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Enter Shikari - The Last Garrison

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PandaHero
irc mod for insane diff
2017-07-19 21:38 h4d0uk3n1: ACTION is listening to [https://osu.ppy.sh/b/1360038 Enter Shikari - The Last Garrison]
2017-07-19 21:38 h4d0uk3n1: инсейн дифа
2017-07-19 21:38 h4d0uk3n1: там большой промежуток нихуя в середине, Сори
2017-07-19 21:38 h4d0uk3n1: меня волнует киай в конце
2017-07-19 21:38 h4d0uk3n1: готов спектейтить
2017-07-19 21:44 PandaHero: какая-то несбалансированная диффка что ли
2017-07-19 21:44 h4d0uk3n1: надо понерфить билдап
2017-07-19 21:44 h4d0uk3n1: определенно
2017-07-19 21:45 PandaHero: 02:49:613 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - ну вот это жопка
2017-07-19 21:45 PandaHero: и то что потом
2017-07-19 21:45 h4d0uk3n1: да, я про это и говорю
2017-07-19 21:45 PandaHero: 02:53:556 (1,2,3,4,5,6,7,8,9,10) - ну вот тут просто спейсинг зарежь
2017-07-19 21:45 h4d0uk3n1: может кикслайдеры влеплю
2017-07-19 21:45 h4d0uk3n1: мне в принципе этот момент не нравится
2017-07-19 21:45 PandaHero: я ещё оффскрины где-то видела
2017-07-19 21:46 h4d0uk3n1: просто рандомные какие-то триплы
2017-07-19 21:46 h4d0uk3n1: я на с оффскринами аккуратен
2017-07-19 21:46 h4d0uk3n1: не должно быть
2017-07-19 21:46 h4d0uk3n1: аимод ругается на карту руручи, всем похуй :^)
2017-07-19 21:47 PandaHero: 00:31:770 (2,3,4) - вот тут оверлапает шкалу точности, это гайдлайн, конечно, но в данном случае как-то неприятно выходит
2017-07-19 21:47 PandaHero: а ещё ротация паттернов скучновата
2017-07-19 21:47 PandaHero: 00:31:770 (2,3,4) - алсо это кажется двоечка по музыке
2017-07-19 21:47 h4d0uk3n1: может такое впечатление создается ибо дифа не твоего уровня?
2017-07-19 21:48 PandaHero: нет
2017-07-19 21:48 PandaHero: такие инсики можно очень миленько делать
2017-07-19 21:48 PandaHero: 00:32:970 (1) - вот эти парты по ритму скучные пиздос
2017-07-19 21:48 PandaHero: я чуть не уснула
2017-07-19 21:48 h4d0uk3n1: ну так ебать, там пум-тс-пум-тс как это мапать(
2017-07-19 21:48 h4d0uk3n1: хотя
2017-07-19 21:48 PandaHero: а вообще довольно чистая карта
2017-07-19 21:49 h4d0uk3n1: спасибо
2017-07-19 21:50 PandaHero: 00:33:308 - так тут же звук
2017-07-19 21:50 PandaHero: 00:33:986 - , 00:34:156 -
2017-07-19 21:50 PandaHero: из всего этого и состряпаешь
2017-07-19 21:50 h4d0uk3n1: охуеть я его впервые слышу
2017-07-19 21:50 PandaHero: а, это слайдертик, кажется
2017-07-19 21:51 PandaHero: >_<
2017-07-19 21:51 PandaHero: или нет
2017-07-19 21:51 h4d0uk3n1: не, там реально звук
2017-07-19 21:51 PandaHero: а, гитарка
2017-07-19 21:51 h4d0uk3n1: даже не гитарка
2017-07-19 21:51 h4d0uk3n1: какая-то часть перкуссии
2017-07-19 21:51 PandaHero: 00:33:393 - если ты особо ебанутый, то и вот тут можно услышать
2017-07-19 21:52 h4d0uk3n1: слышно-слышно
2017-07-19 21:52 h4d0uk3n1: только ты тиком промазала
2017-07-19 21:52 h4d0uk3n1: но я понял
2017-07-19 21:52 PandaHero: на голубом тоже чо-то есть
2017-07-19 21:52 PandaHero: только слабенькое
2017-07-19 21:52 PandaHero: а вот на красном нормально так
2017-07-19 21:52 PandaHero: ну всё, развлекайся
2017-07-19 21:53 h4d0uk3n1: да, спасибо
2017-07-19 21:53 PandaHero: ой, у тебя и в ласт тут унылости
2017-07-19 21:53 h4d0uk3n1: лоу интенсити часть ну алло
2017-07-19 21:54 PandaHero: 00:54:664 (1) - вот лоу интенсити, а там так, средненько
2017-07-19 21:54 PandaHero: и то она у тебя веселее
2017-07-19 21:55 h4d0uk3n1: Постараюсь что-нибудь придумать
2017-07-19 21:55 h4d0uk3n1: потмоу что звучит логично
2017-07-19 21:55 PandaHero: :)
2017-07-19 22:13 h4d0uk3n1: овермапать тройкой вместо двойки нормально? :<
2017-07-19 22:14 h4d0uk3n1: потому что технически двойки сложнее
2017-07-19 22:14 h4d0uk3n1: или это субъективно?
2017-07-19 22:20 PandaHero: ну такое, я не фанат овермапов да и двойки люблю
2017-07-19 22:21 h4d0uk3n1: просто не хочется в легкий инсейн пихать эту сложную хуйню
2017-07-19 22:21 PandaHero: двойки простые
2017-07-19 22:21 h4d0uk3n1: когда ты играла 4 звезды для тебя были они простыми?
2017-07-19 22:21 PandaHero: ACTION is listening to [https://osu.ppy.sh/b/212118 Caravan Palace - Rock It For Me]
2017-07-19 22:22 PandaHero: нормальными они для меня были
2017-07-19 22:22 PandaHero: Алсо карта шикарная
2017-07-19 22:22 PandaHero: Жаль маппер в рестрикте
2017-07-19 22:23 PandaHero: уж лучше двойка, чем нота под воздух
2017-07-19 22:50 h4d0uk3n1: можешь глянуть стало ли лучше?
2017-07-19 22:51 h4d0uk3n1: плес
2017-07-19 22:52 PandaHero: сейчас, доделаю тут у себя
2017-07-19 22:58 PandaHero: так, какую диффу смотреть?
2017-07-19 22:59 h4d0uk3n1: инсейн
2017-07-19 23:06 PandaHero: ну окей, стало веселее
2017-07-19 23:06 PandaHero: Ещё бы св добавить, наверное
2017-07-19 23:07 PandaHero: чтобы этот парт отличался от следующего не только по спейсухе
2017-07-19 23:07 h4d0uk3n1: Подумаю
2017-07-19 23:07 h4d0uk3n1: Можешь на форуме написать что-нибудь а-ля "я помогла"
2017-07-19 23:07 h4d0uk3n1: дам кудосу
2017-07-19 23:07 PandaHero: 00:51:614 (6) - почему-то мне кажется, что на голубом тике ничего нет и продолжать туда слайдер глупо
2017-07-19 23:08 PandaHero: да ну брось, я ж ничего не сделала
2017-07-19 23:08 h4d0uk3n1: на голубом тике действительно ничего нет, это продленный слайдер для подчеркивания вокала
2017-07-19 23:08 h4d0uk3n1: нуууу, как хочешь
2017-07-19 23:09 h4d0uk3n1: мне кажется помогла
2017-07-19 23:09 PandaHero: хз
2017-07-19 23:09 PandaHero: скину лог, если сильно хочется
2017-07-19 23:09 h4d0uk3n1: это твое право, я просто говорю, что ты действительно помогла)
2017-07-19 23:10 PandaHero: алсо если хочешь там вокал подчеркнуть, лучше убрать нотку и продлить слайдер вот досюда 00:52:122 -
2017-07-19 23:10 h4d0uk3n1: но на единичке басс бочка
2017-07-19 23:11 PandaHero: а ты мейнишь ударные?
2017-07-19 23:11 PandaHero: если да, то тогда замечание валидное, а если нет, то не очень
2017-07-19 23:11 h4d0uk3n1: вся карта как бы под ударные
2017-07-19 23:11 h4d0uk3n1: ну кроме этого парта
2017-07-19 23:12 h4d0uk3n1: ибо тут только "пум-тщ-пум-тщ"
2017-07-19 23:12 h4d0uk3n1: благодаря этому понял что тут 00:41:783 - нужен клик
2017-07-19 23:13 PandaHero: ну вот определись, что ты маппаешь в этой части и отдавай этому приоритет. Приоритет разумеется не значит, что прям нельзя подыгрывать другими инструментами, но и вот так скакать с вокала на ударные не стоит
2017-07-19 23:13 PandaHero: как то так
2017-07-19 23:14 h4d0uk3n1: оке
2017-07-19 23:14 h4d0uk3n1: Спасибо
2017-07-19 23:15 PandaHero: пожалуйста


Алсо 300 пост ))
Zelzatter Zero
Hi M4M

[Normal]
Nothing. Just check some blanket to make your map looks neater.

[Hard]
I don't found any issues in this diff

[Insane]
wow, i don't found any issues in this diff too. Perfect.

[Still Alive]
Perfect. (i think u know what i mean when i say this)

What a good map! hope this will be ranked.

GL~~~ :)
Zekks
M4M

[Still Alive]

00:11:541 (3,4,1) - This triple begins on the red tick. Bring it closer to 00:11:370 (2) - since it's not a strong beat (Move 00:11:884 (2,3,4,1,2,3,4) - with the triple as well)
00:13:084 (1) - Get rid of NC
00:13:770 (3) - NC
00:15:141 (5) - ^
00:15:827 (1) - Get rid of NC
00:17:198 (1) - ^
00:18:570 (1) - ^
00:19:256 (7) - NC
00:19:941 (1) - Get rid of NC
00:20:627 (8) - NC
00:21:313 (1) - Get rid of NC
00:22:684 (1) - ^

I hope you understand what's going, make sure to only have new combo's on white ticks since it's most commonly used that way, if you put it on any other tick, it can look out of place xd

01:22:778 (1,2,3,4,1,2,3,4) - This is mapped differently than 01:17:121 (2,3,1,2,3,4,1,2,3,4) - Fix it so it matches the song c:
01:25:349 (5,6,1,2,3,1,2) - This section is mapped very differently to the other sections that sound the same, I suggest you fix it
02:54:413 (2,3,4) - These triples are too difficult for a player reaching low 5* maps

This difficulty is nice, but in general, you should lower the SV, for example, from 03:16:793 - 03:38:488 - It is way to high

I hope this was helpful, gl with the mapset!
Topic Starter
Hectic

[ - Zekks - ] wrote:

M4M

[Still Alive]

00:11:541 (3,4,1) - This triple begins on the red tick. Bring it closer to 00:11:370 (2) - since it's not a strong beat (Move 00:11:884 (2,3,4,1,2,3,4) - with the triple as well) uh, maybe ill move it later
00:13:084 (1) - Get rid of NC
00:13:770 (3) - NC
00:15:141 (5) - ^
00:15:827 (1) - Get rid of NC
00:17:198 (1) - ^
00:18:570 (1) - ^
00:19:256 (7) - NC
00:19:941 (1) - Get rid of NC
00:20:627 (8) - NC
00:21:313 (1) - Get rid of NC
00:22:684 (1) - ^
i have different way of comboing for this section following main instrument and for better readability

I hope you understand what's going, make sure to only have new combo's on white ticks since it's most commonly used that way, if you put it on any other tick, it can look out of place xd

01:22:778 (1,2,3,4,1,2,3,4) - This is mapped differently than 01:17:121 (2,3,1,2,3,4,1,2,3,4) - Fix it so it matches the song c: it basically has the same idea - back-and-forth jumps, having these look the same would be poor variety
01:25:349 (5,6,1,2,3,1,2) - This section is mapped very differently to the other sections that sound the same, I suggest you fix it i think this represents vocal better (and here 00:19:941 (1,2,3,4,5,1,2,3,4,5) - i mapped it like this too)
02:54:413 (2,3,4) - These triples are too difficult for a player reaching low 5* maps 1) i think this is subjective, spaced triples are easy for me, for example. 2) also good way to show music. 3) in testplayes this place suprisingly wasn't too bad too. 4) this diff can be easily treated as extra since i have another insane in the mapset
This difficulty is nice, but in general, you should lower the SV, for example, from 03:16:793 - 03:38:488 - It is way to high its the coolest part of the song, i think this sv represents music in a very good way D:

I hope this was helpful, gl with the mapset! thanks!
Fizz
m4m from modreqs

[Normal]
  1. 00:49:241 (1,2) - i dont think this shape looks very good when it comes after 00:47:885 (3) - i suggest this instead
  2. 01:05:635 (1,2) - 01:08:378 (4,5) - this is the only part is this slow section that you used all circles instead of sliders, consider making it consistent
  3. 01:58:887 (2) - this looks too tight to me, not a big deal but consider changing

[Hard]
  1. 00:32:970 (1) - This is a really jarring change of density here, i feel like it's /too/ slow since there is a guitar you could be mapping to, same for second chorus
  2. Nothing else, it seems

[Insane]
  1. 00:39:749 (1) - this overlap is a bit bleh
  2. 01:36:149 (1) - consider moving the sliderend into the middle of 01:36:492 (2) -
  3. 01:46:006 (2) - probably better to use 01:45:328 (1) - for the shape instead - right now it looks weird
  4. 03:01:878 (1) - overlap looks unintentional/bad here
  5. 03:37:810 (1,2) - consider making these jumps cuz it'd be cooler

[Still Alive]
  1. 00:31:941 (4) - even in the insane this was two separate circles, so i suggest you do the same here
  2. 00:33:647 (2,3,4,5) - i personally think all of these can be slightly bigger jumps, it's a little too bland here otherwise
  3. 01:15:235 (1,1) - make the spacing here more similar to 01:15:749 (2,1) - very prone to misreads as it is
  4. 01:39:226 (2,3,4,5) - same suggestion
  5. 02:41:127 (1) - this is really awkward and should be removed
  6. 02:52:356 (1) - i think compared to the rest of this difficulty, this mini "deathstream" is a little out of place, i think you could do with replacing some circles with kicksliders
  7. 02:54:413 (2,3,4) - and this spacing is really insane too, this wasnt established anywhere else in the map so it's a big surprise
  8. 02:57:132 (2,3,4,5) - yada yada
  9. 03:15:776 (3,4) - this needs bigger spacing

didn't find as much as i thought i would, your rhythms are quite consistent and i appreciate that

gl!
Topic Starter
Hectic

Fizz wrote:

m4m from modreqs

[Normal]
  1. 00:49:241 (1,2) - i dont think this shape looks very good when it comes after 00:47:885 (3) - i suggest this instead change if will be mentioned more, looks fine for me
  2. 01:05:635 (1,2) - 01:08:378 (4,5) - this is the only part is this slow section that you used all circles instead of sliders, consider making it consistent reworked a bit
  3. 01:58:887 (2) - this looks too tight to me, not a big deal but consider changing changed to blanket

[Hard]
  1. 00:32:970 (1) - This is a really jarring change of density here, i feel like it's /too/ slow since there is a guitar you could be mapping to, same for second chorus had this problem with insane and extra, reworked
  2. Nothing else, it seems

[Insane]
  1. 00:39:749 (1) - this overlap is a bit bleh ill see
  2. 01:36:149 (1) - consider moving the sliderend into the middle of 01:36:492 (2) - its intended to be like that, i think it works fine
  3. 01:46:006 (2) - probably better to use 01:45:328 (1) - for the shape instead - right now it looks weird looks fine for me
  4. 03:01:878 (1) - overlap looks unintentional/bad here fixed a bit
  5. 03:37:810 (1,2) - consider making these jumps cuz it'd be cooler ill see (dont really like such stuff in the end of the map)

[Still Alive]
  1. 00:31:941 (4) - even in the insane this was two separate circles, so i suggest you do the same here yup
  2. 00:33:647 (2,3,4,5) - i personally think all of these can be slightly bigger jumps, it's a little too bland here otherwise hm, i think those jumps from these circles and to other objects make these sections relatively hard, so no need to make space bigger here
  3. 01:15:235 (1,1) - make the spacing here more similar to 01:15:749 (2,1) - very prone to misreads as it is didn't have troubles with testplays
  4. 01:39:226 (2,3,4,5) - same suggestion
  5. 02:41:127 (1) - this is really awkward and should be removed changed to two sliders
  6. 02:52:356 (1) - i think compared to the rest of this difficulty, this mini "deathstream" is a little out of place, i think you could do with replacing some circles with kicksliders 1) this stuff is pretty common in nowadays maps. 2) its not that hard for this starrate, bpm is pretty ok
  7. 02:54:413 (2,3,4) - and this spacing is really insane too, this wasnt established anywhere else in the map so it's a big surprise 1) surprisingly didn't have troubles with other peoples replays at this moment, raising space and big jump works, i guess. 2) its just 3 notes, its not hard at all
  8. 02:57:132 (2,3,4,5) - yada yada
  9. 03:15:776 (3,4) - this needs bigger spacing i made such space for these sounds purposely

didn't find as much as i thought i would, your rhythms are quite consistent and i appreciate that im glad :)

gl! You too
tzechi
FROM M4M!

Still Alive
SPOILER
00:13:084 (1,2) - this slider-slider flow is odd
01:24:835 (3) - consider curving this less
01:34:264 (5,6) - you can copy and paste 5, would make it look neater
02:54:413 (2,3,4) - this is the only spaced stream so far in the map, could be considered a difficulty spike since its borderline 5*
03:18:488 (2) - why reverse it? doesn't reflect the rhythm that well
03:27:980 (2) - this too

Insane
SPOILER
01:45:328 (1,2) - change 2 a bit maybe for aesthetic purposes

yeaah i can only mod insanes and extras :/

sorry
Topic Starter
Hectic

Pencil-kun wrote:

FROM M4M!

Still Alive
SPOILER
00:13:084 (1,2) - this slider-slider flow is odd ill keep it for now
01:24:835 (3) - consider curving this less i think it looks fine + blanket
01:34:264 (5,6) - you can copy and paste 5, would make it look neater but they are not the same length..
02:54:413 (2,3,4) - this is the only spaced stream so far in the map, could be considered a difficulty spike since its borderline 5* previous mods
03:18:488 (2) - why reverse it? doesn't reflect the rhythm that well in this section i put reverses sometimes, just to keep object density as high as possible, since its the most intense part of the song
03:27:980 (2) - this too ^ (there are many of them)

Insane
SPOILER
01:45:328 (1,2) - change 2 a bit maybe for aesthetic purposes was mentioned before, so ok

yeaah i can only mod insanes and extras :/

sorry
Shmiklak
пишу что бросилось в глаза
[General]
  1. Твои красные комбоколоры очень сильно похожи и их сложно отличить при игре, сделай их более различимыми
  2. фон очень скучный, а также имеет довольно низкое качество (можно разглядеть отдельные пиксели)
[last diff]
  1. расстановка нк довольно странная, расматривать всё подробно я не буду ибо не очень то хочу возиться с этим просто убедись что тебе самому точно все нормально и у тебя есть причины ставить нк где то а где то нет
  2. 00:10:341 (1) - просто проводить слайдер когда тут есть столько потенциала очень скучно, можно сделать нотами на 1/2, вот будет каеф, еще их дс можно постепенно увеличивать
  3. 00:24:570 (2) - немного задевает хп бар, по рц это не желательно. тоже самое к 01:26:035 (3) -
  4. 01:00:492 - такой же как 01:00:149 - но не кликабелен, лучше исправить. тоже самое идет к другим таким же 01:05:635 (1) - и т.д.
  5. 01:48:887 (1,1) - тут в плане паттерна лучше подойдет что то не столь оверлапаемое либо что то такое https://puu.sh/wQ579/3c1c38b9bf.jpg
  6. 02:32:984 (1) -02:41:127 (1,1) - (относится ко всем сложностям) подобные вставки во время перерыва глупость, звуки там не такие сильные что бы ради них ломать перерыв, они выходят слишком неожиданно, сделай просто брейк без ничего.
ну такое, мне не нравится, нужно больше работы. гл
Topic Starter
Hectic

M a r v o l l o wrote:

пишу что бросилось в глаза
[General]
  1. Твои красные комбоколоры очень сильно похожи и их сложно отличить при игре, сделай их более различимыми попробовал сделать более различимыми
  2. фон очень скучный, а также имеет довольно низкое качество (можно разглядеть отдельные пиксели) я думаю эти фигуры не должны быть идеально гладкими, и он такой специально
[last diff]
  1. расстановка нк довольно странная, рассматривать всё подробно я не буду ибо не очень то хочу возиться с этим просто убедись что тебе самому точно все нормально и у тебя есть причины ставить нк где то а где то нет я придерживался определенной идеи пока расставлял
  2. 00:10:341 (1) - просто проводить слайдер когда тут есть столько потенциала очень скучно, можно сделать нотами на 1/2, вот будет каеф, еще их дс можно постепенно увеличивать мне кажется этот слайдер со сменой св хорошо подчеркивает интенсивность
  3. 00:24:570 (2) - немного задевает хп бар, по рц это не желательно. тоже самое к 01:26:035 (3) - пока что оставлю так, ибо эти объекты там не просто так стоят
  4. 01:00:492 - такой же как 01:00:149 - но не кликабелен, лучше исправить. тоже самое идет к другим таким же 01:05:635 (1) - и т.д. я старался в этой секции не делать слишком много кликов просто так ибо спокойная часть песни, так что сделал сосиски, думаю они нормально заходят
  5. 01:48:887 (1,1) - тут в плане паттерна лучше подойдет что то не столь оверлапаемое либо что то такое https://puu.sh/wQ579/3c1c38b9bf.jpg читается вполне нормально, хотелось чтобы начало второго слайдера было продолжением первого
  6. 02:32:984 (1) -02:41:127 (1,1) - (относится ко всем сложностям) подобные вставки во время перерыва глупость, звуки там не такие сильные что бы ради них ломать перерыв, они выходят слишком неожиданно, сделай просто брейк без ничего. подумаю
ну такое, мне не нравится, нужно больше работы. гл гл
josh1024
From the queue:

This is beyond me, sorry.
only a few suggestions.
To me this is better thought out than what I can map.

Normal
00:18:570 (6) - perhaps line this up with the half hexagon.
03:21:200 (5) - not sure what this curve stands for maybe mirror it to stress the following circle?
DeviousPanda
Form Modreqs:

M4M with this map: https://osu.ppy.sh/s/638443

Still Alive
00:11:370 (2,3) - this jump feels a tiny bit too big to play into a triple and then jumps with lower spacing

00:11:713 (1,2,3,4,1,2,3,4) - these jumps feel a bit boring with how intense the music is here, something like this could help


00:15:313 (6,7,8,1) - this should flow the other way, like you did here 01:20:035 (1,2,3,4,5,6,7,8,1,2,3) -

00:17:198 (1,2,3,4,1,2,3,4) - try and vary the jump lengths to make them more interesting to play 00:21:313 (1,2,3,4,5,1) - this is a good example of what i think most of the jumps in this map should look like

00:33:647 (2,3,4,5) - 00:35:003 (2,3,4,5) - these are good, but i think they should be spaced out a tiny bit more like you did here 00:36:359 (3,4,5,6,1) - because the small spacing is boring here

00:44:495 (2,3,4,5,1,2,3,4,5,1) - ^^

01:17:121 (2,3,1,2,3,4,1,2,3,4) - same as my first point

01:22:778 (1,2,3,4,1,2,3,4) - this is nice <3

01:29:806 (1) - maybe don't curve this

02:04:356 (1,2,3,4) - 02:15:327 (1,2,3,4) - weird to play

02:41:127 (1,2) - delete these, they make no sense and aren't timed properly

02:49:613 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - <<<<<<<<<<<3 love this

02:54:413 (2,3,4) - this is good, but going back to what i said about these 02:55:776 (2,3,4,5) - being too low spaced, at this part it's even more noticable because you've just gone through a huge build up and then your 1/4 is spaced more than your 1/2

03:15:776 (3,4) - this ruins the jump pattern, please space this out a lot more

03:29:336 (2) - stack this properly

03:37:471 (3) - rotate this like 20/30 degrees clockwise for better flow

Insane
personally i would name this Light Insane because it's too hard for a hard diff but too easy for an insane

00:37:715 (2,1) - put a note in between these, your ignoring the rhythm that you've been using for this exact same sound before like 00:36:359 (2,3,1) -

00:41:105 (1,2,3,4) - keep these the same distance

00:42:461 (1) - tiny bit too curved imo

00:43:139 (2,1,1) - i get what your doing here, but the SV change is a bit too drastic, try reducing it a tiny bit

00:51:953 (1,2,3,4) - same distance

most of these problems are repeated throughout the map so i'm not going to list all places where they occur

02:41:127 (1,2) - again don't have this here

02:52:356 (1,2,1,2) - decrease the spacing on these 1/4 gaps

02:53:384 (2,3,1) - this doesn't play well at all try doing this:


looks good! I hope this helps!! :) :) :) :) :)
S o a p
m4m

[Still Alive]
00:19:256 (3,4) - too close
00:20:627 (4,5) - ^
00:21:656 (4,1) - ^
00:41:783 (3,4) - ^
00:46:529 (1) - x:379,y:333
01:10:092 (3) - x:159,y:78
01:55:498 (2,3) - 1/2 slider pls
01:56:896 (3,4) - ^
02:08:984 (5,6) - ^
02:14:470 (3) - ^
03:01:200 (2,3) - ^
03:12:048 (2,3) - ^
02:04:527 (2,3) - too close
02:11:042 - add a note
02:41:127 (1,2) - emmmm......it would be better if you delete that..
02:45:499 (5) - NC?
02:48:242 (5) - ^
02:53:642 (3,4,1,2,3) - too noisy
03:29:844 (3) - y:69
03:31:370 (5) - x:467,y:40

[Insane]
02:41:127 (1,2) - delete?
nice diff

[Hard]
01:16:606 (1) - y:0 ??

[Normal]
nothing wrong
Topic Starter
Hectic

josh1024 wrote:

From the queue:

This is beyond me, sorry.
only a few suggestions.
To me this is better thought out than what I can map.

Normal
00:18:570 (6) - perhaps line this up with the half hexagon. maybe later
03:21:200 (5) - not sure what this curve stands for maybe mirror it to stress the following circle? don't want any overlaps, also i think blanket work fine

DeviousPanda wrote:

Form Modreqs:

M4M with this map: https://osu.ppy.sh/s/638443

Still Alive
00:11:370 (2,3) - this jump feels a tiny bit too big to play into a triple and then jumps with lower spacing was mentioned before, nerfed a bit now

00:11:713 (1,2,3,4,1,2,3,4) - these jumps feel a bit boring with how intense the music is here, something like this could help i don't really think that they are boring, there are many consecutive jumps which makes this section relatively hard

00:15:313 (6,7,8,1) - this should flow the other way, like you did here 01:20:035 (1,2,3,4,5,6,7,8,1,2,3) - this is another structure, i think it plays almost the same

00:17:198 (1,2,3,4,1,2,3,4) - try and vary the jump lengths to make them more interesting to play 00:21:313 (1,2,3,4,5,1) - this is a good example of what i think most of the jumps in this map should look like maybe ill vary them later

00:33:647 (2,3,4,5) - 00:35:003 (2,3,4,5) - these are good, but i think they should be spaced out a tiny bit more like you did here 00:36:359 (3,4,5,6,1) - because the small spacing is boring here kinda answered with previous mods, also these circles are for background guitar, while other ones are for vocals

00:44:495 (2,3,4,5,1,2,3,4,5,1) - ^^

01:17:121 (2,3,1,2,3,4,1,2,3,4) - same as my first point i think if works fine here since it is jump from slider, not circle, and its not that big

01:29:806 (1) - maybe don't curve this i want to :(

02:04:356 (1,2,3,4) - 02:15:327 (1,2,3,4) - weird to play didn't have troubles with this, testplays were fine

02:41:127 (1,2) - delete these, they make no sense and aren't timed properly they are timed properly, maybe ill delete later

02:54:413 (2,3,4) - this is good, but going back to what i said about these 02:55:776 (2,3,4,5) - being too low spaced, at this part it's even more noticable because you've just gone through a huge build up and then your 1/4 is spaced more than your 1/2 but it sounds absolutely the same

03:15:776 (3,4) - this ruins the jump pattern, please space this out a lot more i don't make jumps to bass drum in this section 03:14:082 (1,2) -

03:29:336 (2) - stack this properly ok

03:37:471 (3) - rotate this like 20/30 degrees clockwise for better flow i think it flows fine

Insane
personally i would name this Light Insane because it's too hard for a hard diff but too easy for an insane maybe, tho "light insane" and custom diffname after it looks weird

00:37:715 (2,1) - put a note in between these, your ignoring the rhythm that you've been using for this exact same sound before like 00:36:359 (2,3,1) - i try not to put circles where are no sound :)

00:41:105 (1,2,3,4) - keep these the same distance distance for snare, also makes good flow kinda

00:42:461 (1) - tiny bit too curved imo i think its fine

00:43:139 (2,1,1) - i get what your doing here, but the SV change is a bit too drastic, try reducing it a tiny bit combo colours help

00:51:953 (1,2,3,4) - same distance

most of these problems are repeated throughout the map so i'm not going to list all places where they occur

02:41:127 (1,2) - again don't have this here

02:52:356 (1,2,1,2) - decrease the spacing on these 1/4 gaps why, it plays good D:

02:53:384 (2,3,1) - this doesn't play well at all try doing this i think its fine, im following some pattern here

looks good! I hope this helps!! :) :) :) :) :) thank youu

S o a p wrote:

m4m

[Still Alive]
00:19:256 (3,4) - too close why D:
00:20:627 (4,5) - ^
00:21:656 (4,1) - ^
00:41:783 (3,4) - ^
00:46:529 (1) - x:379,y:333 im keeping ds here
01:10:092 (3) - x:159,y:78
01:55:498 (2,3) - 1/2 slider pls extended sliders for vocals
01:56:896 (3,4) - ^
02:08:984 (5,6) - ^
02:14:470 (3) - ^
03:01:200 (2,3) - ^
03:12:048 (2,3) - ^
02:04:527 (2,3) - too close
02:11:042 - add a note im trying to keep object density here
02:41:127 (1,2) - emmmm......it would be better if you delete that.. ok..
02:45:499 (5) - NC? nah
02:48:242 (5) - ^
02:53:642 (3,4,1,2,3) - too noisy hm? i think its pretty readable
03:29:844 (3) - y:69
03:31:370 (5) - x:467,y:40

[Insane]
02:41:127 (1,2) - delete? yeah
nice diff thanks

[Hard]
01:16:606 (1) - y:0 ?? i think its ok

[Normal]
nothing wrong
Thanks for modding guys!
Lian-_old
M4M

The source song is: '' The Mindsweep '', which is the fourth album from the group, Enter Shikari

Normal

*The AR Should be between 3 and 4 For Normal Difficulties
*I think the DO is rather high, it should be between 2 and 3

*You should use a combo color palette more attractive for the view

*The preview should go here 03:16:793 -

*But you can also do this and it will be less work: 00:39:749 (2) - This slider should be so arched upward https://osu.ppy.sh/ss/8657795 00:41:105 (1) - And this slider inverts (ctrl + G)= https://osu.ppy.sh/ss/8657809

Because I say this? Well, the difficulties of minors should not have errors of distance, You can verify this with the Distance Snap

The rest of your map does not have any flow or sound problems (All difficulties)
Topic Starter
Hectic

Lian- wrote:

M4M

The source song is: '' The Mindsweep '', which is the fourth album from the group, Enter Shikari not sure about this one, ill put it in source if will be mentioned

Normal

*The AR Should be between 3 and 4 For Normal Difficulties ill see
*I think the DO is rather high, it should be between 2 and 3 ^^^

*You should use a combo color palette more attractive for the view they follow some idea

*The preview should go here 03:16:793 - i think preview is fine

*But you can also do this and it will be less work: 00:39:749 (2) - This slider should be so arched upward https://osu.ppy.sh/ss/8657795 00:41:105 (1) - And this slider inverts (ctrl + G)= https://osu.ppy.sh/ss/8657809 i think these things are fine as they now

Because I say this? Well, the difficulties of minors should not have errors of distance, You can verify this with the Distance Snap oh, i had hard time figuring out what does this mean, but got it, yes, you are right

The rest of your map does not have any flow or sound problems (All difficulties) Thanks for modding!
J1_
Heyo, from M4M queue

Normal:

01:25:521 (2,3) - Blanket opportunity

Hard:

02:07:442 (2,1) - Same here

Insane:

02:48:927 (7) - Why not also a slider here, like 02:46:184 (7) -

Still Alive:

01:18:664 (1) - I'd say circle for better playability

02:58:149 (2,3) - Flow can be better

Nothing else much to say, great map!

GL!
MoodyRPG
m4m

General
  1. You need a Easy, the spread in Normal is too high imo
Normal
  1. Good
Hard
  1. 00:43:139 (2) - Stack this with (3), looks clean
  2. 01:07:006 (1) - Remove NC
  3. 01:12:492 (1) - ^
  4. 02:12:584 (1) - ^
  5. Meh, I don't agree with those NC, but is up to you
Insane
  1. 03:26:624 (2) - The reverse arrow touch a little the previous slider, why you don't move the third tick?
Still Alive
  1. ok
nice~
Topic Starter
Hectic

xJ1 wrote:

Heyo, from M4M queue

Normal:

01:25:521 (2,3) - Blanket opportunity don't want to make it here

Hard:

02:07:442 (2,1) - Same here same response

Insane:

02:48:927 (7) - Why not also a slider here, like 02:46:184 (7) - i made sliders for vocals here, on this tick there are no vocals

Still Alive:

01:18:664 (1) - I'd say circle for better playability i pretty like this moment and really want to keep it

02:58:149 (2,3) - Flow can be better i think it ok atm

Nothing else much to say, great map!

GL!

MoodyRPG wrote:

m4m

General
  1. You need a Easy, the spread in Normal is too high imo hm, im pretty sure my normal has very basic rhythm structure and can go as easy
Normal
  1. Good
Hard
  1. 00:43:139 (2) - Stack this with (3), looks clean i want to keep ds here
  2. 01:07:006 (1) - Remove NC
  3. 01:12:492 (1) - ^
  4. 02:12:584 (1) - ^
  5. Meh, I don't agree with those NC, but is up to you woah, what the heck, i don't agree with them too, how did this even happen
Insane
  1. 03:26:624 (2) - The reverse arrow touch a little the previous slider, why you don't move the third tick? i think this overlap is fine, i use it sometimes
Still Alive
  1. ok
nice~
Thank you for modding people!
Jemzuu
Hello M4M from #modreq
here's my map: t/620490

Still Alive

  1. 00:20:284 (2) - stack it to 00:18:570 (1) - ?
  2. 00:24:570 (2) - this is pretty much hard to hit after that first slider, perhaps stack 00:24:227 (1) - to it
  3. 00:36:359 (3,4,5,6) - this flow could be better maybe u wanna ctrl g 00:36:529 (4,5) -
  4. 01:15:235 (1) - unnesccary NC
  5. 01:15:578 (1,2) - i suggest ctrl+ging this two for better emphasis since song since it has same rhythm as 01:14:721 (3,1) - like what u did on 02:21:156 (1,2,1,2) -
  6. 01:46:006 (3) - ctrl g this perhaps since u did it on 01:43:294 (3,4) -
  7. 01:52:447 (2) - like i said, consider ctrl+ging this too
  8. 02:03:842 (3) - i suggest u to ctrl g this and overlap it to (4) cus it gives better flow imo
  9. 02:15:670 (3,4) - maybe place this two elsewhere cus i think it doesn't suit in with the flow perhaps try other patterns
  10. 03:37:980 (2,2) - i suggest to make these 2 notes placed in the opposite direction since i think it suits as the end part.
das all, everything else is gud.
goodluck~
Topic Starter
Hectic

AJamez wrote:

Hello M4M from #modreq
here's my map: t/620490

Still Alive

  1. 00:20:284 (2) - stack it to 00:18:570 (1) - ? eh, why? it won't be noticed
  2. 00:24:570 (2) - this is pretty much hard to hit after that first slider, perhaps stack 00:24:227 (1) - to it theres strong beat, so i think its ok if its hard to hit and i like how they interact now more than stack
  3. 00:36:359 (3,4,5,6) - this flow could be better maybe u wanna ctrl g 00:36:529 (4,5) - keeping ds here
  4. 01:15:235 (1) - unnesccary NC ill see
  5. 01:15:578 (1,2) - i suggest ctrl+ging this two for better emphasis since song since it has same rhythm as 01:14:721 (3,1) - like what u did on 02:21:156 (1,2,1,2) - but this follows the same idea as 02:21:156 (1,2,1,2) - ...
  6. 01:46:006 (3) - ctrl g this perhaps since u did it on 01:43:294 (3,4) - ds (i make jump to drums)
  7. 01:52:447 (2) - like i said, consider ctrl+ging this too
  8. 02:03:842 (3) - i suggest u to ctrl g this and overlap it to (4) cus it gives better flow imo i think its fine now, i don't use stacks in these sections
  9. 02:15:670 (3,4) - maybe place this two elsewhere cus i think it doesn't suit in with the flow perhaps try other patterns i think its ok,
    ds again

  10. 03:37:980 (2,2) - i suggest to make these 2 notes placed in the opposite direction since i think it suits as the end part. i think it suits now too
das all, everything else is gud.
goodluck~ you too, thank for modding!
Raiyn
From my modding queue!

General
SPOILER
Easy mode please!, i feel like the spacing on normal and object amount isn't too nice or that much simplistic for a normal (1.73* tho)


Normal
SPOILER
No Problems at all but just a suggestion : try following the vocals a bit at 02:20:813 (4) - 02:44:127 (1) cause have a 20 sec break really is too long
03:38:488 (1) - move the spinner end 2 ticks back

Hard
SPOILER
02:21:841 (2,1) - lonnnng pause again, maybe it's just me though
03:38:149 (3,4) - make this into a stack on its own? cause in my opinion since it repeats that in a short time it would flee as if it's detatched from 03:37:810 (1,2) -
03:38:488 (1) - also spinner 2 ticks, move it back

Just a suggestion, but anyhow no problems

Insane
SPOILER
00:11:027 (1) - i know that this is to emphasize but it's a bit loud (since it's in the beginning of a song)
00:20:456 (2) - this slider's reverse arrow is being partly covered by 00:19:941 (1) but if it is intentional, it's fine
00:21:827 (6) - is being covered a bit by 00:21:313 (4) -
00:31:427 (3) - isnt being caught by 00:30:913 (2) -
00:39:071 (2,1) - slider ends overlapping try blanketing them?
00:43:308 (1,1) - nothing i just like this part
02:21:842 (2,1) - 20 seconds breaks still suck since i tried playing through this
03:38:488 (1) - move this 2 white ticks backwards to the actual end sound

Not really much here im just saying that the way how they overlap is just giving me a bit of ocd

Still Alive
SPOILER
03:38:488 (1) - spinner move the end by 2 white ticks
also, that 20 second break feels too long

So that's all i can spot here mostly just stacking or overlapping things that gave me ocd but if it's intentional go ahead and keep that in
Also that 20 second break, this my 5th time saying but, why (at least for me especially if you're trying to fc it or somethin)

And that's all, its a good song too good luck! :)
Topic Starter
Hectic

Zxozmo wrote:

From my modding queue!

General
SPOILER
Easy mode please!, i feel like the spacing on normal and object amount isn't too nice or that much simplistic for a normal (1.73* tho) i really think normal is easy enough :( ill make easy tho, no problem, but if its /really/ needed


Normal
SPOILER
No Problems at all but just a suggestion : try following the vocals a bit at 02:20:813 (4) - 02:44:127 (1) cause have a 20 sec break really is too long i think it fits there quite well
03:38:488 (1) - move the spinner end 2 ticks back i think it would feel unnatural

Hard
SPOILER
02:21:841 (2,1) - lonnnng pause again, maybe it's just me though
03:38:149 (3,4) - make this into a stack on its own? cause in my opinion since it repeats that in a short time it would flee as if it's detatched from 03:37:810 (1,2) - uh, im sorry, i didn't get your point :(
03:38:488 (1) - also spinner 2 ticks, move it back

Just a suggestion, but anyhow no problems

Insane
SPOILER
00:11:027 (1) - i know that this is to emphasize but it's a bit loud (since it's in the beginning of a song) eh?
00:20:456 (2) - this slider's reverse arrow is being partly covered by 00:19:941 (1) but if it is intentional, it's fine yeah, i use overlaps in this diff pretty often
00:21:827 (6) - is being covered a bit by 00:21:313 (4) -
00:31:427 (3) - isnt being caught by 00:30:913 (2) - its ok, plays well
00:39:071 (2,1) - slider ends overlapping try blanketing them? intended
00:43:308 (1,1) - nothing i just like this part im glad :)
02:21:842 (2,1) - 20 seconds breaks still suck since i tried playing through this
03:38:488 (1) - move this 2 white ticks backwards to the actual end sound

Not really much here im just saying that the way how they overlap is just giving me a bit of ocd

Still Alive
SPOILER
03:38:488 (1) - spinner move the end by 2 white ticks
also, that 20 second break feels too long

So that's all i can spot here mostly just stacking or overlapping things that gave me ocd but if it's intentional go ahead and keep that in
Also that 20 second break, this my 5th time saying but, why (at least for me especially if you're trying to fc it or somethin)

And that's all, its a good song too good luck! :) Thanks for modding!
Blan_C
Hello, M4M from my modding queue. For now i haven't map to mod, ill just PM when i have one if its okay with you, and also if you consider things listed below as not helpfull/not enough - treat is as NM.

I know it isnt much, but its not because of my laziness - this map is just really good and i enjoyed playing this a lot. Now onto the mod:

Still alive

  1. 00:36:698 (5,6,1) - I really like how you do emphasis on your map but here something is weird - 00:36:868 (6) - I dont know why you put small DS on this circle. I mean... i get it that you increased spacing here compared to 00:33:647 (2,3,4,5,2,3,4,5) - because you want to emphasize vocal. The thing is that 00:36:868 (6) - there is louder vocal compared to 00:36:359 (3,4,5) - so maybe space it more?
  2. 00:47:207 (3,4) - Similar thing here
  3. 02:52:356 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,1,2,3,4) - Stream fit here really good but i kinda dont like its shape - its...too simple to me. Try placing slider, curve it in some nice way and then ctrl+shift+f. Also i think cracking it two times is too much, try working on it more. In spite of that, incrasing DS on 02:52:356 (1,2,3,4,5,6,7,8,9,10,11,12,13) - is something i cant understand - intensity of instruments is the same. Maybe put the same DS until 02:53:384 - and then make sharp angle+NC with higher DS. Some bursts/repeat sliders would work too.
  4. 03:15:776 (3,4,1) - I read in previous mod that you want to keep this like that but still i see no reason in it - 03:15:776 (3) - there you go with DS x0,75 and then 1/4 gap with x4,84 03:15:946 (4,1) -
Good luck with ranking!

Edit: my english suck. fixed some grammar :V
Topic Starter
Hectic

Blan_C wrote:

Hello, M4M from my modding queue. For now i haven't map to mod, ill just PM when i have one if its okay with you, and also if you consider things listed below as not helpfull/not enough - treat is as NM. yeye, just write me, i'll be happy to mod

I know it isnt much, but its not because of my laziness - this map is just really good and i enjoyed playing this a lot. I'm really glad to hear that, thank you Now onto the mod:

Still alive

  1. 00:36:698 (5,6,1) - I really like how you do emphasis on your map but here something is weird - 00:36:868 (6) - I dont know why you put small DS on this circle. I mean... i get it that you increased spacing here compared to 00:33:647 (2,3,4,5,2,3,4,5) - because you want to emphasize vocal. The thing is that 00:36:868 (6) - there is louder vocal compared to 00:36:359 (3,4,5) - so maybe space it more? i just put circles for vocal, spacing is for drums
  2. 00:47:207 (3,4) - Similar thing here
  3. 02:52:356 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,1,2,3,4) - Stream fit here really good but i kinda dont like its shape - its...too simple to me. i think increasing ds make it not so simple, also shape reflects music pretty well imoTry placing slider, curve it in some nice way and then ctrl+shift+f. Also i think cracking it two times is too much, try working on it more. i did it on purpose, there are differences in volume of drums, if listen to the song In spite of that, incrasing DS on 02:52:356 (1,2,3,4,5,6,7,8,9,10,11,12,13) - is something i cant understand - intensity of instruments is the same. but does overall intensity? Maybe put the same DS until 02:53:384 - and then make sharp angle+NC with higher DS. Some bursts/repeat sliders would work too.
  4. 03:15:776 (3,4,1) - I read in previous mod that you want to keep this like that but still i see no reason in it - 03:15:776 (3) - there you go with DS x0,75 and then 1/4 gap with x4,84 03:15:946 (4,1) - yeah, gap is for snare drum, since it far more powerfull than kick in this section D:
Good luck with ranking! Thanks, I hope I won't need it that much. You too!

Edit: my english suck. fixed some grammar :V :V
Rin Desu
Heyhey :)

Normal:

00:35:681 (1,3) - blanket
01:58:887 (2,3,4,1) - this looks kinda not from your map u never did 90° degrees angles before, change it a bit that it fits better :)
02:59:166 (3) - u can find a better shape xD for example blank the curve towards 1
03:04:590 (2,3) - i would blank them
03:12:726 (2) - place it higher on the playfield

Hard:

AR8 is to high for this diff go for 6 or 7
00:38:393 (1,1) - not parallel
00:54:664 (1) - there is nothing special this shape is kinda random imo
01:45:328 (1,1) - repeat point and the slider curve are to close togheter, that doesnt look that good

Insane:

ar 9 idk... go for 8
thats all for this diff^^

Extra:

Go for Ar 9 here

in general i dont see any objects as a problem but in parts where u did the slow sliders (i like it btw) 01:38:549 (1) - 02:00:243 (1) -
u should space and emphasize more. it feels kinda to boring while playing^^

for example emphasize the voice:
01:46:006 (3) - jump to 01:46:345 (4) -
01:48:718 (2,1,1) - here the same... i would space them


anyway í like your map and gl ranking it fast :D!
Kirylln
asjdosadjasodjsa;lasjdls
Some of these suggestions can be applied to similar sections of the song as it repeats itself quite a few times
[Still Alive]
Not really a fan of the overall aesthetics here, it’s a bit uhm…messy, i suppose
  1. 01:14:721 (3) –maybe shorten this slider to the blue tick and put a circle to the red tick would be better emphasis to the drum
  2. 00:11:713 (1,2,3,4,1,2,3,4) –I feel like the nc doesn’t really do enough emphasis here, maybe try 00:12:398 (1,2,3,4) – space this away from the last 4 to make them 2 separate patterns or sth .Look 00:17:198 (1,2,3,4,1,2,3,4) –you did it right here, although slightly different sounds but similar structure
  3. 00:46:529 (1) –this would be better if represented by a slider, since the guitar stretches out a bit here
  4. 01:20:035 (1,2,3,4) –these represents the same set of sounds, so suddenly putting (4) out of the pattern doesn’t really represent it right, try this http://puu.sh/wQXTR/ced00758d0.png ,also nc 01:20:721 (5) –since it’s a lower pitch set of sound, different from the previous 4,
  5. 02:46:356 (8) –you might want to nc this, to signal the vocal
  6. 02:53:813 (1) –overmap. Also this messes up the drum emphasis of 02:53:899 (2,3,4) –pretty much entirely
  7. 02:58:488 (3) –probably better to change this into 2 circles, to make it consistent with 00:36:359 (3,4,5,6) –
  8. 03:18:488 (2,3,4) –I have no idea what you’re following or emphasizing in here, would be better if you just put a jump like you did 03:19:844 (2,3,4,5,6) –here
  9. 03:27:132 (1,2,3) –spacing might be a bit underwhelming here, maybe space it out a little?
    Sorry for messing up your color hax ><
[Insane]
This diff is somehow better executed than Extra, gj :thumbsup:

  1. 00:38:224 –don’t see much reason to ignore this
  2. 02:52:356 (1,2,1,2,3,1,2,3,4) –wow, this is actually done right here, gucchi
  3. 03:37:810 (1,2) –a bit underwhelming here, why not try to do something similar to 03:16:115 (4,5,6,7) –this?
[Hard]
And the list just getting smaller along with my concentration ~sign~
  1. 00:33:647 (2,1) –this is…uhh, kinda weird, especially when it is 00:35:003 (2) – here since it’ll make 00:35:681 (1) – quite unexpected, here, try this http://puu.sh/wQZr5/b6e1d31995.png
  2. 00:38:393 (1) –have no idea what this is, just follow the guitar, vocal or sth
I’ll skip normal cause I have no idea how those lower diffs work ><
the number of words is actually just a cover up for the actual shitty mod made by a shitty modder
Best of luck~
hohol454
M4M from my queue

Hitsounds:
The normal hitfinish is too goddamn loud. Also the jumps from 35% volume to 75% are too sudden. 02:49:613 - to 02:53:727 - gradually increasing volume would be much better

Still Alive:
00:29:713 (1) - remove NC or add here 01:34:778 (6,7,8) -
01:15:235 (1) - Remove NC. The nc makes it look like it's 1/1 distance from both sides. made me missread the rhythm after I switched to skin with combo colours when I read it correctly before
02:20:813 (1) - same here
02:49:442 (9,1,2) - would flow better if 1,2 went up, right now you have a medium jump into slowdown and then back and forth motion starts at 2. It would be more intuitive if you ctrl+G 1,2 3,4 etc.
02:53:470 (1,2,3,4,1,2,3,4) - the changes in direction don't correspond to anything in the music
03:16:793 - SV is too fast imo 1.15x would be enough.

Insane:
NC stuff applies to this as well
00:29:713 (1,2) - lower spacing here. It shouldn't be the same as 00:31:598 (1,2) - for example
01:04:778 (4,5) - move 5 lower please. it just looks super ugly to me for some reason
02:53:384 (2,3,1,2,3) - now this represents the music nicely, much better than this part in Still Alive
03:16:793 - same as highest diff

Nice map and song
Topic Starter
Hectic

Rin Desu wrote:

Heyhey :)

Normal:

00:35:681 (1,3) - blanket oh, fixed
01:58:887 (2,3,4,1) - this looks kinda not from your map u never did 90° degrees angles before, change it a bit that it fits better :) i think its ok as it is
02:59:166 (3) - u can find a better shape xD for example blank the curve towards 1 i can't see anything wrong with this shape, i think its fine
03:04:590 (2,3) - i would blank them eh, i think it doesn't make any difference - the same idea
03:12:726 (2) - place it higher on the playfield why, its ok as it is now D:

Hard:

AR8 is to high for this diff go for 6 or 7 ah, you are low ar lover, but i think these numbers fit fine
00:38:393 (1,1) - not parallel its intended
00:54:664 (1) - there is nothing special this shape is kinda random imo i think if fits pretty well to change of intensity
this helped me fixed something further
01:45:328 (1,1) - repeat point and the slider curve are to close togheter, that doesnt look that good im pretty sure its unnoticable while playing but fixed anyway

Insane:

ar 9 idk... go for 8
thats all for this diff^^

Extra:

Go for Ar 9 here

in general i dont see any objects as a problem but in parts where u did the slow sliders (i like it btw) 01:38:549 (1) - 02:00:243 (1) -
u should space and emphasize more. it feels kinda to boring while playing^^ i think just sv change works fine for these moments and theres no need to make this difficult

for example emphasize the voice:
01:46:006 (3) - jump to 01:46:345 (4) -
01:48:718 (2,1,1) - here the same... i would space them i decided not to make jumps for vocals in this section to keep consistency and made jumps only for drums


anyway í like your map and gl ranking it fast :D! thank you!

Kirylln wrote:

asjdosadjasodjsa;lasjdls
Some of these suggestions can be applied to similar sections of the song as it repeats itself quite a few times
[Still Alive]
Not really a fan of the overall aesthetics here, it’s a bit uhm…messy, i suppose :c they follow some idea, they are consistent, so i think they work fine
  1. 01:14:721 (3) –maybe shorten this slider to the blue tick and put a circle to the red tick would be better emphasis to the drum thats a good suggestion!
  2. 00:11:713 (1,2,3,4,1,2,3,4) –I feel like the nc doesn’t really do enough emphasis here, maybe try 00:12:398 (1,2,3,4) – space this away from the last 4 to make them 2 separate patterns or sth .Look 00:17:198 (1,2,3,4,1,2,3,4) –you did it right here, although slightly different sounds but similar structure ill keep for now because in first case its just instrumental without vocals. also i think nc is needed for hp boost since its relatively hard section. also i just wanted to make some variety
  3. 00:46:529 (1) –this would be better if represented by a slider, since the guitar stretches out a bit here i cant hear it
  4. 01:20:035 (1,2,3,4) –these represents the same set of sounds, so suddenly putting (4) out of the pattern doesn’t really represent it right, try this http://puu.sh/wQXTR/ced00758d0.png ,also nc 01:20:721 (5) –since it’s a lower pitch set of sound, different from the previous 4 i make space to snare drum
  5. 02:46:356 (8) –you might want to nc this, to signal the vocal i think it would be pretty confusing
  6. 02:53:813 (1) –overmap. Also this messes up the drum emphasis of 02:53:899 (2,3,4) –pretty much entirely compare empty gap further to this one - i don't think its an overmap at all. also drum emphasis shown by change of direction
  7. 02:58:488 (3) –probably better to change this into 2 circles, to make it consistent with 00:36:359 (3,4,5,6) – you are absolutely right
  8. 03:18:488 (2,3,4) –I have no idea what you’re following or emphasizing in here, would be better if you just put a jump like you did 03:19:844 (2,3,4,5,6) –here i think its quite obvious, drums in first case, and drums+vocals in second D:
  9. 03:27:132 (1,2,3) –spacing might be a bit underwhelming here, maybe space it out a little? no, its not that hard
    Sorry for messing up your color hax >< eh? i dont know what are you talking about :)
[Insane]
This diff is somehow better executed than Extra, gj :thumbsup:

  1. 00:38:224 –don’t see much reason to ignore this theres no audible sound tho
  2. 02:52:356 (1,2,1,2,3,1,2,3,4) –wow, this is actually done right here, gucchi
  3. 03:37:810 (1,2) –a bit underwhelming here, why not try to do something similar to 03:16:115 (4,5,6,7) –this? i dont like such stuff in the end of the map
[Hard]
And the list just getting smaller along with my concentration ~sign~
  1. 00:33:647 (2,1) –this is…uhh, kinda weird, especially when it is 00:35:003 (2) – here since it’ll make 00:35:681 (1) – quite unexpected, here, try this http://puu.sh/wQZr5/b6e1d31995.png i think its good now
  2. 00:38:393 (1) –have no idea what this is, just follow the guitar, vocal or sth i think those long sliders represent vocal quite well
I’ll skip normal cause I have no idea how those lower diffs work ><
yeye, ill mod it soon
the number of words is actually just a cover up for the actual shitty mod made by a shitty modder
Best of luck~ tons of words <> good mod. yours actually helped quite a lot (at least comparing to others). Thank you and good luck you too!

hohol454 wrote:

M4M from my queue

Hitsounds:
The normal hitfinish is too goddamn loud. Also the jumps from 35% volume to 75% are too sudden. 02:49:613 - to 02:53:727 - gradually increasing volume would be much better didn't have any other mentions on normal hitfinish volumeill make smooth transition,
good point


Still Alive:
00:29:713 (1) - remove NC or add here 01:34:778 (6,7,8) - im following some idea here
01:15:235 (1) - Remove NC. The nc makes it look like it's 1/1 distance from both sides. made me missread the rhythm after I switched to skin with combo colours when I read it correctly before reworked with previous mod
02:20:813 (1) - same here
02:49:442 (9,1,2) - would flow better if 1,2 went up, right now you have a medium jump into slowdown and then back and forth motion starts at 2. It would be more intuitive if you ctrl+G 1,2 3,4 etc. i think its basically the same
02:53:470 (1,2,3,4,1,2,3,4) - the changes in direction don't correspond to anything in the music they do, listen to drums
03:16:793 - SV is too fast imo 1.15x would be enough. it would be pretty massive rework basically for nothing since this sv workes well

Insane:
NC stuff applies to this as well
00:29:713 (1,2) - lower spacing here. It shouldn't be the same as 00:31:598 (1,2) - for example space for snare drum
01:04:778 (4,5) - move 5 lower please. it just looks super ugly to me for some reason why :D its ok i think
02:53:384 (2,3,1,2,3) - now this represents the music nicely, much better than this part in Still Alive
03:16:793 - same as highest diff

Nice map and song Thanks for modding!
-Zeraora

h4d0uk3n1 wrote:

Lian- wrote:

M4M

The source song is: '' The Mindsweep '', which is the fourth album from the group, Enter Shikari not sure about this one, ill put it in source if will be mentioned
Albums aren't put as sources of songs. Just to make it clear lol.




Anyway, M4M!
[Still Alive]uhh. i modded this (and insane) before the update you did. there may be things i pointed out that got fixed or changed so idk :(

  1. 00:20:627 (4,5) - imo, aesthetic aspect here could be improved by making 00:20:627 (4) - look like the vertical opposite of (5).
  2. 00:29:541 (8,1,2) - Would be nice if 00:29:713 (1) - were to be put in where the vocal starts (00:29:541 (8) - position). The vocals in 00:29:541 - to 00:29:713 - seems to be more connected and more fitting to be a slider than 00:29:713 - and 00:29:884 - . (01:35:121 (7,8,1) - )
  3. 00:32:798 (10) - I suggest putting this at (440,312). Mostly because of aesthetics (and a bit of emphasis on 00:32:970 (1) - ). Also doing so may lessen the probability of a player to be surprised with the sudden SV drop, due to the low DS.
  4. 00:48:563 (3,4) - Parallel?
  5. 01:29:806 (1,2) - How this entire part is mapped is similar to the first one. And in terms of "structure", 01:29:806 (1) - seems to be the only one different... I think. Reference being 00:24:227 (1,2) - .
  6. 02:46:184 (7) - NC this one to make the change in the part more apparent. Maybe this one too, 02:49:270 (8) - .
  7. 02:53:556 (2,2) - Actual vocals hit in these two objects. I think these should serve as the turning points in the stream instead.
[Insane]
  1. 00:19:941 (1,2,3) - These three could use a bit more space imo.
  2. 00:29:541 (5,1) - 01:35:121 (5,1) - The same thing as the one I said in the previous difficulty.
  3. 00:43:817 (1) - Put this one a bit more to the right for it to be seen more.
  4. 01:29:806 (1,2) - Really minor thing. A blanket seems nice for aesthetics.
    Can't see any glaring issues in this difficulty.
[Hard]
  1. 00:20:284 (2,3) - I feel like these two work better as a stack than 00:20:456 (3,4) - . Reasoning here being kinda the same as my connected-sounds thingy from the first difficulty.
Nothing much here (=w=;
That's all. Hope it helped ;w;

Good luck!
Topic Starter
Hectic

-Harpuia- wrote:

Albums aren't put as sources of songs. Just to make it clear lol. Thanks for clarifying!

Anyway, M4M!
[Still Alive]uhh. i modded this (and insane) before the update you did. there may be things i pointed out that got fixed or changed so idk :(

  1. 00:20:627 (4,5) - imo, aesthetic aspect here could be improved by making 00:20:627 (4) - look like the vertical opposite of (5). i use this shapes quite often
  2. 00:29:541 (8,1,2) - Would be nice if 00:29:713 (1) - were to be put in where the vocal starts (00:29:541 (8) - position). The vocals in 00:29:541 - to 00:29:713 - seems to be more connected and more fitting to be a slider than 00:29:713 - and 00:29:884 - . (01:35:121 (7,8,1) - ) im following drums tho..
  3. 00:32:798 (10) - I suggest putting this at (440,312). Mostly because of aesthetics (and a bit of emphasis on 00:32:970 (1) - ). Also doing so may lessen the probability of a player to be surprised with the sudden SV drop, due to the low DS. made better aesthetics, but differently
  4. 00:48:563 (3,4) - Parallel? no, parallel is too basic
  5. 01:29:806 (1,2) - How this entire part is mapped is similar to the first one. And in terms of "structure", 01:29:806 (1) - seems to be the only one different... I think. Reference being 00:24:227 (1,2) - .oh, this is pretty odd observation, i think their similarity is not critical at all
  6. 02:46:184 (7) - NC this one to make the change in the part more apparent. Maybe this one too, 02:49:270 (8) - .i think it would really confusing in terms of readability
  7. 02:53:556 (2,2) - Actual vocals hit in these two objects. I think these should serve as the turning points in the stream instead. i made turning points for drum sounds tho
[Insane]
  1. 00:19:941 (1,2,3) - These three could use a bit more space imo. i think they are ok atm
  2. 00:29:541 (5,1) - 01:35:121 (5,1) - The same thing as the one I said in the previous difficulty. same response
    this helped with hitsounds tho :)
  3. 00:43:817 (1) - Put this one a bit more to the right for it to be seen more. im pretty sure its readable ingame..
  4. 01:29:806 (1,2) - Really minor thing. A blanket seems nice for aesthetics. i follow another idea there
    Can't see any glaring issues in this difficulty.
[Hard]
  1. 00:20:284 (2,3) - I feel like these two work better as a stack than 00:20:456 (3,4) - . Reasoning here being kinda the same as my connected-sounds thingy from the first difficulty. but druuums dude
Nothing much here (=w=;
That's all. Hope it helped ;w; Thank you!

Good luck! You too~
Crimmi

M4M


General (Metadata, Timing, etc.)


_________________________________________________________



  1. Why are the kiai in "Insane" and "Still Alive" separatedand the ones in "Normal" & "Hard" aren't?

Normal



  1. 00:27:484 (1) - Why not place this 1/2 back like you did with 00:24:570 (1)?
  2. 00:41:105 (1) - CTRL+G this slider, it'll play better flipped.
  3. 01:25:521 (2,3) - Suggestion.
  4. 02:22:184 (x) - Perhaps a note can be added here?

Hard



  1. 00:53:308 (1) - Remove NC.
  2. 00:56:378 (4) - Align this with 00:55:864 (2).
  3. 01:01:864 (4) - Same as above.
  4. 01:25:178 (4,5,1) - Suggestion

Insane



  1. 00:16:513 (1) - Maybe move this to x:408 y:120.
  2. 00:32:970 (1) - This hit sound here is a bit loud, jarring and distracting than the other drum hitsounds you've used.
  3. 00:43:312 (1) - This slider is kind of obscuring the slider maybe this would solve it?
  4. 03:24:590 (4) - Slightly obscured by a slidertail.



The map just needs a rechecking of patterns and hitsounds, especially on the Insane difficulty, sorry for the wait.

Topic Starter
Hectic

Crimmi wrote:

M4M


General (Metadata, Timing, etc.)


_________________________________________________________



  1. Why are the kiai in "Insane" and "Still Alive" separatedand the ones in "Normal" & "Hard" aren't? i thought too many visual effects would confuse beginners

Normal



  1. 00:27:484 (1) - Why not place this 1/2 back like you did with 00:24:570 (1)? i think it represents music better as it is now
  2. 00:41:105 (1) - CTRL+G this slider, it'll play better flipped. i think it doesn't make much difference, some patterns would be ruined tho
  3. 01:25:521 (2,3) - Suggestion. was suggested before, applied now
  4. 02:22:184 (x) - Perhaps a note can be added here? i don't think its needed

Hard



  1. 00:53:308 (1) - Remove NC. reworked nc for this section, should be better now
  2. 00:56:378 (4) - Align this with 00:55:864 (2). yup
  3. 01:01:864 (4) - Same as above. did something better
  4. 01:25:178 (4,5,1) - Suggestion i think it works quite well atm

Insane



  1. 00:16:513 (1) - Maybe move this to x:408 y:120. um, does it really matters?
  2. 00:32:970 (1) - This hit sound here is a bit loud, jarring and distracting than the other drum hitsounds you've used. i guess ill have to make it quieter..
  3. 00:43:312 (1) - This slider is kind of obscuring the slider maybe this would solve it? i still think its easily readable
  4. 03:24:590 (4) - Slightly obscured by a slidertail. yeah, i use this kind of overlap quite a lot



The map just needs a rechecking of patterns and hitsounds, especially on the Insane difficulty, sorry for the wait. you are right, found a few issues with hitsounds. Thanks for modding!

Kurai
I am extremely happy to see some Enter Shikari being mapped! I just have a couple of things I would like to see changed before I can give this a bubble:

[General]
  1. Kiai: The kiai sections you used are not exactly considtent throughout your mapset. Why doesn't normal have the kiai fountains you put in the other difficulties? :'(
    Try being consistent!
[Still Alive]
  1. 00:54:664 - The green line and the red line must have the same volume set.
  2. 02:00:242 - ^
  3. 02:49:613 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I personally don't like the spacing graduation here. Even if it makes sense, it's not really fun to play, I would even say it is frustrating because the player has to repeat the exact same movement 8 times, the only difference is that the spacing slightly increases each time. Would you mind considering making a different pattern here?
Awesome map, keep up the good work!
Topic Starter
Hectic

Kurai wrote:

I am extremely happy to see some Enter Shikari being mapped! I just have a couple of things I would like to see changed before I can give this a bubble:

[General]
  1. Kiai: The kiai sections you used are not exactly considtent throughout your mapset. Why doesn't normal have the kiai fountains you put in the other difficulties? :'(
    Try being consistent! i thought flashing lights would distract beginners D: made same kiai sections as in final diff for all diffs
[Still Alive]
  1. 00:54:664 - The green line and the red line must have the same volume set.
  2. 02:00:242 - ^ fixed
  3. 02:49:613 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I personally don't like the spacing graduation here. Even if it makes sense, it's not really fun to play, I would even say it is frustrating because the player has to repeat the exact same movement 8 times, the only difference is that the spacing slightly increases each time. Would you mind considering making a different pattern here? hm, i kinda agree with this but.. not quite. i had troubles with this kind of pattern too, BUT once i learned how to play it properly, it became really satysfying to go through (its not difficult in terms of far cursor movement, only reading those is hard)
also fixed some hitsound volume inconsistencies and 1 broken slider in Hard diff

Awesome map, keep up the good work! Thanks a million.
Zallies
m4m

n o o b m o d i n g s k i l l s

[general]
  1. my eyes are hurting me (i dont know if its good colours)
  2. tags are all good?
  3. also medata?
  4. fix ur preview point
  5. fix bookmark its not balance
[still alive]
  • not really a big fan doing 2.10 + Slider Velocity, its too long = small jumps
  1. 00:13:084 (1,2,3) - really poor aesthetics
  2. 00:13:598 - vocal starts here; 00:13:770 (3) - should be jump because of the flow
  3. 00:15:484 (7,8,1) - ctrl+g for better flow
  4. 00:20:627 (4,5) - hehehe weird pattern
  5. 01:01:864 (6,7) - not shaped
  6. 01:18:664 (1) - no kickslider here tbh
  7. 02:00:074 (4,1) - too close ds
  8. 02:20:642 (1,2,1,2,1,2) - bad flow since the beat are the really the same
  9. 02:52:356 - actually make better this better imo
  10. 02:53:813 (1) - no clircle here; 02:54:413 (2,3,4) - rhythm is bad, reduce it since the beat are the SAME
  11. 03:14:082 - idk why you change sv and color, its still the same
  12. 03:16:793 - sv is too long; color aren't the same as red
    [-]03:40:522 - add 5% time section
i really dont want to say any of the patterns you made, the flow is low and the aesthetics is not good enough though
idk or im just lazy

[insane]
  • sv is fine, maybe doing on 1.7-9 on highest difficulty
  1. 00:17:198 - do some patterns here
  2. 00:25:427 (1,2) - not flow and structure
  3. 00:55:864 (3,4) - too far since u made a low sv section
  4. 01:17:292 - uh yea ds is fine, but how about 01:18:664 (1,2) - this part
  5. 02:49:613 - overkill ds
  6. 02:53:642 (3,1) - just stack this trust me
  7. 03:16:793 - uh i think 53% fine pattern to me, sv is high tbh
  8. 03:40:522 - 5% time section

overall, need to learn more about the patterns. and yes i still need to learn more about mapping ALSO modding too.
its just not really ready for rank.
Kurai
Played the map again this morning, did have any trouble FCing it this time. I guess it's good to go now! Enjoy your bubble!

Metadata source:
  1. http://hopelessrecords.merchnow.com/products/v2/187143/the-mindsweep-cd (Enter Shikari's record label's website, click on "tracks")
  2. https://www.discogs.com/fr/Enter-Shikari-The-Mindsweep/master/785318
  3. https://www.youtube.com/watch?v=eH4vmNvb7Ik
EDIT: SOMEONE POSTED A MOD WHEN I WAS ABOUT TO BUBBLE LMAO, REMOVING THE BUBBLE FOR NOW
Topic Starter
Hectic

Zallies wrote:

m4m

n o o b m o d i n g s k i l l s

[general]
  1. my eyes are hurting me (i dont know if its good colours) show your eyes whos boss
  2. tags are all good?
  3. also medata?
  4. fix ur preview point its perfect
  5. fix bookmark its not balance fixed, but i don't know if it matters..
[still alive]
  • not really a big fan doing 2.10 + Slider Velocity, its too long = small jumps
  1. 00:13:084 (1,2,3) - really poor aesthetics so.. you are fan of the double ctrl+> thingy?..
  2. 00:13:598 - vocal starts here; but stressed syllable doesn't00:13:770 (3) - should be jump because of the flow im following drums mostly
  3. 00:15:484 (7,8,1) - ctrl+g for better flow flow is great as it is now
  4. 00:20:627 (4,5) - hehehe weird pattern the whole diff is based around this..
  5. 01:01:864 (6,7) - not shaped yes, made it better
  6. 01:18:664 (1) - no kickslider here tbh it fits perfectly here and follows vocal
  7. 02:00:074 (4,1) - too close ds i can't see how is it too close ds..
  8. 02:20:642 (1,2,1,2,1,2) - bad flow since the beat are the really the same i think up-down-up fits there quite well and its even more interesting than just up-up-up
  9. 02:52:356 - actually make better this better imo i think its pretty well made, ds change is smooth enough and direction changes follow drum volume and stressed lyrics
  10. 02:53:813 (1) - no clircle here; you should listen more carefully, just compare actual empty space here 02:54:156 - and at beat which you pointed 02:54:413 (2,3,4) - rhythm is bad, reduce it since the beat are the SAME why would even mod this if you don't feel the song at all?
  11. 03:14:082 - idk why you change sv and color, its still the same try to listen closely
  12. 03:16:793 - sv is too long; color aren't the same as red what does this even mean.. sv is fine tho
  13. 03:40:522 - add 5% time section i don't think its needed
i really dont want to say any of the patterns you made, the flow is low and the aesthetics is not good enough though
idk or im just lazy the fact that these aesthetics vary from what you are used to see in common beatmap doesn't make it bad, its consistent, it plays good, it has idea.

[insane]
  • sv is fine, maybe doing on 1.7-9 on highest difficulty
  1. 00:17:198 - do some patterns here there is already a pattern, im pretty sure..
  2. 00:25:427 (1,2) - not flow and structure ok, i think this picture will give you some idea on whats going on
  3. 00:55:864 (3,4) - too far since u made a low sv section have you spend even a few secons figuring out what im emphasizing?
  4. 01:17:292 - uh yea ds is fine, but how about 01:18:664 (1,2) - this part This part is ok, plays well
  5. 02:49:613 - overkill ds theres a clear reason behind it and its not even hard
  6. 02:53:642 (3,1) - just stack this trust me it would ruin the idea
  7. 03:16:793 - uh i think 53% fine pattern to me, sv is high tbh ?
  8. 03:40:522 - 5% time section

overall, need to learn more about the patterns. and yes i still need to learn more about mapping ALSO modding too.
its just not really ready for rank. one of those mods i guess.. edit: wait a second.. I didn't get it. Anyway, thanks for modding!
Underdogs
got nothing on normal

Hard
  • - There are a few structure that is questionable for me
  1. Structure that deserves questioning
  2. 00:21:998 (1,2,3,4,5,6) -

    As we can see, none of the patterns actually hit up by an aesthetically pleasing pattern. All I see in the editor is just some random circle placement that only supports flow, and that's it. Quality-wise something like this should not be allowed to pass by
  3. 00:49:241 (1,2,3) -

    Having a straight slider and curved slider makes the map aesthetically bad. It's like having one square and suddenly one sphere. It does not connect with each other at all.
  4. 01:33:749 (3,4,5,6) -
    Nothing is good on this section. Even flow itself is in tatters. Even when testing on the gameplay itself I didn't enjoy that section due to the fact it played kind of bad for me
  5. tldr I guess the map itself looked REALLY untidy and you need tons of work on this diff before it can be pushed for rank. Ask any experienced nominator as well as QAT, if they take this mapset seriously then you'll notice tons of work needs to be done before it can be deemed as ready
    -Moving onto modding the diff itself
  6. 00:15:827 (4) - Why is the spacing here increased? There's no strong sound that justifies the increased spacing.
  7. 00:29:198 (5,6) - The flow here looks really untidy. For no apparent reason 00:29:713 (6) - body is pointed towards 00:30:227 (1) - which I think it's not clean at all
  8. 00:32:970 (1) - Starting here, I noticed you are reducing the spacing here. Modding on the objective side, this will be surely be pointed out (I once did that on my bubbled mapset and it got popped since I reduced spacing for no apparent reason
  9. 00:54:664 (1) - Why is this slider shaped differently?
  10. 01:28:264 (4,5) - Why is the flow here changed direction out of the sudden? Put an NC if there is a change of cursor movement that you are planning to put
  11. 01:34:264 (4,5) - ^
  12. 02:20:642 (1,2,1,2,1,2) - I think you can make much more better pattern than this (https://osu.ppy.sh/ss/8671238)

actually this is just one diff. Was planning to add more at later date so call me back and we can discuss more about this beatmap

also Kurai, I'd appreciate it if you can reconsider the bubble on this map since quality is not on an acceptable level (If, by chance this map is not going to get popped, should it be bubbled, I'm going to have conflicted feelings on the mapping standard nowadays)
Topic Starter
Hectic

Winter Story wrote:

got nothing on normal

Hard
  • - There are a few structure that is questionable for me okok, just hold your font size, ok? :)
  1. Structure that deserves questioning
  2. 00:21:998 (1,2,3,4,5,6) - As we can see, none of the patterns actually hit up by an aesthetically pleasing pattern. All I see in the editor is just some random circle placement that only supports flow, and that's it. Quality-wise something like this should not be allowed to pass by ummm, for what purpose did you boost ar on the screenshot? concepts explanatons: 1), 2) (shapes of sliders correspond with each other)
  3. 00:49:241 (1,2,3) - Having a straight slider and curved slider makes the map aesthetically bad. It's like having one square and suddenly one sphere. It does not connect with each other at all. perfect shapes correspond with each other well. your opinion is extremely subjective and has nothing to do with objective sense
  4. 01:33:749 (3,4,5,6) - Nothing is good on this section. Even flow itself is in tatters. Even when testing on the gameplay itself I didn't enjoy that section due to the fact it played kind of bad for me im too lazy to make pictures again since these follow the same idea as in your first statement
  5. tldr I guess the map itself looked REALLY untidy and you need tons of work on this diff before it can be pushed for rank. Ask any experienced nominator as well as QAT, if they take this mapset seriously then you'll notice tons of work needs to be done before it can be deemed as ready
    -Moving onto modding the diff itself ok, i want to clear something up. when i made mod for your map, i read previous mods, and i noticed huge one with pointing out all instances of overmaps (placing object to no sound related). i pointed out overmap too in my mod, but not every single one, since i didn't see any reason to it. You answered "your mod is very subjective with overmaps" to that guy which is.. basically false on every aspect. Also you wrote "try to understand mappers intention" to the guy. As I can see, you don't do what you expect from others. I could see only one intension in your map - pp. Whose mod is subjective - so is yours
  6. 00:15:827 (4) - Why is the spacing here increased? There's no strong sound that justifies the increased spacing. snare on the end of the slider
  7. 00:29:198 (5,6) - The flow here looks really untidy. For no apparent reason 00:29:713 (6) - body is pointed towards 00:30:227 (1) - which I think it's not clean at all well, its your opinion, i think it fits well with the whole diff idea and plays well too
  8. 00:32:970 (1) - Starting here, I noticed you are reducing the spacing here. Modding on the objective woah, im glad that you know this word side, this will be surely be pointed out (I once did that on my bubbled mapset and it got popped since I reduced spacing for no apparent reason apparent reason - drastic change in intensity
  9. 00:54:664 (1) - Why is this slider shaped differently? i think it emphasizes change in intensity quite well (also i do this in next future instance
  10. 01:28:264 (4,5) - Why is the flow here changed direction out of the sudden? Put an NC if there is a change of cursor movement that you are planning to put
  11. 01:34:264 (4,5) - ^ these sounds are quite heavy and i think this kind of movement supports it well
  12. 02:20:642 (1,2,1,2,1,2) - I think you can make much more better pattern than this (https://osu.ppy.sh/ss/8671238) i think its not worse than your suggestion

actually this is just one diff. Was planning to add more at later date so call me back and we can discuss more about this beatmap nah, not interested in this tbh. you are acting passively-aggressively for some unknown to me reason and your sense of self-importance is a bit too high
if you think that i got something I don't deserve, try to keep in mind that i started mapping ~13 months ago, and for this mapset i spent ~8 hours per day for 2 weeks

also Kurai, I'd appreciate it if you can reconsider the bubble on this map since quality is not on an acceptable level (If, by chance this map is not going to get popped, should it be bubbled, I'm going to have conflicted feelings on the mapping standard nowadays) mapping is basically a subjective thing, nowadays ranking section is filled with a huge amount of maps of different variety, from ones concerned about pp to the ones which are unique and don't have any other of their own kind. I still think and hope that this one deserves place there
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