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posted
This beatmap was submitted using in-game submission on Saturday, September 9, 2017 at 10:32:57 PM

Artist: Waterflame
Title: Glorious Morning 2
Tags: Electronic Dance Victorfernando
BPM: 150
Filesize: 1774kb
Play Time: 01:22
Difficulties Available:
  1. Glorious War 2 (4.67 stars, 274 notes)
  2. Hyper (3.87 stars, 253 notes)
  3. Victorfernando's Normal (1.85 stars, 112 notes)
  4. Victorfernado's Hard (3.01 stars, 196 notes)


Download: Waterflame - Glorious Morning 2
Information: Scores/Beatmap Listing
---------------
Osu! needs more Waterflame!

Completed Difficulties:
Glorious War 2
Hyper
Victorfernando's Normal
Victorfernado's Hard

Currently working on redoing hyper's repeating sliders in the beginning
posted
Not going to be much of a mod because I'm useless at this kind of stuff.
Glorious War
66400,-57.1428571428571,4,2,0,45,0,0 - I would probably have this timing section with 2x slider velocity, and have this whole section remapped. I like how you change the spacing for everything, but you effectively double the spacing between circles whilst only slightly increasing slider velocity.
Speaking of which, this section of the map just feels far too spaced out and fast. I would probably tone down the spacing here a bit just for playability. If you reduced the spacing a bit here, you could use hitsounding to differentiate this section from the others more.
01:06:400 - You could probably make this a kiai time until 01:19:200 .

Sorry that this mod isn't much, I'm not entirely certain how to mod this kind of map. If you want to give me pointers, or explain the thoughts behind your mapping that'd be great, since then I can improve my modding with this type of map like.
Good luck with this map, and any other maps you make!

If you need help with anything else, feel free to pm me ingame, on the forums, or post to my queue again :)
posted
SPOILER

ShiiTsuin wrote:

Not going to be much of a mod because I'm useless at this kind of stuff.
Glorious War
66400,-57.1428571428571,4,2,0,45,0,0 - I would probably have this timing section with 2x slider velocity, and have this whole section remapped. I like how you change the spacing for everything, but you effectively double the spacing between circles whilst only slightly increasing slider velocity.
Speaking of which, this section of the map just feels far too spaced out and fast. I would probably tone down the spacing here a bit just for playability. If you reduced the spacing a bit here, you could use hitsounding to differentiate this section from the others more.
01:06:400 - You could probably make this a kiai time until 01:19:200 . The last 2 sections of the song are mapped with distance snap on for the sake of spacing consistency, however distance snap is effected my slider velocity, so when I mapped the 2nd part I increased slider velocity, and distance snap. I remapped the part as you suggested instead using straight sliders on one drum sound and curved on the other, I increased slider velocity to 2x as you suggested, but kept the distance snap the same as in the last section resulting in an overall spacing decrease. I used whistle sounds on the straight sliders and finish sounds on the curved ones. Also added the kiai time. The remap of the section resulted in a significantly lower star rating, but I'm alright with that since it made the map feel like less of a difficulty spike.

Sorry that this mod isn't much, I'm not entirely certain how to mod this kind of map. If you want to give me pointers, or explain the thoughts behind your mapping that'd be great, since then I can improve my modding with this type of map like.
Good luck with this map, and any other maps you make! I thought the mod was useful in general; My biggest focus on this map was creating a nice and continuous flow as the beat of the song tended to repeat the same sounds over and over. That's why I ended up using very few jumps and instead I used spacing between everything in signify an increase of intensity in the song. I agree with you that the spacing increase was too intense, so I toned it down but it's still definitely there and I think it brings across the same point

If you need help with anything else, feel free to pm me ingame, on the forums, or post to my queue again :)


Thanks for the mod!
posted
Glorious War:
offset should be on the first note of the song, so I suggest using 2434
00:11:500 (3) - there isnt even a sound here
00:13:100 (3) - ^
00:14:700 (3) - ^ ok this same prob is repeated. if you're trying to emphasize the note more, just space it more. no need to overmap
00:23:600 (2,3) - tons of inconsistency in overlaps like this
00:27:300 (1,2) - there arent sounds here
00:27:300 (1) - for the whole section starting here it's just really unnatural to play the rhythm
00:53:800 (1,2,3) - sorry anything past this part is unplayable

this gets really boring to play really fast, and that's because you have like 2 patterns for the whole thing. in a song this repetitive it doesn't hurt to add variety

your patterns don't represent the music well either. like i said above, u can use spacing to emphasize notes that are stronger

this is just what i could think of off the top of my head but u should really watch some videos or read up to develop ur mapping

gl
posted
Thanks for the mod!
Cococolaco

cococolaco wrote:

Glorious War:
offset should be on the first note of the song, so I suggest using 2434 Fixed
00:11:500 (3) - there isnt even a sound here Fixed
00:13:100 (3) - ^ Fixed
00:14:700 (3) - ^ ok this same prob is repeated. if you're trying to emphasize the note more, just space it more. no need to overmap Fixed
00:23:600 (2,3) - tons of inconsistency in overlaps like this Not sure what you mean, its two sliders one after another with the second having a high slider velocity. It represents the two notes in the song that are the same tone and pitch but the second being a bit louder. As for the patterns themself,
they are different looking but they all repeat that same action

00:27:300 (1,2) - there arent sounds here Fixed

00:27:300 (1) - for the whole section starting here it's just really unnatural to play the rhythm Ties into below
00:53:800 (1,2,3) - sorry anything past this part is unplayable Can you be more specific? By unplayable I would assume you mean impossible, but from the people I've had playtest it they all managed to do it fine. It's meant to be a stamina testing stream of notes.

this gets really boring to play really fast, and that's because you have like 2 patterns for the whole thing. in a song this repetitive it doesn't hurt to add variety
Can you suggest any ideas to add variety except what I did? The song is repetitive, too strong use of variety wouldn't fit the song.

your patterns don't represent the music well either. like i said above, u can use spacing to emphasize notes that are stronger
You don't seem to get the point that I use different patterns to emphasize notes and slight increase in spacing, and overall increases in spacing to represent song intensity. The idea was to create a beatmap that followed one constant flow, and sudden increases in spacing would break that natural flow. Spacing can be used to show different sounds in the song, but because all the sounds are so similar it's better to keep spacing overall the same.

this is just what i could think of off the top of my head but u should really watch some videos or read up to develop ur mapping Any other sources besides the osu! wiki and pishifats? I've already read and watched both

gl
posted
Hi, from my queue

Generally I see it's one of your first maps. Basically the rythm is not good. Whole map should be made in 1/3, not 1/4, so there no way I can do a normal mod. But I don't want to do nothing so I made a diff from your hard with good rythm to show you the proper way. I also fixed the combo, but you need to do everything else (I'm surprised noone said it before)
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 0
Countdown: 1
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 53234
DistanceSpacing: 1.2
BeatDivisor: 3
GridSize: 16
TimelineZoom: 2

[Metadata]
Title:Glorious Morning 2
TitleUnicode:Glorious Morning 2
Artist:Waterflame
ArtistUnicode:Waterflame
Creator:QuiescentRabbit
Version:Hard
Source:
Tags:
BeatmapID:1382090
BeatmapSetID:650099

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:5
ApproachRate:7
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"glory.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
2434,400,4,2,0,45,1,0
5100,-90.9090909090909,4,2,0,45,0,0
25900,-80,4,2,0,45,0,0
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Good luck with mapset
posted
M4M
not sure if this will be helpful or if its a good mod but Ill try my best

HARD
00:09:234 (1) - this slider is one tick too long and thus does not follow the beat
00:18:834 (1) -  slider is one tick too short
00:22:534 (2) - you follow a different beat here
All i could find for the hard for now
Glorious war
00:28:634 (2) -  this isn't necessary
00:30:534 (3) -  same here
00:32:134 (3) -  here aswell
00:33:734 (3) -  same here
00:35:134 (2) -  make this longer and move it a tick back in the timeline
00:35:334 (3) -  shouldn't be here
00:36:934 (2,3) - same issue here
00:38:334 (2,3) -  and here
00:39:934 (2,3) -  and here
00:41:534 (2,3) -  and here
00:43:134 (2,3) -  and here
00:44:734 (2,3) -  same thing here
00:46:334 (2) -  make this go to where the three is to follow the beat
00:46:534 (3) -  this does not need to be here

01:06:634 (1,2,3) -  you change the spacing from the previous part despite it being the same sound in the song
01:16:234 (1) -  spinner is too long decrease its size by two ticks

With the parts that have the same issues you repeat the same thing, most the time the 3rd slider doesnt follow a part in the song thus sounding strange overall though the map flowed well and i really enjoyed it :) good luck with your mapset
posted

Milar001 wrote:

Hi, from my queue

Generally I see it's one of your first maps. Basically the rythm is not good. Whole map should be made in 1/3, not 1/4, so there no way I can do a normal mod. But I don't want to do nothing so I made a diff from your hard with good rythm to show you the proper way. I also fixed the combo, but you need to do everything else (I'm surprised noone said it before)
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 0
Countdown: 1
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 53234
DistanceSpacing: 1.2
BeatDivisor: 3
GridSize: 16
TimelineZoom: 2

[Metadata]
Title:Glorious Morning 2
TitleUnicode:Glorious Morning 2
Artist:Waterflame
ArtistUnicode:Waterflame
Creator:QuiescentRabbit
Version:Hard
Source:
Tags:
BeatmapID:1382090
BeatmapSetID:650099

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:5
ApproachRate:7
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"glory.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
2434,400,4,2,0,45,1,0
5100,-90.9090909090909,4,2,0,45,0,0
25900,-80,4,2,0,45,0,0
66434,-74.0740740740741,4,2,0,45,0,0


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Good luck with mapset


Uhm wow. I feel really stupid now. You're right, this sounds far better using 1/3rd. Since a lot of songs follow 1/4th rhythm the thought it could be anything else totally passed me. Thanks for taking to time to make an entire difficulty to show the proper rhythm. Though honestly, it'll require an entire remap so I suppose the previous mods weren't much help.
posted
mc2save

mc2save wrote:

M4M
not sure if this will be helpful or if its a good mod but Ill try my best

HARD
00:09:234 (1) - this slider is one tick too long and thus does not follow the beat
00:18:834 (1) -  slider is one tick too short
00:22:534 (2) - you follow a different beat here
All i could find for the hard for now
Glorious war
00:28:634 (2) -  this isn't necessary
00:30:534 (3) -  same here
00:32:134 (3) -  here aswell
00:33:734 (3) -  same here
00:35:134 (2) -  make this longer and move it a tick back in the timeline
00:35:334 (3) -  shouldn't be here
00:36:934 (2,3) - same issue here
00:38:334 (2,3) -  and here
00:39:934 (2,3) -  and here
00:41:534 (2,3) -  and here
00:43:134 (2,3) -  and here
00:44:734 (2,3) -  same thing here
00:46:334 (2) -  make this go to where the three is to follow the beat
00:46:534 (3) -  this does not need to be here

01:06:634 (1,2,3) -  you change the spacing from the previous part despite it being the same sound in the song
01:16:234 (1) -  spinner is too long decrease its size by two ticks

With the parts that have the same issues you repeat the same thing, most the time the 3rd slider doesnt follow a part in the song thus sounding strange overall though the map flowed well and i really enjoyed it :) good luck with your mapset


Since I haven't gotten around to fixing the 1/3rd rhythm this mod isn't exactly valid anymore, but I'll still try to keep your ideas in mind for when I remap it.
posted
was it helpful in any way though?

dm me when you've fixed the issues and ill re mod :)
posted
Lab Mod!
[Glorious War 2]
Object at 00:51:100 - should be placed at: [98, 331] currently at: [99, 333] to move in line with slider

[Hard Collab]
Object at 00:32:034 - should be placed at: [415, 161] currently at: [416, 160] to move in line with slider

I hope I didn't malfunction! C:


Due to the nature of your style, it barely found anything since there are hardly any direct lines or blankets (and that is what it is looking for exactly) whereas most people get 40+ lines LOL

MORE WATERFLAME!
posted
Used your map as a format for the two new difficults. Ended up naming hard "Hard Collab" since it was a slightly edited version of your map. Glorious War 2 while using the same format was changed in several major ways. Thanks for the mod!
Mod

Milar001 wrote:

Hi, from my queue

Generally I see it's one of your first maps. Basically the rythm is not good. Whole map should be made in 1/3, not 1/4, so there no way I can do a normal mod. But I don't want to do nothing so I made a diff from your hard with good rythm to show you the proper way. I also fixed the combo, but you need to do everything else (I'm surprised noone said it before)
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 0
Countdown: 1
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 53234
DistanceSpacing: 1.2
BeatDivisor: 3
GridSize: 16
TimelineZoom: 2

[Metadata]
Title:Glorious Morning 2
TitleUnicode:Glorious Morning 2
Artist:Waterflame
ArtistUnicode:Waterflame
Creator:QuiescentRabbit
Version:Hard
Source:
Tags:
BeatmapID:1382090
BeatmapSetID:650099

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:5
ApproachRate:7
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"glory.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
2434,400,4,2,0,45,1,0
5100,-90.9090909090909,4,2,0,45,0,0
25900,-80,4,2,0,45,0,0
66434,-74.0740740740741,4,2,0,45,0,0


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208,96,66434,6,0,P|128:128|96:176,1,126.000000480652
216,304,66834,5,0,0:0:0:0:
306,265,66967,2,0,P|336:239|368:192,1,63.0000002403259
400,176,67234,2,0,P|423:121|416:80,1,63.0000002403259
464,48,67500,1,0,0:0:0:0:
370,13,67634,5,0,0:0:0:0:
280,52,67767,2,0,P|250:78|224:112,1,63.0000002403259
183,147,68034,2,0,P|160:202|176:256,1,63.0000002403259
240,256,68300,1,0,0:0:0:0:
170,324,68434,5,0,0:3:0:0:
99,255,68567,2,0,P|80:219|64:176,1,63.0000002403259,0|0,0:3|0:3,0:3:0:0:
48,128,68834,2,0,P|46:68|80:32,1,63.0000002403259,0|0,0:3|0:3,0:3:0:0:
128,112,69100,1,0,0:0:0:0:
142,31,69234,5,0,0:0:0:0:
232,70,69367,2,0,P|262:96|288:144,1,63.0000002403259
320,160,69634,2,0,P|343:215|320:256,1,63.0000002403259
272,288,69900,1,0,0:0:0:0:
341,332,70034,5,0,0:0:0:0:
416,272,70167,2,0,P|436:238|448:192,1,63.0000002403259
477,146,70434,2,0,P|481:86|464:64,1,63.0000002403259
384,128,70700,1,0,0:0:0:0:
382,38,70834,5,0,0:0:0:0:
292,77,70967,2,0,P|262:103|240:160,1,63.0000002403259
195,172,71234,2,0,P|172:227|176:256,1,63.0000002403259
272,256,71500,1,0,0:0:0:0:
203,334,71634,5,0,0:0:0:0:
113,295,71767,2,0,P|83:269|64:240,1,63.0000002403259
16,192,72034,2,0,P|-7:137|0:112,1,63.0000002403259
80,128,72300,1,0,0:0:0:0:
49,40,72434,5,0,0:0:0:0:
139,79,72567,2,0,P|169:105|192:144,1,63.0000002403259
236,174,72834,2,0,P|259:229|256:256,1,63.0000002403259
176,272,73100,1,0,0:0:0:0:
244,339,73234,5,0,0:0:0:0:
334,300,73367,2,0,P|364:274|384:240,1,63.0000002403259
431,205,73634,2,0,P|454:150|448:112,1,63.0000002403259
384,128,73900,1,0,0:0:0:0:
398,41,74034,5,0,0:0:0:0:
308,80,74167,2,0,P|278:106|256:160,1,63.0000002403259
211,175,74434,2,0,P|188:230|192:256,1,63.0000002403259
272,256,74700,1,0,0:0:0:0:
222,334,74834,5,0,0:0:0:0:
132,295,74967,2,0,P|102:269|80:240,1,63.0000002403259
35,200,75234,2,0,P|12:145|16:112,1,63.0000002403259
16,64,75500,1,0,0:0:0:0:
81,39,75634,5,0,0:0:0:0:
141,108,75767,2,0,P|167:138|208:160,1,63.0000002403259
256,80,76034,2,0,L|352:96,1,63.0000002403259
304,192,76300,1,0,0:0:0:0:
400,128,76434,5,0,0:0:0:0:
400,208,76567,2,0,L|384:272,1,63.0000002403259
304,288,76834,2,0,L|240:320,1,63.0000002403259
160,288,77100,1,0,0:0:0:0:
96,208,77234,5,0,0:0:0:0:
192,192,77367,2,0,P|192:128|160:112,1,63.0000002403259
208,48,77634,2,0,L|272:64,1,63.0000002403259
320,128,77900,1,0,0:0:0:0:
368,208,78034,5,0,0:0:0:0:
416,128,78167,2,0,L|400:64,1,63.0000002403259
320,32,78434,2,0,L|256:48,1,63.0000002403259
192,112,78700,1,0,0:0:0:0:
160,208,78834,6,0,L|208:288,1,63.0000002403259
288,192,79100,1,0,0:0:0:0:
256,192,79234,12,0,80434,0:0:0:0:
256,192,80834,5,0,0:0:0:0:
336,80,81234,1,0,0:0:0:0:
400,128,81367,1,0,0:0:0:0:
416,208,81500,1,0,0:0:0:0:
400,288,81634,1,0,0:0:0:0:
256,288,81900,5,0,0:0:0:0:
176,256,82034,1,0,0:0:0:0:
112,192,82167,1,0,0:0:0:0:
64,128,82300,1,0,0:0:0:0:
Good luck with mapset
posted
Mod

Arphimigon wrote:

[Glorious War 2]
Object at 00:51:100 - should be placed at: [98, 331] currently at: [99, 333] to move in line with slider

[Hard Collab]
Object at 00:32:034 - should be placed at: [415, 161] currently at: [416, 160] to move in line with slider

I hope I didn't malfunction! C:

Due to the nature of your style, it barely found anything since there are hardly any direct lines or blankets (and that is what it is looking for exactly) whereas most people get 40+ lines LOL

MORE WATERFLAME!


LOL that's funny. No harm done though right?
posted
OwO such big changes since I last looked at this map :3

Glorious War
00:02:834 (2) - I get why this slider has it's length, for the reserve arrow and all, but the fact that it ends on the 1/3 doesn't really sound right to me. I think just changing the hitsound so that the end is quiet might work, but i certainly feel like there needs to be some change.
00:04:434 (2) - Getting the same feeling with this one as well :/
00:06:034 (3) - This one wasn't so bad since there was still a distinct noise at the end of the slider.
Not going to keep on commenting on the sliders since there's no point in you looking at a repetitive and useless wall of text.
00:08:834 (2) - I'd move this a bit over to the left, just to get a better blanket with 00:09:234 (3) .
00:09:234 (3) - Not sure whether this is something in the ranking criteria, but I'm pretty sure you wanna avoid having points in a slider extending out of the slider body by much if possible.
00:13:234 (1,2) - Should these not line up better? It doesn't bother me since I don't usually follow slider paths that much, but it looks to be like they're supposed to line up, and it might be a tiny bit confusing.
00:13:634 (2) - Could the position of this slider be reconsidered so that 00:14:034 (3) blankets it better, whilst keeping a distinct shape and movement with 00:13:234 (1) . This might be doable if 00:13:234 (1,2) create a kind of "w" shape.
00:14:034 (3,1) - These also look like they're supposed to lineup/lead up to eachother, but don't. If this isn't intentional, I suggest using no grid snapping or a finer grid level so that they move into eachother smoother.
00:16:834 (1,2) - ^ same potential issue
00:33:500 (4,5) - Real big spacing here, I would suggest that if you wanna keep the spacing, you rotate 00:33:500 (4) a bit so it's a bit more playable.
00:35:100 (4,5) - Kinda concerned about this one as well. I can play them pretty easily, but It feels like a lot of spacing just to emphasize stuff. Screenwide jumps are rarely good idea imo. This applies to any circumstances like this, so you can be the judge of where and when you should reconsider the spacing, since you should be able to tell :3
00:53:100 - I think that at least some of this part of the song should use Kiai time, just since it seems to be the highest intensity, main emphasis kinda part
00:54:167 (2,3) - Feel like these would be better if they followed into eachother properly and shared more similar slider shapes. Mostly preference here though.
00:55:767 (2,3) - Would it not make sense to just have these use the exact same body? It just looks more uniform and stuff.
01:03:367 (1,2,1) - I could play this bit fine, but it doesn't actually work very well. It has absolutely no flow since the two circles flow from left to right, rather than the right to left from the previous slider, and you then have to move right to left quickly for 01:03:634 (1) . It isn't really ideal from my testing, even if I could do it :3
01:21:234 (2,3,4,5,1,2,3,4) - I like this bit on the end, though I'm not a huge fan of the patterns, especially 01:21:900 (1,2,3,4) . I would have probably stuck with something like 01:21:234 (2,3,4,5) if you were to do these jumps here, and even then, I'm not sure it'd play that well.


Quite enjoyed modding this for the second time in a while, certainly seems like a lot has changed. This has brought up some slight concerns with a few things, but you could probably fix or tweak it in no time at all.

Good luck, and if you want more help with this map or anything else you may make, I'd be happy to help. Just pm me ingame or on the forums, or repost to my queue.
Anything you thought about my modding which could be improved? Tell me, I'm always raring to get better :3
posted
ShiiTsuin

ShiiTsuin wrote:

OwO such big changes since I last looked at this map :3


]00:02:834 (2) - I get why this slider has it's length, for the reserve arrow and all, but the fact that it ends on the 1/3 doesn't really sound right to me. I think just changing the hitsound so that the end is quiet might work, but i certainly feel like there needs to be some change.

00:04:434 (2) - Getting the same feeling with this one as well :/ Ok, so I know what you're talking about, and I actually noticed this when I was mapping it. Both of these sounds start on 1/3rd beats, but they don't end on 1/3rd beats, I decided prioritizing when they started was more important. I don't know how to make a slider with the end being quiet but not the beginning when it uses a reverse arrow?

00:06:034 (3) - This one wasn't so bad since there was still a distinct noise at the end of the slider.

Not going to keep on commenting on the sliders since there's no point in you looking at a repetitive and useless wall of text.I want to fix this,
I just don't know how.



00:08:834 (2) - I'd move this a bit over to the left, just to get a better blanket with 00:09:234 (3) .
00:09:234 (3) - Not sure whether this is something in the ranking criteria, but I'm pretty sure you wanna avoid having points in a slider extending out of the slider body by much if possible. Fixed both of these


00:13:234 (1,2) - Should these not line up better? It doesn't bother me since I don't usually follow slider paths that much, but it looks to be like they're supposed to line up, and it might be a tiny bit confusing. Your next mod fixes this.

00:13:634 (2) - Could the position of this slider be reconsidered so that 00:14:034 (3) blankets it better, whilst keeping a distinct shape and movement with 00:13:234 (1) . This might be doable if 00:13:234 (1,2) create a kind of "w" shape. I like the idea, and I think it looks cool. Fixed


00:14:034 (3,1) - These also look like they're supposed to lineup/lead up to eachother, but don't. If this isn't intentional, I suggest using no grid snapping or a finer grid level so that they move into eachother smoother. I'm a bit confused on what sliders you're trying to reference, since these two sliders aren't even close to each other in the timeline, but I think I know what you meant and tried to fix it
00:16:834 (1,2) - ^ same potential issue This time I understood what you meant, and tried my best to make them lineup nicer


00:33:500 (4,5) - Real big spacing here, I would suggest that if you wanna keep the spacing, you rotate 00:33:500 (4) a bit so it's a bit more playable. I ended up changing the direction of 3 and 4 to keep the same inverted direction feel while making it so that the jump is less harsh.



00:35:100 (4,5) - Kinda concerned about this one as well. I can play them pretty easily, but It feels like a lot of spacing just to emphasize stuff. Screenwide jumps are rarely good idea imo. This applies to any circumstances like this, so you can be the judge of where and when you should reconsider the spacing, since you should be able to tell :3 I slightly adjusted this one as well, but honestly even screenwide 1/3rd slider jumps aren't that tough,
especially for the difficulty level I'm aiming for.


00:53:100 - I think that at least some of this part of the song should use Kiai time, just since it seems to be the highest intensity, main emphasis kinda part I ended up adding kiai time, however to the last section of the song since it's supposed to be even more intense.



00:54:167 (2,3) - Feel like these would be better if they followed into eachother properly and shared more similar slider shapes. Mostly preference here though. I'm not sure this is really needed, but fixed regardless.

00:55:767 (2,3) - Would it not make sense to just have these use the exact same body? It just looks more uniform and stuff. Making these both the same slider results in a very uneven fit. I tried to adjust them to look more visually similar, though I'm not sure how well it worked.


01:03:367 (1,2,1) - I could play this bit fine, but it doesn't actually work very well. It has absolutely no flow since the two circles flow from left to right, rather than the right to left from the previous slider, and you then have to move right to left quickly for 01:03:634 (1) . It isn't really ideal from my testing, even if I could do it :3 I'm almost certain that I did this accidentally. Nice catch.

01:21:234 (2,3,4,5,1,2,3,4) - I like this bit on the end, though I'm not a huge fan of the patterns, especially 01:21:900 (1,2,3,4) . I would have probably stuck with something like 01:21:234 (2,3,4,5) if you were to do these jumps here, and even then, I'm not sure it'd play that well. I didn't follow your suggestion, but I did change this section so that it made two square jumps, which are perfectly symmetrical


Quite enjoyed modding this for the second time in a while, certainly seems like a lot has changed. This has brought up some slight concerns with a few things, but you could probably fix or tweak it in no time at all.

Good luck, and if you want more help with this map or anything else you may make, I'd be happy to help. Just pm me ingame or on the forums, or repost to my queue.
Anything you thought about my modding which could be improved? Tell me, I'm always raring to get better :3


I actually ended up accepting every proposal, in some way. While I didn't do what you said for all of them I did at least change the area you mentioned. A lot of the mods were pretty small things, so I don't think any of them had a major final difference on the map but if it looks nice it looks nice! Thanks again for the mod!
posted
my M4M part
Glorious War 2
00:02:834 (2) - why repeating, no sound on the end
00:04:434 (2) - ^
00:06:034 (3,3) - ^
00:09:234 (3,2) - ^

etc etc

overall there's no real huge problem, except for the first part of your map (this part). it lacks design and flow. Fun rythm.

for example :
00:05:634 (2) - this slider doesn't flow right with 00:06:034 (3) -
00:05:634 (2,4) - these aren't stacked
00:08:834 (2,3) - that blanket is too close
00:10:434 (1,2) - you could blanket
etc etc
Hyper Collab 2
basicly the same as glorious war 2 lul
examples :
00:14:834 (1,3) - stack these two
00:15:634 (3,1) - non symetrical
00:20:034 (2,3,1) - non consistent spacing
posted

FruityEnLoops wrote:

my M4M part
Glorious War 2
00:02:834 (2) - why repeating, no sound on the end
00:04:434 (2) - ^
00:06:034 (3,3) - ^
00:09:234 (3,2) - ^ Uh.. Yes there is? It's 2 sounds that are exactly the same, the only problem is they both start on 1/3rd beat, but the 2nd ends on 1/4th beat. Still trying to figure out a better way to do it.

etc etc

overall there's no real huge problem, except for the first part of your map (this part). it lacks design and flow. Fun rythm. It's a slow part of the song, not really meant to be intense. What would give it better design and flow?

for example :
00:05:634 (2) - this slider doesn't flow right with 00:06:034 (3) - Why doesn't it flow right? They lead straight into each other? Can you give an example that would make it flow?
00:05:634 (2,4) - these aren't stacked Fixed
00:08:834 (2,3) - that blanket is too close What dignifies a blanket as too close?
00:10:434 (1,2) - you could blanket Done
etc etc
Hyper Collab 2
basicly the same as glorious war 2 lul
examples :
00:14:834 (1,3) - stack these twohttps://osu.ppy.sh/forum/posting.php ... p=6189719#
00:15:634 (3,1) - non symetrical
00:20:034 (2,3,1) - non consistent spacing
It isn't done, and I marked so in the description, but I guess I should've made it obvious that this shouldn't be modded. I'm likely to scrap the entire thing and redo it.
Thanks for the mod, but it was incredibly vague and as a result I essentially changed nothing. You also only focused around a single part of the song, instead the intense parts. You're one of the most experienced modders yet, so I want to try to understand what you're talking about
posted
as asked, let me clarify :

https://www.youtube.com/watch?v=GYGatwQszwQ
https://www.youtube.com/watch?v=FCB5rLXqWKY

as explained in these 2 videos by pishifat (if you don't know him, watch all his videos, they're very informative) flow is basicly the movement of your cursor : not the shape.

For example, when seeing a short slider, you want make the entire movement, right? Since you know you wont be penalized from only staying on the head of the slider.
This is flow. What you see in the editor is different than what you'll play ; and by thinking about that you can make your map look better by making everything having a sense.

First of all, on your map you overlap (barely make two objects hover themselves) a lot of time. For no reason.
There are two types of overlap : for example, you can overlap by 4 pixels to make the player understand "hey this is a new object" without having to read the approach circles. In your map you overlap because "hey I was supposed to make a certain distance between objects because this is a high rythm".

Second, you NEED to blanket. Blanket is where two objects use themselves and creates a structure.
For example :
It looks better than this, right?

That's what you need to build, a structure to make your map look good.

This is very subjective and this kind of things gets automatic with time. You just need to practice more and more...
posted
Quote

FruityEnLoops wrote:

as asked, let me clarify :

https://www.youtube.com/watch?v=GYGatwQszwQ
https://www.youtube.com/watch?v=FCB5rLXqWKY

as explained in these 2 videos by pishifat (if you don't know him, watch all his videos, they're very informative) flow is basicly the movement of your cursor : not the shape.

For example, when seeing a short slider, you want make the entire movement, right? Since you know you wont be penalized from only staying on the head of the slider.
This is flow. What you see in the editor is different than what you'll play ; and by thinking about that you can make your map look better by making everything having a sense.

First of all, on your map you overlap (barely make two objects hover themselves) a lot of time. For no reason.
There are two types of overlap : for example, you can overlap by 4 pixels to make the player understand "hey this is a new object" without having to read the approach circles. In your map you overlap because "hey I was supposed to make a certain distance between objects because this is a high rythm".

Second, you NEED to blanket. Blanket is where two objects use themselves and creates a structure.
For example :
It looks better than this, right?

That's what you need to build, a structure to make your map look good.

This is very subjective and this kind of things gets automatic with time. You just need to practice more and more...


Thanks for specifying what you meant more clearly, I'll try to clean up some of the slider structure to make it nicer, however as for flow itself I did map with flow in mind; I didn't actually map the beginning part, and I guess that was a poor choice on my part. With all the complaints about it I'm heavily considering scrapping it. Are there any other parts in the map where It doesn't flow well? There's a few parts where I purposely betray flow to exaggerate specific sounds, but generally I did it with intention of flow.
posted
The flow in the "second" part is more intensive and fits the song, to me it's clean

(but yeah you should redo the beginning)
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