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Brad Breeck - Gravity Falls OST (16bit cover)

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yShadowXOP_

Senery wrote:

Hi! from the M4M

[ShadowX's Hard]
  1. 00:06:614 (3,4,1) - why have you stacked these? the others didnt have that i decided to put it like that because the music already starts there ;v
  2. 00:11:674 (1,2) - this could be a better blanket Done
[ShadowX's Summer Adventures]
  1. 00:04:445 (1,2,3,4) - these are slightly different than the previous ones, copy and paste them to fix that Done
That was it, good luck :)
Topic Starter
Simuzax

PotatoJet wrote:

Normal
Create an easy diff because this is a bit hard, there should be something easier for the really new players who like the song and want to play but can't. i was thinking of that but mapping low diffs man :(
Use Beat Snap Divisor 1/2 on the top right of the editor, just decrease it. Ok..
00:08:111 Do not use streams in Normal difficulties Fixed
00:04:981 (1,2,3,4) This is uncomfortable, it would be better if it were like the first two but just some boxes down on the grid and maybe a bit curved but not like this. Replaced the (3,4) closer to (1,2) so should be better
00:07:337 (1,2) put (1) 2 boxes down on the grid so it lines up with (2). Fixed
00:18:012 (1,2,3) please move (2) properly in the middle of (1,3). Fixed

I would note some more but I think it's fine. Also you told me to mod Jumpy falls but that diff doesn't exist. If you mean 'Insane', I can't mod that because I don't really map insanes. I do mod insanes and harder but when I do it's only maps going for loved section. Sorry I didn't get to mod what you wanted but I won't be able to help if I did try to help with those.

GL with rank! :) Thx and thx for the mod :D
Topic Starter
Simuzax

Senery wrote:

Hi! from the M4M

[Normal]
  1. 00:05:168 (3,4) - i suggest you blanket these with 00:04:445 (1,2) - Seems good enough for me, but thx for ideia
  2. 00:29:385 (1,2) - maybe move these a bit further away Fixed
  3. 00:30:831 (1,2) - ^ Fixed
[Insane]
  1. 00:04:084 (3,1) - stack these idk exactly what youre trying to say lol
  2. 00:04:807 (3,1) - ^ ^
  3. 00:08:783 (1,4) - ^ with the sliderend Fixed
  4. 00:09:867 (5,2) - ^ Fixed
  5. 00:15:650 (5) - this ends on a strong beat, i suggest you make this 2 1/2 sliders did a 1/2 slider and a circle, feels better imo
  6. 00:20:349 - same for here slider ends on a strong beat, put a 1/2 slider here Fixed, you forgot mentioning that in normal but fixed aswell
  7. 00:26:493 (1,2,3,4,5,6) - this could look a bit nicer Tried working on that
  8. 00:38:421 (3) - stack this slider end with 00:37:698 (1) - Ok
That was it, good luck :) Thx and thx for mod :D
Mashed
Mashed's Modding Queue


[General]
The first sound comes in at 00:02:982, so I think the offset would be better as 2982

[victor's Easy]
00:03:000 (1) - Move to 00:02:982 (1)
Slightly adjust timing points to fit new offset

[Normal]
00:04:445 (1,2,3,4) - imo this looks pretty messy.
00:10:228 (1,2,3) - Maybe you could change this to 00:10:228 (1,2) SV change is optional
Example
https://puu.sh/x4jQT/08b3d2e9a3.png
00:39:234 (1) - Move this to 00:39:325 (1) and shorten by 1 tick

[ShadowX's Hard]
Looks pretty good.

[Insane]
00:08:060 (3,4) - Possibly change with this pattern?
Example
https://puu.sh/x4lBm/703f429589.png

[ShadowX's Summer Adventures]
00:23:421 (2) - Move this circle somewhere further, the jump feels strange

Hope this helps you! :)
Topic Starter
Simuzax

Mashed wrote:

Mashed's Modding Queue


[General]
The first sound comes in at 00:02:982, so I think the offset would be better as 2982 The most precise i could find is actually 2992 so changed that along with green lines in all diffs

[Normal]
00:04:445 (1,2,3,4) - imo this looks pretty messy. Changed
00:10:228 (1,2,3) - Maybe you could change this to 00:10:228 (1,2) SV change is optional Nah, i think its fine as it is rn
Example
https://puu.sh/x4jQT/08b3d2e9a3.png
00:39:234 (1) - Move this to 00:39:325 (1) and shorten by 1 tick why?

[Insane]
00:08:060 (3,4) - Possibly change with this pattern? i dont think its necessary
Example
https://puu.sh/x4lBm/703f429589.png

Hope this helps you! :) Thx for the mod :D
yShadowXOP_

Mashed wrote:

Mashed's Modding Queue


[ShadowX's Summer Adventures]
00:23:421 (2) - Move this circle somewhere further, the jump feels strange Done

Hope this helps you! :)
Zonthem
Hi ! random quick mod from #ModReqs

[Insane]
  1. 00:08:052 (3, 4, 1, 2, 3, 4) : I (fully personal) don't like the way it's mapped, the rythm is good but visually, the stream seems a little bit out of the 2 1/4 sliders, i guess it would be better if slider 4 were a little be more to the left, to 'connect' the pattern (if you see what i mean^^)
  2. 00:11:666 (1, 3) : weird shape, i suggest you to make the same curve for both (copy/paste) and also a lighter curve
  3. 00:13:112 (1) : this slider doesn't look good at all, not the same shape than the previous but same orientation, not perfectly aligned. Perhaps try to Ctrl+J him.
  4. 00:14:196 (5, 2) : overlap
  5. 00:20:612 () : the kiai is suddently really hard compared to the rest of the map, it's not anticipable
  6. 00:41:305 (1) : it's a detail, but why to the bottom right corner ?
You will have to get better for aestetic to make great maps because the rhythm is already great, don't worry it come with time^^

[Summer adventures]
  1. 00:08:775 (1, 4) : not perfeclty blanket, also try to put 4 at (x:195;y:100) to have a perfect triangle with 2 and 3
  2. 00:16:004 (1, 3) : rework a little bit the blanket
  3. 00:23:232 (1, 2) : those 2 circles make the jump WAY harder, and it don't really fits the music, a slider would be better and would not make it too easy
  4. 00:26:124 (1, 2) : except the previous point, the position of the notes is weird, it makes a quite bigger angle with 7 and 8 than the other notes which is quite disturbing. But yeah, that's not totally bad
  5. 00:31:907 () : this part is supposed to be easier to play than the previous, okay, but it's done by both sliders and spacing. I suggest you to space objects a little more to make it coherent with the previous part (and yeah, the music isn't that changing)

GL :)
Topic Starter
Simuzax

Zonthem wrote:

Hi ! random quick mod from #ModReqs

[Insane]
  1. 00:08:052 (3, 4, 1, 2, 3, 4) : I (fully personal) don't like the way it's mapped, the rythm is good but visually, the stream seems a little bit out of the 2 1/4 sliders, i guess it would be better if slider 4 were a little be more to the left, to 'connect' the pattern (if you see what i mean^^) Ctrl+g'd both sliders although i dont think this was a problem
  2. 00:11:666 (1, 3) : weird shape, i suggest you to make the same curve for both (copy/paste) and also a lighter curve Changed the 2nd slider a bit, the first one seems alright to me
  3. 00:13:112 (1) : this slider doesn't look good at all, not the same shape than the previous but same orientation, not perfectly aligned. Perhaps try to Ctrl+J him. changed previous slider, so should be better now
  4. 00:14:196 (5, 2) : overlap it's intentional
  5. 00:20:612 () : the kiai is suddently really hard compared to the rest of the map, it's not anticipable i mean there arent many intense parts in the song before the kiai itself, but spaced the jumps prekiai by just a bit to not make it seem so sudden
  6. 00:41:305 (1) : it's a detail, but why to the bottom right corner ? idk how to explain, just feels like the right spot to place it
You will have to get better for aestetic to make great maps because the rhythm is already great, don't worry it come with time^^ aesthetics so hard man :(

GL :) Thx and thanks for Mod :D
jeanbernard8865
top diff
  1. 00:10:943 (3) - flow break on weak beat, I this should be following circular flow since there’s nothing that calls for a break there

  2. 00:13:654 (1,2,1,2,1,1) - should be same flow as 00:09:317 (2,3,4,5) since both are filler rhythm, also NC pattern is fairly different which is inconsistent

  3. 00:15:281 (3) - don’t understand those flow breaks either, especially 00:15:281 (3) since that beat is a weak one but it’s emphasised through that flow break

  4. 00:16:726 (3) - should break flow since every main layer sound does ( aka 00:17:449 (1,3) - 00:10:220 (1) - 00:12:208 (2,3,1) - etc )

  5. 00:24:678 (1,2,3,4,5,6,7,8) - should be 1212 as well cause of sound each white tick

  6. 00:26:305 (2,1,2) - why linear flow ? this is the first iteration of it in the map, so I don’t think it fits design-wise

easy
  1. This easy is way harder than it looks for beginners, because it has too much sliders. Remember that sliders on low difficulties basically act as streams, since players still strictly follow their paths. Do you want a map full of streams ? That is way more stamina-draining than it needs to ; add more circles ! They are easier than sliders at that level due to requiring the single action of clicking from the player. Another side effect of the way sliders work in low diffs is that a turn or a reverse arrow in a slider gives a lot of emphasis. As a result, reverse arrows in the less intense sections such as 00:02:992 (1,2,3) - 00:21:787 (3) give unnecessary emphasis.
  2. Another result of the behaviour of sliders in low diffs is that slider leniency basically doesn’t exist, so flow is way more restrictive there, and flow reversals such as 00:13:473 (2) can add on to the unnecessary emphasis.
  3. Finally, let’s talk about patterning. I feel like your objects should be relating more to one another ; for example, 00:04:437 (2,3) - doesn’t have a clear relationship within itself. There are multiple ways to relate objects, such as flipping, rotating specific angles, or blanketing, and how you do it is entirely up to you.

    I’ll conclude this mod with a grim news, which is sadly necessary ; this difficulty needs a remap, taking in account the points I have mentioned above, as the issues within it are mostly structural.

Good luck with pushing this forward !

give me pp
yShadowXOP_

Zonthem wrote:

Hi ! random quick mod from #ModReqs

[Summer adventures]
  1. 00:08:775 (1, 4) : not perfeclty blanket, also try to put 4 at (x:195;y:100) to have a perfect triangle with 2 and 3 Done
  2. 00:16:004 (1, 3) : rework a little bit the blanket Done
  3. 00:23:232 (1, 2) : those 2 circles make the jump WAY harder, and it don't really fits the music, a slider would be better and would not make it too easy Done
  4. 00:26:124 (1, 2) : except the previous point, the position of the notes is weird, it makes a quite bigger angle with 7 and 8 than the other notes which is quite disturbing. But yeah, that's not totally bad Done
  5. 00:31:907 () : this part is supposed to be easier to play than the previous, okay, but it's done by both sliders and spacing. I suggest you to space objects a little more to make it coherent with the previous part (and yeah, the music isn't that changing) Done


GL :)
Thanks for modding :)
Sharkie
[Easy]
Not sure why you used x.95 exactly instead of x1.0
  1. It would look a lot better if you move the slider end of 00:05:883 (3) - down a little bit.
  2. 00:26:485 (1,2) - As I mentioned earlier about using x.95, this looks ugly because they're just too close together.
    When you use x1, it just looks a lot better.
  3. 00:30:823 (1,1) - This angling is really weird for an Easy. It would work well for an Insane or something but not an Easy. I suggest this.
[Normal]

Your Normal is basically an Easy, which is totally fine but it doesn't fit the mapset's spread. You shouldn't be afraid to have 1/2 spacings in a normal, they're supposed to overlap. However, 00:19:618 (4,1,2) - stuff like this is kinda ugly and a little awkward to play especially for beginner players. Everything else looks fine though.

[Hard]
Lookin' good.

[Insane]
  1. 00:07:329 (1,2) - This spacing doesn't make much sense. These snare hits are pretty loud and they're the lowest spacing in this section...
  2. 00:08:052 (3,4) - This here as well.
  3. These sliders are really too slow for an Insane in my opinion...
  4. 00:16:004 (6) - I would much rather use a slider here.
  5. 00:29:377 (1,2,3) - I understand what you're trying to do here with the small spacing, but it has the opposite effect of what you're trying to accomplish.
[Extra]
Pretty cool, I like it. Looks like something I would map.
Topic Starter
Simuzax

Sharkie wrote:

[Normal]

Your Normal is basically an Easy, which is totally fine but it doesn't fit the mapset's spread. You shouldn't be afraid to have 1/2 spacings in a normal, they're supposed to overlap. However, 00:19:618 (4,1,2) - stuff like this is kinda ugly and a little awkward to play especially for beginner players. Everything else looks fine though. Changed slider shapes and moved objects a bit, was really weird with that slider

[Insane]
  1. 00:07:329 (1,2) - This spacing doesn't make much sense. These snare hits are pretty loud and they're the lowest spacing in this section... Yea ur right, spaced this objects a bit
  2. 00:08:052 (3,4) - This here as well. ^
  3. These sliders are really too slow for an Insane in my opinion... I think they're fine actually
  4. 00:16:004 (6) - I would much rather use a slider here. just a circle fills the spot better imo
  5. 00:29:377 (1,2,3) - I understand what you're trying to do here with the small spacing, but it has the opposite effect of what you're trying to accomplish. idk exactly what ur trying to say here, but changed it just a bit regardless
Thx for the mod :D
victorfernando

AyanokoRin wrote:

top diff
  1. 00:10:943 (3) - flow break on weak beat, I this should be following circular flow since there’s nothing that calls for a break there

  2. 00:13:654 (1,2,1,2,1,1) - should be same flow as 00:09:317 (2,3,4,5) since both are filler rhythm, also NC pattern is fairly different which is inconsistent

  3. 00:15:281 (3) - don’t understand those flow breaks either, especially 00:15:281 (3) since that beat is a weak one but it’s emphasised through that flow break

  4. 00:16:726 (3) - should break flow since every main layer sound does ( aka 00:17:449 (1,3) - 00:10:220 (1) - 00:12:208 (2,3,1) - etc )

  5. 00:24:678 (1,2,3,4,5,6,7,8) - should be 1212 as well cause of sound each white tick

  6. 00:26:305 (2,1,2) - why linear flow ? this is the first iteration of it in the map, so I don’t think it fits design-wise

easy
  1. This easy is way harder than it looks for beginners, because it has too much sliders. Remember that sliders on low difficulties basically act as streams, since players still strictly follow their paths. Do you want a map full of streams ? That is way more stamina-draining than it needs to ; add more circles ! They are easier than sliders at that level due to requiring the single action of clicking from the player. Another side effect of the way sliders work in low diffs is that a turn or a reverse arrow in a slider gives a lot of emphasis. As a result, reverse arrows in the less intense sections such as 00:02:992 (1,2,3) - 00:21:787 (3) give unnecessary emphasis.
  2. Another result of the behaviour of sliders in low diffs is that slider leniency basically doesn’t exist, so flow is way more restrictive there, and flow reversals such as 00:13:473 (2) can add on to the unnecessary emphasis.
  3. Finally, let’s talk about patterning. I feel like your objects should be relating more to one another ; for example, 00:04:437 (2,3) - doesn’t have a clear relationship within itself. There are multiple ways to relate objects, such as flipping, rotating specific angles, or blanketing, and how you do it is entirely up to you.

    I’ll conclude this mod with a grim news, which is sadly necessary ; this difficulty needs a remap, taking in account the points I have mentioned above, as the issues within it are mostly structural.

Good luck with pushing this forward !

give me pp okay ;P
victorfernando

Sharkie wrote:

[Easy]
Not sure why you used x.95 exactly instead of x1.0 (gonna change )
  1. It would look a lot better if you move the slider end of 00:05:883 (3) - down a little bit. (ok)
  2. 00:26:485 (1,2) - As I mentioned earlier about using x.95, this looks ugly because they're just too close together.
    When you use x1, it just looks a lot better.
  3. 00:30:823 (1,1) - This angling is really weird for an Easy. It would work well for an Insane or something but not an Easy. I suggest this.
RedSky764
So, these are all basically just personal opinions.
Easy
Well made for a beginner's map. No big holes in rhythm, and nothing was particularly challenging.
Normal
Again, nothing too challenging, and well made.
Advanced
Starting at 00:20:702 the added sounds to the notes become rather inconsistent with both the map and the music itself. It's a little off-putting to me, and sounds out of place.
Hard
This is very well done for a 'hard' difficulty map. Good techniques, interesting design. Kept me entertained from start to finish with different ideas.
Light Insane
Right off the bat. at 00:04:076 (4) the slider is a little far away, and kinda throws off the intro pattern with the sliders. That's my only negative on this difficulty.
Insane
At 00:20:702 is there any particular reason the snare drum gets louder here on the notes? I'm not complaining, just curious.
At 00:26:485 (1,3,5) the same thing that I mentioned in the Advanced difficulty happens. Those snare hits aren't in the song itself at that point, and it's once again a bit off-putting.
Summer Adventures
At 00:31:907 the note sounds change. Is this intentional?
That's all I have to say for this. Good maps!
-Sylvari
Hello it's mod from my queue

[victor's Light Insane]
00:07:871 (5,1,2,3,4,5) - 00:05:883 (1,2,3,4,5,6) - Here you Repeated a pattern how the song goes sow why 00:07:871 (5,1,2,3,4,5) is not mapped same?
00:19:979 (2) - The sound clearly end on white tick.
00:36:967 (1) - You can make an circular flow. Just Ctrl+G that.

[Insane]
00:08:052 (3,4,1) - It can be kinda' dezoriantating.
00:29:377 (1) - Maybe change the shape, it looks funny.
00:33:353 (1,2) - This is not the same sound so why you put it in this pattern.
00:34:437 (5,1) - Stack it.

[ShadowX's Summer Adventures]
Great diff.
yShadowXOP_

RedSky764 wrote:

So, these are all basically just personal opinions.
Easy
Well made for a beginner's map. No big holes in rhythm, and nothing was particularly challenging.
Normal
Again, nothing too challenging, and well made.
Advanced
Starting at 00:20:702 the added sounds to the notes become rather inconsistent with both the map and the music itself. It's a little off-putting to me, and sounds out of place.
Hard
This is very well done for a 'hard' difficulty map. Good techniques, interesting design. Kept me entertained from start to finish with different ideas.
Light Insane
Right off the bat. at 00:04:076 (4) the slider is a little far away, and kinda throws off the intro pattern with the sliders. That's my only negative on this difficulty.
Insane
At 00:20:702 is there any particular reason the snare drum gets louder here on the notes? I'm not complaining, just curious.
At 00:26:485 (1,3,5) the same thing that I mentioned in the Advanced difficulty happens. Those snare hits aren't in the song itself at that point, and it's once again a bit off-putting.
Summer Adventures
At 00:31:907 the note sounds change. Is this intentional? Yes :3
That's all I have to say for this. Good maps!
yShadowXOP_

Manteith wrote:

Hello it's mod from my queue

[victor's Light Insane]
00:07:871 (5,1,2,3,4,5) - 00:05:883 (1,2,3,4,5,6) - Here you Repeated a pattern how the song goes sow why 00:07:871 (5,1,2,3,4,5) is not mapped same?
00:19:979 (2) - The sound clearly end on white tick.
00:36:967 (1) - You can make an circular flow. Just Ctrl+G that.

[Insane]
00:08:052 (3,4,1) - It can be kinda' dezoriantating.
00:29:377 (1) - Maybe change the shape, it looks funny.
00:33:353 (1,2) - This is not the same sound so why you put it in this pattern.
00:34:437 (5,1) - Stack it.

[ShadowX's Summer Adventures]
Great diff. Thanks :)
Topic Starter
Simuzax

Manteith wrote:

Hello it's mod from my queue

[Insane]
00:08:052 (3,4,1) - It can be kinda' dezoriantating. i think it plays fine, i'll consider changing if someone point that out again
00:29:377 (1) - Maybe change the shape, it looks funny. its to make a lil contrast with these 00:30:823 (1,2,3) - since they have a more ''clean'' sound
00:33:353 (1,2) - This is not the same sound so why you put it in this pattern. youre right, changed that section
00:34:437 (5,1) - Stack it. changed placement of this to fit better with changes
Thx for the mod :D
arrivalNA
Saw your M4m Request

「General」


  1. Lack of timing points is appalling but its okay
  2. 00:20:702 - 00:29:016 - Consider making Kiai time longer

「Easy」


  1. 00:23:232 & 00:26:124 - There is a sound that comes on the downbeat and should have a click on the white tick; can also apply to other parts of the song but it's up to you
  2. 00:25:401 - The slider here should be just a full beat slider followed by a circle and not 2 beats long like this

「Normal」


  1. 00:25:763 - The slider comes in on the weak sound rather than the strong sound; try using the slider first instead of the circle like this

「Advanced」


  1. The lack of curves give me anxiety in the beginning
  2. 00:29:919 (2) & 00:31:365 (2)- Try spacing the sliders out half a beat so they click on the white ticks and not at a awkward time

「Hard」


  1. Nothing wrong here ¯\_(ツ)_/¯

「Light Insane」


  1. 00:08:413 (5) - Make the repeating slider repeat one more time and move 00:08:775 (1)
    closer to the repeating slider
  2. 00:41:305 - Move the circle closer towards the centre, players don't have an indicator that the circle would be there at the end of the map

「Insane」


  1. 00:08:413 (1,2,3,4) - Try to ease the stream into the slider and not stack it on top of the slider

「Summer Adventures」


  1. I got nothing
arrivalNA

Our Arrival wrote:

Saw your M4m Request

「General」

  1. Lack of timing points is appalling but its okay
  2. 00:20:702 - 00:29:016 - Consider making Kiai time longer

「Easy」

  1. 00:23:232 & 00:26:124 - There is a sound that comes on the downbeat and should have a click on the white tick; can also apply to other parts of the song but it's up to you
  2. 00:25:401 - The slider here should be just a full beat slider followed by a circle and not 2 beats long like this

「Normal」

  1. 00:25:763 - The slider comes in on the weak sound rather than the strong sound; try using the slider first instead of the circle like this

「Advanced」

  1. The lack of curves give me anxiety in the beginning
  2. 00:29:919 (2) & 00:31:365 (2)- Try spacing the sliders out half a beat so they click on the white ticks and not at a awkward time

「Hard」

  1. Nothing wrong here ¯\_(ツ)_/¯

「Light Insane」

  1. 00:08:413 (5) - Make the repeating slider repeat one more time and move 00:08:775 (1)
    closer to the repeating slider
  2. 00:41:305 - Move the circle closer towards the centre, players don't have an indicator that the circle would be there at the end of the map

「Insane」

  1. 00:08:413 (1,2,3,4) - Try to ease the stream into the slider and not stack it on top of the slider

「Summer Adventures」

  1. I got nothing
Why did it go sideways -_-
Topic Starter
Simuzax

Our Arrival wrote:

Our Arrival wrote:

Saw your M4m Request

「General」

  1. Lack of timing points is appalling but its okay
  2. 00:20:702 - 00:29:016 - Consider making Kiai time longer it is already long enough imo

「Normal」

  1. 00:25:763 - The slider comes in on the weak sound rather than the strong sound; try using the slider first instead of the circle like this fixed that

「Advanced」

  1. The lack of curves give me anxiety in the beginning
  2. 00:29:919 (2) & 00:31:365 (2)- Try spacing the sliders out half a beat so they click on the white ticks and not at a awkward time doing that wouldnt fit the song, and i was missing a note on that white tick so put a circle

「Insane」

  1. 00:08:413 (1,2,3,4) - Try to ease the stream into the slider and not stack it on top of the slider changed, much better now
Why did it go sideways -_-
Thx for the mod :D
victorfernando

Our Arrival wrote:

「Easy」

  1. 00:23:232 & 00:26:124 - There is a sound that comes on the downbeat and should have a click on the white tick; can also apply to other parts of the song but (I Make this pause to beginner"s and to follow just the whistle sound ) it's up to you
  2. 00:25:401 - The slider here should be just a full beat slider followed by a circle and not 2 beats long like this (i put a slider reverse )

「Light Insane」

  1. 00:08:413 (5) - Make the repeating slider repeat one more time and move 00:08:775 (1)
    closer to the repeating slider (no don"t have repetitive sound here)
  2. 00:41:305 - Move the circle closer towards the centre, players don't have an indicator that the circle would be there at the end of the map(ok)
victorfernando

Manteith wrote:

Hello it's mod from my queue

[victor's Light Insane]
00:07:871 (5,1,2,3,4,5) - 00:05:883 (1,2,3,4,5,6) - Here you Repeated a pattern how the song goes sow why 00:07:871 (5,1,2,3,4,5) is not mapped same? ( I TRIED )
00:19:979 (2) - The sound clearly end on white tick. (Okay)
00:36:967 (1) - You can make an circular flow. Just Ctrl+G that. (Okay)
KorwiN
ShadowX's Summer Adventures
There is little here:
00:08:052 (3,4,5) - It's very strange... It looks like this...unsightly
00:23:594 (1,2,1,2,1,2) - On average I see it... Maybe yes?: https://osu.ppy.sh/ss/8838728
00:26:485 (1,2,1,2,1,2) - Meaby this: https://osu.ppy.sh/ss/8838742
You have no idea on Jump? : 00:32:269 (1,2,1,2,1,2) - , 00:35:160 (1,2,1,2,1,2) -

Insane
00:08:052 (3,4,1) - Distance Snap ( so-called DS )
00:21:606 (6,1,2,3,4,5,6,7,8) - Squares not easy on Insane? ... no ... Better is Triangles
00:29:377 (1,2,3) - does not fit
00:32:270 (1,2,1,2,1,2,1,2) - It did not work out perfectly


ShadowX's Hard
00:08:052 (3,4,5) - Never ... never .. never make this on Hard
Besides it is okey

Advanced
perfect

Normal
Very good for Normal

victor's Easy
SV a bit lower
Besides it is okey
Topic Starter
Simuzax

KorwiN wrote:

Insane
00:08:052 (3,4,1) - Distance Snap ( so-called DS ) i think it is okay as it is rn
00:21:606 (6,1,2,3,4,5,6,7,8) - Squares not easy on Insane? ... no ... Better is Triangles this section is supposed to be a bit unconfortable, i'll consider changing if someone point that out again
00:29:377 (1,2,3) - does not fit that's to make contrast with these 00:30:823 (1,2,3)
00:32:270 (1,2,1,2,1,2,1,2) - It did not work out perfectly i guess youre talking about symmetry here, but its intentional
Thx for the mod :D
frogyfro
m4m from my queue

victor's Easy

00:29:377 (1,1) - make these have the same angle from the horizontal. like this:




Normal

00:06:245 (2) - i dont think the beat you've chosen here deserves a clickable object, gives too much emphasis to what is an unimportant beat in the song. just doing this would improve rhythm by a long shot


look throughout the map, i think rhythm can be improved a lot here.

00:08:052 (4) - you usually want to avoid putting slider ends on these big white ticks (08:775). slider heads / circles emphasize much more than slider ends, so try to use those instead.



Advanced

00:02:992 (1,2,3,4) - i have two major problems with this part. firstly, i don't understand why 00:03:353 (2) isn't a slider. it feels like you're pointlessly ignoring the sound on 03:534. secondly, i question the decision to use perfectly horizontal / vertical sliders for this. straight sliders like this often look much better when they're rotated about 10 degrees from the horizontal:


given that i don't think your map is gaining anything from the use of these horizontal / vertical sliders, i'd just rotate them those 10 degrees.

00:29:377 (1,2,1) - why is so much attention given to the red tick at 00:29:919 (2)? this part should definitely emphasize the white ticks instead of the red ticks.



ShadowX's Hard

00:10:220 (1,2,3,4) - the player has to make a quick snap from 2 to 3, which puts a lot of emphasis on 3. however, 3 is probably the least important of all of these. it would make much more sense to stress the melody or stress the drums than to stress this note that contains neither. there's plenty of other times this happens e.g. 00:13:112 (1,2,3,4)). i'd look through the part before the kiai and try to make sure that your emphasis is on point.



victor's Light Insane

00:09:136 (2) - its bad practice to put an important sound inside of a slider (in this case, the red tick contains a bass drum).

00:11:485 (6) - why is this a jump? no drums, so its not nearly as important as 00:11:124 (4,5). this problem arises alot (e.g. 00:13:835 (2)). i don't think the jump sections are poorly mapped, just that they emphasize all circles equally when they shouldn't.

00:13:112 (4) - nc on the downbeat

00:19:618 (1,2) - this sv change is very difficult for new players to react to. save stuff like this for insane / extra and not light insane. if you want to keep it, at least make 00:19:979 (2) - a NC.



Insane

00:09:317 (2,3,4,5,6) - very little attention to movement was put into this jump section. 00:09:317 (2,3,4) all require the player to snap, and suddenly 00:09:678 (4,5,6) is a wide angle jump for seemingly no reason. stacking 5 and 6 or changing 5 and 6 to a slider would help a lot.

00:20:702 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - same deal here. the first 6 notes require easy, comfortable movement within the triangles. the next 8 are very uncomfortable to play squares. if you want to have your map use comfortable movement like triangles, fine. if you want it to have uncomfortable movement like square jumps, fine. but right now you're really inconsistent with when you make your jumps comfortable and when you make them uncomfortable, which is not a good thing.

00:23:594 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - spacing emphasis is really off here. higher spaced notes are emphasized since its much harder for the player to hit them. it would make much more sense to have the 1s spaced far away instead of the 2s, like you currently have.

00:27:570 (1,2,3,4,5,6,7,8) - this pattern utilizes a triangle, so the player will interpret this as groups of three objects (1,2,3,1,2,3). but because of the melody it makes much more sense for these to repeat every second note like you did just before (1,2,1,2,1,2).

00:35:160 (1,2,3,4,5,6,1) - this wide angle movement gives equal attention to each circle, which makes no sense. the white ticks with the melody are much more important than the reds.

all in all i think this was the worst diff of the set. focus on really thinking through how your jump sections play and how to make your jump sections reflect the song better.



ShadowX's Summer Adventure

00:10:220 (1,2,3,4,5) - see above criticism on shadow x's hard, its the same idea here.

00:21:787 (1,2,3,4,5,6,7,8,1) - why stop nc on every white tick? it really helps give attention to the melody

all in all i liked the jumps in this map much better than insane. this would be a pretty good reference for working through the stuff i mentioned above.



hopefully this helps!
Arphimigon
Lab Aesthetics Mod!
Results given in [x, y] formats

[Advanced]
Nothing Detected!
[Insane]
Nothing Detected!
[Normal]
Object at 00:24:317 - should be placed at: [194, 205] currently at: [192, 204] to move in line with slider at time 00:23:594 -

[ShadowX's Hard]
Nothing Detected!
[ShadowX's Summer Adventures]
Object at 00:15:100 - should be placed at: [490, 40] currently at: [488, 40] to move in line with slider at time 00:14:558 -

[victor's Easy]
Nothing Detected!
[victor's Light Insane]
Object at 00:15:642 - should be placed at: [346, 230] currently at: [344, 228] to blanket slider body at time 00:16:004 -

I hope I didn't malfunction!

(free kds)
victorfernando

Arphimigon wrote:

Lab Aesthetics Mod!
[victor's Easy]
Nothing Detected!
[victor's Light Insane]
Object at 00:15:642 - should be placed at: [346, 230] currently at: [344, 228] to blanket slider body at time 00:16:004 - (OK)

I hope I didn't malfunction!

(free kds)
yShadowXOP_

KorwiN wrote:

ShadowX's Summer Adventures
There is little here:
00:08:052 (3,4,5) - It's very strange... It looks like this...unsightly Done
00:23:594 (1,2,1,2,1,2) - On average I see it... Maybe yes?: https://osu.ppy.sh/ss/8838728 Nop
00:26:485 (1,2,1,2,1,2) - Meaby this: https://osu.ppy.sh/ss/8838742 im my opinion this is very weird :/
You have no idea on Jump? : 00:32:269 (1,2,1,2,1,2) - , 00:35:160 (1,2,1,2,1,2) -

ShadowX's Hard
00:08:052 (3,4,5) - Never ... never .. never make this on Hard
Besides it is okey Done


Thanks for modding :)
yShadowXOP_

Arphimigon wrote:

Lab Aesthetics Mod!
[ShadowX's Summer Adventures]
Object at 00:15:100 - should be placed at: [490, 40] currently at: [488, 40] to move in line with slider at time 00:14:558 - Done

(free kds)

Thanks for modding :)
yShadowXOP_

frogyfro wrote:

m4m from my queue

ShadowX's Hard

00:10:220 (1,2,3,4) - the player has to make a quick snap from 2 to 3, which puts a lot of emphasis on 3. however, 3 is probably the least important of all of these. it would make much more sense to stress the melody or stress the drums than to stress this note that contains neither. there's plenty of other times this happens e.g. 00:13:112 (1,2,3,4)). i'd look through the part before the kiai and try to make sure that your emphasis is on point. Done

ShadowX's Summer Adventure

00:10:220 (1,2,3,4,5) - see above criticism on shadow x's hard, its the same idea here. Done

00:21:787 (1,2,3,4,5,6,7,8,1) - why stop nc on every white tick? it really helps give attention to the melody Done

all in all i liked the jumps in this map much better than insane. this would be a pretty good reference for working through the stuff i mentioned above. :D



hopefully this helps! Thanks for modding :)
victorfernando

frogyfro wrote:

m4m from my queue

victor's Easy

00:29:377 (1,1) - make these have the same angle from the horizontal. like this: (ok)



victor's Light Insane

00:09:136 (2) - its bad practice to put an important sound inside of a slider (in this case, the red tick contains a bass drum). (reverse slider)

00:11:485 (6) - why is this a jump? no drums, so its not nearly as important as 00:11:124 (4,5). this problem arises alot (e.g. 00:13:835 (2)). i don't think the jump sections are poorly mapped, just that they emphasize all circles equally when they shouldn't. (tried a triangle and a normal angle *hope is better*)

00:13:112 (4) - nc on the downbeat (fixed)

00:19:618 (1,2) - this sv change is very difficult for new players to react to. save stuff like this for insane / extra and not light insane. if you want to keep it, at least make 00:19:979 (2) - a NC. (down the speed just a little)
victorfernando

KorwiN wrote:

ShadowX's Summer Adventures
[box=victor's Light Insane]Ideal

victor's Easy
SV a bit lower
Besides it is okey
Thanks *3*
Topic Starter
Simuzax

frogyfro wrote:

m4m from my queue

Normal

00:06:245 (2) - i dont think the beat you've chosen here deserves a clickable object, gives too much emphasis to what is an unimportant beat in the song. just doing this would improve rhythm by a long shot Changed that


look throughout the map, i think rhythm can be improved a lot here.

00:08:052 (4) - you usually want to avoid putting slider ends on these big white ticks (08:775). slider heads / circles emphasize much more than slider ends, so try to use those instead. Changed to same rhythm as in Advanced



Advanced

00:02:992 (1,2,3,4) - i have two major problems with this part. firstly, i don't understand why 00:03:353 (2) isn't a slider. it feels like you're pointlessly ignoring the sound on 03:534. i didn't want to make a slider clusterfuck at this point so i just used a circle at the white tick since the red tick sound is weaker secondly, i question the decision to use perfectly horizontal / vertical sliders for this. straight sliders like this often look much better when they're rotated about 10 degrees from the horizontal:


given that i don't think your map is gaining anything from the use of these horizontal / vertical sliders, i'd just rotate them those 10 degrees. Changed most slider rotations in this part so should be better now

00:29:377 (1,2,1) - why is so much attention given to the red tick at 00:29:919 (2)? this part should definitely emphasize the white ticks instead of the red ticks. yeah youre right, changed to 3 1/2 sliders here



Insane

00:09:317 (2,3,4,5,6) - very little attention to movement was put into this jump section. 00:09:317 (2,3,4) all require the player to snap, and suddenly 00:09:678 (4,5,6) is a wide angle jump for seemingly no reason. stacking 5 and 6 or changing 5 and 6 to a slider would help a lot. it plays fine imo, dont see why this would be such a problem

00:20:702 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - same deal here. the first 6 notes require easy, comfortable movement within the triangles. the next 8 are very uncomfortable to play squares. if you want to have your map use comfortable movement like triangles, fine. if you want it to have uncomfortable movement like square jumps, fine. but right now you're really inconsistent with when you make your jumps comfortable and when you make them uncomfortable, which is not a good thing. my idea here was exactly that, make some constrast with spacing and movement since the song changes, but i see your point so i'll consider changing that

00:23:594 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - spacing emphasis is really off here. higher spaced notes are emphasized since its much harder for the player to hit them. it would make much more sense to have the 1s spaced far away instead of the 2s, like you currently have. tried to remake that section emphasizing (1)s as you said, not sure how better it became

00:27:570 (1,2,3,4,5,6,7,8) - this pattern utilizes a triangle, so the player will interpret this as groups of three objects (1,2,3,1,2,3). but because of the melody it makes much more sense for these to repeat every second note like you did just before (1,2,1,2,1,2). i see your point here, but i prefer it the way it is rn

00:35:160 (1,2,3,4,5,6,1) - this wide angle movement gives equal attention to each circle, which makes no sense. the white ticks with the melody are much more important than the reds. the sounds in this sections are overall pretty similar so i dont think this is be a problem

all in all i think this was the worst diff of the set. ouch :( focus on really thinking through how your jump sections play and how to make your jump sections reflect the song better. i'll try doing that with next mods, but i have a lot of difficulty doing jump sections :?



hopefully this helps! Thx a lot for the mod :D
Topic Starter
Simuzax

Arphimigon wrote:

Lab Aesthetics Mod!
Results given in [x, y] formats

[Normal]
Object at 00:24:317 - should be placed at: [194, 205] currently at: [192, 204] to move in line with slider at time 00:23:594 - Done

I hope I didn't malfunction!

(free kds)
Hpocks
Mod
~~ victor's Easy ~~


• 00:04:437 (2,3) - For the sake of A E S T H E T I C consistancy, 3 should have the same shape as 3, but just mirrored.

• 00:12:751 (1,2) - the structure of rhytmn suddenly changes, going from gaps between notes that are 1 1/2 mesaures (measure = white tick to white tick) to going for spaces between notes exclusively, which makes it very difficult to read. If you want to keep it consistant, you should move the 2 slider to 00:13:654 - . From there on out, it is generally more appropriate to use the exclusively 1 measure gaps between notes, as that follows the music more closely.

• 00:23:594 - ^

~~ ShadowX's Hard ~~


• Apply custom colors

~~ ShadowX's Summer Adventures ~~


• Apply custom colors

• 00:02:992 (1) - Missing clap sound here

• 00:08:232 (4,5) - Try to make these two objects aligned to eachother, so that 00:08:413 (5) - is tilted at the same angle as 00:08:232 (4), and an invisible "line" could be connected to cut directly through both slider bodies
Maxylan
M4M From my queue ~

dududududu
[General]
The hit-sounding being on 60% during kiai is, in my opinion, way too high. I even think that 40% is too high when it isn't Kiai, but I don't mind it as much. Couple that with the fact that some of the custom hit sounds you guys use could use some work to fit better with the 16bit theme.
[ShadowX's Summer Adventures]
00:11:485 (5,2) - Overlap, nothing major but still aesthetically unappealing.
00:16:004 (1,3) - Fix the blanket on 00:16:726 (3) this slider end?
00:25:763 (1,2,1) - Now that's one hell of a wide angle after using mostly back and forth jumps.
00:31:907 (1) - Why the change in hitsounding after this part? Doesn't seem to fit with the song at all.
00:37:510 (4,1) - Not so important, but maybe add some spacing to emphasize the sound? Holding the cursor works but I don't think it does the song justice.

[Insane]
Why break the pattern here 00:05:883 (1,2,3) if you're just going to do the exact same pattern as previous ones here 00:06:606 (1,2,3) .
Optional: 00:08:413 (1,2,3,4) - I'd replace this stream with a 1/8 kickslider, because there is a sound every 1/8.
00:11:124 (4,1) - Stack these or move 4, this overlap is just not good
00:10:220 (1) - This shouldn't end on a white tick noise especially considering the part that follows that slider emphasise the drum sound that 00:10:220 (1) slider ends on.
Sidenote: 00:20:702 (1) - Good job on all the jumps that follows this kiai. Really well executed with good pattern and distance! It was fun to play!
The costume hit sound clap you're using during the Kiai seems out of place. I guess this is optional as well but I'd suggest finding something more fitting with the sounds it's supposed to emphasize in the song.
00:25:582 (2,2) - These two overlaps are intentional but I don't think it looks good when they overlap with 00:26:485 (1,2) coming after the slider. I recognize these as a new part of the same pattern and so it shouldn't overlap with the previous one.
00:30:100 (3,1,2) - Aesthetically repulsive overlap, try stacking these accordingly instead.
00:25:040 (1,1) - ^ , try changing the angle accordingly instead.
00:31:907 (1,3) - Overlap nazi
00:38:232 (2,3) - 00:36:064 (6,1) - Optional, but I'd suggest you fix this angle

[victor's Light Insane]
00:05:883 (1,4,1) - This slider should be placed in the same place as 4,1 to mimic the pattern you had going if it isn't then this is a straight-up ugly overlap no matter how intentional you might say this is =p
00:09:678 (3,3) - Overlaperino
00:11:305 (5,1) - Stackerino
00:16:726 (1) - This should end at the red tick and not the white tick which is stronger. The white tick this ends on is even stronger than the white tick you click this on.
A guideline from the ranking criteria: You should try and not use more than 3 different slider velocities, and when you change the slider velocity it should be to emphasize something in the song. *cough* 00:19:979 (1) (This seem a little over-emphasized)
00:32:991 (3,2) - I'll stop mentioning these but you should look through your entire diff. A lot of overlaps were intentional because they were a part of a pattern, but trust me I found way more than 3 overlaps that looked out-of-place.
Optional, but maybe add a little distance on 00:38:232 (2,3) ?

This diff was by far the most enjoyable to play out of the ones above, the flow in this diff is amazing between the different sliders and SV's. Just change up some of the aesthetics of the placements of objects and you've got a ringer right here.

You got a good chance of ranking this :) Don't know about the other diffs but I'd shoot a kudosu star just to see victor's diff's making it to ranked!
Topic Starter
Simuzax

Maxylan wrote:

M4M From my queue ~

dududududu
[General]
The hit-sounding being on 60% during kiai is, in my opinion, way too high. I even think that 40% is too high when it isn't Kiai, but I don't mind it as much. Couple that with the fact that some of the custom hit sounds you guys use could use some work to fit better with the 16bit theme. i'll try to work on that, but im not good with hitsounds and stuff

[Insane]
Why break the pattern here 00:05:883 (1,2,3) if you're just going to do the exact same pattern as previous ones here 00:06:606 (1,2,3) . changed
Optional: 00:08:413 (1,2,3,4) - I'd replace this stream with a 1/8 kickslider, because there is a sound every 1/8. a stream has more impact play-wise than a 1/8 kickslider here imo
00:11:124 (4,1) - Stack these or move 4, this overlap is just not good stacked with sliderend
00:10:220 (1) - This shouldn't end on a white tick noise especially considering the part that follows that slider emphasise the drum sound that 00:10:220 (1) slider ends on. i don't think this is a problem considering i map similar sounds the same way after that
Sidenote: 00:20:702 (1) - Good job on all the jumps that follows this kiai. Really well executed with good pattern and distance! It was fun to play! Thx :D
The costume hit sound clap you're using during the Kiai seems out of place. I guess this is optional as well but I'd suggest finding something more fitting with the sounds it's supposed to emphasize in the song. i'll work on that
00:25:582 (2,2) - These two overlaps are intentional but I don't think it looks good when they overlap with 00:26:485 (1,2) coming after the slider. I recognize these as a new part of the same pattern and so it shouldn't overlap with the previous one. changed jumps after slider a bit
00:30:100 (3,1,2) - Aesthetically repulsive overlap, try stacking these accordingly instead. didn't notice that lol, changed
00:25:040 (1,1) - ^ , try changing the angle accordingly instead. changed... kinda
00:31:907 (1,3) - Overlap nazi Done
00:38:232 (2,3) - 00:36:064 (6,1) - Optional, but I'd suggest you fix this angle Both done

You got a good chance of ranking this :) Don't know about the other diffs but I'd shoot a kudosu star just to see victor's diff's making it to ranked!
Thx for the mod :D
Osuology
M4M.

00:31:907 (1) - Why is this section not kiai'd? It has the exact same composition as the previous 4 measures.

ShadowX's Shadow Adventures
What's up with the hitsounding in this diff? Are you trying to improvise your own rhythm with it? It kinda defeats the purpose of mapping to a certain song does it not? I am interested what you thought when doing this.

00:10:763 (2,3) - The flow movement here is contradicting the slider shape of 1. The 1 slider is going clockwise, and especially the 3 slider contradicts it and breaks flow with counter clockwise.
The reason why you would want to keep flow consistent is so you can keep a tight, consistent, fun map together. Otherwise, players may dislike it for how it plays, who may have liked it if the flow was tight. Considered fun to play. I'm not saying you didn't take it into account, but I'm just asking.

00:11:305 (4) - X:296, Y:61 I think is a better-looking position in terms of how it stacks on the slider body.

00:13:112 (1,1,2) - Another example of flow change.

00:14:377 (1) - I do not know why this is NC'd. What's the reason behind this?

00:20:341 (1) - I thought the reason why I was bothered by this was that it's pp jumps, but that's not why. It's because of how much the hitobject density changes all of a sudden. I think it's quite different from the rest of the map, which doesn't fit the song in this case, in my opinion.

Overall however, I really like how the diff plays and looks but the imperfections can be hammered out until you have a rankable map. The overlaps were really cool, although I would prefer you use them more structurally. The 1-2's are always fun to play :p

Insane
(I also noticed 00:05:160 (1,2,3) - this is also different)
00:06:606 (1,2,3) - Why is this different from the previous ones? The only argument I can think of is that it's for tension purposes as we are just before the next section, but the tension in the song comes from the next beats with an unnormal drum loop. What's the reason behind this change?

00:08:413 (1,2,3,4,1) - The overlap here doesn't serve any purpose, I think you wanted the distance to be correct? But I think in this case, you can unoverlap them because the tension as I said comes from the abnormal rhythm.

00:10:763 (2) - Why such contrasting flow? The flow in this map seems to change a lot for being a relatively simple song, for example 00:10:943 (3,4,5,6) - this changes flow multiple times 00:14:558 (1,2,3,4,5) - and here and it goes on and on. In case you don't know what flow is, it's how a player would naturally play a pattern. 00:08:775 (1,2,3,4,5,6) - This pattern plays with a counterclockwise flow for example.

You also seem to pay no regard to how hitobjects line up together. 00:10:220 (1,2,5) - In one moment, you can see these three colliding, 00:13:112 (1,4,6) - and this too. 00:13:654 (2,3,4,5,6) - This looks like it was supposed to be a star but the hitcircles aren't lined up right.

00:23:594 (1,2,1,2,1,2,1,2) - What's up with the snare hitsound and 1-2 all of a sudden? As far as I can tell nothing changed.

I like how this plays but these general stuff cause it to seem less polished and more sloopy than it actually is. Good luck!

Victor's Light Insane
This map is quite good! There's still stuff to fix of course, but it's pretty cool.

00:10:220 (2) - Why is this slider so slow? For a light insane you change SV a lot which could be a bit confusing.

00:14:558 (1,2,3,4) - Flow here is quite snappy, use counter clockwise like the first slider is.

00:27:931 (1,2) - Wow, even if you don't fix the first instance I pointed these out, this is a bit extreme.

ShadowX's Hard
00:08:413 (4) - This does not pass for a hard. Too much.

Quite like this! Good job.

Advanced
00:11:666 (1,2,3,4) - This needs to change, specifically the 3. Aesthetics have to be ON POINT for lower diffs. This kinda inconsistency in aesthetics makes it look chaotic which isn't right for easyier diffs.

00:12:751 (3,1) - These two overlap, adding again to that chaos.

00:16:726 (2,2) - Another.

00:17:449 (1,1) - Another.

00:20:702 (1,2,3) - Why are these so close and 00:21:787 (1,2,3,4) - these are spaced further? Again with the aesthetics too.

Interesting difficulty I think it is cool.

Normal
00:19:618 (4,3) - This is bad aesthetics as well.

Nicely done though!

victor's Easy
00:02:992 (1,3) - Why the overlap? This is literally the only place you did this ever.

Very good otherwise.

Overall, set is fairly good and song is great! :) Good luck with this set.
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