atleast it's supposed to be) the longest stream in the map, it should be plenty emphasized and intense already

05:55:259 (1,2,1,2,3,4,5,1,2,3,4,5,1,2,1,2,1,2) - i'd make these streams as they're basically the most intense part of the most intense part of the song; reducing it to sliders really doesn't do the song justice. not to mention the drums don't stop in the song. it may be extremely hard, but it really would fit the song imo :9 YES PLEASE, AGREE; It's just that due the inconsistencies in the timing, I can't do it with streams,
since that'd end up playing very badly
. I might do it later from 05:55:876 - on tho since the bpm is "the normal" again and it might work.

sorry for short mod lol, there's not much to mod because it's pretty hard to go wrong with streams compared to jumps.
some of what i said can be applied throughout the whole map.
hope this helped, and good luck with rank!
if you rank this, or even any map, you should totally work on painters of the tempest again haha You bet ;)
Thanks for the mod!
AMX
Hi! M4M from your modding queue

NC = New combo
Blanket = https://puu.sh/ww6lr/79ddf96365.jpg

Hideous Fairytale



00:27:782 (1,1,1,1,1) - Why not make the overlapping equal throughout this entire section

00:37:600 (1) - Make his look nicer, if you look at the middle you can especially see that it's not rount

00:38:691 (1,1,1,1,1,1) - Here too I would suggest equal overlapping.

01:25:600 (1) - Kinda ugly slider imo

01:46:545 (6,1,2) - Kinda big distance gap between the two, looks kinda bad since u spaced everything else accodingly.

02:06:462 (6,6) - Ugly overlap

02:42:688 (1,2,3,4,5,6,7,8) - Blanket

03:30:113 (1) - This also looks kinda bad imo, i'd space them out so they don't overlap.

04:01:042 (1) - Vocal kinda kicks in on red beat instead, I know spinnerheads doesn't really matter that much just wanted to point out.

04:37:902 (6,7,8,1,2,3,4,5,6,7,8) - This could be rounder http://puu.sh/wSCad/128a2b194b.jpg

05:34:688 (1,2,1,2) - Something about this sounds off for me, can't figure out what it is thought I might point that out.

05:57:018 (1,2,1,2,1,2) - I know slider leniency will help this but I honestly think alot of people will break here, when you gather alot of testplayers make sure to check this part out.

Additional information



That's about what I can find, as i've said before your maps always look so nice and consistent so there's really not much to point out.

End words



Nice map, pls push for ranked
Topic Starter
TheKingHenry

AMX wrote:

Hi! M4M from your modding queue

NC = New combo
Blanket = https://puu.sh/ww6lr/79ddf96365.jpg

Hideous Fairytale



00:27:782 (1,1,1,1,1) - Why not make the overlapping equal throughout this entire section True I guess, it's actually "equal" atm but SV changes fuck it up. I'll see what I'll do when I'm tuning this intro overall

00:37:600 (1) - Make his look nicer, if you look at the middle you can especially see that it's not rount tuned lil'lul

00:38:691 (1,1,1,1,1,1) - Here too I would suggest equal overlapping. ^

01:25:600 (1) - Kinda ugly slider imo Tbh aside from the first curve that looks slightly too strong I don't think it's that ugly. But tuned that first curve

01:46:545 (6,1,2) - Kinda big distance gap between the two, looks kinda bad since u spaced everything else accodingly.True enough I guess,
tho it's made so that it feels according to the music. There's this string sound that 01:46:688 (1) - is based on (that feels like it would need some speed) so the slider is relatively not slow and the spacing after it is slightly buffed -> emphasing the string


02:06:462 (6,6) - Ugly overlap lul twas barely overlapping, fixed tho

02:42:688 (1,2,3,4,5,6,7,8) - Blanket omg I had ran out of space, how'd I not notice this one before. Oh well, god bless it isn't that restrictly structured place so I don't need to remap 30 secs to fit it in lol

03:30:113 (1) - This also looks kinda bad imo, i'd space them out so they don't overlap. Nah, I think it works fine, see how it's related to 03:43:828 (1,2) - (similar musical element, kinda like preview of the following thing)

04:01:042 (1) - Vocal kinda kicks in on red beat instead, I know spinnerheads doesn't really matter that much just wanted to point out. True enough I guess, I can't really cut off any slack from this spinner tho, since it has to be long enough for ppl to get pass it properly

04:37:902 (6,7,8,1,2,3,4,5,6,7,8) - This could be rounder http://puu.sh/wSCad/128a2b194b.jpg True in a sense, but it's not really meant to be round from 04:37:902 (6) - or 04:37:973 (7) - onwards, at 04:38:116 (1) - begins new level of intensity, spacings increased. If you check, you can actually see how the pattern is very smoothly round if you check the objects of that combo 04:38:116 (1,2,3,4,5,6,7,8) - ; same with the next combo and so on.

05:34:688 (1,2,1,2) - Something about this sounds off for me, can't figure out what it is thought I might point that out. Excepted one of those slightly fucked up timing parts (not like there are any this late in the map), but tbh can't figure it out either, nothing sounds that off to me

05:57:018 (1,2,1,2,1,2) - I know slider leniency will help this but I honestly think alot of people will break here, when you gather alot of testplayers make sure to check this part out. Actually that's great then (not really the sliderbreaks) but like that basically means it has some challenge in it (it's not impossible to "not to break" at by no means anyways. Like, I wanted some streams instead but the changing timing kinda won't work with 'em so had to go with kicksliders even tho it's kinda poor thing for the grande finale of the map lol

Additional information



That's about what I can find, as i've said before your maps always look so nice and consistent so there's really not much to point out.

End words



Nice map, pls push for ranked
Thanks for the mod!
hohol454
Super late M4M 2/3

00:27:782 (1,1) - 1/4 distance intentional?
00:37:600 (1,1) - why are these pretty much perfectly stacked
02:27:259 (1) - why NC? same thing as 02:19:259 (1,2,3,1,2,3,1) -
03:20:108 (2,3,4,5) - change pattern, super wide angle on 2,3,4 with circular flow. All previous jumps were sharp angles¨
02:30:402 (4) - missed hitsound
02:43:259 (1) - forgot whistles
03:25:828 (1,2) - super confusing with the doubles right after 03:26:256 (2,3,4,5) -
idk if the timing is wrong here or the drummer just rushes sometimes but some drum beats are close to 1/8 earlier than the circles. I don't think there should be doubles at all. Can't hear anything on 03:26:256 (2) - . The beat on 03:26:328 (3) - probably belongs on the white tick after and is a triple with the next double. 03:26:899 (3) - is overmapped too I think.
03:31:471 (7) - overmapped, 03:31:327 (5) - maybe too
03:33:899 (3) - overmap?
03:35:828 (1,2,1,2,1,2) - dislike the circular flow
03:40:398 (1,2,1,2,1,2,1,2) - don't get the logic in spacing changes, 03:40:971 (1,2) - actually sounds weaker to me and 03:41:256 (1,2) - is the same as 03:40:398 (1,2,1,2) - if you're going by the drums. the quitest note has the biggest spacing
03:54:685 (2) - fits the guitar and vocals better if it's 5/8 long
04:05:399 (7) - slider body whistle
04:30:687 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4) - dislike this whole thing, can't hear the triples or the burst in the music at all.
04:40:044 (4,1,2) - why corner? nothing in the song suggests that

That's everything, the drums are pretty silent so if I was wrong with the overmaps then I blame that. GL with the map and nice streams
Topic Starter
TheKingHenry

hohol454 wrote:

Super late M4M 2/3

00:27:782 (1,1) - 1/4 distance intentional? Nope, good catch. Probably due how I roamed around the intro some time ago pondering what to do with it (since I'm probably gonna somewhat remap it)
00:37:600 (1,1) - why are these pretty much perfectly stacked Probably for the same reason as above Fixed for now,
althought it wouldn't really matter if I change it anyways later on lol

02:27:259 (1) - why NC? same thing as 02:19:259 (1,2,3,1,2,3,1) - It's not exactly the same you know? The instruments are, that's right,
but the problem is that the guitar can basically be interpreted either as a 4+2 or 3+3. So I have NCd them according to the vocals, which in the end during these particular sections are the ones that decide what the player feels is emphasised (due how the other instruments aren't doing that here, like hell, instruments feels more like 1 circles combos haha)

03:20:108 (2,3,4,5) - change pattern, super wide angle on 2,3,4 with circular flow. All previous jumps were sharp angles All the previous is kinda misleading, from what point are you talking about? I presume you mean the similar patterns of this section though. So the circular flow comment doesn't really matter, they essentially play the same here (like, 03:10:972 (2,3,4,5,6) - in the end this turns around in similar way as this one you commented about too, it just doesn't do it throughout the pattern. Also, 03:20:108 (2,3,4) - is still less than 90 degrees angle you know? Less than 90 degrees = sharp theoretically but I know where you are coming from. For example 03:10:972 (2,3,4) - is relatively the same too though. Anyways since that section has free space for that, moved it slightly so it'd be slightly sharper. Slightly.
02:30:402 (4) - missed hitsound lul sure seems like it
02:43:259 (1) - forgot whistles I have them? If you mean the 2nd and 4th circles inside the kickslider though, yeha there are no whistles, but as you probably know, there aren't anywhere else during this section either, it's every other one.
03:25:828 (1,2) - super confusing with the doubles right after 03:26:256 (2,3,4,5) - I see where you are coming from, but I see no need,
it's patterned to be readable. The doubles are clearly different than the stacked 1/2. Basically: doubles are always spaced more so than the stacked 1/2 that are sometimes used. They are, however, somewhat similar to the anti-jump 1/1 ones, but they should totally be distinguishable from each other for the players of this level.

idk if the timing is wrong here or the drummer just rushes sometimes but some drum beats are close to 1/8 earlier than the circles. I don't think there should be doubles at all. Can't hear anything on 03:26:256 (2) - . The beat on 03:26:328 (3) - probably belongs on the white tick after and is a triple with the next double. 03:26:899 (3) - is overmapped too I think. I agree the drummers fucked up once in a while, I have actually specifically timed the sections that were so much off that they clearly bothered gameplay. I don't think that's necessary here though. Your point about 03:26:256 (2) - being almost inaudible is somewhat valid, though I hear it there (the tom doubles are basically increasing in volume towards the 4th one) Thus the 2nd double is already clearly audible. You mentioned it being perhaps meant to be connected to the white tick as a triple. Not bad speculation either, but whether or not that is the case (I doubt, the mistimings in drummings were mostly the dude being ahead, not behind) doesn't really matter in osu! as in case like this it doesn't really matter if it's meant to be or not, if the rhythms doesn't work as a triple then it shall not be one. Since there is clear gap between 03:26:542 (5,1) - it won't be triple here. 03:26:471 (4,5) - is pretty much on timing, 03:26:685 (1) - is slightly early but it lines up fairly quickly back and is not really distinct on playing speeds. Actually I misread what you said about where the triple would be, but the point stands to the one you talked about as well (except with the case you meant, the gap is even bigger, both in actuality and what I believe is the musical structure) And finally, as for 03:26:828 (2,3,4) - this one is fairly simple. There is clear triple under here (2 relatively quiet snares leading into bass + heavy orchestration
03:31:471 (7) - overmapped, 03:31:327 (5) - maybe too You are right actually. Fixed
03:33:899 (3) - overmap? I think this is pretty distinct bass drum triple lol
03:35:828 (1,2,1,2,1,2) - dislike the circular flow It's not exactly what I'd call circular flow (while it really is though), it's spiral with sharp angles that goes down in spacing. Basically what the music feels like to me.
03:40:398 (1,2,1,2,1,2,1,2) - don't get the logic in spacing changes, 03:40:971 (1,2) - actually sounds weaker to me and 03:41:256 (1,2) - is the same as 03:40:398 (1,2,1,2) - if you're going by the drums. the quitest note has the biggest spacing Okay so first of all, I don't get what you mean with 03:40:971 (1,2) - those 2 snares are clearly the most intense ones here. For 03:41:256 (1,2) - being stacked instead of like the ones before, there are 2 reasons. First, it feels a lot less intense after the snares (basically, less intense than 03:40:398 (1,2,1,2) - even though it's about the same. Other one, the reason I actually stacked this, is because this the pattern before new section. So as it's some kind of "dying sound" after the snare, before new section, I wanted some kind of "stopper" there. So basically it stops the flow due 0 spacing, then begins the new section.
03:54:685 (2) - fits the guitar and vocals better if it's 5/8 long The difference isn't too big, and this current is way more logical in the sense of playing. And for all it matters, (it really doesn't, as in what I said earlier somewhere about the triples), this is what the music should be doing.
04:05:399 (7) - slider body whistle lol tru, fixed
04:30:687 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4) - dislike this whole thing, can't hear the triples or the burst in the music at all. I think they should all be there. Let's go one by one. 04:31:116 (4,5,1) - for this one, I actually just noticed it should be 1/2 earlier hmm (bass drum). Done that. Then actually found there was similar to the last one at 04:31:259 (1) - so implemented that (with kickslider this time for the vocals kicking back in so it has more movement. Then for the next one 04:31:688 (4,5) - is again bass drum (only 2 bass drums though, leading to snare. They are little off-beat, but feel like a triple. Then the next one 04:32:116 (3,4,5,6,1) - is snare + 3 bass drum + snare (though I think the bass drum is all 5 of them too) The first one after the first snare is relatively quiet but all in all it's clearly audible. Then finally 04:32:545 (2,4) - are both bass drum kicks into snare, but since I wanted more movement for the build-up before the longer streams (from 04:32:973 - I don't think we need to talk about those since they are pretty audible right?) I made them kicksliders for the jumpy feel
04:40:044 (4,1,2) - why corner? nothing in the song suggests that There are orchestration things. Mainly that string sound. That being said,
I already used them way back here around 02:09:252 (1) - (and that overall section too) since they are pretty much the same here. Well, except they might feel little sharper due the clearly higher spacing.


That's everything, the drums are pretty silent so if I was wrong with the overmaps then I blame that. GL with the map and nice streams
Thanks for the mod!
Jean-Michel Jr
Hey

mod goes here
I believe you have some unused hitsound files (3rd custom set)
Overall your streams look pretty good !

00:52:873 (1) - This slider doesn't look really good, try to make it more circular
01:25:600 (1) - Neither does this one
01:58:259 (3,1) - You could try to make these stack
02:04:110 (1,2,3,4,1) - shouldn't this be mapped similarly to this 02:03:259 (1,2,3,4,1) - ?
02:05:101 (3,3) - You could try to make these stack
02:14:116 - I think it could be nice to replace some streams here with reverse sliders, to indicate we're entering a calmer part of the song
02:22:688 (1,2,3,4,5) - How about making this a star ?
02:24:688 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - This stream doesn't look good imo, because of the way you used the same angles every 5 notes
02:44:974 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Sick !
02:53:259 (6,1) - Remove/Add NC
03:02:402 (6,1) - ^
02:53:259 (6,7,8,1,2,3,4,5,6) - Looks pretty weird to have a triple rotated 120° two times, but not having a pattern between the three triple (if you see what I mean)
03:02:402 (6,7,8,1,2,3,4,5,6) - ^, eventhough it's better here
04:15:398 (3,4) - Could make these stack

little mod, but I'm getting tired. Have a good day !
Topic Starter
TheKingHenry

Jean-Michel Jr wrote:

Hey

mod goes here
I believe you have some unused hitsound files (3rd custom set) They are actually all used (for example sliderhead of 02:56:402 (1) - )
Overall your streams look pretty good !

00:52:873 (1) - This slider doesn't look really good, try to make it more circular yyeeaaahh this intro section is actually gonna get remapped sortish, atleast tuned heavily. When I have time for it bother to actually do it smh
01:25:600 (1) - Neither does this one ^
01:58:259 (3,1) - You could try to make these stack wait what no? Did you link wrong objects? No way I'd stack those ones. They are part of the same stream and stream going backwards to stack itself is not really a gimmick I'd do here. If you meant to stack either 01:58:688 (1) - or 01:58:974 (1) - (more likely possibility I guess) I'd still refuse even though they are more relevant ideas. 01:58:688 (1) - is blanketed by 01:58:117 (1,2,3,4,1) - and 01:58:402 (1) - by 01:58:688 (1,2,3,4,1) - ; also overall I'd rather not stack stream with itself so quickly anyways
02:04:110 (1,2,3,4,1) - shouldn't this be mapped similarly to this 02:03:259 (1,2,3,4,1) - ? Agree the drums are similar but the actual spacing also takes the guitar into consideration. See how 02:03:259 (1,2,3,4) - has higher guitar pitch than 02:04:370 (1,2,3,4) - ? Also relevant here, the reason why 02:03:259 (1,2,3,4,1,2,3,4) - spacing goes down and 02:04:110 (1,2,3,4,1,2,3,4) - up is that in the latter one the drums fade so much out (the fill drums, not the constant double bass) that I change to guitar lead which leads to the increasing spacing of 02:04:110 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) -
02:05:101 (3,3) - You could try to make these stack Same as earlier. I'm not too much on stacking the streams with itself so quickly, it doesn't actually look that good imo, I prefer this more "free" look, dunno how to explain it. Anyways I'll rather keep my double blanketing streams here as well
02:14:116 - I think it could be nice to replace some streams here with reverse sliders, to indicate we're entering a calmer part of the song True in a sense, it's calming down. That being said it's still not what I'd kickslider here, since none of the streams are what I'd call "filler" in the rhythm department. As in see how then 02:16:402 (5,6) - are done with kicksliders because to me they are like the sidekicks of the more dominant sound of 02:16:117 (1,2,3,4) - which isn't the same with 02:14:117 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - which is rather just lower intensity stream pattern in the music since they aren't dominant compared to each other in anything except pitch. Ofc I'd still use kicksliders in part like this if the streams got so long it'd get disgusting but this is still fairly okay imo.
02:22:688 (1,2,3,4,5) - How about making this a star ? I'd rather not. For most part I haven't done clean patternings like that because little chaos in that sense fits the song better.
02:24:688 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - This stream doesn't look good imo, because of the way you used the same angles every 5 notes I mean the same angle (which ain't even exactly the same I think) every 5 notes is pretty much the idea of this pattern, so that it increases as the music does while still being almost the same throughout. Which the music does. The idea is basically the same how for example 02:14:117 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - stays fairly consistent throughout, except that it roams little more free due the fact that with 02:24:402 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - what comes after is actually fairly set in stone while with the other the music could lead to more numerous possibilities
02:44:974 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Sick ! Yeah probably my favorite part here too ^^
02:53:259 (6,1) - Remove/Add NC Not necessary. While I see you are probably going according to NCing with the triples as the base for it,
I'd rather keep the current NC since 02:53:545 (1) - is still the actual leading tick in the music (also happens to be the 1st white tick of a measure as excepted) as in 02:53:259 (6,7,8) - is leading towards it, not leading.

03:02:402 (6,1) - ^ ^
02:53:259 (6,7,8,1,2,3,4,5,6) - Looks pretty weird to have a triple rotated 120° two times, but not having a pattern between the three triple (if you see what I mean) Actually I quite don't; in the middle of them is 02:52:830 (3) - and it's not really exactly what'd be classical 120° rotation patterns. It's more like 02:53:259 (6,7,8,1,2,3) - are mirroring each other (ties them more together here as the same thing in the music when they aren't in the same combo) while 02:53:831 (4,5,6) - is then continuing the story forward. Anyways I didn't quite catch what you mean and what I caught from it isn't necessary to implement or is perhaps already done.
03:02:402 (6,7,8,1,2,3,4,5,6) - ^, eventhough it's better here Actually basically same thing ^ except it's rotating differently, but the pattern idea is the same
04:15:398 (3,4) - Could make these stack Same as with the earlier ones, I'd prefer not to. (this time they are almost stacked already wew)

little mod, but I'm getting tired. Have a good day !
Thanks for the mod!
_Meep_
meepu toujou
mod
  1. 00:08:691 (4) - should just be a 1/4 slider, no need reverse. it gives more impact to 00:09:237 (1) - that way imo
  2. 00:48:510 (1) - sliderend not snapped to the inherited point?
  3. 02:36:616 (4) - the vocal change is actually here instead, and not 02:36:687 - ,probs switch NCs?
  4. 02:38:331 (4,1) - same problem happens here, i think its best off just making it an 8 note stream. the violins don't change in pitch inbetween these parts so it should be fine
  5. 02:46:117 (1) - no point NCing, this, there isn't a vocal change at all, in fact, the stream shouldnt be changing directions here.
  6. 02:53:259 (6) - 03:02:402 (6) - just wondering why aren't these NCed? clearly they have a different sound compared to the ones before them, and infront as well.
  7. 03:08:389 (1,2,3,4,1,2,3,4) - why aren't these mapped using reverse kicksliders like the ones 02:50:116 (1,2) - ?
  8. 03:00:687 (5) - why not NC? theres a violin sound here
  9. 03:10:097 (1,2,1,2) - the first two pairs of kicksliders are justified, but these aren't, i think they should be streams. neither the violin nor the vocals support them being kicksliders.
  10. 03:13:686 (2) - change to circles? I think 03:13:544 (1,2) - being the exact same pattern as 03:13:829 (1,2) - would kill 03:13:829 (1,2) - 's emphasis since it has already been played, and the movement won't feel as impactful as before.
  11. 03:21:828 (1) - 02:54:401 (5) - why are the ncs different here?
  12. 03:23:685 (3,3) - these should be pushed back a tick in 1/8. they're really off.
  13. 03:33:899 (3,4) - these are just overmapped imo, no point in adding these here.
  14. 03:34:113 (1,2) - fix your blankets + 03:34:399 (2) - NC because of SV change
  15. 03:35:113 (2) - this shouldn't be here either, overmapped. If you do agree with this, change the NCing on this part to be consistent with 03:33:542 -
  16. 03:36:685 - to me it's really odd that the stream starts here and not 03:36:971 - . the vocals are a better indication of an intensity increase in this particular part, so wouldn't it be better to start the stream 03:36:971 - ? 03:36:685 - this part could just be mapped as 1 note on 03:36:685 - and thats it, it kind of feels overmapped if u place streams there
  17. 03:38:399 (2) - overmapped ._. i can see where you're going with this one though, it fits pretty well, so up to u.
  18. 03:43:828 (1,2,1,2,1,2,1) - sicc
  19. 04:16:113 (5,6,7,8) - any reason why not to use kicksliders here?


    im never modding metal ever again, back to my moe animu love live qtness
[/notice]
Topic Starter
TheKingHenry

_Meep_ wrote:

meepu toujou
mod
  1. 00:08:691 (4) - should just be a 1/4 slider, no need reverse. it gives more impact to 00:09:237 (1) - that way imo was this way for consistency's sake and to avoid the break and whatnot, and not exactly sure if it will impact 00:09:237 (1) - more. But you are right that it doesn't contain the same sounds as the ones before, so changed (it's also really easy change to do both ways lmao
  2. 00:48:510 (1) - sliderend not snapped to the inherited point? wew must've been due the remapping I made. Fixed
  3. 02:36:616 (4) - the vocal change is actually here instead, and not 02:36:687 - ,probs switch NCs? I actually made only the 1/2 vocal parts with kicksliders, the rest are too irregularly placed to NC or structure around, so basically it's mostly according to drums and guitar (mostly guitar since drums is pretty stable here) only with the kickslider emphasis of the 1/2 vocals
  4. 02:38:331 (4,1) - same problem happens here, i think its best off just making it an 8 note stream. the violins don't change in pitch inbetween these parts so it should be fine The guitar is still patterned in groups of four (basically on beat per pitch most of the time)
  5. 02:46:117 (1) - no point NCing, this, there isn't a vocal change at all, in fact, the stream shouldnt be changing directions here. The stream ain't even based on vocal though (or emphasised by it) The turning points (and NCs) are for the bass drum hits on the every other downbeat with the rest being the snare assault
  6. 02:53:259 (6) - 03:02:402 (6) - just wondering why aren't these NCed? clearly they have a different sound compared to the ones before them, and infront as well. Because it would be pointless short NC of only three objects; they don't need that kind of special treatment so I just NC according to the musical structure, where the emphasis point is at the current NC point
  7. 03:08:389 (1,2,3,4,1,2,3,4) - why aren't these mapped using reverse kicksliders like the ones 02:50:116 (1,2) - ? I don't think it's bad,
    the map progression is going towards more intense so having less breaks fits it. That aside, more importantly, with 03:08:389 (1,2,3,4,1,2,3,4) - there's vocal with them but with the other there ain't.
  8. 03:00:687 (5) - why not NC? theres a violin sound here First of all I think it's (synthetic) horn of some sort. Anyways, most of the time the orchestrations are just background stuff, and other instrumentalisations are more important, and thus they have less spotlight with emphasis. For example here it's just similar guitar+drum based stream as the others in this section. So TLDR I don't think the sound is important enough here to deserve significant emphasis since it contradicts the more emphasised parts of the music.
  9. 03:10:097 (1,2,1,2) - the first two pairs of kicksliders are justified, but these aren't, i think they should be streams. neither the violin nor the vocals support them being kicksliders. Not really, they are all based on the guitar chugs just like every other similar kickslider pattern in this section (with couple slight exceptions of 02:51:259 (1,2,1,2,1,2,1,2) - having vocal support with the guitar and 03:13:544 (1,2,1,2) - having both drums and orchestrations to support
  10. 03:13:686 (2) - change to circles? I think 03:13:544 (1,2) - being the exact same pattern as 03:13:829 (1,2) - would kill 03:13:829 (1,2) - 's emphasis since it has already been played, and the movement won't feel as impactful as before. Pretty much related to above for why it's like this; as for it not feeling as impactful, uh, why so? The entire catalogue of these patterns in this sections are to emphasis the repetitive chugs with back-and-forth, but the patterns move so not like the movement will stay still. Works perfectly fine imo
  11. 03:21:828 (1) - 02:54:401 (5) - why are the ncs different here? Because they are different patterns?With 02:54:116 (1,2,3,4,5,6,7) - the emphasis point is with orchestration at 02:54:545 (7) - and it's no point NCing lonely kickslider. Meanwhile with 03:21:828 (1) - the emphasis begins with vocal earlier, and with 2 objects distinct with vocal, NCing them is better option than not NCing. As for why no kickslider for 03:21:684 (3) - too since that's where the first vocal is, it's simple; it gives more time for the emphasis on the strong orchestration sound on 03:21:542 (1,2,3,4) - ; it's smoother with less broken rhythmic with the per beat patterning and most importantly, adding the kickslider would deliver most emphasis to it (the first one) which is not desirable since the first vocal is only leading sound towards the current first kickslider part.
  12. 03:23:685 (3,3) - these should be pushed back a tick in 1/8. they're really off. The drums are actually off here and there (as you've probably seen I've already done some stuff; I'd rather avoid additional timing as much as possible though, since it makes it play worse with unpredictable bpm changes. So I keep eyes on these comments to see how it goes and if it's needed I'll do additional timing.
  13. 03:33:899 (3,4) - these are just overmapped imo, no point in adding these here. How's making triple overmapping when there's triple in the music wutface
  14. 03:34:113 (1,2) - fix your blankets moved by one pixel god bless + 03:34:399 (2) - NC because of SV change Not necessary, I'm not fan of NC spam just for clarity on SV and I do it only occasionally, so no changes on this unless it seems players can't do this stuff without it. Which I doubt tbh
  15. 03:35:113 (2) - this shouldn't be here either, overmapped. If you do agree with this, change the NCing on this part to be consistent with 03:33:542 - There's clear sound here too though wot. Is the orchestration drowning the sounds for you? Sounds pretty clear to me, try going with slower speed if it helps lol
  16. 03:36:685 - to me it's really odd that the stream starts here and not 03:36:971 - . the vocals are a better indication of an intensity increase in this particular part, so wouldn't it be better to start the stream 03:36:971 - ? The 1/4 begins at 03:36:685 (1) - so so it shall be; I've noted those vocals there too though so I don't think there's any problem 03:36:685 - this part could just be mapped as 1 note on 03:36:685 - and thats it, it kind of feels overmapped if u place streams there Maybe I'm out of the loop, but I don't quite see how mapping the sounds in the song would be considered overmapping. Maybe if the song is straightforward 1/4 most of the time you could consider mapping something else too. But by no means would it still be overmapping in the meaning of the word
  17. 03:38:399 (2) - overmapped ._. i can see where you're going with this one though, it fits pretty well, so up to u. There's (weakish) cymbal sound here, not really overmapped.
  18. 03:43:828 (1,2,1,2,1,2,1) - sicc
  19. 04:16:113 (5,6,7,8) - any reason why not to use kicksliders here? You mean how the guitar chug is like what I did with kicksliders? Good question; it's because that'd basically mean I'd need to map whole 04:15:828 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,1) - with kickslider if I wanted to use the same emphasis. That wouldn't really be good idea it wouldn't work nearly as well as combining streams and kicksliders to be more dynamic entirety. So thus what it is now. Also let's be honest, not like I'd really need to from now on map every guitar chug as kickslider because I deemed it good emphasis in one section. If another sections seems like it'd be more fit some other way, so be it.


    im never modding metal ever again, back to my moe animu love live qtness sorry I didn't mean to traumatize modders >.<
[/notice]
Thanks for the mod!
Aeo
From your Weekend Queue

00:56:691 (1,1) - Shouldn't this be one long slider? Don't hear another noticeable sound at 00:57:782 -
01:01:328 (3,1) - Consider increasing DS here since the sounds here are much more significant than 01:02:691 (3,4)
01:04:328 (2,3) - Why did you map this part with two circles when you could've done one long slider from 01:04:328 to 01:05:350 (as well as other parts) and continue following the instrument as you have for other parts
01:08:146 (1,1) - Here as well? (Some other parts you could increase DS if you decided to use my suggestion but I'm lazy too list them all)
01:40:974 (1) - This could just be part of the yellow combo
01:41:831 (1) - Also 01:40:402 (1,2,1,2,1,2) - this could all be one combo since the only different sound I really hear is on 01:41:831 (3)
01:57:259 (5) - NC?
02:02:401 (4) - ^
02:04:110 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - - Listening to this part at 25% playback rate sounds a bit off. Are you sure timing here is correct?
02:23:831 (5,6) - Spacing should be a bit larger here imo since the sound is kinda 'rising' in a way
02:38:688 (5) - Why not use two kicksliders instead of a repeating one for consistency
02:41:544 to 02:43:187 - you have most streams about 8 notes but then from 02:43:830 to 02:44:901 - you go back to putting a NC on each 5th note of a stream. Since the music is basically the same and there's a noticeable beat on the 5th note of each stream, why not just keep 4 combo streams instead of the 8 note ones you have (idk if that's worded correctly, hopefully it makes sense)
02:46:688 (1,2) - Since you have some spacing at 02:47:830 (1,2) - add some spacing here too?
02:54:330 (4,6) - Not hearing any sound here?
03:04:972 (1,2) - Increase DS here, might throw players off
03:08:246 (7,1) - Flow here is weird compared to other kickslider to stream things you put

There was a recent clarification on song content rules (https://github.com/ppy/osu-wiki/pull/1049) so I'm not too sure if this song is technically allowed since the lyrics are a bit uhh... questionable
Topic Starter
TheKingHenry

Aeo wrote:

From your Weekend Queue

00:56:691 (1,1) - Shouldn't this be one long slider? Don't hear another noticeable sound at 00:57:782 - Indeed the pitch doesn't change but there's this "edge" anyways. Don't know what it's called in english but anyways it's pretty much the separation of sounds that happens when you change the direction of the bow while playing string instrument (source: I play string instruments among others). Kinda troll though since these are obviously synth strings
01:01:328 (3,1) - Consider increasing DS here since the sounds here are much more significant than 01:02:691 (3,4) 01:01:328 (3,1) - is already "larger" than you'd thin considering it's 1/4 while the others are 1/1. As you can see it's already of larger DS. Also for the "intensity" of 01:01:601 (1,2,3,4) - must be noted that the high back-and-forth spacing is pretty much the equivalent of the vocal pitch.
01:04:328 (2,3) - Why did you map this part with two circles when you could've done one long slider from 01:04:328 to 01:05:350 (as well as other parts) and continue following the instrument as you have for other parts Related to above, it's for the upcoming vocal parts that go "over" the other parts in the music
01:08:146 (1,1) - Here as well? (Some other parts you could increase DS if you decided to use my suggestion but I'm lazy too list them all) As above
01:40:974 (1) - This could just be part of the yellow combo Indeed it could, but at the same time there's nothing really saying it shouldn't be NCd on it's own and I like it since I think the string emphasis is strong enough for this to work better than just streamlining them to the same
01:41:831 (1) - Also 01:40:402 (1,2,1,2,1,2) - this could all be one combo since the only different sound I really hear is on 01:41:831 (3) Differen't doens't mean important, and this is pretty much NCd according to musical structure. One additional chime somewhere doesn't change the overall musical phrasing. Note that the NCs might not seem to be as expected due the structure of the song here: it's basically 6/4 but at the same time it's emphasising as 2/4 here and there and 3/4 here and there which can lead to confusion of some sorts.
01:57:259 (5) - NC? 01:56:974 (1,2,3,4,5,6,7,8) - is for drums which last 2 beats, so since the guitar emphasis is off, so is groups of 4. Mind me also that part of the guitar emphasis of 4 groups is the snare every beat which is now the essence of this 1/4 which already quite changes things.
02:02:401 (4) - ^ Same as above (except there's one snare hit less thus the kickslider)
02:04:110 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - - Listening to this part at 25% playback rate sounds a bit off. Are you sure timing here is correct? You should read the comments before regarding this tbh. So the drums are offtime here and there and I've already timed them here and there somewhat. It's just that to preserve the playability it is to be avoided to spam too many variable bpms in the middle of the streams and thus it stays slightly off somewhere. Also note that the guitar isn't necessarily on the same time as the drums and sometimes the bpm keeps stable with guitar while drums retard around (even if hitsounds hitsound drums mind me). As long as it significantly improves the gameplay quality and it doesn't sound retarded with actual normal playing speeds I'll have to sacrifice the "perfect" timing here.
02:23:831 (5,6) - Spacing should be a bit larger here imo since the sound is kinda 'rising' in a way Indeed it could but with 1/1 the spacings changes are pretty much meaningless unless drastic so I think it's fine the way it is. Guitar is moreso 1/4-ey there anyways and the constant drum+vocal hits feel more related to the actual rhythm of the map here.
02:38:688 (5) - Why not use two kicksliders instead of a repeating one for consistency Because there's none of the kickslider elements there for it. (which in this section pretty much mostly means vocal emphasis). Basically this is just slider instead of circle to give some breather to the players here
02:41:544 to 02:43:187 - you have most streams about 8 notes but then from 02:43:830 to 02:44:901 - you go back to putting a NC on each 5th note of a stream. Since the music is basically the same and there's a noticeable beat on the 5th note of each stream, why not just keep 4 combo streams instead of the 8 note ones you have (idk if that's worded correctly, hopefully it makes sense) First of all, there's plenty of streams grouped as 4 earlier in the kiai. It's just that due the kickslider emphasis in the kiai the combos are often atleast partly affected by the vocals, which happen to go more sparse during the middle sections (note that guitars keep the groups of 4 pretty much the whole time). So when vocals go for the groups of 4 again and line up with guitars of course I go back to it as well. Then from 02:44:974 (1) - on guitar stop and go for longer ones, vocal pretty much same, so thus changes the patterning
02:46:688 (1,2) - Since you have some spacing at 02:47:830 (1,2) - add some spacing here too? The nature of these pairs is completely different. While the idea of 02:46:687 (1) - is that the music stops (so does spacing); 02:47:830 (1,2) - are 2 fairly equal strong sounds and thus won't work with stack. Also more minor reason here but different gaps are good for different spacings as well
02:54:330 (4,6) - Not hearing any sound here? There's pretty clear constant bass drum 1/4 though
03:04:972 (1,2) - Increase DS here, might throw players off Not necessary, it's the same 1/1 short spacing emphasis as done many times before already
03:08:246 (7,1) - Flow here is weird compared to other kickslider to stream things you put How so? It's pretty much just sharp circular flow which is pretty common type overall. That being said I can't really play this without HT but I'll take some feedback from testplayers anyways. So far so good

There was a recent clarification on song content rules (https://github.com/ppy/osu-wiki/pull/1049) so I'm not too sure if this song is technically allowed since the lyrics are a bit uhh... questionable what are you on about this is totally a kids' bedtime story yeah I have kinda given couple thoughts to that as well. I'll check it with some peeps
Topic Starter
TheKingHenry

Aeo wrote:

There was a recent clarification on song content rules (https://github.com/ppy/osu-wiki/pull/1049) so I'm not too sure if this song is technically allowed since the lyrics are a bit uhh... questionable
Went and asked people and got the okay sign.
So added warning to the description.
yShadowXOP_
lol mod v1 is very good


Hideous Fairytale:


  1. 00:33:237 (1,2,3,1,2,3) - i think here it would be better to make sliders like this 00:35:419 (1,1) - since it interprets the music much better :p
  2. 01:42:117 (5) - in my opinion only here would be more significant only with a circle and not slider (opinion)
  3. 01:45:831 (1,2,3,4,5,6) - could increase the DS since the music is getting stronger :v
  4. 02:53:831 (4,5,6) - maybe do so? in my opinion it gets better https://osu.ppy.sh/ss/10382259
  5. 02:55:402 (2,4) - maybe add whistle?
  6. 03:20:244 (3) - why did not you add clap like you did in these? 03:20:108 (2,4) -
  7. 03:26:113 (1) - remove finish maybe? because it's the same sound as this 03:25:685 (2) -
  8. 03:29:542 (4) - add whistle at the end of the slider
  9. 03:35:971 (2,1,2,1,2) - claps?
  10. 04:20:399 (1) - decrease -5% of the volume would look better in my opinion xd
well, the map is good for me, i hope the mod helped and
sorry for the delay i was a little bit without time xd.
Topic Starter
TheKingHenry

yShadowXOP_ wrote:

lol mod v1 is very good


Hideous Fairytale:


  1. 00:33:237 (1,2,3,1,2,3) - i think here it would be better to make sliders like this 00:35:419 (1,1) - since it interprets the music much better :p Not really. There's only one long string sound (if going with that) for all of that, the phrase transition one, and it's more fit to do that transition with the rhythm variation (with rhythms from the earlier that are in the background all the time); basically for transition imo it's more fit to not prioritize the "melody" since switchin out from that for this part brings more emphasis to it when you focus on it again. Or even more tldr: it fits better like this.
  2. 01:42:117 (5) - in my opinion only here would be more significant only with a circle and not slider (opinion) I think it's better the current way. It brings little break after the 4 circles before, and also thus allows more spacing emphasis for the following stronger sound. If that's not enough "reason"
    to not make 01:41:545 (1,2,3,4,5) - all circles then instead also note that with them positioned like this here, 6 sounds somewhat similar, the intensity is "naturally" most on the first ones and goes down (until it reaches the point where repetition turns it around and so on) anyways basically since it's preferable to not have all these circles, it makes most sense to have the last 2 be the slider. Not like this really needed this wall of text anyways though.
  3. 01:45:831 (1,2,3,4,5,6) - could increase the DS since the music is getting stronger :v You are right about music getting more intense,
    but the primary instrument according to which the later increasing DS build-up is made to isn't here yet, so it's done with more intense rhythm choices instead. 01:44:117 (1,2,3,4,5,6) - and 01:45:831 (1,2,3,4,5,6) - might be very similar, but former is preceded by slider and latter by circles, creating harsher pattern. After that the more obvious build-up kicks in
  4. 02:53:831 (4,5,6) - maybe do so? in my opinion it gets better https://osu.ppy.sh/ss/10382259 I think I commented on suggestion like this already earlier on to someone, anyways, basically, I don't want to pattern it like that since they aren't essentially in the same "pattern" as in you see from the NCing how the musical structure goes, thus I wanted to break the "would-be" pattern like in your screenshot, with connection that doesn't connect them all but connects 03:02:402 (6,7,8,1,2,3) - and then 03:02:687 (1,2,3,4,5,6) - (similarly to how the former while not in same "combo" are still somewhat connected by the same sounds and the latter while same sounds, are rather stronger connected by the musical pattern then instead. Maybe that made sense maybe not
  5. 02:55:402 (2,4) - maybe add whistle? I mean yeah they are supposed to have
  6. 03:20:244 (3) - why did not you add clap like you did in these? 03:20:108 (2,4) - because 03:20:108 (2,4) - are more emphasised tom-hits so I had the middle one have "less mass" with only one tom-hitsound used.
  7. 03:26:113 (1) - remove finish maybe? because it's the same sound as this 03:25:685 (2) - No? 03:25:685 (2) - is "offbeat" snare with no orchestration/guitar/vocal support similarly to how 03:26:113 (1) - has (mind that the finish hitsound there is mostly used for specific sounds in the orchestration (kinda guitar too somewhat depending on use)
  8. 03:29:542 (4) - add whistle at the end of the slider Indeed
  9. 03:35:971 (2,1,2,1,2) - claps? 03:35:971 (2) - already has and the rest don't need since the toms ain't as strong anymore
  10. 04:20:399 (1) - decrease -5% of the volume would look better in my opinion xd That wouldn't really do anything meaningful, it's fine as is
well, the map is good for me, i hope the mod helped and
sorry for the delay i was a little bit without time xd.
¨
Thanks for the mod!
Topic Starter
TheKingHenry
Added couple relevant tags (basically 101 how to keep it from graving ¯\_(ツ)_/¯) Also while at it, moved it to pending too
ZUTOMAYO FANBOY
Hi there!

Hideous Fairytale
  1. well, you did this pattern (00:01:055 (2,3,1) - ) during the beginning of the song but in the course of it you realize that the instrument being used (violin in the case) seems to be little emphasized, I say to notice that there are some parts that the intensity of it increases, and others decrease and continues with the same distance without a change, a clear example of where you made a significant change 00:09:237 (1,2,3,1,2,3,1) - in a way, this is subjective, it is only a way to highlight even more its present interpretation on the map in relation to music
  2. 01:42:259 - the sound present at that point is almost non-existent, I recommend switching the samplesound hitsound from sliderend (01:42:117 (5) - ) to soft / drum or simply mute it
  3. 02:16:974 (1,2,3,4) - i guess a 2 1/4 kick slider work better than a small stream e ocasionally to capture violin sound? the same here 02:18:688 (1,2,3,4) - probably if you do, will have an equivalent division and a better distribution of the patterns on that small part
  4. i lost, 02:26:116 (1,2,3,4,1,2) - here needs to be a combo of 1-3/1-6 right? like u did previously 02:19:259 (1,2,3,1,2,3) - or that 02:22:688 (1,2,3,4,5,6) - . 1-4 doesn't fit with your symmetrical/geometric patterns
  5. 02:28:117 (3,4,5,1,2,3,4,5,6,7) - well i know u following the instrumental background sound but imo in that part, this pattern(02:21:545 (1,2,1,2,1,2,1,2,1) - ) created to follow guittar its more relevant in that part too (02:28:116 - ), more than for the lower sound which u follow?
  6. 02:31:831 (1,2,3,4) - well, subjective again: i guess 2 1/4 kick slider work better to stronger vocal? (i telling ya because u follow vocal here 02:33:545 (1,2,1,2,1,2,1,2) - lol?)
  7. 03:04:901 (6,1) - Distance snap error?
  8. 04:13:542 (1) - Any special reason to place a 3/4 slider there and not a single note like the previous 04:11:256 (1,1) - ? i feel the same part/or didn't notice a strange diference on that part.
  9. 05:43:830 (2,3) - well the sound in that part is very low, it would hardly say if it would have something clickable at that point, would not you rather step up the duration of the first slider(05:43:330 -) to that point, or add some hitsound support in the white tick present to reinforce that beat that is hard to be noticed?
  10. 05:55:876 (1,2,3,4,5) - that pattern be fit here 05:55:259 -? for the casual logic > these 3 parts(05:55:259 - / 05:55:876 - /05:56:447 - ) , have the same rhythm (follow a 1/1 drum/normal beat)/ sound / intensity

well that's it, also if u want another mod in another map please, don't hesitate and link me up, I feel that I didn't give proper feedback due to having many here already, so it's kind of limited to quote something without repeating something that does not need improvement.

thanks =d/
Topic Starter
TheKingHenry

Kalindraz wrote:

Hi there!

Hideous Fairytale
  1. well, you did this pattern (00:01:055 (2,3,1) - ) during the beginning of the song but in the course of it you realize that the instrument being used (violin in the case) seems to be little emphasized, I say to notice that there are some parts that the intensity of it increases, and others decrease and continues with the same distance without a change, a clear example of where you made a significant change 00:09:237 (1,2,3,1,2,3,1) - in a way, this is subjective, it is only a way to highlight even more its present interpretation on the map in relation to music It is emphasized very little for couple reasons. First and foremost, regardless if the violin has stronger part or not, the overall level of it is still very low and thus it's not really good idea to emphasize it a lot. Subtle things for subtle things. Secondly, the contrast between the gaps of quiet and the violin is pretty much more important than the slight (well, because slight) changes in violin, and thus it's prioritized to keep the violin mapping relatively to same to keep the contrast more along the same lines (since it doesn't really change even if the violin fluctuates little in intensity). With for example these 2 in mind I don't really see the need to emphasis it more than what is currently done
  2. 01:42:259 - the sound present at that point is almost non-existent, I recommend switching the samplesound hitsound from sliderend (01:42:117 (5) - ) to soft / drum or simply mute it Quiet, sure, but I think it's pretty clearly audible and fitting of what is currently used for them
  3. 02:16:974 (1,2,3,4) - i guess a 2 1/4 kick slider work better than a small stream e ocasionally to capture violin sound? the same here 02:18:688 (1,2,3,4) - probably if you do, will have an equivalent division and a better distribution of the patterns on that small part Current works better. While there might be some 1/2 with violin at some times (not always for sure) due how they sound especially in the surrounding chaos player will still identify them more as 1/1 sounds (according to the pitch changes which are a lot easier to hear than whatever rhythms the instrument is actually playing) and thus using streams like this to accentuate according to the pitches works better
  4. i lost, 02:26:116 (1,2,3,4,1,2) - here needs to be a combo of 1-3/1-6 right? like u did previously 02:19:259 (1,2,3,1,2,3) - or that 02:22:688 (1,2,3,4,5,6) - . 1-4 doesn't fit with your symmetrical/geometric patterns Behold that what you see my brethen, for you are a witness upon a rare case of me NCing according to vocals here. As you can see from how they're done: important vocals at 02:26:116 (1,1) - and similarly with 02:19:259 (1,1) - and then longer vocal phrase with the 6 object NC
  5. 02:28:117 (3,4,5,1,2,3,4,5,6,7) - well i know u following the instrumental background sound but imo in that part, this pattern(02:21:545 (1,2,1,2,1,2,1,2,1) - ) created to follow guittar its more relevant in that part too (02:28:116 - ), more than for the lower sound which u follow? Guitar isn't actually too important here for the most part and is mostly used just to perhaps emphasis however the map was made after following other stuff. Main here is the drums with heavy 1/1 (or the 1/2 1/4 parts combined), that's the most dominant sound here. Similarly to how 02:21:545 (1,2,1,2,1,2,1,2,1) - is for the drum 1/2, same is with 02:27:545 (2,3,1,2,3,4,5,1) - until some 1/4 kick in. As for 02:28:402 (1,2,3) - the usual 1/1 kicks back in again; why'd I use 1/2 if there is only 1/1 in the music here? Then followed by another burst of 1/4 from drums. Following guitar in this section would be kinda bad anyways (other than the pitch and emphasising other stuff with it rather than following) since the guitar can either be though of as 1/1 (would fit what is currently here) or 1/4 tremolo picking, which, well, obviously isn't good idea to map in section like this (with emphasis on stuff not 1/4 and supposed to be calmer break from mayhem)
  6. 02:31:831 (1,2,3,4) - well, subjective again: i guess 2 1/4 kick slider work better to stronger vocal? (i telling ya because u follow vocal here 02:33:545 (1,2,1,2,1,2,1,2) - lol?) Not gonna say it's an absolute rule, but large majority of the time drum fills get priority over everything since drum fills are always something fresh compared to the "normal" stuff of the section. So be it here too. What you linked as an example of vocal emphasizing is completely different section with constant barrage of everything else except the vocals (so it obviously makes sense to emphasis according to them)
  7. 03:04:901 (6,1) - Distance snap error? Intentional increase in spacing for the strong sound
  8. 04:13:542 (1) - Any special reason to place a 3/4 slider there and not a single note like the previous 04:11:256 (1,1) - ? i feel the same part/or didn't notice a strange diference on that part. You should though, the sound at this part is clearly different from the last ones and thus emphasized. Basically, it's clearly more prolonged sound than the previous ones so thus the object is more prolonged as well, aside with the high SV for what it sounds like
  9. 05:43:830 (2,3) - well the sound in that part is very low, it would hardly say if it would have something clickable at that point, would not you rather step up the duration of the first slider(05:43:330 -) to that point, or add some hitsound support in the white tick present to reinforce that beat that is hard to be noticed? Not like it's going to be confusing. I agree with you it's true the barrage is sort of lacking in additional emphasis on white ticks (from itself, other instruments deliver, for example guitar), but saying it's not clickable sounds quite amusing as the same sounds are clicked some few hundred times in the previous stream section (while I know that's not what you exactly meant with this here though ^^); aaanyways keeping the pulse up for the player is more beneficial than making it just one slider to perhaps better with the drums it is mostly going according to
  10. 05:55:876 (1,2,3,4,5) - that pattern be fit here 05:55:259 -? for the casual logic > these 3 parts(05:55:259 - / 05:55:876 - /05:56:447 - ) , have the same rhythm (follow a 1/1 drum/normal beat)/ sound / intensity If you'd ask me, I woulda wanted to make it a deathstream all the way until the end. Kicksliders are introduced because the retard drummer can't keep the bpm exact (as if this wouldn't be difficult enough as is lul) and thus I applied kicksliders so it's less confusing and more lenient for the player. Now thus the sudden different bpm is with kicksliders (that at the same time bring the long sought refuge from the deathstream lol) and then last circles along with the comeback of the previous "normal" bpm, which then leads to full on sliders in preparation of the actual slowdown, the patterns (05:57:018 (1,2,1,2,1,2) -) which at the same time nicely emphasis heaviest on 1/1 just like the intense orchestation background here. Sooo TLDR: it's all as I intended it if that's what you questioned (

well that's it, also if u want another mod in another map please, don't hesitate and link me up, I feel that I didn't give proper feedback due to having many here already, so it's kind of limited to quote something without repeating something that does not need improvement. Didn't accept anything so no kudosu, sorry. You aren't required to mod more even if you feel this was lacking, but if you want to do it not like I'm stopping you lol

thanks =d/
Thanks for the mod!
Rin Desu
Hey!

00:27:782 (1,1,1) this is minor but in my opinion looks a lot cleaner;
Why you dont stack these on the sliderends? Now these have a random overlap all the time. So either you stack them or have visually the same
overlap instead of many different ones.


00:39:237 (1,1) - for me this sounds like a hold tone so you should fusion it to one slider cause there is no real sound the second slider starts on.
same here 00:56:691


(1,1) - 01:47:545 (1,2,3,4,5,6,1) - would be cool if you increase the spacing a bit from jump to jump

01:48:402 (1) - this should be a slider like 01:50:117 (1) - and 01:50:117 (1) - should be two circle to reflect the strings right.

02:19:259 (1,2,3,1,2,3,1,2) - this feels not dense enough for the intensity of the music. you should fill some gaps with 1/2 sliders and represent the vocals here too : 02:22:688 (1,2,3,4,5,6) - i cant play these diff level but yeah even for me it doesnt feel right that these parts are kinda undermapped

03:03:687 (7,1) - thats a exorbitant huge jump, for example 03:03:115 (6,1) - this is much stronger and has the same spacing while being a 1/2 jump this above is a 1/4 on a not important sound imo
03:04:401 (1,2,3,4,5,6,1) - this too dunno why u have so high jumps within that drumfill?

03:27:256 (1,2,3,4,5) - this is misstimed snare hits way before the notes
here too: 03:26:256 (2,3,4,5) - idk what this is caused by but it doesnt sound right snapped to me maybe you need to add another offset before this

04:53:545 (1,2,3,1,2,3) -
05:07:545 (2,3,1,2,3,4) - these parts feel a bit underdone. That huge drumhits have like zero spacing

ye thats all i could catch (not very experienced in modding 7* metal) but all in all i like this stuff!
sadly cant testplay it and evaluate streamspacing but did my best mod it.

have a nice day!
\m/
Topic Starter
TheKingHenry

Rin Desu wrote:

Hey!

00:27:782 (1,1,1) this is minor but in my opinion looks a lot cleaner;
Why you dont stack these on the sliderends? Now these have a random overlap all the time. So either you stack them or have visually the same
overlap instead of many different ones. For some reason from some point on it became possible to perfectly stack these ¯\_(ツ)_/¯ well it's fine to not have them that way though; as for the spacing, it's the same on all of them (same DS with same SV before I tuned them lul) and actually having the "less clean" overlapping ones instead of perfect stacks fits the dark unnerving atmosphere better anyways.


00:39:237 (1,1) - for me this sounds like a hold tone so you should fusion it to one slider cause there is no real sound the second slider starts on.
same here 00:56:691 Nah works fine as is; those parts are what'd with actual instruments be bow turning points which means "new" sound and since there's also actual noticeable impact there it works this way anyways


(1,1) - 01:47:545 (1,2,3,4,5,6,1) - would be cool if you increase the spacing a bit from jump to jump It actually sort of does, every pair has bigger spacing to the previous one (the pairs have about the same spacing though) so changed that too to slight increase

01:48:402 (1) - this should be a slider like 01:50:117 (1) - and 01:50:117 (1) - should be two circle to reflect the strings right. Better the current way. Using the slider as a negatively intensifying emphasis for the peak point works (basically making it different/stand out), since while it loses some of the intensity clicking would have, it'll allow for stronger build-up with full circles to both ways of it (the sections needs sliderbreak somewhere for all the singletaps, so in the middle is about the best for that)

02:19:259 (1,2,3,1,2,3,1,2) - this feels not dense enough for the intensity of the music. you should fill some gaps with 1/2 sliders and represent the vocals here too : 02:22:688 (1,2,3,4,5,6) - i cant play these diff level but yeah even for me it doesnt feel right that these parts are kinda undermapped They ain't undermapped, they are mapped just right. Guitar aside (that shred is likely 1/4) there's nothing of higher density than 1/1 so anything over that is overmapped instead lol. Also intensity isn't straight comparable to difficulty, this section, while fairly sparse and easy to play, is still pretty intense, the hits are heavy af and full of emphasis. It's intense in the same way the song is. Adding density will just make it less fit for the song.

03:03:687 (7,1) - thats a exorbitant huge jump, for example 03:03:115 (6,1) - this is much stronger and has the same spacing while being a 1/2 jump this above is a 1/4 on a not important sound imo Wouldn't say it's not an important sound. While the 1/2 surely has snare which the other doesn't other than that there ain't really much difference, 03:03:829 (1) - is fairly emphasised sound too; and as both share relatively similar spacing as is commonly used more anyways in this section it's not like it's unfit here, so as it fit's well to the patterning and has good flow not like I'd want to change it when it doesn't really have a problem with it
03:04:401 (1,2,3,4,5,6,1) - this too dunno why u have so high jumps within that drumfill? Because it's pretty damn strong?

03:27:256 (1,2,3,4,5) - this is misstimed snare hits way before the notes Agree, but it's better to avoid using too fucked up timing; as far as I know this isn't off enough to bother playing too much and it gets about back on track in about couple beats so it's not worth doing offset jump for, I've only done those for the ones off more or for longer time.
here too: 03:26:256 (2,3,4,5) - idk what this is caused by but it doesnt sound right snapped to me maybe you need to add another offset before this Not necessary, the snapping sounds pretty accurate to me regardless of what speed I use (surely it's uncommon rhythm in this song but that doesn't mean it's off)

04:53:545 (1,2,3,1,2,3) -
05:07:545 (2,3,1,2,3,4) - these parts feel a bit underdone. That huge drumhits have like zero spacing They are indeed fairly strong drum hits (that's mostly due there not being much other music there though); but they have enough like this. These are supposed to be breaks from the deathstreams, contrasting in intensity, and having massive jumps doesn't feel fit here. Well, imo lower spacing fits here better anyways for how the pattern is constructred, hits huge or not.

ye thats all i could catch (not very experienced in modding 7* metal) but all in all i like this stuff!
sadly cant testplay it and evaluate streamspacing but did my best mod it.

have a nice day! you too ^^
\m/
Thanks for the mod!
Strategas
from my q

04:11:256 (1,2) - 04:12:114 (10,1,2) - 04:36:116 (5,1) - 05:03:544 (5,1) - any reason you stop doing your 1/1 stacking style?
05:58:445 (2) - feels anticlamatic as repeats, the song is like exploding here

yea
Topic Starter
TheKingHenry

Strategas wrote:

and pm which I'll mod
rip PM ¯\_(ツ)_/¯

Strategas wrote:

from my q

04:11:256 (1,2) - 04:12:114 (10,1,2) - 04:36:116 (5,1) - 05:03:544 (5,1) - any reason you stop doing your 1/1 stacking style? I presume you're referencing to the 1/1 like 03:01:545 (1,2) - which is also used one some streams like for example just before your linked place 04:04:399 (1,2,1) - and 04:08:970 (1,2,1) - ; it's actually sorta related to those, as it's to furthen the effect of the same thing with the same idea getting further in the music. At the same time, the companying music also has some slight differences, for example the deep guitars like with the slightly spaced ones (think of what'd be slow SV) are absent in here as pretty much everything except the continuous snare hits stop, and the snares pretty much feel like "hammering the same place"; and as the completely stacked 1/1 isn't really unprecedented in the map either (for example other place emphasised with complete "stop" earlier on with 03:31:542 (1,2) - ). So as it fits the song better here, giving stronger emphasis compared to the one with slight movement, I'd like to keep it where I've decided to use it
05:58:445 (2) - feels anticlamatic as repeats, the song is like exploding here Agree and I've been commenting on how the switch in timing would make streams unnecessarily tough to catch on. However looking at this the bpm is back at the "normal" 210 and have been already for couple beats for these last kicksliders here so I could indeed just change it for something else. Doing that EDIT: replaced the kicksliders with kickslidered triples to have the constant 1/4 but also have more emphasis on the strong string 1/1 than straightforward stream would have

yea
Thanks for the mod!
Strategas
soft-sliderslide2.wav unused, looks like the only places you put the sc2 is at slider ends
Topic Starter
TheKingHenry

Strategas wrote:

soft-sliderslide2.wav unused, looks like the only places you put the sc2 is at slider ends
It's actually not unused. You can test this by using some clearly audible sliderslide on the sliderend-silencing hitsound set, then muted one on the normal, and the sliderslide sound will pop up briefly on every sliderend. To remove this I use muted sliderslide on the set2 too even if it's only used on sliderends. Apparently modding assistant still says it's unused even as it clearly has an effect lol

EDIT: well have to mention though that in here it probably won't matter either way as it'll likely be inaudible anyways with 10% volume, but tune to 100% and you'll see what I mean. Point was anyways that it's not unused ¯\_(ツ)_/¯
Topic Starter
TheKingHenry
While at it, updated the metadata with what could be found on their official website on this album
Strategas
yea it actually sounds rly weird, never seen it like that before
jeanbernard8865
00:08:691 (4) - make the end lower volume cus theres no beat

call me back !
Topic Starter
TheKingHenry

AyanokoRin wrote:

00:08:691 (4) - make the end lower volume cus theres no beat It's the lowest osu! will allow me to do without some more drastic measures; not like it's really necessary anyways, both sounds are pretty damn quiet in the music, same with the object, and even if I could apply some difference it wouldn't really be noticeable. I could mute it but that wouldn't do it justice as there is still a sound. I think it's better as is

call me back !
Thanks for the re-check!
Topic Starter
TheKingHenry
To avoid some unwanted action here too, copying what I posted on my other map

TheKingHenry wrote:

So shortie on why the 99 2 here slide ain't unused and how you see it:

1. use muted sliderslide hitsound on one set, use clearly audible one on other one that other than the slide is muted so you hear it better
2. put clearly audible volume on the sliderend set
3. badam, the slide hitsound pops up every single sliderend

So to remove this from the muted sliderends (as they're supposed to be mute heh) I need to use the slide on that set too. For some reason some modding assisting programs will apparently tell it's unused regardless of this.

This to everyone that'll eagerly come to pop and dq this later on for this ¯\_(ツ)_/¯
jeanbernard8865
nyab
Aurele
nyab
Topic Starter
TheKingHenry
nyab

Changed sliderhead hitsoundset at 00:55:055 (1) - from drum to auto as it should be
Aurele
She's back!
Uta
gratzz
Exclusives
congrats man
Izzywing
02:14:187 - it looks like you accidently turned kiai off here, cause 02:14:116 - still has kiai but the green right after randomly turns it off. I think you meant to turn it off at the bookmark instead? Either it's turned off too early or there's 1/4 of a beat that has kiai on incorrectly. (if it's the latter I guess its not worth a dq)
EDIT - it also seems to happen here 04:50:188 -

Less of an issue but I think this 03:14:114 - is supposed to be 70%? the other loud orchestral hits here have 70% audio so this one having 50 seems odd.
03:15:257 - these two at least should have 70 like 03:06:111 (1,2) - do right?

edit -

if this gets dq'd consider these -

01:12:510 (1,2) - I think since 01:13:055 - isn't really a sound worth a click, extending 01:12:510 (1) - would probably fit better
03:04:687 (4,5) - are actually 3 distinct drum beats, so mapping 03:04:544 - with a 1/4 slider and 03:04:687 (4,5) - with two circles and a 1/4 slider on 03:04:829 - would be more appropriate imo.
05:53:759 (4) - the other streams have had a .1ish ds increase on all these bwams and this one didnt which is kinda lame :\
05:55:259 (1) - at the most intense spot the map devolves into kicksliders, which feels really underwhelming. you could end the previous section with repeat sliders if giving the player a rest is an issue and then put the climax here instead of reducing the intensity by so much
Wishkey
Yow, can you double check 05:57:445 (6) - 05:58:302 (3) - for unsnapped ends bc aimod is being at bit picky on my end
Mir
Since this gets ranked very soon I'll dq so the mapper can respond.

The unsnaps are like.. 2ms or something in aimod but since it's down now it's worth fixing.
jeanbernard8865
could be an opportunity to properly time the vocals at 03:57:613 (1,1,1,1) -
Strategas
can you not check maps on last day lol
Izzywing
Sorry TKH it’s not my intention to delay this map or anything, and it sucks that this has to be dqd on day 7. Just want to apologize for that. The way QAH checks are kinda backlogged so we end up having to check maps on the last few days of their qualified status which sucks for modding v1 maps :<
Topic Starter
TheKingHenry
Tfw I even specifically told ya guys to check this earlier if possible since I knew I'd be out for the weekend ¯\_(ツ)_/¯
Anyways I'll be going through these
Topic Starter
TheKingHenry

Hobbes2 wrote:

02:14:187 - it looks like you accidently turned kiai off here, cause 02:14:116 - still has kiai but the green right after randomly turns it off. I think you meant to turn it off at the bookmark instead? Either it's turned off too early or there's 1/4 of a beat that has kiai on incorrectly. (if it's the latter I guess its not worth a dq)
EDIT - it also seems to happen here 04:50:188 - Intentional, I keep the kiai over the downbeat since the downbeat is still strong even if the section changes for the other (I actually do this quite a lot in my maps). It just feels more right to me to have the effect of the kiai carry over to there instead of stopping it before ¯\_(ツ)_/¯

Less of an issue but I think this 03:14:114 - is supposed to be 70%? the other loud orchestral hits here have 70% audio so this one having 50 seems odd.
03:15:257 - these two at least should have 70 like 03:06:111 (1,2) - do right? Surely so. Don't really like 70% for all of it, sounds little obnoxious, but those 2 could really use it so added one for them
edit -

if this gets dq'd consider these -

01:12:510 (1,2) - I think since 01:13:055 - isn't really a sound worth a click, extending 01:12:510 (1) - would probably fit better Nah I like this way better; the vocals kick in there already, and having the quiet vocal with this low spacing to the slider and then the other vocal with the spacing creates the contrast better than if I'd "ignore" the first vocal clicking-wise. Same with others like these which this section practically only is ¯\_(ツ)_/¯
03:04:687 (4,5) - are actually 3 distinct drum beats, so mapping 03:04:544 - with a 1/4 slider and 03:04:687 (4,5) - with two circles and a 1/4 slider on 03:04:829 - would be more appropriate imo. Somewhat true, I was going to initially do it that way, but the problem with this is that the latter group of 3 from the drums isn't on time to be triple on the white tick, but late so that it's more like from the blue tick to the blue (which with the sound on the white makes it not triple anymore at all). Thus I prefered to follow the guitar with the kicksliders instead, which sounds more clear and precise (on the white tick with the stronger sounds). Also not so strictly related to that but I prefer this way also because the stopping effect of 03:04:972 (1,2) - is stronger with circles before the downbeat than kickslider (like, stream vs. jump into sort of basically)
05:53:759 (4) - the other streams have had a .1ish ds increase on all these bwams and this one didnt which is kinda lame :\ Um it's supposed to have? Making it from sliders might've fucked up the spacing of it at parts, the latter part of this is already of larger spacing. I don't think it's necessary to fiddle with this for that anymore, just gonna fuck it up at this point >.<
05:55:259 (1) - at the most intense spot the map devolves into kicksliders, which feels really underwhelming. you could end the previous section with repeat sliders if giving the player a rest is an issue and then put the climax here instead of reducing the intensity by so much Actually discussed this a lot already (the ending itself got buffed already as it can work that way), the problem is that the bpm changes here, and keeping with streams will fuck up the player here majorly, thus the bpm change is made with kicksliders so it's playable. When it gets back to 210 I use circles too again (with couple kicksliders on 05:56:161 (5,5) - ; and then the last one like this so it has more emphasis on the strong 1/1 orchestrations than straightforward stream

Wishkey wrote:

Yow, can you double check 05:57:445 (6) - 05:58:302 (3) - for unsnapped ends bc aimod is being at bit picky on my end For some reason my aimod didn't mention these but re-snapped the objects in question

AyanokoRin wrote:

could be an opportunity to properly time the vocals at 03:57:613 (1,1,1,1) - lmao k sure (with this timed the last one is pretty damn short, though auto still gets atleast 1000 on it ¯\_(ツ)_/¯ )
That should be 'bout all?
Izzywing
seems good

Didn’t see your request to check it early, sorry. We’re working on getting the backlog down so we don’t have to do these checks on day 7 but the manpower is low :(

Sorry again and good luck!
Strategas
FICK

nvm the above post is not a bubble anymore
Topic Starter
TheKingHenry
Lol did'ya guys accidentally double bub this initially

Hobbes2 wrote:

Sorry again
Don't worry bud you guys are just doing what you're supposed to do, sometimes it goes like this. You don't really need to apologize to me for that even if it didn't go as well as it coulda have here ¯\_(ツ)_/¯
sytho
whoever sang this came from hell

04:49:259 why cant this slider flow like the other ones before it u did it for 05:38:973

00:37:600 why this slider

00:38:623 the next slider should be on this tick because that is where the pitch changes
Topic Starter
TheKingHenry

Matthew Rigaud wrote:

whoever sang this came from hell or is goin there :^)

04:49:259 why cant this slider flow like the other ones before it u did it for 05:38:973 Not sure what you mean, but it pretty much does? The direction of the kickslider doesn't really matter much here as it's likely played by stopping on it. So other than that the important things like the spacing from the previous kickslider or the spacing to the following stream are fairly similar. No need to change anything

00:37:600 why this slider Why not lol? I think it fits there fairly well (I use these for the others of the same kind too). Not like this'd really need specific reason if it fits nevertheless, but it's mainly because what'd fit the turning point of the melody better than slider with turn like this

00:38:623 the next slider should be on this tick because that is where the pitch changes Truly enough you can hear the change beginning there with slowed down speeds, but the actual new sound begins at the white tick. Basically think of how smooth sounds like these orchestration strings are better off timed according to the "peak" points or whatever emphasis points the listener perceives on normal speeds since that'll feel more natural (listener will think the sound "starts" at when it actually kicks in, not necessarily when it sound'd actually start. This means like no difference with sounds like snare hit or that kinda stuff, but if you'd time stuff like violin concerto, you'd need to take this kind of things into consideration). Well, not like this is really that relevant or important here since either way this sounds more like beginning on white tick, what you pointed out is more like the ending of the last one (which obviously makes it the sliderend of it)
No changes ¯\_(ツ)_/¯
jeanbernard8865
alright, let's give it another shot
-Mo-

Matthew Rigaud wrote:

00:06:510 (2,3) this part of the song is too quiet for the green line volume

00:10:873 more green lines should be added to represent the increase of volume in this section

00:13:532 there is no actual song on this tick yet it is still mapped
From reports thread.

These don't look like problems to me though, but might as well shout it out to you. ¯\_(ツ)_/¯
Topic Starter
TheKingHenry

-Mo- wrote:

Matthew Rigaud wrote:

00:06:510 (2,3) this part of the song is too quiet for the green line volume Like it or not but it's as low as you can go with the volume change, and not like downing it to practically no feedback just because the music is very quiet is a good idea. These objects are supposed to keep the rhythm in the music going on even as it fades into oblivion (since it's still there if you increase the volume of the music)

00:10:873 more green lines should be added to represent the increase of volume in this section Not necessary. If song goes from very quiet to quiet, it doesn't mean hitsounds should go from quiet to not so quiet. And changing only very little will make like no difference here. The hitsounds are audible throughout, and that's mostly enough, the rest is left to the actual music here

00:13:532 there is no actual song on this tick yet it is still mapped There is though, that agrement is pretty clear and audible? From blue tick 00:13:464 - to the white tick at 00:13:600 - on 1/8 snapping
From reports thread.

These don't look like problems to me though, but might as well shout it out to you. ¯\_(ツ)_/¯ ¯\_(ツ)_/¯ indeed
lol
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