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Masayoshi Minoshima feat.nomico - Lost Emotion (Amane UK Har

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Topic Starter
MaridiuS
This beatmap was submitted using in-game submission on Wednesday, January 24, 2018 at 4:54:48 PM

Artist: Masayoshi Minoshima feat.nomico
Title: Lost Emotion (Amane UK Hardcore Remix)
Source: 東方心綺楼 ~ Hopeless Masquerade.
Tags: Alstroemeria records c88 東方 Project marathon pop culture 4 3 hata no kokoro theme edm Shinkirou touhou 天音 Reitaisai 12 亡失のエモーション j-core のみこ 簑島正佳
BPM: 175
Filesize: 11575kb
Play Time: 05:07
Difficulties Available:
  1. Despondency (6.38 stars, 1614 notes)
Download: Masayoshi Minoshima feat.nomico - Lost Emotion (Amane UK Hardcore Remix)
Information: Scores/Beatmap Listing
---------------
Last dance hevun.

Wubs ✓
Streams ✓
Jumps ✓✓✓

MaridiuS | Rizia | xLolicore- | Zer0-



Hitsounded by me xd. Also special thanks to; Professionalbox who helped me for wub sections, but didn't post the mod; Touhou who gave me nice normal-hitfinish that suits the song; I stole the mp3 from Rizia, as mine was of low quality; Celektus for a nice site to get HD background, and some thoughts on diffname; -Mo-Hobbes2 for bubbling; -Mo- for qualifying.

https://www.pixiv.net/member_illust.php ... d=41863472 image source, I used waifu2x to multiply, and paint to rescale for osu!
-Helix-
hi m4m from modreq(i use google translate)

00:11:790 (6,7) - Make it a short slider.
00:20:704 - spinner please
00:41:875 (8,1) - Connect.
01:11:361 (6,1) - ^
01:23:104 (5) - NC
01:25:418 (4,1,4,1,4,1) - connect
01:29:875 (4,5) - ^
01:32:875 (4,5,6,7) - use Ctrl+Shift+F
01:40:847 (4,5) - connect
01:43:847 (4,5,6,7) - ^^
02:11:018 (5,6,7,8) - dont ovarlap
02:33:475 (3,4) - Attach to the end of the slider.
02:35:790 (4,5,6,7,8,9) - use Ctrl+Shift+F
02:37:161 (3,4,5) - ^
02:41:275 (4,5,6,7,8,9) - ^^
02:46:761 (4,5,6,7,8,9) - ^^^
02:52:247 (4,5,6,7,8,9) - ^^^^
02:57:904 (3,4,5,6) - This is really a lot of things, it seems distracting.
03:05:875 (5,6,7,8) - Connect naturally.
03:17:618 - break time please 03:17:618 - 03:28:590 -
03:57:304 (8,1) - connect
03:57:990 (8,1) - ^
Why do not you connect Circle
04:20:961 (4,1,4,1,4,1) - ^^^
04:41:790 (2) - move left
04:43:247 (8,1) - connect
Please add a lot of sound.

m4m my map please
https://osu.ppy.sh/s/616706
good luck
Topic Starter
MaridiuS

wkdalstn29 wrote:

hi m4m from modreq(i use google translate)

00:11:790 (6,7) - Make it a short slider. stack is better, as it has a strong head and tail.
00:20:704 - spinner please Doesn't fit imo.
00:41:875 (8,1) - Connect.
01:11:361 (6,1) - ^
01:23:104 (5) - NC
01:25:418 (4,1,4,1,4,1) - connect
01:29:875 (4,5) - ^
01:32:875 (4,5,6,7) - use Ctrl+Shift+F
01:40:847 (4,5) - connect
01:43:847 (4,5,6,7) - ^^
02:11:018 (5,6,7,8) - dont ovarlap
02:33:475 (3,4) - Attach to the end of the slider. that's terrible
02:35:790 (4,5,6,7,8,9) - use Ctrl+Shift+F
02:37:161 (3,4,5) - ^
02:41:275 (4,5,6,7,8,9) - ^^
02:46:761 (4,5,6,7,8,9) - ^^^
02:52:247 (4,5,6,7,8,9) - ^^^^
02:57:904 (3,4,5,6) - This is really a lot of things, it seems distracting.
03:05:875 (5,6,7,8) - Connect naturally.
03:17:618 - break time please 03:17:618 - 03:28:590 - that would make the map shorter than 5 minutes drain time
03:57:304 (8,1) - connect
03:57:990 (8,1) - ^
Why do not you connect Circle
04:20:961 (4,1,4,1,4,1) - ^^^
04:41:790 (2) - move left This was done intentionally, as the section is more chaotic than usual kicks.
04:43:247 (8,1) - connect
Please add a lot of sound.

m4m my map please
https://osu.ppy.sh/s/616706
good luck
Have you ever seen a stream jump? I want to be like that to emphasize certain sounds, I don't want to "connect them".
all denied
Pawlyk here
IRC M4M here (it was nice to talk with you ;3)
IRC
16:03 Pawlyk here: i hope i'll be of use to you
16:04 Pawlyk here: 00:11:618 (5,6,7) - maybe those ones should be more like in a straight line?
16:04 *Pawlyk here is editing [https://osu.ppy.sh/b/1304748 Masayoshi Minoshima - Lost Emotion (Amane UK Hardcore Remix) [Dance]]
16:06 MaridiuS: mm not really necessary
16:06 MaridiuS: i like the small movement it provides
16:06 MaridiuS: brb eat
16:06 Pawlyk here: oke
16:18 MaridiuS: mm im kinda here
16:19 Pawlyk here: oke
16:19 Pawlyk here: trying to sort my thoughts
16:19 Pawlyk here: my mod probably won't be as complex as yours
16:20 Pawlyk here: i guess things i point out are pretty subjective
16:20 Pawlyk here: but i believe i'll help somehow
16:20 MaridiuS: sure
16:20 MaridiuS: point out subjective things
16:20 Pawlyk here: 00:27:218 (7,8,9,10,1,2,3) - this one feels werid for me
16:21 Pawlyk here: that stop doesnt feel right for me
16:23 MaridiuS: o shit
16:23 MaridiuS: think that i fked up
16:23 MaridiuS: ok i know how i will fix it
16:23 MaridiuS: problem is placement of 00:26:875 (5) -
16:24 MaridiuS: it doesnt follow the sections usual placement
16:24 Pawlyk here: hmmm
16:24 Pawlyk here: xD
16:25 Pawlyk here: 00:38:190 (3,4,5,6,1) - maybe i would place that higher
16:26 Pawlyk here: but then you'd need to fix 00:38:533 (1,2,1,2,1,2,1,2,1) - jumps
16:26 MaridiuS: think the placement is perfect
16:26 Pawlyk here: you know
16:26 MaridiuS: why would you want to place it higher?
16:27 Pawlyk here: lemme think
16:27 MaridiuS: oki im afk for a sec too now, think of things
16:27 MaridiuS: dont force yourself too much.
16:27 Pawlyk here: xD
16:28 Pawlyk here: well
16:28 Pawlyk here: 00:37:161 (1,2,1,2) - those make the momentum lower
16:28 Pawlyk here: and then 00:37:848 (1,2,3,4,5,6,1) - like higher
16:29 Pawlyk here: it plays fine the way it is now
16:29 Pawlyk here: but i guess it would be nice to place it higher
16:32 Pawlyk here: it might feel more natural
16:34 Pawlyk here: 00:50:704 (1) - maybe make is 3/4 (i like 3/4 sliders)?
16:34 Pawlyk here: and the similar like 00:52:075 (1) -
16:34 Pawlyk here: and so on
16:36 Pawlyk here: as you know, there is no sound at white ticks there
16:38 Pawlyk here: maybe lower the distance 01:25:161 (1,2,3,4,1,2,3,4) - a bit here?
16:38 MaridiuS: hm i might make em 3/4
16:39 MaridiuS: k lowered a bit
16:40 Pawlyk here: that wuub section =w=\
16:41 MaridiuS: ye
16:44 Pawlyk here: i would make 01:26:875 (2) - that 3/4 aswell (cuz why not)
16:46 MaridiuS: I don't like using that much 3/4
16:46 MaridiuS: and want to make it as much lightweight as possible as there are is no bg there
16:49 Pawlyk here: how about making a kickslider 02:11:275 (8) - here?
16:50 Pawlyk here: maybe it wouldn't hurt to stack 02:11:790 (1) - with 02:10:418 (2) -
16:51 MaridiuS: no point
16:51 MaridiuS: and i wouldn't make it a kickslider
16:51 MaridiuS: as i want it to have same feeling as previous 2 circles
16:53 Pawlyk here: your choice, you've got many things justified i see ;3
16:53 Pawlyk here: 02:30:990 (3) - a circle here?
16:54 MaridiuS: that part isnt a kick or a clap
16:54 MaridiuS: i prefer starting the spinner from that as the wowoorurourouroum starts from there
16:55 Pawlyk here: hmmm
16:55 Pawlyk here: brb
17:09 Pawlyk here: but i really think you should add a circle there, then the spinner would start at blue tick
17:09 Pawlyk here: but well, your choice
17:10 Pawlyk here: 02:54:990 (3,4) - how about separating those two?
17:11 MaridiuS: didnt like it
17:11 MaridiuS: just tried
17:12 Pawlyk here: i really like those sliders 03:17:618 -
17:12 MaridiuS: made with love =w=
17:14 Pawlyk here: 03:56:704 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - maybe lower the distance a little bit, so the next jump would be like more ephasized
17:15 MaridiuS: what distance
17:15 Pawlyk here: you know, that jump
17:15 Pawlyk here: 03:57:304 (8,1) - between those
17:16 MaridiuS: 03:57:304 (8,1) -
17:16 MaridiuS: ?
17:16 Pawlyk here: yup
17:16 MaridiuS: 03:57:304 (8,1) - this jump is less emphasized
17:16 MaridiuS: by having linear flow to it
17:16 MaridiuS: very simple to land
17:17 MaridiuS: 03:57:990 (8,1) - this one is even bigger, but it goes downwards,
17:17 MaridiuS: not circular
17:17 Pawlyk here: yea i see
17:17 Pawlyk here: sry xD
17:32 Pawlyk here: maybe you should think about 02:59:533 (5) - placing a circle here and starting a slider 03:00:133 (2) - here, as there is a beat here that is important in my opinion
17:33 Pawlyk here: well, i thought i would find more things tbh
17:34 MaridiuS: nah its better to be a slider and a wub
17:34 MaridiuS: the wubs are slow
17:34 MaridiuS: on 03:00:133 (2,3,4,5) - they have same sounds so its perfect to be a stream.
17:35 Pawlyk here: whopsie
17:35 Pawlyk here: didnt mean to link that one
17:35 Pawlyk here: xd
17:35 Pawlyk here: i meant 02:59:618 -
17:35 Pawlyk here: there is a beat here
17:35 MaridiuS: oh that
17:36 MaridiuS: uh basically i want to follow the wub
17:36 MaridiuS: if i start the slider on the kick
17:36 MaridiuS: it wouldn't feel wubby ;d
17:37 MaridiuS: its simply the section i want every wub to have a slow slider
17:37 MaridiuS: so that there is contrast when the real shit starts
17:37 Pawlyk here: tbh i dont see an issue with a triplet being there ;x
17:37 Pawlyk here: but your choice
17:38 MaridiuS: its a viable option but i think it plays now better
17:38 MaridiuS: will see if there are more complaints
17:42 Pawlyk here: well, i guess that's all i can think of for now
17:43 Pawlyk here: i hope i helped somehow
17:43 Pawlyk here: ;x


Really like the song. Good luck!
Faputa
Greetings from #modreqs
Highlighted red are either some minor and ignorable suggestions, or controversial ones.

00:26:875 (5) - new combo it.
02:46:900 (7,8) - Gap between the two circles is not the same as 02:41:533 (7,8) OCD
03:01:847 (3,4) - Suggest applying hitsound
03:03:218 (3,4) - ^
03:04:590 (3,4) - ^
SPOILER
Discovered that most of the hitsounds haven't implemented. You should work on it
03:17:618 (1) - does this slider look odd?
03:28:590 (1) - Suggest tweaking the time of curve sections to fit some background music (example: 03:31:033 switch to 03:30:990.)
04:14:533 (6) - New combo here to match 04:17:275
04:22:075 - Suggest adding a spinner.


That's all I can offer. Your map has already been pretty well, but be careful about the style of sliders. It is crucial to keep them the same style. (Like the 'tick' shaped slider, but I can't remember where it is)
Please M4M my maps if you have time. Lightmods are certainly welcome!
Topic Starter
MaridiuS

jack1817 wrote:

Greetings from #modreqs
Highlighted red are either some minor and ignorable suggestions, or controversial ones.

00:26:875 (5) - new combo it. applied
02:46:900 (7,8) - Gap between the two circles is not the same as 02:41:533 (7,8) OCD does it even matter lol
03:01:847 (3,4) - Suggest applying hitsound literally in description that i need to hitsound the map
03:03:218 (3,4) - ^
03:04:590 (3,4) - ^
SPOILER
Discovered that most of the hitsounds haven't implemented. You should work on it
03:17:618 (1) - does this slider look odd? like isn't the slider beautiful, i always get compliments on it
03:28:590 (1) - Suggest tweaking the time of curve sections to fit some background music (example: 03:31:033 switch to 03:30:990.)
04:14:533 (6) - New combo here to match 04:17:275 04:17:275 (1) - is obviously the only NC as it emphasizes change in music
04:22:075 - Suggest adding a spinner. don't like it


That's all I can offer. Your map has already been pretty well, but be careful about the style of sliders. It is crucial to keep them the same style. (Like the 'tick' shaped slider, but I can't remember where it is)
Please M4M my maps if you have time. Lightmods are certainly welcome!
I might drop a mod a bit later, but in the future please make deal with the guy for m4m's rather then putting a mod from modreqs and asking for a mod. And also when you're modding, try to suggest some rhythm changes, or flow suggestions (mostly rhythm), focus on that more as it may ACTUALLY help the mapper.
Bokkie
Hi! M4M from my queue c:

Dance

  1. 00:10:247 (5) - not perfectly stacked
  2. 00:42:647 (1,2,3,4,5,6) - aligning them would make this pattern better
  3. 00:48:818 (4,2) - stack those two
  4. 00:54:304 (4) - I think you should keep the rhythm consistent with 00:52:933 (4,5) - so change either of them
  5. 00:57:047 (1) - add an emphasis on this note; making the spacing between possible placement
  6. 00:59:790 (1) - you should emphasize this as well; stacking with 00:58:933 (8) - might be a good idea
  7. 01:16:418 (7) - the sliderend goes off-screen by 1px (ctrl+G it for check); simply move it down
  8. 01:18:475 (1,2,3) - I think stacking those would be better both in aesthetic and playability matter
  9. 02:12:133 (2) - moving this to the right would make it flow better
  10. 02:33:733 - I don't want to sound rude, but you should consider remapping kiai part as you don't use full potential of it
  11. 03:50:533 - instead of making a build up, you've made it consistent which is kind of shame imo; try using spacing rising through time
  12. 03:57:390 - with the way you made curves of streams before I'd expect it going up earlier rather than having slight moment of linear movement
  13. 04:03:904 (8,3) - stack those two
  14. 04:21:304 (4,1) - this makes the player move against the flow to hit (1) and then, turn once again to follow the stream; kinda unpleasant to play
  15. 04:50:790 (4,1) - judging by the spacing here I expected 1/4 gap between those notes; wasnt there
  16. 05:05:018 (2,3) - move the stream so that those two stack (bonus points for stacking 05:05:875 (4) - with 05:05:190 (4) - )
  17. 05:05:961 - I find lack of sliderart/spinner here disturbing :/

Pretty cool, take a star
Good luck c:
Topic Starter
MaridiuS

Catshy wrote:

Hi! M4M from my queue c:

Dance

  1. 00:10:247 (5) - not perfectly stacked mmmmmmmmmm
  2. 00:42:647 (1,2,3,4,5,6) - aligning them would make this pattern better yes a bit
  3. 00:48:818 (4,2) - stack those two make me
  4. 00:54:304 (4) - I think you should keep the rhythm consistent with 00:52:933 (4,5) - so change either of them I want the rhythm to have some diversity, and plus right here, you will get more space for next section, which is how i've interpreted the music.
  5. 00:57:047 (1) - add an emphasis on this note; making the spacing between possible placement applied
  6. 00:59:790 (1) - you should emphasize this as well; stacking with 00:58:933 (8) - might be a good idea applied
  7. 01:16:418 (7) - the sliderend goes off-screen by 1px (ctrl+G it for check); simply move it down simple
  8. 01:18:475 (1,2,3) - I think stacking those would be better both in aesthetic and playability matter i really like the flow currently, no the usual one, but is fun, i don't want to be stacking intense snares
  9. 02:12:133 (2) - moving this to the right would make it flow better flow on 1/1 timing lul
  10. 02:33:733 - I don't want to sound rude, but you should consider remapping kiai part as you don't use full potential of it thats rude,
    but we talked over in chat
  11. 03:50:533 - instead of making a build up, you've made it consistent which is kind of shame imo; try using spacing rising through time mm i didn't really hear any pitch going higher to make it a buildup, 03:54:818 - i've found the following 7 notes to be the most intense so i emphasized them
  12. 03:57:390 - with the way you made curves of streams before I'd expect it going up earlier rather than having slight moment of linear movement stream is perf
  13. 04:03:904 (8,3) - stack those two fine mother
  14. 04:21:304 (4,1) - this makes the player move against the flow to hit (1) and then, turn once again to follow the stream; kinda unpleasant to play smoothed up the angle a bit
  15. 04:50:790 (4,1) - judging by the spacing here I expected 1/4 gap between those notes; wasnt there it is 1/4 wew
  16. 05:05:018 (2,3) - move the stream so that those two stack (bonus points for stacking 05:05:875 (4) - with 05:05:190 (4) - ) i tried but i would rather take flow over than aesthetics
  17. 05:05:961 - I find lack of sliderart/spinner here disturbing :/ ugh i'll think bout it.

Pretty cool, take a star
Good luck c:
yey a mod, thank you <3
Winnie
[Dance]
[notice] 00:05:275 (1,2,3,4) - Feels too extended and forces 00:05:618 (1,2,3) - Would've been easier if that stream was 2 1/4 sliders. So it doesn't make continuation strange
00:07:675 (7) - No reason for a slider like this, it breaks the flow pattern you already created with sliders other than 1/2, because most of your 1/2 is followed by a gap a change in rhythm makes playing awkward, it'll not be consistent to your other sliders
00:11:361 (3) - The hitsound pattern with in between claps makes this part seem very bad as a hitsound profile especially with the rhythm you make it feels like a taiko map more than std http://puu.sh/w9kwG/be8d11b5ac.jpg Just creates awkward pausing and spacing makes them play poorly
Explain to me whey these don't have notes to create a double pattern? 00:12:047 - 00:13:418 - 00:14:790 - If you can explain how they play better without the doubles I'll be impressed you can ask any player after me about this
00:16:590 (1,2,3,4,1,2,3,4,1,2,1,2) - Feels just the same when the music is gradual. Wouldn't make sense to feel like you're repeating yourself until after this section.
00:24:133 (1,2,1,2) - Not much of a clear indication that these back and forth pattern needs to be that or spaced this way. If you say the electronic sound is what you decided to choose then it wouldn't be consistent because most of the time the same sound repeats itself electronically.
00:29:619 (1,2,1,2) - This makes sense because it follows something different
00:45:218 (3) - Has emphasis on her vocals but small spacing
00:47:961 (3) - Same here inconsistent with 00:47:275 (4) -
00:54:990 (1,2,3,4) - Feels overly spaced, seems calm but uses a huge spacing range outlier 00:56:190 (7) -
Couldn't really find much, the map is sort of the same. Definitely ask someone about the wub part or the kiai of the map mean. Seems Ok but my intuition tells me otherwise can't really explain it.
Topic Starter
MaridiuS

Kocari wrote:

[Dance]
[notice] 00:05:275 (1,2,3,4) - Feels too extended and forces 00:05:618 (1,2,3) - Would've been easier if that stream was 2 1/4 sliders. So it doesn't make continuation strange hmmm maybe i've overehmphasized that part, I'll probably nerf it
00:07:675 (7) - No reason for a slider like this, it breaks the flow pattern you already created with sliders other than 1/2, because most of your 1/2 is followed by a gap a change in rhythm makes playing awkward, it'll not be consistent to your other sliders I actually really like those 1/2 sliders, they add another pattern in the section freshing it up a little, the spacing and patterning after the 1/2 is intuitive and I didn't see people struggling there
00:11:361 (3) - The hitsound pattern with in between claps makes this part seem very bad as a hitsound profile especially with the rhythm you make it feels like a taiko map more than std http://puu.sh/w9kwG/be8d11b5ac.jpg Just creates awkward pausing and spacing makes them play poorly not sure why is it wrong to hitsound snares with claps tbh
Explain to me whey these don't have notes to create a double pattern? 00:12:047 - 00:13:418 - 00:14:790 - If you can explain how they play better without the doubles I'll be impressed you can ask any player after me about this Actually, I will make use of them and tell you later.
00:16:590 (1,2,3,4,1,2,3,4,1,2,1,2) - Feels just the same when the music is gradual. Wouldn't make sense to feel like you're repeating yourself until after this section. maybe i didn't understand you well, but starting from 00:17:961 - the musics pitch in the background is getting exponentially louder which suggests increase in spacing over time
00:24:133 (1,2,1,2) - Not much of a clear indication that these back and forth pattern needs to be that or spaced this way. If you say the electronic sound is what you decided to choose then it wouldn't be consistent because most of the time the same sound repeats itself electronically. I don't think that it repeats itself, never heard 4 in a row 1/2 electronic sound which i didn't map with 4 circles it adds something interesting in the section, don't think that they're any issue
00:29:619 (1,2,1,2) - This makes sense because it follows something different
00:45:218 (3) - Has emphasis on her vocals but small spacing mm yes it does but the sole fact how the slider plays is weird, really like the diversity, and i don't think emphasizing every vocal with spacing is necessary in the section.
00:47:961 (3) - Same here inconsistent with 00:47:275 (4) -
00:54:990 (1,2,3,4) - Feels overly spaced, seems calm but uses a huge spacing range outlier 00:56:190 (7) - outlier? but imma nerf it.
Couldn't really find much, the map is sort of the same. Definitely ask someone about the wub part or the kiai of the map mean. Seems Ok but my intuition tells me otherwise can't really explain it. i'll see what i can do, is it rhythmically flawed, aesthetics or flow?
thanks for the mod.
RVMathew
Hi there. A NM request turned m4m from your queue. Not that I mind though; I get modding practice from this.

Note that I am rusty in terms of modding.

General
1) Combo colours. I will suggest you 3 colours. I just tried to match the colours on the character in the bg.
Combo 1: (188,43,219)
Combo 2: (218,7,102)
Combo 3: (0,119,119)

2) 04:58:246 (4) - object's end not snapped (according to AI mod)

3) 00:31:675 I think that adding kiai time is not necessary, because the song does not feel as energetic compared to other parts of the song.

The difficulty itself
First off AR9.4 is way too fast for me and it was a damn challenge. However it was cool. There are some parts that can be refined though.

1) 01:25:161 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - The music in this stream section is the same, so why are each of the notes a different spacing? Keep the jumpstream but make 01:25:504 (1,2,3,4), 01:25:847 (1,2,3,4) and 01:26:190 (1,2,3) - the same distance, because there is no obvious change in the song that warrants such diffent distances.

2) 01:43:847 (4,5,6,7,8) - Pattern is cool (but not fair to me because it was hard to hit.)

3) 01:58:075 (1,2,3,4,5) - The curve on slider 5 feels a bit unnatural to me because the shape seems to jut out weirdly. Try shifting the slider 2 pixels to the right, and then curve the slider so it looks a bit like this: https://osu.ppy.sh/ss/8251563

4) 02:11:018 (5,6,7,8) - When playing this the first time, it felt really hard to play visually I was expecting a triple and I got 4 notes instead. I was thinking of removing the stack between 5 and 6. Applies to 03:05:875 (5,6,7,8) as well.

5) 02:17:275 (1,2,3) and 02:20:018 (2,3,4) - I like how you made part of the last slider pefectly stack with the first slider.

6) 02:42:990 (5,6,7) - Remove the curvature because I don't think it looks nice. Make them straight please.

7) 04:38:533 (1,2,3,4,5,6) - The star pattern really looks weird. If you want to make a perfect star, use the polygon tool (ctrl+shift+d) to achieve it.

There was not really a lot I could find in this mod, because I could not really play the map well, and a lot of stuff is done right.
Good luck,

RVMathew
Topic Starter
MaridiuS

RVMathew wrote:

Hi there. A NM request turned m4m from your queue. Not that I mind though; I get modding practice from this.

Note that I am rusty in terms of modding.

General
1) Combo colours. I will suggest you 3 colours. I just tried to match the colours on the character in the bg.
Combo 1: (188,43,219)
Combo 2: (218,7,102)
Combo 3: (0,119,119)

2) 04:58:246 (4) - object's end not snapped (according to AI mod) so i tried snapping it and what the actual fuck http://i.imgur.com/5RfH8oj.jpg

3) 00:31:675 I think that adding kiai time is not necessary, because the song does not feel as energetic compared to other parts of the song. i think its a bit subjective but the buildup from the previous section gives us this section, with all beats sounding like the strongest in the previous section, a bit hard to explain but it feels really dominant to me

The difficulty itself
First off AR9.4 is way too fast for me and it was a damn challenge. However it was cool. There are some parts that can be refined though.

1) 01:25:161 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - The music in this stream section is the same, so why are each of the notes a different spacing? Keep the jumpstream but make 01:25:504 (1,2,3,4), 01:25:847 (1,2,3,4) and 01:26:190 (1,2,3) - the same distance, because there is no obvious change in the song that warrants such diffent distances. They are not obvious but they do exist, I felt like it should be a anti-buildup, is more fun like it, since if i make it all same distance it will be like other kick streams

2) 01:43:847 (4,5,6,7,8) - Pattern is cool (but not fair to me because it was hard to hit.) ;p

3) 01:58:075 (1,2,3,4,5) - The curve on slider 5 feels a bit unnatural to me because the shape seems to jut out weirdly. Try shifting the slider 2 pixels to the right, and then curve the slider so it looks a bit like this: https://osu.ppy.sh/ss/8251563 I did some rotation, seems good now.

4) 02:11:018 (5,6,7,8) - When playing this the first time, it felt really hard to play visually I was expecting a triple and I got 4 notes instead. I was thinking of removing the stack between 5 and 6. Applies to 03:05:875 (5,6,7,8) as well. I think this is more your playing inexperience, patterns that stack the first note happen not so rarely. Being it like this i fully emphasize the following 3 hits, and keep 02:11:018 (5) - (which is on blue tick) same as 02:10:675 (3) -

5) 02:17:275 (1,2,3) and 02:20:018 (2,3,4) - I like how you made part of the last slider pefectly stack with the first slider. you gotta think of something interesting on slow sections to not make em so boring.

6) 02:42:990 (5,6,7) - Remove the curvature because I don't think it looks nice. Make them straight please. i made it more curved instead lul

7) 04:38:533 (1,2,3,4,5,6) - The star pattern really looks weird. If you want to make a perfect star, use the polygon tool (ctrl+shift+d) to achieve it. mm guess weird patterns arent good, i fixd it

There was not really a lot I could find in this mod, because I could not really play the map well, and a lot of stuff is done right.
Good luck,

RVMathew
thanks for mod.
N0thingSpecial
dsiclaimer these are mostly personal opinion
I'm gonna mod the intro of the song which I think is enough to show the concerns I have regarding the whole map, and I'm going to focus on aesthetics

00:02:533 (9,10,3,4) - really odd angles to structure these sliders, I'm guessing you thought creating symmetry with 00:02:704 (10,4) - would justify the pattern? which is a pretty weak justification. on a bigger picture I have one problem with this entire section is that things are connected very loosely together in terms of aesthetics, your main thing is parallel sliders in the same measure, but you need more justification in terms of spacing, overlaps and angles, if you want to represent to repetitiveness of the song then glorify it like how you did in the later part with stacking parallel sliders(the one I linked just below)

00:05:618 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5) - I'm talking about this part

00:02:190 (7,9) - they are not parallel and it's very noticeable, is it intentional?

00:04:761 (5,6,1,2,3,4,1,2,3,4) - this stream in idea is good, but it could be better by having 00:04:933 (1,2,3,4,1,2,3,4) - and 00:04:761 (5,6,1) - look more different , just having difference between straight stream and curve stream in my opinion is not enough, the contrast needs to be bigger, try stacking 00:04:761 (5,6,1) - more close together, just like how you did 00:27:218 (3,4,5,6,1,2,3) -

00:09:904 (3,1) - 00:16:247 (10,2) - avoid slight overlaps like this, looks untidy

00:12:133 (1,2,1,2,3,4,5,6,7,1,2,1,2,3,4,5,6,7,1,2,1,2,3,4,5) - ok this entire jump section looks unorganized, reason being:

1) 00:11:275 (2,3,4,5) - 00:12:647 (2,3,4,5) - have triplets pointing perfectly at the note after, 00:14:018 (2,3,4,5) - this however doesn't

2) unrelated to aesthetics but 00:12:047 - you need to fill in this to make tapping more intuitive, BUT this is also an opportunity to fix 00:11:790 (6,7) - this oddly angled double, make another pair of doubles and make a symmetry or parallel pattern with it, 00:11:790 (6,7) - this at the moment feels out of place

3) with how you angle each triplet/doubles there's very little logic in it, like there's so many inconsistency, 00:11:275 (2,3,4,6,7) - this is different with how you angle 00:12:647 (2,3,4,6,7) -, you can angle it differently but provide a stronger and more obvious pattern.
I still have questions like why would you include a 10 degree angle pattern 00:12:647 (2,3,4,2,3,4) - but then include 00:14:533 (6,7) - which doesn't fit in a 10 degree angle pattern or any other pattern?
why would you include a circular pattern 00:15:390 (2,3,4,6,7,8,9,10) - when all other triplets and doubles are outward expanding pattern 00:12:647 (2,3,4,6,7) - 00:11:275 (2,3,4,6,7) -

one thing to take from the intro is that your structure is inconsistent with how the music changes, for example 00:16:590 (1,2,3,4,1,2,3,4,1,2) - is a hexagonal pattern which was never suggested in the intro despite this build up and the intro sound extremely similar, in which I would've expected the jumps would consist of 12s going in geometric angles, variety is a good thing but only if the music suggest so.

Summary
- make pattern more bold and obvious when it's trying to make a section of the music stand out
- be more thoughtful when it comes to angles and how it compliment a bigger pattern, whether it's a geometry pattern, rotating pattern, symmetry pattern ,fan pattern etc...

I will continue tomorrow with another wall of text on the wub part, also pm me if there's anything you don't understand
Topic Starter
MaridiuS

N0thingSpecial wrote:

dsiclaimer these are mostly personal opinion
I'm gonna mod the intro of the song which I think is enough to show the concerns I have regarding the whole map, and I'm going to focus on aesthetics

00:02:533 (9,10,3,4) - really odd angles to structure these sliders, I'm guessing you thought creating symmetry with 00:02:704 (10,4) - would justify the pattern? which is a pretty weak justification. on a bigger picture I have one problem with this entire section is that things are connected very loosely together in terms of aesthetics, your main thing is parallel sliders in the same measure, but you need more justification in terms of spacing, overlaps and angles, if you want to represent to repetitiveness of the song then glorify it like how you did in the later part with stacking parallel sliders(the one I linked just below) hmm i think that's interesting, I agree that my aesthetics on the first part could use more work, I will consider remapping, but i personally think they're not on a bad level, just something on average, will see if i can come up with even better looks.

00:05:618 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5) - I'm talking about this part cute part

00:02:190 (7,9) - they are not parallel and it's very noticeable, is it intentional? okay that seems accidental

00:04:761 (5,6,1,2,3,4,1,2,3,4) - this stream in idea is good, but it could be better by having 00:04:933 (1,2,3,4,1,2,3,4) - and 00:04:761 (5,6,1) - look more different , just having difference between straight stream and curve stream in my opinion is not enough, the contrast needs to be bigger, try stacking 00:04:761 (5,6,1) - more close together, just like how you did 00:27:218 (3,4,5,6,1,2,3) - will remap the stream, maybe even remove the jumpsteram, taking your suggestions in consideration

00:09:904 (3,1) - 00:16:247 (10,2) - avoid slight overlaps like this, looks untidy Seriously in gameplay they don't feel untidy, and they're stacked on a previous stream part which is an okay spot.

00:12:133 (1,2,1,2,3,4,5,6,7,1,2,1,2,3,4,5,6,7,1,2,1,2,3,4,5) - ok this entire jump section looks unorganized, reason being:

1) 00:11:275 (2,3,4,5) - 00:12:647 (2,3,4,5) - have triplets pointing perfectly at the note after, 00:14:018 (2,3,4,5) - this however doesn't I seriously don't want to make robot pefect copy pasted patterns, such imperfections give a little bit of charm don't they?

2) unrelated to aesthetics but 00:12:047 - you need to fill in this to make tapping more intuitive, BUT this is also an opportunity to fix 00:11:790 (6,7) - this oddly angled double, make another pair of doubles and make a symmetry or parallel pattern with it, 00:11:790 (6,7) - this at the moment feels out of place I will put on a testdifficulty with those mapped, I'll see how i like them.

3) with how you angle each triplet/doubles there's very little logic in it, like there's so many inconsistency, 00:11:275 (2,3,4,6,7) - this is different with how you angle 00:12:647 (2,3,4,6,7) -, you can angle it differently but provide a stronger and more obvious pattern.
I still have questions like why would you include a 10 degree angle pattern 00:12:647 (2,3,4,2,3,4) - but then include 00:14:533 (6,7) - which doesn't fit in a 10 degree angle pattern or any other pattern? I was concerned about flow, and this are not sliders so I don't think they necessarily have to follow rules such as same tilt or planned rotation that sliders flow. I find the minor tilt coming from the previous note interesting: 00:14:361 (5) -
to 00:14:533 (6,7) -

why would you include a circular pattern 00:15:390 (2,3,4,6,7,8,9,10) - when all other triplets and doubles are outward expanding pattern 00:12:647 (2,3,4,6,7) - 00:11:275 (2,3,4,6,7) - ehm, circular pattern?

one thing to take from the intro is that your structure is inconsistent with how the music changes, for example 00:16:590 (1,2,3,4,1,2,3,4,1,2) - is a hexagonal pattern which was never suggested in the intro despite this build up and the intro sound extremely similar, in which I would've expected the jumps would consist of 12s going in geometric angles, variety is a good thing but only if the music suggest so. Through out the map i mapped jumps which follow strong kicks in a similar way, using patterns which obviously reserve a space for other circles. I made an exception later in the map 04:39:904 - , where I interpreted as much more chaotic because the music is chaotic there.

Summary
- make pattern more bold and obvious when it's trying to make a section of the music stand out I always try to tbh
- be more thoughtful when it comes to angles and how it compliment a bigger pattern, whether it's a geometry pattern, rotating pattern, symmetry pattern ,fan pattern etc... I think I understand where you're coming from, once I get to it, I'll see if i can remap the part a bit to have it more symmetrical stuff, whilst also preserving the flow that I'm currently on to.

I will continue tomorrow with another wall of text on the wub part, also pm me if there's anything you don't understand hype, wub part critics!
also maybe i missed commenting something to, you included few completely different things in one, will talk in pm I guess. Also thanks for the in depth analysis.
N0thingSpecial
Bad wording but what I meant by circular pattern is how the triplet and the quint has circular flow when others just expands out, despite being a flow thin g, the fact that the quint is a straight line like all the other triplets and doubles, makes it aesthetically related
Gordon
From my modding queue!

Dance:
00:27:218 (3,4,5,6,1,2,3) - Not a bad shape but it feels tight to aim when I try to play maybe a new shape or space it more? :thinking:
00:41:875 (8,1) - Maybe a tad to wide for the time that is there?
00:43:675 (1,1) - Keep the slider to the white tick. Honestly sounds cleaner but if you want those quick jumps keep it.
00:44:533 (4,1) - ^
00:45:218 (3,1) - ^
00:46:418 (6,1) - Red tick for this one
00:47:275 (4,1) - ^ White
00:47:961 (3,1) - ^
03:57:647 (4,3) - Doesn't seem like your normal blanketing, which btw is super duper awesome in this map so blanket the 3 over the 4 to keep that going.
04:43:247 (8,1) - Same as 41sec remark
Besides what I mentioned this map is really lit. You have a great knack at blanketing. Real inspiration!

Make sure you check this stuff in the image here are the timing points so you can go straight to them.
Object isn't snapped! 02:45:731
Object's end is not snapped! 02:45:788
Object isn't snapped! 02:45:845
Object's end is not snapped! 02:45:902
Kiai one doesn't matter as well as the two diffs and an Easy or Normal. But you probably already know

Soul~
Topic Starter
MaridiuS

Mistaken wrote:

From my modding queue!

Dance:
00:27:218 (3,4,5,6,1,2,3) - Not a bad shape but it feels tight to aim when I try to play maybe a new shape or space it more? :thinking: perhaps i will change the angle
00:41:875 (8,1) - Maybe a tad to wide for the time that is there? maybe, will need more feedback from other guys.
00:43:675 (1,1) - Keep the slider to the white tick. Honestly sounds cleaner but if you want those quick jumps keep it. i will revisit the section and do some remaps
00:44:533 (4,1) - ^
00:45:218 (3,1) - ^
00:46:418 (6,1) - Red tick for this one
00:47:275 (4,1) - ^ White
00:47:961 (3,1) - ^
03:57:647 (4,3) - Doesn't seem like your normal blanketing, which btw is super duper awesome in this map so blanket the 3 over the 4 to keep that going. I'd rather choose to blanket (1) over the stream, then place 3 on 4 which is barely visible.
04:43:247 (8,1) - Same as 41sec remark ye
Besides what I mentioned this map is really lit. You have a great knack at blanketing. Real inspiration! thanks <3

Make sure you check this stuff in the image here are the timing points so you can go straight to them.
Object isn't snapped! 02:45:731
Object's end is not snapped! 02:45:788
Object isn't snapped! 02:45:845
Object's end is not snapped! 02:45:902
Kiai one doesn't matter as well as the two diffs and an Easy or Normal. But you probably already know
actually that's some bugged shit yo, literally unfixable, and its snapped. Guess i'll need to place new sliders mmm, gotta get the angles right.
Soul~
thanks for the mod.
Yukiyo
m4m from q ;-;
http://puu.sh/whTOx/be3732d990.png LUL

seems like a fun map
00:01:333 - don't you think is note should be clickable? Idk it very much feels like it
00:04:075 - ^
00:06:818 - ^
00:09:561 - ^
00:05:275 (1,2,3,4) - is this supposed to be ugly? lol jk but either make it straight or let it have a good curve
00:05:533 (4,1) - I don't think this streamjump is good emphasis for the downbeat, kickslider would fit better imo
00:12:047 - missing note? 00:12:047 - having a 2 1/4 beat gap really messes up rhythm and expectation causing 100s and misses
00:13:418 - ^
00:14:790 - ^ D:
00:44:018 (1) - finish?
00:46:933 (2) - random drum sample??
00:48:647 (3) - ^ ;_;
00:53:962 (3,4) - why does this not have the same flow as 00:51:047 (2,3,4,5) - and 00:52:418 (2,3,4,5) - but rather straight flow?
00:58:161 - where does this triple suddely come from?

01:17:190 (2,3) - why are these triples suddenly stacked differently 01:17:704 (4,5) - 01:19:932 (2,3) - 01:20:447 (5,6) - etc.
01:37:161 - missing important sounds why not use the samne rhythms like 01:31:504 (2,3,4,5) - since it is essentaiyll y the same sounds.

01:54:647 - I get thte switch in circular flow but why do it so soon again at 01:57:047 - at least let it be consistant in switching
in further parts you seem to have the same problem
02:17:790 (2,3) - instead of completly stacking them I'd have the same shift as the sliders befroe
02:21:047 (4) - ^
02:58:247 (7,1) - blanket
04:01:504 - rip hitsaounding? no bass drum no snare? use normal-hitnormal for bass and soft-hitclap for snare or smt
the flow all in all seems pretty arbitrary
Topic Starter
MaridiuS

Yukiyo wrote:

m4m from q ;-;
http://puu.sh/whTOx/be3732d990.png LUL seriously though, aimod is drunk

seems like a fun map thanks.
00:01:333 - don't you think is note should be clickable? Idk it very much feels like it mmh i want to make rhythm less dense than final section.
00:04:075 - ^
00:06:818 - ^
00:09:561 - ^
00:05:275 (1,2,3,4) - is this supposed to be ugly? lol jk but either make it straight or let it have a good curve gonna fix
00:05:533 (4,1) - I don't think this streamjump is good emphasis for the downbeat, kickslider would fit better imo gonna fix
00:12:047 - missing note? 00:12:047 - having a 2 1/4 beat gap really messes up rhythm and expectation causing 100s and misses in remap list
00:13:418 - ^
00:14:790 - ^ D:
00:44:018 (1) - finish? hitsounds are wip, gonna get to them once i remap few parts
00:46:933 (2) - random drum sample?? oops, my program malfunctioned xd
00:48:647 (3) - ^ ;_; ^
00:53:962 (3,4) - why does this not have the same flow as 00:51:047 (2,3,4,5) - and 00:52:418 (2,3,4,5) - but rather straight flow? because why not? It proves no problem to a player, and that slider ends a section.
00:58:161 - where does this triple suddely come from? if you listen closely you can hear it xd

01:17:190 (2,3) - why are these triples suddenly stacked differently 01:17:704 (4,5) - 01:19:932 (2,3) - 01:20:447 (5,6) - etc. because giving such spacing to doubles would be obnoxious, and the triples emphasize snares. Think its fine.
01:37:161 - missing important sounds why not use the samne rhythms like 01:31:504 (2,3,4,5) - since it is essentaiyll y the same sounds. there's an added kick in that pattern compared to the previous one.

01:54:647 - I get thte switch in circular flow but why do it so soon again at 01:57:047 - at least let it be consistant in switching
in further parts you seem to have the same problem sections flow is easy, some variability is okay right, if it was consistant this would be seriously boring.
02:17:790 (2,3) - instead of completly stacking them I'd have the same shift as the sliders befroe nice
02:21:047 (4) - ^ ^
02:58:247 (7,1) - blanket fix
04:01:504 - rip hitsaounding? no bass drum no snare? use normal-hitnormal for bass and soft-hitclap for snare or smt wip
the flow all in all seems pretty arbitrary Don't really want to make dubstep sections to have obvious flow system, just doing comfy stuff and placing stuff where i feel like it. Kick jump sections insist on not having circular flow (think its linear im unsure). 04:23:447 - this section is kinda obvious to understand, clockwise into anticlockwise. 04:01:504 - this was done without a system, but focusing mostly on not having circular flow to show to randomness of the vocals, and to be emphasized compared to other sections which sound mostly the same. Sections before first dubstep part will be remapped a bit
thank for mod.
eh - - -
Not really a mod , more like suggestions of style. maybe you can see what i mean

21 sec - 42 sec can significantly higher slider speed with slight curves in them , because of how "hype" the beginning is , after that the next sections sliderspeed makes more sense for a slowdown.

some wub sections dont feel fast , the stacked notes makes you not flow the song well enough.

3:39-3:49 flow is totally not building up and it feels bland to play this section when you can make a very technical flow out of it.

4:34-4:39 and onwards , could have mapped to the flow of the main changing sound , this felt the most "unpersonal" or "unadjusted" pattern to the song

the follow up stream isnt really required , but kind of works. i would have mapped this in trippes stacks.


done,
and damn u for stealing the song D:
Topic Starter
MaridiuS

shiro_Chaos-ryu wrote:

Not really a mod , more like suggestions of style. maybe you can see what i mean

21 sec - 42 sec can significantly higher slider speed with slight curves in them , because of how "hype" the beginning is , after that the next sections sliderspeed makes more sense for a slowdown. what the, fully disagree.

some wub sections dont feel fast , the stacked notes makes you not flow the song well enough. what the

3:39-3:49 flow is totally not building up and it feels bland to play this section when you can make a very technical flow out of it. i can always make a very technical flow, but do i want to? Implying there is flow on jumping from stacked notes lmao

4:34-4:39 and onwards , could have mapped to the flow of the main changing sound , this felt the most "unpersonal" or "unadjusted" pattern to the song
what the
the follow up stream isnt really required , but kind of works. i would have mapped this in trippes stacks. what the


done,
and damn u for stealing the song D:
Affirmation
Q

[asdf]
00:42:647 (1) - how about add a jump here for consistency with 00:41:961 (1) - ?
00:44:018 (2) - Add NC here
02:54:475 (2,1) - this antijump looks werid.
04:22:075 - add a beat here?

GL
Topic Starter
MaridiuS

Neoskylove wrote:

Q

[asdf]
00:42:647 (1) - how about add a jump here for consistency with 00:41:961 (1) - ? If nothing i might add a low spacing, as it doesn't have a finish.
00:44:018 (2) - Add NC here yes yes
02:54:475 (2,1) - this antijump looks werid. intentionally made weird, to show the awkwardness of the part.
04:22:075 - add a beat here? m don't really feel like it.

GL thanks
Just applied a NC suggestion, therefore no kds.
kwk
from q
[dance]
  1. 00:09:733 (1,2,3) - is this mistake? i think it should be straight
  2. 00:10:761 (3,4,5,6,1) - i think its visually better if u give these 1.1x or 0.9x
  3. 00:12:647 (2,3,4) - flows better imo if you angle this upwards instead
  4. 00:19:933 (8,1,2) - can you make this curve a bit smoother? it sticks out quite a bit
  5. 00:31:675 (1,2,3) - im sure you can come up with better ideas for patterning here
  6. 00:42:647 (1,2,3,4,5,6) - is this meant to be straight? the dsing/placements seems a bit strange
  7. with the wub section, i suggest you nc your sv changes eg 01:28:590 (2) - 01:29:104 (5) -
  8. 01:31:675 (3,4,5) - dont really like this, feels like a bit of wasted potential
  9. 01:32:875 (4,5,6,7) - i think these play better as spaced streams instead, seems to fit better with the map since this patterning doesnt in any other sections
  10. 03:06:304 (9,1) - jump here would be quite fitting imo for transitioning
  11. 03:16:761 (5,6,7) - ctrl+g?
  12. 04:20:704 (3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4) - i think its better with sharper curves, might be too hard for what you want tho
  13. dont really understand why your outro is intentionally(?) difficult to read it goes against what your intro built on, 00:03:047 (3,5) - 00:05:790 (3,5) - compared to 04:45:561 (3,5) - 04:46:932 (3,5) - 04:48:304 (3,5) - etc , why make them different?
gl
Topic Starter
MaridiuS

kwk wrote:

from q
[dance]
  1. 00:09:733 (1,2,3) - is this mistake? i think it should be straight its on purpose, as you see 0.7 DS
  2. 00:10:761 (3,4,5,6,1) - i think its visually better if u give these 1.1x or 0.9x hmm maybe will ask bout this
  3. 00:12:647 (2,3,4) - flows better imo if you angle this upwards instead not my intention to make circular flow here.
  4. 00:19:933 (8,1,2) - can you make this curve a bit smoother? it sticks out quite a bit pressed NC therefore it would make sense to make it stick out
  5. 00:31:675 (1,2,3) - im sure you can come up with better ideas for patterning here if you can comeup with better placement whilst also keeping this movement, i would appreciate it.
  6. 00:42:647 (1,2,3,4,5,6) - is this meant to be straight? the dsing/placements seems a bit strange mm did some remapping and fked up a bit, will fix.
  7. with the wub section, i suggest you nc your sv changes eg 01:28:590 (2) - 01:29:104 (5) - I NC on pattern changes.
  8. 01:31:675 (3,4,5) - dont really like this, feels like a bit of wasted potential if you can think of something without making playing them annoying then please do, because I don't want to make this annoying, just to make it filler or something.
  9. 01:32:875 (4,5,6,7) - i think these play better as spaced streams instead, seems to fit better with the map since this patterning doesnt in any other sections i'm using spaced streams for kicks, this one has really squeaky sounds on red and white tick therefore stream jump. And does this dubstep section actually resemble any other setion of the song? I say no.
  10. 03:06:304 (9,1) - jump here would be quite fitting imo for transitioning ctrl+gd 03:06:304 (9) -
  11. 03:16:761 (5,6,7) - ctrl+g? no
  12. 04:20:704 (3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4) - i think its better with sharper curves, might be too hard for what you want tho i will see if i think of patterning this better but keeping similar curve.
  13. dont really understand why your outro is intentionally(?) difficult to read it goes against what your intro built on, 00:03:047 (3,5) - 00:05:790 (3,5) - compared to 04:45:561 (3,5) - 04:46:932 (3,5) - 04:48:304 (3,5) - etc , why make them different? one reason, variety; 2nd reason its a longer section; 3rd reason the music is actually different as the outro contains snares compared to the intro
gl
Thanks for mod.
lit120
[x]
  1. hitsounds aren't rly that neat and not sync based on the song from its beat
  2. 00:33:046 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2) - what's up with this jumps, even it is not the same as 00:38:533 - which is suit better to have a jump gap from its intense part. just do the same thing as 00:22:075 - but a bit harder rather than having 1/2 notes spam there
  3. 01:17:275 (3) - weird choice here. i'd just use a circle + 1/2 slider to follow the vocal well enough there
  4. 01:25:761 (4,4) - overmapped due to an absent snare beat there
  5. 01:39:561 (2) - NC
  6. 01:46:075 (3,5,6,1,3) - i'd make it more linear and tidy if i were u
  7. 01:53:961 (1,2,3,4,1,2,3) - what are you trying to follow here? i heard some notes from a blue tick, but this kind of rhythm feels like a bit off from such beat and somehow a bit weird rhythm choice here. would you like to check the rhythm here again? 01:59:447 (1,2,3,4,1,2,3) - 01:58:075 (1,2,3,4) -
  8. 02:07:161 (2) - 02:08:533 (2) - 02:09:904 (2) - and the rests - this kind of hitsound doesn't suit so well for a remix song like this, or it's not rly suit for a part like this
  9. 02:11:018 (5) - what are u trying to map here? 02:10:675 (3) - too. it's like an overmap for me
  10. 02:17:275 (1,2,3) - i don't totally get it why u made such overlap, despite from the look that isn't look like a pattern ish. also, 02:18:304 (3) - why is the slider ending at a blue tick, instead of white tick? 02:20:018 (2,3,4) - is a perfect example that u did
  11. 02:49:161 (3,4,5,6,1) - transition here is rly weird for a stream and the notes. would just do like http://puu.sh/wsQzn/6d1b6ceb8f.jpg better for example
  12. 02:54:475 (2,1) - big question. why's the transition from 02:54:304 (1,2) - and 02:54:647 (1,2) - looks cool enough, but 02:54:475 (2,1) - feels like a confusing part that players might think 02:54:818 (2) - as (1)? i'd move 02:54:647 (1) - away somewhere for players not to make themselves confused from its transition
  13. 02:56:704 (7) - you usually would do like 02:40:075 (4,5,6,7) - as u were following this all the time, but this time, u didn't
  14. 03:05:532 (3,5) - what are u trying to follow here? clearly an overmap here
  15. 03:49:161 (1,2,1,2,1,2,1,2,1) - the jumps here feel like random ish for me, and i don't think this pretty emphasize well with such pitch from low to high. would do sth like http://puu.sh/wsQSP/4a6054af9a.jpg for example
  16. 03:50:533 - here we go, such random jumps with a huge gap around here. it's rly different from the rests of the part of this song, from this 1/2 spam jumps
  17. 04:23:447 - i like the fact that u used such 1/2 note spam jumps that u were following a synth sound from high to low pitch, but this is pretty too much here. would use a bit of 1/2 sliders somewhere. same goes to 04:34:417 -
  18. 04:52:761 (5,6,7,8,9,10,11,1) - try this since it follows the rhythm well, including following an emphasize vocal http://puu.sh/wsR1i/08a9286aa7.jpg
i'm not rly into wub wub songs a lot tbh, but that wub wub part is a bit difficulty there, and i couldn't feel the wub parts there well. something like 01:32:875 (4,5,6,7,8) - would be better like http://puu.sh/wsR7C/af31410d61.jpg for example. for an emphasize note like 01:34:075 (2) - should be NC after that wub from 01:33:390 (1) - , same goes to the rest from this part

i'm not saying that i suck on this map so hard since i failed it somewhere, but i couldn't just feel the wub parts there tbh

gl
Topic Starter
MaridiuS

lit120 wrote:

[x]
  1. hitsounds aren't rly that neat and not sync based on the song from its beat
  2. 00:33:046 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,3,1,2,1,2,1,2,1,2,1,2,1,2) - what's up with this jumps, here's the deal, compared to the previous section we have this pitchy sounds added. Flow is circular, meaning they are not hard to land. Justification for having it all in 1/2 is that every beat is either a kick, clap. Every red tick is followed by the usual hardcore sound, which i hitsounded. I follow the intensity of pitches with jumps.
    00:38:533 - on here we have kicks as a main form, and to emphasize them from the previous jumps, they don't have circular flow (i don't know how their flow is called), and they're a bit larger, harder to do since no circular flow, the contrast can be easily grasped.
  3. 01:17:275 (3) - weird choice here. i'd just use a circle + 1/2 slider to follow the vocal well enough there I think adding a reverse slider is really cute here, really like how it plays.
  4. 01:25:761 (4,4) - overmapped due to an absent snare beat there i can hear something on (4)'s, think its the regular drum hit on the left,
  5. 01:39:561 (2) - NC oki
  6. 01:46:075 (3,5,6,1,3) - i'd make it more linear and tidy if i were u i did, and also made the previous similar pattern tidy.
  7. 01:53:961 (1,2,3,4,1,2,3) - what are you trying to follow here? i heard some notes from a blue tick, but this kind of rhythm feels like a bit off from such beat and somehow a bit weird rhythm choice here. would you like to check the rhythm here again? 01:59:447 (1,2,3,4,1,2,3) - 01:58:075 (1,2,3,4) - following the piano when i felt that it got a bit more dominant. Thought it was a good way to make the section not boring.
  8. 02:07:161 (2) - 02:08:533 (2) - 02:09:904 (2) - and the rests - this kind of hitsound doesn't suit so well for a remix song like this, or it's not rly suit for a part like this ugh think it sounds well, but weird when you slow it down or something.
  9. 02:11:018 (5) - what are u trying to map here? 02:10:675 (3) - too. it's like an overmap for me cant you hear a 1/4 there?
  10. 02:17:275 (1,2,3) - i don't totally get it why u made such overlap, despite from the look that isn't look like a pattern ish. thought it looks neat? Much more fun to play than generic patterns smh also, 02:18:304 (3) - why is the slider ending at a blue tick, instead of white tick? ugh i did some remapping and seems i fked up. fixed02:20:018 (2,3,4) - is a perfect example that u did
  11. 02:49:161 (3,4,5,6,1) - transition here is rly weird for a stream and the notes. would just do like http://puu.sh/wsQzn/6d1b6ceb8f.jpg better for example alright, i'll see if there are more complaints.
  12. 02:54:475 (2,1) - big question. why's the transition from 02:54:304 (1,2) - and 02:54:647 (1,2) - looks cool enough, but 02:54:475 (2,1) - feels like a confusing part that players might think 02:54:818 (2) - as (1)? i'd move 02:54:647 (1) - away somewhere for players not to make themselves confused from its transition hmm i kinda wanted that part to be a bit confusing, as you can see i also broke the usual 15 degree rotation, complain noted will see.
  13. 02:56:704 (7) - you usually would do like 02:40:075 (4,5,6,7) - as u were following this all the time, but this time, u didn't i thought that doing 1/6 here would be annoying.
  14. 03:05:532 (3,5) - what are u trying to follow here? clearly an overmap here mmmmm there's 1/4 there okay? :v
  15. 03:49:161 (1,2,1,2,1,2,1,2,1) - the jumps here feel like random ish for me, and i don't think this pretty emphasize well with such pitch from low to high. would do sth like http://puu.sh/wsQSP/4a6054af9a.jpg for example oh thanks, did it exactly like the picture, wonderful!
  16. 03:50:533 - here we go, such random jumps with a huge gap around here. it's rly different from the rests of the part of this song, from this 1/2 spam jumps basically we have kicks with added vocals here, wanted to make it different as we have no kicks with added vocals in other parts of the song righT?
  17. 04:23:447 - i like the fact that u used such 1/2 note spam jumps that u were following a synth sound from high to low pitch, but this is pretty too much here. would use a bit of 1/2 sliders somewhere. same goes to 04:34:417 - well that's what i'd usually, but not on hardcore/techno songs,
    reason being song is repetetive, and i don't want to really make on 6.35* some things to make it easier just for the sake of it, not for following the song.
  18. 04:52:761 (5,6,7,8,9,10,11,1) - try this since it follows the rhythm well, including following an emphasize vocal http://puu.sh/wsR1i/08a9286aa7.jpg hm i used that rhythm on the following section therefore denied. Feel like the next pattern needs it more, since the 5stack fits really well there, at least better than it would here.
i'm not rly into wub wub songs a lot tbh, but that wub wub part is a bit difficulty there, and i couldn't feel the wub parts there well. something like 01:32:875 (4,5,6,7,8) - would be better like http://puu.sh/wsR7C/af31410d61.jpg for example. for an emphasize note like 01:34:075 (2) - should be NC after that wub from 01:33:390 (1) - , same goes to the rest from this part alright, i will apply the nc suggestions. Think that the hanzer streams flow well, will keep, i hit them fairly easily, they're on a circular flow, your suggestion is a bit more interesting, will decide later.

i'm not saying that i suck on this map so hard since i failed it somewhere, but i couldn't just feel the wub parts there tbh

gl
Oh thanks for the mod, appreciate it.
gary00737
From my Q

00:00:304 (3,5,6) -Aligned ?

00:14:790 (8,9,10,11,1) - i think 00:14:533 (6,7) - ctrl+g 00:14:790 (8,9) - ctrl+g can put them on https://osu.ppy.sh/ss/8425321 , flow will be better

00:31:675 (1,2,3,4) - i think 00:32:018 (2,3,4) - flow not good you can try 00:32:018 (2) - http://i.imgur.com/9XwXJjl.png

00:41:875 (8,1) - why jump? i think overlap will be better to show.http://i.imgur.com/7zBhuFB.png

04:44:018 (1,2,3,4,5,6,7,8) - i like this part !


I can't pass this map , but i think it is cool !!

GL! :)
Topic Starter
MaridiuS

gary00737 wrote:

From my Q

00:00:304 (3,5,6) -Aligned ? doesn't really need to be

00:14:790 (8,9,10,11,1) - i think 00:14:533 (6,7) - ctrl+g 00:14:790 (8,9) - ctrl+g can put them on https://osu.ppy.sh/ss/8425321 , flow will be better both work

00:31:675 (1,2,3,4) - i think 00:32:018 (2,3,4) - flow not good you can try 00:32:018 (2) - http://i.imgur.com/9XwXJjl.png it works, on gameplay you won't feel the curves, they go right as fully straight sliders.

00:41:875 (8,1) - why jump? i think overlap will be better to show.http://i.imgur.com/7zBhuFB.png makes no sense to curve 8 like that

04:44:018 (1,2,3,4,5,6,7,8) - i like this part ! thanks


I can't pass this map , but i think it is cool !! thanks

GL! :) thanks
Mm not giving kudosu, applied nothing.
blobdash
hi

mod in a box cuz no forum spam
not snapped objects on aimod
00:10:761 (3,4,5,6,1) - seems weird because 00:10:247 (5) - sliderhead is still visible
00:12:132 (9,5) - ugly overlap
00:22:075 (1,2,3,4,5,6) - align these
00:22:933 (7,8) - ^
00:23:447 (1,2,3,4) - ^
00:24:133 (1,2,1,2) - ^
01:05:447 (6) - ctrl +j
01:18:990 (1,3) - mb stack since you stack 01:20:447 (5,6) -
01:22:590 (2,4,6,8) - not perfect aligned, seems ugly
01:50:875 (5,3) - doesn't seem stacked perfectly
01:54:133 (3,4,1,2,3) - bruh
01:56:704 (1,2,3,4) - feels weirdly not aligned
01:59:619 (3,4,1,2,3) - bruh
02:29:447 (2,1,2,1,2,1,2,1,2) - ugly non perfect triangle, but fine
02:41:704 (9,3) - meh
03:09:218 (11,1) - ugly
03:51:047 (4,8,9,1) - ^
04:42:647 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - stack like 05:04:590 (1,2,3,4,1,2,3,4,1,2,3,4) -

good map, it has potential
gl
Topic Starter
MaridiuS

FruityEnLoops wrote:

hi

mod in a box cuz no forum spam
not snapped objects on aimod
00:10:761 (3,4,5,6,1) - seems weird because 00:10:247 (5) - sliderhead is still visible it doesnt give a bad feeling in gameplay
00:12:132 (9,5) - ugly overlap not visible
00:22:075 (1,2,3,4,5,6) - align these I don't want to, this looks more appealing to me.
00:22:933 (7,8) - ^
00:23:447 (1,2,3,4) - ^
00:24:133 (1,2,1,2) - ^
01:05:447 (6) - ctrl +j i like it in its current state
01:18:990 (1,3) - mb stack since you stack 01:20:447 (5,6) - 01:18:990 (1,2,3,4) - i like how the pattern looks, stacking it will mean it won't look as well.
01:22:590 (2,4,6,8) - not perfect aligned, seems ugly fixed
01:50:875 (5,3) - doesn't seem stacked perfectly to me it seems
01:54:133 (3,4,1,2,3) - bruh ever seen stream overlapping itself? xd
01:56:704 (1,2,3,4) - feels weirdly not aligned fixed
01:59:619 (3,4,1,2,3) - bruh bruh
02:29:447 (2,1,2,1,2,1,2,1,2) - ugly non perfect triangle, but fine how is this ugly dude? I don't want a perfect triangle, 30-45 degrees works here better, i want sharp movement her
02:41:704 (9,3) - meh not viisble in gameplay
03:09:218 (11,1) - ugly k
03:51:047 (4,8,9,1) - ^ jesus
04:42:647 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - stack like 05:04:590 (1,2,3,4,1,2,3,4,1,2,3,4) - will not, the first stream has bigger emphasis on 9th beat 04:43:333 (1) -

good map, it has potential thanks
gl thanks
thanks for the mod but jesus, please don't point out overlaps so far in the timeline.
SnowNiNo_
M4M
  • [Dance]
  1. 00:09:733 (1,2,3) - inconsistent spacing, there isnt specific sound here dat need to used differnet spacing to express
  2. 00:19:333 - lower spacing at the intense part conpare with 00:10:761 - , i think u should just decreased the spacing at 00:10:761 - since rn the spacing is rly kinda large
  3. 00:27:218 (3) - should NC for consistent
  4. 00:27:647 (2,3) - should stack there instead for consistent structrue
  5. 00:55:847 (5) - should NC here for consistent
  6. 01:02:190 (4,5,6) - 01:03:819 (4,5) - 01:05:190 (4,5) - difficulty spike here, should just stack it with the sliderend like the previous structure
  7. 01:18:475 - spacing is overdone imo, x0.7 is enough to express the music here
  8. 01:21:218 (1) - pretty unnecessary NC
  9. 01:32:875 (4,6) - 01:33:218 (8) - 01:38:361 (3,5,7) - 01:43:847 (4,6,8) - NC for emphasis
  10. 01:47:104 - NC is pretty messy here, rather NC every 2 notes or dont
  11. 01:48:475 (1,2) - u should probably make the 1/1 gap more clear since the spacing now is the same as the 1/2
  12. 02:11:018 (5) - 03:05:875 (5) - this notes seem pretty unnecessary imo since its expressing nothing, theres no sound here
  13. 02:54:647 (1) - https://osu.ppy.sh/ss/8433199, try this, lot better then stacking
  14. 03:01:847 (3,3,3) - 03:12:818 (3,3,3) - u should NC here like wat uve done in the previous patterns 02:06:990 -
  15. 03:41:104 (4) - should be NC on here instead of 03:40:418 (1) - to stay consistent with this part
  16. 04:20:704 (3) - NC
  17. 04:38:875 (3,5,7) - keep NC for consistent
  18. 04:54:990 (1,2,3,4,5) - inconsistent spaicng
Topic Starter
MaridiuS

SnowNiNo_ wrote:

M4M
  • [Dance]
  1. 00:09:733 (1,2,3) - inconsistent spacing, there isnt specific sound here dat need to used differnet spacing to express increased it a bit to follow the increase of intensity of vocals.
  2. 00:19:333 - lower spacing at the intense part conpare with 00:10:761 - , i think u should just decreased the spacing at 00:10:761 - since rn the spacing is rly kinda large made em the same, increased one, decreased other.
  3. 00:27:218 (3) - should NC for consistent done
  4. 00:27:647 (2,3) - should stack there instead for consistent structrue stacking it feels weird, used 0.1 to make it not look weird
  5. 00:55:847 (5) - should NC here for consistent hm now that i took a look i fked up some NCing, will fix.
  6. 01:02:190 (4,5,6) - 01:03:819 (4,5) - 01:05:190 (4,5) - difficulty spike here, should just stack it with the sliderend like the previous structure not sure what you mean by placing on slider end like previous structure, but diff spike is intended.
  7. 01:18:475 - spacing is overdone imo, x0.7 is enough to express the music here did 0.9x instead
  8. 01:21:218 (1) - pretty unnecessary NC fixed
  9. 01:32:875 (4,6) - 01:33:218 (8) - 01:38:361 (3,5,7) - 01:43:847 (4,6,8) - NC for emphasis
  10. 01:47:104 - NC is pretty messy here, rather NC every 2 notes or dont keeping, because 1,2,3,4 contains kicks.
  11. 01:48:475 (1,2) - u should probably make the 1/1 gap more clear since the spacing now is the same as the 1/2 its not the same it even got lowered, and if you can't read this 1/1 gap then there's something wrong with the player ;d
  12. 02:11:018 (5) - 03:05:875 (5) - this notes seem pretty unnecessary imo since its expressing nothing, theres no sound here there is a sound there, and i planned on it to express nothing, just to be a filler somewhat, giving emphasis on the decrease of slider speed and 3stack.
  13. 02:54:647 (1) - https://osu.ppy.sh/ss/8433199, try this, lot better then stacking alright did something
  14. 03:01:847 (3,3,3) - 03:12:818 (3,3,3) - u should NC here like wat uve done in the previous patterns 02:06:990 - was i always this bad in NCing lol
  15. 03:41:104 (4) - should be NC on here instead of 03:40:418 (1) - to stay consistent with this part fixed
  16. 04:20:704 (3) - NC yes
  17. 04:38:875 (3,5,7) - keep NC for consistent mm don't want to here, something else is getting emphasized here.
  18. 04:54:990 (1,2,3,4,5) - inconsistent spaicng what the actual fuck
thanks for the mod.
Naxess
Greetings


  • [General]
  1. So for metadata people usually use the vocalist as the artist, so in this case the artist would be nomico. Refer to the official website.
  2. soft-hitnormal8.wav and soft-hitwhistle8.wav are unused. If you're not going to be using them I'd suggest removing them.
  3. normal-hitwhistle11.wav, soft-hitnormal3.wav and soft-hitnormal6.wav have >5 ms delays, might want to cut to where they start with something like audacity.

    [Dance]
  4. 00:09:904 (3,1) - Could keep this straight like the other streams were done for visual consistency.
  5. 00:09:733 (1,2,3) - Could also avoid this overlap probably, doesn't look very visually pleasing.
  6. 00:14:018 (2,3,4,10,11,1) - Is the spacing between streams consistent? Looks like these two are different despite the first circle being stacked here. If it's increasing in intensity then same should probably go for 00:15:904 (5,6,7,8) - or whatnot. tbh I'd just suggest for it to be the same, unless it's really noticeable there's no need to gradually increase the spacing like this, especially not for single instances.
  7. 00:20:361 (5) - Slider here seems strange, as nothing is really changing in the song compared to when it was just circles. Would just replace it with two circles to continue the pattern and avoid 00:20:447 - being skipped, as players are likely to just keep holding the key from that note on.
  8. 00:33:046 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - So I like the idea for these patterns but it would probably reflect the pitch better if 00:33:733 (1,2) - was the climax instead of 00:33:046 (1,2) - , as it's starting off weak.
  9. 00:42:647 (1,2,3,4,5,6) - I noticed a lot of these patterns aren't really straight visually. Pretty sure things would look neater and more structured if the circles held some linear relation to each other like most other things seem to do.
  10. 00:44:018 (1,2,3,4) - 00:46:761 (1,2,3,4) - Probably a good idea to keep spacing consistent throughout patterns like these. Especially considering how 00:46:933 (2,3) - is currently larger than 00:47:104 (3,4) - despite (4) having the vocal on it. Generally the less you space things like 00:46:761 (1,2) - , the more powerful actual jumps become in comparison due to contrast.
  11. 00:49:333 (8,1,2) - This looks a bit odd aesthetically, something like 00:50:704 (1,2,3,4,5) - looks a lot cleaner. Additionally, why is 00:49:504 (1,2,3) - so different from 00:50:704 (1,2,3,4,5,1,2,3,4,5,1,2,3,4) - ? The others seem to have a defined pattern but not this first one.
  12. 01:00:475 - There's something weird about the structure here. So considering that 01:01:675 (1,2,3,4,5,6,7) - is basically a flipped version of 01:03:047 (1,2,3,4,5,6) - , and that's a flipped version of 01:04:418 (1,2,3,4,5,6) - , I'd say 01:00:475 (1,2,3,4) - is what is out of pattern. Could solve that by flipping 01:01:675 (1,2,3,4,5,6,7) - over and then adjusting for rhythm, sort of like this. That way all repeating vocals here will be matched by a respective repeating pattern in the map.
  13. 01:07:675 (3,4,5,6,7,1,2,3,4) - So from here spacing is starting to get a little crazy. I realize intensity is getting higher in the background, and increasing spacing does make sense in that regard, but the way it's executed here kills the contrast that each jump should have in turn. Jumps like 01:08:018 (5,6) - are really large and basically overemphasize the sounds. Compare the spacing to something like 01:06:304 (2,3) - or 01:06:990 (5,6) - , which are stronger, for example.

    This is recurring issue in the map as far as I've seen; individually, spacing is fine, but contrast suffers because of the way it's done as a whole. By increasing the base spacing this much, it's hard to differentiate weaker sounds from stronger sounds as easily, which is generally bad. Usually maps would have frequent smaller spacings in between to build contrast properly, for example for 01:06:475 (3,4) - or 00:59:447 (2,3) - . Anyway this probably mostly has to do with the constant beats that the song has, which, if focused on too much, makes things monotonous and jump-heavy. In worst-case scenario you'll also end up skipping distinct vocals that are off-beat, for instance.

  14. 01:11:447 (1,2,3,4,1,2,3,4,5,6,7,8) - So the first two combos and the other two, 01:14:018 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - , are pretty different both in spacing and rhythm. Would be cool imo if parts like these would appear in the same sort of patterns and just vary slightly perhaps, like the other one mentioned.
  15. 01:17:447 - The way this is skipped, but 01:18:133 - is emphasized through the insane spacing at 01:17:790 (5,6,1) - , makes the emphasis feel a bit inconsistent. Could otherwise try something along the lines of 01:19:675 (1,2,3,4) - .
  16. 01:47:447 (1,2,3,4,1,2) - Would be interesting if the snares could stand out more in some way, maybe Ctrl G 01:47:618 (2,3) - and 01:48:133 (1,2) - . Additionally, could start the new combo on 01:47:961 - instead of 01:48:133 - , as 01:47:447 (1,2,3) - 01:47:961 (4,1,2) - are grouped in the song.
  17. 01:49:847 - This section is mostly following the drums which makes it a bit repetitive and monotonous in rhythm, could try following vocals at parts, like swapping 01:50:875 (5,1) - 01:56:190 (5,6) - rhythmically. Accentuating things like 01:52:418 - 01:52:761 - 02:03:390 - etc. There's no need to do so when a slider is followed by a stream, as ending sliders on strong beats can be used for switching instrumental layer. Just feels a bit unnecessary to do so when it's all just the same beat over and over. Atm it just feels like sliders and circles are switched between a bit randomly just to be there rather than to follow the song, even if the intention may have been different.
  18. 01:53:961 (1,2,3,4,1,2,3) - 01:56:704 (1,2,3,4) - 01:58:075 (1,2,3,4) - 01:59:447 (1,2,3,4,1,2,3) - These are overall pretty weak and makes 02:00:475 (3,4,5,6,1) - lose contrast, but I'm guessing it is to add variety. Only problem here is that they're a bit randomly placed on the timeline and they're not really following any pattern in that regard from what I can see. Later on they're used as triples as well without anything really changing in the song. Basically try arranging things in patterns rhythmically, so perhaps the first and third measures are identical but first has a triple and fourth has a longer stream, etc, just so things become a bit more recognizable and feel like it's actually meant to be there rather than just being added for variety here and there.
  19. 02:11:447 (9) - Could NC this to represent a transition.
  20. 02:54:904 - 1/4 is ignored here. Would turn 02:54:818 (2,3) - into a triple so it's presented differently from 02:54:647 (1) - in accordance with the song.
  21. 03:10:933 (1) - There's a bit too many different sliders going on here, would try incorporating this into 03:11:104 (2,3) - . Then NC the snares as to separate the groups.
  22. 03:50:533 (1,2,3,4) - 03:51:390 (5,6,7) - So from here on it's mostly just about spacing and contrast. If you're aiming to emphasize things like 03:51:047 - 03:51:733 - , spacing should preferably reflect that in some way rather than becoming lower. There's also the concern that things are getting more and more random as spacing increases. Preferably all objects should be visually supported and included in some kind of visual pattern or whatnot, but here circles are seemingly just placed after spacing and sharp flow than anything else. Even star patterns like 03:54:818 (1,2,3,4,5,6,7) - aren't balanced very well. This applies especially for 04:01:504 - .
  23. Things like vocals could be emphasized at 04:04:761 - etc. Think I've already mentioned most things so won't go into much more detail.
  24. 04:32:523 (2) - Over 5 ms unsnapped, nudge it a bit on the timeline and it'll snap into place.

    So overall I think it would be great if some more contrast could be made so not everything is high spacing all the time. It'd be a good idea to make some parts lower spacing so that others can stand out more. Hardstyle and hardcore maps usually have strong and constant beats, but prioritizing them too much would make things repetitive in rhythm, so I'd suggest focusing a bit more on vocals and trying to make the rhythm more elaborate. For example swapping 04:12:990 (4,5) - rhythmically or accentuating 04:15:733 - more, not just having all sliders on white ticks.
Anyway I probably won't be nominating the map, but after this it'll be rankable at least. Also some pointers to what I think other nominators would notice.
Topic Starter
MaridiuS

Naxess wrote:

Greetings


  • [General]
  1. So for metadata people usually use the vocalist as the artist, so in this case the artist would be nomico. Refer to the official website.
  2. soft-hitnormal8.wav and soft-hitwhistle8.wav are unused. If you're not going to be using them I'd suggest removing them.
  3. normal-hitwhistle11.wav, soft-hitnormal3.wav and soft-hitnormal6.wav have >5 ms delays, might want to cut to where they start with something like audacity.
    Alright will make nomico the artist, and probably successfully fix hitsounds.

    [Dance]
  4. 00:09:904 (3,1) - Could keep this straight like the other streams were done for visual consistency. mm alirght, guess it looks better
  5. 00:09:733 (1,2,3) - Could also avoid this overlap probably, doesn't look very visually pleasing. alright
  6. 00:14:018 (2,3,4,10,11,1) - Is the spacing between streams consistent? Looks like these two are different despite the first circle being stacked here. If it's increasing in intensity then same should probably go for 00:15:904 (5,6,7,8) - or whatnot. tbh I'd just suggest for it to be the same, unless it's really noticeable there's no need to gradually increase the spacing like this, especially not for single instances. since this timing for a 3stack is first used, I thought that minor increase in spacing will tell a bit that something is a bit different here. I hitsounded with my whistles to show what's going on.
  7. 00:20:361 (5) - Slider here seems strange, as nothing is really changing in the song compared to when it was just circles. Would just replace it with two circles to continue the pattern and avoid 00:20:447 - being skipped, as players are likely to just keep holding the key from that note on. mm its a bit different, it looks weirder imo to keep 6 circles there, when i want the stream to be like 180degree turn and have something good on the overlap.
  8. 00:33:046 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - So I like the idea for these patterns but it would probably reflect the pitch better if 00:33:733 (1,2) - was the climax instead of 00:33:046 (1,2) - , as it's starting off weak. oh that's a nice catch, now the question is how much to nerf 00:33:046 (1,2)
  9. 00:42:647 (1,2,3,4,5,6) - I noticed a lot of these patterns aren't really straight visually. Pretty sure things would look neater and more structured if the circles held some linear relation to each other like most other things seem to do. i need a ruler.
  10. 00:44:018 (1,2,3,4) - 00:46:761 (1,2,3,4) - Probably a good idea to keep spacing consistent throughout patterns like these. Especially considering how 00:46:933 (2,3) - is currently larger than 00:47:104 (3,4) - despite (4) having the vocal on it. Generally the less you space things like 00:46:761 (1,2) - , the more powerful actual jumps become in comparison due to contrast. will adjust.
  11. 00:49:333 (8,1,2) - This looks a bit odd aesthetically, something like 00:50:704 (1,2,3,4,5) - looks a lot cleaner. Additionally, why is 00:49:504 (1,2,3) - so different from 00:50:704 (1,2,3,4,5,1,2,3,4,5,1,2,3,4) - ? The others seem to have a defined pattern but not this first one. the first one contains different rhythm, and a bit less intensity on the song, than the other 3 patterns. But I think it look nice aesthetically, not sure what would make it unappealing.
  12. 01:00:475 - There's something weird about the structure here. So considering that 01:01:675 (1,2,3,4,5,6,7) - is basically a flipped version of 01:03:047 (1,2,3,4,5,6) - , and that's a flipped version of 01:04:418 (1,2,3,4,5,6) - , I'd say 01:00:475 (1,2,3,4) - is what is out of pattern. Could solve that by flipping 01:01:675 (1,2,3,4,5,6,7) - over and then adjusting for rhythm, sort of like this. That way all repeating vocals here will be matched by a respective repeating pattern in the map. hmm i kinda intended the first pattern to be more different, and out of the pattern, maybe I could make it be more similar, but I don't really want it to be identical.
  13. 01:07:675 (3,4,5,6,7,1,2,3,4) - So from here spacing is starting to get a little crazy. I realize intensity is getting higher in the background, and increasing spacing does make sense in that regard, but the way it's executed here kills the contrast that each jump should have in turn. Jumps like 01:08:018 (5,6) - are really large and basically overemphasize the sounds. Compare the spacing to something like 01:06:304 (2,3) - or 01:06:990 (5,6) - , which are stronger, for example. adjusted spacings to make more contrast ( I HOPE )

    This is recurring issue in the map as far as I've seen; individually, spacing is fine, but contrast suffers because of the way it's done as a whole. By increasing the base spacing this much, it's hard to differentiate weaker sounds from stronger sounds as easily, which is generally bad. Usually maps would have frequent smaller spacings in between to build contrast properly, for example for 01:06:475 (3,4) - or 00:59:447 (2,3) - . Anyway this probably mostly has to do with the constant beats that the song has, which, if focused on too much, makes things monotonous and jump-heavy. In worst-case scenario you'll also end up skipping distinct vocals that are off-beat, for instance. I'll take a look over in the map and spot such errors.

  14. 01:11:447 (1,2,3,4,1,2,3,4,5,6,7,8) - So the first two combos and the other two, 01:14:018 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - , are pretty different both in spacing and rhythm. Would be cool imo if parts like these would appear in the same sort of patterns and just vary slightly perhaps, like the other one mentioned. will adjust, wanted to go for some diversity, but I guess i went too diverse here.
  15. 01:17:447 - The way this is skipped, but 01:18:133 - is emphasized through the insane spacing at 01:17:790 (5,6,1) - , makes the emphasis feel a bit inconsistent. Could otherwise try something along the lines of 01:19:675 (1,2,3,4) - . adjusted 01:17:790 (5,6,1), but will keep 01:17:447 since i really like how it plays, till i become brave enough to remap it :(
  16. 01:47:447 (1,2,3,4,1,2) - Would be interesting if the snares could stand out more in some way, maybe Ctrl G 01:47:618 (2,3) - and 01:48:133 (1,2) - . Additionally, could start the new combo on 01:47:961 - instead of 01:48:133 - , as 01:47:447 (1,2,3) - 01:47:961 (4,1,2) - are grouped in the song. your pattern suggestion is neat, and fits the section, however in the map i usually give emphasis to kicks, so giving them here 0 emphasis could make a contrast, and that would be unwanted, no?
  17. 01:49:847 - This section is mostly following the drums which makes it a bit repetitive and monotonous in rhythm, could try following vocals at parts, like swapping 01:50:875 (5,1) - 01:56:190 (5,6) - rhythmically. Accentuating things like 01:52:418 - 01:52:761 - 02:03:390 - etc. There's no need to do so when a slider is followed by a stream, as ending sliders on strong beats can be used for switching instrumental layer. Just feels a bit unnecessary to do so when it's all just the same beat over and over. Atm it just feels like sliders and circles are switched between a bit randomly just to be there rather than to follow the song, even if the intention may have been different. okay I will experiment with your rhythm suggestion a bit.
  18. 01:53:961 (1,2,3,4,1,2,3) - 01:56:704 (1,2,3,4) - 01:58:075 (1,2,3,4) - 01:59:447 (1,2,3,4,1,2,3) - These are overall pretty weak and makes 02:00:475 (3,4,5,6,1) - lose contrast, but I'm guessing it is to add variety. Only problem here is that they're a bit randomly placed on the timeline and they're not really following any pattern in that regard from what I can see. Later on they're used as triples as well without anything really changing in the song. Basically try arranging things in patterns rhythmically, so perhaps the first and third measures are identical but first has a triple and fourth has a longer stream, etc, just so things become a bit more recognizable and feel like it's actually meant to be there rather than just being added for variety here and there. I'll see if i can think of a better patterning to represent the streams/triples, but overall they feel floaty and I don't think they actually have a consistent place rhythmically.
  19. 02:11:447 (9) - Could NC this to represent a transition. applied
  20. 02:54:904 - 1/4 is ignored here. Would turn 02:54:818 (2,3) - into a triple so it's presented differently from 02:54:647 (1) - in accordance with the song. I don't want to add a generic tripple here, I wanted to add 30 degree rotated sliders to introduce a change in music and begin a new section.
  21. 03:10:933 (1) - There's a bit too many different sliders going on here, would try incorporating this into 03:11:104 (2,3) - . Then NC the snares as to separate the groups.
  22. 03:50:533 (1,2,3,4) - 03:51:390 (5,6,7) - So from here on it's mostly just about spacing and contrast. If you're aiming to emphasize things like 03:51:047 - 03:51:733 - , spacing should preferably reflect that in some way rather than becoming lower. There's also the concern that things are getting more and more random as spacing increases. Preferably all objects should be visually supported and included in some kind of visual pattern or whatnot, but here circles are seemingly just placed after spacing and sharp flow than anything else. Even star patterns like 03:54:818 (1,2,3,4,5,6,7) - aren't balanced very well. This applies especially for 04:01:504 - . will do some remapping.
  23. Things like vocals could be emphasized at 04:04:761 - etc. Think I've already mentioned most things so won't go into much more detail. yes
  24. 04:32:523 (2) - Over 5 ms unsnapped, nudge it a bit on the timeline and it'll snap into place. yes

    So overall I think it would be great if some more contrast could be made so not everything is high spacing all the time. It'd be a good idea to make some parts lower spacing so that others can stand out more. Hardstyle and hardcore maps usually have strong and constant beats, but prioritizing them too much would make things repetitive in rhythm, so I'd suggest focusing a bit more on vocals and trying to make the rhythm more elaborate. For example swapping 04:12:990 (4,5) - rhythmically or accentuating 04:15:733 - more, not just having all sliders on white ticks.I in fact noticed that it should be done like that after going through the map many times, but i was seriously wondering when will somebody actually point it out, thanks for doing that, will adjust. I will try to bring more contrast to the map.
Anyway I probably won't be nominating the map, but after this it'll be rankable at least. Also some pointers to what I think other nominators would notice. Not nominating but really improving the quality of the map, after I do some more adjustments especially. Really appreciated, thanks for the mod, helped me a lot.
Mir
SPOILER
12:03 MaridiuS: ugh mir if you have or find time could you check my map, my friend told me to gather opinions on the map, one BN said it should be rankable after I apply something
12:03 MaridiuS: looking for more opinions xd
12:04 Mir: lemme finish up here
12:04 MaridiuS: alright
12:04 MaridiuS: you modding the map i modded?
12:04 Mir: you modded this?
12:05 MaridiuS: by walter?
12:05 Mir: ye
12:05 Mir: seems like you did
12:05 MaridiuS: whats your opinion on that map
12:06 Mir: i quite like it
12:06 Mir: but i agree it's repetitive
12:06 Mir: i suggested to him some ways to make it less boring
12:06 Mir: changing some rhythm for contrasting purposes
12:06 MaridiuS: yeah the patterns are nice
12:06 MaridiuS: but he needs more of em
12:08 MaridiuS: imma try remapping a section, seems like i need to remap like 30 secs
12:09 Mir: alright
13:46 MaridiuS: mm
13:46 MaridiuS: think its done ye
13:46 MaridiuS: just to rethitsound
13:46 Mir: should i wait more or?
13:47 MaridiuS: wait 3 mins
13:47 Mir: kk
13:49 MaridiuS: alright
13:49 MaridiuS: its ready
13:49 MaridiuS: submitting
13:51 *MaridiuS is editing [https://osu.ppy.sh/b/1304748 nomico - Lost Emotion (Amane UK Hardcore Remix) [Dance]]
13:51 Mir: k one sec
13:56 Mir: hmm can you not use a custom hitnormal for all notes
13:56 Mir: 00:00:133 - from here it's the clicky one
13:56 MaridiuS: normal-hitnormal?
13:56 Mir: players generally want to use their own so i recommend just getting rid of it
13:56 Mir: ye
13:57 MaridiuS: so basically use it never? ;d
13:57 Mir: no just not on every note
13:57 Mir: 00:22:075 - here's fine
13:57 Mir: the hitnormal isn't custom
13:57 Mir: but before it it is
13:57 Mir: and it's kinda jarring cuz it stands out a lot
13:58 MaridiuS: ah i see
13:58 MaridiuS: alright, will delete normal-hitnormal xd
13:58 MaridiuS: i don't find much difference between kicks
13:58 Mir: /shrug it's just for player convenience
13:58 Mir: 00:41:875 (8,1) - i don't think this needs a jump
13:59 Mir: a direction change that harsh has a lot of emphasis anyways
13:59 MaridiuS: so either make the direction change more pleasant
13:59 Mir: how about this http://i.imgur.com/p0PvT9d.jpg
14:00 Mir: i just moved both closer xD
14:01 MaridiuS: mm okay like the suggestion
14:01 MaridiuS: will apply and experiment later ;d
14:02 Mir: 00:58:161 (4) - not necesary? o.o
14:02 Mir: the triple in the song isn't so prominent therei mo
14:03 MaridiuS: well i made it stacked so hmm
14:04 MaridiuS: but i think i should remove it to give more emphasis on the vocals
14:05 Mir: thats what i was thinking too
14:05 Mir: it kinda dilutes it a bit
14:06 Mir: 01:11:790 (2,3,4) - the angle this 2>3>4 is is kinda weird
14:06 MaridiuS: and spacing the slider more than the stacked 2 stack would be strongly out of place
14:07 MaridiuS: I found that part to be a bit more influental, so i did the unusual flow there
14:07 MaridiuS: compared to other similar patterns
14:08 MaridiuS: since the first part of the last dance heaven is more vocal driven than techno and that's my logic xd
14:08 Mir: 01:13:418 (5,6) - these are all fairly intuitive tho
14:09 MaridiuS: fine, fixed ;d
14:10 Mir: 01:16:933 (2) - shouldn't nc be here
14:10 MaridiuS: ugh i thought a bit about it
14:10 MaridiuS: and idk if I should do 2 ncs or keep 01:16:590 (1) - in old combo
14:10 MaridiuS: since it got emphasis
14:11 MaridiuS: oh wait I did a 1/4 jump
14:11 MaridiuS: 01:16:590 (1,2) - is this 1/4 gap okay xd
14:11 MaridiuS: lets say 01:16:933 (2) - needs emphasis
14:11 Mir: miiiiight be a bit unexpected
14:11 Mir: if you ctrl+g 01:16:933 (1) - it may be better
14:12 Mir: i mean
14:12 Mir: well i nc'd it cuz i got triggered
14:12 Mir: but the note after the 1/4 jump xD
14:12 MaridiuS: mehh think its fine
14:12 MaridiuS: will get a testplay or two
14:12 MaridiuS: if I spot 100's than will fix xd
14:12 MaridiuS: then*
14:12 Mir: fair enough i suppose
14:13 Mir: 01:25:161 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - oh these are really high spacing jumps o.o
14:13 MaridiuS: ugh nerfin
14:14 MaridiuS: rip 0.01* lul
14:14 Mir: 01:31:504 (2,3,4,5) -
14:14 Mir: 01:36:990 (2) - why did it go away here o.o
14:15 MaridiuS: 01:37:333 (1,2) - to emphasize the kicks here
14:15 Mir: hmm okay
14:15 Mir: 01:39:561 (1) - i'd extend this all the way to the blue tick
14:16 MaridiuS: I wanted more dense rhythm on that, probox came up with this and i liked it xd
14:16 Mir: probox
14:17 Mir: ehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhok
14:17 MaridiuS: rofl
14:19 Mir: these are some
14:19 Mir: really interesting sliders
14:19 Mir: 02:58:418 (1) - i like this on
14:20 Mir: but look
14:20 Mir: right in the middle http://i.imgur.com/XNjMFWl.png
14:20 MaridiuS: ahah what the fuck
14:20 MaridiuS: ahhaha
14:21 MaridiuS: okay fixed xd
14:22 Mir: 03:57:304 (8,1,8,1) - same
14:22 Mir: 03:57:304 (8,1) - this though um..
14:22 MaridiuS: i think they're fine though they flow pleasantly
14:22 Mir: thing is you removed them in the first
14:23 Mir: so having them here is kinda wut
14:23 MaridiuS: didnt remove them yet
14:23 MaridiuS: ;3
14:23 Mir: ah
14:23 Mir: well
14:23 Mir: ok
14:23 Mir: xD
14:23 Mir: 03:58:761 (1,2,3,4) - please buffer these to have 1/4 gaps
14:23 MaridiuS: will see if I can think of pleasent flow
14:23 Mir: 04:04:418 (2) - isn't this also really highly spaced for this part
14:24 MaridiuS: ugh imo thats the most prominant thing in the section
14:24 MaridiuS: so i gave it the highest spacing
14:25 MaridiuS: which red ticks don't contain
14:25 MaridiuS: other than intense vocals it has a kick also added
14:25 Mir: to me 04:04:761 (4) - is the most prominent
14:25 Mir: also kicks are all on whites 04:04:247 (1,3) -
14:25 Mir: 04:04:418 (2) - has only a hihat and a vocal on it
14:26 MaridiuS: what the fuck am i stupid
14:26 MaridiuS: maybe i put accidentaly a hitnormal instead whistle
14:26 MaridiuS: both are on W xd
14:26 MaridiuS: okay will adjust
14:26 Mir: alright
14:26 Mir: 04:23:447 - seems like a lot of circles
14:27 Mir: i think for these parts 04:25:505 (1,2) - you can make it a slider
14:27 Mir: just to let the player regain some stamina
14:28 MaridiuS: Hmm think its fine, its 175 bpm, and they have one slider. I don't want to sacrifice following the song for some stamina, playability.
14:28 MaridiuS: Did the favor of doing comfy flow, and 1 slider at last
14:28 MaridiuS: I've seen more circles in maps, with lower amount of stars
14:29 Mir: hmmmmm
14:29 Mir: i actually agree with you but
14:29 Mir: people might say add more sliders
14:29 Mir: anyways it's minor to me
14:29 Mir: 04:50:533 (1,2,3,4) - shouldn't these be 1/4 slidesr
14:29 MaridiuS: naxess said he liked the concept
14:30 MaridiuS: ugh my idea was for that, since the rhythm is denser than the start to keep em in stream form
14:30 Mir: i don't really hear 1/4 there
14:30 MaridiuS: but kicksliders would fit now that I think about it more
14:31 MaridiuS: its hearable on 25% speed
14:31 MaridiuS: not with hitsounds i think really
14:31 Mir: i'd do 1/4 sliders xd
14:31 Mir: but yea
14:31 MaridiuS: will do yea
14:31 Mir: that seems to be all
14:32 Mir: hardcore music eee

We talked about some things, quick check thingy.
Shiirn
00:20:361 (5) - Just make this two notes.

01:00:818 (2,3,4) - Remember the whole "pattern" thing? well, this isn't fitting the pattern of all the segments after it. This combo is the start of the musical and vocal pattern that you represent with this setup: 01:03:047 (1,2,3,4,5,6) - , but it's completely different here.

01:16:933 (1,2,3,4,5,6) - These have a sharp angle after the slider's momentum to hit the following two notes, but 01:19:675 (1,2,3,4,5,6) - are less so, with the final one being... relatively natural. Consistency would help here.

01:25:161 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - these would probably work better as triples with the last click being a 1/4 slider, rather than outright 4-4-4-3, as it makes it pretty awkward.

01:31:904 (5) - This doesn't really need a repeat, does it?
01:42:876 (5) - ^etc

04:02:704 (7,8,1) - vs 04:05:447 (7,1,2,3) - , pick one and stick with it


I didn't do a really exhaustive or more than a surface check because I don't really like this map due to its reliance on massive 1-2 barely structured jumps for most of the buildups and non-wub choruses. It's artificial and straining when the wub sections are hard enough.
Topic Starter
MaridiuS

Shiirn wrote:

00:20:361 (5) - Just make this two notes. nuu, really like how the 1/4 slider fits there.

01:00:818 (2,3,4) - Remember the whole "pattern" thing? well, this isn't fitting the pattern of all the segments after it. This combo is the start of the musical and vocal pattern that you represent with this setup: 01:03:047 (1,2,3,4,5,6) - , but it's completely different here. mm alright will change the first pattern, guess the difference between sounds is not obvious enough to have different patterning

01:16:933 (1,2,3,4,5,6) - These have a sharp angle after the slider's momentum to hit the following two notes, but 01:19:675 (1,2,3,4,5,6) - are less so, with the final one being... relatively natural. Consistency would help here. adjusted

01:25:161 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - these would probably work better as triples with the last click being a 1/4 slider, rather than outright 4-4-4-3, as it makes it pretty awkward. nah, i emphasize white ticks because of the finish, having them on triples emphasizes nothing.

01:31:904 (5) - This doesn't really need a repeat, does it? i'll keep, its okay to have it on, ending on the 1/3 feels weird
01:42:876 (5) - ^etc

04:02:704 (7,8,1) - vs 04:05:447 (7,1,2,3) - , pick one and stick with it


I didn't do a really exhaustive or more than a surface check because I don't really like this map due to its reliance on massive 1-2 barely structured jumps for most of the buildups and non-wub choruses. It's artificial and straining when the wub sections are hard enough. idk though its a techno/hardcore song, repetetive 1-2 jumps imo fit in this map. Since there are a lot of them, structuring them perfectly and accordingly will result in a rather boring map.
thanks for the mod.
_Crow
Hi! From my queue

Honestly I think the map is very close to getting ranked, therefore I'll point out mostly subjective or aesthetic things
Sorry if it might be useless

AiMod says there are some unsnapped object, but you just have to move them a bit in the timeline and they'll fix themselves

00:00:304 (3,4,5) - Isn't their spacing a bit too much compared to the other kicksliders in the same section? I'd reduce it a bit
00:33:390 (1) - I think removing nc here would make the pattern follow the melody better, since its pitch goes upwards for the first 4 notes and then it starts descending gradually, I think it fits better
00:36:134 (1) - same here, just these two since the next one follows the drums. Same thing happens to the last kiai, be sure to change them too if you do so
01:03:819 (4,5) - plz move it so that it overlaps 1's tail
01:31:675 (3) - Maybe nc to indicate 1/3 here? These can be a bit tricky to sight-read
01:42:647 (3) - same here, same thing applies for all 1/3 patterns like this if you change them
01:47:961 (4) - I think 1-2-3 1-2-3 comboing here would fit better
02:05:104 (1,2,3) - This part has a very weird flow, one suggestion would be to ctrl+g (2) or maybe ctrl+g (3) and (4). It doesn't play well the way it is now imo
02:56:875 (1) - Maybe make the last part of the slider parallel to the first, it'll look better imo. You could also make the angle on the first red anchor sharper and end up with something like this (it's done quickly, it can be better)
03:41:618 (4,5) - Imo it would fit better if you overlap 4 and 5 instead of 5 and 6
03:49:161 (1,2,1,2,1,2,1,2) - This can be much cleaner if you rotate it by 7°-8° each combo, i think this way would be much nicer
03:52:247 (2,1) - Nc swap would fit better, i think 1-2-3 1-2-3-4 would be more correct if you're following the vocals

That's all, good luck!
Topic Starter
MaridiuS

walter85 wrote:

Hi! From my queue

Honestly I think the map is very close to getting ranked, therefore I'll point out mostly subjective or aesthetic things
Sorry if it might be useless

AiMod says there are some unsnapped object, but you just have to move them a bit in the timeline and they'll fix themselves

00:00:304 (3,4,5) - Isn't their spacing a bit too much compared to the other kicksliders in the same section? I'd reduce it a bit meh such small spacing variety on small distances isn't really felt
00:33:390 (1) - I think removing nc here would make the pattern follow the melody better, since its pitch goes upwards for the first 4 notes and then it starts descending gradually, I think it fits better will think about it, if i could make a section similar to this one with different form of emphasis,
I'll keep it.

00:36:134 (1) - same here, just these two since the next one follows the drums. Same thing happens to the last kiai, be sure to change them too if you do so
01:03:819 (4,5) - plz move it so that it overlaps 1's tail fixed
01:31:675 (3) - Maybe nc to indicate 1/3 here? These can be a bit tricky to sight-read I don't want to nc spam that much, but noted.
01:42:647 (3) - same here, same thing applies for all 1/3 patterns like this if you change them
01:47:961 (4) - I think 1-2-3 1-2-3 comboing here would fit better i like this one more.
02:05:104 (1,2,3) - This part has a very weird flow, one suggestion would be to ctrl+g (2) or maybe ctrl+g (3) and (4). It doesn't play well the way it is now imo it is made on purpose that way, by having it that way, it shows the change in music.
02:56:875 (1) - Maybe make the last part of the slider parallel to the first, it'll look better imo. You could also make the angle on the first red anchor sharper and end up with something like this (it's done quickly, it can be better) mm modified it a bit.
03:41:618 (4,5) - Imo it would fit better if you overlap 4 and 5 instead of 5 and 6 will adjust
03:49:161 (1,2,1,2,1,2,1,2) - This can be much cleaner if you rotate it by 7°-8° each combo, i think this way would be much nicer meh, like my better.
03:52:247 (2,1) - Nc swap would fit better, i think 1-2-3 1-2-3-4 would be more correct if you're following the vocals think the nc was on accident

That's all, good luck! thanks, good mod.
dsco
overall the jumps in this map felt very inconsistent and unstructured
00:09:733 (1,2,3) - 3 has two vocal sounds but the triple only has one, i think the kickslider should be on the white tick and 3 should be where the triple is
00:22:075 - not a fan of the rhythm in this bookmark section. sometimes you follow the synth with 1/4 rhythm 00:22:075 (1,2,3,4,5,6) - but sometimes you ignore them 00:23:361 - 00:24:047 - and others. specifically 00:24:047 - is the same exact sound as 00:22:675 (5) - . other inconsistent parts are: 00:24:390 - 00:26:104 - 00:26:790 - 00:29:533
00:35:447 (3) - why switch to a slider randomly when the synth is doing the same thing here
00:36:991 (2,1) - unnecessary overlap, feels messy
01:37:161 - this should be mapped as you did the first time: 01:31:675 (3,4,5) -
01:33:390 (1) - 01:44:361 (1,2,3,4,5,1) - very rhythmically inconsistent
01:47:104 (1,2,1,2,3,4,1,2) - ignoring all the complex rhythms here feels very poor
01:49:847 - the 1/4 used in this section is very inconsistent and it comes off as random. 01:53:618 (6,7,8,9,1) - vs 01:50:704 (6,7,1) - are same exact background sounds, same with: 01:58:075 (1,2,3,4) - and 01:52:590 (1,2) - and many others. if you at least map 1/4 in the same places for each repeat it would be much cleaner.
02:23:961 (9) - no reason for 1/6, this should be 1/4 or 1/8
02:25:161 (7) - 1/8
02:28:075 (8,1) - there's a 1/4 you missed in between here
02:28:247 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - completely changes the structure of what you were following in the music almost at random, feels like difficulty just for sake of difficulty
02:30:990 (1) - 00:20:533 (1) - i would make these both end on red tick or both end on blue tick for consistency
02:54:818 (2) - i think this should be two circles since the blue tick has a pretty emphasized sound similar to the two circles right after
02:56:704 (7,1) - i dont think you should ignore the 1/3 for the drum sound as it feels less structured
02:59:104 (2,3,4,5) - no reason to do this, feels completely random and there's no rhythmic justification aside from doing something unique. also see: 01:28:590 (1,2,3,4) -
03:44:533 (5) - is pretty emphasized, i think it should be a jump
03:46:075 (5) - 03:47:447 (5) - doesnt need to be clickable, you use a 1/2 slider in similar places
03:48:133 (2,3) - should be 1/2 slider like the rest
03:50:190 (1,2) - why is this angled / expanded differently than the pattern you make 03:49:161 (1,2,1,2,1,2) - . also this feels quite overspaced in context
03:50:533 (1,2,3,4,5,6,7,1,2,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7) - why do you ignore the background 1/4 here but not 01:16:933 (1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,1,2,1,2,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) - this feels like a huge oversight and poor structure
again in the final two kiais i strongly disagree with the use of 1/4 as its random and inconsistent; 04:02:704 (7,8,1) - vs 04:05:447 (7,1,2,3) - (especially 04:16:418 (7,8,1) - and 04:05:447 (7,1,2,3) -) and others..
04:06:990 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - this sectino feels poor because you build up the structure that 1/2 sliders are used during 1/1 breaks in the vocals; 04:02:018 (4,7,6,4) - which makes sliders like 04:07:675 (1) - out of place
04:20:704 (3) - NC
04:25:847 (3) - again i dont think a slider right here makes sense
04:56:361 - why do you randomly change the rhythmic structure here?

the map plays well and its shaped well, it needs work on consistency and rhythm however
Topic Starter
MaridiuS

dsco wrote:

overall the jumps in this map felt very inconsistent and unstructured dunno why you mentioning this when you just pointed out a pattern that's a bit different than usual patterning, but did not comment on main jumping kiai sections, and kick buildups.
00:09:733 (1,2,3) - 3 has two vocal sounds but the triple only has one, i think the kickslider should be on the white tick and 3 should be where the triple is 00:09:818 (2) - ugh this also is kinda vocals, so i keep the triple on the first one. Will keep third, as going to the bigger kickslider from aanother kickslider makes it emphasised better
00:22:075 - not a fan of the rhythm in this bookmark section. sometimes you follow the synth with 1/4 rhythm 00:22:075 (1,2,3,4,5,6) - but sometimes you ignore them 00:23:361 - 00:24:047 - and others. specifically 00:24:047 - is the same exact sound as 00:22:675 (5) - . other inconsistent parts are: 00:24:390 - 00:26:104 - 00:26:790 - 00:29:533 I personally don't think that its supposed to be an issue. Reasons for ignoring some beats is to give emphasis to (1) notes, and I used consistent rhythm in the section, meaning i consistently ignored same beats.
00:35:447 (3) - why switch to a slider randomly when the synth is doing the same thing here not really randomly, you could hear that it gets a bit more intense and weak on its slider end. + it gives a place for the players to rest
00:36:991 (2,1) - unnecessary overlap, feels messy not visible in gameplay.
01:37:161 - this should be mapped as you did the first time: 01:31:675 (3,4,5) - I want to emphasize the kick that happens here, but not on the first one, both rhythm are intuitive.
01:33:390 (1) - 01:44:361 (1,2,3,4,5,1) - very rhythmically inconsistent 01:44:361 - starting on here the rhythm gets denser, every white tick is either kick or snare, and i made the rhythm denser.
01:47:104 (1,2,1,2,3,4,1,2) - ignoring all the complex rhythms here feels very poor I don't think so, the snares and the kicks are the star of this pattern, nothing is at loud as them.
01:49:847 - the 1/4 used in this section is very inconsistent and it comes off as random. 01:53:618 (6,7,8,9,1) - vs 01:50:704 (6,7,1) - are same exact background sounds, same with: 01:58:075 (1,2,3,4) - and 01:52:590 (1,2) - and many others. if you at least map 1/4 in the same places for each repeat it would be much cleaner. the song supports it imo, as those piano sounds have rather chaotic loudness and impact, I wanted to follow it by occasionally including it. If anything, I might just delete all 1/4 timings.
02:23:961 (9) - no reason for 1/6, this should be 1/4 or 1/8 fixd
02:25:161 (7) - 1/8 aye
02:28:075 (8,1) - there's a 1/4 you missed in between here ugh its really quiet, don't want to include it.
02:28:247 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - completely changes the structure of what you were following in the music almost at random, feels like difficulty just for sake of difficulty think its fine for now, but I have an idea how to remap if I get to it.
02:30:990 (1) - 00:20:533 (1) - i would make these both end on red tick or both end on blue tick for consistency made them both on red tick.
02:54:818 (2) - i think this should be two circles since the blue tick has a pretty emphasized sound similar to the two circles right after this was ignored intentionally. I want to keep two sliders on 30degree axis before starting the section.
02:56:704 (7,1) - i dont think you should ignore the 1/3 for the drum sound as it feels less structured ugh I don't think stuff can be less structured by undermapping, and also imma quote shiirn here: Now, these are hard as fuck to emphasize so I don't blame you for stepping out and giving up. ~Shiirn
02:59:104 (2,3,4,5) - no reason to do this, feels completely random and there's no rhythmic justification aside from doing something unique. if you listen, the wubs are on blue tick. People wont really recognize the sounds from the previous dubstep section. I want to make the contrast on this part, since the part before this one is drum and bass with dense rhythm, this is pure dubstep, and i want to make it really wubby. also see: 01:28:590 (1,2,3,4) -
03:44:533 (5) - is pretty emphasized, i think it should be a jump aight thats what i noticed, will get to adjusting the section.
03:46:075 (5) - 03:47:447 (5) - doesnt need to be clickable, you use a 1/2 slider in similar places the vocalist is taking a breath, im following that xd
03:48:133 (2,3) - should be 1/2 slider like the rest The buildup starts here, so starting it with a slider could be misleading.
03:50:190 (1,2) - why is this angled / expanded differently than the pattern you make 03:49:161 (1,2,1,2,1,2) - . also this feels quite overspaced in context will nerf and adjust, I thought that the different 1-2 on the end would fit, maybe it fits the section, but it doesnt fit the map.
03:50:533 (1,2,3,4,5,6,7,1,2,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7) - why do you ignore the background 1/4 here but not 01:16:933 (1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,1,2,1,2,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) - this feels like a huge oversight and poor structure ughhh because the section in which I ignore them has constant kicks in the background which are quite more dominant. In which they're included they aren't really dominant and frequent, in fact there are like no kicks.
again in the final two kiais i strongly disagree with the use of 1/4 as its random and inconsistent; 04:02:704 (7,8,1) - vs 04:05:447 (7,1,2,3) - (especially 04:16:418 (7,8,1) - and 04:05:447 (7,1,2,3) -) and others.. I think these smalls things are fine, they add variety in the section, as the section is really straight forward. Both are similar rhythm, you can often see dnb maps for example having 5stacks and then 4stacks on slider end.
04:06:990 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - this sectino feels poor because you build up the structure that 1/2 sliders are used during 1/1 breaks in the vocals; 04:02:018 (4,7,6,4) - which makes sliders like 04:07:675 (1) - out of place basically imma justify it in this way, that section that you linked is kinda repetitive, and I want to give in to the nature of it by doing repetitive rhythm.
04:20:704 (3) - NC yes
04:25:847 (3) - again i dont think a slider right here makes sense
04:56:361 - why do you randomly change the rhythmic structure here? It is changed in a minor fashion, all is filled, except one more thing to click. I want to make it more versatile, section is rather long, being same rhythm would be repetetive.

the map plays well and its shaped well, it needs work on consistency and rhythm however
Thanks for the mod, good modding.
Akareh
M4M
As I told you I'm not a good modder, but I've tried?
I don't really play these kinds of maps and this SR is way too much for me, so I'm mentally prepared for you to ignore everything lol

General

  1. You don't need commas on tags, those should only be separated with spaces as far as I know?
  2. You can add 秦 の こころ Hata no Kokoro and Shinkirou to tags, since this is a remix of that character's theme. Shinkirou is the romanization for the game's name. Source
  3. Source should be 東方心綺楼 ~ Hopeless Masquerade, move 東方Project to tags, I was told to do so when ranking this
Dance

  1. 00:00:990 (8,9) - I feel like the rhythm here would be better like this, but I'm 99% sure you're going to keep the stream. Consider at least making a spaced stream for emphasis, these shouldn't be the same as 00:00:818 (6,7) -. This rhythm repeats at 00:03:733 (8,9) - 00:06:475 (8,9) - and so on. If you change it here, obviously change it also at 04:45:390 onwards
  2. 00:24:047 should have a circle, it's the same sound and intensity as the rest of the triplets in this section. I figure you wanted to break the pattern for variance, but I really think consistency should reign here. I can understand skipping circles at places like 00:23:361 to keep the slider to triplet structure, but not these tbh. Same thing occurs at 00:24:390 - 00:26:790 - 00:29:533 - 00:29:875 -
  3. 00:42:218 (4) - isn't completely stacked under 00:41:618 (5) - move this stream a bit and it should be fixed easy, can't see a reason not to
  4. 00:43:504 (7) - plays really weird for me lol, after the streams and 00:43:161 (4,5,6) - I expected more intensity here, maybe move around 249|83? Or stack under 00:42:990 (3) - ? Similar issue pops up again at 04:44:875 (7) -
  5. 00:54:304 (4) - Control+g? It'd make this similar to that kinda back and forth spacing concept used at 00:51:561 (4,5) - 00:52:933 (4,5) -
  6. I know you're building up here, but 01:19:075 is really strong and should have a circle or at least a slider tail IMO
  7. 01:27:390 (4) - the slow down should start here, feels really weird to play for me rn, maybe try this rhythm? Even if there's really no sound at 01:27:475 to justify this, I think starting slowdown with a short slider would both be cool and more fitting for the song here. You could even make a gradual slowdown here, with 4 being a little faster than 5.
  8. 01:31:904 (5) - the loud wub doesn't come at 01:32:018 so I think the repeat is unnecessary. You could make a 1/4 slider at 01:32:018 to represent the growl but I'd advise you to remove this repeat since that sound and the one these 3 sliders represent should not be the same IMO. Same thing repeats at 01:42:876 (5) -
  9. 01:47:104 (1,2,1,2,3,4,1,2) - why aren't you using the same patterns as before? Intensity does not change anywhere until 01:48:475 (1) - and nothing in the song tells me you should change the patterns here?
  10. 02:03:904 (3) - fix blanket with 02:03:390 (7,8,1) - ?
  11. 02:33:475 (3,4) - I'd change this pattern with a bigger jump or anything more interesting than a straight line tbh. These two sounds are so strong that they should deserve more movement for emphasis. Here you have an example, don't actually follow that to a tee because that'd probably be awful, but just an idea of the kind of movement this should deserve IMO
  12. 03:25:847 (1) - fix this slider lmao
  13. 03:41:790 (5,6) - why not a use a jump here like you did at 03:39:904 (3,4) - and 03:40:590 (6,7) - ? Plays weird for me since all the similar rhythms in this section have a jump lol
  14. 03:58:075 (1,2,3,4,5,6,7,8) - move more to the right so 03:58:332 (4) - stacks under 03:57:647 (4) - and you avoid this ugly overlap? Would also help with flow between 03:57:990 (8,1) - I think
  15. 04:25:847 (3) - Control+g for flow? You've been using circular flow anti-clockwise here and it seems weird to break it now for this. If you want to keep the flow change, I'd rotate by 35 anti-clockwise so it's smoother at least. 04:28:590 (3) - plays fine 'cause you make a back and forth between 04:28:247 (1,2,3) - , but that doesn't really apply here.
  16. 04:36:818 (3) - same as ^ flow change seems too sharp, smooth by rotating the slider a bit so it's not that taxing to play

Yep, that should be all from me, gl ~
Topic Starter
MaridiuS

Akareh wrote:

M4M
As I told you I'm not a good modder, but I've tried?
I don't really play these kinds of maps and this SR is way too much for me, so I'm mentally prepared for you to ignore everything lol

General

  1. You don't need commas on tags, those should only be separated with spaces as far as I know?
  2. You can add 秦 の こころ Hata no Kokoro and Shinkirou to tags, since this is a remix of that character's theme. Shinkirou is the romanization for the game's name. Source
  3. Source should be 東方心綺楼 ~ Hopeless Masquerade, move 東方Project to tags, I was told to do so when ranking this
thanks
Dance

  1. 00:00:990 (8,9) - I feel like the rhythm here would be better like this, but I'm 99% sure you're going to keep the stream. Consider at least making a spaced stream for emphasis, these shouldn't be the same as 00:00:818 (6,7) -. This rhythm repeats at 00:03:733 I actually like the suggestion, but I prefer not to, because every red tick is hitsounded, ignoring one would feel weird. (8,9) - 00:06:475 (8,9) - and so on. If you change it here, obviously change it also at 04:45:390 onwards np when you mod, I think people remember which parts were done the same, so you gotta tell him just about one part, and if he applies, he will apply everywhere.
  2. 00:24:047 should have a circle, it's the same sound and intensity as the rest of the triplets in this section. I figure you wanted to break the pattern for variance, but I really think consistency should reign here. I can understand skipping circles at places like 00:23:361 to keep the slider to triplet structure, but not these tbh. Same thing occurs at 00:24:390 - 00:26:790 - 00:29:533 - 00:29:875 - So basically why i'm ignoring it here, is to make the jump to (1) exist, being on a slider end for a important note would not be giving judgmenet to that specific important note. I consistently ignored the beat that happens right before a NC.
  3. 00:42:218 (4) - isn't completely stacked under 00:41:618 (5) - move this stream a bit and it should be fixed easy, can't see a reason not to fixed
  4. 00:43:504 (7) - plays really weird for me lol, after the streams and 00:43:161 (4,5,6) - I expected more intensity here, maybe move around 249|83? Or stack under 00:42:990 (3) - ? Similar issue pops up again at 04:44:875 (7) - the intensity which i estimated is alright, nothing too special going on that specific note.
  5. 00:54:304 (4) - Control+g? It'd make this similar to that kinda back and forth spacing concept used at 00:51:561 (4,5) - 00:52:933 (4,5) - its pretty easy, and I want to make this pattern lightweight.
  6. I know you're building up here, but 01:19:075 is really strong and should have a circle or at least a slider tail IMO the fact that i just noticed it now, and noone else did, means that the vocals take priority and should be kept in this state ;d
  7. 01:27:390 (4) - the slow down should start here, feels really weird to play for me rn, maybe try this rhythm? Even if there's really no sound at 01:27:475 to justify this, I think starting slowdown with a short slider would both be cool and more fitting for the song here. You could even make a gradual slowdown here, with 4 being a little faster than 5. meeeh no reason think its fine
  8. 01:31:904 (5) - the loud wub doesn't come at 01:32:018 so I think the repeat is unnecessary. You could make a 1/4 slider at 01:32:018 to represent the growl but I'd advise you to remove this repeat since that sound and the one these 3 sliders represent should not be the same IMO. Same thing repeats at 01:42:876 (5) - ugh think that not having anything on this white tick would be annoying, so i did a reverse arrow ending on it.
  9. 01:47:104 (1,2,1,2,3,4,1,2) - why aren't you using the same patterns as before? Intensity does not change anywhere until 01:48:475 (1) - and nothing in the song tells me you should change the patterns here? ugh waah, there's kicks and snares on every red/white tick here, which is what i mapped to.
  10. 02:03:904 (3) - fix blanket with 02:03:390 (7,8,1) - ? oh fuck gotta fix sum blankets
  11. 02:33:475 (3,4) - I'd change this pattern with a bigger jump or anything more interesting than a straight line tbh. These two sounds are so strong that they should deserve more movement for emphasis. Here you have an example, don't actually follow that to a tee because that'd probably be awful, but just an idea of the kind of movement this should deserve IMO I agree that it would be nice, but it would be borderline unreadable, people even struggle to hit this.
  12. 03:25:847 (1) - fix this slider lmao fixd
  13. 03:41:790 (5,6) - why not a use a jump here like you did at 03:39:904 (3,4) - and 03:40:590 (6,7) - ? Plays weird for me since all the similar rhythms in this section have a jump lol will fix
  14. 03:58:075 (1,2,3,4,5,6,7,8) - move more to the right so 03:58:332 (4) - stacks under 03:57:647 (4) - and you avoid this ugly overlap? Would also help with flow between 03:57:990 (8,1) - I think 8-1 flow is easy, and also such overlaps are not really visible in gameplay, especially related to streams, so no change. If i did it would have huge spacing.
  15. 04:25:847 (3) - Control+g for flow? You've been using circular flow anti-clockwise here and it seems weird to break it now for this. If you want to keep the flow change, I'd rotate by 35 anti-clockwise so it's smoother at least. 04:28:590 (3) - plays fine 'cause you make a back and forth between 04:28:247 (1,2,3) - , but that doesn't really apply here. meh flow break on a slider thats not far away. Its fine.
  16. 04:36:818 (3) - same as ^ flow change seems too sharp, smooth by rotating the slider a bit so it's not that taxing to play

Yep, that should be all from me, gl ~
thanks for the mod, not bad.
Akitoshi
m4m

Dance
  1. 00:34:418 (1,2,1,2,1,2,3) - vs 00:37:161 (1,2,1,2,1,2,3) - idk why the second one has huge jumps on fading part of the instruments, especially on 00:37:847 (1,2) -
  2. 00:48:818 (3,4,5,6,7) - well this was the only 5 notes on this calm section, how about you just copy the rhythm from 00:59:790 (4,1,2,3) - ?
  3. 01:27:904 (1,2) - just a minor aesthetic stuff
  4. 01:46:590 (3,4,5) - lil suggestion but how about u rotate 120 degree cc for circular flow?
    also u can use that as reference on other kickslider parts too, not just the back and forth stuffs
  5. 01:47:961 (4,1,2) - you missed something like 01:42:475 (2,3,4,5) - tho, r u sure about this? w
  6. 02:04:761 (7,1) - swap NC as new vocal is on 02:04:761 - (yee it's earlier than ur measures but hey this works better in this case)
  7. 03:23:104 (2,3) - NC for those long bananas for aesthetics
  8. 03:58:675 (8,1) - this should be spaced how u made on 03:57:304 (8,1) - 03:57:990 (8,1) - too
  9. 04:25:504 (1,2,3) - vs 04:28:247 (1,2,3) - and 04:33:733 (1,2,3) - yea the spike is kinda noticeable so pls make it more equalized, it's better to keep som consistency on emphasis on certain sound than to just making it harder by the time passes by
  10. 05:08:104 - delet line
damn son u improved a lot
goodluck!
Topic Starter
MaridiuS

Akitoshi wrote:

m4m

Dance
  1. 00:34:418 (1,2,1,2,1,2,3) - vs 00:37:161 (1,2,1,2,1,2,3) - idk why the second one has huge jumps on fading part of the instruments, especially on 00:37:847 (1,2) - the one you linked has kicks added, therefore more spacing, but as for others, think it's a too spaced, will reduce them.
  2. 00:48:818 (3,4,5,6,7) - well this was the only 5 notes on this calm section, how about you just copy the rhythm from 00:59:790 (4,1,2,3) - ? not really a problem tbh.
  3. 01:27:904 (1,2) - just a minor aesthetic stuff applied
  4. 01:46:590 (3,4,5) - lil suggestion but how about u rotate 120 degree cc for circular flow? Actually that fits the structure perfectly, will apply.
    also u can use that as reference on other kickslider parts too, not just the back and forth stuffs
  5. 01:47:961 (4,1,2) - you missed something like 01:42:475 (2,3,4,5) - tho, r u sure about this? w ye, fk that annoying 1/3, out of my 1/2 kick clap jump shennanigans lul
  6. 02:04:761 (7,1) - swap NC as new vocal is on 02:04:761 - (yee it's earlier than ur measures but hey this works better in this case) xd applied
  7. 03:23:104 (2,3) - NC for those long bananas for aesthetics I'd NC your banana without a problem.
  8. 03:58:675 (8,1) - this should be spaced how u made on 03:57:304 (8,1) - 03:57:990 (8,1) - too ah must I really, will ask for more opinions
  9. 04:25:504 (1,2,3) - vs 04:28:247 (1,2,3) - and 04:33:733 (1,2,3) - yea the spike is kinda noticeable so pls make it more equalized, it's better to keep som consistency on emphasis on certain sound than to just making it harder by the time passes by will adjust
  10. 05:08:104 - delet line
damn son u improved a lot thank you ;3, what was the last map of mine you checked though, that was long ago i think.
goodluck! thanks
Celektus
Sorry to have kept you waiting.

[Overall]
  1. The new standard for BG size is actually 1920x1080px so you might wanna get some more high res picture or up scale your current one (maybe with http://waifu2x.udp.jp/&#41;.
  2. more of a subjective thing but I think Dance is kinda of a bland diff name and has been used before so maybe add a fancy adjective or something or look for synonyms.

[ Dance]
  1. A few of your section have higher than neccessary spacing Overall. there isn't really a difference between calm and intense section I feel like with jumps like these in a relatively calm section 01:51:733 (4,5) - I just want to give this criticisms Overall feel free to disregard this point. I would recommend planning out the intensity of sections before starting to map more. For comparison I would call this the maps climax and pretty much the only point in which spacing like this is really fitting 03:50:533 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,7) - as it is the song strongest build up. Any other jumps this big make this section seem less intense than it actually is in my opinion. You can't really make big changes now and i think you did a "ok" job with representing the song intensity, but I wanted to give some feedback on that. hope you don't mid too much

  2. This stream has Vocals on the blue ticks so I though it might be a cool idea to slightly space the vocals differently than the Kick and hat. That could also imply early on that later sections might have more complex design. My attempt looks kinda like this If it's unpolished keep in mind that this is only supposed to show the overall idea, you can make this however you want.
  3. why is this jump bigger than most of the others? 00:00:475 (4,5) - like 00:00:475 (4,5) - or 00:03:047 (3,4) -
  4. The Vocal with more intensity starts on 1 here 00:04:847 (6,1) - so spacing should be already bigger into it I think. You might wanna move the "double" overall a bit too add additional movement like this maybe
  5. I think you could add a SV change on these 00:02:704 (10) - 00:08:190 (10) -
  6. a direction change (aka S shape into...) 5 I think would additionally emphasize the Vocal in this stream 00:10:762 (3,4,5,6,1) -
  7. I would make this into a 1/4th slider 00:11:105 (1) - so that the crash get more emphasis than the rest of the stream and this would also lead better into the next pattern with slider end leniency.
  8. I think you forgot to mute this slider end 00:43:933 - since you did that before. Here too 01:05:875 - this repeats so look for those again.
  9. This jump is bigger 00:44:190 (2,3) - than this one 00:44:018 (1,2) - by quite a bit too. I don't hear how that 2nd one is stronger by this much or more like why this one is so small 00:44:018 (1,2) - there isn't really any stronger instrument in this section so your variable spacing doesn't really make sense to me. Even if you think this is kinda fine as downbeat emphasis consider making the difference between jumps not as big.
  10. why did you map this as a stream? 00:48:818 (3,4,5,6) - there are sounds, but those are also all over the section and don't seem to be prioritized by your mapping until this stream like 00:48:733 - 00:48:047 - 00:48:218 - 00:45:133 - and so on
  11. I think these 1/4 jumps aren't really justified 01:00:818 (2,3) - they didn't appear in earlier sections and this section is also quite calm and has no difference in intensity I think. If they are supposed to emphasize vocals on white ticks I think you should at least reduce the spacing by half as much so that the look different, but are easier to hit because of slider leniency.
  12. more subjective again. I think it would be nice to make both curves in this slider equally round 01:05:447 (6) - the 2nd is more circular then the 1st.
  13. no finish hitsound here 01:05:961 - there is a loud crash which you also mapped with a finish before.
  14. starting from 01:05:961 - onward until 01:26:190 - is a constant clap sound on every beat so mapping those with one of the available clap hitsounds would be really fitting imo.
  15. If I'm not mistake this is the first 1/2 stack in the map so far 01:27:218 (3,4) - which is in case I'm right maybe a bit too unpredictable. Spacing them barely out would make them less unexpected. If that is your intention I would still argue that it's just a bit annoying to sight-read as players expect 1/2 to never be stacked until this point. This comes up again 03:41:275 (2,3) - and this one is not justified by the moment it is in being as special as before and it's even later than before so consider spacing these out.
  16. adding a slight blanket at the top here might be cool. I mean something like this (1/8 snap was used for the approach circle)
  17. this 1/4 jump 01:28:590 (1,2) - is the same size as this 1/2 jump 01:28:933 (3) - I think that might be a bit too much so I would nerf the 1/4 jump. can be solved otherwise too ofc.
  18. I would add a jump here to emphasize the high pitch wub noise 01:29:704 (2,3) - doesn't even have to be spaced maybe as long as the sounds on 3 is somewhat more specific. That and my suggestion for the intro would also make this really hard pattern more fair to expect 01:32:875 (1,2,1,2) - and you could do it for a few more 1/4 patterns like 01:34:247 (2,3,4,5) -
  19. that nearly fullscreen 1/4 jump 01:35:275 (3,1) - is way too big, it's not even on any of the song climaxes. pls nerf ;_;
  20. cool patterns 02:17:275 (1,2,3) - 02:20:018 (2,3,4) - :3. I would again suggest to think about the consistency of your curves in slider art.
  21. removing 1 reverse might be more fitting 02:25:161 (7) - since it's landing on a blue tick which is a bit less intuitive to release on... and overall 1/4 gaps after buzz sliders can be a bit annoying.
  22. In't that section just building up in intensity 02:27:904 (7,8,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - you make it seems like it reaches it's climax here 02:28:590 (1,2) - even though that's not really the case If I'm honest.
  23. I would move this a bit to the right 02:47:018 (8) - to make clearer that the direction change is after 7 and not 8
  24. like in a few other suggestions you could try and emphasize these strong sounds with different stream design 02:49:333 (5,3) - like spaced double into a S slider. Maybe like this
  25. I don't get why this is a slider? 03:09:218 (11) -
  26. blanket could be better and you don't need as many anchors 03:25:847 (3) - You can get the same result by overlaying a different slider and pulling the grey anchors far away enough. This is more meant to be trivia in case you didn't knew this, here's an example

that's all hope it isn't too much, gl with the map~
Seni

Celektus wrote:

Sorry to have kept you waiting.

[Overall]
  1. The new standard for BG size is actually 1920x1080px so you might wanna get some more high res picture or up scale your current one (maybe with http://waifu2x.udp.jp/&#41;.
  2. more of a subjective thing but I think Dance is kinda of a bland diff name and has been used before so maybe add a fancy adjective or something or look for synonyms.

[ Dance]
  1. A few of your section have higher than neccessary spacing Overall. there isn't really a difference between calm and intense section I feel like with jumps like these in a relatively calm section 01:51:733 (4,5) - I just want to give this criticisms Overall feel free to disregard this point. I would recommend planning out the intensity of sections before starting to map more. For comparison I would call this the maps climax and pretty much the only point in which spacing like this is really fitting 03:50:533 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,7) - as it is the song strongest build up. Any other jumps this big make this section seem less intense than it actually is in my opinion. You can't really make big changes now and i think you did a "ok" job with representing the song intensity, but I wanted to give some feedback on that. hope you don't mid too much

  2. This stream has Vocals on the blue ticks so I though it might be a cool idea to slightly space the vocals differently than the Kick and hat. That could also imply early on that later sections might have more complex design. My attempt looks kinda like this If it's unpolished keep in mind that this is only supposed to show the overall idea, you can make this however you want.
  3. why is this jump bigger than most of the others? 00:00:475 (4,5) - like 00:00:475 (4,5) - or 00:03:047 (3,4) -
  4. The Vocal with more intensity starts on 1 here 00:04:847 (6,1) - so spacing should be already bigger into it I think. You might wanna move the "double" overall a bit too add additional movement like this maybe
  5. I think you could add a SV change on these 00:02:704 (10) - 00:08:190 (10) -
  6. a direction change (aka S shape into...) 5 I think would additionally emphasize the Vocal in this stream 00:10:762 (3,4,5,6,1) -
  7. I would make this into a 1/4th slider 00:11:105 (1) - so that the crash get more emphasis than the rest of the stream and this would also lead better into the next pattern with slider end leniency.
  8. I think you forgot to mute this slider end 00:43:933 - since you did that before. Here too 01:05:875 - this repeats so look for those again.
  9. This jump is bigger 00:44:190 (2,3) - than this one 00:44:018 (1,2) - by quite a bit too. I don't hear how that 2nd one is stronger by this much or more like why this one is so small 00:44:018 (1,2) - there isn't really any stronger instrument in this section so your variable spacing doesn't really make sense to me. Even if you think this is kinda fine as downbeat emphasis consider making the difference between jumps not as big.
  10. why did you map this as a stream? 00:48:818 (3,4,5,6) - there are sounds, but those are also all over the section and don't seem to be prioritized by your mapping until this stream like 00:48:733 - 00:48:047 - 00:48:218 - 00:45:133 - and so on
  11. I think these 1/4 jumps aren't really justified 01:00:818 (2,3) - they didn't appear in earlier sections and this section is also quite calm and has no difference in intensity I think. If they are supposed to emphasize vocals on white ticks I think you should at least reduce the spacing by half as much so that the look different, but are easier to hit because of slider leniency.
  12. more subjective again. I think it would be nice to make both curves in this slider equally round 01:05:447 (6) - the 2nd is more circular then the 1st.
  13. no finish hitsound here 01:05:961 - there is a loud crash which you also mapped with a finish before.
  14. starting from 01:05:961 - onward until 01:26:190 - is a constant clap sound on every beat so mapping those with one of the available clap hitsounds would be really fitting imo.
  15. If I'm not mistake this is the first 1/2 stack in the map so far 01:27:218 (3,4) - which is in case I'm right maybe a bit too unpredictable. Spacing them barely out would make them less unexpected. If that is your intention I would still argue that it's just a bit annoying to sight-read as players expect 1/2 to never be stacked until this point. This comes up again 03:41:275 (2,3) - and this one is not justified by the moment it is in being as special as before and it's even later than before so consider spacing these out.
  16. adding a slight blanket at the top here might be cool. I mean something like this (1/8 snap was used for the approach circle)
  17. this 1/4 jump 01:28:590 (1,2) - is the same size as this 1/2 jump 01:28:933 (3) - I think that might be a bit too much so I would nerf the 1/4 jump. can be solved otherwise too ofc.
  18. I would add a jump here to emphasize the high pitch wub noise 01:29:704 (2,3) - doesn't even have to be spaced maybe as long as the sounds on 3 is somewhat more specific. That and my suggestion for the intro would also make this really hard pattern more fair to expect 01:32:875 (1,2,1,2) - and you could do it for a few more 1/4 patterns like 01:34:247 (2,3,4,5) -
  19. that nearly fullscreen 1/4 jump 01:35:275 (3,1) - is way too big, it's not even on any of the song climaxes. pls nerf ;_;
  20. cool patterns 02:17:275 (1,2,3) - 02:20:018 (2,3,4) - :3. I would again suggest to think about the consistency of your curves in slider art.
  21. removing 1 reverse might be more fitting 02:25:161 (7) - since it's landing on a blue tick which is a bit less intuitive to release on... and overall 1/4 gaps after buzz sliders can be a bit annoying.
  22. In't that section just building up in intensity 02:27:904 (7,8,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - you make it seems like it reaches it's climax here 02:28:590 (1,2) - even though that's not really the case If I'm honest.
  23. I would move this a bit to the right 02:47:018 (8) - to make clearer that the direction change is after 7 and not 8
  24. like in a few other suggestions you could try and emphasize these strong sounds with different stream design 02:49:333 (5,3) - like spaced double into a S slider. Maybe like this
  25. I don't get why this is a slider? 03:09:218 (11) -
  26. blanket could be better and you don't need as many anchors 03:25:847 (3) - You can get the same result by overlaying a different slider and pulling the grey anchors far away enough. This is more meant to be trivia in case you didn't knew this, here's an example

that's all hope it isn't too much, gl with the map~

odjebi
Cherry Blossom
Hi, from my modding queue.
Modded without looking at Celektus's mod, some issues may have been already fixed.

Dance

  1. 00:09:390 (10) - the note on the red tick (slider end) is not the same as the previous notes at the same place. It is more powerful and i think it's a better idea if 00:09:561 - is played with a circle, for a better impression.
  2. 00:13:333 (8) - this tick must be played with a circle, there is clearly an audible sound on it, and this pattern is not the same as 00:11:790 (6,7,8,9) - or even 00:14:533 (6,7,8,9) - . It is rather more close to 00:15:904 (5,6,7,8,9) - rhythmically.
  3. 00:19:933 (8,1,2,3,4,5) - This shape is a little ugly, you can really make it better, it will also flow better.
  4. 00:42:647 (1,2) - this is really something to avoid, there is 1/4 gap between 00:41:875 (8,1) - which i find really big compared to what a player could expect, but the antijump (1/2 gap) 00:42:647 (1,2) - can be a real trap for players, and this is confusing. There should be a jump between 00:42:647 (1,2) - , like 00:42:818 (2,3) - .
  5. 02:11:018 (5,6,7,8) - this could be misleading, i mean the player can think there is a 1/2 gap instead here 02:10:761 (4,5) - , when it's just 1/4. Also, the distance between 02:11:275 (7,1) - is not tha big and this could be really confusing overall, make things clear, use a smaller distance for 1/4s and bigger for 1/2. Same goes for 03:05:618 (4,5) -
  6. 02:24:818 (5,6) - this is really weird to play a double here because you leave a 3/4 gap between 02:24:904 (6,7) - . There is an audible sound on 02:24:990 - and it's better to make this tick player to keep a 1/2 gap after, and make things play more natural.
  7. 03:04:590 (1,2) - Try to do ctrl+g here, it is more intuitive to play because of the previous slider's direction.
  8. 03:07:504 (4,5) - Snapped wrongly, this is not 1/4, it's 1/6 instead.

Good luck ~
Topic Starter
MaridiuS

Celektus wrote:

Sorry to have kept you waiting.

[Overall]
  1. The new standard for BG size is actually 1920x1080px so you might wanna get some more high res picture or up scale your current one (maybe with http://waifu2x.udp.jp/&#41;. the link you gave me isn't working, and I think the bg is of fine quality.
  2. more of a subjective thing but I think Dance is kinda of a bland diff name and has been used before so maybe add a fancy adjective or something or look for synonyms. ugh, Gyrate? xd

[ Dance]
  1. A few of your section have higher than neccessary spacing Overall. there isn't really a difference between calm and intense section I feel like with jumps like these in a relatively calm section 01:51:733 (4,5) - I just want to give this criticisms Overall feel free to disregard this point. I would recommend planning out the intensity of sections before starting to map more. For comparison I would call this the maps climax and pretty much the only point in which spacing like this is really fitting 03:50:533 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,7) - as it is the song strongest build up. Any other jumps this big make this section seem less intense than it actually is in my opinion. You can't really make big changes now and i think you did a "ok" job with representing the song intensity, but I wanted to give some feedback on that. hope you don't mid too much well that's a fairly subjective note in how a person finds certain parts intensive. I feel like that section in its current shape has the biggest spacing, and i've rarely seen testplayers full comboing that part, they have most trouble on that, so I think its fairly distinct. It's a hardcore genre, every beat has a rather clickable note, red tick is hitsounded as a whistle, and white tick is either clap or a snare, at all times.
    So I don't think overall spacing should be low.


  2. This stream has Vocals on the blue ticks so I though it might be a cool idea to slightly space the vocals differently than the Kick and hat. That could also imply early on that later sections might have more complex design. My attempt looks kinda like this If it's unpolished keep in mind that this is only supposed to show the overall idea, you can make this however you want. I'd go for patterning over playability, don't want such small gimmicks.
  3. why is this jump bigger than most of the others? 00:00:475 (4,5) - like 00:00:475 (4,5) - or 00:03:047 (3,4) - doesn't really take a note in gameplay, its all still small spacing, and adding variety to patterning. As you can see the long slider is placed right between these two notes.
  4. The Vocal with more intensity starts on 1 here 00:04:847 (6,1) - so spacing should be already bigger into it I think. You might wanna move the "double" overall a bit too add additional movement like this maybe I very usually do this kind of emphasis for streams, where the intensity is increased after the note in mapping. Again, I don't want to go full creative with gimmicks and such.
  5. I think you could add a SV change on these 00:02:704 (10) - 00:08:190 (10) - Again, I don't want to go full creative with gimmicks and such. Such changes aren't really apparent in the song, so I'd go for patterning rather than gimmicks everywhere.
  6. a direction change (aka S shape into...) 5 I think would additionally emphasize the Vocal in this stream 00:10:762 (3,4,5,6,1) - ^, I think you noticed by now that I don't want things to be complicated, that's why I went for cs 4.7, to base my map mostly around circles, and minimalistic sliders,
    streams.
  7. I would make this into a 1/4th slider 00:11:105 (1) - so that the crash get more emphasis than the rest of the stream and this would also lead better into the next pattern with slider end leniency. Don't feel like doing an overmap or such, I don't want to make stuff emphasized over a stream,
    it is annoying to play, don't want that on this cs.
  8. I think you forgot to mute this slider end 00:43:933 - since you did that before. Here too 01:05:875 - this repeats so look for those again.good point, will mute what I feel like muting in the map.
  9. This jump is bigger 00:44:190 (2,3) - than this one 00:44:018 (1,2) - by quite a bit too. I don't hear how that 2nd one is stronger by this much or more like why this one is so small 00:44:018 (1,2) - there isn't really any stronger instrument in this section so your variable spacing doesn't really make sense to me. Even if you think this is kinda fine as downbeat emphasis consider making the difference between jumps not as big. it is done to emphasize the intense vocals, 1 and 2 are her going really downards, while the intensity of the vocals spike on 3 and 4, when she says ni ne
  10. why did you map this as a stream? 00:48:818 (3,4,5,6) - there are sounds, but those are also all over the section and don't seem to be prioritized by your mapping until this stream like 00:48:733 - 00:48:047 - 00:48:218 - 00:45:133 - and so on that sound is the loudest specifically here, and actually noticeable.
  11. I think these 1/4 jumps aren't really justified 01:00:818 (2,3) - they didn't appear in earlier sections and this section is also quite calm and has no difference in intensity I think. If they are supposed to emphasize vocals on white ticks I think you should at least reduce the spacing by half as much so that the look different, but are easier to hit because of slider leniency. hmmm, I've never seen playability problems on those 1/4 jumps though ,
    but I think I did a mistake, and may rearrange the patterning.
  12. more subjective again. I think it would be nice to make both curves in this slider equally round 01:05:447 (6) - the 2nd is more circular then the 1st both are viable aesthetic choices..
  13. no finish hitsound here 01:05:961 - there is a loud crash which you also mapped with a finish before. applied
  14. starting from 01:05:961 - onward until 01:26:190 - is a constant clap sound on every beat so mapping those with one of the available clap hitsounds would be really fitting imo. i chose not to, because i'm not giving emphasis to them at all, its all vocals.
  15. If I'm not mistake this is the first 1/2 stack in the map so far 01:27:218 (3,4) - which is in case I'm right maybe a bit too unpredictable. Spacing them barely out would make them less unexpected. If that is your intention I would still argue that it's just a bit annoying to sight-read as players expect 1/2 to never be stacked until this point. This comes up again 03:41:275 (2,3) - and this one is not justified by the moment it is in being as special as before and it's even later than before so consider spacing these out. never seen anybody failing that, so keeping. I want it to have as little as intensity possible, stacking them would be lame.
  16. adding a slight blanket at the top here might be cool. I mean something like this (1/8 snap was used for the approach circle) imma politely decline.
  17. this 1/4 jump 01:28:590 (1,2) - is the same size as this 1/2 jump 01:28:933 (3) - I think that might be a bit too much so I would nerf the 1/4 jump. can be solved otherwise too ofc. its kicksliders with precise leniency, so its okay.
  18. I would add a jump here to emphasize the high pitch wub noise 01:29:704 (2,3) - doesn't even have to be spaced maybe as long as the sounds on 3 is somewhat more specific. That and my suggestion for the intro would also make this really hard pattern more fair to expect 01:32:875 (1,2,1,2) - and you could do it for a few more 1/4 patterns like 01:34:247 (2,3,4,5) - please no, i'm not hanzer, i don't want the section to be full with hanzer streams, I've used hanzer steams in planned matter, only using them on certain notes to be special.
  19. that nearly fullscreen 1/4 jump 01:35:275 (3,1) - is way too big, it's not even on any of the song climaxes. pls nerf ;_; its a kickslider 1/4 jump, perfectly playable.
  20. cool patterns 02:17:275 (1,2,3) - 02:20:018 (2,3,4) - :3. I would again suggest to think about the consistency of your curves in slider art. uhm i don't think i understand, why again, you didn't mention it before, and why think bout that at all?
  21. removing 1 reverse might be more fitting 02:25:161 (7) - since it's landing on a blue tick which is a bit less intuitive to release on... and overall 1/4 gaps after buzz sliders can be a bit annoying. 1/4 gap is completely enough, you want it on 1/8 timing or what?
  22. In't that section just building up in intensity 02:27:904 (7,8,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - you make it seems like it reaches it's climax here 02:28:590 (1,2) - even though that's not really the case If I'm honest. It was originally building up intensity, but after relistening to the pattern, I've noticed that 02:28:590 (1,2,1,2) - have more intensity, therefore bigger spacing on them, when the pattern is getting stacked, those special notes are lost,
    and blend in with the stack
  23. I would move this a bit to the right 02:47:018 (8) - to make clearer that the direction change is after 7 and not 8 its fine as it is, it is blanketing the slider perfectly.
  24. like in a few other suggestions you could try and emphasize these strong sounds with different stream design 02:49:333 (5,3) - like spaced double into a S slider. Maybe like this Am not really giving important notice to snares/kicks therefore no.
  25. I don't get why this is a slider? 03:09:218 (11) - ugh 02:41:790 (10) - ? hello?
  26. blanket could be better and you don't need as many anchors 03:25:847 (3) - You can get the same result by overlaying a different slider and pulling the grey anchors far away enough. This is more meant to be trivia in case you didn't knew this, here's an example
fixed

that's all hope it isn't too much, gl with the map~ some feedback on the mod: Please bear in mind that people don't want to go gimmicky if they initially don't show on such patterns such gimmicks. Therefore suggesting wild ways to emphasize the little things will almost never going to work, and you're probably wasting your energy and the mappers. You had good points in few parts, but imo should tone down a bit on wild suggestions. Even though I like new perspectives and such, it feels like a chore needing to explain basics of your map really often, and you should be a bit more selective in pointing out suggestions. Thanks for the mod, I saw effort and i appreciate it, have a nice day.
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