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Brad Breeck - Gravity Falls OST (16bit cover)

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Osuology

Simuzax wrote:

Osuology wrote:

M4M.

00:31:907 (1) - Why is this section not kiai'd? It has the exact same composition as the previous 4 measures. youre right, changed that in my diffs

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? how is that different?, every pattern forms a triangle with the sliderhead, with slider rotation towards the next circle I'm sorry, I wasn't very specific about this. The angle of the triangle slowly changes, was curious about why you do this.

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. i can see the things youre pointing and why theyre important, but i don't see why using some flow variation in some parts of the map would be so bad, would feel boring if i used the same thing over and over Actually, you're right! No flow variation would be bad, but using it without good reason causes your map to play and seem less polished. I want to help improve this map seem polished, after all that's the job of modding, no?

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.i rly dont see why this is such a problem, but moved objects a bit to prevent that Because it can look clunky and unpolished. Also, I'm really sorry for making this comment personal, I should just be talking about the map. 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. should be better now
Wrote some replies to your questions.
yShadowXOP_

Ohwow wrote:

m4m return

[ShadowX's Summer Adventures]
Main problem i have with this is that the kiai starts to have bigger jumps, but the song doesn't even change. in fact, the kiai is has the same intensity as 00:08:775 up to the kiai. The best way to map this song is to have constant density and spacing throughout the song (besides the beginning, which the song is less intense). If you want to have some variation in your mapping, then this song isn't for you. If that doesn't concern you, proceed with my mods.
00:08:232 (4,5) - line it up Ok
00:10:943 (3,1) - I think it's better if these aren't overlapping. Ok
00:07:329 (1,2) - i'd recommend having some circular flow here by doing ctrl+g on 2 or something else. Ok
00:09:859 (5,1) - Should increase spacing, it's too small right now considering how big the spacing of 00:09:317 (2,3,4) - these notes are. Ok
00:11:485 (5,1) - same ^ Ok
00:12:208 (2) - ctrl+g would improve flow from 00:11:666 (1) - Then I would move 00:12:751 (3) - for obvious reasons. i think it looks better the way it is
00:25:943 (2,1) - these 2 doesn't have the same spacing emphasis as your other jumps on the big white ticks like 00:24:498 (2,1) - 00:23:052 (2,1) - Ok 00:21:606 (2,1) - Ok
00:37:690 (1,3) - make 1 be more in the middle of 3's sliderbody Ok
00:37:690 (1,3) - You can blanket this. Ok

[ShadowX's Hard]
00:37:690 (1,3) - sliderend of 1 and sliderbody of 3 are slightly touching, space em a bit. Ok
Topic Starter
Simuzax

Osuology wrote:

M4M.

00:31:907 (1) - Why is this section not kiai'd? It has the exact same composition as the previous 4 measures. youre right, changed that in my diffs

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? how is that different?, every pattern forms a triangle with the sliderhead, with slider rotation towards the next circle I'm sorry, I wasn't very specific about this. The angle of the triangle slowly changes, was curious about why you do this. oh i didn't think much about that, i just mapped the way i was feeling like, but changed that a bit

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. i can see the things youre pointing and why theyre important, but i don't see why using some flow variation in some parts of the map would be so bad, would feel boring if i used the same thing over and over Actually, you're right! No flow variation would be bad, but using it without good reason causes your map to play and seem less polished. I want to help improve this map seem polished, after all that's the job of modding, no? ok now i get it, but the only a way i see of fixing that in a way i'd still like the map, would be remapping the whole thing until kiai, and i dont think this is worth or necessary just because of that

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.i rly dont see why this is such a problem, but moved objects a bit to prevent that Because it can look clunky and unpolished. Also, I'm really sorry for making this comment personal, I should just be talking about the map. should be fixed now, i'll be considering that more if i do have to remap that section, thx for advice 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. should be better now
Wrote some replies to your questions. Thx :D
victorfernando

Hpocks wrote:

~~ 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 - ^
Fixed All
victorfernando

Maxylan wrote:

M4M From my queue ~
[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 (tried something)
00:09:678 (3,3) - Overlaperino (okay)
00:11:305 (5,1) - Stackerino (no i want that overlap)
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. (nop)
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) (well i see)
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) ? (yes)

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.(ty you are my crush <3)

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! <3 <3 <3 love you
victorfernando

Osuology wrote:

M4M.

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. (change a little)

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

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

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

Very good otherwise.

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

Ohwow wrote:

m4m return

[victor's Light Insane]
00:04:437 (1) - why is there a drum sound here, just put a whistle, there's nothing in the music that supports the drum. (nop)
00:05:883 (1) - ^ (nop)
00:07:510 (3,4,5) - hitsounds? (nop)
00:08:142 (2,4) - ^ (nop)
00:08:775 (1) - finish please (nop)
aaa your snare hitsound sounds like more like a drum than a snare.
00:10:582 (3,4) - blanket (okay)
00:17:449 (3,4) - this does not look pretty. Either blanket, or make something else. (tried something)
aaa I don't know why you have SV changes when the song doesn't change. This happens in other diffs too.
00:20:702 - Ahh now these snares are sounding like snares. Why don't you used them before and use the drum sounds on drums like 00:20:883 (3) - (changed the soft custom 15 for 2 in some parts) 00:21:245 - 00:21:787 - 00:22:329 - etc etc.
00:28:654 (3) - why is there a finish, especially on a sliderend? (don't now :P )
00:30:100 (3) - ^ (:p)
00:31:546 (3) - this finish is okay, but it needs to be clickable, not on a sliderend. (no , i tried but not fit)
00:37:510 (3,1) - increase spacing, too close right now. (ok)

[Easy]
Look over spacing, needs to be consistent. 00:07:329 (4,1) - 00:25:040 (3,1) -
00:30:823 (1) - Delete NC
00:31:907 - not liking how you're skipping cymbal finish sound here 00:31:907 -

fixed

still needs work on flow too, but decided not to mention cause there's a lot more important things to work on like spacing and rhythm choice. gl.
PantyDev
Hello, i'm from modding queue(NM)
  • [Victor's easy]
  1. Nice diff
    [Normal]
  2. 00:08:052 (4,5,6) - maybe you must do this triplet a bit aligned? 00:09:136 (1) - or move this tap for blanket
  3. 00:13:112 (3,1) - This pattern is not very good
  4. 00:09:498 (2,4) - sliders is not very good too, mb copy(4 slider) paste and ctrl+g, ctrl+j?
  5. 00:17:449 (1,4) - overlap. maybe move 00:19:618 (4) - some higher?
  6. 00:21:787 (3) - copy, paste, ctrl+g replace 5 and move to 00:22:871 (5) - ?
    [Advanced]
  7. 00:16:726 (2,2) - They are very close
  8. 00:33:353 (1) - mb make this slider not a smooth?
  9. 00:37:329 (3,1,2) - damn, ovelaps.
    [ShadowX's hard]
  10. 00:28:293 (4,5) - very small distance snap, this pattern not like this 00:22:510 (4,5) - or 00:25:401 (4,5) - this
  11. 00:41:305 (1) - this tap is not on center (if you was wanted)
    [Victor's Light Insane]
  12. 00:08:775 (1,2) - fix blanket please(second slider a little bit higher)
  13. 00:13:112 (1,1,2) - i think these sliders looks same-type, and some overlaped, no?
    [Insane]
  14. 00:04:437 (1,2,3) - this pattern not looks like other. First tap a little bit lower?
  15. 00:10:943 (3) - move tap some to left
  16. 00:31:184 (2,1) - yeah, overlap
  17. 00:37:690 (1) - This slider is soooo low! Mb all objects of this pattern a little bit higher?
    [ShadowX's Summer Adventures]
  18. Everything alright dude.
Topic Starter
Simuzax

PantyDev wrote:

Hello, i'm from modding queue(NM)
  • [Normal]
  1. 00:08:052 (4,5,6) - maybe you must do this triplet a bit aligned? 00:09:136 (1) - or move this tap for blanket Changed both
  2. 00:13:112 (3,1) - This pattern is not very good i think it's okay considering (1) is more of a sharp sound
  3. 00:09:498 (2,4) - sliders is not very good too, mb copy(4 slider) paste and ctrl+g, ctrl+j? i think theyre fine rn, just moved (1,2) a lil bit
  4. 00:17:449 (1,4) - overlap. maybe move 00:19:618 (4) - some higher? my bad, moved (4) a bit and also the next slider
  5. 00:21:787 (3) - copy, paste, ctrl+g replace 5 and move to 00:22:871 (5) - ? now both sliders are rotated 10 degrees
    [Advanced]
  6. 00:16:726 (2,2) - They are very close my bad, changed
  7. 00:33:353 (1) - mb make this slider not a smooth? idk how i didnt notice that lol, changed
  8. 00:37:329 (3,1,2) - damn, ovelaps. moved most objects here
    [Insane]
  9. 00:04:437 (1,2,3) - this pattern not looks like other. First tap a little bit lower? fixed
  10. 00:10:943 (3) - move tap some to left moved just a bit along with (6)
  11. 00:31:184 (2,1) - yeah, overlap fixed
  12. 00:37:690 (1) - This slider is soooo low! Mb all objects of this pattern a little bit higher? yea my bad, changed
yShadowXOP_

PantyDev wrote:

Hello, i'm from modding queue(NM)

  • [ShadowX's hard]
  1. 00:28:293 (4,5) - very small distance snap, this pattern not like this 00:22:510 (4,5) - Ok or 00:25:401 (4,5) - this this slider does not have to be changed :/
  2. 00:41:305 (1) - this tap is not on center (if you was wanted) Fixed
rohasshiki
Hello from my queue! Please keep in mind that I am quite inexperienced with modding easy and normal difficulties, but I will try my best.

Victor's Easy
  1. 00:07:329 (4) - This blanket is slightly off
  2. 00:14:558 (3) - This blanket feels a little off as well
  3. 00:20:702 (3) - I think NC here

Normal
  1. 00:10:582 (4) - Adjust this angle slightly so it goes into the note rather than below it
  2. 00:18:895 (3,4) - Might just be me but the way they're so close to each other feels aesthetically off to me given previous spacing in the map
  3. 00:20:702 (1) - Maybe angle this into the note, idk

Advanced
  1. 00:11:666 (1,2,3,4) - This just looks a little off, maybe respace if possible so there's less overlap
  2. 00:16:004 (1) - If you're blanketing this to 00:17:088 (3) - it can be adjusted slightly
  3. 00:17:449 (1) - Same as above
  4. 00:19:257 (1,2,3) - For this diff should probably make the spacing here even
  5. 00:21:064 (2,3) - This spacing is a bit misleading imo since the following sliders of the exact same rhythm and song intensity are spaced differently
  6. 00:26:485 (1,2,3) - Same as above

Victor's Light Insane
  1. 00:08:413 (5) - Change the angle maybe? Looks kind of ugly
  2. 00:08:775 (1,2) - This blanket is ugly, readjust maybe
  3. 00:19:979 (1) - Take away NC here
  4. 00:20:702 (2) - Put it here instead
  5. 00:38:413 (3) - Maybe adjust this spacing to make it even with the previous two notes

Insane
  1. 00:08:232 (4) - Maybe bring this in a little bit to ease the spacing between this and the stream
  2. 00:12:208 (2,3) - Maybe even out spacing here
  3. 00:29:016 (1,1,2,3) - Didn't use unique slider shapes before so no real reason to use them here: they feel a bit out of place
  4. The jump section feels unwarranted, there wasn't a real change in intensity of music to warrant jumps, let alone the jumps getting bigger and bigger. But idk, that's just imo.

ShadowX's Summer Adventure
  1. 00:30:461 (1,2) - The double feels unwarranted, throws off a bit
  2. Not much in way of placement, but again jumps feel a bit unwarranted. Just my opinion though.
  3. 00:31:907 (1) - Don't really see the reason for the hitsound change, it felt fine before and the music doesn't really change so not sure why you did this.
    Again, just my opinion.

Pretty good map! Decent flow and stuff, just a few little things here and there. Good luck in the future! M4M Map: https://osu.ppy.sh/s/651083
Shanipika
Hi from mod queue

[Victor's Easy]

  1. 00:32:991 (2,4) - I'm not sure if a stack like this could cause problem on an easy. The note doesnt seem to start fading in before we actually hit 2 so its prolly fine but still pointing it out in case.
[Normal]

  1. 00:02:992 (1,2,3,4,1,2,3) - This part is mapped to the clap sounds in the easy. It feel a bit weird in the spread to not have them mapped after on the normal but individually as a map this work. It might not be that important but it still feel a bit weird imo
[Advanced]

  1. 00:29:377 (1,2,3) - You prolly want those to have a spacing similar to 00:27:570 (1,2,3,4) - If you want to keep the logic behind why those initially had a bigger spacing.
  2. 00:30:823 (1,2,3) - And then prolly adjust that to what you'll do with previous point.
  3. 00:32:269 (1,2,3,1,2,3,4) - This slider chain should follow the same kind of spacing as the previous ones (00:20:702 (1,2,3,1,2,3,4) - ) where the 3 first slider have less spacing and the 4 other have a bit more. Although tbh, I'm not sure if using spacing emphasis that way is ok in an advanced. But with the speed and the very low spacing its prolly fine.
[ShadowX's Hard]

  1. 00:33:353 (1,2) - This is a really weird rhythm change decision comapared to what was before. Would prolly be better to just have the 1/2 slider and then maybe two circle. I just dont really understand why the same sound as this 00:20:702 (2,3,4,1,2,3) - has to be mapped so differently.
[Insane]

  1. 00:19:437 (2,3,4,5,6,1) - Thats just emmmm a weird circle arrange? It just stand out weirdly cuz of how every other jump pattern has so much more organization lol
  2. 00:21:787 (1,2,3,4,5,6,7,8) - It would be cool if this pattern could reflect the lowering pitch like you did with 00:33:353 (1,2,3,4,5,6,7,8) -
  3. 00:33:353 (1,2,3,4,5,6,7,8) - This one here if you're following the pitch of the song should prolly start a little more spaced and decrease followin the pitch for this part 00:24:678 (1,2,3,4,5,6,7,8) -
  4. 00:35:160 (1,2,3,4,5,6) - This feel kinda weak for what its mapped to? Its like one of the highest pitch of the song and they have one of the lowest spacing its kinda awkward.
[ShadowX' Summer Adventure]

  1. 00:39:317 (1,2,3,4,1,2,2,3,1) - The spacing of this whole ending feel a bit underwhelming after all that huge jump section.
Just wanna put that out too but the 3 of you have different kiai timing lol. The set seems pretty good. One thing tho, if you want to do those harder diff big jump section, try to relate the jumps spacing with something cuz sometime they felt a bit randomly increasing and decreasing (atleast in the insane more than the other diff tho some felt just a bit too much in top diff to me)
Topic Starter
Simuzax

rohasshiki wrote:

Hello from my queue! Please keep in mind that I am quite inexperienced with modding easy and normal difficulties, but I will try my best.

Normal
  1. 00:10:582 (4) - Adjust this angle slightly so it goes into the note rather than below it fixed
  2. 00:18:895 (3,4) - Might just be me but the way they're so close to each other feels aesthetically off to me given previous spacing in the map moved (3) a bit
  3. 00:20:702 (1) - Maybe angle this into the note, idk changed angle just a bit

Advanced
  1. 00:11:666 (1,2,3,4) - This just looks a little off, maybe respace if possible so there's less overlap i think this is fine considering (3) is the only 1/2 slider here
  2. 00:16:004 (1) - If you're blanketing this to 00:17:088 (3) - it can be adjusted slightly fixed
  3. 00:17:449 (1) - Same as above fixed
  4. 00:19:257 (1,2,3) - For this diff should probably make the spacing here even my bad, fixed
  5. 00:21:064 (2,3) - This spacing is a bit misleading imo since the following sliders of the exact same rhythm and song intensity are spaced differently actually the intensity change is rly noticeable, but spaced these a bit more, was kinda out of place compared with the others
  6. 00:26:485 (1,2,3) - Same as above no need to change that considering previous changes

Insane
  1. 00:08:232 (4) - Maybe bring this in a little bit to ease the spacing between this and the stream done
  2. 00:12:208 (2,3) - Maybe even out spacing here done
  3. 00:29:016 (1,1,2,3) - Didn't use unique slider shapes before so no real reason to use them here: they feel a bit out of place actually i use the (1) shape everytime i follow that sound during kiai, the 3 ''weird'' shaped slider are this way to give some contrast compared with the next 3 sliders since the sound is cleaner in them
  4. The jump section feels unwarranted, there wasn't a real change in intensity of music to warrant jumps, let alone the jumps getting bigger and bigger. But idk, that's just imo.

Pretty good map! Decent flow and stuff, just a few little things here and there. Good luck in the future! M4M Map: https://osu.ppy.sh/s/651083
Thx for the mod, going to return M4M a couple hours from now or at maximum tomorrow
Topic Starter
Simuzax

Shanipika wrote:

Hi from mod queue

[Normal]

  1. 00:02:992 (1,2,3,4,1,2,3) - This part is mapped to the clap sounds in the easy. It feel a bit weird in the spread to not have them mapped after on the normal but individually as a map this work. It might not be that important but it still feel a bit weird imo i think it is fine, they're different maps after all
[Advanced]

  1. 00:29:377 (1,2,3) - You prolly want those to have a spacing similar to 00:27:570 (1,2,3,4) - If you want to keep the logic behind why those initially had a bigger spacing. the (1,2,3,4) is more intense so i dont see any problem here
  2. 00:30:823 (1,2,3) - And then prolly adjust that to what you'll do with previous point. same as above
  3. 00:32:269 (1,2,3,1,2,3,4) - This slider chain should follow the same kind of spacing as the previous ones (00:20:702 (1,2,3,1,2,3,4) - ) where the 3 first slider have less spacing and the 4 other have a bit more. fixed that Although tbh, I'm not sure if using spacing emphasis that way is ok in an advanced. But with the speed and the very low spacing its prolly fine.
[Insane]

  1. 00:19:437 (2,3,4,5,6,1) - Thats just emmmm a weird circle arrange? It just stand out weirdly cuz of how every other jump pattern has so much more organization lol wow idk how i didnt see that, its pretty gross, fixed
  2. 00:21:787 (1,2,3,4,5,6,7,8) - It would be cool if this pattern could reflect the lowering pitch like you did with 00:33:353 (1,2,3,4,5,6,7,8) - actually the 2nd kiai is rly less intense imo so thats why i didnt use a larger spacing there
  3. 00:33:353 (1,2,3,4,5,6,7,8) - This one here if you're following the pitch of the song should prolly start a little more spaced and decrease followin the pitch for this part 00:24:678 (1,2,3,4,5,6,7,8) - ^
  4. 00:35:160 (1,2,3,4,5,6) - This feel kinda weak for what its mapped to? Its like one of the highest pitch of the song and they have one of the lowest spacing its kinda awkward. increased spacing by just a bit
Just wanna put that out too but the 3 of you have different kiai timing lol. GDs can have different kiai times by RC The set seems pretty good. One thing tho, if you want to do those harder diff big jump section, try to relate the jumps spacing with something cuz sometime they felt a bit randomly increasing and decreasing i think they're fine, intensity change is rly noticeable imo(atleast in the insane more than the other diff tho some felt just a bit too much in top diff to me)
yShadowXOP_

Shanipika wrote:

Hi from mod queue

[ShadowX's Hard]

  1. 00:33:353 (1,2) - This is a really weird rhythm change decision comapared to what was before. Would prolly be better to just have the 1/2 slider and then maybe two circle Ok. I just dont really understand why the same sound as this 00:20:702 (2,3,4,1,2,3) - has to be mapped so differently.
[ShadowX' Summer Adventure]

  1. 00:39:317 (1,2,3,4,1,2,2,3,1) - The spacing of this whole ending feel a bit underwhelming after all that huge jump section. i think it's better this way because the quiet part of the song started again
Just wanna put that out too but the 3 of you have different kiai timing lol. The set seems pretty good. One thing tho, if you want to do those harder diff big jump section, try to relate the jumps spacing with something cuz sometime they felt a bit randomly increasing and decreasing (atleast in the insane more than the other diff tho some felt just a bit too much in top diff to me)
yShadowXOP_

rohasshiki wrote:

Hello from my queue! Please keep in mind that I am quite inexperienced with modding easy and normal difficulties, but I will try my best.

ShadowX's Summer Adventure
  1. 00:30:461 (1,2) - The double feels unwarranted, throws off a bit Ok
  2. Not much in way of placement, but again jumps feel a bit unwarranted. Just my opinion though.
  3. 00:31:907 (1) - Don't really see the reason for the hitsound change, it felt fine before and the music doesn't really change so not sure why you did this.
    Again, just my opinion .

Pretty good map! Decent flow and stuff, just a few little things here and there. Good luck in the future! M4M Map: https://osu.ppy.sh/s/651083
Seto Kousuke
Irc mod with shadow
2017-08-23 22:12 yShadowXOP_: ACTION is listening to [https://osu.ppy.sh/b/1376113 Brad Breeck - Gravity Falls OST (16bit cover)]
2017-08-23 22:15 Seto Kousuke: quer aquele feedback?
2017-08-23 22:16 yShadowXOP_: claro
2017-08-23 22:16 Seto Kousuke: o mapa, como esperado tá muito bom, tua estrutura é bem clean
2017-08-23 22:16 Seto Kousuke: mas ainda tem aquele problema com intensidades, e algumas inconsistencias
2017-08-23 22:16 Seto Kousuke: sem contar com alguns conceitos que acho que seria importante tu lembrar na hora de fazer uma pattern
2017-08-23 22:16 Seto Kousuke: então bora lá, um passo de cada vez
2017-08-23 22:17 Seto Kousuke: o mapa é cs 4,8...cs5 praticamente
2017-08-23 22:17 Seto Kousuke: quando o mapa é de CS alto, tu tem que botar na cabeça que 100% do tempo o jogador vai ter estresse na aim
2017-08-23 22:17 Seto Kousuke: isso é importante lembrar ^
2017-08-23 22:17 Seto Kousuke: o mapa por si só ja dá um estresse grande
2017-08-23 22:17 Seto Kousuke: então tu não pode usar patterns com um estresse demasiado que joga doloroso sem razão, por exemplo:
2017-08-23 22:17 Seto Kousuke: 00:23:232 (1,1,2) -
2017-08-23 22:18 Seto Kousuke: 2 erros grotescos aqui que apareceram , principalmente por causa do estresse do CS
2017-08-23 22:18 Seto Kousuke: 1- linha reta
2017-08-23 22:18 Seto Kousuke: logo na transição
2017-08-23 22:18 Seto Kousuke: isso joga muito dolorido...e ainda aplica um estresse muito grande no jogador
2017-08-23 22:18 Seto Kousuke: quando eu digo estresse, não é de ''URGH TO PUTO'', é estresse de desgaste
2017-08-23 22:18 Seto Kousuke: tu força o jogador a se desgastar cada vez mais sem necessidade entende?
2017-08-23 22:19 Seto Kousuke: o segundo problema é o DS delas
2017-08-23 22:19 Seto Kousuke: https://osu.ppy.sh/ss/8920529 observa como é ''quase o msm DS''
2017-08-23 22:19 Seto Kousuke: eu dei um NC ali só pra tu ver as setinhas
2017-08-23 22:19 Seto Kousuke: se fosse o mesmo DS, seria menos doloroso
2017-08-23 22:19 Seto Kousuke: mas como tu faz o 3 ficar menor do que 1->2 é ainda mais estresse na mira do jogador
2017-08-23 22:19 Seto Kousuke: porque além de ele ter que manter a mira numa velocidade super constante e estressada
2017-08-23 22:20 Seto Kousuke: tu ainda faz ele ter que diminuir a velocidade no meio do caminho
2017-08-23 22:20 Seto Kousuke: fazendo com que seja um movimento super merda de jogar
2017-08-23 22:20 yShadowXOP_: entao deveria diminuir os DS da slider aos circulos?
2017-08-23 22:20 Seto Kousuke: hmmm.....das 2 uma:
2017-08-23 22:20 Seto Kousuke: ou tu deixa o DS do 1->2 igual ao de 2->3
2017-08-23 22:20 Seto Kousuke: ou tu tira essa linha reta
2017-08-23 22:20 Seto Kousuke: e bota um ângulo melhor
2017-08-23 22:21 Seto Kousuke: regra de bíblia: todos os movimentos de 90° são levemente doloridos...todos os movimentos de 80°-40° são super confortaveis
2017-08-23 22:21 Seto Kousuke: e os de 30° pra baixo são situacionais, precisam de uma pattern e motivo
2017-08-23 22:21 Seto Kousuke: todos os movimentos de 91° pra cima vão jogar esquisito, a não ser que tu faça uma pattern bacana
2017-08-23 22:21 Seto Kousuke: e um flow bacana...mas mesmo assim, não é recomendado abusar muito
2017-08-23 22:22 Seto Kousuke: linha reta = 180°, entende agora? o
2017-08-23 22:22 Seto Kousuke: o:
2017-08-23 22:22 yShadowXOP_: tendeu ;v vo replanejar esse meu kiai da vida
2017-08-23 22:22 Seto Kousuke: poise, isso acontece bastante
2017-08-23 22:22 Seto Kousuke: 00:26:124 (1,1,2) -
2017-08-23 22:22 Seto Kousuke: não foi 180° mas muito próximo
2017-08-23 22:22 Seto Kousuke: mesmo problema
2017-08-23 22:23 Seto Kousuke: 00:29:016 (1,1,2) - aqui tambem, um pouco acima de 90°
2017-08-23 22:23 Seto Kousuke: e com um DS bem mais doloroso do 1->1
2017-08-23 22:23 Seto Kousuke: é um problema similar ao mapa do imperial circus, as transições tão com uns movimentos muito estressantes e ainda com DS inconsistente entende
2017-08-23 22:24 Seto Kousuke: agora pro segundo problema
2017-08-23 22:24 Seto Kousuke: intensidades
2017-08-23 22:24 Seto Kousuke: ao que deu de entender do teu mapping, da música e da escolha de kiai
2017-08-23 22:24 Seto Kousuke: era pra ser '' intensidade ok...KIAI WOW....intensidade ok'' fim do mapa
2017-08-23 22:24 Seto Kousuke: no entanto, tu fez ''intensidade ok com inconsistencia....KIAI WOW....KIAI WOW'' fim do mapa
2017-08-23 22:24 Seto Kousuke: isso é claramente observado aqui olha só
2017-08-23 22:25 Seto Kousuke: 00:32:269 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) -
2017-08-23 22:25 Seto Kousuke: isso é muito igual se não tão forte quanto as que tem no kiai
2017-08-23 22:25 Seto Kousuke: quando tá super diferente do começo do mapa
2017-08-23 22:25 Seto Kousuke: por mais que tu quisesse fazer ele ser mais forte que o inicio do mapa, ainda tá forte demais
2017-08-23 22:25 Seto Kousuke: tá muito igual o kiai, tornando assim inconsistente a construção das sessões
2017-08-23 22:26 yShadowXOP_: hm entao seria aconcelhavem dimunir um pouco mais o DS dele?
2017-08-23 22:26 Seto Kousuke: sim
2017-08-23 22:26 Seto Kousuke: ou isso, ou mudar algumas singles pra sliders
2017-08-23 22:26 Seto Kousuke: igual tu fez no inicio do mapa
2017-08-23 22:26 Seto Kousuke: usar menos DS e mais sliders
2017-08-23 22:26 Seto Kousuke: ja acabou o kiai, ja acabou a energia, não precisa meter pattern de 13 single notes com jumps
2017-08-23 22:27 Seto Kousuke: alguma dúvida sobre esse ponto?
2017-08-23 22:27 Seto Kousuke: ou posso ir pro próximo
2017-08-23 22:27 yShadowXOP_: pode ir
2017-08-23 22:27 Seto Kousuke: baleza
2017-08-23 22:28 Seto Kousuke: agora é sobre a inconsistencia da intro
2017-08-23 22:28 Seto Kousuke: como eu havia falado, a intro era pra ser ''ok'' na intensidade correto?
2017-08-23 22:28 Seto Kousuke: mais fraco que o kiai
2017-08-23 22:28 Seto Kousuke: e mais fraco ou igual ao fim do mapa
2017-08-23 22:28 Seto Kousuke: então fica muito bagunçado e inconsistente você começar com isso aqui:
2017-08-23 22:28 Seto Kousuke: 00:08:775 (1,2,3,4,5) -
2017-08-23 22:28 Seto Kousuke: compara esse DS absurdo
2017-08-23 22:28 Seto Kousuke: com isso aqui 00:09:859 (5,1,2,3) -
2017-08-23 22:29 Seto Kousuke: olha a diferença brutal
2017-08-23 22:29 Seto Kousuke: e a música tá simplesmente igual, super de boa
2017-08-23 22:29 Seto Kousuke: 00:13:112 (1,2,3,4) - e aqui tu continua fraco
2017-08-23 22:29 Seto Kousuke: ou seja, dá de entender que era pra intro ser fraca
2017-08-23 22:29 Seto Kousuke: mas ali no começo tem uma explosão absurda
2017-08-23 22:29 Seto Kousuke: 00:10:943 (3,4,5) - mesma coisa aqui
2017-08-23 22:30 Seto Kousuke: toda hora tu fica trocando a lógica de intensidade
2017-08-23 22:30 Seto Kousuke: uma hora tu explode do nada, outra hora tu faz jump em uma sessão onde logo depois tu fez super perto e era o mesmo som
2017-08-23 22:30 Seto Kousuke: tu precisa manter uma ideia na cabeça e falar ''ok, vai funcionar assim:''
2017-08-23 22:30 Seto Kousuke: o teu estilo é super clean e bem estruturado no visual, então tu acaba ficando preso às lógicas de estrutura
2017-08-23 22:31 Seto Kousuke: ai tu meio que é obrigado a seguir elas...então tu precisa ficar consistente
2017-08-23 22:31 Seto Kousuke: 00:13:112 (1,2,3,4) - por exemplo aqui era a transição, e tu fez super apertado com pouco DS
2017-08-23 22:32 Seto Kousuke: 00:10:943 (3,4,5,1) - mas aqui tu fez jump
2017-08-23 22:32 Seto Kousuke: e a primeira transição que eu linkei é muito mais importante que essa
2017-08-23 22:32 Seto Kousuke: e só pra finalizar, lembra o que eu falei dos angulos? 00:14:558 (1,2,3) -
2017-08-23 22:32 yShadowXOP_: yup
2017-08-23 22:33 Seto Kousuke: além de isso ser muito agudo pra esse momento, olha o que tu faz logo em seguida:
2017-08-23 22:33 Seto Kousuke: 00:15:100 (2,3,4) - viu a linha reta?
2017-08-23 22:33 Seto Kousuke: por mais que seja 2 sliders 1/2 espelhados
2017-08-23 22:33 Seto Kousuke: eles jogam parado por causa do tamanho deles
2017-08-23 22:33 Seto Kousuke: então fica 2 issues combadas...o angulo bem agudo com a linha reta
2017-08-23 22:33 Seto Kousuke: essa pattern em sí joga muito wanky
2017-08-23 22:34 Seto Kousuke: 00:16:004 (1,2,3) - ó a linha reta enfraquecendo o flow de novo
2017-08-23 22:34 Seto Kousuke: e bom, é isso
2017-08-23 22:34 Seto Kousuke: o mapa tá bem estruturadinho, tá bonito....mas tem problemas similares ao do circus lá, inconsistencia nos DS e problema de ênfase nos momentos adequados
2017-08-23 22:35 Seto Kousuke: te aconselho padronizar as coisas ''pra 1/2 comuns eu vou usar X de DS''
2017-08-23 22:35 Seto Kousuke: ''pra 1/2 jump em transição e afins eu uso Y''
2017-08-23 22:35 Seto Kousuke: ''pra momentos MUITO fortes eu uso Z''
2017-08-23 22:35 Seto Kousuke: ''pra momentos onde não é intensidade mas preciso de um pequeno jump pra pattern eu uso X + B''
2017-08-23 22:35 Seto Kousuke: etc
2017-08-23 22:38 Seto Kousuke: agora o que não é um erro, mas uma observação mesmo
2017-08-23 22:38 Seto Kousuke: não é melhor deletar isso? 00:04:076 (4) -
2017-08-23 22:38 Seto Kousuke: 00:03:714 (3) - faz uma reverse
2017-08-23 22:38 Seto Kousuke: 00:04:257 - bota single note aqui
2017-08-23 22:38 Seto Kousuke: ritmo vai fazer muito mais sentido com a música, porque se tu bota 2 cliques de slider 1/2 ali
2017-08-23 22:38 Seto Kousuke: tu tá dizendo que os 2 cliques são importantes no ritmo
2017-08-23 22:39 Seto Kousuke: quando o que tu apresentou foi 00:02:992 (1) -
2017-08-23 22:39 Seto Kousuke: o que de fato joga melhor do que 2 cliques
2017-08-23 22:40 yShadowXOP_: hm ate q fico melhor msm

fiz um irc mod com o shadow na ultima diff, percebi agora que o mapset é de BRs, se vocês quiserem um irc mod também, é só me procurar in-game quando eu não estiver jogando que eu dou uma olhada :)
victorfernando

PantyDev wrote:

Hello, i'm from modding queue(NM)
  • [Victor's easy]
  1. Nice diff (thank you)

    [Victor's Light Insane]
  2. 00:08:775 (1,2) - fix blanket please(second slider a little bit higher) (OK)
  3. 00:13:112 (1,1,2) - i think these sliders looks same-type, and some overlaped, no? (no)
victorfernando

rohasshiki wrote:

Hello from my queue! Please keep in mind that I am quite inexperienced with modding easy and normal difficulties, but I will try my best.

Victor's Easy
  1. 00:07:329 (4) - This blanket is slightly off FIXED
  2. 00:14:558 (3) - This blanket feels a little off as well FIXED
  3. 00:20:702 (3) - I think NC here FIXED

Victor's Light Insane
  1. 00:08:413 (5) - Change the angle maybe? Looks kind of ugly OK
  2. 00:08:775 (1,2) - This blanket is ugly, readjust maybe OK
  3. 00:19:979 (1) - Take away NC here OK
  4. 00:20:702 (2) - Put it here instead OK
  5. 00:38:413 (3) - Maybe adjust this spacing to make it even with the previous two notes OK
-Master-

Seto Kousuke wrote:

Irc mod with shadow
2017-08-23 22:12 yShadowXOP_: ACTION is listening to [https://osu.ppy.sh/b/1376113 Brad Breeck - Gravity Falls OST (16bit cover)]
2017-08-23 22:15 Seto Kousuke: quer aquele feedback?
2017-08-23 22:16 yShadowXOP_: claro
2017-08-23 22:16 Seto Kousuke: o mapa, como esperado tá muito bom, tua estrutura é bem clean
2017-08-23 22:16 Seto Kousuke: mas ainda tem aquele problema com intensidades, e algumas inconsistencias
2017-08-23 22:16 Seto Kousuke: sem contar com alguns conceitos que acho que seria importante tu lembrar na hora de fazer uma pattern
2017-08-23 22:16 Seto Kousuke: então bora lá, um passo de cada vez
2017-08-23 22:17 Seto Kousuke: o mapa é cs 4,8...cs5 praticamente
2017-08-23 22:17 Seto Kousuke: quando o mapa é de CS alto, tu tem que botar na cabeça que 100% do tempo o jogador vai ter estresse na aim
2017-08-23 22:17 Seto Kousuke: isso é importante lembrar ^
2017-08-23 22:17 Seto Kousuke: o mapa por si só ja dá um estresse grande
2017-08-23 22:17 Seto Kousuke: então tu não pode usar patterns com um estresse demasiado que joga doloroso sem razão, por exemplo:
2017-08-23 22:17 Seto Kousuke: 00:23:232 (1,1,2) -
2017-08-23 22:18 Seto Kousuke: 2 erros grotescos aqui que apareceram , principalmente por causa do estresse do CS
2017-08-23 22:18 Seto Kousuke: 1- linha reta
2017-08-23 22:18 Seto Kousuke: logo na transição
2017-08-23 22:18 Seto Kousuke: isso joga muito dolorido...e ainda aplica um estresse muito grande no jogador
2017-08-23 22:18 Seto Kousuke: quando eu digo estresse, não é de ''URGH TO PUTO'', é estresse de desgaste
2017-08-23 22:18 Seto Kousuke: tu força o jogador a se desgastar cada vez mais sem necessidade entende?
2017-08-23 22:19 Seto Kousuke: o segundo problema é o DS delas
2017-08-23 22:19 Seto Kousuke: https://osu.ppy.sh/ss/8920529 observa como é ''quase o msm DS''
2017-08-23 22:19 Seto Kousuke: eu dei um NC ali só pra tu ver as setinhas
2017-08-23 22:19 Seto Kousuke: se fosse o mesmo DS, seria menos doloroso
2017-08-23 22:19 Seto Kousuke: mas como tu faz o 3 ficar menor do que 1->2 é ainda mais estresse na mira do jogador
2017-08-23 22:19 Seto Kousuke: porque além de ele ter que manter a mira numa velocidade super constante e estressada
2017-08-23 22:20 Seto Kousuke: tu ainda faz ele ter que diminuir a velocidade no meio do caminho
2017-08-23 22:20 Seto Kousuke: fazendo com que seja um movimento super merda de jogar
2017-08-23 22:20 yShadowXOP_: entao deveria diminuir os DS da slider aos circulos?
2017-08-23 22:20 Seto Kousuke: hmmm.....das 2 uma:
2017-08-23 22:20 Seto Kousuke: ou tu deixa o DS do 1->2 igual ao de 2->3
2017-08-23 22:20 Seto Kousuke: ou tu tira essa linha reta
2017-08-23 22:20 Seto Kousuke: e bota um ângulo melhor
2017-08-23 22:21 Seto Kousuke: regra de bíblia: todos os movimentos de 90° são levemente doloridos...todos os movimentos de 80°-40° são super confortaveis
2017-08-23 22:21 Seto Kousuke: e os de 30° pra baixo são situacionais, precisam de uma pattern e motivo
2017-08-23 22:21 Seto Kousuke: todos os movimentos de 91° pra cima vão jogar esquisito, a não ser que tu faça uma pattern bacana
2017-08-23 22:21 Seto Kousuke: e um flow bacana...mas mesmo assim, não é recomendado abusar muito
2017-08-23 22:22 Seto Kousuke: linha reta = 180°, entende agora? o
2017-08-23 22:22 Seto Kousuke: o:
2017-08-23 22:22 yShadowXOP_: tendeu ;v vo replanejar esse meu kiai da vida
2017-08-23 22:22 Seto Kousuke: poise, isso acontece bastante
2017-08-23 22:22 Seto Kousuke: 00:26:124 (1,1,2) -
2017-08-23 22:22 Seto Kousuke: não foi 180° mas muito próximo
2017-08-23 22:22 Seto Kousuke: mesmo problema
2017-08-23 22:23 Seto Kousuke: 00:29:016 (1,1,2) - aqui tambem, um pouco acima de 90°
2017-08-23 22:23 Seto Kousuke: e com um DS bem mais doloroso do 1->1
2017-08-23 22:23 Seto Kousuke: é um problema similar ao mapa do imperial circus, as transições tão com uns movimentos muito estressantes e ainda com DS inconsistente entende
2017-08-23 22:24 Seto Kousuke: agora pro segundo problema
2017-08-23 22:24 Seto Kousuke: intensidades
2017-08-23 22:24 Seto Kousuke: ao que deu de entender do teu mapping, da música e da escolha de kiai
2017-08-23 22:24 Seto Kousuke: era pra ser '' intensidade ok...KIAI WOW....intensidade ok'' fim do mapa
2017-08-23 22:24 Seto Kousuke: no entanto, tu fez ''intensidade ok com inconsistencia....KIAI WOW....KIAI WOW'' fim do mapa
2017-08-23 22:24 Seto Kousuke: isso é claramente observado aqui olha só
2017-08-23 22:25 Seto Kousuke: 00:32:269 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) -
2017-08-23 22:25 Seto Kousuke: isso é muito igual se não tão forte quanto as que tem no kiai
2017-08-23 22:25 Seto Kousuke: quando tá super diferente do começo do mapa
2017-08-23 22:25 Seto Kousuke: por mais que tu quisesse fazer ele ser mais forte que o inicio do mapa, ainda tá forte demais
2017-08-23 22:25 Seto Kousuke: tá muito igual o kiai, tornando assim inconsistente a construção das sessões
2017-08-23 22:26 yShadowXOP_: hm entao seria aconcelhavem dimunir um pouco mais o DS dele?
2017-08-23 22:26 Seto Kousuke: sim
2017-08-23 22:26 Seto Kousuke: ou isso, ou mudar algumas singles pra sliders
2017-08-23 22:26 Seto Kousuke: igual tu fez no inicio do mapa
2017-08-23 22:26 Seto Kousuke: usar menos DS e mais sliders
2017-08-23 22:26 Seto Kousuke: ja acabou o kiai, ja acabou a energia, não precisa meter pattern de 13 single notes com jumps
2017-08-23 22:27 Seto Kousuke: alguma dúvida sobre esse ponto?
2017-08-23 22:27 Seto Kousuke: ou posso ir pro próximo
2017-08-23 22:27 yShadowXOP_: pode ir
2017-08-23 22:27 Seto Kousuke: baleza
2017-08-23 22:28 Seto Kousuke: agora é sobre a inconsistencia da intro
2017-08-23 22:28 Seto Kousuke: como eu havia falado, a intro era pra ser ''ok'' na intensidade correto?
2017-08-23 22:28 Seto Kousuke: mais fraco que o kiai
2017-08-23 22:28 Seto Kousuke: e mais fraco ou igual ao fim do mapa
2017-08-23 22:28 Seto Kousuke: então fica muito bagunçado e inconsistente você começar com isso aqui:
2017-08-23 22:28 Seto Kousuke: 00:08:775 (1,2,3,4,5) -
2017-08-23 22:28 Seto Kousuke: compara esse DS absurdo
2017-08-23 22:28 Seto Kousuke: com isso aqui 00:09:859 (5,1,2,3) -
2017-08-23 22:29 Seto Kousuke: olha a diferença brutal
2017-08-23 22:29 Seto Kousuke: e a música tá simplesmente igual, super de boa
2017-08-23 22:29 Seto Kousuke: 00:13:112 (1,2,3,4) - e aqui tu continua fraco
2017-08-23 22:29 Seto Kousuke: ou seja, dá de entender que era pra intro ser fraca
2017-08-23 22:29 Seto Kousuke: mas ali no começo tem uma explosão absurda
2017-08-23 22:29 Seto Kousuke: 00:10:943 (3,4,5) - mesma coisa aqui
2017-08-23 22:30 Seto Kousuke: toda hora tu fica trocando a lógica de intensidade
2017-08-23 22:30 Seto Kousuke: uma hora tu explode do nada, outra hora tu faz jump em uma sessão onde logo depois tu fez super perto e era o mesmo som
2017-08-23 22:30 Seto Kousuke: tu precisa manter uma ideia na cabeça e falar ''ok, vai funcionar assim:''
2017-08-23 22:30 Seto Kousuke: o teu estilo é super clean e bem estruturado no visual, então tu acaba ficando preso às lógicas de estrutura
2017-08-23 22:31 Seto Kousuke: ai tu meio que é obrigado a seguir elas...então tu precisa ficar consistente
2017-08-23 22:31 Seto Kousuke: 00:13:112 (1,2,3,4) - por exemplo aqui era a transição, e tu fez super apertado com pouco DS
2017-08-23 22:32 Seto Kousuke: 00:10:943 (3,4,5,1) - mas aqui tu fez jump
2017-08-23 22:32 Seto Kousuke: e a primeira transição que eu linkei é muito mais importante que essa
2017-08-23 22:32 Seto Kousuke: e só pra finalizar, lembra o que eu falei dos angulos? 00:14:558 (1,2,3) -
2017-08-23 22:32 yShadowXOP_: yup
2017-08-23 22:33 Seto Kousuke: além de isso ser muito agudo pra esse momento, olha o que tu faz logo em seguida:
2017-08-23 22:33 Seto Kousuke: 00:15:100 (2,3,4) - viu a linha reta?
2017-08-23 22:33 Seto Kousuke: por mais que seja 2 sliders 1/2 espelhados
2017-08-23 22:33 Seto Kousuke: eles jogam parado por causa do tamanho deles
2017-08-23 22:33 Seto Kousuke: então fica 2 issues combadas...o angulo bem agudo com a linha reta
2017-08-23 22:33 Seto Kousuke: essa pattern em sí joga muito wanky
2017-08-23 22:34 Seto Kousuke: 00:16:004 (1,2,3) - ó a linha reta enfraquecendo o flow de novo
2017-08-23 22:34 Seto Kousuke: e bom, é isso
2017-08-23 22:34 Seto Kousuke: o mapa tá bem estruturadinho, tá bonito....mas tem problemas similares ao do circus lá, inconsistencia nos DS e problema de ênfase nos momentos adequados
2017-08-23 22:35 Seto Kousuke: te aconselho padronizar as coisas ''pra 1/2 comuns eu vou usar X de DS''
2017-08-23 22:35 Seto Kousuke: ''pra 1/2 jump em transição e afins eu uso Y''
2017-08-23 22:35 Seto Kousuke: ''pra momentos MUITO fortes eu uso Z''
2017-08-23 22:35 Seto Kousuke: ''pra momentos onde não é intensidade mas preciso de um pequeno jump pra pattern eu uso X + B''
2017-08-23 22:35 Seto Kousuke: etc
2017-08-23 22:38 Seto Kousuke: agora o que não é um erro, mas uma observação mesmo
2017-08-23 22:38 Seto Kousuke: não é melhor deletar isso? 00:04:076 (4) -
2017-08-23 22:38 Seto Kousuke: 00:03:714 (3) - faz uma reverse
2017-08-23 22:38 Seto Kousuke: 00:04:257 - bota single note aqui
2017-08-23 22:38 Seto Kousuke: ritmo vai fazer muito mais sentido com a música, porque se tu bota 2 cliques de slider 1/2 ali
2017-08-23 22:38 Seto Kousuke: tu tá dizendo que os 2 cliques são importantes no ritmo
2017-08-23 22:39 Seto Kousuke: quando o que tu apresentou foi 00:02:992 (1) -
2017-08-23 22:39 Seto Kousuke: o que de fato joga melhor do que 2 cliques
2017-08-23 22:40 yShadowXOP_: hm ate q fico melhor msm

fiz um irc mod com o shadow na ultima diff, percebi agora que o mapset é de BRs, se vocês quiserem um irc mod também, é só me procurar in-game quando eu não estiver jogando que eu dou uma olhada :)
AUY8HUHAUHASNUDMH ASHGDSAHYUAYHUAAUHAUHAUH
rockstarrzz
Hi, from modreqs

Victor's Easy
00:22:871 (6,1) - This gap seems..awkward, maybe change 6 into a slider?
00:30:823 (1) - remove nc
yeah, solid map, not much to say

Normal
Reduce OD to 3?
00:02:992 (1,3) - could make same shape?
00:08:594 (5,6) - i think make these parallel to 4?
00:19:618 (4,1) - spacing seems a bit big
00:26:124 (5) - nc
00:26:485 (1) - remove nc
00:35:160 (1) - same slider as 5
there are nc issues but it's really weird as alot are on slidertails

Advanced
AR5.5/6 OD4.5/5 ?
00:04:437 (1) - same angle as 00:02:992 (1)
00:05:883 (1,3) - keep angles consistent, decide on a couple to use throughout the map and stick to it otherwise it seems too random
00:12:208 (2,3,4) - overlaps look a bit crap
00:24:678 (1,2,3,4) - looks ugly, take the first one and rotate the other 3 by the same angle, 90, 180, 270 ect
00:35:160 (1) - remove nc
hm..there are some slider shape/angle issues here

ShadowX's Hard
AR8 OD6 is far too high for a <3*, consider AR7 OD6, even then that seems a bit high
00:03:714 (3,4) - add note inbetween on red?
00:05:160 (3,4) - same
00:06:606 (3,4) - ^
00:13:654 (2,4) - stack properly
00:14:558 (1,2) - blanket?
rest is very good
maybe you could scale it up a little bit to make it 3.15* or so?

Victor's Light Insane
00:09:859 (1) - rotate and copy paste for 2
00:19:979 (1) - remove nc
00:21:064 (1,2) - rotate by same angle
00:29:377 (1,2) - parallel
00:38:413 (3) - extend to red?
good map

Insane
jump spam is a little ott imo
00:29:377 (1) - remove nc
00:29:377 (1,2,3) - keep slider shape consistent
00:30:823 (1) - remove nc
00:32:269 (1) - ^
00:32:269 (1,2,3,4,5,6) - too random
00:35:160 (1,2,3,4,5,6) - ew god no, don't do that
00:36:787 (2,3) - blanket
00:41:305 (1) - put in center

ShadowX's Summer Adventure
wow this jump spam
change to od9 and u got a 'good' farm map here
00:17:449 (1,2,3) - maybe some spacing here?
00:18:895 (1,2,3,4) - and here
00:31:726 (2,1) - too close
Topic Starter
Simuzax

rockstarrzz wrote:

Hi, from modreqs

Normal
Reduce OD to 3? i think its fine
00:02:992 (1,3) - could make same shape? done
00:08:594 (5,6) - i think make these parallel to 4? its alright rn imo
00:19:618 (4,1) - spacing seems a bit big reduced just a bit
00:26:124 (5) - nc my bad, fixed
00:26:485 (1) - remove nc previous sound is rly distinct imo so another NC here is fine
00:35:160 (1) - same slider as 5 sound are pretty different so i dont see why
there are nc issues but it's really weird as alot are on slidertails

Advanced
AR5.5/6 OD4.5/5 ? increased AR to 6, OD is already at 5 .-.
00:04:437 (1) - same angle as 00:02:992 (1) just variating a bit, i dont see that as a problem
00:05:883 (1,3) - keep angles consistent, decide on a couple to use throughout the map and stick to it otherwise it seems too random ^
00:12:208 (2,3,4) - overlaps look a bit crap moved objects a bit
00:24:678 (1,2,3,4) - looks ugly, take the first one and rotate the other 3 by the same angle, 90, 180, 270 ect looks fine to me rn, i'll consider changing if someone point that out again
00:35:160 (1) - remove nc explanation for that in Normal
hm..there are some slider shape/angle issues here

Insane
jump spam is a little ott imo
00:29:377 (1) - remove nc explanation for that in Normal
00:29:377 (1,2,3) - keep slider shape consistent that's to make contrast with the next 3 sliders since they have a cleaner sound imo
00:30:823 (1) - remove nc explanation for that in Normal
00:32:269 (1) - ^ ^
00:32:269 (1,2,3,4,5,6) - too random wow i didn't notice that, fixed
00:35:160 (1,2,3,4,5,6) - ew god no, don't do that why not? :(
00:36:787 (2,3) - blanket sure
00:41:305 (1) - put in center doesn't change much but i prefer it where it is rn
yShadowXOP_

rockstarrzz wrote:

Hi, from modreqs

ShadowX's Hard
AR8 OD6 is far too high for a <3*, consider AR7 OD6, even then that seems a bit high
00:03:714 (3,4) - add note inbetween on red? Nop,because in this part I'm following the "clap"
00:05:160 (3,4) - same ^
00:06:606 (3,4) - ^ ^
00:13:654 (2,4) - stack properly Ok
00:14:558 (1,2) - blanket? Nop
rest is very good
maybe you could scale it up a little bit to make it 3.15* or so? i'll think about it later

ShadowX's Summer Adventure
wow this jump spam
change to od9 and u got a 'good' farm map here
00:17:449 (1,2,3) - maybe some spacing here? Nop
00:18:895 (1,2,3,4) - and here ^
00:31:726 (2,1) - too close Ok

Thanks For Modding :D
Lusumi
Smol mod lul

  • ShadowX's Summer Adventures
  1. 00:20:160 (5,6) - to what are they mapped? it seems overmapped to me at least lol
  2. 00:24:678 (1,1,2) - looks a bit unorganized u could try structuring the jumps a bit more
  3. 00:28:293 (1,2,1,2) - i think they are a bit too spaced like most jumps here are 2 - 2.5 and 00:28:654 (1,2) - they increase up to 3.0 for no reason it should rather be lower spaced cuz pitch is lower too
  4. 00:30:823 (1,2,1,2,1,2) - uh... contrast isnt there it feels almost as spaced as the jumps before making the jumps before that less spaced fixxes that and makes the difference of it more noticable (cuz u apparently tried to make the higher pitch there stand out with moar spacing)
  5. 00:30:100 (1,1) - unintended overlap i guess... looks kinda bad try to structure it a bit more
  6. 00:32:991 (1,2) - same
yShadowXOP_

Moge-ko wrote:

Smol mod lul

  • ShadowX's Summer Adventures
  1. 00:20:160 (5,6) - to what are they mapped? it seems overmapped to me at least lol maybe it's a little bit for consistency?
  2. 00:24:678 (1,1,2) - looks a bit unorganized u could try structuring the jumps a bit more Ok
  3. 00:28:293 (1,2,1,2) - i think they are a bit too spaced like most jumps here are 2 - 2.5 and 00:28:654 (1,2) - they increase up to 3.0 for no reason it should rather be lower spaced cuz pitch is lower too Fixed
  4. 00:30:823 (1,2,1,2,1,2) - uh... contrast isnt there it feels almost as spaced as the jumps before making the jumps before that less spaced fixxes that and makes the difference of it more noticable (cuz u apparently tried to make the higher pitch there stand out with moar spacing) i tried to highlight the finishing of the kiai with an extra spacing
  5. 00:30:100 (1,1) - unintended overlap i guess... looks kinda bad try to structure it a bit more i think this overlap is great
  6. 00:32:991 (1,2) - same ^
Thanks For Modding :)
Vivyanne
honestly can the N sampleset just be gone? it's so noisy when you had calm S hitsounds before man.

if you don't wanna change please at least add a silent sliderslide to it to remove like 90% of the annoyance thanks in advance
UniqueBlock11
Hello from my queue.
general

Add ShadowX and Victor to tags
Kiai inconsistencies:

Not extremely important, but combo color inconsistencies:


Your map has +12 SP, you can get Beatmap Nominators to check your map.

victor's easy

00:11:666 (4) - NC, this slider occurs on the start of a measure, and remove NC on 00:12:751 (1).
00:14:558 (3) - NC for same reason ^, remove NC on 00:15:642 (1).
00:17:449 (4) - NC ^, remove NC on 00:18:895 (1).
00:20:702 (3) - NC ^
00:20:341 - Kiai should start here. This is where the more intense part of the song occurs, don't start Kiai on the first object in the Kiai unless if it really is needed.

normal

00:18:895 (3) - This slider overlaps the error bar at the bottom of the screen, you don't have to move it but I'd recommend you do.
00:19:618 (4,1) - Distance snap problem in Normal diff, (1) to far from (4).
00:20:341 - Kiai should start here. This is where the more intense part of the song occurs, don't start Kiai on the first object in the Kiai unless if it really is needed.
00:26:124 (1) - Remove NC, this is only a transition from the previous combo to the next and shouldn't be NCed. This also keeps combos consistent in your map.
00:31:907 - Kiai starts here ^, and have it end at 00:38:413 (6). Otherwise, you'd have a 3 second Kiai period...

advanced

00:08:775 (5) - Add NC, and remove NC on 00:09:136 (2), this looks and flows better with the music.
00:11:666 (1,2,3,4) - This distance snapping looks a bit misleading, you should space (3) and (4) the same way you did (1) and (2) to prevent confusion.
00:20:341 - Kiai should start here. This is where the more intense part of the song occurs, don't start Kiai on the first object in the Kiai unless if it really is needed.
00:31:907 - Kiai starts here ^, and have it end at 00:38:413 (6).

shadowx's hard

00:13:112 (1,3) - You can improve this blanket.
00:37:690 (1,3) - ^

victor's light insane

Redundant inherited timing points:
00:10:582
00:31:726
00:38:775

00:06:967 (1) - Remove NC and add NC on 00:07:329 (2), since (1) is on an upbeat and shouldn't have NC.
00:08:775 (1,2) - Improve this blanket.
00:14:558 (1,3) - ^
00:09:859 (1) - Remove NC and add NC on 00:10:220 (2) for same reason ^
00:13:654 (1) - Placing NC on this note creates an inconsistency with the rest of your map, remove it. Also you'll get a nice same color blanket that way.
00:15:642 (1) - Use a NC pattern like this:

This pattern will emphasize the buildup and keeps things consistent with the NC pattern at 00:15:642 (1) and 00:16:726 (1).
00:20:341 - Kiai should start here. This is where the more intense part of the song occurs, don't start Kiai on the first object in the Kiai unless if it really is needed.
00:27:570 (4) - Add NC and remove NC on 00:27:931 (1) for consistency with the combo right before this combo.
00:35:883 (1) - Use this NC pattern:

This pattern does the same as the above NC pattern ^

insane

You jumped an entire star from the previous difficulty to this one... that's not a good thing. You might want to lower the difficulty of this map by a bit.

00:08:775 (1) - Improve this sliderwave for visual appeal:

00:23:232 (1) - ^
00:26:124 (1) - ^
00:36:245 (1,2,3) - Improve the double blankets here.

shadowx's summer adventures

00:08:413 (5) - If you're evil like me, convert this to a stream and challenge the insanely pro players without regrets (optional).
00:20:341 - Use softer hitsounds here, using this loud normal sampleset is really startling.
Topic Starter
Simuzax

UniqueBlock11 wrote:

Hello from my queue.
general

Add ShadowX and Victor to tags done
Kiai inconsistencies: GDs dont need to have same kiai times

Not extremely important, but combo color inconsistencies: fixed


Your map has +12 SP, you can get Beatmap Nominators to check your map. i'll do that

normal

00:18:895 (3) - This slider overlaps the error bar at the bottom of the screen, you don't have to move it but I'd recommend you do. i'll keep that for now, i'll change only if necessary
00:19:618 (4,1) - Distance snap problem in Normal diff, (1) to far from (4). i dont see that as a huge deal, i'm just emphasizing the kiai start
00:20:341 - Kiai should start here. This is where the more intense part of the song occurs, don't start Kiai on the first object in the Kiai unless if it really is needed. actually youre timestamp is where the song ''transition'' to kiai is, then 00:20:702 (1) - is where the intense and characteristic parts kick in so i dont see any problem here
00:26:124 (1) - Remove NC, this is only a transition from the previous combo to the next and shouldn't be NCed. This also keeps combos consistent in your map. this is a very distinct from the others so i dont see any problem NCing that also
00:31:907 - Kiai starts here ^, and have it end at 00:38:413 (6). Otherwise, you'd have a 3 second Kiai period... explanation above, and the map has 38sec drain, 3sec kiai isnt out of place imo

advanced

00:08:775 (5) - Add NC, and remove NC on 00:09:136 (2), this looks and flows better with the music. done
00:11:666 (1,2,3,4) - This distance snapping looks a bit misleading, you should space (3) and (4) the same way you did (1) and (2) to prevent confusion. my bad, fixed
00:20:341 - Kiai should start here. This is where the more intense part of the song occurs, don't start Kiai on the first object in the Kiai unless if it really is needed. explanation for that in normal
00:31:907 - Kiai starts here ^, and have it end at 00:38:413 (6). ^

insane

You jumped an entire star from the previous difficulty to this one... that's not a good thing. You might want to lower the difficulty of this map by a bit. yeah, i'll probably need to nerf this down a bit, but i'll keep that as it is rn

00:08:775 (1) - Improve this sliderwave for visual appeal: done

00:23:232 (1) - ^ as said in normal, i find this sound pretty distinct from the others so a different slider shape is suitable
00:26:124 (1) - ^ ^
00:36:245 (1,2,3) - Improve the double blankets here. done
Thx for the mod :D
yShadowXOP_

UniqueBlock11 wrote:

Hello from my queue.

shadowx's hard

00:13:112 (1,3) - You can improve this blanket. Fixed
00:37:690 (1,3) - ^ ^

shadowx's summer adventures

00:08:413 (5) - If you're evil like me, convert this to a stream and challenge the insanely pro players without regrets (optional). i think not XD
00:20:341 - Use softer hitsounds here, using this loud normal sampleset is really startling. Ok

Thanks For Modding :)
victorfernando

rockstarrzz wrote:

Hi, from modreqs

Victor's Easy
00:22:871 (6,1) - This gap seems..awkward, maybe change 6 into a slider?
00:30:823 (1) - remove nc
yeah, solid map, not much to say

Victor's Light Insane
00:09:859 (1) - rotate and copy paste for 2
00:19:979 (1) - remove nc
00:21:064 (1,2) - rotate by same angle
00:29:377 (1,2) - parallel
00:38:413 (3) - extend to red?
good map

fixed all
victorfernando

UniqueBlock11 wrote:

victor's easy

00:11:666 (4) - NC, this slider occurs on the start of a measure, and remove NC on 00:12:751 (1).
00:14:558 (3) - NC for same reason ^, remove NC on 00:15:642 (1).
00:17:449 (4) - NC ^, remove NC on 00:18:895 (1).
00:20:702 (3) - NC ^
00:20:341 - Kiai should start here. This is where the more intense part of the song occurs, don't start Kiai on the first object in the Kiai unless if it really is needed.

victor's light insane

Redundant inherited timing points:
00:10:582
00:31:726
00:38:775
okay fixed all
Stormiverse
NM from my Q~
Just a small mod if you don't mind :D

[Victor's Easy]
  1. 00:08:775 (1) - Not a very good rhythm choice, since you've already used 3/2 sliders with reverse arrow to represent these sounds 00:02:992 (1,2,3) - . The same type of slider here would imply the same sound being played again, which it wasn't. Moreover, this sound is similar to that of 00:10:220 (2,3) - , yet you've mapped them with different rhythm. I would change this slider into what you've done at 00:10:220 (2,3) - , for both contrasting rhythms and repeating them.
  2. 00:17:449 (1) - There's a very clear sound on 00:18:172, which was not mapped. You're following the instrument from the beginning of the map, why do you have to change?

[ShadowX's Hard]
  1. 00:05:883 (1,3) - I think it would look nicer if these two are aligned, like at 00:02:992 (1,3) - . It just seems off to me.
yShadowXOP_

Stormiverse wrote:

NM from my Q~
Just a small mod if you don't mind :D

[ShadowX's Hard]
  1. 00:05:883 (1,3) - I think it would look nicer if these two are aligned, like at 00:02:992 (1,3) - . It just seems off to me.

All Fixed :)
Thanks For Modding :oops:
Nao Tomori
[summer adventures]
this diff feels really overdone to me. it's true there's a background 1/2 track, but this (to me) should not mean that you just go ham and map giant jumps and 1/2 spam everywhere. you lose a lot of ability to represent the song by doing this.

some examples of what i mean:
00:21:787 (1,2,1,2,1,2,1,2) - in the middle of this pattern, the melody type thing changes notes. but that's not represented at all since it's a 1-2 jump pattern.

00:24:678 (1,2,1,2,1,2,1,2) - same deal here, the melody has a scale going downwards but its just the same 1-2 jumps that you used earlier.

i noticed that you changed the jump spacing based on the pitch. that's fine, but to me it is not representative enough of the song, especially at this level of difficulty where you have tons of freedom as to what you can do.


the other issue is the intro, the filler rhythm like 00:09:317 (2,3,4) - kinda screws up your rhythm imo. it makes it unclear what you follow. if you used a rhythm like https://osu.ppy.sh/ss/9009797 then it would be much more clear, since all the clicks now land on kicks in the drum line. switching between the main melody and the background 1/2 track just creates muddled rhythm that is subpar.

you could also use this technique in the kiai to try and break up the 1-2 jump sections into a more recognizable rhythm.

[insane]
this diff has same issue as the top one, except even more so.
00:09:317 (2,3,4,5,6) - stuff like this, while it looks pretty, doesn't follow the same thing as 00:11:666 (1,2,3) - this kinda thing. so you end up with this weird contrast between parts where the melody is off having 1/2 spam and tons of jumps and then the parts with the melody on are really calm tapping wise.

then the kiai comes and its just polygon generated jump patterns with little relevance to the song. like 00:21:787 (1,2,3,4,5,6,7,8) - 1234 have a held melody note, then 56 have one and 78 have one but its not differentiated at all. 00:27:570 (1,2,3,4,5,6,7,8) - same here.
the 1/2 spam also has the same issue, it seems like its just there to inflate difficulty and stuff instead of really following the important part of the song. the background track shouldn't be supporting fullscreen jumps everywhere, that just feels very overdone to me.

and then, to top things off, after making the entire thing 1/2 jumps based on the pitch, you put the highest pitch things on small spacing sliders at 00:29:377 (1,2,3,1,1,2,3) - ... >.>

[light insane]
there is some weird spacing stuff i saw here, and again some of the same issues as the top diffs.

00:03:353 (2,3) - for example, giant jump here? but theres nothing on 3 to support this. so ctrl g on 3 works better
00:04:799 (2,3) - similarly now its a tiny jump, you could ctrl g 3+4 so it looks like https://osu.ppy.sh/ss/9009992 or something

00:05:883 (1,2,3,4,5,6,1) - this pattern doesn't really make sense with the song. first off its suddenly pretty big jumps considering that everything before it is 1/2 sliders. additionally, the song creates 2 pairs of 4 notes (00:05:883 (1,2,3,4) - 00:06:606 (5,6,1) -) but you divide it 3-3-2 instead of 4-4 which then puts 2 notes that were previously both clickable on the same slider. 00:07:329 (2) - the change in the song appears here, so this is where the next nc and pattern should start, not 00:06:967 (1) -

00:11:124 (1,2,3) - stuff like this dilutes what you're focusing on in the melody. like 00:11:666 (4,5,6,7) - very obviously follows the main synth but then you have more intense jumps on stuff that isnt in the melody at all. 00:13:654 (1,2,3,4) - same here, the biggest jumps are in a part that's completely separate from a melody.

00:28:654 (3,1) - im not really sure why you decided to put all the finishes on slider ends and then have giant jumps to fairly unimportant notes to make the next pattern. wouldn't 1/1 gaps work better..?

anyway yeah, the top diffs need a lot of work. good luck!
Affirmation
Q

[Insane]
00:10:763 (2,3,4,5,6) - you don't need to add many beats in here.
00:15:642 (5,1) - why you reduced DS suddenly? It has emphasis, so you should jump here.
00:34:799 (1,1) - only this part doesn't have jump?
00:38:413 (3) - NC?

GL
Topic Starter
Simuzax

Naotoshi wrote:

[insane]
this diff has same issue as the top one, except even more so.
00:09:317 (2,3,4,5,6) - stuff like this, while it looks pretty, doesn't follow the same thing as 00:11:666 (1,2,3) - this kinda thing. so you end up with this weird contrast between parts where the melody is off having 1/2 spam and tons of jumps and then the parts with the melody on are really calm tapping wise. i don't rly get your point here, i just choose to map what had the most emphasis in the song itself

then the kiai comes and its just polygon generated jump patterns with little relevance to the song. like 00:21:787 (1,2,3,4,5,6,7,8) - 1234 have a held melody note, then 56 have one and 78 have one but its not differentiated at all. 00:27:570 (1,2,3,4,5,6,7,8) - same here.
the 1/2 spam also has the same issue, it seems like its just there to inflate difficulty and stuff instead of really following the important part of the song. the background track shouldn't be supporting fullscreen jumps everywhere, that just feels very overdone to me.

and then, to top things off, after making the entire thing 1/2 jumps based on the pitch, you put the highest pitch things on small spacing sliders at 00:29:377 (1,2,3,1,1,2,3) - ... >.> i prefer giving SV emphasis rather than spacing

anyway yeah, the top diffs need a lot of work. good luck!
Thx for the mod :D. I see there's a lot of wrong stuff here so i'll basically remap my diff keeping your points in mind.
Topic Starter
Simuzax

Neoskylove wrote:

Q

[Insane]
00:10:763 (2,3,4,5,6) - you don't need to add many beats in here. so you're suggesting what exactly? .-.
00:15:642 (5,1) - why you reduced DS suddenly? It has emphasis, so you should jump here. my bad, i'll do that in the remap
00:34:799 (1,1) - only this part doesn't have jump? kiai has ended so idk why this should be a jump, its fine rn imo
00:38:413 (3) - NC? yea fixed

GL
Thx for the mod :D
yShadowXOP_

Naotoshi wrote:

[summer adventures]
this diff feels really overdone to me. it's true there's a background 1/2 track, but this (to me) should not mean that you just go ham and map giant jumps and 1/2 spam everywhere. you lose a lot of ability to represent the song by doing this.

some examples of what i mean:
00:21:787 (1,2,1,2,1,2,1,2) - in the middle of this pattern, the melody type thing changes notes. but that's not represented at all since it's a 1-2 jump pattern.

00:24:678 (1,2,1,2,1,2,1,2) - same deal here, the melody has a scale going downwards but its just the same 1-2 jumps that you used earlier. i tried to do what you have said.

i noticed that you changed the jump spacing based on the pitch. that's fine, but to me it is not representative enough of the song, especially at this level of difficulty where you have tons of freedom as to what you can do.


the other issue is the intro, the filler rhythm like 00:09:317 (2,3,4) - kinda screws up your rhythm imo. it makes it unclear what you follow. if you used a rhythm like https://osu.ppy.sh/ss/9009797 then it would be much more clear, since all the clicks now land on kicks in the drum line. switching between the main melody and the background 1/2 track just creates muddled rhythm that is subpar. Okay, the slider was put in place of the jump.

you could also use this technique in the kiai to try and break up the 1-2 jump sections into a more recognizable rhythm.
victorfernando

Naotoshi wrote:

[light insane]
there is some weird spacing stuff I saw here, and again some of the same issues as the top diffs.

00:03:353 (2,3) - for example, giant jump here? but there's nothing on 3 to support this. so ctrl g on 3 works better (fixed ?)
00:04:799 (2,3) - similarly now its a tiny jump, you could ctrl g 3+4 so it looks like https://osu.ppy.sh/ss/9009992 or something (changed X: and Y:)

00:05:883 (1,2,3,4,5,6,1) - this pattern doesn't really make sense with the song. first off its suddenly pretty big jumps considering that everything before it is 1/2 sliders. additionally, the song creates 2 pairs of 4 notes (00:05:883 (1,2,3,4) - 00:06:606 (5,6,1) -) but you divide it 3-3-2 instead of 4-4 which then puts 2 notes that were previously both clickable on the same slider. 00:07:329 (2) - the change in the song appears here, so this is where the next NC and pattern should start, not 00:06:967 (1) - (well , the circles gave more difficult star's to the music, without him it's practically a ''slider map'', but if you tell it's better I gonna see what the other's tell about but thanks <3)

00:11:124 (1,2,3) - stuff like this dilutes what you're focusing on in the melody(.i tried to follow the intense part of the music and the not intensive)like 00:11:666 (4,5,6,7) - very obviously follows the main synth but then you have more intense jumps on stuff that isn't in the melody at all. these jumps are not so extreme it's DS 1.3 00:13:654 (1,2,3,4) - same here, the biggest jumps are in a part that's completely separate from a melody.

00:28:654 (3,1) - im not really sure why you decided to put all the finishes on slider ends and then have giant jumps to fairly unimportant notes to make the next pattern. wouldn't 1/1 gaps work better..? (i remove all finish sounds)

anyway yeah, the top diffs need a lot of work. good luck!
thank you <3
Yudragen
I'm not that specific at modding so I prolly won't help you in any way, but I can try

I can't find anything in Summer Adventures and Insane.

Victor's Light Insane
00:03:714 (3,4) - wouldn't making those to go in the opposite like the previous one be better?
00:10:582 (6,1) - https://puu.sh/xB8ic/18b5a7c1ad.png you can make the angle of this slider a bit sharper to fit the blanket better and put it at x:288 y:328

ShadowX's Hard
00:31:546 (4) - this could not be offscreen, even one space up

Advanced
00:08:052 (3,4) - I'd make the slider one reverse arrow longer and erased the circle, arranged in any way you want.

Normal
00:18:895 (1) - really offscreen
00:26:124 (5) - I'd remove the NC here

Easy
00:07:329 (4) - https://puu.sh/xB8KN/92016e9053.png I'd do this one like that.

I might have just been looking for sth wrong in this map when there's obviously nothing wrong with it. Great mapset! Sorry for short mod, but I pointed out in my queue that I'm a beginner at this.
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