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Kumakuma - Hallucination

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Topic Starter
DeletedUser_6709840

Rose Melody wrote:

Hi .. Mod from Queue ..


General :


Umm .. Check Aimod in Easy diff .. few errors there ! huh http://puu.sh/w5Ve4/e57863cd20.png

Easy :

*First of all no stacks in Easy diff .. cause it will make it hard to read for the newbie .. like this 00:02:920 (3,4) - , 00:37:310 (2,3) - , 00:45:359 (3,4) - , 00:50:846 (1,2) - and 01:23:773 and so on .. :( In guidelines for RC, they are allowed. Unless I used them in a way that doesnt favor the music, i have no reason to remove them. I only used them in ways to show the stagnant of the vocal

  1. 00:01:090 (2,3) - Fix blanket between slider and circle 3 .. look ( http://i.imgur.com/LnFcRM0.png )! Whoops fixed
  2. 00:05:846 (1) - You have to change this circle position cause of 00:07:310 (3) - it appear faster so that make it more harder to read or to catch it ! Just DS this two notes 00:05:115 (5,1) - and it will solve the problem .. If you mean 'distance snap' then I won't do that because 1.2x is too far for a 2/1 snap.
  3. 00:17:188 (4) - Stack the head of this slider with tail of this slider 00:14:993 (2) - .. to make more organaized No, damages the flow of the slider to next slider. I even tried rotating it and it looks ugly if i do that.
  4. 00:23:773 (2,3) - Fix blanket ( http://i.imgur.com/jMmqO3N.png ) .. Whoops fixed
  5. 00:37:310 (2,3) - You can fix this stack for example by moving 2 to x:376 , y:15 .. and 3 to x:475 , y:57 .. like that you will fix this error .. I hate making this change but the stack does kinda mess with flow here. looks ungly now
  6. 00:40:237 (1,2) - Fix blanket .. :( Hopefully fixed
  7. 00:43:529 (4,1) - DS these two notes .. you have to make the DS consistent .. cause diffrent DS make it more harder .. I disagree
  8. 00:47:920 (3,5) - Same as 00:05:846 (1) - avoid that in easy diff .. I still disagree
  9. 00:52:310 (3,5) - ^ Same ..
  10. 01:44:993 (4,6) - ^
  11. 01:07:676 (2,4) - these notes should changed their position too .. cause 4 is covering the reverse section .. so change circle 4 position .. to make it more clear .. and easy to read ! Changed the pattern around
  12. 03:17:736 - you should start the spinner here in my opinion Easier diffs should have more recovery time than harder diffs for spinners
* I can see that you DS is between x1 and x1.2 .. so make it only x1 i think it's fine like that .. in the intire map .. as i said above .. RC says 0.8x to 1.20x so it's within the guideline
* Most of your errors it just position of the notes .. should be clear .. cause this is the lowest diff .. just keep that in your mind .. and don't forget the blanket issue .. ok

Normal :

  1. 00:02:920 (4,5) - Blanket issue .. just move the tail of these sliders a bit to the outside .. and it will solve it .. Whoops fixed
  2. 00:35:115 (2,3) - I think here no need for 2 circles .. make it 1/1 slider .. only the first cicles have the strong beat .. the other don't so make it a slider better .. I disagree, i'm following the strong drum
  3. 00:43:895 (5) - Move 5 to x:254 , y:155 .. cause there is not need to stack it with the previous circle .. I dont really like the sharp angles but applied for now
  4. 01:06:578 (1) - Make it like this ( http://i.imgur.com/W93ubQm.png ) ! would be great .. Sure
  5. 01:36:761 - Add not here I hear the drum so strong here .. :( No sound there, what?
  6. 02:31:090 (1,3) - Stack the tail of 1 to the head of 3 .. just fix it .. Done
  7. 03:04:382 (5) - Make this circle an 1/2 slider .. it will follow the rythm like that .. ok
  8. 03:06:760 (2,3) - Make it like 03:02:370 (6) - cause it will low the chances to get 100x for the player .. and it will make it more easier for him to clicke it .. Piano is stronger on (3), so it doesnt make sense to make this a 1/2 slider.
  9. 03:10:602 (2) - No need the slider reverse here .. just add circle here 03:10:602 - and a slider 1/1 on the next two white line .. it will follow the piano sound .. Keeping my pattern to maintain flow and consistency, unless it's brought up again
  10. 03:17:736 - you should start the spinner here in my opinion .. Same as Easy

Ok i found that in this 2 diff .. they are have the same ideas .. but the map overall is really good mapped .. but need to fix these errors .. just keep that in mind that Easy and Normal diff should have the same DS as i said above (I disagree with this, otherwise there would be no difference between Easy and Normal) .. and tbh this map is really good :D .. Thanks
and another thing is that you didn't put any hit sound .. you should put it .. to make it more exiting to play ! ( Can't hitsound until GDers finish their diffs, then i can finish it)

Good luck !
Thanks for mod, applied
Sidetail
[general]
- add muted soft-sliderslide since it is very distracting and doesnt go nicely with this calm song. here is the wav
tho, do not get rid of slider tick since removing both will lead to unrankable state.
- your new combo rhythm is all over the place.. you should set it up so that there is reason behind each NC. perhaps you can NC every 4 downbeats. Downbeats are tallest white ticks up at the top. Easiest to reset combo is ctrl+a and click new combo button twice or Q.
- current picture is in png format, convert it to jpg (compressed format) to reduce size since the background does not have any transparency

[easy]
00:05:846 (1,2,3,4) - the rhythm here is bit off imo https://puu.sh/w7avY/e6d557524e.jpg
00:45:359 (3,4) - unstack. i do not see a good stack emphasis at this part so its rather confusing to new players.
01:02:188 (5) - i know you`re going for good shape polarity with 01:04:383 (2) - but until this part, you are mapping to vocal. Consistency wise, it is better if first slider goes up 01:03:651. you even did it to other parts and mapped well to vocal like 01:32:920 (1) -
01:59:261 (1) - ^
02:49:749 (1) - ^ (btw if you really want a snare drum at 02:50:846 , you can have other sample set like C:S2 at 02:50:846 and have a soft-slidertick as snare sound and change it back to C:S1 at 02:50:938) so that you can map to vocal while having instruments hitsounded
01:13:164 (3,1) - that doesnt look very aesthetically pleasing
01:39:505 (3) - perhaps, just use round circle so it goes and comes back for next object. The reasoning for this is that there is no emphasis at reverse slider (01:39:871)
02:35:481 (2,3) - thats pretty sharp angle for easy diff. https://puu.sh/w7bfJ/c9ad1eb367.jpg better?
02:47:188 (1,3) - ugly unintentional overlap
03:09:504 (2,3) - not sure why this feels weird. try simpler rhythm. https://puu.sh/w7bvr/dda297d4cc.jpg

pretty nice diff overall

[normal]
00:22:676 (1,2,3) - everything before looks nice but this one is rather straight and not very aesthetically pleasing
01:43:895 (2) - curve the other way so that new players are guided towards next object
01:44:993 (4) - would look better if this is curved more
01:58:164 (3) - that cuts out in playfield...
02:38:407 (1,2) - i dont see stacking reasoning unlike previous ones in the map
03:09:504 (3,4) - err. try this: https://puu.sh/w7bWU/4582c03ee8.jpg mapping to blue tick is okay since that is mapped with sliderend (passive hit). current one is really weird

open aimod and click on check distance on both diffs

overall nice

hope that helps.
Topic Starter
DeletedUser_6709840

Sidetail wrote:

[general]
- add muted soft-sliderslide since it is very distracting and doesnt go nicely with this calm song. here is the wav
tho, do not get rid of slider tick since removing both will lead to unrankable state. I will when I get to hitsounding, right now i'm waiting on GDer to complete diffs before I hitsound, but thanks
- your new combo rhythm is all over the place.. you should set it up so that there is reason behind each NC. perhaps you can NC every 4 downbeats. Downbeats are tallest white ticks up at the top. Easiest to reset combo is ctrl+a and click new combo button twice or Q. I put the NCs so it would emphasize the vocal, as i would have done in CTB. Also, it makes the combos consistent with the song. Unless there's some specific examples you needed to be changed, i cant change anything

[easy]
00:05:846 (1,2,3,4) - the rhythm here is bit off imo https://puu.sh/w7avY/e6d557524e.jpg I don't agree
00:45:359 (3,4) - unstack. i do not see a good stack emphasis at this part so its rather confusing to new players. Fine, since you're the third person to comment
01:02:188 (5) - i know you`re going for good shape polarity with 01:04:383 (2) - but until this part, you are mapping to vocal. Consistency wise, it is better if first slider goes up 01:03:651. you even did it to other parts and mapped well to vocal like 01:32:920 (1) - Vocal was different at that one specific point in the map. There was no strong sound that could be mapped and i know modders will flame me more for skipping loud clap sound than missed vocal
01:59:261 (1) - ^ Same
02:49:749 (1) - ^ (btw if you really want a snare drum at 02:50:846 , you can have other sample set like C:S2 at 02:50:846 and have a soft-slidertick as snare sound and change it back to C:S1 at 02:50:938) so that you can map to vocal while having instruments hitsounded Will do when hitsounded but not the pattern change
01:13:164 (3,1) - that doesnt look very aesthetically pleasing Sheet, fixed and the blankets after it
01:39:505 (3) - perhaps, just use round circle so it goes and comes back for next object. The reasoning for this is that there is no emphasis at reverse slider (01:39:871) Sure
02:35:481 (2,3) - thats pretty sharp angle for easy diff. https://puu.sh/w7bfJ/c9ad1eb367.jpg better? Done
02:47:188 (1,3) - ugly unintentional overlap
03:09:504 (2,3) - not sure why this feels weird. try simpler rhythm. https://puu.sh/w7bvr/dda297d4cc.jpg No thanks, i think my rhythm is fine

pretty nice diff overall

[normal]
00:22:676 (1,2,3) - everything before looks nice but this one is rather straight and not very aesthetically pleasing It's intentional, repositioned (3) tho
01:43:895 (2) - curve the other way so that new players are guided towards next object No, I prefer my curve
01:44:993 (4) - would look better if this is curved more I tried
01:58:164 (3) - that cuts out in playfield... fixed
02:38:407 (1,2) - i dont see stacking reasoning unlike previous ones in the map Emphasis on vocal
03:09:504 (3,4) - err. try this: https://puu.sh/w7bWU/4582c03ee8.jpg mapping to blue tick is okay since that is mapped with sliderend (passive hit). current one is really weird Fine, done

nice

hope that helps. Thank you so much
Sidetail

Sidetail wrote:

[general]
- current picture is in png format, convert it to jpg (compressed format) to reduce size since the background does not have any transparency
Topic Starter
DeletedUser_6709840

Sidetail wrote:

Sidetail wrote:

[general]
- current picture is in png format, convert it to jpg (compressed format) to reduce size since the background does not have any transparency
Will do later, not this minute. Thanks for reminding me
Kyouren
<3
Topic Starter
DeletedUser_6709840

KittyAdventure wrote:

<3
Ayyy
Mombei
From my modding queue :)

[Easy]
  1. 00:17:188 (4) - This slider's form is asymmetrical. I suggest you move the last anchor downwards slightly to make it look symmetrical
  2. 00:31:456 (1) - Usually, any straight slider will look more aesthetically pleasing after it's tilted by around 5 degrees. Just moving the anchor upwards slightly should suffice, there's no need for it to be 5 degrees exactly
  3. 00:41:334 (2) - You could blanket 2's tail into 1's body, I suggest you do that
  4. 01:21:944 (3) - Since I can see the anchors I know this slider's shape is a mistake, so I'll just point it out since you already know how you wanted it to look
[Normal]
  1. 00:57:432 (4,6) - This overlap is aesthetically unpleasing, I think you could make it so that 4 and 6 blanket each other. It wouldn't change how it plays out but it would make it substantially more pleasant to look at
  2. 01:21:944 (4,5) - This pattern would flow better if 5 was flipper vertically. Since there isn't any peculiar sound on 5, I believe following implied cursor movement would be best. Adjust 01:23:773 (1,2) - accordingly
There was not much to say, I apologize for the lack of substance in this mod. To partially make it up, I'll also give a creative suggestion; I noticed there are no hitsounds despite there being custom hitsounds in your song folder, so I decided I could help with that.

[Hitsounds]
  1. 00:08:407 - This is the point where percussions start. I suggest you put an Hitclap here (both diffs)
  2. After 3 white ticks (which would be 00:09:505 ) add an Hitfinish (both diffs)
  3. Keep alternating Hitclap and Hitfinish with regular intervals of 3 white ticks
  4. 00:18:285 - Here the alternating stops. Add an hitfinish (or an hitwhistle, if you find it more fitting)
  5. Repeat for 00:27:066 - 00:35:846 - 00:40:237 - 00:41:334 - 00:42:432 - 00:45:724 -
  6. 00:46:822 - Here the alternating starts again (Starting from hitfinish)
  7. 01:01:822 (4,5) - Remove hitsounds from these (but do apply them following this pattern)
  8. 01:15:359 - This time the alternating does not stop, so keep going
  9. 01:32:920 - Add an hitfinish here and stop the alternating
  10. Same for 01:37:310 - 01:38:407 - 01:39:505 - 01:42:798 -
  11. 01:43:895 - Alternating start again (from Hitfinish)
  12. 02:23:407 - Alternating stops (add hitfinish/hitwhistle)
  13. Same for 02:33:285 -
  14. 02:34:383 - Alternating starts again (from Hitfinish)
  15. 02:54:139 - Here it gets a little tricky. From 02:55:236 , put an hitclap on every other white tick (which means 02:55:968 - 02:56:699 - 02:57:431 - 02:58:895 - and so on)
  16. Instead, put Hitfinishes on pretty much every other sound. Not all of them though (I believe you could arrange them however you like. You can ask me for more guidance in private if you want to know how I'd do it, because it's a little complex)


I hope my service was worth the effort of writing up a request and waiting for it.
Thank you for using my queue! :)
Topic Starter
DeletedUser_6709840

Mombei wrote:

From my modding queue :)

[Easy]
  1. 00:17:188 (4) - This slider's form is asymmetrical. I suggest you move the last anchor downwards slightly to make it look symmetrical Sure
  2. 00:31:456 (1) - Usually, any straight slider will look more aesthetically pleasing after it's tilted by around 5 degrees. Just moving the anchor upwards slightly should suffice, there's no need for it to be 5 degrees exactly Tilted slightly
  3. 00:41:334 (2) - You could blanket 2's tail into 1's body, I suggest you do that I tried, lets see if it wrks
  4. 01:21:944 (3) - Since I can see the anchors I know this slider's shape is a mistake, so I'll just point it out since you already know how you wanted it to look It blankets slider (2) but follow the waver vocal, so it's on purpose
[Normal]
  1. 00:57:432 (4,6) - This overlap is aesthetically unpleasing, I think you could make it so that 4 and 6 blanket each other. It wouldn't change how it plays out but it would make it substantially more pleasant to look at DOne
  2. 01:21:944 (4,5) - This pattern would flow better if 5 was flipper vertically. Since there isn't any peculiar sound on 5, I believe following implied cursor movement would be best. Adjust 01:23:773 (1,2) - accordingly I don't think a vertical movement would be very comfortable into the next pattern, so i'll have to diagree
There was not much to say, I apologize for the lack of substance in this mod. To partially make it up, I'll also give a creative suggestion; I noticed there are no hitsounds despite there being custom hitsounds in your song folder, so I decided I could help with that. That's fine, you were still helpful

[Hitsounds]
  1. 00:08:407 - This is the point where percussions start. I suggest you put an Hitclap here (both diffs)
  2. After 3 white ticks (which would be 00:09:505 ) add an Hitfinish (both diffs)
  3. Keep alternating Hitclap and Hitfinish with regular intervals of 3 white ticks
  4. 00:18:285 - Here the alternating stops. Add an hitfinish (or an hitwhistle, if you find it more fitting)
  5. Repeat for 00:27:066 - 00:35:846 - 00:40:237 - 00:41:334 - 00:42:432 - 00:45:724 -
  6. 00:46:822 - Here the alternating starts again (Starting from hitfinish)
  7. 01:01:822 (4,5) - Remove hitsounds from these (but do apply them following this pattern)
  8. 01:15:359 - This time the alternating does not stop, so keep going
  9. 01:32:920 - Add an hitfinish here and stop the alternating
  10. Same for 01:37:310 - 01:38:407 - 01:39:505 - 01:42:798 -
  11. 01:43:895 - Alternating start again (from Hitfinish)
  12. 02:23:407 - Alternating stops (add hitfinish/hitwhistle)
  13. Same for 02:33:285 -
  14. 02:34:383 - Alternating starts again (from Hitfinish)
  15. 02:54:139 - Here it gets a little tricky. From 02:55:236 , put an hitclap on every other white tick (which means 02:55:968 - 02:56:699 - 02:57:431 - 02:58:895 - and so on)
  16. Instead, put Hitfinishes on pretty much every other sound. Not all of them though (I believe you could arrange them however you like. You can ask me for more guidance in private if you want to know how I'd do it, because it's a little complex)I explained in-game about the hitsounding situation,
    I only hitsound once all diffs are complete and I'll keep this hitsounding in mind but i may just do the hitsounding I did in my ranked set of this song as well.
    Thank you


I hope my service was worth the effort of writing up a request and waiting for it.
Thank you for using my queue! :)
Thank you for looking at my map despite being a WIP. Thank you
Mombei

RoseusJaeger wrote:

Mombei wrote:

From my modding queue :)

[Easy]
  1. 01:21:944 (3) - Since I can see the anchors I know this slider's shape is a mistake, so I'll just point it out since you already know how you wanted it to look It blankets slider (2) but follow the waver vocal, so it's on purpose Fair enough
[Normal]
  1. 01:21:944 (4,5) - This pattern would flow better if 5 was flipper vertically. Since there isn't any peculiar sound on 5, I believe following implied cursor movement would be best. Adjust 01:23:773 (1,2) - accordingly I don't think a vertical movement would be very comfortable into the next pattern, so i'll have to diagree nononono I meant like this
There was not much to say, I apologize for the lack of substance in this mod. To partially make it up, I'll also give a creative suggestion; I noticed there are no hitsounds despite there being custom hitsounds in your song folder, so I decided I could help with that. That's fine, you were still helpful Glad I could be ^^

[Hitsounds]
  1. 00:08:407 - This is the point where percussions start. I suggest you put an Hitclap here (both diffs)
  2. After 3 white ticks (which would be 00:09:505 ) add an Hitfinish (both diffs)
  3. Keep alternating Hitclap and Hitfinish with regular intervals of 3 white ticks
  4. 00:18:285 - Here the alternating stops. Add an hitfinish (or an hitwhistle, if you find it more fitting)
  5. Repeat for 00:27:066 - 00:35:846 - 00:40:237 - 00:41:334 - 00:42:432 - 00:45:724 -
  6. 00:46:822 - Here the alternating starts again (Starting from hitfinish)
  7. 01:01:822 (4,5) - Remove hitsounds from these (but do apply them following this pattern)
  8. 01:15:359 - This time the alternating does not stop, so keep going
  9. 01:32:920 - Add an hitfinish here and stop the alternating
  10. Same for 01:37:310 - 01:38:407 - 01:39:505 - 01:42:798 -
  11. 01:43:895 - Alternating start again (from Hitfinish)
  12. 02:23:407 - Alternating stops (add hitfinish/hitwhistle)
  13. Same for 02:33:285 -
  14. 02:34:383 - Alternating starts again (from Hitfinish)
  15. 02:54:139 - Here it gets a little tricky. From 02:55:236 , put an hitclap on every other white tick (which means 02:55:968 - 02:56:699 - 02:57:431 - 02:58:895 - and so on)
  16. Instead, put Hitfinishes on pretty much every other sound. Not all of them though (I believe you could arrange them however you like. You can ask me for more guidance in private if you want to know how I'd do it, because it's a little complex)I explained in-game about the hitsounding situation,
    I only hitsound once all diffs are complete and I'll keep this hitsounding in mind but i may just do the hitsounding I did in my ranked set of this song as well.
    Thank you
    Fair enough


I hope my service was worth the effort of writing up a request and waiting for it.
Thank you for using my queue! :)
Thank you for looking at my map despite being a WIP. Thank you
So yeah like reconsider that "vertical flip" thing I think there's been a misunderstanding and I think it would be pretty neat so look into it k? k.
Topic Starter
DeletedUser_6709840
I re looked at it, and i still dont agree because then the flow will be against (1), which is really awkward in a Normal/ for a new player.
Bekko
just a quick mod for your easiest difficulty :)
Easy
00:03:285 (4,5) - Slight blanket
00:07:676 (4,1) - I'm not sure about those overlaps
00:09:505 (1,4) - ^
00:11:700 (4,1) - ^^
00:17:188 (4,2) - ^^^
00:19:383 (2,4) - ^^^^ (xd)
00:19:383 (2,4) - ^^^^^
00:25:968 (4) - Slightly move this to fix the flow with 00:24:871 (3) -
00:32:554 (2,4) - Overlap
00:46:822 (2) - Fix curve
00:46:822 (2,3) - Blanket
01:02:188 (5,2) - Slight overlap
01:25:237 (3,5) - Erm...
01:43:529 (1,4) - Overlap
01:59:261 (1) - Fix the first curve
02:05:846 (4,3) - Mini overlap
02:09:139 (4,3) - ^
02:13:529 (2,3) - This movement is very straight (Breaks the flow)
02:35:481 (2,4) - Overlap
02:38:773 (2) - This shape could be a little hard to read for newer players
02:47:188 (1,3) - Blanket
02:49:749 (1) - A very random shape. Stands out among the rest of the difficulty
02:58:529 (5,1) - Too close for comfort
AlphaDude95
Sorry i´m super late :D

From the NM queue: t/601442

I´ll mod the normal since daniel did the easy

NORMAL

00:21:578 (4,1) - the blanket´s off, move the slider higher to make not so visible
00:31:456 (2,3,4) - make this equilateral
00:43:529 - ^
00:51:212 (2,4) - overlap´s a bit off
02:03:651 (1) - a circle and a 1/2 slider here make more sense
03:07:309 (4) - this slider should end at 03:07:858
03:09:321 (2,4) - overlap´s off

That´s all, good luck with the map!!
Topic Starter
DeletedUser_6709840

danielexus wrote:

just a quick mod for your easiest difficulty :)
Easy
00:03:285 (4,5) - Slight blanket Done
00:07:676 (4,1) - I'm not sure about those overlaps I think it's fine here for now
00:09:505 (1,4) - ^ Not that noticeable, so it should be fine
00:11:700 (4,1) - ^^
00:17:188 (4,2) - ^^^ I had to remap but i agree here because 2/1 is dicey
00:19:383 (2,4) - ^^^^ (xd)
00:19:383 (2,4) - ^^^^^
00:25:968 (4) - Slightly move this to fix the flow with 00:24:871 (3) - ok
00:32:554 (2,4) - Overlap its fine
00:46:822 (2) - Fix curve i tried
00:46:822 (2,3) - Blanket ok
01:02:188 (5,2) - Slight overlap its fine
01:25:237 (3,5) - Erm... Stack fixed
01:43:529 (1,4) - Overlap not an issue
01:59:261 (1) - Fix the first curve ok
02:05:846 (4,3) - Mini overlap The rhythmic spacing is large enough it's not that noticable
02:09:139 (4,3) - ^
02:13:529 (2,3) - This movement is very straight (Breaks the flow) Moved slightly
02:35:481 (2,4) - Overlap Not issue since 3/1 spacing
02:38:773 (2) - This shape could be a little hard to read for newer players It's not that difficult since it turns on vocal
02:47:188 (1,3) - Blanket i can't get it to blanket
02:49:749 (1) - A very random shape. Stands out among the rest of the difficulty I dont see the problem
02:58:529 (5,1) - Too close for comfort rotated slightly but still no overlap
Thanks for mod
Topic Starter
DeletedUser_6709840

AlphaDude95 wrote:

Sorry i´m super late :D

From the NM queue: t/601442

I´ll mod the normal since daniel did the easy

NORMAL

00:21:578 (4,1) - the blanket´s off, move the slider higher to make not so visible Fixed
00:31:456 (2,3,4) - make this equilateral How
00:43:529 - ^
00:51:212 (2,4) - overlap´s a bit off Fixed
02:03:651 (1) - a circle and a 1/2 slider here make more sense I disagree because the guitar sound holds here before the loud sound.
03:07:309 (4) - this slider should end at 03:07:858 Nope, because there are three sounds there
03:09:321 (2,4) - overlap´s off it won't stack no matter what i try

That´s all, good luck with the map!!
Thanks for the mod
Nokashi
Hello There!!!
Requested check on Easy and Normal

Easy
  1. 00:02:920 (3,4) - The sound on (4) is really strong so stacking 3 on top of it kills any movement that could have been accumulated
  2. 00:17:188 (4) - You could make the wave more noticable here
  3. 00:05:115 (5) - Could work as a 1/1 slider, would also be consistent with rhythm here 00:07:310 (3,4) -
  4. 00:25:968 (4) - 1/1 slider would work well in expressing the vocal hold here
  5. 00:31:456 (1) - The middle white tick here isnt as strong vocal wise as the rest of the 1/1 reverses so it would have been nicer if this was a 2/1 slider instead
  6. 00:50:115 (5) - 1/1 for the vocal hold here as well could work nicely
  7. 00:50:846 (1,2) - Also stack here isnt really advised, emphasis is being removed from downbeat
  8. 01:09:871 (5) - CTRL-H would be cool here as as to spread this pattern out into the playfield
  9. 01:16:456 (2) - CTRL-G would provide better pathing here and a smoother cursor movement
  10. 01:18:651 (4) - Move the middle red anchor to x:218|y:175 , the white anchor after to x:262|y:198 and the last anchor in the slider end to x:317|y:174 to get a more visually appealing shape. With this shape as reference try to work upon your wave sliders like 01:21:944 (3) -
  11. 01:23:773 (1,2) - Strong cymbal got stacked under circle here, offering minimal emphasis imo
  12. 01:51:578 (5) - 1/1 slider here instead would express the vocal hold better
  13. 02:07:310 (2,3) - Angle kind of awkward here, i would consider making 02:07:310 (2) - a curved slider
  14. Offset is off on second timing point in my ears, try 174.111 or smth . Same applies for Normal
  15. 03:03:989 (6) - isnt as strong as 03:02:525 (4) - so it would be best to make this 03:02:891 (5) - a reverse instead
Visuals are lacking but rhythms are pretty neat most of the time. Nice one!


Normal
Keep note of aesthetic improvement like the wave sliders in the easy diff. I dont want this to be really cluttered in terms of notes
  1. 00:44:627 (2) - NC should be here i think
  2. 00:45:359 (3,4) - vocal intensity is spiking here so i would expect normal spacing here as well instead of a stack. 01:42:432 (3,4) - Same here
  3. 00:50:846 (1) - 2/3 Slider here, consitency with 00:46:456 (1) -
  4. 01:03:285 (5) - 1/1 slider would work better for the vocal hold
    Generally I would expect the kiai to be more dense than easy in terms of rhythms but the thing thats mostly different is the 2/3 sliders. I would opt for some denser rhythms but thats basically up to you
  5. 02:27:432 (1) - 2/3 slider here
  6. 02:38:407 (1) - Also here^
I really like what you did with the section where the pace picks up. It feels like it retains the feel of a normal diff, in contrast with the rest of the map
Otherwise, this is also a neat difficulty

Good Luck~!
Topic Starter
DeletedUser_6709840
Easy

00:02:920 (3,4)- The sound on (4) is really strong so stacking 3 on top of it kills any movement that could have been accumulated ( It makes no difference to me but I guess you're asking me to move it )
00:17:188 (4)- You could make the wave more noticable here (Done)
00:05:115 (5)- Could work as a 1/1 slider, would also be consistent with rhythm here 00:07:310 (3,4)- ( Fine )
00:25:968 (4)- 1/1 slider would work well in expressing the vocal hold here ( Fine )
00:31:456 (1)- The middle white tick here isnt as strong vocal wise as the rest of the 1/1 reverses so it would have been nicer if this was a 2/1 slider instead ( Previous mod told me to make this a 1/1 because of the guitar, iirc. So no change )
00:50:115 (5)- 1/1 for the vocal hold here as well could work nicely ( Fine )
00:50:846 (1,2)- Also stack here isnt really advised, emphasis is being removed from downbeat ( This is intentional to replicate the stagnant in the vocal )
01:09:871 (5)- CTRL-H would be cool here as as to spread this pattern out into the playfield ( I don't like it but it does add variation so I'll do it)
01:16:456 (2)- CTRL-G would provide better pathing here and a smoother cursor movement ( I don't agree because it adds a bit of antiflow that isnt comfortable for a newer player )
01:18:651 (4)- Move the middle red anchor to x:218|y:175 , the white anchor after to x:262|y:198 and the last anchor in the slider end to x:317|y:174 to get a more visually appealing shape. With this shape as reference try to work upon your wave sliders like 01:21:944 (3)- ( Second slider is like that on purpose, but kinda did what you instructed on first one)
01:23:773 (1,2)- Strong cymbal got stacked under circle here, offering minimal emphasis imo ( really makes no difference to me, I think the vocal stagnants enough that a stack is warranted )
01:51:578 (5)- 1/1 slider here instead would express the vocal hold better ( Fine )
02:07:310 (2,3)- Angle kind of awkward here, i would consider making 02:07:310 (2)- a curved slider ( Fine )
Offset is off on second timing point in my ears, try 174.111 or smth . Same applies for Normal ( No, your suggestion is extremely early. I'm keeping my timing)
03:03:989 (6)- isnt as strong as 03:02:525 (4)- so it would be best to make this 03:02:891 (5)- a reverse instead ( They sound exactly the same to me, no change )
Visuals are lacking but rhythms are pretty neat most of the time. Nice one! Thanks

 Normal

Keep note of aesthetic improvement like the wave sliders in the easy diff. I dont want this to be really cluttered in terms of notes ( Unless it's pointed out, it won't get fixed. Also, some of my patterns are intentional to blanket other patterns )
00:44:627 (2)- NC should be here i think ( No, because vocal starts on (1) )
00:45:359 (3,4)- vocal intensity is spiking here so i would expect normal spacing here as well instead of a stack. 01:42:432 (3,4)- Same here ( Fine )
00:50:846 (1)- 2/3 Slider here, consitency with 00:46:456 (1)- ( There is no 2/3 sound there)
01:03:285 (5)- 1/1 slider would work better for the vocal hold ( Fine )
Generally I would expect the kiai to be more dense than easy in terms of rhythms but the thing thats mostly different is the 2/3 sliders. I would opt for some denser rhythms but thats basically up to you ( I only hear the vocal the most so I mapped that strongest )
02:27:432 (1)- 2/3 slider here ( Vocal is too short for 2/3 here )
02:38:407 (1)- Also here^ ( No 2/3 sound because the vocal is too short )
I really like what you did with the section where the pace picks up. It feels like it retains the feel of a normal diff, in contrast with the rest of the map
Otherwise, this is also a neat difficulty Thanks for modding fam, I appreciate it
Thanks for mod!
Konei
I'M WORKING AS FAST AS I CAN I'M SO SORRY
Topic Starter
DeletedUser_6709840
CALM DOWN, FAM. YOU CAN DO IT!
Celektus
hi. M4M from here p/6517324/

[ Easy]
  1. I'll be honest I think this diff is kinda redundant as the normal with it's basic design and almost perfectly same rhythm density does the job of the lowest diff well enough having a higher more dense top diff with more active 1/3 rhythms and no DS would add more to the set than this
  2. 00:50:846 (1,2) - 01:23:773 (1,2) - 01:28:164 (1,2) -02:38:407 (1,2) - 1/1 stacks like these are confusing to players of this level as they aren't used to interpreting different visual spacing types of the same rhythm. Would suggest to not use a mix of 1/1 stacks and 1/1 spaced and make all the 1/1 in the diff spaced
  3. 00:51:212 (2) - 02:38:773 (2) - this shape is a bit to complex for Easy players as a lot of the slider border is obscured by itself. Would suggest something with a wider angle and less obscured slider border like this maybe?

[ Normal]
  1. 00:50:846 (1,2) - 01:36:944 (1,2) - 02:01:090 (3,4) - 02:38:407 (1,2) - as I pointed out in the Easy diff players of this level are having a hard time understanding that the same rhythm can be represented by different visual spacing, in this case they might even confuse the 1/1 stacks as 1/2 since 1/2 in normal diffs is commonly mapped as any kind of overlapping. Spacing out all the 1/1 and using some other kind of emphasis would be less ambiguous.
  2. 00:02:920 (4,5) - reverses kinda ignore the strong chords on the offbeats 00:03:285 - and 00:04:383 - since this is a normal I would suggest you to use circles into 1/1 sliders like this
  3. 00:05:846 (2,3) - 2 1/2 circles into the slider would be easier here as normal is supposed to introduce 1/2 rhythms and 1/2 sliders are still really short in most low diff like this so players can easily get confused with them while circles are more straight forward to them
  4. 00:26:334 - I think you should map the sound here passively with a slider end to keep steady 1/1 polarity while still prioritizing the sound on 4
  5. 00:43:529 (4,5,1) - Low diff players (Easy and Normal) don't read rhythm gaps by looking at the approach circles yet so the rely on visual spacing to tell in what order to follow pattern, triangles like this make it ambiguous in what order they have to follow the pattern. Using a wider angle like ~72° ~90° would be easier to understand
  6. 03:09:321 (2,3,4) - 2 overlapping 4 is too confusing as the players won't know if the 1/2 gap is into 3 or 4 so much overlapping can mean either since players as mentioned don't really read the approaches or the fading in/out to determine in what order to read a pattern. Try some changes out that make it easier to tell in what order this goes or maybe even delete 03:09:321 (2) -

[ Jonaffy's Hard]
  1. 2 objects aren't snapped as AiMod says
  2. I think you should introduce some non-consecutive jumps into the diff as you use almost 99% DS which hards can go beyond especially since this is the highest diff in the set, sounds like 00:08:407 (3) -
  3. 00:11:456 - I think you could map this sound here passively with a reverse
  4. 00:12:310 - you didn't map a Kick drum here
  5. 00:15:603 - you could map the sound here actively
  6. 00:17:798 - you didn't map a sound here
    ...

    Overall you don't map a lot of sounds which I think you still could on a hard diff without losing emphasis on other sounds, might just be that I think the top diff should map more sounds in the song so up to you if you want to add some easy stacks here and there since that's mostly what these sounds come down to
  7. 01:07:127 (2,3) - active 1/4 is encouraged on hard diff even if you use it sparingly, that would add a bit more interesting concepts to the map while still following the song well and adding more emphasis on 01:07:310 -
  8. 01:58:896 (6,1) - I know this is technically correct DS, but it breaks the visual consistency that every 1/3 gap so far has been overlapping and also makes the pattern look a bit weird. You can sacrifice perfect DS to make things look better etc. on hards as visual spacing on them matters more than perfect DS since hard players can read rhythm gaps better
  9. 02:03:895 (2) - I think 2 1/3 circles arranged in a sharp angle into the latter would be more interesting here while still emphasizing the first note more like this
  10. 02:05:846 (1,2,3) - you use 3 sliders all with the same flow even though 02:06:212 (2,3) - have sounds on both ends while 02:05:846 (1) - only has a sound on the head. Would either suggest mapping the guitar actively or using flow to passively emphasize the sounds by making flow out of 1 really easy, but harder out of the other 2 like this maybe
  11. 02:11:944 - think that sounds stand specifically out among the ones you skipped so I'll mention it separately

gl with the set
Jonarwhal

Celektus wrote:

hi. M4M from here p/6517324/

[ Jonaffy's Hard]
  1. 2 objects aren't snapped as AiMod says
  2. I think you should introduce some non-consecutive jumps into the diff as you use almost 99% DS which hards can go beyond especially since this is the highest diff in the set, sounds like 00:08:407 (3) -
  3. 00:11:456 - I think you could map this sound here passively with a reverse
  4. 00:12:310 - you didn't map a Kick drum here
  5. 00:15:603 - you could map the sound here actively
  6. 00:17:798 - you didn't map a sound here
    ...

    Overall you don't map a lot of sounds which I think you still could on a hard diff without losing emphasis on other sounds, might just be that I think the top diff should map more sounds in the song so up to you if you want to add some easy stacks here and there since that's mostly what these sounds come down to
  7. 01:07:127 (2,3) - active 1/4 is encouraged on hard diff even if you use it sparingly, that would add a bit more interesting concepts to the map while still following the song well and adding more emphasis on 01:07:310 -
  8. 01:58:896 (6,1) - I know this is technically correct DS, but it breaks the visual consistency that every 1/3 gap so far has been overlapping and also makes the pattern look a bit weird. You can sacrifice perfect DS to make things look better etc. on hards as visual spacing on them matters more than perfect DS since hard players can read rhythm gaps better
  9. 02:03:895 (2) - I think 2 1/3 circles arranged in a sharp angle into the latter would be more interesting here while still emphasizing the first note more like this
  10. 02:05:846 (1,2,3) - you use 3 sliders all with the same flow even though 02:06:212 (2,3) - have sounds on both ends while 02:05:846 (1) - only has a sound on the head. Would either suggest mapping the guitar actively or using flow to passively emphasize the sounds by making flow out of 1 really easy, but harder out of the other 2 like this maybe
  11. 02:11:944 - think that sounds stand specifically out among the ones you skipped so I'll mention it separately

gl with the set
I'm sorry but this wasn't meant to be a top difficulty...
Higher difficulties are coming. As for the snapping... AiMod errors. I'll ask Rose to run Timing>Resnap All
Topic Starter
DeletedUser_6709840

Celektus wrote:

hi. M4M from here p/6517324/

[ Easy]
  1. I'll be honest I think this diff is kinda redundant as the normal with it's basic design and almost perfectly same rhythm density does the job of the lowest diff well enough having a higher more dense top diff with more active 1/3 rhythms and no DS would add more to the set than this One of the my GDers disagrees because the one 1/3 is there, it makes more sense to have an easy diff with no 1/2 then to leave new players to their devices with 1/3 and 1/2 mixed together so I think I'll keep this diff.
  2. 00:50:846 (1,2) - 01:23:773 (1,2) - 01:28:164 (1,2) -02:38:407 (1,2) - 1/1 stacks like these are confusing to players of this level as they aren't used to interpreting different visual spacing types of the same rhythm. Would suggest to not use a mix of 1/1 stacks and 1/1 spaced and make all the 1/1 in the diff spaced ( I fixed them all )
  3. 00:51:212 (2) - 02:38:773 (2) - this shape is a bit to complex for Easy players as a lot of the slider border is obscured by itself. Would suggest something with a wider angle and less obscured slider border like this maybe? ( I personally think it's fine, it's still readable)

[ Normal]
  1. 00:50:846 (1,2) - 01:36:944 (1,2) - 02:01:090 (3,4) - 02:38:407 (1,2) - as I pointed out in the Easy diff players of this level are having a hard time understanding that the same rhythm can be represented by different visual spacing, in this case they might even confuse the 1/1 stacks as 1/2 since 1/2 in normal diffs is commonly mapped as any kind of overlapping. Spacing out all the 1/1 and using some other kind of emphasis would be less ambiguous. ( I personally think I Normal player should be able to read 1/1 pattern stacking just fine. I can see why in an Easy but in a Normal it should be common. I don't find it ambiguous at all)
  2. 00:02:920 (4,5) - reverses kinda ignore the strong chords on the offbeats 00:03:285 - and 00:04:383 - since this is a normal I would suggest you to use circles into 1/1 sliders like this You're right, fixed
  3. 00:05:846 (2,3) - 2 1/2 circles into the slider would be easier here as normal is supposed to introduce 1/2 rhythms and 1/2 sliders are still really short in most low diff like this so players can easily get confused with them while circles are more straight forward to them I honestly think it's fine
  4. 00:26:334 - I think you should map the sound here passively with a slider end to keep steady 1/1 polarity while still prioritizing the sound on 4 (The vocal doesn't really have a clear ending so i left that out on purpose)
  5. 00:43:529 (4,5,1) - Low diff players (Easy and Normal) don't read rhythm gaps by looking at the approach circles yet so the rely on visual spacing to tell in what order to follow pattern, triangles like this make it ambiguous in what order they have to follow the pattern. Using a wider angle like ~72° ~90° would be easier to understand ( The comboing provides a clear path for the player to follow so i dont see the issue)
  6. 03:09:321 (2,3,4) - 2 overlapping 4 is too confusing as the players won't know if the 1/2 gap is into 3 or 4 so much overlapping can mean either since players as mentioned don't really read the approaches or the fading in/out to determine in what order to read a pattern. Try some changes out that make it easier to tell in what order this goes or maybe even delete 03:09:321 (2) - ( I deleted 2 )


gl with the set
Thank you, I modded your set and probably gonna get all rejections but I tried.
Celektus
wanted to clarify some suggestions

RoseusJaeger wrote:

Celektus wrote:

hi. M4M from here p/6517324/

[ Easy]
  1. I'll be honest I think this diff is kinda redundant as the normal with it's basic design and almost perfectly same rhythm density does the job of the lowest diff well enough having a higher more dense top diff with more active 1/3 rhythms and no DS would add more to the set than this One of the my GDers disagrees because the one 1/3 is there, it makes more sense to have an easy diff with no 1/2 then to leave new players to their devices with 1/3 and 1/2 mixed together so I think I'll keep this diff.
    I meant more like the normal is too basic rather than the Easy is being too Easy, both are so similar that they feel interchangeable. You don't have to reply to this again really

[ Normal]
  1. 00:50:846 (1,2) - 01:36:944 (1,2) - 02:01:090 (3,4) - 02:38:407 (1,2) - as I pointed out in the Easy diff players of this level are having a hard time understanding that the same rhythm can be represented by different visual spacing, in this case they might even confuse the 1/1 stacks as 1/2 since 1/2 in normal diffs is commonly mapped as any kind of overlapping. Spacing out all the 1/1 and using some other kind of emphasis would be less ambiguous. ( I personally think I Normal player should be able to read 1/1 pattern stacking just fine. I can see why in an Easy but in a Normal it should be common. I don't find it ambiguous at all)
    you also didn't introduce it so it's unexpected for players who literally just started the game which is the target audience of these diffs
  2. 00:43:529 (4,5,1) - Low diff players (Easy and Normal) don't read rhythm gaps by looking at the approach circles yet so the rely on visual spacing to tell in what order to follow pattern, triangles like this make it ambiguous in what order they have to follow the pattern. Using a wider angle like ~72° ~90° would be easier to understand ( The comboing provides a clear path for the player to follow so i dont see the issue)
    players at this point don't really understand combos, they pretty much have no idea what the numbers mean and even if they can, it's just less ambiguous to change the pattern to a wider angle


gl with the set
Thank you, I modded your set and probably gonna get all rejections but I tried.
thank you
SilenceKakashi
I think everything was already pointed out, so I'll just help with hitsounds a little
Claps
You have yet to put it at 00:12:043, 02:09:139
With the last part maybe you would put them on 02:55:968, 02:56:699, 02:57:431, 02:59:626,
03:00:358 et cetera. Every second beat, in short




Finishes
You haven't put it on 01:39:920, 02:02:554, 02:03:651, 02:22:310, 03:04:748,
03:11:334, 03:16:273
Sorry I couldn't be of much help
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