Saltssaumure wrote:
General
Notes could be placed near the edge of the grid more often. Especially on Advanced diff.
I'll try.
(Also not a problem, but why are the CS AR OD HP random decimal numbers?)lol just for fun. I may change them back.
Hard
Hitsounds should be quieter overall.
All 75% then.
00:20:904 (1) - Interesting stuff happens in the music after this spinner, but because of spinner recovery time they aren't mapped. It might be better to replace the spinner with 1/4 reversing sliders and map in the interesting stuff afterwards.
was thinking of a 2 beat long 1/8 reverse slider but nah. also I prefer the silence.
00:29:904 - Unmapped sound in music, put circles here
Trying to only map that high pitch thing. plus song intensity is lower here so I thought I shouldn't add in the minor stuff.
01:27:366 (1,2) - Don't stack these as rhythm like this isn't stacked in other parts of the map.
01:31:058 (1,2,3) - Slightly awkward jump, move 2 so that it makes a triangle with end of 1 and head of 3.
I remapped these so sorry your mod is now irrelevant.
01:28:289 (3,4,5,6,7,1) - Square shape is slightly wonky here because of stacking. Turn on stacking in the View tab to see this.
Fixed.
01:50:443 (1,1,1) - Because of unusual rhythm, I'd place these slightly further apart so that the approach circles are easier to read.
Ok.
Advanced
00:27:827 (4,1) - Uncomfortable movement, I'd move 4 so that its head is in the natural "curve" of the slider.
Ok.
00:50:443 - Unmapped sounds in the music.
Forgot to update the map lol.
01:10:751 (3,4,5) - Rhythm is hard to read as it's not a full/half/quarter beat.
Triangles and linear movements are different enough.
01:39:366 (3,4,5,6) - loads of direction changes here doesn't feel right because the notes are very "connected".
Changed to rotation.
Normal
00:31:058 (2) - split this into 2 half-beat sliders as there are 2 very different sounds being represented.
Silence brings out the 1/4 beat noise imo. plus it's done the same 4 measures earlier.
01:04:751 (4,1,2,3) - Same as in Advanced, irregular rhythm.
Uses reverse sliders, which require less active clicking.
01:31:058 (3,4) - Stacking objects under sliders is not recommended at normal diff as new players can't read this.
May not be the best solution, but it's there so that new players can anticipate a click on a red tick, like what's done at 01:29:212 (1,2).
Easy
00:38:443 (2,3) - Blanketing would look nice.
Changed to straight so that nobody could complain about this anymore.
Some general neatness things, at easy diff because the map is very slow, small imperfections are easy to spot. So make sure triangles (like at 01:33:828 (2,3,4) - ) are perfectly equilateral.
OCD is good sometimes lol.
Firebool wrote:
Advanced
00:52:289 (1,4) - wha? stack it
01:32:674 (4,3) - ^
01:34:520 (4,3) - ^
Fixed.
CPLs wrote:
[gen]
volume too loud , reduce it to like 60 or whatever lower
Gonna fine tune that later. Just set to 75% last time as a quick fix (it was at like 90% lol).
cutting kiai doesn't make any sense since it doesn't feel like it's stopping in the middle
Well it's for the shower effect. hopefully it's still rankable.
[ez]
I know this is easy but that SV just seems kinda slow for me,
00:24:597 (2,3,4) this part had 3 notes, but only 2 here 00:28:289 (2,3) why not just make it 3 also
ti do ti do la do la sol v.s. re~ mi~ makes sense to me to make them different.
[nm]
some of the stacks just doesn't click with me, like 01:30:366 (2) , or 01:45:135 (2)
Changed.
[adv]
00:20:904 (1) this spinner can be longer since it's harder diff, to next white tick for example
applies also in higher diff
The blank brings out the build up imo.
00:28:289 (1) why not repeat like previous because wub, make this 1/2 slider then repeat 1/2 after
00:29:212 (2) same
Same reason as in Normal.
00:40:289 (3,4) this can be turned to slider like 5 for visual purpose
Preferance I guess. Also 00:43:981 (3,4,5) - 00:47:674 (3,4,5) for consistency.
01:10:751 (3,4,5) and 01:12:597 (2,3,4) repeat slider like 2 and 1?
difference between flat sliders and triangles represents change in pitch.
[hd]
00:15:597 to 00:18:827 this can become stream by adding notes on empty ticks, but it's not an insane I guess
Wanna keep intensity low since it's just the intro. Good point tho.
00:50:674 (1,2,3,4) add repeats on those 1/8s or just change it to circles, I didn't expect a 1/8 in a not-so-hard map
Well not that they are consecutive, say 1/4 beat apart. I might tweak the volume of these tho.
01:19:981 why a spinner when there's no sound, also how about a slow 1/2 slider here 01:21:366 to emphasize before kiai
I just love the build up. Personal preferance.
leo16834 wrote:
路過 幫忙Mod一下
第一次看中文mod不太習慣www
[General]
Advanced的Ai檢查 出現 "堆疊判定值錯誤" 這個非常有可能是因為開著ds使用一些很像偏移又很像堆疊的放法 可能需要逐一的檢查修正一下
檢查過了OK,只是不知道什麼時候把SL開到10了
[Normal]
00:46:289 (3,4) - 擺放上可以跟3作一個Blanket
01:35:212 (6,1) - 這兩個 疊在一起比較乾淨
已修
[Advanced]
00:24:135 (4) - 個人覺得 類似這種四連短滑條 因為他的結尾 會跟開頭造成一個滑條的距離 而且這個距離 很容易會使得視覺上的誤判錯誤 個人建議可以關掉ds 把他疊在滑條的開頭 或是順著滑條的尾端接續滑條的固定ds 才比較不會有這種視覺上的距離錯誤 以下大概有相同的問題 你可以決定到底要不要作一些修正 我大概知道你想要把那個四連滑條當點來判斷 不過考量到會玩這個難度的玩家都會是比較新的新手 或許可以作一點修正使得他們看起來可以圓滑一點
00:26:904 (2) - 00:27:827 (4) - 00:31:520 (4) - 01:30:597 (3) - 大概都是以上問題 不過像是這個的接縫 01:45:366 (3,1) - 就真的還不錯 類似像我上面說的"順著滑條尾端接續"的ds
你對新手真好www
00:17:443 (2,3) - 如果這個有blanket的話 好像沒有包好喔
已修
00:45:366 (2,3,4) - 這種折角並不是很好 會覺得 這個在玩的時候是一個非常不舒服的動線 或許是想要呈現3的重音 不過我覺得這個的角度可以在稍微修正 可以把滑條4的距離稍微上移些 大概呈現60度 讓 2 3 4三點平均 滑鼠移動時也比較不會有太大的不舒服感
我改把3丟到右上去了 還行
01:09:828 (2,5) - 這個壓不是很好說 雖然知道是想要讓 01:10:751 (3,4,5) - 呈現正三角型 而且 01:10:751 (3,4,5) - 的ds為1.20 可是我看大部分的距離都是1.4 這個距離1.2是否要稍微修正呢?
01:11:443 (5,1) - 像是這個1.2--->1.4 距離上就有點遠了 而且這邊的拍子是藍線拍 類似這種拍 01:10:751 (3,4,5) - 和 01:12:597 (2,3,4) - 比之前稍減0.2ds是會使人誤判的 畢竟Advanced難度可能是會有新手直接挑戰的 距離上可以修一下
舉個例子 01:12:597 (2,3,4) - 和 01:13:751 (1,2,3) - 距離很像 卻是不同的拍 問題就會很大
Overlap加DS搞錯= = 已修
01:50:443 (3) - 這個滑條減速 個人覺得不優 因為看了一下Hard的擺法是1----> 0.8 ----->0.5 而這邊是直接0.5 這是很容易會出現 "移過頭" 陷阱
改.75 應該夠了吧?
[Hard]
00:16:173 (4) - 這個 我知道是要跟鋼琴 不過滑條裡忽略的重音 個人覺得不優
00:17:558 (3) - 這個同理 00:17:673 - 這個很大聲 打點前面的音 重音忽略我覺得不太好~
很多人念這個= = 已修
感覺你打這篇打很久 換我摸圖打這麼長至少要花兩個小時吧... 感謝
Einja wrote:
[general]
"march" in the title should be capitalized
Ok.
artist is k_dash, not Kda5h
Twitter is k_da5h, SoundCloud is Kda5h. I think it's fine.
[easy]
overall, i feel like you could've done a lot better when it comes to emphasis. sure it's an easy, but you can always use sliders. plus most 2/1 gaps whether ds is used or not can cause new players to misread them easily.
Not sure about 2/1 being misread? I'll try sliders tho. I used to play taiko so circles were all I had in mind.
00:24:135 - i really hate how you ignore such a loud wub sound, and instead go for the minor emphasis. when it comes to mapping, emphasize the loudest/most dominant instrument in the song. also please check parts similar to this
As I mentioned, I'll try to fix this. But then again this is on white upbeat, so I may prioritize simplicity over fixing this.
00:42:135 (2,3) - ok this slider would be better if it was ctrl + h'd (and rotated 20 degrees)
Ok.
00:48:597 (1) - ctrl + h for better flow
Ok.
01:09:828 (1,1) - 1/2 snap = no
01:10:751 (1,2) - shouldn't these be like 01:09:828 (1)
I'll consider.
01:21:366 (1) - this nc could be hard to read for new players, 01:21:828 (1) - remove the nc on this to fix it.
Might mistake the new nc for measure start?
Hokichi wrote:
[General]
The artist should be k_dash, not Kda5h
To whoever commenting on this, please provide the source where you find the different info; I'm struggling at getting names right.
00:15:366 - Unsnapped timing point
Fixed.
Aesthetic needs more work.
I'll try?
[Easy]
01:03:366 (1) - Since you followed the vocal, do the same to this slider, turn it into a 1/1 reverse slider
01:06:135 (1,2) - This sound nice when turned into 1/1 sliders, and make the diff a bit easier. Those 3/4 are a bit sudden tbh
01:36:597 (1,2) - Slight overlaps should be avoided
01:37:520 (2,3) - Same
01:39:828 (5,1) - ^
All adopted/fixed.
[Normal]
00:31:520 (4) - Curve this a bit would be nicer
00:40:289 (5,6) - Just delete these, then mirror 00:39:366 (4) -
01:00:597 (3,4) - Blanket these
01:07:058 - Please don't skip this
Will have to keep 01:06:135 - 01:07:981 - 01:09:828 the same. sorry.
00:52:293 - Unsnapped timing point
01:27:366 (5,6,7) - Unstack
01:34:751 (5,6,7) - Either 4 circles, or 2 1/1 sliders
01:42:135 (5,6,7) - Unstack
Adopted/fixed the rest.
[Advanced]
I don't like the way you break the flows at 00:25:520 (3,4) - , 00:32:904 (3,4) - , 01:14:443 (1,2) - , etc.
00:44:443 (5,1) - Blanket maybe?
Remapped.
00:49:981 (4) - You can just use 2 stacked circle
Nope.
00:50:674 (5) - 3 1/2 sliders would be better
Changed to circles.
00:51:827 (6) - Ctrl + J then move it to (291,139)
Remapped.
01:07:058 - Don't skip!
Sorry.
01:19:520 (4) - This covers more sound, so make it 2 circles
01:19:981 (1) - Not necessary, you can add a circle at 01:21:366 - and still keep the difficulty
Preferance.
[Hard]
You might as well buff this a bit and make it insane
I might try if I get better at playing later on.
00:20:904 (1) - Try this:
Adopted.
Well, now that I look at it again I wanna remap this diff, maybe Advanced as well.
xiqingwa wrote:
USE LESS SQUARES
lol, that's all this map is about.
00:00:597 - extremely mappable sounds from here to the actual start of the map, i would map here
01:51:366 - same as beginning
Well I'm just lazy mostly, pius I don't want too many calm sections.
00:15:366 - sv feels a bit too fast for a relatively calmer part of the song than 00:22:750 for example, which has the same sv
Good point. The idea here is to build up tension. so I choose to lower DS instead of SV to lower the intensity while keeping it somewhat engaging.
00:17:904 - there's a sound here that should be mapped, would also help this part feel less "awkward"
Will consider.
Reynolduh wrote:
general
SQUARES WHERGFBWRKUYFHBFIUFGBVRHJ
太多四方形了
lol
please map beginning and end. those sounds are very mappable
Nope. Sorry.
why did i type that in chinese idk
It's all gud.
Easy
00:30:135 (1,2,3) - could you out this in a more straightforward way? beginners might bet confused by this asd may click 3 rather than 2
kay
01:18:135 (1) - spinners in easy must have at least 4 beats of rest time before the next note. so yours in only 3 1/2 so please shorten the spinner
well this is so low BPM, 1/2 beat prbbly wouldn't hurt
March
for the starting part the sv is 1. then the part starting from 00:22:750 - is also sv1. this part is cleraly not as calm aas the start so i recommend either up the sv from 00:22:750 - or lower the sv at the staRT.
Remapped to 0.8
00:51:135 (2,3,5) - i'd recommend nc these notes cause the sounds just stand out so much
Done on 2, 345 works together I suppose
01:31:751 (3) - blanket can be improved. lemme help you out(not perfect, but better) sliderhead anchor->x359 y46. middle anchor->x392 y93 slidertail anchor->x390 y147
Oh thanks
my friend complained to me "how is this only 3 stars?"
ikr rip 130BPM songs
seselis1 wrote:
[March]
Why do you make those numbers (like CS or HP/OD) 0.1 etc just make them integers
00:00:597 - seems the beginning is not mapped, you should consider doing it since music itself sounds important
No plz
Not all sliders at the beginning are mapped correctly to music. Take this for example 00:17:789 (3,4) - more important sound starts 00:17:904 - here instead of 00:17:789 - here, so slider should start on more important one and end on less important.
Well if a redtick has no sound there's no point sticking to the rule I guess.
It's basic 123
Watched that c:
00:28:289 (1,2,3,4,1) - some 1/4 circles could be mapped in between objects as for the highest diff
00:24:597 (1,2,3,4) Consistency
00:31:520 (1,2) - stream would better represent different sound
00:30:135 (1,2,3) Stream = flowing 00:31:520 (1,2) Movement = jagged sound. Works fine.
00:35:212 (3,4) - if you mapped earlier (^) such sounds, map here as well these 1/4s
00:35:674 (1) - pls try to avoid to put spinner on higher diffs that represents getting more intese music bc actually it doesn't; you should map it with objects instead
00:35:674 Only noise and drum are mappable, and I chose the noise.
01:05:212 - 3 rather important sounds are missed even though you map vocals, this is the highest diff and imo sound is clearly hearable it feels strange when it's not mapped
A break from a section. Will consider changing tho.
01:35:674 (1) - avoid overlap or if so, then overlap 01:36:135 (2) - this with 01:35:212 (2) - that as well
01:35:674 (1)Overlap for t-dE
01:49:520 (1,2) - what about 2 1/4 repeated silent sliders instead?
Will consider remapping
01:51:366 - ending should be also mapped
Nope.
Overall vocals are mapped pretty well
GL
Thanks G
ulfanirahmi wrote:
General
For all difficulty levels, remove the checklist on 'widescreen support' [click Song Setup> Design> remove the checklist]. It is used when it has its storyboard elements.
Ok. pretty sure that does nothing.
Flow that is on your map pretty, but here the pattern that you kreasikan a bit monotonous (boring). For example on Easy & Normal, the object you created in the first Kiai time 01:21:828 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6,7,8) is the same as the object in the second time Kiai 01:36:597 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3) . IMO you also cover it by changing the rotation (degree) of the previous objects ><
Well I'm born boring I guess
Tips from me = try to see several beatmaps from the best mapper while looking at the pattern they are compiling, then try to imitate their mapping style even if not only 100% you sample. The point is to be as creative as possible
Tips from me = improve ur English lol jk
Easy
01:09:828 (1,1) - To me, this is a bit confusing to beginner players when playing this
Fixed
01:10:751 (1) - Why here's New Combo? And this part is not the beginning of the sentence of the song lyrics
Removed combo on 01:09:828 (3)
01:47:674 (1,2,1,2,3) - The Color Combo section here should be the same as this one 01:32:905 (1,2,3,4,5) . Simply align you to remove this 01:45:828 (1)
Not necessary?
For beats above 100 BPM, you should set and change the distance between the taps even farther (slightly) than the current one. I recommend for the use of distance snapping of 1.2 x
Well, you could call that a wider spread I guess.
Normal
00:28:289 (5,1) - There is a shadow like overlaps. Take a good look and change the object position of this section 00:30:135 (1) to avoid overlaps. And this is quite confusing players.
Raised AR lol
01:32:213 (4,1) - Again .. Why is it stacked. Whereas in this part of the vocal beat a little slow.
01:46:981 (4,1) - ^
I don't get what u mean?
Hard
00:41:212 (1,2,3,4) - This music's snap must be consistent with this 00:37:520 (1,2,3,4)
Again what do u mean by "music's snap" = =
Maybe that's all I can do for you.
Sure.
_sponez wrote:
[March]
- 01:23:674 (1,2,3) - Looks bad. Better https://osu.ppy.sh/ss/9556771
- 01:36:597 (1,2,3) - Looks bad.
- 01:45:827 (1,3) - https://osu.ppy.sh/ss/9556793.
Sure. Adopted.
[Hard]- 00:41:558 - Add circle.
How about 00:43:289 and 00:45:712 etc. I'm trying not to map weaker sounds
Hey lululu wrote:
M4M
Easy
00:19:058 (1) - spinner end here
00:33:827 (1) - ^same
Spinner recovery time
01:31:058 (1) - remove NC
01:45:828 (1) - ^
Might help with rhythm change?
01:50:443 (3) - change to this rythem?
Sure.
Normal
00:33:827 (1) - spinner end here
Same as in Easy. I could end w/ 2 beat left but that just seems odd
01:16:289 (1) - remove NC
Don't like long combos
01:29:212 (1) - out of play ground..https://osu.ppy.sh/ss/9564557
Actually it's still on screen even with 4:3 but yeah it wouldn't hurt to change
01:50:443 (3) - change to this rythem too?
Ok.
Hard
01:05:904 (1,2) - I think stack would be better
01:07:751 (1,2) - ^
01:09:597 (1,2) - ^
01:09:828 (2,1) It's just for the pattern rly
01:11:904 (1) - remove NC
01:12:597 (2) - NC
Changed NC around here
01:13:751 (1) - remove NC and I think there is no reason sv change
Dead point lel. Removed
01:35:674 (3,1) - bad follow
It's meant to be emphasis on the slider end
March
spame square jump isn't well..make some square change follow?
it's kinda what this map it's all about though.. those squares
00:24:135 (1) - make a sv change?
00:27:827 (1) - ^
00:31:520 (1) - ^
01:23:212 (1) - ^
01:30:597 (1) - ^
01:37:981 (1) - ^
01:45:366 (1) - ^
NC and increased spacing should do the job imo
GL! c:
不會 其實摸圖很快xd 我曾經摸圖過一篇超級長的中文論文(誤josh1024 wrote:
感覺你打這篇打很久 換我摸圖打這麼長至少要花兩個小時吧...
SuperCSGO wrote:
March00:55:981 (1,2) - Make slider 1 hit the middle of slider 2 perfectly, and rotate slider 2 counter-clockwise a bit so it looks less wonky.
00:56:904 (3,4) - Same here, but without the rotation.
00:59:674 (1,2) - This looks kind of awkward - if you rotate 2 counter clockwise a bit and then fix the blanket, the two notes almost blanket each other.
01:00:597 (3,4) - Same here.
01:01:520 (1,2) - Make sure slider hits middle of slider 2 again.
01:06:135 (1,2,3) - This looks a little cramped - try spacing these notes out more.
01:07:982 (2,3,4) - ^
01:10:751 (1,2,3) - ^
01:12:597 (1,2,3) - ^
01:17:212 (1,2) - Could blanket these.
01:23:674 (1,3) - Rotate 1 by 40 degrees -> blanket these notes.
01:38:443 (1,3) - This looks kind of awkward - if you rotate 3 counter clockwise a bit and then fix the blanket, the two notes almost blanket each other.
01:01:520 - 01:07:289 Changed a bit, nothing else.Hardwho's hype for extreme aesthetic modding wheeeeeeee
00:15:366 (1,2,3,4) - Select 2,3,4 and move down + right a bit so that notes 1,3,4 kind of "point" towards note 2.
00:19:058 (1,2,3,4) - Maybe make it so that 1,3 and 2,4 run in straight lines instead of being slightly off center?
01:30:597 (3,1) - Rotate 3 so that it's perpendicular to 1, or in a straight line with 1. Right now, it looks like it's in an awkward position between the two.
01:42:597 (2,3) - Might be able to blanket, but don't worry if you can't here - it should be fine anyway.
Tweaked Some.Normal00:15:366 (1,2,3) - Make these a straight line.
00:17:212 (4,5,6) - Make these a straight line, and make parallel with 1,2,3 for a better aesthetic.
Nope, but changed.
The rest of the map isn't wrong according to ranking criteria, but the map's structure, especially in the kiai with long 1/2 beat sections, may be extremely unintuitive for new players. Specifically, constantly moving in a straight line with no changes in direction may confuse new players and cause reading issues.
Simplified.
-> Add some symmetry, and recognisable patterns. This would reduce the load on the player's reading, and allow them to predict rhythm. For example, instead of using 01:21:828 (1,2,3,4), why not add some symmetry to make reading easier, e.g. like this?
Horrible.
-> Increase SV or DS. Obviously it still needs to meet ranking criteria, but a simple DS increase can make differentiating between notes and sliders 10x easier for newer players.
Increased AR lol
Fix these 1/2 chains, and the map should work well.EasyMostly perfect diff, but consider:
00:49:981 (2) - New players are introduced to 1/2 beat sliders generally at Normal level. Try replacing these with single notes on the white tick.
No notes afterward + low BPM, not necessary?
01:04:751 (2) - ^
Changed.
01:27:366 (3,4,1) - Maybe add some symmetry here by making 3 sharp instead of curved?
Nope.
謝謝xD 我也是走的很辛苦josh1024 wrote:
然後恭喜qualify捏 c:
leo16834 wrote:
Widescreen Support在某一些難度沒有關掉 假設這首歌沒有StoryBoard的話 建議關掉 (Normal沒有關掉)
已關
Neta wrote:
Fixed
- 00:25:520 (4,1) - just this kind of overlap doesn't look good for easy diff
CucumberCuc wrote:
00:56:904 (2) - fix this
Fixed
01:06:135 (1) - u can ignore thi, but i think can add Finish-sound
Considering
01:21:828 (1) - maybe remove NC? or change 01:21:366 (1) on the same color
Necessary for reading the measure start? Not sure how new players see this tho
leo16834 wrote:
話說 我看到這個的NC比較頻繁一點(主要是看到NC的數字很少超過4 其實只要不要超過10的話 基本上Normal還是可以用2個8拍做一個NC的節奏 因為顏色的變換容易對新手會有 "色彩疲勞" 的狀況發生)
個人比較建議2個4拍換一個NC比較好 跟Easy一樣 不過這個看你好了
kk 因為也不知道該換什麼顏色了ww
Edit: 後來有加新顏色了w 還是用2個4拍
(註: 色彩疲勞 因為主要你NC的顏色比較少啦 所以只有幾個顏色的變換 初心者比較容易不耐煩 因為在調配顏色上顏色反差較大 雖然說是還好)
CucumberCuc wrote:
00:30:135 (1) - slightly strange see this flow here
Remapped
00:50:674 can ignore, but can do this: https://osu.ppy.sh/ss/9687069 (then on red ticks add Whistle-sound)
yup, no thanks
u miss loud (01:07:058), do this: https://osu.ppy.sh/ss/9687139 (and then slider 01:07:981 (3) move a bit down for better distance)
Remapped N H
01:21:366 (1) - Finish-sound
Nope.
01:31:750 (2) - start slider move a bit up-right and 01:34:289 (4) - move a bit down for better distance
01:39:366 (3) - 01:40:981 (2) can a bit fix too (but it's ur choice, u can leave)
01:43:981 (1,2) - in 1st time i see different distance in 0.03x, but other in 0.01-0.02x
All changed.
Neta wrote:
- 00:16:981 - 00:18:827 - feel really empty for me
Remapped- 01:24:135 (2,5) - maybe overlap note 5 with slider 2's end
- 01:38:904 (2,5) - ^
Fixed stack
CucumberCuc wrote:
00:39:827 (2) - 1,39x or 1,4x?
00:45:366 (2) - ^
00:47:674 (3,4,5) - a bit different range
Fixed
00:53:674 (4,1,2) - 00:59:674 (1,2,3) - strange see this distance moments, maybe fix them?
Don't get waht u mean
01:07:058 - why miss sound?
Remapped
01:14:212 (3,1,2) - what with distance?
It's due to SV change, DS have to change for the actual distance to stay the same
01:29:097 miss sound
maybe not in Hard
leo16834 wrote:
話說我發現不知道算不算是問題的問題 是關於這首的ds
正方形的部分ds最小可以到ds1 而有些可以到1.4
像是這個 00:19:058 (1,2,3,4,1,2,3,4) - 聲音還蠻大聲的 不過只有ds1有點不過癮耶(誤
跟著歌調了
另外也可以不只有正方形 可以做一些對角的方式 類似 "X"的圖案也不錯 他也是正方形 不過是Flow做了點更動 但是可以使得這個最難的難度多元化 不至於難度升不上去
試著加,但是彎滑條太多暫時還不知道該怎麼改QQ
00:24:135 (1,2) - 短暫滑條 在玩的視覺上是有加速的效果 這邊正巧就是這種效果 不過你有沒有發現甚麼呢? 既然有加速的效果的話 那麼這個距離就不是一個好距離了 通常我們在做短滑條在高難度的時候 會把短滑條視為一個 "點"來看待 因為滑條的miss率是極低的 通常短滑條點到一下 就會是300了 (有在玩的話應該是很清楚的) 也就是說 既然把他視為"點"來判斷的話 那麼滑條的尾端就不會是你的ds考量 應該要用的是滑條的開頭做為ds的判斷 那麼 以這個做為基礎來看的話 00:24:135 (1,2) - 有沒有發現疑點了呢? 我想有解釋了一些效果了 因為以滑條頭來看 1跟2 ds是低於1的 但是用尾端來看 你會發現是ds 1.74
那麼我再指一組滑條給你看~
00:23:904 (6,1) - 這個滑條有應該發現了吧 就在上面那組的前面而已 但是這個的距離 我就覺得不會是 ds3.65 你知道為什麼嗎? 因為 00:24:135 (1,2) - 的聲音明顯的比 00:23:904 (6,1) - 6開頭的聲音還要大聲 00:23:904 (6) - 這個只有重音的聲音 00:24:135 (1) - 這裡開始是重音加上效果音的呈現 以做圖的來判斷 我覺得 00:24:135 (1) - 這邊開始的兩個滑條應該要被強調 00:23:904 (6) - 這個的ds應該要短一些
有 重音拉開就順多了 可以跟著轉
那麼 這裡難度有蠻多的短滑 可以試著先存一個備份(很重要 怕改到你不喜歡 備份很重要) 來調整相關距離
硬幹(誤
啊 另外 正方形的部分 可以試試看做一些 "對角線"的呈現 flow 看起來會比較多元 比較不會是"一連串"的距離限制(想說之前在第一篇你有說Why 3.29* 這樣的改動應該可以在升個0.1~0.25星左右 主要取決於你的擺放)
直接想到這張的Insane 滿喜歡Doormat的圖的 但學不來w
01:34:751 (1,2,1,2) - 話說我覺得這個呈現 應該可以在好一點 01:35:212 (2,2) - 用1/12有點超過 不過我覺得還是在可行的範圍
想想還是不要跟小鼓跟那麼緊好了
01:45:827 (1,2,3) - 這整組來看 2到3的 逆Flow不是很好 2到3的flow只有人聲支援 怕這個逆flow會壞了感覺
為了裝短滑條此段大改阿( `д´)也不知道好不好 現在是試著讓他回轉不要直接切銳角
恩~ 好吧 先到這裡好了xD
我也先改到這裡好了(´∀`)
- Frontier - wrote:
[General][Easy]
- The gap between March and Hard difficulties are pretty high in terms of rhythm density. Hard difficulty has rarely used 1/4 rhythm and consistently use distance snap thorough the difficulty. While March diff has used lots of 1/4 rhythm and spaced jumps. (If you want more accurate, difficulty gap between March and Hard is approximately 0.9, while the other difficulties gap is around 0.5-0.6.) So, in order to fix this, you need a difficulty between Hard and March difficulties, which is harder than Hard but easy than March. Buffed Hard a bit by introducing some varied spacing as well as increasing spacing overall; March got some minor spacing nerf (took out the 1/4 4xDS stuff and such) Hope that helps
- Add "EDM" in tags as it appears in the official video in niconico.
- Looks like this map is a short version tho. So it is necessary to add "short version" in tags also. Tags added
I'd recommend to add some 2/1 sliders thorough the kiai parts. Because using only 1/1 sliders in kiai parts might be sloppy and become boring while playing. So adding 2/1 sliders could make a contrast between kiai parts. Changed. Not sure if I did alright
- 01:07:058 - Might not be much appropriate to make this part a slider end which isn't clickable, since this sound has more prominent than 01:06:135 -. So I'd like to recommend the way you could represent the sound better. Why don't you try something like this pattern? So it can represent the continuous 1/2 sounds between 01:06:135 and 01:07:058, and also 01:07:058 - will be clickable.
Changed to clickables- 01:51:366 - Since this sound at this point is the final sound that you'll hear and the last part you will play, it might not be quite suitable to on'y be a slider end. It'll be better to be a circle or active hitobjects here to represent the song better. So you might try to add a circle at here instead of slider end.
A slider matches the 1/6 drums better tho imo
[Normal][Hard]
- 00:44:904 (1,2,3) - So these part has nothing different as 00:37:520 (1,2,3) - in terms of instrumental rhythm, but why they are mapped differently? Consider making them the same for consistency. I suppose that the vocals give me slightly different feelings. Still, changed
- 01:50:443 (7) - As same as the thing I had mentioned in Easy difficulty. Nope.
[March]
- 00:41:212 (1,2) - I think these should instead be 2 3/4 sliders instead of being circles. As there are prominent vocals land on 00:41:558 - and 00:42:020 -. So you should probably better make 3/4 sliders so that it could represent the vocals sound better. Sure
- 01:50:443 (3) - As same as the thing I had mentioned in Easy and Normal difficulty. Neigh
There's a lot more I'd like to suggest to. But I'm going to stop at here.
- 01:31:745 - This inherited point isn't snapped properly! Fixed
- 01:07:058 - The sound here is quite prominent and pretty audible for players to notice it. Skipping this sound might make players becoming confused with this note 01:06:827 (3) - and might not be appropriate with the song. I understand what you're trying to follow the vocal sound, but... yeah. You might try to make some patterns like this to represent the song better. Remapped
- 01:14:443 (1,2,3) - Let's compared these jumps with the other following hitobjects, especially 01:14:904 (2,3) - with 01:15:828 (2,3) - and 01:16:751 (2,3) -. You could see the second ones and the last one don't make quite much jump, but the first ones make a pretty big jump, causing inconsistency between these parts. You might consider lowering this jump on 01:14:904 (2,3) - for consistency between map.
Shifted previous objects to reduce gap
I'd like to recommend to place 01:14:904 (2) - at x:80 y: 168, appearing the slider 01:15:366 (1) - will blanket the circle 01:14:904 (2) - and the jump ill not be too high also. Also fix this one 01:37:520 (4,1) - if you agree with the suggestion.- 01:22:751 (4,1) - You could easily noticed that the jump here is pretty big even tho it's 1/4 jump. Players could easily confused and their first intuition could tell that this is 1/2 jump for sure. I'd recommend to reduce this jump, to make it nearer. To avoiding players from misunderstanding.
Players should be able to read newcombos at this point I suppose, but yeah remapped- 01:28:289 (5,8) - If you look at these hitobjects placement thoroughly, you could see that the slider 01:28:981 (8) - has already been appearing while the circle 01:28:289 (5) - hasn't been fully disappeared, appearing an ugly-looking overlap. You might consider moving this slider 01:28:981 (8) - far enough to avoid having an overlap again. Also fix this one 01:43:058 (5,8) - if you agree with this suggestion. Fixed
If you have anything concern about my mod, feel free to ask though forum private message. oh. thanks c:
Good luck~ Pretty nice song. Sure
To be fair, I don't care if your English isn't perfect. However, the fact that you didn't even check your spelling suggests your haste and disrespect, and I'm not entirely happy about this.HabiHolic wrote:
[All diff]
01:19:981 (1) - Finish. add here
Prefer the sort of ethereal feeling here.
[March]
00:27:827 (1) - that is like here?
larger gaps are consistently used on these wub noises; there's no point of keeping the sliders evenly spaced
anither for fine for me. GL!