modding first 1:30
00:09:341 (1,2,3,1,2,3) - bad hitsound use custom
00:34:596 (3,3) - fix overlap
no other issues i see
00:09:341 (1,2,3,1,2,3) - bad hitsound use custom
00:34:596 (3,3) - fix overlap
no other issues i see
thxlilligantEX wrote:
modding first 1:30
00:09:341 (1,2,3,1,2,3) - bad hitsound use custom intended
00:34:596 (3,3) - fix overlap good catch
no other issues i see
Thanks a lot for the modmithew wrote:
hello! https://osu.ppy.sh/s/724192 my mapreally sick song, would be nice to see more maps of these guys. good luck! I also mapped The Tower if you want something jumpy
- 00:27:005 kinda odd to have this unmapped, doesn't make much sense to me done
- 00:33:866 (1,1) - have these two as repeat sliders instead, the sudden change in rhythm isnt really justified until 00:34:742 (1) - Makes sense from a consistency standpoint but I think the way it is is more fun to play.
- 00:42:114 (6,1) - angle change should happen on (1) not (6) Fuck I hate these mistakes and I made one myself shame on me
- 00:46:129 (1) - undermaps are fine but the triple here deserves some attention, makes the map less boring on parts like these if you don't ignore those little details added
- 00:51:822 (2,3,4,5,6,7,8,9,10) - idk 00:51:822 (2,3,4) - these are much more significant in the song compared to 00:52:260 (5,6,7) - so its weird to see them all ds'd the same way, i'd make it more jumpy on the higher pitched guitar notes varied the DS slightly in whole section
- 01:15:399 (6) - it really doesn't sound like there's an easy snapping choice here so it'd probably be best to just use start this on the white tick
- 01:22:406 (6) - ^ The repeat and sliderend hitsounds are really noticably off when the slider starts on white tick
- 01:12:844 (1,2,3,4,5,6,1,2,3,4,5,6,1) - spacing is a bit too dramatic. the guitar is relatively quiet and having them spaced this much makes the actual significant streams feel way less dramatic than they should be (01:17:662 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,1) - ) The guitar is louder in the mix for this part than on 01:17:662 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,1) - and the drums don't feel that dramatic there imo so I kept the same spacing
- 01:24:943 (2,3,4,5) - kinda hard to read as a 1/8th, i think a very small ds'd stream would be better than just straight up stacked did that
- 01:25:326 (1) - white tick should be clickable Tried that for now, I'll need to see how testplayers read it
- 02:32:721 (15) - a slow slider here would fit well for that fade out in the song, sucks to see it ignored otherwise the problem is that I don't do silenced sliderends in this map so it sounds off
- 02:49:007 (1) - made the red tick a 1/2 slider y that rhythm is better
- 02:47:007 (1,2,3,1,2,3,4,5,6,7,8,1,2,3,1,2,3,4,5,6,7,1,2,3,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,7,8,9) - your rhythm choice kinda sucks for this section i reccomend using 1/2 sliders on all the unclickable kicks instead of ending the sliders on them, so on 02:48:721 02:49:436 02:52:150 02:54:721 circle instead 02:55:578 and 02:57:578 (4,5) - on both of these slider ends That would be more conventional but I think my way works since the 1/2 sliderends would end up on barely audible bends and there would be long pauses, both of which I don't want
- 03:05:293 (1,2,6) - these deserve more attention, idk why they're mapped so passively changed
- 03:33:293 (7,8,9,10,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9) - quite extreme spacing when you compare it to this 03:41:578 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1) - lol vocals add to the intensity, still lowere spacing tho
- 04:08:578 (3,1) - unstack this, doesn't make sense to have it like that the kick on 04:08:578 (3) - is too weak to be a proper jumps and small spacing would look super ugly, that's why I chose to stack it.
- 04:53:721 (2,4) - unstack these too, they're really awkward to play with no backup behind them ok
- 05:21:578 (1) - don't see a reason to have such a significantly different slider here relative to the rest of the map, you never really incorporated anything like this before so it just feels a bit out of place especially since the song doesn't call for much here simplified
- 05:28:436 kinda the same issue here with the last slower section i mentioned, your rhythm choices leave a ton of empty spaces which the song doesn't support all too much, it just feels bland when there's nothing to click on spots like here 05:31:436 while there's a guitar playing in the background. 1/2 sliders do a good job at keeping the player active while still feeling slow like the song is so i'd suggest messing around till you find something you like slighly changed
- 05:47:721 (5,6,7,8) - stream should start here, else it feels pretty ignored makes it messy imo, better to just have a simple pattern like this.
- 06:02:721 (1,2,1,2,1,1,2,3,4,1,2,1,2,3,4,5,1,2,3,4,5) - this part could definitely use a rehaul, there's lots of rhythms you can implement to keep it active for the player filled it more
- 06:43:864 (1) - this comes very unexpectedly, would tone it down a bit seems ok to me
- 07:04:721 (2,3,1,2,3,1,2,3,4,5,6,1,2,3) - you should use more circles here, slider spam feels way too weak I agree but mapping jumps to drums isn't really something I do in this map except for the mother father sister 1-2 kiai. Tried to increase the spacing to make it at least a bit more powerful
- 07:09:150 idk why nothing is mapped here lol idk
- 07:09:293 (1,1) - i really think these should start on the white ticks they're ending on, it makes much more sense for the sliders that are representing what he's saying to be starting on the words they're supposed to be shaped after lol. also really sucks to see that 07:09:578 isn't clickable because of your rhythm choice. https://osu.ppy.sh/ss/10374851 i think this rhythm fits much better, and the red ticks don't really seem neccesary tbh I tried it both ways before and decided for this rhythm, mainly because of the way the star goes into the blast beat stream. and yeah i'll use 1/8 snap instead of a red line
- 07:18:720 (9) - would be cool to see this as two kick sliders instead, the guitar is 1/3 but making them kick sliders still gives it attention and fits cause of the 1/4th percussion not a fan
- 07:20:720 (1) - this too, but 3 repeat sliders work as well, extending it this long feels off it's mapped to the vocals
- 07:28:434 (1,1) - same with these, they feel awkward as hell being exteneded this long same
- 08:06:149 (4,5,6,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - you could add some circles in here with the snares, 1/2 spam is really boring and i doubt you want that no
- 09:26:720 (1,2,3,1,2,3,1,2,3) - should start with repeat sliders instead if u care about the player nobody broke on that in testplays but most tanked acc, so done
- 10:19:863 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,1) - tbh i think this should be one long stream, the scream in the background would make it so fitting lol, just a silly suggestion look at mister stamina guy over here
- 11:22:430 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,1,2,3,1,2,3,1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,11,12) - this entire part is very unclear on what you're trying to follow here, the stream usage doesn't really make sense, 11:22:430 (1,2,3,4,5,6,7,8,9) - like if you're going to ignore the 1/4th then it'd make a lot more sense to start ignoring it on (10) and not on (9). you should build this section around that
- 11:23:367 (10,10,3,10) - nc should start here not wherever you placed them Changed only few things in this part, idk it makes sense to me
- 12:06:180 would be cool if the 1/4th wasn't completely ignored here, there's not much else going on in the song that would make it wrong to map done
- 12:27:742 (5) - should give attention to this changed the whole stream a bit
- 14:37:911 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - i'm usually not one to pick on aesthetics but just for future reference, straight sliders that aren't angled from -5 to 5 look really bad unless there's a structure behind them, and these just look randomly placed + ctrl j'd so idk, i think there's a lot more you can do here that you aren't really doing (gradually increasing spacing between them, or alter the angles relative to the music Changed
- 15:20:768 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - i see no reason to use such sharp angles here, nothing really calls for it I know,
it's supposed to be the stars. The whole pattern is like 07:09:293 (1,1,1) - and 14:51:340 (1,1,1) - but made of a stream not sliders. I'll keep it for now.- 16:19:911 (1,2,3,4,5,6) - these looks really bad, you could at least arrange 16:19:911 (1,2,3) - in a way that doesn't make 16:20:483 (4,5,6) - stand out so much changed the whole thing
Thanks for the modMrKosiej wrote:
Yo
Kiai isn't snapped! 10:06:149 fixed
Ok, my first major concern is that you have a pretty much random jump construction. You make some basic overlapses and weird placement choices that could be easily avoided with some spatial thinking. Here's an example of how i'd place it. https://osu.ppy.sh/ss/10532803 Keep the spacing mostly even, and your map will look a lot, lot better.
You miss obvious stacks like 00:09:925 (2,2) - I haven't missed them, I just chose not to do them? at no points are these two objects on the screen at the same time. Same applies for the majority of these stacks you point out. From my own experience I don't keep track of where the circles that just disappear were while playing. You can prioritize other things in circle placement than stacks with stuff that isn't on the sceen anyomore. In this case I like both the spacing and the angle I have between 00:10:217 (1,2) - so I don't really want to change that, and moving 00:09:779 (1,2,3) - would make the distances between 1,3 and the repeat slider too small to my liking. These are small things but so is that stack and we just have different priorities.
Things like 00:12:260 (3,1) - are looking really meh. It's like, your map, construction is made of random materials. Some are sticks, some are bricks, and they are lying next to eachother, or on top of eachother. Picturize it and then look again at your map. Decide on the material you want to build and keep things connected. Every single pattern, should be connected to its neighbors.
00:14:596 (1,2,3) - this is actually on of better things, cuz you know how to blanket. And that's good.
I was braggin about that even spacing, but i see you do it sometimes, so its not a whole lack of it. You did it here 00:19:852 - for example, on those triangles. It's very cool. But don't let nice things on just single patterns. Keep it on every pattern and on your construction as a whole.
00:20:290 (1,1) - This is that kind of thing that makes me "Ok, why tho". It feels like an obvious mistake. The stream should start on a stack. It doesn't tho. same reasoning as before
00:24:523 (3,1) - missed blanket. I thought i said you know how to blanket. Hmmmm. Oh well, i guess you missed some. Keep blankets in mind the next time you go through this map and correct them. you can blanket this in a number of different ways. you could blanket purple combo 1 in the yellow combo, the other way around or make all of these triangle like 00:24:231 (1,2,1) - that the pattern makes have the same angles. It is blanketed the first way
00:24:815 (2,2) - yeah im not gonna point out every overlaps that should be a stack but ill write some untill i get bored. well this one actually exists for the player but I it would make the flow worse imo
00:26:275 (2) - this could be right in between 00:25:691 (4,5) - and that would be so much more aestheticly pleasant. Rotate then the slider and you'll get yourself a pretty line https://osu.ppy.sh/ss/10532913 I would also have weirdly small spacing between 2,3 and a kind of structure that i'm not sure fits well with the map as a whole. I moved 2 a bit tho because it really looked a bit out of place
Do the same line with 00:26:567 (4,5,2,3) - and you'll have 2 nice connected patterns.
Streams are looking mostly fine.
00:45:691 (8,4) - stack with tail see above
00:47:881 (1,2) - keep straight with follow point intended
00:49:852 (2,3,4) - same same as the stacks before
02:44:721 (3,4,5,1,2,1,2,3,4) - i really like this patterns. Makes me wonder, why you don't do cool stuff like that more often. because it's there to accentuate this part since there is a pause right after. Also a lot of patterns looks nice but play like shit, imagine this if the stream was 1/4 and the stuff after was 1/2, wouldn't be nice
04:54:150 - eargasm lol
06:32:436 (5,6,1) - replace with kicksliders cuz i hear drums there. Shouldn't be ignored. y, focused ony on guitar when I could map the drums as well without taking away from it
06:59:864 (4) - same same
08:59:293 - i hear some sounds it the bg, pretty jumpy. You might wanna consider adding kicksilder to include them wouldn't feel great with kicksliders since the sound isn't that intense and can't make it just circles since 1/4 drums.
10:17:293 (9) - nc where nc to vocals/interesting drum stuff in this part, this is neither
10:44:718 - i like to add a circle right before a spinner. Or rather, put a circle on that strong sound, and then put a spinner so it has a nice emphsis. Reminds me of dragonforce
10:52:718 - and put that spinner end on 5% instead of 10 why not
12:06:805 (8,9,10,11) - make them kicksliders cuz there are guitar sounds makes sense
12:11:805 (1,2,3,4,5,6,7,8) - same. I feel like you're overusing streams in your map. There are more ways of representing drums with melody included. Keep that in mind the next time you're remaking some parts. One wise man once said to me (ekhem wishkey): Map to the melody, make the most of it. If you're going to map drums all the time, you might as well map taiko. Not like one way is inherently superior to other tho. Mapping to the melody is cool but streams add intensity since you have less passive objects. the drums change change here so I mapped them
12:37:430 - tbh it's boring to see the same ds on every stream. The song does change intensity. It's not like you don't have sth to map to. So change intensity on your streams. SV changes so effective DS does too. not a big change but thats consistent troughout the map. Not that I hate spacing changes but I just wanted long streams in this map to stay relatively the same spacing unless something super interesting is happening with drums
14:58:197 - i cri over how much better you could map this section. Organise it a bit, use maybe stacks, i think it would do good. Like, 14:58:911 (3,4) - this is fine but 14:58:197 (1,2) - stack with tail maybe, or put somewhere where it matters 15:00:483 (6,7) - stack 15:00:625 (7,8) - blanket for consistency. Like these are examples, sth i'd do. Basic ds i saw a ton already in this map. This is a calm part. Make it unique, make it calm, make it peacefull. y done
15:46:483 - i kinda like this part. Even tho it's just a change to 1/3 it seems more structured. Prolly cuz streams are nicer. There are still overlapse problems tho.
16:18:054 (1) - no nc
16:18:197 (2) - nc i guess
But those ^^ i'm not sure about. It's just weird to see a single nc in a place like that.
17:43:053 - once again i expected sth, more ambitious (?). It's just a basic ds and composition, worthy of a mediocre hard diff. But not worty of a 19 min metal map finish. remapped.
Man, i wish this map could get good enough for rank. I'm in love with this song. But i don't think it's possible with just mods rn. I think it requires you to become a better mapper. Then come back to it, mod your own map, see how much you need to rebuild, and then fix it, then with mods. Maybe, one day, you'll be wise enough to be able to fix it in the proper way. And then we'll see it getting somewhere. Wish you best of luck tho. Nobody knows what the future will bring.
I just want to say that mapping stuff to look nice in the editor isn't bad but it often doesn't reflect on the player experience. for example the bravery and grimoire of alice both use cool placement gimmicks that most players just don't notice because the circles never overlap in play. Even stuff that overlaps for a bit is often not noticable, really depends on the way the pattern has to be read, if it's super compact, lower ar and you don't need to focus on individual notes with it's better to stack. So yeah, I see the obvious stacks but I don't think it's a mistake to ignore them in this map since it's nearly ar10 and most patterns are pretty spacious. Just try to play the map and see if the missed stacks bother you at all, because I can't notice even when i'm looking for them while playing.
Big thanks for dissing the slow sections though, they were lazy and bad
Mentai wrote:
my hitsounding guide: p/6559652/
my general issue is that you use whistles for basskicks in this map, i don't ever recommend doing this because you can use whistles to highlight melody/impact points, and can simply use basskicks on normal-hitnormal instead
if you decide to go down this path, which I recommend, I will make suggestions as if you've applied this change00:07:589 (1) - every beat on these triplet patterns can have a whistle on them (00:09:341 (1) - , 00:09:779 (1) - , etc), through this entire beginning
00:21:603 (1,2,3,4) - this could be earthier, the default is kinda weak for this song. i recommend using the first finish in this pack: https://puu.sh/zRIG8.rar
00:28:611 (1) - again starting here, every white tick could have a whistle sound to emphasize the chord changes/macro rhythm
00:34:304 (1,2,3,1,2,3,1,2,3,1,2,3,4) - and stuff like this can all have whistles
01:52:436 (1) - it'd be nice to mute sliderslides in this section
03:14:721 - volume setting can vary more, the song gets so strong here, but volume goes up negligibly . try using 85% as your new "this is the loudest it will get" volume and make volume more varied. i'll point out big areas for this
03:57:578 - this part is cool and djent-like, i'd have this at 60%, and the kiais potentially at 75% surrounding this
04:54:150 - i wouldn't put this as low as your into. 40-45% is a better representation
04:57:007 (2) - not sure how i feel about swhistles on the bodies here.... they're really noisy. i feel like just putting them on the sliderheads and sliderends would be better
07:11:007 (1) - just to make sure you know what i mean on the whistles, you hear the chorus in the background, putting whistles on the beats that they sing would be really cool AND bring your stream hitsounds to life
07:11:007 (1) - side note, this is unrankable -_ -
09:28:435 (1) - this section is so cool musically.i would suggest adding whistles to all sliderheads
11:02:430 (1) - you don't really respect what the music is doing here with volume. this should definetly start at like, 25% volume here, and climax at like 60-70% here 11:10:555 (1) - . add green lines in between to make it gradually rise in the subsections
13:11:923 (1) - this can be quieter, and i also recommend muting sliderslides here as well
after listening to 19 minutes of this (props, it's nice to see marathons be mapped to this extent), I'd say your hitsounding fundamentals are good.My issue is only that you relegated whistles to bass kick, so not only is it very noisy for default players, but you're losing a lot of texture you can use to emphasize the melody (mostly the guitars, the vocals are too incoherent most of the time for a sharp whistle effect to work)
here is a whistle i recommend using (the 2nd one, i added another option in case you wanted it): https://puu.sh/zSjrJ.rar
Veridian wrote:
I'm just gonna go through the first five minutes hope you don't mind!that's about all! good luck! pm me if you have questions or concerns!
- 00:32:990 (1,2,3,4,5,6,7,8,9,10,11,12) - there's no reason to space this any differently than ur other streams. Increase spacing here. Spacing is low because no blast beat and the guitar isn't intense at all, also this has the first long streams of the map so I wanted to ease players in with smaller spacing. It's too low tho so I increased it slightly while lowering 00:31:238 (1,2,3,4,5,6,1,2,3,4,5,6) - because the guitar isn't that intense either and the difference was too big
- 00:36:056 (4) - Held note here, why not use a slider? would be too long, Also mapping 4 to the guitar while 1 isn't would be weird to me.
- 01:24:943 (2,3,4,5) - Even with this minor reduction in spacing, players can't detect the change in streaming speed this fast, especially since spacing really close to this has been used before. Use a repeating kick slider here and then longer 1/8 streams can use that and then maybe a small 1/8 burst. they can, trust me. I had many 3 digit players testplay and they didn't have problems sightreading the change. the only problematic part is this 01:25:545 (2,1) - because the repeat starts on a blue tick, but can't fix that if I want 2 to be clickable
- 02:21:293 (1,2) - slider here for a couple of reasons, firstly to keep the density low because this part is fairly .... calm compared to the rest haha. Secondly it's hard to read this when you have similar circle spacing for wildly different timing proximity. the vocals aren't calm. I map to the vocals often and this is the place where they first appear, making it unclickable wouldn't make sense. Also I don't see any hard to read stuff
- 02:25:150 (4) - put this a bit closer it's super hard to read considering the spacing of the circle after it. or maybe make this and the one before it a new combo? Not hard to read and the NC would actually make it harder.
- 02:32:721 (15) - nc? you've been doing that previously so fixed
- 02:45:102 (4,5,1) - maybe a tad more space? still tough to decipher. yeah I can see it on this one and the spacing is too small anyway
- 02:46:436 (4) - bigger spacing here? noise is pretty intense. idk, the decreasing spacing feels right to me since it's like a chapter of the story has finished, with the calm part right after
- 03:04:436 (10) - nc and remove it for 03:05:293 (1) - did it the way matthew suggested
- 04:02:150 (3,4,5,6) - I would rather these just be mapped in pairs over stacks. Just kindf of annoying to play i guess? I just like stacks, pairs would work too ofc
- 04:04:436 (1) - kind of an unsightly slidershape. I think a standard curve or wave works just fine. made it a wayve
- 04:16:293 (1,2) - kick slider here because the triplet into stream things are SUPER hard to play Again you're underestimating the player, it's a 7* map. starting a stream with a stack is super standard
Matthew Rigaud wrote:
01:25:326 could be more interesting I don't want to fuck over the player with 274 bpm patterns out of the blue. The simpler the better. I originally didn't even map the white ticks to give the player more time between the repeat sliders, but then the cymbal wasn't clickable which sucked
02:46:293 add a triplet because i can hear extra ticks in with slower speed similar reasoning with the spacing, I want to simplify this pattern. both the guitar and drums do a triple in this but at different times and it would be needlessly confusing
03:03:293 add a new combo fixed
13:37:922 make this wave more interesting ok
_Meep_ wrote:
From Meep's Love Live Modding Queue! General
- Visual spacing could be improved, use DS to make neater patterns since most of them seem handmapped.
Metadata
- Add in "marathon' to the tags
- 00:06:713 (1,2,3,1,2,3) - spacing here could be improved, atm it looks like they were just handmapped and placed there without any context, you could make it have better visual spacing by just copy pasting 00:06:713 (1,2,3) - and bringing the copypasted 3 (and the 1 and 2) to overlap onto 00:06:713 (1) - , it works since they have similar sounds. y there was an error
- 00:09:341 (1,2,3,1,2,3) - why do these have claps? 00:06:713 (1,2,3,1,2,3) - this part doesn't have it at all. the hitsounding should stay consistent since the song hasn't changed much at all. another synth comes in here
- 00:19:852 (1,2,3,1,2,3,1,2,3) - idk, this part has such a high intensity compared to the one behind, yet you're still using these triangles that are small in size and make the player move very little. They don't really emphasise anything in the song imo, should be bigger the intensity was expressed by the change in rhythm to a singletap pattern, but y bigger is better
- 00:21:092 - theres a drum sound here, its best to follow rhythm than to continue making the triangle patterns. added kickslider
- 00:22:041 (4) - why is there a pause here? You should be mapping to the guitar that you have been mapping to since the beginning of this part. The blastbeats stopping is way too significant to continue mapping like I have before, pause is better
- 00:25:107 (1,2,3,4,5,1,2,3,4,5,1,2,3,1,2,3) - The mapping here feels very awkward. As the music changes, hitsound usage also changes, yet the notes still play the same as they always do (structure wise) I think you should use MUCH more space to emphasise certain notes and use much more creative patterns to indicate difference in music. the way this plays is very much different from the patterns before. idk what to say really
- 00:25:107 (1,2,3,4,5,1,2,3,4,5,1,2,3,1,2,3,1,2,3,4,5,6,7,8,9,10,11,12) - highlight all these and you'll see how much you cramped up in one small area. Try to use more space as I said earlier 00:25:983 (1,2,3,4,5) - is a repeat of 00:25:107 (1,2,3,4,5) - ,that's why it's copypasted and uses the same area
- 00:27:735 (1,2,3,4,5,6,7,8,9,10,11,12) - I recommend you use Ctrl+shift+D to make the spiral here since I can easily tell it's handmapped it's because of the guitar stuff in the background, if it was just drums I would do this but the guitar kinda lends itself to what I have imo
- 00:29:925 (7) - 00:33:428 (7) - why is there no direction change here when there is a direction change on 00:31:676 (1) - ? Be more consistent in your direction changes because 00:31:238 (1,2,3,4,5,6) - is a lot more noticable musically, still the rest of the stream isn't so i just made the curve smaller and changed spacing for 00:31:676 (1,2,3,4,5,6) -
- 00:34:742 (1,2,3,1,2,3) - This shouldnt differ much in spacing since the guitar pitch doesn't change as much as from 00:34:304 (1,2,3) - to 00:34:742 (1,2,3) - It does change still even if not as much and it's a lot more natural to play if the spacing increase continues the smae.
- 00:37:808 (1) - 00:38:684 (1) - there shouldnt be direction changes here, the music doesn't change at all. cymbals and the guitar melody
- 00:44:815 (2,3,4,5,6,7,8,9,10) - feels like you're just placing triangles... just because the song says so. I really hope you try and map to the guitar and its pitch because thats the only thing that changes quite a lot here. This part is kinda groovy, that's why the spacing doesn't change much
- 00:47:443 (6,7,8,1) - why doesn 6-7 have the same spacing as 8-1 when 1 has a much louder sound? I don't see why they should all be emphasised in the same way. there should be spacing emphasis on things like this. fixed spacing error
- 00:48:319 (2,3,4,5,6,7,8,9,10) - you can see once you highlight, that there are inconsistencies in the pattern. because the spacing changes, it's impossible to make it a grid, moved last row a bit stil
- 01:09:414 (2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1) - you should be using DS on parts like these, it's clearly handmapped and it looks bad since the spacing between each note isnt consistent. pretty sure this wasn't handmapped, just rounding errors from rotating and scaling it, remade it
- 01:19:122 (7,8,9) - the turn here is really sharp here, it'll be hard on the player so curve it a bit more i don't see it
- 01:24:943 (2,3,4,5) - as veridian said, this is really too hard on the player because of the spacing decrease, you shouldn't expect the player to know the song beforehand and expect them to hit this like it's nothing, they'll have to depend on your patterning and your usage of rhythm to figure out what comes next. as I said, nobody had trouble with it.
- 01:39:414 (5,6,1,2,3,4,5,6,1) - this too, use Distance Snap please. it is distance snapped, 1 pixel rounding errors don't really matter
- 02:25:150 (4) - stack this ontop 02:25:436 (1) - , there isn't any reason to put it so far away. stack would be hard to read but made the spacing way lower
- 02:31:864 (3) - I think this should be NC'd, up to you. could be, i think it's better to read without
- 02:37:007 (1,2,3) - it'd be much better visually if you were more consistent with your slider shape usage, using different kinds of curves in one single combo makes it awkward since there isnt much things going on that are different, slider shapes should be used to indicate different kinds of sounds, so using different kinds of curves makes it feel awkward. i wouldn't call it a different kind of curve lol, it's very minute. fixed
- 02:39:150 (7) - here as well, shouldnt the direction be changed? could be but the direction change after is mapped to the backing guitar
- 02:46:007 - 02:46:293 - missing notes here, you've been mapping to the guitar a whole lot and its weird to just ignore it like that. y but this whole section focuses mainly on vocals
- 02:57:578 (4) - this should be NC'd. done
- 03:04:436 (6) - NC this. k
- 03:05:293 - I don't think theres any ned to increase and decrease SVs so much here, there isn't even any music changes, only these instruments. It's really unecessary the snares are quite prominent here
- 03:27:864 (1,2,3,4,1,2,3,4,1) - this is just really taxing on the player, making them get used to such different speeds in such a small amt. of time is pretty hard on them, i suggest you reduce the spacing on 03:27:864 (1,2,3,4) - Not taxing but slightly unfitting
- 03:35:293 (1,2,3,4,5,6,7) - there isnt really any flow in these jumps, and i feel like they've just been handplaced just because the song calls for jumps here, i recommend u add some structure or pattern to the jumps. y the last 2 jumps have pretty bad flow, changed
- 03:37:007 (5,6,3,4) - these kinds of sliders are bad since slider leniency allows players to jump to each slider with ease, making them emphasise nothing at all. Space them out more and use a different pattern. changed the second one, first one really has only the second guitar which is quiet
- 03:42:150 - why is this not Kiai? It's pretty intense in comparison to 03:14:721 - . could be
- 03:59:293 (2) - NC this. It's a new sound ok
- 04:00:007 - 04:00:864 - why there no note here? You could have mapped to the vocals instead of just mapping solely to the drums those sound a bit like mistakes by the guitarist
- 04:05:578 (2,3) - these should be notes. I like the sliders to make 04:06:150 (4,5) - more impactful
- 04:06:150 (4) - NC done
- 04:08:721 (1,2,3,4,1,2,3,4,1,2,3,4) - this pattern is very annoying for players since it doesn't scale in spacing in any way or play to the music like 03:13:864 (1,2,3,4,1,2,3,4,1,2,3,4) - , i really suggest you change this to something like what u did 03:13:864 - does change the spacing but apparently not enough
- 04:09:578 - Shouldnt the kiai start here? thats where the chorus starts that it should
- 04:21:578 (1,2,3,4,1,2,3,4,1,2,3,4) - now this one is just bad compared to the others, the 4-1 overlaps make it very uncomfortable to play and its just not right, try to use curves more since all i've been seeing are straight lines in these buildups to the choruses didn't see anyone have trouble with it
- 04:58:436 (2,3) - why do parts like these have clap hs while 05:07:007 (2,3) - don't? keep HSing consistent. because the claps are to the electric guitar, not acoustic
- 06:05:864 (6) - overmapped, delete. get better headphones/loudspeakers
- 06:09:293 (4) - ^^
- 06:10:721 (2) - ^cmon this is clearly audible
- 06:13:007 (3,4,5) - make this slider -> circle -> slider -> circle -> slider instead, it plays much better and allows 06:13:864 - to be clickable. oh yeah that is way better
- 06:27:864 (5,6) - can u at least ctrl+G instead of making new sliders XD i can tell the difference i didn't tho idk how did it happen
- 06:40:721 (5) - NC, different sound as before. k
- 07:10:114 (1) - this is really close to being a burai slider, the sliderhead and sliderend circle both cover each other so much its really hard to tell which direction they go, please space them out more since this is unrankable.
- 07:11:007 (1) - this is unrankable, it doesn't have a clear path at all and is impossible to predict where the sliderball will go. will wait until BN mod, I still faintly believe that it could be rankable because in it's readable in practice.
- 07:13:865 (1,1,1) - why is the direction changing so much here when there isn't any changes in the music? there is tho
- 07:24:151 (1) - Remove the NC here, its the same sound as before.
- 07:31:865 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - why are you resorting to using kicksliders like 07:32:151 (5,6,7,8) - when they don't play to anything in the song? something like 07:25:008 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9) - would have fit this part MUCH better than what you have.
- 07:39:864 (5) - NC this
- 07:50:721 (7) - NC this
- 07:53:578 (5) - ^ done all
- 08:08:436 (1,3) - swap the NCs, don't break your NC patterning. idk, the music changes and the pattern looks bad with swapped NCs
- 08:19:578 (2) - overmapped, delete. not overmapped
- 08:22:150 (1,3) - same as before, swap NC same
- 08:33:007 (3,5) - delete as well, overmapped. not overmapped
- 09:20:007 (2,3,4,5,6) - this is almost impossible to hit, i highly sugest you use a reveres slider for the first three notes or that you just use a 5 note burst. what
I'm just going to stop here since the map is long af and it's kinda getting boring, being pretty bland here.
The map in general lacks a lot in areas such as structure and flow, both of these are almost non-existent in the map and seem ignored simply due to the fact that it's deathmetal (correct me if im wrong it just feels that way to me). Not because it's deathmetal, but because I like older maps a lot. Like 2011-2013.
NC'ing needs a lot of improvement, you seem to be NC'ing to patterns instead of the song.
Streams and patterns also needs more variations, i never see you use any curved streams for those buildups at all for the first half of the map I like consistency in these things
I recommend reworking and relooking over every single stream used in this song and looking for any DS errors, they look really really inconsistent at many parts and it's unrankable as it is now if not fixed. that's just a thing that happens on stream maps because scaling and rotating rounds stuff, pretty sure i've seen it on ranked maps too, will look and remake streams later if I see something big.
btw that headphone comment was serious, at least two of those overmaps were really audible
gl
delete the notes and hear for yourself, there aint any sound there at all. (overmap issues)hohol454 wrote:
meep_Meep_ wrote:
From Meep's Love Live Modding Queue! General
- Visual spacing could be improved, use DS to make neater patterns since most of them seem handmapped.
Metadata
- Add in "marathon' to the tags
- 00:06:713 (1,2,3,1,2,3) - spacing here could be improved, atm it looks like they were just handmapped and placed there without any context, you could make it have better visual spacing by just copy pasting 00:06:713 (1,2,3) - and bringing the copypasted 3 (and the 1 and 2) to overlap onto 00:06:713 (1) - , it works since they have similar sounds. y there was an error
- 00:09:341 (1,2,3,1,2,3) - why do these have claps? 00:06:713 (1,2,3,1,2,3) - this part doesn't have it at all. the hitsounding should stay consistent since the song hasn't changed much at all. another synth comes in here
- 00:19:852 (1,2,3,1,2,3,1,2,3) - idk, this part has such a high intensity compared to the one behind, yet you're still using these triangles that are small in size and make the player move very little. They don't really emphasise anything in the song imo, should be bigger the intensity was expressed by the change in rhythm to a singletap pattern, but y bigger is better
- 00:21:092 - theres a drum sound here, its best to follow rhythm than to continue making the triangle patterns. added kickslider
- 00:22:041 (4) - why is there a pause here? You should be mapping to the guitar that you have been mapping to since the beginning of this part. The blastbeats stopping is way too significant to continue mapping like I have before, pause is better
- 00:25:107 (1,2,3,4,5,1,2,3,4,5,1,2,3,1,2,3) - The mapping here feels very awkward. As the music changes, hitsound usage also changes, yet the notes still play the same as they always do (structure wise) I think you should use MUCH more space to emphasise certain notes and use much more creative patterns to indicate difference in music. the way this plays is very much different from the patterns before. idk what to say really
- 00:25:107 (1,2,3,4,5,1,2,3,4,5,1,2,3,1,2,3,1,2,3,4,5,6,7,8,9,10,11,12) - highlight all these and you'll see how much you cramped up in one small area. Try to use more space as I said earlier 00:25:983 (1,2,3,4,5) - is a repeat of 00:25:107 (1,2,3,4,5) - ,that's why it's copypasted and uses the same area
- 00:27:735 (1,2,3,4,5,6,7,8,9,10,11,12) - I recommend you use Ctrl+shift+D to make the spiral here since I can easily tell it's handmapped it's because of the guitar stuff in the background, if it was just drums I would do this but the guitar kinda lends itself to what I have imo
- 00:29:925 (7) - 00:33:428 (7) - why is there no direction change here when there is a direction change on 00:31:676 (1) - ? Be more consistent in your direction changes because 00:31:238 (1,2,3,4,5,6) - is a lot more noticable musically, still the rest of the stream isn't so i just made the curve smaller and changed spacing for 00:31:676 (1,2,3,4,5,6) -
- 00:34:742 (1,2,3,1,2,3) - This shouldnt differ much in spacing since the guitar pitch doesn't change as much as from 00:34:304 (1,2,3) - to 00:34:742 (1,2,3) - It does change still even if not as much and it's a lot more natural to play if the spacing increase continues the smae.
- 00:37:808 (1) - 00:38:684 (1) - there shouldnt be direction changes here, the music doesn't change at all. cymbals and the guitar melody
- 00:44:815 (2,3,4,5,6,7,8,9,10) - feels like you're just placing triangles... just because the song says so. I really hope you try and map to the guitar and its pitch because thats the only thing that changes quite a lot here. This part is kinda groovy, that's why the spacing doesn't change much
- 00:47:443 (6,7,8,1) - why doesn 6-7 have the same spacing as 8-1 when 1 has a much louder sound? I don't see why they should all be emphasised in the same way. there should be spacing emphasis on things like this. fixed spacing error
- 00:48:319 (2,3,4,5,6,7,8,9,10) - you can see once you highlight, that there are inconsistencies in the pattern. because the spacing changes, it's impossible to make it a grid, moved last row a bit stil
- 01:09:414 (2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1) - you should be using DS on parts like these, it's clearly handmapped and it looks bad since the spacing between each note isnt consistent. pretty sure this wasn't handmapped, just rounding errors from rotating and scaling it, remade it
- 01:19:122 (7,8,9) - the turn here is really sharp here, it'll be hard on the player so curve it a bit more i don't see it
- 01:24:943 (2,3,4,5) - as veridian said, this is really too hard on the player because of the spacing decrease, you shouldn't expect the player to know the song beforehand and expect them to hit this like it's nothing, they'll have to depend on your patterning and your usage of rhythm to figure out what comes next. as I said, nobody had trouble with it.
- 01:39:414 (5,6,1,2,3,4,5,6,1) - this too, use Distance Snap please. it is distance snapped, 1 pixel rounding errors don't really matter
- 02:25:150 (4) - stack this ontop 02:25:436 (1) - , there isn't any reason to put it so far away. stack would be hard to read but made the spacing way lower
- 02:31:864 (3) - I think this should be NC'd, up to you. could be, i think it's better to read without
- 02:37:007 (1,2,3) - it'd be much better visually if you were more consistent with your slider shape usage, using different kinds of curves in one single combo makes it awkward since there isnt much things going on that are different, slider shapes should be used to indicate different kinds of sounds, so using different kinds of curves makes it feel awkward. i wouldn't call it a different kind of curve lol, it's very minute. fixed
- 02:39:150 (7) - here as well, shouldnt the direction be changed? could be but the direction change after is mapped to the backing guitar
- 02:46:007 - 02:46:293 - missing notes here, you've been mapping to the guitar a whole lot and its weird to just ignore it like that. y but this whole section focuses mainly on vocals
- 02:57:578 (4) - this should be NC'd. done
- 03:04:436 (6) - NC this. k
- 03:05:293 - I don't think theres any ned to increase and decrease SVs so much here, there isn't even any music changes, only these instruments. It's really unecessary the snares are quite prominent here
- 03:27:864 (1,2,3,4,1,2,3,4,1) - this is just really taxing on the player, making them get used to such different speeds in such a small amt. of time is pretty hard on them, i suggest you reduce the spacing on 03:27:864 (1,2,3,4) - Not taxing but slightly unfitting
- 03:35:293 (1,2,3,4,5,6,7) - there isnt really any flow in these jumps, and i feel like they've just been handplaced just because the song calls for jumps here, i recommend u add some structure or pattern to the jumps. y the last 2 jumps have pretty bad flow, changed
- 03:37:007 (5,6,3,4) - these kinds of sliders are bad since slider leniency allows players to jump to each slider with ease, making them emphasise nothing at all. Space them out more and use a different pattern. changed the second one, first one really has only the second guitar which is quiet
- 03:42:150 - why is this not Kiai? It's pretty intense in comparison to 03:14:721 - . could be
- 03:59:293 (2) - NC this. It's a new sound ok
- 04:00:007 - 04:00:864 - why there no note here? You could have mapped to the vocals instead of just mapping solely to the drums those sound a bit like mistakes by the guitarist
- 04:05:578 (2,3) - these should be notes. I like the sliders to make 04:06:150 (4,5) - more impactful
- 04:06:150 (4) - NC done
- 04:08:721 (1,2,3,4,1,2,3,4,1,2,3,4) - this pattern is very annoying for players since it doesn't scale in spacing in any way or play to the music like 03:13:864 (1,2,3,4,1,2,3,4,1,2,3,4) - , i really suggest you change this to something like what u did 03:13:864 - does change the spacing but apparently not enough
- 04:09:578 - Shouldnt the kiai start here? thats where the chorus starts that it should
- 04:21:578 (1,2,3,4,1,2,3,4,1,2,3,4) - now this one is just bad compared to the others, the 4-1 overlaps make it very uncomfortable to play and its just not right, try to use curves more since all i've been seeing are straight lines in these buildups to the choruses didn't see anyone have trouble with it
- 04:58:436 (2,3) - why do parts like these have clap hs while 05:07:007 (2,3) - don't? keep HSing consistent. because the claps are to the electric guitar, not acoustic
- 06:05:864 (6) - overmapped, delete. get better headphones/loudspeakers
- 06:09:293 (4) - ^^
- 06:10:721 (2) - ^cmon this is clearly audible
- 06:13:007 (3,4,5) - make this slider -> circle -> slider -> circle -> slider instead, it plays much better and allows 06:13:864 - to be clickable. oh yeah that is way better
- 06:27:864 (5,6) - can u at least ctrl+G instead of making new sliders XD i can tell the difference i didn't tho idk how did it happen
- 06:40:721 (5) - NC, different sound as before. k
- 07:10:114 (1) - this is really close to being a burai slider, the sliderhead and sliderend circle both cover each other so much its really hard to tell which direction they go, please space them out more since this is unrankable.
- 07:11:007 (1) - this is unrankable, it doesn't have a clear path at all and is impossible to predict where the sliderball will go. will wait until BN mod, I still faintly believe that it could be rankable because in it's readable in practice.
- 07:13:865 (1,1,1) - why is the direction changing so much here when there isn't any changes in the music? there is tho
- 07:24:151 (1) - Remove the NC here, its the same sound as before.
- 07:31:865 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - why are you resorting to using kicksliders like 07:32:151 (5,6,7,8) - when they don't play to anything in the song? something like 07:25:008 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9) - would have fit this part MUCH better than what you have.
- 07:39:864 (5) - NC this
- 07:50:721 (7) - NC this
- 07:53:578 (5) - ^ done all
- 08:08:436 (1,3) - swap the NCs, don't break your NC patterning. idk, the music changes and the pattern looks bad with swapped NCs
- 08:19:578 (2) - overmapped, delete. not overmapped
- 08:22:150 (1,3) - same as before, swap NC same
- 08:33:007 (3,5) - delete as well, overmapped. not overmapped
- 09:20:007 (2,3,4,5,6) - this is almost impossible to hit, i highly sugest you use a reveres slider for the first three notes or that you just use a 5 note burst. what
I'm just going to stop here since the map is long af and it's kinda getting boring, being pretty bland here.
The map in general lacks a lot in areas such as structure and flow, both of these are almost non-existent in the map and seem ignored simply due to the fact that it's deathmetal (correct me if im wrong it just feels that way to me). Not because it's deathmetal, but because I like older maps a lot. Like 2011-2013.
NC'ing needs a lot of improvement, you seem to be NC'ing to patterns instead of the song.
Streams and patterns also needs more variations, i never see you use any curved streams for those buildups at all for the first half of the map I like consistency in these things
I recommend reworking and relooking over every single stream used in this song and looking for any DS errors, they look really really inconsistent at many parts and it's unrankable as it is now if not fixed. that's just a thing that happens on stream maps because scaling and rotating rounds stuff, pretty sure i've seen it on ranked maps too, will look and remake streams later if I see something big.
[/color]
gl
big thanks
hohol454 wrote:
06:05:864 (6) - cymbal, some guitar sound listen at 25%, the cymbal sound doesn't even land on the 6 note, it lands earlier than that, there isnt any guitar either.
06:09:293 (4) - cymbal nearly inauldible here but it's there, guitar thing then why are 06:15:864 - and 06:16:150 - not mapped? They have the exact same sound. cymbal isnt there on 06:09:293 (4) -
06:10:721 (2) - cymbal You're mapping mainly to the drums cuz 98% of all notes in this small section are focused on the drums, there shouldnt be a need to wander off and map the cymbals
08:19:578 (2) - guitar, cymbal then why is there no note on 08:19:293 - ? same thing, guitar, cymbal.
08:33:293 (5) - guitar, cymbal 08:33:007 (3,5) - forgot to add another note, but yea these two dont have anything on them. even the guitar doesnt land correctly on them
I think all of those those are hi-hats, but I'm not a drummer
idk if we were talking about the same thing with the DS stuff but really I just opened promethean kings look at 20 seconds at random and found this so yeah it happens in ranked maps too(no it's not intentional here)
do clarify if you meant something different
I said barely, I never said they didnt have any, if u read
sorry about kds forgot
_Meep_ wrote:
07:11:007 (1) - this one being readable in practice doesnt mean its readable to anyone else who played it. its breaking the RC can't argue that RC is pretty clear on this. I'll just settle for another circle. It was playable though, for the people the map was meant for
04:21:578 (1,2,3,4,1,2,3,4,1,2,3,4) - people don't necessarily have to show you that they have trouble, don't base things off testplays. I'm talking about consistency with other streams here, and it's not there. it's just small variety, doesn't affect how you play it and its not noticable on skins with out transparent circle. Also why didn't you say anything about this one 03:13:864 (1,2,3,4,1,2,3,4,1,2,3,4) - it's the same thing, so it's not even inconsistent.
04:17:150 (13,14,1) - these are the kind of things that happen when you don't have DS on, and this is very obvious but this one was intentional, maybe the lowered SV on the next slider could have helped you decipher that
07:14:151 (1,1) - what is changing here? ._. hear the music, there isnt anything at all that will tell you to change direction unlike 07:16:436 (1) - seriously how can I reply to this when you clearly cannot hear stuff that is there for everyone else, guitar plays in the background. As I said either get new sound equipment or go to an ear doctor.
07:31:865 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - this isnt replied to lol, not sure if u noticed
most of the overmaps are mostly your im honestly missed this point but the jumps are to the guitar which you clearly cannot hear
01:24:669 (1,2,3,4,5) - Like I said, don't base things off testplays. should I base things off (no offence) 20k touchscreen players? Mithew suggested this, you know, a person who can actually play it
02:45:578 (1,2,3,4) - the transition from guitar -> vocal is really hard to tell, be clear in what you're mapping and make it obvious for players to know what they're playing to. this isn't an anime opening. It has so many layers, I switch between instruments and vocals quite often to try to capture what I feel is the most important/plays the best at that moment. Mapping the guitar wouldn't play that well either and it would ignore the most important thing. [/color]
00:48:319 (2,3,4,5,6,7,8,9,10) - https://osu.ppy.sh/ss/10639644 i dont think u even tried to fix it ._. because the DS CHANGES holy shit , ofc if you keep it the same it makes a grid, have you noticed that 00:44:815 (2,3,4,5,6,7,8,9,10) - and 00:51:822 (2,3,4,5,6,7,8,9,10) - also have DS variation between the triples?
00:25:107 (1,2,3,4,5,1,2,3,4,5,1,2,3,1,2,3,1,2,3,4,5,6,7,8,9,10,11,12) - highlight all these and you'll see how much you cramped up in one small area. Try to use more space as I said earlier 00:25:983 (1,2,3,4,5) - is a repeat of 00:25:107 (1,2,3,4,5) - ,that's why it's copypasted and uses the same area then the other notes? idk they just went there because the spacing fits, i don't see how it matters that 2
bars of the map occupy the same space because they are vertical jumps
00:09:341 (1,2,3,1,2,3) - if you still want to keep the clap sounds, get some new hitsounds, the current one doesn't fit at all I mean its the default soft clap on a part that has default hitsounds, so it fits with the rest of the hitsounds. It not fitting with the song is subjective and honestly I find most hitsounds unfitting, so I don't care. If someone else has a problem with it i'll change ithohol454 wrote:
06:05:864 (6) - cymbal, some guitar sound listen at 25%, the cymbal sound doesn't even land on the 6 note, it lands earlier than that, there isnt any guitar either. there is a guitar sound that is slightly off time, the cymbal is on time
06:09:293 (4) - cymbal nearly inauldible here but it's there, guitar thing then why are 06:15:864 - and 06:16:150 - not mapped? They have the exact same sound. cymbal isnt there on 06:09:293 (4) - yeah its not a hi-hat there it's some crash or something. The guitar isn't mapped because I map they are between two sections so a pause makes sense, also the guitar isn't really on any not exactly
06:10:721 (2) - cymbal You're mapping mainly to the drums cuz 98% of all notes in this small section are focused on the drums, there shouldnt be a need to wander off and map the cymbals you know I originally didn't have these mapped, but mitthew suggested that it would be less boring if I filled this slow part with more objects, which I think is a good idea. I also don't map to the drums, most of it is a combination of guitar and vocals
08:19:578 (2) - guitar, cymbal then why is there no note on 08:19:293 - ? same thing, guitar, cymbal. Kinda wanted to add one there, but after listening to the instrumental like 10 times it makes more sense to me with the break. close call though
08:33:293 (5) - guitar, cymbal 08:33:007 (3,5) - forgot to add another note, but yea these two dont have anything on them. even the guitar doesnt land correctly on them it does
https://aether-realm.bandcamp.com/album ... strumental take a listen to this, the vocals and the chorus is removed so it's a lot easier to hear those notes, you should hear it
I think all of those those are hi-hats, but I'm not a drummer
idk if we were talking about the same thing with the DS stuff but really I just opened promethean kings look at 20 seconds at random and found this so yeah it happens in ranked maps too(no it's not intentional here)
do clarify if you meant something different
I said barely, I never said they didnt have any, if u read and I said it more common than you think, but I think that you just didn't see the intentional DS changes and think they are mistakes. In that case, yes. If you think an intentional DS change is a mistake then you'll see a lot of them.
sorry about kds forgot
Josh123uaJ wrote:
Hi, from queue.
General:
- Decrease any difficulty setting by 0.1, currently this map breaks max score in CtB mode with HDHR so decreasing one of them would reduce score multiplier. I tested it in CtB with 3 mods (HDHRFL), score ended at around 2 billion so it should be fine (although you can't add anymore notes if you want to). only nomod is considered for score purposes so it's not needed. painters of the tempest actually break max score in CTB with only HD and it's ranked.
- Imo, using default soft hitclap doesn't rly fit in the calmer sections of the song. Maybe put in a custom one? i have no feeling for hitsounds, so it seems ok to me
Following my Heart:
04:14:721 (2) - I don't get why is this placed far from the last slider compared to the next slider. I think this should be more in the middle with the last and next slider. you already have some velocity from the stream so the jumps is more natural this way
04:34:436 (1) - Make the turn here sharper. This turn compared to other turns in this section is kinda dull. for sure
06:38:150 (4) - Minor nitpick but just move the slider a tad bit away from the stack to avoid a small overlap. relic of me using DS too often
11:19:305 (7) - Listening closely, The guitar on the first repeat is on the 1/8 tick instead of the 1/6 tick. not sure, would hurt playability if I changed it tho
16:20:625 (6) - This could be placed somewhere around x:391, y:190 so the pattern could be a little neater. love it
16:45:911 (2,4) - Put finish hitsound here?
16:59:625 (2,4) - ^ done, it made sense with old hitsounding
17:36:196 (1) - Imo, this slider could be improved to look better. For example, the inward of the curve is pointy which doesn't look too good if you're trying to do a simple curve. Also, the loop at the bottom looks stretched out. Maybe you can remake that loop. tried
18:44:768 (1) - From this point you can decrease volume bit by bit to 10% at the end since music starts to slowly fade. done
Rly nice map. I'll be looking forward when this gets ranked.
Matthew Rigaud wrote:
hi I saw that you updated your map and since I have a better modding experience I'd thought I can help out again
pls make the ar higher 9 ar on a 7-star map just makes it a bit harder was a mistake
17:08:768 I think the offset is a bit ahead just a tiny bit maybe -5 it not sure
05:52:436 the slider end looks a bit fucked because you added a red anchor at the end of it intentional
06:00:436 the slider ruins the flow add 1/2 sliders insteadchanged to circles instead
06:02:721 stacking messed up this slider heads position caused by wrong ar
06:07:293 this slider head doesn't go into the round's end same
06:10:721 none of these circles are snapped to the slider's body same
14:27:625 (5) starting from here give the liner sliders a gray anchor to fit the curvy flow curves on 1/4 usually look bad imo
14:33:911 remove the circle and add an extra repeat no
14:33:911 remove the new combo no
14:44:768 (1,3,5,7) make all these sliders the same buildup
15:19:625 (1,2,3,4) this part of the stream makes it ass because the rest of the stream is good mainly because of its round flow seems fine
15:23:340 the flow sucks because it looks like the ones in old-school maps same
k ima stop I think my computer will crash outa nowhere so I'm gonna stop it here but there is a lot of mistakes I could find also if you want me to mod again you can tell me when I'm on your welcome!
nah actually I just forgot that I can edit posts so ill go on
14:52:197 you should remove the combos
14:55:483 circle is not snapped to the slider end
15:02:197 map this tick
15:03:340 map this part into doubles (just add one circle and stack it)
15:07:340 map this part because you started to map the vocals
15:07:911 remove this note because you are only mapping vocals from what I can see if this is not your intention ignore
15:11:911 this circle isn't snapped to the music
15:12:911 unreadable
I get what you mean but the vocals I missed usually don't have the most powerful part on a white tick, thats why I didn't map it except for 1/2 rhythms where it's not as much of a problem. No change
15:25:054 make this a 3 point slider
15:29:054 make this a 3 point slider also
15:32:768 all of the slider ends should be 3 pointed to fit with the flow of the (triplets) same reason as before
16:43:054 this supports my reason why this should be higher than ar 9 because when there are too many visible notes in gameplay like this it is hard to read .
17:36:196 this sliders path is confusing because some people might not know what direction the ball goes on their first attempt on that section only a problem if it changed directions on one of the intersections.
18:51:625 the spinner shouldn't be here because there is more to map it's fade to nothing loop, I have to make the first spinner somewhere
00:56:932 circle is not snapped to the end fixed
00:56:640 (1,3,5) make all of the sliders the same exact curve
01:00:144 same goes for here fixed
09:21:864 over on this section reword the new combos to make them even done
04:35:434 this object isn't snapped (got this from ai mod) y
alright im off to go play some fortnite have a good day sir