I place links to images in last postAkareh wrote:
Images didn't show up, maybe you copied the wrong imgur link?
Thank you ~
I place links to images in last postAkareh wrote:
Images didn't show up, maybe you copied the wrong imgur link?
Thank you ~
Rechecked, still keeping it the same as last updated.MyAngelMeinter wrote:
I place links to images in last postAkareh wrote:
Images didn't show up, maybe you copied the wrong imgur link?
Thank you ~
Thank youwalter85 wrote:
Hi! From my queue
00:04:302 (4) - NC to be consistent with the comboing afterwards yep
00:45:171 (5,6,7) - This plays a bit weird, to have this sudden spacing decrease from 6 to 7, you could do something like this to also make it look better. Just a suggestion tho Nah, I'd like to keep this
00:51:041 (8,1) - same concept as before, but it plays good regardlessly yep, same as ^
01:25:823 (8) - Move it to 179|213 to make it equidistant from 4 and 6, it looks more clean this way imo sure
01:53:215 (6) - These two drum sounds shouldn't be mapped like all the other kicksliders since they aren't equal. I think it's better to replace it with circles instead sure
02:27:345 (3,4) - Players will se this as a 1/4 gap like 02:26:910 (1,2) - , since the distance is way too similar I stacked every circle in this section under its correspondent slider in every place except here. By seeing a different stack and a shorter slider players should be able to notice that there's a change in rhythm here.
02:35:606 (1,2,3) - This is a bit painful to play, mainly because 2 is kinda hidden changed the pattern
02:55:932 (6,7) - This plays very very cool, but imo the spacing is a bit too much since it's a 1/4 jump, maybe reduce it a bit yep
03:09:845 (6) - Move it to 409|192 to make it equidistant from 7 and 8, imo it looks better yep
03:16:476 (5) - I think this deserves more emphasys because of the stronger drum sound nope, emphasis and jumps in these patterns are always placed at red ticks since those are way more prominent sounds for me. Also I need that there to set the pattern.
03:34:302 (1) - I think it would be way better if you made it 1/4 shorter and made the white tick clickable. Got a bit confused when i played it too sure
03:41:258 (1) - same yep
03:48:215 (6,7) - I understand you're following the vocals here, but I feel like drums should be higlighted here. I suggest a circle-1/2slider rhythm, like you do here after a few seconds 03:55:171 (1,2) - oh, right. For some reason I thought the drums were like this only at 03:55:171, sure changed
03:57:345 (1) - You should make this a circle imo because there's like a stop in the music at this point I considered it initially, but it played hella weird, so I simplified it with a 1/2
05:32:889 (6) - 1/4 jump seems unnecessary here imo Well, I haven't really used straight streams for rhythms like these anywere, so I opted for a small 1/4 jump both for emphasis at 05:32:997 (1) - and because it seemed the most consistent with the diff
05:49:519 (5,6) - 1/4 and 1/8 sliders should be inverted yep
06:00:606 (1) - Tail on a strong sound, I'd make it two circles instead sure
06:03:432 (1,2) - These should be 1/6 yep
06:04:084 (4) - Just a suggestion: make it 1/16 so that there's some kind of build-up through rhythm: 1/6 -> 1/8 -> 1/16. The gap with 06:04:302 (1) - should still be 1/8 obv, because of playability yep
That's all, good luck!
Very fun map! Except when you choke on 1600 combo lmao rip
Thanks!Vanillas wrote:
nm from my QGeneral
- OD -> 8 ? sure
RottenNice map. GL~
- 00:07:780 (1,2,3,4,5,6,7) - it's not a good idea to start jump at the beginning of the song. it seems you want to give emphasis to drum but this is still calm part, so using circle is enough. I'm keeping these, though. All the rhythms in the diff that are like this follow this patterning, and It's 7 seconds in and not on the first NC so I'm already introducing concepts that will come later to the player here. It's 7 seconds, you can retry and know it's going to be there throughout the song, I don't think that should be an issue. Plus there's maps out there that begin with even crazier jumps so I don't know lol.
- 00:14:737 (1,2,3,4,5,6,7) - ^ see ^
- 00:22:563 (5,6,7,8) - so large distance, still calm part so decrease distance but jump is OK. Should be okay. Again, introduces jumps to the player while building up the distance bit by bit in pairs of two circles.
- 01:04:193 (4,5) - replace with kick to follow drum ? I don't understand what you mean here. If by kick you mean a 1/2 slider I don't think it fits since I'm following synths here mostly, and hitsounds should be fine here?
- 01:20:606 (8) - Ctrl + G changed pattern in last mod, I think the back and forth is better here now
- 01:46:476 (6,7) - decrease distance to give emphasis to jump between 01:46:693 (7,1) - sure
- 01:52:345 (2,3,4) - calm part so decrease distance nope, drums build here and it's the end of this section so it should have bigger spacing for emphasis
- 02:32:454 add a circle stack with 02:32:563 (2) - sure
- 03:57:345 (1) - a circle is better than a slider to emphasize the stop. I considered it initially, but it played really weird, so I simplified it with a 1/2
- 05:23:867 (4) - stack with 05:24:084 (5) - maybe better nope, same rhythms as 05:25:171 (3,4) - 05:26:910 (3,4) - and so on, stacking at tail end helps emphasize 05:24:084 (5) -
- 05:25:606 (4) - ^^
- 06:03:432 (1,2) - 1/6 not 1/4 yep
Well, Rotten was always a placeholder name while I thought of something better so... huh.MaridiuS wrote:
m4m hello
Personal thoughts: I really like this song, like its one of my favorites, the nhato remix also to me sounds at least as good as the original, so I have my patterning opinions about the song, and would like to share them. You can disagree/agree or apply/not apply, but applying them might be a bit troublesome since it mostly parries your concepts, in fact i might end up mapping this song lol.
So bad apple is primarily a vocal driven song. Vocals land right on white/red and end mostly in a 1/2 interval. Which means that a lot of notes are included, and nomico did very variable intensity through out the vocals that follow some kind of a melody. And my concern is that it isn't really shown in the map. While playing, I didn't feel anything except consistent rhythm and nice aesthetics by playing. Will now explain my thoughts:
00:58:215 (1,3) - these two are like the peak of the vocals. And i'd scale everything else related to that. If you follow vocals it gets really spicy, and less repetitive . Intensity goes up and down. This is basically the mod i received not long ago from Naxess, and when I tried it, the sections had so much more life. I mean you probably know that you were following the pitches and such.
02:21:693 - if you listen to this section, i think that you should understand how emphasized the double drum hits really sound. Since everything is really kinda quiet and trippy, the drums are strong and really stand out, they happen on regular intervals. Which is why I think they should have bigger spacing and much more emphasis than you already did. And what's more, you even sliders on such notes, which i don't find apporpriate for this song. http://i.imgur.com/EawTEP7.jpg this is the kind of patterning that I would use.
Okay, so it's clear we have completely opposite points of view regarding this song. I'm not going to change emphasis from the instrument melody to the vocal melody made by nomico. You explained your reasons, so I feel like it's only appropiate that I explain my reasoning for mapping this song the way I've mapped it.
I agree that the original song is mostly a vocal oriented song, but not so much this nhato remix. For me the high point here is not on the vocals of nomico,
but on the rhythm and melody line created by nhato to support it. I feel like the melody is easily as important here as nomico's vocals, and the highest point of the song for me it's at 04:54:737 (1) - where nhato finally unleashes himself and let's the melody run wild. That, and of course, the main melody remix in nhato style that comes at 05:36:476 (1) - after being teased by both nomico and the rest of the instrumental lines throughout 5 whole minutes. It's the main instrumental melody of the original, yet nhato only brings it up here because he builds to it and plays with the listener's expectations during all of the mix.
This is what made me focus on the musical melody instead of vocals, plus the fact that if I would only map and give intensity to the vocals I'd rather map the original song where those are clearer and there's less things in the way of them that a mix that literally changes everything except vocals, lol. I'm afraid we'll have to agree to disagree on this.
The rhythm you propose at 02:21:693 - is great... if you're following the vocals, but I'm placing the emphasis on practically everything but them, and there's no real instrumental sound that deserves changing my 3/4 sliders into 1/2's since the drums don't hit there or do it so faintly that it doesn't really deserve a hit for me there.
Feel free to map a version of the song with the vocals as a main point if you'd like, and call me when you do for a mod 'cause I'll be glad to give a hand where I can. This song is amazing and I think both of our interpretations can be as equally valid and powerful for a map, right?
I shall now proceed to mod less subjective things.
00:04:519 (2,3) - would be cool if you used this slider shape only when there will be 1/4 after slider, 00:06:041 (1,2) - and this when there's 1/2 after slider. I use one or the other for aesthetics, mostly. It should be allright anyway since time-equality spacing is consistent here.
00:08:650 (5) - would prefer if you place it here, having the most comfy flow really makes jumps on this bpm actually feel nice imo xd http://i.imgur.com/6kFdWMZ.jpg nah, my reasoning for all of these parts is "from white to red, big space. From red to white, smaller space"
since IMO that fits the intensity on the drums better. Moving 5 there would completely destroy that and also leave me no room for the kind of pattern I'm creating with these.
00:17:345 - following 1/8 feels really nice on such sounds. http://i.imgur.com/uvliHUt.jpg. Now that I think about it, maybe making (3) not stacked to the two sliders actually fits? Think it could be justified that way, since it sounds like it would need more emphasis. That goes for all similar patterns in the section.Where do you hear a 1/8 sound there ? I could maybe change for a 1/4 repeating slider since there's drum hits at 00:17:345 - 00:17:454 - 00:17:563 and 00:17:671, but 1/8? I can't really hear that lol. Anyway, I'll think on it but I'm keeping this as it is for now. I'm not going to unstack 3, though,
this is a really calm part of the song and I don't want to introduce 1/4 jumps to the player until 00:28:867 (2,3) - where the rhythm becomes more complex and it's more justifiable for me to.
00:22:997 (7,8) - feels really overspaced, please nerf, i hit always 100's on testplay ;d nerfed
00:41:910 (6,8) - 1/12? Both will end on same beat, so i think its fine. sure
00:45:389 (6,7) - mm i'm a bit skeptical about this. It doesn't fit your usual structuring of no overlaps, so I suggest not an overlap this dense. http://i.imgur.com/nbaM585.jpg something like this should fit your structuring more. sure
00:47:128 (6) - I see no particular reason to make this slidershape different from others. aesthetics, would be kinda boring to have 3 curved sliders so I changed one while not really impacting gameplay. I do this all the time, kinda my thing I guess?
00:50:389 (5) - ^, if you're emphasizing the third beat, you should also do for previous pattern 00:47:345 (7) - , not second beat. sure,
I'll change third beat in the previous pattern to match here, I guess. Wasn't really my intention tho, I wanted to avoid visual boredom.
01:07:128 (2,3) - obligatory blanket fix yep
01:06:802 (9,1) - this spacing is a bit random. If you want to make bigger spacing on (1) to stand out, i suggest something like this http://i.imgur.com/ganOheq.jpg nah, I eyeballed this and I fucked up, they were supposed to have the same spacing.
01:01:258 (6,7) - as these two have same shape so should these 01:08:215 (6,7) - sure
01:12:889 (5) - placing it here should look better http://i.imgur.com/aZpzrwQ.jpg yep
01:16:910 (7,8) - Wish that your patterning system was a bit more planned tbh, it all looks nice but I think it should have the same shape as other finishing 2 kicksliders. yep
01:18:541 (6,7) - One play i think its 1/24 the other I think its 1/2. So i suggest you do something about it, like stacking xd moved 6 a bit,
should clear things a bit I hope
01:22:128 (7,8) - wish you'd do some huge spacing for these two, just listen to the vocals, they're screaming for justice ;d. Also slidershape is not identical, so i suggest copy paste inverse you know. But my focus is not on the vocals D: yes to fixing the shape tho
01:24:737 (3) - Ugh, think this deserves the biggest spacing, imo it is the most intense.
01:25:606 (7,8) - same for here, needs more emphasis. nope, emphasis for me is on the red ticks since that's where the big drum hits, same concepts as 00:08:650 (5) -
01:57:237 (6,1) - another example where you could add to the intensity of the song. Since both the blue ticked circle and the downbeat are of similar intensity, so should they be followed by something s p a c e d nah, it's not really an intense section, this spacing is just fine
01:55:280 (5) - also its probably okay to have this also have bigger spacing to make contrast with the section. You're keeping slow sliders, which the section deserves, but it is also a nice option to make contrast, making it more fun, I believe it would be a nice idea to make this also a bit spaced. the way I see it, 01:55:280 (5) - has almost no intensity where as 01:55:497 (6,1) - receive all the intensity, and that's why 5's are placed real close and then we make a high jump (not that high since, you know, this part is not that intense, but you get what I mean I hope) towards 6.
02:37:345 - so here i basically don't understand at all when it should be stacked and when spaced, i get no intuition. I thought 02:35:606 (1,2,3,4,5) - deserved a lot of energy since we came from a build up and it was the start of this section, so I used spaced 1/4's. Then that energy dies down, and so do these 1/4's. 02:39:845 (4,5,6,7,8) - somehow slipped by me though, fixed
02:38:215 (5,6) - http://i.imgur.com/MJUUMP1.jpg doing some inversion and rotation, it seems you could make a better lookin pattern. I guess
Also, I think you should make some kind of a rule in this map for kickslider shape choices. I agree it all looks nice, but I don't recognize patterns. that's cause I wasn't going for patterns with them but visuals, lol
03:15:171 (7,8) - it is kinda spottable that they're not the same shape. Use rotation inversion etc to make such shapes look identical, I don't think that its much of a chore. ye
03:16:041 (3) - Like i mentioned on a similar sounding pattern, this also needs more spacing imo, it sounds like the strongest note, at least stronger than 03:16:258 (4) - . same reasoning as above
03:33:215 - hm since you mostly focus on techno part, following this wub would be a nice addition 03:33:650 - if you can think of somethink. nah, for rhythm purposes I'll keep it as a slidertail. It's not totally ignored and it's hitsounded, should be ok
03:38:976 (5,6) - blanket a bit messed up pesky blankets I swear
03:57:563 (2,4) - also following this in form of 3stacks should suit your rhythm choices in the song. I don't understand what you mean here,
sorry
04:09:084 (4,5) - please the vocals, i'm crying, more emphasis, if it were me, i'd do this xd http://i.imgur.com/z29ibXa.jpg okay, I'll give you this one since here the vocals have priority I guess. Not with that suggestion though, but my solution should follow both the drumline and give a little more emphasis here.
05:01:476 (3) - think that this broke my headphones, reduce volume? hai
05:17:128 (7,1) - blanket fixy blankets and me I swear
05:22:563 (1,2) - ^ this one is just sad
05:12:997 (7,8,9) - this seems curved, think it needs to be straight. uh, I touched it a bit but that's straight I think?
05:22:128 (7,1) - hm the overlap, think i mentioned it on start. I don't see no overlap I'm sorry
05:36:476 - i'm a bit sad that you didn't make the rhythm denser, making use of 05:36:910 - , instead you always skip it. Suggest in making denser rhythm ;v I'll think on it, but I skipped it because I wanted to stick to the recognizable bad apple instrumental melody
Well this ended up a bit longer than i wanted it to be, love the hitsounding, and aesthetics. Other things are probably just subjective, so good luck, seeing another bad apple ranked is good. Oh yeah, one more thing, "Rotten" is a rather crude name for a difficulty i suggest putting something from bad apple lyrics idk.
Thanks!Antlia- wrote:
NM from my queue <3rotten
00:16:476 (1,2,3) space these a little bit (and every other overlap like this) Nah, I want to use these since the rhythm is too calm for 1/4 spaced jumps here and I don't really like overlaps, I prefer stacking.
02:21:693 (1) use denser rhythm here, also move the previewpoint here, it sounds better in my opinion I can't really make the rhythm denser there though, the instrumental melody just doesn't leave me room for more For previewpoint I think keeping it at the actual chorus of the song is better?
03:38:215 (1) use higher spacing and sv in this section as it is more intense sure, I'll space these a little bit further. No to SV change, though.
Not that different from 03:31:258 (1) - for that IMO
05:12:997 (7) New combo here yep
05:34:737 (1,2,3) 1/16 sliders here changed these, but I think those are 1/6 not 1/16, so changed to that instead
06:04:302 (1) end kiai here instead sure, I don't know why I ended it earlier lol
Sorry for the short mod, I really like this map. PM if you want a storyboard (it'll be simple)
Sorry I couldn't answer earlier, had some issues with my internet connectionCherry Blossom wrote:
Hi, from my modding queue.Limbo
- 00:46:041 (1,2) - It's just my opinion but it looks weird and confusing when you have a 1/4 gap betwwen 00:45:606 (7,8) - and a 1/2 00:46:041 (1,2) -, when they have, visually, the same distance but not the same gap in timeline. AR9 helps a lot to read this kind of placement (it's just 138 BPM), but imo there should be more distance between 00:46:041 (1,2) - . Same for 02:26:910 (1,2,3,4,5) - I've moved 00:46:041 (1,2) around, but I'll keep 02:26:910 (1,2,3,4,5) - as they are because of the way I've set up that section and the way the pattern works.
- 00:58:432 (3,4) - Just a suggestion, after the slow slider it would be easier, and maybe, more confortable to play a linear motion, by linear i mean the slider's direction is the next object and not its opposite, as this picture shows. sure
- 02:19:302 (6,7,8) - If you listen carefully to this section, you can hear that the most audible and distinguishable roll is covered by this slider 02:19:519 (7) - and not these reversed slider 02:19:302 (6,8) - . Consider using another kind of reversed slider (like 1/16) for 02:19:302 (6,8) -, but this 02:19:519 (7) - should be played as 1/8 and not 1/4. But it's okay if you keep the current pattern because i don't know if undermapping here is your intention. I undermapped since the change of 1/16 to 1/8 to 1/16 again felt really weird for me testplaying, but I'll keep it and see how it goes with some more mods
- 03:28:650 (5) - This should not be a reversed slider, just a simple 1/4. It will introduce the next reversed sliders better, the sound on its start 03:28:650 - is not as powerful as the next ones. yep
- 03:57:997 (5,6,1,2,3,4) - This stream is easier to play than 03:44:302 (1,2,3,4,1,2,3,4) - just because they don't have the same spacing between each circles. It would be better if you make things a little consistent, and keep both streams "challenging", and not a stream easier than the other. Plus, this stream 04:52:997 (1,2,3,4,5,6,7,8) - is like 2 times more difficult. So the streams you used during kiai time 03:44:302 (1,2,3,4,1,2,3,4) - and 03:57:997 (5,6,1,2,3,4) - could be more challenging, you just you can make this stream 04:52:997 (1,2,3,4,5,6,7,8) - less difficult. But currently the way you manage spacing on the streams i mentioned is a little messy. I'm not sure if having a spaced stream is easier though? Changed 03:57:997 (5,6,1,2,3,4) - to a regular stream, but I don't really know why spacing it should be easier, if anything I figured it would make them more challenging? 04:52:997 (1,2,3,4,5,6,7,8) - should have more intensity and be more challenging since it's introducing the part where the wubs go wild.
- 05:08:215 (1,2,3,4) - There is nothing clearly audible on each sliderend, using 1/8 sliders here is not really necessary. If you really want to emphasize this part, then, just replace with a simple stream with circle, but use a higher distance between them. nope, I'm keeping this. I really really like that, and there are some sounds at slider ends, like 05:08:487 and 05:08:595, plus since sliderends are not really clicable it effectively works as a stream for the player. It adds so much intensity there that it would be a shame to remove it
- 05:32:889 (6) - I don't really think it's a good idea to stack it on the sliderend, because you didn't do it previously, and this current section is not intense than section with kiai time. It could caught people off-guard because it doesn't really look intuitive to play if you add the context around. It would be better to stack it on 05:32:997 (1) - 's head instead. sure
- 05:49:737 (6) - Snapped wrongly, it's not 1/6 it's 1/8. And this slider is 1/3, not 1/8 (yellow ticks) 05:49:954 (1) - wops
Good luck ~
Thanks ~Neoskylove wrote:
Q
[asdf]
00:06:041 (1,2,3) - Hard to read I don't see why that would be hard to read at all lol
00:26:476 (4,1) - blanket y
00:56:910 (1) - Unnecessary NC consistency with 02:48:650 (1,1,1) -
01:54:737 (3,4,5) - set consistent DS with 01:56:476 (3,4,5) - 01:58:215 (3,4,5) - ye
02:14:737 (1) - from here, you changed your rhythm style, but I felt weird. I changed it to smooth the build up that comes later, it's essentially the same tho
03:21:693 (3,4) - unstack like you did at others. ye
03:49:954 (7,1) - set parallel? I prefer these visuals tho
GL
Thank you~Amaikai wrote:
Hard map to find faults or even improvements at. hopefully that's because its good and not because its a messBest apple06:01:258 (3) - I feel like entirely focusing on 1/1 rhythm here would work better because the normal rhythm on 06:01:258 (3) - is present on every white tick 06:00:823 (1) - 06:01:693 (4) - 06:02:128 (6) - but it's only followed there. sure
If you do change above, 06:01:258 (3) - finish and 06:01:476 (4) - clap.
06:02:128 (6) - Remove hitfinish from sliderend it messes up with finish,clap alternating rhythm. y
Having whistle+clap here 06:01:910 (6) - and 06:02:345 (8) - sounds bit overdone to my ears, maybe just clap?y
From my queue, mod ended up being short so no kds if not helpful.
Thank you!Mykaterasu wrote:
Hey! I'm from over here!Hitsounds
- soft-hitclap3 has some sort of in filter which isn't really advised since it doesn't give a strong and immediate response upon hitting which can be justified as unrankable in the criteria. I don't think it's unrankable, to be honest. Most of these sounds I've gotten from ranked mapsets, and at some cases (I don't really remember if this particular one it's one of them) they've been collected from LordRaika's sets. He's one of the most reputed hitsounders out there, so I don't think there will be serious issues with them. I'd like to keep until I receive more negative feedback on this, since I think it fits really well.
Limbo
- 00:43:704 (4,5,6,7) - I don't think a stack of this speed is appropriate for this difficulty rating, especially since we never see this pattern again. Well, it's more a rhythm issue than an spacing issue, IMO. The jump is the same as 00:48:215 (3,4) - and infact it should be easier to play since we both have a precedent in the same combo and also 5 flows to 6 with way more ease. We also do see similar patterns at 00:49:954 (3,4,5) - 00:51:693 (3,4,5) - It's the same concept, but the rhythm is noticeably different on the drums, so I have to note+slider instead of 2 1/2's like at these.
- 01:03:215 (8,9,1) - This kinda pattern is very unorthodox when compared to what you've done before. Aesthetically it would mean that 8 and 9 are to be grouped together, then 1 is something different. This doesn't really convey the emphasis on 9 very well. Similar things happen to the curved triples e.g. 01:06:693 (8,9,1) - here because instead of looking like a curve, it looks like a line formed by 2 circles, then a slider head that doesn't lie on said line. If you're going to make it so that these don't stack, I think it would make a lot more sense to only apply one idea to make the themes congruent in the section instead of acting like individual outliers. There are many spacing or aesthetic choices that could be really good here. Something like this where 8 and 9 are ctrl+g'd will be a choice that would allow you to keep the kind of aesthetic you've chosen. I really like that solution, but I think it's a bit to much to space a stream like that in a set of this difficulty. I'll bring the streams in line with 00:59:737 (8,9,1) - to make those not seem so special, I guess. I want to break from stacking both to break boredom for the player and to differentiate between the sounds of 00:58:215 (1,2,3) - and 00:59:737 (8,9,1) -
- 01:11:910 (5) - I don't think it's generally acceptable to have hitsounds that play longer than the duration of the object that they're emphasising (not including reverb). It carries over the bar too. I'll hold on changing this until more feedback is placed. I get why it could be an issue, but it really fits.
- 02:19:302 (6,8) - I fear these reverse sliders are too short. The arrow is completely under the head, which hasn't been well prepared since the spacing is so similar to 02:18:650 (3) - that the body is almost hidden by it. While I agree, I think having a repeating slider is wiser here than a 1/6th stream for the difficulty this is aiming at. I've only used one on the whole song and it was because intensity and rhythm didn't really admit anything else tbh.
I can't prepare the player since we have no 1/6 rhythms I could build up from, and no matter how I put these, they will still be short.- 00:55:171 (3,4,5) - or 03:42:563 (6,7,8) - You have to be careful with segments with flow like this, because this is probably the hardest part of this 4* diff. I don't believe it should appear so leisurely other than to really emphasise the highest intensity phrases in the piece. In this case, I think flow like this would be much better suited to the last kiai. When it's one-directional it's a lot harder than when it's non-linear e.g; 00:53:432 (3,4,5) - is pretty easy because the sharp change in movement accents the off-beat rhythm where the last note of the synth ends I agree these are probably one of the hardest parts.
00:55:171 (3,4,5) - is a linear circular flow though, even if it's a bit widely spaced intensity really allows it IMO. 03:42:563 (6,7,8) - specially, both because of vocals and because of the background rhythm really deserved a pattern like that for intensity. I'll have a look and try to tone down some, but I'm going to mostly keep these as they are.- 04:54:302 (1,1) - This 3/4 slider is moderately deceptive and prone to slider breaks because it matches the prospective length of a 1/2 slider when referred to 04:52:128 (1,2,3,4) - the last rhythmically significant sliders. This problem is only compounded because it's a straight slider, so design-wise it seems like a normal 1/2 slider. All of your other 3/4 sliders have been a lot longer and easily identifiable, so giving this slider a special shape and bumping up the SV a tad should do wonders. Sure, not much I can do shape-wise 'cause of the low SV tho
- 05:08:215 (1,2,3,4) - I recommend you drop the volume of the sliderends to something like 20%, it does wonders since there isn't actually any 1/8 rhythm here. Makes things a lot cleaner. sure, why not
As far as storyboards go, I recommend blowing up a bar.png, black fading that to make the blackscreen fadeout effect, since your spectrum isn't fading with the background, which is kinda weird.
Good luck with the map~
aright, ill take a peek once I'm homeAkareh wrote:
I mean... If you have input that can improve the map I want to hear it if possible lol. If it's a shit map I want to know why and fix itTime Capsule wrote:
do you really want me to mod this?
I mean isn't it too painfull to sber when I just do like "ctrl+g" and you approve it lol
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Even if it's control+g this and blanket that if it helps and improves the map, why not?
I'm nowhere near approving this tho, I can't find BNs. Mod this if you want to
I mean... If you have input that can improve the map I want to hear it if possible lol. If it's a shit map I want to know why and fix itTime Capsule wrote:
do you really want me to mod this?
I mean isn't it too painfull to sber when I just do like "ctrl+g" and you approve it lol
placeholder maybe
Akareh wrote:
Mykaterasu wrote:
00:43:704 (4,5,6,7) - I don't think a stack of this speed is appropriate for this difficulty rating, especially since we never see this pattern again. Well, it's more a rhythm issue than an spacing issue, IMO. The jump is the same as 00:48:215 (3,4) - and infact it should be easier to play since we both have a precedent in the same combo and also 5 flows to 6 with way more ease. We also do see similar patterns at 00:49:954 (3,4,5) - 00:51:693 (3,4,5) - It's the same concept, but the rhythm is noticeably different on the drums, so I have to note+slider instead of 2 1/2's like at these.
Mykaterasu wrote:
especially since we never see this pattern again
Hey, thanks for your input, really appreciate it.Arduck wrote:
I think you misinterpreted this guy's comment. He was mentioning the 1/8 triplet 00:43:704 (4,5,6) - which is the reason I came here in the first place.
About that being appropriate or not, that's subjective but the point he made afterwards is what I completely agree with.Mykaterasu wrote:
especially since we never see this pattern againRhyth-wise that's cool, but I think you chose the wrong objects.
If you still want to keep that 1/8 triplet for that part I suggest making those 3x sliders hitcircles instead 00:42:563 (1,2,3) - so the burst afterwards becomes easier to read and to hit as well. Triplets stacked right after a sliderend, especially if they are burst ones are not comfortable and really stand out in this case for the reason mentioned above.
Either that, or completely remove the 1/8 triplet and use a rhythm like this one:Randomly found out about this mapset, gave it a try and wanted to share my thoughts.
You've done a pretty good job tbh, really nice song choice as well!
Bad Apple!! and all of it's remixes bring back memories since the original was one of the first songs besides the default ones that really got me into this game ;D
It would be nice to get one more Bad Apple!! song into the ranked section.
Go for it!
Good luck ;3
You don't have to make changes that you don't agree with and I'm with you on that one, ignoring the 1/8 part isn't a good choice either.Akareh wrote:
Okay, I've changed the 1/8 stream to a standard-ish 1/4 stream instead, which should be easier to play and pose no problems.
I'm not happy with it, because now that part sounds really empty, but I can get the reasoning so I'll cope.
I tested that pattern with your previous mod, but was unsure of breaking 00:43:432 (3) - since it's essentially the same sound as 00:42:563 (1,2) - and thus it shouldn't really be different from those, that's why I went with skipping the 1/8th. I know that it's not a good choice, but IMO breaking 00:43:432 (3) - isn't exactly a perfect solution either. I tried shortening the first two to keep consistency with 3 so I could go with the repeat, but the sound holds to those 1/2's so it was kinda awkward also.Arduck wrote:
You don't have to make changes that you don't agree with and I'm with you on that one, ignoring the 1/8 part isn't a good choice either.Akareh wrote:
Okay, I've changed the 1/8 stream to a standard-ish 1/4 stream instead, which should be easier to play and pose no problems.
I'm not happy with it, because now that part sounds really empty, but I can get the reasoning so I'll cope.
That's why I'll give you an example for the pattern that I had in mind that doesn't ignore this rhythm and it doesn't go against your mapping logic.
Simply add this .osu file as a new diff on this mapset's folder and check out 00:43:432 (3,4,5,6) -
Suggestion
Akareh wrote:
I'll go with your suggestion since I actually kinda prefer having 00:43:432 (3) - not be so consistent to skipping the 1/8th altogether.
Thanks!
Thank you!MrSergio wrote:
All touhou games end with a dot (.) character, which is missing in your source right now woops, fixed
[Limbo]cool
- 01:59:519 (2) - this stuff is repeated a lot, but this last one feels a bit more important than the others, so what do you think of using circles instead?
If you listen, 01:53:867 - 01:55:606 - 01:57:345 - all these start the same rhythm 3 times, but 01:59:084 - starts a similar rhythm which is slightly different,
that's why it would be nice to change 01:59:519 (2) - in some way to make it stand out hmm, I noticed it but figured I'd rather try and be consistent than changing it, let's see how it goes, sure- 02:06:476 (2,3,4,5,6) - first, I find consistency important in a map, so you should try to make something similar to 01:59:084 (1,2,3) - (since they are similar). I'd prefer to keep this as is, if possible, since I feel that part has so much power compared to 01:59:084. I mean, it introduces the build up and the change of rhythm, I think it's not too far-fetched to give it some more emphasis.
Second, I wanted to see if you liked something like... this. The reason for that is for the sound on 02:06:910 (4,5) - compared to the sound on 02:07:345 (6,7) - .
02:06:910 (4,5) - seem rather stale, while 02:07:345 (6,7) - start pumping up the song, so ye... more movement on stuff that needs intensity, less movement on stuff that doesn't need it Your suggestion is nice, if I can't keep ^ as it is I'll probably change those to something like that, yeah- 02:51:041 (8,9,1) - seeing what you usually did with this rhythm, making 02:51:041 (8,9) - a slider and 02:51:258 (1) - into a couple of circles looks and plays better: https://osu.ppy.sh/ss/9416563 yep, sure
- 03:04:954 (8,9,1) - probably same ^ yep
- 03:57:997 (5,1) - if ever, having a NC on the start of the stream looks cleaner imo. If not, you can even remove 03:58:215 (1) - as NC since it's part of the same rhythm as the rest of the stream sure, I'll start NC earlier
- 05:39:519 (6,7) - highly personal, but stacked they feel better // 05:46:476 (6,7) - obviously same for all the others if you agree I'd prefer to keep the movement in these, tbh.
MrSergio wrote:
All touhou games end with a dot (.) character, which is missing in your source right now
[Storyboard]
As far as I could observe, you have 3 main effects + lyrics in the whole map. What you did was basically starting up each effect and letting it go on and on till the end of the map. While the effects themselves are not bad, their continuous usage feels kinda unfitting at times.
Examples of this is for example your spectrum running at all times, even during breaks; you also have the entire map being highlighted with that glow effect.
My suggestion is to use these things sparingly, since they would add much more effect that way through contrast with parts that don't have such effects:
for example, the highlighting glow effect on each note can be done during really calm parts only:
- from start till 00:16:476 - is a good section;
- 00:37:345 - 00:44:302 -
- 00:56:476 - 01:26:041 - to add extra effect to kiai
and so on... Just make sure you don't use it everywhere, otherwise it's kinda pointless imo. Using too much something becomes boring
As for the spectrum: as you did from 00:37:345 - 01:26:041 - is cool (maybe cut it at 01:24:302 - instead since it looks like a good point where the song becomes way calmer). The same would be nice for the other kiais too.
The concept is similar: don't use that spectrum everywhere, but cut it during really calm parts. Start it again when some strong kick kicks in:
- 02:07:780 - 02:20:823 -
- 02:35:606 - 03:15:497 -
and so on...
Overall simple but nice SB, just try to not make it too boring tho
Masayoshi Minoshima is god.Akareh wrote:
nomico is bae
nhato is daddy
thank you!