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

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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/).
  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/).
  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/). 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.
Topic Starter
MaridiuS

Cherry Blossom wrote:

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. I don't notice it being spectacularly different from others, so I keep.
  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. don't really understand whats going on
  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. meh i knew i could make it like that, so if one person says its ugly, I see no reason why not to change it like that.
  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) - . think its acceptable in its current state for two reasons. NC shows that this is a important note getting hit, next,
    players actually have rhythm, so they should feel when they ended on a finger they started the stream with, meaning they should totally understand that this is not a 1/4 streamjump.
  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) - had tons of testplays, never seen anyone having aim or acc problems on these parts. I understand your points, however to preserve this patterning which i find nice looking and nice to play, i'd rather keep.
  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. to me it really feels good when the player goes to hit the reverse slider after a 3/4 gap.
  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. since 03:04:590 (1) - deserves some emphasis, i decided to give it emphasis by a midly uncomfortable jump, while giving the other note emphasis by a huge jump
  8. 03:07:504 (4,5) - Snapped wrongly, this is not 1/4, it's 1/6 instead. Now, these are hard as fuck to emphasize so I don't blame you for stepping out and giving up. ~Shiirn basically by making it 1/6 it in my opinion would be obnoxious to play, and undermapping a bit is not a mistake, so im following the soft stuff that i'm hitsounding mostly, you just now reminded me to hitsound that, thanks

Good luck ~ thanks for the mod :v
Celektus
I just wanted to clear up some possible misconceptions and explain myself shortly, No Drama or anything just reiterating some points. Anything I didn't mention either ties into other points or is just fine.



MaridiuS wrote:

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.
  • first off thanks for the feedback, yet I think there is something worth pointing out about this. There were 2 main reasons why I suggested points like this and also why I suggested so many of them.
    [list:1337]

    1. The map has some more techy wub sections which you even mentioned yourself in the description and so on.

    2. this specific pattern which only occurs 1:30 minutes into the song 01:32:875 (1,2,1,2) - 01:38:361 (1,2,1,2) - You mention that you aren't HanzeR and thus I assume you don't intend to use patterns like I suggested, yet they were specifically suggested by me to "also imply early on that later sections might have more complex design" this can also be applied to your jump streams. Because of that I do think that suggestions like the ones I made are not that far off in terms of you putting them in when I made the mod.


[]

MaridiuS wrote:

Celektus wrote:

Sorry to have kept you waiting.

  1. 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.

    I suggested spacing them out and not stacking them. I these are kind of fine in retrospect because of the difference in section, yet implementing them early on would make 'em more predictable.
  2. 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?

    I suggested to remove 1 reverse not add one. Aka this not this
  3. I don't get why this is a slider? 03:09:218 (11) - ugh 02:41:790 (10) - ? hello?

    hi. 02:41:790 (10) -has a Vocal on the slider 03:09:218 (11) -has not thus I assumed that was supposed to represent the Vocal while the other doesn't. Also I don't see a reason in putting a slider there just for consistency if it represents nothing and isn't needed for leniency shenanigans.

that's all hope it isn't too much, gl with the map~
Topic Starter
MaridiuS
I just wanted to clear up some possible misconceptions and explain myself shortly, No Drama or anything just reiterating some points. Anything I didn't mention either ties into other points or is just fine.



MaridiuS wrote:

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.
  • first off thanks for the feedback, yet I think there is something worth pointing out about this. There were 2 main reasons why I suggested points like this and also why I suggested so many of them.
    [list:1337]

    1. The map has some more techy wub sections which you even mentioned yourself in the description and so on.

    2. this specific pattern which only occurs 1:30 minutes into the song 01:32:875 (1,2,1,2) - 01:38:361 (1,2,1,2) - You mention that you aren't HanzeR and thus I assume you don't intend to use patterns like I suggested, yet they were specifically suggested by me to "also imply early on that later sections might have more complex design" this can also be applied to your jump streams. Because of that I do think that suggestions like the ones I made are not that far off in terms of you putting them in when I made the mod.
Basically I don't want to do such things, since they don't fit there in comparasion to what i did in the wub section for hanzer streams. I didn't base my map around them, I've used them to emphasize certain notes, which is kinda different. The intro section, and jumpstream 00:41:875 (8,1) - should at least tell that this isn't the most usual map.

[]

MaridiuS wrote:

Celektus wrote:

Sorry to have kept you waiting.

  1. 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.

    I suggested spacing them out and not stacking them. I these are kind of fine in retrospect because of the difference in section, yet implementing them early on would make 'em more predictable. I apologize for not wording correctly, I thought that stacking would be lame, and spacing them out to not touch is not something i want to do for vocals without background music backing them out.
  2. 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?

    I suggested to remove 1 reverse not add one. Aka this not this that's even more unusual, blue tick is the hotspot, check all ranked maps, nobody releases it before the blue tick.
  3. I don't get why this is a slider? 03:09:218 (11) - ugh 02:41:790 (10) - ? hello?

    hi. 02:41:790 (10) -has a Vocal on the slider 03:09:218 (11) -has not thus I assumed that was supposed to represent the Vocal while the other doesn't. Also I don't see a reason in putting a slider there just for consistency if it represents nothing and isn't needed for leniency shenanigans. consistency is a nice thing to have. And it follows the strongest beat, since the next 1/4 isn't really audible, and this is the peek, i made it a kickslider.

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


M4M p/6140138

lol @ your audio file's genre being labeled "Blues"

[Despondency]
rrrreeeeee those S:C1 and N:C1 hitnormals trigger me everytime, it makes me think of a duck quacking in my face

  1. Things that aren't snapped: 00:39:216 (1) - 00:39:387 (2) - 00:39:558 (1) - 00:39:729 (2) - 02:30:477 (2) - 02:30:820 (2) - 02:45:731 (5) - 02:45:845 (6) -
  2. 00:10:590 (2) - ctrl+G? leads better into next combo
  3. 00:15:390 (2,3) - This section so far was doubles, so a player might not interpret that this is a 1/4 gap instead of a 1/2 gap, perhaps space them closer
  4. 00:44:018 - This section is really dull with the lack of hitsounds, also 00:54:990 - 01:05:961 - 02:11:790 - 03:39:561 - . Use some regular whistles or something bruh, your custom whistle is so quiet I literally didn't even know it was there until I clicked on an object
  5. 00:49:504 - The SV switches in this section are absolutely not merited imo. It's the exact same intensity, same sounds going on, literally all that's even different is vocal's pitch, and that's not at all enough to suggest these SV changes (and if you wanted SV changes by pitch to be a thing, then you should have like a million more SV switches in the map lol). Same for all other instances of this stuff, like 01:11:447 -
  6. 01:00:818 (2,3,4) - This and the other patterns like this play really awkwardly for some reason
  7. 01:11:104 (4,5,1) - Awkward motion, I'd suggest something more like this http://puu.sh/wOVqT/4590b4043d.jpg (rough idea)
  8. 01:28:590 (1,2,3) - Really don't think the S:C1 fits this part lol
  9. 01:28:590 (1,2,3) - 01:28:590 (1,2,3) - This is really bad spacing imo, the fact that 01:28:933 (3) - is 1/2 even though the previous objects were a large 1/4 gap just feels really disjointed
  10. 01:30:475 (5) - ctrl+G? Makes more sense in just about every way
  11. 01:31:504 (2,3) - This is a really difficult gap to cross in 1/6
  12. 01:32:190 (1,2) - Very strange pattern that the 1/4 slider is longer than the 1/3 reverse but with no clear indication of such
  13. 01:32:875 (1,2,1,2) - wew lad, total counter-flow streamjumps play like total ass and aren't really fun at all, imo you should map these differently. Same for all other instances of these
  14. 01:37:504 (2,1,1) - This is really hard to read as all being 1/4 gaps, and is also really awkward to play, I really think something like this would be better http://puu.sh/wOVQt/4d338081e4.jpg
  15. 02:14:533 (1,2,3) - This is probably readable because the rhythm is predictable, but this is pretty bad spacing
  16. 02:33:475 (3,4) - imo these should be spaced closer
    {*]02:34:590 (4,5) - Same as before, this is a really awkward spacing for a 1/6 gap, same goes for the other instances too
  17. 03:10:933 (1,2) - These two also have no reason to be different SV
  18. 03:19:168 - I don't usually like sliderart because a lot of people just want to make cool sliders but don't make them relevant, so for example I like that this slider 03:17:618 (1) - has this sharp turn 03:18:304 - exactly here, but then you have a bunch of random parts to all the sliders that don't really mean anything. tl;dr I think you should work on changing the sliders to actually correspond to the music beyond just the start and end points, it's really cool to see and hear, and makes the slider actually meaningful
  19. 03:50:533 - there's a lot of unmapped 1/4 in this section, it feels very weird because it's so audible
  20. 04:21:733 (1,2,3,4) - For this last part of this stream pattern, it looks kinda messy, why not do something like this instead? http://puu.sh/wOYoW/bf60938c96.jpg


gl
Topic Starter
MaridiuS

Zexous wrote:



Your picture looks like a tag of an elite queue that has come to say a casual Greetings, and proceed to completely demolish your map and reasons to live.

M4M p/6140138

lol @ your audio file's genre being labeled "Blues"

[Despondency]
rrrreeeeee those S:C1 and N:C1 hitnormals trigger me everytime, it makes me think of a duck quacking in my face that's cute, if you have hitsounds that could replace them better, please call me ;d. Maybe, I'll remove custom normal hitsounds completely.

  1. Things that aren't snapped: 00:39:216 (1) - 00:39:387 (2) - 00:39:558 (1) - 00:39:729 (2) - 02:30:477 (2) - 02:30:820 (2) - 02:45:731 (5) - 02:45:845 (6) - tfw you do some copy paste mapping, and this happens.
  2. 00:10:590 (2) - ctrl+G? leads better into next combo woooosh, flow doesn't exist, I like the movement that is done here.
  3. 00:15:390 (2,3) - This section so far was doubles, so a player might not interpret that this is a 1/4 gap instead of a 1/2 gap, perhaps space them closer doesn't seem like a problem to move it a bit closer, so i did.
  4. 00:44:018 - This section is really dull with the lack of hitsounds, also 00:54:990 - 01:05:961 - 02:11:790 - 03:39:561 - . Use some regular whistles or something bruh, your custom whistle is so quiet I literally didn't even know it was there until I clicked on an object i'll use some random whistle i have for this section. My custom whistle is used for hardcore sounds on red ticks, isn't meant to be loud. Maybe increase overall hitsound volume by 10%?
  5. 00:49:504 - The SV switches in this section are absolutely not merited imo. It's the exact same intensity, same sounds going on, literally all that's even different is vocal's pitch, and that's not at all enough to suggest these SV changes (and if you wanted SV changes by pitch to be a thing, then you should have like a million more SV switches in the map lol). Same for all other instances of this stuff, like 01:11:447 - that's simply my interpretation of intensity contrast etc
  6. 01:00:818 (2,3,4) - This and the other patterns like this play really awkwardly for some reason actually, there's a reason, i fked up, should've used smaller 1/4 spacing.
  7. 01:11:104 (4,5,1) - Awkward motion, I'd suggest something more like this http://puu.sh/wOVqT/4590b4043d.jpg (rough idea) you're right, it was a bit too awkard for its own good, so i changed it a bit.
  8. 01:28:590 (1,2,3) - Really don't think the S:C1 fits this part lol ww
  9. 01:28:590 (1,2,3) - 01:28:590 (1,2,3) - This is really bad spacing imo, the fact that 01:28:933 (3) - is 1/2 even though the previous objects were a large 1/4 gap just feels really disjointed it all boils down to 1/2 jumps, since those are kicksliders, completely playable.
  10. 01:30:475 (5) - ctrl+G? Makes more sense in just about every way wooosh, flow is an abstract concept that doesn't exist. Well, look at the triple that is a bit tilted towards the left, that gives an idea that the next object will be more to the left, and not going to the right, or simply under, above which would make it unfitting.
  11. 01:31:504 (2,3) - This is a really difficult gap to cross in 1/6 since there is only one reverse arrow, it will surely happen while the cursor is going downwards, meaning there's little chance for a combo break. Haven't seen many 100's in gameplay. This looks much prettier than if it were stacked.
  12. 01:32:190 (1,2) - Very strange pattern that the 1/4 slider is longer than the 1/3 reverse but with no clear indication of such mmh who cares about indication, it's completely playable by people spotting the approach circle of the next slider. I did biggest spacing on the 1/4 becuase of the strong af snare with added noise
  13. 01:32:875 (1,2,1,2) - wew lad, total counter-flow streamjumps play like total ass and aren't really fun at all, imo you should map these differently. Same for all other instances of these I don't know if you testplayed this map or something, but I did clear circular flow with them, I have no problems except if I missaim the first note in testplay.
  14. 01:37:504 (2,1,1) - This is really hard to read as all being 1/4 gaps, and is also really awkward to play, I really think something like this would be better http://puu.sh/wOVQt/4d338081e4.jpg wooosh, awkarndess and flow doesn't exist, but I find it cool that kicks are that close, and is a rather unique pattern, as such sounds are not repeated.
  15. 02:14:533 (1,2,3) - This is probably readable because the rhythm is predictable, but this is pretty bad spacing u're a bad spacing lul
  16. 02:33:475 (3,4) - imo these should be spaced closer imo they should be spaced further, but I kept this distance not to be surprising too much.
    {*]02:34:590 (4,5) - Same as before, this is a really awkward spacing for a 1/6 gap, same goes for the other instances too w
  17. 03:10:933 (1,2) - These two also have no reason to be different SV givin biggest spacing to strong snare with added noise . .
  18. 03:19:168 - I don't usually like sliderart because a lot of people just want to make cool sliders but don't make them relevant, so for example I like that this slider 03:17:618 (1) - has this sharp turn 03:18:304 - exactly here, but then you have a bunch of random parts to all the sliders that don't really mean anything. tl;dr I think you should work on changing the sliders to actually correspond to the music beyond just the start and end points, it's really cool to see and hear, and makes the slider actually meaningful mmmh, okay will think bout it.
  19. 03:50:533 - there's a lot of unmapped 1/4 in this section, it feels very weird because it's so audible maybe i need new headphones or something, but I don't find them as audible.
  20. 04:21:733 (1,2,3,4) - For this last part of this stream pattern, it looks kinda messy, why not do something like this instead? http://puu.sh/wOYoW/bf60938c96.jpg wew lad, no. It's fine


gl thanks for the mod
Yamicchi
Hi as the deal we made few days ago :3
[General]
• You wanna have the countdown for this map? I see it turned on
• Might wanna use JPEG file for smaller beatmap size. Here you go
[Despondency]
• Ok I think there're a few spot you mapped kinda overdone. For example 00:00:304 (3,4) - has no specific sound on the sliderend, but you still used a 1/4 slider instead of a circle. Idk if you're trying to increase the density of the map or not but lemme tell you it's not quite a good idea, at least for the soft intro like this
• Some more examples to help you understand more of what I'm trying to say:
  • 00:00:904 (7,8) - should be 1/4 slider to express the vocal better than 5 notes, eventho it's a bit harder to tap
    00:01:675 (3,4) - circles
    00:01:161 (1) - could be like this http://puu.sh/wPLYe/d2878714e9.jpg
    00:02:533 (9,10) - And for these there's an option for you where you could just make 10 a circle while keeping 9 as 1/4 slider, to emphasize the drum but also not overdone the pattern
    00:07:675 (7,8,9) - well yeah, I like this pattern

Ok moving on
• 00:12:047 (8,9) - stacking
• 00:13:503 (9,10) - Flow is quite harsh as 00:13:161 (6,7,8,9) - doubles are kinda hard already, so you should place 10 somewhere easier to tap, like what you did on 00:12:132 (9,10) - maybe
• 00:16:590 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I really wanna see the buildup you can make here. Well simply my suggestion is to lower the spacing of the first 8 circles, that might be the easiest way to do
• 00:20:533 (1) - I would end this on 00:21:733 - because it's a more audible sound. I think the spinner represents the vocal am I right? So ending it on where the vocal ends would be a better idea
• 00:22:933 (7,8) - pattern should be like http://puu.sh/wPMoH/eab33916fd.jpg to follow the rhythm better? If you apply this make sure you check all the triples after this because I found a lot of unmapped triples tho (ofc just the section before the kiai part)
• 01:23:790 (1,2,3,4,1,2,3,4) - Same thing I said before, but this time you make these smaller spacing instead? :d I think buff the last 8 or nerf the first 8 would be a better solution
• 01:27:904 (1,1,2) - Awkward flow, as you're pointing the long slider straightly to (2) instead of (1), so it's pretty confusing to me. Yes some can pass this easily but it's still uncomfy to me
• 01:49:504 (3) - not a fan of this kind of slider, just saying xd
• 02:12:133 (2) - Might wanna move this to somewhere X292 Y20 for better flow?
• 02:28:590 (1,2) - why is these circle's spacing suddenly enormous?
• 04:10:418 (1) - is the whistle on the sliderbody intentional?
• 04:32:018 (1,2) - Same problem I talked about lately, these pitch are not even higher than others, but 04:32:361 (1,2) - instead. So why is the spacing?

Ok, some suggestion might be applied more than just the one I spot, so it's better to check the map out again for a few times. Good luck boi owo
Topic Starter
MaridiuS

Yamicchi wrote:

Hi as the deal we made few days ago :3
[General]
• You wanna have the countdown for this map? I see it turned on will disable
• Might wanna use JPEG file for smaller beatmap size. Here you go will probs apply.
[Despondency]
• Ok I think there're a few spot you mapped kinda overdone. For example 00:00:304 (3,4) - has no specific sound on the sliderend, but you still used a 1/4 slider instead of a circle. Idk if you're trying to increase the density of the map or not but lemme tell you it's not quite a good idea, at least for the soft intro like this possibility for a remap, will ask for more opinions, cus i really like the patterning, although filling up 1/4's on some places.
• Some more examples to help you understand more of what I'm trying to say:
  • 00:00:904 (7,8) - should be 1/4 slider to express the vocal better than 5 notes, eventho it's a bit harder to tap
    00:01:675 (3,4) - circles
    00:01:161 (1) - could be like this http://puu.sh/wPLYe/d2878714e9.jpg
    00:02:533 (9,10) - And for these there's an option for you where you could just make 10 a circle while keeping 9 as 1/4 slider, to emphasize the drum but also not overdone the pattern
    00:07:675 (7,8,9) - well yeah, I like this pattern

Ok moving on
• 00:12:047 (8,9) - stacking
• 00:13:503 (9,10) - Flow is quite harsh as 00:13:161 (6,7,8,9) - doubles are kinda hard already, so you should place 10 somewhere easier to tap, like what you did on 00:12:132 (9,10) - maybe woosh flow doesn't exist, think it plays fine.
• 00:16:590 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I really wanna see the buildup you can make here. Well simply my suggestion is to lower the spacing of the first 8 circles, that might be the easiest way to do I don't think that the map has this much of a contrast, think my intepretation is fine.
• 00:20:533 (1) - I would end this on 00:21:733 - because it's a more audible sound. I think the spinner represents the vocal am I right? So ending it on where the vocal ends would be a better idea meh it kinda is okay on both
• 00:22:933 (7,8) - pattern should be like http://puu.sh/wPMoH/eab33916fd.jpg to follow the rhythm better? If you apply this make sure you check all the triples after this because I found a lot of unmapped triples tho (ofc just the section before the kiai part) they're all unmapped right before a NC to give it a jump / emphasis. Happens consistently.
• 01:23:790 (1,2,3,4,1,2,3,4) - Same thing I said before, but this time you make these smaller spacing instead? :d I think buff the last 8 or nerf the first 8 would be a better solution will rescale
• 01:27:904 (1,1,2) - Awkward flow, as you're pointing the long slider straightly to (2) instead of (1), so it's pretty confusing to me. Yes some can pass this easily but it's still uncomfy to me woooooosh flow doesn't exist, you should've gave a look to my previous mod.
• 01:49:504 (3) - not a fan of this kind of slider, just saying xd sliders can have fans?
• 02:12:133 (2) - Might wanna move this to somewhere X292 Y20 for better flow? woosh
• 02:28:590 (1,2) - why is these circle's spacing suddenly enormous? song is stronger on 02:28:590 (1,2,1,2) - , it gets blended in / non existant when i stopped the big spacing
• 04:10:418 (1) - is the whistle on the sliderbody intentional? nope


Ok, some suggestion might be applied more than just the one I spot, so it's better to check the map out again for a few times. Good luck boi owo thanks for the mod
Also as for this • 04:32:018 (1,2) - Same problem I talked about lately, these pitch are not even higher than others, but 04:32:361 (1,2) - instead. So why is the spacing? I will now explain: The following pattern has strong pitches on both red and white tick. I wanted to consistently give them the most spacing, the following pattern 04:37:847 (1,2) - Has a strong pitch on (1). For variety and fun factor, I decided to sometimes not give (1) full emphasis to make new kinds of patterns, as it will be impossible with the way it is without breaking the structure.
Ohwow
m4m thing:

01:27:904 (1,1) - Hmm not liking how this flows (even though it might player okay cause of slider leniency) I suggest make the path of the sliders more meaningful to the flow and not rely on slider leniency for long sliders like this.

01:29:618 (1,2,3,4,1) - mm kinda kitpicky but i don't like how the slider is almost aligned with the stream. maybe put it around x353 y337

01:31:504 (2) - I see why this is 1/3 repeat slider, but i don't know why this 01:31:904 (5) - is repeating. Maybe you can Half the SV so it's the save size slider without the repeat.

01:38:533 (1,2,1) - Don't like how this is all a linear flow while 01:38:361 (1,2,1,2) - as that sharp turn. I wish you could have done something like https://i.gyazo.com/b48a96c6cac487c8c41 ... 0ac256.jpg Applies to all other instances, I think it would be a cool pattern throughout your map.

01:41:275 (4,5,1,2) - This doesn't look like it has good flow

01:44:361 (1,2,3,4) - Maybe put a 1/2 or 3/4 slider somewhat to map to the wub like how you did previously. Seeing that now there's a clap at the white tick, you decided to put a triple there, but it's kinda weird to completely ignore the wub that you mapped on 01:27:904 (1) - 01:33:390 (1) - 01:38:875 (1) - The wub is less powerful there, but I feel like there should at least be a 1/2 slider to map to it.

01:53:618 (5,6,7,8,1,2,3,4) - Not hearing anything that would support this stream.
01:56:447 (6,7,8) - ^
01:58:075 (1,2,3,4) - ^
01:59:447 (1,2,3,4) - ^


02:10:761 (4) - gotta make sure u NC SV change unless there's a good reason not to
01:49:504 (3) - ^

02:11:447 (1,1) - line up? and maybe possibly ctrl+g the slider to continue the counter-clockwise flow from 02:10:761 (4,5,6,7,8) -

02:12:133 (2,3) - you'd want the curved sliders to provide a rotational flow, but the way the circle is placed, it's not starting up that flow very well. Placing (2) somewhere to the left of the slider would improve the flow. Same with 02:12:818 (4,5) - 02:14:875 (2,3) -

02:17:275 (1,2,3) - i see wut ur trying to do. Try to keep the sliderends of thsoe sliders aligned like 02:20:018 (2,3,4) - (<-- the sliderhead of the first 2 is aligned to the sliderend of the last one in this case)

03:16:590 (4,5,6,7) - slightly not aligned in a straight line, would look better if it did.

03:17:104 (8,1) - would look better if they line up.
Right now, 03:16:933 (7,8,1) - has this awkward wide angle jump pattern.

03:23:104 (2) - I think you should NC this imo. Since after 03:28:590 (1) - , you NC' the next object so, it should be the same after 03:17:618 (1) -

03:41:275 (2,3) - is there a reason to overlap these 2?

03:47:104 (3,4, 5) - Hmm, (5) is the weakest/most quiet and (4) is the loudest (it has a vocal and that electric sound that repeats every red tick), so there should be a jump between 3-4 to emphasize the 4, not 4-5
03:48:304 (3,4) - Similar case as above, Although emphasizing 4 is okay since there's a vocal there, but i have a feeling you're trying to map to the electric sound.

04:07:675 (1,2) - should ctrl+g to follow vocals better. Applies similar instances in this section.

04:44:018 (1) - how bout putting this where (2) is so you have that stream jump like 04:43:247 (8,1) -

04:47:447 (6) - 04:52:933 (7) - 04:58:418 (5) - Why is this not NC like the others?

That's it from me. Cool song, GL C:
Topic Starter
MaridiuS

Ohwow wrote:

m4m thing:

01:27:904 (1,1) - Hmm not liking how this flows (even though it might player okay cause of slider leniency) I suggest make the path of the sliders more meaningful to the flow and not rely on slider leniency for long sliders like this. idc, I want to make the player do some movement here,
not just go with the flow, that's boring.


01:29:618 (1,2,3,4,1) - mm kinda kitpicky but i don't like how the slider is almost aligned with the stream. maybe put it around x353 y337 sorry, no change! (ugh this ain't a problem, really.)

01:31:504 (2) - I see why this is 1/3 repeat slider, but i don't know why this 01:31:904 (5) - is repeating. Maybe you can Half the SV so it's the save size slider without the repeat. it follows the same sound, and I want something to be on the white tick.

01:38:533 (1,2,1) - Don't like how this is all a linear flow while 01:38:361 (1,2,1,2) - as that sharp turn. I wish you could have done something like https://i.gyazo.com/b48a96c6cac487c8c41 ... 0ac256.jpg Applies to all other instances, I think it would be a cool pattern throughout your map. meh i like its current flow, i'm aware how hanzer streams work, hitting the slider is not hard at all, and the pattern starts as a circular. If i make the slider also a part of circular flow i'll gouge my eyes out because of the aesthetics.

01:41:275 (4,5,1,2) - This doesn't look like it has good flow you don't look like you flow well.

01:44:361 (1,2,3,4) - Maybe put a 1/2 or 3/4 slider somewhat to map to the wub like how you did previously. Seeing that now there's a clap at the white tick, you decided to put a triple there, but it's kinda weird to completely ignore the wub that you mapped on 01:27:904 (1) - 01:33:390 (1) - 01:38:875 (1) - The wub is less powerful there, but I feel like there should at least be a 1/2 slider to map to it. nop since the rhythm is kinda two times faster,
I will go with the densest rhythm possible.


01:53:618 (5,6,7,8,1,2,3,4) - Not hearing anything that would support this stream. synth / piano
01:56:447 (6,7,8) - ^
01:58:075 (1,2,3,4) - ^
01:59:447 (1,2,3,4) - ^


02:10:761 (4) - gotta make sure u NC SV change unless there's a good reason not to my reason is i hate using NC, I want to make all of that in one pattern no reason for a NC.
01:49:504 (3) - ^ same reason, I don't want a NC on sounds that are connected.

02:11:447 (1,1) - line up? and maybe possibly ctrl+g the slider to continue the counter-clockwise flow from 02:10:761 (4,5,6,7,8) - adjusted the pattern in my way.

02:12:133 (2,3) - you'd want the curved sliders to provide a rotational flow, but the way the circle is placed, it's not starting up that flow very well. Placing (2) somewhere to the left of the slider would improve the flow. Same with 02:12:818 (4,5) - 02:14:875 (2,3) - jesus, woosh

02:17:275 (1,2,3) - i see wut ur trying to do. Try to keep the sliderends of thsoe sliders aligned like 02:20:018 (2,3,4) - (<-- the sliderhead of the first 2 is aligned to the sliderend of the last one in this case) ah I see, think that i'll adjust.

03:16:590 (4,5,6,7) - slightly not aligned in a straight line, would look better if it did. i like how non perfectly aligned patterns look.

03:17:104 (8,1) - would look better if they line up. i don't like lining up that much.
Right now, 03:16:933 (7,8,1) - has this awkward wide angle jump pattern. who cares? 8 deserves the emphasis, please notice how small of a jump from 7 to 8 is, making any next note viable on any position.

03:23:104 (2) - I think you should NC this imo. Since after 03:28:590 (1) - , you NC' the next object so, it should be the same after 03:17:618 (1) - ncd

03:41:275 (2,3) - is there a reason to overlap these 2? i've found that (3) to be the weakest vocal of the pattern.

03:47:104 (3,4, 5) - Hmm, (5) is the weakest/most quiet and (4) is the loudest (it has a vocal and that electric sound that repeats every red tick), so there should be a jump between 3-4 to emphasize the 4, not 4-5 i've found 4 to not be the loudest, since it lands on the repeating red tick electro sound, I've stacked specifically that note.
03:48:304 (3,4) - Similar case as above, Although emphasizing 4 is okay since there's a vocal there, but i have a feeling you're trying to map to the electric sound.

04:07:675 (1,2) - should ctrl+g to follow vocals better. Applies similar instances in this section. doing so will not make the pattern repetetive,
which I want, emphasizing the white tick vocal is not a mistake, just 2 times this gets ignored in order to show the repetitiveness of the song.


04:44:018 (1) - how bout putting this where (2) is so you have that stream jump like 04:43:247 (8,1) - no, it has no strong finish sound on it that i'm hitsounding.

04:47:447 (6) - 04:52:933 (7) - 04:58:418 (5) - Why is this not NC like the others? ncd

That's it from me. Cool song, GL C: thanks for th emod.
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