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Yura Hatsuki & Paspal - Fairlady:Reincarnation / Ideal

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Pulse


hey!
from my queue


[Cursed Reincarnation]

  1. 00:41:850 (1,1,2,3) - Not big deal but you could move this more to left. There's a 3/4 beat apart from (2) to NC'd (1), but we have almost the same DS from previous (1) to (2), and it feels like we don't have a proper "cursor movement progression" following vocals with this "same" DS.
  2. 00:53:850 (1) - Huge %Volume drop, it doesn't feels great while playing, seems like something on your headset/fone went wrong.
  3. 00:50:628 - wtf this -15% section even crashes osu
  4. 01:00:961 (1) - This slider looks better Ctrl+G'd
  5. 01:01:837 (1,2,3,1,2,3) - Why there's no hitsounding on these patterns? It sounds really poor. The same goes to next similiar patterns, try some whistles.
  6. 01:01:394 (1) - This note is 1ms off, fix snapping.
  7. 01:11:184 (1) - This slider also looks better Ctrl+G'd
  8. 01:31:628 (1,1,2,1,2,3,4) - Hey that's pretty cool, but 01:32:073 (1,2) - should be a little more spaced and (2) should overlap (1) more, because reaching this second slider and going to next combo right after isn't a easy move to perform, so you should make part of movement lighter.
  9. 01:33:406 (1,2,3) - That's a hard move too, I think that (1) should be less spaced to promote less stress than necessary on player.
  10. 01:36:295 (2,3) - If you move a little bit up and right you get a better cursor flow while playing.
  11. 01:47:628 (1) - You could do a curved shape like this. A straight slider with previous movement could force some combo breaks due aim tension.
  12. 01:47:961 (2,3,4) - Would be great a smaller spacing here from (1) with the slider shape change
  13. 02:23:167 (1) - Two points with different volume and sample cannot exist.
  14. 02:35:184 (1) - Minor suggestion but Ctrl+G here looks a little better to me here. Really optional since actual disposal also works fine.
  15. 02:42:073 (2) - Why not Ctrl+G? Movement flows way lighter on this way. I mean, imo that's a unnecessary flow "break". You could also increase spacing between 1 and 2.
  16. 02:55:628 (1,2) - Decrease spacing a little and increase overlap for smoother transition between combos.
  17. 03:05:739 (2) - Straight spaced doesn't feels great, move this a little bit to right.
  18. 03:13:405 (2) - This is not snapped.
  19. 04:08:517 (1,2) - Overlap on this movement seems fine but you could do the same for patterns consistency. Reduce snaping too. You probably should reduce spacing on 04:08:739 (2,1) - too.
  20. 04:24:073 (1) - You could do a curved shape and move a little up to prevent unwanted combo breaks.
Such a great map, good luck!
Topic Starter
Xenok

Pulse wrote:



hey!
from my queue


[Cursed Reincarnation]

  1. 00:41:850 (1,1,2,3) - Not big deal but you could move this more to left. There's a 3/4 beat apart from (2) to NC'd (1), but we have almost the same DS from previous (1) to (2), and it feels like we don't have a proper "cursor movement progression" following vocals with this "same" DS. changed but not much since the left border of the map
  2. 00:53:850 (1) - Huge %Volume drop, it doesn't feels great while playing, seems like something on your headset/fone went wrong. upped a bit
  3. 00:50:628 - wtf this -15% section even crashes osu ok dayum wtf did I did
  4. 01:00:961 (1) - This slider looks better Ctrl+G'd I want it this way :c
  5. 01:01:837 (1,2,3,1,2,3) - Why there's no hitsounding on these patterns? It sounds really poor. The same goes to next similiar patterns, try some whistles. well since all the notes she sings are the same intensities nothing is fitting tbh
  6. 01:01:394 (1) - This note is 1ms off, fix snapping. it's normal, there is a red line in this part because the voice is shifted a bit
  7. 01:11:184 (1) - This slider also looks better Ctrl+G'd Same I prefer it this way :c
  8. 01:31:628 (1,1,2,1,2,3,4) - Hey that's pretty cool, but 01:32:073 (1,2) - should be a little more spaced and (2) should overlap (1) more, because reaching this second slider and going to next combo right after isn't a easy move to perform, so you should make part of movement lighter. tbh I thing it flow pretty easy this way
  9. 01:33:406 (1,2,3) - That's a hard move too, I think that (1) should be less spaced to promote less stress than necessary on player. changed
  10. 01:36:295 (2,3) - If you move a little bit up and right you get a better cursor flow while playing. true, changed
  11. 01:47:628 (1) - You could do a curved shape like this. A straight slider with previous movement could force some combo breaks due aim tension.Yeah true, changed
  12. 01:47:961 (2,3,4) - Would be great a smaller spacing here from (1) with the slider shape change well tbh with an held 1/1 slider spacing can be a bit higher without disturbing player
  13. 02:23:167 (1) - Two points with different volume and sample cannot exist. lol true
  14. 02:35:184 (1) - Minor suggestion but Ctrl+G here looks a little better to me here. Really optional since actual disposal also works fine. since the kick act like a stronger note than the two before, I want the flow to be "broken"
  15. 02:42:073 (2) - Why not Ctrl+G? Movement flows way lighter on this way. I mean, imo that's a unnecessary flow "break". You could also increase spacing between 1 and 2. Well I use this pattern each time this part appear in the song, and I want to emphasis the kick this way :c
  16. 02:55:628 (1,2) - Decrease spacing a little and increase overlap for smoother transition between combos. same as the first kiai, I want it to be like this
  17. 03:05:739 (2) - Straight spaced doesn't feels great, move this a little bit to right. ? I didn't understand
  18. 03:13:405 (2) - This is not snapped. now it is :D
  19. 04:08:517 (1,2) - Overlap on this movement seems fine but you could do the same for patterns consistency. Reduce snaping too. You probably should reduce spacing on 04:08:739 (2,1) - too. well those sliders are so stacked it should act like a "break" for the flow, you just should wait at the same place with your cursor so this flow like a stacked double but it's mapped differently
  20. 04:24:073 (1) - You could do a curved shape and move a little up to prevent unwanted combo breaks. Changed!
Such a great map, good luck! Thanks mate! :)
Sotarks
xenok always here this da good song

[cursed reincarnation]
00:29:628 (2,3) - can you put like a 1/8 slider instead, beat is not so intense
00:30:517 (1,1) - why spamming nc here ?
01:32:961 (1) - moreeeeeeee sv a
01:32:073 (1) - stuff like this would be prefered to have 2 circles to emphasis on clap
01:32:739 (3,4) - this can be 1/4 slider
02:55:628 (1) - same this can be 2 circles for the claps
03:02:147 (3) - rip hitsound
03:38:183 - a slider here could be nice
03:46:073 (2,3) - the transition here is pretty hard, how about making 03:46:184 (3,4) - this a 1/8 slider?
04:23:628 (1,2,3) - rhythm choice here is meh, 04:23:628 (1,2) - this should be ctrl g
at some places the ncs makes literally no sense to me but eh who cares

nice map!
gl with that
Topic Starter
Xenok

Sotarks wrote:

xenok always here this da good song

[cursed reincarnation]
00:29:628 (2,3) - can you put like a 1/8 slider instead, beat is not so intense yeah but since the map is based on finger technic and this pattern isn't that hard to hit, I will let it like this
00:30:517 (1,1) - why spamming nc here ? true, too much nc without sense, changed
01:32:961 (1) - moreeeeeeee sv a changed
01:32:073 (1) - stuff like this would be prefered to have 2 circles to emphasis on clap I see what you mean but it's not how I want to build up this section
01:32:739 (3,4) - this can be 1/4 slider same, the big 1/4 spacing is wanted here, I think that putting a 1/4 slider would destroy this gimmick
02:55:628 (1) - same this can be 2 circles for the claps same D:
03:02:147 (3) - rip hitsound It's made on purpose, there is no snare but a kick at this circle especialy, it's why it's spaced lower also
03:38:183 - a slider here could be nice I want to map on kick and snare here, not cymbals :c
03:46:073 (2,3) - the transition here is pretty hard, how about making 03:46:184 (3,4) - this a 1/8 slider? I don't really see how I could make that with still having a circular flow how I made for the other 1/8 sliders in the map, I see how this section is a bit harder than the others 1/8 triplets in the map but I don't really see how to organise them in this pattern, I prefer let it like this for the moment
04:23:628 (1,2,3) - rhythm choice here is meh, 04:23:628 (1,2) - this should be ctrl g I see what you mean, you say that for emphasising claps but tbh passing from a 1/6 rhythm into a 1/4 without sliders to help is freeeaking hard to play, I prefer simplifying this rhythm choice for playing purpose
at some places the ncs makes literally no sense to me but eh who cares :c

nice map!
gl with that Thanks a lot :)
Spayyce
placeholder, hit me up if i dont put a mod here by tomorrow night

hey, from my Q

I'm still fairly new to modding higher difficulties although I have done a few, so sorry if my mod is a bit opinionated and subjective at times.

[General]
  1. Your BPM at the start is a bit odd. You've tried too hard to time the strings even though they're not leading the beats, it's the bell things (idk what they're called).. Anyway, I found it sounded better at 80bpm at the beginning with roughly 935 as the offset. Then, 135bpm at roughly 16,960 offset.

[Cursed Reincarnation]
    1. 00:15:165 (1,2,3,4) - I don't think this part compliments the part 00:15:726 (1,2) well, because you'd expect a more speedy transition, and the stacks kind of mislead the user. What I mean by this is that you've stacked two on 1/4 then made 00:15:389 (3,4) - spaced. Feels kind of odd especially with the buildup into a 1/2.
    2. 00:17:295 (2,3,4,2,3) - I believe you should keep the same rhythm types on these parts for a better consistency leading into the heavier part of the song.
    3. 00:28:295 (3,1) - Maybe consider blanketing here for a slightly better aesthetic?
    4. 00:30:295 (8,9,1) - I think you can make a better circular flow which would match the style you're mapping potentially better as well as reinforcing fluid cursor movement, maybe try something like this:
    5. 01:00:961 (1,1) - Nazi blanket
    6. 01:03:615 (1,2,1,2,1,2) - I feel you could make a more coherent and crisp pattern here, right now it doesn't feel like it holds much character the way it is,maybe try something like this:
    7. 01:07:171 (1,2,1,2,1,2) - ^
    8. 01:37:406 (1,2,3,4,1,2,3) - Whilst being comfortable and nice to hit, just like above I don't feel they have any synergy with eachother or your style of mapping (I personally believe from what I see you excel at mapping neatly) and I believe that giving actual shapes to these jumps would make a nicer overall look for the player.
    9. 01:53:184 (2,6) - Potential stack?
    10. 02:13:184 (1) - This wave slider is inconsistent as the curve at the end is way more subtle than the curve at the beginning, making the end curve more pronounced would fix this and create a good opportunity to blanket 02:13:739 (2,1) inside said curve.
    11. 02:17:850 (1,2,3,4,5,6) - Perhaps make this a perfect star for the same reasons as above about synergy and whatnot :P
    12. 02:25:389 (1,2,1,2,1,2) - Same as 01:03:615 (1,2,1,2,1,2) .
    13. 02:39:517 - Add a note, there is quite a strong emphasis with vocals here and the spacing is also a bit inconsistent around this part with 02:39:628 (2,3) being spaced further away whilst being a 1/4.
    14. 03:00:961 (1,2,3,4) - I think this works and looks better as a cross square jump, as shown:
    15. 03:02:147 (3) - x:416 y:88 so it's central in the previous two notes, again just my aesthetic-based opinion :P

Might as well stop here, since I will be repeating a lot of the same suggestions. Basically just focus on the shapes and patterns you're making I believe your map will heavily benefit if you use more precise and coherent shapes in your jump that work well with eachother. Remember to take in vocal and music emphasis as well so you're not over/under mapping and part!

Really fun map, would love to see this get ranked and your hitsounds are great!
Lama Poluna
its maped so cool
- Frontier -
q
most are subjective
[General]
  1. what's the point on having color 1 here? i can't see any orange color in the background?
  2. since there is no storyboard so using widescreen is unnecessary. tick out please
  3. Wave hitsound with possible delay > 5ms: soft-hitfinish2.wav
  4. i think color 3 is quite dark. it could be difficult for players to read in gameplay. maybe try to lighten up little bit?
[Metadata]
  1. i suggest that the title should have some spaces between slash (like "Fairlady:Reincarnation / Ideal", like this map does.). so that it could be much easier to read imo.
  2. since the song is from Queen A'rcadia album. why don't you add this in tags.
  3. i don't think adding "high bpm" in tags would be nice idea cuz the song itself isn't too fast. i think it would fit with speedcore maps instead. (like https://osu.ppy.sh/s/381103)
[Cursed Reincarnation]
  1. 04:34:211 - having 2 green lines is unrankable.
  2. 00:16:738 (2,1) - i think ds between here is quite too far. they are just 1/8-beat apart from each other. maybe try to make them closer.
  3. 00:20:517 (1) - why blank here? i can't hear any significant stop sound here. making 1/4-beat slider like the others might be better.
  4. 00:27:628 (1,2,3,1,2,3,4) - these have as same rhythm as 00:16:962 (1,2,3,4,1,2,3) - but why they are mapped differently? consider making them the same plz.
  5. 00:32:517 (3) - since there is a slow sv here, adding nc here might be better for players.
  6. 00:57:184 (1,1) - why don't you make streams here like you did on 00:53:850 (1,2,3,4) -?
  7. 01:10:739 (1,1) - i think the movement is quite lack here because 01:10:739 (1) -'s flow likely to go right side but 01:11:184 (1) - is forcing players to go back left slide again.
  8. 02:15:628 (1,2,3) - i think you could enlarge this part bigger so that players may not confused between 1/4 and 1/6.
  9. 02:19:628 (1,2,3,4,5,6,7,8) - since this part here is crescendo like 02:16:073 (1,2,3,4,5,6,7,8) -. so making them the same could be great idea imo.
  10. 02:34:739 (1,1) - :cry:
  11. 03:07:184 (1,1,1) - aren't they should snap like this? i heard this part closely and i noticed that the notes didn't follow the song correctly.
i think your map nc too frequent, like every 2-3 hitobjects lol. i think reducing them could be better, also the map is quite ambiguous cuz you can't tell that which is 1/4-beat apart or 1/2.
GL~
Topic Starter
Xenok

-Space- wrote:

placeholder, hit me up if i dont put a mod here by tomorrow night

hey, from my Q

I'm still fairly new to modding higher difficulties although I have done a few, so sorry if my mod is a bit opinionated and subjective at times.

[General]
  1. Your BPM at the start is a bit odd. You've tried too hard to time the strings even though they're not leading the beats, it's the bell things (idk what they're called).. Anyway, I found it sounded better at 80bpm at the beginning with roughly 935 as the offset. Then, 135bpm at roughly 16,960 offset. Since it's GoldenWolf that timed the song I won't pronounce myself on that, but I'm pretty confiant with his timing so I will just poke him about that. Also, I want to follow violins here, it's clearly what the player will hear the most, and I think it's the leading sound of this part.

[Cursed Reincarnation]
    1. 00:15:165 (1,2,3,4) - I don't think this part compliments the part 00:15:726 (1,2) well, because you'd expect a more speedy transition, and the stacks kind of mislead the user. What I mean by this is that you've stacked two on 1/4 then made 00:15:389 (3,4) - spaced. Feels kind of odd especially with the buildup into a 1/2. Well if I wanted to reprensent this part how I hear it, it would be a 1 (23) 4 pattern, with 2 and 3 stacked, but since it's unplayable I made it this way. Still think it reprensent well the part, and if it would be "missleading", the player would just restart at this point...
    2. 00:17:295 (2,3,4,2,3) - I believe you should keep the same rhythm types on these parts for a better consistency leading into the heavier part of the song. Would be very boring. Since there are 3-4 rythmical patterns, it's just a mix up of representing the same rythm differently.
    3. 00:28:295 (3,1) - Maybe consider blanketing here for a slightly better aesthetic? It's not mean to be a blanket at all :/
    4. 00:30:295 (8,9,1) - I think you can make a better circular flow which would match the style you're mapping potentially better as well as reinforcing fluid cursor movement, maybe try something like this: I never use circularflow in this part of the song, each time this part happen in the song.
      I want it to not be like the other parts since the cymbal does (hit blank hit), so I try to follow that

    5. 01:00:961 (1,1) - Nazi blanket Fixed
    6. 01:03:615 (1,2,1,2,1,2) - I feel you could make a more coherent and crisp pattern here, right now it doesn't feel like it holds much character the way it is,maybe try something like this: Your proposition is just not following my thought about this part of the song. I want it to looks how I did it,
      and it's totally subjectiv at this point

    7. 01:07:171 (1,2,1,2,1,2) - ^ ^
    8. 01:37:406 (1,2,3,4,1,2,3) - Whilst being comfortable and nice to hit, just like above I don't feel they have any synergy with eachother or your style of mapping (I personally believe from what I see you excel at mapping neatly) and I believe that giving actual shapes to these jumps would make a nicer overall look for the player. Meant to be this way. I want those jumps to not have polygonal jumps since those jumps cover a triplet snare part in the song, remembering like a military rhythm. Those snare aren't the most regular sounds and I want the jumps to represent that.
    9. 01:53:184 (2,6) - Potential stack? It would make that harder to read without no reason. Also, I don't stack this kind of things during the whole map
    10. 02:13:184 (1) - This wave slider is inconsistent as the curve at the end is way more subtle than the curve at the beginning, making the end curve more pronounced would fix this and create a good opportunity to blanket 02:13:739 (2,1) inside said curve. You are true, this curve wasn't really well made, changed
    11. 02:17:850 (1,2,3,4,5,6) - Perhaps make this a perfect star for the same reasons as above about synergy and whatnot :P same, I want to represent the snare sound by "unstructure" here
    12. 02:25:389 (1,2,1,2,1,2) - Same as 01:03:615 (1,2,1,2,1,2) . same
    13. 02:39:517 - Add a note, there is quite a strong emphasis with vocals here and the spacing is also a bit inconsistent around this part with 02:39:628 (2,3) being spaced further away whilst being a 1/4. but this part is mapped to drums
    14. 03:00:961 (1,2,3,4) - I think this works and looks better as a cross square jump, as shown: same, snare thing
    15. 03:02:147 (3) - x:416 y:88 so it's central in the previous two notes, again just my aesthetic-based opinion :P Here, the note is more approched from the 2 than the 1 since it's a kick resouning behind this note, being less powerful than a snare

Might as well stop here, since I will be repeating a lot of the same suggestions. Basically just focus on the shapes and patterns you're making I believe your map will heavily benefit if you use more precise and coherent shapes in your jump that work well with eachother. Remember to take in vocal and music emphasis as well so you're not over/under mapping and part! Well, most of the things you said were meant to be this way. If you want to see a more visually structured map by me to prove that everything in this map is choice and not incapacity, here's a map: https://osu.ppy.sh/s/665744

Really fun map, would love to see this get ranked and your hitsounds are great! Thx dude :)
Topic Starter
Xenok

- Frontier - wrote:

q
most are subjective
[General]
  1. what's the point on having color 1 here? i can't see any orange color in the background? It's because of my autism, I changed background but not combo color :cry: , changed
  2. since there is no storyboard so using widescreen is unnecessary. tick out please yes
  3. Wave hitsound with possible delay > 5ms: soft-hitfinish2.wav looks like it was having some delay, changed
  4. i think color 3 is quite dark. it could be difficult for players to read in gameplay. maybe try to lighten up little bit? tried to remove darker
[Metadata]
  1. i suggest that the title should have some spaces between slash (like "Fairlady:Reincarnation / Ideal", like this map does.). so that it could be much easier to read imo. sure
  2. since the song is from Queen A'rcadia album. why don't you add this in tags. It's in now
  3. i don't think adding "high bpm" in tags would be nice idea cuz the song itself isn't too fast. i think it would fit with speedcore maps instead. (like https://osu.ppy.sh/s/381103) I see, changed!
[Cursed Reincarnation]
  1. 04:34:211 - having 2 green lines is unrankable. but the other one is a red line? https://i.imgur.com/glKQue5.png
  2. 00:16:738 (2,1) - i think ds between here is quite too far. they are just 1/8-beat apart from each other. maybe try to make them closer. Since it's an held slider and the next element is in the same direction of the slider, slider leniency will just do the work pretty easily[/color]
  3. 00:20:517 (1) - why blank here? i can't hear any significant stop sound here. making 1/4-beat slider like the others might be better. At this special part, the crash cymbal hits, so I want to do like a stop, but you are directly leaded to the next object that isn't at the same place as this note. I do it aswell at
  4. 00:27:628 (1,2,3,1,2,3,4) - these have as same rhythm as 00:16:962 (1,2,3,4,1,2,3) - but why they are mapped differently? consider making them the same plz. Because this whole part is a part where I mix up a lot of rhythm pattern fitting with the song rhythm.
  5. 00:32:517 (3) - since there is a slow sv here, adding nc here might be better for players. Ok
  6. 00:57:184 (1,1) - why don't you make streams here like you did on 00:53:850 (1,2,3,4) -? Was unconsistent, changed :)
  7. 01:10:739 (1,1) - i think the movement is quite lack here because 01:10:739 (1) -'s flow likely to go right side but 01:11:184 (1) - is forcing players to go back left slide again. Man this spacing is so small LUL
  8. 02:15:628 (1,2,3) - i think you could enlarge this part bigger so that players may not confused between 1/4 and 1/6. The gimmick here was to do that it's the same length of the 1/6 but at 1/4, like if there is 8cm for 4 1/6 notes there is 8cm for 3 1/4 notes. I can understand that it's hard to read so if someone else tell me that I will change that.
  9. 02:19:628 (1,2,3,4,5,6,7,8) - since this part here is crescendo like 02:16:073 (1,2,3,4,5,6,7,8) -. so making them the same could be great idea imo. true, the crescendo was not marked at all in this part
  10. 02:34:739 (1,1) - :cry: :joy:
  11. 03:07:184 (1,1,1) - aren't they should snap like this? i heard this part closely and i noticed that the notes didn't follow the song correctly. Possible. I will quickly ask goldenwolf about that he has a nice rhythm ear, will change if he agree
i think your map nc too frequent, like every 2-3 hitobjects lol. i think reducing them could be better, also the map is quite ambiguous cuz you can't tell that which is 1/4-beat apart or 1/2. Reading is a entire part of this map. I want the map to have some hard to read parts. The rhythm is pretty tricky in the song so fingercontrol and reading is something I want the player to use a lot in the map. About the NCs, it's mostly because it's an "highbpm map" and I try to nc every downbeat so if I use long sliders the downbeat will just be 3 items after. You can check this highbpm map that has a lot of small combos: https://osu.ppy.sh/b/701018
GL~ Thank you :D
Topic Starter
Xenok
Looks like I forgot to update the map yesterday, will do it as soon as possible :o

edit: done :)
Nozhomi
K flemme d'anglais.

[Cursed Reincarnation :]
  1. Le timing me semble un peu bizarre au début, genre on sent que le violon est décalé à 00:00:749 - , ou encore le tic à 00:01:704 - . Ce ne sont que de petits ajustements mais nécessaire.
  2. Les combo colors ne sont pas assez différents les un des autres je trouve. Dans certains cas, comme pour les 1/6 (00:23:406 (1,2,3,1) - ) ça manque un peu de lisibilité sur le NC. Essaye quelque chose comme ça https://puu.sh/xJCeU/9d1a3a66aa.png .
  3. 00:16:738 (2) - L'extend sonne super mal ici (les hitsounds n'aident pas aussi). Je pense qu'un simple 1/4 ou un circle est bien suffisant pour la transition, ça fera moins violent après l'accélération.
  4. 00:27:406 (5,6) - C'est hardcore à cette vitesse ce genre de rythme, alors que tu es encore dans la phase de découverte, je trouve que c'est brutal ce genre de pattern. Un reverse serait bien assez pour faire découvrir au joueur le genre de chose qu'il pourrait voir.
  5. 01:17:628 (1,2,1,2) - Ils sont vachement plus violent que 01:24:517 (1,2,1,2,1,2,1,2) - alors qu'ils sont dans la même section musicale, mais eux ne sont pas avant le kiai qui pourrait expliquer pourquoi ils sont comme ça pour donner l'emphasis à la section suivante. Nerf donc.
  6. 01:35:517 (3,4,5) - Je trouve ce genre de flow un peu bizarre. Tu le casse entre 01:35:739 (4,5) - alors qu'il n'y a pas vraiment de raison. Et à ce BPM ça devrait rester fluide.
  7. 01:36:516 - Overall je trouve que cette partie est extrêmement en bordel. Tout s'overlap de manière pas très propre et détruit la lisibilité de tes patterns,
    genre 01:36:517 (1,1,1) - ça c'est pas beau, et ça non plus 01:37:406 (1,2,3,4) - .
  8. 01:38:295 (1,2,3) - Pk le spacing serait différent alors que c'est 3 fois un snare ? Je veux dire t'as mis plus d'emphasis entre 01:38:295 (1,2) - que 01:38:591 (3,1) - c'est pas normal ^^' et c'est valable pour les autres fin de kiai évidement.
  9. 01:36:295 (2,3) - Je trouve que faire jouer le 1/8 n'est pas worth, c'est déjà une partie compliqué, et un simple 1/4 slider fait amplement le travail pour couvrir la voix + drum ici. C'est valable pour les autrs kiai bien sur.
  10. Je suppose que tu as une raison de skip les beats de vocal genre 02:09:850 - ou d'instru 02:11:627 - ?
  11. Au passage tes NCs sont bizarre dans cette section, genre 02:10:295 (1) - ça n'a pas de raison d'être NC, on est en fin de phrase vocal, et ça n'a pas le mérite d'être emphasis par un NC. Je pense que revoir ça ici ne serait pas de trop.
  12. 02:46:628 - Tu laisses la voix vide mais pas pour 02:44:850 (3) - ? :thinking:
  13. 03:03:628 (1) - Ça fini sur la lifebar XD
  14. 03:14:073 (2,3,1) - Le fait que ce soit du 1/8 devrait être plus évident et moins brutal en terme de spacing. Le petit gap est mortel à cette vitesse.
  15. 04:39:011 - Pourquoi c'est le seul à être skip ? En fait je ne sais pas pourquoi tu skip certaines notes de l'instru tout court sur cette partie genre 04:48:611 - ou 04:43:811 - .
  16. 05:00:030 (1,2,3) - The spacing.

Voilà, je pense que du hard modding pour esthétique ne serait pas de trop.
Mukyu~
Topic Starter
Xenok

Nozhomi wrote:

K flemme d'anglais.

[Cursed Reincarnation :]
  1. Le timing me semble un peu bizarre au début, genre on sent que le violon est décalé à 00:00:749 - , ou encore le tic à 00:01:704 - . Ce ne sont que de petits ajustements mais nécessaire. Je demande à GoldenWolf vu que c'est lui qui a timé :c
  2. Les combo colors ne sont pas assez différents les un des autres je trouve. Dans certains cas, comme pour les 1/6 (00:23:406 (1,2,3,1) - ) ça manque un peu de lisibilité sur le NC. Essaye quelque chose comme ça https://puu.sh/xJCeU/9d1a3a66aa.png . Changé!
  3. 00:16:738 (2) - L'extend sonne super mal ici (les hitsounds n'aident pas aussi). Je pense qu'un simple 1/4 ou un circle est bien suffisant pour la transition, ça fera moins violent après l'accélération. Justement, le fait que le slider se tient plus longtemps est un avantage pour le joueur à mon avis,
    de plus, la slider leniency est bien assez permissive vu que le prochain élément dans la même direction que le slider.
    J'ai cependant mute le slider-end qui n'avait aucune raison d'être mute effectivement :D
  4. 00:27:406 (5,6) - C'est hardcore à cette vitesse ce genre de rythme, alors que tu es encore dans la phase de découverte, je trouve que c'est brutal ce genre de pattern. Un reverse serait bien assez pour faire découvrir au joueur le genre de chose qu'il pourrait voir. J'ai fais testplay la map à 5-6 personnes facilement, aucun n'a eu de soucis sur ce pattern car il a carrément le même rythme que 00:23:850 (2,3) - mais un des deux éléments est un slider 1/8 à la place d'une simple note, du coup c'est le même pattern en terme de jouabilité... Je pense sincèrement que c'est pas un soucis à ce moment de la map. De plus, ça me dérangerais de changer ce pattern car ça serait le seul qui différencierait des autres dans la même part plus loin dans la musique
  5. 01:17:628 (1,2,1,2) - Ils sont vachement plus violent que 01:24:517 (1,2,1,2,1,2,1,2) - alors qu'ils sont dans la même section musicale, mais eux ne sont pas avant le kiai qui pourrait expliquer pourquoi ils sont comme ça pour donner l'emphasis à la section suivante. Nerf donc. Si ce pattern est si "puissant", c'est parce que de un, les drums frappent sur des chinese cymbals, ce qui marque une puissance extrême a mon avis, mais en plus, il change le patterning des snares qui donne une sorte de syncope bousculée, marquant fortement les 01:17:628 (1,1) - . De deux, la voix prend un ton particulièrement intense, ce qui, additionné au deux, justifie l'intensité de ce passe à mon avis. En vrai, je ne pense pas que ce pattern soit plus intense que l'autre que tu a link, car celui-ci fait un pattern "(break)mouvement(break)mouvement(break)", alors que le deuxième fait un "mouvement-mouvement(break)mouvement-mouvement(break)etc... ce qui demande beaucoup plus d'effort de reading et de technique
  6. 01:35:517 (3,4,5) - Je trouve ce genre de flow un peu bizarre. Tu le casse entre 01:35:739 (4,5) - alors qu'il n'y a pas vraiment de raison. Et à ce BPM ça devrait rester fluide. M'ouai, je trouve ce flow assez basique, et puis il peut suivre cette direction sans soucis vu que c'est littéralement le dernier pattern de la part. Le pattern se joue de manière assez fluide imo. Si c'est un réel problème j'aviserai de le changer
  7. 01:36:516 - Overall je trouve que cette partie est extrêmement en bordel. Tout s'overlap de manière pas très propre et détruit la lisibilité de tes patterns,
    genre 01:36:517 (1,1,1) - ça c'est pas beau, et ça non plus 01:37:406 (1,2,3,4) - . 01:36:517 (1,1,1) - j'ai réorganisé ces 3 sliders pour qu'ils overlappent de manière plus lisible. Cependant, cette part utilise des jumps non-"geométriques" car le batteur utilise un rythme ternaire sur la caisse claire qui rappelle cet effet "militaire", et donc un genre de musique un peu vieillot. De plus, le coup d'une caisse claire est moins régulier que le son produit par un coup de grosse caisse, ce qui rappelle l'irrégularité dans le son d'un enchaînement de caisse claire.
  8. 01:38:295 (1,2,3) - Pk le spacing serait différent alors que c'est 3 fois un snare ? Je veux dire t'as mis plus d'emphasis entre 01:38:295 (1,2) - que 01:38:591 (3,1) - c'est pas normal ^^' et c'est valable pour les autres fin de kiai évidement. Justement, écoute bien, c'est un coup de grosse caisse à chaque fois, c'est pour ça que la note est placée plus proche :? 01:38:591 (3) - 01:39:480 (3) - 03:02:147 (3) - 03:03:036 (3) - 04:15:036 (3) - 04:15:924 (3) - Il y'a un kick ici à chaque fois
  9. 01:36:295 (2,3) - Je trouve que faire jouer le 1/8 n'est pas worth, c'est déjà une partie compliqué, et un simple 1/4 slider fait amplement le travail pour couvrir la voix + drum ici. C'est valable pour les autrs kiai bien sur. Le son à 01:36:350 - est extrêmement puissant, ce qui me ferait du mal à ne pas le mapper, mais j'avoue que ce pattern peut être assez compliqué à engager si on ne s'y attend pas. Je me demande si il y a un moyen de mieux taper ce pattern en gardant un clic du joueur à 01:36:350 - ? Je n'arrive pas vraiment à trouver un pattern qui fit bien, c'est pourquoi j'ai mappé cela de cette manière. Si tu pouvais me donner une proposition qui fit bien là dessus je serai ravis de l'appliquer :D
  10. Je suppose que tu as une raison de skip les beats de vocal genre 02:09:850 - ou d'instru 02:11:627 - ? Oui, cette part est mappée sur les drums! je met bien en avant les pauses avec des longs sliders, c'est pour ça que j'ignore les vocals, les drums utilisent beaucoup de cymbales et de manière très marquée, c'est pour ça que je pense que les drums sont l'élément principal de la part
  11. Au passage tes NCs sont bizarre dans cette section, genre 02:10:295 (1) - ça n'a pas de raison d'être NC, on est en fin de phrase vocal, et ça n'a pas le mérite d'être emphasis par un NC. Je pense que revoir ça ici ne serait pas de trop.Vu que la part est mappée sur les drums, j'ai décidé d'NC à chaque fois que le drummer tape sur une cymbale, c'est pour ça que j'ai NC si souvent. Si tu penses que c'est too much, je vais reNC cette part
  12. 02:46:628 - Tu laisses la voix vide mais pas pour 02:44:850 (3) - ? :thinking: drum mapping dans ces parts too :/
  13. 03:03:628 (1) - Ça fini sur la lifebar XD Changed LUL
  14. 03:14:073 (2,3,1) - Le fait que ce soit du 1/8 devrait être plus évident et moins brutal en terme de spacing. Le petit gap est mortel à cette vitesse. J'ai space plus et stacké le 1/8
  15. 04:39:011 - Pourquoi c'est le seul à être skip ? En fait je ne sais pas pourquoi tu skip certaines notes de l'instru tout court sur cette partie genre 04:48:611 - ou 04:43:811 - . Parce que la boite à musique joue des notes aiguës (celles que je follow sur cette outro, 04:38:411 - , 04:39:611 - ) et des notes graves (jouées toutes les croches, 04:39:011 - , 04:43:811 - , 04:44:411 - , 04:48:611 - , etc...) D'ailleurs, dans la partie qui suit (04:54:622 - ) je follow la guitare, qui remplace les notes hautes jouées par la boite à musique dans la partie précédente.
  16. 05:00:030 (1,2,3) - The spacing. C'est un réel problème à cette vitesse? :(

Voilà, je pense que du hard modding pour esthétique ne serait pas de trop. Bah, concrètement, la plus part des esthetic choices de la map sont des choix et non des maladresses, je pense notamment à 00:47:184 - qui possède des unpolished streams, lié au fait que la partie est jouée à la caisse claire, donnant cet effet d’inconsistance du son, et aussi à 01:36:961 - , 03:00:961 - , 03:20:517 - et 04:13:406 - pour les exactes mêmes raisons. Si tu veux voir comment je peux appliquer des patterns full polished et suivant des patterns géométriques, je t'invite à aller voir cette map qui contient énormément de patterns snappés et géométriques: https://osu.ppy.sh/s/665744
Mukyu~ c:
jeanbernard8865

- Frontier - wrote:

i suggest that the title should have some spaces between slash (like "Fairlady:Reincarnation / Ideal", like this map does.). so that it could be much easier to read imo.
I'm not sure if that's allowed, would rather ask kwan/doyak

also add these this and this to tags ( from album cover )
Lama Poluna
Also i think
Artist: 葉月ゆら×世の漆黒×Symholic & Paspal or 葉月ゆら & Paspal
Romanised Artist: Hatsuki Yura x Toki no Shikkoku x Symholic & Paspal or Hatsuki Yura & Paspal

http://queenarcadia.12-i.net/

Topic Starter
Xenok

AyanokoRin wrote:

- Frontier - wrote:

i suggest that the title should have some spaces between slash (like "Fairlady:Reincarnation / Ideal", like this map does.). so that it could be much easier to read imo.
I'm not sure if that's allowed, would rather ask kwan/doyak

also add these this and this to tags ( from album cover )
I would like to add the guitarist but I can't write in japanese and don't know where I can find this written

Lama Poluna wrote:

Also i think
Artist: 葉月ゆら×世の漆黒×Symholic & Paspal or 葉月ゆら & Paspal
Romanised Artist: Hatsuki Yura x Toki no Shikkoku x Symholic & Paspal or Hatsuki Yura & Paspal

http://queenarcadia.12-i.net/

Changed artists and added some more names in tags, thanks!
Nao Tomori
[edgy diffname]
some of the things i say repeat 3 or more times! you should be able to tell where the other locations are because the map has very strong structure, so i'm not ging to say them all the times!

00:09:956 (1,2) - would b cute to make them circles since there isnt a pickup note on the slider end like the other sliders.

02:23:167 (1) - feedback in these areas is very low in game. idk what you did with hitsounding but i can barely hear the notes i am clicking. please change sample

01:12:739 (3,3) - imo these would be better as circles. not that important

01:15:628 (1,2,3,4,1) - rhythm here is kinda fucky, 1-2 on vocals, 3 on drum, 3 end on vocal 4 on drum 1 on vocal? lol

01:18:516 (2) - sound like it should be 2 circles to me. better buildup this way

01:23:516 (3,4) - the blue ticks are really weird imo. there's nothing in the song supporting these really, just a normal rhythm with circle at01:23:516 - > slider > circle would work much better imo..

01:32:071 (1,2) - tht blue tick under 1 end is much stronger than 2. how about circle+repeat slider instead?

01:53:517 (4,5,6) - sounds like 5 should be a slider based on your hitsounding lol

02:08:073 (1,2,3,4) - u should distinguish this more cuz its not the drum spam like earlier lol

03:03:184 (1,2,3,1,2,3,1) - would be cute to follow the guitar here to introduce the guitar solo imo

overall imo the guitar solo has too high spacing on the background drum stuff lol. kinda messes thefocus on the guitar up when you hve fullscreen jumps onto random drum beats and the guitar is all distance snapped

03:13:295 (1,2,1,2,1,2) - this entire pattern is ridiculously uncomfortable to play imo

03:16:739 (2,3,4) - theres a guitar thingy here but u drown it out with drums =(((

03:43:961 - triple!

lmk when u respond iguess
Topic Starter
Xenok

Naotoshi wrote:

[edgy diffname]
some of the things i say repeat 3 or more times! you should be able to tell where the other locations are because the map has very strong structure, so i'm not ging to say them all the times!

00:09:956 (1,2) - would b cute to make them circles since there isnt a pickup note on the slider end like the other sliders. I see what you mean sound wise, but mapping wise I don't understand you idea, you want to only make the slider heads as circles, or slider tails too?
If I make only slider heads, it would be akward to have no objects on 00:10:323 - 00:10:865 - , and if I would make tails clickable, it would be akward to only have those one like this, wouldn't it? Maybe I didn't understood your proposition, feel free to reexplain me


02:23:167 (1) - feedback in these areas is very low in game. idk what you did with hitsounding but i can barely hear the notes i am clicking. please change sample Changed!

01:12:739 (3,3) - imo these would be better as circles. not that important I tried and found it very akward, looks like it make a strange stop

01:15:628 (1,2,3,4,1) - rhythm here is kinda fucky, 1-2 on vocals, 3 on drum, 3 end on vocal 4 on drum 1 on vocal? lol I removed 01:15:961 (2) - to only follow drums :D

01:18:516 (2) - sound like it should be 2 circles to me. better buildup this way Changed! I hope I made it as you entended because I'm not sure lul, but I like the way I made it

01:23:516 (3,4) - the blue ticks are really weird imo. there's nothing in the song supporting these really, just a normal rhythm with circle at01:23:516 - > slider > circle would work much better imo.. There are two snares on the blue tics, but I admit they aren't really easy to hear. Here again I'm not sure to understand well your proposition on how I should change it... :o

01:32:071 (1,2) - tht blue tick under 1 end is much stronger than 2. how about circle+repeat slider instead? I changed it to make the two sounds covered by 1 as notes and let 2 as a slider, so it's not exaclty what you proposed but feel pretty logic like this aswell I guess :D

01:53:517 (4,5,6) - sounds like 5 should be a slider based on your hitsounding lol I see what you mean but in those fast parts I try to make kick and snare clickables and only let blank sounds to slider tails

02:08:073 (1,2,3,4) - u should distinguish this more cuz its not the drum spam like earlier lol It's what I tried to do with the stream shape no being a slider convert but a bit more messy, isn't it enough?

03:03:184 (1,2,3,1,2,3,1) - would be cute to follow the guitar here to introduce the guitar solo imo I tried by putting two 1/4 sliders and one 1/3 jump before but sound so strange switching like this, like I don't know what to follow, I think it would be more consistent and logic to follow drums here (even if I tried to make a slider shape that remember guitare sound with 03:03:628 (1) - , not sure it's really appealing even if it is to me). Maybe if you put me a proposition that please me I would do it

overall imo the guitar solo has too high spacing on the background drum stuff lol. kinda messes thefocus on the guitar up when you hve fullscreen jumps onto random drum beats and the guitar is all distance snapped since this part is 1/4 I'm a bit scared of putting different spacing between 1/4 notes to reflect guitare. I think it would be too hard compared to the rest of the map. Maybe I didn't understand what you proposed again :?

03:13:295 (1,2,1,2,1,2) - this entire pattern is ridiculously uncomfortable to play imo I played the map a lot of time and find it flowing pretty well! Strange :o

03:16:739 (2,3,4) - theres a guitar thingy here but u drown it out with drums =((( Changed!

03:43:961 - triple! I hear a little sound at this timestamp but following bass since I was following drums isn't a bit strange?

lmk when u respond iguess Sure c:
Nao Tomori
re

dont think its weird to have only cicles at 00:09:956 (1,2) - lol
i mean theres only 1 violin on each slider, but the other sliders all have 2. so it makes sense to have 1 object (circle) cmpared to 2 (slider head and tail)

having the one that doesnt have pickup notes different makes sense, right?

01:23:517 (3,4) - these things are weird to me cuz i can just hear drum sounds on all of the ticks, and the one on the white tick is quite strong too. sso it just sounds kinda out of place to have it on a slider end imo.

http://puu.sh/y3I9R/ff46083dcc.jpg like this

02:08:073 (1,2,3,4) - not different enough lol, spacing is mre or less the same.. try making a circular motion or something that makes you have to move the cursor or recognize a different pattern from a line

guitar solo:

03:07:850 (2,3) - 03:06:073 (2,3) - this spacing on a drum vs 03:04:628 (4,1,2,1) - this on a guitar. basically the drums feel more impactful than the guitar, since it's low bpm streams for the guitar and jumps for the drums.

the part with slider jumps on guitar is fine, but u can do more dynamic stuff with the streams imo (i mean you already hve tons of more spaced / jumpy/ angular 1/4 stuff) and also nerf the halfscreen drum jumps lol

also 03:16:850 (3,1) - really should be a slider.. fits your hitsounding and the song much better. i take back what i said about the guitar lol

03:13:295 (1,2,1,2,1,2) - it's weird cuz, if u look at all your other patterns, they are all back and forth based. but this one has a linear zig zag thing instead. ofc if you play it a lot you will expect it and it will feel natural, but for others it stick out a lot as it's the only time you use that motion though it isnt on something special in the song.
Topic Starter
Xenok

Naotoshi wrote:

re

dont think its weird to have only cicles at 00:09:956 (1,2) - lol
i mean theres only 1 violin on each slider, but the other sliders all have 2. so it makes sense to have 1 object (circle) cmpared to 2 (slider head and tail)

having the one that doesnt have pickup notes different makes sense, right?

01:23:517 (3,4) - these things are weird to me cuz i can just hear drum sounds on all of the ticks, and the one on the white tick is quite strong too. sso it just sounds kinda out of place to have it on a slider end imo.

http://puu.sh/y3I9R/ff46083dcc.jpg like this

02:08:073 (1,2,3,4) - not different enough lol, spacing is mre or less the same.. try making a circular motion or something that makes you have to move the cursor or recognize a different pattern from a line

guitar solo:

03:07:850 (2,3) - 03:06:073 (2,3) - this spacing on a drum vs 03:04:628 (4,1,2,1) - this on a guitar. basically the drums feel more impactful than the guitar, since it's low bpm streams for the guitar and jumps for the drums.

the part with slider jumps on guitar is fine, but u can do more dynamic stuff with the streams imo (i mean you already hve tons of more spaced / jumpy/ angular 1/4 stuff) and also nerf the halfscreen drum jumps lol

also 03:16:850 (3,1) - really should be a slider.. fits your hitsounding and the song much better. i take back what i said about the guitar lol But you first told me to follow the guitare, putting a slider woudln't drown 03:16:961 (1) - again?

03:13:295 (1,2,1,2,1,2) - it's weird cuz, if u look at all your other patterns, they are all back and forth based. but this one has a linear zig zag thing instead. ofc if you play it a lot you will expect it and it will feel natural, but for others it stick out a lot as it's the only time you use that motion though it isnt on something special in the song. I tried very hard to change it, tell me if it's ok for you, not sure it's better than before :(
I changed the guitare part as I could, I hope it's better now. I basically wanted to do more intense linear flows for guitare part (except at 03:16:961 (1) - ) but you told me it's not the good way, don't really know how to make 03:06:739 (1,2,3,4,5,6,7,8) - 03:09:406 (1,2,3,4,5,6,7,8) - not linear tbh, so I'll let it like this, since it's 1/4 spam and make not linear flow would make it jump?

Everything else is aplied, rip the jump part :(
Nao Tomori
changed some rhythm and hitsounding, looks good now~
Net0
Thanks Nao, good pick o/
Delis
can you get someone whos cool at timing someone else from gw, I feel like the timing needed to be double plus some metronome resets additionally (01:12:072 - vs 02:35:628 - etc) but I'm not too sure sadly. I can clearly say the offset should be around -15 but since the timing points sometimes don't rely on previous timeline (for example: 02:23:167 (1) -) this might need to be variable in every timing change.

00:03:033 (2,3,1) - I don't think these really are necessary to be in this bottom. I mean, you could've moved the chain of the combo slightly up to make these more comfortable for tablet user, or just for me. it doesn't break anything anyway.
00:05:448 (1) - why don't you just snap the slider tail on the next blue tick, since the timing lines in this part aren't supported for the piano and the violin still continues to 00:06:388 - so most likely this is ???.
00:22:295 (1) - I don't really get both the jump onto 00:22:517 (1) - and the nc spam afterward. for the 00:22:295 (1) - this sv change is causing reading 00:22:517 (1,1,1,1) - a lot harder even though the music doesn't indicate anything for it, and then the quite fast sv on 00:22:517 - doesn't really allow players to feel the incredible sv change comfy. https://delisha.s-ul.eu/UD38nPbn I would just put the slider like how the 3/4 looking like slider generally should be. and for the new combos it's a bad usage after the slider 00:22:295 (1) - when they have different rhythm actually? at least I would have one more sv change in the middle (00:22:739 -) to make the nc spam more sense, more ideally would just make them more jumpy to avoid misunderstanding the rhythm with 00:22:295 (1) - otherwise the patterning here doesn't make sense to me at all.
00:27:406 (5) - in the case if you didn't notice, it's overmapped. I'm not really a fan of 1/4 sliders in 270 bpm because it plays too lol but aside that you can remove the clap on the slider tail.
00:30:517 (9) - would be nice if the slider tail were heading to the circle instead of a bad blanket.
00:31:517 - the slider head seems to be suitable for a finish or something.
00:32:961 - normal finish??
01:06:726 (3) - normal finish fits better tbh
01:14:739 - unless it's on purpose normal finish fits better
01:36:350 (3) - the slider should be snapped in 1/6 (01:36:368 - ) so its tail as well.
01:50:961 (5) - same as 00:27:406 (5) -
01:59:628 (5,1) - eh, why. the sound where (5) is at indeed doesn't sound as strong as 01:59:738 - but it definitely deservers some emphasis according to your spacing logic in this section? for example, 01:56:073 (1) - and 01:56:517 (1) - are emphasized in spacing even though the sounds in music are just slightly louder in comparison, and so, 01:59:517 (4,5) - are much different compared to the two I brought up yet they're in the same group with 01:59:184 (1,2,3,4) -. if 01:59:739 (1) - is really important that makes you to break the entire patterning here, that might be reasonable. although what about 02:01:739 (4) - ? this seems to really reserve the emphasis in spacing if 01:59:628 (5,1) - is the thing but you did nothing here. I haven't checked all the sound in this part fully so more can be found out, doing it was kind of a pain to me so orz.
02:38:239 (6,1) - 02:38:684 (3,1) - obvious in game play but they look really similar to 02:37:628 (2,3) - 02:37:961 (4,5) - lol would be better to have them visually more clean that can be differentiated at first glance.
02:59:906 (3) - same as 01:36:350 (3) -
03:14:239 (3) - is this needed to be mapped out? the 1/6 burst 03:10:517 (1,2,3) - was somehow reasonable because it can be a transition onto the new section which the guitars are more intense but this doesn't work like that so without it can be more friendly for players.
04:12:795 (3) - same as 01:36:350 (3) -
04:22:739 (1) - don't you think not using 45 degree slider can look greater xD https://delisha.s-ul.eu/prub4Vvt
04:27:406 (5) - same as 00:27:406 (5) -

uh what, the song named Ideal is never hitsounded? doesn't this make it unrankable according to the ranking criteria already xD. anyway I'm popping this due to the timing issues/snapping errors I've given in my mod, and also I think this can improve more before this is going to be in the ranked section. like I didn't really repeat myself about your patterning here but you could just consider them into the entire difficulty not just one point, so maybe gathering more mods would help it I think. merging two songs into one to be appropriate length for app is... super lame though.
GoldenWolf
for what it's worth I only timed the violin in the intro, was too lazy to check the rest so I left it for someone else xd it does sound late for 00:16:962 (1) - onward, would need like -10/-15 i think, too lazy to check in depth for the rest of it someone else pls do it
Topic Starter
Xenok

Delis wrote:

can you get someone whos cool at timing someone else from gw, I feel like the timing needed to be double plus some metronome resets additionally (01:12:072 - vs 02:35:628 - etc) but I'm not too sure sadly. I can clearly say the offset should be around -15 but since the timing points sometimes don't rely on previous timeline (for example: 02:23:167 (1) -) this might need to be variable in every timing change. I will search for timing

00:03:033 (2,3,1) - I don't think these really are necessary to be in this bottom. I mean, you could've moved the chain of the combo slightly up to make these more comfortable for tablet user, or just for me. it doesn't break anything anyway. Isn't that super personnal opinion? I don't see why I could not use the bottom of the map
00:05:448 (1) - why don't you just snap the slider tail on the next blue tick, since the timing lines in this part aren't supported for the piano and the violin still continues to 00:06:388 - so most likely this is ???. Nice proposition
00:22:295 (1) - I don't really get both the jump onto 00:22:517 (1) - and the nc spam afterward. for the 00:22:295 (1) - this sv change is causing reading 00:22:517 (1,1,1,1) - a lot harder even though the music doesn't indicate anything for it, and then the quite fast sv on 00:22:517 - doesn't really allow players to feel the incredible sv change comfy. https://delisha.s-ul.eu/UD38nPbn I would just put the slider like how the 3/4 looking like slider generally should be. and for the new combos it's a bad usage after the slider 00:22:295 (1) - when they have different rhythm actually? at least I would have one more sv change in the middle (00:22:739 -) to make the nc spam more sense, more ideally would just make them more jumpy to avoid misunderstanding the rhythm with 00:22:295 (1) - otherwise the patterning here doesn't make sense to me at all. The nc spam and the sv change is here to support the chinese cymbal that the drummer hit, a very powerful cymbal imo. I even hitsound it to make it more clear. About the "jump", here slider leniency do a great work.
Even if, the player would see a stop on the previous slider and see the next slider appearing a bit more far, so he will just rush it, giving him the good momentum to follow the sv change without problem. the nc is used in every slider to promote more power, I don't think it's prohibited to use nc spam even if there is no slider velocity change, and it is exaclty how I want it to be. In the case of playability of this pattern, I made testplay this map to a lot of players and any of them told me this pattern was unpredictible, especially hard or not fitting. I think I explained my thought enough to prove why I made this like this and how it's making sense to me...

00:27:406 (5) - in the case if you didn't notice, it's overmapped. I'm not really a fan of 1/4 sliders in 270 bpm because it plays too lol but aside that you can remove the clap on the slider tail. it's not really overmapped since the drummer is giving two little snare hit, even if they're not really loud it's clearly the rhythm the song is giving imo, you can also hear the synth that is doing some noises in 1/4 at this part, following the same rhythm. Since it's only snare playing I don't really see why I should remove the clap. About the playability of a 1/8 135bpm slider, it actually play like a 1/4 jump with just this slider tail in between, the only thing that will change is READING wise where the player could missread. Also I can't just consider the player reading skill in this pattern since if you have a normal reading skill it shouldn't affect him. here again, I didn't see any players having problem with this pattern
00:30:517 (9) - would be nice if the slider tail were heading to the circle instead of a bad blanket. I'm sorry I didn't understand your proposition :?:
00:31:517 - the slider head seems to be suitable for a finish or something. Totally, chinese cymbal finish added here
00:32:961 - normal finish?? Totally, added
01:06:726 (3) - normal finish fits better tbh you're true, the drummer is playing a crash cymbal and not a chinese cymbal here, but I really like how it sounds here and it add a bit of variety for the following cymbal being a normal too, I want to let it like this because I really like how it sound
01:14:739 - unless it's on purpose normal finish fits better same as above, it add some variety and fit really well imo
01:36:350 (3) - the slider should be snapped in 1/6 (01:36:368 - ) so its tail as well. Looks like being the rhythm I wasn't finding, nice
01:50:961 (5) - same as 00:27:406 (5) - same
01:59:628 (5,1) - eh, why. the sound where (5) is at indeed doesn't sound as strong as 01:59:738 - but it definitely deservers some emphasis according to your spacing logic in this section? for example, 01:56:073 (1) - and 01:56:517 (1) - are emphasized in spacing even though the sounds in music are just slightly louder in comparison, and so, 01:59:517 (4,5) - are much different compared to the two I brought up yet they're in the same group with 01:59:184 (1,2,3,4) -. if 01:59:739 (1) - is really important that makes you to break the entire patterning here, that might be reasonable. although what about 02:01:739 (4) - ? this seems to really reserve the emphasis in spacing if 01:59:628 (5,1) - is the thing but you did nothing here. I haven't checked all the sound in this part fully so more can be found out, doing it was kind of a pain to me so orz. You are right, changed them even if I think it will be even harder to play lol
02:38:239 (6,1) - 02:38:684 (3,1) - obvious in game play but they look really similar to 02:37:628 (2,3) - 02:37:961 (4,5) - lol would be better to have them visually more clean that can be differentiated at first glance. You are totally true but I don't know how I would make this more clear. Usually,
when something is faster (1/4 vs 1/8), making the spacing smaller just solve the case but here since it's already stacked I don't really see how I should make it more clear. If you have a good idea I take it gladly

02:59:906 (3) - same as 01:36:350 (3) - changed
03:14:239 (3) - is this needed to be mapped out? the 1/6 burst 03:10:517 (1,2,3) - was somehow reasonable because it can be a transition onto the new section which the guitars are more intense but this doesn't work like that so without it can be more friendly for players. I think it would be more challenging! also, it's not hard to play that tbh, it's clearly visible that it's 1/8 and plays pretty well imo, don't need to be nerfed since it's not very hard to play
04:12:795 (3) - same as 01:36:350 (3) - changed
04:22:739 (1) - don't you think not using 45 degree slider can look greater xD https://delisha.s-ul.eu/prub4Vvt Well it's not really the flow I want to give at this pattern, you can clearly see that I tried to make the same kind of flow at 00:22:517 - and 01:46:072 -
04:27:406 (5) - same as 00:27:406 (5) - same

uh what, the song named Ideal is never hitsounded? I didn't think it was needing an hitsounding but I do it so doesn't this make it unrankable according to the ranking criteria already xD. anyway I'm popping this due to the timing issues/snapping errors I've given in my mod, and also I think this can improve more before this is going to be in the ranked section. like I didn't really repeat myself about your patterning here but you could just consider them into the entire difficulty not just one point, so maybe gathering more mods would help it I think. merging two songs into one to be appropriate length for app is... super lame though. Well I'm not the first mapper to do that, and I don't think it's a bad thing since the composer "Paspal" clearly used the same sonorities in Ideal that in the intro of fairlady with his "bells" and sound pretty similar imo.
Thanks for the mod, it is really useful :D
6th
Hello !

I checked the timing and, after GoldenWolf's recheck,here is what seems to be the correct one :

[TimingPoints]
549,800,4,2,1,55,1,0
949,794.701986754967,4,2,1,55,1,0
1346,657.534246575342,4,2,1,55,1,0
1510,779.220779220779,4,2,1,55,1,0
1899,652.173913043478,4,2,1,55,1,0
2062,759.493670886076,4,2,1,55,1,0
2441,833.333333333333,4,2,1,55,1,0
2857,705.882352941176,4,2,1,55,1,0
3033,769.230769230769,4,2,1,55,1,0
3417,625,4,2,1,55,1,0
3573,750,4,2,1,55,1,0
3948,779.220779220779,4,2,1,55,1,0
4532,745.341614906832,4,2,1,55,1,0
4904,600,4,2,1,55,1,0
5054,789.473684210526,4,2,1,55,1,0
5448,752.351097178683,4,2,1,55,1,0
6576,718.562874251497,4,2,1,55,1,0
6935,736.196319018405,4,2,1,55,1,0
7303,805.369127516779,4,2,1,55,1,0
7504,784.313725490196,4,2,1,55,1,0
8092,731.707317073171,4,2,1,55,1,0
8457,774.193548387097,4,2,1,55,1,0
8844,714.285714285714,4,2,1,55,1,0
9022,754.716981132075,4,2,1,55,1,0
9588,736.196319018405,4,2,1,55,1,0
9956,731.707317073171,4,2,1,55,1,0
10504,722.89156626506,4,2,1,55,1,0
11046,800,4,2,1,55,1,0
11446,757.097791798107,4,2,1,55,1,0
12203,722.89156626506,4,2,1,55,1,0
12925,750,4,2,1,55,1,0
14237,991.735537190083,4,2,1,55,1,0
14484,1348.31460674157,4,2,1,55,1,0
15168,451.127819548872,4,3,1,90,1,0
16294,444.444444444444,4,3,1,90,1,0
16960,444.444444444444,4,3,1,90,1,0
61388,444.444444444444,4,2,1,5,1,0
272499,1132.07547169811,3,2,2,90,1,0
274197,1200,4,2,1,90,1,0
275997,1200,4,2,1,40,1,0
294622,1200,4,2,1,40,1,0
295225,1200,4,2,1,40,1,0
345621,1200,4,2,1,40,1,0
349313,1176.47058823529,4,2,1,40,1,0

We also changed minor things about patterning with Xenok :

00:18:739 (1,2,3,4,1) - changed how flow works
00:22:295 (1) - This slider ends now on blue tick since it was extended to 1/6th
00:28:295 (3) - Changed its shape a bit to make it look and flow a bit better
01:15:628 (1,2) - Spaced them more to keep reading easy
Topic Starter
Xenok
GoldenWolf made a recheck with the 6th's timing so I applied it ( https://pastebin.com/raw/fjKhhvSr )
I also applied his mod, thanks 6th for your mod! :D
Delis

Xenok wrote:

Delis wrote:

can you get someone whos cool at timing someone else from gw, I feel like the timing needed to be double plus some metronome resets additionally (01:12:072 - vs 02:35:628 - etc) but I'm not too sure sadly. I can clearly say the offset should be around -15 but since the timing points sometimes don't rely on previous timeline (for example: 02:23:167 (1) -) this might need to be variable in every timing change. I will search for timing

00:03:033 (2,3,1) - I don't think these really are necessary to be in this bottom. I mean, you could've moved the chain of the combo slightly up to make these more comfortable for tablet user, or just for me. it doesn't break anything anyway. Isn't that super personnal opinion? I don't see why I could not use the bottom of the map >personal opinion: what. modding must be something that only points out things that only make sense on your logic completely??? no way that's really impossible. I have no idea why you sounded like triggered anyway, just you could've said that my opinion is trash. to get to the point, why did you have to use the bottom of the playfield and having a small blank in the top then? I've already explained why and it's not just my fucking personal opinion this goes for anyone who has larger tablet area, or small hand with somehow large area either way, and it's a super easy fix which doesn't make anything in this section worse. plus to use the mapping field on balance I don't really see why you would sue this that hard.
00:05:448 (1) - why don't you just snap the slider tail on the next blue tick, since the timing lines in this part aren't supported for the piano and the violin still continues to 00:06:388 - so most likely this is ???. Nice proposition
00:22:295 (1) - I don't really get both the jump onto 00:22:517 (1) - and the nc spam afterward. for the 00:22:295 (1) - this sv change is causing reading 00:22:517 (1,1,1,1) - a lot harder even though the music doesn't indicate anything for it, and then the quite fast sv on 00:22:517 - doesn't really allow players to feel the incredible sv change comfy. https://delisha.s-ul.eu/UD38nPbn I would just put the slider like how the 3/4 looking like slider generally should be. and for the new combos it's a bad usage after the slider 00:22:295 (1) - when they have different rhythm actually? at least I would have one more sv change in the middle (00:22:739 -) to make the nc spam more sense, more ideally would just make them more jumpy to avoid misunderstanding the rhythm with 00:22:295 (1) - otherwise the patterning here doesn't make sense to me at all. The nc spam and the sv change is here to support the chinese cymbal that the drummer hit, a very powerful cymbal imo. I even hitsound it to make it more clear. About the "jump", here slider leniency do a great work.
Even if, the player would see a stop on the previous slider and see the next slider appearing a bit more far, so he will just rush it, giving him the good momentum to follow the sv change without problem. the nc is used in every slider to promote more power, I don't think it's prohibited to use nc spam even if there is no slider velocity change, and it is exaclty how I want it to be. In the case of playability of this pattern, I made testplay this map to a lot of players and any of them told me this pattern was unpredictible, especially hard or not fitting. I think I explained my thought enough to prove why I made this like this and how it's making sense to me...
poorly "the momentum" thing here doesn't work well at all. it just plays bad which only makes the flow worse. I still don't get the point of the slower slider can be a thing and so the jump onto 00:22:517 (1) - ? the sv changes here are pretty non sense for the sake of structure so why don't you just have these nc spams, sv changes etc in everywhere. 00:19:850 (2) - there's the chinese cymbal sound (it's just your custom hitsound tho...) but u did nothing effective in game play such as sv change, even emphasizing isn't done at all even though the actual reason of this being problem came out. the sound here is exactly same as 00:22:961 - only just thing that might be different from it is how strong the sound is, which is only slightly different in volume. alright this can be enough for your point to be invalid about the jump from the very slow slider, but what about 01:45:850 (1) - this is properly done unlike 00:22:295 (1) - and so 01:46:517 (1) - is also making the pattern good enough not just underwhelming small spacing stuff yet still you're against my point here for some reason. i also would say "because players DIDN'T MENTION" is something valid to argue due to that's not what you did or anything, if this were a thing I would just deny all mods by saying "its fine cuz my friend said so" lol.
00:27:406 (5) - in the case if you didn't notice, it's overmapped. I'm not really a fan of 1/4 sliders in 270 bpm because it plays too lol but aside that you can remove the clap on the slider tail. it's not really overmapped since the drummer is giving two little snare hit, even if they're not really loud it's clearly the rhythm the song is giving imo, you can also hear the synth that is doing some noises in 1/4 at this part, following the same rhythm. Since it's only snare playing I don't really see why I should remove the clap. About the playability of a 1/8 135bpm slider, it actually play like a 1/4 jump with just this slider tail in between, the only thing that will change is READING wise where the player could missread. Also I can't just consider the player reading skill in this pattern since if you have a normal reading skill it shouldn't affect him. here again, I didn't see any players having problem with this pattern I don't know if I'm deaf but I've never heard any snare sound that supports the clap sound on the slider tail. if you still think the random synth sounds need to be followed you're obviously ignoring it at 00:27:239 - that should be followed by making the slider 1/8 but few ms later you got the logic that to follow all the sounds played in background and forgotten a sec later already (if the logic goes right 00:28:073 - should also be followed through this diff but never happens all the time.) and I'm not saying 1/8 in this bpm is causing me mad because i cant play, I'm good enough to play this map rofl.
I'm just saying that because it plays bad.

00:30:517 (9) - would be nice if the slider tail were heading to the circle instead of a bad blanket. I'm sorry I didn't understand your proposition :?: https://delisha.s-ul.eu/Th9efLi6
00:31:517 - the slider head seems to be suitable for a finish or something. Totally, chinese cymbal finish added here
00:32:961 - normal finish?? Totally, added
01:06:726 (3) - normal finish fits better tbh you're true, the drummer is playing a crash cymbal and not a chinese cymbal here, but I really like how it sounds here and it add a bit of variety for the following cymbal being a normal too, I want to let it like this because I really like how it sound
01:14:739 - unless it's on purpose normal finish fits better same as above, it add some variety and fit really well imo those just make u look like "loo i wanna go edgy nothing else" but fine, nobody cares hitsounds in 2017 anyway.
01:36:350 (3) - the slider should be snapped in 1/6 (01:36:368 - ) so its tail as well. Looks like being the rhythm I wasn't finding, nice
01:50:961 (5) - same as 00:27:406 (5) - same
01:59:628 (5,1) - eh, why. the sound where (5) is at indeed doesn't sound as strong as 01:59:738 - but it definitely deservers some emphasis according to your spacing logic in this section? for example, 01:56:073 (1) - and 01:56:517 (1) - are emphasized in spacing even though the sounds in music are just slightly louder in comparison, and so, 01:59:517 (4,5) - are much different compared to the two I brought up yet they're in the same group with 01:59:184 (1,2,3,4) -. if 01:59:739 (1) - is really important that makes you to break the entire patterning here, that might be reasonable. although what about 02:01:739 (4) - ? this seems to really reserve the emphasis in spacing if 01:59:628 (5,1) - is the thing but you did nothing here. I haven't checked all the sound in this part fully so more can be found out, doing it was kind of a pain to me so orz. You are right, changed them even if I think it will be even harder to play lol
02:38:239 (6,1) - 02:38:684 (3,1) - obvious in game play but they look really similar to 02:37:628 (2,3) - 02:37:961 (4,5) - lol would be better to have them visually more clean that can be differentiated at first glance. You are totally true but I don't know how I would make this more clear. Usually,
when something is faster (1/4 vs 1/8), making the spacing smaller just solve the case but here since it's already stacked I don't really see how I should make it more clear. If you have a good idea I take it gladly
https://delisha.s-ul.eu/WYSc2k0m just manual stack the 1/8s solves
02:59:906 (3) - same as 01:36:350 (3) - changed
03:14:239 (3) - is this needed to be mapped out? the 1/6 burst 03:10:517 (1,2,3) - was somehow reasonable because it can be a transition onto the new section which the guitars are more intense but this doesn't work like that so without it can be more friendly for players. I think it would be more challenging! also, it's not hard to play that tbh, it's clearly visible that it's 1/8 and plays pretty well imo, don't need to be nerfed since it's not very hard to play [color=#4
000BF]I sincerely don't know what you're saying, 1/8 in this bpm can't be easier in any way. and it's still farther from the previous slider which requires a bit of reading ability, only how the circles look like is the way to judge that it's a 1/4 or 1/8.[/color]
04:12:795 (3) - same as 01:36:350 (3) - changed
04:22:739 (1) - don't you think not using 45 degree slider can look greater xD https://delisha.s-ul.eu/prub4Vvt Well it's not really the flow I want to give at this pattern, you can clearly see that I tried to make the same kind of flow at 00:22:517 - and 01:46:072 - quite irrelevant though. you could've made 04:22:499 (1) - 45 degree as well otherwise the concept here is not understandable for anyone since the first high sv slider wasn't left out of the 2 fast sliders afterwards in the other sections. to explain more in detail, 01:46:055 (1,1) - these are connected in flow, 00:22:515 (1,1) - is also obviously connected as it's used small spacing each other, but 04:22:499 (1) - is just being together with 04:22:277 (1) - but 04:22:721 (1) - so who would notice it's related.
04:27:406 (5) - same as 00:27:406 (5) - same

uh what, the song named Ideal is never hitsounded? I didn't think it was needing an hitsounding but I do it so doesn't this make it unrankable according to the ranking criteria already xD. anyway I'm popping this due to the timing issues/snapping errors I've given in my mod, and also I think this can improve more before this is going to be in the ranked section. like I didn't really repeat myself about your patterning here but you could just consider them into the entire difficulty not just one point, so maybe gathering more mods would help it I think. merging two songs into one to be appropriate length for app is... super lame though. Well I'm not the first mapper to do that, and I don't think it's a bad thing since the composer "Paspal" clearly used the same sonorities in Ideal that in the intro of fairlady with his "bells" and sound pretty similar imo.nothing can make sense unless the song called "Ideal" is the after story of "Fairlady:Reincarnation", plus the official mentioned that it actually is. otherwise it's just lame af
Thanks for the mod, it is really useful :D
Topic Starter
Xenok

Delis wrote:

Xenok wrote:

can you get someone whos cool at timing someone else from gw, I feel like the timing needed to be double plus some metronome resets additionally (01:12:072 - vs 02:35:628 - etc) but I'm not too sure sadly. I can clearly say the offset should be around -15 but since the timing points sometimes don't rely on previous timeline (for example: 02:23:167 (1) -) this might need to be variable in every timing change. I will search for timing

00:03:033 (2,3,1) - I don't think these really are necessary to be in this bottom. I mean, you could've moved the chain of the combo slightly up to make these more comfortable for tablet user, or just for me. it doesn't break anything anyway. Isn't that super personnal opinion? I don't see why I could not use the bottom of the map >personal opinion: what. modding must be something that only points out things that only make sense on your logic completely??? no way that's really impossible. I have no idea why you sounded like triggered anyway, just you could've said that my opinion is trash. to get to the point, why did you have to use the bottom of the playfield and having a small blank in the top then? I've already explained why and it's not just my fucking personal opinion this goes for anyone who has larger tablet area, or small hand with somehow large area either way, and it's a super easy fix which doesn't make anything in this section worse. plus to use the mapping field on balance I don't really see why you would sue this that hard. Didn't want to sound triggered lol, sorry. It just that it's the first time I saw this kind of argument and found it strange. Well if you think it's important it's changed.
00:05:448 (1) - why don't you just snap the slider tail on the next blue tick, since the timing lines in this part aren't supported for the piano and the violin still continues to 00:06:388 - so most likely this is ???. Nice proposition
00:22:295 (1) - I don't really get both the jump onto 00:22:517 (1) - and the nc spam afterward. for the 00:22:295 (1) - this sv change is causing reading 00:22:517 (1,1,1,1) - a lot harder even though the music doesn't indicate anything for it, and then the quite fast sv on 00:22:517 - doesn't really allow players to feel the incredible sv change comfy. https://delisha.s-ul.eu/UD38nPbn I would just put the slider like how the 3/4 looking like slider generally should be. and for the new combos it's a bad usage after the slider 00:22:295 (1) - when they have different rhythm actually? at least I would have one more sv change in the middle (00:22:739 -) to make the nc spam more sense, more ideally would just make them more jumpy to avoid misunderstanding the rhythm with 00:22:295 (1) - otherwise the patterning here doesn't make sense to me at all. The nc spam and the sv change is here to support the chinese cymbal that the drummer hit, a very powerful cymbal imo. I even hitsound it to make it more clear. About the "jump", here slider leniency do a great work.
Even if, the player would see a stop on the previous slider and see the next slider appearing a bit more far, so he will just rush it, giving him the good momentum to follow the sv change without problem. the nc is used in every slider to promote more power, I don't think it's prohibited to use nc spam even if there is no slider velocity change, and it is exaclty how I want it to be. In the case of playability of this pattern, I made testplay this map to a lot of players and any of them told me this pattern was unpredictible, especially hard or not fitting. I think I explained my thought enough to prove why I made this like this and how it's making sense to me...
poorly "the momentum" thing here doesn't work well at all. it just plays bad which only makes the flow worse. I still don't get the point of the slower slider can be a thing and so the jump onto 00:22:517 (1) - ? the sv changes here are pretty non sense for the sake of structure so why don't you just have these nc spams, sv changes etc in everywhere. 00:19:850 (2) - there's the chinese cymbal sound (it's just your custom hitsound tho...) but u did nothing effective in game play such as sv change, even emphasizing isn't done at all even though the actual reason of this being problem came out. the sound here is exactly same as 00:22:961 - only just thing that might be different from it is how strong the sound is, which is only slightly different in volume. alright this can be enough for your point to be invalid about the jump from the very slow slider, but what about 01:45:850 (1) - this is properly done unlike 00:22:295 (1) - and so 01:46:517 (1) - is also making the pattern good enough not just underwhelming small spacing stuff yet still you're against my point here for some reason. i also would say "because players DIDN'T MENTION" is something valid to argue due to that's not what you did or anything, if this were a thing I would just deny all mods by saying "its fine cuz my friend said so" lol. ok changed
00:27:406 (5) - in the case if you didn't notice, it's overmapped. I'm not really a fan of 1/4 sliders in 270 bpm because it plays too lol but aside that you can remove the clap on the slider tail. it's not really overmapped since the drummer is giving two little snare hit, even if they're not really loud it's clearly the rhythm the song is giving imo, you can also hear the synth that is doing some noises in 1/4 at this part, following the same rhythm. Since it's only snare playing I don't really see why I should remove the clap. About the playability of a 1/8 135bpm slider, it actually play like a 1/4 jump with just this slider tail in between, the only thing that will change is READING wise where the player could missread. Also I can't just consider the player reading skill in this pattern since if you have a normal reading skill it shouldn't affect him. here again, I didn't see any players having problem with this pattern I don't know if I'm deaf but I've never heard any snare sound that supports the clap sound on the slider tail. if you still think the random synth sounds need to be followed you're obviously ignoring it at 00:27:239 - that should be followed by making the slider 1/8 but few ms later you got the logic that to follow all the sounds played in background and forgotten a sec later already (if the logic goes right 00:28:073 - should also be followed through this diff but never happens all the time.) and I'm not saying 1/8 in this bpm is causing me mad because i cant play, I'm good enough to play this map rofl.
I'm just saying that because it plays bad.
ok changed
00:30:517 (9) - would be nice if the slider tail were heading to the circle instead of a bad blanket. I'm sorry I didn't understand your proposition :?: https://delisha.s-ul.eu/Th9efLi6 applied thanks
00:31:517 - the slider head seems to be suitable for a finish or something. Totally, chinese cymbal finish added here
00:32:961 - normal finish?? Totally, added
01:06:726 (3) - normal finish fits better tbh you're true, the drummer is playing a crash cymbal and not a chinese cymbal here, but I really like how it sounds here and it add a bit of variety for the following cymbal being a normal too, I want to let it like this because I really like how it sound
01:14:739 - unless it's on purpose normal finish fits better same as above, it add some variety and fit really well imo those just make u look like "loo i wanna go edgy nothing else" but fine, nobody cares hitsounds in 2017 anyway. sorry if I sound like that but it's just my personnal touch I want to add to the map, it's not about being edgy :?
01:36:350 (3) - the slider should be snapped in 1/6 (01:36:368 - ) so its tail as well. Looks like being the rhythm I wasn't finding, nice
01:50:961 (5) - same as 00:27:406 (5) - same
01:59:628 (5,1) - eh, why. the sound where (5) is at indeed doesn't sound as strong as 01:59:738 - but it definitely deservers some emphasis according to your spacing logic in this section? for example, 01:56:073 (1) - and 01:56:517 (1) - are emphasized in spacing even though the sounds in music are just slightly louder in comparison, and so, 01:59:517 (4,5) - are much different compared to the two I brought up yet they're in the same group with 01:59:184 (1,2,3,4) -. if 01:59:739 (1) - is really important that makes you to break the entire patterning here, that might be reasonable. although what about 02:01:739 (4) - ? this seems to really reserve the emphasis in spacing if 01:59:628 (5,1) - is the thing but you did nothing here. I haven't checked all the sound in this part fully so more can be found out, doing it was kind of a pain to me so orz. You are right, changed them even if I think it will be even harder to play lol
02:38:239 (6,1) - 02:38:684 (3,1) - obvious in game play but they look really similar to 02:37:628 (2,3) - 02:37:961 (4,5) - lol would be better to have them visually more clean that can be differentiated at first glance. You are totally true but I don't know how I would make this more clear. Usually,
when something is faster (1/4 vs 1/8), making the spacing smaller just solve the case but here since it's already stacked I don't really see how I should make it more clear. If you have a good idea I take it gladly
https://delisha.s-ul.eu/WYSc2k0m just manual stack the 1/8s solves applied thanks
02:59:906 (3) - same as 01:36:350 (3) - changed
03:14:239 (3) - is this needed to be mapped out? the 1/6 burst 03:10:517 (1,2,3) - was somehow reasonable because it can be a transition onto the new section which the guitars are more intense but this doesn't work like that so without it can be more friendly for players. I think it would be more challenging! also, it's not hard to play that tbh, it's clearly visible that it's 1/8 and plays pretty well imo, don't need to be nerfed since it's not very hard to play I sincerely don't know what you're saying, 1/8 in this bpm can't be easier in any way. and it's still farther from the previous slider which requires a bit of reading ability, only how the circles look like is the way to judge that it's a 1/4 or 1/8. Sorry I really think that this isn't a problem at all. I just mapped the beat and I don't see how it can make it that much harder. But I still moved
04:12:795 (3) - same as 01:36:350 (3) - changed
04:22:739 (1) - don't you think not using 45 degree slider can look greater xD https://delisha.s-ul.eu/prub4Vvt Well it's not really the flow I want to give at this pattern, you can clearly see that I tried to make the same kind of flow at 00:22:517 - and 01:46:072 - quite irrelevant though. you could've made 04:22:499 (1) - 45 degree as well otherwise the concept here is not understandable for anyone since the first high sv slider wasn't left out of the 2 fast sliders afterwards in the other sections. to explain more in detail, 01:46:055 (1,1) - these are connected in flow, 00:22:515 (1,1) - is also obviously connected as it's used small spacing each other, but 04:22:499 (1) - is just being together with 04:22:277 (1) - but 04:22:721 (1) - so who would notice it's related. ok changed
04:27:406 (5) - same as 00:27:406 (5) - same

uh what, the song named Ideal is never hitsounded? I didn't think it was needing an hitsounding but I do it so doesn't this make it unrankable according to the ranking criteria already xD. anyway I'm popping this due to the timing issues/snapping errors I've given in my mod, and also I think this can improve more before this is going to be in the ranked section. like I didn't really repeat myself about your patterning here but you could just consider them into the entire difficulty not just one point, so maybe gathering more mods would help it I think. merging two songs into one to be appropriate length for app is... super lame though. Well I'm not the first mapper to do that, and I don't think it's a bad thing since the composer "Paspal" clearly used the same sonorities in Ideal that in the intro of fairlady with his "bells" and sound pretty similar imo.nothing can make sense unless the song called "Ideal" is the after story of "Fairlady:Reincarnation", plus the official mentioned that it actually is. otherwise it's just lame af Yeah sure but I still think it goes well both joined. I mean, if the composer would have made it like this it wouldn't be a problem,
so why it is if I joined it like this. I mean, if the composer would have put this kind of outro it would have been ok for everyone. I understand peoples can find that lame but it's a very personnal opinion imo. I hope you understand my point of view, next time I will search for a 5min song even if I like it less


Thanks for the mod, it is really useful :D
Also, sorry for having kd'ed your 2nd post it was reflex :lol: and I had to remove one of the quote else the forum wasn't accepting a 3 quotes embed :o
Delis
it's still better if you get some more mods but now you may ask nao for a rebubble
Arphimigon
Lab Aesthetics Mod!
Results given in [x, y] formats
[Cursed Reincarnation]
Object at 00:06:576 - should be placed at: [210, 175] currently at: [207, 177] to blanket slider body at time 00:06:935 -
Object at 00:16:183 - should be placed at: [109, 319] currently at: [105, 317] to blanket slider body at time 00:16:516 -
Object at 00:16:294 - should be placed at: [109, 319] currently at: [105, 317] to blanket slider body at time 00:16:516 -
Object at 01:33:277 - should be placed at: [214, 112] currently at: [212, 108] to blanket slider body at time 01:32:943 -
Object at 02:36:832 - should be placed at: [315, 231] currently at: [313, 234] to blanket slider body at time 02:37:166 -
Object at 02:48:055 - should be placed at: [460, 25] currently at: [456, 27] to blanket slider body at time 02:48:166 -
Object at 02:56:832 - should be placed at: [238, 377] currently at: [236, 374] to blanket slider body at time 02:56:499 -
Object at 03:52:943 - should be placed at: [218, 132] currently at: [220, 136] to blanket slider body at time 03:53:388 -
Object at 03:53:055 - should be placed at: [218, 132] currently at: [220, 136] to blanket slider body at time 03:53:388 -
Results for stacked may be wrong, ya can ignore those.
BOUYAAA
quick irc
14:12 BOUYAAA: t'as le temps pour mod via irc vite fais
14:12 BOUYAAA: trop la flemme de faire un post
14:13 Xenok: oui j'ai le temps :D
14:13 Xenok: merci de prendre du temps pour la map o/
14:13 BOUYAAA: ok
14:14 BOUYAAA: j'ai aps tout regardé mais dans l'ensemble y'a rien qui me choque vraiment
14:14 BOUYAAA: 00:16:294 (4) - pour l'aspect esthetique je changerais l'angle de ce slider
14:15 BOUYAAA: ça serait plus organisé s'il avait une inclinaison comparable à 00:16:738 (2) -
14:15 Xenok: tu le ferais paralèle à 00:16:738 (2) - ?
14:15 Xenok: okok
14:15 BOUYAAA: http://puu.sh/ychj1/19e3f7a840.jpg
14:15 BOUYAAA: jle ferais symmétrique
14:15 Xenok: c'est vrai c'est mieux
14:16 Xenok: appliqué
14:16 BOUYAAA: le rythme
14:17 BOUYAAA: tu le fait varier volontairement j'imagine
14:17 Xenok: oui
14:17 Xenok: pour éviter d'avoir toujours le même rythme exactement
14:17 BOUYAAA: 00:28:848 (2,3,4) - comparé à 00:27:626 (1,2) - etc
14:17 BOUYAAA: okok
14:18 BOUYAAA: 00:33:848 (2) - ça j'inclinerais moins aussi
14:18 BOUYAAA: http://puu.sh/ychpZ/d1d7367883.jpg
14:19 Xenok: je fais ça
14:19 BOUYAAA: jsais pas si c'est intentionnel mais pour moi l'inclinaison des sliders c'est 5-10° de la verticale/honrizontale
14:19 BOUYAAA: ça fait plus propre en général
14:20 Xenok: c'est marrant, ce matin je me faisais une théorique la dessus justement
14:21 Xenok: il faut garder un axe vertical et horizontal assez constand avec des variations de -15 à 15° pour que ça soit considéré comme "propre"
14:21 BOUYAAA: 01:13:832 (1,2,3,4,5) - j'ai un peu tiqué la dessus aussi
14:21 BOUYAAA: le fait que ce soit différent des deux précédents
14:21 BOUYAAA: après jme suis dit que tu fait ça pour mettre de l'emphase sur 01:14:721 (1) -
14:22 Xenok: j'voulais surtout varier parce qu'on choppe bien le rythme de ce pattern avec 01:12:055 (1,2,3,1,2,3) - déjà
14:22 Xenok: mais si tu penses que ça doit être le même je le change
14:23 BOUYAAA: jpense que ça passe
14:23 BOUYAAA: jtrouve que ça rend bien avec le finish
14:23 BOUYAAA: ça fait comme un build up vu que le pattern devient plus dense
14:24 Xenok: yep
14:24 BOUYAAA: 01:36:277 (2,3,1,1,1,1) - c'est lisible ça ? xd
14:24 Xenok: et vu que la voix augmente le pitch à chaque nc
14:24 Xenok: c'est pas facile facile mais je trouve que ça va xD
14:25 Xenok: je vois pas comment garder l'intensité du flow mais d'une autre manière surtout
14:25 BOUYAAA: en fait j'aurais évité les overlaps ici
14:25 BOUYAAA: de façon à ce que le truc soit le plus visible possible
14:26 Xenok: je vois
14:26 BOUYAAA: je pense que ce que tu devrais au moins faire
14:26 Xenok: mais pas facile de l'appliquer ici avec le 01:35:832 (5) - non?
14:26 BOUYAAA: 01:36:277 (2) - c'est nc ici
14:26 BOUYAAA: parce que ton pattern 1/6 il commence ici
14:27 BOUYAAA: 01:36:350 (3) - ou ici plutôt
14:28 BOUYAAA: aussi je pense que ce slider 01:36:350 (3) - devrait avoir la même longueur que les 3 autres
14:29 Xenok: le truc c'est que y'a un crash et un clap dessus
14:29 Xenok: du coup je voulais le rendre plus visible
14:29 Xenok: mais ça casse le rythme reading en vrai
14:30 BOUYAAA: a mon avis le reading est plus important dans ce cas
14:30 BOUYAAA: mais c'est toi qui vois
14:30 Xenok: ok
14:30 Xenok: par contre je vois vraiment difficilement comment avoid les overlaps
14:30 BOUYAAA: https://puu.sh/ychL6/d4dec75734.jpg
14:30 BOUYAAA: tkt pour les overlap
14:31 BOUYAAA: osef
14:31 BOUYAAA: et si tu pense que c'est lisible osef tout court
14:31 Xenok: si je stack le 2 et le 1 ça sera pas dur à voir que c'est du 1/3?
14:32 BOUYAAA: ma logique c'est : plus c'est éloigné, plus on aura du mal à voir que le diviseur est plus petit
14:33 Xenok: ui, mais justement c'est pas du 1/4 c'est du 1/3
14:33 BOUYAAA: mais ça a peu d'importance je pense
14:33 Xenok: ok
14:33 BOUYAAA: euh jvoulais dire 1/6
14:33 BOUYAAA: xd
14:34 Xenok: ah oui c'est du 1/6 je suis un singe
14:34 Xenok: bref j'ai racourcis le slider et je l'ai nc :D
14:36 BOUYAAA: t'as eu des remarques concernant ton spacing?
14:36 Xenok: nope
14:36 BOUYAAA: ok
14:37 BOUYAAA: 02:38:943 (2,1) - je disais ça parce que ça me paraissait très court pour in finish comme ça
14:37 BOUYAAA: 02:59:906 (3) -
14:37 Xenok: c'est vrai que c'est pas hyper emphasis le finish là
14:38 BOUYAAA: si t'as changé quelque chose avant oublie pas de le faire ici :p
14:38 Xenok: yep j'ai appliqué le nc + sliderlength au 3
14:39 Xenok: j'ai space plus pour 02:38:943 (2,1) - du coup
14:39 BOUYAAA: ok
14:42 BOUYAAA: jpense que c'est bon pour moi
14:43 Xenok: nice
14:43 Xenok: grand merci pour le mod :D
14:43 BOUYAAA: np
-Arche
hophophop, on se bouge et on rank cette superbe map :)
PoNo
BON C LONG LA, VRM UN SUISSE CELUI LA
Topic Starter
Xenok
POURQUOI JE SUIS BEING ROASTÉ
Nao Tomori
00:05:448 (1) - this is dumb cuz now there is a tick there, gj

00:22:515 (1) - this should not be nc'd it is in same musical phrase as 00:22:293 (1) - .

00:23:182 (1,1) - same

00:57:293 (2,1) - since there is no finish here it is weird to have a big jump like this

01:00:959 (1) - i dont get why you skip this piano note on the red tick, it's quite loud

01:24:499 (1,2,1,2,1,2) - this is overly high pressure for what the song is doing, reduce the spacing imo

01:55:165 (1) - why this is ncd? 02:14:943 (1,1) - ?02:25:832 (1,1) - ?02:41:165 (1,1) - 03:40:943 (1) -

02:22:499 (1) - remove nc, there is no division in the song here

02:57:499 (4,5,6,1,2,3) - this transition is really painful since 02:57:499 (4,5,6,1) - sets up a clockwise rotation then there is a massive jump in the opposite direction and a flow reverse off of that. try to make it more lenient

03:17:832 (1) - all of these really sound like they should end at the red tick tbh. the sounds on the red tick are always really clear and not worth ignoring.

04:11:277 (4,5,6,1,2,3) - same issue here as aabove

04:13:092 (1,1) - remove ncs?
there is nothing suggesting them to be nc'd imo - same at the other places.

04:38:411 (3) - if youre sticking a shitty filler song at the end can you at least make the sliders in it look decent lol

04:55:225 (1,2,3) - this looks weird cuz 1-2 is on the x axis and 3 is randomly diagonal at some other angle. try and make them match better

05:42:325 (6,1,2) - same thing here, 5-6-1 does not relate well. and also 05:42:325 (6,1,2) - at least use consistent visual spacing z

i feel like the random drum finish +clap spam 01:36:499 (1) - doesnt fit at all. same with other places.

can you do something better than just soft whistle on every clickable object in the end, that is dumb too
Topic Starter
Xenok

Naotoshi wrote:

00:05:448 (1) - this is dumb cuz now there is a tick there, gj Applied even if Delis told me to do that LUL

00:22:515 (1) - this should not be nc'd it is in same musical phrase as 00:22:293 (1) - . The nc was here to tell the player the sv was changing, but if you think it's unnecesarry then it's changed

00:23:182 (1,1) - same The nc was here to tell the player the rythme is 1/3, but if you think it's unnecesarry then it's changed

00:57:293 (2,1) - since there is no finish here it is weird to have a big jump like this changed

01:00:959 (1) - i dont get why you skip this piano note on the red tick, it's quite loud it initially was like this because I follow drums and there is no drum hit here but if you think it's important it's changed :D

01:24:499 (1,2,1,2,1,2) - this is overly high pressure for what the song is doing, reduce the spacing imo imo it fit very well, I feel the song is pretty powerful here, including the rythme, syncope and acceleration coupled by the voice change :(

01:55:165 (1) - why this is ncd? I want to fc each group of 4 notes here following the drums 02:14:943 (1,1) - ? I wanted to nc to prevent it's 1/6 but it's changed 02:25:832 (1,1) - ? the voice here do a couple of two notes everytime,
since I mapped it this way I think it's more logical to nc to support the voice gimmick
02:41:165 (1,1) - to prevent the 1/4 rhythm change, I would hardly not see it not nced :( 03:40:943 (1) - again the rule of 4-4-4-4, but since there is nothing in the song that support that i changed it :D

02:22:499 (1) - remove nc, there is no division in the song here changed everytime it happened

02:57:499 (4,5,6,1,2,3) - this transition is really painful since 02:57:499 (4,5,6,1) - sets up a clockwise rotation then there is a massive jump in the opposite direction and a flow reverse off of that. try to make it more lenient Totally true, changed :)

03:17:832 (1) - all of these really sound like they should end at the red tick tbh. the sounds on the red tick are always really clear and not worth ignoring.Totally ok for this one since the guitare is hitting, but for 01:18:721 (1) - 03:55:166 (1) - 02:45:832 (1) - there is a bass slide and nothing on red tick, I think I should let the like this

04:11:277 (4,5,6,1,2,3) - same issue here as aabove changed

04:13:092 (1,1) - remove ncs?
there is nothing suggesting them to be nc'd imo - same at the other places. changed everytime it happen

04:38:411 (3) - if youre sticking a shitty filler song at the end can you at least make the sliders in it look decent lol but I don't think it look like shit wtf? it's just an usual curve :(

04:55:225 (1,2,3) - this looks weird cuz 1-2 is on the x axis and 3 is randomly diagonal at some other angle. try and make them match better Changed

05:42:325 (6,1,2) - same thing here, 5-6-1 does not relate well. and also 05:42:325 (6,1,2) - at least use consistent visual spacing z Changed

i feel like the random drum finish +clap spam 01:36:499 (1) - doesnt fit at all. same with other places. but they always cover a drum sound like snare for claps and cymbals for finish...

can you do something better than just soft whistle on every clickable object in the end, that is dumb too Changed :D
Thanks for the mod again :)
Nao Tomori
reblub
pishifat
00:56:737 (1,2,3,4) - may want to split this into 1212. emphasis on red tick doesnt really make this a group of 4 since white tick is still pretty prominent, and 00:57:182 (1) - isn't more powerful than it
01:01:404 - 02:23:165 - should lower hitsound volume for this section. click things so loud without drums
01:23:166 (2,3,4,5,6) - 02:46:721 (2,3,4,5,6) - pretty gross to interpret spacing wise. so used to 1/4 sliders followed by 1/4 gaps, and after a huge 1/4 gap between 2 and 3 that's even more expected. moving 345 closer to 2 fixes. 03:59:610 (2,3,4,5) - this one's good
01:36:277 (2,3) - 02:59:832 (2,3) - can u give this a manual stack like 01:38:721 (1,2,1,3) - or something so it doesn't look like every other 1/4 stack
01:59:610 (5,1) - tbh seems better to keep the pattern of white tick ncs for this stream spam stuff. spacing is indication enough that blue tick is important

call me back!!
jeanbernard8865
POGCHAMPFJKDSPOFJPOMJ BOI JIOSXJiodcsj,deze

Topic Starter
Xenok

pishifat wrote:

00:56:737 (1,2,3,4) - may want to split this into 1212. emphasis on red tick doesnt really make this a group of 4 since white tick is still pretty prominent, and 00:57:182 (1) - isn't more powerful than it Changed
01:01:404 - 02:23:165 - should lower hitsound volume for this section. click things so loud without drums yeah it was pretty loud, changed
01:23:166 (2,3,4,5,6) - 02:46:721 (2,3,4,5,6) - pretty gross to interpret spacing wise. so used to 1/4 sliders followed by 1/4 gaps, and after a huge 1/4 gap between 2 and 3 that's even more expected. moving 345 closer to 2 fixes. 03:59:610 (2,3,4,5) - this one's good This works way better, changed :D
01:36:277 (2,3) - 02:59:832 (2,3) - can u give this a manual stack like 01:38:721 (1,2,1,3) - or something so it doesn't look like every other 1/4 stack Changed too
01:59:610 (5,1) - tbh seems better to keep the pattern of white tick ncs for this stream spam stuff. spacing is indication enough that blue tick is important This looks cool like this, changed :D

call me back!! sure :D
Thank you a lot for this mod!
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