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KOAN Sound & Asa - Tetsuo's Redemption

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Topic Starter
Jakomo73
This beatmap was submitted using in-game submission on Wednesday, September 13, 2017 at 10:34:05 AM

Artist: KOAN Sound & Asa
Title: Tetsuo's Redemption
Tags: dnb drum and bass drumstep electronic sanctuary ep
BPM: 140
Filesize: 11880kb
Play Time: 05:30
Difficulties Available:
  1. Psionics (4.64 stars, 1267 notes)
Download: KOAN Sound & Asa - Tetsuo's Redemption
Information: Scores/Beatmap Listing
---------------
mm-m-mmm-uh

"this is pretty dope" :weary:

Very fast and slow sliders in this map! Don't trust the sr
Pira
jacko you make my ballsacko go wacko (irc mod lol)
Topic Starter
Jakomo73

Opsi wrote:

jacko you make my ballsacko go wacko (irc mod lol)
thx bb

Logs in case anyone wants them xd
jako
wtf
is this diff name
Jakomo73 - Today at 10:03 AM
thank you for admitting youre wrong opsi <3
LOL
its edgy ok
Opsi - Today at 10:03 AM
plaudible
faved already
circlejerk
re
e
e
Jakomo73 - Today at 10:03 AM
ive been showing him since i started it lol
3 stars too :weary:
my sugar daddy bn
Opsi - Today at 10:03 AM
is this another shitty old 5 min 4* shiirn dgn style map
Jakomo73 - Today at 10:03 AM
probably
idk what dgn means tho
degen?
Opsi - Today at 10:04 AM
uh
ye
Jakomo73 - Today at 10:05 AM
then ye i think it is
if youre not making strides in how edgy ranked maps can be, youre not a real mapper :^)
Opsi - Today at 10:08 AM
don't
say anything about my acc
thank
Jakomo73 - Today at 10:08 AM
dw my acc is always bad
Opsi - Today at 10:08 AM
I overstream unless bpm is like 240 on this pc
:eyes:
it was fun
wub svs were sicc
but
sometimes
you didn't do them
Jakomo73 - Today at 10:08 AM
:weary:
Opsi - Today at 10:08 AM
and why
Jakomo73 - Today at 10:08 AM
what do u mean by didnt do them?
like at 01:17:158 (6) - ?
Opsi - Today at 10:09 AM
eh I guess but that's p minor
and it's up to the mapper really
but
01:48:658 (1) -
don't pull
this lame sht
on me ni:b::b:a
kiai wubs were :sweat_drops:
Jakomo73 - Today at 10:11 AM
ohhh, yeah i should change that
Opsi - Today at 10:11 AM
It's like
you were jacking off the player
and right when he was about to nut
you stopped
angery
Jakomo73 - Today at 10:11 AM
LOL
but ye i can prob do some overlapping shit there like ive done 100 other times in the map
cause that would fit as well
Opsi - Today at 10:12 AM
ye something interesting with sv would suffice
and before on the streams I'd honestly make the 1/8 sliders' spacing smaller
like you did on 01:19:622 (1,2) -
but not necessary xd
I'm just bad
you could do vice versa and make those ones bigger like the rest
Jakomo73 - Today at 10:13 AM
do you think its a reading issue and i should just change the slider paths? cause its been confusing to me
those were the same spacing as the others but i nerfed them for increased emphasis
Opsi - Today at 10:14 AM
nah I knew they were streams
and wat
y :trashking:
Jakomo73 - Today at 10:15 AM
wait oh im dumb
i thought you were talking about 01:14:480 (1,2) -
but i think the spacing is fine, since i use a lot of spaced streams in the kiai and stuff
Opsi - Today at 10:15 AM
oh lol
ye
Jakomo73 - Today at 10:15 AM
but ill def change the slider path
Opsi - Today at 10:16 AM
actually though
I would nerf 01:14:480 (1,2,1) -
since the wub sound isn't nearly as strong
Jakomo73 - Today at 10:16 AM
yeah, esp since im gonna change those others i will need to decrease that spacing again
Opsi - Today at 10:16 AM
you're showing that enough with aesthetics at least
also I'd maybe emphasize this with a sharp point or making the last two notes shorter spacing :eyes:
unless you want it to be a continuous stream
Jakomo73 - Today at 10:18 AM
last two notes meaning these? 01:19:622 (1,2) -
Opsi - Today at 10:18 AM
oh wait I never c/p'ed LO
01:17:908 (9,10,1) -
Jakomo73 - Today at 10:19 AM
ohhhh yeah thats a good idea
Yuii- - Today at 10:19 AM
what is this doing in #offtopic
Opsi - Today at 10:19 AM
01:22:837 (2,1) - maybe make this a perfect stack since it'd have a better effect of showing that the sound suddenly stops
cjn1508
00:30:122 (2) - too far
00:31:837 (2) - ...
00:36:980 (2) - ...
00:38:694 (2) - ...
00:43:837 (2) - ...
00:45:122 (8) - ...
00:50:480 (1,2,3) - convert to a slider
01:06:444 (1,2,3,4) - you can let each slider faster than last slider for blanket style
01:12:765 (1,2,1) - looks strange
01:21:337 (3,4,3,4) - can be slider
01:24:980 (1) - do like this 01:27:444 (1) -
02:45:551 (1) - the middle part of the slider is mess
02:55:622 (1,2) - emmm.. there should be only 1 slider
03:14:051 (3) - the 3 can be far from 2
03:22:194 (3) - ...
03:37:515 (1,2) - sound strange

good map
good song :)
Topic Starter
Jakomo73

cjn1508 wrote:

00:30:122 (2) - too far Sorry, havn't remapped this section yet, but I agree
00:31:837 (2) - ...
00:36:980 (2) - ...
00:38:694 (2) - ...
00:43:837 (2) - ...
00:45:122 (8) - ...
00:50:480 (1,2,3) - convert to a slider Changed 2 to a slider, but 3 doesn't have any beat on the 1/8 tick so i kept it as a circle.
01:06:444 (1,2,3,4) - you can let each slider faster than last slider for blanket style Hmm, to me the intensity is going down with each iteration of the repeated sound, so no change sorry.
01:12:765 (1,2,1) - looks strange Same with the remapping, will fix during that
01:21:337 (3,4,3,4) - can be slider I think that using a double for the drum sounds better accentuates the individual drum sounds on 4.
01:24:980 (1) - do like this 01:27:444 (1) - Raised SV slightly and NC'd differently to compensate. However, I kept the general shape of these sliders
02:45:551 (1) - the middle part of the slider is mess Made it more symmetrical.
02:55:622 (1,2) - emmm.. there should be only 1 slider There are two distinct sounds, if they weren't kick sliders I would have it be a stream still
03:14:051 (3) - the 3 can be far from 2 I'm emphasizing one sound throughout that section, and making 3 far from 2 when it's not the emphasized sound would go against what I'm trying to do.
03:22:194 (3) - ...
03:37:515 (1,2) - sound strange I'm not too sure what you mean by that, there aren't any hitsounds yet.

good map
good song :)
Thank you for the mod :)
Phos-
Hey, m4m from your queue!

[The Damage Has Already Been Done]
  1. Check AImod, I'm finding lots of unsnapped notes and timing points.
  2. 00:34:087 (2,3,4,5,6,1,2,3,4,5,6) - I'm not fond of this stream's appearance, particularly due to how it overlaps itself like this. Perhaps you could readjust the stream by having it curve the other way instead, like this.
  3. 00:48:980 (1) - I feel like there are better ways to emphasise this note after the stream, because a slight difference in spacing is unlikely to be noticed in gameplay. I'd space the note out further, so that there's a gap between the note. This should play well thanks to the low bpm of the map.
  4. 01:12:765 (1,2) - Perhaps you could space these further apart from each other to put more emphasis on the wub sounds. It'll also improve readability by making them distinct from the stream. Same suggestion applies for 01:16:194 (1,2) - and similar patterns.
  5. 01:22:194 (3,4) - You should ctrl+g this stack for consistency. The two stacks before this one starts from the bottom, whilst this one starts from the top.
  6. 01:59:157 - You should map over this sound, as it can be heard quite clearly. One way you could do this is to move 01:58:836 (1) - forward 1/2 a beat, and place a circle where that slider previously started. Timeline for reference
  7. 02:59:265 (1,1) - One of the sliders is completely covered, which I disagree with. Some players might not be using a skin with transparent/translucent slidertrails, which will make reading this really difficult. Also, the ranking criteria says that Every slider must have a clear and visible path to follow from start to end. so I don't think this set of sliders is rankable, as one of them is completely overlapped by another.
  8. 04:13:515 (1,2) - The appearance of these two notes are a bit odd. I think it would fit better with the map as a whole if you stacked (2) underneath (1)'s sliderhead. x:332 y:216 works.
Hmm, this is all I have to say really. This was a really nice beatmap, it is structured very well and I can notice that each object has a specific reason for its placement. I can see this getting ranked, good luck!
Topic Starter
Jakomo73

-Faded- wrote:

Hey, m4m from your queue!

[The Damage Has Already Been Done]
  1. Check AImod, I'm finding lots of unsnapped notes and timing points. Can osu just NOT unsnap everything randomly? :( fixed all
  2. 00:34:087 (2,3,4,5,6,1,2,3,4,5,6) - I'm not fond of this stream's appearance, particularly due to how it overlaps itself like this. Perhaps you could readjust the stream by having it curve the other way instead, like this. Fixed along with the one later
  3. 00:48:980 (1) - I feel like there are better ways to emphasise this note after the stream, because a slight difference in spacing is unlikely to be noticed in gameplay. I'd space the note out further, so that there's a gap between the note. This should play well thanks to the low bpm of the map. I'm not a huge fan of having a gap right here since the intensity isn't that high. However, I spaced it further away and to the side so players will have to consciously move towards it
  4. 01:12:765 (1,2) - Perhaps you could space these further apart from each other to put more emphasis on the wub sounds. It'll also improve readability by making them distinct from the stream. Same suggestion applies for 01:16:194 (1,2) - and similar patterns. Fixed for the two you linked,
    but 01:14:480 (1) - has lower spacing since its not as strong of a sound, and 01:19:622 (1,2) - has lower spacing due to the song's intensity decreasing
  5. 01:22:194 (3,4) - You should ctrl+g this stack for consistency. The two stacks before this one starts from the bottom, whilst this one starts from the top. They're supposed to be pointing towards the next note while keeping my "stacking spacing". Fixed 01:21:444 (4) - since it was out of place
  6. 01:59:157 - You should map over this sound, as it can be heard quite clearly. One way you could do this is to move 01:58:836 (1) - forward 1/2 a beat, and place a circle where that slider previously started. Timeline for reference Fixed, placed the circle after so the slider now has a double
  7. 02:59:265 (1,1) - One of the sliders is completely covered, which I disagree with. Some players might not be using a skin with transparent/translucent slidertrails, which will make reading this really difficult. Also, the ranking criteria says that Every slider must have a clear and visible path to follow from start to end. so I don't think this set of sliders is rankable, as one of them is completely overlapped by another. Yep, changed 03:04:408 (1) - 's slider head to be offset from the previous slider's tail
  8. 04:13:515 (1,2) - The appearance of these two notes are a bit odd. I think it would fit better with the map as a whole if you stacked (2) underneath (1)'s sliderhead. x:332 y:216 works.Yeah, it looks a little weird, but i think its the best compromise in terms of visuals and playability. I want 2 to be further away from 1 for emphasis, and 1's path looks weird and isn't intuitive if it doesn't follow the general direction towards 2.I will try to play around with the sv/angles a bit though to see if i can get it to look any better. It's worth the slight compromise in aesthetics to have the tail not overlap
Hmm, this is all I have to say really. This was a really nice beatmap, it was structured very well and I can notice that each object has a specific reason for its placement. I can see this getting ranked, good luck!
Thank you for the mod and kind words! I'll mod your map shortly
Crypthesis
From my queue:

hi! :D

this is pretty dope
stuff
apparently your file size is too big... requirement is under 10MB yours is 11.75.

TOO MANY HITSOUNDS D:

you didn't use this hitsound
normal-hitfinish20.wav

every hitsound must be at least 100ms long
soft-hitwhistle.wav 85.24ms

wave hitsounds with possible delay > 5ms:
soft-hitfinish2.wav
soft-hitfinish7.wav

01:10:515 - red timing point doesn't agree with green one for sample set

actual thing
uhhh everything's unsnapped starting from 01:26:336

00:01:408 (2,3,4,5) - I think i'd be cool to hitsound the sounds in the "song"

00:07:837 (1,2) - I think i'd look better if it was spaced equally

00:39:872 (8,1) and 00:43:301 (5,1) and .... your stacking isn't very consistent

01:05:694 (2,1) - stack sliderend?1

01:27:765 (1) - since it's a small circle i kinda think it's a bit ugly

01:27:980 (2,1,1,1) - wth so hard to read

02:25:837 (1) - lower hitsound volume pls

02:38:908 (1) - don't really get what you're emphasizing this and the one before

04:04:730 (2) - Ctrl+G? don't get what's different here

04:23:908 (1) - just use the easy 4 point way. it kinda looks weird. or make it better

holy shit it's so good

have 3 stars
Topic Starter
Jakomo73

Crypthesis wrote:

From my queue:

hi! :D

this is pretty dope :weary:
stuff
apparently your file size is too big... requirement is under 10MB yours is 11.75. It's fine, all files are necessary and the bg is a .jpg so not much more i can do

TOO MANY HITSOUNDS D: Yeah there are a lot but it just adds diversity :^)

you didn't use this hitsound
normal-hitfinish20.wav Whoops, good catch

every hitsound must be at least 100ms long
soft-hitwhistle.wav 85.24ms Added silence, I actually had never heard of that RC, thanks!

wave hitsounds with possible delay > 5ms:
soft-hitfinish2.wav
soft-hitfinish7.wavBoth fixed

01:10:515 - red timing point doesn't agree with green one for sample setAHHH guess i added that while hitsounding, clicking 3 buttons at once is hard :^)

actual thing
uhhh everything's unsnapped starting from 01:26:336 OH THAT TIMING POINT WAS MESSING THINGS UP

00:01:408 (2,3,4,5) - I think i'd be cool to hitsound the sounds in the "song" This just seems to be the sampleset which is used for this section, the hitnormal is supposed to be representing it, but if it's not I can try to find a new file

00:07:837 (1,2) - I think i'd look better if it was spaced equally I'm not a huge fan of stuff directly under slider tails, and I think it looks ok as is D:

00:39:872 (8,1) and 00:43:301 (5,1) and .... your stacking isn't very consistent Stacking usually goes towards to next note, they're all spaced the same tho D: if others have problems with it I'll def change tho

01:05:694 (2,1) - stack slidend?1 I remember having a reason for that when I mapped it, but it must not be a good one if I can't think of it again lol. Fixed

01:27:765 (1) - since it's a small circle i kinda think it's a bit ugly I don't wanna be "UGLI SOUNd So UlYg SLIdeR", but it really does fit the sound and I don't think it looks that bad. Along with that, it's hard to get everything I want for that rhythm without making it unreadable (and it's on the verge of being overcluttered as is imo)

01:27:980 (2,1,1,1) - wth so hard to read Tried to fix as much as possible, the rhythm and svs make it pretty hard to make that readable tbh,
but it's consistent with other similar rhythms/noises


02:25:837 (1) - lower hitsound volume pls I think this is just the song, I can barely hear the hitsounds as is D:

02:38:908 (1) - don't really get what you're emphasizing this and the one before Lowered spacing to be consistent, but I'm trying to emphasize 02:38:694 (1) - this sound through quick motion. That works for the previous one since its a triple, but not this one since its a jump.

04:04:730 (2) - Ctrl+G? don't get what's different here Music intensity is slowly decreasing. 04:05:480 (6) - this is a smaller sv than before for the same reason

04:23:908 (1) - just use the easy 4 point way. it kinda looks weird. or make it betterIt's kinked like that cause of the "static" type stuff,
and having it be like other wave sliders wouldn't emphasize it since i use those for a certain sound. However, I made it a little less kinked

holy shit it's so good

have 3 stars Thank you so much for the mod, stars, and kind words <3 My first map people actually seem to like, so that's exciting :D
Thanks for the mod, will get to your map soon (tm) (probably a bit later today)
rosario wknd
Hi hello mods are here

00:50:587 (2) - I see what you're going for here but there isn't a sound on the tail end of 00:50:587 (2) like there is on the tail end of 00:50:480 (1) so I would just change it to a circle
01:11:051 (3,4) - No audible sounds on these notes
More of a personal preference but all of these little sliders such as 01:26:265 (1) have a velocity that seems a bit high
Move 02:51:872 (2) to 02:51:980 even though I know you're trying to hit the chicks voice with the note but it's a bit misleading so I would just put it on the downbeat
03:37:515 (1) - There is no sound here
03:39:122 (4) - ^


Just a suggestion as well for 02:02:694 (1,2,3,1,2) I would gradually increase the velocity of these for each slider so they gradually get longer

This map is actually really impressive and I'm glad to be a part of helping you shape it into what it could become

Hope these help
Topic Starter
Jakomo73

yosario wrote:

Hi hello mods are here

00:50:587 (2) - I see what you're going for here but there isn't a sound on the tail end of 00:50:587 (2) like there is on the tail end of 00:50:480 (1) so I would just change it to a circle Hmm, I can hear a sound on it's tail, it's especially apparent if you slow audio down
01:11:051 (3,4) - No audible sounds on these notes Ahhh, I can hear clear notes here too
More of a personal preference but all of these little sliders such as 01:26:265 (1) have a velocity that seems a bit high Part of the structure of the map, I feel like it's a really "fast" sound if that makes any sense
Move 02:51:872 (2) to 02:51:980 even though I know you're trying to hit the chicks voice with the note but it's a bit misleading so I would just put it on the downbeat Her voice ends on the red tick i think :p but im mapping to the drum clicks there
03:37:515 (1) - There is no sound here I hear sounds in these both D: sorry I'm just kinda confused cause 03:39:122 (4) - is a synth kick and 03:37:515 (1) - is a buzzing sound
03:39:122 (4) - ^


Just a suggestion as well for 02:02:694 (1,2,3,1,2) I would gradually increase the velocity of these for each slider so they gradually get longer Yep, I def agree with that

This map is actually really impressive and I'm glad to be a part of helping you shape it into what it could become Thanks a ton <3

Hope these help
Thanks for the mod!
Arphimigon
I ran the lab thing so here's the output

Lab stuff
Results given in [x, y] formats
[The Damage Has Already Been Done]
Object at 00:44:051 - should be placed at: [435, 182] currently at: [436, 183] to move in line with slider at time 00:44:265 -
Object at 00:51:658 - should be placed at: [178, 40] currently at: [179, 41] to move in line with slider at time 00:51:765 -
Object at 01:03:551 - should be placed at: [346, 124] currently at: [347, 125] to move in line with slider at time 01:03:765 -
Object at 01:05:694 - should be placed at: [134, 265] currently at: [135, 266] to move in line with slider at time 01:06:122 -
Object at 01:26:694 - should be placed at: [297, 244] currently at: [298, 243] to move in line with slider at time 01:27:122 -
Object at 01:27:444 - should be placed at: [297, 244] currently at: [298, 243] to move in line with slider at time 01:27:122 -
Object at 01:27:765 - should be placed at: [95, 61] currently at: [104, 54] to blanket slider body at time 01:27:765 -
Object at 01:35:586 - should be placed at: [281, 202] currently at: [274, 207] to blanket slider body at time 01:35:694 -
Object at 01:36:229 - should be placed at: [264, 85] currently at: [264, 82] to blanket slider body at time 01:36:337 -
Object at 01:41:480 - should be placed at: [163, 53] currently at: [170, 43] to blanket slider body at time 01:41:480 -
Object at 01:41:908 - should be placed at: [167, 151] currently at: [168, 152] to move in line with slider at time 01:42:122 -
Object at 02:15:980 - should be placed at: [443, 155] currently at: [443, 158] to blanket slider body at time 02:15:765 -
Object at 04:04:408 - should be placed at: [135, 236] currently at: [136, 235] to move in line with slider at time 04:04:730 -
Object at 04:57:122 - should be placed at: [369, 137] currently at: [370, 138] to move in line with slider at time 04:56:908 -
Results for STACKED OBJECTS may be wrong, ya can ignore those
Jemzuu
hello from queue

woah this is pretty dope man i call this art
i smell an elite aspire mapper mmMMm

[Diff name]
00:01:006 - uhh fix the green line
01:48:658 (1,2,3) - fix overlap and sliderends
01:53:480 (3) - place this above (2) insted like 01:46:300 (2,3) -
02:23:051 (1,1) - overlap?
02:55:622 (1,2,3) - idk NC?
05:30:122 - idk lower the volume for this
05:30:980 - maybe add spinner here until 05:33:551 -

forgive me for the short mod lo how do u mod technical maps
welp goodluck~
Topic Starter
Jakomo73

AJamez wrote:

hello from queue

woah this is pretty dope man i call this art
i smell an elite aspire mapper mmMMm <3<3<3<3 hopefully I like next year's aspire and we can at least TRY lol, thanks a ton for the support <3

[Diff name]
00:01:006 - uhh fix the green line Fixed
01:48:658 (1,2,3) - fix overlap and sliderends Done (I think, hopefully I'm not legally blind)
01:53:480 (3) - place this above (2) insted like 01:46:300 (2,3) - I feel like they're two different sounds so deserve 2 different patterns
02:23:051 (1,1) - overlap? Stacked, think I was too lazy to find a good sv for them to stack while mapping lol
02:55:622 (1,2,3) - idk NC? Hmm, to me this seems like 3 sounds from the same "section", as they all start with those telephone noises
05:30:122 - idk lower the volume for this Done, added a few more green lines for a steady decline in volume as well
05:30:980 - maybe add spinner here until 05:33:551 - Yeah, it sucks that I can't really map that horn, but I think ending the spinner while it's still going would play/sound weird and if i DONT end it early then its like a 15 second spinner. I kinda ran out of room when making a big slider, but I'll see what else people think about it. It's def in a "how can we all compromise and make this work" kind of state.

forgive me for the short mod lo how do u mod technical maps Say something subjective then get red walled for "following the music" I definitely don't do this :^) but dw abt it, your mod was helpful as is
welp goodluck~ Thanks, you too
Thanks a bunch!
Zekks
:ZoomEyes: hi friend, m4m

[The Damage Has Already Been Done]

I like the hitsounds a lot, but I feel as a player using custom hitsounds wouldn't be able to get feedback from clicking, I would suggest raising the volume in the beginning. (up until 00:28:408)
Also, you shoudl look over the stacks you placed, for example here 00:24:444 (2) - This hitcircle is not stacked up to the slider, so pls fix
01:23:265 (1,1,1) - Unnecessary NC Spam, looks pretty tho, but you should fix this c:
02:32:051 (1,1,1,1) - ^
02:35:480 (1,1,1,1) - ^
This section ( 01:23:265 - 02:45:551 ) is missing the snare hitsound? (most commonly used as clap) An example can be here 02:31:408 (3) - where there would be a snare, but there isn't
02:38:908 (1,1,1,1) - ^ (You get the point)
03:04:408 (1) - Fix blanket, move it so the sliderstart is under the sliderend of 02:59:265 (1) -
04:08:694 (1,1,1,1) - NC Spam thing begins here, pls fix it

sorry for the short and messy mod, i'm bad at this 'w'
Dr Sensei-Hugo
Hello, from mod queue :)

I was gonna point out stuff but I noticed that Zekks had already pointed out all the stuff I was gonna so there isnt much here :) All Im gonna say is that this map was really great and enjoyable play except that I think hitsounds could be a bit higher. I dont know if its just me but I feel like the hitsounds are a bit too low in volume. Either way, really fun map :)

Good luck :D
Topic Starter
Jakomo73

[ - Zekks - ] wrote:

:ZoomEyes: hi friend, m4m is that like a nitro emote? i cant find it anywhere ahh >:(

[The Damage Has Already Been Done]

I like the hitsounds a lot, but I feel as a player using custom hitsounds wouldn't be able to get feedback from clicking, I would suggest raising the volume in the beginning. (up until 00:28:408) Yep, added 5% to everything
Also, you shoudl look over the stacks you placed, for example here 00:24:444 (2) - This hitcircle is not stacked up to the slider, so pls fixYe,
its CONSISTENT so I had a reason for it, but I cant think of a good one now :thonk:

01:23:265 (1,1,1) - Unnecessary NC Spam, looks pretty tho, but you should fix this c: Un-NC'd 01:23:694 (1) - but keeping 01:24:015 (1) - NC'd since its a higher sv
02:32:051 (1,1,1,1) - ^ Have to spam for 1/6 :(
02:35:480 (1,1,1,1) - ^ i got rid of a lot of NCs in general but 1/6 again
This section ( 01:23:265 - 02:45:551 ) is missing the snare hitsound? (most commonly used as clap) An example can be here 02:31:408 (3) - where there would be a snare, but there isn't It was there, just really low volume. Also went back thru and made sure snares where all there
02:38:908 (1,1,1,1) - ^ (You get the point)
03:04:408 (1) - Fix blanket, move it so the sliderstart is under the sliderend of 02:59:265 (1) - Fixed blanket, cant put it under the sliderend since it would be unrankable "unclear slider path"
04:08:694 (1,1,1,1) - NC Spam thing begins here, pls fix it

sorry for the short and messy mod, i'm bad at this 'w '
thanks for the mod :D sorry for the really late reply lol, but np on the length it was really helpful <3

DrSensei-Hugo wrote:

Hello, from mod queue :)

I was gonna point out stuff but I noticed that Zekks had already pointed out all the stuff I was gonna so there isnt much here :) All Im gonna say is that this map was really great and enjoyable play except that I think hitsounds could be a bit higher. I dont know if its just me but I feel like the hitsounds are a bit too low in volume. Either way, really fun map :)

Good luck :D
upped hitsounds, thanks <3

Changed some stuff with cryptic as well, they can be seen in the change log

Changelog from irl with cryptic
Upped OD to 9 to get better feedback on clickable object's rhythm
03:37:515 (1,2) - NC'd patterns like these to show they aren't 1/2
Upped volume of hitsounds in general
Upped volume of drum-hitwhistle
changed 01:27:765 (1,2) - and 01:41:480 (1,2) - to be less ambiguous
Changed diff name to Psionics to better fit the song's theme around the movie Akira
Nowaie
M4M

OD 9.2? That's pretty high even for this kind of a map

Since you have used slider velocities that are above and below the osu!standards editor's bounds, you should note out in the map description that you are using very fast and very slow sliders

00:32:800 (6,7,8,1,2,1,2,3,4) - I think this could've been executed much more cleanly. There is just too much getting overlapped so it starts to look a pile of objects instead of a stream. Stuff like 00:39:550 (5,6,7,8,1,2,1,2,3,4) - looks really nice since it does not try to overlapping itself too much, only what is necessary

01:12:872 (2,5) - Could be kinda nice structure wise if these would not touch each other

01:26:265 (1) - It would be kinda cool if this kind of fast (SV) buzz sliders would have their own (Possibly consistent) shape such as zig zag or other shapes formed by red anchors. Aside it looking more neat it would make it easier for the players to notice this kind of sliders out of the ordinary flow of the map

01:28:408 (2) - 01:42:122 (2) - ect. NC for the sake of the excessive SV change?

01:50:265 (1) - Imo it's kinda weird to break the combo in the middle of the build up pattern

03:13:622 (1) - I think all of the beats like this should have this 03:17:480 (2,3) - kind of fast and sorta big transition

04:07:837 - In this section generally, for example 04:10:194 - and 04:10:837 - , I don't see a reason why do you are you representing the same sounds with different hitsounds. It would definitely be better to use similar hitsounds for them

04:14:480 - 04:17:908 - and ect. These hit hats should be represented as they are still relatively strong and having them play without anything representing them feels like you'd be mapping to the drums in a DnB song and you'd just delete a beat or a reverse here and there. They would be really easy to represent by reversing that slider before them

(Also 04:14:265 (1,1) - looks structurally bit weird)


Good luck fam
Topic Starter
Jakomo73

DTM9 Nowa wrote:

M4M

OD 9.2? That's pretty high even for this kind of a map Whoops, supposed to be 9, guess i forgot to save that lol

Since you have used slider velocities that are above and below the osu!standards editor's bounds, you should note out in the map description that you are using very fast and very slow sliders Sure

00:32:800 (6,7,8,1,2,1,2,3,4) - I think this could've been executed much more cleanly. There is just too much getting overlapped so it starts to look a pile of objects instead of a stream. Stuff like 00:39:550 (5,6,7,8,1,2,1,2,3,4) - looks really nice since it does not try to overlapping itself too much, only what is necessary Yep, fixed the overlaps

01:12:872 (2,5) - Could be kinda nice structure wise if these would not touch each other Done

01:26:265 (1) - It would be kinda cool if this kind of fast (SV) buzz sliders would have their own (Possibly consistent) shape such as zig zag or other shapes formed by red anchors. Aside it looking more neat it would make it easier for the players to notice this kind of sliders out of the ordinary flow of the map I think it's fine right now, they kind of already do have their own shape. I don't use linear repeat sliders in this section for much else (01:31:622 (1) - for example, is a different shape). If the player doesn't read the slider correctly the first time, they will be able to on the other cases due to this consistency. I found 01:29:694 (1) - and 01:43:408 (1) - were wrong and fixed them though. Also changed 01:34:837 (4) - to a curved slider to avoid confusion

01:28:408 (2) - 01:42:122 (2) - ect. NC for the sake of the excessive SV change? Sure, unNC'd 01:25:408 (1) - these as well

01:50:265 (1) - Imo it's kinda weird to break the combo in the middle of the build up pattern I hear it as a different section of music, which is why I have linear flow instead of circular as well.

03:13:622 (1) - I think all of the beats like this should have this 03:17:480 (2,3) - kind of fast and sorta big transition I really want to emphasize the beats at 03:17:694 (3) - Although the beat isn't as strong in these sections 03:14:265 (3) - I try to keep it consistent since this section is supposed to still be at a lower amt of playing intensity

04:07:837 - In this section generally, for example 04:10:194 - and 04:10:837 - , I don't see a reason why do you are you representing the same sounds with different hitsounds. It would definitely be better to use similar hitsounds for them 04:10:837 - is higher pitch and more intense than 04:10:194 - so I use a different hitsound to help emphasize that

04:14:480 - 04:17:908 - and ect. These hit hats should be represented as they are still relatively strong and having them play without anything representing them feels like you'd be mapping to the drums in a DnB song and you'd just delete a beat or a reverse here and there. They would be really easy to represent by reversing that slider before them Yep, I didn't really notice them when mapping this lol

(Also 04:14:265 (1,1) - looks structurally bit weird) Fixed 04:14:694 (1) - 's tail's y pos, and made the head/tail equidistant from 04:14:265 (1) -


Good luck fam Thanks, good luck on your map as well <3
Thanks for the mod!
Affirmation
Q

[asdf]
00:26:480 (3,1) - can be hard to read this antijump.
00:54:980 (4) - move to 192,192 for blanket? can be better than stacking for visual.
01:30:551 (2) - NC here?
01:39:980 (1,1) - too big DS?
03:16:408 (1) - ctrl G

GL
Affirmation
Oh double post. Sorry
Topic Starter
Jakomo73

Neoskylove wrote:

Q

[asdf]
00:26:480 (3,1) - can be hard to read this antijump. Changed 1's location to make it easier to read
00:54:980 (4) - move to 192,192 for blanket? can be better than stacking for visual. Sure
01:30:551 (2) - NC here? NC is consistent with 01:23:694 (2) -
01:39:980 (1,1) - too big DS? Ctrl-G'd to lower it
03:16:408 (1) - ctrl G I want that and 3 to be fairly low spacing like 03:29:694 (3,1) -

GL Thanks, you too <3
Thanks for the mod!
Sharkie
[Psionics]
  1. 01:12:765 (1,2) - I think it would play better if you reversed the positions of these two sliders. This is because the angling of 01:12:336 (1,2,1) - is okay, but the direction of the slider of 01:12:765 (1) - is kinda strange in this context.
    Example 1
  2. 04:59:051 (10,1) - The spacing here is kinda weird, I would move 04:59:265 (1) - to x:218 y:338 because its a downbeat www.
Nothing else to say, good work.
Topic Starter
Jakomo73

Sharkie wrote:

[Psionics]
  1. 01:12:765 (1,2) - I think it would play better if you reversed the positions of these two sliders. This is because the angling of 01:12:336 (1,2,1) - is okay, but the direction of the slider of 01:12:765 (1) - is kinda strange in this context.
    Example 1 Changed 01:12:551 (2) - 's position and 01:12:765 (1) - 's slider path
  2. 04:59:051 (10,1) - The spacing here is kinda weird, I would move 04:59:265 (1) - to x:218 y:338 because its a downbeat www. To me, I hear this as a slight stop in the music since 9 is a big drum and then the background 1/4 stops. So, that has small spacing to represent that. Although right now its ugly as hell, changed position to fix that.
Nothing else to say, good work. thanks :D
Thanks for the mod (esp. since I noticed your profile said you don't like dnb lol)
Kanzaki H Aria
From your M4M request.
Modding
[Psionics]
00:26:480 (3,1) - too close.
00:31:301 (1,1) - ^
00:36:765 (1,2,3) - uses the same DS?
00:42:015 (6,1) -
00:43:622 (1,2) - here you used the high DS but at 00:45:337 (1,2) - don't, the beats sounds similar.
00:44:694 (6,7) - I don't think place them too close would be great.
01:10:622 (1,2,3) - uses the same DS?
01:14:051 (1,2) - I think uses one slider sounds much better, it's up to you.
01:44:908 (2,3) - high DS?
01:50:480 (2,1) - It is necessary to uses high DS such that?
01:51:980 (1,1) - ^
01:53:908 (2,1) - ^
01:57:122 (1,2,1) - ^
02:04:194 (1,1) - ^
02:32:051 (1,1,1,1) - why uses NC on here?
02:35:480 (1,1,1,1) - ^
02:38:908 (1,1,1,1) - ^
04:08:694 (1,1,1,1) - ^
04:15:551 (1,1,1,1) - ^
and so on.
Hmm.....not much to say, OD=9 got to kill me. :o
good luck and have a good day. :)
Topic Starter
Jakomo73

KanpanRin wrote:

From your M4M request.
Modding
[Psionics]
00:26:480 (3,1) - too close. Anti-jump cause intensity decreasing
00:31:301 (1,1) - ^ Stop motion to emphasize the bell at 00:31:301 (1) - and since the music is kinda stopping
00:36:765 (1,2,3) - uses the same DS? Emphasizes 00:36:980 (2) -
00:42:015 (6,1) - U didnt write anything here but im emphasizing 1 by making the player make a conscious movement towards it
00:43:622 (1,2) - here you used the high DS but at 00:45:337 (1,2) - don't, the beats sounds similar. 1's synth on the second one is more muted, and the volume of 2's drum beat on the second one is lower
00:44:694 (6,7) - I don't think place them too close would be great. It's consistent right now, and I think the anti-jump fits.
01:10:622 (1,2,3) - uses the same DS? Emphasizing 01:10:837 (2) - with higher DS
01:14:051 (1,2) - I think uses one slider sounds much better, it's up to you. I want to make the drum beat at 01:14:266 (2) - clickable
01:44:908 (2,3) - high DS? I want to emphasize the drum beat at 01:45:122 (3) -
01:50:480 (2,1) - It is necessary to uses high DS such that? Emphasis of drum beat again D: 01:50:694 (1) -
01:51:980 (1,1) - ^
01:53:908 (2,1) - ^
01:57:122 (1,2,1) - ^ I consider this rhythm to be the most intense in the song which is why the kick sliders have high sv and the spacing is so big
02:04:194 (1,1) - ^
02:32:051 (1,1,1,1) - why uses NC on here? Cause it's 1/6, I used to have it be just spaced more than 1/4 like it currently is, but it wasn't easily readable and playtesters had trouble with it
02:35:480 (1,1,1,1) - ^
02:38:908 (1,1,1,1) - ^
04:08:694 (1,1,1,1) - ^
04:15:551 (1,1,1,1) - ^
and so on.
Hmm.....not much to say, OD=9 got to kill me. :o Have to do OD 9 so you can't hit 00:33:015 (8,1) - both of these :(
good luck and have a good day. :) Thanks, you too <3
Thanks for the mod, sorry that I redwalled you D:
tochiii
Cool map, it's fun to play!
Good luck with it :)
Topic Starter
Jakomo73

-Tochi wrote:

Cool map, it's fun to play!
Good luck with it :)
ayy thanks :D I'm glad you like it!
sheela
hihi from your queue

[general]
  1. seems this map has unsused hitsound files:
    1. normal-hitclap7.wav
    2. normal-hitfinish.wav
    3. normal-hitfinish20.wav
    4. normal-hitwhistle2.wav
  2. also you will have to add silence after the end of the file soft-hitwhistle.wav to meet the 100ms length; https://puu.sh/xqDDy/32bc1eae08.wav
[Psionics]
  1. 00:16:194 (3,1) - 00:19:622 (3,1) - 00:23:051 (3,1) - the big spacing doesn't match well with the music since the instruments are not as strong as 00:15:551 (1,2) - for example. i'd recommend a spacing of around 2.0x.
  2. 01:01:408 (1) - start this slider to 01:01:515 -? that's where the buildup truly starts or the least the prominent sound
  3. 01:03:765 (2) - same reason as above; buildup seems to start on 01:03:872 -
  4. 01:04:408 (1,1,1,1) - i think the correct snap is 1/8
  5. 01:12:765 (1,2,1) - 01:16:194 (1,2,1) - this is kind of hard to play in quick succession; maybe it's too early to pull this pattern in the map, but imo closing the spacing may be better
  6. 02:32:051 (1,1,1,1) - 02:35:480 (1,1,1,1) - 02:38:908 (1,1,1,1) - tbh the new combo doesn't help me distinguish well 1/6 and 1/4, it would be intuitive if you played more with the spacing instead. i suggest for the 1/4 to increase its spacing since the gap is longer than 1/6. spacing for 0.5x could work, as long as both snaps have non-similar spacings.
  7. 05:00:980 (1,2,1,2) - this part can (maybe it's just me) be a little confusing since before that was a section with 1/2 and 1/4 rhythms with a play of spacing. seeing that the past patterns have a flow making half a square and 05:00:980 (1,2) - completes the square half, i was thinking of "counter-flow'ing", meaning to have 05:00:980 (1,2,1,2) - go in the opposite direction of 05:00:551 (1,2) -. placement suggestion: https://osu.ppy.sh/ss/9010212
  8. 05:16:408 (1) - i think the ending is not correctly snapped; should on 05:22:622 - to get the strings. very pretty slider btw
  9. 05:30:122 (1) - the slider is weirdly following the music; you can probably extend it so that the repeat is on 05:30:444 - to follow the strings.
cool map; poke me whenever it's ready
Topic Starter
Jakomo73

sheela wrote:

hihi from your queue Will get to your map soon:tm:

[general]
  1. seems this map has unsused hitsound files:
    1. normal-hitclap7.wav
    2. normal-hitfinish.wav
    3. normal-hitfinish20.wav
    4. normal-hitwhistle2.wav
  2. also you will have to add silence after the end of the file soft-hitwhistle.wav to meet the 100ms length; https://puu.sh/xqDDy/32bc1eae08.wav
AHHH, i fixed them on my main comp but not my laptop (so broke again after initial update), mb. All fixed. Thanks for hitsound file btw <3

[Psionics]
  1. 00:16:194 (3,1) - 00:19:622 (3,1) - 00:23:051 (3,1) - the big spacing doesn't match well with the music since the instruments are not as strong as 00:15:551 (1,2) - for example. i'd recommend a spacing of around 2.0x. Right now, 1 > 2 has pretty big spacing given that its only a 1/4 gap.
    Slider leniency comes into play ofc, but I personally consider those drum beats to be as important as 1 and 2's sounds. I might be complete off here, but i feel like in play with the low bpm that 1>2>3>1 all have AROUND the same general spacing.
  2. 01:01:408 (1) - start this slider to 01:01:515 -? that's where the buildup truly starts or the least the prominent soundI think that the slider's first part that goes down then the rest going up represents this. Along with that, I think that the noises starting from the one tick are loud enough to include, esp for such a low rhythm density section
  3. 01:03:765 (2) - same reason as above; buildup seems to start on 01:03:872 - Yeah, I can't hear anything on blue tick
  4. 01:04:408 (1,1,1,1) - i think the correct snap is 1/8 Yes it is
  5. 01:12:765 (1,2,1) - 01:16:194 (1,2,1) - this is kind of hard to play in quick succession; maybe it's too early to pull this pattern in the map, but imo closing the spacing may be better Lowered spacing, made them overlap a tiny bit to help convey its 1/4 (don't think it was necessary but still helps).
  6. 02:32:051 (1,1,1,1) - 02:35:480 (1,1,1,1) - 02:38:908 (1,1,1,1) - tbh the new combo doesn't help me distinguish well 1/6 and 1/4, it would be intuitive if you played more with the spacing instead. i suggest for the 1/4 to increase its spacing since the gap is longer than 1/6. spacing for 0.5x could work, as long as both snaps have non-similar spacings. Sure, 1/6 spacing increased but I want 1/4 to be stacked but not unreadably stacked
  7. 05:00:980 (1,2,1,2) - this part can (maybe it's just me) be a little confusing since before that was a section with 1/2 and 1/4 rhythms with a play of spacing. seeing that the past patterns have a flow making half a square and 05:00:980 (1,2) - completes the square half, i was thinking of "counter-flow'ing", meaning to have 05:00:980 (1,2,1,2) - go in the opposite direction of 05:00:551 (1,2) -. placement suggestion: https://osu.ppy.sh/ss/9010212 Oo, good idea, kept the kinda stacked 05:01:301 (2,1) - though
  8. 05:16:408 (1) - i think the ending is not correctly snapped; should on 05:22:622 - to get the strings. very pretty slider btw Think it got messed up when I was playing with snappings, mb. Also thanks :D
  9. 05:30:122 (1) - the slider is weirdly following the music; you can probably extend it so that the repeat is on 05:30:444 - to follow the strings. Yeah, idk why I thought it was 1/3
cool map; poke me whenever it's ready Thanks! I'm waiting on a few mods, so I'll get those first ^^
Thanks for the mod sheela, was really helpful!

Will update map once I finish responding to nishiki's as well
voynich
o tochi

anyway from q
map's song sounds good
Psionics
01:26:265 (1) - This buzz slider and many others like it seem unnecessary.The song doesn't support this rhythm,but instead heavily supports a short slow moving slider.
01:45:551 (1) - This should be split up into two 1/4 sliders,especially because of the beat on 01:45:658 being completely ignored.
01:55:837 (1) - This is a better usage of the buzz slider,and should serve as an example against stuff like 01:26:265 .
01:58:837 (1) - I feel like this would serve better if it were split into something like this:

01:52:837 (1,2,3) - I feel like it would fit more if you made it like 01:39:122 (2,3) ,unless you're purposefully changing it to distinguish between the two sections.
01:55:408 (1) - This rhythm is identical to 01:58:837 (1) but it uses a different gimmick?
02:05:694 (1,1) - I'm a bit confused now.What's the pattern for the usage of 02:09:122 (1) instead of 02:12:551 (1) if they are the exact same rhythm?
02:25:837 (1) - Another effective usage of the buzz slider.Don't overuse this slider!
02:33:230 - There's a beat here in the music but not on the actual map.Do something like this to remedy this problem:

02:59:265 (1) - Excellent use of slider art!I couldn't do that if my life depended on it!
03:43:408 (1) - please
03:57:122 (1) - stop
04:13:515 (1,2) - that tripped me out what
04:17:265 (5) - NC maybe
In general,you tend to ignore a few beats that shouldn't be ignored,especially for a technical map,and use a few concepts like buzz sliders fairly incorrectly.If you can get that sorted out,you're golden.

Otherwise,incredible job!I can see a pretty bright future for this map!Keep getting mods and improving,because I only see good for the future of this map.Good luck with rank! :)
Topic Starter
Jakomo73

-Nishiki- wrote:

o tochi

anyway from q
map's song sounds good
Psionics
01:26:265 (1) - This buzz slider and many others like it seem unnecessary.The song doesn't support this rhythm,but instead heavily supports a short slow moving slider. The map plays a lot around hyperbolic emphasis and having a slow slider would not fit in with this theme. Imo this sound can be represented by either a buzz slider or slow slider, but they have the same general "hold" feel
01:45:551 (1) - This should be split up into two 1/4 sliders,especially because of the beat on 01:45:658 being completely ignored. Both of the sounds at 01:45:658 - and 01:45:765 - are not important enough to be clickable imo, and the slider already encompasses the whooshing sound, which i believe needs active movement
01:55:837 (1) - This is a better usage of the buzz slider,and should serve as an example against stuff like 01:26:265 .
01:58:837 (1) - I feel like this would serve better if it were split into something like this: Throughout this section, I pretty much completely ignore the snare at 01:59:051 - as to me it is woefully unimportant to the song and it's prominent rhythms. Along with that, I have set up the rhythm to be a 1/2 hold (of the finger, not through aiming). Along with that, the changes to rhythm and consistency make this a sound which should be further emphasized,
as it deviates from the norm


01:52:837 (1,2,3) - I feel like it would fit more if you made it like 01:39:122 (2,3) ,unless you're purposefully changing it to distinguish between the two sections. I hear them as two different rhythms/sound combos despite having the same rhythm
01:55:408 (1) - This rhythm is identical to 01:58:837 (1) but it uses a different gimmick? Both of the wub sounds have their pitch go up and down, the ones with a repeat are completely different from the other wub sounds with the same rhythm as the ratio of going up vs. going down is around the same amount. In the majority of cases, there is a short ratio in favor of going up and going down. On the blue tick, a growl occurs along with a soft snare sound thing, which I skip over for the majority of sliders since it isn't a very important sound, but it works with the repeat slider. If there wasn't any additional sound on the blue tick, the repeat slider would still be different, except only in shape (symmetrical with a kink in the middle)
02:05:694 (1,1) - I'm a bit confused now.What's the pattern for the usage of 02:09:122 (1) instead of 02:12:551 (1) if they are the exact same rhythm?
02:25:837 (1) - Another effective usage of the buzz slider.Don't overuse this slider!
02:33:230 - There's a beat here in the music but not on the actual map.Do something like this to remedy this problem: Imo it's unnecessary to hit all the sounds. The important sounds to me are the snares and the drum beats, with the snares being most important of those two. The snares drown out the 1/4 after this, and the next drum beat is 02:35:051 (1) - so I think it would go against the general rhythm to add that.

02:59:265 (1) - Excellent use of slider art!I couldn't do that if my life depended on it!<3
03:43:408 (1) - please :( I really think these fit the music a lot more than one slow slider
03:57:122 (1) - stop
04:13:515 (1,2) - that tripped me out what I use this general rhythm and visuals earlier in the calmer section, so the player should be familiar with it at this point (03:59:801 (4,5) - ) I made the angle a bit steeper though, it was looking pretty ugly
04:17:265 (5) - NC maybe I don't really see a reason to tbh
In general,you tend to ignore a few beats that shouldn't be ignored,especially for a technical map,and use a few concepts like buzz sliders fairly incorrectly.If you can get that sorted out,you're golden.

I think a core part of my mapping for songs like this is extreme emphasis on important sounds/beats. This song has a lot of overlaying rhythms, which make it impossible to emphasize something along with making everything clickable. A huge example of this is at 01:52:622 - where I interpret the hi-hat going on every 1/2 beat being trivial overall to map compared to the stop motion to emphasize the synth at 01:52:408 (1) -

01:52:408 (1) - you say this is a good use of a buzz slider, but don't agree with 01:26:265 (1) - which in my interpretation is due to the fact the buzzing sound is more prominent. However, to me the buzzing behind all the buzz sliders is prominent enough to warrant their usage, even if you might have mapped it differently. I agree there are a lot of buzz sliders and that their impact diminishes, but even still all of them fit to me. I think what matters most for the rank-ability is whether I'm consistent in my usage and whether they're playable.

I appreciate the input on the buzz sliders and missed notes, but it goes against a lot of the themes of the map. Also, I think a lot of the points we disagree on are subjective about how certain sounds should be mapped. And that's fine, but I'm pleased with the way it has turned out right now so I am not keen on changing those things I consider important to the map.

Hopefully this explains a lot of my decisions to deny parts of your mod, I'm fine discussing it further if you still disagree though.

Otherwise,incredible job!I can see a pretty bright future for this map!Keep getting mods and improving,because I only see good for the future of this map.Good luck with rank! :) Thanks, good luck on your map as well <3
Thanks for the mod! And sorry for my disagreement on a lot of things, lemme know if my explanations weren't enough


99% chance ur map will be modded tomorrow, and if it isn't you can yell at me lol
voynich
remember to check back kn the queue,the maps on there are different now.
Firinael
Hey I'm not a modder or anything like that, just a guy that liked the map and song a lot. Just thought I'd give my 2 cents on some stuff that could make the map a bit nicer.

Anyways, I have only 2 suggestions:
  1. 04:27:551 (3,4,5,6,1,2) - Increasing the spacing in patterns like this would make it way more clear that this is a slower stream and that it is different from the kind of pattern at 04:29:265 (1,1,1,1).
  2. Also: making sliders larger and maybe using CS2,5 or something like that to emphasize the speed difference of the sliders.
That's all, overall I found the map to be very very fun and would love to see how it turns out when you're done with it. Best of luck to you (and sorry if I messed up and/or my post is useless).
Topic Starter
Jakomo73

Firinael wrote:

Hey I'm not a modder or anything like that, just a guy that liked the map and song a lot. Just thought I'd give my 2 cents on some stuff that could make the map a bit nicer.

Anyways, I have only 2 suggestions:
  1. 04:27:551 (3,4,5,6,1,2) - Increasing the spacing in patterns like this would make it way more clear that this is a slower stream and that it is different from the kind of pattern at 04:29:265 (1,1,1,1). This section is already on the verge of being too difficult for the intensity of the music. If i raised the spacing on this, i would need to do it for the other similar patterns. Since this is a pretty common pattern it would raise the difficulty a lot. I also have a lot of 1/4 stacks, so I can't really have the 1/6 be really small spacing. Right now I think the spacing for 1/6 is as close to readable in this section as it's going to get. Along with that, having the NC spam should help a lot in terms of read-ability
  2. Also: making sliders larger and maybe using CS2,5 or something like that to emphasize the speed difference of the sliders. I think a lower cs would emphasize the speed differences less, cause you would have a lot more leniency
That's all, overall I found the map to be very very fun and would love to see how it turns out when you're done with it. Best of luck to you (and sorry if I messed up and/or my post is useless).
Thanks for the kind words and feedback <3
Sorry that I didn't take any of your suggestions, but I've thought a lot about most of the patterns and spacings in this map, and think right now a lot of them are at the best compromise to everything. I still really appreciate the input though!
Hollow Delta
m4m from my queue

Psionics

01:31:837 (1) - I think you should slightly adjust this overlap to make it look nicer. Maybe more towards the top-left side, as a perfect overlap doesn't have the same feel.

01:40:033 - The volume here should be decreased to 20 because the little drum-roll effect it gives doesn't fit the long sound in the song.

02:16:837 - I think having the chorus on here is distracting because it makes the circles light up, while none of them are on the beat, so they'd flash at the wrong time. Even if, it doesn't feel like it fits because it seems like the chorus has ended.

05:30:872 - The beatmap will cut to the scoreboard here, so I feel it'd be awkward to have this dominant sound in the background while the scoreboard pops up. I think a spinner should be placed here so when the map cuts it's where the sound ends as well.

gl

mod this pls
Topic Starter
Jakomo73

Bubblun wrote:

m4m from my queue

Psionics

01:31:837 (1) - I think you should slightly adjust this overlap to make it look nicer. Maybe more towards the top-left side, as a perfect overlap doesn't have the same feel. Done

01:40:033 - The volume here should be decreased to 20 because the little drum-roll effect it gives doesn't fit the long sound in the song. Lowered by 10%

02:16:837 - I think having the chorus on here is distracting because it makes the circles light up, while none of them are on the beat, so they'd flash at the wrong time. Even if, it doesn't feel like it fits because it seems like the chorus has ended. fixed

05:30:872 - The beatmap will cut to the scoreboard here, so I feel it'd be awkward to have this dominant sound in the background while the scoreboard pops up. I think a spinner should be placed here so when the map cuts it's where the sound ends as well. Although that sound's dominant, I don't think a spinner really fits (i tried it and just feels like a needless extension)

gl

mod this pls
Thanks for the mod!
Nuolong
inb4 bn mod
squirrelpascals
you got a call back and then like 5 ppl modded it lol
i guess ill give my two cents on this

sonics
• 00:46:408 (4,5) - the rhythm that you click 5 on is super quiet, a ctrl+g here would be very nice

• 00:49:944 (4,5) - same kinda thing, the noes under this are rly quiet

• 01:04:408 (1,2,3) - would recommend ncs here to show the weird rhythm, like you do later in the map with 1/6 streams

• 01:11:694 (5,1) - the way this stream goes opposite of the flow from 5 to 1 is a little of a pain to play, try usingctrl+j on 1

• 01:14:051 (1) - imo you should curve this more lightly to better fit in with the curve of 01:13:730 (6) -

• 01:14:587 (2,1) - feel like you should lessen the overlap here, 1 is pretty hidden behind the slidertail of 2

• 01:35:158 - why is this note unmapped? ignoring it just makes it feel like there's something missing there

• 02:23:051 (1,1) - same idea as 01:14:051 (1) -, a more similar slidercurve here would make this feel more structured

• 02:28:837 (1) - i disagree with the intense slider sv here, with this speed you're saying that the sound under this is stronger than the one at 02:28:087 (1) - , which doesn't sound right ido

• 03:27:980 (3) - adjust this sliderhead to overlap the sliderbody less, while this isnt a burial slider its pretty close to one and doesn't look that attractive imo picture

• 03:45:337 (1,2) - why the kickslider here also? feels overdone again, and you don't do this for many of your triple rhythms (03:53:265 (2,3,4) - 03:38:908 (2,3,4) - )

• 04:00:122 (1,2,1) - this would feel more comfortable like this because it better utilizes slider leniency

• 04:21:015 - 04:21:015 - ignored notes at both of these, i also think it would be better for this jump 04:21:122 (1,1) - to happen ON the white tick at 04:21:122 - because of the strong snare. change your rhythm around here and find a way to undermap it less, i came up with a suggestion that i think is really close to what you wanted to do here: boop same for 04:48:551 (1,1,2) -

• 04:24:551 (1) - it feels like this is mapped to the snare since its on the white tick which doesn't feel right for a buzzslider. Try filling in the white tick with something else and starting that at 04:24:765 - even though it seems rly late it's more accurate to the bass sound

• 04:35:158 - again with the unmapped note

• 04:48:551 (1,1,2,1) - would recommend using more accurate time-distance equality for your spacing here, these notes are all spaced the same with different timeline gaps and feels choppy to play

really neat map, this improved a LOT between when you put it in my queue and now.
maybe if you fix most of these and probation system gets implemented soon i can qual :)
Topic Starter
Jakomo73

squirrelpascals wrote:

you got a call back and then like 5 ppl modded it lol lol sheela kinda popped in unexpected while I was waiting for other mods, so decided might as well get those first to try and improve the map a bit more :D
i guess ill give my two cents on this

sonics
• 00:46:408 (4,5) - the rhythm that you click 5 on is super quiet, a ctrl+g here would be very nice I'm trying to show the difference between 00:44:694 (6,7,8) - and this. Although 00:44:908 (7) - is fairly quiet compared to the sound on it's slider tail, I think having spacing emphasis on 00:45:122 (8) - is really important (and having it be a triple doesn't feel right, and increases reading difficulty too much for this section imo). Then, when 8 isn't part of the combo, it's mapped the same way but with a kind of stop motion instead of large spacing to emphasize the lack of that beat.
I moved down 00:47:051 (1,2,1,2,3) - to be consistent with my theme thing as well (it felt like a stop motion already, but wasn't enough)

• 00:49:944 (4,5) - same kinda thing, the noes under this are rly quiet fixed by making 00:49:837 (3,4,5) - repeat slider, and 00:42:980 (2,3,4) - to be consistent with rhythm expression.

• 01:04:408 (1,2,3) - would recommend ncs here to show the weird rhythm, like you do later in the map with 1/6 streams Yeah, i made then non NC'd cause it was within "normal" ticks, but its weird enough to warrant it

• 01:11:694 (5,1) - the way this stream goes opposite of the flow from 5 to 1 is a little of a pain to play, try usingctrl+j on 1 done

• 01:14:051 (1) - imo you should curve this more lightly to better fit in with the curve of 01:13:730 (6) - 6 is a kinda buzzing noise while 1 is whooshing, so I think they deserve different slider shapes, and the juxtaposition between their curves just further shows that

• 01:14:587 (2,1) - feel like you should lessen the overlap here, 1 is pretty hidden behind the slidertail of 2 changed 1's angle to make it more visible

• 01:35:158 - why is this note unmapped? ignoring it just makes it feel like there's something missing there Yeah, you're right, added. I can't believe i skipped over that LOL

• 02:23:051 (1,1) - same idea as 01:14:051 (1) -, a more similar slidercurve here would make this feel more structured Same reasoning as above, although this one isn't as big of a wooshing sound, so I might reconsider

• 02:28:837 (1) - i disagree with the intense slider sv here, with this speed you're saying that the sound under this is stronger than the one at 02:28:087 (1) - , which doesn't sound right ido Why not make them both super fast :^) upped sv on the second thing u linked. However, for this pattern it's kind of a build-up imo, so even if the sound is stronger than another, the overall build-up of the section kind of trumps that I think, to try and get consistently faster. 02:28:408 (1) - is kinda slow since the sound patterning changes at this point, along with the rhythm. However, it still applies the same general "this is the build-up section, get faster!!!" idea. Along with that, due to the fastness of the second section compared to the first (in terms of being 1/2 instead of 3/4)
I feel the quickness of those 1/4 sliders really fits the music


• 03:27:980 (3) - adjust this sliderhead to overlap the sliderbody less, while this isnt a burial slider its pretty close to one and doesn't look that attractive imo picture Sure

• 03:45:337 (1,2) - why the kickslider here also? feels overdone again, and you don't do this for many of your triple rhythms (03:53:265 (2,3,4) - 03:38:908 (2,3,4) - ) Telephone noises here, its the same as 02:55:622 (1,2,3) -

• 04:00:122 (1,2,1) - this would feel more comfortable like this because it better utilizes slider leniency Hmm, that goes against the flow I'm going for. I see what you're saying, but with such a low bpm as well, I don't think it will be a huge deal anyway, it helps emphasize 04:00:551 (1) - since u have to hold it slightly longer

• 04:21:015 - 04:21:015 - ignored notes at both of these, i also think it would be better for this jump 04:21:122 (1,1) - to happen ON the white tick at 04:21:122 - because of the strong snare. change your rhythm around here and find a way to undermap it less, i came up with a suggestion that i think is really close to what you wanted to do here: boop same for 04:48:551 (1,1,2) - OOO that fits really well, changed changed changed. It was spaced like that since originally it was a double, but I noticed lack of other note and it kinda lost the original meaning or the jump. (also I think u meant to link 04:20:372 - instead of the same time twice, lmk if I was wrong about that)

• 04:24:551 (1) - it feels like this is mapped to the snare since its on the white tick which doesn't feel right for a buzzslider. Try filling in the white tick with something else and starting that at 04:24:765 - even though it seems rly late it's more accurate to the bass sound I hear the bass sound starting more on the blue tick, so put it there

• 04:35:158 - again with the unmapped note AGAIN WITH THE FIX B)

• 04:48:551 (1,1,2,1) - would recommend using more accurate time-distance equality for your spacing here, these notes are all spaced the same with different timeline gaps and feels choppy to play Aaaand fixed

really neat map, this improved a LOT between when you put it in my queue and now.
maybe if you fix most of these and probation system gets implemented soon maybe i can qual :)
ayy, thanks for the mod :D



Nuolong wrote:

inb4 bn mod
7 seconds, holy
josh1024
Just passing by.

Cool!
Topic Starter
Jakomo73

josh1024 wrote:

Just passing by.

Cool!
Thanks for the kind words and the star <3
Saika0k1
hi m4m from your queue

General

OD is the extreme for 4* at least 8.5 is ok
this map is pretty damn easy to pass because of many NCs+HP6 so i think raising HP a bit is fine

Psionics

01:02:158 (2,1) - close up the spacing a bit i think, this could make an unnecessary 100 on the slider end
01:12:765 (1,2,1) - should be equaly spaced
01:14:480 (1,2,1) - ^
01:23:265 (1,1) - i fuckin love this
01:35:265 (1,2,3,4,1) - this should have lower spacing than 01:35:908 (1,2,3,4,1) -
02:28:087 (1) - this goes on for too long
03:12:980 - from this point to 04:07:837 - the song is quite repitetive and some part looks almost like you have copy pasted it, repeats too much and the map will get boring as you play so i think you could represent the other part of the song in another way yet dont feel diffrent (hard task but i would enjoy the map even more than i already do)
04:07:837 - same here until 04:59:265 -
Best of luck! (i would like to this get ranked so i will shoot a star ;))
Topic Starter
Jakomo73

Saika- wrote:

hi m4m from your queue

General

OD is the extreme for 4* at least 8.5 is ok This isnt really a 4* map, and with the rhythmic density, it can lead to some unwanted notelock/misses if it's lower
this map is pretty damn easy to pass because of many NCs+HP6 so i think raising HP a bit is fine Sure, raised to 7

Psionics

01:02:158 (2,1) - close up the spacing a bit i think, this could make an unnecessary 100 on the slider end Intentional, player has to hold for longer and further emphasizes the drum beat with quick movement
01:12:765 (1,2,1) - should be equaly spaced Whoops, think i messed it up when fiddling with that pattern. Fixed
01:14:480 (1,2,1) - ^ yep
01:23:265 (1,1) - i fuckin love this thanks <3<3
01:35:265 (1,2,3,4,1) - this should have lower spacing than 01:35:908 (1,2,3,4,1) - It already does have slightly higher spacing, and I the wider path makes it more difficult than the pattern before, so I think it would be too difficult for the intensity if the difficulty was increased
02:28:087 (1) - this goes on for too long Oh huh, timing point got reset from 2.5x to 2x somehow
03:12:980 - from this point to 04:07:837 - the song is quite repitetive and some part looks almost like you have copy pasted it, repeats too much and the map will get boring as you play so i think you could represent the other part of the song in another way yet dont feel diffrent (hard task but i would enjoy the map even more than i already do)
04:07:837 - same here until 04:59:265 - Changing the patterning around for each section wouldn't really fit the music imo. I already change around the patterns for increased intensity, despite the rhythms being pretty similar
Best of luck! (i would like to this get ranked so i will shoot a star ;)) U guys shouldn't shoot stars, they're just wasted after 12 sp unfortunately :(( but I really appreciate the sentiment <3
Thanks for the mod and support!
sheela
  1. there's a fade in effect in files soft-hitfinish2 and soft-hitfinish7 at the beginning, so here's an updated file you can use for both: https://puu.sh/xvTzs/db8f218d40.wav
  2. 01:04:730 (1,1) - i think it's best to keep the spacing small to not fool the players with the sudden jump since the gap is much smaller than 01:04:408 (1,1) - while these have a small distance in-between. i would say x:260 y:140 is a good placement.
ook poke me back again
Topic Starter
Jakomo73

sheela wrote:

  1. there's a fade in effect in files soft-hitfinish2 and soft-hitfinish7 at the beginning, so here's an updated file you can use for both: https://puu.sh/xvTzs/db8f218d40.wav
  2. 01:04:730 (1,1) - i think it's best to keep the spacing small to not fool the players with the sudden jump since the gap is much smaller than 01:04:408 (1,1) - while these have a small distance in-between. i would say x:260 y:140 is a good placement.
ook poke me back again
ok both fixed, thanks
spaced the second one a bit closer since it is a 1/4 gap instead of 3/8 gap
sheela
fixed a slider's end snapping so this map is coolio
Mir
what the fuck jako ranking maps hold up fam
Topic Starter
Jakomo73

sheela wrote:

fixed a slider's end snapping so this map is coolio
Thanks for all the help <3<3

Mir wrote:

what the fuck jako ranking maps hold up fam
ye ive gone past my edgy phase of 5x svs and quitting every map :^)
Mir
i would have preferred 5x sv since it would have fit more with the kiai section

that aside:
This is a bit questionable, like mainly here:
I think it's a little too ambiguous so I'll just pop this for now so you can fix it (or if you have arguments against you can bring them forward for discussion). You can get sheela to rebubble after it's adjusted. The reason being you can't exactly tell if you should be going up first or down first. Something like this would be clearer:
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