Waterparks - Hawaii (Stay Awake)

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FunnyA
Hello... from FunnyA's Modding Queue

The conclusion what i got :

General


00:17:423 - 00:27:658 - Break Time is only used for Normal and Hard diff only. You can also create and add some objects, especially in insane diff. After that you add their hitsound by shrink the volume, it's about 30%

00:51:129 - 01:03:717 - The location of the kiai time is not right on the downbeat. You can try carefully to mark and check the exact kiai time (on the white line above).

Timing

Volumes that have reached 100% should be deducted, at least up to 60% or lower.

Metadata

Turn off or remove the checklist on Widescreen Support (Advanced) in Normal and Hard diff. Because it is turned on your map that it has Storyboard.

Normal


00:05:601 (1,1) - The distance is too far .... You can use the recommended distance snap for easy and normal diff, so the player is not confused to determine between the distance and rhythm.
01:15:130 (2,3) - ^
00:42:658 (1,2,1,2,1,2,1,2) - Bad Flow
00:45:483 (1,2,1) - ^
00:41:248 (1,2) - Blanket... it's better

Hard


00:05:953 (1) - New Combo
00:08:424 (8,1) - Stacked it perfectly
00:10:895 (7,8,9) - ^
00:13:716 (7,8,9) - ^
00:14:953 (1,1,1) - Delete New Combo Colour
00:16:681 - NC
00:35:953 (6,1) - Overlap Please ^^
00:37:364 - Add just one hitcircle, please
00:42:659 (9) - NC
00:43:012 (1) - Delete New Combo Colour
01:05:247 (10) - NC
01:13:718 (5) - ^

Insane


00:08:069 (3,4,5,6,1) - Bad Flow ... maybe you can change like in this picture (next time i 'll give you some example picture)

Positions (5) and (6) must be exchanged so that players are not confused reading the note. You can also swap quickly (click both hitcircle directly and click Ctrl G simultaneously).

00:06:481 (2,3,4,5) - Bad flow
00:38:423 (6,10,13) - NC
01:07:542 (4,6) - Make the same position


Your hitsound is very good. You are also understand in music and I love that song ^^
But you must also improve the flow especially the insane diff so the pattern is more interesting.
I'm sorry if I gave you a little advice. But, if any of my suggestions that you do not change it, no problem. And it depends on you whether it's good for you or not.

For example the picture I'll send in this forum next time. Be patient ^^

I hope you will get ranked map. Good luck :)
Topic Starter
Dashyy-

PandaHero wrote:

Hey! M4m from my queue.

[General]
1. This break looks so lazy in 1:10 song, I would like you to map it. its too slow to map :(
2. Check AiMod, it says that kiai isn't snapped.
3. Normal is a bit hard for being easiest diff in mapset, will be cool if you add easy in your mapset. it's a rankable spread tho. most of the testplayers said normal played alright for them
4. I definitely needs more combo colors :c i think 4 is enough

[Normal]
00:51:130 - do you really need this red line here? o.o
00:37:012 (1,2,3) - make it as a three 1/1 sliders? Looks a bit undermap, especially after this patterns - 00:34:189 (1,2,3,4,5,6). hard uses 3 1/1 sliders so i wanted normal to have an easier pattern
00:59:600 (3) - hm, you can nc it for showing that the rhythm is changed.

[Hard]
00:05:953 (2) - add nc as you did in normal diff?
00:14:424 (1,1,1,1) - looks like nc spam for me, I can't understand why you nc'd these sliders, there are no sv changes here.
00:28:189 (3) - these follow points looks not very nice, you can put nc here. i don't get how a nc would make it play better
00:28:365 (4,1) - it will be better to play if you make spacing here the same as here - 00:28:012 (2,3). i wanted to signify that this section is slower than the previous section, so i made the jump small
00:28:541 - this slider-only section is so boring, I guess you can add notes in some places. For example here - 00:31:718 (2) - make it as a two notes, because there are two different words in the text of song. Same here - 00:32:424 (4), 00:34:542 (2) - ,
00:29:953 (5) - I would like to nc it for separating the patterns. in this section, i nc when a new measure comes in
00:32:777 (5) - ^
00:31:011 (8,1) - I recommend you to increase spacing a bit for showing that here is new tact.
00:39:130 (4) - add nc here? don't feel like it's necessary
00:39:836 (1,2) - two different sounds here, it's feel so strange for me that you stacked it. Maybe smth like this? i stacked it to hint players that more stacks are coming up
00:42:659 (9,1) - swap nc's?
00:48:306 (1,2,3,4) - hm, you can gradually increase the sv of these sliders, because volume lvl of the song is increasing too. feels too difficult for hard, i'll do it in insane tho
00:49:365 (4,5) - too small spacing for the sound on 5 note imo, will be cool if you increase it.
01:05:247 (10) - nc?
01:13:718 (5) - ^
01:10:894 (1,2) - increase spacing between a 1/1 objects? It will be fine even if you make it as here - 01:11:953 (4,5). players at this level should be able to read the 1/1 jump

[Insane]
00:05:953 (1) - add finish
00:08:776 (1) - ^
00:11:600 (1) - ^
00:14:424 (1,2,1) - ^
00:28:542 (1) - ^ there's no cymbal there :(
00:34:189 (1) - ^
00:37:011 (1) - ^
00:14:071 (5) - missed clap.
00:33:836 (5) - ^
00:41:600 (2) - ^
00:42:306 (6) - ^
00:43:012 (2,4) - ^
00:44:424 (2,5) - ^
00:45:836 (2,5) - ^
00:47:248 (2,7) - ^
00:55:718 (3) - ^
01:04:188 (2,6) - ^
01:08:071 (1) - clap on slider's end.
01:10:541 (5) - clap on the head.
01:13:718 (1) - finish on it's head?
01:16:541 (2) - ^
00:38:423 (6) - nc?

I don't like some overlaps, but the rest of diff looks fine.

That's all from me, good luck with this set. ty!!!!!!!

ulfanirahmi wrote:

Hello... from FunnyA's Modding Queue

The conclusion what i got :

General


00:17:423 - 00:27:658 - Break Time is only used for Normal and Hard diff only. You can also create and add some objects, especially in insane diff. After that you add their hitsound by shrink the volume, it's about 30% i already explained why i didn't want to map the break, but i'm 100% positive that breaks can be used in insane+ diffs lol

00:51:129 - 01:03:717 - The location of the kiai time is not right on the downbeat. You can try carefully to mark and check the exact kiai time (on the white line above).

Timing

Volumes that have reached 100% should be deducted, at least up to 60% or lower. i used 100% volume since the object was really loud

Metadata

Turn off or remove the checklist on Widescreen Support (Advanced) in Normal and Hard diff. Because it is turned on your map that it has Storyboard.

Normal


00:05:601 (1,1) - The distance is too far .... You can use the recommended distance snap for easy and normal diff, so the player is not confused to determine between the distance and rhythm.
01:15:130 (2,3) - ^
00:42:658 (1,2,1,2,1,2,1,2) - Bad Flow there's no such thing as bad flow. and i don't know what ur talking about since the section has been using circular flow which is the most comfotable flow there is
00:45:483 (1,2,1) - ^
00:41:248 (1,2) - Blanket... it's better that would break the flow i'm using

Hard


00:05:953 (1) - New Combo
00:08:424 (8,1) - Stacked it perfectly i'm an edgy mapper which means edgy stacks
00:10:895 (7,8,9) - ^
00:13:716 (7,8,9) - ^
00:14:953 (1,1,1) - Delete New Combo Colour
00:16:681 - NC doesn't fit
00:35:953 (6,1) - Overlap Please ^^ looks really bad
00:37:364 - Add just one hitcircle, please i don't get what you mean? you linked me to a sliderend
00:42:659 (9) - NC
00:43:012 (1) - Delete New Combo Colour
01:05:247 (10) - NC
01:13:718 (5) - ^

Insane


00:08:069 (3,4,5,6,1) - Bad Flow ... maybe you can change like in this picture (next time i 'll give you some example picture)

Positions (5) and (6) must be exchanged so that players are not confused reading the note. You can also swap quickly (click both hitcircle directly and click Ctrl G simultaneously). players at this level should be able to read overlaps easily

00:06:481 (2,3,4,5) - Bad flow plays fine
00:38:423 (6,10,13) - NC
01:07:542 (4,6) - Make the same position its fine how it is


Your hitsound is very good. You are also understand in music and I love that song ^^
But you must also improve the flow especially the insane diff so the pattern is more interesting.
I'm sorry if I gave you a little advice. But, if any of my suggestions that you do not change it, no problem. And it depends on you whether it's good for you or not.

For example the picture I'll send in this forum next time. Be patient ^^

I hope you will get ranked map. Good luck :)ty!!!!!!!!

no reply=fix
nextplay
hi


[General]

Maybe consider add a easy? your normal uses a lot of 1/2 and 3-4 circles in a row which is pretty hard (for noobs). I can make one if you want xd

[Normal]

00:10:894 (4) - This is a bit too close at 3 move it to 230|348
00:48:306 (1,2,3,4,5) - too hard for a normal could use some 1/1 slider
idk actually the diff is pretty okay I just dislike the concept with 3-4 Circles in a row and the most curved slider which could be just straight ones

no kds
Topic Starter
Dashyy-

My Angel Kanan wrote:

hi


[General]

Maybe consider add a easy? your normal uses a lot of 1/2 and 3-4 circles in a row which is pretty hard (for noobs). I can make one if you want xd hmu

[Normal]

00:10:894 (4) - This is a bit too close at 3 move it to 230|348
00:48:306 (1,2,3,4,5) - too hard for a normal could use some 1/1 slider it's the peak tho
idk actually the diff is pretty okay I just dislike the concept with 3-4 Circles in a row and the most curved slider which could be just straight ones my style consists of weird sliders lo

no kds
i gave kds before reading the mod darn it
Nao Tomori
[insane]
00:06:483 (2,3,4) - 1/1 slider here would be nice since it's the next note from 00:05:953 (1) - imo

00:07:012 (5,6) - much better as a 1/1 slider here, since it matches to 00:05:953 (1) - in the song

00:16:894 (3) - imo this 1 should be a pretty high spacing jump, highest pitch and all that

00:27:836 (1,2,3) - 4 circles? you put 4 circles on this in the intro

00:39:836 (1,2,3,4,5) - here i think there should be a more dramatic change in something; sv, spacing, whateever, but this part is really different from earlier so highlighting that contrast is cute

00:52:189 (5,6) - making all of these 5s into 1/1 sliders could be nice. you'd highlight the fact that it's an extended vocal a lot more.

00:57:306 (2,3) - 1/1 slider?

00:58:718 (2,3) - same
highlighting cute vocals is nice

01:00:659 (5,6,7) - u could do some mad edgy rhythm following the background piano like http://puu.sh/wMMZL/bd049d827c.jpg xd

01:06:659 (1) - random 1 combo nc? lol

01:08:600 (2,3) - these ones too, ctrl g or 1/1 slider is really nice

[hard]
00:06:483 (2,3) - at least on hard, definitely good to put 1/1 here.

00:33:835 (9,1) - unrankable pixel overlap

00:41:248 (5,6) - you could follow the offbeat vocals here to make the section more unique

00:56:777 (1) - uhh the vocal here is pretty clear on the red tick at 00:57:305 - , making 2 1/1s here definitely fits more

[normal]
ok i like the normal xd
Topic Starter
Dashyy-

Naotoshi wrote:

[insane]
00:06:483 (2,3,4) - 1/1 slider here would be nice since it's the next note from 00:05:953 (1) - imo following drums tho :(

00:07:012 (5,6) - much better as a 1/1 slider here, since it matches to 00:05:953 (1) - in the song

00:16:894 (3) - imo this 1 should be a pretty high spacing jump, highest pitch and all that

00:27:836 (1,2,3) - 4 circles? you put 4 circles on this in the intro

00:39:836 (1,2,3,4,5) - here i think there should be a more dramatic change in something; sv, spacing, whateever, but this part is really different from earlier so highlighting that contrast is cute how about all of them

00:52:189 (5,6) - making all of these 5s into 1/1 sliders could be nice. you'd highlight the fact that it's an extended vocal a lot more. would kinda derail from the rhythm i had

00:57:306 (2,3) - 1/1 slider?

00:58:718 (2,3) - same
highlighting cute vocals is nice

01:00:659 (5,6,7) - u could do some mad edgy rhythm following the background piano like http://puu.sh/wMMZL/bd049d827c.jpg xd but muh important drum sounds

01:06:659 (1) - random 1 combo nc? lol

01:08:600 (2,3) - these ones too, ctrl g or 1/1 slider is really nice

[hard]
00:06:483 (2,3) - at least on hard, definitely good to put 1/1 here.

00:33:835 (9,1) - unrankable pixel overlap

00:41:248 (5,6) - you could follow the offbeat vocals here to make the section more unique i like the rhythm right now

00:56:777 (1) - uhh the vocal here is pretty clear on the red tick at 00:57:305 - , making 2 1/1s here definitely fits more don't want to ignore the important drum sounds tho

[normal]
ok i like the normal xd
ty!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
DTM9 Nowa
M4M from sm8 que

You can mod this -> https://osu.ppy.sh/s/656787

[]

General

00:05:601 - You don't need a red line here since you can have objects before the first one

Fix tags and kiai time snaps (aimod)

The map isn't hitsounded

01:19:364 - It would be nice to have the end's volume lowered a bit

00:48:305 - I feel like the hitsound here isn't audible enough. It may be with the additions whenever you add them but right now... not really. The volume might be too low aswell to represent the cymbal + drum hit


Easy

00:05:953 (2) - Maybe NC this since you have done that in the other difficulties

00:07:011 (3,1) - I mean structurally it would look better if this kind of overlapping would not happen


Normal

Some DS stuff in aimod

00:36:658 (5,1) - Perhaps you could suit visual flow here aswell? It kinda looks odd to have that one pattern not really flowing when literally everything else is atleast to some degree

00:37:011 (1,2,3) - Also it'd be nice to see if these would've formed some kind of a pattern since they all are mapped on the hold vocals, for example https://osu.ppy.sh/ss/9131647

00:45:482 (1,3) - Visuals & structure kinda lacking because of the overlap :S

00:56:776 (1,2,3,1,2,3) - I feel like the 3 on the second pattern should be a 1/2 slider because of the vocal is different on it

00:59:600 (1,2,3,4,5,6,7,8,1,2,3,4,5) - No matter if you make that hitcircle I mentioned above into a 1/2 slider, the continuous object chain is extremely long for a normal difficulty. I'd recommend to remove the hitcircle on 01:00:835 (4) - , preferably 01:00:129 (2) - aswell, since the 4 is mapped on a silent synthesizer sound and the 2 is mapped on a similar drum hit you have ignored here 01:00:482 - for example


Hard

00:05:953 (1,2,1,2) - It'd be nice if you could work on the invisible structure atleast in your future maps ^^ (hit animations off if you want to see the overlaps properly)

00:08:070 (4,5) - 00:10:541 (3,4,5,6) - You really should be consistent with the rhythm and patterning choices. osu! is a rhythm game so similar rhythm should have similar representation through the mapping. Also regarding this, I think 00:10:894 (4,5,6) - this is bit too big spacing for a hard difficulty

00:37:011 (1,2) - This could be better if it was a 1/1slider|hitcircle or 1/2slider|hitcircle|hitcircle since it kinda feels awkward to have a hold on the 2 as there isn't really anything specific the hold would represent

00:40:894 (4,5,4,4,4,5) - I'm kinda confused why these aren't 1/2 sliders. The hitcircles are all mapped on hold vocals plus there is a drum beat on nearly every single red tick after the hitcircle

00:49:011 (3,4,5,6,7) - This pattern should have spacing emphasis for pretty obvious reasons

01:01:011 (6) - NC maybe since the combo getting quite long there

01:09:482 (4) - NC for consistency with 00:56:776 (1,2,3,1,2,3) -


Insane

00:11:600 (1,3) - Blanket

00:08:070 (4,5,6) - 00:13:717 (4,5,6,7) - Consistency in rhythm and spacing...

00:51:129 (1,2,3,4,5) - This kind of continuing ellipse movement feels weird when compared to the usual back and forth style. Most of the time you use ellipse movement for couple of objects 01:05:247 (1,2,3) - but then change back to the back and forth style 01:05:776 (3,4,5,6,7,8) -

00:51:129 (1,2) - Spacing like this just doesn't feel correct since the 2 is mapped on a snare drum which is supposed to be a strong beat. This could be fine for 3/4 slider->hitcircle but not for 1/2 sider->hitcircle. You might of course prioritize vocals but i don't think it'd fit to this kind of a song on this level since you follow the instrumentals through mapping choices while representing vocals through patterning and that doesn't really go hand in hand

Regarding the issue stated above if you are following vocals, why do you suddenly change the spacing emphasis to prioritize the melody here 00:53:247 (4,5,6,7) - ? 00:53:600 - Is definitely not that strong of a vocal

01:02:423 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12) - Combo gets really long here again

[]

Good luck~
Hectic
hi, nm from my queue

  1. why 2 red points? just make one on 00:04:542 -
  2. aimod


insane:
  1. 00:58:188 (1,2) - too close visually
  2. 01:16:541 (2) - nc for sv change?


hard:
  1. 00:08:070 (4,5,1) - make (1) a bit further from (4) and (5), visual distance
  2. 00:34:541 (2,4) - 00:52:894 (5,7) - 00:33:482 (3,1) - 00:54:482 (2,4) - too close
  3. 00:59:600 (1,2,3,4,5,6,7,8) - this place feels a bit too difficult imo. jumps, high object density


normal:
  1. 00:45:482 (1,3) - it looks meh
  2. 00:59:600 (1,2,3,4,5,6,7,8,1,2,3,4,5) - this chain of 1/2 gaps is too long, i'd make 1/1 somewhere


easy:
  1. 00:05:600 (1,2,3,4,1,2,3,1,2,3,1,2,3) - sliders deem to be difficult for beginners, perhaps make some circles
  2. 00:45:482 (3) - nc?
  3. 00:59:600 (1,2) - a bit too close


Hope I helped. Good luck
Topic Starter
Dashyy-

DTM9 Nowa wrote:

M4M from sm8 que

You can mod this -> https://osu.ppy.sh/s/656787

[]

General

00:05:601 - You don't need a red line here since you can have objects before the first one fix

Fix tags and kiai time snaps (aimod) a

The map isn't hitsounded a

01:19:364 - It would be nice to have the end's volume lowered a bit done

00:48:305 - I feel like the hitsound here isn't audible enough. It may be with the additions whenever you add them but right now... not really. The volume might be too low aswell to represent the cymbal + drum hit with the hitsounds i have in mind it should provide enough feedback


Easy

00:05:953 (2) - Maybe NC this since you have done that in the other difficulties yea

00:07:011 (3,1) - I mean structurally it would look better if this kind of overlapping would not happen doesn't impact gameplay too much so i think it should be fine


Normal

Some DS stuff in aimod

00:36:658 (5,1) - Perhaps you could suit visual flow here aswell? It kinda looks odd to have that one pattern not really flowing when literally everything else is atleast to some degree did

00:37:011 (1,2,3) - Also it'd be nice to see if these would've formed some kind of a pattern since they all are mapped on the hold vocals, for example https://osu.ppy.sh/ss/9131647 kinda like how it is right now

00:45:482 (1,3) - Visuals & structure kinda lacking because of the overlap :S i tried to fix

00:56:776 (1,2,3,1,2,3) - I feel like the 3 on the second pattern should be a 1/2 slider because of the vocal is different on it fixy

00:59:600 (1,2,3,4,5,6,7,8,1,2,3,4,5) - No matter if you make that hitcircle I mentioned above into a 1/2 slider, the continuous object chain is extremely long for a normal difficulty. I'd recommend to remove the hitcircle on 01:00:835 (4) - , preferably 01:00:129 (2) - aswell, since the 4 is mapped on a silent synthesizer sound and the 2 is mapped on a similar drum hit you have ignored here 01:00:482 - for exampleyea done!!


Hard

00:05:953 (1,2,1,2) - It'd be nice if you could work on the invisible structure atleast in your future maps ^^ (hit animations off if you want to see the overlaps properly)invisible structure? wat

00:08:070 (4,5) - 00:10:541 (3,4,5,6) - You really should be consistent with the rhythm and patterning choices. osu! is a rhythm game so similar rhythm should have similar representation through the mapping. Also regarding this, I think 00:10:894 (4,5,6) - this is bit too big spacing for a hard difficulty ok no clue what i was doing for both of those lol

00:37:011 (1,2) - This could be better if it was a 1/1slider|hitcircle or 1/2slider|hitcircle|hitcircle since it kinda feels awkward to have a hold on the 2 as there isn't really anything specific the hold would represent following guitars eeeee

00:40:894 (4,5,4,4,4,5) - I'm kinda confused why these aren't 1/2 sliders. The hitcircles are all mapped on hold vocals plus there is a drum beat on nearly every single red tick after the hitcircle i didn't hear drum beat on red tick when i first mapped unlucky

00:49:011 (3,4,5,6,7) - This pattern should have spacing emphasis for pretty obvious reasons kinda looks retarded but i did something

01:01:011 (6) - NC maybe since the combo getting quite long there i nced on repeat sliders instead

01:09:482 (4) - NC for consistency with 00:56:776 (1,2,3,1,2,3) - d


Insane

00:11:600 (1,3) - Blanket don't see why i should

00:08:070 (4,5,6) - 00:13:717 (4,5,6,7) - Consistency in rhythm and spacing... d

00:51:129 (1,2,3,4,5) - This kind of continuing ellipse movement feels weird when compared to the usual back and forth style. Most of the time you use ellipse movement for couple of objects 01:05:247 (1,2,3) - but then change back to the back and forth style 01:05:776 (3,4,5,6,7,8) - i like to use varying movement with the same rhythm. it shouldn't be too big of an issue playability wise

00:51:129 (1,2) - Spacing like this just doesn't feel correct since the 2 is mapped on a snare drum which is supposed to be a strong beat. This could be fine for 3/4 slider->hitcircle but not for 1/2 sider->hitcircle. You might of course prioritize vocals but i don't think it'd fit to this kind of a song on this level since you follow the instrumentals through mapping choices while representing vocals through patterning and that doesn't really go hand in hand i was expecting some criticism on this so i guess i'll explain my reasons. yes, i was prioritizing vocals, as every circle leads into a jump to slider, where the next vocal verse is sung. now lets talk about what you mentioned here: i put sliders on "count" "the" "times", and times is held out for longer than normal, so i decided to map instruments on rather than making a long slider. stuff like that has been done on maps such as https://osu.ppy.sh/b/913490&m=0

for the part about the mapping choices or smth, i honestly don't understand what you mean. i tried to keep the style of the map consistent, so hopefully it's not too much of an issue that my patterns are too varying lol. if u could explain this point a little better that would help a ton.


Regarding the issue stated above if you are following vocals, why do you suddenly change the spacing emphasis to prioritize the melody here 00:53:247 (4,5,6,7) - ? 00:53:600 - Is definitely not that strong of a vocal snare hit, but not following vocals

01:02:423 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12) - Combo gets really long here again did

[]

Good luck~ ty!!!!!!!!!!!!!!

h4d0uk3n1 wrote:

hi, nm from my queue

  1. why 2 red points? just make one on 00:04:542 -
  2. aimod


insane:
  1. 00:58:188 (1,2) - too close visually tried something
  2. 01:16:541 (2) - nc for sv change? yes


hard:
  1. 00:08:070 (4,5,1) - make (1) a bit further from (4) and (5), visual distance moved 4 and 5 back instead cuz no room to move 1 :(
  2. 00:34:541 (2,4) - 00:52:894 (5,7) - 00:33:482 (3,1) - 00:54:482 (2,4) - too close fixed
  3. 00:59:600 (1,2,3,4,5,6,7,8) - this place feels a bit too difficult imo. jumps, high object density should be fine bcuz intense buildup


normal:
  1. 00:45:482 (1,3) - it looks meh fixd
  2. 00:59:600 (1,2,3,4,5,6,7,8,1,2,3,4,5) - this chain of 1/2 gaps is too long, i'd make 1/1 somewhere


easy:
  1. 00:05:600 (1,2,3,4,1,2,3,1,2,3,1,2,3) - sliders deem to be difficult for beginners, perhaps make some circles don't want it to become too scarce
  2. 00:45:482 (3) - nc? a
  3. 00:59:600 (1,2) - a bit too close looks fine imo


Hope I helped. Good luck !!!!!!!!!!!!!!!!!!!!!
DTM9 Nowa

Dashyy- wrote:

00:51:129 (1,2) - Spacing like this just doesn't feel correct since the 2 is mapped on a snare drum which is supposed to be a strong beat. This could be fine for 3/4 slider->hitcircle but not for 1/2 sider->hitcircle. You might of course prioritize vocals but i don't think it'd fit to this kind of a song on this level since you follow the instrumentals through mapping choices while representing vocals through patterning and that doesn't really go hand in hand i was expecting some criticism on this so i guess i'll explain my reasons. yes, i was prioritizing vocals, as every circle leads into a jump to slider, where the next vocal verse is sung. now lets talk about what you mentioned here: i put sliders on "count" "the" "times", and times is held out for longer than normal, so i decided to map instruments on rather than making a long slider. stuff like that has been done on maps such as https://osu.ppy.sh/b/913490&m=0

for the part about the mapping choices or smth, i honestly don't understand what you mean. i tried to keep the style of the map consistent, so hopefully it's not too much of an issue that my patterns are too varying lol. if u could explain this point a little better that would help a ton.
Wrote this mod during a single lesson so it was kinda quickly written. By mapping choices i meant rhythm generally and mostly universally for the map begin inconsistent

Dashyy- wrote:

Regarding the issue stated above if you are following vocals, why do you suddenly change the spacing emphasis to prioritize the melody here 00:53:247 (4,5,6,7) - ? 00:53:600 - Is definitely not that strong of a vocal snare hit, but not following vocals
This is basically what i mean. In one part you clearly prioritize the vocals through patterning but in the next one you have super high spacing for a snare drum (prioritize drums through spacing even though there are vocals). osu! is a rhythm game and in rhythm games it's not really a good thing that a level constantly changes it's focus as it will create an experience that does not... work with itself

Since you are prioritizing vocals in the kiais (mostly) why aren't you for example prioritizing them here 00:34:188 (1,2,3,4,5) - in this pattern nor in generally in this section... or the next section?

[]

Dashyy- wrote:

00:51:129 (1,2,3,4,5) - This kind of continuing ellipse movement feels weird when compared to the usual back and forth style. Most of the time you use ellipse movement for couple of objects 01:05:247 (1,2,3) - but then change back to the back and forth style 01:05:776 (3,4,5,6,7,8) - i like to use varying movement with the same rhythm. it shouldn't be too big of an issue playability wise
It's not a big deal (+the visual look is subjective so i didn't point it out) and different kind of movement is a really nice feeling element. It only comes a problem when you consistently do one thing and then throw a single significantly different concept into the mix. My point was bit badly represented since I quickly wrote this mod but simply put, i'd love to see more different kind of concepts since most of the time the movement goes pretty quickly to this 01:02:952 (3,4,5,1,2,3,4) - kind of back and forth movement. When you are modding my map, I use a ton of different movement ideas but I change it all the time which makes the map feel much more interesting atleast imo

[]

Also by invisible structure I mean structure that is not visible on the playfield for the player. Most of it can be seen with hit animations off since you can structure the map so the patterning about a second before can be taken into the count. I'll quote my map (again) since that would be the easiest way of showing this. 02:33:990 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,8) - Over these ~4 seconds nothing, taking even sliderbodies into the count, overlaps unless it's pretty much perfectly stacked. That kind of patterning can be seen throughout the map with intentional exceptions which actually improves the overall structure and visual patterning. This is not necessary for the sake of ranking process as it's not showing for the player directly but you could think about it in future maps. For your hard diff i kinda pointed that out as the sliderbodies and hitcircles were pretty badly overlapping (and because similar stuff happens in hard and insane a lot c: )

[]

The mapset is really nice no matter what but you should consider the consistency throughout the mapset in rhythm choice, emphasis and through that pattern choice as inconsistency does not really work out too well in a rhythm game D:
Avena
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

General
  1. Why not map the break? you cut the mp3 to a third of it, at least map all that you got.


Insane
  1. You can start the map with a spinner, it can emphasize the sounds nicely.
  2. 01:00:657 (3) - 01:01:363 (3) - Unsnapped Objects.
  3. 00:37:364 (2) - Move this down so it doesn't touch (1). It looks kind of messy right now.
  4. 00:43:011 (3) - Move this to the right so it doesn't touch (7).
  5. 00:53:247 (4,5,6,7,1) - Flow here is a little choppy, I don't really know the reasoning, but it just doesn't play so nicely. The main issue is the transition between 7 and 1. Maybe just move 1 to the right of 7? it could work.
  6. 00:56:776 (1,2) - Maybe blanket these a little better? could look neat.
  7. 00:57:305 (2,1) - Again, messy overlap.
  8. 01:08:070 (1,2) - Blanket could be a little better. If you temporarily ctrl+G (2), You can see that the approach circle doesn't fit on the slider body of (1).
  9. 01:08:600 (2,1) - Again, messy overlap.
  10. 01:10:012 (2,3) - ^


Hard
  1. Why are you using CS4.2? There's no reason for such circlesize, especially since Insane is CS4.
  2. 00:05:953 (1,1) - Overlap looks untidy, please make these not touch.
  3. 00:06:658 (3,2) - ^
  4. 00:08:423 (5,3) - ^
  5. 00:34:541 (2,4) - ^
  6. 00:42:658 (1,4) - ^
  7. 00:44:070 (1) - If you rotate this by 6 degrees, you can see that the slider isn't actually following the same angle.
  8. 00:44:776 (3,4) - Overlap
  9. 00:53:952 (1) - Again, angles aren't identical.
  10. 00:54:482 (2) - Not the most visually pleasing slider, but it can pass if you really like it. The main issue with it that it's very random compared to the rest of the map that uses pretty basic shapes.
  11. 01:04:188 (5,8) - That's a good overlap! Do em like that!
  12. 01:09:129 (3) - Missing hitsound
  13. 01:09:482 (1,2) - again


Normal
  1. You chose the worst distance snap possible, the circles touch but only on the edges, it just looks ehhhhhhhhh
  2. 00:11:600 (1,4) - Maybe make these the same angle for nice visuals?
  3. 00:15:482 (1,2) - Spacing Error.
  4. 00:38:423 (3,1) - aaa
  5. 00:45:482 (5) - ok this is the same thing i said on the previous diff.


Easy is fine, except for like, the same angle issues i mentioned previously.
Overall, the mapset plays really well, but your visuals and structure are heavily lacking.
If you want, I can give you a few tips about that, feel free to message me ingame for a chitchat :^)!
Rizen
hitsound remarks mentioned in Easy apply to other diffs too

Easy
  1. 00:27:835 - perhaps you can map these percussion beats with a 1/1 slider. They're rather prominent and you did it at one stage (00:05:600 (1) - )
  2. 01:08:070 (1) - missing clap on slider end
  3. 00:45:482 (1) - perhaps add a finish hitsound here for the cymbal crash in the music
  4. 01:13:364 (4) - I would add a clap here too, same percussion hit as 01:13:011 (3) - which was hitsounded with a clap
  5. 01:15:129 (6) - try adding a whistle here? would work better with the heavy guitar/drum imo
  6. 01:10:894 (1,2,3,4,5,6) - combo a bit too long (deviates from ususal NC per two measures pattern). Consider adding an NC at 01:13:717 (5) - or 01:15:129 (6) -


Normal
  1. 00:15:482 (1) - excessive NC. An NC only at 00:14:423 (1) - will suffice. Also because you didn't use this "NC pattern for any of the other diffs at this point of time
  2. 00:15:482 (1,2) - careful with spacing! (currently 1.37x when it should be around 1.2x)
  3. 00:28:541 (3) - add an NC here? It would fit well with the music as the verse starts here
  4. 00:45:482 (5) - missing NC
  5. 00:46:894 (7) - offscreen object
  6. 01:10:894 (1,2,3,4,5,6) - same as in Easy


Hard
  1. 00:09:482 (3,4) - you typically increase spacing for this type of rhythm/pattern e.g. 00:14:070 (5,1) - , 00:12:305 (3,1) - . so you can probably apply the same idea here. Also don't forget to NC if you do
  2. 00:12:658 (1) - the curve at the end of the slider doesn't seem very necessary. it actually breaks some of the slider design cohesion i.e. to 00:07:011 (1) -
  3. 00:34:541 (2,4) - the very slight overlap here seems kinda messy. Would make more sense imo if you overlap it some more like how you did it at 00:35:952 (2,4) -
  4. 00:45:129 (4) - possible to space this slider a little bit more to avoid the overlap with 00:44:776 (3) - ? e.g. https://puu.sh/xGgjm/42c5874de0.png
  5. 01:13:364 (8,9,1) - the flow here is kinda awkward. you have Anti-clockwise flow at 01:12:835 (5,6,7,8,9) - but then go the opposite rotational direction at 01:13:717 (1) - . I suggest ctrl+h'ing the slider to allow the rotational flow direction to continue in an Anti-clockwise manner. I think this would make the pattern play a bit better


Insane
  1. check AIMod for unsnapped objects
  2. 00:14:423 (1,5) - perhaps you can silence the slider ends of these extended sliders. There's no beat on those blue ticks so having a quieter hitnormal for those ticks would be beneficial
  3. 00:38:423 (5,6) - the "flow pattern" deviates from the other instances 00:37:011 (1,2) - and 00:37:717 (3,4) - in which the sliders are pretty much parallel (or opposing ends). I suggest coming up with new placements to continue on this idea e.g. https://puu.sh/xGgQJ/cb490cbce0.png
  4. 00:43:011 (3) - the idea i'm getting from the previous parts in this section is that you increase spacing for the snare/claps. however that idea isn't seen here. perhaps increase spacing here to make the idea more consistent
  5. 00:48:305 (1,2,3,4,5,6,7,8,1) - 20% volume for the start seems a bit too quiet imo. Consider applying the same increasing volume idea but starting at a higher initial volume. ~40% should be nice (e.g. 40/55/70/85/100)
  6. 00:53:952 (1,2) - a bit too spaced compared to other instances (e.g. 00:51:129 (1,2) - , 01:05:247 (1,2) - ). decrease spacing here a tad
  7. 01:10:894 (1,1) - same thing I mentioned previously about extended slider slider ends


glgl
Topic Starter
Dashyy-
for nowa, i did the 3/4 slider thing. the other thing about patterns i still don't think is a huige deal. if more people see it as an issu i'll change it tho

Avena wrote:

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

General
  1. Why not map the break? you cut the mp3 to a third of it, at least map all that you got. idk how to properly map break Lol


Insane
  1. You can start the map with a spinner, it can emphasize the sounds nicely. can't rlly do that cuz idk where to put it without sounding weird + placing green line to change volume unsnaps circle in beginning rip
  2. 01:00:657 (3) - 01:01:363 (3) - Unsnapped Objects. yes
  3. 00:37:364 (2) - Move this down so it doesn't touch (1). It looks kind of messy right now. yes
  4. 00:43:011 (3) - Move this to the right so it doesn't touch (7). yes
  5. 00:53:247 (4,5,6,7,1) - Flow here is a little choppy, I don't really know the reasoning, but it just doesn't play so nicely. The main issue is the transition between 7 and 1. Maybe just move 1 to the right of 7? it could work. yes
  6. 00:56:776 (1,2) - Maybe blanket these a little better? could look neat. not yes cuz blankets are overrated B)
  7. 00:57:305 (2,1) - Again, messy overlap. yes
  8. 01:08:070 (1,2) - Blanket could be a little better. If you temporarily ctrl+G (2), You can see that the approach circle doesn't fit on the slider body of (1). not yes
  9. 01:08:600 (2,1) - Again, messy overlap. not yes cuz that one is ok
  10. 01:10:012 (2,3) - ^not even an overlap wut



  1. Why are you using CS4.2? There's no reason for such circlesize, especially since Insane is CS4. g
  2. 00:05:953 (1,1) - Overlap looks untidy, please make these not touch.
  3. 00:06:658 (3,2) - ^
  4. 00:08:423 (5,3) - ^
  5. 00:34:541 (2,4) - ^
  6. 00:42:658 (1,4) - ^ did all but last one because idk how too fix that one :(
  7. 00:44:070 (1) - If you rotate this by 6 degrees, you can see that the slider isn't actually following the same angle. fix
  8. 00:44:776 (3,4) - Overlap f
  9. 00:53:952 (1) - Again, angles aren't identical. with what tho
  10. 00:54:482 (2) - Not the most visually pleasing slider, but it can pass if you really like it. The main issue with it that it's very random compared to the rest of the map that uses pretty basic shapes. it's a pishifat slider mmmmmm
  11. 01:04:188 (5,8) - That's a good overlap! Do em like that! i tried but it's really hard to get exact positioning for these :(
  12. 01:09:129 (3) - Missing hitsound fix ur program grumd
  13. 01:09:482 (1,2) - again


Normal
  1. You chose the worst distance snap possible, the circles touch but only on the edges, it just looks ehhhhhhhhh all low distance snaps on lower diffs look eh, this is like the only ok one
  2. 00:11:600 (1,4) - Maybe make these the same angle for nice visuals? forgot to copy paste f
  3. 00:15:482 (1,2) - Spacing Error. a
  4. 00:38:423 (3,1) - aaa dfkjasdfjlasdkfo;s
  5. 00:45:482 (5) - ok this is the same thing i said on the previous diff. didn't point anything out for this object on previous diff gg. if u talking about overlap tho i like this ojne the way it is


Easy is fine, except for like, the same angle issues i mentioned previously.
Overall, the mapset plays really well, but your visuals and structure are heavily lacking.
If you want, I can give you a few tips about that, feel free to message me ingame for a chitchat :^)!

a q p w wrote:

hitsound remarks mentioned in Easy apply to other diffs too

Easy
  1. 00:27:835 - perhaps you can map these percussion beats with a 1/1 slider. They're rather prominent and you did it at one stage (00:05:600 (1) - ) sure
  2. 01:08:070 (1) - missing clap on slider end a
  3. 00:45:482 (1) - perhaps add a finish hitsound here for the cymbal crash in the music fffffff
  4. 01:13:364 (4) - I would add a clap here too, same percussion hit as 01:13:011 (3) - which was hitsounded with a clap afasfasdfa
  5. 01:15:129 (6) - try adding a whistle here? would work better with the heavy guitar/drum imo asdasdasdasdasd
  6. 01:10:894 (1,2,3,4,5,6) - combo a bit too long (deviates from ususal NC per two measures pattern). Consider adding an NC at 01:13:717 (5) - or 01:15:129 (6) - added!!!!!!!!!!


Normal
  1. 00:15:482 (1) - excessive NC. An NC only at 00:14:423 (1) - will suffice. Also because you didn't use this "NC pattern for any of the other diffs at this point of time did
  2. 00:15:482 (1,2) - careful with spacing! (currently 1.37x when it should be around 1.2x)
  3. 00:28:541 (3) - add an NC here? It would fit well with the music as the verse starts here nced
  4. 00:45:482 (5) - missing NC nced
  5. 00:46:894 (7) - offscreen object not offscreen tho
  6. 01:10:894 (1,2,3,4,5,6) - same as in Easy


Hard
  1. 00:09:482 (3,4) - you typically increase spacing for this type of rhythm/pattern e.g. 00:14:070 (5,1) - , 00:12:305 (3,1) - . so you can probably apply the same idea here. Also don't forget to NC if you do i didn't tho?
  2. 00:12:658 (1) - the curve at the end of the slider doesn't seem very necessary. it actually breaks some of the slider design cohesion i.e. to 00:07:011 (1) - it looks fine tbh (it''s a pishi slider mmmm)
  3. 00:34:541 (2,4) - the very slight overlap here seems kinda messy. Would make more sense imo if you overlap it some more like how you did it at 00:35:952 (2,4) -
  4. 00:45:129 (4) - possible to space this slider a little bit more to avoid the overlap with 00:44:776 (3) - ? e.g. https://puu.sh/xGgjm/42c5874de0.png
  5. 01:13:364 (8,9,1) - the flow here is kinda awkward. you have Anti-clockwise flow at 01:12:835 (5,6,7,8,9) - but then go the opposite rotational direction at 01:13:717 (1) - . I suggest ctrl+h'ing the slider to allow the rotational flow direction to continue in an Anti-clockwise manner. I think this would make the pattern play a bit better used that to emphasize 1 cuz strongest sound eeeeeeee


Insane
  1. check AIMod for unsnapped objects
  2. 00:14:423 (1,5) - perhaps you can silence the slider ends of these extended sliders. There's no beat on those blue ticks so having a quieter hitnormal for those ticks would be beneficial ok
  3. 00:38:423 (5,6) - the "flow pattern" deviates from the other instances 00:37:011 (1,2) - and 00:37:717 (3,4) - in which the sliders are pretty much parallel (or opposing ends). I suggest coming up with new placements to continue on this idea e.g. https://puu.sh/xGgQJ/cb490cbce0.png did
  4. 00:43:011 (3) - the idea i'm getting from the previous parts in this section is that you increase spacing for the snare/claps. however that idea isn't seen here. perhaps increase spacing here to make the idea more consistent did things
  5. 00:48:305 (1,2,3,4,5,6,7,8,1) - 20% volume for the start seems a bit too quiet imo. Consider applying the same increasing volume idea but starting at a higher initial volume. ~40% should be nice (e.g. 40/55/70/85/100) ok
  6. 00:53:952 (1,2) - a bit too spaced compared to other instances (e.g. 00:51:129 (1,2) - , 01:05:247 (1,2) - ). decrease spacing here a tad
  7. 01:10:894 (1,1) - same thing I mentioned previously about extended slider slider ends ggggg


glgl
ty!!!!!!!!!!!!!!!!!!
Uber
i gave a bad irc mod
Topic Starter
Dashyy-
^ helped with aesthetics plz don't deny
Ambrew
fmq~

Just some really minor things on insane

[Insane]
00:27:835 (1,2,3,4) - Review this hitsounding. Should be clap-whistle-whistle-clap, not clap-clap-whistle-clap
00:33:658 (4) - x:505 y:351
00:33:835 (5) - x:408 y:222
00:38:423 (5,6) - I would use bigger spacing here, since the sound starts to grow louder right around here
00:42:305 (7) - x:273 y:15
00:53:423 (5) - x:245 y:356
01:08:070 (1,2) - Blanket to me looks slightly off on the right side
01:10:541 (3) - Could fix the off-stack, here (01:09:129 (3) - ) next is 0.05, and here 01:10:541 (3) - it's 0.03

This is probably the only diff I can mod in, the rest of them look great, so I can't find anything to really improve

best of luck!
Topic Starter
Dashyy-

Ambrew wrote:

fmq~

Just some really minor things on insane

[Insane]
00:27:835 (1,2,3,4) - Review this hitsounding. Should be clap-whistle-whistle-clap, not clap-clap-whistle-clap a
00:33:658 (4) - x:505 y:351
00:33:835 (5) - x:408 y:222 how does that make them better tho
00:38:423 (5,6) - I would use bigger spacing here, since the sound starts to grow louder right around here yea
00:42:305 (7) - x:273 y:15
00:53:423 (5) - x:245 y:356 how does that make them better tho
01:08:070 (1,2) - Blanket to me looks slightly off on the right side did
01:10:541 (3) - Could fix the off-stack, here (01:09:129 (3) - ) next is 0.05, and here 01:10:541 (3) - it's 0.03 such a small difference i don't think anyone is gonna notic it while playin g lol

This is probably the only diff I can mod in, the rest of them look great, so I can't find anything to really improve

best of luck! ty!!!!!!!!!!!!!!!!!
Simuzax
M4M return from your queue. Sry for late

[General]
maybe you could stop kiai here 01:01:717 then resume it here 01:02:423 to emphasize vocals a bit

[Easy]
01:16:541 (1) - youre missing a sound here, maybe reduce spinner duration by 1 tick or so and then put a circle at this timestamp for the guitar

[Normal]
01:13:717 (1) - kiai should end here
01:16:541 (1) - youre missing a sound here, maybe reduce spinner duration by 1 tick or so and then put a circle at this timestamp for the guitar

[Hard]
00:06:482 (2,2) - stack
00:08:423 (5,2) - ^
00:10:894 (7,2) - move these a bit and stack them
01:04:188 (5,8) - stack with sliderend
01:04:541 (6,1) - ^
01:04:717 (7,2) - stack
01:07:011 (5,8) - stack with sliderend

[Insane]
00:27:835 (1) - 00:31:364 (1) - theres a lot of unnecessary overlaps between these and its pretty weird looking when playing, idk why you did that
i'm not the best at doing that but you can use these placements if you want
147,242,27835,5,8,0:0:0:0:
320,264,28011,1,2,0:0:0:0:
236,160,28188,1,2,0:0:0:0:
244,284,28364,1,8,0:0:0:0:
340,152,28541,6,0,P|353:105|358:69,1,75
226,100,28894,2,0,L|239:184,1,60,8|0,0:0|0:0,0:0:0:0:
320,264,29247,1,0,0:0:0:0:
340,152,29423,1,0,0:0:0:0:
164,168,29600,2,0,L|96:165,1,60,8|0,0:0|0:0,0:0:0:0:
244,284,29952,6,0,P|252:317|251:350,1,60
140,301,30305,2,0,L|147:234,1,60,8|0,0:0|0:0,0:0:0:0:
156,96,30658,1,0,0:0:0:0:
240,200,30835,1,0,0:0:0:0:
104,165,31011,1,8,0:0:0:0:
220,32,31188,1,0,0:0:0:0:
220,32,31276,1,0,0:0:0:0:
220,32,31364,6,0,P|261:34|300:46,1,60

00:44:600 (4,6) - stack these
00:45:482 (1,4) - ^
00:45:835 (3,1) - unnecessary overlap
01:09:835 (2) - ?

I cant find much tbh, the set itself is pretty clean and enjoyable, just have some weird looking overlaps. GL with the map, i hope to see it ranked. :)
Easy Mapper
Heyo. From one of my modding queues.

EASY

00:07:011 (2,1) - Not one really for these kinds of overlaps. But its fine playing wise for easy players I suppose. Just think that there might be a better way to blanket this?

NORMAL

00:38:423 (3,1) - Blanket (3) in the curve of (1)
00:48:305 (1,2,3,4) - Ambiguous rhythm for a normal diff. Doable but highly doubt it will settle well with newer players.

HARD

00:08:423 (5,2) - Blanket
00:10:894 (7,2) - ^
00:49:011 (3,4,5,6,7) - The pattern is off.Mainly the (6) and (7) correlation. Try to make it visually the same.
01:01:717 (1) - Never really enjoy double repeats but hards are a stepping stone where you could start to introduce small streams.
Look over your overlapping objects and make them clean by blanketing them or spacing them slightly more.

INSANE

00:08:776 (1,3) - Overlap
00:28:188 (3,2) - ^
00:29:247 (3,1) - ^
00:44:600 (4,6) - ^
00:45:482 (1,4) - ^
00:48:835 (4,7) - ^
00:52:188 (5,3) - ^
00:55:011 (5,5) - ^
00:55:717 (3,6) - ^
00:56:423 (6,2) - ^
Only a few of some I'd like your to reconsider what to do with. But check this map again for its overlaps with upcoming and previous note overlaps.
00:39:129 (7) - NC
01:09:394 (1,2) - Unrankable

Good luck with your set. :) Fun song.
Topic Starter
Dashyy-

Simuzax wrote:

M4M return from your queue. Sry for late

[General]
maybe you could stop kiai here 01:01:717 then resume it here 01:02:423 to emphasize vocals a bit ok

[Easy]
01:16:541 (1) - youre missing a sound here, maybe reduce spinner duration by 1 tick or so and then put a circle at this timestamp for the guitar noobs need time to react to spinner tho eee

[Normal]
01:13:717 (1) - kiai should end here o
01:16:541 (1) - youre missing a sound here, maybe reduce spinner duration by 1 tick or so and then put a circle at this timestamp for the guitar noobs need time to react to spinner tho eee

[Hard]
00:06:482 (2,2) - stack
00:08:423 (5,2) - ^
00:10:894 (7,2) - move these a bit and stack them
01:04:188 (5,8) - stack with sliderend
01:04:541 (6,1) - ^
01:04:717 (7,2) - stack
01:07:011 (5,8) - stack with sliderend

stacks r dum

[Insane]
00:27:835 (1) - 00:31:364 (1) - theres a lot of unnecessary overlaps between these and its pretty weird looking when playing, idk why you did that
i'm not the best at doing that but you can use these placements if you want fixed these by myself
147,242,27835,5,8,0:0:0:0:
320,264,28011,1,2,0:0:0:0:
236,160,28188,1,2,0:0:0:0:
244,284,28364,1,8,0:0:0:0:
340,152,28541,6,0,P|353:105|358:69,1,75
226,100,28894,2,0,L|239:184,1,60,8|0,0:0|0:0,0:0:0:0:
320,264,29247,1,0,0:0:0:0:
340,152,29423,1,0,0:0:0:0:
164,168,29600,2,0,L|96:165,1,60,8|0,0:0|0:0,0:0:0:0:
244,284,29952,6,0,P|252:317|251:350,1,60
140,301,30305,2,0,L|147:234,1,60,8|0,0:0|0:0,0:0:0:0:
156,96,30658,1,0,0:0:0:0:
240,200,30835,1,0,0:0:0:0:
104,165,31011,1,8,0:0:0:0:
220,32,31188,1,0,0:0:0:0:
220,32,31276,1,0,0:0:0:0:
220,32,31364,6,0,P|261:34|300:46,1,60

00:44:600 (4,6) - stack these
00:45:482 (1,4) - ^
00:45:835 (3,1) - unnecessary overlap fixed all aaa
01:09:835 (2) - ? ? whats wrong

I cant find much tbh, the set itself is pretty clean and enjoyable, just have some weird looking overlaps. GL with the map, i hope to see it ranked. :)

Xoul wrote:

Heyo. From one of my modding queues.

EASY

00:07:011 (2,1) - Not one really for these kinds of overlaps. But its fine playing wise for easy players I suppose. Just think that there might be a better way to blanket this? tried to make it better

NORMAL

00:38:423 (3,1) - Blanket (3) in the curve of (1) can't do that with ds :(
00:48:305 (1,2,3,4) - Ambiguous rhythm for a normal diff. Doable but highly doubt it will settle well with newer players. ficd

HARD

00:08:423 (5,2) - Blanket no
00:10:894 (7,2) - ^ no
00:49:011 (3,4,5,6,7) - The pattern is off.Mainly the (6) and (7) correlation. Try to make it visually the same. ok i tried
01:01:717 (1) - Never really enjoy double repeats but hards are a stepping stone where you could start to introduce small streams. but double repeats are more common in hards
Look over your overlapping objects and make them clean by blanketing them or spacing them slightly more.most of them are fine tho

INSANE

00:08:776 (1,3) - Overlap
00:28:188 (3,2) - ^
00:29:247 (3,1) - ^
00:44:600 (4,6) - ^
00:45:482 (1,4) - ^
00:48:835 (4,7) - ^
00:52:188 (5,3) - ^
00:55:011 (5,5) - ^
00:55:717 (3,6) - ^
00:56:423 (6,2) - ^
Only a few of some I'd like your to reconsider what to do with. But check this map again for its overlaps with upcoming and previous note overlaps. again most of them aren't even that big of a deal lol
00:39:129 (7) - NC ok
01:09:394 (1,2) - Unrankable what the fuck how did that happen

Good luck with your set. :) Fun song.

ty!!!!!!!
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