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Muzzy - Spectrum

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Topic Starter
Yamicchi

noz1995 wrote:

Đã biết người ta không hiểu tí gì về mod extra mà còn nhờ :<
  1. Không hiểu sáng nay tôi ăn phải cái gì mà thấy map chậm chậm, cho lên AR 9.4 hay 9.5 có được không? XD 9.2 là vừa rồi ông ạ :))
  2. Ở 00:45:151 mới là bắt đầu một đoạn nhạc. Vậy tôi nghĩ 00:42:665 (1) nên là 1 circle + 1 spinner. Chứ không thì 00:39:922 (1) nó hụt hẫng lắm tui kh hiểu ông đang nói gì luôn :v
  3. 01:16:604 (3) - Đuôi slider off music, nhưng trước và sau đều có âm.
  4. 01:20:750 (1) - ^ tui cũng kh thấy 2 cái này nó có vấn đề lắm, nhưng nếu ai nói gì thì tui sẽ cố tìm cách sửa
  5. 02:31:179 (2,3,4) - Đoạn này tôi thấy ông chỉ làm để cho cái map nó khó hơn thôi, tôi không nghe thấy gì ở đuôi slider cả. Ừ đâu có gì ở đuôi slider đâu, tui làm vậy cho cái hitclap thôi, cả map đều làm thế, để cho nó có cái đặc trưng riêng
  6. 02:31:694 (5) - Nếu đoạn trên đã làm kiểu kick thì đoạn này âm cũng na ná, làm theo luôn đi? kh sửa cái slider này, nhưng có sửa cái khác :v cho hợp lí hơn
  7. 02:40:608 (5) - Có âm mạnh, stream nên gấp khúc ở đây
  8. 02:41:294 (5) - ^ ok fine
  9. 02:55:008 - strong kick wubbing
  10. 02:55:180 (4) - Âm này quá nhỏ so với 02:55:008 -, không nên map giống 02:54:665 (2) -, dễ bị mất nhịp tụt acc [color=#FF0000wubbing[/color]
  11. 02:57:922 (4) - 03:00:665 (4) - ^
  12. 03:04:608 (4) - Âm mạnh đều, thành jump tôi thấy hay hơn thật ra sliderend nó xuống sâu hơn
  13. 03:39:065 (4) - 03:41:808 (4) - 03:44:551 (4) - ^x2
    Đoạn sau đó kiểu extra, ngoại trừ việc thấy nó khó và khó chịu ra thì mình không biết nói sao :v
  14. 04:55:865 (6) - Đầu slider không có âm, đuôi slider là big tick??? Nên chuyển 5 thành slider, đuôi của 6 thành circle và NC. violin :v
  15. 04:56:379 (1) - Nếu sửa theo ý tôi ở trên thì chỗ nào bỏ NC
  16. 05:01:351 (5) - Chuyển thành 2 circle và thêm NC vào đít
    Ôi moá, chả hiểu được quy luật NC nữa, âm mạnh âm nhẹ đảo lộn hết...
  17. 05:49:522 - Troll slider? troll slider :)))
Bye. Không thân!
Thank you boi~
Hokichi
Shit mod incoming

Nice slider art.
Are you sure you wanna go with the slider border color and combo colors? They don't really match to me tbh.

Unused hitsounds:
drum-hitwhistle.wav
normal-hitclap5.wav

Wave hitsounds with possible delay > 5ms:
normal-hitclap5.wav
normal-hitfinish.wav
soft-hitfinish10.wav
soft-hitfinish11.wav

Pls check uwu

01:23:235 - Spinner should start here instead (?)
01:51:922 (4,6) - Why didn't you stack like b4? Like 01:37:522 (2,4) -
03:15:579 (5,6,7) - Can be hard, but since it's Extra, so meh. Something like 04:07:694 (6,7) - is better
04:45:065 (1,2) - Bad blanket uwu
04:46:951 (3,5,1) - Please stack

K, very short mod cuz I suck
Your map is gud.
Topic Starter
Yamicchi

Hokichi wrote:

Shit mod incoming

Nice slider art.
Are you sure you wanna go with the slider border color and combo colors? They don't really match to me tbh.

Unused hitsounds:
drum-hitwhistle.wav 04:31:008 -
normal-hitclap5.wav k

Wave hitsounds with possible delay > 5ms:
normal-hitclap5.wav
normal-hitfinish.wav didn't even reach 3ms?
soft-hitfinish10.wav
soft-hitfinish11.wav these are not called delay tho, it's fade in effect

Pls check uwu

01:23:235 - Spinner should start here instead (?) the sound is actually go on from 01:23:495 - so
01:51:922 (4,6) - Why didn't you stack like b4? Like 01:37:522 (2,4) - firstly I didn't stack because I wanna give players some better vision of the pattern, secondly because this part has more intensity than the previous, so stacking is not a good idea
03:15:579 (5,6,7) - Can be hard, but since it's Extra, so meh. Something like 04:07:694 (6,7) - is better using 1/4 slider for a specific triples is not my type
04:45:065 (1,2) - Bad blanket uwu can't see it tho
04:46:951 (3,5,1) - Please stack visual stuffs

K, very short mod cuz I suck
Your map is gud.
I'm disappointed bout the mod tho :( but still thanks!
Mombei
From my modding queue :)

[Dispersion of Lights]

For this map, I'm going to take an unusual route and analyze types of issues on their own. I usually wouldn't do this, but this map is clearly divided in sections that have distinct types of flaws.

Let's get started.

Rhythm Issues
[00:06:837 - 01:07:008]
Many of the sliders here are off rhythm-wise. The song barely has any delay on those sounds, but they are placed a whole 1/2 late. I've tried it myself and normalizing the rhythm so all sliders end up on a red tick makes the map a lot more intuitive to play, and it doesn't sound half bad.
Namely, these sliders are 00:13:865 (2) - 00:15:065 (1) - 00:16:608 (2) - 00:22:094 (2) - 00:34:437 (1) - 00:35:637 (2) - 00:38:551 (2)
Please be careful with 00:34:437 (1) - it's actually too long and should end on 00:35:465 - while 00:35:980 (2) - should start on 00:35:637 - and be long enough to end on 00:36:837 . The same applies for almost all instances of this error.

[01:07:694 - 01:30:126]
Although loosely, the vocals are followed, but the rhythm doesn't have a proper structure.
Take 01:07:694 (1,2,1,2) - Here there's a click and then a release on every... syllable I guess? Why are 01:07:694 and 01:08:380 special, and get a click?
The answer is that they're not and this rhythm structure is wrong.
Emphasis should be an all syllables, but it's fair to keep a slider for a prolonged sound, or to fill in the gap. Therefore, this is the correct rhythm structure for this pattern. But I bet you're going to say something like "this part is calmer so, so"- don't.
If you don't want to give this section a lot of intensity (which you wouldn't with that pattern anyways, because the song is so slow), you can use a passive version of this rhythm, like this. Point is, as it stands, that rhythm is wrong.

On to 01:09:751 (1,2,3)
3 doesn't even land on a notable sound. 1 should be shorter and 2 should take 1's tail's place. 3 should be longer. here
You're giving slidertails too much importance and ruining the tactile feedback from the patterns because of it.

01:13:180 (2,3,4,1,2,3) - exact same.

01:22:464 (4) - should go all the way to the red tick before 01:23:150 (1). "with" ends on the red tick.

[01:34:437 - 02:18:322]
There aren't any notable rhythm flaws in this section. Well structured.

[02:21:065 - 03:24:151]
There aren't any notable rhythm flaws in this section. It's hard to mess up a 1-2 drum-snare structure, I guess.

[03:26:894 - 04:10:779]
03:29:294 (7) - No matter how many times I listen to this and play it out, this slider should be 2 circles, period.
03:51:922 (2) - Either give 03:52:265 - a clickacle object or be consistent with this and make 03:52:437 (3,4) - 03:52:951 (1,2,3) - 03:53:294 (3,4,5) - groups of 3. There is too much variation in composition for a section that's literally identical all the way.
03:54:322 (1,2,3,4,1,2,3,4,5) - Same applies.

[04:10:437 - 04:32:722]
04:29:979 (1,2,1,1,1,1,1) - Simplifying rhythms is a thing, but this is bad.
04:30:322 (1) - This should not be the start of the slider. Replace with a circle.
04:30:494 - This should be the start of the first slider. You put the most important drum on a reverse arrow. Give it a click.
04:31:694 - 04:32:208 - should have clicks.
this is what this rhythm should look like

[04:32:722 - 05:16:694]
There aren't any notable rhythm issues in this section; although there are inconsistencies, it is nothing worth mentioning.

[05:41:637 - 06:03:237]
this one's ok too.

Object placement issues
Yup, we're doing this again.

[00:06:837 - 01:07:008]
Well, there isn't any spacing and the sliders don't make sudden 180* turns, so I suppose this section is alright


[01:07:694 - 01:30:126]
01:09:751 (1,2,3) - Is there a reason to break implied cursor movement from 1's slider body? No? thought so. Make them play into each other, perhaps it would be easier for you if you changed 1's slider shape.
01:15:233 (1,3) - either ovelap slidertail and head, or blanket 3's sliderbody to 1's slidertail. This overlap just looks bad.
01:18:693 (1,2,1,2,1,2,1) - What's with this? The pattern itself is meh, but why is 01:20:750 (1) - further away as if it were a pattern on its own? You should either normalize the pattern by placing the last 1 as you have all other objects in this pattern, or change the pattern entirely to maybe look good.

[01:34:437 - 02:18:322]
01:35:465 (4,5) - Again, no reason to break circular flow. And even if you want to, this overlap looks bad. Use this blanket instead
01:39:923 (1,2,3,4,5) - If you're going to revert circular flow for every instance of this pattern, then why do these play into each other? Be consistent with flow choices.
01:42:665 (1,2,3) - 2 is a lot further away from 1 than 3 even though 1 and 3 are the same sound. Normalize spacing.
01:43:865 (5,5,6) - Another half-overlap. Either use an hexagrid or overlap them properly
01:46:608 (5,3) - Again?

Okay, I think you have a misconception about overlaps and object placement. You're NOT making it easier for players to see these. You're making visual clutter. It is something a map does not need and should avoid. This happens sooo many more times throughout the whole map. I'll point some out for you, but the solution is always the same; either use an hexagrid structure or perfectly overlap them. Half-assed overlaps make a map look bad. You should be able to tell where they are since you probably placed them that way on purpose.

01:51:922 (4,6,4) - either overlap all of them or space them evenly. This is clutter.
01:57:065 (3,4,5,6,7,8) - 6-7-8 plays awfully after 3-4-5. You should follow circular flow and avoid 180* turns in flow (without a reason, that is)
02:00:322 (5,2,4,1) - Clutter
02:03:579 (1,2,3,4,5,6) - This sort of thing only looks decent when the spacing is minimal
02:06:151 (6,1,2,3,4,5,6) - Clutter
02:15:579 (1,2) - Make this barely aesthetic bu placing 2 on an hexagrid, like this
02:16:608 (5,6,7,1,2,3,4,5) - Clutter. This sort of visual progressions should be done with minimal spacing as I've shown you. If you space them too further apart it will just look unpolished and bad.


[02:21:065 - 03:24:151]
02:22:779 (1,2) - Inconsistent spacing with 02:23:122 (3,4) - 02:23:465 (5,6) - , which are inconsistent with 02:23:808 (1) . What's the point of a reverse spacing progression if you're just going to put a CS jump right after? It just throws players off. There's no reason to have the map be unintuitive. Having less spacing for each 1-2 is fine but here it's too extreme.
02:25:522 (1,2,3,4,5,6) - I get the pattern, but at least make it look good
02:27:751 (3,2) - Clutter
02:28:437 (2,3) - Missed overlap
02:29:294 (1,2) - These should play into each other. Either rearrange or ctrlG 2
02:30:322 (4) - Uncomfortable flow. You should ctrlG 5, flip it and blanket
02:32:037 (1,2,3,4,1,2,3,4) - Again, use minimal spacing for the best effect
02:33:408 (1) - This is much better off as a blanket that it is as a part of the progression
02:34:437 (4) - Missed overlap/blanket with 02:33:237 (4)
02:34:779 (1,2,3,4,1,2,3,4) - This actually looks ok but apply the same changes just to be consistent
02:58:094 (5) - This would be a lot better if it was just a smaller version of the other 2 sliders rather than a cut version. here

[All other sections]
Object placement issues are pretty much the same across the map. Unjustified changed in circular flow - visual clutter - inconsistent spacing
I believe you got the gist of what you should be doing.

At last, I am done. This took quite a lot of effort so if you're just going to ignore you I'll actually chase you down irl.

Thank you for using my queue :)
Topic Starter
Yamicchi

Mombei wrote:

From my modding queue :)

[Dispersion of Lights]

For this map, I'm going to take an unusual route and analyze types of issues on their own. I usually wouldn't do this, but this map is clearly divided in sections that have distinct types of flaws.

Let's get started.

Rhythm Issues
[00:06:837 - 01:07:008]
Many of the sliders here are off rhythm-wise. The song barely has any delay on those sounds, but they are placed a whole 1/2 late. I've tried it myself and normalizing the rhythm so all sliders end up on a red tick makes the map a lot more intuitive to play, and it doesn't sound half bad.
Namely, these sliders are 00:13:865 (2) - 00:15:065 (1) - 00:16:608 (2) - 00:22:094 (2) - 00:34:437 (1) - 00:35:637 (2) - 00:38:551 (2)
Please be careful with 00:34:437 (1) - it's actually too long and should end on 00:35:465 - while 00:35:980 (2) - should start on 00:35:637 - and be long enough to end on 00:36:837 . The same applies for almost all instances of this error. Ok so I checked them with 25% playback rate and fixed 00:09:580 (1) - 00:20:551 (1) - 00:37:008 (1) - 00:35:808 (2) - and that's all I found are late. I also tried to move them 1/2 gap earlier and the others seem off much more than where they are atm so, that's all I changed. I mainly heard the changes in the pitch are mostly on blue ticks, but the press in the rhythm are all fine, that's why I decided to change just 4 of them. The 00:37:008 (1) - is definitely not starting on 00:35:637 - because you can clearly hear the brrr sound starting on red tick tho

[01:07:694 - 01:30:126]
Although loosely, the vocals are followed, but the rhythm doesn't have a proper structure.
Take 01:07:694 (1,2,1,2) - Here there's a click and then a release on every... syllable I guess? Why are 01:07:694 and 01:08:380 special, and get a click?
The answer is that they're not and this rhythm structure is wrong.
Emphasis should be an all syllables, but it's fair to keep a slider for a prolonged sound, or to fill in the gap. Therefore, this is the correct rhythm structure for this pattern. But I bet you're going to say something like "this part is calmer so, so"- don't.
If you don't want to give this section a lot of intensity (which you wouldn't with that pattern anyways, because the song is so slow), you can use a passive version of this rhythm, like this. Point is, as it stands, that rhythm is wrong.

On to 01:09:751 (1,2,3)
3 doesn't even land on a notable sound. 1 should be shorter and 2 should take 1's tail's place. 3 should be longer. here
You're giving slidertails too much importance and ruining the tactile feedback from the patterns because of it.

01:13:180 (2,3,4,1,2,3) - exact same.

Yes I'm using sliders to express the prolonged vocal. And if you work on songs much you'll find what words have more intensity than others, even tho the pitch, the rhythm and the sound in behind is the same, because that's where the artist "press" the intention of those who listen to the song in. I believe you can recognize the one I'm talking about is the "see", that's why it's clickable. 01:09:065 - is a sliderend for sure, because the pitch is going down and it help emphasize the "through" better, and I believe that's fine. 01:10:780 (2,3) - with these I think you can understand that I'm expressing the change in the pitch through a circle and a slider for a prolonged vocal. So did I make it clear enough to you?

01:22:464 (4) - should go all the way to the red tick before 01:23:150 (1). "with" ends on the red tick. the vocal is already a bit off itself, so I'm just simplifying the rhythm with 1/1 gap, and I don't get why you want me to end the slider on red tick, while there's a bigger change on white tick,
where I'm ending it on (actually blue tick but as I said the vocal is off so I can't blame it tho)


[01:34:437 - 02:18:322]
There aren't any notable rhythm flaws in this section. Well structured.

[02:21:065 - 03:24:151]
There aren't any notable rhythm flaws in this section. It's hard to mess up a 1-2 drum-snare structure, I guess.

[03:26:894 - 04:10:779]
03:29:294 (7) - No matter how many times I listen to this and play it out, this slider should be 2 circles, period. no I'm not following the rhythm here, it's just simply kicks and snares
03:51:922 (2) - Either give 03:52:265 - a clickacle object or be consistent with this and make 03:52:437 (3,4) - 03:52:951 (1,2,3) - 03:53:294 (3,4,5) - groups of 3. There is too much variation in composition for a section that's literally identical all the way.
03:54:322 (1,2,3,4,1,2,3,4,5) - Same applies. ok so I understand what you're trying to say to me in this part, but believe it or not, this is somehow the best way to map it. Yes consistent is mostly good, but not 100% in this situation. It's a long section and there's only kicks/snares all the way, which is what I'm following. Expressing them by different patterns will give the section some diversity and by that it won't be boring when players play it tho.

[04:10:437 - 04:32:722]
04:29:979 (1,2,1,1,1,1,1) - Simplifying rhythms is a thing, but this is bad. =
04:30:322 (1) - This should not be the start of the slider. Replace with a circle.
04:30:494 - This should be the start of the first slider. You put the most important drum on a reverse arrow. Give it a click.
04:31:694 - 04:32:208 - should have clicks.
this is what this rhythm should look like funny how you're explaining every line by the next line lol ok so here's my turn to explain. I'm following the violin here, I'm not simplifying the rhythm at all. Those drums are not what I intended to follow,
that's why the hitsound helped me. And because I'm following the violin, each slider start has an increase on the pitch, and that's make the current pattern I'm using


[04:32:722 - 05:16:694]
There aren't any notable rhythm issues in this section; although there are inconsistencies, it is nothing worth mentioning.

[05:41:637 - 06:03:237]
this one's ok too.

Object placement issues
Yup, we're doing this again.

[00:06:837 - 01:07:008]
Well, there isn't any spacing and the sliders don't make sudden 180* turns, so I suppose this section is alright


[01:07:694 - 01:30:126]
01:09:751 (1,2,3) - Is there a reason to break implied cursor movement from 1's slider body? No? thought so. Make them play into each other, perhaps it would be easier for you if you changed 1's slider shape. well I don't think there are anything bad about it. I mean when (1) is completely faded away, the (3) is not even faded in yet, so making (2) going somewhere then return to (3) is just a simple pattern which you can find in most of the osu! beatmaps tho
01:15:233 (1,3) - either ovelap slidertail and head, or blanket 3's sliderbody to 1's slidertail. This overlap just looks bad. yea it might look bad but not to me. And as I explained above about the fade in fade out thingy, you can read that again and I believe that's all I wanna explain
01:18:693 (1,2,1,2,1,2,1) - What's with this? The pattern itself is meh, but why is 01:20:750 (1) - further away as if it were a pattern on its own? You should either normalize the pattern by placing the last 1 as you have all other objects in this pattern, or change the pattern entirely to maybe look good. fixed

[01:34:437 - 02:18:322]
01:35:465 (4,5) - Again, no reason to break circular flow. And even if you want to, this overlap looks bad. Use this blanket instead good idea but no, this is just a small thing in a dnb map and I believe like 90% of players feel ok with this. Have you seen other wubby maps, where overlap takes all the credit?
01:39:923 (1,2,3,4,5) - If you're going to revert circular flow for every instance of this pattern, then why do these play into each other? Be consistent with flow choices. diversity stuff again. It only seems a bit off compare to others so Imma keep it in mind if someone else complain about it again
01:42:665 (1,2,3) - 2 is a lot further away from 1 than 3 even though 1 and 3 are the same sound. Normalize spacing. I'm following the violin, which is 2 and 3 are the same instead so
01:43:865 (5,5,6) - Another half-overlap. Either use an hexagrid or overlap them properly it's my choice, and I don't feel like it's bad
01:46:608 (5,3) - Again? 5 is already faded away when 3 appears tho. Look, not all overlap need to be fixed and you should remember that

Okay, I think you have a misconception about overlaps and object placement. You're NOT making it easier for players to see these. You're making visual clutter. It is something a map does not need and should avoid. This happens sooo many more times throughout the whole map. I'll point some out for you, but the solution is always the same; either use an hexagrid structure or perfectly overlap them. Half-assed overlaps make a map look bad. You should be able to tell where they are since you probably placed them that way on purpose.

01:51:922 (4,6,4) - either overlap all of them or space them evenly. This is clutter. Ok you're not paying attention. 01:51:922 (4,6) - is in a different pattern than 01:53:122 (4) - tho
01:57:065 (3,4,5,6,7,8) - 6-7-8 plays awfully after 3-4-5. You should follow circular flow and avoid 180* turns in flow (without a reason, that is) will keep this
02:00:322 (5,2,4,1) - Clutter not
02:03:579 (1,2,3,4,5,6) - This sort of thing only looks decent when the spacing is minimal unecessary tho
02:06:151 (6,1,2,3,4,5,6) - Clutter absolutely not
02:15:579 (1,2) - Make this barely aesthetic bu placing 2 on an hexagrid, like this then the spacing would be so wrong, so no
02:16:608 (5,6,7,1,2,3,4,5) - Clutter. This sort of visual progressions should be done with minimal spacing as I've shown you. If you space them too further apart it will just look unpolished and bad.
If I make the gap same for mostly all objects, they're fine. Not that big gap is always bad tho

[02:21:065 - 03:24:151]
02:22:779 (1,2) - Inconsistent spacing with 02:23:122 (3,4) - 02:23:465 (5,6) - , which are inconsistent with 02:23:808 (1) . What's the point of a reverse spacing progression if you're just going to put a CS jump right after? It just throws players off. There's no reason to have the map be unintuitive. Having less spacing for each 1-2 is fine but here it's too extreme. Being consistent here is absolutely wrong in many ways dude. Don't you notice the pitch in rhythm? And the (1) slider is because it's a strong beat. What's the point of DnB if you can't even emphasize the rhythm and or the drums?
02:25:522 (1,2,3,4,5,6) - I get the pattern, but at least make it look good consistent spacing between 12 and 34 is not my type
02:27:751 (3,2) - Clutter not tho
02:28:437 (2,3) - Missed overlap what do you mean?
02:29:294 (1,2) - These should play into each other. Either rearrange or ctrlG 2 those 2 are different in rhythm and pattern, so no
02:30:322 (4) - Uncomfortable flow. You should ctrlG 5, flip it and blanket definitely not a good idea. 02:30:494 (4,5) - down pitch. 02:30:837 (5,6) - up pitch. That's why I choose the pattern, to express the correct pitch using the correct spacing emphasis
02:32:037 (1,2,3,4,1,2,3,4) - Again, use minimal spacing for the best effect ok so lemme say something. The big gap I'm using for the whole map satisfies me and maybe satisfies others too, so I'm not gonna change it. And my opinion is that you should mod more DnB map to know why I'm saying this. Trust me if you go on complaining about these you might get your head blown when you mod other maps.
02:33:408 (1) - This is much better off as a blanket that it is as a part of the progression I don't get what you mean. Is there anything wrong not to blanket this?
02:34:437 (4) - Missed overlap/blanket with 02:33:237 (4) 02:33:408 (1,2,3,4) - seperated pattern, the only connection is the (1) so don't ask me why again.
02:34:779 (1,2,3,4,1,2,3,4) - This actually looks ok but apply the same changes just to be consistent see, I'm using the small gap because the spacing of the 8 objects is basically huge. Using big gap would be a huge mistake. Now you know why I chose to map like that?
02:58:094 (5) - This would be a lot better if it was just a smaller version of the other 2 sliders rather than a cut version.here well it's because the spacing. I wanna keep those consistent due to the rhythm of the song tho. Besides I think the cut version looks funnier

[All other sections]
Object placement issues are pretty much the same across the map. Unjustified changed in circular flow - visual clutter - inconsistent spacing
I believe you got the gist of what you should be doing. the gist got it, the work nah xd xd

At last, I am done. This took quite a lot of effort so if you're just going to ignore you I'll actually chase you down irl.

Thank you for using my queue :)
Ok I can see you're really determined to apply for the BN test, as shown throughout the mod. I really hope for your succeed. There are a lot I didn't apply but still I can see the opportunity in you. Thanks for the mod :3
Spayyce
hi m4m!

delicious slider art, loves it so much

Dispersion of Lights

Can't fault your choice of slider art, works really nicely and makes the music come to life with the amount of effort you've put exasperating each note.

I do have a couple of minor suggestions though for potential improvement:

00:17:808 (1,2) - Perhaps a copy-paste would work well here, they're already similar shapes to begin with and since the difference is only pitch the music isn't really giving much variation.

00:45:151 (1) - Also this could cause a bit of confusion, especially on tick-less skins.

02:03:579 (1,2,3,4,5,6) - This is the only pattern I had a bit of an issue with in the overall buildup section, it works nice but I think two equilateral triangles that expand would work better, I will include a screenshot of my example too! :)


With these scaling outward and in a clockwise direction it creates a nice circular flow into the upcoming slider and is a nice pattern to have aesthetically since it holds a recognisable shape in gameplay.

04:21:065 (5,1) - Consider moving 04:21:407 (7) this a touch more downward in order to avoid an overlap between the two sliders.

05:05:637 (1,2) - This particular stack feels like it's not a good indication of the increment of bass at this area, to me it feels like you should expect a jump on the intensity of said bass especially with that string instrument coming into play also. Although this is really situational due to the stacking pattern you use after this - I would still consider the string instrument in this scenario though, see if you can get something to work ^^

05:44:208 (1) - For this slider why not have something right at the beginning to show that the strings are extremely amplified here, so much more than any other place in fact.


05:48:322 (1) - ( ͡° ͜ʖ ͡°)

05:52:437 (1) - Bring the anchor I highlighted up two grid spaces, perfect circles boi

puush is down, enjoy gyazo
https://i.gyazo.com/518a4a2849b4a1fa9e5f071b49839130.jpg

gimme gimme kds and this to rank
Topic Starter
Yamicchi

-Space- wrote:

hi m4m!

delicious slider art, loves it so much teehee :3

Dispersion of Lights

Can't fault your choice of slider art, works really nicely and makes the music come to life with the amount of effort you've put exasperating each note.

I do have a couple of minor suggestions though for potential improvement:

00:17:808 (1,2) - Perhaps a copy-paste would work well here, they're already similar shapes to begin with and since the difference is only pitch the music isn't really giving much variation. not really a fan of copy paste at this part, so I changed the slider shape

00:45:151 (1) - Also this could cause a bit of confusion, especially on tick-less skins. well the tail doesn't make players move a lot enough to slider break, so I think this might be fine

02:03:579 (1,2,3,4,5,6) - This is the only pattern I had a bit of an issue with in the overall buildup section, it works nice but I think two equilateral triangles that expand would work better, I will include a screenshot of my example too! :) true, I ran out of idea here. Fixed


With these scaling outward and in a clockwise direction it creates a nice circular flow into the upcoming slider and is a nice pattern to have aesthetically since it holds a recognisable shape in gameplay.

04:21:065 (5,1) - Consider moving 04:21:407 (7) this a touch more downward in order to avoid an overlap between the two sliders. oops my bad

05:05:637 (1,2) - This particular stack feels like it's not a good indication of the increment of bass at this area, to me it feels like you should expect a jump on the intensity of said bass especially with that string instrument coming into play also. Although this is really situational due to the stacking pattern you use after this - I would still consider the string instrument in this scenario though, see if you can get something to work ^^ well I was thinking to make those easier a bit then increase the intensity one by one, i'm mainly following the kicks so stacking may not be a bad idea, but if I receive more complaints i will do sth for sure

05:44:208 (1) - For this slider why not have something right at the beginning to show that the strings are extremely amplified here, so much more than any other place in fact. idk because the slider represent the whole sound of violin here. You said it's extremely amplified here but I find it the same for the whole slider. If you want me to express the amplified part I already did by making it clickable like that, other than that idk what to do :<


05:48:322 (1) - ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°) ( ͡° ͜ʖ ͡°)

05:52:437 (1) - Bring the anchor I highlighted up two grid spaces, perfect circles boi coolio

puush is down, enjoy gyazo
https://i.gyazo.com/518a4a2849b4a1fa9e5f071b49839130.jpg

gimme gimme kds and this to rank
Thanks for the mod :3~
Chaoslitz
m4m
(most of them are aesthetic mod)

[Dispersion of Lights]
  1. 00:06:837 to 00:39:751 - to be honest it doesn't look good when all slider heads/ends are stacked, Moreover you did the same thing when there are only 1/4 between sliders like 00:47:980 (1,2) in the next section, so space them out to prevent inconsistent (also adding NCss in every 4 sliders will be enough, 2 is too much)
  2. 00:26:037 (1) - looks overcurved, you can try something like this:
  3. 00:45:151 (1) - Slider path is not clear enough, mostly because you curved slider up between first and second red anchor, try to curve it down instead to provide a clear slider path
  4. 00:56:208 (1) - nice, but it will look better if you enlarge the first loop xD
  5. 01:09:751 (1,3) - looks untidy when their heads/ends are overlapping together
  6. 01:15:233 (1,3) - same as above, you can adjust 01:16:604 (3) so that only the slider body is overlapping with 01:15:233 (1)
  7. 01:53:637 - I don't think finish is needed in this downbeat
  8. 01:57:751 (5) - Missing NC for downbeat?
  9. 02:18:151 - Would be nice if you add a whistle here to emphasize the high pitch
  10. 02:40:265 (1,1) - missing drum sampleset?
  11. 02:42:151 (2,3,4,5,6) - They are lacking hitsounds to emphasize the background drums, to using drum-hitclap for 02:42:151 (2,3) and drum-hitfinish for 02:42:494 (4,5,6)?
  12. 02:54:322 (1,3) - Same as 00:26:037 (1), also 02:54:837 (3,4,5) do not flow when because 02:54:837 (3) is overcurved
  13. 03:15:408 (4) - Could add drum-hitclap
  14. 03:15:408 (4) - drum-hitfinish
  15. 03:43:008 (5,1,1) - fix stacks
  16. 04:24:151 (8,9,10,1) - Spacing is too large compare to other patterns, try to place 04:24:322 (9,10,1) around x:340|y:49
  17. 04:55:694 (5,6) - ctrl+g in timeline? 04:55:865 is too soft which should not be clickable but 04:56:037 need to instead
  18. 05:12:494 (1,2,3,4,5,6,7,8,1) - This jump looks overdone when the spacing of it is larger then those in the kiai section, so please reduce the ds
  19. 05:13:865 (1,2,3,4,1) - Same as above, especially in 05:14:894 (4,1), it is difficult to aim properly
  20. 05:48:322 (1) - ok notlikethis this is so misleading when you are making loops in sliders like 00:56:208 (1) etc and not in this one LOL, make a loop instead

nice map
i will try to contact members in pigeon queue to see if they are willing to push this map forward together
Topic Starter
Yamicchi

Chaoslitz wrote:

m4m
(most of them are aesthetic mod)

[Dispersion of Lights]
  1. 00:06:837 to 00:39:751 - to be honest it doesn't look good when all slider heads/ends are stacked, Moreover you did the same thing when there are only 1/4 between sliders like 00:47:980 (1,2) in the next section, so space them out to prevent inconsistent (also adding NCss in every 4 sliders will be enough, 2 is too much) wew took me a while but fixed
  2. 00:26:037 (1) - looks overcurved, you can try something like this:
    fixed with different slider shape
  3. 00:45:151 (1) - Slider path is not clear enough, mostly because you curved slider up between first and second red anchor, try to curve it down instead to provide a clear slider path did that before but idk why I changed it xd fixed
  4. 00:56:208 (1) - nice, but it will look better if you enlarge the first loop xD if you don't mind I will skip this cause being small is not quite bad afterall, plus I'll have to move the next slider too, and I don't wanna mess with the blanket anymore xd
  5. 01:09:751 (1,3) - looks untidy when their heads/ends are overlapping together done
  6. 01:15:233 (1,3) - same as above, you can adjust 01:16:604 (3) so that only the slider body is overlapping with 01:15:233 (1) done
  7. 01:53:637 - I don't think finish is needed in this downbeat um actually you can hear the similar sound of the song tho, that's why I chose to make it hitfinish
  8. 01:57:751 (5) - Missing NC for downbeat? hmm ok
  9. 02:18:151 - Would be nice if you add a whistle here to emphasize the high pitch
  10. 02:40:265 (1,1) - missing drum sampleset?
  11. 02:42:151 (2,3,4,5,6) - They are lacking hitsounds to emphasize the background drums, to using drum-hitclap for 02:42:151 (2,3) and drum-hitfinish for 02:42:494 (4,5,6)? woah great idea
  12. 02:54:322 (1,3) - Same as 00:26:037 (1), also 02:54:837 (3,4,5) do not flow when because 02:54:837 (3) is overcurved ok
  13. 03:15:408 (4) - Could add drum-hitclap
  14. 03:15:408 (4) - drum-hitfinish ??? :D ??? I'll go with the hitclap then
  15. 03:43:008 (5,1,1) - fix stacks
  16. 04:24:151 (8,9,10,1) - Spacing is too large compare to other patterns, try to place 04:24:322 (9,10,1) around x:340|y:49 my bad, didn't notice
  17. 04:55:694 (5,6) - ctrl+g in timeline? 04:55:865 is too soft which should not be clickable but 04:56:037 need to instead fair point
  18. 05:12:494 (1,2,3,4,5,6,7,8,1) - This jump looks overdone when the spacing of it is larger then those in the kiai section, so please reduce the ds
  19. 05:13:865 (1,2,3,4,1) - Same as above, especially in 05:14:894 (4,1), it is difficult to aim properly fixed the 2 above, but the second one,
    not much because I find it not that hard tho.
  20. 05:48:322 (1) - ok notlikethis this is so misleading when you are making loops in sliders like 00:56:208 (1) etc and not in this one LOL, make a loop instead hmmmmmmmmmmmmmmmmmmmm fine

nice map
i will try to contact members in pigeon queue to see if they are willing to push this map forward together
Thanks a lot ^^
Garden
hi from pigeon q, my map for m4m: https://osu.ppy.sh/s/624037

General
  1. Unused hitsounds: drum-hitwhistle.wav
  2. Wave hitsounds with delay > 5ms: normal-hitfinish.wav
  3. combo colour 3,4 look pretty similar, which make new combo patterns less obvious, please consider a change
Dispersion of Lights
  1. move the first timing point to 00:06:837 - , you have most things start at red ticks lol
  2. 01:01:694 (1) - what about ending it at 01:04:437 - so you can make the sound audible
  3. 02:54:837 - 02:57:579 - 03:00:322 - 03:38:722 - 03:41:465 - 03:44:208 - they lack hitsounding imo
  4. 03:59:122 (3,4,5) - movement here is a bit awkward, consider moving 5 to upper playfield so flow is similar to same rhythm patterns in this section
  5. 04:26:808 (7,8) - https://puu.sh/wnI1m/c065d741e8.png looks visually better?
  6. 05:15:922 (5,6) - i suggest turning the two circles into a slider too, so the melody at 05:15:922 - 05:16:094 - 05:16:265 - are followed in the same way
  7. 05:41:637 (1) - sounds more accurate if it starts at 05:41:465 - , also don't forget to reset offset
  8. 05:48:494 (1) - wait why doesnt it start at 05:48:322 -
Topic Starter
Yamicchi

Garden wrote:

hi from pigeon q, my map for m4m: https://osu.ppy.sh/s/624037

General
  1. Unused hitsounds: drum-hitwhistle.wav 04:31:008 - here you go
  2. Wave hitsounds with delay > 5ms: normal-hitfinish.wav problem solved
  3. combo colour 3,4 look pretty similar, which make new combo patterns less obvious, please consider a change a bit hard to adjust so I removed the 4 cc hope it's fine
Dispersion of Lights
  1. move the first timing point to 00:06:837 - , you have most things start at red ticks lol hmm the timing I got was from Secretpipe's set so, besides it's not really a problem to have most objects start on red tick imo
  2. 01:01:694 (1) - what about ending it at 01:04:437 - so you can make the sound audible hmm audible is ok but I added a circle instead
  3. 02:54:837 - 02:57:579 - 03:00:322 - 03:38:722 - 03:41:465 - 03:44:208 - they lack hitsounding imo Idk what to add there tbh :c
  4. 03:59:122 (3,4,5) - movement here is a bit awkward, consider moving 5 to upper playfield so flow is similar to same rhythm patterns in this section well it's because I afraid the spacing towards 03:59:808 (1) - wouldn't be enough, fixed
  5. 04:26:808 (7,8) - https://puu.sh/wnI1m/c065d741e8.png looks visually better? oops my bad, ok
  6. 05:15:922 (5,6) - i suggest turning the two circles into a slider too, so the melody at 05:15:922 - 05:16:094 - 05:16:265 - are followed in the same way nah the 1/4 sliders are for the snares sound tho, not the rhythm. 05:15:922 (5) - this is still a kick, so I don't have any reason to make those circles a 1/4 slider too
  7. 05:41:637 (1) - sounds more accurate if it starts at 05:41:465 - , also don't forget to reset offset ok good idea
  8. 05:48:494 (1) - wait why doesnt it start at 05:48:322 - oops my bad, please don't tell Chaoslitz xD
Thanks for the mod :3 I'll be modding yours in a day after I finished my irl works
Garden
a few things that i overlook..

rc(skinning) wrote:

Both slider border and body colors must be manually set or not set.
00:45:151 (1) - should end at 00:47:894 - as the inherited point and your other rhythms suggest so?
Topic Starter
Yamicchi

Garden wrote:

a few things that i overlook..

rc(skinning) wrote:

Both slider border and body colors must be manually set or not set.
removed custom color

00:45:151 (1) - should end at 00:47:894 - as the inherited point and your other rhythms suggest so? done, sorry my bad
Updated
Garden
bubbled
Shmiklak
cool song got bubbled gj
Chaoslitz
Recheck~ (was confirming about timing)

  1. 00:06:837 (1,2) - The distance here is too large when compared to other patterns in this section, please reduce it a bit
  2. 03:15:665 - sorry i pasted the wrong timeline in last mod xD, you can add drum-hitfinish in here

call me back again
Topic Starter
Yamicchi

Chaoslitz wrote:

Recheck~ (was confirming about timing)

  1. 00:06:837 (1,2) - The distance here is too large when compared to other patterns in this section, please reduce it a bit done
  2. 03:15:665 - sorry i pasted the wrong timeline in last mod xD, you can add drum-hitfinish in here I'll go with normal-hitwhistle :3 since they're the same

call me back again
Go~
Chaoslitz
Qualified~
Pachiru
gg boiii
Topic Starter
Yamicchi
Thanks Chaoslitz, Garden and the Pigeon queue :3 you guys are doing such awesome things for this community <3
Hikomori
gratz!
C00L
Hey!

Dope map, I like it ... although one thing bothers me:


02:04:608 (1) - from here onwards you didn't hitosunds notes like these 02:05:294 (3,5) - or 02:06:322 (1,2,3,4,5,6) - but you were doing it constantly here 02:03:579 (1,2,3,4,5,6) - all the way back to 01:36:151 (1,2,3,4,5,6) - , I'm guesing this was a accidental mistake since all the visible hitsounded elements don't gave any additions whilst the ones I mentioned have a normal addition for some reason.


Don't think this is DQ worthy but thought you might consider it, just to fix it. It's really noticable in-game (at least on my skin) so it gets pretty annoying haha
Topic Starter
Yamicchi
@C00L yea that's intentional actually, as I literally changed the hitsound to kicks when the similar sound appears in the song from 02:04:437 - and on. They're totally fine to me tho, not a big problem at all. But thanks for mentioning :3 I'll try to make it better in my next maps
Hikan

Yamicchi wrote:

next maps
next speedmaps
C00L
Understandable, have a great day
Skylish
Hi, this map previously aroused my concern before its qualified state. Here is my suggestion about the timing:

> 00:01:351 - I think the offset should be started right here, since the noice gate opens at this timing instead of 00:01:008 - (listen at 100% music volume, my ears X_X).

> Furthermore, 00:06:837 (1) - this note will fall on the metronome of the 5th beat which makes the NC mod works well too. Every base 4/1 long note accompaniment, if no special snapping like 00:12:330 (1) - / 00:13:873 (2) - , matches the on-beats.

> Additionally, the original offset is a bit delayed. Imo offset+8 to 1359 would fit the music better.
Topic Starter
Yamicchi
Agree with Skylish, gonna ask for QAT to DQ this and will be right back
Cryptic
DQ'd upon mapper's request.
Topic Starter
Yamicchi
Changelog
• Change offset of first timing point to 00:06:836 -
• Add 1 timing point on 01:07:008 -

Updated
Garden
rechecked
Chaoslitz
qualified
Hikomori
gratz another time, have a great day
Topic Starter
Yamicchi
Thanks again guys :3 and thanks Alpha twice
Secretpipe
gotta wait for one more week lol

re gz
Topic Starter
Yamicchi

Secretpipe wrote:

gotta wait for one more week lol

re gz
Aaaa timing ;v;

Can't wait for yours :3
hi-mei
kinda dissapointed in this map, yamicchi, since i know u could make this better

1. slider art. (warning: SUBJECTIVE)


slider art by itself should follow 2 things:
- the way you build up ur structure (yes, slider art can also have a structure).
- the way you build each slider - it should at least represent the music it reflects

so basically, by making long slider art section, you should either keep in mind the music youre following with sliders to reflect it, or the structure your building up.

i didnt see any of these in this map. its just random, harsh and tasteless.

00:06:837 (1,2,3) - compare the spacing there visually
00:15:237 (3,4) - this blanket giving me rainbows
00:42:665 (1) - what is this? the music is plain and solid, why is this curved that way?
00:42:665 (1,1) - spacing here looks like 1/8 rather than 1/4 (why wouldnt u make 1/8 btw?)
00:45:151 (1) - the way it looks reminds me of forceps
00:45:151 (1,1) - blanket?
00:50:608 - the sound is changing here, you can reflect that by changing the direction of the slider, easily
00:53:465 (1) - kinda works, but the red anchor is way off
00:56:208 (1,1) - blanket here looks like a joke for me https://puu.sh/wB6AE/0f969e51ac.png


ok the most disgusting thing here is slider ticks 00:56:208 (1) - and on other long sliders, basically they reflect NOTHING

why didnt you make custom soft-slidertick?


here i got you covered https://puu.sh/wB6Il/63a3f5969b.rar use this, please.

01:10:093 - stuff like this (i mean tick) gets me triggered so much, its just wrong and unacceptable for mapper like you to gave up on stuff like thsi

05:41:465 - pretty much the same things are going here

2. emphasis and patternization

02:22:608 (4,1,2,3,4,5,6) - lets jump over here and look what is going on:

02:22:608 (4) - is a actual start of sound phrase ure emphasizing ^
why you nc'ed 02:22:779 (1) - ? its a mistake in my opinion

the actual sound phrase consists of pairs of sounds, and the last measure consists of 3
02:22:608 (4,1) -
02:22:951 (2,3) -
02:23:294 (4,5,6) -
so with these paris, the intensity is decreasing, but the volume is increasing
tho, emphasis isnt respected here:
02:22:779 (1,2) - should be like, smaller than 02:22:951 (2,3) - ? because 02:23:122 (3) - is a new pair, and its louder
you got what i mean right?
etc.
after playing this i felt really bad, cuz the way you mapped this pattern wasnt lets say, the best
02:23:808 (1,2,3) - emphasis of the 3 isnt enough i think
basically, i cant agree with 1/2 jumps on such strong beats.
its also a slider jumps, which is way easier to hit.
02:25:351 (4,1,2,3,4,5,6) - this time around its way better
02:28:265 - well yea please reconsider all these places, its just feels randomly bad (structure-wise) despite these sound phrases are really easy to put into some pattern or polygon
02:53:979 (1,1) - here goes my main concern of this map:
here you switching to 1/4 gap, suddenly
i basically cant see why you did 1/2 gaps on slider art section 00:37:007 (3,4) - , or just in common section 02:21:665 -
02:54:322 - this stuff... has 1.1x sv, 02:51:922 - 1.3x sv, why the hell on the earth would you put slow sliders on wubs there and put a circles under their ends?
i mean, yes i can see the progression form 1.1 to 1.5 (here 02:59:808 - ) but the way its done is absurdly poor:
02:54:322 - 02:57:065 - 02:59:808 - the way these are changing - is NOT the volume or intensity, its just sounds. differently, the way it should be reflected is mainly shape and distance/sv acceleration.
03:29:979 (2,3,4,5,6,7,8) - it actually hard to explain what is wrong with it, because like... i completely disagree with what u did here.
1. this 03:30:151 (3,4) - double makes the reading hard and its just bad emphatically because the 03:30:322 (4) - is a strong sound which should be emphasized i guess?
2. 03:30:837 - equals 03:30:151 - why its different? its really noticeable, i would suggest to 03:30:151 (3) - make this as slider-end, and 03:29:979 (2) - slider-start
03:49:179 (2) - nc here i guess?
04:26:379 - this section is really annoying to play, i know how it is when you got really stupid music here to emphasize, but hmm adding some reverse sliders would save player's hands and mood during they play this map i think? and also, talking about reverse sliders 04:30:322 - doesnt feel like a proper decision here, i just dont feel like 04:30:322 - is proper object to reflect CONTINUOUSLY decreasing music, with EACH sond, not by 3 like you tried to do 04:30:322 - its like, hey, its my feeling and ure free to decline, but its super objective here. its almost significant rhythm-related mistake here.
05:16:437 (3,4,1) - make them a bit lower from 05:16:265 (2) - so people would hit that tripple without cursor spikes?
04:30:151 (2,1) - distance is too big here i think? considering previous and next sections.


3. hitsounding and volume control

01:22:464 (4) - hitsound issue, its a definitely a mistake
02:24:322 - stuff like this should be at least lowered volume-wise?
01:46:779 - etc,
i mean, yea, please spend few hours to make them not that loud and underwhelming
03:04:094 (1,2,3,4) - the way you hitsounded this is... hm. basically if u remove the notes, you gonna notice that there is similar pairs:
03:04:094 - 03:04:265 - 03:04:437 -03:04:608 - 03:04:779 -
now remove custom hitsounds and check how it sounds with default ones. its noticeable during the gameplay.
03:28:608 - same issue^
inb4: hey, its up to user's skins, i dont care how it sounds with default ones.
many people (if not the most ones) are using their custom default hitsounds, which can contraddict your decision there.


4. rhythm

02:43:522 - quick example of how you could make the rhythm better (not ignoring the drops and making them clickable, because making them on slider ends isnt adequate i think, considering its 2017 outside and its 5* map) - https://puu.sh/wB7Gj/628449985c.png
02:54:579 - etc
its really tangible during the gameplay

Considering issues&suggestions above, I affirm that this map should be disqualified for further development.
Topic Starter
Yamicchi

hi-mei wrote:

kinda dissapointed in this map, yamicchi, since i know u could make this better

1. slider art.
it sucks.
It not subjectively sucks, it sucks because theres no idea behind such placement, random curves, random directions. its just bad.

slider art by itself should follow 2 things:
- the way you build up ur structure (yes, slider art can also has a structure).
- the way you build each slider - it should at least represent the music it reflects

so basically, by making long slider art section, you should either keep in mind the music youre following with sliders to reflect it, or the structure your building up.

i didnt see any of these in this map. its just random, harsh and tasteless. I have never been rude to anyone in this community, I think I should at least not to be treated rude by anyone either. The way you're saying about my slider is like insulting me. If you want soft, good blanket sliders with no harsh curve, go to Secretpipe's set, he got all you need.

00:06:837 (1,2,3) - compare the spacing there visually
00:15:237 (3,4) - this blanket giving me rainbows it is not blanket
00:42:665 (1) - what is this? the music is plain and solid, why is this curved that way?
00:42:665 (1,1) - spacing here looks like 1/8 rather than 1/4 (why wouldnt u make 1/8 btw?) why would I have to make it 1/8?
00:45:151 (1) - the way it looks reminds me of forceps
00:45:151 (1,1) - blanket?
00:50:608 - the sound is changing here, you can reflect that by changing the direction of the slider, easily
00:53:465 (1) - kinda works, but the red anchor is way off
00:56:208 (1,1) - blanket here looks like a joke for me https://puu.sh/wB6AE/0f969e51ac.png Give me a day, I can give you 100 maps with 0.5-1 grid off blanket.


ok the most disgusting thing here is slider ticks 00:56:208 (1) - and on other long sliders, basically they reflect NOTHING

why didnt you make custom oft-slidertick?


here i got you covered https://puu.sh/wB6Il/63a3f5969b.rar use this, please.

01:10:093 - stuff like this (i mean tick) gets me triggered so much, its just wrong and unacceptable for mapper like you to gave up on stuff like thsi

I won't say a thing. Read the RC first, then try again. Good luck.

01:22:464 (4) - hitsound issue, its a definitely a mistake yes

2. emphasis and patternization
02:22:608 (4,1,2,3,4,5,6) - lets jump over here and look what is going on:

02:22:608 (4) - is a actual start of sound phrase ure emphasizing ^ Can't you hear the pitch of 4,1 in every pattern? They are the same
why you nc'ed 02:22:779 (1) - ? its a mistake in my opinion Because I'm making the combo odd for 3 pairs of jump.

the actual sound phrase consists of pairs of sounds, and the last measure consists of 3
02:22:608 (4,1) -
02:22:951 (2,3) -
02:23:294 (4,5,6) -
so with these paris, the intensity is decreasing, but the volume is increasing
tho, emphasis isnt respected here:
02:22:779 (1,2) - should be like, smaller than 02:22:951 (2,3) - ? because 02:23:122 (3) - is a new pair, and its louder
you got what i mean right? I would have turned on distance snap while mapping this, but no. Mostly what I wanna show is the decreasing pitch, showing in every 2 objects spacing. That's all I wanna say.
etc.
after playing this i felt really bad, cuz the way you mapped this pattern wasnt lets say, the best
02:23:808 (1,2,3) - emphasis of the 3 isnt enough i think it's enough i think
basically, i cant agree with 1/2 jumps on such strong beats.
its also a slider jumps, which is way easier to hit.
02:25:351 (4,1,2,3,4,5,6) - this time around its way better


3. hitsounding and volume control
02:24:322 - stuff like this should be at least lowered volume-wise? less feedback, no
01:46:779 - etc,
i mean, yea, please spend few hours to make them not that loud and underwhelming no necessary


dont reply, gonna finish this in a moment dont finish, I replied.
To be honest, is this MY map or YOUR map? I don't wanna be impolite but the way you suggest me stuffs makes me feel really upset. If you want to make a perfect map, with perfect spacings, flows, NC, go ahead and make one. I would love to give it a 10/10 after playing if it really is better than my map. So now, please, I don't feel like fixing any of your suggestions. Thank you for noticing my map, have a good day.
hi-mei
I gonna request disqualify at least for hitsound issues. You gonna have time for other changes anyways.
and also, please reply for the rest of the mod.
you must do that in consideration of Code of conduct.


edit: if you cant use soft-slidertick, then you should mute (lower at least to 10%) them manually, or just mute the entire slider 1/8 off slider head.
the way these sliders are ticking right now is too loud. and these ticks arent expressing anything.
Asaiga
I don't know what made you used rough words, himei. But if you could have worded better to encourage a safe dq everyone would be happy. You sounded a bit arrogant and started your post with a mood-breaking line. No one likes replying to a mod that feels like getting slapped by a gorilla.
Topic Starter
Yamicchi
Feel free to request DQ, if you can convince me instead of saying out such minor and not even an issue stuffs.
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