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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.
Linada
hi from q


[General]
  1. nice bg
  2. Add 2000 audio lead-in since your mp3 starts really early
  3. Disable Countdown ?
[Despondency]
  1. 00:32:361 (3) - could have make this 2 circles since there is 2 kicks there
  2. 00:42:647 (1,2,3) - the flow here is really uncomfortable since it's a really wide angle with different spacing, you could make a sharper angle with 3
  3. 00:45:218 (6) - minor but i'd ctrl-h this slider, it's in my opinion more appealing visually
  4. 00:48:990 (1) - remove this nc
  5. 01:31:675 (3,4,5) - the reading and playability here is really bad, you could make the sliders closer to help. also muting 1/6's sliderend would be better
  6. 01:32:361 (2) - really hard to notice here that it's 1/3
  7. 02:33:304 (1) - mute sliderend here aswell
  8. 04:10:418 (1) - remove whistle on slider body
  9. 04:44:018 (1,2) - why that antijump so cruel :(
really nice map but something that bug me really hard on some parts is that your aesthetics are really "visually boring" since you're just copy/pasting the same slider and rotating :/
example
01:50:704 (6) - 01:52:075 (6) - 02:03:047 (6) - 02:03:904 (3) - 02:04:761 (1) - 02:05:275 (3) -
this kind of thing make the map really boring meanwhile it's not :/ try to add some variety instead of using the same slider through the whole map

good luck !
Topic Starter
MaridiuS

Linada wrote:

hi from q


[General]
  1. nice bg thanks
  2. Add 2000 audio lead-in since your mp3 starts really early how do i do that?
  3. Disable Countdown ? sure
[Despondency]
  1. 00:32:361 (3) - could have make this 2 circles since there is 2 kicks there I usually do that, but here it's kept as a slider to give more emphasis to the section to come.
  2. 00:42:647 (1,2,3) - the flow here is really uncomfortable since it's a really wide angle with different spacing, you could make a sharper angle with 3 woosh, its such a small jump, and I find this angle fitting, not too hard, only kinda hard if you fk up the stream.
  3. 00:45:218 (6) - minor but i'd ctrl-h this slider, it's in my opinion more appealing visually will do, and also on a similar pattern
  4. 00:48:990 (1) - remove this nc wtf okay
  5. 01:31:675 (3,4,5) - the reading and playability here is really bad, you could make the sliders closer to help. also muting 1/6's sliderend would be better hmm, think that its a good idea, will think bout it
  6. 01:32:361 (2) - really hard to notice here that it's 1/3 players just need to notice when will the next circle appear tbh
  7. 02:33:304 (1) - mute sliderend here aswell nah, it has a sound
  8. 04:10:418 (1) - remove whistle on slider body oops, didn't update when i fxed it
  9. 04:44:018 (1,2) - why that antijump so cruel :( idk
really nice map but something that bug me really hard on some parts is that your aesthetics are really "visually boring" since you're just copy/pasting the same slider and rotating :/
example
01:50:704 (6) - 01:52:075 (6) - 02:03:047 (6) - 02:03:904 (3) - 02:04:761 (1) - 02:05:275 (3) - you could've just linked this section xdd, now, this section is peaceful, so I decided to do curved blanket structure here, you can notice a change here 02:06:304 - when the song also goes wham that I'm using red anchor sliders, and straight ones to show the change of music.
this kind of thing make the map really boring meanwhile it's not :/ try to add some variety instead of using the same slider through the whole map well the problem is, that is my usual style not to use same slidershapes. However in this song/map, I've found it fitting, in order to make the players fully recognize the notes that i've put to be important, I've only done different structuring and placement, but not different sliders, as you can recognize on dubstep sections. This kind of song i feel like requires keeping same slidershapes for sections.

good luck ! thanks for the mod!
CucumberCuc
Hi

[Despondency]
00:01:504 (1,2,3) slightly different range
00:08:361 (1,2) maybe circle 1 move to x:394 y:354 and circle 2 move to x:376 y:338?
00:42:818 (2,3) maybe do this? or move circle 2 slightly up
01:51:561 (3) move up for better flow?
02:11:018 (5) maybe unstack and move to x:446 y:131?
03:05:875 (5) almost the same ^
03:22:247 - 03:22:761 - 03:27:733 - 03:28:247 - 03:33:218 - 03:33:733 maybe put circles?
Topic Starter
MaridiuS

CucumberCuc wrote:

Hi

[Despondency]
00:01:504 (1,2,3) slightly different range fixd
00:08:361 (1,2) maybe circle 1 move to x:394 y:354 and circle 2 move to x:376 y:338? done
00:42:818 (2,3) maybe do this? looks nice, but i want to give emphasis to (3) or move circle 2 slightly up
01:51:561 (3) move up for better flow? done
02:11:018 (5) maybe unstack and move to x:446 y:131? nah, that's boring.
03:05:875 (5) almost the same ^ nah, that's boring.
03:22:247 - 03:22:761 - 03:27:733 - 03:28:247 - 03:33:218 - 03:33:733 maybe put circles? don't want to make it dense at all.
Thanks for the mod: some feedback; Please don't do coordinates this much, its really annoying to move stuff in such a way, you have imgur so taking pictures shouldn't be a chore. And also please don't post in [img] format, just give the link.
Mismagius
[Despondency]
  1. 00:15:561 (3) - maybe place this around 280;336 for direct flow with previous slider?
  2. 00:20:533 (1) - i'd probably shorten the spinner by 1/1 to make it end in the previous red tick since it gives some resting time + the vocal "hittable" part is actually there, while the current spinner end-position is just kind of the fade out in the song
  3. 00:24:818 (1,2,3) - maybe place around 296;280 for direct flow with next slider?
  4. 00:26:190 (1,2,3) - ^ 429;213 (these things happen throughout the difficulty so i'll just stop mentioning them)
  5. 00:43:675 (1,1) - i couldn't really guess this was 1/4, i personally think something like this would be more intuitive
  6. 01:05:447 (6,1) - same here, i'd personally shorten (6) by 1/4 since it'd be more intuitive and also would fit better with the song as the 1/2 filler note would make more sense musically than the 1/4 filler here
  7. 01:25:161 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - shouldn't the spacing here progressively increase instead of decreasing (then increase at the end)? seems contradictory with the song
  8. 01:44:533 (2,3,4) - random question, but why is this such low spacing? considering it's a strong drumbeat it should make sense to make this more spaced
  9. 03:00:818 (3,4,5,6,1) - spacing gets kinda awkward here, probably because of grid, but i'd probably disable grid & raise spacing a bit to avoid these 1pixel overlaps that look awkward
  10. 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) - really disappointed that you skipped the 1/4s in this part, they really help build the intensity here instead of the constant jumping. i'd really recommend considering mapping these 1/4s to follow the song more properly
i'm not really good at modding technical mapping so sorry if i wasn't of much help lol
Deramok
took me a while to get to it and another while.. like 8 hours to write
note that a lot of points are meant for multiple occasions of the same issue, i merely didn't point out every single one as for once cbb and it would have gotten a tad long that way
also i'm assuming you can handle the terminology and concept explanations from our short exchanges of words before this
wall
  1. first off is the entire intro which is to me sitll the worst part of the map solely through the choice of objects already, which makes sense since you did say you dind't really change the part since the last message except if i misunderstood that. i'll try to get the point across with more specific examples this time around. 00:00:304 (3,4,5) - these sliders are a bit of a mush of various sound combinations, yet they all seem kind of the same, making no distiction between the different instruments used. 3 is a filler rhythm that can work for both the 1/2 synth and vocal. 4 is the same kind of slider and covers a downbeat bass and the same synth sound as 3. it stands out a bit for having movement which emphasises the downbeat, at this point i assume you follow the synth thing with these sliders. then 5 happens which covers two seperate synth sounds, uses the same kind of movement through being a back and forth as a downbeat that however doesn't exist on this one. it also covers another vocal which i assume is why this one is in the concept of another filler slider? but if it focused on vocals 4 is out of place for playing the same way as 5, which it is too for the sake of the synth. this kind of rhythm is unclear at best to me, i can't make sense of it unless i go and assume it's just a simplification, which by the build of the rest of the map, i doubt. 00:00:990 (9,10,11,1,2,3,4) - it goes on which things like this where the same sounds are covered in vastly differently conceptuated object choices. like 00:00:904 (8,10) - these vocals are just notes withing a regular burst with 10 not even being backed by a synth sound which makes this a very weird mush of things that don't really belong together and makes it be unenticing to play and look at as a result. then the synth after 11 is completely skipped, seemingly at random. especially so if you then have parts like 00:01:504 (1,2,3,4,5,6,7,8,9,10) - that can be understood on their own as having a focus on the synth as it conveys that in a structured and unified way. but having notes on just vocals like the previous 10 kills off even that idea. you can think up how this is another, even stronger yet singular example of the same issue 00:04:933 (1,2,3,4) -. you keep the object choices consistent through this first section, but that doesn't make it a better choice. so what this first part needs, is a clearer division, not an easy task with how the song works, but definitely worthwile
  2. the second section has similar issues but it's more apparent on how they could be fixed as in my example via slider usage. another way that can work in the part is to just skip one part of the instrumentals entirely or only including it sequencially whenever called for in unique segments, as you did with the synth already. 00:11:275 (2,3,4) - starts on a vocal and proceeds with two drum beats. a simple way to do this could be just a 1/4 slider plus a note. it differentiates the two elements quite naturally even if it has one of the drums on a slider end. if having a drum on a slider end is not an option for you options like http://puu.sh/x6BNn/d517f63a34.jpg that bridge gaps can work too, though different slider shapes for different occasions might be recommendable, albeit not a necessity. similar structures carry out thoughout this section as well. btw i don't understand why this needs to be a slider 00:20:361 (5) -
  3. the main thing to go on about in the next part is yet again a rhythmical one. the first two tripples make it quite apparent how they're on the sharp synth sounds. but then 00:23:104 (8,1) - already skips one but adds a note on the downbeat, which does not contain one instead. so as a result that rhythm that i'm supposed to be following doesn't even come to use, where it's the most interesting. 00:23:104 (8,1,2,3) - actually features two doubles with a left out downbeat. now many will bring the argument of how important that note is because it is said downbeat, i'd differ on that opinion. a downbeat such as this, which doesn't mark any transition with fro example cymbal crashes in other songs, but just a bass kick that comes up every half a meassure is just more of a means to be a metronome and rhythm keeper to the song. it's a supporting element to the melody that is formed by the sharp synth and the other building synth that is still in the background at this point. so skipping the note before it and then mapping the downbeat itself (as part of a tripple stack that muddles said downbeat and the second double together, which to me is also repelling as described earlier) just takes away anything of interest about the part other than the occasional focus shifts of the nature of 00:24:133 (1,2,1,2) - (which btw should have their spacing inverted due to pitches correlating to intensity and thus spacing). furthermore it makes it ambiguous on what is being followed in the first place. the slider usage could be different with that in mind too, but i can appreciate the current usage of them with snares in this part, so i won't outright complain about that. smaller things like 00:27:047 (2,1,2,3,4,1,2,3) - also occur where you start a quint in the middle of what is actually a 6 note burst starting on two which i can only explain by assuming you tried using the same focus shift as with the 2on2 jumps, just that you map the sharp synth anyway, but just starting in the middle of it. also here i appreciate the differentiation on the downbeat, but it's misleading to me anyway because the note itself still plays like the sharp synth notes before it while the same sharp synths after it are what plays differently while they'd logically be the same again, but this is a minor thing.
  4. 00:33:047 (1,2,1,2,1) - the spacing on these is messed up especially if you compare it to it's counterpart of 00:35:790 (1,2,1,2,1,2) - by which there 00:36:819 (1) - also doesn't fit in quite well. on the jump parts in general i'll reinforce what others have said already, it lacks a clear structure, or construction rather. a clear structure only makes a part boring if the structure and it's idea and execution are boring, so "structuring them perfectly and accordingly will result in a rather boring map" is not an excuse to me. by which "perfectly and accordingly" is ofc more of an overstatement as things have their leniency if you want to construct them in such a fashion. so this means to work with overarcing shaps and constructions like gradual or constant angle or spacing changes between sections of a pattern or following a geometrical form, reusing positions or connecting each section of a pattern in a certain way that you are free to chose. you somewhat do it with the in- and decrease of spacing of each jump and 00:38:875 (1,2,1,2,1,2) - . what all this does is making the map look more organized, less messy and more enticing to look at. hopefully you get the point.
    all things concidered though, a certain amount is there, but in seperate ways taking 00:33:047 (1,2,1,2,1,2) - as an example; it keeps up a direction of circular back and forth movement with thefirst three pairs (though purple one kind of goes against that already), forming a set of two trinagles the notes alternate between, which is a fairly cool idea, while the descending part is in a less flowy but more crumbling fashion with it's direction changes and forming a thape of two semi-parallel pairs of three again. though the connection between the two is improvable. nice conept.. if they were intentional, which i hope, which however is not seen again in the other iterations in any form. the second pattern has a sort of hexagonal thing going on within it, but it doesn't look to have more to it than that sadly. this puts a dent in the parts coherency with itself and the flow structure as result as well beond the visual aspects. maybe it was pointless to go into detail on those two specific examples to make things clearer, but i tried.
  5. 00:41:961 (1) - why is this split necessary. especially with 00:41:618 (5,5) - being just regular turning points in a coherent stream it doesn't strike me as a good idea to map a split which goes on the same drum beat, the same cymbals and the same kind of synth climax as the other notes. even if it's the turning point from increasing to decreasing pitches of the synth, this is overemphasised imo and might just as well be a regular, maybe sharp, but definitely coherent stream turn. atm it just looks like you did it that way due to running out of space to the side, which i won't dare accusing you of though as i might be missing any intention, but in that case it would be simple to just move the entire stream and linked objects after it, maybe with a little rotation, to the right since it's a seperated entity from it's surroundings
  6. 00:48:904 (4,6) - i don't know why these are a thing after you even skip the synths the entire thing. this just takes away from the transitioning vocals you've been building the part around. it just adds some out of place rhythm density.
  7. 00:50:190 (3) - i'd just use two notes instead as they are two distinct vocals (that aren't even ve syllables). doesn't really increase activity density noticably and even decreases rhythm density if that's a concern of yours. i don't know why you'd use a repeat in the first place either as the end of it doesn't carry any significance aside being.. a filler, which i don't think is fitting with a low density part in either
  8. in turn things like 00:50:704 (1,2) - could just be a 1/1 slider for slight alerations of the reasons in the previous point
  9. 00:56:533 (1,2,3) - even if you come with the argument of "variety".. this is just overmapped in every sense of the term. there isn't even any of the sharp synths that make up al the 1/4 rhythms in the section on that 2. a simple contrast pattern does the job just as well without overmapping and artificial attention grabbing
  10. 00:58:761 (2,3) - a little flow thing; it's nice how 00:54:990 (1,2,3,4,1,2,3) - share a direction and feel like a reiterating unit, which certainly fits with the vocals. but 00:58:590 (1,2,3) - puts that concept to waste as it just breaks the angular momentum in a similar part, which could easily be avoided with something as simple as a turn around in the fashion of http://puu.sh/x6OkF/d0cf6fa81f.jpg , ofc with the minor adjustments of the objects after it
  11. 00:59:961 (2,3,4,5,1,2,3,4) - whith these you try to incorporate the sharp synth again, which is a good idea to build up tension again, but it comes off as arbitrary if you shortly after pull things like on 01:01:675 (1,3,7,1,2) - . it is also weird how you remove most of that again in the next part except for some that are overmapped in the same fashion as the one from two points ago. on the part of 01:11:447 (1) - it gets a bit better because they are more recognisable as just fillers between the vocals that are mapped in a clear way on sliders (except for the repeat again01:12:133 (4) - )
  12. 01:18:990 (1,2) - could be a tripple since you do focus on the drums a lot as well
  13. 01:24:304 (4,1) - should be a tripple since the part exclusively focuses on the drum (good example of a structured pattern btw 01:22:418 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1) - albeit the first one doesn't connect with the latter two and those two only have one reused position connecting them as well, but the splits are comprehensible and have some degree of connection and overall structure, even if it's a basic one)
  14. 01:25:161 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - two things with this stream aside of the idea of the decreasing angle being interesting if it weren't broken by both of the last ones being straight rather than just the last one. why is the spacing decreasing? it's the same drum hit throughout and the building pitch is increasing rather than decreasing and also doesn't really do anything more special for the last three notes to justify them being highly spaced again in contrast. it's a nice contrast idea, but it doesn't represent the song. secondly 01:25:761 (4,4) - are overmapped
  15. 01:28:590 (1,2,3) - the sliders seem like they are starting too early for the electronic sounds. while the first one has a drum supporting it, it becomes apparent with the second one starting on nothing while ending on the sound and also being preceeded by an unmapped one. gonna be hard to cover everything properly on this but the current version doesn't make much sense to me. something like http://puu.sh/x7oMh/0986a57609.jpg comes about the closest to it without skipping instruments, which might be the preferable option nonetheless
  16. 01:29:961 (1) - this would be a great place for a split stream as the sound you're covering is a momentary one and the the ones you have the burst on continues right over it. on the same note it would make sense to twist 01:30:218 (3,4) - apart from the burst as they're of the same kind and stand out from the ones making up the stream and the current version takes away from taht distinction even more by adding just one note before it.
  17. 01:31:904 (5) - why a repeat
  18. 01:36:133 (1) - might want to make it into a note plus a 1/3 slider as the 1/3 sound only picks up at where the repeat arrow is now. current version overgoes that and is thus misrepresentative
  19. 01:36:990 (2) - either map al of this sound or just skip it. as it is, it's confusing. having that slider there implies you'd follow it only to then not do so one object and a gap later. i see how you want to capture the bass hits on the next 1, but there are better ways to go about it by either filling or skipping the 1/3 thing. skipping is probably the better option as you do so with the following objects as well
  20. 01:47:104 (1,2,1,2,3,4,1,2) - a decent way of handling it as is and it's befitting to the map as well. i'll just mention how this would be a good place to use contrasts for future reference as i've seen some other mods have talked about it as well in regard of how just everything has high spacing.
  21. 01:50:533 (5) - what makes this more special than the other vocals i wonder. there ought to be something since its a slider, but i don't see it. if it's the the backgrund synth thing that peaks in pitch there, it's still a distinct sound and has no reason to be extended on imo
  22. 01:51:047 (7,1) - how about making a slider out of these as they just sort of feel like jump spam atm while they could be emphasising a longer vocal instead. if the down beat is still a concern to you after what i said earlier, i guess that's that.. unfortunate
  23. 01:53:275 (3,4,5,6,7,8,1,2,3,4) - about all these 1/4 bits in this part.. i can't figure them out. you seem to just throw them in and skip every now and then, differing even within the same sets, and i don't see a system behind it. doesn't really work with consistent vocal sliders either
  24. 02:16:590 (6) - would ctrl g for a more rounded flow as it currently breaks momentum and i'm not sure if that is in your interest
  25. 02:21:047 (4) - also concider flipping that one on it's straight axis for similar reasons
  26. 02:23:961 (9) - 02:25:161 (7) - ?? no matter how many times i listen to it i can't hear any 1/8 and the buzz is omni-present in the part anyway
  27. 02:27:390 (4,5,6,7) - the start of 6 isn't on any particular beat and even less so resembling of 4. you missed a note in between instead of the instrument you usually map through this part though so i assume you might just have have overheard it (also missing one between 02:28:075 (8,1) - which would serve as a good transition as well)
  28. 02:28:247 (1,2,1,2,1,2,1,2) - nice construct but the spacing seems random
  29. 02:30:133 (2,1) - 02:30:818 (2,1) - along with a possible tripple here you could have used some accents on vocals to make this whole build part less stagnant
  30. 02:33:475 (3,4) - ctrl g to actually capture the impact of the snare
  31. 02:35:070 (1) - also this one could profit of a simple crtl g as it plays with the same impact as the previous sliders atm
  32. 02:35:447 (3,4) - changing this into another set of 1/3 sliders would come off as less arbitrary in sound change as you focused those over vocals before as well. especially since the current things plays on sounds that you skipped in the beginning of the very same meassure and you don't have a focus on teh vocals anyway. a change like that could further profit of a removal of 02:35:790 (1) - since the main sound the stream follows starts a tick later in correlation to just those sounds
  33. 02:36:475 (1) - different sounds, but it's the same occasion as with the previous set of two repeats. the first one starts too early and shouldn't be a repeat
  34. 02:38:533 (6) - having a gap after this makes this play really weirdly as it does not follow the sounds that make up the foreground 1/4. so the tick after it takes another note. i myself would work around it so current 6 isn't a clickable in either the form of a gap or a slider end
  35. 02:43:333 (1,2,3,4) - only three is different in terms of it having a different drum hit on it (also with a vocal on it). one can stay a single as it doesn't have the electro sound but two i'd make into a slider with the same position as current 2, matching up in direction with the other sliders. on top a change of direction on 3, perhaps with a simple ctrl g could give credit to the different hits as well. would just perhaps need some readjusting on the following tripple
  36. 02:49:504 (1,2) - they are completely different sounds from what makes up the rest of the stream and should not connect them along with the surrounding notes into the same entity, certainly not with the same spacing and shape as the following two notes, it's just muddling, which is always unpleasant
  37. 03:57:304 (8,1) - i can't imagine a linear split playing well in a map like this , it's unprecedented and nothing about the music is unique enough to call for something like this. a split in general is alright, even if i'd personally still not recommend it, but the way this one is executed is highly disagreeable.
  38. 04:00:818 (1,2,3,4,1) - just a curve that is dented by a just about noticable amount
  39. 04:02:961 (8,1) - the tripples in this part seems pretty random to me. the first one makes sense as the first note isn't an electric one and being on a sliderend with that. but then the second one has an actual note in the same stack. furthermore.. there's so many tripples that are upright skipped while they sounds virtually the same and are not hindered by any other focus you are taking
  40. 04:06:990 (1,2,3) - i don't like the repetition of these. they feel spammy. reason being that they completely ignore the vocals that make up the melody except with minor spacing differences if that is even intentional, which doesn't really do much anyway either though since contrast isn't a thing in this part. the sharp electric sounds are also skipped completely and instead a simple, metronome like background kick-snare rhythm is in focus.
  41. 04:23:447 (1,2,1,2,1,2) - spacing is not on pitch (mainly just the third pair in each iteration)
have fun red-walling, hopefully some green can slip in between
ah, and you don't need to mod my other map, i might have one that is more in need of regular mods in the nearish future instead. i'll message you about that if it happens and if you even do tickety stuff
Topic Starter
MaridiuS

Deramok wrote:

took me a while to get to it and another while.. like 8 hours to write
note that a lot of points are meant for multiple occasions of the same issue, i merely didn't point out every single one as for once cbb and it would have gotten a tad long that way
also i'm assuming you can handle the terminology and concept explanations from our short exchanges of words before this
wall
  1. first off is the entire intro which is to me sitll the worst part of the map solely through the choice of objects already, which makes sense since you did say you dind't really change the part since the last message except if i misunderstood that. i'll try to get the point across with more specific examples this time around. 00:00:304 (3,4,5) - these sliders are a bit of a mush of various sound combinations, yet they all seem kind of the same, making no distiction between the different instruments used. 3 is a filler rhythm that can work for both the 1/2 synth and vocal. 4 is the same kind of slider and covers a downbeat bass and the same synth sound as 3. it stands out a bit for having movement which emphasises the downbeat, at this point i assume you follow the synth thing with these sliders. then 5 happens which covers two seperate synth sounds, uses the same kind of movement through being a back and forth as a downbeat that however doesn't exist on this one. it also covers another vocal which i assume is why this one is in the concept of another filler slider? but if it focused on vocals 4 is out of place for playing the same way as 5, which it is too for the sake of the synth. this kind of rhythm is unclear at best to me, i can't make sense of it unless i go and assume it's just a simplification, which by the build of the rest of the map, i doubt. 00:00:990 (9,10,11,1,2,3,4) - it goes on which things like this where the same sounds are covered in vastly differently conceptuated object choices. like 00:00:904 (8,10) - these vocals are just notes withing a regular burst with 10 not even being backed by a synth sound which makes this a very weird mush of things that don't really belong together and makes it be unenticing to play and look at as a result. then the synth after 11 is completely skipped, seemingly at random. especially so if you then have parts like 00:01:504 (1,2,3,4,5,6,7,8,9,10) - that can be understood on their own as having a focus on the synth as it conveys that in a structured and unified way. but having notes on just vocals like the previous 10 kills off even that idea. you can think up how this is another, even stronger yet singular example of the same issue 00:04:933 (1,2,3,4) -. you keep the object choices consistent through this first section, but that doesn't make it a better choice. so what this first part needs, is a clearer division, not an easy task with how the song works, but definitely worthwile
  2. the second section has similar issues but it's more apparent on how they could be fixed as in my example via slider usage. another way that can work in the part is to just skip one part of the instrumentals entirely or only including it sequencially whenever called for in unique segments, as you did with the synth already. 00:11:275 (2,3,4) - starts on a vocal and proceeds with two drum beats. a simple way to do this could be just a 1/4 slider plus a note. it differentiates the two elements quite naturally even if it has one of the drums on a slider end. if having a drum on a slider end is not an option for you options like http://puu.sh/x6BNn/d517f63a34.jpg that bridge gaps can work too, though different slider shapes for different occasions might be recommendable, albeit not a necessity. similar structures carry out thoughout this section as well. btw i don't understand why this needs to be a slider 00:20:361 (5) -
  3. the main thing to go on about in the next part is yet again a rhythmical one. the first two tripples make it quite apparent how they're on the sharp synth sounds. but then 00:23:104 (8,1) - already skips one but adds a note on the downbeat, which does not contain one instead. so as a result that rhythm that i'm supposed to be following doesn't even come to use, where it's the most interesting. 00:23:104 (8,1,2,3) - actually features two doubles with a left out downbeat. now many will bring the argument of how important that note is because it is said downbeat, i'd differ on that opinion. a downbeat such as this, which doesn't mark any transition with fro example cymbal crashes in other songs, but just a bass kick that comes up every half a meassure is just more of a means to be a metronome and rhythm keeper to the song. it's a supporting element to the melody that is formed by the sharp synth and the other building synth that is still in the background at this point. so skipping the note before it and then mapping the downbeat itself (as part of a tripple stack that muddles said downbeat and the second double together, which to me is also repelling as described earlier) just takes away anything of interest about the part other than the occasional focus shifts of the nature of 00:24:133 (1,2,1,2) - (which btw should have their spacing inverted due to pitches correlating to intensity and thus spacing). furthermore it makes it ambiguous on what is being followed in the first place. the slider usage could be different with that in mind too, but i can appreciate the current usage of them with snares in this part, so i won't outright complain about that. smaller things like 00:27:047 (2,1,2,3,4,1,2,3) - also occur where you start a quint in the middle of what is actually a 6 note burst starting on two which i can only explain by assuming you tried using the same focus shift as with the 2on2 jumps, just that you map the sharp synth anyway, but just starting in the middle of it. also here i appreciate the differentiation on the downbeat, but it's misleading to me anyway because the note itself still plays like the sharp synth notes before it while the same sharp synths after it are what plays differently while they'd logically be the same again, but this is a minor thing.
  4. 00:33:047 (1,2,1,2,1) - the spacing on these is messed up especially if you compare it to it's counterpart of 00:35:790 (1,2,1,2,1,2) - by which there 00:36:819 (1) - also doesn't fit in quite well. on the jump parts in general i'll reinforce what others have said already, it lacks a clear structure, or construction rather. a clear structure only makes a part boring if the structure and it's idea and execution are boring, so "structuring them perfectly and accordingly will result in a rather boring map" is not an excuse to me. by which "perfectly and accordingly" is ofc more of an overstatement as things have their leniency if you want to construct them in such a fashion. so this means to work with overarcing shaps and constructions like gradual or constant angle or spacing changes between sections of a pattern or following a geometrical form, reusing positions or connecting each section of a pattern in a certain way that you are free to chose. you somewhat do it with the in- and decrease of spacing of each jump and 00:38:875 (1,2,1,2,1,2) - . what all this does is making the map look more organized, less messy and more enticing to look at. hopefully you get the point.
    all things concidered though, a certain amount is there, but in seperate ways taking 00:33:047 (1,2,1,2,1,2) - as an example; it keeps up a direction of circular back and forth movement with thefirst three pairs (though purple one kind of goes against that already), forming a set of two trinagles the notes alternate between, which is a fairly cool idea, while the descending part is in a less flowy but more crumbling fashion with it's direction changes and forming a thape of two semi-parallel pairs of three again. though the connection between the two is improvable. nice conept.. if they were intentional, which i hope, which however is not seen again in the other iterations in any form. the second pattern has a sort of hexagonal thing going on within it, but it doesn't look to have more to it than that sadly. this puts a dent in the parts coherency with itself and the flow structure as result as well beond the visual aspects. maybe it was pointless to go into detail on those two specific examples to make things clearer, but i tried.
  5. 00:41:961 (1) - why is this split necessary. especially with 00:41:618 (5,5) - being just regular turning points in a coherent stream it doesn't strike me as a good idea to map a split which goes on the same drum beat, the same cymbals and the same kind of synth climax as the other notes. even if it's the turning point from increasing to decreasing pitches of the synth, this is overemphasised imo and might just as well be a regular, maybe sharp, but definitely coherent stream turn. atm it just looks like you did it that way due to running out of space to the side, which i won't dare accusing you of though as i might be missing any intention, but in that case it would be simple to just move the entire stream and linked objects after it, maybe with a little rotation, to the right since it's a seperated entity from it's surroundings
  6. 00:48:904 (4,6) - i don't know why these are a thing after you even skip the synths the entire thing. this just takes away from the transitioning vocals you've been building the part around. it just adds some out of place rhythm density.
  7. 00:50:190 (3) - i'd just use two notes instead as they are two distinct vocals (that aren't even ve syllables). doesn't really increase activity density noticably and even decreases rhythm density if that's a concern of yours. i don't know why you'd use a repeat in the first place either as the end of it doesn't carry any significance aside being.. a filler, which i don't think is fitting with a low density part in either
  8. in turn things like 00:50:704 (1,2) - could just be a 1/1 slider for slight alerations of the reasons in the previous point
  9. 00:56:533 (1,2,3) - even if you come with the argument of "variety".. this is just overmapped in every sense of the term. there isn't even any of the sharp synths that make up al the 1/4 rhythms in the section on that 2. a simple contrast pattern does the job just as well without overmapping and artificial attention grabbing
  10. 00:58:761 (2,3) - a little flow thing; it's nice how 00:54:990 (1,2,3,4,1,2,3) - share a direction and feel like a reiterating unit, which certainly fits with the vocals. but 00:58:590 (1,2,3) - puts that concept to waste as it just breaks the angular momentum in a similar part, which could easily be avoided with something as simple as a turn around in the fashion of http://puu.sh/x6OkF/d0cf6fa81f.jpg , ofc with the minor adjustments of the objects after it
  11. 00:59:961 (2,3,4,5,1,2,3,4) - whith these you try to incorporate the sharp synth again, which is a good idea to build up tension again, but it comes off as arbitrary if you shortly after pull things like on 01:01:675 (1,3,7,1,2) - . it is also weird how you remove most of that again in the next part except for some that are overmapped in the same fashion as the one from two points ago. on the part of 01:11:447 (1) - it gets a bit better because they are more recognisable as just fillers between the vocals that are mapped in a clear way on sliders (except for the repeat again01:12:133 (4) - )
  12. 01:18:990 (1,2) - could be a tripple since you do focus on the drums a lot as well
  13. 01:24:304 (4,1) - should be a tripple since the part exclusively focuses on the drum (good example of a structured pattern btw 01:22:418 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1) - albeit the first one doesn't connect with the latter two and those two only have one reused position connecting them as well, but the splits are comprehensible and have some degree of connection and overall structure, even if it's a basic one)
  14. 01:25:161 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - two things with this stream aside of the idea of the decreasing angle being interesting if it weren't broken by both of the last ones being straight rather than just the last one. why is the spacing decreasing? it's the same drum hit throughout and the building pitch is increasing rather than decreasing and also doesn't really do anything more special for the last three notes to justify them being highly spaced again in contrast. it's a nice contrast idea, but it doesn't represent the song. secondly 01:25:761 (4,4) - are overmapped
  15. 01:28:590 (1,2,3) - the sliders seem like they are starting too early for the electronic sounds. while the first one has a drum supporting it, it becomes apparent with the second one starting on nothing while ending on the sound and also being preceeded by an unmapped one. gonna be hard to cover everything properly on this but the current version doesn't make much sense to me. something like http://puu.sh/x7oMh/0986a57609.jpg comes about the closest to it without skipping instruments, which might be the preferable option nonetheless
  16. 01:29:961 (1) - this would be a great place for a split stream as the sound you're covering is a momentary one and the the ones you have the burst on continues right over it. on the same note it would make sense to twist 01:30:218 (3,4) - apart from the burst as they're of the same kind and stand out from the ones making up the stream and the current version takes away from taht distinction even more by adding just one note before it.
  17. 01:31:904 (5) - why a repeat
  18. 01:36:133 (1) - might want to make it into a note plus a 1/3 slider as the 1/3 sound only picks up at where the repeat arrow is now. current version overgoes that and is thus misrepresentative
  19. 01:36:990 (2) - either map al of this sound or just skip it. as it is, it's confusing. having that slider there implies you'd follow it only to then not do so one object and a gap later. i see how you want to capture the bass hits on the next 1, but there are better ways to go about it by either filling or skipping the 1/3 thing. skipping is probably the better option as you do so with the following objects as well
  20. 01:47:104 (1,2,1,2,3,4,1,2) - a decent way of handling it as is and it's befitting to the map as well. i'll just mention how this would be a good place to use contrasts for future reference as i've seen some other mods have talked about it as well in regard of how just everything has high spacing.
  21. 01:50:533 (5) - what makes this more special than the other vocals i wonder. there ought to be something since its a slider, but i don't see it. if it's the the backgrund synth thing that peaks in pitch there, it's still a distinct sound and has no reason to be extended on imo
  22. 01:51:047 (7,1) - how about making a slider out of these as they just sort of feel like jump spam atm while they could be emphasising a longer vocal instead. if the down beat is still a concern to you after what i said earlier, i guess that's that.. unfortunate
  23. 01:53:275 (3,4,5,6,7,8,1,2,3,4) - about all these 1/4 bits in this part.. i can't figure them out. you seem to just throw them in and skip every now and then, differing even within the same sets, and i don't see a system behind it. doesn't really work with consistent vocal sliders either
  24. 02:16:590 (6) - would ctrl g for a more rounded flow as it currently breaks momentum and i'm not sure if that is in your interest
  25. 02:21:047 (4) - also concider flipping that one on it's straight axis for similar reasons
  26. 02:23:961 (9) - 02:25:161 (7) - ?? no matter how many times i listen to it i can't hear any 1/8 and the buzz is omni-present in the part anyway
  27. 02:27:390 (4,5,6,7) - the start of 6 isn't on any particular beat and even less so resembling of 4. you missed a note in between instead of the instrument you usually map through this part though so i assume you might just have have overheard it (also missing one between 02:28:075 (8,1) - which would serve as a good transition as well)
  28. 02:28:247 (1,2,1,2,1,2,1,2) - nice construct but the spacing seems random
  29. 02:30:133 (2,1) - 02:30:818 (2,1) - along with a possible tripple here you could have used some accents on vocals to make this whole build part less stagnant
  30. 02:33:475 (3,4) - ctrl g to actually capture the impact of the snare
  31. 02:35:070 (1) - also this one could profit of a simple crtl g as it plays with the same impact as the previous sliders atm
  32. 02:35:447 (3,4) - changing this into another set of 1/3 sliders would come off as less arbitrary in sound change as you focused those over vocals before as well. especially since the current things plays on sounds that you skipped in the beginning of the very same meassure and you don't have a focus on teh vocals anyway. a change like that could further profit of a removal of 02:35:790 (1) - since the main sound the stream follows starts a tick later in correlation to just those sounds
  33. 02:36:475 (1) - different sounds, but it's the same occasion as with the previous set of two repeats. the first one starts too early and shouldn't be a repeat
  34. 02:38:533 (6) - having a gap after this makes this play really weirdly as it does not follow the sounds that make up the foreground 1/4. so the tick after it takes another note. i myself would work around it so current 6 isn't a clickable in either the form of a gap or a slider end
  35. 02:43:333 (1,2,3,4) - only three is different in terms of it having a different drum hit on it (also with a vocal on it). one can stay a single as it doesn't have the electro sound but two i'd make into a slider with the same position as current 2, matching up in direction with the other sliders. on top a change of direction on 3, perhaps with a simple ctrl g could give credit to the different hits as well. would just perhaps need some readjusting on the following tripple
  36. 02:49:504 (1,2) - they are completely different sounds from what makes up the rest of the stream and should not connect them along with the surrounding notes into the same entity, certainly not with the same spacing and shape as the following two notes, it's just muddling, which is always unpleasant
  37. 03:57:304 (8,1) - i can't imagine a linear split playing well in a map like this , it's unprecedented and nothing about the music is unique enough to call for something like this. a split in general is alright, even if i'd personally still not recommend it, but the way this one is executed is highly disagreeable.
  38. 04:00:818 (1,2,3,4,1) - just a curve that is dented by a just about noticable amount
  39. 04:02:961 (8,1) - the tripples in this part seems pretty random to me. the first one makes sense as the first note isn't an electric one and being on a sliderend with that. but then the second one has an actual note in the same stack. furthermore.. there's so many tripples that are upright skipped while they sounds virtually the same and are not hindered by any other focus you are taking
  40. 04:06:990 (1,2,3) - i don't like the repetition of these. they feel spammy. reason being that they completely ignore the vocals that make up the melody except with minor spacing differences if that is even intentional, which doesn't really do much anyway either though since contrast isn't a thing in this part. the sharp electric sounds are also skipped completely and instead a simple, metronome like background kick-snare rhythm is in focus.
  41. 04:23:447 (1,2,1,2,1,2) - spacing is not on pitch (mainly just the third pair in each iteration)
have fun red-walling, hopefully some green can slip in between
ah, and you don't need to mod my other map, i might have one that is more in need of regular mods in the nearish future instead. i'll message you about that if it happens and if you even do tickety stuff
Woah dude that was a bit unexpected, I'm just a bit worried that I won't able to respond, if I dont respond on sunday, you'll have to wait till september. There's a slight chance i'll have a pc on the vacation though.

For mismagius, i'll have a reply ready on sunday, will apply maybe one suggestion. And will also add a bit of a small followup to my mod on your map.
Topic Starter
MaridiuS

Mismagius wrote:

[Despondency]
  1. 00:15:561 (3) - maybe place this around 280;336 for direct flow with previous slider? I don't like direct linear movement
  2. 00:20:533 (1) - i'd probably shorten the spinner by 1/1 to make it end in the previous red tick since it gives some resting time + the vocal "hittable" part is actually there, while the current spinner end-position is just kind of the fade out in the song the hithat buildup or whatever pitch sound is also being added, so i prefer to make it on a red tick before the pattern to better follow vocals + that new sound.
  3. 00:24:818 (1,2,3) - maybe place around 296;280 for direct flow with next slider? don't like that
  4. 00:26:190 (1,2,3) - ^ 429;213 (these things happen throughout the difficulty so i'll just stop mentioning them) yeah should've realized by now that its on purpose.
  5. 00:43:675 (1,1) - i couldn't really guess this was 1/4, i personally think something like this would be more intuitive From a playable perspective, I believe that players should be able to judge the approach circle and rhythmically understand when will the next hit be for them to be prepared. It gives a nices emphasis this hard movement from a slow slider on the beggining of a new section.
  6. 01:05:447 (6,1) - same here, i'd personally shorten (6) by 1/4 since it'd be more intuitive and also would fit better with the song as the 1/2 filler note would make more sense musically than the 1/4 filler here I like the impact that it gives, and I also have faith in players.
  7. 01:25:161 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - shouldn't the spacing here progressively increase instead of decreasing (then increase at the end)? seems contradictory with the song listened to the song tons of times, and I've judged the sounds to get quieter until the last 3 notes, which are sounding like snares.
  8. 01:44:533 (2,3,4) - random question, but why is this such low spacing? considering it's a strong drumbeat it should make sense to make this more spaced compared to the section, this was never used as 1/4 when the beat was double slower. Here I use it in a friendly way to introduce sped up rhythm, and since its nothing special except drum hithats, it doesn't need bigger spacing.
  9. 03:00:818 (3,4,5,6,1) - spacing gets kinda awkward here, probably because of grid, but i'd probably disable grid & raise spacing a bit to avoid these 1pixel overlaps that look awkward wtf okay, will apply XDX
  10. 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) - really disappointed that you skipped the 1/4s in this part, they really help build the intensity here instead of the constant jumping. i'd really recommend considering mapping these 1/4s to follow the song more properly I am kinda against that, but I will try remapping on a new version, I don't see the appeal of following the 1/4's when the jumps fit more following the intensity of the song. doing 1/4's will slow down movement, and be more blend for all the constant kicks going in the background.
i'm not really good at modding technical mapping so sorry if i wasn't of much help lol
Thanks for mod.
neonat
Hello

Despondency

00:02:704 (10) - using a circle instead of a slider here, it helps with matching with how the sounds cut short here and leaves a sudden short break in the song. Similarly at 00:08:190 (10)
00:09:733 (1,2,3) - start the slider at 00:09:733 and the 2 circles at 00:09:904 and 00:09:990 - the voice holds at 00:09:733 while there are 2 independent beats at 00:09:904 and 00:09:990 would coincide better with circles
00:25:504 (6,7) - could 00:25:675 (7) be shifted more to the left, so that the angle from 00:25:504 (6) is not that acute. Quite often in this section the movement is quite restricted and small, like around 00:26:875 (1,2,1,2) - and that would make things harder to move around
00:32:361 (3) - separate and use 2 circles? 00:32:533 is a strong beat
00:33:218 (2,1) - largest spacing in this pattern, but wouldn't it be more appropriate for the largest spacing to be at 00:33:561 (2,1) - where the peak pitch is at? Like 00:36:305 (2,1)
00:43:675 (1) - because of how 00:42:990 (3,4,5,6,7) is angled, the movement to 00:43:675 (1) feels irregular, possibly shift it lower, curve it to face more to the right rather than left for example
02:04:247 (4,5,6) - especially the spacing for 02:04:247 (4,5) - unlike the others with the held vocals the spacing here is the odd one out
03:15:561 (3) - why finish here rather than 03:15:218 (2) - like 03:13:847 (2) - ? The cymbals don't seem to be heard at 03:15:561
03:17:618 (1) - 03:28:590 (1) - 03:39:561 (1) - hitsounds for these?
04:01:504 (1) - 04:12:475 (1) - 04:23:447 (1) - finish?
04:23:790 (1,2,1) - bigger spacing for 04:23:961 (2,1) rather than 04:23:790 (1,2) - match with the peak pitch in the song
04:24:647 (2,1,2) - could try to portray the increase in pitch in the song again at 04:24:647 (2,1) with a change in spacing comapred to what is around it, have it bigger than the rest
04:26:704 (2,1) - similarly about the spacing, 04:27:218 (1,2,1) - this one actually somewhat shows that, with 04:27:390 (2,1) - bigger than all those around it, albeit just slightly
04:29:447 (2,1) - 04:30:133 (2,1) - 04:32:190 (2,1) - 04:34:933 (2,1) - 04:35:618 (2,1) - ^ etc.
04:38:533 (1,2,3,4,5,6) - could do some spacing emphasis here for the tune change and increase in song pressure/intensity
04:47:961 (5) - 04:53:447 (5) - 04:58:933 (5) - similar to 00:02:704 (10)
04:50:190 (1,2,3,4,5,6) - could be like 05:01:161 (1,2) - starting with sliders matches the vocal in the song
04:54:990 (1,2,3,4) - similar to 00:09:733 (1,2,3)

All the best
Topic Starter
MaridiuS

Deramok wrote:

took me a while to get to it and another while.. like 8 hours to write
note that a lot of points are meant for multiple occasions of the same issue, i merely didn't point out every single one as for once cbb and it would have gotten a tad long that way
also i'm assuming you can handle the terminology and concept explanations from our short exchanges of words before this
wall
  1. 1. first off is the entire intro which is to me sitll the worst part of the map solely through the choice of objects already, which makes sense since you did say you dind't really change the part since the last message except if i misunderstood that. i'll try to get the point across with more specific examples this time around. 00:00:304 (3,4,5) - these sliders are a bit of a mush of various sound combinations, yet they all seem kind of the same, making no distiction between the different instruments used. 3 is a filler rhythm that can work for both the 1/2 synth and vocal. 4 is the same kind of slider and covers a downbeat bass and the same synth sound as 3. it stands out a bit for having movement which emphasises the downbeat, at this point i assume you follow the synth thing with these sliders. then 5 happens which covers two seperate synth sounds, uses the same kind of movement through being a back and forth as a downbeat that however doesn't exist on this one. it also covers another vocal which i assume is why this one is in the concept of another filler slider? but if it focused on vocals 4 is out of place for playing the same way as 5, which it is too for the sake of the synth. this kind of rhythm is unclear at best to me, i can't make sense of it unless i go and assume it's just a simplification, which by the build of the rest of the map, i doubt. 00:00:990 (9,10,11,1,2,3,4) - it goes on which things like this where the same sounds are covered in vastly differently conceptuated object choices. like 00:00:904 (8,10) - these vocals are just notes withing a regular burst with 10 not even being backed by a synth sound which makes this a very weird mush of things that don't really belong together and makes it be unenticing to play and look at as a result. then the synth after 11 is completely skipped, seemingly at random. especially so if you then have parts like 00:01:504 (1,2,3,4,5,6,7,8,9,10) - that can be understood on their own as having a focus on the synth as it conveys that in a structured and unified way. but having notes on just vocals like the previous 10 kills off even that idea. you can think up how this is another, even stronger yet singular example of the same issue 00:04:933 (1,2,3,4) -. you keep the object choices consistent through this first section, but that doesn't make it a better choice. so what this first part needs, is a clearer division, not an easy task with how the song works, but definitely worthwile
  2. 2.the second section has similar issues but it's more apparent on how they could be fixed as in my example via slider usage. another way that can work in the part is to just skip one part of the instrumentals entirely or only including it sequencially whenever called for in unique segments, as you did with the synth already. 00:11:275 (2,3,4) - starts on a vocal and proceeds with two drum beats. a simple way to do this could be just a 1/4 slider plus a note. it differentiates the two elements quite naturally even if it has one of the drums on a slider end. if having a drum on a slider end is not an option for you options like http://puu.sh/x6BNn/d517f63a34.jpg that bridge gaps can work too, though different slider shapes for different occasions might be recommendable, albeit not a necessity. similar structures carry out thoughout this section as well. btw i don't understand why this needs to be a slider 00:20:361 (5) -
  3. 3.the main thing to go on about in the next part is yet again a rhythmical one. the first two tripples make it quite apparent how they're on the sharp synth sounds. but then 00:23:104 (8,1) - already skips one but adds a note on the downbeat, which does not contain one instead. so as a result that rhythm that i'm supposed to be following doesn't even come to use, where it's the most interesting. 00:23:104 (8,1,2,3) - actually features two doubles with a left out downbeat. now many will bring the argument of how important that note is because it is said downbeat, i'd differ on that opinion. a downbeat such as this, which doesn't mark any transition with fro example cymbal crashes in other songs, but just a bass kick that comes up every half a meassure is just more of a means to be a metronome and rhythm keeper to the song. it's a supporting element to the melody that is formed by the sharp synth and the other building synth that is still in the background at this point. so skipping the note before it and then mapping the downbeat itself (as part of a tripple stack that muddles said downbeat and the second double together, which to me is also repelling as described earlier) just takes away anything of interest about the part other than the occasional focus shifts of the nature of 00:24:133 (1,2,1,2) - (which btw should have their spacing inverted due to pitches correlating to intensity and thus spacing). furthermore it makes it ambiguous on what is being followed in the first place. the slider usage could be different with that in mind too, but i can appreciate the current usage of them with snares in this part, so i won't outright complain about that. smaller things like 00:27:047 (2,1,2,3,4,1,2,3) - also occur where you start a quint in the middle of what is actually a 6 note burst starting on two which i can only explain by assuming you tried using the same focus shift as with the 2on2 jumps, just that you map the sharp synth anyway, but just starting in the middle of it. also here i appreciate the differentiation on the downbeat, but it's misleading to me anyway because the note itself still plays like the sharp synth notes before it while the same sharp synths after it are what plays differently while they'd logically be the same again, but this is a minor thing.
  4. 4. 00:33:047 (1,2,1,2,1) - the spacing on these is messed up especially if you compare it to it's counterpart of 00:35:790 (1,2,1,2,1,2) - by which there 00:36:819 (1) - also doesn't fit in quite well. on the jump parts in general i'll reinforce what others have said already, it lacks a clear structure, or construction rather. a clear structure only makes a part boring if the structure and it's idea and execution are boring, so "structuring them perfectly and accordingly will result in a rather boring map" is not an excuse to me. by which "perfectly and accordingly" is ofc more of an overstatement as things have their leniency if you want to construct them in such a fashion. so this means to work with overarcing shaps and constructions like gradual or constant angle or spacing changes between sections of a pattern or following a geometrical form, reusing positions or connecting each section of a pattern in a certain way that you are free to chose. you somewhat do it with the in- and decrease of spacing of each jump and 00:38:875 (1,2,1,2,1,2) - . what all this does is making the map look more organized, less messy and more enticing to look at. hopefully you get the point.
    all things concidered though, a certain amount is there, but in seperate ways taking 00:33:047 (1,2,1,2,1,2) - as an example; it keeps up a direction of circular back and forth movement with thefirst three pairs (though purple one kind of goes against that already), forming a set of two trinagles the notes alternate between, which is a fairly cool idea, while the descending part is in a less flowy but more crumbling fashion with it's direction changes and forming a thape of two semi-parallel pairs of three again. though the connection between the two is improvable. nice conept.. if they were intentional, which i hope, which however is not seen again in the other iterations in any form. the second pattern has a sort of hexagonal thing going on within it, but it doesn't look to have more to it than that sadly. this puts a dent in the parts coherency with itself and the flow structure as result as well beond the visual aspects. maybe it was pointless to go into detail on those two specific examples to make things clearer, but i tried.
  5. 5.00:41:961 (1) - why is this split necessary. especially with 00:41:618 (5,5) - being just regular turning points in a coherent stream it doesn't strike me as a good idea to map a split which goes on the same drum beat, the same cymbals and the same kind of synth climax as the other notes. even if it's the turning point from increasing to decreasing pitches of the synth, this is overemphasised imo and might just as well be a regular, maybe sharp, but definitely coherent stream turn. atm it just looks like you did it that way due to running out of space to the side, which i won't dare accusing you of though as i might be missing any intention, but in that case it would be simple to just move the entire stream and linked objects after it, maybe with a little rotation, to the right since it's a seperated entity from it's surroundings
  6. 6.00:48:904 (4,6) - i don't know why these are a thing after you even skip the synths the entire thing. this just takes away from the transitioning vocals you've been building the part around. it just adds some out of place rhythm density.
  7. 7.00:50:190 (3) - i'd just use two notes instead as they are two distinct vocals (that aren't even ve syllables). doesn't really increase activity density noticably and even decreases rhythm density if that's a concern of yours. i don't know why you'd use a repeat in the first place either as the end of it doesn't carry any significance aside being.. a filler, which i don't think is fitting with a low density part in either
  8. 8.in turn things like 00:50:704 (1,2) - could just be a 1/1 slider for slight alerations of the reasons in the previous point
  9. 9. 00:56:533 (1,2,3) - even if you come with the argument of "variety".. this is just overmapped in every sense of the term. there isn't even any of the sharp synths that make up al the 1/4 rhythms in the section on that 2. a simple contrast pattern does the job just as well without overmapping and artificial attention grabbing
  10. 10. 00:58:761 (2,3) - a little flow thing; it's nice how 00:54:990 (1,2,3,4,1,2,3) - share a direction and feel like a reiterating unit, which certainly fits with the vocals. but 00:58:590 (1,2,3) - puts that concept to waste as it just breaks the angular momentum in a similar part, which could easily be avoided with something as simple as a turn around in the fashion of http://puu.sh/x6OkF/d0cf6fa81f.jpg , ofc with the minor adjustments of the objects after it
  11. 11. 00:59:961 (2,3,4,5,1,2,3,4) - whith these you try to incorporate the sharp synth again, which is a good idea to build up tension again, but it comes off as arbitrary if you shortly after pull things like on 01:01:675 (1,3,7,1,2) - . it is also weird how you remove most of that again in the next part except for some that are overmapped in the same fashion as the one from two points ago. on the part of 01:11:447 (1) - it gets a bit better because they are more recognisable as just fillers between the vocals that are mapped in a clear way on sliders (except for the repeat again01:12:133 (4) - )
  12. 12. 01:18:990 (1,2) - could be a tripple since you do focus on the drums a lot as well
  13. 13. 01:24:304 (4,1) - should be a tripple since the part exclusively focuses on the drum (good example of a structured pattern btw 01:22:418 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1) - albeit the first one doesn't connect with the latter two and those two only have one reused position connecting them as well, but the splits are comprehensible and have some degree of connection and overall structure, even if it's a basic one)
  14. 14. 01:25:161 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - two things with this stream aside of the idea of the decreasing angle being interesting if it weren't broken by both of the last ones being straight rather than just the last one. why is the spacing decreasing? it's the same drum hit throughout and the building pitch is increasing rather than decreasing and also doesn't really do anything more special for the last three notes to justify them being highly spaced again in contrast. it's a nice contrast idea, but it doesn't represent the song. secondly 01:25:761 (4,4) - are overmapped
  15. 15. 01:28:590 (1,2,3) - the sliders seem like they are starting too early for the electronic sounds. while the first one has a drum supporting it, it becomes apparent with the second one starting on nothing while ending on the sound and also being preceeded by an unmapped one. gonna be hard to cover everything properly on this but the current version doesn't make much sense to me. something like http://puu.sh/x7oMh/0986a57609.jpg comes about the closest to it without skipping instruments, which might be the preferable option nonetheless
  16. ? 01:29:961 (1) - this would be a great place for a split stream as the sound you're covering is a momentary one and the the ones you have the burst on continues right over it. on the same note it would make sense to twist 01:30:218 (3,4) - apart from the burst as they're of the same kind and stand out from the ones making up the stream and the current version takes away from taht distinction even more by adding just one note before it.
  17. 16. 01:31:904 (5) - why a repeat
  18. 17. 01:36:133 (1) - might want to make it into a note plus a 1/3 slider as the 1/3 sound only picks up at where the repeat arrow is now. current version overgoes that and is thus misrepresentative
  19. 18. 01:36:990 (2) - either map al of this sound or just skip it. as it is, it's confusing. having that slider there implies you'd follow it only to then not do so one object and a gap later. i see how you want to capture the bass hits on the next 1, but there are better ways to go about it by either filling or skipping the 1/3 thing. skipping is probably the better option as you do so with the following objects as well
  20. 01:47:104 (1,2,1,2,3,4,1,2) - a decent way of handling it as is and it's befitting to the map as well. i'll just mention how this would be a good place to use contrasts for future reference as i've seen some other mods have talked about it as well in regard of how just everything has high spacing.
  21. 19. 01:50:533 (5) - what makes this more special than the other vocals i wonder. there ought to be something since its a slider, but i don't see it. if it's the the backgrund synth thing that peaks in pitch there, it's still a distinct sound and has no reason to be extended on imo
  22. 19. 01:51:047 (7,1) - how about making a slider out of these as they just sort of feel like jump spam atm while they could be emphasising a longer vocal instead. if the down beat is still a concern to you after what i said earlier, i guess that's that.. unfortunate
  23. 19. 01:53:275 (3,4,5,6,7,8,1,2,3,4) - about all these 1/4 bits in this part.. i can't figure them out. you seem to just throw them in and skip every now and then, differing even within the same sets, and i don't see a system behind it. doesn't really work with consistent vocal sliders either
  24. 02:16:590 (6) - would ctrl g for a more rounded flow as it currently breaks momentum and i'm not sure if that is in your interest Momentum and flow on a slow section, with low spacing 175 bpm don't really exist.
  25. 02:21:047 (4) - also concider flipping that one on it's straight axis for similar reasons ^, plus i'm giving emphasis to it smh
  26. 02:23:961 (9) - 02:25:161 (7) - ?? no matter how many times i listen to it i can't hear any 1/8 and the buzz is omni-present in the part anyway they just feel right on that spots.
  27. 02:27:390 (4,5,6,7) - the start of 6 isn't on any particular beat and even less so resembling of 4. you missed a note in between instead of the instrument you usually map through this part though so i assume you might just have have overheard it (also missing one between 02:28:075 (8,1) - which would serve as a good transition as well) damn i really like the pattern but i guess i'll change.
  28. 02:28:247 (1,2,1,2,1,2,1,2) - nice construct but the spacing seems random 02:28:590 (1) - this sound here and 02:29:275 (1) - kinda give of a stronger feeling, thus giving more space for 02:28:761 (2) - , if I would listen to it on 100% speed this sounds stronger than 02:28:418 (2) - , so I kinda made this construct to follow that, feels better imo.
  29. 02:30:133 (2,1) - 02:30:818 (2,1) - along with a possible tripple here you could have used some accents on vocals to make this whole build part less stagnant vocals don't feel dominant at all here, and following them would make no sense, since it would be arbitarilly done. Also I don't want triples, wish you didn't listen to the whole song on 25% speed lmao.
  30. 02:33:475 (3,4) - ctrl g to actually capture the impact of the snare very sweet, I was wondering for a while how to capture the impact,
    finally found it, or I was too retarded to think of a way, I just knew that the current one is not what I wanted.
  31. 02:35:070 (1) - also this one could profit of a simple crtl g as it plays with the same impact as the previous sliders atm it'd become literally unplayable.
  32. 02:35:447 (3,4) - changing this into another set of 1/3 sliders would come off as less arbitrary in sound change as you focused those over vocals before as well. especially since the current things plays on sounds that you skipped in the beginning of the very same meassure and you don't have a focus on teh vocals anyway. a change like that could further profit of a removal of 02:35:790 (1) - since the main sound the stream follows starts a tick later in correlation to just those sounds will actually consider this, sounds fun, but I assume it won't work well for the 1/2 tapping rhythm choices.
  33. 02:36:475 (1) - different sounds, but it's the same occasion as with the previous set of two repeats. the first one starts too early and shouldn't be a repeat will consider redoing it if I like new version.
  34. 02:38:533 (6) - having a gap after this makes this play really weirdly as it does not follow the sounds that make up the foreground 1/4. so the tick after it takes another note. i myself would work around it so current 6 isn't a clickable in either the form of a gap or a slider end (6) catches a really nice note imo, the hihat or whatever it is, that also feels a bit like a vocal. Also ignoring the 1/4 after because its too weak for me too care, and I would have to make a less interactive pattern.
  35. 02:43:333 (1,2,3,4) - only three is different in terms of it having a different drum hit on it (also with a vocal on it). one can stay a single as it doesn't have the electro sound but two i'd make into a slider with the same position as current 2, matching up in direction with the other sliders. on top a change of direction on 3, perhaps with a simple ctrl g could give credit to the different hits as well. would just perhaps need some readjusting on the following tripple this could be explained better right. But assuming what you mean, I'll defend the pattern anyways, 02:43:675 (3,4) - follow electronic sounds, since the snare is on (3) it feels like there's no electronic sound, but it certainly feels nice imo, I don't want to defend every single 1/4 kickslider usage,
    its made for the sole reason of making the section/map interactive. Having them on a logical rhythmical order that is nice to hit, like tap kickslider tap kickslider, or tap tap kickslider kickslider like idk. Having stuff like 1 2 2 1 is bad, if its in a 1 2 1 2 or 1 1 2 2 state it makes more sense.
  36. 02:49:504 (1,2) - they are completely different sounds from what makes up the rest of the stream and should not connect them along with the surrounding notes into the same entity, certainly not with the same spacing and shape as the following two notes, it's just muddling, which is always unpleasant will remap
  37. 03:57:304 (8,1) - i can't imagine a linear split playing well in a map like this , it's unprecedented and nothing about the music is unique enough to call for something like this. a split in general is alright, even if i'd personally still not recommend it, but the way this one is executed is highly disagreeable. wwww finish emphasis
  38. 04:00:818 (1,2,3,4,1) - just a curve that is dented by a just about noticable amount oops
  39. 04:02:961 (8,1) - the tripples in this part seems pretty random to me. the first one makes sense as the first note isn't an electric one and being on a sliderend with that. but then the second one has an actual note in the same stack. furthermore.. there's so many tripples that are upright skipped while they sounds virtually the same and are not hindered by any other focus you are taking hmm will revisit, seems I did some structural errors here
  40. 04:06:990 (1,2,3) - i don't like the repetition of these. they feel spammy. reason being that they completely ignore the vocals that make up the melody except with minor spacing differences if that is even intentional, which doesn't really do much anyway either though since contrast isn't a thing in this part. the sharp electric sounds are also skipped completely and instead a simple, metronome like background kick-snare rhythm is in focus. musically it is highly repetitive. Following the vocals in the usual occasion will result in the maps rhythm not being repetitive fully. So just here I decided to it like that to follow the nature of the songs repetitiveness in this part
  41. 04:23:447 (1,2,1,2,1,2) - spacing is not on pitch (mainly just the third pair in each iteration) 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.
    Edit Quote
have fun red-walling, hopefully some green can slip in between
ah, and you don't need to mod my other map, i might have one that is more in need of regular mods in the nearish future instead. i'll message you about that if it happens and if you even do tickety stuff
Okay so, you will get your posts marked, and I will discuss multiple stuff by that. with a bold number.

- Will remap.
- Full or partial agreement.
- Disagree.

  1. 1. My idea was to follow the high speed that the synth suggests, but it ends up being a mess holding up a lot of stuff back, will remap and think if I like the new version. I'm still okay with my current version.
  2. 2. That slider shenanigans seems nice, I'll experiment with it a bit.
  3. 3. I'm okay with this section, the synth 1/4 is not really audible, nobody while playing will tell you, hey dud, why is there no 1/4 here?!?! The section ignores consistently synth 1/4's right before a note that I found important, always made as new combo starter in order to give it spacing emphasis. If I were to make some stream jumps it would be annoying. I've heard your opinion, but I'm afraid its too different to mine, as I found the downbeats and white ticks to be more important. The synth isn't really that sharp, the one that is ignored is only really noticeable on lower speeds. I will not inverse the notes because then nothing in the section would be emphasized.
  4. 4. Everyone else said that before the remap btw. Before this it just had flow and some consistent spacing, however it now has much better placement and obvious back and forth flow throughout. I want this to be more loose, are you saying that the ideal way is to make one pattern and copy paste it? Do you know that its nearly impossible to make many simillar patterns play differently while keeping an identical concept to them. Yes one is hexagonal and the other one is back and forth triangles or w/e, but it ends up being diverse and not feel the same. Every player will be able to grasp both of the patterns and not look back twice on what was going on. I understand all of your concepts, but its too farfetched and too robotic in my opinion. I value putting heart in the map as much as putting brains to it, and we all know brain would be boring without a heart.
  5. 5. I fking hate that split, I will burn it, long story why its happening just now.
  6. 6. The synth sounds more intense here, idk it doesn't even matter that much, it adds diversity while also following the volume increasment of the synth.
  7. 7. Done for variety, really. Mapping things a bit unconventional freshens the map a bit, since the following 2 patterns do it like you said.
  8. 8. Could, will consider but I dont guarantee.
  9. 9. Fuuck, it fits so nice there. asdasdasdasdasdasdasdasdasdasfsdfs
  10. 10. Woooosh, flow doesn't exist, I've done that on purpose, its too different patterns and too different flows, I haven't established an obvious flow system to make them both have circular, I like irregularities, and a "little flow thing" shouldn't really mean anything important in terms of quality.
  11. 11. Actually I'll consider incorporating more 1/4 rhythm in all the sections.
  12. 12. Nah, I want vocals to be emphasized here
  13. 13. Disagree, the triples aren't audible to me, and would rather keep the jumps to emphasize the buildup, random 1/4 usage for the sake of being used will negate all of that.
  14. 14. Fuck its an overmap, will remap.
  15. 15. It does, and it's done on purpose. From a playable perspective this opens up the section really well and gets people expecting some 1/2 tapping. I've tried multiple things, but it ends up making further patterns being weird for being dense on short notes. This rhythm was actually suggested by probox. The second slider actually feels like it accomplishes stuff even though not properly following the rhythm, feels like it holds something to it, like it carries everything. I find it very important to start up the section as dense.
  16. 16. To end on a white tick, easing the rhythmic sense.
  17. 17. Sounds good, will experiment.
  18. 18. It doesn't really feel weird because it is snapped to regular 1/2 timings, and keeps the regular rhythmic sense up. Humans always tend to rhythmically follow stuff, and 1/2 rhythm is the most natural for it to be weird.
  19. 19. Okay, fuck this, I've been mapping to speakers, and for some reason speakers make the sounds inconsistent, so when I've put my headphones on, I instantly realized what's going on.
Topic Starter
MaridiuS

neonat wrote:

Hello

Despondency

00:02:704 (10) - using a circle instead of a slider here, it helps with matching with how the sounds cut short here and leaves a sudden short break in the song. Similarly at 00:08:190 (10) I disagree, its done like that for a filler, and not planning on doing single circles in the first section
00:09:733 (1,2,3) - start the slider at 00:09:733 and the 2 circles at 00:09:904 and 00:09:990 - the voice holds at 00:09:733 while there are 2 independent beats at 00:09:904 and 00:09:990 would coincide better with circles nice idea
00:25:504 (6,7) - could 00:25:675 (7) be shifted more to the left, so that the angle from 00:25:504 (6) is not that acute. Quite often in this section the movement is quite restricted and small, like around 00:26:875 (1,2,1,2) - and that would make things harder to move around I don't find them particularly troubling, seems to work fine for me.
00:32:361 (3) - separate and use 2 circles? 00:32:533 is a strong beat k will do
00:33:218 (2,1) - largest spacing in this pattern, but wouldn't it be more appropriate for the largest spacing to be at 00:33:561 (2,1) - where the peak pitch is at? Like 00:36:305 (2,1) for structural and aesthetical purposes it will be kept on this way. No emphasis is really lost there.
00:43:675 (1) - because of how 00:42:990 (3,4,5,6,7) is angled, the movement to 00:43:675 (1) feels irregular, possibly shift it lower, curve it to face more to the right rather than left for example fixed
02:04:247 (4,5,6) - especially the spacing for 02:04:247 (4,5) - unlike the others with the held vocals the spacing here is the odd one out i'll see what happens when I remap the section
03:15:561 (3) - why finish here rather than 03:15:218 (2) - like 03:13:847 (2) - ? The cymbals don't seem to be heard at 03:15:561 mistake on (2)'s, will take a second look
03:17:618 (1) - 03:28:590 (1) - 03:39:561 (1) - hitsounds for these? oops
04:01:504 (1) - 04:12:475 (1) - 04:23:447 (1) - finish? sure
04:23:790 (1,2,1) - bigger spacing for 04:23:961 (2,1) rather than 04:23:790 (1,2) - match with the peak pitch in the song I will copy paste something at the end of the mod reply.
04:24:647 (2,1,2) - could try to portray the increase in pitch in the song again at 04:24:647 (2,1) with a change in spacing comapred to what is around it, have it bigger than the rest will do
04:26:704 (2,1) - similarly about the spacing, 04:27:218 (1,2,1) - this one actually somewhat shows that, with 04:27:390 (2,1) - bigger than all those around it, albeit just slightly
04:29:447 (2,1) - 04:30:133 (2,1) - 04:32:190 (2,1) - 04:34:933 (2,1) - 04:35:618 (2,1) - ^ etc. yes yes
04:38:533 (1,2,3,4,5,6) - could do some spacing emphasis here for the tune change and increase in song pressure/intensity yeah I could increase spacing a bit.
04:47:961 (5) - 04:53:447 (5) - 04:58:933 (5) - similar to 00:02:704 (10)
04:50:190 (1,2,3,4,5,6) - could be like 05:01:161 (1,2) - starting with sliders matches the vocal in the song disagree, second one has kicks on both sliders.
04:54:990 (1,2,3,4) - similar to 00:09:733 (1,2,3) yeah

All the best
Thanks for the mod ;3

edit: I forgot this
04:23:790 (1,2) - 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.
DeRandom Otaku
[Despondency]
  1. 01:14:018 (1,2) - All the other triples in this section, i understand. But this one is definitely overmapped to my ears because i can legit not head any audiable sound on the blue tick. Same with 01:15:390 (1,2,3) -
  2. 01:16:590 (8,1) - Dont you think the spacing is quite harsh for such a calm section? On the surrounding parts you have spacing almost similar to this for 1/2 and this, This is 1/4. This could totally be misread. Even the visuals kinda make this look like a 1/2 pattern so yeah
  3. 01:24:475 (1) - Dont think you need NC because its not at 01:23:104 (5) - Even tho the cymbal exists at 01:24:475 - but still :eyes:
  4. 01:29:161 (4,5) - Try listening to this on 25% , The wubs actually land on 1/3 snap which is at 01:29:390 - 01:29:504 - Same for others like this
  5. 01:29:104 (4) - Also you kinda decreased SV quite alot so an NC would help reading that
  6. 01:34:075 (1,2,3,4,5) - quite questionable rhythm here because the sound at 01:34:161 - is ignored and instead of that ,01:34:247 - this is mapped
  7. 02:35:447 (3,4) - This is also 1/3. Same goes to other patterns like this
  8. 04:46:075 (1) - In this whole section you had some NC's like this one which you didnt have in the intro at all so yeah probably make them consistent (?)
Can't say much about it since its quite above my playing level. Also i believe the overall structure could use some work other than that its a fine map.
Good luck
Topic Starter
MaridiuS

DeRandom Otaku wrote:

[Despondency]
  1. 01:14:018 (1,2) - All the other triples in this section, i understand. But this one is definitely overmapped to my ears because i can legit not head any audiable sound on the blue tick. Same with 01:15:390 (1,2,3) - It is a bit audible, but since 01:15:390 (1,2,3) - is more audible, I'd rather also keep on the first one for consistency.
  2. 01:16:590 (8,1) - Dont you think the spacing is quite harsh for such a calm section? On the surrounding parts you have spacing almost similar to this for 1/2 and this, This is 1/4. This could totally be misread. Even the visuals kinda make this look like a 1/2 pattern so yeah I have faith in people to have rhythmic sense and see it coming and when. Although it maybe a bit overspaced, I think I'll nerf it a bit.
  3. 01:24:475 (1) - Dont think you need NC because its not at 01:23:104 (5) - Even tho the cymbal exists at 01:24:475 - but still :eyes: Meeeh, using NC for patterning here. Think it's valid.
  4. 01:29:161 (4,5) - Try listening to this on 25% , The wubs actually land on 1/3 snap which is at 01:29:390 - 01:29:504 - Same for others like this Hithats and drums suggest 1/4, so I'd stick with conventional stuff.
  5. 01:29:104 (4) - Also you kinda decreased SV quite alot so an NC would help reading that Map is already spammed enough with NC's I'd rather not take unnecessary ones.
  6. 01:34:075 (1,2,3,4,5) - quite questionable rhythm here because the sound at 01:34:161 - is ignored and instead of that ,01:34:247 - this is mapped I ignored a pitched sound, and followed the deep wubs, I don't think its necessary to acute that pitch.
  7. 02:35:447 (3,4) - This is also 1/3. Same goes to other patterns like this Drums / hithats, I like conventional.
  8. 04:46:075 (1) - In this whole section you had some NC's like this one which you didnt have in the intro at all so yeah probably make them consistent (?) right oops
Can't say much about it since its quite above my playing level. Also i believe the overall structure could use some work other than that its a fine map.
Good luck
Thanks for the mod, well the map is a bit old, but I think the structure is on a decent level. Nothing to worry about too much about this particular map imo.
HabiHolic
Ohhh my god..

sorry for late from my queue

mod soon today lol
-Mo-
- 00:22:418 (4,5,6) - 00:27:904 (4,5,6) - Nazi perfectionist thing but might as well point out I guess. Some of these triples under sliders thing seem to be slightly off.
- 00:36:475 (1,2) - I get that you made 00:36:305 (2,1) to be the largest jump because of the pitch, but I expected 00:36:475 (1,2) to be larger than 00:36:133 (1,2). Doing that would also give the visual impact that this specific combo is at the top of the scale. Applies to everywhere else you did the 1-2 stuff.
- 00:38:533 - Would be cool to keep doing variable spacing stuff with these. You can keep them parallel to emphasise the background stuff, but it seems underwhelming to throw out the spacing stuff out when you did it just earlier.
- 02:34:590 (4) - 02:39:904 (3) etc - Might consider NCing the start of the 1/3 stuff just so it's a little more intuitive to read.

Looks pretty good.
Topic Starter
MaridiuS

-Mo- wrote:

- 00:22:418 (4,5,6) - 00:27:904 (4,5,6) - Nazi perfectionist thing but might as well point out I guess. Some of these triples under sliders thing seem to be slightly off. Okay will fix those since you pointed them out.
- 00:36:475 (1,2) - I get that you made 00:36:305 (2,1) to be the largest jump because of the pitch, but I expected 00:36:475 (1,2) to be larger than 00:36:133 (1,2). Doing that would also give the visual impact that this specific combo is at the top of the scale. Applies to everywhere else you did the 1-2 stuff. Check blue... below the quote.
- 00:38:533 - Would be cool to keep doing variable spacing stuff with these. You can keep them parallel to emphasise the background stuff, but it seems underwhelming to throw out the spacing stuff out when you did it just earlier. Because the drums are gpomg here in 1/2 intervals they essentially keep the same intensity throughout, doing some minor changes would not be noticed and would just harm gameplay, having large variable spacing will result in these patterns not being emphasized properly, because they will resemble the patterning without drums too much.
- 02:34:590 (4) - 02:39:904 (3) etc - Might consider NCing the start of the 1/3 stuff just so it's a little more intuitive to read. Think that the player will understand that based on previous patterning in the wub section 01:31:333 (1,2,3,4,5) - although NCing the 1/6 here after a NCed note would make no sense imo, so I think it's fine.

Looks pretty good.
04:23:790 (1,2) - 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.

~You've probably read this ^ but you know giving full emphasis to the ones I'm currently doing makes more sense in my eyes since 00:36:305 (2) - sounds too high pitched and important for a red tick while 00:36:647 (2) - isn't intense even close to that. Having 2 consecutive (or in same cases 3) circles on a large spacing gives off a larger impression than simply giving 00:36:475 (1) - huge spacing. 00:36:475 (1,2) - I've interpreted this as a intensity drop point since the pitch isn't high it just sounds loud which slowly drops with each subsequent (1).


Also fixed some ncing i've found not being right on point, and minor aesthetics adjustments.



edit: Fixed metadata.


Thanks for the mod.
-Mo-
Recheck stuff

- 01:47:790 (3) - Missing NC I think? Looks like you wanted to do 1-2 stuff again.
- 01:57:733 (6) - NCing with 01:56:361 (1) would make it consistent I guess, if you wanted.
- 04:05:447 (7,8,9) - Could change this now that you're custom stacking 00:25:333 triples things now. Few more in this kiai if you care about them.
- 02:11:447 (1) - 03:06:304 (9) - Inconsistent NCing. Also personal opinion but I think these would be more fun Ctrl+G'd so it goes in opposite direction of the stream thing.

Meta stuff: http://alst.net/2015/05/05/arcd0047-popculture-3/ https://soundcloud.com/ama_loli/lost-emotion
Topic Starter
MaridiuS

-Mo- wrote:

Recheck stuff

- 01:47:790 (3) - Missing NC I think? Looks like you wanted to do 1-2 stuff again. Actually this was intented because that hit is a snare (which is usually (2) in the part) so I ended up thinking that the 4 sounds are grouped in the song
- 01:57:733 (6) - NCing with 01:56:361 (1) would make it consistent I guess, if you wanted.UN nced the (1) instead, think it's neat
- 04:05:447 (7,8,9) - Could change this now that you're custom stacking 00:25:333 triples things now. Few more in this kiai if you care about them. ohhh
- 02:11:447 (1) - 03:06:304 (9) - Inconsistent NCing. Also personal opinion but I think these would be more fun Ctrl+G'd so it goes in opposite direction of the stream thing. Fixed NCing but imma keep the position because I like the weird budge towards the slider and it's disconnected flow compared to the cursor from it.

Meta stuff: http://alst.net/2015/05/05/arcd0047-popculture-3/ https://soundcloud.com/ama_loli/lost-emotion
-Mo-
NyarkoO
Holy did this just get bubbled

(Good luck mate!)
Topic Starter
MaridiuS

NyarkoO wrote:

Holy did this just get bubbled

(Good luck mate!)
yeah no idea.

thank you ;p
Izzywing
If you apply something that repeats, please apply wherever relevant; your map is quite consistent so this might happen a few times.

00:20:361 (5) - would be a lot more interesting as two circles imo, consider the vocal on 00:20:447 - and that these two drums that make up the kickslider are the same intensity anyway. Music does a cool thing to end the stream on blue tick, so you should too! imo anyway
00:33:047 (1,2) - for this and the next respective jump section, to me 00:33:047 (1,2,1,2) - sound like buildup and 00:33:733 (1,2) - sounds like the most intense part of the music there, so reflecting that via the spacing would be nice. So, build up with 00:33:047 (1,2,1,2) - and have the peak spacing on 00:33:733 (1,2) - which would then go down again, as does the music's intensity.
01:17:190 (2) - The music puts some emphasis on these blue ticks via the drums, so masking them inside of a triplet comes across as rather underwhelming.
01:24:475 (1) - I feel like the angles makes this particular note stand out in this jump pattern unfairly, giving a similar angle to 01:23:790 (1) - would be cool.

The wub section is pretty cool but I think if you had some sort of setup for the 1/4 jumps (like, 01:29:618 (1,2,3,4,1) - is the first in the map and is quite large) it wouldn't feel so sudden for the lack of a better word. If you incorporated some spaced 1/4 in the earlier part of the map you'd have a much healthier gameplay experience tbh.

01:31:504 (2,3,4,5) - this is kinda weird to me, cause of the timeline gap between the clickable part of 01:31:904 (5) - and 01:32:190 (1) - makes the polarity weird. Maybe shorten 5 by a reverse and add a circle on the white tick? example: http://puu.sh/yYR1t/192e6010f1.jpg
01:32:875 (1,2,1,2,1) - plays kinda weird, the music has a pretty consistent effect throughout but the angles between the 1/4 jumps are quite different (straight line vs. something sharper)
01:37:333 (1) - remove NC and move it to 01:37:504 (2) - ?
01:47:790 (3) - NC?
02:05:104 (2) - maybe place this around 512,175 so that you aren't hitting the back of 3 as you move to it from 2
02:11:104 (6) - perhaps NC?
02:12:133 (2) - for a similar reason to 2:05, perhaps an arrange like this would be better - http://puu.sh/yYR9w/bec4df19ac.jpg. It's not really necessary and at this level it doesn't really matter for playability all that much, but I do think it would be an improvement.
02:28:247 (1) - music is building up in intensity here and reflecting that in the spacing of the jumps would make more sense imo. I'm not really sure what your spacing concept is for this.
02:54:818 (2) - this is different musically from 02:54:304 (1,2,1), so grouping these 02:54:304 (1,2,1) - as a pattern and making 02:54:818 (2) - into a triplet with 02:54:990 (3) - would make more sense
03:02:018 (2,1) - if you fully overlap 2 with 1's sliderbody this looks waaaay better
03:50:533 - i think this buildup section is undermapping a lot of relevant 1/4.
04:26:190 (1) - really similar to my second point of this mod
04:47:703 (3,4) - ctrl+g here feels a lot better with the vocal chops

ya
Topic Starter
MaridiuS

Hobbes2 wrote:

If you apply something that repeats, please apply wherever relevant; your map is quite consistent so this might happen a few times.

00:20:361 (5) - would be a lot more interesting as two circles imo, consider the vocal on 00:20:447 - and that these two drums that make up the kickslider are the same intensity anyway. Music does a cool thing to end the stream on blue tick, so you should too! imo anyway not a lot more interesting but w//e I tried it and I liked it even though there's a slight difference between drums.
00:33:047 (1,2) - for this and the next respective jump section, to me 00:33:047 (1,2,1,2) - sound like buildup and 00:33:733 (1,2) - sounds like the most intense part of the music there, so reflecting that via the spacing would be nice. So, build up with 00:33:047 (1,2,1,2) - and have the peak spacing on 00:33:733 (1,2) - which would then go down again, as does the music's intensity. check my reply on initial -Mo- post for that thing, personally the song isn't having a generic buildup, I think that 00:33:561 (2) - spices it up a lot.
01:17:190 (2) - The music puts some emphasis on these blue ticks via the drums, so masking them inside of a triplet comes across as rather underwhelming. cool wording, but I don't understand what do you suggest me to do xd
01:24:475 (1) - I feel like the angles makes this particular note stand out in this jump pattern unfairly, giving a similar angle to 01:23:790 (1) - would be cool. 01:24:475 (1) - personally I think this note is more important, the one you suggest me to make consistent starts the 1-2 patterns so giving it weird angle will make the pattern not so intuitive, while this is a continuation of the patterning so I think it's fine to keep it just here.

The wub section is pretty cool but I think if you had some sort of setup for the 1/4 jumps (like, 01:29:618 (1,2,3,4,1) - is the first in the map and is quite large) it wouldn't feel so sudden for the lack of a better word. If you incorporated some spaced 1/4 in the earlier part of the map you'd have a much healthier gameplay experience tbh. Personally I don't feel like I should slowly show the concept off because it wouldn't be relevant with the song on the same sounds in this section. People will have more trouble on those 1/3 sliders tbh than this. But reduced the spacing slightly anyways since it may be a bit overspaced.

01:31:504 (2,3,4,5) - this is kinda weird to me, cause of the timeline gap between the clickable part of 01:31:904 (5) - and 01:32:190 (1) - makes the polarity weird. Maybe shorten 5 by a reverse and add a circle on the white tick? example: http://puu.sh/yYR1t/192e6010f1.jpg Hm the 01:32:190 (1) - certainly comes out of nowhere in the song and such I tried to portray that awkardness by ending the previous note on an unusual spot (other than the white tick being too weak for me to consider placing something clickable there).
01:32:875 (1,2,1,2,1) - plays kinda weird, the music has a pretty consistent effect throughout but the angles between the 1/4 jumps are quite different (straight line vs. something sharper) Idk it seems like circular motion that leads into a straight line which is mostly comfortable https://i.imgur.com/US6vYqC.png, of course it forces a slight snap but I have no difficulties playing any of those patterns neither have testplayers.
01:37:333 (1) - remove NC and move it to 01:37:504 (2) - ? the new sound grouping starts on the kick, so I tried to differentiate them like that. It is also consistent with 01:38:190 (2) - .
01:47:790 (3) - NC? explained in -Mo- recheck reply.
02:05:104 (2) - maybe place this around 512,175 so that you aren't hitting the back of 3 as you move to it from 2 I like how your option plays but it would negate the emphasis I'm trying to give on the stronger note which is the slider (3). Personally I think this just seems a bit odd in editor but plays almost completely fine.
02:11:104 (6) - perhaps NC? hey i like that
02:12:133 (2) - for a similar reason to 2:05, perhaps an arrange like this would be better - http://puu.sh/yYR9w/bec4df19ac.jpg. It's not really necessary and at this level it doesn't really matter for playability all that much, but I do think it would be an improvement.the weird budge that I'm kinda incorporating I think plays more interestingly on a slow section, having it flow perfectly will just be :weary:, I don't even really feel the weird angle in gameplay strongly, it's just an editor illusion to me xd.
02:28:247 (1) - music is building up in intensity here and reflecting that in the spacing of the jumps would make more sense imo. I'm not really sure what your spacing concept is for this. 02:28:761 (2) - and 02:29:447 (2) - have a synth on them together with some vocals in first pattern while the second just seems like an more intenser phrase which the vocals + synth suggest. The synth has an obvious buildup starting from here 02:29:618 (1) - which was emphasized
02:54:818 (2) - this is different musically from 02:54:304 (1,2,1), so grouping these 02:54:304 (1,2,1) - as a pattern and making 02:54:818 (2) - into a triplet with 02:54:990 (3) - would make more sense Okay so the idea was to group these together 02:54:647 (1,2) - in a 30degree angle as a hint the the song is changing since they both have the same wub. If you noticed the whole section was basically on the same axis (~15 degrees) so by putting these into a 30 degree it transitions really well into a new section based on 30 degree tilted sliders.
03:02:018 (2,1) - if you fully overlap 2 with 1's sliderbody this looks waaaay better Actually made it overlap even less, personally I'm not a fan of sliders fully overlapping the circles However based on the second part slidershapes 03:12:990 (2,1) - I decided to overlap fully since it looks beter /shrug aesthetics are subjective don't judge me xd
03:50:533 - i think this buildup section is undermapping a lot of relevant 1/4. Personally I don't think that they're really that relevant, as for how much the section is intense, mapping with weird 2 stacks and such will be counterproductive to the overall feel of the part and will just result in playing wonky (I tried it out didn't work). The constant 1/2 spams builds really well into the streams later which by following 1/4 stuff it wouldn't be achieved or feel as good.
04:26:190 (1) - really similar to my second point of this mod mhm
04:47:703 (3,4) - ctrl+g here feels a lot better with the vocal chops 04:48:818 (1,2,1,2) - if you're referring to ctrl+g the rhythm, it wouldn't give emphasis to these notes which truly have much more distinct vocals on the blue ticks. For these distinct notes I'd rather reserve the rhythmical irregularity.

ya
owo

Thanks for the mod, also added hitsounds on a spot which they were missing, and slightly buffed 02:06:990 (1,2) - jumps in this section to form a bit larger contrast.

Edit: 04:22:075 - added spinner here to be consistent with 00:20:533 - and extended the 20:533 spinner to the blue tick because if it's not snapped on anything, I'd rather let it end on a blue tick.
Pachiru
big fan
Izzywing
01:16:933 (1,2,3) - for stuff like this naturally the emphasis lands on the white tick based on how you mapped it, but musically the blue ticks are what have importance, so when you map it so that the blue ticks are the middle of a triplet instead of having some kind of emphasis via rhythm, etc, it comes across as underwhelming.

on a related note, 01:19:333 (3,4) - are missing clap hitsounds

basically look at this buildup section again and I think you can do a better job of prioritizing rhythm, instead of this generic one half one fourth stuff the music has important claps on some blue ticks that you can base the rhythm around, instead of simplifying it like that
Topic Starter
MaridiuS

Hobbes2 wrote:

01:16:933 (1,2,3) - for stuff like this naturally the emphasis lands on the white tick based on how you mapped it, but musically the blue ticks are what have importance, so when you map it so that the blue ticks are the middle of a triplet instead of having some kind of emphasis via rhythm, etc, it comes across as underwhelming. https://i.imgur.com/eDr4sqS.jpg so you're suggesting such a rhythm? Personally I don't see it as necessary because any emphasis on vocals will be null. The 1/4 spacing I've implemented is emphasis enough, check the movement from the slider into the 2stack.

on a related note, 01:19:333 (3,4) - are missing clap hitsounds I don't hear a snare on 4, but i added a clap on 3.

basically look at this buildup section again and I think you can do a better job of prioritizing rhythm, instead of this generic one half one fourth stuff the music has important claps on some blue ticks that you can base the rhythm around, instead of simplifying it like that I said that I tried, and I guess I will try again (im kinda more experienced rn xd), if I like it (it ends up emphasizing the overall intensity of the section) we can reach a compromise. If I dislike it, i guess I tried.jpg. But i will put effort into trying to make it work.
edit: reworked the buildup section. Also considered what you were talking about the first point again, and yeah, I guess i could do a blue tick 1/4 slider or something but it will nullify the emphasis on vocals and such tbh, I don't interpret drums as that important to hinder the melody or vocals.
Izzywing
rebub cause of notable changes
-Mo-
We added a circle. 03:53:533
faygo
congrats !!!
Left
gratz with your first ranked stuff xd
Topic Starter
MaridiuS

Faygor wrote:

congrats !!!

Left wrote:

gratz with your first ranked stuff xd

thanks guise
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