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Kang Gary - GET SOME AIR (ft. MIWOO)

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Topic Starter
paydayzcool
This beatmap was submitted using in-game submission on Sunday, 3 June 2018 at 6:40:41 PM

Artist: Kang Gary
Title: GET SOME AIR (ft. MIWOO)
Tags: kpop hip hop squid kang hee gun square face halyang leessang 1thek
BPM: 75
Filesize: 22240kb
Play Time: 03:30
Difficulties Available:
  1. Hard (3.02 stars, 452 notes)
  2. Insane (4.47 stars, 715 notes)
  3. Normal (1.65 stars, 218 notes)
Download: Kang Gary - GET SOME AIR (ft. MIWOO)
Download: Kang Gary - GET SOME AIR (ft. MIWOO) (no video)
Information: Scores/Beatmap Listing
---------------
~Go get some air~

~Somewhere no one comes~

~So what if you look a little down~

~You won't be the only one~

Download with video for intended experience!

NEW MODDINGV2 DISCUSSION https://osu.ppy.sh/beatmapsets/637171#osu/1351798
IF YOU ARE ON THE MODDINGV1 DISCUSSION, PLEASE CLICK THE ABOVE LINK AND POST YOUR MODS THERE.

Gonna push for ranked!
9/8/2017: Video audio removed. Hurray!
11/12/2017: Resurrected!
29/6/2018: 2nd Resurrection!
Normal: 100% ready for modding!
Hard: 100% ready for modding!
Insane: 100% ready for modding!

Credits
My credits go to all of the following:
Star Shooters:
AzureDoctor x2

Modders:
From the old moddingv1 thread.
I will never forget the support you all gave me!


-Harpuia-
Jayel
Pandaz
CucumberCuc
AzureDoctor
xJ1
MyAngelMeinter
FiddleBlue
Mombei
Bakari
Shiitsuin
Arphimigon
Ohwow
DJ Lucky
UniqueBlock11
-Faded-
DTM9 Nowa
Saltssamure

From the new moddingv2 thread:
Bergy
Lumael
[-Crissaegrim-]
Seaweed
Flowziee
Sandrew
Milar001
Kotori-Chan
realy0_
[Nemesis]
Cerulean Veyron
yuuya_ke
DeRandom Otaku
ChuuritsuTv

Testplayers:
Pandaz

And those who didn't leave the multiplayer match when I had this map on. XD
Jayel
Hey, I've downloaded your map, but osu! does not add the map to the library and says there are some problems in the osz file. Perhaps you should check out your map and submit it again so that I may be able to redownload and mod it.
Topic Starter
paydayzcool

Jayel wrote:

Hey, I've downloaded your map, but osu! does not add the map to the library and says there are some problems in the osz file. Perhaps you should check out your map and submit it again so that I may be able to redownload and mod it.
Ok, I got the osz thing fixed. There were some nasty titles in the mp3 filename and the video name e.g.:

"MV_GARYê°ë¦¬_GET_SOME_AIRë°ëì´ë_ì¢_ì_Feat_MIWOO.mp3"

Bonus Kudos for you! (This post + mod) :D
Topic Starter
paydayzcool
accidental bump
Jayel
Alright, modding time!

These are all suggestions. You don't need to follow everything I say below.

[General]
The combo colors in gray are somehow indistinguishable. Try changing the other combo color to a darker one.

[Normal]
I guess you didn't separate combos in this diff on purpose, so no comment about the combos here.
Other than that, it's quite well made difficulty. I have nothing to say about it. Well done!

[Hard]
01:22:690 ~ 01:31:290 - Did you just set the combo colors here not to have any 'colors' in purpose? If not, I recommend you to add some colors to the notes so that the notes here does not look odd with the rest of the notes in the kiai time.
02:31:490 ~ 02:38:290 - This time, no colors.
02:57:090 ~ 03:04:890 - OK, add colors this time.
03:14:490 - Try adding a circle here.

[Insane]
Up AR to 9.

00:41:090 ~ 00:44:090 - Colors
01:22:690 ~ 01:31:290 - ^
01:40:290 ~ 01:48:090 - ^
01:54:490 (5) - Try replacing the slider with a circle.
01:59:290 (9) - ^
02:03:890 (7) - Try replacing the slider with 2 circles.
02:31:490 ~ 02:38:290 - No colors
02:57:090 ~ 03:04:890 - Colors

Overall, it's very well-designed map. I love the song itself, the overall ambience, the colors and placements of each note.
In short, very nice work. Alright, good luck!
Pandaz
18:49 paydayzcool: hallew
18:49 Pandaz: hi
18:49 Pandaz: scrub
18:49 paydayzcool: lol
18:49 paydayzcool: I got a new map
18:49 Pandaz: want me to play it?
18:50 paydayzcool: yeah, you interested?
18:50 Pandaz: ok
18:50 *paydayzcool is listening to [http://osu.ppy.sh/b/1351798 Kang Gary - GET SOME AIR (ft.MIWOO)]
18:50 paydayzcool: here :)
18:50 Pandaz: going for ranked?
18:51 paydayzcool: yep
18:51 paydayzcool: I'm sure I'll get it this time
18:51 Pandaz: some confidence
18:51 Pandaz: lets see
18:51 Pandaz: fuk itrs ar 8
18:54 paydayzcool: it's supposed to be ar8 unless I really have to change it
18:54 Pandaz: lol]
18:55 Pandaz: nice map
18:55 paydayzcool: thanks
18:55 Pandaz: but not comfortable to play
18:55 paydayzcool: from what I could see, even with Gary's irregular rapping, it's still relatively readable
18:56 Pandaz: i feels like the ar should be 10 tbh
18:56 Pandaz: with that small cs
18:57 paydayzcool: The point is: you're not meant to DT it
18:57 paydayzcool: XD
18:58 paydayzcool: lol maybe cookiezi will give it a try with HDDT or something is it gets ranked
18:58 Pandaz: im just saying that the ar feels like its need to be higher
18:58 paydayzcool: ok
18:58 Pandaz: dude if this ranked people are definitely DT fcing this
18:58 paydayzcool: are you sure?
18:58 Pandaz: yes
18:58 Pandaz: if i can pass it people are going to fc it
18:59 paydayzcool: I reckon it will take a while
18:59 paydayzcool: lol you cant pass it
18:59 Pandaz: probably max 2 weeks after its ranked
18:59 Pandaz: thats because im shit
19:02 paydayzcool: ~"Go get some air. Somewhere no one comes"~
19:02 Pandaz:
19:02 paydayzcool: ~"nagaseo baramina jom sswae. amudo chatji anhneun gose"~
19:02 Pandaz: i knew it
19:03 Pandaz: you speak korean
19:04 paydayzcool: no, I searched the lyrics ;)
19:04 Pandaz: you are the korean version of weeaboo
19:05 paydayzcool: you can't call me a weeaboo or anything like that
19:06 paydayzcool: you wanna know why?
19:06 paydayzcool: It's cuz Im asian
19:06 paydayzcool: ;)
19:06 Pandaz: you can be a weeaboo no matter what as long as you don't live in the country you like
19:06 paydayzcool: Where are you getting your 300pp plays from?
19:06 Pandaz: ??
19:06 Pandaz: Tillerino lo
19:06 Pandaz: l
19:06 Pandaz: and from other players profiles
19:07 paydayzcool: naw, anime maps
19:07 Pandaz: wtf
19:07 Pandaz: no im not
19:07 paydayzcool: why can I not call you a weeaboo?
19:07 Pandaz: because its a meme
19:09 paydayzcool: heheheheheh
19:09 paydayzcool: "because it's a meme" - it's still an anime map
19:09 paydayzcool: KOTOKO - Koi Kou Enishi (325pp)
19:09 paydayzcool: Lia - Bravely You (TV Size) (322pp)
19:09 Pandaz: FUTURE SON 330pp
19:09 Pandaz: Hello Zepp 3xx pp
19:09 Pandaz: thats called picking out only certain parts and ignoring the tru stuff
19:09 Pandaz: you fraud
19:09 Pandaz: lo
19:09 Pandaz: lol
19:10 paydayzcool: but, the first two I mentioned were anime maps XD
19:10 Pandaz: the first two i mentioned arent
19:10 Pandaz: but this community is anime biased, so you can't just call me a weeaboo because i played those maps
19:12 paydayzcool: what about me? You can't call me a weeaboo because I played those maps either
19:12 Pandaz: i called you the korean version of a weeaboo lol
19:12 Pandaz: but i don't actually mean it tho
19:13 Pandaz: i know your not hardcore korean fan
19:13 paydayzcool: thank you
19:13 Pandaz: but i know you like it enough for me to make fun of you
19:13 paydayzcool: kekekekekeke
19:13 paydayzcool: I'm happy for it then
19:13 Pandaz: well i passed it lol
19:13 paydayzcool: well done!
19:13 Pandaz: people can definitely fc dt
19:14 paydayzcool: but it will take a while
19:14 Pandaz: i expect within 4 days
19:14 paydayzcool: thank you for testplaying m9
19:14 paydayzcool: lol
19:14 Pandaz: i definitely feel you should be putting up to at least ar 9
19:14 Pandaz: because it doesn't feel right nomod
19:14 Pandaz: at least for me
19:15 Pandaz: because its hard to read and on top of that cs 5
19:15 Pandaz: this is definitely harder than a 4 stars where it is at
19:17 paydayzcool: got it
19:17 Pandaz: and i think some parts in the first rapping part
19:17 Pandaz: the tapping feels slightly awkward
19:18 paydayzcool: can you show me an example?
19:18 Pandaz: ok
19:20 Pandaz: actually i think its ok
19:20 Pandaz: it follows the rapping well
19:20 Pandaz: but its hard to read when ur playing for first time
19:21 paydayzcool: really?
19:21 paydayzcool: lol
19:21 Pandaz: yeah
19:21 Pandaz: its actually very hard to read
19:21 Pandaz: with Ar 8
19:21 Pandaz: maybe still hard to read with ar 9
19:22 paydayzcool: you can always try putting it on.
19:22 paydayzcool: well, I believe the "hard to read" comes from all the low AR maps which I keep playing
19:23 paydayzcool: ODDLOOP
19:23 paydayzcool: yee
19:23 Pandaz: Ye XD
19:23 Pandaz: well its not hard to "read" anymore because i played it tons already
19:23 Pandaz: get feedback from others
19:24 paydayzcool: yeah
19:24 paydayzcool: we'll see how it goes
19:24 Pandaz: ok
19:26 paydayzcool: ok, do /savelog and you can post on the song's forum and count it as IRC mod
-Zeraora
I had an issue with downloading the .osz file earlier lol



M4M~

[General]
  1. BG size is at 1294x730, consider resizing it to a common scale such as 1366 by 768.
[Insane]
  1. Isn't a volume of 30% too low?
  2. 00:18:490 (3,1,2) - imo in this state, it feels like 00:19:090 (2) - has a stronger sound, where it really doesn't. Try having larger distance between 00:18:490 (3,1) - than 00:18:690 (1,2) - .
  3. 00:22:690 (4) - 00:23:090 (5) - Really optional, but ctrl+g'ing these may work too. But if you're trying to have emphasis in the vocals, then no need to change.
  4. 00:41:490 (2,3) - Spacing between these two are too large. Also compared to the previous parts, this contains the highest spacing even though the song doesn't have any drastic changes... I think.
  5. 00:47:890 (2,3,4) - From what I can hear, the vocals hit more on the 1/6 snapping (evident on 00:47:990 (3,4) - if they were to be snapped on to 1/6 ticks).
  6. 00:46:490 - This part kinda feels awkward, considering the vocal right before 00:46:690 (3) - .
  7. 01:02:290 (3,4) - Would be nice to change this into a slider. Plus it would be consistent with 00:55:890 (3) - (semi-jump section then circle-circle-slider kind of pattern). Mostly because of song structure.
  8. 01:11:890 (3,4) - This is pretty much just a suggestion. Maybe change these into a single slider. I don't know, I think it works better.
  9. 01:46:290 (5) - Basing from how 01:45:090 (1,3) - are placed, distance on 01:46:090 (4,5) - , where sounds are similar to (1,3), should be increased.
  10. 02:02:690 (1) - Better to emphasize this object through DS. imo, it would seemingly separate the sounds on 02:02:090 (5,6,2) - from (1). Or like making the sound at (1) more apparent. Something xd
  11. 02:15:490 (1,2,3) - Vocals hit at 1/6 snapping.
  12. 02:27:090 (2,4) - This overlap is kinda jarring D:
  13. 02:25:890 (5) - Why not extend objects like this last until the blue tick right next to it? It would kinda fix each odd pauses in those patterns. (like 02:27:490 (4) - & 02:32:290 (2) - )
  14. 02:28:890 (3,4,5) - Flow here is too linear imo.
  15. 02:36:890 (3,4,5,6) - I'd say spacings here are too large. Best to have less objects that require large movement on calmer parts.
  16. Overall, it's pretty nice. Good job!
[Hard]I can't see anything much really that need to be called out. The difficulty already looks good to me. Only thing I have noticed are the consistency things you might have overlooked. But if the difference in pattern structure is because of variation, feel free to disregard this part:
  1. 00:35:090 (2,3) - 00:31:890 (2) -
  2. 00:18:690 (1,2) - 00:37:890 (1,2) -
  3. 00:40:490 (4,5) - 00:21:290 (4) -
  4. 01:41:890 (1) - 01:22:690 (1) -
  5. 01:22:690 (1) - 01:31:290 (2,1) - Exception for this one. Consistency is really needed here to follow the previous structures.
  6. 01:44:090 (2,3,4,5) - 01:24:290 (1,2,3) -

So yeah, that's all from me. I hope it helped.
Good luck! :)
Topic Starter
paydayzcool

Jayel wrote:

Alright, modding time!

These are all suggestions. You don't need to follow everything I say below.

[General]
The combo colors in gray are somehow indistinguishable. Try changing the other combo color to a darker one. Yeah, sounds like a good idea

[Normal]
I guess you didn't separate combos in this diff on purpose, so no comment about the combos here. Welp, It's WIP so theres no combo colours yet.
Other than that, it's quite well made difficulty. I have nothing to say about it. Well done! I didn't actually expect you to say that it's a well made map. Thank you so much

[Hard]
01:22:690 ~ 01:31:290 - Did you just set the combo colors here not to have any 'colors' in purpose? If not, I recommend you to add some colors to the notes so that the notes here does not look odd with the rest of the notes in the kiai time. V
02:31:490 ~ 02:38:290 - This time, no colors. Do you have the video on you?
02:57:090 ~ 03:04:890 - OK, add colors this time. ^
03:14:490 - Try adding a circle here. Sorry, but if I put a circle here, it would mean hitting a note with no music behind it.

[Insane]
Up AR to 9. eeeeeehhhhhhh, well... I'll take note of this one. If there are more ppl who say the same then I'll change it.

00:41:090 ~ 00:44:090 - Colors Do you have the video on you?
01:22:690 ~ 01:31:290 - ^ ^
01:40:290 ~ 01:48:090 - ^ ^
01:54:490 (5) - Try replacing the slider with a circle. If more people say the same, I'll change it.
01:59:290 (9) - ^ ^
02:03:890 (7) - Try replacing the slider with 2 circles. I would've, but note that this sound, although I can tell has two syllables is better represented as a short slider than a triple.
02:31:490 ~ 02:38:290 - No colors Do you have the video on you?
02:57:090 ~ 03:04:890 - Colors ^

Overall, it's very well-designed map. I love the song itself, the overall ambience, the colors and placements of each note. Thank you so much.
In short, very nice work. Alright, good luck!
Topic Starter
paydayzcool
I'm really sorry and I'm not blaming you for this, but I believe that our mapping styles kinda disagree with each other... :?

-Harpuia- wrote:

I had an issue with downloading the .osz file earlier lol I knew how you felt...

M4M~

[General]
  1. BG size is at 1294x730, consider resizing it to a common scale such as 1366 by 768. Doing that.
[Insane]
  1. Isn't a volume of 30% too low? Now that I think about it: yes.
  2. 00:18:490 (3,1,2) - imo in this state, it feels like 00:19:090 (2) - has a stronger sound, where it really doesn't. Try having larger distance between 00:18:490 (3,1) - than 00:18:690 (1,2) - . I reckon this wouldn't matter. You are right about the fact that 00:19:090 (2) has a stronger sound, but it strangely feels better if the slider stayed where it is.
  3. 00:22:690 (4) - 00:23:090 (5) - Really optional, but ctrl+g'ing these may work too. But if you're trying to have emphasis in the vocals, then no need to change. Sorry, but this change would make the map more uncomfortable than it should be.
  4. 00:41:490 (2,3) - Spacing between these two are too large. Also compared to the previous parts, this contains the highest spacing even though the song doesn't have any drastic changes... I think. Then how would you explain this part: 00:28:290 (1,2,3,4)? it's almost 100% identical (it's just rotated 90 degrees (or pi/2 radians lel)) meaning that this bit of content becomes a repeated pattern for the player.
  5. 00:47:890 (2,3,4) - From what I can hear, the vocals hit more on the 1/6 snapping (evident on 00:47:990 (3,4) - if they were to be snapped on to 1/6 ticks). Well unfortunately in these kinds of songs (slow rap) you are commonly forced to undermap to usually make it more readable for the players. How would you like it if I were to give you a steady 1/8 rhythm then slap you in the face with some irregular rhythm? (1/3, 1/6 note that the denominators of these fractions cannot evenly divide into 8) Surely you would have missed before you were even able to recognise the rhythm change. :D
  6. 00:46:490 - This part kinda feels awkward, considering the vocal right before 00:46:690 (3) - . Same as above, I am forced to underlap due to readability factors.
  7. 01:02:290 (3,4) - Would be nice to change this into a slider. Plus it would be consistent with 00:55:890 (3) - (semi-jump section then circle-circle-slider kind of pattern). Mostly because of song structure. Well, imo it is better represented as a bunch of circles. It would be a waste to replace these notes with a slider because the beats are just as strong as each other.
  8. 01:11:890 (3,4) - This is pretty much just a suggestion. Maybe change these into a single slider. I don't know, I think it works better. ^
  9. 01:46:290 (5) - Basing from how 01:45:090 (1,3) - are placed, distance on 01:46:090 (4,5) - , where sounds are similar to (1,3), should be increased. That's agreeable.
  10. 02:02:690 (1) - Better to emphasize this object through DS. imo, it would seemingly separate the sounds on 02:02:090 (5,6,2) - from (1). Or like making the sound at (1) more apparent. Something xd Not sure what you mean here... :?
  11. 02:15:490 (1,2,3) - Vocals hit at 1/6 snapping. Actually, this point is not too bad to have 1/6 snapping...
  12. 02:27:090 (2,4) - This overlap is kinda jarring D: Is it less jarring now?
  13. 02:25:890 (5) - Why not extend objects like this last until the blue tick right next to it? It would kinda fix each odd pauses in those patterns. (like 02:27:490 (4) - & 02:32:290 (2) - ) I wouldn't call the pauses "odd", but it does allow more necessary part of the song to be clickable!
  14. 02:28:890 (3,4,5) - Flow here is too linear imo. Well, I did a bit of thinking through this one and I ended up moving the notes around here.
  15. 02:36:890 (3,4,5,6) - I'd say spacings here are too large. Best to have less objects that require large movement on calmer parts. Might as well...
  16. Overall, it's pretty nice. Good job! Thank you so much! :)
[Hard]I can't see anything much really that need to be called out. The difficulty already looks good to me. Only thing I have noticed are the consistency things you might have overlooked. But if the difference in pattern structure is because of variation, feel free to disregard this part:
I'm disregarding this part as the idea of large-scale repetition is imo a sign of laziness (but when it comes to others I just let it slide). Too much repetition in notes just makes it more boring for players.
  1. 00:35:090 (2,3) - 00:31:890 (2) -
  2. 00:18:690 (1,2) - 00:37:890 (1,2) -
  3. 00:40:490 (4,5) - 00:21:290 (4) -
  4. 01:41:890 (1) - 01:22:690 (1) -
  5. 01:22:690 (1) - 01:31:290 (2,1) - Exception for this one. Consistency is really needed here to follow the previous structures.
  6. 01:44:090 (2,3,4,5) - 01:24:290 (1,2,3) -

So yeah, that's all from me. I hope it helped.
Good luck! :) Thank you! :)
AzureDoctor
placeholder for return M4M, will mod tomorrow =w=

[General]
i can barely hear the hitsounds, maybe turn it up a bit more?
it's not very clear to me what the blue and green combos are supposed to represent. at the start i thought it was to represent the singing but at the second kiai the blue and green don't start when the singing does.

[Normal]
00:49:090 (3) - imo a 1/2 slider would be better fitting here
01:23:890 - since there is a kick here maybe add a hitcircle?
01:48:290 - i think you should map this part. a break here isn't very fitting

[Hard]
i think you could use a bit more distance emphasis. for this song i think htat a bigger jump every two measures would do a goodjob of emphasizing the strong parts of the song. overall solid difficulty though

[Insane]
00:44:590 (2,3) - not properly aligned w/ the slider

Once again sorry for the super late mod. it was very irresponsible of me. have some stars since i couldnt find that much in your maps to improve.
GL! :)
Topic Starter
paydayzcool

AzureDoctor wrote:

placeholder for return M4M, will mod tomorrow =w=
Alright
CucumberCuc
Hi
M4M

[All diffs]
02:38:690 maybe put circle for sound?

[Normal]
00:15:490 - 00:41:090 after the spinner should be free 1-2 white ticks on this diff
00:59:890 (4) move to x:138 y:384
01:11:890 (3) move to x:22 y:238 and 01:12:290 (4) end slider move up
01:41:490 (4) move up and slightly left
02:25:890 (4) move down
02:29:090 (4) move slightly up and left
02:58:690 (1) move to x:198 y:144 for better distance
03:01:490 (4,1) move to x:24 y:328 for better distance
03:05:890 (2) end slider move to x:293 y:243 and copy-paste this slider and put on 03:05:090
03:15:890 (2) move up

[Hard]
00:20:290 (1,2,3,4) slightly different from 00:23:490 (1,2,3,4) distance between objects
00:29:890 (1,2) i think you can shortened slider to prev blue tick + remove circle and on red tick start new slider to next blue tick
00:57:090 (1,2) the distance between the objects is different from 00:58:290 (4,1) although, the distance between ticks is the same
01:04:290 (3) I'm not sure that it is a good choice blanket, maybe change it a bit?
01:17:090 (3) like i say above

[Insane]
00:18:090 (1,2,3) slightly different range
00:39:090 (5) maybe move to x:472 y:144?
00:45:490 (7) move to x:256 y:64?
01:02:490 (4) I think it would be better to put this circle between circles 2 and 3 (x:116 y:176) like you do with circle 6 on 01:09:290 and 01:12:490
01:31:690 (4,5,6) why the difference in length between these small circles, so if for example 01:41:290 (6,7,8), though with a difference in words, but with the same volume of the circles are far from each other?
Topic Starter
paydayzcool

CucumberCuc wrote:

Hi
M4M

[All diffs]
02:38:690 maybe put circle for sound? I reckon there's no need for that. Gary's rapping just ended like 2 beats before. The break emphasises it.

[Normal]
00:15:490 - 00:41:090 after the spinner should be free 1-2 white ticks on this diff Not sure what you mean here...
00:59:890 (4) move to x:138 y:384 Not much change, but still did it. :D
01:11:890 (3) move to x:22 y:238 and 01:12:290 (4) end slider move up Well, the circle movement imo isn't needed and I want to keep the 4 parallel with 01:10:690 (2).
01:41:490 (4) move up and slightly left Why?
02:25:890 (4) move down Well, maybe a few pixels, it would look better.
02:29:090 (4) move slightly up and left No thanks, I would like to keep it there.
02:58:690 (1) move to x:198 y:144 for better distance That doesn't really look like better distance.
03:01:490 (4,1) move to x:24 y:328 for better distance ^
03:05:890 (2) end slider move to x:293 y:243 and copy-paste this slider and put on 03:05:090 The slider will become a perfect circle if I did that.
03:15:890 (2) move up I guess that works.

[Hard]
00:20:290 (1,2,3,4) slightly different from 00:23:490 (1,2,3,4) distance between objects I don't see how they are different.
00:29:890 (1,2) i think you can shortened slider to prev blue tick + remove circle and on red tick start new slider to next blue tick Well,
if I have a 1/4 slider at 00:29:490 (3) signifying the end of the phrase, the next start should be defined with a longer slider not two longer sliders as it would be weird.

00:57:090 (1,2) the distance between the objects is different from 00:58:290 (4,1) although, the distance between ticks is the same If you're going to tell someone that this is an issue, you should've tested the objects first.
01:04:290 (3) I'm not sure that it is a good choice blanket, maybe change it a bit? There's no blanket here, so no need to change.
01:17:090 (3) like i say above Well, how is this incorrect?

[Insane]
00:18:090 (1,2,3) slightly different range Sorry, not sure what you meant by this.
00:39:090 (5) maybe move to x:472 y:144? I'll think about this one.
00:45:490 (7) move to x:256 y:64? It doesn't make an outstanding difference in the map. I find that it's better to keep it as it is.
01:02:490 (4) I think it would be better to put this circle between circles 2 and 3 (x:116 y:176) like you do with circle 6 on 01:09:290 and 01:12:490 Yeah, this part looks a bit patchy so I'll do it.
01:31:690 (4,5,6) why the difference in length between these small circles, so if for example 01:41:290 (6,7,8), though with a difference in words, but with the same volume of the circles are far from each other? These two points in the map are at different times of the music. They don't relate to each other, so I have mapped them differently. No questions there.
J1_
Hey, from my mod queue

General:

Get the korean artist and title of the song and romanise those in english (Artist:(개리) Song name:(바람이나 좀 쐐))

Normal:

00:33:090 (2,3,1) - Perfect triangle

Hard:

02:51:090 (1,2) - Blanket opportunity

Insane:

00:31:490 (1) - Maybe this should be curved to the left

00:54:690 (5) - Try adding a triple here

02:33:490 (2,3,4) - Flow can be better

Fairly clean difficulties, not much else to say so GL!
Justysuwu
Hi :D
Normal
00:31:490 (1,2) - get circle beetwen this
01:22:690 (1,2) - ^^
02:52:290 (1,2) - ^^
02:55:490 (1,2) - ^^
03:06:690 (3,1) - ^^
AR 4 because it is normal
Hard
AR 8 is too high
00:49:690 (3) - delete this
Just think about patterns, because is too much space for make somethink
Insane
I think this CS is a little problematic for HR players, change it for 4 or 4.5
AR 9
00:44:890 (4,5,6,7,8) - No pattern in this place slightly hurt
I think this is all :D
[lucky:1337]Good Luck :D[/lucky:1337]
Topic Starter
paydayzcool

AzureDoctor wrote:

placeholder for return M4M, will mod tomorrow =w=

[General]
i can barely hear the hitsounds, maybe turn it up a bit more? Yeah, I agree with you on this one.
it's not very clear to me what the blue and green combos are supposed to represent. at the start i thought it was to represent the singing but at the second kiai the blue and green don't start when the singing does. You need the video, then you'll see why the combo colours are like that.

[Normal]
00:49:090 (3) - imo a 1/2 slider would be better fitting here Ok, I'll take note of this. If anyone else says the same then I will change it.
01:23:890 - since there is a kick here maybe add a hitcircle? I guess so.
01:48:290 - i think you should map this part. a break here isn't very fitting Notice how after Gary's rapping at this part, there is no percussion until 02:52:290 (1) and it makes it feel like a break.

[Hard]
i think you could use a bit more distance emphasis. for this song i think htat a bigger jump every two measures would do a goodjob of emphasizing the strong parts of the song. overall solid difficulty though Thanks! But I'll take the "Little Jumps" into account. If anyone else tells me the same, I will do it.

[Insane]
00:44:590 (2,3) - not properly aligned w/ the slider It's a few pixels off but I might as well fix it

Once again sorry for the super late mod. it was very irresponsible of me. have some stars since i couldnt find that much in your maps to improve.
GL! :) Thank you so much! :)

xJ1 wrote:

Hey, from my mod queue

General:

Get the korean artist and title of the song and romanise those in english (Artist:(강개리) Song name:(바람이나 좀 쐐)) Yeah, I'll do that.

Normal:

00:33:090 (2,3,1) - Perfect triangle Fixed.

Hard:

02:51:090 (1,2) - Blanket opportunity I'm very sure that this is already blanketed.

Insane:

00:31:490 (1) - Maybe this should be curved to the left No need for that. This slider is meant to be parallel with the stream right next to it.

00:54:690 (5) - Try adding a triple here Doesn't really fit with the music.

02:33:490 (2,3,4) - Flow can be better I reckon I've made it better.

Fairly clean difficulties, not much else to say so GL! Thank you so much!

MyAngelMeinter wrote:

Hi :D
Normal
00:31:490 (1,2) - get circle beetwen this Newer players are unable to easily deal with constant rhythm repetitions, so the small breaks have been added to give the player some "breathing time".
01:22:690 (1,2) - ^^ ^
02:52:290 (1,2) - ^^ ^
02:55:490 (1,2) - ^^ ^
03:06:690 (3,1) - ^^ ^
AR 4 because it is normal Well, not necessarily. I can put it as AR5 as well and I reckon that's a better option.
Hard
AR 8 is too high Well... I guess AR7 will do then.
00:49:690 (3) - delete this No, that is a very imprtant note as it preserves the readability of the map.
Just think about patterns, because is too much space for make somethink M8, if you haven't noticed, there are already lots of patterns in this diff which work well together and represent the music.
Insane
I think this CS is a little problematic for HR players, change it for 4 or 4.5 Big NOPE on this one. CS5 is also rankable you know?
AR 9 Also a big NOPE on this one. The aim of this map is to make sure nobody can HDHR it or even try and sneak in DT mod.
00:44:890 (4,5,6,7,8) - No pattern in this place slightly hurt Ok, this actually is a pattern. It makes use of flow and other aspects of horizontal symmetry.
I think this is all :D
[lucky:1337]Good Luck :D[/lucky:1337]Thank you so much.
FiddleBlue
Hi from queue!
General
  1. Combo color is a bit random. There seems to be no be no pattern in relation with the color and grayscale combo. How about making the colored combo be on the kiai part only?
Normal
  1. 01:33:490 - Perhaps a circle here since there's a drum sound and vocal.
Hard
  1. 00:45:890 (1) - Perhaps extend this 1/8 more so that the slider emphasize the vocal being held.
  2. 01:06:290 (4,1,3) - Fix slider bodies, they're not perfectly parallel here.
  3. 01:07:490 (3) - A 1/2 slider here instead as there's a sound on the blue tick. You can add a circle on the red tick instead.
  4. 01:21:290 - A circle here to emphasize the vocal ending, perhaps.
  5. 01:22:690 (1,2,3,4,1,2,3) - How about using this pattern instead for one measure in this section: https://gyazo.com/ac3b4f0d42ef0bb40c400b5d7ea38285.png
    I think it's better as emphasize the vocal more than the current version.
  6. 02:06:490 (2) - Instead of simplifying this part, how about you do this: https://gyazo.com/287cd334583b4e9c5b9f80557457888c.png
  7. 02:38:290 (3) - Perhaps you can make this as a 1/1 slider instead as it kinda ends awkwardly and there's a sound on the white tick.
Insane
  1. 00:18:690 (1) - Not perfectly in the middle. The correct coordinates would be 350|194. It's not accurate since it’s rounded, but it'll be more precise to the center than the current one.
  2. 00:21:490 (4,3,5) - Perhaps you can overlap these together instead of them being very near to each other.
  3. 00:23:490 (1,2,3,4,5) - Why don't you make the flow here to be straight instead of being a bit to the right on the streams.
  4. 00:40:290 (3,4,5) - Triangle created by the slider end and two circles here aren't same angles.
  5. 00:42:690 (1,7) - Perhaps you can make this circle overlapping the slider body.
  6. 00:53:490 (8,5) - Maybe you can overlap these instead.
  7. 01:00:690 (3,4,6) - Why don't you align these in a straight line instead.
  8. 01:10:090 (2,3,4,5,6,7,8) - This looks messy :/ How about doing this instead:
    https://i.gyazo.com/760c734a8b7b3b1a3b7 ... 92b764.gif
    I think it looks neater with less overlapping. If you do agree the codes are:
    178,265,68890,1,0,0:0:0:0:
    244,83,69090,1,8,0:0:0:0:
    211,174,69290,1,0,0:0:0:0:
    178,265,69490,1,0,0:0:0:0:
    117,190,69690,1,8,0:0:0:0:
    84,280,69890,37,4,0:0:0:0:
    273,248,70090,1,0,0:0:0:0:
    149,100,70290,1,0,0:0:0:0:
    339,66,70490,1,0,0:0:0:0:
    273,248,70690,1,0,0:0:0:0:
    244,83,70890,1,0,0:0:0:0:
    292,75,70990,1,0,0:0:0:0:
    339,66,71090,1,0,0:0:0:0:
    To insert this: first delete 01:08:890 (4,5,6,7,8,1,2,3,4,5,6,7,8) - , save, open the diff .osu file, find 337,158,68690,1,0,0:0:0:0:, paste the codes underneath it and save the .osu file. In the editor just do ctrl+L to refresh the map and those circles will be there.
  9. 01:15:290 (3,2) - Why don’t you overlap these?
  10. 01:25:690 (5) - I can see that this is one of the circle for triangle created by 01:25:090 (3,4,5) - , but how about making it the center for 01:26:290 (2,3,4) - triangle? If you agree the coordinates for 01:25:690 (5) - would be: 260|184. You also need to adjust 01:25:490 (4) - to make it an equilateral triangle again, coordinates for that would be 173|364.
  11. 01:27:490 (1,2,3,4,5) - Why don't you make the flow here straight instead of moving to the right in the streams?
  12. 01:35:890 (2,3,4) - This isn't a perfect triangle. Unless it's intended it should probably be fixed.
  13. 01:38:490 (5) - What about aligning this with 01:39:090 (2,3) - since 01:38:490 (5,2) - overlap each other?
  14. 01:53:090 (1) - Slider body is rotated to the right a bit here. Why don't you make it align with 01:52:690 (7,8) - .
  15. 02:07:890 (3,4,5) - These 1/6 snap devisor circles could cause confusion with the players. How about making it a repeating 1/6 slider instead?
  16. 02:09:090 (1) - Maybe put this in the center of 02:09:890 (4,5,6) - so that it'll look more organized. Coordinates will be 281|186 (not precise since results are in decimals, but it should be close enough).
  17. Why don’t you overlap this with any of 02:18:490 (8,2) - instead. Just a suggestion.
  18. 02:28:290 (1,3) - Why don't you blanket this?
  19. 02:38:290 (3) - Why not make this a 1/1 slider instead so that it can compliment the sound on the white tick and I think it makes the transition to break better.
  20. 02:38:290 (3,1) - Fix overlap
  21. 02:55:890 (2,3,4) - Fix triangle
  22. 03:04:290 (5,6,7) - Why don't you resize this triangle so that 03:03:090 (5,6) - can overlap.
Hope this helps.
Good luck!
Topic Starter
paydayzcool

FiddleBlue wrote:

Hi from queue! Thank you so much for a lot of suggestions!
General
  1. Combo color is a bit random. There seems to be no be no pattern in relation with the color and grayscale combo. How about making the colored combo be on the kiai part only? Have you seen the video that goes with it? For style purposes I'm following the video colours.
Normal
  1. 01:33:490 - Perhaps a circle here since there's a drum sound and vocal. That works!
Hard
  1. 00:45:890 (1) - Perhaps extend this 1/8 more so that the slider emphasize the vocal being held.There's no vocal being held here.
  2. 01:06:290 (4,1,3) - Fix slider bodies, they're not perfectly parallel here. Only a slight imperfection, but I did it anyway.
  3. 01:07:490 (3) - A 1/2 slider here instead as there's a sound on the blue tick. You can add a circle on the red tick instead. I'll think about this one, if more people say the same then I'll change this.
  4. 01:21:290 - A circle here to emphasize the vocal ending, perhaps. I'm going to keep this the same for readability purposes.
  5. 01:22:690 (1,2,3,4,1,2,3) - How about using this pattern instead for one measure in this section: https://gyazo.com/ac3b4f0d42ef0bb40c400b5d7ea38285.png
    I think it's better as emphasize the vocal more than the current version. I'll think about this one as well.
  6. 02:06:490 (2) - Instead of simplifying this part, how about you do this: https://gyazo.com/287cd334583b4e9c5b9f80557457888c.png Note that If I complicate this diff too much I will shift the SR away from being perfectly linear. Besides, I don't ever use triples in the map, so I don't want to suddenly spring them up.
  7. 02:38:290 (3) - Perhaps you can make this as a 1/1 slider instead as it kinda ends awkwardly and there's a sound on the white tick. Look at what I said for this in Insane.
Insane
  1. 00:18:690 (1) - Not perfectly in the middle. The correct coordinates would be 350|194. It's not accurate since it’s rounded, but it'll be more precise to the center than the current one. Well, I used the approach circle of the start of 1 and I reckon it's perfectly in the center already.
  2. 00:21:490 (4,3,5) - Perhaps you can overlap these together instead of them being very near to each other. I'll keep the 5 where it is,
    and I'll move the 4 to overlap the 3 :)
  3. 00:23:490 (1,2,3,4,5) - Why don't you make the flow here to be straight instead of being a bit to the right on the streams. Well, I could use convert slider to stream after making a 5 degree slider but now it looks like the stream is angled to the right. So I'm not sure how to really confront this properly.
  4. 00:40:290 (3,4,5) - Triangle created by the slider end and two circles here aren't same angles. Fixed.
  5. 00:42:690 (1,7) - Perhaps you can make this circle overlapping the slider body. ^
  6. 00:53:490 (8,5) - Maybe you can overlap these instead. ^
  7. 01:00:690 (3,4,6) - Why don't you align these in a straight line instead. No need for that, notice how 6 is the same distance from 01:00:690 (3,4) and it doesn't need to change.
  8. 01:10:090 (2,3,4,5,6,7,8) - This looks messy :/ How about doing this instead:
    https://i.gyazo.com/760c734a8b7b3b1a3b7 ... 92b764.gif
    I think it looks neater with less overlapping. If you do agree the codes are:
    178,265,68890,1,0,0:0:0:0:
    244,83,69090,1,8,0:0:0:0:
    211,174,69290,1,0,0:0:0:0:
    178,265,69490,1,0,0:0:0:0:
    117,190,69690,1,8,0:0:0:0:
    84,280,69890,37,4,0:0:0:0:
    273,248,70090,1,0,0:0:0:0:
    149,100,70290,1,0,0:0:0:0:
    339,66,70490,1,0,0:0:0:0:
    273,248,70690,1,0,0:0:0:0:
    244,83,70890,1,0,0:0:0:0:
    292,75,70990,1,0,0:0:0:0:
    339,66,71090,1,0,0:0:0:0:
    To insert this: first delete 01:08:890 (4,5,6,7,8,1,2,3,4,5,6,7,8) - , save, open the diff .osu file, find 337,158,68690,1,0,0:0:0:0:, paste the codes underneath it and save the .osu file. In the editor just do ctrl+L to refresh the map and those circles will be there. Great idea, this really fixes the chaos in this part. But I'm making the triple shorter.
  9. 01:15:290 (3,2) - Why don’t you overlap these? Well, I just overlapped them.
  10. 01:25:690 (5) - I can see that this is one of the circle for triangle created by 01:25:090 (3,4,5) - , but how about making it the center for 01:26:290 (2,3,4) - triangle? If you agree the coordinates for 01:25:690 (5) - would be: 260|184. You also need to adjust 01:25:490 (4) - to make it an equilateral triangle again, coordinates for that would be 173|364. I agreed with you, but I fixed it my way.
  11. 01:27:490 (1,2,3,4,5) - Why don't you make the flow here straight instead of moving to the right in the streams? This is exactly like what I said before. I can never get it straight even though I use convert slider to stream.
  12. 01:35:890 (2,3,4) - This isn't a perfect triangle. Unless it's intended it should probably be fixed. Fixed
  13. 01:38:490 (5) - What about aligning this with 01:39:090 (2,3) - since 01:38:490 (5,2) - overlap each other? ^
  14. 01:53:090 (1) - Slider body is rotated to the right a bit here. Why don't you make it align with 01:52:690 (7,8) It is, right?.
  15. 02:07:890 (3,4,5) - These 1/6 snap devisor circles could cause confusion with the players. How about making it a repeating 1/6 slider instead? Well, the spacing is higher so there should be almost no confusion unless the player is half-retarded.
  16. 02:09:090 (1) - Maybe put this in the center of 02:09:890 (4,5,6) - so that it'll look more organized. Coordinates will be 281|186 (not precise since results are in decimals, but it should be close enough). I changed this pattern, but in a different way to what you suggested. Nobody will notice the overlap unless the AR was any lower.
  17. Why don’t you overlap this with any of 02:18:490 (8,2) - instead. Just a suggestion. What are you really asking?
  18. 02:28:290 (1,3) - Why don't you blanket this? Changed, but in a different manner.
  19. 02:38:290 (3) - Why not make this a 1/1 slider instead so that it can compliment the sound on the white tick and I think it makes the transition to break better. Well, I'm not doing this partially because of style and the fact that Gary's rapping stops at that point.
  20. 02:38:290 (3,1) - Fix overlap Are you serious? There is no need to worry about the overlap because they are so far apart.
  21. 02:55:890 (2,3,4) - Fix triangle Fixed.
  22. 03:04:290 (5,6,7) - Why don't you resize this triangle so that 03:03:090 (5,6) - can overlap.
Hope this helps. It really did, thank you so much!
Good luck!
FiddleBlue
Hi, I have a way for you to fix 00:23:490 (1,2,3,4,5) - and others that are similar.
The last part of the video is to show the x-coordinates of the stream.
Topic Starter
paydayzcool

FiddleBlue wrote:

Hi, I have a way for you to fix 00:23:490 (1,2,3,4,5) - and others that are similar.
The last part of the video is to show the x-coordinates of the stream.
Thanks for putting in the extra effort to helping me!
Mombei
From my modding queue :)

General


  1. Modding Assistant flags this map's video to still contain its audio track, and while I couldn't hear it when checking the folder myself, I advise you doublecheck for yourself.

Normal


  1. 00:20:690 (2,3) - this pattern's rhythm structure is different from all subsequent instances of the same exact bit in the song (00:23:890 (2,3) - 00:27:090 (2,3) - etc.) Why is that? You should probably make the rhythm consistent across the map, or alternate it regularly. Putting a random variation at the beginning of the map isn't very pretty.
  2. 01:06:690 (1,2) - This shape is kind of awkward for 01:09:490 (3) - to play into, I advise you make the curve smoother so that you can blanket 2 and 3
  3. 01:38:690 (1) - This slider slightly overlaps with the health bar, bring it down a little.
    Otherwise fairly solid. Flow is iffy most of the time, but I reckon it's fine for a normal

Hard


I don't find anything substantially unrankable with this map, although 03:14:690 (1) - looks like it would be offscreen. It isn't for me but I have a 16:9 monitor, so it might differ for 4:3 aspect ratio users.=

Insane


  1. 01:03:490 (1,2,3,4,5,6) - The difference in spacing you use to introduce 1/3 is barely noticeable, I think you should map it passively first, like this or anything similiar.
  2. 01:13:090 (1,2,3,4) - These should be snapped in 1/6, probably an oversight
  3. 02:07:890 (3,4,5) - These look exactly like the 1/4 streams you've been putting after sliders the whole map. It's extremely unintuitive. I suggest you rearrange this to look different, or map it passively.
    Otherwise fairly ok.

That's all. Thanks for using my queue!

Topic Starter
paydayzcool

Mombei wrote:

From my modding queue :) Thank you for modding!

General


  1. Modding Assistant flags this map's video to still contain its audio track, and while I couldn't hear it when checking the folder myself, I advise you doublecheck for yourself. Weird, my AiMod doesn't have any errors or issues...

Normal


  1. 00:20:690 (2,3) - this pattern's rhythm structure is different from all subsequent instances of the same exact bit in the song (00:23:890 (2,3) - 00:27:090 (2,3) - etc.) Why is that? You should probably make the rhythm consistent across the map, or alternate it regularly. Putting a random variation at the beginning of the map isn't very pretty. Well, I seriously love map variations in every way, but this form of variation I reckon should be fixed.
  2. 01:06:690 (1,2) - This shape is kind of awkward for 01:09:490 (3) - to play into, I advise you make the curve smoother so that you can blanket 2 and 3 Well, I'll think about that one...
  3. 01:38:690 (1) - This slider slightly overlaps with the health bar, bring it down a little. Fixed.
    Otherwise fairly solid. Flow is iffy most of the time, but I reckon it's fine for a normal

Hard


I don't find anything substantially unrankable with this map, although 03:14:690 (1) - looks like it would be offscreen. It isn't for me but I have a 16:9 monitor, so it might differ for 4:3 aspect ratio users. No, it is not offscreen, it looks colpletely fine.=

Insane


  1. 01:03:490 (1,2,3,4,5,6) - The difference in spacing you use to introduce 1/3 is barely noticeable, I think you should map it passively first, like this or anything similiar. Well, if someone else mentions this, then I will change it.
  2. 01:13:090 (1,2,3,4) - These should be snapped in 1/6, probably an oversight I reckon these should also be snapped in 1/6, but that's when readability becomes an issue.
  3. 02:07:890 (3,4,5) - These look exactly like the 1/4 streams you've been putting after sliders the whole map. It's extremely unintuitive. I suggest you rearrange this to look different, or map it passively. I reckon it looks better with larger spacing.
    Otherwise fairly ok. Thank you.

That's all. Thanks for using my queue!

riffy
'ello! I know it took me forever to get here and I am sorry about that!

General
  1. Try higher tickrate for Hard and Insane? Those heavily rely on 1/2 and 1/4s, so tickrate 2 would feel nice.
  2. Where did you get the metadata from? Looks like literally every source I could find in google lists the artists as GARY or Gary. So, if there's no better source, let's take this one

    Artist: 개리
    Romanised Artist: GARY
    Title: 바람이나 좀 쐐 (Feat. MIWOO)
    Romanised Title: GET SOME AIR (Feat. MIWOO)
  3. The video isn't supposed to have any audio in it. This is a rule in order to save some disk space and allow slightly hihger in quality videos.
Normal
  1. The main issue I have is that at times rhythm feels overgeneralized. 03:05:090 (1,2) - here for example (1) follows back vocals, (2) switches towards the instruments and it is really hard to figure out why. While the majority of the objects seem to be following the drum line, there is a bumber of things that stand out and shift towards vocals, for instance 00:59:890 (4) - or 01:03:090 (4) - which seem to follow purely vocals. Removing some of these things and making the rhythm shift more towards instruments would force players to listen to the song itself a lot more, and at the same time it'd help players get the concept of the rhythm game.

    Alternatively, you can make the map lean more towards vocals, though this would require some a bit more tricky snapping. (01:19:090 (4) - Ctrl+G here, for example, so that the vocal peaks would be highlighted with clickable objects).

    Apart from that I feel like everything else was pretty good.
Hard
  1. 00:31:890 (2) - would work a lot better with the vocals as two circles. You've already done this for 00:35:090 (2,3) - so let's try keeping things consistent.
  2. 00:46:290 - is here any reason this beat is ignored? I assumed you were trying to focus on vocals, but then I noticed that 00:46:490 (2) - is mappd without any vocal support
    Note: in case you were following vocals, then just 00:45:890 (1) - finish this slider on 00:46:190 and remove 00:46:490 (2) - since it's not following vocals.

    Sort of the same thing as the one that I've mentioned for Normal. You try to keep things simple, but the rhythm is asking for something a bit more complex. 00:53:290 (4) - this one for example starts on nothing as the vocals are on 00:53:390 - so you can either try something with 3/8 sliders or you can simplify it to the drum line and use more 1/2ish rhythm. It happens just for a few pattern, testplay and see what parts can be improved.

    Again, apart from a few patterns that feel a bit mixed up the rest is very much enjoyable.
Insane
  1. 00:19:890 (4,1) - 00:23:090 (5,1) - shouldn't these two use larger spacing to highlight (1)'s strong beat? This however, happens in quite a few patterns like 00:28:090 (5,1) - 00:32:690 (5,1) - so probably I am just missing out and there's a reason for that.
  2. 02:53:490 (4,1) - the same jump thing goes here, 3-4 gives the flow a nice momentum, why not use that to make 4-1 a good jump as well?
The spread is a bit extreme, but I still believe it works well. I'd say that with a bit more attention to rhythm in lower difficulties this would become an amazing mapset.
Topic Starter
paydayzcool

Bakari wrote:

'ello! I know it took me forever to get here and I am sorry about that! Thank you so much for modding!

General
  1. Try higher tickrate for Hard and Insane? Those heavily rely on 1/2 and 1/4s, so tickrate 2 would feel nice. Sure, that works.
  2. Where did you get the metadata from? Looks like literally every source I could find in google lists the artists as GARY or Gary. So, if there's no better source, let's take this one Well, I used that source. Also, Kang Gary is actually also valid.
    If this becomes a major issue then I will change it.


    Artist: 개리
    Romanised Artist: GARY
    Title: 바람이나 좀 쐐 (Feat. MIWOO)
    Romanised Title: GET SOME AIR (Feat. MIWOO)
  3. The video isn't supposed to have any audio in it. This is a rule in order to save some disk space and allow slightly hihger in quality videos. There's audio in it? I can't open the avi file on my computer because I'm on mac and I don't know where to make the video have no audio.
Normal
  1. The main issue I have is that at times rhythm feels overgeneralized. 03:05:090 (1,2) - here for example (1) follows back vocals, (2) switches towards the instruments and it is really hard to figure out why. While the majority of the objects seem to be following the drum line, there is a bumber of things that stand out and shift towards vocals, for instance 00:59:890 (4) - or 01:03:090 (4) - which seem to follow purely vocals. Removing some of these things and making the rhythm shift more towards instruments would force players to listen to the song itself a lot more, and at the same time it'd help players get the concept of the rhythm game. I did the first part of this suggestion, but I feel like I can better represent the song when there is a balance between hitobjects on both vocals and instruments. If this gets more serious then I will change this.

    Alternatively, you can make the map lean more towards vocals, though this would require some a bit more tricky snapping. (01:19:090 (4) - Ctrl+G here, for example, so that the vocal peaks would be highlighted with clickable objects). Well, no need for this.

    Apart from that I feel like everything else was pretty good. Thank you so much.
Hard
  1. 00:31:890 (2) - would work a lot better with the vocals as two circles. You've already done this for 00:35:090 (2,3) - so let's try keeping things consistent. I agree with you on this one!
  2. 00:46:290 - is here any reason this beat is ignored? I assumed you were trying to focus on vocals, but then I noticed that 00:46:490 (2) - is mappd without any vocal support
    Note: in case you were following vocals, then just 00:45:890 (1) - finish this slider on 00:46:190 and remove 00:46:490 (2) - since it's not following vocals. Well, 00:46:490 (2) - is meant for 1. Readability, and 2. It kinda follows the vocals

    Sort of the same thing as the one that I've mentioned for Normal. You try to keep things simple, but the rhythm is asking for something a bit more complex. 00:53:290 (4) - this one for example starts on nothing as the vocals are on 00:53:390 - so you can either try something with 3/8 sliders or you can simplify it to the drum line and use more 1/2ish rhythm. It happens just for a few pattern, testplay and see what parts can be improved.

    Again, apart from a few patterns that feel a bit mixed up the rest is very much enjoyable.
Insane
  1. 00:19:890 (4,1) - 00:23:090 (5,1) - shouldn't these two use larger spacing to highlight (1)'s strong beat? This however, happens in quite a few patterns like 00:28:090 (5,1) - 00:32:690 (5,1) - so probably I am just missing out and there's a reason for that. I want to make this beatmap as uncomfortable as possible but still rankable. That's why I put CS5 and AR8. Perfect for a hip-hop song!
  2. 02:53:490 (4,1) - the same jump thing goes here, 3-4 gives the flow a nice momentum, why not use that to make 4-1 a good jump as well? Same thing for here as well, I wanna make this beatmap uncomfortable.
The spread is a bit extreme, but I still believe it works well. I'd say that with a bit more attention to rhythm in lower difficulties this would become an amazing mapset.Thank you so much! And quick question: why is the spread extreme? It's almost 100% linear: https://puu.sh/x39qK/05118cd8db.png
Shii
You used AR8, the bane of my existance, but I think this is something i can mod.
[box=Insane]
00:17:890 - The spinner ends here. My issue is that theres a very distinct sound here which isn't mapped to because of the spinner. I suggest ending the spinner slightly earlier, in favour of having a circle here, though this may ruin the existing pattern at the beginning.
01:03:490 (1,2,3,4,5,6) - You could probably get away with increasing the spacing here a bit and it'd still work with the music.
01:13:090 (1,2,3,4) - Don't like how this plays, but feel free to leave as is, since it works.
01:23:890 (4) - Is this rankable? It comes out of the play area quite a bit :/

I can't really think of many ways that this can be improved, given the mapping style in question, and in general how it plays. Suggestions would be to maybe play with back and forths a bit, and see if you can use them where you currently have complicated patterns. I do feel as though some of the spacing is a bit great giving the SR of the rank and actual song, but you could probably give a good argument to why this is the case.
Good luck with getting this ranked!
/box]
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