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SiM - LET iT END

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flake
hi m4m!

00:00:817 - ,00:01:939 - and 00:03:060 - I would make this a circle since it's noticeable that there are changes with the guitar's sound. Since it ends up being similar to 00:04:182 - , 00:04:182 - can be emphasized by being spaced from each other, or vice versa.

advanced

- 00:59:556 (2) - slidertail has a strong sound, I don't think it can be emphasized only with a clap. Maybe have the slidertail end on 00:59:976 - and a circle on 01:00:117 - ?

- 01:05:724 (2,3) - doesn't have the same pattern with 01:01:238 (2) -

- 01:07:266 (1) - noticeable that it's following the vocals, though I don't think it has to be this long to emphasize the vocals. There's the sounds on 01:07:546 - and 01:07:687 -

- 01:13:574 (4,5) - every "Let it grow end" is usually a stack (if they're circles or circles + 1/2 like on 01:14:696 (2,3) - ), so not sure about why this isn't stacked

- 01:20:585 (4) - This sound is a bit different than on 01:19:463 (2) - , would stack it under 01:19:743 (3) -

- 01:25:071 (4) - same here ^

- I would map 01:26:191 - since this part onwards is focused on the vocals, and it's noticeable that the lyrics differ from the previous lyrics, and the vocals are louder on this one

Hard

- 00:48:621 (5) - feels random imo, since there are stuff in the background and it's not exactly following the vocals. It lands on the same sound, though I do think that 00:48:902 - needs recognition. Would end slider on 00:48:902 -

- 00:49:322 (1,2,3) - I would rather have the pattern crtl+g since a circle represents the strong sound on 00:49:322 - imo

- 00:51:145 (2) - I would map it as two 1/2 sliders cause of 00:51:425 -

- 01:08:528 (1,2) - Make 01:08:528 (1) - end on 01:08:808 - and add a circle on 01:08:948 -

- 01:19:392 (3,4) - ,01:21:635 (3,4) - and 01:23:878 (3,4) - give it more emphasis than 01:20:514 (3,4,3,4,3,4) - since it's more dense

I don't have much to say about the map, it's been given deep thought regarding concepts and structure.

love the song, let it grow end xd
Topic Starter
Feb

Flake wrote:

hi m4m!

i suppose the following is for the extra?
00:00:817 - ,00:01:939 - and 00:03:060 - I would make this a circle since it's noticeable that there are changes with the guitar's sound. Since it ends up being similar to 00:04:182 - , 00:04:182 - can be emphasized by being spaced from each other, or vice versa. technically you're right, but I wanted to have the gap between 00:00:958 (3,1) - being 1/1, but as you said the snare and the red tick before are represented each by a guitar string, so I had to decide which one i'd emphasize less and here we are me undermapping the red tick.


advanced

- 00:59:556 (2) - slidertail has a strong sound, I don't think it can be emphasized only with a clap. Maybe have the slidertail end on 00:59:976 - and a circle on 01:00:117 - ? yes

- 01:05:724 (2,3) - doesn't have the same pattern with 01:01:238 (2) - fixed.

- 01:07:266 (1) - noticeable that it's following the vocals, though I don't think it has to be this long to emphasize the vocals. There's the sounds on 01:07:546 - and 01:07:687 - i can ignore them since they are not important for the songs representation.

- 01:13:574 (4,5) - every "Let it grow end" is usually a stack (if they're circles or circles + 1/2 like on 01:14:696 (2,3) - ), so not sure about why this isn't stacked i could say the pitch but changed anyways.

- 01:20:585 (4) - This sound is a bit different than on 01:19:463 (2) - , would stack it under 01:19:743 (3) - would matter in a higher difficulty, but since this is adv. I expect ppl to hit accordingly to the snares xd

- 01:25:071 (4) - same here ^

- I would map 01:26:191 - since this part onwards is focused on the vocals, and it's noticeable that the lyrics differ from the previous lyrics, and the vocals are louder on this one keeping it like this for now.

Hard

- 00:48:621 (5) - feels random imo, since there are stuff in the background and it's not exactly following the vocals. It lands on the same sound, though I do think that 00:48:902 - needs recognition. Would end slider on 00:48:902 - ok this was supposed to end there honestly, uhm yea.

- 00:49:322 (1,2,3) - I would rather have the pattern crtl+g since a circle represents the strong sound on 00:49:322 - imo 00:49:602 -
i want this to be clickable tho.


- 00:51:145 (2) - I would map it as two 1/2 sliders cause of 00:51:425 - i don't see a difference :/

- 01:08:528 (1,2) - Make 01:08:528 (1) - end on 01:08:808 - and add a circle on 01:08:948 - but the drumroll is important and should be at least mapped differently to the rest as streams they are to hard, but as sliders they work well.

- 01:19:392 (3,4) - ,01:21:635 (3,4) - and 01:23:878 (3,4) - give it more emphasis than 01:20:514 (3,4,3,4,3,4) - since it's more dense i like the way they are mapped, dunno about the density here, but it just looks the same to me lol.

I don't have much to say about the map, it's been given deep thought regarding concepts and structure.

love the song, let it grow end xd
Thanks!

@milck I won't reply since, i either didn't understand your point or they were super subjective.
flake
- 00:51:145 (2) - I would map it as two 1/2 sliders cause of 00:51:425 - i don't see a difference :/
after looking at it again I noticed it's pretty much a small thing, though came back to clarify :d

00:50:584 (1) - 's sound is on the same key and is less stronger than 00:51:145 (2) -, and 00:51:145 (2) - has four different drum sounds, which, in terms of volume seems to be decreasing.

Idk, it's just a thing for me to mention things when they're decreasing in terms of note or sound or something similar lol
Smokeman
Let it End :noose:

could add kiai 01:00:677 -
background looks cool but the quality is kinda.. idunno
Ok wtf every version online is not crisp. Maybe you could do some magic on it
What i give ya: https://puu.sh/wKnVz/ffb4ad3b12.png
i havent eaten cereal in like 5 years lol


:arrow: Normal

00:16:939 (3) - this isnt in the playfield by like 1 pixel https://puu.sh/wKnWE/9fc6bc0b0e.png lol
00:54:789 (2,3,4) - 01:26:472 (3,4,1) - some people might get ofended
01:01:518 (2,3) - maybe move up 3 a bit cause horizontal movement is kinda weak imo
01:00:677 (1) - 01:05:864 - idunno if it sintended but you did an on/off thing with the slider slide. Sounds kinda wierd tbh :<


:arrow: Fortgeschritten

00:12:733 (4,5) - custom stack this to avoid wierd backward stacking https://puu.sh/wKnYv/9ee5389f58.png
00:57:032 (3) - because of auto-stackign this is out of the playfield by 4 units :gun:
00:58:434 (1,2) - are advanced players smart enough for this lol
01:27:453 - this might be a bit too much of a slowdown. Its nearly half the speed, i mean... it caught me off-guard :s


:arrow: Hart

Ar8.5 is kinda much for a Hard :X
The rythm here felt kinda awkward with the speed up and the 1/6th thing kinda fucking me over. You could ignore the 1/6 and focus on a simpler rythm or something https://puu.sh/wKmc5/3ba259edb9.png
00:56:191 (5,1) - this pause was wierd aswell. You have continuous 1/2 movement throughout this section and only put stops after the longer sliders, but suddenly you do a 1/1 break after a 1/2 which felt really annatural to play. I see you wanted to hit that 00:56:331 - but imo having something here 00:56:472 - would make the this part of the section a lot cooler to play (or time/distance thing between 00:56:191 (5,1) - is an option aswell.)
01:08:528 (1,2,3) - ugh idunno if 3/4 are a good idea on hards. was kinda unexpected, but maybe it was just the higher than usual ar on 214 BPM lol
01:16:659 (2) - I feel like this should be a slider aswell. The "LET IT END" screams are intense so a constant 1/2 rythm would represent the power of those lyrics (while making the transition between 01:16:939 (3,4,5) - a lot smoother, cause atm it was like: hit 01:16:659 (2) - w8 out the screams for 1/1, hold 01:16:939 (3) - while not moving for another 1/1, oh 01:17:359 (4,5,1) - hello there 1/2 spaced triplet)
01:27:453 (5) - increase SV to 1.10 or something cause this needs moar power imo lol
01:27:733 (1) - you didnt slow it down this time :thinkingthinking:


:arrow: verrücktxD

00:13:574 (1,2,3,1,2,3,1,2,3) - cool shit lol
00:40:911 (1) - maybe space this out so that the movement 00:40:911 (1,2) - has more of a build-up. Off-stackign it makes it seem super uninteresting https://puu.sh/wKn2J/9cebbfd4de.png (its ona strong vocal aswell )
00:41:425 (1,2) - wow fuck this 00:41:425 (1) - fkn rythm holy shit. I would prolly go with something like this https://puu.sh/wKn9n/fb1287636b.png with the right object placement should represent the music well. Holding those sliders down just wasn't really rewarding to play (and i dont think it represent the music well) ugh :c
00:56:051 (1,1,2,1,2) - This linear downwards movement was kinda lame. Some more angles would emphasise the drums bettwe imo but that would need to reshape a lot of stuff :I
01:27:383 - just notced some obsolete greens... Would be a real pain to delete all of them you dont need xD


:arrow: Extrablatt

I cant say much cause i couldn't play it very well either. The gimmicky sliders need some getting used to but are pretty cool once you got it down!
00:16:518 (1,2,1,2) - this was very wierd to read since 00:16:869 (2,2) - are exactly ont he same spot (even though its ar9.6 the BPM is so high it makes it unclear). Better move 00:16:869 (2) - down or 00:16:939 (1,2,1) - up so 00:16:869 (2,2) - have a natural custom stack look.
00:56:331 (2,1,2,1,2) - Just like in Insane i felt like the type of movement you used here doesnt make this parts intensity justice :/ but understandable if you like it
01:09:509 (1,2,3) - 01:10:210 (4,5,1) - Dunno if you got a lot of feedback from testplays but from my experience this kind of stuff is kinda meh. For such an intense part you create a pretty neglectable type of movement with those.


Sorry if i wasnt really helpful on Extra especially :C
do what you gotta do fam
stay healthy
:^)
Topic Starter
Feb

Smokeman wrote:

Let it End :noose:

could add kiai 01:00:677 - meh dunno i think the chorus is to weak honestly.
background looks cool but the quality is kinda.. idunno
Ok wtf every version online is not crisp. Maybe you could do some magic on it
What i give ya: https://puu.sh/wKnVz/ffb4ad3b12.png dont see a difference, but uh changed it anyway. mb im just blind
i havent eaten cereal in like 5 years lol


:arrow: Normal

00:16:939 (3) - this isnt in the playfield by like 1 pixel https://puu.sh/wKnWE/9fc6bc0b0e.png lol fix :s
00:54:789 (2,3,4) - 01:26:472 (3,4,1) - some people might get ofended idk i think its fine since i do some stacking inchorus already.
01:01:518 (2,3) - maybe move up 3 a bit cause horizontal movement is kinda weak imo sure
01:00:677 (1) - 01:05:864 - idunno if it sintended but you did an on/off thing with the slider slide. Sounds kinda wierd tbh :< do you mean slidertick? uh yea it sounds a bit wanky in lower diffs, but in extra and insane it sounds quite alright and im bit to lazy to change it for lower diffs, as it does not sound as terrible.


:arrow: Fortgeschritten

00:12:733 (4,5) - custom stack this to avoid wierd backward stacking https://puu.sh/wKnYv/9ee5389f58.png prefer to keep it autostacked,
since manual stacking can be a bit confusing for newbs.

00:57:032 (3) - because of auto-stackign this is out of the playfield by 4 units :gun: as long its not offscreen :? fixed anyway.
00:58:434 (1,2) - are advanced players smart enough for this lol we'll see. wouldnt do such thing in normal, but adv might be possible.
01:27:453 - this might be a bit too much of a slowdown. Its nearly half the speed, i mean... it caught me off-guard :s hmm... thinking about this one, but shouldn't be as troublesome imo. we'll see here as well i guess.


:arrow: Hart

Ar8.5 is kinda much for a Hard :X just for better spread and i do think it has some patterns which are a bit harder to read than normally.
Therefore such high ar one the two top diffs.

The rythm here felt kinda awkward with the speed up and the 1/6th thing kinda fucking me over. You could ignore the 1/6 and focus on a simpler rythm or something https://puu.sh/wKmc5/3ba259edb9.png with 1/6 you mean prolly 00:41:425 (3) - ? uhm, yeah i can't start the slider on the white as the guitar starts there and i mapped a reverse for the guitar uh, yeah might be smarter to change that if more ppl point it out.
00:56:191 (5,1) - this pause was wierd aswell. You have continuous 1/2 movement throughout this section and only put stops after the longer sliders, but suddenly you do a 1/1 break after a 1/2 which felt really annatural to play. I see you wanted to hit that 00:56:331 - but imo having something here 00:56:472 - would make the this part of the section a lot cooler to play (or time/distance thing between 00:56:191 (5,1) - is an option aswell.)actually the breaks between the 1/1 sliders are just a coincidence since i never was following that kind of patterning in my head, it mainly was to emphasize the guitar as best as possible and letting it end on quite strong guitar strings as well, so having 00:56:331 - end on a stronger guitar sound is done here as well. Also can't place anything 00:56:472 - here since theres no really audible sound to mei want to map.
01:08:528 (1,2,3) - ugh idunno if 3/4 are a good idea on hards. was kinda unexpected, but maybe it was just the higher than usual ar on 214 BPM lol better than the reverese slider thingy tbh were ppl just randomyl break, so i decided to make it a bit easier since because this is the one and only stream and its prolly also a bit unexpected there as well.
01:16:659 (2) - I feel like this should be a slider aswell. The "LET IT END" screams are intense so a constant 1/2 rythm would represent the power of those lyrics (while making the transition between 01:16:939 (3,4,5) - a lot smoother, cause atm it was like: hit 01:16:659 (2) - w8 out the screams for 1/1, hold 01:16:939 (3) - while not moving for another 1/1, oh 01:17:359 (4,5,1) - hello there 1/2 spaced triplet)
yeah i dunno why everyone thinks the vocals are to prioritize they are imo super weak the chorus is prolly the weakest thing of the song here i mainly emphasized the guitar in this section really noticeable and comparable with t he extra where its recognizable the most. 01:16:238 (1,3) -
if you listen to these two it makes it a lot more clearer. Imo the only important vocals in the map are the let it end thing at the start of the chorus where i did that repeating pattern.

01:27:453 (5) - increase SV to 1.10 or something cause this needs moar power imo lol sure
01:27:733 (1) - you didnt slow it down this time :thinkingthinking: because short wave sliders are ugly and i wanted wave slider. dont judge me D:


:arrow: verrücktxD

00:13:574 (1,2,3,1,2,3,1,2,3) - cool shit lol
00:40:911 (1) - maybe space this out so that the movement 00:40:911 (1,2) - has more of a build-up. Off-stackign it makes it seem super uninteresting https://puu.sh/wKn2J/9cebbfd4de.png (its ona strong vocal aswell ) yeah doesn't fit with what i did in the rest of the map either.
00:41:425 (1,2) - wow fuck this 00:41:425 (1) - fkn rythm holy shit. I would prolly go with something like this https://puu.sh/wKn9n/fb1287636b.png with the right object placement should represent the music well. Holding those sliders down just wasn't really rewarding to play (and i dont think it represent the music well) ugh :c why do you struggle iwith it so much lmao, i even played all my diffs before updating and nevert failed this lol aaahhh if i get some testplays it prolly gets clearer, but i atleast want to have it in insane. 1/3 should be no problem imo in insane.
00:56:051 (1,1,2,1,2) - This linear downwards movement was kinda lame. Some more angles would emphasise the drums bettwe imo but that would need to reshape a lot of stuff :I 00:44:416 (1,2,1,2) - meh have here already linear shape and i do quite like this kind of patterning . I know i did it differently in extra, but still..
01:27:383 - just notced some obsolete greens... Would be a real pain to delete all of them you dont need xD did you even mod normal adv and hard lol!!


:arrow: Extrablatt

I cant say much cause i couldn't play it very well either. The gimmicky sliders need some getting used to but are pretty cool once you got it down!
00:16:518 (1,2,1,2) - this was very wierd to read since 00:16:869 (2,2) - are exactly ont he same spot (even though its ar9.6 the BPM is so high it makes it unclear). Better move 00:16:869 (2) - down or 00:16:939 (1,2,1) - up so 00:16:869 (2,2) - have a natural custom stack look.would ruin my whole patterning tho, also i need to be consistent with 00:15:397 (1,1) - these overlaps imo. Also the right to left movement here at 00:16:869 (2,1) - favors imo the representation of 00:16:518 (1) - these sliders. I see its quite hard to read, but hey the whole map is right lol.
00:56:331 (2,1,2,1,2) - Just like in Insane i felt like the type of movement you used here doesnt make this parts intensity justice :/ but understandable if you like it i do ::D:DD:D
01:09:509 (1,2,3) - 01:10:210 (4,5,1) - Dunno if you got a lot of feedback from testplays but from my experience this kind of stuff is kinda meh. For such an intense part you create a pretty neglectable type of movement with those. as I pointed out before, this part of the chorus is prolly the weakest part of the song for me. This part makes the song a 7 and not a 9 out of 10. [color=#0000FF]i do have no idea what you mean with neglectable tho.
Doesn't make sense in the wording here imo lol :D
[/color]


Sorry if i wasnt really helpful on Extra especially :C
do what you gotta do fam
stay healthy
:^)
Thanks!
Deppyforce
not late at all

gen
00:51:145 (2) - last 2 drums have different sound how bout u do smh like this its cool https://osu.ppy.sh/ss/8639174

x
00:13:294 (3) - do a fast 3/4 slider here feels more satisfying while playing
01:07:266 (1) - ctrl g more spacing more emphasis
01:27:173 (3) - can u make this one slower imo 01:27:453 (1) - doesnt have enough element of surprise rn

in
00:33:902 (2,3) - nazi thing but this thing have follow point appears can u move 3 2 pixel closer to 2
01:09:509 (1) - try x380 y98 head
01:17:500 (1) - i m o if this is more interesting shape it would work better cuz emphasis stuff http://puu.sh/wOzsp/aff7f56e9e.jpg my thing looks a bit gay but u get the idea

hd
00:11:752 (2,4) - this overlap looks gay im aesthetician http://puu.sh/wOzwB/5e1ed609cb.jpg

ad
00:17:780 - hi y not map
00:57:173 (4) - kool end

n
00:42:733 (1,2) - bol;lketn? lo
00:56:191 (1) - can u move this down right for like 2 pixel cuz da stack datrs hepnnign tat 00:54:789 (2,4) -
01:11:331 (3,1) - lo blnekt

ex is my taste call me for bubble when im bn
Topic Starter
Feb

Deppyforce wrote:

not late at all

gen
00:51:145 (2) - last 2 drums have different sound how bout u do smh like this its cool https://osu.ppy.sh/ss/8639174 00:51:425 - gives this a bit to much emphasize imo also im mainly following the vocals on the white ticks here so they corelate to each other pretty good.

x
00:13:294 (3) - do a fast 3/4 slider here feels more satisfying while playing cool, but how do i do that without the pattern getting destroyed lol, i might do something hn
01:07:266 (1) - ctrl g more spacing more emphasis wasn't the purpose of the pattern tho, hum not really sure if i should space this more i think im waiting a few more opinions.
01:27:173 (3) - can u make this one slower imo 01:27:453 (1) - doesnt have enough element of surprise rn true actually

in
00:33:902 (2,3) - nazi thing but this thing have follow point appears can u move 3 2 pixel closer to 2 sure lol
01:09:509 (1) - try x380 y98 head mine looks better imo
01:17:500 (1) - i m o if this is more interesting shape it would work better cuz emphasis stuff http://puu.sh/wOzsp/aff7f56e9e.jpg my thing looks a bit gay but u get the idea kinda liked how it was designed already, but I think ur right uh i did 1 red anchor i think shud be good enough for insane at least, since stranger things might be a bit to confusing.

hd
00:11:752 (2,4) - this overlap looks gay im aesthetician http://puu.sh/wOzwB/5e1ed609cb.jpg fix

ad
00:17:780 - hi y not map yea im not mapping the snares in this section i prioritize the guitar over everything.
00:57:173 (4) - kool end sick map

n
00:42:733 (1,2) - bol;lketn? lo lol i indeed did that without realizing
00:56:191 (1) - can u move this down right for like 2 pixel cuz da stack datrs hepnnign tat 00:54:789 (2,4) - oge
01:11:331 (3,1) - lo blnekt im not doin on porpuse i swear!!!

ex is my taste call me for bubble when im bn nice joke!
Thanks for mod.

up dad
MaridiuS
nice map
Topic Starter
Feb
So after a short conversation with my angel asuza I've made the unrankable sliders more visible, as far as it doesn't hurt the concept of the map but in return had to make some sliders faster, so the overlaps do still look nice.
Bearsome
Hi, from your M4M. It's small since I wasn't able to find that much

Normal
00:16:518 (2,3) - these are very high up, you should consider bringing their position down a bit, altough it's not that important.

Advanced
01:07:266 (1) - that slider is kinda big, I'd consider making it smaller by applying some hard anchors to make it shorter visually.

Hard
01:08:528 (1,2,3) - is rather surprising, and doesn't really fit the beat. I'd suggest swapping it out for something else.

Insane
I think the AR is too high for an under 4.50* diff like this one. Consider lowering it to 9 or even a bit lower.

00:29:696 (3,1) - The second slider's placement really disrupts the flow of the map. I think it would be better if it was placed somewhere under the first one.

00:40:210 (5,1) - I don't think these two should be stacked, since they're a separate combo.

00:44:556 (2,1) , 00:53:528 (2,1) , 00:56:752 (2,1) , 01:16:659 (2,1) - Same as above, but not nearly as significant. Could stay as it is.

01:03:621 (2,3,4) - The spacing of those doesn't match the spacing of the other triples in the map, or during the more intense part. I think you should make the spacing the same as it is in the previous/next triple.

Extra
Starting off I'd like to mention that the SV is rather high, but I it could just be preference so I wouldn't call those SV changes unplayable.

00:04:602 (1,2,3,1,2,1,1,2,3,1,2,1,1,2,3,1,2,1,1,2,3,1,2,1,1,2,3,1,2,1,1,2,3,1,2,1,1,2,3,1,2,1) - Okay so, this whole section is incredibly unreadable. I don't know if it's just me, but it's very hard to actually read what's there ingame.

00:17:219 (1) - This probably shouldn't be new combo since it looks like it's part of the previous pattern.

00:27:453 (1,2) - This and the following similar patterns are very hard to play, and I wouldn't call them usable in a 5,4* map, in a section which isn't even a kiai.

00:44:556 (2,1) , 00:53:107 (5,1) and the following similar - should stack for clarity, or not overlap at all

01:00:677 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This is rather overmapped IMO.

01:21:986 (1,2,3,1,1) - Unreadable, and definitely too high SV.

Also no difficulty even has a Kiai, you should probably look into it and add a Kiai section to each diff.
- Frontier -
[General]
  1. The difficulty spread between Normal and Advanced is pretty small compared to other difficulty spreads. Consider increasing SR in Advanced diff to make the spread linear.
[Normal]

  1. Consider fix this in .osu file.
  2. 00:16:518 (2) - It touches the hp-bar. So consider moving it lower to avoid having difficulty in reading notes.
  3. 01:05:163 (1,2,3,4) - These have almost as the same rhythm as 01:00:677 (1,2,3), but why they are mapped differently?
  4. 01:26:472 (3,1) - Maybe avoid making them stack. They are completely stacked each other. Make sure you make these visible in gameplay to avoid players having difficulty in reading them. (Newbie players play this right?) Also apply with 00:54:789 (2,4), 01:10:490 (2,1) and 01:16:939 (2,3,4,1) if you agree with this suggestion.
[Advanced]
  1. 00:28:154 (3) - Avoid having sliders like this. This is almost a burai slider.
  2. 00:55:631 (3,4) - These have almost as the same rhythm as 00:46:659 (3,4), but why they are mapped differently?
  3. 00:57:173 (4) - It touches the hp-bar. So consider moving it lower to avoid having difficulty in reading notes.
  4. 00:58:434 (1,2) - These kinda might make players confused. Trying to avoid making slider-body overlapped each other. What about making 00:58:434 (1) something like this?
  5. 01:07:266 (1) - Making note like this is discouraged.
  6. 01:27:453 (1) - This is kinda breaks the flow since the previous notes are meant to go right side. This note is forcing the players to move back to the left side again which makes the map flows unnaturally. If you wanna keep the slider stacked with 01:26:472 (1)'s slider-tail, why don't you ctrl+g this? It gives you better flow and still keeps the structure.
[Hard]
  1. AR 8.5 is pretty high. Consider nerf a little bit to make it more appropriated to players.
  2. 00:05:444 (5) - It touches the hp-bar. So consider moving it lower to avoid having difficulty in reading notes.
  3. 00:08:808 (1) - Consider removing nc at this note, like you did in previous notes.
  4. 01:08:528 (1,2,3) - Make the distance snap in this part consistent to make players understand that the gaps between these notes are the same.
Rest are fine I guess.
GL~
Topic Starter
Feb
bearsome

Bearsome wrote:

Hi, from your M4M. It's small since I wasn't able to find that much

00:16:518 (2,3) - these are very high up, you should consider bringing their position down a bit, altough it's not that important. would be a pain in the ass to rearrange everything from here on out, also if its not offscreen i hardly care about stuff like this :D

01:07:266 (1) - that slider is kinda big, I'd consider making it smaller by applying some hard anchors to make it shorter visually. long sliders suki

01:08:528 (1,2,3) - is rather surprising, and doesn't really fit the beat. I'd suggest swapping it out for something else. how does it not fit the beat tho, I clearly follow the drumroll with 01:08:528 (1,2) - these and 01:09:088 (3) - is the same as insane. 214bpm reverse sliders just suck ass and play to difficult at this level imo.

I think the AR is too high for an under 4.50* diff like this one. Consider lowering it to 9 or even a bit lower. still lookin into it.
It does have as well some difficult patterns. So yeah waiting for bn opinions.


00:29:696 (3,1) - The second slider's placement really disrupts the flow of the map. I think it would be better if it was placed somewhere under the first one. but the movement would be the same or i just don't get what you want to say.

00:40:210 (5,1) - I don't think these two should be stacked, since they're a separate combo. thats not a good reason tbh. If they are same combo its okay? uhh maybe u just don't like the comboing i choose lol

00:44:556 (2,1) , 00:53:528 (2,1) , 00:56:752 (2,1) , 01:16:659 (2,1) - Same as above, but not nearly as significant. Could stay as it is. y bit subjective xd

01:03:621 (2,3,4) - The spacing of those doesn't match the spacing of the other triples in the map, or during the more intense part. I think you should make the spacing the same as it is in the previous/next triple. specialsnowflake triplet here. Its different from the others. 1 cent for the person who finds out how they differ.

Starting off I'd like to mention that the SV is rather high, but I it could just be preference so I wouldn't call those SV changes unplayable.

00:04:602 (1,2,3,1,2,1,1,2,3,1,2,1,1,2,3,1,2,1,1,2,3,1,2,1,1,2,3,1,2,1,1,2,3,1,2,1,1,2,3,1,2,1) - Okay so, this whole section is incredibly unreadable. I don't know if it's just me, but it's very hard to actually read what's there ingame. its not just you, but thats the whole concept of the map!

00:17:219 (1) - This probably shouldn't be new combo since it looks like it's part of the previous pattern. thats actually tru i rearranged some ncs in this part.

00:27:453 (1,2) - This and the following similar patterns are very hard to play, and I wouldn't call them usable in a 5,4* map, in a section which isn't even a kiai. good for me i don't use kiais lel. By the way chorus does not automatically mean its the part with the most emphasize.

00:44:556 (2,1) , 00:53:107 (5,1) and the following similar - should stack for clarity, or not overlap at all get of my gimmick :(

01:00:677 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This is rather overmapped IMO. how so. It has beats for the objects so uhh ya

01:21:986 (1,2,3,1,1) - Unreadable, and definitely too high SV. don't you see the concept of the map? :((((

Also no difficulty even has a Kiai, you should probably look into it and add a Kiai section to each diff. see the explanations I did for the mods before that.

frontex plus

- Frontier - wrote:

[General]
  1. The difficulty spread between Normal and Advanced is pretty small compared to other difficulty spreads. Consider increasing SR in Advanced diff to make the spread linear.
[Normal]

  1. Consider fix this in .osu file. dunno if it is unrankable, but uh i wont fix it if its not needed.
  2. 00:16:518 (2) - It touches the hp-bar. So consider moving it lower to avoid having difficulty in reading notes. not by alot so its meh. Also to difficult to adjust. Rearrangement is a bit of an pain.
  3. 01:05:163 (1,2,3,4) - These have almost as the same rhythm as 01:00:677 (1,2,3), but why they are mapped differently? Simply to emphasize the part into the wave slider more. Not a special reason besides that. As long as i don't follow red ticks all of a sudden I think its fine.
  4. 01:26:472 (3,1) - Maybe avoid making them stack. They are completely stacked each other. Make sure you make these visible in gameplay to avoid players having difficulty in reading them. (Newbie players play this right?) Also apply with 00:54:789 (2,4), 01:10:490 (2,1) and 01:16:939 (2,3,4,1) if you agree with this suggestion. waiting for bn to decide on it I find it quite alright.
[Advanced]
  1. 00:28:154 (3) - Avoid having sliders like this. This is almost a burai slider. uh a buria slider looks totally different lol. This is not even noticeable.
  2. 00:55:631 (3,4) - These have almost as the same rhythm as 00:46:659 (3,4), but why they are mapped differently? true changed.
  3. 00:57:173 (4) - It touches the hp-bar. So consider moving it lower to avoid having difficulty in reading notes. ya thats a problem changed.
  4. 00:58:434 (1,2) - These kinda might make players confused. Trying to avoid making slider-body overlapped each other. What about making 00:58:434 (1) something like this? i kinda want to have it just to stick to my concept of this set.
  5. 01:07:266 (1) - Making note like this is discouraged. i don't understand o.o
  6. 01:27:453 (1) - This is kinda breaks the flow since the previous notes are meant to go right side. This note is forcing the players to move back to the left side again which makes the map flows unnaturally. If you wanna keep the slider stacked with 01:26:472 (1)'s slider-tail, why don't you ctrl+g this? It gives you better flow and still keeps the structure. i have anti flow quite often in this map. For example the "burai sliders" you have pointed out have the same concept.
[Hard]
  1. AR 8.5 is pretty high. Consider nerf a little bit to make it more appropriated to players. Considering, but right now works with well with the other ARs
  2. 00:05:444 (5) - It touches the hp-bar. So consider moving it lower to avoid having difficulty in reading notes. moved it a bit.
  3. 00:08:808 (1) - Consider removing nc at this note, like you did in previous notes. there for the sliderchange to have better transition into the next section.
  4. 01:08:528 (1,2,3) - Make the distance snap in this part consistent to make players understand that the gaps between these notes are the same.i think people understand that these can't be anything else than 1/4 gaps, since I never did 1/2 gaps or 1/3 gaps like this in the map.
Rest are fine I guess.
GL~

Thank you for the mod guys.
Natsu
Extra

  • 00:09:509 (1,2,1) - can you do a manual stack or somehing, it's super hard to read
  1. 00:10:981 (2,1) - same
  2. 00:09:930 (1,1) - sometimes i feels that the spacing in your map for this 1/4s is really huge and can cause a lot of slider breaks, specially because the slowdown xd, either make it shorter or bring me a good explain
  3. 00:16:518 (1,2,1,2) - hard to aim and hard to read
  4. 01:19:042 (1,2,1) - 01:25:000 (2,1) - also a manual stack pls
  5. 01:21:285 (1) - touching the HP bar
  6. 01:24:649 (1) - same
Insane

  1. 00:13:574 (1,2,3) - stack them better
  2. 00:14:696 (1,2,3) - same
  3. 00:15:817 (1,2,3) -
  4. 00:47:219 (1) - touching the hp bar, tbh ur map has a great design, but this things destroy that
hard

  1. 00:15:817 (1) - touching the hp bar
not much to say, I don't bubble maps, so you can call me once you get a bubble
Topic Starter
Feb

Natsu wrote:

Extra

  • 00:09:509 (1,2,1) - can you do a manual stack or somehing, it's super hard to read yep, but maybe to explain my thinking here. The next slider is a slowdown slider so i kinda had to differenciate it from the drums before that. They are different there so a stack was kinda good solution but for playability its probably better. Changed anyways.
  1. 00:10:981 (2,1) - same did it for all these patterns which stack this way
  2. 00:09:930 (1,1) - sometimes i feels that the spacing in your map for this 1/4s is really huge and can cause a lot of slider breaks, specially because the slowdown xd, either make it shorter or bring me a good explain yep i do have one. 00:08:808 (1,1) - the first one is the last slider of the slower sv section right, but it introduces the slow slider here as 1/4 for the really strong guitar that starts here the firs time as well. So having different sliders afterwards with the same guitar sound is confusing and quite inconsistent. Also having them end on the kicks does not suit the mapping before were I covered all possible guitar sounds to the fullest. Maybe I am gonna ask the bubbling bn for a opinion on these as well.
  3. 00:16:518 (1,2,1,2) - hard to aim and hard to read idk how to reply to that - both things were kinda intended, so uh i gotta compliment myself i guess xd nah serious now: antiflow for the better representation of the guitar, for the reading i guess thats what i had in mind when i placed that down, i suppose with hard to read you meant exactly the 1/4 and 1/2 spacing right. Yea you are probably right but i havent found a good way yet to differenciate these two without the losing the pattern here.
  4. 01:19:042 (1,2,1) - 01:25:000 (2,1) - also a manual stack plsyep
  5. 01:21:285 (1) - touching the HP bar moved it down
  6. 01:24:649 (1) - samesame
Insane

  1. 00:13:574 (1,2,3) - stack them better idk on my end they are all stacked accordingly uhh i guess its fine now? lol
  2. 00:14:696 (1,2,3) - same
  3. 00:15:817 (1,2,3) -
  4. 00:47:219 (1) - touching the hp bar, tbh ur map has a great design, but this things destroy that well i usually dont look out for these while mapping this kind of things restrict me mor than they help me when mapping xd, so I usually dont care for them to much.
hard

  1. 00:15:817 (1) - touching the hp bar fixed
not much to say, I don't bubble maps, so you can call me once you get a bubble sure
Thank you for the mod. :)
Mir
hhh german circlejerk
[General]
Convert your bg to .jpg to save space and resize to be within 1920x1200 (currently 1920x1437)
[Extra]
- 00:22:546 (1) - Why slider here but not for 00:24:789 (1,2) - ? Are you not mapping the vocals here? // 00:29:275 (1,2) - and so on, it looks like the first slider is the most inconsistent lol
- 00:34:883 (1,1,1) - 00:33:761 (1,1,1) - Are these NC really necessary? They kinda put across the image something is different but it's just 1/2 stuff.
- 00:38:247 (1,2,3,4,5,6) - Liking this guitar rhythm but 00:39:369 (1,2,3,4,5) - it's not done here even though the guitar repeats? Not sure why you decided to ignore the second iteration of the guitar to switch to what seems like the drums.
[Advanced]
- 00:16:939 (3) - NC? // 00:21:425 (3) - same here cuz it fits more with how the guitars change from the dododo doo doo thing here too
[Normal]
- 00:28:154 (3,3) - Making these both different sliders instead of the same would be nice cuz first you use it for soft vocals then harsh guitar.
- 00:54:789 (2,4) - Questionable readability, would avoid doing this stack with this AR and density.
- 01:26:472 (3,4,1) - ^

Would like to hear about the readability stuff on the Normal, then you can call me back.
Topic Starter
Feb

Mir wrote:

hhh german circlejerk
[General]
Convert your bg to .jpg to save space and resize to be within 1920x1200 (currently 1920x1437) "no legs sadface" - smokeman 2017
[Extra]
- 00:22:546 (1) - Why slider here but not for 00:24:789 (1,2) - ? Are you not mapping the vocals here? // 00:29:275 (1,2) - and so on, it looks like the first slider is the most inconsistent lol I guess you are a bit right. In this case i map the vocals initially on 00:25:911 (1) - these, but not because i wanted to map vocal or sth, but rather the guitar is still not as prominent as 00:25:911 (1) - here e.g. and the 1/4 would really play super retarded between the slowdown slider 00:22:266 (1) - here and the downbeat so I decided to simplify this one. But yeah luckily it isnt as weird since the guitar is a lot more stronger afterwards. And I did it quite consistently afterwards as well. By the way 00:31:518 (1) - i did m ap this here as well like the other ones, because there was no vocal at all.
- 00:34:883 (1,1,1) - 00:33:761 (1,1,1) - Are these NC really necessary? They kinda put across the image something is different but it's just 1/2 stuff. hmm you might be right, but on the other hand theres A)slidervelocity change, nothing great, but safety is safety and B)the 1/4 might be mapped to the guitar here, but some people might not realize why theres 1/4 sliders all of a sudden.
- 00:38:247 (1,2,3,4,5,6) - Liking this guitar rhythm but 00:39:369 (1,2,3,4,5) - it's not done here even though the guitar repeats? Not sure why you decided to ignore the second iteration of the guitar to switch to what seems like the drums. initially for the vocal, but uhh yeah ur right... changed that.
[Advanced]
- 00:16:939 (3) - NC? // 00:21:425 (3) - same here cuz it fits more with how the guitars change from the dododo doo doo thing here too em sure.
[Normal]
- 00:28:154 (3,3) - Making these both different sliders instead of the same would be nice cuz first you use it for soft vocals then harsh guitar. did
- 00:54:789 (2,4) - Questionable readability, would avoid doing this stack with this AR and density.
- 01:26:472 (3,4,1) - ^


Would like to hear about the readability stuff on the Normal, then you can call me back. im not prepared for an epic rap battle so I changed them. They should be cool now.
love me some kreisidioten

now ive gotta see how im gonna update this without internet lols
Mir
Cool map!

Metadata: https://shingekinobahamut-virginsoul.jp/music/

No catlogs needed since no discussion took place!

Bubbled!
Djulus
wuttt
Natsu
anime and manga
Topic Starter
Feb
kenny omega is the best wrestler in the business
[ -Scarlet- ]
That was fast >.>
Gratz~
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