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BABYMETAL - Tales of The Destinies

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Topic Starter
Kilabarus

vanucik wrote:

тебе ещё не надоело ремапать свою карту?
Нет, проблемы?
vanucik

MashaSG wrote:

vanucik wrote:

тебе ещё не надоело ремапать свою карту?
Нет, проблемы?
нет, я просто хотел отметить, что вы очень целеустремлённый мужчина
Affirmation
Q

[asdf]
00:31:761 - should be clickable like 00:31:095 (1,2,3,4,5) -
00:33:361 - ^
01:47:614 (1,1,2,3) - set same rhythm with 01:47:014 (1,1) - .
01:53:914 (2,3) - avoid overlap with 2's tail and 3's head? http://i.imgur.com/nrsAZa8.jpg

GL
Chalwa
Hellow, from Q.
I'm not good at modding maps like this :/.
[General]
  1. Please make slider tickrate 1, because 2 with 1/3 beats isn't sound good :/
[Diff]
  1. 00:57:895 (2,2) - I'm a bit confused why you've made second circle nearer a slider than first when second vocal is stronger. You should for consistency try to make second jump longer than first.
  2. 01:47:314 (1) - This NC here isn't really necssary here, since you've showed a beat change by NC here 01:47:014 (1).
  3. 01:47:614 (1) - The same as above.
  4. 02:50:014 (2) - Also for consistency you can put here NC, cause everywhere in this part you've made 4 combo jumps. Also you've made it 02:55:639 (1,1) here, so it's reason for put then this.
  5. 04:04:583 (1) - Flow on this slider is kinda weird for me, cause you made 04:03:983 (1,2,3) this which curve is moving to right and left then, so why after linear triplet you've made the same direction on this slider? Ihave a photo with flow yours and with my version of this pattern, cause this one point i wrote kinda incomprehensibly. I only Ctrl+H'ed this slider. Mine is more smoothier whicch is better on this part imo.
    SPOILER
    Your version:My version:

Sorry for shitty mod, but I'm really bad at >6* modding:/

EDIT: 01:14:705 (6) - OBJECT'S END IS UNSNAPPED (I saw it but forgot to write it xD)

GL!
Topic Starter
Kilabarus

Neoskylove wrote:

Q

[asdf]
00:31:761 - should be clickable like 00:31:095 (1,2,3,4,5) - See no reason
00:33:361 - ^ ^
01:47:614 (1,1,2,3) - set same rhythm with 01:47:014 (1,1) - There are different sounds
01:53:914 (2,3) - avoid overlap with 2's tail and 3's head? http://i.imgur.com/nrsAZa8.jpg Yea this is kinda better

GL

Chalwa wrote:

Hellow, from Q. Hi!
I'm not good at modding maps like this :/.
[General]
  1. Please make slider tickrate 1, because 2 with 1/3 beats isn't sound good :/ Ok!
[Diff]
  1. 00:57:895 (2,2) - I'm a bit confused why you've made second circle nearer a slider than first when second vocal is stronger. You should for consistency try to make second jump longer than first. Second 1/3 stream is spaced bigger, than first, that's why spacing here is lower, to help player get into second stream
  2. 01:47:314 (1) - This NC here isn't really necssary here, since you've showed a beat change by NC here 01:47:014 (1). I'll keep it for changing SV
  3. 01:47:614 (1) - The same as above.
  4. 02:50:014 (2) - Also for consistency you can put here NC, cause everywhere in this part you've made 4 combo jumps. Also you've made it 02:55:639 (1,1) here, so it's reason for put then this. Yep, good catch
  5. 04:04:583 (1) - Flow on this slider is kinda weird for me, cause you made 04:03:983 (1,2,3) this which curve is moving to right and left then, so why after linear triplet you've made the same direction on this slider? Ihave a photo with flow yours and with my version of this pattern, cause this one point i wrote kinda incomprehensibly. I only Ctrl+H'ed this slider. Mine is more smoothier whicch is better on this part imo.
    SPOILER
    Your version:My version:
    Ok, you are the second who told me it, I will change it

Sorry for shitty mod, but I'm really bad at >6* modding:/ But this was a nice mod..

EDIT: 01:14:705 (6) - OBJECT'S END IS UNSNAPPED (I saw it but forgot to write it xD) Lol yea xd

GL!
Thanks for mods!
Seijiro
  1. 00:18:945 (1,2,3,4) - what's up with this misleading hitsounding? The strong drum beats cover the soft ones, making it look like the stream is an overmapping on a 1/2 rhythm
  2. ( 00:16:845 (1,2) - this is also a bit misleading with those whistles but I tried to work on it and couldn't manage to improve it, so for the time being leave it there I guess. It's just that... ugh... idk, that doesn't sound right to me)
  3. 00:24:645 (4) - hitsounding once again, this time is to represent the clap. Whenever there was a clap in the music so far you placed a 1/2 slider, which kinda sets up a rule for this hitsound. Using now such a strong hitsound on a 1/4 slider makes it sound weird through inconsistency
  4. 00:26:595 (1,2,3,1,2) - I appreciate you tried merging two rhythms into one, but by adding the stream onto the strong claps once again you weaken the claps, so they feel sloppy for what they should be doing. Try removing 00:26:745 (2,3) - and you'll see how things change.
    You can also try https://osu.ppy.sh/ss/8554740 if you really want the stream part so badly **
  5. 00:28:095 (1,2) - on the contrary, these being the same stuff used for 00:26:895 (1,2) - 00:27:645 (1,2) - makes it less expressive of the song.
    It is a matter of fact that 00:28:095 (1,2) - don't fall on claps and that's why they should be represented with something else, otherwise you're telling me that these guys are missing a clap (same pattern, right?).
    It's a matter of interpretation: similar shapes/patterns usually mean similar things (which is clearly not the case, since 00:28:095 (1,2) - feels more like a stream)
  6. 00:29:095 (2) - you probably realize it by now, but your hitsounding is the main problem with your patterns: you mapped your patterns and then added on top your hitsounding. That's cool, as long as you follow the same mentality to do both.
    Read first the little paragraph at the end of the post marked by ** then come back here.
    This time you have a strong beat on the tail which is not expressed through your pattern (but your hitsounding does): 00:29:361 - a circle will be way better
  7. 00:39:361 (2,3,4) - consistency with the rest is the issue. This part looks fairly similar to rhythms like 00:37:495 (1,2,3,4,5) - so I wonder how come one is a rather circular flow (second linked) while the other is back and forth, a total opposite approach (the first linked).
    Take for example 00:35:095 (2,3,4) - this one. This one fits with the song, since the rhythm is using a strong beat every 2 beats.
    If you read what I wrote till now in regards of meaning of patterns and association between them you might see how having 00:39:361 (2,3,4) - and 00:35:095 (2,3,4) - similar to each other makes no sense once you hear the song (unless we hear differently)
  8. 00:42:745 (2,3,4,1) - seeing how this is using vocals it feels like the switch over to drums at 00:44:095 - is kinda weak.
    A better option would have been to use a slider for 00:43:945 (2,3) - , that way the slider body would have been on vocals, but at the end we have a more natural switch over the drums.
    Another option is to fix the rhythm itself, so maybe start a triplet from 00:43:945 - instead of 00:44:245 - (you can just move 00:44:095 (3,4) - altogether 1/4 earlier and under 00:43:945 (2) - ). I suggest this second option to be faithful with the song
  9. 01:09:629 (1,2,3,4,5,6,7,8) - prolly minor, but seeing how you managed stuff like 00:34:161 (4,5,6,7) - or 00:35:095 (2,3,4) - I believe you follow a basic meaning of this sort of back and forth pattern: it technically says "the beats stacked in one spot are stronger than the rest"
    If we look at this pattern I wonder why tho, since the music is rather uniform
  10. 01:14:706 (6) - why this hitsounding with this pattern. If that beat on the tail is that strong why not using a circle instead?
  11. 01:29:014 - starting from this point I have only one issue in the kiai I guess, which is about rhythm: your hitsounding has to do with it again and it is about the constant 1/2. Whenever you have a long 1/1 slider you cut that rhythm abruptly, hence why it feels off.
    The whole choice about switching from streams to 1/1 sliders is awkward since the player won't feel such a rhythm through his clicks. The actual 1/2 we can hear is not present into the map (again, take the stuff about main/secondary finger and see how there is no solid base of alternating between those to give a clue to the player)
  12. 01:56:214 (2,1) - trust me that this would work way better if you make the first one just a circle and make the second one start from 01:56:314 - , even if the actual guitar distortion happens at 01:56:414 - . You know why?
    Because the guitar distortion is not a solid sound, aka a sound you should click on it. It's just a sound that gets distorted, which means that it was produced before and just needs an alteration.
    That being the case, if you put a click at 01:56:314 - and make the slider finish at 01:56:514 - you take both the strong beat on the drum with the click and the guitar distortion thanks to the slider body. Ugly visualization: https://osu.ppy.sh/ss/8554996
  13. 01:57:414 (1,2) - I'm probably obnoxious by now, but again hitsounding and pattern don't match.
    Something like https://osu.ppy.sh/ss/8555014 is the solution if you want to keep that hitsounding. Otherwise change hitsounding to match the pattern (aka, place a clap at 01:57:614 - instead of 01:57:514 - )
  14. 02:08:614 (3,4,5,6,1) - mentioned this a bit earlier too, but I wonder what sort of emphasis is this considering the song doesn't change in the least.
    Following your pattern I would expect something increasing note by note, which actually doesn't happen o.O
  15. 02:13:114 (2,4) - really minor, but is this intentional? http://i.imgur.com/jevgCG9.png
  16. 02:13:864 (1,2,3,4,5) - if I see this right after playing 02:13:564 (4,5,6) - I would expect for both to be representing drums, but to my surprise this second stream is not on drums.
    Why not just using 1/2 circles to match the melody from before instead of this overmapping? It would also help with the switch to another snap later on, since the player would have less troubles with 1/2, rather than a stream
  17. 02:47:014 (1,2,3,4) - since it is something *subjective* I won't bother more than this, but I am not a fan of random jumps
  18. 03:07:389 (3,4,5) - why the sudden triplet tho
  19. 03:08:764 (1,2) - for the sake of readability, these would be better just being one slider, although your hitsounding makes me wonder once again if this is the best choice, seeing how 03:09:389 (2) - is used on drums
  20. 03:11:014 (1,2) - using the knowledge about main finger I suggest you to use circles here instead, that way you give more material to the player to understand the rhythm. Those sliders are also misleading since they are both the same but they are not the same in the music.
    Maybe change just the first slider into circles, since it seems like the second one matches with the guitar
  21. 03:15:214 (7) - remove a repeat and add a circle for consistency's sake (which you seem to not like that much)
  22. 03:18:214 - there is a long note starting from this which you skipped and placed just a circle in its stead to somewhat cover it up.
    Why not 03:18:064 (5) - remove repeat and 03:18:214 - add slider
  23. 03:18:514 (1,2,3,4,5,6,7) - hitsounding says "strong 1/1", patterns say "just stream". If I were to follow the hitsounding, 03:18:514 - 03:18:814 - 03:19:114 - 03:19:414 - these deserve the same sort of click. Adding triplets or using stream ends for it dilutes this feeling, hence why this part sucks imo
  24. 03:25:114 (5,6) - I get the feeling that exchanging their order makes up for a better rhythm, seeing how the guitar plays
  25. forgot to mention, but everything that is done the same way is supposed to be changed if there is a suggestion to the first instance of such concept.
    Like the fact the kiai time ignores that constant 1/2..
  26. 05:04:761 (1) - you forgot to silence this slider tail
  27. 05:17:407 (1) - ^
  28. 05:21:060 (1,2,3) - and you silenced these slider tails too in the first part of this section

** there is a reason as to why these are weak as expressed the way you did.
Think of how a player normally plays: he will click everything which is 1/2 or slower with his main finger. That being the case, notice how you switch the strong beat from 00:26:595 - (main finger) to 00:26:895 - (secondary finger), even tho both beats have that strong clap as hitsound on them.
To highlight some particular beat in the song you gotta make the player click them with their main finger to give them the feeling of "this is important" since they usually click important beats with their main finger.


I suggest focusing a bit more on the rhythm in the tricky parts, since you seem to have assumed how the rhythm is based on the pattern you wanted to make fit for the part, but it should be the opposite: the map reflects the song, not the song reflects the map lol
Battle


k

[Now]
  1. 00:18:195 - why not a clap and whistle here, seems very fitting
  2. 00:20:745 (1,2,1,2,3,4) - I guess following the drums is alright but the guitar really just puts a shift in the music while also being pretty distinct from the music at this point, continuing to follow drums is always good but knowing when to break onto another rhythm really defines a good mapper imo
  3. 00:21:345 - tbh this section doesn't really feel that different from the previous section which kinda bothers me since the drums have taken on a completely different kind of rhythm but the mapping just stays generic, you may want to develop a central theme for each section, that way players feel a large difference between tone shifts in the music
  4. 00:22:245 (1,2,3) - Going along with the previous idea from the comment above, notice how the guitar is pretty unique here, yet the mapping really just has a fairly generic pattern showing for it, no large variance to show that the music has changed nor does it try anything with it's slider shapes to convey so either
  5. 00:24:570 (3) - I'm pretty sure it could work if you hitsounded it but like as it stands rn 3 just sounds very clearly overmapped
  6. 00:31:761 (1,2,3) - I mean, you rotated them and that's pretty cool, but like all the important beats end up being on slider ends so this just ends up being purely aesthetic rather than following the music, really all it is is just the rhythm for 00:30:295 (1,2,3,4) - but you're trying hard to force variance in a way that does not go along with the song
  7. 00:35:495 (5) - probably should make this a 2/3 slider since you already made 1 a 2/3 slider in order to go along with the guitar
  8. 00:35:895 (1) - I don't really see a point in using a 2/3 slider here, the rhythm is fairly consistent while the previous section already had longish sliders for recovery
  9. 00:55:495 (1) - 00:56:095 (1) - These kind of just end up being fairly underwhelming due to the fact that their sounds are extremely strong but the movement leading up to them is pretty bland
  10. 00:56:395 - Kind of the same deal as a section really lacking in difference, you should have done incremental changes to reflect the the increasing intensity of the vocals but instead 00:56:395 (1,2,1,2) - just ends up being identical and so do the latter sliders as well. Songs always give you many opportunities to really just make those small changes that make different tone changes in the music stand out via mapping
  11. 01:18:814 (1,2,3,1,2,3,4) - I feel like using a slider would help facilitate the transition from the 1/2 to 1/3, currently with the spacing it seems very easy to mistake the first four noes in the stream as 1/4
  12. 01:26:614 (1,1,1,1) - NC-ing everything in the 1/3 stream kinda seems a bit odd to me and a bit unnecessary
  13. 01:30:214 - So, like you're doing a thing where you're switching off and on vocals and that really isn't working due to the fact that you've got a pretty heavily consistent and dense beat you're following along with lapses due to the 1/1 sliders. Seeing how you've looked at monstrata's version, you may notice that there are no 1/1 sliders in the chorus, 1/2s are fine but 1/1s just leave too big of a gap in the rhythms that are still going on
  14. 01:57:214 (1,1,2) - hitsounding for 01:57:414 (1) - seems pretty off and besides that point, these three should be in one combo since they're just all 1/3 that lead up to the long vocal lol
  15. 02:06:214 - I think you're kind of noticing a trend in what I'm saying, because this is basically just the same thing as one of the very first sections, there's a lot going on in the rhythm where there are slight variances you could do yet you're just sticking to straight sliders, with sharp flows whereas you could be doing so much more with small variances in how you map rhythms and arrange visuals
  16. 02:39:514 - I guess you're going for a very symmetrical theme here, but I don't really think it's very appropriate given the music, patterns such as 02:44:014 (1,2,3,4,5,6,7,8) - really don't feel like you have the same abrupt stopping movement that the guitar suggests and while I don't really agree with things like 02:47:014 (1,2,3,4,1,2,3,4) - just being mirror and upscaled versions of of each other, the real issue I have is that despite this being the most different section in all the music, the mapping is bland. There's no real variance from this part of the map from other parts of the map, symmetry is used yes, but in a section that has heavy metal vocals it seems far from appropriate in my eyes
  17. 02:51:514 (1,2,3,4) - Things such as this really don't have a lasting impact, you've mapped them as simple streams as whereas before you just had gigantic spacing, switching from that to this really kills a feeling of urgency or intensity
  18. 02:59:389 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - this is probably the biggest issue though, there's so much you could be doing, yet you just chose to copy past and upscale the slider multiple times which really just leads to monotonous gameplay
  19. 03:08:764 (1,2,1,2,1) - really just feels like it comes out of nowhere, you don't really supplement any of the guitar rhythms within your drum rhythms prior to this so players kinda are met with the loud guitar, which in itself would be fine, but I feel like having some sort of lead in with guitar rhythms being used a bit before this would end up playing better and make a bit more sense for the player
  20. 03:23:164 (2,3,4,5,6,7,8,9,10) - some of these 1/4s kinda just sound off, more notably 6, it would help if you hitsounded the stuff so the other default non-hitsounded samples aren't too obvious tbh
  21. 03:25:864 (1,2,3,4,5,6,7,1,2,3,4,5) - So this is more from a hypothetical view point considering I can't play stream maps, but the way 03:25:714 (8,1,2,3,4,5,6,7,1,2,3,4,5) - just flows really doens't look like it would be very good gampleay wise, the transition from 8,1 is sharp and the straight down movement of 03:26:464 (1,2,3) - that occurs after the already sharp movement of 03:26:314 (7,1) - just, doesn't look like it would work well in game to me
  22. 03:32:614 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6) - again, the intensity is clearly building up but it really just doesn't even show until the last combo of the stream
  23. 03:39:814 (1,2,3,4,5,6,1,2,3,4,5,6) - also worth noting that this section's 1/3 is spaced more than that extremely intense death metal, weird rhythm portion of the song is pretty lol
  24. 03:49:721 (2,3) - Rhythm doesn't really work since you're not following the vocals here, yet you did for 03:47:414 (1,2) -
  25. Second chorus has same issues with 1/1s as the first
  26. 04:50:543 - First section of this uses a lot of extended sliders, to me I don't really feel like that's very good considering the music has calmed down a lot, I would expect very straight forward and simplistic rhythms
  27. 05:04:930 - green line around here ended up being unsnapped
  28. 05:11:526 (3,4) - 4 should be on 05:11:676 - cuz that's where the piano changes intensity lol
  29. 05:17:559 - silence slider end? you did it for previous one
done

I'm not too hung up over hitsounds like sergio was just because hitsounds are usually self explanatory, but it seems like he pointed out some pretty useful things about your hitsounding so that's nice
Topic Starter
Kilabarus

MrSergio wrote:

  1. 00:18:945 (1,2,3,4) - what's up with this misleading hitsounding? The strong drum beats cover the soft ones, making it look like the stream is an overmapping on a 1/2 rhythm Fixed
  2. ( 00:16:845 (1,2) - this is also a bit misleading with those whistles but I tried to work on it and couldn't manage to improve it, so for the time being leave it there I guess. It's just that... ugh... idk, that doesn't sound right to me) If you couldn't, I won't even try lol
  3. 00:24:645 (4) - hitsounding once again, this time is to represent the clap. Whenever there was a clap in the music so far you placed a 1/2 slider, which kinda sets up a rule for this hitsound. Using now such a strong hitsound on a 1/4 slider makes it sound weird through inconsistency Replaced by a whistle
  4. 00:26:595 (1,2,3,1,2) - I appreciate you tried merging two rhythms into one, but by adding the stream onto the strong claps once again you weaken the claps, so they feel sloppy for what they should be doing. Try removing 00:26:745 (2,3) - and you'll see how things change.
    You can also try https://osu.ppy.sh/ss/8554740 if you really want the stream part so badly ** Ok, seems better with your rhythm
  5. 00:28:095 (1,2) - on the contrary, these being the same stuff used for 00:26:895 (1,2) - 00:27:645 (1,2) - makes it less expressive of the song.
    It is a matter of fact that 00:28:095 (1,2) - don't fall on claps and that's why they should be represented with something else, otherwise you're telling me that these guys are missing a clap (same pattern, right?).
    It's a matter of interpretation: similar shapes/patterns usually mean similar things (which is clearly not the case, since 00:28:095 (1,2) - feels more like a stream) Yea, similar shapes/patterns usually mean similar things, so I used the same pattern as here 00:20:745 (1,2,1,2,3,4) - , and to show and emphasize new sounds I did previous pattern vertically oriented and new horizontally
  6. 00:29:095 (2) - you probably realize it by now, but your hitsounding is the main problem with your patterns: you mapped your patterns and then added on top your hitsounding. That's cool, as long as you follow the same mentality to do both.
    Read first the little paragraph at the end of the post marked by ** then come back here.
    This time you have a strong beat on the tail which is not expressed through your pattern (but your hitsounding does): 00:29:361 - a circle will be way better There was a circle before, but many testplayers told me that it plays really awful, so, this is made for better playability
  7. 00:39:361 (2,3,4) - consistency with the rest is the issue. This part looks fairly similar to rhythms like 00:37:495 (1,2,3,4,5) - so I wonder how come one is a rather circular flow (second linked) while the other is back and forth, a total opposite approach (the first linked). I don't think these rhythms are similar, 1) there are actual drums on 00:39:361 (2,3,4) - but no such drums on 00:37:495 (1,2,3,4,5) - 2) there are 3 circles -> doing same pattern with circular flow will cause some missreading as player remembers previous patterns with such flow and placement and will wait for another 3 circles, but there are 3 sliders
    Take for example 00:35:095 (2,3,4) - this one. This one fits with the song, since the rhythm is using a strong beat every 2 beats.
    If you read what I wrote till now in regards of meaning of patterns and association between them you might see how having 00:39:361 (2,3,4) - and 00:35:095 (2,3,4) - similar to each other makes no sense once you hear the song (unless we hear differently) Yea, we hear these clearly different, hope you understand my point of view through my poor English
  8. 00:42:745 (2,3,4,1) - seeing how this is using vocals it feels like the switch over to drums at 00:44:095 - is kinda weak.
    A better option would have been to use a slider for 00:43:945 (2,3) - , that way the slider body would have been on vocals, but at the end we have a more natural switch over the drums.
    Another option is to fix the rhythm itself, so maybe start a triplet from 00:43:945 - instead of 00:44:245 - (you can just move 00:44:095 (3,4) - altogether 1/4 earlier and under 00:43:945 (2) - ). I suggest this second option to be faithful with the song You want me to put triple on 00:43:945 (2) - where is no actual drums for it??? I think I got you wrong but if it is so then I hate overmapping, so no. Though your first suggestion is nice, fixed
  9. 01:09:629 (1,2,3,4,5,6,7,8) - prolly minor, but seeing how you managed stuff like 00:34:161 (4,5,6,7) - or 00:35:095 (2,3,4) - I believe you follow a basic meaning of this sort of back and forth pattern: it technically says "the beats stacked in one spot are stronger than the rest"
    If we look at this pattern I wonder why tho, since the music is rather uniform ehm don't get your point here, and I didn't map it with that basic meaning. Tho these patterns are too far in timeline + rhythms and intensity in parts are completely differentm so this pattern is fine imo
  10. 01:14:706 (6) - why this hitsounding with this pattern. If that beat on the tail is that strong why not using a circle instead? Because copying :lol: :lol:
  11. 01:29:014 - starting from this point I have only one issue in the kiai I guess, which is about rhythm: your hitsounding has to do with it again and it is about the constant 1/2. Whenever you have a long 1/1 slider you cut that rhythm abruptly, hence why it feels off.
    The whole choice about switching from streams to 1/1 sliders is awkward since the player won't feel such a rhythm through his clicks. The actual 1/2 we can hear is not present into the map (again, take the stuff about main/secondary finger and see how there is no solid base of alternating between those to give a clue to the player) You are right.. everlasting kiai remapping :cry:
  12. 01:56:214 (2,1) - trust me that this would work way better if you make the first one just a circle and make the second one start from 01:56:314 - , even if the actual guitar distortion happens at 01:56:414 - . You know why?
    Because the guitar distortion is not a solid sound, aka a sound you should click on it. It's just a sound that gets distorted, which means that it was produced before and just needs an alteration.
    That being the case, if you put a click at 01:56:314 - and make the slider finish at 01:56:514 - you take both the strong beat on the drum with the click and the guitar distortion thanks to the slider body. Ugly visualization: https://osu.ppy.sh/ss/8554996 Fixed
  13. 01:57:414 (1,2) - I'm probably obnoxious by now, but again hitsounding and pattern don't match.
    Something like https://osu.ppy.sh/ss/8555014 is the solution if you want to keep that hitsounding. Otherwise change hitsounding to match the pattern (aka, place a clap at 01:57:614 - instead of 01:57:514 - ) Sure, fixed, tho changed pattern into 1/3 stream
  14. 02:08:614 (3,4,5,6,1) - mentioned this a bit earlier too, but I wonder what sort of emphasis is this considering the song doesn't change in the least.
    Following your pattern I would expect something increasing note by note, which actually doesn't happen o.O ahh this part is the most hard part for me, changed the whole thing
  15. 02:13:114 (2,4) - really minor, but is this intentional? http://i.imgur.com/jevgCG9.png
  16. 02:13:864 (1,2,3,4,5) - if I see this right after playing 02:13:564 (4,5,6) - I would expect for both to be representing drums, but to my surprise this second stream is not on drums.
    Why not just using 1/2 circles to match the melody from before instead of this overmapping? It would also help with the switch to another snap later on, since the player would have less troubles with 1/2, rather than a stream this is not overmapping, there are drums as well as before + for me this stream is like 2x easier than 200bpm jumps
  17. 02:47:014 (1,2,3,4) - since it is something *subjective* I won't bother more than this, but I am not a fan of random jumps Don't get why these jumps are random
  18. 03:07:389 (3,4,5) - why the sudden triplet tho Because there is a "tripple" in a music
  19. 03:08:764 (1,2) - for the sake of readability, these would be better just being one slider, although your hitsounding makes me wonder once again if this is the best choice, seeing how 03:09:389 (2) - is used on drums Fixed hitsounds, this pattern reads fine imo
  20. 03:11:014 (1,2) - using the knowledge about main finger I suggest you to use circles here instead, that way you give more material to the player to understand the rhythm. Those sliders are also misleading since they are both the same but they are not the same in the music.
    Maybe change just the first slider into circles, since it seems like the second one matches with the guitar ok
  21. 03:15:214 (7) - remove a repeat and add a circle for consistency's sake (which you seem to not like that much) ok
  22. 03:18:214 - there is a long note starting from this which you skipped and placed just a circle in its stead to somewhat cover it up.
    Why not 03:18:064 (5) - remove repeat and 03:18:214 - add slider ok
  23. 03:18:514 (1,2,3,4,5,6,7) - hitsounding says "strong 1/1", patterns say "just stream". If I were to follow the hitsounding, 03:18:514 - 03:18:814 - 03:19:114 - 03:19:414 - these deserve the same sort of click. Adding triplets or using stream ends for it dilutes this feeling, hence why this part sucks imo Like this pattern, don't want to change it in any way
  24. 03:25:114 (5,6) - I get the feeling that exchanging their order makes up for a better rhythm, seeing how the guitar plays ok
  25. forgot to mention, but everything that is done the same way is supposed to be changed if there is a suggestion to the first instance of such concept.
    Like the fact the kiai time ignores that constant 1/2.. ofc lol
  26. 05:04:761 (1) - you forgot to silence this slider tail yea
  27. 05:17:407 (1) - ^ There is a sound on the end
  28. 05:21:060 (1,2,3) - and you silenced these slider tails too in the first part of this section because there were no sounds at all

** there is a reason as to why these are weak as expressed the way you did.
Think of how a player normally plays: he will click everything which is 1/2 or slower with his main finger. That being the case, notice how you switch the strong beat from 00:26:595 - (main finger) to 00:26:895 - (secondary finger), even tho both beats have that strong clap as hitsound on them. Ehm I disagree with you, tho I changed pattern, but I don't think your discussion about main and secondary fingers is valid here. f.e. I play it in way that I tap both sliders with my main finger, so, if I got you right, there is no point for me...
To highlight some particular beat in the song you gotta make the player click them with their main finger to give them the feeling of "this is important" since they usually click important beats with their main finger.


I suggest focusing a bit more on the rhythm in the tricky parts, since you seem to have assumed how the rhythm is based on the pattern you wanted to make fit for the part, but it should be the opposite: the map reflects the song, not the song reflects the map lol
Thanks for the mod, I will do something with my hitsounds

I'll edit later to answer Battle's mod

Battle wrote:



k

[Now]
  1. 00:18:195 - why not a clap and whistle here, seems very fitting yea
  2. 00:20:745 (1,2,1,2,3,4) - I guess following the drums is alright but the guitar really just puts a shift in the music while also being pretty distinct from the music at this point, continuing to follow drums is always good but knowing when to break onto another rhythm really defines a good mapper imo then im a bad mapper?
  3. 00:21:345 - tbh this section doesn't really feel that different from the previous section which kinda bothers me since the drums have taken on a completely different kind of rhythm but the mapping just stays generic, you may want to develop a central theme for each section, that way players feel a large difference between tone shifts in the music Fixed
  4. 00:22:245 (1,2,3) - Going along with the previous idea from the comment above, notice how the guitar is pretty unique here, yet the mapping really just has a fairly generic pattern showing for it, no large variance to show that the music has changed nor does it try anything with it's slider shapes to convey so either^
  5. 00:24:570 (3) - I'm pretty sure it could work if you hitsounded it but like as it stands rn 3 just sounds very clearly overmapped Fixed
  6. 00:31:761 (1,2,3) - I mean, you rotated them and that's pretty cool, but like all the important beats end up being on slider ends so this just ends up being purely aesthetic rather than following the music, really all it is is just the rhythm for 00:30:295 (1,2,3,4) - but you're trying hard to force variance in a way that does not go along with the song I mapped guitar ( or wtf is this i dunno ), not drums, as they clearly stand out inrhythm
  7. 00:35:495 (5) - probably should make this a 2/3 slider since you already made 1 a 2/3 slider in order to go along with the guitar These two sounds are not similar, so I mapped it differently
  8. 00:35:895 (1) - I don't really see a point in using a 2/3 slider here, the rhythm is fairly consistent while the previous section already had longish sliders for recovery Playability, strong sound
  9. 00:55:495 (1) - 00:56:095 (1) - These kind of just end up being fairly underwhelming due to the fact that their sounds are extremely strong but the movement leading up to them is pretty bland Fixed by remapping the whole part
  10. 00:56:395 - Kind of the same deal as a section really lacking in difference, you should have done incremental changes to reflect the the increasing intensity of the vocals but instead 00:56:395 (1,2,1,2) - just ends up being identical and so do the latter sliders as well. Songs always give you many opportunities to really just make those small changes that make different tone changes in the music stand out via mapping I'm consistent here + these patterns look really solid for me, there is a structure in these, so no change till you offer me better-looking pattern
  11. 01:18:814 (1,2,3,1,2,3,4) - I feel like using a slider would help facilitate the transition from the 1/2 to 1/3, currently with the spacing it seems very easy to mistake the first four noes in the stream as 1/4 It plays pretty smoothly, both for me and testplayers
  12. 01:26:614 (1,1,1,1) - NC-ing everything in the 1/3 stream kinda seems a bit odd to me and a bit unnecessary It's ok
  13. 01:30:214 - So, like you're doing a thing where you're switching off and on vocals and that really isn't working due to the fact that you've got a pretty heavily consistent and dense beat you're following along with lapses due to the 1/1 sliders. Seeing how you've looked at monstrata's version, you may notice that there are no 1/1 sliders in the chorus, 1/2s are fine but 1/1s just leave too big of a gap in the rhythms that are still going on Yea fixed
  14. 01:57:214 (1,1,2) - hitsounding for 01:57:414 (1) - seems pretty off and besides that point, these three should be in one combo since they're just all 1/3 that lead up to the long vocal lol Fixed by making circles
  15. 02:06:214 - I think you're kind of noticing a trend in what I'm saying, because this is basically just the same thing as one of the very first sections, there's a lot going on in the rhythm where there are slight variances you could do yet you're just sticking to straight sliders, with sharp flows whereas you could be doing so much more with small variances in how you map rhythms and arrange visuals Fixed but i'm not sure about my jumps... Monstrata should check.. yea..
  16. 02:39:514 - I guess you're going for a very symmetrical theme here, but I don't really think it's very appropriate given the music, patterns such as 02:44:014 (1,2,3,4,5,6,7,8) - really don't feel like you have the same abrupt stopping movement that the guitar suggests and while I don't really agree with things like 02:47:014 (1,2,3,4,1,2,3,4) - just being mirror and upscaled versions of of each other, the real issue I have is that despite this being the most different section in all the music, the mapping is bland. There's no real variance from this part of the map from other parts of the map, symmetry is used yes, but in a section that has heavy metal vocals it seems far from appropriate in my eyes Changed some patterns
  17. 02:51:514 (1,2,3,4) - Things such as this really don't have a lasting impact, you've mapped them as simple streams as whereas before you just had gigantic spacing, switching from that to this really kills a feeling of urgency or intensity
  18. 02:59:389 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - this is probably the biggest issue though, there's so much you could be doing, yet you just chose to copy past and upscale the slider multiple times which really just leads to monotonous gameplay I hope you are right, because I liked this pattern
  19. 03:08:764 (1,2,1,2,1) - really just feels like it comes out of nowhere, you don't really supplement any of the guitar rhythms within your drum rhythms prior to this so players kinda are met with the loud guitar, which in itself would be fine, but I feel like having some sort of lead in with guitar rhythms being used a bit before this would end up playing better and make a bit more sense for the player Fixed
  20. 03:23:164 (2,3,4,5,6,7,8,9,10) - some of these 1/4s kinda just sound off, more notably 6, it would help if you hitsounded the stuff so the other default non-hitsounded samples aren't too obvious tbh ok
  21. 03:25:864 (1,2,3,4,5,6,7,1,2,3,4,5) - So this is more from a hypothetical view point considering I can't play stream maps, but the way 03:25:714 (8,1,2,3,4,5,6,7,1,2,3,4,5) - just flows really doens't look like it would be very good gampleay wise, the transition from 8,1 is sharp and the straight down movement of 03:26:464 (1,2,3) - that occurs after the already sharp movement of 03:26:314 (7,1) - just, doesn't look like it would work well in game to me Fixed
  22. 03:32:614 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6) - again, the intensity is clearly building up but it really just doesn't even show until the last combo of the stream It seems ok to me
  23. 03:39:814 (1,2,3,4,5,6,1,2,3,4,5,6) - also worth noting that this section's 1/3 is spaced more than that extremely intense death metal, weird rhythm portion of the song is pretty lol Fixed
  24. 03:49:721 (2,3) - Rhythm doesn't really work since you're not following the vocals here, yet you did for 03:47:414 (1,2) - But I do following vocals
  25. Second chorus has same issues with 1/1s as the first ok
  26. 04:50:543 - First section of this uses a lot of extended sliders, to me I don't really feel like that's very good considering the music has calmed down a lot, I would expect very straight forward and simplistic rhythms Map still has some tricky surprises for you, even in the end :P
  27. 05:04:930 - green line around here ended up being unsnapped Yea fixed
  28. 05:11:526 (3,4) - 4 should be on 05:11:676 - cuz that's where the piano changes intensity lol I don't think this is really necessary here,
    I will choose smoother playability here
  29. 05:17:559 - silence slider end? you did it for previous one because there was no sound at all
done

I'm not too hung up over hitsounds like sergio was just because hitsounds are usually self explanatory, but it seems like he pointed out some pretty useful things about your hitsounding so that's nice
Thanks for mods, you force me to remap 1/2 of the map lol
A r M i N


oh boi
Djulus
Када бабл?
Topic Starter
Kilabarus
Он вам не Харумачи Кловон
Djulus
/shrug
[ Eon Fox ]
... You realize you don't actually need Monstrata's permission to rank this, right? At this point, you've changed it so significantly from his that it is easily your map at this point.
Topic Starter
Kilabarus

[ Eon Fox ] wrote:

... You realize you don't actually need Monstrata's permission to rank this, right? At this point, you've changed it so significantly from his that it is easily your map at this point.
No, I just can't do this without his permission, there are still some patterns that are half-copied and so... It's just not right imo

Tho he is a good guy, rly, I think there won't be many problems
Monstrata
There are a lot of similarities xP. Your slider choice, slider designs, and rhythm choice often feel very similar. Easier of course, and rhythm simplifications like using repeat sliders are a good variation...

But yea its too similar xP. I really think if you want to rank a set, that you should map it completely on your own without referencing my map for ideas :P.
Topic Starter
Kilabarus

Monstrata wrote:

There are a lot of similarities xP. Your slider choice, slider designs, and rhythm choice often feel very similar. Easier of course, and rhythm simplifications like using repeat sliders are a good variation...

But yea its too similar xP. I really think if you want to rank a set, that you should map it completely on your own without referencing my map for ideas :P.
Ok, I will try to, but I'm not sure I can do it, as I totally can't see any better pattern choices for now, except some slider shapes. Thx for checking, my waifu xd

Tho any suggestions on quality or...?

And one last question: sholud I call you again when I fix some similarities?
Topic Starter
Kilabarus
Ok.. I compared some patterns I used from your set, and changed them. Now, I think, 2 maps are pretty different in their difficulty and structure at all. If you still get the feeling that something is clearly copied pls write it in this thread or in irc and I will remap these patterns or explain it somehow, because I personally think that this song is not a RoR one, and still I think that there is no better way to emphasize some parts.

Really waiting for your answer and REALLY hope we can get to the conclusion without drama, because I put SO many effort and time in this map...
Topic Starter
Kilabarus
irc with Monstrata
06:23 Monstrata: 00:19:245 (1,1,2,1,1,2) - Feels really similar. You copied the symmetrical idea, and also the idea of making the heads really close together 00:20:295 (1,2) - when usually you'd put jumps.
06:23 Monstrata: Only difference is 00:19:995 (1) - etc... are kicksliders instead of circles, but the rhythm is the same in terms of clicking.
06:25 Monstrata: 00:49:495 (1,2,3,1,2,3) - Same idea here. You used the same kickslider arrangements and circular flows.
06:27 Monstrata: 00:55:195 (1,2,3,4,1,2,3,4) - copied same rhythm and symmetrical rotational arrangement
06:28 Monstrata: 00:58:795 (1,2,3,1,2,3,1,2,3) - Same, copying the rotational slider flow and rotating movement.
06:29 Monstrata: 01:11:475 (1,2,3,4) - Same as mine, except mine is vertical :P
06:29 Monstrata: 01:16:552 (1,2,3) - Same idea of using increasing SV's here even though they sound the same :P.
06:31 Monstrata: 01:18:814 (1,2,3,1,2,3,1) - 01:21:814 (1,2,3,1,2,3,1) - Are quite similar too... especially where you increase spacings. I'm slightly okay with this since its possible to interpret the music that way still its really difficult to shift spacing with only 7 notes to begin with
06:34 Monstrata: 01:25:264 (1,2,1,2,1,2,1,2,1,2) - Really similar flow and jump pattern to mine xP.
06:35 Monstrata: 02:10:264 (7,8,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6,7,1) - Why did you have to switch to circle-only. the first part was actually different, but then you made it the same :P
06:36 Monstrata: 02:48:514 (1,2,3,4) - Pretty obvious copy xP slider shape, and SV's.
06:37 Monstrata: 02:59:014 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2) - Feels kinda similar too since I also used symmetrical patterns with slider emphasis at the bottom of the screen
06:37 Monstrata: 03:08:764 (1,2,1,2) - Same, symmetrical pattern and the same rhythm xP.
06:39 Monstrata: 03:56:644 (1,2,3,4) - same as earlier
06:39 MashaSG: Stupid russian buses, I'm here
06:39 MashaSG: And... wall of text xd
06:41 Monstrata: 05:10:173 (1,2,1,2,1,2) - Pretty similar too xP

Will re-hitsound map and change these patterns soon
Djulus
твиттерим?
03:56:644 (1,2,3,4) - не думаешь что у этого спэйсинг слишком большой или сам паттеррн плохой?
Topic Starter
Kilabarus

Djulus wrote:

твиттерим?
03:56:644 (1,2,3,4) - не думаешь что у этого спэйсинг слишком большой или сам паттеррн плохой?
Что значит твиттерим

Нет, не думаю
EijiKuinbii
так и должно быть?
Topic Starter
Kilabarus

EijiKuinbii wrote:

так и должно быть?
Нет, исправил

Monstrata wrote:

06:23 Monstrata: 00:19:245 (1,1,2,1,1,2) - Feels really similar. You copied the symmetrical idea, and also the idea of making the heads really close together 00:20:295 (1,2) - when usually you'd put jumps. Talked to you about symmetrical theme here + spacing now is bigger
06:23 Monstrata: Only difference is 00:19:995 (1) - etc... are kicksliders instead of circles, but the rhythm is the same in terms of clicking.
06:25 Monstrata: 00:49:495 (1,2,3,1,2,3) - Same idea here. You used the same kickslider arrangements and circular flows. Changed
06:27 Monstrata: 00:55:195 (1,2,3,4,1,2,3,4) - copied same rhythm and symmetrical rotational arrangement Changed
06:28 Monstrata: 00:58:795 (1,2,3,1,2,3,1,2,3) - Same, copying the rotational slider flow and rotating movement. I created this pattern without seeing yours and for me it's really different one
06:29 Monstrata: 01:11:475 (1,2,3,4) - Same as mine, except mine is vertical :P This too ^. Yea, they are maybe a little similar, but you know, it's generic pattern which I can see in every 2nd map, so this was just from my head, believe me
06:29 Monstrata: 01:16:552 (1,2,3) - Same idea of using increasing SV's here even though they sound the same :P. Changed
06:31 Monstrata: 01:18:814 (1,2,3,1,2,3,1) - 01:21:814 (1,2,3,1,2,3,1) - Are quite similar too... especially where you increase spacings. I'm slightly okay with this since its possible to interpret the music that way still its really difficult to shift spacing with only 7 notes to begin with I just can't see the other way to map it :rip:
06:34 Monstrata: 01:25:264 (1,2,1,2,1,2,1,2,1,2) - Really similar flow and jump pattern to mine xP. These jumps are made in your style, yea, but like cmon, jumps aren't sliders, or you want to say that every ranked map has stolen jumps? Meh. Tho, I would say I got inspiration for doing these jumps from Zen Zen Zen, not from Babymetal
06:35 Monstrata: 02:10:264 (7,8,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6,7,1) - Why did you have to switch to circle-only. the first part was actually different, but then you made it the same :P Hate this part :x :x tho changed everything in this part
06:36 Monstrata: 02:48:514 (1,2,3,4) - Pretty obvious copy xP slider shape, and SV's. Changed, now my is better :P :P :P
06:37 Monstrata: 02:59:014 (1,2,3,4,5,1,2,3,4,1,2,3,4,1,2) - Feels kinda similar too since I also used symmetrical patterns with slider emphasis at the bottom of the screen Your sliders went all over the playfield when my is just in 2 corners + I emphasize 2 strongest guitar sounds, NotLikeThisYou
06:37 Monstrata: 03:08:764 (1,2,1,2) - Same, symmetrical pattern and the same rhythm xP. Changed and remapped the whole part to match new pattern
06:39 Monstrata: 03:56:644 (1,2,3,4) - same as earlier
06:39 MashaSG: Stupid russian buses, I'm here
06:39 MashaSG: And... wall of text xd
06:41 Monstrata: 05:10:173 (1,2,1,2,1,2) - Pretty similar too xP Changed!
Uh I'm really tired
Monstrata
Okay, the parts you keep I can accept. Your reasoning is fair. Good luck with ranking!
Topic Starter
Kilabarus
Thanks Mr. Monstrata! It's like a birthday present for me lol I actually have birthday today xd
Xinying
Really clean and well-structured map! I have some suggestions...

Now and Forever

  1. HP6.6 too brutal?
  2. Disable widescreen support if there's no SB.
  3. 01:23:089 (2) - Mute these slider ends? They symbolize the faded instrument and will work better with Vol: ~approx 20%. This applies to all similar sliders that are mapped before chorus.
  4. 01:42:364 (2,3,4,1) - This feels really sharp when playing. I would place 01:42:814 (4) - at 133|263 - basically 01:42:664 (3,4,1) - is isometric.
  5. 02:35:014 (4) - I think a sharper turn at around 376|360 would emphasize the higher pitch better.
  6. 02:58:264 (1) - Instead of a slider, mapping beats at 02:58:389 and 02:58:514 - would lead to 02:58:639 (7,8,9) - better.
  7. 03:25:564 (7) - ctrl-g flows better.
  8. 03:29:014 (1) - Instead of a single note, I would map a 1/1 slider with a muted sliderend to emphasize the guitar.
  9. 04:52:096 (2,1) - and 04:57:460 (6,1) - are unstacked, but you stacked similar structures like 05:20:826 (3,1) - . For aesthetics I think it is better to keep it stacked consistently.

Yeah these are all just minor suggestions and feel free to reject them without a reason. I like how you emphasize the guitar using sliders like these 01:23:089 (2,2,2,2) - . 04:04:583 (1) - Really neat crafted slider here. 01:18:814 (4,5,6,1,2,3) - and streams which emphasizes pitch using different flow + distance spacing here is really well done too. Have a star :D and good luck for ranking!
Topic Starter
Kilabarus

Xinying wrote:

Really clean and well-structured map! I have some suggestions...

Now and Forever

  1. HP6.6 too brutal? Nah I think it's ok since HP doesn't fall above 1/2 of HP bar with HR
  2. Disable widescreen support if there's no SB. Sure!
  3. 01:23:089 (2) - Mute these slider ends? They symbolize the faded instrument and will work better with Vol: ~approx 20%. This applies to all similar sliders that are mapped before chorus. Yea, good suggestion!!
  4. 01:42:364 (2,3,4,1) - This feels really sharp when playing. I would place 01:42:814 (4) - at 133|263 - basically 01:42:664 (3,4,1) - is isometric. ok, agree with this
  5. 02:35:014 (4) - I think a sharper turn at around 376|360 would emphasize the higher pitch better ok, agree with you, changed!
  6. 02:58:264 (1) - Instead of a slider, mapping beats at 02:58:389 and 02:58:514 - would lead to 02:58:639 (7,8,9) - better. Don't really think so
  7. 03:25:564 (7) - ctrl-g flows better. ^
  8. 03:29:014 (1) - Instead of a single note, I would map a 1/1 slider with a muted sliderend to emphasize the guitar. It would be inconsistant with 03:20:014 (9) - and I like this more
  9. 04:52:096 (2,1) - and 04:57:460 (6,1) - are unstacked, but you stacked similar structures like 05:20:826 (3,1) - . For aesthetics I think it is better to keep it stacked consistently. ok, fixed

Yeah these are all just minor suggestions and feel free to reject them without a reason. I like how you emphasize the guitar using sliders like these 01:23:089 (2,2,2,2) - . 04:04:583 (1) - Really neat crafted slider here. 01:18:814 (4,5,6,1,2,3) - and streams which emphasizes pitch using different flow + distance spacing here is really well done too. Have a star :D and good luck for ranking!
Thank you so much for these kind words, I appreciate it and also thanks for mod, it was helpful!
squirrelpascals
hi there

tales
• 00:36:028 - seems bad to skip over this note, its pretty strong and you had rhythms on it previously

• 00:50:995 (1,2,3,4,5,6) - would recommend starting this with more spacing to indicate 1/3 here, it looks too similar to the stack on 00:49:195 (6,7,8) -

• 01:05:937 (8) - move nc here, downbeat is here and holds more weight

• 02:14:614 (1,2,3,4,5,6) - this stream shape looks pretty lopsided

• 02:58:264 (1) - same as the first mod about skipping over this guitar beat

• 03:03:389 - would like this to be clickable, since it seems to be the stronger part of this slider because of the extra flute note. plus it feels weird in general to skip over after you map to it here 03:03:514 (2,3) -

• 03:06:514 (6) - would like an nc here because its an obvious downbeat, but i see the symmetry youre going for. 03:06:139 (5) - would work too for this if you dont want to ruin symmetry because you start covering lower notes here

• 03:14:614 (5) - nc to indicate 1/4 -> 1/3 change

• 03:18:214 (7) - same, nc for downbeat

• 03:18:814 (3) - this seems to be better represented by a slider because its the highest pitched of the ascending tone at 03:18:214 (7,1,2,3) - ,so the note has a stronger impact . this is more of a suggestion than anything though

• 03:25:564 (7,8) - this whole thing 03:25:114 (5,6,7,8,1) - would feel better flow-wise if these two were swapped

• 03:37:414 (1,2) - looks like a bigger gap, can you space these to be closer?

• 03:49:260 (1,2,3) - because of your different use of beat snaps here, time distance equality will make this part much more readable

• 04:03:983 (4) - nc here, or better indicate the change to 1/3. same for 04:06:983 (4) -

• 04:18:683 (7,8) - smpother gameplay if these two were swapped, would give really good circular flow from 04:18:533 (6,7,8,1,2,3) -

• 04:20:933 (5,1,2,3,4) - can you make these two look more structured together? the slider direction looks random lmao

• 04:50:543 - hitsounding feels really loud in this part, can you lower it all by like 2- (sorry :o)

• 05:04:761 (1,2,3) - why these different snappings here? all these notes really sound the same

• 05:05:715 (1,2,3,4) - this part is pretty deceiving because of the all similar spacing with different timeline gaps, would suggest adding time distance equality. Also, 05:06:029 (2) - geels like it should be extended to the blue tick, it doesn't feel any different from this note at 05:05:715 (1) -

Good quality, call me back :)
Topic Starter
Kilabarus

squirrelpascals wrote:

hi there

tales
• 00:36:028 - seems bad to skip over this note, its pretty strong and you had rhythms on it previously Yea, someone had already said the exact thing about this patter, so Fixed!

• 00:50:995 (1,2,3,4,5,6) - would recommend starting this with more spacing to indicate 1/3 here, it looks too similar to the stack on 00:49:195 (6,7,8) - I didn't like this pattern tbh, so now it's changed to 2 1/3 sliders

• 01:05:937 (8) - move nc here, downbeat is here and holds more weight Ok, Fixed!

• 02:14:614 (1,2,3,4,5,6) - this stream shape looks pretty lopsided Eh uhh.... it looks pretty fine to me, but if you show something better I would change it ofc

• 02:58:264 (1) - same as the first mod about skipping over this guitar beat These are different situations + this way I feel like I'm emphasizing 02:58:639 (2,3,4) - much more than by your way

• 03:03:389 - would like this to be clickable, since it seems to be the stronger part of this slider because of the extra flute note. plus it feels weird in general to skip over after you map to it here 03:03:514 (2,3) - Ok, changed to a 2 circles instead of a slider, it should be not so hard to hit I think

• 03:06:514 (6) - would like an nc here because its an obvious downbeat, but i see the symmetry youre going for. 03:06:139 (5) - would work too for this if you dont want to ruin symmetry because you start covering lower notes here Fixed by NCing (5)

• 03:14:614 (5) - nc to indicate 1/4 -> 1/3 change

• 03:18:214 (7) - same, nc for downbeat Sure!

• 03:18:814 (3) - this seems to be better represented by a slider because its the highest pitched of the ascending tone at 03:18:214 (7,1,2,3) - ,so the note has a stronger impact . this is more of a suggestion than anything though I just wanna emphasize these triples, so yea

• 03:25:564 (7,8) - this whole thing 03:25:114 (5,6,7,8,1) - would feel better flow-wise if these two were swapped You are second who tells me this, Fixed!

• 03:37:414 (1,2) - looks like a bigger gap, can you space these to be closer? Fixed!

• 03:49:260 (1,2,3) - because of your different use of beat snaps here, time distance equality will make this part much more readable Ok,
I think it's good now


• 04:03:983 (4) - nc here, or better indicate the change to 1/3. same for 04:06:983 (4) - Sure, tho applied this on first KIAI too

• 04:18:683 (7,8) - smpother gameplay if these two were swapped, would give really good circular flow from 04:18:533 (6,7,8,1,2,3) - Ok,
I agree


• 04:20:933 (5,1,2,3,4) - can you make these two look more structured together? the slider direction looks random lmao Hmmm it's just a perfect triangle consists of 3 sliders, I do have this pattern in 1st KIAI as well tho
https://puu.sh/xDHOj/88a6842fc8.png
https://puu.sh/xDHPC/644dc5e5d9.png


• 04:50:543 - hitsounding feels really loud in this part, can you lower it all by like 2- (sorry :o) UHHHH Ok, I lowered them all by -15, I really think this should be enough

• 05:04:761 (1,2,3) - why these different snappings here? all these notes really sound the same Fixed!

• 05:05:715 (1,2,3,4) - this part is pretty deceiving because of the all similar spacing with different timeline gaps, would suggest adding time distance equality. Also, 05:06:029 (2) - geels like it should be extended to the blue tick, it doesn't feel any different from this note at 05:05:715 (1) - Changed!

Good quality, call me back :)
yaay :)
squirrelpascals
00:51:595 (1) - snap this so i can bubble
Topic Starter
Kilabarus

squirrelpascals wrote:

00:51:595 (1) - snap this so i can bubble
uhh so dumb, fixed
squirrelpascals
8-)
Doormat
yo, m4m

[Now and Forever]
  1. 00:16:845 - and 00:16:995 - the 40% volume changes at the intro are really hard to hear in contrast with the 80%. do you think it's possible to make the volume change less extreme, maybe to something like 60%?
  2. 04:52:310 (1,2,3,4) - honestly i think this pattern would be more appropriate as a plus shape instead of the curved slider + triangle shape; since the piano is going down an arpeggio using the same slider shape for each piano note fits more nicely imo
  3. 05:01:183 (1) - finish here is too loud since there's not really a cymbal crash here; a whistle on its own is perfectly fine
  4. 05:23:773 (2,1) - the double here feels kind of extreme; it basically plays as a 1/12 double which is already kind of insane, and this late into the song i don't really recommend blindsiding players with something like that lol. consider deleting the (2)?
call me back when you're ready
Topic Starter
Kilabarus
Everything is fixed, added some 5% volume green lines on sliderticks without actual sound, added some NCs and fixed some stack overlaps
Doormat
Tales of Destiny (テイルズ オブ デスティニー Teiruzu Obu Desutinī) is a role-playing video game originally developed by Telenet Japan's "Wolf Team" as the second main title in Namco's Tales series. Originally released for the PlayStation in Japan in December 1997, an English version was later made available in North America in September 1998. The game features many of the same development staff as its predecessor, Tales of Phantasia, including composers Motoi Sakuraba and Shinji Tamura, with character designs by series newcomer Mutsumi Inomata. Its producers gave it the characteristic genre name RPG of Destiny (運命のRPG Unmei no RPG). A remake for the PlayStation 2 was released in November 2006, which was followed by an updated version called Tales of Destiny Director's Cut (テイルズ オブ デスティニー ディレクターズカット Teiruzu Obu Desutinī Direkutāzukatto) in January 2008, both exclusive to Japan. The remake was also given its own unique genre name by its producers as RPG called 'Destiny' (運命という名のRPG Unmei to iu na no RPG).

The game received a direct sequel, Tales of Destiny 2, which released in 2002 on the PlayStation 2, and was ported to the PlayStation Portable in 2006. Both versions of the game were only released in Asia. It was not to be confused with Tales of Eternia which was released as "Tales of Destiny II" in North America.
Topic Starter
Kilabarus
21:48 - exited osu!
21:50 - qualify

hmm nice!

Thanks Doormat!
Monstrata
Congrats!
TheMefisto
Поздравляю~
Topic Starter
Kilabarus

Monstrata wrote:

Congrats!
Thanks! It wouldn't have been possible without you ;)


TheMefisto wrote:

Поздравляю~
Пасиииба :)
Sieg
крутая карта
Dendy
грац
Topic Starter
Kilabarus

Sieg wrote:

крутая карта
Воу, спасибо)

DendyMudak wrote:

грац
Спасибо!
Kyouren
Oh boy, you did it! :D
Congratulations for your first approved map! <3

Sorry if I'm forget to mod this awesome map ;w;
Nelly
С ранком
Plaudible
gratz!!
Stjpa
Gratz, pretty fun map for sure :>
Topic Starter
Kilabarus
Thanks to all of you, guys :3 :3
Xinying
Congrats (:
Topic Starter
Kilabarus
so many congrats aaaaaaa
thx :3
Yuii-
Interesting map, hope to see more stuff like this from you in a near future
Dendy
где блять ранк

edit Вот заебись
Topic Starter
Kilabarus

Yuii- wrote:

Interesting map, hope to see more stuff like this from you in a near future
thx Yuii!
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