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Kang Gary - GET SOME AIR (ft. MIWOO)

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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]
Topic Starter
paydayzcool

ShiiTsuin wrote:

You used AR8, the bane of my existance, but I think this is something i can mod. I seriously wonder why people really hate AR8. It's so fun to play unlike AR9 and above.
[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. If I add a circle here, then the first three syllables of the lyrics will merge with "that sound", so it doesn't fit imo.
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. I can leave this as it is.
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 :/ It does. I'm moving this!

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! Thank you so much for your time!
/box]
Arphimigon
Lab Mod!
Results given in [x, y] formats

[Hard]
Object at 00:24:290 - should be placed at: [272, 71] currently at: [273, 72] to move in line with slider
Object at 00:30:490 - should be placed at: [384, 316] currently at: [385, 317] to move in line with slider
Object at 00:31:890 - should be placed at: [199, 256] currently at: [202, 256] to blanket slider body
Object at 00:39:490 - should be placed at: [370, 185] currently at: [371, 186] to move in line with slider
Object at 01:02:290 - should be placed at: [436, 109] currently at: [437, 110] to move in line with slider
Object at 01:03:090 - should be placed at: [278, 125] currently at: [279, 126] to move in line with slider
Object at 01:10:690 - should be placed at: [265, 23] currently at: [265, 21] to move in line with slider
Object at 01:19:890 - should be placed at: [396, 162] currently at: [397, 163] to move in line with slider
Object at 01:31:290 - should be placed at: [205, 289] currently at: [201, 289] to blanket slider body
Object at 01:34:690 - should be placed at: [220, 237] currently at: [216, 240] to blanket slider body
Object at 01:35:290 - should be placed at: [141, 291] currently at: [146, 289] to blanket slider body
Object at 01:44:290 - should be placed at: [54, 39] currently at: [54, 41] to move in line with slider
Object at 01:45:090 - should be placed at: [343, 64] currently at: [344, 63] to move in line with slider
Object at 02:05:490 - should be placed at: [200, 67] currently at: [201, 68] to move in line with slider
Object at 02:58:690 - should be placed at: [212, 134] currently at: [213, 135] to move in line with slider
Object at 03:01:890 - should be placed at: [269, 200] currently at: [264, 199] to blanket slider body
Object at 03:07:490 - should be placed at: [309, 261] currently at: [310, 262] to move in line with slider
Object at 03:22:290 - should be placed at: [126, 234] currently at: [127, 240] to blanket slider body

[Insane]
Object at 00:29:890 - should be placed at: [445, 347] currently at: [446, 348] to move in line with slider
Object at 00:39:090 - should be placed at: [482, 171] currently at: [483, 172] to move in line with slider
Object at 00:43:190 - should be placed at: [210, 51] currently at: [211, 50] to move in line with slider
Object at 00:43:290 - should be placed at: [180, 48] currently at: [181, 47] to move in line with slider
Object at 00:43:390 - should be placed at: [150, 45] currently at: [151, 44] to move in line with slider
Object at 00:44:690 - should be placed at: [280, 278] currently at: [282, 278] to move in line with slider
Object at 01:12:090 - should be placed at: [255, 159] currently at: [256, 160] to move in line with slider
Object at 01:27:990 - should be placed at: [100, 181] currently at: [102, 181] to move in line with slider
Object at 01:36:090 - should be placed at: [222, 19] currently at: [223, 23] to blanket slider body
Object at 01:47:190 - should be placed at: [109, 245] currently at: [109, 247] to move in line with slider
Object at 01:47:290 - should be placed at: [79, 242] currently at: [79, 244] to move in line with slider
Object at 01:47:390 - should be placed at: [49, 240] currently at: [49, 242] to move in line with slider
Object at 02:07:290 - should be placed at: [244, 226] currently at: [238, 229] to blanket slider body
Object at 02:09:890 - should be placed at: [253, 137] currently at: [255, 135] to blanket slider body
Object at 02:19:790 - should be placed at: [175, 141] currently at: [176, 142] to move in line with slider
Object at 02:23:090 - should be placed at: [15, 95] currently at: [10, 96] to blanket slider body
Object at 02:25:290 - should be placed at: [225, 246] currently at: [228, 248] to blanket slider body
Object at 03:03:990 - should be placed at: [384, 179] currently at: [385, 180] to move in line with slider
Object at 03:04:190 - should be placed at: [389, 119] currently at: [390, 120] to move in line with slider
Object at 03:10:390 - should be placed at: [233, 332] currently at: [234, 334] to move in line with slider
Object at 03:22:290 - should be placed at: [417, 205] currently at: [418, 206] to move in line with slider
Object at 03:28:290 - should be placed at: [370, 257] currently at: [371, 258] to move in line with slider

[Normal]
Object at 01:57:490 - should be placed at: [140, 187] currently at: [141, 186] to move in line with slider
Object at 03:16:290 - should be placed at: [452, 216] currently at: [453, 217] to move in line with slider

I hope I didn't malfunction! C:

Also I wrote that I'm not doing direct mods from my queue *table flip*
Topic Starter
paydayzcool

Arphimigon wrote:

Lab Mod!
Results given in [x, y] formats Thank you!

[Hard]
Object at 00:24:290 - should be placed at: [272, 71] currently at: [273, 72] to move in line with slider
Object at 00:30:490 - should be placed at: [384, 316] currently at: [385, 317] to move in line with slider
Object at 00:31:890 - should be placed at: [199, 256] currently at: [202, 256] to blanket slider body
Object at 00:39:490 - should be placed at: [370, 185] currently at: [371, 186] to move in line with slider
Object at 01:02:290 - should be placed at: [436, 109] currently at: [437, 110] to move in line with slider
Object at 01:03:090 - should be placed at: [278, 125] currently at: [279, 126] to move in line with slider
Object at 01:10:690 - should be placed at: [265, 23] currently at: [265, 21] to move in line with slider This makes the pattern look worse
Object at 01:19:890 - should be placed at: [396, 162] currently at: [397, 163] to move in line with slider
Object at 01:31:290 - should be placed at: [205, 289] currently at: [201, 289] to blanket slider body I reckon moving the slider midpoint was a better choice.
Object at 01:34:690 - should be placed at: [220, 237] currently at: [216, 240] to blanket slider body This mod + the one below clash with each other.
Object at 01:35:290 - should be placed at: [141, 291] currently at: [146, 289] to blanket slider body
Object at 01:44:290 - should be placed at: [54, 39] currently at: [54, 41] to move in line with slider This mod destroys a vital pattern called a triangle. Maybe include this feature?
Object at 01:45:090 - should be placed at: [343, 64] currently at: [344, 63] to move in line with slider
Object at 02:05:490 - should be placed at: [200, 67] currently at: [201, 68] to move in line with slider
Object at 02:58:690 - should be placed at: [212, 134] currently at: [213, 135] to move in line with slider
Object at 03:01:890 - should be placed at: [269, 200] currently at: [264, 199] to blanket slider body This makes the pattern look worse.
Object at 03:07:490 - should be placed at: [309, 261] currently at: [310, 262] to move in line with slider
Object at 03:22:290 - should be placed at: [126, 234] currently at: [127, 240] to blanket slider body This is actually as good as it is.

[Insane]
Object at 00:29:890 - should be placed at: [445, 347] currently at: [446, 348] to move in line with slider There's a stream here, why would I move it?
Object at 00:39:090 - should be placed at: [482, 171] currently at: [483, 172] to move in line with slider
Object at 00:43:190 - should be placed at: [210, 51] currently at: [211, 50] to move in line with slider This is part of a stream, I don't want to move it.
Object at 00:43:290 - should be placed at: [180, 48] currently at: [181, 47] to move in line with slider ^
Object at 00:43:390 - should be placed at: [150, 45] currently at: [151, 44] to move in line with slider ^
Object at 00:44:690 - should be placed at: [280, 278] currently at: [282, 278] to move in line with slider ^
Object at 01:12:090 - should be placed at: [255, 159] currently at: [256, 160] to move in line with slider This pattern is as good as it is.
Object at 01:27:990 - should be placed at: [100, 181] currently at: [102, 181] to move in line with slider This is part of a stream, I don't want to move it.
Object at 01:36:090 - should be placed at: [222, 19] currently at: [223, 23] to blanket slider body
Object at 01:47:190 - should be placed at: [109, 245] currently at: [109, 247] to move in line with slider 2^
Object at 01:47:290 - should be placed at: [79, 242] currently at: [79, 244] to move in line with slider 2^
Object at 01:47:390 - should be placed at: [49, 240] currently at: [49, 242] to move in line with slider 2^
Object at 02:07:290 - should be placed at: [244, 226] currently at: [238, 229] to blanket slider body It's already blanketing the slider. And the stream
Object at 02:09:890 - should be placed at: [253, 137] currently at: [255, 135] to blanket slider body No need to change, it's already a good blanket + it makes another diamond pattern in the centre.
Object at 02:19:790 - should be placed at: [175, 141] currently at: [176, 142] to move in line with slider Stream
Object at 02:23:090 - should be placed at: [15, 95] currently at: [10, 96] to blanket slider body
Object at 02:25:290 - should be placed at: [225, 246] currently at: [228, 248] to blanket slider body
Object at 03:03:990 - should be placed at: [384, 179] currently at: [385, 180] to move in line with slider Stream
Object at 03:04:190 - should be placed at: [389, 119] currently at: [390, 120] to move in line with slider Stream
Object at 03:10:390 - should be placed at: [233, 332] currently at: [234, 334] to move in line with slider Stream
Object at 03:22:290 - should be placed at: [417, 205] currently at: [418, 206] to move in line with slider
Object at 03:28:290 - should be placed at: [370, 257] currently at: [371, 258] to move in line with slider This destroys the triangle pattern here.

[Normal]
Object at 01:57:490 - should be placed at: [140, 187] currently at: [141, 186] to move in line with slider
Object at 03:16:290 - should be placed at: [452, 216] currently at: [453, 217] to move in line with slider

I hope I didn't malfunction! C:

Also I wrote that I'm not doing direct mods from my queue *table flip* Oh, right, sorry.
I reckon your program can be hugely improved:
1. Please ensure that the program doesn't meet clashes eg these patterns:
2. Please also make sure that it takes into account what an object is being blanketed by and not just what it blankets eg:

Otherwise it was actually very useful. Thank you so much Arphimigon!
- Pika
I really can't find much wrong. N O K U D O S 4 M E !
Ohwow
m4m but u don't have to mod my map anymore. (I'm having m4ms where the mods didn't help, and I feel bad not giving kudosu so yah)

I'd be cool if the gray color combos are in the non-kiai and the green & blue colors are in the kiai. Your color haxing seems kinda random right now.

[Easy]
00:32:690 - The only missing beat in this section

[Hard]
00:18:690 (1,2,3,4) - why don't you ctrl+g 2 & 3 (separately) so there's circular flow?
00:30:690 (3,2) - stack
00:33:890 (3,1) - blanket
01:34:490 (2,1) - ^

[Insane]
Any reason why the CS 5 on a 4* map? seems odd
Also any reason why AR 8? Should just bump it up to AR 9

You can improve hitosunds by adding soft-whistles to sounds like 00:30:390 (2,3,4) - and every white and red tick in the kiais, right now the hitsounds seem underwhelming with just claps and a few finishes. if you could hitsound the drum beats too, that's be a plus.
00:45:290 (6,7) - spacing is pretty similar to 00:46:290 (2,3) - but the latter is spearated my 1/2 instead of 1/4
00:52:090 (9,1,2,3,4,5) - What are these mapped to? As far as I know, it looks like you're trying to follow the vocals before, but now these notes just feel randomly placed for filler.
00:55:890 (3) - Should this slider be pushed to the blue tick?
01:38:490 (5,2) - slightly touching, should space em out or clearly overlap them.
ehh some of the flow/pattern is kinda weird like 02:33:090 (1,2,3,4,5) - 00:44:890 (4,5,6,7,8,1,2) -
02:27:490 (4) - why is this a circle and 02:29:090 (4) - this a slider? both are the same vocal sound.
02:35:490 (4) - ^
02:39:490 - Why don't you map to here? sure the guy stops singing, but the sectiom hasn't end yet.

Good luck bro
Topic Starter
paydayzcool

Ohwow wrote:

m4m but u don't have to mod my map anymore. (I'm having m4ms where the mods didn't help, and I feel bad not giving kudosu so yah)

I'd be cool if the gray color combos are in the non-kiai and the green & blue colors are in the kiai. Your color haxing seems kinda random right now. It looks like you didn't see the video. :(

[Easy]
00:32:690 - The only missing beat in this section Changed.

[Hard]
00:18:690 (1,2,3,4) - why don't you ctrl+g 2 & 3 (separately) so there's circular flow? Changed.
00:30:690 (3,2) - stack There are rarely any stacks in this map so I want to keep it consistent.
00:33:890 (3,1) - blanket Fixed
01:34:490 (2,1) - ^ This is actually fine.

[Insane]
Any reason why the CS 5 on a 4* map? seems odd
Also any reason why AR 8? Should just bump it up to AR 9 These are my mapping styles. AR8 and CS5 are meant to challenge the player's reading. I'm tired of seeing so much AR9/10 stuff and I believe that CS5 gives me more working space.

You can improve hitosunds by adding soft-whistles to sounds like 00:30:390 (2,3,4) - and every white and red tick in the kiais, right now the hitsounds seem underwhelming with just claps and a few finishes. if you could hitsound the drum beats too, that's be a plus. I hitsounded the notes, but I just followed a different style.
00:45:290 (6,7) - spacing is pretty similar to 00:46:290 (2,3) - but the latter is spearated my 1/2 instead of 1/4 I don't think I need to change this.
00:52:090 (9,1,2,3,4,5) - What are these mapped to? As far as I know, it looks like you're trying to follow the vocals before, but now these notes just feel randomly placed for filler. It's for readablility and undermapping. Gary is rapping on 1/6 ticks, but if I were to suddenly switch from 1/8 to 1/6 it would disorient the player.
00:55:890 (3) - Should this slider be pushed to the blue tick? I don't think there is a need to. it prevents 00:56:290 from being clickable.
01:38:490 (5,2) - slightly touching, should space em out or clearly overlap them. Changed.
ehh some of the flow/pattern is kinda weird like 02:33:090 (1,2,3,4,5) - Nah, I think this is ok. 00:44:890 (4,5,6,7,8,1,2) - This should be better.
02:27:490 (4) - why is this a circle and 02:29:090 (4) - this a slider? both are the same vocal sound. They are the same vocal sound, but what comes after it is different.
02:35:490 (4) - ^ ^ Now it's a consistent pattern
02:39:490 - Why don't you map to here? sure the guy stops singing, but the sectiom hasn't end yet. It feels awkward when you map spaces without the vocals.

Good luck bro Thank you so much for modding!
Cheri
M4M From Queue - Most of this is suggestions so take it as a grain of salt if you choose to ignore (also this is quite a small mod - so not expecting u to mod much from my map either)

Insane

  1. 00:52:290 (1) - this sound like a strong beat and should had more distance from 00:52:090 (9) -
  2. 00:53:890 (1,2,3,4,5,6,7,8) - Just an opinion - I hear some strong notes in hear but they are not emphasis due to the fact that everything here has the same spacing - like 00:54:690 (5,6,7) - has stronger beats than 00:53:890 (1,2,3,4) - and 00:55:290 (8) -
  3. 02:03:090 - there can be a note here
  4. I think this would help aim better if it was move at X: 177 Y: 110
Hard

  1. 00:31:890 (2) - stack this under 00:30:690 (3) -
  2. 01:35:290 (1) - stack slider end to 01:34:490 (2) -
ugh I can't find much only because I still learning this type of music sorry :(
Topic Starter
paydayzcool

DJ Lucky wrote:

M4M From Queue - Most of this is suggestions so take it as a grain of salt if you choose to ignore (also this is quite a small mod - so not expecting u to mod much from my map either)

Insane

  1. 00:52:290 (1) - this sound like a strong beat and should had more distance from 00:52:090 (9) - It isn't a strong sound.
  2. 00:53:890 (1,2,3,4,5,6,7,8) - Just an opinion - I hear some strong notes in hear but they are not emphasis due to the fact that everything here has the same spacing - like 00:54:690 (5,6,7) - has stronger beats than 00:53:890 (1,2,3,4) - and 00:55:290 (8) - Changed
  3. 02:03:090 - there can be a note here But there's nothing here.
  4. I think this would help aim better if it was move at X: 177 Y: 110 ?
Hard

  1. 00:31:890 (2) - stack this under 00:30:690 (3) - Changed
  2. 01:35:290 (1) - stack slider end to 01:34:490 (2) - I doubt anyone's gonna notice this. If I change this, it will ruin the pattern where the circles are blanketing 01:34:690 (3).
ugh I can't find much only because I still learning this type of music sorry :(
UniqueBlock11
Hello, from my queue.

normal

03:05:090 (1) - Is this combo color change intentional? I think using the white combo color and onward would look nice, especially since the rest of the video is in grayscale.

hard

02:06:490 (2) - This slider doesn't feel right in a group of 1/4 sliders, perhaps map a rhythm to the vocals like you did throughout most of the song.
02:38:690 - Add a note here so that the transition into the break feels more natural.

insane

02:38:690 - Add a note here so the break transition feels natural.
02:55:490 (1) - You forgot to change to grey/white combo.

Sorry for the short mod, this was just a really well-designed mapset. Get it ranked!
Topic Starter
paydayzcool

UniqueBlock11 wrote:

Hello, from my queue.

normal

03:05:090 (1) - Is this combo color change intentional? I think using the white combo color and onward would look nice, especially since the rest of the video is in grayscale.

hard

02:06:490 (2) - This slider doesn't feel right in a group of 1/4 sliders, perhaps map a rhythm to the vocals like you did throughout most of the song.
02:38:690 - Add a note here so that the transition into the break feels more natural.

insane

02:38:690 - Add a note here so the break transition feels natural.
02:55:490 (1) - You forgot to change to grey/white combo.

Sorry for the short mod, this was just a really well-designed mapset. Get it ranked! Thank you!
Sorry, but these suggestions were all rejected for previous explanations.

Might as well hitsound the other diffs...
Phos-
Hey, m4m from my queue!

[General]
  1. You have an unused .osb file in your beatmap folder, creating unnecessary filesize.
[Normal]
  1. 00:49:090 (3,4) - Make (3) into a 1/2 repeater slider, and then place a circle where (4) used to end (timeline). In the song, the exact same rhythm occurs at at 00:55:490 (3,4,1) - and 01:01:890 (3,4,1) - , and you've included a 1/2 repeater slider to express both of these rhythms, so not doing it here as well would be inconsistent.
  2. 03:01:890 (5) - Add an NC here as it is inconsistent with your NC pattern of 1 per measure.
[Hard]
  1. 00:18:690 (1,2,3,4) - You can do something with this pattern to better reflect the vocals. Take the following set of sliders, 00:21:890 (1,2,3,4) - . Here, you make the sliders go up in accordance to the singers change in pitch. So, you should do a similar thing with the first set of sliders to better reflect the vocals and to be more consistent.
  2. 00:30:690 (3,2) - Stack these properly. (2) is off by the end of (3) by a few pixels, meaning it can be noticed in gameplay quite easily.
  3. 00:58:290 (4,1) - Very important beat being skipped here. The piano is really loud, so it takes priority over the gap in the singer's vocals. Even then, this happens at 00:56:290 (4) - and other places; yet you still chose to map the piano here, so leaving this unmapped would be unrepresentative of the music and inconsistent. This suggestion also applies to 01:08:090 (4,1) -
  4. 01:34:490 (2,1) - Like I mentioned previously, you should stack these properly.
  5. 02:06:490 (2) - I would map this rhythm out. Throughout most of the map you've mapped with close attention to the singers vocals so the part where the singing gets more intense shouldn't be made easier. Getting rid of the repeat and then placing two circles afterwards would be the most appropriate choice of rhythm here. (timeline) You mentioned something about keeping the SR low so that it's linear across the spread, but I find that this rhythm doesn't increase the SR at all. Besides, it's the actual content of the difficulty that gets looked at by BNs - not the SR.
[Insane]
  1. 00:18:090 (1,1) - Space the triangle out a bit more so there isn't an overlap. Minor, but presentation is important and it can easily be done.
  2. 00:25:890 (4,5) - You should raise the spacing here, it is the most intense part of the song so it doesn't seem fitting to have the spacing here this low. Especially since there are sliders like 00:18:690 (1,2) - and 00:22:690 (4,5) - that have much higher spacing. This suggestion also applies to 02:56:290 (4,5) -
  3. 01:03:490 (1,2,3,4,5,6,7) - I read this 1/6 as 1/4 because other 1/6 rhythms weren't passively introduced beforehand. Instead of this I would place two 1/6 repeat sliders (timeline) so that the player doesn't have to worry about actively clicking on the 1/6. I understand that you have increased spacing to indicate 1/6 rhythms, but I don't think this is enough because the streams in maps often vary in spacing, so players will still probably misread it. Therefore, I think my suggestion of two repeater sliders would be the best course of action.
  4. 01:59:490 (1,2,3,4,5) - The star looks a bit lopsided, I would neaten it up a bit so that your map looks better.
Nice map, and I think CS5/AR8 is a nice touch, AR8 especially considering how slow the song is. Good luck with this ~
Topic Starter
paydayzcool

-Faded- wrote:

Hey, m4m from my queue!

[General]
  1. You have an unused .osb file in your beatmap folder, creating unnecessary filesize. Thanks for telling me!
[Normal]
  1. 00:49:090 (3,4) - Make (3) into a 1/2 repeater slider, and then place a circle where (4) used to end (timeline). In the song, the exact same rhythm occurs at at 00:55:490 (3,4,1) - and 01:01:890 (3,4,1) - , and you've included a 1/2 repeater slider to express both of these rhythms, so not doing it here as well would be inconsistent. The spaces at 00:49:490, 00:57:490, 02:03:090, 02:06:290, 02:11:890, 02:26:290, etc are all empty because there is nothing to map here - blank, so there is no need for a change.
  2. 03:01:890 (5) - Add an NC here as it is inconsistent with your NC pattern of 1 per measure. The colours are to go with the video.
[Hard]
  1. 00:18:690 (1,2,3,4) - You can do something with this pattern to better reflect the vocals. Take the following set of sliders, 00:21:890 (1,2,3,4) - . Here, you make the sliders go up in accordance to the singers change in pitch. So, you should do a similar thing with the first set of sliders to better reflect the vocals and to be more consistent. Changed
  2. 00:30:690 (3,2) - Stack these properly. (2) is off by the end of (3) by a few pixels, meaning it can be noticed in gameplay quite easily. Changed
  3. 00:58:290 (4,1) - Very important beat being skipped here. The piano is really loud, so it takes priority over the gap in the singer's vocals. Even then, this happens at 00:56:290 (4) - and other places; yet you still chose to map the piano here, so leaving this unmapped would be unrepresentative of the music and inconsistent. This suggestion also applies to 01:08:090 (4,1) - Sorry, but this is not your everyday anime song. This is irregular hip-hop, which I believe different concepts should be expressed eg: more lyrics, not rhythm
  4. 01:34:490 (2,1) - Like I mentioned previously, you should stack these properly. Changed
  5. 02:06:490 (2) - I would map this rhythm out. Throughout most of the map you've mapped with close attention to the singers vocals so the part where the singing gets more intense shouldn't be made easier. Getting rid of the repeat and then placing two circles afterwards would be the most appropriate choice of rhythm here. (timeline) You mentioned something about keeping the SR low so that it's linear across the spread, but I find that this rhythm doesn't increase the SR at all. Besides, it's the actual content of the difficulty that gets looked at by BNs - not the SR. Good idea! :)
[Insane]
  1. 00:18:090 (1,1) - Space the triangle out a bit more so there isn't an overlap. Minor, but presentation is important and it can easily be done. Changed
  2. 00:25:890 (4,5) - You should raise the spacing here, it is the most intense part of the song so it doesn't seem fitting to have the spacing here this low. Especially since there are sliders like 00:18:690 (1,2) - and 00:22:690 (4,5) - that have much higher spacing. This suggestion also applies to 02:56:290 (4,5) Changed
  3. 01:03:490 (1,2,3,4,5,6,7) - I read this 1/6 as 1/4 because other 1/6 rhythms weren't passively introduced beforehand. Instead of this I would place two 1/6 repeat sliders (timeline) so that the player doesn't have to worry about actively clicking on the 1/6. I understand that you have increased spacing to indicate 1/6 rhythms, but I don't think this is enough because the streams in maps often vary in spacing, so players will still probably misread it. Therefore, I think my suggestion of two repeater sliders would be the best course of action. If I change the pattern to two repeating sliders, it will destroy the purpose of emphasising the 1/6 phrase from Gary's rapping. But I'll keep this in mind.
  4. 01:59:490 (1,2,3,4,5) - The star looks a bit lopsided, I would neaten it up a bit so that your map looks better. It's not meant to be a star...
Nice map, and I think CS5/AR8 is a nice touch, AR8 especially considering how slow the song is. Good luck with this ~ Thank you so much for such a great mod!
UniqueBlock11

paydayzcool wrote:

-Faded- wrote:

02:06:490 (2) - I would map this rhythm out. Throughout most of the map you've mapped with close attention to the singers vocals so the part where the singing gets more intense shouldn't be made easier. Getting rid of the repeat and then placing two circles afterwards would be the most appropriate choice of rhythm here. (timeline) You mentioned something about keeping the SR low so that it's linear across the spread, but I find that this rhythm doesn't increase the SR at all. Besides, it's the actual content of the difficulty that gets looked at by BNs - not the SR. Good idea! :)
dammit I said that lol
Topic Starter
paydayzcool

UniqueBlock11 wrote:

dammit I said that lol M8, it's just that Faded's explanation of why I should change that part of the map was more persuasive.
UniqueBlock11
all good man
Nowaie
Let's Do this!


Bit concerned about the white/black combo colours and the slider border colour since they are really really close to what the background / video is.

All difficulties: 02:37:890 - / 02:38:290 - I really do not see the point stopping here. The male vocalist goes on for nearly another beat and the other sounds before 02:39:490 - are just as significant as the ones in any other part. So i'd highly recommend map those two beats one way or another since there isn't really anything to gain from stopping the mapping into a brick wall, on top of that what is the reason 01:21:890 - is mapped for example? It's pretty much exactly same part as 02:38:690 - except the first half of the chorus doesn't have similar aspects to the other choruses but that should not be something that would impact on your choice between these 02:37:890 - 02:39:490 - points


Normal

From aimod: 03:02:690 (6,7) - DS

It would be really nice to have some kind of whitles for this difficulty aswell, preferrably on the pianos such as 00:18:690 - 00:21:890 - 00:52:290 - 01:59:490 - ect. so there won't be too much going on but the hitsounding would still feel somewhat "exotic"

01:35:490 (1,2,3,4,1) - This pattern is quite different from anything else you have used pattern wise. Firstly the 4 is completely disconnected from the other objects and secondly 01:35:490 (1,2,3) - this is extremely unusual movement so yeah

02:35:890 (5,2) - Structurally would be better to have either these stacked or not overlapping

03:05:090 - If you are deciding the combo colour based on the video, i don't think you should use green colour in this section at all


Hard

00:19:490 (3,4) - These are reaaally different from what you are usually using. Most of the time you have flow style or kinda flowing style while having pretty lenient spacing between the objects instead of tight back and forth movement

00:31:490 - This kind of beats are the strong beats that start the new section which will be one of the most notable aspect of the song. Even though you are prioritizing the vocals this would be something you should not skip, consider this for example as it would highlight the important sound while keeping the vocals relevant. You'd might want to change the less notable ones aswell such as 00:34:490 (1) - for the sake of the consistency but it's not necessary

00:53:290 - Why do the whistles just stop here? Doesn't really make sense

01:16:290 (1,2,3,4) - 02:06:490 (2,3,4,1,2,3,4) - ect. Well idk if there is really anything necessarily wrong this kind of patterning but you break flow so many times that the pattern starts to look like you didn't put too much thought into them as the objects feel like they all try to form something by themselves while most of the time disregarding the other objects around them


Insane

OmG YOu NeED To USe Ar9 anD cS4 FoR INSanEs CS5AR8 is really dope and fits the way this has been mapped (also the 8 fits to the slow song nicely)

00:22:490 (3,5) - Imo structure wise these could be closer to each other (nearly stacked) or even stacked

00:30:690 (5,6,7,1) - I have two issues with this. Firstly i feel like 00:31:290 (7,1) - would be better as a triple since there is a beat on the yellow tick between them. Secondly i think you should either reduce the spacing for the 7 and 1 to what you are using here 00:33:090 (1,2,3,4,5,1) - or do the other way around (i'd suggest increasing it for the second pattern) since it doesn't make sense to map the two similar parts so differently in that aspect

00:59:290 (3,4,7,1,2,4) - Atleast in the future maps of yours, you should consider structure little bit more atleast so it would not leave this kind of overlapping (this happens throughout the map many many times), i don't know if you have it off or on but disabling hit animations could help you form better kind of structure that is somewhat hidden from the player but makes the placement feel much more logical (as you would be planning the structure considering both what has happened and what will happen)

01:03:490 (1,2,3,4,5,6,7) - I don't feel like this is the best way to map this. Firstly on the first half of the stream ( 01:03:490 (1,2,3) - ) the vocals do not land on the 1/6s but rather to 1/8s and 1/12s and secondly slapping 1/6 streams when the default streams are 1/8 is kinda a pain for the players, especially the longer streams (the triples are sorta doable but still can be a bit awkward).
  • It would be better to use sliders so the 1/6s don't really break too much of what the players get used prior to them, but take a closer look at all of the 1/6s and decide by yourself if they really fit the 1/6 BSD and deal with them accordingly if there are beats on the 1/8s 01:03:590 - 01:03:690 - or if you could spice it up with 1/12s to more accurately follow the song while making the pattern less of a pain to play 02:08:090 -
01:58:290 (3,4,5,6) - I feel like it'd be better to have this https://puu.sh/xqEST/e3c098b8b4.png kind of rhythm (alternatively the reverse slider would be a single 1/4 slider) as it would support the vocals because, atleast imo, 01:58:290 (3,4) - feels like to be one vocal while 01:58:590 (5,6) - is the next one already

01:58:890 (7,8,9) - I don't think the pattern choice is really supported by the vocals, considering the significant tone change happens between the 7 and 8 rather than 6 and 7. So my suggestion would be to simply have 01:58:690 (6,7) - and 01:59:090 (8,9) - grouped so the pattern would change on the 7

02:02:890 (2,3) - I feel like this should be bit bigger because that is really really close to what you use for 1/4 gaps, like something closer to 02:06:090 (2,3) -

03:01:890 (1,2,3) - I feel like this is sorta similar thing regarding the flow breaking in the middle of the patterns i talked about in suggestions to hard

03:23:090 (2,3) - This just does not feel correct. Firstly there is a notable beat on 03:23:190 - which could be represented as a slidertail if you want to keep the clicking on the vocals. Secondly imo this 03:23:490 - should be a clickable or a 1/8 slider to follow the vocals more accurately


[]

I think some of the spacing/emphasis in the insane might be questionable since it's not really consistent nor does it really follow anything specific, atleast that is how it feels to me. For example 02:09:090 (1,2,3,4,5) - I really can't understand why is the spacing low like that when this 02:04:290 (1,2,3,4,5,6,7,8,1,2) - pattern has that much spacing even though they have nearly identical intensity both vocal and melody wise

Anyway that should be about it, good luck fam
Topic Starter
paydayzcool

DTM9 Nowa wrote:

Let's Do this! Thanks so much for modding m8!

Bit concerned about the white/black combo colours and the slider border colour since they are really really close to what the background / video is. Nah, don't be

All difficulties: 02:37:890 - / 02:38:290 - I really do not see the point stopping here. The male vocalist goes on for nearly another beat and the other sounds before 02:39:490 - are just as significant as the ones in any other part. So i'd highly recommend map those two beats one way or another since there isn't really anything to gain from stopping the mapping into a brick wall, on top of that what is the reason 01:21:890 - is mapped for example? It's pretty much exactly same part as 02:38:690 - except the first half of the chorus doesn't have similar aspects to the other choruses but that should not be something that would impact on your choice between these 02:37:890 - 02:39:490 - points Oh my, 02:38:690 and 01:21:890 are completely different parts. 02:38:690 has literally one meagre sound there which is definitely not worth mapping. How do rappers express each syllable in the words of their lyrics? Very short, right? that is just like this song and this part. Kang Gary's rapping at 02:38:690 Stops like it hit a brick wall - same as how I mapped it. What is the aim of mapping? To represent a song! ;)


Normal

From aimod: 03:02:690 (6,7) - DS Changed

It would be really nice to have some kind of whitles for this difficulty aswell, preferrably on the pianos such as 00:18:690 - 00:21:890 - 00:52:290 - 01:59:490 - ect. so there won't be too much going on but the hitsounding would still feel somewhat "exotic" Sounds like a plan!

01:35:490 (1,2,3,4,1) - This pattern is quite different from anything else you have used pattern wise. Firstly the 4 is completely disconnected from the other objects and secondly 01:35:490 (1,2,3) - this is extremely unusual movement so yeah Sorry, I don't really know what you mean by "disconnected"...

02:35:890 (5,2) - Structurally would be better to have either these stacked or not overlapping Changed.

03:05:090 - If you are deciding the combo colour based on the video, i don't think you should use green colour in this section at allHow the hell did that happen?


Hard

00:19:490 (3,4) - These are reaaally different from what you are usually using. Most of the time you have flow style or kinda flowing style while having pretty lenient spacing between the objects instead of tight back and forth movement Changed.

00:31:490 - This kind of beats are the strong beats that start the new section which will be one of the most notable aspect of the song. Even though you are prioritizing the vocals this would be something you should not skip, consider this for example as it would highlight the important sound while keeping the vocals relevant. You'd might want to change the less notable ones aswell such as 00:34:490 (1) - for the sake of the consistency but it's not necessary

00:53:290 - Why do the whistles just stop here? Doesn't really make sense I was in the middle of hitsounding when I suddenly stopped because I got laaaaaazy :/

01:16:290 (1,2,3,4) - 02:06:490 (2,3,4,1,2,3,4) - ect. Well idk if there is really anything necessarily wrong this kind of patterning but you break flow so many times that the pattern starts to look like you didn't put too much thought into them as the objects feel like they all try to form something by themselves while most of the time disregarding the other objects around them Now that is how you express hiphop (unless there is another part where I messed up...)


Insane

OmG YOu NeED To USe Ar9 anD cS4 FoR INSanEs CS5AR8 is really dope and fits the way this has been mapped (also the 8 fits to the slow song nicely) Kekekek

00:22:490 (3,5) - Imo structure wise these could be closer to each other (nearly stacked) or even stacked I don't think I have to worry about this so much - it looks neat as it is.

00:30:690 (5,6,7,1) - I have two issues with this. Firstly i feel like 00:31:290 (7,1) - would be better as a triple since there is a beat on the yellow tick between them. Welp, there is either nothing there or it's barely noticeable. Meaning that putting a triple there will be unnecessarily overmapping. Secondly i think you should either reduce the spacing for the 7 and 1 to what you are using here 00:33:090 (1,2,3,4,5,1) - or do the other way around (i'd suggest increasing it for the second pattern) since it doesn't make sense to map the two similar parts so differently in that aspect Really? the 1 is a very important beat and it is highlighted with a cymbal hitsound so I have put some distance between 7 and 1 to at least give it some emphasis.

00:59:290 (3,4,7,1,2,4) - Atleast in the future maps of yours, you should consider structure little bit more atleast so it would not leave this kind of overlapping (this happens throughout the map many many times), i don't know if you have it off or on but disabling hit animations could help you form better kind of structure that is somewhat hidden from the player but makes the placement feel much more logical (as you would be planning the structure considering both what has happened and what will happen) Well, I had a feeling that I should keep it the same because it is not noticeable but the when I changed the pattern a bit, it looked better. Also, I don't have hit animaions on and while I was mapping this I thought to myself: "just go with what you think is right."

01:03:490 (1,2,3,4,5,6,7) - I don't feel like this is the best way to map this. Firstly on the first half of the stream ( 01:03:490 (1,2,3) - ) the vocals do not land on the 1/6s but rather to 1/8s and 1/12s and secondly slapping 1/6 streams when the default streams are 1/8 is kinda a pain for the players, especially the longer streams (the triples are sorta doable but still can be a bit awkward).
  • It would be better to use sliders so the 1/6s don't really break too much of what the players get used prior to them, but take a closer look at all of the 1/6s and decide by yourself if they really fit the 1/6 BSD and deal with them accordingly if there are beats on the 1/8s 01:03:590 - 01:03:690 - or if you could spice it up with 1/12s to more accurately follow the song while making the pattern less of a pain to play 02:08:090 -
I'll think about this.

01:58:290 (3,4,5,6) - I feel like it'd be better to have this https://puu.sh/xqEST/e3c098b8b4.png kind of rhythm (alternatively the reverse slider would be a single 1/4 slider) as it would support the vocals because, atleast imo, 01:58:290 (3,4) - feels like to be one vocal while 01:58:590 (5,6) - is the next one already Well, if I change this then all of a sudden 01:58:490 is not clickable anymore.

01:58:890 (7,8,9) - I don't think the pattern choice is really supported by the vocals, considering the significant tone change happens between the 7 and 8 rather than 6 and 7. So my suggestion would be to simply have 01:58:690 (6,7) - and 01:59:090 (8,9) - grouped so the pattern would change on the 7 I'll have a think about this one.

02:02:890 (2,3) - I feel like this should be bit bigger because that is really really close to what you use for 1/4 gaps, like something closer to 02:06:090 (2,3) - Changed.

03:01:890 (1,2,3) - I feel like this is sorta similar thing regarding the flow breaking in the middle of the patterns i talked about in suggestions to hard Ok, maybe I'm not on the same wavelength as you. The main reason for this being that I don't know what you mean by flow breaking. :?

03:23:090 (2,3) - This just does not feel correct. Firstly there is a notable beat on 03:23:190 - which could be represented as a slidertail if you want to keep the clicking on the vocals. Secondly imo this 03:23:490 - should be a clickable or a 1/8 slider to follow the vocals more accurately Well... I'll think about this one because I think it's completely fine. :?


[]

I think some of the spacing/emphasis in the insane might be questionable since it's not really consistent nor does it really follow anything specific, atleast that is how it feels to me. For example 02:09:090 (1,2,3,4,5) - I really can't understand why is the spacing low like that when this 02:04:290 (1,2,3,4,5,6,7,8,1,2) - pattern has that much spacing even though they have nearly identical intensity both vocal and melody wise Oh my, these two phrases are completely different in intensity. So different that it isn't even funny anymore. ;)

Anyway that should be about it, good luck fam Thanks M8! :)
Saltssaumure
Extremely late reply from my modqueue. Btw, are you the same Paydayz who made a GD of Windfall?

[General]
The dark slider borders aren't the best, as they blend in with the background too much. White slider borders would be more visible and still fit the theme.
Trim the first 5 seconds of the song as it's blank.
Fade out the end of the song, it stops quite abruptly.

[Insane]
Raise AR, with small circle size this is pretty tough to read.
00:15:490 (1) - A little bit more recovery time from spinner would be nice.
01:03:490 (1,2,3,4,5,6) - Looks too similar to 1/8 streams, space them out more or make the first 3 reverse slider instead.
00:49:890 (3,4,5) - Vocals are entirely not in time with what is mapped here, reconsider this.
01:58:890 (7,8,9,1) - Bunch of kicksliders in a row feels uncomfortable to play, as it's essentially moving a straight line but with sudden starts and stops.
02:18:090 (6,7,8,1,2) - Angles here look messy, and jump from 1 to 2 is too large as 2 isn't a particularly strong note.

[Hard]
Generally decent, not specific I wanted to point out. However as the entire thing is distance snapped, and mapped in mainly 1/4 rhythm, it gets monotonous quite fast. It might be a good idea to add in some triples, short streams, jumps etc. to keep things varied.

[Normal]
01:22:690 (1,2,3) - This would look better if it was symmetrical
01:48:290 - Why break here? It's mapped in other diffs.


Good luck with your map!
Topic Starter
paydayzcool

Saltssaumure wrote:

Extremely late reply from my modqueue. Btw, are you the same Paydayz who made a GD of Windfall? OH MY GOODNESS! SOMEONE FINALLY NOTICED!

[General]
The dark slider borders aren't the best, as they blend in with the background too much. White slider borders would be more visible and still fit the theme. It doesn't really blend with the background, but it does go with it.
Trim the first 5 seconds of the song as it's blank. There's the video which I want to go with it.
Fade out the end of the song, it stops quite abruptly. No it doesn't.

[Insane]
Raise AR, with small circle size this is pretty tough to read. AR8 + CS5 on this slow map makes it real good.
00:15:490 (1) - A little bit more recovery time from spinner would be nice. This is an insane diff, so there is no need to focus on spinner recovery as much.
01:03:490 (1,2,3,4,5,6) - Looks too similar to 1/8 streams, space them out more or make the first 3 reverse slider instead. Well, it looks like most people are telling me to change so here we go!
00:49:890 (3,4,5) - Vocals are entirely not in time with what is mapped here, reconsider this. 1, it's close enough. 2, there is an important beat at the head of 3.
01:58:890 (7,8,9,1) - Bunch of kicksliders in a row feels uncomfortable to play, as it's essentially moving a straight line but with sudden starts and stops. Does it represent the music though?
02:18:090 (6,7,8,1,2) - Angles here look messy, and jump from 1 to 2 is too large as 2 isn't a particularly strong note. Changed.

[Hard]
Generally decent, not specific I wanted to point out. However as the entire thing is distance snapped, and mapped in mainly 1/4 rhythm, it gets monotonous quite fast. It might be a good idea to add in some triples, short streams, jumps etc. to keep things varied. I'll think about this.

[Normal]
01:22:690 (1,2,3) - This would look better if it was symmetrical It is -_-
01:48:290 - Why break here? It's mapped in other diffs. It felt correct to put a break here as mapping this little section would feel a bit off.


Good luck with your map! Thank you so much for modding!
Hollow Delta
m4m from my queue

General

The diff spread between Hard & Insane is too far to be acceptable. The maximum spread in sr between diffs is 1.5 according to the criteria. To fix this you'll have to add in a Light Insane. Also I suggest adding an advanced as well because while it's technically okay, the difference between normal and hard is big as well.

The mp3 cuts off mid-sound, so it sounds weird. You might need to redl the mp3.


Insane

01:00:290 (1,2,3,4,5,6) - Jump spams don't fit here because there aren't any distinct beats on all of them. I think a more fitting rhythm is https://puu.sh/xsNY9/1a9ac49ac9.png

00:49:890 (3,4,5) - 4 should start on a 1/12 tick at 00:50:223 - Also the beat on 00:50:490 (5) - is weaker than 4 so you can extend the slider to this spot instead of placing a circle, as it seems more fitting and less choppy to play.

00:52:290 (1,2) - Nothing in the song supports this jump. There's a shit here, but that doesn't call for extreme spacing. For slight shifts in music like this rather than using spacing use an 'antijump' Basically for antijumps you place the note in a way that's not excpected to represent a shit. (Ex. stack, linear flow.


00:53:090 (5,6) - ^ Similar situation as above. These jump spams are all over the map except the chorus, which really makes no sense considering how the difficulty shouldn't be consistent, rather balanced with the song. With that idea, I suggest going through the non-kiai sections and looking for non-supported spikes in difficulty, as those will really hurt your chances of getting this ranked.

01:06:690 (1,2,3,4,5) - The emphasis is on 1. The rest of the notes share the same intensity, but not as much as 1, so to have them all as jumps makes no sense. I suggest keeping the jump between 1 & 2, but make 3-5 smaller in distance to better show a difference in the song.


Hard

01:08:290 - I think you should prioritize this sound over 01:08:090 (4) - because you would really capture that pause in the song that way. I suggest removing 4 and adding a 1/2 slider at 01:08:290 - to catch the sound and compliment the pause.


Normal

Not much to this. Looks good


gl
Topic Starter
paydayzcool

Bubblun wrote:

m4m from my queue

General

The diff spread between Hard & Insane is too far to be acceptable. The maximum spread in sr between diffs is 1.5 according to the criteria. To fix this you'll have to add in a Light Insane. Also I suggest adding an advanced as well because while it's technically okay, the difference between normal and hard is big as well. Well, the SR between all the diffs is either 1.5 or just a bit less, so it should be acceptable.

The mp3 cuts off mid-sound, so it sounds weird. You might need to redl the mp3. It's very faint and it is barely noticeable or will not even get picked up because the ranking screen will fade out the music.


Insane

01:00:290 (1,2,3,4,5,6) - Jump spams don't fit here because there aren't any distinct beats on all of them. I think a more fitting rhythm is https://puu.sh/xsNY9/1a9ac49ac9.png I did the second slider, but the first will be a bad undermap.

00:49:890 (3,4,5) - 4 should start on a 1/12 tick at 00:50:223 - Also the beat on 00:50:490 (5) - is weaker than 4 so you can extend the slider to this spot instead of placing a circle, as it seems more fitting and less choppy to play. yes, I agree that 5 is weaker than 4, but it represents a syllable which Gary raps. Starting the 4 on a 1/12 tick would distort readability in the map, so no change here.

00:52:290 (1,2) - Nothing in the song supports this jump. There's a shit here, but that doesn't call for extreme spacing. For slight shifts in music like this rather than using spacing use an 'antijump' Basically for antijumps you place the note in a way that's not excpected to represent a shit. (Ex. stack, linear flow. The flow from 1 to 2 is to prevent the joining of disconnected phrases in the lyrics. Whats more, it is NOT an extreme jump, it is just an increase in spacing


00:53:090 (5,6) - ^ Similar situation as above. These jump spams are all over the map except the chorus, which really makes no sense considering how the difficulty shouldn't be consistent, rather balanced with the song. With that idea, I suggest going through the non-kiai sections and looking for non-supported spikes in difficulty, as those will really hurt your chances of getting this ranked. About whether this hurts my chances of getting this map ranked,
I'll leave it to the nominators. Also, this diff is well balanced with the song. It would be really boring if I mapped this song just like any other map out there.


01:06:690 (1,2,3,4,5) - The emphasis is on 1. The rest of the notes share the same intensity, but not as much as 1, so to have them all as jumps makes no sense. I suggest keeping the jump between 1 & 2, but make 3-5 smaller in distance to better show a difference in the song. But 2-5 inclusive are all just as important as each other, meaning that imo lowering the spacing will make even less sense.


Hard

01:08:290 - I think you should prioritize this sound over 01:08:090 (4) - because you would really capture that pause in the song that way. I suggest removing 4 and adding a 1/2 slider at 01:08:290 - to catch the sound and compliment the pause. A pause is just a pause, especially in this song. Therefore there is no need to compliment it. The small stop is as good enough as it is and getting rid of 4 will result in an undermap.


Normal

Not much to this. Looks good Thank you.


gl Obviously you dont like the song XD, but thanks for the mod!
Seolv
m4m from queue, sorry for late qwq
my map for m4m: https://osu.ppy.sh/s/641711

Hard

  1. 01:05:490 (2,3) - I know you're trying to put emphasis on 3 but I think that you should just stick to Distance Snap since in the parts with same beat and emphasizing you don't make the spacing bigger.

Insane

  1. 00:21:090 (3) - Are you sure you wanna stack this? It's a pretty strong sound you might wanna emphasize through bigger spacing.
  2. 00:23:090 (5) - This isn't such a strong sound, make it smaller in spacing, also it would fix the ugly overlap
  3. 00:25:890 (4) - Space this out more cause strong sound
  4. 00:28:890 (3) - Make the rhythm different, make the slider end clickable
  5. 00:45:290 (6) - Why is the spacing here so big, it's not even a strong sound
  6. 00:48:690 (7) - ^

If I had a dollar for all the spacing issues I would be rich XD
Anyways, the mapset overall is neat, except the spacing issues in Insane, try to fix them
Topic Starter
paydayzcool
Will respond to all Mods and M4Ms at the end of this week, stay tuned!
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