forum

Brad Breeck - S2 Trailer Theme

posted
Total Posts
41
Topic Starter
Kaitjuh
This beatmap was submitted using in-game submission on maandag 19 juni 2017 at 13:27:28

Artist: Brad Breeck
Title: S2 Trailer Theme
Source: Gravity Falls
Tags: bradbreeck season two alternate opening
BPM: 160
Filesize: 1622kb
Play Time: 00:55
Difficulties Available:
  1. Beware (4,18 stars, 219 notes)
  2. Easy (1,44 stars, 71 notes)
  3. Hard (3,03 stars, 158 notes)
  4. Normal (1,95 stars, 105 notes)
Download: Brad Breeck - S2 Trailer Theme
Information: Scores/Beatmap Listing
---------------



22-19-1-23-6-19 4-16-19 22-19-23-5-4 1-15-4-16
14-3-5-4 9-10-19 19-25-19
vyper
Cool :)
Spork Lover
Heyo, my part of M4M :)

Color coding:
Color coding
Unrankable if unchanged
Normal Suggestion/Comment
Strong Suggestion

General

Can't find anything, seems good to go in that aspect (look at stats in diffs below tho)

Easy

OD and HP should be 2 imo, it feels a little high for a 160 BPM song at 1.42*

00:08:371 (4,5) - Inconsistent with 00:14:371 - , and you don't do the 2-note thing on 00:17:371 - either, making the 8:3 one kinda odd in comparison. you could add two notes at 14:3, or make the 8:3 a 1/2 reverse, up to you :)

00:31:621 (2,2) - If these two were symmetric, it'd make a nice aesthetic here. https://osu.ppy.sh/ss/8134749

For the kiai, I'd actually increase the SV to 1.05x or 1.1x to make the blankets go a little further apart, 'cause as they are now, they are really cramped up. (It would also help the new players not get confused by the pesky overlaps. Here's one of your patterns with 1,1x https://osu.ppy.sh/ss/8134776
(the 1,1x also makes sense since it's a kiai.)

Normal

00:20:746 (7,1,2,3) - fairly cramped up - I'd advice not having the overlap on 00:20:746 (7,2) - , since it can be deceiving. A simple idea: https://osu.ppy.sh/ss/8134796

00:51:871 (2,3,4,5) - I know you wanna make a reference, but please don't do it this far into the song with this many overlaps xd Do it on the hard instead ('cause I saw you made the triangle type streams on the insane, which work well.)
Overall the normal could be a lot more dense in the kiai (more single taps and 1/2 rhythms), considering you use a looot of triples on the hard in that section :)

Hard

OD as 5 on a hard :thinking: 5.5 or 6 is more suitable. (I see that there's a linear stat progression from easy --> insane, but the progression isn't big enough imo)

00:23:558 (2,1) - Unrankable, 1/2 slider with a reverse slider that isn't visible The only time where it's fine, is if it's on a 1/4 slider like on 00:46:058 (3,5) - on the "Beware" diff, where it's acceptable.

00:42:121 (1,2,3) - Inconsistent with stuff like 00:45:121 (1) - which is a passive 1/2 slider in a similar section. this happens a lot throughout, and I'd look into that.

^ Every two measures is the exact same thing in the kiai, so I'd make all audible rhythm the same (by audible I mean passive/non-passive doesn't have to be the same) for every 2nd measure. Stuff like 00:51:121 (1,2,3) - especially caught my eye, 'cause it's a lot different from what you did earlier, while still being the same in the song xd

Beware


OD as 6 on an insane :thinking: 7 or 7.5 is more suitable imo

00:17:746 (4,5) - I feel that this could be a little bigger spacing due to the momentum (it also doesn't really fit the perfect overlaps would've so far either imo)


Not too much to say about this, seems fairly clean. I'd make the spread between the normal and hard a little more linear by having denser rhythms in the normal and more consistent and straight forward gameplay on the hard, but apart from that we should be good :)
Topic Starter
Kaitjuh

Spork Lover wrote:

Heyo, my part of M4M :)

Color coding:
Color coding
Unrankable if unchanged
Normal Suggestion/Comment
Strong Suggestion

General

Can't find anything, seems good to go in that aspect (look at stats in diffs below tho)

Easy

OD and HP should be 2 imo, it feels a little high for a 160 BPM song at 1.42* sure, I kinda half-assed the values anyway lol

00:08:371 (4,5) - Inconsistent with 00:14:371 - , and you don't do the 2-note thing on 00:17:371 - either, making the 8:3 one kinda odd in comparison. you could add two notes at 14:3, or make the 8:3 a 1/2 reverse, up to you :) These are all different sounds so I opted for different rhythm choices on each of them.

00:31:621 (2,2) - If these two were symmetric, it'd make a nice aesthetic here. https://osu.ppy.sh/ss/8134749 tried applying it

For the kiai, I'd actually increase the SV to 1.05x or 1.1x to make the blankets go a little further apart, 'cause as they are now, they are really cramped up. (It would also help the new players not get confused by the pesky overlaps. Here's one of your patterns with 1,1x https://osu.ppy.sh/ss/8134776
(the 1,1x also makes sense since it's a kiai.)
increased it a bit, should be around 1.05x now.

Normal

00:20:746 (7,1,2,3) - fairly cramped up - I'd advice not having the overlap on 00:20:746 (7,2) - , since it can be deceiving. A simple idea: https://osu.ppy.sh/ss/8134796 kinda sad that I liked the flow of the pattern, but it was also the only overlap in the map that could be considered confusing, changed around.

00:51:871 (2,3,4,5) - I know you wanna make a reference, but please don't do it this far into the song with this many overlaps xd Do it on the hard instead ('cause I saw you made the triangle type streams on the insane, which work well.) made the pattern a bit more linear to preserve triangle :^)
Overall the normal could be a lot more dense in the kiai (more single taps and 1/2 rhythms), considering you use a looot of triples on the hard in that section :) I kinda like the Normal atm in terms of density since I didnt really want to go overboard with 1/2 spam, but I'll see if other people think the same xd

Hard

OD as 5 on a hard :thinking: 5.5 or 6 is more suitable. (I see that there's a linear stat progression from easy --> insane, but the progression isn't big enough imo) there are a lot of triples in the kiai tho so I'll try out 5.5

00:23:558 (2,1) - Unrankable, 1/2 slider with a reverse slider that isn't visible The only time where it's fine, is if it's on a 1/4 slider like on 00:46:058 (3,5) - on the "Beware" diff, where it's acceptable. I thought it'd be readable enough x), changed.

00:42:121 (1,2,3) - Inconsistent with stuff like 00:45:121 (1) - which is a passive 1/2 slider in a similar section. this happens a lot throughout, and I'd look into that. I tried a bunch of rhythm varieties bc of the constant 1/4 sounds, while still trying to prioritize the main melody. I'll see what I can do to change it, but I'd like some more mods on that then xd

^ Every two measures is the exact same thing in the kiai, so I'd make all audible rhythm the same (by audible I mean passive/non-passive doesn't have to be the same) for every 2nd measure. Stuff like 00:51:121 (1,2,3) - especially caught my eye, 'cause it's a lot different from what you did earlier, while still being the same in the song xd same reasoning as above

Beware


OD as 6 on an insane :thinking: 7 or 7.5 is more suitable imo upped it to 7

00:17:746 (4,5) - I feel that this could be a little bigger spacing due to the momentum (it also doesn't really fit the perfect overlaps would've so far either imo) The music was transitioning into a different section so to "represent" that I also mapped something that was different from the section I mapped prior xd.


Not too much to say about this, seems fairly clean. I'd make the spread between the normal and hard a little more linear by having denser rhythms in the normal and more consistent and straight forward gameplay on the hard, but apart from that we should be good :)
Thanks for modding o/
-NeBu-
Beware:

00:02:746 (4,5) - make it slider (fit better in term of rhythm and you keep slider pattern)
00:10:246 (6) - slightly unsnapped under slider end

short and well mapped, nothing special from me, cool DT warm-up. good luck!
Topic Starter
Kaitjuh

-NeBu- wrote:

Beware:

00:02:746 (4,5) - make it slider (fit better in term of rhythm and you keep slider pattern) used two circles here because of the similarity between the two notes, so unchanged
00:10:246 (6) - slightly unsnapped under slider end thats a pixel of difference, but okay xd

short and well mapped, nothing special from me, cool DT warm-up. good luck!
Thanks o/
Jabba
yo, m4m

easy
00:04:621 (2,3,1) - uh this looks a bit too close, mind increasing the spacing on those just a bit? up to 1.01x or smth, like the previous one
00:12:121 (1,2) - might want to tweak this a bit more, looks a bit sharp rn (though that's a common problem with bezier curves ikr)
00:22:246 (3,4) - not sure if such flow is good for lower diffs, be careful bout this
00:34:621 (2) - questionable slider tbh, I'd just do a repeat on (1) - cause this slider starts on the type of beat you don't emphasize in this section
00:39:121 (1) - yes
00:44:371 (4) - 2 grids off the stack smh
00:47:371 (4) - smth happened to this, 00:49:621 (3) - is off as well
00:53:371 (4) - personal, but I like this as a repeat slider

normal
neat diff, the only thing that bothered me a bit was 00:02:371 (5,6,1) - but idk how to fix it properly, it just looks a bit strange

hard
I'd do AR7.5 (or even AR7) OD6 on this, AR8 seems kinda high for a relatively-low bpmish 3* map
00:00:308 (2,3) - rip
00:03:683 (2) - this one is overlapping heavily with hiterror, if possible, move this up a bit
00:04:621 (1,2,3,1,2,3) - k this is too hard to read for a hard diff. just make 00:04:621 (1,2,3) - an equaliteral triangle and it'll be fine
00:09:871 (3) - kinda big spacing for a not-so-strong beat
00:12:121 (1) - this could use more spacing instead, it seems like you're emphasizing those bell sounds (or idk how to call them)
00:14:746 (5) - e.g. this being a part of a triangle is smh strange since this sound is different
00:38:371 (3) - why the high ds
00:44:746 (4,1) - up to you, but I'd space them a bit - makes it more readable
00:48:871 (5,6) - same

insane
00:00:308 (2,3) - might want to blanket more of (2) with (3), looks better imo
00:03:871 (3,4) - try ctrl-g'ing both those and 5-6, would improve the flow
k so for the whole section there are two types of low spacing - 00:07:621 (1,2) - where the second beat is a drum beat, and 00:07:996 (3,4) - where the second beat has no sound. making the spacing in these two types different would be a good idea
or, if you're following that 1-2-1-2-1-2-1-2 pattern in the background, stuff like 00:11:183 (2,3,4) - feels strange - organizing those three like that goes against this patterning
00:17:746 (4,5) - put (4) a bit lower so that it has the same ds between it and (2)'s head as between (2)'s tail and (5)
00:24:871 (3,4) - y u stack dis
00:25:621 (1,2,3) - uhhH the flow between 2-3 is strange af, 00:26:558 (3) - I'd rather place it somewhere above (2)
00:53:746 (1,2) - those should be more spaced imo than 00:53:371 (1,2) -

good luck!
Topic Starter
Kaitjuh

MadHypnofrog wrote:

yo, m4m

easy
00:04:621 (2,3,1) - uh this looks a bit too close, mind increasing the spacing on those just a bit? up to 1.01x or smth, like the previous one applied
00:12:121 (1,2) - might want to tweak this a bit more, looks a bit sharp rn (though that's a common problem with bezier curves ikr) pixel corrections zzz
00:22:246 (3,4) - not sure if such flow is good for lower diffs, be careful bout this should be fine imo, maybe I'll change when other people point it out as well
00:34:621 (2) - questionable slider tbh, I'd just do a repeat on (1) - cause this slider starts on the type of beat you don't emphasize in this section I like the back and forth atm, I know it's not consistent with the below point so I will change it if it becomes a problem.
00:39:121 (1) - yes
00:44:371 (4) - 2 grids off the stack smh yea its some kinda scaling error since i scaled the part up. fixed
00:47:371 (4) - smth happened to this, 00:49:621 (3) - is off as well I stacked the sliderend on (5) instead
00:53:371 (4) - personal, but I like this as a repeat slider I like it the way it is atm

normal
neat diff, the only thing that bothered me a bit was 00:02:371 (5,6,1) - but idk how to fix it properly, it just looks a bit strange tried optimizing it

hard
I'd do AR7.5 (or even AR7) OD6 on this, AR8 seems kinda high for a relatively-low bpmish 3* map applied
00:00:308 (2,3) - rip rly
00:03:683 (2) - this one is overlapping heavily with hiterror, if possible, move this up a bit lol I have hit error turned off, I guess I'll move it up a little bit
00:04:621 (1,2,3,1,2,3) - k this is too hard to read for a hard diff. just make 00:04:621 (1,2,3) - an equaliteral triangle and it'll be fine I dont think Hard players are unable to read sth like this tbh, plus its at the beginning of the song so in that case the pattern is also pretty forgiving, since even if they mess up they'll know instantly its 1/4 next time
00:09:871 (3) - kinda big spacing for a not-so-strong beat do you have a suggestion on how to improve it maybe xd?
00:12:121 (1) - this could use more spacing instead, it seems like you're emphasizing those bell sounds (or idk how to call them) I think that would kinda break the integrity of the structure/pattern i made there
00:14:746 (5) - e.g. this being a part of a triangle is smh strange since this sound is differentthat's why is a slider and not a circle to differentiate
00:38:371 (3) - why the high ds not that high bc of slider leniency (players only really need to move along the sliderheads)
00:44:746 (4,1) - up to you, but I'd space them a bit - makes it more readable the kiai might be up for some changes in the future, I'll see what I can do, but as it is it shouldnt be hrd to read imo
00:48:871 (5,6) - same

insane
00:00:308 (2,3) - might want to blanket more of (2) with (3), looks better imo nah this is fine, or else imma have to bezier the shit out of that slider to improve just a few pixels, while this is perfectly acceptable too
00:03:871 (3,4) - try ctrl-g'ing both those and 5-6, would improve the flow back and forth flow was intended here
k so for the whole section there are two types of low spacing - 00:07:621 (1,2) - where the second beat is a drum beat, and 00:07:996 (3,4) - where the second beat has no sound. making the spacing in these two types different would be a good idea
or, if you're following that 1-2-1-2-1-2-1-2 pattern in the background, stuff like 00:11:183 (2,3,4) - feels strange - organizing those three like that goes against this patterning I like the flow variation on those 3 notes, the high spacing usually comes from beats mapped on claps and the rest are mostly mapped on that 1-2-1-2 you mentioned
00:17:746 (4,5) - put (4) a bit lower so that it has the same ds between it and (2)'s head as between (2)'s tail and (5) this was kinda freehanded lol, tried polishing it a bit
00:24:871 (3,4) - y u stack dis why not
00:25:621 (1,2,3) - uhhH the flow between 2-3 is strange af, 00:26:558 (3) - I'd rather place it somewhere above (2) plays fine imo, not everything has to be circular or else it'd be pretty boring
00:53:746 (1,2) - those should be more spaced imo than 00:53:371 (1,2) - imo these wont make that much of a difference even if reversed bc of the symmetry which is a style that placed aesthetics over emphasis, plus I wanted the last pattern to be a triangle lol 00:53:746 (1,2,1) -

good luck!
Thanks for the mod!
Affirmation
Q

[Beware]
00:00:496 - only this part doesn't have beat?

[Hard]
00:04:621 (1,2,3,1,2,3) - could be hard to read
00:35:371 (2,3,4) - can be hard to read? 00:35:371 (2,4) - distance looks similar, so can be confused as 1/2

GL
Topic Starter
Kaitjuh

Neoskylove wrote:

Q

[Beware]
00:00:496 - only this part doesn't have beat? It's mapped on the warp noise in the background, started gradually increasing density tho as the intro ended.

[Hard]
00:04:621 (1,2,3,1,2,3) - could be hard to read I think it's fun to attempt sth like this at the beginning of the song, approach rate helps a lot in reading 1/1 vs 1/4 too
00:35:371 (2,3,4) - can be hard to read? 00:35:371 (2,4) - distance looks similar, so can be confused as 1/2 I think it's fine atm but I could consider NC'ing it to improve readability if needed

GL
Thanks o/
Kyouren
M4M from your queue~



[General]
  1. Clear~
[Easy]
  1. 00:40:996 (2) - How about used like this flow?
[Normal]
  1. 00:05:558 - I think this is has a strong sound, add a note here
[Hard]
  1. 00:00:308 (2) - Why you don't used 1/2 like 00:03:121 (1)? It's sound similiar with 1/2 snap
[Insane]
  1. 00:00:308 (2,3) - Same like Hard diff, only this part you mapping 1/4 and 00:03:121 (1,2,3,4,5,6) - it's 1/2
  2. 00:17:746 (4) - Overlap in 00:16:996 (2) - in head?
  3. 00:18:683 (2) - How about used this flow?
  4. 00:21:871 (3,4) - It's almost near, how about your give a snap a bit like this?

For my personal, I think your Insane diff almost like Monstrata and Bakari style in kiai part but I love it lol <3
No KDS if my mod is not fixed all!

Good Luck~
Topic Starter
Kaitjuh

KittyAdventure wrote:

M4M from your queue~



[General]
  1. Clear~
[Easy]
  1. 00:40:996 (2) - How about used like this flow? imo doesnt really make a difference xd
[Normal]
  1. 00:05:558 - I think this is has a strong sound, add a note here would kinda increase the density too much imo, i think the 1/2 is a good enough indicator
[Hard]
  1. 00:00:308 (2) - Why you don't used 1/2 like 00:03:121 (1)? It's sound similiar with 1/2 snap I mapped the warp noise in the background and as the intro went on i gradually increased density
[Insane]
  1. 00:00:308 (2,3) - Same like Hard diff, only this part you mapping 1/4 and 00:03:121 (1,2,3,4,5,6) - it's 1/2
  2. 00:17:746 (4) - Overlap in 00:16:996 (2) - in head? was intentional
  3. 00:18:683 (2) - How about used this flow? looks the same to me xD, so it probably wont impact much tbh
  4. 00:21:871 (3,4) - It's almost near, how about your give a snap a bit like this? this is as close as this tho 00:19:996 (2) - , since it's not directly overlapping i think its fine

For my personal, I think your Insane diff almost like Monstrata and Bakari style in kiai part but I love it lol <3
No KDS if my mod is not fixed all!

Good Luck~
Thanks o/
Sidetail
[Beware]
00:00:308 (2,3) - These plays far better and matches with song better if you used rhythms after (like 00:01:621 (1,2,3,4) - )
00:18:121 (1) - Not sure if you are going for that everything must be straight look but curving it to shape of to 00:17:371 (3) - does improve aesthetically and flow. Rounder curvature to match circle-lish aim for 00:18:683 (2,3) -
00:35:371 (2,3) - Not sure why you just mapped bare minimum of percussion there since you mapped 00:33:121 (1,2,3,4) - and left out parts for 00:34:621 (1,2,3,4) - even though they sound same.
00:36:683 (2) - remove reverse, drag head of slider to 00:36:871 and put circle on top of 00:37:246 (4) - at time 00:36:683 (where 00:36:683 (2) - originally started) This feels much better to me since distinctive snare beats feel much more refined when they are clickable rather than using passive hits (like sliderends)
00:38:183 (2) - ^
00:39:683 (2) - ^
00:41:183 (2) - ^ (etc)

[hard]
00:04:621 (1,2,3,1,2,3) - personally, I wouldn't do this on hard diff.. it's rather confusing. Or atleast you make 00:04:621 (1,2,3) - all NCed to denote that there is spacing hinderance (I dont really like NC spam so, i suggest first option)
00:42:121 (1,2,3) - I think this 00:44:746 (4,1) - fits better than imo

[normal]
nice

[easy]
00:16:621 (3) - I would really like these all to be clickable since they have nice tones in them and have more character in emphasizing the song. Your choice.
00:25:246 (3) - I prefer downbeat there to be clickable.
00:29:371 (5) - Clickable since similar part right before that is 00:26:371 (4,5) - ?
00:39:121 (1,2) - not doing same thing as 00:33:121 (1,2,3) - ?
Mini Gaunt
Looking at your map like you suggested in your modding queue.
A well done mapset, can't find too much wrong with it.

EDIT: Looks like I was 10 minutes late with my mod as someone pointed it out right before I posted mine. No need to give me kudosu because I didn't really do anything. :D



Hard
A minor thing,
Avoid visually similar 1/2 and 1/1 spacing. Spacing variation through jumps on points of emphasis are encouraged, but only if these jumps are recognizably different from 1/1 gaps.
00:04:621 (1,2,3,1,2,3) - You don't HAVE to change this, but it is a bit confusing, the spacing of the 1/1 suddenly changes to 1/2 spacing on the jump from the last 1/1 to the first 1/2. That and the two shapes made by the objects are the same.
00:44:746 (4,1) - This feels weird to play. I don't exactly know why. Take another look at this.
00:46:621 (1,2,3) - Nice use of slider direction :D
That's about it!
Good luck with the mapset! :D
Topic Starter
Kaitjuh

Sidetail wrote:

[Beware]
00:00:308 (2,3) - These plays far better and matches with song better if you used rhythms after (like 00:01:621 (1,2,3,4) - ) reasoning for this pattern/rhythm is in previous mods xd
00:18:121 (1) - Not sure if you are going for that everything must be straight look but curving it to shape of to 00:17:371 (3) - does improve aesthetically and flow. Rounder curvature to match circle-lish aim for 00:18:683 (2,3) - sure, applied
00:35:371 (2,3) - Not sure why you just mapped bare minimum of percussion there since you mapped 00:33:121 (1,2,3,4) - and left out parts for 00:34:621 (1,2,3,4) - even though they sound same. I thought it'd be fitting since that measure is the only measure where theres no sound on the downbeat/big white tick so I lower density as a response. I also thought it'd be nice to highlight the percussion in that part specifically since its on the halfway point of the section so it transitions into a different rhythm/pattern choice. Hope im not talking gibberish here lol.
00:36:683 (2) - remove reverse, drag head of slider to 00:36:871 and put circle on top of 00:37:246 (4) - at time 00:36:683 (where 00:36:683 (2) - originally started) This feels much better to me since distinctive snare beats feel much more refined when they are clickable rather than using passive hits (like sliderends) nice, I'll try this out ^^
00:38:183 (2) - ^
00:39:683 (2) - ^
00:41:183 (2) - ^ (etc)

[hard]
00:04:621 (1,2,3,1,2,3) - personally, I wouldn't do this on hard diff.. it's rather confusing. Or atleast you make 00:04:621 (1,2,3) - all NCed to denote that there is spacing hinderance (I dont really like NC spam so, i suggest first option) meh, too many people pointing this out, I truly think Hard diff players arent as bad as you guys make them out to be but I'll change it xd
00:42:121 (1,2,3) - I think this 00:44:746 (4,1) - fits better than imo tried something, although it probably looks kinda sloppy

[normal]
nice

[easy]
00:16:621 (3) - I would really like these all to be clickable since they have nice tones in them and have more character in emphasizing the song. Your choice. don't really like the increase in intensity this creates
00:25:246 (3) - I prefer downbeat there to be clickable. seems fine since the pattern is repeatedly used in that section
00:29:371 (5) - Clickable since similar part right before that is 00:26:371 (4,5) - ? the last pattern is kinda different if you listen to the melody so I opted for a slider instead, kinda flows nicely into the next section too imo

00:39:121 (1,2) - not doing same thing as 00:33:121 (1,2,3) - ? Wanted to have a bigger rhythm gap in prep for the kiai
Thanks for modding! I'll get to your map asap.
Kensuke
bad mod

[General]
  1. Tick out "Widescreen Support" in every diffs since your map has no storyboard.
  2. I think you could use some custom hitsounds.
[Easy]
  1. 00:23:371 (4) - might make 2 circles here, like you did on 00:20:371 (4,5) and 00:26:371 (4,5).
  2. 00:37:621 (2,3) - repeat slider? like you did on 00:31:621 (2)
  3. 00:53:371 (4) - imo you could make like this to emphasize 1/2 sound at the end xP
[Normal]
  1. 00:37:621 (3,4,5) - i think you could make 1/1 with repeat slider, like you did on 00:31:621 (3).
  2. 00:47:371 (4,5) - 1/1 slider?
The part at 00:18:121 to 00:30:121 is much more dense than the kiai part. That part has mostly 1/2-beat gaps between notes while in kiai doesn't have. :roll: I think you should fix it. ;)

[Hard]
  1. 00:03:121 (1) - I think it should be 1/1 slider since 00:00:308 (2) has the same rhythm.
  2. 00:04:621 (1,2,3) - Maybe you could try to make some sliders like at 00:01:621 (1,2), imo it's kinda boring here :|
  3. 00:22:433 (4) - nc at here instead of adding nc at 00:22:996 (1)? just for consistency
  4. 00:22:433 (4,5) - 1/2 repeated slider? like you did on 00:19:433 (1)
[Beware]
  1. 00:03:121 (1,2,3,4,5) - I saw you reply kitty's mod. You said at 00:00:308 (2,3), you made it follows the noise sound. But why not at here too? This has totally the same rhythm with 00:00:308.
lazy to check more zzz
good map! hope it ranked soon :)
Topic Starter
Kaitjuh

- Frontier - wrote:

bad mod

[General]
  1. Tick out "Widescreen Support" in every diffs since your map has no storyboard. applied
  2. I think you could use some custom hitsounds. Would consider but I think the default sampleset is fine as is atm.


[Easy]
  1. 00:23:371 (4) - might make 2 circles here, like you did on 00:20:371 (4,5) and 00:26:371 (4,5). Not necessary imo, I did it consistantly on the first and third measures, so I wanted to use a slight variation on the second and fourth
  2. 00:37:621 (2,3) - repeat slider? like you did on 00:31:621 (2) I'd rather keep it so I can use the left side of the playfield xd. I'll change when it becomes a problem i guess
  3. 00:53:371 (4) - imo you could make like this to emphasize 1/2 sound at the end xP sure xd
[Normal]
  1. 00:37:621 (3,4,5) - i think you could make 1/1 with repeat slider, like you did on 00:31:621 (3). had this as a rhythm variation
  2. 00:47:371 (4,5) - 1/1 slider? same as above
The part at 00:18:121 to 00:30:121 is much more dense than the kiai part. That part has mostly 1/2-beat gaps between notes while in kiai doesn't have. :roll: I think you should fix it. ;) imo thats more related to the song, since i mainly mapped the melody and it is denser in that part

[Hard]
  1. 00:03:121 (1) - I think it should be 1/1 slider since 00:00:308 (2) has the same rhythm. rhythm variation
  2. 00:04:621 (1,2,3) - Maybe you could try to make some sliders like at 00:01:621 (1,2), imo it's kinda boring here :| disagree tbh, i think two sliders are just as boring in that case xd
  3. 00:22:433 (4) - nc at here instead of adding nc at 00:22:996 (1)? just for consistency I think you meant 00:22:621 (5) - but applied xd
  4. 00:22:433 (4,5) - 1/2 repeated slider? like you did on 00:19:433 (1) rhythm variation again
[Beware]
  1. 00:03:121 (1,2,3,4,5) - I saw you reply kitty's mod. You said at 00:00:308 (2,3), you made it follows the noise sound. But why not at here too? This has totally the same rhythm with 00:00:308. As mentioned in other mods I did this to increase density as the intro ended
lazy to check more zzz
good map! hope it ranked soon :)

my main aim with this map was try and use varied rhythms since I have been pretty stagnant in rhythm choices, always trying to make everything as consistent as possible, so I tried rhythm variations in this map while still trying to highlight the main melody of the song. I think this makes the map a lot less boring as a result, but I'll see if more people disagree with me, since all in all these are pretty minor variations.
Thanks o/
Arusamour
Beware (4,18 stars, 218 notes)

  1. 00:00:121 (1,2,3) - either follow the synths or 00:03:121 (1,2) - follow percussion.
  2. 00:09:871 (4) - consider a pause here because it later implements the song better on rhythm pauses like 00:10:621 (7) - , 00:13:433 (1) - , 00:16:433 (4) - .
  3. 00:10:808 (2) - don't skip beat. 00:10:621 nothing should be here (besides filler rhythm but which isn't compatible here).
  4. 00:22:058 (4) - another beat here you skipped which you don't want to skip.
  5. 00:34:621 (1) - change rhythm to 2 1/2 sliders
  6. 00:44:933 (6) - i find the placement very random. i think you should rather continue the flow
Topic Starter
Kaitjuh

Arusamour wrote:

Beware (4,18 stars, 218 notes)

  1. 00:00:121 (1,2,3) - either follow the synths or 00:03:121 (1,2) - follow percussion. I'm really debating on whether i should apply this since so many people have pointed it out, but I honestly believe it's fine with my intention behind why I mapped it the way I did. I'll change if it becomes a problem i guess xd
  2. 00:09:871 (4) - consider a pause here because it later implements the song better on rhythm pauses like 00:10:621 (7) - , 00:13:433 (1) - , 00:16:433 (4) - . i find it slightly out of place since I wont ever use a pause anywhere else in that section, the 1/1 sliders are mostly mapped on long held sounds in the song
  3. 00:10:808 (2) - don't skip beat. 00:10:621 nothing should be here (besides filler rhythm but which isn't compatible here). since the sliders are mapped on pretty long and significant (bell-ish) sounds this seems perfectly fine to me imo
  4. 00:22:058 (4) - another beat here you skipped which you don't want to skip. same as above
  5. 00:34:621 (1) - change rhythm to 2 1/2 sliders 00:34:621 (1,2,3,4) - I wanted to put more emphasis on the percussion here so I wanted to use a slider that was different than the ones i have been using
  6. 00:44:933 (6) - i find the placement very random. i think you should rather continue the flow not too sure, this pattern uses a basic back and forth kinda flow which i think is fine too. If other people disagree i could change it since the suggestion looks pretty cool too lol
Thanks for modding o/. Hope my reasoning makes sense
pishifat
insane
00:00:308 (2) - song isnt really prioritizing red ticks here, so better to use rhythms that ordinarily prioritize white ticks (aka every other rhythm in this section)
00:02:746 (4,5,6,1) - might actually be better as this so blue tick is moreso the focus

hard
same first thing as insane
00:51:121 (1,2,3,4,1,2) - starting reverse sliders on blue ticks like this makes it seem like blue ticks are more important than they are lol. do like a rhythm that (once again) focuses on the white/red stuff. any other rhythms you used earlier would be ok alternatives too

callmeback
Topic Starter
Kaitjuh

pishifat wrote:

insane
00:00:308 (2) - song isnt really prioritizing red ticks here, so better to use rhythms that ordinarily prioritize white ticks (aka every other rhythm in this section)
00:02:746 (4,5,6,1) - might actually be better as this so blue tick is moreso the focus

hard
same first thing as insane
00:51:121 (1,2,3,4,1,2) - starting reverse sliders on blue ticks like this makes it seem like blue ticks are more important than they are lol. do like a rhythm that (once again) focuses on the white/red stuff. any other rhythms you used earlier would be ok alternatives too

callmeback
ok i give xd, applied all.

Thanks pishi o/
ZekeyHache
Hi hi! From the bn boys~
[General]
  1. Maybe add the main characters to tags?
[Easy]
  1. 00:00:121 (1,2) - I may be too picky on this one since the objects are somewhat far, but this blanket doesn't look good. You may have not even planned to make it a blanket, but it has the appearance of a bad blanket, so I would fix that. pls :3
[Hard]
  1. 00:47:371 (3) - Why don't you make it go down like the other two sliders in the pattern? It would feel cool while playing, the pattern would be more consistent, and also it would look neater because you'll be using the same parallel spacing. Pretty *-*
    Also, you were consistent with the three sliders on similar patterns that follow the same rhythm, for instance 00:43:621 (1,2,3) - and 00:28:621 (1,2,3) - .
Nothing more besides that, pretty and neat!
Call me back~ pishi will qualify~
Topic Starter
Kaitjuh

ezek wrote:

Hi hi! From the bn boys~
[General]
  1. Maybe add the main characters to tags? too many main characters ==. imo its not really necessary xD, since people would most likely still search for "Gravity Falls"
[Easy]
  1. 00:00:121 (1,2) - I may be too picky on this one since the objects are somewhat far, but this blanket doesn't look good. You may have not even planned to make it a blanket, but it has the appearance of a bad blanket, so I would fix that. pls :3 oups,
    think i fixed it, tho its really hard to tell from this distance since its really blurred out


[Hard]
  1. 00:47:371 (3) - Why don't you make it go down like the other two sliders in the pattern? It would feel cool while playing, the pattern would be more consistent, and also it would look neater because you'll be using the same parallel spacing. Pretty *-*
    Also, you were consistent with the three sliders on similar patterns that follow the same rhythm, for instance 00:43:621 (1,2,3) - and 00:28:621 (1,2,3) - .
    I like the flow on the sliders here, also that way, the (4) is a bit more emphasized.
Nothing more besides that, pretty and neat!
Call me back~ pishi will qualify~
Thanks ezek!
ZekeyHache
Nominated.
Bursthammy
weird af metadata
Topic Starter
Kaitjuh

Weber wrote:

weird af metadata
Tfw the only metadata i could find is from a tumblr post
pishifat
when do i rank
Strategas
before that, you might want to lower SV in the intro to like 0.5x or 0.75x in the top diff for intensity reasons
pishifat
good point
Topic Starter
Kaitjuh

Strategas wrote:

before that, you might want to lower SV in the intro to like 0.5x or 0.75x in the top diff for intensity reasons
applied this, thanks strategas~

also updated some missing HS's, so I think we're good to go now
pishifat
the problem is i don't have any active hours
Topic Starter
Kaitjuh
Thanks pishi!
Dashyy-
shouldn't the artist be "bradbreeck"?

https://soundcloud.com/bradbreeck

+ most of the other maps have bradbreeck as the artist.
Topic Starter
Kaitjuh

Dashyy- wrote:

shouldn't the artist be "bradbreeck"?

https://soundcloud.com/bradbreeck

+ most of the other maps have bradbreeck as the artist.
bradbreeck is in the tags because of this, the metadata I have lists him as "Brad Breeck", as do the other GF songs on osu!
Kyouren
Gratzz! :3

We can used bradbreeck and Brad Breeck since bradbreeck following from his soundcloud and Brad Breeck from his website :p
Shmiklak
cool another gravity falls track grats
Mismagius
I can understand that it'd maybe turn this map into a farm map but OD7 really takes the challenge from the last diff, it's basically a free SS unless you play it with HR D:

other than that great map and song choice
Topic Starter
Kaitjuh
Thanks guys o/

I think OD7 is still better for players that actually play maps that are around 4*, since the stream kiai can be a bit harsh with a higher OD in that sense imo, especially since it seemingly comes out of nowhere. Thanks for the feedback though BD~
Hikomori
gratz!
Myxo
From Mapping Advise Queue.

This map is definitely clean and fun like you mentioned as your goal. It also provides quite some variety, since you always follow the most interesting instrument in each section, which is a neat skill for a mapper with few ranked maps.
I also don't think your sectioning is poor. As I said, each section is mapped differently, be it through different SVs, different rhythms or different jump usage. However, if you want even more contrast between different sections in your future maps to make them more interesting, you should try using undermapping and overmapping in sensible ways. For example, the first section of this song (until 00:05:558 -) is much less intense than the rest of the song, since there is no beat yet and only the melody plays. You showed this intensity by using small spacings, however the rhythm is still as dense as in other sections of the map because of the melody. A more contrasting choice would've been to undermap this section by ignoring most of the melody - There are these long sounds in the background which could be followed with long sliders, for example, and the rest left blank. This way you would've build up a lot of tension that makes the players more excited for the rest of the map. Overmapping in the most intense sections is also a valid tool to increase contrast, though in this map it wouldn't really work because the last section is also so dense coming from the song. It obviously sticks out a lot as it is, so there is no need to overmap here.

I also took a quick look at your Sonic Mania map and I liked it a lot. I really like how you used different mapping techniques to highlight special parts of the song on that one, for example the symmetry usage for intense transitions like 00:14:270 (1,2,1,2,1) -. Keep going that way and don't fear experimenting with different genres of songs, since it will allow you to play around with different types of patterns naturally. Good luck :3
Topic Starter
Kaitjuh
totally forgot to reply to this, but thanks Desperate for the advice! Love the concept of the queue and I hope you'll be able to help other people with their mapping visions as well!

The extra sonic mania was a nice bonus too, appreciate it xD
Please sign in to reply.

New reply