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Mitsunori Ikeda ft. Aimee B - Fallen Angel (El Poco Maro Rem

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Jordan
lol get this approved : D
ampzz
8 minutes ago - Mitsunori Ikeda feat. Aimee B - Fallen Angel (DnB remix) has been revived from eternal slumber.
Yes, yes, yes, yes!

New mp3 with slight amplification and enhancements.
Speedy Share
echoFX
Storyboard in Work . . .
can take a while...
Loctav
I am tempted to resurrect this and whip galv to finish it ;__;
UnderminE
Taiko pls ;_;
Jordan
y u no finish

approve pls

;_;
Sheppard
asdasd
those


IT'S HAPPENING! I knew you'd be back with this! Where I slider broke was where it felt unnaturally far. 03:40:773 (3,4,5) -
Frostmourne

those wrote:



IT'S HAPPENING! I knew you'd be back with this! Where I slider broke was where it felt unnaturally far. 03:40:773 (3,4,5) -
fu those , are we on the same boat?

Anyways, looking forward to it!
Asphyxia
YESSSS this is amazinnnggggg
Topic Starter
galvenize
u guys are weak. I reduced the spacing but that jump was at least on the same level as those that followed.
Also my SB probably has something wrong in it.
Secretpipe

Asphyxia wrote:

YESSSS this is amazinnnggggg
Kethsar
I... I can't believe it... This map got an update?!

Words cannot describe how happy I am right now.
Small AB
WellStarbursts
Mitsunori Ikeda ft. Aimee B - Fallen Angel (El Poco Maro Remix)
"Rebirth"


Foreword:

This is my first mod ever. I hope that my input is appreciated! :) Over all, this is a very strong map with a song that I quite enjoy. There are only a few weaker spots within the map that are not consistent with the formatting and method that I saw used in the rest of the it. This kind of inconsistency can be used correctly if meant to emphasize certain parts of the song, but in the times that these inconsistencies appear, I could not find what was trying to be put forth and emphasized. More on that later.


Critique:

  1. 01:16:576 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7) - I think that this series of notes is a little bit too jumpy. The flow of the map is broken too frequently and that break in flow is not used to emphasize any point or hit-sound on the map. During the majority of your map, you will only break the flow like this if there is a part of the map that is worth emphasizing. For example, during most of the sequence 01:26:122 (1) - 02:32:599 (2) you will vary the spacing of jumps between notes or break the flow between a series of notes in order to emphasize the clap hit-sound that you use. This doesn't all mean that the section in question here has to be slowed down or anything. I understand that you wanted a sort of build up to 01:27:485 (1) . But I think the breaking of flow could have been done in a way which either matches the hit-sounds you use or matches the song.
  1. 01:02:258 (1,2,3,4,5,6,7,8,1) - This specific series of notes was very well executed in that it matched both the vocal and instrumental tracks of the song which seemed to have equal power in that part of the song. This is not to say that you matched both parts perfectly, but you transitioned from one to another flawlessly. There is another part of the song where this same equivalence between vocal and instrumental strength is reached, and I believe that it was not mapped as well as this series.
  1. 02:54:758 (7) - From this point until the break in the song, there are moments in which it is hard to tell what you are trying to map to. (Examples: 03:05:667 (1,2,3,4,5) - 03:05:667 (1,2,3) - )At some points you are going purely for vocals, which is fine, but then other times you seem to switch off of it. I think its much harder to incorporate both components of the song, but if you can pull it off then that would probably turn out amazing. I have a few suggestions to clean things up a bit, but I'm sure you can figure a way to work out any remaining kinks.
Suggestions
02:56:974 (5) - I think this should be moved forward to the next red tick because it would match the vocal line rather than matching nothing.

02:59:019 - Maybe a note here to match the synth unless you decide to only follow the vocals.

03:02:769 (4) - This note doesn't match anything that is in the song. I would remove it, especially because this is a slower part of the song.

Over all, if the entirely of this part were more like 01:02:258 (1,2,3,4,5,6,7,8,1) then I think it would play much better.

Personal Preferences:


  1. 04:08:224 (4,5,1) - It seemed odd that there was no whistle anywhere in these three notes. I think the sound from the song kind of overpowered the default hit-sounds, so there was nothing to really make that triplet stand out from the rest of the map.
  2. 04:56:803 (1,2,3,4,5,6) - These two triplets just seemed out of place to me. Having one of the two there probably would have been fine, but I didn't feel that the whole "stop, jump, stop, jump" motion that they invoked really worked in this context.
Topic Starter
galvenize

WellStarbursts wrote:

Mitsunori Ikeda ft. Aimee B - Fallen Angel (El Poco Maro Remix)
"Rebirth"


Foreword:

This is my first mod ever. I hope that my input is appreciated! :) Over all, this is a very strong map with a song that I quite enjoy. There are only a few weaker spots within the map that are not consistent with the formatting and method that I saw used in the rest of the it. This kind of inconsistency can be used correctly if meant to emphasize certain parts of the song, but in the times that these inconsistencies appear, I could not find what was trying to be put forth and emphasized. More on that later.


Critique:

  1. 01:16:576 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7) - I think that this series of notes is a little bit too jumpy. The flow of the map is broken too frequently and that break in flow is not used to emphasize any point or hit-sound on the map. During the majority of your map, you will only break the flow like this if there is a part of the map that is worth emphasizing. For example, during most of the sequence 01:26:122 (1) - 02:32:599 (2) you will vary the spacing of jumps between notes or break the flow between a series of notes in order to emphasize the clap hit-sound that you use. This doesn't all mean that the section in question here has to be slowed down or anything. I understand that you wanted a sort of build up to 01:27:485 (1) . But I think the breaking of flow could have been done in a way which either matches the hit-sounds you use or matches the song.
I'm not sure but I think you're talking about an old update. Let me know.


  1. 01:02:258 (1,2,3,4,5,6,7,8,1) - This specific series of notes was very well executed in that it matched both the vocal and instrumental tracks of the song which seemed to have equal power in that part of the song. This is not to say that you matched both parts perfectly, but you transitioned from one to another flawlessly. There is another part of the song where this same equivalence between vocal and instrumental strength is reached, and I believe that it was not mapped as well as this series.
It often happens when you pick up a map you left aside 2 years ago, players are bound to notice changes in mapping flow during some parts. Tried my best to have something consistent throughout the whole song though.

  1. 02:54:758 (7) - From this point until the break in the song, there are moments in which it is hard to tell what you are trying to map to. (Examples: 03:05:667 (1,2,3,4,5) - 03:05:667 (1,2,3) - )At some points you are going purely for vocals, which is fine, but then other times you seem to switch off of it. I think its much harder to incorporate both components of the song, but if you can pull it off then that would probably turn out amazing. I have a few suggestions to clean things up a bit, but I'm sure you can figure a way to work out any remaining kinks.
Yeah, I mapped more to the vocals now. This is actually a part I left unchanged from 2011. I did remap the whole thing days ago but thought that the old version played betterl even though it didn't follow the vocals as well.

Personal Preferences:


  1. 04:08:224 (4,5,1) - It seemed odd that there was no whistle anywhere in these three notes. I think the sound from the song kind of overpowered the default hit-sounds, so there was nothing to really make that triplet stand out from the rest of the map.

    Hmm I'd rather leave that unchanged.

  2. 04:56:803 (1,2,3,4,5,6) - These two triplets just seemed out of place to me. Having one of the two there probably would have been fine, but I didn't feel that the whole "stop, jump, stop, jump" motion that they invoked really worked in this context.


    Yeah, I'll change that in the future.
Topic Starter
galvenize
double post
dkun
Have I ever told you how much I love this map? Let's go for Approval!
Secretpipe
Heyo !

Voilà le petit mod comme promis !

[General]
Resnap tes kiais !

[Ascension]
00:00:203 (1) - J'pense que tu peux peaufiner ce slider !
00:38:214 (7) - Stack le sous le cercle 3
01:04:293 (7) - J'pense honnêtement que tu peux enlever la répétition ( le return ) et d'ajouter un cercle ici 01:04:975 -
01:28:157 (5,6) - Tu pourrais curv ces sliders ? Je trouve que ça rend mieux ! Genre ça
01:42:475 (4,5) - Blanketmy dear !
01:57:987 (6,7,8) - Ce triplet est bien placé ! Mais si tu place un slider , c'est varié !
02:02:589 (8) - Ici , je trouve que ce slider n'est pas trop en rythme. Selon les instruments , j'aurai placé deux cercles (stacks ou pas stack , c'est toi qui vois)
02:33:271 (5,6,1) - Pourquoi augmenter le spacing ? La distance est la même dans la timeline !
02:37:106 (6,1) - ^
02:38:810 (6,1) - ^
02:43:413 (8,1) - ^
02:46:651 (2,3,4,5,6) - Fais une ligne droite avec ces sliders ?
02:54:578 (6) - Essaie de delete cette note , puis NC celle-ci 02:54:748 - Tu verras , ça rend mieux !
04:41:623 (3,4,5) - Blanket my dear ²
05:49:123 (2) - Cette note , tu peux la remove et NC celle-ci 05:49:293 (3) -

Voila pour mes suggestions !
J'espère qu'elle te seront utiles :D
Mapset brillant comme toujours :D Good luck !
Topic Starter
galvenize

Secretpipe wrote:

Heyo !

Voilà le petit mod comme promis !

[General]
Resnap tes kiais !

Ok!


[Ascension]
00:00:203 (1) - J'pense que tu peux peaufiner ce slider ! Nazi!
00:38:214 (7) - Stack le sous le cercle 3. C'est volontaire
01:04:293 (7) - J'pense honnêtement que tu peux enlever la répétition ( le return ) et d'ajouter un cercle ici 01:04:975 - Je ne préfère pas
01:28:157 (5,6) - Tu pourrais curv ces sliders ? Je trouve que ça rend mieux ! Genre ça Je les ai curv légèrement
01:42:475 (4,5) - Blanketmy dear !
01:57:987 (6,7,8) - Ce triplet est bien placé ! Mais si tu place un slider , c'est varié ! C'est vrai mais apres je vais devoir en mettre d'autres un peu partout pour compenser.
02:02:589 (8) - Ici , je trouve que ce slider n'est pas trop en rythme. Selon les instruments , j'aurai placé deux cercles (stacks ou pas stack , c'est toi qui vois) J'ai mis un slider pour alléger un petit peu vu l'abondance de notes juste avant.
02:33:271 (5,6,1) - Pourquoi augmenter le spacing ? La distance est la même dans la timeline ! Ca suit plutôt bien la voix je trouve.
02:37:106 (6,1) - ^
02:38:810 (6,1) - ^
02:43:413 (8,1) - ^
02:46:651 (2,3,4,5,6) - Fais une ligne droite avec ces sliders ? Oui c'est mieux
02:54:578 (6) - Essaie de delete cette note , puis NC celle-ci 02:54:748 - Tu verras , ça rend mieux ! Je ne suis pas tout à fait d'accord.
04:41:623 (3,4,5) - Blanket my dear ²
05:49:123 (2) - Cette note , tu peux la remove et NC celle-ci 05:49:293 (3) -

Voila pour mes suggestions !
J'espère qu'elle te seront utiles :D
Mapset brillant comme toujours :D Good luck !
Merci beaucoup!
Sterrestof
I looked trough the entire map and I couldn't find anything wrong without going nazi over silly things. I think this is pretty much there... Hope better mappers can help out and get this approved :)

Great job as always, fun map~
Topic Starter
galvenize
Used some custom hitsounds which requires you people to redownload the map.
I think this map is ready.
69653863
Mod request from my queue
Guide
Red is unrankable and must be fixed.
Pink is you should apply this to any similar notes/parts/patterns/whatever it was stated on it.
Mods with question marks (?) are only suggestion/opinion. You're free to choose whether you're going to apply it or not.

Additional notes:
I cannot mod another game modes.
Please reply to my mods, I always looking forward to the replies so I could improve better.
If you think one or more points on my mod is unclear, feel free to ask about it.

General
  1. 01:27:475 - Why no kiai? At least just the burst or something :/
Ascension
  1. 00:02:589 (6,7,8,9,1) - I feel these are way too close to 00:01:907 (2,3,4) - set
  2. 00:04:634 (2,3,4) - Improper stack
  3. 00:12:646 (2) - Move to x:300 y:92 for better circle formations?
  4. 00:13:328 (7) - Stack to 00:12:475 (1) - ? Somehow it flows better if you do so
  5. 00:16:566 - I feel it weird that you suddenly change patterns from triplets into 1/4 sliders+1circle here. I found it better if you could keep pattern consistency as you're changing into this pattern for a short time (just until 00:18:782 - )
  6. 00:21:509 (8,9) - I don't like this stacking. I prefer a jump here, you know, because of that sudden atmosphere change on music, my suggestion is you put (8) on 00:20:657 (1) - so it jumps and flows better.
  7. 00:23:725 (3) - If you put this on x:440 y:272 it'll maintain flow consistency better, trust me
  8. 00:29:180 (2,3,4) - Imperfect stack
  9. 00:32:418 (6) - Put on x:344 y:280 for better spacing against (7) and (8)
  10. 00:34:805 (4,5,6) - Ctrl+G and it'll flow better, yup
  11. 00:43:072 (8) - Kinda slightly out of place, I guess
  12. 01:16:566 (1,2,3,4,5,6) - This is ugly imo, why don't you just form a 6-star formation here?
  13. 01:19:293 (1,2,3,4,5,6) - I hope you can do something about this as this flows bad
  14. 01:26:623 (4) - Remove clap? Sounds outta place imo
  15. 02:24:578 (6) - Looks like out of place, how about x:344 y:192
  16. 02:36:168 (2) - Wow, 7.5x jump, are you sure?
  17. 03:13:668 (7,1) - Stack please, to differentiate with previous circles as this is placed on red tick
  18. 05:47:930 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3) - Imperfect circle stream formation
If I mod more all I can find are mostly nazi issues which may be too subjective as I see your mapping style had balancedly developed. I mean, it's your mapping style anyway, not mine, so you decide what looks best, what plays best. Maybe if there are non-design issues I might be able to point out some less subjective suggestions but since there are almost none, then there's nothing to do about it. I'll leave you the rest.

Sorry for such a shit mod )-: This map is way too ready for rank.
Topic Starter
galvenize

inverness wrote:

Mod request from my queue
Guide
Red is unrankable and must be fixed.
Pink is you should apply this to any similar notes/parts/patterns/whatever it was stated on it.
Mods with question marks (?) are only suggestion/opinion. You're free to choose whether you're going to apply it or not.

Additional notes:
I cannot mod another game modes.
Please reply to my mods, I always looking forward to the replies so I could improve better.
If you think one or more points on my mod is unclear, feel free to ask about it.

General
  1. 01:27:475 - Why no kiai? At least just the burst or something :/
Think that the single SB pulse does the job well enough. I don't really like using seperate kiais in a song, I'd rather save it for the best part which is where the current kiai is used.

Ascension
  1. 00:02:589 (6,7,8,9,1) - I feel these are way too close to 00:01:907 (2,3,4) - set fixed
  2. 00:04:634 (2,3,4) - Improper stack fixed
  3. 00:12:646 (2) - Move to x:300 y:92 for better circle formations?
  4. 00:13:328 (7) - Stack to 00:12:475 (1) - ? Somehow it flows better if you do so
  5. 00:16:566 - I feel it weird that you suddenly change patterns from triplets into 1/4 sliders+1circle here. I found it better if you could keep pattern consistency as you're changing into this pattern for a short time (just until 00:18:782 - ) The intro portion is a little intense so I thought toning it down just a little bit before the whole slider triplet slider triplet combo. It's a recent change actually and while I agree it's less consistent, it doesn't break the flow either.
  6. 00:21:509 (8,9) - I don't like this stacking. I prefer a jump here, you know, because of that sudden atmosphere change on music, my suggestion is you put (8) on 00:20:657 (1) - so it jumps and flows better. That's pretty good
  7. 00:23:725 (3) - If you put this on x:440 y:272 it'll maintain flow consistency better, trust me. I could argue I have enough perfect triangle jumps in this map but eh why not.
  8. 00:29:180 (2,3,4) - Imperfect stack fixed
  9. 00:32:418 (6) - Put on x:344 y:280 for better spacing against (7) and (8) sure
  10. 00:34:805 (4,5,6) - Ctrl+G and it'll flow better, yup
  11. 00:43:072 (8) - Kinda slightly out of place, I guess eh
  12. 01:16:566 (1,2,3,4,5,6) - This is ugly imo, why don't you just form a 6-star formation here? got something against my 3 year old mapping HUH? Just joking, refined it.
  13. 01:19:293 (1,2,3,4,5,6) - I hope you can do something about this as this flows bad. Yeah it did, changed pattern.
  14. 01:26:623 (4) - Remove clap? Sounds outta place imo yes
  15. 02:24:578 (6) - Looks like out of place, how about x:344 y:192 ok
  16. 02:36:168 (2) - Wow, 7.5x jump, are you sure? This is one isn't too bad, my last update had the jump between the first two return sliders at 10+ or something, which I did fix
  17. 03:13:668 (7,1) - Stack please, to differentiate with previous circles as this is placed on red tick.
  18. 05:47:930 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3) - Imperfect circle stream formation edit mode nazi


If I mod more all I can find are mostly nazi issues which may be too subjective as I see your mapping style had balancedly developed. I mean, it's your mapping style anyway, not mine, so you decide what looks best, what plays best. Maybe if there are non-design issues I might be able to point out some less subjective suggestions but since there are almost none, then there's nothing to do about it. I'll leave you the rest.

Sorry for such a shit mod )-: This map is way too ready for rank.
There are a few I didn't reply to, which means I didn't apply them. Thanks for the mod, it was helpful.
Cherry Blossom
Hello o/
Random mod.

Cette map on me l'avais passé en Multi il y avait 2 ans voire plus, et en la regardant de + près, je me demande si t'as tout remappé tellement la diff entière est cool x) ravi de voir la map en pending o/


Ascension

  1. 00:08:043 (6,1) - j'aurais préféré qu'il soit unstacked pour une question de fluidité dans la lecture de la map, après c'est pas grave si tu veux le garder ça reste cool.
    - pareil 00:09:407 (6,7) - ^
  2. 00:16:907 (2,3) - l'idée du slider qui fini sur un tick bleu me semble mauvais car tu dodge cette note 00:17:078 où le slider devrait finir normalement.
    - pareil 00:18:271 (2,3) -
  3. 00:22:873 (4,5) - je comprends pas trop l'antijump ici, c'est l'endroit idéal pour mettre un jump imo surtout pour une note entre 2 sliders, tu l'as mis le jump ici : 00:25:600 (5,6) - c'était intentionnel ou juste une négligence ?
  4. 00:50:316 (3,4) - pas trop fan du placement pour les 4 sliders, parce qu'on voit clairement que le spacing entre 2 et 3 est plus proche, ce donne un effet bizare d'antijump quand on joue, pourquoi pas les mettre tous avec le même spacing, je veux dire, jouer avec les rotate 90) etc. ?
  5. 01:41:112 (1) - me semble un peu bizare cet antijump par rapport à ce que tu as mis après, pourquoi pas le mettre plus vers le bas comme ça ?
  6. 02:53:384 (1,2,3,4) - *nazi* pourquoi pas décoller les sliders, je veux dire ne pas les overlap, je trouve ça un peu bizare de mettre des 1/4 sliders comme ça overlapped si tu veux les mettre en valeur avec la distance.
  7. 03:13:157 (6,7) - je vois que tu suis la vocal, mais ici il y a une polarity issue, c'est pas vraiment grave ni important grâce à l'AR, mais pourquoi ne pas faire ça à la place ?
  8. 03:40:600 (2) - Je l'aurais mis plus haut du genre y=44, pour une question d'espacement, je veux dire, de variation d'angle et de flow. Et il se joue mieux imo

    (04:01:737 (1,2,3,4,5,6) - je crois que je vais te le piquer ce pattern /me runs far away)
  9. 04:59:862 (3,4) - J'aurais plutot vu ce stream avec 2 sliders 1/4 pour les wubwub.
  10. 05:03:953 (6) - *nazi* clap missing.
  11. 05:06:509 (6) - Unstack le pour mettre en valeur le clap d'après comme tu l'as fait pour les patterns d'après.

Voilà j'espère que ce random mod t'aideras o/
Good Luck.
Topic Starter
galvenize

Cherry Blossom wrote:

Hello o/
Random mod.

Cette map on me l'avais passé en Multi il y avait 2 ans voire plus, et en la regardant de + près, je me demande si t'as tout remappé tellement la diff entière est cool x) ravi de voir la map en pending o/


Ascension

  1. 00:08:043 (6,1) - j'aurais préféré qu'il soit unstacked pour une question de fluidité dans la lecture de la map, après c'est pas grave si tu veux le garder ça reste cool.
    - pareil 00:09:407 (6,7) - ^
  2. 00:16:907 (2,3) - l'idée du slider qui fini sur un tick bleu me semble mauvais car tu dodge cette note 00:17:078 où le slider devrait finir normalement.
    - pareil 00:18:271 (2,3) - Eh, tu es le deuxième a m'avoir fait la remarque, peut être que je vais vraiment devoir changer.
  3. 00:22:873 (4,5) - je comprends pas trop l'antijump ici, c'est l'endroit idéal pour mettre un jump imo surtout pour une note entre 2 sliders, tu l'as mis le jump ici : 00:25:600 (5,6) - c'était intentionnel ou juste une négligence ? Difficile d'expliquer mes choix d'utiliser des anti jumps si ce n'est l'intention d'ajouter de la variation dans mes patterns.
  4. 00:50:316 (3,4) - pas trop fan du placement pour les 4 sliders, parce qu'on voit clairement que le spacing entre 2 et 3 est plus proche, ce donne un effet bizare d'antijump quand on joue, pourquoi pas les mettre tous avec le même spacing, je veux dire, jouer avec les rotate 90) etc. ? Techniquement, ces sliders partagent déja le meme spacing entre eux (2, 3 et 4)
  5. 01:41:112 (1) - me semble un peu bizare cet antijump par rapport à ce que tu as mis après, pourquoi pas le mettre plus vers le bas comme ça ?
  6. 02:53:384 (1,2,3,4) - *nazi* pourquoi pas décoller les sliders, je veux dire ne pas les overlap, je trouve ça un peu bizare de mettre des 1/4 sliders comme ça overlapped si tu veux les mettre en valeur avec la distance. Je suppose que je peux les séparer un peu plus
  7. 03:13:157 (6,7) - je vois que tu suis la vocal, mais ici il y a une polarity issue, c'est pas vraiment grave ni important grâce à l'AR, mais pourquoi ne pas faire ça à la place ? Je veux volontairement marquer une pause à ce moment la
  8. 03:40:600 (2) - Je l'aurais mis plus haut du genre y=44, pour une question d'espacement, je veux dire, de variation d'angle et de flow. Et il se joue mieux imo je l'ai poussé légèrement vers le haut

    (04:01:737 (1,2,3,4,5,6) - je crois que je vais te le piquer ce pattern /me runs far away)
  9. 04:59:862 (3,4) - J'aurais plutot vu ce stream avec 2 sliders 1/4 pour les wubwub.j'préfère mes notes!
  10. 05:03:953 (6) - *nazi* clap missing. Je porte de l'importance aux hitsounds donc merci beaucoup lol
  11. 05:06:509 (6) - Unstack le pour mettre en valeur le clap d'après comme tu l'as fait pour les patterns d'après. Un pti stack de temps à autres ne fait pas de mal!

Voilà j'espère que ce random mod t'aideras o/
Good Luck.
Merci et merci!
UnderminE
is this 3 years old already

oh god i remember it like yesterday
Jordan

UnderminE wrote:

is this 3 years old already

oh god i remember it like yesterday
p3n
This map is a little different from the old version I had ;)


Some quick things I noticed:

02:09:748 (1,2,3,4,5,6,1,2,3) - I'd love to see more of these transitional hitsound patterns throughout the map. ♥
02:14:350 (3) - reverse this slider to greatly improve cursor movement and flow
02:23:725 (2) - ^same
00:29:691 (5) - missed normal sampleset switch here?
03:26:793 (3) - I'd prefer a more consistent gap here, like this: http://osu.ppy.sh/ss/1627077 this way the transitions for this one and the following combo feel more natural
03:32:248 (4) - reversing this slider will improve the generall flow and the transition into the rectangle pattern 03:33:441 (5,6,7,8) -
04:14:180 (2) - missed clap?





The long 1/4 spam part is...something. It definetely mixes things up a bit for a map this long.

The slightly chaotic spacings used during KIAI seem like another nice way to change the pace.




Will recheck tomorrow or as soon as you catch me ingame.
Topic Starter
galvenize

p3n wrote:

This map is a little different from the old version I had . juuuuuust a little


Some quick things I noticed:

02:09:748 (1,2,3,4,5,6,1,2,3) - I'd love to see more of these transitional hitsound patterns throughout the map. ♥ I've only hitsounded to the song and sadly it's the only place where it does that. Unless you can show me otherwise.
02:14:350 (3) - reverse this slider to greatly improve cursor movement and flow. Yeah
02:23:725 (2) - ^same ok
00:29:691 (5) - missed normal sampleset switch here? yes
03:26:793 (3) - I'd prefer a more consistent gap here, like this: http://osu.ppy.sh/ss/1627077 this way the transitions for this one and the following combo feel more natural. I want to keep it the way it was
03:32:248 (4) - reversing this slider will improve the generall flow and the transition into the rectangle pattern 03:33:441 (5,6,7,8) - yeah
04:14:180 (2) - missed clap? yup
Thanks. Nothing to report on the SB I presume?

Other things I changed in the meantime: 01:22:021 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,9)
Color set changed too, yellow could get a bit hard to see.
p3n

galvenize wrote:

Nothing to report on the SB I presume?
There are some problems with the SB elements. I didn't include this because I couldn't test the tweaks I wanted to suggest on my laptop:

Since the rule for SB element dimensions is still here you need to fix the resolution of your SB elements. Ignore the resolutions in that stupid rule for now because we will update them to widescreen soon™. You have to keep widescreen (16:10 or 16:9) dimensions for all your fullscreen elements if possible. Since the maximum right now is 800x600 (480.000 pixels) for 4:3 you can use 960x540 (1/2 HD @486.000 pixels) to be inside the expected resolution window. Simply:
  1. scale your 16:9 images to 960x540 (including your BG...because it is also used in the SB)
  2. use 0.9x scaling in the .osb for everything as standard size (S,0,<time of first appearance of the sprite>,,0.9)
  3. group your unnecessarily multiplicated sprites into one and use the key frames on the same image (fade to 0 if you don't use it for some time before ==> after
  4. remove sprites from your .osb that are not longer in the folder ("HalfFlash")
I know it is a lot of work but try to optimize your SB.......

....or use the fast optimized files here because I am a nice guy:
download scaled files here

and use this as your .osb
[Events]
//Background and Video events
//Storyboard Layer 0 (Background)
Sprite,Background,Centre,"BG1.jpg",320,240
F,0,-3877,,1
S,0,213,,0.9
S,0,213,349303,0.9
S,0,349303,354748,0.9
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
Sprite,Foreground,Centre,"blackwhite.png",320,240
F,0,-3877,,1
S,0,-3877,,0.9
F,0,87486,,0
F,0,327475,349293,0,1
F,0,349293,354748,1
F,0,354749,,0
F,0,174748,196566,0,1
F,0,196566,,1
Sprite,Foreground,Centre,"Highlight2.png",320,240
S,0,131112,,0.9
F,0,131112,153612,1
S,0,218384,262021,0.9
Sprite,Foreground,Centre,"Highlight.png",320,240
S,0,152930,,0.9
F,0,152930,153271,0,1
F,0,153271,196566,1
Sprite,Foreground,Centre,"Half.png",320,240
S,0,43839,,0.9
F,0,43839,65657,0,0.5
F,0,65657,87475,0.5
F,0,87476,,0
F,0,305657,327475,0,1
F,0,327475,349293,1
Sprite,Foreground,Centre,"white.png",320,240
F,0,193839,196566,0,1
F,0,196566,218384,1
Sprite,Foreground,Centre,"Panty1.png",320,240
F,0,196566,,0
M,0,196566,218384,306,295,258,285
S,0,196566,,0.9
F,0,197248,199634,0,0.4
Sprite,Foreground,Centre,"black.png",320,240
F,0,87144,87475,0,1
F,0,87476,,0
F,0,215316,215657,0,1
F,0,215657,218384,1
F,0,218384,218385,1,0
Sprite,Foreground,Centre,"brightBG.png",320,240
F,0,87475,87816,1,0
S,0,87475,87816,0.9,1.2
F,0,87817,,0
S,0,87817,,0.9
F,0,131112,131453,1,0
S,0,131112,131453,0.9,1.2
F,0,131454,,0
S,0,131454,,0.9
F,0,218384,218725,1,0
S,0,218384,218725,0.9,1.2
F,0,218726,,0
S,0,218726,,0.9
F,0,240203,240543,1,0
S,0,240203,240543,0.9,1.2
F,0,240544,,0
S,0,240544,,0.9
F,0,262021,262362,1,0
S,0,262021,262362,0.9,1.2
//Storyboard Sound Samples


SB optimization service is 10€/h. I accept PayPal and cookies.
Topic Starter
galvenize

p3n wrote:

I know it is a lot of work but try to optimize your SB.......

....or use the fast optimized files here because I am a nice guy:
download scaled files here

and use this as your .osb
[Events]
//Background and Video events
//Storyboard Layer 0 (Background)
Sprite,Background,Centre,"BG1.jpg",320,240
F,0,-3877,,1
S,0,213,,0.9
S,0,213,349303,0.9
S,0,349303,354748,0.9
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
Sprite,Foreground,Centre,"blackwhite.png",320,240
F,0,-3877,,1
S,0,-3877,,0.9
F,0,87486,,0
F,0,327475,349293,0,1
F,0,349293,354748,1
F,0,354749,,0
F,0,174748,196566,0,1
F,0,196566,,1
Sprite,Foreground,Centre,"Highlight2.png",320,240
S,0,131112,,0.9
F,0,131112,153612,1
S,0,218384,262021,0.9
Sprite,Foreground,Centre,"Highlight.png",320,240
S,0,152930,,0.9
F,0,152930,153271,0,1
F,0,153271,196566,1
Sprite,Foreground,Centre,"Half.png",320,240
S,0,43839,,0.9
F,0,43839,65657,0,0.5
F,0,65657,87475,0.5
F,0,87476,,0
F,0,305657,327475,0,1
F,0,327475,349293,1
Sprite,Foreground,Centre,"white.png",320,240
F,0,193839,196566,0,1
F,0,196566,218384,1
Sprite,Foreground,Centre,"Panty1.png",320,240
F,0,196566,,0
M,0,196566,218384,306,295,258,285
S,0,196566,,0.9
F,0,197248,199634,0,0.4
Sprite,Foreground,Centre,"black.png",320,240
F,0,87144,87475,0,1
F,0,87476,,0
F,0,215316,215657,0,1
F,0,215657,218384,1
F,0,218384,218385,1,0
Sprite,Foreground,Centre,"brightBG.png",320,240
F,0,87475,87816,1,0
S,0,87475,87816,0.9,1.2
F,0,87817,,0
S,0,87817,,0.9
F,0,131112,131453,1,0
S,0,131112,131453,0.9,1.2
F,0,131454,,0
S,0,131454,,0.9
F,0,218384,218725,1,0
S,0,218384,218725,0.9,1.2
F,0,218726,,0
S,0,218726,,0.9
F,0,240203,240543,1,0
S,0,240203,240543,0.9,1.2
F,0,240544,,0
S,0,240544,,0.9
F,0,262021,262362,1,0
S,0,262021,262362,0.9,1.2
//Storyboard Sound Samples


SB optimization service is 10€/h. I accept PayPal and cookies.
Good man p3n. I don't have any cookies (or money) but please accept this panty
p3n
I accept the offering.

Make sure to put a new re-download warning in the OP because the SB elements changed and it will be messed up otherwise.




FIRST bubble: (ノ 'ω')ノ
Frostmourne
Here you go for a second bubble :)
p3n
it is happening!
Loctav
[Ascension]

galv, I will never understand the way you use NCs, never. They never make sense to me. Therefore I posted a looong list of NC/remove NC stuff to fix the inconsistency in NC placement. I think these work well with your placed patterns.

00:41:453 (3,4) - well, I would either stack these ones because of (1,2) or unstack (1,2) to make it a entirely circular pattern. Right now, the stack looks to be out of place with the rest of the pattern so I suggest to change that one for consistency within the pattern self.
01:35:487 (7) - I would highly recommend you to put this one on the other side of the slider beginning. This jump is quite drastic and sudden, and this variation played way better for me: http://puu.sh/8X6t9/b4f5ab96b3.jpg - also it's more consistent with 01:38:043 (6,7) -
04:29:521 (1) - (if you place a new combo here) stack 04:29:350 (3,4,1) - like in 04:26:623 (4,5,1) - so it's less ugly

01:02:930 (3) - new combo
01:38:043 (1) - remove new combo
01:38:384 (1) - new combo
01:41:964 (6) - remove new combo
01:42:475 (1) - new combo

01:43:157 (5) - remove new combo
01:43:839 (1) - new combo
01:44:691 (1) - remove new combo
01:45:203 (1) - new combo
01:47:418 (6) - remove new combo

01:47:930 (9) - new combo
01:48:612 (1) - remove new combo
02:12:305 (1) - new combo
02:13:328 (5) - new combo
02:16:055 (6) - new combo

02:15:884 (1) - remove new combo
02:17:759 (6) - new combo
02:17:418 (1) - remove new combo
02:20:487 (6) - new combo
02:25:600 (1) - remove new combo

02:25:941 (5) - new combo
02:29:691 (5) - new combo
02:45:373 (2) - new combo
02:47:078 (7) - new combo
02:48:100 (7) - new combo

02:54:748 (1) - new combo
02:55:259 (2) - remove new combo
02:58:668 (1) - remove new combo
02:59:521 (1) - new combo
03:02:589 (3) - new combo

03:33:441 (5) - new combo
04:24:748 (5) - new combo
04:29:521 (5) - new combo
04:34:293 (1) - new combo
04:39:748 (1) - new combo

04:50:657 (6) - new combo
04:51:339 (6) - remove new combo
04:52:021 (1) - new combo
04:58:839 (6) - new combo
04:59:521 (1) - remove new combo

05:04:293 (6) - new combo
05:14:862 (1) - remove new combo
05:15:203 (1) - new combo
05:16:225 (1) - remove new combo
05:16:566 (1) - new combo

05:27:134 (1) - remove new combo
05:32:248 (1) - remove new combo
05:32:930 (7) - new combo
05:38:043 (1) - remove new combo
05:38:384 (9) - new combo

Rest seems fine to me. Call me back when fixed (but considering the bunch of NCs I mentioned, I am not sure if I can rank after this. We'll see...
dkun
If it's a re-bubble, I'll be more than willing to re-check.
Loctav
Weeeeeeeeeeeeee
Approved.
HabiHolic
Gratz!!!
caren_sk
congraz !!
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