Celektus
Celektus wrote:
[Dream]
- first off you skip a lot of notes, this overall isn't really a problem yet I don't get your logic behind what you skip most of the time. For example most of my Hitsounding focuses around the drums which becomes really hard in sections like this where you pretty much skip all of them. before fixing anything read the whole mod please as I will explain some stuff you might need in order to judge these suggestions correctly.
Kick skipped: 02:08:746 - 02:10:309 - 02:13:746 - 02:15:309 - 02:18:746 - 02:30:309 - 02:40:309 - 04:23:121 (3) - 04:27:809 - 04:28:746 - 04:33:746 - 04:40:309 - fixed some, 4min plus are undermapped because global song is low and calm
Snare skipped: 02:09:371 - 02:14:371 - 02:19:371 - 02:24:371 - 02:34:371 - 04:21:871 - 04:26:871 - 04:31:871 - 04:36:871 - 04:39:371 - maybe this one 04:39:996 - ^- another thing is the way you handle filler rhythm. If you don't know what that is it's essentially not placing slider ends on sounds, which is really common nowadays as mappers often only care about making important sounds in the song clicked to emphasize them.
It's still totally legitimately to have both Head and end of a slider be mapped by equally strong sounds tho it's better to stay consistent with which of these ideas you use in certain section or instruments. For example you have a slider with a slider end on nothing here 01:21:246 (1) - yet this one has strong sounds on both ends 01:21:871 (4) - it would be better to either split the 2nd slider to have both sounds be clicked or extent the first slider until the next equally strong sound or make it just a circle.
This is a "issue" in nearly the entire map tho fixing it doesn't need that much effort as you can rearrange you patterns and adding sliders probably. If you don't wanna fix this keep it in mind in future maps. seems right with this song to me ❌- another thing would be the way you handle stacks. For players of this level reading different kinds of rhythms should be made easier by making them visually distinct, most people nowadays do this by making 1/4 overlap slightly 1/2 spaced and 1/1 always stacked mixing 1/2; 1/4 and 1/1 to be stacks makes either less recognizable.
Long story short try and make only 1/1 or 1/2 stacked in certain sections. It's overall more common to only stack 1/1 so I recommend that. (overall example 01:37:184 (1,2,3) - vs. 01:27:184 (1,2,3) - )
✓ fixed most of them- you often have patterns like this 01:27:184 (1,2,3) - where you could make the triangle more perfect and use blankets.
You can make the triangle perfect by selecting any 2 notes for example these 01:27:184 (1,2) - then copying pasting them, rotating them by -/+ 120°, overlapping them like this (<--- that's a Link) and moving the slider in the correct place. I wouldn't recommend this in this case tho as 3 is a strong er sound that should be jumped to, I just wanted to explain this method to make things more visually appealing.
✓
As I said if you don't do that move 3 more away to make it a jump and alling it in a way here so that the approach circle of 2 overlaps 3 slider body like this. You don't have to do it exactly like this, but you should use this technique to improve your visuals. There are a few places where you nearly do a blanket like how I showed yet the could be improved by using approach circles.- the last major thing would be these patterns 01:28:746 (1,1,1,1,1,2,3) - the rhythm seems like it could emphasize the Lead better as the first tick doesn't have a Lead while the other do and the last few notes always have other things in them that should be grouped separately. 01:30:413 (1,2,3) -
I want to keep this rythm, because it's not a rythm that any "hard" difficulty map could implement. it's because the map is slow and there's 1/3 that I can use this pattern, and with this map I want to give players new type of patterns for them that they would have see only in Insane/extra diffs.
I would suggest a rhythm like this:- there is a strong sound on this slider end 00:57:809 - you should make it clicked I think as it's stronger than the sound on the slider head.
✓- this sound I think could be mapped 01:10:934 - since you made most Vocals prioritized through clicking so far.
✓- this 01:17:809 (6) - is the only note in the build up without a "stream" corner 01:14:059 (2,5) - or direction change 01:16:246 (1) - so you could try and make it also visually emphasize the Vocal like the other notes I linked(I call them stream corners cause I never see this used outside of streams lol)
✓- As I mentioned before you should make Snares like these and other drum possibly 01:21:715 (3,4) - jumps as they could be considered stronger and it would make sense to emphasize them with spacing. You can do that in a lot of places in the kiai actually and it's kind of a problem overall which would be hard to fix unless you don't wanna use spacing emphasis at all.
❌ to be honest, 1: too much to fix 2: not reallt a fan of that, I like to keep DS straight (except for the jumpy part at the end of the 2nd kiai)- these patterns I think could be better 01:26:246 (1) - for example using 5% volume is bad as there is still a sound on the slider head that needs feedback which is why I lowered them myself in the code you should have now. 5% volume is pretty much only used for extended sliders with no sound on their ends.
another thing about this which I would suggest changing would be to make the end clicked. it's kinda "fine" as it is now tho I still wanna suggest something for future maps. It's very common to do something like this this is a extended slider and it's, often used to express held sounds tho it's not recommended to skip sounds with them. There's also a other problem which would be that using them very late in the song would be considered a difficulty spike so only use them if you have already used them early on.
You can either leave this as it is like I said before and implement it in future maps or you can add a few of these early on in case you're ok with re doing a lot of your rhythms... also remember❌ not that i'm lazy, but it's an hard map. it's already a little bit high on sr because of the lenght, so i'll try to limit sr incrementation if it's fineCelektus wrote:
5% volume is pretty much only used for extended sliders with no sound on their ends.- this is the first time you map this part of the song like this 01:45:309 (1,2,3) - which is very inconsistent. The best solution would be either to use only one way of mapping this or having some kind of structure behind your variations, like switch between both of these ways to map the patterns every 2nd time or using the 2nd version in the parts with the "Ride"
removed the triple slider one ✓
(these parts 01:41:246 (1,2,3,1,2,3,1,2,3,4,1,2,3,4,1,2,3,1,1,2,3,4,5,1,1,1,1,1,2,3,1,2,3,4,5,6,1,2,3,1,2,3,4,5,6,1,1,2,3,4,5,1,1,1) - )
I love how people think different when it comes to mapping. You've probably noticed the discussion I had with the other french guy on page 1 (and probably didn't understand a word lul), he said I should use more variety of patterns.- here are some sounds you skipped:
map Kick here 01:32:496 -
✓
Lead skipped here 02:23:590 - 02:28:590 - 02:33:590 - 02:38:590 -
✓
skipped 03:20:934 - 03:40:934 (3) -
✓
skipped clap 04:11:090 - 04:06:090 - 04:16:246 (4) -
✓
skipped Kick and Cymbal 04:12:496 -
✓
skipped Lead 04:20:777 - 04:24:684 - 04:24:840 -
✓- the sounds you were trying to map I think is actually on a red tick 04:01:038 (3) -
❌
just filling here- from here 04:28:746 - to here 04:30:830 - you completely ignored a super interesting rhythm a Lead did in that Back pls map T_T
❌ i'm mapping the vocals, and since the song is calming down i can't put a faster rythm than the one I mapped before
that's all hope it wasn't to overwhelming or annoying to read if you need some more explanation or help feel free to ask me out
thanks!
gl with the map~ thanks
lit120
lit120 wrote:
[x]ok, so first of all...
- offset 1264 ✓
- i'll tell ya what's with this red text color. bad news for you. this doesn't count as "rankable" anymore. why? there's a rule that the map should be 5 minutes long for an approval map (marathon). that means you're not going to have a break here sadly, since the song is like 5 minutes above. 03:01:242 - shoud me mapped eventually. here's the starting point till the end. 00:01:242 - 05:03:742 - (should be able to use a spinner in the end)
✓ replaced last slider with a spinner and extended it to make 5:02 LOL
useless rule in my opinion, why should there be a timelimit?- 00:09:996 - should be clickable ✓
- 00:29:996 - this too ✓
- 00:55:621 (1) - remove NC, then 00:56:246 (2) - NC, to emphasize such a starting vocal well here ✓
- 00:56:871 (3,1,2,3,4) - try this http://puu.sh/wt9I3/c1d42ca8ae.jpg . should work on both rhythm and vocal well (if u can understand the concept of a rhythm carefully) ✓
- 01:01:246 - i don't get this hitsound use. good thing that u used both hitsounds here, but having a finish hitsound is way too much
- 01:10:933 - normally, you would use a note here to follow a vocal here better (or 1/2 slider), but it's pretty empty here. it's kinda sad though fixed with Celektus's ✓
- 01:13:746 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - DSs? why not using such patterns? you can use it from ctrl+shift+d and use the pattern idea on how you want to make there. current one seems pretty boring there ✓
- 01:18:746 (1,2,3,4,5,6,7,8,9,10,11,12,13) - should be a 1/3 reverse rather than the current one, for a better intro start. it's not even that intense part you know ❌ i want to keep this pattern as it is
- 01:27:184 (1,2,3) - the pitch and the beat should be like http://puu.sh/wtadC/07d61e33fd.jpg for example
- 01:28:746 (1,1,1,1,1,2,3) - i feel like it should be like 1/3 reverse each when i tried to understand and following the rhythm here, like http://puu.sh/wtagS/7c4dd63cb3.jpg . same goes to 01:38:746 (1,1,1,1,1,2,3) - 01:48:746 (1,1,1,1,1,2,3) - and other parts like this
I want to keep this rythm, because it's not a rythm that any "hard" difficulty map could implement. it's because the map is slow and there's 1/3 that I can use this pattern, and with this map I want to give players new type of patterns for them that they would have see only in Insane/extra diffs. (copy paste from celektus's answer xd)- 02:09:996 (5) - why finish hitsound? is there any such downbeat sound here? no, there isn't
- 02:21:246 (1,2,3) - try a triangle pattern here (ctrl+shift+d) ✓
- 02:43:746 (1,2,1) - you can try a triangle pattern here by selecting one slider, copy paste, turn 120 degrees, and do the same thing that's what I did LOL
- 02:53:121 (2,1,2,1,2) - try to use one of those sliders, like starting from 02:53:121 (2) - , turn on whatever degrees after copy paste one of them, then do the same thing all over by stacking it again and again ✓
- 03:18:746 (1,2,3,1,2,3) - should be a 1/3 reverse instead ❌ I want to keep the map jumpy, they are very rare at 3* level
- 03:20:933 - missing note ✓
- 03:36:242 (1) - ah, you could make it longer to 3/4 slider, or just have 7/8 slider instead following such vocal that says "ahn" :vvvvv would be cool. then have a note at 03:36:867 - , or you could just end it there ❌ i've always used this pattern, if i change this one i change all the other ones
- 03:46:242 (1) - here http://puu.sh/wtcbS/1a0ae3ab49.jpg . should work on 04:02:492 (6) - and the rests like this as well ❌ nop because :
04:02:514 (6) - background change
03:46:264 (1) - no background change- 03:46:867 - why did u skip a note? wot?
- 04:18:742 (1,2,1,2,1,2) - if u want to have a note like this, i'd suggest a 1/3 reverse, or rework ur NCs like this http://puu.sh/wtcwd/f444e50dca.jpg ✓
- 04:21:242 (1) - this slider ends on a white tick there ✓
- 04:42:492 - where's the note? ❌ g*
think for an idea of such patterns you are going to use. inspiration might be available right from your mind, or from the other mapsets. if u can get an idea how to work on it, just experiment it a bit, and you're good to go! sometimes there will be jumps that u should express from this following, for example, high pitch vocal, downbeat, snares that are loud, etc.
second... try to have ur feelings from the song. what are you going to follow? what are you trying to express from the song? sliders and circles can be your friend to think what u're trying to follow from the song. it's like what you're trying to follow in one objective. i wouldn't mostly point them out here, but you know that you can handle this on your own, if you can do a bit of self mod there
third, hitsounds. imagine what u're trying to follow and express about the beat from the song. downbeat for finish, snares for clap, kicks for whistle, for example
looks like some has been pointed out from Celektus' mod there that is rly important. the thing is, try to gain more ideas in mapping and focus on what u're trying to follow and expressing from the song
gl ty
Thanks to both of the you for the super long mods!
(and thanks again to celektus for the hitsounds, really makes a huge difference when playing)