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Rita - Beyond the Eternity

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Topic Starter
Delis
This beatmap was submitted using in-game submission on 2018年3月24日 at 0:11:35

Artist: Rita
Title: Beyond the Eternity
Tags: mintjam evilelvis jounzan v2
BPM: 200
Filesize: 9502kb
Play Time: 05:12
Difficulties Available:
  1. Desolation (5.7 stars, 1361 notes)
  2. Insane (5.03 stars, 1230 notes)
Download: Rita - Beyond the Eternity
Information: Scores/Beatmap Listing
---------------
extra: evilelvis mapped his parts with his style and i mapped my parts with idk

insane: the real fake collab (it's solo it's solo it's solo)

Download with (unfinished) StoryBoard by Damnae
Net0
Rita is amazing :)
lit120
before i have to start a mod...

you said yourself that u'd add a spinner on both intro and ending, but where's the intro? LOL

[elvis]
  1. 02:06:830 (1,2) - usually u would NC on 02:06:980 (2) - as u have done that from 02:05:180 (1) - and 02:03:380 (1) - for example
  2. 02:39:230 (3) - stack on 02:38:330 (2) - ?
  3. 03:11:480 (1) - i'd move it on 232|372 to make it neat pattern and linear from 03:10:880 (4,5) -
  4. 03:12:080 - u don't want to add a note here, do you?
[delis]
  1. 01:21:080 (2) - imo this should be fine to have an nc
  2. 01:53:930 (6,7,8,9,10,11,12) - my first impression about the streams here: "what?". could make the zigzag stream here a bit neater at least, something like http://puu.sh/wsRR4/2a305d6c69.jpg for example
  3. 03:30:005 (1) - it feels so weird to have a 1/4 slider starting on a blue tick, despite of having a snare beat that emphasize well on a white tick. should have like a triplet there at least though .-.
  4. 04:02:780 (1,2,3,4,5,6) - could've make a perfect symmetry diamond pattern here at least
nice!
Protastic101
666 post huehuehue

got dat irc boop going
2017-06-24 20:44 Delis: hello! are you kinda free right now?
2017-06-24 20:45 Protastic101: Is it quick? I'm planning on sleeping in like, 30 minutes to an hour
2017-06-24 20:46 Delis: well, I mapped a mania map but idk if I did it right or no, I want an opinion on the map
2017-06-24 20:46 Protastic101: np me
2017-06-24 20:46 Delis: I used to map std but mania, im pretty new ;-
2017-06-24 20:46 Delis: ACTION is listening to [https://osu.ppy.sh/b/1335816 Rita - Beyond the Eternity]
2017-06-24 20:47 Delis: well something should be wrong, I'd really love to know what I had to care while mapping mania O_o
2017-06-24 20:54 Protastic101: ok, sorry about that
2017-06-24 20:54 Protastic101: was test playing something for somone
2017-06-24 20:54 Protastic101: nice difficulty name lol
2017-06-24 20:54 Delis: aw that's fine!
2017-06-24 20:54 Protastic101: ACTION is playing [https://osu.ppy.sh/b/1335816 Rita - Beyond the Eternity [EdgyManiaDifficulty]] <osu!mania> +Hidden |4K|
2017-06-24 20:55 Delis: well it's temporary lolz
2017-06-24 20:55 Protastic101: no, keep it, it's 10/10 :^)
2017-06-24 20:55 Delis: inb4 this diff will be deleted
2017-06-24 20:57 Protastic101: oh rip af lol
2017-06-24 20:57 Protastic101: ok, so rip my acc cause of that slow jam
2017-06-24 20:58 Delis: o
2017-06-24 20:58 Protastic101: 00:14:180 - I mean, slowjams are fine most of the time, but for a section this long, I would, at the minimum just use 0.9x
2017-06-24 20:59 Delis: lol that inherited line was intended to be used in std diff haha
2017-06-24 20:59 Protastic101: oh
2017-06-24 20:59 Protastic101: lmfao ok
2017-06-24 20:59 Delis: something like, x0.9 at the start and x1.0 at 00:32:180 - could work?
2017-06-24 21:00 Protastic101: yeah, that'd work
2017-06-24 21:00 Delis: oook
2017-06-24 21:02 Protastic101: ok, so the LNs at the start like 00:15:980 (15980|1,16280|3,16880|2) - I assume are for the guitar
2017-06-24 21:03 Delis: yea they are
2017-06-24 21:04 Protastic101: that being said, it's kind of inconsistent because 00:15:080 (15080|1,15080|0,15380|0,15380|2,15680|0,15680|3) - should have one LN that's 1/1 long in the chord since it's the same exact sound
2017-06-24 21:05 Delis: oh yea
2017-06-24 21:05 Protastic101: In mania, how you map one sound should generally be how you map the same sound later on until you get to a clean break like a new musical phrase or a new section
2017-06-24 21:05 Delis: isn't spamming LNs earlier a bit brutal xD
2017-06-24 21:06 Protastic101: not at all
2017-06-24 21:06 Delis: I see, in this case I should keep following the guitars with LNs or delete all of them for consistency? (well I'd rather add LNs)
2017-06-24 21:06 Protastic101: https://osu.ppy.sh/ss/8431635 could do something like that
2017-06-24 21:07 Protastic101: I'd add the LNs since they're nice and help to make the longer holds of the guitar stand out
2017-06-24 21:08 Delis: cool, I'll just use the pattern in the screenshot
2017-06-24 21:09 Protastic101: 00:16:430 (16430|2,16430|1) - 00:20:030 (20030|1,20030|2) - 00:20:780 (20780|2,20780|3) - 00:21:230 (21230|2,21230|3) - and so on. I'm assuming that you only used jumps (doubles) for the electric guitar and not the acoustic drone that's going on in the background. If this is the case, then the notes I highlighted (and the following respective chords) should only be single notes
2017-06-24 21:11 Delis: I was thinking while mapping if i should use one or double notes for the sound, is one note a better choice for it?
2017-06-24 21:11 Protastic101: Well, me personally, I would use doubles for the electric guitar (same place you would use LNs for the longer holds) and singles for everything else
2017-06-24 21:11 Delis: alright
2017-06-24 21:12 Protastic101: the way it is now, the player can't really get a sense of the structure of the map since both types of guitar are mapped using each other's structure, so the parts blend together
2017-06-24 21:13 Delis: hm
2017-06-24 21:15 Protastic101: 00:30:305 - btw, there's a kind of string pulling sound(?) here on the 1/4 that you could map. You could use a capped triplet like this https://osu.ppy.sh/ss/8431690
2017-06-24 21:16 Delis: aw nice, somehow missed it lol
2017-06-24 21:18 Protastic101: 00:35:480 (35480|3,35480|1,35630|0,35630|1) - I believe these notes should be stacked in the same column since you did the same thing at 00:33:680 (33680|1,33680|3,33830|1,33830|3) - when they were the same palm hit type sound
2017-06-24 21:18 Protastic101: 00:37:280 (37280|0,37430|1,37430|3) - same thing here I believe
2017-06-24 21:19 Delis: so you mean something like http://osu.ppy.sh/ss/8431708 ?
2017-06-24 21:19 Delis: or did i get wrong
2017-06-24 21:20 Protastic101: 00:40:430 (40430|1,40580|0,40730|1,40880|0) - There's justification for this 1/2 trill, but I would move it onto two hands instead of only one so that it's not nearly as straining on the left hand. Might try an arrangement like so https://osu.ppy.sh/ss/8431712
2017-06-24 21:20 Protastic101: nope, that's right
2017-06-24 21:21 Protastic101: oh wait, it's on the wrong beat though. It should be stacked with 00:35:480 - and 00:35:630 - like so https://osu.ppy.sh/ss/8431716 (I moved the chord at 00:35:780 - to be [13] to avoid a 3 note stack in 4)
2017-06-24 21:21 Protastic101: brb real quick
2017-06-24 21:24 Delis: o i see
2017-06-24 21:25 Protastic101: ok, back
2017-06-24 21:25 Protastic101: So yeah, consistency is a big thing to keep in mind when mapping mania
2017-06-24 21:27 Delis: oo okie!
2017-06-24 21:27 Protastic101: 00:46:430 (46430|3,46480|1,46530|2) - I'm pretty sure this is only 1/4 btw. There's only 3 sounds between 00:46:430 - and 00:46:580 - , but it continues into 00:46:630 - 00:46:680 - and 00:46:730 - as 1/6, like this https://osu.ppy.sh/ss/8431736
2017-06-24 21:30 Protastic101: 00:52:205 (52205|1) - I think this is a ghost note too. You probably meant to put it at 00:52:280 - to make a double there for the guitar strum
2017-06-24 21:30 Delis: got it, that kind of complicated rhythm is allowed in mania wow
2017-06-24 21:31 Delis: oh yeah, now I doubt that the sound requires 2 notes there lol
2017-06-24 21:31 Protastic101: yeah, in mania there's little to no simplifying rhythms. You're supposed to snap everything as accurately as possible
2017-06-24 21:32 Protastic101: that can become kind of a pain for guitar songs like this, but this seems to have a mostly stable rhythm save for those grace notes and arpeggios here and there
2017-06-24 21:33 Protastic101: 00:55:805 (55805|1) - same thing I mentioned above, this should be at 00:55:880 - to make a double on the downbeat, or it should be removed altogether since there's no sound on the blue tick there
2017-06-24 21:34 Delis: yea would remove it so this could be way more easier to rework the rhythms
2017-06-24 21:35 Protastic101: 00:56:255 (56255|3) - last one I found for a while
2017-06-24 21:36 Delis: hehe it's already vanished following your suggestion
2017-06-24 21:36 Protastic101: 00:56:630 (56630|2,56930|2,57230|2) - might try to avoid 3 note stacks like this. They aren't hard to hit, but they do add some unnecessary strain to the player's right index finger when it doesnt need to
2017-06-24 21:38 Protastic101: https://osu.ppy.sh/ss/8431775 you could try this instead, though I'm not sure if it follows your intention with stacking 00:57:380 (57380|0,57380|1,57830|1,57830|0) - since they're the same chord or not
2017-06-24 21:38 Delis: o mb, that looks also considered to be possibly repetitive, no idea though lol I'll take care of this
2017-06-24 21:39 Protastic101: ok, cool
2017-06-24 21:40 Delis: yes that looks nice, applied
2017-06-24 21:41 Protastic101: \01:21:005 (81005|3,81080|1) - I might try to connect the notes here so that it plays more like a triplet. If accepted, move 01:21:005 (81005|3) - to 2, and 01:21:080 (81080|1) - to 4
2017-06-24 21:42 Protastic101: 01:30:230 (90230|2,90230|3,90230|0,90380|3,90380|1,90380|2) - since these are the same snare repeated within half a beat of each other, you could also stack them as two [234] chords if you wanted, but I also like the way they are now since the right hand has the same hand movement but the left hand differs slightly
2017-06-24 21:43 Protastic101: 01:33:080 (93080|3) - would move this to col 1 to avoid a needless one handed minitrill on the right hand.
2017-06-24 21:44 Protastic101: 01:34:280 - missing a note here to cap the burst with a double. I'd add it in column 1 so that 01:34:130 (94130|1,94205|2,94280|3) - is still the same triplet within the pattern
2017-06-24 21:45 Delis: https://osu.ppy.sh/ss/8431795 something like this would work for 01:30:230 - ? well I didn't feel like the same movement here
2017-06-24 21:45 Protastic101: Hm, I'd keep the original in that case
2017-06-24 21:46 Delis: ook changed everything else
2017-06-24 21:46 Protastic101: the original has a different movement for each hand that makes it easy to hit since you don't have to have both hands cooperate with each other lol
2017-06-24 21:46 Delis: ah understand lol
2017-06-24 21:46 Protastic101: 01:35:255 (95255|3) - I believe this is a ghost note though since the song tends to only use 1/4 triplets instead of rolls
2017-06-24 21:47 Delis: is this kind of overmapping a bad idea in mania?
2017-06-24 21:48 Protastic101: 01:39:380 (99380|3,99380|1,99530|1,99530|3,99680|3,99680|1,99830|1,99830|3,99980|1,99980|3,100130|1,100130|3) - that's kind of a lot of [24] chords. I would try to break off the stack in col 2 at 01:39:980 - to make it a bit more balanced across all columns, like this https://osu.ppy.sh/ss/8431807
2017-06-24 21:49 Delis: nice, applied it
2017-06-24 21:49 Protastic101: and yeah, to answer your question, mania is kind of strict in following the music exactly as it's heard
2017-06-24 21:50 Protastic101: unless a sound has an indeterminable snap (think bass wubs and growls), then you only map what is present and as close to its real snap as possible
2017-06-24 21:50 Protastic101: You don't add any notes where no sound exists
2017-06-24 21:50 Delis: hm
2017-06-24 21:51 Delis: okay
2017-06-24 21:52 Protastic101: So yeah, pretty good map for if you've just started. Has a ways to go with some pattern arrangements, but you've got the rhythm down pretty well which is good since it's one of the most important aspects to mania
2017-06-24 21:52 Protastic101: Just be careful not to have stacks that are too long and to be consistent with how you map certain parts or sounds.
2017-06-24 21:54 Protastic101: do you want me to post to the thread?
2017-06-24 21:54 Delis: ah thanks so much ;_; I'll rework on some rhythms once and I'll keep that in my mind when I got to map mania more
2017-06-24 21:54 Protastic101: yeah, and feel free to poke me again if you've got some questions or something
2017-06-24 21:54 Delis: of course, this is really worth a kudos
2017-06-24 21:54 Delis: alright thank you!
2017-06-24 21:55 Protastic101: it's easy to improve patterns, but very hard to fix rhythm if it's not done properly to begin with
pregnant_man
can i map a taiko diff?
iyasine
rank onegai or2
Net0

[General]
  1. Fix the audio volume of red lines and green lines on extra diff;
    01:40:280 - /01:54:680 -/03:17:180 -/04:04:880 –
    The sampleset ones are fine for me, but the audio volume at the same time I still think some consider an issue.
[Insane]
  1. I’m not sure how much of value you put into aesthetic, but this 00:26:780 (1,2,3,1) – looks like a pattern made for flow only, which consists of holding emphasis on the upward movement of the sliders 00:26:780 (1) -/00:27:680 (1) – for the guitar while keeping the movement for the fast connections jumpy wise 00:27:380 (2,3) - . I would suggest making the jump there in the horizontal instead of the vertical to give the pattern more contrast. Like stack 00:27:380 (2) – with 00:28:280 (2) – and 00:27:530 (3) – with 00:28:880 (2) – and tell me your thoughts over it.
  2. Did you intentionally made the 1/8 kick here 00:32:030 (2,1) – not land on the sliderhead and made it spaced or not? This is somewhat hard to get at first and you should be aware of that. (it’s not wrong tho). I’m also warning that considering how you did it here 00:46:392 (1,1) -
  3. Just a quick suggestion about this 00:37:580 (1,2,3) - . You could actually make it symmetric with the 00:38:480 (4) – if you want. How it may look like https://puu.sh/wBRpM.jpg
  4. The snare sound used sounds like they’re from a heavy tuned song while the song in this section 00:46:580 - ~ 01:00:980 – is not so dense in terms of percussion and it’s way more oriented in the melody. The point of using a good intense instrumental here is mainly because of that, since your intention with this hitsounds seems to be balancing the feedback here, but you could try another snare instead since this out actually stands out a lot. https://puu.sh/wBRRC.wav
  5. The emphasis in this pattern 01:11:180 (5,6,7,8) – is done by hitsounding making 01:11:180 (5,6,7) – stand out more compared to 01:11:630 (8) – to give the transition 01:11:630 (8,1) – the emphasis it needs. But I must point that 01:11:180 (5,6,7) - actually grows in terms of intensity. Mapping with equal spacing is viable when you want a consistent pattern but the fact that they’re spaced the same with 01:11:630 (8) - really weakens the musical representation of the pattern. I’d recommend at least stacking 01:11:630 (8) - with 01:11:480 (7) - to give better contrast. Also, the hitsounding being the same in this 01:11:180 (5,6,7) - doesn’t really favor that grown, only the pattern itself, which can be easily fixed if you remove the whistle here 01:11:180 (5) - , keep 01:11:330 (6) - as it is, and add another layer here 01:11:480 (7) -, could be an addition of sorts.
  6. Frostmourne is that you? 01:32:930 (1,2,3,4,5,1,2,3,1,2,3,4,5,6,7,8) - :P
    Also cool pattern here as well 01:53:780 (1,2,3,4,5,6,7,8,1) -
  7. What happened here 02:08:930 (4,1) – that you decided to skip the 1/8 ?
  8. Combo here could be consistent with the 1-2 pattern 02:15:380 (4,5,1,2,1,2) – since 02:15:380 - ~ 02:16:130 – is mapped to the same sounds and patterning, why not 02:15:380 (1,2,1,2,1,2) - ?
  9. Not intended to blanket 03:00:830 (4,6) – but to stack 03:01:430 (6) – with 02:59:930 (6) - , but I gotta say that the slider shape here 03:00:830 (4) – doesn’t help you much in favor of saying it’s not a blanket attempt.
  10. Imo this part here 03:01:580 (1,2) – is not nearly as strong as 03:01:880 (3,4) -. Both sounds on 3 and 4 are strong while 03:01:730 (2) – is just a kick, I believe the stack should be done here 03:01:580 (1,2) -.
  11. If you rank this map I’ll play it just because of two things, first Rita and second this 03:37:280 (1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3) - . This is really old school flow and I love it.
  12. Not sure about the different gaps stacks here 03:49:880 (1,2,3,4,5) - , they’re like literally after a really strong part of the song and I don’t think a reading trick benefits this “breath” section. Not a major thing tho, just a small suggestion.
  13. What about a NC here 04:03:680 (8) - here? Same about this 05:01:580 (6) -
Trynna will mod Extra so yeah xD
Good luck Delis and congratz on BN.
Tarrasky
sup, m4m

General stuff

  1. You know any link from metadata confirm? I find few links that the artist is "Rita×MintJam", check it
  2. Your BPM is correct but you're not using the corrects time signature, try add this timing points:
    01:12:680 - 4/4
    01:14:780 - 5/4
    01:16:280 - 4/4
    02:35:180 - 4/4
    02:37:280 - 5/4
    02:38:780 - 4/4
    There's other changes in the end but nah, is in the spins, dont need
Insane

  1. 01:17:630 (2,3) - Ctrl + g can be more confortable to play with this transiction 01:17:030 (3,1) -
  2. 01:40:730 (2) - I think this slider in x:76 y:300 looks pretty good, doing an X in 01:40:280 (1,2) -
  3. 01:50:780 (6,1,2) - There's any alert in this transiction for the player that can understand this as a different pattern that you did not have mapped before on the map, i recommend you change the 01:50:780 (6,1) - in a slider or avoid the stack, this stack is kinda confuse imo
  4. 01:54:830 - until 01:54:980 - this moment can be mapped in my opinion, if you do that will be consistent with the other sequences, for example 01:58:430 (2) -
  5. 02:05:480 (1) - I dont feel necessary the slider ends in 02:05:705 -, since has a song in 02:05:630 - more intense than in 02:05:705 -
  6. 02:08:930 (4) - 1/4 slider for follow the song?
  7. 02:18:530 (4) - NC?
  8. 02:31:880 (5) - NC
  9. 02:53:180 (9,1) - hmm, i think follow better the song mapping slider + circle, instead of circle + slider in this moment, looks really better for me
  10. 04:27:680 (1,2,3,4) - polygon maybe? since you was using a bit
  11. 04:31:280 (5,7) - This overlap is perceptible in gameplay, try avoid. (just up a bit 04:30:980 (1,2,3,4,5) - https://osu.ppy.sh/ss/8519048)
  12. 05:01:655 (1) - this spin can be mapeable imo xd, but is ok i think
Desolation

  1. 01:54:230 (10,11,12) - Well i'm not a player but this looks really uncomfortable to play, try do something more consistent with 01:53:930 (6,7,8,9,10) -
  2. 02:18:530 (3,5) - This overlap is perceptible in gameplay and can be confuse, try avoid.
  3. 03:15:380 (1,1,1,1,1,1) - i got the idea but i think is better the NC be (1,2,1,2,1,2), looks more playable (same in 03:18:680 (1,1,1,1) - )
  4. ok this 04:21:080 (1,1,1,1,1,1) - is really better with NC (1,2,3,1,2,3), can be much better than the player to understand this section,
  5. 05:01:730 (1) - same than the insane
map with lot of emphasis, hope this helps
Trynna
i told u i was addicted to that song
also i am from hue queue but i'm not going to use that banner lo

extra
  1. 00:42:380 (7,8) - some contrast here would be nice, 00:42:080 (6,7,8) - feels just like the same thing i suppose
  2. 01:08:180 (3,4) - most times you do 3/4 gaps with a higher spacing or just stack it, maybe keep this system would be great for aes, but up to you
  3. 01:54:230 (10,11,12) - oo this part feels a bit harder than it should be, making the player shake a bit. I don't know if it was intended tho
  4. 02:15:380 (3,4,5) - hmm it gives 02:15:680 (5,6,7) - a nice contrast, but keeping these so close feels a bit idk, maybe players will be expecting something jumpy as stated on another parts with the same sound (it's fine to me anyway but i'm not good at the game lol)
  5. 02:52:430 (4,5) - things looking swapped here as you were following vocal and it has a continuous sound on 02:52:430 -
  6. 03:11:780 (2) - finish on head mayb
  7. 03:13:880 (3) - oh i expected here to be empty as 03:10:280 - and 03:12:080 - since the only thing that really changes is the instrumental, but you were also avoiding it
  8. 03:15:980 (1) - o this finish sounds weird, it was intended?
  9. 03:18:680 (1,1,1,1) - i wonder if NC spam is necessary, ofc it makes the pattern cute but guitar sound doesn't change, rhythms are the same.. so idk
  10. 03:30:005 (1) - hmm idk, feels a bit unexpected to have the strongest sound as a passive one, was your intention to make this tricky?
  11. 03:46:205 - and 03:30:005 - are similar, wouldn't be better to cover this sound then? but different parts of collab i guess, so up to you
  12. 04:21:080 (1,1,1,1,1,1) - movement is a bit painful here, maybe ctrl+g on 04:21:480 (1,1) - would create some circular movement that feels better. Just a suggestion anyway, as you said u think it's fine already
  13. 04:30:530 (1) - could curve it a bit so 04:30:530 (1,2,3) - can be more intuitive, as 04:30:530 (1,2) - turns into something more natural
insane
  1. 03:09:680 (8) - would be nice to indicate sv change with nc on 03:09:380 (4) - or something
  2. 03:11:780 (1) - finish on head cuz guitar is nic
  3. 03:15:980 (1) - finish here still sounds weird
  4. 03:44:630 (2) - dude that slider
  5. 04:31:205 (4,5,7) - aes
  6. 04:56:330 (2,3) - stacking these would make more sense as you did it for most of these patterns

    this diff is cleaner than i tot at first
elbis was a mistake
Topic Starter
Delis
Attack on Brasil is real
lit120

Delis wrote:

Attack on Brasil is real
inb4 more mods by Brazil only :thinking:
Trynna
fite me noob
ZUTOMAYO FANBOY
I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis I Agree with Delis


Insane

  1. 00:18:680 (4,5,6) - Could give a greater distance as it did with the previous pattern 00:15:080 (4,5,6) - to capture the same intensity i presume lol
  2. 00:24:530 (1) - Its kinda wierd.. i feel need something clickable here 00:24:841 - but as the slider is stretched to that point, it gets confusing u can transform 00:24:530 (1) - into a 1/2 slider and place a single note on 00:24:841 - pls ' -'?
  3. 00:30:380 (4) - u can nc on this note o emphase a big pause lol?
  4. I have seen that you repeat some patterns 00:33:080 (4,5,6) - 00:34:880 (6,7,8) - , but others start to come in a different pattern (say random) for example: 00:36:680 (6,7,8,9,10) - to this 00:38:480 (4,5,6,7) - , 00:40:280 (4,5,6,7,1,2) - to this >> 00:42:080 (8,9,10,11) - and etc.. Well I just wanted to understand why this randomness, after all, are practically similar rhythms @_@
  5. 00:47:030 (2) - move a bit to >>> to equal ds relation this 00:46:280 (6,7,1) - x_x
  6. 01:00:980 (1) - i think, this reverse its not a good idea because the principal(stronger beat) occurs here 01:01:430 - aaa
  7. 01:11:780 (1) - same here aaa :( i know u capture vocal but u can think how to fix that
  8. 01:25:130 (4) - this need a great ds in relation on all 1/1 u did on this session like 01:28:280 (5,6) - 01:30:680 (3,4) - 01:34:280 (1,2) - yeye
  9. 01:50:780 (6,1,2) - well lets think like a insane player, this pattern its really hard to read because the "6" make a stack with a duplet 01:51:005 (1,2) - , the best recommendation on this case its just move thee "6" i little far away >.> to not giving that forcing reading.
  10. 02:52:280 (2) - Blanket with this 02:52:880 (5,6,7,8,9) - lmao
  11. 03:03:080 (2) - stack on 03:02:780 (1) - like : 03:04:130 (6,7) - 03:04:580 (1,2) - 03:05:480 (4,5) - , yeah u know
  12. 03:37:280 (1,2,3,4,5,6,7,1,2,3,4) - i understand u copy 4 and paste and rotate these 4 notes something like 15-30 degressº, but this 03:38:780 (5,6,1,2) - don't have any coherence with previous formation lmao And is a bit out of aesthetics, u can fix pls?
  13. 03:44:780 - why u ignore a guittar song :((?
  14. 03:46:580 (4,5,6,7) - Again, the question of readability, I think this is a little more difficult than the previous one with back and forth movements very drastic, I think in the question only nerfar the distance if you want to keep the pattern.
  15. 04:35:180 (6) - Single stack in this entire session spaced, yeah i'm idiot
Mirash


[Extra]

  • what the fuck i was modding extra and now its desolation :(
    00:49:880 (3,1) - i'd swap nc
    01:26:180 (1,3) - looking realy eeeeeeeeeeeeee they can be seen at the same time so it would be cool to unoverlap them or make it more visually appealing for me:)
    01:29:630 (1,2,3) - could make something like http://i.imgur.com/Oifq8Fx.png so it is like 01:30:230 (1,2,3) - xd just that overlap 01:29:780 (2) - seems not the best choice, also stop movement after (3) will be cool imo
    01:34:580 (5) - seems like a nc
    01:55:880 (6) - all these circles looks bad in my eyes with no nc here! 02:02:930 (1) - o look it looks nice here
    01:56:480 (1) - it is probably already mentioned but you know it is like 01:58:280 (1,2) - and not 01:55:130 (3) -
    02:01:580 (9) - more spacing on this would be nice, low distance here is kinda bad EMPHASIZED
    02:01:730 (10,1) - also wtf swap pleaes
    03:23:630 (7) - idk if you want a nc here
    03:29:180 (8,1) - swap nc xd
    03:30:005 (1) - didn't even notice it while playing so it's nice don't change
    04:16:880 (3,4,5,6) - ski
    04:21:180 (1,1) - aaaaaaaa swap. movements already are unclear because of ncs
[Insane]

  • 00:46:280 (6,7) - it is like a part of the section where you used drum whistles so they are necessary here imo
    00:56:480 (4) - ctrl g
    00:58:430 (5,7) - ctrl g here seems like more fun especially when next circles are jumpy
    03:54:080 (4) - xd got 50 on this inb4 gitgud
pregnant_man
Delis munda
C00L
Check! - Means it's been checked and nothing wrong has been found
Red - Indicates that an DQ worthy/Unrankable issue has been found

General
  1. Both of the difficulties are unpassable with Hard Rock (dus unrankable) , this is due to your harsh HP settings and your NC spams. I recommend you look over most of your NC's and if they are spammed seriously consider changing them. Also change the HP drain setting on Insane to ~5 and for Desolation change it to ~6. Or another option is removing the last spinner entirely... which im sure you're not too fond with

Timing
  1. 01:11:780 - your metronome resets are incorrect here, the first timing point here should be a Waltz (3/4) followed by common time (4/4) then here 01:13:880 - a Waltz again followed by uncommon time (5/4) and it should start at common time again here 01:16:280 -, more or less it should look something like this
  2. 02:34:280 - same applies here

    If you don't understand what I mean exatcly or can't figure out the timing spots I fixed it myself and copied it into a text file: https://puu.sh/wCZu8/79cd20edf0.txt


Insane

  • Side Note: Please mute all the 3/4 extended slider notes, since there are no sounds on them they are overmapped.
  1. 00:15:080 (4) - you could keep the NC style going on this and other notes using the same theme as the Extra diff was going with, every 3rd note since that's where the music changes a little. It also adds some nice feedback.
  2. 00:24:080 (1) - currently the flow of this is really hard to follow, it forces you to make movements with your cursor that haven't been made so far or anywhere else. I recommend switching (3) and (1) to achieve a better effect.
  3. 00:29:480 (1,2,3,4) - what would be cool imo would be if you decreased the sv of these objects by 0.2x dus creating the second triangle pattern smaller, this will underline that the music changes in pitch and intensity. Since the music is kind off "dying out" this would be a nice addition.
  4. 00:36:680 (6,7,8,9,10) - I don't understand why you missed out on the opportunity to do something similar like this 00:33:080 (4,5,6) - again, the music didn't change and what the weirdest part to me is that you done it again here 00:38:480 (4,5) - . I recommend you adjust this patterns since 1. It doesn't follow the same rhythm since before you only had to press once every 1/1 beat whilst here you have to press circles at a 1/2 gap... that adds density yet the music hasn't changed to account for that density, this applies for future things like this too i guess.
  5. 00:41:030 (2) - why has this got higher spacing than 00:40:280 (4,5,6,7) - ? The guitar on the smaller spaced notes is much stronger and noticable than the kick you're emphasising on that bigger jump. It also doesn't provide as good player feedback when hitting those right after the guitar was so compacted together. This is especially questionable when you space the guitar higher for example here 00:42:080 (8,9) - than what you did on the kick sounds 00:41:630 (5,6,7) -
  6. 00:58:280 (4,5,6,7) - why all of a sudden you place down a square? why not keep the slider patterns going? 00:54:680 (3,4,5) - or 00:56:480 (4,5,6) -
  7. 01:00:680 (4) - just because you placed a kick hitsound on this note doesn't mean that it automatically becomes strong, the sound on this note is the same intensity as all these 01:00:380 (2,3,4,5) - notes, yet the (4) for some reason gets a space boost... yet the only noticable change happens here 01:00:380 (2,3) - where the vocals are stronger pitched than the last 2? so following that logic shoudn't (2) and (3) have higher spacing than (4)?
  8. 01:04:280 (6) - i recommend you changing this slider to 2 circles instead, since the sound that you are following with 01:02:780 (1,2,3,4,5,6) - is doubled up and heard here as well 01:04:430 -
  9. 01:24:680 (3,4) - you don't really tend to overlap that much in the entire map, so overlapping this really affects your aesthetics :/
  10. 01:39:830 (1) - the emphasis on this note is underwhelming since it doesn't follow the same spacing as 01:39:830 (1,2,3) - yet same kicks are heard, I recommend you spacing it out a bit more to adjust this note to it's fellows, as well as doing this you will fix the emphasis issue on 01:40:280 (1) - since that's where the downbeat occurs.
  11. 01:51:005 (1,2) - you stack this like you did with all the other triples, dus making this double read like a triple what i recommend you do is space this double out a little so that it stands out more and is easier to distinguish between the snappings.
  12. 01:54:380 (8,1) - this is very hard to read, since through out the whole map there aren't a lot of 1/4 patterns, mostly only 1/2 patterns, plus on top of that if they do appear they are spaced like so so taking all into account this pattern I linked doesn't match with the structure of the map and reads like a 1/2 rather than a 1/4. I recommend you to space it like this that way the next object 01:55:130 (2) - will be read just fine and so will the (1) because then it'll match the entire maps spacing around the 1/4 patterns.
  13. 01:54:680 (1,2,3,4) - out of this whole section these sounds are the least dense, yet the music is the same. Compare this pattern to these 01:58:280 (1,2,3) - or 02:00:080 (3,4,5) - the first one is very very simplified for no exact reason tbh.
  14. 01:59:780 (1) - remove the NC and add it here 02:00:080 (3) - like you did everywhere else
  15. 02:01:730 (6) - this note feels out, I recommend you stack it on the slider end of 02:01:880 (1) - so that the structure and spacing of these patterns 02:00:980 (1,2,3,4) - is kept the same
  16. 02:03:380 (5,6) - out of this whole section these and the ones above are the only notes that are spaced so closely to each other... but why? the exact same sounds can be heard here 01:59:780 (1,2) - and those ones are spaced out. Space them out a little so that they match the sections theme
  17. 02:05:180 (6,1,2) - your rhythm choice is questionable 1/2 of the time, you mapped this using 3/4 extended slider yet there are sounds on the red ticks 02:05:330 - and 02:05:705 - and plus on top of that you mapped it using totally different rhythm for the same sounds here 02:00:080 (3,4,5) - or 02:03:680 (1,2,3) - . All that comes to my mind was that you tried emphasising the guitar yet the guitars place doens't change it still happens at 02:05:930 (3) - so I don't understand why you won't use the rhythm that you were using for the whole section. Plus on top of that you have the sliders ending on the blue ticks where there are no sounds, so it's overmapped
  18. 02:08:480 (1,2) - why stack these 2 kicks when just right before it 02:08:180 (6,7) - were much less stronger sounds and they were stacked too. During gameplay it makes it seem as if they're the same sounds, yet that's not the case. To be honest it's hard to tell what you are following... sometimes you undermap 02:08:480 (1,2) -, 02:04:580 (4,5) - , 01:59:180 (4,5), 01:54:680 (1,2,3) - - and sometimes you overmap 02:06:380 (4,5) - , 02:04:580 (4) -. Most of the time the sounds don't match it's intended music emphasis, dus making it random and it's not just this section alone. Above i mentioned quite a lot of points about stuff being spaced weirdly or rhythm doesn't making sense. If the rhythm is different, that can affect the given emphasis too, which is unnecessary and bad. I'll give more examples during the mod about this but i strongly suggest you to look through the insane again and consider changing most of the patterns so that they match the song much easier.
  19. 02:12:080 (6,7) - you could invert these slider shapes, since (2) seems less "intensive" dus giving it a less "creative" shape would underline that imo, vice versa for (6)
  20. 02:19:580 (1) - remove this NC and add it here instead 02:19:880 (2) -
  21. 02:42:380 (1) - Ugh since there is a vocal pitch change happening at 02:43:280 - I would strongly recommend you use this rhythm that way you will emphasise the first 2 vocal repeats and then the pitch change. Keep in mind that the last object is a 3/4 slider so space it closer to 02:43:580 (1) - and not something you done at 1:54
  22. 02:53:330 (1) - weird that you placed a slider here when the vocals start here 02:53:180 (9) - , woudn't it make more sense to start a slider at the vocal sound since you were doing it for a long time during the map, and the most recent was like 2 object away 02:51:230 (4,1) -.
  23. 03:04:880 (2) - your stacks are very hard to read and make no sense. Take a look at this pattern 03:03:080 (2) - you spaced it a bit far away from the previous slider which is what you done mostly through out the whole map whilst here 03:04:430 (7) - you stacked the note to represent the 1/2 gap, respectively. Yet here 03:04:880 (2) - you stacked it... following the logic that the other patterns provide this should be a 1/2 gap yet it's a 1/4, so it's basically adding difficulty to reading for no reason. I recommend you space out this note 03:04:880 (2) - further out to match the logic of 03:03:080 (2) - and for any more of these do the same.
  24. 03:26:480 (11) - I don't understand why sometimes you NC at the downbeat and sometimes at something different in the music, keep your NC's consistent to match the song rather than something different every time
  25. 03:34:580 (3) - You could give this slider a mor sharper shape than 03:33:680 (1,2) - because of how much stronger the guitar is.
  26. 03:44:630 (2) - I don't understand what you're following with this slider, for the most part in this section you follow the guitar, but for this note you miss out 03:44:780 - which doesn't match up.
  27. 03:58:580 (5) - stack this note on the slider end of 03:57:980 (4) - like you did with 03:54:080 (4) - or 03:51:680 (1) -
  28. 04:09:905 (1) - There is no sound on the blue tick, dus this is overmapped. Could be DQ because of too much overmapping
  29. 04:12:905 (2,3) - remember the 1/2 representation with stacks and a bit down the slider with 1/4 patterns... yeaaaa, do this with it and you'll avoid more issues.
  30. 04:19:805 (6) - change this slider to a 1/2 and add a note on the red tick, that will follow the song more since the strong sound on the red tick is the same as on the slider start blue tick, plus it will get the player ready for the upcoming sliders here 04:20:780 (1,2,1,2,1,2) - by using more dense rhythms.
  31. 04:40:880 (12) - why would you end the stream on the strong sound? what i suggest you do is to start the repeat slider 04:41:030 (1) - here, that will avoid the repeat slider ending on the kick sound 04:41:180 - which could be emphasised by a circle instead. I mean changing to this rhythm
  32. 04:42:680 (1) - why would you end the slider on such a strong kick? It seems even weirder that you emphasise it with something clickable the object before hand 04:42:380 (9) -, I recommend you making this just a 1/2 slider and adding a circle somewhere to help with the emphasis, even something like this could work
  33. 04:47:780 (9,1) - you could make these parallel to account for a better structure rather than just making them seem like they don't match to each other at all
  34. 04:56:330 (2,3) - you could space out these stacked notes more since the guitar pitch increases, that would add a cool effect and create better emphasis than what is currently being created.
  35. 04:58:580 (9) - damn this doesn't match the song as well as it should, I recommend changing to this rhythm, since at 04:58:880 - the sounds actually start which you are emphasising 04:59:180 (2,3,4) - with these and what you have currently misses out on one of those, making it seem out of place, plus if you use that rhythm 04:58:580 (9) - will follow the guitar to the next object which is what you were mostly following in the next section
  36. 05:01:655 (1) - Hmm imo this spinner shoudn't be here, consider making something slider-arty since having the last spinner fits but this one could still be used for something cool that goes with the song, since there are sounds heard practically during most of the spots in here 05:03:980 - especially here. Although I understand what you are following here, a slider would feel much better because of 1. It would make the player less tired because they would spin as fast as they can for this spinner and then realising there's a much much longer spinner right after it 2. It would match the music much better since there are cool kick and guitar sounds that you were following through more or less the entire song and 3. It would provide better player feedback, since they are spinning through crucial parts of the song, hitting some of those would feel more responsive than going with a faint "flute" sound. Here I've kind of experimented with what I mean more indepth and mapped the section to give you a clearer idea of what i mean more or less. Here you will find the last parts of what I think would give better feedback to the player, whilst still following the music (keep in mind that the sv is set to 0.7x)
  37. 05:04:655 (1) - See General

Desolation
  1. 00:16:880 (4) - NC this to keep the theme going with 3 combo numbers and plus to keep it going with the music like all of the previous patterns did
  2. 00:23:180 (1) - Accidental whistle on slider body I'm guessing
  3. 00:29:480 (1,2,3) - just like in insane I think it would be pretty cool to make these set of sliders less spaced plus to have a smaller SV to account for the pitch change in music
  4. 00:43:880 (1,2,3) - Why not make these sliders as well? It doesn't make sense compared to all the other patterns which used sliders to represent this guitar rhythm
  5. 00:44:480 (2,3) - These notes are spaced very high, yet they don't match the music intensity since when compared to a more dominant sound here 00:43:880 (1,2,3) - that is spaced smaller the kicks aren't that much smaller so it would seem during gameplay that it would match the songs intentions yet it doesn't and makes it seem rather random that the second pair of sounds are spaced higher even though they aren't as intense.
  6. 00:57:080 (1,2) - shoudn't you stack these notes like you did with 00:53:480 (5,6) - or 00:55:280 (5,6) - , they're the same kicks. Actually looking at the whole next patterns it's actually the 00:53:480 (5,6) - and 00:55:280 (5,6) - since they follow vocals and kicks as well as 00:57:080 (1,2) - yet are spaced differently. Why? it doesn't make sense and gameplay wise it doesn't provide good feedback. I recommend you space out the other notes as well as the other patterns to match what you're trying to follow, as of now it seems as if nothing is following everything.
  7. 01:31:880 (1) - you are stacking this pattern even though it's a 1/4 gap, do the same thing that you done here 01:30:680 (1,2) - because as of now it doesn't match the structure of the 1/4 gaps being spaced closer to each other and seems as if this one is a 1/2 rather than a 1/4.
  8. 01:45:380 (9) - I don't understand why this note gets higher spacing than 01:45:680 (1) - , it should have the same spacing as 01:44:780 (7,8) - because all these 3 sliders 01:44:780 (7,8,9) - follow the exact same sound, plus if you spaced it a bit higher because of that guitar pitch sound on the guitar, that isn't enough to account for the blatant space increase... since the sound heard at 01:45:680 (1) - is where the pitch increases even more, dus not making sense.
  9. 01:52:280 (5,6,7,8) - why space these so much whilst leaving these 01:48:680 (1,2,3,4) - so close to each other. I will argue that the earlier pattern has much stronger sounds and pitch to be spaced higher than it is currently and this current one to be spaced lower.
  10. 01:59:930 (4) - space this like you did with 01:56:180 (8,9) - or 01:57:980 (3,4) - , this one has the same sounds and therefore shoudn't have higher spacing than it already does.
  11. 02:04:880 (4,5) - this pattern totally breaks the structure feeling you were going for, since the thing is for these and similar sounds you spaced it out as you did with 01:55:880 (6,7) - or 01:59:480 (1,2) - without it having any overlaps, whislt this one breaks that consistency and makes it seem rather odd. What i suggest you do is re-arange this a little to maybe something like this, that way your consistency would be kept. Same goes for your other pattern.
  12. 02:45:080 (2) - This is spaced so close to the next object 02:45:230 (3) - yet the (3) has the stronger sound than (2) dus spacing it so close kills that emphasis. I recommend spacing (2) maybe somewhere around here? that way the (3) will get the impact it should.
  13. 02:48:080 (1,1) - This reads like a 1/2 rather than a 1/4 since throught out the whole map you represented 1/4 gaps close to each other whilst this one doesn't do that and makes it feel like a normal 1/2 gap, what's worse is that it was only here that this happened in. What could fix this would be to simply ctrl+g the note but tbh with you I recommend you spacing it somewhere else totally, since if you ctrl g it the spacing becomes unberable for such a sound.
  14. 03:10:280 - Why was this sound ignored? It's really strong and it's close to unreadable if you stack (2) on the slider end as well, since this never happened before. You do apparantly do it here as well 03:11:780 (2) - but that doesn't make it any better, because for the whole sections you're mapping to drums whilst it's with the circles or the sliders, you are still emphasising drums and leaving that strong of a sound that was emphasised beforehand and keeps getting emphasised and hit is providing very bad feedback to the player. What you could do to keep the flow going and the correct sounds to be emphasised, would be to do this for 03:09:980 (1) - and this for 03:11:780 (2) - . That way you will be emphasising both vocals and the drums.
  15. 03:15:530 (1,1,1) - this NC spam is uneccessary lol, just NC 03:15:530 (1) -, 03:15:830 (1) - and 03:16:130 (1) - so that this is achieved, that way the player will know that no different rhythm is coming up, just a normal 1/2 jump section.
  16. 03:16:880 (1) - Removing this NC will be better since then 03:17:180 (1) - will get better feedback and that's where the new section starts where as the other one was still in the previous section.
  17. 03:20:180 (5) - I don't understand why you made this a 3/4 since there is a kick on the slider end. If you are following the guitar here make sure to make 03:20:480 (6) - 3/4 as well otherwise it doesn't make sense since both have kicks on red ticks, yet only one of them emphasises them, whilst still both having the same guitar sounds.
  18. 03:33:680 (1) - Your NC's from this point on until 03:48:080 (1) - make no sense tbh. Stuff like 03:35:480 (1,2,1,2,1,2) - should just keep the same combo count since it follows the exact same guitar pitch, same goes for 03:38:180 (1,2,1,2,3) - and 03:39:380 (2,3,1,2,3,4) - etc. Making such NC spam also boosts the HP drain downage, dus making the last spinner very hard to achieve at this HP setting
  19. 03:57:980 (6) - You could make this shape parallel to 03:57:530 (5) - like you did here 03:57:080 (3) -, otherwise it looks rather random.
  20. 04:28:580 (1,1) - Again the thing with the representation of 1/4 gaps, Make the 04:28:880 (1) - spaced out a litte more to account for that, to make it more readable.
  21. 04:43:130 (5,6) - ^
  22. 05:01:730 (1) - Same suggestion as in Insane
  23. 05:04:655 (1) - See General



Final Words
  1. My biggest issue with this mapset is the Time distance equality usage. Most of the time it's unpredictable and very random. I mentioned most of these occassions in the mod above, so I really strongly advice you to look at them and apply them with care and logic. Some patterns read as 1/2 whilst being spaced as 1/4's, whilst some read as 1/4 whilst being spaced like 1/2's. It's the biggest issue in this mapset and that's what imo is stopping it form being ranked right now. Also the Emphasis plays a big issue here as well since most of the times stuff is undermapped or overmapped, as mentioned again in the mod. The thing is sure you can apply that sort of logic to your map if it's consistently used... yet almost all the time patterns are spaced differently and vaguely follow any sort of structure tbh. Most of the issues also lie in the structure of both of the maps too actually... sometimes you represent a given sound with some sound then another time you represent it with a totally different rhythm even though the intensity nor sounds haven't changed one bit... dus providing wrong feedback to the player.

    Oh well, Good Luck I guess


Here's my map: https://osu.ppy.sh/s/595067
Net0
"Some patterns read as 1/2 whilst being spaced as 1/4's, whilst some read as 1/4 whilst being spaced like 1/2's. It's the biggest issue in this mapset and that's what imo is stopping it form being ranked right now. "
Only if you want this map to look like a recent map. This map clearly shows concept usage similar to maps made from 2011-2014 which stacks were supposed to be read. Is not a case of poor usage of time distance equality, but rather a mapping choice that's already solid but not used often in recent mapping imo.
C00L

Net0 wrote:

Only if you want this map to look like a recent map. This map clearly shows concept usage similar to maps made from 2011-2014 which stacks were supposed to be read. Is not a case of poor usage of time distance equality, but rather a mapping choice that's already solid but not used often in recent mapping imo.

You are missunderstanding my point, take this for example:

3/4 slider with a 1/4 gap between next object
1/1 slider with a 1/2 gap between the next object

That is fine if it was set like that from the beginning of the map, forming a foundation to the rhythm gaps, 1/2 would be stacked, and 1/4 wouldbe out a little.

Whilst this is what I'm referring to is wrong:

3/4 slider with a 1/4 gap between the next object
1/1 slider with a 1/2 gap between the next object


You see where I'm coming from? This has nothing to do with older maps, or how they used to be made.... this is to do with the overall foundation of the map and how those sort of stuff affects the gameplay overall.
Astar

C00L wrote:

Whilst this is what I'm referring to is wrong:

3/4 slider with a 1/4 gap between the next object
1/2 slider with a 1/2 gap between the next object
I honestly think that from the gameplay standpoint everyone will play both the same, like nobody really will notice that it's 3/4. People will play the example as 1/2 slider to 1/2 obj as well (as there is no penalty in doing that) so it kinda fits nonetheless.

No need in fixing that, it's really a personal issue, not a gameplay one.


nvm the slider is 1/1 lmao
Topic Starter
Delis
reply to the collab diff will arrive once elvis got to it

Net0 wrote:


[General]
  1. Fix the audio volume of red lines and green lines on extra diff;
    01:40:280 - /01:54:680 -/03:17:180 -/04:04:880 –
    The sampleset ones are fine for me, but the audio volume at the same time I still think some consider an issue. fixed
[Insane]
  1. I’m not sure how much of value you put into aesthetic, but this 00:26:780 (1,2,3,1) – looks like a pattern made for flow only, which consists of holding emphasis on the upward movement of the sliders 00:26:780 (1) -/00:27:680 (1) – for the guitar while keeping the movement for the fast connections jumpy wise 00:27:380 (2,3) - . I would suggest making the jump there in the horizontal instead of the vertical to give the pattern more contrast. Like stack 00:27:380 (2) – with 00:28:280 (2) – and 00:27:530 (3) – with 00:28:880 (2) – and tell me your thoughts over it. i didn't get what you meant here,
    please can you give me some screenshots?
  2. Did you intentionally made the 1/8 kick here 00:32:030 (2,1) – not land on the sliderhead and made it spaced or not? This is somewhat hard to get at first and you should be aware of that. (it’s not wrong tho). I’m also warning that considering how you did it here 00:46:392 (1,1) - in the concept of the difficulty 1/8 will break something important I've mapped with, 1/8 kick makes the play ability quite worse which completely ruins the flow because you need to hold it for a while and I usually dislike it unless mapping is somehow, main focus isn't on flow.
  3. Just a quick suggestion about this 00:37:580 (1,2,3) - . You could actually make it symmetric with the 00:38:480 (4) – if you want. How it may look like https://puu.sh/wBRpM.jpg I don't get it here, the point and the screenshot have different rhythm. if you meant to remap the section, no lmao
  4. The snare sound used sounds like they’re from a heavy tuned song while the song in this section 00:46:580 - ~ 01:00:980 – is not so dense in terms of percussion and it’s way more oriented in the melody. The point of using a good intense instrumental here is mainly because of that, since your intention with this hitsounds seems to be balancing the feedback here, but you could try another snare instead since this out actually stands out a lot. https://puu.sh/wBRRC.wav that hitsound is mostly inaudible though, also mine sounds ok
  5. The emphasis in this pattern 01:11:180 (5,6,7,8) – is done by hitsounding making 01:11:180 (5,6,7) – stand out more compared to 01:11:630 (8) – to give the transition 01:11:630 (8,1) – the emphasis it needs. But I must point that 01:11:180 (5,6,7) - actually grows in terms of intensity. Mapping with equal spacing is viable when you want a consistent pattern but the fact that they’re spaced the same with 01:11:630 (8) - really weakens the musical representation of the pattern. I’d recommend at least stacking 01:11:630 (8) - with 01:11:480 (7) - to give better contrast. Also, the hitsounding being the same in this 01:11:180 (5,6,7) - doesn’t really favor that grown, only the pattern itself, which can be easily fixed if you remove the whistle here 01:11:180 (5) - , keep 01:11:330 (6) - as it is, and add another layer here 01:11:480 (7) -, could be an addition of sorts. i guess
  6. Frostmourne is that you? 01:32:930 (1,2,3,4,5,1,2,3,1,2,3,4,5,6,7,8) - :P
    Also cool pattern here as well 01:53:780 (1,2,3,4,5,6,7,8,1) -
  7. What happened here 02:08:930 (4,1) – that you decided to skip the 1/8 ? i think i explained in in the first section about 1/8
  8. Combo here could be consistent with the 1-2 pattern 02:15:380 (4,5,1,2,1,2) – since 02:15:380 - ~ 02:16:130 – is mapped to the same sounds and patterning, why not 02:15:380 (1,2,1,2,1,2) - ? spacing is different also the sounds there are a bit weaker than 02:15:680 (1,2,1,2) -
  9. Not intended to blanket 03:00:830 (4,6) – but to stack 03:01:430 (6) – with 02:59:930 (6) - , but I gotta say that the slider shape here 03:00:830 (4) – doesn’t help you much in favor of saying it’s not a blanket attempt. nice! fixed
  10. Imo this part here 03:01:580 (1,2) – is not nearly as strong as 03:01:880 (3,4) -. Both sounds on 3 and 4 are strong while 03:01:730 (2) – is just a kick, I believe the stack should be done here 03:01:580 (1,2) -. changed because was boring
  11. If you rank this map I’ll play it just because of two things, first Rita and second this 03:37:280 (1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3) - . This is really old school flow and I love it.
  12. Not sure about the different gaps stacks here 03:49:880 (1,2,3,4,5) - , they’re like literally after a really strong part of the song and I don’t think a reading trick benefits this “breath” section. Not a major thing tho, just a small suggestion. this won't be a problem when you have an ok reading
  13. What about a NC here 04:03:680 (8) - here? Same about this 05:01:580 (6) - i don't like single ncs after breaks or something
Trynna will mod Extra so yeah xD
Good luck Delis and congratz on BN.

Tarrasky wrote:

sup, m4m

General stuff

  1. You know any link from metadata confirm? I find few links that the artist is "Rita×MintJam", check it I originally had a long sentence here but I lost the post so, I explained that it's fine because it's something like collab and there's an alternate ver of this song that a male vocal and rita sang, thats why I generally avoided mintjam in artist. hit me up if you need more in detail
  2. Your BPM is correct but you're not using the corrects time signature, try add this timing points:
    01:12:680 - 4/4
    01:14:780 - 5/4
    01:16:280 - 4/4
    02:35:180 - 4/4
    02:37:280 - 5/4
    02:38:780 - 4/4
    There's other changes in the end but nah, is in the spins, dont need tried to change it myself
Insane

  1. 01:17:630 (2,3) - Ctrl + g can be more confortable to play with this transiction 01:17:030 (3,1) - prefer mine
  2. 01:40:730 (2) - I think this slider in x:76 y:300 looks pretty good, doing an X in 01:40:280 (1,2) - uh, that changes nothing
  3. 01:50:780 (6,1,2) - There's any alert in this transiction for the player that can understand this as a different pattern that you did not have mapped before on the map, i recommend you change the 01:50:780 (6,1) - in a slider or avoid the stack, this stack is kinda confuse imo as this difficulty's using multiple mapping styles to make each part slightly different this is still ok to read and cool imo. and only nc on the stacked object helps a bit.
  4. 01:54:830 - until 01:54:980 - this moment can be mapped in my opinion, if you do that will be consistent with the other sequences, for example 01:58:430 (2) - as you see the SV changes there I wanted to do something special in the first place of the part.
  5. 02:05:480 (1) - I dont feel necessary the slider ends in 02:05:705 -, since has a song in 02:05:630 - more intense than in 02:05:705 - I wanted to follow the guitar instead of drum so i still can do something different from the entire difficulty
  6. 02:08:930 (4) - 1/4 slider for follow the song? uh no? I didn't like how it plays worse
  7. 02:18:530 (4) - NC? yea
  8. 02:31:880 (5) - NC to highlight the symmetry, yeah I should do but this is stacked object which has been avoided to have a nc in the mapset but the one object i explained somewhere in this reply.
  9. 02:53:180 (9,1) - hmm, i think follow better the song mapping slider + circle, instead of circle + slider in this moment, looks really better for me i think this plays more fun?
  10. 04:27:680 (1,2,3,4) - polygon maybe? since you was using a bit i think pattern's changed
  11. 04:31:280 (5,7) - This overlap is perceptible in gameplay, try avoid. (just up a bit 04:30:980 (1,2,3,4,5) - https://osu.ppy.sh/ss/8519048&#41; fixed
  12. 05:01:655 (1) - this spin can be mapeable imo xd, but is ok i think it's kinda annoying to play
Desolation

  1. 01:54:230 (10,11,12) - Well i'm not a player but this looks really uncomfortable to play, try do something more consistent with 01:53:930 (6,7,8,9,10) -
  2. 02:18:530 (3,5) - This overlap is perceptible in gameplay and can be confuse, try avoid.
  3. 03:15:380 (1,1,1,1,1,1) - i got the idea but i think is better the NC be (1,2,1,2,1,2), looks more playable (same in 03:18:680 (1,1,1,1) - )
  4. ok this 04:21:080 (1,1,1,1,1,1) - is really better with NC (1,2,3,1,2,3), can be much better than the player to understand this section,
  5. 05:01:730 (1) - same than the insane

Trynna wrote:

i told u i was addicted to that song
also i am from hue queue but i'm not going to use that banner lo

extra
  1. 00:42:380 (7,8) - some contrast here would be nice, 00:42:080 (6,7,8) - feels just like the same thing i suppose
  2. 01:08:180 (3,4) - most times you do 3/4 gaps with a higher spacing or just stack it, maybe keep this system would be great for aes, but up to you
  3. 01:54:230 (10,11,12) - oo this part feels a bit harder than it should be, making the player shake a bit. I don't know if it was intended tho
  4. 02:15:380 (3,4,5) - hmm it gives 02:15:680 (5,6,7) - a nice contrast, but keeping these so close feels a bit idk, maybe players will be expecting something jumpy as stated on another parts with the same sound (it's fine to me anyway but i'm not good at the game lol)
  5. 02:52:430 (4,5) - things looking swapped here as you were following vocal and it has a continuous sound on 02:52:430 -
  6. 03:11:780 (2) - finish on head mayb
  7. 03:13:880 (3) - oh i expected here to be empty as 03:10:280 - and 03:12:080 - since the only thing that really changes is the instrumental, but you were also avoiding it
  8. 03:15:980 (1) - o this finish sounds weird, it was intended?
  9. 03:18:680 (1,1,1,1) - i wonder if NC spam is necessary, ofc it makes the pattern cute but guitar sound doesn't change, rhythms are the same.. so idk
  10. 03:30:005 (1) - hmm idk, feels a bit unexpected to have the strongest sound as a passive one, was your intention to make this tricky?
  11. 03:46:205 - and 03:30:005 - are similar, wouldn't be better to cover this sound then? but different parts of collab i guess, so up to you
  12. 04:21:080 (1,1,1,1,1,1) - movement is a bit painful here, maybe ctrl+g on 04:21:480 (1,1) - would create some circular movement that feels better. Just a suggestion anyway, as you said u think it's fine already
  13. 04:30:530 (1) - could curve it a bit so 04:30:530 (1,2,3) - can be more intuitive, as 04:30:530 (1,2) - turns into something more natural
insane
  1. 03:09:680 (8) - would be nice to indicate sv change with nc on 03:09:380 (4) - or something ok dad
  2. 03:11:780 (1) - finish on head cuz guitar is nic overlapping clap and finis here is kinda loud
  3. 03:15:980 (1) - finish here still sounds weird u listen to the musik
  4. 03:44:630 (2) - dude that slider u noticed it haha
  5. 04:31:205 (4,5,7) - aes changed
  6. 04:56:330 (2,3) - stacking these would make more sense as you did it for most of these patterns my angel changes

    this diff is cleaner than i tot at first
elbis was a mistake
map with lot of emphasis, hope this helps

Kalindraz wrote:

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Insane

  1. 00:18:680 (4,5,6) - Could give a greater distance as it did with the previous pattern 00:15:080 (4,5,6) - to capture the same intensity i presume lol ok
  2. 00:24:530 (1) - Its kinda wierd.. i feel need something clickable here 00:24:841 - but as the slider is stretched to that point, it gets confusing u can transform 00:24:530 (1) - into a 1/2 slider and place a single note on 00:24:841 - pls ' -'? i don't think clickable could make it better
  3. 00:30:380 (4) - u can nc on this note o emphase a big pause lol? nao ncs on stakoz lop
  4. I have seen that you repeat some patterns 00:33:080 (4,5,6) - 00:34:880 (6,7,8) - , but others start to come in a different pattern (say random) for example: 00:36:680 (6,7,8,9,10) - to this 00:38:480 (4,5,6,7) - , 00:40:280 (4,5,6,7,1,2) - to this >> 00:42:080 (8,9,10,11) - and etc.. Well I just wanted to understand why this randomness, after all, are practically similar rhythms @_@ making every single part the same rhythm would be boring to play because players can feel it "repetitive" so this is mapped like, 3 sliders getting normalized so players generally don't feel wrong with what im doing
  5. 00:47:030 (2) - move a bit to >>> to equal ds relation this 00:46:280 (6,7,1) - x_x nice looking better
  6. 01:00:980 (1) - i think, this reverse its not a good idea because the principal(stronger beat) occurs here 01:01:430 - aaa still for the vocals :v
  7. 01:11:780 (1) - same here aaa :( i know u capture vocal but u can think how to fix that same, hl vocals in this part
  8. 01:25:130 (4) - this need a great ds in relation on all 1/1 u did on this session like 01:28:280 (5,6) - 01:30:680 (3,4) - 01:34:280 (1,2) - yeye changed
  9. 01:50:780 (6,1,2) - well lets think like a insane player, this pattern its really hard to read because the "6" make a stack with a duplet 01:51:005 (1,2) - , the best recommendation on this case its just move thee "6" i little far away >.> to not giving that forcing reading. prefer this because it's not impossible to sightread on first play at all.
  10. 02:52:280 (2) - Blanket with this 02:52:880 (5,6,7,8,9) - lmao shiet
  11. 03:03:080 (2) - stack on 03:02:780 (1) - like : 03:04:130 (6,7) - 03:04:580 (1,2) - 03:05:480 (4,5) - , yeah u know i prefer it as is
  12. 03:37:280 (1,2,3,4,5,6,7,1,2,3,4) - i understand u copy 4 and paste and rotate these 4 notes something like 15-30 degressº, but this 03:38:780 (5,6,1,2) - don't have any coherence with previous formation lmao And is a bit out of aesthetics, u can fix pls? uh what, I didn't even copy paste them,
    also it flows ok
  13. 03:44:780 - why u ignore a guittar song :((? because eh it still fits as a slider
  14. 03:46:580 (4,5,6,7) - Again, the question of readability, I think this is a little more difficult than the previous one with back and forth movements very drastic, I think in the question only nerfar the distance if you want to keep the pattern. changed
  15. 04:35:180 (6) - Single stack in this entire session spaced, yeah i'm idiot thats nic

Mirash wrote:



[Extra]

  • what the fuck i was modding extra and now its desolation :(
    00:49:880 (3,1) - i'd swap nc
    01:26:180 (1,3) - looking realy eeeeeeeeeeeeee they can be seen at the same time so it would be cool to unoverlap them or make it more visually appealing for me:)
    01:29:630 (1,2,3) - could make something like http://i.imgur.com/Oifq8Fx.png so it is like 01:30:230 (1,2,3) - xd just that overlap 01:29:780 (2) - seems not the best choice, also stop movement after (3) will be cool imo
    01:34:580 (5) - seems like a nc
    01:55:880 (6) - all these circles looks bad in my eyes with no nc here! 02:02:930 (1) - o look it looks nice here
    01:56:480 (1) - it is probably already mentioned but you know it is like 01:58:280 (1,2) - and not 01:55:130 (3) -
    02:01:580 (9) - more spacing on this would be nice, low distance here is kinda bad EMPHASIZED
    02:01:730 (10,1) - also wtf swap pleaes
    03:23:630 (7) - idk if you want a nc here
    03:29:180 (8,1) - swap nc xd
    03:30:005 (1) - didn't even notice it while playing so it's nice don't change
    04:16:880 (3,4,5,6) - ski
    04:21:180 (1,1) - aaaaaaaa swap. movements already are unclear because of ncs
[Insane]

  • 00:46:280 (6,7) - it is like a part of the section where you used drum whistles so they are necessary here imo o k
    00:56:480 (4) - ctrl g aw nice
    00:58:430 (5,7) - ctrl g here seems like more fun especially when next circles are jumpy k let's give a try
    03:54:080 (4) - xd got 50 on this inb4 gitgud g i t d u g m y b o y

I didn't read your mod yet but since people started talking about the stacks already, they're completely fine from my perspective as long as I didn't change the slider speed to make the appearance same, it's pretty easy to read. I'd rather like to understand the specific reason of this being a no while something https://osu.ppy.sh/ss/8525377 isn't even considered to be something "no" in ranking process. as I said I didn't read all of your wall of text so I could miss something, but with only the reasons that it's no longer used in modern mapping or even they look like random that doesn't explain why I have to change them for consistency.

thankies brasil community for a bunch of mods! appreciated.

uh I think I'll need to prepare a single day to get into the mod lol.
C00L
neither random or modern mapping, ive explained in detail in the mod.



Edit: Also what are these arguments about "modern" mapping... they don't make any sense. Who cares if a map has a older style, concepts are concepts lol
If you'se think that I look at a most common rock map (i think this is it's genre) then lol, that's not modding... that's calling applying your own style to another totally different map. The key is to apply yourself as the modder to the map not the other way around.
Topic Starter
Delis
lol that's probably because your mod looked like some kind of modding that is forcing me to use emphasis or something "general" in today's mapping meta while I'm not totally mapping it for things like that. and the mapping obviously does look that it has no intention to emphasize every single sound. lol


also I've used the word "modern" to make sure that you seem not understanding the concept from the beginning, in my sight there's a huge difference among the modders compared to where I was a mapper last time, now people tend to force their opinion as it's an objectively issue. I'll get to the mod in few days anyway.
C00L
Mapping without emphasis? what's the point in mapping at all then, ye sure not every single sound, but those that you choose to emphasise should be done consistently, that's something you are not doing. From what i'm getting you have a weird view (imo) on mapping... but aw well, everyone feels it differently.


Anyway i'll be looking forward to your reply ~~
pregnant_man
just answer to mods on urs parts, i'll do the same for mine after you so we won't fuck up replies
OK U WON

lit120 wrote:

before i have to start a mod...

you said yourself that u'd add a spinner on both intro and ending, but where's the intro? LOL

[elvis]
  1. 02:06:830 (1,2) - usually u would NC on 02:06:980 (2) - as u have done that from 02:05:180 (1) - and 02:03:380 (1) - for example
    i just want to keep my pattern neat, so it's more about design
  2. 02:39:230 (3) - stack on 02:38:330 (2) - ?
    it's delis part
  3. 03:11:480 (1) - i'd move it on 232|372 to make it neat pattern and linear from 03:10:880 (4,5) -
    uhh nope
  4. 03:12:080 - u don't want to add a note here, do you?
    ye i don't want to add it at all because this gap gives a nice M P H Z S i believe

Tarrasky wrote:

03:15:380 (1,1,1,1,1,1) - i got the idea but i think is better the NC be (1,2,1,2,1,2), looks more playable (same in 03:18:680 (1,1,1,1) - )
okhand

Trynna wrote:

02:52:430 (4,5) - things looking swapped here as you were following vocal and it has a continuous sound on 02:52:430 -
slider emphasise that "continuous sound" mixed with drums and circle finishes rhythm pattern builded before and emphasising drum
03:13:880 (3) - oh i expected here to be empty as 03:10:280 - and 03:12:080 - since the only thing that really changes is the instrumental, but you were also avoiding it
intensivity buildup, vocals grows here, so i want to have it emphasised
03:18:680 (1,1,1,1) - i wonder if NC spam is necessary, ofc it makes the pattern cute but guitar sound doesn't change, rhythms are the same.. so idk
but pitches changes!
04:30:530 (1) - could curve it a bit so 04:30:530 (1,2,3) - can be more intuitive, as 04:30:530 (1,2) - turns into something more natural
all the same for me tbh

Mirash wrote:

00:49:880 (3,1) - i'd swap nc
me too thank
01:34:580 (5) - seems like a nc
nooot reaaaaally, main thing here is drums not the vocal
01:55:880 (6) - all these circles looks bad in my eyes with no nc here! 02:02:930 (1) - o look it looks nice here
i kinda changed whole part thank
02:01:580 (9) - more spacing on this would be nice, low distance here is kinda bad EMPHASIZED
I REJECT
02:01:730 (10,1) - also wtf swap pleaes
DRUMS

C00L wrote:

00:15:080 (4) - you could keep the NC style going on this and other notes using the same theme as the Extra diff was going with, every 3rd note since that's where the music changes a little. It also adds some nice feedback.
icompletelyforgotwhatinstrument actually goes nice with this nc IMMO
00:29:480 (1,2,3) - just like in insane I think it would be pretty cool to make these set of sliders less spaced plus to have a smaller SV to account for the pitch change in music
it doesn't sound to me that important to screw with sv changes so no
00:57:080 (1,2) - shoudn't you stack these notes like you did with 00:53:480 (5,6) - or 00:55:280 (5,6) - , they're the same kicks. Actually looking at the whole next patterns it's actually the 00:53:480 (5,6) - and 00:55:280 (5,6) - since they follow vocals and kicks as well as 00:57:080 (1,2) - yet are spaced differently. Why? it doesn't make sense and gameplay wise it doesn't provide good feedback. I recommend you space out the other notes as well as the other patterns to match what you're trying to follow, as of now it seems as if nothing is following everything.
yeah, also i made some other fixes in this part, (swapping ncs boi)
01:31:880 (1) - you are stacking this pattern even though it's a 1/4 gap, do the same thing that you done here 01:30:680 (1,2) - because as of now it doesn't match the structure of the 1/4 gaps being spaced closer to each other and seems as if this one is a 1/2 rather than a 1/4.
these are completely different story, first of all both of them follow vocals and second one is more intense that the first one so it's customstacked, also i do believe it pretty readable because well, it's ez to follow vocals
01:59:930 (4) - space this like you did with 01:56:180 (8,9) - or 01:57:980 (3,4) - , this one has the same sounds and therefore shoudn't have higher spacing than it already does.
yeye
02:04:880 (4,5) - this pattern totally breaks the structure feeling you were going for, since the thing is for these and similar sounds you spaced it out as you did with 01:55:880 (6,7) - or 01:59:480 (1,2) - without it having any overlaps, whislt this one breaks that consistency and makes it seem rather odd. What i suggest you do is re-arange this a little to maybe something like this, that way your consistency would be kept. Same goes for your other pattern.
actually it's prepares people for next coming pattern of same kind, the reason to switch is because copypaste is booring
02:45:080 (2) - This is spaced so close to the next object 02:45:230 (3) - yet the (3) has the stronger sound than (2) dus spacing it so close kills that emphasis. I recommend spacing (2) maybe somewhere around here? that way the (3) will get the impact it should.
i actually emphasise it like this, because these kind of spacing changes could be even harder to play than jumps
02:48:080 (1,1) - This reads like a 1/2 rather than a 1/4 since throught out the whole map you represented 1/4 gaps close to each other whilst this one doesn't do that and makes it feel like a normal 1/2 gap, what's worse is that it was only here that this happened in. What could fix this would be to simply ctrl+g the note but tbh with you I recommend you spacing it somewhere else totally, since if you ctrl g it the spacing becomes unberable for such a sound.
the thing is, actually it marked by ncs, music have changes which help you to understand what happens aaaand it's actually plays similliar to 1/2 due to how it flows in the same time, these muscicial changes becomes even more emphasised because visually it's still the 1/4 jump lo
03:10:280 - Why was this sound ignored? It's really strong and it's close to unreadable if you stack (2) on the slider end as well, since this never happened before. You do apparantly do it here as well 03:11:780 (2) - but that doesn't make it any better, because for the whole sections you're mapping to drums whilst it's with the circles or the sliders, you are still emphasising drums and leaving that strong of a sound that was emphasised beforehand and keeps getting emphasised and hit is providing very bad feedback to the player. What you could do to keep the flow going and the correct sounds to be emphasised, would be to do this for 03:09:980 (1) - and this for 03:11:780 (2) - . That way you will be emphasising both vocals and the drums.
because guitar so strong on offbeats and it gives it a nice emphasise
03:15:530 (1,1,1) - this NC spam is uneccessary lol, just NC 03:15:530 (1) -, 03:15:830 (1) - and 03:16:130 (1) - so that this is achieved, that way the player will know that no different rhythm is coming up, just a normal 1/2 jump section.
MIDLGROUND HAS BEEN FOUND
03:16:880 (1) - Removing this NC will be better since then 03:17:180 (1) - will get better feedback and that's where the new section starts where as the other one was still in the previous section.
it marks sv change so i want to keep it
03:33:680 (1) - Your NC's from this point on until 03:48:080 (1) - make no sense tbh. Stuff like 03:35:480 (1,2,1,2,1,2) - should just keep the same combo count since it follows the exact same guitar pitch, same goes for 03:38:180 (1,2,1,2,3) - and 03:39:380 (2,3,1,2,3,4) - etc. Making such NC spam also boosts the HP drain downage, dus making the last spinner very hard to achieve at this HP setting
patterning + guitar pitches most time i use ncs on the moments where i change spacings which i find enough good reason to keep it
04:28:580 (1,1) - Again the thing with the representation of 1/4 gaps, Make the 04:28:880 (1) - spaced out a litte more to account for that, to make it more readable.
04:43:130 (5,6) - ^
these are not enough intense to actually make a custom stacks, also these mapped close enough with vocals/guitar(depending on the case) to understand it's 1/4 gap
thanks!
https://puu.sh/wDjUH/05dde8a927.txt be sure you copy only hitobjects part
VINXIS
can u make the top diff passable with hr so i can atualy pass my fc : /
pregnant_man

VINXIS wrote:

can u make the top diff passable with hr so i can atualy pass my fc : /
donate my patreon and we will
Net0
A few examples Cool;
https://osu.ppy.sh/b/142356
Alice
00:35:537 (1,2,3,4,5,1,2) - /00:39:510 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2) - /00:49:564 (5,6,1,2,3) - /00:51:024 (4,5,6,7) -
https://osu.ppy.sh/b/240730
Skystar
Even more extreme example 02:47:697 (4,5,6,7,1) -
https://osu.ppy.sh/b/216272
Skystar
00:19:505 (6,1) - /00:20:187 (2,1) - /00:24:277 (1,2) - /00:24:414 (2,3,1) - repeating 00:28:232 (5,1) - /00:28:914 (2,1) - /00:33:005 (1,2) - /00:33:277 (3,1) -
etc
As long as they're well organized they can be spaced like that imo, and I'm here to defend this perspective as both mapper and player, since I really miss maps like this in ranked :>
Ok I'm not talking about it anymore here since this is not the correct place for that.

Delis wrote:

Net0 wrote:

[Insane]
  1. I’m not sure how much of value you put into aesthetic, but this 00:26:780 (1,2,3,1) – looks like a pattern made for flow only, which consists of holding emphasis on the upward movement of the sliders 00:26:780 (1) -/00:27:680 (1) – for the guitar while keeping the movement for the fast connections jumpy wise 00:27:380 (2,3) - . I would suggest making the jump there in the horizontal instead of the vertical to give the pattern more contrast. Like stack 00:27:380 (2) – with 00:28:280 (2) – and 00:27:530 (3) – with 00:28:880 (2) – and tell me your thoughts over it. i didn't get what you meant here,
    please can you give me some screenshots?
  2. Just a quick suggestion about this 00:37:580 (1,2,3) - . You could actually make it symmetric with the 00:38:480 (4) – if you want. How it may look like https://puu.sh/wBRpM.jpg I don't get it here, the point and the screenshot have different rhythm. if you meant to remap the section, no lmao
The reason for the confusion was because my mod was actually on a diff called "extra" which is not submitted, not insane. Don't ask me why I changed diff names, that's beyond me o.O
C00L

Net0 wrote:

A few examples Cool;
https://osu.ppy.sh/b/142356
Alice
00:35:537 (1,2,3,4,5,1,2) - /00:39:510 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2) - /00:49:564 (5,6,1,2,3) - /00:51:024 (4,5,6,7) -
https://osu.ppy.sh/b/240730
Skystar
Even more extreme example 02:47:697 (4,5,6,7,1) -
https://osu.ppy.sh/b/216272
Skystar
00:19:505 (6,1) - /00:20:187 (2,1) - /00:24:277 (1,2) - /00:24:414 (2,3,1) - repeating 00:28:232 (5,1) - /00:28:914 (2,1) - /00:33:005 (1,2) - /00:33:277 (3,1) -
etc
As long as they're well organized they can be spaced like that imo, and I'm here to defend this perspective as both mapper and player, since I really miss maps like this in ranked :>

Net0 you're missing my point, all of these maps you linked are something that match to each of the maps structure... what I'm meaning is stuff in these maps doesn't match what was introduced, they just stick. I don't care about spacing, the things you have linked me are older maps with spacing that makes sense since it's always there and is consistent, the beef I'm having with this map is that although it went for a older style type of map, it isn't consitent, it lacks that touch that all of those examples you showed didn't. It's not how far/small the objects are placed away from each other, it's how they are represented through out the map to tell the player that that's what it's snapping or emphasis is... practically unseen in this map, it's just patterns that decide to increase/decrease from time to time.

Anyway I'm interested on what Delis has to say, because so far calling me a "nazi" on social media is the way to go...
Topic Starter
Delis

C00L wrote:

Check! - Means it's been checked and nothing wrong has been found
Red - Indicates that an DQ worthy/Unrankable issue has been found

General
  1. Both of the difficulties are unpassable with Hard Rock (dus unrankable) , this is due to your harsh HP settings and your NC spams. I recommend you look over most of your NC's and if they are spammed seriously consider changing them. Also change the HP drain setting on Insane to ~5 and for Desolation change it to ~6. Or another option is removing the last spinner entirely... which im sure you're not too fond with cool

Timing
  1. 01:11:780 - your metronome resets are incorrect here, the first timing point here should be a Waltz (3/4) followed by common time (4/4) then here 01:13:880 - a Waltz again followed by uncommon time (5/4) and it should start at common time again here 01:16:280 -, more or less it should look something like this
  2. 02:34:280 - same applies here thx

    If you don't understand what I mean exatcly or can't figure out the timing spots I fixed it myself and copied it into a text file: https://puu.sh/wCZu8/79cd20edf0.txt


Insane

  • Side Note: Please mute all the 3/4 extended slider notes, since there are no sounds on them they are overmapped.
  1. 00:15:080 (4) - you could keep the NC style going on this and other notes using the same theme as the Extra diff was going with, every 3rd note since that's where the music changes a little. It also adds some nice feedback. it's not my part in extra so would rather keep my nc in this diff
  2. 00:24:080 (1) - currently the flow of this is really hard to follow, it forces you to make movements with your cursor that haven't been made so far or anywhere else. I recommend switching (3) and (1) to achieve a better effect.that's even worse, my flow is trash because it's not been being a thing in modern mapping? dude your logic is cool as fuck.
  3. 00:29:480 (1,2,3,4) - what would be cool imo would be if you decreased the sv of these objects by 0.2x dus creating the second triangle pattern smaller, this will underline that the music changes in pitch and intensity. Since the music is kind off "dying out" this would be a nice addition. ok the pitch is a little lower but the intensity goes same for me, which doesn't feel like there's any difference but the pitch and making it lower sv to follow that is too muh nit picking. you probably have thought that it doesn't affect in game play but in the fact it does, I don't want to make it worse really for nothing
  4. 00:36:680 (6,7,8,9,10) - I don't understand why you missed out on the opportunity to do something similar like this 00:33:080 (4,5,6) - again, the music didn't change and what the weirdest part to me is that you done it again here 00:38:480 (4,5) - . I recommend you adjust this patterns since 1. It doesn't follow the same rhythm since before you only had to press once every 1/1 beat whilst here you have to press circles at a 1/2 gap... that adds density yet the music hasn't changed to account for that density, this applies for future things like this too i guess. the circles part being dense isn't a good reason to be against the patterns, as you can see the circles are consistently stacked 00:36:680 (6,8,10) - there the idea of patterning around here is never missed. and so, for this part I decided to make the slider patterns at first but going to melt into normal patterns and integrate them at the end, so 00:38:480 (4,5) - is a completely different thing from either 00:33:080 (4,5,6) - or 00:34:880 (6,7,8) - only if you see it as 3 sliders are stacked.
  5. 00:41:030 (2) - why has this got higher spacing than 00:40:280 (4,5,6,7) - ? The guitar on the smaller spaced notes is much stronger and noticable than the kick you're emphasising on that bigger jump. It also doesn't provide as good player feedback when hitting those right after the guitar was so compacted together. This is especially questionable when you space the guitar higher for example here 00:42:080 (8,9) - than what you did on the kick sounds 00:41:630 (5,6,7) - you might wanna know there's not the only way to emphasize sounds by making jumps bigger for larger sounds like here. the pattern currently highlights emphasis in a different way (tbh if you say it's weird every single note in my maps is as weird as here lmao) and in honest there's no other word for this as I'm pretty sure this gives an ok feedback when the different sounds in music are "EMPHASIZED" in the way anyway.
  6. 00:58:280 (4,5,6,7) - why all of a sudden you place down a square? why not keep the slider patterns going? 00:54:680 (3,4,5) - or 00:56:480 (4,5,6) - why not? is it that important to make the rhythm repetitive all the time and calling it objective, for the sake of consistency? I did even keep the rhythm (1/2) same here yet you think it's so far different from the sliders and making a question on it? that doesn't hilariously make no sense lol.
  7. 01:00:680 (4) - just because you placed a kick hitsound on this note doesn't mean that it automatically becomes strong, the sound on this note is the same intensity as all these 01:00:380 (2,3,4,5) - notes, yet the (4) for some reason gets a space boost... yet the only noticable change happens here 01:00:380 (2,3) - where the vocals are stronger pitched than the last 2? so following that logic shoudn't (2) and (3) have higher spacing than (4)? that's only noticeable when you listen to the song properly in the edit without hitsounds, also this could work as something "counter-emphasis" so the cursor movement can represent how the vocal goes. not even intended to "emphasize" the hitsound I made here.
  8. 01:04:280 (6) - i recommend you changing this slider to 2 circles instead, since the sound that you are following with 01:02:780 (1,2,3,4,5,6) - is doubled up and heard here as well 01:04:430 - no thanks, the concept of its mapping in the part is making the rhythm simple (also patterning too)
    so it only breaks the rule of the concept here.
  9. 01:24:680 (3,4) - you don't really tend to overlap that much in the entire map, so overlapping this really affects your aesthetics :/ nah lol first of all you're taking the concept of this difficulty in the wrong way, this is obviously mapped with a plenty of different mapping styles, that makes looking like a mega collab while it's a fake. you might've seen it in the description as well. therefore connecting this part to other ones isn't a good decision to make a comparison.
  10. 01:39:830 (1) - the emphasis on this note is underwhelming since it doesn't follow the same spacing as 01:39:830 (1,2,3) - yet same kicks are heard, I recommend you spacing it out a bit more to adjust this note to it's fellows, as well as doing this you will fix the emphasis issue on 01:40:280 (1) - since that's where the downbeat occurs. both are used anti-emphasis nor counter-emphasis whatever called like that (idk i just made the words here because nobody calls them like that before) as I explained you somewhere above, they work perfect as my logic, not as common mapping logic
  11. 01:51:005 (1,2) - you stack this like you did with all the other triples, dus making this double read like a triple what i recommend you do is space this double out a little so that it stands out more and is easier to distinguish between the snappings. only players with no reading abilities complain it lol but yeah, seriously, this is not hard to read at all.
  12. 01:54:380 (8,1) - this is very hard to read, since through out the whole map there aren't a lot of 1/4 patterns, mostly only 1/2 patterns, plus on top of that if they do appear they are spaced like so so taking all into account this pattern I linked doesn't match with the structure of the map and reads like a 1/2 rather than a 1/4. I recommend you to space it like this that way the next object 01:55:130 (2) - will be read just fine and so will the (1) because then it'll match the entire maps spacing around the 1/4 patterns. wow you're a very good friend to memorize all patterns you played in the map before! joking aside, since the all problems you provided here are already mentioned in my mod, and refer to astar's post, pretty sure it's read as 1/2 + a circle which is nothing hard.
  13. 01:54:680 (1,2,3,4) - out of this whole section these sounds are the least dense, yet the music is the same. Compare this pattern to these 01:58:280 (1,2,3) - or 02:00:080 (3,4,5) - the first one is very very simplified for no exact reason tbh. making the first section something different from the rest is cool dude, nice
  14. 01:59:780 (1) - remove the NC and add it here 02:00:080 (3) - like you did everywhere else that ruins the pattern I made here I don't care the consistency of newcombos lol xD
  15. 02:01:730 (6) - this note feels out, I recommend you stack it on the slider end of 02:01:880 (1) - so that the structure and spacing of these patterns 02:00:980 (1,2,3,4) - is kept the same dang that's way too worse when its compared to mine,
    the pattern express how the music plays by the flow, and fits to the style that I've done here
  16. 02:03:380 (5,6) - out of this whole section these and the ones above are the only notes that are spaced so closely to each other... but why? the exact same sounds can be heard here 01:59:780 (1,2) - and those ones are spaced out. Space them out a little so that they match the sections theme 02:01:580 (5,6) - lo
  17. 02:05:180 (6,1,2) - your rhythm choice is questionable 1/2 of the time, you mapped this using 3/4 extended slider yet there are sounds on the red ticks 02:05:330 - and 02:05:705 - and plus on top of that you mapped it using totally different rhythm for the same sounds here 02:00:080 (3,4,5) - or 02:03:680 (1,2,3) - . All that comes to my mind was that you tried emphasising the guitar yet the guitars place doens't change it still happens at 02:05:930 (3) - so I don't understand why you won't use the rhythm that you were using for the whole section. Plus on top of that you have the sliders ending on the blue ticks where there are no sounds, so it's overmapped the first note follows the cymbal and the next one follows the guitar,
    you've been comparing it with different points lol. is indeed using a different rhythm from 01:57:980 (5,1,2) - but this still to be a variety since i know what im doing myself. and this kind of overmapping isn't even unrankable in this case since I clarified the sound what I follow here, this makes sense imo.
  18. 02:08:480 (1,2) - why stack these 2 kicks when just right before it 02:08:180 (6,7) - were much less stronger sounds and they were stacked too. During gameplay it makes it seem as if they're the same sounds, yet that's not the case. To be honest it's hard to tell what you are following... sometimes you undermap 02:08:480 (1,2) -, 02:04:580 (4,5) - , 01:59:180 (4,5), 01:54:680 (1,2,3) - - and sometimes you overmap 02:06:380 (4,5) - , 02:04:580 (4) -. Most of the time the sounds don't match it's intended music emphasis, dus making it random and it's not just this section alone. Above i mentioned quite a lot of points about stuff being spaced weirdly or rhythm doesn't making sense. If the rhythm is different, that can affect the given emphasis too, which is unnecessary and bad. I'll give more examples during the mod about this but i strongly suggest you to look through the insane again and consider changing most of the patterns so that they match the song much easier. don't compare to other parts as I told you that this map is used different styles on each part. yea theyre stacked because the sounds between 02:08:180 (6,7) - sound same and between 02:08:480 (1,2) - as well, but 02:08:780 (3,4) - isn't because it has different sound between the circles in the music, and that's it, nothing to be long. and you finally said "remap it" in the mod, fucking dope.
  19. 02:12:080 (6,7) - you could invert these slider shapes, since (2) seems less "intensive" dus giving it a less "creative" shape would underline that imo, vice versa for (6) that makes it worse
  20. 02:19:580 (1) - remove this NC and add it here instead 02:19:880 (2) - vocal
  21. 02:42:380 (1) - Ugh since there is a vocal pitch change happening at 02:43:280 - I would strongly recommend you use this rhythm that way you will emphasise the first 2 vocal repeats and then the pitch change. Keep in mind that the last object is a 3/4 slider so space it closer to 02:43:580 (1) - and not something you done at 1:54 nobody cares of emphasis on the vocal pitches at all, and what, you told me that 3/4 that end has no sound is overmapping yet you recommend me to do that? if you're talking about the tiny vocal change at the blue tick,
    lmao it's fucking unnoticeable neither in game or in edit unless you play it by 25% play rate.
  22. 02:53:330 (1) - weird that you placed a slider here when the vocals start here 02:53:180 (9) - , woudn't it make more sense to start a slider at the vocal sound since you were doing it for a long time during the map, and the most recent was like 2 object away 02:51:230 (4,1) -. that makes the intensity more fun in playing, what's wrong when the vocal is being "clickable" which you guys always want me to do lmao.
  23. 03:04:880 (2) - your stacks are very hard to read and make no sense. Take a look at this pattern 03:03:080 (2) - you spaced it a bit far away from the previous slider which is what you done mostly through out the whole map whilst here 03:04:430 (7) - you stacked the note to represent the 1/2 gap, respectively. Yet here 03:04:880 (2) - you stacked it... following the logic that the other patterns provide this should be a 1/2 gap yet it's a 1/4, so it's basically adding difficulty to reading for no reason. I recommend you space out this note 03:04:880 (2) - further out to match the logic of 03:03:080 (2) - and for any more of these do the same. for no reason? I'm trying to make the map more fun for no reason? no way, and you seem to compare the stacks with 03:02:780 (1,2) - but it's also mostly overlapped which is not really different between the stacked 3/4s and this one. and can you please tell me more how hard it is when the sliders have different lengths which is quite easy to read, as I told you earlier not in this mod. though made the first one stacked so more consistent now, thx
  24. 03:26:480 (11) - I don't understand why sometimes you NC at the downbeat and sometimes at something different in the music, keep your NC's consistent to match the song rather than something different every time for patterning. don't force me to your logic to my NC please rofl, that's the only thing that you can trigger me easily.
  25. 03:34:580 (3) - You could give this slider a mor sharper shape than 03:33:680 (1,2) - because of how much stronger the guitar is. no
  26. 03:44:630 (2) - I don't understand what you're following with this slider, for the most part in this section you follow the guitar, but for this note you miss out 03:44:780 - which doesn't match up. for the guitar which feels connected to 03:44:930 from 03:44:630
  27. 03:58:580 (5) - stack this note on the slider end of 03:57:980 (4) - like you did with 03:54:080 (4) - or 03:51:680 (1) - different music part
  28. 04:09:905 (1) - There is no sound on the blue tick, dus this is overmapped. Could be DQ because of too much overmapping it fits ok as long as the rhythm i mapped around here is making sense
  29. 04:12:905 (2,3) - remember the 1/2 representation with stacks and a bit down the slider with 1/4 patterns... yeaaaa, do this with it and you'll avoid more issues. no thanks
  30. 04:19:805 (6) - change this slider to a 1/2 and add a note on the red tick, that will follow the song more since the strong sound on the red tick is the same as on the slider start blue tick, plus it will get the player ready for the upcoming sliders here 04:20:780 (1,2,1,2,1,2) - by using more dense rhythms. nah this fits better i don't want the slider end to be clickable!!!XDXD
  31. 04:40:880 (12) - why would you end the stream on the strong sound? what i suggest you do is to start the repeat slider 04:41:030 (1) - here, that will avoid the repeat slider ending on the kick sound 04:41:180 - which could be emphasised by a circle instead. I mean changing to this rhythm are you sure it fits to the music properly? when the 1/4 guitars are on 04:41:030 -? what? i sincerely have no idea with this lol. "emphasis" on the kick sound or whatever doesn't even make sense when I'm not following the typical mapping concept "only map for emphasis" or clickable shit
  32. 04:42:680 (1) - why would you end the slider on such a strong kick? It seems even weirder that you emphasise it with something clickable the object before hand 04:42:380 (9) -, I recommend you making this just a 1/2 slider and adding a circle somewhere to help with the emphasis, even something like this could work haha clickable is yolo
  33. 04:47:780 (9,1) - you could make these parallel to account for a better structure rather than just making them seem like they don't match to each other at all its my stylez lo
  34. 04:56:330 (2,3) - you could space out these stacked notes more since the guitar pitch increases, that would add a cool effect and create better emphasis than what is currently being created. i prefer mine
  35. 04:58:580 (9) - damn this doesn't match the song as well as it should, I recommend changing to this rhythm, since at 04:58:880 - the sounds actually start which you are emphasising 04:59:180 (2,3,4) - with these and what you have currently misses out on one of those, making it seem out of place, plus if you use that rhythm 04:58:580 (9) - will follow the guitar to the next object which is what you were mostly following in the next section no one cares as long as the slider follows the guitar
  36. 05:01:655 (1) - Hmm imo this spinner shoudn't be here, consider making something slider-arty since having the last spinner fits but this one could still be used for something cool that goes with the song, since there are sounds heard practically during most of the spots in here 05:03:980 - especially here. Although I understand what you are following here, a slider would feel much better because of 1. It would make the player less tired because they would spin as fast as they can for this spinner and then realising there's a much much longer spinner right after it 2. It would match the music much better since there are cool kick and guitar sounds that you were following through more or less the entire song and 3. It would provide better player feedback, since they are spinning through crucial parts of the song, hitting some of those would feel more responsive than going with a faint "flute" sound. Here I've kind of experimented with what I mean more indepth and mapped the section to give you a clearer idea of what i mean more or less. Here you will find the last parts of what I think would give better feedback to the player, whilst still following the music (keep in mind that the sv is set to 0.7x) nothing was better for me
  37. 05:04:655 (1) - See General ya

Desolation
  1. 00:43:880 (1,2,3) - Why not make these sliders as well? It doesn't make sense compared to all the other patterns which used sliders to represent this guitar rhythm haha that makes no sense to keep using the rhythm entire section
  2. 00:44:480 (2,3) - These notes are spaced very high, yet they don't match the music intensity since when compared to a more dominant sound here 00:43:880 (1,2,3) - that is spaced smaller the kicks aren't that much smaller so it would seem during gameplay that it would match the songs intentions yet it doesn't and makes it seem rather random that the second pair of sounds are spaced higher even though they aren't as intense. this accelerates the flow nice with how I've done hitsounding here, to "emphasize" 00:44:780 (1,2,3) - the guitars here.
  3. 01:45:380 (9) - I don't understand why this note gets higher spacing than 01:45:680 (1) - , it should have the same spacing as 01:44:780 (7,8) - because all these 3 sliders 01:44:780 (7,8,9) - follow the exact same sound, plus if you spaced it a bit higher because of that guitar pitch sound on the guitar, that isn't enough to account for the blatant space increase... since the sound heard at 01:45:680 (1) - is where the pitch increases even more, dus not making sense. I don't understand what you think of here neither, don't tell me how to use the spacing with your logic which makes no sense. this currently fits perfectly.
  4. 01:52:280 (5,6,7,8) - why space these so much whilst leaving these 01:48:680 (1,2,3,4) - so close to each other. I will argue that the earlier pattern has much stronger sounds and pitch to be spaced higher than it is currently and this current one to be spaced lower. the intensity of the music is getting higher so why not.
  5. 03:20:180 (5) - I don't understand why you made this a 3/4 since there is a kick on the slider end. If you are following the guitar here make sure to make 03:20:480 (6) - 3/4 as well otherwise it doesn't make sense since both have kicks on red ticks, yet only one of them emphasises them, whilst still both having the same guitar sounds. I have no idea if you were a deaf or something but well, 03:20:630 - has the guitar while 03:20:330 - has not. does this make sense enough?
  6. 03:57:980 (6) - You could make this shape parallel to 03:57:530 (5) - like you did here 03:57:080 (3) -, otherwise it looks rather random. the first two sliders weren't parallel either. no.
  7. 05:01:730 (1) - Same suggestion as in Insane same
  8. 05:04:655 (1) - See General same



Final Words
  1. My biggest issue with this mapset is the Time distance equality usage. Most of the time it's unpredictable and very random. I mentioned most of these occassions in the mod above, so I really strongly advice you to look at them and apply them with care and logic. Some patterns read as 1/2 whilst being spaced as 1/4's, whilst some read as 1/4 whilst being spaced like 1/2's. It's the biggest issue in this mapset and that's what imo is stopping it form being ranked right now. says the unranked mapper w Also the Emphasis plays a big issue here as well since most of the times stuff is undermapped or overmapped, as mentioned again in the mod. The thing is sure you can apply that sort of logic to your map if it's consistently used... yet almost all the time patterns are spaced differently and vaguely follow any sort of structure tbh. Most of the issues also lie in the structure of both of the maps too actually... sometimes you represent a given sound with some sound then another time you represent it with a totally different rhythm even though the intensity nor sounds haven't changed one bit... dus providing wrong feedback to the player. I think I don't need to take a time to write a wall of text against it here since it's explained in the mod and you absolutely understanding my mapping in wrong way, probably better considering learn more about mapping before recommending someone to remap their map.

    Oh well, Good Luck I guess


Here's my map: https://osu.ppy.sh/s/595067
I'm being salty nor lazy after you told me to remap it in the mod, the timing things helped me so worth a kudos, thank you for your opinion!

updated elvis' part
Topic Starter
Delis
and in the fact your mods were completely nazi, which is the truth, how am I supposed to take the "remap mod" not nazi and very helpful thing? I'm such a person that I tweet whatever I thought, take it whatever you like to, cmon lmao.
C00L
Yea okay princess, i can understand some of your logic behind what you did. Some of it makes sense... you see how I use the word some?
Yea that's because the rest is just pure nonsense and it's just a confirmation to me that you have no odea what you're doing haha see this crap about your logic behind spacing or emphasis, even reading... it's just pure and utter nonsense. See those maps net0 linked, go ahead and look at them... learn from them, learn how they use introduction of patterns/ spacing or how they emphasise things. They are oldschool maps as well... but you want to know the difference of why they are good?

CONSISTENCY


That's something that your map just doesnt't have lol, your reasoning behind it is just funny. I can't be arsed answering to your replies since it's pointless because you're still gonna sit here but hurt that someone actually put their view into your map... and what's worse tried to improve it. Well you basically threw my effort into the trash because you're too ignorant/ lazy to apply any of it, which is something i do not take kindly. Also see this shit about me being an unranked mapper, first of all having ranked maps doesn't mean you're a good mapper (you're the example) and secondly not having ranked maps doesn't mean you're a bad modder (-yuii or naxess or even me) plus on top of that I do have ranked maps haha. Your reply attitude was just smere confirmation that you have a lot of improvements to go through. Oh and before I leave see this skere blanket you're hiding behind called "modern mapping" is just a piss take and you know it... everything I mentioned applied to the maps structure not it's age, I understood from the beginning that this is a old school map, so I gave suggestions to as how it can be improved. Structure isn't something that only happens in "modern maps" it happens in all maps, no matter their age. So yea good luck improving kid, hopefully you aren't as rude to future to come modders of your map.
pregnant_man
please chill


How do you (both of you) expect to convince somebody who have completely different point of view from yours that your opinion>their? Both ideas you people try to defend are equivalent in terms of value and best way is finding compromises. Acting like a cry babies won't help, so please quit saying something what can offend a guy you argue with. Saying to mapper that his map have no structure when he obv have some experience is INSULTING, so saying that modder can't understand a shit and force his point of view is INSULTING TOO. So calm down and try to defend your statements without shitting on each other, thanks.
Topic Starter
Delis
lol so salty thx 4 ur effort much appreciated!
C00L
Lol salty, you were the one that started being abusive in your mod reply, I think the correct words you were looking for was "I was salty"
Topic Starter
Delis
so ain't we?
pregnant_man
also it's no matter who started something it's only matter who continue tbh.

Ok i have to go, have fun
C00L
I was neutral theough out my whole mod, you started being rude and ignorant in your mod reply. Besides Im not a salty person, something that cant be said about you
pregnant_man

EvilElvis wrote:

please chill


How do you (both of you) expect to convince somebody who have completely different point of view from yours that your opinion>their? Both ideas you people try to defend are equivalent in terms of value and best way is finding compromises. Acting like a cry babies won't help, so please quit saying something what can offend a guy you argue with. Saying to mapper that his map have no structure when he obv have some experience is INSULTING, so saying that modder can't understand a shit and force his point of view is INSULTING TOO. So calm down and try to defend your statements without shitting on each other, thanks.
Topic Starter
Delis
please chilledit: your posts have been deleted lol so am i
pregnant_man
/moderated on
Seto Kousuke
sometimes i think people forget that a mod should try to improve a map...not point out what point of view is wrong or right~ chill
PandaHero
No drama pls thanks
VINXIS
wel fuc now i cant fc hdhr anymor but i can pass no.w
Mirash
CONSISTENCY
MaridiuS


poor evilevlis though.
Ideal

Mirash wrote:

CONSISTENCY








pls giv eme sum so i can b a gud Osu! World Cup Championship Torunament whatever blah playr thx
Seikatu
this thread is so toxic i got second head
pregnant_man

Seikatu wrote:

this thread is so toxic i got second head
man thats sad



















insert joke about how it helps seikatu here
Topic Starter
Delis
am sorry
xLolicore-
and im still gay
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