This map has been deleted on the request of its creator. It is no longer available.
LeQuack wrote:
M4M from my Queue
Wew LadPurgatory
- 00:00:615 - I would lower the HS volume in this section as it is relatively quiet and right now the HS are a bit overpowering aight, done
- 00:24:479 (2) - Maybe change the slider shape to show the difference of the sound on the end of the slider it's fine as it is.
- 00:35:736 (5,6,7) - I have issue with this patterns and the ones after it as the highest emphasis should be between (5) and (6) as the sound is much more intense, i would re-structure these patterns in a way that would reflect this it's the exact opposite, imo the strongest sound goes onto (6) and (7)
- 01:31:960 (5,9) - NC for consistency ith other streams done
- 01:36:849 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - Applies for all spaced streams, but i think they could use some polish, try to make the curvs look nicer and the circular parts more round it's fine as it is, flows well and looks appealing to me.
- 02:04:849 (3,4) - These are way less spaced than other sliders in the combo, i would space them more for consistency and not to misguide polayers into thinking its a 1/4 gap alright, sounds good
- 02:09:071 (1,2,3,4) - Don't hear the sound in the song this is mapped too, only hear 1/2 notes all three fixed
- 02:09:515 (1,2,3,4) - ^
- 02:09:960 (1,2) - I do hear 1/4 here but this time you've chosen to ignore it, don't really see why
- 02:38:182 (1,2,1,2,1,2,1,2) - I think these should be spaced less as the spacing between notes decreases at 02:39:071 (1) - yet in the song the sound doesn't get less intense I'll explain my reasoning here: the two jump sections there are associated with different parts of the song, and are thus spaced differently. Since the first section is a buildup for the kiai, it's spaced a bit more to give a feeling of intensity reaching its peak and then dropping at 02:39:071 -
- 03:15:511 (3,1) - I think this should be spaced more to give emphasis to the drums that occur on the downbeat done
- 03:16:066 (1,1,1) - Maybe have these form a triangle for a nicer looking pattern cool
- 03:43:564 (2) - I think this note is spaced wrong it actually was, fixed
- 03:43:953 (1,2,3,4) - Shouldn't these spaced more to follow the drums done
- 03:44:731 (2) - Think this should be spaced further from the previous note, my suggestion would be to stack it on 03:44:287 (3) - alright then
- 03:54:180 (1,2,3,4,1,2) - I think you should change this so that the snare and bass are being followed correctly, like so
fixed- 04:08:402 - I don't feel the streams in this kiai time truly represent the intensity of this part, i feel they should be spaced more to match the intensity of the song at this time, this should probably be the hardest part of your map I feel like the bass kicks at the beginning of the streams kinda lower their intensity as a whole, leaving it as it is right now unless more people start complaining about them.
- 04:18:179 - This section perfectly proves my previous point, but also i feel that you should attempt to make this part less demanding on the player as it is the least intense section of the song yet holds the longest streams it's a guitar SOLO. In fact, this is the only solo in the entire song and despite being really calm and not intense, you can clearly hear every note as having equal importance. I get that it may look overmapped, but I'm just mapping to what the song provides.
Antlia- wrote:
NM from my queue
Now I'm going to take this mod seriously but others might not. If this gets ranked it will literally be the hardest ranked map in the game by star rating. It's star rating surpass the current hardest ranked map,The Promethean Kings, by by .45 stars. It even surpasses the hardest ranked TAG4 map,BARUSA of MIKOSU, which is 9.53 stars. It also surpasses many loved maps like flowering night fever, A Fool Moon Night, and Galaxy Collapse(the easier diff). There is even a 2 second portion of this map (01:35:071 (1,2)-01:37:627 (15,16) ) that clocks in at 6.18 stars. I wish you good luck on pushing this to rank and even finding people who will mod this. Now for my mod.PURGATORY
00:54:765 (1,2) These kicks don't work well here imo well, I used them because ending of these patterns seems to be a bit different from all the previous points in it, if you compare 00:54:525 (1,2,3,4) - and 00:54:765 (1,2,3) - , you will clearly hear four distinguishable sounds in the first pattern and three loud and two quieter sounds in the second. I always imagined them like this and I think it's the best way to emphasize that.
01:20:445 (1,2) I would add more spacing to this stream to emphasize the sudden crescendo Good idea.
01:52:404 (1) this slider would benefit from a different shape Fixed the shape a little bit
This map is masterfully done, I'm looking forward to the day it reaches ranked huge thanks!!
Neoskylove wrote:
Q
[safdg]
00:08:569 - this part should have emphasis. nah, I disagree
00:48:344 - can be clickable. I feel like it's fine as it is. Besides, ending to the previous part wasn't clickable also.
00:51:165 (1) - you can make jump here as you tried at other parts. aight, applied to all kicksliders there
01:29:725 -why you have too much bookmark here lol
01:27:645 (1) - suddenly too low slider well the song's tone changes completely in that part, it slowes down really heavy and loses a lot of intensity by consequence. 0,1x slider was the best way to emphasize that imo.
01:56:404 (1,2,3,4) - weird pattern reversed one of the sliders, it's better now
03:25:289 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - overjump/ Nerfed a little bit
04:00:402 (1) - this 4reversed slider looks not fit with this since you didn't use it. fixed
GL
Nozhomi wrote:
I can't mod this lol.
- 01:06:285 (1,2,3) - Stuff stacked like this is too much with that speed. It required a such high reading lvl than combined with that BPM is became just too difficult to catch. The point of really high speed song is to keep mapping readable easiely to focus more on the high BPM play. What do you mean it's too much? I'm mapping exactly what the song provides. I'm not gonna replace it with two 1/2 circles since there's clearly sound on the blue ticks, just way less intense. It doesn't really requlire any reading too, with such high AR everything is perfectly readable. How come this is a too difficult pattern? Should I throw in fullscreen jumps instead? Or maybe use a 5 note stream and overmap it? You get my point?
- 01:29:685 - Soft hitsound on the end. Subjective, but okay.
- 01:35:071 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - Just do spacing a bit more progressive on how it grows, and pls don't end on screenjump, that's just pure death at 270 BPM. Nerfed a little bit. Not gonna nerf AS much though, this needs to have enough emphasis.
- 02:10:404 (1,2,1) - This is super akward because 02:10:404 (1,1) - are super close so you want to skip 02:10:515 (2) - . Fixed
- 02:29:238 (4,1) - That kind of flow is a bit weird due to the straight burst stream just before who make this slider a bit unconfortable. Also the open angle pattern from 02:29:293 (1,2,3) - don't help, making this even more bad to play when a lower angle for it would make the pattern more confortable. Fix
- 02:48:180 (1,2,1,2,1,2) - Better listen the music than just doing a 1 - 2 pattern with increased spacing. Intensity don't grow here so spacing shouldn't too. Basically overdone pattern. Why? The leading instrument gets higher pitches as the pattern moves on, which is expressed by the increasing spacing. (Basically the "space ufo spooky sound" is the instrument I took the focus on there).
- 02:49:734 (1,2,1,2,1,2) - See this one have more sense with the music, even if I don't think spacing should goes wild that much, this part is not the strongest of the song. This point and the one above are example and ofc apply at other places. This is a sound that's actually really similar, as above i took the increasing pitches of the instrument/sound/whatever as a base of my patterns. It's not overdone, it expresses the progression in music well.
- 02:53:290 (1) - I think you should put a specified color for these low SV sliders, because they could surprise a lot of players due to speed of last stream. They all have the same distinguishable shape, besides it's a surprise in the music too. It slows down instantly, without any warning so that's exactly how I mapped it.
- 03:35:066 (1,2,1,2,1,2) - Listen to the music, intensity is constant, so spacing should be. Alright.
- 04:03:068 (1,2,3,4) - Why this is different from 04:03:957 (1,2,3) - ? Isn't supposed to be like the same thing ? The second one has smaller intensity and therefore spacing is different. Also, 04:04:402 (3) - the sliderend on this is way less intense than all the other objects there, that's why it's a slider instead of two circles.
- 04:18:179 - Just...no. I understand you want to map this, but this is not enough revelant to be mapped that way. It sounds more like a constant note at this point, so just long sliders would have more sense. From 04:28:845 - that point you could start to use reverse sliders and 04:34:179 - from here streams since volume start to be enough revelant to map it that way. I get your point, however I feel like every single note there matters and they're spaced so densely that they aren't really that much of a challenge to play (if you can pass this beatmap until this point it means you CAN survive 270BPM streams so it's okay for you to survive through that also. Besides... Don't you think that introducing the deathstreams so late (04:34:179 - ) is gonna be even more offthrowing to the player? It's goddamn 3/4ths into this section and this would be the first time that I would use deathstreams here... really? If I was to map everything there as boring-ass repeating sliders, players would end up falling asleep instead of preparing for the calmest and most rhythmically interesting part of the song.
- 04:44:845 (1,2,1,2,1,2,1,2,1,2,1,2,1) - Looks like 1/1 you did at 04:51:512 (1,2,3) - so that doesn't make sense. Also I don't think that's the most efficient way to make player get how it should be played. A less complex pattern would fit more since this part is less dense and intense. 04:56:845 (1,2,1,2,1,2,1,2,1,2,1,2) - same. This is a goddamn rift where every single note is different from the other, that's why complex patterns like these exist in the map. If it was even a LITTLE simpler, I'd map it accordingly, perhaps just using ordinary jumps. But no, this is a goddamn guitar solo rift that definitely deserves it.
Rip me soz
Mukyu~
Yahuri wrote:
m4m return from q
cant rly mod, but hope this helps a bit
00:00:615 - 00:16:825 - 00:11:421 (1,2,1,2,3,4) - these are the only sliders in this section which dont have flips/rotation, why? nothing wrong with that but just curious variety? lol
00:16:825 - 00:33:035 - 00:27:631 (1,2,1,2,3,4) - ^ but the opposite, these sliders are the only ones with flip
00:40:690 (3,4,5) - might confuse some people because spacing is the same, should space out 3 and 4 more imo done
00:47:894 (3,4,5) - ^ but a little better here done also
00:55:965 (1,2) - dont like aesthetics here that much, the rotation angle between the sliders isnt clear and there isnt a blanket here either aight fixed
01:20:265 (6,7) - could change angle of 7 so that it blankets 6? okay cool
01:20:745 (6,7) - same thing about blanket ^
01:29:685 - wtf are these bookmarks 1/12 snapping of 1000BPM, why?
01:35:182 (2) - all the overlaps over here dont look very good they work well though
01:35:404 (2,1) - 1 is a pretty strong note with guitar/vocals, could use a bigger jump I wanted a more gradual increase of intensity, not ignoring that would kinda break the flow there.
01:37:016 (4,5,11,12) - overlaps nothing wrong with that, it's a good way to improve readability.
01:41:516 (1,1,1) - why put these all in one spot? the pitches arent the same aesthetics + gimmicks
01:50:293 (2,4) - fix stack xd fuk
01:52:960 (2,3) - could use a bigger jump imo, not that big of a difference in intensity than these notes 01:52:849 (1,2,3,4). same here 01:52:404 (1,1) done
02:10:071 (3,4,1,2,3,4,1) - i think this would be hard to read cuz of the overlaps combined with ridiculous speed this is exactly why it's AR=10, not changing that.
02:20:738 (3,4,1,2,1,2,3,4,5,6,7,8,1,2) - ^ I've playtested this moment, there's nothing wrong with readability.
03:25:011 (4,1,2,3,4,1) - ^ also doesn't flow into 03:25:400 (2), its in the total opposite direction meh, it's fine. It also works well with the rapid changes in music there ON A SIDENOTE: this is the only possible way for this pattern to exist without ruining the entire flow and structure of the map.
04:18:179 - this is a really soft section, personally i dont think putting the really long deathstream works well. i would switch around the streams with the repeat sliders, and the repeat sliders with the streams. starting up the deathstream here 04:34:179 should be fine though because of the increasing intensity of the song as mentioned in the previous mod, this would break players' expectations even more than the actual deathstreams, the fact that I've started using deathstreams in 3/4ths of this pattern is DEFINITELY going to make some combobreaks.
wow k was totally expecting there to be more music after the buildup at the end of the song but i guess not XD
good luck!
Kurai wrote:
Ok lol, I'm going to try giving this a shot! Hell yeah, thanks <3
[Purgatory]
- 00:55:005 (3) - The way this circle is stacked below the previous sliders makes it barely visible, especially considering how fast the map is going. Imo the problem here is the fact that I lack other options to emphasize this. There are clearly 3 distinguishable sounds and 2 sounds with lesser emphasis, which means it can't just be a regular 5 note stream. It doesn't have that much power in it so sliderjumps aren't really too much of an option too. This pattern is in fact readable and all three objects there are placed the same way so even if the player doesn't realise it's a circle, the short distance of 1/4 sliders make the player's cursor basically stationary so you can safely assume that there won't be any movement problems. Even if the player didn't realise that the last object there was a circle and not a slider, he has an entire beat of break there to recover. I feel like this is the best possible way to emphasize that and I'm happy to change that if you give me any logical alternatives without overmapping these.
- 01:04:005 (1,2,3,4,5,6) - Not really a fan of this pattern being under the previous circles. Even if at this level playing is more based on intuition and feeling rather than pure observtion, I still believe that if you cannot really see how many objects you have to click, you cannot really comprehend the pattern (and I'm not talking about sightreading). Aight, fixed
- 01:06:525 (3) - Same as before regarding the circle being hidden.
- 01:10:365 (3) - Here again.
- 01:14:205 (3) - o w o again.
- 01:18:045 (3) - zzz
- 01:19:965 - Ah ok LMAO, is this even humanly possible? Ask the guys that composed this song lol
- 01:27:645 (1) - if you're going to have such a slow slider after such a fast stream (not a big fan of this kind of patterns in the first place), at least make sure half of its shape is not covered in circles.
- 01:29:805 - http://up.kuraip.net/0721m4z67E2269.png ??????????????? xd
- 01:31:516 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - This pattern looked pretty ugly at first sight, but I understand what you did here. Though I don't know if putting 01:32:460 (2,3) - next to both 01:32:182 (1,2,3,4) - and 01:31:960 (1,2,3,4) - is actually a good idea (weird cursor movement necessary). It's fine as it is, no testplayers that I've spectated had any problem with that moment whatsoever.
- 01:35:182 (2) - Bad overlap. Fixed
- 01:44:627 (2) - Here again, not such a good idea to put it under a stream, makes it barely visible at this speed. Different combo colors make it easier, if you look at the color palette , every single color is distinguishably different and varying.
- 02:04:071 (4) - I don't like objects being that close to the bottom of the screen, it's not comfortable to play. Anyway, I don't think anyone would complain about this circle considering the amount of pressure this map must put the players through. Welp, you explained it yourself.
- 02:09:515 (1) - Why the new combo mark here? My bad there.
- 02:10:182 (1,2,3,4,1) - Even in the editor I had troubles noticing you put circles here. Make sure they are visible please. Fixed, hope you like it now!
- 02:29:738 (1) - This sldier randomly going another slider doesn't look great. Imo it's nothing too special, just wanted to add some more visuals there.
- 02:39:404 (2) - A bit too close from the HP bar in my opnion. Aight, lowered it a tiny amount.
- 03:00:401 (1) - Don't hide the slider path under the stream. There is no way the play can anticipate the SV change this way. It's perfectly readable because of the high AR.
- 03:03:790 (2,3,4) - This is really confusing. I mean, i understand what you are trying to do, but the circles are barely visible, it just appears as if they are not present and the pattern is only composed of 03:03:512 (1,2,3,4,1,1) - . I agree, this is too confusing. I rotated the stream a little so that it's more readable now.
- 03:09:512 (1,1,1) - Too close from the HP bar? Fixed
- 04:00:402 (1) - I don't like the way the path is hidden under the stream. The player shouldn't have to guess it. Imo high AR still makes up for it, after watching it multiple times through the autoplay I can assure you that it IS visible.
Alright, I guess that's all from me Merci
Thanks for the bubble, Kurai!Kurai wrote:
I'm pretty satisfied witht he structure of the map as it is and I don't really mind bubbling it. I know this map is rather controversial conidering its difficulty, but as long as there is an audience, I don't see anything wrong with nominating it.
This map is two songs merged in one, hence the / seperation. I don't see anything wrong with the merge as it is done correctly and the two songs are rather similar.
Metadata: https://uniqueleader.com/new-releases/r ... gal-ki-en/ ← Rings of Saturns' record label.
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