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Fleshgod Apocalypse - The Violation

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CucumberCuc
Hi

[Anarchy]
00:00:430 (1) end slider move to x:244 y:176 for distance
00:07:782 (3) end slider move slightly right for distance
00:24:800 (1,1) i think it's far
01:56:230 (1,2,2) stack?
02:02:786 (7,8) fix distance
02:17:175 (10,20,30) i think you can put NC
02:26:453 (17) ^
03:28:897 (2,5) stack?

if not helped - no kudosu
Topic Starter
[Nemesis]

CucumberCuc wrote:

Hi

[Anarchy]
00:00:430 (1) end slider move to x:244 y:176 for distance meh, I like it as it is
00:07:782 (3) end slider move slightly right for distance this would ruin the beautiful parallel slider shape
00:24:800 (1,1) i think it's far kies, fixed
01:56:230 (1,2,2) stack? nah, I don't want people to have reading problems, every stack is either implemented after the stacking object nearly (or fully) disappears or right after the previous object (circle). I prefer to leave it as it is due to inconsistencies.
02:02:786 (7,8) fix distance lmao that's just netpiciking at this point but okay, fixed
02:17:175 (10,20,30) i think you can put NC I put NC's where music clearly changes, not where I "just want the combo to be short so that the AiMod doesn't say it's a bad thing"
02:26:453 (17) ^ again, no musical support for that
03:28:897 (2,5) stack? sure

if not helped - no kudosu nah, I think you earned it dw
Cerulean Veyron
M4M... Okay, to be honest. This map's clunky hitsounds LITERALLY earrapes more worse than mine lol

For your information, modding an extremely hard 8* map would not be as easy as modding a casual full-spread beatmap, at least to me. But I'll manage to keep this up.

[- - General - -]
  • - Are you using the custom hitsound "soft-hitclap.wav" for something? It seems that you haven't used it on the intro section as far as I can see. Either deleting it, or make it a good use on a few parts.
    - Looking over the timing setup, you have five stacked timing points with a totally different volume setting. Which are on: 00:00:430 -, 00:06:860 -, 00:07:782 -, 00:12:185 -, 00:13:101 -. Since there is a mentioned rule about having a stacked timing points with different volume, this might be somehow concerning. So it's best you reconsider this issue further on.

[- - Anarchy - -]
  1. 00:24:800 (1,1) - Don't know a reason why would you completely overlap the reverse arrow. But since the long slider internal body of (1) is a little bit transparent, but it's barely noticeable due to approach rate being at a maximum 10. I might think you'll need to make it a little visible, like moving it above or changing something around this perhaps. It seems debatable.
  2. - To be honest, that some kind of replicating patterns just after the intro of the song and the speeding-up section is quite repetitive using the same thing over and over again. I mean like, I do understand that the sound and the instruments sounds exactly the same but the only difference is the momentum of the song. But during the gameplay, aiming at the same point of structure feels very tiresome. You would think about that later or some time soon. Just saying my opinion.
  3. 00:55:564 - 00:56:009 - 00:56:453 - 00:56:898 - You've kinda missed some potential beats around here while mainstreaming the upbeats over this part. At least adding a 1/4 slider in each of those would help follow those weird sound violin on the song track.
  4. 01:09:564 (3,1,2,3,1,2,3,1,2,3,1,2) - Weren't you suppose to start changing the pattern in variation, and continue to simulate the section like the previous patterns for consistency? It's probably like pasting the patterns four times is enough for this track, but it's nearly the same thing as I told before. It's really repetitive.
  5. 01:12:231 (1,2,3,4,5,6,7,8,9,10,11) - Okay, I literally don't really get how does this stream positioned to. It's probably way over complex. It's not like I'm a total easygoing player, I just thought about it's readability would be pretty much bare. Like, the manual stacks over this stream would look pretty dull at first. This stream is also a clear duplicate of 02:59:564 -, not similar but exactly the same thing which is an obvious copy-paste so you might wanna change in variation of this or that.
  6. 01:30:898 (1) - Might wanna flip this slider vertically with Ctrl + J, if you care about aesthetics.
  7. 02:27:619 (6,7,8,9,10) - I was probably wondering why the huge curve on the deathstream doesn't look that pretty. If this straightened stream part were to be intended, you may keep it for some visual reasons.
  8. 02:57:565 (3,1,2,3,1,2,3,1,2,3,1,2) - Almost the same thing here as well. But enough mentioning them for now, you know what to do.
  9. 03:31:342 (1) - The same thing for flipping vertical as well.
  10. 05:07:674 (3) - Better be very careful next time when using the rotational and scaling tool. This circle is pretty much close to being an off-screen as it would touch the corner's edge of gameplay screen, so it would be better to move it a little above to avoid that kind of issue.

What did I just modded?! Will this mod even help?!??!
Topic Starter
[Nemesis]

Cerulean Veyron wrote:

M4M... Okay, to be honest. This map's clunky hitsounds LITERALLY earrapes more worse than mine lol

For your information, modding an extremely hard 8* map would not be as easy as modding a casual full-spread beatmap, at least to me. But I'll manage to keep this up.

[- - General - -]
  • - Are you using the custom hitsound "soft-hitclap.wav" for something? It seems that you haven't used it on the intro section as far as I can see. Either deleting it, or make it a good use on a few parts. I am using it actually , starting from 00:32:668 - it's literally used in every single slider lol
    - Looking over the timing setup, you have five stacked timing points with a totally different volume setting. Which are on: 00:00:430 -, 00:06:860 -, 00:07:782 -, 00:12:185 -, 00:13:101 -. Since there is a mentioned rule about having a stacked timing points with different volume, this might be somehow concerning. So it's best you reconsider this issue further on. Soz, fixed.

[- - Anarchy - -]
  1. 00:24:800 (1,1) - Don't know a reason why would you completely overlap the reverse arrow. But since the long slider internal body of (1) is a little bit transparent, but it's barely noticeable due to approach rate being at a maximum 10. I might think you'll need to make it a little visible, like moving it above or changing something around this perhaps. It seems debatable. Okay then, I moved it a little so that the arrow is noticeably visible
  2. - To be honest, that some kind of replicating patterns just after the intro of the song and the speeding-up section is quite repetitive using the same thing over and over again. I mean like, I do understand that the sound and the instruments sounds exactly the same but the only difference is the momentum of the song. But during the gameplay, aiming at the same point of structure feels very tiresome. You would think about that later or some time soon. Just saying my opinion. 1. RSI 2. I like the way it builds up 3. Mazzerin did the same and I'm a dirty fanboy.
  3. 00:55:564 - 00:56:009 - 00:56:453 - 00:56:898 - You've kinda missed some potential beats around here while mainstreaming the upbeats over this part. At least adding a 1/4 slider in each of those would help follow those weird sound violin on the song track. This is actually a very nice idea, I felt like this section was lacking something
  4. 01:09:564 (3,1,2,3,1,2,3,1,2,3,1,2) - Weren't you suppose to start changing the pattern in variation, and continue to simulate the section like the previous patterns for consistency? It's probably like pasting the patterns four times is enough for this track, but it's nearly the same thing as I told before. It's really repetitive. 1. RSI 2. I like the way it builds up 3. Mazzerin did the same and I'm a dirty fanboy. (sowwie)
  5. 01:12:231 (1,2,3,4,5,6,7,8,9,10,11) - Okay, I literally don't really get how does this stream positioned to. It's probably way over complex. It's not like I'm a total easygoing player, I just thought about it's readability would be pretty much bare. Like, the manual stacks over this stream would look pretty dull at first. This stream is also a clear duplicate of 02:59:564 -, not similar but exactly the same thing which is an obvious copy-paste so you might wanna change in variation of this or that. Okay, it's more readable now.
  6. 01:30:898 (1) - Might wanna flip this slider vertically with Ctrl + J, if you care about aesthetics. Sure, why not
  7. 02:27:619 (6,7,8,9,10) - I was probably wondering why the huge curve on the deathstream doesn't look that pretty. If this straightened stream part were to be intended, you may keep it for some visual reasons. Got it.
  8. 02:57:565 (3,1,2,3,1,2,3,1,2,3,1,2) - Almost the same thing here as well. But enough mentioning them for now, you know what to do. 1. RSI 2. I li- you get the deal.
  9. 03:31:342 (1) - The same thing for flipping vertical as well. Feels better now, ty.
  10. 05:07:674 (3) - Better be very careful next time when using the rotational and scaling tool. This circle is pretty much close to being an off-screen as it would touch the corner's edge of gameplay screen, so it would be better to move it a little above to avoid that kind of issue. I've flipped it a bit so that it flows even differently.

What did I just modded?! Will this mod even help?!??! Iz gud
Sieg
SPOILER
21:56 [Nemesis]: sup
21:56 Sieg: hey there
21:56 [Nemesis]: would you mind an IRC? I feel like my map is really close to ranking
21:56 Sieg: uhm.. sorry?
21:56 [Nemesis]: also that rock bm you had was pretty good
21:56 [Nemesis]: uhm
21:56 Sieg: but i'm not a bn
21:57 [Nemesis]: yeah but
21:57 [Nemesis]: you're an experienced mapper
21:57 [Nemesis]: and I need some peoples opinions
21:57 Sieg: hm, okay, i can take a quick look
22:00 [Nemesis]: kies
22:00 *[Nemesis] is listening to [https://osu.ppy.sh/b/1311173 Fleshgod Apocalypse - The Violation]
22:02 *Sieg is editing [https://osu.ppy.sh/b/1311173 Fleshgod Apocalypse - The Violation [Anarchy]]
22:02 Sieg: 00:52:676 (1) -
22:03 Sieg: this one, wny nc? its p similar to 00:52:009 (1,2,3) -
22:03 Sieg: also
22:03 Sieg: 00:52:676 (1,2) - can use a bit larger spacing
22:03 Sieg: cuz of new strong music stanza
22:03 [Nemesis]: because 00:52:676 (1,2) - is an entirely new concept
22:04 [Nemesis]: staying away from all the previous patterns
22:04 [Nemesis]: all other objects placed in this pattern were sliders
22:04 [Nemesis]: now it's a circle with different flow
22:04 Sieg: but 00:52:676 (1) - is finisher to 00:52:453 (1,2) -
22:05 Sieg: well
22:05 [Nemesis]: so this should be a separate combo by itself?
22:05 [Nemesis]: 00:52:898 (2) -
22:05 Sieg: why not, this is the spot with new stanza actually
22:05 Sieg: listen carefully
22:05 Sieg: and imo spacing 1.5 - 2 times bigger
22:05 Sieg: from 00:52:676 (1) -
22:06 [Nemesis]: does the same thing apply to this?
22:06 [Nemesis]: 00:54:453 (1,2) -
22:06 Sieg: yup
22:06 Sieg: 00:57:120 (1) - also, this kind of nc
22:06 Sieg: not necessary because of the same logic
22:06 [Nemesis]: okay, fixed
22:07 Sieg: 00:58:009 (1,2,3,4,5,6) -
22:07 Sieg: perfect stacks can be hard for hd
22:07 [Nemesis]: lmao
22:07 Sieg: yea i know
22:07 [Nemesis]: they are easy to distinguish
22:07 [Nemesis]: with this ar
22:07 Sieg: who will this with hd
22:07 [Nemesis]: better question
22:07 Sieg: well, ask about them players
22:08 [Nemesis]: who will this without ht
22:08 Sieg: godd one question
22:08 [Nemesis]: yes is good
22:08 Sieg: in summary: ask opinions from pro players
22:08 Sieg: on this spot
22:08 [Nemesis]: spacing increased
22:08 [Nemesis]: NC's implemented
22:08 [Nemesis]: any other issues you see?
22:08 [Nemesis]: besides stacks
22:09 Sieg: 01:04:453 (4,5,6) - uhm
22:09 Sieg: maybe small design change
22:09 Sieg: 01:04:453 (4,5,6) -
22:10 [Nemesis]: what's wrong with that? :o
22:10 Sieg: nothing but imo curved ones will be cuter
22:10 [Nemesis]: lul
22:10 Sieg: 01:11:232 (2,1) - why
22:10 [Nemesis]: this map isn't meant to be cute >:3
22:11 Sieg: spacing is lower here
22:11 Sieg: w\e
22:11 Sieg: that's my imo, subjective
22:11 Sieg: up to you
22:11 [Nemesis]: LOL
22:11 Sieg: to change or not :3
22:11 [Nemesis]: only now have I realised how shitty that flows
22:12 Sieg: 01:12:231 (1,2,3,4,5,6,7,8,9,10,11) -
22:12 Sieg: this is actually can use increased spacing
22:12 Sieg: not decrised
22:12 Sieg: because of stronger drums
22:12 Sieg: from 01:11:564 (1,2,3,4,5,6,7,8,9,10,11,12) -
22:13 Sieg: 01:13:120 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5) - okok
22:13 Sieg: that's pmuch ugly one lol
22:13 Sieg: sorry, no offence
22:13 Sieg: but you should really look into stream shapes
22:13 [Nemesis]: hmmmm
22:14 Sieg: look at mazzering maps for example, they should be clean
22:14 Sieg: more*
22:14 Sieg: 01:22:731 (2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,11,12) - nice one
22:15 Sieg: 01:38:898 (1,2) -
22:15 Sieg: stack or increase spacing
22:15 Sieg: that's can be a bit confusing atm
22:15 Sieg: with the same spacing 01:38:676 (4,1,2) -
22:16 [Nemesis]: fixed
22:17 Sieg: 02:23:564 (2,3,4,5,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - that's all nice
22:18 Sieg: but i think there is spots where you can implement gradually spacing streams
22:18 Sieg: i mean with spacing that increases over some spots in music
22:18 Sieg: right? just as another technique in this map
22:18 Sieg: cus now, it's a bit all the same
22:18 Sieg: but not overdone ofc
22:19 Sieg: streams are pmuch straight forward in music here
22:19 Sieg: "solid" or whatever idk
22:19 Sieg: 02:29:120 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - yup, this is what i'm talking about
22:19 Sieg: nice
22:20 [Nemesis]: the thing is
22:20 [Nemesis]: I don't really want this map to be unexpected
22:20 [Nemesis]: if you cannot expect something from an 8* map that is lol
22:20 [Nemesis]: but the thing is
22:21 Sieg: use it carefully, without radical changes
22:21 [Nemesis]: I do not want streams like these in the "red" part of the map
22:21 Sieg: uh
22:21 Sieg: maybe
22:21 [Nemesis]: it's really the moment where you have a constant stream
22:21 [Nemesis]: and the player needs to concentrate only on that
22:21 [Nemesis]: ESPECIALLY in the section with chorus
22:21 [Nemesis]: cause there it's literally 30-40-50s of pure streaming
22:21 [Nemesis]: without any break
22:21 Sieg: reasonable
22:22 [Nemesis]: :D
22:22 [Nemesis]: знаю
22:22 Sieg: 03:01:119 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5) -
22:22 Sieg: да
22:22 [Nemesis]: the thing is
22:22 Sieg: this stream shape :\
22:22 [Nemesis]: if I had to compare the "preview" red part and the "chorus" red part
22:22 [Nemesis]: they are completely different also
22:23 [Nemesis]: this one features more jumps and is wilder than the stale section of the chours
22:23 [Nemesis]: chorus*
22:23 [Nemesis]: not only is it intense, it also has clear stream shape changes in it
22:24 [Nemesis]: like, every time a stream shape/ds changes it's sygnalised by a finisher
22:24 [Nemesis]: and finishers are all over the place in this place
22:24 Sieg: uhu
22:24 [Nemesis]: whilst they can't be used too often in the chorus part since there's no room for that
22:24 [Nemesis]: thus, streams are boring but consistent
22:24 [Nemesis]: 02:38:008 -
22:25 [Nemesis]: except for these ofc, they are gradually increasing in spacing
22:25 [Nemesis]: I'd actually love to talk about it in russian but I don't really know specific words for things in the editor :/
22:25 Sieg: who timed this song?
22:25 [Nemesis]: it's the one from the original The Deceit/The Violation
22:26 [Nemesis]: by Razor Sharp
22:26 Sieg: 03:40:008 (2,3,1,2,3,1,2) - i feel this a bit off, uh can't say for sure atm
22:27 Sieg: but you may want to ask for recheck on this too
22:27 [Nemesis]: hm
22:27 [Nemesis]: actually in the timing panel it sounds perfect
22:27 Sieg: or maybe it's just evening and i'm tired :3
22:28 Sieg: 04:21:230 (3) - LOL
22:28 Sieg: cmon
22:28 Sieg: 04:20:674 (1,2) - 3 repeat 3 repeat
22:29 Sieg: ant 4 repeat
22:30 Sieg: 04:36:452 (1,2,3,4) - that's a pretty tricky tbh
22:30 [Nemesis]: lol
22:30 [Nemesis]: trust
22:30 [Nemesis]: me
22:30 [Nemesis]: it was really really REALLY fucking hard to time this properly
22:31 [Nemesis]: since either the drummer or the vocalist failed there
22:31 [Nemesis]: and I had to express it somehow
22:31 [Nemesis]: actually, I just decreased the spacing between 1 and 2 in the last thing you've mentioned
22:31 Sieg: 05:08:007 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11) - yea, shape can be nicer
22:32 Sieg: nothing to say apart from this in my quick view :3 solid stream map
22:32 Sieg: work out this slider shapes, think about use of more techniuqes
22:33 Sieg: and this various repeat sliders in the red part
KantanDez
from my queue

anarchy
01:08:676 (3,3,3,3,3,3) - change these sliders' shape into curve since there's a change in music in that part, (maybe make it into weak curve at the first slider then getting more curves after each cycle) > http://puu.sh/wplEa/3a177264ef.png
01:13:120 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,1) - bad shape imo< , maybe change it into a clearer shape?
01:29:342 (5,6) - i dont think this part should be a double, since the vocals are strong in that part
01:45:119 (1,2) - vocals start at the red tick at 01:45:231
02:07:342 (9,10,9,10) - move position to left/right like how you do with 02:08:675 (1,5,9,13) - since its similar
02:56:676 (3,3,3,3,3,3) - same as 01:08:676 (3,3,3,3,3,3) -
03:01:119 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2) - >imo 01:13:120 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,1) -
03:17:341 (5,6,7,8,9) - why not move this like this 03:15:342 (1,5,9,13) -
05:05:119 (3,3,3,3,3,1) - yess



good luck
SnowNiNo_
m4m
  • [Anarchy]
  1. 01:09:787 - idk, the pitch is getting lower here, so the spacing should be decreasing here instead of increasing
  2. 02:23:564 (2,3,4,5,1) - 02:30:230 (2,3,4,5) - 02:37:786 (5,6,7,8,1) - 04:24:896 - 04:31:563 - u can make the spacing bigger here to emphasis the intense sound
  3. 02:57:786 - same as 01:09:787 -
  4. 04:55:562 (4,7) - NC for consistent
  5. 05:02:674 (4,7) - ^
  6. 05:06:230 - same as 01:09:787 -
nah im bad at modding streams lol
Topic Starter
[Nemesis]

KantanDez wrote:

from my queue

anarchy
01:08:676 (3,3,3,3,3,3) - change these sliders' shape into curve since there's a change in music in that part, (maybe make it into weak curve at the first slider then getting more curves after each cycle) > http://puu.sh/wplEa/3a177264ef.png Meh, too much work on a part that's already good. Also - I think that it's too intense to get a curve, I'd just use sharp angle or better, no angle at all.l
01:13:120 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,1) - bad shape imo< , maybe change it into a clearer shape? imo it's clear as it is already.
01:29:342 (5,6) - i dont think this part should be a double, since the vocals are strong in that part But it would break one's expectations established by the previous patterns, I'm overmapping this on purpose.
01:45:119 (1,2) - vocals start at the red tick at 01:45:231 I know that, however a double slider that only repeats once is something that's never been done before and only would appear in this section of the music. Again, I'm keeping it for the consistency and easier playability.
02:07:342 (9,10,9,10) - move position to left/right like how you do with 02:08:675 (1,5,9,13) - since its similar Cool idea, done!
02:56:676 (3,3,3,3,3,3) - same as 01:08:676 (3,3,3,3,3,3) -
03:01:119 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2) - >imo 01:13:120 Naaaah, I feel like since it's Kiai section that puts the most emphasys on complex rhythms I can go wild with it. Also, it's clear as it is already
(1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,1) -
03:17:341 (5,6,7,8,9) - why not move this like this 03:15:342 (1,5,9,13) - You're right, this should be implemented everywhere there, fixed all of them!
05:05:119 (3,3,3,3,3,1) - yess nnnnnnnah



good luck ty
Topic Starter
[Nemesis]

SnowNiNo_ wrote:

m4m
  • [Anarchy]
  1. 01:09:787 - idk, the pitch is getting lower here, so the spacing should be decreasing here instead of increasing Nah, since the music is getting closer to the drop it should have more emphasys on its patterns intensity.
  2. 02:23:564 (2,3,4,5,1) - 02:30:230 (2,3,4,5) - 02:37:786 (5,6,7,8,1) - 04:24:896 - 04:31:563 - u can make the spacing bigger here to emphasis the intense sound I feel like this is okay as it is.
  3. 02:57:786 - same as 01:09:787 -
  4. 04:55:562 (4,7) - NC for consistent Oops, fixed.
  5. 05:02:674 (4,7) - ^ ^
  6. 05:06:230 - same as 01:09:787 -
nah im bad at modding streams lol its fine lol you still helped me
hohol454
NM

Anarchy

mod looks big but it's not
I really hate when you have a song with so much 1/4 bass drum spam and still overmap. The 3 note ones aren't really a problem, even mazzerin overmapped those in his map but the longer ones and 1/3 is pretty bad.


00:55:120 (1,2,1,2,3,1,2,3,1,2,3,1,2,3,1) - NC on circles please, it's confusing and inconsistent with similar patterns 00:59:120 (1,2,3) - ,00:52:009 (1,2,3) -
01:11:842 (6,7,8,9,10,11,12,1,2,3,4) - super overmapped
01:12:453 (5,6,7,8,9,10,11) - also overmapped since the drums are 1/3
01:17:787 (1,2,3,4,5,6,7,8,9) - Why are these cool drums a low spaced straight stream?
01:18:231 (9) - overmap
01:20:453 (1) - ^
01:24:731 (10,11,12,1) - ^
01:24:453 (5,6,7,8,9,10,11,12) - also why just straight stream, it ignores the orchestra
01:25:564 (1,2,3,4,5,6,7) - 1/3
01:26:898 (4,5,6,7) - small spacing when it's the same intensity as 01:28:453 (1,2,3) -
01:39:120 (2,3,4,5,6,7,8,9,1) - 1/3
01:40:231 (1,2,3,4,5) - overmap
01:42:952 (2,3,4,5) - overmap
01:48:675 (6,7) - why is this undermapped :!:
01:56:453 (1,2) - non repeats pls, overmap
02:01:119 (9,10,11,12,13,14,15,16) - again interesting drum stuff is just a straight stream
02:04:675 (9,10) - should probably be repeats if you try to follow the drums
02:05:564 (9,10,11,12,13,14,15,16) - similar thing, continuing the same pattern when drums change. mazzerin had kicksliders here
02:08:675 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - 1/1 snare stops so the pattern should change since it doesn't make sense anymore
02:12:675 (1,2,3,4,5,6,7,8) - interesting stuff in the song made boring
02:14:453 (3,1,2,3,4,5) - makes no sense, these should clearly be a part of the same pattern, not repeat into stream
02:15:342 (10,1,2,3,4) - boring
02:23:841 (2,3,4) - overmap
02:27:342 (1) - why nothing on the lyrics? 02:22:897 (1) - here you have a change in direction, there a repeat 02:25:119 (25) -
02:38:063 (2,3,4) - overmap
02:46:230 (4,5,6,7,8,9,10) - ^ this one is pretty bad
02:59:842 (6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11) - overmap into 1/3 overmap as 1/4
03:05:786 (1,2,3,4,5,6,7,8,9) - bigger/more interesting spacing
03:07:786 (3,4,5,6,7,8,9,10,11,12,13,14,1) - ^
03:08:452 (1) - no repeats
03:12:674 (9,10,11,12) - overmap
03:13:342 (1,1,2,3,4,5,6,7,8) - 1/3
03:17:564 (9,10) - kicksliders would be better
03:20:675 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - same as this part before
03:21:786 - to 03:24:675 - whole part feels super wrong, downbeats being in the middle of a stream and repeat sliders that follow lyrics for 2 words and stop
03:24:675 (6,7) - kicksliders
03:26:453 (9,10) - ^
03:30:008 (1,2,3,4,1,2,3,4,1) - you can ignore 1/3 but not map 1/4 over it if it's clear
03:48:675 (1,2,3,4,1,2,3,4) - 1/3
03:50:008 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - ^
03:51:786 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - ^
03:53:564 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6) - ^
04:18:063 (2,3,4) - overmap
04:25:174 (2,3,4) - ^
04:30:452 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - 1/3
04:32:285 (10,11,12) - overmap
04:39:396 (2,3,4) - ^
04:47:562 (4,5,6,7,8,9,10) - holy overmap
04:53:785 (4,5) - you get the idea
05:00:896 (4,5) -
05:08:285 (6,7,8,9,10,11,12,1,2) -

Some stream patterns I have seen before lol


Topic Starter
[Nemesis]
Green = change

hohol454 wrote:

NM

Anarchy

mod looks big but it's not
I really hate when you have a song with so much 1/4 bass drum spam and still overmap. The 3 note ones aren't really a problem, even mazzerin overmapped those in his map but the longer ones and 1/3 is pretty bad.

Okay, I'll only mention the overmaps that I've changed/that I have special comments towards.
There are a couple of reasons for my overmapping, but there are three main ones that really deserve mentioning:

1. Not breaking player's expectations and simplifying rhythm (example: 01:11:564 -) - this is the most common reason for me to overmap, I've seen Mazzerin's version and I believe that a lot of 1/3 moments (like the pattern right before the preview point kiai) have one essential flaw: it's unexpected. Patterns like these (1/3 rhythms in general) do not naturally occur in this beatmap outside of some minor spots, which still makes it a little weird and inconsistent. My verion completely took away the 1/3 part and thus looks way more consistent all throughout, doesn't break player's expectations and expresses the map to its fullest whilst feeling natural (on its level of course) without the overmapping really standing out.

2. Rhythm fillers (example: 03:06:453 (1,2,3,4,5,6,7) - ) - this pattern in perticular is mostly made with overmapped circles, but is there for a reason. Not only does it give proper intensity in the song enough power to be expressed by a series of circles, it also fills the rhythm pretty well (if I was only mapping to what I hear, this moment would consist of three boring sliders put in a goddamn kiai time, giving unnecessary break and a sense of awkwardness.

3. Human error (example: 04:33:674 (10,1) - ) - this I believe is the most acceptable overmapping technique in the community, the drummer and the BGM choral vocalist screw up a bit, not following the main singer and making this impossible to map correctly awkward pause, so I just put another sliderend there; it may not be as accurate to the song as possible, but it manages to fix the mistake quite well imo.

Hope that explains it, now onto the mod.



00:55:120 (1,2,1,2,3,1,2,3,1,2,3,1,2,3,1) - NC on circles please, it's confusing and inconsistent with similar patterns 00:59:120 (1,2,3) - ,00:52:009 (1,2,3) - I've actually reworked the entire pattern, I feel like this will be a lot better.
01:11:842 (6,7,8,9,10,11,12,1,2,3,4) - super overmapped
01:12:453 (5,6,7,8,9,10,11) - also overmapped since the drums are 1/3
01:17:787 (1,2,3,4,5,6,7,8,9) - Why are these cool drums a low spaced straight stream?
01:18:231 (9) - overmap
01:20:453 (1) - ^ where do you see an overmap there LOL
01:24:731 (10,11,12,1) - ^ BGM is still playing
01:24:453 (5,6,7,8,9,10,11,12) - also why just straight stream, it ignores the orchestra It doesn't imo
01:25:564 (1,2,3,4,5,6,7) - 1/3
01:26:898 (4,5,6,7) - small spacing when it's the same intensity as 01:28:453 (1,2,3) - buffed a bit
01:39:120 (2,3,4,5,6,7,8,9,1) - 1/3
01:40:231 (1,2,3,4,5) - overmap
01:42:952 (2,3,4,5) - overmap
01:48:675 (6,7) - why is this undermapped :!: w h o o p s
01:56:453 (1,2) - non repeats pls, overmap Rhythm fillers?
02:01:119 (9,10,11,12,13,14,15,16) - again interesting drum stuff is just a straight stream I prefer not to follow that interesting drum stuff in the last part of the stream, I feel like a pattern has been established where the streams are mainly straight. Also it's tiring as fuck so nobody would EVER like a dancey-dancey stream in a place like this.
02:04:675 (9,10) - should probably be repeats if you try to follow the drums True that, fixed in both instances!
02:05:564 (9,10,11,12,13,14,15,16) - similar thing, continuing the same pattern when drums change. mazzerin had kicksliders here I prefer it as it is there
02:08:675 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - 1/1 snare stops so the pattern should change since it doesn't make sense anymore I still think that it would break the expectations, also the rhythm isn't drastically different meaning I can leave it as it is
02:12:675 (1,2,3,4,5,6,7,8) - interesting stuff in the song made boring Again, almost no difference there
02:14:453 (3,1,2,3,4,5) - makes no sense, these should clearly be a part of the same pattern, not repeat into stream MY BAD FIXED SORRY DIDNT NOTICE BEFORE
02:15:342 (10,1,2,3,4) - boring The player is about to witness roughly 30 seconds of pure keyboard mashing, do you really want me to put streams there? Also if by boring you meant how stale the streams are, then fixed lol
02:23:841 (2,3,4) - overmap
02:27:342 (1) - why nothing on the lyrics? 02:22:897 (1) - here you have a change in direction, there a repeat 02:25:119 (25) - Increase in spacing, also the stream is more curvy
02:38:063 (2,3,4) - overmap
02:46:230 (4,5,6,7,8,9,10) - ^ this one is pretty bad Fixed in both instances!
02:59:842 (6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11) - overmap into 1/3 overmap as 1/4
03:05:786 (1,2,3,4,5,6,7,8,9) - bigger/more interesting spacing Let's go baby.
03:07:786 (3,4,5,6,7,8,9,10,11,12,13,14,1) - ^ This one doesn't have enough intensity in it for me to actually increase spacing.
03:08:452 (1) - no repeats Unexpected
03:12:674 (9,10,11,12) - overmap ^
03:13:342 (1,1,2,3,4,5,6,7,8) - 1/3 ^
03:17:564 (9,10) - kicksliders would be better Already fixed
03:20:675 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - same as this part before Already not fixed
03:21:786 - to 03:24:675 - whole part feels super wrong, downbeats being in the middle of a stream and repeat sliders that follow lyrics for 2 words and stop Changed spacings between streams, rest remains as it is.
03:24:675 (6,7) - kicksliders
03:26:453 (9,10) - ^
03:30:008 (1,2,3,4,1,2,3,4,1) - you can ignore 1/3 but not map 1/4 over it if it's clear
03:48:675 (1,2,3,4,1,2,3,4) - 1/3
03:50:008 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - ^
03:51:786 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - ^
03:53:564 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6) - ^
04:18:063 (2,3,4) - overmap
04:25:174 (2,3,4) - ^
04:30:452 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - 1/3
04:32:285 (10,11,12) - overmap
04:39:396 (2,3,4) - ^
04:47:562 (4,5,6,7,8,9,10) - holy overmap Fixed already, also hoyl fits the situation much better
04:53:785 (4,5) - you get the idea
05:00:896 (4,5) -
05:08:285 (6,7,8,9,10,11,12,1,2) -

Some stream patterns I have seen before lol



:^^)^^)^^^)^)^^)^^^)^^)^)^)^)^)^)^)) inspiration and made from scratch, doesn't count :^^)^)^^)^^)^)
Nozhomi
Mod smth

[Anarchy :]
  1. Sliders on the intro have to be that ugly ? Imo I think you can do way more cuter sliders.
  2. Also you missed some NCing on them for the SV change (00:06:860 (2) - / 00:13:101 (5) - / etc...) and maybe 00:18:805 (6) - because different from other before because longer.
  3. 00:34:347 - Do you have really to copy paste than during all that speedup ? That's kinda boring and seems super lazy.
  4. 01:00:453 (1,2,3,1,2,3,1,2,3) - Stuff like this (not the only time on the map) can't just work. I guess you kinda repeat the sequence you used on 00:58:676 (1,2,3,1,2,3,1,2,3) - who work because the music repeat the same measure 3 times, but after that it doesn't and just don't fit the music at all. You just do the same pattern over and over increasing the spacing without listening a bit to the music.
  5. Some of your streams could clearly be more clean (01:11:564 (1,2,3,4,5,6,7,8,9,10,11,12) - / 01:14:676 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - / etc.), also NCing on them make kinda no sense. And volume could be down to 70% without problem, it kills my ears right now.
  6. 01:18:231 (9,1) - Do you know how giant is this gap at this speed ? Nerf it like a lot.
  7. 01:27:787 (1,2,3,4,5,6) - Equal spcaing, also no idea why next one between 01:28:342 (6,1) - is so small. Super weird, and that's a recurent problem (01:32:564 (6,1) - / etc...).
  8. 01:54:063 (2,4) - These notes are not necessary, you can hear the drums are not intense anymore from that point.
  9. 02:15:564 (1,2,3) - Increase spacing when the song isn't more intense than the rest before ? No so don't.
  10. 02:16:675 - Also don't do combo longer than 16 notes thx.
  11. 02:19:619 (10,11) - You forgot to remove clap and finish on their head. 04:20:952 (2,3) - too
  12. 03:28:675 - This section is just full of crazy jumps (03:33:008 (7,8) - to only quote one) who have just no coherence with the music. Just work on that point again to have somehow patterns / jumps who fit the music more.
  13. 03:50:008 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - and others after are 1/3 btw.
  14. And same issues over again.

Good luck there.
Mukyu~
Pandano
M4M weeeeeee

Great metal streams. I'm not good at modding metal either so I'm gonna put something over here. No kds if these are bad tho.

Oh, and I suggest putting preview point here: 02:22:008 or here: 02:34:453- I get more hype when hearing the vocal :3

[Anarchy]
02:27:342 - A sharp turn in stream here imo.
02:37:786 - I think the part where you indicated 2 bookmarks in the kiai is when the main vocal goes climax. So I would slightly increase the DS from this point every NC. I know you diid increase them but not really notable. This is typical in 7*+ stream maps. Same for 04:41:118
03:01:785 (1,2,3,4) - Not really a smooth turn
03:08:897 - Pull it up above (1) to avoid overlap. Or if this may affect the distance that follows the song, you can put it closer to the right to avoid way too far jump.
03:33:786 (4,5) - The guitar provides lower note so this jump should be closer to 03:33:564 (2,3)
Also, did you do something to the mp3 at the end? It cuts off all of a sudden after the final 2 notes. Or is it already the way it is?

That's all from my mod. Honestly I can't mod 7*+ so that's all I could try. GL with map :3
Topic Starter
[Nemesis]

Nozhomi wrote:

Mod smth

[Anarchy :]
  1. Sliders on the intro have to be that ugly ? Imo I think you can do way more cuter sliders. I like the chaotic way they're made, but I've made some minor adjustments.
  2. Also you missed some NCing on them for the SV change (00:06:860 (2) - / 00:13:101 (5) - / etc...) and maybe 00:18:805 (6) - because different from other before because longer. These ones don't require a change since it's one combo per a section (in this case yellow combo is for the non-violin part and gray is for the more intense violin part), also the SV changes aren't that drastical so a typical player can handle them without NCs.
  3. 00:34:347 - Do you have really to copy paste than during all that speedup ? That's kinda boring and seems super lazy. It's RSI and it represents the same part of the song multiple times, also it makes a really cool composition overall so I'm leaving it as it is.
  4. 01:00:453 (1,2,3,1,2,3,1,2,3) - Stuff like this (not the only time on the map) can't just work. I guess you kinda repeat the sequence you used on 00:58:676 (1,2,3,1,2,3,1,2,3) - who work because the music repeat the same measure 3 times, but after that it doesn't and just don't fit the music at all. You just do the same pattern over and over increasing the spacing without listening a bit to the music. Of course it fits the music, I'm following the violins there which are in fact the most distinguishable sound in that section. Also, how is that not working? I've gave the map to about 10 players and 20 mappers in total, none of which had any problems with how it's mapped (it's not overmapped, it has flow, it expresses the song well).
  5. Some of your streams could clearly be more clean (01:11:564 (1,2,3,4,5,6,7,8,9,10,11,12) - / 01:14:676 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - / etc.), also NCing on them make kinda no sense. And volume could be down to 70% without problem, it kills my ears right now.done!
  6. 01:18:231 (9,1) - Do you know how giant is this gap at this speed ? Nerf it like a lot. Nope, this is a kickslider which gives a player more than enough time to not only have a little break from streaming, but also notice what kind of jump they are dealing with next. This type of jump would've been too big if it was purely a stream, I agree, but with over 200ms to react a player can easily beat this pattern.
  7. 01:27:787 (1,2,3,4,5,6) - Equal spcaing, also no idea why next one between 01:28:342 (6,1) - is so small. Super weird, and that's a recurent problem (01:32:564 (6,1) - / etc...). Fixed the combo, but the reason for such a small spacing is the uncomfortable angle a player is facing there. I've playtested this moment a couple of times and it seems the only way for me to leave it both playable AND uncomfortable.
  8. 01:54:063 (2,4) - These notes are not necessary, you can hear the drums are not intense anymore from that point. Do you know how weird will that feel? Also 1/4 sliders aren't really a good option either since they've never been used before and are only used once in an entirely different section.
  9. 02:15:564 (1,2,3) - Increase spacing when the song isn't more intense than the rest before ? No so don't. Kies, decreased the spacing there.
  10. 02:16:675 - Also don't do combo longer than 16 notes thx. No musical support for NCs?
  11. 02:19:619 (10,11) - You forgot to remove clap and finish on their head. 04:20:952 (2,3) - too lol what it's right there
  12. 03:28:675 - This section is just full of crazy jumps (03:33:008 (7,8) - to only quote one) who have just no coherence with the music. Just work on that point again to have somehow patterns / jumps who fit the music more. Okay. The first thing is that I fixed most of the jumps so that nobody will ever have anything against them anymore. Secondly, the jumps DO in fact have corelation with the music, it may pick some unusual bgm to follow there, but it still does. It is a very different section from any other in the entire map, thus I can throw in some unusual patterns.
  13. 03:50:008 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - and others after are 1/3 btw. Meh, this still feels lile 1/4.
  14. And same issues over again.

Good luck there. Ty c:
Mukyu~
Topic Starter
[Nemesis]

Pandano wrote:

M4M weeeeeee

Great metal streams. I'm not good at modding metal either so I'm gonna put something over here. No kds if these are bad tho.

Oh, and I suggest putting preview point here: 02:22:008 or here: 02:34:453- I get more hype when hearing the vocal :3

[Anarchy]
02:27:342 - A sharp turn in stream here imo. Kies
02:37:786 - I think the part where you indicated 2 bookmarks in the kiai is when the main vocal goes climax. So I would slightly increase the DS from this point every NC. I know you diid increase them but not really notable. This is typical in 7*+ stream maps. Same for 04:41:118 Alright,sounds good!
03:01:785 (1,2,3,4) - Not really a smooth turn it's supposed to be brutal lol
03:08:897 - Pull it up above (1) to avoid overlap. Or if this may affect the distance that follows the song, you can put it closer to the right to avoid way too far jump. Not sure what you meant there but fixed I guess.
03:33:786 (4,5) - The guitar provides lower note so this jump should be closer to 03:33:564 (2,3) Aight
Also, did you do something to the mp3 at the end? It cuts off all of a sudden after the final 2 notes. Or is it already the way it is? Actually this is the official track from youtube sooooo this is how it is.

That's all from my mod. Honestly I can't mod 7*+ so that's all I could try. GL with map :3 Ty, sorry for not mapping anime :^)
Sylphi
._.

SPOILER
22:08 [Nemesis]: heya, got a moment?
22:08 Sylphi: yeah
22:09 [Nemesis]: can I have your opinion on this?
22:09 *[Nemesis] is listening to [https://osu.ppy.sh/b/1311173 Fleshgod Apocalypse - The Violation]
22:09 [Nemesis]: it's ready, and balanced, just many people cannot mod such diffs
22:13 Sylphi: hmm...
22:13 [Nemesis]: (I hope this song doesn't rape your ears too much ;-;)
22:20 [Nemesis]: uhm
22:20 [Nemesis]: bump?
22:21 Sylphi: Hmm, I don't know what I should say about it becuase It's too difficult for me.
22:22 [Nemesis]: sooo nothing?
22:22 [Nemesis]: :(
22:23 Sylphi: Probably, It's one of reasons they cannot say their opinion.
22:23 [Nemesis]: why don't they just bubble it then LOL
22:24 Sylphi: but at least, It's not ready to qualify.
22:24 [Nemesis]: how so
22:25 Sylphi: First at all, Some timings seem to be incorrect.
22:25 [Nemesis]: like?
22:28 Sylphi: for example, 00:35:932 (1) - this one, the sound is earlier than note (on reverse arrow).
22:30 Sylphi: 00:40:628 (1,2,3) - first and third notes on these doesn't fit definitely.
22:31 Sylphi: and many things.
22:35 Sylphi: Second, there are no many users who can pass 8+ stars. this is actually the main reason.
22:37 [Nemesis]: lol
22:37 [Nemesis]: it's not a problem anymore
22:37 *[Nemesis] is listening to [https://osu.ppy.sh/b/1083470 Inferi - The Promethean Kings]
22:37 Sylphi: It means there are no many people who know if It's natural to play, It's not welcome for BNs because they don't want to qualify risky maps.
22:38 [Nemesis]: fixed the timing by the weay
22:38 [Nemesis]: way*
22:39 [Nemesis]: this map is very simple in fact, the only hard thing is that it's 270BPM
22:45 Sylphi: Yeah, It looks simple, I also think so. but basically, the most people don't want to mod the map they cannot play well.
22:45 Sylphi: I wanted to say about this.
22:45 [Nemesis]: I understand
22:46 [Nemesis]: are there any other things that you don't like about it?
22:49 Sylphi: Hmm, Some sliders on the start look a bit ugly.
22:50 Sylphi: and the flow needs to improve more (for example, 00:51:127 (1,2,3) - -> 00:51:565 (1) -)
22:51 [Nemesis]: fixed
22:53 Sylphi: 00:58:676 (1,2,3,1,2,3,1,2,3) - It's a bit difficult to read stacked pattern becuase of high BPM. but hmm, It may be because I cannot read high AR.
22:56 [Nemesis]: true, but that's the gimmick
22:56 [Nemesis]: oh btw
22:56 Sylphi: ?
22:56 [Nemesis]: can I increase CS to 4 in your opinion?
22:57 [Nemesis]: or leave it at 3,5
22:57 Sylphi: I think CS 3.5 is not bad.
22:58 [Nemesis]: kay
22:58 Sylphi: but if many people say about it, It would be better to consider about it.
22:58 [Nemesis]: nah, I just wanted the sr to rise lol
22:58 Sylphi: lol
22:58 [Nemesis]: since the Promethean kings is CS=4
22:59 [Nemesis]: and this one would be 8,13 stars with CS=4
23:00 Sylphi: That's all at the moment.
23:00 [Nemesis]: okay, thank you for the mod
23:00 [Nemesis]: <3
Wishkey
ayy from somewhere and nowhere

  1. ugly/chaotic sliders seemed kind of the theme but can you make the tail and head not overlap on this one 00:13:101 (1) - this kinda looks like aonther level of the theme compared tho the rest
  2. 00:24:800 (1) - considering muting the end here so you dont have that double hitnormal feedback due to them being to close in the timeline
  3. 01:06:009 (3,3,3) - hs on head
  4. 01:18:009 (5,6,7,8) - could do something to make these stand out more, quite louder toms kicking in compared to (1-4) and that main intstrument having a kick at (5)
  5. 01:22:676 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - 3-2 pattern structure when the song is 2-3 structured seemed a bit off, if you could start different pattern variant on 01:23:120 (1,2,3,4) - instead of 1 combo later it'd fit the music nicely, you got it right on the later parts tho so seemsunintentional here
  6. 01:31:564 (5,6) - could use more spacing between these, leniency makes this 6 have like no impact atm even though that vocals and snare instrument dunno heavy violin or smthing
  7. 01:44:008 (9,10,11,12) - ooh could make this stream a bit more exiting by mapping this unique builduip violin thingy
  8. 02:18:453 (33) - kinda feel a change on this note is warranted looking at the rest, you got the piano kicking in and that background drum drops in tone here aswel
  9. 02:46:008 (3,4,5) - kinda feel you could space this more/make this harder since the previous combos are all building up to this in intensity and it just kinda feels too easy compared to the buildu up imo
  10. 02:49:786 (4,5,6,7) - 2 missing finishes
  11. 02:50:453 (3,3,3) - hs heads
  12. 02:54:008 (3,3,3) - hs police
  13. 03:06:008 (5,6,7,8) - similar mentioned like in first part of the map so if you agree change these too
  14. 02:06:008 (17) - 02:09:564 (17) - 03:16:230 (17) - 03:21:564 (1) - NC consistency stuff last one
  15. 03:30:008 (1,2,3,4,1,2,3,4) - hmm feel like trips with 1/4 slider would represent the music better here since the guitar has 6 distuinghed sounds here ]
  16. 03:32:675 (5) - might aswell put a return on here too then 03:30:897 (4) - since these are paired in this section
  17. 03:36:564 (3) - I just noticed yous started putting claps on the reds for this section though that same snare is at the section at 01:30:787 (7) - aswell so any reason to ignore this at one and map it at another? its seems your both following anothe instrument other the the snare tho so bit odd to hs it differently when you emphasize it at one section when you don't follow it mostly regardless
  18. 04:12:896 (9,10,11,12) - rip those unique violin thigny again :/
  19. 04:19:785 (33) - yeah like previous similar part, defintly a noticalbe change here in the song, that 48 combo tho
  20. 04:54:230 (6,1) 05:01:341 (6,1) - - no leniency abuse in this section unlike all the rest for these? You basicly introduced one hell of an antijump flow break pattern 5 minutes into the song so yeah I'd just go with what you did in the earlier sections since the music is the same anyway
  21. 04:55:340 (3,3,3) - ayy you know what
  22. 04:58:896 (3) - ^
gl mate, can't say much on the flow since I can't play it but the patterns seem straightforward enough overall that if people can pass the streams then the rest of the map should be no problem
Topic Starter
[Nemesis]

Wishkey wrote:

ayy from somewhere and nowhere

  1. ugly/chaotic sliders seemed kind of the theme but can you make the tail and head not overlap on this one 00:13:101 (1) - this kinda looks like aonther level of the theme compared tho the rest fixed
  2. 00:24:800 (1) - considering muting the end here so you dont have that double hitnormal feedback due to them being to close in the timeline done
  3. 01:06:009 (3,3,3) - hs on head fix
  4. 01:18:009 (5,6,7,8) - could do something to make these stand out more, quite louder toms kicking in compared to (1-4) and that main intstrument having a kick at (5) alright, I've increased spacing between the fours.
  5. 01:22:676 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - 3-2 pattern structure when the song is 2-3 structured seemed a bit off, if you could start different pattern variant on 01:23:120 (1,2,3,4) - instead of 1 combo later it'd fit the music nicely, you got it right on the later parts tho so seemsunintentional here I've added a couple of variations there.
  6. 01:31:564 (5,6) - could use more spacing between these, leniency makes this 6 have like no impact atm even though that vocals and snare instrument dunno heavy violin or smthing done
  7. 01:44:008 (9,10,11,12) - ooh could make this stream a bit more exiting by mapping this unique builduip violin thingy hmm, nah. I don't really want it to disturb the entire stream shape, besides the bgm doesn't really make that much of an impact. As a compromise I've made them stand out by using hitfinishes only.
  8. 02:18:453 (33) - kinda feel a change on this note is warranted looking at the rest, you got the piano kicking in and that background drum drops in tone here aswel actually, I'm following the vocals here, this change would come out as unexpected and weird to play.
  9. 02:46:008 (3,4,5) - kinda feel you could space this more/make this harder since the previous combos are all building up to this in intensity and it just kinda feels too easy compared to the buildu up imo okay sure
  10. 02:49:786 (4,5,6,7) - 2 missing finishes whoops
  11. 02:50:453 (3,3,3) - hs heads done
  12. 02:54:008 (3,3,3) - hs police weee wooo
  13. 03:06:008 (5,6,7,8) - similar mentioned like in first part of the map so if you agree change these too yup
  14. 02:06:008 (17) - 02:09:564 (17) - 03:16:230 (17) - 03:21:564 (1) - NC consistency stuff last one fixed
  15. 03:30:008 (1,2,3,4,1,2,3,4) - hmm feel like trips with 1/4 slider would represent the music better here since the guitar has 6 distuinghed sounds here ] let's see how it turns out.
  16. 03:32:675 (5) - might aswell put a return on here too then 03:30:897 (4) - since these are paired in this section okay sure
  17. 03:36:564 (3) - I just noticed yous started putting claps on the reds for this section though that same snare is at the section at 01:30:787 (7) - aswell so any reason to ignore this at one and map it at another? its seems your both following anothe instrument other the the snare tho so bit odd to hs it differently when you emphasize it at one section when you don't follow it mostly regardless fixed in ALL instances.
  18. 04:12:896 (9,10,11,12) - rip those unique violin thigny again :/ done as previously stated
  19. 04:19:785 (33) - yeah like previous similar part, defintly a noticalbe change here in the song, that 48 combo tho
  20. 04:54:230 (6,1) 05:01:341 (6,1) - - no leniency abuse in this section unlike all the rest for these? You basicly introduced one hell of an antijump flow break pattern 5 minutes into the song so yeah I'd just go with what you did in the earlier sections since the music is the same anyway fix
  21. 04:55:340 (3,3,3) - ayy you know what weeeee wooooo weeeee wooooo
  22. 04:58:896 (3) - ^ ^
gl mate, can't say much on the flow since I can't play it but the patterns seem straightforward enough overall that if people can pass the streams then the rest of the map should be no problem
ty <3
rock time
hey m4m

hitsounds
first thing i want to point out are the hitsounds in the very beginning sliders (00:14:992)
whistles do work but the sound sample you used is more of a click rather than a high pitched sound, would probably make more sense to replace it with something like this

i also really dont like the snare sounds on sliders like 00:32:668 (1)
there are no drums, kinda doesnt make sense. maybe replace it with something else

03:36:119 (3) add clap, there is a snare sound here
03:37:897 (3) ^

the deceit
00:34:347 (1,2,3) starting with the first triangle, the change in angles between it and the one's following is not consistent. it doesn't matter that much but i thought i'd point it out because it kinda bugged me
you also dont change spacing or triangle shape at all which is weird because its obvious the song is building up and getting faster, so it could deserve faster and more intense patterns instead of the repeated equilateral triangle, the music isnt exactly being repeated since its raising in pitch and getting faster, so i think some change in pattern could definitely be good

00:58:009 and here comes... anti-jump hell...

00:58:676 (1,2,3,1,2,3,1,2,3) this pattern...
you mention that because of the 1/3 in mazzerin's map, players are caught entirely off guard and it ruins the map for them. i somewhat agree. but this pattern effectively does the same thing, and right in the beginning of the map. it's very hard to read and very hard to play (for me at least). consider redoing it thx
01:05:787 (1,2,3,1,2,3,1,2,3) ^ even harder to play, very bad flow
02:46:675 (1,2,3,1,2,3,1,2,3) ^ i wont point this out anymore, you get the idea

01:24:231 (1,2,3,4,5) dont you think starting at (1) you should have higher spacing because of the intense string instrument being brought into the music?
02:00:230 (9) ^
03:12:230 (9) ^ you get the idea

01:25:898 (7,1) keep this as one stream, add a note between 7 and 1
02:43:342 (1,2,3,4,5,6,7,8,1) ^ (and all of the ones following this)
04:44:674 (1,2,3,4,5,6,7,8,1) ^

01:48:008 (3) move this somewhere else, position is just unexpected and hard to snap to.

01:49:119 the kiais starting from here dont make any sense at all, and just cause unnecessary lag for players. i'd recommend making it all one big kiai section

02:02:453 (1,2,3,4,5,6,7,8) the separations here between every 4 notes doesnt make sense, same with 02:03:342 (1,2,3,4,5,6,7,8) and 02:04:230 (1,2,3,4,5,6,7,8) because the singer isnt pronouncing a syllable on each whole note, just on the 1's. the only part where this kind of separation makes sense is 02:05:119 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) because he pronounces a syllable on each first beat. i'd recommend making all other instances just one stream, and adding NCs to that one that i mentioned last.

02:32:008 (7,8,9) remove 8 and 9 and make 7 two notes longer
04:33:341 (7,8,9) ^

02:37:342 (2,3,4) this jump pattern is bad. unexpected flow, bad flow, doesnt fit with how all other jumps are set up. plz fix thx
04:38:674 (2,3,4) ^

03:30:008 (1,2,1,2) not good placement IMO, very bad flow

03:42:008 starting here to 03:49:119, this is probably (other than the beginning) the calmest part of the song, i think you should make this a lot less intense since it doesnt really reflect the change in music

05:09:341 (1,2) ctrl+g

general concerns
i dont think this is as of yet, good enough for rank. i dont mind the insane 270bpm deathstreams, i think those are very rankable, but this map lacks the extensive mapping knowledge from its mapper that it deserves.
i know the gimic of the map is repeating patterns that increase in DS and anti-jumps. If i saw a map with a lot of these that was ranked i wouldnt be surprised, but this map lacks the creativity to back those gimics up. This map simply is just ctrl+c, ctrl+v, ctrl+shift+r, ctrl+shift+s and ur done.

the anti-jumps... i dont believe they were used appropriately in the map. the song is fast paced intense nonstop madness, but the anti-jumps convey a different message. anti-jumps require players to take fast breaks and stop all movement, which is kind of the opposite of what the song is.
i would heavily reconsider using these in the map because
1) they dont look that good
2) they dont play that good
3) they dont represent the music that well
and 4) it's a lazy way to not map actual jumps.
(plus: if you mapped lots of jumps we'd be looking at probably a 9* ;))

i hope you consider all of this while you push forward in the ranking process.
good luck!
Topic Starter
[Nemesis]

fufu- wrote:

hey m4m

hitsounds
first thing i want to point out are the hitsounds in the very beginning sliders (00:14:992)
whistles do work but the sound sample you used is more of a click rather than a high pitched sound, would probably make more sense to replace it with something like this good idea, fixed!

i also really dont like the snare sounds on sliders like 00:32:668 (1)
there are no drums, kinda doesnt make sense. maybe replace it with something else meh, these are fine

03:36:119 (3) add clap, there is a snare sound here both instances fixed
03:37:897 (3) ^


the deceit
00:34:347 (1,2,3) starting with the first triangle, the change in angles between it and the one's following is not consistent. it doesn't matter that much but i thought i'd point it out because it kinda bugged me
you also dont change spacing or triangle shape at all which is weird because its obvious the song is building up and getting faster, so it could deserve faster and more intense patterns instead of the repeated equilateral triangle, the music isnt exactly being repeated since its raising in pitch and getting faster, so i think some change in pattern could definitely be good Okay, the angles are consistent now but the buildup is fine as it is imo.

00:58:009 and here comes... anti-jump hell...

00:58:676 (1,2,3,1,2,3,1,2,3) this pattern...
you mention that because of the 1/3 in mazzerin's map, players are caught entirely off guard and it ruins the map for them. i somewhat agree. but this pattern effectively does the same thing, and right in the beginning of the map. it's very hard to read and very hard to play (for me at least). consider redoing it thx
01:05:787 (1,2,3,1,2,3,1,2,3) ^ even harder to play, very bad flow
02:46:675 (1,2,3,1,2,3,1,2,3) ^ i wont point this out anymore, you get the idea Okay. So I've made a couple of changes into the idea. First of all, the antijumps are staying, I feel like they design the map's character and gimmick well. Second of all, I've changed a couple of previously mentioned patterns so that even though they feel weird, they can feel.... less weird, I guess one could say. I hope these changes are enough, since I can't really kill the entire concept behind the map just because one person says it's bad. I get your points but this would mean a complete remap of almost every (consistent!) pattern in the map which I do not want to do.
01:24:231 (1,2,3,4,5) dont you think starting at (1) you should have higher spacing because of the intense string instrument being brought into the music?
02:00:230 (9) ^
03:12:230 (9) ^ you get the idea I don't really feel like this makes that much of an influence on the map so it remains unchanged.

01:25:898 (7,1) keep this as one stream, add a note between 7 and 1 Done
02:43:342 (1,2,3,4,5,6,7,8,1) ^ (and all of the ones following this) I do not really hear anything, besides the point of this section is to smoothly transition between deathstreams and jumps in both instances, that's why I do not feel like it needs change.
04:44:674 (1,2,3,4,5,6,7,8,1) ^

01:48:008 (3) move this somewhere else, position is just unexpected and hard to snap to. Wait what? Whoooops, I suppose I accidentally moved it from its original position, fixed.

01:49:119 the kiais starting from here dont make any sense at all, and just cause unnecessary lag for players. i'd recommend making it all one big kiai section Aight, done. Also made all the combos red.

02:02:453 (1,2,3,4,5,6,7,8) the separations here between every 4 notes doesnt make sense, same with 02:03:342 (1,2,3,4,5,6,7,8) and 02:04:230 (1,2,3,4,5,6,7,8) because the singer isnt pronouncing a syllable on each whole note, just on the 1's. the only part where this kind of separation makes sense is 02:05:119 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) because he pronounces a syllable on each first beat. i'd recommend making all other instances just one stream, and adding NCs to that one that i mentioned last. In fact the first version had these implemented the way you said, however one of the modders before said that I should change it. After reading through your reasoning I suggest I will revert the change back.

02:32:008 (7,8,9) remove 8 and 9 and make 7 two notes longer Fix
04:33:341 (7,8,9) ^

02:37:342 (2,3,4) this jump pattern is bad. unexpected flow, bad flow, doesnt fit with how all other jumps are set up. plz fix thx Fixed
04:38:674 (2,3,4) ^

03:30:008 (1,2,1,2) not good placement IMO, very bad flow

03:42:008 starting here to 03:49:119, this is probably (other than the beginning) the calmest part of the song, i think you should make this a lot less intense since it doesnt really reflect the change in music Alright I feel like a couple of nerfs won't affect the map that much.

05:09:341 (1,2) ctrl+g

general concerns
i dont think this is as of yet, good enough for rank. i dont mind the insane 270bpm deathstreams, i think those are very rankable, but this map lacks the extensive mapping knowledge from its mapper that it deserves.
i know the gimic of the map is repeating patterns that increase in DS and anti-jumps. If i saw a map with a lot of these that was ranked i wouldnt be surprised, but this map lacks the creativity to back those gimics up. This map simply is just ctrl+c, ctrl+v, ctrl+shift+r, ctrl+shift+s and ur done.

the anti-jumps... i dont believe they were used appropriately in the map. the song is fast paced intense nonstop madness, but the anti-jumps convey a different message. anti-jumps require players to take fast breaks and stop all movement, which is kind of the opposite of what the song is.
i would heavily reconsider using these in the map because
1) they dont look that good
2) they dont play that good
3) they dont represent the music that well
and 4) it's a lazy way to not map actual jumps.
(plus: if you mapped lots of jumps we'd be looking at probably a 9* ;))

i hope you consider all of this while you push forward in the ranking process.
good luck!

Okay then. Most of your points there are right, however I would like to say a couple of reasonings behind my patterns used in the map.
First of all - the map has three main gimmicks - insanely high BPM, insanely hard reading and insanely hard movement. Thanks to my RSI double note pattern usage I'm able to express all three at once - the notes are stacked in a way that is really hard to read with hidden, the movement feels heavy and tiring and you can feel the RSI AND intensity of this map by yourself. Secondly - the map isn't really supposed to be THAT creative. I saw you complaining about my usage of the same patterns just copypasted, rotated and scaled differently a couple of times, ignoring the fact that the song is arguably really, really REALLY repetitive. If I wanted to map neurofunk/dubstep/electro I would've used a variety of different patterns since these types of songs tend to use different rhythms throughout them, however this song is different. Most of the sections in the song occur twice so if you wanted this map to feel entirely different I would need to cut the mp3 to about half its original size, since most of the sections are IDENTICAL (of course I'm excluding things like choruses, vocals etc.). What I'm trying to say is that you can't really add too much variety to such maps and since fortunately this one isn't just simple plain rhythm song without any deeper vocals or bgm, I can express the song a multitude times better than I could while mapping, let's say an 8 bit game music from 1970s. I wanted the map to feel relatively the same throughout its course too, therefore most (if nearly not all) patterns in this song are used more than one time, and even if I'm not using an exact copypaste I'm still using similar patterns (01:26:453 - and 03:55:342 - were mapped entirely from scratch, yet there are little differences amongst them). I know that I may not be a perfect mapper in any way, I know that sometimes I tend to make uncomfortable patterns but I know that the map itself is good. It may not be for everyone, it may not look different throughout its duration, it may look boring at times, but that's a gimmick I've introduced since the very beginning of the map (after the first 2 minutes of the song the player has experienced all of the map's surprises, they would be later reused in different forms and difficulties but they stay relatively the same, I'm serious. 02:02:453 - at this point in time the player has seen the double note jumps, the slider - circle - circle under slidertail, the deathstreams and the high spaced streams, there are no new things for the player to experience, except for the difficulty spikes in a couple of map's moments.


I hope that expains everything, peace and thx for the mod.
rock time
you make a good point! the song does repeat a lot, and thinking about it for a little, it made more sense why its good to have lots of repetition.
it just offset me when i made the mod how often it occurs, i didnt consider that it occurs equally as often in the music.
Topic Starter
[Nemesis]
Heh thanks :D hope my mod was of some use too
Mentai
from my queue

00:17:205 (4,5) - dont miss the easy stuff, perfect your blankets

also i agree with noz, sliders are a bit gross. things like this 00:18:805 (6) - just dont look good

00:51:565 (1,2,3) - is there a reason the scaling is different per object? seems like a weird choice

00:54:676 (1) - what sound is with this object? you have been very deliberate about sounds through sliders thus far

00:59:675 (2,3,4) - i think this looks wrong because 2 is not centered between 3 and 4, so the straight line effect isnt really coming across

01:09:787 (1,2,3) - you did scaling more or less consistently here, just use this section as a basis for the others where you may have messed up the scaling and rotating slightly

01:26:898 (4,7) - 4 isnt stacked properly on the tail

01:27:564 (7,5,6) - this overlap isnt one of those cool overlaps you have been doing, it looks like a mistake actually

01:39:787 (2) - couldve reused this location on the following stream. you should look for more things like this, because sometimes you do it and other times you dont, and that inconsistency isnt a good thing

01:46:008 (4,5) - more blanket errors

02:05:342 (5) - why arent you NCing every 4 notes like you were when you were emphasizing the melody? seems like the stacks emphasize the vocals, so doing so would be consistent

this applies basically through this entire stream section. remove the NCs from near the beginning if this is what you want to do

02:25:119 (25) - this could blanket nicely into the next stream, its a bit off

02:46:453 (5,3,1) - having these types of sliders next to each other also doesnt look great

02:50:230 (1,2,3) - this section where you scale backwards is extremely weird, the combo is scaling to be larger and moving downwards, which is already the opposite of what you have been doing with these, and the angle of rotation is moving away from the expansion. i see no reason for this inconsistency, and it is not smooth at all to play compared to your other iterations of this


i listen to low bpm japanese music so i already have a headache from this, i cant stomache anymore of the song.

good luck
Topic Starter
[Nemesis]

Mentai wrote:

from my queue

00:17:205 (4,5) - dont miss the easy stuff, perfect your blankets Fix

also i agree with noz, sliders are a bit gross. things like this 00:18:805 (6) - just dont look good Meh, I like how it looks.

00:51:565 (1,2,3) - is there a reason the scaling is different per object? seems like a weird choice The song is growing in intensity all the time until the drop, might as well portray it as a series of evolving patterns.

00:54:676 (1) - what sound is with this object? you have been very deliberate about sounds through sliders thus far whooooooops I missed this one, fixed.

00:59:675 (2,3,4) - i think this looks wrong because 2 is not centered between 3 and 4, so the straight line effect isnt really coming across Lol it must've accidentally moved, fixed ty

01:09:787 (1,2,3) - you did scaling more or less consistently here, just use this section as a basis for the others where you may have messed up the scaling and rotating slightly Kies, gonna take a look at it afterwards.

01:26:898 (4,7) - 4 isnt stacked properly on the tail Fix

01:27:564 (7,5,6) - this overlap isnt one of those cool overlaps you have been doing, it looks like a mistake actually Fixed.

01:39:787 (2) - couldve reused this location on the following stream. you should look for more things like this, because sometimes you do it and other times you dont, and that inconsistency isnt a good thing honestly I like the flow there, however I made something different - the end of the stream lines up perfectly with that slider's tail

01:46:008 (4,5) - more blanket errors fixed this mod starts feeling like a mod on an Easy diff tbh lol

02:05:342 (5) - why arent you NCing every 4 notes like you were when you were emphasizing the melody? seems like the stacks emphasize the vocals, so doing so would be consistent Fixed.

this applies basically through this entire stream section. remove the NCs from near the beginning if this is what you want to do

02:25:119 (25) - this could blanket nicely into the next stream, its a bit off Alright, fixed

02:46:453 (5,3,1) - having these types of sliders next to each other also doesnt look great Different section of the music, what are you talking about?

02:50:230 (1,2,3) - this section where you scale backwards is extremely weird, the combo is scaling to be larger and moving downwards, which is already the opposite of what you have been doing with these, and the angle of rotation is moving away from the expansion. i see no reason for this inconsistency, and it is not smooth at all to play compared to your other iterations of this uhhhhhhhh, alright fixed (made me rearrange most of the patterns in this section)


i listen to low bpm japanese music so i already have a headache from this, i cant stomache anymore of the song.

good luck
_Crow
hello there


mod

00:30:030 - you should silence all slider tails up to this point, hearing the tail is a bit weird
same sction - most of the slider are too chaotic imo, they should have more soft curves, since there isn't roughness in this first part idk how to explain kms, if you want help with them you can pm me in-game

01:07:564 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,1) - this will probably hust your star rating, but personally i don't think such an increasing on spacing is supported by the music, you could keep the same idea but with way less increase

01:26:453 (1) - make it 1/2 instead? most players are gonna read it this way anyway

02:37:119 (1,2,3,4,5) - at this point players will read this as all 1/2 gaps. You could help by staching (1)(2) and (4)(5)

02:43:342 (1) - Move it closer to 02:42:897 (25) -, so it's more clear that the next note will be 1/1

02:55:563 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,1) - same problem as above

02:59:508 - missed a beat here

03:08:897 (3) - bad overlap with 03:08:452 (1) -, move it a bit to the right

03:30:008 (9,10) - you could make these 1/3 repeating sliders, they feel better imo

04:38:452 (1,2,3,4,5) - same problem as above

05:04:007 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,1) - again

That's all, good luck!
Topic Starter
[Nemesis]

walter85 wrote:

hello there


mod

00:30:030 - you should silence all slider tails up to this point, hearing the tail is a bit weird volume is so low that any change would either become unrankable or unnoticable.
same sction - most of the slider are too chaotic imo, they should have more soft curves, since there isn't roughness in this first part idk how to explain kms, if you want help with them you can pm me in-game Meh, imo the chaotic look of them sygnalises how insane the map is going to be.

01:07:564 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,1) - this will probably hust your star rating, but personally i don't think such an increasing on spacing is supported by the music, you could keep the same idea but with way less increase This is literally the most intense part of the entire song, you might not hear it from the song itself but not only is it right before the refrain but it ALSO increases in intensity. That's why both spacing and increase in spacing are so high.

01:26:453 (1) - make it 1/2 instead? most players are gonna read it this way anyway Fix.

02:37:119 (1,2,3,4,5) - at this point players will read this as all 1/2 gaps. You could help by staching (1)(2) and (4)(5) Fixed

02:43:342 (1) - Move it closer to 02:42:897 (25) -, so it's more clear that the next note will be 1/1 Alright, fixed there

02:55:563 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,1) - same problem as above Same answer as above

02:59:508 - missed a beat here This pattern occurs three times, this is the only time where an additional beat appears. I'm going to leave it undermapped not to break players' expectations.

03:08:897 (3) - bad overlap with 03:08:452 (1) -, move it a bit to the right

03:30:008 (9,10) - you could make these 1/3 repeating sliders, they feel better imo meh, the entire section is 1/4 so I don't wanna be inconsistent. I changed the flow a little though.

04:38:452 (1,2,3,4,5) - same problem as above

05:04:007 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,1) - again

That's all, good luck! Thanks!
AruOtta
Hello, M4M :3

General

The background must be 1366x768 maximum
normal-hitclap2 and soft-hitclap ends in a weird way, you should make a sort of fade.
normal-hitfinish2 makes a strange noise at the end (maybe it's only me ?) so you should fix it
The OD is maybe quite extreme, even though I'm not an expert in these kind of diffs

Anarchy

  1. 00:15:729 (2) - I suggest to use a weirder shape, as the sound is quite different, while I would recommended not to have a weird shape for 00:16:467 (3) - to reflect the sound
  2. 00:16:467 (3,4) - These kind of overlap (the head is in the slider's shape) are quite ugly (at least for me), so I'd suggest to move (4) upper. I also suggest to increase a bit (4)'s curve, since a lack of curve isn't really pretty for long sliders
  3. 00:24:320 (4,1) - I think (4) should be stacked on (1)'s tail. It's a good idea to stack it with a red anchor but here the tail is really too much close to (4).
  4. 00:28:950 (3) - Only my opinion, but I think this shape is pretty ugly. Plus (3)'s head could be stacked with 00:28:470 (2) -'s head, then you would have the same movement than with 00:27:618 (1) - as the sounds are quite similar except that 00:28:950 - last a long time (so it's emphasized by the slider)
  5. 00:53:342 (1,2,3) - This pattern kinda lacks of geometry or something to make it prettier. I think the distance snap between (1,3) and (1,2) should be the same. Also, I think having a wide angle like 00:54:231 (1,2,3) - is what's making this pattern not really pretty. Another suggestion is to stack (1,2) (since it's 2 similar sounds) and having a big jump between (2) and (3)
  6. 00:53:787 (1,2,3,4,5) - The distance snap is quite weird here. It doesn't looks intentional, and if it was, you should make a more important difference of distances
  7. 00:55:676 (2,2,2,2) - I think they shoul be stacked with (1) (the previous circle), since these aren't the same sound as 00:55:231 (2) -. Plus, having them stacked would emphasize the loud sound of the slider (3) for each combo.
  8. 00:57:787 (9) - The red anchor is useless if it is too much close to the tail, it makes the slider quite ugly. In fact I see the beatmap have a certain style (which reflects a lot the metal style) but I still think this one should have its red anchor more at the middle
  9. 00:58:564 (6) - I think this circle should be unstacked but not too far from (5) as the sound isn't the same as 00:58:453 -
  10. 01:04:898 (6) - Could be 2 1/4 sliders since there's a sound from the main melody both at 01:04:898 - and 01:05:009 -
  11. 01:05:120 (1,2,3,4,5,6) - You should unstack them, as the sound on the stacked circle isn't the same one as on the first circle. I suggest to use the same distance snap as 01:05:787 (1,2) - so it would make a pattern
  12. 01:07:231 (2) - Should also be unstacked as the sound on (2) is as strong as the sounds on (1) and (3) so it's better to emphasize it with a jump
  13. 01:07:564 (1,2,3) - This pattern is a lot harder than the patterns you had before. I think you should make something easier here, but increasing the distance of the jumps until 01:10:676 (1,2,3) - that can be extreme to emphasize this crescendo
  14. 01:10:899 (3,1) - This overlap is a bit odd. Though I think the fact of not having this circle near to 01:10:899 (3) -'s head is a good thing since it emphasize the note on 01:11:342 - (same for 02:58:898 (3,1) -)
  15. 01:11:564 (2,6,7) - I suggest to have a perfect triangle, for visuals
  16. 01:14:676 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I think you should change the direction/angle for every new combo, like you made for 01:13:787 (1,2,3,4) - so it will be funnier to play and will be more representative of the song
  17. 01:18:009 (5,9) - Perhaps new combo ? There's a sound on these circles that would justify it
  18. 01:18:453 (1,2) - This jump is a bit extreme compared to how loud the sound is. Plus, I think you could unstack 01:18:676 (2,3) - since they are as loud as each other, and since 01:18:898 (4,5,6,7) - are stacked with different sounds pattern and represent the song
  19. 01:26:453 - This part is quite hard to mod because the song is quite chaotic. Just beware to make a difference between 1/2 sliders and those 2 stacked circles. The differnce feel a bit random, since for exemple 01:28:120 (4,5,6) - there isn't any voice here, only instrumental, so it's not really enough intense to use circles compared to moments when you have voice. Plus you have moments when 2 circles would be better, like at 01:34:898 (4) -
  20. 01:31:342 (4,5,6) - You could use another rhythm to fit the voice since it is quite different over there. Same for 01:46:897 (4,5) -
  21. 01:37:564 (4) - I think it should be the same shape than 01:37:120 (1) - with a symmetry. The pattern would be prettier imo
  22. 01:54:453 (1) - The shape is a bit random and quite ugly (because the second linear part of the slider doesn't go past the vertical line if you see what I mean). I suggest to make a sort of 'blanket' with 01:54:008 (1) - and change a bit the shape, like this : http://puu.sh/wxhn0.jpg (same for 03:34:675 (3) - not vertically but horizontally)
  23. 01:54:897 (4,5) - Linear slider that aren't vertical or horizontal are quite ugly most of the time. (same for 03:34:008 (6,7) -) Plus you could use a rotation to emphasize how different the sounds on (4) and (5)'s heads are.
  24. 02:16:675 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40) - combos shouldn't be that much long, says one guideline in the ranking criteria. You could add a new combo on big white ticks, or on somewhere where there's a loud sound, even if I'm aware it represent quite right the part, but this is just to be sure you don't have more problems when it will be qualified or before.
  25. 02:21:786 - Just a suggestion, but having the preview point here would be great since the voice here is really epic and intense (and it's the heart of the song)
  26. 02:42:897 (25) - I suggest a higher SV to really emphasize how intense the voice is :3 (or another shape with a red anchor ? Or both ?) Same for 04:44:230 (25) -.
  27. 02:55:563 (1,2,3) - Same suggestion as above, you could make it easier to make it more and more extreme with the crescendo
  28. 02:59:490 - There's a note here (1/3 snapping ?) so I'd suggest to make 02:59:342 (1) - a slider
  29. 03:00:230 (9,11) - The overlap is a bit odd
  30. 03:02:675 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - As above, I think the direction should change more intensely
  31. 03:06:008 (5,9) - NC (like above)
  32. 03:06:675 (2,3) - You can also unstacked these if you did above (saying 'Same as Above' everytime means that you have structures, so it's great for the map :3)
  33. 03:10:675 (1,2,3,4) - You should make the curve in the other way (CTRL+J and CTRL+H) so you will have a more intense difference with 03:10:897 (1,2,3,4) -
  34. 03:17:119 (1,2,3,4,5,6,7,8,9) - I think there's an issue here, the stream isn't perfect
  35. 03:26:453 (9,10) - Why do you have a jump here when there isn't any at 03:25:564 (9,10) - ? I suggest to move (10) at (136,96) and maybe using the same angle than 03:25:786 (10) - after a CTRL+J
  36. 03:30:008 (9,10) - You could use 1/4 reversed sliders instead, even if the rhythm is maybe 1/3 it'll still represent it
  37. 03:28:675 - Another warning here for the difference between 1/2 slider and circles, they shouldn't be random like they seems to be (same for 03:55:342 -)
  38. 03:32:342 (2,3) - This jump is a bit extreme
  39. 03:35:342 (8) - This slider's shape is not that much pretty imo. Something like this could be better maybe ? http://puu.sh/wxijm.jpg (also overlap with 03:34:897 (4,5) -)
  40. From 03:39:342 - to 03:41:342 - This part seems extreme for no reason as the song isn't really intense
  41. 03:46:008 (4) - This slider is quite ugly, mainly because it's in a 45° angle (and the position is quite random) (same for these 04:01:564 (1,4) -)
  42. 04:18:007 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48) - Same thing for the combo length
  43. 05:04:007 (1,2,3) - Like above, you should make these easier so the crescendo will be emphasized
  44. 05:07:342 (3,1) - Same odd overlap, and same triangle 05:08:007 (2,6,7) -
  45. 05:09:341 (1,2) - I think these 2 circles aren't enough emphasized since they are really loud and they conclude the song. Maybe you could make a cross-screen ?
Some parts aren't well in rhythm and structures, while other parts are quite perfect. I'd say you may focus on visuals since they are quite poor, and maybe see how you can play a bit more with spacing emphasizing ?

That's it, good luck :3
Topic Starter
[Nemesis]

Kenterz wrote:

Hello, M4M :3

General

The background must be 1366x768 maximum Fixed
normal-hitclap2 and soft-hitclap ends in a weird way, you should make a sort of fade.
normal-hitfinish2 makes a strange noise at the end (maybe it's only me ?) so you should fix it
The OD is maybe quite extreme, even though I'm not an expert in these kind of diffs All of the above are fine

Anarchy

  1. 00:15:729 (2) - I suggest to use a weirder shape, as the sound is quite different, while I would recommended not to have a weird shape for 00:16:467 (3) - to reflect the sound I've made some aesthetic adjustments.
  2. 00:16:467 (3,4) - These kind of overlap (the head is in the slider's shape) are quite ugly (at least for me), so I'd suggest to move (4) upper. I also suggest to increase a bit (4)'s curve, since a lack of curve isn't really pretty for long sliders it overlaps exactly in the middle of the slider, it's not a problem in my opinion at least.
  3. 00:24:320 (4,1) - I think (4) should be stacked on (1)'s tail. It's a good idea to stack it with a red anchor but here the tail is really too much close to (4).
  4. 00:28:950 (3) - Only my opinion, but I think this shape is pretty ugly. Plus (3)'s head could be stacked with 00:28:470 (2) -'s head, then you would have the same movement than with 00:27:618 (1) - as the sounds are quite similar except that 00:28:950 - last a long time (so it's emphasized by the slider) it doesn't really matter, chaotic and messy sliders are a theme of the map.
  5. 00:53:342 (1,2,3) - This pattern kinda lacks of geometry or something to make it prettier. I think the distance snap between (1,3) and (1,2) should be the same. Also, I think having a wide angle like 00:54:231 (1,2,3) - is what's making this pattern not really pretty. Another suggestion is to stack (1,2) (since it's 2 similar sounds) and having a big jump between (2) and (3) It's fine as it is
  6. 00:53:787 (1,2,3,4,5) - The distance snap is quite weird here. It doesn't looks intentional, and if it was, you should make a more important difference of distances I've increased spacings between all 5, I think it's gonna be better now.
  7. 00:55:676 (2,2,2,2) - I think they shoul be stacked with (1) (the previous circle), since these aren't the same sound as 00:55:231 (2) -. Plus, having them stacked would emphasize the loud sound of the slider (3) for each combo. It's an entirely different section of the music, I don't feel like it would fit in flow-wise too.
  8. 00:57:787 (9) - The red anchor is useless if it is too much close to the tail, it makes the slider quite ugly. In fact I see the beatmap have a certain style (which reflects a lot the metal style) but I still think this one should have its red anchor more at the middle I've made the small red anchor curve intentional, even though the slider is supposed to be straight the little bend gives player an easier time switching directions between patterns (all the patterns there form a straight letter U, which isn't really too comfortable to play imo).
  9. 00:58:564 (6) - I think this circle should be unstacked but not too far from (5) as the sound isn't the same as 00:58:453 - Nah, it's not as distinguishable to entirely change an already established pattern. Besides the BGM is identical so it would be kinda off throwing for me to give a player an entirely unexpected jump just because one instrument plays a little different from all the previous 5. I may follow a cheeky Xexxar strategy of boosting the SR but that would just be a straight up dick move.
  10. 01:04:898 (6) - Could be 2 1/4 sliders since there's a sound from the main melody both at 01:04:898 - and 01:05:009 - Off throwing, unexpected, breaks flow and gimmicks. Moving on.
  11. 01:05:120 (1,2,3,4,5,6) - You should unstack them, as the sound on the stacked circle isn't the same one as on the first circle. I suggest to use the same distance snap as 01:05:787 (1,2) - so it would make a pattern Unexpected again zzzzz I'm not gonna bother responding to these from now on.
  12. 01:07:231 (2) - Should also be unstacked as the sound on (2) is as strong as the sounds on (1) and (3) so it's better to emphasize it with a jump
  13. 01:07:564 (1,2,3) - This pattern is a lot harder than the patterns you had before. I think you should make something easier here, but increasing the distance of the jumps until 01:10:676 (1,2,3) - that can be extreme to emphasize this crescendo It's the hardest goddamn pattern in the map and it is there for a reason. Throughout this entire section the music is building up and it's basically the last hard pattern before the kiai section comes in, look at it as some sort of a "drop" like in a dubstep song. In a dubstep map moments like these are intentionally harder to emphasize the importance of the moment and how you're gonna feel a sense of relief coming in with the drop (which isn't the case there, you just transition from a hard jump section to a section made out entirely of high bpm deathstreams, this section perfectly emphasizes the importance of the intensity in the song reaching its peak. Complain about it, TV size maps emphasize moments like that with jumps twice as hard, it's just brought into a bigger scale there. It's perfect and I won't be changing it.
  14. 01:10:899 (3,1) - This overlap is a bit odd. Though I think the fact of not having this circle near to 01:10:899 (3) -'s head is a good thing since it emphasize the note on 01:11:342 - (same for 02:58:898 (3,1) -) It is odd, but it's consistent and not too unexpected since it's located very near to the movement that you would normally take if a slider was there (look at the patterns there, every single moment of the buildup before consisted of two circles and a slider while the very last one consists only of two circles. It's also a little more spaced since it's the sound with a bigger emphasis than all the previous notes).
  15. 01:11:564 (2,6,7) - I suggest to have a perfect triangle, for visuals Cool idea, done.
  16. 01:14:676 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I think you should change the direction/angle for every new combo, like you made for 01:13:787 (1,2,3,4) - so it will be funnier to play and will be more representative of the song The angles slightly change in fact, imo the current representation of changes in the music is good as well, the tiny rotations and movement changes emphasize the moment properly
  17. 01:18:009 (5,9) - Perhaps new combo ? There's a sound on these circles that would justify it Sure thing
  18. 01:18:453 (1,2) - This jump is a bit extreme compared to how loud the sound is. Plus, I think you could unstack 01:18:676 (2,3) - since they are as loud as each other, and since 01:18:898 (4,5,6,7) - are stacked with different sounds pattern and represent the song Nerfed the jump, the rest stays as it is.
  19. 01:26:453 - This part is quite hard to mod because the song is quite chaotic. Just beware to make a difference between 1/2 sliders and those 2 stacked circles. The differnce feel a bit random, since for exemple 01:28:120 (4,5,6) - there isn't any voice here, only instrumental, so it's not really enough intense to use circles compared to moments when you have voice. Plus you have moments when 2 circles would be better, like at 01:34:898 (4) - The thing is that I'm not entirely focused on vocals there, even though the vocals aren't there the bgm stays the same so I feel like it would come off as a bit offthrowing.
  20. 01:31:342 (4,5,6) - You could use another rhythm to fit the voice since it is quite different over there. Same for 01:46:897 (4,5) - Meh, these are fine as they are. I don't feel like such a big change in the map should be made for such a small change in the song
  21. 01:37:564 (4) - I think it should be the same shape than 01:37:120 (1) - with a symmetry. The pattern would be prettier imo Aight, done
  22. 01:54:453 (1) - The shape is a bit random and quite ugly (because the second linear part of the slider doesn't go past the vertical line if you see what I mean). I suggest to make a sort of 'blanket' with 01:54:008 (1) - and change a bit the shape, like this : http://puu.sh/wxhn0.jpg (same for 03:34:675 (3) - not vertically but horizontally) Alright, polished the slider a little and it blankets (3) now.
  23. 01:54:897 (4,5) - Linear slider that aren't vertical or horizontal are quite ugly most of the time. (same for 03:34:008 (6,7) -) Plus you could use a rotation to emphasize how different the sounds on (4) and (5)'s heads are. Good idea with the rotation! I feel like linear sliders are fine as they are though
  24. 02:16:675 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40) - combos shouldn't be that much long, says one guideline in the ranking criteria. You could add a new combo on big white ticks, or on somewhere where there's a loud sound, even if I'm aware it represent quite right the part, but this is just to be sure you don't have more problems when it will be qualified or before. Every single other combo in the entire map represents a distinguishable change in the music, while this moment has none. Give me one good reason for me to implement a new combo here outside of "oh, but ranked criteria says it's bad" no. Most of the guidlines established by the ranking criteria (and even some rules) are broken on a daily basis these days, so why would I really care about someone getting too many fruits on their plate on ctb? I won't change it, there's not a single reason for me to.
  25. 02:21:786 - Just a suggestion, but having the preview point here would be great since the voice here is really epic and intense (and it's the heart of the song) Alright, I've been thinking about that for a while now and I think it's a good idea. Gonna keep it like that unless someone else gives me a good reason not to.
  26. 02:42:897 (25) - I suggest a higher SV to really emphasize how intense the voice is :3 (or another shape with a red anchor ? Or both ?) Same for 04:44:230 (25) -. Cool idea!
  27. 02:55:563 (1,2,3) - Same suggestion as above, you could make it easier to make it more and more extreme with the crescendo
  28. 02:59:490 - There's a note here (1/3 snapping ?) so I'd suggest to make 02:59:342 (1) - a slider I know what you mean. But in my opinion it would be a bit too offthrowing since this would be the only case out of three where the pattern would change from a circle to a slider. I've expressed the slight change in music by throwing in a different stream pattern but I'm afraid I can't do anything more without breaking the player's expectations.
  29. 03:00:230 (9,11) - The overlap is a bit odd fix
  30. 03:02:675 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - As above, I think the direction should change more intensely This section is a bit calmer than the next one (which changes directions often as hell, just like the previous pattern like that), so I think I'm going to leave it as it is to represent the "calmer" part of the music.
  31. 03:06:008 (5,9) - NC (like above) Sounds good!
  32. 03:06:675 (2,3) - You can also unstacked these if you did above (saying 'Same as Above' everytime means that you have structures, so it's great for the map :3) Thanks for the compliment! However I feel like unstacking would be too offthrowing and unexpected.
  33. 03:10:675 (1,2,3,4) - You should make the curve in the other way (CTRL+J and CTRL+H) so you will have a more intense difference with 03:10:897 (1,2,3,4) - It's fine as it is, besides I haven't done that in the previous moment like this so I prefer to stay consistent there.
  34. 03:17:119 (1,2,3,4,5,6,7,8,9) - I think there's an issue here, the stream isn't perfect 1 pixel changes ftw ROFL
  35. 03:26:453 (9,10) - Why do you have a jump here when there isn't any at 03:25:564 (9,10) - ? I suggest to move (10) at (136,96) and maybe using the same angle than 03:25:786 (10) - after a CTRL+J I didn't notice that before, thanks! Fixed
  36. 03:30:008 (9,10) - You could use 1/4 reversed sliders instead, even if the rhythm is maybe 1/3 it'll still represent it Alright, used sliderjumps instead.
  37. 03:28:675 - Another warning here for the difference between 1/2 slider and circles, they shouldn't be random like they seems to be (same for 03:55:342 -) You have to keep in mind that these are completely different sections of the music, I've reduced the spacing in the second example sice it's too big, I can agree, but the first? No no, A player can notice the difference both visually and by hearing the big difference in music between these sections.
  38. 03:32:342 (2,3) - This jump is a bit extreme Nerf rip in pieces
  39. 03:35:342 (8) - This slider's shape is not that much pretty imo. Something like this could be better maybe ? http://puu.sh/wxijm.jpg (also overlap with 03:34:897 (4,5) -) The current version has a good flow and bends where the music changes, I don't feel like the change is necessary purely for the aesthetics
  40. From 03:39:342 - to 03:41:342 - This part seems extreme for no reason as the song isn't really intense What about the guitar solo in the bg? It is intense as hell and I emphasize it the same way.
  41. 03:46:008 (4) - This slider is quite ugly, mainly because it's in a 45° angle (and the position is quite random) (same for these 04:01:564 (1,4) -)
  42. 04:18:007 Meh, a change in the bend is all I can change here. It flows well imo. (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48) - Same thing for the combo length
  43. 05:04:007 (1,2,3) - Like above, you should make these easier so the crescendo will be emphasized
  44. 05:07:342 (3,1) - Same odd overlap, and same triangle 05:08:007 (2,6,7) -
  45. 05:09:341 (1,2) - I think these 2 circles aren't enough emphasized since they are really loud and they conclude the song. Maybe you could make a cross-screen ? I can't really overdo it, I've slightly increased the spacing but I can't just throw in a random cross-screen since it will be wayyyy too unexpected and potentially combobreaking.
Some parts aren't well in rhythm and structures, while other parts are quite perfect. I'd say you may focus on visuals since they are quite poor, and maybe see how you can play a bit more with spacing emphasizing ?

That's it, good luck :3 Thanks!
Gus
m4m

i think you're trying to dissect this song too scientifically with some of your gradual spacing increases and you're losing some playability and fun when you try to do that

[Anarchy]
00:30:194 (4,5) - these sounds are so faint I don't think you should've mapped them
00:52:676 (3) - not sure why its a note instead of a slider, would flow better into 00:52:898 (1) - too
00:58:676 (1,2,3,1,2,3) - looks like a reading nightmare to me but then again so does AR10 in general lmao
01:10:231 (1,2,3) - I see what you've done with this map but this is incredibly repetitive and it really only hurts the map to have this one type of jump/pattern repeated over and over. wont comment on it again as it seems you're tired of hearing about criticism of this pattern, but if everyone tells you something is wrong, it might mean its wrong
01:10:676 (1,2,3,1,2,1) - also the sheer speed of this cross screen jump makes it absolutely unplayable I don't really see anyone ever being able to hit this
01:46:897 (4,5) - missing vocal
01:55:342 (1,2,3,4,1,2,3,4,1,2) - NC inconsistencies with all your other stacked notes
02:02:008 (3,4,5,6) - way too crazy of a DS increase, just take 02:01:564 (1,2) - and ctrl h+j them
02:31:453 (11) - if you're suddenly trying to emphasize that raspy vocal this isnt the way to do it, you'd want to start a stream here or something like you did 02:31:675 (1) - here
02:37:342 (1,2,3) - the rhythm is actually on the blue ticks here, i dont hear anything on the red/whites, also this spacing is too crazy for the bpm
02:53:119 (1,2,3,4,5,6) - these sounds are all very distinct and I don't think using stacked notes to group the piano-ish??? (i have no idea what instrument could cause that symphonic sound) sound into 2s
03:04:063 (2,3,4,1,2,3,4,1,2,3,4) - way too hard for bpm
03:12:064 (6,8) - should emphasize the horn-sounding noise here
03:30:008 (1,2,1,2,1) - should be notes, rhythm doesnt really fit with the guitar
03:47:342 (1,2,3,4,1,2,3,4,1,2,3,4) - what justifies these spacing changes
04:00:675 (6) - NC

interesting map, but it is very overmapped in terms of spacing at some points and the repetitive patterns + DS increases aren't really something that I think fits this song, especially not at this bpm, it looks impossible to play. its tough to comment on specific things bc I think your patterning in a lot of the map does not fit whatsoever, though I like this section 03:42:230 (2,3,4,5,6,1) - its one of the only few that doesnt look entirely copy pasted. your rhythm choices are clear to me and they are fine (outside of ignoring 1/3), but the spacing and repetition in your jump patterns is too much mang; also no comments on the 1/3 because the last guy covered it all and I think he was right. it's ok to have unexpected rhythms in your map as long as you implement them with caution (start 1/3 rhythms with sliders for instance instead of just jumping into a 1/3 stream)

I didnt intend to come off harshly so I hope I didn't, best of luck to ya man!
Topic Starter
[Nemesis]

Gus wrote:

m4m

i think you're trying to dissect this song too scientifically with some of your gradual spacing increases and you're losing some playability and fun when you try to do that

[Anarchy]
00:30:194 (4,5) - these sounds are so faint I don't think you should've mapped them Yet you can hear them and it's enough for me to map them.
00:52:676 (3) - not sure why its a note instead of a slider, would flow better into 00:52:898 (1) - too Good idea, fixed.
00:58:676 (1,2,3,1,2,3) - looks like a reading nightmare to me but then again so does AR10 in general lmao :^)
01:10:231 (1,2,3) - I see what you've done with this map but this is incredibly repetitive and it really only hurts the map to have this one type of jump/pattern repeated over and over. wont comment on it again as it seems you're tired of hearing about criticism of this pattern, but if everyone tells you something is wrong, it might mean its wrong imo it's still repeating the same sound over and over again, it just gets increased in intensity, that's why the pattern grows in ds so rapidly.
01:10:676 (1,2,3,1,2,1) - also the sheer speed of this cross screen jump makes it absolutely unplayable I don't really see anyone ever being able to hit this *cough cough* promethean kings *cough cough* even lower bpm than this *cough cough*
01:46:897 (4,5) - missing vocal Changed it into a slider.
01:55:342 (1,2,3,4,1,2,3,4,1,2) - NC inconsistencies with all your other stacked notes They rapidly change intensity there, I wanted to portray it that way simply because nowhere else do paterns change intensity AS MUCH.
02:02:008 (3,4,5,6) - way too crazy of a DS increase, just take 02:01:564 (1,2) - and ctrl h+j them Nerfed the jump instead.
02:31:453 (11) - if you're suddenly trying to emphasize that raspy vocal this isnt the way to do it, you'd want to start a stream here or something like you did 02:31:675 (1) - here I wanted to implement jumps there since vocals are distinguishably more intense than the music.
02:37:342 (1,2,3) - the rhythm is actually on the blue ticks here, i dont hear anything on the red/whites, also this spacing is too crazy for the bpm Offthrowing, keeping the stacking in for consistency. Also goddamn it, did you listen to the song itself? That's a huge-ass BOOM BOOM BOOM over there, not just some random instrument playing.
02:53:119 (1,2,3,4,5,6) - these sounds are all very distinct and I don't think using stacked notes to group the piano-ish??? (i have no idea what instrument could cause that symphonic sound) sound into 2s Again, consistency with the previous patterns.
03:04:063 (2,3,4,1,2,3,4,1,2,3,4) - way too hard for bpm lol no? that's a really REALLY intense balls to the walls moment in the song, I can't just portray it as usual streams since it will have little to no effect, I want the player to feel the intensity of this moment both in high bpm AND high spacing.
03:12:064 (6,8) - should emphasize the horn-sounding noise here I emphasize it, the streams grow in spacing when the horn grows in intensity, listen closely and look at the streams.
03:30:008 (1,2,1,2,1) - should be notes, rhythm doesnt really fit with the guitar kay, mapped it as streams instead.
03:47:342 (1,2,3,4,1,2,3,4,1,2,3,4) - what justifies these spacing changes Drums in the background getting quieter.
04:00:675 (6) - NC Done

interesting map, but it is very overmapped in terms of spacing at some points and the repetitive patterns + DS increases aren't really something that I think fits this song, especially not at this bpm, it looks impossible to play. its tough to comment on specific things bc I think your patterning in a lot of the map does not fit whatsoever, though I like this section 03:42:230 (2,3,4,5,6,1) - its one of the only few that doesnt look entirely copy pasted. your rhythm choices are clear to me and they are fine (outside of ignoring 1/3), but the spacing and repetition in your jump patterns is too much mang; also no comments on the 1/3 because the last guy covered it all and I think he was right. it's ok to have unexpected rhythms in your map as long as you implement them with caution (start 1/3 rhythms with sliders for instance instead of just jumping into a 1/3 stream) Okay, I've explained this a thousand of times already so I'll be quick here. The song repeats itself. A LOT. There are little to no differences between a couple of moments in it (maybe excluding the addition of vocals but that's besides the point). I can't map something that sounds so similarily in a different way without it feeling like two separate diffs (or a poorly made collab). I can rework some of my ignored 1/3 rhythms but will it really come off as a healthy addition to an RSI map? I've added a couple of 1/3 rhythms there and even with all my efforts they STILL feel weird while playing them, but that's the moments that need to be emphasized that way (I finally did it after like 10 people asked me for it lol). I really want to keep this map simple and with no surprises or dick moves in it, everything is as it was from the very beginning of the map, there are no new patterns or structures and I want to keep it this way.

I didnt intend to come off harshly so I hope I didn't, best of luck to ya man! Naw, good mod, ty
Justysuwu
Heh
Anarchy
02:19:342 (9) - 1/4 beatu dłuższy a następny slider zacznij później
04:20:674 (1) - ^^
05:07:785 (1) - pół beatowy slider zamiast tego kółka
------------------------------------------
02:19:342 (9) - 1/4 beat longer and the next slider start later
04:20:674 (1) - ^^
05:07:785 (1) - Half beat slider instead of this circle
[lucky:1337]Good Luck![/lucky:1337]
Topic Starter
[Nemesis]

MyAngelMeinter wrote:

Heh
Anarchy
02:19:342 (9) - 1/4 beatu dłuższy a następny slider zacznij później sounds a bit weird imo, keeping it as it is.
04:20:674 (1) - ^^ ^
05:07:785 (1) - pół beatowy slider zamiast tego kółka it's fine as it is.
------------------------------------------
02:19:342 (9) - 1/4 beat longer and the next slider start later teraz brzmi duzo dziwniej, zostaje jak jest
04:20:674 (1) - ^^ ^
05:07:785 (1) - Half beat slider instead of this circle wg mnie jest dobrze tak jak jest teraz
[lucky:1337]Good Luck![/lucky:1337]
Kurai
[General]
- Are you sure the tag "rsi" is really needed? I don't think anyone is dumb enough to think "Hey, let's hurt myself!" and will type "rsi" in the search bar.
- Can you explain to me the logic behind having HP 5 and OD 10?

[Anarchy]
  1. 01:07:564 (1) - Are you sure going back where you just had a circle before is a good idea here? It looks quite confusing and disrupting here.
  2. 01:13:120 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,5,6,7) - I'm not sure that having a stream that overlaps itself is a good idea, you should rather have the stream go from one side of the screen to the other, having a cluster of circles at the same spot might not be confortable to play. (and it's not really great aesthetically speaking).
  3. 01:46:675 (2,3) - I would not stack those circles in order to create a break in the patterning you are following to add more movement diversity, but also to emphasize the pause in the vocals that is marked by 01:46:897 (4) - .
  4. 01:58:841 (16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10) - Same as before, you have a huge cluster of circles for a couple of the seconds in the middle of the screen.
  5. 02:27:286 (32,1) - Maybe inscrease the spacing between those two circles to emphasize the vocals.
  6. 02:35:119 (1,2) - I understand the logic behind this pattern, but the spacing is way to large between those two sliders. Usually, when a slider has a pair number of reverses, it becomes harder for the player to anticipate the next object (because it is less logical rhythmically speaking). Having such a huge spacing (it's still 1/4 at 270bpm!!) might be very difficult to anticipate and play here, no matter how good the people playing this are!
  7. 02:58:898 (3,1,2) - Wow, this pattern is really tricky! Are you sure you want to keep (2) that close to (3)? To me it doesn't look like there is a (1) here and that just right after (3) you have to click (2). :/
  8. 03:01:341 (5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,5,6) - Same as before.
  9. 03:03:786 (1,2,3,4,1,2,3,4) - This overlap is waaaay too confusing. It's really hard to follow where you have to click, especially because right after this overlap you break the direction of the stream with 03:03:342 (1,2,1,2,3,4) - making it less intuitive to understand.
  10. 03:30:008 (1,2,3,4,1,2,3,4,1,2,3) - I perfectly understand what were you intentions here. But... is this even playable????
  11. 03:35:342 (8) - I'll be honest, this slider doesn't look good at all.
  12. 04:18:007 (1) - Shouldn't you be adding a NC somewhere in this stream? (actually, even to all the streams that are a bit too long).
  13. 04:24:674 (1) - Why is the NC here and not on 04:24:896 (2) - ?
  14. 04:28:618 (32,1) - Same comment as before about adding a little jump inbetween those circles.
I kind of have a headache so I did not feel like checking the accuracy of the timing at the beginning.
I will ask some pro plaer to test play this map for me since I cannot judge the fun factor myself here. I really encourage you to get mods from very good players as well since this map is clearly targeting their audience.

Try getting a couple more mods and I'll recheck it!
Topic Starter
[Nemesis]

Kurai wrote:

[General]
- Are you sure the tag "rsi" is really needed? I don't think anyone is dumb enough to think "Hey, let's hurt myself!" and will type "rsi" in the search bar. The thing about rsi is that it's supposed to be repetitive to the point where it hurts. This music, and therfore the map is repetitive as HELL. High BPM and uncomfortable jumps are just emphasizing it. As Wikipedia says it's "an injury to the musculoskeletal and nervous systems that may be caused by repetitive tasks, forceful exertions, vibrations, mechanical compression, or sustained or awkward positions" Almost every single thing mentioned there is implemented in my map.
- Can you explain to me the logic behind having HP 5 and OD 10? HP=5 is used to make the experience with the map a little less of a torture since such HP is forgiving minor accuracy flaws and/or misses. OD=10 is used because I want the players to be accurate with aiming as much as possible, since it matches well with map's AR and BPM. Besides, it avoids notelock which would happen quite often there.

[Anarchy]
  1. 01:07:564 (1) - Are you sure going back where you just had a circle before is a good idea here? It looks quite confusing and disrupting here. I'm returning to this point because it was the easiest way to start the jump pattern, however I've made some spacing between them so that it's not AS confusing.
  2. 01:13:120 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,5,6,7) - I'm not sure that having a stream that overlaps itself is a good idea, you should rather have the stream go from one side of the screen to the other, having a cluster of circles at the same spot might not be confortable to play. (and it's not really great aesthetically speaking). Alright, that's a good idea, fixed
  3. 01:46:675 (2,3) - I would not stack those circles in order to create a break in the patterning you are following to add more movement diversity, but also to emphasize the pause in the vocals that is marked by 01:46:897 (4) - . Well, I feel like I've already established a gimmick for circles in such rhythm there and I don't really want to be inconsistent with it. (this sort of antijump only occurs in the parts of the song where guitar doesn't have that much of an emphasis in, and guitar is nonexistent in this part.)
  4. 01:58:841 (16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10) - Same as before, you have a huge cluster of circles for a couple of the seconds in the middle of the screen. I feel like this part of the song deserves it, I always imagine it as waves flowing in different directions. Besides, it's reallly really hard for me to make a stream what would follow the flow established by 01:58:896 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - to the right side of the screen without going through the previously mentioned patter.
  5. 02:27:286 (32,1) - Maybe inscrease the spacing between those two circles to emphasize the vocals. Slight adjustment there.
  6. 02:35:119 (1,2) - I understand the logic behind this pattern, but the spacing is way to large between those two sliders. Usually, when a slider has a pair number of reverses, it becomes harder for the player to anticipate the next object (because it is less logical rhythmically speaking). Having such a huge spacing (it's still 1/4 at 270bpm!!) might be very difficult to anticipate and play here, no matter how good the people playing this are! Alright alriiiiiight, reduced the spacing there (I was supposed to nerf it before but.... oh well)
  7. 02:58:898 (3,1,2) - Wow, this pattern is really tricky! Are you sure you want to keep (2) that close to (3)? To me it doesn't look like there is a (1) here and that just right after (3) you have to click (2). :/ Cool idea, I moved it a little further away so it's not as confusing. (in all three instances)
  8. 03:01:341 (5,6,7,8,9,10,11,12,1,2,3,4,1,2,3,4,5,6) - Same as before. As above, fixed!
  9. 03:03:786 (1,2,3,4,1,2,3,4) - This overlap is waaaay too confusing. It's really hard to follow where you have to click, especially because right after this overlap you break the direction of the stream with 03:03:342 (1,2,1,2,3,4) - making it less intuitive to understand. Okay, let me explain myself there: I intentionally switch the directions so wildly there, since music starts to change at this point. First of all, patterns before it are way more spaced since the song is less intense, but after this one they start to increase in spacing A LOT, since the song gets more intense, plus more instruments are introduced. In the previous pattern like this (01:16:009 (1) - ) the player is forced to follow a vast change in directions, since all the previous patterns have been going in a flow that's been really easy to follow, while at this perticular moment they get completely offthrown by the change in movement (fast Z-shaped patterns there). I feel like the second pattern needed the same level of emphasis AND the same level of offthrowing so I introduced such a wild curve there.
  10. 03:30:008 (1,2,3,4,1,2,3,4,1,2,3) - I perfectly understand what were you intentions here. But... is this even playable???? It may come off as a surprise but any of the pro players who testplayed this didn't have a problem doing this pattern at all, they tend to break there instead 03:30:285 (2) - since the change in direction is so fast, while 03:30:396 (4,1) - is really easy to transition to since the curve isn't too big there.
  11. 03:35:342 (8) - I'll be honest, this slider doesn't look good at all. I'm going to change it real soon, I just didn't have a better idea for it yet.
  12. 04:18:007 (1) - Shouldn't you be adding a NC somewhere in this stream? (actually, even to all the streams that are a bit too long). There is no change in music to sygnalise the need of adding a NC, not even a stronger beat in between to ephasize it, it's just the same scream without even a slightest change in his voice tone, so why would I add a new combo here ? For playability? Following that logic I should nerf the whole map or map it as a 135BPM map with sharp angle jumps every 2 seconds, so that every player can enjoy it. If you look at my map, every single new combo is sygnalising a shift in the music (a slight one or an important one, but a SHIFT).
  13. 04:24:674 (1) - Why is the NC here and not on 04:24:896 (2) - ? Because the stronger beat is on (1), while the beats on 04:24:896 (2,3,4,5) - are insignificant and are only an introduction to a more spaced stream (04:25:119 (1) - ). I could NC it but I would need to leave the strong sound as the last circle of the combo, which is ignoring the importance of the beat pretty much, or NC both of them, which is kinda weird since a combo lasting only one circle would need to have a really REALLY good reason to be implemented.
  14. 04:28:618 (32,1) - Same comment as before about adding a little jump inbetween those circles. Aight, done
I kind of have a headache so I did not feel like checking the accuracy of the timing at the beginning. They are all good, some people have checked them already, dw
I will ask some pro plaer to test play this map for me since I cannot judge the fun factor myself here. I really encourage you to get mods from very good players as well since this map is clearly targeting their audience.

Try getting a couple more mods and I'll recheck it! Huge thanks for the mod AND the star!!!
FiddleBlue
Triangles, repetition and hi from queue.
Love this song. Osu needs more metal.

General
  1. 01:49:119 - I don't think a kiai section here is appropriate as this part the song isn't really intense, it feels just like the rest of the non-kiai part.
  2. Preview point isn't really great. I think it's awkwardly placed where the vocal is in the middle of a sentence, making it sound weird and random. 02:15:453 - would be a better spot as it starts on the vocal that signals the transition to the kiai section.
  3. Just a suggestion, but I think the combo colors groups could use more colors than just repeating two colors.
Anarchy
  1. 00:24:320 (4,1) - Stack the circle with slider end, perhaps?
  2. 00:57:342 (1,2,3,4,5,6,7,8,9) - Why don't you place the starting circle aligning with 00:55:231 (2,2,2,2,2) - as it starts near it and to make it neater?
  3. 01:04:898 (6,1) - 1/4 jump here is a bit too far.
  4. 01:07:342 (3,4,2,3) - Just a suggestion, but why not align these in a straight line?
  5. 02:55:341 (3,4,2,3) - ^
  6. 01:24:231 (1) - There's a particular sound here, so I think you should emphasize it with perhaps bigger spacing or a loop.
  7. 01:44:119 (11,12,1,2) - same here
  8. 02:14:897 (1,2,3,4,5) - Perhaps you can make the stream movement a curve instead as the slider body feels a bit out of place.
  9. 02:59:564 (2,3,4,5,6) - Why curve when you made the rest of the same part straight? I don't think there's a difference from the rest.
  10. 03:09:786 (1,2,3,4) - This might be picky, but I think it's not suitable for them to be the same thing where as 01:21:787 (1,2,3,4) - you placed each slider on a different angle.
  11. 03:17:786 (10,1) - This is a bit large for a 1/4 jump on a 270bpm. Even in kiai time in doesn't reach this distance. :/
  12. 04:28:674 (1) - I don't think this is impactful enough. Perhaps you can increase the spacing more or make this turn sharper.
A summary of this map: C H A O T I C and nice.
Good luck!
Topic Starter
[Nemesis]

FiddleBlue wrote:

Triangles, repetition and hi from queue.
Love this song. Osu needs more metal.

General
  1. 01:49:119 - I don't think a kiai section here is appropriate as this part the song isn't really intense, it feels just like the rest of the non-kiai part. I wasn't sure about kiai placements there and I think I'm gonna delete it.
  2. Preview point isn't really great. I think it's awkwardly placed where the vocal is in the middle of a sentence, making it sound weird and random. 02:15:453 - would be a better spot as it starts on the vocal that signals the transition to the kiai section. Alright, done.
  3. Just a suggestion, but I think the combo colors groups could use more colors than just repeating two colors. Meh, they are fine as they are.
Anarchy
  1. 00:24:320 (4,1) - Stack the circle with slider end, perhaps? Stacking on the bending of the slider is better imo.
  2. 00:57:342 (1,2,3,4,5,6,7,8,9) - Why don't you place the starting circle aligning with 00:55:231 (2,2,2,2,2) - as it starts near it and to make it neater? Aight, good idea.
  3. 01:04:898 (6,1) - 1/4 jump here is a bit too far. Tiny nerf
  4. 01:07:342 (3,4,2,3) - Just a suggestion, but why not align these in a straight line? Cool idea.
  5. 02:55:341 (3,4,2,3) - ^
  6. 01:24:231 (1) - There's a particular sound here, so I think you should emphasize it with perhaps bigger spacing or a loop. I've made the stream shape that follows the sound a little more round but I don't really want to emphasize it THAT much since it's too quiet and not too impactful.
  7. 01:44:119 (11,12,1,2) - same here This one's fine
  8. 02:14:897 (1,2,3,4,5) - Perhaps you can make the stream movement a curve instead as the slider body feels a bit out of place.good idea
  9. 02:59:564 (2,3,4,5,6) - Why curve when you made the rest of the same part straight? I don't think there's a difference from the rest. Aight, made it straight for you
  10. 03:09:786 (1,2,3,4) - This might be picky, but I think it's not suitable for them to be the same thing where as 01:21:787 (1,2,3,4) - you placed each slider on a different angle. Fix
  11. 03:17:786 (10,1) - This is a bit large for a 1/4 jump on a 270bpm. Even in kiai time in doesn't reach this distance. :/ Fix
  12. 04:28:674 (1) - I don't think this is impactful enough. Perhaps you can increase the spacing more or make this turn sharper. Aight rotated it a bit more
A summary of this map: C H A O T I C and nice.
Good luck!
Kite
Use some custom slidertick sound for the intro, regular ones stick out too much and sound obnoxious imo

00:58:676 (1,2,3,1,2,3,1,2,3) - Feels super cramped and has rly uncomfortable repetitive movement in the pattern (mainly the 1 of every new combo is way too close to the sliderend of 3)
02:46:675 (1,2,3,1,2,3,1,2,3) - same here
02:53:786 (1,2,3,1,2,3,1,2,3) - ^
03:30:341 (3,4,1) - this abrupt direction change is odd
03:30:675 (2,3,4) - movement would feel better and less obstruction of view if you stack 3 ontop of 03:30:396 (4) - for example
03:45:342 (5,6,1) - cramped movement (mainly because of the slider direction)
04:48:007 (1,2,3,1,2,3,1,2,3) - same as before
04:56:896 (1,2,3,1,2,3,1,2,3) - ^

Hope it helps, not really skilled enough to offer much feedback on the map itself
Rest felt fine just playing along in the editor, hope it helps
Topic Starter
[Nemesis]

Kite wrote:

Use some custom slidertick sound for the intro, regular ones stick out too much and sound obnoxious imo Aight, I'll do something about it.

00:58:676 (1,2,3,1,2,3,1,2,3) - Feels super cramped and has rly uncomfortable repetitive movement in the pattern (mainly the 1 of every new combo is way too close to the sliderend of 3) This is a gimmick cmon
02:46:675 (1,2,3,1,2,3,1,2,3) - same here
02:53:786 (1,2,3,1,2,3,1,2,3) - ^
03:30:341 (3,4,1) - this abrupt direction change is odd this plays fine, besides it correctly emphasizes the change in the rhythm there (guitars getting higher pitches)
03:30:675 (2,3,4) - movement would feel better and less obstruction of view if you stack 3 ontop of 03:30:396 (4) - for example I get your point but this would break the gimmick established in this section (and visible everywhere throughout it)
03:45:342 (5,6,1) - cramped movement (mainly because of the slider direction) I changed the direction of the slider and curved it a little, I think it's gonna be better now.
04:48:007 (1,2,3,1,2,3,1,2,3) - same as before
04:56:896 (1,2,3,1,2,3,1,2,3) - ^

Hope it helps, not really skilled enough to offer much feedback on the map itself
Rest felt fine just playing along in the editor, hope it helps
Net0
  1. If you used either timing, mp3 or background, you should credit the owner of the mapset you took that from. I’m not assuming you took anything from Mazzerin, but in case you did, please credit to avoid issues.
  2. Didn’t mention 1/3 because you explained your reasoning. But I must say that there rule of background resolution changed a very long time ago and now limit is 1920x1200.
[Anarchy]
  1. The overlap here doesn’t favor the slider aesthetic in this section 00:24:800 (1,1) – and you should avoid that.
  2. 00:37:361 (1,2,3,1,2,3,1,1,2,3,1,2,3,1,1,2,3,1,2,3,1,1,2,3,1,2,3) - about this section here. The way you build the pattern here didn’t really reflect the song as you probably intented. This is a bpm increase section and you’re repeating the same patterning to reflect that change. However as you can see here https://osu.ppy.sh/ss/8527513 you’re just rotating the triangles in a noticiable way. The spacing increase from the first triangle 00:34:347 (1,2,3) – to the final one 00:51:127 (1,2,3) – is actually so gradual that it becomes barely noticiable and instead of giving this section the emphasis it needs, it might become a blunt experience.
    The suggestion here;
    The section that can be the borderline for the start of a new idea is this one here 00:46:015 (1,1) - , as you can see this is the last time the slider 00:46:015 (1) – becomes not visible on playfield close to this one here 00:47:105 (1) - . From this point on 00:47:105 (1) – the grown speed increases a lot. You could keep the triangle going up until this point and here on you could actually change the rotation and direction of the triangle growth.
  3. Another problem with this pattern is how the triangles are getting not so fitting because of the stack that happened here 00:34:775 (3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3) - as you can see here https://osu.ppy.sh/ss/8527564 . This happens usually of incorrect stack leniency settings that should be lower for geometric tricks like that. Which is not the case in your map and there I’m confused wheter you just rotate all of the pattern with rotation tool and scale with moving them into the stack. That’s how the group of 3 can look like https://osu.ppy.sh/ss/8527595
  4. There’s a very distinct instrumental happening here 01:44:008 (9,10,11,12) – that you might want to look up in terms of emphasis
  5. Another section worth mentioning is this one 01:52:230 (9,10,11,12,13,14,15,16) – which is similar to this 01:54:008 (1,2,3,4,5) – but less intense. You should make it a bit more different in terms of spacing but not too much imo.
  6. This stream intensity here can be divided into the two groups 00:57:342 (1,2,3,4,5,6,7,8) – which I agree, but the lower spacing here 00:57:564 (5,6,7,8) – I don’t really get considering the intensity of both sections is the same.
  7. In this pattern 01:04:453 (4,5,6) - I can’t really get what’s the relation of 01:04:898 (6) - in comparision to 01:04:453 (4,5) - which are symmetrically made. You could make a zig-zag pattern and ctrol+j a copy of 01:04:453 (4) - in the place of 01:04:898 (6) -
  8. I don’t particularly see how this is decreasing in terms of intensity 02:43:564 (2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,1,2,3,4,1,2,3) – since you started to decrease overall spacing was that your intention?
  9. The NC in this section should start here 02:46:897 (3) – not 02:47:119 (1) -. This was probably because of copy pasting
I really liked some stream emphasis though the map such as this one 01:16:009 (1,2,3,4,1,2,3,4,1,2,3,4,1) – and 01:22:676 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,11,12,1) - . Overall the map shows a lot of effort in the stream mapping sections and seek for improvement in other aspects, such as how you deal with 1/2 patterning and slider design.
GL and hope this mod is useful.
Rakuen
(◕ᴗ◕✿) Rakuen Diva Trap Modding Queue [osu!standard]

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Blue = Strongly recommended
Red = Unrankable issue

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  1. Just wondering if you are placing those circles yourself or slider > circles? 2nd option is much more properly snapped.
  2. 01:18:676 (2) - This looks like a circle for a link, maybe it's too far from 01:18:620 - ?
  3. 01:20:898 (3) - Avoid stacking 01:20:453 (1) -
  4. 01:26:898 (4,5,6) - Arrangement looks weird here, does not fit flow imo
  5. 01:31:342 (4,5,6) - ^ Try avoiding 4-5, does not match with the other placements you made
  6. 01:50:896 (1,2,3,4,5,6) - Hmm the first few looks straight instead of slightly curved tho, not sure if you're doing that intentionally
  7. 01:59:786 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - I'd make this part closer to a circle shape, like you did here 01:44:231 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - looks way cleaner
  8. 02:53:786 (1,2,3) - Maybe reverse 02:54:008 (3) - for this part?
  9. 02:59:508 (2) - Consider removing this
  10. 03:08:897 (3) - You have plenty of space, don't stack with 03:08:452 (1) -
  11. 03:08:675 (2) - Consider adjusting onto 03:09:119 (1) - too
  12. 03:13:314 (3) - Out of timing snap
  13. 03:38:508 (2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Wow XD way jumpy but not KIAIs, like why all of a sudden tho. Make it around this distance 03:54:897 (1,2,3,4,5,6,7,8) -
  14. 04:31:341 (1,1,2,1,2) - These are 1/4, remove them and listen closely from 04:31:341 - to 04:31:563 - , you'll hear 4 hits of drum. I'm not sure if I have missed any other, please revise.
  15. 04:38:675 (1,2,3) - This is like a break between 2 streams, please don't make it too far away from each other
  16. 05:08:674 (8) - NC?
  17. Probably could also polish some of the shapes @ beginning part, especially like for 00:13:101 (1) - does not look nice
  18. And for 00:24:800 (1) - around the part of 00:26:480 - , I mean what's with the squeezed curve there

Good luck!
~(=^・ω・^)/。・:*:・゚★,。・:*:・゚☆
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