Yura Hatsuki & Paspal - Fairlady:Reincarnation / Ideal

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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/
ShirohaMyMommy
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
ShirohaMyMommy

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
ShirohaMyMommy
it's still better if you get some more mods but now you may ask nao for a rebubble
Arphimigon
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
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
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