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REDALiCE vs. aran - Sweet Requiem

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Topic Starter
thiev
This beatmap was submitted using in-game submission on dimanche 8 octobre 2017 at 09:35:19

Artist: REDALiCE vs. aran
Title: Sweet Requiem
BPM: 190
Filesize: 2832kb
Play Time: 02:01
Difficulties Available:
  1. tiev (5,65 stars, 707 notes)
Download: REDALiCE vs. aran - Sweet Requiem
Information: Scores/Beatmap Listing
---------------
First try at "linear mapping"
Finally finished a map \o/

15/07 : hitsounds done
08/08 : Fixed some things handsome pointed out, still have hitsound to refine and spacing to adapt in some parts
mindmaster107
Here from M4M! Thanks for modding first!

Your map is alot shorter, so sorry not much to talk about compared to mine.

[tiev]

00:25:752 (1,2,3,4,5) - Since the beginning of the map conditioned me to 1/4 sliders, I assumed this was 1/4 sliders again. Maybe make the sliders more obviously 1/2, and have the ends overlap to show the 1/4 gap between them?

00:40:910 (1,2,3,1,2,3,1,2) - This is not how you play a 1/3 snapping. If you need help with 1/3 snapping, then I think pishifat made a video which explains it better than I could ever. In a nutshell, use passive rhythm, like 1/3 sliders to abuse slider leniency, or some other fancy method.
https://www.youtube.com/watch?v=c7jYwSVjiSo

00:44:699 (1,2,3,1,2,3) - Again 1/3 snapping looks and plays weird after 1/4 snappings. You cannot just use spacing to signal 1/3 snapping. You need to use other methods.

Your map does this everywhere wow.
00:57:962 (2,3,4,1) - 00:58:910 (3,4,5,6,1) - 01:27:646 (1,2,3,1,2,3,1,2,3) and so on.

It is most dangerous when the 1/3 and 1/4 are using nearly the same spacing and object type and visual layout. eg -> 01:49:752 (2,3,4,1,2)
This is not like my map where this is ok. 3/4 gaps or 2/3 gaps can be handled through repetition, filler and gimmicks, but entirely different snap divisors must be handled differently.

If you are using 1/3 snapping, try and avoid active 1/3 snapping. This is unpredictable. Try and avoid this for short 1/3 snapping with passive notes, and use slider leniency and easing the player in for sections of 1/3.

Your method of visual organization falls apart in the second half. I can't point my finger at how, but overlaps, structure, and just my play testing makes it very hard to discern distinguishable patterns. If you are going for hard to read, you do this with clever patterns, not confusion.

Please make your patterns clear. It was very clear and clean in the beginning, which I loved. It falls apart at the ending, but not in a way which reflects the music. The music gets more intense, it didn't change violently. This doesn't discern throwing away the visual structuring you established in the beginning.

01:58:041 (1) - Maybe use a green line and soft sample set to shut this spinner up? The drum at the end is very out of place.
Topic Starter
thiev

mindmaster107 wrote:

Here from M4M! Thanks for modding first!

Your map is alot shorter, so sorry not much to talk about compared to mine.
No problem here, i'm the one who asked for it

[tiev]

00:25:752 (1,2,3,4,5) - Since the beginning of the map conditioned me to 1/4 sliders, I assumed this was 1/4 sliders again. Maybe make the sliders more obviously 1/2, and have the ends overlap to show the 1/4 gap between them? Done

00:40:910 (1,2,3,1,2,3,1,2) - This is not how you play a 1/3 snapping. If you need help with 1/3 snapping, then I think pishifat made a video which explains it better than I could ever. In a nutshell, use passive rhythm, like 1/3 sliders to abuse slider leniency, or some other fancy method.
https://www.youtube.com/watch?v=c7jYwSVjiSo

00:44:699 (1,2,3,1,2,3) - Again 1/3 snapping looks and plays weird after 1/4 snappings. You cannot just use spacing to signal 1/3 snapping. You need to use other methods.

Your map does this everywhere wow.
00:57:962 (2,3,4,1) - 00:58:910 (3,4,5,6,1) - 01:27:646 (1,2,3,1,2,3,1,2,3) and so on.

It is most dangerous when the 1/3 and 1/4 are using nearly the same spacing and object type and visual layout. eg -> 01:49:752 (2,3,4,1,2)
This is not like my map where this is ok. 3/4 gaps or 2/3 gaps can be handled through repetition, filler and gimmicks, but entirely different snap divisors must be handled differently.

If you are using 1/3 snapping, try and avoid active 1/3 snapping. This is unpredictable. Try and avoid this for short 1/3 snapping with passive notes, and use slider leniency and easing the player in for sections of 1/3.

Tried to fix all of these, I tried to first introduce the rythm passively before making them active

Your method of visual organization falls apart in the second half. I can't point my finger at how, but overlaps, structure, and just my play testing makes it very hard to discern distinguishable patterns. If you are going for hard to read, you do this with clever patterns, not confusion. I can't really tell where if you don't give me more information on this

Please make your patterns clear. It was very clear and clean in the beginning, which I loved. It falls apart at the ending, but not in a way which reflects the music. The music gets more intense, it didn't change violently. This doesn't discern throwing away the visual structuring you established in the beginning.Again, I can't tell where the pattern are unclear :/

01:58:041 (1) - Maybe use a green line and soft sample set to shut this spinner up? The drum at the end is very out of place.
Done

Thanks for the help!
Maxylan
NM From my "Modding Madness!" queue!

[]

tiev
00:14:383 (2,3) - These should be replaced with a stream or kickslider to better represent the song
00:16:436 (6,7) - This angle gave me nausium lol decrease distance, fix flow or decrease speed on this part.
00:25:989 (2,1,2,1) - All overmapped, the change in picth of the sound of the song is so insignificant it's like you're pressing nothing with these sliders.
00:30:489 (3,4,5,6,7) - ^^
00:31:909 (3,1) - You shouldn't increase the distance AND the angle if it's HALF a beat gap shorter than earlier jumps, quite the opposite haha.
00:35:462 (2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5) - Once again overmapped stream.
00:40:199 (8,1) - The way you have it currently is valid although I would prefer a slight distance gap so it feels like you're jumping in between the streams to better emphasise the sound.
00:50:225 (2) - 4.55x Distance to next object here is not only inconsistant but very overkill.
00:58:436 (4) - This is overmapped and the speed this consequentally creates just increase how insanely hard to read 00:58:594 (1) this note is, which is a shame because that leads into another very quick snap jump across the screen so guaranteed combo loss.
01:00:331 (3,5,2) - Iffy overlaps
01:01:278 (1,2) - RSI Level distance.
01:08:067 (1) - The stream that starts here have very, very low sound correlating to the piano in the song, I feel adding a stream is just overmapping in terms of how much strain it adds to that part relative to the song, in contrast 01:10:594 (1) - the piano sound here is loud enough to warrant a stream, which if you remove the previous one also feels alot better to play.
01:19:673 (5,1,8) 01:54:724 (2,3,5,1) - Overlap Fiesta
01:22:594 (1,2) - This should lead into the next stream better in terms of flow and visual flow, especially when it's mapped with this short of a time gap.
01:23:225 (7,6) - Stack
01:33:856 (6,1,6,1) - These all need to lead into one another alot better.
01:42:594 (4) - Replace with a circle the sound is barely audible. Not only does a circle emphasise the sound better but it leaves more of a time gap to next object which is needed when you have this RSI level distance once again
01:44:857 (4,5) - The pitch of the sound here is getting lighter so the distance shouldn't get further away, quite the opposite
01:47:699 (2) - Something should be added to better display the time gap
01:55:831 (2,3,1,2,3,4,5,4,1) - Wow I never think I've selected this many overlaps at once before
01:57:962 (1) - 8.20x Fucking distance .-. This should go without saying...
[]

Ay I may have sounded Harsh in my mod but this was very well mapped, I think if these issues above are adressed you got yourself a nice rankable steaming hot sugary tasty ass beatmap <3
Topic Starter
thiev

Maxylan wrote:

NM From my "Modding Madness!" queue!

[]

tiev
00:14:383 (2,3) - These should be replaced with a stream or kickslider to better represent the song done
00:16:436 (6,7) - This angle gave me nausium lol decrease distance, fix flow or decrease speed on this part. Cannot find a fix quickly, but I think you're right about this
00:25:989 (2,1,2,1) - All overmapped, the change in picth of the sound of the song is so insignificant it's like you're pressing nothing with these sliders. Actually, the whole part is pretty silent, and this is the only sound that comes out of the song
00:30:489 (3,4,5,6,7) - ^^ It is so bad it's funny or what ? :'o
00:31:909 (3,1) - You shouldn't increase the distance AND the angle if it's HALF a beat gap shorter than earlier jumps, quite the opposite haha. Fixed
00:35:462 (2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5) - Once again overmapped stream. I'll try to come up with an alternative, no inspiration for it yet
00:40:199 (8,1) - The way you have it currently is valid although I would prefer a slight distance gap so it feels like you're jumping in between the streams to better emphasise the sound. Until this point the map had no jumpstream, this would only had confusion instead of emphasing the sound. The rythm change is plenty enough I think
00:50:225 (2) - 4.55x Distance to next object here is not only inconsistant but very overkill. The distance may be big; but it's on a slider, and there is nothing after the slider, meaning the player will have time to rest
00:58:436 (4) - This is overmapped and the speed this consequentally creates just increase how insanely hard to read 00:58:594 (1) this note is, which is a shame because that leads into another very quick snap jump across the screen so guaranteed combo loss. I can clearly hear the sound it's mapped on,
so idk about this. For the speed, all note are really close to each other so it does not create a strain on the player, and even after the jump the note are close.

01:00:331 (3,5,2) - Iffy overlaps I don't think this causes reading trouble
01:01:278 (1,2) - RSI Level distance. We're coming from a simple and repetitive part, so the strain is not that high i think.
01:08:067 (1) - The stream that starts here have very, very low sound correlating to the piano in the song, I feel adding a stream is just overmapping in terms of how much strain it adds to that part relative to the song, in contrast 01:10:594 (1) - the piano sound here is loud enough to warrant a stream, which if you remove the previous one also feels alot better to play. I tried to emphasize it with the hitsounding :/. Looks like it didn't worked; i may change the first part of the stream to some passive streaming way (1/4 repeating slider for example), but this would be inconsistent with every other thing in this part. I'll think about it
01:19:673 (5,1,8) 01:54:724 (2,3,5,1) - Overlap Fiesta The element aren't fully overlapping, and they are far from each other on the timeline.
It's readable I think

01:22:594 (1,2) - This should lead into the next stream better in terms of flow and visual flow, especially when it's mapped with this short of a time gap. Fixed
01:23:225 (7,6) - Stack what is the problem ? :/
01:33:856 (6,1,6,1) - These all need to lead into one another alot better. Fixed
01:42:594 (4) - Replace with a circle the sound is barely audible. Not only does a circle emphasise the sound better but it leaves more of a time gap to next object which is needed when you have this RSI level distance once again This sound is the same as the one before, that's why it's mapped in the same way as before, a slider
01:44:857 (4,5) - The pitch of the sound here is getting lighter so the distance shouldn't get further away, quite the opposite I don't understand the concept of the weight of the pitch, but I can agree this part need some improvements
01:47:699 (2) - Something should be added to better display the time gap Not sure about this, will change it if this issue will come again
01:55:831 (2,3,1,2,3,4,5,4,1) - Wow I never think I've selected this many overlaps at once before I don't see any problems here :/; and "overlapping" doesn't seems like an issue by itself. It can become an issue if it create confusion, but I don't think it does this here
01:57:962 (1) - 8.20x Fucking distance .-. This should go without saying... Slider leniency make this pretty playable imo
[]

Ay I may have sounded Harsh in my mod but this was very well mapped, I think if these issues above are adressed you got yourself a nice rankable steaming hot sugary tasty ass beatmap <3
Thank you for the mod, even if i disagreed on some of the suggestions ! :)
Maxylan

Shikinotsu wrote:

Thank you for the mod, even if i disagreed on some of the suggestions ! :)
"some" lol
-zilva-
hi here's my m4m :D

[Tiev]

general: idk why stack leniency is 4, I would go for 2 since you use a lot of stacks and what you want is the least SL possible to keep the angles and linear flow as perfect as possible. so this doesn't happen https://osu.ppy.sh/ss/9014190

00:17:067 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8) - Im not sure if this is the right choice. the stream could start well on 00:18:173 (1) so even if you choose to keep the rhythm as 1/2 you can change the pattern so it leads to the stream in a better way. im thinking something like this: 1) introduce angles https://osu.ppy.sh/ss/9014122 2) accentuate angles https://osu.ppy.sh/ss/9014124 3) stream following said angles https://osu.ppy.sh/ss/9014128 4) cool shit https://osu.ppy.sh/ss/9014115 because thats the kind of logic linear flowing maps should follow imo. and im just saying stuff you already follow 00:35:067 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5)

00:22:436 (1,2) - why don't you use this spacing for all doubles? it feels better than 00:24:962 (1,2) 00:27:489 (1,2)

00:28:278 (1) - you don't emphatize this enough imo. 00:26:699 (1,1) this is really good so the other feels kinda.. dissapointing lol

00:37:120 (1,2,3,1,2) - why is the spacing on this section so low compared to 00:34:120 (5,6,7) or 00:42:489 (1,2,3). it should be higher since its clearly more intense. I would even say it could be the same as the 1/3 part.

00:49:436 (7,1) - are these overlaps intentional? it doesn't seem so because the other slider doesn't have it.

00:51:015 (1,3) - when the section started and you used circular sliders, I understood that it was some kind of rest zone. so why adding linear sliders here.

00:57:331 (3) - kiai?

01:06:173 (1) - this is personal opinion but I don't like this https://osu.ppy.sh/ss/9014239 these kind of streams aren't the most exciting to play and on top of that aren't visually pleasant.

01:21:489 (3) - oops

01:31:120 (3) - this is the only one that doesn't flow really well. try closing it as much as possible https://osu.ppy.sh/ss/9014265

01:34:488 (6,1,2,3) - this plays like hell! haha the other hexagons flowed a lil better and made them play OK.

01:37:752 (1,2,3) - I think you tried to build a pattern to follow later with this, so why is 01:40:120 (3) outside the slider?

01:42:383 (3,2) - kinda ugly overlap :?

01:55:436 (1) - not going to ask why you ended this map with circular sliders. but this one particlar is overlapped with many notes.

That would be it ^^

I ain't a pro modder too so I will ask back a feedback on it hahaha
good map tho :)
Topic Starter
thiev

marth0 wrote:

hi here's my m4m :D

[Tiev]

general: idk why stack leniency is 4, I would go for 2 since you use a lot of stacks and what you want is the least SL possible to keep the angles and linear flow as perfect as possible. so this doesn't happen https://osu.ppy.sh/ss/9014190 You're right, fixed

00:17:067 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8) - Im not sure if this is the right choice. the stream could start well on 00:18:173 (1) so even if you choose to keep the rhythm as 1/2 you can change the pattern so it leads to the stream in a better way. im thinking something like this: 1) introduce angles https://osu.ppy.sh/ss/9014122 2) accentuate angles https://osu.ppy.sh/ss/9014124 3) stream following said angles https://osu.ppy.sh/ss/9014128 4) cool shit https://osu.ppy.sh/ss/9014115 because thats the kind of logic linear flowing maps should follow imo. and im just saying stuff you already follow 00:35:067 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5) this part is following the drum, but i'll take your advice on the flowing to the stream which isn't this great right now

00:22:436 (1,2) - why don't you use this spacing for all doubles? it feels better than 00:24:962 (1,2) 00:27:489 (1,2) fixed

00:28:278 (1) - you don't emphatize this enough imo. 00:26:699 (1,1) this is really good so the other feels kinda.. dissapointing lol This one seems to be a major flaw of this section. I'll probably remap it after this point

00:37:120 (1,2,3,1,2) - why is the spacing on this section so low compared to 00:34:120 (5,6,7) or 00:42:489 (1,2,3). it should be higher since its clearly more intense. I would even say it could be the same as the 1/3 part. Change the spacing on the "upbeat" if that's how it's called

00:49:436 (7,1) - are these overlaps intentional? it doesn't seem so because the other slider doesn't have it. I adressed these overlap at the end.
Main point is I don't knowif it's really a bad thing


00:51:015 (1,3) - when the section started and you used circular sliders, I understood that it was some kind of rest zone. so why adding linear sliders here. fixed

00:57:331 (3) - kiai? fixed

01:06:173 (1) - this is personal opinion but I don't like this https://osu.ppy.sh/ss/9014239 these kind of streams aren't the most exciting to play and on top of that aren't visually pleasant. These are less intense than more spaced ones. It make sense to me because we're getting out of kiai; and we had a pattern which spacing decreased over time. So the overly condensed stream seems ok to me

01:21:489 (3) - oops Fixed

01:31:120 (3) - this is the only one that doesn't flow really well. try closing it as much as possible https://osu.ppy.sh/ss/9014265 Fixed

01:34:488 (6,1,2,3) - this plays like hell! haha the other hexagons flowed a lil better and made them play OK. Tried to put it closer to the others

01:37:752 (1,2,3) - I think you tried to build a pattern to follow later with this, so why is 01:40:120 (3) outside the slider? Oops

01:42:383 (3,2) - kinda ugly overlap :? Idk, this didn't bother and I kinda like it this way. Cannot argument more for it, so if it's get pointed out again i'll change the whole pattern

01:55:436 (1) - not going to ask why you ended this map with circular sliders. but this one particlar is overlapped with many notes. I am a bit confused about the overlap part. Like I don't think these cause that much problem for either aestethics or readability so even if they overlap, I don't see why it's a bad thing :/. The circular slider thing is supposed to emphatize the piano.

That would be it ^^

I ain't a pro modder too so I will ask back a feedback on it hahaha
Pointed out a lot of flaws, which is really nice! Would have liked a bit more feedback on the gimmick and about how it felt to play it tho, but still a great mod !

good map tho :) Ty :D


Thank you !
Saltssaumure
Hi from my modqueue. First off, nice map! It looks great and it's a fun reading challenge. Reminds me of HW's map in a way, which is one of my fave maps of all time.

[tiev]
00:03:646 (4,5) - positioning seems a little off, as it doesn't form a symmetrical shape with the rest of the combo.
00:04:436 (3,4,5,6) - move 5 up a bit, as the follow lines from 5-6 doesn't match the follow line from 3-4.
00:11:699 (3) - replace with 1/4 slow slider to express extended sound?
00:14:067 (5,1,2,3,4) - move 5 so that forms a parallel line with 4 from the next combo.
00:15:646 (1,2,3,4,5,6) - looks kinda weird, and has uncomfortable flow. might be better replaced with the circle of sliders as used previously.
00:16:594 (7,1) - add NC on 7, remove NC on 1 so that the line of circles turns on the same number.
00:31:436 (1,2,3) - the rhythm here is hard to read. it'd be better to have these in a separate shape, so that it's clear this isn't 1/2.
00:41:541 (3,4) - NC on 3 to help indicate rhythm change to 1/3. could also be better indicated with colourhaxing so that it's very visually obvious that this is 1/3 and not 1/4.
00:58:120 - green lines not in time with the notes. minor problem, but it silences the sliderslide too.
00:57:962 (2,3,4) - again, needs more clear indication that this is 1/3.
01:16:199 (4,1) - slight mismatch between stream end and slider
01:20:225 (1,2,3,4,5,6,7,8) - large overlap between 8 and 1 is visible, makes it look somewhat messy.
01:40:594 (2,3,4) - move 3 slightly closer to 2 so that it's the same distance as the length of slider 4.
01:41:225 (5,6) - jump feels excessively large, esp. compared to 7,8 afterwards which are much stronger sounds but with less jump.
01:49:436 (1,2,3,4,1,2) - extremely uncomfortable flow here. too many changes in rotation (01:47:857 (1,2,3,4,5) - here is much better, as it's all clockwise rotation).
01:53:699 (1,2,3,1,2,3) - put 3 of the second combo under 3 of the first combo, as it will be visually more pleasing to have small triangle -> big triangle, and it will be more comfortable to play than a strangely sharp turn.
01:57:567 (2,3,1) - pretty huge jumps for 1/4 gap, even if they are sliders. consider nerfing a little.

Good luck with your map, I really do hope to see it ranked some day. I'd be happy to come back to re-mod if you make any major updates,
just PM me to let me know!
Topic Starter
thiev

Saltssaumure wrote:

Hi from my modqueue. First off, nice map! It looks great and it's a fun reading challenge. Reminds me of HW's map in a way, which is one of my fave maps of all time. I guess that's nice :D . Glad you liked it even tho I didn't really took inspiration from HW for now

[tiev]
00:03:646 (4,5) - positioning seems a little off, as it doesn't form a symmetrical shape with the rest of the combo. fixed
00:04:436 (3,4,5,6) - move 5 up a bit, as the follow lines from 5-6 doesn't match the follow line from 3-4. fixed
00:11:699 (3) - replace with 1/4 slow slider to express extended sound? Will try, i may change it back if I find it weird
00:14:067 (5,1,2,3,4) - move 5 so that forms a parallel line with 4 from the next combo. Make sense, done
00:15:646 (1,2,3,4,5,6) - looks kinda weird, and has uncomfortable flow. might be better replaced with the circle of sliders as used previously. Didn't even think about it xD. Thanks , I was kinda stuck on this one
00:16:594 (7,1) - add NC on 7, remove NC on 1 so that the line of circles turns on the same number. Okay
00:31:436 (1,2,3) - the rhythm here is hard to read. it'd be better to have these in a separate shape, so that it's clear this isn't 1/2. Tried to make something, not sure if that's great
00:41:541 (3,4) - NC on 3 to help indicate rhythm change to 1/3. could also be better indicated with colourhaxing so that it's very visually obvious that this is 1/3 and not 1/4. Okay for the NC, but i think the 1/3 is already introduced with the sliders
00:58:120 - green lines not in time with the notes. minor problem, but it silences the sliderslide too. Damn green lines :c. Fixed
00:57:962 (2,3,4) - again, needs more clear indication that this is 1/3. These are the one introducing the 1/3. They are ratehr close, and because they are slider they are less strict on the timing than circles. I kinda wish to believe it's enough. If this issue come up again i'll try to think of a way to make it more obvious
01:16:199 (4,1) - slight mismatch between stream end and slider fixed
01:20:225 (1,2,3,4,5,6,7,8) - large overlap between 8 and 1 is visible, makes it look somewhat messy. [color=##FF8000] Still don't quite get why overlap are this much of a problem, but this has already been brought up so fixed[/color]
01:40:594 (2,3,4) - move 3 slightly closer to 2 so that it's the same distance as the length of slider 4. This break the rest of the pattern, and I don't think this has this much impact on the player
01:41:225 (5,6) - jump feels excessively large, esp. compared to 7,8 afterwards which are much stronger sounds but with less jump. Fixed,
and applied same distance at 01:43:120 (2,3,5,6) -

01:49:436 (1,2,3,4,1,2) - extremely uncomfortable flow here. too many changes in rotation (01:47:857 (1,2,3,4,5) - here is much better, as it's all clockwise rotation). I also perceive this as clockwise in a way :/. But I agree it's more uncomfortable. Will change if brought up again
01:53:699 (1,2,3,1,2,3) - put 3 of the second combo under 3 of the first combo, as it will be visualy more pleasing to have small triangle -> big triangle, and it will be more comfortable to play than a strangely sharp turn. A bit confused about this, the sound isn't strong so getting a jump here doesn"t make sense sound wise. Will change it for now, but I may come back on it later
01:57:567 (2,3,1) - pretty huge jumps for 1/4 gap, even if they are sliders. consider nerfing a little. :(((, i'm starting to get confused about this one. I really like it the way it is , and it has never bothered me or playtester fur now so >:( . I'll keep it as it is one last time. (Let's keep in mind this is the vary last note, and it's a slow spinner at the end ! )

Good luck with your map, I really do hope to see it ranked some day. I'd be happy to come back to re-mod if you make any major updates,
just PM me to let me know!
Not going for it right now, I want to get some experience on mapping for now, but thanks ! I'll keep it in mind
Thank you for the mod !
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